{
  "base": "https://cheeleong.dev/graph20/",
  "documents": [
    {
      "id": "objects/sources/srd-5-2-1",
      "type": "Source",
      "name": "System Reference Document 5.2.1",
      "excerpt": ""
    },
    {
      "id": "objects/rules/1-1-playing-the-game",
      "type": "Rule",
      "name": "Playing the Game",
      "excerpt": ""
    },
    {
      "id": "objects/rules/1-10-ability-modifier",
      "type": "Rule",
      "name": "Ability Modifier",
      "excerpt": "An ability check is named for the ability modifier it uses: a Strength check, an Intelligence check, and so on. Different ability checks are called for in diffe"
    },
    {
      "id": "objects/rules/1-100-immunity",
      "type": "Rule",
      "name": "Immunity",
      "excerpt": "Some creatures and objects have Immunity to certain damage types and conditions. Immunity to a damage type means you don't take damage of that type, and Immunit"
    },
    {
      "id": "objects/rules/1-101-healing",
      "type": "Rule",
      "name": "Healing",
      "excerpt": "Hit Points can be restored by magic, such as the Cure Wounds spell or a Potion of Healing, or by a Short or Long Rest (see “Rules Glossary”)."
    },
    {
      "id": "objects/rules/1-102-knocking-out-a-creature",
      "type": "Rule",
      "name": "Knocking Out a Creature",
      "excerpt": "When you would reduce a creature to 0 Hit Points with a melee attack, you can instead reduce the creature to 1 Hit Point and give it the Unconscious condition. "
    },
    {
      "id": "objects/rules/1-103-dropping-to-0-hit-points",
      "type": "Rule",
      "name": "Dropping to 0 Hit Points",
      "excerpt": "When a creature drops to 0 Hit Points, it either dies outright or falls unconscious, as explained below."
    },
    {
      "id": "objects/rules/1-104-instant-death",
      "type": "Rule",
      "name": "Instant Death",
      "excerpt": "Here are the main ways a creature can die instantly.\n\nMonster Death. A monster dies the instant it drops to 0 Hit Points, although a Game Master can ignore this"
    },
    {
      "id": "objects/rules/1-105-character-demise",
      "type": "Rule",
      "name": "Character Demise",
      "excerpt": "If your character dies, others might find a magical way to revive your character, such as with the Raise Dead spell. Or talk with the GM about making a new char"
    },
    {
      "id": "objects/rules/1-106-falling-unconscious",
      "type": "Rule",
      "name": "Falling Unconscious",
      "excerpt": "If you reach 0 Hit Points and don't die instantly, you have the Unconscious condition (see “Rules Glossary”) until you regain any Hit Points, and you now face m"
    },
    {
      "id": "objects/rules/1-107-death-saving-throws",
      "type": "Rule",
      "name": "Death Saving Throws",
      "excerpt": "Whenever you start your turn with 0 Hit Points, you must make a Death Saving Throw to determine whether you creep closer to death or hang on to life. Unlike oth"
    },
    {
      "id": "objects/rules/1-108-stabilizing-a-character",
      "type": "Rule",
      "name": "Stabilizing a Character",
      "excerpt": "You can take the Help action to try to stabilize a creature with 0 Hit Points, which requires a successful DC 10 Wisdom (Medicine) check.\n\nA Stable creature doe"
    },
    {
      "id": "objects/rules/1-109-temporary-hit-points",
      "type": "Rule",
      "name": "Temporary Hit Points",
      "excerpt": "Some spells and other effects confer Temporary Hit Points, which are a buffer against losing actual Hit Points, as explained below."
    },
    {
      "id": "objects/rules/1-11-proficiency-bonus",
      "type": "Rule",
      "name": "Proficiency Bonus",
      "excerpt": "Add your Proficiency Bonus to an ability check when the GM determines that a skill or tool proficiency is relevant to the check and you have that proficiency. F"
    },
    {
      "id": "objects/rules/1-110-lose-temporary-hit-points-first",
      "type": "Rule",
      "name": "Lose Temporary Hit Points First",
      "excerpt": "If you have Temporary Hit Points and take damage, those points are lost first, and any leftover damage carries over to your Hit Points. For example, if you have"
    },
    {
      "id": "objects/rules/1-111-duration",
      "type": "Rule",
      "name": "Duration",
      "excerpt": "Temporary Hit Points last until they're depleted or you finish a Long Rest (see \"Rules Glossary\")."
    },
    {
      "id": "objects/rules/1-112-they-dont-stack",
      "type": "Rule",
      "name": "They Don't Stack",
      "excerpt": "Temporary Hit Points can't be added together. If you have Temporary Hit Points and receive more of them, you decide whether to keep the ones you have or to gain"
    },
    {
      "id": "objects/rules/1-113-theyre-not-hit-points-or-healing",
      "type": "Rule",
      "name": "They're Not Hit Points or Healing",
      "excerpt": "Temporary Hit Points can't be added to your Hit Points, healing can't restore them, and receiving Temporary Hit Points doesn't count as healing. Because Tempora"
    },
    {
      "id": "objects/rules/1-12-difficulty-class",
      "type": "Rule",
      "name": "Difficulty Class",
      "excerpt": "The Difficulty Class of an ability check represents the task's difficulty. The more difficult the task, the higher its DC. The rules provide DCs for certain che"
    },
    {
      "id": "objects/rules/1-13-saving-throws",
      "type": "Rule",
      "name": "Saving Throws",
      "excerpt": "A saving throw - also called a save - represents an attempt to evade or resist a threat, such as a fiery explosion, a blast of poisonous gas, or a spell trying "
    },
    {
      "id": "objects/rules/1-14-ability-modifier",
      "type": "Rule",
      "name": "Ability Modifier",
      "excerpt": "Saving throws are named for the ability modifiers they use: a Constitution saving throw, a Wisdom saving throw, and so on. Different saving throws are used to r"
    },
    {
      "id": "objects/rules/1-15-proficiency-bonus",
      "type": "Rule",
      "name": "Proficiency Bonus",
      "excerpt": "You add your Proficiency Bonus to your saving throw if you have proficiency in that kind of save. See “Proficiency” later in “Playing the Game.”"
    },
    {
      "id": "objects/rules/1-16-difficulty-class",
      "type": "Rule",
      "name": "Difficulty Class",
      "excerpt": "The Difficulty Class for a saving throw is determined by the effect that causes it or by the GM. For example, if a spell forces you to make a save, the DC is de"
    },
    {
      "id": "objects/rules/1-17-attack-rolls",
      "type": "Rule",
      "name": "Attack Rolls",
      "excerpt": "An attack roll determines whether an attack hits a target. An attack roll hits if the roll equals or exceeds the target's Armor Class. Attack rolls usually occu"
    },
    {
      "id": "objects/rules/1-18-ability-modifier",
      "type": "Rule",
      "name": "Ability Modifier",
      "excerpt": "The Attack Roll Abilities table shows which ability modifier to use for different types of attack rolls.\n\nAttack Roll Abilities\n\nSome features let you use diffe"
    },
    {
      "id": "objects/rules/1-19-proficiency-bonus",
      "type": "Rule",
      "name": "Proficiency Bonus",
      "excerpt": "You add your Proficiency Bonus to your attack roll when you attack using a weapon you have proficiency with, as well as when you attack with a spell. See “Profi"
    },
    {
      "id": "objects/rules/1-2-rhythm-of-play",
      "type": "Rule",
      "name": "Rhythm of Play",
      "excerpt": "The three main pillars of D&D play are social interaction, exploration, and combat. Whichever one you're experiencing, the game unfolds according to this basic "
    },
    {
      "id": "objects/rules/1-20-armor-class",
      "type": "Rule",
      "name": "Armor Class",
      "excerpt": "A creature's Armor Class represents how well the creature avoids being wounded in combat. The AC of a character is determined at character creation (see “Charac"
    },
    {
      "id": "objects/rules/1-21-rolling-20-or-1",
      "type": "Rule",
      "name": "Rolling 20 or 1",
      "excerpt": "If you roll a 20 on the d20 (called a “natural 20”) for an attack roll, the attack hits regardless of any modifiers or the target’s AC. This is called a Critica"
    },
    {
      "id": "objects/rules/1-22-advantage-disadvantage",
      "type": "Rule",
      "name": "Advantage/Disadvantage",
      "excerpt": "Sometimes a D20 Test is modified by Advantage or Disadvantage. Advantage reflects the positive circumstances surrounding a d20 roll, while Disadvantage reflects"
    },
    {
      "id": "objects/rules/1-23-heroic-inspiration",
      "type": "Rule",
      "name": "Heroic Inspiration",
      "excerpt": "Sometimes the GM or a rule gives you Heroic Inspiration. If you have Heroic Inspiration, you can expend it to reroll any die immediately after rolling it, and y"
    },
    {
      "id": "objects/rules/1-24-roll-two-d20s",
      "type": "Rule",
      "name": "Roll Two D20s",
      "excerpt": "When a roll has either Advantage or Disadvantage, roll a second d20 when you make the roll. Use the higher of the two rolls if you have Advantage, and use the l"
    },
    {
      "id": "objects/rules/1-25-they-dont-stack",
      "type": "Rule",
      "name": "They Don't Stack",
      "excerpt": "If multiple situations affect a roll and they all grant Advantage on it, you still roll only two d20s. Similarly, if multiple situations impose Disadvantage on "
    },
    {
      "id": "objects/rules/1-26-interactions-with-rerolls",
      "type": "Rule",
      "name": "Interactions with Rerolls",
      "excerpt": "When you have Advantage or Disadvantage and something in the game lets you reroll or replace the d20, you can reroll or replace only one die, not both. You choo"
    },
    {
      "id": "objects/rules/1-27-proficiency",
      "type": "Rule",
      "name": "Proficiency",
      "excerpt": "Characters and monsters are good at various things. Some are skilled with many weapons, while others can use only a few. Some are better at understanding people"
    },
    {
      "id": "objects/rules/1-28-the-bonus-doesnt-stack",
      "type": "Rule",
      "name": "The Bonus Doesn't Stack",
      "excerpt": "Your Proficiency Bonus can't be added to a die roll or another number more than once. For example, if a rule allows you to make a Charisma (Deception or Persuas"
    },
    {
      "id": "objects/rules/1-29-skill-proficiencies",
      "type": "Rule",
      "name": "Skill Proficiencies",
      "excerpt": "Most ability checks involve using a skill, which represents a category of things creatures try to do with an ability check. The descriptions of the actions you "
    },
    {
      "id": "objects/rules/1-3-exceptions-supersede-general-rules",
      "type": "Rule",
      "name": "Exceptions Supersede General Rules",
      "excerpt": "General rules govern each part of the game. For example, the combat rules tell you that melee attacks use Strength and ranged attacks use Dexterity. That's a ge"
    },
    {
      "id": "objects/rules/1-30-skill-list",
      "type": "Rule",
      "name": "Skill List",
      "excerpt": "The skills are shown on the Skills table, which notes example uses for each skill proficiency as well as the ability check the skill most often applies to."
    },
    {
      "id": "objects/rules/1-31-determining-skills",
      "type": "Rule",
      "name": "Determining Skills",
      "excerpt": "A character's starting skill proficiencies are determined at character creation, and a monster's skill proficiencies appear in its stat block."
    },
    {
      "id": "objects/rules/1-32-saving-throw-proficiencies",
      "type": "Rule",
      "name": "Saving Throw Proficiencies",
      "excerpt": "Proficiency in a saving throw lets a character add their Proficiency Bonus to saves that use a particular ability. For example, proficiency in Wisdom saves lets"
    },
    {
      "id": "objects/rules/1-33-equipment-proficiencies",
      "type": "Rule",
      "name": "Equipment Proficiencies",
      "excerpt": "A character gains proficiency with various weapons and tools from their class and background. There are two categories of equipment proficiency:\n\nWeapons. Anyon"
    },
    {
      "id": "objects/rules/1-34-actions",
      "type": "Rule",
      "name": "Actions",
      "excerpt": "When you do something other than moving or communicating, you typically take an action. The Action table lists the game's main actions, which are defined in mor"
    },
    {
      "id": "objects/rules/1-35-one-thing-at-a-time",
      "type": "Rule",
      "name": "One Thing at a Time",
      "excerpt": "The game uses actions to govern how much you can do at one time. You can take only one action at a time. This principle is most important in combat, as explaine"
    },
    {
      "id": "objects/rules/1-36-bonus-actions",
      "type": "Rule",
      "name": "Bonus Actions",
      "excerpt": "Various class features, spells, and other abilities let you take an additional action on your turn called a Bonus Action. The Cunning Action feature, for\n\nexamp"
    },
    {
      "id": "objects/rules/1-37-reactions",
      "type": "Rule",
      "name": "Reactions",
      "excerpt": "Certain special abilities, spells, and situations allow you to take a special action called a Reaction. A Reaction is an instant response to a trigger of some k"
    },
    {
      "id": "objects/rules/1-38-social-interaction",
      "type": "Rule",
      "name": "Social Interaction",
      "excerpt": "During their adventures, player characters meet many different people and face some monsters that would rather talk than fight. In those situations, it's time f"
    },
    {
      "id": "objects/rules/1-39-roleplaying",
      "type": "Rule",
      "name": "Roleplaying",
      "excerpt": "Roleplaying is, literally, the act of playing out a role. In this case, it's you as a player determining how your character thinks, acts, and talks. Roleplaying"
    },
    {
      "id": "objects/rules/1-4-the-six-abilities",
      "type": "Rule",
      "name": "The Six Abilities",
      "excerpt": "All creatures - characters and monsters - have six abilities that measure physical and mental characteristics, as shown on the Ability Descriptions table.\n\nAbil"
    },
    {
      "id": "objects/rules/1-40-ability-checks",
      "type": "Rule",
      "name": "Ability Checks",
      "excerpt": "Ability checks can be key in determining the outcome of a social interaction. Your roleplaying efforts can alter an NPC's attitude, but there might still be an "
    },
    {
      "id": "objects/rules/1-41-exploration",
      "type": "Rule",
      "name": "Exploration",
      "excerpt": "Exploration involves delving into places that are dangerous and full of mystery. The rules in this section detail some of the ways adventurers interact with the"
    },
    {
      "id": "objects/rules/1-42-adventuring-equipment",
      "type": "Rule",
      "name": "Adventuring Equipment",
      "excerpt": "As adventurers explore, their equipment can help them in many ways. For example, they can reach out-of-the-way places with a Ladder, perceive things they wouldn"
    },
    {
      "id": "objects/rules/1-43-vision-and-light",
      "type": "Rule",
      "name": "Vision and Light",
      "excerpt": "Some adventuring tasks - such as noticing danger, hitting an enemy, and targeting certain spells - are affected by sight, so effects that obscure vision can hin"
    },
    {
      "id": "objects/rules/1-44-obscured-areas",
      "type": "Rule",
      "name": "Obscured Areas",
      "excerpt": "An area might be Lightly or Heavily Obscured. In a Lightly Obscured area - such as an area with Dim Light, patchy fog, or moderate foliage - you have Disadvanta"
    },
    {
      "id": "objects/rules/1-45-light",
      "type": "Rule",
      "name": "Light",
      "excerpt": "The presence or absence of light determines the category of illumination in an area, as defined below.\n\nBright Light. Bright Light lets most creatures see norma"
    },
    {
      "id": "objects/rules/1-46-special-senses",
      "type": "Rule",
      "name": "Special Senses",
      "excerpt": "Some creatures have special senses that help them perceive things in certain situations. “Rules Glossary” defines the following special senses:\n\nBlindsight\n\nDar"
    },
    {
      "id": "objects/rules/1-47-hiding",
      "type": "Rule",
      "name": "Hiding",
      "excerpt": "Adventurers and monsters often hide, whether to spy on one another, sneak past a guardian, or set an ambush. The Game Master decides when circumstances are appr"
    },
    {
      "id": "objects/rules/1-48-interacting-with-objects",
      "type": "Rule",
      "name": "Interacting with Objects",
      "excerpt": "Interacting with objects is often simple to resolve. The player tells the GM that their character is doing something, such as moving a lever or opening\n\na door,"
    },
    {
      "id": "objects/rules/1-49-what-is-an-object",
      "type": "Rule",
      "name": "What Is an Object?",
      "excerpt": "For the purpose of the rules, an object is a discrete, inanimate item like a window, door, sword, book, table, chair, or stone. It isn't a building or a vehicle"
    },
    {
      "id": "objects/rules/1-5-ability-scores",
      "type": "Rule",
      "name": "Ability Scores",
      "excerpt": "Each ability has a score from 1 to 20, although some monsters have a score as high as 30. The score represents the magnitude of an ability. The Ability Scores t"
    },
    {
      "id": "objects/rules/1-50-time-limited-object-interactions",
      "type": "Rule",
      "name": "Time-Limited Object Interactions",
      "excerpt": "When time is short, such as in combat, interactions with objects are limited: one free interaction per turn. That interaction must occur during a creature's mov"
    },
    {
      "id": "objects/rules/1-51-finding-hidden-objects",
      "type": "Rule",
      "name": "Finding Hidden Objects",
      "excerpt": "When your character searches for hidden things, such as a secret door or a trap, the GM typically asks you to make a Wisdom (Perception) check, provided you des"
    },
    {
      "id": "objects/rules/1-52-carrying-objects",
      "type": "Rule",
      "name": "Carrying Objects",
      "excerpt": "You can usually carry your gear and treasure without worrying about the weight of those objects. If you try to haul an unusually heavy object or a massive numbe"
    },
    {
      "id": "objects/rules/1-53-breaking-objects",
      "type": "Rule",
      "name": "Breaking Objects",
      "excerpt": "As an action, you can automatically break or otherwise destroy a fragile, nonmagical object, such as a glass container or a piece of paper. If you try to damage"
    },
    {
      "id": "objects/rules/1-54-marching-order",
      "type": "Rule",
      "name": "MARCHING ORDER",
      "excerpt": "The adventurers should establish a marching order while they travel, whether indoors or outdoors. A marching order makes it easier to determine which characters"
    },
    {
      "id": "objects/rules/1-55-hazards",
      "type": "Rule",
      "name": "Hazards",
      "excerpt": "Monsters are the main perils characters face, but other dangers await. “Rules Glossary” defines the following hazards:"
    },
    {
      "id": "objects/rules/1-56-travel",
      "type": "Rule",
      "name": "Travel",
      "excerpt": "During an adventure, the characters might travel long distances on trips that could take hours or days. The GM can summarize this travel without calculating exa"
    },
    {
      "id": "objects/rules/1-57-travel-pace",
      "type": "Rule",
      "name": "Travel Pace",
      "excerpt": "While traveling outside combat, a group can move at a Fast, Normal, or Slow pace, as shown on the Travel Pace table. The table states how far the party can move"
    },
    {
      "id": "objects/rules/1-58-vehicles",
      "type": "Rule",
      "name": "Vehicles",
      "excerpt": "Travelers in wagons, carriages, or other land vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the vessel, and th"
    },
    {
      "id": "objects/rules/1-59-combat",
      "type": "Rule",
      "name": "Combat",
      "excerpt": "Adventurers encounter many dangerous monsters and nefarious villains. In those moments, combat often breaks out."
    },
    {
      "id": "objects/rules/1-6-ability-modifiers",
      "type": "Rule",
      "name": "Ability Modifiers",
      "excerpt": "Each ability has a modifier that you apply whenever you make a D20 Test with that ability (explained in \"D20 Tests\"). An ability modifier is derived from its sc"
    },
    {
      "id": "objects/rules/1-60-the-order-of-combat",
      "type": "Rule",
      "name": "The Order of Combat",
      "excerpt": "A typical combat encounter is a clash between two sides: a flurry of weapon swings, feints, parries, footwork, and spellcasting. The game organizes combat into "
    },
    {
      "id": "objects/rules/1-61-combat-step-by-step",
      "type": "Rule",
      "name": "Combat Step by Step",
      "excerpt": "Combat unfolds in these steps:\n\n1: Establish Positions. The Game Master determines where all the characters and monsters are located. Given the adventurers' mar"
    },
    {
      "id": "objects/rules/1-62-initiative",
      "type": "Rule",
      "name": "Initiative",
      "excerpt": "Initiative determines the order of turns during combat. When combat starts, every participant rolls Initiative; they make a Dexterity check that determines thei"
    },
    {
      "id": "objects/rules/1-63-your-turn",
      "type": "Rule",
      "name": "Your Turn",
      "excerpt": "On your turn, you can move a distance up to your Speed and take one action. You decide whether to move first or take your action first.\n\nThe main actions you ca"
    },
    {
      "id": "objects/rules/1-64-playing-on-a-grid",
      "type": "Rule",
      "name": "PLAYING ON A GRID",
      "excerpt": "If you play using a square grid and miniatures or other tokens, follow these rules.\n\nSquares. Each square represents 5 feet.\n\nSpeed. Rather than moving foot by "
    },
    {
      "id": "objects/rules/1-65-ending-combat",
      "type": "Rule",
      "name": "Ending Combat",
      "excerpt": "Combat ends when one side or the other is defeated, which can mean the creatures are killed or knocked out or have surrendered or fled. Combat can also end when"
    },
    {
      "id": "objects/rules/1-66-movement-and-position",
      "type": "Rule",
      "name": "Movement and Position",
      "excerpt": "On your turn, you can move a distance equal to your Speed or less. Or you can decide not to move.\n\nYour movement can include climbing, crawling, jumping, and sw"
    },
    {
      "id": "objects/rules/1-67-difficult-terrain",
      "type": "Rule",
      "name": "Difficult Terrain",
      "excerpt": "Combatants are often slowed down by Difficult Terrain. Low furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs are examples of Difficult Terrai"
    },
    {
      "id": "objects/rules/1-68-breaking-up-your-move",
      "type": "Rule",
      "name": "Breaking Up Your Move",
      "excerpt": "You can break up your move, using some of its movement before and after any action, Bonus Action, or Reaction you take on the same turn. For example, if you hav"
    },
    {
      "id": "objects/rules/1-69-dropping-prone",
      "type": "Rule",
      "name": "Dropping Prone",
      "excerpt": "On your turn, you can give yourself the Prone condition (see “Rules Glossary”) without using an action or any of your Speed, but you can’t do so if your Speed i"
    },
    {
      "id": "objects/rules/1-7-round-down",
      "type": "Rule",
      "name": "Round Down",
      "excerpt": "Whenever you divide or multiply a number in the game, round down if you end up with a fraction, even if the fraction is one-half or greater. Some rules make an "
    },
    {
      "id": "objects/rules/1-70-creature-size",
      "type": "Rule",
      "name": "Creature Size",
      "excerpt": "A creature belongs to a size category, which determines the width of the square space the creature occupies on a map, as shown on the Creature Size and Space ta"
    },
    {
      "id": "objects/rules/1-71-moving-around-other-creatures",
      "type": "Rule",
      "name": "Moving around Other Creatures",
      "excerpt": "During your move, you can pass through the space of an ally, a creature that has the Incapacitated condition (see “Rules Glossary”), a Tiny creature, or a creat"
    },
    {
      "id": "objects/rules/1-72-making-an-attack",
      "type": "Rule",
      "name": "Making an Attack",
      "excerpt": "When you take the Attack action, you make an attack. Some other actions, Bonus Actions, and Reactions also let you make an attack. Whether you strike with a Mel"
    },
    {
      "id": "objects/rules/1-73-unseen-attackers-and-targets",
      "type": "Rule",
      "name": "UNSEEN ATTACKERS AND TARGETS",
      "excerpt": "When you make an attack roll against a target you can't see, you have Disadvantage on the roll. This is true whether you're guessing the target's location or ta"
    },
    {
      "id": "objects/rules/1-74-cover",
      "type": "Rule",
      "name": "Cover",
      "excerpt": "Walls, trees, creatures, and other obstacles can provide cover, making a target more difficult to harm. As detailed in the Cover table, there are three degrees "
    },
    {
      "id": "objects/rules/1-75-ranged-attacks",
      "type": "Rule",
      "name": "Ranged Attacks",
      "excerpt": "When you make a ranged attack, you fire a bow, hurl an axe, or otherwise send projectiles to strike a foe at a distance. Many spells also involve making a range"
    },
    {
      "id": "objects/rules/1-76-range",
      "type": "Rule",
      "name": "Range",
      "excerpt": "You can make ranged attacks only against targets within a specified range. If a ranged attack, such as one made with a spell, has a single range, you can't atta"
    },
    {
      "id": "objects/rules/1-77-ranged-attacks-in-close-combat",
      "type": "Rule",
      "name": "Ranged Attacks in Close Combat",
      "excerpt": "Aiming a ranged attack is more difficult when a foe is next to you. When you make a ranged attack roll with a weapon, a spell, or some other means, you have Dis"
    },
    {
      "id": "objects/rules/1-78-melee-attacks",
      "type": "Rule",
      "name": "Melee Attacks",
      "excerpt": "A melee attack allows you to attack a target within your reach. A melee attack typically uses a hand-held weapon or an Unarmed Strike. Many monsters make melee "
    },
    {
      "id": "objects/rules/1-79-reach",
      "type": "Rule",
      "name": "Reach",
      "excerpt": "A creature has a 5-foot reach and can thus attack targets within 5 feet when making a melee attack. Certain creatures have melee attacks with a reach greater th"
    },
    {
      "id": "objects/rules/1-8-d20-tests",
      "type": "Rule",
      "name": "D20 Tests",
      "excerpt": "When the outcome of an action is uncertain, the game uses a d20 roll to determine success or failure. These rolls are called D20 Tests, and they come in three k"
    },
    {
      "id": "objects/rules/1-80-opportunity-attacks",
      "type": "Rule",
      "name": "Opportunity Attacks",
      "excerpt": "Combatants watch for enemies to drop their guard. If you move heedlessly past your foes, you put yourself in danger by provoking an Opportunity Attack.\n\nAvoidin"
    },
    {
      "id": "objects/rules/1-81-mounted-combat",
      "type": "Rule",
      "name": "Mounted Combat",
      "excerpt": "A willing creature that is at least one size larger than a rider and that has an appropriate anatomy can serve as a mount, using the following rules."
    },
    {
      "id": "objects/rules/1-82-mounting-and-dismounting",
      "type": "Rule",
      "name": "Mounting and Dismounting",
      "excerpt": "During your move, you can mount a creature that is within 5 feet of you or dismount. Doing so costs an amount of movement equal to half your Speed (round down)."
    },
    {
      "id": "objects/rules/1-83-controlling-a-mount",
      "type": "Rule",
      "name": "Controlling a Mount",
      "excerpt": "You can control a mount only if it has been trained to accept a rider. Domesticated horses, mules, and similar creatures have such training.\n\nThe Initiative of "
    },
    {
      "id": "objects/rules/1-84-falling-off",
      "type": "Rule",
      "name": "Falling Off",
      "excerpt": "If an effect is about to move your mount against its will while you're on it, you must succeed on a DC 10 Dexterity saving throw or fall off, landing with the P"
    },
    {
      "id": "objects/rules/1-85-underwater-combat",
      "type": "Rule",
      "name": "Underwater Combat",
      "excerpt": "A fight underwater follows these rules."
    },
    {
      "id": "objects/rules/1-86-impeded-weapons",
      "type": "Rule",
      "name": "Impeded Weapons",
      "excerpt": "When making a melee attack roll with a weapon underwater, a creature that lacks a Swim Speed has Disadvantage on the attack roll unless the weapon deals Piercin"
    },
    {
      "id": "objects/rules/1-87-fire-resistance",
      "type": "Rule",
      "name": "Fire Resistance",
      "excerpt": "Anything underwater has Resistance to Fire damage (explained in “Damage and Healing”)."
    },
    {
      "id": "objects/rules/1-88-damage-and-healing",
      "type": "Rule",
      "name": "Damage and Healing",
      "excerpt": "Injury and death are frequent threats, as detailed in the following rules."
    },
    {
      "id": "objects/rules/1-89-hit-points",
      "type": "Rule",
      "name": "Hit Points",
      "excerpt": "Hit Points represent durability and the will to live. Creatures with more Hit Points are more difficult to kill. Your Hit Point maximum is the number of Hit Poi"
    },
    {
      "id": "objects/rules/1-9-ability-checks",
      "type": "Rule",
      "name": "Ability Checks",
      "excerpt": "An ability check represents a creature using talent and training to try to overcome a challenge, such as forcing open a stuck door, picking a lock, entertaining"
    },
    {
      "id": "objects/rules/1-90-resting",
      "type": "Rule",
      "name": "Resting",
      "excerpt": "Adventurers can't spend every hour adventuring. They need rest. Any creature can take hour-long Short Rests in the midst of a day and an 8-hour Long Rest to end"
    },
    {
      "id": "objects/rules/1-91-damage-rolls",
      "type": "Rule",
      "name": "Damage Rolls",
      "excerpt": "Each weapon, spell, and damaging monster ability specifies the damage it deals. You roll the damage dice, add any modifiers, and deal the damage to your target."
    },
    {
      "id": "objects/rules/1-92-critical-hits",
      "type": "Rule",
      "name": "Critical Hits",
      "excerpt": "When you score a Critical Hit, you deal extra damage. Roll the attack's damage dice twice, add them together, and add any relevant modifiers as normal. For exam"
    },
    {
      "id": "objects/rules/1-93-saving-throws-and-damage",
      "type": "Rule",
      "name": "Saving Throws and Damage",
      "excerpt": "Damage dealt via saving throws uses these rules."
    },
    {
      "id": "objects/rules/1-94-damage-against-multiple-targets",
      "type": "Rule",
      "name": "Damage against Multiple Targets",
      "excerpt": "When you create a damaging effect that forces two or more targets to make saving throws against it at the same time, roll the damage once for all the targets. F"
    },
    {
      "id": "objects/rules/1-95-half-damage",
      "type": "Rule",
      "name": "Half Damage",
      "excerpt": "Many saving throw effects deal half damage (round down) to a target when the target succeeds on the saving throw. The halved damage is equal to half the damage "
    },
    {
      "id": "objects/rules/1-96-damage-types",
      "type": "Rule",
      "name": "Damage Types",
      "excerpt": "Each instance of damage has a type, like Fire or Slashing. Damage types are listed in “Rules\n\nGlossary\" and have no rules of their own, but other rules, such as"
    },
    {
      "id": "objects/rules/1-97-resistance-and-vulnerability",
      "type": "Rule",
      "name": "Resistance and Vulnerability",
      "excerpt": "Some creatures and objects have Resistance or Vulnerability to certain damage types. If you have Resistance to a damage type, damage of that type is halved agai"
    },
    {
      "id": "objects/rules/1-98-no-stacking",
      "type": "Rule",
      "name": "No Stacking",
      "excerpt": "Multiple instances of Resistance or Vulnerability that affect the same damage type count as only one instance. For example, if you have Resistance to Necrotic d"
    },
    {
      "id": "objects/rules/1-99-order-of-application",
      "type": "Rule",
      "name": "Order of Application",
      "excerpt": "Modifiers to damage are applied in the following order: adjustments such as bonuses, penalties, or multipliers are applied first; Resistance is applied second; "
    },
    {
      "id": "objects/rules/10-1-magic-items",
      "type": "Rule",
      "name": "Magic Items",
      "excerpt": "Magic items are gleaned from the hoards of felled monsters or discovered in long-lost vaults. Such items grant capabilities a character could rarely have otherw"
    },
    {
      "id": "objects/rules/10-10-weapons",
      "type": "Rule",
      "name": "Weapons",
      "excerpt": "A magic weapon is typically a magical version of a weapon from “Equipment.” Some magic weapons specify the type of weapon they are in their descriptions, such a"
    },
    {
      "id": "objects/rules/10-11-wondrous-items",
      "type": "Rule",
      "name": "Wondrous Items",
      "excerpt": "Wondrous Items include wearable items such as boots, belts, capes, amulets, brooches, and circlets. Bags, carpets, figurines, horns, musical instruments, and mo"
    },
    {
      "id": "objects/rules/10-12-magic-item-rules",
      "type": "Rule",
      "name": "MAGIC ITEM RULES",
      "excerpt": "Rules for identifying, attuning to, and using magic items appear in “Equipment.” Additional rules are presented below.\n\nAttunement Prerequisites. If a magic ite"
    },
    {
      "id": "objects/rules/10-13-magic-item-rarity",
      "type": "Rule",
      "name": "Magic Item Rarity",
      "excerpt": "Every magic item has a rarity, which provides a rough measure of an item's power relative to other magic items. The rarities are shown in the Magic Item Raritie"
    },
    {
      "id": "objects/rules/10-14-magic-item-values-by-rarity",
      "type": "Rule",
      "name": "Magic Item Values by Rarity",
      "excerpt": "Common magic items can often be bought in a town or city. Uncommon and Rare magic items are usually found only in cities, and rarer magic items might be sold on"
    },
    {
      "id": "objects/rules/10-15-activating-a-magic-item",
      "type": "Rule",
      "name": "Activating a Magic Item",
      "excerpt": "It usually takes a Magic action to activate a magic item. The item's user might also need to do something special. The description of each item category or indi"
    },
    {
      "id": "objects/rules/10-16-command-word",
      "type": "Rule",
      "name": "Command Word",
      "excerpt": "A command word is a word or short phrase that must be spoken or signed for an item to work. Spoken command words must be audible and fail to work in areas where"
    },
    {
      "id": "objects/rules/10-17-consumable-items",
      "type": "Rule",
      "name": "Consumable Items",
      "excerpt": "Some items are consumed - used up, in other words - when they are activated. A Potion of Healing must be swallowed, for example, while the writing vanishes from"
    },
    {
      "id": "objects/rules/10-18-spells-cast-from-items",
      "type": "Rule",
      "name": "Spells Cast from Items",
      "excerpt": "Some magic items allow the user to cast a spell from the item. The spell is cast at the lowest possible spell and caster level, doesn't expend any of the user's"
    },
    {
      "id": "objects/rules/10-19-charges",
      "type": "Rule",
      "name": "Charges",
      "excerpt": "Some magic items have charges that must be expended to activate their properties. The number of charges an item has remaining is revealed when the Identify spel"
    },
    {
      "id": "objects/rules/10-2-magic-item-categories",
      "type": "Rule",
      "name": "Magic Item Categories",
      "excerpt": "Every magic item belongs to a category. The Magic Item Categories table lists the nine categories and provides examples. Rules for the categories appear after t"
    },
    {
      "id": "objects/rules/10-20-the-next-dawn",
      "type": "Rule",
      "name": "\"The Next Dawn\"",
      "excerpt": "Magic items often have charges or properties that recharge at the next dawn or some other specified time. If such an item is on a world or plane of existence wh"
    },
    {
      "id": "objects/rules/10-21-cursed-items",
      "type": "Rule",
      "name": "Cursed Items",
      "excerpt": "A magic item's description specifies whether it bears a curse. Most methods of identifying items, including the Identify spell, fail to reveal such a curse.\n\nAt"
    },
    {
      "id": "objects/rules/10-22-magic-item-resilience",
      "type": "Rule",
      "name": "Magic Item Resilience",
      "excerpt": "A magic item is at least as durable as a nonmagical item of its kind. Most magic items, other than Potions and Scrolls, have Resistance to all damage.\n\nAn Artif"
    },
    {
      "id": "objects/rules/10-23-crafting-magic-items",
      "type": "Rule",
      "name": "Crafting Magic Items",
      "excerpt": "“Equipment” contains rules on brewing Potions of Healing and scribing Spell Scrolls. To create other magic items, follow the rules below. In these rules, “you” "
    },
    {
      "id": "objects/rules/10-24-arcana-proficiency",
      "type": "Rule",
      "name": "Arcana Proficiency",
      "excerpt": "To craft a magic item, you and any assistants must have proficiency in the Arcana skill."
    },
    {
      "id": "objects/rules/10-25-tools",
      "type": "Rule",
      "name": "Tools",
      "excerpt": "The Magic Item Tools table lists which tool is required to make a magic item of each category. You must use the required tool to make an item and have proficien"
    },
    {
      "id": "objects/rules/10-26-spells",
      "type": "Rule",
      "name": "Spells",
      "excerpt": "If a magic item allows its user to cast any spells from it, you must have all those spells prepared every day you spend crafting the item."
    },
    {
      "id": "objects/rules/10-27-time-and-cost",
      "type": "Rule",
      "name": "Time and Cost",
      "excerpt": "Crafting a magic item takes an amount of time and money based on the item's rarity as shown in the Magic Item Crafting Time and Cost table.\n\nWork per Day. For e"
    },
    {
      "id": "objects/rules/10-28-sentient-magic-items",
      "type": "Rule",
      "name": "Sentient Magic Items",
      "excerpt": "Some magic items have sentience and personality. Such an item might be possessed, haunted by the spirit of a previous owner, or self-aware thanks to the magic u"
    },
    {
      "id": "objects/rules/10-29-sentient-magic-item-traits",
      "type": "Rule",
      "name": "Sentient Magic Item Traits",
      "excerpt": "When you make a sentient magic item, you create the item's persona much as you would create an NPC, with these exceptions."
    },
    {
      "id": "objects/rules/10-3-armor",
      "type": "Rule",
      "name": "Armor",
      "excerpt": "An item in the Armor category is typically a magical version of armor from “Equipment.” Unless an armor’s description notes otherwise, the armor must be worn fo"
    },
    {
      "id": "objects/rules/10-30-abilities",
      "type": "Rule",
      "name": "Abilities",
      "excerpt": "A sentient magic item has Intelligence, Wisdom, and Charisma scores. Choose the item's abilities, or determine them randomly as follows: roll 4d6 for each one, "
    },
    {
      "id": "objects/rules/10-31-alignment",
      "type": "Rule",
      "name": "Alignment",
      "excerpt": "A sentient magic item has an alignment. Its creator or nature might suggest an alignment. Otherwise, pick an alignment or roll on the Sentient Item's Alignment "
    },
    {
      "id": "objects/rules/10-32-communication",
      "type": "Rule",
      "name": "Communication",
      "excerpt": "A sentient item communicates by sharing its emotions, broadcasting its thoughts telepathically, or speaking aloud. You can choose how it communicates or roll on"
    },
    {
      "id": "objects/rules/10-33-senses",
      "type": "Rule",
      "name": "Senses",
      "excerpt": "A sentient item can perceive its surroundings out to a limited range. You can choose its senses or roll on the Sentient Item's Senses table."
    },
    {
      "id": "objects/rules/10-34-special-purpose",
      "type": "Rule",
      "name": "Special Purpose",
      "excerpt": "You can give a sentient item an objective it pursues, perhaps to the exclusion of all else. As long as the wielder's use of the item aligns with that special pu"
    },
    {
      "id": "objects/rules/10-35-conflict",
      "type": "Rule",
      "name": "Conflict",
      "excerpt": "When the bearer of a sentient item acts in a manner opposed to the item's alignment or purpose, conflict can arise. When such a conflict occurs, the item's bear"
    },
    {
      "id": "objects/rules/10-36-magic-items-a-z",
      "type": "Rule",
      "name": "Magic Items A-Z",
      "excerpt": "Magic items are presented in alphabetical order.\n\nIf a magic item description capitalizes a creature's name and presents it in bold type, that's a visual cue po"
    },
    {
      "id": "objects/rules/10-4-potions",
      "type": "Rule",
      "name": "Potions",
      "excerpt": "An item in the Potion category might be a magical brew that must be imbibed or an oil that must be applied to a creature or an object. A typical potion consists"
    },
    {
      "id": "objects/rules/10-5-rings",
      "type": "Rule",
      "name": "Rings",
      "excerpt": "For its magic to function, an item in the Ring category must be worn on a finger or a similar digit unless its description notes otherwise."
    },
    {
      "id": "objects/rules/10-6-rods",
      "type": "Rule",
      "name": "Rods",
      "excerpt": "An item in the Rod category is a scepter usually made of metal, wood, or bone. A typical rod weighs 2 to 5 pounds.\n\nUnless its description notes otherwise, a ro"
    },
    {
      "id": "objects/rules/10-7-scrolls",
      "type": "Rule",
      "name": "Scrolls",
      "excerpt": "An item in the Scroll category is a roll of paper or parchment, sometimes attached to wooden rods and typically kept safe in a tube of ivory, jade, leather, met"
    },
    {
      "id": "objects/rules/10-8-staffs",
      "type": "Rule",
      "name": "Staffs",
      "excerpt": "Items in the Staff category vary widely in appearance: some are of nearly equal diameter throughout and smooth, others are gnarled and twisted, some are made of"
    },
    {
      "id": "objects/rules/10-9-wands",
      "type": "Rule",
      "name": "Wands",
      "excerpt": "An item in the Wand category is typically 12 to 15 inches long and crafted of metal, bone, or wood. It is tipped with metal, crystal, stone, or some other mater"
    },
    {
      "id": "objects/rules/11-1-monsters",
      "type": "Rule",
      "name": "Monsters",
      "excerpt": ""
    },
    {
      "id": "objects/rules/11-10-hit-points",
      "type": "Rule",
      "name": "Hit Points",
      "excerpt": "A monster's Hit Points are presented as a number followed by parentheses, where the monster's Hit Point Dice are provided, along with any contribution from its "
    },
    {
      "id": "objects/rules/11-11-speed",
      "type": "Rule",
      "name": "Speed",
      "excerpt": "The Speed entry specifies a monster's Speed. Some monsters have one or more of the following speeds: Burrow, Climb, Fly, Swim. Rules for Speed and these special"
    },
    {
      "id": "objects/rules/11-12-ability-scores",
      "type": "Rule",
      "name": "Ability Scores",
      "excerpt": "Every monster has six ability scores along with corresponding ability score modifiers and saving throw modifiers. For more information on ability scores and sav"
    },
    {
      "id": "objects/rules/11-13-skills",
      "type": "Rule",
      "name": "Skills",
      "excerpt": "The Skills entry specifies a monster's skill proficiencies, if any. For example, a monster that is very perceptive and stealthy might have bonuses to Wisdom (Pe"
    },
    {
      "id": "objects/rules/11-14-resistances-and-vulnerabilities",
      "type": "Rule",
      "name": "Resistances and Vulnerabilities",
      "excerpt": "These entries list a monster's Resistances and Vulnerabilities, if any. See “Playing the Game” for more information."
    },
    {
      "id": "objects/rules/11-15-running-a-monster",
      "type": "Rule",
      "name": "RUNNING A MONSTER",
      "excerpt": "To ensure a monster acts in accordance with its Challenge Rating, follow these rules during combat:\n\nSpecial Abilities. If the monster has a special ability tha"
    },
    {
      "id": "objects/rules/11-16-immunities",
      "type": "Rule",
      "name": "Immunities",
      "excerpt": "This entry lists the monster's Immunities, if any. If the monster has damage and condition Immunities, the damage types are listed before the conditions. See “P"
    },
    {
      "id": "objects/rules/11-17-gear",
      "type": "Rule",
      "name": "Gear",
      "excerpt": "Monsters have proficiency with their equipment. If a monster has equipment that can be given away or retrieved, the items are listed in the Gear entry. The mons"
    },
    {
      "id": "objects/rules/11-18-ammunition-and-ranged-attacks",
      "type": "Rule",
      "name": "Ammunition and Ranged Attacks",
      "excerpt": "A monster that requires ammunition to make ranged attacks carries the necessary ammunition."
    },
    {
      "id": "objects/rules/11-19-equipping-a-monster-with-other-items",
      "type": "Rule",
      "name": "Equipping a Monster with Other Items",
      "excerpt": "You may equip monsters with additional gear however you like, using the items in “Equipment” for inspiration. You decide how much of a monster’s equipment is re"
    },
    {
      "id": "objects/rules/11-2-stat-block-overview",
      "type": "Rule",
      "name": "Stat Block Overview",
      "excerpt": "A monster has a stat block that contains the rules necessary to use it in the game. Stat blocks are divided into the following parts:\n\nName and General Details."
    },
    {
      "id": "objects/rules/11-20-senses",
      "type": "Rule",
      "name": "Senses",
      "excerpt": "The Senses entry specifies a monster's Passive Perception score, as well as any special senses the monster possesses. Passive Perception and special senses are "
    },
    {
      "id": "objects/rules/11-21-languages",
      "type": "Rule",
      "name": "Languages",
      "excerpt": "This entry lists languages that the monster can use to communicate. Sometimes a monster can understand a language but can't communicate with it, which is noted "
    },
    {
      "id": "objects/rules/11-22-telepathy",
      "type": "Rule",
      "name": "Telepathy",
      "excerpt": "Telepathy is a magical ability that allows a creature to communicate mentally with another creature within a specified range. See “Rules Glossary” for more info"
    },
    {
      "id": "objects/rules/11-23-challenge-rating",
      "type": "Rule",
      "name": "Challenge Rating",
      "excerpt": "Challenge Rating is defined in “Rules Glossary,” while guidance on using CR to plan potential combat encounters is in “Gameplay Toolbox.”"
    },
    {
      "id": "objects/rules/11-24-experience-points",
      "type": "Rule",
      "name": "Experience Points",
      "excerpt": "The number of Experience Points (XP) a monster is worth is based on its CR, as detailed in the Experience Points by Challenge Rating table. XP is awarded for de"
    },
    {
      "id": "objects/rules/11-25-proficiency-bonus",
      "type": "Rule",
      "name": "Proficiency Bonus",
      "excerpt": "A monster's Proficiency Bonus (PB) is determined by its CR, as shown in the Proficiency Bonus by Challenge Rating table, and is reflected in saving throws, skil"
    },
    {
      "id": "objects/rules/11-26-traits",
      "type": "Rule",
      "name": "Traits",
      "excerpt": "A monster's traits, if any, are features that are active at all times or in certain situations."
    },
    {
      "id": "objects/rules/11-27-actions",
      "type": "Rule",
      "name": "Actions",
      "excerpt": "A monster can take the actions in this section or take one of the actions available to all creatures, as described in “Playing the Game.”"
    },
    {
      "id": "objects/rules/11-28-attack-notation",
      "type": "Rule",
      "name": "Attack Notation",
      "excerpt": "The entry for a monster's attack identifies whether the attack is a melee or a ranged attack and then provides the attack roll's bonus, its reach or range, and "
    },
    {
      "id": "objects/rules/11-29-saving-throw-effect-notation",
      "type": "Rule",
      "name": "Saving Throw Effect Notation",
      "excerpt": "If an effect forces a saving throw, the effect identifies the kind of save required and then provides the save's DC, a description of which creatures make the s"
    },
    {
      "id": "objects/rules/11-3-parts-of-a-stat-block",
      "type": "Rule",
      "name": "Parts of a Stat Block",
      "excerpt": "The rules for a stat block are detailed in “Rules Glossary” and in this section."
    },
    {
      "id": "objects/rules/11-30-damage-notation",
      "type": "Rule",
      "name": "Damage Notation",
      "excerpt": "A stat block usually provides both a number and a die expression for each instance of damage. For example, an attack might deal 4 (1d4 + 2) damage on a hit. You"
    },
    {
      "id": "objects/rules/11-31-multiattack",
      "type": "Rule",
      "name": "Multiattack",
      "excerpt": "Some creatures can make more than one attack when they take the Attack action. Such creatures have the Multiattack entry in the “Actions” section of their stat "
    },
    {
      "id": "objects/rules/11-32-spellcasting",
      "type": "Rule",
      "name": "Spellcasting",
      "excerpt": "If a monster can cast any spells, its stat block lists the spells and provides the monster's spellcasting ability, spell save DC (if any spells require a saving"
    },
    {
      "id": "objects/rules/11-33-bonus-action",
      "type": "Rule",
      "name": "Bonus Action",
      "excerpt": "If a monster has Bonus Action options, they are listed in this section. See “Playing the Game” for details on Bonus Actions."
    },
    {
      "id": "objects/rules/11-34-reactions",
      "type": "Rule",
      "name": "Reactions",
      "excerpt": "If the monster has Reaction options, those are listed in this section along with their triggers. See “Playing the Game” for details on Reactions."
    },
    {
      "id": "objects/rules/11-35-legendary-actions",
      "type": "Rule",
      "name": "Legendary Actions",
      "excerpt": "If the monster has Legendary Action options, those are listed in this section. A Legendary Action is an action that a monster can take immediately after another"
    },
    {
      "id": "objects/rules/11-36-limited-usage",
      "type": "Rule",
      "name": "Limited Usage",
      "excerpt": "Some parts of a stat block have restrictions on the number of times they can be used. Here are the most common ways that usage is limited:\n\nX/Day. This notation"
    },
    {
      "id": "objects/rules/11-4-size",
      "type": "Rule",
      "name": "Size",
      "excerpt": "A monster is Tiny, Small, Medium, Large, Huge, or Gargantuan. If size options are presented, you choose the creature's size from those options. See \"Playing the"
    },
    {
      "id": "objects/rules/11-5-creature-type",
      "type": "Rule",
      "name": "Creature Type",
      "excerpt": "Each monster has a tag that identifies the type of creature it is. Certain spells, magic items, class features, and other effects in the game interact in specia"
    },
    {
      "id": "objects/rules/11-6-descriptive-tags",
      "type": "Rule",
      "name": "Descriptive Tags",
      "excerpt": "A monster might have one or more tags in parentheses following its type. Such tags provide additional categorization and have no rules of their own, but certain"
    },
    {
      "id": "objects/rules/11-7-alignment",
      "type": "Rule",
      "name": "Alignment",
      "excerpt": "The alignment specified in a monster's stat block is a default suggestion of how to roleplay the monster, inspired by its traditional role in the game or real-w"
    },
    {
      "id": "objects/rules/11-8-armor-class",
      "type": "Rule",
      "name": "Armor Class",
      "excerpt": "A monster's Armor Class (AC) includes its natural armor, Dexterity, gear, and other defenses. See \"Playing the Game\" for information on Armor Class."
    },
    {
      "id": "objects/rules/11-9-initiative",
      "type": "Rule",
      "name": "Initiative",
      "excerpt": "The Initiative entry specifies the monster's Initiative modifier followed by the monster's Initiative score in parentheses. Use the modifier when you roll to de"
    },
    {
      "id": "objects/rules/12-1-monsters-a-z",
      "type": "Rule",
      "name": "Monsters A-Z",
      "excerpt": ""
    },
    {
      "id": "objects/rules/12-10-awakened-plants",
      "type": "Rule",
      "name": "Awakened Plants",
      "excerpt": ""
    },
    {
      "id": "objects/rules/12-103-gnoll",
      "type": "Rule",
      "name": "Gnoll",
      "excerpt": ""
    },
    {
      "id": "objects/rules/12-105-goblins",
      "type": "Rule",
      "name": "Goblins",
      "excerpt": ""
    },
    {
      "id": "objects/rules/12-109-gold-dragons",
      "type": "Rule",
      "name": "Gold Dragons",
      "excerpt": ""
    },
    {
      "id": "objects/rules/12-116-green-dragons",
      "type": "Rule",
      "name": "Green Dragons",
      "excerpt": ""
    },
    {
      "id": "objects/rules/12-126-guards",
      "type": "Rule",
      "name": "Guards",
      "excerpt": ""
    },
    {
      "id": "objects/rules/12-135-hobgoblins",
      "type": "Rule",
      "name": "Hobgoblins",
      "excerpt": ""
    },
    {
      "id": "objects/rules/12-14-azer",
      "type": "Rule",
      "name": "Azer",
      "excerpt": ""
    },
    {
      "id": "objects/rules/12-147-kobold",
      "type": "Rule",
      "name": "Kobold",
      "excerpt": ""
    },
    {
      "id": "objects/rules/12-153-mages",
      "type": "Rule",
      "name": "Mages",
      "excerpt": ""
    },
    {
      "id": "objects/rules/12-160-mephits",
      "type": "Rule",
      "name": "Mephits",
      "excerpt": ""
    },
    {
      "id": "objects/rules/12-165-merfolk",
      "type": "Rule",
      "name": "Merfolk",
      "excerpt": ""
    },
    {
      "id": "objects/rules/12-17-bandits",
      "type": "Rule",
      "name": "Bandits",
      "excerpt": ""
    },
    {
      "id": "objects/rules/12-170-mummies",
      "type": "Rule",
      "name": "Mummies",
      "excerpt": ""
    },
    {
      "id": "objects/rules/12-184-pirates",
      "type": "Rule",
      "name": "Pirates",
      "excerpt": ""
    },
    {
      "id": "objects/rules/12-189-priests",
      "type": "Rule",
      "name": "Priests",
      "excerpt": ""
    },
    {
      "id": "objects/rules/12-196-red-dragons",
      "type": "Rule",
      "name": "Red Dragons",
      "excerpt": ""
    },
    {
      "id": "objects/rules/12-205-sahuagin",
      "type": "Rule",
      "name": "Sahuagin",
      "excerpt": ""
    },
    {
      "id": "objects/rules/12-214-silver-dragons",
      "type": "Rule",
      "name": "Silver Dragons",
      "excerpt": ""
    },
    {
      "id": "objects/rules/12-219-skeletons",
      "type": "Rule",
      "name": "Skeletons",
      "excerpt": ""
    },
    {
      "id": "objects/rules/12-225-sphinxes",
      "type": "Rule",
      "name": "Sphinxes",
      "excerpt": ""
    },
    {
      "id": "objects/rules/12-238-toughs",
      "type": "Rule",
      "name": "Toughs",
      "excerpt": ""
    },
    {
      "id": "objects/rules/12-245-vampires",
      "type": "Rule",
      "name": "Vampires",
      "excerpt": ""
    },
    {
      "id": "objects/rules/12-25-black-dragons",
      "type": "Rule",
      "name": "Black Dragons",
      "excerpt": ""
    },
    {
      "id": "objects/rules/12-250-warriors",
      "type": "Rule",
      "name": "Warriors",
      "excerpt": ""
    },
    {
      "id": "objects/rules/12-259-white-dragons",
      "type": "Rule",
      "name": "White Dragons",
      "excerpt": ""
    },
    {
      "id": "objects/rules/12-271-zombies",
      "type": "Rule",
      "name": "Zombies",
      "excerpt": ""
    },
    {
      "id": "objects/rules/12-32-blue-dragons",
      "type": "Rule",
      "name": "Blue Dragons",
      "excerpt": ""
    },
    {
      "id": "objects/rules/12-38-brass-dragons",
      "type": "Rule",
      "name": "Brass Dragons",
      "excerpt": ""
    },
    {
      "id": "objects/rules/12-4-animated-objects",
      "type": "Rule",
      "name": "Animated Objects",
      "excerpt": ""
    },
    {
      "id": "objects/rules/12-43-bronze-dragons",
      "type": "Rule",
      "name": "Bronze Dragons",
      "excerpt": ""
    },
    {
      "id": "objects/rules/12-48-bugbears",
      "type": "Rule",
      "name": "Bugbears",
      "excerpt": ""
    },
    {
      "id": "objects/rules/12-52-centaur",
      "type": "Rule",
      "name": "Centaur",
      "excerpt": ""
    },
    {
      "id": "objects/rules/12-62-copper-dragons",
      "type": "Rule",
      "name": "Copper Dragons",
      "excerpt": ""
    },
    {
      "id": "objects/rules/12-68-crawling-claw",
      "type": "Rule",
      "name": "Crawling Claw",
      "excerpt": ""
    },
    {
      "id": "objects/rules/12-70-cultists",
      "type": "Rule",
      "name": "Cultists",
      "excerpt": ""
    },
    {
      "id": "objects/rules/12-92-fungi",
      "type": "Rule",
      "name": "Fungi",
      "excerpt": ""
    },
    {
      "id": "objects/rules/13-1-animals",
      "type": "Rule",
      "name": "Animals",
      "excerpt": ""
    },
    {
      "id": "objects/rules/2-1-character-creation",
      "type": "Rule",
      "name": "Character Creation",
      "excerpt": ""
    },
    {
      "id": "objects/rules/2-10-choose-a-species",
      "type": "Rule",
      "name": "Choose a Species",
      "excerpt": "Choose a species for your character. The following species options are detailed in “Character Origins”: Dragonborn, Dwarf, Elf, Gnome, Goliath, Halfling, Human,"
    },
    {
      "id": "objects/rules/2-11-imagine-your-past-and-present",
      "type": "Rule",
      "name": "Imagine Your Past and Present",
      "excerpt": "Let your character's background and species inspire how you imagine their past. That past fed into the character's present. With that in mind, consider answers "
    },
    {
      "id": "objects/rules/2-12-choose-languages",
      "type": "Rule",
      "name": "Choose Languages",
      "excerpt": "Your character knows at least three languages: Common plus two languages you roll or choose from the Standard Languages table. Knowledge of a language means you"
    },
    {
      "id": "objects/rules/2-13-step-3-ability-scores",
      "type": "Rule",
      "name": "Step 3: Ability Scores",
      "excerpt": "To determine your character's ability scores, you first generate a set of six numbers using the instructions below and then assign them to your six abilities. \""
    },
    {
      "id": "objects/rules/2-14-generate-your-scores",
      "type": "Rule",
      "name": "Generate Your Scores",
      "excerpt": "Determine your ability scores by using one of the following three methods. Your GM might prefer you to use a particular one.\n\nStandard Array. Use the following "
    },
    {
      "id": "objects/rules/2-15-assign-ability-scores",
      "type": "Rule",
      "name": "Assign Ability Scores",
      "excerpt": "Once you've generated six scores, assign them to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma, keeping in mind your class's primary abi"
    },
    {
      "id": "objects/rules/2-16-adjust-ability-scores",
      "type": "Rule",
      "name": "Adjust Ability Scores",
      "excerpt": "After assigning your ability scores, adjust them according to your background. Your background lists three abilities; increase one of those scores by 2 and\n\na d"
    },
    {
      "id": "objects/rules/2-17-determine-ability-modifiers",
      "type": "Rule",
      "name": "Determine Ability Modifiers",
      "excerpt": "Finally, determine your ability modifiers using the Ability Scores and Modifiers table. Write the modifier next to each of your scores.\n\nAbility Scores and Modi"
    },
    {
      "id": "objects/rules/2-18-step-4-alignment",
      "type": "Rule",
      "name": "Step 4: Alignment",
      "excerpt": "Choose your character's alignment from the options below, and note it on your character sheet.\n\nThe game assumes that player characters aren't of an evil alignm"
    },
    {
      "id": "objects/rules/2-19-the-nine-alignments",
      "type": "Rule",
      "name": "The Nine Alignments",
      "excerpt": "A creature's alignment broadly describes its ethical attitudes and ideals. Alignment is a combination of two factors: one identifies morality (good, evil, or ne"
    },
    {
      "id": "objects/rules/2-2-choose-a-character-sheet",
      "type": "Rule",
      "name": "Choose a Character Sheet",
      "excerpt": "You'll record the main details of your character on a character sheet. Throughout this chapter, we use the term \"character sheet\" to mean whatever you use to tr"
    },
    {
      "id": "objects/rules/2-20-unaligned-creatures",
      "type": "Rule",
      "name": "UNALIGNED CREATURES",
      "excerpt": "Most creatures that lack the capacity for rational thought don't have alignments; they are unaligned. Sharks are savage predators, for example, but they aren't "
    },
    {
      "id": "objects/rules/2-21-step-5-character-creation-details",
      "type": "Rule",
      "name": "Step 5: Character Creation Details",
      "excerpt": "Now fill in the rest of your character sheet."
    },
    {
      "id": "objects/rules/2-22-record-class-features",
      "type": "Rule",
      "name": "Record Class Features",
      "excerpt": "Look at your class's feature table in \"Classes,\" and write down the level 1 features. The class features are detailed there too.\n\nSome class features offer choi"
    },
    {
      "id": "objects/rules/2-23-fill-in-numbers",
      "type": "Rule",
      "name": "Fill In Numbers",
      "excerpt": "Note these numbers on your character sheet.\n\nSaving Throws. For the saving throws you have proficiency in, add your Proficiency Bonus to the appropriate ability"
    },
    {
      "id": "objects/rules/2-24-passive-perception-10-wisdom-perception-check-modifier",
      "type": "Rule",
      "name": "Passive Perception = 10 + Wisdom (Perception) check modifier",
      "excerpt": "Include all modifiers that apply to your Wisdom (Perception) checks. For example, if your character has a Wisdom of 15 and proficiency in the Perception skill, "
    },
    {
      "id": "objects/rules/2-25-level-advancement",
      "type": "Rule",
      "name": "Level Advancement",
      "excerpt": "While going on adventures, your character gains experience, represented by Experience Points (XP). A character who reaches a specified Experience Point total ad"
    },
    {
      "id": "objects/rules/2-26-gaining-a-level",
      "type": "Rule",
      "name": "Gaining a Level",
      "excerpt": "When you gain a level, follow these steps:\n\n1: Choose a Class. Most characters advance in the same class. However, you might decide to gain a level in another c"
    },
    {
      "id": "objects/rules/2-27-tiers-of-play",
      "type": "Rule",
      "name": "Tiers of Play",
      "excerpt": "With each new level, characters acquire new capabilities that equip them to handle greater challenges. As characters advance in level, the tone of the game also"
    },
    {
      "id": "objects/rules/2-28-tier-1-levels-1-4",
      "type": "Rule",
      "name": "Tier 1 (Levels 1–4)",
      "excerpt": "In tier 1, characters are apprentice adventurers, though they are already set apart from the broader populace by virtue of their extraordinary abilities. They l"
    },
    {
      "id": "objects/rules/2-29-tier-2-levels-5-10",
      "type": "Rule",
      "name": "Tier 2 (Levels 5–10)",
      "excerpt": "In tier 2, characters are full-fledged adventurers. Spellcasters gain iconic spells such as Fireball, Lightning Bolt, and Raise Dead. Most weapon-focused classe"
    },
    {
      "id": "objects/rules/2-3-create-your-character",
      "type": "Rule",
      "name": "Create Your Character",
      "excerpt": "Here are the steps to make a character; each step is explored in detail:\n\n1: Choose a Class. Every adventurer is a member of a class. A class broadly describes "
    },
    {
      "id": "objects/rules/2-30-tier-3-levels-11-16",
      "type": "Rule",
      "name": "Tier 3 (Levels 11–16)",
      "excerpt": "In tier 3, characters have reached a level of power that makes them special among adventurers. At level 11, many spellcasters learn reality-altering spells. Oth"
    },
    {
      "id": "objects/rules/2-31-tier-4-levels-17-20",
      "type": "Rule",
      "name": "Tier 4 (Levels 17–20)",
      "excerpt": "At tier 4, characters achieve the pinnacle of their class features, becoming heroic archetypes. The fate of the world or even the order of the multiverse might "
    },
    {
      "id": "objects/rules/2-32-starting-at-higher-levels",
      "type": "Rule",
      "name": "Starting at Higher Levels",
      "excerpt": "Your GM might start your group's characters at a level higher than 1. It is particularly recommended to start at level 3 if your group is composed of seasoned D"
    },
    {
      "id": "objects/rules/2-33-creating-your-character",
      "type": "Rule",
      "name": "Creating Your Character",
      "excerpt": "Creating a higher-level character uses the same character-creation steps outlined in this chapter and the rules for advancing beyond level 1 provided\n\nStarting "
    },
    {
      "id": "objects/rules/2-34-bonus-feats-at-level-20",
      "type": "Rule",
      "name": "Bonus Feats at Level 20",
      "excerpt": "A GM can use feats as a form of advancement after characters reach level 20 to provide greater power to characters who have no more levels to gain. With this ap"
    },
    {
      "id": "objects/rules/2-35-starting-equipment",
      "type": "Rule",
      "name": "Starting Equipment",
      "excerpt": "The GM decides whether your character starts with more than the standard equipment for a level 1 character, possibly even one or more magic items. The Starting "
    },
    {
      "id": "objects/rules/2-36-multiclassing",
      "type": "Rule",
      "name": "Multiclassing",
      "excerpt": "Multiclassing allows you to gain levels in multiple classes. With this rule, you have the option of gaining a level in a new class whenever you advance in level"
    },
    {
      "id": "objects/rules/2-37-prerequisites",
      "type": "Rule",
      "name": "Prerequisites",
      "excerpt": "To qualify for a new class, you must have a score of at least 13 in the primary ability of the new class and your current classes. For example, a Barbarian who "
    },
    {
      "id": "objects/rules/2-38-experience-points",
      "type": "Rule",
      "name": "Experience Points",
      "excerpt": "The Experience Point cost to gain a level is based on your total character level, not your level in a particular class, as shown in the Character Advancement ta"
    },
    {
      "id": "objects/rules/2-39-hit-points-and-hit-point-dice",
      "type": "Rule",
      "name": "Hit Points and Hit Point Dice",
      "excerpt": "You gain the Hit Points from your new class as described for levels after 1. You gain the level 1 Hit Points for a class only when your total character level is"
    },
    {
      "id": "objects/rules/2-4-step-1-choose-class",
      "type": "Rule",
      "name": "Step 1: Choose Class",
      "excerpt": "Choose a class, and write it on your character sheet. The Class Overview table summarizes the classes. See “Classes” for the classes’ details.\n\nClass Overview"
    },
    {
      "id": "objects/rules/2-40-proficiency-bonus",
      "type": "Rule",
      "name": "Proficiency Bonus",
      "excerpt": "Your Proficiency Bonus is based on your total character level, not your level in a particular class, as shown in the Character Advancement table. For example, i"
    },
    {
      "id": "objects/rules/2-41-proficiencies",
      "type": "Rule",
      "name": "Proficiencies",
      "excerpt": "When you gain your first level in a class other than your initial class, you gain only some of the new class's starting proficiencies, as detailed in each class"
    },
    {
      "id": "objects/rules/2-42-class-features",
      "type": "Rule",
      "name": "Class Features",
      "excerpt": "When you gain a new level in a class, you get its features for that level. A few features have additional rules when you're multiclassing. Check the information"
    },
    {
      "id": "objects/rules/2-43-armor-class",
      "type": "Rule",
      "name": "Armor Class",
      "excerpt": "If you have multiple ways to calculate your Armor Class, you can benefit from only one at a time. For example, a Monk/Sorcerer with a Monk's\n\nUnarmored Defense "
    },
    {
      "id": "objects/rules/2-44-extra-attack",
      "type": "Rule",
      "name": "Extra Attack",
      "excerpt": "If you gain the Extra Attack feature from more than one class, the features don't stack. You can't make more than two attacks with this feature unless you have "
    },
    {
      "id": "objects/rules/2-45-spellcasting",
      "type": "Rule",
      "name": "Spellcasting",
      "excerpt": "Your capacity for spellcasting depends partly on your combined levels in all your spellcasting classes and partly on your individual levels in those classes. On"
    },
    {
      "id": "objects/rules/2-46-trinkets",
      "type": "Rule",
      "name": "Trinkets",
      "excerpt": "When you make your character, you can roll once on the Trinkets table to gain a Tiny trinket, a simple item lightly touched by mystery. The GM might also use th"
    },
    {
      "id": "objects/rules/2-47-1d100-trinket",
      "type": "Rule",
      "name": "1d100 Trinket",
      "excerpt": "35 A white, sequined glove sized for a human\n\n36 A vest with one hundred tiny pockets\n\n37 A weightless stone\n\n38 A sketch of a goblin\n\n39 An empty glass vial th"
    },
    {
      "id": "objects/rules/2-48-1d100-trinket",
      "type": "Rule",
      "name": "1d100 Trinket",
      "excerpt": "73 An eggshell painted with scenes of misery in disturbing detail\n\n74 A fan that, when unfolded, shows a sleepy cat\n\n75 A set of bone pipes\n\n76 A four-leaf clov"
    },
    {
      "id": "objects/rules/2-5-write-your-level",
      "type": "Rule",
      "name": "Write Your Level",
      "excerpt": "Write your character's level on your character sheet. Typically, a character starts at level 1 and advances in level by adventuring and gaining Experience Point"
    },
    {
      "id": "objects/rules/2-6-note-armor-training",
      "type": "Rule",
      "name": "Note Armor Training",
      "excerpt": "Your class might give you training with certain categories of armor. Note your armor training on your character sheet. Armor training with a kind of armor means"
    },
    {
      "id": "objects/rules/2-7-step-2-character-origin",
      "type": "Rule",
      "name": "Step 2: Character Origin",
      "excerpt": "Determining your character's origin involves choosing a background, a species, and two languages.\n\nA character's background represents the place and occupation "
    },
    {
      "id": "objects/rules/2-8-choose-a-background",
      "type": "Rule",
      "name": "Choose a Background",
      "excerpt": "Choose your character's background, and write it on your character sheet. You can choose any of the backgrounds detailed in \"Character Origins,\" and your GM mig"
    },
    {
      "id": "objects/rules/2-9-choose-starting-equipment",
      "type": "Rule",
      "name": "Choose Starting Equipment",
      "excerpt": "Your background and class both provide starting equipment. Any coins that you gain at this step can be immediately spent on equipment from \"Equipment.\"\n\nRecord "
    },
    {
      "id": "objects/rules/3-1-classes",
      "type": "Rule",
      "name": "Classes",
      "excerpt": ""
    },
    {
      "id": "objects/rules/3-11-druid-spell-list",
      "type": "Rule",
      "name": "Druid Spell List",
      "excerpt": "This section presents the Druid spell list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the Sp"
    },
    {
      "id": "objects/rules/3-18-paladin-spell-list",
      "type": "Rule",
      "name": "Paladin Spell List",
      "excerpt": "This section presents the Paladin spell list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the "
    },
    {
      "id": "objects/rules/3-21-ranger-spell-list",
      "type": "Rule",
      "name": "Ranger Spell List",
      "excerpt": "This section presents the Ranger spell list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the S"
    },
    {
      "id": "objects/rules/3-26-sorcerer-spell-list",
      "type": "Rule",
      "name": "Sorcerer Spell List",
      "excerpt": "This section presents the Sorcerer spell list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the"
    },
    {
      "id": "objects/rules/3-29-warlock-spell-list",
      "type": "Rule",
      "name": "Warlock Spell List",
      "excerpt": "This section presents the Warlock spell list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the "
    },
    {
      "id": "objects/rules/3-32-wizard-spell-list",
      "type": "Rule",
      "name": "Wizard Spell List",
      "excerpt": "This section presents the Wizard spell list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the S"
    },
    {
      "id": "objects/rules/3-5-bard-spell-list",
      "type": "Rule",
      "name": "Bard Spell List",
      "excerpt": "This section presents the Bard spell list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the Spe"
    },
    {
      "id": "objects/rules/3-8-cleric-spell-list",
      "type": "Rule",
      "name": "Cleric Spell List",
      "excerpt": "This section presents the Cleric spell list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the S"
    },
    {
      "id": "objects/rules/4-1-character-origins",
      "type": "Rule",
      "name": "Character Origins",
      "excerpt": ""
    },
    {
      "id": "objects/rules/4-14-character-species",
      "type": "Rule",
      "name": "Character Species",
      "excerpt": "When you choose your character's species, you determine whether your character is a human or a member of a fantastical species, such as dragonborn or gnome.\n\nTh"
    },
    {
      "id": "objects/rules/4-15-parts-of-a-species",
      "type": "Rule",
      "name": "Parts of a Species",
      "excerpt": "A species includes the following parts."
    },
    {
      "id": "objects/rules/4-16-creature-type",
      "type": "Rule",
      "name": "Creature Type",
      "excerpt": "A character's species determines the character's creature type, which is described in “Rules Glossary.” Every species in “Character Origins” is Humanoid; playab"
    },
    {
      "id": "objects/rules/4-17-size",
      "type": "Rule",
      "name": "Size",
      "excerpt": "Your character's species determines the character's size. Individuals within a species cover a wide range of heights, and some species include such diversity\n\no"
    },
    {
      "id": "objects/rules/4-18-speed",
      "type": "Rule",
      "name": "Speed",
      "excerpt": "Your character's species determines the character's Speed."
    },
    {
      "id": "objects/rules/4-19-special-traits",
      "type": "Rule",
      "name": "Special Traits",
      "excerpt": "Each species gives a character special traits - unique characteristics based on the species' physiology or magical nature. When you choose a species, your chara"
    },
    {
      "id": "objects/rules/4-2-character-backgrounds",
      "type": "Rule",
      "name": "Character Backgrounds",
      "excerpt": "Your character's background is a collection of characteristics that represent the place and occupation that were most formative before your character embarked o"
    },
    {
      "id": "objects/rules/4-20-species-descriptions",
      "type": "Rule",
      "name": "Species Descriptions",
      "excerpt": ""
    },
    {
      "id": "objects/rules/4-3-parts-of-a-background",
      "type": "Rule",
      "name": "Parts of a Background",
      "excerpt": "A background includes the following parts."
    },
    {
      "id": "objects/rules/4-4-ability-scores",
      "type": "Rule",
      "name": "Ability Scores",
      "excerpt": "A background lists three of your character's ability scores. Increase one by 2 and another one by 1, or increase all three by 1. None of these increases can rai"
    },
    {
      "id": "objects/rules/4-5-feat",
      "type": "Rule",
      "name": "Feat",
      "excerpt": "A background gives your character a specified Origin feat (described in \"Feats\")."
    },
    {
      "id": "objects/rules/4-6-skill-proficiencies",
      "type": "Rule",
      "name": "Skill Proficiencies",
      "excerpt": "A background gives your character proficiency in two specified skills."
    },
    {
      "id": "objects/rules/4-7-tool-proficiency",
      "type": "Rule",
      "name": "Tool Proficiency",
      "excerpt": "Each background gives a character proficiency with one tool - either a specific tool or one chosen from the Artisan's Tools category. Tools are detailed in \"Equ"
    },
    {
      "id": "objects/rules/4-8-equipment",
      "type": "Rule",
      "name": "Equipment",
      "excerpt": "Each background offers a choice between a package of equipment and 50 GP."
    },
    {
      "id": "objects/rules/4-9-background-descriptions",
      "type": "Rule",
      "name": "Background Descriptions",
      "excerpt": ""
    },
    {
      "id": "objects/rules/5-1-feats",
      "type": "Rule",
      "name": "Feats",
      "excerpt": ""
    },
    {
      "id": "objects/rules/5-12-fighting-style-feats",
      "type": "Rule",
      "name": "Fighting Style Feats",
      "excerpt": ""
    },
    {
      "id": "objects/rules/5-17-epic-boon-feats",
      "type": "Rule",
      "name": "Epic Boon Feats",
      "excerpt": ""
    },
    {
      "id": "objects/rules/5-2-feat-descriptions",
      "type": "Rule",
      "name": "Feat Descriptions",
      "excerpt": "The feats that follow are organized by category - Origin, General, Fighting Style, or Epic Boon - and alphabetized in each category."
    },
    {
      "id": "objects/rules/5-3-parts-of-a-feat",
      "type": "Rule",
      "name": "Parts of a Feat",
      "excerpt": "The description of a feat contains the following parts, which are presented after the feat's name.\n\nCategory. A feat is a member of a category, which is noted i"
    },
    {
      "id": "objects/rules/5-4-origin-feats",
      "type": "Rule",
      "name": "Origin Feats",
      "excerpt": ""
    },
    {
      "id": "objects/rules/5-9-general-feats",
      "type": "Rule",
      "name": "General Feats",
      "excerpt": ""
    },
    {
      "id": "objects/rules/6-1-equipment",
      "type": "Rule",
      "name": "Equipment",
      "excerpt": ""
    },
    {
      "id": "objects/rules/6-10-light",
      "type": "Rule",
      "name": "Light",
      "excerpt": "When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra "
    },
    {
      "id": "objects/rules/6-100-holy-water-25-gp",
      "type": "Rule",
      "name": "Holy Water (25 GP)",
      "excerpt": "When you take the Attack action, you can replace one of your attacks with throwing a flask of Holy Water. Target one creature you can see within 20 feet of your"
    },
    {
      "id": "objects/rules/6-101-hunting-trap-5-gp",
      "type": "Rule",
      "name": "Hunting Trap (5 GP)",
      "excerpt": "As a Utilize action, you can set a Hunting Trap, which is a sawtooth steel ring that snaps shut when a creature steps on a pressure plate in the center.\n\nThe tr"
    },
    {
      "id": "objects/rules/6-102-ink-10-gp",
      "type": "Rule",
      "name": "Ink (10 GP)",
      "excerpt": "Ink comes in a 1-ounce bottle, which provides enough ink to write about 500 pages."
    },
    {
      "id": "objects/rules/6-103-ink-pen-2-cp",
      "type": "Rule",
      "name": "Ink Pen (2 CP)",
      "excerpt": "Using Ink, an Ink Pen is used to write or draw."
    },
    {
      "id": "objects/rules/6-104-jug-2-cp",
      "type": "Rule",
      "name": "Jug (2 CP)",
      "excerpt": "A Jug holds up to 1 gallon."
    },
    {
      "id": "objects/rules/6-105-ladder-1-sp",
      "type": "Rule",
      "name": "Ladder (1 SP)",
      "excerpt": "A Ladder is 10 feet tall. You must climb to move up or down it."
    },
    {
      "id": "objects/rules/6-106-lamp-5-sp",
      "type": "Rule",
      "name": "Lamp (5 SP)",
      "excerpt": "A Lamp burns Oil as fuel to cast Bright Light in a 15-foot radius and Dim Light for an additional 30 feet."
    },
    {
      "id": "objects/rules/6-107-lantern-bullseye-10-gp",
      "type": "Rule",
      "name": "Lantern, Bullseye (10 GP)",
      "excerpt": "A Bullseye Lantern burns Oil as fuel to cast Bright Light in a 60-foot Cone and Dim Light for an additional 60 feet."
    },
    {
      "id": "objects/rules/6-108-lantern-hooded-5-gp",
      "type": "Rule",
      "name": "Lantern, Hooded (5 GP)",
      "excerpt": "A Hooded Lantern burns Oil as fuel to cast Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. As a Bonus Action, you can lower the hood, "
    },
    {
      "id": "objects/rules/6-109-lock-10-gp",
      "type": "Rule",
      "name": "Lock (10 GP)",
      "excerpt": "A Lock comes with a key. Without the key, a creature can use Thieves' Tools to pick this Lock with a successful DC 15 Dexterity (Sleight of Hand) check."
    },
    {
      "id": "objects/rules/6-11-loading",
      "type": "Rule",
      "name": "Loading",
      "excerpt": "You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of at"
    },
    {
      "id": "objects/rules/6-110-magnifying-glass-100-gp",
      "type": "Rule",
      "name": "Magnifying Glass (100 GP)",
      "excerpt": "A Magnifying Glass grants Advantage on any ability check made to appraise or inspect a highly detailed item. Lighting a fire with a Magnifying Glass requires li"
    },
    {
      "id": "objects/rules/6-111-manacles-2-gp",
      "type": "Rule",
      "name": "Manacles (2 GP)",
      "excerpt": "As a Utilize action, you can use Manacles to bind an unwilling Small or Medium creature within 5 feet of yourself that has the Grappled, Incapacitated, or Restr"
    },
    {
      "id": "objects/rules/6-112-map-1-gp",
      "type": "Rule",
      "name": "Map (1 GP)",
      "excerpt": "If you consult an accurate Map, you gain a +5 bonus to Wisdom (Survival) checks you make to find your way in the place represented on it."
    },
    {
      "id": "objects/rules/6-113-mirror-5-gp",
      "type": "Rule",
      "name": "Mirror (5 GP)",
      "excerpt": "A handheld steel Mirror is useful for personal cosmetics but also for peeking around corners and reflecting light as a signal."
    },
    {
      "id": "objects/rules/6-114-net-1-gp",
      "type": "Rule",
      "name": "Net (1 GP)",
      "excerpt": "When you take the Attack action, you can replace one of your attacks with throwing a Net. Target a creature you can see within 15 feet of yourself. The target m"
    },
    {
      "id": "objects/rules/6-115-oil-1-sp",
      "type": "Rule",
      "name": "Oil (1 SP)",
      "excerpt": "You can douse a creature, object, or space with Oil or use it as fuel, as detailed below.\n\nDousing a Creature or an Object. When you take the Attack action, you"
    },
    {
      "id": "objects/rules/6-116-paper-2-sp",
      "type": "Rule",
      "name": "Paper (2 SP)",
      "excerpt": "One sheet of Paper can hold about 250 handwritten words."
    },
    {
      "id": "objects/rules/6-117-parchment-1-sp",
      "type": "Rule",
      "name": "Parchment (1 SP)",
      "excerpt": "One sheet of Parchment can hold about 250 handwritten words."
    },
    {
      "id": "objects/rules/6-118-perfume-5-gp",
      "type": "Rule",
      "name": "Perfume (5 GP)",
      "excerpt": "Perfume comes in a 4-ounce vial. For 1 hour after applying Perfume to yourself, you have Advantage on Charisma (Persuasion) checks made to influence an Indiffer"
    },
    {
      "id": "objects/rules/6-119-poison-basic-100-gp",
      "type": "Rule",
      "name": "Poison, Basic (100 GP)",
      "excerpt": "As a Bonus Action, you can use a vial of Basic Poison to coat one weapon or up to three pieces of ammunition. A creature that takes Piercing or Slashing damage "
    },
    {
      "id": "objects/rules/6-12-range",
      "type": "Rule",
      "name": "Range",
      "excerpt": "A Range weapon has a range in parentheses after the Ammunition or Thrown property. The range lists two numbers. The first is the weapon's normal range in feet, "
    },
    {
      "id": "objects/rules/6-120-pole-5-cp",
      "type": "Rule",
      "name": "Pole (5 CP)",
      "excerpt": "A Pole is 10 feet long. You can use it to touch something up to 10 feet away. If you must make a Strength (Athletics) check as part of a High or Long Jump, you "
    },
    {
      "id": "objects/rules/6-121-pot-iron-2-gp",
      "type": "Rule",
      "name": "Pot, Iron (2 GP)",
      "excerpt": "An Iron Pot holds up to 1 gallon."
    },
    {
      "id": "objects/rules/6-122-potion-of-healing-50-gp",
      "type": "Rule",
      "name": "Potion of Healing (50 GP)",
      "excerpt": "This potion is a magic item. As a Bonus Action, you can drink it or administer it to another creature within 5 feet of yourself. The creature that drinks the ma"
    },
    {
      "id": "objects/rules/6-123-pouch-5-sp",
      "type": "Rule",
      "name": "Pouch (5 SP)",
      "excerpt": "A Pouch holds up to 6 pounds within one-fifth of a cubic foot."
    },
    {
      "id": "objects/rules/6-124-priests-pack-33-gp",
      "type": "Rule",
      "name": "Priest's Pack (33 GP)",
      "excerpt": "A Priest's Pack contains the following items: Backpack, Blanket, Holy Water, Lamp, 7 days of Rations, Robe, and Tinderbox."
    },
    {
      "id": "objects/rules/6-125-quiver-1-gp",
      "type": "Rule",
      "name": "Quiver (1 GP)",
      "excerpt": "A Quiver holds up to 20 Arrows."
    },
    {
      "id": "objects/rules/6-126-ram-portable-4-gp",
      "type": "Rule",
      "name": "Ram, Portable (4 GP)",
      "excerpt": "You can use a Portable Ram to break down doors. When doing so, you gain a +4 bonus to the Strength check. One other character can help you use the ram, giving y"
    },
    {
      "id": "objects/rules/6-127-rations-5-sp",
      "type": "Rule",
      "name": "Rations (5 SP)",
      "excerpt": "Rations consist of travel-ready food, including jerky, dried fruit, hardtack, and nuts. See “Malnutrition” in “Rules Glossary” for the risks of not eating."
    },
    {
      "id": "objects/rules/6-128-robe-1-gp",
      "type": "Rule",
      "name": "Robe (1 GP)",
      "excerpt": "A Robe has vocational or ceremonial significance. Some events and locations admit only people wearing a Robe bearing certain colors or symbols."
    },
    {
      "id": "objects/rules/6-129-rope-1-gp",
      "type": "Rule",
      "name": "Rope (1 GP)",
      "excerpt": "As a Utilize action, you can tie a knot with Rope if you succeed on a DC 10 Dexterity (Sleight of Hand) check. The Rope can be burst with a successful DC 20 Str"
    },
    {
      "id": "objects/rules/6-13-reach",
      "type": "Rule",
      "name": "Reach",
      "excerpt": "A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it."
    },
    {
      "id": "objects/rules/6-130-sack-1-cp",
      "type": "Rule",
      "name": "Sack (1 CP)",
      "excerpt": "A Sack holds up to 30 pounds within 1 cubic foot."
    },
    {
      "id": "objects/rules/6-131-scholars-pack-40-gp",
      "type": "Rule",
      "name": "Scholar's Pack (40 GP)",
      "excerpt": "A Scholar's Pack contains the following items: Backpack, Book, Ink, Ink Pen, Lamp, 10 flasks of Oil, 10 sheets of Parchment, and Tinderbox."
    },
    {
      "id": "objects/rules/6-132-shovel-2-gp",
      "type": "Rule",
      "name": "Shovel (2 GP)",
      "excerpt": "Working for 1 hour, you can use a Shovel to dig a hole that is 5 feet on each side in soil or similar material."
    },
    {
      "id": "objects/rules/6-133-signal-whistle-5-cp",
      "type": "Rule",
      "name": "Signal Whistle (5 CP)",
      "excerpt": "When blown as a Utilize action, a Signal Whistle produces a sound that can be heard up to 600 feet away."
    },
    {
      "id": "objects/rules/6-134-spell-scroll-cantrip-30-gp-level-1-50-gp",
      "type": "Rule",
      "name": "Spell Scroll (Cantrip, 30 GP; Level 1, 50 GP)",
      "excerpt": "A Spell Scroll (Cantrip) or Spell Scroll (Level 1) is a magic item that bears the words of a cantrip or level 1 spell, respectively, determined by the scroll's "
    },
    {
      "id": "objects/rules/6-135-spikes-iron-1-gp",
      "type": "Rule",
      "name": "Spikes, Iron (1 GP)",
      "excerpt": "Iron Spikes come in bundles of ten. As a Utilize action, you can use a blunt object, such as a Light Hammer, to hammer a spike into wood, earth, or a similar ma"
    },
    {
      "id": "objects/rules/6-136-spyglass-1-000-gp",
      "type": "Rule",
      "name": "Spyglass (1,000 GP)",
      "excerpt": "Objects viewed through a Spyglass are magnified to twice their size."
    },
    {
      "id": "objects/rules/6-137-string-1-sp",
      "type": "Rule",
      "name": "String (1 SP)",
      "excerpt": "String is 10 feet long. You can tie a knot in it as a Utilize action."
    },
    {
      "id": "objects/rules/6-138-tent-2-gp",
      "type": "Rule",
      "name": "Tent (2 GP)",
      "excerpt": "A Tent sleeps up to two Small or Medium creatures."
    },
    {
      "id": "objects/rules/6-139-tinderbox-5-sp",
      "type": "Rule",
      "name": "Tinderbox (5 SP)",
      "excerpt": "A Tinderbox is a small container holding flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a Candle"
    },
    {
      "id": "objects/rules/6-14-thrown",
      "type": "Rule",
      "name": "Thrown",
      "excerpt": "If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Me"
    },
    {
      "id": "objects/rules/6-140-torch-1-cp",
      "type": "Rule",
      "name": "Torch (1 CP)",
      "excerpt": "A Torch burns for 1 hour, casting Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. When you take the Attack action, you can attack with"
    },
    {
      "id": "objects/rules/6-141-vial-1-gp",
      "type": "Rule",
      "name": "Vial (1 GP)",
      "excerpt": "A Vial holds up to 4 ounces."
    },
    {
      "id": "objects/rules/6-142-waterskin-2-sp",
      "type": "Rule",
      "name": "Waterskin (2 SP)",
      "excerpt": "A Waterskin holds up to 4 pints. If you don't drink sufficient water, you risk dehydration (see “Rules Glossary”)."
    },
    {
      "id": "objects/rules/6-143-mounts-and-vehicles",
      "type": "Rule",
      "name": "Mounts and Vehicles",
      "excerpt": "A mount can help you move more quickly through the wilderness, but its primary purpose is to carry gear that would otherwise slow you down. The Mounts and Other"
    },
    {
      "id": "objects/rules/6-144-mounts-and-cargo",
      "type": "Rule",
      "name": "Mounts and Cargo",
      "excerpt": "An animal pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If"
    },
    {
      "id": "objects/rules/6-145-barding",
      "type": "Rule",
      "name": "Barding",
      "excerpt": "Barding is armor designed for a mount. Any type of armor on the Armor table in “Equipment” can\n\nbe purchased as barding. The cost is four times the normal cost,"
    },
    {
      "id": "objects/rules/6-146-saddles",
      "type": "Rule",
      "name": "Saddles",
      "excerpt": "A saddle comes with a bit, a bridle, reins, and any other equipment needed to use the saddle. A Military Saddle gives Advantage on any ability check you make to"
    },
    {
      "id": "objects/rules/6-147-large-vehicles",
      "type": "Rule",
      "name": "Large Vehicles",
      "excerpt": "The Airborne and Waterborne Vehicles table provides statistics for various types of large vehicles. The following notes apply."
    },
    {
      "id": "objects/rules/6-148-speed",
      "type": "Rule",
      "name": "Speed",
      "excerpt": "A ship sailing against a strong wind moves at half speed. In a dead calm (no wind), waterborne ships can't move under sail and must be rowed. Keelboats and Rowb"
    },
    {
      "id": "objects/rules/6-149-crew",
      "type": "Rule",
      "name": "Crew",
      "excerpt": "A ship larger than a Keelboat or Rowboat needs a crew of skilled hirelings (see “Hirelings” later in “Equipment”) to function. The minimum number of skilled hir"
    },
    {
      "id": "objects/rules/6-15-two-handed",
      "type": "Rule",
      "name": "Two-Handed",
      "excerpt": "A Two-Handed weapon requires two hands when you attack with it."
    },
    {
      "id": "objects/rules/6-150-passengers",
      "type": "Rule",
      "name": "Passengers",
      "excerpt": "The table lists the number of Small and Medium passengers the ship can accommodate using hammocks. A ship outfitted with private accommodations can carry one-fi"
    },
    {
      "id": "objects/rules/6-151-damage-threshold",
      "type": "Rule",
      "name": "Damage Threshold",
      "excerpt": "If a vehicle has a damage threshold (see “Rules Glossary”), it’s noted in the table."
    },
    {
      "id": "objects/rules/6-152-ship-repair",
      "type": "Rule",
      "name": "Ship Repair",
      "excerpt": "Repairs to a damaged ship can be made while the vessel is berthed. Repairing 1 Hit Point of damage requires 1 day and costs 20 GP for materials and labor. If th"
    },
    {
      "id": "objects/rules/6-153-lifestyle-expenses",
      "type": "Rule",
      "name": "Lifestyle Expenses",
      "excerpt": "Lifestyle expenses summarize the cost of living in a fantasy world. They cover lodging, food, equipment maintenance, and other necessities.\n\nAt the start of eac"
    },
    {
      "id": "objects/rules/6-154-wretched-free",
      "type": "Rule",
      "name": "Wretched (Free)",
      "excerpt": "You survive via chance and charity. You're often exposed to natural dangers as a result of sleeping outside."
    },
    {
      "id": "objects/rules/6-155-squalid-1-sp-per-day",
      "type": "Rule",
      "name": "Squalid (1 SP per Day)",
      "excerpt": "You spend the bare minimum for your necessities. You might be exposed to unhealthy conditions and opportunistic criminals."
    },
    {
      "id": "objects/rules/6-156-poor-2-sp-per-day",
      "type": "Rule",
      "name": "Poor (2 SP per Day)",
      "excerpt": "You spend frugally for your necessities."
    },
    {
      "id": "objects/rules/6-157-modest-1-gp-per-day",
      "type": "Rule",
      "name": "Modest (1 GP per Day)",
      "excerpt": "You support yourself at an average level."
    },
    {
      "id": "objects/rules/6-158-comfortable-2-gp-per-day",
      "type": "Rule",
      "name": "Comfortable (2 GP per Day)",
      "excerpt": "You spend modestly for your necessities and enjoy a few luxuries."
    },
    {
      "id": "objects/rules/6-159-wealthy-4-gp-per-day",
      "type": "Rule",
      "name": "Wealthy (4 GP per Day)",
      "excerpt": "You're accustomed to the finer things in life and might have servants."
    },
    {
      "id": "objects/rules/6-16-versatile",
      "type": "Rule",
      "name": "Versatile",
      "excerpt": "A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two h"
    },
    {
      "id": "objects/rules/6-160-aristocratic-10-gp-per-day",
      "type": "Rule",
      "name": "Aristocratic (10 GP per Day)",
      "excerpt": "You pay for the best and might have a staff that supports your lifestyle. Others notice your wealth and might encourage you to share it, either legally or other"
    },
    {
      "id": "objects/rules/6-161-food-drink-and-lodging",
      "type": "Rule",
      "name": "Food, Drink, and Lodging",
      "excerpt": "The Food, Drink, and Lodging table gives prices for food and a single night's lodging. Prices for daily lodging and meals are included in your lifestyle's expen"
    },
    {
      "id": "objects/rules/6-162-hirelings",
      "type": "Rule",
      "name": "Hirelings",
      "excerpt": "Skilled hirelings include anyone hired to perform a service that involves a proficiency (including weapon, tool, or skill): a mercenary, an artisan, a scribe, o"
    },
    {
      "id": "objects/rules/6-163-spellcasting",
      "type": "Rule",
      "name": "Spellcasting",
      "excerpt": "Most settlements contain individuals who are willing to cast spells in exchange for payment. If a spell has expensive components, add the cost of those componen"
    },
    {
      "id": "objects/rules/6-164-magic-items",
      "type": "Rule",
      "name": "Magic Items",
      "excerpt": "Adventures hold the promise - but not a guarantee - of finding magic items. Hundreds of magic items are detailed in “Magic Items” later in this document. Here’s"
    },
    {
      "id": "objects/rules/6-165-identifying-a-magic-item",
      "type": "Rule",
      "name": "Identifying a Magic Item",
      "excerpt": "Some magic items are indistinguishable from their nonmagical counterparts, while others are conspicuously magical. Handling a magic item is enough to\n\ngive you "
    },
    {
      "id": "objects/rules/6-166-attunement",
      "type": "Rule",
      "name": "Attunement",
      "excerpt": "Some magic items require a creature to form a bond - called Attunement - with them before the creature can use an item's magical properties. Without becoming at"
    },
    {
      "id": "objects/rules/6-167-attune-during-a-short-rest",
      "type": "Rule",
      "name": "Attune during a Short Rest",
      "excerpt": "Attuning to an item requires you to spend a Short Rest focused on only that item while being in physical contact with it (this can't be the same Short Rest used"
    },
    {
      "id": "objects/rules/6-168-no-more-than-three-items",
      "type": "Rule",
      "name": "No More Than Three Items",
      "excerpt": "You can be attuned to no more than three magic items at a time. Any attempt to attune to a fourth item fails; you must end your Attunement to an item first. Add"
    },
    {
      "id": "objects/rules/6-169-ending-attunement",
      "type": "Rule",
      "name": "Ending Attunement",
      "excerpt": "Your Attunement to an item ends if you no longer satisfy the prerequisites for Attunement, if the item has been more than 100 feet away for at least 24 hours, i"
    },
    {
      "id": "objects/rules/6-17-mastery-properties",
      "type": "Rule",
      "name": "Mastery Properties",
      "excerpt": "Each weapon has a mastery property, which is usable only by a character who has a feature, such as Weapon Mastery, that unlocks the property for the character. "
    },
    {
      "id": "objects/rules/6-170-wearing-and-wielding-items",
      "type": "Rule",
      "name": "Wearing and Wielding Items",
      "excerpt": "Using a magic item's properties might mean wearing or wielding it. A magic item meant to be worn must be donned in the intended fashion: boots go on feet, glove"
    },
    {
      "id": "objects/rules/6-171-multiple-items-of-the-same-kind",
      "type": "Rule",
      "name": "Multiple Items of the Same Kind",
      "excerpt": "You can't wear more than one of certain magic items. You can't normally wear more than one pair of footwear, one pair of gloves or gauntlets, one pair of bracer"
    },
    {
      "id": "objects/rules/6-172-paired-items",
      "type": "Rule",
      "name": "Paired Items",
      "excerpt": "Items that come in pairs - such as boots, bracers, gauntlets, and gloves - impart their benefits only if both items of the pair are worn. For example, a charact"
    },
    {
      "id": "objects/rules/6-173-crafting-nonmagical-items",
      "type": "Rule",
      "name": "Crafting Nonmagical Items",
      "excerpt": "To craft a nonmagical item, you need tools, raw materials, and time, each of which is detailed below. If you meet the requirements, you make the item, and you c"
    },
    {
      "id": "objects/rules/6-174-tools",
      "type": "Rule",
      "name": "Tools",
      "excerpt": "The “Tools” section of “Equipment” lists which tools are required to make certain items. The GM assigns required tools for items not listed there.\n\nYou must use"
    },
    {
      "id": "objects/rules/6-175-raw-materials",
      "type": "Rule",
      "name": "Raw Materials",
      "excerpt": "To make an item, you need raw materials worth half its purchase cost (round down). For example, you need 750 GP of raw materials to make Plate Armor, which sell"
    },
    {
      "id": "objects/rules/6-176-time",
      "type": "Rule",
      "name": "Time",
      "excerpt": "To determine how many days (working 8 hours a day) it takes to make an item, divide its purchase cost in GP by 10 (round a fraction up to a day). For\n\nexample, "
    },
    {
      "id": "objects/rules/6-177-brewing-potions-of-healing",
      "type": "Rule",
      "name": "Brewing Potions of Healing",
      "excerpt": "A character who has proficiency with the Herbalism Kit can create a Potion of Healing. Doing so requires using that kit and 25 GP of raw material over the cours"
    },
    {
      "id": "objects/rules/6-178-scribing-spell-scrolls",
      "type": "Rule",
      "name": "Scribing Spell Scrolls",
      "excerpt": "A spellcaster can transfer a spell to a scroll and create a Spell Scroll, using the rules below."
    },
    {
      "id": "objects/rules/6-179-time-and-cost",
      "type": "Rule",
      "name": "Time and Cost",
      "excerpt": "Scribing a scroll takes an amount of time and money based on the level of the spell, as shown in the Spell Scroll Costs table. For each day of inscription, you "
    },
    {
      "id": "objects/rules/6-18-improvised-weapons",
      "type": "Rule",
      "name": "IMPROVISED WEAPONS",
      "excerpt": "If you use an object - such as a table leg, frying pan, or bottle - as a makeshift weapon, see “Improvised Weapons” in “Rules Glossary.” Also see those rules if"
    },
    {
      "id": "objects/rules/6-180-prerequisites-for-the-scribe",
      "type": "Rule",
      "name": "Prerequisites for the Scribe",
      "excerpt": "To scribe a scroll, you must have proficiency in the Arcana skill or with Calligrapher's Supplies and have the spell prepared on each day of the inscription. Yo"
    },
    {
      "id": "objects/rules/6-181-cantrips",
      "type": "Rule",
      "name": "Cantrips",
      "excerpt": "If the scribed spell is a cantrip, the version on the scroll works as if the caster were your level.\n\nSpell Scroll Costs\n\n---"
    },
    {
      "id": "objects/rules/6-19-cleave",
      "type": "Rule",
      "name": "Cleave",
      "excerpt": "If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of th"
    },
    {
      "id": "objects/rules/6-2-coins",
      "type": "Rule",
      "name": "Coins",
      "excerpt": "Characters often find coins on their adventures and can spend those coins in shops, inns, and other businesses. Coins come in different denominations based on t"
    },
    {
      "id": "objects/rules/6-20-graze",
      "type": "Rule",
      "name": "Graze",
      "excerpt": "If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. Thi"
    },
    {
      "id": "objects/rules/6-21-nick",
      "type": "Rule",
      "name": "Nick",
      "excerpt": "When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack "
    },
    {
      "id": "objects/rules/6-22-push",
      "type": "Rule",
      "name": "Push",
      "excerpt": "If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller."
    },
    {
      "id": "objects/rules/6-23-sap",
      "type": "Rule",
      "name": "Sap",
      "excerpt": "If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn."
    },
    {
      "id": "objects/rules/6-24-slow",
      "type": "Rule",
      "name": "Slow",
      "excerpt": "If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more"
    },
    {
      "id": "objects/rules/6-25-topple",
      "type": "Rule",
      "name": "Topple",
      "excerpt": "If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack r"
    },
    {
      "id": "objects/rules/6-26-vex",
      "type": "Rule",
      "name": "Vex",
      "excerpt": "If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your"
    },
    {
      "id": "objects/rules/6-27-armor",
      "type": "Rule",
      "name": "Armor",
      "excerpt": "The Armor table lists the game's main armor. The table includes the cost and weight of armor, as well as the following details:\n\nCategory. Every type of armor f"
    },
    {
      "id": "objects/rules/6-28-armor-training",
      "type": "Rule",
      "name": "Armor Training",
      "excerpt": "Anyone can don armor or hold a Shield, but only those with training can use them effectively, as explained below. A character's class and other features determi"
    },
    {
      "id": "objects/rules/6-29-light-medium-or-heavy-armor",
      "type": "Rule",
      "name": "Light, Medium, or Heavy Armor",
      "excerpt": "If you wear Light, Medium, or Heavy armor and lack training with it, you have Disadvantage on any D20 Test that involves Strength or Dexterity, and you can't ca"
    },
    {
      "id": "objects/rules/6-3-weapons",
      "type": "Rule",
      "name": "Weapons",
      "excerpt": "The Weapons table in this section shows the game's main weapons. The table lists the cost and weight of each weapon, as well as the following details:\n\nCategory"
    },
    {
      "id": "objects/rules/6-30-shield",
      "type": "Rule",
      "name": "Shield",
      "excerpt": "You gain the Armor Class benefit of a Shield only if you have training with it."
    },
    {
      "id": "objects/rules/6-31-one-at-a-time",
      "type": "Rule",
      "name": "One at a Time",
      "excerpt": "A creature can wear only one suit of armor at a time and wield only one Shield at a time.\n\nArmor"
    },
    {
      "id": "objects/rules/6-32-tools",
      "type": "Rule",
      "name": "Tools",
      "excerpt": "A tool helps you make specialized ability checks, craft certain items, or both. A tool's description includes the tool's cost and weight, as well as the followi"
    },
    {
      "id": "objects/rules/6-33-tool-proficiency",
      "type": "Rule",
      "name": "Tool Proficiency",
      "excerpt": "If you have proficiency with a tool, add your Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in a skill that's used"
    },
    {
      "id": "objects/rules/6-34-artisans-tools",
      "type": "Rule",
      "name": "Artisan's Tools",
      "excerpt": "Artisan's Tools are each focused on crafting items and pursuing a trade. Each of these tools requires a separate proficiency."
    },
    {
      "id": "objects/rules/6-35-alchemists-supplies-50-gp",
      "type": "Rule",
      "name": "Alchemist's Supplies (50 GP)",
      "excerpt": "Ability: Intelligence Weight: 8 lb.\n\nUtilize: Identify a substance (DC 15), or start a fire (DC 15)\n\nCraft: Acid, Alchemist's Fire, Component Pouch, Oil, Paper,"
    },
    {
      "id": "objects/rules/6-36-brewers-supplies-20-gp",
      "type": "Rule",
      "name": "Brewer's Supplies (20 GP)",
      "excerpt": "Ability: Intelligence Weight: 9 lb.\n\nUtilize: Detect poisoned drink (DC 15), or identify alcohol (DC 10)\n\nCraft: Antitoxin"
    },
    {
      "id": "objects/rules/6-37-calligraphers-supplies-10-gp",
      "type": "Rule",
      "name": "Calligrapher's Supplies (10 GP)",
      "excerpt": "Ability: Dexterity Weight: 5 lb.\n\nUtilize: Write text with impressive flourishes that guard against forgery (DC 15)\n\nCraft: Ink, Spell Scroll"
    },
    {
      "id": "objects/rules/6-38-carpenters-tools-8-gp",
      "type": "Rule",
      "name": "Carpenter's Tools (8 GP)",
      "excerpt": "Ability: Strength Weight: 6 lb.\n\nUtilize: Seal or pry open a door or container (DC 20)\n\nCraft: Club, Greatclub, Quarterstaff, Barrel, Chest, Ladder, Pole, Porta"
    },
    {
      "id": "objects/rules/6-39-cartographers-tools-15-gp",
      "type": "Rule",
      "name": "Cartographer's Tools (15 GP)",
      "excerpt": "Ability: Wisdom Weight: 6 lb.\n\nUtilize: Draft a map of a small area (DC 15)\n\nCraft: Map"
    },
    {
      "id": "objects/rules/6-4-selling-equipment",
      "type": "Rule",
      "name": "SELLING EQUIPMENT",
      "excerpt": "Equipment fetches half its cost when sold. In contrast, trade goods and valuables - like gems and art objects - retain their full value in the marketplace. \"Mag"
    },
    {
      "id": "objects/rules/6-40-cobblers-tools-5-gp",
      "type": "Rule",
      "name": "Cobbler's Tools (5 GP)",
      "excerpt": "Ability: Dexterity Weight: 5 lb.\n\nUtilize: Modify footwear to give Advantage on the wearer's next Dexterity (Acrobatics) check (DC 10)\n\nCraft: Climber's Kit"
    },
    {
      "id": "objects/rules/6-41-cooks-utensils-1-gp",
      "type": "Rule",
      "name": "Cook's Utensils (1 GP)",
      "excerpt": "Ability: Wisdom Weight: 8 lb.\n\nUtilize: Improve food's flavor (DC 10), or detect spoiled or poisoned food (DC 15)\n\nCraft: Rations"
    },
    {
      "id": "objects/rules/6-42-glassblowers-tools-30-gp",
      "type": "Rule",
      "name": "Glassblower's Tools (30 GP)",
      "excerpt": "Ability: Intelligence Weight: 5 lb.\n\nUtilize: Discern what a glass object held in the past 24 hours (DC 15)\n\nCraft: Glass Bottle, Magnifying Glass, Spyglass, Vi"
    },
    {
      "id": "objects/rules/6-43-jewelers-tools-25-gp",
      "type": "Rule",
      "name": "Jeweler's Tools (25 GP)",
      "excerpt": "Ability: Intelligence Weight: 2 lb.\n\nUtilize: Discern a gem's value (DC 15)\n\nCraft: Arcane Focus, Holy Symbol"
    },
    {
      "id": "objects/rules/6-44-leatherworkers-tools-5-gp",
      "type": "Rule",
      "name": "Leatherworker's Tools (5 GP)",
      "excerpt": "Ability: Dexterity Weight: 5 lb.\n\nUtilize: Add a design to a leather item (DC 10)\n\nCraft: Sling, Whip, Hide Armor, Leather Armor, Studded Leather Armor, Backpac"
    },
    {
      "id": "objects/rules/6-45-masons-tools-10-gp",
      "type": "Rule",
      "name": "Mason's Tools (10 GP)",
      "excerpt": "Ability: Strength Weight: 8 lb.\n\nUtilize: Chisel a symbol or hole in stone (DC 10)\n\nCraft: Block and Tackle"
    },
    {
      "id": "objects/rules/6-46-painters-supplies-10-gp",
      "type": "Rule",
      "name": "Painter's Supplies (10 GP)",
      "excerpt": "Ability: Wisdom Weight: 5 lb.\n\nUtilize: Paint a recognizable image of something you've seen (DC 10)\n\nCraft: Druidic Focus, Holy Symbol"
    },
    {
      "id": "objects/rules/6-47-potters-tools-10-gp",
      "type": "Rule",
      "name": "Potter's Tools (10 GP)",
      "excerpt": "Ability: Intelligence Weight: 3 lb.\n\nUtilize: Discern what a ceramic object held in the past 24 hours (DC 15)\n\nCraft: Jug, Lamp"
    },
    {
      "id": "objects/rules/6-48-smiths-tools-20-gp",
      "type": "Rule",
      "name": "Smith's Tools (20 GP)",
      "excerpt": "Ability: Strength Weight: 8 lb.\n\nUtilize: Pry open a door or container (DC 20)\n\nCraft: Any Melee weapon (except Club, Greatclub, Quarterstaff, and Whip), Medium"
    },
    {
      "id": "objects/rules/6-49-tinkers-tools-50-gp",
      "type": "Rule",
      "name": "Tinker's Tools (50 GP)",
      "excerpt": "Ability: Dexterity\n\nWeight: 10 lb.\n\nUtilize: Assemble a Tiny item composed of scrap, which falls apart in 1 minute (DC 20)\n\nCraft: Musket, Pistol, Bell, Bullsey"
    },
    {
      "id": "objects/rules/6-5-weapon-proficiency",
      "type": "Rule",
      "name": "Weapon Proficiency",
      "excerpt": "Anyone can wield a weapon, but you must have proficiency with it to add your Proficiency Bonus to an attack roll you make with it. A player character's features"
    },
    {
      "id": "objects/rules/6-50-weavers-tools-1-gp",
      "type": "Rule",
      "name": "Weaver's Tools (1 GP)",
      "excerpt": "Ability: Dexterity\n\nWeight: 5 lb.\n\nUtilize: Mend a tear in clothing (DC 10), or sew a Tiny design (DC 10)\n\nCraft: Padded Armor, Basket, Bedroll, Blanket, Fine C"
    },
    {
      "id": "objects/rules/6-51-woodcarvers-tools-1-gp",
      "type": "Rule",
      "name": "Woodcarver's Tools (1 GP)",
      "excerpt": "Ability: Dexterity\n\nWeight: 5 lb.\n\nUtilize: Carve a pattern in wood (DC 10)\n\nCraft: Club, Greatclub, Quarterstaff, Ranged weapons (except Pistol, Musket, and Sl"
    },
    {
      "id": "objects/rules/6-52-other-tools",
      "type": "Rule",
      "name": "Other Tools",
      "excerpt": ""
    },
    {
      "id": "objects/rules/6-53-disguise-kit-25-gp",
      "type": "Rule",
      "name": "Disguise Kit (25 GP)",
      "excerpt": "Ability: Charisma\n\nWeight: 3 lb.\n\nUtilize: Apply makeup (DC 10)\n\nCraft: Costume"
    },
    {
      "id": "objects/rules/6-54-forgery-kit-15-gp",
      "type": "Rule",
      "name": "Forgery Kit (15 GP)",
      "excerpt": "Ability: Dexterity\n\nWeight: 5 lb.\n\nUtilize: Mimic 10 or fewer words of someone else's handwriting (DC 15), or duplicate a wax seal (DC 20)"
    },
    {
      "id": "objects/rules/6-55-gaming-set-varies",
      "type": "Rule",
      "name": "Gaming Set (Varies)",
      "excerpt": "Ability: Wisdom\n\nWeight: -\n\nUtilize: Discern whether someone is cheating (DC 10), or win the game (DC 20)\n\nVariants: Dice (1 SP), dragonchess (1 GP), playing ca"
    },
    {
      "id": "objects/rules/6-56-herbalism-kit-5-gp",
      "type": "Rule",
      "name": "Herbalism Kit (5 GP)",
      "excerpt": "Ability: Intelligence\n\nWeight: 3 lb.\n\nUtilize: Identify a plant (DC 10)\n\nCraft: Antitoxin, Candle, Healer's Kit, Potion of Healing"
    },
    {
      "id": "objects/rules/6-57-musical-instrument-varies",
      "type": "Rule",
      "name": "Musical Instrument (Varies)",
      "excerpt": "Ability: Charisma\n\nWeight: Varies\n\nUtilize: Play a known tune (DC 10), or improvise a song (DC 15)\n\nVariants: Bagpipes (30 GP, 6 lb.), drum (6 GP, 3 lb.), dulci"
    },
    {
      "id": "objects/rules/6-58-navigators-tools-25-gp",
      "type": "Rule",
      "name": "Navigator's Tools (25 GP)",
      "excerpt": "Ability: Wisdom\n\nWeight: 2 lb.\n\nUtilize: Plot a course (DC 10), or determine position by stargazing (DC 15)"
    },
    {
      "id": "objects/rules/6-59-poisoners-kit-50-gp",
      "type": "Rule",
      "name": "Poisoner's Kit (50 GP)",
      "excerpt": "Ability: Intelligence\n\nWeight: 2 lb.\n\nUtilize: Detect a poisoned object (DC 10)\n\nCraft: Basic Poison"
    },
    {
      "id": "objects/rules/6-6-properties",
      "type": "Rule",
      "name": "Properties",
      "excerpt": "Here are definitions of the properties in the Properties column of the Weapons table."
    },
    {
      "id": "objects/rules/6-60-thieves-tools-25-gp",
      "type": "Rule",
      "name": "Thieves' Tools (25 GP)",
      "excerpt": "Ability: Dexterity\n\nWeight: 1 lb.\n\nUtilize: Pick a lock (DC 15), or disarm a trap (DC 15)"
    },
    {
      "id": "objects/rules/6-61-adventuring-gear",
      "type": "Rule",
      "name": "Adventuring Gear",
      "excerpt": "The Adventuring Gear table in this section includes gear that adventurers often find useful. These items are described here in alphabetical order, with an item'"
    },
    {
      "id": "objects/rules/6-62-acid-25-gp",
      "type": "Rule",
      "name": "Acid (25 GP)",
      "excerpt": "When you take the Attack action, you can replace one of your attacks with throwing a vial of Acid. Target one creature or object you can see within 20 feet of y"
    },
    {
      "id": "objects/rules/6-63-alchemists-fire-50-gp",
      "type": "Rule",
      "name": "Alchemist's Fire (50 GP)",
      "excerpt": "When you take the Attack action, you can replace one of your attacks with throwing a flask of Alchemist's Fire. Target one creature or object you can see within"
    },
    {
      "id": "objects/rules/6-64-ammunition-varies",
      "type": "Rule",
      "name": "Ammunition (Varies)",
      "excerpt": "Ammunition is required by a weapon that has the Ammunition property. A weapon's description specifies the type of ammunition used by the weapon. The Ammunition "
    },
    {
      "id": "objects/rules/6-65-antitoxin-50-gp",
      "type": "Rule",
      "name": "Antitoxin (50 GP)",
      "excerpt": "As a Bonus Action, you can drink a vial of Antitoxin to gain Advantage on saving throws to avoid or end the Poisoned condition for 1 hour."
    },
    {
      "id": "objects/rules/6-66-arcane-focus-varies",
      "type": "Rule",
      "name": "Arcane Focus (Varies)",
      "excerpt": "An Arcane Focus takes one of the forms in the Arcane Focuses table and is be jeweled or carved to channel arcane magic. A Sorcerer, Warlock, or Wizard can use s"
    },
    {
      "id": "objects/rules/6-67-backpack-2-gp",
      "type": "Rule",
      "name": "Backpack (2 GP)",
      "excerpt": "A Backpack holds up to 30 pounds within 1 cubic foot. It can also serve as a saddlebag."
    },
    {
      "id": "objects/rules/6-68-ball-bearings-1-gp",
      "type": "Rule",
      "name": "Ball Bearings (1 GP)",
      "excerpt": "As a Utilize action, you can spill Ball Bearings from their pouch. They spread to cover a level, 10-foot-square area within 10 feet of yourself. A creature that"
    },
    {
      "id": "objects/rules/6-69-barrel-2-gp",
      "type": "Rule",
      "name": "Barrel (2 GP)",
      "excerpt": "A Barrel holds up to 40 gallons of liquid or up to 4 cubic feet of dry goods."
    },
    {
      "id": "objects/rules/6-7-ammunition",
      "type": "Rule",
      "name": "Ammunition",
      "excerpt": "You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is sp"
    },
    {
      "id": "objects/rules/6-70-basket-4-sp",
      "type": "Rule",
      "name": "Basket (4 SP)",
      "excerpt": "A Basket holds up to 40 pounds within 2 cubic feet."
    },
    {
      "id": "objects/rules/6-71-bedroll-1-gp",
      "type": "Rule",
      "name": "Bedroll (1 GP)",
      "excerpt": "A Bedroll sleeps one Small or Medium creature. While in a Bedroll, you automatically succeed on saving throws against extreme cold (see “Gameplay Toolbox”)."
    },
    {
      "id": "objects/rules/6-72-bell-1-gp",
      "type": "Rule",
      "name": "Bell (1 GP)",
      "excerpt": "When rung as a Utilize action, a Bell produces a sound that can be heard up to 60 feet away."
    },
    {
      "id": "objects/rules/6-73-blanket-5-sp",
      "type": "Rule",
      "name": "Blanket (5 SP)",
      "excerpt": "While wrapped in a blanket, you have Advantage on saving throws against extreme cold (see “Gameplay Toolbox”)."
    },
    {
      "id": "objects/rules/6-74-block-and-tackle-1-gp",
      "type": "Rule",
      "name": "Block and Tackle (1 GP)",
      "excerpt": "A Block and Tackle allows you to hoist up to four times the weight you can normally lift."
    },
    {
      "id": "objects/rules/6-75-book-25-gp",
      "type": "Rule",
      "name": "Book (25 GP)",
      "excerpt": "A Book contains fiction or nonfiction. If you consult an accurate nonfiction Book about its topic, you gain a +5 bonus to Intelligence (Arcana, History, Nature,"
    },
    {
      "id": "objects/rules/6-76-bottle-glass-2-gp",
      "type": "Rule",
      "name": "Bottle, Glass (2 GP)",
      "excerpt": "A Glass Bottle holds up to 1½ pints."
    },
    {
      "id": "objects/rules/6-77-bucket-5-cp",
      "type": "Rule",
      "name": "Bucket (5 CP)",
      "excerpt": "A Bucket holds up to half a cubic foot of contents."
    },
    {
      "id": "objects/rules/6-78-burglars-pack-16-gp",
      "type": "Rule",
      "name": "Burglar's Pack (16 GP)",
      "excerpt": "A Burglar's Pack contains the following items: Backpack, Ball Bearings, Bell, 10 Candles, Crowbar, Hooded Lantern, 7 flasks of Oil, 5 days of Rations, Rope, Tin"
    },
    {
      "id": "objects/rules/6-79-caltrops-1-gp",
      "type": "Rule",
      "name": "Caltrops (1 GP)",
      "excerpt": "As a Utilize action, you can spread Caltrops from their bag to cover a 5-foot-square area within 5 feet of yourself. A creature that enters this area for the fi"
    },
    {
      "id": "objects/rules/6-8-finesse",
      "type": "Rule",
      "name": "Finesse",
      "excerpt": "When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modif"
    },
    {
      "id": "objects/rules/6-80-candle-1-cp",
      "type": "Rule",
      "name": "Candle (1 CP)",
      "excerpt": "For 1 hour, a lit Candle sheds Bright Light in a 5-foot radius and Dim Light for an additional 5 feet."
    },
    {
      "id": "objects/rules/6-81-case-crossbow-bolt-1-gp",
      "type": "Rule",
      "name": "Case, Crossbow Bolt (1 GP)",
      "excerpt": "A Crossbow Bolt Case holds up to 20 Bolts."
    },
    {
      "id": "objects/rules/6-82-case-map-or-scroll-1-gp",
      "type": "Rule",
      "name": "Case, Map or Scroll (1 GP)",
      "excerpt": "A Map or Scroll Case holds up to 10 sheets of paper or 5 sheets of parchment."
    },
    {
      "id": "objects/rules/6-83-chain-5-gp",
      "type": "Rule",
      "name": "Chain (5 GP)",
      "excerpt": "As a Utilize action, you can wrap a Chain around an unwilling creature within 5 feet of yourself that has the Grappled, Incapacitated, or Restrained condition i"
    },
    {
      "id": "objects/rules/6-84-chest-5-gp",
      "type": "Rule",
      "name": "Chest (5 GP)",
      "excerpt": "A Chest holds up to 12 cubic feet of contents."
    },
    {
      "id": "objects/rules/6-85-climbers-kit-25-gp",
      "type": "Rule",
      "name": "Climber's Kit (25 GP)",
      "excerpt": "A Climber's Kit includes boot tips, gloves, pitons, and a harness. As a Utilize action, you can use the Climber's Kit to anchor yourself; when you do, you can't"
    },
    {
      "id": "objects/rules/6-86-clothes-fine-15-gp",
      "type": "Rule",
      "name": "Clothes, Fine (15 GP)",
      "excerpt": "Fine Clothes are made of expensive fabrics and adorned with expertly crafted details. Some events and locations admit only people wearing these clothes."
    },
    {
      "id": "objects/rules/6-87-clothes-travelers-2-gp",
      "type": "Rule",
      "name": "Clothes, Traveler's (2 GP)",
      "excerpt": "Traveler's Clothes are resilient garments designed for travel in various environments."
    },
    {
      "id": "objects/rules/6-88-component-pouch-25-gp",
      "type": "Rule",
      "name": "Component Pouch (25 GP)",
      "excerpt": "A Component Pouch is watertight and filled with compartments that hold all the free Material components of your spells."
    },
    {
      "id": "objects/rules/6-89-costume-5-gp",
      "type": "Rule",
      "name": "Costume (5 GP)",
      "excerpt": "While wearing a Costume, you have Advantage on any ability check you make to impersonate the person or type of person it represents."
    },
    {
      "id": "objects/rules/6-9-heavy",
      "type": "Rule",
      "name": "Heavy",
      "excerpt": "You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your D"
    },
    {
      "id": "objects/rules/6-90-crowbar-2-gp",
      "type": "Rule",
      "name": "Crowbar (2 GP)",
      "excerpt": "Using a Crowbar gives you Advantage on Strength checks where the Crowbar's leverage can be applied."
    },
    {
      "id": "objects/rules/6-91-diplomats-pack-39-gp",
      "type": "Rule",
      "name": "Diplomat's Pack (39 GP)",
      "excerpt": "A Diplomat's Pack contains the following items: Chest, Fine Clothes, Ink, 5 Ink Pens, Lamp, 2 Map or Scroll Cases, 4 flasks of Oil, 5 sheets of Paper, 5 sheets "
    },
    {
      "id": "objects/rules/6-92-druidic-focus-varies",
      "type": "Rule",
      "name": "Druidic Focus (Varies)",
      "excerpt": "A Druidic Focus takes one of the forms in the Druidic Focuses table and is carved, tied with ribbon, or painted to channel primal magic. A Druid or Ranger can u"
    },
    {
      "id": "objects/rules/6-93-dungeoneers-pack-12-gp",
      "type": "Rule",
      "name": "Dungeoneer's Pack (12 GP)",
      "excerpt": "A Dungeoneer's Pack contains the following items: Backpack, Caltrops, Crowbar, 2 flasks of Oil, 10\n\ndays of Rations, Rope, Tinderbox, 10 Torches, and Waterskin."
    },
    {
      "id": "objects/rules/6-94-entertainers-pack-40-gp",
      "type": "Rule",
      "name": "Entertainer's Pack (40 GP)",
      "excerpt": "An Entertainer's Pack contains the following items: Backpack, Bedroll, Bell, Bullseye Lantern, 3 Costumes, Mirror, 8 flasks of Oil, 9 days of Rations, Tinderbox"
    },
    {
      "id": "objects/rules/6-95-explorers-pack-10-gp",
      "type": "Rule",
      "name": "Explorer's Pack (10 GP)",
      "excerpt": "An Explorer's Pack contains the following items: Backpack, Bedroll, 2 flasks of Oil, 10 days of Rations, Rope, Tinderbox, 10 Torches, and Waterskin."
    },
    {
      "id": "objects/rules/6-96-flask-2-cp",
      "type": "Rule",
      "name": "Flask (2 CP)",
      "excerpt": "A Flask holds up to 1 pint."
    },
    {
      "id": "objects/rules/6-97-grappling-hook-2-gp",
      "type": "Rule",
      "name": "Grappling Hook (2 GP)",
      "excerpt": "As a Utilize action, you can throw the Grappling Hook at a railing, a ledge, or another catch within 50 feet of yourself, and the hook catches on if you succeed"
    },
    {
      "id": "objects/rules/6-98-healers-kit-5-gp",
      "type": "Rule",
      "name": "Healer's Kit (5 GP)",
      "excerpt": "A Healer's Kit has ten uses. As a Utilize action, you can expend one of its uses to stabilize an Unconscious creature that has 0 Hit Points without needing to m"
    },
    {
      "id": "objects/rules/6-99-holy-symbol-varies",
      "type": "Rule",
      "name": "Holy Symbol (Varies)",
      "excerpt": "A Holy Symbol takes one of the forms in the Holy Symbol table and is be jeweled or painted to channel divine magic. A Cleric or Paladin can use a Holy Symbol as"
    },
    {
      "id": "objects/rules/7-1-spells",
      "type": "Rule",
      "name": "Spells",
      "excerpt": ""
    },
    {
      "id": "objects/rules/7-10-using-a-higher-level-spell-slot",
      "type": "Rule",
      "name": "Using a Higher-Level Spell Slot",
      "excerpt": "When a spellcaster casts a spell using a slot that is of a higher level than the spell, the spell takes on the higher level for that casting. For instance, if a"
    },
    {
      "id": "objects/rules/7-11-school-of-magic",
      "type": "Rule",
      "name": "School of Magic",
      "excerpt": "Each spell belongs to a school of magic. The schools are listed in the Schools of Magic table. These categories help describe spells but have no rules of their "
    },
    {
      "id": "objects/rules/7-12-class-spell-lists",
      "type": "Rule",
      "name": "Class Spell Lists",
      "excerpt": "If a spell is on a class's spell list, the class's name appears in parentheses after the spell's school of magic. Some features add a spell to a character's spe"
    },
    {
      "id": "objects/rules/7-13-casting-time",
      "type": "Rule",
      "name": "Casting Time",
      "excerpt": "Most spells require the Magic action to cast, but some spells require a Bonus Action, a Reaction, or 1 minute or more. A spell's Casting Time entry specifies wh"
    },
    {
      "id": "objects/rules/7-14-one-spell-with-a-spell-slot-per-turn",
      "type": "Rule",
      "name": "One Spell with a Spell Slot per Turn",
      "excerpt": "On a turn, you can expend only one spell slot to cast a spell. This rule means you can't, for example, cast a spell with a spell slot using the Magic action and"
    },
    {
      "id": "objects/rules/7-15-reaction-and-bonus-action-triggers",
      "type": "Rule",
      "name": "Reaction and Bonus Action Triggers",
      "excerpt": "A spell that has a casting time of a Reaction is cast in response to a trigger that is defined in the spell's Casting Time entry. Some spells that have a castin"
    },
    {
      "id": "objects/rules/7-16-longer-casting-times",
      "type": "Rule",
      "name": "Longer Casting Times",
      "excerpt": "Certain spells - including a spell cast as a Ritual - require more time to cast: minutes or even hours. While you cast a spell with a casting time of 1 minute o"
    },
    {
      "id": "objects/rules/7-17-range",
      "type": "Rule",
      "name": "Range",
      "excerpt": "A spell's range indicates how far from the spellcaster the spell's effect can originate, and the spell's description specifies which part of the effect is limit"
    },
    {
      "id": "objects/rules/7-18-components",
      "type": "Rule",
      "name": "Components",
      "excerpt": "A spell's components are physical requirements the spellcaster must meet to cast the spell. Each spell's description indicates whether it requires Verbal (V), S"
    },
    {
      "id": "objects/rules/7-19-verbal-v",
      "type": "Rule",
      "name": "Verbal (V)",
      "excerpt": "A Verbal component is the chanting of esoteric words that sound like nonsense to the uninitiated. The words must be uttered in a normal speaking voice. The word"
    },
    {
      "id": "objects/rules/7-2-gaining-spells",
      "type": "Rule",
      "name": "Gaining Spells",
      "excerpt": "Before you can cast a spell, you must have the spell prepared in your mind or have access to the spell from a magic item, such as a Spell Scroll. Your features "
    },
    {
      "id": "objects/rules/7-20-somatic-s",
      "type": "Rule",
      "name": "Somatic (S)",
      "excerpt": "A Somatic component is a forceful gesticulation or an intricate set of gestures. A spellcaster must use at least one of their hands to perform these movements."
    },
    {
      "id": "objects/rules/7-21-material-m",
      "type": "Rule",
      "name": "Material (M)",
      "excerpt": "A Material component is a particular material used in a spell's casting, as specified in parentheses in the Components entry. These materials aren't consumed by"
    },
    {
      "id": "objects/rules/7-22-duration",
      "type": "Rule",
      "name": "Duration",
      "excerpt": "A spell's duration is the length of time the spell persists after it is cast. A duration typically takes one of the following forms:\n\nConcentration. A duration "
    },
    {
      "id": "objects/rules/7-23-effects",
      "type": "Rule",
      "name": "Effects",
      "excerpt": "The effects of a spell are detailed after its duration entry. Those details present exactly what the spell does, which ignores mundane physical laws; any outcom"
    },
    {
      "id": "objects/rules/7-24-targets",
      "type": "Rule",
      "name": "Targets",
      "excerpt": "A typical spell requires the caster to pick one or more targets to be affected by the spell's magic. A spell's description says whether the spell targets creatu"
    },
    {
      "id": "objects/rules/7-25-saving-throws",
      "type": "Rule",
      "name": "Saving Throws",
      "excerpt": "Many spells specify that a target makes a saving throw to avoid some or all of a spell's effects. The spell specifies the ability that the target uses for the s"
    },
    {
      "id": "objects/rules/7-26-attack-rolls",
      "type": "Rule",
      "name": "Attack Rolls",
      "excerpt": "Some spells require the caster to make an attack roll to determine whether the spell hits a target. Here's how to calculate the attack modifier for your spells:"
    },
    {
      "id": "objects/rules/7-27-combining-spell-effects",
      "type": "Rule",
      "name": "Combining Spell Effects",
      "excerpt": "The effects of different spells add together while their durations overlap. In contrast, the effects of the same spell cast multiple times don't combine. Instea"
    },
    {
      "id": "objects/rules/7-28-identifying-an-ongoing-spell",
      "type": "Rule",
      "name": "IDENTIFYING AN ONGOING SPELL",
      "excerpt": "You can try to identify a non-instantaneous spell by its observable effects if its duration is ongoing. To identify it, you must take the Study action and succe"
    },
    {
      "id": "objects/rules/7-29-spell-descriptions",
      "type": "Rule",
      "name": "Spell Descriptions",
      "excerpt": ""
    },
    {
      "id": "objects/rules/7-3-preparing-spells",
      "type": "Rule",
      "name": "Preparing Spells",
      "excerpt": "If you have a list of level 1+ spells you prepare, your spellcasting feature specifies when you can change the list and the number of spells you can change, as "
    },
    {
      "id": "objects/rules/7-4-always-prepared-spells",
      "type": "Rule",
      "name": "Always-Prepared Spells",
      "excerpt": "Certain features might give you a spell that you always have prepared. If you also have a list of prepared spells that you can change, a spell that you always h"
    },
    {
      "id": "objects/rules/7-5-casting-spells",
      "type": "Rule",
      "name": "Casting Spells",
      "excerpt": "Each spell description has a series of entries that provide the details needed to cast the spell. The following sections explain each of those entries, which fo"
    },
    {
      "id": "objects/rules/7-6-casting-in-armor",
      "type": "Rule",
      "name": "CASTING IN ARMOR",
      "excerpt": "You must have training with any armor you are wearing to cast spells while wearing it. You are otherwise too hampered by the armor for spellcasting."
    },
    {
      "id": "objects/rules/7-7-spell-level",
      "type": "Rule",
      "name": "Spell Level",
      "excerpt": "Every spell has a level from 0 to 9, which is indicated in a spell's description. A spell's level is an indicator of how powerful it is. Cantrips - simple spell"
    },
    {
      "id": "objects/rules/7-8-spell-slots",
      "type": "Rule",
      "name": "Spell Slots",
      "excerpt": "Spellcasting is taxing, so a spellcaster can cast only a limited number of level 1+ spells before resting. Spell slots are the main way a spellcaster's magical "
    },
    {
      "id": "objects/rules/7-9-casting-without-slots",
      "type": "Rule",
      "name": "Casting without Slots",
      "excerpt": "There are several ways to cast a spell without expending a spell slot:\n\nCantrips. A cantrip is cast without a spell slot.\n\nRituals. Certain spells have the Ritu"
    },
    {
      "id": "objects/rules/8-1-rules-glossary",
      "type": "Rule",
      "name": "Rules Glossary",
      "excerpt": ""
    },
    {
      "id": "objects/rules/8-10-ally",
      "type": "Rule",
      "name": "Ally",
      "excerpt": "A creature is your ally if it is a member of your adventuring party, your friend, on your side in combat, or a creature that the rules or the GM designates as y"
    },
    {
      "id": "objects/rules/8-100-long-rest",
      "type": "Rule",
      "name": "Long Rest",
      "excerpt": "A Long Rest is a period of extended downtime - at least 8 hours - available to any creature. During a Long Rest, you sleep for at least 6 hours and perform no m"
    },
    {
      "id": "objects/rules/8-101-magic-action",
      "type": "Rule",
      "name": "Magic [Action]",
      "excerpt": "When you take the Magic action, you cast a spell that has a casting time of an action or use a feature or magic item that requires a Magic action to be activate"
    },
    {
      "id": "objects/rules/8-102-magical-effect",
      "type": "Rule",
      "name": "Magical Effect",
      "excerpt": "An effect is magical if it is created by a spell, a magic item, or a phenomenon that a rule labels as magical."
    },
    {
      "id": "objects/rules/8-103-malnutrition-hazard",
      "type": "Rule",
      "name": "Malnutrition [Hazard]",
      "excerpt": "A creature needs an amount of food per day based on its size, as shown in the Food Needs per Day table. A creature that eats but consumes less than half the req"
    },
    {
      "id": "objects/rules/8-104-monster",
      "type": "Rule",
      "name": "Monster",
      "excerpt": "A monster is a creature controlled by the GM, even if the creature is benevolent. See also “Creature” and “NPC.”"
    },
    {
      "id": "objects/rules/8-105-nonplayer-character",
      "type": "Rule",
      "name": "Nonplayer Character",
      "excerpt": "A nonplayer character (NPC) is a monster that has a personal name and a distinct personality. See also \"Monster.\""
    },
    {
      "id": "objects/rules/8-106-object",
      "type": "Rule",
      "name": "Object",
      "excerpt": "An object is a nonliving, distinct thing. Composite things, like buildings, comprise more than one object. See also “Breaking Objects.”"
    },
    {
      "id": "objects/rules/8-107-occupied-space",
      "type": "Rule",
      "name": "Occupied Space",
      "excerpt": "A space is occupied if a creature is in it or if it is completely filled by objects."
    },
    {
      "id": "objects/rules/8-108-opportunity-attacks",
      "type": "Rule",
      "name": "Opportunity Attacks",
      "excerpt": "You can make an Opportunity Attack when a creature that you can see leaves your reach using its action, its Bonus Action, its Reaction, or one of its speeds. To"
    },
    {
      "id": "objects/rules/8-11-area-of-effect",
      "type": "Rule",
      "name": "Area of Effect",
      "excerpt": "The descriptions of many spells and other features specify that they have an area of effect, which typically has one of six shapes. These shapes are defined els"
    },
    {
      "id": "objects/rules/8-110-passive-perception",
      "type": "Rule",
      "name": "Passive Perception",
      "excerpt": "Passive Perception is a score that reflects a creature's general awareness of its surroundings. The GM uses this score when determining whether a creature notic"
    },
    {
      "id": "objects/rules/8-111-per-day",
      "type": "Rule",
      "name": "Per Day",
      "excerpt": "If a rule says you can use something a certain number of times per day, that means you must finish a Long Rest to use it again after you run out of uses."
    },
    {
      "id": "objects/rules/8-113-player-character",
      "type": "Rule",
      "name": "Player Character",
      "excerpt": "A player character is a character controlled by a player. See also “Character Creation.”"
    },
    {
      "id": "objects/rules/8-115-possession",
      "type": "Rule",
      "name": "Possession",
      "excerpt": "Some effects cause a creature to be possessed by another creature or entity. A possessing effect defines how the possession operates. Possession can be prevente"
    },
    {
      "id": "objects/rules/8-116-proficiency",
      "type": "Rule",
      "name": "Proficiency",
      "excerpt": "If you have proficiency with something, you can add your Proficiency Bonus to any D20 Test you make using that thing. A creature might have proficiency in a ski"
    },
    {
      "id": "objects/rules/8-118-reach",
      "type": "Rule",
      "name": "Reach",
      "excerpt": "A creature has a reach of 5 feet unless a rule says otherwise."
    },
    {
      "id": "objects/rules/8-119-reaction",
      "type": "Rule",
      "name": "Reaction",
      "excerpt": "A Reaction is a special action taken in response to a trigger defined in the Reaction's description. You can take a Reaction on another creature's turn, and if "
    },
    {
      "id": "objects/rules/8-12-armor-class",
      "type": "Rule",
      "name": "Armor Class",
      "excerpt": "An Armor Class (AC) is the target number for an attack roll. AC represents how difficult it is to hit a target.\n\nYour base AC calculation is 10 plus your Dexter"
    },
    {
      "id": "objects/rules/8-120-ready-action",
      "type": "Rule",
      "name": "Ready [Action]",
      "excerpt": "You take the Ready action to wait for a particular circumstance before you act. To do so, you take this action on your turn, which lets you act by taking a Reac"
    },
    {
      "id": "objects/rules/8-121-resistance",
      "type": "Rule",
      "name": "Resistance",
      "excerpt": "If you have Resistance to a damage type, damage of that type is halved against you (round down). Resistance is applied only once to an instance of damage. See a"
    },
    {
      "id": "objects/rules/8-123-ritual",
      "type": "Rule",
      "name": "Ritual",
      "excerpt": "If you have a spell prepared that has the Ritual tag, you can cast that spell as a Ritual. The Ritual version of a spell takes 10 minutes longer to cast than no"
    },
    {
      "id": "objects/rules/8-124-round-down",
      "type": "Rule",
      "name": "Round Down",
      "excerpt": "Whenever you divide or multiply a number in the game, round down if you end up with a fraction, even if the fraction is one-half or greater. Some rules make an "
    },
    {
      "id": "objects/rules/8-125-save",
      "type": "Rule",
      "name": "Save",
      "excerpt": "Save is another name for a saving throw. See also \"Saving Throw.\""
    },
    {
      "id": "objects/rules/8-126-saving-throw",
      "type": "Rule",
      "name": "Saving Throw",
      "excerpt": "A saving throw - also called a save - represents an attempt to avoid or resist a threat. You normally make a saving throw only when a rule requires you to do so"
    },
    {
      "id": "objects/rules/8-127-search-action",
      "type": "Rule",
      "name": "Search [Action]",
      "excerpt": "When you take the Search action, you make a Wisdom check to discern something that isn't obvious. The Search table suggests which skills are applicable when you"
    },
    {
      "id": "objects/rules/8-128-shape-shifting",
      "type": "Rule",
      "name": "Shape-Shifting",
      "excerpt": "If an effect, such as Wild Shape or the Polymorph spell, lets you shape-shift, its description specifies what happens to you. Unless that description says other"
    },
    {
      "id": "objects/rules/8-129-short-rest",
      "type": "Rule",
      "name": "Short Rest",
      "excerpt": "A Short Rest is a 1-hour period of downtime, during which a creature does nothing more strenuous than reading, talking, eating, or standing watch. To start a Sh"
    },
    {
      "id": "objects/rules/8-13-armor-training",
      "type": "Rule",
      "name": "Armor Training",
      "excerpt": "Armor training allows you to use armor of a certain category without the following drawbacks. If you wear Light, Medium, or Heavy armor and lack training with i"
    },
    {
      "id": "objects/rules/8-130-simultaneous-effects",
      "type": "Rule",
      "name": "Simultaneous Effects",
      "excerpt": "If two or more things happen at the same time on a turn, the person at the game table - player or GM - whose turn it is decides the order in which those things "
    },
    {
      "id": "objects/rules/8-131-size",
      "type": "Rule",
      "name": "Size",
      "excerpt": "A creature or an object belongs to a size category: Tiny, Small, Medium, Large, Huge, or Gargantuan. A creature's size determines how much space the creature oc"
    },
    {
      "id": "objects/rules/8-132-skill",
      "type": "Rule",
      "name": "Skill",
      "excerpt": "A skill is an area of specialization associated with an ability check. If you have proficiency in a skill, you can add your Proficiency Bonus when you make an a"
    },
    {
      "id": "objects/rules/8-133-speed",
      "type": "Rule",
      "name": "Speed",
      "excerpt": "A creature has a Speed, which is the distance in feet the creature can cover when it moves on its turn. See also “Climbing,” “Crawling,” “Flying,” “Jumping,” “S"
    },
    {
      "id": "objects/rules/8-134-spell",
      "type": "Rule",
      "name": "Spell",
      "excerpt": "A spell is a magical effect that has the characteristics described in “Spells.”"
    },
    {
      "id": "objects/rules/8-135-spell-attack",
      "type": "Rule",
      "name": "Spell Attack",
      "excerpt": "A spell attack is an attack roll made as part of a spell or another magical effect. See also “Spells” (“Casting Spells”)."
    },
    {
      "id": "objects/rules/8-136-spellcasting-focus",
      "type": "Rule",
      "name": "Spellcasting Focus",
      "excerpt": "A Spellcasting Focus is an object that certain creatures can use in place of a spell's Material components if those materials aren't consumed by the spell and d"
    },
    {
      "id": "objects/rules/8-137-sphere-area-of-effect",
      "type": "Rule",
      "name": "Sphere [Area of Effect]",
      "excerpt": "A Sphere is an area of effect that extends in straight lines from a point of origin outward in all directions. The effect that creates a Sphere specifies the di"
    },
    {
      "id": "objects/rules/8-138-stable",
      "type": "Rule",
      "name": "Stable",
      "excerpt": "A creature is Stable if it has 0 Hit Points but isn't required to make Death Saving Throws. See also \"Playing the Game\" (\"Damage and Healing\")."
    },
    {
      "id": "objects/rules/8-139-stat-block",
      "type": "Rule",
      "name": "Stat Block",
      "excerpt": "A stat block contains the game statistics of a monster. Each stat block includes the following information presented after the monster's name.\n\nSize. A monster "
    },
    {
      "id": "objects/rules/8-14-attack-action",
      "type": "Rule",
      "name": "Attack [Action]",
      "excerpt": "When you take the Attack action, you can make one attack roll with a weapon or an Unarmed Strike.\n\nEquipping and Unequipping Weapons. You can either equip or un"
    },
    {
      "id": "objects/rules/8-140-study-action",
      "type": "Rule",
      "name": "Study [Action]",
      "excerpt": "When you take the Study action, you make an Intelligence check to study your memory, a book, a clue, or another source of knowledge and call to mind an importan"
    },
    {
      "id": "objects/rules/8-142-suffocation-hazard",
      "type": "Rule",
      "name": "Suffocation [Hazard]",
      "excerpt": "A creature can hold its breath for a number of minutes equal to 1 plus its Constitution modifier (minimum of 30 seconds) before suffocation begins. When a creat"
    },
    {
      "id": "objects/rules/8-143-surprise",
      "type": "Rule",
      "name": "Surprise",
      "excerpt": "If a creature is caught unawares by the start of combat, that creature is surprised, which causes it to have Disadvantage on its Initiative roll. See also “Play"
    },
    {
      "id": "objects/rules/8-144-swimming",
      "type": "Rule",
      "name": "Swimming",
      "excerpt": "While you're swimming, each foot of movement costs 1 extra foot (2 extra feet in Difficult Terrain). You ignore this extra cost if you have a Swim Speed and use"
    },
    {
      "id": "objects/rules/8-145-swim-speed",
      "type": "Rule",
      "name": "Swim Speed",
      "excerpt": "A Swim Speed can be used to swim without expending the extra movement normally associated with swimming. See also “Swimming” and “Speed.”"
    },
    {
      "id": "objects/rules/8-146-target",
      "type": "Rule",
      "name": "Target",
      "excerpt": "A target is the creature or object targeted by an attack roll, forced to make a saving throw by an effect, or selected to receive the effects of a spell or anot"
    },
    {
      "id": "objects/rules/8-147-telepathy",
      "type": "Rule",
      "name": "Telepathy",
      "excerpt": "Telepathy is a magical ability that allows a creature to communicate mentally with another creature within a specified range. Unless a rule states otherwise, th"
    },
    {
      "id": "objects/rules/8-148-teleportation",
      "type": "Rule",
      "name": "Teleportation",
      "excerpt": "Teleportation is a special kind of magical transportation. If you teleport, you disappear and reappear elsewhere instantly, without moving through the interveni"
    },
    {
      "id": "objects/rules/8-149-temporary-hit-points",
      "type": "Rule",
      "name": "Temporary Hit Points",
      "excerpt": "Temporary Hit Points are granted by certain effects and act as a buffer against losing real Hit Points. See also “Playing the Game” (“Damage and Healing”)."
    },
    {
      "id": "objects/rules/8-15-attack-roll",
      "type": "Rule",
      "name": "Attack Roll",
      "excerpt": "An attack roll is a D20 Test that represents making an attack with a weapon, an Unarmed Strike, or a spell. See also “Playing the Game” (“D20 Tests”)."
    },
    {
      "id": "objects/rules/8-150-tremorsense",
      "type": "Rule",
      "name": "Tremorsense",
      "excerpt": "A creature with Tremorsense can pinpoint the location of creatures and moving objects within a specific range, provided that the creature with Tremorsense and a"
    },
    {
      "id": "objects/rules/8-151-truesight",
      "type": "Rule",
      "name": "Truesight",
      "excerpt": "If you have Truesight, your vision is enhanced within a specified range. Within that range, your vision pierces through the following:\n\nDarkness. You can see in"
    },
    {
      "id": "objects/rules/8-152-unarmed-strike",
      "type": "Rule",
      "name": "Unarmed Strike",
      "excerpt": "Instead of using a weapon to make a melee attack, you can use a punch, kick, headbutt, or similar forceful blow. In game terms, this is an Unarmed Strike - a me"
    },
    {
      "id": "objects/rules/8-154-unoccupied-space",
      "type": "Rule",
      "name": "Unoccupied Space",
      "excerpt": "A space is unoccupied if no creatures are in it and it isn't completely filled by objects."
    },
    {
      "id": "objects/rules/8-155-utilize-action",
      "type": "Rule",
      "name": "Utilize [Action]",
      "excerpt": "You normally interact with an object while doing something else, such as when you draw a sword as part of the Attack action. When an object requires an action f"
    },
    {
      "id": "objects/rules/8-156-vulnerability",
      "type": "Rule",
      "name": "Vulnerability",
      "excerpt": "If you have Vulnerability to a damage type, damage of that type is doubled against you. Vulnerability is applied only once to an instance of damage. See also \"P"
    },
    {
      "id": "objects/rules/8-157-weapon",
      "type": "Rule",
      "name": "Weapon",
      "excerpt": "A weapon is an object that is in the Simple or Martial weapon category. See also “Equipment” (“Weapons”)."
    },
    {
      "id": "objects/rules/8-158-weapon-attack",
      "type": "Rule",
      "name": "Weapon Attack",
      "excerpt": "A weapon attack is an attack roll made with a weapon. See also \"Weapon.\"\n\n---"
    },
    {
      "id": "objects/rules/8-16-attitude",
      "type": "Rule",
      "name": "Attitude",
      "excerpt": "A monster has a starting attitude toward a player character: Friendly, Hostile, or Indifferent. See also \"Friendly,\" \"Hostile,\" \"Indifferent,\" and \"Influence.\""
    },
    {
      "id": "objects/rules/8-17-attunement",
      "type": "Rule",
      "name": "Attunement",
      "excerpt": "Some magic items require a creature to form a bond - called Attunement - with them before the creature can use an item's magical properties. A creature can have"
    },
    {
      "id": "objects/rules/8-19-blindsight",
      "type": "Rule",
      "name": "Blindsight",
      "excerpt": "If you have Blindsight, you can see within a specific range without relying on physical sight. Within that range, you can see anything that isn't behind Total C"
    },
    {
      "id": "objects/rules/8-2-glossary-conventions",
      "type": "Rule",
      "name": "Glossary Conventions",
      "excerpt": "The glossary uses the following conventions:\n\nTags in Brackets. Some entries have a tag in brackets after the entry's name, as in \"Attack [Action].\" A tag - Act"
    },
    {
      "id": "objects/rules/8-20-bloodied",
      "type": "Rule",
      "name": "Bloodied",
      "excerpt": "A creature is Bloodied while it has half its Hit Points or fewer remaining."
    },
    {
      "id": "objects/rules/8-21-bonus-action",
      "type": "Rule",
      "name": "Bonus Action",
      "excerpt": "A Bonus Action is a special action that you can take on the same turn that you take an action. You can't take more than one Bonus Action on a turn, and you have"
    },
    {
      "id": "objects/rules/8-22-breaking-objects",
      "type": "Rule",
      "name": "Breaking Objects",
      "excerpt": "Objects can be harmed by attacks and by some spells, using the rules below. If an object is exceedingly fragile, the GM may allow a creature to break it automat"
    },
    {
      "id": "objects/rules/8-23-bright-light",
      "type": "Rule",
      "name": "Bright Light",
      "excerpt": "Bright Light is normal illumination. See also “Playing the Game” (“Exploration”)."
    },
    {
      "id": "objects/rules/8-24-burning-hazard",
      "type": "Rule",
      "name": "Burning [Hazard]",
      "excerpt": "A burning creature or object takes 1d4 Fire damage at the start of each of its turns. As an action, you can extinguish fire on yourself by giving yourself the P"
    },
    {
      "id": "objects/rules/8-25-burrow-speed",
      "type": "Rule",
      "name": "Burrow Speed",
      "excerpt": "A creature that has a Burrow Speed can use that speed to move through sand, earth, mud, or ice. The creature can't burrow through solid rock unless the creature"
    },
    {
      "id": "objects/rules/8-26-campaign",
      "type": "Rule",
      "name": "Campaign",
      "excerpt": "A campaign is a series of adventures. See also \"Adventure.\""
    },
    {
      "id": "objects/rules/8-27-cantrip",
      "type": "Rule",
      "name": "Cantrip",
      "excerpt": "A cantrip is a level 0 spell, which is cast without a spell slot. See also “Spells.”"
    },
    {
      "id": "objects/rules/8-28-carrying-capacity",
      "type": "Rule",
      "name": "Carrying Capacity",
      "excerpt": "Your size and Strength score determine the maximum weight in pounds that you can carry, as shown in the Carrying Capacity table. The table also shows the maximu"
    },
    {
      "id": "objects/rules/8-29-challenge-rating",
      "type": "Rule",
      "name": "Challenge Rating",
      "excerpt": "Challenge Rating (CR) summarizes the threat a monster poses to a group of four player characters. Compare a monster's CR to the characters' level. If the CR is "
    },
    {
      "id": "objects/rules/8-3-rules-definitions",
      "type": "Rule",
      "name": "Rules Definitions",
      "excerpt": "Here are definitions of various rules."
    },
    {
      "id": "objects/rules/8-30-character-sheet",
      "type": "Rule",
      "name": "Character Sheet",
      "excerpt": "A character sheet is a paper or digital record that you use to track your character's information. See also \"Character Creation.\""
    },
    {
      "id": "objects/rules/8-32-climbing",
      "type": "Rule",
      "name": "Climbing",
      "excerpt": "While you're climbing, each foot of movement costs 1 extra foot (2 extra feet in Difficult Terrain). You ignore this extra cost if you have a Climb Speed and us"
    },
    {
      "id": "objects/rules/8-33-climb-speed",
      "type": "Rule",
      "name": "Climb Speed",
      "excerpt": "A Climb Speed can be used in place of Speed to traverse a vertical surface without expending the extra movement normally associated with climbing. See also “Cli"
    },
    {
      "id": "objects/rules/8-34-concentration",
      "type": "Rule",
      "name": "Concentration",
      "excerpt": "Some spells and other effects require Concentration to remain active, as specified in their descriptions. If the effect's creator loses Concentration, the effec"
    },
    {
      "id": "objects/rules/8-35-condition",
      "type": "Rule",
      "name": "Condition",
      "excerpt": "A condition is a temporary game state. The definition of a condition says how it affects its recipient, and various rules define how to end a condition. This gl"
    },
    {
      "id": "objects/rules/8-36-cone-area-of-effect",
      "type": "Rule",
      "name": "Cone [Area of Effect]",
      "excerpt": "A Cone is an area of effect that extends in straight lines from a point of origin in a direction its creator chooses. A Cone's width at any point along its leng"
    },
    {
      "id": "objects/rules/8-37-cover",
      "type": "Rule",
      "name": "Cover",
      "excerpt": "Cover provides a degree of protection to a target behind it. There are three degrees of cover, each of which provides a different benefit to a target: Half Cove"
    },
    {
      "id": "objects/rules/8-38-crawling",
      "type": "Rule",
      "name": "Crawling",
      "excerpt": "While you're crawling, each foot of movement costs 1 extra foot (2 extra feet in Difficult Terrain). See also \"Speed.\""
    },
    {
      "id": "objects/rules/8-39-creature",
      "type": "Rule",
      "name": "Creature",
      "excerpt": "Any being in the game, including a player's character, is a creature. See also \"Creature Type.\""
    },
    {
      "id": "objects/rules/8-4-ability-check",
      "type": "Rule",
      "name": "Ability Check",
      "excerpt": "An ability check is a D20 Test that represents using one of the six abilities - or a specific skill associated with an ability - to overcome a challenge. See al"
    },
    {
      "id": "objects/rules/8-40-creature-type",
      "type": "Rule",
      "name": "Creature Type",
      "excerpt": "Every creature, including every player character, has a tag in the rules that identifies the type of creature it is. Most player characters are of the Humanoid "
    },
    {
      "id": "objects/rules/8-41-critical-hit",
      "type": "Rule",
      "name": "Critical Hit",
      "excerpt": "If you roll a 20 on the d20 for an attack roll, you score a Critical Hit, and the attack hits regardless of any modifiers or the target's AC. A Critical Hit let"
    },
    {
      "id": "objects/rules/8-42-cube-area-of-effect",
      "type": "Rule",
      "name": "Cube [Area of Effect]",
      "excerpt": "A Cube is an area of effect that extends in straight lines from a point of origin located anywhere on a face of the Cube. The effect that creates a Cube specifi"
    },
    {
      "id": "objects/rules/8-43-curses",
      "type": "Rule",
      "name": "Curses",
      "excerpt": "Some game effects curse a creature or an object. The effect that confers a curse defines what the curse does. Curses can be removed by the Remove Curse and Grea"
    },
    {
      "id": "objects/rules/8-44-cylinder-area-of-effect",
      "type": "Rule",
      "name": "Cylinder [Area of Effect]",
      "excerpt": "A Cylinder is an area of effect that extends in straight lines from a point of origin located at the center of the circular top or bottom of the Cylinder. The e"
    },
    {
      "id": "objects/rules/8-45-d20-test",
      "type": "Rule",
      "name": "D20 Test",
      "excerpt": "D20 Tests encompass the three main d20 rolls of the game: ability checks, attack rolls, and saving throws. If something in the game affects D20 Tests, it affect"
    },
    {
      "id": "objects/rules/8-46-damage",
      "type": "Rule",
      "name": "Damage",
      "excerpt": "Damage represents harm that causes a creature or an object to lose Hit Points."
    },
    {
      "id": "objects/rules/8-47-damage-roll",
      "type": "Rule",
      "name": "Damage Roll",
      "excerpt": "A damage roll is a die roll, adjusted by any applicable modifiers, that deals damage to a target. See also \"Playing the Game\" (\"Damage and Healing\")."
    },
    {
      "id": "objects/rules/8-48-damage-threshold",
      "type": "Rule",
      "name": "Damage Threshold",
      "excerpt": "A creature or an object that has a damage threshold has Immunity to all damage unless it takes an amount of damage from a single attack or effect equal to or gr"
    },
    {
      "id": "objects/rules/8-49-damage-types",
      "type": "Rule",
      "name": "Damage Types",
      "excerpt": "Attacks and other harmful effects deal different types of damage. Damage types have no rules of their own, but other rules, such as Resistance, rely on the type"
    },
    {
      "id": "objects/rules/8-5-ability-score-and-modifier",
      "type": "Rule",
      "name": "Ability Score and Modifier",
      "excerpt": "A creature has six ability scores - Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma - each of which has a corresponding modifier. Add the "
    },
    {
      "id": "objects/rules/8-50-darkness",
      "type": "Rule",
      "name": "Darkness",
      "excerpt": "An area of Darkness is Heavily Obscured. See also “Heavily Obscured” and “Playing the Game” (“Exploration”)."
    },
    {
      "id": "objects/rules/8-51-darkvision",
      "type": "Rule",
      "name": "Darkvision",
      "excerpt": "If you have Darkvision, you can see in Dim Light within a specified range as if it were Bright Light and in Darkness within that range as if it were Dim Light. "
    },
    {
      "id": "objects/rules/8-52-dash-action",
      "type": "Rule",
      "name": "Dash [Action]",
      "excerpt": "When you take the Dash action, you gain extra movement for the current turn. The increase equals your Speed after applying any modifiers. With a Speed of 30 fee"
    },
    {
      "id": "objects/rules/8-53-dead",
      "type": "Rule",
      "name": "Dead",
      "excerpt": "A dead creature has no Hit Points and can't regain them unless it is first revived by magic such as the Raise Dead or Revivify spell. When such a spell is cast,"
    },
    {
      "id": "objects/rules/8-55-death-saving-throw",
      "type": "Rule",
      "name": "Death Saving Throw",
      "excerpt": "A player character must make a Death Saving Throw (also called a Death Save) if they start their turn with 0 Hit Points. See also “Playing the Game” (“Damage an"
    },
    {
      "id": "objects/rules/8-56-dehydration-hazard",
      "type": "Rule",
      "name": "Dehydration [Hazard]",
      "excerpt": "A creature requires an amount of water per day based on its size, as shown in the Water Needs per Day table. A creature that drinks less than half the required "
    },
    {
      "id": "objects/rules/8-57-difficult-terrain",
      "type": "Rule",
      "name": "Difficult Terrain",
      "excerpt": "If a space is Difficult Terrain, every foot of movement in that space costs 1 extra foot. For example, moving 5 feet through Difficult Terrain costs 10 feet of "
    },
    {
      "id": "objects/rules/8-58-difficulty-class",
      "type": "Rule",
      "name": "Difficulty Class",
      "excerpt": "A Difficulty Class (DC) is the target number for an ability check or a saving throw. See also “Playing the Game” (“D20 Tests”)."
    },
    {
      "id": "objects/rules/8-59-dim-light",
      "type": "Rule",
      "name": "Dim Light",
      "excerpt": "An area with Dim Light is Lightly Obscured. See also “Lightly Obscured” and “Playing the Game” (“Exploration”)."
    },
    {
      "id": "objects/rules/8-6-action",
      "type": "Rule",
      "name": "Action",
      "excerpt": "On your turn, you can take one action. Choose which action to take from those below or from the special actions provided by your features. See also “Playing the"
    },
    {
      "id": "objects/rules/8-60-disadvantage",
      "type": "Rule",
      "name": "Disadvantage",
      "excerpt": "If you have Disadvantage on a D20 Test, roll two d20s and use the lower roll. A roll can't be affected by more than one Disadvantage, and Advantage and Disadvan"
    },
    {
      "id": "objects/rules/8-61-disengage-action",
      "type": "Rule",
      "name": "Disengage [Action]",
      "excerpt": "If you take the Disengage action, your movement doesn't provoke Opportunity Attacks for the rest of the current turn."
    },
    {
      "id": "objects/rules/8-62-dodge-action",
      "type": "Rule",
      "name": "Dodge [Action]",
      "excerpt": "If you take the Dodge action, you gain the following benefits: until the start of your next turn, any attack roll made against you has Disadvantage if you can s"
    },
    {
      "id": "objects/rules/8-63-emanation-area-of-effect",
      "type": "Rule",
      "name": "Emanation [Area of Effect]",
      "excerpt": "An Emanation is an area of effect that extends in straight lines from a creature or an object in all directions. The effect that creates an Emanation specifies "
    },
    {
      "id": "objects/rules/8-64-encounter",
      "type": "Rule",
      "name": "Encounter",
      "excerpt": "An encounter is a scene in an adventure that is part of at least one of the game's three pillars: social interaction, exploration, or combat. See also \"Playing "
    },
    {
      "id": "objects/rules/8-65-enemy",
      "type": "Rule",
      "name": "Enemy",
      "excerpt": "A creature is your enemy if it fights against you in combat, actively works to harm you, or is designated as your enemy by the rules or GM."
    },
    {
      "id": "objects/rules/8-67-experience-points",
      "type": "Rule",
      "name": "Experience Points",
      "excerpt": "As they overcome challenges and complete adventures, characters earn Experience Points (XP), which are awarded by the Game Master. When a character's XP total c"
    },
    {
      "id": "objects/rules/8-68-expertise",
      "type": "Rule",
      "name": "Expertise",
      "excerpt": "Expertise is a feature that enhances your use of a skill proficiency. When you make an ability check with a skill proficiency in which you have Expertise, your "
    },
    {
      "id": "objects/rules/8-69-falling-hazard",
      "type": "Rule",
      "name": "Falling [Hazard]",
      "excerpt": "A creature that falls takes 1d6 Bludgeoning damage at the end of the fall for every 10 feet it fell, to a maximum of 20d6. When the creature lands, it has the P"
    },
    {
      "id": "objects/rules/8-7-advantage",
      "type": "Rule",
      "name": "Advantage",
      "excerpt": "If you have Advantage on a D20 Test, roll two d20s, and use the higher roll. A roll can't be affected by more than one Advantage, and Advantage and Disadvantage"
    },
    {
      "id": "objects/rules/8-70-flying",
      "type": "Rule",
      "name": "Flying",
      "excerpt": "A variety of effects allow a creature to fly. While flying, you fall if you have the Incapacitated or Prone condition or your Fly Speed is reduced to 0. You can"
    },
    {
      "id": "objects/rules/8-71-fly-speed",
      "type": "Rule",
      "name": "Fly Speed",
      "excerpt": "A Fly Speed can be used to travel through the air. While you have a Fly Speed, you can stay aloft until you land, fall, or die. See also “Flying” and “Speed.”"
    },
    {
      "id": "objects/rules/8-72-friendly-attitude",
      "type": "Rule",
      "name": "Friendly [Attitude]",
      "excerpt": "A Friendly creature views you favorably. You have Advantage on an ability check to influence a Friendly creature. See also “Influence.”"
    },
    {
      "id": "objects/rules/8-75-grappling",
      "type": "Rule",
      "name": "Grappling",
      "excerpt": "A creature can grapple another creature. Characters typically grapple by using an Unarmed Strike. Many monsters have special attacks that allow them to quickly "
    },
    {
      "id": "objects/rules/8-76-hazard",
      "type": "Rule",
      "name": "Hazard",
      "excerpt": "A hazard is an environmental danger. See also \"Burning,\" \"Dehydration,\" \"Falling,\" \"Malnutrition,\" and \"Suffocation.\""
    },
    {
      "id": "objects/rules/8-77-healing",
      "type": "Rule",
      "name": "Healing",
      "excerpt": "Healing is how you regain Hit Points. See also “Playing the Game” (“Damage and Healing”)."
    },
    {
      "id": "objects/rules/8-78-heavily-obscured",
      "type": "Rule",
      "name": "Heavily Obscured",
      "excerpt": "You have the Blinded condition while trying to see something in a Heavily Obscured space. See also “Blinded,” “Darkness,” and “Playing the Game” (“Exploration”)"
    },
    {
      "id": "objects/rules/8-79-help-action",
      "type": "Rule",
      "name": "Help [Action]",
      "excerpt": "When you take the Help action, you do one of the following.\n\nAssist an Ability Check. Choose one of your skill or tool proficiencies and one ally who is near\n\ne"
    },
    {
      "id": "objects/rules/8-8-adventure",
      "type": "Rule",
      "name": "Adventure",
      "excerpt": "An adventure is a series of encounters. A story emerges through playing them. See also \"Encounter.\""
    },
    {
      "id": "objects/rules/8-80-heroic-inspiration",
      "type": "Rule",
      "name": "Heroic Inspiration",
      "excerpt": "If you (a player character) have Heroic Inspiration, you can expend it to reroll any die immediately after rolling it, and you must use the new roll.\n\nIf you ga"
    },
    {
      "id": "objects/rules/8-81-hide-action",
      "type": "Rule",
      "name": "Hide [Action]",
      "excerpt": "With the Hide action, you try to hide yourself. To do so, you must succeed on a DC 15 Dexterity (Stealth) check while you're Heavily Obscured or behind Three-Qu"
    },
    {
      "id": "objects/rules/8-82-high-jump",
      "type": "Rule",
      "name": "High Jump",
      "excerpt": "When you make a High Jump, you leap into the air a number of feet equal to 3 plus your Strength modifier (minimum of 0 feet) if you move at least 10 feet on foo"
    },
    {
      "id": "objects/rules/8-83-hit-point-dice",
      "type": "Rule",
      "name": "Hit Point Dice",
      "excerpt": "Hit Point Dice, or Hit Dice for short, help determine a player character's Hit Point maximum, as explained in “Character Creation.” Most monsters also have Hit "
    },
    {
      "id": "objects/rules/8-84-hit-points",
      "type": "Rule",
      "name": "Hit Points",
      "excerpt": "Hit Points (HP) are a measure of how difficult it is to kill or destroy a creature or an object. Damage reduces Hit Points, and healing restores them. You can't"
    },
    {
      "id": "objects/rules/8-85-hostile-attitude",
      "type": "Rule",
      "name": "Hostile [Attitude]",
      "excerpt": "A Hostile creature views you unfavorably. You have Disadvantage on an ability check to influence a Hostile creature. See also “Influence.”"
    },
    {
      "id": "objects/rules/8-86-hover",
      "type": "Rule",
      "name": "Hover",
      "excerpt": "Some creatures can hover, as noted in their stat blocks, and some spells and other effects grant the ability to hover. Hovering while flying prevents you from f"
    },
    {
      "id": "objects/rules/8-87-illusions",
      "type": "Rule",
      "name": "Illusions",
      "excerpt": "Spells and other effects sometimes create magical illusions. Such an effect defines what the illusion does and which senses or mental faculties it deceives.\n\nIf"
    },
    {
      "id": "objects/rules/8-88-immunity",
      "type": "Rule",
      "name": "Immunity",
      "excerpt": "If you have Immunity to a damage type or a condition, it doesn't affect you in any way."
    },
    {
      "id": "objects/rules/8-89-improvised-weapons",
      "type": "Rule",
      "name": "Improvised Weapons",
      "excerpt": "An improvised weapon is an object wielded as a makeshift weapon, such as broken glass, a table leg, or a frying pan. A Simple or Martial weapon also counts as a"
    },
    {
      "id": "objects/rules/8-9-alignment",
      "type": "Rule",
      "name": "Alignment",
      "excerpt": "A creature's alignment broadly describes its ethical attitudes and ideals. Alignment is a combination of two factors: one identifies morality (good, evil, or ne"
    },
    {
      "id": "objects/rules/8-91-indifferent-attitude",
      "type": "Rule",
      "name": "Indifferent [Attitude]",
      "excerpt": "An Indifferent creature has no desire to help or hinder you. Indifferent is the default attitude of a monster. See also “Influence.”"
    },
    {
      "id": "objects/rules/8-92-influence-action",
      "type": "Rule",
      "name": "Influence [Action]",
      "excerpt": "With the Influence action, you urge a monster to do something. Describe or roleplay how you're communicating with the monster. Are you trying to deceive, intimi"
    },
    {
      "id": "objects/rules/8-93-initiative",
      "type": "Rule",
      "name": "Initiative",
      "excerpt": "Initiative determines the order of turns during combat. The combat rules in “Playing the Game” explain how to roll Initiative.\n\nSometimes a GM might have combat"
    },
    {
      "id": "objects/rules/8-95-jumping",
      "type": "Rule",
      "name": "Jumping",
      "excerpt": "When you jump, you make either a Long Jump (horizontal) or a High Jump (vertical). See also “Long Jump” and “High Jump.”"
    },
    {
      "id": "objects/rules/8-96-knocking-out-a-creature",
      "type": "Rule",
      "name": "Knocking Out a Creature",
      "excerpt": "When you would reduce a creature to 0 Hit Points with a melee attack, you can instead reduce the creature to 1 Hit Point. The creature then has the Unconscious "
    },
    {
      "id": "objects/rules/8-97-lightly-obscured",
      "type": "Rule",
      "name": "Lightly Obscured",
      "excerpt": "You have Disadvantage on Wisdom (Perception) checks to see something in a Lightly Obscured space. See also “Dim Light” and “Playing the Game” (“Exploration”)."
    },
    {
      "id": "objects/rules/8-98-line-area-of-effect",
      "type": "Rule",
      "name": "Line [Area of Effect]",
      "excerpt": "A Line is an area of effect that extends from a point of origin in a straight path along its length and covers an area defined by its width. The effect that cre"
    },
    {
      "id": "objects/rules/8-99-long-jump",
      "type": "Rule",
      "name": "Long Jump",
      "excerpt": "When you make a Long Jump, you leap horizontally a number of feet up to your Strength score if you\n\nmove at least 10 feet immediately before the jump. When you "
    },
    {
      "id": "objects/rules/9-1-gameplay-toolbox",
      "type": "Rule",
      "name": "Gameplay Toolbox",
      "excerpt": ""
    },
    {
      "id": "objects/rules/9-10-2-choose-a-feat",
      "type": "Rule",
      "name": "2: Choose a Feat",
      "excerpt": "Choose one feat from the Origin category. See “Origin Feats” for examples of Origin feats."
    },
    {
      "id": "objects/rules/9-11-3-choose-skill-proficiencies",
      "type": "Rule",
      "name": "3: Choose Skill Proficiencies",
      "excerpt": "Choose two skills appropriate for the background. There needn't be a relationship between the skill proficiencies a background grants and the ability scores it "
    },
    {
      "id": "objects/rules/9-12-4-choose-a-tool-proficiency",
      "type": "Rule",
      "name": "4: Choose a Tool Proficiency",
      "excerpt": "Choose one tool used in the practice of the background or often associated with it."
    },
    {
      "id": "objects/rules/9-13-5-choose-equipment",
      "type": "Rule",
      "name": "5: Choose Equipment",
      "excerpt": "Assemble a package of equipment worth 50 GP (including unspent gold). Don't include Martial weapons or armor, as characters get them from their class choices."
    },
    {
      "id": "objects/rules/9-14-curses-and",
      "type": "Rule",
      "name": "Curses and",
      "excerpt": ""
    },
    {
      "id": "objects/rules/9-15-magical-contagions",
      "type": "Rule",
      "name": "Magical Contagions",
      "excerpt": "A curse is a magical burden that lasts for a specified time or until it is ended by some means. A magical contagion is an adverse effect of magical origin that "
    },
    {
      "id": "objects/rules/9-16-curses",
      "type": "Rule",
      "name": "Curses",
      "excerpt": "A curse typically takes one of the forms detailed below."
    },
    {
      "id": "objects/rules/9-17-bestow-curse",
      "type": "Rule",
      "name": "Bestow Curse",
      "excerpt": "The simplest curses are created by the Bestow Curse spell. The effects of such curses are limited and can be ended by the Remove Curse spell.\n\nBestow Curse prov"
    },
    {
      "id": "objects/rules/9-18-cursed-creatures",
      "type": "Rule",
      "name": "Cursed Creatures",
      "excerpt": "Some monsters are associated with curses, whether as part of their origins or due to their ability to spread curses - werewolves being a prime example.\n\nYou dec"
    },
    {
      "id": "objects/rules/9-19-cursed-magic-items",
      "type": "Rule",
      "name": "Cursed Magic Items",
      "excerpt": "Cursed magic items are created deliberately or originate as the result of supernatural events. Such items are detailed in “Magic Items.”"
    },
    {
      "id": "objects/rules/9-2-travel-pace",
      "type": "Rule",
      "name": "Travel Pace",
      "excerpt": "A group of characters can travel overland at a Normal, Fast, or Slow pace, as described in “Playing the Game.” During any journey stage, the predominant terrain"
    },
    {
      "id": "objects/rules/9-20-narrative-curses",
      "type": "Rule",
      "name": "Narrative Curses",
      "excerpt": "A curse might manifest during an adventure when a creature's violation of a taboo warrants supernatural punishment, such as breaking a vow, defiling a tomb, or "
    },
    {
      "id": "objects/rules/9-21-environmental-curses",
      "type": "Rule",
      "name": "Environmental Curses",
      "excerpt": "Some locations are so suffused with evil that anyone who lingers there is burdened with a curse. Demonic Possession is one example of an environmental curse.\n\nD"
    },
    {
      "id": "objects/rules/9-22-magical-contagions",
      "type": "Rule",
      "name": "Magical Contagions",
      "excerpt": "Alchemists, potion brewers, and areas of wild magic are credited with creating the first magical contagions. An outbreak of such a contagion can form the basis "
    },
    {
      "id": "objects/rules/9-23-rest-and-recuperation",
      "type": "Rule",
      "name": "Rest and Recuperation",
      "excerpt": "If a creature infected with a magical contagion spends 3 days recuperating - engaging in no activities that would interrupt a Long Rest - the creature makes a D"
    },
    {
      "id": "objects/rules/9-24-example-contagions",
      "type": "Rule",
      "name": "Example Contagions",
      "excerpt": "The following examples show how magical contagions can work. Feel free to alter the saving throw DCs, effects, and other characteristics of these contagions to "
    },
    {
      "id": "objects/rules/9-25-cackle-fever",
      "type": "Rule",
      "name": "Cackle Fever",
      "excerpt": "Magical Contagion\n\nCheaply made potions and elixirs are sometimes tainted by Cackle Fever, which affects Humanoids only (gnomes are strangely immune). A creatur"
    },
    {
      "id": "objects/rules/9-26-sewer-plague",
      "type": "Rule",
      "name": "Sewer Plague",
      "excerpt": "Magical Contagion\n\nFouled potions and alchemical waste can give rise to Sewer Plague, which incubates in sewers and refuse heaps and is sometimes transmitted by"
    },
    {
      "id": "objects/rules/9-27-sight-rot",
      "type": "Rule",
      "name": "Sight Rot",
      "excerpt": "Magical Contagion\n\nAny Beast or Humanoid that drinks water tainted by Sight Rot must succeed on a DC 15 Constitution saving throw or have the Blinded condition "
    },
    {
      "id": "objects/rules/9-28-environmental-effects-deep-water",
      "type": "Rule",
      "name": "Environmental Effects Deep Water",
      "excerpt": "Swimming through deep water (more than 100 feet deep) presents additional challenges because of the water's pressure and cold temperature. After each hour of sw"
    },
    {
      "id": "objects/rules/9-29-extreme-cold",
      "type": "Rule",
      "name": "Extreme Cold",
      "excerpt": "When the temperature is 0 degrees Fahrenheit or lower, a creature exposed to the extreme cold must succeed on a DC 10 Constitution saving throw at the end of ea"
    },
    {
      "id": "objects/rules/9-3-good-roads",
      "type": "Rule",
      "name": "Good Roads",
      "excerpt": "The presence of a good road increases the group's maximum pace by one step (from Slow to Normal or from Normal to Fast)."
    },
    {
      "id": "objects/rules/9-30-extreme-heat",
      "type": "Rule",
      "name": "Extreme Heat",
      "excerpt": "When the temperature is 100 degrees Fahrenheit or higher, a creature exposed to the extreme heat and without access to drinkable water must succeed on a Constit"
    },
    {
      "id": "objects/rules/9-31-frigid-water",
      "type": "Rule",
      "name": "Frigid Water",
      "excerpt": "A creature can be immersed in frigid water for a number of minutes equal to its Constitution score before suffering any ill effects. Each additional minute spen"
    },
    {
      "id": "objects/rules/9-32-heavy-precipitation",
      "type": "Rule",
      "name": "Heavy Precipitation",
      "excerpt": "Everything within an area of heavy rain or heavy snowfall is Lightly Obscured, and creatures in the area have Disadvantage on all Wisdom (Perception) checks. He"
    },
    {
      "id": "objects/rules/9-33-high-altitude",
      "type": "Rule",
      "name": "High Altitude",
      "excerpt": "Traveling at altitudes of 10,000 feet or higher above sea level is taxing for most creatures because of the reduced amount of oxygen in the air. Each hour such "
    },
    {
      "id": "objects/rules/9-34-slippery-ice",
      "type": "Rule",
      "name": "Slippery Ice",
      "excerpt": "Slippery ice is Difficult Terrain. A creature that moves onto slippery ice for the first time on a turn or starts its turn there must succeed on a DC 10 Dexteri"
    },
    {
      "id": "objects/rules/9-35-strong-wind",
      "type": "Rule",
      "name": "Strong Wind",
      "excerpt": "Strong wind imposes Disadvantage on ranged attack rolls with weapons. It also extinguishes open flames and disperses fog. A flying creature in a strong wind mus"
    },
    {
      "id": "objects/rules/9-36-thin-ice",
      "type": "Rule",
      "name": "Thin Ice",
      "excerpt": "Thin ice has a weight tolerance of 3d10 × 10 pounds per 10-foot-square area. Whenever the total weight on an area of thin ice exceeds its tolerance, the ice in "
    },
    {
      "id": "objects/rules/9-37-fear-and-mental-stress",
      "type": "Rule",
      "name": "Fear and Mental Stress",
      "excerpt": "Due to the nature of their vocation, adventurers tend to be less susceptible to fear and mental stress than common folk. Whereas a farmer might flee in terror f"
    },
    {
      "id": "objects/rules/9-38-fear-effects",
      "type": "Rule",
      "name": "Fear Effects",
      "excerpt": "Whenever the characters encounter something that is supernaturally frightful, use the Frightened condition as the baseline effect. Fear effects typically requir"
    },
    {
      "id": "objects/rules/9-39-mental-stress-effects",
      "type": "Rule",
      "name": "Mental Stress Effects",
      "excerpt": "When a character is subjected to an effect that causes intense mental stress, Psychic damage is the best way to emulate that effect.\n\nThe Sample Mental Stress E"
    },
    {
      "id": "objects/rules/9-4-slower-travelers",
      "type": "Rule",
      "name": "Slower Travelers",
      "excerpt": "The group must move at a Slow pace if any group member's Speed is reduced to half or less of normal."
    },
    {
      "id": "objects/rules/9-40-prolonged-effects",
      "type": "Rule",
      "name": "Prolonged Effects",
      "excerpt": "Exposure to mental stress can cause prolonged effects. Consider the following possibilities.\n\nShort-Term Effects. The character has the Frightened, Incapacitate"
    },
    {
      "id": "objects/rules/9-41-poison",
      "type": "Rule",
      "name": "Poison",
      "excerpt": "Given their insidious and deadly nature, poisons are a favorite tool among assassins and evil creatures. Poisons come in the following four types:\n\nContact. Con"
    },
    {
      "id": "objects/rules/9-42-purchasing-poison",
      "type": "Rule",
      "name": "Purchasing Poison",
      "excerpt": "In some settings, laws prohibit the possession and use of poison, but an illicit dealer or unscrupulous apothecary might keep a hidden stash. Characters with cr"
    },
    {
      "id": "objects/rules/9-43-harvesting-poison",
      "type": "Rule",
      "name": "Harvesting Poison",
      "excerpt": "A character can attempt to harvest poison from a venomous creature that is dead or has the Incapacitated condition. The effort takes 1d6 minutes, after which th"
    },
    {
      "id": "objects/rules/9-44-sample-poisons",
      "type": "Rule",
      "name": "Sample Poisons",
      "excerpt": "Example poisons are detailed here in alphabetical order. Each poison's description includes the suggested price for a single dose of the poison, its type (conta"
    },
    {
      "id": "objects/rules/9-45-assassins-blood-150-gp",
      "type": "Rule",
      "name": "Assassin's Blood (150 GP)",
      "excerpt": "Ingested Poison\n\nA creature subjected to Assassin's Blood makes a DC 10 Constitution saving throw. On a failed save, the creature takes 6 (1d12) Poison damage a"
    },
    {
      "id": "objects/rules/9-46-burnt-othur-fumes-500-gp",
      "type": "Rule",
      "name": "Burnt Othur Fumes (500 GP)",
      "excerpt": "Inhaled Poison\n\nA creature subjected to Burnt Othur Fumes must succeed on a DC 13 Constitution saving throw or take 10 (3d6) Poison damage, and it must repeat t"
    },
    {
      "id": "objects/rules/9-47-crawler-mucus-200-gp",
      "type": "Rule",
      "name": "Crawler Mucus (200 GP)",
      "excerpt": "Contact Poison\n\nA creature subjected to Crawler Mucus must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 1 minute. The creatur"
    },
    {
      "id": "objects/rules/9-48-essence-of-ether-300-gp",
      "type": "Rule",
      "name": "Essence of Ether (300 GP)",
      "excerpt": "Inhaled Poison\n\nA creature subjected to Essence of Ether must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 8 hours. The creat"
    },
    {
      "id": "objects/rules/9-49-malice-250-gp",
      "type": "Rule",
      "name": "Malice (250 GP)",
      "excerpt": "Inhaled Poison\n\nA creature subjected to Malice must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 1 hour. The creature also ha"
    },
    {
      "id": "objects/rules/9-5-extended-travel",
      "type": "Rule",
      "name": "Extended Travel",
      "excerpt": "Characters can push themselves to travel for more than 8 hours per day, at the risk of tiring. At the end of each additional hour of travel beyond 8 hours, each"
    },
    {
      "id": "objects/rules/9-50-midnight-tears-1-500-gp",
      "type": "Rule",
      "name": "Midnight Tears (1,500 GP)",
      "excerpt": "Ingested Poison\n\nA creature that ingests Midnight Tears suffers no effect until the stroke of midnight. Any effect that\n\nends the Poisoned condition neutralizes"
    },
    {
      "id": "objects/rules/9-51-oil-of-taggit-400-gp",
      "type": "Rule",
      "name": "Oil of Taggit (400 GP)",
      "excerpt": "Contact Poison\n\nA creature subjected to Oil of Taggit must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 24 hours. The creatur"
    },
    {
      "id": "objects/rules/9-52-pale-tincture-250-gp",
      "type": "Rule",
      "name": "Pale Tincture (250 GP)",
      "excerpt": "Ingested Poison\n\nA creature subjected to Pale Tincture must succeed on a DC 16 Constitution saving throw or take 3 (1d6) Poison damage and have the Poisoned con"
    },
    {
      "id": "objects/rules/9-53-purple-worm-poison-2-000-gp",
      "type": "Rule",
      "name": "Purple Worm Poison (2,000 GP)",
      "excerpt": "Injury Poison\n\nA creature subjected to Purple Worm Poison makes a DC 21 Constitution saving throw, taking 35 (10d6) Poison damage on a failed save or half as mu"
    },
    {
      "id": "objects/rules/9-54-serpent-venom-200-gp",
      "type": "Rule",
      "name": "Serpent Venom (200 GP)",
      "excerpt": "Injury Poison\n\nA creature subjected to Serpent Venom must succeed on a DC 11 Constitution saving throw, taking\n\n10 (3d6) Poison damage on a failed save or half "
    },
    {
      "id": "objects/rules/9-55-spiders-sting-200-gp",
      "type": "Rule",
      "name": "Spider's Sting (200 GP)",
      "excerpt": "Injury Poison\n\nA creature subjected to Spider's Sting must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 1 hour. If the creatu"
    },
    {
      "id": "objects/rules/9-56-torpor-600-gp",
      "type": "Rule",
      "name": "Torpor (600 GP)",
      "excerpt": "Ingested Poison\n\nA creature subjected to Torpor poison must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 4d6 hours. The creat"
    },
    {
      "id": "objects/rules/9-57-truth-serum-150-gp",
      "type": "Rule",
      "name": "Truth Serum (150 GP)",
      "excerpt": "Ingested Poison\n\nA creature subjected to Truth Serum must succeed on a DC 11 Constitution saving throw or have the Poisoned condition for 1 hour. The Poisoned c"
    },
    {
      "id": "objects/rules/9-58-wyvern-poison-1-200-gp",
      "type": "Rule",
      "name": "Wyvern Poison (1,200 GP)",
      "excerpt": "Injury Poison\n\nA creature subjected to Wyvern Poison makes a DC 14 Constitution saving throw, taking 24 (7d6) Poisson damage on a failed save or half as much da"
    },
    {
      "id": "objects/rules/9-59-traps",
      "type": "Rule",
      "name": "Traps",
      "excerpt": "Traps should be used sparingly, lest they lose their charm. A hidden pit can be a fun surprise, but too many traps in an adventure can lead players to become ov"
    },
    {
      "id": "objects/rules/9-6-special-movement",
      "type": "Rule",
      "name": "Special Movement",
      "excerpt": "If a party can travel at a high Speed for an extended time, as with a spell such as Wind Walk or a magic item such as a Carpet of Flying, translate the party's "
    },
    {
      "id": "objects/rules/9-60-parts-of-a-trap",
      "type": "Rule",
      "name": "Parts of a Trap",
      "excerpt": "The description of a trap includes the following parts after the trap's name:\n\nSeverity and Levels. A trap is designated as a nuisance or as deadly for characte"
    },
    {
      "id": "objects/rules/9-61-example-traps",
      "type": "Rule",
      "name": "Example Traps",
      "excerpt": "Traps are presented in alphabetical order."
    },
    {
      "id": "objects/rules/9-62-collapsing-roof",
      "type": "Rule",
      "name": "Collapsing Roof",
      "excerpt": "Deadly Trap (Levels 1–4)\n\nTrigger: A creature crosses a trip wire\n\nDuration: Instantaneous\n\nThis trap uses a trip wire to collapse an unstable section of ceilin"
    },
    {
      "id": "objects/rules/9-63-falling-net",
      "type": "Rule",
      "name": "Falling Net",
      "excerpt": "Nuisance Trap (Levels 1–4)\n\nTrigger: A creature crosses a trip wire\n\nDuration: Instantaneous\n\nA falling net trap uses a trip wire to release a weighted, 10-foot"
    },
    {
      "id": "objects/rules/9-64-fire-casting-statue",
      "type": "Rule",
      "name": "Fire-Casting Statue",
      "excerpt": "Deadly Trap (Levels 1-4)\n\nTrigger: A creature moves onto a pressure plate\n\nDuration: Instantaneous, and the trap resets at the start of the next turn\n\nWhen a cr"
    },
    {
      "id": "objects/rules/9-65-hidden-pit",
      "type": "Rule",
      "name": "Hidden Pit",
      "excerpt": "Nuisance Trap (Levels 1–4)\n\nTrigger: A creature moves onto the pit's lid\nDuration: Instantaneous\n\nThis 10-foot-deep pit has a hinged lid constructed from materi"
    },
    {
      "id": "objects/rules/9-66-poisoned-darts",
      "type": "Rule",
      "name": "Poisoned Darts",
      "excerpt": "Deadly Trap (Levels 1–4)\n\nTrigger: A creature moves onto a pressure plate\nDuration: Instantaneous, and the trap resets at the start of the next turn if it has a"
    },
    {
      "id": "objects/rules/9-67-poisoned-needle",
      "type": "Rule",
      "name": "Poisoned Needle",
      "excerpt": "Nuisance Trap (Levels 1–4)\n\nTrigger: A creature opens the trap's lock improperly or fails to disarm the trap\n\nDuration: Instantaneous\n\nA poisoned needle is hidd"
    },
    {
      "id": "objects/rules/9-68-rolling-stone",
      "type": "Rule",
      "name": "Rolling Stone",
      "excerpt": "Deadly Trap (Levels 11–16) or Nuisance Trap (Levels 17–20)\n\nTrigger: A creature moves onto a pressure plate\nDuration: Until the stone stops rolling\n\nWhen a crea"
    },
    {
      "id": "objects/rules/9-69-spiked-pit",
      "type": "Rule",
      "name": "Spiked Pit",
      "excerpt": "Deadly Trap (Levels 1–4)\n\nTrigger: A creature moves onto the pit's lid\nDuration: Instantaneous\n\nA 10-foot-deep pit has a hinged lid constructed from material id"
    },
    {
      "id": "objects/rules/9-7-vehicles",
      "type": "Rule",
      "name": "Vehicles",
      "excerpt": "Characters traveling in a vehicle use the vehicle's speed in miles per hour (as shown in “Equipment”) to determine their rate of travel, and they don't choose a"
    },
    {
      "id": "objects/rules/9-70-combat-encounters",
      "type": "Rule",
      "name": "Combat Encounters",
      "excerpt": "The following features can make a combat encounter more interesting or challenging:\n\nChanges in Elevation. Terrain features that provide a change of elevation ("
    },
    {
      "id": "objects/rules/9-71-combat-encounter-difficulty",
      "type": "Rule",
      "name": "Combat Encounter Difficulty",
      "excerpt": "Use the following guidelines to create a combat encounter of a desired level of difficulty."
    },
    {
      "id": "objects/rules/9-72-step-1-choose-a-difficulty",
      "type": "Rule",
      "name": "Step 1: Choose a Difficulty",
      "excerpt": "Three categories describe the range of encounter difficulty:\n\nLow Difficulty. An encounter of low difficulty is likely to have one or two scary moments for the "
    },
    {
      "id": "objects/rules/9-73-step-2-determine-your-xp-budget",
      "type": "Rule",
      "name": "Step 2: Determine Your XP Budget",
      "excerpt": "Using the XP Budget per Character table, cross-reference the party's level with the desired encounter difficulty. Multiply the number in the table by the number"
    },
    {
      "id": "objects/rules/9-74-step-3-spend-your-budget",
      "type": "Rule",
      "name": "Step 3: Spend Your Budget",
      "excerpt": "Every creature has an XP value in its stat block. When you add a creature to your combat encounter, deduct its XP from your XP budget to determine how many XP y"
    },
    {
      "id": "objects/rules/9-75-troubleshooting",
      "type": "Rule",
      "name": "Troubleshooting",
      "excerpt": "When creating and running combat encounters, keep the following in mind."
    },
    {
      "id": "objects/rules/9-76-many-creatures",
      "type": "Rule",
      "name": "Many Creatures",
      "excerpt": "The more creatures in an encounter, the higher the risk that a lucky streak on their part could deal more damage to the characters than you expect. If your enco"
    },
    {
      "id": "objects/rules/9-77-adjustments",
      "type": "Rule",
      "name": "Adjustments",
      "excerpt": "A player's absence might warrant removing creatures from an encounter to keep it at the intended difficulty. Also, die rolls and other factors can result in an "
    },
    {
      "id": "objects/rules/9-78-cr-0-creatures",
      "type": "Rule",
      "name": "CR 0 Creatures",
      "excerpt": "Creatures that have a CR of 0, particularly ones that are worth 0 XP, should be used sparingly. If you want to include many CR 0 critters in an encounter, use s"
    },
    {
      "id": "objects/rules/9-79-number-of-stat-blocks",
      "type": "Rule",
      "name": "Number of Stat Blocks",
      "excerpt": "The best combat encounters often pair one kind of creature with another, such as fire giants paired with hell hounds. Be mindful of the number of stat blocks yo"
    },
    {
      "id": "objects/rules/9-8-creating-a-background",
      "type": "Rule",
      "name": "Creating a Background",
      "excerpt": "A character's background represents what the character did prior to becoming an adventurer. Creating a unique background or customizing an existing one can refl"
    },
    {
      "id": "objects/rules/9-80-powerful-creatures",
      "type": "Rule",
      "name": "Powerful Creatures",
      "excerpt": "If your combat encounter includes a creature whose CR is higher than the party's level, be aware that such a creature might deal enough damage with a single act"
    },
    {
      "id": "objects/rules/9-81-unusual-features",
      "type": "Rule",
      "name": "Unusual Features",
      "excerpt": "If a monster has a feature that lower-level characters can't easily overcome, consider not adding that monster to an encounter for characters whose level is low"
    },
    {
      "id": "objects/rules/9-9-1-choose-abilities",
      "type": "Rule",
      "name": "1: Choose Abilities",
      "excerpt": "Choose three abilities that seem appropriate for the background:\n\nStrength or Dexterity. These abilities are ideal for a background involving physical exertion."
    },
    {
      "id": "objects/tables/1-10-ability-check-examples",
      "type": "Table",
      "name": "Ability Check Examples",
      "excerpt": ""
    },
    {
      "id": "objects/tables/1-12-typical-difficulty-classes",
      "type": "Table",
      "name": "Typical Difficulty Classes",
      "excerpt": ""
    },
    {
      "id": "objects/tables/1-14-saving-throw-examples",
      "type": "Table",
      "name": "Saving Throw Examples",
      "excerpt": ""
    },
    {
      "id": "objects/tables/1-18-attack-roll-abilities",
      "type": "Table",
      "name": "Attack Roll Abilities",
      "excerpt": ""
    },
    {
      "id": "objects/tables/1-27-proficiency-bonus",
      "type": "Table",
      "name": "Proficiency Bonus",
      "excerpt": ""
    },
    {
      "id": "objects/tables/1-29-skills",
      "type": "Table",
      "name": "Skills",
      "excerpt": ""
    },
    {
      "id": "objects/tables/1-34-actions",
      "type": "Table",
      "name": "Actions",
      "excerpt": ""
    },
    {
      "id": "objects/tables/1-4-ability-descriptions",
      "type": "Table",
      "name": "Ability Descriptions",
      "excerpt": ""
    },
    {
      "id": "objects/tables/1-5-ability-scores",
      "type": "Table",
      "name": "Ability Scores",
      "excerpt": ""
    },
    {
      "id": "objects/tables/1-55-hazards-table-1",
      "type": "Table",
      "name": "Hazards Table 1",
      "excerpt": ""
    },
    {
      "id": "objects/tables/1-57-travel-pace-table-1",
      "type": "Table",
      "name": "Travel Pace Table 1",
      "excerpt": ""
    },
    {
      "id": "objects/tables/1-7-ability-modifiers",
      "type": "Table",
      "name": "Ability Modifiers",
      "excerpt": ""
    },
    {
      "id": "objects/tables/1-70-creature-size-and-space",
      "type": "Table",
      "name": "Creature Size and Space",
      "excerpt": ""
    },
    {
      "id": "objects/tables/1-74-cover",
      "type": "Table",
      "name": "Cover",
      "excerpt": ""
    },
    {
      "id": "objects/tables/10-105-efreeti-bottle-table-1",
      "type": "Table",
      "name": "Efreeti Bottle Table 1",
      "excerpt": ""
    },
    {
      "id": "objects/tables/10-106-elemental-gem-table-1",
      "type": "Table",
      "name": "Elemental Gem Table 1",
      "excerpt": ""
    },
    {
      "id": "objects/tables/10-114-feather-tokens",
      "type": "Table",
      "name": "Feather Tokens",
      "excerpt": ""
    },
    {
      "id": "objects/tables/10-132-hat-of-many-spells-table-1",
      "type": "Table",
      "name": "Hat of Many Spells Table 1",
      "excerpt": ""
    },
    {
      "id": "objects/tables/10-14-magic-item-rarities-and-values",
      "type": "Table",
      "name": "Magic Item Rarities and Values",
      "excerpt": ""
    },
    {
      "id": "objects/tables/10-140-horn-of-valhalla-table-1",
      "type": "Table",
      "name": "Horn of Valhalla Table 1",
      "excerpt": ""
    },
    {
      "id": "objects/tables/10-157-manual-of-golems-table-1",
      "type": "Table",
      "name": "Manual of Golems Table 1",
      "excerpt": ""
    },
    {
      "id": "objects/tables/10-163-mysterious-deck-2",
      "type": "Table",
      "name": "Mysterious Deck",
      "excerpt": ""
    },
    {
      "id": "objects/tables/10-163-mysterious-deck",
      "type": "Table",
      "name": "Mysterious Deck",
      "excerpt": ""
    },
    {
      "id": "objects/tables/10-167-necklace-of-prayer-beads-table-1",
      "type": "Table",
      "name": "Necklace of Prayer Beads Table 1",
      "excerpt": ""
    },
    {
      "id": "objects/tables/10-188-potion-of-giant-strength-table-1",
      "type": "Table",
      "name": "Potion of Giant Strength Table 1",
      "excerpt": ""
    },
    {
      "id": "objects/tables/10-190-potions-of-healing-table-1",
      "type": "Table",
      "name": "Potions of Healing Table 1",
      "excerpt": ""
    },
    {
      "id": "objects/tables/10-197-potion-of-resistance-table-1",
      "type": "Table",
      "name": "Potion of Resistance Table 1",
      "excerpt": ""
    },
    {
      "id": "objects/tables/10-2-magic-item-categories",
      "type": "Table",
      "name": "Magic Item Categories",
      "excerpt": ""
    },
    {
      "id": "objects/tables/10-204-ring-of-elemental-command-table-1",
      "type": "Table",
      "name": "Ring of Elemental Command Table 1",
      "excerpt": ""
    },
    {
      "id": "objects/tables/10-213-ring-of-resistance-table-1",
      "type": "Table",
      "name": "Ring of Resistance Table 1",
      "excerpt": ""
    },
    {
      "id": "objects/tables/10-214-ring-of-shooting-stars-table-1",
      "type": "Table",
      "name": "Ring of Shooting Stars Table 1",
      "excerpt": ""
    },
    {
      "id": "objects/tables/10-247-spell-scroll-table-1",
      "type": "Table",
      "name": "Spell Scroll Table 1",
      "excerpt": ""
    },
    {
      "id": "objects/tables/10-247-spell-scroll-table-2",
      "type": "Table",
      "name": "Spell Scroll Table 2",
      "excerpt": ""
    },
    {
      "id": "objects/tables/10-25-magic-item-tools",
      "type": "Table",
      "name": "Magic Item Tools",
      "excerpt": ""
    },
    {
      "id": "objects/tables/10-250-staff-of-fire-table-1",
      "type": "Table",
      "name": "Staff of Fire Table 1",
      "excerpt": ""
    },
    {
      "id": "objects/tables/10-251-staff-of-frost-table-1",
      "type": "Table",
      "name": "Staff of Frost Table 1",
      "excerpt": ""
    },
    {
      "id": "objects/tables/10-252-staff-of-healing-table-1",
      "type": "Table",
      "name": "Staff of Healing Table 1",
      "excerpt": ""
    },
    {
      "id": "objects/tables/10-253-staff-of-power-table-1",
      "type": "Table",
      "name": "Staff of Power Table 1",
      "excerpt": ""
    },
    {
      "id": "objects/tables/10-255-staff-of-swarming-insects-table-1",
      "type": "Table",
      "name": "Staff of Swarming Insects Table 1",
      "excerpt": ""
    },
    {
      "id": "objects/tables/10-256-staff-of-the-magi-table-1",
      "type": "Table",
      "name": "Staff of the Magi Table 1",
      "excerpt": ""
    },
    {
      "id": "objects/tables/10-258-staff-of-the-woodlands-table-1",
      "type": "Table",
      "name": "Staff of the Woodlands Table 1",
      "excerpt": ""
    },
    {
      "id": "objects/tables/10-27-magic-item-crafting-time-and-cost",
      "type": "Table",
      "name": "Magic Item Crafting Time and Cost",
      "excerpt": ""
    },
    {
      "id": "objects/tables/10-278-wand-of-binding-table-1",
      "type": "Table",
      "name": "Wand of Binding Table 1",
      "excerpt": ""
    },
    {
      "id": "objects/tables/10-280-wand-of-fear-table-1",
      "type": "Table",
      "name": "Wand of Fear Table 1",
      "excerpt": ""
    },
    {
      "id": "objects/tables/10-290-wand-of-wonder-effects",
      "type": "Table",
      "name": "Wand of Wonder Effects",
      "excerpt": ""
    },
    {
      "id": "objects/tables/10-34-sentient-items-alignment",
      "type": "Table",
      "name": "Sentient Item's Alignment",
      "excerpt": ""
    },
    {
      "id": "objects/tables/10-34-sentient-items-communication",
      "type": "Table",
      "name": "Sentient Item's Communication",
      "excerpt": ""
    },
    {
      "id": "objects/tables/10-34-sentient-items-senses",
      "type": "Table",
      "name": "Sentient Item's Senses",
      "excerpt": ""
    },
    {
      "id": "objects/tables/10-34-sentient-items-special-purpose",
      "type": "Table",
      "name": "Sentient Item's Special Purpose",
      "excerpt": ""
    },
    {
      "id": "objects/tables/10-39-ammunition-of-slaying-table-1",
      "type": "Table",
      "name": "Ammunition of Slaying Table 1",
      "excerpt": ""
    },
    {
      "id": "objects/tables/10-4-potion-miscibility",
      "type": "Table",
      "name": "Potion Miscibility",
      "excerpt": ""
    },
    {
      "id": "objects/tables/10-42-amulet-of-the-planes-table-1",
      "type": "Table",
      "name": "Amulet of the Planes Table 1",
      "excerpt": ""
    },
    {
      "id": "objects/tables/10-44-apparatus-of-the-crab-levers",
      "type": "Table",
      "name": "Apparatus of the Crab Levers",
      "excerpt": ""
    },
    {
      "id": "objects/tables/10-47-armor-of-resistance-table-1",
      "type": "Table",
      "name": "Armor of Resistance Table 1",
      "excerpt": ""
    },
    {
      "id": "objects/tables/10-50-bag-of-beans-table-1",
      "type": "Table",
      "name": "Bag of Beans Table 1",
      "excerpt": ""
    },
    {
      "id": "objects/tables/10-53-gray-bag-of-tricks",
      "type": "Table",
      "name": "Gray Bag of Tricks",
      "excerpt": ""
    },
    {
      "id": "objects/tables/10-53-rust-bag-of-tricks",
      "type": "Table",
      "name": "Rust Bag of Tricks",
      "excerpt": ""
    },
    {
      "id": "objects/tables/10-53-tan-bag-of-tricks",
      "type": "Table",
      "name": "Tan Bag of Tricks",
      "excerpt": ""
    },
    {
      "id": "objects/tables/10-57-belt-of-giant-strength-table-1",
      "type": "Table",
      "name": "Belt of Giant Strength Table 1",
      "excerpt": ""
    },
    {
      "id": "objects/tables/10-70-candle-of-invocation-table-1",
      "type": "Table",
      "name": "Candle of Invocation Table 1",
      "excerpt": ""
    },
    {
      "id": "objects/tables/10-72-carpet-of-flying-table-1",
      "type": "Table",
      "name": "Carpet of Flying Table 1",
      "excerpt": ""
    },
    {
      "id": "objects/tables/10-87-cube-of-force-faces",
      "type": "Table",
      "name": "Cube of Force Faces",
      "excerpt": ""
    },
    {
      "id": "objects/tables/10-92-deck-of-illusions",
      "type": "Table",
      "name": "Deck of Illusions",
      "excerpt": ""
    },
    {
      "id": "objects/tables/10-96-dragon-orb-table-1",
      "type": "Table",
      "name": "Dragon Orb Table 1",
      "excerpt": ""
    },
    {
      "id": "objects/tables/10-97-dragon-scale-mail-table-1",
      "type": "Table",
      "name": "Dragon Scale Mail Table 1",
      "excerpt": ""
    },
    {
      "id": "objects/tables/11-10-hit-dice-by-size",
      "type": "Table",
      "name": "Hit Dice by Size",
      "excerpt": ""
    },
    {
      "id": "objects/tables/11-24-experience-points-by-challenge-rating-2",
      "type": "Table",
      "name": "Experience Points by Challenge Rating",
      "excerpt": ""
    },
    {
      "id": "objects/tables/11-24-experience-points-by-challenge-rating",
      "type": "Table",
      "name": "Experience Points by Challenge Rating",
      "excerpt": ""
    },
    {
      "id": "objects/tables/11-25-proficiency-bonus-by-challenge-rating",
      "type": "Table",
      "name": "Proficiency Bonus by Challenge Rating",
      "excerpt": ""
    },
    {
      "id": "objects/tables/2-12-rare-languages",
      "type": "Table",
      "name": "Rare Languages",
      "excerpt": ""
    },
    {
      "id": "objects/tables/2-12-standard-languages",
      "type": "Table",
      "name": "Standard Languages",
      "excerpt": ""
    },
    {
      "id": "objects/tables/2-14-ability-score-point-costs",
      "type": "Table",
      "name": "Ability Score Point Costs",
      "excerpt": ""
    },
    {
      "id": "objects/tables/2-15-standard-array-by-class",
      "type": "Table",
      "name": "Standard Array by Class",
      "excerpt": ""
    },
    {
      "id": "objects/tables/2-17-ability-scores-and-modifiers",
      "type": "Table",
      "name": "Ability Scores and Modifiers",
      "excerpt": ""
    },
    {
      "id": "objects/tables/2-24-level-1-hit-points-by-class",
      "type": "Table",
      "name": "Level 1 Hit Points by Class",
      "excerpt": ""
    },
    {
      "id": "objects/tables/2-25-character-advancement",
      "type": "Table",
      "name": "Character Advancement",
      "excerpt": ""
    },
    {
      "id": "objects/tables/2-26-fixed-hit-points-by-class",
      "type": "Table",
      "name": "Fixed Hit Points by Class",
      "excerpt": ""
    },
    {
      "id": "objects/tables/2-33-starting-equipment-at-higher-levels",
      "type": "Table",
      "name": "Starting Equipment at Higher Levels",
      "excerpt": ""
    },
    {
      "id": "objects/tables/2-4-class-overview-2",
      "type": "Table",
      "name": "Class Overview",
      "excerpt": ""
    },
    {
      "id": "objects/tables/2-4-class-overview",
      "type": "Table",
      "name": "Class Overview",
      "excerpt": ""
    },
    {
      "id": "objects/tables/2-45-spell-slots-per-spell-level",
      "type": "Table",
      "name": "Spell Slots per Spell Level",
      "excerpt": ""
    },
    {
      "id": "objects/tables/2-46-trinkets",
      "type": "Table",
      "name": "Trinkets",
      "excerpt": ""
    },
    {
      "id": "objects/tables/2-8-ability-scores-and-backgrounds",
      "type": "Table",
      "name": "Ability Scores and Backgrounds",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-10-arid-land",
      "type": "Table",
      "name": "Arid Land",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-10-beast-shapes",
      "type": "Table",
      "name": "Beast Shapes",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-10-druid-features",
      "type": "Table",
      "name": "Druid Features",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-10-natures-ward",
      "type": "Table",
      "name": "Nature's Ward",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-10-polar-land",
      "type": "Table",
      "name": "Polar Land",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-10-temperate-land",
      "type": "Table",
      "name": "Temperate Land",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-10-tropical-land",
      "type": "Table",
      "name": "Tropical Land",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-11-cantrips-level-0-druid-spells",
      "type": "Table",
      "name": "Cantrips (Level 0 Druid Spells)",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-11-level-1-druid-spells",
      "type": "Table",
      "name": "Level 1 Druid Spells",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-11-level-2-druid-spells",
      "type": "Table",
      "name": "Level 2 Druid Spells",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-11-level-3-druid-spells",
      "type": "Table",
      "name": "Level 3 Druid Spells",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-11-level-4-druid-spells",
      "type": "Table",
      "name": "Level 4 Druid Spells",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-11-level-5-druid-spells",
      "type": "Table",
      "name": "Level 5 Druid Spells",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-11-level-6-druid-spells",
      "type": "Table",
      "name": "Level 6 Druid Spells",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-11-level-7-druid-spells",
      "type": "Table",
      "name": "Level 7 Druid Spells",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-11-level-8-druid-spells",
      "type": "Table",
      "name": "Level 8 Druid Spells",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-11-level-9-druid-spells",
      "type": "Table",
      "name": "Level 9 Druid Spells",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-13-fighter-features",
      "type": "Table",
      "name": "Fighter Features",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-15-monk-features",
      "type": "Table",
      "name": "Monk Features",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-17-oath-of-devotion-spells",
      "type": "Table",
      "name": "Oath of Devotion Spells",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-17-paladin-features",
      "type": "Table",
      "name": "Paladin Features",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-18-level-1-paladin-spells",
      "type": "Table",
      "name": "Level 1 Paladin Spells",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-18-level-2-paladin-spells",
      "type": "Table",
      "name": "Level 2 Paladin Spells",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-18-level-3-paladin-spells",
      "type": "Table",
      "name": "Level 3 Paladin Spells",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-18-level-4-paladin-spells",
      "type": "Table",
      "name": "Level 4 Paladin Spells",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-18-level-5-paladin-spells",
      "type": "Table",
      "name": "Level 5 Paladin Spells",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-2-barbarian-features",
      "type": "Table",
      "name": "Barbarian Features",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-20-ranger-features",
      "type": "Table",
      "name": "Ranger Features",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-21-level-1-ranger-spells",
      "type": "Table",
      "name": "Level 1 Ranger Spells",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-21-level-2-ranger-spells",
      "type": "Table",
      "name": "Level 2 Ranger Spells",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-21-level-3-ranger-spells",
      "type": "Table",
      "name": "Level 3 Ranger Spells",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-21-level-4-ranger-spells",
      "type": "Table",
      "name": "Level 4 Ranger Spells",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-21-level-5-ranger-spells",
      "type": "Table",
      "name": "Level 5 Ranger Spells",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-23-rogue-features",
      "type": "Table",
      "name": "Rogue Features",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-25-creating-spell-slots",
      "type": "Table",
      "name": "Creating Spell Slots",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-25-draconic-spells",
      "type": "Table",
      "name": "Draconic Spells",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-25-sorcerer-features",
      "type": "Table",
      "name": "Sorcerer Features",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-26-cantrips-level-0-sorcerer-spells",
      "type": "Table",
      "name": "Cantrips (Level 0 Sorcerer Spells)",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-26-level-1-sorcerer-spells",
      "type": "Table",
      "name": "Level 1 Sorcerer Spells",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-26-level-2-sorcerer-spells-2",
      "type": "Table",
      "name": "Level 2 Sorcerer Spells",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-26-level-2-sorcerer-spells",
      "type": "Table",
      "name": "Level 2 Sorcerer Spells",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-26-level-3-sorcerer-spells",
      "type": "Table",
      "name": "Level 3 Sorcerer Spells",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-26-level-4-sorcerer-spells",
      "type": "Table",
      "name": "Level 4 Sorcerer Spells",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-26-level-5-sorcerer-spells",
      "type": "Table",
      "name": "Level 5 Sorcerer Spells",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-26-level-6-sorcerer-spells",
      "type": "Table",
      "name": "Level 6 Sorcerer Spells",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-26-level-7-sorcerer-spells",
      "type": "Table",
      "name": "Level 7 Sorcerer Spells",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-26-level-8-sorcerer-spells",
      "type": "Table",
      "name": "Level 8 Sorcerer Spells",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-26-level-9-sorcerer-spells",
      "type": "Table",
      "name": "Level 9 Sorcerer Spells",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-28-fiend-spells",
      "type": "Table",
      "name": "Fiend Spells",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-28-warlock-features",
      "type": "Table",
      "name": "Warlock Features",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-29-cantrips-level-0-warlock-spells",
      "type": "Table",
      "name": "Cantrips (Level 0 Warlock Spells)",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-29-level-1-warlock-spells",
      "type": "Table",
      "name": "Level 1 Warlock Spells",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-29-level-2-warlock-spells",
      "type": "Table",
      "name": "Level 2 Warlock Spells",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-29-level-3-warlock-spells-2",
      "type": "Table",
      "name": "Level 3 Warlock Spells",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-29-level-3-warlock-spells",
      "type": "Table",
      "name": "Level 3 Warlock Spells",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-29-level-4-warlock-spells",
      "type": "Table",
      "name": "Level 4 Warlock Spells",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-29-level-5-warlock-spells",
      "type": "Table",
      "name": "Level 5 Warlock Spells",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-29-level-6-warlock-spells",
      "type": "Table",
      "name": "Level 6 Warlock Spells",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-29-level-7-warlock-spells",
      "type": "Table",
      "name": "Level 7 Warlock Spells",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-29-level-8-warlock-spells",
      "type": "Table",
      "name": "Level 8 Warlock Spells",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-29-level-9-warlock-spells",
      "type": "Table",
      "name": "Level 9 Warlock Spells",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-31-wizard-features",
      "type": "Table",
      "name": "Wizard Features",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-32-cantrips-level-0-wizard-spells-2",
      "type": "Table",
      "name": "Cantrips (Level 0 Wizard Spells)",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-32-cantrips-level-0-wizard-spells",
      "type": "Table",
      "name": "Cantrips (Level 0 Wizard Spells)",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-32-level-1-wizard-spells",
      "type": "Table",
      "name": "Level 1 Wizard Spells",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-32-level-2-wizard-spells",
      "type": "Table",
      "name": "Level 2 Wizard Spells",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-32-level-3-wizard-spells-2",
      "type": "Table",
      "name": "Level 3 Wizard Spells",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-32-level-3-wizard-spells",
      "type": "Table",
      "name": "Level 3 Wizard Spells",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-32-level-4-wizard-spells",
      "type": "Table",
      "name": "Level 4 Wizard Spells",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-32-level-5-wizard-spells",
      "type": "Table",
      "name": "Level 5 Wizard Spells",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-32-level-6-wizard-spells",
      "type": "Table",
      "name": "Level 6 Wizard Spells",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-32-level-7-wizard-spells",
      "type": "Table",
      "name": "Level 7 Wizard Spells",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-32-level-8-wizard-spells",
      "type": "Table",
      "name": "Level 8 Wizard Spells",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-32-level-9-wizard-spells",
      "type": "Table",
      "name": "Level 9 Wizard Spells",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-4-bard-features",
      "type": "Table",
      "name": "Bard Features",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-5-cantrips-level-0-bard-spells-2",
      "type": "Table",
      "name": "Cantrips (Level 0 Bard Spells)",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-5-cantrips-level-0-bard-spells",
      "type": "Table",
      "name": "Cantrips (Level 0 Bard Spells)",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-5-level-1-bard-spells",
      "type": "Table",
      "name": "Level 1 Bard Spells",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-5-level-2-bard-spells",
      "type": "Table",
      "name": "Level 2 Bard Spells",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-5-level-3-bard-spells",
      "type": "Table",
      "name": "Level 3 Bard Spells",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-5-level-4-bard-spells",
      "type": "Table",
      "name": "Level 4 Bard Spells",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-5-level-5-bard-spells",
      "type": "Table",
      "name": "Level 5 Bard Spells",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-5-level-6-bard-spells",
      "type": "Table",
      "name": "Level 6 Bard Spells",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-5-level-7-bard-spells",
      "type": "Table",
      "name": "Level 7 Bard Spells",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-5-level-8-bard-spells",
      "type": "Table",
      "name": "Level 8 Bard Spells",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-5-level-9-bard-spells",
      "type": "Table",
      "name": "Level 9 Bard Spells",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-7-cleric-features",
      "type": "Table",
      "name": "Cleric Features",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-7-life-domain-spells",
      "type": "Table",
      "name": "Life Domain Spells",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-8-cantrips-level-0-cleric-spells",
      "type": "Table",
      "name": "Cantrips (Level 0 Cleric Spells)",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-8-level-1-cleric-spells",
      "type": "Table",
      "name": "Level 1 Cleric Spells",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-8-level-2-cleric-spells",
      "type": "Table",
      "name": "Level 2 Cleric Spells",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-8-level-3-cleric-spells",
      "type": "Table",
      "name": "Level 3 Cleric Spells",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-8-level-4-cleric-spells",
      "type": "Table",
      "name": "Level 4 Cleric Spells",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-8-level-5-cleric-spells",
      "type": "Table",
      "name": "Level 5 Cleric Spells",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-8-level-6-cleric-spells",
      "type": "Table",
      "name": "Level 6 Cleric Spells",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-8-level-7-cleric-spells",
      "type": "Table",
      "name": "Level 7 Cleric Spells",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-8-level-8-cleric-spells",
      "type": "Table",
      "name": "Level 8 Cleric Spells",
      "excerpt": ""
    },
    {
      "id": "objects/tables/3-8-level-9-cleric-spells",
      "type": "Table",
      "name": "Level 9 Cleric Spells",
      "excerpt": ""
    },
    {
      "id": "objects/tables/6-146-mounts-and-other-animals",
      "type": "Table",
      "name": "Mounts and Other Animals",
      "excerpt": ""
    },
    {
      "id": "objects/tables/6-146-tack-harness-and-drawn-vehicles",
      "type": "Table",
      "name": "Tack, Harness, and Drawn Vehicles",
      "excerpt": ""
    },
    {
      "id": "objects/tables/6-148-airborne-and-waterborne-vehicles",
      "type": "Table",
      "name": "Airborne and Waterborne Vehicles",
      "excerpt": ""
    },
    {
      "id": "objects/tables/6-161-food-drink-and-lodging",
      "type": "Table",
      "name": "Food, Drink, and Lodging",
      "excerpt": ""
    },
    {
      "id": "objects/tables/6-162-hirelings",
      "type": "Table",
      "name": "Hirelings",
      "excerpt": ""
    },
    {
      "id": "objects/tables/6-163-spellcasting-services",
      "type": "Table",
      "name": "Spellcasting Services",
      "excerpt": ""
    },
    {
      "id": "objects/tables/6-181-spell-scroll-costs",
      "type": "Table",
      "name": "Spell Scroll Costs",
      "excerpt": ""
    },
    {
      "id": "objects/tables/6-2-coin-values",
      "type": "Table",
      "name": "Coin Values",
      "excerpt": ""
    },
    {
      "id": "objects/tables/6-26-weapons",
      "type": "Table",
      "name": "Weapons",
      "excerpt": ""
    },
    {
      "id": "objects/tables/6-31-armor",
      "type": "Table",
      "name": "Armor",
      "excerpt": ""
    },
    {
      "id": "objects/tables/6-64-adventuring-gear-2",
      "type": "Table",
      "name": "Adventuring Gear",
      "excerpt": ""
    },
    {
      "id": "objects/tables/6-64-adventuring-gear",
      "type": "Table",
      "name": "Adventuring Gear",
      "excerpt": ""
    },
    {
      "id": "objects/tables/6-64-ammunition",
      "type": "Table",
      "name": "Ammunition",
      "excerpt": ""
    },
    {
      "id": "objects/tables/6-66-arcane-focuses",
      "type": "Table",
      "name": "Arcane Focuses",
      "excerpt": ""
    },
    {
      "id": "objects/tables/6-92-druidic-focuses",
      "type": "Table",
      "name": "Druidic Focuses",
      "excerpt": ""
    },
    {
      "id": "objects/tables/6-99-holy-symbols",
      "type": "Table",
      "name": "Holy Symbols",
      "excerpt": ""
    },
    {
      "id": "objects/tables/7-11-schools-of-magic",
      "type": "Table",
      "name": "Schools of Magic",
      "excerpt": ""
    },
    {
      "id": "objects/tables/7-3-spell-preparation-by-class",
      "type": "Table",
      "name": "Spell Preparation by Class",
      "excerpt": ""
    },
    {
      "id": "objects/tables/8-103-food-needs-per-day",
      "type": "Table",
      "name": "Food Needs per Day",
      "excerpt": ""
    },
    {
      "id": "objects/tables/8-127-search",
      "type": "Table",
      "name": "Search",
      "excerpt": ""
    },
    {
      "id": "objects/tables/8-140-areas-of-knowledge",
      "type": "Table",
      "name": "Areas of Knowledge",
      "excerpt": ""
    },
    {
      "id": "objects/tables/8-2-glossary-conventions-table-1",
      "type": "Table",
      "name": "Glossary Conventions Table 1",
      "excerpt": ""
    },
    {
      "id": "objects/tables/8-2-glossary-conventions-table-2",
      "type": "Table",
      "name": "Glossary Conventions Table 2",
      "excerpt": ""
    },
    {
      "id": "objects/tables/8-22-object-armor-class",
      "type": "Table",
      "name": "Object Armor Class",
      "excerpt": ""
    },
    {
      "id": "objects/tables/8-22-object-hit-points",
      "type": "Table",
      "name": "Object Hit Points",
      "excerpt": ""
    },
    {
      "id": "objects/tables/8-28-carrying-capacity",
      "type": "Table",
      "name": "Carrying Capacity",
      "excerpt": ""
    },
    {
      "id": "objects/tables/8-35-condition-table-1",
      "type": "Table",
      "name": "Condition Table 1",
      "excerpt": ""
    },
    {
      "id": "objects/tables/8-40-creature-type-table-1",
      "type": "Table",
      "name": "Creature Type Table 1",
      "excerpt": ""
    },
    {
      "id": "objects/tables/8-49-damage-types-2",
      "type": "Table",
      "name": "Damage Types",
      "excerpt": ""
    },
    {
      "id": "objects/tables/8-49-damage-types",
      "type": "Table",
      "name": "Damage Types",
      "excerpt": ""
    },
    {
      "id": "objects/tables/8-56-water-needs-per-day",
      "type": "Table",
      "name": "Water Needs per Day",
      "excerpt": ""
    },
    {
      "id": "objects/tables/8-6-action-table-1",
      "type": "Table",
      "name": "Action Table 1",
      "excerpt": ""
    },
    {
      "id": "objects/tables/8-92-influence-checks",
      "type": "Table",
      "name": "Influence Checks",
      "excerpt": ""
    },
    {
      "id": "objects/tables/9-38-sample-fear-dcs",
      "type": "Table",
      "name": "Sample Fear DCs",
      "excerpt": ""
    },
    {
      "id": "objects/tables/9-39-sample-mental-stress-effects",
      "type": "Table",
      "name": "Sample Mental Stress Effects",
      "excerpt": ""
    },
    {
      "id": "objects/tables/9-62-collapsing-roof-table-1",
      "type": "Table",
      "name": "Collapsing Roof Table 1",
      "excerpt": ""
    },
    {
      "id": "objects/tables/9-64-fire-casting-statue-table-1",
      "type": "Table",
      "name": "Fire-Casting Statue Table 1",
      "excerpt": ""
    },
    {
      "id": "objects/tables/9-65-hidden-pit-table-1",
      "type": "Table",
      "name": "Hidden Pit Table 1",
      "excerpt": ""
    },
    {
      "id": "objects/tables/9-67-poisoned-needle-table-1",
      "type": "Table",
      "name": "Poisoned Needle Table 1",
      "excerpt": ""
    },
    {
      "id": "objects/tables/9-69-spiked-pit-table-1",
      "type": "Table",
      "name": "Spiked Pit Table 1",
      "excerpt": ""
    },
    {
      "id": "objects/tables/9-73-xp-budget-per-character",
      "type": "Table",
      "name": "XP Budget per Character",
      "excerpt": ""
    },
    {
      "id": "objects/tables/9-9-travel-terrain",
      "type": "Table",
      "name": "Travel Terrain",
      "excerpt": ""
    },
    {
      "id": "objects/classes/barbarian",
      "type": "CharacterClass",
      "name": "Barbarian",
      "excerpt": "You can imbue yourself with a primal power called Rage, a force that grants you extraordinary might and resilience. You can enter it as a Bonus Action if you ar"
    },
    {
      "id": "objects/classes/bard",
      "type": "CharacterClass",
      "name": "Bard",
      "excerpt": "You can supernaturally inspire others through words, music, or dance. This inspiration is represented by your Bardic Inspiration die, which is a d6.\n\nUsing Bard"
    },
    {
      "id": "objects/classes/cleric",
      "type": "CharacterClass",
      "name": "Cleric",
      "excerpt": "You have learned to cast spells through prayer and meditation. See “Spells” for the rules on spellcasting. The information below details how you use those rules"
    },
    {
      "id": "objects/classes/druid",
      "type": "CharacterClass",
      "name": "Druid",
      "excerpt": "You have learned to cast spells through studying the mystical forces of nature. See “Spells” for the rules on spellcasting. The information below details\n\nhow y"
    },
    {
      "id": "objects/classes/fighter",
      "type": "CharacterClass",
      "name": "Fighter",
      "excerpt": "You have honed your martial prowess and gain a Fighting Style feat of your choice (see “Feats”). Defense is recommended.\n\nWhenever you gain a Fighter level, you"
    },
    {
      "id": "objects/classes/monk",
      "type": "CharacterClass",
      "name": "Monk",
      "excerpt": "Your practice of martial arts gives you mastery of combat styles that use your Unarmed Strike and Monk weapons, which are the following:\n\n- Simple Melee weapons"
    },
    {
      "id": "objects/classes/paladin",
      "type": "CharacterClass",
      "name": "Paladin",
      "excerpt": "Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you finish a Long Rest. With that pool, you can restore a total numbe"
    },
    {
      "id": "objects/classes/ranger",
      "type": "CharacterClass",
      "name": "Ranger",
      "excerpt": "You have learned to channel the magical essence of nature to cast spells. See “Spells” for the rules on spellcasting. The information below details how you use "
    },
    {
      "id": "objects/classes/rogue",
      "type": "CharacterClass",
      "name": "Rogue",
      "excerpt": "You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended if you have proficiency in them.\n\nAt Rogue lev"
    },
    {
      "id": "objects/classes/sorcerer",
      "type": "CharacterClass",
      "name": "Sorcerer",
      "excerpt": "Drawing from your innate magic, you can cast spells. See “Spells” for the rules on spellcasting. The information below details how you use those rules with Sorc"
    },
    {
      "id": "objects/classes/warlock",
      "type": "CharacterClass",
      "name": "Warlock",
      "excerpt": "You have unearthed Eldritch Invocations, pieces of forbidden knowledge that imbue you with an abiding magical ability or other lessons. You gain one invocation "
    },
    {
      "id": "objects/classes/wizard",
      "type": "CharacterClass",
      "name": "Wizard",
      "excerpt": "As a student of arcane magic, you have learned to cast spells. See “Spells” for the rules on spellcasting. The information below details how you use those rules"
    },
    {
      "id": "objects/subclasses/champion",
      "type": "Subclass",
      "name": "Champion",
      "excerpt": "Pursue Physical Excellence in Combat\n\nA Champion focuses on the development of martial prowess in a relentless pursuit of victory. Champions combine rigorous tr"
    },
    {
      "id": "objects/subclasses/circle-of-the-land",
      "type": "Subclass",
      "name": "Circle of the Land",
      "excerpt": "Celebrate Connection to the Natural World\n\nThe Circle of the Land comprises mystics and sages who safeguard ancient knowledge and rites. These Druids meet withi"
    },
    {
      "id": "objects/subclasses/college-of-lore",
      "type": "Subclass",
      "name": "College of Lore",
      "excerpt": "Plumb the Depths of Magical Knowledge\n\nBards of the College of Lore collect spells and secrets from diverse sources, such as scholarly tomes, mystical rites, an"
    },
    {
      "id": "objects/subclasses/draconic-sorcery",
      "type": "Subclass",
      "name": "Draconic Sorcery",
      "excerpt": "Breathe the Magic of Dragons\n\nYour innate magic comes from the gift of a dragon. Perhaps an ancient dragon facing death bequeathed some of its magical power to "
    },
    {
      "id": "objects/subclasses/evoker",
      "type": "Subclass",
      "name": "Evoker",
      "excerpt": "Create Explosive Elemental Effects\n\nYour studies focus on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, cra"
    },
    {
      "id": "objects/subclasses/fiend-patron",
      "type": "Subclass",
      "name": "Fiend Patron",
      "excerpt": "Make a Deal with the Lower Planes\n\nYour pact draws on the Lower Planes, the realms of perdition. You might forge a bargain with a demon lord, an archdevil, or a"
    },
    {
      "id": "objects/subclasses/hunter",
      "type": "Subclass",
      "name": "Hunter",
      "excerpt": "Protect Nature and People from Destruction\n\nYou stalk prey in the wilds and elsewhere, using your abilities as a Hunter to protect nature and people everywhere "
    },
    {
      "id": "objects/subclasses/life-domain",
      "type": "Subclass",
      "name": "Life Domain",
      "excerpt": "Soothe the Hurts of the World\n\nThe Life Domain focuses on the positive energy that helps sustain all life in the multiverse. Clerics who tap into this domain ar"
    },
    {
      "id": "objects/subclasses/oath-of-devotion",
      "type": "Subclass",
      "name": "Oath of Devotion",
      "excerpt": "\n\nUphold the Ideals of Justice and Order\n\nThe Oath of Devotion binds Paladins to the ideals of justice and order. These Paladins meet the archetype of the knigh"
    },
    {
      "id": "objects/subclasses/path-of-the-berserker",
      "type": "Subclass",
      "name": "Path of the Berserker",
      "excerpt": "Channel Rage into Violent Fury\n\nBarbarians who walk the Path of the Berserker direct their Rage primarily toward violence. Their path is one of untrammeled fury"
    },
    {
      "id": "objects/subclasses/thief",
      "type": "Subclass",
      "name": "Thief",
      "excerpt": "Hunt for Treasure as a Classic Adventurer\n\nA mix of burglar, treasure hunter, and explorer, you are the epitome of an adventurer. In addition to improving your "
    },
    {
      "id": "objects/subclasses/warrior-of-the-open-hand",
      "type": "Subclass",
      "name": "Warrior of the Open Hand",
      "excerpt": "Master Unarmed Combat Techniques\n\nWarriors of the Open Hand are masters of unarmed combat. They learn techniques to push and trip their opponents and manipulate"
    },
    {
      "id": "objects/species/dragonborn",
      "type": "Species",
      "name": "Dragonborn",
      "excerpt": "Your lineage stems from a dragon progenitor. Choose the kind of dragon from the Draconic Ancestors table. Your choice affects your Breath Weapon and Damage Resi"
    },
    {
      "id": "objects/species/dwarf",
      "type": "Species",
      "name": "Dwarf",
      "excerpt": "You have Darkvision with a range of 120 feet."
    },
    {
      "id": "objects/species/elf",
      "type": "Species",
      "name": "Elf",
      "excerpt": "You have Darkvision with a range of 60 feet."
    },
    {
      "id": "objects/species/gnome",
      "type": "Species",
      "name": "Gnome",
      "excerpt": "You have Darkvision with a range of 60 feet."
    },
    {
      "id": "objects/species/goliath",
      "type": "Species",
      "name": "Goliath",
      "excerpt": "You are descended from Giants. Choose one of the following benefits - a supernatural boon from your ancestry; you can use the chosen benefit a number of times e"
    },
    {
      "id": "objects/species/halfling",
      "type": "Species",
      "name": "Halfling",
      "excerpt": "You have Advantage on saving throws you make to avoid or end the Frightened condition."
    },
    {
      "id": "objects/species/human",
      "type": "Species",
      "name": "Human",
      "excerpt": "You gain Heroic Inspiration whenever you finish a Long Rest."
    },
    {
      "id": "objects/species/orc",
      "type": "Species",
      "name": "Orc",
      "excerpt": "You can take the Dash action as a Bonus Action. When you do so, you gain a number of Temporary Hit Points equal to your Proficiency Bonus.\n\nYou can use this tra"
    },
    {
      "id": "objects/species/tiefling",
      "type": "Species",
      "name": "Tiefling",
      "excerpt": "You have Darkvision with a range of 60 feet."
    },
    {
      "id": "objects/backgrounds/acolyte",
      "type": "Background",
      "name": "Acolyte",
      "excerpt": "Ability Scores: Intelligence, Wisdom, Charisma\n\nFeat: Magic Initiate (Cleric) (see “Feats”)\n\nSkill Proficiencies: Insight and Religion\n\nTool Proficiency: Callig"
    },
    {
      "id": "objects/backgrounds/criminal",
      "type": "Background",
      "name": "Criminal",
      "excerpt": "Ability Scores: Dexterity, Constitution, Intelligence\n\nFeat: Alert (see “Feats”)\n\nSkill Proficiencies: Sleight of Hand and Stealth\n\nTool Proficiency: Thieves' T"
    },
    {
      "id": "objects/backgrounds/sage",
      "type": "Background",
      "name": "Sage",
      "excerpt": "Ability Scores: Constitution, Intelligence, Wisdom\n\nFeat: Magic Initiate (Wizard) (see “Feats”)\n\nSkill Proficiencies: Arcana and History\n\nTool Proficiency: Call"
    },
    {
      "id": "objects/backgrounds/soldier",
      "type": "Background",
      "name": "Soldier",
      "excerpt": "Ability Scores: Strength, Dexterity, Constitution\n\nFeat: Savage Attacker (see “Feats”)\n\nSkill Proficiencies: Athletics and Intimidation\n\nTool Proficiency: Choos"
    },
    {
      "id": "objects/feats/ability-score-improvement",
      "type": "Feat",
      "name": "Ability Score Improvement",
      "excerpt": "General Feat (Prerequisite: Level 4+)\n\nIncrease one ability score of your choice by 2, or increase two ability scores of your choice by 1. This feat can't incre"
    },
    {
      "id": "objects/feats/alert",
      "type": "Feat",
      "name": "Alert",
      "excerpt": "Origin Feat\n\nYou gain the following benefits.\n\nInitiative Proficiency. When you roll Initiative, you can add your Proficiency Bonus to the roll.\n\nInitiative Swa"
    },
    {
      "id": "objects/feats/archery",
      "type": "Feat",
      "name": "Archery",
      "excerpt": "Fighting Style Feat (Prerequisite: Fighting Style Feature)\n\nYou gain a +2 bonus to attack rolls you make with Ranged weapons."
    },
    {
      "id": "objects/feats/boon-of-combat-prowess",
      "type": "Feat",
      "name": "Boon of Combat Prowess",
      "excerpt": "Epic Boon Feat (Prerequisite: Level 19+)\n\nYou gain the following benefits.\n\nAbility Score Increase. Increase one ability score of your choice by 1, to a maximum"
    },
    {
      "id": "objects/feats/boon-of-dimensional-travel",
      "type": "Feat",
      "name": "Boon of Dimensional Travel",
      "excerpt": "Epic Boon Feat (Prerequisite: Level 19+)\n\nYou gain the following benefits.\n\nAbility Score Increase. Increase one ability score of your choice by 1, to a maximum"
    },
    {
      "id": "objects/feats/boon-of-fate",
      "type": "Feat",
      "name": "Boon of Fate",
      "excerpt": "Epic Boon Feat (Prerequisite: Level 19+)\n\nYou gain the following benefits.\n\nAbility Score Increase. Increase one ability score of your choice by 1, to a maximum"
    },
    {
      "id": "objects/feats/boon-of-irresistible-offense",
      "type": "Feat",
      "name": "Boon of Irresistible Offense",
      "excerpt": "Epic Boon Feat (Prerequisite: Level 19+)\n\nYou gain the following benefits.\n\nAbility Score Increase. Increase your Strength or Dexterity score by 1, to a maximum"
    },
    {
      "id": "objects/feats/boon-of-spell-recall",
      "type": "Feat",
      "name": "Boon of Spell Recall",
      "excerpt": "Epic Boon Feat (Prerequisite: Level 19+, Spellcasting Feature)\n\nYou gain the following benefits.\n\nAbility Score Increase. Increase your Intelligence, Wisdom, or"
    },
    {
      "id": "objects/feats/boon-of-the-night-spirit",
      "type": "Feat",
      "name": "Boon of the Night Spirit",
      "excerpt": "Epic Boon Feat (Prerequisite: Level 19+)\n\nYou gain the following benefits.\n\nAbility Score Increase. Increase one ability score of your choice by 1, to a maximum"
    },
    {
      "id": "objects/feats/boon-of-truesight",
      "type": "Feat",
      "name": "Boon of Truesight",
      "excerpt": "Epic Boon Feat (Prerequisite: Level 19+)\n\nYou gain the following benefits.\n\nAbility Score Increase. Increase one ability score of your choice by 1, to a maximum"
    },
    {
      "id": "objects/feats/defense",
      "type": "Feat",
      "name": "Defense",
      "excerpt": "Fighting Style Feat (Prerequisite: Fighting Style Feature)\n\nWhile you're wearing Light, Medium, or Heavy armor, you gain a +1 bonus to Armor Class."
    },
    {
      "id": "objects/feats/grappler",
      "type": "Feat",
      "name": "Grappler",
      "excerpt": "General Feat (Prerequisite: Level 4+, Strength or Dexterity 13+)\n\nYou gain the following benefits.\n\nAbility Score Increase. Increase your Strength or Dexterity "
    },
    {
      "id": "objects/feats/great-weapon-fighting",
      "type": "Feat",
      "name": "Great Weapon Fighting",
      "excerpt": "Fighting Style Feat (Prerequisite: Fighting Style Feature)\n\nWhen you roll damage for an attack you make with a Melee weapon that you are holding with two hands,"
    },
    {
      "id": "objects/feats/magic-initiate",
      "type": "Feat",
      "name": "Magic Initiate",
      "excerpt": "Origin Feat\n\nYou gain the following benefits.\n\nTwo Cantrips. You learn two cantrips of your choice from the Cleric, Druid, or Wizard spell list. Intelligence, W"
    },
    {
      "id": "objects/feats/savage-attacker",
      "type": "Feat",
      "name": "Savage Attacker",
      "excerpt": "Origin Feat\n\nYou've trained to deal particularly damaging strikes. Once per turn when you hit a target with a weapon, you can roll the weapon's damage dice twic"
    },
    {
      "id": "objects/feats/skilled",
      "type": "Feat",
      "name": "Skilled",
      "excerpt": "Origin Feat\n\nYou gain proficiency in any combination of three skills or tools of your choice.\n\nRepeatable. You can take this feat more than once."
    },
    {
      "id": "objects/feats/two-weapon-fighting",
      "type": "Feat",
      "name": "Two-Weapon Fighting",
      "excerpt": "Fighting Style Feat (Prerequisite: Fighting Style Feature)\n\nWhen you make an extra attack as a result of using a weapon that has the Light property, you can add"
    },
    {
      "id": "objects/equipment/acid",
      "type": "Equipment",
      "name": "Acid",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/alchemists-fire",
      "type": "Equipment",
      "name": "Alchemist’s Fire",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/ammunition",
      "type": "Equipment",
      "name": "Ammunition",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/antitoxin",
      "type": "Equipment",
      "name": "Antitoxin",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/arcane-focus",
      "type": "Equipment",
      "name": "Arcane Focus",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/backpack",
      "type": "Equipment",
      "name": "Backpack",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/ball-bearings",
      "type": "Equipment",
      "name": "Ball Bearings",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/barrel",
      "type": "Equipment",
      "name": "Barrel",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/basket",
      "type": "Equipment",
      "name": "Basket",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/battleaxe",
      "type": "Equipment",
      "name": "Battleaxe",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/bedroll",
      "type": "Equipment",
      "name": "Bedroll",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/bell",
      "type": "Equipment",
      "name": "Bell",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/blanket",
      "type": "Equipment",
      "name": "Blanket",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/block-and-tackle",
      "type": "Equipment",
      "name": "Block and Tackle",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/blowgun",
      "type": "Equipment",
      "name": "Blowgun",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/book",
      "type": "Equipment",
      "name": "Book",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/bottle-glass",
      "type": "Equipment",
      "name": "Bottle, Glass",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/breastplate",
      "type": "Equipment",
      "name": "Breastplate",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/bucket",
      "type": "Equipment",
      "name": "Bucket",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/burglars-pack",
      "type": "Equipment",
      "name": "Burglar’s Pack",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/caltrops",
      "type": "Equipment",
      "name": "Caltrops",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/candle",
      "type": "Equipment",
      "name": "Candle",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/case-crossbow-bolt",
      "type": "Equipment",
      "name": "Case, Crossbow Bolt",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/case-map-or-scroll",
      "type": "Equipment",
      "name": "Case, Map or Scroll",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/chain-mail",
      "type": "Equipment",
      "name": "Chain Mail",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/chain-shirt",
      "type": "Equipment",
      "name": "Chain Shirt",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/chain",
      "type": "Equipment",
      "name": "Chain",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/chest",
      "type": "Equipment",
      "name": "Chest",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/climbers-kit",
      "type": "Equipment",
      "name": "Climber’s Kit",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/clothes-fine",
      "type": "Equipment",
      "name": "Clothes, Fine",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/clothes-travelers",
      "type": "Equipment",
      "name": "Clothes, Traveler’s",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/club",
      "type": "Equipment",
      "name": "Club",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/component-pouch",
      "type": "Equipment",
      "name": "Component Pouch",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/costume",
      "type": "Equipment",
      "name": "Costume",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/crowbar",
      "type": "Equipment",
      "name": "Crowbar",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/dagger",
      "type": "Equipment",
      "name": "Dagger",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/dart",
      "type": "Equipment",
      "name": "Dart",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/diplomats-pack",
      "type": "Equipment",
      "name": "Diplomat’s Pack",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/druidic-focus",
      "type": "Equipment",
      "name": "Druidic Focus",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/dungeoneers-pack",
      "type": "Equipment",
      "name": "Dungeoneer’s Pack",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/entertainers-pack",
      "type": "Equipment",
      "name": "Entertainer’s Pack",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/explorers-pack",
      "type": "Equipment",
      "name": "Explorer’s Pack",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/flail",
      "type": "Equipment",
      "name": "Flail",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/flask",
      "type": "Equipment",
      "name": "Flask",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/glaive",
      "type": "Equipment",
      "name": "Glaive",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/grappling-hook",
      "type": "Equipment",
      "name": "Grappling Hook",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/greataxe",
      "type": "Equipment",
      "name": "Greataxe",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/greatclub",
      "type": "Equipment",
      "name": "Greatclub",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/greatsword",
      "type": "Equipment",
      "name": "Greatsword",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/halberd",
      "type": "Equipment",
      "name": "Halberd",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/half-plate-armor",
      "type": "Equipment",
      "name": "Half Plate Armor",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/hand-crossbow",
      "type": "Equipment",
      "name": "Hand Crossbow",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/handaxe",
      "type": "Equipment",
      "name": "Handaxe",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/healers-kit",
      "type": "Equipment",
      "name": "Healer’s Kit",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/heavy-crossbow",
      "type": "Equipment",
      "name": "Heavy Crossbow",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/hide-armor",
      "type": "Equipment",
      "name": "Hide Armor",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/holy-symbol",
      "type": "Equipment",
      "name": "Holy Symbol",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/holy-water",
      "type": "Equipment",
      "name": "Holy Water",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/hunting-trap",
      "type": "Equipment",
      "name": "Hunting Trap",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/ink-pen",
      "type": "Equipment",
      "name": "Ink Pen",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/ink",
      "type": "Equipment",
      "name": "Ink",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/javelin",
      "type": "Equipment",
      "name": "Javelin",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/jug",
      "type": "Equipment",
      "name": "Jug",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/ladder",
      "type": "Equipment",
      "name": "Ladder",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/lamp",
      "type": "Equipment",
      "name": "Lamp",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/lance",
      "type": "Equipment",
      "name": "Lance",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/lantern-bullseye",
      "type": "Equipment",
      "name": "Lantern, Bullseye",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/lantern-hooded",
      "type": "Equipment",
      "name": "Lantern, Hooded",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/leather-armor",
      "type": "Equipment",
      "name": "Leather Armor",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/light-crossbow",
      "type": "Equipment",
      "name": "Light Crossbow",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/light-hammer",
      "type": "Equipment",
      "name": "Light Hammer",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/lock",
      "type": "Equipment",
      "name": "Lock",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/longbow",
      "type": "Equipment",
      "name": "Longbow",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/longsword",
      "type": "Equipment",
      "name": "Longsword",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/mace",
      "type": "Equipment",
      "name": "Mace",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/magnifying-glass",
      "type": "Equipment",
      "name": "Magnifying Glass",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/manacles",
      "type": "Equipment",
      "name": "Manacles",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/map",
      "type": "Equipment",
      "name": "Map",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/maul",
      "type": "Equipment",
      "name": "Maul",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/mirror",
      "type": "Equipment",
      "name": "Mirror",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/morningstar",
      "type": "Equipment",
      "name": "Morningstar",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/musket",
      "type": "Equipment",
      "name": "Musket",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/net",
      "type": "Equipment",
      "name": "Net",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/oil",
      "type": "Equipment",
      "name": "Oil",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/padded-armor",
      "type": "Equipment",
      "name": "Padded Armor",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/paper",
      "type": "Equipment",
      "name": "Paper",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/parchment",
      "type": "Equipment",
      "name": "Parchment",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/perfume",
      "type": "Equipment",
      "name": "Perfume",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/pike",
      "type": "Equipment",
      "name": "Pike",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/pistol",
      "type": "Equipment",
      "name": "Pistol",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/plate-armor",
      "type": "Equipment",
      "name": "Plate Armor",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/poison-basic",
      "type": "Equipment",
      "name": "Poison, Basic",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/pole",
      "type": "Equipment",
      "name": "Pole",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/pot-iron",
      "type": "Equipment",
      "name": "Pot, Iron",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/potion-of-healing",
      "type": "Equipment",
      "name": "Potion of Healing",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/pouch",
      "type": "Equipment",
      "name": "Pouch",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/priests-pack",
      "type": "Equipment",
      "name": "Priest’s Pack",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/quarterstaff",
      "type": "Equipment",
      "name": "Quarterstaff",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/quiver",
      "type": "Equipment",
      "name": "Quiver",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/ram-portable",
      "type": "Equipment",
      "name": "Ram, Portable",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/rapier",
      "type": "Equipment",
      "name": "Rapier",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/rations",
      "type": "Equipment",
      "name": "Rations",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/ring-mail",
      "type": "Equipment",
      "name": "Ring Mail",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/robe",
      "type": "Equipment",
      "name": "Robe",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/rope",
      "type": "Equipment",
      "name": "Rope",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/sack",
      "type": "Equipment",
      "name": "Sack",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/scale-mail",
      "type": "Equipment",
      "name": "Scale Mail",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/scholars-pack",
      "type": "Equipment",
      "name": "Scholar’s Pack",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/scimitar",
      "type": "Equipment",
      "name": "Scimitar",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/shield",
      "type": "Equipment",
      "name": "Shield",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/shortbow",
      "type": "Equipment",
      "name": "Shortbow",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/shortsword",
      "type": "Equipment",
      "name": "Shortsword",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/shovel",
      "type": "Equipment",
      "name": "Shovel",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/sickle",
      "type": "Equipment",
      "name": "Sickle",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/signal-whistle",
      "type": "Equipment",
      "name": "Signal Whistle",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/sling",
      "type": "Equipment",
      "name": "Sling",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/spear",
      "type": "Equipment",
      "name": "Spear",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/spell-scroll-cantrip",
      "type": "Equipment",
      "name": "Spell Scroll (Cantrip)",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/spell-scroll-level-1",
      "type": "Equipment",
      "name": "Spell Scroll (Level 1)",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/spikes-iron",
      "type": "Equipment",
      "name": "Spikes, Iron",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/splint-armor",
      "type": "Equipment",
      "name": "Splint Armor",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/spyglass",
      "type": "Equipment",
      "name": "Spyglass",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/string",
      "type": "Equipment",
      "name": "String",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/studded-leather-armor",
      "type": "Equipment",
      "name": "Studded Leather Armor",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/tent",
      "type": "Equipment",
      "name": "Tent",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/tinderbox",
      "type": "Equipment",
      "name": "Tinderbox",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/torch",
      "type": "Equipment",
      "name": "Torch",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/trident",
      "type": "Equipment",
      "name": "Trident",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/vial",
      "type": "Equipment",
      "name": "Vial",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/war-pick",
      "type": "Equipment",
      "name": "War Pick",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/warhammer",
      "type": "Equipment",
      "name": "Warhammer",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/waterskin",
      "type": "Equipment",
      "name": "Waterskin",
      "excerpt": ""
    },
    {
      "id": "objects/equipment/whip",
      "type": "Equipment",
      "name": "Whip",
      "excerpt": ""
    },
    {
      "id": "objects/spells/acid-arrow",
      "type": "Spell",
      "name": "Acid Arrow",
      "excerpt": "Level 2 Evocation (Wizard)\n\nCasting Time: Action\nRange: 90 feet\nComponents: V, S, M (powdered rhubarb leaf)\nDuration: Instantaneous\n\nA shimmering green arrow st"
    },
    {
      "id": "objects/spells/acid-splash",
      "type": "Spell",
      "name": "Acid Splash",
      "excerpt": "Evocation Cantrip (Sorcerer, Wizard)\n\nCasting Time: Action\nRange: 60 feet\nComponents: V, S\nDuration: Instantaneous\n\nYou create an acidic bubble at a point withi"
    },
    {
      "id": "objects/spells/aid",
      "type": "Spell",
      "name": "Aid",
      "excerpt": "Level 2 Abjuration (Bard, Cleric, Druid, Paladin, Ranger)\n\nCasting Time: Action\nRange: 30 feet\nComponents: V, S, M (a strip of white cloth)\nDuration: 8 hours\n\nC"
    },
    {
      "id": "objects/spells/alarm",
      "type": "Spell",
      "name": "Alarm",
      "excerpt": "Level 1 Abjuration (Ranger, Wizard)\n\nCasting Time: 1 minute or Ritual\nRange: 30 feet\nComponents: V, S, M (a bell and silver wire)\nDuration: 8 hours\n\nYou set an "
    },
    {
      "id": "objects/spells/alter-self",
      "type": "Spell",
      "name": "Alter Self",
      "excerpt": "Level 2 Transmutation (Sorcerer, Wizard)\n\nCasting Time: Action\nRange: Self\nComponents: V, S\nDuration: Concentration, up to 1 hour\n\nYou alter your physical form."
    },
    {
      "id": "objects/spells/animal-friendship",
      "type": "Spell",
      "name": "Animal Friendship",
      "excerpt": "Level 1 Enchantment (Bard, Druid, Ranger)\n\nCasting Time: Action\nRange: 30 feet\nComponents: V, S, M (a morsel of food)\nDuration: 24 hours\n\nTarget a Beast that yo"
    },
    {
      "id": "objects/spells/animal-messenger",
      "type": "Spell",
      "name": "Animal Messenger",
      "excerpt": "Level 2 Enchantment (Bard, Druid, Ranger)\n\nCasting Time: Action or Ritual\nRange: 30 feet\nComponents: V, S, M (a morsel of food)\nDuration: 24 hours\n\nA Tiny Beast"
    },
    {
      "id": "objects/spells/animal-shapes",
      "type": "Spell",
      "name": "Animal Shapes",
      "excerpt": "Level 8 Transmutation (Druid)\n\nCasting Time: Action\nRange: 30 feet\nComponents: V, S\nDuration: 24 hours\n\nChoose any number of willing creatures that you can see "
    },
    {
      "id": "objects/spells/animate-dead",
      "type": "Spell",
      "name": "Animate Dead",
      "excerpt": "Level 3 Necromancy (Cleric, Wizard)\n\nCasting Time: 1 minute\nRange: 10 feet\nComponents: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)\nDur"
    },
    {
      "id": "objects/spells/animate-objects",
      "type": "Spell",
      "name": "Animate Objects",
      "excerpt": "Level 5 Transmutation (Bard, Sorcerer, Wizard)\n\nCasting Time: Action\nRange: 120 feet\nComponents: V, S\nDuration: Concentration, up to 1 minute\n\nObjects animate a"
    },
    {
      "id": "objects/spells/antilife-shell",
      "type": "Spell",
      "name": "Antilife Shell",
      "excerpt": "Level 5 Abjuration (Druid)\n\nCasting Time: Action\nRange: Self\nComponents: V, S\nDuration: Concentration, up to 1 hour\n\nAn aura extends from you in a 10-foot Emana"
    },
    {
      "id": "objects/spells/antimagic-field",
      "type": "Spell",
      "name": "Antimagic Field",
      "excerpt": "Level 8 Abjuration (Cleric, Wizard)\n\nCasting Time: Action\nRange: Self\nComponents: V, S, M (iron filings)\nDuration: Concentration, up to 1 hour\n\nAn aura of antim"
    },
    {
      "id": "objects/spells/antipathy-sympathy",
      "type": "Spell",
      "name": "Antipathy/Sympathy",
      "excerpt": "Level 8 Enchantment (Bard, Druid, Wizard)\n\nCasting Time: 1 hour\nRange: 60 feet\nComponents: V, S, M (a mix of vinegar and honey)\nDuration: 10 days\n\nAs you cast t"
    },
    {
      "id": "objects/spells/arcane-eye",
      "type": "Spell",
      "name": "Arcane Eye",
      "excerpt": "Level 4 Divination (Wizard)\n\nCasting Time: Action\nRange: 30 feet\nComponents: V, S, M (a bit of bat fur)\nDuration: Concentration, up to 1 hour\n\nYou create an Inv"
    },
    {
      "id": "objects/spells/arcane-hand",
      "type": "Spell",
      "name": "Arcane Hand",
      "excerpt": "Level 5 Evocation (Sorcerer, Wizard)\n\nCasting Time: Action\nRange: 120 feet\nComponents: V, S, M (an eggshell and a glove)\nDuration: Concentration, up to 1 minute"
    },
    {
      "id": "objects/spells/arcane-lock",
      "type": "Spell",
      "name": "Arcane Lock",
      "excerpt": "Level 2 Abjuration (Wizard)\n\nCasting Time: Action\nRange: Touch\nComponents: V, S, M (gold dust worth 25+ GP, which the spell consumes)\nDuration: Until dispelled\n"
    },
    {
      "id": "objects/spells/arcane-sword",
      "type": "Spell",
      "name": "Arcane Sword",
      "excerpt": "Level 7 Evocation (Bard, Wizard)\n\nCasting Time: Action\nRange: 90 feet\nComponents: V, S, M (a miniature sword worth 250+ GP)\nDuration: Concentration, up to 1 min"
    },
    {
      "id": "objects/spells/arcanists-magic-aura",
      "type": "Spell",
      "name": "Arcanist's Magic Aura",
      "excerpt": "Level 2 Illusion (Wizard)\n\nCasting Time: Action\nRange: Touch\nComponents: V, S, M (a small square of silk)\nDuration: 24 hours\n\nWith a touch, you place an illusio"
    },
    {
      "id": "objects/spells/astral-projection",
      "type": "Spell",
      "name": "Astral Projection",
      "excerpt": "Level 9 Necromancy (Cleric, Warlock, Wizard)\n\nCasting Time: 1 hour\nRange: 10 feet\nComponents: V, S, M (for each of the spell's targets, one jacinth worth 1,000+"
    },
    {
      "id": "objects/spells/augury",
      "type": "Spell",
      "name": "Augury",
      "excerpt": "Level 2 Divination (Cleric, Druid, Wizard)\n\nCasting Time: 1 minute or Ritual\nRange: Self\nComponents: V, S, M (specially marked sticks, bones, cards, or other di"
    },
    {
      "id": "objects/spells/aura-of-life",
      "type": "Spell",
      "name": "Aura of Life",
      "excerpt": "Level 4 Abjuration (Cleric, Paladin)\n\nCasting Time: Action\nRange: Self\nComponents: V\nDuration: Concentration, up to 10 minutes\n\nAn aura radiates from you in a 3"
    },
    {
      "id": "objects/spells/awaken",
      "type": "Spell",
      "name": "Awaken",
      "excerpt": "Level 5 Transmutation (Bard, Druid)\n\nCasting Time: 8 hours\nRange: Touch\nComponents: V, S, M (an agate worth 1,000+ GP, which the spell consumes)\nDuration: Insta"
    },
    {
      "id": "objects/spells/bane",
      "type": "Spell",
      "name": "Bane",
      "excerpt": "Level 1 Enchantment (Bard, Cleric, Warlock)\n\nCasting Time: Action\nRange: 30 feet\nComponents: V, S, M (a drop of blood)\nDuration: Concentration, up to 1 minute\n\n"
    },
    {
      "id": "objects/spells/banishment",
      "type": "Spell",
      "name": "Banishment",
      "excerpt": "Level 4 Abjuration (Cleric, Paladin, Sorcerer, Warlock, Wizard)\n\nCasting Time: Action\nRange: 30 feet\nComponents: V, S, M (a pentacle)\nDuration: Concentration, u"
    },
    {
      "id": "objects/spells/barkskin",
      "type": "Spell",
      "name": "Barkskin",
      "excerpt": "Level 2 Transmutation (Druid, Ranger)\n\nCasting Time: Bonus Action\nRange: Touch\nComponents: V, S, M (a handful of bark)\nDuration: 1 hour\n\nYou touch a willing cre"
    },
    {
      "id": "objects/spells/beacon-of-hope",
      "type": "Spell",
      "name": "Beacon of Hope",
      "excerpt": "Level 3 Abjuration (Cleric)\n\nCasting Time: Action\nRange: 30 feet\nComponents: V, S\nDuration: Concentration, up to 1 minute\n\nChoose any number of creatures within"
    },
    {
      "id": "objects/spells/befuddlement",
      "type": "Spell",
      "name": "Befuddlement",
      "excerpt": "Level 8 Enchantment (Bard, Druid, Warlock, Wizard)\n\nCasting Time: Action\nRange: 150 feet\nComponents: V, S, M (a key ring with no keys)\nDuration: Instantaneous\n\n"
    },
    {
      "id": "objects/spells/bestow-curse",
      "type": "Spell",
      "name": "Bestow Curse",
      "excerpt": "Level 3 Necromancy (Bard, Cleric, Wizard)\n\nCasting Time: Action\nRange: Touch\nComponents: V, S\nDuration: Concentration, up to 1 minute\n\nYou touch a creature, whi"
    },
    {
      "id": "objects/spells/black-tentacles",
      "type": "Spell",
      "name": "Black Tentacles",
      "excerpt": "Level 4 Conjuration (Wizard)\n\nCasting Time: Action\nRange: 90 feet\nComponents: V, S, M (a tentacle)\nDuration: Concentration, up to 1 minute\n\nSquirming, ebony ten"
    },
    {
      "id": "objects/spells/blade-barrier",
      "type": "Spell",
      "name": "Blade Barrier",
      "excerpt": "Level 6 Evocation (Cleric)\n\nCasting Time: Action\nRange: 90 feet\nComponents: V, S\nDuration: Concentration, up to 10 minutes\n\nYou create a wall of whirling blades"
    },
    {
      "id": "objects/spells/bless",
      "type": "Spell",
      "name": "Bless",
      "excerpt": "Level 1 Enchantment (Cleric, Paladin)\n\nCasting Time: Action\nRange: 30 feet\nComponents: V, S, M (a Holy Symbol worth 5+ GP)\nDuration: Concentration, up to 1 minu"
    },
    {
      "id": "objects/spells/blight",
      "type": "Spell",
      "name": "Blight",
      "excerpt": "Level 4 Necromancy (Druid, Sorcerer, Warlock, Wizard)\n\nCasting Time: Action\nRange: 30 feet\nComponents: V, S\nDuration: Instantaneous\n\nA creature that you can see"
    },
    {
      "id": "objects/spells/blindness-deafness",
      "type": "Spell",
      "name": "Blindness/Deafness",
      "excerpt": "Level 2 Transmutation (Bard, Cleric, Sorcerer, Wizard)\n\nCasting Time: Action\nRange: 120 feet\nComponents: V\nDuration: 1 minute\n\nOne creature that you can see wit"
    },
    {
      "id": "objects/spells/blink",
      "type": "Spell",
      "name": "Blink",
      "excerpt": "Level 3 Transmutation (Sorcerer, Wizard)\n\nCasting Time: Action\nRange: Self\nComponents: V, S\nDuration: 1 minute\n\nRoll 1d6 at the end of each of your turns for th"
    },
    {
      "id": "objects/spells/blur",
      "type": "Spell",
      "name": "Blur",
      "excerpt": "Level 2 Illusion (Sorcerer, Wizard)\n\nCasting Time: Action\nRange: Self\nComponents: V\nDuration: Concentration, up to 1 minute\n\nYour body becomes blurred. For the "
    },
    {
      "id": "objects/spells/burning-hands",
      "type": "Spell",
      "name": "Burning Hands",
      "excerpt": "Level 1 Evocation (Sorcerer, Wizard)\n\nCasting Time: Action\nRange: Self\nComponents: V, S\nDuration: Instantaneous\n\nA thin sheet of flames shoots forth from you. E"
    },
    {
      "id": "objects/spells/call-lightning",
      "type": "Spell",
      "name": "Call Lightning",
      "excerpt": "Level 3 Conjuration (Druid)\n\nCasting Time: Action\nRange: 120 feet\nComponents: V, S\nDuration: Concentration, up to 10 minutes\n\nA storm cloud appears at a point w"
    },
    {
      "id": "objects/spells/calm-emotions",
      "type": "Spell",
      "name": "Calm Emotions",
      "excerpt": "Level 2 Enchantment (Bard, Cleric)\n\nCasting Time: Action\nRange: 60 feet\nComponents: V, S\nDuration: Concentration, up to 1 minute\n\nEach Humanoid in a 20-foot-rad"
    },
    {
      "id": "objects/spells/chain-lightning",
      "type": "Spell",
      "name": "Chain Lightning",
      "excerpt": "Level 6 Evocation (Sorcerer, Wizard)\n\nCasting Time: Action\nRange: 150 feet\nComponents: V, S, M (three silver pins)\nDuration: Instantaneous\n\nYou launch a lightni"
    },
    {
      "id": "objects/spells/charm-monster",
      "type": "Spell",
      "name": "Charm Monster",
      "excerpt": "Level 4 Enchantment (Bard, Druid, Sorcerer, Warlock, Wizard)\n\nCasting Time: Action\nRange: 30 feet\nComponents: V, S\nDuration: 1 hour\n\nOne creature you can see wi"
    },
    {
      "id": "objects/spells/charm-person",
      "type": "Spell",
      "name": "Charm Person",
      "excerpt": "Level 1 Enchantment (Bard, Druid, Sorcerer, Warlock, Wizard)\n\nCasting Time: Action\nRange: 30 feet\nComponents: V, S\nDuration: 1 hour\n\nOne Humanoid you can see wi"
    },
    {
      "id": "objects/spells/chill-touch",
      "type": "Spell",
      "name": "Chill Touch",
      "excerpt": "Necromancy Cantrip (Sorcerer, Warlock, Wizard)\n\nCasting Time: Action\nRange: Touch\nComponents: V, S\nDuration: Instantaneous\n\nChanneling the chill of the grave, m"
    },
    {
      "id": "objects/spells/chromatic-orb",
      "type": "Spell",
      "name": "Chromatic Orb",
      "excerpt": "Level 1 Evocation (Sorcerer, Wizard)\n\nCasting Time: Action\nRange: 90 feet\nComponents: V, S, M (a diamond worth 50+ GP)\nDuration: Instantaneous\n\nYou hurl an orb "
    },
    {
      "id": "objects/spells/circle-of-death",
      "type": "Spell",
      "name": "Circle of Death",
      "excerpt": "Level 6 Necromancy (Sorcerer, Warlock, Wizard)\n\nCasting Time: Action\nRange: 150 feet\nComponents: V, S, M (the powder of a crushed black pearl worth 500+ GP)\nDur"
    },
    {
      "id": "objects/spells/clairvoyance",
      "type": "Spell",
      "name": "Clairvoyance",
      "excerpt": "Level 3 Divination (Bard, Cleric, Sorcerer, Wizard)\n\nCasting Time: 10 minutes\nRange: 1 mile\nComponents: V, S, M (a focus worth 100+ GP, either a jeweled horn fo"
    },
    {
      "id": "objects/spells/clone",
      "type": "Spell",
      "name": "Clone",
      "excerpt": "Level 8 Necromancy (Wizard)\n\nCasting Time: 1 hour\nRange: Touch\nComponents: V, S, M (a diamond worth 1,000+ GP, which the spell consumes, and a sealable vessel w"
    },
    {
      "id": "objects/spells/cloudkill",
      "type": "Spell",
      "name": "Cloudkill",
      "excerpt": "Level 5 Conjuration (Sorcerer, Wizard)\n\nCasting Time: Action\nRange: 120 feet\nComponents: V, S\nDuration: Concentration, up to 10 minutes\n\nYou create a 20-foot-ra"
    },
    {
      "id": "objects/spells/color-spray",
      "type": "Spell",
      "name": "Color Spray",
      "excerpt": "Level 1 Illusion (Bard, Sorcerer, Wizard)\n\nCasting Time: Action\nRange: Self\nComponents: V, S, M (a pinch of colorful sand)\nDuration: Instantaneous\n\nYou launch a"
    },
    {
      "id": "objects/spells/command",
      "type": "Spell",
      "name": "Command",
      "excerpt": "Level 1 Enchantment (Bard, Cleric, Paladin)\n\nCasting Time: Action\nRange: 60 feet\nComponents: V\nDuration: Instantaneous\n\nYou speak a one-word command to a creatu"
    },
    {
      "id": "objects/spells/commune-with-nature",
      "type": "Spell",
      "name": "Commune with Nature",
      "excerpt": "Level 5 Divination (Druid, Ranger)\n\nCasting Time: 1 minute or Ritual\nRange: Self\nComponents: V, S\nDuration: Instantaneous\n\nYou commune with nature spirits and g"
    },
    {
      "id": "objects/spells/commune",
      "type": "Spell",
      "name": "Commune",
      "excerpt": "Level 5 Divination (Cleric)\n\nCasting Time: 1 minute or Ritual\nRange: Self\nComponents: V, S, M (incense)\nDuration: 1 minute\n\nYou contact a deity or a divine prox"
    },
    {
      "id": "objects/spells/comprehend-languages",
      "type": "Spell",
      "name": "Comprehend Languages",
      "excerpt": "Level 1 Divination (Bard, Sorcerer, Warlock, Wizard)\n\nCasting Time: Action or Ritual\nRange: Self\nComponents: V, S, M (a pinch of soot and salt)\nDuration: 1 hour"
    },
    {
      "id": "objects/spells/compulsion",
      "type": "Spell",
      "name": "Compulsion",
      "excerpt": "Level 4 Enchantment (Bard)\n\nCasting Time: Action\nRange: 30 feet\nComponents: V, S\nDuration: Concentration, up to 1 minute\n\nEach creature of your choice that you "
    },
    {
      "id": "objects/spells/cone-of-cold",
      "type": "Spell",
      "name": "Cone of Cold",
      "excerpt": "Level 5 Evocation (Druid, Sorcerer, Wizard)\n\nCasting Time: Action\nRange: Self\nComponents: V, S, M (a small crystal or glass cone)\nDuration: Instantaneous\n\nYou u"
    },
    {
      "id": "objects/spells/confusion",
      "type": "Spell",
      "name": "Confusion",
      "excerpt": "Level 4 Enchantment (Bard, Druid, Sorcerer, Wizard)\n\nCasting Time: Action\nRange: 90 feet\nComponents: V, S, M (three nut shells)\nDuration: Concentration, up to 1"
    },
    {
      "id": "objects/spells/conjure-animals",
      "type": "Spell",
      "name": "Conjure Animals",
      "excerpt": "Level 3 Conjuration (Druid, Ranger)\n\nCasting Time: Action\nRange: 60 feet\nComponents: V, S\nDuration: Concentration, up to 10 minutes\n\nYou conjure nature spirits "
    },
    {
      "id": "objects/spells/conjure-celestial",
      "type": "Spell",
      "name": "Conjure Celestial",
      "excerpt": "Level 7 Conjuration (Cleric)\n\nCasting Time: Action\nRange: 90 feet\nComponents: V, S\nDuration: Concentration, up to 10 minutes\n\nYou conjure a spirit from the Uppe"
    },
    {
      "id": "objects/spells/conjure-elemental",
      "type": "Spell",
      "name": "Conjure Elemental",
      "excerpt": "Level 5 Conjuration (Druid, Wizard)\n\nCasting Time: Action\nRange: 60 feet\nComponents: V, S\nDuration: Concentration, up to 10 minutes\n\nYou conjure a Large, intang"
    },
    {
      "id": "objects/spells/conjure-fey",
      "type": "Spell",
      "name": "Conjure Fey",
      "excerpt": "Level 6 Conjuration (Druid)\n\nCasting Time: Action\nRange: 60 feet\nComponents: V, S\nDuration: Concentration, up to 10 minutes\n\nYou conjure a Medium spirit from th"
    },
    {
      "id": "objects/spells/conjure-minor-elementals",
      "type": "Spell",
      "name": "Conjure Minor Elementals",
      "excerpt": "Level 4 Conjuration (Druid, Wizard)\n\nCasting Time: Action\nRange: Self\nComponents: V, S\nDuration: Concentration, up to 10 minutes\n\nYou conjure spirits from the E"
    },
    {
      "id": "objects/spells/conjure-woodland-beings",
      "type": "Spell",
      "name": "Conjure Woodland Beings",
      "excerpt": "Level 4 Conjuration (Druid, Ranger)\n\nCasting Time: Action\nRange: Self\nComponents: V, S\nDuration: Concentration, up to 10 minutes\n\nYou conjure nature spirits tha"
    },
    {
      "id": "objects/spells/contact-other-plane",
      "type": "Spell",
      "name": "Contact Other Plane",
      "excerpt": "Level 5 Divination (Warlock, Wizard)\n\nCasting Time: 1 minute or Ritual\nRange: Self\nComponents: V\nDuration: 1 minute\n\nYou mentally contact a demigod, the spirit "
    },
    {
      "id": "objects/spells/contagion",
      "type": "Spell",
      "name": "Contagion",
      "excerpt": "Level 5 Necromancy (Cleric, Druid)\n\nCasting Time: Action\nRange: Touch\nComponents: V, S\nDuration: 7 days\n\nYour touch inflicts a magical contagion. The target mus"
    },
    {
      "id": "objects/spells/contingency",
      "type": "Spell",
      "name": "Contingency",
      "excerpt": "Level 6 Abjuration (Wizard)\n\nCasting Time: 10 minutes\nRange: Self\nComponents: V, S, M (a gem-encrusted statuette of yourself worth 1,500+ GP)\nDuration: 10 days\n"
    },
    {
      "id": "objects/spells/continual-flame",
      "type": "Spell",
      "name": "Continual Flame",
      "excerpt": "Level 2 Evocation (Cleric, Druid, Wizard)\n\nCasting Time: Action\nRange: Touch\nComponents: V, S, M (ruby dust worth 50+ GP, which the spell consumes)\nDuration: Un"
    },
    {
      "id": "objects/spells/control-water",
      "type": "Spell",
      "name": "Control Water",
      "excerpt": "Level 4 Transmutation (Cleric, Druid, Wizard)\n\nCasting Time: Action\nRange: 300 feet\nComponents: V, S, M (a mixture of water and dust)\nDuration: Concentration, u"
    },
    {
      "id": "objects/spells/control-weather",
      "type": "Spell",
      "name": "Control Weather",
      "excerpt": "Level 8 Transmutation (Cleric, Druid, Wizard)\n\nCasting Time: 10 minutes\nRange: Self\nComponents: V, S, M (burning incense)\nDuration: Concentration, up to 8 hours"
    },
    {
      "id": "objects/spells/counterspell",
      "type": "Spell",
      "name": "Counterspell",
      "excerpt": "Level 3 Abjuration (Sorcerer, Warlock, Wizard)\n\nCasting Time: Reaction, which you take when you see a creature within 60 feet of yourself casting a spell with V"
    },
    {
      "id": "objects/spells/create-food-and-water",
      "type": "Spell",
      "name": "Create Food and Water",
      "excerpt": "Level 3 Conjuration (Cleric, Paladin)\n\nCasting Time: Action\nRange: 30 feet\nComponents: V, S\nDuration: Instantaneous\n\nYou create 45 pounds of food and 30 gallons"
    },
    {
      "id": "objects/spells/create-or-destroy-water",
      "type": "Spell",
      "name": "Create or Destroy Water",
      "excerpt": "Level 1 Transmutation (Cleric, Druid)\n\nCasting Time: Action\nRange: 30 feet\nComponents: V, S, M (a mix of water and sand)\nDuration: Instantaneous\n\nYou do one of "
    },
    {
      "id": "objects/spells/create-undead",
      "type": "Spell",
      "name": "Create Undead",
      "excerpt": "Level 6 Necromancy (Cleric, Warlock, Wizard)\n\nCasting Time: 1 minute\nRange: 10 feet\nComponents: V, S, M (one 150+ GP black onyx stone for each corpse)\nDuration:"
    },
    {
      "id": "objects/spells/creation",
      "type": "Spell",
      "name": "Creation",
      "excerpt": "Level 5 Illusion (Sorcerer, Wizard)\n\nCasting Time: 1 minute\nRange: 30 feet\nComponents: V, S, M (a paintbrush)\nDuration: Special\n\nYou pull wisps of shadow materi"
    },
    {
      "id": "objects/spells/cure-wounds",
      "type": "Spell",
      "name": "Cure Wounds",
      "excerpt": "Level 1 Abjuration (Bard, Cleric, Druid, Paladin, Ranger)\n\nCasting Time: Action\nRange: Touch\nComponents: V, S\nDuration: Instantaneous\n\nA creature you touch rega"
    },
    {
      "id": "objects/spells/dancing-lights",
      "type": "Spell",
      "name": "Dancing Lights",
      "excerpt": "Illusion Cantrip (Bard, Sorcerer, Wizard)\n\nCasting Time: Action\nRange: 120 feet\nComponents: V, S, M (a bit of phosphorus)\nDuration: Concentration, up to 1 minut"
    },
    {
      "id": "objects/spells/darkness",
      "type": "Spell",
      "name": "Darkness",
      "excerpt": "Level 2 Evocation (Sorcerer, Warlock, Wizard)\n\nCasting Time: Action\nRange: 60 feet\nComponents: V, M (bat fur and a piece of coal)\nDuration: Concentration, up to"
    },
    {
      "id": "objects/spells/darkvision",
      "type": "Spell",
      "name": "Darkvision",
      "excerpt": "Level 2 Transmutation (Druid, Ranger, Sorcerer, Wizard)\n\nCasting Time: Action\nRange: Touch\nComponents: V, S, M (a dried carrot)\nDuration: 8 hours\n\nFor the durat"
    },
    {
      "id": "objects/spells/daylight",
      "type": "Spell",
      "name": "Daylight",
      "excerpt": "Level 3 Evocation (Cleric, Druid, Paladin, Ranger, Sorcerer)\n\nCasting Time: Action\nRange: 60 feet\nComponents: V, S\nDuration: 1 hour\n\nFor the duration, sunlight "
    },
    {
      "id": "objects/spells/death-ward",
      "type": "Spell",
      "name": "Death Ward",
      "excerpt": "Level 4 Abjuration (Cleric, Paladin)\n\nCasting Time: Action\nRange: Touch\nComponents: V, S\nDuration: 8 hours\n\nYou touch a creature and grant it a measure of prote"
    },
    {
      "id": "objects/spells/delayed-blast-fireball",
      "type": "Spell",
      "name": "Delayed Blast Fireball",
      "excerpt": "Level 7 Evocation (Sorcerer, Wizard)\n\nCasting Time: Action\nRange: 150 feet\nComponents: V, S, M (a ball of bat guano and sulfur)\nDuration: Concentration, up to 1"
    },
    {
      "id": "objects/spells/demiplane",
      "type": "Spell",
      "name": "Demiplane",
      "excerpt": "Level 8 Conjuration (Sorcerer, Warlock, Wizard)\n\nCasting Time: Action\nRange: 60 feet\nComponents: S\nDuration: 1 hour\n\nYou create a shadowy Medium door on a flat "
    },
    {
      "id": "objects/spells/detect-evil-and-good",
      "type": "Spell",
      "name": "Detect Evil and Good",
      "excerpt": "Level 1 Divination (Cleric, Paladin)\n\nCasting Time: Action\nRange: Self\nComponents: V, S\nDuration: Concentration, up to 10 minutes\n\nFor the duration, you sense t"
    },
    {
      "id": "objects/spells/detect-magic",
      "type": "Spell",
      "name": "Detect Magic",
      "excerpt": "Level 1 Divination (Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard)\n\nCasting Time: Action or Ritual\nRange: Self\nComponents: V, S\nDuration: Conc"
    },
    {
      "id": "objects/spells/detect-poison-and-disease",
      "type": "Spell",
      "name": "Detect Poison and Disease",
      "excerpt": "Level 1 Divination (Cleric, Druid, Paladin, Ranger)\n\nCasting Time: Action or Ritual\nRange: Self\nComponents: V, S, M (a yew leaf)\nDuration: Concentration, up to "
    },
    {
      "id": "objects/spells/detect-thoughts",
      "type": "Spell",
      "name": "Detect Thoughts",
      "excerpt": "Level 2 Divination (Bard, Sorcerer, Wizard)\n\nCasting Time: Action\nRange: Self\nComponents: V, S, M (I Copper Piece)\nDuration: Concentration, up to 1 minute\n\nYou "
    },
    {
      "id": "objects/spells/dimension-door",
      "type": "Spell",
      "name": "Dimension Door",
      "excerpt": "Level 4 Conjuration (Bard, Sorcerer, Warlock, Wizard)\n\nCasting Time: Action\nRange: 500 feet\nComponents: V\nDuration: Instantaneous\n\nYou teleport to a location wi"
    },
    {
      "id": "objects/spells/disguise-self",
      "type": "Spell",
      "name": "Disguise Self",
      "excerpt": "Level 1 Illusion (Bard, Sorcerer, Wizard)\n\nCasting Time: Action\nRange: Self\nComponents: V, S\nDuration: 1 hour\n\nYou make yourself - including your clothing, armo"
    },
    {
      "id": "objects/spells/disintegrate",
      "type": "Spell",
      "name": "Disintegrate",
      "excerpt": "Level 6 Transmutation (Sorcerer, Wizard)\n\nCasting Time: Action\nRange: 60 feet\nComponents: V, S, M (a lodestone and dust)\nDuration: Instantaneous\n\nYou launch a g"
    },
    {
      "id": "objects/spells/dispel-evil-and-good",
      "type": "Spell",
      "name": "Dispel Evil and Good",
      "excerpt": "Level 5 Abjuration (Cleric, Paladin)\n\nCasting Time: Action\nRange: Self\nComponents: V, S, M (powdered silver and iron)\nDuration: Concentration, up to 1 minute\n\nF"
    },
    {
      "id": "objects/spells/dissonant-whispers",
      "type": "Spell",
      "name": "Dissonant Whispers",
      "excerpt": "Level 1 Enchantment (Bard)\n\nCasting Time: Action\nRange: 60 feet\nComponents: V\nDuration: Instantaneous\n\nOne creature of your choice that you can see within range"
    },
    {
      "id": "objects/spells/divination",
      "type": "Spell",
      "name": "Divination",
      "excerpt": "Level 4 Divination (Cleric, Druid, Wizard)\n\nCasting Time: Action or Ritual\nRange: Self\nComponents: V, S, M (incense worth 25+ GP, which the spell consumes)\nDura"
    },
    {
      "id": "objects/spells/divine-favor",
      "type": "Spell",
      "name": "Divine Favor",
      "excerpt": "Level 1 Transmutation (Paladin)\n\nCasting Time: Bonus Action\nRange: Self\nComponents: V, S\nDuration: 1 minute\n\nUntil the spell ends, your attacks with weapons dea"
    },
    {
      "id": "objects/spells/divine-smite",
      "type": "Spell",
      "name": "Divine Smite",
      "excerpt": "Level 1 Evocation (Paladin)\n\nCasting Time: Bonus Action, which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike\nRange: Self\n"
    },
    {
      "id": "objects/spells/divine-word",
      "type": "Spell",
      "name": "Divine Word",
      "excerpt": "Level 7 Evocation (Cleric)\n\nCasting Time: Bonus Action\nRange: 30 feet\nComponents: V\nDuration: Instantaneous\n\nYou utter a word imbued with power from the Upper P"
    },
    {
      "id": "objects/spells/dominate-beast",
      "type": "Spell",
      "name": "Dominate Beast",
      "excerpt": "Level 4 Enchantment (Druid, Ranger, Sorcerer)\n\nCasting Time: Action\nRange: 60 feet\nComponents: V, S\nDuration: Concentration, up to 1 minute\n\nOne Beast you can s"
    },
    {
      "id": "objects/spells/dominate-monster",
      "type": "Spell",
      "name": "Dominate Monster",
      "excerpt": "Level 8 Enchantment (Bard, Sorcerer, Warlock, Wizard)\n\nCasting Time: Action\nRange: 60 feet\nComponents: V, S\nDuration: Concentration, up to 1 hour\n\nOne creature "
    },
    {
      "id": "objects/spells/dominate-person",
      "type": "Spell",
      "name": "Dominate Person",
      "excerpt": "Level 5 Enchantment (Bard, Sorcerer, Wizard)\n\nCasting Time: Action\nRange: 60 feet\nComponents: V, S\nDuration: Concentration, up to 1 minute\n\nOne Humanoid you can"
    },
    {
      "id": "objects/spells/dragons-breath",
      "type": "Spell",
      "name": "Dragon's Breath",
      "excerpt": "Level 2 Transmutation (Sorcerer, Wizard)\n\nCasting Time: Bonus Action\nRange: Touch\nComponents: V, S, M (a hot pepper)\nDuration: Concentration, up to 1 minute\n\nYo"
    },
    {
      "id": "objects/spells/dream",
      "type": "Spell",
      "name": "Dream",
      "excerpt": "Level 5 Illusion (Bard, Warlock, Wizard)\n\nCasting Time: 1 minute\nRange: Special\nComponents: V, S, M (a handful of sand)\nDuration: 8 hours\n\nYou target a creature"
    },
    {
      "id": "objects/spells/druidcraft",
      "type": "Spell",
      "name": "Druidcraft",
      "excerpt": "Transmutation Cantrip (Druid)\n\nCasting Time: Action\nRange: 30 feet\nComponents: V, S\nDuration: Instantaneous\n\nWhispering to the spirits of nature, you create one"
    },
    {
      "id": "objects/spells/earthquake",
      "type": "Spell",
      "name": "Earthquake",
      "excerpt": "Level 8 Transmutation (Cleric, Druid, Sorcerer)\n\nCasting Time: Action\nRange: 500 feet\nComponents: V, S, M (a fractured rock)\nDuration: Concentration, up to 1 mi"
    },
    {
      "id": "objects/spells/eldritch-blast",
      "type": "Spell",
      "name": "Eldritch Blast",
      "excerpt": "Evocation Cantrip (Warlock)\n\nCasting Time: Action\nRange: 120 feet\nComponents: V, S\nDuration: Instantaneous\n\nYou hurl a beam of crackling energy. Make a ranged s"
    },
    {
      "id": "objects/spells/elementalism",
      "type": "Spell",
      "name": "Elementalism",
      "excerpt": "Transmutation Cantrip (Druid, Sorcerer, Wizard)\n\nCasting Time: Action\nRange: 30 feet\nComponents: V, S\nDuration: Instantaneous\n\nYou exert control over the elemen"
    },
    {
      "id": "objects/spells/enhance-ability",
      "type": "Spell",
      "name": "Enhance Ability",
      "excerpt": "Level 2 Transmutation (Bard, Cleric, Druid, Ranger, Sorcerer, Wizard)\n\nCasting Time: Action\nRange: Touch\nComponents: V, S, M (fur or a feather)\nDuration: Concen"
    },
    {
      "id": "objects/spells/enlarge-reduce",
      "type": "Spell",
      "name": "Enlarge/Reduce",
      "excerpt": "Level 2 Transmutation (Bard, Druid, Sorcerer, Wizard)\n\nCasting Time: Action\nRange: 30 feet\nComponents: V, S, M (a pinch of powdered iron)\nDuration: Concentratio"
    },
    {
      "id": "objects/spells/ensnaring-strike",
      "type": "Spell",
      "name": "Ensnaring Strike",
      "excerpt": "Level 1 Conjuration (Ranger)\n\nCasting Time: Bonus Action, which you take immediately after hitting a creature with a weapon\nRange: Self\nComponents: V\nDuration: "
    },
    {
      "id": "objects/spells/entangle",
      "type": "Spell",
      "name": "Entangle",
      "excerpt": "Level 1 Conjuration (Druid, Ranger)\n\nCasting Time: Action\nRange: 90 feet\nComponents: V, S\nDuration: Concentration, up to 1 minute\n\nGrasping plants sprout from t"
    },
    {
      "id": "objects/spells/enthrall",
      "type": "Spell",
      "name": "Enthrall",
      "excerpt": "Level 2 Enchantment (Bard, Warlock)\n\nCasting Time: Action\nRange: 60 feet\nComponents: V, S\nDuration: Concentration, up to 1 minute\n\nYou weave a distracting strin"
    },
    {
      "id": "objects/spells/etherealness",
      "type": "Spell",
      "name": "Etherealness",
      "excerpt": "Level 7 Conjuration (Bard, Cleric, Sorcerer, Warlock, Wizard)\n\nCasting Time: Action\nRange: Self\nComponents: V, S\nDuration: Up to 8 hours\n\nYou step into the bord"
    },
    {
      "id": "objects/spells/expeditious-retreat",
      "type": "Spell",
      "name": "Expeditious Retreat",
      "excerpt": "Level 1 Transmutation (Sorcerer, Warlock, Wizard)\n\nCasting Time: Bonus Action\nRange: Self\nComponents: V, S\nDuration: Concentration, up to 10 minutes\n\nYou take t"
    },
    {
      "id": "objects/spells/eyebite",
      "type": "Spell",
      "name": "Eyebite",
      "excerpt": "Level 6 Necromancy (Bard, Sorcerer, Warlock, Wizard)\n\nCasting Time: Action\nRange: Self\nComponents: V, S\nDuration: Concentration, up to 1 minute\n\nFor the duratio"
    },
    {
      "id": "objects/spells/fabricate",
      "type": "Spell",
      "name": "Fabricate",
      "excerpt": "Level 4 Transmutation (Wizard)\n\nCasting Time: 10 minutes\nRange: 120 feet\nComponents: V, S\nDuration: Instantaneous\n\nYou convert raw materials into products of th"
    },
    {
      "id": "objects/spells/faerie-fire",
      "type": "Spell",
      "name": "Faerie Fire",
      "excerpt": "Level 1 Evocation (Bard, Druid)\n\nCasting Time: Action\nRange: 60 feet\nComponents: V\nDuration: Concentration, up to 1 minute\n\nObjects in a 20-foot Cube within ran"
    },
    {
      "id": "objects/spells/faithful-hound",
      "type": "Spell",
      "name": "Faithful Hound",
      "excerpt": "Level 4 Conjuration (Wizard)\n\nCasting Time: Action\nRange: 30 feet\nComponents: V, S, M (a silver whistle)\nDuration: 8 hours\n\nYou conjure a phantom watchdog in an"
    },
    {
      "id": "objects/spells/false-life",
      "type": "Spell",
      "name": "False Life",
      "excerpt": "Level 1 Necromancy (Sorcerer, Wizard)\n\nCasting Time: Action\nRange: Self\nComponents: V, S, M (a drop of alcohol)\nDuration: Instantaneous\n\nYou gain 2d4 + 4 Tempor"
    },
    {
      "id": "objects/spells/fear",
      "type": "Spell",
      "name": "Fear",
      "excerpt": "Level 3 Illusion (Bard, Sorcerer, Warlock, Wizard)\n\nCasting Time: Action\nRange: Self\nComponents: V, S, M (a white feather)\nDuration: Concentration, up to 1 minu"
    },
    {
      "id": "objects/spells/feather-fall",
      "type": "Spell",
      "name": "Feather Fall",
      "excerpt": "Level 1 Transmutation (Bard, Sorcerer, Wizard)\n\nCasting Time: Reaction, which you take when you or a creature you can see within 60 feet of you falls\nRange: 60 "
    },
    {
      "id": "objects/spells/find-familiar",
      "type": "Spell",
      "name": "Find Familiar",
      "excerpt": "Level 1 Conjuration (Wizard)\n\nCasting Time: 1 hour or Ritual\nRange: 10 feet\nComponents: V, S, M (burning incense worth 10+ GP, which the spell consumes)\nDuratio"
    },
    {
      "id": "objects/spells/find-steed",
      "type": "Spell",
      "name": "Find Steed",
      "excerpt": "Level 2 Conjuration (Paladin)\n\nCasting Time: Action\nRange: 30 feet\nComponents: V, S\nDuration: Instantaneous\n\nYou summon an otherworldly being that appears as a "
    },
    {
      "id": "objects/spells/find-the-path",
      "type": "Spell",
      "name": "Find the Path",
      "excerpt": "Level 6 Divination (Bard, Cleric, Druid)\n\nCasting Time: 1 minute\nRange: Self\nComponents: V, S, M (a set of divination tools - such as cards or runes - worth 100"
    },
    {
      "id": "objects/spells/find-traps",
      "type": "Spell",
      "name": "Find Traps",
      "excerpt": "Level 2 Divination (Cleric, Druid, Ranger)\n\nCasting Time: Action\nRange: 120 feet\nComponents: V, S\nDuration: Instantaneous\n\nYou sense any trap within range that "
    },
    {
      "id": "objects/spells/finger-of-death",
      "type": "Spell",
      "name": "Finger of Death",
      "excerpt": "Level 7 Necromancy (Sorcerer, Warlock, Wizard)\n\nCasting Time: Action\nRange: 60 feet\nComponents: V, S\nDuration: Instantaneous\n\nYou unleash negative energy toward"
    },
    {
      "id": "objects/spells/fire-bolt",
      "type": "Spell",
      "name": "Fire Bolt",
      "excerpt": "Evocation Cantrip (Sorcerer, Wizard)\n\nCasting Time: Action\nRange: 120 feet\nComponents: V, S\nDuration: Instantaneous\n\nYou hurl a mote of fire at a creature or an"
    },
    {
      "id": "objects/spells/fire-shield",
      "type": "Spell",
      "name": "Fire Shield",
      "excerpt": "Level 4 Evocation (Druid, Sorcerer, Wizard)\n\nCasting Time: Action\nRange: Self\nComponents: V, S, M (a bit of phosphorus or a firefly)\nDuration: 10 minutes\n\nWispy"
    },
    {
      "id": "objects/spells/fire-storm",
      "type": "Spell",
      "name": "Fire Storm",
      "excerpt": "Level 7 Evocation (Cleric, Druid, Sorcerer)\n\nCasting Time: Action\nRange: 150 feet\nComponents: V, S\nDuration: Instantaneous\n\nA storm of fire appears within range"
    },
    {
      "id": "objects/spells/fireball",
      "type": "Spell",
      "name": "Fireball",
      "excerpt": "Level 3 Evocation (Sorcerer, Wizard)\n\nCasting Time: Action\nRange: 150 feet\nComponents: V, S, M (a ball of bat guano and sulfur)\nDuration: Instantaneous\n\nA brigh"
    },
    {
      "id": "objects/spells/flame-blade",
      "type": "Spell",
      "name": "Flame Blade",
      "excerpt": "Level 2 Evocation (Druid, Sorcerer)\n\nCasting Time: Bonus Action\nRange: Self\nComponents: V, S, M (a sumac leaf)\nDuration: Concentration, up to 10 minutes\n\nYou ev"
    },
    {
      "id": "objects/spells/flame-strike",
      "type": "Spell",
      "name": "Flame Strike",
      "excerpt": "Level 5 Evocation (Cleric)\n\nCasting Time: Action\nRange: 60 feet\nComponents: V, S, M (a pinch of sulfur)\nDuration: Instantaneous\n\nA vertical column of brilliant "
    },
    {
      "id": "objects/spells/flaming-sphere",
      "type": "Spell",
      "name": "Flaming Sphere",
      "excerpt": "Level 2 Conjuration (Druid, Sorcerer, Wizard)\n\nCasting Time: Action\nRange: 60 feet\nComponents: V, S, M (a ball of wax)\nDuration: Concentration, up to 1 minute\n\n"
    },
    {
      "id": "objects/spells/flesh-to-stone",
      "type": "Spell",
      "name": "Flesh to Stone",
      "excerpt": "Level 6 Transmutation (Druid, Sorcerer, Wizard)\n\nCasting Time: Action\nRange: 60 feet\nComponents: V, S, M (a cockatrice feather)\nDuration: Concentration, up to 1"
    },
    {
      "id": "objects/spells/floating-disk",
      "type": "Spell",
      "name": "Floating Disk",
      "excerpt": "Level 1 Conjuration (Wizard)\n\nCasting Time: Action or Ritual\nRange: 30 feet\nComponents: V, S, M (a drop of mercury)\nDuration: 1 hour\n\nThis spell creates a circu"
    },
    {
      "id": "objects/spells/fly",
      "type": "Spell",
      "name": "Fly",
      "excerpt": "Level 3 Transmutation (Sorcerer, Warlock, Wizard)\n\nCasting Time: Action\nRange: Touch\nComponents: V, S, M (a feather)\nDuration: Concentration, up to 10 minutes\n\n"
    },
    {
      "id": "objects/spells/fog-cloud",
      "type": "Spell",
      "name": "Fog Cloud",
      "excerpt": "Level 1 Conjuration (Druid, Ranger, Sorcerer, Wizard)\n\nCasting Time: Action\nRange: 120 feet\nComponents: V, S\nDuration: Concentration, up to 1 hour\n\nYou create a"
    },
    {
      "id": "objects/spells/forbiddance",
      "type": "Spell",
      "name": "Forbiddance",
      "excerpt": "Level 6 Abjuration (Cleric)\n\nCasting Time: 10 minutes or Ritual\nRange: Touch\nComponents: V, S, M (ruby dust worth 1,000+ GP)\nDuration: 1 day\n\nYou create a ward "
    },
    {
      "id": "objects/spells/forcecage",
      "type": "Spell",
      "name": "Forcecage",
      "excerpt": "Level 7 Evocation (Bard, Warlock, Wizard)\n\nCasting Time: Action\nRange: 100 feet\nComponents: V, S, M (ruby dust worth 1,500+ GP, which the spell consumes)\nDurati"
    },
    {
      "id": "objects/spells/foresight",
      "type": "Spell",
      "name": "Foresight",
      "excerpt": "Level 9 Divination (Bard, Druid, Warlock, Wizard)\n\nCasting Time: 1 minute\nRange: Touch\nComponents: V, S, M (a hummingbird feather)\nDuration: 8 hours\n\nYou touch "
    },
    {
      "id": "objects/spells/freedom-of-movement",
      "type": "Spell",
      "name": "Freedom of Movement",
      "excerpt": "Level 4 Abjuration (Bard, Cleric, Druid, Ranger)\n\nCasting Time: Action\nRange: Touch\nComponents: V, S, M (a leather strap)\nDuration: 1 hour\n\nYou touch a willing "
    },
    {
      "id": "objects/spells/freezing-sphere",
      "type": "Spell",
      "name": "Freezing Sphere",
      "excerpt": "Level 6 Evocation (Sorcerer, Wizard)\n\nCasting Time: Action\nRange: 300 feet\nComponents: V, S, M (a miniature crystal sphere)\nDuration: Instantaneous\n\nA frigid gl"
    },
    {
      "id": "objects/spells/gaseous-form",
      "type": "Spell",
      "name": "Gaseous Form",
      "excerpt": "Level 3 Transmutation (Sorcerer, Warlock, Wizard)\n\nCasting Time: Action\nRange: Touch\nComponents: V, S, M (a bit of gauze)\nDuration: Concentration, up to 1 hour\n"
    },
    {
      "id": "objects/spells/gate",
      "type": "Spell",
      "name": "Gate",
      "excerpt": "Level 9 Conjuration (Cleric, Sorcerer, Warlock, Wizard)\n\nCasting Time: Action\nRange: 60 feet\nComponents: V, S, M (a diamond worth 5,000+ GP)\nDuration: Concentra"
    },
    {
      "id": "objects/spells/geas",
      "type": "Spell",
      "name": "Geas",
      "excerpt": "Level 5 Enchantment (Bard, Cleric, Druid, Paladin, Wizard)\n\nCasting Time: 1 minute\nRange: 60 feet\nComponents: V\nDuration: 30 days\n\nYou give a verbal command to "
    },
    {
      "id": "objects/spells/gentle-repose",
      "type": "Spell",
      "name": "Gentle Repose",
      "excerpt": "Level 2 Necromancy (Cleric, Paladin, Wizard)\n\nCasting Time: Action or Ritual\nRange: Touch\nComponents: V, S, M (2 Copper Pieces, which the spell consumes)\nDurati"
    },
    {
      "id": "objects/spells/giant-insect",
      "type": "Spell",
      "name": "Giant Insect",
      "excerpt": "Level 4 Conjuration (Druid)\n\nCasting Time: Action\nRange: 60 feet\nComponents: V, S\nDuration: Concentration, up to 10 minutes\n\nYou summon a giant centipede, spide"
    },
    {
      "id": "objects/spells/glibness",
      "type": "Spell",
      "name": "Glibness",
      "excerpt": "Level 8 Enchantment (Bard, Warlock)\n\nCasting Time: Action\nRange: Self\nComponents: V\nDuration: 1 hour\n\nUntil the spell ends, when you make a Charisma check, you "
    },
    {
      "id": "objects/spells/globe-of-invulnerability",
      "type": "Spell",
      "name": "Globe of Invulnerability",
      "excerpt": "Level 6 Abjuration (Sorcerer, Wizard)\n\nCasting Time: Action\nRange: Self\nComponents: V, S, M (a glass bead)\nDuration: Concentration, up to 1 minute\n\nAn immobile,"
    },
    {
      "id": "objects/spells/glyph-of-warding",
      "type": "Spell",
      "name": "Glyph of Warding",
      "excerpt": "Level 3 Abjuration (Bard, Cleric, Wizard)\n\nCasting Time: 1 hour\nRange: Touch\nComponents: V, S, M (powdered diamond worth 200+ GP, which the spell consumes)\nDura"
    },
    {
      "id": "objects/spells/goodberry",
      "type": "Spell",
      "name": "Goodberry",
      "excerpt": "Level 1 Conjuration (Druid, Ranger)\n\nCasting Time: Action\nRange: Self\nComponents: V, S, M (a sprig of mistletoe)\nDuration: 24 hours\n\nTen berries appear in your "
    },
    {
      "id": "objects/spells/grease",
      "type": "Spell",
      "name": "Grease",
      "excerpt": "Level 1 Conjuration (Sorcerer, Wizard)\n\nCasting Time: Action\nRange: 60 feet\nComponents: V, S, M (a bit of pork rind or butter)\nDuration: 1 minute\n\nNonflammable "
    },
    {
      "id": "objects/spells/greater-invisibility",
      "type": "Spell",
      "name": "Greater Invisibility",
      "excerpt": "Level 4 Illusion (Bard, Sorcerer, Wizard)\n\nCasting Time: Action\nRange: Touch\nComponents: V, S\nDuration: Concentration, up to 1 minute\n\nA creature you touch has "
    },
    {
      "id": "objects/spells/greater-restoration",
      "type": "Spell",
      "name": "Greater Restoration",
      "excerpt": "Level 5 Abjuration (Bard, Cleric, Druid, Paladin, Ranger)\n\nCasting Time: Action\nRange: Touch\nComponents: V, S, M (diamond dust worth 100+ GP, which the spell co"
    },
    {
      "id": "objects/spells/guardian-of-faith",
      "type": "Spell",
      "name": "Guardian of Faith",
      "excerpt": "Level 4 Conjuration (Cleric)\n\nCasting Time: Action\nRange: 30 feet\nComponents: V\nDuration: 8 hours\n\nA Large spectral guardian appears and hovers for the duration"
    },
    {
      "id": "objects/spells/guards-and-wards",
      "type": "Spell",
      "name": "Guards and Wards",
      "excerpt": "Level 6 Abjuration (Bard, Wizard)\n\nCasting Time: 1 hour\nRange: Touch\nComponents: V, S, M (a silver rod worth 10+ GP)\nDuration: 24 hours\n\nYou create a ward that "
    },
    {
      "id": "objects/spells/guidance",
      "type": "Spell",
      "name": "Guidance",
      "excerpt": "Divination Cantrip (Cleric, Druid)\n\nCasting Time: Action\nRange: Touch\nComponents: V, S\nDuration: Concentration, up to 1 minute\n\nYou touch a willing creature and"
    },
    {
      "id": "objects/spells/guiding-bolt",
      "type": "Spell",
      "name": "Guiding Bolt",
      "excerpt": "Level 1 Evocation (Cleric)\n\nCasting Time: Action\nRange: 120 feet\nComponents: V, S\nDuration: 1 round\n\nYou hurl a bolt of light toward a creature within range. Ma"
    },
    {
      "id": "objects/spells/gust-of-wind",
      "type": "Spell",
      "name": "Gust of Wind",
      "excerpt": "Level 2 Evocation (Druid, Ranger, Sorcerer, Wizard)\n\nCasting Time: Action\nRange: Self\nComponents: V, S, M (a legume seed)\nDuration: Concentration, up to 1 minut"
    },
    {
      "id": "objects/spells/hallow",
      "type": "Spell",
      "name": "Hallow",
      "excerpt": "Level 5 Abjuration (Cleric)\n\nCasting Time: 24 hours\nRange: Touch\nComponents: V, S, M (incense worth 1,000+ GP, which the spell consumes)\nDuration: Until dispell"
    },
    {
      "id": "objects/spells/hallucinatory-terrain",
      "type": "Spell",
      "name": "Hallucinatory Terrain",
      "excerpt": "Level 4 Illusion (Bard, Druid, Warlock, Wizard)\n\nCasting Time: 10 minutes\nRange: 300 feet\nComponents: V, S, M (a mushroom)\nDuration: 24 hours\n\nYou make natural "
    },
    {
      "id": "objects/spells/harm",
      "type": "Spell",
      "name": "Harm",
      "excerpt": "Level 6 Necromancy (Cleric)\n\nCasting Time: Action\nRange: 60 feet\nComponents: V, S\nDuration: Instantaneous\n\nYou unleash virulent magic on a creature you can see "
    },
    {
      "id": "objects/spells/haste",
      "type": "Spell",
      "name": "Haste",
      "excerpt": "Level 3 Transmutation (Sorcerer, Wizard)\n\nCasting Time: Action\nRange: 30 feet\nComponents: V, S, M (a shaving of licorice root)\nDuration: Concentration, up to 1 "
    },
    {
      "id": "objects/spells/heal",
      "type": "Spell",
      "name": "Heal",
      "excerpt": "Level 6 Abjuration (Cleric, Druid)\n\nCasting Time: Action\nRange: 60 feet\nComponents: V, S\nDuration: Instantaneous\n\nChoose a creature that you can see within rang"
    },
    {
      "id": "objects/spells/healing-word",
      "type": "Spell",
      "name": "Healing Word",
      "excerpt": "Level 1 Abjuration (Bard, Cleric, Druid)\n\nCasting Time: Bonus Action\nRange: 60 feet\nComponents: V\nDuration: Instantaneous\n\nA creature of your choice that you ca"
    },
    {
      "id": "objects/spells/heat-metal",
      "type": "Spell",
      "name": "Heat Metal",
      "excerpt": "Level 2 Transmutation (Bard, Druid)\n\nCasting Time: Action\nRange: 60 feet\nComponents: V, S, M (a piece of iron and a flame)\nDuration: Concentration, up to 1 minu"
    },
    {
      "id": "objects/spells/hellish-rebuke",
      "type": "Spell",
      "name": "Hellish Rebuke",
      "excerpt": "Level 1 Evocation (Warlock)\n\nCasting Time: Reaction, which you take in response to taking damage from a creature that you can see within 60 feet of yourself\nRan"
    },
    {
      "id": "objects/spells/heroes-feast",
      "type": "Spell",
      "name": "Heroes' Feast",
      "excerpt": "Level 6 Conjuration (Bard, Cleric, Druid)\n\nCasting Time: 10 minutes\nRange: Self\nComponents: V, S, M (a gem-encrusted bowl worth 1,000+ GP, which the spell consu"
    },
    {
      "id": "objects/spells/heroism",
      "type": "Spell",
      "name": "Heroism",
      "excerpt": "Level 1 Enchantment (Bard, Paladin)\n\nCasting Time: Action\nRange: Touch\nComponents: V, S\nDuration: Concentration, up to 1 minute\n\nA willing creature you touch is"
    },
    {
      "id": "objects/spells/hex",
      "type": "Spell",
      "name": "Hex",
      "excerpt": "Level 1 Enchantment (Warlock)\n\nCasting Time: Bonus Action\nRange: 90 feet\nComponents: V, S, M (the petrified eye of a newt)\nDuration: Concentration, up to 1 hour"
    },
    {
      "id": "objects/spells/hideous-laughter",
      "type": "Spell",
      "name": "Hideous Laughter",
      "excerpt": "Level 1 Enchantment (Bard, Warlock, Wizard)\n\nCasting Time: Action\nRange: 30 feet\nComponents: V, S, M (a tart and a feather)\nDuration: Concentration, up to 1 min"
    },
    {
      "id": "objects/spells/hold-monster",
      "type": "Spell",
      "name": "Hold Monster",
      "excerpt": "Level 5 Enchantment (Bard, Sorcerer, Warlock, Wizard)\n\nCasting Time: Action\nRange: 90 feet\nComponents: V, S, M (a straight piece of iron)\nDuration: Concentratio"
    },
    {
      "id": "objects/spells/hold-person",
      "type": "Spell",
      "name": "Hold Person",
      "excerpt": "Level 2 Enchantment (Bard, Cleric, Druid, Sorcerer, Warlock, Wizard)\n\nCasting Time: Action\nRange: 60 feet\nComponents: V, S, M (a straight piece of iron)\nDuratio"
    },
    {
      "id": "objects/spells/holy-aura",
      "type": "Spell",
      "name": "Holy Aura",
      "excerpt": "Level 8 Abjuration (Cleric)\n\nCasting Time: Action\nRange: Self\nComponents: V, S, M (a reliquary worth 1,000+ GP)\nDuration: Concentration, up to 1 minute\n\nFor the"
    },
    {
      "id": "objects/spells/hunters-mark",
      "type": "Spell",
      "name": "Hunter's Mark",
      "excerpt": "Level 1 Divination (Ranger)\n\nCasting Time: Bonus Action\nRange: 90 feet\nComponents: V\nDuration: Concentration, up to 1 hour\n\nYou magically mark one creature you "
    },
    {
      "id": "objects/spells/hypnotic-pattern",
      "type": "Spell",
      "name": "Hypnotic Pattern",
      "excerpt": "Level 3 Illusion (Bard, Sorcerer, Warlock, Wizard)\n\nCasting Time: Action\nRange: 120 feet\nComponents: S, M (a pinch of confetti)\nDuration: Concentration, up to 1"
    },
    {
      "id": "objects/spells/ice-knife",
      "type": "Spell",
      "name": "Ice Knife",
      "excerpt": "Level 1 Conjuration (Druid, Sorcerer, Wizard)\n\nCasting Time: Action\nRange: 60 feet\nComponents: S, M (a drop of water or a piece of ice)\nDuration: Instantaneous\n"
    },
    {
      "id": "objects/spells/ice-storm",
      "type": "Spell",
      "name": "Ice Storm",
      "excerpt": "Level 4 Evocation (Druid, Sorcerer, Wizard)\n\nCasting Time: Action\nRange: 300 feet\nComponents: V, S, M (a mitten)\nDuration: Instantaneous\n\nHail falls in a 20-foo"
    },
    {
      "id": "objects/spells/identify",
      "type": "Spell",
      "name": "Identify",
      "excerpt": "Level 1 Divination (Bard, Wizard)\n\nCasting Time: 1 minute or Ritual\nRange: Touch\nComponents: V, S, M (a pearl worth 100+ GP)\nDuration: Instantaneous\n\nYou touch "
    },
    {
      "id": "objects/spells/illusory-script",
      "type": "Spell",
      "name": "Illusory Script",
      "excerpt": "Level 1 Illusion (Bard, Warlock, Wizard)\n\nCasting Time: 1 minute or Ritual\nRange: Touch\nComponents: S, M (ink worth 10+ GP, which the spell consumes)\nDuration: "
    },
    {
      "id": "objects/spells/imprisonment",
      "type": "Spell",
      "name": "Imprisonment",
      "excerpt": "Level 9 Abjuration (Warlock, Wizard)\n\nCasting Time: 1 minute\nRange: 30 feet\nComponents: V, S, M (a statuette of the target worth 5,000+ GP)\nDuration: Until disp"
    },
    {
      "id": "objects/spells/incendiary-cloud",
      "type": "Spell",
      "name": "Incendiary Cloud",
      "excerpt": "Level 8 Conjuration (Druid, Sorcerer, Wizard)\n\nCasting Time: Action\nRange: 150 feet\nComponents: V, S\nDuration: Concentration, up to 1 minute\n\nA swirling cloud o"
    },
    {
      "id": "objects/spells/inflict-wounds",
      "type": "Spell",
      "name": "Inflict Wounds",
      "excerpt": "Level 1 Necromancy (Cleric)\n\nCasting Time: Action\nRange: Touch\nComponents: V, S\nDuration: Instantaneous\n\nA creature you touch makes a Constitution saving throw,"
    },
    {
      "id": "objects/spells/insect-plague",
      "type": "Spell",
      "name": "Insect Plague",
      "excerpt": "Level 5 Conjuration (Cleric, Druid, Sorcerer)\n\nCasting Time: Action\nRange: 300 feet\nComponents: V, S, M (a locust)\nDuration: Concentration, up to 10 minutes\n\nSw"
    },
    {
      "id": "objects/spells/instant-summons",
      "type": "Spell",
      "name": "Instant Summons",
      "excerpt": "Level 6 Conjuration (Wizard)\n\nCasting Time: 1 minute or Ritual\nRange: Touch\nComponents: V, S, M (a sapphire worth 1,000+ GP)\nDuration: Until dispelled\n\nYou touc"
    },
    {
      "id": "objects/spells/invisibility",
      "type": "Spell",
      "name": "Invisibility",
      "excerpt": "Level 2 Illusion (Bard, Sorcerer, Warlock, Wizard)\n\nCasting Time: Action\nRange: Touch\nComponents: V, S, M (an eyelash in gum arabic)\nDuration: Concentration, up"
    },
    {
      "id": "objects/spells/irresistible-dance",
      "type": "Spell",
      "name": "Irresistible Dance",
      "excerpt": "Level 6 Enchantment (Bard, Wizard)\n\nCasting Time: Action\nRange: 30 feet\nComponents: V\nDuration: Concentration, up to 1 minute\n\nOne creature that you can see wit"
    },
    {
      "id": "objects/spells/jump",
      "type": "Spell",
      "name": "Jump",
      "excerpt": "Level 1 Transmutation (Druid, Ranger, Sorcerer, Wizard)\n\nCasting Time: Bonus Action\nRange: Touch\nComponents: V, S, M (a grasshopper's hind leg)\nDuration: 1 minu"
    },
    {
      "id": "objects/spells/knock",
      "type": "Spell",
      "name": "Knock",
      "excerpt": "Level 2 Transmutation (Bard, Sorcerer, Wizard)\n\nCasting Time: Action\nRange: 60 feet\nComponents: V\nDuration: Instantaneous\n\nChoose an object that you can see wit"
    },
    {
      "id": "objects/spells/legend-lore",
      "type": "Spell",
      "name": "Legend Lore",
      "excerpt": "Level 5 Divination (Bard, Cleric, Wizard)\n\nCasting Time: 10 minutes\nRange: Self\nComponents: V, S, M (incense worth 250+ GP, which the spell consumes, and four i"
    },
    {
      "id": "objects/spells/lesser-restoration",
      "type": "Spell",
      "name": "Lesser Restoration",
      "excerpt": "Level 2 Abjuration (Bard, Cleric, Druid, Paladin, Ranger)\n\nCasting Time: Bonus Action\nRange: Touch\nComponents: V, S\nDuration: Instantaneous\n\nYou touch a creatur"
    },
    {
      "id": "objects/spells/levitate",
      "type": "Spell",
      "name": "Levitate",
      "excerpt": "Level 2 Transmutation (Sorcerer, Wizard)\n\nCasting Time: Action\nRange: 60 feet\nComponents: V, S, M (a metal spring)\nDuration: Concentration, up to 10 minutes\n\nOn"
    },
    {
      "id": "objects/spells/light",
      "type": "Spell",
      "name": "Light",
      "excerpt": "Evocation Cantrip (Bard, Cleric, Sorcerer, Wizard)\n\nCasting Time: Action\nRange: Touch\nComponents: V, M (a firefly or phosphorescent moss)\nDuration: 1 hour\n\nYou "
    },
    {
      "id": "objects/spells/lightning-bolt",
      "type": "Spell",
      "name": "Lightning Bolt",
      "excerpt": "Level 3 Evocation (Sorcerer, Wizard)\n\nCasting Time: Action\nRange: Self\nComponents: V, S, M (a bit of fur and a crystal rod)\nDuration: Instantaneous\n\nA stroke of"
    },
    {
      "id": "objects/spells/locate-animals-or-plants",
      "type": "Spell",
      "name": "Locate Animals or Plants",
      "excerpt": "Level 2 Divination (Bard, Druid, Ranger)\n\nCasting Time: Action or Ritual\nRange: Self\nComponents: V, S, M (fur from a bloodhound)\nDuration: Instantaneous\n\nDescri"
    },
    {
      "id": "objects/spells/locate-creature",
      "type": "Spell",
      "name": "Locate Creature",
      "excerpt": "Level 4 Divination (Bard, Cleric, Druid, Paladin, Ranger, Wizard)\n\nCasting Time: Action\nRange: Self\nComponents: V, S, M (fur from a bloodhound)\nDuration: Concen"
    },
    {
      "id": "objects/spells/locate-object",
      "type": "Spell",
      "name": "Locate Object",
      "excerpt": "Level 2 Divination (Bard, Cleric, Druid, Paladin, Ranger, Wizard)\n\nCasting Time: Action\nRange: Self\nComponents: V, S, M (a forked twig)\nDuration: Concentration,"
    },
    {
      "id": "objects/spells/longstrider",
      "type": "Spell",
      "name": "Longstrider",
      "excerpt": "Level 1 Transmutation (Bard, Druid, Ranger, Wizard)\n\nCasting Time: Action\nRange: Touch\nComponents: V, S, M (a pinch of dirt)\nDuration: 1 hour\n\nYou touch a creat"
    },
    {
      "id": "objects/spells/mage-armor",
      "type": "Spell",
      "name": "Mage Armor",
      "excerpt": "Level 1 Abjuration (Sorcerer, Wizard)\n\nCasting Time: Action\nRange: Touch\nComponents: V, S, M (a piece of cured leather)\nDuration: 8 hours\n\nYou touch a willing c"
    },
    {
      "id": "objects/spells/mage-hand",
      "type": "Spell",
      "name": "Mage Hand",
      "excerpt": "Conjuration Cantrip (Bard, Sorcerer, Warlock, Wizard)\n\nCasting Time: Action\nRange: 30 feet\nComponents: V, S\nDuration: 1 minute\n\nA spectral, floating hand appear"
    },
    {
      "id": "objects/spells/magic-circle",
      "type": "Spell",
      "name": "Magic Circle",
      "excerpt": "Level 3 Abjuration (Cleric, Paladin, Warlock, Wizard)\n\nCasting Time: 1 minute\nRange: 10 feet\nComponents: V, S, M (salt and powdered silver worth 100+ GP, which "
    },
    {
      "id": "objects/spells/magic-jar",
      "type": "Spell",
      "name": "Magic Jar",
      "excerpt": "Level 6 Necromancy (Wizard)\n\nCasting Time: 1 minute\nRange: Self\nComponents: V, S, M (a gem, crystal, or reliquary worth 500+ GP)\nDuration: Until dispelled\n\nYour"
    },
    {
      "id": "objects/spells/magic-missile",
      "type": "Spell",
      "name": "Magic Missile",
      "excerpt": "Level 1 Evocation (Sorcerer, Wizard)\n\nCasting Time: Action\nRange: 120 feet\nComponents: V, S\nDuration: Instantaneous\n\nYou create three glowing darts of magical f"
    },
    {
      "id": "objects/spells/magic-mouth",
      "type": "Spell",
      "name": "Magic Mouth",
      "excerpt": "Level 2 Illusion (Bard, Wizard)\n\nCasting Time: 1 minute or Ritual\nRange: 30 feet\nComponents: V, S, M (jade dust worth 10+ GP, which the spell consumes)\nDuration"
    },
    {
      "id": "objects/spells/magic-weapon",
      "type": "Spell",
      "name": "Magic Weapon",
      "excerpt": "Level 2 Transmutation (Paladin, Ranger, Sorcerer, Wizard)\n\nCasting Time: Bonus Action\nRange: Touch\nComponents: V, S\nDuration: 1 hour\n\nYou touch a nonmagical wea"
    },
    {
      "id": "objects/spells/magnificent-mansion",
      "type": "Spell",
      "name": "Magnificent Mansion",
      "excerpt": "Level 7 Conjuration (Bard, Wizard)\n\nCasting Time: 1 minute\nRange: 300 feet\nComponents: V, S, M (a miniature door worth 15+ GP)\nDuration: 24 hours\n\nYou conjure a"
    },
    {
      "id": "objects/spells/major-image",
      "type": "Spell",
      "name": "Major Image",
      "excerpt": "Level 3 Illusion (Bard, Sorcerer, Warlock, Wizard)\n\nCasting Time: Action\nRange: 120 feet\nComponents: V, S, M (a bit of fleece)\nDuration: Concentration, up to 10"
    },
    {
      "id": "objects/spells/mass-cure-wounds",
      "type": "Spell",
      "name": "Mass Cure Wounds",
      "excerpt": "Level 5 Abjuration (Bard, Cleric, Druid)\n\nCasting Time: Action\nRange: 60 feet\nComponents: V, S\nDuration: Instantaneous\n\nA wave of healing energy washes out from"
    },
    {
      "id": "objects/spells/mass-heal",
      "type": "Spell",
      "name": "Mass Heal",
      "excerpt": "Level 9 Abjuration (Cleric)\n\nCasting Time: Action\nRange: 60 feet\nComponents: V, S\nDuration: Instantaneous\n\nA flood of healing energy flows from you into creatur"
    },
    {
      "id": "objects/spells/mass-healing-word",
      "type": "Spell",
      "name": "Mass Healing Word",
      "excerpt": "Level 3 Abjuration (Bard, Cleric)\n\nCasting Time: Bonus Action\nRange: 60 feet\nComponents: V\nDuration: Instantaneous\n\nUp to six creatures of your choice that you "
    },
    {
      "id": "objects/spells/mass-suggestion",
      "type": "Spell",
      "name": "Mass Suggestion",
      "excerpt": "Level 6 Enchantment (Bard, Sorcerer, Wizard)\n\nCasting Time: Action\nRange: 60 feet\nComponents: V, M (a snake's tongue)\nDuration: 24 hours\n\nYou suggest a course o"
    },
    {
      "id": "objects/spells/maze",
      "type": "Spell",
      "name": "Maze",
      "excerpt": "Level 8 Conjuration (Wizard)\n\nCasting Time: Action\nRange: 60 feet\nComponents: V, S\nDuration: Concentration, up to 10 minutes\n\nYou banish a creature that you can"
    },
    {
      "id": "objects/spells/meld-into-stone",
      "type": "Spell",
      "name": "Meld into Stone",
      "excerpt": "Level 3 Transmutation (Cleric, Druid, Ranger)\n\nCasting Time: Action or Ritual\nRange: Touch\nComponents: V, S\nDuration: 8 hours\n\nYou step into a stone object or s"
    },
    {
      "id": "objects/spells/mending",
      "type": "Spell",
      "name": "Mending",
      "excerpt": "Transmutation Cantrip (Bard, Cleric, Druid, Sorcerer, Wizard)\n\nCasting Time: 1 minute\nRange: Touch\nComponents: V, S, M (two lodestones)\nDuration: Instantaneous\n"
    },
    {
      "id": "objects/spells/message",
      "type": "Spell",
      "name": "Message",
      "excerpt": "Transmutation Cantrip (Bard, Druid, Sorcerer, Wizard)\n\nCasting Time: Action\nRange: 120 feet\nComponents: S, M (a copper wire)\nDuration: 1 round\n\nYou point toward"
    },
    {
      "id": "objects/spells/meteor-swarm",
      "type": "Spell",
      "name": "Meteor Swarm",
      "excerpt": "Level 9 Evocation (Sorcerer, Wizard)\n\nCasting Time: Action\nRange: 1 mile\nComponents: V, S\nDuration: Instantaneous\n\nBlazing orbs of fire plummet to the ground at"
    },
    {
      "id": "objects/spells/mind-blank",
      "type": "Spell",
      "name": "Mind Blank",
      "excerpt": "Level 8 Abjuration (Bard, Wizard)\n\nCasting Time: Action\nRange: Touch\nComponents: V, S\nDuration: 24 hours\n\nUntil the spell ends, one willing creature you touch h"
    },
    {
      "id": "objects/spells/mind-spike",
      "type": "Spell",
      "name": "Mind Spike",
      "excerpt": "Level 2 Divination (Sorcerer, Warlock, Wizard)\n\nCasting Time: Action\nRange: 120 feet\nComponents: S\nDuration: Concentration, up to 1 hour\n\nYou drive a spike of p"
    },
    {
      "id": "objects/spells/minor-illusion",
      "type": "Spell",
      "name": "Minor Illusion",
      "excerpt": "Illusion Cantrip (Bard, Sorcerer, Warlock, Wizard)\n\nCasting Time: Action\nRange: 30 feet\nComponents: S, M (a bit of fleece)\nDuration: 1 minute\n\nYou create a soun"
    },
    {
      "id": "objects/spells/mirage-arcane",
      "type": "Spell",
      "name": "Mirage Arcane",
      "excerpt": "Level 7 Illusion (Bard, Druid, Wizard)\n\nCasting Time: 10 minutes\nRange: Sight\nComponents: V, S\nDuration: 10 days\n\nYou make terrain in an area up to 1 mile squar"
    },
    {
      "id": "objects/spells/mirror-image",
      "type": "Spell",
      "name": "Mirror Image",
      "excerpt": "Level 2 Illusion (Bard, Sorcerer, Warlock, Wizard)\n\nCasting Time: Action\nRange: Self\nComponents: V, S\nDuration: 1 minute\n\nThree illusory duplicates of yourself "
    },
    {
      "id": "objects/spells/mislead",
      "type": "Spell",
      "name": "Mislead",
      "excerpt": "Level 5 Illusion (Bard, Warlock, Wizard)\n\nCasting Time: Action\nRange: Self\nComponents: S\nDuration: Concentration, up to 1 hour\n\nYou gain the Invisible condition"
    },
    {
      "id": "objects/spells/misty-step",
      "type": "Spell",
      "name": "Misty Step",
      "excerpt": "Level 2 Conjuration (Sorcerer, Warlock, Wizard)\n\nCasting Time: Bonus Action\nRange: Self\nComponents: V\nDuration: Instantaneous\n\nBriefly surrounded by silvery mis"
    },
    {
      "id": "objects/spells/modify-memory",
      "type": "Spell",
      "name": "Modify Memory",
      "excerpt": "Level 5 Enchantment (Bard, Wizard)\n\nCasting Time: Action\nRange: 30 feet\nComponents: V, S\nDuration: Concentration, up to 1 minute\n\nYou attempt to reshape another"
    },
    {
      "id": "objects/spells/moonbeam",
      "type": "Spell",
      "name": "Moonbeam",
      "excerpt": "Level 2 Evocation (Druid)\n\nCasting Time: Action\nRange: 120 feet\nComponents: V, S, M (a moonseed leaf)\nDuration: Concentration, up to 1 minute\n\nA silvery beam of"
    },
    {
      "id": "objects/spells/move-earth",
      "type": "Spell",
      "name": "Move Earth",
      "excerpt": "Level 6 Transmutation (Druid, Sorcerer, Wizard)\n\nCasting Time: Action\nRange: 120 feet\nComponents: V, S, M (a miniature shovel)\nDuration: Concentration, up to 2 "
    },
    {
      "id": "objects/spells/nondetection",
      "type": "Spell",
      "name": "Nondetection",
      "excerpt": "Level 3 Abjuration (Bard, Ranger, Wizard)\n\nCasting Time: Action\nRange: Touch\nComponents: V, S, M (a pinch of diamond dust worth 25+ GP, which the spell consumes"
    },
    {
      "id": "objects/spells/pass-without-trace",
      "type": "Spell",
      "name": "Pass without Trace",
      "excerpt": "Level 2 Abjuration (Druid, Ranger)\n\nCasting Time: Action\nRange: Self\nComponents: V, S, M (ashes from burned mistletoe)\nDuration: Concentration, up to 1 hour\n\nYo"
    },
    {
      "id": "objects/spells/passwall",
      "type": "Spell",
      "name": "Passwall",
      "excerpt": "Level 5 Transmutation (Wizard)\n\nCasting Time: Action\nRange: 30 feet\nComponents: V, S, M (a pinch of sesame seeds)\nDuration: 1 hour\n\nA passage appears at a point"
    },
    {
      "id": "objects/spells/phantasmal-force",
      "type": "Spell",
      "name": "Phantasmal Force",
      "excerpt": "Level 2 Illusion (Bard, Sorcerer, Wizard)\n\nCasting Time: Action\nRange: 60 feet\nComponents: V, S, M (a bit of fleece)\nDuration: Concentration, up to 1 minute\n\nYo"
    },
    {
      "id": "objects/spells/phantasmal-killer",
      "type": "Spell",
      "name": "Phantasmal Killer",
      "excerpt": "Level 4 Illusion (Bard, Wizard)\n\nCasting Time: Action\nRange: 120 feet\nComponents: V, S\nDuration: Concentration, up to 1 minute\n\nYou tap into the nightmares of a"
    },
    {
      "id": "objects/spells/phantom-steed",
      "type": "Spell",
      "name": "Phantom Steed",
      "excerpt": "Level 3 Illusion (Wizard)\n\nCasting Time: 1 minute or Ritual\nRange: 30 feet\nComponents: V, S\nDuration: 1 hour\n\nA Large, quasi-real, horselike creature appears on"
    },
    {
      "id": "objects/spells/planar-ally",
      "type": "Spell",
      "name": "Planar Ally",
      "excerpt": "Level 6 Conjuration (Cleric)\n\nCasting Time: 10 minutes\nRange: 60 feet\nComponents: V, S\nDuration: Instantaneous\n\nYou beseech an otherworldly entity for aid. The "
    },
    {
      "id": "objects/spells/planar-binding",
      "type": "Spell",
      "name": "Planar Binding",
      "excerpt": "Level 5 Abjuration (Bard, Cleric, Druid, Warlock, Wizard)\n\nCasting Time: 1 hour\nRange: 60 feet\nComponents: V, S, M (a jewel worth 1,000+ GP, which the spell con"
    },
    {
      "id": "objects/spells/plane-shift",
      "type": "Spell",
      "name": "Plane Shift",
      "excerpt": "Level 7 Conjuration (Cleric, Druid, Sorcerer, Warlock, Wizard)\n\nCasting Time: Action\nRange: Touch\nComponents: V, S, M (a forked, metal rod worth 250+ GP and att"
    },
    {
      "id": "objects/spells/plant-growth",
      "type": "Spell",
      "name": "Plant Growth",
      "excerpt": "Level 3 Transmutation (Bard, Druid, Ranger)\n\nCasting Time: Action (Overgrowth) or 8 hours (Enrichment)\nRange: 150 feet\nComponents: V, S\nDuration: Instantaneous\n"
    },
    {
      "id": "objects/spells/poison-spray",
      "type": "Spell",
      "name": "Poison Spray",
      "excerpt": "Necromancy Cantrip (Druid, Sorcerer, Warlock, Wizard)\n\nCasting Time: Action\nRange: 30 feet\nComponents: V, S\nDuration: Instantaneous\n\nYou spray toxic mist at a c"
    },
    {
      "id": "objects/spells/polymorph",
      "type": "Spell",
      "name": "Polymorph",
      "excerpt": "Level 4 Transmutation (Bard, Druid, Sorcerer, Wizard)\n\nCasting Time: Action\nRange: 60 feet\nComponents: V, S, M (a caterpillar cocoon)\nDuration: Concentration, u"
    },
    {
      "id": "objects/spells/power-word-heal",
      "type": "Spell",
      "name": "Power Word Heal",
      "excerpt": "Level 9 Enchantment (Bard, Cleric)\n\nCasting Time: Action\nRange: 60 feet\nComponents: V\nDuration: Instantaneous\n\nA wave of healing energy washes over one creature"
    },
    {
      "id": "objects/spells/power-word-kill",
      "type": "Spell",
      "name": "Power Word Kill",
      "excerpt": "Level 9 Enchantment (Bard, Sorcerer, Warlock, Wizard)\n\nCasting Time: Action\nRange: 60 feet\nComponents: V\nDuration: Instantaneous\n\nYou compel one creature you ca"
    },
    {
      "id": "objects/spells/power-word-stun",
      "type": "Spell",
      "name": "Power Word Stun",
      "excerpt": "Level 8 Enchantment (Bard, Sorcerer, Warlock, Wizard)\n\nCasting Time: Action\nRange: 60 feet\nComponents: V\nDuration: Instantaneous\n\nYou overwhelm the mind of one "
    },
    {
      "id": "objects/spells/prayer-of-healing",
      "type": "Spell",
      "name": "Prayer of Healing",
      "excerpt": "Level 2 Abjuration (Cleric, Paladin)\n\nCasting Time: 10 minutes\nRange: 30 feet\nComponents: V\nDuration: Instantaneous\n\nUp to five creatures of your choice who rem"
    },
    {
      "id": "objects/spells/prestidigitation",
      "type": "Spell",
      "name": "Prestidigitation",
      "excerpt": "Transmutation Cantrip (Bard, Sorcerer, Warlock, Wizard)\n\nCasting Time: Action\nRange: 10 feet\nComponents: V, S\nDuration: Up to 1 hour\n\nYou create a magical effec"
    },
    {
      "id": "objects/spells/prismatic-spray",
      "type": "Spell",
      "name": "Prismatic Spray",
      "excerpt": "Level 7 Evocation (Bard, Sorcerer, Wizard)\n\nCasting Time: Action\nRange: Self\nComponents: V, S\nDuration: Instantaneous\n\nEight rays of light flash from you in a 6"
    },
    {
      "id": "objects/spells/prismatic-wall",
      "type": "Spell",
      "name": "Prismatic Wall",
      "excerpt": "Level 9 Abjuration (Bard, Wizard)\n\nCasting Time: Action\nRange: 60 feet\nComponents: V, S\nDuration: 10 minutes\n\nA shimmering, multicolored plane of light forms a "
    },
    {
      "id": "objects/spells/private-sanctum",
      "type": "Spell",
      "name": "Private Sanctum",
      "excerpt": "Level 4 Abjuration (Wizard)\n\nCasting Time: 10 minutes\nRange: 120 feet\nComponents: V, S, M (a thin sheet of lead)\nDuration: 24 hours\n\nYou make an area within ran"
    },
    {
      "id": "objects/spells/produce-flame",
      "type": "Spell",
      "name": "Produce Flame",
      "excerpt": "Conjuration Cantrip (Druid)\n\nCasting Time: Bonus Action\nRange: Self\nComponents: V, S\nDuration: 10 minutes\n\nA flickering flame appears in your hand and remains t"
    },
    {
      "id": "objects/spells/programmed-illusion",
      "type": "Spell",
      "name": "Programmed Illusion",
      "excerpt": "Level 6 Illusion (Bard, Wizard)\n\nCasting Time: Action\nRange: 120 feet\nComponents: V, S, M (jade dust worth 25+ GP)\nDuration: Until dispelled\n\nYou create an illu"
    },
    {
      "id": "objects/spells/project-image",
      "type": "Spell",
      "name": "Project Image",
      "excerpt": "Level 7 Illusion (Bard, Wizard)\n\nCasting Time: Action\nRange: 500 miles\nComponents: V, S, M (a statuette of yourself worth 5+ GP)\nDuration: Concentration, up to "
    },
    {
      "id": "objects/spells/protection-from-energy",
      "type": "Spell",
      "name": "Protection from Energy",
      "excerpt": "Level 3 Abjuration (Cleric, Druid, Ranger, Sorcerer, Wizard)\n\nCasting Time: Action\nRange: Touch\nComponents: V, S\nDuration: Concentration, up to 1 hour\n\nFor the "
    },
    {
      "id": "objects/spells/protection-from-evil-and-good",
      "type": "Spell",
      "name": "Protection from Evil and Good",
      "excerpt": "Level 1 Abjuration (Cleric, Druid, Paladin, Warlock, Wizard)\n\nCasting Time: Action\nRange: Touch\nComponents: V, S, M (a flask of Holy Water worth 25+ GP, which t"
    },
    {
      "id": "objects/spells/protection-from-poison",
      "type": "Spell",
      "name": "Protection from Poison",
      "excerpt": "Level 2 Abjuration (Cleric, Druid, Paladin, Ranger)\n\nCasting Time: Action\nRange: Touch\nComponents: V, S\nDuration: 1 hour\n\nYou touch a creature and end the Poiso"
    },
    {
      "id": "objects/spells/purify-food-and-drink",
      "type": "Spell",
      "name": "Purify Food and Drink",
      "excerpt": "Level 1 Transmutation (Cleric, Druid, Paladin)\n\nCasting Time: Action or Ritual\nRange: 10 feet\nComponents: V, S\nDuration: Instantaneous\n\nYou remove poison and ro"
    },
    {
      "id": "objects/spells/raise-dead",
      "type": "Spell",
      "name": "Raise Dead",
      "excerpt": "Level 5 Necromancy (Bard, Cleric, Paladin)\n\nCasting Time: 1 hour\nRange: Touch\nComponents: V, S, M (a diamond worth 500+ GP, which the spell consumes)\nDuration: "
    },
    {
      "id": "objects/spells/ray-of-enfeeblement",
      "type": "Spell",
      "name": "Ray of Enfeeblement",
      "excerpt": "Level 2 Necromancy (Warlock, Wizard)\n\nCasting Time: Action\nRange: 60 feet\nComponents: V, S\nDuration: Concentration, up to 1 minute\n\nA beam of enervating energy "
    },
    {
      "id": "objects/spells/ray-of-frost",
      "type": "Spell",
      "name": "Ray of Frost",
      "excerpt": "Evocation Cantrip (Sorcerer, Wizard)\n\nCasting Time: Action\nRange: 60 feet\nComponents: V, S\nDuration: Instantaneous\n\nA frigid beam of blue-white light streaks to"
    },
    {
      "id": "objects/spells/ray-of-sickness",
      "type": "Spell",
      "name": "Ray of Sickness",
      "excerpt": "Level 1 Necromancy (Sorcerer, Wizard)\n\nCasting Time: Action\nRange: 60 feet\nComponents: V, S\nDuration: Instantaneous\n\nYou shoot a greenish ray at a creature with"
    },
    {
      "id": "objects/spells/regenerate",
      "type": "Spell",
      "name": "Regenerate",
      "excerpt": "Level 7 Transmutation (Bard, Cleric, Druid)\n\nCasting Time: 1 minute\nRange: Touch\nComponents: V, S, M (a prayer wheel)\nDuration: 1 hour\n\nA creature you touch reg"
    },
    {
      "id": "objects/spells/reincarnate",
      "type": "Spell",
      "name": "Reincarnate",
      "excerpt": "Level 5 Necromancy (Druid)\n\nCasting Time: 1 hour\nRange: Touch\nComponents: V, S, M (rare oils worth 1,000+ GP, which the spell consumes)\nDuration: Instantaneous\n"
    },
    {
      "id": "objects/spells/remove-curse",
      "type": "Spell",
      "name": "Remove Curse",
      "excerpt": "Level 3 Abjuration (Cleric, Paladin, Warlock, Wizard)\n\nCasting Time: Action\nRange: Touch\nComponents: V, S\nDuration: Instantaneous\n\nAt your touch, all curses aff"
    },
    {
      "id": "objects/spells/resilient-sphere",
      "type": "Spell",
      "name": "Resilient Sphere",
      "excerpt": "Level 4 Abjuration (Wizard)\n\nCasting Time: Action\nRange: 30 feet\nComponents: V, S, M (a glass sphere)\nDuration: Concentration, up to 1 minute\n\nA shimmering sphe"
    },
    {
      "id": "objects/spells/resistance",
      "type": "Spell",
      "name": "Resistance",
      "excerpt": "Abjuration Cantrip (Cleric, Druid)\n\nCasting Time: Action\nRange: Touch\nComponents: V, S\nDuration: Concentration, up to 1 minute\n\nYou touch a willing creature and"
    },
    {
      "id": "objects/spells/resurrection",
      "type": "Spell",
      "name": "Resurrection",
      "excerpt": "Level 7 Necromancy (Bard, Cleric)\n\nCasting Time: 1 hour\nRange: Touch\nComponents: V, S, M (a diamond worth 1,000+ GP, which the spell consumes)\nDuration: Instant"
    },
    {
      "id": "objects/spells/reverse-gravity",
      "type": "Spell",
      "name": "Reverse Gravity",
      "excerpt": "Level 7 Transmutation (Druid, Sorcerer, Wizard)\n\nCasting Time: Action\nRange: 100 feet\nComponents: V, S, M (a lodestone and iron filings)\nDuration: Concentration"
    },
    {
      "id": "objects/spells/revivify",
      "type": "Spell",
      "name": "Revivify",
      "excerpt": "Level 3 Necromancy (Cleric, Druid, Paladin, Ranger)\n\nCasting Time: Action\nRange: Touch\nComponents: V, S, M (a diamond worth 300+ GP, which the spell consumes)\nD"
    },
    {
      "id": "objects/spells/rope-trick",
      "type": "Spell",
      "name": "Rope Trick",
      "excerpt": "Level 2 Transmutation (Wizard)\n\nCasting Time: Action\nRange: Touch\nComponents: V, S, M (a segment of rope)\nDuration: 1 hour\n\nYou touch a rope. One end of it hove"
    },
    {
      "id": "objects/spells/sacred-flame",
      "type": "Spell",
      "name": "Sacred Flame",
      "excerpt": "Evocation Cantrip (Cleric)\n\nCasting Time: Action\nRange: 60 feet\nComponents: V, S\nDuration: Instantaneous\n\nFlame-like radiance descends on a creature that you ca"
    },
    {
      "id": "objects/spells/sanctuary",
      "type": "Spell",
      "name": "Sanctuary",
      "excerpt": "Level 1 Abjuration (Cleric)\n\nCasting Time: Bonus Action\nRange: 30 feet\nComponents: V, S, M (a shard of glass from a mirror)\nDuration: 1 minute\n\nYou ward a creat"
    },
    {
      "id": "objects/spells/scorching-ray",
      "type": "Spell",
      "name": "Scorching Ray",
      "excerpt": "Level 2 Evocation (Sorcerer, Wizard)\n\nCasting Time: Action\nRange: 120 feet\nComponents: V, S\nDuration: Instantaneous\n\nYou hurl three fiery rays. You can hurl the"
    },
    {
      "id": "objects/spells/scrying",
      "type": "Spell",
      "name": "Scrying",
      "excerpt": "Level 5 Divination (Bard, Cleric, Druid, Warlock, Wizard)\n\nCasting Time: 10 minutes\nRange: Self\nComponents: V, S, M (a focus worth 1,000+ GP, such as a crystal "
    },
    {
      "id": "objects/spells/searing-smite",
      "type": "Spell",
      "name": "Searing Smite",
      "excerpt": "Level 1 Evocation (Paladin)\n\nCasting Time: Bonus Action, which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike\nRange: Self\n"
    },
    {
      "id": "objects/spells/secret-chest",
      "type": "Spell",
      "name": "Secret Chest",
      "excerpt": "Level 4 Conjuration (Wizard)\n\nCasting Time: Action\nRange: Touch\nComponents: V, S, M (a chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth "
    },
    {
      "id": "objects/spells/see-invisibility",
      "type": "Spell",
      "name": "See Invisibility",
      "excerpt": "Level 2 Divination (Bard, Sorcerer, Wizard)\n\nCasting Time: Action\nRange: Self\nComponents: V, S, M (a pinch of talc)\nDuration: 1 hour\n\nFor the duration, you see "
    },
    {
      "id": "objects/spells/seeming",
      "type": "Spell",
      "name": "Seeming",
      "excerpt": "Level 5 Illusion (Bard, Sorcerer, Wizard)\n\nCasting Time: Action\nRange: 30 feet\nComponents: V, S\nDuration: 8 hours\n\nYou give an illusory appearance to each creat"
    },
    {
      "id": "objects/spells/sending",
      "type": "Spell",
      "name": "Sending",
      "excerpt": "Level 3 Divination (Bard, Cleric, Wizard)\n\nCasting Time: Action\nRange: Unlimited\nComponents: V, S, M (a copper wire)\nDuration: Instantaneous\n\nYou send a short m"
    },
    {
      "id": "objects/spells/sequester",
      "type": "Spell",
      "name": "Sequester",
      "excerpt": "Level 7 Transmutation (Wizard)\n\nCasting Time: Action\nRange: Touch\nComponents: V, S, M (gem dust worth 5,000+ GP, which the spell consumes)\nDuration: Until dispe"
    },
    {
      "id": "objects/spells/shapechange",
      "type": "Spell",
      "name": "Shapechange",
      "excerpt": "Level 9 Transmutation (Druid, Wizard)\n\nCasting Time: Action\nRange: Self\nComponents: V, S, M (a jade circlet worth 1,500+ GP)\nDuration: Concentration, up to 1 ho"
    },
    {
      "id": "objects/spells/shatter",
      "type": "Spell",
      "name": "Shatter",
      "excerpt": "Level 2 Evocation (Bard, Sorcerer, Wizard)\n\nCasting Time: Action\nRange: 60 feet\nComponents: V, S, M (a chip of mica)\nDuration: Instantaneous\n\nA loud noise erupt"
    },
    {
      "id": "objects/spells/shield-of-faith",
      "type": "Spell",
      "name": "Shield of Faith",
      "excerpt": "Level 1 Abjuration (Cleric, Paladin)\n\nCasting Time: Bonus Action\nRange: 60 feet\nComponents: V, S, M (a prayer scroll)\nDuration: Concentration, up to 10 minutes\n"
    },
    {
      "id": "objects/spells/shield",
      "type": "Spell",
      "name": "Shield",
      "excerpt": "Level 1 Abjuration (Sorcerer, Wizard)\n\nCasting Time: Reaction, which you take when you are hit by an attack roll or targeted by the Magic Missile spell\nRange: S"
    },
    {
      "id": "objects/spells/shillelagh",
      "type": "Spell",
      "name": "Shillelagh",
      "excerpt": "Transmutation Cantrip (Druid)\n\nCasting Time: Bonus Action\nRange: Self\nComponents: V, S, M (mistletoe)\nDuration: 1 minute\n\nA Club or Quarterstaff you are holding"
    },
    {
      "id": "objects/spells/shining-smite",
      "type": "Spell",
      "name": "Shining Smite",
      "excerpt": "Level 2 Transmutation (Paladin)\n\nCasting Time: Bonus Action, which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike\nRange:"
    },
    {
      "id": "objects/spells/shocking-grasp",
      "type": "Spell",
      "name": "Shocking Grasp",
      "excerpt": "Evocation Cantrip (Sorcerer, Wizard)\n\nCasting Time: Action\nRange: Touch\nComponents: V, S\nDuration: Instantaneous\n\nLightning springs from you to a creature that "
    },
    {
      "id": "objects/spells/silence",
      "type": "Spell",
      "name": "Silence",
      "excerpt": "Level 2 Illusion (Bard, Cleric, Ranger)\n\nCasting Time: Action or Ritual\nRange: 120 feet\nComponents: V, S\nDuration: Concentration, up to 10 minutes\n\nFor the dura"
    },
    {
      "id": "objects/spells/silent-image",
      "type": "Spell",
      "name": "Silent Image",
      "excerpt": "Level 1 Illusion (Bard, Sorcerer, Wizard)\n\nCasting Time: Action\nRange: 60 feet\nComponents: V, S, M (a bit of fleece)\nDuration: Concentration, up to 10 minutes\n\n"
    },
    {
      "id": "objects/spells/simulacrum",
      "type": "Spell",
      "name": "Simulacrum",
      "excerpt": "Level 7 Illusion (Wizard)\n\nCasting Time: 12 hours\nRange: Touch\nComponents: V, S, M (powdered ruby worth 1,500+ GP, which the spell consumes)\nDuration: Until dis"
    },
    {
      "id": "objects/spells/sleep",
      "type": "Spell",
      "name": "Sleep",
      "excerpt": "Level 1 Enchantment (Bard, Sorcerer, Wizard)\n\nCasting Time: Action\nRange: 60 feet\nComponents: V, S, M (a pinch of sand or rose petals)\nDuration: Concentration, "
    },
    {
      "id": "objects/spells/sleet-storm",
      "type": "Spell",
      "name": "Sleet Storm",
      "excerpt": "Level 3 Conjuration (Druid, Sorcerer, Wizard)\n\nCasting Time: Action\nRange: 150 feet\nComponents: V, S, M (a miniature umbrella)\nDuration: Concentration, up to 1 "
    },
    {
      "id": "objects/spells/slow",
      "type": "Spell",
      "name": "Slow",
      "excerpt": "Level 3 Transmutation (Bard, Sorcerer, Wizard)\n\nCasting Time: Action\nRange: 120 feet\nComponents: V, S, M (a drop of molasses)\nDuration: Concentration, up to 1 m"
    },
    {
      "id": "objects/spells/sorcerous-burst",
      "type": "Spell",
      "name": "Sorcerous Burst",
      "excerpt": "Evocation Cantrip (Sorcerer)\n\nCasting Time: Action\nRange: 120 feet\nComponents: V, S\nDuration: Instantaneous\n\nYou cast sorcerous energy at one creature or object"
    },
    {
      "id": "objects/spells/spare-the-dying",
      "type": "Spell",
      "name": "Spare the Dying",
      "excerpt": "Necromancy Cantrip (Cleric, Druid)\n\nCasting Time: Action\nRange: 15 feet\nComponents: V, S\nDuration: Instantaneous\n\nChoose a creature within range that has 0 Hit "
    },
    {
      "id": "objects/spells/speak-with-animals",
      "type": "Spell",
      "name": "Speak with Animals",
      "excerpt": "Level 1 Divination (Bard, Druid, Ranger, Warlock)\n\nCasting Time: Action or Ritual\nRange: Self\nComponents: V, S\nDuration: 10 minutes\n\nFor the duration, you can c"
    },
    {
      "id": "objects/spells/speak-with-dead",
      "type": "Spell",
      "name": "Speak with Dead",
      "excerpt": "Level 3 Necromancy (Bard, Cleric, Wizard)\n\nCasting Time: Action\nRange: 10 feet\nComponents: V, S, M (burning incense)\nDuration: 10 minutes\n\nYou grant the semblan"
    },
    {
      "id": "objects/spells/speak-with-plants",
      "type": "Spell",
      "name": "Speak with Plants",
      "excerpt": "Level 3 Transmutation (Bard, Druid, Ranger)\n\nCasting Time: Action\nRange: Self\nComponents: V, S\nDuration: 10 minutes\n\nYou imbue plants in an immobile 30-foot Ema"
    },
    {
      "id": "objects/spells/spider-climb",
      "type": "Spell",
      "name": "Spider Climb",
      "excerpt": "Level 2 Transmutation (Sorcerer, Warlock, Wizard)\n\nCasting Time: Action\nRange: Touch\nComponents: V, S, M (a drop of bitumen and a spider)\nDuration: Concentratio"
    },
    {
      "id": "objects/spells/spike-growth",
      "type": "Spell",
      "name": "Spike Growth",
      "excerpt": "Level 2 Transmutation (Druid, Ranger)\n\nCasting Time: Action\nRange: 150 feet\nComponents: V, S, M (seven thorns)\nDuration: Concentration, up to 10 minutes\n\nThe gr"
    },
    {
      "id": "objects/spells/spirit-guardians",
      "type": "Spell",
      "name": "Spirit Guardians",
      "excerpt": "Level 3 Conjuration (Cleric)\n\nCasting Time: Action\nRange: Self\nComponents: V, S, M (a prayer scroll)\nDuration: Concentration, up to 10 minutes\n\nProtective spiri"
    },
    {
      "id": "objects/spells/spiritual-weapon",
      "type": "Spell",
      "name": "Spiritual Weapon",
      "excerpt": "Level 2 Evocation (Cleric)\n\nCasting Time: Bonus Action\nRange: 60 feet\nComponents: V, S\nDuration: Concentration, up to 1 minute\n\nYou create a floating, spectral "
    },
    {
      "id": "objects/spells/starry-wisp",
      "type": "Spell",
      "name": "Starry Wisp",
      "excerpt": "Evocation Cantrip (Bard, Druid)\n\nCasting Time: Action\nRange: 60 feet\nComponents: V, S\nDuration: Instantaneous\n\nYou launch a mote of light at one creature or obj"
    },
    {
      "id": "objects/spells/stinking-cloud",
      "type": "Spell",
      "name": "Stinking Cloud",
      "excerpt": "Level 3 Conjuration (Bard, Sorcerer, Wizard)\n\nCasting Time: Action\nRange: 90 feet\nComponents: V, S, M (a rotten egg)\nDuration: Concentration, up to 1 minute\n\nYo"
    },
    {
      "id": "objects/spells/stone-shape",
      "type": "Spell",
      "name": "Stone Shape",
      "excerpt": "Level 4 Transmutation (Cleric, Druid, Wizard)\n\nCasting Time: Action\nRange: Touch\nComponents: V, S, M (soft clay)\nDuration: Instantaneous\n\nYou touch a stone obje"
    },
    {
      "id": "objects/spells/stoneskin",
      "type": "Spell",
      "name": "Stoneskin",
      "excerpt": "Level 4 Transmutation (Druid, Ranger, Sorcerer, Wizard)\n\nCasting Time: Action\nRange: Touch\nComponents: V, S, M (diamond dust worth 100+ GP, which the spell cons"
    },
    {
      "id": "objects/spells/storm-of-vengeance",
      "type": "Spell",
      "name": "Storm of Vengeance",
      "excerpt": "Level 9 Conjuration (Druid)\n\nCasting Time: Action\nRange: 1 mile\nComponents: V, S\nDuration: Concentration, up to 1 minute\n\nA churning storm cloud forms for the d"
    },
    {
      "id": "objects/spells/suggestion",
      "type": "Spell",
      "name": "Suggestion",
      "excerpt": "Level 2 Enchantment (Bard, Sorcerer, Warlock, Wizard)\n\nCasting Time: Action\nRange: 30 feet\nComponents: V, M (a drop of honey)\nDuration: Concentration, up to 8 h"
    },
    {
      "id": "objects/spells/summon-dragon",
      "type": "Spell",
      "name": "Summon Dragon",
      "excerpt": "Level 5 Conjuration (Wizard)\n\nCasting Time: Action\nRange: 60 feet\nComponents: V, S, M (an object with the image of a dragon engraved on it worth 500+ GP)\nDurati"
    },
    {
      "id": "objects/spells/sunbeam",
      "type": "Spell",
      "name": "Sunbeam",
      "excerpt": "Level 6 Evocation (Cleric, Druid, Sorcerer, Wizard)\n\nCasting Time: Action\nRange: Self\nComponents: V, S, M (a magnifying glass)\nDuration: Concentration, up to 1 "
    },
    {
      "id": "objects/spells/sunburst",
      "type": "Spell",
      "name": "Sunburst",
      "excerpt": "Level 8 Evocation (Cleric, Druid, Sorcerer, Wizard)\n\nCasting Time: Action\nRange: 150 feet\nComponents: V, S, M (a piece of sunstone)\nDuration: Instantaneous\n\nBri"
    },
    {
      "id": "objects/spells/symbol",
      "type": "Spell",
      "name": "Symbol",
      "excerpt": "Level 7 Abjuration (Bard, Cleric, Druid, Wizard)\n\nCasting Time: 1 minute\nRange: Touch\nComponents: V, S, M (powdered diamond worth 1,000+ GP, which the spell con"
    },
    {
      "id": "objects/spells/telekinesis",
      "type": "Spell",
      "name": "Telekinesis",
      "excerpt": "Level 5 Transmutation (Sorcerer, Wizard)\n\nCasting Time: Action\nRange: 60 feet\nComponents: V, S\nDuration: Concentration, up to 10 minutes\n\nYou gain the ability t"
    },
    {
      "id": "objects/spells/telepathic-bond",
      "type": "Spell",
      "name": "Telepathic Bond",
      "excerpt": "Level 5 Divination (Bard, Wizard)\n\nCasting Time: Action or Ritual\nRange: 30 feet\nComponents: V, S, M (two eggs)\nDuration: 1 hour\n\nYou forge a telepathic link am"
    },
    {
      "id": "objects/spells/teleport",
      "type": "Spell",
      "name": "Teleport",
      "excerpt": "Level 7 Conjuration (Bard, Sorcerer, Wizard)\n\nCasting Time: Action\nRange: 10 feet\nComponents: V\nDuration: Instantaneous\n\nThis spell instantly transports you and"
    },
    {
      "id": "objects/spells/teleportation-circle",
      "type": "Spell",
      "name": "Teleportation Circle",
      "excerpt": "Level 5 Conjuration (Bard, Sorcerer, Warlock, Wizard)\n\nCasting Time: 1 minute\nRange: 10 feet\nComponents: V, M (rare inks worth 50+ GP, which the spell consumes)"
    },
    {
      "id": "objects/spells/thaumaturgy",
      "type": "Spell",
      "name": "Thaumaturgy",
      "excerpt": "Transmutation Cantrip (Cleric)\n\nCasting Time: Action\nRange: 30 feet\nComponents: V\nDuration: Up to 1 minute\n\nYou manifest a minor wonder within range. You create"
    },
    {
      "id": "objects/spells/thunderwave",
      "type": "Spell",
      "name": "Thunderwave",
      "excerpt": "Level 1 Evocation (Bard, Druid, Sorcerer, Wizard)\n\nCasting Time: Action\nRange: Self\nComponents: V, S\nDuration: Instantaneous\n\nYou unleash a wave of thunderous e"
    },
    {
      "id": "objects/spells/time-stop",
      "type": "Spell",
      "name": "Time Stop",
      "excerpt": "Level 9 Transmutation (Sorcerer, Wizard)\n\nCasting Time: Action\nRange: Self\nComponents: V\nDuration: Instantaneous\n\nYou briefly stop the flow of time for everyone"
    },
    {
      "id": "objects/spells/tiny-hut",
      "type": "Spell",
      "name": "Tiny Hut",
      "excerpt": "Level 3 Evocation (Bard, Wizard)\n\nCasting Time: 1 minute or Ritual\nRange: Self\nComponents: V, S, M (a crystal bead)\nDuration: 8 hours\n\nA 10-foot Emanation sprin"
    },
    {
      "id": "objects/spells/tongues",
      "type": "Spell",
      "name": "Tongues",
      "excerpt": "Level 3 Divination (Bard, Cleric, Sorcerer, Warlock, Wizard)\n\nCasting Time: Action\nRange: Touch\nComponents: V, M (a miniature ziggurat)\nDuration: 1 hour\n\nThis s"
    },
    {
      "id": "objects/spells/transport-via-plants",
      "type": "Spell",
      "name": "Transport via Plants",
      "excerpt": "Level 6 Conjuration (Druid)\n\nCasting Time: Action\nRange: 10 feet\nComponents: V, S\nDuration: 1 minute\n\nThis spell creates a magical link between a Large or large"
    },
    {
      "id": "objects/spells/tree-stride",
      "type": "Spell",
      "name": "Tree Stride",
      "excerpt": "Level 5 Conjuration (Druid, Ranger)\n\nCasting Time: Action\nRange: Self\nComponents: V, S\nDuration: Concentration, up to 1 minute\n\nYou gain the ability to enter a "
    },
    {
      "id": "objects/spells/true-polymorph",
      "type": "Spell",
      "name": "True Polymorph",
      "excerpt": "Level 9 Transmutation (Bard, Warlock, Wizard)\n\nCasting Time: Action\nRange: 30 feet\nComponents: V, S, M (a drop of mercury, a dollop of gum arabic, and a wisp of"
    },
    {
      "id": "objects/spells/true-resurrection",
      "type": "Spell",
      "name": "True Resurrection",
      "excerpt": "Level 9 Necromancy (Cleric, Druid)\n\nCasting Time: 1 hour\nRange: Touch\nComponents: V, S, M (diamonds worth 25,000+ GP, which the spell consumes)\nDuration: Instan"
    },
    {
      "id": "objects/spells/true-seeing",
      "type": "Spell",
      "name": "True Seeing",
      "excerpt": "Level 6 Divination (Bard, Cleric, Sorcerer, Warlock, Wizard)\n\nCasting Time: Action\nRange: Touch\nComponents: V, S, M (mushroom powder worth 25+ GP, which the spe"
    },
    {
      "id": "objects/spells/true-strike",
      "type": "Spell",
      "name": "True Strike",
      "excerpt": "Divination Cantrip (Bard, Sorcerer, Warlock, Wizard)\n\nCasting Time: Action\nRange: Self\nComponents: S, M (a weapon with which you have proficiency and that is wo"
    },
    {
      "id": "objects/spells/tsunami",
      "type": "Spell",
      "name": "Tsunami",
      "excerpt": "Level 8 Conjuration (Druid)\n\nCasting Time: 1 minute\nRange: 1 mile\nComponents: V, S\nDuration: Concentration, up to 6 rounds\n\nA wall of water springs into existen"
    },
    {
      "id": "objects/spells/unseen-servant",
      "type": "Spell",
      "name": "Unseen Servant",
      "excerpt": "Level 1 Conjuration (Bard, Warlock, Wizard)\n\nCasting Time: Action or Ritual\nRange: 60 feet\nComponents: V, S, M (a bit of string and of wood)\nDuration: 1 hour\n\nT"
    },
    {
      "id": "objects/spells/vampiric-touch",
      "type": "Spell",
      "name": "Vampiric Touch",
      "excerpt": "Level 3 Necromancy (Sorcerer, Warlock, Wizard)\n\nCasting Time: Action\nRange: Self\nComponents: V, S\nDuration: Concentration, up to 1 minute\n\nThe touch of your sha"
    },
    {
      "id": "objects/spells/vicious-mockery",
      "type": "Spell",
      "name": "Vicious Mockery",
      "excerpt": "Enchantment Cantrip (Bard)\n\nCasting Time: Action\nRange: 60 feet\nComponents: V\nDuration: Instantaneous\n\nYou unleash a string of insults laced with subtle enchant"
    },
    {
      "id": "objects/spells/vitriolic-sphere",
      "type": "Spell",
      "name": "Vitriolic Sphere",
      "excerpt": "Level 4 Evocation (Sorcerer, Wizard)\n\nCasting Time: Action\n\nRange: 150 feet\nComponents: V, S, M (a drop of bile)\nDuration: Instantaneous\n\nYou point at a locatio"
    },
    {
      "id": "objects/spells/wall-of-fire",
      "type": "Spell",
      "name": "Wall of Fire",
      "excerpt": "Level 4 Evocation (Druid, Sorcerer, Wizard)\n\nCasting Time: Action\n\nRange: 120 feet\nComponents: V, S, M (a piece of charcoal)\nDuration: Concentration, up to 1 mi"
    },
    {
      "id": "objects/spells/wall-of-force",
      "type": "Spell",
      "name": "Wall of Force",
      "excerpt": "Level 5 Evocation (Wizard)\n\nCasting Time: Action\n\nRange: 120 feet\nComponents: V, S, M (a shard of glass)\nDuration: Concentration, up to 10 minutes\n\nAn Invisible"
    },
    {
      "id": "objects/spells/wall-of-ice",
      "type": "Spell",
      "name": "Wall of Ice",
      "excerpt": "Level 6 Evocation (Wizard)\n\nCasting Time: Action\n\nRange: 120 feet\nComponents: V, S, M (a piece of quartz)\nDuration: Concentration, up to 10 minutes\n\nYou create "
    },
    {
      "id": "objects/spells/wall-of-stone",
      "type": "Spell",
      "name": "Wall of Stone",
      "excerpt": "Level 5 Evocation (Druid, Sorcerer, Wizard)\n\nCasting Time: Action\nRange: 120 feet\nComponents: V, S, M (a cube of granite)\nDuration: Concentration, up to 10 minu"
    },
    {
      "id": "objects/spells/wall-of-thorns",
      "type": "Spell",
      "name": "Wall of Thorns",
      "excerpt": "Level 6 Conjuration (Druid)\n\nCasting Time: Action\nRange: 120 feet\nComponents: V, S, M (a handful of thorns)\nDuration: Concentration, up to 10 minutes\n\nYou creat"
    },
    {
      "id": "objects/spells/warding-bond",
      "type": "Spell",
      "name": "Warding Bond",
      "excerpt": "Level 2 Abjuration (Cleric, Paladin)\n\nCasting Time: Action\nRange: Touch\nComponents: V, S, M (a pair of platinum rings worth 50+ GP each, which you and the targe"
    },
    {
      "id": "objects/spells/water-breathing",
      "type": "Spell",
      "name": "Water Breathing",
      "excerpt": "Level 3 Transmutation (Druid, Ranger, Sorcerer, Wizard)\n\nCasting Time: Action or Ritual\nRange: 30 feet\nComponents: V, S, M (a short reed)\nDuration: 24 hours\n\nTh"
    },
    {
      "id": "objects/spells/water-walk",
      "type": "Spell",
      "name": "Water Walk",
      "excerpt": "Level 3 Transmutation (Cleric, Druid, Ranger, Sorcerer)\n\nCasting Time: Action or Ritual\nRange: 30 feet\nComponents: V, S, M (a piece of cork)\nDuration: 1 hour\n\nT"
    },
    {
      "id": "objects/spells/web",
      "type": "Spell",
      "name": "Web",
      "excerpt": "Level 2 Conjuration (Sorcerer, Wizard)\n\nCasting Time: Action\nRange: 60 feet\nComponents: V, S, M (a bit of spiderweb)\nDuration: Concentration, up to 1 hour\n\nYou "
    },
    {
      "id": "objects/spells/weird",
      "type": "Spell",
      "name": "Weird",
      "excerpt": "Level 9 Illusion (Warlock, Wizard)\n\nCasting Time: Action\nRange: 120 feet\nComponents: V, S\nDuration: Concentration, up to 1 minute\n\nYou try to create illusory te"
    },
    {
      "id": "objects/spells/wind-walk",
      "type": "Spell",
      "name": "Wind Walk",
      "excerpt": "Level 6 Transmutation (Druid)\n\nCasting Time: 1 minute\nRange: 30 feet\nComponents: V, S, M (a candle)\nDuration: 8 hours\n\nYou and up to ten willing creatures of yo"
    },
    {
      "id": "objects/spells/wind-wall",
      "type": "Spell",
      "name": "Wind Wall",
      "excerpt": "Level 3 Evocation (Druid, Ranger)\n\nCasting Time: Action\nRange: 120 feet\nComponents: V, S, M (a fan and a feather)\nDuration: Concentration, up to 1 minute\n\nA wal"
    },
    {
      "id": "objects/spells/wish",
      "type": "Spell",
      "name": "Wish",
      "excerpt": "Level 9 Conjuration (Sorcerer, Wizard)\n\nCasting Time: Action\nRange: Self\nComponents: V\nDuration: Instantaneous\n\nWish is the mightiest spell a mortal can cast. B"
    },
    {
      "id": "objects/spells/word-of-recall",
      "type": "Spell",
      "name": "Word of Recall",
      "excerpt": "Level 6 Conjuration (Cleric)\n\nCasting Time: Action\nRange: 5 feet\nComponents: V\nDuration: Instantaneous\n\nYou and up to five willing creatures within 5 feet of yo"
    },
    {
      "id": "objects/spells/zone-of-truth",
      "type": "Spell",
      "name": "Zone of Truth",
      "excerpt": "Level 2 Enchantment (Bard, Cleric, Paladin)\n\nCasting Time: Action\nRange: 60 feet\nComponents: V, S\nDuration: 10 minutes\n\nYou create a magical zone that guards ag"
    },
    {
      "id": "objects/conditions/blinded",
      "type": "Condition",
      "name": "Blinded",
      "excerpt": "While you have the Blinded condition, you experience the following effects.\n\nCan't See. You can't see and automatically fail any ability check that requires sig"
    },
    {
      "id": "objects/conditions/charmed",
      "type": "Condition",
      "name": "Charmed",
      "excerpt": "While you have the Charmed condition, you experience the following effects.\n\nCan't Harm the Charmer. You can't attack the charmer or target the charmer with dam"
    },
    {
      "id": "objects/conditions/deafened",
      "type": "Condition",
      "name": "Deafened",
      "excerpt": "While you have the Deafened condition, you experience the following effect.\n\nCan't Hear. You can't hear and automatically fail any ability check that requires h"
    },
    {
      "id": "objects/conditions/exhaustion",
      "type": "Condition",
      "name": "Exhaustion",
      "excerpt": "While you have the Exhaustion condition, you experience the following effects.\n\nExhaustion Levels. This condition is cumulative. Each time you receive it, you g"
    },
    {
      "id": "objects/conditions/frightened",
      "type": "Condition",
      "name": "Frightened",
      "excerpt": "While you have the Frightened condition, you experience the following effects.\n\nAbility Checks and Attacks Affected. You have Disadvantage on ability checks and"
    },
    {
      "id": "objects/conditions/grappled",
      "type": "Condition",
      "name": "Grappled",
      "excerpt": "While you have the Grappled condition, you experience the following effects.\n\nSpeed 0. Your Speed is 0 and can't increase.\n\nAttacks Affected. You have Disadvant"
    },
    {
      "id": "objects/conditions/incapacitated",
      "type": "Condition",
      "name": "Incapacitated",
      "excerpt": "While you have the Incapacitated condition, you experience the following effects.\n\nInactive. You can't take any action, Bonus Action, or Reaction.\n\nNo Concentra"
    },
    {
      "id": "objects/conditions/invisible",
      "type": "Condition",
      "name": "Invisible",
      "excerpt": "While you have the Invisible condition, you experience the following effects.\n\nSurprise. If you're Invisible when you roll Initiative, you have Advantage on the"
    },
    {
      "id": "objects/conditions/paralyzed",
      "type": "Condition",
      "name": "Paralyzed",
      "excerpt": "While you have the Paralyzed condition, you experience the following effects.\n\nIncapacitated. You have the Incapacitated condition.\n\nSpeed 0. Your Speed is 0 an"
    },
    {
      "id": "objects/conditions/petrified",
      "type": "Condition",
      "name": "Petrified",
      "excerpt": "While you have the Petrified condition, you experience the following effects.\n\nTurned to Inanimate Substance. You are transformed, along with any nonmagical obj"
    },
    {
      "id": "objects/conditions/poisoned",
      "type": "Condition",
      "name": "Poisoned",
      "excerpt": "While you have the Poisoned condition, you experience the following effect.\n\nAbility Checks and Attacks Affected. You have Disadvantage on attack rolls and abil"
    },
    {
      "id": "objects/conditions/prone",
      "type": "Condition",
      "name": "Prone",
      "excerpt": "While you have the Prone condition, you experience the following effects.\n\nRestricted Movement. Your only movement options are to crawl or to spend an amount of"
    },
    {
      "id": "objects/conditions/restrained",
      "type": "Condition",
      "name": "Restrained",
      "excerpt": "While you have the Restrained condition, you experience the following effects.\n\nSpeed 0. Your Speed is 0 and can't increase.\n\nAttacks Affected. Attack rolls aga"
    },
    {
      "id": "objects/conditions/stunned",
      "type": "Condition",
      "name": "Stunned",
      "excerpt": "While you have the Stunned condition, you experience the following effects.\n\nIncapacitated. You have the Incapacitated condition.\n\nSaving Throws Affected. You a"
    },
    {
      "id": "objects/conditions/unconscious",
      "type": "Condition",
      "name": "Unconscious",
      "excerpt": "While you have the Unconscious condition, you experience the following effects.\n\nInert. You have the Incapacitated and Prone conditions, and you drop whatever y"
    },
    {
      "id": "objects/magic-items/adamantine-armor",
      "type": "MagicItem",
      "name": "Adamantine Armor",
      "excerpt": "Armor (Any Medium or Heavy, Except Hide Armor), Uncommon\n\nThis suit of armor is reinforced with adamantine, one of the hardest substances in existence. While yo"
    },
    {
      "id": "objects/magic-items/ammunition-1-2-or-3",
      "type": "MagicItem",
      "name": "Ammunition, +1, +2, or +3",
      "excerpt": "Weapon (Any Ammunition), Uncommon (+1), Rare (+2), or Very Rare (+3)\n\nYou have a bonus to attack rolls and damage rolls made with this piece of magic ammunition"
    },
    {
      "id": "objects/magic-items/ammunition-of-slaying",
      "type": "MagicItem",
      "name": "Ammunition of Slaying",
      "excerpt": "Weapon (Any Ammunition), Very Rare\n\nThis magic ammunition is meant to slay creatures of a particular type, which the GM chooses or determines randomly by rollin"
    },
    {
      "id": "objects/magic-items/amulet-of-health",
      "type": "MagicItem",
      "name": "Amulet of Health",
      "excerpt": "Wondrous Item, Rare (Requires Attunement)\n\nYour Constitution is 19 while you wear this amulet. It has no effect on you if your Constitution is 19 or higher with"
    },
    {
      "id": "objects/magic-items/amulet-of-proof-against-detection-and-location",
      "type": "MagicItem",
      "name": "Amulet of Proof against Detection and Location",
      "excerpt": "Wondrous Item, Uncommon (Requires Attunement)\n\nWhile wearing this amulet, you can't be targeted by Divination spells or perceived through magical scrying sensor"
    },
    {
      "id": "objects/magic-items/amulet-of-the-planes",
      "type": "MagicItem",
      "name": "Amulet of the Planes",
      "excerpt": "Wondrous Item, Very Rare (Requires Attunement)\n\nWhile wearing this amulet, you can take a Magic action to name a location that you are familiar with on another "
    },
    {
      "id": "objects/magic-items/animated-shield",
      "type": "MagicItem",
      "name": "Animated Shield",
      "excerpt": "Armor (Shield), Very Rare (Requires Attunement)\n\nWhile holding this Shield, you can take a Bonus Action to cause it to animate. The Shield leaps into the air an"
    },
    {
      "id": "objects/magic-items/apparatus-of-the-crab",
      "type": "MagicItem",
      "name": "Apparatus of the Crab",
      "excerpt": "Wondrous Item, Legendary\n\nThis item first appears to be a sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a succe"
    },
    {
      "id": "objects/magic-items/armor-1-2-or-3",
      "type": "MagicItem",
      "name": "Armor, +1, +2, or +3",
      "excerpt": "Armor (Any Light, Medium, or Heavy), Rare (+1), Very Rare (+2), or Legendary (+3)\n\nYou have a bonus to Armor Class while wearing this armor. The bonus is determ"
    },
    {
      "id": "objects/magic-items/armor-of-invulnerability",
      "type": "MagicItem",
      "name": "Armor of Invulnerability",
      "excerpt": "Armor (Plate Armor), Legendary (Requires Attunement)\n\nYou have Resistance to Bludgeoning, Piercing, and Slashing damage while you wear this armor.\n\nMetal Shell."
    },
    {
      "id": "objects/magic-items/armor-of-resistance",
      "type": "MagicItem",
      "name": "Armor of Resistance",
      "excerpt": "Armor (Any Light, Medium, or Heavy), Rare (Requires Attunement)\n\nYou have Resistance to one type of damage while you wear this armor. The GM chooses the type or"
    },
    {
      "id": "objects/magic-items/armor-of-vulnerability",
      "type": "MagicItem",
      "name": "Armor of Vulnerability",
      "excerpt": "Armor (Any Light, Medium, or Heavy), Rare (Requires Attunement)\n\nWhile wearing this armor, you have Resistance to one of the following damage types: Bludgeoning"
    },
    {
      "id": "objects/magic-items/arrow-catching-shield",
      "type": "MagicItem",
      "name": "Arrow-Catching Shield",
      "excerpt": "Armor (Shield), Rare (Requires Attunement)\n\nYou gain a +2 bonus to Armor Class against ranged attack rolls while you wield this Shield. This bonus is in additio"
    },
    {
      "id": "objects/magic-items/bag-of-beans",
      "type": "MagicItem",
      "name": "Bag of Beans",
      "excerpt": "Wondrous Item, Rare\n\nThis heavy cloth bag contains 3d4 dry beans when found. The bag weighs half a pound regardless of how many beans it contains and becomes a "
    },
    {
      "id": "objects/magic-items/bag-of-devouring",
      "type": "MagicItem",
      "name": "Bag of Devouring",
      "excerpt": "Wondrous Item, Very Rare\n\nThis bag resembles a Bag of Holding but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out clos"
    },
    {
      "id": "objects/magic-items/bag-of-holding",
      "type": "MagicItem",
      "name": "Bag of Holding",
      "excerpt": "Wondrous Item, Uncommon\n\nThis bag has an interior space considerably larger than its outside dimensions - roughly 2 feet square and 4 feet deep on the inside. T"
    },
    {
      "id": "objects/magic-items/bag-of-tricks",
      "type": "MagicItem",
      "name": "Bag of Tricks",
      "excerpt": "Wondrous Item, Uncommon\n\nThis bag made from gray, rust, or tan cloth appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy obj"
    },
    {
      "id": "objects/magic-items/bead-of-force",
      "type": "MagicItem",
      "name": "Bead of Force",
      "excerpt": "Wondrous Item, Rare\n\nThis small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 Beads of Force are found together.\n\nYou"
    },
    {
      "id": "objects/magic-items/bead-of-nourishment",
      "type": "MagicItem",
      "name": "Bead of Nourishment",
      "excerpt": "Wondrous Item, Common\n\nThis flavorless, gelatinous bead dissolves on your tongue and provides as much nourishment as 1 day of Rations."
    },
    {
      "id": "objects/magic-items/belt-of-dwarvenkind",
      "type": "MagicItem",
      "name": "Belt of Dwarvenkind",
      "excerpt": "Wondrous Item, Rare (Requires Attunement)\n\nWhile wearing this belt, you gain the following benefits:\n\nDwarvish. You know Dwarvish.\n\nFriend of Dwarvenkind. You h"
    },
    {
      "id": "objects/magic-items/belt-of-giant-strength",
      "type": "MagicItem",
      "name": "Belt of Giant Strength",
      "excerpt": "Wondrous Item, Rarity Varies (Requires Attunement)\n\nWhile wearing this belt, your Strength changes to a score granted by the belt. The type of giant determines "
    },
    {
      "id": "objects/magic-items/berserker-axe",
      "type": "MagicItem",
      "name": "Berserker Axe",
      "excerpt": "Weapon (Battleaxe, Greataxe, or Halberd), Rare (Requires Attunement)\n\nYou gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. In addit"
    },
    {
      "id": "objects/magic-items/boots-of-elvenkind",
      "type": "MagicItem",
      "name": "Boots of Elvenkind",
      "excerpt": "Wondrous Item, Uncommon\n\nWhile you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have Advantage on Dexte"
    },
    {
      "id": "objects/magic-items/boots-of-levitation",
      "type": "MagicItem",
      "name": "Boots of Levitation",
      "excerpt": "Wondrous Item, Rare (Requires Attunement)\n\nWhile you wear these boots, you can cast Levitate on yourself."
    },
    {
      "id": "objects/magic-items/boots-of-speed",
      "type": "MagicItem",
      "name": "Boots of Speed",
      "excerpt": "Wondrous Item, Rare (Requires Attunement)\n\nWhile you wear these boots, you can take a Bonus Action to click the boots' heels together. If you do, the boots doub"
    },
    {
      "id": "objects/magic-items/boots-of-striding-and-springing",
      "type": "MagicItem",
      "name": "Boots of Striding and Springing",
      "excerpt": "Wondrous Item, Uncommon (Requires Attunement)\n\nWhile you wear these boots, your Speed becomes 30 feet unless your Speed is higher, and your Speed isn't reduced "
    },
    {
      "id": "objects/magic-items/boots-of-the-winterlands",
      "type": "MagicItem",
      "name": "Boots of the Winterlands",
      "excerpt": "Wondrous Item, Uncommon (Requires Attunement)\n\nThese furred boots are snug and feel warm. While wearing them, you gain the following benefits.\n\nCold Resistance."
    },
    {
      "id": "objects/magic-items/bowl-of-commanding-water-elementals",
      "type": "MagicItem",
      "name": "Bowl of Commanding Water Elementals",
      "excerpt": "Wondrous Item, Rare\n\nWhile this bowl is filled with water and you are within 5 feet of it, you can take a Magic action to summon a Water Elemental. The elementa"
    },
    {
      "id": "objects/magic-items/bracers-of-archery",
      "type": "MagicItem",
      "name": "Bracers of Archery",
      "excerpt": "Wondrous Item, Uncommon (Requires Attunement)\n\nWhile wearing these bracers, you have proficiency with the Longbow and Shortbow, and you gain a +2 bonus to damag"
    },
    {
      "id": "objects/magic-items/bracers-of-defense",
      "type": "MagicItem",
      "name": "Bracers of Defense",
      "excerpt": "Wondrous Item, Rare (Requires Attunement)\n\nWhile wearing these bracers, you gain a +2 bonus to Armor Class if you are wearing no armor and using no Shield."
    },
    {
      "id": "objects/magic-items/brazier-of-commanding-fire-elementals",
      "type": "MagicItem",
      "name": "Brazier of Commanding Fire Elementals",
      "excerpt": "Wondrous Item, Rare\n\nWhile you are within 5 feet of this brazier, you can take a Magic action to summon a Fire Elemental. The elemental appears in an unoccupied"
    },
    {
      "id": "objects/magic-items/brooch-of-shielding",
      "type": "MagicItem",
      "name": "Brooch of Shielding",
      "excerpt": "Wondrous Item, Uncommon (Requires Attunement)\n\nWhile wearing this brooch, you have Resistance to Force damage, and you have Immunity to damage from the Magic Mi"
    },
    {
      "id": "objects/magic-items/broom-of-flying",
      "type": "MagicItem",
      "name": "Broom of Flying",
      "excerpt": "Wondrous Item, Uncommon (Requires Attunement)\n\nThis wooden broom functions like a mundane broom until you stand astride it and take a Magic action to make it ho"
    },
    {
      "id": "objects/magic-items/candle-of-invocation",
      "type": "MagicItem",
      "name": "Candle of Invocation",
      "excerpt": "Wondrous Item, Very Rare (Requires Attunement)\n\nThis candle's magic is activated when the candle is lit, which requires a Magic action. After burning for 4 hour"
    },
    {
      "id": "objects/magic-items/cape-of-the-mountebank",
      "type": "MagicItem",
      "name": "Cape of the Mountebank",
      "excerpt": "Wondrous Item, Rare\n\nThis cape smells faintly of brimstone. While wearing it, you can use it to cast Dimension Door as a Magic action. This property can't be us"
    },
    {
      "id": "objects/magic-items/carpet-of-flying",
      "type": "MagicItem",
      "name": "Carpet of Flying",
      "excerpt": "Wondrous Item, Very Rare\n\nYou can make this carpet hover and fly by taking a Magic action and using the carpet's command word. It moves according to your direct"
    },
    {
      "id": "objects/magic-items/censer-of-controlling-air-elementals",
      "type": "MagicItem",
      "name": "Censer of Controlling Air Elementals",
      "excerpt": "Wondrous Item, Rare\n\nWhile gently swinging this censer, you can take a Magic action to summon an Air Elemental. The elemental appears in an unoccupied space as "
    },
    {
      "id": "objects/magic-items/chime-of-opening",
      "type": "MagicItem",
      "name": "Chime of Opening",
      "excerpt": "Wondrous Item, Rare\n\nThis hollow metal tube measures about 1 foot long and weighs 1 pound. As a Magic action, you can strike the chime to cast Knock. The spell'"
    },
    {
      "id": "objects/magic-items/circlet-of-blasting",
      "type": "MagicItem",
      "name": "Circlet of Blasting",
      "excerpt": "Wondrous Item, Uncommon\n\nWhile wearing this circlet, you can cast Scorching Ray with it (+5 to hit). The circlet can't cast this spell again until the next dawn"
    },
    {
      "id": "objects/magic-items/cloak-of-arachnida",
      "type": "MagicItem",
      "name": "Cloak of Arachnida",
      "excerpt": "Wondrous Item, Very Rare (Requires Attunement)\n\nThis fine garment is made of black silk interwoven with faint, silvery threads. While wearing it, you gain the f"
    },
    {
      "id": "objects/magic-items/cloak-of-displacement",
      "type": "MagicItem",
      "name": "Cloak of Displacement",
      "excerpt": "Wondrous Item, Rare (Requires Attunement)\n\nWhile you wear this cloak, it magically projects an illusion that makes you appear to be standing in a place near you"
    },
    {
      "id": "objects/magic-items/cloak-of-elvenkind",
      "type": "MagicItem",
      "name": "Cloak of Elvenkind",
      "excerpt": "Wondrous Item, Uncommon (Requires Attunement)\n\nWhile you wear this cloak, Wisdom (Perception) checks made to perceive you have Disadvantage, and you have Advant"
    },
    {
      "id": "objects/magic-items/cloak-of-invisibility",
      "type": "MagicItem",
      "name": "Cloak of Invisibility",
      "excerpt": "Wondrous Item, Legendary (Requires Attunement)\n\nThis cloak has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the cloak, you can take a"
    },
    {
      "id": "objects/magic-items/cloak-of-protection",
      "type": "MagicItem",
      "name": "Cloak of Protection",
      "excerpt": "Wondrous Item, Uncommon (Requires Attunement)\n\nYou gain a +1 bonus to Armor Class and saving throws while you wear this cloak."
    },
    {
      "id": "objects/magic-items/cloak-of-the-bat",
      "type": "MagicItem",
      "name": "Cloak of the Bat",
      "excerpt": "Wondrous Item, Rare (Requires Attunement)\n\nWhile wearing this cloak, you have Advantage on Dexterity (Stealth) checks. In an area of Dim Light or Darkness, you "
    },
    {
      "id": "objects/magic-items/cloak-of-the-manta-ray",
      "type": "MagicItem",
      "name": "Cloak of the Manta Ray",
      "excerpt": "Wondrous Item, Uncommon (Requires Attunement)\n\nWhile wearing this cloak, you can breathe underwater, and you have a Swim Speed of 60 feet."
    },
    {
      "id": "objects/magic-items/crystal-ball-of-mind-reading",
      "type": "MagicItem",
      "name": "Crystal Ball of Mind Reading",
      "excerpt": "Wondrous Item, Legendary (Requires Attunement)\n\nWhile touching this crystal orb, you can cast Scrying (save DC 17) with it. In addition, you can cast Detect Tho"
    },
    {
      "id": "objects/magic-items/crystal-ball-of-telepathy",
      "type": "MagicItem",
      "name": "Crystal Ball of Telepathy",
      "excerpt": "Wondrous Item, Legendary (Requires Attunement)\n\nWhile touching this crystal orb, you can cast Scrying (save DC 17) with it. In addition, you can communicate tel"
    },
    {
      "id": "objects/magic-items/crystal-ball-of-true-seeing",
      "type": "MagicItem",
      "name": "Crystal Ball of True Seeing",
      "excerpt": "Wondrous Item, Legendary (Requires Attunement)\n\nWhile touching this crystal orb, you can cast Scrying (save DC 17) with it. In addition, you have Truesight with"
    },
    {
      "id": "objects/magic-items/crystal-ball",
      "type": "MagicItem",
      "name": "Crystal Ball",
      "excerpt": "Wondrous Item, Very Rare (Requires Attunement)\n\nWhile touching this crystal orb, you can cast Scrying (save DC 17) with it."
    },
    {
      "id": "objects/magic-items/cube-of-force",
      "type": "MagicItem",
      "name": "Cube of Force",
      "excerpt": "Wondrous Item, Rare (Requires Attunement)\n\nThis cube is about an inch across. Each face has a distinct marking on it. You can press one of those faces, expend t"
    },
    {
      "id": "objects/magic-items/cubic-gate",
      "type": "MagicItem",
      "name": "Cubic Gate",
      "excerpt": "Wondrous Item, Legendary\n\nThis cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each keyed to a different plane of ex"
    },
    {
      "id": "objects/magic-items/dagger-of-venom",
      "type": "MagicItem",
      "name": "Dagger of Venom",
      "excerpt": "Weapon (Dagger), Rare\n\nYou gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nYou can take a Bonus Action to magically coat the blad"
    },
    {
      "id": "objects/magic-items/dancing-sword",
      "type": "MagicItem",
      "name": "Dancing Sword",
      "excerpt": "Weapon (Greatsword, Longsword, Rapier, Scimitar, or Shortsword), Very Rare (Requires Attunement)\n\nYou can take a Bonus Action to toss this magic weapon into the"
    },
    {
      "id": "objects/magic-items/decanter-of-endless-water",
      "type": "MagicItem",
      "name": "Decanter of Endless Water",
      "excerpt": "Wondrous Item, Uncommon\n\nThis stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.\n\nYou can take a Magic action to remove"
    },
    {
      "id": "objects/magic-items/deck-of-illusions",
      "type": "MagicItem",
      "name": "Deck of Illusions",
      "excerpt": "Wondrous Item, Uncommon\n\nThis box contains a set of cards. A full deck has 34 cards: 32 depicting specific creatures and two with a mirrored surface. A deck fou"
    },
    {
      "id": "objects/magic-items/defender",
      "type": "MagicItem",
      "name": "Defender",
      "excerpt": "Weapon (Any Melee Weapon), Legendary (Requires Attunement)\n\nYou gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe first time yo"
    },
    {
      "id": "objects/magic-items/demon-armor",
      "type": "MagicItem",
      "name": "Demon Armor",
      "excerpt": "Armor (Any Light, Medium, or Heavy), Very Rare (Requires Attunement)\n\nWhile wearing this armor, you gain a +1 bonus to Armor Class, and you know Abyssal. In add"
    },
    {
      "id": "objects/magic-items/dimensional-shackles",
      "type": "MagicItem",
      "name": "Dimensional Shackles",
      "excerpt": "Wondrous Item, Rare\n\nYou can take a Utilize action to place these shackles on a creature that has the Incapacitated condition. The shackles adjust to fit a crea"
    },
    {
      "id": "objects/magic-items/dragon-orb",
      "type": "MagicItem",
      "name": "Dragon Orb",
      "excerpt": "Wondrous Item, Artifact (Requires Attunement)\n\nAn orb is an etched crystal globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter"
    },
    {
      "id": "objects/magic-items/dragon-scale-mail",
      "type": "MagicItem",
      "name": "Dragon Scale Mail",
      "excerpt": "Armor (Scale Mail), Very Rare (Requires Attunement)\n\nDragon Scale Mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off\n\nsc"
    },
    {
      "id": "objects/magic-items/dragon-slayer",
      "type": "MagicItem",
      "name": "Dragon Slayer",
      "excerpt": "Weapon (Any Simple or Martial), Rare\n\nYou gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe weapon deals an extra 3d6 damage of"
    },
    {
      "id": "objects/magic-items/dust-of-disappearance",
      "type": "MagicItem",
      "name": "Dust of Disappearance",
      "excerpt": "Wondrous Item, Uncommon\n\nThis powder resembles fine sand. There is enough of it for one use. When you take a Utilize action to throw the dust into the air, you "
    },
    {
      "id": "objects/magic-items/dust-of-dryness",
      "type": "MagicItem",
      "name": "Dust of Dryness",
      "excerpt": "Wondrous Item, Uncommon\n\nThis small packet contains 1d6 + 4 pinches of dust. As a Utilize action, you can sprinkle a pinch of the dust over water, turning up to"
    },
    {
      "id": "objects/magic-items/dust-of-sneezing-and-choking",
      "type": "MagicItem",
      "name": "Dust of Sneezing and Choking",
      "excerpt": "Wondrous Item, Uncommon\n\nFound in a small container, this powder resembles Dust of Disappearance, and Identify reveals it to be such. There is enough of it for "
    },
    {
      "id": "objects/magic-items/dwarven-plate",
      "type": "MagicItem",
      "name": "Dwarven Plate",
      "excerpt": "Armor (Half Plate Armor or Plate Armor), Very Rare While wearing this armor, you gain a +2 bonus to Armor Class. In addition, if an effect moves you against you"
    },
    {
      "id": "objects/magic-items/dwarven-thrower",
      "type": "MagicItem",
      "name": "Dwarven Thrower",
      "excerpt": "Weapon (Warhammer), Very Rare (Requires Attunement by a Dwarf or a Creature Attuned to a Belt of Dwarvenkind)\n\nYou gain a +3 bonus to attack rolls and damage ro"
    },
    {
      "id": "objects/magic-items/efficient-quiver",
      "type": "MagicItem",
      "name": "Efficient Quiver",
      "excerpt": "Wondrous Item, Uncommon\n\nEach of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never"
    },
    {
      "id": "objects/magic-items/efreeti-bottle",
      "type": "MagicItem",
      "name": "Efreeti Bottle",
      "excerpt": "Wondrous Item, Very Rare\n\nWhen you take a Magic action to remove the stopper of this painted brass bottle, a cloud of thick smoke flows out of it. At the end of"
    },
    {
      "id": "objects/magic-items/elemental-gem",
      "type": "MagicItem",
      "name": "Elemental Gem",
      "excerpt": "Wondrous Item, Uncommon\n\nThis gem contains a mote of elemental energy. When you take a Utilize action to break the gem, an elemental is summoned (see “Monsters”"
    },
    {
      "id": "objects/magic-items/elixir-of-health",
      "type": "MagicItem",
      "name": "Elixir of Health",
      "excerpt": "Potion, Rare\n\nWhen you drink this potion, you are cured of all magical contagions. In addition, the following conditions end on you: Blinded, Deafened, Paralyze"
    },
    {
      "id": "objects/magic-items/elven-chain",
      "type": "MagicItem",
      "name": "Elven Chain",
      "excerpt": "Armor (Chain Mail or Chain Shirt), Rare\n\nYou gain a +1 bonus to Armor Class while you wear this armor. You are considered trained with this armor even if you la"
    },
    {
      "id": "objects/magic-items/energy-bow",
      "type": "MagicItem",
      "name": "Energy Bow",
      "excerpt": "Weapon (Longbow or Shortbow), Very Rare (Requires Attunement)\n\nYou gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no st"
    },
    {
      "id": "objects/magic-items/eversmoking-bottle",
      "type": "MagicItem",
      "name": "Eversmoking Bottle",
      "excerpt": "Wondrous Item, Uncommon\n\nAs a Magic action, you can open or close this bottle.\n\nOpening the bottle causes thick smoke to billow out, forming a cloud that fills "
    },
    {
      "id": "objects/magic-items/eyes-of-charming",
      "type": "MagicItem",
      "name": "Eyes of Charming",
      "excerpt": "Wondrous Item, Uncommon (Requires Attunement)\n\nThese crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 or more charges"
    },
    {
      "id": "objects/magic-items/eyes-of-minute-seeing",
      "type": "MagicItem",
      "name": "Eyes of Minute Seeing",
      "excerpt": "Wondrous Item, Uncommon\n\nThese crystal lenses fit over the eyes. While wearing them, your vision improves significantly out to a range of 1 foot, granting you D"
    },
    {
      "id": "objects/magic-items/eyes-of-the-eagle",
      "type": "MagicItem",
      "name": "Eyes of the Eagle",
      "excerpt": "Wondrous Item, Uncommon\n\nThese crystal lenses fit over the eyes. While wearing them, you have Advantage on Wisdom (Perception) checks that rely on sight. In con"
    },
    {
      "id": "objects/magic-items/feather-token",
      "type": "MagicItem",
      "name": "Feather Token",
      "excerpt": "Wondrous Item, Rarity Varies\n\nThis object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The GM chooses"
    },
    {
      "id": "objects/magic-items/figurine-of-wondrous-power",
      "type": "MagicItem",
      "name": "Figurine of Wondrous Power",
      "excerpt": "Wondrous Item, Rarity Varies\n\nA Figurine of Wondrous Power is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a"
    },
    {
      "id": "objects/magic-items/flame-tongue",
      "type": "MagicItem",
      "name": "Flame Tongue",
      "excerpt": "Weapon (Any Melee Weapon), Rare (Requires Attunement)\n\nWhile holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to en"
    },
    {
      "id": "objects/magic-items/folding-boat",
      "type": "MagicItem",
      "name": "Folding Boat",
      "excerpt": "Wondrous Item, Rare\n\nThis object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can b"
    },
    {
      "id": "objects/magic-items/frost-brand",
      "type": "MagicItem",
      "name": "Frost Brand",
      "excerpt": "Weapon (Glaive, Greatsword, Longsword, Rapier, Scimitar, or Shortsword), Very Rare (Requires Attunement)\n\nWhen you hit with an attack roll using this magic weap"
    },
    {
      "id": "objects/magic-items/gauntlets-of-ogre-power",
      "type": "MagicItem",
      "name": "Gauntlets of Ogre Power",
      "excerpt": "Wondrous Item, Uncommon (Requires Attunement)\n\nYour Strength is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher w"
    },
    {
      "id": "objects/magic-items/gem-of-brightness",
      "type": "MagicItem",
      "name": "Gem of Brightness",
      "excerpt": "Wondrous Item, Uncommon\n\nThis prism has 50 charges. While you are holding it, you can take a Magic action and use one of three command words to cause one of the"
    },
    {
      "id": "objects/magic-items/gem-of-seeing",
      "type": "MagicItem",
      "name": "Gem of Seeing",
      "excerpt": "Wondrous Item, Rare (Requires Attunement)\n\nThis gem has 3 charges. As a Magic action, you can expend 1 charge. For the next 10 minutes, you have Truesight out t"
    },
    {
      "id": "objects/magic-items/giant-slayer",
      "type": "MagicItem",
      "name": "Giant Slayer",
      "excerpt": "Weapon (Any Simple or Martial), Rare\n\nYou gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhen you hit a Giant with this weapon, "
    },
    {
      "id": "objects/magic-items/glamoured-studded-leather",
      "type": "MagicItem",
      "name": "Glamoured Studded Leather",
      "excerpt": "Armor (Studded Leather Armor), Rare\n\nWhile wearing this armor, you gain a +1 bonus to Armor Class. You can also take a Bonus Action to cause the armor to assume"
    },
    {
      "id": "objects/magic-items/gloves-of-missile-snaring",
      "type": "MagicItem",
      "name": "Gloves of Missile Snaring",
      "excerpt": "Wondrous Item, Uncommon (Requires Attunement)\n\nIf you're hit by an attack roll made with a Ranged or Thrown weapon while wearing these gloves, you can take a Re"
    },
    {
      "id": "objects/magic-items/gloves-of-swimming-and-climbing",
      "type": "MagicItem",
      "name": "Gloves of Swimming and Climbing",
      "excerpt": "Wondrous Item, Uncommon (Requires Attunement)\n\nWhile wearing these gloves, you have a Climb Speed and a Swim Speed equal to your Speed, and you gain a +5 bonus "
    },
    {
      "id": "objects/magic-items/gloves-of-thievery",
      "type": "MagicItem",
      "name": "Gloves of Thievery",
      "excerpt": "Wondrous Item, Uncommon\n\nThese gloves are imperceptible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks."
    },
    {
      "id": "objects/magic-items/goggles-of-night",
      "type": "MagicItem",
      "name": "Goggles of Night",
      "excerpt": "Wondrous Item, Uncommon\n\nWhile wearing these dark lenses, you have Darkvision out to 60 feet. If you already have Darkvision, wearing the goggles increases its "
    },
    {
      "id": "objects/magic-items/hammer-of-thunderbolts",
      "type": "MagicItem",
      "name": "Hammer of Thunderbolts",
      "excerpt": "Weapon (Maul or Warhammer), Legendary (Requires Attunement)\n\nYou gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.\n\nThe weapon has 5"
    },
    {
      "id": "objects/magic-items/handy-haversack",
      "type": "MagicItem",
      "name": "Handy Haversack",
      "excerpt": "Wondrous Item, Rare\n\nThis backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 200 poun"
    },
    {
      "id": "objects/magic-items/hat-of-disguise",
      "type": "MagicItem",
      "name": "Hat of Disguise",
      "excerpt": "Wondrous Item, Uncommon (Requires Attunement)\n\nWhile wearing this hat, you can cast the Disguise Self spell. The spell ends if the hat is removed."
    },
    {
      "id": "objects/magic-items/hat-of-many-spells",
      "type": "MagicItem",
      "name": "Hat of Many Spells",
      "excerpt": "Wondrous Item, Very Rare (Requires Attunement by a Wizard)\n\nThis pointed hat has the following properties.\n\nSpellcasting Focus. While holding the hat, you can u"
    },
    {
      "id": "objects/magic-items/headband-of-intellect",
      "type": "MagicItem",
      "name": "Headband of Intellect",
      "excerpt": "Wondrous Item, Uncommon (Requires Attunement)\n\nYour Intelligence is 19 while you wear this headband. It has no effect on you if your Intelligence is 19 or highe"
    },
    {
      "id": "objects/magic-items/helm-of-brilliance",
      "type": "MagicItem",
      "name": "Helm of Brilliance",
      "excerpt": "Wondrous Item, Very Rare (Requires Attunement)\n\nThis helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm c"
    },
    {
      "id": "objects/magic-items/helm-of-comprehending-languages",
      "type": "MagicItem",
      "name": "Helm of Comprehending Languages",
      "excerpt": "Wondrous Item, Uncommon\n\nWhile wearing this helm, you can cast Comprehend Languages from it."
    },
    {
      "id": "objects/magic-items/helm-of-telepathy",
      "type": "MagicItem",
      "name": "Helm of Telepathy",
      "excerpt": "Wondrous Item, Uncommon (Requires Attunement)\n\nWhile wearing this helm, you have telepathy with a range of 30 feet, and you can cast Detect Thoughts or Suggesti"
    },
    {
      "id": "objects/magic-items/helm-of-teleportation",
      "type": "MagicItem",
      "name": "Helm of Teleportation",
      "excerpt": "Wondrous Item, Rare (Requires Attunement)\n\nThis helm has 3 charges. While wearing it, you can expend 1 charge to cast Teleport from it. The helm regains 1d3 exp"
    },
    {
      "id": "objects/magic-items/holy-avenger",
      "type": "MagicItem",
      "name": "Holy Avenger",
      "excerpt": "Weapon (Any Simple or Martial), Legendary (Requires Attunement by a Paladin)\n\nYou gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. "
    },
    {
      "id": "objects/magic-items/horn-of-blasting",
      "type": "MagicItem",
      "name": "Horn of Blasting",
      "excerpt": "Wondrous Item, Rare\n\nYou can take a Magic action to blow the horn, which emits a thunderous blast in a 30-foot Cone that is audible out to 600 feet. Each creatu"
    },
    {
      "id": "objects/magic-items/horn-of-valhalla",
      "type": "MagicItem",
      "name": "Horn of Valhalla",
      "excerpt": "Wondrous Item, Rare (Silver or Brass), Very Rare (Bronze), or Legendary (Iron)\n\nYou can take a Magic action to blow this horn. In response, warrior spirits from"
    },
    {
      "id": "objects/magic-items/horseshoes-of-a-zephyr",
      "type": "MagicItem",
      "name": "Horseshoes of a Zephyr",
      "excerpt": "Wondrous Item, Very Rare\n\nThese horseshoes come in a set of four. As a Magic action, you can touch one of the horseshoes to the hoof of a horse or similar creat"
    },
    {
      "id": "objects/magic-items/horseshoes-of-speed",
      "type": "MagicItem",
      "name": "Horseshoes of Speed",
      "excerpt": "Wondrous Item, Rare\n\nThese horseshoes come in a set of four. As a Magic action, you can touch one of the horseshoes to the hoof of a horse or similar creature, "
    },
    {
      "id": "objects/magic-items/immovable-rod",
      "type": "MagicItem",
      "name": "Immovable Rod",
      "excerpt": "Rod, Uncommon\n\nThis iron rod has a button on one end. You can take a Utilize action to press the button, which causes the rod to become magically fixed in place"
    },
    {
      "id": "objects/magic-items/instant-fortress",
      "type": "MagicItem",
      "name": "Instant Fortress",
      "excerpt": "Wondrous Item, Rare (Requires Attunement)\n\nAs a Magic action, you can place this 1-inch adamantine statuette on the ground and, using a command word, cause it t"
    },
    {
      "id": "objects/magic-items/ioun-stone",
      "type": "MagicItem",
      "name": "Ioun Stone",
      "excerpt": "Wondrous Item, Rarity Varies (Requires Attunement)\n\nRoughly marble sized, Ioun Stones are named after Ioun, a god of knowledge and prophecy revered on some worl"
    },
    {
      "id": "objects/magic-items/iron-bands",
      "type": "MagicItem",
      "name": "Iron Bands",
      "excerpt": "Wondrous Item, Rare\n\nThis rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can take a Magic action to throw the sphere at a Huge or small"
    },
    {
      "id": "objects/magic-items/iron-flask",
      "type": "MagicItem",
      "name": "Iron Flask",
      "excerpt": "Wondrous Item, Legendary\n\nWhile holding this brass-stoppered iron flask, you can take a Magic action to target a creature that you can see within 60 feet of you"
    },
    {
      "id": "objects/magic-items/javelin-of-lightning",
      "type": "MagicItem",
      "name": "Javelin of Lightning",
      "excerpt": "Weapon (Javelin), Uncommon\n\nEach time you make an attack roll with this magic weapon and hit, you can have it deal Lightning damage instead of Piercing damage.\n"
    },
    {
      "id": "objects/magic-items/lantern-of-revealing",
      "type": "MagicItem",
      "name": "Lantern of Revealing",
      "excerpt": "Wondrous Item, Uncommon\n\nWhile lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding Bright Light in a 30-foot radius and Dim Light for an addit"
    },
    {
      "id": "objects/magic-items/luck-blade",
      "type": "MagicItem",
      "name": "Luck Blade",
      "excerpt": "Weapon (Glaive, Greatsword, Longsword, Rapier, Scimitar, Sickle, or Shortsword), Legendary (Requires Attunement)\n\nYou gain a +1 bonus to attack rolls and damage"
    },
    {
      "id": "objects/magic-items/mace-of-disruption",
      "type": "MagicItem",
      "name": "Mace of Disruption",
      "excerpt": "Weapon (Mace), Rare (Requires Attunement)\n\nWhen you hit a Fiend or an Undead with this magic weapon, that creature takes an extra 2d6 Radiant damage. If the tar"
    },
    {
      "id": "objects/magic-items/mace-of-smiting",
      "type": "MagicItem",
      "name": "Mace of Smiting",
      "excerpt": "Weapon (Mace), Rare\n\nYou gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The bonus increases to +3 when you use the weapon to atta"
    },
    {
      "id": "objects/magic-items/mace-of-terror",
      "type": "MagicItem",
      "name": "Mace of Terror",
      "excerpt": "Weapon (Mace), Rare (Requires Attunement)\n\nThis magic weapon has 3 charges and regains 1d3 expended charges daily at dawn. While holding the weapon, you can tak"
    },
    {
      "id": "objects/magic-items/mantle-of-spell-resistance",
      "type": "MagicItem",
      "name": "Mantle of Spell Resistance",
      "excerpt": "Wondrous Item, Rare (Requires Attunement)\n\nYou have Advantage on saving throws against spells while you wear this cloak."
    },
    {
      "id": "objects/magic-items/manual-of-bodily-health",
      "type": "MagicItem",
      "name": "Manual of Bodily Health",
      "excerpt": "Wondrous Item, Very Rare\n\nThis book contains health and nutrition tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or f"
    },
    {
      "id": "objects/magic-items/manual-of-gainful-exercise",
      "type": "MagicItem",
      "name": "Manual of Gainful Exercise",
      "excerpt": "Wondrous Item, Very Rare\n\nThis book describes fitness exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer st"
    },
    {
      "id": "objects/magic-items/manual-of-golems",
      "type": "MagicItem",
      "name": "Manual of Golems",
      "excerpt": "Wondrous Item, Very Rare\n\nThis tome contains information and incantations necessary to make a particular type of golem. The GM chooses the type or determines it"
    },
    {
      "id": "objects/magic-items/manual-of-quickness-of-action",
      "type": "MagicItem",
      "name": "Manual of Quickness of Action",
      "excerpt": "Wondrous Item, Very Rare\n\nThis book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 "
    },
    {
      "id": "objects/magic-items/marvelous-pigments",
      "type": "MagicItem",
      "name": "Marvelous Pigments",
      "excerpt": "Wondrous Item, Very Rare\n\nThis fine wooden box contains 1d4 pots of pigment and a brush (weighing 1 pound in total).\n\nUsing the brush and expending 1 pot of pig"
    },
    {
      "id": "objects/magic-items/medallion-of-thoughts",
      "type": "MagicItem",
      "name": "Medallion of Thoughts",
      "excerpt": "Wondrous Item, Uncommon (Requires Attunement)\n\nThe medallion has 5 charges. While wearing it, you can expend 1 charge to cast Detect Thoughts (save DC 13) from "
    },
    {
      "id": "objects/magic-items/mirror-of-life-trapping",
      "type": "MagicItem",
      "name": "Mirror of Life Trapping",
      "excerpt": "Wondrous Item, Very Rare\n\nWhen this 4-foot-tall, 2-foot-wide mirror is viewed indirectly, its surface shows faint images of creatures. The mirror weighs 50 poun"
    },
    {
      "id": "objects/magic-items/mithral-armor",
      "type": "MagicItem",
      "name": "Mithral Armor",
      "excerpt": "Armor (Any Medium or Heavy, Except Hide Armor), Uncommon\n\nMithral is a light, flexible metal. Armor made of this substance can be worn under normal clothes. If "
    },
    {
      "id": "objects/magic-items/mysterious-deck",
      "type": "MagicItem",
      "name": "Mysterious Deck",
      "excerpt": "Wondrous Item, Legendary\n\nUsually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have t"
    },
    {
      "id": "objects/magic-items/necklace-of-adaptation",
      "type": "MagicItem",
      "name": "Necklace of Adaptation",
      "excerpt": "Wondrous Item, Uncommon (Requires Attunement)\n\nWhile wearing this necklace, you can breathe normally in any environment, and you have Advantage on saving throws"
    },
    {
      "id": "objects/magic-items/necklace-of-fireballs",
      "type": "MagicItem",
      "name": "Necklace of Fireballs",
      "excerpt": "Wondrous Item, Rare\n\nThis necklace has 1d6 + 3 beads hanging from it. You can take a Magic action to detach a bead and throw it up to 60 feet away. When it reac"
    },
    {
      "id": "objects/magic-items/necklace-of-prayer-beads",
      "type": "MagicItem",
      "name": "Necklace of Prayer Beads",
      "excerpt": "Wondrous Item, Rare (Requires Attunement by a Cleric, Druid, or Paladin)\n\nThis necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It "
    },
    {
      "id": "objects/magic-items/nine-lives-stealer",
      "type": "MagicItem",
      "name": "Nine Lives Stealer",
      "excerpt": "Weapon (Any Simple or Martial), Very Rare (Requires Attunement)\n\nYou gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\nLife Stealin"
    },
    {
      "id": "objects/magic-items/oathbow",
      "type": "MagicItem",
      "name": "Oathbow",
      "excerpt": "Weapon (Longbow or Shortbow), Very Rare (Requires Attunement)\n\nWhen you nock an arrow on this bow, it whispers in Elvish, “Swift defeat to my enemies.” When you"
    },
    {
      "id": "objects/magic-items/oil-of-etherealness",
      "type": "MagicItem",
      "name": "Oil of Etherealness",
      "excerpt": "Potion, Rare\n\nOne vial of this oil can cover one Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required"
    },
    {
      "id": "objects/magic-items/oil-of-sharpness",
      "type": "MagicItem",
      "name": "Oil of Sharpness",
      "excerpt": "Potion, Very Rare\n\nOne vial of this oil can coat one Melee weapon or twenty pieces of ammunition, but only ammunition and Melee weapons that are nonmagical and "
    },
    {
      "id": "objects/magic-items/oil-of-slipperiness",
      "type": "MagicItem",
      "name": "Oil of Slipperiness",
      "excerpt": "Potion, Uncommon\n\nOne vial of this oil can cover one Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is requ"
    },
    {
      "id": "objects/magic-items/pearl-of-power",
      "type": "MagicItem",
      "name": "Pearl of Power",
      "excerpt": "Wondrous Item, Uncommon (Requires Attunement by a Spellcaster)\n\nWhile this pearl is on your person, you can take a Magic action to regain one expended spell slo"
    },
    {
      "id": "objects/magic-items/periapt-of-health",
      "type": "MagicItem",
      "name": "Periapt of Health",
      "excerpt": "Wondrous Item, Uncommon (Requires Attunement)\n\nWhile wearing this pendant, you can take a Magic action to regain 2d4 + 2 Hit Points. Once used, this property ca"
    },
    {
      "id": "objects/magic-items/periapt-of-proof-against-poison",
      "type": "MagicItem",
      "name": "Periapt of Proof against Poison",
      "excerpt": "Wondrous Item, Rare (Requires Attunement)\n\nThis delicate silver chain has a brilliant-cut black gem pendant. While you wear it, you have Immunity to the Poisone"
    },
    {
      "id": "objects/magic-items/periapt-of-wound-closure",
      "type": "MagicItem",
      "name": "Periapt of Wound Closure",
      "excerpt": "Wondrous Item, Uncommon (Requires Attunement)\n\nWhile wearing this pendant, you gain the following benefits.\n\nLife Preservation. Whenever you make a Death Saving"
    },
    {
      "id": "objects/magic-items/philter-of-love",
      "type": "MagicItem",
      "name": "Philter of Love",
      "excerpt": "Potion, Uncommon\n\nThe next time you see a creature within 10 minutes after drinking this philter, you are charmed by that creature and have the Charmed conditio"
    },
    {
      "id": "objects/magic-items/pipes-of-haunting",
      "type": "MagicItem",
      "name": "Pipes of Haunting",
      "excerpt": "Wondrous Item, Uncommon\n\nThese pipes have 3 charges and regain 1d3 expended charges daily at dawn. You can take a Magic action to play them and expend 1 charge "
    },
    {
      "id": "objects/magic-items/pipes-of-the-sewers",
      "type": "MagicItem",
      "name": "Pipes of the Sewers",
      "excerpt": "Wondrous Item, Uncommon (Requires Attunement)\n\nWhile these pipes are on your person, ordinary rats and giant rats are Indifferent toward you and won't attack yo"
    },
    {
      "id": "objects/magic-items/plate-armor-of-etherealness",
      "type": "MagicItem",
      "name": "Plate Armor of Etherealness",
      "excerpt": "Armor (Half Plate Armor or Plate Armor), Legendary (Requires Attunement)\n\nWhile you're wearing this armor, you can take a Magic action and use a command word to"
    },
    {
      "id": "objects/magic-items/portable-hole",
      "type": "MagicItem",
      "name": "Portable Hole",
      "excerpt": "Wondrous Item, Rare\n\nThis fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter."
    },
    {
      "id": "objects/magic-items/potion-of-animal-friendship",
      "type": "MagicItem",
      "name": "Potion of Animal Friendship",
      "excerpt": "Potion, Uncommon\n\nWhen you drink this potion, you can cast the level 3 version of the Animal Friendship spell (save DC 13).\n\nAgitating this potion's muddy liqui"
    },
    {
      "id": "objects/magic-items/potion-of-clairvoyance",
      "type": "MagicItem",
      "name": "Potion of Clairvoyance",
      "excerpt": "Potion, Rare\n\nWhen you drink this potion, you gain the effect of the Clairvoyance spell (no Concentration required).\n\nAn eyeball bobs in this potion's yellowish"
    },
    {
      "id": "objects/magic-items/potion-of-climbing",
      "type": "MagicItem",
      "name": "Potion of Climbing",
      "excerpt": "Potion, Common\n\nWhen you drink this potion, you gain a Climb Speed equal to your Speed for 1 hour. During this time, you have Advantage on Strength (Athletics) "
    },
    {
      "id": "objects/magic-items/potion-of-diminution",
      "type": "MagicItem",
      "name": "Potion of Diminution",
      "excerpt": "Potion, Rare\n\nWhen you drink this potion, you gain the “reduce” effect of the Enlarge/Reduce spell for 1d4 hours (no Concentration required).\n\nThe red in the po"
    },
    {
      "id": "objects/magic-items/potion-of-flying",
      "type": "MagicItem",
      "name": "Potion of Flying",
      "excerpt": "Potion, Very Rare\n\nWhen you drink this potion, you gain a Fly Speed equal to your Speed for 1 hour and can hover. If you're in the air when the potion wears off"
    },
    {
      "id": "objects/magic-items/potion-of-gaseous-form",
      "type": "MagicItem",
      "name": "Potion of Gaseous Form",
      "excerpt": "Potion, Rare\n\nWhen you drink this potion, you gain the effect of the Gaseous Form spell for 1 hour (no Concentration required) or until you end the effect as a "
    },
    {
      "id": "objects/magic-items/potion-of-giant-strength",
      "type": "MagicItem",
      "name": "Potion of Giant Strength",
      "excerpt": "Potion, Rarity Varies\n\nWhen you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The pot"
    },
    {
      "id": "objects/magic-items/potion-of-growth",
      "type": "MagicItem",
      "name": "Potion of Growth",
      "excerpt": "Potion, Uncommon\n\nWhen you drink this potion, you gain the “enlarge” effect of the Enlarge/Reduce spell for 10 minutes (no Concentration required).\n\nThe red in "
    },
    {
      "id": "objects/magic-items/potion-of-heroism",
      "type": "MagicItem",
      "name": "Potion of Heroism",
      "excerpt": "Potion, Rare\n\nWhen you drink this potion, you gain 10 Temporary Hit Points that last for 1 hour. For the same duration, you are under the effect of the Bless sp"
    },
    {
      "id": "objects/magic-items/potion-of-invisibility",
      "type": "MagicItem",
      "name": "Potion of Invisibility",
      "excerpt": "Potion, Rare\n\nThis potion's container looks empty but feels as though it holds liquid. When you drink the potion, you have the Invisible condition for 1 hour. T"
    },
    {
      "id": "objects/magic-items/potion-of-invulnerability",
      "type": "MagicItem",
      "name": "Potion of Invulnerability",
      "excerpt": "Potion, Rare\n\nFor 1 minute after you drink this potion, you have Resistance to all damage.\n\nThis potion's syrupy liquid looks like liquefied iron."
    },
    {
      "id": "objects/magic-items/potion-of-longevity",
      "type": "MagicItem",
      "name": "Potion of Longevity",
      "excerpt": "Potion, Very Rare\n\nWhen you drink this potion, your physical age is reduced by 1d6 + 6 years, to a minimum of 13 years. Each time you subsequently drink a Potio"
    },
    {
      "id": "objects/magic-items/potion-of-mind-reading",
      "type": "MagicItem",
      "name": "Potion of Mind Reading",
      "excerpt": "Potion, Rare\n\nWhen you drink this potion, you gain the effect of the Detect Thoughts spell (save DC 13) for 10 minutes (no Concentration required).\n\nThis potion"
    },
    {
      "id": "objects/magic-items/potion-of-poison",
      "type": "MagicItem",
      "name": "Potion of Poison",
      "excerpt": "Potion, Uncommon\n\nThis concoction looks, smells, and tastes like a Potion of Healing or another beneficial potion. However, it is actually poison masked by illu"
    },
    {
      "id": "objects/magic-items/potion-of-resistance",
      "type": "MagicItem",
      "name": "Potion of Resistance",
      "excerpt": "Potion, Uncommon\n\nWhen you drink this potion, you have Resistance to one type of damage for 1 hour. The GM chooses the type or determines it randomly by rolling"
    },
    {
      "id": "objects/magic-items/potion-of-speed",
      "type": "MagicItem",
      "name": "Potion of Speed",
      "excerpt": "Potion, Very Rare\n\nWhen you drink this potion, you gain the effect of the Haste spell for 1 minute (no Concentration required) without suffering the wave of let"
    },
    {
      "id": "objects/magic-items/potion-of-vitality",
      "type": "MagicItem",
      "name": "Potion of Vitality",
      "excerpt": "Potion, Very Rare\n\nWhen you drink this potion, it removes any Exhaustion levels you have and ends the Poisoned condition on you. For the next 24 hours, you rega"
    },
    {
      "id": "objects/magic-items/potion-of-water-breathing",
      "type": "MagicItem",
      "name": "Potion of Water Breathing",
      "excerpt": "Potion, Uncommon\n\nYou can breathe underwater for 24 hours after drinking this potion.\n\nThis potion's cloudy green fluid smells of the sea and has a jellyfish-li"
    },
    {
      "id": "objects/magic-items/potions-of-healing",
      "type": "MagicItem",
      "name": "Potions of Healing",
      "excerpt": "Potion, Rarity Varies\n\nYou regain Hit Points when you drink this potion. The number of Hit Points depends on the potion's rarity, as shown in the table below.\n\n"
    },
    {
      "id": "objects/magic-items/quarterstaff-of-the-acrobat",
      "type": "MagicItem",
      "name": "Quarterstaff of the Acrobat",
      "excerpt": "Weapon (Quarterstaff), Very Rare (Requires Attunement)\n\nYou have a +2 bonus to attack rolls and damage rolls made with this magic weapon.\n\nWhile holding this we"
    },
    {
      "id": "objects/magic-items/ring-of-animal-influence",
      "type": "MagicItem",
      "name": "Ring of Animal Influence",
      "excerpt": "Ring, Rare\n\nThis ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can expend 1 charge to cast one of the follo"
    },
    {
      "id": "objects/magic-items/ring-of-djinni-summoning",
      "type": "MagicItem",
      "name": "Ring of Djinni Summoning",
      "excerpt": "Ring, Legendary (Requires Attunement)\n\nWhile wearing this ring, you can take a Magic action to summon a particular Djinni from the Elemental Plane of Air. The d"
    },
    {
      "id": "objects/magic-items/ring-of-elemental-command",
      "type": "MagicItem",
      "name": "Ring of Elemental Command",
      "excerpt": "Ring, Legendary (Requires Attunement)\n\nEach Ring of Elemental Command is linked to one of the four Elemental Planes. The GM chooses or randomly determines the l"
    },
    {
      "id": "objects/magic-items/ring-of-evasion",
      "type": "MagicItem",
      "name": "Ring of Evasion",
      "excerpt": "Ring, Rare (Requires Attunement)\n\nThis ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while weari"
    },
    {
      "id": "objects/magic-items/ring-of-feather-falling",
      "type": "MagicItem",
      "name": "Ring of Feather Falling",
      "excerpt": "Ring, Rare (Requires Attunement)\n\nWhen you fall while wearing this ring, you descend 60 feet per round and take no damage from falling."
    },
    {
      "id": "objects/magic-items/ring-of-free-action",
      "type": "MagicItem",
      "name": "Ring of Free Action",
      "excerpt": "Ring, Rare (Requires Attunement)\n\nWhile you wear this ring, Difficult Terrain doesn't cost you extra movement. In addition, magic can neither reduce any of your"
    },
    {
      "id": "objects/magic-items/ring-of-invisibility",
      "type": "MagicItem",
      "name": "Ring of Invisibility",
      "excerpt": "Ring, Legendary (Requires Attunement)\n\nWhile wearing this ring, you can take a Magic action to give yourself the Invisible condition. You remain Invisible until"
    },
    {
      "id": "objects/magic-items/ring-of-jumping",
      "type": "MagicItem",
      "name": "Ring of Jumping",
      "excerpt": "Ring, Uncommon (Requires Attunement)\n\nWhile wearing this ring, you can cast Jump from it, but can target only yourself when you do so."
    },
    {
      "id": "objects/magic-items/ring-of-mind-shielding",
      "type": "MagicItem",
      "name": "Ring of Mind Shielding",
      "excerpt": "Ring, Uncommon (Requires Attunement)\n\nWhile wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you "
    },
    {
      "id": "objects/magic-items/ring-of-protection",
      "type": "MagicItem",
      "name": "Ring of Protection",
      "excerpt": "Ring, Rare (Requires Attunement)\n\nYou gain a +1 bonus to Armor Class and saving throws while wearing this ring."
    },
    {
      "id": "objects/magic-items/ring-of-regeneration",
      "type": "MagicItem",
      "name": "Ring of Regeneration",
      "excerpt": "Ring, Very Rare (Requires Attunement)\n\nWhile wearing this ring, you regain 1d6 Hit Points every 10 minutes if you have at least 1 Hit Point. If you lose a body "
    },
    {
      "id": "objects/magic-items/ring-of-resistance",
      "type": "MagicItem",
      "name": "Ring of Resistance",
      "excerpt": "Ring, Rare\n\nYou have Resistance to one damage type while wearing this ring. The gemstone in the ring indicates the type, which the GM chooses or determines rand"
    },
    {
      "id": "objects/magic-items/ring-of-shooting-stars",
      "type": "MagicItem",
      "name": "Ring of Shooting Stars",
      "excerpt": "Ring, Very Rare (Requires Attunement)\n\nYou can cast Dancing Lights or Light from the ring.\n\nThe ring has 6 charges and regains 1d6 expended charges daily at daw"
    },
    {
      "id": "objects/magic-items/ring-of-spell-storing",
      "type": "MagicItem",
      "name": "Ring of Spell Storing",
      "excerpt": "Ring, Rare (Requires Attunement)\n\nThis ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth"
    },
    {
      "id": "objects/magic-items/ring-of-spell-turning",
      "type": "MagicItem",
      "name": "Ring of Spell Turning",
      "excerpt": "Ring, Legendary (Requires Attunement)\n\nWhile wearing this ring, you have Advantage on saving throws against spells. If you succeed on the save for a spell of le"
    },
    {
      "id": "objects/magic-items/ring-of-swimming",
      "type": "MagicItem",
      "name": "Ring of Swimming",
      "excerpt": "Ring, Uncommon\n\nYou have a Swim Speed of 40 feet while wearing this ring."
    },
    {
      "id": "objects/magic-items/ring-of-telekinesis",
      "type": "MagicItem",
      "name": "Ring of Telekinesis",
      "excerpt": "Ring, Very Rare (Requires Attunement)\n\nWhile wearing this ring, you can cast Telekinesis from it."
    },
    {
      "id": "objects/magic-items/ring-of-the-ram",
      "type": "MagicItem",
      "name": "Ring of the Ram",
      "excerpt": "Ring, Rare (Requires Attunement)\n\nThis ring has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the ring, you can take a Magic action to"
    },
    {
      "id": "objects/magic-items/ring-of-three-wishes",
      "type": "MagicItem",
      "name": "Ring of Three Wishes",
      "excerpt": "Ring, Legendary\n\nWhile wearing this ring, you can expend 1 of its 3 charges to cast Wish from it. The ring becomes non-magical when you use the last charge."
    },
    {
      "id": "objects/magic-items/ring-of-warmth",
      "type": "MagicItem",
      "name": "Ring of Warmth",
      "excerpt": "Ring, Uncommon (Requires Attunement)\n\nIf you take Cold damage while wearing this ring, the ring reduces the damage you take by 2d8.\n\nIn addition, while wearing "
    },
    {
      "id": "objects/magic-items/ring-of-water-walking",
      "type": "MagicItem",
      "name": "Ring of Water Walking",
      "excerpt": "Ring, Uncommon\n\nWhile wearing this ring, you cast Water Walk from it, targeting only yourself."
    },
    {
      "id": "objects/magic-items/ring-of-x-ray-vision",
      "type": "MagicItem",
      "name": "Ring of X-ray Vision",
      "excerpt": "Ring, Rare (Requires Attunement)\n\nWhile wearing this ring, you can take a Magic action to gain X-ray vision with a range of 30 feet for 1 minute. To you, solid "
    },
    {
      "id": "objects/magic-items/robe-of-eyes",
      "type": "MagicItem",
      "name": "Robe of Eyes",
      "excerpt": "Wondrous Item, Rare (Requires Attunement)\n\nThis robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits:\n\nAll-Around Vis"
    },
    {
      "id": "objects/magic-items/robe-of-scintillating-colors",
      "type": "MagicItem",
      "name": "Robe of Scintillating Colors",
      "excerpt": "Wondrous Item, Very Rare (Requires Attunement)\n\nThis robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can take a Ma"
    },
    {
      "id": "objects/magic-items/robe-of-stars",
      "type": "MagicItem",
      "name": "Robe of Stars",
      "excerpt": "Wondrous Item, Very Rare (Requires Attunement)\n\nThis black or dark-blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving thro"
    },
    {
      "id": "objects/magic-items/robe-of-the-archmagi",
      "type": "MagicItem",
      "name": "Robe of the Archmagi",
      "excerpt": "Wondrous Item, Legendary (Requires Attunement by a Sorcerer, Warlock, or Wizard)\n\nThis elegant garment is made from exquisite cloth and adorned with runes.\n\nYou"
    },
    {
      "id": "objects/magic-items/robe-of-useful-items",
      "type": "MagicItem",
      "name": "Robe of Useful Items",
      "excerpt": "Wondrous Item, Uncommon\n\nThis robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can take a Magic action to detach one"
    },
    {
      "id": "objects/magic-items/rod-of-absorption",
      "type": "MagicItem",
      "name": "Rod of Absorption",
      "excerpt": "Rod, Very Rare (Requires Attunement)\n\nWhile holding this rod, you can take a Reaction to absorb a spell that is targeting only you and doesn't create an area of"
    },
    {
      "id": "objects/magic-items/rod-of-alertness",
      "type": "MagicItem",
      "name": "Rod of Alertness",
      "excerpt": "Rod, Very Rare (Requires Attunement)\n\nThis rod has the following properties.\n\nAlertness. While holding the rod, you have Advantage on Wisdom (Perception) checks"
    },
    {
      "id": "objects/magic-items/rod-of-lordly-might",
      "type": "MagicItem",
      "name": "Rod of Lordly Might",
      "excerpt": "Rod, Legendary (Requires Attunement)\n\nThis rod has a flanged head, and it functions as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made"
    },
    {
      "id": "objects/magic-items/rod-of-resurrection",
      "type": "MagicItem",
      "name": "Rod of Resurrection",
      "excerpt": "Rod, Legendary (Requires Attunement)\n\nThe rod has 5 charges. While you hold it, you can cast one of the following spells from it: Heal (expends 1 charge) or Res"
    },
    {
      "id": "objects/magic-items/rod-of-rulership",
      "type": "MagicItem",
      "name": "Rod of Rulership",
      "excerpt": "Rod, Rare (Requires Attunement)\n\nYou can take a Magic action to present the rod and command obedience from each creature of your choice that you can see within "
    },
    {
      "id": "objects/magic-items/rod-of-security",
      "type": "MagicItem",
      "name": "Rod of Security",
      "excerpt": "Rod, Very Rare\n\nWhile holding this rod, you can take a Magic action to activate it. The rod then instantly transports you and up to 199 other willing creatures "
    },
    {
      "id": "objects/magic-items/rope-of-climbing",
      "type": "MagicItem",
      "name": "Rope of Climbing",
      "excerpt": "Wondrous Item, Uncommon\n\nThis 60-foot length of rope can hold up to 3,000 pounds. While holding one end of the rope, you can take a Magic action to command the "
    },
    {
      "id": "objects/magic-items/rope-of-entanglement",
      "type": "MagicItem",
      "name": "Rope of Entanglement",
      "excerpt": "Wondrous Item, Rare\n\nThis rope is 30 feet long. While holding one end of the rope, you can take a Magic action to command the other end to dart forward and enta"
    },
    {
      "id": "objects/magic-items/scarab-of-protection",
      "type": "MagicItem",
      "name": "Scarab of Protection",
      "excerpt": "Wondrous Item, Legendary (Requires Attunement)\n\nThis beetle-shaped medallion provides three benefits while it is on your person.\n\nDefense. You gain a +1 bonus t"
    },
    {
      "id": "objects/magic-items/scimitar-of-speed",
      "type": "MagicItem",
      "name": "Scimitar of Speed",
      "excerpt": "Weapon (Scimitar), Very Rare (Requires Attunement)\n\nYou gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. In addition, you can make "
    },
    {
      "id": "objects/magic-items/sending-stones",
      "type": "MagicItem",
      "name": "Sending Stones",
      "excerpt": "Wondrous Item, Uncommon\n\nSending Stones come in pairs, with each stone carved to match the other so the pairing is easily recognized. While you touch one stone,"
    },
    {
      "id": "objects/magic-items/sentinel-shield",
      "type": "MagicItem",
      "name": "Sentinel Shield",
      "excerpt": "Armor (Shield), Uncommon\n\nWhile holding this Shield, you have Advantage on Initiative rolls and Wisdom (Perception) checks. The Shield is emblazoned with a symb"
    },
    {
      "id": "objects/magic-items/shield-1-2-or-3",
      "type": "MagicItem",
      "name": "Shield, +1, +2, or +3",
      "excerpt": "Armor (Shield), Uncommon (+1), Rare (+2), or Very Rare (+3)\n\nWhile holding this Shield, you have a bonus to Armor Class determined by the Shield's rarity, in ad"
    },
    {
      "id": "objects/magic-items/shield-of-missile-attraction",
      "type": "MagicItem",
      "name": "Shield of Missile Attraction",
      "excerpt": "Armor (Shield), Rare (Requires Attunement)\n\nWhile holding this Shield, you have Resistance to damage from attacks made with Ranged weapons.\n\nCurse. This Shield "
    },
    {
      "id": "objects/magic-items/shield-of-the-cavalier",
      "type": "MagicItem",
      "name": "Shield of the Cavalier",
      "excerpt": "Armor (Shield), Very Rare (Requires Attunement)\n\nWhile holding this Shield, you have a +2 bonus to Armor Class. This bonus is in addition to the Shield's normal"
    },
    {
      "id": "objects/magic-items/slippers-of-spider-climbing",
      "type": "MagicItem",
      "name": "Slippers of Spider Climbing",
      "excerpt": "Wondrous Item, Uncommon (Requires Attunement)\n\nWhile you wear these light shoes, you can move up, down, and across vertical surfaces and along ceilings, while l"
    },
    {
      "id": "objects/magic-items/sovereign-glue",
      "type": "MagicItem",
      "name": "Sovereign Glue",
      "excerpt": "Wondrous Item, Legendary\n\nThis viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask th"
    },
    {
      "id": "objects/magic-items/spell-scroll",
      "type": "MagicItem",
      "name": "Spell Scroll",
      "excerpt": "Scroll, Rarity Varies\n\nA Spell Scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your spell list, you can read the scro"
    },
    {
      "id": "objects/magic-items/spellguard-shield",
      "type": "MagicItem",
      "name": "Spellguard Shield",
      "excerpt": "Armor (Shield), Very Rare (Requires Attunement)\n\nWhile holding this Shield, you have Advantage on saving throws against spells and other magical effects, and sp"
    },
    {
      "id": "objects/magic-items/sphere-of-annihilation",
      "type": "MagicItem",
      "name": "Sphere of Annihilation",
      "excerpt": "Wondrous Item, Legendary\n\nThis 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it.\n\nTh"
    },
    {
      "id": "objects/magic-items/staff-of-charming",
      "type": "MagicItem",
      "name": "Staff of Charming",
      "excerpt": "Staff, Rare (Requires Attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard)\n\nThis staff has 10 charges. While holding the staff, you can use any of"
    },
    {
      "id": "objects/magic-items/staff-of-fire",
      "type": "MagicItem",
      "name": "Staff of Fire",
      "excerpt": "Staff, Very Rare (Requires Attunement by a Druid, Sorcerer, Warlock, or Wizard)\n\nYou have Resistance to Fire damage while you hold this staff.\n\nSpells. The staf"
    },
    {
      "id": "objects/magic-items/staff-of-frost",
      "type": "MagicItem",
      "name": "Staff of Frost",
      "excerpt": "Staff, Very Rare (Requires Attunement by a Druid, Sorcerer, Warlock, or Wizard)\n\nYou have Resistance to Cold damage while you hold this staff.\n\nSpells. The staf"
    },
    {
      "id": "objects/magic-items/staff-of-healing",
      "type": "MagicItem",
      "name": "Staff of Healing",
      "excerpt": "Staff, Rare (Requires Attunement by a Bard, Cleric, or Druid)\n\nThis staff has 10 charges. While holding the staff, you can cast one of the spells on the followi"
    },
    {
      "id": "objects/magic-items/staff-of-power",
      "type": "MagicItem",
      "name": "Staff of Power",
      "excerpt": "Staff, Very Rare (Requires Attunement by a Sorcerer, Warlock, or Wizard)\n\nThis staff has 20 charges and can be wielded as a magic Quarterstaff that grants a +2 "
    },
    {
      "id": "objects/magic-items/staff-of-striking",
      "type": "MagicItem",
      "name": "Staff of Striking",
      "excerpt": "Staff, Very Rare (Requires Attunement)\n\nThis staff can be wielded as a magic Quarterstaff that grants a +3 bonus to attack rolls and damage rolls made with it.\n"
    },
    {
      "id": "objects/magic-items/staff-of-swarming-insects",
      "type": "MagicItem",
      "name": "Staff of Swarming Insects",
      "excerpt": "Staff, Rare (Requires Attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard)\n\nThis staff has 10 charges.\n\nInsect Cloud. While holding the staff, you"
    },
    {
      "id": "objects/magic-items/staff-of-the-magi",
      "type": "MagicItem",
      "name": "Staff of the Magi",
      "excerpt": "Staff, Legendary (Requires Attunement by a Sorcerer, Warlock, or Wizard)\n\nThis staff has 50 charges and can be wielded as a magic Quarterstaff that grants a +2 "
    },
    {
      "id": "objects/magic-items/staff-of-the-python",
      "type": "MagicItem",
      "name": "Staff of the Python",
      "excerpt": "Staff, Uncommon (Requires Attunement)\n\nAs a Magic action, you can throw this staff so that it lands in an unoccupied space within 10 feet of you, causing the st"
    },
    {
      "id": "objects/magic-items/staff-of-the-woodlands",
      "type": "MagicItem",
      "name": "Staff of the Woodlands",
      "excerpt": "Staff, Rare (Requires Attunement by a Druid)\n\nThis staff has 6 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and dam"
    },
    {
      "id": "objects/magic-items/staff-of-thunder-and-lightning",
      "type": "MagicItem",
      "name": "Staff of Thunder and Lightning",
      "excerpt": "Staff, Very Rare (Requires Attunement)\n\nThis staff can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. "
    },
    {
      "id": "objects/magic-items/staff-of-withering",
      "type": "MagicItem",
      "name": "Staff of Withering",
      "excerpt": "Staff, Rare (Requires Attunement)\n\nThis staff has 3 charges and regains 1d3 expended charges daily at dawn.\n\nThe staff can be wielded as a magic Quarterstaff. O"
    },
    {
      "id": "objects/magic-items/stone-of-controlling-earth-elementals",
      "type": "MagicItem",
      "name": "Stone of Controlling Earth Elementals",
      "excerpt": "Wondrous Item, Rare\n\nWhile touching this 5-pound stone to the ground, you can take a Magic action to summon an Earth Elemental. The elemental appears in an unoc"
    },
    {
      "id": "objects/magic-items/stone-of-good-luck-luckstone",
      "type": "MagicItem",
      "name": "Stone of Good Luck (Luckstone)",
      "excerpt": "Wondrous Item, Uncommon (Requires Attunement)\n\nWhile this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws."
    },
    {
      "id": "objects/magic-items/sun-blade",
      "type": "MagicItem",
      "name": "Sun Blade",
      "excerpt": "Weapon (Longsword), Rare (Requires Attunement)\n\nThis item appears to be a sword hilt.\n\nBlade of Radiance. While grasping the hilt, you can take a Bonus Action t"
    },
    {
      "id": "objects/magic-items/sword-of-life-stealing",
      "type": "MagicItem",
      "name": "Sword of Life Stealing",
      "excerpt": "Weapon (Glaive, Greatsword, Longsword, Rapier, Scimitar, or Shortsword), Rare (Requires Attunement) When you attack a creature with this magic weapon and roll a"
    },
    {
      "id": "objects/magic-items/sword-of-sharpness",
      "type": "MagicItem",
      "name": "Sword of Sharpness",
      "excerpt": "Weapon (Glaive, Greatsword, Longsword, or Scimitar), Very Rare (Requires Attunement)\n\nWhen you attack an object with this magic weapon and hit, maximize your we"
    },
    {
      "id": "objects/magic-items/sword-of-wounding",
      "type": "MagicItem",
      "name": "Sword of Wounding",
      "excerpt": "Weapon (Glaive, Greatsword, Longsword, Rapier, Scimitar, or Shortsword), Rare (Requires Attunement)\nWhen you hit a creature with an attack using this magic weap"
    },
    {
      "id": "objects/magic-items/talisman-of-pure-good",
      "type": "MagicItem",
      "name": "Talisman of Pure Good",
      "excerpt": "Wondrous Item, Legendary (Requires Attunement by a Cleric or Paladin)\n\nThis talisman is a mighty symbol of goodness. A Fiend or an Undead that touches the talis"
    },
    {
      "id": "objects/magic-items/talisman-of-the-sphere",
      "type": "MagicItem",
      "name": "Talisman of the Sphere",
      "excerpt": "Wondrous Item, Legendary (Requires Attunement)\n\nWhile holding or wearing this talisman, you have Advantage on any Intelligence (Arcana) check you make to contro"
    },
    {
      "id": "objects/magic-items/talisman-of-ultimate-evil",
      "type": "MagicItem",
      "name": "Talisman of Ultimate Evil",
      "excerpt": "Wondrous Item, Legendary (Requires Attunement)\n\nThis item symbolizes unrepentant evil. A creature that isn't a Fiend or an Undead that touches the talisman take"
    },
    {
      "id": "objects/magic-items/thunderous-greatclub",
      "type": "MagicItem",
      "name": "Thunderous Greatclub",
      "excerpt": "Weapon (Greatclub), Very Rare (Requires Attunement)\n\nWhile you are attuned to this magic weapon, your Strength is 20 unless your Strength is already equal to or"
    },
    {
      "id": "objects/magic-items/tome-of-clear-thought",
      "type": "MagicItem",
      "name": "Tome of Clear Thought",
      "excerpt": "Wondrous Item, Very Rare\n\nThis book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or "
    },
    {
      "id": "objects/magic-items/tome-of-leadership-and-influence",
      "type": "MagicItem",
      "name": "Tome of Leadership and Influence",
      "excerpt": "Wondrous Item, Very Rare\n\nThis book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a "
    },
    {
      "id": "objects/magic-items/tome-of-understanding",
      "type": "MagicItem",
      "name": "Tome of Understanding",
      "excerpt": "Wondrous Item, Very Rare\n\nThis book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 day"
    },
    {
      "id": "objects/magic-items/trident-of-fish-command",
      "type": "MagicItem",
      "name": "Trident of Fish Command",
      "excerpt": "Weapon (Trident), Uncommon (Requires Attunement)\n\nThis magic weapon has 3 charges, and it regains 1d3 expended charges daily at dawn. While you carry it, you ca"
    },
    {
      "id": "objects/magic-items/universal-solvent",
      "type": "MagicItem",
      "name": "Universal Solvent",
      "excerpt": "Wondrous Item, Legendary\n\nThis tube holds milky liquid with a strong alcohol smell. When found, a tube contains 1d6 + 1 ounces.\n\nYou can take a Utilize action t"
    },
    {
      "id": "objects/magic-items/vicious-weapon",
      "type": "MagicItem",
      "name": "Vicious Weapon",
      "excerpt": "Weapon (Any Simple or Martial), Rare\n\nThis magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's"
    },
    {
      "id": "objects/magic-items/vorpal-sword",
      "type": "MagicItem",
      "name": "Vorpal Sword",
      "excerpt": "Weapon (Glaive, Greatsword, Longsword, or Scimitar), Legendary (Requires Attunement)\n\nYou gain a +3 bonus to attack rolls and damage rolls made with this magic "
    },
    {
      "id": "objects/magic-items/wand-of-binding",
      "type": "MagicItem",
      "name": "Wand of Binding",
      "excerpt": "Wand, Rare (Requires Attunement)\n\nThis wand has 7 charges.\n\nSpells. While holding the wand, you can cast one of the spells (save DC 17) on the following table f"
    },
    {
      "id": "objects/magic-items/wand-of-enemy-detection",
      "type": "MagicItem",
      "name": "Wand of Enemy Detection",
      "excerpt": "Wand, Rare (Requires Attunement)\n\nThis wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge. For 1 minute, you know the directio"
    },
    {
      "id": "objects/magic-items/wand-of-fear",
      "type": "MagicItem",
      "name": "Wand of Fear",
      "excerpt": "Wand, Rare (Requires Attunement)\n\nThis wand has 7 charges.\n\nSpells. While holding the wand, you can cast one of the spells (save DC 15) on the following table f"
    },
    {
      "id": "objects/magic-items/wand-of-fireballs",
      "type": "MagicItem",
      "name": "Wand of Fireballs",
      "excerpt": "Wand, Rare (Requires Attunement by a Spellcaster)\n\nThis wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Fireball (save DC 15"
    },
    {
      "id": "objects/magic-items/wand-of-lightning-bolts",
      "type": "MagicItem",
      "name": "Wand of Lightning Bolts",
      "excerpt": "Wand, Rare (Requires Attunement by a Spellcaster)\n\nThis wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Lightning Bolt (save"
    },
    {
      "id": "objects/magic-items/wand-of-magic-detection",
      "type": "MagicItem",
      "name": "Wand of Magic Detection",
      "excerpt": "Wand, Uncommon\n\nThis wand has 3 charges. While holding it, you can expend 1 charge to cast Detect Magic from it. The wand regains 1d3 expended charges daily at "
    },
    {
      "id": "objects/magic-items/wand-of-magic-missiles",
      "type": "MagicItem",
      "name": "Wand of Magic Missiles",
      "excerpt": "Wand, Uncommon\n\nThis wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Magic Missile from it. For 1 charge, you cast the level"
    },
    {
      "id": "objects/magic-items/wand-of-paralysis",
      "type": "MagicItem",
      "name": "Wand of Paralysis",
      "excerpt": "Wand, Rare (Requires Attunement by a Spellcaster)\n\nThis wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge to cause a thin blu"
    },
    {
      "id": "objects/magic-items/wand-of-polymorph",
      "type": "MagicItem",
      "name": "Wand of Polymorph",
      "excerpt": "Wand, Very Rare (Requires Attunement by a Spellcaster)\n\nThis wand has 7 charges. While holding it, you can expend 1 charge to cast Polymorph (save DC 15) from i"
    },
    {
      "id": "objects/magic-items/wand-of-secrets",
      "type": "MagicItem",
      "name": "Wand of Secrets",
      "excerpt": "Wand, Uncommon\n\nThis wand has 3 charges and regains 1d3 expended charges daily at dawn. While holding it, you can take a Magic action to expend 1 charge, and if"
    },
    {
      "id": "objects/magic-items/wand-of-the-war-mage-1-2-or-3",
      "type": "MagicItem",
      "name": "Wand of the War Mage, +1, +2, or +3",
      "excerpt": "Wand, Uncommon (+1), Rare (+2), or Very Rare (+3) (Requires Attunement by a Spellcaster)\n\nWhile holding this wand, you gain a bonus to spell attack rolls determ"
    },
    {
      "id": "objects/magic-items/wand-of-web",
      "type": "MagicItem",
      "name": "Wand of Web",
      "excerpt": "Wand, Uncommon (Requires Attunement by a Spellcaster)\n\nThis wand has 7 charges. While holding it, you can expend 1 charge to cast Web (save DC 13) from it.\n\nReg"
    },
    {
      "id": "objects/magic-items/wand-of-wonder",
      "type": "MagicItem",
      "name": "Wand of Wonder",
      "excerpt": "Wand, Rare (Requires Attunement)\n\nThis wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge while choosing a point within 120 fe"
    },
    {
      "id": "objects/magic-items/weapon-1-2-or-3",
      "type": "MagicItem",
      "name": "Weapon, +1, +2, or +3",
      "excerpt": "Weapon (Any Simple or Martial), Uncommon (+1), Rare (+2), or Very Rare (+3)\n\nYou have a bonus to attack rolls and damage rolls made with this magic weapon. The "
    },
    {
      "id": "objects/magic-items/weapon-of-warning",
      "type": "MagicItem",
      "name": "Weapon of Warning",
      "excerpt": "Weapon (Any Simple or Martial), Uncommon (Requires Attunement)\n\nAs long as this weapon is within your reach and you are attuned to it, you and allies within 30 "
    },
    {
      "id": "objects/magic-items/well-of-many-worlds",
      "type": "MagicItem",
      "name": "Well of Many Worlds",
      "excerpt": "Wondrous Item, Legendary\n\nThis fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diam"
    },
    {
      "id": "objects/magic-items/wind-fan",
      "type": "MagicItem",
      "name": "Wind Fan",
      "excerpt": "Wondrous Item, Uncommon\n\nWhile holding this fan, you can cast Gust of Wind (save DC 13) from it. Each subsequent time the fan is used before the next dawn, it h"
    },
    {
      "id": "objects/magic-items/winged-boots",
      "type": "MagicItem",
      "name": "Winged Boots",
      "excerpt": "Wondrous Item, Uncommon (Requires Attunement)\n\nThese boots have 4 charges and regain 1d4 expended charges daily at dawn. While wearing the boots, you can take a"
    },
    {
      "id": "objects/magic-items/wings-of-flying",
      "type": "MagicItem",
      "name": "Wings of Flying",
      "excerpt": "Wondrous Item, Rare (Requires Attunement)\n\nWhile wearing this cloak, you can take a Magic action to turn the cloak into a pair of wings on your back. The wings "
    },
    {
      "id": "objects/monsters/aboleth",
      "type": "Monster",
      "name": "Aboleth",
      "excerpt": "Amphibious. The aboleth can breathe air and water.\n\nEldritch Restoration. If destroyed, the aboleth gains a new body in 5d10 days, reviving with all its Hit Poi"
    },
    {
      "id": "objects/monsters/adult-black-dragon",
      "type": "Monster",
      "name": "Adult Black Dragon",
      "excerpt": "Amphibious. The dragon can breathe air and water.\n\nLegendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed "
    },
    {
      "id": "objects/monsters/adult-blue-dragon",
      "type": "Monster",
      "name": "Adult Blue Dragon",
      "excerpt": "Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
    },
    {
      "id": "objects/monsters/adult-brass-dragon",
      "type": "Monster",
      "name": "Adult Brass Dragon",
      "excerpt": "Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
    },
    {
      "id": "objects/monsters/adult-bronze-dragon",
      "type": "Monster",
      "name": "Adult Bronze Dragon",
      "excerpt": "Amphibious. The dragon can breathe air and water.\n\nLegendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed "
    },
    {
      "id": "objects/monsters/adult-copper-dragon",
      "type": "Monster",
      "name": "Adult Copper Dragon",
      "excerpt": "Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
    },
    {
      "id": "objects/monsters/adult-gold-dragon",
      "type": "Monster",
      "name": "Adult Gold Dragon",
      "excerpt": "Amphibious. The dragon can breathe air and water.\n\nLegendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed "
    },
    {
      "id": "objects/monsters/adult-green-dragon",
      "type": "Monster",
      "name": "Adult Green Dragon",
      "excerpt": "Amphibious. The dragon can breathe air and water.\n\nLegendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed "
    },
    {
      "id": "objects/monsters/adult-red-dragon",
      "type": "Monster",
      "name": "Adult Red Dragon",
      "excerpt": "Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
    },
    {
      "id": "objects/monsters/adult-silver-dragon",
      "type": "Monster",
      "name": "Adult Silver Dragon",
      "excerpt": "Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
    },
    {
      "id": "objects/monsters/adult-white-dragon",
      "type": "Monster",
      "name": "Adult White Dragon",
      "excerpt": "Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow do"
    },
    {
      "id": "objects/monsters/air-elemental",
      "type": "Monster",
      "name": "Air Elemental",
      "excerpt": "Air Form. The elemental can enter a creature's space and stop there. It can move through a space as narrow as 1 inch without expending extra movement to do so."
    },
    {
      "id": "objects/monsters/allosaurus",
      "type": "Monster",
      "name": "Allosaurus",
      "excerpt": "Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 15 (2d10 + 4) Piercing damage.\n\nClaws. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) Slashing damage. If the"
    },
    {
      "id": "objects/monsters/ancient-black-dragon",
      "type": "Monster",
      "name": "Ancient Black Dragon",
      "excerpt": "Amphibious. The dragon can breathe air and water.\n\nLegendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed "
    },
    {
      "id": "objects/monsters/ancient-blue-dragon",
      "type": "Monster",
      "name": "Ancient Blue Dragon",
      "excerpt": "Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
    },
    {
      "id": "objects/monsters/ancient-brass-dragon",
      "type": "Monster",
      "name": "Ancient Brass Dragon",
      "excerpt": "Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
    },
    {
      "id": "objects/monsters/ancient-bronze-dragon",
      "type": "Monster",
      "name": "Ancient Bronze Dragon",
      "excerpt": "Amphibious. The dragon can breathe air and water.\n\nLegendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed "
    },
    {
      "id": "objects/monsters/ancient-copper-dragon",
      "type": "Monster",
      "name": "Ancient Copper Dragon",
      "excerpt": "Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
    },
    {
      "id": "objects/monsters/ancient-gold-dragon",
      "type": "Monster",
      "name": "Ancient Gold Dragon",
      "excerpt": "Amphibious. The dragon can breathe air and water.\n\nLegendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed "
    },
    {
      "id": "objects/monsters/ancient-green-dragon",
      "type": "Monster",
      "name": "Ancient Green Dragon",
      "excerpt": "Amphibious. The dragon can breathe air and water.\n\nLegendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed "
    },
    {
      "id": "objects/monsters/ancient-red-dragon",
      "type": "Monster",
      "name": "Ancient Red Dragon",
      "excerpt": "Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
    },
    {
      "id": "objects/monsters/ancient-silver-dragon",
      "type": "Monster",
      "name": "Ancient Silver Dragon",
      "excerpt": "Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
    },
    {
      "id": "objects/monsters/ancient-white-dragon",
      "type": "Monster",
      "name": "Ancient White Dragon",
      "excerpt": "Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow do"
    },
    {
      "id": "objects/monsters/animated-armor",
      "type": "Monster",
      "name": "Animated Armor",
      "excerpt": "Multiattack. The armor makes two Slam attacks.\n\nSlam. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Bludgeoning damage."
    },
    {
      "id": "objects/monsters/animated-flying-sword",
      "type": "Monster",
      "name": "Animated Flying Sword",
      "excerpt": "Slash. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage."
    },
    {
      "id": "objects/monsters/animated-rug-of-smothering",
      "type": "Monster",
      "name": "Animated Rug of Smothering",
      "excerpt": "Smother. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Bludgeoning damage. If the target is a Medium or smaller creature, the rug can give it the Grapple"
    },
    {
      "id": "objects/monsters/ankheg",
      "type": "Monster",
      "name": "Ankheg",
      "excerpt": "Tunneler. The ankheg can burrow through solid rock at half its Burrow Speed and leaves a 10-foot-diameter tunnel in its wake."
    },
    {
      "id": "objects/monsters/ankylosaurus",
      "type": "Monster",
      "name": "Ankylosaurus",
      "excerpt": "Multiattack. The ankylosaurus makes two Tail attacks.\n\nTail. Melee Attack Roll: +6, reach 10 ft. Hit: 9 (1d10 + 4) Bludgeoning damage. If the target is a Huge o"
    },
    {
      "id": "objects/monsters/ape",
      "type": "Monster",
      "name": "Ape",
      "excerpt": "Multiattack. The ape makes two Fist attacks.\n\nFist. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Bludgeoning damage.\n\nRock (Recharge 6). Ranged Attack Ro"
    },
    {
      "id": "objects/monsters/archelon",
      "type": "Monster",
      "name": "Archelon",
      "excerpt": "Amphibious. The archelon can breathe air and water."
    },
    {
      "id": "objects/monsters/archmage",
      "type": "Monster",
      "name": "Archmage",
      "excerpt": "Magic Resistance. The archmage has Advantage on saving throws against spells and other magical effects."
    },
    {
      "id": "objects/monsters/assassin",
      "type": "Monster",
      "name": "Assassin",
      "excerpt": "Evasion. If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damag"
    },
    {
      "id": "objects/monsters/avatar-of-death",
      "type": "Monster",
      "name": "Avatar of Death",
      "excerpt": "Incorporeal Movement. The avatar can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its t"
    },
    {
      "id": "objects/monsters/awakened-shrub",
      "type": "Monster",
      "name": "Awakened Shrub",
      "excerpt": "Rake. Melee Attack Roll: +1, reach 5 ft. Hit: 1 Slashing damage."
    },
    {
      "id": "objects/monsters/awakened-tree",
      "type": "Monster",
      "name": "Awakened Tree",
      "excerpt": "Slam. Melee Attack Roll: +6, reach 10 ft. Hit: 14 (3d6 + 4) Bludgeoning damage."
    },
    {
      "id": "objects/monsters/axe-beak",
      "type": "Monster",
      "name": "Axe Beak",
      "excerpt": "Beak. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage."
    },
    {
      "id": "objects/monsters/azer-sentinel",
      "type": "Monster",
      "name": "Azer Sentinel",
      "excerpt": "Fire Aura. At the end of each of the azer's turns, each creature of the azer's choice in a 5-foot Emanation originating from the azer takes 5 (1d10) Fire damage"
    },
    {
      "id": "objects/monsters/baboon",
      "type": "Monster",
      "name": "Baboon",
      "excerpt": "Pack Tactics. The baboon has Advantage on an attack roll against a creature if at least one of the baboon's allies is within 5 feet of the creature and the ally"
    },
    {
      "id": "objects/monsters/badger",
      "type": "Monster",
      "name": "Badger",
      "excerpt": "Bite. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Piercing damage."
    },
    {
      "id": "objects/monsters/balor",
      "type": "Monster",
      "name": "Balor",
      "excerpt": "Death Throes. The balor explodes when it dies. Dexterity Saving Throw: DC 20, each creature in a 30-foot Emanation originating from the balor. Failure: 31 (9d6)"
    },
    {
      "id": "objects/monsters/bandit-captain",
      "type": "Monster",
      "name": "Bandit Captain",
      "excerpt": "Multiattack. The bandit makes two attacks, using Scimitar and Pistol in any combination.\n\nScimitar. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Slashing"
    },
    {
      "id": "objects/monsters/bandit",
      "type": "Monster",
      "name": "Bandit",
      "excerpt": "Scimitar. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Slashing damage.\n\nLight Crossbow. Ranged Attack Roll: +3, range 80/320 ft. Hit: 5 (1d8 + 1) Pierci"
    },
    {
      "id": "objects/monsters/barbed-devil",
      "type": "Monster",
      "name": "Barbed Devil",
      "excerpt": "Barbed Hide. At the start of each of its turns, the devil deals 5 (1d10) Piercing damage to any creature it is grappling or any creature grappling it.\n\nDiabolic"
    },
    {
      "id": "objects/monsters/basilisk",
      "type": "Monster",
      "name": "Basilisk",
      "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage plus 7 (2d6) Poison damage."
    },
    {
      "id": "objects/monsters/bat",
      "type": "Monster",
      "name": "Bat",
      "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Piercing damage."
    },
    {
      "id": "objects/monsters/bearded-devil",
      "type": "Monster",
      "name": "Bearded Devil",
      "excerpt": "Magic Resistance. The devil has Advantage on saving throws against spells and other magical effects."
    },
    {
      "id": "objects/monsters/behir",
      "type": "Monster",
      "name": "Behir",
      "excerpt": "Multiattack. The behir makes one Bite attack and uses Constrict.\n\nBite. Melee Attack Roll: +10, reach 10 ft. Hit: 19 (2d12 + 6) Piercing damage plus 11 (2d10) L"
    },
    {
      "id": "objects/monsters/berserker",
      "type": "Monster",
      "name": "Berserker",
      "excerpt": "Bloodied Frenzy. While Bloodied, the berserker has Advantage on attack rolls and saving throws."
    },
    {
      "id": "objects/monsters/black-bear",
      "type": "Monster",
      "name": "Black Bear",
      "excerpt": "Multiattack. The bear makes two Rend attacks.\n\nRend. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage."
    },
    {
      "id": "objects/monsters/black-dragon-wyrmling",
      "type": "Monster",
      "name": "Black Dragon Wyrmling",
      "excerpt": "Amphibious. The dragon can breathe air and water."
    },
    {
      "id": "objects/monsters/black-pudding",
      "type": "Monster",
      "name": "Black Pudding",
      "excerpt": "Amorphous. The pudding can move through a space as narrow as 1 inch without expending extra movement to do so.\n\nCorrosive Form. A creature that hits the pudding"
    },
    {
      "id": "objects/monsters/blink-dog",
      "type": "Monster",
      "name": "Blink Dog",
      "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Piercing damage."
    },
    {
      "id": "objects/monsters/blood-hawk",
      "type": "Monster",
      "name": "Blood Hawk",
      "excerpt": "Pack Tactics. The hawk has Advantage on an attack roll against a creature if at least one of the hawk's allies is within 5 feet of the creature and the ally doe"
    },
    {
      "id": "objects/monsters/blue-dragon-wyrmling",
      "type": "Monster",
      "name": "Blue Dragon Wyrmling",
      "excerpt": "Multiattack. The dragon makes two Rend attacks.\n\nRend. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Slashing damage plus 3 (1d6) Lightning damage.\n\nLigh"
    },
    {
      "id": "objects/monsters/boar",
      "type": "Monster",
      "name": "Boar",
      "excerpt": "Bloodied Fury. While Bloodied, the boar has Advantage on attack rolls."
    },
    {
      "id": "objects/monsters/bone-devil",
      "type": "Monster",
      "name": "Bone Devil",
      "excerpt": "Diabolical Restoration. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all i"
    },
    {
      "id": "objects/monsters/brass-dragon-wyrmling",
      "type": "Monster",
      "name": "Brass Dragon Wyrmling",
      "excerpt": "Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 + 2) Slashing damage.\n\nFire Breath (Recharge 5–6). Dexterity Saving Throw: DC 11, each creature in a 20-fo"
    },
    {
      "id": "objects/monsters/bronze-dragon-wyrmling",
      "type": "Monster",
      "name": "Bronze Dragon Wyrmling",
      "excerpt": "Amphibious. The dragon can breathe air and water."
    },
    {
      "id": "objects/monsters/brown-bear",
      "type": "Monster",
      "name": "Brown Bear",
      "excerpt": "Multiattack. The bear makes one Bite attack and one Claw attack.\n\nBite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage.\n\nClaw. Melee Attack"
    },
    {
      "id": "objects/monsters/bugbear-stalker",
      "type": "Monster",
      "name": "Bugbear Stalker",
      "excerpt": "Abduct. The bugbear needn't spend extra movement to move a creature it is grappling."
    },
    {
      "id": "objects/monsters/bugbear-warrior",
      "type": "Monster",
      "name": "Bugbear Warrior",
      "excerpt": "Abduct. The bugbear needn't spend extra movement to move a creature it is grappling."
    },
    {
      "id": "objects/monsters/bulette",
      "type": "Monster",
      "name": "Bulette",
      "excerpt": "Multiattack. The bulette makes two Bite attacks.\n\nBite. Melee Attack Roll: +7, reach 5 ft. Hit: 17 (2d12 + 4) Piercing damage.\n\nDeadly Leap. The bulette spends "
    },
    {
      "id": "objects/monsters/camel",
      "type": "Monster",
      "name": "Camel",
      "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Bludgeoning damage."
    },
    {
      "id": "objects/monsters/cat",
      "type": "Monster",
      "name": "Cat",
      "excerpt": "Jumper. The cat's jump distance is determined using its Dexterity rather than its Strength."
    },
    {
      "id": "objects/monsters/centaur-trooper",
      "type": "Monster",
      "name": "Centaur Trooper",
      "excerpt": "Multiattack. The centaur makes two attacks, using Pike or Longbow in any combination.\n\nPike. Melee Attack Roll: +6, reach 10 ft. Hit: 9 (1d10 + 4) Piercing dama"
    },
    {
      "id": "objects/monsters/chain-devil",
      "type": "Monster",
      "name": "Chain Devil",
      "excerpt": "Diabolical Restoration. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all i"
    },
    {
      "id": "objects/monsters/chimera",
      "type": "Monster",
      "name": "Chimera",
      "excerpt": "Multiattack. The chimera makes one Ram attack, one Bite attack, and one Claw attack. It can replace the Claw attack with a use of Fire Breath if available.\n\nBit"
    },
    {
      "id": "objects/monsters/chuul",
      "type": "Monster",
      "name": "Chuul",
      "excerpt": "Amphibious. The chuul can breathe air and water.\n\nSense Magic. The chuul senses magic within 120 feet of itself. This trait otherwise works like the Detect Magi"
    },
    {
      "id": "objects/monsters/clay-golem",
      "type": "Monster",
      "name": "Clay Golem",
      "excerpt": "Acid Absorption. Whenever the golem is subjected to Acid damage, it takes no damage and instead regains a number of Hit Points equal to the Acid damage dealt.\n\n"
    },
    {
      "id": "objects/monsters/cloaker",
      "type": "Monster",
      "name": "Cloaker",
      "excerpt": "Light Sensitivity. While in Bright Light, the cloaker has Disadvantage on attack rolls."
    },
    {
      "id": "objects/monsters/cloud-giant",
      "type": "Monster",
      "name": "Cloud Giant",
      "excerpt": "Multiattack. The giant makes two attacks, using Thunderous Mace or Thundercloud in any combination. It can replace one attack with a use of Spellcasting to cast"
    },
    {
      "id": "objects/monsters/cockatrice",
      "type": "Monster",
      "name": "Cockatrice",
      "excerpt": "Petrifying Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Piercing damage. If the target is a creature, it is subjected to the following effect. Cons"
    },
    {
      "id": "objects/monsters/commoner",
      "type": "Monster",
      "name": "Commoner",
      "excerpt": "Training. The commoner has proficiency in one skill of the GM's choice and has Advantage whenever it makes an ability check using that skill."
    },
    {
      "id": "objects/monsters/constrictor-snake",
      "type": "Monster",
      "name": "Constrictor Snake",
      "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Piercing damage.\n\nConstrict. Strength Saving Throw: DC 12, one Medium or smaller creature the snake ca"
    },
    {
      "id": "objects/monsters/copper-dragon-wyrmling",
      "type": "Monster",
      "name": "Copper Dragon Wyrmling",
      "excerpt": "Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 + 2) Slashing damage.\n\nAcid Breath (Recharge 5–6). Dexterity Saving Throw: DC 11, each creature in a 20-fo"
    },
    {
      "id": "objects/monsters/couatl",
      "type": "Monster",
      "name": "Couatl",
      "excerpt": "Shielded Mind. The couatl's thoughts can't be read by any means, and other creatures can communicate with it telepathically only if it allows them."
    },
    {
      "id": "objects/monsters/crab",
      "type": "Monster",
      "name": "Crab",
      "excerpt": "Amphibious. The crab can breathe air and water."
    },
    {
      "id": "objects/monsters/crocodile",
      "type": "Monster",
      "name": "Crocodile",
      "excerpt": "Hold Breath. The crocodile can hold its breath for 1 hour."
    },
    {
      "id": "objects/monsters/cultist-fanatic",
      "type": "Monster",
      "name": "Cultist Fanatic",
      "excerpt": "Pact Blade. Melee Attack Roll: +4, reach 5 ft.\n\nHit: 6 (1d8 + 2) Slashing damage plus 7 (2d6) Necrotic damage.\n\nSpellcasting. The cultist casts one of the follo"
    },
    {
      "id": "objects/monsters/cultist",
      "type": "Monster",
      "name": "Cultist",
      "excerpt": "Ritual Sickle. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Slashing damage plus 1 Necrotic damage."
    },
    {
      "id": "objects/monsters/darkmantle",
      "type": "Monster",
      "name": "Darkmantle",
      "excerpt": "Crush. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage, and the darkmantle attaches to the target. If the target is a Medium or smaller c"
    },
    {
      "id": "objects/monsters/death-dog",
      "type": "Monster",
      "name": "Death Dog",
      "excerpt": "Multiattack. The death dog makes two Bite attacks.\n\nBite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage. If the target is a creature, it i"
    },
    {
      "id": "objects/monsters/deer",
      "type": "Monster",
      "name": "Deer",
      "excerpt": "Agile. The deer doesn't provoke an Opportunity Attack when it moves out of an enemy's reach."
    },
    {
      "id": "objects/monsters/deva",
      "type": "Monster",
      "name": "Deva",
      "excerpt": "Exalted Restoration. If the deva dies outside Mount Celestia, its body disappears, and it gains a new body instantly, reviving with all its Hit Points somewhere"
    },
    {
      "id": "objects/monsters/dire-wolf",
      "type": "Monster",
      "name": "Dire Wolf",
      "excerpt": "Pack Tactics. The wolf has Advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally doe"
    },
    {
      "id": "objects/monsters/djinni",
      "type": "Monster",
      "name": "Djinni",
      "excerpt": "Elemental Restoration. If the djinni dies outside the Elemental Plane of Air, its body dissolves into mist, and it gains a new body in 1d4 days, reviving with a"
    },
    {
      "id": "objects/monsters/doppelganger",
      "type": "Monster",
      "name": "Doppelganger",
      "excerpt": "Multiattack. The doppelganger makes two Slam attacks and uses Unsettling Visage if available.\n\nSlam. Melee Attack Roll: +6 (with Advantage during the first roun"
    },
    {
      "id": "objects/monsters/draft-horse",
      "type": "Monster",
      "name": "Draft Horse",
      "excerpt": "Hooves. Melee Attack Roll: +6, reach 5 ft. Hit: 6 (1d4 + 4) Bludgeoning damage."
    },
    {
      "id": "objects/monsters/dragon-turtle",
      "type": "Monster",
      "name": "Dragon Turtle",
      "excerpt": "Amphibious. The dragon can breathe air and water."
    },
    {
      "id": "objects/monsters/dretch",
      "type": "Monster",
      "name": "Dretch",
      "excerpt": "Rend. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Slashing damage.\n\nFetid Cloud (1/Day). Constitution Saving Throw: DC 11, each creature in a 10-foot Em"
    },
    {
      "id": "objects/monsters/drider",
      "type": "Monster",
      "name": "Drider",
      "excerpt": "Spider Climb. The drider can climb difficult surfaces, including along ceilings, without needing to make an ability check.\n\nSunlight Sensitivity. While in sunli"
    },
    {
      "id": "objects/monsters/druid",
      "type": "Monster",
      "name": "Druid",
      "excerpt": "Multiattack. The druid makes two attacks, using Vine Staff or Verdant Wisp in any combination.\n\nVine Staff. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) "
    },
    {
      "id": "objects/monsters/dryad",
      "type": "Monster",
      "name": "Dryad",
      "excerpt": "Magic Resistance. The dryad has Advantage on saving throws against spells and other magical effects.\n\nSpeak with Beasts and Plants. The dryad can communicate wi"
    },
    {
      "id": "objects/monsters/dust-mephit",
      "type": "Monster",
      "name": "Dust Mephit",
      "excerpt": "Death Burst. The mephit explodes when it dies. Dexterity Saving Throw: DC 10, each creature in a 5-foot Emanation originating from the mephit. Failure: 5 (2d4) "
    },
    {
      "id": "objects/monsters/eagle",
      "type": "Monster",
      "name": "Eagle",
      "excerpt": "Talons. Melee Attack Roll: +4, reach 5 feet. Hit: 4 (1d4 + 2) Slashing damage."
    },
    {
      "id": "objects/monsters/earth-elemental",
      "type": "Monster",
      "name": "Earth Elemental",
      "excerpt": "Earth Glide. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through."
    },
    {
      "id": "objects/monsters/efreeti",
      "type": "Monster",
      "name": "Efreeti",
      "excerpt": "Elemental Restoration. If the efreeti dies outside the Elemental Plane of Fire, its body dissolves into ash, and it gains a new body in 1d4 days, reviving with "
    },
    {
      "id": "objects/monsters/elephant",
      "type": "Monster",
      "name": "Elephant",
      "excerpt": "Multiattack. The elephant makes two Gore attacks.\n\nGore. Melee Attack Roll: +8, reach 5 ft. Hit: 15 (2d8 + 6) Piercing damage. If the target is a Huge or smalle"
    },
    {
      "id": "objects/monsters/elk",
      "type": "Monster",
      "name": "Elk",
      "excerpt": "Ram. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage. If the target is a Large or smaller creature and the elk moved 20+ feet straight to"
    },
    {
      "id": "objects/monsters/erinyes",
      "type": "Monster",
      "name": "Erinyes",
      "excerpt": "Diabolical Restoration. If the erinyes dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all"
    },
    {
      "id": "objects/monsters/ettercap",
      "type": "Monster",
      "name": "Ettercap",
      "excerpt": "Spider Climb. The ettercap can climb difficult surfaces, including along ceilings, without needing to make an ability check.\n\nWeb Walker. The ettercap ignores m"
    },
    {
      "id": "objects/monsters/ettin",
      "type": "Monster",
      "name": "Ettin",
      "excerpt": "Multiattack. The ettin makes one Battleaxe attack and one Morningstar attack.\n\nBattleaxe. Melee Attack Roll: +7, reach 5 ft. Hit: 14 (2d8 + 5) Slashing damage. "
    },
    {
      "id": "objects/monsters/fire-elemental",
      "type": "Monster",
      "name": "Fire Elemental",
      "excerpt": "Fire Aura. At the end of each of the elemental's turns, each creature in a 10-foot Emanation originating from the elemental takes 5 (1d10) Fire damage. Creature"
    },
    {
      "id": "objects/monsters/fire-giant",
      "type": "Monster",
      "name": "Fire Giant",
      "excerpt": "Multiattack. The giant makes two attacks, using Flame Sword or Hammer Throw in any combination.\n\nFlame Sword. Melee Attack Roll: +11, reach 10 ft.\nHit: 21 (4d6 "
    },
    {
      "id": "objects/monsters/flesh-golem",
      "type": "Monster",
      "name": "Flesh Golem",
      "excerpt": "Aversion to Fire. If the golem takes Fire damage, it has Disadvantage on attack rolls and ability checks until the end of its next turn.\n\nBerserk. Whenever the "
    },
    {
      "id": "objects/monsters/flying-snake",
      "type": "Monster",
      "name": "Flying Snake",
      "excerpt": "Flyby. The snake doesn't provoke an Opportunity Attack when it flies out of an enemy's reach."
    },
    {
      "id": "objects/monsters/frog",
      "type": "Monster",
      "name": "Frog",
      "excerpt": "Amphibious. The frog can breathe air and water.\n\nStanding Leap. The frog's Long Jump is up to 10 feet and its High Jump is up to 5 feet with or without a runnin"
    },
    {
      "id": "objects/monsters/frost-giant",
      "type": "Monster",
      "name": "Frost Giant",
      "excerpt": "Multiattack. The giant makes two attacks, using Frost Axe or Great Bow in any combination.\n\nFrost Axe. Melee Attack Roll: +9, reach 10 ft. Hit: 19 (2d12 + 6) Sl"
    },
    {
      "id": "objects/monsters/gargoyle",
      "type": "Monster",
      "name": "Gargoyle",
      "excerpt": "Flyby. The gargoyle doesn't provoke an Opportunity Attack when it flies out of an enemy's reach."
    },
    {
      "id": "objects/monsters/gelatinous-cube",
      "type": "Monster",
      "name": "Gelatinous Cube",
      "excerpt": "Ooze Cube. The cube fills its entire space and is transparent. Other creatures can enter that space, but a creature that does so is subjected to the cube's Engu"
    },
    {
      "id": "objects/monsters/ghast",
      "type": "Monster",
      "name": "Ghast",
      "excerpt": "Stench. Constitution Saving Throw: DC 10, any creature that starts its turn in a 5-foot Emanation originating from the ghast. Failure: The target has the Poison"
    },
    {
      "id": "objects/monsters/ghost",
      "type": "Monster",
      "name": "Ghost",
      "excerpt": "Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane.\n\nIncorporeal Movement. The ghost can move through other crea"
    },
    {
      "id": "objects/monsters/ghoul",
      "type": "Monster",
      "name": "Ghoul",
      "excerpt": "Multiattack. The ghoul makes two Bite attacks.\n\nBite. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 3 (1d6) Necrotic damage.\n\nClaw. M"
    },
    {
      "id": "objects/monsters/giant-ape",
      "type": "Monster",
      "name": "Giant Ape",
      "excerpt": "Multiattack. The ape makes two Fist attacks.\n\nFist. Melee Attack Roll: +9, reach 10 ft. Hit: 22 (3d10 + 6) Bludgeoning damage.\n\nBoulder Toss (Recharge 6). The a"
    },
    {
      "id": "objects/monsters/giant-badger",
      "type": "Monster",
      "name": "Giant Badger",
      "excerpt": "Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 6 (2d4 + 1) Piercing damage."
    },
    {
      "id": "objects/monsters/giant-bat",
      "type": "Monster",
      "name": "Giant Bat",
      "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage."
    },
    {
      "id": "objects/monsters/giant-boar",
      "type": "Monster",
      "name": "Giant Boar",
      "excerpt": "Bloodied Fury. The boar has Advantage on melee attack rolls while it is Bloodied."
    },
    {
      "id": "objects/monsters/giant-centipede",
      "type": "Monster",
      "name": "Giant Centipede",
      "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage, and the target has the Poisoned condition until the start of the centipede's next tur"
    },
    {
      "id": "objects/monsters/giant-constrictor-snake",
      "type": "Monster",
      "name": "Giant Constrictor Snake",
      "excerpt": "Multiattack. The snake makes one Bite attack and uses Constrict.\n\nBite. Melee Attack Roll: +6, reach 10 ft. Hit: 11 (2d6 + 4) Piercing damage.\n\nConstrict. Stren"
    },
    {
      "id": "objects/monsters/giant-crab",
      "type": "Monster",
      "name": "Giant Crab",
      "excerpt": "Amphibious. The crab can breathe air and water."
    },
    {
      "id": "objects/monsters/giant-crocodile",
      "type": "Monster",
      "name": "Giant Crocodile",
      "excerpt": "Hold Breath. The crocodile can hold its breath for 1 hour."
    },
    {
      "id": "objects/monsters/giant-eagle",
      "type": "Monster",
      "name": "Giant Eagle",
      "excerpt": "Multiattack. The eagle makes two Rend attacks.\n\nRend. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage plus 3 (1d6) Radiant damage."
    },
    {
      "id": "objects/monsters/giant-elk",
      "type": "Monster",
      "name": "Giant Elk",
      "excerpt": "Ram. Melee Attack Roll: +6, reach 10 ft. Hit: 11 (2d6 + 4) Bludgeoning damage plus 5 (2d4) Radiant damage. If the target is a Huge or smaller creature and the e"
    },
    {
      "id": "objects/monsters/giant-fire-beetle",
      "type": "Monster",
      "name": "Giant Fire Beetle",
      "excerpt": "Illumination. The beetle sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet."
    },
    {
      "id": "objects/monsters/giant-fly",
      "type": "Monster",
      "name": "Giant Fly",
      "excerpt": "Large Beast, Unaligned\n\nAC 11\nInitiative +1 (11)\nHP 19 (3d10 + 3)\nSpeed 30 ft., Fly 60 ft.\n\nSenses Darkvision 60 ft., Passive Perception 10\nLanguages None\nCR 0 "
    },
    {
      "id": "objects/monsters/giant-frog",
      "type": "Monster",
      "name": "Giant Frog",
      "excerpt": "Amphibious. The frog can breathe air and water.\n\nStanding Leap. The frog's Long Jump is up to 20 feet and its High Jump is up to 10 feet with or without a runni"
    },
    {
      "id": "objects/monsters/giant-goat",
      "type": "Monster",
      "name": "Giant Goat",
      "excerpt": "Ram. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage. If the target is a Large or smaller creature and the goat moved 20+ feet straight t"
    },
    {
      "id": "objects/monsters/giant-hyena",
      "type": "Monster",
      "name": "Giant Hyena",
      "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage."
    },
    {
      "id": "objects/monsters/giant-lizard",
      "type": "Monster",
      "name": "Giant Lizard",
      "excerpt": "Spider Climb. The lizard can climb difficult surfaces, including along ceilings, without needing to make an ability check."
    },
    {
      "id": "objects/monsters/giant-octopus",
      "type": "Monster",
      "name": "Giant Octopus",
      "excerpt": "Water Breathing. The octopus can breathe only underwater. It can hold its breath for 1 hour outside water."
    },
    {
      "id": "objects/monsters/giant-owl",
      "type": "Monster",
      "name": "Giant Owl",
      "excerpt": "Flyby. The owl doesn't provoke an Opportunity Attack when it flies out of an enemy's reach."
    },
    {
      "id": "objects/monsters/giant-rat",
      "type": "Monster",
      "name": "Giant Rat",
      "excerpt": "Pack Tactics. The rat has Advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally doesn"
    },
    {
      "id": "objects/monsters/giant-scorpion",
      "type": "Monster",
      "name": "Giant Scorpion",
      "excerpt": "Multiattack. The scorpion makes two Claw attacks and one Sting attack.\n\nClaw. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage. If the tar"
    },
    {
      "id": "objects/monsters/giant-seahorse",
      "type": "Monster",
      "name": "Giant Seahorse",
      "excerpt": "Water Breathing. The seahorse can breathe only underwater."
    },
    {
      "id": "objects/monsters/giant-shark",
      "type": "Monster",
      "name": "Giant Shark",
      "excerpt": "Water Breathing. The shark can breathe only underwater."
    },
    {
      "id": "objects/monsters/giant-spider",
      "type": "Monster",
      "name": "Giant Spider",
      "excerpt": "Spider Climb. The spider can climb difficult surfaces, including along ceilings, without needing to make an ability check.\n\nWeb Walker. The spider ignores movem"
    },
    {
      "id": "objects/monsters/giant-toad",
      "type": "Monster",
      "name": "Giant Toad",
      "excerpt": "Amphibious. The toad can breathe air and water.\n\nStanding Leap. The toad's Long Jump is up to 20 feet and its High Jump is up to 10 feet with or without a runni"
    },
    {
      "id": "objects/monsters/giant-venomous-snake",
      "type": "Monster",
      "name": "Giant Venomous Snake",
      "excerpt": "Bite. Melee Attack Roll: +6, reach 10 ft. Hit: 6 (1d4 + 4) Piercing damage plus 4 (1d8) Poison damage."
    },
    {
      "id": "objects/monsters/giant-vulture",
      "type": "Monster",
      "name": "Giant Vulture",
      "excerpt": "Pack Tactics. The vulture has Advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 feet of the creature and the al"
    },
    {
      "id": "objects/monsters/giant-wasp",
      "type": "Monster",
      "name": "Giant Wasp",
      "excerpt": "Flyby. The wasp doesn't provoke an Opportunity Attack when it flies out of an enemy's reach."
    },
    {
      "id": "objects/monsters/giant-weasel",
      "type": "Monster",
      "name": "Giant Weasel",
      "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Piercing damage."
    },
    {
      "id": "objects/monsters/giant-wolf-spider",
      "type": "Monster",
      "name": "Giant Wolf Spider",
      "excerpt": "Spider Climb. The spider can climb difficult surfaces, including along ceilings, without needing to make an ability check."
    },
    {
      "id": "objects/monsters/gibbering-mouther",
      "type": "Monster",
      "name": "Gibbering Mouther",
      "excerpt": "Aberrant Ground. The ground in a 10-foot Emanation originating from the mouther is Difficult Terrain.\n\nGibbering. The mouther babbles incoherently while it does"
    },
    {
      "id": "objects/monsters/glabrezu",
      "type": "Monster",
      "name": "Glabrezu",
      "excerpt": "Demonic Restoration. If the glabrezu dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points "
    },
    {
      "id": "objects/monsters/gladiator",
      "type": "Monster",
      "name": "Gladiator",
      "excerpt": "Multiattack. The gladiator makes three Spear attacks. It can replace one attack with a use of Shield Bash.\n\nSpear. Melee or Ranged Attack Roll: +7, reach 5 ft. "
    },
    {
      "id": "objects/monsters/gnoll-warrior",
      "type": "Monster",
      "name": "Gnoll Warrior",
      "excerpt": "Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage.\n\nBone Bow. Ranged Attack Roll: +3, range 150/600 ft.\n\nHit: 6 (1d10 + 1) Piercing dama"
    },
    {
      "id": "objects/monsters/goat",
      "type": "Monster",
      "name": "Goat",
      "excerpt": "Ram. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Bludgeoning damage, or 2 (1d4) Bludgeoning damage if the goat moved 20+ feet straight toward the target immediate"
    },
    {
      "id": "objects/monsters/goblin-boss",
      "type": "Monster",
      "name": "Goblin Boss",
      "excerpt": "Multiattack. The goblin makes two attacks, using Scimitar or Shortbow in any combination.\n\nScimitar. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashin"
    },
    {
      "id": "objects/monsters/goblin-minion",
      "type": "Monster",
      "name": "Goblin Minion",
      "excerpt": "Dagger. Melee or Ranged Attack Roll: +4, reach 5 ft. or range 20/60 ft. Hit: 4 (1d4 + 2) Piercing damage."
    },
    {
      "id": "objects/monsters/goblin-warrior",
      "type": "Monster",
      "name": "Goblin Warrior",
      "excerpt": "Scimitar. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage, plus 2 (1d4) Slashing damage if the attack roll had Advantage.\n\nShortbow. Ranged "
    },
    {
      "id": "objects/monsters/gold-dragon-wyrmling",
      "type": "Monster",
      "name": "Gold Dragon Wyrmling",
      "excerpt": "Amphibious. The dragon can breathe air and water."
    },
    {
      "id": "objects/monsters/gorgon",
      "type": "Monster",
      "name": "Gorgon",
      "excerpt": "Gore. Melee Attack Roll: +8, reach 5 ft. Hit: 18 (2d12 + 5) Piercing damage. If the target is a Large or smaller creature and the gorgon moved 20+ feet straight"
    },
    {
      "id": "objects/monsters/gray-ooze",
      "type": "Monster",
      "name": "Gray Ooze",
      "excerpt": "Amorphous. The ooze can move through a space as narrow as 1 inch without expending extra movement to do so.\n\nCorrosive Form. Nonmagical ammunition is destroyed "
    },
    {
      "id": "objects/monsters/green-dragon-wyrmling",
      "type": "Monster",
      "name": "Green Dragon Wyrmling",
      "excerpt": "Amphibious. The dragon can breathe air and water."
    },
    {
      "id": "objects/monsters/green-hag",
      "type": "Monster",
      "name": "Green Hag",
      "excerpt": "Amphibious. The hag can breathe air and water.\n\nCoven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requ"
    },
    {
      "id": "objects/monsters/grick",
      "type": "Monster",
      "name": "Grick",
      "excerpt": "Multiattack. The grick makes one Beak attack and one Tentacles attack.\n\nBeak. Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) Piercing damage.\n\nTentacles. M"
    },
    {
      "id": "objects/monsters/griffon",
      "type": "Monster",
      "name": "Griffon",
      "excerpt": "Multiattack. The griffon makes two Rend attacks.\n\nRend. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) Piercing damage. If the target is a Medium or smalle"
    },
    {
      "id": "objects/monsters/grimlock",
      "type": "Monster",
      "name": "Grimlock",
      "excerpt": "Bone Cudgel. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage plus 2 (1d4) Psychic damage."
    },
    {
      "id": "objects/monsters/guard-captain",
      "type": "Monster",
      "name": "Guard Captain",
      "excerpt": "Multiattack. The guard makes two attacks, using Javelin or Longsword in any combination.\n\nJavelin. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 30/120 "
    },
    {
      "id": "objects/monsters/guard",
      "type": "Monster",
      "name": "Guard",
      "excerpt": "Spear. Melee or Ranged Attack Roll: +3, reach 5 ft. or range 20/60 ft. Hit: 4 (1d6 + 1) Piercing damage."
    },
    {
      "id": "objects/monsters/guardian-naga",
      "type": "Monster",
      "name": "Guardian Naga",
      "excerpt": "Celestial Restoration. If the naga dies, it returns to life in 1d6 days and regains all its Hit Points unless Dispel Evil and Good is cast on its remains."
    },
    {
      "id": "objects/monsters/half-dragon",
      "type": "Monster",
      "name": "Half-Dragon",
      "excerpt": "Draconic Origin. The half-dragon is related to a type of dragon associated with one of the following damage types (GM's choice): Acid, Cold, Fire, Lightning, or"
    },
    {
      "id": "objects/monsters/harpy",
      "type": "Monster",
      "name": "Harpy",
      "excerpt": "Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 6 (2d4 + 1) Slashing damage.\n\nLuring Song. The harpy sings a magical melody, which lasts until the harpy's Concent"
    },
    {
      "id": "objects/monsters/hawk",
      "type": "Monster",
      "name": "Hawk",
      "excerpt": "Talons. Melee Attack Roll: +5, reach 5 ft. Hit: 1 Slashing damage."
    },
    {
      "id": "objects/monsters/hell-hound",
      "type": "Monster",
      "name": "Hell Hound",
      "excerpt": "Pack Tactics. The hound has Advantage on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally d"
    },
    {
      "id": "objects/monsters/hezrou",
      "type": "Monster",
      "name": "Hezrou",
      "excerpt": "Demonic Restoration. If the hezrou dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points so"
    },
    {
      "id": "objects/monsters/hill-giant",
      "type": "Monster",
      "name": "Hill Giant",
      "excerpt": "Multiattack. The giant makes two attacks, using Tree Club or Trash Lob in any combination.\n\nTree Club. Melee Attack Roll: +8, reach 10 ft. Hit: 18 (3d8 + 5) Blu"
    },
    {
      "id": "objects/monsters/hippogriff",
      "type": "Monster",
      "name": "Hippogriff",
      "excerpt": "Flyby. The hippogriff doesn't provoke an Opportunity Attack when it flies out of an enemy's reach."
    },
    {
      "id": "objects/monsters/hippopotamus",
      "type": "Monster",
      "name": "Hippopotamus",
      "excerpt": "Hold Breath. The hippopotamus can hold its breath for 10 minutes."
    },
    {
      "id": "objects/monsters/hobgoblin-captain",
      "type": "Monster",
      "name": "Hobgoblin Captain",
      "excerpt": "Aura of Authority. While in a 10-foot Emanation originating from the hobgoblin, the hobgoblin and its allies have Advantage on attack rolls and saving throws, p"
    },
    {
      "id": "objects/monsters/hobgoblin-warrior",
      "type": "Monster",
      "name": "Hobgoblin Warrior",
      "excerpt": "Pack Tactics. The hobgoblin has Advantage on an attack roll against a creature if at least one of the hobgoblin's allies is within 5 feet of the creature and th"
    },
    {
      "id": "objects/monsters/homunculus",
      "type": "Monster",
      "name": "Homunculus",
      "excerpt": "Telepathic Bond. While the homunculus is on the same plane of existence as its master, the two of them can communicate telepathically with each other."
    },
    {
      "id": "objects/monsters/horned-devil",
      "type": "Monster",
      "name": "Horned Devil",
      "excerpt": "Diabolical Restoration. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all i"
    },
    {
      "id": "objects/monsters/hunter-shark",
      "type": "Monster",
      "name": "Hunter Shark",
      "excerpt": "Water Breathing. The shark can breathe only underwater."
    },
    {
      "id": "objects/monsters/hydra",
      "type": "Monster",
      "name": "Hydra",
      "excerpt": "Hold Breath. The hydra can hold its breath for 1 hour.\n\nMultiple Heads. The hydra has five heads. Whenever the hydra takes 25 damage or more on a single turn, o"
    },
    {
      "id": "objects/monsters/hyena",
      "type": "Monster",
      "name": "Hyena",
      "excerpt": "Pack Tactics. The hyena has Advantage on an attack roll against a creature if at least one of the hyena's allies is within 5 feet of the creature and the ally d"
    },
    {
      "id": "objects/monsters/ice-devil",
      "type": "Monster",
      "name": "Ice Devil",
      "excerpt": "Diabolical Restoration. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all i"
    },
    {
      "id": "objects/monsters/ice-mephit",
      "type": "Monster",
      "name": "Ice Mephit",
      "excerpt": "Death Burst. The mephit explodes when it dies. Constitution Saving Throw: DC 10, each creature in a 5-foot Emanation originating from the mephit. Failure: 5 (2d"
    },
    {
      "id": "objects/monsters/imp",
      "type": "Monster",
      "name": "Imp",
      "excerpt": "Magic Resistance. The imp has Advantage on saving throws against spells and other magical effects."
    },
    {
      "id": "objects/monsters/incubus",
      "type": "Monster",
      "name": "Incubus",
      "excerpt": "Succubus Form. When the incubus finishes a Long Rest, it can shape-shift into a Succubus, using that stat block instead of this one. Any equipment it is wearing"
    },
    {
      "id": "objects/monsters/invisible-stalker",
      "type": "Monster",
      "name": "Invisible Stalker",
      "excerpt": "Air Form. The stalker can enter an enemy's space and stop there. It can move through a space as narrow as 1 inch without expending extra movement to do so.\n\nInv"
    },
    {
      "id": "objects/monsters/iron-golem",
      "type": "Monster",
      "name": "Iron Golem",
      "excerpt": "Fire Absorption. Whenever the golem is subjected to Fire damage, it regains a number of Hit Points equal to the Fire damage dealt.\n\nImmutable Form. The golem ca"
    },
    {
      "id": "objects/monsters/jackal",
      "type": "Monster",
      "name": "Jackal",
      "excerpt": "Bite. Melee Attack Roll: +1, reach 5 ft. Hit: 1 (1d4 - 1)\n\nPiercing damage."
    },
    {
      "id": "objects/monsters/killer-whale",
      "type": "Monster",
      "name": "Killer Whale",
      "excerpt": "Hold Breath. The whale can hold its breath for 30 minutes."
    },
    {
      "id": "objects/monsters/knight",
      "type": "Monster",
      "name": "Knight",
      "excerpt": "Multiattack. The knight makes two attacks, using Greatsword or Heavy Crossbow in any combination.\n\nGreatsword. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 +"
    },
    {
      "id": "objects/monsters/kobold-warrior",
      "type": "Monster",
      "name": "Kobold Warrior",
      "excerpt": "Pack Tactics. The kobold has Advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally"
    },
    {
      "id": "objects/monsters/kraken",
      "type": "Monster",
      "name": "Kraken",
      "excerpt": "Amphibious. The kraken can breathe air and water.\n\nLegendary Resistance (4/Day, or 5/Day in Lair). If the kraken fails a saving throw, it can choose to succeed "
    },
    {
      "id": "objects/monsters/lamia",
      "type": "Monster",
      "name": "Lamia",
      "excerpt": "Multiattack. The lamia makes two Claw attacks. It can replace one attack with a use of Corrupting Touch.\n\nClaw. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 +"
    },
    {
      "id": "objects/monsters/lemure",
      "type": "Monster",
      "name": "Lemure",
      "excerpt": "Hellish Restoration. If the lemure dies in the Nine Hells, it revives with all its Hit Points in 1d10 days unless it is killed by a creature under the effects o"
    },
    {
      "id": "objects/monsters/lich",
      "type": "Monster",
      "name": "Lich",
      "excerpt": "Legendary Resistance (4/Day, or 5/Day in Lair). If the lich fails a saving throw, it can choose to succeed instead.\n\nSpirit Jar. If destroyed, the lich reforms "
    },
    {
      "id": "objects/monsters/lion",
      "type": "Monster",
      "name": "Lion",
      "excerpt": "Pack Tactics. The lion has Advantage on an attack roll against a creature if at least one of the lion's allies is within 5 feet of the creature and the ally doe"
    },
    {
      "id": "objects/monsters/lizard",
      "type": "Monster",
      "name": "Lizard",
      "excerpt": "Spider Climb. The lizard can climb difficult surfaces, including along ceilings, without needing to make an ability check."
    },
    {
      "id": "objects/monsters/mage",
      "type": "Monster",
      "name": "Mage",
      "excerpt": "Multiattack. The mage makes three Arcane Burst attacks.\n\nArcane Burst. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 120 ft. Hit: 16 (3d8 + 3) Force dam"
    },
    {
      "id": "objects/monsters/magma-mephit",
      "type": "Monster",
      "name": "Magma Mephit",
      "excerpt": "Death Burst. The mephit explodes when it dies. Dexterity Saving Throw: DC 11, each creature in a 5-foot Emanation originating from the mephit. Failure: 7 (2d6) "
    },
    {
      "id": "objects/monsters/magmin",
      "type": "Monster",
      "name": "Magmin",
      "excerpt": "Death Burst. The magmin explodes when it dies. Dexterity Saving Throw: DC 11, each creature in a 10-foot Emanation originating from the magmin. Failure: 7 (2d6)"
    },
    {
      "id": "objects/monsters/mammoth",
      "type": "Monster",
      "name": "Mammoth",
      "excerpt": "Multiattack. The mammoth makes two Gore attacks.\n\nGore. Melee Attack Roll: +10, reach 10 ft. Hit: 18 (2d10 + 7) Piercing damage. If the target is a Huge or smal"
    },
    {
      "id": "objects/monsters/manticore",
      "type": "Monster",
      "name": "Manticore",
      "excerpt": "Multiattack. The manticore makes three attacks, using Rend or Tail Spike in any combination.\n\nRend. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Slashing"
    },
    {
      "id": "objects/monsters/marilith",
      "type": "Monster",
      "name": "Marilith",
      "excerpt": "Demonic Restoration. If the marilith dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points "
    },
    {
      "id": "objects/monsters/mastiff",
      "type": "Monster",
      "name": "Mastiff",
      "excerpt": "Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Piercing damage. If the target is a Medium or smaller creature, it has the Prone condition."
    },
    {
      "id": "objects/monsters/medusa",
      "type": "Monster",
      "name": "Medusa",
      "excerpt": "Multiattack. The medusa makes two Claw attacks and one Snake Hair attack, or it makes three Poison Ray attacks.\n\nClaw. Melee Attack Roll: +6, reach 5 ft. Hit: 1"
    },
    {
      "id": "objects/monsters/merfolk-skirmisher",
      "type": "Monster",
      "name": "Merfolk Skirmisher",
      "excerpt": "Amphibious. The merfolk can breathe air and water."
    },
    {
      "id": "objects/monsters/merrow",
      "type": "Monster",
      "name": "Merrow",
      "excerpt": "Amphibious. The merrow can breathe air and water."
    },
    {
      "id": "objects/monsters/mimic",
      "type": "Monster",
      "name": "Mimic",
      "excerpt": "Adhesive (Object Form Only). The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic has the Grappled condition (escape D"
    },
    {
      "id": "objects/monsters/minotaur-of-baphomet",
      "type": "Monster",
      "name": "Minotaur of Baphomet",
      "excerpt": "Abyssal Glaive. Melee Attack Roll: +6, reach 10 ft.\nHit: 10 (1d12 + 4) Slashing damage plus 10 (3d6) Necrotic damage.\n\nGore (Recharge 5–6). Melee Attack Roll: +"
    },
    {
      "id": "objects/monsters/minotaur-skeleton",
      "type": "Monster",
      "name": "Minotaur Skeleton",
      "excerpt": "Gore. Melee Attack Roll: +6, reach 5 ft. Hit: 11 (2d6 + 4) Piercing damage. If the target is a Large or smaller creature and the skeleton moved 20+ feet straigh"
    },
    {
      "id": "objects/monsters/mule",
      "type": "Monster",
      "name": "Mule",
      "excerpt": "Beast of Burden. The mule counts as one size larger for the purpose of determining its carrying capacity."
    },
    {
      "id": "objects/monsters/mummy-lord",
      "type": "Monster",
      "name": "Mummy Lord",
      "excerpt": "Legendary Resistance (3/Day, or 4/Day in Lair). If the mummy fails a saving throw, it can choose to succeed instead.\n\nMagic Resistance. The mummy has Advantage "
    },
    {
      "id": "objects/monsters/mummy",
      "type": "Monster",
      "name": "Mummy",
      "excerpt": "Multiattack. The mummy makes two Rotting Fist attacks and uses Dreadful Glare.\n\nRotting Fist. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Bludgeoning d"
    },
    {
      "id": "objects/monsters/nalfeshnee",
      "type": "Monster",
      "name": "Nalfeshnee",
      "excerpt": "Demonic Restoration. If the nalfeshnee dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Point"
    },
    {
      "id": "objects/monsters/night-hag",
      "type": "Monster",
      "name": "Night Hag",
      "excerpt": "Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the spell's "
    },
    {
      "id": "objects/monsters/nightmare",
      "type": "Monster",
      "name": "Nightmare",
      "excerpt": "Confer Fire Resistance. The nightmare can grant Resistance to Fire damage to a rider while it is on the nightmare.\n\nIllumination. The nightmare sheds Bright Lig"
    },
    {
      "id": "objects/monsters/noble",
      "type": "Monster",
      "name": "Noble",
      "excerpt": "Rapier. Melee Attack Roll: +3, reach 5 ft. Hit: 5 (1d8 + 1) Piercing damage."
    },
    {
      "id": "objects/monsters/ochre-jelly",
      "type": "Monster",
      "name": "Ochre Jelly",
      "excerpt": "Amorphous. The jelly can move through a space as narrow as 1 inch without expending extra movement to do so.\n\nSpider Climb. The jelly can climb difficult surfac"
    },
    {
      "id": "objects/monsters/octopus",
      "type": "Monster",
      "name": "Octopus",
      "excerpt": "Compression. The octopus can move through a space as narrow as 1 inch without expending extra movement to do so.\n\nWater Breathing. The octopus can breathe only "
    },
    {
      "id": "objects/monsters/ogre-zombie",
      "type": "Monster",
      "name": "Ogre Zombie",
      "excerpt": "Undead Fortitude. If damage reduces the zombie to 0 Hit Points, it makes a Constitution saving throw (DC 5 plus the damage taken) unless the damage is Radiant o"
    },
    {
      "id": "objects/monsters/ogre",
      "type": "Monster",
      "name": "Ogre",
      "excerpt": "Greatclub. Melee Attack Roll: +6, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage.\n\nJavelin. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 30/120 ft. H"
    },
    {
      "id": "objects/monsters/oni",
      "type": "Monster",
      "name": "Oni",
      "excerpt": "Regeneration. The oni regains 10 Hit Points at the start of each of its turns if it has at least 1 Hit Point."
    },
    {
      "id": "objects/monsters/otyugh",
      "type": "Monster",
      "name": "Otyugh",
      "excerpt": "Multiattack. The otyugh makes one Bite attack and two Tentacle attacks.\n\nBite. Melee Attack Roll: +6, reach 5 ft. Hit: 12 (2d8 + 3) Piercing damage, and the tar"
    },
    {
      "id": "objects/monsters/owl",
      "type": "Monster",
      "name": "Owl",
      "excerpt": "Flyby. The owl doesn't provoke an Opportunity Attack when it flies out of an enemy's reach."
    },
    {
      "id": "objects/monsters/owlbear",
      "type": "Monster",
      "name": "Owlbear",
      "excerpt": "Multiattack. The owlbear makes two Rend attacks.\n\nRend. Melee Attack Roll: +7, reach 5 ft. Hit: 14 (2d8 + 5) Slashing damage."
    },
    {
      "id": "objects/monsters/panther",
      "type": "Monster",
      "name": "Panther",
      "excerpt": "Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Slashing damage."
    },
    {
      "id": "objects/monsters/pegasus",
      "type": "Monster",
      "name": "Pegasus",
      "excerpt": "Hooves. Melee Attack Roll: +6, reach 5 ft. Hit: 7 (1d6 + 4) Bludgeoning damage plus 5 (2d4) Radiant damage."
    },
    {
      "id": "objects/monsters/phase-spider",
      "type": "Monster",
      "name": "Phase Spider",
      "excerpt": "Ethereal Sight. The spider can see 60 feet into the Ethereal Plane while on the Material Plane and vice versa.\n\nSpider Climb. The spider can climb difficult sur"
    },
    {
      "id": "objects/monsters/piranha",
      "type": "Monster",
      "name": "Piranha",
      "excerpt": "Water Breathing. The piranha can breathe only underwater."
    },
    {
      "id": "objects/monsters/pirate-captain",
      "type": "Monster",
      "name": "Pirate Captain",
      "excerpt": "Multiattack. The pirate makes three attacks, using Rapier or Pistol in any combination.\n\nRapier. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Piercing d"
    },
    {
      "id": "objects/monsters/pirate",
      "type": "Monster",
      "name": "Pirate",
      "excerpt": "Multiattack. The pirate makes two Dagger attacks. It can replace one attack with a use of Enthralling Panache.\n\nDagger. Melee or Ranged Attack Roll: +5, reach 5"
    },
    {
      "id": "objects/monsters/pit-fiend",
      "type": "Monster",
      "name": "Pit Fiend",
      "excerpt": "Diabolical Restoration. If the pit fiend dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with a"
    },
    {
      "id": "objects/monsters/planetar",
      "type": "Monster",
      "name": "Planetar",
      "excerpt": "Divine Awareness. The planetar knows if it hears a lie.\n\nExalted Restoration. If the planetar dies outside Mount Celestia, its body disappears, and it gains a n"
    },
    {
      "id": "objects/monsters/plesiosaurus",
      "type": "Monster",
      "name": "Plesiosaurus",
      "excerpt": "Hold Breath. The plesiosaurus can hold its breath for 1 hour."
    },
    {
      "id": "objects/monsters/polar-bear",
      "type": "Monster",
      "name": "Polar Bear",
      "excerpt": "Multiattack. The bear makes two Rend attacks.\n\nRend. Melee Attack Roll: +7, reach 5 ft. Hit: 9 (1d8 + 5) Slashing damage."
    },
    {
      "id": "objects/monsters/pony",
      "type": "Monster",
      "name": "Pony",
      "excerpt": "Hooves. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Bludgeoning damage."
    },
    {
      "id": "objects/monsters/priest-acolyte",
      "type": "Monster",
      "name": "Priest Acolyte",
      "excerpt": "Mace. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Bludgeoning damage plus 2 (1d4) Radiant damage.\n\nRadiant Flame. Ranged Attack Roll: +4, range 60 ft.\nH"
    },
    {
      "id": "objects/monsters/priest",
      "type": "Monster",
      "name": "Priest",
      "excerpt": "Multiattack. The priest makes two attacks, using Mace or Radiant Flame in any combination.\n\nMace. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeonin"
    },
    {
      "id": "objects/monsters/pseudodragon",
      "type": "Monster",
      "name": "Pseudodragon",
      "excerpt": "Magic Resistance. The pseudodragon has Advantage on saving throws against spells and other magical effects."
    },
    {
      "id": "objects/monsters/pteranodon",
      "type": "Monster",
      "name": "Pteranodon",
      "excerpt": "Flyby. The pteranodon doesn't provoke an Opportunity Attack when it flies out of an enemy's reach."
    },
    {
      "id": "objects/monsters/purple-worm",
      "type": "Monster",
      "name": "Purple Worm",
      "excerpt": "Tunneler. The worm can burrow through solid rock at half its Burrow Speed and leaves a 10-foot-diameter tunnel in its wake."
    },
    {
      "id": "objects/monsters/quasit",
      "type": "Monster",
      "name": "Quasit",
      "excerpt": "Magic Resistance. The quasit has Advantage on saving throws against spells and other magical effects."
    },
    {
      "id": "objects/monsters/rakshasa",
      "type": "Monster",
      "name": "Rakshasa",
      "excerpt": "Greater Magic Resistance. The rakshasa automatically succeeds on saving throws against spells and other magical effects, and the attack rolls of spells automati"
    },
    {
      "id": "objects/monsters/rat",
      "type": "Monster",
      "name": "Rat",
      "excerpt": "Agile. The rat doesn't provoke an Opportunity Attack when it moves out of an enemy's reach."
    },
    {
      "id": "objects/monsters/raven",
      "type": "Monster",
      "name": "Raven",
      "excerpt": "Mimicry. The raven can mimic simple sounds it has heard, such as a whisper or chitter. A hearer can discern the sounds are imitations with a successful DC 10 Wi"
    },
    {
      "id": "objects/monsters/red-dragon-wyrmling",
      "type": "Monster",
      "name": "Red Dragon Wyrmling",
      "excerpt": "Multiattack. The dragon makes two Rend attacks.\n\nRend. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (1d10 + 4) Slashing damage plus 3 (1d6) Fire damage.\n\nFire Brea"
    },
    {
      "id": "objects/monsters/reef-shark",
      "type": "Monster",
      "name": "Reef Shark",
      "excerpt": "Pack Tactics. The shark has Advantage on an attack roll against a creature if at least one of the shark's allies is within 5 feet of the creature and the ally d"
    },
    {
      "id": "objects/monsters/remorhaz",
      "type": "Monster",
      "name": "Remorhaz",
      "excerpt": "Heat Aura. At the end of each of the remorhaz's turns, each creature in a 5-foot Emanation originating from the remorhaz takes 16 (3d10) Fire damage."
    },
    {
      "id": "objects/monsters/rhinoceros",
      "type": "Monster",
      "name": "Rhinoceros",
      "excerpt": "Gore. Melee Attack Roll: +7, reach 5 ft. Hit: 14 (2d8 + 5) Piercing damage. If target is a Large or smaller creature and the rhinoceros moved 20+ feet straight "
    },
    {
      "id": "objects/monsters/riding-horse",
      "type": "Monster",
      "name": "Riding Horse",
      "excerpt": "Hooves. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Bludgeoning damage."
    },
    {
      "id": "objects/monsters/roc",
      "type": "Monster",
      "name": "Roc",
      "excerpt": "Multiattack. The roc makes two Beak attacks. It can replace one attack with a Talons attack.\n\nBeak. Melee Attack Roll: +13, reach 10 ft. Hit: 28 (3d12 + 9) Pier"
    },
    {
      "id": "objects/monsters/roper",
      "type": "Monster",
      "name": "Roper",
      "excerpt": "Spider Climb. The roper can climb difficult surfaces, including along ceilings, without needing to make an ability check."
    },
    {
      "id": "objects/monsters/rust-monster",
      "type": "Monster",
      "name": "Rust Monster",
      "excerpt": "Iron Scent. The rust monster can pinpoint the location of ferrous metal within 30 feet of itself."
    },
    {
      "id": "objects/monsters/saber-toothed-tiger",
      "type": "Monster",
      "name": "Saber-Toothed Tiger",
      "excerpt": "Running Leap. With a 10-foot running start, the tiger can Long Jump up to 25 feet."
    },
    {
      "id": "objects/monsters/sahuagin-warrior",
      "type": "Monster",
      "name": "Sahuagin Warrior",
      "excerpt": "Blood Frenzy. The sahuagin has Advantage on attack rolls against any creature that doesn't have all its Hit Points.\n\nLimited Amphibiousness. The sahuagin can br"
    },
    {
      "id": "objects/monsters/salamander",
      "type": "Monster",
      "name": "Salamander",
      "excerpt": "Fire Aura. At the end of each of the salamander's turns, each creature of the salamander's choice in a 5-foot Emanation originating from the salamander takes 7 "
    },
    {
      "id": "objects/monsters/satyr",
      "type": "Monster",
      "name": "Satyr",
      "excerpt": "Magic Resistance. The satyr has Advantage on saving throws against spells and other magical effects."
    },
    {
      "id": "objects/monsters/scorpion",
      "type": "Monster",
      "name": "Scorpion",
      "excerpt": "Sting. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Piercing damage plus 3 (1d6) Poison damage."
    },
    {
      "id": "objects/monsters/scout",
      "type": "Monster",
      "name": "Scout",
      "excerpt": "Multiattack. The scout makes two attacks, using Short-word and Longbow in any combination.\n\nShortsword. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Pier"
    },
    {
      "id": "objects/monsters/sea-hag",
      "type": "Monster",
      "name": "Sea Hag",
      "excerpt": "Amphibious. The hag can breathe air and water.\n\nCoven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requ"
    },
    {
      "id": "objects/monsters/seahorse",
      "type": "Monster",
      "name": "Seahorse",
      "excerpt": "Water Breathing. The seahorse can breathe only underwater."
    },
    {
      "id": "objects/monsters/shadow",
      "type": "Monster",
      "name": "Shadow",
      "excerpt": "Amorphous. The shadow can move through a space as narrow as 1 inch without expending extra movement to do so.\n\nSunlight Weakness. While in sunlight, the shadow "
    },
    {
      "id": "objects/monsters/shambling-mound",
      "type": "Monster",
      "name": "Shambling Mound",
      "excerpt": "Lightning Absorption. Whenever the shambling mound is subjected to Lightning damage, it regains a number of Hit Points equal to the Lightning damage dealt."
    },
    {
      "id": "objects/monsters/shield-guardian",
      "type": "Monster",
      "name": "Shield Guardian",
      "excerpt": "Bound. The guardian is magically bound to an amulet. While the guardian and its amulet are on the same plane of existence, the amulet's wearer can telepathicall"
    },
    {
      "id": "objects/monsters/shrieker-fungus",
      "type": "Monster",
      "name": "Shrieker Fungus",
      "excerpt": "Shriek. Trigger: A creature or a source of Bright Light moves within 30 feet of the shrieker. Response: The shrieker emits a shriek audible within 300 feet of i"
    },
    {
      "id": "objects/monsters/silver-dragon-wyrmling",
      "type": "Monster",
      "name": "Silver Dragon Wyrmling",
      "excerpt": "Multiattack. The dragon makes two Rend attacks.\n\nRend. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (1d10 + 4) Piercing damage.\n\nCold Breath (Recharge 5–6). Consti"
    },
    {
      "id": "objects/monsters/skeleton",
      "type": "Monster",
      "name": "Skeleton",
      "excerpt": "Shortsword. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage.\n\nShortbow. Ranged Attack Roll: +5, range 80/320 ft. Hit: 6 (1d6 + 3) Piercing d"
    },
    {
      "id": "objects/monsters/solar",
      "type": "Monster",
      "name": "Solar",
      "excerpt": "Divine Awareness. The solar knows if it hears a lie.\n\nExalted Restoration. If the solar dies outside Mount Celestia, its body disappears, and it gains a new bod"
    },
    {
      "id": "objects/monsters/specter",
      "type": "Monster",
      "name": "Specter",
      "excerpt": "Incorporeal Movement. The specter can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its "
    },
    {
      "id": "objects/monsters/sphinx-of-lore",
      "type": "Monster",
      "name": "Sphinx of Lore",
      "excerpt": "Inscrutable. No magic can observe the sphinx remotely or detect its thoughts without its permission. Wisdom (Insight) checks made to ascertain its intentions or"
    },
    {
      "id": "objects/monsters/sphinx-of-valor",
      "type": "Monster",
      "name": "Sphinx of Valor",
      "excerpt": "Inscrutable. No magic can observe the sphinx remotely or detect its thoughts without its permission. Wisdom (Insight) checks made to ascertain its intentions or"
    },
    {
      "id": "objects/monsters/sphinx-of-wonder",
      "type": "Monster",
      "name": "Sphinx of Wonder",
      "excerpt": "Magic Resistance. The sphinx has Advantage on saving throws against spells and other magical effects."
    },
    {
      "id": "objects/monsters/spider",
      "type": "Monster",
      "name": "Spider",
      "excerpt": "Spider Climb. The spider can climb difficult surfaces, including along ceilings, without needing to make an ability check.\n\nWeb Walker. The spider ignores movem"
    },
    {
      "id": "objects/monsters/spirit-naga",
      "type": "Monster",
      "name": "Spirit Naga",
      "excerpt": "Fiendish Restoration. If it dies, the naga returns to life in 1d6 days and regains all its Hit Points. Only a Wish spell can prevent this trait from functioning"
    },
    {
      "id": "objects/monsters/sprite",
      "type": "Monster",
      "name": "Sprite",
      "excerpt": "Needle Sword. Melee Attack Roll: +6, reach 5 ft. Hit: 6 (1d4 + 4) Piercing damage.\n\nEnchanting Bow. Ranged Attack Roll: +6, range 40/160 ft. Hit: 1 Piercing dam"
    },
    {
      "id": "objects/monsters/spy",
      "type": "Monster",
      "name": "Spy",
      "excerpt": "Shortsword. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 7 (2d6) Poison damage.\n\nHand Crossbow. Ranged Attack Roll: +4, range 30/120"
    },
    {
      "id": "objects/monsters/steam-mephit",
      "type": "Monster",
      "name": "Steam Mephit",
      "excerpt": "Blurred Form. Attack rolls against the mephit are made with Disadvantage unless the mephit has the Incapacitated condition.\n\nDeath Burst. The mephit explodes wh"
    },
    {
      "id": "objects/monsters/stirge",
      "type": "Monster",
      "name": "Stirge",
      "excerpt": "Proboscis. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage, and the stirge attaches to the target. While attached, the stirge can't make Pro"
    },
    {
      "id": "objects/monsters/stone-giant",
      "type": "Monster",
      "name": "Stone Giant",
      "excerpt": "Multiattack. The giant makes two attacks, using Stone Club or Boulder in any combination.\n\nStone Club. Melee Attack Roll: +9, reach 15 ft. Hit: 22 (3d10 + 6) Bl"
    },
    {
      "id": "objects/monsters/stone-golem",
      "type": "Monster",
      "name": "Stone Golem",
      "excerpt": "Immutable Form. The golem can't shape-shift.\n\nMagic Resistance. The golem has Advantage on saving throws against spells and other magical effects."
    },
    {
      "id": "objects/monsters/storm-giant",
      "type": "Monster",
      "name": "Storm Giant",
      "excerpt": "Amphibious. The giant can breathe air and water."
    },
    {
      "id": "objects/monsters/succubus",
      "type": "Monster",
      "name": "Succubus",
      "excerpt": "Incubus Form. When the succubus finishes a Long Rest, it can shape-shift into an Incubus, using that stat block instead of this one."
    },
    {
      "id": "objects/monsters/swarm-of-bats",
      "type": "Monster",
      "name": "Swarm of Bats",
      "excerpt": "Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't reg"
    },
    {
      "id": "objects/monsters/swarm-of-crawling-claws",
      "type": "Monster",
      "name": "Swarm of Crawling Claws",
      "excerpt": "Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can'"
    },
    {
      "id": "objects/monsters/swarm-of-insects",
      "type": "Monster",
      "name": "Swarm of Insects",
      "excerpt": "Spider Climb. If the swarm has a Climb Speed, the swarm can climb difficult surfaces, including along ceilings, without needing to make an ability check.\n\nSwarm"
    },
    {
      "id": "objects/monsters/swarm-of-piranhas",
      "type": "Monster",
      "name": "Swarm of Piranhas",
      "excerpt": "Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny piranha. The swarm can't"
    },
    {
      "id": "objects/monsters/swarm-of-rats",
      "type": "Monster",
      "name": "Swarm of Rats",
      "excerpt": "Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't reg"
    },
    {
      "id": "objects/monsters/swarm-of-ravens",
      "type": "Monster",
      "name": "Swarm of Ravens",
      "excerpt": "Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm can't r"
    },
    {
      "id": "objects/monsters/swarm-of-venomous-snakes",
      "type": "Monster",
      "name": "Swarm of Venomous Snakes",
      "excerpt": "Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm can't r"
    },
    {
      "id": "objects/monsters/tarrasque",
      "type": "Monster",
      "name": "Tarrasque",
      "excerpt": "Legendary Resistance (6/Day). If the tarrasque fails a saving throw, it can choose to succeed instead.\n\nMagic Resistance. The tarrasque has Advantage on saving "
    },
    {
      "id": "objects/monsters/tiger",
      "type": "Monster",
      "name": "Tiger",
      "excerpt": "Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage. If the target is a Large or smaller creature, it has the Prone condition."
    },
    {
      "id": "objects/monsters/tough-boss",
      "type": "Monster",
      "name": "Tough Boss",
      "excerpt": "Pack Tactics. The tough has Advantage on an attack roll against a creature if at least one of the tough's allies is within 5 feet of the creature and the ally d"
    },
    {
      "id": "objects/monsters/tough",
      "type": "Monster",
      "name": "Tough",
      "excerpt": "Pack Tactics. The tough has Advantage on an attack roll against a creature if at least one of the tough's allies is within 5 feet of the creature and the ally d"
    },
    {
      "id": "objects/monsters/treant",
      "type": "Monster",
      "name": "Treant",
      "excerpt": "Siege Monster. The treant deals double damage to objects and structures."
    },
    {
      "id": "objects/monsters/triceratops",
      "type": "Monster",
      "name": "Triceratops",
      "excerpt": "Multiattack. The triceratops makes two Gore attacks.\n\nGore. Melee Attack Roll: +9, reach 5 ft. Hit: 19 (2d12 + 6) Piercing damage. If the target is Huge or smal"
    },
    {
      "id": "objects/monsters/troll-limb",
      "type": "Monster",
      "name": "Troll Limb",
      "excerpt": "Regeneration. The limb regains 5 Hit Points at the start of each of its turns. If the limb takes Acid or Fire damage, this trait doesn't function on the limb's "
    },
    {
      "id": "objects/monsters/troll",
      "type": "Monster",
      "name": "Troll",
      "excerpt": "Loathsome Limbs (4/Day). If the troll ends any turn Bloodied and took 15+ Slashing damage during that turn, one of the troll's limbs is severed, falls into the "
    },
    {
      "id": "objects/monsters/tyrannosaurus-rex",
      "type": "Monster",
      "name": "Tyrannosaurus Rex",
      "excerpt": "Multiattack. The tyrannosaurus makes one Bite attack and one Tail attack.\n\nBite. Melee Attack Roll: +10, reach 10 ft. Hit: 33 (4d12 + 7) Piercing damage. If the"
    },
    {
      "id": "objects/monsters/unicorn",
      "type": "Monster",
      "name": "Unicorn",
      "excerpt": "Legendary Resistance (3/Day). If the unicorn fails a saving throw, it can choose to succeed instead.\n\nMagic Resistance. The unicorn has Advantage on saving thro"
    },
    {
      "id": "objects/monsters/vampire-familiar",
      "type": "Monster",
      "name": "Vampire Familiar",
      "excerpt": "Vampiric Connection. While the familiar and its vampire master are on the same plane of existence, the vampire can communicate with the familiar telepathically,"
    },
    {
      "id": "objects/monsters/vampire-spawn",
      "type": "Monster",
      "name": "Vampire Spawn",
      "excerpt": "Spider Climb. The vampire can climb difficult surfaces, including along ceilings, without needing to make an ability check.\n\nVampire Weakness. The vampire has t"
    },
    {
      "id": "objects/monsters/vampire",
      "type": "Monster",
      "name": "Vampire",
      "excerpt": "Legendary Resistance (3/Day, or 4/Day in Lair). If the vampire fails a saving throw, it can choose to succeed instead.\n\nMisty Escape. If the vampire drops to 0 "
    },
    {
      "id": "objects/monsters/venomous-snake",
      "type": "Monster",
      "name": "Venomous Snake",
      "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage plus 3 (1d6) Poison damage."
    },
    {
      "id": "objects/monsters/violet-fungus",
      "type": "Monster",
      "name": "Violet Fungus",
      "excerpt": "Multiattack. The fungus makes two Rotting Touch attacks.\n\nRotting Touch. Melee Attack Roll: +2, reach 10 ft. Hit: 4 (1d8) Necrotic damage."
    },
    {
      "id": "objects/monsters/vrock",
      "type": "Monster",
      "name": "Vrock",
      "excerpt": "Demonic Restoration. If the vrock dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points som"
    },
    {
      "id": "objects/monsters/vulture",
      "type": "Monster",
      "name": "Vulture",
      "excerpt": "Pack Tactics. The vulture has Advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 feet of the creature and the al"
    },
    {
      "id": "objects/monsters/warhorse-skeleton",
      "type": "Monster",
      "name": "Warhorse Skeleton",
      "excerpt": "Hooves. Melee Attack Roll: +6, reach 5 ft. Hit: 7 (1d6 + 4) Bludgeoning damage. If the target is a Large or smaller creature and the skeleton moved 20+ feet str"
    },
    {
      "id": "objects/monsters/warhorse",
      "type": "Monster",
      "name": "Warhorse",
      "excerpt": "Hooves. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (2d4 + 4) Bludgeoning damage. If the target is a Large or smaller creature and the horse moved 20+ feet straig"
    },
    {
      "id": "objects/monsters/warrior-infantry",
      "type": "Monster",
      "name": "Warrior Infantry",
      "excerpt": "Pack Tactics. The warrior has Advantage on an attack roll against a creature if at least one of the warrior's allies is within 5 feet of the creature and the al"
    },
    {
      "id": "objects/monsters/warrior-veteran",
      "type": "Monster",
      "name": "Warrior Veteran",
      "excerpt": "Multiattack. The warrior makes two Greatsword or Heavy Crossbow attacks.\n\nGreatsword. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage.\n\nHea"
    },
    {
      "id": "objects/monsters/water-elemental",
      "type": "Monster",
      "name": "Water Elemental",
      "excerpt": "Freeze. If the elemental takes Cold damage, its Speed decreases by 20 feet until the end of its next turn.\n\nWater Form. The elemental can enter an enemy's space"
    },
    {
      "id": "objects/monsters/weasel",
      "type": "Monster",
      "name": "Weasel",
      "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 1 Piercing damage."
    },
    {
      "id": "objects/monsters/werebear",
      "type": "Monster",
      "name": "Werebear",
      "excerpt": "Multiattack. The werebear makes two attacks, using Handaxe or Rend in any combination. It can replace one attack with a Bite attack.\n\nBite (Bear or Hybrid Form "
    },
    {
      "id": "objects/monsters/wereboar",
      "type": "Monster",
      "name": "Wereboar",
      "excerpt": "Multiattack. The wereboar makes two attacks, using Javelin or Tusk in any combination. It can replace one attack with a Gore attack.\n\nGore (Boar or Hybrid Form "
    },
    {
      "id": "objects/monsters/wererat",
      "type": "Monster",
      "name": "Wererat",
      "excerpt": "Multiattack. The wererat makes two attacks, using Scratch or Hand Crossbow in any combination. It can replace one attack with a Bite attack.\n\nBite (Rat or Hybri"
    },
    {
      "id": "objects/monsters/weretiger",
      "type": "Monster",
      "name": "Weretiger",
      "excerpt": "Multiattack. The weretiger makes two attacks, using Scratch or Longbow in any combination. It can replace one attack with a Bite attack.\n\nBite (Tiger or Hybrid "
    },
    {
      "id": "objects/monsters/werewolf",
      "type": "Monster",
      "name": "Werewolf",
      "excerpt": "Pack Tactics. The werewolf has Advantage on an attack roll against a creature if at least one of the werewolf's allies is within 5 feet of the creature and the "
    },
    {
      "id": "objects/monsters/white-dragon-wyrmling",
      "type": "Monster",
      "name": "White Dragon Wyrmling",
      "excerpt": "Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow do"
    },
    {
      "id": "objects/monsters/wight",
      "type": "Monster",
      "name": "Wight",
      "excerpt": "Sunlight Sensitivity. While in sunlight, the wight has Disadvantage on ability checks and attack rolls."
    },
    {
      "id": "objects/monsters/will-o-wisp",
      "type": "Monster",
      "name": "Will-o'-Wisp",
      "excerpt": "Ephemeral. The wisp can't wear or carry anything.\n\nIllumination. The wisp sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.\n\nIncor"
    },
    {
      "id": "objects/monsters/winter-wolf",
      "type": "Monster",
      "name": "Winter Wolf",
      "excerpt": "Pack Tactics. The wolf has Advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally doe"
    },
    {
      "id": "objects/monsters/wolf",
      "type": "Monster",
      "name": "Wolf",
      "excerpt": "Pack Tactics. The wolf has Advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally doesn"
    },
    {
      "id": "objects/monsters/worg",
      "type": "Monster",
      "name": "Worg",
      "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage, and the next attack roll made against the target before the start of the worg's next "
    },
    {
      "id": "objects/monsters/wraith",
      "type": "Monster",
      "name": "Wraith",
      "excerpt": "Incorporeal Movement. The wraith can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its t"
    },
    {
      "id": "objects/monsters/wyvern",
      "type": "Monster",
      "name": "Wyvern",
      "excerpt": "Multiattack. The wyvern makes one Bite attack and one Sting attack.\n\nBite. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Piercing damage.\n\nSting. Melee A"
    },
    {
      "id": "objects/monsters/xorn",
      "type": "Monster",
      "name": "Xorn",
      "excerpt": "Earth Glide. The xorn can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn't disturb the material it moves through.\n\nTreasure"
    },
    {
      "id": "objects/monsters/young-black-dragon",
      "type": "Monster",
      "name": "Young Black Dragon",
      "excerpt": "Amphibious. The dragon can breathe air and water."
    },
    {
      "id": "objects/monsters/young-blue-dragon",
      "type": "Monster",
      "name": "Young Blue Dragon",
      "excerpt": "Multiattack. The dragon makes three Rend attacks.\n\nRend. Melee Attack Roll: +9, reach 10 ft. Hit: 12 (2d6 + 5) Slashing damage plus 5 (1d10) Lightning damage.\n\n"
    },
    {
      "id": "objects/monsters/young-brass-dragon",
      "type": "Monster",
      "name": "Young Brass Dragon",
      "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace two attacks with a use of Sleep Breath.\n\nRend. Melee Attack Roll: +7, reach 10 ft. Hit: 15 (2d1"
    },
    {
      "id": "objects/monsters/young-bronze-dragon",
      "type": "Monster",
      "name": "Young Bronze Dragon",
      "excerpt": "Amphibious. The dragon can breathe air and water."
    },
    {
      "id": "objects/monsters/young-copper-dragon",
      "type": "Monster",
      "name": "Young Copper Dragon",
      "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Slowing Breath.\n\nRend. Melee Attack Roll: +7, reach 10 ft. Hit: 15 (2d"
    },
    {
      "id": "objects/monsters/young-gold-dragon",
      "type": "Monster",
      "name": "Young Gold Dragon",
      "excerpt": "Amphibious. The dragon can breathe air and water."
    },
    {
      "id": "objects/monsters/young-green-dragon",
      "type": "Monster",
      "name": "Young Green Dragon",
      "excerpt": "Amphibious. The dragon can breathe air and water."
    },
    {
      "id": "objects/monsters/young-red-dragon",
      "type": "Monster",
      "name": "Young Red Dragon",
      "excerpt": "Multiattack. The dragon makes three Rend attacks.\n\nRend. Melee Attack Roll: +10, reach 10 ft. Hit: 13 (2d6 + 6) Slashing damage plus 3 (1d6) Fire damage.\n\nFire "
    },
    {
      "id": "objects/monsters/young-silver-dragon",
      "type": "Monster",
      "name": "Young Silver Dragon",
      "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Paralyzing Breath.\n\nRend. Melee Attack Roll: +10, reach 10 ft. Hit: 15"
    },
    {
      "id": "objects/monsters/young-white-dragon",
      "type": "Monster",
      "name": "Young White Dragon",
      "excerpt": "Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow do"
    },
    {
      "id": "objects/monsters/zombie",
      "type": "Monster",
      "name": "Zombie",
      "excerpt": "Undead Fortitude. If damage reduces the zombie to 0 Hit Points, it makes a Constitution saving throw (DC 5 plus the damage taken) unless the damage is Radiant o"
    }
  ],
  "tokens": {
    "000": [
      {
        "document": 119,
        "excerpt": "0 GP, which is the sum of a Rare magic item's value (4,000 GP) and the cost of Plate Armor (1,500 GP). Magic Item Rarities and Values *Halve the value for a cons"
      },
      {
        "document": 133,
        "excerpt": "+1 Armor (Plate Armor), you must pay 3,500 GP or pay 2,000 GP and craft the armor. Magic Item Crafting Time and Cost *The time and cost are halved for a consumab"
      },
      {
        "document": 252,
        "excerpt": "character gains one feat of their choice for every 30,000 XP the character earns above 355,000 XP. Epic Boon feats are especially appropriate for these bonus feat"
      },
      {
        "document": 346,
        "excerpt": "Spyglass (1,000 GP)"
      },
      {
        "document": 684,
        "excerpt": "Traveling at altitudes of 10,000 feet or higher above sea level is taxing for most creatures because of the reduced amount of oxygen in t"
      },
      {
        "document": 706,
        "excerpt": "Purple Worm Poison (2,000 GP)"
      },
      {
        "document": 729,
        "excerpt": "could build this encounter: - 2 Adult Red Dragons (18,000 XP each) and 2 Fire Giants (5,000 XP each), for 46,000 XP total"
      },
      {
        "document": 757,
        "excerpt": "40,000 GP"
      },
      {
        "document": 759,
        "excerpt": "65,000 GP"
      },
      {
        "document": 780,
        "excerpt": "2,000 GP"
      },
      {
        "document": 805,
        "excerpt": "120,000"
      },
      {
        "document": 806,
        "excerpt": "13,000"
      },
      {
        "document": 814,
        "excerpt": "14,000"
      },
      {
        "document": 816,
        "excerpt": "5,000 gp plus 1d10 × 250 GP plus normal starting equipment"
      },
      {
        "document": 922,
        "excerpt": "40,000 GP"
      },
      {
        "document": 925,
        "excerpt": "2,000 GP"
      },
      {
        "document": 926,
        "excerpt": "1,000 GP"
      },
      {
        "document": 930,
        "excerpt": "1,000 GP"
      },
      {
        "document": 960,
        "excerpt": "1,000"
      },
      {
        "document": 1137,
        "excerpt": "1,000 GP"
      },
      {
        "document": 1167,
        "excerpt": "(for each of the spell's targets, one jacinth worth 1,000+ GP and one silver bar worth 100+ GP, all of which the spell consumes)"
      },
      {
        "document": 1170,
        "excerpt": "V, S, M (an agate worth 1,000+ GP, which the spell consumes)"
      },
      {
        "document": 1194,
        "excerpt": "V, S, M (a diamond worth 1,000+ GP, which the spell consumes, and a sealable vessel worth 2,000+ GP that is large enough to hold the cr"
      },
      {
        "document": 1281,
        "excerpt": "V, S, M (ruby dust worth 1,000+ GP)"
      },
      {
        "document": 1287,
        "excerpt": "V, S, M (a diamond worth 5,000+ GP)"
      },
      {
        "document": 1303,
        "excerpt": "V, S, M (incense worth 1,000+ GP, which the spell consumes)"
      },
      {
        "document": 1311,
        "excerpt": "V, S, M (a gem-encrusted bowl worth 1,000+ GP, which the spell consumes)"
      },
      {
        "document": 1317,
        "excerpt": "V, S, M (a reliquary worth 1,000+ GP)"
      },
      {
        "document": 1324,
        "excerpt": "V, S, M (a statuette of the target worth 5,000+ GP)"
      },
      {
        "document": 1328,
        "excerpt": "V, S, M (a sapphire worth 1,000+ GP)"
      },
      {
        "document": 1339,
        "excerpt": "o the creature's location if that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement. The spell can locate a"
      },
      {
        "document": 1340,
        "excerpt": "on to the object's location if that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement. The spell can locate a"
      },
      {
        "document": 1376,
        "excerpt": "100 GP per minute. A task measured in hours requires 1,000 GP per hour. And a task measured in days (up to 10 days) requires 10,000 GP per day. The GM can adjust t"
      },
      {
        "document": 1377,
        "excerpt": "V, S, M (a jewel worth 1,000+ GP, which the spell consumes)"
      },
      {
        "document": 1402,
        "excerpt": "V, S, M (rare oils worth 1,000+ GP, which the spell consumes)"
      },
      {
        "document": 1406,
        "excerpt": "V, S, M (a diamond worth 1,000+ GP, which the spell consumes)"
      },
      {
        "document": 1413,
        "excerpt": "V, S, M (a focus worth 1,000+ GP, such as a crystal ball, mirror, or water-filled font)"
      },
      {
        "document": 1415,
        "excerpt": "eet by 2 feet, constructed from rare materials worth 5,000+ GP, and a Tiny replica of the chest made from the same materials worth 50+ GP)"
      },
      {
        "document": 1419,
        "excerpt": "V, S, M (gem dust worth 5,000+ GP, which the spell consumes)"
      },
      {
        "document": 1451,
        "excerpt": "V, S, M (powdered diamond worth 1,000+ GP, which the spell consumes)"
      },
      {
        "document": 1458,
        "excerpt": "ion, the spell ends if you move to a place more than 1,000 feet from the location where you cast it."
      },
      {
        "document": 1464,
        "excerpt": "V, S, M (diamonds worth 25,000+ GP, which the spell consumes)"
      },
      {
        "document": 1484,
        "excerpt": "e: Object Creation. You create one object of up to 25,000 GP in value that isn't a magic item. The object can be no more than 300 feet in any dimension, and it ap"
      },
      {
        "document": 1579,
        "excerpt": ", with a 1-hour rest for every 3 hours of flying) or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drop"
      },
      {
        "document": 1596,
        "excerpt": "it can't have Material components costing more than 1,000 GP. Once you decide on the spell, you must expend a spell slot of the spell's level. Then, to determine"
      },
      {
        "document": 1607,
        "excerpt": "e, even if it defies gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can take a Utilize actio"
      },
      {
        "document": 1627,
        "excerpt": "red draws. Gem. Twenty-five pieces of jewelry worth 2,000 GP each or fifty gems worth 1,000 GP each appear at your feet. Jester. You have Advantage on D20 Tests"
      },
      {
        "document": 1694,
        "excerpt": "oot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form. Button 5. Th"
      },
      {
        "document": 1698,
        "excerpt": "Uncommon This 60-foot length of rope can hold up to 3,000 pounds. While holding one end of the rope, you can take a Magic action to command the other end of the r"
      },
      {
        "document": 1761,
        "excerpt": "14 (XP 11,500, or 13,000 in lair; PB +5)"
      },
      {
        "document": 1762,
        "excerpt": "16 (XP 15,000, or 18,000 in lair; PB +5)"
      },
      {
        "document": 1763,
        "excerpt": "13 (XP 10,000, or 11,500 in lair; PB +5)"
      },
      {
        "document": 1764,
        "excerpt": "15 (XP 13,000, or 15,000 in lair; PB +5)"
      },
      {
        "document": 1765,
        "excerpt": "14 (XP 11,500, or 13,000 in lair; PB +5)"
      },
      {
        "document": 1766,
        "excerpt": "17 (XP 18,000, or 20,000 in lair; PB +6)"
      },
      {
        "document": 1767,
        "excerpt": "15 (XP 13,000, or 15,000 in lair; PB +5)"
      },
      {
        "document": 1768,
        "excerpt": "17 (XP 18,000, or 20,000 in lair; PB +6)"
      },
      {
        "document": 1769,
        "excerpt": "16 (XP 15,000, or 18,000 in lair; PB +5)"
      },
      {
        "document": 1770,
        "excerpt": "13 (XP 10,000, or 11,500 in lair; PB +5)"
      },
      {
        "document": 1773,
        "excerpt": "21 (XP 33,000, or 41,000 in lair; PB +7)"
      },
      {
        "document": 1774,
        "excerpt": "23 (XP 50,000, or 62,000 in lair; PB +7)"
      },
      {
        "document": 1775,
        "excerpt": "20 (XP 25,000, or 33,000 in lair; PB +6)"
      },
      {
        "document": 1776,
        "excerpt": "22 (XP 41,000, or 50,000 in lair; PB +7)"
      },
      {
        "document": 1777,
        "excerpt": "21 (XP 33,000, or 41,000 in lair; PB +7)"
      },
      {
        "document": 1778,
        "excerpt": "24 (XP 62,000, or 75,000 in lair; PB +7)"
      },
      {
        "document": 1779,
        "excerpt": "22 (XP 41,000, or 50,000 in lair; PB +7)"
      },
      {
        "document": 1780,
        "excerpt": "24 (XP 62,000, or 75,000 in lair; PB +7)"
      },
      {
        "document": 1781,
        "excerpt": "23 (XP 50,000, or 62,000 in lair; PB +7)"
      },
      {
        "document": 1782,
        "excerpt": "20 (XP 25,000, or 33,000 in lair; PB +6)"
      },
      {
        "document": 1790,
        "excerpt": "12 (XP 8,000; PB +4)"
      },
      {
        "document": 1799,
        "excerpt": "19 (XP 22,000; PB +6)"
      },
      {
        "document": 1815,
        "excerpt": "9 (XP 5,000; PB +4)"
      },
      {
        "document": 1828,
        "excerpt": "9 (XP 5,000; PB +4)"
      },
      {
        "document": 1830,
        "excerpt": "9 (XP 5,000; PB +4)"
      },
      {
        "document": 1848,
        "excerpt": "17 (XP 18,000; PB +6)"
      },
      {
        "document": 1863,
        "excerpt": "9 (XP 5,000; PB +4)"
      },
      {
        "document": 1903,
        "excerpt": "9 (XP 5,000; PB +4)"
      },
      {
        "document": 1941,
        "excerpt": "16 (XP 15,000; PB +5)"
      },
      {
        "document": 1946,
        "excerpt": "23 (XP 50,000, or 62,000 in lair; PB +7)"
      },
      {
        "document": 1949,
        "excerpt": "21 (XP 33,000, or 41,000 in lair; PB +7)"
      },
      {
        "document": 1957,
        "excerpt": "16 (XP 15,000; PB +5)"
      },
      {
        "document": 1966,
        "excerpt": "15 (XP 13,000, or 15,000 in lair; PB +5)"
      },
      {
        "document": 1968,
        "excerpt": "13 (XP 10,000; PB +5)"
      },
      {
        "document": 1986,
        "excerpt": "20 (XP 25,000; PB +6)"
      },
      {
        "document": 1987,
        "excerpt": "16 (XP 15,000; PB +5)"
      },
      {
        "document": 1995,
        "excerpt": "15 (XP 13,000; PB +5)"
      },
      {
        "document": 1997,
        "excerpt": "13 (XP 10,000; PB +5)"
      },
      {
        "document": 2022,
        "excerpt": "21 (XP 33,000; PB +7)"
      },
      {
        "document": 2025,
        "excerpt": "17 (XP 18,000, or 20,000 in lair; PB +6)"
      },
      {
        "document": 2035,
        "excerpt": "13 (XP 10,000; PB +5)"
      },
      {
        "document": 2044,
        "excerpt": "30 (XP 155,000; PB +9)"
      },
      {
        "document": 2048,
        "excerpt": "9 (XP 5,000; PB +4)"
      },
      {
        "document": 2056,
        "excerpt": "13 (XP 10,000, or 11,500 in lair; PB +5)"
      },
      {
        "document": 2082,
        "excerpt": "9 (XP 5,000; PB +4)"
      },
      {
        "document": 2089,
        "excerpt": "9 (XP 5,000; PB +4)"
      }
    ],
    "100": [
      {
        "document": 3,
        "excerpt": "1.100"
      },
      {
        "document": 307,
        "excerpt": "6.100"
      },
      {
        "document": 318,
        "excerpt": "Magnifying Glass (100 GP)"
      },
      {
        "document": 327,
        "excerpt": "Poison, Basic (100 GP)"
      },
      {
        "document": 359,
        "excerpt": "als on the shores. A Rowboat can be carried and weighs 100 pounds. Airborne and Waterborne Vehicles"
      },
      {
        "document": 382,
        "excerpt": "uisites for Attunement, if the item has been more than 100 feet away for at least 24 hours, if you die, or if another creature attunes to the item. You can also v"
      },
      {
        "document": 398,
        "excerpt": "old Piece, which is the game's main coin. For example, 100 Copper Pieces are worth 1 Gold Piece. A coin weighs about a third of an ounce, so fifty coins weigh a p"
      },
      {
        "document": 517,
        "excerpt": "8.100"
      },
      {
        "document": 678,
        "excerpt": "Swimming through deep water (more than 100 feet deep) presents additional challenges because of the water's pressure and cold temperature. After ea"
      },
      {
        "document": 681,
        "excerpt": "When the temperature is 100 degrees Fahrenheit or higher, a creature exposed to the extreme heat and without access to drinkable wat"
      },
      {
        "document": 722,
        "excerpt": "Stone. The stone is a Large object that has AC 17, HP 100, a Damage Threshold of 10, and Immunity to Poison and Psychic damage. Slow the Stone. As an action, a c"
      },
      {
        "document": 729,
        "excerpt": "unters: - 1 Bugbear Warrior (200 XP) - 2 Giant Wasps (100 XP each), for 200 XP total - 6 Giant Rats (25 XP each), for 150 XP total Example 2. A moderate-difficul"
      },
      {
        "document": 757,
        "excerpt": "100 GP"
      },
      {
        "document": 759,
        "excerpt": "100,000 GP"
      },
      {
        "document": 780,
        "excerpt": "100,000 GP"
      },
      {
        "document": 806,
        "excerpt": "100"
      },
      {
        "document": 814,
        "excerpt": "100,000"
      },
      {
        "document": 921,
        "excerpt": "100 GP"
      },
      {
        "document": 922,
        "excerpt": "100"
      },
      {
        "document": 925,
        "excerpt": "100,000 GP"
      },
      {
        "document": 926,
        "excerpt": "100 GP"
      },
      {
        "document": 927,
        "excerpt": "1/100"
      },
      {
        "document": 928,
        "excerpt": "Ammunition (Range 25/100; Needle), Loading"
      },
      {
        "document": 930,
        "excerpt": "100 GP"
      },
      {
        "document": 960,
        "excerpt": "100"
      },
      {
        "document": 970,
        "excerpt": "iver, Thieves’ Tools, Burglar’s Pack, and 8 GP; or (B) 100 GP"
      },
      {
        "document": 972,
        "excerpt": "Book (occult lore), Scholar’s Pack, and 15 GP; or (B) 100 GP"
      },
      {
        "document": 973,
        "excerpt": "ok. It is a Tiny object that weighs 3 pounds, contains 100 pages, and can be read only by you or someone casting Identify. You determine the book's appearance and"
      },
      {
        "document": 1030,
        "excerpt": "Ammunition (Range 25/100; Needle)"
      },
      {
        "document": 1070,
        "excerpt": "Ammunition (Range 100/400; Bolt)"
      },
      {
        "document": 1091,
        "excerpt": "100 GP"
      },
      {
        "document": 1107,
        "excerpt": "100 GP"
      },
      {
        "document": 1167,
        "excerpt": ", one jacinth worth 1,000+ GP and one silver bar worth 100+ GP, all of which the spell consumes)"
      },
      {
        "document": 1178,
        "excerpt": "lasts for the duration. You make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and"
      },
      {
        "document": 1193,
        "excerpt": "V, S, M (a focus worth 100+ GP, either a jeweled horn for hearing or a glass eye for seeing)"
      },
      {
        "document": 1214,
        "excerpt": "y water inside an area you choose that is a Cube up to 100 feet on a side, using one of the following effects. As a Magic action on your later turns, you can repea"
      },
      {
        "document": 1248,
        "excerpt": "ration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point. The ground there is Difficult Terrain. When you cast this sp"
      },
      {
        "document": 1265,
        "excerpt": "Telepathic Connection. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as a Bonus Action, you can see th"
      },
      {
        "document": 1267,
        "excerpt": "t of divination tools - such as cards or runes - worth 100+ GP)"
      },
      {
        "document": 1278,
        "excerpt": "f it was created at the bottom. If you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends."
      },
      {
        "document": 1282,
        "excerpt": "100 feet"
      },
      {
        "document": 1297,
        "excerpt": "V, S, M (diamond dust worth 100+ GP, which the spell consumes)"
      },
      {
        "document": 1322,
        "excerpt": "V, S, M (a pearl worth 100+ GP)"
      },
      {
        "document": 1337,
        "excerpt": "ration: Instantaneous A stroke of lightning forming a 100-foot-long, 5-foot-wide Line blasts out from you in a direction you choose. Each creature in the Line mak"
      },
      {
        "document": 1344,
        "excerpt": "V, S, M (salt and powdered silver worth 100+ GP, which the spell consumes)"
      },
      {
        "document": 1345,
        "excerpt": "only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to"
      },
      {
        "document": 1349,
        "excerpt": "fficient food to serve a nine-course banquet for up to 100 people. Furnishings and other objects created by this spell dissipate into smoke if removed from it. A"
      },
      {
        "document": 1375,
        "excerpt": "stat block (see “Monsters”), except it has a Speed of 100 feet and can travel 13 miles in an hour. When the spell ends, the steed gradually fades, giving the ride"
      },
      {
        "document": 1376,
        "excerpt": "at can be measured in minutes requires a payment worth 100 GP per minute. A task measured in hours requires 1,000 GP per hour. And a task measured in days (up to 1"
      },
      {
        "document": 1379,
        "excerpt": "h. Choose a point within range. All normal plants in a 100-foot-radius Sphere centered on that point become thick and overgrown. A creature moving through that are"
      },
      {
        "document": 1383,
        "excerpt": "ure you can see within range to die. If the target has 100 Hit Points or fewer, it dies. Otherwise, it takes 12d12 Psychic damage."
      },
      {
        "document": 1388,
        "excerpt": "ly without effect. The wall sheds Bright Light within 100 feet and Dim Light for an additional 100 feet. You and creatures you designate when you cast the spell c"
      },
      {
        "document": 1389,
        "excerpt": "s a Cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration. When you cast the spell, you decide what sort of s"
      },
      {
        "document": 1407,
        "excerpt": "100 feet"
      },
      {
        "document": 1429,
        "excerpt": "a Long Rest, during which you expend components worth 100 GP per Hit Point restored. The simulacrum must stay within 5 feet of you for the repair. The simulacrum"
      },
      {
        "document": 1445,
        "excerpt": "V, S, M (diamond dust worth 100+ GP, which the spell consumes)"
      },
      {
        "document": 1608,
        "excerpt": "The roof, the door, and the walls each have AC 20; HP 100; Immunity to Bludgeoning, Piercing, and Slashing damage except that which is dealt by siege equipment; a"
      },
      {
        "document": 1631,
        "excerpt": "harges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a"
      },
      {
        "document": 1691,
        "excerpt": "ing on the following table. 1d100 Patch 01-08 Bag of 100 GP 09–15 Silver coffer (1 foot long, 6 inches wide and deep) worth 500 GP 16–22 Iron door (up to 10 fe"
      },
      {
        "document": 1788,
        "excerpt": "1/2 (XP 100; PB +2)"
      },
      {
        "document": 1789,
        "excerpt": "4 (XP 1,100; PB +2)"
      },
      {
        "document": 1808,
        "excerpt": "1/2 (XP 100; PB +2)"
      },
      {
        "document": 1810,
        "excerpt": "4 (XP 1,100; PB +2)"
      },
      {
        "document": 1827,
        "excerpt": "4 (XP 1,100; PB +2)"
      },
      {
        "document": 1831,
        "excerpt": "1/2 (XP 100; PB +2)"
      },
      {
        "document": 1835,
        "excerpt": "4 (XP 1,100; PB +2)"
      },
      {
        "document": 1837,
        "excerpt": "1/2 (XP 100; PB +2)"
      },
      {
        "document": 1840,
        "excerpt": "1/2 (XP 100; PB +2)"
      },
      {
        "document": 1853,
        "excerpt": "1/2 (XP 100; PB +2)"
      },
      {
        "document": 1857,
        "excerpt": "4 (XP 1,100; PB +2)"
      },
      {
        "document": 1861,
        "excerpt": "4 (XP 1,100; PB +2)"
      },
      {
        "document": 1871,
        "excerpt": "4 (XP 1,100; PB +2)"
      },
      {
        "document": 1886,
        "excerpt": "1/2 (XP 100; PB +2)"
      },
      {
        "document": 1893,
        "excerpt": "1/2 (XP 100; PB +2)"
      },
      {
        "document": 1899,
        "excerpt": "1/2 (XP 100; PB +2)"
      },
      {
        "document": 1905,
        "excerpt": "1/2 (XP 100; PB +2)"
      },
      {
        "document": 1912,
        "excerpt": "1/2 (XP 100; PB +2)"
      },
      {
        "document": 1918,
        "excerpt": "4 (XP 1,100; PB +2)"
      },
      {
        "document": 1928,
        "excerpt": "4 (XP 1,100; PB +2)"
      },
      {
        "document": 1930,
        "excerpt": "1/2 (XP 100; PB +2)"
      },
      {
        "document": 1937,
        "excerpt": "1/2 (XP 100; PB +2)"
      },
      {
        "document": 1939,
        "excerpt": "4 (XP 1,100; PB +2)"
      },
      {
        "document": 1944,
        "excerpt": "damage. Heavy Crossbow. Ranged Attack Roll: +2, range 100/400 ft. Hit: 11 (2d10) Piercing damage plus 4 (1d8) Radiant damage."
      },
      {
        "document": 1947,
        "excerpt": "4 (XP 1,100; PB +2)"
      },
      {
        "document": 1953,
        "excerpt": "1/2 (XP 100; PB +2)"
      },
      {
        "document": 1954,
        "excerpt": "1/2 (XP 100; PB +2)"
      },
      {
        "document": 1956,
        "excerpt": "ing damage. Tail Spike. Ranged Attack Roll: +5, range 100/200 ft. Hit: 7 (1d8 + 3) Piercing damage."
      },
      {
        "document": 2000,
        "excerpt": "4 (XP 1,100; PB +2)"
      },
      {
        "document": 2001,
        "excerpt": "1/2 (XP 100; PB +2)"
      },
      {
        "document": 2007,
        "excerpt": "1/2 (XP 100; PB +2)"
      },
      {
        "document": 2009,
        "excerpt": "1/2 (XP 100; PB +2)"
      },
      {
        "document": 2011,
        "excerpt": "1/2 (XP 100; PB +2)"
      },
      {
        "document": 2013,
        "excerpt": "1/2 (XP 100; PB +2)"
      },
      {
        "document": 2016,
        "excerpt": "1/2 (XP 100; PB +2)"
      },
      {
        "document": 2022,
        "excerpt": "can see within 600 feet. Failure: If the creature has 100 Hit Points or fewer, it dies. It otherwise takes 24 (4d8 + 6) Piercing damage plus 36 (8d8) Radiant dama"
      },
      {
        "document": 2035,
        "excerpt": "230 (20d12 + 100)"
      },
      {
        "document": 2036,
        "excerpt": "4 (XP 1,100; PB +2)"
      },
      {
        "document": 2039,
        "excerpt": "1/2 (XP 100; PB +2)"
      },
      {
        "document": 2046,
        "excerpt": "4 (XP 1,100; PB +2)"
      },
      {
        "document": 2047,
        "excerpt": "1/2 (XP 100; PB +2)"
      },
      {
        "document": 2050,
        "excerpt": "1/2 (XP 100; PB +2)"
      },
      {
        "document": 2061,
        "excerpt": "1/2 (XP 100; PB +2)"
      },
      {
        "document": 2062,
        "excerpt": "1/2 (XP 100; PB +2)"
      },
      {
        "document": 2064,
        "excerpt": "damage. Heavy Crossbow. Ranged Attack Roll: +3, range 100/400 ft. Hit: 12 (2d10 + 1) Piercing damage."
      },
      {
        "document": 2068,
        "excerpt": "4 (XP 1,100; PB +2)"
      },
      {
        "document": 2070,
        "excerpt": "4 (XP 1,100; PB +2)"
      },
      {
        "document": 2077,
        "excerpt": "1/2 (XP 100; PB +2)"
      }
    ],
    "1000": [
      {
        "document": 1137,
        "excerpt": "1000"
      }
    ],
    "10000": [
      {
        "document": 1763,
        "excerpt": "10000"
      },
      {
        "document": 1770,
        "excerpt": "10000"
      },
      {
        "document": 1968,
        "excerpt": "10000"
      },
      {
        "document": 1997,
        "excerpt": "10000"
      },
      {
        "document": 2035,
        "excerpt": "10000"
      },
      {
        "document": 2056,
        "excerpt": "10000"
      }
    ],
    "101": [
      {
        "document": 4,
        "excerpt": "1.101"
      },
      {
        "document": 308,
        "excerpt": "6.101"
      },
      {
        "document": 518,
        "excerpt": "8.101"
      }
    ],
    "102": [
      {
        "document": 5,
        "excerpt": "1.102"
      },
      {
        "document": 309,
        "excerpt": "6.102"
      },
      {
        "document": 519,
        "excerpt": "8.102"
      },
      {
        "document": 1762,
        "excerpt": "212 (17d12 + 102)"
      },
      {
        "document": 1764,
        "excerpt": "212 (17d12 + 102)"
      }
    ],
    "103": [
      {
        "document": 6,
        "excerpt": "1.103"
      },
      {
        "document": 188,
        "excerpt": "12.103"
      },
      {
        "document": 310,
        "excerpt": "6.103"
      },
      {
        "document": 520,
        "excerpt": "8.103"
      }
    ],
    "104": [
      {
        "document": 7,
        "excerpt": "1.104"
      },
      {
        "document": 311,
        "excerpt": "6.104"
      },
      {
        "document": 521,
        "excerpt": "8.104"
      },
      {
        "document": 1977,
        "excerpt": "104 (11d10 + 44)"
      },
      {
        "document": 1997,
        "excerpt": "221 (26d8 + 104)"
      }
    ],
    "105": [
      {
        "document": 8,
        "excerpt": "1.105"
      },
      {
        "document": 189,
        "excerpt": "12.105"
      },
      {
        "document": 312,
        "excerpt": "6.105"
      },
      {
        "document": 522,
        "excerpt": "8.105"
      },
      {
        "document": 806,
        "excerpt": "105,000"
      },
      {
        "document": 1921,
        "excerpt": "105 (14d8 + 42)"
      },
      {
        "document": 1926,
        "excerpt": "105 (10d12 + 40)"
      },
      {
        "document": 1957,
        "excerpt": "220 (21d10 + 105)"
      },
      {
        "document": 2034,
        "excerpt": "220 (21d10 + 105)"
      }
    ],
    "106": [
      {
        "document": 9,
        "excerpt": "1.106"
      },
      {
        "document": 313,
        "excerpt": "6.106"
      },
      {
        "document": 523,
        "excerpt": "8.106"
      }
    ],
    "107": [
      {
        "document": 10,
        "excerpt": "1.107"
      },
      {
        "document": 314,
        "excerpt": "6.107"
      },
      {
        "document": 524,
        "excerpt": "8.107"
      }
    ],
    "108": [
      {
        "document": 11,
        "excerpt": "1.108"
      },
      {
        "document": 315,
        "excerpt": "6.108"
      },
      {
        "document": 525,
        "excerpt": "8.108"
      },
      {
        "document": 1843,
        "excerpt": "229 (27d8 + 108)"
      }
    ],
    "109": [
      {
        "document": 12,
        "excerpt": "1.109"
      },
      {
        "document": 190,
        "excerpt": "12.109"
      },
      {
        "document": 316,
        "excerpt": "6.109"
      }
    ],
    "10d10": [
      {
        "document": 722,
        "excerpt": "succeed on a DC 15 Dexterity saving throw or take 55 (10d10) Bludgeoning damage and have the Prone condition. The stone stops when it hits a wall or similar barrie"
      },
      {
        "document": 955,
        "excerpt": "55 (10d10)"
      },
      {
        "document": 956,
        "excerpt": "55 (10d10)"
      },
      {
        "document": 958,
        "excerpt": "55 (10d10)"
      },
      {
        "document": 1451,
        "excerpt": "Each target makes a Constitution saving throw, taking 10d10 Necrotic damage on a failed save or half as much damage on a successful save. Discord. Each target make"
      },
      {
        "document": 1481,
        "excerpt": "Wisdom saving throw. On a failed save, a target takes 10d10 Psychic damage and has the Frightened condition for the duration. On a successful save, a target takes h"
      },
      {
        "document": 1764,
        "excerpt": "ture in a 90-foot-long, 5-foot-wide Line. Failure: 55 (10d10) Lightning damage. Success: Half damage. Repulsion Breath. Strength Saving Throw: DC 19, each creature"
      },
      {
        "document": 1861,
        "excerpt": "85 (10d10 + 30)"
      },
      {
        "document": 1941,
        "excerpt": ": DC 18, each creature in a 60-foot Cone. Failure: 55 (10d10) Poison damage. Success: Half damage."
      },
      {
        "document": 1963,
        "excerpt": "85 (10d10 + 30)"
      },
      {
        "document": 2035,
        "excerpt": "point the giant can see within 500 feet. Failure: 55 (10d10) Lightning damage. Success: Half damage. Spellcasting. The giant casts one of the following spells, req"
      },
      {
        "document": 2075,
        "excerpt": "75 (10d10 + 20)"
      },
      {
        "document": 2082,
        "excerpt": "ture in a 60-foot-long, 5-foot-wide Line. Failure: 55 (10d10) Lightning damage. Success: Half damage."
      },
      {
        "document": 2086,
        "excerpt": ": DC 17, each creature in a 30-foot Cone. Failure: 55 (10d10) Fire damage. Success: Half damage. Weakening Breath. Strength Saving Throw: DC 17, each creature that"
      }
    ],
    "10d12": [
      {
        "document": 985,
        "excerpt": "e target must make a Constitution saving throw, taking 10d12 Force damage on a failed save or half as much damage on a successful one. You can have only one creatur"
      },
      {
        "document": 1175,
        "excerpt": "ence saving throw. On a failed save, the target takes 10d12 Psychic damage and can't cast spells or take the Magic action. At the end of every 30 days, the target r"
      },
      {
        "document": 1926,
        "excerpt": "105 (10d12 + 40)"
      }
    ],
    "10d4": [
      {
        "document": 764,
        "excerpt": "10d4 + 20"
      },
      {
        "document": 1471,
        "excerpt": "erity saving throw. On a failed save, a creature takes 10d4 Acid damage and another 5d4 Acid damage at the end of its next turn. On a successful save, a creature ta"
      },
      {
        "document": 1996,
        "excerpt": "25 (10d4)"
      }
    ],
    "10d6": [
      {
        "document": 706,
        "excerpt": "on makes a DC 21 Constitution saving throw, taking 35 (10d6) Poison damage on a failed save or half as much damage on a successful one."
      },
      {
        "document": 793,
        "excerpt": "ually low scores. On a failed save, the creature takes 10d6 Force damage from an internal explosion."
      },
      {
        "document": 855,
        "excerpt": "10d6"
      },
      {
        "document": 1235,
        "excerpt": "erity saving throw. On a failed save, the target takes 10d6 + 40 Force damage. If this damage reduces it to 0 Hit Points, it and everything nonmagical it is wearing"
      },
      {
        "document": 1285,
        "excerpt": "in that area makes a Constitution saving throw, taking 10d6 Cold damage on failed save or half as much damage on a successful one. If the globe strikes a body of w"
      },
      {
        "document": 1446,
        "excerpt": "it. Each target makes a Dexterity saving throw, taking 10d6 Lightning damage on a failed save or half as much damage on a successful one. Turn 4. Hailstones rain d"
      },
      {
        "document": 1474,
        "excerpt": "which side) and makes a Dexterity saving throw, taking 10d6 Cold damage on a failed save or half as much damage on a successful one. The wall is an object that can"
      },
      {
        "document": 1565,
        "excerpt": "e dust makes a DC 13 Constitution saving throw, taking 10d6 Necrotic damage on a failed save or half as much damage on a successful one."
      },
      {
        "document": 1603,
        "excerpt": "ce of causing the horn to explode. The explosion deals 10d6 Force damage to the user and destroys the horn."
      },
      {
        "document": 1995,
        "excerpt": "each 10 ft. Hit: 16 (2d6 + 9) Piercing damage plus 35 (10d6) Poison damage."
      },
      {
        "document": 2024,
        "excerpt": "ot Emanation originating from the sphinx. Failure: 35 (10d6) Psychic damage, and the target has the Incapacitated condition until the start of the sphinx's next tur"
      }
    ],
    "10d8": [
      {
        "document": 1187,
        "excerpt": "s. Each target makes a Dexterity saving throw, taking 10d8 Lightning damage on a failed save or half as much damage on a successful one. Using a Higher-Level Spel"
      },
      {
        "document": 1325,
        "excerpt": "creature in it makes a Dexterity saving throw, taking 10d8 Fire damage on a failed save or half as much damage on a successful one. A creature must also make this"
      },
      {
        "document": 1603,
        "excerpt": "cts in the Cone that aren't being worn or carried take 10d8 Thunder damage. Each use of the horn's magic has a 20 percent chance of causing the horn to explode. Th"
      },
      {
        "document": 1763,
        "excerpt": "ture in a 60-foot-long, 5-foot-wide Line. Failure: 45 (10d8) Fire damage. Success: Half damage. Sleep Breath. Constitution Saving Throw: DC 18, each creature in a"
      },
      {
        "document": 1813,
        "excerpt": "65 (10d8 + 20)"
      },
      {
        "document": 1819,
        "excerpt": "65 (10d8 + 20)"
      },
      {
        "document": 1825,
        "excerpt": "85 (10d8 + 40)"
      },
      {
        "document": 1871,
        "excerpt": "45 (10d8)"
      },
      {
        "document": 1918,
        "excerpt": "75 (10d8 + 30)"
      },
      {
        "document": 2000,
        "excerpt": "75 (10d8 + 30)"
      },
      {
        "document": 2054,
        "excerpt": "65 (10d8 + 20)"
      },
      {
        "document": 2064,
        "excerpt": "65 (10d8 + 20)"
      }
    ],
    "110": [
      {
        "document": 14,
        "excerpt": "1.110"
      },
      {
        "document": 318,
        "excerpt": "6.110"
      },
      {
        "document": 527,
        "excerpt": "8.110"
      },
      {
        "document": 964,
        "excerpt": "ld, Mace, Holy Symbol, Priest’s Pack, and 7 GP; or (B) 110 GP"
      },
      {
        "document": 1802,
        "excerpt": "110 (13d8 + 52)"
      },
      {
        "document": 2017,
        "excerpt": "110 (13d10 + 39)"
      },
      {
        "document": 2083,
        "excerpt": "110 (13d10 + 39)"
      }
    ],
    "1100": [
      {
        "document": 1789,
        "excerpt": "1100"
      },
      {
        "document": 1810,
        "excerpt": "1100"
      },
      {
        "document": 1827,
        "excerpt": "1100"
      },
      {
        "document": 1835,
        "excerpt": "1100"
      },
      {
        "document": 1857,
        "excerpt": "1100"
      },
      {
        "document": 1861,
        "excerpt": "1100"
      },
      {
        "document": 1871,
        "excerpt": "1100"
      },
      {
        "document": 1918,
        "excerpt": "1100"
      },
      {
        "document": 1928,
        "excerpt": "1100"
      },
      {
        "document": 1939,
        "excerpt": "1100"
      },
      {
        "document": 1947,
        "excerpt": "1100"
      },
      {
        "document": 2000,
        "excerpt": "1100"
      },
      {
        "document": 2036,
        "excerpt": "1100"
      },
      {
        "document": 2046,
        "excerpt": "1100"
      },
      {
        "document": 2068,
        "excerpt": "1100"
      },
      {
        "document": 2070,
        "excerpt": "1100"
      }
    ],
    "111": [
      {
        "document": 15,
        "excerpt": "1.111"
      },
      {
        "document": 319,
        "excerpt": "6.111"
      },
      {
        "document": 528,
        "excerpt": "8.111"
      }
    ],
    "112": [
      {
        "document": 16,
        "excerpt": "1.112"
      },
      {
        "document": 320,
        "excerpt": "6.112"
      },
      {
        "document": 1769,
        "excerpt": "216 (16d12 + 112)"
      },
      {
        "document": 1904,
        "excerpt": "112 (15d8 + 45)"
      },
      {
        "document": 1969,
        "excerpt": "112 (15d8 + 45)"
      }
    ],
    "113": [
      {
        "document": 17,
        "excerpt": "1.113"
      },
      {
        "document": 321,
        "excerpt": "6.113"
      },
      {
        "document": 529,
        "excerpt": "8.113"
      }
    ],
    "114": [
      {
        "document": 322,
        "excerpt": "6.114"
      },
      {
        "document": 1826,
        "excerpt": "114 (12d10 + 48)"
      },
      {
        "document": 1845,
        "excerpt": "218 (19d10 + 114)"
      },
      {
        "document": 1911,
        "excerpt": "114 (12d10 + 48)"
      },
      {
        "document": 2049,
        "excerpt": "114 (12d12 + 36)"
      },
      {
        "document": 2065,
        "excerpt": "114 (12d10 + 48)"
      }
    ],
    "115": [
      {
        "document": 323,
        "excerpt": "6.115"
      },
      {
        "document": 530,
        "excerpt": "8.115"
      },
      {
        "document": 1848,
        "excerpt": "356 (23d20 + 115)"
      }
    ],
    "11500": [
      {
        "document": 1761,
        "excerpt": "11500"
      },
      {
        "document": 1765,
        "excerpt": "11500"
      },
      {
        "document": 1936,
        "excerpt": "11500"
      }
    ],
    "116": [
      {
        "document": 191,
        "excerpt": "12.116"
      },
      {
        "document": 324,
        "excerpt": "6.116"
      },
      {
        "document": 531,
        "excerpt": "8.116"
      }
    ],
    "117": [
      {
        "document": 325,
        "excerpt": "6.117"
      }
    ],
    "118": [
      {
        "document": 326,
        "excerpt": "6.118"
      },
      {
        "document": 532,
        "excerpt": "8.118"
      }
    ],
    "119": [
      {
        "document": 327,
        "excerpt": "6.119"
      },
      {
        "document": 533,
        "excerpt": "8.119"
      },
      {
        "document": 1856,
        "excerpt": "212 (17d10 + 119)"
      },
      {
        "document": 1976,
        "excerpt": "119 (14d10 + 42)"
      },
      {
        "document": 2085,
        "excerpt": "119 (14d10 + 42)"
      }
    ],
    "11d10": [
      {
        "document": 1762,
        "excerpt": "ture in a 90-foot-long, 5-foot-wide Line. Failure: 60 (11d10) Lightning damage. Success: Half damage. Spellcasting. The dragon casts one of the following spells, re"
      },
      {
        "document": 1862,
        "excerpt": "93 (11d10 + 33)"
      },
      {
        "document": 1928,
        "excerpt": "82 (11d10 + 22)"
      },
      {
        "document": 1977,
        "excerpt": "104 (11d10 + 44)"
      },
      {
        "document": 2006,
        "excerpt": "93 (11d10 + 33)"
      }
    ],
    "11d12": [
      {
        "document": 1955,
        "excerpt": "126 (11d12 + 55)"
      },
      {
        "document": 2033,
        "excerpt": "126 (11d12 + 55)"
      }
    ],
    "11d4": [
      {
        "document": 2074,
        "excerpt": "27 (11d4)"
      }
    ],
    "11d6": [
      {
        "document": 2083,
        "excerpt": "ture in a 40-foot-long, 5-foot-wide Line. Failure: 38 (11d6) Fire damage. Success: Half damage. Sleep Breath. Constitution Saving Throw: DC 14, each creature in a"
      }
    ],
    "11d8": [
      {
        "document": 1211,
        "excerpt": "et must succeed on a Constitution saving throw or take 11d8 Necrotic damage and have the Poisoned condition. Also, choose one ability when you cast the spell. While"
      },
      {
        "document": 1914,
        "excerpt": "82 (11d8 + 33)"
      },
      {
        "document": 2038,
        "excerpt": "49 (11d8)"
      },
      {
        "document": 2046,
        "excerpt": "82 (11d8 + 33)"
      },
      {
        "document": 2069,
        "excerpt": "60 (11d8 + 11)"
      },
      {
        "document": 2071,
        "excerpt": "71 (11d8 + 22)"
      },
      {
        "document": 2073,
        "excerpt": "82 (11d8 + 33)"
      },
      {
        "document": 2089,
        "excerpt": ": DC 17, each creature in a 30-foot Cone. Failure: 49 (11d8) Cold damage. Success: Half damage. Paralyzing Breath. Constitution Saving Throw: DC 17, each creature"
      }
    ],
    "120": [
      {
        "document": 329,
        "excerpt": "6.120"
      },
      {
        "document": 535,
        "excerpt": "8.120"
      },
      {
        "document": 759,
        "excerpt": "120 days"
      },
      {
        "document": 783,
        "excerpt": "Heavy rain falls for 1 minute in a 120-foot-high, 60-foot-radius Cylinder centered on the chosen point of origin. During that time, the area of"
      },
      {
        "document": 786,
        "excerpt": "Hearing and standard vision out to 120 feet"
      },
      {
        "document": 805,
        "excerpt": "120,000"
      },
      {
        "document": 814,
        "excerpt": "120,000"
      },
      {
        "document": 926,
        "excerpt": "120 days"
      },
      {
        "document": 928,
        "excerpt": "Thrown (Range 30/120)"
      },
      {
        "document": 945,
        "excerpt": "Str. × 120 lb."
      },
      {
        "document": 956,
        "excerpt": "120-foot Cone"
      },
      {
        "document": 957,
        "excerpt": "120 feet"
      },
      {
        "document": 959,
        "excerpt": "120 feet"
      },
      {
        "document": 972,
        "excerpt": "ht and Darkness - both magical and nonmagical - within 120 feet of yourself. Devouring Blade Prerequisite: Level 12+ Warlock, Thirsting Blade Invocation The Ext"
      },
      {
        "document": 975,
        "excerpt": "vines to appear in a 15-foot Cube on the ground within 120 feet of yourself. They last there for 1 minute or until you have the Incapacitated condition or die. You"
      },
      {
        "document": 987,
        "excerpt": "You have Darkvision with a range of 120 feet."
      },
      {
        "document": 988,
        "excerpt": "| Drow | The range of your Darkvision increases to 120 feet.You also know the Dancing Lights cantrip."
      },
      {
        "document": 993,
        "excerpt": "You have Darkvision with a range of 120 feet."
      },
      {
        "document": 1067,
        "excerpt": "Ammunition (Range 30/120; Bolt)"
      },
      {
        "document": 1077,
        "excerpt": "Thrown (Range 30/120)"
      },
      {
        "document": 1097,
        "excerpt": "Ammunition (Range 40/120; Bullet)"
      },
      {
        "document": 1131,
        "excerpt": "Ammunition (Range 30/120; Bullet)"
      },
      {
        "document": 1158,
        "excerpt": "120 feet"
      },
      {
        "document": 1161,
        "excerpt": "kind makes a Wisdom saving throw when it comes within 120 feet of the target. Your choice of antipathy or sympathy determines what happens to a creature when it f"
      },
      {
        "document": 1163,
        "excerpt": "120 feet"
      },
      {
        "document": 1181,
        "excerpt": "120 feet"
      },
      {
        "document": 1185,
        "excerpt": "120 feet"
      },
      {
        "document": 1194,
        "excerpt": "used in the spell's casting and finishes growing after 120 days; you choose whether the finished clone is the same age as the creature or younger. The clone remain"
      },
      {
        "document": 1195,
        "excerpt": "120 feet"
      },
      {
        "document": 1219,
        "excerpt": "you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing th"
      },
      {
        "document": 1222,
        "excerpt": "120 feet"
      },
      {
        "document": 1236,
        "excerpt": "orcerer, Warlock, Wizard) Casting Time: Action Range: 120 feet Components: V, S Duration: Instantaneous Choose one creature, object, or magical effect within ran"
      },
      {
        "document": 1249,
        "excerpt": "120 feet"
      },
      {
        "document": 1259,
        "excerpt": "120 feet"
      },
      {
        "document": 1268,
        "excerpt": "120 feet"
      },
      {
        "document": 1270,
        "excerpt": "120 feet"
      },
      {
        "document": 1280,
        "excerpt": "120 feet"
      },
      {
        "document": 1301,
        "excerpt": "120 feet"
      },
      {
        "document": 1319,
        "excerpt": "120 feet"
      },
      {
        "document": 1346,
        "excerpt": "120 feet"
      },
      {
        "document": 1350,
        "excerpt": "120 feet"
      },
      {
        "document": 1358,
        "excerpt": "120 feet"
      },
      {
        "document": 1361,
        "excerpt": "120 feet"
      },
      {
        "document": 1368,
        "excerpt": "120 feet"
      },
      {
        "document": 1369,
        "excerpt": "120 feet"
      },
      {
        "document": 1374,
        "excerpt": "120 feet"
      },
      {
        "document": 1389,
        "excerpt": "120 feet"
      },
      {
        "document": 1391,
        "excerpt": "120 feet"
      },
      {
        "document": 1412,
        "excerpt": "120 feet"
      },
      {
        "document": 1427,
        "excerpt": "120 feet"
      },
      {
        "document": 1432,
        "excerpt": "120 feet"
      },
      {
        "document": 1433,
        "excerpt": "120 feet"
      },
      {
        "document": 1434,
        "excerpt": "en you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet)."
      },
      {
        "document": 1465,
        "excerpt": "lling creature you touch has Truesight with a range of 120 feet."
      },
      {
        "document": 1472,
        "excerpt": "120 feet"
      },
      {
        "document": 1473,
        "excerpt": "120 feet"
      },
      {
        "document": 1474,
        "excerpt": "120 feet"
      },
      {
        "document": 1475,
        "excerpt": "120 feet"
      },
      {
        "document": 1476,
        "excerpt": "120 feet"
      },
      {
        "document": 1481,
        "excerpt": "120 feet"
      },
      {
        "document": 1483,
        "excerpt": "120 feet"
      },
      {
        "document": 1550,
        "excerpt": "th it. In addition, you have Truesight with a range of 120 feet centered on the spell's sensor."
      },
      {
        "document": 1557,
        "excerpt": "d, except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can take a Magic action to move it anywhere within 30"
      },
      {
        "document": 1575,
        "excerpt": "reases by 10 feet until it reaches its maximum size of 120 feet. Closing the bottle causes the cloud to become fixed in place until it disperses after 10 minutes."
      },
      {
        "document": 1586,
        "excerpt": "ge. For the next 10 minutes, you have Truesight out to 120 feet when you peer through the gem. The gem regains 1d3 expended charges daily at dawn."
      },
      {
        "document": 1612,
        "excerpt": "When you throw this weapon at a target no farther than 120 feet from you, you can forgo making a ranged attack roll and instead turn the weapon into a bolt of ligh"
      },
      {
        "document": 1664,
        "excerpt": "rty with a normal range of 30 feet and a long range of 120 feet. Immediately after you make a ranged attack with the weapon, it flies back to your hand."
      },
      {
        "document": 1666,
        "excerpt": "jinni appears in an unoccupied space you choose within 120 feet of yourself. It remains as long as you maintain Concentration, to a maximum of 1 hour, or until it"
      },
      {
        "document": 1677,
        "excerpt": "here appears in an unoccupied space you can see within 120 feet of yourself. The spheres last as long as you maintain Concentration, up to 1 minute. Each sphere s"
      },
      {
        "document": 1687,
        "excerpt": "ou have Darkvision and Truesight, both with a range of 120 feet. Drawbacks. A Light spell cast on the robe or a Daylight spell cast within 5 feet of the robe give"
      },
      {
        "document": 1696,
        "excerpt": "m each creature of your choice that you can see within 120 feet of yourself. Each target must succeed on a DC 15 Wisdom saving throw or have the Charmed condition"
      },
      {
        "document": 1722,
        "excerpt": "from the staff's tip in a Line that is 5 feet wide and 120 feet long. Each creature in that Line makes a DC 17 Dexterity saving throw, taking 9d6 Lightning damage"
      },
      {
        "document": 1730,
        "excerpt": "d target one creature you can see on the ground within 120 feet of yourself. A flaming fissure opens under the target, and the target makes a DC 20 Dexterity savin"
      },
      {
        "document": 1732,
        "excerpt": "d target one creature you can see on the ground within 120 feet of yourself. A flaming fissure opens under the target, and the target makes a DC 20 Dexterity savin"
      },
      {
        "document": 1753,
        "excerpt": "ction to expend 1 charge while choosing a point within 120 feet of yourself. That location becomes the point of origin of a spell or other magical effect determine"
      },
      {
        "document": 1760,
        "excerpt": "Darkvision 120 ft.; Passive Perception 20"
      },
      {
        "document": 1761,
        "excerpt": "Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 21"
      },
      {
        "document": 1762,
        "excerpt": "Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 22"
      },
      {
        "document": 1763,
        "excerpt": "Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 21"
      },
      {
        "document": 1764,
        "excerpt": "Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 22"
      },
      {
        "document": 1765,
        "excerpt": "Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 22"
      },
      {
        "document": 1766,
        "excerpt": "Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 24"
      },
      {
        "document": 1767,
        "excerpt": "Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 22"
      },
      {
        "document": 1768,
        "excerpt": "Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 23"
      },
      {
        "document": 1769,
        "excerpt": "Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 21"
      },
      {
        "document": 1770,
        "excerpt": "Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 21"
      },
      {
        "document": 1773,
        "excerpt": "Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 26"
      },
      {
        "document": 1774,
        "excerpt": "Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 27"
      },
      {
        "document": 1775,
        "excerpt": "Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 24"
      },
      {
        "document": 1776,
        "excerpt": "Blindsight 60 ft., Darkvision 120 ft.;"
      },
      {
        "document": 1777,
        "excerpt": "Blindsight 60 ft., Darkvision 120 ft.;"
      },
      {
        "document": 1778,
        "excerpt": "Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 27"
      },
      {
        "document": 1779,
        "excerpt": "Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 27"
      },
      {
        "document": 1780,
        "excerpt": "Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 26"
      },
      {
        "document": 1781,
        "excerpt": "Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 26"
      },
      {
        "document": 1782,
        "excerpt": "Blindsight 60 ft., Darkvision 120 ft.;"
      },
      {
        "document": 1799,
        "excerpt": "Truesight 120 ft.; Passive Perception 19"
      },
      {
        "document": 1802,
        "excerpt": "Darkvision 120 ft. (unimpeded by magical"
      },
      {
        "document": 1805,
        "excerpt": "Darkvision 120 ft. (unimpeded by magical Darkness); Passive Perception 10"
      },
      {
        "document": 1815,
        "excerpt": "Darkvision 120 ft. (unimpeded by magical Darkness); Passive Perception 12"
      },
      {
        "document": 1819,
        "excerpt": "ee or Ranged Attack Roll: +5, reach 10 ft. or range 30/120 ft. Hit: 13 (3d6 + 3) Piercing damage. Morningstar. Melee Attack Roll: +5 (with Advantage if the target"
      },
      {
        "document": 1821,
        "excerpt": "Darkvision 60 ft., Tremorsense 120 ft.; Passive Perception 16"
      },
      {
        "document": 1825,
        "excerpt": "Darkvision 120 ft. (unimpeded by magical"
      },
      {
        "document": 1827,
        "excerpt": "and water. Sense Magic. The chuul senses magic within 120 feet of itself. This trait otherwise works like the Detect Magic spell but isn't itself magical."
      },
      {
        "document": 1829,
        "excerpt": "Darkvision 120 ft.; Passive Perception 12"
      },
      {
        "document": 1835,
        "excerpt": "Truesight 120 ft.; Passive Perception 15"
      },
      {
        "document": 1841,
        "excerpt": "Darkvision 120 ft.; Passive Perception 15"
      },
      {
        "document": 1843,
        "excerpt": "Darkvision 120 ft.; Passive Perception 19"
      },
      {
        "document": 1845,
        "excerpt": "Darkvision 120 ft.; Passive Perception 13"
      },
      {
        "document": 1848,
        "excerpt": "Darkvision 120 ft.; Passive Perception 11"
      },
      {
        "document": 1850,
        "excerpt": "Darkvision 120 ft.; Passive Perception 16"
      },
      {
        "document": 1856,
        "excerpt": "Darkvision 120 ft.; Passive Perception 12"
      },
      {
        "document": 1859,
        "excerpt": "Truesight 120 ft.; Passive Perception 16"
      },
      {
        "document": 1875,
        "excerpt": "Blindsight 120 ft.; Passive Perception 11"
      },
      {
        "document": 1890,
        "excerpt": "Darkvision 120 ft.; Passive Perception 16"
      },
      {
        "document": 1903,
        "excerpt": "Truesight 120 ft.; Passive Perception 17"
      },
      {
        "document": 1918,
        "excerpt": "lee or Ranged Attack Roll: +6, reach 5 ft. or range 30/120 ft. Hit: 14 (3d6 + 4) Piercing damage. Longsword. Melee Attack Roll: +6, reach 5 ft. Hit: 15 (2d10 + 4)"
      },
      {
        "document": 1925,
        "excerpt": "Darkvision 120 ft.; Passive Perception 11"
      },
      {
        "document": 1932,
        "excerpt": "Infernal; telepathy 120 ft."
      },
      {
        "document": 1936,
        "excerpt": "Blindsight 120 ft.; Passive Perception 17"
      },
      {
        "document": 1938,
        "excerpt": "Darkvision 120 ft. (unimpeded by magical Darkness); Passive Perception 11"
      },
      {
        "document": 1941,
        "excerpt": "252 (24d10 + 120)"
      },
      {
        "document": 1943,
        "excerpt": "Blindsight 120 ft.; Passive Perception 13"
      },
      {
        "document": 1946,
        "excerpt": "30 ft., Swim 120 ft."
      },
      {
        "document": 1948,
        "excerpt": "Darkvision 120 ft. (unimpeded by magical Darkness); Passive Perception 10"
      },
      {
        "document": 1949,
        "excerpt": "Truesight 120 ft.; Passive Perception 19"
      },
      {
        "document": 1952,
        "excerpt": "Melee or Ranged Attack Roll: +6, reach 5 ft. or range 120 ft. Hit: 16 (3d8 + 3) Force damage. Spellcasting. The mage casts one of the following spells, using Int"
      },
      {
        "document": 1957,
        "excerpt": "Truesight 120 ft.; Passive Perception 18"
      },
      {
        "document": 1968,
        "excerpt": "Truesight 120 ft.; Passive Perception 11"
      },
      {
        "document": 1969,
        "excerpt": "Darkvision 120 ft.; Passive Perception 15"
      },
      {
        "document": 1975,
        "excerpt": "lee or Ranged Attack Roll: +6, reach 5 ft. or range 30/120 ft. Hit: 11 (2d6 + 4) Piercing damage."
      },
      {
        "document": 1977,
        "excerpt": "Darkvision 120 ft.; Passive Perception 11"
      },
      {
        "document": 1978,
        "excerpt": "Darkvision 120 ft.; Passive Perception 15"
      },
      {
        "document": 1986,
        "excerpt": "Truesight 120 ft.; Passive Perception 20"
      },
      {
        "document": 1987,
        "excerpt": "40 ft., Fly 120 ft. (hover)"
      },
      {
        "document": 1996,
        "excerpt": "Darkvision 120 ft.; Passive Perception 10"
      },
      {
        "document": 2005,
        "excerpt": "20 ft., Fly 120 ft."
      },
      {
        "document": 2009,
        "excerpt": "Darkvision 120 ft.; Passive Perception 15"
      },
      {
        "document": 2022,
        "excerpt": "Truesight 120 ft.; Passive Perception 24"
      },
      {
        "document": 2024,
        "excerpt": "Truesight 120 ft.; Passive Perception 18"
      },
      {
        "document": 2025,
        "excerpt": "Truesight 120 ft.; Passive Perception 22"
      },
      {
        "document": 2030,
        "excerpt": "mage. Hand Crossbow. Ranged Attack Roll: +4, range 30/120 ft. Hit: 5 (1d6 + 2) Piercing damage plus 7 (2d6) Poison damage."
      },
      {
        "document": 2034,
        "excerpt": "Darkvision 120 ft.; Passive Perception 10"
      },
      {
        "document": 2035,
        "excerpt": "Darkvision 120 ft., Truesight 30 ft.; Passive Perception 20"
      },
      {
        "document": 2044,
        "excerpt": "Blindsight 120 ft.; Passive Perception 19"
      },
      {
        "document": 2048,
        "excerpt": "or until it dies, the treant dies, or it is more than 120 feet from the treant. The tree then takes root if possible."
      },
      {
        "document": 2053,
        "excerpt": "Celestial, Elvish, Sylvan; telepathy 120 ft."
      },
      {
        "document": 2056,
        "excerpt": "Darkvision 120 ft.; Passive Perception 17"
      },
      {
        "document": 2059,
        "excerpt": "Darkvision 120 ft.; Passive Perception 11"
      },
      {
        "document": 2068,
        "excerpt": "lee or Ranged Attack Roll: +5, reach 5 ft. or range 30/120 ft. Hit: 13 (3d6 + 3) Piercing damage. Tusk (Boar or Hybrid Form Only). Melee Attack Roll: +5, reach 5"
      },
      {
        "document": 2069,
        "excerpt": "r Hybrid Form Only). Ranged Attack Roll: +5, range 30/120 ft. Hit: 6 (1d6 + 3) Piercing damage."
      },
      {
        "document": 2070,
        "excerpt": "120 (16d8 + 48)"
      },
      {
        "document": 2074,
        "excerpt": "Darkvision 120 ft.; Passive Perception 12"
      },
      {
        "document": 2079,
        "excerpt": "Darkvision 120 ft.; Passive Perception 14"
      },
      {
        "document": 2081,
        "excerpt": "Blindsight 30 ft., Darkvision 120 ft.;"
      },
      {
        "document": 2082,
        "excerpt": "Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 19"
      },
      {
        "document": 2083,
        "excerpt": "Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 16"
      },
      {
        "document": 2084,
        "excerpt": "Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 17"
      },
      {
        "document": 2085,
        "excerpt": "Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 17"
      },
      {
        "document": 2086,
        "excerpt": "Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 19"
      },
      {
        "document": 2087,
        "excerpt": "Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 17"
      },
      {
        "document": 2088,
        "excerpt": "Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 18"
      },
      {
        "document": 2089,
        "excerpt": "Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 18"
      },
      {
        "document": 2090,
        "excerpt": "Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 16"
      }
    ],
    "121": [
      {
        "document": 330,
        "excerpt": "6.121"
      },
      {
        "document": 536,
        "excerpt": "8.121"
      }
    ],
    "122": [
      {
        "document": 331,
        "excerpt": "6.122"
      }
    ],
    "123": [
      {
        "document": 332,
        "excerpt": "6.123"
      },
      {
        "document": 537,
        "excerpt": "8.123"
      },
      {
        "document": 1828,
        "excerpt": "123 (13d10 + 52)"
      },
      {
        "document": 1850,
        "excerpt": "123 (13d10 + 52)"
      },
      {
        "document": 2090,
        "excerpt": "123 (13d10 + 52)"
      }
    ],
    "124": [
      {
        "document": 333,
        "excerpt": "6.124"
      },
      {
        "document": 538,
        "excerpt": "8.124"
      }
    ],
    "125": [
      {
        "document": 334,
        "excerpt": "6.125"
      },
      {
        "document": 539,
        "excerpt": "8.125"
      },
      {
        "document": 729,
        "excerpt": "racters has an XP budget of 225 × 5 , for a total of 1,125 XP. With that, you could build either of these encounters: - 2 Druids (450 XP each) and 9 Stirges (25 X"
      },
      {
        "document": 780,
        "excerpt": "125 days"
      }
    ],
    "126": [
      {
        "document": 192,
        "excerpt": "12.126"
      },
      {
        "document": 335,
        "excerpt": "6.126"
      },
      {
        "document": 540,
        "excerpt": "8.126"
      },
      {
        "document": 1766,
        "excerpt": "243 (18d12 + 126)"
      },
      {
        "document": 1949,
        "excerpt": "315 (42d8 + 126)"
      },
      {
        "document": 1955,
        "excerpt": "126 (11d12 + 55)"
      },
      {
        "document": 2033,
        "excerpt": "126 (11d12 + 55)"
      }
    ],
    "127": [
      {
        "document": 336,
        "excerpt": "6.127"
      },
      {
        "document": 541,
        "excerpt": "8.127"
      },
      {
        "document": 1864,
        "excerpt": "127 (15d8 + 60)"
      },
      {
        "document": 1959,
        "excerpt": "127 (17d8 + 51)"
      },
      {
        "document": 2079,
        "excerpt": "127 (15d10 + 45)"
      },
      {
        "document": 2081,
        "excerpt": "127 (15d10 + 45)"
      }
    ],
    "128": [
      {
        "document": 337,
        "excerpt": "6.128"
      },
      {
        "document": 542,
        "excerpt": "8.128"
      }
    ],
    "129": [
      {
        "document": 338,
        "excerpt": "6.129"
      },
      {
        "document": 543,
        "excerpt": "8.129"
      }
    ],
    "12d10": [
      {
        "document": 1766,
        "excerpt": ": DC 21, each creature in a 60-foot Cone. Failure: 66 (12d10) Fire damage. Success: Half damage. Spellcasting. The dragon casts one of the following spells, requiri"
      },
      {
        "document": 1771,
        "excerpt": "90 (12d10 + 24)"
      },
      {
        "document": 1806,
        "excerpt": "ture in a 90-foot-long, 5-foot-wide Line. Failure: 66 (12d10) Lightning damage. Success: Half damage."
      },
      {
        "document": 1826,
        "excerpt": "114 (12d10 + 48)"
      },
      {
        "document": 1911,
        "excerpt": "114 (12d10 + 48)"
      },
      {
        "document": 2010,
        "excerpt": "90 (12d10 + 24)"
      },
      {
        "document": 2065,
        "excerpt": "114 (12d10 + 48)"
      }
    ],
    "12d12": [
      {
        "document": 1383,
        "excerpt": "100 Hit Points or fewer, it dies. Otherwise, it takes 12d12 Psychic damage."
      },
      {
        "document": 1789,
        "excerpt": "90 (12d12 + 12)"
      },
      {
        "document": 1943,
        "excerpt": "90 (12d12 + 12)"
      },
      {
        "document": 2044,
        "excerpt": "being worn or carried in a 150-foot Cone. Failure: 78 (12d12) Thunder damage, and the target has the Deafened and Frightened conditions until the end of its next tur"
      },
      {
        "document": 2048,
        "excerpt": "138 (12d12 + 60)"
      },
      {
        "document": 2049,
        "excerpt": "114 (12d12 + 36)"
      }
    ],
    "12d6": [
      {
        "document": 957,
        "excerpt": "42 (12d6)"
      },
      {
        "document": 959,
        "excerpt": "42 (12d6) Bludgeoning plus 57 (13d8) Piercing"
      },
      {
        "document": 1227,
        "excerpt": "amage on a successful one. The spell's base damage is 12d6, and the damage increases by 1d6 whenever your turn ends and the spell hasn't ended. If a creature touc"
      },
      {
        "document": 1248,
        "excerpt": "ity saving throw. On a failed save, the creature takes 12d6 Bludgeoning damage, has the Prone condition, and is buried in the rubble, requiring a DC 20 Strength (At"
      },
      {
        "document": 1387,
        "excerpt": "-------------------------- | | 1 | Red. Failed Save: 12d6 Fire damage. Successful Save: Half as much damage. | | 2 | Orange. Failed Save: 12d6 Acid dama"
      },
      {
        "document": 1388,
        "excerpt": "------------------------ | | 1 | Red. Failed Save: 12d6 Fire damage. Successful Save: Half as much damage. Additional Effects: Nonmagical ranged attacks can’t p"
      },
      {
        "document": 1450,
        "excerpt": "ution saving throw. On a failed save, a creature takes 12d6 Radiant damage and has the Blinded condition for 1 minute. On a successful save, it takes half as much d"
      },
      {
        "document": 1629,
        "excerpt": "Fireball by 1d6 for each bead after the first (maximum 12d6)."
      },
      {
        "document": 2087,
        "excerpt": ": DC 14, each creature in a 30-foot Cone. Failure: 42 (12d6) Poison damage. Success: Half damage."
      }
    ],
    "12d8": [
      {
        "document": 1761,
        "excerpt": "ture in a 60-foot-long, 5-foot-wide Line. Failure: 54 (12d8) Acid damage. Success: Half damage. Spellcasting. The dragon casts one of the following spells, requiri"
      },
      {
        "document": 1765,
        "excerpt": "ure in an 60-foot-long, 5-foot-wide Line. Failure: 54 (12d8) Acid damage. Success: Half damage. Slowing Breath. Constitution Saving Throw: DC 18, each creature in"
      },
      {
        "document": 1769,
        "excerpt": ": DC 20, each creature in a 60-foot Cone. Failure: 54 (12d8) Cold damage. Success: Half damage. Paralyzing Breath. Constitution Saving Throw: DC 20, each creature"
      },
      {
        "document": 1770,
        "excerpt": ": DC 19, each creature in a 60-foot Cone. Failure: 54 (12d8) Cold damage. Success: Half damage."
      },
      {
        "document": 1915,
        "excerpt": "54 (12d8)"
      },
      {
        "document": 1939,
        "excerpt": "66 (12d8 + 12)"
      },
      {
        "document": 2055,
        "excerpt": "90 (12d8 + 36)"
      }
    ],
    "130": [
      {
        "document": 340,
        "excerpt": "6.130"
      },
      {
        "document": 545,
        "excerpt": "8.130"
      }
    ],
    "13000": [
      {
        "document": 1764,
        "excerpt": "13000"
      },
      {
        "document": 1767,
        "excerpt": "13000"
      },
      {
        "document": 1966,
        "excerpt": "13000"
      },
      {
        "document": 1995,
        "excerpt": "13000"
      }
    ],
    "131": [
      {
        "document": 341,
        "excerpt": "6.131"
      },
      {
        "document": 546,
        "excerpt": "8.131"
      }
    ],
    "132": [
      {
        "document": 342,
        "excerpt": "6.132"
      },
      {
        "document": 547,
        "excerpt": "8.132"
      }
    ],
    "133": [
      {
        "document": 343,
        "excerpt": "6.133"
      },
      {
        "document": 548,
        "excerpt": "8.133"
      },
      {
        "document": 1768,
        "excerpt": "256 (19d12 + 133)"
      },
      {
        "document": 1775,
        "excerpt": "332 (19d20 + 133)"
      }
    ],
    "134": [
      {
        "document": 344,
        "excerpt": "6.134"
      },
      {
        "document": 549,
        "excerpt": "8.134"
      }
    ],
    "135": [
      {
        "document": 193,
        "excerpt": "12.135"
      },
      {
        "document": 345,
        "excerpt": "6.135"
      },
      {
        "document": 550,
        "excerpt": "8.135"
      },
      {
        "document": 805,
        "excerpt": "135,000"
      },
      {
        "document": 2028,
        "excerpt": "135 (18d10 + 36)"
      },
      {
        "document": 2067,
        "excerpt": "135 (18d8 + 54)"
      }
    ],
    "136": [
      {
        "document": 346,
        "excerpt": "6.136"
      },
      {
        "document": 551,
        "excerpt": "8.136"
      },
      {
        "document": 1920,
        "excerpt": "136 (16d10 + 48)"
      },
      {
        "document": 2052,
        "excerpt": "136 (13d12 + 52)"
      },
      {
        "document": 2087,
        "excerpt": "136 (16d10 + 48)"
      }
    ],
    "137": [
      {
        "document": 347,
        "excerpt": "6.137"
      },
      {
        "document": 552,
        "excerpt": "8.137"
      }
    ],
    "138": [
      {
        "document": 348,
        "excerpt": "6.138"
      },
      {
        "document": 553,
        "excerpt": "8.138"
      },
      {
        "document": 1799,
        "excerpt": "287 (23d12 + 138)"
      },
      {
        "document": 2048,
        "excerpt": "138 (12d12 + 60)"
      }
    ],
    "139": [
      {
        "document": 349,
        "excerpt": "6.139"
      },
      {
        "document": 554,
        "excerpt": "8.139"
      }
    ],
    "13d10": [
      {
        "document": 1778,
        "excerpt": ": DC 24, each creature in a 90-foot Cone. Failure: 71 (13d10) Fire damage. Success: Half damage. Spellcasting. The dragon casts one of the following spells, requiri"
      },
      {
        "document": 1828,
        "excerpt": "123 (13d10 + 52)"
      },
      {
        "document": 1850,
        "excerpt": "123 (13d10 + 52)"
      },
      {
        "document": 1940,
        "excerpt": "97 (13d10 + 26)"
      },
      {
        "document": 1947,
        "excerpt": "97 (13d10 + 26)"
      },
      {
        "document": 2017,
        "excerpt": "110 (13d10 + 39)"
      },
      {
        "document": 2053,
        "excerpt": "97 (13d10 + 26)"
      },
      {
        "document": 2083,
        "excerpt": "110 (13d10 + 39)"
      },
      {
        "document": 2090,
        "excerpt": "123 (13d10 + 52)"
      }
    ],
    "13d12": [
      {
        "document": 1863,
        "excerpt": "162 (13d12 + 78)"
      },
      {
        "document": 1867,
        "excerpt": "149 (13d12 + 65)"
      },
      {
        "document": 2052,
        "excerpt": "136 (13d12 + 52)"
      }
    ],
    "13d8": [
      {
        "document": 959,
        "excerpt": "42 (12d6) Bludgeoning plus 57 (13d8) Piercing"
      },
      {
        "document": 1775,
        "excerpt": "ture in a 90-foot-long, 5-foot-wide Line. Failure: 58 (13d8) Fire damage. Success: Half damage. Sleep Breath. Constitution Saving Throw: DC 21, each creature in a"
      },
      {
        "document": 1802,
        "excerpt": "110 (13d8 + 52)"
      },
      {
        "document": 1984,
        "excerpt": "84 (13d8 + 26)"
      },
      {
        "document": 2036,
        "excerpt": "71 (13d8 + 13)"
      }
    ],
    "140": [
      {
        "document": 351,
        "excerpt": "6.140"
      },
      {
        "document": 556,
        "excerpt": "8.140"
      },
      {
        "document": 814,
        "excerpt": "140,000"
      }
    ],
    "141": [
      {
        "document": 352,
        "excerpt": "6.141"
      }
    ],
    "142": [
      {
        "document": 353,
        "excerpt": "6.142"
      },
      {
        "document": 557,
        "excerpt": "8.142"
      },
      {
        "document": 2018,
        "excerpt": "142 (15d10 + 60)"
      },
      {
        "document": 2084,
        "excerpt": "142 (15d10 + 60)"
      }
    ],
    "143": [
      {
        "document": 354,
        "excerpt": "6.143"
      },
      {
        "document": 558,
        "excerpt": "8.143"
      }
    ],
    "144": [
      {
        "document": 355,
        "excerpt": "6.144"
      },
      {
        "document": 559,
        "excerpt": "8.144"
      },
      {
        "document": 1579,
        "excerpt": "its maximum speed (16 miles per hour for a maximum of 144 miles per day, with a 1-hour rest for every 3 hours of flying) or 1,000 pounds at half that speed. The b"
      },
      {
        "document": 1782,
        "excerpt": "333 (18d20 + 144)"
      }
    ],
    "145": [
      {
        "document": 356,
        "excerpt": "6.145"
      },
      {
        "document": 560,
        "excerpt": "8.145"
      }
    ],
    "146": [
      {
        "document": 357,
        "excerpt": "6.146"
      },
      {
        "document": 561,
        "excerpt": "8.146"
      }
    ],
    "147": [
      {
        "document": 195,
        "excerpt": "12.147"
      },
      {
        "document": 358,
        "excerpt": "6.147"
      },
      {
        "document": 562,
        "excerpt": "8.147"
      },
      {
        "document": 1773,
        "excerpt": "367 (21d20 + 147)"
      },
      {
        "document": 1777,
        "excerpt": "367 (21d20 + 147)"
      },
      {
        "document": 1855,
        "excerpt": "147 (14d10 + 70)"
      },
      {
        "document": 1987,
        "excerpt": "262 (21d10 + 147)"
      }
    ],
    "148": [
      {
        "document": 359,
        "excerpt": "6.148"
      },
      {
        "document": 563,
        "excerpt": "8.148"
      }
    ],
    "149": [
      {
        "document": 360,
        "excerpt": "6.149"
      },
      {
        "document": 564,
        "excerpt": "8.149"
      },
      {
        "document": 1867,
        "excerpt": "149 (13d12 + 65)"
      }
    ],
    "14d10": [
      {
        "document": 1829,
        "excerpt": "91 (14d10 + 14)"
      },
      {
        "document": 1855,
        "excerpt": "147 (14d10 + 70)"
      },
      {
        "document": 1976,
        "excerpt": "119 (14d10 + 42)"
      },
      {
        "document": 2085,
        "excerpt": "119 (14d10 + 42)"
      }
    ],
    "14d6": [
      {
        "document": 1305,
        "excerpt": "Constitution saving throw. On a failed save, it takes 14d6 Necrotic damage, and its Hit Point maximum is reduced by an amount equal to the Necrotic damage it took"
      },
      {
        "document": 2081,
        "excerpt": "ture in a 30-foot-long, 5-foot-wide Line. Failure: 49 (14d6) Acid damage. Success: Half damage."
      }
    ],
    "14d8": [
      {
        "document": 1777,
        "excerpt": "re in an 90-foot-long, 10-foot-wide Line. Failure: 63 (14d8) Acid damage. Success: Half damage. Slowing Breath. Constitution Saving Throw: DC 22, each creature in"
      },
      {
        "document": 1782,
        "excerpt": ": DC 22, each creature in a 90-foot Cone. Failure: 63 (14d8) Cold damage. Success: Half damage."
      },
      {
        "document": 1921,
        "excerpt": "105 (14d8 + 42)"
      }
    ],
    "150": [
      {
        "document": 362,
        "excerpt": "6.150"
      },
      {
        "document": 566,
        "excerpt": "8.150"
      },
      {
        "document": 697,
        "excerpt": "Assassin's Blood (150 GP)"
      },
      {
        "document": 710,
        "excerpt": "Truth Serum (150 GP)"
      },
      {
        "document": 729,
        "excerpt": "ch), for 200 XP total - 6 Giant Rats (25 XP each), for 150 XP total Example 2. A moderate-difficulty encounter for five level 3 characters has an XP budget of 225"
      },
      {
        "document": 922,
        "excerpt": "150"
      },
      {
        "document": 926,
        "excerpt": "150 GP"
      },
      {
        "document": 928,
        "excerpt": "Ammunition (Range 150/600; Arrow), Heavy, Two-Handed"
      },
      {
        "document": 960,
        "excerpt": "150"
      },
      {
        "document": 968,
        "excerpt": "Javelins, Holy Symbol, Priest’s Pack, and 9 GP; or (B) 150 GP"
      },
      {
        "document": 969,
        "excerpt": "sprig of mistletoe), Explorer’s Pack, and 7 GP; or (B) 150 GP"
      },
      {
        "document": 1088,
        "excerpt": "Ammunition (Range 150/600; Arrow)"
      },
      {
        "document": 1175,
        "excerpt": "150 feet"
      },
      {
        "document": 1187,
        "excerpt": "150 feet"
      },
      {
        "document": 1192,
        "excerpt": "150 feet"
      },
      {
        "document": 1219,
        "excerpt": "V, S, M (one 150+ GP black onyx stone for each corpse)"
      },
      {
        "document": 1224,
        "excerpt": "ling creature you touch has Darkvision with a range of 150 feet."
      },
      {
        "document": 1227,
        "excerpt": "150 feet"
      },
      {
        "document": 1272,
        "excerpt": "150 feet"
      },
      {
        "document": 1273,
        "excerpt": "150 feet"
      },
      {
        "document": 1304,
        "excerpt": "oom) Duration: 24 hours You make natural terrain in a 150-foot Cube in range look, sound, and smell like another sort of natural terrain. Thus, open fields or a r"
      },
      {
        "document": 1325,
        "excerpt": "150 feet"
      },
      {
        "document": 1379,
        "excerpt": "150 feet"
      },
      {
        "document": 1384,
        "excerpt": "e creature you can see within range. If the target has 150 Hit Points or fewer, it has the Stunned condition. Otherwise, its Speed is 0 until the start of your nex"
      },
      {
        "document": 1431,
        "excerpt": "150 feet"
      },
      {
        "document": 1439,
        "excerpt": "150 feet"
      },
      {
        "document": 1450,
        "excerpt": "150 feet"
      },
      {
        "document": 1471,
        "excerpt": "150 feet"
      },
      {
        "document": 1760,
        "excerpt": "150 (20d10 + 40)"
      },
      {
        "document": 1790,
        "excerpt": "Melee or Ranged Attack Roll: +9, reach 5 ft. or range 150 ft. Hit: 27 (4d10 + 5) Force damage. Spellcasting. The archmage casts one of the following spells, usin"
      },
      {
        "document": 1802,
        "excerpt": "ing damage. Hurl Flame. Ranged Attack Roll: +5, range 150 ft. Hit: 17 (5d6) Fire damage. If the target is a flammable object that isn't being worn or carried, it"
      },
      {
        "document": 1824,
        "excerpt": "ercing damage. Longbow. Ranged Attack Roll: +4, range 150/600 ft. Hit: 6 (1d8 + 2) Piercing damage."
      },
      {
        "document": 1867,
        "excerpt": "Cold damage. Great Bow. Ranged Attack Roll: +9, range 150/600 ft. Hit: 17 (2d10 + 6) Piercing damage plus 7 (2d6) Cold damage, and the target's Speed decreases by"
      },
      {
        "document": 1905,
        "excerpt": "rcing damage. Bone Bow. Ranged Attack Roll: +3, range 150/600 ft. Hit: 6 (1d10 + 1) Piercing damage."
      },
      {
        "document": 1929,
        "excerpt": "Poison damage. Longbow. Ranged Attack Roll: +4, range 150/600 ft. Hit: 6 (1d8 + 2) Piercing damage plus 5 (2d4) Poison damage."
      },
      {
        "document": 1930,
        "excerpt": "ashing damage. Longbow. Ranged Attack Roll: +3, range 150/600 ft. Hit: 5 (1d8 + 1) Piercing damage plus 7 (3d4) Poison damage."
      },
      {
        "document": 1932,
        "excerpt": "Darkvision 150 ft. (unimpeded by magical Darkness); Passive Perception 13"
      },
      {
        "document": 1959,
        "excerpt": "Darkvision 150 ft.; Passive Perception 14"
      },
      {
        "document": 2013,
        "excerpt": "ercing damage. Longbow. Ranged Attack Roll: +4, range 150/600 ft. Hit: 6 (1d8 + 2) Piercing damage."
      },
      {
        "document": 2022,
        "excerpt": "50 ft., Fly 150 ft. (hover)"
      },
      {
        "document": 2044,
        "excerpt": "and each object that isn't being worn or carried in a 150-foot Cone. Failure: 78 (12d12) Thunder damage, and the target has the Deafened and Frightened conditions"
      },
      {
        "document": 2070,
        "excerpt": "id or Hybrid Form Only). Ranged Attack Roll: +4, range 150/600 ft. Hit: 11 (2d8 + 2) Piercing damage."
      },
      {
        "document": 2071,
        "excerpt": "id or Hybrid Form Only). Ranged Attack Roll: +4, range 150/600 ft. Hit: 11 (2d8 + 2) Piercing damage."
      },
      {
        "document": 2073,
        "excerpt": "c damage. Necrotic Bow. Ranged Attack Roll: +4, range 150/600 ft. Hit: 6 (1d8 + 2) Piercing damage plus 4 (1d8) Necrotic damage. Life Drain. Constitution Saving"
      }
    ],
    "1500": [
      {
        "document": 1106,
        "excerpt": "1500"
      }
    ],
    "15000": [
      {
        "document": 1762,
        "excerpt": "15000"
      },
      {
        "document": 1769,
        "excerpt": "15000"
      },
      {
        "document": 1941,
        "excerpt": "15000"
      },
      {
        "document": 1957,
        "excerpt": "15000"
      },
      {
        "document": 1987,
        "excerpt": "15000"
      }
    ],
    "151": [
      {
        "document": 363,
        "excerpt": "6.151"
      },
      {
        "document": 567,
        "excerpt": "8.151"
      }
    ],
    "152": [
      {
        "document": 364,
        "excerpt": "6.152"
      },
      {
        "document": 568,
        "excerpt": "8.152"
      },
      {
        "document": 2059,
        "excerpt": "152 (16d10 + 64)"
      },
      {
        "document": 2082,
        "excerpt": "152 (16d10 + 64)"
      }
    ],
    "153": [
      {
        "document": 196,
        "excerpt": "12.153"
      },
      {
        "document": 365,
        "excerpt": "6.153"
      }
    ],
    "154": [
      {
        "document": 366,
        "excerpt": "6.154"
      },
      {
        "document": 569,
        "excerpt": "8.154"
      }
    ],
    "155": [
      {
        "document": 367,
        "excerpt": "6.155"
      },
      {
        "document": 570,
        "excerpt": "8.155"
      },
      {
        "document": 805,
        "excerpt": "155,000"
      },
      {
        "document": 966,
        "excerpt": "0 Arrows, Quiver, Dungeoneer’s Pack, and 11 GP; or (C) 155 GP"
      },
      {
        "document": 2044,
        "excerpt": "30 (XP 155,000; PB +9)"
      }
    ],
    "155000": [
      {
        "document": 2044,
        "excerpt": "155000"
      }
    ],
    "156": [
      {
        "document": 368,
        "excerpt": "6.156"
      },
      {
        "document": 571,
        "excerpt": "8.156"
      }
    ],
    "157": [
      {
        "document": 369,
        "excerpt": "6.157"
      },
      {
        "document": 572,
        "excerpt": "8.157"
      },
      {
        "document": 1925,
        "excerpt": "157 (15d10 + 75)"
      }
    ],
    "158": [
      {
        "document": 370,
        "excerpt": "6.158"
      },
      {
        "document": 573,
        "excerpt": "8.158"
      }
    ],
    "159": [
      {
        "document": 371,
        "excerpt": "6.159"
      }
    ],
    "15d10": [
      {
        "document": 1776,
        "excerpt": "re in a 120-foot-long, 10-foot-wide Line. Failure: 82 (15d10) Lightning damage. Success: Half damage. Repulsion Breath. Strength Saving Throw: DC 23, each creature"
      },
      {
        "document": 1925,
        "excerpt": "157 (15d10 + 75)"
      },
      {
        "document": 2018,
        "excerpt": "142 (15d10 + 60)"
      },
      {
        "document": 2079,
        "excerpt": "127 (15d10 + 45)"
      },
      {
        "document": 2081,
        "excerpt": "127 (15d10 + 45)"
      },
      {
        "document": 2084,
        "excerpt": "142 (15d10 + 60)"
      }
    ],
    "15d12": [
      {
        "document": 1763,
        "excerpt": "172 (15d12 + 75)"
      }
    ],
    "15d20": [
      {
        "document": 1995,
        "excerpt": "247 (15d20 + 90)"
      }
    ],
    "15d8": [
      {
        "document": 1773,
        "excerpt": "ure in a 90-foot-long, 10-foot-wide Line. Failure: 67 (15d8) Acid damage. Success: Half damage. Spellcasting. The dragon casts one of the following spells, requiri"
      },
      {
        "document": 1781,
        "excerpt": ": DC 24, each creature in a 90-foot Cone. Failure: 67 (15d8) Cold damage. Success: Half damage. Paralyzing Breath. Constitution Saving Throw: DC 24, each creature"
      },
      {
        "document": 1791,
        "excerpt": "97 (15d8 + 30)"
      },
      {
        "document": 1864,
        "excerpt": "127 (15d8 + 60)"
      },
      {
        "document": 1904,
        "excerpt": "112 (15d8 + 45)"
      },
      {
        "document": 1969,
        "excerpt": "112 (15d8 + 45)"
      },
      {
        "document": 2068,
        "excerpt": "97 (15d8 + 30)"
      }
    ],
    "160": [
      {
        "document": 197,
        "excerpt": "12.160"
      },
      {
        "document": 373,
        "excerpt": "6.160"
      },
      {
        "document": 2029,
        "excerpt": "age. Enchanting Bow. Ranged Attack Roll: +6, range 40/160 ft. Hit: 1 Piercing damage, and the target has the Charmed condition until the start of the sprite's nex"
      }
    ],
    "161": [
      {
        "document": 374,
        "excerpt": "6.161"
      },
      {
        "document": 1779,
        "excerpt": "402 (23d20 + 161)"
      },
      {
        "document": 1815,
        "excerpt": "161 (17d10 + 68)"
      }
    ],
    "162": [
      {
        "document": 375,
        "excerpt": "6.162"
      },
      {
        "document": 1863,
        "excerpt": "162 (13d12 + 78)"
      }
    ],
    "163": [
      {
        "document": 376,
        "excerpt": "6.163"
      }
    ],
    "164": [
      {
        "document": 377,
        "excerpt": "6.164"
      }
    ],
    "165": [
      {
        "document": 198,
        "excerpt": "12.165"
      },
      {
        "document": 378,
        "excerpt": "6.165"
      },
      {
        "document": 814,
        "excerpt": "165,000"
      }
    ],
    "166": [
      {
        "document": 379,
        "excerpt": "6.166"
      }
    ],
    "167": [
      {
        "document": 380,
        "excerpt": "6.167"
      }
    ],
    "168": [
      {
        "document": 381,
        "excerpt": "6.168"
      },
      {
        "document": 1806,
        "excerpt": "168 (16d12 + 64)"
      },
      {
        "document": 1873,
        "excerpt": "168 (16d12 + 64)"
      },
      {
        "document": 2089,
        "excerpt": "168 (16d10 + 80)"
      }
    ],
    "169": [
      {
        "document": 382,
        "excerpt": "6.169"
      }
    ],
    "16d10": [
      {
        "document": 1774,
        "excerpt": "re in a 120-foot-long, 10-foot-wide Line. Failure: 88 (16d10) Lightning damage. Success: Half damage. Spellcasting. The dragon casts one of the following spells, re"
      },
      {
        "document": 1920,
        "excerpt": "136 (16d10 + 48)"
      },
      {
        "document": 1968,
        "excerpt": "184 (16d10 + 96)"
      },
      {
        "document": 2059,
        "excerpt": "152 (16d10 + 64)"
      },
      {
        "document": 2082,
        "excerpt": "152 (16d10 + 64)"
      },
      {
        "document": 2087,
        "excerpt": "136 (16d10 + 48)"
      },
      {
        "document": 2089,
        "excerpt": "168 (16d10 + 80)"
      }
    ],
    "16d12": [
      {
        "document": 1765,
        "excerpt": "184 (16d12 + 80)"
      },
      {
        "document": 1769,
        "excerpt": "216 (16d12 + 112)"
      },
      {
        "document": 1770,
        "excerpt": "200 (16d12 + 96)"
      },
      {
        "document": 1806,
        "excerpt": "168 (16d12 + 64)"
      },
      {
        "document": 1830,
        "excerpt": "200 (16d12 + 96)"
      },
      {
        "document": 1873,
        "excerpt": "168 (16d12 + 64)"
      },
      {
        "document": 1934,
        "excerpt": "184 (16d12 + 80)"
      }
    ],
    "16d20": [
      {
        "document": 2005,
        "excerpt": "248 (16d20 + 80)"
      }
    ],
    "16d6": [
      {
        "document": 1767,
        "excerpt": ": DC 18, each creature in a 60-foot Cone. Failure: 56 (16d6) Poison damage. Success: Half damage. Spellcasting. The dragon casts one of the following spells, requi"
      },
      {
        "document": 1848,
        "excerpt": ": DC 19, each creature in a 60-foot Cone. Failure: 56 (16d6) Fire damage. Success: Half damage. Failure or Success: Being underwater doesn't grant Resistance to thi"
      },
      {
        "document": 2044,
        "excerpt": "other effects outside the tarrasque, and it takes 56 (16d6) Acid damage at the start of each of the tarrasque's turns. If the tarrasque takes 60 damage or more on"
      },
      {
        "document": 2088,
        "excerpt": ": DC 17, each creature in a 30-foot Cone. Failure: 56 (16d6) Fire damage. Success: Half damage."
      }
    ],
    "16d8": [
      {
        "document": 2070,
        "excerpt": "120 (16d8 + 48)"
      }
    ],
    "170": [
      {
        "document": 200,
        "excerpt": "12.170"
      },
      {
        "document": 384,
        "excerpt": "6.170"
      },
      {
        "document": 1790,
        "excerpt": "170 (31d8 + 31)"
      },
      {
        "document": 2024,
        "excerpt": "170 (20d10 + 60)"
      }
    ],
    "171": [
      {
        "document": 385,
        "excerpt": "6.171"
      }
    ],
    "172": [
      {
        "document": 386,
        "excerpt": "6.172"
      },
      {
        "document": 1763,
        "excerpt": "172 (15d12 + 75)"
      }
    ],
    "173": [
      {
        "document": 387,
        "excerpt": "6.173"
      }
    ],
    "174": [
      {
        "document": 388,
        "excerpt": "6.174"
      }
    ],
    "175": [
      {
        "document": 389,
        "excerpt": "6.175"
      }
    ],
    "176": [
      {
        "document": 390,
        "excerpt": "6.176"
      },
      {
        "document": 2022,
        "excerpt": "297 (22d10 + 176)"
      }
    ],
    "177": [
      {
        "document": 391,
        "excerpt": "6.177"
      }
    ],
    "178": [
      {
        "document": 392,
        "excerpt": "6.178"
      },
      {
        "document": 1859,
        "excerpt": "178 (21d8 + 84)"
      },
      {
        "document": 2086,
        "excerpt": "178 (17d10 + 85)"
      },
      {
        "document": 2088,
        "excerpt": "178 (17d10 + 85)"
      }
    ],
    "179": [
      {
        "document": 393,
        "excerpt": "6.179"
      }
    ],
    "17d10": [
      {
        "document": 1815,
        "excerpt": "161 (17d10 + 68)"
      },
      {
        "document": 1856,
        "excerpt": "212 (17d10 + 119)"
      },
      {
        "document": 2086,
        "excerpt": "178 (17d10 + 85)"
      },
      {
        "document": 2088,
        "excerpt": "178 (17d10 + 85)"
      }
    ],
    "17d12": [
      {
        "document": 1761,
        "excerpt": "195 (17d12 + 85)"
      },
      {
        "document": 1762,
        "excerpt": "212 (17d12 + 102)"
      },
      {
        "document": 1764,
        "excerpt": "212 (17d12 + 102)"
      },
      {
        "document": 2002,
        "excerpt": "195 (17d12 + 85)"
      }
    ],
    "17d6": [
      {
        "document": 1768,
        "excerpt": ": DC 21, each creature in a 60-foot Cone. Failure: 59 (17d6) Fire damage. Success: Half damage. Spellcasting. The dragon casts one of the following spells, requiri"
      }
    ],
    "17d8": [
      {
        "document": 1959,
        "excerpt": "127 (17d8 + 51)"
      }
    ],
    "180": [
      {
        "document": 395,
        "excerpt": "6.180"
      },
      {
        "document": 1377,
        "excerpt": "ith a spell slot of level 6 (10 days), 7 (30 days), 8 (180 days), and 9 (366 days)."
      },
      {
        "document": 1711,
        "excerpt": "t sends the sphere and each creature and object within 180 feet of the sphere to a random plane of existence."
      },
      {
        "document": 2048,
        "excerpt": "damage. Hail of Bark. Ranged Attack Roll: +10, range 180 ft. Hit: 28 (4d10 + 6) Piercing damage. Animate Trees (1/Day). The treant magically animates up to two"
      }
    ],
    "1800": [
      {
        "document": 1771,
        "excerpt": "1800"
      },
      {
        "document": 1802,
        "excerpt": "1800"
      },
      {
        "document": 1821,
        "excerpt": "1800"
      },
      {
        "document": 1855,
        "excerpt": "1800"
      },
      {
        "document": 1862,
        "excerpt": "1800"
      },
      {
        "document": 1864,
        "excerpt": "1800"
      },
      {
        "document": 1880,
        "excerpt": "1800"
      },
      {
        "document": 1894,
        "excerpt": "1800"
      },
      {
        "document": 1904,
        "excerpt": "1800"
      },
      {
        "document": 1911,
        "excerpt": "1800"
      },
      {
        "document": 1921,
        "excerpt": "1800"
      },
      {
        "document": 1926,
        "excerpt": "1800"
      },
      {
        "document": 1969,
        "excerpt": "1800"
      },
      {
        "document": 1977,
        "excerpt": "1800"
      },
      {
        "document": 2006,
        "excerpt": "1800"
      },
      {
        "document": 2010,
        "excerpt": "1800"
      },
      {
        "document": 2017,
        "excerpt": "1800"
      },
      {
        "document": 2049,
        "excerpt": "1800"
      },
      {
        "document": 2051,
        "excerpt": "1800"
      },
      {
        "document": 2053,
        "excerpt": "1800"
      },
      {
        "document": 2055,
        "excerpt": "1800"
      },
      {
        "document": 2065,
        "excerpt": "1800"
      },
      {
        "document": 2067,
        "excerpt": "1800"
      },
      {
        "document": 2078,
        "excerpt": "1800"
      },
      {
        "document": 2080,
        "excerpt": "1800"
      }
    ],
    "18000": [
      {
        "document": 1766,
        "excerpt": "18000"
      },
      {
        "document": 1768,
        "excerpt": "18000"
      },
      {
        "document": 1848,
        "excerpt": "18000"
      },
      {
        "document": 2025,
        "excerpt": "18000"
      }
    ],
    "181": [
      {
        "document": 396,
        "excerpt": "6.181"
      }
    ],
    "184": [
      {
        "document": 201,
        "excerpt": "12.184"
      },
      {
        "document": 1765,
        "excerpt": "184 (16d12 + 80)"
      },
      {
        "document": 1934,
        "excerpt": "184 (16d12 + 80)"
      },
      {
        "document": 1968,
        "excerpt": "184 (16d10 + 96)"
      }
    ],
    "187": [
      {
        "document": 1966,
        "excerpt": "187 (25d8 + 75)"
      }
    ],
    "189": [
      {
        "document": 202,
        "excerpt": "12.189"
      },
      {
        "document": 1903,
        "excerpt": "189 (18d10 + 90)"
      },
      {
        "document": 1986,
        "excerpt": "337 (27d10 + 189)"
      }
    ],
    "18d10": [
      {
        "document": 955,
        "excerpt": "99 (18d10)"
      },
      {
        "document": 956,
        "excerpt": "99 (18d10)"
      },
      {
        "document": 1903,
        "excerpt": "189 (18d10 + 90)"
      },
      {
        "document": 2028,
        "excerpt": "135 (18d10 + 36)"
      }
    ],
    "18d12": [
      {
        "document": 1766,
        "excerpt": "243 (18d12 + 126)"
      },
      {
        "document": 1767,
        "excerpt": "207 (18d12 + 90)"
      }
    ],
    "18d20": [
      {
        "document": 1782,
        "excerpt": "333 (18d20 + 144)"
      }
    ],
    "18d8": [
      {
        "document": 1952,
        "excerpt": "81 (18d8)"
      },
      {
        "document": 2067,
        "excerpt": "135 (18d8 + 54)"
      }
    ],
    "192": [
      {
        "document": 1776,
        "excerpt": "444 (24d20 + 192)"
      }
    ],
    "195": [
      {
        "document": 814,
        "excerpt": "195,000"
      },
      {
        "document": 920,
        "excerpt": "195 lb."
      },
      {
        "document": 1761,
        "excerpt": "195 (17d12 + 85)"
      },
      {
        "document": 2002,
        "excerpt": "195 (17d12 + 85)"
      },
      {
        "document": 2056,
        "excerpt": "195 (23d8 + 92)"
      }
    ],
    "196": [
      {
        "document": 203,
        "excerpt": "12.196"
      }
    ],
    "199": [
      {
        "document": 1697,
        "excerpt": "te it. The rod then instantly transports you and up to 199 other willing creatures you can see to a demiplane. You choose the form the demiplane takes. It could b"
      },
      {
        "document": 1932,
        "excerpt": "199 (19d10 + 95)"
      },
      {
        "document": 2025,
        "excerpt": "199 (19d10 + 95)"
      }
    ],
    "19d10": [
      {
        "document": 1845,
        "excerpt": "218 (19d10 + 114)"
      },
      {
        "document": 1932,
        "excerpt": "199 (19d10 + 95)"
      },
      {
        "document": 2025,
        "excerpt": "199 (19d10 + 95)"
      }
    ],
    "19d12": [
      {
        "document": 1768,
        "excerpt": "256 (19d12 + 133)"
      }
    ],
    "19d20": [
      {
        "document": 1775,
        "excerpt": "332 (19d20 + 133)"
      }
    ],
    "1d10": [
      {
        "document": 675,
        "excerpt": "sychic damage. On a failed save, the creature takes 5 (1d10) Psychic damage and has the Incapacitated condition as it laughs uncontrollably. At the end of each of i"
      },
      {
        "document": 692,
        "excerpt": "he Frightened, Incapacitated, or Stunned condition for 1d10 minutes. This condition might be accompanied by alarming behavior or hallucinations. These effects can b"
      },
      {
        "document": 721,
        "excerpt": "saving throw. On a failed save, the creature takes 5 (1d10) Poison damage and has the Poisoned condition for 1 hour. On a successful save, the creature takes half"
      },
      {
        "document": 753,
        "excerpt": "1d10"
      },
      {
        "document": 756,
        "excerpt": "You cast a random spell determined by rolling 1d10: on a 1, Enlarge/Reduce (enlarge effect); on a 2, Enlarge/Reduce (reduce effect); on a 3, Faerie Fire; o"
      },
      {
        "document": 765,
        "excerpt": "1d10"
      },
      {
        "document": 768,
        "excerpt": "1d10"
      },
      {
        "document": 783,
        "excerpt": "u cast a spell originating from the chosen point. Roll 1d10 to determine the spell: on a 1–2, Darkness; on a 3–4, Faerie Fire; on a 5–6, Fireball; on a 7–8, Slow; o"
      },
      {
        "document": 785,
        "excerpt": "1d10"
      },
      {
        "document": 787,
        "excerpt": "1d10"
      },
      {
        "document": 792,
        "excerpt": "1d10"
      },
      {
        "document": 793,
        "excerpt": "A fruit tree grows. It has 1d10 + 20 fruit, 1d8 of which act as randomly determined potions. The tree vanishes after 1 hour. Picked frui"
      },
      {
        "document": 816,
        "excerpt": "500 GP plus 1d10 × 25 GP plus normal starting equipment"
      },
      {
        "document": 840,
        "excerpt": "1d10"
      },
      {
        "document": 928,
        "excerpt": "Versatile (1d10)"
      },
      {
        "document": 944,
        "excerpt": "5 (1d10)"
      },
      {
        "document": 962,
        "excerpt": "the chosen attack roll hits, the target takes an extra 1d10 damage of the same type dealt by the weapon or Unarmed Strike, and you can cause one Brutal Strike effec"
      },
      {
        "document": 966,
        "excerpt": "s Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level. You can use this feature twice. You regain one expended use when you finish a"
      },
      {
        "document": 967,
        "excerpt": "ttack's total damage against you. The reduction equals 1d10 plus your Dexterity modifier and Monk level. If you reduce the damage to 0, you can expend 1 Focus Poin"
      },
      {
        "document": 979,
        "excerpt": "eck or a saving throw, you can use this feature to add 1d10 to your roll. You can do so after seeing the roll but before any of the roll's effects occur. You can u"
      },
      {
        "document": 986,
        "excerpt": "Proficiency Bonus). On a failed save, a creature takes 1d10 damage of the type determined by your Draconic Ancestry trait. On a successful save, a creature takes ha"
      },
      {
        "document": 990,
        "excerpt": "n attack roll and deal damage to it, you can also deal 1d10 Fire damage to that target. Frost's Chill (Frost Giant). When you hit a target with an attack roll and"
      },
      {
        "document": 1025,
        "excerpt": "Versatile (1d10)"
      },
      {
        "document": 1060,
        "excerpt": "1d10 Slashing"
      },
      {
        "document": 1065,
        "excerpt": "1d10 Slashing"
      },
      {
        "document": 1070,
        "excerpt": "1d10 Piercing"
      },
      {
        "document": 1081,
        "excerpt": "1d10 Piercing"
      },
      {
        "document": 1089,
        "excerpt": "Versatile (1d10)"
      },
      {
        "document": 1104,
        "excerpt": "1d10 Piercing"
      },
      {
        "document": 1105,
        "excerpt": "1d10 Piercing"
      },
      {
        "document": 1143,
        "excerpt": "Versatile (1d10)"
      },
      {
        "document": 1145,
        "excerpt": "Versatile (1d10)"
      },
      {
        "document": 1146,
        "excerpt": "Versatile (1d10)"
      },
      {
        "document": 1185,
        "excerpt": "Under such conditions, the spell's damage increases by 1d10. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 3."
      },
      {
        "document": 1190,
        "excerpt": "inst a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can't regain Hit Points until the end of your next turn. Cantrip Upgrade. The d"
      },
      {
        "document": 1203,
        "excerpt": "et can't take Bonus Actions or Reactions and must roll 1d10 at the start of each of its turns to determine its behavior for that turn, consulting the table below."
      },
      {
        "document": 1204,
        "excerpt": "ing a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 3."
      },
      {
        "document": 1248,
        "excerpt": "ions, which can't be under structures. Each fissure is 1d10 × 10 feet deep and 10 feet wide, and it extends from one edge of the spell's area to another edge. A cre"
      },
      {
        "document": 1249,
        "excerpt": "reature or object in range. On a hit, the target takes 1d10 Force damage. Cantrip Upgrade. The spell creates two beams at level 5, three beams at level 11, and fou"
      },
      {
        "document": 1270,
        "excerpt": "attack against the target. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell starts burning if it isn't being worn or carried. Can"
      },
      {
        "document": 1290,
        "excerpt": "s equals your spell attack modifier, range 60 ft. Hit: 1d10 + 3 plus the spell's level Bludgeoning damage, and the target's Speed is reduced to 0 until the start of"
      },
      {
        "document": 1310,
        "excerpt": "ing a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1."
      },
      {
        "document": 1320,
        "excerpt": "attack against the target. On a hit, the target takes 1d10 Piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it"
      },
      {
        "document": 1321,
        "excerpt": "-Level Spell Slot. The Bludgeoning damage increases by 1d10 for each spell slot level above 4."
      },
      {
        "document": 1326,
        "excerpt": "ing a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1."
      },
      {
        "document": 1327,
        "excerpt": "ing a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 5."
      },
      {
        "document": 1368,
        "excerpt": "ing a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 2."
      },
      {
        "document": 1374,
        "excerpt": "ing a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 4."
      },
      {
        "document": 1402,
        "excerpt": "ody for it and calls the soul to enter that body. Roll 1d10 and consult the table below to determine the body's species, or the GM chooses another playable species."
      },
      {
        "document": 1467,
        "excerpt": "e damage the wall deals on later rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends. A creature caught in the wall can move by swim"
      },
      {
        "document": 1484,
        "excerpt": "ou cast a spell until you finish a Long Rest, you take 1d10 Necrotic damage per level of that spell. This damage can't be reduced or prevented in any way. In additi"
      },
      {
        "document": 1589,
        "excerpt": "loves, you can take a Reaction to reduce the damage by 1d10 plus your Dexterity modifier if you have a free hand. If you reduce the damage to 0, you can catch the a"
      },
      {
        "document": 1598,
        "excerpt": "Very Rare (Requires Attunement) This helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. Wh"
      },
      {
        "document": 1692,
        "excerpt": "a level 3 spell slot. A newly found rod typically has 1d10 levels of spell energy stored in it. A rod that can no longer absorb spell energy and has no energy rema"
      },
      {
        "document": 1760,
        "excerpt": "d or Grappled, it uses Consume Memories and regains 5 (1d10) Hit Points."
      },
      {
        "document": 1762,
        "excerpt": "reach 10 ft. Hit: 16 (2d8 + 7) Slashing damage plus 5 (1d10) Lightning damage. Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 19, each creature in a 9"
      },
      {
        "document": 1764,
        "excerpt": "reach 10 ft. Hit: 16 (2d8 + 7) Slashing damage plus 5 (1d10) Lightning damage. Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 19, each creature in a 9"
      },
      {
        "document": 1768,
        "excerpt": ". Rend. Melee Attack Roll: +14, reach 10 ft. Hit: 13 (1d10 + 8) Slashing damage plus 5 (2d4) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 2"
      },
      {
        "document": 1778,
        "excerpt": "advantage on Strength-based D20 Tests and subtracts 5 (1d10) from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself"
      },
      {
        "document": 1787,
        "excerpt": "ks. Tail. Melee Attack Roll: +6, reach 10 ft. Hit: 9 (1d10 + 4) Bludgeoning damage. If the target is a Huge or smaller creature, it has the Prone condition."
      },
      {
        "document": 1792,
        "excerpt": "objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object."
      },
      {
        "document": 1796,
        "excerpt": "a 5-foot Emanation originating from the azer takes 5 (1d10) Fire damage unless the azer has the Incapacitated condition. Illumination. The azer sheds Bright Light"
      },
      {
        "document": 1800,
        "excerpt": "istol. Ranged Attack Roll: +5, range 30/90 ft. Hit: 8 (1d10 + 3) Piercing damage."
      },
      {
        "document": 1802,
        "excerpt": "At the start of each of its turns, the devil deals 5 (1d10) Piercing damage to any creature it is grappling or any creature grappling it. Diabolical Restoration."
      },
      {
        "document": 1805,
        "excerpt": "al Glaive. Melee Attack Roll: +5, reach 10 ft. Hit: 8 (1d10 + 3) Slashing damage. If the target is a creature and doesn't already have an infernal wound, it is subj"
      },
      {
        "document": 1813,
        "excerpt": "cks. Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Slashing damage plus 3 (1d6) Lightning damage. Lightning Breath (Recharge 5–6). Dexterity Saving T"
      },
      {
        "document": 1816,
        "excerpt": "Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 + 2) Slashing damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 11, each creature in a 20-"
      },
      {
        "document": 1817,
        "excerpt": "cks. Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Slashing damage. Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 12, each creature in"
      },
      {
        "document": 1824,
        "excerpt": "on. Pike. Melee Attack Roll: +6, reach 10 ft. Hit: 9 (1d10 + 4) Piercing damage. Longbow. Ranged Attack Roll: +4, range 150/600 ft. Hit: 6 (1d8 + 2) Piercing dama"
      },
      {
        "document": 1827,
        "excerpt": ". Pincer. Melee Attack Roll: +6, reach 10 ft. Hit: 9 (1d10 + 4) Bludgeoning damage. If the target is a Large or smaller creature, it has the Grappled condition (es"
      },
      {
        "document": 1828,
        "excerpt": "rn. Slam. Melee Attack Roll: +9, reach 5 ft. Hit: 10 (1d10 + 5) Bludgeoning damage plus 6 (1d12) Acid damage, and the target's Hit Point maximum decreases by an am"
      },
      {
        "document": 1829,
        "excerpt": "ck. Tail. Melee Attack Roll: +6, reach 10 ft. Hit: 8 (1d10 + 3) Slashing damage."
      },
      {
        "document": 1834,
        "excerpt": "Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 + 2) Slashing damage. Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 11, each creature in a 20-"
      },
      {
        "document": 1841,
        "excerpt": "he Poisoned target's Hit Point maximum decreases by 5 (1d10)."
      },
      {
        "document": 1844,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Piercing damage. If the target is a Large or smaller creature, it has the Prone condition."
      },
      {
        "document": 1862,
        "excerpt": "foot Emanation originating from the elemental takes 5 (1d10) Fire damage. Creatures and flammable objects in the Emanation start burning. Fire Form. The elemental"
      },
      {
        "document": 1871,
        "excerpt": "objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object."
      },
      {
        "document": 1890,
        "excerpt": "Talons. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 + 2) Slashing damage. Spellcasting. The owl casts one of the following spells, requiring no spell compo"
      },
      {
        "document": 1905,
        "excerpt": "ow. Ranged Attack Roll: +3, range 150/600 ft. Hit: 6 (1d10 + 1) Piercing damage."
      },
      {
        "document": 1910,
        "excerpt": "cks. Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (1d10 + 4) Slashing damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 13, each creature in a 15-"
      },
      {
        "document": 1913,
        "excerpt": "cks. Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 + 2) Slashing damage plus 3 (1d6) Poison damage. Poison Breath (Recharge 5–6). Constitution Saving Thro"
      },
      {
        "document": 1915,
        "excerpt": "Tentacles. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 + 2) Slashing damage. If the target is a Medium or smaller creature, it has the Grappled condition (esca"
      },
      {
        "document": 1934,
        "excerpt": "s. Bite. Melee Attack Roll: +8, reach 10 ft. Hit: 10 (1d10 + 5) Piercing damage."
      },
      {
        "document": 1948,
        "excerpt": "the Nine Hells, it revives with all its Hit Points in 1d10 days unless it is killed by a creature under the effects of a Bless spell or its remains are sprinkled w"
      },
      {
        "document": 1949,
        "excerpt": "nstead. Spirit Jar. If destroyed, the lich reforms in 1d10 days if it has a spirit jar, reviving with all its Hit Points. The new body appears in an unoccupied spa"
      },
      {
        "document": 1957,
        "excerpt": "ct Blade. Melee Attack Roll: +10, reach 5 ft. Hit: 10 (1d10 + 5) Slashing damage plus 7 (2d6) Necrotic damage. Constrict. Strength Saving Throw: DC 17, one Medium"
      },
      {
        "document": 1967,
        "excerpt": "tting Fist. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Bludgeoning damage plus 10 (3d6) Necrotic damage. If the target is a creature, it is cursed. While"
      },
      {
        "document": 1977,
        "excerpt": "ailure: The target's Hit Point maximum decreases by 5 (1d10) and doesn't return to normal until the Poisoned condition ends on the target. Success: The Poisoned con"
      },
      {
        "document": 1982,
        "excerpt": "cks. Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Piercing damage plus 9 (2d8) Poison damage. If this damage reduces the target to 0 Hit Points, the"
      },
      {
        "document": 2000,
        "excerpt": "cks. Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (1d10 + 4) Slashing damage plus 3 (1d6) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 1"
      },
      {
        "document": 2020,
        "excerpt": "cks. Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (1d10 + 4) Piercing damage. Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 13, each creature in a"
      },
      {
        "document": 2023,
        "excerpt": "objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object. Sunlight Sensitivity. While in sunlight, the specte"
      },
      {
        "document": 2033,
        "excerpt": "ant reduces the damage it takes from the attack by 11 (1d10 + 6), and if that damage is reduced to 0, the giant can redirect some of the attack's force. Dexterity S"
      },
      {
        "document": 2047,
        "excerpt": "bow. Ranged Attack Roll: +3, range 100/400 ft. Hit: 6 (1d10 + 1) Piercing damage."
      },
      {
        "document": 2053,
        "excerpt": "diant Horn. Melee Attack Roll: +7, reach 5 ft. Hit: 9 (1d10 + 4) Radiant damage. Spellcasting. The unicorn casts one of the following spells, requiring no spell co"
      },
      {
        "document": 2059,
        "excerpt": "self on a success. While Poisoned, the target takes 5 (1d10) Poison damage at the start of each of its turns. Emptying a flask of Holy Water on the target ends the"
      },
      {
        "document": 2074,
        "excerpt": "objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object."
      },
      {
        "document": 2078,
        "excerpt": "objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object. Sunlight Sensitivity. While in sunlight, the wraith"
      },
      {
        "document": 2080,
        "excerpt": "age. Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d10 + 3) Slashing damage."
      },
      {
        "document": 2082,
        "excerpt": "reach 10 ft. Hit: 12 (2d6 + 5) Slashing damage plus 5 (1d10) Lightning damage. Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 16, each creature in a 6"
      }
    ],
    "1d100": [
      {
        "document": 266,
        "excerpt": "1d100 Trinket"
      },
      {
        "document": 267,
        "excerpt": "1d100 Trinket"
      },
      {
        "document": 755,
        "excerpt": "1d100"
      },
      {
        "document": 758,
        "excerpt": "1d100"
      },
      {
        "document": 760,
        "excerpt": "1d100(13-Card Deck)"
      },
      {
        "document": 761,
        "excerpt": "1d100(13-Card Deck)"
      },
      {
        "document": 784,
        "excerpt": "1d100"
      },
      {
        "document": 788,
        "excerpt": "1d100"
      },
      {
        "document": 789,
        "excerpt": "1d100"
      },
      {
        "document": 790,
        "excerpt": "1d100"
      },
      {
        "document": 798,
        "excerpt": "1d100"
      },
      {
        "document": 799,
        "excerpt": "1d100"
      },
      {
        "document": 801,
        "excerpt": "1d100"
      },
      {
        "document": 820,
        "excerpt": "1d100"
      },
      {
        "document": 1454,
        "excerpt": "es whether you arrive there successfully. The GM rolls 1d100 and consults the Teleportation Outcome table and the explanations after it. Teleportation Outcome | Fa"
      },
      {
        "document": 1507,
        "excerpt": "u travel to a random destination determined by rolling 1d100 and consulting the following table."
      },
      {
        "document": 1691,
        "excerpt": "ines them randomly by rolling on the following table. 1d100 Patch 01-08 Bag of 100 GP 09–15 Silver coffer (1 foot long, 6 inches wide and deep) worth 500 GP 16–2"
      },
      {
        "document": 1711,
        "excerpt": "ines randomly what happens using the following table. 1d100 Result 01–50 The sphere is destroyed. 51–85 The sphere moves through the portal or into the extradimen"
      }
    ],
    "1d12": [
      {
        "document": 142,
        "excerpt": "failed save, the bearer has the Charmed condition for 1d12 hours. While Charmed in this way, the bearer must try to follow the item's commands. If the bearer takes"
      },
      {
        "document": 697,
        "excerpt": "saving throw. On a failed save, the creature takes 6 (1d12) Poison damage and has the Poisoned condition for 24 hours. On a successful save, the creature takes hal"
      },
      {
        "document": 809,
        "excerpt": "1d12"
      },
      {
        "document": 840,
        "excerpt": "1d12"
      },
      {
        "document": 928,
        "excerpt": "1d12 Slashing"
      },
      {
        "document": 978,
        "excerpt": "Rest, the Necrotic damage per spell level increases by 1d12. ---"
      },
      {
        "document": 990,
        "excerpt": "When you take damage, you can take a Reaction to roll 1d12. Add your Constitution modifier to the number rolled and reduce the damage by that total. Storm's Thund"
      },
      {
        "document": 1062,
        "excerpt": "1d12 Slashing"
      },
      {
        "document": 1097,
        "excerpt": "1d12 Piercing"
      },
      {
        "document": 1158,
        "excerpt": "increases by 1d4 (Medium or smaller), 1d6 (Large), or 1d12 (Huge) for each spell slot level above 5. Animated Object Huge or Smaller Construct, Unaligned AC 15"
      },
      {
        "document": 1205,
        "excerpt": "r-Level Spell Slot. The healing and damage increase by 1d12 for each spell slot level above 7."
      },
      {
        "document": 1207,
        "excerpt": "ing a Higher-Level Spell Slot. The damage increases by 1d12 for each spell slot level above 6."
      },
      {
        "document": 1380,
        "excerpt": "attack against the target. On a hit, the target takes 1d12 Poison damage. Cantrip Upgrade. The damage increases by 1d12 when you reach levels 5 (2d12), 11 (3d12),"
      },
      {
        "document": 1719,
        "excerpt": "the last charge, roll 1d20. On a 20, the staff regains 1d12 + 1 charges. Retributive Strike. You can take a Magic action to break the staff over your knee or again"
      },
      {
        "document": 1759,
        "excerpt": "When the wings disappear, you can't use them again for 1d12 hours. ---"
      },
      {
        "document": 1760,
        "excerpt": "ture is outside a body of water, the creature takes 6 (1d12) Acid damage at the end of every 10 minutes unless moisture is applied to its skin before those minutes"
      },
      {
        "document": 1807,
        "excerpt": "Greataxe. Melee Attack Roll: +5, reach 5 ft. Hit: 9 (1d12 + 3) Slashing damage."
      },
      {
        "document": 1826,
        "excerpt": "age. Ram. Melee Attack Roll: +7, reach 5 ft. Hit: 10 (1d12 + 4) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Prone condition. Fir"
      },
      {
        "document": 1828,
        "excerpt": "ch 5 ft. Hit: 10 (1d10 + 5) Bludgeoning damage plus 6 (1d12) Acid damage, and the target's Hit Point maximum decreases by an amount equal to the Acid damage taken."
      },
      {
        "document": 1835,
        "excerpt": "Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (1d12 + 5) Piercing damage, and the target has the Poisoned condition until the end of the couatl's next turn."
      },
      {
        "document": 1963,
        "excerpt": "l Glaive. Melee Attack Roll: +6, reach 10 ft. Hit: 10 (1d12 + 4) Slashing damage plus 10 (3d6) Necrotic damage. Gore (Recharge 5–6). Melee Attack Roll: +6, reach 5"
      },
      {
        "document": 1976,
        "excerpt": "g. Claw. Melee Attack Roll: +7, reach 10 ft. Hit: 10 (1d12 + 4) Slashing damage plus 9 (2d8) Necrotic damage. Nightmare Ray. Ranged Attack Roll: +5, range 60 ft."
      },
      {
        "document": 2050,
        "excerpt": "oll. If the limb isn't destroyed within 24 hours, roll 1d12. On a 12, the limb turns into a Troll. Otherwise, the limb withers away."
      }
    ],
    "1d20": [
      {
        "document": 10,
        "excerpt": "the hands of fate now. Three Successes/Failures. Roll 1d20. If the roll is 10 or higher, you succeed. Otherwise, you fail. A success or failure has no effect by it"
      },
      {
        "document": 92,
        "excerpt": "s, and attack rolls. They follow these steps: 4: Roll 1d20. You always want to roll high. If the roll has Advantage or Disadvantage (described later in \"Playing th"
      },
      {
        "document": 759,
        "excerpt": "1d20"
      },
      {
        "document": 762,
        "excerpt": "1d20"
      },
      {
        "document": 1557,
        "excerpt": "d surface. A deck found as treasure is usually missing 1d20 - 1 cards. The magic of the deck functions only if its cards are drawn at random. You can take a Magic"
      },
      {
        "document": 1598,
        "excerpt": "nd disappears from the helm. Taking Fire Damage. Roll 1d20 if you are wearing the helm and take Fire damage as a result of failing a saving throw against a spell."
      },
      {
        "document": 1695,
        "excerpt": "rge daily at dawn. If you expend the last charge, roll 1d20. On a 1, the rod disappears in a harmless burst of radiance."
      },
      {
        "document": 1712,
        "excerpt": "ges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff crumbles to dust and is destroyed."
      },
      {
        "document": 1713,
        "excerpt": "ges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff crumbles into cinders and is destroyed."
      },
      {
        "document": 1714,
        "excerpt": "ges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff turns to water and is destroyed."
      },
      {
        "document": 1715,
        "excerpt": "ges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff vanishes in a flash of light, lost forever."
      },
      {
        "document": 1716,
        "excerpt": "ges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff retains its +2 bonus to attack rolls and damage rolls but loses all other properties."
      },
      {
        "document": 1717,
        "excerpt": "ges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff becomes a nonmagical Quarterstaff."
      },
      {
        "document": 1718,
        "excerpt": "ges daily at dawn. If you expend the last charge, roll 1d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses."
      },
      {
        "document": 1719,
        "excerpt": "ges daily at dawn. If you expend the last charge, roll 1d20. On a 20, the staff regains 1d12 + 1 charges. Retributive Strike. You can take a Magic action to break"
      },
      {
        "document": 1721,
        "excerpt": "ges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff loses its properties and becomes a nonmagical Quarterstaff."
      },
      {
        "document": 1741,
        "excerpt": "ly at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1742,
        "excerpt": "ly at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1743,
        "excerpt": "ly at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1744,
        "excerpt": "ly at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1745,
        "excerpt": "ly at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1747,
        "excerpt": "ly at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1748,
        "excerpt": "ly at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1749,
        "excerpt": "ly at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1752,
        "excerpt": "ly at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1753,
        "excerpt": "ly at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into dust and is destroyed. Wand of Wonder Effects"
      }
    ],
    "1d3": [
      {
        "document": 720,
        "excerpt": "ceed on a DC 13 Dexterity saving throw or be struck by 1d3 darts, taking 3 (1d6) Poison damage per dart. Detect and Disarm. As a Search action, a creature can exa"
      },
      {
        "document": 1544,
        "excerpt": "ires Attunement) This cloak has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the cloak, you can take a Magic action to pull its hood ov"
      },
      {
        "document": 1553,
        "excerpt": "ermined by the GM. The cube has 3 charges and regains 1d3 expended charges daily at dawn. As a Magic action, you can expend 1 of the cube's charges to cast one of"
      },
      {
        "document": 1586,
        "excerpt": "0 feet when you peer through the gem. The gem regains 1d3 expended charges daily at dawn."
      },
      {
        "document": 1601,
        "excerpt": "nd 1 charge to cast Teleport from it. The helm regains 1d3 expended charges daily at dawn."
      },
      {
        "document": 1609,
        "excerpt": "o the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing so. You can have up to three Ioun Stones orbiting your h"
      },
      {
        "document": 1614,
        "excerpt": "used again until the next dawn. Wish. The weapon has 1d3 charges. While holding it, you can expend 1 charge and cast Wish from it. Once used, this property can't"
      },
      {
        "document": 1617,
        "excerpt": "tunement) This magic weapon has 3 charges and regains 1d3 expended charges daily at dawn. While holding the weapon, you can take a Magic action and expend 1 charg"
      },
      {
        "document": 1627,
        "excerpt": ", as desired. Moon. You gain the ability to cast Wish 1d3 times. Puzzle. Permanently reduce your Intelligence or Wisdom by 1d4 + 1 (to a minimum score of 1). You"
      },
      {
        "document": 1641,
        "excerpt": "Item, Uncommon These pipes have 3 charges and regain 1d3 expended charges daily at dawn. You can take a Magic action to play them and expend 1 charge to create a"
      },
      {
        "document": 1642,
        "excerpt": "ten or harm them. The pipes have 3 charges and regain 1d3 expended charges daily at dawn. If you play the pipes as a Magic action, you can take a Bonus Action to"
      },
      {
        "document": 1665,
        "excerpt": "Ring, Rare This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can expend 1 charge to cast one of the follo"
      },
      {
        "document": 1668,
        "excerpt": "s Attunement) This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing the ring, you can t"
      },
      {
        "document": 1682,
        "excerpt": "uires Attunement) This ring has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the ring, you can take a Magic action to expend 1 to 3 cha"
      },
      {
        "document": 1688,
        "excerpt": "s Attunement) This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can take a Magic action and expend 1 charge to ca"
      },
      {
        "document": 1723,
        "excerpt": "ires Attunement) This staff has 3 charges and regains 1d3 expended charges daily at dawn. The staff can be wielded as a magic Quarterstaff. On a hit, it deals da"
      },
      {
        "document": 1737,
        "excerpt": "ment) This magic weapon has 3 charges, and it regains 1d3 expended charges daily at dawn. While you carry it, you can expend 1 charge to cast Dominate Beast (save"
      },
      {
        "document": 1746,
        "excerpt": "charge to cast Detect Magic from it. The wand regains 1d3 expended charges daily at dawn."
      },
      {
        "document": 1750,
        "excerpt": "Wand, Uncommon This wand has 3 charges and regains 1d3 expended charges daily at dawn. While holding it, you can take a Magic action to expend 1 charge, and if"
      }
    ],
    "1d4": [
      {
        "document": 11,
        "excerpt": "e creature that isn't healed regains 1 Hit Point after 1d4 hours."
      },
      {
        "document": 106,
        "excerpt": "Hit with a Dagger, roll 2d4 for the damage rather than 1d4, and add your relevant ability modifier. If the attack involves other damage dice, such as from the Rogu"
      },
      {
        "document": 173,
        "excerpt": "stance of damage. For example, an attack might deal 4 (1d4 + 2) damage on a hit. You decide whether to use the number or the die expression in parentheses; don't u"
      },
      {
        "document": 308,
        "excerpt": "must succeed on a DC 13 Dexterity saving throw or take 1d4 Piercing damage and have its Speed reduced to 0 until the start of its next turn. Thereafter, until the"
      },
      {
        "document": 327,
        "excerpt": "from the poisoned weapon or ammunition takes an extra 1d4 Poison damage. Once applied, the poison retains potency for 1 minute or until its damage is dealt, which"
      },
      {
        "document": 446,
        "excerpt": "your Dexterity modifier and Proficiency Bonus) or take 1d4 Fire damage and start burning (see “Rules Glossary”)."
      },
      {
        "document": 554,
        "excerpt": "stance of damage. For example, an attack might deal 4 (1d4 + 2) damage on a hit. The GM determines whether you use the static number or the die expression in paren"
      },
      {
        "document": 582,
        "excerpt": "A burning creature or object takes 1d4 Fire damage at the start of each of its turns. As an action, you can extinguish fire on yourself by givi"
      },
      {
        "document": 648,
        "excerpt": "improvised weapon. Damage. On a hit, the weapon deals 1d4 damage of a type the GM thinks is appropriate for the object. Range. If you throw the weapon, it has a"
      },
      {
        "document": 675,
        "excerpt": "gely immune). A creature suffers the following effects 1d4 days after infection: Fever. The creature gains 1 Exhaustion level, which lasts until the contagion end"
      },
      {
        "document": 676,
        "excerpt": "Sewer Plague. A creature suffers the following effects 1d4 days after infection: Fatigue. The creature gains 1 Exhaustion level. Weakness. While the creature has"
      },
      {
        "document": 756,
        "excerpt": "You pull a nonmagical object out of the hat. Roll 1d4 to determine the object: on a 1, a vial of Acid; on a 2, a flask of Alchemist’s Fire; on a 3, a Crowbar;"
      },
      {
        "document": 783,
        "excerpt": "rs after 1 hour or when it drops to 0 Hit Points. Roll 1d4 to determine which creature appears. On a 1, a Rhinoceros appears; on a 2, an Elephant appears; and on a"
      },
      {
        "document": 786,
        "excerpt": "1d4"
      },
      {
        "document": 793,
        "excerpt": "r, wine, or oil (GM’s choice) 30 feet into the air for 1d4 minutes."
      },
      {
        "document": 928,
        "excerpt": "1d4 Bludgeoning"
      },
      {
        "document": 944,
        "excerpt": "2 (1d4)"
      },
      {
        "document": 1006,
        "excerpt": "ver you cast a spell with a level 1–4 spell slot, roll 1d4. If the number you roll is the same as the slot's level, the slot isn't expended."
      },
      {
        "document": 1047,
        "excerpt": "1d4 Bludgeoning"
      },
      {
        "document": 1051,
        "excerpt": "1d4 Piercing"
      },
      {
        "document": 1052,
        "excerpt": "1d4 Piercing"
      },
      {
        "document": 1086,
        "excerpt": "1d4 Bludgeoning"
      },
      {
        "document": 1129,
        "excerpt": "1d4 Slashing"
      },
      {
        "document": 1131,
        "excerpt": "1d4 Bludgeoning"
      },
      {
        "document": 1148,
        "excerpt": "1d4 Slashing"
      },
      {
        "document": 1149,
        "excerpt": "Slot. The damage (both initial and later) increases by 1d4 for each spell slot level above 2."
      },
      {
        "document": 1158,
        "excerpt": "el Spell Slot. The creature's Slam damage increases by 1d4 (Medium or smaller), 1d6 (Large), or 1d12 (Huge) for each spell slot level above 5. Animated Object Hu"
      },
      {
        "document": 1171,
        "excerpt": "throw before the spell ends, the target must subtract 1d4 from the attack roll or save. Using a Higher-Level Spell Slot. You can target one additional creature f"
      },
      {
        "document": 1179,
        "excerpt": "a saving throw before the spell ends, the target adds 1d4 to the attack roll or save. Using a Higher-Level Spell Slot. You can target one additional creature for"
      },
      {
        "document": 1203,
        "excerpt": "an action, and it uses all its movement to move. Roll 1d4 for the direction: 1, north; 2, east; 3, south; or 4, west. | | 2–6 |"
      },
      {
        "document": 1215,
        "excerpt": "change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions agai"
      },
      {
        "document": 1239,
        "excerpt": "he spell ends, your attacks with weapons deal an extra 1d4 Radiant damage on a hit."
      },
      {
        "document": 1252,
        "excerpt": "its enlarged weapons or Unarmed Strikes deal an extra 1d4 damage on a hit. Reduce. The target's size decreases by one category - from Medium to Small, for exampl"
      },
      {
        "document": 1290,
        "excerpt": "t: 1d6 + 3 plus the spell's level Piercing damage plus 1d4 Poison damage. Web Bolt (Spider Only). Ranged Attack Roll: Bonus equals your spell attack modifier, ran"
      },
      {
        "document": 1300,
        "excerpt": "hoose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill."
      },
      {
        "document": 1346,
        "excerpt": "our choice that you can see within range. A dart deals 1d4 + 1 Force damage to its target. The darts all strike simultaneously, and you can direct them to hit one"
      },
      {
        "document": 1353,
        "excerpt": "ng a Higher-Level Spell Slot. The healing increases by 1d4 for each spell slot level above 3."
      },
      {
        "document": 1405,
        "excerpt": "l ends, the creature reduces the total damage taken by 1d4. A creature can benefit from this spell only once per turn."
      },
      {
        "document": 1458,
        "excerpt": "lf. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal. This spell ends if one of the"
      },
      {
        "document": 1519,
        "excerpt": "of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 Beads of Force are found together. You can take a Magic action to throw the bead up to 60 feet. The"
      },
      {
        "document": 1556,
        "excerpt": "must succeed on a DC 13 Strength saving throw or take 1d4 Bludgeoning damage and have the Prone condition. Instead of a creature, you can target one object in the"
      },
      {
        "document": 1561,
        "excerpt": "GM decides. Spells. The orb has 7 charges and regains 1d4 + 3 expended charges daily at dawn. If you control the orb, you can cast one of the spells on the follow"
      },
      {
        "document": 1593,
        "excerpt": "the weapon flies back to your hand. The weapon regains 1d4 + 1 expended charges daily at dawn. Giant's Bane. While you are attuned to the weapon and wearing eithe"
      },
      {
        "document": 1609,
        "excerpt": "4 levels of spells at a time. When found, it contains 1d4 levels of stored spells chosen by the GM. Any creature can cast a spell of level 1 through 4 into the s"
      },
      {
        "document": 1623,
        "excerpt": "ondrous Item, Very Rare This fine wooden box contains 1d4 pots of pigment and a brush (weighing 1 pound in total). Using the brush and expending 1 pot of pigment"
      },
      {
        "document": 1624,
        "excerpt": "t Thoughts (save DC 13) from it. The medallion regains 1d4 expended charges daily at dawn."
      },
      {
        "document": 1627,
        "excerpt": "zle. Permanently reduce your Intelligence or Wisdom by 1d4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared draws. Rogue. An N"
      },
      {
        "document": 1630,
        "excerpt": "ent by a Cleric, Druid, or Paladin) This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from"
      },
      {
        "document": 1648,
        "excerpt": "in the “reduce” effect of the Enlarge/Reduce spell for 1d4 hours (no Concentration required). The red in the potion's liquid continuously contracts to a tiny bead"
      },
      {
        "document": 1667,
        "excerpt": "er. Spellcasting. The ring has 5 charges and re-gains 1d4 + 1 expended charges daily at dawn. While wearing the ring, you can cast a spell from it. Choose the spe"
      },
      {
        "document": 1758,
        "excerpt": "res Attunement) These boots have 4 charges and regain 1d4 expended charges daily at dawn. While wearing the boots, you can take a Magic action to expend 1 charge,"
      },
      {
        "document": 1788,
        "excerpt": "cks. Fist. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Bludgeoning damage. Rock (Recharge 6). Ranged Attack Roll: +5, range 25/50 ft. Hit: 10 (2d6 + 3) B"
      },
      {
        "document": 1797,
        "excerpt": "Bite. Melee Attack Roll: +1, reach 5 ft. Hit: 1 (1d4 - 1) Piercing damage."
      },
      {
        "document": 1798,
        "excerpt": "5 (1d4 + 3)"
      },
      {
        "document": 1804,
        "excerpt": "1 (1d4 - 1)"
      },
      {
        "document": 1809,
        "excerpt": ", reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage plus 2 (1d4) Acid damage. Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 11, each creature in a 15-foot-lon"
      },
      {
        "document": 1811,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Piercing damage."
      },
      {
        "document": 1812,
        "excerpt": "Beak. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage, or 6 (1d8 + 2) Piercing damage if the target is Bloodied."
      },
      {
        "document": 1818,
        "excerpt": "age. Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage. If the target is a Large or smaller creature, it has the Prone condition."
      },
      {
        "document": 1822,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Bludgeoning damage."
      },
      {
        "document": 1823,
        "excerpt": "2 (1d4)"
      },
      {
        "document": 1831,
        "excerpt": "fying Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Piercing damage. If the target is a creature, it is subjected to the following effect. Constitution"
      },
      {
        "document": 1832,
        "excerpt": "Club. Melee Attack Roll: +2, reach 5 ft. Hit: 2 (1d4) Bludgeoning damage."
      },
      {
        "document": 1836,
        "excerpt": "3 (1d4 + 1)"
      },
      {
        "document": 1839,
        "excerpt": "ual Sickle. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Slashing damage plus 1 Necrotic damage."
      },
      {
        "document": 1841,
        "excerpt": "cks. Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage. If the target is a creature, it is subjected to the following effect. Constitution"
      },
      {
        "document": 1842,
        "excerpt": "Ram. Melee Attack Roll: +2, reach 5 ft. Hit: 2 (1d4) Bludgeoning damage."
      },
      {
        "document": 1845,
        "excerpt": "s body dissolves into mist, and it gains a new body in 1d4 days, reviving with all its Hit Points somewhere on the Plane of Air. Magic Resistance. The djinni has"
      },
      {
        "document": 1847,
        "excerpt": "Hooves. Melee Attack Roll: +6, reach 5 ft. Hit: 6 (1d4 + 4) Bludgeoning damage."
      },
      {
        "document": 1851,
        "excerpt": "each 5 ft. Hit: 7 (1d8 + 3) Bludgeoning damage plus 2 (1d4) Poison damage. Verdant Wisp. Ranged Attack Roll: +5, range 90 ft. Hit: 10 (3d6) Radiant damage. Spell"
      },
      {
        "document": 1853,
        "excerpt": "Claw. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Slashing damage. Blinding Breath (Recharge 6). Dexterity Saving Throw: DC 10, each creature in a 1"
      },
      {
        "document": 1854,
        "excerpt": "Talons. Melee Attack Roll: +4, reach 5 feet. Hit: 4 (1d4 + 2) Slashing damage."
      },
      {
        "document": 1856,
        "excerpt": "ts body dissolves into ash, and it gains a new body in 1d4 days, reviving with all its Hit Points somewhere on the Plane of Fire. Magic Resistance. The efreeti ha"
      },
      {
        "document": 1860,
        "excerpt": ", reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 2 (1d4) Poison damage, and the target has the Poisoned condition until the start of the ettercap's next turn."
      },
      {
        "document": 1866,
        "excerpt": "1 (1d4 - 1)"
      },
      {
        "document": 1872,
        "excerpt": "age. Claw. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Slashing damage. If the target is a creature that isn't an Undead or elf, it is subjected to the fo"
      },
      {
        "document": 1877,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage, and the target has the Poisoned condition until the start of the centipede's next"
      },
      {
        "document": 1881,
        "excerpt": "cks. Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage plus 3 (1d6) Radiant damage."
      },
      {
        "document": 1891,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 feet. Hit: 5 (1d4 + 3) Piercing damage."
      },
      {
        "document": 1897,
        "excerpt": "Bite. Melee Attack Roll: +6, reach 10 ft. Hit: 6 (1d4 + 4) Piercing damage plus 4 (1d8) Poison damage."
      },
      {
        "document": 1900,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Piercing damage."
      },
      {
        "document": 1901,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Piercing damage plus 5 (2d4) Poison damage."
      },
      {
        "document": 1906,
        "excerpt": "Roll: +2, reach 5 ft. Hit: 1 Bludgeoning damage, or 2 (1d4) Bludgeoning damage if the goat moved 20+ feet straight toward the target immediately before the hit."
      },
      {
        "document": 1907,
        "excerpt": "reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage, plus 2 (1d4) Slashing damage if the attack roll had Advantage. Shortbow. Ranged Attack Roll: +4, range 80/320 ft. H"
      },
      {
        "document": 1908,
        "excerpt": "ttack Roll: +4, reach 5 ft. or range 20/60 ft. Hit: 4 (1d4 + 2) Piercing damage."
      },
      {
        "document": 1909,
        "excerpt": "reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage, plus 2 (1d4) Slashing damage if the attack roll had Advantage. Shortbow. Ranged Attack Roll: +4, range 80/320 ft. H"
      },
      {
        "document": 1910,
        "excerpt": "advantage on Strength-based D20 Tests and subtracts 2 (1d4) from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself"
      },
      {
        "document": 1917,
        "excerpt": "each 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage plus 2 (1d4) Psychic damage."
      },
      {
        "document": 1921,
        "excerpt": "ks. Claw. Melee Attack Roll: +7, reach 10 ft. Hit: 6 (1d4 + 4) Slashing damage plus 7 (2d6) damage of the type chosen for the Draconic Origin trait. Dragon's Bre"
      },
      {
        "document": 1923,
        "excerpt": "1 (1d4 - 1)"
      },
      {
        "document": 1925,
        "excerpt": "cks. Rend. Melee Attack Roll: +7, reach 5 ft. Hit: 6 (1d4 + 4) Slashing damage plus 9 (2d8) Poison damage."
      },
      {
        "document": 1931,
        "excerpt": "4 (1d4 + 2)"
      },
      {
        "document": 1937,
        "excerpt": "Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Slashing damage plus 2 (1d4) Cold damage. Fog Cloud (1/Day). The mephit casts Fog Cloud, requiring"
      },
      {
        "document": 1942,
        "excerpt": "Bite. Melee Attack Roll: +1, reach 5 ft. Hit: 1 (1d4 - 1) Piercing damage."
      },
      {
        "document": 1945,
        "excerpt": "ttack Roll: +4, reach 5 ft. or range 20/60 ft. Hit: 4 (1d4 + 2) Piercing damage."
      },
      {
        "document": 1948,
        "excerpt": "Vile Slime. Melee Attack Roll: +2, reach 5 ft. Hit: 2 (1d4) Poison damage."
      },
      {
        "document": 1951,
        "excerpt": "2 (1d4)"
      },
      {
        "document": 1953,
        "excerpt": "Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Slashing damage plus 3 (1d6) Fire damage. Fire Breath (Recharge 6). Dexterity Saving Throw: DC 11,"
      },
      {
        "document": 1959,
        "excerpt": "Snake Hair. Melee Attack Roll: +6, reach 5 ft. Hit: 5 (1d4 + 3) Piercing damage plus 14 (4d6) Poison damage. Poison Ray. Ranged Attack Roll: +5, range 150 ft. Hit"
      },
      {
        "document": 1960,
        "excerpt": "r range 20/60 ft. Hit: 3 (1d6) Piercing damage plus 2 (1d4) Cold damage. If the target is a creature, its Speed decreases by 10 feet until the end of its next turn"
      },
      {
        "document": 1961,
        "excerpt": "ion. Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 6 (1d4 + 4) Piercing damage, and the target has the Poisoned condition until the end of the merrow's next turn."
      },
      {
        "document": 1965,
        "excerpt": "Hooves. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Bludgeoning damage."
      },
      {
        "document": 1978,
        "excerpt": "1 (1d4 - 1)"
      },
      {
        "document": 1983,
        "excerpt": "1 (1d4 - 1)"
      },
      {
        "document": 1985,
        "excerpt": "ttack Roll: +5, reach 5 ft. or range 20/60 ft. Hit: 5 (1d4 + 3) Piercing damage. Enthralling Panache. Wisdom Saving Throw: DC 12, one creature the pirate can see"
      },
      {
        "document": 1990,
        "excerpt": "Hooves. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Bludgeoning damage."
      },
      {
        "document": 1991,
        "excerpt": "each 5 ft. Hit: 5 (1d6 + 2) Bludgeoning damage plus 2 (1d4) Radiant damage. Radiant Flame. Ranged Attack Roll: +4, range 60 ft. Hit: 7 (2d6) Radiant damage. Spel"
      },
      {
        "document": 1993,
        "excerpt": "cks. Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage. Sting. Constitution Saving Throw: DC 12, one creature the pseudodragon can see wi"
      },
      {
        "document": 1996,
        "excerpt": "Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage, and the target has the Poisoned condition until the start of the quasit's next tur"
      },
      {
        "document": 1998,
        "excerpt": "1 (1d4 - 1)"
      },
      {
        "document": 1999,
        "excerpt": "2 (1d4)"
      },
      {
        "document": 2011,
        "excerpt": "Hooves. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Bludgeoning damage. If the target is a Medium or smaller creature, the satyr pushes the target up t"
      },
      {
        "document": 2012,
        "excerpt": "1 (1d4 - 1)"
      },
      {
        "document": 2015,
        "excerpt": "1 (1d4 - 1)"
      },
      {
        "document": 2016,
        "excerpt": "c damage, and the target's Strength score decreases by 1d4. The target dies if this reduces that score to 0. If a Humanoid is slain by this attack, a Shadow rises"
      },
      {
        "document": 2026,
        "excerpt": "Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage plus 7 (2d6) Radiant damage."
      },
      {
        "document": 2027,
        "excerpt": "1 (1d4 - 1)"
      },
      {
        "document": 2029,
        "excerpt": "edle Sword. Melee Attack Roll: +6, reach 5 ft. Hit: 6 (1d4 + 4) Piercing damage. Enchanting Bow. Ranged Attack Roll: +6, range 40/160 ft. Hit: 1 Piercing damage,"
      },
      {
        "document": 2031,
        "excerpt": "Claw. Melee Attack Roll: +2, reach 5 ft. Hit: 2 (1d4) Slashing damage plus 2 (1d4) Fire damage. Steam Breath (Recharge 6). Constitution Saving Throw: DC 10,"
      },
      {
        "document": 2037,
        "excerpt": "l: +4, reach 5 ft. Hit: 5 (2d4) Piercing damage, or 2 (1d4) Piercing damage if the swarm is Bloodied."
      },
      {
        "document": 2039,
        "excerpt": "+3, reach 5 ft. Hit: 6 (2d4 + 1) Poison damage, or 3 (1d4 + 1) Poison damage if the swarm is Bloodied."
      },
      {
        "document": 2040,
        "excerpt": "), reach 5 ft. Hit: 8 (2d4 + 3) Piercing damage, or 5 (1d4 + 3) Piercing damage if the swarm is Bloodied."
      },
      {
        "document": 2041,
        "excerpt": "l: +2, reach 5 ft. Hit: 5 (2d4) Piercing damage, or 2 (1d4) Piercing damage if the swarm is Bloodied."
      },
      {
        "document": 2042,
        "excerpt": "4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage, or 2 (1d4) Piercing damage if the swarm is Bloodied. Cacophony (Recharge 6). Wisdom Saving Throw: DC 10, one crea"
      },
      {
        "document": 2043,
        "excerpt": ", reach 5 ft. Hit: 8 (1d8 + 4) Piercing damage - or 6 (1d4 + 4) Piercing damage if the swarm is Bloodied - plus 10 (3d6) Poison damage."
      },
      {
        "document": 2054,
        "excerpt": "ttack Roll: +5, reach 5 ft. or range 20/60 ft. Hit: 5 (1d4 + 3) Piercing damage plus 7 (3d4) Necrotic damage. If the target is reduced to 0 Hit Points by this atta"
      },
      {
        "document": 2055,
        "excerpt": "d, Incapacitated, or Restrained condition. Failure: 5 (1d4 + 3) Piercing damage plus 10 (3d6) Necrotic damage. The target's Hit Point maximum decreases by an amoun"
      },
      {
        "document": 2056,
        "excerpt": "d, Incapacitated, or Restrained condition. Failure: 6 (1d4 + 4) Piercing damage plus 13 (3d8) Necrotic damage. The target's Hit Point maximum decreases by an amou"
      },
      {
        "document": 2057,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage plus 3 (1d6) Poison damage."
      },
      {
        "document": 2060,
        "excerpt": "Beak. Melee Attack Roll: +2, reach 5 ft. Hit: 2 (1d4) Piercing damage."
      },
      {
        "document": 2066,
        "excerpt": "1 (1d4 - 1)"
      },
      {
        "document": 2072,
        "excerpt": ", reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage plus 2 (1d4) Cold damage. Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 12, each creature in a 15-foot"
      },
      {
        "document": 2090,
        "excerpt": "reach 10 ft. Hit: 9 (2d4 + 4) Slashing damage plus 2 (1d4) Cold damage. Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 15, each creature in a 30-foot"
      }
    ],
    "1d6": [
      {
        "document": 179,
        "excerpt": "nce. At the start of each of the monster's turns, roll 1d6. If the roll is within the number range given in the notation (represented by X–Y), the monster regains"
      },
      {
        "document": 628,
        "excerpt": "A creature that falls takes 1d6 Bludgeoning damage at the end of the fall for every 10 feet it fell, to a maximum of 20d6. When the crea"
      },
      {
        "document": 695,
        "excerpt": "d or has the Incapacitated condition. The effort takes 1d6 minutes, after which the character makes a DC 20 Intelligence (Nature) check using a Poisoner's Kit. On"
      },
      {
        "document": 698,
        "excerpt": "On each successive failed save, the creature takes 3 (1d6) Poison damage. After three successful saves, the poison ends."
      },
      {
        "document": 705,
        "excerpt": "ucceed on a DC 16 Constitution saving throw or take 3 (1d6) Poison damage and have the Poisoned condition. The Poisoned creature repeats the save every 24 hours, t"
      },
      {
        "document": 719,
        "excerpt": "ereafter. A creature that falls into the pit takes 3 (1d6) Bludgeoning damage from the fall. Detect and Disarm. As a Study action, a creature can examine the sec"
      },
      {
        "document": 720,
        "excerpt": "rity saving throw or be struck by 1d3 darts, taking 3 (1d6) Poison damage per dart. Detect and Disarm. As a Search action, a creature can examine the walls and ma"
      },
      {
        "document": 723,
        "excerpt": "at falls into the pit lands at the bottom and takes 3 (1d6) Bludgeoning damage from the fall plus 9 (2d8) Piercing damage from the spikes. Detect and Disarm. As a"
      },
      {
        "document": 756,
        "excerpt": "You pull a magic item out of the hat. Roll 1d6 to determine the item’s rarity: on a 1–3, Common; on a 4–5, Uncommon; on a 6, Rare. The GM chooses the i"
      },
      {
        "document": 783,
        "excerpt": "ppens at the chosen point of origin. Instead, you take 1d6 Psychic damage."
      },
      {
        "document": 790,
        "excerpt": "andom location on an Inner Plane determined by rolling 1d6: on a 1, the Plane of Air; on a 2, the Plane of Earth; on a 3, the Plane of Fire; on a 4, the Plane of W"
      },
      {
        "document": 840,
        "excerpt": "1d6"
      },
      {
        "document": 855,
        "excerpt": "1d6"
      },
      {
        "document": 928,
        "excerpt": "1d6 Slashing"
      },
      {
        "document": 944,
        "excerpt": "3 (1d6)"
      },
      {
        "document": 954,
        "excerpt": "1d6"
      },
      {
        "document": 967,
        "excerpt": "ike as a Bonus Action. Martial Arts Die. You can roll 1d6 in place of the normal damage of your Unarmed Strike or Monk weapons. This die changes as you gain Monk"
      },
      {
        "document": 970,
        "excerpt": "oe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack roll if you have Advantage on the roll and the attack uses"
      },
      {
        "document": 972,
        "excerpt": "creature with your pact weapon, you can deal an extra 1d6 Necrotic, Psychic, or Radiant damage (your choice) to the creature, and you can expend one of your Hit P"
      },
      {
        "document": 975,
        "excerpt": "ns 2d6 Hit Points. The damage and healing increase by 1d6 when you reach Druid levels 10 (3d6) and 14 (4d6)."
      },
      {
        "document": 984,
        "excerpt": "ollowing Cunning Strike option. Stealth Attack (Cost: 1d6). If you have the Hide action's Invisible condition, this attack doesn't end that condition on you if yo"
      },
      {
        "document": 990,
        "excerpt": "n attack roll and deal damage to it, you can also deal 1d6 Cold damage to that target and reduce its Speed by 10 feet until the start of your next turn. Hill's Tu"
      },
      {
        "document": 1067,
        "excerpt": "1d6 Piercing"
      },
      {
        "document": 1068,
        "excerpt": "1d6 Slashing"
      },
      {
        "document": 1077,
        "excerpt": "1d6 Piercing"
      },
      {
        "document": 1090,
        "excerpt": "1d6 Bludgeoning"
      },
      {
        "document": 1113,
        "excerpt": "1d6 Bludgeoning"
      },
      {
        "document": 1124,
        "excerpt": "1d6 Slashing"
      },
      {
        "document": 1126,
        "excerpt": "1d6 Piercing"
      },
      {
        "document": 1127,
        "excerpt": "1d6 Piercing"
      },
      {
        "document": 1132,
        "excerpt": "1d6 Piercing"
      },
      {
        "document": 1150,
        "excerpt": "phere must succeed on a Dexterity saving throw or take 1d6 Acid damage. Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and"
      },
      {
        "document": 1153,
        "excerpt": "d Strike to deal damage with that new growth, it deals 1d6 damage of the type in parentheses instead of dealing the normal damage for your Unarmed Strike, and you"
      },
      {
        "document": 1158,
        "excerpt": "re's Slam damage increases by 1d4 (Medium or smaller), 1d6 (Large), or 1d12 (Huge) for each spell slot level above 5. Animated Object Huge or Smaller Construct,"
      },
      {
        "document": 1182,
        "excerpt": "Range: Self Components: V, S Duration: 1 minute Roll 1d6 at the end of each of your turns for the duration. On a roll of 4–6, you vanish from your current plane"
      },
      {
        "document": 1184,
        "excerpt": "ing a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1."
      },
      {
        "document": 1227,
        "excerpt": "ell's base damage is 12d6, and the damage increases by 1d6 whenever your turn ends and the spell hasn't ended. If a creature touches the glowing bead before the s"
      },
      {
        "document": 1237,
        "excerpt": "ing a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1."
      },
      {
        "document": 1245,
        "excerpt": "ing a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2."
      },
      {
        "document": 1248,
        "excerpt": "an also cause the effects below. Fissures. A total of 1d6 fissures open in the spell's area at the end of the turn you cast it. You choose the fissures' locations"
      },
      {
        "document": 1253,
        "excerpt": "nd the spell ends. While Restrained, the target takes 1d6 Piercing damage at the start of each of its turns. The target or a creature within reach of it can take"
      },
      {
        "document": 1273,
        "excerpt": "ing a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3."
      },
      {
        "document": 1274,
        "excerpt": "ing a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2."
      },
      {
        "document": 1275,
        "excerpt": "ot. The Fire damage and the Radiant damage increase by 1d6 for each spell slot level above 5."
      },
      {
        "document": 1276,
        "excerpt": "ing a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2."
      },
      {
        "document": 1285,
        "excerpt": "ing a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 6."
      },
      {
        "document": 1290,
        "excerpt": "s equals your spell attack modifier, reach 10 ft. Hit: 1d6 + 3 plus the spell's level Piercing damage plus 1d4 Poison damage. Web Bolt (Spider Only). Ranged Attac"
      },
      {
        "document": 1301,
        "excerpt": "ing a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1."
      },
      {
        "document": 1313,
        "excerpt": "within range. Until the spell ends, you deal an extra 1d6 Necrotic damage to the target whenever you hit it with an attack roll. Also, choose one ability when you"
      },
      {
        "document": 1318,
        "excerpt": "s your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdo"
      },
      {
        "document": 1320,
        "excerpt": "Higher-Level Spell Slot. The Cold damage increases by 1d6 for each spell slot level above 1."
      },
      {
        "document": 1337,
        "excerpt": "ing a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3."
      },
      {
        "document": 1414,
        "excerpt": "on: 1 minute As you hit the target, it takes an extra 1d6 Fire damage from the attack. At the start of each of its turns until the spell ends, the target takes 1d"
      },
      {
        "document": 1425,
        "excerpt": "ing a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2."
      },
      {
        "document": 1446,
        "excerpt": "il the area under the cloud. Each creature there takes 1d6 Cold damage. Until the spell ends, the area is Difficult Terrain and Heavily Obscured, ranged attacks wi"
      },
      {
        "document": 1448,
        "excerpt": "equals your spell attack modifier, reach 10 feet. Hit: 1d6 + 4 + the spell's level Piercing damage. Breath Weapon. Dexterity Saving Throw: DC equals your spell sa"
      },
      {
        "document": 1466,
        "excerpt": "ck deals extra Radiant damage when you reach levels 5 (1d6), 11 (2d6), and 17 (3d6)."
      },
      {
        "document": 1469,
        "excerpt": "ing a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3."
      },
      {
        "document": 1470,
        "excerpt": "e target must succeed on a Wisdom saving throw or take 1d6 Psychic damage and have Disadvantage on the next attack roll it makes before the end of its next turn."
      },
      {
        "document": 1474,
        "excerpt": "m passing through the sheet of frigid air increases by 1d6 for each spell slot level above 6."
      },
      {
        "document": 1552,
        "excerpt": "able. The cube starts with 10 charges, and it regains 1d6 expended charges daily at dawn. Cube of Force Faces"
      },
      {
        "document": 1565,
        "excerpt": "Wondrous Item, Uncommon This small packet contains 1d6 + 4 pinches of dust. As a Utilize action, you can sprinkle a pinch of the dust over water, turning up to"
      },
      {
        "document": 1579,
        "excerpt": "with an attack bonus of +9. On a hit, the target takes 1d6 + 5 Force damage. As a Bonus Action, you can direct the whip to fly up to 20 feet and repeat the attack"
      },
      {
        "document": 1583,
        "excerpt": "oll using this magic weapon, the target takes an extra 1d6 Cold damage. In addition, while you hold the weapon, you have Resistance to Fire damage. In freezing te"
      },
      {
        "document": 1598,
        "excerpt": "ht. Any Undead that starts its turn in that area takes 1d6 Radiant damage. Fire Opal Flames. As long as the helm has at least one fire opal, you can take a Magic"
      },
      {
        "document": 1629,
        "excerpt": "Wondrous Item, Rare This necklace has 1d6 + 3 beads hanging from it. You can take a Magic action to detach a bead and throw it up to 60 feet away."
      },
      {
        "document": 1656,
        "excerpt": "you drink this potion, your physical age is reduced by 1d6 + 6 years, to a minimum of 13 years. Each time you subsequently drink a Potion of Longevity, there is 10"
      },
      {
        "document": 1675,
        "excerpt": "uires Attunement) While wearing this ring, you regain 1d6 Hit Points every 10 minutes if you have at least 1 Hit Point. If you lose a body part, the ring causes t"
      },
      {
        "document": 1677,
        "excerpt": "ght from the ring. The ring has 6 charges and regains 1d6 expended charges daily at dawn. You can expend its charges to use the properties below. Faerie Fire. Yo"
      },
      {
        "document": 1678,
        "excerpt": "els worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the GM. Any creature can cast a spell of level 1 through 5 into t"
      },
      {
        "document": 1689,
        "excerpt": "t the level 5 version of Magic Missile. Daily at dusk, 1d6 removed stars reappear on the robe. While you wear the robe, you can take a Magic action to enter the A"
      },
      {
        "document": 1708,
        "excerpt": "Oil of Slipperiness. When found, a container contains 1d6 + 1 ounces. One ounce of the glue can cover a 1-foot square surface. Applying an ounce of Sovereign Glu"
      },
      {
        "document": 1713,
        "excerpt": "cast the spell. Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff crumbles"
      },
      {
        "document": 1714,
        "excerpt": "cast the spell. Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff turns to"
      },
      {
        "document": 1715,
        "excerpt": "cast the spell. Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff vanishes"
      },
      {
        "document": 1717,
        "excerpt": "For each charge you expend, the target takes an extra 1d6 Force damage. Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expen"
      },
      {
        "document": 1718,
        "excerpt": "cast the spell. Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, a swarm of insects"
      },
      {
        "document": 1721,
        "excerpt": "erts to a staff. Regaining Charges. The staff regains 1d6 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff loses its pr"
      },
      {
        "document": 1738,
        "excerpt": "th a strong alcohol smell. When found, a tube contains 1d6 + 1 ounces. You can take a Utilize action to pour 1 or more ounces of solvent from the tube onto a surf"
      },
      {
        "document": 1741,
        "excerpt": "o cast the spell. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand cr"
      },
      {
        "document": 1742,
        "excerpt": "holding the wand. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand cr"
      },
      {
        "document": 1743,
        "excerpt": "o cast the spell. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand cr"
      },
      {
        "document": 1744,
        "excerpt": "harge you expend. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand cr"
      },
      {
        "document": 1745,
        "excerpt": "harge you expend. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand cr"
      },
      {
        "document": 1747,
        "excerpt": "harge you expend. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand cr"
      },
      {
        "document": 1748,
        "excerpt": "elf on a success. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand cr"
      },
      {
        "document": 1749,
        "excerpt": "e DC 15) from it. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand cr"
      },
      {
        "document": 1752,
        "excerpt": "e DC 13) from it. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand cr"
      },
      {
        "document": 1753,
        "excerpt": "hem are affected. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand cr"
      },
      {
        "document": 1765,
        "excerpt": "mage. Until the end of its next turn, the target rolls 1d6 whenever it makes an ability check or attack roll and subtracts the number rolled from the D20 Test. Fai"
      },
      {
        "document": 1766,
        "excerpt": "advantage on Strength-based D20 Tests and subtracts 3 (1d6) from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself"
      },
      {
        "document": 1783,
        "excerpt": "cks. Slam. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Bludgeoning damage."
      },
      {
        "document": 1786,
        "excerpt": "reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage plus 3 (1d6) Acid damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 13)"
      },
      {
        "document": 1791,
        "excerpt": "Shortsword. Melee Attack Roll: +7, reach 5 ft. Hit: 7 (1d6 + 4) Piercing damage plus 17 (5d6) Poison damage, and the target has the Poisoned condition until the st"
      },
      {
        "document": 1796,
        "excerpt": "ach 5 ft. Hit: 8 (1d10 + 3) Bludgeoning damage plus 3 (1d6) Fire damage."
      },
      {
        "document": 1797,
        "excerpt": "3 (1d6)"
      },
      {
        "document": 1800,
        "excerpt": "Scimitar. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Slashing damage. Pistol. Ranged Attack Roll: +5, range 30/90 ft. Hit: 8 (1d10 + 3) Piercing damage"
      },
      {
        "document": 1801,
        "excerpt": "Scimitar. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Slashing damage. Light Crossbow. Ranged Attack Roll: +3, range 80/320 ft. Hit: 5 (1d8 + 1) Piercin"
      },
      {
        "document": 1808,
        "excerpt": "cks. Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage."
      },
      {
        "document": 1809,
        "excerpt": "cks. Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage plus 2 (1d4) Acid damage. Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 1"
      },
      {
        "document": 1813,
        "excerpt": "reach 5 ft. Hit: 8 (1d10 + 3) Slashing damage plus 3 (1d6) Lightning damage. Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 12, each creature in a 3"
      },
      {
        "document": 1814,
        "excerpt": "Gore. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Piercing damage. If the target is a Medium or smaller creature and the boar moved 20+ feet straight"
      },
      {
        "document": 1824,
        "excerpt": "wing effect. Strength Saving Throw: DC 14. Failure: 7 (1d6 + 4) Bludgeoning damage, and the target has the Prone condition."
      },
      {
        "document": 1826,
        "excerpt": "oll. Claw. Melee Attack Roll: +7, reach 5 ft. Hit: 7 (1d6 + 4) Slashing damage. Ram. Melee Attack Roll: +7, reach 5 ft. Hit: 10 (1d12 + 4) Bludgeoning damage. If"
      },
      {
        "document": 1828,
        "excerpt": "erk. Whenever the golem starts its turn Bloodied, roll 1d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creat"
      },
      {
        "document": 1835,
        "excerpt": "creature the couatl can see within 5 feet. Failure: 8 (1d6 + 5) Bludgeoning damage. The target has the Grappled condition (escape DC 13), and it has the Restrained"
      },
      {
        "document": 1840,
        "excerpt": "Crush. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage, and the darkmantle attaches to the target. If the target is a Medium or smaller"
      },
      {
        "document": 1843,
        "excerpt": "Holy Mace. Melee Attack Roll: +8, reach 5 ft. Hit: 7 (1d6 + 4) Bludgeoning damage plus 18 (4d8) Radiant damage. Spellcasting. The deva casts one of the following"
      },
      {
        "document": 1849,
        "excerpt": "Rend. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Slashing damage. Fetid Cloud (1/Day). Constitution Saving Throw: DC 11, each creature in a 10-foot"
      },
      {
        "document": 1852,
        "excerpt": "rn Burst. Ranged Attack Roll: +6, range 60 ft. Hit: 7 (1d6 + 4) Piercing damage. Spellcasting. The dryad casts one of the following spells, requiring no Material"
      },
      {
        "document": 1854,
        "excerpt": "4 (1d6 + 1)"
      },
      {
        "document": 1855,
        "excerpt": "k Launch. Ranged Attack Roll: +8, range 60 ft. Hit: 8 (1d6 + 5) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition."
      },
      {
        "document": 1858,
        "excerpt": "Ram. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage. If the target is a Large or smaller creature and the elk moved 20+ feet straigh"
      },
      {
        "document": 1860,
        "excerpt": "ack. Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 2 (1d4) Poison damage, and the target has the Poisoned condition until the sta"
      },
      {
        "document": 1862,
        "excerpt": "30 feet. Water Susceptibility. The elemental takes 3 (1d6) Cold damage for every 5 feet the elemental moves in water or for every gallon of water splashed on it."
      },
      {
        "document": 1864,
        "excerpt": "erk. Whenever the golem starts its turn Bloodied, roll 1d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creat"
      },
      {
        "document": 1872,
        "excerpt": "cks. Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 3 (1d6) Necrotic damage. Claw. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4"
      },
      {
        "document": 1875,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage."
      },
      {
        "document": 1879,
        "excerpt": "Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Grappled condition (e"
      },
      {
        "document": 1881,
        "excerpt": ", reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage plus 3 (1d6) Radiant damage."
      },
      {
        "document": 1883,
        "excerpt": "4 (1d6 + 1)"
      },
      {
        "document": 1885,
        "excerpt": "Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage. If the target is a Medium or smaller creature, it has the Grappled condition (esca"
      },
      {
        "document": 1886,
        "excerpt": "Ram. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage. If the target is a Large or smaller creature and the goat moved 20+ feet straig"
      },
      {
        "document": 1892,
        "excerpt": "ack. Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage. If the target is a Large or smaller creature, it has the Grappled condition (es"
      },
      {
        "document": 1896,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 5 (2d4) Poison damage. If the target is a Medium or smaller creature, it has t"
      },
      {
        "document": 1899,
        "excerpt": "Sting. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 5 (2d4) Poison damage."
      },
      {
        "document": 1905,
        "excerpt": "Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage. Bone Bow. Ranged Attack Roll: +3, range 150/600 ft. Hit: 6 (1d10 + 1) Piercing d"
      },
      {
        "document": 1907,
        "excerpt": "Scimitar. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage, plus 2 (1d4) Slashing damage if the attack roll had Advantage. Shortbow. Ranged A"
      },
      {
        "document": 1909,
        "excerpt": "Scimitar. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage, plus 2 (1d4) Slashing damage if the attack roll had Advantage. Shortbow. Ranged A"
      },
      {
        "document": 1913,
        "excerpt": "reach 5 ft. Hit: 7 (1d10 + 2) Slashing damage plus 3 (1d6) Poison damage. Poison Breath (Recharge 5–6). Constitution Saving Throw: DC 11, each creature in a 15-f"
      },
      {
        "document": 1914,
        "excerpt": ", reach 5 ft. Hit: 8 (1d8 + 4) Slashing damage plus 3 (1d6) Poison damage. Spellcasting. The hag casts one of the following spells, requiring no Material componen"
      },
      {
        "document": 1917,
        "excerpt": "one Cudgel. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage plus 2 (1d4) Psychic damage."
      },
      {
        "document": 1919,
        "excerpt": "ttack Roll: +3, reach 5 ft. or range 20/60 ft. Hit: 4 (1d6 + 1) Piercing damage."
      },
      {
        "document": 1920,
        "excerpt": "l Restoration. If the naga dies, it returns to life in 1d6 days and regains all its Hit Points unless Dispel Evil and Good is cast on its remains."
      },
      {
        "document": 1924,
        "excerpt": ", reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 3 (1d6) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 12, each creature in a 15-foot Con"
      },
      {
        "document": 1929,
        "excerpt": ", reach 5 ft. Hit: 9 (2d6 + 2) Slashing damage plus 3 (1d6) Poison damage. Longbow. Ranged Attack Roll: +4, range 150/600 ft. Hit: 6 (1d8 + 2) Piercing damage plu"
      },
      {
        "document": 1935,
        "excerpt": "Bite. Melee Attack Roll: +2, reach 5 ft. Hit: 3 (1d6) Piercing damage."
      },
      {
        "document": 1938,
        "excerpt": "Sting. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage plus 7 (2d6) Poison damage. Invisibility. The imp casts Invisibility on itself, re"
      },
      {
        "document": 1942,
        "excerpt": "3 (1d6)"
      },
      {
        "document": 1953,
        "excerpt": ", reach 5 ft. Hit: 3 (1d4 + 1) Slashing damage plus 3 (1d6) Fire damage. Fire Breath (Recharge 6). Dexterity Saving Throw: DC 11, each creature in a 15-foot Cone."
      },
      {
        "document": 1958,
        "excerpt": "Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Piercing damage. If the target is a Medium or smaller creature, it has the Prone condition."
      },
      {
        "document": 1960,
        "excerpt": "ttack Roll: +2, reach 5 ft. or range 20/60 ft. Hit: 3 (1d6) Piercing damage plus 2 (1d4) Cold damage. If the target is a creature, its Speed decreases by 10 feet u"
      },
      {
        "document": 1973,
        "excerpt": "3 (1d6)"
      },
      {
        "document": 1980,
        "excerpt": "Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Slashing damage."
      },
      {
        "document": 1981,
        "excerpt": "Hooves. Melee Attack Roll: +6, reach 5 ft. Hit: 7 (1d6 + 4) Bludgeoning damage plus 5 (2d4) Radiant damage."
      },
      {
        "document": 1991,
        "excerpt": "Mace. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Bludgeoning damage plus 2 (1d4) Radiant damage. Radiant Flame. Ranged Attack Roll: +4, range 60 ft"
      },
      {
        "document": 1992,
        "excerpt": "ion. Mace. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage plus 5 (2d4) Radiant damage. Radiant Flame. Ranged Attack Roll: +5, range 60 ft"
      },
      {
        "document": 2000,
        "excerpt": "reach 5 ft. Hit: 9 (1d10 + 4) Slashing damage plus 3 (1d6) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 13, each creature in a 15-foot Con"
      },
      {
        "document": 2009,
        "excerpt": "cks. Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Slashing damage."
      },
      {
        "document": 2011,
        "excerpt": "creature the satyr can see within 90 feet. Failure: 5 (1d6 + 2) Psychic damage."
      },
      {
        "document": 2012,
        "excerpt": "k Roll: +2, reach 5 ft. Hit: 1 Piercing damage plus 3 (1d6) Poison damage."
      },
      {
        "document": 2013,
        "excerpt": "Shortsword. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage. Longbow. Ranged Attack Roll: +4, range 150/600 ft. Hit: 6 (1d8 + 2) Piercing dama"
      },
      {
        "document": 2016,
        "excerpt": "ning Swipe. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Necrotic damage, and the target's Strength score decreases by 1d4. The target dies if this reduces"
      },
      {
        "document": 2017,
        "excerpt": "d Tendril. Melee Attack Roll: +7, reach 10 ft. Hit: 7 (1d6 + 4) Bludgeoning damage plus 5 (2d4) Lightning damage. If the target is a Medium or smaller creature, th"
      },
      {
        "document": 2021,
        "excerpt": "Shortsword. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage. Shortbow. Ranged Attack Roll: +5, range 80/320 ft. Hit: 6 (1d6 + 3) Piercing dama"
      },
      {
        "document": 2028,
        "excerpt": "h Restoration. If it dies, the naga returns to life in 1d6 days and regains all its Hit Points. Only a Wish spell can prevent this trait from functioning."
      },
      {
        "document": 2030,
        "excerpt": "Shortsword. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 7 (2d6) Poison damage. Hand Crossbow. Ranged Attack Roll: +4, range 30/120 ft"
      },
      {
        "document": 2032,
        "excerpt": "Proboscis. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage, and the stirge attaches to the target. While attached, the stirge can't make Probo"
      },
      {
        "document": 2042,
        "excerpt": "Beaks. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage, or 2 (1d4) Piercing damage if the swarm is Bloodied. Cacophony (Recharge 6). Wisd"
      },
      {
        "document": 2044,
        "excerpt": "ll or a spell that requires a ranged attack roll, roll 1d6. On a 1–5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected and reflects the spell, turn"
      },
      {
        "document": 2047,
        "excerpt": "Mace. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Bludgeoning damage. Heavy Crossbow. Ranged Attack Roll: +3, range 100/400 ft. Hit: 6 (1d10 + 1) Pi"
      },
      {
        "document": 2057,
        "excerpt": ", reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage plus 3 (1d6) Poison damage."
      },
      {
        "document": 2061,
        "excerpt": "Hooves. Melee Attack Roll: +6, reach 5 ft. Hit: 7 (1d6 + 4) Bludgeoning damage. If the target is a Large or smaller creature and the skeleton moved 20+ feet st"
      },
      {
        "document": 2063,
        "excerpt": "ttack Roll: +3, reach 5 ft. or range 20/60 ft. Hit: 4 (1d6 + 1) Piercing damage."
      },
      {
        "document": 2069,
        "excerpt": ". Scratch. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Slashing damage. Hand Crossbow (Humanoid or Hybrid Form Only). Ranged Attack Roll: +5, range 30/1"
      },
      {
        "document": 2076,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage. If the target is a Medium or smaller creature, it has the Prone condition."
      },
      {
        "document": 2081,
        "excerpt": "reach 10 ft. Hit: 9 (2d4 + 4) Slashing damage plus 3 (1d6) Acid damage. Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 14, each creature in a 30-foot-lon"
      },
      {
        "document": 2086,
        "excerpt": "advantage on Strength-based D20 Tests and subtracts 3 (1d6) from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself"
      },
      {
        "document": 2088,
        "excerpt": "reach 10 ft. Hit: 13 (2d6 + 6) Slashing damage plus 3 (1d6) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 17, each creature in a 30-foot Con"
      }
    ],
    "1d8": [
      {
        "document": 790,
        "excerpt": "andom location on an Outer Plane determined by rolling 1d8: on a 1, Arborea; on a 2, Arcadia; on a 3, the Beastlands; on a 4, Bytopia; on a 5, Elysium; on a 6, Mec"
      },
      {
        "document": 793,
        "excerpt": "A fruit tree grows. It has 1d10 + 20 fruit, 1d8 of which act as randomly determined potions. The tree vanishes after 1 hour. Picked fruit remains, retai"
      },
      {
        "document": 794,
        "excerpt": "1d8"
      },
      {
        "document": 795,
        "excerpt": "1d8"
      },
      {
        "document": 796,
        "excerpt": "1d8"
      },
      {
        "document": 840,
        "excerpt": "1d8"
      },
      {
        "document": 928,
        "excerpt": "1d8 Bludgeoning"
      },
      {
        "document": 944,
        "excerpt": "4 (1d8)"
      },
      {
        "document": 964,
        "excerpt": "0 feet of yourself and focus divine energy at it. Roll 1d8 and add your Wisdom modifier. You either restore Hit Points to the creature equal to that total or force"
      },
      {
        "document": 965,
        "excerpt": "Wild Shape, you can cause the target to take an extra 1d8 Cold, Fire, Lightning, or Thunder damage (choose when you hit)."
      },
      {
        "document": 968,
        "excerpt": "weapon or an Unarmed Strike, the target takes an extra 1d8 Radiant damage."
      },
      {
        "document": 969,
        "excerpt": "ive yourself a number of Temporary Hit Points equal to 1d8 plus your Wisdom modifier (minimum of 1). You can use this action a number of times equal to your Wisdom"
      },
      {
        "document": 972,
        "excerpt": "ou can expend a Pact Magic spell slot to deal an extra 1d8 Force damage to the target, plus another 1d8 per level of the spell slot, and you can give the target t"
      },
      {
        "document": 980,
        "excerpt": "it a creature with a weapon, the weapon deals an extra 1d8 damage to the target if it's missing any of its Hit Points. You can deal this extra damage only once per"
      },
      {
        "document": 990,
        "excerpt": "within 60 feet of you, you can take a Reaction to deal 1d8 Thunder damage to that creature."
      },
      {
        "document": 1025,
        "excerpt": "1d8 Slashing"
      },
      {
        "document": 1058,
        "excerpt": "1d8 Bludgeoning"
      },
      {
        "document": 1063,
        "excerpt": "1d8 Bludgeoning"
      },
      {
        "document": 1085,
        "excerpt": "1d8 Piercing"
      },
      {
        "document": 1088,
        "excerpt": "1d8 Piercing"
      },
      {
        "document": 1089,
        "excerpt": "1d8 Slashing"
      },
      {
        "document": 1096,
        "excerpt": "1d8 Piercing"
      },
      {
        "document": 1113,
        "excerpt": "Versatile (1d8)"
      },
      {
        "document": 1116,
        "excerpt": "1d8 Piercing"
      },
      {
        "document": 1132,
        "excerpt": "Versatile (1d8)"
      },
      {
        "document": 1143,
        "excerpt": "1d8 Piercing"
      },
      {
        "document": 1145,
        "excerpt": "1d8 Piercing"
      },
      {
        "document": 1146,
        "excerpt": "1d8 Bludgeoning"
      },
      {
        "document": 1176,
        "excerpt": "h an attack roll or a spell, the target takes an extra 1d8 Necrotic damage. Using a Higher-Level Spell Slot. If you cast this spell using a level 4 spell slot, yo"
      },
      {
        "document": 1180,
        "excerpt": "ing a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4."
      },
      {
        "document": 1191,
        "excerpt": "ing a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1. The orb can leap a maximum number of times equal to the level of the"
      },
      {
        "document": 1195,
        "excerpt": "ing a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 5."
      },
      {
        "document": 1202,
        "excerpt": "ing a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 5."
      },
      {
        "document": 1206,
        "excerpt": "ing a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 5."
      },
      {
        "document": 1208,
        "excerpt": "ing a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4."
      },
      {
        "document": 1209,
        "excerpt": "ing a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4."
      },
      {
        "document": 1240,
        "excerpt": "adiant damage from the attack. The damage increases by 1d8 if the target is a Fiend or an Undead. Using a Higher-Level Spell Slot. The damage increases by 1d8 for"
      },
      {
        "document": 1266,
        "excerpt": "us equals your spell attack modifier, reach 5 ft. Hit: 1d8 plus the spell's level of Radiant (Celestial), Psychic (Fey), or Necrotic (Fiend) damage. Bonus Actions"
      },
      {
        "document": 1293,
        "excerpt": "ell Slot. The damage of an explosive rune increases by 1d8 for each spell slot level above 3. If you create a spell glyph, you can store any spell of up to the sam"
      },
      {
        "document": 1309,
        "excerpt": "ing a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2."
      },
      {
        "document": 1351,
        "excerpt": "ng a Higher-Level Spell Slot. The healing increases by 1d8 for each spell slot level above 5."
      },
      {
        "document": 1361,
        "excerpt": "ing a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2."
      },
      {
        "document": 1385,
        "excerpt": "ng a Higher-Level Spell Slot. The healing increases by 1d8 for each spell slot level above 2."
      },
      {
        "document": 1387,
        "excerpt": "makes a Dexterity saving throw. For each target, roll 1d8 to determine which color ray affects it, consulting the Prismatic Rays table. Prismatic Rays | 1d8 | R"
      },
      {
        "document": 1390,
        "excerpt": "Make a ranged spell attack. On a hit, the target takes 1d8 Fire damage. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and"
      },
      {
        "document": 1398,
        "excerpt": "for the duration. During that time, it also subtracts 1d8 from all its damage rolls. The target repeats the save at the end of each of its turns, ending the spell"
      },
      {
        "document": 1399,
        "excerpt": "ed spell attack against the target. On a hit, it takes 1d8 Cold damage, and its Speed is reduced by 10 feet until the start of your next turn. Cantrip Upgrade. Th"
      },
      {
        "document": 1400,
        "excerpt": "ing a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1."
      },
      {
        "document": 1410,
        "excerpt": "arget must succeed on a Dexterity saving throw or take 1d8 Radiant damage. The target gains no benefit from Half Cover or Three-Quarters Cover for this save. Cant"
      },
      {
        "document": 1421,
        "excerpt": "ing a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2."
      },
      {
        "document": 1426,
        "excerpt": "attack against the target. On a hit, the target takes 1d8 Lightning damage, and it can't make Opportunity Attacks until the start of its next turn. Cantrip Upgra"
      },
      {
        "document": 1433,
        "excerpt": "attack against the target. On a hit, the target takes 1d8 damage of a type you choose: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder. If you roll an 8"
      },
      {
        "document": 1440,
        "excerpt": "ing a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 3."
      },
      {
        "document": 1441,
        "excerpt": "orce. On a hit, the target takes Force damage equal to 1d8 plus your spellcasting ability modifier. As a Bonus Action on your later turns, you can move the force"
      },
      {
        "document": 1442,
        "excerpt": "attack against the target. On a hit, the target takes 1d8 Radiant damage, and until the end of your next turn, it emits Dim Light in a 10-foot radius and can't be"
      },
      {
        "document": 1454,
        "excerpt": "away from the destination in a random direction. Roll 1d8 for the direction: 1, east; 2, southeast; 3, south; 4, southwest; 5, west; 6, northwest; 7, north; or 8,"
      },
      {
        "document": 1457,
        "excerpt": "ing a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1."
      },
      {
        "document": 1472,
        "excerpt": "ing a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4."
      },
      {
        "document": 1476,
        "excerpt": "her-Level Spell Slot. Both types of damage increase by 1d8 for each spell slot level above 6."
      },
      {
        "document": 1559,
        "excerpt": "'s clawed gauntlets allow your Unarmed Strikes to deal 1d8 Slashing damage instead of the usual Bludgeoning damage, and you gain a +1 bonus to the attack and damag"
      },
      {
        "document": 1568,
        "excerpt": "h a ranged attack using this weapon, it deals an extra 1d8 Force damage, or an extra 2d8 Force damage if the target is a Giant. Immediately after hitting or missin"
      },
      {
        "document": 1631,
        "excerpt": "with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 2"
      },
      {
        "document": 1712,
        "excerpt": "l the next dawn. Regaining Charges. The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff crumbles"
      },
      {
        "document": 1716,
        "excerpt": "loses all other properties. On a 20, the staff regains 1d8 + 2 charges. Retributive Strike. You can take a Magic action to break the staff over your knee or again"
      },
      {
        "document": 1726,
        "excerpt": "you hit an Undead with it, that target takes an extra 1d8 Radiant damage. Sunlight. The sword's luminous blade emits Bright Light in a 15-foot radius and Dim Lig"
      },
      {
        "document": 1733,
        "excerpt": "or greater than that score. The weapon deals an extra 1d8 Thunder damage to any creature it hits and an extra 3d8 Thunder damage to objects it hits that aren't be"
      },
      {
        "document": 1756,
        "excerpt": "y Worlds has opened a portal, it can't do so again for 1d8 hours."
      },
      {
        "document": 1761,
        "excerpt": "reach 10 ft. Hit: 13 (2d6 + 6) Slashing damage plus 4 (1d8) Acid damage. Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 18, each creature in a 60-foot-lon"
      },
      {
        "document": 1763,
        "excerpt": "each 10 ft. Hit: 17 (2d10 + 6) Slashing damage plus 4 (1d8) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 18, each creature in a 60-foot-lon"
      },
      {
        "document": 1765,
        "excerpt": "each 10 ft. Hit: 17 (2d10 + 6) Slashing damage plus 4 (1d8) Acid damage. Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 18, each creature in an 60-foot-lo"
      },
      {
        "document": 1766,
        "excerpt": "reach 10 ft. Hit: 17 (2d8 + 8) Slashing damage plus 4 (1d8) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 21, each creature in a 60-foot Con"
      },
      {
        "document": 1769,
        "excerpt": "reach 10 ft. Hit: 17 (2d8 + 8) Slashing damage plus 4 (1d8) Cold damage. Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 20, each creature in a 60-foot"
      },
      {
        "document": 1770,
        "excerpt": "reach 10 ft. Hit: 13 (2d6 + 6) Slashing damage plus 4 (1d8) Cold damage. Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 19, each creature in a 60-foot"
      },
      {
        "document": 1772,
        "excerpt": "ge. Claws. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) Slashing damage. If the target is a Large or smaller creature and the allosaurus moved 30+ feet str"
      },
      {
        "document": 1777,
        "excerpt": "mage. Until the end of its next turn, the target rolls 1d8 whenever it makes an ability check or attack roll and subtracts the number rolled from the D20 Test. Fai"
      },
      {
        "document": 1784,
        "excerpt": "Slash. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage."
      },
      {
        "document": 1791,
        "excerpt": "sbow. Ranged Attack Roll: +7, range 80/320 ft. Hit: 8 (1d8 + 4) Piercing damage plus 21 (6d6) Poison damage."
      },
      {
        "document": 1792,
        "excerpt": "Melee Attack Roll: Automatic hit, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage plus 4 (1d8) Necrotic damage."
      },
      {
        "document": 1795,
        "excerpt": "Beak. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage."
      },
      {
        "document": 1801,
        "excerpt": "sbow. Ranged Attack Roll: +3, range 80/320 ft. Hit: 5 (1d8 + 1) Piercing damage."
      },
      {
        "document": 1805,
        "excerpt": "ck. Beard. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage, and the target has the Poisoned condition until the start of the devil's next turn"
      },
      {
        "document": 1810,
        "excerpt": "hat hits the pudding with a melee attack roll takes 4 (1d8) Acid damage. Nonmagical ammunition is destroyed immediately after hitting the pudding and dealing any d"
      },
      {
        "document": 1812,
        "excerpt": "4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage, or 6 (1d8 + 2) Piercing damage if the target is Bloodied."
      },
      {
        "document": 1818,
        "excerpt": "ack. Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage. Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage. If the"
      },
      {
        "document": 1824,
        "excerpt": "bow. Ranged Attack Roll: +4, range 150/600 ft. Hit: 6 (1d8 + 2) Piercing damage."
      },
      {
        "document": 1832,
        "excerpt": "4 (1d8)"
      },
      {
        "document": 1833,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Piercing damage. Constrict. Strength Saving Throw: DC 12, one Medium or smaller creature the snake"
      },
      {
        "document": 1837,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Piercing damage. If the target is a Medium or smaller creature, it has the Grappled condition (esca"
      },
      {
        "document": 1838,
        "excerpt": "act Blade. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage plus 7 (2d6) Necrotic damage. Spellcasting. The cultist casts one of the following"
      },
      {
        "document": 1842,
        "excerpt": "4 (1d8)"
      },
      {
        "document": 1851,
        "excerpt": "Vine Staff. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Bludgeoning damage plus 2 (1d4) Poison damage. Verdant Wisp. Ranged Attack Roll: +5, range 90 ft."
      },
      {
        "document": 1852,
        "excerpt": "Vine Lash. Melee Attack Roll: +6, reach 10 ft. Hit: 8 (1d8 + 4) Slashing damage. Thorn Burst. Ranged Attack Roll: +6, range 60 ft. Hit: 7 (1d6 + 4) Piercing damag"
      },
      {
        "document": 1863,
        "excerpt": "/240 ft. Hit: 23 (3d10 + 7) Bludgeoning damage plus 4 (1d8) Fire damage, and the target is pushed up to 15 feet straight away from the giant and has Disadvantage o"
      },
      {
        "document": 1864,
        "excerpt": "ach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage plus 4 (1d8) Lightning damage."
      },
      {
        "document": 1870,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 9 (2d8) Necrotic damage. Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d"
      },
      {
        "document": 1888,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Piercing damage."
      },
      {
        "document": 1892,
        "excerpt": "ws. Sting. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 11 (2d10) Poison damage."
      },
      {
        "document": 1895,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 7 (2d6) Poison damage. Web (Recharge 5–6). Dexterity Saving Throw: DC 13, one"
      },
      {
        "document": 1897,
        "excerpt": "reach 10 ft. Hit: 6 (1d4 + 4) Piercing damage plus 4 (1d8) Poison damage."
      },
      {
        "document": 1902,
        "excerpt": "uther while it is babbling. Failure: The target rolls 1d8 to determine what it does during the current turn: 1-4. The target does nothing. 5–6. The target takes"
      },
      {
        "document": 1906,
        "excerpt": "4 (1d8)"
      },
      {
        "document": 1914,
        "excerpt": "cks. Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) Slashing damage plus 3 (1d6) Poison damage. Spellcasting. The hag casts one of the following spell"
      },
      {
        "document": 1916,
        "excerpt": "cks. Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) Piercing damage. If the target is a Medium or smaller creature, it has the Grappled condition (esca"
      },
      {
        "document": 1924,
        "excerpt": "cks. Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 3 (1d6) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 1"
      },
      {
        "document": 1927,
        "excerpt": "cks. Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage."
      },
      {
        "document": 1929,
        "excerpt": "bow. Ranged Attack Roll: +4, range 150/600 ft. Hit: 6 (1d8 + 2) Piercing damage plus 5 (2d4) Poison damage."
      },
      {
        "document": 1930,
        "excerpt": "bow. Ranged Attack Roll: +3, range 150/600 ft. Hit: 5 (1d8 + 1) Piercing damage plus 7 (3d4) Poison damage."
      },
      {
        "document": 1932,
        "excerpt": "reature the devil can see within 10 feet. Failure: 10 (1d8 + 6) Necrotic damage, and the target receives an infernal wound if it doesn't have one. While wounded, t"
      },
      {
        "document": 1935,
        "excerpt": "5 (1d8 + 1)"
      },
      {
        "document": 1940,
        "excerpt": "r smaller creature in the stalker's space. Failure: 7 (1d8 + 3) Thunder damage, and the target has the Grappled condition (escape DC 13). Until the grapple ends, t"
      },
      {
        "document": 1944,
        "excerpt": "reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage plus 4 (1d8) Radiant damage. Heavy Crossbow. Ranged Attack Roll: +2, range 100/400 ft. Hit: 11 (2d10) Piercing dama"
      },
      {
        "document": 1947,
        "excerpt": "uch. Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage plus 7 (2d6) Psychic damage. Corrupting Touch. Wisdom Saving Throw: DC 13, one cre"
      },
      {
        "document": 1950,
        "excerpt": "oar. Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage. Roar. Wisdom Saving Throw: DC 11, one creature within 15 feet. Failure: The targe"
      },
      {
        "document": 1956,
        "excerpt": "ion. Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage. Tail Spike. Ranged Attack Roll: +5, range 100/200 ft. Hit: 7 (1d8 + 3) Piercing d"
      },
      {
        "document": 1958,
        "excerpt": "5 (1d8 + 1)"
      },
      {
        "document": 1962,
        "excerpt": "target is Grappled by the mimic), reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage - or 12 (2d8 + 3) Piercing damage if the target is Grappled by the mimic - plus 4 ("
      },
      {
        "document": 1971,
        "excerpt": "Rapier. Melee Attack Roll: +3, reach 5 ft. Hit: 5 (1d8 + 1) Piercing damage."
      },
      {
        "document": 1989,
        "excerpt": "cks. Rend. Melee Attack Roll: +7, reach 5 ft. Hit: 9 (1d8 + 5) Slashing damage."
      },
      {
        "document": 1994,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Piercing damage."
      },
      {
        "document": 2004,
        "excerpt": "Hooves. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Bludgeoning damage."
      },
      {
        "document": 2007,
        "excerpt": "ice. Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 5 (1d8 + 1) Piercing damage. Antennae. The rust monster targets one nonmagical metal object - armor or a weapo"
      },
      {
        "document": 2013,
        "excerpt": "bow. Ranged Attack Roll: +4, range 150/600 ft. Hit: 6 (1d8 + 2) Piercing damage."
      },
      {
        "document": 2043,
        "excerpt": "Bites. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) Piercing damage - or 6 (1d4 + 4) Piercing damage if the swarm is Bloodied - plus 10 (3d6) Poison da"
      },
      {
        "document": 2056,
        "excerpt": "Form Only). Melee Attack Roll: +9, reach 5 ft. Hit: 8 (1d8 + 4) Bludgeoning damage plus 7 (2d6) Necrotic damage. If the target is a Large or smaller creature, it h"
      },
      {
        "document": 2058,
        "excerpt": "ing Touch. Melee Attack Roll: +2, reach 10 ft. Hit: 4 (1d8) Necrotic damage."
      },
      {
        "document": 2060,
        "excerpt": "5 (1d8 + 1)"
      },
      {
        "document": 2072,
        "excerpt": "cks. Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage plus 2 (1d4) Cold damage. Cold Breath (Recharge 5–6). Constitution Saving Throw: D"
      },
      {
        "document": 2073,
        "excerpt": "otic Sword. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage plus 4 (1d8) Necrotic damage. Necrotic Bow. Ranged Attack Roll: +4, range 150/600"
      },
      {
        "document": 2077,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage, and the next attack roll made against the target before the start of the worg's ne"
      },
      {
        "document": 2091,
        "excerpt": "Slam. Melee Attack Roll: +3, reach 5 ft. Hit: 5 (1d8 + 1) Bludgeoning damage."
      }
    ],
    "200": [
      {
        "document": 699,
        "excerpt": "Crawler Mucus (200 GP)"
      },
      {
        "document": 707,
        "excerpt": "Serpent Venom (200 GP)"
      },
      {
        "document": 708,
        "excerpt": "Spider's Sting (200 GP)"
      },
      {
        "document": 711,
        "excerpt": "Wyvern Poison (1,200 GP)"
      },
      {
        "document": 729,
        "excerpt": "characters has an XP budget of 50 × 4 , for a total of 200 XP. With that, you could build any of the following encounters: - 1 Bugbear Warrior (200 XP) - 2 Giant"
      },
      {
        "document": 749,
        "excerpt": "200 feet"
      },
      {
        "document": 757,
        "excerpt": "200,000 GP"
      },
      {
        "document": 780,
        "excerpt": "200 GP"
      },
      {
        "document": 799,
        "excerpt": "200 lb."
      },
      {
        "document": 805,
        "excerpt": "7,200"
      },
      {
        "document": 806,
        "excerpt": "200"
      },
      {
        "document": 920,
        "excerpt": "200 GP"
      },
      {
        "document": 921,
        "excerpt": "200 lb."
      },
      {
        "document": 922,
        "excerpt": "200"
      },
      {
        "document": 925,
        "excerpt": "200 GP"
      },
      {
        "document": 929,
        "excerpt": "200 GP"
      },
      {
        "document": 960,
        "excerpt": "200"
      },
      {
        "document": 1136,
        "excerpt": "200 GP"
      },
      {
        "document": 1233,
        "excerpt": "n describe by stating distance and direction, such as “200 feet straight downward” or “300 feet upward to the northwest at a 45-degree angle.” You can also telepo"
      },
      {
        "document": 1293,
        "excerpt": "V, S, M (powdered diamond worth 200+ GP, which the spell consumes)"
      },
      {
        "document": 1464,
        "excerpt": "touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. The creature is revived with all its Hit Points. Thi"
      },
      {
        "document": 1509,
        "excerpt": "Large object with the following statistics: AC 20; HP 200; Speed 30 ft., Swim 30 ft. (or 0 ft. for both if the legs aren't extended); Immunity to Poison and Psych"
      },
      {
        "document": 1534,
        "excerpt": "but its Fly Speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land or when you're no longer riding it. As a Magic action, y"
      },
      {
        "document": 1556,
        "excerpt": "n't being worn or carried and that weighs no more than 200 pounds. The object is knocked over by the geyser."
      },
      {
        "document": 1594,
        "excerpt": "extradimensional space. Each side pouch can hold up to 200 pounds of material, not exceeding a volume of 25 cubic feet. The central pouch can hold up to 500 pounds"
      },
      {
        "document": 1697,
        "excerpt": "e passes normally. Visitors can remain there for up to 200 days divided by the number of creatures present (round down). When the time runs out or you take a Magi"
      },
      {
        "document": 1760,
        "excerpt": "10 (XP 5,900, or 7,200 in lair; PB +4)"
      },
      {
        "document": 1770,
        "excerpt": "200 (16d12 + 96)"
      },
      {
        "document": 1783,
        "excerpt": "1 (XP 200; PB +2)"
      },
      {
        "document": 1806,
        "excerpt": "11 (XP 7,200; PB +4)"
      },
      {
        "document": 1816,
        "excerpt": "1 (XP 200; PB +2)"
      },
      {
        "document": 1818,
        "excerpt": "1 (XP 200; PB +2)"
      },
      {
        "document": 1820,
        "excerpt": "1 (XP 200; PB +2)"
      },
      {
        "document": 1830,
        "excerpt": "200 (16d12 + 96)"
      },
      {
        "document": 1834,
        "excerpt": "1 (XP 200; PB +2)"
      },
      {
        "document": 1841,
        "excerpt": "1 (XP 200; PB +2)"
      },
      {
        "document": 1844,
        "excerpt": "1 (XP 200; PB +2)"
      },
      {
        "document": 1845,
        "excerpt": "11 (XP 7,200; PB +4)"
      },
      {
        "document": 1852,
        "excerpt": "1 (XP 200; PB +2)"
      },
      {
        "document": 1856,
        "excerpt": "11 (XP 7,200; PB +4)"
      },
      {
        "document": 1872,
        "excerpt": "1 (XP 200; PB +2)"
      },
      {
        "document": 1881,
        "excerpt": "1 (XP 200; PB +2)"
      },
      {
        "document": 1887,
        "excerpt": "1 (XP 200; PB +2)"
      },
      {
        "document": 1889,
        "excerpt": "1 (XP 200; PB +2)"
      },
      {
        "document": 1895,
        "excerpt": "1 (XP 200; PB +2)"
      },
      {
        "document": 1896,
        "excerpt": "1 (XP 200; PB +2)"
      },
      {
        "document": 1898,
        "excerpt": "1 (XP 200; PB +2)"
      },
      {
        "document": 1907,
        "excerpt": "1 (XP 200; PB +2)"
      },
      {
        "document": 1922,
        "excerpt": "1 (XP 200; PB +2)"
      },
      {
        "document": 1927,
        "excerpt": "1 (XP 200; PB +2)"
      },
      {
        "document": 1932,
        "excerpt": "11 (XP 7,200; PB +4)"
      },
      {
        "document": 1938,
        "excerpt": "1 (XP 200; PB +2)"
      },
      {
        "document": 1950,
        "excerpt": "1 (XP 200; PB +2)"
      },
      {
        "document": 1956,
        "excerpt": "damage. Tail Spike. Ranged Attack Roll: +5, range 100/200 ft. Hit: 7 (1d8 + 3) Piercing damage."
      },
      {
        "document": 1985,
        "excerpt": "1 (XP 200; PB +2)"
      },
      {
        "document": 1996,
        "excerpt": "1 (XP 200; PB +2)"
      },
      {
        "document": 2002,
        "excerpt": "11 (XP 7,200; PB +4)"
      },
      {
        "document": 2005,
        "excerpt": "11 (XP 7,200; PB +4)"
      },
      {
        "document": 2023,
        "excerpt": "1 (XP 200; PB +2)"
      },
      {
        "document": 2024,
        "excerpt": "11 (XP 7,200, or 8,400 in lair; PB +4)"
      },
      {
        "document": 2026,
        "excerpt": "1 (XP 200; PB +2)"
      },
      {
        "document": 2030,
        "excerpt": "1 (XP 200; PB +2)"
      },
      {
        "document": 2040,
        "excerpt": "1 (XP 200; PB +2)"
      },
      {
        "document": 2045,
        "excerpt": "1 (XP 200; PB +2)"
      }
    ],
    "205": [
      {
        "document": 204,
        "excerpt": "12.205"
      }
    ],
    "207": [
      {
        "document": 1767,
        "excerpt": "207 (18d12 + 90)"
      }
    ],
    "208": [
      {
        "document": 1774,
        "excerpt": "481 (26d20 + 208)"
      },
      {
        "document": 1946,
        "excerpt": "481 (26d20 + 208)"
      }
    ],
    "20d10": [
      {
        "document": 1760,
        "excerpt": "150 (20d10 + 40)"
      },
      {
        "document": 2024,
        "excerpt": "170 (20d10 + 60)"
      }
    ],
    "20d12": [
      {
        "document": 2035,
        "excerpt": "230 (20d12 + 100)"
      }
    ],
    "20d6": [
      {
        "document": 628,
        "excerpt": "of the fall for every 10 feet it fell, to a maximum of 20d6. When the creature lands, it has the Prone condition unless it avoids taking any damage from the fall."
      },
      {
        "document": 1359,
        "excerpt": "oints makes a Dexterity saving throw. A creature takes 20d6 Fire damage and 20d6 Bludgeoning damage on a failed save or half as much damage on a successful one. A c"
      }
    ],
    "212": [
      {
        "document": 1762,
        "excerpt": "212 (17d12 + 102)"
      },
      {
        "document": 1764,
        "excerpt": "212 (17d12 + 102)"
      },
      {
        "document": 1856,
        "excerpt": "212 (17d10 + 119)"
      }
    ],
    "214": [
      {
        "document": 205,
        "excerpt": "12.214"
      }
    ],
    "216": [
      {
        "document": 1769,
        "excerpt": "216 (16d12 + 112)"
      },
      {
        "document": 1781,
        "excerpt": "468 (24d20 + 216)"
      }
    ],
    "218": [
      {
        "document": 1845,
        "excerpt": "218 (19d10 + 114)"
      }
    ],
    "219": [
      {
        "document": 206,
        "excerpt": "12.219"
      }
    ],
    "21d10": [
      {
        "document": 1957,
        "excerpt": "220 (21d10 + 105)"
      },
      {
        "document": 1987,
        "excerpt": "262 (21d10 + 147)"
      },
      {
        "document": 2034,
        "excerpt": "220 (21d10 + 105)"
      }
    ],
    "21d20": [
      {
        "document": 1773,
        "excerpt": "367 (21d20 + 147)"
      },
      {
        "document": 1777,
        "excerpt": "367 (21d20 + 147)"
      }
    ],
    "21d8": [
      {
        "document": 1859,
        "excerpt": "178 (21d8 + 84)"
      }
    ],
    "220": [
      {
        "document": 1957,
        "excerpt": "220 (21d10 + 105)"
      },
      {
        "document": 2034,
        "excerpt": "220 (21d10 + 105)"
      }
    ],
    "22000": [
      {
        "document": 1799,
        "excerpt": "22000"
      }
    ],
    "221": [
      {
        "document": 1997,
        "excerpt": "221 (26d8 + 104)"
      }
    ],
    "225": [
      {
        "document": 207,
        "excerpt": "12.225"
      },
      {
        "document": 729,
        "excerpt": "ounter for five level 3 characters has an XP budget of 225 × 5 , for a total of 1,125 XP. With that, you could build either of these encounters: - 2 Druids (450 X"
      },
      {
        "document": 814,
        "excerpt": "225,000"
      },
      {
        "document": 920,
        "excerpt": "225 lb."
      },
      {
        "document": 960,
        "excerpt": "225"
      }
    ],
    "228": [
      {
        "document": 1936,
        "excerpt": "228 (24d10 + 96)"
      }
    ],
    "229": [
      {
        "document": 1843,
        "excerpt": "229 (27d8 + 108)"
      }
    ],
    "22d10": [
      {
        "document": 2022,
        "excerpt": "297 (22d10 + 176)"
      }
    ],
    "22d6": [
      {
        "document": 1779,
        "excerpt": ": DC 22, each creature in a 90-foot Cone. Failure: 77 (22d6) Poison damage. Success: Half damage. Spellcasting. The dragon casts one of the following spells, requi"
      }
    ],
    "230": [
      {
        "document": 2035,
        "excerpt": "230 (20d12 + 100)"
      }
    ],
    "2300": [
      {
        "document": 1826,
        "excerpt": "2300"
      },
      {
        "document": 1850,
        "excerpt": "2300"
      },
      {
        "document": 1940,
        "excerpt": "2300"
      },
      {
        "document": 1952,
        "excerpt": "2300"
      },
      {
        "document": 1955,
        "excerpt": "2300"
      },
      {
        "document": 1959,
        "excerpt": "2300"
      },
      {
        "document": 1984,
        "excerpt": "2300"
      },
      {
        "document": 2059,
        "excerpt": "2300"
      },
      {
        "document": 2079,
        "excerpt": "2300"
      },
      {
        "document": 2083,
        "excerpt": "2300"
      },
      {
        "document": 2090,
        "excerpt": "2300"
      }
    ],
    "234": [
      {
        "document": 1780,
        "excerpt": "507 (26d20 + 234)"
      }
    ],
    "238": [
      {
        "document": 208,
        "excerpt": "12.238"
      }
    ],
    "23d12": [
      {
        "document": 1799,
        "excerpt": "287 (23d12 + 138)"
      }
    ],
    "23d20": [
      {
        "document": 1779,
        "excerpt": "402 (23d20 + 161)"
      },
      {
        "document": 1848,
        "excerpt": "356 (23d20 + 115)"
      }
    ],
    "23d8": [
      {
        "document": 2056,
        "excerpt": "195 (23d8 + 92)"
      }
    ],
    "240": [
      {
        "document": 945,
        "excerpt": "Str. × 240 lb."
      },
      {
        "document": 1830,
        "excerpt": "damage. Thundercloud. Ranged Attack Roll: +12, range 240 ft. Hit: 18 (3d6 + 8) Thunder damage, and the target has the Incapacitated condition until the end of it"
      },
      {
        "document": 1863,
        "excerpt": "mage. Hammer Throw. Ranged Attack Roll: +11, range 60/240 ft. Hit: 23 (3d10 + 7) Bludgeoning damage plus 4 (1d8) Fire damage, and the target is pushed up to 15 fe"
      },
      {
        "document": 1926,
        "excerpt": "ondition. Trash Lob. Ranged Attack Roll: +8, range 60/240 ft. Hit: 16 (2d10 + 5) Bludgeoning damage, and the target has the Poisoned condition until the end of it"
      },
      {
        "document": 2033,
        "excerpt": "ing damage. Boulder. Ranged Attack Roll: +9, range 60/240 ft. Hit: 15 (2d8 + 6) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone"
      }
    ],
    "243": [
      {
        "document": 1766,
        "excerpt": "243 (18d12 + 126)"
      }
    ],
    "245": [
      {
        "document": 209,
        "excerpt": "12.245"
      }
    ],
    "247": [
      {
        "document": 1995,
        "excerpt": "247 (15d20 + 90)"
      }
    ],
    "248": [
      {
        "document": 2005,
        "excerpt": "248 (16d20 + 80)"
      }
    ],
    "24d10": [
      {
        "document": 1936,
        "excerpt": "228 (24d10 + 96)"
      },
      {
        "document": 1941,
        "excerpt": "252 (24d10 + 120)"
      }
    ],
    "24d20": [
      {
        "document": 1776,
        "excerpt": "444 (24d20 + 192)"
      },
      {
        "document": 1781,
        "excerpt": "468 (24d20 + 216)"
      }
    ],
    "250": [
      {
        "document": 211,
        "excerpt": "12.250"
      },
      {
        "document": 324,
        "excerpt": "One sheet of Paper can hold about 250 handwritten words."
      },
      {
        "document": 325,
        "excerpt": "One sheet of Parchment can hold about 250 handwritten words."
      },
      {
        "document": 701,
        "excerpt": "Malice (250 GP)"
      },
      {
        "document": 705,
        "excerpt": "Pale Tincture (250 GP)"
      },
      {
        "document": 780,
        "excerpt": "250 days"
      },
      {
        "document": 816,
        "excerpt": "5,000 gp plus 1d10 × 250 GP plus normal starting equipment"
      },
      {
        "document": 921,
        "excerpt": "250 GP"
      },
      {
        "document": 928,
        "excerpt": "250 GP"
      },
      {
        "document": 960,
        "excerpt": "250"
      },
      {
        "document": 1105,
        "excerpt": "250 GP"
      },
      {
        "document": 1165,
        "excerpt": "V, S, M (a miniature sword worth 250+ GP)"
      },
      {
        "document": 1333,
        "excerpt": "V, S, M (incense worth 250+ GP, which the spell consumes, and four ivory strips worth 50+ GP each)"
      },
      {
        "document": 1378,
        "excerpt": "V, S, M (a forked, metal rod worth 250+ GP and attuned to a plane of existence)"
      }
    ],
    "25000": [
      {
        "document": 1775,
        "excerpt": "25000"
      },
      {
        "document": 1782,
        "excerpt": "25000"
      },
      {
        "document": 1986,
        "excerpt": "25000"
      }
    ],
    "252": [
      {
        "document": 1778,
        "excerpt": "546 (28d20 + 252)"
      },
      {
        "document": 1941,
        "excerpt": "252 (24d10 + 120)"
      }
    ],
    "256": [
      {
        "document": 1768,
        "excerpt": "256 (19d12 + 133)"
      }
    ],
    "259": [
      {
        "document": 212,
        "excerpt": "12.259"
      }
    ],
    "25d8": [
      {
        "document": 1966,
        "excerpt": "187 (25d8 + 75)"
      }
    ],
    "262": [
      {
        "document": 1987,
        "excerpt": "262 (21d10 + 147)"
      }
    ],
    "265": [
      {
        "document": 814,
        "excerpt": "265,000"
      }
    ],
    "26d20": [
      {
        "document": 1774,
        "excerpt": "481 (26d20 + 208)"
      },
      {
        "document": 1780,
        "excerpt": "507 (26d20 + 234)"
      },
      {
        "document": 1946,
        "excerpt": "481 (26d20 + 208)"
      }
    ],
    "26d6": [
      {
        "document": 1780,
        "excerpt": ": DC 24, each creature in a 90-foot Cone. Failure: 91 (26d6) Fire damage. Success: Half damage. Spellcasting. The dragon casts one of the following spells, requiri"
      }
    ],
    "26d8": [
      {
        "document": 1997,
        "excerpt": "221 (26d8 + 104)"
      }
    ],
    "271": [
      {
        "document": 213,
        "excerpt": "12.271"
      }
    ],
    "27d10": [
      {
        "document": 1986,
        "excerpt": "337 (27d10 + 189)"
      }
    ],
    "27d8": [
      {
        "document": 1843,
        "excerpt": "229 (27d8 + 108)"
      }
    ],
    "287": [
      {
        "document": 1799,
        "excerpt": "287 (23d12 + 138)"
      }
    ],
    "28d20": [
      {
        "document": 1778,
        "excerpt": "546 (28d20 + 252)"
      }
    ],
    "2900": [
      {
        "document": 1873,
        "excerpt": "2900"
      },
      {
        "document": 1976,
        "excerpt": "2900"
      },
      {
        "document": 2018,
        "excerpt": "2900"
      },
      {
        "document": 2033,
        "excerpt": "2900"
      },
      {
        "document": 2081,
        "excerpt": "2900"
      },
      {
        "document": 2085,
        "excerpt": "2900"
      }
    ],
    "297": [
      {
        "document": 2022,
        "excerpt": "297 (22d10 + 176)"
      }
    ],
    "2d10": [
      {
        "document": 716,
        "excerpt": "succeed on a DC 13 Dexterity saving throw, taking 11 (2d10) Bludgeoning damage on a failed save or half as much damage on a successful one. Rubble from the collap"
      },
      {
        "document": 718,
        "excerpt": "succeed on a DC 15 Dexterity saving throw, taking 11 (2d10) Fire damage on a failed save or half as much damage on a successful one. Detect and Disarm. A Detect M"
      },
      {
        "document": 958,
        "excerpt": "11 (2d10)"
      },
      {
        "document": 961,
        "excerpt": "2d10 × 10 feet"
      },
      {
        "document": 962,
        "excerpt": "The extra damage of your Brutal Strike increases to 2d10. In addition, you can use two different Brutal Strike effects whenever you use your Brutal Strike featur"
      },
      {
        "document": 986,
        "excerpt": "e increases by 1d10 when you reach character levels 5 (2d10), 11 (3d10), and 17 (4d10). You can use this Breath Weapon a number of times equal to your Proficiency"
      },
      {
        "document": 1190,
        "excerpt": "The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10)."
      },
      {
        "document": 1270,
        "excerpt": "The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10)."
      },
      {
        "document": 1310,
        "excerpt": "reen flames. It makes a Dexterity saving throw, taking 2d10 Fire damage on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slo"
      },
      {
        "document": 1311,
        "excerpt": "ed conditions. Its Hit Point maximum also increases by 2d10, and it gains the same number of Hit Points."
      },
      {
        "document": 1321,
        "excerpt": "inder makes a Dexterity saving throw. A creature takes 2d10 Bludgeoning damage and 4d6 Cold damage on a failed save or half as much damage on a successful one. Hai"
      },
      {
        "document": 1326,
        "excerpt": "re you touch makes a Constitution saving throw, taking 2d10 Necrotic damage on a failed save or half as much damage on a successful one. Using a Higher-Level Spell"
      },
      {
        "document": 1368,
        "excerpt": "ution saving throw. On a failed save, a creature takes 2d10 Radiant damage, and if the creature is shape-shifted (as a result of the Polymorph spell, for example),"
      },
      {
        "document": 1554,
        "excerpt": "t succeed on a DC 15 Constitution saving throw or take 2d10 Poison damage and have the Poisoned condition for 1 minute. The weapon can't be used this way again unti"
      },
      {
        "document": 1598,
        "excerpt": "ires Attunement) This helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems"
      },
      {
        "document": 1602,
        "excerpt": "end or an Undead with it, that creature takes an extra 2d10 Radiant damage. While you hold the drawn weapon, it creates a 10-foot Emanation originating from you. Y"
      },
      {
        "document": 1682,
        "excerpt": "On a hit, for each charge you spend, the target takes 2d10 Force damage and is pushed 5 feet away from you. Alternatively, you can expend 1 to 3 of the ring's cha"
      },
      {
        "document": 1723,
        "excerpt": "terstaff, and you can expend 1 charge to deal an extra 2d10 Necrotic damage to the target and force it to make a DC 15 Constitution saving throw. On a failed save,"
      },
      {
        "document": 1763,
        "excerpt": ". Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 17 (2d10 + 6) Slashing damage plus 4 (1d8) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 1"
      },
      {
        "document": 1765,
        "excerpt": ". Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 17 (2d10 + 6) Slashing damage plus 4 (1d8) Acid damage. Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 1"
      },
      {
        "document": 1772,
        "excerpt": "Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 15 (2d10 + 4) Piercing damage. Claws. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) Slashing damage. If th"
      },
      {
        "document": 1774,
        "excerpt": "each 15 ft. Hit: 18 (2d8 + 9) Slashing damage plus 11 (2d10) Lightning damage. Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 23, each creature in a 1"
      },
      {
        "document": 1775,
        "excerpt": ". Rend. Melee Attack Roll: +14, reach 15 ft. Hit: 19 (2d10 + 8) Slashing damage plus 7 (2d6) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 2"
      },
      {
        "document": 1777,
        "excerpt": ". Rend. Melee Attack Roll: +15, reach 15 ft. Hit: 19 (2d10 + 8) Slashing damage plus 9 (2d8) Acid damage. Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 2"
      },
      {
        "document": 1802,
        "excerpt": "s. Tail. Melee Attack Roll: +6, reach 10 ft. Hit: 14 (2d10 + 3) Slashing damage. Hurl Flame. Ranged Attack Roll: +5, range 150 ft. Hit: 17 (5d6) Fire damage. If t"
      },
      {
        "document": 1806,
        "excerpt": "ach 10 ft. Hit: 19 (2d12 + 6) Piercing damage plus 11 (2d10) Lightning damage. Constrict. Strength Saving Throw: DC 18, one Large or smaller creature the behir can"
      },
      {
        "document": 1815,
        "excerpt": "al Sting. Melee Attack Roll: +8, reach 10 ft. Hit: 15 (2d10 + 4) Piercing damage plus 18 (4d8) Poison damage, and the target has the Poisoned condition until the s"
      },
      {
        "document": 1822,
        "excerpt": "17 (2d10 + 6)"
      },
      {
        "document": 1833,
        "excerpt": "13 (2d10 + 2)"
      },
      {
        "document": 1837,
        "excerpt": "13 (2d10 + 2)"
      },
      {
        "document": 1847,
        "excerpt": "15 (2d10 + 4)"
      },
      {
        "document": 1848,
        "excerpt": ". Tail. Melee Attack Roll: +13, reach 15 ft. Hit: 18 (2d10 + 7) Bludgeoning damage. If the target is a Huge or smaller creature, it has the Prone condition. Steam"
      },
      {
        "document": 1857,
        "excerpt": "thin 5 feet that has the Prone condition. Failure: 17 (2d10 + 6) Bludgeoning damage. Success: Half damage."
      },
      {
        "document": 1858,
        "excerpt": "11 (2d10)"
      },
      {
        "document": 1859,
        "excerpt": "reach 5 ft. Hit: 13 (2d8 + 4) Slashing damage plus 11 (2d10) Necrotic damage. Entangling Rope (Requires Magic Rope). Strength Saving Throw: DC 16, one creature the"
      },
      {
        "document": 1867,
        "excerpt": "ow. Ranged Attack Roll: +9, range 150/600 ft. Hit: 17 (2d10 + 6) Piercing damage plus 7 (2d6) Cold damage, and the target's Speed decreases by 10 feet until the end"
      },
      {
        "document": 1892,
        "excerpt": "reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 11 (2d10) Poison damage."
      },
      {
        "document": 1903,
        "excerpt": "Pincer. Melee Attack Roll: +9, reach 10 ft. Hit: 16 (2d10 + 5) Slashing damage. If the target is a Medium or smaller creature, it has the Grappled condition (esca"
      },
      {
        "document": 1911,
        "excerpt": "thin 5 feet that has the Prone condition. Failure: 16 (2d10 + 5) Bludgeoning damage. Success: Half damage."
      },
      {
        "document": 1918,
        "excerpt": "Longsword. Melee Attack Roll: +6, reach 5 ft. Hit: 15 (2d10 + 4) Slashing damage."
      },
      {
        "document": 1926,
        "excerpt": "Lob. Ranged Attack Roll: +8, range 60/240 ft. Hit: 16 (2d10 + 5) Bludgeoning damage, and the target has the Poisoned condition until the end of its next turn."
      },
      {
        "document": 1928,
        "excerpt": "ks. Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 16 (2d10 + 5) Piercing damage."
      },
      {
        "document": 1930,
        "excerpt": "Longsword. Melee Attack Roll: +3, reach 5 ft. Hit: 12 (2d10 + 1) Slashing damage. Longbow. Ranged Attack Roll: +3, range 150/600 ft. Hit: 5 (1d8 + 1) Piercing dama"
      },
      {
        "document": 1944,
        "excerpt": "ow. Ranged Attack Roll: +2, range 100/400 ft. Hit: 11 (2d10) Piercing damage plus 4 (1d8) Radiant damage."
      },
      {
        "document": 1949,
        "excerpt": "creature within 10 feet of the space it left takes 11 (2d10) Necrotic damage. Disrupt Life. Constitution Saving Throw: DC 20, each creature that isn't an Undead in"
      },
      {
        "document": 1955,
        "excerpt": ". Gore. Melee Attack Roll: +10, reach 10 ft. Hit: 18 (2d10 + 7) Piercing damage. If the target is a Huge or smaller creature and the mammoth moved 20+ feet straigh"
      },
      {
        "document": 1957,
        "excerpt": "ature the marilith can see within 5 feet. Failure: 15 (2d10 + 4) Bludgeoning damage. The target has the Grappled condition (escape DC 14), and it has the Restrained"
      },
      {
        "document": 1964,
        "excerpt": "on. Slam. Melee Attack Roll: +6, reach 5 ft. Hit: 15 (2d10 + 4) Bludgeoning damage."
      },
      {
        "document": 1966,
        "excerpt": "ting Fist. Melee Attack Roll: +9, reach 5 ft. Hit: 15 (2d10 + 4) Bludgeoning damage plus 10 (3d6) Necrotic damage. If the target is a creature, it is cursed. While"
      },
      {
        "document": 1968,
        "excerpt": ". Rend. Melee Attack Roll: +10, reach 10 ft. Hit: 16 (2d10 + 5) Slashing damage plus 11 (2d10) Force damage. Teleport. The nalfeshnee teleports up to 120 feet to"
      },
      {
        "document": 1984,
        "excerpt": "stol. Ranged Attack Roll: +7, range 30/90 ft. Hit: 15 (2d10 + 4) Piercing damage."
      },
      {
        "document": 1992,
        "excerpt": "t Flame. Ranged Attack Roll: +5, range 60 ft. Hit: 11 (2d10) Radiant damage. Spellcasting. The priest casts one of the following spells, using Wisdom as the spellc"
      },
      {
        "document": 2002,
        "excerpt": "Bite. Melee Attack Roll: +11, reach 10 ft. Hit: 18 (2d10 + 7) Piercing damage plus 14 (4d6) Fire damage. If the target is a Large or smaller creature, it has the"
      },
      {
        "document": 2004,
        "excerpt": "13 (2d10 + 2)"
      },
      {
        "document": 2022,
        "excerpt": "from the solar at its destination space. Failure: 11 (2d10) Radiant damage. Success: Half damage."
      },
      {
        "document": 2036,
        "excerpt": "ish Touch. Melee Attack Roll: +7, reach 5 ft. Hit: 16 (2d10 + 5) Psychic damage. Charm. The succubus casts Dominate Person (level 8 version), requiring no spell co"
      },
      {
        "document": 2037,
        "excerpt": "11 (2d10)"
      },
      {
        "document": 2046,
        "excerpt": "ow. Ranged Attack Roll: +4, range 100/400 ft. Hit: 13 (2d10 + 2) Piercing damage."
      },
      {
        "document": 2064,
        "excerpt": "ow. Ranged Attack Roll: +3, range 100/400 ft. Hit: 12 (2d10 + 1) Piercing damage."
      },
      {
        "document": 2083,
        "excerpt": "h. Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 15 (2d10 + 4) Slashing damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 14, each creature in a 40-"
      },
      {
        "document": 2084,
        "excerpt": "h. Rend. Melee Attack Roll: +8, reach 10 ft. Hit: 16 (2d10 + 5) Slashing damage. Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 15, each creature in"
      },
      {
        "document": 2085,
        "excerpt": "h. Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 15 (2d10 + 4) Slashing damage. Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 14, each creature in a 40-"
      },
      {
        "document": 2086,
        "excerpt": ". Rend. Melee Attack Roll: +10, reach 10 ft. Hit: 17 (2d10 + 6) Slashing damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 17, each creature in a 30-"
      }
    ],
    "2d12": [
      {
        "document": 978,
        "excerpt": "feature again before you finish a Long Rest, you take 2d12 Necrotic damage for each level of the spell slot immediately after you cast it. This damage ignores Resi"
      },
      {
        "document": 1158,
        "excerpt": "6 + 3 + your spellcasting ability modifier (Large), or 2d12 + 3 + your spellcasting ability modifier (Huge)."
      },
      {
        "document": 1380,
        "excerpt": "The damage increases by 1d12 when you reach levels 5 (2d12), 11 (3d12), and 17 (4d12)."
      },
      {
        "document": 1454,
        "excerpt": "rget. You and your group (or the target object) appear 2d12 miles away from the destination in a random direction. Roll 1d8 for the direction: 1, east; 2, southeast"
      },
      {
        "document": 1806,
        "excerpt": ". Bite. Melee Attack Roll: +10, reach 10 ft. Hit: 19 (2d12 + 6) Piercing damage plus 11 (2d10) Lightning damage. Constrict. Strength Saving Throw: DC 18, one Larg"
      },
      {
        "document": 1821,
        "excerpt": "ks. Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 17 (2d12 + 4) Piercing damage. Deadly Leap. The bulette spends 5 feet of movement to jump to a space within 15 f"
      },
      {
        "document": 1856,
        "excerpt": "reach 5 ft. Hit: 13 (2d6 + 6) Slashing damage plus 13 (2d12) Fire damage. Hurl Flame. Ranged Attack Roll: +8, range 120 ft. Hit: 24 (7d6) Fire damage. Spellcastin"
      },
      {
        "document": 1867,
        "excerpt": "rost Axe. Melee Attack Roll: +9, reach 10 ft. Hit: 19 (2d12 + 6) Slashing damage plus 9 (2d8) Cold damage. Great Bow. Ranged Attack Roll: +9, range 150/600 ft. Hit"
      },
      {
        "document": 1911,
        "excerpt": "Gore. Melee Attack Roll: +8, reach 5 ft. Hit: 18 (2d12 + 5) Piercing damage. If the target is a Large or smaller creature and the gorgon moved 20+ feet straigh"
      },
      {
        "document": 1920,
        "excerpt": "e. Bite. Melee Attack Roll: +8, reach 10 ft. Hit: 17 (2d12 + 4) Piercing damage plus 22 (4d10) Poison damage. Poisonous Spittle. Constitution Saving Throw: DC 16,"
      },
      {
        "document": 2035,
        "excerpt": "rbolt. Ranged Attack Roll: +14, range 500 ft. Hit: 22 (2d12 + 9) Lightning damage, and the target has the Blinded and Deafened conditions until the start of the gia"
      },
      {
        "document": 2049,
        "excerpt": "ks. Gore. Melee Attack Roll: +9, reach 5 ft. Hit: 19 (2d12 + 6) Piercing damage. If the target is Huge or smaller and the triceratops moved 20+ feet straight towar"
      },
      {
        "document": 2067,
        "excerpt": "orm Only). Melee Attack Roll: +7, reach 5 ft. Hit: 17 (2d12 + 4) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. Constitution"
      }
    ],
    "2d4": [
      {
        "document": 106,
        "excerpt": "ample, if you score a Critical Hit with a Dagger, roll 2d4 for the damage rather than 1d4, and add your relevant ability modifier. If the attack involves other dam"
      },
      {
        "document": 331,
        "excerpt": "that drinks the magical red fluid in this vial regains 2d4 + 2 Hit Points."
      },
      {
        "document": 764,
        "excerpt": "2d4 + 2"
      },
      {
        "document": 769,
        "excerpt": "2d4"
      },
      {
        "document": 789,
        "excerpt": "ling might increase the drinker’s Hit Point maximum by 2d4 + 2, or a Potion of Invisibility might give the drinker the Invisible condition indefinitely. At your di"
      },
      {
        "document": 944,
        "excerpt": "5 (2d4)"
      },
      {
        "document": 964,
        "excerpt": "u can't use Divine Intervention again until you finish 2d4 Long Rests."
      },
      {
        "document": 1004,
        "excerpt": "t of you succeeds on or fails a D20 Test, you can roll 2d4 and apply the total rolled as a bonus or penalty to the d20 roll. Once you use this benefit, you can't"
      },
      {
        "document": 1149,
        "excerpt": "target. On a hit, the target takes 4d4 Acid damage and 2d4 Acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as"
      },
      {
        "document": 1262,
        "excerpt": "(a drop of alcohol) Duration: Instantaneous You gain 2d4 + 4 Temporary Hit Points. Using a Higher-Level Spell Slot. You gain 5 additional Temporary Hit Points f"
      },
      {
        "document": 1308,
        "excerpt": "t you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 2d4"
      },
      {
        "document": 1353,
        "excerpt": "at you can see within range regain Hit Points equal to 2d4 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 1d4"
      },
      {
        "document": 1439,
        "excerpt": "hen a creature moves into or within the area, it takes 2d4 Piercing damage for every 5 feet it travels. The transformation of the ground is camouflaged to look na"
      },
      {
        "document": 1471,
        "excerpt": "gher-Level Spell Slot. The initial damage increases by 2d4 for each spell slot level above 4."
      },
      {
        "document": 1480,
        "excerpt": "of webs exposed to fire burns away in 1 round, dealing 2d4 Fire damage to any creature that starts its turn in the fire."
      },
      {
        "document": 1484,
        "excerpt": "ny way. In addition, your Strength score becomes 3 for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your rem"
      },
      {
        "document": 1564,
        "excerpt": "originating from you have the Invisible condition for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect"
      },
      {
        "document": 1637,
        "excerpt": "ng this pendant, you can take a Magic action to regain 2d4 + 2 Hit Points. Once used, this property can't be used again until the next dawn. In addition, you have"
      },
      {
        "document": 1768,
        "excerpt": "each 10 ft. Hit: 13 (1d10 + 8) Slashing damage plus 5 (2d4) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 21, each creature in a 60-foot Con"
      },
      {
        "document": 1825,
        "excerpt": "creature the devil can see within 60 feet. Failure: 9 (2d4 + 4) Fire damage, and the target has the Restrained condition until the end of the devil's next turn, at"
      },
      {
        "document": 1853,
        "excerpt": "oot Emanation originating from the mephit. Failure: 5 (2d4) Bludgeoning damage. Success: Half damage."
      },
      {
        "document": 1860,
        "excerpt": "urn. Claw. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2) Slashing damage. Web Strand (Recharge 5–6). Dexterity Saving Throw: DC 12, one Large or smaller cr"
      },
      {
        "document": 1865,
        "excerpt": "5 (2d4)"
      },
      {
        "document": 1868,
        "excerpt": "cks. Claw. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2) Slashing damage."
      },
      {
        "document": 1874,
        "excerpt": "Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 6 (2d4 + 1) Piercing damage."
      },
      {
        "document": 1882,
        "excerpt": "ch 10 ft. Hit: 11 (2d6 + 4) Bludgeoning damage plus 5 (2d4) Radiant damage. If the target is a Huge or smaller creature and the elk moved 20+ feet straight toward"
      },
      {
        "document": 1885,
        "excerpt": "of the frog's next turn, the swallowed target takes 5 (2d4) Acid damage. If that damage doesn't kill it, the frog disgorges it, causing it to exit Prone."
      },
      {
        "document": 1886,
        "excerpt": "mediately before the hit, the target takes an extra 5 (2d4) Bludgeoning damage and has the Prone condition."
      },
      {
        "document": 1896,
        "excerpt": ", reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 5 (2d4) Poison damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC"
      },
      {
        "document": 1899,
        "excerpt": ", reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 5 (2d4) Poison damage."
      },
      {
        "document": 1901,
        "excerpt": ", reach 5 ft. Hit: 5 (1d4 + 3) Piercing damage plus 5 (2d4) Poison damage."
      },
      {
        "document": 1904,
        "excerpt": "within 5 feet that the gladiator can see. Failure: 9 (2d4 + 4) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Prone condition."
      },
      {
        "document": 1922,
        "excerpt": "Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 6 (2d4 + 1) Slashing damage. Luring Song. The harpy sings a magical melody, which lasts until the harpy's Conc"
      },
      {
        "document": 1929,
        "excerpt": "e 150/600 ft. Hit: 6 (1d8 + 2) Piercing damage plus 5 (2d4) Poison damage."
      },
      {
        "document": 1937,
        "excerpt": "oot Emanation originating from the mephit. Failure: 5 (2d4) Cold damage. Success: Half damage."
      },
      {
        "document": 1954,
        "excerpt": "Touch. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2) Fire damage. If the target is a creature or a flammable object that isn't being worn or carried, it"
      },
      {
        "document": 1961,
        "excerpt": "urn. Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (2d4 + 4) Slashing damage. Harpoon. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 20/60 ft. Hit: 11"
      },
      {
        "document": 1981,
        "excerpt": "each 5 ft. Hit: 7 (1d6 + 4) Bludgeoning damage plus 5 (2d4) Radiant damage."
      },
      {
        "document": 1992,
        "excerpt": "each 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage plus 5 (2d4) Radiant damage. Radiant Flame. Ranged Attack Roll: +5, range 60 ft. Hit: 11 (2d10) Radiant damage. Sp"
      },
      {
        "document": 1993,
        "excerpt": "re the pseudodragon can see within 5 feet. Failure: 5 (2d4) Poison damage, and the target has the Poisoned condition for 1 hour. Failure by 5 or More: While Poison"
      },
      {
        "document": 2001,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2) Piercing damage."
      },
      {
        "document": 2017,
        "excerpt": "ach 10 ft. Hit: 7 (1d6 + 4) Bludgeoning damage plus 5 (2d4) Lightning damage. If the target is a Medium or smaller creature, the shambling mound pulls the target 5"
      },
      {
        "document": 2031,
        "excerpt": "oot Emanation originating from the mephit. Failure: 5 (2d4) Fire damage. Success: Half damage."
      },
      {
        "document": 2032,
        "excerpt": "5 (2d4)"
      },
      {
        "document": 2037,
        "excerpt": "Bites. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (2d4) Piercing damage, or 2 (1d4) Piercing damage if the swarm is Bloodied."
      },
      {
        "document": 2039,
        "excerpt": "Bites. Melee Attack Roll: +3, reach 5 ft. Hit: 6 (2d4 + 1) Poison damage, or 3 (1d4 + 1) Poison damage if the swarm is Bloodied."
      },
      {
        "document": 2040,
        "excerpt": "doesn't have all its Hit Points), reach 5 ft. Hit: 8 (2d4 + 3) Piercing damage, or 5 (1d4 + 3) Piercing damage if the swarm is Bloodied."
      },
      {
        "document": 2041,
        "excerpt": "Bites. Melee Attack Roll: +2, reach 5 ft. Hit: 5 (2d4) Piercing damage, or 2 (1d4) Piercing damage if the swarm is Bloodied."
      },
      {
        "document": 2050,
        "excerpt": "Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (2d4 + 4) Slashing damage."
      },
      {
        "document": 2055,
        "excerpt": "ite. Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (2d4 + 3) Slashing damage. If the target is a Medium or smaller creature, it has the Grappled condition (esca"
      },
      {
        "document": 2057,
        "excerpt": "5 (2d4)"
      },
      {
        "document": 2062,
        "excerpt": "Hooves. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (2d4 + 4) Bludgeoning damage. If the target is a Large or smaller creature and the horse moved 20+ feet strai"
      },
      {
        "document": 2069,
        "excerpt": "Form Only). Melee Attack Roll: +5, reach 5 ft. Hit: 8 (2d4 + 3) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. Constitution"
      },
      {
        "document": 2081,
        "excerpt": "ks. Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 9 (2d4 + 4) Slashing damage plus 3 (1d6) Acid damage. Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 1"
      },
      {
        "document": 2090,
        "excerpt": "ks. Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 9 (2d4 + 4) Slashing damage plus 2 (1d4) Cold damage. Cold Breath (Recharge 5–6). Constitution Saving Throw: D"
      }
    ],
    "2d6": [
      {
        "document": 445,
        "excerpt": "your Dexterity modifier and Proficiency Bonus) or take 2d6 Acid damage."
      },
      {
        "document": 720,
        "excerpt": "by increasing each dart's Poison damage as follows: 7 (2d6) at levels 5-10, 14 (4d6) at levels 11-16, or 24 (7d6) at levels 17-20."
      },
      {
        "document": 769,
        "excerpt": "2d6"
      },
      {
        "document": 791,
        "excerpt": "following melee attack: +8 to hit, reach 5 ft. Hit: 7 (2d6) Bludgeoning damage."
      },
      {
        "document": 855,
        "excerpt": "2d6"
      },
      {
        "document": 928,
        "excerpt": "2d6 Slashing"
      },
      {
        "document": 961,
        "excerpt": "2d6 × 10 feet"
      },
      {
        "document": 970,
        "excerpt": "re now among your Cunning Strike options. Daze (Cost: 2d6). The target must succeed on a Constitution saving throw, or on its next turn, it can do only one of the"
      },
      {
        "document": 975,
        "excerpt": "tution saving throw against your spell save DC, taking 2d6 Necrotic damage on a failed save or half as much damage on a successful one. One creature of your choice"
      },
      {
        "document": 981,
        "excerpt": "ssible for each die. For example, instead of restoring 2d6 Hit Points to a creature with a spell, you restore 12."
      },
      {
        "document": 1064,
        "excerpt": "2d6 Slashing"
      },
      {
        "document": 1094,
        "excerpt": "2d6 Bludgeoning"
      },
      {
        "document": 1150,
        "excerpt": ". The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6)."
      },
      {
        "document": 1158,
        "excerpt": "it: Force damage equal to 1d4 + 3 (Medium or smaller), 2d6 + 3 + your spellcasting ability modifier (Large), or 2d12 + 3 + your spellcasting ability modifier (Huge"
      },
      {
        "document": 1163,
        "excerpt": "y 2d8 and the damage of the Grasping Hand increases by 2d6 for each spell slot level above 5."
      },
      {
        "document": 1276,
        "excerpt": "t of the sphere makes a Dexterity saving throw, taking 2d6 Fire damage on a failed save or half as much damage on a successful one. As a Bonus Action, you can mov"
      },
      {
        "document": 1320,
        "excerpt": "of it must succeed on a Dexterity saving throw or take 2d6 Cold damage. Using a Higher-Level Spell Slot. The Cold damage increases by 1d6 for each spell slot leve"
      },
      {
        "document": 1412,
        "excerpt": "spell attack for each ray. On a hit, the target takes 2d6 Fire damage. Using a Higher-Level Spell Slot. You create one additional ray for each spell slot level a"
      },
      {
        "document": 1424,
        "excerpt": "anges when you reach levels 5 (d10), 11 (d12), and 17 (2d6)."
      },
      {
        "document": 1425,
        "excerpt": "1 minute The target hit by the strike takes an extra 2d6 Radiant damage from the attack. Until the spell ends, the target sheds Bright Light in a 5-foot radius,"
      },
      {
        "document": 1446,
        "excerpt": "rs must succeed on a Constitution saving throw or take 2d6 Thunder damage and have the Deafened condition for the duration. At the start of each of your later tur"
      },
      {
        "document": 1448,
        "excerpt": "ell save DC, each creature in a 30-foot Cone. Failure: 2d6 damage of a type this spirit has Resistance to (your choice when you cast the spell). Success: Half dama"
      },
      {
        "document": 1466,
        "excerpt": "xtra Radiant damage when you reach levels 5 (1d6), 11 (2d6), and 17 (3d6)."
      },
      {
        "document": 1470,
        "excerpt": ". The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6)."
      },
      {
        "document": 1474,
        "excerpt": "The damage the wall deals when it appears increases by 2d6 and the damage from passing through the sheet of frigid air increases by 1d6 for each spell slot level a"
      },
      {
        "document": 1509,
        "excerpt": "to a depth of 900 feet. Below that, the vehicle takes 2d6 Bludgeoning damage each minute from pressure. A creature in the compartment can take a Utilize action t"
      },
      {
        "document": 1581,
        "excerpt": "40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until"
      },
      {
        "document": 1587,
        "excerpt": "hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone conditio"
      },
      {
        "document": 1615,
        "excerpt": "d with this magic weapon, that creature takes an extra 2d6 Radiant damage. If the target has 25 Hit Points or fewer after taking this damage, it must succeed on a"
      },
      {
        "document": 1694,
        "excerpt": "gsword or Shortsword (your choice) that deals an extra 2d6 Fire damage on a hit. Button 2. The rod's flanged head folds down and two crescent-shaped blades spring"
      },
      {
        "document": 1706,
        "excerpt": ", the Shield deals Force damage to the target equal to 2d6 + 2 plus your Strength modifier, and if the target is a creature, you can push it up to 10 feet directly"
      },
      {
        "document": 1722,
        "excerpt": "g the staff, you can cause the target to take an extra 2d6 Lightning damage (no action required). Thunder. When you hit with a melee attack using the staff, you c"
      },
      {
        "document": 1729,
        "excerpt": "ack using this magic weapon, the target takes an extra 2d6 Necrotic damage and must succeed on a DC 15 Constitution saving throw or be unable to regain Hit Points"
      },
      {
        "document": 1739,
        "excerpt": "le or Martial), Rare This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage."
      },
      {
        "document": 1760,
        "excerpt": "Tentacle. Melee Attack Roll: +9, reach 15 ft. Hit: 12 (2d6 + 5) Bludgeoning damage. If the target is a Large or smaller creature, it has the Grappled condition (es"
      },
      {
        "document": 1761,
        "excerpt": ". Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 13 (2d6 + 6) Slashing damage plus 4 (1d8) Acid damage. Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 1"
      },
      {
        "document": 1767,
        "excerpt": "reach 10 ft. Hit: 15 (2d8 + 6) Slashing damage plus 7 (2d6) Poison damage. Poison Breath (Recharge 5–6). Constitution Saving Throw: DC 18, each creature in a 60-f"
      },
      {
        "document": 1770,
        "excerpt": ". Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 13 (2d6 + 6) Slashing damage plus 4 (1d8) Cold damage. Cold Breath (Recharge 5–6). Constitution Saving Throw: D"
      },
      {
        "document": 1775,
        "excerpt": "each 15 ft. Hit: 19 (2d10 + 8) Slashing damage plus 7 (2d6) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 21, each creature in a 90-foot-lon"
      },
      {
        "document": 1782,
        "excerpt": "reach 15 ft. Hit: 17 (2d8 + 8) Slashing damage plus 7 (2d6) Cold damage. Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 22, each creature in a 90-foot"
      },
      {
        "document": 1785,
        "excerpt": "Smother. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Bludgeoning damage. If the target is a Medium or smaller creature, the rug can give it the Grappled"
      },
      {
        "document": 1786,
        "excerpt": "arget is Grappled by the ankheg), reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage plus 3 (1d6) Acid damage. If the target is a Large or smaller creature, it has the"
      },
      {
        "document": 1788,
        "excerpt": "e 6). Ranged Attack Roll: +5, range 25/50 ft. Hit: 10 (2d6 + 3) Bludgeoning damage."
      },
      {
        "document": 1802,
        "excerpt": "s. Claws. Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage. If the target is a Large or smaller creature, it has the Grappled condition (escap"
      },
      {
        "document": 1803,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage plus 7 (2d6) Poison damage."
      },
      {
        "document": 1812,
        "excerpt": "7 (2d6)"
      },
      {
        "document": 1820,
        "excerpt": "Grab. Melee Attack Roll: +4, reach 10 ft. Hit: 9 (2d6 + 2) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Grappled condition (e"
      },
      {
        "document": 1825,
        "excerpt": ". Chain. Melee Attack Roll: +7, reach 10 ft. Hit: 11 (2d6 + 4) Slashing damage. If the target is a Large or smaller creature, it has the Grappled condition (escap"
      },
      {
        "document": 1826,
        "excerpt": "le. Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (2d6 + 4) Piercing damage, or 18 (4d6 + 4) Piercing damage if the chimera had Advantage on the attack roll."
      },
      {
        "document": 1830,
        "excerpt": "ch 10 ft. Hit: 21 (3d8 + 8) Bludgeoning damage plus 7 (2d6) Thunder damage. Thundercloud. Ranged Attack Roll: +12, range 240 ft. Hit: 18 (3d6 + 8) Thunder damage,"
      },
      {
        "document": 1838,
        "excerpt": "reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage plus 7 (2d6) Necrotic damage. Spellcasting. The cultist casts one of the following spells, using Wisdom as the spel"
      },
      {
        "document": 1845,
        "excerpt": "m Blade. Melee Attack Roll: +9, reach 5 feet. Hit: 12 (2d6 + 5) Slashing damage plus 7 (2d6) Lightning damage. Storm Bolt. Ranged Attack Roll: +9, range 120 feet."
      },
      {
        "document": 1846,
        "excerpt": "the first round of each combat), reach 5 ft. Hit: 11 (2d6 + 4) Bludgeoning damage. Read Thoughts. The doppelganger casts Detect Thoughts, requiring no spell comp"
      },
      {
        "document": 1848,
        "excerpt": "each 15 ft. Hit: 23 (3d10 + 7) Piercing damage plus 7 (2d6) Fire damage. Being underwater doesn't grant Resistance to this Fire damage. Tail. Melee Attack Roll: +"
      },
      {
        "document": 1856,
        "excerpt": "ed Blade. Melee Attack Roll: +10, reach 5 ft. Hit: 13 (2d6 + 6) Slashing damage plus 13 (2d12) Fire damage. Hurl Flame. Ranged Attack Roll: +8, range 120 ft. Hit:"
      },
      {
        "document": 1862,
        "excerpt": "ks. Burn. Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 + 3) Fire damage. If the target is a creature or a flammable object, it starts burning."
      },
      {
        "document": 1867,
        "excerpt": "150/600 ft. Hit: 17 (2d10 + 6) Piercing damage plus 7 (2d6) Cold damage, and the target's Speed decreases by 10 feet until the end of its next turn."
      },
      {
        "document": 1870,
        "excerpt": "ge. Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage. If the target is a non-Undead creature, it is subjected to the following effect. C"
      },
      {
        "document": 1871,
        "excerpt": "at can see the ghost and isn't an Undead. Failure: 10 (2d6 + 3) Psychic damage, and the target has the Frightened condition until the start of the ghost's next tur"
      },
      {
        "document": 1876,
        "excerpt": "Gore. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage. If the target is a Large or smaller creature and the boar moved 20+ feet straight"
      },
      {
        "document": 1877,
        "excerpt": "9 (2d6 + 2)"
      },
      {
        "document": 1878,
        "excerpt": "t. Bite. Melee Attack Roll: +6, reach 10 ft. Hit: 11 (2d6 + 4) Piercing damage. Constrict. Strength Saving Throw: DC 14, one Large or smaller creature the snake"
      },
      {
        "document": 1882,
        "excerpt": "Ram. Melee Attack Roll: +6, reach 10 ft. Hit: 11 (2d6 + 4) Bludgeoning damage plus 5 (2d4) Radiant damage. If the target is a Huge or smaller creature and the"
      },
      {
        "document": 1887,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage."
      },
      {
        "document": 1889,
        "excerpt": "entacles. Melee Attack Roll: +5, reach 10 ft. Hit: 10 (2d6 + 3) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Grappled condition (e"
      },
      {
        "document": 1891,
        "excerpt": "7 (2d6)"
      },
      {
        "document": 1893,
        "excerpt": "Ram. Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) Bludgeoning damage, or 11 (2d8 + 2) Bludgeoning damage if the seahorse moved 20+ feet straight towa"
      },
      {
        "document": 1895,
        "excerpt": ", reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 7 (2d6) Poison damage. Web (Recharge 5–6). Dexterity Saving Throw: DC 13, one creature the spider can see with"
      },
      {
        "document": 1898,
        "excerpt": "Gouge. Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) Piercing damage, and the target has the Poisoned condition until the end of its next turn."
      },
      {
        "document": 1902,
        "excerpt": "Bite. Melee Attack Roll: +2, reach 5 ft. Hit: 7 (2d6) Piercing damage. If the target is a Medium or smaller creature, it has the Prone condition. The target"
      },
      {
        "document": 1904,
        "excerpt": "tack Roll: +7, reach 5 ft. or range 20/60 ft. Hit: 11 (2d6 + 4) Piercing damage. Shield Bash. Strength Saving Throw: DC 15, one creature within 5 feet that the gl"
      },
      {
        "document": 1908,
        "excerpt": "7 (2d6)"
      },
      {
        "document": 1915,
        "excerpt": "ack. Beak. Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) Piercing damage. Tentacles. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 + 2) Slashing damage."
      },
      {
        "document": 1921,
        "excerpt": "reach 10 ft. Hit: 6 (1d4 + 4) Slashing damage plus 7 (2d6) damage of the type chosen for the Draconic Origin trait. Dragon's Breath (Recharge 5–6). Dexterity Sav"
      },
      {
        "document": 1929,
        "excerpt": "Greatsword. Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) Slashing damage plus 3 (1d6) Poison damage. Longbow. Ranged Attack Roll: +4, range 150/600 ft. Hit"
      },
      {
        "document": 1938,
        "excerpt": ", reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage plus 7 (2d6) Poison damage. Invisibility. The imp casts Invisibility on itself, requiring no spell components and u"
      },
      {
        "document": 1940,
        "excerpt": "ind Swipe. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (2d6 + 4) Force damage. Vortex. Constitution Saving Throw: DC 14, one Large or smaller creature in the stalk"
      },
      {
        "document": 1944,
        "excerpt": "reatsword. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage plus 4 (1d8) Radiant damage. Heavy Crossbow. Ranged Attack Roll: +2, range 100/400"
      },
      {
        "document": 1947,
        "excerpt": ", reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage plus 7 (2d6) Psychic damage. Corrupting Touch. Wisdom Saving Throw: DC 13, one creature the lamia can see within 5"
      },
      {
        "document": 1953,
        "excerpt": "oot Emanation originating from the mephit. Failure: 7 (2d6) Fire damage. Success: Half damage."
      },
      {
        "document": 1954,
        "excerpt": "oot Emanation originating from the magmin. Failure: 7 (2d6) Fire damage. Success: Half damage."
      },
      {
        "document": 1957,
        "excerpt": "reach 5 ft. Hit: 10 (1d10 + 5) Slashing damage plus 7 (2d6) Necrotic damage. Constrict. Strength Saving Throw: DC 17, one Medium or smaller creature the marilith"
      },
      {
        "document": 1959,
        "excerpt": "ks. Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage. Snake Hair. Melee Attack Roll: +6, reach 5 ft. Hit: 5 (1d4 + 3) Piercing damage p"
      },
      {
        "document": 1961,
        "excerpt": "tack Roll: +6, reach 5 ft. or range 20/60 ft. Hit: 11 (2d6 + 4) Piercing damage. If the target is a Large or smaller creature, the merrow pulls the target up to 15"
      },
      {
        "document": 1964,
        "excerpt": "Gore. Melee Attack Roll: +6, reach 5 ft. Hit: 11 (2d6 + 4) Piercing damage. If the target is a Large or smaller creature and the skeleton moved 20+ feet strai"
      },
      {
        "document": 1975,
        "excerpt": "ack Roll: +6, reach 5 ft. or range 30/120 ft. Hit: 11 (2d6 + 4) Piercing damage."
      },
      {
        "document": 1976,
        "excerpt": "mare Ray. Ranged Attack Roll: +5, range 60 ft. Hit: 9 (2d6 + 2) Psychic damage, and the target has the Frightened condition until the start of the oni's next turn."
      },
      {
        "document": 1987,
        "excerpt": "t Sword. Melee Attack Roll: +12, reach 10 ft. Hit: 14 (2d6 + 7) Slashing damage plus 18 (4d8) Radiant damage. Holy Burst. Dexterity Saving Throw: DC 20, each enem"
      },
      {
        "document": 1988,
        "excerpt": "Bite. Melee Attack Roll: +6, reach 10 ft. Hit: 11 (2d6 + 4) Piercing damage."
      },
      {
        "document": 1991,
        "excerpt": "nt Flame. Ranged Attack Roll: +4, range 60 ft. Hit: 7 (2d6) Radiant damage. Spellcasting. The priest casts one of the following spells, using Wisdom as the spellc"
      },
      {
        "document": 1995,
        "excerpt": "Stinger. Melee Attack Roll: +14, reach 10 ft. Hit: 16 (2d6 + 9) Piercing damage plus 35 (10d6) Poison damage."
      },
      {
        "document": 1997,
        "excerpt": "ed Touch. Melee Attack Roll: +10, reach 5 ft. Hit: 12 (2d6 + 5) Slashing damage plus 19 (3d12) Necrotic damage. If the target is a creature, it is cursed. While cu"
      },
      {
        "document": 2008,
        "excerpt": "ks. Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 11 (2d6 + 4) Slashing damage."
      },
      {
        "document": 2010,
        "excerpt": "oot Emanation originating from the salamander takes 7 (2d6) Fire damage."
      },
      {
        "document": 2014,
        "excerpt": "Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage. Death Glare (Recharge 5–6). Wisdom Saving Throw: DC 11, one Frightened creature t"
      },
      {
        "document": 2018,
        "excerpt": "s. Fist. Melee Attack Roll: +7, reach 10 ft. Hit: 11 (2d6 + 4) Bludgeoning damage plus 7 (2d6) Force damage."
      },
      {
        "document": 2023,
        "excerpt": "Life Drain. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d6) Necrotic damage. If the target is a creature, its Hit Point maximum decreases by an amount equal to the"
      },
      {
        "document": 2026,
        "excerpt": ", reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage plus 7 (2d6) Radiant damage."
      },
      {
        "document": 2030,
        "excerpt": ", reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 7 (2d6) Poison damage. Hand Crossbow. Ranged Attack Roll: +4, range 30/120 ft. Hit: 5 (1d6 + 2) Piercing damag"
      },
      {
        "document": 2045,
        "excerpt": "Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage. If the target is a Large or smaller creature, it has the Prone condition."
      },
      {
        "document": 2051,
        "excerpt": "s. Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 11 (2d6 + 4) Slashing damage."
      },
      {
        "document": 2053,
        "excerpt": ". Hooves. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (2d6 + 4) Bludgeoning damage. Radiant Horn. Melee Attack Roll: +7, reach 5 ft. Hit: 9 (1d10 + 4) Radiant dam"
      },
      {
        "document": 2056,
        "excerpt": "each 5 ft. Hit: 8 (1d8 + 4) Bludgeoning damage plus 7 (2d6) Necrotic damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC"
      },
      {
        "document": 2059,
        "excerpt": "s. Shred. Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage plus 10 (3d6) Poison damage. Spores (Recharge 6). Constitution Saving Throw: DC 15"
      },
      {
        "document": 2064,
        "excerpt": "reatsword. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage. Heavy Crossbow. Ranged Attack Roll: +3, range 100/400 ft. Hit: 12 (2d10 + 1) Pier"
      },
      {
        "document": 2068,
        "excerpt": "orm Only). Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage. If the target is a Medium or smaller creature and the were-boar moved 20+ feet str"
      },
      {
        "document": 2070,
        "excerpt": "Scratch. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage. Longbow (Humanoid or Hybrid Form Only). Ranged Attack Roll: +4, range 150/600 ft."
      },
      {
        "document": 2071,
        "excerpt": "Scratch. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage. Longbow (Humanoid or Hybrid Form Only). Ranged Attack Roll: +4, range 150/600 ft."
      },
      {
        "document": 2075,
        "excerpt": "Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 11 (2d6 + 4) Piercing damage. If the target is a Large or smaller creature, it has the Prone condition. Cold Br"
      },
      {
        "document": 2079,
        "excerpt": ". Sting. Melee Attack Roll: +7, reach 10 ft. Hit: 11 (2d6 + 4) Piercing damage plus 24 (7d6) Poison damage, and the target has the Poisoned condition until the st"
      },
      {
        "document": 2082,
        "excerpt": "s. Rend. Melee Attack Roll: +9, reach 10 ft. Hit: 12 (2d6 + 5) Slashing damage plus 5 (1d10) Lightning damage. Lightning Breath (Recharge 5–6). Dexterity Saving"
      },
      {
        "document": 2087,
        "excerpt": "s. Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 11 (2d6 + 4) Slashing damage plus 7 (2d6) Poison damage. Poison Breath (Recharge 5–6). Constitution Saving Thro"
      },
      {
        "document": 2088,
        "excerpt": ". Rend. Melee Attack Roll: +10, reach 10 ft. Hit: 13 (2d6 + 6) Slashing damage plus 3 (1d6) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 1"
      }
    ],
    "2d8": [
      {
        "document": 151,
        "excerpt": "f a monster has a Constitution of 12 (+1 modifier) and 2d8 Hit Dice, it has 2d8 + 2 Hit Points (average 11). For more on Hit Points, see “Playing the Game.”"
      },
      {
        "document": 307,
        "excerpt": "your Dexterity modifier and Proficiency Bonus) or take 2d8 Radiant damage if it is a Fiend or an Undead."
      },
      {
        "document": 723,
        "excerpt": "takes 3 (1d6) Bludgeoning damage from the fall plus 9 (2d8) Piercing damage from the spikes. Detect and Disarm. As a Study action, a creature can examine the sect"
      },
      {
        "document": 961,
        "excerpt": "2d8 × 10 feet"
      },
      {
        "document": 964,
        "excerpt": "roll an additional d8 when you reach Cleric levels 7 (2d8), 13 (3d8), and 18 (4d8). Turn Undead. As a Magic action, you present your Holy Symbol and censure Unde"
      },
      {
        "document": 965,
        "excerpt": "e. The extra damage of your Primal Strike increases to 2d8."
      },
      {
        "document": 1163,
        "excerpt": "ell Slot. The damage of the Clenched Fist increases by 2d8 and the damage of the Grasping Hand increases by 2d6 for each spell slot level above 5."
      },
      {
        "document": 1192,
        "excerpt": "ing a Higher-Level Spell Slot. The damage increases by 2d8 for each spell slot level above 6."
      },
      {
        "document": 1208,
        "excerpt": "til the spell ends, any attack you make deals an extra 2d8 damage when you hit a creature in the Emanation. This damage is Acid, Cold, Fire, or Lightning (your cho"
      },
      {
        "document": 1214,
        "excerpt": "gth saving throw. On a failed save, the creature takes 2d8 Bludgeoning damage. On a successful save, the creature takes half as much damage. A creature can swim aw"
      },
      {
        "document": 1221,
        "excerpt": "ture you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 2d8"
      },
      {
        "document": 1240,
        "excerpt": ": V Duration: Instantaneous The target takes an extra 2d8 Radiant damage from the attack. The damage increases by 1d8 if the target is a Fiend or an Undead. Usin"
      },
      {
        "document": 1266,
        "excerpt": "t of the steed regains a number of Hit Points equal to 2d8 plus the spell's level."
      },
      {
        "document": 1271,
        "excerpt": "roll, the shield erupts with flame. The attacker takes 2d8 Fire damage from a warm shield or 2d8 Cold damage from a chill shield."
      },
      {
        "document": 1309,
        "excerpt": "Any creature in physical contact with the object takes 2d8 Fire damage when you cast the spell. Until the spell ends, you can take a Bonus Action on each of your l"
      },
      {
        "document": 1373,
        "excerpt": "azard. On each of your turns, such a phantasm can deal 2d8 Psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm. The targe"
      },
      {
        "document": 1385,
        "excerpt": "ting gain the benefits of a Short Rest and also regain 2d8 Hit Points. A creature can't be affected by this spell again until that creature finishes a Long Rest."
      },
      {
        "document": 1390,
        "excerpt": ". The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8)."
      },
      {
        "document": 1399,
        "excerpt": ". The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8)."
      },
      {
        "document": 1400,
        "excerpt": "attack against the target. On a hit, the target takes 2d8 Poison damage and has the Poisoned condition until the end of your next turn. Using a Higher-Level Spel"
      },
      {
        "document": 1410,
        "excerpt": ". The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8)."
      },
      {
        "document": 1426,
        "excerpt": ". The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8)."
      },
      {
        "document": 1433,
        "excerpt": ". The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8)."
      },
      {
        "document": 1442,
        "excerpt": ". The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8)."
      },
      {
        "document": 1457,
        "excerpt": "ution saving throw. On a failed save, a creature takes 2d8 Thunder damage and is pushed 10 feet away from you. On a successful save, a creature takes half as much"
      },
      {
        "document": 1568,
        "excerpt": "eapon, it deals an extra 1d8 Force damage, or an extra 2d8 Force damage if the target is a Giant. Immediately after hitting or missing, the weapon flies back to yo"
      },
      {
        "document": 1684,
        "excerpt": "ing this ring, the ring reduces the damage you take by 2d8. In addition, while wearing this ring, you and everything you wear and carry are unharmed by temperatur"
      },
      {
        "document": 1716,
        "excerpt": "cast the spell. Regaining Charges. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff retains"
      },
      {
        "document": 1762,
        "excerpt": ". Rend. Melee Attack Roll: +12, reach 10 ft. Hit: 16 (2d8 + 7) Slashing damage plus 5 (1d10) Lightning damage. Lightning Breath (Recharge 5–6). Dexterity Saving"
      },
      {
        "document": 1764,
        "excerpt": ". Rend. Melee Attack Roll: +12, reach 10 ft. Hit: 16 (2d8 + 7) Slashing damage plus 5 (1d10) Lightning damage. Lightning Breath (Recharge 5–6). Dexterity Saving"
      },
      {
        "document": 1766,
        "excerpt": ". Rend. Melee Attack Roll: +14, reach 10 ft. Hit: 17 (2d8 + 8) Slashing damage plus 4 (1d8) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 2"
      },
      {
        "document": 1767,
        "excerpt": ". Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 15 (2d8 + 6) Slashing damage plus 7 (2d6) Poison damage. Poison Breath (Recharge 5–6). Constitution Saving Thro"
      },
      {
        "document": 1769,
        "excerpt": ". Rend. Melee Attack Roll: +13, reach 10 ft. Hit: 17 (2d8 + 8) Slashing damage plus 4 (1d8) Cold damage. Cold Breath (Recharge 5–6). Constitution Saving Throw: D"
      },
      {
        "document": 1771,
        "excerpt": "ous Slam. Melee Attack Roll: +8, reach 10 ft. Hit: 14 (2d8 + 5) Thunder damage. Whirlwind (Recharge 4–6). Strength Saving Throw: DC 13, one Medium or smaller crea"
      },
      {
        "document": 1773,
        "excerpt": ". Rend. Melee Attack Roll: +15, reach 15 ft. Hit: 17 (2d8 + 8) Slashing damage plus 9 (2d8) Acid damage. Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 2"
      },
      {
        "document": 1774,
        "excerpt": ". Rend. Melee Attack Roll: +16, reach 15 ft. Hit: 18 (2d8 + 9) Slashing damage plus 11 (2d10) Lightning damage. Lightning Breath (Recharge 5–6). Dexterity Saving"
      },
      {
        "document": 1776,
        "excerpt": ". Rend. Melee Attack Roll: +16, reach 15 ft. Hit: 18 (2d8 + 9) Slashing damage plus 9 (2d8) Lightning damage. Lightning Breath (Recharge 5–6). Dexterity Saving T"
      },
      {
        "document": 1777,
        "excerpt": "each 15 ft. Hit: 19 (2d10 + 8) Slashing damage plus 9 (2d8) Acid damage. Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 22, each creature in an 90-foot-lo"
      },
      {
        "document": 1778,
        "excerpt": ". Melee Attack Roll: +17 to hit, reach 15 ft. Hit: 19 (2d8 + 10) Slashing damage plus 9 (2d8) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC"
      },
      {
        "document": 1779,
        "excerpt": ". Rend. Melee Attack Roll: +15, reach 15 ft. Hit: 17 (2d8 + 8) Slashing damage plus 10 (3d6) Poison damage. Poison Breath (Recharge 5–6). Constitution Saving Thr"
      },
      {
        "document": 1780,
        "excerpt": ". Rend. Melee Attack Roll: +17, reach 15 ft. Hit: 19 (2d8 + 10) Slashing damage plus 10 (3d6) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC"
      },
      {
        "document": 1781,
        "excerpt": ". Rend. Melee Attack Roll: +17, reach 15 ft. Hit: 19 (2d8 + 10) Slashing damage plus 9 (2d8) Cold damage. Cold Breath (Recharge 5–6). Constitution Saving Throw:"
      },
      {
        "document": 1782,
        "excerpt": ". Rend. Melee Attack Roll: +14, reach 15 ft. Hit: 17 (2d8 + 8) Slashing damage plus 7 (2d6) Cold damage. Cold Breath (Recharge 5–6). Constitution Saving Throw: D"
      },
      {
        "document": 1801,
        "excerpt": "11 (2d8 + 2)"
      },
      {
        "document": 1814,
        "excerpt": "13 (2d8 + 4)"
      },
      {
        "document": 1815,
        "excerpt": "k. Claw. Melee Attack Roll: +8, reach 10 ft. Hit: 13 (2d8 + 4) Slashing damage. Infernal Sting. Melee Attack Roll: +8, reach 10 ft. Hit: 15 (2d10 + 4) Piercing d"
      },
      {
        "document": 1819,
        "excerpt": "get is Grappled by the bugbear), reach 10 ft. Hit: 12 (2d8 + 3) Piercing damage."
      },
      {
        "document": 1839,
        "excerpt": "9 (2d8)"
      },
      {
        "document": 1850,
        "excerpt": "Foreleg. Melee Attack Roll: +7, reach 10 ft. Hit: 13 (2d8 + 4) Piercing damage. Poison Burst. Ranged Attack Roll: +6, range 120 ft. Hit: 13 (3d6 + 3) Poison dama"
      },
      {
        "document": 1855,
        "excerpt": "n. Slam. Melee Attack Roll: +8, reach 10 ft. Hit: 14 (2d8 + 5) Bludgeoning damage. Rock Launch. Ranged Attack Roll: +8, range 60 ft. Hit: 8 (1d6 + 5) Bludgeoning"
      },
      {
        "document": 1857,
        "excerpt": "ks. Gore. Melee Attack Roll: +8, reach 5 ft. Hit: 15 (2d8 + 6) Piercing damage. If the target is a Huge or smaller creature and the elephant moved 20+ feet straig"
      },
      {
        "document": 1859,
        "excerpt": "ing Sword. Melee Attack Roll: +8, reach 5 ft. Hit: 13 (2d8 + 4) Slashing damage plus 11 (2d10) Necrotic damage. Entangling Rope (Requires Magic Rope). Strength Sa"
      },
      {
        "document": 1861,
        "excerpt": "Battleaxe. Melee Attack Roll: +7, reach 5 ft. Hit: 14 (2d8 + 5) Slashing damage. If the target is a Large or smaller creature, it has the Prone condition. Morning"
      },
      {
        "document": 1864,
        "excerpt": "ks. Slam. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage plus 4 (1d8) Lightning damage."
      },
      {
        "document": 1867,
        "excerpt": "each 10 ft. Hit: 19 (2d12 + 6) Slashing damage plus 9 (2d8) Cold damage. Great Bow. Ranged Attack Roll: +9, range 150/600 ft. Hit: 17 (2d10 + 6) Piercing damage p"
      },
      {
        "document": 1870,
        "excerpt": ", reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 9 (2d8) Necrotic damage. Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage. If the ta"
      },
      {
        "document": 1874,
        "excerpt": "15 (2d8 + 6)"
      },
      {
        "document": 1878,
        "excerpt": "reature the snake can see within 10 feet. Failure: 13 (2d8 + 4) Bludgeoning damage, and the target has the Grappled condition (escape DC 14)."
      },
      {
        "document": 1893,
        "excerpt": "each 5 ft. Hit: 9 (2d6 + 2) Bludgeoning damage, or 11 (2d8 + 2) Bludgeoning damage if the seahorse moved 20+ feet straight toward the target immediately before the"
      },
      {
        "document": 1897,
        "excerpt": "11 (2d8 + 2)"
      },
      {
        "document": 1900,
        "excerpt": "9 (2d8)"
      },
      {
        "document": 1901,
        "excerpt": "11 (2d8 + 2)"
      },
      {
        "document": 1912,
        "excerpt": "Pseudopod. Melee Attack Roll: +3, reach 5 ft. Hit: 10 (2d8 + 1) Acid damage. Nonmagical armor worn by the target takes a -1 penalty to the AC it offers. The armor"
      },
      {
        "document": 1917,
        "excerpt": "11 (2d8 + 2)"
      },
      {
        "document": 1919,
        "excerpt": "11 (2d8 + 2)"
      },
      {
        "document": 1925,
        "excerpt": ", reach 5 ft. Hit: 6 (1d4 + 4) Slashing damage plus 9 (2d8) Poison damage."
      },
      {
        "document": 1930,
        "excerpt": "11 (2d8 + 2)"
      },
      {
        "document": 1932,
        "excerpt": "ng Fork. Melee Attack Roll: +10, reach 10 ft. Hit: 15 (2d8 + 6) Piercing damage plus 9 (2d8) Fire damage. Hurl Flame. Ranged Attack Roll: +8, range 150 ft. Hit: 2"
      },
      {
        "document": 1936,
        "excerpt": "ck Roll: +10, reach 5 ft. or range 30/120 ft. Hit: 14 (2d8 + 5) Piercing damage plus 10 (3d6) Cold damage. Until the end of its next turn, the target can't take a"
      },
      {
        "document": 1948,
        "excerpt": "9 (2d8)"
      },
      {
        "document": 1959,
        "excerpt": "on Ray. Ranged Attack Roll: +5, range 150 ft. Hit: 11 (2d8 + 2) Poison damage."
      },
      {
        "document": 1960,
        "excerpt": "11 (2d8 + 2)"
      },
      {
        "document": 1962,
        "excerpt": "reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage - or 12 (2d8 + 3) Piercing damage if the target is Grappled by the mimic - plus 4 (1d8) Acid damage. Pseudopod. Mele"
      },
      {
        "document": 1964,
        "excerpt": "mediately before the hit, the target takes an extra 9 (2d8) Piercing damage and has the Prone condition. Slam. Melee Attack Roll: +6, reach 5 ft. Hit: 15 (2d10 +"
      },
      {
        "document": 1965,
        "excerpt": "11 (2d8 + 2)"
      },
      {
        "document": 1969,
        "excerpt": "ks. Claw. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Slashing damage. Nightmare Haunting (1/Day; Requires Soul Bag). While on the Ethereal Plane, the"
      },
      {
        "document": 1970,
        "excerpt": "Hooves. Melee Attack Roll: +6, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage plus 10 (3d6) Fire damage. Ethereal Stride. The nightmare and up to three willi"
      },
      {
        "document": 1971,
        "excerpt": "9 (2d8)"
      },
      {
        "document": 1974,
        "excerpt": "Slam. Melee Attack Roll: +6, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage. ---"
      },
      {
        "document": 1975,
        "excerpt": "Greatclub. Melee Attack Roll: +6, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage. Javelin. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 30/120 ft. Hit:"
      },
      {
        "document": 1976,
        "excerpt": "each 10 ft. Hit: 10 (1d12 + 4) Slashing damage plus 9 (2d8) Necrotic damage. Nightmare Ray. Ranged Attack Roll: +5, range 60 ft. Hit: 9 (2d6 + 2) Psychic damage,"
      },
      {
        "document": 1977,
        "excerpt": "ks. Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 12 (2d8 + 3) Piercing damage, and the target has the Poisoned condition. Whenever the Poisoned target finishes a"
      },
      {
        "document": 1979,
        "excerpt": "ks. Rend. Melee Attack Roll: +7, reach 5 ft. Hit: 14 (2d8 + 5) Slashing damage."
      },
      {
        "document": 1982,
        "excerpt": "reach 5 ft. Hit: 8 (1d10 + 3) Piercing damage plus 9 (2d8) Poison damage. If this damage reduces the target to 0 Hit Points, the target becomes Stable, and it has"
      },
      {
        "document": 1984,
        "excerpt": ". Rapier. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Piercing damage, and the pirate has Advantage on the next attack roll it makes before the end of th"
      },
      {
        "document": 1990,
        "excerpt": "11 (2d8 + 2)"
      },
      {
        "document": 1991,
        "excerpt": "11 (2d8 + 2)"
      },
      {
        "document": 2003,
        "excerpt": "Gore. Melee Attack Roll: +7, reach 5 ft. Hit: 14 (2d8 + 5) Piercing damage. If target is a Large or smaller creature and the rhinoceros moved 20+ feet straigh"
      },
      {
        "document": 2010,
        "excerpt": "tack Roll: +7, reach 5 ft. or range 20/60 ft. Hit: 13 (2d8 + 4) Piercing damage plus 7 (2d6) Fire damage. Hit or Miss: The spear magically returns to the salamande"
      },
      {
        "document": 2021,
        "excerpt": "13 (2d8 + 4)"
      },
      {
        "document": 2033,
        "excerpt": "der. Ranged Attack Roll: +9, range 60/240 ft. Hit: 15 (2d8 + 6) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition."
      },
      {
        "document": 2034,
        "excerpt": "n. Slam. Melee Attack Roll: +10, reach 5 ft. Hit: 15 (2d8 + 6) Bludgeoning damage plus 9 (2d8) Force damage. Force Bolt. Ranged Attack Roll: +9, range 120 ft. Hi"
      },
      {
        "document": 2038,
        "excerpt": "reach 5 ft. Hit: 20 (4d8 + 2) Necrotic damage, or 11 (2d8 + 2) Necrotic damage if the swarm is Bloodied. If the target is a Medium or smaller creature, it has the"
      },
      {
        "document": 2042,
        "excerpt": "11 (2d8 + 2)"
      },
      {
        "document": 2046,
        "excerpt": "Warhammer. Melee Attack Roll: +5, reach 5 ft. Hit: 12 (2d8 + 3) Bludgeoning damage. If the target is a Large or smaller creature, the tough pushes the target up to"
      },
      {
        "document": 2049,
        "excerpt": "mediately before the hit, the target takes an extra 9 (2d8) Piercing damage and has the Prone condition."
      },
      {
        "document": 2063,
        "excerpt": "9 (2d8)"
      },
      {
        "document": 2065,
        "excerpt": "ks. Slam. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Prone condition. Whe"
      },
      {
        "document": 2067,
        "excerpt": "orm Only). Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Slashing damage."
      },
      {
        "document": 2068,
        "excerpt": "orm Only). Melee Attack Roll: +5, reach 5 ft. Hit: 12 (2d8 + 3) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. Constitution"
      },
      {
        "document": 2070,
        "excerpt": "orm Only). Melee Attack Roll: +5, reach 5 ft. Hit: 12 (2d8 + 3) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. Constitution"
      },
      {
        "document": 2071,
        "excerpt": "orm Only). Melee Attack Roll: +5, reach 5 ft. Hit: 12 (2d8 + 3) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. Constitution"
      },
      {
        "document": 2074,
        "excerpt": "Shock. Melee Attack Roll: +4, reach 5 ft. Hit: 11 (2d8 + 2) Lightning damage."
      },
      {
        "document": 2076,
        "excerpt": "11 (2d8 + 2)"
      },
      {
        "document": 2079,
        "excerpt": "ck. Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Piercing damage. Sting. Melee Attack Roll: +7, reach 10 ft. Hit: 11 (2d6 + 4) Piercing damage plus"
      },
      {
        "document": 2089,
        "excerpt": ". Rend. Melee Attack Roll: +10, reach 10 ft. Hit: 15 (2d8 + 6) Slashing damage. Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 17, each creature in a"
      },
      {
        "document": 2091,
        "excerpt": "15 (2d8 + 6)"
      }
    ],
    "300": [
      {
        "document": 700,
        "excerpt": "Essence of Ether (300 GP)"
      },
      {
        "document": 749,
        "excerpt": "300 feet"
      },
      {
        "document": 806,
        "excerpt": "2,300"
      },
      {
        "document": 814,
        "excerpt": "300"
      },
      {
        "document": 921,
        "excerpt": "300 lb."
      },
      {
        "document": 922,
        "excerpt": "300"
      },
      {
        "document": 925,
        "excerpt": "300 GP"
      },
      {
        "document": 960,
        "excerpt": "1,300"
      },
      {
        "document": 965,
        "excerpt": "of 10 feet or greater, the spell's range increases by 300 feet. Primal Strike. The extra damage of your Primal Strike increases to 2d8."
      },
      {
        "document": 1198,
        "excerpt": "natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in castles and"
      },
      {
        "document": 1214,
        "excerpt": "300 feet"
      },
      {
        "document": 1233,
        "excerpt": "nd direction, such as “200 feet straight downward” or “300 feet upward to the northwest at a 45-degree angle.” You can also teleport one willing creature. The cre"
      },
      {
        "document": 1261,
        "excerpt": "for the duration or until the two of you are more than 300 feet apart from each other. No one but you can see the hound, and it is in-tangible and invulnerable. W"
      },
      {
        "document": 1285,
        "excerpt": "300 feet"
      },
      {
        "document": 1304,
        "excerpt": "300 feet"
      },
      {
        "document": 1321,
        "excerpt": "300 feet"
      },
      {
        "document": 1327,
        "excerpt": "300 feet"
      },
      {
        "document": 1332,
        "excerpt": "When you cast the spell, a loud knock, audible up to 300 feet away, emanates from the target."
      },
      {
        "document": 1349,
        "excerpt": "300 feet"
      },
      {
        "document": 1408,
        "excerpt": "V, S, M (a diamond worth 300+ GP, which the spell consumes)"
      },
      {
        "document": 1446,
        "excerpt": "d on a point within range and spreading to a radius of 300 feet. Each creature under the cloud when it appears must succeed on a Constitution saving throw or take"
      },
      {
        "document": 1457,
        "excerpt": "away from you, and a thunderous boom is audible within 300 feet. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1."
      },
      {
        "document": 1467,
        "excerpt": "t you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration. When the wall appears, ea"
      },
      {
        "document": 1482,
        "excerpt": "While in this cloud form, a target has a Fly Speed of 300 feet and can hover; it has Immunity to the Prone condition; and it has Resistance to Bludgeoning, Pierci"
      },
      {
        "document": 1484,
        "excerpt": "hat isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space that you can see on the ground. Instant He"
      },
      {
        "document": 1539,
        "excerpt": "ar, ringing tone of the chime, which is audible out to 300 feet. The chime can be used 10 times. After the tenth time, it cracks and becomes useless."
      },
      {
        "document": 1593,
        "excerpt": "ts, the weapon unleashes a thunder-clap audible out to 300 feet. The target and every creature within 30 feet of it other than you must succeed on a DC 17 Constitu"
      },
      {
        "document": 1722,
        "excerpt": "se the staff to emit a crack of thunder audible out to 300 feet (no action required). The target you hit must succeed on a DC 17 Constitution saving throw or have"
      },
      {
        "document": 1733,
        "excerpt": "urface to create a loud clap of thunder audible out to 300 feet. You also create a 30-foot Cone of thunderous energy. Each creature in the Cone must succeed on a D"
      },
      {
        "document": 1826,
        "excerpt": "6 (XP 2,300; PB +3)"
      },
      {
        "document": 1850,
        "excerpt": "6 (XP 2,300; PB +3)"
      },
      {
        "document": 1922,
        "excerpt": "sdom Saving Throw: DC 11, each Humanoid and Giant in a 300-foot Emanation originating from the harpy when the song starts. Failure: The target has the Charmed cond"
      },
      {
        "document": 1940,
        "excerpt": "6 (XP 2,300; PB +3)"
      },
      {
        "document": 1952,
        "excerpt": "6 (XP 2,300; PB +3)"
      },
      {
        "document": 1955,
        "excerpt": "6 (XP 2,300; PB +3)"
      },
      {
        "document": 1959,
        "excerpt": "6 (XP 2,300; PB +3)"
      },
      {
        "document": 1984,
        "excerpt": "6 (XP 2,300; PB +3)"
      },
      {
        "document": 2019,
        "excerpt": ". Response: The shrieker emits a shriek audible within 300 feet of itself for 1 minute or until the shrieker dies."
      },
      {
        "document": 2024,
        "excerpt": "arge 5–6). Wisdom Saving Throw: DC 16, each enemy in a 300-foot Emanation originating from the sphinx. Failure: 35 (10d6) Psychic damage, and the target has the In"
      },
      {
        "document": 2059,
        "excerpt": "6 (XP 2,300; PB +3)"
      },
      {
        "document": 2079,
        "excerpt": "6 (XP 2,300; PB +3)"
      },
      {
        "document": 2083,
        "excerpt": "6 (XP 2,300; PB +3)"
      },
      {
        "document": 2090,
        "excerpt": "6 (XP 2,300; PB +3)"
      }
    ],
    "305": [
      {
        "document": 814,
        "excerpt": "305,000"
      }
    ],
    "315": [
      {
        "document": 1949,
        "excerpt": "315 (42d8 + 126)"
      }
    ],
    "31d8": [
      {
        "document": 1790,
        "excerpt": "170 (31d8 + 31)"
      }
    ],
    "320": [
      {
        "document": 920,
        "excerpt": "1,320 lb."
      },
      {
        "document": 928,
        "excerpt": "Ammunition (Range 80/320; Bolt), Loading, Two-Handed"
      },
      {
        "document": 1085,
        "excerpt": "Ammunition (Range 80/320; Bolt)"
      },
      {
        "document": 1126,
        "excerpt": "Ammunition (Range 80/320; Arrow)"
      },
      {
        "document": 1791,
        "excerpt": "urn. Light Crossbow. Ranged Attack Roll: +7, range 80/320 ft. Hit: 8 (1d8 + 4) Piercing damage plus 21 (6d6) Poison damage."
      },
      {
        "document": 1801,
        "excerpt": "age. Light Crossbow. Ranged Attack Roll: +3, range 80/320 ft. Hit: 5 (1d8 + 1) Piercing damage."
      },
      {
        "document": 1907,
        "excerpt": "Advantage. Shortbow. Ranged Attack Roll: +4, range 80/320 ft. Hit: 5 (1d6 + 2) Piercing damage, plus 2 (1d4) Piercing damage if the attack roll had Advantage."
      },
      {
        "document": 1909,
        "excerpt": "Advantage. Shortbow. Ranged Attack Roll: +4, range 80/320 ft. Hit: 5 (1d6 + 2) Piercing damage, plus 2 (1d4) Piercing damage if the attack roll had Advantage."
      },
      {
        "document": 2021,
        "excerpt": "ng damage. Shortbow. Ranged Attack Roll: +5, range 80/320 ft. Hit: 6 (1d6 + 3) Piercing damage."
      }
    ],
    "33000": [
      {
        "document": 1773,
        "excerpt": "33000"
      },
      {
        "document": 1777,
        "excerpt": "33000"
      },
      {
        "document": 1949,
        "excerpt": "33000"
      },
      {
        "document": 2022,
        "excerpt": "33000"
      }
    ],
    "331422": [
      {
        "document": 267,
        "excerpt": "t says, \"The Wizard of Wines Winery, Red Dragon Crush, 331422-W\" 94 A mosaic tile with a multicolored, glazed surface 95 A petrified mouse 96 A black pirate flag a"
      }
    ],
    "332": [
      {
        "document": 1775,
        "excerpt": "332 (19d20 + 133)"
      }
    ],
    "333": [
      {
        "document": 1782,
        "excerpt": "333 (18d20 + 144)"
      }
    ],
    "337": [
      {
        "document": 1986,
        "excerpt": "337 (27d10 + 189)"
      }
    ],
    "340": [
      {
        "document": 2044,
        "excerpt": "697 (34d20 + 340)"
      }
    ],
    "34d20": [
      {
        "document": 2044,
        "excerpt": "697 (34d20 + 340)"
      }
    ],
    "355": [
      {
        "document": 252,
        "excerpt": "r choice for every 30,000 XP the character earns above 355,000 XP. Epic Boon feats are especially appropriate for these bonus feats, but a player can choose any fe"
      },
      {
        "document": 814,
        "excerpt": "355,000"
      }
    ],
    "356": [
      {
        "document": 1848,
        "excerpt": "356 (23d20 + 115)"
      }
    ],
    "365": [
      {
        "document": 1288,
        "excerpt": "If you use a level 7 or 8 spell slot, the duration is 365 days. If you use a level 9 spell slot, the spell lasts until it is ended by one of the spells mentioned"
      },
      {
        "document": 1299,
        "excerpt": "ds and Wards ends. If you cast the spell every day for 365 days on the same area, the spell thereafter lasts until all its effects are dispelled. Corridors. Fog f"
      },
      {
        "document": 1367,
        "excerpt": "level 6 spell slot), 30 days ago (level 7 spell slot), 365 days ago (level 8 spell slot), or any time in the creature's past (level 9 spell slot)."
      },
      {
        "document": 1379,
        "excerpt": "s centered on a point within range become enriched for 365 days. The plants yield twice the normal amount of food when harvested. They can benefit from only one Pl"
      },
      {
        "document": 1389,
        "excerpt": "ea. Casting this spell on the same spot every day for 365 days makes the spell last until dispelled. Using a Higher-Level Spell Slot. You can increase the size o"
      },
      {
        "document": 1406,
        "excerpt": "this spell to revive a creature that has been dead for 365 days or longer taxes you. Until you finish a Long Rest, you can't cast spells again, and you have Disadv"
      },
      {
        "document": 1455,
        "excerpt": "casting this spell in the same location every day for 365 days."
      },
      {
        "document": 1845,
        "excerpt": "cast it three times, the djinni can't do so again for 365 days."
      },
      {
        "document": 1856,
        "excerpt": "cast it three times, the efreeti can't do so again for 365 days."
      }
    ],
    "366": [
      {
        "document": 1354,
        "excerpt": "a spell slot of level 7 (10 days), 8 (30 days), or 9 (366 days)."
      },
      {
        "document": 1377,
        "excerpt": "f level 6 (10 days), 7 (30 days), 8 (180 days), and 9 (366 days)."
      }
    ],
    "367": [
      {
        "document": 1773,
        "excerpt": "367 (21d20 + 147)"
      },
      {
        "document": 1777,
        "excerpt": "367 (21d20 + 147)"
      }
    ],
    "375": [
      {
        "document": 960,
        "excerpt": "375"
      }
    ],
    "3900": [
      {
        "document": 1791,
        "excerpt": "3900"
      },
      {
        "document": 1825,
        "excerpt": "3900"
      },
      {
        "document": 1829,
        "excerpt": "3900"
      },
      {
        "document": 1867,
        "excerpt": "3900"
      },
      {
        "document": 1925,
        "excerpt": "3900"
      },
      {
        "document": 1934,
        "excerpt": "3900"
      },
      {
        "document": 2028,
        "excerpt": "3900"
      },
      {
        "document": 2052,
        "excerpt": "3900"
      },
      {
        "document": 2084,
        "excerpt": "3900"
      },
      {
        "document": 2087,
        "excerpt": "3900"
      }
    ],
    "3d10": [
      {
        "document": 687,
        "excerpt": "Thin ice has a weight tolerance of 3d10 × 10 pounds per 10-foot-square area. Whenever the total weight on an area of thin ice exceeds its tolera"
      },
      {
        "document": 986,
        "excerpt": "by 1d10 when you reach character levels 5 (2d10), 11 (3d10), and 17 (4d10). You can use this Breath Weapon a number of times equal to your Proficiency Bonus, and"
      },
      {
        "document": 1185,
        "excerpt": "t of that point makes a Dexterity saving throw, taking 3d10 Lightning damage on a failed save or half as much damage on a successful one. Until the spell ends, you"
      },
      {
        "document": 1190,
        "excerpt": "increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10)."
      },
      {
        "document": 1204,
        "excerpt": "ity saving throw. On a failed save, the creature takes 3d10 Slashing damage. A creature makes this save only once per turn. Using a Higher-Level Spell Slot. The da"
      },
      {
        "document": 1270,
        "excerpt": "increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10)."
      },
      {
        "document": 1454,
        "excerpt": "Each teleporting creature (or the target object) takes 3d10 Force damage, and the GM rerolls on the table to see where you wind up (multiple mishaps can occur, deal"
      },
      {
        "document": 1598,
        "excerpt": "nt) This helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed"
      },
      {
        "document": 1795,
        "excerpt": "19 (3d10 + 3)"
      },
      {
        "document": 1817,
        "excerpt": "ture in a 40-foot-long, 5-foot-wide Line. Failure: 16 (3d10) Lightning damage. Success: Half damage. Repulsion Breath. Strength Saving Throw: DC 12, each creature"
      },
      {
        "document": 1818,
        "excerpt": "22 (3d10 + 6)"
      },
      {
        "document": 1844,
        "excerpt": "22 (3d10 + 6)"
      },
      {
        "document": 1848,
        "excerpt": ". Bite. Melee Attack Roll: +13, reach 15 ft. Hit: 23 (3d10 + 7) Piercing damage plus 7 (2d6) Fire damage. Being underwater doesn't grant Resistance to this Fire da"
      },
      {
        "document": 1863,
        "excerpt": "ow. Ranged Attack Roll: +11, range 60/240 ft. Hit: 23 (3d10 + 7) Bludgeoning damage plus 4 (1d8) Fire damage, and the target is pushed up to 15 feet straight away f"
      },
      {
        "document": 1871,
        "excerpt": "ing Touch. Melee Attack Roll: +5, reach 5 ft. Hit: 19 (3d10 + 3) Necrotic damage. Etherealness. The ghost casts the Etherealness spell, requiring no spell componen"
      },
      {
        "document": 1873,
        "excerpt": "s. Fist. Melee Attack Roll: +9, reach 10 ft. Hit: 22 (3d10 + 6) Bludgeoning damage. Boulder Toss (Recharge 6). The ape hurls a boulder at a point it can see withi"
      },
      {
        "document": 1880,
        "excerpt": "ck. Bite. Melee Attack Roll: +8, reach 5 ft. Hit: 21 (3d10 + 5) Piercing damage. If the target is a Large or smaller creature, it has the Grappled condition (escap"
      },
      {
        "document": 1884,
        "excerpt": "19 (3d10 + 3)"
      },
      {
        "document": 1886,
        "excerpt": "19 (3d10 + 3)"
      },
      {
        "document": 1888,
        "excerpt": "19 (3d10 + 3)"
      },
      {
        "document": 1890,
        "excerpt": "19 (3d10 + 3)"
      },
      {
        "document": 1893,
        "excerpt": "16 (3d10)"
      },
      {
        "document": 1894,
        "excerpt": "doesn't have all its Hit Points), reach 5 ft. Hit: 22 (3d10 + 6) Piercing damage."
      },
      {
        "document": 1898,
        "excerpt": "25 (3d10 + 9)"
      },
      {
        "document": 2002,
        "excerpt": "foot Emanation originating from the remorhaz takes 16 (3d10) Fire damage."
      },
      {
        "document": 2024,
        "excerpt": "While the target has any Exhaustion levels, it appears 3d10 years older. Failure or Success: The sphinx can't take this action again until the start of its next tur"
      },
      {
        "document": 2025,
        "excerpt": "While the target has any Exhaustion levels, it appears 3d10 years older. Failure or Success: The sphinx can't take this action again until the start of its next tur"
      },
      {
        "document": 2033,
        "excerpt": "one Club. Melee Attack Roll: +9, reach 15 ft. Hit: 22 (3d10 + 6) Bludgeoning damage. Boulder. Ranged Attack Roll: +9, range 60/240 ft. Hit: 15 (2d8 + 6) Bludgeonin"
      },
      {
        "document": 2061,
        "excerpt": "22 (3d10 + 6)"
      },
      {
        "document": 2062,
        "excerpt": "19 (3d10 + 3)"
      }
    ],
    "3d12": [
      {
        "document": 1207,
        "excerpt": "it. On a hit, the target takes Psychic damage equal to 3d12 plus your spellcasting ability modifier, and the target has the Frightened condition until the start of"
      },
      {
        "document": 1380,
        "excerpt": "increases by 1d12 when you reach levels 5 (2d12), 11 (3d12), and 17 (4d12)."
      },
      {
        "document": 1821,
        "excerpt": "ature in the bulette's destination space. Failure: 19 (3d12) Bludgeoning damage, and the target has the Prone condition. Success: Half damage, and the target is pus"
      },
      {
        "document": 1997,
        "excerpt": "reach 5 ft. Hit: 12 (2d6 + 5) Slashing damage plus 19 (3d12) Necrotic damage. If the target is a creature, it is cursed. While cursed, the target gains no benefit f"
      },
      {
        "document": 2005,
        "excerpt": ". Beak. Melee Attack Roll: +13, reach 10 ft. Hit: 28 (3d12 + 9) Piercing damage. Talons. Melee Attack Roll: +13, reach 5 ft. Hit: 23 (4d6 + 9) Slashing damage. If"
      }
    ],
    "3d4": [
      {
        "document": 1515,
        "excerpt": "Wondrous Item, Rare This heavy cloth bag contains 3d4 dry beans when found. The bag weighs half a pound regardless of how many beans it contains and becomes a"
      },
      {
        "document": 1820,
        "excerpt": "the bugbear), reach 10 ft. or range 20/60 ft. Hit: 9 (3d4 + 2) Bludgeoning damage."
      },
      {
        "document": 1833,
        "excerpt": "creature the snake can see within 5 feet. Failure: 7 (3d4) Bludgeoning damage, and the target has the Grappled condition (escape DC 12)."
      },
      {
        "document": 1930,
        "excerpt": "e 150/600 ft. Hit: 5 (1d8 + 1) Piercing damage plus 7 (3d4) Poison damage."
      },
      {
        "document": 1937,
        "excerpt": "w: DC 10, each creature in a 15-foot Cone. Failure: 7 (3d4) Cold damage. Success: Half damage."
      },
      {
        "document": 1993,
        "excerpt": "10 (3d4 + 3)"
      },
      {
        "document": 2054,
        "excerpt": "nge 20/60 ft. Hit: 5 (1d4 + 3) Piercing damage plus 7 (3d4) Necrotic damage. If the target is reduced to 0 Hit Points by this attack, the target becomes Stable but"
      }
    ],
    "3d6": [
      {
        "document": 698,
        "excerpt": "cceed on a DC 13 Constitution saving throw or take 10 (3d6) Poison damage, and it must repeat the save at the start of each of its turns. On each successive failed"
      },
      {
        "document": 707,
        "excerpt": "ceed on a DC 11 Constitution saving throw, taking 10 (3d6) Poison damage on a failed save or half as much damage on a successful one."
      },
      {
        "document": 855,
        "excerpt": "3d6"
      },
      {
        "document": 944,
        "excerpt": "10 (3d6)"
      },
      {
        "document": 954,
        "excerpt": "3d6"
      },
      {
        "document": 957,
        "excerpt": "10 (3d6)"
      },
      {
        "document": 959,
        "excerpt": "10 (3d6) Bludgeoning plus 13 (3d8) Piercing"
      },
      {
        "document": 970,
        "excerpt": "ing the effect on itself on a success. Obscure (Cost: 3d6). The target must succeed on a Dexterity saving throw, or it has the Blinded condition until the end of"
      },
      {
        "document": 975,
        "excerpt": "ealing increase by 1d6 when you reach Druid levels 10 (3d6) and 14 (4d6)."
      },
      {
        "document": 1150,
        "excerpt": "ge increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6)."
      },
      {
        "document": 1177,
        "excerpt": "es a Strength saving throw. On a failed save, it takes 3d6 Bludgeoning damage, and it has the Restrained condition until the spell ends. A creature also makes that"
      },
      {
        "document": 1184,
        "excerpt": "a 15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the Cone"
      },
      {
        "document": 1235,
        "excerpt": "ing a Higher-Level Spell Slot. The damage increases by 3d6 for each spell slot level above 6."
      },
      {
        "document": 1237,
        "excerpt": "akes a Wisdom saving throw. On a failed save, it takes 3d6 Psychic damage and must immediately use its Reaction, if available, to move as far away from you as it c"
      },
      {
        "document": 1245,
        "excerpt": "re in that area makes a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save or half as much damage on a successful one. Using a Higher-L"
      },
      {
        "document": 1246,
        "excerpt": "he target gains no benefit from its rest, and it takes 3d6 Psychic damage when it wakes up."
      },
      {
        "document": 1274,
        "excerpt": "blade. On a hit, the target takes Fire damage equal to 3d6 plus your spellcasting ability modifier. The flaming blade sheds Bright Light in a 10-foot radius and D"
      },
      {
        "document": 1466,
        "excerpt": "amage when you reach levels 5 (1d6), 11 (2d6), and 17 (3d6)."
      },
      {
        "document": 1469,
        "excerpt": "one creature within reach. On a hit, the target takes 3d6 Necrotic damage, and you regain Hit Points equal to half the amount of Necrotic damage dealt. Until the"
      },
      {
        "document": 1470,
        "excerpt": "ge increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6)."
      },
      {
        "document": 1563,
        "excerpt": "ade with this magic weapon. The weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon."
      },
      {
        "document": 1632,
        "excerpt": "e. If the attack hits, your sworn enemy takes an extra 3d6 Piercing damage. While your sworn enemy lives, you have Disadvantage on attack rolls with all other wea"
      },
      {
        "document": 1760,
        "excerpt": "at is Charmed or Grappled by the aboleth. Failure: 10 (3d6) Psychic damage. Success: Half damage. Failure or Success: The aboleth gains the target's memories if t"
      },
      {
        "document": 1764,
        "excerpt": "point the dragon can see within 90 feet. Failure: 10 (3d6) Thunder damage, and the target has the Deafened condition until the end of its next turn."
      },
      {
        "document": 1766,
        "excerpt": "ature the dragon can see within 120 feet. Failure: 10 (3d6) Force damage, and the target has the Incapacitated condition and is transported to a harmless demiplane"
      },
      {
        "document": 1779,
        "excerpt": "each 15 ft. Hit: 17 (2d8 + 8) Slashing damage plus 10 (3d6) Poison damage. Poison Breath (Recharge 5–6). Constitution Saving Throw: DC 22, each creature in a 90-f"
      },
      {
        "document": 1780,
        "excerpt": "ach 15 ft. Hit: 19 (2d8 + 10) Slashing damage plus 10 (3d6) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 24, each creature in a 90-foot Con"
      },
      {
        "document": 1789,
        "excerpt": "ks. Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 14 (3d6 + 4) Piercing damage."
      },
      {
        "document": 1793,
        "excerpt": "10 (3d6)"
      },
      {
        "document": 1794,
        "excerpt": "Slam. Melee Attack Roll: +6, reach 10 ft. Hit: 14 (3d6 + 4) Bludgeoning damage."
      },
      {
        "document": 1799,
        "excerpt": "me Whip. Melee Attack Roll: +14, reach 30 ft. Hit: 18 (3d6 + 8) Force damage plus 17 (5d6) Fire damage. If the target is a Huge or smaller creature, the balor pull"
      },
      {
        "document": 1819,
        "excerpt": "ck Roll: +5, reach 10 ft. or range 30/120 ft. Hit: 13 (3d6 + 3) Piercing damage. Morningstar. Melee Attack Roll: +5 (with Advantage if the target is Grappled by t"
      },
      {
        "document": 1829,
        "excerpt": ". Attach. Melee Attack Roll: +6, reach 5 ft. Hit: 13 (3d6 + 3) Piercing damage. If the target is a Large or smaller creature, the cloaker attaches to it. While th"
      },
      {
        "document": 1830,
        "excerpt": "cloud. Ranged Attack Roll: +12, range 240 ft. Hit: 18 (3d6 + 8) Thunder damage, and the target has the Incapacitated condition until the end of its next turn. Spe"
      },
      {
        "document": 1850,
        "excerpt": "Burst. Ranged Attack Roll: +6, range 120 ft. Hit: 13 (3d6 + 3) Poison damage."
      },
      {
        "document": 1851,
        "excerpt": "nt Wisp. Ranged Attack Roll: +5, range 90 ft. Hit: 10 (3d6) Radiant damage. Spellcasting. The druid casts one of the following spells, using Wisdom as the spellca"
      },
      {
        "document": 1863,
        "excerpt": "each 10 ft. Hit: 21 (4d6 + 7) Slashing damage plus 10 (3d6) Fire damage. Hammer Throw. Ranged Attack Roll: +11, range 60/240 ft. Hit: 23 (3d10 + 7) Bludgeoning da"
      },
      {
        "document": 1869,
        "excerpt": "2 Strength (Athletics) check, and the puller takes 10 (3d6) Acid damage. Transparent. Even when the cube is in plain sight, a creature must succeed on a DC 15 Wis"
      },
      {
        "document": 1896,
        "excerpt": "ts outside the toad. In addition, the target takes 10 (3d6) Acid damage at the end of each of the toad's turns. The toad can have only one target swallowed at a ti"
      },
      {
        "document": 1903,
        "excerpt": "7, one creature Grappled by the glabrezu. Failure: 15 (3d6 + 5) Bludgeoning damage. Success: Half damage. Spellcasting. The glabrezu casts one of the following sp"
      },
      {
        "document": 1909,
        "excerpt": "10 (3d6)"
      },
      {
        "document": 1918,
        "excerpt": "ack Roll: +6, reach 5 ft. or range 30/120 ft. Hit: 14 (3d6 + 4) Piercing damage. Longsword. Melee Attack Roll: +6, reach 5 ft. Hit: 15 (2d10 + 4) Slashing damage."
      },
      {
        "document": 1932,
        "excerpt": "doesn't have one. While wounded, the target loses 10 (3d6) Hit Points at the start of each of its turns. The wound closes after 1 minute, after a spell restores H"
      },
      {
        "document": 1933,
        "excerpt": "doesn't have all its Hit Points), reach 5 ft. Hit: 14 (3d6 + 4) Piercing damage."
      },
      {
        "document": 1936,
        "excerpt": "30/120 ft. Hit: 14 (2d8 + 5) Piercing damage plus 10 (3d6) Cold damage. Until the end of its next turn, the target can't take a Bonus Action or Reaction, its Spee"
      },
      {
        "document": 1939,
        "excerpt": "ess Touch. Melee Attack Roll: +7, reach 5 ft. Hit: 15 (3d6 + 5) Psychic damage, and the target is cursed for 24 hours or until the incubus dies. Until the curse en"
      },
      {
        "document": 1941,
        "excerpt": "each 10 ft. Hit: 20 (3d8 + 7) Slashing damage plus 10 (3d6) Fire damage. Fiery Bolt. Ranged Attack Roll: +10, range 120 ft. Hit: 36 (8d8) Fire damage. Poison Bre"
      },
      {
        "document": 1945,
        "excerpt": "7 (3d6 - 3)"
      },
      {
        "document": 1949,
        "excerpt": "ng Touch. Melee Attack Roll: +12, reach 5 ft. Hit: 15 (3d6 + 5) Cold damage, and the target has the Paralyzed condition until the start of the lich's next turn. S"
      },
      {
        "document": 1954,
        "excerpt": "13 (3d6 + 3)"
      },
      {
        "document": 1963,
        "excerpt": "ach 10 ft. Hit: 10 (1d12 + 4) Slashing damage plus 10 (3d6) Necrotic damage. Gore (Recharge 5–6). Melee Attack Roll: +6, reach 5 ft. Hit: 18 (4d6 + 4) Piercing da"
      },
      {
        "document": 1966,
        "excerpt": "h 5 ft. Hit: 15 (2d10 + 4) Bludgeoning damage plus 10 (3d6) Necrotic damage. If the target is a creature, it is cursed. While cursed, the target can't regain Hit P"
      },
      {
        "document": 1967,
        "excerpt": "ch 5 ft. Hit: 8 (1d10 + 3) Bludgeoning damage plus 10 (3d6) Necrotic damage. If the target is a creature, it is cursed. While cursed, the target can't regain Hit P"
      },
      {
        "document": 1970,
        "excerpt": "ch 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage plus 10 (3d6) Fire damage. Ethereal Stride. The nightmare and up to three willing creatures within 5 feet of it tele"
      },
      {
        "document": 1972,
        "excerpt": "Pseudopod. Melee Attack Roll: +4, reach 5 ft. Hit: 12 (3d6 + 2) Acid damage."
      },
      {
        "document": 1986,
        "excerpt": ". Bite. Melee Attack Roll: +14, reach 10 ft. Hit: 18 (3d6 + 8) Piercing damage. If the target is a creature, it must make the following saving throw. Constitution"
      },
      {
        "document": 2002,
        "excerpt": "d other effects outside the remorhaz, and it takes 10 (3d6) Acid damage plus 10 (3d6) Fire damage at the start of each of the remorhaz's turns. If the remorhaz ta"
      },
      {
        "document": 2017,
        "excerpt": "he Blinded and Restrained conditions, and it takes 10 (3d6) Lightning damage at the start of each of its turns. When the shambling mound moves, the Grappled target"
      },
      {
        "document": 2024,
        "excerpt": "ks. Claw. Melee Attack Roll: +8, reach 5 ft. Hit: 14 (3d6 + 4) Slashing damage. Mind-Rending Roar (Recharge 5–6). Wisdom Saving Throw: DC 16, each enemy in a 300"
      },
      {
        "document": 2043,
        "excerpt": "4) Piercing damage if the swarm is Bloodied - plus 10 (3d6) Poison damage."
      },
      {
        "document": 2048,
        "excerpt": "s. Slam. Melee Attack Roll: +10, reach 5 ft. Hit: 16 (3d6 + 6) Bludgeoning damage. Hail of Bark. Ranged Attack Roll: +10, range 180 ft. Hit: 28 (4d10 + 6) Pierci"
      },
      {
        "document": 2053,
        "excerpt": "can see within 60 feet of itself. The target gains 10 (3d6) Temporary Hit Points, and its AC increases by 2 until the end of the unicorn's next turn. The unicorn"
      },
      {
        "document": 2055,
        "excerpt": "ndition. Failure: 5 (1d4 + 3) Piercing damage plus 10 (3d6) Necrotic damage. The target's Hit Point maximum decreases by an amount equal to the Necrotic damage tak"
      },
      {
        "document": 2059,
        "excerpt": "reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage plus 10 (3d6) Poison damage. Spores (Recharge 6). Constitution Saving Throw: DC 15, each creature in a 20-foot Emana"
      },
      {
        "document": 2067,
        "excerpt": "ttack Roll: +7, reach 5 ft or range 20/60 ft. Hit: 14 (3d6 + 4) Slashing damage. Rend (Bear or Hybrid Form Only). Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8"
      },
      {
        "document": 2068,
        "excerpt": "ack Roll: +5, reach 5 ft. or range 30/120 ft. Hit: 13 (3d6 + 3) Piercing damage. Tusk (Boar or Hybrid Form Only). Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6"
      },
      {
        "document": 2074,
        "excerpt": "ts. Failure: The target dies, and the wisp regains 10 (3d6) Hit Points. Vanish. The wisp and its light have the Invisible condition until the wisp's Concentration"
      }
    ],
    "3d8": [
      {
        "document": 959,
        "excerpt": "10 (3d6) Bludgeoning plus 13 (3d8) Piercing"
      },
      {
        "document": 964,
        "excerpt": "dditional d8 when you reach Cleric levels 7 (2d8), 13 (3d8), and 18 (4d8). Turn Undead. As a Magic action, you present your Holy Symbol and censure Undead creatur"
      },
      {
        "document": 1191,
        "excerpt": "attack against the target. On a hit, the target takes 3d8 damage of the chosen type. If you roll the same number on two or more of the d8s, the orb leaps to a di"
      },
      {
        "document": 1361,
        "excerpt": "range. The target makes a Wisdom saving throw, taking 3d8 Psychic damage on a failed save or half as much damage on a successful one. On a failed save, you also a"
      },
      {
        "document": 1390,
        "excerpt": "ge increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8)."
      },
      {
        "document": 1399,
        "excerpt": "ge increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8)."
      },
      {
        "document": 1410,
        "excerpt": "ge increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8)."
      },
      {
        "document": 1421,
        "excerpt": "ntered there makes a Constitution saving throw, taking 3d8 Thunder damage on a failed save or half as much damage on a successful one. A Construct has Disadvantage"
      },
      {
        "document": 1426,
        "excerpt": "ge increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8)."
      },
      {
        "document": 1433,
        "excerpt": "ge increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8)."
      },
      {
        "document": 1440,
        "excerpt": "dom saving throw. On a failed save, the creature takes 3d8 Radiant damage (if you are good or neutral) or 3d8 Necrotic damage (if you are evil). On a successful sa"
      },
      {
        "document": 1442,
        "excerpt": "ge increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8)."
      },
      {
        "document": 1733,
        "excerpt": "d8 Thunder damage to any creature it hits and an extra 3d8 Thunder damage to objects it hits that aren't being worn or carried. The weapon has the following addit"
      },
      {
        "document": 1776,
        "excerpt": "point the dragon can see within 120 feet. Failure: 13 (3d8) Thunder damage, and the target has the Deafened condition until the end of its next turn."
      },
      {
        "document": 1788,
        "excerpt": "19 (3d8 + 6)"
      },
      {
        "document": 1799,
        "excerpt": "5-foot Emanation originating from the balor takes 13 (3d8) Fire damage. Legendary Resistance (3/Day). If the balor fails a saving throw, it can choose to succeed"
      },
      {
        "document": 1808,
        "excerpt": "19 (3d8 + 6)"
      },
      {
        "document": 1830,
        "excerpt": "us Mace. Melee Attack Roll: +12, reach 10 ft. Hit: 21 (3d8 + 8) Bludgeoning damage plus 7 (2d6) Thunder damage. Thundercloud. Ranged Attack Roll: +12, range 240 f"
      },
      {
        "document": 1845,
        "excerpt": "Bolt. Ranged Attack Roll: +9, range 120 feet. Hit: 13 (3d8) Thunder damage. If the target is a Large or smaller creature, it has the Prone condition. Create Whirl"
      },
      {
        "document": 1879,
        "excerpt": "13 (3d8)"
      },
      {
        "document": 1880,
        "excerpt": "l. Tail. Melee Attack Roll: +8, reach 10 ft. Hit: 18 (3d8 + 5) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition."
      },
      {
        "document": 1912,
        "excerpt": "22 (3d8 + 9)"
      },
      {
        "document": 1926,
        "excerpt": "ree Club. Melee Attack Roll: +8, reach 10 ft. Hit: 18 (3d8 + 5) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition. Tras"
      },
      {
        "document": 1941,
        "excerpt": "ded Arm. Melee Attack Roll: +12, reach 10 ft. Hit: 20 (3d8 + 7) Slashing damage plus 10 (3d6) Fire damage. Fiery Bolt. Ranged Attack Roll: +10, range 120 ft. Hit:"
      },
      {
        "document": 1946,
        "excerpt": "p to four creatures swallowed at a time). Failure: 23 (3d8 + 10) Piercing damage. If the target is Large or smaller, it is swallowed and no longer Grappled. A swal"
      },
      {
        "document": 1947,
        "excerpt": "creature the lamia can see within 5 feet. Failure: 13 (3d8) Psychic damage, and the target is cursed for 1 hour. Until the curse ends, the target has the Charmed a"
      },
      {
        "document": 1952,
        "excerpt": "Attack Roll: +6, reach 5 ft. or range 120 ft. Hit: 16 (3d8 + 3) Force damage. Spellcasting. The mage casts one of the following spells, using Intelligence as the"
      },
      {
        "document": 1977,
        "excerpt": "14, each creature Grappled by the otyugh. Failure: 16 (3d8 + 3) Bludgeoning damage, and the target has the Stunned condition until the start of the otyugh's next t"
      },
      {
        "document": 1980,
        "excerpt": "13 (3d8)"
      },
      {
        "document": 1994,
        "excerpt": "13 (3d8)"
      },
      {
        "document": 1995,
        "excerpt": ". Bite. Melee Attack Roll: +14, reach 10 ft. Hit: 22 (3d8 + 9) Piercing damage. If the target is a Large or smaller creature, it has the Grappled condition (escap"
      },
      {
        "document": 2006,
        "excerpt": "ks. Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 17 (3d8 + 4) Piercing damage. Tentacle. Melee Attack Roll: +7, reach 60 ft. Hit: The target has the Grappled co"
      },
      {
        "document": 2013,
        "excerpt": "16 (3d8 + 3)"
      },
      {
        "document": 2014,
        "excerpt": "drops to 0 Hit Points. Otherwise, the target takes 13 (3d8) Psychic damage. Illusory Appearance. The hag casts Disguise Self, using Constitution as the spellcasti"
      },
      {
        "document": 2019,
        "excerpt": "13 (3d8)"
      },
      {
        "document": 2035,
        "excerpt": "each 10 ft. Hit: 23 (4d6 + 9) Slashing damage plus 13 (3d8) Lightning damage. Thunderbolt. Ranged Attack Roll: +14, range 500 ft. Hit: 22 (2d12 + 9) Lightning dam"
      },
      {
        "document": 2036,
        "excerpt": "re Charmed by the succubus within 5 feet. Failure: 13 (3d8) Psychic damage. Success: Half damage. Failure or Success: The target's Hit Point maximum decreases by a"
      },
      {
        "document": 2039,
        "excerpt": "19 (3d8 + 6)"
      },
      {
        "document": 2044,
        "excerpt": ". Tail. Melee Attack Roll: +19, reach 30 ft. Hit: 23 (3d8 + 10) Bludgeoning damage. If the target is a Huge or smaller creature, it has the Prone condition. Thun"
      },
      {
        "document": 2056,
        "excerpt": "ndition. Failure: 6 (1d4 + 4) Piercing damage plus 13 (3d8) Necrotic damage. The target's Hit Point maximum decreases by an amount equal to the Necrotic damage ta"
      }
    ],
    "400": [
      {
        "document": 704,
        "excerpt": "Oil of Taggit (400 GP)"
      },
      {
        "document": 749,
        "excerpt": "400 feet"
      },
      {
        "document": 757,
        "excerpt": "400 GP"
      },
      {
        "document": 799,
        "excerpt": "400 lb."
      },
      {
        "document": 805,
        "excerpt": "8,400"
      },
      {
        "document": 920,
        "excerpt": "400 GP"
      },
      {
        "document": 921,
        "excerpt": "400 lb."
      },
      {
        "document": 928,
        "excerpt": "Ammunition (Range 100/400; Bolt), Heavy, Loading, Two-Handed"
      },
      {
        "document": 929,
        "excerpt": "400 GP"
      },
      {
        "document": 960,
        "excerpt": "400"
      },
      {
        "document": 1033,
        "excerpt": "400 GP"
      },
      {
        "document": 1070,
        "excerpt": "Ammunition (Range 100/400; Bolt)"
      },
      {
        "document": 1534,
        "excerpt": "air. It has a Fly Speed of 50 feet. It can carry up to 400 pounds, but its Fly Speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when"
      },
      {
        "document": 1859,
        "excerpt": "12 (XP 8,400; PB +4)"
      },
      {
        "document": 1944,
        "excerpt": "ge. Heavy Crossbow. Ranged Attack Roll: +2, range 100/400 ft. Hit: 11 (2d10) Piercing damage plus 4 (1d8) Radiant damage."
      },
      {
        "document": 2024,
        "excerpt": "11 (XP 7,200, or 8,400 in lair; PB +4)"
      },
      {
        "document": 2046,
        "excerpt": "lf. Heavy Crossbow. Ranged Attack Roll: +4, range 100/400 ft. Hit: 13 (2d10 + 2) Piercing damage."
      },
      {
        "document": 2047,
        "excerpt": "ge. Heavy Crossbow. Ranged Attack Roll: +3, range 100/400 ft. Hit: 6 (1d10 + 1) Piercing damage."
      },
      {
        "document": 2064,
        "excerpt": "ge. Heavy Crossbow. Ranged Attack Roll: +3, range 100/400 ft. Hit: 12 (2d10 + 1) Piercing damage."
      }
    ],
    "402": [
      {
        "document": 1779,
        "excerpt": "402 (23d20 + 161)"
      }
    ],
    "41000": [
      {
        "document": 1776,
        "excerpt": "41000"
      },
      {
        "document": 1779,
        "excerpt": "41000"
      }
    ],
    "420": [
      {
        "document": 920,
        "excerpt": "420 lb."
      }
    ],
    "42d8": [
      {
        "document": 1949,
        "excerpt": "315 (42d8 + 126)"
      }
    ],
    "444": [
      {
        "document": 1776,
        "excerpt": "444 (24d20 + 192)"
      }
    ],
    "450": [
      {
        "document": 729,
        "excerpt": "u could build either of these encounters: - 2 Druids (450 XP each) and 9 Stirges (25 XP each), for 1,125 XP total - 1 Wight (700 XP), 1 Warhorse Skeleton (100 XP)"
      },
      {
        "document": 806,
        "excerpt": "450"
      },
      {
        "document": 920,
        "excerpt": "450 lb."
      },
      {
        "document": 1772,
        "excerpt": "2 (XP 450; PB +2)"
      },
      {
        "document": 1785,
        "excerpt": "2 (XP 450; PB +2)"
      },
      {
        "document": 1786,
        "excerpt": "2 (XP 450; PB +2)"
      },
      {
        "document": 1794,
        "excerpt": "2 (XP 450; PB +2)"
      },
      {
        "document": 1796,
        "excerpt": "2 (XP 450; PB +2)"
      },
      {
        "document": 1800,
        "excerpt": "2 (XP 450; PB +2)"
      },
      {
        "document": 1807,
        "excerpt": "2 (XP 450; PB +2)"
      },
      {
        "document": 1809,
        "excerpt": "2 (XP 450; PB +2)"
      },
      {
        "document": 1817,
        "excerpt": "2 (XP 450; PB +2)"
      },
      {
        "document": 1824,
        "excerpt": "2 (XP 450; PB +2)"
      },
      {
        "document": 1838,
        "excerpt": "2 (XP 450; PB +2)"
      },
      {
        "document": 1851,
        "excerpt": "2 (XP 450; PB +2)"
      },
      {
        "document": 1860,
        "excerpt": "2 (XP 450; PB +2)"
      },
      {
        "document": 1868,
        "excerpt": "2 (XP 450; PB +2)"
      },
      {
        "document": 1869,
        "excerpt": "2 (XP 450; PB +2)"
      },
      {
        "document": 1870,
        "excerpt": "2 (XP 450; PB +2)"
      },
      {
        "document": 1876,
        "excerpt": "2 (XP 450; PB +2)"
      },
      {
        "document": 1878,
        "excerpt": "2 (XP 450; PB +2)"
      },
      {
        "document": 1882,
        "excerpt": "2 (XP 450; PB +2)"
      },
      {
        "document": 1902,
        "excerpt": "2 (XP 450; PB +2)"
      },
      {
        "document": 1913,
        "excerpt": "2 (XP 450; PB +2)"
      },
      {
        "document": 1915,
        "excerpt": "2 (XP 450; PB +2)"
      },
      {
        "document": 1916,
        "excerpt": "2 (XP 450; PB +2)"
      },
      {
        "document": 1933,
        "excerpt": "2 (XP 450; PB +2)"
      },
      {
        "document": 1961,
        "excerpt": "2 (XP 450; PB +2)"
      },
      {
        "document": 1962,
        "excerpt": "2 (XP 450; PB +2)"
      },
      {
        "document": 1964,
        "excerpt": "2 (XP 450; PB +2)"
      },
      {
        "document": 1972,
        "excerpt": "2 (XP 450; PB +2)"
      },
      {
        "document": 1974,
        "excerpt": "2 (XP 450; PB +2)"
      },
      {
        "document": 1975,
        "excerpt": "2 (XP 450; PB +2)"
      },
      {
        "document": 1981,
        "excerpt": "2 (XP 450; PB +2)"
      },
      {
        "document": 1988,
        "excerpt": "2 (XP 450; PB +2)"
      },
      {
        "document": 1989,
        "excerpt": "2 (XP 450; PB +2)"
      },
      {
        "document": 1992,
        "excerpt": "2 (XP 450; PB +2)"
      },
      {
        "document": 2003,
        "excerpt": "2 (XP 450; PB +2)"
      },
      {
        "document": 2008,
        "excerpt": "2 (XP 450; PB +2)"
      },
      {
        "document": 2014,
        "excerpt": "2 (XP 450; PB +2)"
      },
      {
        "document": 2020,
        "excerpt": "2 (XP 450; PB +2)"
      },
      {
        "document": 2043,
        "excerpt": "2 (XP 450; PB +2)"
      },
      {
        "document": 2069,
        "excerpt": "2 (XP 450; PB +2)"
      },
      {
        "document": 2072,
        "excerpt": "2 (XP 450; PB +2)"
      },
      {
        "document": 2074,
        "excerpt": "2 (XP 450; PB +2)"
      }
    ],
    "468": [
      {
        "document": 1781,
        "excerpt": "468 (24d20 + 216)"
      }
    ],
    "480": [
      {
        "document": 920,
        "excerpt": "480 lb."
      }
    ],
    "481": [
      {
        "document": 1774,
        "excerpt": "481 (26d20 + 208)"
      },
      {
        "document": 1946,
        "excerpt": "481 (26d20 + 208)"
      }
    ],
    "4d10": [
      {
        "document": 789,
        "excerpt": "e centered on itself. Each creature in that area takes 4d10 Force damage."
      },
      {
        "document": 955,
        "excerpt": "22 (4d10)"
      },
      {
        "document": 956,
        "excerpt": "22 (4d10)"
      },
      {
        "document": 958,
        "excerpt": "22 (4d10)"
      },
      {
        "document": 961,
        "excerpt": "4d10 × 10 feet"
      },
      {
        "document": 986,
        "excerpt": "ou reach character levels 5 (2d10), 11 (3d10), and 17 (4d10). You can use this Breath Weapon a number of times equal to your Proficiency Bonus, and you regain all"
      },
      {
        "document": 1190,
        "excerpt": "d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10)."
      },
      {
        "document": 1270,
        "excerpt": "d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10)."
      },
      {
        "document": 1327,
        "excerpt": "eature in it makes a Constitution saving throw, taking 4d10 Piercing damage on a failed save or half as much damage on a successful one. A creature also makes this"
      },
      {
        "document": 1374,
        "excerpt": "isdom saving throw. On a failed save, the target takes 4d10 Psychic damage and has Disadvantage on ability checks and attack rolls for the duration. On a successful"
      },
      {
        "document": 1598,
        "excerpt": "with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the hel"
      },
      {
        "document": 1761,
        "excerpt": "ature the dragon can see within 120 feet. Failure: 22 (4d10) Poison damage, and the target has Disadvantage on saving throws to maintain Concentration until the end"
      },
      {
        "document": 1771,
        "excerpt": "maller creature in the elemental's space. Failure: 24 (4d10 + 2) Thunder damage, and the target is pushed up to 20 feet straight away from the elemental and has the"
      },
      {
        "document": 1790,
        "excerpt": "Attack Roll: +9, reach 5 ft. or range 150 ft. Hit: 27 (4d10 + 5) Force damage. Spellcasting. The archmage casts one of the following spells, using Intelligence as"
      },
      {
        "document": 1799,
        "excerpt": ", reach 10 ft. Hit: 21 (3d8 + 8) Force damage plus 22 (4d10) Lightning damage, and the target can't take Reactions until the start of the balor's next turn."
      },
      {
        "document": 1875,
        "excerpt": "22 (4d10)"
      },
      {
        "document": 1881,
        "excerpt": "26 (4d10 + 4)"
      },
      {
        "document": 1895,
        "excerpt": "26 (4d10 + 4)"
      },
      {
        "document": 1910,
        "excerpt": ": DC 13, each creature in a 15-foot Cone. Failure: 22 (4d10) Fire damage. Success: Half damage. Weakening Breath. Strength Saving Throw: DC 13, each creature that"
      },
      {
        "document": 1920,
        "excerpt": "ach 10 ft. Hit: 17 (2d12 + 4) Piercing damage plus 22 (4d10) Poison damage. Poisonous Spittle. Constitution Saving Throw: DC 16, one creature the naga can see with"
      },
      {
        "document": 1927,
        "excerpt": "26 (4d10 + 4)"
      },
      {
        "document": 1950,
        "excerpt": "22 (4d10)"
      },
      {
        "document": 1955,
        "excerpt": "thin 5 feet that has the Prone condition. Failure: 29 (4d10 + 7) Bludgeoning damage. Success: Half damage."
      },
      {
        "document": 2034,
        "excerpt": "e Bolt. Ranged Attack Roll: +9, range 120 ft. Hit: 22 (4d10) Force damage."
      },
      {
        "document": 2045,
        "excerpt": "30 (4d10 + 8)"
      },
      {
        "document": 2048,
        "excerpt": "Bark. Ranged Attack Roll: +10, range 180 ft. Hit: 28 (4d10 + 6) Piercing damage. Animate Trees (1/Day). The treant magically animates up to two trees it can see w"
      },
      {
        "document": 2077,
        "excerpt": "26 (4d10 + 4)"
      }
    ],
    "4d12": [
      {
        "document": 769,
        "excerpt": "4d12"
      },
      {
        "document": 1165,
        "excerpt": "word. On a hit, the target takes Force damage equal to 4d12 plus your spellcasting ability modifier. On your later turns, you can take a Bonus Action to move the s"
      },
      {
        "document": 1205,
        "excerpt": "Healing Light. The target regains Hit Points equal to 4d12 plus your spellcasting ability modifier. Searing Light. The target makes a Dexterity saving throw, taki"
      },
      {
        "document": 1380,
        "excerpt": "d12 when you reach levels 5 (2d12), 11 (3d12), and 17 (4d12)."
      },
      {
        "document": 1949,
        "excerpt": "ttack Roll: +12, reach 5 ft. or range 120 ft. Hit: 31 (4d12 + 5) Force damage. Paralyzing Touch. Melee Attack Roll: +12, reach 5 ft. Hit: 15 (3d6 + 5) Cold damage,"
      },
      {
        "document": 2044,
        "excerpt": ". Bite. Melee Attack Roll: +19, reach 15 ft. Hit: 36 (4d12 + 10) Piercing damage, and the target has the Grappled condition (escape DC 20). Until the grapple ends"
      },
      {
        "document": 2052,
        "excerpt": ". Bite. Melee Attack Roll: +10, reach 10 ft. Hit: 33 (4d12 + 7) Piercing damage. If the target is a Large or smaller creature, it has the Grappled condition (escap"
      }
    ],
    "4d4": [
      {
        "document": 764,
        "excerpt": "4d4 + 4"
      },
      {
        "document": 1149,
        "excerpt": "attack against the target. On a hit, the target takes 4d4 Acid damage and 2d4 Acid damage at the end of its next turn. On a miss, the arrow splashes the target wi"
      },
      {
        "document": 1691,
        "excerpt": "ye Lantern (filled and lit) In addition, the robe has 4d4 other patches. The GM chooses the patches or determines them randomly by rolling on the following table."
      },
      {
        "document": 2029,
        "excerpt": "10 (4d4)"
      }
    ],
    "4d6": [
      {
        "document": 137,
        "excerpt": "abilities, or determine them randomly as follows: roll 4d6 for each one, dropping the lowest roll and totaling the rest."
      },
      {
        "document": 709,
        "excerpt": "tution saving throw or have the Poisoned condition for 4d6 hours. The creature's Speed is halved while the creature is Poisoned in this way."
      },
      {
        "document": 720,
        "excerpt": "Poison damage as follows: 7 (2d6) at levels 5-10, 14 (4d6) at levels 11-16, or 24 (7d6) at levels 17-20."
      },
      {
        "document": 855,
        "excerpt": "4d6"
      },
      {
        "document": 975,
        "excerpt": "se by 1d6 when you reach Druid levels 10 (3d6) and 14 (4d6)."
      },
      {
        "document": 1150,
        "excerpt": "y 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6)."
      },
      {
        "document": 1163,
        "excerpt": "it, dealing Bludgeoning damage to the target equal to 4d6 plus your spellcasting ability modifier. Interposing Hand. The hand grants you Half Cover against attac"
      },
      {
        "document": 1233,
        "excerpt": "cts, you and any creature traveling with you each take 4d6 Force damage, and the teleportation fails."
      },
      {
        "document": 1301,
        "excerpt": "ed spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage"
      },
      {
        "document": 1321,
        "excerpt": "ng throw. A creature takes 2d10 Bludgeoning damage and 4d6 Cold damage on a failed save or half as much damage on a successful one. Hailstones turn ground in the"
      },
      {
        "document": 1446,
        "excerpt": "falls. Each creature and object under the cloud takes 4d6 Acid damage. Turn 3. You call six bolts of lightning from the cloud to strike six different creatures o"
      },
      {
        "document": 1470,
        "excerpt": "y 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6)."
      },
      {
        "document": 1612,
        "excerpt": "ding you) makes a DC 13 Dexterity saving throw, taking 4d6 Lightning damage on a failed save or half as much damage on a successful one. Immediately after dealing"
      },
      {
        "document": 1658,
        "excerpt": "s its true nature. If you drink this potion, you take 4d6 Poison damage and must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 1"
      },
      {
        "document": 1694,
        "excerpt": "ing throw. On a failed save, the target takes an extra 4d6 Necrotic damage, and you regain a number of Hit Points equal to half that Necrotic damage. Once used, th"
      },
      {
        "document": 1719,
        "excerpt": "cast the spell. Regaining Charges. The staff regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 20, the staff regains"
      },
      {
        "document": 1730,
        "excerpt": "save, the target isn't cast into the fissure but takes 4d6 Psychic damage from the ordeal. In either case, the fissure then closes, leaving no trace of its existen"
      },
      {
        "document": 1732,
        "excerpt": "save, the target isn't cast into the fissure but takes 4d6 Psychic damage from the ordeal. In either case, the fissure then closes, leaving no trace of its existen"
      },
      {
        "document": 1769,
        "excerpt": "ure in a 60-foot-long, 10-foot-wide Line. Failure: 14 (4d6) Cold damage, and the target is pushed up to 30 feet straight away from the dragon. Success: Half damage"
      },
      {
        "document": 1781,
        "excerpt": "ure in a 60-foot-long, 10-foot-wide Line. Failure: 14 (4d6) Cold damage, and the target is pushed up to 30 feet straight away from the dragon. Success: Half damage"
      },
      {
        "document": 1782,
        "excerpt": "point the dragon can see within 120 feet. Failure: 14 (4d6) Cold damage, and the target's Speed is 0 until the end of the target's next turn. Failure or Success: T"
      },
      {
        "document": 1784,
        "excerpt": "14 (4d6)"
      },
      {
        "document": 1786,
        "excerpt": "ture in a 30-foot-long, 5-foot-wide Line. Failure: 14 (4d6) Acid damage. Success: Half damage."
      },
      {
        "document": 1810,
        "excerpt": "seudopod. Melee Attack Roll: +5, reach 10 ft. Hit: 17 (4d6 + 3) Acid damage. Nonmagical armor worn by the target takes a -1 penalty to the AC it offers. The armor"
      },
      {
        "document": 1816,
        "excerpt": "ture in a 20-foot-long, 5-foot-wide Line. Failure: 14 (4d6) Fire damage. Success: Half damage. Sleep Breath. Constitution Saving Throw: DC 11, each creature in a"
      },
      {
        "document": 1826,
        "excerpt": "reach 5 ft. Hit: 11 (2d6 + 4) Piercing damage, or 18 (4d6 + 4) Piercing damage if the chimera had Advantage on the attack roll. Claw. Melee Attack Roll: +7, reac"
      },
      {
        "document": 1849,
        "excerpt": "18 (4d6 + 4)"
      },
      {
        "document": 1859,
        "excerpt": "ture the erinyes can see within 120 feet. Failure: 14 (4d6) Force damage, and the target has the Restrained condition until the rope is destroyed, the erinyes uses"
      },
      {
        "document": 1863,
        "excerpt": "e Sword. Melee Attack Roll: +11, reach 10 ft. Hit: 21 (4d6 + 7) Slashing damage plus 10 (3d6) Fire damage. Hammer Throw. Ranged Attack Roll: +11, range 60/240 ft."
      },
      {
        "document": 1946,
        "excerpt": "entacle. Melee Attack Roll: +17, reach 30 ft. Hit: 24 (4d6 + 10) Bludgeoning damage. The target has the Grappled condition (escape DC 20) from one of ten tentacles"
      },
      {
        "document": 1953,
        "excerpt": "18 (4d6 + 4)"
      },
      {
        "document": 1959,
        "excerpt": "reach 5 ft. Hit: 5 (1d4 + 3) Piercing damage plus 14 (4d6) Poison damage. Poison Ray. Ranged Attack Roll: +5, range 150 ft. Hit: 11 (2d8 + 2) Poison damage."
      },
      {
        "document": 1963,
        "excerpt": "arge 5–6). Melee Attack Roll: +6, reach 5 ft. Hit: 18 (4d6 + 4) Piercing damage. If the target is a Large or smaller creature and the minotaur moved 10+ feet strai"
      },
      {
        "document": 1986,
        "excerpt": "ry Mace. Melee Attack Roll: +14, reach 10 ft. Hit: 22 (4d6 + 8) Force damage plus 21 (6d6) Fire damage. Hellfire Spellcasting (Recharge 4–6). The pit fiend casts"
      },
      {
        "document": 2002,
        "excerpt": "ach 10 ft. Hit: 18 (2d10 + 7) Piercing damage plus 14 (4d6) Fire damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 17)"
      },
      {
        "document": 2005,
        "excerpt": "Talons. Melee Attack Roll: +13, reach 5 ft. Hit: 23 (4d6 + 9) Slashing damage. If the target is a Huge or smaller creature, it has the Grappled condition (escape"
      },
      {
        "document": 2022,
        "excerpt": "tack Roll: +15, reach 10 ft. or range 120 ft. Hit: 22 (4d6 + 8) Slashing damage plus 36 (8d8) Radiant damage. Hit or Miss: The sword magically returns to the solar"
      },
      {
        "document": 2025,
        "excerpt": "r. Claw. Melee Attack Roll: +12, reach 5 ft. Hit: 20 (4d6 + 6) Slashing damage. Roar (3/Day). The sphinx emits a magical roar. Whenever it roars, the roar has a"
      },
      {
        "document": 2028,
        "excerpt": "reach 10 ft. Hit: 7 (1d6 + 4) Piercing damage plus 14 (4d6) Poison damage. Necrotic Ray. Ranged Attack Roll: +6, range 60 ft. Hit: 21 (6d6) Necrotic damage. Spel"
      },
      {
        "document": 2035,
        "excerpt": "m Sword. Melee Attack Roll: +14, reach 10 ft. Hit: 23 (4d6 + 9) Slashing damage plus 13 (3d8) Lightning damage. Thunderbolt. Ranged Attack Roll: +14, range 500 ft"
      },
      {
        "document": 2050,
        "excerpt": "14 (4d6)"
      },
      {
        "document": 2080,
        "excerpt": "ks. Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 17 (4d6 + 3) Piercing damage. Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d10 + 3) Slashing damage."
      }
    ],
    "4d8": [
      {
        "document": 944,
        "excerpt": "18 (4d8)"
      },
      {
        "document": 964,
        "excerpt": "hen you reach Cleric levels 7 (2d8), 13 (3d8), and 18 (4d8). Turn Undead. As a Magic action, you present your Holy Symbol and censure Undead creatures. Each Undea"
      },
      {
        "document": 1206,
        "excerpt": "repeats the save. On a failed save, the target takes 4d8 damage of the spirit's type. On a successful save, the target isn't Restrained by the spirit. Using a H"
      },
      {
        "document": 1261,
        "excerpt": "enemy must succeed on a Dexterity saving throw or take 4d8 Force damage. On your later turns, you can take a Magic action to move the hound up to 30 feet."
      },
      {
        "document": 1390,
        "excerpt": "y 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8)."
      },
      {
        "document": 1399,
        "excerpt": "y 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8)."
      },
      {
        "document": 1401,
        "excerpt": "wheel) Duration: 1 hour A creature you touch regains 4d8 + 15 Hit Points. For the duration, the target regains 1 Hit Point at the start of each of its turns, and"
      },
      {
        "document": 1410,
        "excerpt": "y 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8)."
      },
      {
        "document": 1426,
        "excerpt": "y 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8)."
      },
      {
        "document": 1433,
        "excerpt": "y 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8)."
      },
      {
        "document": 1442,
        "excerpt": "y 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8)."
      },
      {
        "document": 1483,
        "excerpt": "ture in its area makes a Strength saving throw, taking 4d8 Bludgeoning damage on a failed save or half as much damage on a successful one. The strong wind keeps f"
      },
      {
        "document": 1811,
        "excerpt": "22 (4d8 + 4)"
      },
      {
        "document": 1815,
        "excerpt": "ach 10 ft. Hit: 15 (2d10 + 4) Piercing damage plus 18 (4d8) Poison damage, and the target has the Poisoned condition until the start of the devil's next turn. Whi"
      },
      {
        "document": 1816,
        "excerpt": "22 (4d8 + 4)"
      },
      {
        "document": 1834,
        "excerpt": "22 (4d8 + 4)"
      },
      {
        "document": 1843,
        "excerpt": "ach 5 ft. Hit: 7 (1d6 + 4) Bludgeoning damage plus 18 (4d8) Radiant damage. Spellcasting. The deva casts one of the following spells, requiring no Material compon"
      },
      {
        "document": 1885,
        "excerpt": "18 (4d8)"
      },
      {
        "document": 1936,
        "excerpt": "h 10 ft. Hit: 15 (3d6 + 5) Bludgeoning damage plus 18 (4d8) Cold damage. Ice Wall (Recharge 6). The devil casts Wall of Ice (level 8 version), requiring no spell"
      },
      {
        "document": 1939,
        "excerpt": "an action to wake it. Otherwise, the target takes 18 (4d8) Psychic damage."
      },
      {
        "document": 1946,
        "excerpt": "d each creature in the destination space. Failure: 18 (4d8) Bludgeoning damage, and the target has the Prone condition. Success: Half damage only. Lightning Strik"
      },
      {
        "document": 1986,
        "excerpt": "sh Claw. Melee Attack Roll: +14, reach 10 ft. Hit: 26 (4d8 + 8) Necrotic damage. Fiery Mace. Melee Attack Roll: +14, reach 10 ft. Hit: 22 (4d6 + 8) Force damage p"
      },
      {
        "document": 1987,
        "excerpt": "each 10 ft. Hit: 14 (2d6 + 7) Slashing damage plus 18 (4d8) Radiant damage. Holy Burst. Dexterity Saving Throw: DC 20, each enemy in a 20-foot-radius Sphere cente"
      },
      {
        "document": 2001,
        "excerpt": "22 (4d8 + 4)"
      },
      {
        "document": 2009,
        "excerpt": "22 (4d8 + 4)"
      },
      {
        "document": 2020,
        "excerpt": ": DC 13, each creature in a 15-foot Cone. Failure: 18 (4d8) Cold damage. Success: Half damage. Paralyzing Breath. Constitution Saving Throw: DC 13, each creature"
      },
      {
        "document": 2022,
        "excerpt": "0 Hit Points or fewer, it dies. It otherwise takes 24 (4d8 + 6) Piercing damage plus 36 (8d8) Radiant damage. Spellcasting. The solar casts one of the following s"
      },
      {
        "document": 2038,
        "excerpt": "ing Hands. Melee Attack Roll: +4, reach 5 ft. Hit: 20 (4d8 + 2) Necrotic damage, or 11 (2d8 + 2) Necrotic damage if the swarm is Bloodied. If the target is a Mediu"
      },
      {
        "document": 2041,
        "excerpt": "14 (4d8 - 4)"
      },
      {
        "document": 2044,
        "excerpt": ". Claw. Melee Attack Roll: +19, reach 15 ft. Hit: 28 (4d8 + 10) Slashing damage. Tail. Melee Attack Roll: +19, reach 30 ft. Hit: 23 (3d8 + 10) Bludgeoning damage"
      },
      {
        "document": 2052,
        "excerpt": ". Tail. Melee Attack Roll: +10, reach 15 ft. Hit: 25 (4d8 + 7) Bludgeoning damage. If the target is a Huge or smaller creature, it has the Prone condition."
      },
      {
        "document": 2058,
        "excerpt": "18 (4d8)"
      },
      {
        "document": 2065,
        "excerpt": ", each creature in the elemental's space. Failure: 22 (4d8 + 4) Bludgeoning damage. If the target is a Large or smaller creature, it has the Grappled condition (es"
      },
      {
        "document": 2075,
        "excerpt": ": DC 12, each creature in a 15-foot Cone. Failure: 18 (4d8) Cold damage. Success: Half damage."
      },
      {
        "document": 2078,
        "excerpt": "ife Drain. Melee Attack Roll: +6, reach 5 ft. Hit: 21 (4d8 + 3) Necrotic damage. If the target is a creature, its Hit Point maximum decreases by an amount equal to"
      }
    ],
    "500": [
      {
        "document": 119,
        "excerpt": "For example, +1 Armor (Plate Armor) has a value of 5,500 GP, which is the sum of a Rare magic item's value (4,000 GP) and the cost of Plate Armor (1,500 GP). Ma"
      },
      {
        "document": 133,
        "excerpt": "xample, to make +1 Armor (Plate Armor), you must pay 3,500 GP or pay 2,000 GP and craft the armor. Magic Item Crafting Time and Cost *The time and cost are halve"
      },
      {
        "document": 309,
        "excerpt": "ounce bottle, which provides enough ink to write about 500 pages."
      },
      {
        "document": 389,
        "excerpt": "f raw materials to make Plate Armor, which sells for 1,500 GP. The GM determines whether appropriate raw materials are available."
      },
      {
        "document": 698,
        "excerpt": "Burnt Othur Fumes (500 GP)"
      },
      {
        "document": 703,
        "excerpt": "Midnight Tears (1,500 GP)"
      },
      {
        "document": 806,
        "excerpt": "11,500"
      },
      {
        "document": 814,
        "excerpt": "6,500"
      },
      {
        "document": 816,
        "excerpt": "500 GP plus 1d10 × 25 GP plus normal starting equipment"
      },
      {
        "document": 922,
        "excerpt": "500"
      },
      {
        "document": 926,
        "excerpt": "1,500 GP"
      },
      {
        "document": 928,
        "excerpt": "500 GP"
      },
      {
        "document": 929,
        "excerpt": "1,500 GP"
      },
      {
        "document": 960,
        "excerpt": "500"
      },
      {
        "document": 1097,
        "excerpt": "500 GP"
      },
      {
        "document": 1106,
        "excerpt": "1,500 GP"
      },
      {
        "document": 1158,
        "excerpt": "ure you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing th"
      },
      {
        "document": 1192,
        "excerpt": "V, S, M (the powder of a crushed black pearl worth 500+ GP)"
      },
      {
        "document": 1212,
        "excerpt": "V, S, M (a gem-encrusted statuette of yourself worth 1,500+ GP)"
      },
      {
        "document": 1233,
        "excerpt": "500 feet"
      },
      {
        "document": 1248,
        "excerpt": "500 feet"
      },
      {
        "document": 1278,
        "excerpt": ". The disk remains for the duration and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground."
      },
      {
        "document": 1282,
        "excerpt": "V, S, M (ruby dust worth 1,500+ GP, which the spell consumes)"
      },
      {
        "document": 1299,
        "excerpt": "ion: 24 hours You create a ward that protects up to 2,500 square feet of floor space. The warded area can be up to 20 feet tall, and you shape it as one 50-foot s"
      },
      {
        "document": 1335,
        "excerpt": "n. The spell can levitate an object that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected. The target ca"
      },
      {
        "document": 1345,
        "excerpt": "V, S, M (a gem, crystal, or reliquary worth 500+ GP)"
      },
      {
        "document": 1392,
        "excerpt": "500 miles"
      },
      {
        "document": 1397,
        "excerpt": "V, S, M (a diamond worth 500+ GP, which the spell consumes)"
      },
      {
        "document": 1420,
        "excerpt": "V, S, M (a jade circlet worth 1,500+ GP)"
      },
      {
        "document": 1429,
        "excerpt": "V, S, M (powdered ruby worth 1,500+ GP, which the spell consumes)"
      },
      {
        "document": 1448,
        "excerpt": "object with the image of a dragon engraved on it worth 500+ GP)"
      },
      {
        "document": 1462,
        "excerpt": "side it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to en"
      },
      {
        "document": 1509,
        "excerpt": "item first appears to be a sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investig"
      },
      {
        "document": 1517,
        "excerpt": "and 4 feet deep on the inside. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 5 pounds, regardless of its contents. Re"
      },
      {
        "document": 1579,
        "excerpt": "ack. It obeys your simple commands and can carry up to 500 pounds while flying at its maximum speed (16 miles per hour for a maximum of 144 miles per day, with a 1"
      },
      {
        "document": 1594,
        "excerpt": "ume of 25 cubic feet. The central pouch can hold up to 500 pounds of material, not exceeding a volume of 64 cubic feet. The haversack always weighs 5 pounds, regar"
      },
      {
        "document": 1623,
        "excerpt": "f all objects created by a pot of pigment can't exceed 500 GP. If you paint objects of greater value (such as a large pile of gold), they look authentic, but close"
      },
      {
        "document": 1691,
        "excerpt": "ver coffer (1 foot long, 6 inches wide and deep) worth 500 GP 16–22 Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you"
      },
      {
        "document": 1761,
        "excerpt": "14 (XP 11,500, or 13,000 in lair; PB +5)"
      },
      {
        "document": 1763,
        "excerpt": "13 (XP 10,000, or 11,500 in lair; PB +5)"
      },
      {
        "document": 1765,
        "excerpt": "14 (XP 11,500, or 13,000 in lair; PB +5)"
      },
      {
        "document": 1770,
        "excerpt": "13 (XP 10,000, or 11,500 in lair; PB +5)"
      },
      {
        "document": 1936,
        "excerpt": "14 (XP 11,500; PB +5)"
      },
      {
        "document": 2025,
        "excerpt": "irst Roar. Wisdom Saving Throw: DC 20, each enemy in a 500-foot Emanation originating from the sphinx. Failure: The target has the Frightened condition for 1 minut"
      },
      {
        "document": 2035,
        "excerpt": "g damage. Thunderbolt. Ranged Attack Roll: +14, range 500 ft. Hit: 22 (2d12 + 9) Lightning damage, and the target has the Blinded and Deafened conditions until th"
      },
      {
        "document": 2056,
        "excerpt": "13 (XP 10,000, or 11,500 in lair; PB +5)"
      }
    ],
    "5000": [
      {
        "document": 1815,
        "excerpt": "5000"
      },
      {
        "document": 1828,
        "excerpt": "5000"
      },
      {
        "document": 1830,
        "excerpt": "5000"
      },
      {
        "document": 1863,
        "excerpt": "5000"
      },
      {
        "document": 1903,
        "excerpt": "5000"
      },
      {
        "document": 2048,
        "excerpt": "5000"
      },
      {
        "document": 2082,
        "excerpt": "5000"
      },
      {
        "document": 2089,
        "excerpt": "5000"
      }
    ],
    "50000": [
      {
        "document": 1774,
        "excerpt": "50000"
      },
      {
        "document": 1781,
        "excerpt": "50000"
      },
      {
        "document": 1946,
        "excerpt": "50000"
      }
    ],
    "507": [
      {
        "document": 1780,
        "excerpt": "507 (26d20 + 234)"
      }
    ],
    "540": [
      {
        "document": 920,
        "excerpt": "540 lb."
      }
    ],
    "546": [
      {
        "document": 1778,
        "excerpt": "546 (28d20 + 252)"
      }
    ],
    "5900": [
      {
        "document": 1760,
        "excerpt": "5900"
      },
      {
        "document": 1843,
        "excerpt": "5900"
      },
      {
        "document": 1920,
        "excerpt": "5900"
      },
      {
        "document": 2034,
        "excerpt": "5900"
      },
      {
        "document": 2086,
        "excerpt": "5900"
      },
      {
        "document": 2088,
        "excerpt": "5900"
      }
    ],
    "5d10": [
      {
        "document": 944,
        "excerpt": "27 (5d10)"
      },
      {
        "document": 1281,
        "excerpt": "e on a turn or ends its turn there, the creature takes 5d10 Radiant or Necrotic damage (your choice when you cast this spell). You can designate a password when yo"
      },
      {
        "document": 1288,
        "excerpt": "stand your command. While Charmed, the creature takes 5d10 Psychic damage if it acts in a manner directly counter to your command. It takes this damage no more tha"
      },
      {
        "document": 1467,
        "excerpt": "moves must succeed on a Strength saving throw or take 5d10 Bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wal"
      },
      {
        "document": 1481,
        "excerpt": "e end of each of its turns. On a failed save, it takes 5d10 Psychic damage. On a successful save, the spell ends on that target."
      },
      {
        "document": 1760,
        "excerpt": "oration. If destroyed, the aboleth gains a new body in 5d10 days, reviving with all its Hit Points in the Far Realm or another location chosen by the GM. Legendary"
      },
      {
        "document": 1785,
        "excerpt": "27 (5d10)"
      },
      {
        "document": 1876,
        "excerpt": "42 (5d10 + 15)"
      },
      {
        "document": 1989,
        "excerpt": "42 (5d10 + 15)"
      }
    ],
    "5d12": [
      {
        "document": 1882,
        "excerpt": "42 (5d12 + 10)"
      }
    ],
    "5d4": [
      {
        "document": 769,
        "excerpt": "5d4"
      },
      {
        "document": 793,
        "excerpt": "5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed"
      },
      {
        "document": 1471,
        "excerpt": "ed save, a creature takes 10d4 Acid damage and another 5d4 Acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage"
      },
      {
        "document": 1515,
        "excerpt": "ding you, makes a DC 15 Dexterity saving throw, taking 5d4 Force damage on a failed save or half as much damage on a successful one. If you remove a bean from the"
      },
      {
        "document": 1519,
        "excerpt": "must succeed on a DC 15 Dexterity saving throw or take 5d4 Force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that faile"
      },
      {
        "document": 1677,
        "excerpt": "parks and makes a DC 15 Dexterity saving throw, taking 5d4 Radiant damage on a failed save or half as much damage on a successful one."
      }
    ],
    "5d6": [
      {
        "document": 793,
        "excerpt": "t succeed on a DC 15 Constitution saving throw or take 5d6 Poison damage and have the Poisoned condition for 1 hour. On an even roll, the eater gains 5d6 Temporary"
      },
      {
        "document": 855,
        "excerpt": "5d6"
      },
      {
        "document": 1275,
        "excerpt": "nt within range makes a Dexterity saving throw, taking 5d6 Fire damage and 5d6 Radiant damage on a failed save or half as much damage on a successful one. Using a"
      },
      {
        "document": 1474,
        "excerpt": "me on a turn makes a Constitution saving throw, taking 5d6 Cold damage on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slo"
      },
      {
        "document": 1779,
        "excerpt": "point the dragon can see within 90 feet. Failure: 17 (5d6) Poison damage, and the target takes a -2 penalty to AC until the end of its next turn. Failure or Succe"
      },
      {
        "document": 1791,
        "excerpt": "reach 5 ft. Hit: 7 (1d6 + 4) Piercing damage plus 17 (5d6) Poison damage, and the target has the Poisoned condition until the start of the assassin's next turn."
      },
      {
        "document": 1799,
        "excerpt": ", reach 30 ft. Hit: 18 (3d6 + 8) Force damage plus 17 (5d6) Fire damage. If the target is a Huge or smaller creature, the balor pulls the target up to 25 feet stra"
      },
      {
        "document": 1802,
        "excerpt": "Flame. Ranged Attack Roll: +5, range 150 ft. Hit: 17 (5d6) Fire damage. If the target is a flammable object that isn't being worn or carried, it starts burning."
      },
      {
        "document": 1831,
        "excerpt": "22 (5d6 + 5)"
      },
      {
        "document": 1840,
        "excerpt": "22 (5d6 + 5)"
      },
      {
        "document": 1853,
        "excerpt": "17 (5d6)"
      },
      {
        "document": 1924,
        "excerpt": ": DC 12, each creature in a 15-foot Cone. Failure: 17 (5d6) Fire damage. Success: Half damage."
      },
      {
        "document": 1943,
        "excerpt": "Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 21 (5d6 + 4) Piercing damage."
      },
      {
        "document": 1995,
        "excerpt": "acks and other effects outside the worm, and takes 17 (5d6) Acid damage at the start of each of the worm's turns. If the worm takes 30 damage or more on a single"
      },
      {
        "document": 2031,
        "excerpt": "17 (5d6)"
      }
    ],
    "5d8": [
      {
        "document": 1163,
        "excerpt": "Make a melee spell attack. On a hit, the target takes 5d8 Force damage. Forceful Hand. The hand attempts to push a Huge or smaller creature within 5 feet of it."
      },
      {
        "document": 1195,
        "excerpt": "n the Sphere makes a Constitution saving throw, taking 5d8 Poison damage on a failed save or half as much damage on a successful one. A creature must also make thi"
      },
      {
        "document": 1209,
        "excerpt": "ture to make a Wisdom saving throw. The creature takes 5d8 Force damage on a failed save or half as much damage on a successful one. A creature makes this save onl"
      },
      {
        "document": 1293,
        "excerpt": "area makes a Dexterity saving throw. A creature takes 5d8 Acid, Cold, Fire, Lightning, or Thunder damage (your choice when you create the glyph) on a failed save"
      },
      {
        "document": 1351,
        "excerpt": "on that point. Each target regains Hit Points equal to 5d8 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 1d8"
      },
      {
        "document": 1472,
        "excerpt": "ure in its area makes a Dexterity saving throw, taking 5d8 Fire damage on a failed save or half as much damage on a successful one. One side of the wall, selected"
      },
      {
        "document": 1603,
        "excerpt": "ution saving throw. On a failed save, a creature takes 5d8 Thunder damage and has the Deafened condition for 1 minute. On a successful save, a creature takes half"
      },
      {
        "document": 1806,
        "excerpt": "creature the behir can see within 5 feet. Failure: 28 (5d8 + 6) Bludgeoning damage. The target has the Grappled condition (escape DC 16), and it has the Restrained"
      },
      {
        "document": 1809,
        "excerpt": "ture in a 15-foot-long, 5-foot-wide Line. Failure: 22 (5d8) Acid damage. Success: Half damage."
      },
      {
        "document": 1852,
        "excerpt": "22 (5d8)"
      },
      {
        "document": 1872,
        "excerpt": "22 (5d8)"
      },
      {
        "document": 1899,
        "excerpt": "22 (5d8)"
      },
      {
        "document": 1932,
        "excerpt": "Flame. Ranged Attack Roll: +8, range 150 ft. Hit: 26 (5d8 + 4) Fire damage. If the target is a flammable object that isn't being worn or carried, it starts burnin"
      },
      {
        "document": 2016,
        "excerpt": "27 (5d8 + 5)"
      },
      {
        "document": 2023,
        "excerpt": "22 (5d8)"
      },
      {
        "document": 2047,
        "excerpt": "32 (5d8 + 10)"
      },
      {
        "document": 2072,
        "excerpt": "32 (5d8 + 10)"
      }
    ],
    "600": [
      {
        "document": 343,
        "excerpt": "ignal Whistle produces a sound that can be heard up to 600 feet away."
      },
      {
        "document": 709,
        "excerpt": "Torpor (600 GP)"
      },
      {
        "document": 783,
        "excerpt": "A cloud of 600 oversized butterflies fills a 60-foot-high, 30-foot-radius Cylinder centered on the chosen point of orig"
      },
      {
        "document": 799,
        "excerpt": "600 lb."
      },
      {
        "document": 921,
        "excerpt": "600 lb."
      },
      {
        "document": 928,
        "excerpt": "Ammunition (Range 150/600; Arrow), Heavy, Two-Handed"
      },
      {
        "document": 960,
        "excerpt": "600"
      },
      {
        "document": 1088,
        "excerpt": "Ammunition (Range 150/600; Arrow)"
      },
      {
        "document": 1603,
        "excerpt": "nderous blast in a 30-foot Cone that is audible out to 600 feet. Each creature in the Cone makes a DC 15 Constitution saving throw. On a failed save, a creature ta"
      },
      {
        "document": 1722,
        "excerpt": "ause the staff to produce a thunderclap audible out to 600 feet. Every creature within a 60-foot Emanation originating from you makes a DC 17 Constitution saving t"
      },
      {
        "document": 1824,
        "excerpt": "ng damage. Longbow. Ranged Attack Roll: +4, range 150/600 ft. Hit: 6 (1d8 + 2) Piercing damage."
      },
      {
        "document": 1867,
        "excerpt": "damage. Great Bow. Ranged Attack Roll: +9, range 150/600 ft. Hit: 17 (2d10 + 6) Piercing damage plus 7 (2d6) Cold damage, and the target's Speed decreases by 10"
      },
      {
        "document": 1905,
        "excerpt": "g damage. Bone Bow. Ranged Attack Roll: +3, range 150/600 ft. Hit: 6 (1d10 + 1) Piercing damage."
      },
      {
        "document": 1929,
        "excerpt": "on damage. Longbow. Ranged Attack Roll: +4, range 150/600 ft. Hit: 6 (1d8 + 2) Piercing damage plus 5 (2d4) Poison damage."
      },
      {
        "document": 1930,
        "excerpt": "ng damage. Longbow. Ranged Attack Roll: +3, range 150/600 ft. Hit: 5 (1d8 + 1) Piercing damage plus 7 (3d4) Poison damage."
      },
      {
        "document": 2013,
        "excerpt": "ng damage. Longbow. Ranged Attack Roll: +4, range 150/600 ft. Hit: 6 (1d8 + 2) Piercing damage."
      },
      {
        "document": 2022,
        "excerpt": "ng Throw: DC 21, one creature the solar can see within 600 feet. Failure: If the creature has 100 Hit Points or fewer, it dies. It otherwise takes 24 (4d8 + 6) Pie"
      },
      {
        "document": 2070,
        "excerpt": "r Hybrid Form Only). Ranged Attack Roll: +4, range 150/600 ft. Hit: 11 (2d8 + 2) Piercing damage."
      },
      {
        "document": 2071,
        "excerpt": "r Hybrid Form Only). Ranged Attack Roll: +4, range 150/600 ft. Hit: 11 (2d8 + 2) Piercing damage."
      },
      {
        "document": 2073,
        "excerpt": "mage. Necrotic Bow. Ranged Attack Roll: +4, range 150/600 ft. Hit: 6 (1d8 + 2) Piercing damage plus 4 (1d8) Necrotic damage. Life Drain. Constitution Saving Thro"
      }
    ],
    "62000": [
      {
        "document": 1778,
        "excerpt": "62000"
      },
      {
        "document": 1780,
        "excerpt": "62000"
      }
    ],
    "697": [
      {
        "document": 2044,
        "excerpt": "697 (34d20 + 340)"
      }
    ],
    "6d10": [
      {
        "document": 1178,
        "excerpt": "he wall's space makes a Dexterity saving throw, taking 6d10 Force damage on a failed save or half as much damage on a successful one. A creature also makes that sav"
      },
      {
        "document": 1467,
        "excerpt": "ture in its area makes a Strength saving throw, taking 6d10 Bludgeoning damage on a failed save or half as much damage on a successful one. At the start of each of"
      },
      {
        "document": 1504,
        "excerpt": "kes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra"
      },
      {
        "document": 1772,
        "excerpt": "51 (6d10 + 18)"
      },
      {
        "document": 1773,
        "excerpt": "ature the dragon can see within 120 feet. Failure: 33 (6d10) Poison damage, and the target has Disadvantage on saving throws to maintain Concentration until the end"
      },
      {
        "document": 1786,
        "excerpt": "45 (6d10 + 12)"
      },
      {
        "document": 1824,
        "excerpt": "45 (6d10 + 12)"
      },
      {
        "document": 1869,
        "excerpt": "63 (6d10 + 30)"
      },
      {
        "document": 1887,
        "excerpt": "45 (6d10 + 12)"
      },
      {
        "document": 1896,
        "excerpt": "39 (6d10 + 6)"
      },
      {
        "document": 1933,
        "excerpt": "45 (6d10 + 12)"
      },
      {
        "document": 1946,
        "excerpt": "ature the kraken can see within 120 feet. Failure: 33 (6d10) Lightning damage. Success: Half damage. Swallow. Dexterity Saving Throw: DC 25, one creature Grappled"
      },
      {
        "document": 1961,
        "excerpt": "45 (6d10 + 12)"
      },
      {
        "document": 1964,
        "excerpt": "45 (6d10 + 12)"
      },
      {
        "document": 2003,
        "excerpt": "45 (6d10 + 12)"
      }
    ],
    "6d12": [
      {
        "document": 1205,
        "excerpt": "ght. The target makes a Dexterity saving throw, taking 6d12 Radiant damage on a failed save or half as much damage on a successful one. Until the spell ends, Brigh"
      }
    ],
    "6d4": [
      {
        "document": 1938,
        "excerpt": "21 (6d4 + 6)"
      }
    ],
    "6d6": [
      {
        "document": 855,
        "excerpt": "6d6"
      },
      {
        "document": 957,
        "excerpt": "21 (6d6)"
      },
      {
        "document": 959,
        "excerpt": "21 (6d6) Bludgeoning plus 36 (8d8) Piercing"
      },
      {
        "document": 961,
        "excerpt": "6d6 × 10 feet"
      },
      {
        "document": 970,
        "excerpt": "or take an action or a Bonus Action. Knock Out (Cost: 6d6). The target must succeed on a Constitution saving throw, or it has the Unconscious condition for 1 minu"
      },
      {
        "document": 1210,
        "excerpt": "short phrase as an answer. On a failed save, you take 6d6 Psychic damage and have the Incapacitated condition until you finish a Long Rest. A Greater Restoration"
      },
      {
        "document": 1356,
        "excerpt": "that you no longer fit within it) expels you and deals 6d6 Force damage to you. The stone's complete destruction (or transmutation into a different substance) expe"
      },
      {
        "document": 1621,
        "excerpt": "t use a Manual of Golems and attempts to read it takes 6d6 Psychic damage. To create a golem, you must spend the time shown on the table, working without interrup"
      },
      {
        "document": 1791,
        "excerpt": "e 80/320 ft. Hit: 8 (1d8 + 4) Piercing damage plus 21 (6d6) Poison damage."
      },
      {
        "document": 1806,
        "excerpt": "cks and other effects outside the behir, and takes 21 (6d6) Acid damage at the start of each of the behir's turns. If the behir takes 30 damage or more on a singl"
      },
      {
        "document": 1813,
        "excerpt": "ture in a 30-foot-long, 5-foot-wide Line. Failure: 21 (6d6) Lightning damage. Success: Half damage."
      },
      {
        "document": 1845,
        "excerpt": "of each of its turns, the Restrained target takes 21 (6d6) Thunder damage. At the end of each of its turns, the target repeats the save, ending the effect on its"
      },
      {
        "document": 1907,
        "excerpt": "21 (6d6)"
      },
      {
        "document": 1913,
        "excerpt": ": DC 11, each creature in a 15-foot Cone. Failure: 21 (6d6) Poison damage. Success: Half damage."
      },
      {
        "document": 1937,
        "excerpt": "21 (6d6)"
      },
      {
        "document": 1966,
        "excerpt": "Energy. Ranged Attack Roll: +9, range 60 ft. Hit: 25 (6d6 + 4) Necrotic damage. Dreadful Glare. Wisdom Saving Throw: DC 17, one creature the mummy can see within"
      },
      {
        "document": 1986,
        "excerpt": "oned, the target can't regain Hit Points and takes 21 (6d6) Poison damage at the start of each of its turns, and it repeats the save at the end of each of its turn"
      },
      {
        "document": 2028,
        "excerpt": "tic Ray. Ranged Attack Roll: +6, range 60 ft. Hit: 21 (6d6) Necrotic damage. Spellcasting. The naga casts one of the following spells, requiring no Somatic or Mat"
      }
    ],
    "6d8": [
      {
        "document": 1449,
        "excerpt": "ution saving throw. On a failed save, a creature takes 6d8 Radiant damage and has the Blinded condition until the start of your next turn. On a successful save, it"
      },
      {
        "document": 1763,
        "excerpt": "ature the dragon can see within 120 feet. Failure: 27 (6d8) Fire damage, and the target's Speed is halved until the end of its next turn. Failure or Success: The d"
      },
      {
        "document": 1783,
        "excerpt": "33 (6d8 + 6)"
      },
      {
        "document": 1796,
        "excerpt": "39 (6d8 + 12)"
      },
      {
        "document": 1809,
        "excerpt": "33 (6d8 + 6)"
      },
      {
        "document": 1817,
        "excerpt": "39 (6d8 + 12)"
      },
      {
        "document": 1820,
        "excerpt": "33 (6d8 + 6)"
      },
      {
        "document": 1841,
        "excerpt": "39 (6d8 + 12)"
      },
      {
        "document": 1905,
        "excerpt": "27 (6d8)"
      },
      {
        "document": 1985,
        "excerpt": "33 (6d8 + 6)"
      },
      {
        "document": 2007,
        "excerpt": "33 (6d8 + 6)"
      },
      {
        "document": 2020,
        "excerpt": "45 (6d8 + 18)"
      },
      {
        "document": 2030,
        "excerpt": "27 (6d8)"
      }
    ],
    "700": [
      {
        "document": 729,
        "excerpt": "9 Stirges (25 XP each), for 1,125 XP total - 1 Wight (700 XP), 1 Warhorse Skeleton (100 XP), and 6 Skeletons (50 XP each), for 1,100 XP total Example 3. A high-d"
      },
      {
        "document": 806,
        "excerpt": "700"
      },
      {
        "document": 814,
        "excerpt": "2,700"
      },
      {
        "document": 960,
        "excerpt": "1,700"
      },
      {
        "document": 1352,
        "excerpt": "from you into creatures around you. You restore up to 700 Hit Points, divided as you choose among any number of creatures that you can see within range. Creatures"
      },
      {
        "document": 1787,
        "excerpt": "3 (XP 700; PB +2)"
      },
      {
        "document": 1803,
        "excerpt": "3 (XP 700; PB +2)"
      },
      {
        "document": 1805,
        "excerpt": "3 (XP 700; PB +2)"
      },
      {
        "document": 1813,
        "excerpt": "3 (XP 700; PB +2)"
      },
      {
        "document": 1819,
        "excerpt": "3 (XP 700; PB +2)"
      },
      {
        "document": 1846,
        "excerpt": "3 (XP 700; PB +2)"
      },
      {
        "document": 1892,
        "excerpt": "3 (XP 700; PB +2)"
      },
      {
        "document": 1910,
        "excerpt": "3 (XP 700; PB +2)"
      },
      {
        "document": 1914,
        "excerpt": "3 (XP 700; PB +2)"
      },
      {
        "document": 1924,
        "excerpt": "3 (XP 700; PB +2)"
      },
      {
        "document": 1929,
        "excerpt": "3 (XP 700; PB +2)"
      },
      {
        "document": 1943,
        "excerpt": "3 (XP 700; PB +2)"
      },
      {
        "document": 1944,
        "excerpt": "3 (XP 700; PB +2)"
      },
      {
        "document": 1956,
        "excerpt": "3 (XP 700; PB +2)"
      },
      {
        "document": 1963,
        "excerpt": "3 (XP 700; PB +2)"
      },
      {
        "document": 1967,
        "excerpt": "3 (XP 700; PB +2)"
      },
      {
        "document": 1970,
        "excerpt": "3 (XP 700; PB +2)"
      },
      {
        "document": 1979,
        "excerpt": "3 (XP 700; PB +2)"
      },
      {
        "document": 1982,
        "excerpt": "3 (XP 700; PB +2)"
      },
      {
        "document": 2038,
        "excerpt": "3 (XP 700; PB +2)"
      },
      {
        "document": 2054,
        "excerpt": "3 (XP 700; PB +2)"
      },
      {
        "document": 2064,
        "excerpt": "3 (XP 700; PB +2)"
      },
      {
        "document": 2071,
        "excerpt": "3 (XP 700; PB +2)"
      },
      {
        "document": 2073,
        "excerpt": "3 (XP 700; PB +2)"
      },
      {
        "document": 2075,
        "excerpt": "3 (XP 700; PB +2)"
      }
    ],
    "7200": [
      {
        "document": 1806,
        "excerpt": "7200"
      },
      {
        "document": 1845,
        "excerpt": "7200"
      },
      {
        "document": 1856,
        "excerpt": "7200"
      },
      {
        "document": 1932,
        "excerpt": "7200"
      },
      {
        "document": 2002,
        "excerpt": "7200"
      },
      {
        "document": 2005,
        "excerpt": "7200"
      },
      {
        "document": 2024,
        "excerpt": "7200"
      }
    ],
    "750": [
      {
        "document": 389,
        "excerpt": "its purchase cost (round down). For example, you need 750 GP of raw materials to make Plate Armor, which sells for 1,500 GP. The GM determines whether appropriate"
      },
      {
        "document": 929,
        "excerpt": "750 GP"
      },
      {
        "document": 960,
        "excerpt": "750"
      },
      {
        "document": 1066,
        "excerpt": "750 GP"
      }
    ],
    "7d10": [
      {
        "document": 1272,
        "excerpt": "ure in the area makes a Dexterity saving throw, taking 7d10 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the area"
      },
      {
        "document": 1889,
        "excerpt": "45 (7d10 + 7)"
      },
      {
        "document": 1892,
        "excerpt": "52 (7d10 + 14)"
      },
      {
        "document": 1916,
        "excerpt": "59 (7d10 + 21)"
      },
      {
        "document": 1972,
        "excerpt": "52 (7d10 + 14)"
      },
      {
        "document": 1979,
        "excerpt": "59 (7d10 + 21)"
      },
      {
        "document": 1981,
        "excerpt": "59 (7d10 + 21)"
      },
      {
        "document": 1982,
        "excerpt": "45 (7d10 + 7)"
      },
      {
        "document": 2008,
        "excerpt": "52 (7d10 + 14)"
      }
    ],
    "7d12": [
      {
        "document": 1794,
        "excerpt": "59 (7d12 + 14)"
      }
    ],
    "7d4": [
      {
        "document": 2026,
        "excerpt": "24 (7d4 + 7)"
      }
    ],
    "7d6": [
      {
        "document": 711,
        "excerpt": "on makes a DC 14 Constitution saving throw, taking 24 (7d6) Poisson damage on a failed save or half as much damage on a successful one."
      },
      {
        "document": 720,
        "excerpt": "(2d6) at levels 5-10, 14 (4d6) at levels 11-16, or 24 (7d6) at levels 17-20."
      },
      {
        "document": 855,
        "excerpt": "7d6"
      },
      {
        "document": 1765,
        "excerpt": "eature the dragon can see within 90 feet. Failure: 24 (7d6) Psychic damage. Until the end of its next turn, the target rolls 1d6 whenever it makes an ability check"
      },
      {
        "document": 1778,
        "excerpt": "ature the dragon can see within 120 feet. Failure: 24 (7d6) Force damage, and the target has the Incapacitated condition and is transported to a harmless demiplane"
      },
      {
        "document": 1856,
        "excerpt": "Flame. Ranged Attack Roll: +8, range 120 ft. Hit: 24 (7d6) Fire damage. Spellcasting. The efreeti casts one of the following spells, requiring no Material compon"
      },
      {
        "document": 1873,
        "excerpt": "oot-radius Sphere centered on that point. Failure: 24 (7d6) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition. Success:"
      },
      {
        "document": 1946,
        "excerpt": "ks and other effects outside the kraken, and takes 24 (7d6) Acid damage at the start of each of its turns. If the kraken takes 50 damage or more on a single turn"
      },
      {
        "document": 1987,
        "excerpt": "int the planetar can see within 120 feet. Failure: 24 (7d6) Radiant damage. Success: Half damage. Spellcasting. The planetar casts one of the following spells, re"
      },
      {
        "document": 2000,
        "excerpt": ": DC 13, each creature in a 15-foot Cone. Failure: 24 (7d6) Fire damage. Success: Half damage."
      },
      {
        "document": 2079,
        "excerpt": "each 10 ft. Hit: 11 (2d6 + 4) Piercing damage plus 24 (7d6) Poison damage, and the target has the Poisoned condition until the start of the wyvern's next turn."
      }
    ],
    "7d8": [
      {
        "document": 1269,
        "excerpt": ". The target makes a Constitution saving throw, taking 7d8 + 30 Necrotic damage on a failed save or half as much damage on a successful one. A Humanoid killed by"
      },
      {
        "document": 1476,
        "excerpt": "ure in its area makes a Dexterity saving throw, taking 7d8 Piercing damage on a failed save or half as much damage on a successful one. A creature can move throug"
      },
      {
        "document": 1826,
        "excerpt": "w: DC 15, each creature in a 15-foot Cone. Failure: 31(7d8) Fire damage. Success: Half damage."
      },
      {
        "document": 1902,
        "excerpt": "52 (7d8 + 21)"
      },
      {
        "document": 1913,
        "excerpt": "38 (7d8 + 7)"
      },
      {
        "document": 1920,
        "excerpt": "creature the naga can see within 60 feet. Failure: 31 (7d8) Poison damage, and the target has the Blinded condition until the start of the naga's next turn. Succes"
      },
      {
        "document": 1922,
        "excerpt": "38 (7d8 + 7)"
      },
      {
        "document": 1992,
        "excerpt": "38 (7d8 + 7)"
      },
      {
        "document": 2011,
        "excerpt": "31 (7d8)"
      },
      {
        "document": 2014,
        "excerpt": "52 (7d8 + 21)"
      }
    ],
    "800": [
      {
        "document": 729,
        "excerpt": "nter for six level 15 characters has an XP budget of 7,800 × 6 , for a total of 46,800 XP. With that, you could build this encounter: - 2 Adult Red Dragons (18,00"
      },
      {
        "document": 799,
        "excerpt": "800 lb."
      },
      {
        "document": 806,
        "excerpt": "1,800"
      },
      {
        "document": 960,
        "excerpt": "7,800"
      },
      {
        "document": 1771,
        "excerpt": "5 (XP 1,800; PB +3)"
      },
      {
        "document": 1802,
        "excerpt": "5 (XP 1,800; PB +3)"
      },
      {
        "document": 1821,
        "excerpt": "5 (XP 1,800; PB +3)"
      },
      {
        "document": 1855,
        "excerpt": "5 (XP 1,800; PB +3)"
      },
      {
        "document": 1862,
        "excerpt": "5 (XP 1,800; PB +3)"
      },
      {
        "document": 1864,
        "excerpt": "5 (XP 1,800; PB +3)"
      },
      {
        "document": 1880,
        "excerpt": "5 (XP 1,800; PB +3)"
      },
      {
        "document": 1894,
        "excerpt": "5 (XP 1,800; PB +3)"
      },
      {
        "document": 1904,
        "excerpt": "5 (XP 1,800; PB +3)"
      },
      {
        "document": 1911,
        "excerpt": "5 (XP 1,800; PB +3)"
      },
      {
        "document": 1921,
        "excerpt": "5 (XP 1,800; PB +3)"
      },
      {
        "document": 1926,
        "excerpt": "5 (XP 1,800; PB +3)"
      },
      {
        "document": 1969,
        "excerpt": "5 (XP 1,800; PB +3)"
      },
      {
        "document": 1977,
        "excerpt": "5 (XP 1,800; PB +3)"
      },
      {
        "document": 2006,
        "excerpt": "5 (XP 1,800; PB +3)"
      },
      {
        "document": 2010,
        "excerpt": "5 (XP 1,800; PB +3)"
      },
      {
        "document": 2017,
        "excerpt": "5 (XP 1,800; PB +3)"
      },
      {
        "document": 2049,
        "excerpt": "5 (XP 1,800; PB +3)"
      },
      {
        "document": 2051,
        "excerpt": "5 (XP 1,800; PB +3)"
      },
      {
        "document": 2053,
        "excerpt": "5 (XP 1,800; PB +3)"
      },
      {
        "document": 2055,
        "excerpt": "5 (XP 1,800; PB +3)"
      },
      {
        "document": 2065,
        "excerpt": "5 (XP 1,800; PB +3)"
      },
      {
        "document": 2067,
        "excerpt": "5 (XP 1,800; PB +3)"
      },
      {
        "document": 2078,
        "excerpt": "5 (XP 1,800; PB +3)"
      },
      {
        "document": 2080,
        "excerpt": "5 (XP 1,800; PB +3)"
      }
    ],
    "8000": [
      {
        "document": 1790,
        "excerpt": "8000"
      }
    ],
    "8400": [
      {
        "document": 1859,
        "excerpt": "8400"
      }
    ],
    "8d10": [
      {
        "document": 979,
        "excerpt": "urtles through a nightmare landscape. The target takes 8d10 Psychic damage if it isn't a Fiend, and it has the Incapacitated condition until the end of your next tu"
      },
      {
        "document": 1711,
        "excerpt": "but isn't wholly engulfed and obliterated by it takes 8d10 Force damage. Controlling the Sphere. A Sphere of Annihilation is stationary until someone takes contro"
      },
      {
        "document": 1810,
        "excerpt": "68 (8d10 + 24)"
      },
      {
        "document": 1956,
        "excerpt": "68 (8d10 + 24)"
      },
      {
        "document": 1970,
        "excerpt": "68 (8d10 + 24)"
      },
      {
        "document": 1975,
        "excerpt": "68 (8d10 + 24)"
      },
      {
        "document": 1988,
        "excerpt": "68 (8d10 + 24)"
      },
      {
        "document": 2025,
        "excerpt": "ot Emanation originating from the sphinx. Failure: 44 (8d10) Thunder damage, and the target has the Prone condition. Success: Half damage only. Spellcasting. The s"
      }
    ],
    "8d12": [
      {
        "document": 1787,
        "excerpt": "68 (8d12 + 16)"
      },
      {
        "document": 1857,
        "excerpt": "76 (8d12 + 24)"
      },
      {
        "document": 1878,
        "excerpt": "60 (8d12 + 8)"
      },
      {
        "document": 1894,
        "excerpt": "92 (8d12 + 40)"
      }
    ],
    "8d4": [
      {
        "document": 764,
        "excerpt": "8d4 + 8"
      }
    ],
    "8d6": [
      {
        "document": 855,
        "excerpt": "8d6"
      },
      {
        "document": 1273,
        "excerpt": "d on that point makes a Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the area"
      },
      {
        "document": 1337,
        "excerpt": "ure in the Line makes a Dexterity saving throw, taking 8d6 Lightning damage on a failed save or half as much damage on a successful one. Using a Higher-Level Spel"
      },
      {
        "document": 1730,
        "excerpt": ". A Fiend or an Undead that touches the talisman takes 8d6 Radiant damage and takes the damage again each time it ends its turn holding or carrying the talisman."
      },
      {
        "document": 1732,
        "excerpt": "t a Fiend or an Undead that touches the talisman takes 8d6 Necrotic damage and takes the damage again each time it ends its turn holding or carrying the talisman."
      },
      {
        "document": 1921,
        "excerpt": ": DC 14, each creature in a 30-foot Cone. Failure: 28 (8d6) damage of the type chosen for the Draconic Origin trait. Success: Half damage."
      },
      {
        "document": 1968,
        "excerpt": "manation originating from the nalfeshnee. Failure: 28 (8d6) Psychic damage, and the target has the Frightened condition for 1 minute, until it takes damage, or unt"
      },
      {
        "document": 1997,
        "excerpt": "Emanation originating from the rakshasa. Failure: 28 (8d6) Psychic damage, and the target has the Frightened and Incapacitated conditions until the start of the r"
      }
    ],
    "8d8": [
      {
        "document": 959,
        "excerpt": "21 (6d6) Bludgeoning plus 36 (8d8) Piercing"
      },
      {
        "document": 1180,
        "excerpt": "within range makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one. A Plant creature automatica"
      },
      {
        "document": 1192,
        "excerpt": "in that area makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one. Using a Higher-Level Spell"
      },
      {
        "document": 1202,
        "excerpt": "ng from you makes a Constitution saving throw, taking 8d8 Cold damage on a failed save or half as much damage on a successful one. A creature killed by this spell"
      },
      {
        "document": 1206,
        "excerpt": "creature Restrained. On failed save, the target takes 8d8 damage of the spirit's type, and the target has the Restrained condition until the spell ends. At the st"
      },
      {
        "document": 1775,
        "excerpt": "ature the dragon can see within 120 feet. Failure: 36 (8d8) Fire damage, and the target's Speed is halved until the end of its next turn. Failure or Success: The d"
      },
      {
        "document": 1800,
        "excerpt": "52 (8d8 + 16)"
      },
      {
        "document": 1803,
        "excerpt": "52 (8d8 + 16)"
      },
      {
        "document": 1835,
        "excerpt": "60 (8d8 + 24)"
      },
      {
        "document": 1838,
        "excerpt": "44 (8d8 + 8)"
      },
      {
        "document": 1846,
        "excerpt": "52 (8d8 + 16)"
      },
      {
        "document": 1851,
        "excerpt": "44 (8d8 + 8)"
      },
      {
        "document": 1860,
        "excerpt": "44 (8d8 + 8)"
      },
      {
        "document": 1870,
        "excerpt": "36 (8d8)"
      },
      {
        "document": 1910,
        "excerpt": "60 (8d8 + 24)"
      },
      {
        "document": 1941,
        "excerpt": "Bolt. Ranged Attack Roll: +10, range 120 ft. Hit: 36 (8d8) Fire damage. Poison Breath (Recharge 6). Constitution Saving Throw: DC 18, each creature in a 60-foot"
      },
      {
        "document": 1944,
        "excerpt": "52 (8d8 + 16)"
      },
      {
        "document": 2022,
        "excerpt": "nge 120 ft. Hit: 22 (4d6 + 8) Slashing damage plus 36 (8d8) Radiant damage. Hit or Miss: The sword magically returns to the solar's hand or hovers within 5 feet of"
      },
      {
        "document": 2040,
        "excerpt": "28 (8d8 - 8)"
      },
      {
        "document": 2043,
        "excerpt": "36 (8d8)"
      },
      {
        "document": 2080,
        "excerpt": "84 (8d8 + 48)"
      }
    ],
    "900": [
      {
        "document": 806,
        "excerpt": "2,900"
      },
      {
        "document": 814,
        "excerpt": "900"
      },
      {
        "document": 960,
        "excerpt": "1,900"
      },
      {
        "document": 1509,
        "excerpt": "oats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 Bludgeoning damage each minute from pressure. A creature in the"
      },
      {
        "document": 1760,
        "excerpt": "10 (XP 5,900, or 7,200 in lair; PB +4)"
      },
      {
        "document": 1791,
        "excerpt": "8 (XP 3,900; PB +3)"
      },
      {
        "document": 1825,
        "excerpt": "8 (XP 3,900; PB +3)"
      },
      {
        "document": 1829,
        "excerpt": "8 (XP 3,900; PB +3)"
      },
      {
        "document": 1843,
        "excerpt": "10 (XP 5,900; PB +4)"
      },
      {
        "document": 1867,
        "excerpt": "8 (XP 3,900; PB +3)"
      },
      {
        "document": 1873,
        "excerpt": "7 (XP 2,900; PB +3)"
      },
      {
        "document": 1920,
        "excerpt": "10 (XP 5,900; PB +4)"
      },
      {
        "document": 1925,
        "excerpt": "8 (XP 3,900; PB +3)"
      },
      {
        "document": 1934,
        "excerpt": "8 (XP 3,900; PB +3)"
      },
      {
        "document": 1976,
        "excerpt": "7 (XP 2,900; PB +3)"
      },
      {
        "document": 2018,
        "excerpt": "7 (XP 2,900; PB +3)"
      },
      {
        "document": 2028,
        "excerpt": "8 (XP 3,900; PB +3)"
      },
      {
        "document": 2033,
        "excerpt": "7 (XP 2,900; PB +3)"
      },
      {
        "document": 2034,
        "excerpt": "10 (XP 5,900; PB +4)"
      },
      {
        "document": 2052,
        "excerpt": "8 (XP 3,900; PB +3)"
      },
      {
        "document": 2081,
        "excerpt": "7 (XP 2,900; PB +3)"
      },
      {
        "document": 2084,
        "excerpt": "8 (XP 3,900; PB +3)"
      },
      {
        "document": 2085,
        "excerpt": "7 (XP 2,900; PB +3)"
      },
      {
        "document": 2086,
        "excerpt": "10 (XP 5,900; PB +4)"
      },
      {
        "document": 2087,
        "excerpt": "8 (XP 3,900; PB +3)"
      },
      {
        "document": 2088,
        "excerpt": "10 (XP 5,900; PB +4)"
      }
    ],
    "9d10": [
      {
        "document": 1821,
        "excerpt": "94 (9d10 + 45)"
      },
      {
        "document": 1827,
        "excerpt": "76 (9d10 + 27)"
      },
      {
        "document": 1974,
        "excerpt": "85 (9d10 + 36)"
      },
      {
        "document": 2051,
        "excerpt": "94 (9d10 + 45)"
      },
      {
        "document": 2084,
        "excerpt": "ture in a 60-foot-long, 5-foot-wide Line. Failure: 49 (9d10) Lightning damage. Success: Half damage. Repulsion Breath. Strength Saving Throw: DC 15, each creature"
      }
    ],
    "9d12": [
      {
        "document": 1880,
        "excerpt": "85 (9d12 + 27)"
      }
    ],
    "9d6": [
      {
        "document": 703,
        "excerpt": "re makes a DC 17 Constitution saving throw, taking 31 (9d6) Poison damage on a failed save or half as much damage on a successful one."
      },
      {
        "document": 855,
        "excerpt": "9d6"
      },
      {
        "document": 954,
        "excerpt": "9d6"
      },
      {
        "document": 1722,
        "excerpt": "that Line makes a DC 17 Dexterity saving throw, taking 9d6 Lightning damage on a failed save or half as much damage on a successful one. Thunderclap. You can take"
      },
      {
        "document": 1777,
        "excerpt": "ature the dragon can see within 120 feet. Failure: 31 (9d6) Psychic damage. Until the end of its next turn, the target rolls 1d8 whenever it makes an ability check"
      },
      {
        "document": 1799,
        "excerpt": "oot Emanation originating from the balor. Failure: 31 (9d6) Fire damage plus 31 (9d6) Force damage. Success: Half damage. Failure or Success: If the balor dies out"
      },
      {
        "document": 1949,
        "excerpt": "foot Emanation originating from the lich. Failure: 31 (9d6) Necrotic damage. Success: Half damage. Failure or Success: The lich can't take this action again until"
      }
    ],
    "9d8": [
      {
        "document": 1805,
        "excerpt": "58 (9d8 + 18)"
      },
      {
        "document": 1807,
        "excerpt": "67 (9d8 + 27)"
      },
      {
        "document": 1868,
        "excerpt": "67 (9d8 + 27)"
      },
      {
        "document": 1924,
        "excerpt": "58 (9d8 + 18)"
      },
      {
        "document": 1929,
        "excerpt": "58 (9d8 + 18)"
      },
      {
        "document": 1962,
        "excerpt": "58 (9d8 + 18)"
      },
      {
        "document": 1967,
        "excerpt": "58 (9d8 + 18)"
      },
      {
        "document": 2078,
        "excerpt": "67 (9d8 + 27)"
      },
      {
        "document": 2085,
        "excerpt": "ture in a 40-foot-long, 5-foot-wide Line. Failure: 40 (9d8) Acid damage. Success: Half damage. Slowing Breath. Constitution Saving Throw: DC 14, each creature in"
      },
      {
        "document": 2090,
        "excerpt": ": DC 15, each creature in a 30-foot Cone. Failure: 40 (9d8) Cold damage. Success: Half damage."
      }
    ],
    "abandon": [
      {
        "document": 968,
        "excerpt": "ould probably take a more appropriate subclass or even abandon the class and adopt another one. If a Channel Divinity effect requires a saving throw, the DC equals th"
      }
    ],
    "abbreviations": [
      {
        "document": 577,
        "excerpt": "ersion of the fifth edition rules, consult the index. Abbreviations. The abbreviations listed below appear in this glossary and elsewhere in the rules."
      }
    ],
    "abduct": [
      {
        "document": 1819,
        "excerpt": "Abduct. The bugbear needn't spend extra movement to move a creature it is grappling."
      },
      {
        "document": 1820,
        "excerpt": "Abduct. The bugbear needn't spend extra movement to move a creature it is grappling."
      }
    ],
    "aberrant": [
      {
        "document": 1902,
        "excerpt": "Aberrant Ground. The ground in a 10-foot Emanation originating from the mouther is Difficult Terrain. Gibbering."
      }
    ],
    "aberration": [
      {
        "document": 947,
        "excerpt": "Aberration"
      },
      {
        "document": 1172,
        "excerpt": "space if that space is occupied. If the target is an Aberration, a Celestial, an Elemental, a Fey, or a Fiend, the target doesn't return if the spell lasts for 1 minute"
      },
      {
        "document": 1229,
        "excerpt": "nutes For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hall"
      },
      {
        "document": 1303,
        "excerpt": "s. Hallowed Ward. Choose any of these creature types: Aberration, Celestial, Elemental, Fey, Fiend, or Undead. Creatures of the chosen types can't willingly enter the ar"
      },
      {
        "document": 1760,
        "excerpt": "Large Aberration, Lawful Evil"
      },
      {
        "document": 1827,
        "excerpt": "Large Aberration, Chaotic Evil"
      },
      {
        "document": 1829,
        "excerpt": "Large Aberration, Chaotic Neutral"
      },
      {
        "document": 1840,
        "excerpt": "Small Aberration, Unaligned"
      },
      {
        "document": 1902,
        "excerpt": "Medium Aberration, Chaotic Neutral"
      },
      {
        "document": 1915,
        "excerpt": "Medium Aberration, Unaligned"
      },
      {
        "document": 1917,
        "excerpt": "Medium Aberration, Neutral Evil"
      },
      {
        "document": 1977,
        "excerpt": "Large Aberration, Neutral"
      },
      {
        "document": 2006,
        "excerpt": "Large Aberration, Neutral Evil"
      }
    ],
    "aberrations": [
      {
        "document": 181,
        "excerpt": "ing creature types, which have no rules of their own: Aberrations are utterly alien beings, such as aboleths and cloakers. Beasts are non-Humanoid natural creatures, lik"
      },
      {
        "document": 788,
        "excerpt": "Aberrations"
      },
      {
        "document": 940,
        "excerpt": "raditions, planes of existence, and certain creatures (Aberrations, Constructs, Elementals, Fey, and Monstrosities)"
      },
      {
        "document": 1281,
        "excerpt": "when you cast it. Choose one or more of the following: Aberrations, Celestials, Elementals, Fey, Fiends, and Undead. When a creature of a chosen type enters the spell's ar"
      },
      {
        "document": 1293,
        "excerpt": "vate it (for example, the glyph could be set to affect Aberrations). You can also set conditions for creatures that don't trigger the glyph, such as those who say a certai"
      },
      {
        "document": 1394,
        "excerpt": "ture you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants several benefits. Creatures of th"
      },
      {
        "document": 1451,
        "excerpt": "vate it (for example, the glyph could be set to affect Aberrations). You can also set conditions for creatures that don't trigger the glyph, such as those who say a certai"
      }
    ],
    "abide": [
      {
        "document": 62,
        "excerpt": "number of lighter objects, the GM might require you to abide by the rules for carrying capacity in \"Rules Glossary.\""
      }
    ],
    "abiding": [
      {
        "document": 972,
        "excerpt": ", pieces of forbidden knowledge that imbue you with an abiding magical ability or other lessons. You gain one invocation of your choice, such as Pact of the Tome. Invo"
      }
    ],
    "abilities": [
      {
        "document": 22,
        "excerpt": "'s spellcasting ability and Proficiency Bonus. Monster abilities that call for saves specify the DC."
      },
      {
        "document": 24,
        "excerpt": "The Attack Roll Abilities table shows which ability modifier to use for different types of attack rolls. Attack Roll Abilities S"
      },
      {
        "document": 29,
        "excerpt": "e Advantage or Disadvantage through the use of special abilities and actions. The GM can also decide that circumstances grant Advantage or impose Disadvantage."
      },
      {
        "document": 37,
        "excerpt": "feats, weapon properties, spells, magic items, monster abilities, and the like - that sometimes contradict a general rule. When an exception and a general rule disagree,"
      },
      {
        "document": 42,
        "excerpt": "overed by these actions. Many class features and other abilities provide additional action options, and you can improvise other actions. When you describe an action not"
      },
      {
        "document": 44,
        "excerpt": "Various class features, spells, and other abilities let you take an additional action on your turn called a Bonus Action. The Cunning Action feature, for e"
      },
      {
        "document": 45,
        "excerpt": "Certain special abilities, spells, and situations allow you to take a special action called a Reaction. A Reaction is an instant r"
      },
      {
        "document": 48,
        "excerpt": "The Six Abilities"
      },
      {
        "document": 85,
        "excerpt": "ntage against the target. In addition, spells, special abilities, and other effects can apply penalties or bonuses to your attack roll. 3: Resolve the Attack. Make the a"
      },
      {
        "document": 137,
        "excerpt": "Abilities"
      },
      {
        "document": 156,
        "excerpt": "nge Rating, follow these rules during combat: Special Abilities. If the monster has a special ability that deals a lot of damage but has a limited number of uses, such"
      },
      {
        "document": 174,
        "excerpt": "attacks a creature can make, as well as any additional abilities it can use, as part of the Attack action."
      },
      {
        "document": 229,
        "excerpt": "he instructions below and then assign them to your six abilities. \"Playing the Game\" explains what each ability means."
      },
      {
        "document": 230,
        "excerpt": "Standard Array. Use the following six scores for your abilities: 15, 14, 13, 12, 10, 8. Random Generation. Roll four d6s and record the total of the highest three dice"
      },
      {
        "document": 231,
        "excerpt": "s. The table puts the highest scores in a class's main abilities. If you used a different method to generate the scores, you may still use this table to guide where you"
      },
      {
        "document": 232,
        "excerpt": "ording to your background. Your background lists three abilities; increase one of those scores by 2 and a different one by 1, or increase all three by 1. None of these"
      },
      {
        "document": 245,
        "excerpt": "the broader populace by virtue of their extraordinary abilities. They learn their starting class features and choose a subclass. The threats they face usually pose a da"
      },
      {
        "document": 247,
        "excerpt": "racter does in the game depends on the character's six abilities. 4: Choose an Alignment. Alignment is a shorthand for your character's moral compass. 5: Fill in Details"
      },
      {
        "document": 254,
        "excerpt": "level in your current class. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in a single class."
      },
      {
        "document": 514,
        "excerpt": "Ritual, a spellcaster must have it prepared. Special Abilities. Some characters and monsters have special abilities that allow them to cast specific spells without a s"
      },
      {
        "document": 598,
        "excerpt": "eck is a D20 Test that represents using one of the six abilities - or a specific skill associated with an ability - to overcome a challenge. See also “Playing the Game”"
      },
      {
        "document": 609,
        "excerpt": "ks you to do so. See also “Playing the Game” (“The Six Abilities”)."
      },
      {
        "document": 692,
        "excerpt": "nwillingness or inability to exert a particular set of abilities. The character might feel enervated and unable to exert much Strength, for example, or become so suspici"
      },
      {
        "document": 725,
        "excerpt": "ypes of monsters work together, they can combine their abilities - just like characters with different classes and origins. A diverse force is more powerful. Reasons to"
      },
      {
        "document": 738,
        "excerpt": "1: Choose Abilities"
      },
      {
        "document": 742,
        "excerpt": "Attack Roll Abilities"
      },
      {
        "document": 980,
        "excerpt": "You stalk prey in the wilds and elsewhere, using your abilities as a Hunter to protect nature and people everywhere from forces that would destroy them."
      },
      {
        "document": 984,
        "excerpt": "dition to improving your agility and stealth, you gain abilities useful for delving into ruins and getting maximum benefit from the magic items you find there."
      },
      {
        "document": 988,
        "excerpt": "You are part of a lineage that grants you supernatural abilities. Choose a lineage from the Elven Lineages table. You gain the level 1 benefit of that lineage. When you"
      },
      {
        "document": 989,
        "excerpt": "You are part of a lineage that grants you supernatural abilities. Choose one of the following options; whichever one you choose, Intelligence, Wisdom, or Charisma is you"
      },
      {
        "document": 994,
        "excerpt": "the recipient of a legacy that grants you supernatural abilities. Choose a legacy from the Fiendish Legacies table. You gain the level 1 benefit of the chosen legacy. W"
      },
      {
        "document": 1194,
        "excerpt": "e original and has the same personality, memories, and abilities, but none of the original's equipment. The creature's original remains, if any, become inert and can't b"
      },
      {
        "document": 1488,
        "excerpt": "attack the charmer or target the charmer with damaging abilities or magical effects. Social Advantage. The charmer has Advantage on any ability check to interact with y"
      },
      {
        "document": 1559,
        "excerpt": "and on saving throws against their spells and special abilities."
      }
    ],
    "ability": [
      {
        "document": 2,
        "excerpt": "Ability Modifier"
      },
      {
        "document": 10,
        "excerpt": "Unlike other saving throws, this one isn't tied to an ability score. You're in the hands of fate now. Three Successes/Failures. Roll 1d20. If the roll is 10 or highe"
      },
      {
        "document": 13,
        "excerpt": "Add your Proficiency Bonus to an ability check when the GM determines that a skill or tool proficiency is relevant to the check and you have that"
      },
      {
        "document": 18,
        "excerpt": "The Difficulty Class of an ability check represents the task's difficulty. The more difficult the task, the higher its DC. The rules provid"
      },
      {
        "document": 20,
        "excerpt": "Ability Modifier"
      },
      {
        "document": 22,
        "excerpt": "ave, the DC is determined by the caster's spellcasting ability and Proficiency Bonus. Monster abilities that call for saves specify the DC."
      },
      {
        "document": 24,
        "excerpt": "Ability Modifier"
      },
      {
        "document": 33,
        "excerpt": "n (see the sidebar below) and roll a 3 and an 18 on an ability check that has Advantage or Disadvantage, you could expend your Heroic Inspiration to reroll one of thos"
      },
      {
        "document": 35,
        "excerpt": "s Glossary”) doubles the Proficiency Bonus for certain ability checks. Whenever the bonus is used, it can be multiplied only once and divided only once."
      },
      {
        "document": 36,
        "excerpt": "Most ability checks involve using a skill, which represents a category of things creatures try to do with an ability"
      },
      {
        "document": 38,
        "excerpt": "example uses for each skill proficiency as well as the ability check the skill most often applies to."
      },
      {
        "document": 40,
        "excerpt": "their Proficiency Bonus to saves that use a particular ability. For example, proficiency in Wisdom saves lets you add your Proficiency Bonus to your Wisdom saves. Some"
      },
      {
        "document": 41,
        "excerpt": "with a tool, you can add your Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in the skill that's also used with that check"
      },
      {
        "document": 44,
        "excerpt": "ction. You can take a Bonus Action only when a special ability, a spell, or another feature of the game states that you can do something as a Bonus Action. You otherwi"
      },
      {
        "document": 46,
        "excerpt": "ractions progress in two ways: through roleplaying and ability checks."
      },
      {
        "document": 48,
        "excerpt": "e physical and mental characteristics, as shown on the Ability Descriptions table. Ability Descriptions"
      },
      {
        "document": 49,
        "excerpt": "Ability Checks"
      },
      {
        "document": 59,
        "excerpt": "Ability Scores"
      },
      {
        "document": 70,
        "excerpt": "Ability Modifiers"
      },
      {
        "document": 81,
        "excerpt": "ome rules make an exception and tell you to round up. Ability Modifiers"
      },
      {
        "document": 92,
        "excerpt": "ls are called D20 Tests, and they come in three kinds: ability checks, saving throws, and attack rolls. They follow these steps: 4: Roll 1d20. You always want to roll"
      },
      {
        "document": 103,
        "excerpt": "Ability Checks"
      },
      {
        "document": 105,
        "excerpt": "Each weapon, spell, and damaging monster ability specifies the damage it deals. You roll the damage dice, add any modifiers, and deal the damage to your"
      },
      {
        "document": 106,
        "excerpt": "for the damage rather than 1d4, and add your relevant ability modifier. If the attack involves other damage dice, such as from the Rogue's Sneak Attack feature, you a"
      },
      {
        "document": 123,
        "excerpt": "tem may require the user to use their own spellcasting ability when casting a spell from the item. If the user has more than one spellcasting ability, the user chooses"
      },
      {
        "document": 153,
        "excerpt": "Ability Scores"
      },
      {
        "document": 154,
        "excerpt": "ecks. A skill bonus is the sum of a monster's relevant ability modifier and its Proficiency Bonus. Other modifiers might apply."
      },
      {
        "document": 156,
        "excerpt": "mbat: Special Abilities. If the monster has a special ability that deals a lot of damage but has a limited number of uses, such as a recharging breath weapon or a spe"
      },
      {
        "document": 161,
        "excerpt": "Hit Points, Speed, and Initiative are provided here. Ability Scores. A monster's ability scores, ability modifiers, and saving throws are listed here. Other Details"
      },
      {
        "document": 164,
        "excerpt": "Telepathy is a magical ability that allows a creature to communicate mentally with another creature within a specified range. See “Rule"
      },
      {
        "document": 166,
        "excerpt": "wise, a monster summoned by a spell or another magical ability is worth the XP noted in its stat block. Experience Points by Challenge Rating"
      },
      {
        "document": 175,
        "excerpt": "sts the spells and provides the monster's spellcasting ability, spell save DC (if any spells require a saving throw), and spell attack bonus (if any spells require an"
      },
      {
        "document": 229,
        "excerpt": "Step 3: Ability Scores"
      },
      {
        "document": 230,
        "excerpt": "Determine your ability scores by using one of the following three methods. Your GM might prefer you to use a particular one. S"
      },
      {
        "document": 231,
        "excerpt": "Assign Ability Scores"
      },
      {
        "document": 232,
        "excerpt": "Adjust Ability Scores"
      },
      {
        "document": 233,
        "excerpt": "Determine Ability Modifiers"
      },
      {
        "document": 240,
        "excerpt": "ency in, add your Proficiency Bonus to the appropriate ability modifier and note the total. Some players also like to note the modifier for saving throws they're not p"
      },
      {
        "document": 241,
        "excerpt": "rties of your weapons in “Equipment.” You add the same ability modifier you use for attacks with a weapon to your damage rolls with that weapon. Spellcasting. Note bo"
      },
      {
        "document": 243,
        "excerpt": "sheet that include your Proficiency Bonus. 5: Adjust Ability Modifiers. If you choose a feat that increases one or more of your ability scores, your ability modifier"
      },
      {
        "document": 246,
        "excerpt": ", and Raise Dead. Most weapon-focused classes gain the ability to make multiple attacks in a round. The characters now face dangers that threaten cities and kingdoms."
      },
      {
        "document": 247,
        "excerpt": "n also choose your character's languages. 3: Determine Ability Scores. Much of what your character does in the game depends on the character's six abilities. 4: Choose"
      },
      {
        "document": 255,
        "excerpt": "s, you must have a score of at least 13 in the primary ability of the new class and your current classes. For example, a Barbarian who decides to multiclass into the D"
      },
      {
        "document": 264,
        "excerpt": "with one of your classes, and you use the spellcasting ability of that class when you cast the spell. Cantrips. If a cantrip of yours increases in power at higher lev"
      },
      {
        "document": 271,
        "excerpt": "influences step 3, when you determine your character's ability scores. If you're having trouble choosing, the Ability Scores and Backgrounds table shows which backgrou"
      },
      {
        "document": 292,
        "excerpt": "Ability Scores"
      },
      {
        "document": 306,
        "excerpt": "with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with"
      },
      {
        "document": 318,
        "excerpt": "A Magnifying Glass grants Advantage on any ability check made to appraise or inspect a highly detailed item. Lighting a fire with a Magnifying Glass requir"
      },
      {
        "document": 350,
        "excerpt": "attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon."
      },
      {
        "document": 357,
        "excerpt": "e the saddle. A Military Saddle gives Advantage on any ability check you make to remain mounted. An Exotic Saddle is required for riding an aquatic or a flying mount."
      },
      {
        "document": 397,
        "excerpt": "creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per t"
      },
      {
        "document": 399,
        "excerpt": "ure, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the dam"
      },
      {
        "document": 404,
        "excerpt": "ure to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has th"
      },
      {
        "document": 412,
        "excerpt": "A tool helps you make specialized ability checks, craft certain items, or both. A tool's description includes the tool's cost and weight, as well"
      },
      {
        "document": 413,
        "excerpt": "iciency with a tool, add your Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in a skill that's used with that check, you h"
      },
      {
        "document": 415,
        "excerpt": "Ability: Intelligence Weight: 8 lb. Utilize: Identify a substance (DC 15), or start a fire (DC 15) Craft: Acid"
      },
      {
        "document": 416,
        "excerpt": "Ability: Intelligence Weight: 9 lb. Utilize: Detect poisoned drink (DC 15), or identify alcohol (DC 10) Craft:"
      },
      {
        "document": 417,
        "excerpt": "Ability: Dexterity Weight: 5 lb. Utilize: Write text with impressive flourishes that guard against forgery (DC"
      },
      {
        "document": 418,
        "excerpt": "Ability: Strength Weight: 6 lb. Utilize: Seal or pry open a door or container (DC 20) Craft: Club, Greatclub,"
      },
      {
        "document": 419,
        "excerpt": "Ability: Wisdom Weight: 6 lb. Utilize: Draft a map of a small area (DC 15) Craft: Map"
      },
      {
        "document": 421,
        "excerpt": "Ability: Dexterity Weight: 5 lb. Utilize: Modify footwear to give Advantage on the wearer's next Dexterity (Acr"
      },
      {
        "document": 422,
        "excerpt": "Ability: Wisdom Weight: 8 lb. Utilize: Improve food's flavor (DC 10), or detect spoiled or poisoned food (DC 15"
      },
      {
        "document": 423,
        "excerpt": "Ability: Intelligence Weight: 5 lb. Utilize: Discern what a glass object held in the past 24 hours (DC 15) Cra"
      },
      {
        "document": 424,
        "excerpt": "Ability: Intelligence Weight: 2 lb. Utilize: Discern a gem's value (DC 15) Craft: Arcane Focus, Holy Symbol"
      },
      {
        "document": 425,
        "excerpt": "Ability: Dexterity Weight: 5 lb. Utilize: Add a design to a leather item (DC 10) Craft: Sling, Whip, Hide Armo"
      },
      {
        "document": 426,
        "excerpt": "Ability: Strength Weight: 8 lb. Utilize: Chisel a symbol or hole in stone (DC 10) Craft: Block and Tackle"
      },
      {
        "document": 427,
        "excerpt": "Ability: Wisdom Weight: 5 lb. Utilize: Paint a recognizable image of something you've seen (DC 10) Craft: Drui"
      },
      {
        "document": 428,
        "excerpt": "Ability: Intelligence Weight: 3 lb. Utilize: Discern what a ceramic object held in the past 24 hours (DC 15) C"
      },
      {
        "document": 429,
        "excerpt": "Ability: Strength Weight: 8 lb. Utilize: Pry open a door or container (DC 20) Craft: Any Melee weapon (except"
      },
      {
        "document": 430,
        "excerpt": "Ability: Dexterity Weight: 10 lb. Utilize: Assemble a Tiny item composed of scrap, which falls apart in 1 minu"
      },
      {
        "document": 432,
        "excerpt": "Ability: Dexterity Weight: 5 lb. Utilize: Mend a tear in clothing (DC 10), or sew a Tiny design (DC 10) Craft"
      },
      {
        "document": 433,
        "excerpt": "Ability: Dexterity Weight: 5 lb. Utilize: Carve a pattern in wood (DC 10) Craft: Club, Greatclub, Quarterstaf"
      },
      {
        "document": 435,
        "excerpt": "Ability: Charisma Weight: 3 lb. Utilize: Apply makeup (DC 10) Craft: Costume"
      },
      {
        "document": 436,
        "excerpt": "Ability: Dexterity Weight: 5 lb. Utilize: Mimic 10 or fewer words of someone else's handwriting (DC 15), or du"
      },
      {
        "document": 437,
        "excerpt": "Ability: Wisdom Weight: - Utilize: Discern whether someone is cheating (DC 10), or win the game (DC 20) Varia"
      },
      {
        "document": 438,
        "excerpt": "Ability: Intelligence Weight: 3 lb. Utilize: Identify a plant (DC 10) Craft: Antitoxin, Candle, Healer's Kit,"
      },
      {
        "document": 439,
        "excerpt": "Ability: Charisma Weight: Varies Utilize: Play a known tune (DC 10), or improvise a song (DC 15) Variants: Ba"
      },
      {
        "document": 440,
        "excerpt": "Ability: Wisdom Weight: 2 lb. Utilize: Plot a course (DC 10), or determine position by stargazing (DC 15)"
      },
      {
        "document": 441,
        "excerpt": "Ability: Intelligence Weight: 2 lb. Utilize: Detect a poisoned object (DC 10) Craft: Basic Poison"
      },
      {
        "document": 443,
        "excerpt": "Ability: Dexterity Weight: 1 lb. Utilize: Pick a lock (DC 15), or disarm a trap (DC 15)"
      },
      {
        "document": 474,
        "excerpt": "While wearing a Costume, you have Advantage on any ability check you make to impersonate the person or type of person it represents."
      },
      {
        "document": 503,
        "excerpt": "e or all of a spell's effects. The spell specifies the ability that the target uses for the save and what happens on a success or failure. Here's how to calculate the"
      },
      {
        "document": 504,
        "excerpt": "our spells: Spell attack modifier = your spellcasting ability modifier + your Proficiency Bonus"
      },
      {
        "document": 517,
        "excerpt": "Hit Point maximum was reduced, it returns to normal. Ability Scores Restored. If any of your ability scores were reduced, they return to normal. Exhaustion Reduced."
      },
      {
        "document": 540,
        "excerpt": "it. If a target is forced to make a save and lacks the ability score used by it, the target automatically fails. See also “Playing the Game” (“D20 Tests”)."
      },
      {
        "document": 547,
        "excerpt": "skill is an area of specialization associated with an ability check. If you have proficiency in a skill, you can add your Proficiency Bonus when you make an ability c"
      },
      {
        "document": 554,
        "excerpt": "Speed,\" \"Climb Speed,\" \"Fly Speed,\" and \"Swim Speed.\" Ability Scores. A table provides the monster's ability scores, modifiers, and saving throw modifiers, all of whi"
      },
      {
        "document": 562,
        "excerpt": "Telepathy is a magical ability that allows a creature to communicate mentally with another creature within a specified range. Unless a"
      },
      {
        "document": 580,
        "excerpt": "y a damage threshold. See also “Damage Threshold.” No Ability Scores. An object lacks ability scores unless a rule assigns scores to the object. Without ability score"
      },
      {
        "document": 598,
        "excerpt": "Ability Check"
      },
      {
        "document": 604,
        "excerpt": "Tests encompass the three main d20 rolls of the game: ability checks, attack rolls, and saving throws. If something in the game affects D20 Tests, it affects all thre"
      },
      {
        "document": 609,
        "excerpt": "Ability Score and Modifier"
      },
      {
        "document": 617,
        "excerpt": "A Difficulty Class (DC) is the target number for an ability check or a saving throw. See also “Playing the Game” (“D20 Tests”)."
      },
      {
        "document": 627,
        "excerpt": "nces your use of a skill proficiency. When you make an ability check with a skill proficiency in which you have Expertise, your Proficiency Bonus is doubled for that c"
      },
      {
        "document": 632,
        "excerpt": "creature views you favorably. You have Advantage on an ability check to influence a Friendly creature. See also “Influence.”"
      },
      {
        "document": 637,
        "excerpt": "e Help action, you do one of the following. Assist an Ability Check. Choose one of your skill or tool proficiencies and one ally who is near enough for you to assist"
      },
      {
        "document": 644,
        "excerpt": "ure views you unfavorably. You have Disadvantage on an ability check to influence a Hostile creature. See also “Influence.”"
      },
      {
        "document": 645,
        "excerpt": "at blocks, and some spells and other effects grant the ability to hover. Hovering while flying prevents you from falling in certain circumstances. See also \"Flying.\""
      },
      {
        "document": 651,
        "excerpt": "interaction; this determination establishes whether an ability check is necessary, as explained below. Willing. If your urging aligns with the monster's desires, no a"
      },
      {
        "document": 660,
        "excerpt": "en the skill proficiencies a background grants and the ability scores it increases."
      },
      {
        "document": 667,
        "excerpt": "rses, whether as part of their origins or due to their ability to spread curses - werewolves being a prime example. You decide how a spell like Remove Curse affects a"
      },
      {
        "document": 692,
        "excerpt": "Effects. The character has Disadvantage on some or all ability checks for 1d10 × 10 hours, stemming from an unwillingness or inability to exert a particular set of abi"
      },
      {
        "document": 716,
        "excerpt": "tected, the trip wire can be easily cut or avoided (no ability check required). At Higher Levels. You can scale the trap for higher levels by increasing the damage an"
      },
      {
        "document": 717,
        "excerpt": "tected, the trip wire can be easily cut or avoided (no ability check required). Destroy the Net. Reducing the Net to 0 Hit Points frees any creature trapped in it (se"
      },
      {
        "document": 738,
        "excerpt": "round involving physical exertion. Constitution. This ability is ideal for a background that involves endurance or long hours of activity. Travel Terrain *Appropria"
      },
      {
        "document": 739,
        "excerpt": "Ability Check Examples"
      },
      {
        "document": 741,
        "excerpt": "Ability"
      },
      {
        "document": 742,
        "excerpt": "Ability"
      },
      {
        "document": 744,
        "excerpt": "Ability"
      },
      {
        "document": 745,
        "excerpt": "Help another creature’s ability check or attack roll, or administer first aid."
      },
      {
        "document": 746,
        "excerpt": "Ability Descriptions"
      },
      {
        "document": 747,
        "excerpt": "Ability Scores"
      },
      {
        "document": 750,
        "excerpt": "Ability Modifiers"
      },
      {
        "document": 793,
        "excerpt": "sful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature takes 10d6 Force"
      },
      {
        "document": 810,
        "excerpt": "Ability Score Point Costs"
      },
      {
        "document": 812,
        "excerpt": "Ability Scores and Modifiers"
      },
      {
        "document": 817,
        "excerpt": "Primary Ability"
      },
      {
        "document": 818,
        "excerpt": "Primary Ability"
      },
      {
        "document": 821,
        "excerpt": "Ability Scores and Backgrounds"
      },
      {
        "document": 824,
        "excerpt": "Ability Score Improvement"
      },
      {
        "document": 831,
        "excerpt": "Enhance Ability"
      },
      {
        "document": 839,
        "excerpt": "Ability Score Improvement"
      },
      {
        "document": 840,
        "excerpt": "Ability Score Improvement, Slow Fall"
      },
      {
        "document": 842,
        "excerpt": "Ability Score Improvement"
      },
      {
        "document": 848,
        "excerpt": "Ability Score Improvement"
      },
      {
        "document": 849,
        "excerpt": "Ability Score Improvement"
      },
      {
        "document": 851,
        "excerpt": "Enhance Ability"
      },
      {
        "document": 855,
        "excerpt": "Ability Score Improvement"
      },
      {
        "document": 858,
        "excerpt": "Ability Score Improvement"
      },
      {
        "document": 862,
        "excerpt": "Enhance Ability"
      },
      {
        "document": 871,
        "excerpt": "Ability Score Improvement"
      },
      {
        "document": 883,
        "excerpt": "Ability Score Improvement"
      },
      {
        "document": 887,
        "excerpt": "Enhance Ability"
      },
      {
        "document": 896,
        "excerpt": "Ability Score Improvement"
      },
      {
        "document": 900,
        "excerpt": "Enhance Ability"
      },
      {
        "document": 908,
        "excerpt": "Ability Score Improvement"
      },
      {
        "document": 912,
        "excerpt": "Enhance Ability"
      },
      {
        "document": 952,
        "excerpt": "Ability Check"
      },
      {
        "document": 962,
        "excerpt": "Primary Ability"
      },
      {
        "document": 963,
        "excerpt": "Primary Ability"
      },
      {
        "document": 964,
        "excerpt": "Primary Ability"
      },
      {
        "document": 965,
        "excerpt": "Primary Ability"
      },
      {
        "document": 966,
        "excerpt": "Primary Ability"
      },
      {
        "document": 967,
        "excerpt": "Primary Ability"
      },
      {
        "document": 968,
        "excerpt": "Primary Ability"
      },
      {
        "document": 969,
        "excerpt": "Primary Ability"
      },
      {
        "document": 970,
        "excerpt": "Primary Ability"
      },
      {
        "document": 971,
        "excerpt": "Primary Ability"
      },
      {
        "document": 972,
        "excerpt": "Primary Ability"
      },
      {
        "document": 973,
        "excerpt": "Primary Ability"
      },
      {
        "document": 976,
        "excerpt": "feet of yourself makes a damage roll or succeeds on an ability check or attack roll, you can take a Reaction to expend one use of your Bardic Inspiration; roll your Ba"
      },
      {
        "document": 977,
        "excerpt": "cast it once without a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest. Whenever you start casting the spell, you can modif"
      },
      {
        "document": 979,
        "excerpt": "h patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add 1d10 to your roll. You can do so after seeing t"
      },
      {
        "document": 984,
        "excerpt": "Spell Scroll, using Intelligence as your spellcasting ability for the spell. If the spell is a cantrip or a level 1 spell, you can cast it reliably. If the scroll con"
      },
      {
        "document": 985,
        "excerpt": "You gain the ability to heal yourself. As a Bonus Action, you can roll your Martial Arts die. You regain a number of Hit Poin"
      },
      {
        "document": 988,
        "excerpt": "cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots yo"
      },
      {
        "document": 989,
        "excerpt": "Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage):"
      },
      {
        "document": 990,
        "excerpt": "You have Advantage on any ability check you make to end the Grappled condition. You also count as one size larger when determining your ca"
      },
      {
        "document": 994,
        "excerpt": "cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots yo"
      },
      {
        "document": 995,
        "excerpt": "Ability Scores: Intelligence, Wisdom, Charisma Feat: Magic Initiate (Cleric) (see “Feats”) Skill Proficiencies"
      },
      {
        "document": 996,
        "excerpt": "Ability Scores: Dexterity, Constitution, Intelligence Feat: Alert (see “Feats”) Skill Proficiencies: Sleight o"
      },
      {
        "document": 997,
        "excerpt": "Ability Scores: Constitution, Intelligence, Wisdom Feat: Magic Initiate (Wizard) (see “Feats”) Skill Proficien"
      },
      {
        "document": 998,
        "excerpt": "Ability Scores: Strength, Dexterity, Constitution Feat: Savage Attacker (see “Feats”) Skill Proficiencies: Ath"
      },
      {
        "document": 999,
        "excerpt": "Ability Score Improvement"
      },
      {
        "document": 1002,
        "excerpt": "quisite: Level 19+) You gain the following benefits. Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30. Peerless Aim. When"
      },
      {
        "document": 1003,
        "excerpt": "quisite: Level 19+) You gain the following benefits. Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30. Blink Steps. Immedi"
      },
      {
        "document": 1004,
        "excerpt": "quisite: Level 19+) You gain the following benefits. Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30. Improve Fate. When"
      },
      {
        "document": 1005,
        "excerpt": "quisite: Level 19+) You gain the following benefits. Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 30. Overcome Defenses."
      },
      {
        "document": 1006,
        "excerpt": "ellcasting Feature) You gain the following benefits. Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 30. Free Ca"
      },
      {
        "document": 1007,
        "excerpt": "quisite: Level 19+) You gain the following benefits. Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30. Merge with Shadows."
      },
      {
        "document": 1008,
        "excerpt": "quisite: Level 19+) You gain the following benefits. Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30. Truesight. You have"
      },
      {
        "document": 1010,
        "excerpt": "h or Dexterity 13+) You gain the following benefits. Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20. Punch and Grab. Whe"
      },
      {
        "document": 1012,
        "excerpt": "Intelligence, Wisdom, or Charisma is your spellcasting ability for this feat's spells (choose when you select this feat). Level 1 Spell. Choose a level 1 spell from t"
      },
      {
        "document": 1015,
        "excerpt": "a weapon that has the Light property, you can add your ability modifier to the damage of that attack if you aren't already adding it to the damage."
      },
      {
        "document": 1153,
        "excerpt": "for your Unarmed Strike, and you use your spellcasting ability modifier for the attack and damage rolls rather than using Strength."
      },
      {
        "document": 1156,
        "excerpt": "creature type; Hit Points; Hit Point Dice; alignment; ability to communicate; and Intelligence, Wisdom, and Charisma scores. The target's actions are limited by the B"
      },
      {
        "document": 1158,
        "excerpt": "aximum number of objects is equal to your spellcasting ability modifier; for this number, a Medium or smaller target counts as one object, a Large target counts as tw"
      },
      {
        "document": 1163,
        "excerpt": "a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target, remaining within 5 feet of it. Grasping Hand. The hand attemp"
      },
      {
        "document": 1165,
        "excerpt": "akes Force damage equal to 4d12 plus your spellcasting ability modifier. On your later turns, you can take a Bonus Action to move the sword up to 30 feet to a spot yo"
      },
      {
        "document": 1170,
        "excerpt": "ature. The target gains an Intelligence of 10 and the ability to speak one language you know. If the target is a natural plant, it becomes a Plant creature and gains"
      },
      {
        "document": 1176,
        "excerpt": "of the following effects of your choice: - Choose one ability. The target has Disadvantage on ability checks and saving throws made with that ability. - The target ha"
      },
      {
        "document": 1182,
        "excerpt": "er plane can't perceive you unless they have a special ability that lets them perceive things on the Ethereal Plane. You return to the other plane at the start of you"
      },
      {
        "document": 1205,
        "excerpt": "egains Hit Points equal to 4d12 plus your spellcasting ability modifier. Searing Light. The target makes a Dexterity saving throw, taking 6d12 Radiant damage on a fai"
      },
      {
        "document": 1207,
        "excerpt": "es Psychic damage equal to 3d12 plus your spellcasting ability modifier, and the target has the Frightened condition until the start of your next turn, with both you a"
      },
      {
        "document": 1211,
        "excerpt": "mage and have the Poisoned condition. Also, choose one ability when you cast the spell. While Poisoned, the target has Disadvantage on saving throws made with the chos"
      },
      {
        "document": 1221,
        "excerpt": "mber of Hit Points equal to 2d8 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above"
      },
      {
        "document": 1236,
        "excerpt": "oing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell's level). On a successful check, the spell"
      },
      {
        "document": 1251,
        "excerpt": "Enhance Ability"
      },
      {
        "document": 1256,
        "excerpt": "e or interact with you unless a feature gives them the ability to do so. When the spell ends, you return to the plane you left in the spot that corresponds to your sp"
      },
      {
        "document": 1274,
        "excerpt": "takes Fire damage equal to 3d6 plus your spellcasting ability modifier. The flaming blade sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 f"
      },
      {
        "document": 1283,
        "excerpt": "urs You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target has Advantage on D20 Tests, and other cre"
      },
      {
        "document": 1290,
        "excerpt": ", including along ceilings, without needing to make an ability check. Actions Multiattack. The insect makes a number of attacks equal to half this spell's level (rou"
      },
      {
        "document": 1297,
        "excerpt": "rsed magic item - Any reduction to one of the target's ability scores - Any reduction to the target's Hit Point maximum"
      },
      {
        "document": 1300,
        "excerpt": "ll. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill."
      },
      {
        "document": 1308,
        "excerpt": "regains Hit Points equal to 2d4 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 2d4 for each spell slot level above"
      },
      {
        "document": 1309,
        "excerpt": "op the object, it has Disadvantage on attack rolls and ability checks until the start of your next turn. Using a Higher-Level Spell Slot. The damage increases by 1d8"
      },
      {
        "document": 1312,
        "excerpt": "gains Temporary Hit Points equal to your spellcasting ability modifier at the start of each of its turns. Using a Higher-Level Spell Slot. You can target one additio"
      },
      {
        "document": 1313,
        "excerpt": "never you hit it with an attack roll. Also, choose one ability when you cast the spell. The target has Disadvantage on ability checks made with the chosen ability. If"
      },
      {
        "document": 1351,
        "excerpt": "regains Hit Points equal to 5d8 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 1d8 for each spell slot level above"
      },
      {
        "document": 1353,
        "excerpt": "regain Hit Points equal to 2d4 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 1d4 for each spell slot level above"
      },
      {
        "document": 1354,
        "excerpt": "armed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be compl"
      },
      {
        "document": 1374,
        "excerpt": "rget takes 4d10 Psychic damage and has Disadvantage on ability checks and attack rolls for the duration. On a successful save, the target takes half as much damage, an"
      },
      {
        "document": 1377,
        "excerpt": "creature must follow your commands to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a m"
      },
      {
        "document": 1418,
        "excerpt": "Upon receiving your message, a creature can block your ability to reach it again with this spell for 8 hours. If you try to send another message during that time, you"
      },
      {
        "document": 1420,
        "excerpt": "scores; Hit Points; Hit Point Dice; proficiencies; and ability to communicate. If you have the Spellcasting feature, you retain it too. Upon shape-shifting, you deter"
      },
      {
        "document": 1424,
        "excerpt": "power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's"
      },
      {
        "document": 1433,
        "excerpt": "can add to the spell's damage equals your spellcasting ability modifier. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17"
      },
      {
        "document": 1437,
        "excerpt": "with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spe"
      },
      {
        "document": 1438,
        "excerpt": "e spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and along ceilings, while leaving its hands free. The tar"
      },
      {
        "document": 1441,
        "excerpt": "takes Force damage equal to 1d8 plus your spellcasting ability modifier. As a Bonus Action on your later turns, you can move the force up to 20 feet and repeat the at"
      },
      {
        "document": 1447,
        "excerpt": "armed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be compl"
      },
      {
        "document": 1451,
        "excerpt": "communication and has Disadvantage on attack rolls and ability checks. Fear. Each target must succeed on a Wisdom saving throw or have the Frightened condition for 1"
      },
      {
        "document": 1452,
        "excerpt": "uration: Concentration, up to 10 minutes You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell and as a Magic action on"
      },
      {
        "document": 1455,
        "excerpt": "nged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined"
      },
      {
        "document": 1460,
        "excerpt": ": 1 hour This spell grants the creature you touch the ability to understand any spoken or signed language that it hears or sees. Moreover, when the target communicate"
      },
      {
        "document": 1462,
        "excerpt": "Duration: Concentration, up to 1 minute You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both tr"
      },
      {
        "document": 1466,
        "excerpt": "the spell's casting. The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity. If the attack deals damage, it c"
      },
      {
        "document": 1468,
        "excerpt": "mand, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a"
      },
      {
        "document": 1478,
        "excerpt": "ten willing creatures of your choice within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respirat"
      },
      {
        "document": 1479,
        "excerpt": "piece of cork) Duration: 1 hour This spell grants the ability to move across any liquid surface - such as water, acid, mud, snow, quicksand, or lava - as if it were h"
      },
      {
        "document": 1487,
        "excerpt": ". Can't See. You can't see and automatically fail any ability check that requires sight. Attacks Affected. Attack rolls against you have Advantage, and your attack r"
      },
      {
        "document": 1488,
        "excerpt": "s. Social Advantage. The charmer has Advantage on any ability check to interact with you socially."
      },
      {
        "document": 1489,
        "excerpt": "Can't Hear. You can't hear and automatically fail any ability check that requires hearing."
      },
      {
        "document": 1491,
        "excerpt": "ened condition, you experience the following effects. Ability Checks and Attacks Affected. You have Disadvantage on ability checks and attack rolls while the source o"
      },
      {
        "document": 1497,
        "excerpt": "soned condition, you experience the following effect. Ability Checks and Attacks Affected. You have Disadvantage on attack rolls and ability checks."
      },
      {
        "document": 1555,
        "excerpt": "itself. The weapon uses your attack roll and adds your ability modifier to damage rolls. While the weapon hovers, you can take a Bonus Action to cause it to fly up to"
      },
      {
        "document": 1609,
        "excerpt": "l, spell save DC, spell attack bonus, and spellcasting ability of the original caster but is otherwise treated as if you cast the spell. The spell cast from the stone"
      },
      {
        "document": 1627,
        "excerpt": "escribed below. Balance. You can increase one of your ability scores by 2, to a maximum of 22, provided you also decrease another one of your ability scores by 2. You"
      },
      {
        "document": 1678,
        "excerpt": "l, spell save DC, spell attack bonus, and spellcasting ability of the original caster but is otherwise treated as if you cast the spell. The spell cast from the ring i"
      },
      {
        "document": 1698,
        "excerpt": "e shortens to a 50-foot length and grants Advantage on ability checks made to climb using the rope. The rope has AC 20, HP 20, and Immunity to Poison and Psychic dama"
      },
      {
        "document": 1709,
        "excerpt": "a higher level than you can normally cast, you make an ability check using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the"
      },
      {
        "document": 1715,
        "excerpt": "n the following table from it, using your spellcasting ability modifier. The table indicates how many charges you must expend to cast the spell. Regaining Charges. Th"
      },
      {
        "document": 1723,
        "excerpt": "ed save, the target has Disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution."
      },
      {
        "document": 1725,
        "excerpt": "lished agate is on your person, you gain a +1 bonus to ability checks and saving throws."
      },
      {
        "document": 1761,
        "excerpt": "rial components and using Charisma as the spellcasting ability (spell save DC 17, +9 to hit with spell attacks): At Will: Acid Arrow (level 3 version), Detect Magic,"
      },
      {
        "document": 1762,
        "excerpt": "rial components and using Charisma as the spellcasting ability (spell save DC 18): At Will: Detect Magic, Invisibility, Mage Hand, Shatter 1/Day Each: Scrying, Sendi"
      },
      {
        "document": 1763,
        "excerpt": "rial components and using Charisma as the spellcasting ability (spell save DC 16): At Will: Detect Magic, Minor Illusion, Scorching Ray, Shapechange (Beast or Humanoi"
      },
      {
        "document": 1764,
        "excerpt": "rial components and using Charisma as the spellcasting ability (spell save DC 17, +10 to hit with spell attacks): At Will: Detect Magic, Guiding Bolt (level 2 version"
      },
      {
        "document": 1765,
        "excerpt": "rial components and using Charisma as the spellcasting ability (spell save DC 17): At Will: Detect Magic, Mind Spike (level 4 version), Minor Illusion, Shapechange (B"
      },
      {
        "document": 1766,
        "excerpt": "rial components and using Charisma as the spellcasting ability (spell save DC 21, +13 to hit with spell attacks): At Will: Detect Magic, Guiding Bolt (level 2 version"
      },
      {
        "document": 1767,
        "excerpt": "rial components and using Charisma as the spellcasting ability (spell save DC 17): At Will: Detect Magic, Mind Spike (level 3 version) 1/Day: Geas"
      },
      {
        "document": 1768,
        "excerpt": "rial components and using Charisma as the spellcasting ability (spell save DC 20, +12 to hit with spell attacks): At Will: Command (level 2 version), Detect Magic, Sc"
      },
      {
        "document": 1769,
        "excerpt": "rial components and using Charisma as the spellcasting ability (spell save DC 19, +11 to hit with spell attacks): At Will: Detect Magic, Hold Monster, Ice Knife, Shap"
      },
      {
        "document": 1770,
        "excerpt": "ross and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn't cost it extra movement. Legendar"
      },
      {
        "document": 1773,
        "excerpt": "rial components and using Charisma as the spellcasting ability (spell save DC 21, +13 to hit with spell attacks): At Will: Acid Arrow (level 4 version), Detect Magic,"
      },
      {
        "document": 1774,
        "excerpt": "rial components and using Charisma as the spellcasting ability (spell save DC 22): At Will: Detect Magic, Invisibility, Mage Hand, Shatter (level 3 version) 1/Day Ea"
      },
      {
        "document": 1775,
        "excerpt": "rial components and using Charisma as the spellcasting ability (spell save DC 20): At Will: Detect Magic, Minor Illusion, Scorching Ray (level 3 version), Shapechange"
      },
      {
        "document": 1776,
        "excerpt": "rial components and using Charisma as the spellcasting ability (spell save DC 22, +14 to hit with spell attacks): At Will: Detect Magic, Guiding Bolt (level 2 version"
      },
      {
        "document": 1777,
        "excerpt": "rial components and using Charisma as the spellcasting ability (spell save DC 21): At Will: Detect Magic, Mind Spike (level 5 version), Minor Illusion, Shapechange (B"
      },
      {
        "document": 1778,
        "excerpt": "ial components and using Charisma as the spellcasting ability (spell save DC 24, +16 to hit with spell attacks): At Will: Detect Magic, Guiding Bolt (level 4 version"
      },
      {
        "document": 1779,
        "excerpt": "rial components and using Charisma as the spellcasting ability (spell save DC 21): At Will: Detect Magic, Mind Spike (level 5 version) 1/Day Each: Geas, Modify Memory"
      },
      {
        "document": 1780,
        "excerpt": "rial components and using Charisma as the spellcasting ability (spell save DC 23, +15 to hit with spell attacks): At Will: Command (level 2 version), Detect Magic, Sc"
      },
      {
        "document": 1781,
        "excerpt": "rial components and using Charisma as the spellcasting ability (spell save DC 23, +15 to hit with spell attacks): At Will: Detect Magic, Hold Monster, Ice Knife (leve"
      },
      {
        "document": 1782,
        "excerpt": "ross and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn't cost it extra movement. Legendar"
      },
      {
        "document": 1790,
        "excerpt": "llowing spells, using Intelligence as the spellcasting ability (spell save DC 17): At Will: Detect Magic, Detect Thoughts, Disguise Self, Invisibility, Light, Mage Ar"
      },
      {
        "document": 1810,
        "excerpt": ", including along ceilings, without needing to make an ability check."
      },
      {
        "document": 1829,
        "excerpt": "spell components and using Wisdom as the spellcasting ability. The spell ends early if the cloaker starts or ends its turn in Bright Light."
      },
      {
        "document": 1830,
        "excerpt": "rial components and using Charisma as the spellcasting ability (spell save DC 15): At Will: Detect Magic, Fog Cloud, Light 1/Day Each: Control Weather, Gaseous Form,"
      },
      {
        "document": 1832,
        "excerpt": "the GM's choice and has Advantage whenever it makes an ability check using that skill."
      },
      {
        "document": 1835,
        "excerpt": "spell components and using Wisdom as the spellcasting ability (spell save DC 15): At Will: Detect Evil and Good, Detect Magic, Detect Thoughts, Shapechange (Beast or"
      },
      {
        "document": 1838,
        "excerpt": "the following spells, using Wisdom as the spellcasting ability (spell save DC 12, +4 to hit with spell attacks): At Will: Light, Thaumaturgy 2/Day: Command 1/Day: H"
      },
      {
        "document": 1843,
        "excerpt": "rial components and using Charisma as the spellcasting ability (spell save DC 17): At Will: Detect Evil and Good, Shapechange (Beast or Humanoid form only, no Tempora"
      },
      {
        "document": 1845,
        "excerpt": "rial components and using Charisma as the spellcasting ability (spell save DC 17): At Will: Detect Evil and Good, Detect Magic 2/Day Each: Create Food and Water (can"
      },
      {
        "document": 1846,
        "excerpt": "pell components and using Charisma as the spellcasting ability (spell save DC 12). Unsettling Visage (Recharge 6). Wisdom Saving Throw: DC 12, each creature in a 15-f"
      },
      {
        "document": 1850,
        "excerpt": ", including along ceilings, without needing to make an ability check. Sunlight Sensitivity. While in sunlight, the drider has Disadvantage on ability checks and attac"
      },
      {
        "document": 1851,
        "excerpt": "the following spells, using Wisdom as the spellcasting ability (spell save DC 13): At Will: Druidcraft, Speak with Animals 2/Day Each: Entangle, Thunderwave 1/Day E"
      },
      {
        "document": 1852,
        "excerpt": "rial components and using Charisma as the spellcasting ability (spell save DC 14): At Will: Animal Friendship, Charm Monster (lasts 24 hours; ends early if the dryad"
      },
      {
        "document": 1853,
        "excerpt": "pell components and using Charisma as the spellcasting ability (spell save DC 10)."
      },
      {
        "document": 1856,
        "excerpt": "rial components and using Charisma as the spellcasting ability (spell save DC 16): At Will: Detect Magic, Elementalism 1/Day Each: Gaseous Form, Invisibility, Major"
      },
      {
        "document": 1860,
        "excerpt": ", including along ceilings, without needing to make an ability check. Web Walker. The ettercap ignores movement restrictions caused by webs, and the ettercap knows th"
      },
      {
        "document": 1864,
        "excerpt": "s Fire damage, it has Disadvantage on attack rolls and ability checks until the end of its next turn. Berserk. Whenever the golem starts its turn Bloodied, roll 1d6."
      },
      {
        "document": 1871,
        "excerpt": "pell components and using Charisma as the spellcasting ability. The ghost is visible on the Material Plane while on the Border Ethereal and vice versa, but it can't af"
      },
      {
        "document": 1884,
        "excerpt": "ssed. While in raven form, the figurine grants you the ability to cast Animal Messenger on it."
      },
      {
        "document": 1888,
        "excerpt": ", including along ceilings, without needing to make an ability check."
      },
      {
        "document": 1890,
        "excerpt": "spell components and using Wisdom as the spellcasting ability: At Will: Detect Evil and Good, Detect Magic 1/Day: Clairvoyance"
      },
      {
        "document": 1895,
        "excerpt": ", including along ceilings, without needing to make an ability check. Web Walker. The spider ignores movement restrictions caused by webs, and it knows the location o"
      },
      {
        "document": 1901,
        "excerpt": ", including along ceilings, without needing to make an ability check."
      },
      {
        "document": 1903,
        "excerpt": "components and using Intelligence as the spellcasting ability (spell save DC 16): At Will: Darkness, Detect Magic, Dispel Magic 1/Day Each: Confusion, Fly, Power Wo"
      },
      {
        "document": 1914,
        "excerpt": "sting time, and using Intelligence as the spellcasting ability (spell save DC 11): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag"
      },
      {
        "document": 1920,
        "excerpt": "terial components and using Wisdom as the spellcasting ability (spell save DC 16): At Will: Thaumaturgy 1/Day Each: Clairvoyance, Cure Wounds (level 6 version), Flam"
      },
      {
        "document": 1936,
        "excerpt": "components and using Intelligence as the spellcasting ability (spell save DC 17)."
      },
      {
        "document": 1937,
        "excerpt": "pell components and using Charisma as the spellcasting ability. Frost Breath (Recharge 6). Constitution Saving Throw: DC 10, each creature in a 15-foot Cone. Failure:"
      },
      {
        "document": 1938,
        "excerpt": "pell components and using Charisma as the spellcasting ability. Shape-Shift. The imp shape-shifts to resemble a rat (Speed 20 ft.), a raven (20 ft., Fly 60 ft.), or a"
      },
      {
        "document": 1939,
        "excerpt": "rial components and using Charisma as the spellcasting ability (spell save DC 15): At Will: Disguise Self, Etherealness 1/Day Each: Dream, Hypnotic Pattern"
      },
      {
        "document": 1945,
        "excerpt": "ity. While in sunlight, the kobold has Disadvantage on ability checks and attack rolls."
      },
      {
        "document": 1947,
        "excerpt": "rial components and using Charisma as the spellcasting ability (spell save DC 13): At Will: Disguise Self (can appear as a Large or Medium biped), Minor Illusion 1/D"
      },
      {
        "document": 1949,
        "excerpt": "llowing spells, using Intelligence as the spellcasting ability (spell save DC 20): At Will: Detect Magic, Detect Thoughts, Dispel Magic, Fireball (level 5 version), I"
      },
      {
        "document": 1951,
        "excerpt": ", including along ceilings, without needing to make an ability check."
      },
      {
        "document": 1952,
        "excerpt": "llowing spells, using Intelligence as the spellcasting ability (spell save DC 14): At Will: Detect Magic, Light, Mage Armor (included in AC), Mage Hand, Prestidigitat"
      },
      {
        "document": 1962,
        "excerpt": "o the mimic has the Grappled condition (escape DC 13). Ability checks made to escape this grapple have Disadvantage."
      },
      {
        "document": 1966,
        "excerpt": "terial components and using Wisdom as the spellcasting ability (spell save DC 17, +9 to hit with spell attacks): At Will: Dispel Magic, Thaumaturgy 1/Day Each: Anima"
      },
      {
        "document": 1969,
        "excerpt": "sting time, and using Intelligence as the spellcasting ability (spell save DC 14): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag"
      },
      {
        "document": 1972,
        "excerpt": ", including along ceilings, without needing to make an ability check."
      },
      {
        "document": 1976,
        "excerpt": "rial components and using Charisma as the spellcasting ability (spell save DC 13): 1/Day Each: Charm Person (level 2 version), Darkness, Gaseous Form, Sleep"
      },
      {
        "document": 1982,
        "excerpt": ", including along ceilings, without needing to make an ability check. Web Walker. The spider ignores movement restrictions caused by webs, and the spider knows the lo"
      },
      {
        "document": 1986,
        "excerpt": "rial components and using Charisma as the spellcasting ability (spell save DC 21). It can replace one Fireball with Hold Monster (level 7 version) or Wall of Fire."
      },
      {
        "document": 1987,
        "excerpt": "Material components and using Charisma as spellcasting ability (spell save DC 20): At Will: Detect Evil and Good 1/Day Each: Commune, Control Weather, Dispel Evil an"
      },
      {
        "document": 1991,
        "excerpt": "the following spells, using Wisdom as the spellcasting ability: At Will: Light, Thaumaturgy"
      },
      {
        "document": 1992,
        "excerpt": "the following spells, using Wisdom as the spellcasting ability (spell save DC 13): At Will: Light, Thaumaturgy 1/Day: Spirit Guardians"
      },
      {
        "document": 1996,
        "excerpt": "pell components and using Charisma as the spellcasting ability. Scare (1/Day). Wisdom Saving Throw: DC 10, one creature within 20 feet. Failure: The target has the Fr"
      },
      {
        "document": 1997,
        "excerpt": "rial components and using Charisma as the spellcasting ability (spell save DC 18): At Will: Detect Magic, Detect Thoughts, Disguise Self, Mage Hand, Minor Illusion 1"
      },
      {
        "document": 2006,
        "excerpt": ", including along ceilings, without needing to make an ability check."
      },
      {
        "document": 2014,
        "excerpt": "sting time, and using Intelligence as the spellcasting ability (spell save DC 11): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag"
      },
      {
        "document": 2018,
        "excerpt": "o spell components and using the caster's spellcasting ability. The stored spell is then lost."
      },
      {
        "document": 2022,
        "excerpt": "rial components and using Charisma as the spellcasting ability (spell save DC 25): At Will: Detect Evil and Good 1/Day Each: Commune, Control Weather, Dispel Evil an"
      },
      {
        "document": 2023,
        "excerpt": "ty. While in sunlight, the specter has Disadvantage on ability checks and attack rolls."
      },
      {
        "document": 2024,
        "excerpt": "components and using Intelligence as the spellcasting ability (spell save DC 16): At Will: Detect Magic, Identify, Mage Hand, Minor Illusion, Prestidigitation 1/Day"
      },
      {
        "document": 2025,
        "excerpt": "terial components and using Wisdom as the spellcasting ability (spell save DC 20): At Will: Detect Evil and Good, Thaumaturgy 1/Day Each: Detect Magic, Dispel Magic,"
      },
      {
        "document": 2026,
        "excerpt": "The sphinx or another creature within 30 feet makes an ability check or a saving throw. Response: The sphinx adds 2 to the roll."
      },
      {
        "document": 2027,
        "excerpt": ", including along ceilings, without needing to make an ability check. Web Walker. The spider ignores movement restrictions caused by webs, and the spider knows the lo"
      },
      {
        "document": 2028,
        "excerpt": "components and using Intelligence as the spellcasting ability (spell save DC 14): At Will: Detect Magic, Mage Hand, Minor Illusion, Water Breathing 2/Day Each: Dete"
      },
      {
        "document": 2029,
        "excerpt": "pell components and using Charisma as the spellcasting ability."
      },
      {
        "document": 2034,
        "excerpt": "components and using Constitution as the spellcasting ability (spell save DC 17)."
      },
      {
        "document": 2035,
        "excerpt": "terial components and using Wisdom as the spellcasting ability (spell save DC 18): At Will: Detect Magic, Light 1/Day: Control Weather"
      },
      {
        "document": 2036,
        "excerpt": "pell components and using Charisma as the spellcasting ability (spell save DC 15). Draining Kiss. Constitution Saving Throw: DC 15, one creature Charmed by the succub"
      },
      {
        "document": 2039,
        "excerpt": ", including along ceilings, without needing to make an ability check. Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move thro"
      },
      {
        "document": 2042,
        "excerpt": "n. While Deafened, the target also has Disadvantage on ability checks and attack rolls."
      },
      {
        "document": 2053,
        "excerpt": "pell components and using Charisma as the spellcasting ability (spell save DC 14): At Will: Detect Evil and Good, Druidcraft 1/Day Each: Calm Emotions, Dispel Evil a"
      },
      {
        "document": 2055,
        "excerpt": ", including along ceilings, without needing to make an ability check. Vampire Weakness. The vampire has these weaknesses: Forbiddance. The vampire can't enter a resi"
      },
      {
        "document": 2056,
        "excerpt": ", including along ceilings, without needing to make an ability check. Vampire Weakness. The vampire has these weaknesses: Forbiddance. The vampire can't enter a resi"
      },
      {
        "document": 2072,
        "excerpt": "ross and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn't cost it extra movement."
      },
      {
        "document": 2073,
        "excerpt": "vity. While in sunlight, the wight has Disadvantage on ability checks and attack rolls."
      },
      {
        "document": 2078,
        "excerpt": "ity. While in sunlight, the wraith has Disadvantage on ability checks and attack rolls."
      },
      {
        "document": 2090,
        "excerpt": "ross and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn't cost it extra movement."
      }
    ],
    "abjuration": [
      {
        "document": 829,
        "excerpt": "Abjuration"
      },
      {
        "document": 830,
        "excerpt": "Abjuration"
      },
      {
        "document": 831,
        "excerpt": "Abjuration"
      },
      {
        "document": 832,
        "excerpt": "Abjuration"
      },
      {
        "document": 833,
        "excerpt": "Abjuration"
      },
      {
        "document": 834,
        "excerpt": "Abjuration"
      },
      {
        "document": 835,
        "excerpt": "Abjuration"
      },
      {
        "document": 836,
        "excerpt": "Abjuration"
      },
      {
        "document": 843,
        "excerpt": "Abjuration"
      },
      {
        "document": 844,
        "excerpt": "Abjuration"
      },
      {
        "document": 845,
        "excerpt": "Abjuration"
      },
      {
        "document": 846,
        "excerpt": "Abjuration"
      },
      {
        "document": 847,
        "excerpt": "Abjuration"
      },
      {
        "document": 850,
        "excerpt": "Abjuration"
      },
      {
        "document": 851,
        "excerpt": "Abjuration"
      },
      {
        "document": 852,
        "excerpt": "Abjuration"
      },
      {
        "document": 853,
        "excerpt": "Abjuration"
      },
      {
        "document": 854,
        "excerpt": "Abjuration"
      },
      {
        "document": 860,
        "excerpt": "Abjuration"
      },
      {
        "document": 863,
        "excerpt": "Abjuration"
      },
      {
        "document": 864,
        "excerpt": "Abjuration"
      },
      {
        "document": 866,
        "excerpt": "Abjuration"
      },
      {
        "document": 873,
        "excerpt": "Abjuration"
      },
      {
        "document": 875,
        "excerpt": "Abjuration"
      },
      {
        "document": 876,
        "excerpt": "Abjuration"
      },
      {
        "document": 877,
        "excerpt": "Abjuration"
      },
      {
        "document": 878,
        "excerpt": "Abjuration"
      },
      {
        "document": 882,
        "excerpt": "Abjuration"
      },
      {
        "document": 886,
        "excerpt": "Abjuration"
      },
      {
        "document": 887,
        "excerpt": "Abjuration"
      },
      {
        "document": 888,
        "excerpt": "Abjuration"
      },
      {
        "document": 889,
        "excerpt": "Abjuration"
      },
      {
        "document": 890,
        "excerpt": "Abjuration"
      },
      {
        "document": 891,
        "excerpt": "Abjuration"
      },
      {
        "document": 892,
        "excerpt": "Abjuration"
      },
      {
        "document": 893,
        "excerpt": "Abjuration"
      },
      {
        "document": 894,
        "excerpt": "Abjuration"
      },
      {
        "document": 895,
        "excerpt": "Abjuration"
      },
      {
        "document": 899,
        "excerpt": "Abjuration"
      },
      {
        "document": 900,
        "excerpt": "Abjuration"
      },
      {
        "document": 901,
        "excerpt": "Abjuration"
      },
      {
        "document": 902,
        "excerpt": "Abjuration"
      },
      {
        "document": 903,
        "excerpt": "Abjuration"
      },
      {
        "document": 904,
        "excerpt": "Abjuration"
      },
      {
        "document": 905,
        "excerpt": "Abjuration"
      },
      {
        "document": 906,
        "excerpt": "Abjuration"
      },
      {
        "document": 907,
        "excerpt": "Abjuration"
      },
      {
        "document": 910,
        "excerpt": "Abjuration"
      },
      {
        "document": 911,
        "excerpt": "Abjuration"
      },
      {
        "document": 912,
        "excerpt": "Abjuration"
      },
      {
        "document": 913,
        "excerpt": "Abjuration"
      },
      {
        "document": 914,
        "excerpt": "Abjuration"
      },
      {
        "document": 915,
        "excerpt": "Abjuration"
      },
      {
        "document": 916,
        "excerpt": "Abjuration"
      },
      {
        "document": 917,
        "excerpt": "Abjuration"
      },
      {
        "document": 918,
        "excerpt": "Abjuration"
      },
      {
        "document": 919,
        "excerpt": "Abjuration"
      },
      {
        "document": 936,
        "excerpt": "Abjuration"
      },
      {
        "document": 1151,
        "excerpt": "Abjuration"
      },
      {
        "document": 1152,
        "excerpt": "Abjuration"
      },
      {
        "document": 1159,
        "excerpt": "Abjuration"
      },
      {
        "document": 1160,
        "excerpt": "Abjuration"
      },
      {
        "document": 1164,
        "excerpt": "Abjuration"
      },
      {
        "document": 1169,
        "excerpt": "Abjuration"
      },
      {
        "document": 1172,
        "excerpt": "Abjuration"
      },
      {
        "document": 1174,
        "excerpt": "Abjuration"
      },
      {
        "document": 1212,
        "excerpt": "Abjuration"
      },
      {
        "document": 1216,
        "excerpt": "Abjuration"
      },
      {
        "document": 1221,
        "excerpt": "Abjuration"
      },
      {
        "document": 1226,
        "excerpt": "Abjuration"
      },
      {
        "document": 1236,
        "excerpt": "Abjuration"
      },
      {
        "document": 1281,
        "excerpt": "Abjuration"
      },
      {
        "document": 1284,
        "excerpt": "Abjuration"
      },
      {
        "document": 1292,
        "excerpt": "Abjuration"
      },
      {
        "document": 1293,
        "excerpt": "Abjuration"
      },
      {
        "document": 1297,
        "excerpt": "Abjuration"
      },
      {
        "document": 1299,
        "excerpt": "Abjuration"
      },
      {
        "document": 1303,
        "excerpt": "Abjuration"
      },
      {
        "document": 1307,
        "excerpt": "Abjuration"
      },
      {
        "document": 1308,
        "excerpt": "Abjuration"
      },
      {
        "document": 1317,
        "excerpt": "Abjuration"
      },
      {
        "document": 1324,
        "excerpt": "Abjuration"
      },
      {
        "document": 1334,
        "excerpt": "Abjuration"
      },
      {
        "document": 1342,
        "excerpt": "Abjuration"
      },
      {
        "document": 1344,
        "excerpt": "Abjuration"
      },
      {
        "document": 1351,
        "excerpt": "Abjuration"
      },
      {
        "document": 1352,
        "excerpt": "Abjuration"
      },
      {
        "document": 1353,
        "excerpt": "Abjuration"
      },
      {
        "document": 1360,
        "excerpt": "Abjuration"
      },
      {
        "document": 1370,
        "excerpt": "Abjuration"
      },
      {
        "document": 1371,
        "excerpt": "Abjuration"
      },
      {
        "document": 1377,
        "excerpt": "Abjuration"
      },
      {
        "document": 1385,
        "excerpt": "Abjuration"
      },
      {
        "document": 1388,
        "excerpt": "Abjuration"
      },
      {
        "document": 1389,
        "excerpt": "Abjuration"
      },
      {
        "document": 1393,
        "excerpt": "Abjuration"
      },
      {
        "document": 1394,
        "excerpt": "Abjuration"
      },
      {
        "document": 1395,
        "excerpt": "Abjuration"
      },
      {
        "document": 1403,
        "excerpt": "Abjuration"
      },
      {
        "document": 1404,
        "excerpt": "Abjuration"
      },
      {
        "document": 1405,
        "excerpt": "Abjuration"
      },
      {
        "document": 1411,
        "excerpt": "Abjuration"
      },
      {
        "document": 1422,
        "excerpt": "Abjuration"
      },
      {
        "document": 1423,
        "excerpt": "Abjuration"
      },
      {
        "document": 1451,
        "excerpt": "Abjuration"
      },
      {
        "document": 1477,
        "excerpt": "Abjuration"
      }
    ],
    "abjure": [
      {
        "document": 842,
        "excerpt": "Abjure Foes"
      },
      {
        "document": 968,
        "excerpt": "Abjure Foes"
      }
    ],
    "ablaze": [
      {
        "document": 1581,
        "excerpt": "m Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the"
      },
      {
        "document": 1954,
        "excerpt": "Ignited Illumination. The magmin sets itself ablaze or extinguishes its flames. While ablaze, the magmin sheds Bright Light in a 10-foot radius and Dim Ligh"
      }
    ],
    "able": [
      {
        "document": 47,
        "excerpt": "GM's portrayal of the NPC's personality. You might be able to learn an NPC's goals and then use that information to influence the NPC. If you offer NPCs something"
      },
      {
        "document": 68,
        "excerpt": "on the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day. \"Equipment\" includes vehicles for sale."
      },
      {
        "document": 74,
        "excerpt": "t. Communicating. You can communicate however you are able - through brief utterances and gestures - as you take your turn. Doing so uses neither your action nor y"
      },
      {
        "document": 117,
        "excerpt": "n. For example, a character with only one arm might be able to use a single Glove of Missile Snaring so long as the matching glove is on their person."
      },
      {
        "document": 514,
        "excerpt": "sting is usually limited in another way, such as being able to cast the spell a limited number of times per day. Magic Items. Spell Scrolls and some other magic it"
      },
      {
        "document": 562,
        "excerpt": "this communication, but the contacted creature must be able to understand at least one language or be telepathic itself to understand. A telepath doesn't need to s"
      },
      {
        "document": 670,
        "excerpt": "a curse should know why they're being punished and be able to learn how to end their curse, likely by symbolically righting the wrong they committed. How a spell l"
      },
      {
        "document": 694,
        "excerpt": "dden stash. Characters with criminal contacts might be able to acquire poison easily. Other characters might have to make extensive inquiries and pay bribes before"
      },
      {
        "document": 1367,
        "excerpt": "describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the de"
      },
      {
        "document": 1376,
        "excerpt": "ect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services. Payment can take a variety of forms. A Ce"
      },
      {
        "document": 1451,
        "excerpt": "t 30 feet away from the glyph on each of its turns, if able. Pain. Each target must succeed on a Constitution saving throw or have the Incapacitated condition for"
      },
      {
        "document": 1509,
        "excerpt": "t in a row at the far end, each in a neutral position, able to move up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster."
      },
      {
        "document": 1864,
        "excerpt": "a DC 15 Charisma (Persuasion) check; the golem must be able to hear its creator. If this check succeeds, the golem ceases being berserk until the start of its next"
      }
    ],
    "aboard": [
      {
        "document": 1582,
        "excerpt": "Folding Boat folds back into a box if no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects"
      }
    ],
    "aboleth": [
      {
        "document": 1760,
        "excerpt": "Aboleth"
      }
    ],
    "aboleth's": [
      {
        "document": 1760,
        "excerpt": "anation originating from the aboleth at the end of the aboleth's turn. Failure: The target is cursed. Until the curse ends, the target's skin becomes slimy, the target c"
      }
    ],
    "aboleths": [
      {
        "document": 181,
        "excerpt": "ir own: Aberrations are utterly alien beings, such as aboleths and cloakers. Beasts are non-Humanoid natural creatures, like horses and wolves, as well as most giant"
      }
    ],
    "about": [
      {
        "document": 8,
        "excerpt": "such as with the Raise Dead spell. Or talk with the GM about making a new character to join the group. “Rules Glossary” has more information on being dead."
      },
      {
        "document": 13,
        "excerpt": "ency” later in “Playing the Game” for more information about skill and tool proficiencies."
      },
      {
        "document": 25,
        "excerpt": "ency” later in “Playing the Game” for more information about weapon proficiencies."
      },
      {
        "document": 62,
        "excerpt": "usually carry your gear and treasure without worrying about the weight of those objects. If you try to haul an unusually heavy object or a massive number of lighter"
      },
      {
        "document": 71,
        "excerpt": "t into a cycle of rounds and turns. A round represents about 6 seconds in the game world. During a round, each participant in a battle takes a turn. The order of tur"
      },
      {
        "document": 77,
        "excerpt": "he monster's stat block. See “Rules Glossary” for more about Speed as well as about special speeds, such as a Climb Speed, Fly Speed, or Swim Speed."
      },
      {
        "document": 97,
        "excerpt": "If an effect is about to move your mount against its will while you're on it, you must succeed on a DC 10 Dexterity saving thr"
      },
      {
        "document": 253,
        "excerpt": "table is a guide for the GM. Also, check with your GM about what equipment is available for you to buy with your starting money. For example, the firearms described"
      },
      {
        "document": 261,
        "excerpt": "rules when you're multiclassing. Check the information about multiclassing included in each of your classes' descriptions. Special rules apply to Extra Attack, Spel"
      },
      {
        "document": 267,
        "excerpt": "iron holy symbol devoted to an unknown god 88 A book about a legendary hero's rise and fall, with the last chapter missing 89 A vial of dragon blood 90 An ancien"
      },
      {
        "document": 283,
        "excerpt": "different cultures. Members of most species live for about 80 years, with exceptions noted in the text about the species in “Character Origins.” Regardless of life"
      },
      {
        "document": 309,
        "excerpt": "n a 1-ounce bottle, which provides enough ink to write about 500 pages."
      },
      {
        "document": 318,
        "excerpt": "as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite."
      },
      {
        "document": 324,
        "excerpt": "One sheet of Paper can hold about 250 handwritten words."
      },
      {
        "document": 325,
        "excerpt": "One sheet of Parchment can hold about 250 handwritten words."
      },
      {
        "document": 377,
        "excerpt": "” later in this document. Here’s what you need to know about using magic items."
      },
      {
        "document": 378,
        "excerpt": "ing or experimenting with an item can also offer hints about its properties. In the specific case of Potions, a little taste is enough to tell the taster what a poti"
      },
      {
        "document": 384,
        "excerpt": "donned, a Shield strapped to the arm, a cloak fastened about the shoulders. A weapon must be held. In most cases, a magic item that's meant to be worn can fit a cre"
      },
      {
        "document": 398,
        "excerpt": "0 Copper Pieces are worth 1 Gold Piece. A coin weighs about a third of an ounce, so fifty coins weigh a pound. Coin Values"
      },
      {
        "document": 459,
        "excerpt": "nonfiction. If you consult an accurate nonfiction Book about its topic, you gain a +5 bonus to Intelligence (Arcana, History, Nature, or Religion) checks you make ab"
      },
      {
        "document": 556,
        "excerpt": "dge and call to mind an important piece of information about it. The Areas of Knowledge table suggests which skills are applicable to various areas of knowledge. A"
      },
      {
        "document": 577,
        "excerpt": "'s rules - in this glossary and elsewhere - often talk about something happening to you in the game world. That \"you\" refers to the creature or object that the rule"
      },
      {
        "document": 744,
        "excerpt": "Recall lore about spells, magic items, and the planes of existence."
      },
      {
        "document": 986,
        "excerpt": "Medium (about 5–7 feet tall)"
      },
      {
        "document": 987,
        "excerpt": "Medium (about 4–5 feet tall)"
      },
      {
        "document": 988,
        "excerpt": "Medium (about 5–6 feet tall)"
      },
      {
        "document": 989,
        "excerpt": "Small (about 3–4 feet tall)"
      },
      {
        "document": 990,
        "excerpt": "Medium (about 7–8 feet tall)"
      },
      {
        "document": 991,
        "excerpt": "Small (about 2–3 feet tall)"
      },
      {
        "document": 992,
        "excerpt": "Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this species"
      },
      {
        "document": 993,
        "excerpt": "Medium (about 6–7 feet tall)"
      },
      {
        "document": 994,
        "excerpt": "Medium (about 4–7 feet tall) or Small (about 3–4 feet tall), chosen when you select this species"
      },
      {
        "document": 1155,
        "excerpt": "r the duration toward the specified location, covering about 25 miles per 24 hours or 50 miles if the Beast can fly. When the Beast arrives, it delivers your messag"
      },
      {
        "document": 1168,
        "excerpt": "neous You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The GM chooses the o"
      },
      {
        "document": 1186,
        "excerpt": "d for the duration. - The creature becomes Indifferent about creatures of your choice that it's Hostile toward. This indifference ends if the target takes damage or"
      },
      {
        "document": 1193,
        "excerpt": "rom See Invisibility or Truesight) sees a luminous orb about the size of your fist."
      },
      {
        "document": 1200,
        "excerpt": "g the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn't decode symbols or secret messages."
      },
      {
        "document": 1238,
        "excerpt": "t with a god or a god's servants. You ask one question about a specific goal, event, or activity to occur within 7 days. The GM offers a truthful reply, which might"
      },
      {
        "document": 1285,
        "excerpt": "completing the spell's casting. If you do so, a globe about the size of a sling bullet, cool to the touch, appears in your hand. At any time, you or a creature you"
      },
      {
        "document": 1333,
        "excerpt": "s to your mind a brief summary of the significant lore about that famous thing, as described by the GM. The lore might consist of important details, amusing revelat"
      },
      {
        "document": 1360,
        "excerpt": "and no spell - not even Wish - can gather information about the target, observe it remotely, or control its mind."
      },
      {
        "document": 1413,
        "excerpt": "thing can see the sensor, it appears as a luminous orb about the size of your fist. Instead of targeting a creature, you can target a location you have seen. When y"
      },
      {
        "document": 1435,
        "excerpt": "ill options with them. Most Beasts have little to say about topics that don't pertain to survival or companionship, but at minimum, a Beast can give you information"
      },
      {
        "document": 1436,
        "excerpt": "g that has happened since it died, and can't speculate about future events."
      },
      {
        "document": 1437,
        "excerpt": "d follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, we"
      },
      {
        "document": 1529,
        "excerpt": "used this way again until the next dawn. The bowl is about 1 foot in diameter and half as deep. It holds about 3 gallons."
      },
      {
        "document": 1539,
        "excerpt": "Wondrous Item, Rare This hollow metal tube measures about 1 foot long and weighs 1 pound. As a Magic action, you can strike the chime to cast Knock. The spell's c"
      },
      {
        "document": 1552,
        "excerpt": "ondrous Item, Rare (Requires Attunement) This cube is about an inch across. Each face has a distinct marking on it. You can press one of those faces, expend the num"
      },
      {
        "document": 1561,
        "excerpt": "equires Attunement) An orb is an etched crystal globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist swirls inside it. W"
      }
    ],
    "above": [
      {
        "document": 232,
        "excerpt": "three by 1. None of these increases can raise a score above 20. Some players like to increase their class's primary ability, while others prefer to increase a low"
      },
      {
        "document": 237,
        "excerpt": "res follow their whims, valuing their personal freedom above all else. A scoundrel who wanders the land living by their wits is probably Chaotic Neutral. Lawful Evi"
      },
      {
        "document": 252,
        "excerpt": "f their choice for every 30,000 XP the character earns above 355,000 XP. Epic Boon feats are especially appropriate for these bonus feats, but a player can choose an"
      },
      {
        "document": 292,
        "excerpt": "three by 1. None of these increases can raise a score above 20."
      },
      {
        "document": 641,
        "excerpt": "f movement. You can extend your arms half your height above yourself during the jump. Thus, you can reach a distance equal to the height of the jump plus 1 1/2 time"
      },
      {
        "document": 684,
        "excerpt": "Traveling at altitudes of 10,000 feet or higher above sea level is taxing for most creatures because of the reduced amount of oxygen in the air. Each hour suc"
      },
      {
        "document": 687,
        "excerpt": "ugh. Below the ice is frigid water (see “Frigid Water” above)."
      },
      {
        "document": 692,
        "excerpt": "fects. An indefinite effect is a long-term effect (see above) that lasts until removed by a Greater Restoration spell. It can be suppressed by a Calm Emotions spell."
      },
      {
        "document": 967,
        "excerpt": "or Musical Instrument chosen for the tool proficiency above, Explorer’s Pack, and 11 GP; or (B) 50 GP"
      },
      {
        "document": 998,
        "excerpt": "B: (A) Spear, Shortbow, 20 Arrows, Gaming Set (same as above), Healer's Kit, Quiver, Traveler's Clothes, 14 GP; or (B) 50 GP"
      },
      {
        "document": 999,
        "excerpt": "choice by 1. This feat can't increase an ability score above 20. Repeatable. You can take this feat more than once."
      },
      {
        "document": 1149,
        "excerpt": "and later) increases by 1d4 for each spell slot level above 2."
      },
      {
        "document": 1151,
        "excerpt": "t's Hit Points increase by 5 for each spell slot level above 2."
      },
      {
        "document": 1154,
        "excerpt": "target one additional Beast for each spell slot level above 1."
      },
      {
        "document": 1155,
        "excerpt": "ration increases by 48 hours for each spell slot level above 2."
      },
      {
        "document": 1157,
        "excerpt": "additional Undead creatures for each spell slot level above 3. Each of the creatures must come from a different corpse or pile of bones."
      },
      {
        "document": 1158,
        "excerpt": "1d6 (Large), or 1d12 (Huge) for each spell slot level above 5. Animated Object Huge or Smaller Construct, Unaligned AC 15 HP 10 (Medium or smaller), 20 (Large),"
      },
      {
        "document": 1163,
        "excerpt": "asping Hand increases by 2d6 for each spell slot level above 5."
      },
      {
        "document": 1171,
        "excerpt": "rget one additional creature for each spell slot level above 1."
      },
      {
        "document": 1172,
        "excerpt": "rget one additional creature for each spell slot level above 4."
      },
      {
        "document": 1179,
        "excerpt": "rget one additional creature for each spell slot level above 1."
      },
      {
        "document": 1180,
        "excerpt": "The damage increases by 1d8 for each spell slot level above 4."
      },
      {
        "document": 1181,
        "excerpt": "rget one additional creature for each spell slot level above 2."
      },
      {
        "document": 1184,
        "excerpt": "The damage increases by 1d6 for each spell slot level above 1."
      },
      {
        "document": 1185,
        "excerpt": "cloud appears at a point within range that you can see above yourself. It takes the shape of a Cylinder that is 10 feet tall with a 60-foot radius. When you cast th"
      },
      {
        "document": 1187,
        "excerpt": "rst target to another target for each spell slot level above 6."
      },
      {
        "document": 1188,
        "excerpt": "rget one additional creature for each spell slot level above 4."
      },
      {
        "document": 1189,
        "excerpt": "rget one additional creature for each spell slot level above 1."
      },
      {
        "document": 1191,
        "excerpt": "The damage increases by 1d8 for each spell slot level above 1. The orb can leap a maximum number of times equal to the level of the slot expended, and a creature ca"
      },
      {
        "document": 1192,
        "excerpt": "The damage increases by 2d8 for each spell slot level above 6."
      },
      {
        "document": 1195,
        "excerpt": "The damage increases by 1d8 for each spell slot level above 5."
      },
      {
        "document": 1197,
        "excerpt": "fect one additional creature for each spell slot level above 1."
      },
      {
        "document": 1202,
        "excerpt": "The damage increases by 1d8 for each spell slot level above 5."
      },
      {
        "document": 1203,
        "excerpt": "s radius increases by 5 feet for each spell slot level above 4."
      },
      {
        "document": 1204,
        "excerpt": "The damage increases by 1d10 for each spell slot level above 3."
      },
      {
        "document": 1205,
        "excerpt": "and damage increase by 1d12 for each spell slot level above 7."
      },
      {
        "document": 1206,
        "excerpt": "The damage increases by 1d8 for each spell slot level above 5."
      },
      {
        "document": 1207,
        "excerpt": "The damage increases by 1d12 for each spell slot level above 6."
      },
      {
        "document": 1208,
        "excerpt": "The damage increases by 1d8 for each spell slot level above 4."
      },
      {
        "document": 1209,
        "excerpt": "The damage increases by 1d8 for each spell slot level above 4."
      },
      {
        "document": 1218,
        "excerpt": "he Cube increases by 5 feet, for each spell slot level above 1."
      },
      {
        "document": 1220,
        "excerpt": "The Cube increases by 5 feet for each spell slot level above 5."
      },
      {
        "document": 1221,
        "excerpt": "The healing increases by 2d8 for each spell slot level above 1."
      },
      {
        "document": 1227,
        "excerpt": "base damage increases by 1d6 for each spell slot level above 7."
      },
      {
        "document": 1235,
        "excerpt": "The damage increases by 3d6 for each spell slot level above 6."
      },
      {
        "document": 1236,
        "excerpt": "ened condition from one or more creatures of the types above. The target is no longer possessed, Charmed, or Frightened by such creatures. Dismissal. As a Magic act"
      },
      {
        "document": 1237,
        "excerpt": "The damage increases by 1d6 for each spell slot level above 1."
      },
      {
        "document": 1240,
        "excerpt": "The damage increases by 1d8 for each spell slot level above 1."
      },
      {
        "document": 1245,
        "excerpt": "The damage increases by 1d6 for each spell slot level above 2."
      },
      {
        "document": 1251,
        "excerpt": "rget one additional creature for each spell slot level above 2. You can choose a different ability for each target."
      },
      {
        "document": 1253,
        "excerpt": "The damage increases by 1d6 for each spell slot level above 1."
      },
      {
        "document": 1256,
        "excerpt": "eatures (including yourself) for each spell slot level above 7. The creatures must be within 10 feet of you when you cast the spell."
      },
      {
        "document": 1262,
        "excerpt": "itional Temporary Hit Points for each spell slot level above 1."
      },
      {
        "document": 1273,
        "excerpt": "The damage increases by 1d6 for each spell slot level above 3."
      },
      {
        "document": 1274,
        "excerpt": "The damage increases by 1d6 for each spell slot level above 2."
      },
      {
        "document": 1275,
        "excerpt": "s A vertical column of brilliant fire roars down from above. Each creature in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range makes a Dexte"
      },
      {
        "document": 1276,
        "excerpt": "The damage increases by 1d6 for each spell slot level above 2."
      },
      {
        "document": 1278,
        "excerpt": "feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the"
      },
      {
        "document": 1279,
        "excerpt": "rget one additional creature for each spell slot level above 3."
      },
      {
        "document": 1280,
        "excerpt": "radius increases by 20 feet for each spell slot level above 1."
      },
      {
        "document": 1281,
        "excerpt": ",000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can't teleport into the area or use portals, such as those create"
      },
      {
        "document": 1284,
        "excerpt": "rget one additional creature for each spell slot level above 4."
      },
      {
        "document": 1285,
        "excerpt": "The damage increases by 1d6 for each spell slot level above 6."
      },
      {
        "document": 1286,
        "excerpt": "rget one additional creature for each spell slot level above 3."
      },
      {
        "document": 1288,
        "excerpt": "lasts until it is ended by one of the spells mentioned above."
      },
      {
        "document": 1290,
        "excerpt": "1 + the spell's level HP 30 + 10 for each spell level above 4 Speed 40 ft., Climb 40 ft., Fly 40 ft. (Wasp only) | STR | DEX | CON | INT | WIS | CHA | | :---: | :-"
      },
      {
        "document": 1292,
        "excerpt": "cks spells of 1 level higher for each spell slot level above 6."
      },
      {
        "document": 1293,
        "excerpt": "losive rune increases by 1d8 for each spell slot level above 3. If you create a spell glyph, you can store any spell of up to the same level as the spell slot you us"
      },
      {
        "document": 1301,
        "excerpt": "The damage increases by 1d6 for each spell slot level above 1."
      },
      {
        "document": 1307,
        "excerpt": "The healing increases by 10 for each spell slot level above 6."
      },
      {
        "document": 1308,
        "excerpt": "The healing increases by 2d4 for each spell slot level above 1."
      },
      {
        "document": 1309,
        "excerpt": "The damage increases by 1d8 for each spell slot level above 2."
      },
      {
        "document": 1310,
        "excerpt": "The damage increases by 1d10 for each spell slot level above 1."
      },
      {
        "document": 1312,
        "excerpt": "rget one additional creature for each spell slot level above 1."
      },
      {
        "document": 1314,
        "excerpt": "rget one additional creature for each spell slot level above 1."
      },
      {
        "document": 1315,
        "excerpt": "rget one additional creature for each spell slot level above 5."
      },
      {
        "document": 1316,
        "excerpt": "rget one additional Humanoid for each spell slot level above 2."
      },
      {
        "document": 1320,
        "excerpt": "Cold damage increases by 1d6 for each spell slot level above 1."
      },
      {
        "document": 1321,
        "excerpt": "ing damage increases by 1d10 for each spell slot level above 4."
      },
      {
        "document": 1326,
        "excerpt": "The damage increases by 1d10 for each spell slot level above 1."
      },
      {
        "document": 1327,
        "excerpt": "The damage increases by 1d10 for each spell slot level above 5."
      },
      {
        "document": 1329,
        "excerpt": "rget one additional creature for each spell slot level above 2."
      },
      {
        "document": 1331,
        "excerpt": "rget one additional creature for each spell slot level above 1."
      },
      {
        "document": 1337,
        "excerpt": "The damage increases by 1d6 for each spell slot level above 3."
      },
      {
        "document": 1341,
        "excerpt": "rget one additional creature for each spell slot level above 1."
      },
      {
        "document": 1344,
        "excerpt": "duration increases by 1 hour for each spell slot level above 3."
      },
      {
        "document": 1346,
        "excerpt": "spell creates one more dart for each spell slot level above 1."
      },
      {
        "document": 1351,
        "excerpt": "The healing increases by 1d8 for each spell slot level above 5."
      },
      {
        "document": 1353,
        "excerpt": "The healing increases by 1d4 for each spell slot level above 3."
      },
      {
        "document": 1361,
        "excerpt": "The damage increases by 1d8 for each spell slot level above 2."
      },
      {
        "document": 1368,
        "excerpt": "The damage increases by 1d10 for each spell slot level above 2."
      },
      {
        "document": 1374,
        "excerpt": "The damage increases by 1d10 for each spell slot level above 4."
      },
      {
        "document": 1385,
        "excerpt": "The healing increases by 1d8 for each spell slot level above 2."
      },
      {
        "document": 1389,
        "excerpt": "size of the Cube by 100 feet for each spell slot level above 4."
      },
      {
        "document": 1400,
        "excerpt": "The damage increases by 1d8 for each spell slot level above 1."
      },
      {
        "document": 1412,
        "excerpt": "ou create one additional ray for each spell slot level above 2."
      },
      {
        "document": 1414,
        "excerpt": "the damage increases by 1d6 for each spell slot level above 1."
      },
      {
        "document": 1421,
        "excerpt": "The damage increases by 1d8 for each spell slot level above 2."
      },
      {
        "document": 1425,
        "excerpt": "The damage increases by 1d6 for each spell slot level above 2."
      },
      {
        "document": 1438,
        "excerpt": "rget one additional creature for each spell slot level above 2."
      },
      {
        "document": 1440,
        "excerpt": "The damage increases by 1d8 for each spell slot level above 3."
      },
      {
        "document": 1441,
        "excerpt": "Slot. The damage increases by 1d8 for every slot level above 2."
      },
      {
        "document": 1448,
        "excerpt": "4 + the spell's level HP 50 + 10 for each spell level above 5 Speed 30 ft., Fly 60 ft., Swim 30 ft. | STR | DEX | CON | INT | WIS | CHA | | :---: | :---: | :---: |"
      },
      {
        "document": 1449,
        "excerpt": "For the duration, a mote of brilliant radiance shines above you. It sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. This light is su"
      },
      {
        "document": 1457,
        "excerpt": "The damage increases by 1d8 for each spell slot level above 1."
      },
      {
        "document": 1469,
        "excerpt": "The damage increases by 1d6 for each spell slot level above 3."
      },
      {
        "document": 1471,
        "excerpt": "tial damage increases by 2d4 for each spell slot level above 4."
      },
      {
        "document": 1472,
        "excerpt": "The damage increases by 1d8 for each spell slot level above 4."
      },
      {
        "document": 1474,
        "excerpt": "frigid air increases by 1d6 for each spell slot level above 6."
      },
      {
        "document": 1476,
        "excerpt": "es of damage increase by 1d8 for each spell slot level above 6."
      },
      {
        "document": 1605,
        "excerpt": "the creature to move normally while floating 4 inches above a surface. This effect means the creature can cross or stand above nonsolid or unstable surfaces, such a"
      },
      {
        "document": 1633,
        "excerpt": "one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the Etherealn"
      },
      {
        "document": 1635,
        "excerpt": "one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the Freedom o"
      },
      {
        "document": 1694,
        "excerpt": "ur approximate depth beneath the ground or your height above it. Drain Life. When you hit a creature with a melee attack using the rod, you can force the target to"
      },
      {
        "document": 1719,
        "excerpt": "if doing so brings the staff's total number of charges above 50, the staff explodes as if you activated its Retributive Strike (see below). Spells. While holding th"
      },
      {
        "document": 1722,
        "excerpt": "ction to use the Lightning and Thunder properties (see above) at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one."
      }
    ],
    "absence": [
      {
        "document": 54,
        "excerpt": "The presence or absence of light determines the category of illumination in an area, as defined below. Bright Light. Bright Lig"
      },
      {
        "document": 732,
        "excerpt": "A player's absence might warrant removing creatures from an encounter to keep it at the intended difficulty. Also, die roll"
      },
      {
        "document": 1518,
        "excerpt": "s on its next turn, such as attacking an enemy. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have"
      }
    ],
    "absent": [
      {
        "document": 727,
        "excerpt": "the monster's Challenge Rating. Moderate Difficulty. Absent healing and other resources, an encounter of moderate difficulty could go badly for the adventurers. Wea"
      },
      {
        "document": 1720,
        "excerpt": "d, such as to attack your enemies or guard a location. Absent commands from you, the snake defends itself. As a Bonus Action, you can command the snake to revert to"
      }
    ],
    "absolution": [
      {
        "document": 968,
        "excerpt": "oath. A Paladin who has broken a vow typically seeks absolution, spending an all-night vigil as a sign of penitence or undertaking a fast. After a rite of forgiveness,"
      }
    ],
    "absorb": [
      {
        "document": 1692,
        "excerpt": "t) While holding this rod, you can take a Reaction to absorb a spell that is targeting only you and doesn't create an area of effect. The absorbed spell's effect is"
      }
    ],
    "absorbed": [
      {
        "document": 977,
        "excerpt": "magical power to you or your ancestor. You might have absorbed magic from a site infused with dragons' power. Or perhaps you handled a treasure taken from a dragon's h"
      },
      {
        "document": 1565,
        "excerpt": "g the pellet to shatter and release the water the dust absorbed. Doing so destroys the pellet and ends its magic. As a Utilize action, you can sprinkle a pinch of the"
      },
      {
        "document": 1692,
        "excerpt": "ing only you and doesn't create an area of effect. The absorbed spell's effect is canceled, and the spell's energy - not the spell itself - is stored in the rod. The en"
      },
      {
        "document": 1719,
        "excerpt": "ts effect and gaining a number of charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of charges above 50, the staff explo"
      },
      {
        "document": 1902,
        "excerpt": "duced to 0 Hit Points by this attack. Its body is then absorbed into the mouther, leaving only equipment behind. Blinding Spittle (Recharge 5–6). Dexterity Saving Thro"
      }
    ],
    "absorbs": [
      {
        "document": 1692,
        "excerpt": "energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the"
      },
      {
        "document": 1719,
        "excerpt": "ts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell"
      }
    ],
    "absorption": [
      {
        "document": 1609,
        "excerpt": "The type of stone determines its rarity and effects. Absorption (Very Rare). While this pale lavender ellipsoid orbits your head, you can take a Reaction to cancel a sp"
      },
      {
        "document": 1692,
        "excerpt": "Rod of Absorption"
      },
      {
        "document": 1719,
        "excerpt": "it, you gain a +2 bonus to spell attack rolls. Spell Absorption. While holding the staff, you have Advantage on saving throws against spells. In addition, you can take"
      },
      {
        "document": 1828,
        "excerpt": "Acid Absorption. Whenever the golem is subjected to Acid damage, it takes no damage and instead regains a number of Hit"
      },
      {
        "document": 1864,
        "excerpt": "mmutable Form. The golem can't shape-shift. Lightning Absorption. Whenever the golem is subjected to Lightning damage, it regains a number of Hit Points equal to the Lig"
      },
      {
        "document": 1941,
        "excerpt": "Fire Absorption. Whenever the golem is subjected to Fire damage, it regains a number of Hit Points equal to the Fire dam"
      },
      {
        "document": 2017,
        "excerpt": "Lightning Absorption. Whenever the shambling mound is subjected to Lightning damage, it regains a number of Hit Points equal"
      }
    ],
    "abundant": [
      {
        "document": 364,
        "excerpt": "ade in a location where supplies and skilled labor are abundant, such as a city shipyard, the repair time and cost are halved."
      }
    ],
    "abyss": [
      {
        "document": 671,
        "excerpt": "monic Possession arises from the chaos and evil of the Abyss and commonly besets creatures that interact with demonic objects or linger in desecrated locations, wher"
      },
      {
        "document": 790,
        "excerpt": "an Outer Plane determined by rolling 1d8: on a 1, the Abyss; on a 2, Acheron; on a 3, Carceri; on a 4, Gehenna; on a 5, Hades; on a 6, Limbo; on a 7, the Nine Hells"
      },
      {
        "document": 798,
        "excerpt": "Abyss"
      },
      {
        "document": 953,
        "excerpt": "A portal to the Abyss opens, revealing a nightmarish realm of torment and slaughter."
      },
      {
        "document": 1799,
        "excerpt": "age. Failure or Success: If the balor dies outside the Abyss, it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss. Fire Aura. At"
      },
      {
        "document": 1903,
        "excerpt": "Demonic Restoration. If the glabrezu dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points some"
      },
      {
        "document": 1925,
        "excerpt": "Demonic Restoration. If the hezrou dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points some"
      },
      {
        "document": 1957,
        "excerpt": "Demonic Restoration. If the marilith dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points some"
      },
      {
        "document": 1968,
        "excerpt": "emonic Restoration. If the nalfeshnee dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points some"
      },
      {
        "document": 2059,
        "excerpt": "Demonic Restoration. If the vrock dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points some"
      }
    ],
    "abyssal": [
      {
        "document": 808,
        "excerpt": "Abyssal"
      },
      {
        "document": 992,
        "excerpt": "---------- | :-------------- | :------------------ | | Abyssal | You have Resistance to Poison damage.You also know the Poison Spray cantrip. | Ray of Sickness | Hol"
      },
      {
        "document": 1559,
        "excerpt": "rmor, you gain a +1 bonus to Armor Class, and you know Abyssal. In addition, the armor's clawed gauntlets allow your Unarmed Strikes to deal 1d8 Slashing damage instea"
      },
      {
        "document": 1799,
        "excerpt": "Abyssal; telepathy 120 ft."
      },
      {
        "document": 1849,
        "excerpt": "Abyssal; telepathy 60 ft. (works only with creatures that understand Abyssal)"
      },
      {
        "document": 1903,
        "excerpt": "Abyssal; telepathy 120 ft."
      },
      {
        "document": 1925,
        "excerpt": "Abyssal; telepathy 120 ft."
      },
      {
        "document": 1939,
        "excerpt": "Abyssal, Common, Infernal; telepathy 60 ft."
      },
      {
        "document": 1946,
        "excerpt": "Understands Abyssal, Celestial, Infernal, and Primordial but can't speak; telepathy 120 ft."
      },
      {
        "document": 1947,
        "excerpt": "Abyssal, Common"
      },
      {
        "document": 1957,
        "excerpt": "Abyssal; telepathy 120 ft."
      },
      {
        "document": 1961,
        "excerpt": "Abyssal, Primordial (Aquan)"
      },
      {
        "document": 1963,
        "excerpt": "Abyssal"
      },
      {
        "document": 1964,
        "excerpt": "Understands Abyssal but can't speak"
      },
      {
        "document": 1968,
        "excerpt": "Abyssal; telepathy 120 ft."
      },
      {
        "document": 1969,
        "excerpt": "Abyssal, Common, Infernal, Primordial"
      },
      {
        "document": 1970,
        "excerpt": "Understands Abyssal, Common, and Infernal but can't speak"
      },
      {
        "document": 1996,
        "excerpt": "Abyssal, Common"
      },
      {
        "document": 2028,
        "excerpt": "Abyssal, Common"
      },
      {
        "document": 2036,
        "excerpt": "Abyssal, Common, Infernal; telepathy 60 ft."
      },
      {
        "document": 2059,
        "excerpt": "Abyssal; telepathy 120 ft."
      }
    ],
    "accept": [
      {
        "document": 96,
        "excerpt": "You can control a mount only if it has been trained to accept a rider. Domesticated horses, mules, and similar creatures have such training. The Initiative of a cont"
      },
      {
        "document": 1376,
        "excerpt": "s tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal. After the creature completes the task, or when the agreed-upon duration of se"
      }
    ],
    "access": [
      {
        "document": 134,
        "excerpt": "er who maintains a good relationship with the item can access those properties. If the relationship is strained, a conflict can ensue (see “Conflict” below)."
      },
      {
        "document": 380,
        "excerpt": "e Short Rest, you're attuned to the magic item and can access its full magical capabilities."
      },
      {
        "document": 497,
        "excerpt": "you must have the spell prepared in your mind or have access to the spell from a magic item, such as a Spell Scroll. Your features specify which spells you have acce"
      },
      {
        "document": 499,
        "excerpt": "es otherwise. The spellcaster must have a hand free to access them, but it can be the same hand used to perform Somatic components, if any. If a spell doesn't consum"
      },
      {
        "document": 512,
        "excerpt": "for each spellcasting class say when its members gain access to spells of certain levels."
      },
      {
        "document": 681,
        "excerpt": "er, a creature exposed to the extreme heat and without access to drinkable water must succeed on a Constitution saving throw at the end of each hour or gain 1 Exhaust"
      },
      {
        "document": 972,
        "excerpt": "appearance) contains eldritch magic that only you can access, granting you the benefits below. The book disappears if you conjure another book with this feature or"
      },
      {
        "document": 978,
        "excerpt": "ur spellbook for free. In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Evocation school to y"
      },
      {
        "document": 1332,
        "excerpt": "that contains a mundane or magical means that prevents access. A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or"
      }
    ],
    "accessing": [
      {
        "document": 1281,
        "excerpt": "t planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, the Ethereal Plane, the Feywild, the Shadowfell, or the Plane Shift"
      }
    ],
    "accessories": [
      {
        "document": 1588,
        "excerpt": "ecide what it looks like - including color, style, and accessories - but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this pro"
      }
    ],
    "acclimated": [
      {
        "document": 684,
        "excerpt": "can travel (see “Travel Pace”). Creatures can become acclimated to a high altitude by spending 30 days or more at this elevation. Creatures can't become acclimated to e"
      }
    ],
    "accommodate": [
      {
        "document": 362,
        "excerpt": "the number of Small and Medium passengers the ship can accommodate using hammocks. A ship outfitted with private accommodations can carry one-fifth as many passengers. A p"
      },
      {
        "document": 1369,
        "excerpt": "e or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse. S"
      },
      {
        "document": 1484,
        "excerpt": "(including your last turn). Reality reshapes itself to accommodate the new result. For example, a Wish spell could undo an ally's failed saving throw or a foe's Critical H"
      },
      {
        "document": 1625,
        "excerpt": "ed, the mirror frees one trapped creature at random to accommodate the new prisoner. A freed creature appears in an unoccupied space within sight of the mirror but facing"
      }
    ],
    "accommodations": [
      {
        "document": 362,
        "excerpt": "ommodate using hammocks. A ship outfitted with private accommodations can carry one-fifth as many passengers. A passenger usually pays 5 SP per day for a hammock, but prices"
      }
    ],
    "accompanied": [
      {
        "document": 692,
        "excerpt": "ed condition for 1d10 minutes. This condition might be accompanied by alarming behavior or hallucinations. These effects can be suppressed with the Calm Emotions spell or"
      },
      {
        "document": 1428,
        "excerpt": "for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects. As a Magic action, you can cause the image to move to any sp"
      }
    ],
    "accompany": [
      {
        "document": 1377,
        "excerpt": "best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. If the creature is Hostile, it strive"
      }
    ],
    "accompanying": [
      {
        "document": 1562,
        "excerpt": "y the kind of dragon that provided the scales (see the accompanying table). Additionally, you can focus your senses as a Magic action to discern the distance and direction"
      },
      {
        "document": 1580,
        "excerpt": "ikeness of a horsefly, can become a Giant Fly (see the accompanying stat block) for up to 12 hours and can be ridden as a mount. Once it has been used, it can't be used aga"
      },
      {
        "document": 1621,
        "excerpt": "s the type or determines it randomly by rolling on the accompanying table. To decipher and use the manual, you must be a spellcaster with at least two level 5 spell slots."
      },
      {
        "document": 1627,
        "excerpt": "to that question. Skull. An Avatar of Death (see the accompanying stat block) appears in an unoccupied space as close to you as possible. The avatar targets only you with"
      }
    ],
    "accordance": [
      {
        "document": 156,
        "excerpt": "To ensure a monster acts in accordance with its Challenge Rating, follow these rules during combat: Special Abilities. If the monster has a sp"
      },
      {
        "document": 235,
        "excerpt": "Lawful Neutral (LN). Lawful Neutral individuals act in accordance with law, tradition, or personal codes. Someone who follows a disciplined rule of life - and isn’t swaye"
      },
      {
        "document": 793,
        "excerpt": "rge or smaller monster of the GM’s choice that acts in accordance with its alignment and nature. The monster remains for 1 minute, then disappears in a puff of bright-pin"
      },
      {
        "document": 1611,
        "excerpt": "ions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment. An Identify spell reveals if the flask contains a creature,"
      }
    ],
    "according": [
      {
        "document": 26,
        "excerpt": "t. Whichever one you're experiencing, the game unfolds according to this basic pattern: 1: The Game Master Describes a Scene. The GM tells the players where their adven"
      },
      {
        "document": 232,
        "excerpt": "After assigning your ability scores, adjust them according to your background. Your background lists three abilities; increase one of those scores by 2 and a diff"
      },
      {
        "document": 235,
        "excerpt": "eeling bound by them. A kindly person who helps others according to their needs is probably Neutral Good. Chaotic Good (CG). Chaotic Good creatures act as their conscie"
      },
      {
        "document": 1537,
        "excerpt": "c action and using the carpet's command word. It moves according to your directions if you are within 30 feet of it. Four sizes of Carpet of Flying exist. The GM choose"
      }
    ],
    "account": [
      {
        "document": 365,
        "excerpt": "inherent consequences, but the GM might take them into account when determining risks or how others perceive your character."
      },
      {
        "document": 1168,
        "excerpt": "ce | Neither good nor bad | The spell doesn't account for circumstances, such as other spells, that might change the results. If you cast the spell more than"
      },
      {
        "document": 1238,
        "excerpt": "be a short phrase or cryptic rhyme. The spell doesn't account for circumstances that might change the answer, such as the casting of other spells. If you cast the sp"
      }
    ],
    "accumulated": [
      {
        "document": 1227,
        "excerpt": "throw. A creature takes Fire damage equal to the total accumulated damage on a failed save or half as much damage on a successful one. The spell's base damage is 12d6, an"
      }
    ],
    "accurate": [
      {
        "document": 320,
        "excerpt": "If you consult an accurate Map, you gain a +5 bonus to Wisdom (Survival) checks you make to find your way in the place represented"
      },
      {
        "document": 459,
        "excerpt": "Book contains fiction or nonfiction. If you consult an accurate nonfiction Book about its topic, you gain a +5 bonus to Intelligence (Arcana, History, Nature, or Religi"
      },
      {
        "document": 1333,
        "excerpt": "ed the information you receive is. That information is accurate but might be couched in figurative language or poetry, as determined by the GM. If the famous thing you"
      }
    ],
    "accursed": [
      {
        "document": 667,
        "excerpt": "how a spell like Remove Curse affects a creature with accursed origins. For example, you might decide that a mummy was created through a curse and it can be destroyed"
      }
    ],
    "accustomed": [
      {
        "document": 371,
        "excerpt": "You're accustomed to the finer things in life and might have servants."
      }
    ],
    "acheron": [
      {
        "document": 790,
        "excerpt": "determined by rolling 1d8: on a 1, the Abyss; on a 2, Acheron; on a 3, Carceri; on a 4, Gehenna; on a 5, Hades; on a 6, Limbo; on a 7, the Nine Hells; on an 8, Pandem"
      },
      {
        "document": 798,
        "excerpt": "Acheron"
      }
    ],
    "achievable": [
      {
        "document": 1354,
        "excerpt": "can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to any of the targets or their allies. For exa"
      },
      {
        "document": 1447,
        "excerpt": "can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or its allies. For example, you"
      }
    ],
    "achieve": [
      {
        "document": 249,
        "excerpt": "At tier 4, characters achieve the pinnacle of their class features, becoming heroic archetypes. The fate of the world or even the orde"
      },
      {
        "document": 1377,
        "excerpt": "ature is Hostile, it strives to twist your commands to achieve its own objectives. If the creature carries out your commands completely before the spell ends, it trave"
      }
    ],
    "achieved": [
      {
        "document": 973,
        "excerpt": "You have achieved such mastery over certain spells that you can cast them at will. Choose a level 1 and a level 2 spell in"
      },
      {
        "document": 1484,
        "excerpt": "pell might simply fail, the effect you desire might be achieved only in part, or you might suffer an unforeseen consequence as a result of how you worded the wish. For"
      }
    ],
    "acid": [
      {
        "document": 415,
        "excerpt": "y a substance (DC 15), or start a fire (DC 15) Craft: Acid, Alchemist's Fire, Component Pouch, Oil, Paper, Perfume"
      },
      {
        "document": 445,
        "excerpt": "Acid (25 GP)"
      },
      {
        "document": 756,
        "excerpt": "t. Roll 1d4 to determine the object: on a 1, a vial of Acid; on a 2, a flask of Alchemist’s Fire; on a 3, a Crowbar; on a 4, a lit Torch."
      },
      {
        "document": 765,
        "excerpt": "Acid"
      },
      {
        "document": 768,
        "excerpt": "Acid"
      },
      {
        "document": 792,
        "excerpt": "Acid"
      },
      {
        "document": 803,
        "excerpt": "Acid"
      },
      {
        "document": 828,
        "excerpt": "Acid Splash, Ray of Sickness, Web"
      },
      {
        "document": 859,
        "excerpt": "Acid Splash"
      },
      {
        "document": 885,
        "excerpt": "Acid Splash"
      },
      {
        "document": 887,
        "excerpt": "Acid Arrow"
      },
      {
        "document": 931,
        "excerpt": "Acid"
      },
      {
        "document": 949,
        "excerpt": "Acid"
      },
      {
        "document": 971,
        "excerpt": "nge that damage type to one of the other listed types: Acid, Cold, Fire, Lightning, Poison, Thunder. Twinned Spell Cost: 1 Sorcery Point When you cast a spell, s"
      },
      {
        "document": 977,
        "excerpt": "pe associated with dragons. Choose one of those types: Acid, Cold, Fire, Lightning, or Poison. You have Resistance to that damage type, and when you cast a spell t"
      },
      {
        "document": 978,
        "excerpt": "ame, rolling thunder, crackling lightning, and burning acid. Some Evokers find employment in military forces, serving as artillery to blast armies from afar. Others"
      },
      {
        "document": 986,
        "excerpt": "---- | :---------- | :----- | :---------- | | Black | Acid | Gold | Fire | | Blue | Lightning | Green | Poison | | Brass | Fire |"
      },
      {
        "document": 1016,
        "excerpt": "Acid"
      },
      {
        "document": 1149,
        "excerpt": "Acid Arrow"
      },
      {
        "document": 1150,
        "excerpt": "Acid Splash"
      },
      {
        "document": 1191,
        "excerpt": "hurl an orb of energy at a target within range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder for the type of orb you create, and then make a ranged spell"
      },
      {
        "document": 1208,
        "excerpt": "en you hit a creature in the Emanation. This damage is Acid, Cold, Fire, or Lightning (your choice when you make the attack). In addition, the ground in the Emanat"
      },
      {
        "document": 1245,
        "excerpt": "o 1 minute You touch one willing creature, and choose Acid, Cold, Fire, Lightning, or Poison. Until the spell ends, the target can take a Magic action to exhale a"
      },
      {
        "document": 1293,
        "excerpt": "a makes a Dexterity saving throw. A creature takes 5d8 Acid, Cold, Fire, Lightning, or Thunder damage (your choice when you create the glyph) on a failed save or h"
      },
      {
        "document": 1367,
        "excerpt": "se memory of how much the creature enjoyed swimming in acid, is dismissed as a bad dream. The GM might deem a modified memory too nonsensical to affect a creature."
      },
      {
        "document": 1387,
        "excerpt": "ch damage. | | 2 | Orange. Failed Save: 12d6 Acid damage. Successful Save: Half as much damage. | | 3 | Yellow. Failed Save: 12d6 Lightning damage."
      },
      {
        "document": 1388,
        "excerpt": "| | 2 | Orange. Failed Save: 12d6 Acid damage. Successful Save: Half as much damage. Additional Effects: Magical ranged attacks can’t pass thro"
      },
      {
        "document": 1393,
        "excerpt": "ouch has Resistance to one damage type of your choice: Acid, Cold, Fire, Lightning, or Thunder."
      },
      {
        "document": 1405,
        "excerpt": "You touch a willing creature and choose a damage type: Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison, Radiant, Slashing, or Thunder. When the"
      },
      {
        "document": 1433,
        "excerpt": "hit, the target takes 1d8 damage of a type you choose: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder. If you roll an 8 on a d8 for this spell, you can r"
      },
      {
        "document": 1446,
        "excerpt": "ls. Each creature and object under the cloud takes 4d6 Acid damage. Turn 3. You call six bolts of lightning from the cloud to strike six different creatures or obj"
      },
      {
        "document": 1448,
        "excerpt": "ve: +3 | Save: +0 | Save: +2 | Save: +2 | Resistances Acid, Cold, Fire, Lightning, Poison Immunities Charmed, Frightened, Poisoned Senses Blindsight 30 ft., Darkvi"
      },
      {
        "document": 1471,
        "excerpt": "n within range, and a glowing, 1-foot-diameter ball of acid streaks there and explodes in a 20-foot-radius Sphere. Each creature in that area makes a Dexterity savi"
      },
      {
        "document": 1479,
        "excerpt": "ity to move across any liquid surface - such as water, acid, mud, snow, quicksand, or lava - as if it were harmless solid ground (creatures crossing molten lava can"
      },
      {
        "document": 1667,
        "excerpt": "r. Earth. You know Terran, and you have Resistance to Acid damage. Terrain composed of rubble, rocks, or dirt isn't Difficult Terrain for you. In addition, you can"
      },
      {
        "document": 1760,
        "excerpt": "s outside a body of water, the creature takes 6 (1d12) Acid damage at the end of every 10 minutes unless moisture is applied to its skin before those minutes have p"
      },
      {
        "document": 1761,
        "excerpt": "Acid"
      },
      {
        "document": 1765,
        "excerpt": "Acid"
      },
      {
        "document": 1773,
        "excerpt": "Acid"
      },
      {
        "document": 1777,
        "excerpt": "Acid"
      },
      {
        "document": 1786,
        "excerpt": "h 5 ft. Hit: 10 (2d6 + 3) Slashing damage plus 3 (1d6) Acid damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 13). Aci"
      },
      {
        "document": 1806,
        "excerpt": "nd other effects outside the behir, and takes 21 (6d6) Acid damage at the start of each of the behir's turns. If the behir takes 30 damage or more on a single turn"
      },
      {
        "document": 1809,
        "excerpt": "Acid"
      },
      {
        "document": 1810,
        "excerpt": "Acid, Cold, Lightning, Slashing; Charmed, Deafened, Exhaustion, Frightened, Grappled, Prone, Restrained"
      },
      {
        "document": 1828,
        "excerpt": "Acid, Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned"
      },
      {
        "document": 1834,
        "excerpt": "Acid"
      },
      {
        "document": 1869,
        "excerpt": "Acid; Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone"
      },
      {
        "document": 1871,
        "excerpt": "Acid, Bludgeoning, Cold, Fire, Lightning, Piercing, Slashing, Thunder"
      },
      {
        "document": 1885,
        "excerpt": "e frog's next turn, the swallowed target takes 5 (2d4) Acid damage. If that damage doesn't kill it, the frog disgorges it, causing it to exit Prone."
      },
      {
        "document": 1896,
        "excerpt": "tside the toad. In addition, the target takes 10 (3d6) Acid damage at the end of each of the toad's turns. The toad can have only one target swallowed at a time, an"
      },
      {
        "document": 1912,
        "excerpt": "Acid, Cold, Fire"
      },
      {
        "document": 1921,
        "excerpt": "with one of the following damage types (GM's choice): Acid, Cold, Fire, Lightning, or Poison. This choice affects other aspects of the stat block."
      },
      {
        "document": 1946,
        "excerpt": "d other effects outside the kraken, and takes 24 (7d6) Acid damage at the start of each of its turns. If the kraken takes 50 damage or more on a single turn from a"
      },
      {
        "document": 1962,
        "excerpt": "Acid; Prone"
      },
      {
        "document": 1972,
        "excerpt": "Acid"
      },
      {
        "document": 1995,
        "excerpt": "and other effects outside the worm, and takes 17 (5d6) Acid damage at the start of each of the worm's turns. If the worm takes 30 damage or more on a single turn f"
      },
      {
        "document": 2002,
        "excerpt": "er effects outside the remorhaz, and it takes 10 (3d6) Acid damage plus 10 (3d6) Fire damage at the start of each of the remorhaz's turns. If the remorhaz takes 30"
      },
      {
        "document": 2009,
        "excerpt": "Acid, Cold"
      },
      {
        "document": 2016,
        "excerpt": "Acid, Cold, Fire, Lightning, Thunder"
      },
      {
        "document": 2023,
        "excerpt": "Acid, Bludgeoning, Cold, Fire, Lightning, Piercing, Slashing, Thunder"
      },
      {
        "document": 2044,
        "excerpt": "effects outside the tarrasque, and it takes 56 (16d6) Acid damage at the start of each of the tarrasque's turns. If the tarrasque takes 60 damage or more on a sin"
      },
      {
        "document": 2050,
        "excerpt": "s at the start of each of its turns. If the limb takes Acid or Fire damage, this trait doesn't function on the limb's next turn. The limb dies only if it starts its"
      },
      {
        "document": 2051,
        "excerpt": "at the start of each of its turns. If the troll takes Acid or Fire damage, this trait doesn't function on the troll's next turn. The troll dies only if it starts i"
      },
      {
        "document": 2055,
        "excerpt": "from an occupant. Running Water. The vampire takes 20 Acid damage if it ends its turn in running water. Stake to the Heart. The vampire is destroyed if a weapon t"
      },
      {
        "document": 2056,
        "excerpt": "from an occupant. Running Water. The vampire takes 20 Acid damage if it ends its turn in running water. Stake to the Heart. If a weapon that deals Piercing damage"
      },
      {
        "document": 2065,
        "excerpt": "Acid, Fire"
      },
      {
        "document": 2074,
        "excerpt": "Acid, Bludgeoning, Cold, Fire, Necrotic, Piercing, Slashing"
      },
      {
        "document": 2078,
        "excerpt": "Acid, Bludgeoning, Cold, Fire, Piercing, Slashing"
      },
      {
        "document": 2081,
        "excerpt": "Acid"
      },
      {
        "document": 2085,
        "excerpt": "Acid"
      }
    ],
    "acidic": [
      {
        "document": 1150,
        "excerpt": "omponents: V, S Duration: Instantaneous You create an acidic bubble at a point within range, where it explodes in a 5-foot-radius Sphere. Each creature in that Spher"
      },
      {
        "document": 1446,
        "excerpt": "roduces different effects, as detailed below. Turn 2. Acidic rain falls. Each creature and object under the cloud takes 4d6 Acid damage. Turn 3. You call six bolts"
      }
    ],
    "acolyte": [
      {
        "document": 821,
        "excerpt": "Acolyte"
      },
      {
        "document": 995,
        "excerpt": "Acolyte"
      },
      {
        "document": 1991,
        "excerpt": "Priest Acolyte"
      }
    ],
    "acquire": [
      {
        "document": 29,
        "excerpt": "dvantage reflects negative circumstances. You usually acquire Advantage or Disadvantage through the use of special abilities and actions. The GM can also decide that"
      },
      {
        "document": 118,
        "excerpt": "he Dragon Orb, are priceless, unique, and difficult to acquire."
      },
      {
        "document": 244,
        "excerpt": "With each new level, characters acquire new capabilities that equip them to handle greater challenges. As characters advance in level, the tone"
      },
      {
        "document": 694,
        "excerpt": "sh. Characters with criminal contacts might be able to acquire poison easily. Other characters might have to make extensive inquiries and pay bribes before they acquir"
      }
    ],
    "acrobat": [
      {
        "document": 1664,
        "excerpt": "Quarterstaff of the Acrobat"
      }
    ],
    "acrobatic": [
      {
        "document": 744,
        "excerpt": "Stay on your feet in a tricky situation, or perform an acrobatic stunt."
      },
      {
        "document": 840,
        "excerpt": "Acrobatic Movement"
      },
      {
        "document": 967,
        "excerpt": "Acrobatic Movement"
      },
      {
        "document": 1664,
        "excerpt": ", the weapon has the following additional properties. Acrobatic Assist (Quarterstaff and 10-Foot Pole Forms Only). While holding this weapon, you have Advantage on Dext"
      }
    ],
    "acrobatics": [
      {
        "document": 13,
        "excerpt": "ficiency. For example, if a rule refers to a Strength (Acrobatics or Athletics) check, you can add your Proficiency Bonus to the check if you have proficiency in the Acro"
      },
      {
        "document": 421,
        "excerpt": "wear to give Advantage on the wearer's next Dexterity (Acrobatics) check (DC 10) Craft: Climber's Kit"
      },
      {
        "document": 468,
        "excerpt": "res the creature to make a successful DC 18 Dexterity (Acrobatics) check as an action. Bursting the Chain requires a successful DC 20 Strength (Athletics) check as an act"
      },
      {
        "document": 483,
        "excerpt": "e hook catches on if you succeed on a DC 13 Dexterity (Acrobatics) check. If you tied a Rope to the hook, you can then climb it."
      },
      {
        "document": 628,
        "excerpt": "ion to make a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check to hit the surface head or feet first. On a successful check, any damage resulting from the fall"
      },
      {
        "document": 633,
        "excerpt": "ts action to make a Strength (Athletics) or Dexterity (Acrobatics) check against the grapple's escape DC, ending the condition on itself on a success. The condition also"
      },
      {
        "document": 657,
        "excerpt": "ficult Terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check or have the Prone condition. This Long Jump rule assumes that the height of the jump doesn't mat"
      },
      {
        "document": 744,
        "excerpt": "Acrobatics"
      },
      {
        "document": 962,
        "excerpt": "th check even if it normally uses a different ability: Acrobatics, Intimidation, Perception, Stealth, or Survival. When you use this ability, your Strength represents pri"
      },
      {
        "document": 966,
        "excerpt": "Choose 2: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Persuasion, Perception, or Survival"
      },
      {
        "document": 967,
        "excerpt": "Choose 2: Acrobatics, Athletics, History, Insight, Religion, or Stealth"
      },
      {
        "document": 970,
        "excerpt": "Choose 4: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, or"
      },
      {
        "document": 1664,
        "excerpt": "holding this weapon, you have Advantage on Dexterity (Acrobatics) checks. Attack Deflection (Quarterstaff Form Only) When you are hit by an attack while holding the we"
      },
      {
        "document": 1699,
        "excerpt": "s choice of a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check. On a successful check, the target is no longer Restrained by the rope. If you're still holding o"
      },
      {
        "document": 1791,
        "excerpt": "Acrobatics +7, Perception +6, Stealth +10"
      },
      {
        "document": 1900,
        "excerpt": "Acrobatics +5, Perception +3, Stealth +5"
      },
      {
        "document": 1984,
        "excerpt": "Acrobatics +7, Perception +5"
      },
      {
        "document": 2066,
        "excerpt": "Acrobatics +5, Perception +3, Stealth +5"
      }
    ],
    "across": [
      {
        "document": 26,
        "excerpt": "times resolving a task is easy. If an adventurer walks across a room and tries to open a door, the GM might say the door opens and describe what lies beyond. But the"
      },
      {
        "document": 283,
        "excerpt": ". Whatever a species' genesis, its members have spread across the multiverse and contribute to many different cultures. Members of most species live for about 80 yea"
      },
      {
        "document": 657,
        "excerpt": "the height of the jump doesn't matter, such as a jump across a stream or chasm. At your GM's option, you must succeed on a DC 10 Strength (Athletics) check to clear"
      },
      {
        "document": 967,
        "excerpt": "u gain the ability to move along vertical surfaces and across liquids on your turn without falling during the movement."
      },
      {
        "document": 1214,
        "excerpt": "er in the area and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spel"
      },
      {
        "document": 1276,
        "excerpt": "direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. Flammable objects that aren't being worn or carried start burning if touched by"
      },
      {
        "document": 1278,
        "excerpt": "so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 fee"
      },
      {
        "document": 1376,
        "excerpt": "so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray int"
      },
      {
        "document": 1418,
        "excerpt": "the meaning of your message. You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you,"
      },
      {
        "document": 1438,
        "excerpt": "ture you touch gains the ability to move up, down, and across vertical surfaces and along ceilings, while leaving its hands free. The target also gains a Climb Speed"
      },
      {
        "document": 1479,
        "excerpt": "uration: 1 hour This spell grants the ability to move across any liquid surface - such as water, acid, mud, snow, quicksand, or lava - as if it were harmless solid g"
      },
      {
        "document": 1480,
        "excerpt": "n two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and the spell ends at the start of your next tur"
      },
      {
        "document": 1524,
        "excerpt": "ake no sound, regardless of the surface you are moving across. You also have Advantage on Dexterity (Stealth) checks."
      },
      {
        "document": 1541,
        "excerpt": "b Speed equal to your Speed and can move up, down, and across vertical surfaces and along ceilings, while leaving your hands free. Spider Walk. You can't be caught i"
      },
      {
        "document": 1552,
        "excerpt": "Rare (Requires Attunement) This cube is about an inch across. Each face has a distinct marking on it. You can press one of those faces, expend the number of charges"
      },
      {
        "document": 1553,
        "excerpt": "Wondrous Item, Legendary This cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each keyed to a different plane of e"
      },
      {
        "document": 1578,
        "excerpt": "emely distant creatures and objects as small as 2 feet across."
      },
      {
        "document": 1579,
        "excerpt": "takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can take a Magic action while on the boat to command it to mov"
      },
      {
        "document": 1707,
        "excerpt": "you wear these light shoes, you can move up, down, and across vertical surfaces and along ceilings, while leaving your hands free. You have a Climb Speed equal to you"
      },
      {
        "document": 1770,
        "excerpt": "Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain compose"
      },
      {
        "document": 1782,
        "excerpt": "Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain compose"
      },
      {
        "document": 2072,
        "excerpt": "Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain compose"
      },
      {
        "document": 2090,
        "excerpt": "Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain compose"
      }
    ],
    "acs": [
      {
        "document": 580,
        "excerpt": "n. Armor Class. The Object Armor Class table suggests ACs for various substances. Object Armor Class Hit Points. An object is destroyed when it has 0 Hit Points"
      }
    ],
    "act": [
      {
        "document": 26,
        "excerpt": "t, the GM ensures that every character has a chance to act and decides how to resolve their activity. In combat, the characters take turns. 3: The GM Narrates the"
      },
      {
        "document": 47,
        "excerpt": "Roleplaying is, literally, the act of playing out a role. In this case, it's you as a player determining how your character thinks, acts, a"
      },
      {
        "document": 73,
        "excerpt": "to lowest Initiative. This is the order in which they act during each round. The Initiative order remains the same from round to round. Ties. If a tie occurs, th"
      },
      {
        "document": 96,
        "excerpt": "Disengage, and Dodge. A controlled mount can move and act even on the turn that you mount it. In contrast, an independent mount - one that lets you ride but igno"
      },
      {
        "document": 235,
        "excerpt": "utral Good. Chaotic Good (CG). Chaotic Good creatures act as their conscience directs with little regard for what others expect. A rebel who waylays a cruel baron"
      },
      {
        "document": 237,
        "excerpt": "utral Evil. Chaotic Evil (CE). Chaotic Evil creatures act with arbitrary violence, spurred by their hatred or bloodlust. A villain pursuing schemes of vengeance a"
      },
      {
        "document": 535,
        "excerpt": "ction to wait for a particular circumstance before you act. To do so, you take this action on your turn, which lets you act by taking a Reaction before the start o"
      },
      {
        "document": 564,
        "excerpt": "emporary Hit Points are granted by certain effects and act as a buffer against losing real Hit Points. See also “Playing the Game” (“Damage and Healing”)."
      },
      {
        "document": 744,
        "excerpt": "Act, tell a story, perform music, or dance."
      },
      {
        "document": 793,
        "excerpt": "fruit tree grows. It has 1d10 + 20 fruit, 1d8 of which act as randomly determined potions. The tree vanishes after 1 hour. Picked fruit remains, retaining any magi"
      },
      {
        "document": 970,
        "excerpt": "Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or"
      },
      {
        "document": 982,
        "excerpt": "be your promise. - Protect the weak and never fear to act. - Let your honorable deeds be an example."
      },
      {
        "document": 1246,
        "excerpt": "a willing creature you touch enters a trance state to act as a dream messenger. While in the trance, the messenger is Incapacitated and has a Speed of 0. If the"
      },
      {
        "document": 1287,
        "excerpt": "no special power over the creature, and it is free to act as the GM deems appropriate. It might leave, attack you, or help you."
      },
      {
        "document": 1869,
        "excerpt": "e creature hasn't witnessed the cube move or otherwise act."
      }
    ],
    "acting": [
      {
        "document": 75,
        "excerpt": "he defensive Dodge action or the Ready action to delay acting."
      }
    ],
    "action": [
      {
        "document": 5,
        "excerpt": "creature regains any Hit Points or if someone takes an action to administer first aid to it, making a successful DC 10 Wisdom (Medicine) check. When you receive heal"
      },
      {
        "document": 11,
        "excerpt": "You can take the Help action to try to stabilize a creature with 0 Hit Points, which requires a successful DC 10 Wisdom (Medicine) ch"
      },
      {
        "document": 26,
        "excerpt": "gon. In certain situations - particularly combat - the action is more structured, and everyone takes turns."
      },
      {
        "document": 36,
        "excerpt": "ch skill applies if you make an ability check for that action, and many other rules note when a skill is relevant. The GM has the ultimate say on whether a skill is r"
      },
      {
        "document": 42,
        "excerpt": "er than moving or communicating, you typically take an action. The Action table lists the game's main actions, which are defined in more detail in “Rules Glossary.”"
      },
      {
        "document": 43,
        "excerpt": "how much you can do at one time. You can take only one action at a time. This principle is most important in combat, as explained in “Combat” later in “Playing the Ga"
      },
      {
        "document": 44,
        "excerpt": "spells, and other abilities let you take an additional action on your turn called a Bonus Action. The Cunning Action feature, for example, allows a Rogue to take a B"
      },
      {
        "document": 45,
        "excerpt": "es, spells, and situations allow you to take a special action called a Reaction. A Reaction is an instant response to a trigger of some kind, which can occur on your"
      },
      {
        "document": 49,
        "excerpt": "s, the GM will typically ask you to take the Influence action. Pay attention to your skill proficiencies when thinking of how you will interact with an NPC; use an a"
      },
      {
        "document": 56,
        "excerpt": "te for hiding. When you try to hide, you take the Hide action."
      },
      {
        "document": 60,
        "excerpt": "interaction must occur during a creature's movement or action. Any additional interactions require the Utilize action, as explained in \"Combat\" later in \"Playing the"
      },
      {
        "document": 63,
        "excerpt": "As an action, you can automatically break or otherwise destroy a fragile, nonmagical object, such as a glass containe"
      },
      {
        "document": 74,
        "excerpt": "you can move a distance up to your Speed and take one action. You decide whether to move first or take your action first. The main actions you can take are listed i"
      },
      {
        "document": 75,
        "excerpt": "he shortest route. The GM might require you to use an action for any of these activities when it needs special care or when it presents an unusual obstacle. For inst"
      },
      {
        "document": 79,
        "excerpt": "move, using some of its movement before and after any action, Bonus Action, or Reaction you take on the same turn. For example, if you have a Speed of 30 feet, you c"
      },
      {
        "document": 80,
        "excerpt": "rone condition (see “Rules Glossary”) without using an action or any of your Speed, but you can’t do so if your Speed is 0."
      },
      {
        "document": 84,
        "excerpt": "When you take the Attack action, you make an attack. Some other actions, Bonus Actions, and Reactions also let you make an attack. Wheth"
      },
      {
        "document": 92,
        "excerpt": "When the outcome of an action is uncertain, the game uses a d20 roll to determine success or failure. These rolls are called D20 Tests"
      },
      {
        "document": 93,
        "excerpt": "rovoking an Opportunity Attack by taking the Disengage action. You also don't provoke an Opportunity Attack when you Teleport or when you are moved without using your"
      },
      {
        "document": 96,
        "excerpt": "s on your turn as you direct it, and it has only three action options during that turn: Dash, Disengage, and Dodge. A controlled mount can move and act even on the tu"
      },
      {
        "document": 120,
        "excerpt": "It usually takes a Magic action to activate a magic item. The item's user might also need to do something special. The description of ea"
      },
      {
        "document": 144,
        "excerpt": "administering it to another creature requires a Bonus Action. Applying an oil might take longer as specified in its description. Once used, a potion takes effect imm"
      },
      {
        "document": 174,
        "excerpt": "an make more than one attack when they take the Attack action. Such creatures have the Multiattack entry in the “Actions” section of their stat block. This entry deta"
      },
      {
        "document": 175,
        "excerpt": "me of 1 minute or more yet is listed in a spellcasting action, the monster doesn't cast the spell in just one action unless the action's description states otherwise;"
      },
      {
        "document": 176,
        "excerpt": "Bonus Action"
      },
      {
        "document": 178,
        "excerpt": "If the monster has Legendary Action options, those are listed in this section. A Legendary Action is an action that a monster can take immed"
      },
      {
        "document": 179,
        "excerpt": "Short or Long Rest. For example, \"Recharge 5–6\" in an action means a monster can take the action once. Then, at the start of each of the monster's turns, it regains"
      },
      {
        "document": 306,
        "excerpt": "When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on th"
      },
      {
        "document": 307,
        "excerpt": "When you take the Attack action, you can replace one of your attacks with throwing a flask of Holy Water. Target one creature you can se"
      },
      {
        "document": 308,
        "excerpt": "As a Utilize action, you can set a Hunting Trap, which is a sawtooth steel ring that snaps shut when a creature steps on a p"
      },
      {
        "document": 315,
        "excerpt": "us and Dim Light for an additional 30 feet. As a Bonus Action, you can lower the hood, reducing the light to Dim Light in a 5-foot radius, or raise it again."
      },
      {
        "document": 317,
        "excerpt": "ce of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make."
      },
      {
        "document": 319,
        "excerpt": "As a Utilize action, you can use Manacles to bind an unwilling Small or Medium creature within 5 feet of yourself that has t"
      },
      {
        "document": 322,
        "excerpt": "When you take the Attack action, you can replace one of your attacks with throwing a Net. Target a creature you can see within 15 feet o"
      },
      {
        "document": 323,
        "excerpt": "sing a Creature or an Object. When you take the Attack action, you can replace one of your attacks with throwing an Oil flask. Target one creature or object within 20"
      },
      {
        "document": 327,
        "excerpt": "As a Bonus Action, you can use a vial of Basic Poison to coat one weapon or up to three pieces of ammunition. A creature t"
      },
      {
        "document": 331,
        "excerpt": "This potion is a magic item. As a Bonus Action, you can drink it or administer it to another creature within 5 feet of yourself. The creature that drin"
      },
      {
        "document": 338,
        "excerpt": "As a Utilize action, you can tie a knot with Rope if you succeed on a DC 10 Dexterity (Sleight of Hand) check. The Rope can"
      },
      {
        "document": 343,
        "excerpt": "When blown as a Utilize action, a Signal Whistle produces a sound that can be heard up to 600 feet away."
      },
      {
        "document": 345,
        "excerpt": "Iron Spikes come in bundles of ten. As a Utilize action, you can use a blunt object, such as a Light Hammer, to hammer a spike into wood, earth, or a similar ma"
      },
      {
        "document": 347,
        "excerpt": "is 10 feet long. You can tie a knot in it as a Utilize action."
      },
      {
        "document": 349,
        "excerpt": "h - or anything else with exposed fuel - takes a Bonus Action. Lighting any other fire takes 1 minute."
      },
      {
        "document": 351,
        "excerpt": "ht for an additional 20 feet. When you take the Attack action, you can attack with the Torch, using it as a Simple Melee weapon. On a hit, the target takes 1 Fire dam"
      },
      {
        "document": 400,
        "excerpt": "Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn."
      },
      {
        "document": 412,
        "excerpt": "ngs you can do with the tool when you take the Utilize action. You can do one of those things each time you take the action. This entry also provides the DC for the a"
      },
      {
        "document": 445,
        "excerpt": "When you take the Attack action, you can replace one of your attacks with throwing a vial of Acid. Target one creature or object you can"
      },
      {
        "document": 446,
        "excerpt": "When you take the Attack action, you can replace one of your attacks with throwing a flask of Alchemist's Fire. Target one creature or o"
      },
      {
        "document": 448,
        "excerpt": "As a Bonus Action, you can drink a vial of Antitoxin to gain Advantage on saving throws to avoid or end the Poisoned condi"
      },
      {
        "document": 451,
        "excerpt": "As a Utilize action, you can spill Ball Bearings from their pouch. They spread to cover a level, 10-foot-square area within"
      },
      {
        "document": 456,
        "excerpt": "When rung as a Utilize action, a Bell produces a sound that can be heard up to 60 feet away."
      },
      {
        "document": 463,
        "excerpt": "As a Utilize action, you can spread Caltrops from their bag to cover a 5-foot-square area within 5 feet of yourself. A creat"
      },
      {
        "document": 468,
        "excerpt": "As a Utilize action, you can wrap a Chain around an unwilling creature within 5 feet of yourself that has the Grappled, Inca"
      },
      {
        "document": 470,
        "excerpt": "boot tips, gloves, pitons, and a harness. As a Utilize action, you can use the Climber's Kit to anchor yourself; when you do, you can't fall more than 25 feet from th"
      },
      {
        "document": 483,
        "excerpt": "As a Utilize action, you can throw the Grappling Hook at a railing, a ledge, or another catch within 50 feet of yourself, an"
      },
      {
        "document": 484,
        "excerpt": "A Healer's Kit has ten uses. As a Utilize action, you can expend one of its uses to stabilize an Unconscious creature that has 0 Hit Points without needi"
      },
      {
        "document": 490,
        "excerpt": "Most spells require the Magic action to cast, but some spells require a Bonus Action, a Reaction, or 1 minute or more. A spell's Casting Time"
      },
      {
        "document": 491,
        "excerpt": "xample, cast a spell with a spell slot using the Magic action and another one using a Bonus Action on the same turn."
      },
      {
        "document": 492,
        "excerpt": "Reaction and Bonus Action Triggers"
      },
      {
        "document": 493,
        "excerpt": "ting time of 1 minute or more, you must take the Magic action on each of your turns, and you must maintain Concentration (see “Rules Glossary”) while you do so. If y"
      },
      {
        "document": 500,
        "excerpt": "spell that you cast is ongoing, you can dismiss it (no action required) if you don’t have the Incapacitated condition."
      },
      {
        "document": 506,
        "excerpt": "on is ongoing. To identify it, you must take the Study action and succeed on a DC 15 Intelligence (Arcana) check."
      },
      {
        "document": 518,
        "excerpt": "Magic [Action]"
      },
      {
        "document": 525,
        "excerpt": "creature that you can see leaves your reach using its action, its Bonus Action, its Reaction, or one of its speeds. To make the Opportunity Attack, take a Reaction t"
      },
      {
        "document": 533,
        "excerpt": "A Reaction is a special action taken in response to a trigger defined in the Reaction's description. You can take a Reaction on another"
      },
      {
        "document": 535,
        "excerpt": "Ready [Action]"
      },
      {
        "document": 541,
        "excerpt": "Search [Action]"
      },
      {
        "document": 554,
        "excerpt": "(\"Actions\"). Bonus Actions. If the monster has Bonus Action options, they are listed in this section. Reactions. If the monster can take special Reactions, those a"
      },
      {
        "document": 555,
        "excerpt": "Attack [Action]"
      },
      {
        "document": 556,
        "excerpt": "Study [Action]"
      },
      {
        "document": 562,
        "excerpt": "an start or end the telepathic contact at any time (no action required). Telepathic contact can't be initiated and is immediately broken if either the telepath or the"
      },
      {
        "document": 570,
        "excerpt": "Utilize [Action]"
      },
      {
        "document": 577,
        "excerpt": "tag in brackets after the entry's name, as in \"Attack [Action].\" A tag - Action, Area of Effect, Attitude, Condition, or Hazard - indicates that a rule is part of a f"
      },
      {
        "document": 579,
        "excerpt": "Bonus Action"
      },
      {
        "document": 580,
        "excerpt": "e to break it automatically with the Attack or Utilize action. Armor Class. The Object Armor Class table suggests ACs for various substances. Object Armor Class Hi"
      },
      {
        "document": 582,
        "excerpt": "4 Fire damage at the start of each of its turns. As an action, you can extinguish fire on yourself by giving yourself the Prone condition and rolling on the ground. T"
      },
      {
        "document": 592,
        "excerpt": "ion. The creator can end Concentration at any time (no action required). The following factors break Concentration. Another Concentration Effect. You lose Concentrat"
      },
      {
        "document": 612,
        "excerpt": "Dash [Action]"
      },
      {
        "document": 619,
        "excerpt": "Action"
      },
      {
        "document": 621,
        "excerpt": "Disengage [Action]"
      },
      {
        "document": 622,
        "excerpt": "Dodge [Action]"
      },
      {
        "document": 633,
        "excerpt": "le. Ending a Grapple. A Grappled creature can use its action to make a Strength (Athletics) or Dexterity (Acrobatics) check against the grapple's escape DC, ending t"
      },
      {
        "document": 637,
        "excerpt": "Help [Action]"
      },
      {
        "document": 640,
        "excerpt": "Hide [Action]"
      },
      {
        "document": 651,
        "excerpt": "Influence [Action]"
      },
      {
        "document": 654,
        "excerpt": "til it regains any Hit Points or until someone uses an action to administer first aid to it, which requires a successful DC 10 Wisdom (Medicine) check."
      },
      {
        "document": 689,
        "excerpt": "xamples: - The Frightened creature must take the Dash action on each of its turns and uses its movement to get farther away from the source of its fear. - Attack rol"
      },
      {
        "document": 693,
        "excerpt": "body. Injury. Injury poison can be applied as a Bonus Action to a weapon, a piece of ammunition, or similar object. The poison remains potent until delivered through"
      },
      {
        "document": 700,
        "excerpt": "up if it takes damage or if another creature takes an action to shake it awake."
      },
      {
        "document": 708,
        "excerpt": "up if it takes damage or if another creature takes an action to shake it awake."
      },
      {
        "document": 716,
        "excerpt": "nto Difficult Terrain. Detect and Disarm. As a Search action, a creature can examine the trapped area and make a DC 11 Wisdom (Perception) check, detecting the trip"
      },
      {
        "document": 717,
        "excerpt": "tically if it's Huge or larger. A creature can take an action to make a DC 10 Strength (Athletics) check, freeing itself or another creature within its reach from the"
      },
      {
        "document": 718,
        "excerpt": "aura of Evocation magic around the statue. As a Search action, a creature within 5 feet of the statue can examine it and make a DC 10 Wisdom (Perception) check, detec"
      },
      {
        "document": 719,
        "excerpt": "g damage from the fall. Detect and Disarm. As a Study action, a creature can examine the section of floor that forms the pit's lid and make a DC 15 Intelligence (Inv"
      },
      {
        "document": 720,
        "excerpt": "oison damage per dart. Detect and Disarm. As a Search action, a creature can examine the walls and make a DC 15 Wisdom (Perception) check, detecting the holes on a s"
      },
      {
        "document": 721,
        "excerpt": "pell or similar magic. Detect and Disarm. As a Search action, a creature can examine the trapped lock and make a DC 15 Wisdom (Perception) check, detecting the needl"
      },
      {
        "document": 722,
        "excerpt": "e stone to keep moving. Detect and Disarm. As a Study action, a creature can examine the section of floor that forms the pressure plate and make a DC 15 Intelligence"
      },
      {
        "document": 723,
        "excerpt": "damage from the spikes. Detect and Disarm. As a Study action, a creature can examine the section of floor that forms the pit's lid and make a DC 15 Intelligence (Inv"
      },
      {
        "document": 736,
        "excerpt": "such a creature might deal enough damage with a single action to take out one or more characters. For example, an Ogre (CR 2) can kill a level 1 Wizard with a single"
      },
      {
        "document": 745,
        "excerpt": "Action"
      },
      {
        "document": 839,
        "excerpt": "Action Surge (one use), Tactical Mind"
      },
      {
        "document": 855,
        "excerpt": "Cunning Action"
      },
      {
        "document": 929,
        "excerpt": "Shield (Utilize Action to Don or Doff)"
      },
      {
        "document": 951,
        "excerpt": "Action Table 1"
      },
      {
        "document": 962,
        "excerpt": "nary might and resilience. You can enter it as a Bonus Action if you aren't wearing Heavy armor. You can enter your Rage the number of times shown for your Barbarian"
      },
      {
        "document": 963,
        "excerpt": ", which is a d6. Using Bardic Inspiration. As a Bonus Action, you can inspire another creature within 60 feet of yourself who can see or hear you. That creature gain"
      },
      {
        "document": 964,
        "excerpt": "lass's Spellcasting feature. Divine Spark. As a Magic action, you point your Holy Symbol at another creature you can see within 30 feet of yourself and focus divine"
      },
      {
        "document": 965,
        "excerpt": "allows you to assume the form of an animal. As a Bonus Action, you shape-shift into a Beast form that you have learned for this feature (see “Known Forms” below). You"
      },
      {
        "document": 966,
        "excerpt": "al and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level. You can use this feature tw"
      },
      {
        "document": 967,
        "excerpt": "rmed Strike. You can make an Unarmed Strike as a Bonus Action. Martial Arts Die. You can roll 1d6 in place of the normal damage of your Unarmed Strike or Monk weapon"
      },
      {
        "document": 968,
        "excerpt": "ts equal to five times your Paladin level. As a Bonus Action, you can touch a creature (which could be yourself) and draw power from the pool of healing to restore a"
      },
      {
        "document": 969,
        "excerpt": "ack twice instead of once whenever you take the Attack action on your turn."
      },
      {
        "document": 970,
        "excerpt": "Cunning Action"
      },
      {
        "document": 971,
        "excerpt": "on you, infusing you with simmering magic. As a Bonus Action, you can unleash that magic for 1 minute, during which you gain the following benefits: - The spell sav"
      },
      {
        "document": 972,
        "excerpt": "s Prerequisite: Level 5+ Warlock You can use a Bonus Action to touch a willing creature and perceive through its senses until the end of your next turn. As long as"
      },
      {
        "document": 973,
        "excerpt": "spell in your spellbook that have a casting time of an action. You always have those spells prepared, and you can cast them at their lowest level without expending a"
      },
      {
        "document": 975,
        "excerpt": "As a Magic action, you can expend a use of your Wild Shape and choose a point within 60 feet of yourself. Vitality-giving"
      },
      {
        "document": 977,
        "excerpt": "As a Bonus Action, you can cause draconic wings to appear on your back. The wings last for 1 hour or until you dismiss the"
      },
      {
        "document": 979,
        "excerpt": "ong Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it."
      },
      {
        "document": 981,
        "excerpt": "As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to evoke healing energy that can"
      },
      {
        "document": 982,
        "excerpt": "When you take the Attack action, you can expend one use of your Channel Divinity to imbue one Melee weapon that you are holding with pos"
      },
      {
        "document": 983,
        "excerpt": "As a Bonus Action, you can strike terror into others with your menacing presence and primal power. When you do so, each cr"
      },
      {
        "document": 984,
        "excerpt": "As a Bonus Action, you can do one of the following. Sleight of Hand. Make a Dexterity (Sleight of Hand) check to pick a l"
      },
      {
        "document": 985,
        "excerpt": "You gain the ability to heal yourself. As a Bonus Action, you can roll your Martial Arts die. You regain a number of Hit Points equal to the number rolled plus y"
      },
      {
        "document": 986,
        "excerpt": "When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in either a 15-fo"
      },
      {
        "document": 987,
        "excerpt": "As a Bonus Action, you gain Tremorsense with a range of 60 feet for 10 minutes. You must be on a stone surface or touching"
      },
      {
        "document": 989,
        "excerpt": "effect whenever you or another creature takes a Bonus Action to activate it with a touch. If the chosen effect has options within it, you choose one of those options"
      },
      {
        "document": 990,
        "excerpt": "a Long Rest: Cloud's Jaunt (Cloud Giant). As a Bonus Action, you magically teleport up to 30 feet to an unoccupied space you can see. Fire's Burn (Fire Giant). Whe"
      },
      {
        "document": 991,
        "excerpt": "You can take the Hide action even when you are obscured only by a creature that is at least one size larger than you."
      },
      {
        "document": 993,
        "excerpt": "You can take the Dash action as a Bonus Action. When you do so, you gain a number of Temporary Hit Points equal to your Proficiency B"
      },
      {
        "document": 1003,
        "excerpt": "0. Blink Steps. Immediately after you take the Attack action or the Magic action, you can teleport up to 30 feet to an unoccupied space you can see."
      },
      {
        "document": 1007,
        "excerpt": "u can give yourself the Invisible condition as a Bonus Action. The condition ends on you immediately after you take an action, a Bonus Action, or a Reaction. Shadowy"
      },
      {
        "document": 1010,
        "excerpt": "creature with an Unarmed Strike as part of the Attack action on your turn, you can use both the Damage and the Grapple option. You can use this benefit only once per"
      },
      {
        "document": 1125,
        "excerpt": "Utilize Action to Don or Doff"
      },
      {
        "document": 1149,
        "excerpt": "Action"
      },
      {
        "document": 1150,
        "excerpt": "Action"
      },
      {
        "document": 1151,
        "excerpt": "Action"
      },
      {
        "document": 1153,
        "excerpt": "Action"
      },
      {
        "document": 1154,
        "excerpt": "Action"
      },
      {
        "document": 1155,
        "excerpt": "Action or Ritual"
      },
      {
        "document": 1156,
        "excerpt": "Action"
      },
      {
        "document": 1157,
        "excerpt": "blocks). On each of your turns, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if y"
      },
      {
        "document": 1158,
        "excerpt": "Action"
      },
      {
        "document": 1159,
        "excerpt": "Action"
      },
      {
        "document": 1160,
        "excerpt": "Action"
      },
      {
        "document": 1162,
        "excerpt": "Action"
      },
      {
        "document": 1163,
        "excerpt": "Action"
      },
      {
        "document": 1164,
        "excerpt": "Action"
      },
      {
        "document": 1165,
        "excerpt": "Action"
      },
      {
        "document": 1166,
        "excerpt": "Action"
      },
      {
        "document": 1167,
        "excerpt": "The spell ends for all the targets if you take a Magic action to dismiss it. When the spell ends for a target who isn't dead, the target reappears in its body and ex"
      },
      {
        "document": 1168,
        "excerpt": "n otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The GM chooses the omen from the Omens table. Omens"
      },
      {
        "document": 1169,
        "excerpt": "Action"
      },
      {
        "document": 1171,
        "excerpt": "Action"
      },
      {
        "document": 1172,
        "excerpt": "Action"
      },
      {
        "document": 1173,
        "excerpt": "Bonus Action"
      },
      {
        "document": 1174,
        "excerpt": "Action"
      },
      {
        "document": 1175,
        "excerpt": "Action"
      },
      {
        "document": 1176,
        "excerpt": "Action"
      },
      {
        "document": 1177,
        "excerpt": "Action"
      },
      {
        "document": 1178,
        "excerpt": "Action"
      },
      {
        "document": 1179,
        "excerpt": "Action"
      },
      {
        "document": 1180,
        "excerpt": "Action"
      },
      {
        "document": 1181,
        "excerpt": "Action"
      },
      {
        "document": 1182,
        "excerpt": "Action"
      },
      {
        "document": 1183,
        "excerpt": "Action"
      },
      {
        "document": 1184,
        "excerpt": "Action"
      },
      {
        "document": 1185,
        "excerpt": "Action"
      },
      {
        "document": 1186,
        "excerpt": "Action"
      },
      {
        "document": 1187,
        "excerpt": "Action"
      },
      {
        "document": 1188,
        "excerpt": "Action"
      },
      {
        "document": 1189,
        "excerpt": "Action"
      },
      {
        "document": 1190,
        "excerpt": "Action"
      },
      {
        "document": 1191,
        "excerpt": "Action"
      },
      {
        "document": 1192,
        "excerpt": "Action"
      },
      {
        "document": 1193,
        "excerpt": "ugh the sensor as if you were in its space. As a Bonus Action, you can switch between seeing and hearing. A creature that sees the sensor (such as a creature benefit"
      },
      {
        "document": 1195,
        "excerpt": "Action"
      },
      {
        "document": 1196,
        "excerpt": "Action"
      },
      {
        "document": 1197,
        "excerpt": "Action"
      },
      {
        "document": 1200,
        "excerpt": "Action or Ritual"
      },
      {
        "document": 1201,
        "excerpt": "Action"
      },
      {
        "document": 1202,
        "excerpt": "Action"
      },
      {
        "document": 1203,
        "excerpt": "Action"
      },
      {
        "document": 1204,
        "excerpt": "Action"
      },
      {
        "document": 1205,
        "excerpt": "Action"
      },
      {
        "document": 1206,
        "excerpt": "Action"
      },
      {
        "document": 1207,
        "excerpt": "Action"
      },
      {
        "document": 1208,
        "excerpt": "Action"
      },
      {
        "document": 1209,
        "excerpt": "Action"
      },
      {
        "document": 1211,
        "excerpt": "Action"
      },
      {
        "document": 1212,
        "excerpt": "lower that you can cast, that has a casting time of an action, and that can target you. You cast that spell - called the contingent spell - as part of casting Conting"
      },
      {
        "document": 1213,
        "excerpt": "Action"
      },
      {
        "document": 1214,
        "excerpt": "Action"
      },
      {
        "document": 1216,
        "excerpt": "led save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot"
      },
      {
        "document": 1217,
        "excerpt": "Action"
      },
      {
        "document": 1218,
        "excerpt": "Action"
      },
      {
        "document": 1219,
        "excerpt": "ntrol (see “Monsters” for its stat block). As a Bonus Action on each of your turns, you can mentally command any creature you animated with this spell if the creatur"
      },
      {
        "document": 1221,
        "excerpt": "Action"
      },
      {
        "document": 1222,
        "excerpt": "Action"
      },
      {
        "document": 1223,
        "excerpt": "Action"
      },
      {
        "document": 1224,
        "excerpt": "Action"
      },
      {
        "document": 1225,
        "excerpt": "Action"
      },
      {
        "document": 1226,
        "excerpt": "Action"
      },
      {
        "document": 1227,
        "excerpt": "Action"
      },
      {
        "document": 1228,
        "excerpt": "Action"
      },
      {
        "document": 1229,
        "excerpt": "Action"
      },
      {
        "document": 1230,
        "excerpt": "Action or Ritual"
      },
      {
        "document": 1231,
        "excerpt": "Action or Ritual"
      },
      {
        "document": 1232,
        "excerpt": "Action"
      },
      {
        "document": 1233,
        "excerpt": "Action"
      },
      {
        "document": 1234,
        "excerpt": "Action"
      },
      {
        "document": 1235,
        "excerpt": "Action"
      },
      {
        "document": 1236,
        "excerpt": "Action"
      },
      {
        "document": 1237,
        "excerpt": "Action"
      },
      {
        "document": 1238,
        "excerpt": "Action or Ritual"
      },
      {
        "document": 1239,
        "excerpt": "Bonus Action"
      },
      {
        "document": 1240,
        "excerpt": "Bonus Action, which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike"
      },
      {
        "document": 1241,
        "excerpt": "Bonus Action"
      },
      {
        "document": 1242,
        "excerpt": "Action"
      },
      {
        "document": 1243,
        "excerpt": "Action"
      },
      {
        "document": 1244,
        "excerpt": "Action"
      },
      {
        "document": 1245,
        "excerpt": "Bonus Action"
      },
      {
        "document": 1247,
        "excerpt": "Action"
      },
      {
        "document": 1248,
        "excerpt": "Action"
      },
      {
        "document": 1249,
        "excerpt": "Action"
      },
      {
        "document": 1250,
        "excerpt": "Action"
      },
      {
        "document": 1251,
        "excerpt": "Action"
      },
      {
        "document": 1252,
        "excerpt": "Action"
      },
      {
        "document": 1253,
        "excerpt": "Bonus Action, which you take immediately after hitting a creature with a weapon"
      },
      {
        "document": 1254,
        "excerpt": "Action"
      },
      {
        "document": 1255,
        "excerpt": "Action"
      },
      {
        "document": 1256,
        "excerpt": "Action"
      },
      {
        "document": 1257,
        "excerpt": "Bonus Action"
      },
      {
        "document": 1258,
        "excerpt": "Action"
      },
      {
        "document": 1260,
        "excerpt": "Action"
      },
      {
        "document": 1261,
        "excerpt": "Action"
      },
      {
        "document": 1262,
        "excerpt": "Action"
      },
      {
        "document": 1263,
        "excerpt": "Action"
      },
      {
        "document": 1265,
        "excerpt": "icate with it telepathically. Additionally, as a Bonus Action, you can see through the familiar's eyes and hear what it hears until the start of your next turn, gaini"
      },
      {
        "document": 1266,
        "excerpt": "Action"
      },
      {
        "document": 1268,
        "excerpt": "Action"
      },
      {
        "document": 1269,
        "excerpt": "Action"
      },
      {
        "document": 1270,
        "excerpt": "Action"
      },
      {
        "document": 1271,
        "excerpt": "Action"
      },
      {
        "document": 1272,
        "excerpt": "Action"
      },
      {
        "document": 1273,
        "excerpt": "Action"
      },
      {
        "document": 1274,
        "excerpt": "Bonus Action"
      },
      {
        "document": 1275,
        "excerpt": "Action"
      },
      {
        "document": 1276,
        "excerpt": "Action"
      },
      {
        "document": 1277,
        "excerpt": "Action"
      },
      {
        "document": 1278,
        "excerpt": "Action or Ritual"
      },
      {
        "document": 1279,
        "excerpt": "Action"
      },
      {
        "document": 1280,
        "excerpt": "Action"
      },
      {
        "document": 1282,
        "excerpt": "Action"
      },
      {
        "document": 1284,
        "excerpt": "Action"
      },
      {
        "document": 1285,
        "excerpt": "Action"
      },
      {
        "document": 1286,
        "excerpt": "Action"
      },
      {
        "document": 1287,
        "excerpt": "Action"
      },
      {
        "document": 1288,
        "excerpt": "dering it to carry out some service or refrain from an action or a course of activity as you decide. The target must succeed on a Wisdom saving throw or have the Char"
      },
      {
        "document": 1289,
        "excerpt": "Action or Ritual"
      },
      {
        "document": 1290,
        "excerpt": "Action"
      },
      {
        "document": 1291,
        "excerpt": "Action"
      },
      {
        "document": 1292,
        "excerpt": "Action"
      },
      {
        "document": 1294,
        "excerpt": "Action"
      },
      {
        "document": 1295,
        "excerpt": "Action"
      },
      {
        "document": 1296,
        "excerpt": "Action"
      },
      {
        "document": 1297,
        "excerpt": "Action"
      },
      {
        "document": 1298,
        "excerpt": "Action"
      },
      {
        "document": 1300,
        "excerpt": "Action"
      },
      {
        "document": 1301,
        "excerpt": "Action"
      },
      {
        "document": 1302,
        "excerpt": "Action"
      },
      {
        "document": 1304,
        "excerpt": ", a creature examining the illusion can take the Study action to make an Intelligence (Investigation) check against your spell save DC to disbelieve it. If a creature"
      },
      {
        "document": 1305,
        "excerpt": "Action"
      },
      {
        "document": 1306,
        "excerpt": "Action"
      },
      {
        "document": 1307,
        "excerpt": "Action"
      },
      {
        "document": 1308,
        "excerpt": "Bonus Action"
      },
      {
        "document": 1309,
        "excerpt": "Action"
      },
      {
        "document": 1312,
        "excerpt": "Action"
      },
      {
        "document": 1313,
        "excerpt": "Bonus Action"
      },
      {
        "document": 1314,
        "excerpt": "Action"
      },
      {
        "document": 1315,
        "excerpt": "Action"
      },
      {
        "document": 1316,
        "excerpt": "Action"
      },
      {
        "document": 1317,
        "excerpt": "Action"
      },
      {
        "document": 1318,
        "excerpt": "Bonus Action"
      },
      {
        "document": 1319,
        "excerpt": "Action"
      },
      {
        "document": 1320,
        "excerpt": "Action"
      },
      {
        "document": 1321,
        "excerpt": "Action"
      },
      {
        "document": 1324,
        "excerpt": "hin the next decade. The trigger must be an observable action, such as someone making a particular offering at the temple of your god, saving your true love, or defea"
      },
      {
        "document": 1325,
        "excerpt": "Action"
      },
      {
        "document": 1326,
        "excerpt": "Action"
      },
      {
        "document": 1327,
        "excerpt": "Action"
      },
      {
        "document": 1328,
        "excerpt": "different sapphire. Thereafter, you can take a Magic action to speak the object's name and crush the sapphire. The object instantly appears in your hand regardless"
      },
      {
        "document": 1329,
        "excerpt": "Action"
      },
      {
        "document": 1330,
        "excerpt": "Action"
      },
      {
        "document": 1331,
        "excerpt": "Bonus Action"
      },
      {
        "document": 1332,
        "excerpt": "Action"
      },
      {
        "document": 1334,
        "excerpt": "Bonus Action"
      },
      {
        "document": 1335,
        "excerpt": "Action"
      },
      {
        "document": 1336,
        "excerpt": "Action"
      },
      {
        "document": 1337,
        "excerpt": "Action"
      },
      {
        "document": 1338,
        "excerpt": "Action or Ritual"
      },
      {
        "document": 1339,
        "excerpt": "Action"
      },
      {
        "document": 1340,
        "excerpt": "Action"
      },
      {
        "document": 1341,
        "excerpt": "Action"
      },
      {
        "document": 1342,
        "excerpt": "Action"
      },
      {
        "document": 1343,
        "excerpt": "Action"
      },
      {
        "document": 1345,
        "excerpt": "er's space. You can't move or take Reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your livin"
      },
      {
        "document": 1346,
        "excerpt": "Action"
      },
      {
        "document": 1348,
        "excerpt": "Bonus Action"
      },
      {
        "document": 1349,
        "excerpt": "as the door remains open. You can open or close it (no action required) if you are within 30 feet of it. While closed, the door is imperceptible. Beyond the door is"
      },
      {
        "document": 1350,
        "excerpt": "Action"
      },
      {
        "document": 1351,
        "excerpt": "Action"
      },
      {
        "document": 1352,
        "excerpt": "Action"
      },
      {
        "document": 1353,
        "excerpt": "Bonus Action"
      },
      {
        "document": 1354,
        "excerpt": "Action"
      },
      {
        "document": 1355,
        "excerpt": "Action"
      },
      {
        "document": 1356,
        "excerpt": "Action or Ritual"
      },
      {
        "document": 1358,
        "excerpt": "Action"
      },
      {
        "document": 1359,
        "excerpt": "Action"
      },
      {
        "document": 1360,
        "excerpt": "Action"
      },
      {
        "document": 1361,
        "excerpt": "Action"
      },
      {
        "document": 1362,
        "excerpt": "Action"
      },
      {
        "document": 1364,
        "excerpt": "Action"
      },
      {
        "document": 1365,
        "excerpt": "Action"
      },
      {
        "document": 1366,
        "excerpt": "Bonus Action"
      },
      {
        "document": 1367,
        "excerpt": "Action"
      },
      {
        "document": 1368,
        "excerpt": "Action"
      },
      {
        "document": 1369,
        "excerpt": "Action"
      },
      {
        "document": 1370,
        "excerpt": "Action"
      },
      {
        "document": 1371,
        "excerpt": "Action"
      },
      {
        "document": 1372,
        "excerpt": "Action"
      },
      {
        "document": 1373,
        "excerpt": "Action"
      },
      {
        "document": 1374,
        "excerpt": "Action"
      },
      {
        "document": 1378,
        "excerpt": "Action"
      },
      {
        "document": 1379,
        "excerpt": "Action (Overgrowth) or 8 hours (Enrichment)"
      },
      {
        "document": 1380,
        "excerpt": "Action"
      },
      {
        "document": 1381,
        "excerpt": "Action"
      },
      {
        "document": 1382,
        "excerpt": "Action"
      },
      {
        "document": 1383,
        "excerpt": "Action"
      },
      {
        "document": 1384,
        "excerpt": "Action"
      },
      {
        "document": 1386,
        "excerpt": "Action"
      },
      {
        "document": 1387,
        "excerpt": "Action"
      },
      {
        "document": 1388,
        "excerpt": "Action"
      },
      {
        "document": 1390,
        "excerpt": "Bonus Action"
      },
      {
        "document": 1391,
        "excerpt": "Action"
      },
      {
        "document": 1392,
        "excerpt": "Action"
      },
      {
        "document": 1393,
        "excerpt": "Action"
      },
      {
        "document": 1394,
        "excerpt": "Action"
      },
      {
        "document": 1395,
        "excerpt": "Action"
      },
      {
        "document": 1396,
        "excerpt": "Action or Ritual"
      },
      {
        "document": 1398,
        "excerpt": "Action"
      },
      {
        "document": 1399,
        "excerpt": "Action"
      },
      {
        "document": 1400,
        "excerpt": "Action"
      },
      {
        "document": 1403,
        "excerpt": "Action"
      },
      {
        "document": 1404,
        "excerpt": "Action"
      },
      {
        "document": 1405,
        "excerpt": "Action"
      },
      {
        "document": 1407,
        "excerpt": "Action"
      },
      {
        "document": 1408,
        "excerpt": "Action"
      },
      {
        "document": 1409,
        "excerpt": "Action"
      },
      {
        "document": 1410,
        "excerpt": "Action"
      },
      {
        "document": 1411,
        "excerpt": "Bonus Action"
      },
      {
        "document": 1412,
        "excerpt": "Action"
      },
      {
        "document": 1414,
        "excerpt": "Bonus Action, which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike"
      },
      {
        "document": 1415,
        "excerpt": "Action"
      },
      {
        "document": 1416,
        "excerpt": "Action"
      },
      {
        "document": 1417,
        "excerpt": "Action"
      },
      {
        "document": 1418,
        "excerpt": "Action"
      },
      {
        "document": 1419,
        "excerpt": "Action"
      },
      {
        "document": 1420,
        "excerpt": "Action"
      },
      {
        "document": 1421,
        "excerpt": "Action"
      },
      {
        "document": 1422,
        "excerpt": "Bonus Action"
      },
      {
        "document": 1424,
        "excerpt": "Bonus Action"
      },
      {
        "document": 1425,
        "excerpt": "Bonus Action, which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike"
      },
      {
        "document": 1426,
        "excerpt": "Action"
      },
      {
        "document": 1427,
        "excerpt": "Action or Ritual"
      },
      {
        "document": 1428,
        "excerpt": "Action"
      },
      {
        "document": 1430,
        "excerpt": "Action"
      },
      {
        "document": 1431,
        "excerpt": "Action"
      },
      {
        "document": 1432,
        "excerpt": "Action"
      },
      {
        "document": 1433,
        "excerpt": "Action"
      },
      {
        "document": 1434,
        "excerpt": "Action"
      },
      {
        "document": 1435,
        "excerpt": "Action or Ritual"
      },
      {
        "document": 1436,
        "excerpt": "Action"
      },
      {
        "document": 1437,
        "excerpt": "Action"
      },
      {
        "document": 1438,
        "excerpt": "Action"
      },
      {
        "document": 1439,
        "excerpt": "Action"
      },
      {
        "document": 1440,
        "excerpt": "Action"
      },
      {
        "document": 1441,
        "excerpt": "Bonus Action"
      },
      {
        "document": 1442,
        "excerpt": "Action"
      },
      {
        "document": 1443,
        "excerpt": "Action"
      },
      {
        "document": 1444,
        "excerpt": "Action"
      },
      {
        "document": 1445,
        "excerpt": "Action"
      },
      {
        "document": 1446,
        "excerpt": "Action"
      },
      {
        "document": 1447,
        "excerpt": "Action"
      },
      {
        "document": 1448,
        "excerpt": "Action"
      },
      {
        "document": 1449,
        "excerpt": "Action"
      },
      {
        "document": 1450,
        "excerpt": "Action"
      },
      {
        "document": 1451,
        "excerpt": "ture awakens if it takes damage or if someone takes an action to shake it awake. Stunning. Each target must succeed on a Wisdom saving throw or have the Stunned cond"
      },
      {
        "document": 1452,
        "excerpt": "Action"
      },
      {
        "document": 1453,
        "excerpt": "Action or Ritual"
      },
      {
        "document": 1454,
        "excerpt": "Action"
      },
      {
        "document": 1456,
        "excerpt": "Action"
      },
      {
        "document": 1457,
        "excerpt": "Action"
      },
      {
        "document": 1458,
        "excerpt": "Action"
      },
      {
        "document": 1459,
        "excerpt": "command the interior to have Dim Light or Darkness (no action required). The Emanation is opaque from the outside and of any color you choose, but it's transparent fr"
      },
      {
        "document": 1460,
        "excerpt": "Action"
      },
      {
        "document": 1461,
        "excerpt": "Action"
      },
      {
        "document": 1462,
        "excerpt": "Action"
      },
      {
        "document": 1463,
        "excerpt": "Action"
      },
      {
        "document": 1465,
        "excerpt": "Action"
      },
      {
        "document": 1466,
        "excerpt": "Action"
      },
      {
        "document": 1468,
        "excerpt": "Action or Ritual"
      },
      {
        "document": 1469,
        "excerpt": "Action"
      },
      {
        "document": 1470,
        "excerpt": "Action"
      },
      {
        "document": 1471,
        "excerpt": "Action"
      },
      {
        "document": 1472,
        "excerpt": "Action"
      },
      {
        "document": 1473,
        "excerpt": "Action"
      },
      {
        "document": 1474,
        "excerpt": "Action"
      },
      {
        "document": 1475,
        "excerpt": "Action"
      },
      {
        "document": 1476,
        "excerpt": "Action"
      },
      {
        "document": 1477,
        "excerpt": "Action"
      },
      {
        "document": 1478,
        "excerpt": "Action or Ritual"
      },
      {
        "document": 1479,
        "excerpt": "Action or Ritual"
      },
      {
        "document": 1480,
        "excerpt": "Action"
      },
      {
        "document": 1481,
        "excerpt": "Action"
      },
      {
        "document": 1482,
        "excerpt": "ly actions a target can take in this form are the Dash action or a Magic action to begin reverting to its normal form. Reverting takes 1 minute, during which the targ"
      },
      {
        "document": 1483,
        "excerpt": "Action"
      },
      {
        "document": 1484,
        "excerpt": "Action"
      },
      {
        "document": 1485,
        "excerpt": "Action"
      },
      {
        "document": 1486,
        "excerpt": "Action"
      },
      {
        "document": 1493,
        "excerpt": "e the following effects. Inactive. You can't take any action, Bonus Action, or Reaction. No Concentration. Your Concentration is broken. Speechless. You can't spea"
      },
      {
        "document": 1507,
        "excerpt": "ment) While wearing this amulet, you can take a Magic action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intellige"
      },
      {
        "document": 1508,
        "excerpt": "ment) While holding this Shield, you can take a Bonus Action to cause it to animate. The Shield leaps into the air and hovers in your space to protect you as if you"
      },
      {
        "document": 1509,
        "excerpt": "ure. A creature in the compartment can take a Utilize action to move as many as two of the apparatus's levers up or down. After each use, a lever goes back to its ne"
      },
      {
        "document": 1511,
        "excerpt": "ou wear this armor. Metal Shell. You can take a Magic action to give yourself Immunity to Bludgeoning, Piercing, and Slashing damage for 10 minutes or until you are"
      },
      {
        "document": 1516,
        "excerpt": "inside the bag. A creature inside the bag can take an action to try to escape, doing so with a successful DC 15 Strength (Athletics) check. Another creature can take"
      },
      {
        "document": 1517,
        "excerpt": "ts. Retrieving an item from the bag requires a Utilize action. If the bag is overloaded, pierced, or torn, it is destroyed, and its contents are scattered in the Ast"
      },
      {
        "document": 1518,
        "excerpt": "esence of a small, fuzzy object. You can take a Magic action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms i"
      },
      {
        "document": 1519,
        "excerpt": "ads of Force are found together. You can take a Magic action to throw the bead up to 60 feet. The bead explodes in a 10-foot-radius Sphere on impact and is destroyed"
      },
      {
        "document": 1523,
        "excerpt": "close to the creature as possible and take the Attack action, targeting the creature. If you're unable to get close enough to the creature to attack it with the weap"
      },
      {
        "document": 1526,
        "excerpt": "ent) While you wear these boots, you can take a Bonus Action to click the boots' heels together. If you do, the boots double your Speed, and any creature that makes"
      },
      {
        "document": 1529,
        "excerpt": "and you are within 5 feet of it, you can take a Magic action to summon a Water Elemental. The elemental appears in an unoccupied space as close to the bowl as possib"
      },
      {
        "document": 1532,
        "excerpt": "re within 5 feet of this brazier, you can take a Magic action to summon a Fire Elemental. The elemental appears in an unoccupied space as close to the brazier as poss"
      },
      {
        "document": 1534,
        "excerpt": "dane broom until you stand astride it and take a Magic action to make it hover beneath you, at which time it can be ridden in the air. It has a Fly Speed of 50 feet."
      },
      {
        "document": 1535,
        "excerpt": "tivated when the candle is lit, which requires a Magic action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time."
      },
      {
        "document": 1536,
        "excerpt": "g it, you can use it to cast Dimension Door as a Magic action. This property can't be used again until the next dawn. When you teleport with that spell, you leave be"
      },
      {
        "document": 1537,
        "excerpt": "u can make this carpet hover and fly by taking a Magic action and using the carpet's command word. It moves according to your directions if you are within 30 feet of"
      },
      {
        "document": 1538,
        "excerpt": "hile gently swinging this censer, you can take a Magic action to summon an Air Elemental. The elemental appears in an unoccupied space as close to the censer as possi"
      },
      {
        "document": 1539,
        "excerpt": "sures about 1 foot long and weighs 1 pound. As a Magic action, you can strike the chime to cast Knock. The spell's customary knocking sound is replaced by the clear,"
      },
      {
        "document": 1544,
        "excerpt": "at dawn. While wearing the cloak, you can take a Magic action to pull its hood over your head and expend 1 charge to give yourself the Invisible condition for 1 hour"
      },
      {
        "document": 1553,
        "excerpt": "regains 1d3 expended charges daily at dawn. As a Magic action, you can expend 1 of the cube's charges to cast one of the following spells using the cube. Gate. Press"
      },
      {
        "document": 1554,
        "excerpt": "lls made with this magic weapon. You can take a Bonus Action to magically coat the blade with poison. The poison remains for 1 minute or until an attack using this w"
      },
      {
        "document": 1555,
        "excerpt": "Very Rare (Requires Attunement) You can take a Bonus Action to toss this magic weapon into the air. When you do so, the weapon begins to hover, flies up to 30 feet,"
      },
      {
        "document": 1556,
        "excerpt": "r. The decanter weighs 2 pounds. You can take a Magic action to remove the stopper and issue one of three command words, whereupon an amount of fresh water or salt w"
      },
      {
        "document": 1557,
        "excerpt": "if its cards are drawn at random. You can take a Magic action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of yourself"
      },
      {
        "document": 1560,
        "excerpt": "Wondrous Item, Rare You can take a Utilize action to place these shackles on a creature that has the Incapacitated condition. The shackles adjust to fit a"
      },
      {
        "document": 1561,
        "excerpt": "ide it. While attuned to an orb, you can take a Magic action to peer into the orb's depths. You must then make a DC 15 Charisma saving throw. On a successful save, y"
      },
      {
        "document": 1562,
        "excerpt": "). Additionally, you can focus your senses as a Magic action to discern the distance and direction to the closest dragon within 30 miles of yourself that is of the s"
      },
      {
        "document": 1564,
        "excerpt": "e is enough of it for one use. When you take a Utilize action to throw the dust into the air, you and each creature and object within a 10-foot Emanation originating"
      },
      {
        "document": 1565,
        "excerpt": "packet contains 1d6 + 4 pinches of dust. As a Utilize action, you can sprinkle a pinch of the dust over water, turning up to a 15-foot Cube of water into one marble-"
      },
      {
        "document": 1566,
        "excerpt": "such. There is enough of it for one use. As a Utilize action, you can throw the dust into the air, forcing yourself and every creature in a 30-foot Emanation origina"
      },
      {
        "document": 1570,
        "excerpt": "Wondrous Item, Very Rare When you take a Magic action to remove the stopper of this painted brass bottle, a cloud of thick smoke flows out of it. At the end o"
      },
      {
        "document": 1571,
        "excerpt": "ns a mote of elemental energy. When you take a Utilize action to break the gem, an elemental is summoned (see “Monsters” for its stat block), and the gem ceases to be"
      },
      {
        "document": 1574,
        "excerpt": "w or have the Restrained condition for 1 minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break the restr"
      },
      {
        "document": 1575,
        "excerpt": "Wondrous Item, Uncommon As a Magic action, you can open or close this bottle. Opening the bottle causes thick smoke to billow out, forming a clou"
      },
      {
        "document": 1579,
        "excerpt": "s its rarity. Anchor (Uncommon). You can take a Magic action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be moved by any means. Tou"
      },
      {
        "document": 1580,
        "excerpt": "e small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living"
      },
      {
        "document": 1581,
        "excerpt": "While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames she"
      },
      {
        "document": 1582,
        "excerpt": "m also has three command words, each requiring a Magic action to use: First Command Word. The box unfolds into a Rowboat. Second Command Word. The box unfolds into"
      },
      {
        "document": 1585,
        "excerpt": "harges. While you are holding it, you can take a Magic action and use one of three command words to cause one of the following effects: First Command Word. The gem s"
      },
      {
        "document": 1586,
        "excerpt": "quires Attunement) This gem has 3 charges. As a Magic action, you can expend 1 charge. For the next 10 minutes, you have Truesight out to 120 feet when you peer thro"
      },
      {
        "document": 1588,
        "excerpt": "n a +1 bonus to Armor Class. You can also take a Bonus Action to cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You"
      },
      {
        "document": 1594,
        "excerpt": "trieving an item from the haversack requires a Utilize action or a Bonus Action (your choice). When you reach into the haversack for a specific item, the item is alwa"
      },
      {
        "document": 1598,
        "excerpt": "helm has at least one fire opal, you can take a Magic action to cause one weapon you are holding to burst into flames. The flames emit Bright Light in a 10-foot radi"
      },
      {
        "document": 1603,
        "excerpt": "Wondrous Item, Rare You can take a Magic action to blow the horn, which emits a thunderous blast in a 30-foot Cone that is audible out to 600 feet. Each"
      },
      {
        "document": 1604,
        "excerpt": "re (Bronze), or Legendary (Iron) You can take a Magic action to blow this horn. In response, warrior spirits from the plane of Ysgard appear in unoccupied spaces wit"
      },
      {
        "document": 1605,
        "excerpt": "re These horseshoes come in a set of four. As a Magic action, you can touch one of the horseshoes to the hoof of a horse or similar creature, whereupon the horseshoe"
      },
      {
        "document": 1606,
        "excerpt": "re These horseshoes come in a set of four. As a Magic action, you can touch one of the horseshoes to the hoof of a horse or similar creature, whereupon the horseshoe"
      },
      {
        "document": 1607,
        "excerpt": "on rod has a button on one end. You can take a Utilize action to press the button, which causes the rod to become magically fixed in place. Until you or another creat"
      },
      {
        "document": 1608,
        "excerpt": "Wondrous Item, Rare (Requires Attunement) As a Magic action, you can place this 1-inch adamantine statuette on the ground and, using a command word, cause it to gro"
      },
      {
        "document": 1609,
        "excerpt": "combination of shape and color. When you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its"
      },
      {
        "document": 1610,
        "excerpt": "s in diameter and weighs 1 pound. You can take a Magic action to throw the sphere at a Huge or smaller creature you can see within 60 feet of yourself. As the sphere"
      },
      {
        "document": 1611,
        "excerpt": "this brass-stoppered iron flask, you can take a Magic action to target a creature that you can see within 60 feet of yourself. If the flask is empty and the target i"
      },
      {
        "document": 1613,
        "excerpt": "in the lantern's Bright Light. You can take a Utilize action to lower the hood, reducing the lantern's light to Dim Light in a 5-foot radius."
      },
      {
        "document": 1614,
        "excerpt": "weapon is on your person, you can call on its luck (no action required) to reroll one failed D20 Test if you don't have the Incapacitated condition. You must use the"
      },
      {
        "document": 1617,
        "excerpt": "t dawn. While holding the weapon, you can take a Magic action and expend 1 charge to release a wave of terror from it. Each creature of your choice within 30 feet of"
      },
      {
        "document": 1622,
        "excerpt": "Manual of Quickness of Action"
      },
      {
        "document": 1625,
        "excerpt": "and you are within 5 feet of it, you can take a Magic action and use a command word to activate it. It remains activated until you take a Magic action and repeat the"
      },
      {
        "document": 1629,
        "excerpt": "as 1d6 + 3 beads hanging from it. You can take a Magic action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead de"
      },
      {
        "document": 1630,
        "excerpt": "contains a spell that you can cast from it as a Bonus Action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be"
      },
      {
        "document": 1635,
        "excerpt": "tively, the oil can be poured on the ground as a Magic action, where it covers a 10-foot square, duplicating the effect of the Grease spell in that area for 8 hours."
      },
      {
        "document": 1636,
        "excerpt": "ile this pearl is on your person, you can take a Magic action to regain one expended spell slot of level 3 or lower. Once you use the pearl, it can't be used again un"
      },
      {
        "document": 1637,
        "excerpt": "ent) While wearing this pendant, you can take a Magic action to regain 2d4 + 2 Hit Points. Once used, this property can't be used again until the next dawn. In addi"
      },
      {
        "document": 1641,
        "excerpt": "3 expended charges daily at dawn. You can take a Magic action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature of your choice wit"
      },
      {
        "document": 1642,
        "excerpt": "harges daily at dawn. If you play the pipes as a Magic action, you can take a Bonus Action to expend 1 to 3 charges, calling forth one Swarm of Rats with each expende"
      },
      {
        "document": 1643,
        "excerpt": "While you're wearing this armor, you can take a Magic action and use a command word to gain the effect of the Etherealness spell. The spell ends immediately if you r"
      },
      {
        "document": 1644,
        "excerpt": "rcular sheet 6 feet in diameter. You can take a Magic action to unfold a Portable Hole and place it on or against a solid surface, whereupon the Portable Hole create"
      },
      {
        "document": 1650,
        "excerpt": "ation required) or until you end the effect as a Bonus Action. This potion's container seems to hold fog that moves and pours like water."
      },
      {
        "document": 1664,
        "excerpt": "emit green Dim Light out to 10 feet, either as a Bonus Action or after you roll Initiative, or you can extinguish the light as a Bonus Action. While holding this wea"
      },
      {
        "document": 1666,
        "excerpt": "nement) While wearing this ring, you can take a Magic action to summon a particular Djinni from the Elemental Plane of Air. The djinni appears in an unoccupied space"
      },
      {
        "document": 1667,
        "excerpt": "mpulsion. While wearing the ring, you can take a Magic action to try to compel an Elemental you see within 60 feet of yourself. The Elemental makes a DC 18 Wisdom sav"
      },
      {
        "document": 1670,
        "excerpt": "Ring of Free Action"
      },
      {
        "document": 1671,
        "excerpt": "nement) While wearing this ring, you can take a Magic action to give yourself the Invisible condition. You remain Invisible until the ring is removed or until you ta"
      },
      {
        "document": 1673,
        "excerpt": "e with you only if you allow it. You can take a Magic action to cause the ring to become imperceptible until you take another Magic action to make it perceptible, u"
      },
      {
        "document": 1677,
        "excerpt": "Lightning Spheres. You can expend 2 charges as a Magic action to create up to four 3-foot-diameter spheres of lightning. Each sphere appears in an unoccupied space y"
      },
      {
        "document": 1682,
        "excerpt": "at dawn. While wearing the ring, you can take a Magic action to expend 1 to 3 charges to make a ranged spell attack against one creature you can see within 60 feet o"
      },
      {
        "document": 1686,
        "excerpt": "nement) While wearing this ring, you can take a Magic action to gain X-ray vision with a range of 30 feet for 1 minute. To you, solid objects within that radius appe"
      },
      {
        "document": 1688,
        "excerpt": "daily at dawn. While you wear it, you can take a Magic action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of"
      },
      {
        "document": 1689,
        "excerpt": "y large. While wearing this robe, you can take a Magic action to remove one of the stars and expend it to cast the level 5 version of Magic Missile. Daily at dusk, 1d"
      },
      {
        "document": 1691,
        "excerpt": "ering it. While wearing the robe, you can take a Magic action to detach one of the patches, causing it to become the object or creature it represents. Once the last p"
      },
      {
        "document": 1693,
        "excerpt": "isease - See Invisibility Protective Aura. As a Magic action, you can plant the haft end of the rod in the ground, whereupon the rod's head sheds Bright Light in a 6"
      },
      {
        "document": 1694,
        "excerpt": "You can press one of the following buttons as a Bonus Action; a button's effect lasts until you push a different button or until you push the same button again, whic"
      },
      {
        "document": 1696,
        "excerpt": "Rod, Rare (Requires Attunement) You can take a Magic action to present the rod and command obedience from each creature of your choice that you can see within 120 f"
      },
      {
        "document": 1697,
        "excerpt": "ery Rare While holding this rod, you can take a Magic action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see"
      },
      {
        "document": 1698,
        "excerpt": "hile holding one end of the rope, you can take a Magic action to command the other end of the rope to animate and move toward a destination you choose, up to the rope"
      },
      {
        "document": 1699,
        "excerpt": "hile holding one end of the rope, you can take a Magic action to command the other end to dart forward and entangle one creature you can see within 20 feet of yoursel"
      },
      {
        "document": 1701,
        "excerpt": "n addition, you can make one attack with it as a Bonus Action on each of your turns."
      },
      {
        "document": 1706,
        "excerpt": "e holding it. Forceful Bash. When you take the Attack action, you can make one of the attack rolls using the Shield against a target within 5 feet of yourself. Apply"
      },
      {
        "document": 1708,
        "excerpt": "e. Applying an ounce of Sovereign Glue takes a Utilize action, and the applied glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only"
      },
      {
        "document": 1711,
        "excerpt": "u are within 60 feet of a sphere, you can take a Magic action to make a DC 25 Intelligence (Arcana) check. On a successful check, you control the sphere until the sta"
      },
      {
        "document": 1716,
        "excerpt": "+ 2 charges. Retributive Strike. You can take a Magic action to break the staff over your knee or against a solid surface. The staff is destroyed and releases its ma"
      },
      {
        "document": 1718,
        "excerpt": "t Cloud. While holding the staff, you can take a Magic action and expend 1 charge to cause a swarm of harmless flying insects to fill a 30-foot Emanation originating"
      },
      {
        "document": 1719,
        "excerpt": "+ 1 charges. Retributive Strike. You can take a Magic action to break the staff over your knee or against a solid surface. The staff is destroyed and releases its ma"
      },
      {
        "document": 1720,
        "excerpt": "Staff, Uncommon (Requires Attunement) As a Magic action, you can throw this staff so that it lands in an unoccupied space within 10 feet of you, causing the sta"
      },
      {
        "document": 1721,
        "excerpt": "nd to cast the spell. Tree Form. You can take a Magic action to plant one end of the staff in earth in an unoccupied space and expend 1 charge to transform the staff"
      },
      {
        "document": 1722,
        "excerpt": "e the target to take an extra 2d6 Lightning damage (no action required). Thunder. When you hit with a melee attack using the staff, you can cause the staff to emit a"
      },
      {
        "document": 1724,
        "excerpt": "this 5-pound stone to the ground, you can take a Magic action to summon an Earth Elemental. The elemental appears in an unoccupied space you choose within 30 feet of"
      },
      {
        "document": 1726,
        "excerpt": "adiance. While grasping the hilt, you can take a Bonus Action to cause a blade of pure radiance to spring into existence or make the blade disappear. While the blade"
      },
      {
        "document": 1730,
        "excerpt": "wearing or holding the talisman, you can take a Magic action to expend 1 charge and target one creature you can see on the ground within 120 feet of yourself. A flam"
      },
      {
        "document": 1731,
        "excerpt": "trol of a Sphere of Annihilation, you can take a Magic action to move it 10 feet plus a number of additional feet equal to 10 times your Intelligence modifier. This m"
      },
      {
        "document": 1732,
        "excerpt": "wearing or holding the talisman, you can take a Magic action to expend 1 charge and target one creature you can see on the ground within 120 feet of yourself. A flam"
      },
      {
        "document": 1733,
        "excerpt": "ng additional properties. Clap of Thunder. As a Magic action, you can strike the weapon against a hard surface to create a loud clap of thunder audible out to 300 fe"
      },
      {
        "document": 1738,
        "excerpt": "tube contains 1d6 + 1 ounces. You can take a Utilize action to pour 1 or more ounces of solvent from the tube onto a surface within reach. Each ounce instantly diss"
      },
      {
        "document": 1742,
        "excerpt": "has 7 charges. While holding it, you can take a Magic action to expend 1 charge. For 1 minute, you know the direction of the nearest creature Hostile to you within 6"
      },
      {
        "document": 1748,
        "excerpt": "has 7 charges. While holding it, you can take a Magic action to expend 1 charge to cause a thin blue ray to streak from the tip toward a creature you can see within"
      },
      {
        "document": 1750,
        "excerpt": "daily at dawn. While holding it, you can take a Magic action to expend 1 charge, and if a secret door or trap is within 60 feet of you, the wand pulses and points at"
      },
      {
        "document": 1753,
        "excerpt": "has 7 charges. While holding it, you can take a Magic action to expend 1 charge while choosing a point within 120 feet of yourself. That location becomes the point o"
      },
      {
        "document": 1756,
        "excerpt": "rcular sheet 6 feet in diameter. You can take a Magic action to unfold the Well of Many Worlds and place it on a solid surface, whereupon it forms a two-way, 6-foot-"
      },
      {
        "document": 1758,
        "excerpt": "at dawn. While wearing the boots, you can take a Magic action to expend 1 charge, gaining a Fly Speed of 30 feet for 1 hour. If you are flying when the duration expir"
      },
      {
        "document": 1759,
        "excerpt": "ement) While wearing this cloak, you can take a Magic action to turn the cloak into a pair of wings on your back. The wings lasts for 1 hour or until you end the eff"
      },
      {
        "document": 1760,
        "excerpt": "t is a Humanoid and is reduced to 0 Hit Points by this action. Dominate Mind (2/Day). Wisdom Saving Throw: DC 16, one creature the aboleth can see within 30 feet. Fa"
      },
      {
        "document": 1761,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one"
      },
      {
        "document": 1762,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one"
      },
      {
        "document": 1763,
        "excerpt": "akes damage or a creature within 5 feet of it takes an action to wake it. Spellcasting. The dragon casts one of the following spells, requiring no Material component"
      },
      {
        "document": 1764,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one"
      },
      {
        "document": 1765,
        "excerpt": "ctions; its Speed is halved; and it can take either an action or a Bonus Action on its turn, not both. This effect lasts until the end of its next turn. Spellcasting"
      },
      {
        "document": 1766,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one"
      },
      {
        "document": 1767,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one"
      },
      {
        "document": 1768,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one"
      },
      {
        "document": 1769,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one"
      },
      {
        "document": 1770,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one"
      },
      {
        "document": 1773,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one"
      },
      {
        "document": 1774,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one"
      },
      {
        "document": 1775,
        "excerpt": "akes damage or a creature within 5 feet of it takes an action to wake it. Spellcasting. The dragon casts one of the following spells, requiring no Material component"
      },
      {
        "document": 1776,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one"
      },
      {
        "document": 1777,
        "excerpt": "ctions; its Speed is halved; and it can take either an action or a Bonus Action on its turn, not both. This effect lasts until the end of its next turn. Spellcasting"
      },
      {
        "document": 1778,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one"
      },
      {
        "document": 1779,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one"
      },
      {
        "document": 1780,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one"
      },
      {
        "document": 1781,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one"
      },
      {
        "document": 1782,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one"
      },
      {
        "document": 1785,
        "excerpt": ". While grappling the target, the rug can't take this action, the rug halves the damage it takes (round down), and the target takes the same amount of damage."
      },
      {
        "document": 1791,
        "excerpt": "Cunning Action. The assassin takes the Dash, Disengage, or Hide action."
      },
      {
        "document": 1805,
        "excerpt": "the target or a creature within 5 feet of it takes an action to stanch the wound, doing so by succeeding on a DC 12 Wisdom (Medicine) check."
      },
      {
        "document": 1816,
        "excerpt": "akes damage or a creature within 5 feet of it takes an action to wake it."
      },
      {
        "document": 1829,
        "excerpt": "e target or a creature within 5 feet of it can take an action to try to detach the cloaker, doing so by succeeding on a DC 14 Strength (Athletics) check. Tail. Melee"
      },
      {
        "document": 1834,
        "excerpt": "ctions; its Speed is halved; and it can take either an action or a Bonus Action on its turn, not both. This effect lasts until the end of its next turn."
      },
      {
        "document": 1840,
        "excerpt": "and it moves with the target. A creature can take an action to try to detach the darkmantle from itself, doing so with a successful DC 13 Strength (Athletics) check"
      },
      {
        "document": 1849,
        "excerpt": "turn. While Poisoned, the creature can take either an action or a Bonus Action on its turn, not both, and it can't take Reactions."
      },
      {
        "document": 1859,
        "excerpt": "le bearing it, the erinyes can use the Entangling Rope action. The rope has AC 20, HP 90, and Immunity to Poison and Psychic damage. The rope turns to dust if reduced"
      },
      {
        "document": 1864,
        "excerpt": "of the berserk golem, can try to calm it by taking an action to make a DC 15 Charisma (Persuasion) check; the golem must be able to hear its creator. If this check s"
      },
      {
        "document": 1869,
        "excerpt": "ium or Small creatures inside itself at a time. As an action, a creature within 5 feet of the cube can pull a creature or an object out of the cube by succeeding on"
      },
      {
        "document": 1871,
        "excerpt": "y drops to 0 Hit Points or the ghost leaves as a Bonus Action. When the possession ends, the ghost appears in an unoccupied space within 5 feet of the target, and the"
      },
      {
        "document": 1884,
        "excerpt": "comes a +2 Longsword. Removing a horn requires a Magic action, and the weapons disappear and the horns return when the goat reverts to figurine form. While you ride t"
      },
      {
        "document": 1902,
        "excerpt": "-4. The target does nothing. 5–6. The target takes no action or Bonus Action and uses all its movement to move in a random direction. 7–8. The target makes a melee"
      },
      {
        "document": 1907,
        "excerpt": "Nimble Escape. The goblin takes the Disengage or Hide action."
      },
      {
        "document": 1908,
        "excerpt": "Nimble Escape. The goblin takes the Disengage or Hide action."
      },
      {
        "document": 1909,
        "excerpt": "Nimble Escape. The goblin takes the Disengage or Hide action."
      },
      {
        "document": 1932,
        "excerpt": "the target or a creature within 5 feet of it takes an action to stanch the wound, doing so by succeeding on a DC 17 Wisdom (Medicine) check."
      },
      {
        "document": 1936,
        "excerpt": "he end of its next turn, the target can't take a Bonus Action or Reaction, its Speed decreases by 10 feet, and it can move or take one action on its turn, not both. H"
      },
      {
        "document": 1939,
        "excerpt": "mage, or until a creature within 5 feet of it takes an action to wake it. Otherwise, the target takes 18 (4d8) Psychic damage."
      },
      {
        "document": 1946,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the kraken can expend a use to take one"
      },
      {
        "document": 1949,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the lich can expend a use to take one of"
      },
      {
        "document": 1966,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the mummy can expend a use to take one o"
      },
      {
        "document": 1969,
        "excerpt": "rrying the bag, the hag can use its Nightmare Haunting action. The bag has AC 15, HP 20, and Resistance to all damage. The bag turns to dust if reduced to 0 Hit Poin"
      },
      {
        "document": 1980,
        "excerpt": "Nimble Escape. The panther takes the Disengage or Hide action."
      },
      {
        "document": 1993,
        "excerpt": "akes damage or a creature within 5 feet of it takes an action to wake it."
      },
      {
        "document": 2008,
        "excerpt": "Nimble Escape. The tiger takes the Disengage or Hide action."
      },
      {
        "document": 2016,
        "excerpt": "le in Dim Light or Darkness, the shadow takes the Hide action."
      },
      {
        "document": 2017,
        "excerpt": "ling mound can have only one creature Grappled by this action at a time."
      },
      {
        "document": 2022,
        "excerpt": "Legendary Action Uses: 3. Immediately after another creature's turn, the solar can expend a use to take one of the follow"
      },
      {
        "document": 2024,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the sphinx can expend a use to take one"
      },
      {
        "document": 2025,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the sphinx can expend a use to take one"
      },
      {
        "document": 2030,
        "excerpt": "Cunning Action. The spy takes the Dash, Disengage, or Hide action."
      },
      {
        "document": 2032,
        "excerpt": "eature within 5 feet of it can detach the stirge as an action."
      },
      {
        "document": 2044,
        "excerpt": "Legendary Action Uses: 3. Immediately after another creature's turn, the tarrasque can expend a use to take one of the fo"
      },
      {
        "document": 2045,
        "excerpt": "Nimble Escape. The tiger takes the Disengage or Hide action."
      },
      {
        "document": 2048,
        "excerpt": "harisma scores of 1, it can't speak, and it lacks this action. The tree takes its turn immediately after the treant on the same Initiative count, and it obeys the tre"
      },
      {
        "document": 2053,
        "excerpt": "Legendary Action Uses: 3. Immediately after another creature's turn, the unicorn can expend a use to take one of the foll"
      },
      {
        "document": 2054,
        "excerpt": "less Agility. The familiar takes the Dash or Disengage action."
      },
      {
        "document": 2055,
        "excerpt": "hless Agility. The vampire takes the Dash or Disengage action."
      },
      {
        "document": 2056,
        "excerpt": "place, the vampire uses Shape-Shift to become mist (no action required). If it can't use Shape-Shift, it is destroyed. While it has 0 Hit Points in mist form, it can"
      },
      {
        "document": 2065,
        "excerpt": "edium or smaller creatures at a time with Whelm. As an action, a creature within 5 feet of the elemental can pull a creature out of it by succeeding on a DC 14 Streng"
      },
      {
        "document": 2070,
        "excerpt": "end of this movement, the weretiger can take the Hide action. Shape-Shift. The weretiger shape-shifts into a Large tiger-humanoid hybrid or a Large tiger, or it ret"
      },
      {
        "document": 2083,
        "excerpt": "akes damage or a creature within 5 feet of it takes an action to wake it."
      },
      {
        "document": 2085,
        "excerpt": "ctions; its Speed is halved; and it can take either an action or a Bonus Action on its turn, not both. This effect lasts until the end of its next turn."
      }
    ],
    "action's": [
      {
        "document": 44,
        "excerpt": "take a Bonus Action during your turn unless the Bonus Action's timing is specified. Anything that deprives you of your ability to take actions also prevents you from t"
      },
      {
        "document": 175,
        "excerpt": "r doesn't cast the spell in just one action unless the action's description states otherwise; the monster must take the Magic action on each of its turns and maintain C"
      },
      {
        "document": 984,
        "excerpt": "ion. Stealth Attack (Cost: 1d6). If you have the Hide action's Invisible condition, this attack doesn't end that condition on you if you end the turn behind Three-Quar"
      },
      {
        "document": 1435,
        "excerpt": "cate with Beasts, and you can use any of the Influence action's skill options with them. Most Beasts have little to say about topics that don't pertain to survival or"
      }
    ],
    "actions": [
      {
        "document": 26,
        "excerpt": "s. 3: The GM Narrates the Results of the Adventurers' Actions. Sometimes resolving a task is easy. If an adventurer walks across a room and tries to open a door, the"
      },
      {
        "document": 29,
        "excerpt": "Disadvantage through the use of special abilities and actions. The GM can also decide that circumstances grant Advantage or impose Disadvantage."
      },
      {
        "document": 36,
        "excerpt": "y to do with an ability check. The descriptions of the actions you take (see “Actions” later in “Playing the Game”) specify which skill applies if you make an ability"
      },
      {
        "document": 42,
        "excerpt": "Actions"
      },
      {
        "document": 43,
        "excerpt": "The game uses actions to govern how much you can do at one time. You can take only one action at a time. This principle is mos"
      },
      {
        "document": 44,
        "excerpt": "Bonus Actions"
      },
      {
        "document": 47,
        "excerpt": "The GM uses an NPC's personality and your character's actions and attitudes to determine how an NPC reacts. A cowardly bandit might buckle under threats of imprisonm"
      },
      {
        "document": 74,
        "excerpt": "her to move first or take your action first. The main actions you can take are listed in “Actions” earlier in “Playing the Game.” A character’s features and a monster"
      },
      {
        "document": 84,
        "excerpt": "take the Attack action, you make an attack. Some other actions, Bonus Actions, and Reactions also let you make an attack. Whether you strike with a Melee weapon, fire"
      },
      {
        "document": 156,
        "excerpt": "s not using one of its more powerful abilities. Bonus Actions, Reactions, Legendary Actions. If the monster has Bonus Actions, Reactions, or Legendary Actions in its"
      },
      {
        "document": 161,
        "excerpt": "t all times or during certain situations appear here. Actions. The monster can take the actions here in addition to those in “Playing the Game.” Bonus Actions. This"
      },
      {
        "document": 169,
        "excerpt": "Actions"
      },
      {
        "document": 174,
        "excerpt": "ion. Such creatures have the Multiattack entry in the “Actions” section of their stat block. This entry details the attacks a creature can make, as well as any additio"
      },
      {
        "document": 176,
        "excerpt": "s section. See “Playing the Game” for details on Bonus Actions."
      },
      {
        "document": 178,
        "excerpt": "Legendary Actions"
      },
      {
        "document": 533,
        "excerpt": "ee also \"Opportunity Attacks\" and \"Playing the Game\" (\"Actions\")."
      },
      {
        "document": 554,
        "excerpt": "hat are active at all times or in certain situations. Actions. The monster can take these actions in addition to those detailed in this glossary. See also \"Playing th"
      },
      {
        "document": 579,
        "excerpt": "rule explicitly says so. See also \"Playing the Game\" (\"Actions\")."
      },
      {
        "document": 619,
        "excerpt": "ch action to take from those below or from the special actions provided by your features. See also “Playing the Game” (“Actions”). These actions are defined elsewhere"
      },
      {
        "document": 745,
        "excerpt": "Actions"
      },
      {
        "document": 967,
        "excerpt": "1 Focus Point to take both the Disengage and the Dodge actions as a Bonus Action. Step of the Wind. You can take the Dash action as a Bonus Action. Alternatively, you"
      },
      {
        "document": 970,
        "excerpt": "ickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide."
      },
      {
        "document": 1156,
        "excerpt": "ntelligence, Wisdom, and Charisma scores. The target's actions are limited by the Beast form's anatomy, and it can't cast spells. The target's equipment melds into the"
      },
      {
        "document": 1158,
        "excerpt": "know CR None (XP 0; PB equals your Proficiency Bonus) Actions Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: Force damage equal t"
      },
      {
        "document": 1160,
        "excerpt": "10-foot Emanation. No one can cast spells, take Magic actions, or create other magical effects inside the aura, and those things can't target or otherwise affect anyt"
      },
      {
        "document": 1203,
        "excerpt": "a Wisdom saving throw, or that target can't take Bonus Actions or Reactions and must roll 1d10 at the start of each of its turns to determine its behavior for that tur"
      },
      {
        "document": 1265,
        "excerpt": "n turn. A familiar can't attack, but it can take other actions as normal. Disappearance of the Familiar. When the familiar drops to 0 Hit Points, it disappears. It re"
      },
      {
        "document": 1266,
        "excerpt": "e number of Hit Points if you're within 5 feet of it. Actions Otherworldly Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 plu"
      },
      {
        "document": 1290,
        "excerpt": "g ceilings, without needing to make an ability check. Actions Multiattack. The insect makes a number of attacks equal to half this spell's level (round down). Poiso"
      },
      {
        "document": 1364,
        "excerpt": "pell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. Each time a creature hits you with"
      },
      {
        "document": 1381,
        "excerpt": "mporary Hit Points left. The target is limited in the actions it can perform by the anatomy of its new form, and it can't speak or cast spells. The target's gear mel"
      },
      {
        "document": 1448,
        "excerpt": "tance to the chosen damage type until the spell ends. Actions Multiattack. The spirit makes a number of Rend attacks equal to half the spell's level (round down), an"
      },
      {
        "document": 1458,
        "excerpt": "take 1d4 + 1 turns in a row, during which you can use actions and move as normal. This spell ends if one of the actions you use during this period, or any effects th"
      },
      {
        "document": 1463,
        "excerpt": "ain when the spell ends. The target is limited in the actions it can perform by the anatomy of its new form, and it can't speak or cast spells. The target's gear mel"
      },
      {
        "document": 1482,
        "excerpt": "o Bludgeoning, Piercing, and Slashing damage. The only actions a target can take in this form are the Dash action or a Magic action to begin reverting to its normal fo"
      },
      {
        "document": 1580,
        "excerpt": "mmands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature"
      },
      {
        "document": 1611,
        "excerpt": "imprisonment, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment."
      },
      {
        "document": 1642,
        "excerpt": "iendly swarm, it defends itself but otherwise takes no actions. If a Friendly swarm starts its turn more than 30 feet away from you, your control over that swarm ends,"
      },
      {
        "document": 1666,
        "excerpt": "ni defends itself against attackers but takes no other actions. After the djinni departs, it can't be summoned again for 24 hours, and the ring becomes nonmagical if"
      },
      {
        "document": 1760,
        "excerpt": "Actions"
      },
      {
        "document": 1761,
        "excerpt": "Actions"
      },
      {
        "document": 1762,
        "excerpt": "Actions"
      },
      {
        "document": 1763,
        "excerpt": "Actions"
      },
      {
        "document": 1764,
        "excerpt": "Actions"
      },
      {
        "document": 1765,
        "excerpt": "Actions"
      },
      {
        "document": 1766,
        "excerpt": "Actions"
      },
      {
        "document": 1767,
        "excerpt": "Actions"
      },
      {
        "document": 1768,
        "excerpt": "Actions"
      },
      {
        "document": 1769,
        "excerpt": "Actions"
      },
      {
        "document": 1770,
        "excerpt": "Actions"
      },
      {
        "document": 1771,
        "excerpt": "Actions"
      },
      {
        "document": 1772,
        "excerpt": "Actions"
      },
      {
        "document": 1773,
        "excerpt": "Actions"
      },
      {
        "document": 1774,
        "excerpt": "Actions"
      },
      {
        "document": 1775,
        "excerpt": "Actions"
      },
      {
        "document": 1776,
        "excerpt": "Actions"
      },
      {
        "document": 1777,
        "excerpt": "Actions"
      },
      {
        "document": 1778,
        "excerpt": "Actions"
      },
      {
        "document": 1779,
        "excerpt": "Actions"
      },
      {
        "document": 1780,
        "excerpt": "Actions"
      },
      {
        "document": 1781,
        "excerpt": "Actions"
      },
      {
        "document": 1782,
        "excerpt": "Actions"
      },
      {
        "document": 1783,
        "excerpt": "Actions"
      },
      {
        "document": 1784,
        "excerpt": "Actions"
      },
      {
        "document": 1785,
        "excerpt": "Actions"
      },
      {
        "document": 1786,
        "excerpt": "Actions"
      },
      {
        "document": 1787,
        "excerpt": "Actions"
      },
      {
        "document": 1788,
        "excerpt": "Actions"
      },
      {
        "document": 1789,
        "excerpt": "Actions"
      },
      {
        "document": 1790,
        "excerpt": "Actions"
      },
      {
        "document": 1791,
        "excerpt": "Actions"
      },
      {
        "document": 1792,
        "excerpt": "Actions"
      },
      {
        "document": 1793,
        "excerpt": "Actions"
      },
      {
        "document": 1794,
        "excerpt": "Actions"
      },
      {
        "document": 1795,
        "excerpt": "Actions"
      },
      {
        "document": 1796,
        "excerpt": "Actions"
      },
      {
        "document": 1797,
        "excerpt": "Actions"
      },
      {
        "document": 1798,
        "excerpt": "Actions"
      },
      {
        "document": 1799,
        "excerpt": "Actions"
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      {
        "document": 1800,
        "excerpt": "Actions"
      },
      {
        "document": 1801,
        "excerpt": "Actions"
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      {
        "document": 1802,
        "excerpt": "Actions"
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      {
        "document": 1803,
        "excerpt": "Actions"
      },
      {
        "document": 1804,
        "excerpt": "Actions"
      },
      {
        "document": 1805,
        "excerpt": "Actions"
      },
      {
        "document": 1806,
        "excerpt": "Actions"
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        "document": 1807,
        "excerpt": "Actions"
      },
      {
        "document": 1808,
        "excerpt": "Actions"
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        "document": 1809,
        "excerpt": "Actions"
      },
      {
        "document": 1810,
        "excerpt": "Actions"
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      {
        "document": 1811,
        "excerpt": "Actions"
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      {
        "document": 1812,
        "excerpt": "Actions"
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        "document": 1813,
        "excerpt": "Actions"
      },
      {
        "document": 1814,
        "excerpt": "Actions"
      },
      {
        "document": 1815,
        "excerpt": "Actions"
      },
      {
        "document": 1816,
        "excerpt": "Actions"
      },
      {
        "document": 1817,
        "excerpt": "Actions"
      },
      {
        "document": 1818,
        "excerpt": "Actions"
      },
      {
        "document": 1819,
        "excerpt": "Actions"
      },
      {
        "document": 1820,
        "excerpt": "Actions"
      },
      {
        "document": 1821,
        "excerpt": "Actions"
      },
      {
        "document": 1822,
        "excerpt": "Actions"
      },
      {
        "document": 1823,
        "excerpt": "Actions"
      },
      {
        "document": 1824,
        "excerpt": "Actions"
      },
      {
        "document": 1825,
        "excerpt": "Actions"
      },
      {
        "document": 1826,
        "excerpt": "Actions"
      },
      {
        "document": 1827,
        "excerpt": "Actions"
      },
      {
        "document": 1828,
        "excerpt": "Actions"
      },
      {
        "document": 1829,
        "excerpt": "Actions"
      },
      {
        "document": 1830,
        "excerpt": "Actions"
      },
      {
        "document": 1831,
        "excerpt": "Actions"
      },
      {
        "document": 1832,
        "excerpt": "Actions"
      },
      {
        "document": 1833,
        "excerpt": "Actions"
      },
      {
        "document": 1834,
        "excerpt": "Actions"
      },
      {
        "document": 1835,
        "excerpt": "Actions"
      },
      {
        "document": 1836,
        "excerpt": "Actions"
      },
      {
        "document": 1837,
        "excerpt": "Actions"
      },
      {
        "document": 1838,
        "excerpt": "Actions"
      },
      {
        "document": 1839,
        "excerpt": "Actions"
      },
      {
        "document": 1840,
        "excerpt": "Actions"
      },
      {
        "document": 1841,
        "excerpt": "Actions"
      },
      {
        "document": 1842,
        "excerpt": "Actions"
      },
      {
        "document": 1843,
        "excerpt": "Actions"
      },
      {
        "document": 1844,
        "excerpt": "Actions"
      },
      {
        "document": 1845,
        "excerpt": "Actions"
      },
      {
        "document": 1846,
        "excerpt": "Actions"
      },
      {
        "document": 1847,
        "excerpt": "Actions"
      },
      {
        "document": 1848,
        "excerpt": "Actions"
      },
      {
        "document": 1849,
        "excerpt": "Actions"
      },
      {
        "document": 1850,
        "excerpt": "Actions"
      },
      {
        "document": 1851,
        "excerpt": "Actions"
      },
      {
        "document": 1852,
        "excerpt": "Actions"
      },
      {
        "document": 1853,
        "excerpt": "Actions"
      },
      {
        "document": 1854,
        "excerpt": "Actions"
      },
      {
        "document": 1855,
        "excerpt": "Actions"
      },
      {
        "document": 1856,
        "excerpt": "Actions"
      },
      {
        "document": 1857,
        "excerpt": "Actions"
      },
      {
        "document": 1858,
        "excerpt": "Actions"
      },
      {
        "document": 1859,
        "excerpt": "Actions"
      },
      {
        "document": 1860,
        "excerpt": "Actions"
      },
      {
        "document": 1861,
        "excerpt": "Actions"
      },
      {
        "document": 1862,
        "excerpt": "Actions"
      },
      {
        "document": 1863,
        "excerpt": "Actions"
      },
      {
        "document": 1864,
        "excerpt": "Actions"
      },
      {
        "document": 1865,
        "excerpt": "Actions"
      },
      {
        "document": 1866,
        "excerpt": "Actions"
      },
      {
        "document": 1867,
        "excerpt": "Actions"
      },
      {
        "document": 1868,
        "excerpt": "Actions"
      },
      {
        "document": 1869,
        "excerpt": "Actions"
      },
      {
        "document": 1870,
        "excerpt": "Actions"
      },
      {
        "document": 1871,
        "excerpt": "Actions"
      },
      {
        "document": 1872,
        "excerpt": "Actions"
      },
      {
        "document": 1873,
        "excerpt": "Actions"
      },
      {
        "document": 1874,
        "excerpt": "Actions"
      },
      {
        "document": 1875,
        "excerpt": "Actions"
      },
      {
        "document": 1876,
        "excerpt": "Actions"
      },
      {
        "document": 1877,
        "excerpt": "Actions"
      },
      {
        "document": 1878,
        "excerpt": "Actions"
      },
      {
        "document": 1879,
        "excerpt": "Actions"
      },
      {
        "document": 1880,
        "excerpt": "Actions"
      },
      {
        "document": 1881,
        "excerpt": "Actions"
      },
      {
        "document": 1882,
        "excerpt": "Actions"
      },
      {
        "document": 1883,
        "excerpt": "Actions"
      },
      {
        "document": 1885,
        "excerpt": "Actions"
      },
      {
        "document": 1886,
        "excerpt": "Actions"
      },
      {
        "document": 1887,
        "excerpt": "Actions"
      },
      {
        "document": 1888,
        "excerpt": "Actions"
      },
      {
        "document": 1889,
        "excerpt": "Actions"
      },
      {
        "document": 1890,
        "excerpt": "Actions"
      },
      {
        "document": 1891,
        "excerpt": "Actions"
      },
      {
        "document": 1892,
        "excerpt": "Actions"
      },
      {
        "document": 1893,
        "excerpt": "Actions"
      },
      {
        "document": 1894,
        "excerpt": "Actions"
      },
      {
        "document": 1895,
        "excerpt": "Actions"
      },
      {
        "document": 1896,
        "excerpt": "Actions"
      },
      {
        "document": 1897,
        "excerpt": "Actions"
      },
      {
        "document": 1898,
        "excerpt": "Actions"
      },
      {
        "document": 1899,
        "excerpt": "Actions"
      },
      {
        "document": 1900,
        "excerpt": "Actions"
      },
      {
        "document": 1901,
        "excerpt": "Actions"
      },
      {
        "document": 1902,
        "excerpt": "Actions"
      },
      {
        "document": 1903,
        "excerpt": "Actions"
      },
      {
        "document": 1904,
        "excerpt": "Actions"
      },
      {
        "document": 1905,
        "excerpt": "Actions"
      },
      {
        "document": 1906,
        "excerpt": "Actions"
      },
      {
        "document": 1907,
        "excerpt": "Actions"
      },
      {
        "document": 1908,
        "excerpt": "Actions"
      },
      {
        "document": 1909,
        "excerpt": "Actions"
      },
      {
        "document": 1910,
        "excerpt": "Actions"
      },
      {
        "document": 1911,
        "excerpt": "Actions"
      },
      {
        "document": 1912,
        "excerpt": "Actions"
      },
      {
        "document": 1913,
        "excerpt": "Actions"
      },
      {
        "document": 1914,
        "excerpt": "Actions"
      },
      {
        "document": 1915,
        "excerpt": "Actions"
      },
      {
        "document": 1916,
        "excerpt": "Actions"
      },
      {
        "document": 1917,
        "excerpt": "Actions"
      },
      {
        "document": 1918,
        "excerpt": "Actions"
      },
      {
        "document": 1919,
        "excerpt": "Actions"
      },
      {
        "document": 1920,
        "excerpt": "Actions"
      },
      {
        "document": 1921,
        "excerpt": "Actions"
      },
      {
        "document": 1922,
        "excerpt": "Actions"
      },
      {
        "document": 1923,
        "excerpt": "Actions"
      },
      {
        "document": 1924,
        "excerpt": "Actions"
      },
      {
        "document": 1925,
        "excerpt": "Actions"
      },
      {
        "document": 1926,
        "excerpt": "Actions"
      },
      {
        "document": 1927,
        "excerpt": "Actions"
      },
      {
        "document": 1928,
        "excerpt": "Actions"
      },
      {
        "document": 1929,
        "excerpt": "Actions"
      },
      {
        "document": 1930,
        "excerpt": "Actions"
      },
      {
        "document": 1931,
        "excerpt": "Actions"
      },
      {
        "document": 1932,
        "excerpt": "Actions"
      },
      {
        "document": 1933,
        "excerpt": "Actions"
      },
      {
        "document": 1934,
        "excerpt": "Actions"
      },
      {
        "document": 1935,
        "excerpt": "Actions"
      },
      {
        "document": 1936,
        "excerpt": "Actions"
      },
      {
        "document": 1937,
        "excerpt": "Actions"
      },
      {
        "document": 1938,
        "excerpt": "Actions"
      },
      {
        "document": 1939,
        "excerpt": "Actions"
      },
      {
        "document": 1940,
        "excerpt": "Actions"
      },
      {
        "document": 1941,
        "excerpt": "Actions"
      },
      {
        "document": 1942,
        "excerpt": "Actions"
      },
      {
        "document": 1943,
        "excerpt": "Actions"
      },
      {
        "document": 1944,
        "excerpt": "Actions"
      },
      {
        "document": 1945,
        "excerpt": "Actions"
      },
      {
        "document": 1946,
        "excerpt": "Actions"
      },
      {
        "document": 1947,
        "excerpt": "Actions"
      },
      {
        "document": 1948,
        "excerpt": "Actions"
      },
      {
        "document": 1949,
        "excerpt": "Actions"
      },
      {
        "document": 1950,
        "excerpt": "Actions"
      },
      {
        "document": 1951,
        "excerpt": "Actions"
      },
      {
        "document": 1952,
        "excerpt": "Actions"
      },
      {
        "document": 1953,
        "excerpt": "Actions"
      },
      {
        "document": 1954,
        "excerpt": "Actions"
      },
      {
        "document": 1955,
        "excerpt": "Actions"
      },
      {
        "document": 1956,
        "excerpt": "Actions"
      },
      {
        "document": 1957,
        "excerpt": "Actions"
      },
      {
        "document": 1958,
        "excerpt": "Actions"
      },
      {
        "document": 1959,
        "excerpt": "Actions"
      },
      {
        "document": 1960,
        "excerpt": "Actions"
      },
      {
        "document": 1961,
        "excerpt": "Actions"
      },
      {
        "document": 1962,
        "excerpt": "Actions"
      },
      {
        "document": 1963,
        "excerpt": "Actions"
      },
      {
        "document": 1964,
        "excerpt": "Actions"
      },
      {
        "document": 1965,
        "excerpt": "Actions"
      },
      {
        "document": 1966,
        "excerpt": "Actions"
      },
      {
        "document": 1967,
        "excerpt": "Actions"
      },
      {
        "document": 1968,
        "excerpt": "Actions"
      },
      {
        "document": 1969,
        "excerpt": "Actions"
      },
      {
        "document": 1970,
        "excerpt": "Actions"
      },
      {
        "document": 1971,
        "excerpt": "Actions"
      },
      {
        "document": 1972,
        "excerpt": "Actions"
      },
      {
        "document": 1973,
        "excerpt": "Actions"
      },
      {
        "document": 1974,
        "excerpt": "Actions"
      },
      {
        "document": 1975,
        "excerpt": "Actions"
      },
      {
        "document": 1976,
        "excerpt": "Actions"
      },
      {
        "document": 1977,
        "excerpt": "Actions"
      },
      {
        "document": 1978,
        "excerpt": "Actions"
      },
      {
        "document": 1979,
        "excerpt": "Actions"
      },
      {
        "document": 1980,
        "excerpt": "Actions"
      },
      {
        "document": 1981,
        "excerpt": "Actions"
      },
      {
        "document": 1982,
        "excerpt": "Actions"
      },
      {
        "document": 1983,
        "excerpt": "Actions"
      },
      {
        "document": 1984,
        "excerpt": "Actions"
      },
      {
        "document": 1985,
        "excerpt": "Actions"
      },
      {
        "document": 1986,
        "excerpt": "Actions"
      },
      {
        "document": 1987,
        "excerpt": "Actions"
      },
      {
        "document": 1988,
        "excerpt": "Actions"
      },
      {
        "document": 1989,
        "excerpt": "Actions"
      },
      {
        "document": 1990,
        "excerpt": "Actions"
      },
      {
        "document": 1991,
        "excerpt": "Actions"
      },
      {
        "document": 1992,
        "excerpt": "Actions"
      },
      {
        "document": 1993,
        "excerpt": "Actions"
      },
      {
        "document": 1994,
        "excerpt": "Actions"
      },
      {
        "document": 1995,
        "excerpt": "Actions"
      },
      {
        "document": 1996,
        "excerpt": "Actions"
      },
      {
        "document": 1997,
        "excerpt": "Actions"
      },
      {
        "document": 1998,
        "excerpt": "Actions"
      },
      {
        "document": 1999,
        "excerpt": "Actions"
      },
      {
        "document": 2000,
        "excerpt": "Actions"
      },
      {
        "document": 2001,
        "excerpt": "Actions"
      },
      {
        "document": 2002,
        "excerpt": "Actions"
      },
      {
        "document": 2003,
        "excerpt": "Actions"
      },
      {
        "document": 2004,
        "excerpt": "Actions"
      },
      {
        "document": 2005,
        "excerpt": "Actions"
      },
      {
        "document": 2006,
        "excerpt": "Actions"
      },
      {
        "document": 2007,
        "excerpt": "Actions"
      },
      {
        "document": 2008,
        "excerpt": "Actions"
      },
      {
        "document": 2009,
        "excerpt": "Actions"
      },
      {
        "document": 2010,
        "excerpt": "Actions"
      },
      {
        "document": 2011,
        "excerpt": "Actions"
      },
      {
        "document": 2012,
        "excerpt": "Actions"
      },
      {
        "document": 2013,
        "excerpt": "Actions"
      },
      {
        "document": 2014,
        "excerpt": "Actions"
      },
      {
        "document": 2015,
        "excerpt": "Actions"
      },
      {
        "document": 2016,
        "excerpt": "Actions"
      },
      {
        "document": 2017,
        "excerpt": "Actions"
      },
      {
        "document": 2018,
        "excerpt": "Actions"
      },
      {
        "document": 2020,
        "excerpt": "Actions"
      },
      {
        "document": 2021,
        "excerpt": "Actions"
      },
      {
        "document": 2022,
        "excerpt": "Actions"
      },
      {
        "document": 2023,
        "excerpt": "Actions"
      },
      {
        "document": 2024,
        "excerpt": "Actions"
      },
      {
        "document": 2025,
        "excerpt": "Actions"
      },
      {
        "document": 2026,
        "excerpt": "Actions"
      },
      {
        "document": 2027,
        "excerpt": "Actions"
      },
      {
        "document": 2028,
        "excerpt": "Actions"
      },
      {
        "document": 2029,
        "excerpt": "Actions"
      },
      {
        "document": 2030,
        "excerpt": "Actions"
      },
      {
        "document": 2031,
        "excerpt": "Actions"
      },
      {
        "document": 2032,
        "excerpt": "Actions"
      },
      {
        "document": 2033,
        "excerpt": "Actions"
      },
      {
        "document": 2034,
        "excerpt": "Actions"
      },
      {
        "document": 2035,
        "excerpt": "Actions"
      },
      {
        "document": 2036,
        "excerpt": "Actions"
      },
      {
        "document": 2037,
        "excerpt": "Actions"
      },
      {
        "document": 2038,
        "excerpt": "Actions"
      },
      {
        "document": 2039,
        "excerpt": "Actions"
      },
      {
        "document": 2040,
        "excerpt": "Actions"
      },
      {
        "document": 2041,
        "excerpt": "Actions"
      },
      {
        "document": 2042,
        "excerpt": "Actions"
      },
      {
        "document": 2043,
        "excerpt": "Actions"
      },
      {
        "document": 2044,
        "excerpt": "Actions"
      },
      {
        "document": 2045,
        "excerpt": "Actions"
      },
      {
        "document": 2046,
        "excerpt": "Actions"
      },
      {
        "document": 2047,
        "excerpt": "Actions"
      },
      {
        "document": 2048,
        "excerpt": "Actions"
      },
      {
        "document": 2049,
        "excerpt": "Actions"
      },
      {
        "document": 2050,
        "excerpt": "Actions"
      },
      {
        "document": 2051,
        "excerpt": "Actions"
      },
      {
        "document": 2052,
        "excerpt": "Actions"
      },
      {
        "document": 2053,
        "excerpt": "Actions"
      },
      {
        "document": 2054,
        "excerpt": "Actions"
      },
      {
        "document": 2055,
        "excerpt": "Actions"
      },
      {
        "document": 2056,
        "excerpt": "Actions"
      },
      {
        "document": 2057,
        "excerpt": "Actions"
      },
      {
        "document": 2058,
        "excerpt": "Actions"
      },
      {
        "document": 2059,
        "excerpt": "Actions"
      },
      {
        "document": 2060,
        "excerpt": "Actions"
      },
      {
        "document": 2061,
        "excerpt": "Actions"
      },
      {
        "document": 2062,
        "excerpt": "Actions"
      },
      {
        "document": 2063,
        "excerpt": "Actions"
      },
      {
        "document": 2064,
        "excerpt": "Actions"
      },
      {
        "document": 2065,
        "excerpt": "Actions"
      },
      {
        "document": 2066,
        "excerpt": "Actions"
      },
      {
        "document": 2067,
        "excerpt": "Actions"
      },
      {
        "document": 2068,
        "excerpt": "Actions"
      },
      {
        "document": 2069,
        "excerpt": "Actions"
      },
      {
        "document": 2070,
        "excerpt": "Actions"
      },
      {
        "document": 2071,
        "excerpt": "Actions"
      },
      {
        "document": 2072,
        "excerpt": "Actions"
      },
      {
        "document": 2073,
        "excerpt": "Actions"
      },
      {
        "document": 2074,
        "excerpt": "Actions"
      },
      {
        "document": 2075,
        "excerpt": "Actions"
      },
      {
        "document": 2076,
        "excerpt": "Actions"
      },
      {
        "document": 2077,
        "excerpt": "Actions"
      },
      {
        "document": 2078,
        "excerpt": "Actions"
      },
      {
        "document": 2079,
        "excerpt": "Actions"
      },
      {
        "document": 2080,
        "excerpt": "Actions"
      },
      {
        "document": 2081,
        "excerpt": "Actions"
      },
      {
        "document": 2082,
        "excerpt": "Actions"
      },
      {
        "document": 2083,
        "excerpt": "Actions"
      },
      {
        "document": 2084,
        "excerpt": "Actions"
      },
      {
        "document": 2085,
        "excerpt": "Actions"
      },
      {
        "document": 2086,
        "excerpt": "Actions"
      },
      {
        "document": 2087,
        "excerpt": "Actions"
      },
      {
        "document": 2088,
        "excerpt": "Actions"
      },
      {
        "document": 2089,
        "excerpt": "Actions"
      },
      {
        "document": 2090,
        "excerpt": "Actions"
      },
      {
        "document": 2091,
        "excerpt": "Actions"
      }
    ],
    "activate": [
      {
        "document": 120,
        "excerpt": "It usually takes a Magic action to activate a magic item. The item's user might also need to do something special. The description of each item cate"
      },
      {
        "document": 124,
        "excerpt": "Some magic items have charges that must be expended to activate their properties. The number of charges an item has remaining is revealed when the Identify spell is cas"
      },
      {
        "document": 147,
        "excerpt": "nd a written language can read a scroll and attempt to activate it unless its description notes otherwise."
      },
      {
        "document": 378,
        "excerpt": "carries a clue to its properties. The command word to activate a ring might be etched inside the band, or a feathered design might hint that it's a Ring of Feather Fal"
      },
      {
        "document": 592,
        "excerpt": "u start casting a spell that requires Concentration or activate another effect that requires Concentration. Damage. If you take damage, you must succeed on a Constitut"
      },
      {
        "document": 966,
        "excerpt": "Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity A"
      },
      {
        "document": 971,
        "excerpt": "end 2 Sorcery Points when you take the Bonus Action to activate it. In addition, while your Innate Sorcery feature is active, you can use up to two of your Metamagic o"
      },
      {
        "document": 989,
        "excerpt": "enever you or another creature takes a Bonus Action to activate it with a touch. If the chosen effect has options within it, you choose one of those options for the dev"
      },
      {
        "document": 1232,
        "excerpt": "er Piece) Duration: Concentration, up to 1 minute You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your"
      },
      {
        "document": 1293,
        "excerpt": "ne the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect Aberrations). You can also set conditions for creature"
      },
      {
        "document": 1343,
        "excerpt": "n move the hand up to 30 feet. The hand can't attack, activate magic items, or carry more than 10 pounds."
      },
      {
        "document": 1451,
        "excerpt": "ne the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect Aberrations). You can also set conditions for creature"
      },
      {
        "document": 1625,
        "excerpt": "you can take a Magic action and use a command word to activate it. It remains activated until you take a Magic action and repeat the command word to deactivate it. An"
      },
      {
        "document": 1697,
        "excerpt": "While holding this rod, you can take a Magic action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a demipla"
      }
    ],
    "activated": [
      {
        "document": 120,
        "excerpt": "tem category or individual item details how an item is activated. Certain items use the following rules for their activation."
      },
      {
        "document": 122,
        "excerpt": "are consumed - used up, in other words - when they are activated. A Potion of Healing must be swallowed, for example, while the writing vanishes from a scroll when it is"
      },
      {
        "document": 134,
        "excerpt": "tient. The GM controls sentient magic items and their activated properties. A bearer who maintains a good relationship with the item can access those properties. If the"
      },
      {
        "document": 142,
        "excerpt": "bearer to attune to it. - Suppress one or more of its activated properties. - Attempt to take control of its bearer, whereupon the bearer makes a Charisma saving throw"
      },
      {
        "document": 518,
        "excerpt": "ature or magic item that requires a Magic action to be activated. If you cast a spell that has a casting time of 1 minute or longer, you must take the Magic action on e"
      },
      {
        "document": 720,
        "excerpt": "he trap resets at the start of the next turn if it has activated fewer than three times When a creature moves onto this trap's pressure plate for the first time on a tu"
      },
      {
        "document": 1391,
        "excerpt": "ormant for 10 minutes, after which the illusion can be activated again. The trigger can be as general or as detailed as you like, though it must be based on visual or a"
      },
      {
        "document": 1535,
        "excerpt": "ery Rare (Requires Attunement) This candle's magic is activated when the candle is lit, which requires a Magic action. After burning for 4 hours, the candle is destroye"
      },
      {
        "document": 1625,
        "excerpt": "tion and use a command word to activate it. It remains activated until you take a Magic action and repeat the command word to deactivate it. Any creature other than you"
      },
      {
        "document": 1688,
        "excerpt": "Bright Light that can see you when the robe's power is activated must succeed on a DC 15 Wisdom saving throw or have the Stunned condition until the effect ends."
      },
      {
        "document": 1697,
        "excerpt": "sitors reappear in the location they occupied when you activated the rod or an unoccupied space nearest that location. Once used, this property can't be used again until"
      },
      {
        "document": 1719,
        "excerpt": "mber of charges above 50, the staff explodes as if you activated its Retributive Strike (see below). Spells. While holding the staff, you can cast one of the spells on"
      }
    ],
    "activates": [
      {
        "document": 1391,
        "excerpt": "re, or some other visible phenomenon within range that activates when a specific trigger occurs. The illusion is imperceptible until then. It must be no larger than a 30"
      },
      {
        "document": 1451,
        "excerpt": "spell ends. Each creature in the Sphere when the glyph activates is targeted by its effect, as is a creature that enters the Sphere for the first time on a turn or ends"
      }
    ],
    "activating": [
      {
        "document": 120,
        "excerpt": "Activating a Magic Item"
      },
      {
        "document": 714,
        "excerpt": "s effect is resolved instantly. If a trap resets after activating, that fact is noted in this entry. A trap is otherwise inert after activation. Use caution when introdu"
      }
    ],
    "activation": [
      {
        "document": 120,
        "excerpt": "vated. Certain items use the following rules for their activation."
      },
      {
        "document": 714,
        "excerpt": "s noted in this entry. A trap is otherwise inert after activation. Use caution when introducing a trap to characters of a level lower than the trap's level range. A trap"
      }
    ],
    "active": [
      {
        "document": 47,
        "excerpt": "ions. As you roleplay, consider whether you prefer an active approach or a descriptive approach. The GM uses an NPC's personality and your character's actions and a"
      },
      {
        "document": 161,
        "excerpt": "on't appear. Traits. Monster characteristics that are active at all times or during certain situations appear here. Actions. The monster can take the actions here i"
      },
      {
        "document": 168,
        "excerpt": "A monster's traits, if any, are features that are active at all times or in certain situations."
      },
      {
        "document": 554,
        "excerpt": "s. The monster's traits, if any, are features that are active at all times or in certain situations. Actions. The monster can take these actions in addition to those"
      },
      {
        "document": 592,
        "excerpt": "ells and other effects require Concentration to remain active, as specified in their descriptions. If the effect's creator loses Concentration, the effect ends. If th"
      },
      {
        "document": 962,
        "excerpt": "all expended uses when you finish a Long Rest. While active, your Rage follows the rules below. Damage Resistance. You have Resistance to Bludgeoning, Piercing, an"
      },
      {
        "document": 971,
        "excerpt": "it. In addition, while your Innate Sorcery feature is active, you can use up to two of your Metamagic options on each spell you cast."
      },
      {
        "document": 983,
        "excerpt": "If you use Reckless Attack while your Rage is active, you deal extra damage to the first target you hit on your turn with a Strength-based attack. To determi"
      },
      {
        "document": 1229,
        "excerpt": "f yourself. You also sense whether the Hallow spell is active there and, if so, where. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a"
      },
      {
        "document": 1386,
        "excerpt": "can have up to three of its non-instantaneous effects active at a time. Sensory Effect. You create an instantaneous, harmless sensory effect, such as a shower of sp"
      },
      {
        "document": 1456,
        "excerpt": "imes, you can have up to three of its 1-minute effects active at a time. Altered Eyes. You alter the appearance of your eyes for 1 minute. Booming Voice. Your voice"
      }
    ],
    "actively": [
      {
        "document": 240,
        "excerpt": "general awareness of your surroundings when you're not actively looking for something. Use this formula to determine your Passive Perception score:"
      },
      {
        "document": 625,
        "excerpt": "ture is your enemy if it fights against you in combat, actively works to harm you, or is designated as your enemy by the rules or GM."
      }
    ],
    "activities": [
      {
        "document": 75,
        "excerpt": "GM might require you to use an action for any of these activities when it needs special care or when it presents an unusual obstacle. For instance, the GM might require y"
      },
      {
        "document": 673,
        "excerpt": "contagion spends 3 days recuperating - engaging in no activities that would interrupt a Long Rest - the creature makes a DC 15 Constitution saving throw at the end of th"
      }
    ],
    "activity": [
      {
        "document": 26,
        "excerpt": "r has a chance to act and decides how to resolve their activity. In combat, the characters take turns. 3: The GM Narrates the Results of the Adventurers' Actions. Some"
      },
      {
        "document": 380,
        "excerpt": "n), meditation (for a Wand), or some other appropriate activity. If the Short Rest is interrupted, the Attunement attempt fails. Otherwise, at the end of the Short Rest"
      },
      {
        "document": 517,
        "excerpt": "east 6 hours and perform no more than 2 hours of light activity, such as reading, talking, eating, or standing watch. During sleep, you have the Unconscious condition."
      },
      {
        "document": 738,
        "excerpt": "a background that involves endurance or long hours of activity. Travel Terrain *Appropriate equipment (such as skis) is necessary to keep up a Fast pace in Arctic te"
      },
      {
        "document": 1238,
        "excerpt": "You ask one question about a specific goal, event, or activity to occur within 7 days. The GM offers a truthful reply, which might be a short phrase or cryptic rhyme."
      },
      {
        "document": 1288,
        "excerpt": "some service or refrain from an action or a course of activity as you decide. The target must succeed on a Wisdom saving throw or have the Charmed condition for the du"
      },
      {
        "document": 1354,
        "excerpt": "'s tongue) Duration: 24 hours You suggest a course of activity - described in no more than 25 words - to twelve or fewer creatures you can see within range that can he"
      },
      {
        "document": 1447,
        "excerpt": "Concentration, up to 8 hours You suggest a course of activity - described in no more than 25 words - to one creature you can see within range that can hear and unders"
      },
      {
        "document": 1484,
        "excerpt": "at you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are un"
      }
    ],
    "acts": [
      {
        "document": 47,
        "excerpt": "you as a player determining how your character thinks, acts, and talks. Roleplaying is part of every aspect of the game, and it comes to the fore during social inte"
      },
      {
        "document": 96,
        "excerpt": "etains its place in the Initiative order and moves and acts as it likes."
      },
      {
        "document": 142,
        "excerpt": "When the bearer of a sentient item acts in a manner opposed to the item's alignment or purpose, conflict can arise. When such a conflict occurs,"
      },
      {
        "document": 156,
        "excerpt": "To ensure a monster acts in accordance with its Challenge Rating, follow these rules during combat: Special Abilities. If the mo"
      },
      {
        "document": 756,
        "excerpt": "as possible. The creature isn’t under your control and acts as it normally would, and it disappears after 1 hour or when it drops to 0 Hit Points. Roll 1d4 to deter"
      },
      {
        "document": 783,
        "excerpt": "in as possible. The creature isn’t under your control, acts as it normally would, and disappears after 1 hour or when it drops to 0 Hit Points. Roll 1d4 to determin"
      },
      {
        "document": 793,
        "excerpt": "nto a Large or smaller monster of the GM’s choice that acts in accordance with its alignment and nature. The monster remains for 1 minute, then disappears in a puff"
      },
      {
        "document": 1242,
        "excerpt": "der and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself. You can command the target to take a Reaction but"
      },
      {
        "document": 1243,
        "excerpt": "der and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself. You can command the target to take a Reaction but"
      },
      {
        "document": 1244,
        "excerpt": "der and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself. You can command the target to take a Reaction but"
      },
      {
        "document": 1265,
        "excerpt": "Fiend (your choice) instead of a Beast. Your familiar acts independently of you, but it obeys your commands. Telepathic Connection. While your familiar is within"
      },
      {
        "document": 1266,
        "excerpt": ", the steed takes its turn immediately after yours and acts independently, focusing on protecting you. Disappearance of the Steed. The steed disappears if it drops"
      },
      {
        "document": 1288,
        "excerpt": "Charmed, the creature takes 5d10 Psychic damage if it acts in a manner directly counter to your command. It takes this damage no more than once each day. You can"
      },
      {
        "document": 1429,
        "excerpt": "nd creatures you designate. It obeys your commands and acts on your turn in combat. The simulacrum can't gain levels, and it can't take Short or Long Rests. If the"
      },
      {
        "document": 1518,
        "excerpt": "he creature is Friendly to you and your allies, and it acts immediately after you on your Initiative count. You can take a Bonus Action to command how the creature"
      },
      {
        "document": 1611,
        "excerpt": "s no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment. An Identify spell reveals if the flask contain"
      },
      {
        "document": 1760,
        "excerpt": "f existence from the target. While Charmed, the target acts as an ally to the aboleth and is under its control while within 60 feet of it. In addition, the aboleth"
      },
      {
        "document": 1810,
        "excerpt": "ding is one size smaller than the original pudding and acts on its Initiative. The original pudding's Hit Points are divided evenly between the new puddings (round"
      },
      {
        "document": 1972,
        "excerpt": "jelly is one size smaller than the original jelly and acts on its Initiative. The original jelly's Hit Points are divided evenly between the new jellies (round dow"
      },
      {
        "document": 2051,
        "excerpt": "the troll's space, and becomes a Troll Limb. The limb acts immediately after the troll's turn. The troll has 1 Exhaustion level for each missing limb, and it grows"
      }
    ],
    "actual": [
      {
        "document": 12,
        "excerpt": "emporary Hit Points, which are a buffer against losing actual Hit Points, as explained below."
      },
      {
        "document": 554,
        "excerpt": "suggested for the monster, with the GM determining its actual alignment. See also “Alignment.” AC, Initiative, and HP. These entries give the monster's Armor Class,"
      },
      {
        "document": 587,
        "excerpt": "an significantly alter how threatening a monster is in actual play. \"Gameplay Toolbox\" (\"Combat Encounters\") provides guidance to the GM on using CR while planning po"
      },
      {
        "document": 1166,
        "excerpt": "ature). Choose a creature type other than the target's actual type. Spells and other magical effects treat the target as if it were a creature of the chosen type. Fa"
      },
      {
        "document": 1542,
        "excerpt": "t makes you appear to be standing in a place near your actual location, causing any creature to have Disadvantage on attack rolls against you. If you take damage, the"
      },
      {
        "document": 1623,
        "excerpt": "ecome real. Thus, painting a door on a wall creates an actual door, which can be opened to whatever is beyond. Painting a pit creates a real pit, the entire depth of"
      }
    ],
    "actually": [
      {
        "document": 1333,
        "excerpt": "rmined by the GM. If the famous thing you chose isn't actually famous, you hear sad musical notes played on a trombone, and the spell fails."
      },
      {
        "document": 1658,
        "excerpt": "f Healing or another beneficial potion. However, it is actually poison masked by illusion magic. Identify reveals its true nature. If you drink this potion, you take 4"
      }
    ],
    "adamantine": [
      {
        "document": 943,
        "excerpt": "Adamantine"
      },
      {
        "document": 1220,
        "excerpt": "1 hour | | Gems | 10 minutes | | Adamantine or mithral | 1 minute | Using a Higher-Level Spell Slot. The Cube increases by 5 feet for each spell"
      },
      {
        "document": 1502,
        "excerpt": "Adamantine Armor"
      },
      {
        "document": 1608,
        "excerpt": "unement) As a Magic action, you can place this 1-inch adamantine statuette on the ground and, using a command word, cause it to grow rapidly into a square adamantine tow"
      }
    ],
    "adaptation": [
      {
        "document": 1153,
        "excerpt": "ce the option you chose with a different one. Aquatic Adaptation. You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed e"
      },
      {
        "document": 1628,
        "excerpt": "Necklace of Adaptation"
      }
    ],
    "adapted": [
      {
        "document": 682,
        "excerpt": "ucceed on the save, as do creatures that are naturally adapted to living in ice-cold water."
      }
    ],
    "add": [
      {
        "document": 5,
        "excerpt": "10 Wisdom (Medicine) check. When you receive healing, add the restored Hit Points to your current Hit Points. Your Hit Points can't exceed your Hit Point maximum,"
      },
      {
        "document": 13,
        "excerpt": "Add your Proficiency Bonus to an ability check when the GM determines that a skill or tool proficiency is re"
      },
      {
        "document": 21,
        "excerpt": "You add your Proficiency Bonus to your saving throw if you have proficiency in that kind of save. See “Proficien"
      },
      {
        "document": 25,
        "excerpt": "You add your Proficiency Bonus to your attack roll when you attack using a weapon you have proficiency with, as"
      },
      {
        "document": 35,
        "excerpt": "o make a Charisma (Deception or Persuasion) check, you add your Proficiency Bonus if you're proficient in either skill, but you don't add it twice if you're profic"
      },
      {
        "document": 36,
        "excerpt": "ility checks involving Skills that skill but doesn't add its Proficiency Bonus. For example, if a character tries to climb a cliff, the GM might ask for a Streng"
      },
      {
        "document": 40,
        "excerpt": "Proficiency in a saving throw lets a character add their Proficiency Bonus to saves that use a particular ability. For example, proficiency in Wisdom saves"
      },
      {
        "document": 41,
        "excerpt": "ielding it. If you have proficiency with a weapon, you add your Proficiency Bonus to attack rolls you make with it. Tools. If you have proficiency with a tool, yo"
      },
      {
        "document": 92,
        "excerpt": "dvantage or the lower one if you have Disadvantage. 5: Add Modifiers. Add these modifiers to the number rolled on the d20: - The Relevant Ability Modifier. “Playi"
      },
      {
        "document": 105,
        "excerpt": "ecifies the damage it deals. You roll the damage dice, add any modifiers, and deal the damage to your target. If there's a penalty to the damage, it's possible to"
      },
      {
        "document": 106,
        "excerpt": "eal extra damage. Roll the attack's damage dice twice, add them together, and add any relevant modifiers as normal. For example, if you score a Critical Hit with a"
      },
      {
        "document": 119,
        "excerpt": "in “Equipment” (such as a weapon or a suit of armor), add that item’s cost to the magic item’s value. For example, +1 Armor (Plate Armor) has a value of 5,500 GP"
      },
      {
        "document": 240,
        "excerpt": "Throws. For the saving throws you have proficiency in, add your Proficiency Bonus to the appropriate ability modifier and note the total. Some players also like to"
      },
      {
        "document": 241,
        "excerpt": "age and properties of your weapons in “Equipment.” You add the same ability modifier you use for attacks with a weapon to your damage rolls with that weapon. Spel"
      },
      {
        "document": 243,
        "excerpt": "level, you gain an additional Hit Die. Roll that die, add your Constitution modifier to the roll, and add the total (minimum of 1) to your Hit Point maximum. Inst"
      },
      {
        "document": 257,
        "excerpt": "or a class only when your total character level is 1. Add together the Hit Dice granted by all your classes to form your pool of Hit Dice. If these dice are the s"
      },
      {
        "document": 306,
        "excerpt": "t be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you ca"
      },
      {
        "document": 355,
        "excerpt": "he vehicle. If multiple animals pull the same vehicle, add their carrying capacities together."
      },
      {
        "document": 359,
        "excerpt": "ats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can't"
      },
      {
        "document": 376,
        "excerpt": "ange for payment. If a spell has expensive components, add the cost of those components to the cost listed in the Spellcasting Services table. The higher the level"
      },
      {
        "document": 397,
        "excerpt": "e second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack on"
      },
      {
        "document": 413,
        "excerpt": "If you have proficiency with a tool, add your Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in a sk"
      },
      {
        "document": 425,
        "excerpt": "Ability: Dexterity Weight: 5 lb. Utilize: Add a design to a leather item (DC 10) Craft: Sling, Whip, Hide Armor, Leather Armor, Studded Leather Armor"
      },
      {
        "document": 431,
        "excerpt": "eld a weapon, but you must have proficiency with it to add your Proficiency Bonus to an attack roll you make with it. A player character's features can provide wea"
      },
      {
        "document": 489,
        "excerpt": "heses after the spell's school of magic. Some features add a spell to a character's spell list even if the character isn't a member of a class in the parentheses."
      },
      {
        "document": 505,
        "excerpt": "The effects of different spells add together while their durations overlap. In contrast, the effects of the same spell cast multiple times d"
      },
      {
        "document": 531,
        "excerpt": "If you have proficiency with something, you can add your Proficiency Bonus to any D20 Test you make using that thing. A creature might have proficiency in a"
      },
      {
        "document": 543,
        "excerpt": "Hit Point Die you spend in this way, roll the die and add your Constitution modifier to it. You regain Hit Points equal to the total (minimum of 1 Hit Point). You"
      },
      {
        "document": 547,
        "excerpt": "ity check. If you have proficiency in a skill, you can add your Proficiency Bonus when you make an ability check associated with that skill. See also “Playing the"
      },
      {
        "document": 600,
        "excerpt": "target. Roll all of the attack's damage dice twice and add them together. Then add any relevant modifiers. See also \"Playing the Game\" (\"Damage and Healing\")."
      },
      {
        "document": 609,
        "excerpt": "Charisma - each of which has a corresponding modifier. Add the modifier when you make a D20 Test with the corresponding ability or when a rule asks you to do so. S"
      },
      {
        "document": 648,
        "excerpt": "ed weapon follows the rules below. Proficiency. Don't add your Proficiency Bonus to attack rolls with an improvised weapon. Damage. On a hit, the weapon deals 1d"
      },
      {
        "document": 729,
        "excerpt": "y creature has an XP value in its stat block. When you add a creature to your combat encounter, deduct its XP from your XP budget to determine how many XP you have"
      },
      {
        "document": 963,
        "excerpt": ", the creature can roll the Bardic Inspiration die and add the number rolled to the d20, potentially turning the failure into a success. A Bardic Inspiration die i"
      },
      {
        "document": 964,
        "excerpt": "f yourself and focus divine energy at it. Roll 1d8 and add your Wisdom modifier. You either restore Hit Points to the creature equal to that total or force the cre"
      },
      {
        "document": 965,
        "excerpt": "ollowing options of your choice. Potent Spellcasting. Add your Wisdom modifier to the damage you deal with any Druid cantrip. Primal Strike. Once on each of your"
      },
      {
        "document": 966,
        "excerpt": "s. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails,"
      },
      {
        "document": 970,
        "excerpt": "eak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak At"
      },
      {
        "document": 972,
        "excerpt": "your known Warlock cantrips that deals damage. You can add your Charisma modifier to that spell's damage rolls. Repeatable. You can gain this invocation more than"
      },
      {
        "document": 973,
        "excerpt": "ecommended. Whenever you gain a Wizard level after 1, add two Wizard spells of your choice to your spellbook. Each of these spells must be of a level for which yo"
      },
      {
        "document": 976,
        "excerpt": "rdic Inspiration; roll the Bardic Inspiration die, and add the number rolled to the d20, potentially turning a failure into a success. On a failure, the Bardic Ins"
      },
      {
        "document": 977,
        "excerpt": "u cast a spell that deals damage of that type, you can add your Charisma modifier to one damage roll of that spell."
      },
      {
        "document": 978,
        "excerpt": "ool, each of which must be no higher than level 2, and add them to your spellbook for free. In addition, whenever you gain access to a new level of spell slots in"
      },
      {
        "document": 979,
        "excerpt": "y check or a saving throw, you can use this feature to add 1d10 to your roll. You can do so after seeing the roll but before any of the roll's effects occur. You"
      },
      {
        "document": 982,
        "excerpt": "or 10 minutes or until you use this feature again, you add your Charisma modifier to attack rolls you make with that weapon (minimum bonus of +1), and each time yo"
      },
      {
        "document": 983,
        "excerpt": "l a number of d6s equal to your Rage Damage bonus, and add them together. The damage has the same type as the weapon or Unarmed Strike used for the attack."
      },
      {
        "document": 990,
        "excerpt": "you take damage, you can take a Reaction to roll 1d12. Add your Constitution modifier to the number rolled and reduce the damage by that total. Storm's Thunder (S"
      },
      {
        "document": 1000,
        "excerpt": "tiative Proficiency. When you roll Initiative, you can add your Proficiency Bonus to the roll. Initiative Swap. Immediately after you roll Initiative, you can swa"
      },
      {
        "document": 1015,
        "excerpt": "of using a weapon that has the Light property, you can add your ability modifier to the damage of that attack if you aren't already adding it to the damage."
      },
      {
        "document": 1234,
        "excerpt": "ical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing. To di"
      },
      {
        "document": 1363,
        "excerpt": "milarly, you can alter the appearance of structures or add them where none are present. The spell doesn't disguise, conceal, or add creatures. The illusion includ"
      },
      {
        "document": 1417,
        "excerpt": "ical inspection. For example, if you use this spell to add a hat to a creature's outfit, objects pass through the hat. A creature that takes the Study action to e"
      },
      {
        "document": 1433,
        "excerpt": "8 on a d8 for this spell, you can roll another d8, and add it to the damage. When you cast this spell, the maximum number of these d8s you can add to the spell's d"
      }
    ],
    "added": [
      {
        "document": 16,
        "excerpt": "Temporary Hit Points can't be added together. If you have Temporary Hit Points and receive more of them, you decide whether to keep the ones"
      },
      {
        "document": 17,
        "excerpt": "Temporary Hit Points can't be added to your Hit Points, healing can't restore them, and receiving Temporary Hit Points doesn't count as heal"
      },
      {
        "document": 35,
        "excerpt": "Your Proficiency Bonus can't be added to a die roll or another number more than once. For example, if a rule allows you to make a Charisma (De"
      },
      {
        "document": 86,
        "excerpt": "protective degree of cover applies; the degrees aren't added together. For example, if a target is behind a creature that gives Half Cover and a tree trunk that give"
      },
      {
        "document": 92,
        "excerpt": "evant. Each creature has a Proficiency Bonus, a number added when making a D20 Test that uses something, such as a skill, in which the creature has proficiency. See"
      },
      {
        "document": 151,
        "excerpt": "the number of Hit Dice it possesses, and the result is added to its Hit Points. For example, if a monster has a Constitution of 12 (+1 modifier) and 2d8 Hit Dice, it"
      }
    ],
    "adding": [
      {
        "document": 36,
        "excerpt": "er lacks that proficiency, they make the check without adding their Proficiency Bonus."
      },
      {
        "document": 264,
        "excerpt": "ell Slots. You determine your available spell slots by adding together the following: - All your levels in the Bard, Cleric, Druid, Sorcerer, and Wizard classes - Ha"
      },
      {
        "document": 719,
        "excerpt": "smooth walls. You can make the pit easier to escape by adding cracks in the walls big enough to serve as handholds and footholds. At Higher Levels. You can scale the"
      },
      {
        "document": 723,
        "excerpt": "smooth walls. You can make the pit easier to escape by adding cracks in the walls big enough to serve as handholds and footholds. At Higher Levels. You can scale the"
      },
      {
        "document": 732,
        "excerpt": "having creatures flee (making the encounter easier) or adding reinforcements (making the encounter harder)."
      },
      {
        "document": 737,
        "excerpt": "r-level characters can't easily overcome, consider not adding that monster to an encounter for characters whose level is lower than the monster's Challenge Rating. -"
      },
      {
        "document": 1015,
        "excerpt": "ier to the damage of that attack if you aren't already adding it to the damage."
      }
    ],
    "addition": [
      {
        "document": 85,
        "excerpt": "have Advantage or Disadvantage against the target. In addition, spells, special abilities, and other effects can apply penalties or bonuses to your attack roll. 3: Res"
      },
      {
        "document": 161,
        "excerpt": "re. Actions. The monster can take the actions here in addition to those in “Playing the Game.” Bonus Actions. This section provides a monster's Bonus Actions, if any."
      },
      {
        "document": 243,
        "excerpt": "character's Hit Point maximum then increases by 8, in addition to the Hit Points gained for reaching level 8."
      },
      {
        "document": 554,
        "excerpt": "tions. Actions. The monster can take these actions in addition to those detailed in this glossary. See also \"Playing the Game\" (\"Actions\"). Bonus Actions. If the mons"
      },
      {
        "document": 633,
        "excerpt": "arget and the grappler exceeds the grapple's range. In addition, the grappler can release the target at any time (no action required)."
      },
      {
        "document": 785,
        "excerpt": "The item speaks one or more languages. In addition, the item can communicate telepathically with any creature that carries or wields it."
      },
      {
        "document": 962,
        "excerpt": "the skill list available to Barbarians at level 1. In addition, while your Rage is active, you can channel primal power when you attempt certain tasks; whenever you ma"
      },
      {
        "document": 963,
        "excerpt": "Inspiration when you finish a Short or Long Rest. In addition, you can expend a spell slot (no action required) to regain one expended use of Bardic Inspiration."
      },
      {
        "document": 964,
        "excerpt": "know one extra cantrip from the Cleric spell list. In addition, your mystical connection to the divine gives you a bonus to your Intelligence (Arcana or Religion) chec"
      },
      {
        "document": 965,
        "excerpt": "u know one extra cantrip from the Druid spell list. In addition, your mystical connection to nature gives you a bonus to your Intelligence (Arcana or Nature) checks. Th"
      },
      {
        "document": 967,
        "excerpt": "age rolls of your Unarmed Strikes and Monk weapons. In addition, when you use the Grapple or Shove option of your Unarmed Strike, you can use your Dexterity modifier in"
      },
      {
        "document": 968,
        "excerpt": "You always have the Divine Smite spell prepared. In addition, you can cast it without expending a spell slot, but you must finish a Long Rest before you can cast it"
      },
      {
        "document": 971,
        "excerpt": "nts when you take the Bonus Action to activate it. In addition, while your Innate Sorcery feature is active, you can use up to two of your Metamagic options on each sp"
      },
      {
        "document": 974,
        "excerpt": "Initiative rolls and Strength (Athletics) checks. In addition, immediately after you score a Critical Hit, you can move up to half your Speed without provoking Opport"
      },
      {
        "document": 975,
        "excerpt": "ou must finish a Long Rest before you do so again. In addition, when you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have"
      },
      {
        "document": 978,
        "excerpt": "level 2, and add them to your spellbook for free. In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from"
      },
      {
        "document": 984,
        "excerpt": "and explorer, you are the epitome of an adventurer. In addition to improving your agility and stealth, you gain abilities useful for delving into ruins and getting maxi"
      },
      {
        "document": 989,
        "excerpt": "You know the Mending and Prestidigitation cantrips. In addition, you can spend 10 minutes casting Prestidigitation to create a Tiny clockwork device (AC 5, 1 HP), such"
      },
      {
        "document": 1163,
        "excerpt": "t originate from its space or that pass through it. In addition, its space counts as Difficult Terrain for your enemies. Using a Higher-Level Spell Slot. The damage of"
      },
      {
        "document": 1167,
        "excerpt": "stics and possessions. The principal difference is the addition of a silvery cord that trails from between the shoulder blades of the astral form. The cord fades from v"
      },
      {
        "document": 1208,
        "excerpt": "Lightning (your choice when you make the attack). In addition, the ground in the Emanation is Difficult Terrain for your enemies. Using a Higher-Level Spell Slot. Th"
      },
      {
        "document": 1209,
        "excerpt": "ne. A creature makes this save only once per turn. In addition, you can take the Disengage action as a Bonus Action for the spell's duration. Using a Higher-Level Spe"
      },
      {
        "document": 1271,
        "excerpt": "chill shield grants you Resistance to Fire damage. In addition, whenever a creature within 5 feet of you hits you with a melee attack roll, the shield erupts with flam"
      },
      {
        "document": 1281,
        "excerpt": "Feywild, the Shadowfell, or the Plane Shift spell. In addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the follow"
      },
      {
        "document": 1284,
        "excerpt": "e target also has a Swim Speed equal to its Speed. In addition, the target can spend 5 feet of movement to automatically escape from nonmagical restraints, such as man"
      },
      {
        "document": 1299,
        "excerpt": "the warded corridors, making them Heavily Obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance"
      },
      {
        "document": 1317,
        "excerpt": "res have Disadvantage on attack rolls against them. In addition, when a Fiend or an Undead hits an affected creature with a melee attack roll, the attacker must succeed"
      },
      {
        "document": 1457,
        "excerpt": "l save, a creature takes half as much damage only. In addition, unsecured objects that are entirely within the Cube are pushed 10 feet away from you, and a thunderous"
      },
      {
        "document": 1458,
        "excerpt": "ct being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it."
      },
      {
        "document": 1484,
        "excerpt": "is damage can't be reduced or prevented in any way. In addition, your Strength score becomes 3 for 2d4 days. For each of those days that you spend resting and doing not"
      },
      {
        "document": 1514,
        "excerpt": "ck rolls while you wield this Shield. This bonus is in addition to the Shield's normal bonus to AC. Whenever an attacker makes a ranged attack roll against a target wi"
      },
      {
        "document": 1521,
        "excerpt": "r Constitution increases by 2, to a maximum of 20. In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you"
      },
      {
        "document": 1523,
        "excerpt": "rolls and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your Hit Point maximum increases by 1 for each level you have att"
      },
      {
        "document": 1535,
        "excerpt": "within that light, you have Advantage on D20 Tests. In addition, a Cleric or Druid in the light can cast level 1 spells they have prepared without expending spell slots"
      },
      {
        "document": 1548,
        "excerpt": "tal orb, you can cast Scrying (save DC 17) with it. In addition, you can cast Detect Thoughts (save DC 17) targeting creatures you can see within 30 feet of the spell's"
      },
      {
        "document": 1549,
        "excerpt": "tal orb, you can cast Scrying (save DC 17) with it. In addition, you can communicate telepathically with creatures you can see within 30 feet of the spell's sensor. You"
      },
      {
        "document": 1550,
        "excerpt": "tal orb, you can cast Scrying (save DC 17) with it. In addition, you have Truesight with a range of 120 feet centered on the spell's sensor."
      },
      {
        "document": 1559,
        "excerpt": "in a +1 bonus to Armor Class, and you know Abyssal. In addition, the armor's clawed gauntlets allow your Unarmed Strikes to deal 1d8 Slashing damage instead of the usua"
      },
      {
        "document": 1567,
        "excerpt": "ing this armor, you gain a +2 bonus to Armor Class. In addition, if an effect moves you against your will along the ground, you can take a Reaction to reduce the distan"
      },
      {
        "document": 1572,
        "excerpt": "is potion, you are cured of all magical contagions. In addition, the following conditions end on you: Blinded, Deafened, Paralyzed, and Poisoned. The clear, red liquid"
      },
      {
        "document": 1583,
        "excerpt": "weapon, the target takes an extra 1d6 Cold damage. In addition, while you hold the weapon, you have Resistance to Fire damage. In freezing temperatures, the weapon sh"
      },
      {
        "document": 1605,
        "excerpt": "ure leaves no tracks and ignores Difficult Terrain. In addition, the creature can travel for up to 12 hours a day without gaining Exhaustion levels from extended travel"
      },
      {
        "document": 1627,
        "excerpt": "gic item (chosen by the GM) appears on your person. In addition, you gain 10 Temporary Hit Points daily at dawn until you die. Talons. Every magic item you wear or car"
      },
      {
        "document": 1632,
        "excerpt": "t your sworn enemy, you have Advantage on the roll. In addition, your target gains no benefit from Half Cover or Three-Quarters Cover, and you suffer no Disadvantage du"
      },
      {
        "document": 1637,
        "excerpt": "property can't be used again until the next dawn. In addition, you have Advantage on saving throws to avoid or end the Poisoned condition while you wear this pendant."
      },
      {
        "document": 1667,
        "excerpt": "le, rocks, or dirt isn't Difficult Terrain for you. In addition, you can move through solid earth or rock as if those areas were Difficult Terrain without disturbing th"
      },
      {
        "document": 1670,
        "excerpt": "Difficult Terrain doesn't cost you extra movement. In addition, magic can neither reduce any of your Speeds nor cause you to have the Paralyzed or Restrained condition"
      },
      {
        "document": 1684,
        "excerpt": "ring, the ring reduces the damage you take by 2d8. In addition, while wearing this ring, you and everything you wear and carry are unharmed by temperatures of 0 degree"
      },
      {
        "document": 1691,
        "excerpt": "oiled) - Sack - Bullseye Lantern (filled and lit) In addition, the robe has 4d4 other patches. The GM chooses the patches or determines them randomly by rolling on th"
      },
      {
        "document": 1701,
        "excerpt": "rolls and damage rolls made with this magic weapon. In addition, you can make one attack with it as a Bonus Action on each of your turns."
      },
      {
        "document": 1704,
        "excerpt": "s to Armor Class determined by the Shield's rarity, in addition to the Shield's normal bonus to AC."
      },
      {
        "document": 1706,
        "excerpt": ", you have a +2 bonus to Armor Class. This bonus is in addition to the Shield's normal bonus to AC. The Shield has the following additional properties that you can use"
      },
      {
        "document": 1719,
        "excerpt": "you have Advantage on saving throws against spells. In addition, you can take a Reaction when another creature casts a spell that targets only you. If you do, the staff"
      },
      {
        "document": 1731,
        "excerpt": "check you make to control a Sphere of Annihilation. In addition, when you start your turn in control of a Sphere of Annihilation, you can take a Magic action to move it"
      },
      {
        "document": 1733,
        "excerpt": "ution saving throw, or its Concentration is broken. In addition, you can cause a 30-foot-deep, 10-foot-wide fissure to open up on the ground anywhere in the area. Any c"
      },
      {
        "document": 1740,
        "excerpt": "rolls and damage rolls made with this magic weapon. In addition, the weapon ignores Resistance to Slashing damage. When you use this weapon to attack a creature that h"
      },
      {
        "document": 1751,
        "excerpt": "spell attack rolls determined by the wand's rarity. In addition, you ignore Half Cover when making a spell attack roll."
      },
      {
        "document": 1760,
        "excerpt": "nd is under its control while within 60 feet of it. In addition, the aboleth and the target can communicate telepathically with each other over any distance. The targe"
      },
      {
        "document": 1829,
        "excerpt": "er can't make Attach attacks against other targets. In addition, the cloaker halves the damage it takes (round down), and the target takes the same amount of damage. T"
      },
      {
        "document": 1896,
        "excerpt": "against attacks and other effects outside the toad. In addition, the target takes 10 (3d6) Acid damage at the end of each of the toad's turns. The toad can have only on"
      }
    ],
    "additional": [
      {
        "document": 42,
        "excerpt": "tions. Many class features and other abilities provide additional action options, and you can improvise other actions. When you describe an action not detailed elsewhere"
      },
      {
        "document": 44,
        "excerpt": "features, spells, and other abilities let you take an additional action on your turn called a Bonus Action. The Cunning Action feature, for example, allows a Rogue to t"
      },
      {
        "document": 60,
        "excerpt": "must occur during a creature's movement or action. Any additional interactions require the Utilize action, as explained in \"Combat\" later in \"Playing the Game.\""
      },
      {
        "document": 117,
        "excerpt": "uning to, and using magic items appear in “Equipment.” Additional rules are presented below. Attunement Prerequisites. If a magic item has a class prerequisite, a creatu"
      },
      {
        "document": 160,
        "excerpt": "You may equip monsters with additional gear however you like, using the items in “Equipment” for inspiration. You decide how much of a monster’"
      },
      {
        "document": 161,
        "excerpt": "nster's Senses, Languages, and CR entries appear here. Additional details appear in some monsters, such as skill proficiencies, Resistances, Immunities, and Gear. If a mo"
      },
      {
        "document": 174,
        "excerpt": "etails the attacks a creature can make, as well as any additional abilities it can use, as part of the Attack action."
      },
      {
        "document": 182,
        "excerpt": "s in parentheses following its type. Such tags provide additional categorization and have no rules of their own, but certain game effects might refer to them."
      },
      {
        "document": 185,
        "excerpt": "qual to its Dexterity modifier, but some monsters have additional modifiers, such as Proficiency Bonus, applied to that number. If you don't want to roll a monster's Ini"
      },
      {
        "document": 243,
        "excerpt": "it Point Dice. Each time you gain a level, you gain an additional Hit Die. Roll that die, add your Constitution modifier to the roll, and add the total (minimum of 1) to"
      },
      {
        "document": 261,
        "excerpt": "u get its features for that level. A few features have additional rules when you're multiclassing. Check the information about multiclassing included in each of your clas"
      },
      {
        "document": 263,
        "excerpt": "Attack feature with your pact weapon, doesn't give you additional attacks if you also have Extra Attack."
      },
      {
        "document": 271,
        "excerpt": "tailed in \"Character Origins,\" and your GM might offer additional backgrounds as options. The background you choose influences step 3, when you determine your character'"
      },
      {
        "document": 313,
        "excerpt": "Bright Light in a 15-foot radius and Dim Light for an additional 30 feet."
      },
      {
        "document": 314,
        "excerpt": "st Bright Light in a 60-foot Cone and Dim Light for an additional 60 feet."
      },
      {
        "document": 315,
        "excerpt": "Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. As a Bonus Action, you can lower the hood, reducing the light to Dim Light in a 5-foot radius,"
      },
      {
        "document": 351,
        "excerpt": "Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. When you take the Attack action, you can attack with the Torch, using it as a Simple Melee weap"
      },
      {
        "document": 465,
        "excerpt": "s Bright Light in a 5-foot radius and Dim Light for an additional 5 feet."
      },
      {
        "document": 517,
        "excerpt": "ter an interruption. If you do so, the rest requires 1 additional hour per interruption to finish."
      },
      {
        "document": 520,
        "excerpt": "ustion level at the end of the fifth day as well as an additional level at the end of each subsequent day without food. Exhaustion caused by malnutrition can't be remove"
      },
      {
        "document": 543,
        "excerpt": "l (minimum of 1 Hit Point). You can decide to spend an additional Hit Point Die after each roll. Special Feature. Some features are recharged by a Short Rest. If you hav"
      },
      {
        "document": 678,
        "excerpt": "through deep water (more than 100 feet deep) presents additional challenges because of the water's pressure and cold temperature. After each hour of swimming in deep wat"
      },
      {
        "document": 681,
        "excerpt": "DC is 5 for the first hour and increases by 1 for each additional hour. Creatures wearing Medium or Heavy armor have Disadvantage on the save. Creatures that have Resista"
      },
      {
        "document": 682,
        "excerpt": "stitution score before suffering any ill effects. Each additional minute spent in frigid water requires the creature to succeed on a DC 10 Constitution saving throw or ga"
      },
      {
        "document": 695,
        "excerpt": "acter harvests enough poison for a single dose, and no additional poison can be harvested from that creature. On a failed check, the character is unable to extract any po"
      },
      {
        "document": 702,
        "excerpt": "urs per day, at the risk of tiring. At the end of each additional hour of travel beyond 8 hours, each character must succeed on a Constitution saving throw or gain 1 Exha"
      },
      {
        "document": 791,
        "excerpt": "Bright Light in a 30-foot radius and Dim Light for an additional 30 feet."
      },
      {
        "document": 963,
        "excerpt": "Features table. Whenever that number increases, choose additional spells from the Bard spell list until the number of spells on your list matches the number on the table."
      },
      {
        "document": 964,
        "excerpt": "Features table. Whenever that number increases, choose additional spells from the Cleric spell list until the number of spells on your list matches the number on the tabl"
      },
      {
        "document": 965,
        "excerpt": "Features table. Whenever that number increases, choose additional spells from the Druid spell list until the number of spells on your list matches the number on the table"
      },
      {
        "document": 966,
        "excerpt": "al limits for a moment. On your turn, you can take one additional action, except the Magic action. Once you use this feature, you can't do so again until you finish a Sh"
      },
      {
        "document": 968,
        "excerpt": "Features table. Whenever that number increases, choose additional Paladin spells until the number of spells on your list matches the number in the Paladin Features table."
      },
      {
        "document": 969,
        "excerpt": "Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. T"
      },
      {
        "document": 971,
        "excerpt": "Features table. Whenever that number increases, choose additional Sorcerer spells until the number of spells on your list matches the number in the Sorcerer Features tabl"
      },
      {
        "document": 972,
        "excerpt": "Features table. Whenever that number increases, choose additional Warlock spells until the number of spells on your list matches the number in the table. The chosen spell"
      },
      {
        "document": 973,
        "excerpt": "Features table. Whenever that number increases, choose additional Wizard spells until the number of spells on your list matches the number in the table. The chosen spells"
      },
      {
        "document": 974,
        "excerpt": "Additional Fighting Style"
      },
      {
        "document": 978,
        "excerpt": "akes half the cantrip's damage (if any) but suffers no additional effect from the cantrip."
      },
      {
        "document": 981,
        "excerpt": "stores Hit Points to a creature, that creature regains additional Hit Points on the turn you cast the spell. The additional Hit Points equal 2 plus the spell slot's level"
      },
      {
        "document": 1154,
        "excerpt": ". Using a Higher-Level Spell Slot. You can target one additional Beast for each spell slot level above 1."
      },
      {
        "document": 1157,
        "excerpt": "l Spell Slot. You animate or reassert control over two additional Undead creatures for each spell slot level above 3. Each of the creatures must come from a different cor"
      },
      {
        "document": 1171,
        "excerpt": ". Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1."
      },
      {
        "document": 1172,
        "excerpt": ". Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4."
      },
      {
        "document": 1179,
        "excerpt": ". Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1."
      },
      {
        "document": 1181,
        "excerpt": ". Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2."
      },
      {
        "document": 1187,
        "excerpt": "successful one. Using a Higher-Level Spell Slot. One additional bolt leaps from the first target to another target for each spell slot level above 6."
      },
      {
        "document": 1188,
        "excerpt": ". Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4."
      },
      {
        "document": 1189,
        "excerpt": ". Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1."
      },
      {
        "document": 1197,
        "excerpt": ". Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot level above 1."
      },
      {
        "document": 1213,
        "excerpt": "Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be co"
      },
      {
        "document": 1218,
        "excerpt": "ng a Higher-Level Spell Slot. You create or destroy 10 additional gallons of water, or the size of the Cube increases by 5 feet, for each spell slot level above 1."
      },
      {
        "document": 1225,
        "excerpt": "ight's area is Bright Light and sheds Dim Light for an additional 60 feet. Alternatively, you cast the spell on an object that isn't being worn or carried, causing the s"
      },
      {
        "document": 1251,
        "excerpt": ". Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2. You can choose a different ability for each target."
      },
      {
        "document": 1262,
        "excerpt": "t Points. Using a Higher-Level Spell Slot. You gain 5 additional Temporary Hit Points for each spell slot level above 1."
      },
      {
        "document": 1271,
        "excerpt": "Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. The flames provide you with a warm shield or a chill shield, as you choose. The warm shield gr"
      },
      {
        "document": 1274,
        "excerpt": "Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2"
      },
      {
        "document": 1276,
        "excerpt": "Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2"
      },
      {
        "document": 1279,
        "excerpt": ". Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3."
      },
      {
        "document": 1284,
        "excerpt": ". Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4."
      },
      {
        "document": 1286,
        "excerpt": ". Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3."
      },
      {
        "document": 1306,
        "excerpt": "Advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used to take only the Attack (one attack only), Dash, Di"
      },
      {
        "document": 1312,
        "excerpt": ". Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1."
      },
      {
        "document": 1314,
        "excerpt": ". Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1."
      },
      {
        "document": 1315,
        "excerpt": ". Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 5."
      },
      {
        "document": 1316,
        "excerpt": ". Using a Higher-Level Spell Slot. You can target one additional Humanoid for each spell slot level above 2."
      },
      {
        "document": 1329,
        "excerpt": ". Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2."
      },
      {
        "document": 1331,
        "excerpt": ". Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1."
      },
      {
        "document": 1336,
        "excerpt": "Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as you like. Covering the object with something opaque blocks the lig"
      },
      {
        "document": 1341,
        "excerpt": ". Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1."
      },
      {
        "document": 1388,
        "excerpt": "heds Bright Light within 100 feet and Dim Light for an additional 100 feet. You and creatures you designate when you cast the spell can pass through and be near the wall"
      },
      {
        "document": 1390,
        "excerpt": "Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The spell ends if you cast it again. Until the spell ends, you can take a Magic action to hurl"
      },
      {
        "document": 1412,
        "excerpt": "mage. Using a Higher-Level Spell Slot. You create one additional ray for each spell slot level above 2."
      },
      {
        "document": 1438,
        "excerpt": ". Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2."
      },
      {
        "document": 1449,
        "excerpt": "Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. This light is sunlight."
      },
      {
        "document": 1455,
        "excerpt": "Material Plane, determined by the GM. You might learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it"
      },
      {
        "document": 1521,
        "excerpt": "you aren't a dwarf or duergar, you gain the following additional benefits while wearing the belt: Darkvision. You have Darkvision with a range of 60 feet. Resilience."
      },
      {
        "document": 1528,
        "excerpt": "peratures of 0 degrees Fahrenheit or lower without any additional protection. Winter Strider. You ignore Difficult Terrain created by ice or snow."
      },
      {
        "document": 1574,
        "excerpt": "Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. This weapon has the following additional properties. Arrow of Restraint. Whenever you use thi"
      },
      {
        "document": 1576,
        "excerpt": "spell. You increase the spell's level by one for each additional charge you expend. The lenses regain all expended charges daily at dawn."
      },
      {
        "document": 1581,
        "excerpt": "Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until y"
      },
      {
        "document": 1583,
        "excerpt": "Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of yourself"
      },
      {
        "document": 1585,
        "excerpt": "Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you take a Bonus Action to repeat the comma"
      },
      {
        "document": 1598,
        "excerpt": "Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing we"
      },
      {
        "document": 1613,
        "excerpt": "Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's Bright Light."
      },
      {
        "document": 1615,
        "excerpt": "Bright Light in a 20-foot radius and Dim Light for an additional 20 feet."
      },
      {
        "document": 1627,
        "excerpt": "n D20 Tests for the next 72 hours, or you can draw two additional cards beyond your declared draws. Key. A Rare or rarer magic weapon with which you are proficient appea"
      },
      {
        "document": 1633,
        "excerpt": "long with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected c"
      },
      {
        "document": 1635,
        "excerpt": "long with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected c"
      },
      {
        "document": 1664,
        "excerpt": "llows. In certain forms, the weapon has the following additional properties. Acrobatic Assist (Quarterstaff and 10-Foot Pole Forms Only). While holding this weapon, you"
      },
      {
        "document": 1667,
        "excerpt": "mental Focus. While wearing the ring, you benefit from additional properties corresponding to the ring's linked Elemental Plane: Air. You know Auran, you have Resistance"
      },
      {
        "document": 1688,
        "excerpt": "Bright Light in a 30-foot radius and Dim Light for an additional 30 feet, and creatures that can see you have Disadvantage on attack rolls against you. Any creature in t"
      },
      {
        "document": 1693,
        "excerpt": "Bright Light in a 60-foot radius and Dim Light for an additional 60 feet. While in that Bright Light, you and your allies gain a +1 bonus to Armor Class and saving thro"
      },
      {
        "document": 1694,
        "excerpt": "Bright Light in a 40-foot radius and Dim Light for an additional 40 feet, and the blade functions as a magic Longsword or Shortsword (your choice) that deals an extra 2d"
      },
      {
        "document": 1706,
        "excerpt": "ld's normal bonus to AC. The Shield has the following additional properties that you can use while holding it. Forceful Bash. When you take the Attack action, you can m"
      },
      {
        "document": 1722,
        "excerpt": "d damage rolls made with it. It also has the following additional properties. Once one of these properties is used, it can't be used again until the next dawn. Lightning"
      },
      {
        "document": 1726,
        "excerpt": "Bright Light in a 15-foot radius and Dim Light for an additional 15 feet. The light is sunlight. While the blade persists, you can take a Magic action to expand or reduc"
      },
      {
        "document": 1731,
        "excerpt": "ake a Magic action to move it 10 feet plus a number of additional feet equal to 10 times your Intelligence modifier. This movement doesn't have to be in a straight line."
      },
      {
        "document": 1733,
        "excerpt": "t being worn or carried. The weapon has the following additional properties. Clap of Thunder. As a Magic action, you can strike the weapon against a hard surface to cre"
      },
      {
        "document": 1744,
        "excerpt": "pell. You can increase the spell's level by 1 for each additional charge you expend. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you e"
      },
      {
        "document": 1745,
        "excerpt": "pell. You can increase the spell's level by 1 for each additional charge you expend. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you e"
      },
      {
        "document": 1747,
        "excerpt": "pell. You can increase the spell's level by 1 for each additional charge you expend. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you e"
      },
      {
        "document": 1796,
        "excerpt": "Bright Light in a 10-foot radius and Dim Light for an additional 10 feet."
      },
      {
        "document": 1862,
        "excerpt": "Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. Water Susceptibility. The elemental takes 3 (1d6) Cold damage for every 5 feet the elemental m"
      },
      {
        "document": 1883,
        "excerpt": "Bright Light in a 10-foot radius and Dim Light for an additional 10 feet."
      },
      {
        "document": 1954,
        "excerpt": "Bright Light in a 10-foot radius and Dim Light for an additional 10 feet."
      },
      {
        "document": 1970,
        "excerpt": "Bright Light in a 10-foot radius and Dim Light for an additional 10 feet."
      },
      {
        "document": 2074,
        "excerpt": "Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. Incorporeal Movement. The wisp can move through other creatures and objects as if they were Di"
      }
    ],
    "additionally": [
      {
        "document": 381,
        "excerpt": "fails; you must end your Attunement to an item first. Additionally, you can't attune to more than one copy of an item. For example, you can't attune to more than one Ring"
      },
      {
        "document": 967,
        "excerpt": "iscipline grant you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can expend 1 Focus Point to reroll it, and you must use"
      },
      {
        "document": 972,
        "excerpt": "Snake (see “Monsters” for the familiar’s stat block). Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make o"
      },
      {
        "document": 1228,
        "excerpt": "ane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creatu"
      },
      {
        "document": 1265,
        "excerpt": "et of you, you can communicate with it telepathically. Additionally, as a Bonus Action, you can see through the familiar's eyes and hear what it hears until the start of yo"
      },
      {
        "document": 1291,
        "excerpt": "check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are"
      },
      {
        "document": 1562,
        "excerpt": "hat provided the scales (see the accompanying table). Additionally, you can focus your senses as a Magic action to discern the distance and direction to the closest dragon"
      },
      {
        "document": 1770,
        "excerpt": "icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn't cost it extra movement. Legendary Resistance (3/Day,"
      },
      {
        "document": 1782,
        "excerpt": "icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn't cost it extra movement. Legendary Resistance (4/Day,"
      },
      {
        "document": 2072,
        "excerpt": "icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn't cost it extra movement."
      },
      {
        "document": 2090,
        "excerpt": "icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn't cost it extra movement."
      }
    ],
    "addle": [
      {
        "document": 985,
        "excerpt": "n impose one of the following effects on that target. Addle. The target can't make Opportunity Attacks until the start of its next turn. Push. The target must succ"
      }
    ],
    "adds": [
      {
        "document": 36,
        "excerpt": "the character has Athletics proficiency, the character adds their Proficiency Bonus to the Strength check. If the character lacks that proficiency, they make the ch"
      },
      {
        "document": 339,
        "excerpt": "A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Att"
      },
      {
        "document": 1179,
        "excerpt": "ll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save. Using a Higher-Level Spell Slot. You can target one additional creature"
      },
      {
        "document": 1300,
        "excerpt": "and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill."
      },
      {
        "document": 1555,
        "excerpt": "5 feet of itself. The weapon uses your attack roll and adds your ability modifier to damage rolls. While the weapon hovers, you can take a Bonus Action to cause it"
      },
      {
        "document": 1800,
        "excerpt": "tack roll while holding a weapon. Response: The bandit adds 2 to its AC against that attack, possibly causing it to miss."
      },
      {
        "document": 1859,
        "excerpt": "ack roll while holding a weapon. Response: The erinyes adds 4 to its AC against that attack, possibly causing it to miss."
      },
      {
        "document": 1904,
        "excerpt": "k roll while holding a weapon. Response: The gladiator adds 3 to its AC against that attack, possibly causing it to miss."
      },
      {
        "document": 1944,
        "excerpt": "tack roll while holding a weapon. Response: The knight adds 2 to its AC against that attack, possibly causing it to miss."
      },
      {
        "document": 1957,
        "excerpt": "ck roll while holding a weapon. Response: The marilith adds 5 to its AC against that attack, possibly causing it to miss."
      },
      {
        "document": 1966,
        "excerpt": "he mummy is hit by an attack roll. Response: The mummy adds 2 to its AC against the attack, possibly causing the attack to miss, and the mummy teleports up to 60 fe"
      },
      {
        "document": 1971,
        "excerpt": "ttack roll while holding a weapon. Response: The noble adds 2 to its AC against that attack, possibly causing it to miss."
      },
      {
        "document": 1984,
        "excerpt": "tack roll while holding a weapon. Response: The pirate adds 3 to its AC against that attack, possibly causing it to miss. On a miss, the pirate makes one Rapier att"
      },
      {
        "document": 2026,
        "excerpt": "ability check or a saving throw. Response: The sphinx adds 2 to the roll."
      },
      {
        "document": 2064,
        "excerpt": "ack roll while holding a weapon. Response: The warrior adds 2 to its AC against that attack, possibly causing it to miss."
      }
    ],
    "adept": [
      {
        "document": 883,
        "excerpt": "Spellcasting, Ritual Adept, Arcane Recovery"
      },
      {
        "document": 973,
        "excerpt": "Ritual Adept"
      },
      {
        "document": 984,
        "excerpt": "You are adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any com"
      }
    ],
    "adhered": [
      {
        "document": 1962,
        "excerpt": "o anything that touches it. A Huge or smaller creature adhered to the mimic has the Grappled condition (escape DC 13). Ability checks made to escape this grapple have"
      }
    ],
    "adheres": [
      {
        "document": 1962,
        "excerpt": "Adhesive (Object Form Only). The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic has the Grappled condition"
      }
    ],
    "adhesive": [
      {
        "document": 1708,
        "excerpt": "is viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside with Oil o"
      },
      {
        "document": 1738,
        "excerpt": "Each ounce instantly dissolves up to 1 square foot of adhesive it touches, including Sovereign Glue."
      },
      {
        "document": 1962,
        "excerpt": "Adhesive (Object Form Only). The mimic adheres to anything that touches it. A Huge or smaller creature adhered to"
      }
    ],
    "adjacent": [
      {
        "document": 75,
        "excerpt": "quare of movement to enter an unoccupied square that's adjacent to your space (orthogonally or diagonally adjacent). A square of Difficult Terrain costs 2 squares to en"
      }
    ],
    "adjust": [
      {
        "document": 117,
        "excerpt": "agic items that are meant to be worn tend to magically adjust themselves to the wearer. However, you can decide that a magic item doesn't adjust its size to fit any w"
      },
      {
        "document": 232,
        "excerpt": "Adjust Ability Scores"
      },
      {
        "document": 243,
        "excerpt": "ass using the rules in the “Multiclassing” section. 2: Adjust Hit Points and Hit Point Dice. Each time you gain a level, you gain an additional Hit Die. Roll that die"
      },
      {
        "document": 384,
        "excerpt": "ts are made to be easily adjustable, or they magically adjust themselves to the wearer."
      },
      {
        "document": 732,
        "excerpt": "ncounter being easier or harder than intended. You can adjust an encounter on the fly, such as by having creatures flee (making the encounter easier) or adding reinfo"
      },
      {
        "document": 1376,
        "excerpt": "(up to 10 days) requires 10,000 GP per day. The GM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with th"
      },
      {
        "document": 1560,
        "excerpt": "ure that has the Incapacitated condition. The shackles adjust to fit a creature of Small to Large size. The shackles prevent a creature bound by them from using any m"
      },
      {
        "document": 1627,
        "excerpt": "re of 5 or lower. Alternatively, you can choose not to adjust your ability scores, in which case this card has no effect. Comet. The next time you enter combat again"
      }
    ],
    "adjustable": [
      {
        "document": 384,
        "excerpt": "of size or build. Magic garments are made to be easily adjustable, or they magically adjust themselves to the wearer."
      }
    ],
    "adjusted": [
      {
        "document": 606,
        "excerpt": "A damage roll is a die roll, adjusted by any applicable modifiers, that deals damage to a target. See also \"Playing the Game\" (\"Damage and Hea"
      },
      {
        "document": 1558,
        "excerpt": "ge rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a"
      }
    ],
    "adjusting": [
      {
        "document": 1609,
        "excerpt": "stone avoids contact with other creatures and objects, adjusting its orbit to avoid collisions and thwarting all attempts by other creatures to attack or snatch it. As"
      }
    ],
    "adjustments": [
      {
        "document": 113,
        "excerpt": "odifiers to damage are applied in the following order: adjustments such as bonuses, penalties, or multipliers are applied first; Resistance is applied second; and Vulnerab"
      },
      {
        "document": 732,
        "excerpt": "Adjustments"
      }
    ],
    "administer": [
      {
        "document": 5,
        "excerpt": "egains any Hit Points or if someone takes an action to administer first aid to it, making a successful DC 10 Wisdom (Medicine) check. When you receive healing, add the r"
      },
      {
        "document": 331,
        "excerpt": "s a magic item. As a Bonus Action, you can drink it or administer it to another creature within 5 feet of yourself. The creature that drinks the magical red fluid in this"
      },
      {
        "document": 654,
        "excerpt": "ains any Hit Points or until someone uses an action to administer first aid to it, which requires a successful DC 10 Wisdom (Medicine) check."
      },
      {
        "document": 745,
        "excerpt": "lp another creature’s ability check or attack roll, or administer first aid."
      }
    ],
    "administering": [
      {
        "document": 144,
        "excerpt": "on. Potions are consumable items. Drinking a potion or administering it to another creature requires a Bonus Action. Applying an oil might take longer as specified in its de"
      }
    ],
    "admit": [
      {
        "document": 337,
        "excerpt": "or ceremonial significance. Some events and locations admit only people wearing a Robe bearing certain colors or symbols."
      },
      {
        "document": 471,
        "excerpt": "th expertly crafted details. Some events and locations admit only people wearing these clothes."
      }
    ],
    "adopt": [
      {
        "document": 965,
        "excerpt": "hapes table. In addition, starting at level 8, you can adopt a form that has a Fly Speed. When choosing known forms, you may look in other sources for eligible Beas"
      },
      {
        "document": 968,
        "excerpt": "ore appropriate subclass or even abandon the class and adopt another one. If a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from"
      },
      {
        "document": 1234,
        "excerpt": "or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion i"
      },
      {
        "document": 1265,
        "excerpt": "ell while you have a familiar, you instead cause it to adopt a new eligible form."
      }
    ],
    "adorned": [
      {
        "document": 267,
        "excerpt": "surface 95 A petrified mouse 96 A black pirate flag adorned with a dragon's skull and crossbones 97 A tiny mechanical crab or spider that moves about when it's not"
      },
      {
        "document": 471,
        "excerpt": "Fine Clothes are made of expensive fabrics and adorned with expertly crafted details. Some events and locations admit only people wearing these clothes."
      },
      {
        "document": 1687,
        "excerpt": "ondrous Item, Rare (Requires Attunement) This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits: All-Around Vision. The"
      },
      {
        "document": 1690,
        "excerpt": "This elegant garment is made from exquisite cloth and adorned with runes. You gain these benefits while wearing the robe. Armor. If you aren't wearing armor, your b"
      }
    ],
    "adrenaline": [
      {
        "document": 993,
        "excerpt": "Adrenaline Rush"
      }
    ],
    "adult": [
      {
        "document": 729,
        "excerpt": "00 XP. With that, you could build this encounter: - 2 Adult Red Dragons (18,000 XP each) and 2 Fire Giants (5,000 XP each), for 46,000 XP total"
      },
      {
        "document": 801,
        "excerpt": "Adult Red Dragon"
      },
      {
        "document": 1761,
        "excerpt": "Adult Black Dragon"
      },
      {
        "document": 1762,
        "excerpt": "Adult Blue Dragon"
      },
      {
        "document": 1763,
        "excerpt": "Adult Brass Dragon"
      },
      {
        "document": 1764,
        "excerpt": "Adult Bronze Dragon"
      },
      {
        "document": 1765,
        "excerpt": "Adult Copper Dragon"
      },
      {
        "document": 1766,
        "excerpt": "Adult Gold Dragon"
      },
      {
        "document": 1767,
        "excerpt": "Adult Green Dragon"
      },
      {
        "document": 1768,
        "excerpt": "Adult Red Dragon"
      },
      {
        "document": 1769,
        "excerpt": "Adult Silver Dragon"
      },
      {
        "document": 1770,
        "excerpt": "Adult White Dragon"
      }
    ],
    "advance": [
      {
        "document": 242,
        "excerpt": "e Character Advancement table lists the XP you need to advance to a level and the Proficiency Bonus for a character of that level. When your XP total equals or exceeds"
      },
      {
        "document": 243,
        "excerpt": "ollow these steps: 1: Choose a Class. Most characters advance in the same class. However, you might decide to gain a level in another class using the rules in the “Mu"
      },
      {
        "document": 244,
        "excerpt": "equip them to handle greater challenges. As characters advance in level, the tone of the game also changes, and the stakes of the campaign get higher. It's helpful to"
      },
      {
        "document": 254,
        "excerpt": "option of gaining a level in a new class whenever you advance in level instead of gaining a level in your current class. Doing so lets you mix the abilities of those"
      },
      {
        "document": 1561,
        "excerpt": "dom from the orb, to spread suffering in the world, to advance the worship of Tiamat, or something else the GM decides. Spells. The orb has 7 charges and regains 1d4"
      }
    ],
    "advancement": [
      {
        "document": 242,
        "excerpt": "Level Advancement"
      },
      {
        "document": 243,
        "excerpt": "increases at certain levels, as shown in the Character Advancement table and your class features table in “Classes.” When your Proficiency Bonus increases, increase all th"
      },
      {
        "document": 252,
        "excerpt": "A GM can use feats as a form of advancement after characters reach level 20 to provide greater power to characters who have no more levels to gain."
      },
      {
        "document": 256,
        "excerpt": "level in a particular class, as shown in the Character Advancement table in “Character Creation.” For example, if you are a level 6 Cleric / level 1 Fighter, you must gain"
      },
      {
        "document": 259,
        "excerpt": "level in a particular class, as shown in the Character Advancement table. For example, if you are a level 3 Fighter / level 2 Rogue, you have the Proficiency Bonus of a le"
      },
      {
        "document": 626,
        "excerpt": "olds, the character's level increases. See also “Level Advancement.”"
      },
      {
        "document": 814,
        "excerpt": "Character Advancement"
      }
    ],
    "advances": [
      {
        "document": 242,
        "excerpt": "aracter who reaches a specified Experience Point total advances in capability. This advancement is called gaining a level. The Character Advancement table lists the XP"
      },
      {
        "document": 268,
        "excerpt": "er sheet. Typically, a character starts at level 1 and advances in level by adventuring and gaining Experience Points (XP). Write Your XP. Also record your Experience"
      }
    ],
    "advancing": [
      {
        "document": 251,
        "excerpt": "ation steps outlined in this chapter and the rules for advancing beyond level 1 provided Starting Equipment at Higher Levels"
      }
    ],
    "advantage": [
      {
        "document": 29,
        "excerpt": "Advantage/Disadvantage"
      },
      {
        "document": 31,
        "excerpt": "When a roll has either Advantage or Disadvantage, roll a second d20 when you make the roll. Use the higher of the two rolls if you have A"
      },
      {
        "document": 32,
        "excerpt": "f multiple situations affect a roll and they all grant Advantage on it, you still roll only two d20s. Similarly, if multiple situations impose Disadvantage on a roll, yo"
      },
      {
        "document": 33,
        "excerpt": "When you have Advantage or Disadvantage and something in the game lets you reroll or replace the d20, you can reroll or replace"
      },
      {
        "document": 41,
        "excerpt": "n the skill that's also used with that check, you have Advantage on the check too. This means you can benefit from both skill proficiency and tool proficiency on the sam"
      },
      {
        "document": 67,
        "excerpt": "tealth) checks. Slow. Traveling at a Slow pace grants Advantage on Wisdom (Perception or Survival) checks."
      },
      {
        "document": 85,
        "excerpt": "ed, you miss. When a creature can't see you, you have Advantage on attack rolls against it. If you are hidden when you make an attack roll, you give away your location"
      },
      {
        "document": 92,
        "excerpt": "ll 1d20. You always want to roll high. If the roll has Advantage or Disadvantage (described later in \"Playing the Game\"), you roll two d20s, but you use the number from"
      },
      {
        "document": 318,
        "excerpt": "A Magnifying Glass grants Advantage on any ability check made to appraise or inspect a highly detailed item. Lighting a fire with a Magnifyi"
      },
      {
        "document": 326,
        "excerpt": "or 1 hour after applying Perfume to yourself, you have Advantage on Charisma (Persuasion) checks made to influence an Indifferent Humanoid within 5 feet of yourself."
      },
      {
        "document": 329,
        "excerpt": "g Jump, you can use the Pole to vault, giving yourself Advantage on the check."
      },
      {
        "document": 335,
        "excerpt": "e other character can help you use the ram, giving you Advantage on this check."
      },
      {
        "document": 357,
        "excerpt": "ment needed to use the saddle. A Military Saddle gives Advantage on any ability check you make to remain mounted. An Exotic Saddle is required for riding an aquatic or a"
      },
      {
        "document": 405,
        "excerpt": "this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn. Weapons"
      },
      {
        "document": 413,
        "excerpt": "iency in a skill that's used with that check, you have Advantage on the check too. Your features might give you proficiency with a tool. A monster has proficiency with"
      },
      {
        "document": 421,
        "excerpt": "terity Weight: 5 lb. Utilize: Modify footwear to give Advantage on the wearer's next Dexterity (Acrobatics) check (DC 10) Craft: Climber's Kit"
      },
      {
        "document": 448,
        "excerpt": "onus Action, you can drink a vial of Antitoxin to gain Advantage on saving throws to avoid or end the Poisoned condition for 1 hour."
      },
      {
        "document": 457,
        "excerpt": "While wrapped in a blanket, you have Advantage on saving throws against extreme cold (see “Gameplay Toolbox”)."
      },
      {
        "document": 474,
        "excerpt": "While wearing a Costume, you have Advantage on any ability check you make to impersonate the person or type of person it represents."
      },
      {
        "document": 476,
        "excerpt": "Using a Crowbar gives you Advantage on Strength checks where the Crowbar's leverage can be applied."
      },
      {
        "document": 527,
        "excerpt": "s Wisdom (Perception) check bonus. If the creature has Advantage on such checks, increase the score by 5. If the creature has Disadvantage on them, decrease the score by"
      },
      {
        "document": 620,
        "excerpt": "l can't be affected by more than one Disadvantage, and Advantage and Disadvantage on the same roll cancel each other. See also \"Playing the Game\" (\"D20 Tests\")."
      },
      {
        "document": 622,
        "excerpt": "he attacker, and you make Dexterity saving throws with Advantage. You lose these benefits if you have the Incapacitated condition or if your Speed is 0."
      },
      {
        "document": 629,
        "excerpt": "Advantage"
      },
      {
        "document": 632,
        "excerpt": "A Friendly creature views you favorably. You have Advantage on an ability check to influence a Friendly creature. See also “Influence.”"
      },
      {
        "document": 637,
        "excerpt": "sically when they make an ability check. That ally has Advantage on the next ability check they make with the chosen skill or tool. This benefit expires if the ally does"
      },
      {
        "document": 652,
        "excerpt": "re equals 10 plus your Dexterity modifier. If you have Advantage on Initiative rolls, increase your Initiative score by 5. If you have Disadvantage on those rolls, decre"
      },
      {
        "document": 673,
        "excerpt": "eration period. On a successful save, the creature has Advantage on saving throws to fight off the magical contagion for the next 24 hours."
      },
      {
        "document": 689,
        "excerpt": "r. - Attack rolls against the Frightened creature have Advantage. - The Frightened creature can do only one of the following on each of its turns: move, take an action,"
      },
      {
        "document": 693,
        "excerpt": "a partial dose has a reduced effect, such as allowing Advantage on the saving throw or dealing only half as much damage on a failed save. Inhaled. Poisonous powders an"
      },
      {
        "document": 745,
        "excerpt": "isadvantage, and you make Dexterity saving throws with Advantage. You lose this benefit if you have the Incapacitated condition or if your Speed is 0."
      },
      {
        "document": 962,
        "excerpt": "mage column of the Barbarian Features table. Strength Advantage. You have Advantage on Strength checks and Strength saving throws. No Concentration or Spells. You can'"
      },
      {
        "document": 963,
        "excerpt": "to cause the save to be rerolled, and the new roll has Advantage."
      },
      {
        "document": 966,
        "excerpt": "e an attack roll against a creature and miss, you have Advantage on your next attack roll against that creature before the end of your next turn."
      },
      {
        "document": 967,
        "excerpt": "xt attack roll made against the target before then has Advantage."
      },
      {
        "document": 969,
        "excerpt": "You have Advantage on attack rolls against the creature currently marked by your Hunter's Mark."
      },
      {
        "document": 970,
        "excerpt": "o one creature you hit with an attack roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage's type is the same as the"
      },
      {
        "document": 971,
        "excerpt": "DC of your Sorcerer spells increases by 1. - You have Advantage on the attack rolls of Sorcerer spells you cast. You can use this feature twice, and you regain all exp"
      },
      {
        "document": 972,
        "excerpt": "xtra attacks rather than one. Eldritch Mind You have Advantage on Constitution saving throws that you make to maintain Concentration. Eldritch Smite Prerequisite: Le"
      },
      {
        "document": 974,
        "excerpt": "Thanks to your athleticism, you have Advantage on Initiative rolls and Strength (Athletics) checks. In addition, immediately after you score a Critica"
      },
      {
        "document": 982,
        "excerpt": "spell slot (no action required). Holy Ward. You have Advantage on any saving throw you are forced to make by a Fiend or an Undead. Radiant Damage. Whenever an enemy s"
      },
      {
        "document": 987,
        "excerpt": "You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition."
      },
      {
        "document": 988,
        "excerpt": "You have Advantage on saving throws you make to avoid or end the Charmed condition."
      },
      {
        "document": 989,
        "excerpt": "You have Advantage on Intelligence, Wisdom, and Charisma saving throws."
      },
      {
        "document": 990,
        "excerpt": "d it (no action required). For that duration, you have Advantage on Strength checks, and your Speed increases by 10 feet. Once you use this trait, you can't use it again"
      },
      {
        "document": 991,
        "excerpt": "You have Advantage on saving throws you make to avoid or end the Frightened condition."
      },
      {
        "document": 1010,
        "excerpt": ". You can use this benefit only once per turn. Attack Advantage. You have Advantage on attack rolls against a creature Grappled by you. Fast Wrestler. You don't have t"
      },
      {
        "document": 1174,
        "excerpt": "atures within range. For the duration, each target has Advantage on Wisdom saving throws and Death Saving Throws and regains the maximum number of Hit Points possible fr"
      },
      {
        "document": 1188,
        "excerpt": "hin range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the"
      },
      {
        "document": 1189,
        "excerpt": "hin range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the"
      },
      {
        "document": 1204,
        "excerpt": "al form, such as wolves, serpents, or birds. You have Advantage on Strength saving throws while you're within 5 feet of the pack, and when you move on your turn, you ca"
      },
      {
        "document": 1242,
        "excerpt": "the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save"
      },
      {
        "document": 1243,
        "excerpt": "the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save"
      },
      {
        "document": 1244,
        "excerpt": "the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save"
      },
      {
        "document": 1251,
        "excerpt": "Wisdom, or Charisma. For the duration, the target has Advantage on ability checks using the chosen ability. Using a Higher-Level Spell Slot. You can target one additio"
      },
      {
        "document": 1252,
        "excerpt": "from Medium to Large, for example. The target also has Advantage on Strength checks and Strength saving throws. The target's attacks with its enlarged weapons or Unarmed"
      },
      {
        "document": 1253,
        "excerpt": "Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the Restrained condition until the spell ends. On a succe"
      },
      {
        "document": 1260,
        "excerpt": "tack rolls against an affected creature or object have Advantage if the attacker can see it."
      },
      {
        "document": 1283,
        "excerpt": "the immediate future. For the duration, the target has Advantage on D20 Tests, and other creatures have Disadvantage on attack rolls against it. The spell ends early if"
      },
      {
        "document": 1286,
        "excerpt": "ge; it has Immunity to the Prone condition; and it has Advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through narrow openings, but"
      },
      {
        "document": 1301,
        "excerpt": "l made against it before the end of your next turn has Advantage. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1."
      },
      {
        "document": 1306,
        "excerpt": "is doubled, it gains a +2 bonus to Armor Class, it has Advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be u"
      },
      {
        "document": 1314,
        "excerpt": ", it makes another Wisdom saving throw. The target has Advantage on the save if the save is triggered by damage. On a successful save, the spell ends. Using a Higher-Le"
      },
      {
        "document": 1317,
        "excerpt": "tion. While in the aura, creatures of your choice have Advantage on all saving throws, and other creatures have Disadvantage on attack rolls against them. In addition, w"
      },
      {
        "document": 1318,
        "excerpt": "whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check you make to find it. If the target drops to 0 Hit Points b"
      },
      {
        "document": 1330,
        "excerpt": "ving throws and attack rolls, and other creatures have Advantage on attack rolls against it. On each of its turns, the target can take an action to collect itself and re"
      },
      {
        "document": 1367,
        "excerpt": "saving throw. If you are fighting the creature, it has Advantage on the save. On a failed save, the target has the Charmed condition for the duration. While Charmed in t"
      },
      {
        "document": 1394,
        "excerpt": "rmed, or Frightened by such a creature, the target has Advantage on any new saving throw against the relevant effect."
      },
      {
        "document": 1395,
        "excerpt": "oned condition on it. For the duration, the target has Advantage on saving throws to avoid or end the Poisoned condition, and it has Resistance to Poison damage."
      },
      {
        "document": 1425,
        "excerpt": "Light in a 5-foot radius, attack rolls against it have Advantage, and it can't benefit from the Invisible condition. Using a Higher-Level Spell Slot. The damage increas"
      },
      {
        "document": 1456,
        "excerpt": "oud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks. Fire Play. You cause flames to flicker, brighten, dim, or change col"
      },
      {
        "document": 1484,
        "excerpt": "Critical Hit. You can force the reroll to be made with Advantage or Disadvantage, and you choose whether to use the reroll or the original roll. Reshape Reality. You ma"
      },
      {
        "document": 1487,
        "excerpt": "ight. Attacks Affected. Attack rolls against you have Advantage, and your attack rolls have Disadvantage."
      },
      {
        "document": 1488,
        "excerpt": "er with damaging abilities or magical effects. Social Advantage. The charmer has Advantage on any ability check to interact with you socially."
      },
      {
        "document": 1494,
        "excerpt": "If you're Invisible when you roll Initiative, you have Advantage on the roll. Concealed. You aren't affected by any effect that requires its target to be seen unless th"
      },
      {
        "document": 1495,
        "excerpt": "rows. Attacks Affected. Attack rolls against you have Advantage. Automatic Critical Hits. Any attack roll that hits you is a Critical Hit if the attacker is within 5 f"
      },
      {
        "document": 1496,
        "excerpt": "ease. Attacks Affected. Attack rolls against you have Advantage. Saving Throws Affected. You automatically fail Strength and Dexterity saving throws. Resist Damage. Y"
      },
      {
        "document": 1498,
        "excerpt": "antage on attack rolls. An attack roll against you has Advantage if the attacker is within 5 feet of you. Otherwise, that attack roll has Disadvantage."
      },
      {
        "document": 1499,
        "excerpt": "ease. Attacks Affected. Attack rolls against you have Advantage, and your attack rolls have Disadvantage. Saving Throws Affected. You have Disadvantage on Dexterity sa"
      },
      {
        "document": 1500,
        "excerpt": "rows. Attacks Affected. Attack rolls against you have Advantage."
      },
      {
        "document": 1501,
        "excerpt": "ease. Attacks Affected. Attack rolls against you have Advantage. Saving Throws Affected. You automatically fail Strength and Dexterity saving throws. Automatic Critic"
      },
      {
        "document": 1521,
        "excerpt": "h. You know Dwarvish. Friend of Dwarvenkind. You have Advantage on Charisma (Persuasion) checks made to interact with dwarves and duergar. Toughness. Your Constitution"
      },
      {
        "document": 1524,
        "excerpt": "ss of the surface you are moving across. You also have Advantage on Dexterity (Stealth) checks."
      },
      {
        "document": 1535,
        "excerpt": "foot radius. While you are within that light, you have Advantage on D20 Tests. In addition, a Cleric or Druid in the light can cast level 1 spells they have prepared wit"
      },
      {
        "document": 1543,
        "excerpt": "s made to perceive you have Disadvantage, and you have Advantage on Dexterity (Stealth) checks."
      },
      {
        "document": 1546,
        "excerpt": "quires Attunement) While wearing this cloak, you have Advantage on Dexterity (Stealth) checks. In an area of Dim Light or Darkness, you can grip the edges of the cloak"
      },
      {
        "document": 1562,
        "excerpt": "is armor, you gain a +1 bonus to Armor Class, you have Advantage on saving throws against the breath weapons of Dragons, and you have Resistance to one damage type deter"
      },
      {
        "document": 1577,
        "excerpt": "1 foot, granting you Darkvision within that range and Advantage on Intelligence (Investigation) checks made to examine something within that range."
      },
      {
        "document": 1578,
        "excerpt": "lenses fit over the eyes. While wearing them, you have Advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out de"
      },
      {
        "document": 1602,
        "excerpt": "nd all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin"
      },
      {
        "document": 1609,
        "excerpt": "ile this dark-blue rhomboid orbits your head, you have Advantage on Initiative rolls and Wisdom (Perception) checks. Fortitude (Very Rare). Your Constitution increases"
      },
      {
        "document": 1611,
        "excerpt": "he target has been trapped by the flask before, it has Advantage on the save. Once trapped, a creature remains in the flask until released. The flask can hold only one c"
      },
      {
        "document": 1618,
        "excerpt": "Wondrous Item, Rare (Requires Attunement) You have Advantage on saving throws against spells while you wear this cloak."
      },
      {
        "document": 1625,
        "excerpt": "ure that knows the mirror's nature makes the save with Advantage, and Constructs succeed on the save automatically. An extradimensional cell is an infinite expanse fill"
      },
      {
        "document": 1627,
        "excerpt": "your foe to 0 Hit Points during that combat, you have Advantage on Death Saving Throws for 1 year. If someone else reduces your chosen foe to 0 Hit Points or you don't"
      },
      {
        "document": 1628,
        "excerpt": "can breathe normally in any environment, and you have Advantage on saving throws made to avoid or end the Poisoned condition."
      },
      {
        "document": 1632,
        "excerpt": "ll with this weapon against your sworn enemy, you have Advantage on the roll. In addition, your target gains no benefit from Half Cover or Three-Quarters Cover, and you"
      },
      {
        "document": 1637,
        "excerpt": "used again until the next dawn. In addition, you have Advantage on saving throws to avoid or end the Poisoned condition while you wear this pendant."
      },
      {
        "document": 1647,
        "excerpt": "l to your Speed for 1 hour. During this time, you have Advantage on Strength (Athletics) checks to climb. This potion is separated into brown, silver, and gray layers r"
      },
      {
        "document": 1664,
        "excerpt": "Pole Forms Only). While holding this weapon, you have Advantage on Dexterity (Acrobatics) checks. Attack Deflection (Quarterstaff Form Only) When you are hit by an at"
      },
      {
        "document": 1667,
        "excerpt": "ies: Elemental Bane. While wearing the ring, you have Advantage on attack rolls against Elementals and they have Disadvantage on attack rolls against you. Elemental Co"
      },
      {
        "document": 1679,
        "excerpt": "equires Attunement) While wearing this ring, you have Advantage on saving throws against spells. If you succeed on the save for a spell of level 7 or lower, the spell h"
      },
      {
        "document": 1687,
        "excerpt": "owing benefits: All-Around Vision. The robe gives you Advantage on Wisdom (Perception) checks that rely on sight. Special Senses. You have Darkvision and Truesight, bo"
      },
      {
        "document": 1690,
        "excerpt": "s your Dexterity modifier. Magic Resistance. You have Advantage on saving throws against spells and other magical effects. War Mage. Your spell save DC and spell attac"
      },
      {
        "document": 1693,
        "excerpt": "roperties. Alertness. While holding the rod, you have Advantage on Wisdom (Perception) checks and on Initiative rolls. Spells. While holding the rod, you can cast the"
      },
      {
        "document": 1698,
        "excerpt": "tted, the rope shortens to a 50-foot length and grants Advantage on ability checks made to climb using the rope. The rope has AC 20, HP 20, and Immunity to Poison and P"
      },
      {
        "document": 1700,
        "excerpt": "s last charge is expended. Spell Resistance. You have Advantage on saving throws against spells."
      },
      {
        "document": 1703,
        "excerpt": "Shield), Uncommon While holding this Shield, you have Advantage on Initiative rolls and Wisdom (Perception) checks. The Shield is emblazoned with a symbol of an eye."
      },
      {
        "document": 1710,
        "excerpt": "uires Attunement) While holding this Shield, you have Advantage on saving throws against spells and other magical effects, and spell attack rolls have Disadvantage agai"
      },
      {
        "document": 1719,
        "excerpt": ". Spell Absorption. While holding the staff, you have Advantage on saving throws against spells. In addition, you can take a Reaction when another creature casts a spel"
      },
      {
        "document": 1731,
        "excerpt": "ent) While holding or wearing this talisman, you have Advantage on any Intelligence (Arcana) check you make to control a Sphere of Annihilation. In addition, when you s"
      },
      {
        "document": 1755,
        "excerpt": "duced sleep. Supernatural Readiness. Each subject has Advantage on its Initiative rolls."
      },
      {
        "document": 1786,
        "excerpt": "Bite. Melee Attack Roll: +5 (with Advantage if the target is Grappled by the ankheg), reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage plus 3 (1d6) Aci"
      },
      {
        "document": 1790,
        "excerpt": "Magic Resistance. The archmage has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1797,
        "excerpt": "Pack Tactics. The baboon has Advantage on an attack roll against a creature if at least one of the baboon's allies is within 5 feet of the crea"
      },
      {
        "document": 1799,
        "excerpt": "e to succeed instead. Magic Resistance. The balor has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1802,
        "excerpt": "re in the Nine Hells. Magic Resistance. The devil has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1805,
        "excerpt": "Magic Resistance. The devil has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1807,
        "excerpt": "Bloodied Frenzy. While Bloodied, the berserker has Advantage on attack rolls and saving throws."
      },
      {
        "document": 1812,
        "excerpt": "Pack Tactics. The hawk has Advantage on an attack roll against a creature if at least one of the hawk's allies is within 5 feet of the creatu"
      },
      {
        "document": 1814,
        "excerpt": "Bloodied Fury. While Bloodied, the boar has Advantage on attack rolls."
      },
      {
        "document": 1815,
        "excerpt": "re in the Nine Hells. Magic Resistance. The devil has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1819,
        "excerpt": "cing damage. Morningstar. Melee Attack Roll: +5 (with Advantage if the target is Grappled by the bugbear), reach 10 ft. Hit: 12 (2d8 + 3) Piercing damage."
      },
      {
        "document": 1820,
        "excerpt": ". Light Hammer. Melee or Ranged Attack Roll: +4 (with Advantage if the target is Grappled by the bugbear), reach 10 ft. or range 20/60 ft. Hit: 9 (3d4 + 2) Bludgeoning"
      },
      {
        "document": 1825,
        "excerpt": "re in the Nine Hells. Magic Resistance. The devil has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1826,
        "excerpt": "ge, or 18 (4d6 + 4) Piercing damage if the chimera had Advantage on the attack roll. Claw. Melee Attack Roll: +7, reach 5 ft. Hit: 7 (1d6 + 4) Slashing damage. Ram. Me"
      },
      {
        "document": 1828,
        "excerpt": "em can't shape-shift. Magic Resistance. The golem has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1832,
        "excerpt": "as proficiency in one skill of the GM's choice and has Advantage whenever it makes an ability check using that skill."
      },
      {
        "document": 1840,
        "excerpt": "is a Medium or smaller creature and the darkmantle had Advantage on the attack roll, it covers the target, which has the Blinded condition and is suffocating while the d"
      },
      {
        "document": 1843,
        "excerpt": "ere in Mount Celestia. Magic Resistance. The deva has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1844,
        "excerpt": "Pack Tactics. The wolf has Advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creatu"
      },
      {
        "document": 1845,
        "excerpt": "on the Plane of Air. Magic Resistance. The djinni has Advantage on saving throws against spells and other magical effects. Wishes. The djinni has a 30 percent chance o"
      },
      {
        "document": 1846,
        "excerpt": "isage if available. Slam. Melee Attack Roll: +6 (with Advantage during the first round of each combat), reach 5 ft. Hit: 11 (2d6 + 4) Bludgeoning damage. Read Thoughts"
      },
      {
        "document": 1852,
        "excerpt": "Magic Resistance. The dryad has Advantage on saving throws against spells and other magical effects. Speak with Beasts and Plants. The dryad can"
      },
      {
        "document": 1856,
        "excerpt": "the Plane of Fire. Magic Resistance. The efreeti has Advantage on saving throws against spells and other magical effects. Wishes. The efreeti has a 30 percent chance"
      },
      {
        "document": 1859,
        "excerpt": "in the Nine Hells. Magic Resistance. The erinyes has Advantage on saving throws against spells and other magical effects. Magic Rope. The erinyes has a magic rope. Wh"
      },
      {
        "document": 1864,
        "excerpt": "ghtning damage dealt. Magic Resistance. The golem has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1867,
        "excerpt": "ar it gains 16 (2d10 + 5) Temporary Hit Points and has Advantage on attack rolls until the start of the giant's next turn."
      },
      {
        "document": 1876,
        "excerpt": "Bloodied Fury. The boar has Advantage on melee attack rolls while it is Bloodied."
      },
      {
        "document": 1891,
        "excerpt": "Pack Tactics. The rat has Advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creatur"
      },
      {
        "document": 1894,
        "excerpt": "s two Bite attacks. Bite. Melee Attack Roll: +9 (with Advantage if the target doesn't have all its Hit Points), reach 5 ft. Hit: 22 (3d10 + 6) Piercing damage."
      },
      {
        "document": 1898,
        "excerpt": "Pack Tactics. The vulture has Advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 feet of the cre"
      },
      {
        "document": 1903,
        "excerpt": "here in the Abyss. Magic Resistance. The glabrezu has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1907,
        "excerpt": "e, plus 2 (1d4) Slashing damage if the attack roll had Advantage. Shortbow. Ranged Attack Roll: +4, range 80/320 ft. Hit: 5 (1d6 + 2) Piercing damage, plus 2 (1d4) Pier"
      },
      {
        "document": 1909,
        "excerpt": "e, plus 2 (1d4) Slashing damage if the attack roll had Advantage. Shortbow. Ranged Attack Roll: +4, range 80/320 ft. Hit: 5 (1d6 + 2) Piercing damage, plus 2 (1d4) Pier"
      },
      {
        "document": 1924,
        "excerpt": "Pack Tactics. The hound has Advantage on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creat"
      },
      {
        "document": 1925,
        "excerpt": "ewhere in the Abyss. Magic Resistance. The hezrou has Advantage on saving throws against spells and other magical effects. Stench. Constitution Saving Throw: DC 16, an"
      },
      {
        "document": 1929,
        "excerpt": "from the hobgoblin, the hobgoblin and its allies have Advantage on attack rolls and saving throws, provided the hobgoblin doesn't have the Incapacitated condition."
      },
      {
        "document": 1930,
        "excerpt": "Pack Tactics. The hobgoblin has Advantage on an attack roll against a creature if at least one of the hobgoblin's allies is within 5 feet of the c"
      },
      {
        "document": 1932,
        "excerpt": "re in the Nine Hells. Magic Resistance. The devil has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1933,
        "excerpt": "Bite. Melee Attack Roll: +6 (with Advantage if the target doesn't have all its Hit Points), reach 5 ft. Hit: 14 (3d6 + 4) Piercing damage."
      },
      {
        "document": 1935,
        "excerpt": "Pack Tactics. The hyena has Advantage on an attack roll against a creature if at least one of the hyena's allies is within 5 feet of the creat"
      },
      {
        "document": 1936,
        "excerpt": "re in the Nine Hells. Magic Resistance. The devil has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1938,
        "excerpt": "Magic Resistance. The imp has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1941,
        "excerpt": "em can't shape-shift. Magic Resistance. The golem has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1945,
        "excerpt": "Pack Tactics. The kobold has Advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the crea"
      },
      {
        "document": 1950,
        "excerpt": "Pack Tactics. The lion has Advantage on an attack roll against a creature if at least one of the lion's allies is within 5 feet of the creatu"
      },
      {
        "document": 1957,
        "excerpt": "here in the Abyss. Magic Resistance. The marilith has Advantage on saving throws against spells and other magical effects. Reactive. The marilith can take one Reaction"
      },
      {
        "document": 1962,
        "excerpt": "Bite. Melee Attack Roll: +5 (with Advantage if the target is Grappled by the mimic), reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage - or 12 (2d8 + 3)"
      },
      {
        "document": 1966,
        "excerpt": "e to succeed instead. Magic Resistance. The mummy has Advantage on saving throws against spells and other magical effects. Undead Restoration. If destroyed, the mummy"
      },
      {
        "document": 1968,
        "excerpt": "re in the Abyss. Magic Resistance. The nalfeshnee has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1969,
        "excerpt": "cast that spell again. Magic Resistance. The hag has Advantage on saving throws against spells and other magical effects. Soul Bag. The hag has a soul bag. While hold"
      },
      {
        "document": 1983,
        "excerpt": "Bite. Melee Attack Roll: +5 (with Advantage if the target doesn't have all its Hit Points), reach 5 ft. Hit: 1 Piercing damage."
      },
      {
        "document": 1984,
        "excerpt": "Hit: 13 (2d8 + 4) Piercing damage, and the pirate has Advantage on the next attack roll it makes before the end of this turn. Pistol. Ranged Attack Roll: +7, range 30/"
      },
      {
        "document": 1986,
        "excerpt": "succeed instead. Magic Resistance. The pit fiend has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1987,
        "excerpt": "in Mount Celestia. Magic Resistance. The planetar has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1993,
        "excerpt": "Magic Resistance. The pseudodragon has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1996,
        "excerpt": "Magic Resistance. The quasit has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 2001,
        "excerpt": "Pack Tactics. The shark has Advantage on an attack roll against a creature if at least one of the shark's allies is within 5 feet of the creat"
      },
      {
        "document": 2009,
        "excerpt": "Blood Frenzy. The sahuagin has Advantage on attack rolls against any creature that doesn't have all its Hit Points. Limited Amphibiousness. The"
      },
      {
        "document": 2011,
        "excerpt": "Magic Resistance. The satyr has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 2022,
        "excerpt": "e to succeed instead. Magic Resistance. The solar has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 2026,
        "excerpt": "Magic Resistance. The sphinx has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 2034,
        "excerpt": "em can't shape-shift. Magic Resistance. The golem has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 2040,
        "excerpt": "Bites. Melee Attack Roll: +5 (with Advantage if the target doesn't have all its Hit Points), reach 5 ft. Hit: 8 (2d4 + 3) Piercing damage, or 5 (1d4"
      },
      {
        "document": 2044,
        "excerpt": "succeed instead. Magic Resistance. The tarrasque has Advantage on saving throws against spells and other magical effects. Reflective Carapace. If the tarrasque is tar"
      },
      {
        "document": 2046,
        "excerpt": "Pack Tactics. The tough has Advantage on an attack roll against a creature if at least one of the tough's allies is within 5 feet of the creat"
      },
      {
        "document": 2047,
        "excerpt": "Pack Tactics. The tough has Advantage on an attack roll against a creature if at least one of the tough's allies is within 5 feet of the creat"
      },
      {
        "document": 2053,
        "excerpt": "to succeed instead. Magic Resistance. The unicorn has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 2059,
        "excerpt": "mewhere in the Abyss. Magic Resistance. The vrock has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 2060,
        "excerpt": "Pack Tactics. The vulture has Advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 feet of the cre"
      },
      {
        "document": 2063,
        "excerpt": "Pack Tactics. The warrior has Advantage on an attack roll against a creature if at least one of the warrior's allies is within 5 feet of the cre"
      },
      {
        "document": 2071,
        "excerpt": "Pack Tactics. The werewolf has Advantage on an attack roll against a creature if at least one of the werewolf's allies is within 5 feet of the cr"
      },
      {
        "document": 2075,
        "excerpt": "Pack Tactics. The wolf has Advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creatu"
      },
      {
        "document": 2076,
        "excerpt": "Pack Tactics. The wolf has Advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature"
      },
      {
        "document": 2077,
        "excerpt": "he target before the start of the worg's next turn has Advantage."
      }
    ],
    "adventure": [
      {
        "document": 66,
        "excerpt": "During an adventure, the characters might travel long distances on trips that could take hours or days. The GM can summarize"
      },
      {
        "document": 247,
        "excerpt": "the character spend the years leading up to a life of adventure? Who are the character's ancestors? You can also choose your character's languages. 3: Determine Ability"
      },
      {
        "document": 289,
        "excerpt": "formative before your character embarked on a life of adventure."
      },
      {
        "document": 584,
        "excerpt": "A campaign is a series of adventures. See also \"Adventure.\""
      },
      {
        "document": 624,
        "excerpt": "An encounter is a scene in an adventure that is part of at least one of the game's three pillars: social interaction, exploration, or combat. Se"
      },
      {
        "document": 638,
        "excerpt": "Adventure"
      },
      {
        "document": 670,
        "excerpt": "A curse might manifest during an adventure when a creature's violation of a taboo warrants supernatural punishment, such as breaking a vow, defilin"
      },
      {
        "document": 672,
        "excerpt": "outbreak of such a contagion can form the basis of an adventure as characters search for a cure and try to stop the contagion's spread."
      },
      {
        "document": 712,
        "excerpt": "en pit can be a fun surprise, but too many traps in an adventure can lead players to become overly cautious, which slows down the game. The best traps are fleeting dist"
      },
      {
        "document": 1377,
        "excerpt": "You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. If the creature is Hostile, it strives to twist your comm"
      }
    ],
    "adventurer": [
      {
        "document": 26,
        "excerpt": "metimes different adventurers do different things: one adventurer might search a treasure chest while a second examines a mysterious symbol engraved on a wall and a third"
      },
      {
        "document": 247,
        "excerpt": "step is explored in detail: 1: Choose a Class. Every adventurer is a member of a class. A class broadly describes a character's vocation, special talents, and favored t"
      },
      {
        "document": 283,
        "excerpt": "character's species is the set of game traits that an adventurer gains from being one of those life forms. Some species can trace their origin to a single world, plane"
      },
      {
        "document": 688,
        "excerpt": "can terrify or fray the mind of even the most stalwart adventurer. If you plan to use any of these rules, discuss them with your players at the start of the campaign."
      },
      {
        "document": 735,
        "excerpt": "represents what the character did prior to becoming an adventurer. Creating a unique background or customizing an existing one can reflect the particular theme of your ca"
      },
      {
        "document": 747,
        "excerpt": "This is the highest an adventurer’s score can go unless a feature says otherwise."
      },
      {
        "document": 984,
        "excerpt": "Hunt for Treasure as a Classic Adventurer A mix of burglar, treasure hunter, and explorer, you are the epitome of an adventurer. In addition to i"
      }
    ],
    "adventurers": [
      {
        "document": 26,
        "excerpt": "escribes a Scene. The GM tells the players where their adventurers are and what's around them (how many doors lead out of a room, what's on a table, and so on). 2: The Pl"
      },
      {
        "document": 50,
        "excerpt": "ery. The rules in this section detail some of the ways adventurers interact with the environment in such places."
      },
      {
        "document": 51,
        "excerpt": "As adventurers explore, their equipment can help them in many ways. For example, they can reach out-of-the-way places w"
      },
      {
        "document": 56,
        "excerpt": "Adventurers and monsters often hide, whether to spy on one another, sneak past a guardian, or set an ambush. The Gam"
      },
      {
        "document": 64,
        "excerpt": "The adventurers should establish a marching order while they travel, whether indoors or outdoors. A marching order makes"
      },
      {
        "document": 69,
        "excerpt": "Adventurers encounter many dangerous monsters and nefarious villains. In those moments, combat often breaks out."
      },
      {
        "document": 104,
        "excerpt": "Adventurers can't spend every hour adventuring. They need rest. Any creature can take hour-long Short Rests in the m"
      },
      {
        "document": 245,
        "excerpt": "In tier 1, characters are apprentice adventurers, though they are already set apart from the broader populace by virtue of their extraordinary abilities."
      },
      {
        "document": 246,
        "excerpt": "In tier 2, characters are full-fledged adventurers. Spellcasters gain iconic spells such as Fireball, Lightning Bolt, and Raise Dead. Most weapon-focused c"
      },
      {
        "document": 248,
        "excerpt": "reached a level of power that makes them special among adventurers. At level 11, many spellcasters learn reality-altering spells. Other characters gain features that allow"
      },
      {
        "document": 444,
        "excerpt": "enturing Gear table in this section includes gear that adventurers often find useful. These items are described here in alphabetical order, with an item's price appearing"
      },
      {
        "document": 688,
        "excerpt": "Due to the nature of their vocation, adventurers tend to be less susceptible to fear and mental stress than common folk. Whereas a farmer might flee in t"
      },
      {
        "document": 727,
        "excerpt": "ncounter of moderate difficulty could go badly for the adventurers. Weaker characters might get taken out of the fight, and there's a slim chance that one or more characte"
      }
    ],
    "adventurers'": [
      {
        "document": 26,
        "excerpt": "ers take turns. 3: The GM Narrates the Results of the Adventurers' Actions. Sometimes resolving a task is easy. If an adventurer walks across a room and tries to open a do"
      },
      {
        "document": 72,
        "excerpt": "all the characters and monsters are located. Given the adventurers' marching order or their stated positions in the room or other location, the GM figures out where the adv"
      }
    ],
    "adventures": [
      {
        "document": 46,
        "excerpt": "During their adventures, player characters meet many different people and face some monsters that would rather talk than fight."
      },
      {
        "document": 51,
        "excerpt": "“Equipment” for rules on many items that are useful on adventures. The items in the “Tools” and “Adventuring Gear” sections are especially useful. The weapons in “Equipme"
      },
      {
        "document": 227,
        "excerpt": "it? - What elements of your past inspire you to go on adventures now?"
      },
      {
        "document": 242,
        "excerpt": "While going on adventures, your character gains experience, represented by Experience Points (XP). A character who reaches a speci"
      },
      {
        "document": 249,
        "excerpt": "the multiverse might hang in the balance during their adventures."
      },
      {
        "document": 377,
        "excerpt": "Adventures hold the promise - but not a guarantee - of finding magic items. Hundreds of magic items are detailed in"
      },
      {
        "document": 398,
        "excerpt": "Characters often find coins on their adventures and can spend those coins in shops, inns, and other businesses. Coins come in different denominations ba"
      },
      {
        "document": 584,
        "excerpt": "A campaign is a series of adventures. See also \"Adventure.\""
      },
      {
        "document": 626,
        "excerpt": "As they overcome challenges and complete adventures, characters earn Experience Points (XP), which are awarded by the Game Master. When a character's XP tot"
      },
      {
        "document": 973,
        "excerpt": "research, but you might find other spells during your adventures that you can add to the book. You could discover a Wizard spell on a Spell Scroll, for example, and then"
      },
      {
        "document": 1455,
        "excerpt": "You might learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute. You can create a permane"
      }
    ],
    "adventuring": [
      {
        "document": 51,
        "excerpt": "Adventuring Equipment"
      },
      {
        "document": 52,
        "excerpt": "Some adventuring tasks - such as noticing danger, hitting an enemy, and targeting certain spells - are affected by sight,"
      },
      {
        "document": 104,
        "excerpt": "Adventurers can't spend every hour adventuring. They need rest. Any creature can take hour-long Short Rests in the midst of a day and an 8-hour Long Re"
      },
      {
        "document": 244,
        "excerpt": "the journey from a level 1 character just beginning an adventuring career to the epic heights of level 20. These tiers don't have any rules associated with them; they poin"
      },
      {
        "document": 268,
        "excerpt": "a character starts at level 1 and advances in level by adventuring and gaining Experience Points (XP). Write Your XP. Also record your Experience Points. A level 1 charac"
      },
      {
        "document": 444,
        "excerpt": "Adventuring Gear"
      },
      {
        "document": 447,
        "excerpt": "o store each type; storage must be bought separately. Adventuring Gear Ammunition"
      },
      {
        "document": 516,
        "excerpt": "A creature is your ally if it is a member of your adventuring party, your friend, on your side in combat, or a creature that the rules or the GM designates as your al"
      },
      {
        "document": 717,
        "excerpt": "to 0 Hit Points frees any creature trapped in it (see “Adventuring Gear” for the Net’s statistics). Set the Trap. A creature that has Thieves' Tools and all the trap's co"
      },
      {
        "document": 930,
        "excerpt": "Adventuring Gear"
      },
      {
        "document": 931,
        "excerpt": "Adventuring Gear"
      }
    ],
    "adversaries": [
      {
        "document": 72,
        "excerpt": "e room or other location, the GM figures out where the adversaries are - how far away and in what direction. 2: Roll Initiative. Everyone involved in the combat encounter"
      }
    ],
    "adverse": [
      {
        "document": 664,
        "excerpt": "l it is ended by some means. A magical contagion is an adverse effect of magical origin that is contagious by definition. The following sections discuss curses and ma"
      },
      {
        "document": 978,
        "excerpt": "you cast it. The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a Long Rest, you take 2d12 Necrotic damage for e"
      }
    ],
    "aerial": [
      {
        "document": 972,
        "excerpt": "power, granting the creature the following benefits. Aerial or Aquatic. The familiar gains either a Fly Speed or a Swim Speed (your choice) of 40 feet. Quick Attac"
      }
    ],
    "afar": [
      {
        "document": 978,
        "excerpt": "tary forces, serving as artillery to blast armies from afar. Others use their power to protect others, while some seek their own gain."
      }
    ],
    "affairs": [
      {
        "document": 976,
        "excerpt": "lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of auth"
      }
    ],
    "affect": [
      {
        "document": 32,
        "excerpt": "If multiple situations affect a roll and they all grant Advantage on it, you still roll only two d20s. Similarly, if multiple situatio"
      },
      {
        "document": 67,
        "excerpt": "of mounts for sale). “Gameplay Toolbox” has rules that affect which pace you can choose in certain types of terrain. Travel Pace Distance Traveled Per ... Each trav"
      },
      {
        "document": 112,
        "excerpt": "Multiple instances of Resistance or Vulnerability that affect the same damage type count as only one instance. For example, if you have Resistance to Necrotic damage"
      },
      {
        "document": 599,
        "excerpt": "on't have rules themselves, but some rules in the game affect creatures of certain types in different ways."
      },
      {
        "document": 646,
        "excerpt": "ure casts shadows and reflections, and wind appears to affect the illusory creature. Similarly, an audible illusion echoes in an echoey space."
      },
      {
        "document": 647,
        "excerpt": "e Immunity to a damage type or a condition, it doesn't affect you in any way."
      },
      {
        "document": 669,
        "excerpt": "olumn of the Travel Terrain table. Certain factors can affect a group’s travel pace."
      },
      {
        "document": 693,
        "excerpt": "breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body. Injury. Injury poison can be applied as a Bon"
      },
      {
        "document": 978,
        "excerpt": "Your damaging cantrips affect even creatures that avoid the brunt of the effect. When you cast a can-trip at a creature and you miss w"
      },
      {
        "document": 1160,
        "excerpt": "e the aura, and those things can't target or otherwise affect anything inside it. Magical properties of magic items don't work inside the aura or on anything inside i"
      },
      {
        "document": 1182,
        "excerpt": "n't see anything there more than 60 feet away. You can affect and be affected only by other creatures on the Ethereal Plane, and creatures on the other plane can't pe"
      },
      {
        "document": 1197,
        "excerpt": "onus Action. Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot level above 1."
      },
      {
        "document": 1256,
        "excerpt": "an 60 feet away. While on the Ethereal Plane, you can affect and be affected only by creatures, objects, and effects on that plane. Creatures that aren't on the Ethe"
      },
      {
        "document": 1292,
        "excerpt": "f level 5 or lower cast from outside the barrier can't affect anything within it. Such a spell can target creatures and objects within the barrier, but the spell has"
      },
      {
        "document": 1293,
        "excerpt": "es activate it (for example, the glyph could be set to affect Aberrations). You can also set conditions for creatures that don't trigger the glyph, such as those who"
      },
      {
        "document": 1367,
        "excerpt": "emories are modified. While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more tha"
      },
      {
        "document": 1369,
        "excerpt": "half the area's largest dimension. For example, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square's elevation by u"
      },
      {
        "document": 1388,
        "excerpt": "Field has no effect on the wall, and Dispel Magic can affect only the violet layer. Prismatic Layers | Order | Effects"
      },
      {
        "document": 1451,
        "excerpt": "es activate it (for example, the glyph could be set to affect Aberrations). You can also set conditions for creatures that don't trigger the glyph, such as those who"
      },
      {
        "document": 1452,
        "excerpt": "n range, causing the appropriate effect below. You can affect the same target round after round or choose a new one at any time. If you switch targets, the prior targ"
      },
      {
        "document": 1484,
        "excerpt": "re likely to attract powerful foes. If your wish would affect a god, the god's divine servants might instantly intervene to prevent it or to encourage you to craft th"
      },
      {
        "document": 1871,
        "excerpt": "le on the Border Ethereal and vice versa, but it can't affect or be affected by anything on the other plane. Horrific Visage. Wisdom Saving Throw: DC 13, each creatu"
      }
    ],
    "affected": [
      {
        "document": 3,
        "excerpt": "hat type, and Immunity to a condition means you aren't affected by it."
      },
      {
        "document": 52,
        "excerpt": ", hitting an enemy, and targeting certain spells - are affected by sight, so effects that obscure vision can hinder you, as explained below."
      },
      {
        "document": 64,
        "excerpt": "rder makes it easier to determine which characters are affected by traps, which ones can spot hidden enemies, and which ones are the closest to those enemies if a fight"
      },
      {
        "document": 502,
        "excerpt": "requires the caster to pick one or more targets to be affected by the spell's magic. A spell's description says whether the spell targets creatures, objects, or someth"
      },
      {
        "document": 620,
        "excerpt": "roll two d20s and use the lower roll. A roll can't be affected by more than one Disadvantage, and Advantage and Disadvantage on the same roll cancel each other. See al"
      },
      {
        "document": 629,
        "excerpt": "oll two d20s, and use the higher roll. A roll can't be affected by more than one Advantage, and Advantage and Disadvantage on the same roll cancel each other. See also"
      },
      {
        "document": 646,
        "excerpt": "on is insubstantial and weightless, yet it seems to be affected by the environment as if the illusion were real unless the effect that created it specifies otherwise. F"
      },
      {
        "document": 651,
        "excerpt": "sitant to do, you must make an ability check, which is affected by the monster's attitude: Indifferent, Friendly, or Hostile, each of which is defined in this glossary."
      },
      {
        "document": 670,
        "excerpt": "r type of curse discussed in this section. A creature affected by such a curse should know why they're being punished and be able to learn how to end their curse, like"
      },
      {
        "document": 783,
        "excerpt": "rge/Reduce on it. If the target isn’t you and can’t be affected by that spell, you become the target instead."
      },
      {
        "document": 962,
        "excerpt": "eet until the start of your next turn. A target can be affected by only one Hamstring Blow at a time - the most recent one."
      },
      {
        "document": 971,
        "excerpt": "ts duration to a maximum duration of 24 hours. If the affected spell requires Concentration, you have Advantage on any saving throw you make to maintain that Concentra"
      },
      {
        "document": 1159,
        "excerpt": "cts and Undead from passing or reaching through it. An affected creature can cast spells or make attacks with Ranged or Reach weapons through the barrier. If you move"
      },
      {
        "document": 1161,
        "excerpt": "throw. On a successful save, the creature is no longer affected by the target. A creature that successfully saves against this effect is immune to it for 1 minute, afte"
      },
      {
        "document": 1182,
        "excerpt": "ng there more than 60 feet away. You can affect and be affected only by other creatures on the Ethereal Plane, and creatures on the other plane can't perceive you unles"
      },
      {
        "document": 1186,
        "excerpt": "in range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature): - The creature has Immunity to the Charmed"
      },
      {
        "document": 1203,
        "excerpt": "ses its behavior. At the end of each of its turns, an affected target repeats the save, ending the spell on itself on a success. Using a Higher-Level Spell Slot. The"
      },
      {
        "document": 1205,
        "excerpt": "u can bathe it in one of the lights. A creature can be affected by this spell only once per turn. Using a Higher-Level Spell Slot. The healing and damage increase by 1"
      },
      {
        "document": 1250,
        "excerpt": "hutters being held open by someone or something aren't affected. Beckon Earth. You create a thin shroud of dust or sand that covers surfaces in a 5-foot-square area, o"
      },
      {
        "document": 1256,
        "excerpt": "y. While on the Ethereal Plane, you can affect and be affected only by creatures, objects, and effects on that plane. Creatures that aren't on the Ethereal Plane can't"
      },
      {
        "document": 1258,
        "excerpt": "ou can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell"
      },
      {
        "document": 1260,
        "excerpt": "Dexterity saving throw. For the duration, objects and affected creatures shed Dim Light in a 10-foot radius and can't benefit from the Invisible condition. Attack rol"
      },
      {
        "document": 1303,
        "excerpt": "cludes an area already under the effect of Hallow. The affected area has the following effects. Hallowed Ward. Choose any of these creature types: Aberration, Celestia"
      },
      {
        "document": 1317,
        "excerpt": "t them. In addition, when a Fiend or an Undead hits an affected creature with a melee attack roll, the attacker must succeed on a Constitution saving throw or have the"
      },
      {
        "document": 1319,
        "excerpt": "ted condition and a Speed of 0. The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupo"
      },
      {
        "document": 1324,
        "excerpt": "'t teleport. Until the spell ends, the target is also affected by one of the following effects of your choice: Burial. The target is entombed beneath the earth in a h"
      },
      {
        "document": 1359,
        "excerpt": "creature in the area of more than one fiery Sphere is affected only once. A nonmagical object that isn't being worn or carried also takes the damage if it's in the sp"
      },
      {
        "document": 1367,
        "excerpt": "t speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills"
      },
      {
        "document": 1373,
        "excerpt": "he phantasm is an illusion, and the spell ends. While affected by the spell, the target treats the phantasm as if it were real and rationalizes any illogical outcomes"
      },
      {
        "document": 1379,
        "excerpt": "e areas of any size within the spell's area from being affected. Enrichment. All plants in a half-mile radius centered on a point within range become enriched for 365"
      },
      {
        "document": 1385,
        "excerpt": "st and also regain 2d8 Hit Points. A creature can't be affected by this spell again until that creature finishes a Long Rest. Using a Higher-Level Spell Slot. The heal"
      },
      {
        "document": 1388,
        "excerpt": "es the creature to make a Dexterity saving throw or be affected by that layer's properties as described in the Prismatic Layers table. The wall, which has AC 10, can b"
      },
      {
        "document": 1397,
        "excerpt": "it Point. This spell also neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wounds, but it doesn't restore missing"
      },
      {
        "document": 1406,
        "excerpt": "t Points. This spell also neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wounds and restores any missing body par"
      },
      {
        "document": 1407,
        "excerpt": "ke it just as they would during a downward fall. If an affected creature or object reaches the Cylinder's top without striking anything, it hovers there for the duratio"
      },
      {
        "document": 1413,
        "excerpt": "10 | On a successful save, the target isn't affected, and you can't use this spell on it again for 24 hours. On a failed save, the spell creates an Invisibl"
      },
      {
        "document": 1432,
        "excerpt": "ach target must succeed on a Wisdom saving throw or be affected by this spell for the duration. An affected target's Speed is halved, it takes a -2 penalty to AC and D"
      },
      {
        "document": 1452,
        "excerpt": ". If you switch targets, the prior target is no longer affected by the spell. Creature. You can try to move a Huge or smaller creature. The target must succeed on a St"
      },
      {
        "document": 1453,
        "excerpt": "eatures that can't communicate in any languages aren't affected by this spell. Until the spell ends, the targets can communicate telepathically through the bond whethe"
      },
      {
        "document": 1463,
        "excerpt": "ke a Wisdom saving throw, and if it succeeds, it isn't affected by this spell. Creature into Creature. If you turn a creature into another kind of creature, the new fo"
      },
      {
        "document": 1478,
        "excerpt": "he ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration."
      },
      {
        "document": 1479,
        "excerpt": "e within range gain this ability for the duration. An affected target must take a Bonus Action to pass from the liquid's surface into the liquid itself and vice versa,"
      },
      {
        "document": 1486,
        "excerpt": "whether a creature succeeds or fails on this save. An affected creature is aware of the spell and can avoid answering questions to which it would normally respond with"
      },
      {
        "document": 1487,
        "excerpt": "y fail any ability check that requires sight. Attacks Affected. Attack rolls against you have Advantage, and your attack rolls have Disadvantage."
      },
      {
        "document": 1490,
        "excerpt": "vel. You die if your Exhaustion level is 6. D20 Tests Affected. When you make a D20 Test, the roll is reduced by 2 times your Exhaustion level. Speed Reduced. Your Sp"
      },
      {
        "document": 1491,
        "excerpt": "nce the following effects. Ability Checks and Attacks Affected. You have Disadvantage on ability checks and attack rolls while the source of fear is within line of sig"
      },
      {
        "document": 1492,
        "excerpt": "Speed 0. Your Speed is 0 and can't increase. Attacks Affected. You have Disadvantage on attack rolls against any target other than the grappler. Movable. The grapple"
      },
      {
        "document": 1494,
        "excerpt": "you have Advantage on the roll. Concealed. You aren't affected by any effect that requires its target to be seen unless the effect's creator can somehow see you. Any e"
      },
      {
        "document": 1495,
        "excerpt": "0. Your Speed is 0 and can't increase. Saving Throws Affected. You automatically fail Strength and Dexterity saving throws. Attacks Affected. Attack rolls against yo"
      },
      {
        "document": 1496,
        "excerpt": "Speed 0. Your Speed is 0 and can't increase. Attacks Affected. Attack rolls against you have Advantage. Saving Throws Affected. You automatically fail Strength and D"
      },
      {
        "document": 1497,
        "excerpt": "ence the following effect. Ability Checks and Attacks Affected. You have Disadvantage on attack rolls and ability checks."
      },
      {
        "document": 1498,
        "excerpt": "If your Speed is 0, you can't right yourself. Attacks Affected. You have Disadvantage on attack rolls. An attack roll against you has Advantage if the attacker is with"
      },
      {
        "document": 1499,
        "excerpt": "Speed 0. Your Speed is 0 and can't increase. Attacks Affected. Attack rolls against you have Advantage, and your attack rolls have Disadvantage. Saving Throws Affect"
      },
      {
        "document": 1500,
        "excerpt": ". You have the Incapacitated condition. Saving Throws Affected. You automatically fail Strength and Dexterity saving throws. Attacks Affected. Attack rolls against yo"
      },
      {
        "document": 1501,
        "excerpt": "Speed 0. Your Speed is 0 and can't increase. Attacks Affected. Attack rolls against you have Advantage. Saving Throws Affected. You automatically fail Strength and D"
      },
      {
        "document": 1564,
        "excerpt": "umed when its magic takes effect. Immediately after an affected creature makes an attack roll, deals damage, or casts a spell, the Invisible condition ends for that cre"
      },
      {
        "document": 1633,
        "excerpt": "above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the Etherealness spell for 1 hour. Beads of this cloudy, gray oil for"
      },
      {
        "document": 1634,
        "excerpt": "re nonmagical and deal Slashing or Piercing damage are affected. Applying the oil takes 1 minute, after which the oil magically seeps into whatever it coats, turning th"
      },
      {
        "document": 1635,
        "excerpt": "above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the Freedom of Movement spell for 8 hours. Alternatively, the oil can"
      },
      {
        "document": 1753,
        "excerpt": "jects, the GM determines randomly which among them are affected. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's l"
      },
      {
        "document": 1766,
        "excerpt": "aving Throw: DC 21, each creature that isn't currently affected by this breath in a 60-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Tests and s"
      },
      {
        "document": 1778,
        "excerpt": "aving Throw: DC 24, each creature that isn't currently affected by this breath in a 90-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Tests and s"
      },
      {
        "document": 1871,
        "excerpt": "der Ethereal and vice versa, but it can't affect or be affected by anything on the other plane. Horrific Visage. Wisdom Saving Throw: DC 13, each creature in a 60-foot"
      },
      {
        "document": 1910,
        "excerpt": "aving Throw: DC 13, each creature that isn't currently affected by this breath in a 15-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Tests and s"
      },
      {
        "document": 2086,
        "excerpt": "aving Throw: DC 17, each creature that isn't currently affected by this breath in a 30-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Tests and s"
      }
    ],
    "affecting": [
      {
        "document": 613,
        "excerpt": "ny conditions, magical contagions, or curses that were affecting it at death if the durations of those effects are still ongoing. If the creature died with any Exhaustio"
      },
      {
        "document": 1322,
        "excerpt": "has, if any. You learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spell's name. If you ins"
      },
      {
        "document": 1403,
        "excerpt": ", S Duration: Instantaneous At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell break"
      },
      {
        "document": 1464,
        "excerpt": "on, cures all magical contagions, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was U"
      }
    ],
    "affects": [
      {
        "document": 175,
        "excerpt": "l has a “self only” restriction, which means the spell affects only the hag. Spell Components. The Spellcasting trait notes whether the monster's spellcasting ignores"
      },
      {
        "document": 546,
        "excerpt": "pace the creature occupies in combat. An object's size affects its Hit Points. See also \"Breaking Objects\" and \"Playing the Game\" (\"Combat\")."
      },
      {
        "document": 593,
        "excerpt": "game state. The definition of a condition says how it affects its recipient, and various rules define how to end a condition. This glossary defines these conditions:"
      },
      {
        "document": 604,
        "excerpt": "ack rolls, and saving throws. If something in the game affects D20 Tests, it affects all three of these rolls. The GM determines whether a D20 Test is warranted in a g"
      },
      {
        "document": 667,
        "excerpt": "ime example. You decide how a spell like Remove Curse affects a creature with accursed origins. For example, you might decide that a mummy was created through a curse"
      },
      {
        "document": 670,
        "excerpt": "he wrong they committed. How a spell like Remove Curse affects a curse that's part of your adventure is up to you - the spell might merely suppress the effects of the"
      },
      {
        "document": 675,
        "excerpt": "d elixirs are sometimes tainted by Cackle Fever, which affects Humanoids only (gnomes are strangely immune). A creature suffers the following effects 1d4 days after in"
      },
      {
        "document": 978,
        "excerpt": "your evocations. When you cast an Evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 plus the spell's level. The"
      },
      {
        "document": 986,
        "excerpt": "dragon from the Draconic Ancestors table. Your choice affects your Breath Weapon and Damage Resistance traits as well as your appearance. Draconic Ancestors | Drago"
      },
      {
        "document": 1293,
        "excerpt": "ts the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons Hostile creatures or creates harmfu"
      },
      {
        "document": 1344,
        "excerpt": "stials, Elementals, Fey, Fiends, or Undead. The circle affects a creature of the chosen type in the following ways: - The creature can't willingly enter the Cylinder"
      },
      {
        "document": 1387,
        "excerpt": "For each target, roll 1d8 to determine which color ray affects it, consulting the Prismatic Rays table. Prismatic Rays | 1d8 | Ray"
      },
      {
        "document": 1458,
        "excerpt": "this period, or any effects that you create during it, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the"
      },
      {
        "document": 1665,
        "excerpt": "lls (save DC 13) from it: - Animal Friendship - Fear (affects Beasts only) - Speak with Animals"
      },
      {
        "document": 1921,
        "excerpt": "): Acid, Cold, Fire, Lightning, or Poison. This choice affects other aspects of the stat block."
      }
    ],
    "affinity": [
      {
        "document": 977,
        "excerpt": "Elemental Affinity"
      }
    ],
    "affixed": [
      {
        "document": 308,
        "excerpt": "steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature tha"
      },
      {
        "document": 1605,
        "excerpt": "e also takes a Magic action. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4"
      }
    ],
    "affixes": [
      {
        "document": 1605,
        "excerpt": "f a horse or similar creature, whereupon the horseshoe affixes itself to the hoof. Removing a horseshoe also takes a Magic action. While all four shoes are affixed to"
      },
      {
        "document": 1606,
        "excerpt": "f a horse or similar creature, whereupon the horseshoe affixes itself to the hoof. Removing a horseshoe also takes a Magic action. While all four horseshoes are attac"
      }
    ],
    "afloat": [
      {
        "document": 744,
        "excerpt": "Jump farther than normal, stay afloat in rough water, or break something."
      }
    ],
    "after": [
      {
        "document": 11,
        "excerpt": "Stable creature that isn't healed regains 1 Hit Point after 1d4 hours."
      },
      {
        "document": 30,
        "excerpt": "ation, you can expend it to reroll any die immediately after rolling it, and you must use the new roll. Only One at a Time. You can never have more than one instanc"
      },
      {
        "document": 45,
        "excerpt": "ture's turn, that creature can continue its turn right after the Reaction. In terms of timing, a Reaction takes place immediately after its trigger unless the React"
      },
      {
        "document": 67,
        "excerpt": "ts, the group can move twice that distance for 1 hour, after which the mounts need a Short or Long Rest before they can move at that increased pace again (see “Equip"
      },
      {
        "document": 79,
        "excerpt": "ak up your move, using some of its movement before and after any action, Bonus Action, or Reaction you take on the same turn. For example, if you have a Speed of 30"
      },
      {
        "document": 125,
        "excerpt": "and provides examples. Rules for the categories appear after the table. Magic Item Categories"
      },
      {
        "document": 160,
        "excerpt": "ecide how much of a monster’s equipment is recoverable after the creature is slain and whether any of that equipment is still usable. Beware of giving a monster com"
      },
      {
        "document": 170,
        "excerpt": "s a result of an attack hitting a target are described after the “Hit:” notation. Miss. If an attack has an effect that occurs on a miss, that information follows t"
      },
      {
        "document": 178,
        "excerpt": "ction is an action that a monster can take immediately after another creature's turn. Only one of these actions can be taken at a time and only after another creatur"
      },
      {
        "document": 179,
        "excerpt": "of that action if it rolls a 5 or 6 on 1d6. Recharge after a Short or Long Rest. This notation means the monster can use the stat block part once and must then fin"
      },
      {
        "document": 232,
        "excerpt": "After assigning your ability scores, adjust them according to your background. Your background lists three abi"
      },
      {
        "document": 252,
        "excerpt": "A GM can use feats as a form of advancement after characters reach level 20 to provide greater power to characters who have no more levels to gain. With t"
      },
      {
        "document": 257,
        "excerpt": "Hit Points from your new class as described for levels after 1. You gain the level 1 Hit Points for a class only when your total character level is 1. Add together"
      },
      {
        "document": 272,
        "excerpt": "ics in “Equipment” later. Note any coins you have left after purchasing your equipment."
      },
      {
        "document": 302,
        "excerpt": "feat contains the following parts, which are presented after the feat's name. Category. A feat is a member of a category, which is noted in the feat. If you're inst"
      },
      {
        "document": 323,
        "excerpt": "If the target takes Fire damage before the oil dries (after 1 minute), the target takes an extra 5 Fire damage from burning oil. Dousing a Space. You can take the"
      },
      {
        "document": 326,
        "excerpt": "Perfume comes in a 4-ounce vial. For 1 hour after applying Perfume to yourself, you have Advantage on Charisma (Persuasion) checks made to influence an In"
      },
      {
        "document": 328,
        "excerpt": "A Range weapon has a range in parentheses after the Ammunition or Thrown property. The range lists two numbers. The first is the weapon's normal range i"
      },
      {
        "document": 444,
        "excerpt": "in alphabetical order, with an item's price appearing after its name."
      },
      {
        "document": 453,
        "excerpt": "ck (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the r"
      },
      {
        "document": 489,
        "excerpt": "'s spell list, the class's name appears in parentheses after the spell's school of magic. Some features add a spell to a character's spell list even if the character"
      },
      {
        "document": 500,
        "excerpt": "ll's duration is the length of time the spell persists after it is cast. A duration typically takes one of the following forms: Concentration. A duration that requi"
      },
      {
        "document": 501,
        "excerpt": "The effects of a spell are detailed after its duration entry. Those details present exactly what the spell does, which ignores mundane physical la"
      },
      {
        "document": 517,
        "excerpt": "ch. During sleep, you have the Unconscious condition. After you finish a Long Rest, you must wait at least 16 hours before starting another one. Benefits of the Re"
      },
      {
        "document": 528,
        "excerpt": "that means you must finish a Long Rest to use it again after you run out of uses."
      },
      {
        "document": 535,
        "excerpt": "rigger occurs, you can either take your Reaction right after the trigger finishes or ignore the trigger. When you Ready a spell, you cast it as normal (expending an"
      },
      {
        "document": 543,
        "excerpt": "). You can decide to spend an additional Hit Point Die after each roll. Special Feature. Some features are recharged by a Short Rest. If you have such a feature, it"
      },
      {
        "document": 554,
        "excerpt": "tat block includes the following information presented after the monster's name. Size. A monster is Tiny, Small, Medium, Large, Huge, or Gargantuan. See also \"Size."
      },
      {
        "document": 555,
        "excerpt": "ack as part of this action. You do so either before or after the attack. If you equip a weapon before an attack, you don't need to use it for that attack. Equipping"
      },
      {
        "document": 577,
        "excerpt": "Tags in Brackets. Some entries have a tag in brackets after the entry's name, as in \"Attack [Action].\" A tag - Action, Area of Effect, Attitude, Condition, or Hazar"
      },
      {
        "document": 612,
        "excerpt": "t for the current turn. The increase equals your Speed after applying any modifiers. With a Speed of 30 feet, for example, you can move up to 60 feet on your turn if"
      },
      {
        "document": 639,
        "excerpt": "ation, you can expend it to reroll any die immediately after rolling it, and you must use the new roll. If you gain Heroic Inspiration but already have it, it's los"
      },
      {
        "document": 640,
        "excerpt": "(Perception) check. You stop being hidden immediately after any of the following occurs: you make a sound louder than a whisper, an enemy finds you, you make an att"
      },
      {
        "document": 671,
        "excerpt": "ving throw, regaining control of itself on a success. After finishing a Long Rest, a creature with Demonic Possession makes a DC 15 Charisma saving throw. On a succ"
      },
      {
        "document": 675,
        "excerpt": "ne). A creature suffers the following effects 1d4 days after infection: Fever. The creature gains 1 Exhaustion level, which lasts until the contagion ends on the cr"
      },
      {
        "document": 676,
        "excerpt": "gue. A creature suffers the following effects 1d4 days after infection: Fatigue. The creature gains 1 Exhaustion level. Weakness. While the creature has any Exhaus"
      },
      {
        "document": 678,
        "excerpt": "because of the water's pressure and cold temperature. After each hour of swimming in deep water, a creature that lacks a Swim Speed must succeed on a DC 10 Constitu"
      },
      {
        "document": 695,
        "excerpt": "Incapacitated condition. The effort takes 1d6 minutes, after which the character makes a DC 20 Intelligence (Nature) check using a Poisoner's Kit. On a successful ch"
      },
      {
        "document": 698,
        "excerpt": "failed save, the creature takes 3 (1d6) Poison damage. After three successful saves, the poison ends."
      },
      {
        "document": 705,
        "excerpt": "aled by any means while the creature remains Poisoned. After seven successful saves against the poison, the creature is no longer Poisoned."
      },
      {
        "document": 714,
        "excerpt": "The description of a trap includes the following parts after the trap's name: Severity and Levels. A trap is designated as a nuisance or as deadly for characters of"
      },
      {
        "document": 753,
        "excerpt": "The efreeti attacks you. After fighting for 5 rounds, the efreeti disappears, and the bottle loses its magic."
      },
      {
        "document": 756,
        "excerpt": "t Cube within 30 feet of yourself. The swarm disperses after 1 minute."
      },
      {
        "document": 783,
        "excerpt": "our control, acts as it normally would, and disappears after 1 hour or when it drops to 0 Hit Points. Roll 1d4 to determine which creature appears. On a 1, a Rhinoce"
      },
      {
        "document": 793,
        "excerpt": ", it knows where you are. The statue becomes inanimate after 24 hours."
      },
      {
        "document": 962,
        "excerpt": "choice. The Path of the Berserker subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Barbarian l"
      },
      {
        "document": 963,
        "excerpt": "your choice. The College of Lore subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Bard levels"
      },
      {
        "document": 964,
        "excerpt": "s of your choice. The Life Domain subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Cleric leve"
      },
      {
        "document": 965,
        "excerpt": "ur choice. The Circle of the Land subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Druid level"
      },
      {
        "document": 966,
        "excerpt": "lass of your choice. The Champion subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Fighter lev"
      },
      {
        "document": 967,
        "excerpt": "ice. The Warrior of the Open Hand subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Monk levels"
      },
      {
        "document": 968,
        "excerpt": "your choice. The Oath of Devotion subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Paladin lev"
      },
      {
        "document": 969,
        "excerpt": "bclass of your choice. The Hunter subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Ranger leve"
      },
      {
        "document": 970,
        "excerpt": "ubclass of your choice. The Thief subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Rogue level"
      },
      {
        "document": 971,
        "excerpt": "your choice. The Draconic Sorcery subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Sorcerer le"
      },
      {
        "document": 972,
        "excerpt": "of your choice. The Fiend Patron subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Warlock lev"
      },
      {
        "document": 973,
        "excerpt": "ave are recommended. Whenever you gain a Wizard level after 1, add two Wizard spells of your choice to your spellbook. Each of these spells must be of a level for w"
      },
      {
        "document": 974,
        "excerpt": "Strength (Athletics) checks. In addition, immediately after you score a Critical Hit, you can move up to half your Speed without provoking Opportunity Attacks."
      },
      {
        "document": 978,
        "excerpt": "ic damage for each level of the spell slot immediately after you cast it. This damage ignores Resistance and Immunity. Each time you use this feature again before f"
      },
      {
        "document": 979,
        "excerpt": "e this feature to add 1d10 to your roll. You can do so after seeing the roll but before any of the roll's effects occur. You can use this feature a number of times"
      },
      {
        "document": 981,
        "excerpt": "pells you cast on others heal you as well. Immediately after you cast a spell with a spell slot that restores Hit Points to one or more creatures other than yourself"
      },
      {
        "document": 985,
        "excerpt": "he Wind, you can also use Step of the Wind immediately after that Bonus Action."
      },
      {
        "document": 989,
        "excerpt": "s in existence at a time, and each falls apart 8 hours after its creation or when you dismantle it with a touch as a Utilize action."
      },
      {
        "document": 1000,
        "excerpt": "iency Bonus to the roll. Initiative Swap. Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same co"
      },
      {
        "document": 1003,
        "excerpt": "ce by 1, to a maximum of 30. Blink Steps. Immediately after you take the Attack action or the Magic action, you can teleport up to 30 feet to an unoccupied space yo"
      },
      {
        "document": 1007,
        "excerpt": "a Bonus Action. The condition ends on you immediately after you take an action, a Bonus Action, or a Reaction. Shadowy Form. While within Dim Light or Darkness, yo"
      },
      {
        "document": 1157,
        "excerpt": "ete. The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 h"
      },
      {
        "document": 1158,
        "excerpt": "s your Initiative count and takes its turn immediately after yours. Until the spell ends, you can take a Bonus Action to mentally command any creature you made with"
      },
      {
        "document": 1161,
        "excerpt": "aves against this effect is immune to it for 1 minute, after which it can be affected again."
      },
      {
        "document": 1167,
        "excerpt": "er blades of the astral form. The cord fades from view after 1 foot. If the cord is cut - which happens only when an effect states that it does so - the target's bod"
      },
      {
        "document": 1168,
        "excerpt": "ere is a cumulative 25 percent chance for each casting after the first that you get no answer."
      },
      {
        "document": 1194,
        "excerpt": "essel used in the spell's casting and finishes growing after 120 days; you choose whether the finished clone is the same age as the creature or younger. The clone re"
      },
      {
        "document": 1199,
        "excerpt": "ere is a cumulative 25 percent chance for each casting after the first that you get no answer."
      },
      {
        "document": 1201,
        "excerpt": "t direction on its next turn, taking the safest route. After moving in this way, a target repeats the save, ending the spell on itself on a success."
      },
      {
        "document": 1212,
        "excerpt": "liquid. The contingent spell takes effect immediately after the trigger occurs for the first time, whether or not you want it to, and then Contingency ends. The co"
      },
      {
        "document": 1217,
        "excerpt": "f your choice, and the water is clean. The food spoils after 24 hours if uneaten."
      },
      {
        "document": 1219,
        "excerpt": "ete. The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 h"
      },
      {
        "document": 1238,
        "excerpt": "ere is a cumulative 25 percent chance for each casting after the first that you get no answer."
      },
      {
        "document": 1240,
        "excerpt": "Bonus Action, which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike"
      },
      {
        "document": 1252,
        "excerpt": "piece of ammunition returns to normal size immediately after it hits or misses a target. Enlarge. The target's size increases by one category - from Medium to Large"
      },
      {
        "document": 1253,
        "excerpt": "Bonus Action, which you take immediately after hitting a creature with a weapon"
      },
      {
        "document": 1265,
        "excerpt": "iar drops to 0 Hit Points, it disappears. It reappears after you cast this spell again. As a Magic action, you can temporarily dismiss the familiar to a pocket dimen"
      },
      {
        "document": 1266,
        "excerpt": "itated condition, the steed takes its turn immediately after yours and acts independently, focusing on protecting you. Disappearance of the Steed. The steed disappe"
      },
      {
        "document": 1285,
        "excerpt": "to break free. You can refrain from firing the globe after completing the spell's casting. If you do so, a globe about the size of a sling bullet, cool to the touc"
      },
      {
        "document": 1290,
        "excerpt": "ur Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the D"
      },
      {
        "document": 1329,
        "excerpt": "until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell. Using a Higher-Level Spell Slot. You c"
      },
      {
        "document": 1347,
        "excerpt": ". When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs. The trigg"
      },
      {
        "document": 1365,
        "excerpt": "or the duration, but the invisibility ends immediately after you make an attack roll, deal damage, or cast a spell. As a Magic action, you can move the illusory dou"
      },
      {
        "document": 1376,
        "excerpt": "ft. Creatures rarely accept tasks that seem suicidal. After the creature completes the task, or when the agreed-upon duration of service expires, the creature retur"
      },
      {
        "document": 1391,
        "excerpt": "ing, it disappears and remains dormant for 10 minutes, after which the illusion can be activated again. The trigger can be as general or as detailed as you like, th"
      },
      {
        "document": 1401,
        "excerpt": "f each of its turns, and any severed body parts regrow after 2 minutes."
      },
      {
        "document": 1414,
        "excerpt": "Bonus Action, which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike"
      },
      {
        "document": 1415,
        "excerpt": "ng a Magic action to touch the chest and the replica. After 60 days, there is a cumulative 5 percent chance at the end of each day that the spell ends. The spell al"
      },
      {
        "document": 1419,
        "excerpt": "visible within 1 mile of the target. Examples include “after 1,000 years” or “when the tarrasque awakens.” This spell also ends if the target takes any damage."
      },
      {
        "document": 1425,
        "excerpt": "Bonus Action, which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike"
      },
      {
        "document": 1448,
        "excerpt": "ur Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the D"
      },
      {
        "document": 1451,
        "excerpt": "60-foot-radius Sphere with Dim Light for 10 minutes, after which time the spell ends. Each creature in the Sphere when the glyph activates is targeted by its effec"
      },
      {
        "document": 1452,
        "excerpt": "ate effect below. You can affect the same target round after round or choose a new one at any time. If you switch targets, the prior target is no longer affected by"
      },
      {
        "document": 1454,
        "excerpt": "s the Teleportation Outcome table and the explanations after it. Teleportation Outcome | Familiarity | Mishap | Similar Area | Off Target | On Target"
      },
      {
        "document": 1455,
        "excerpt": "entures. You can commit a new sigil sequence to memory after studying it for 1 minute. You can create a permanent teleportation circle by casting this spell in the"
      },
      {
        "document": 1463,
        "excerpt": "your allies. In combat, it takes its turns immediately after yours, and it obeys your commands. If the spell lasts more than an hour, you no longer control the crea"
      },
      {
        "document": 1467,
        "excerpt": "a successful one. At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or sma"
      },
      {
        "document": 1482,
        "excerpt": "until it lands, which it does safely. If it can't land after 1 minute, it falls the remaining distance."
      },
      {
        "document": 1484,
        "excerpt": "fect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a Long Rest, you take 1d10 Necrotic da"
      },
      {
        "document": 1504,
        "excerpt": "ave or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical."
      },
      {
        "document": 1509,
        "excerpt": "e as many as two of the apparatus's levers up or down. After each use, a lever goes back to its neutral position. Each lever, from left to right, functions as shown"
      },
      {
        "document": 1518,
        "excerpt": "iendly to you and your allies, and it acts immediately after you on your Initiative count. You can take a Bonus Action to command how the creature moves and what act"
      },
      {
        "document": 1523,
        "excerpt": "creature to attack it with the weapon, your turn ends after you've used up all your available movement. If the creature dies or can no longer be seen or heard by yo"
      },
      {
        "document": 1529,
        "excerpt": "s, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss i"
      },
      {
        "document": 1532,
        "excerpt": "s, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss i"
      },
      {
        "document": 1535,
        "excerpt": "when the candle is lit, which requires a Magic action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct"
      },
      {
        "document": 1538,
        "excerpt": "s, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss i"
      },
      {
        "document": 1539,
        "excerpt": "ible out to 300 feet. The chime can be used 10 times. After the tenth time, it cracks and becomes useless."
      },
      {
        "document": 1555,
        "excerpt": "n to attack one creature within 5 feet of the weapon. After the hovering weapon attacks for the fourth time, it flies back to you and tries to return to your hand."
      },
      {
        "document": 1564,
        "excerpt": "t is consumed when its magic takes effect. Immediately after an affected creature makes an attack roll, deals damage, or casts a spell, the Invisible condition ends"
      },
      {
        "document": 1568,
        "excerpt": "2d8 Force damage if the target is a Giant. Immediately after hitting or missing, the weapon flies back to your hand."
      },
      {
        "document": 1571,
        "excerpt": "s, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss i"
      },
      {
        "document": 1574,
        "excerpt": "instead of Piercing damage on a hit, and it disappears after it hits or misses its target. Until it disappears, the arrow emits Bright Light in a 20-foot radius and"
      },
      {
        "document": 1575,
        "excerpt": "the cloud to become fixed in place until it disperses after 10 minutes. A strong wind (such as that created by the Gust of Wind spell) disperses the cloud after 1 m"
      },
      {
        "document": 1579,
        "excerpt": "r 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 Hit Points. You can dismiss the bird as a Magi"
      },
      {
        "document": 1580,
        "excerpt": "s, obeys your commands, and takes its turn immediately after you on your Initiative count. If you issue no commands, the creature defends itself but takes no other a"
      },
      {
        "document": 1593,
        "excerpt": "condition until the end of your next turn. Immediately after hitting or missing, the weapon flies back to your hand. The weapon regains 1d4 + 1 expended charges dail"
      },
      {
        "document": 1604,
        "excerpt": "it uses the Berserker stat block and returns to Ysgard after 1 hour or when it drops to 0 Hit Points. The spirits look like living, breathing warriors, and they have"
      },
      {
        "document": 1609,
        "excerpt": "tunement) Roughly marble sized, Ioun Stones are named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun Stones exist, each type"
      },
      {
        "document": 1612,
        "excerpt": "r half as much damage on a successful one. Immediately after dealing this damage, the weapon reappears in your hand. This property can't be used again until the next"
      },
      {
        "document": 1615,
        "excerpt": "diant damage. If the target has 25 Hit Points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save"
      },
      {
        "document": 1616,
        "excerpt": "a Construct. If a Construct has 25 Hit Points or fewer after taking this damage, it is destroyed."
      },
      {
        "document": 1627,
        "excerpt": "es effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the dec"
      },
      {
        "document": 1629,
        "excerpt": "crease the damage of the Fireball by 1d6 for each bead after the first (maximum 12d6)."
      },
      {
        "document": 1632,
        "excerpt": ". When your sworn enemy dies, you can choose a new one after the next dawn. When you make a ranged attack roll with this weapon against your sworn enemy, you have A"
      },
      {
        "document": 1634,
        "excerpt": "damage are affected. Applying the oil takes 1 minute, after which the oil magically seeps into whatever it coats, turning the coated weapon into a +3 Weapon or the"
      },
      {
        "document": 1640,
        "excerpt": "on The next time you see a creature within 10 minutes after drinking this philter, you are charmed by that creature and have the Charmed condition for 1 hour. This"
      },
      {
        "document": 1655,
        "excerpt": "Potion, Rare For 1 minute after you drink this potion, you have Resistance to all damage. This potion's syrupy liquid looks like liquef"
      },
      {
        "document": 1662,
        "excerpt": "ion, Uncommon You can breathe underwater for 24 hours after drinking this potion. This potion's cloudy green fluid smells of the sea and has a jellyfish-like bubbl"
      },
      {
        "document": 1664,
        "excerpt": "Dim Light out to 10 feet, either as a Bonus Action or after you roll Initiative, or you can extinguish the light as a Bonus Action. While holding this weapon, you"
      },
      {
        "document": 1666,
        "excerpt": "itself against attackers but takes no other actions. After the djinni departs, it can't be summoned again for 24 hours, and the ring becomes nonmagical if the djin"
      },
      {
        "document": 1675,
        "excerpt": "issing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 Hit Point the whole time."
      },
      {
        "document": 1693,
        "excerpt": "ght. The rod's head stops glowing and the effect ends after 10 minutes or when a creature takes a Magic action to pull the rod from the ground. Once used, this prop"
      },
      {
        "document": 1720,
        "excerpt": "res your Initiative count, taking its turn immediately after yours. On your turn, you can mentally command the snake (no action required) if it is within 60 feet of"
      },
      {
        "document": 1722,
        "excerpt": "of your next turn. Thunder and Lightning. Immediately after you hit with a melee attack using the staff, you can take a Bonus Action to use the Lightning and Thunde"
      },
      {
        "document": 1724,
        "excerpt": "f, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss i"
      },
      {
        "document": 1760,
        "excerpt": "t repeats the save whenever it takes damage as well as after every 24 hours it spends at least 1 mile away from the aboleth, ending the effect on itself on a success"
      },
      {
        "document": 1761,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon re"
      },
      {
        "document": 1762,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon re"
      },
      {
        "document": 1763,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon re"
      },
      {
        "document": 1764,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon re"
      },
      {
        "document": 1765,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon re"
      },
      {
        "document": 1766,
        "excerpt": "f its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically."
      },
      {
        "document": 1767,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon re"
      },
      {
        "document": 1768,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon re"
      },
      {
        "document": 1769,
        "excerpt": "f its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. Spellcasting. The dragon casts one of the following spells, requir"
      },
      {
        "document": 1770,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon re"
      },
      {
        "document": 1773,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon re"
      },
      {
        "document": 1774,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon re"
      },
      {
        "document": 1775,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon re"
      },
      {
        "document": 1776,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon re"
      },
      {
        "document": 1777,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon re"
      },
      {
        "document": 1778,
        "excerpt": "f its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically."
      },
      {
        "document": 1779,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon re"
      },
      {
        "document": 1780,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon re"
      },
      {
        "document": 1781,
        "excerpt": "f its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. Spellcasting. The dragon casts one of the following spells, requir"
      },
      {
        "document": 1782,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon re"
      },
      {
        "document": 1805,
        "excerpt": "ts at the start of each of its turns. The wound closes after 1 minute, after a spell restores Hit Points to the target, or after the target or a creature within 5 fe"
      },
      {
        "document": 1810,
        "excerpt": "damage. Nonmagical ammunition is destroyed immediately after hitting the pudding and dealing any damage. Any nonmagical weapon takes a cumulative -1 penalty to attac"
      },
      {
        "document": 1827,
        "excerpt": "f its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. While Poisoned, the target has the Paralyzed condition."
      },
      {
        "document": 1829,
        "excerpt": "ker's Moan for the next 24 hours. Phantasms (Recharge after a Short or Long Rest). The cloaker casts the Mirror Image spell, requiring no spell components and using"
      },
      {
        "document": 1846,
        "excerpt": "f its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically."
      },
      {
        "document": 1887,
        "excerpt": "Rampage (1/Day). Immediately after dealing damage to a creature that was already Bloodied, the hyena can move up to half its Speed, and it"
      },
      {
        "document": 1905,
        "excerpt": "Rampage (1/Day). Immediately after dealing damage to a creature that is already Bloodied, the gnoll moves up to half its Speed, and it make"
      },
      {
        "document": 1910,
        "excerpt": "f its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically."
      },
      {
        "document": 1912,
        "excerpt": "e Form. Nonmagical ammunition is destroyed immediately after hitting the ooze and dealing any damage. Any nonmagical weapon takes a cumulative -1 penalty to attack r"
      },
      {
        "document": 1932,
        "excerpt": "ts at the start of each of its turns. The wound closes after 1 minute, after a spell restores Hit Points to the target, or after the target or a creature within 5 fe"
      },
      {
        "document": 1936,
        "excerpt": "pear magically returns to the devil's hand immediately after a ranged attack. Tail. Melee Attack Roll: +10, reach 10 ft. Hit: 15 (3d6 + 5) Bludgeoning damage plus 1"
      },
      {
        "document": 1946,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the kraken can expend a use to take one of the following actions. The kraken re"
      },
      {
        "document": 1949,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the lich can expend a use to take one of the following actions. The lich regain"
      },
      {
        "document": 1960,
        "excerpt": "ar magically returns to the merfolk's hand immediately after a ranged attack."
      },
      {
        "document": 1966,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the mummy can expend a use to take one of the following actions. The mummy rega"
      },
      {
        "document": 1969,
        "excerpt": "is holding are released. The bag can create a new bag after 7 days."
      },
      {
        "document": 1986,
        "excerpt": "f its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. Devilish Claw. Melee Attack Roll: +14, reach 10 ft. Hit: 26 (4d8 +"
      },
      {
        "document": 1996,
        "excerpt": "ts the save, ending the effect on itself on a success. After 1 minute, it succeeds automatically. Shape-Shift. The quasit shape-shifts to resemble a bat (Speed 10 f"
      },
      {
        "document": 2010,
        "excerpt": "magically returns to the salamander's hand immediately after a ranged attack. Constrict. Strength Saving Throw: DC 15, one Large or smaller creature the salamander"
      },
      {
        "document": 2020,
        "excerpt": "f its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically."
      },
      {
        "document": 2022,
        "excerpt": "hand or hovers within 5 feet of the solar immediately after a ranged attack. Slaying Bow. Dexterity Saving Throw: DC 21, one creature the solar can see within 600"
      },
      {
        "document": 2024,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the sphinx can expend a use to take one of the following actions. The sphinx re"
      },
      {
        "document": 2025,
        "excerpt": "f its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. Third Roar. Constitution Saving Throw: DC 20, each enemy in a 500-"
      },
      {
        "document": 2044,
        "excerpt": "Legendary Action Uses: 3. Immediately after another creature's turn, the tarrasque can expend a use to take one of the following actions. The tarras"
      },
      {
        "document": 2048,
        "excerpt": "lacks this action. The tree takes its turn immediately after the treant on the same Initiative count, and it obeys the treant. A tree remains animate for 1 day or un"
      },
      {
        "document": 2051,
        "excerpt": "e, and becomes a Troll Limb. The limb acts immediately after the troll's turn. The troll has 1 Exhaustion level for each missing limb, and it grows replacement limbs"
      },
      {
        "document": 2053,
        "excerpt": "Legendary Action Uses: 3. Immediately after another creature's turn, the unicorn can expend a use to take one of the following actions. The unicorn"
      },
      {
        "document": 2056,
        "excerpt": "it regains any Hit Points, and it regains 1 Hit Point after spending 1 hour there. Spider Climb. The vampire can climb difficult surfaces, including along ceilings"
      },
      {
        "document": 2074,
        "excerpt": "tion ends on this effect, which ends early immediately after the wisp makes an attack roll or uses Consume Life."
      },
      {
        "document": 2086,
        "excerpt": "f its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically."
      },
      {
        "document": 2089,
        "excerpt": "f its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically."
      }
    ],
    "afterlife": [
      {
        "document": 1673,
        "excerpt": "s a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A"
      }
    ],
    "afterward": [
      {
        "document": 693,
        "excerpt": "its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts"
      },
      {
        "document": 973,
        "excerpt": "pell, the transcription takes 2 hours and costs 50 GP. Afterward you can prepare the spell like the other spells in your spellbook. Copying the Book. You can copy a spe"
      }
    ],
    "again": [
      {
        "document": 11,
        "excerpt": "ops being Stable and starts making Death Saving Throws again. A Stable creature that isn't healed regains 1 Hit Point after 1d4 hours."
      },
      {
        "document": 67,
        "excerpt": "Long Rest before they can move at that increased pace again (see “Equipment” for a selection of mounts for sale). “Gameplay Toolbox” has rules that affect which pac"
      },
      {
        "document": 133,
        "excerpt": "it at least 7 days before checking on the availability again. If a magic item incorporates an item that has a purchase cost (such as a weapon or a suit of armor), y"
      },
      {
        "document": 142,
        "excerpt": "rol its bearer succeeds, the item can't use this power again until the next dawn."
      },
      {
        "document": 144,
        "excerpt": "Miscibility table. If more than two are combined, roll again for each subsequent potion, combining the results. Unless the effects are immediately obvious, reveal th"
      },
      {
        "document": 147,
        "excerpt": "n its magic has been invoked, the scroll can't be used again. Its words fade, or it crumbles into dust. Any creature that can understand a written language can read"
      },
      {
        "document": 179,
        "excerpt": "nd that the monster must finish a Long Rest to take it again. Recharge X–Y. This notation means a monster can use the stat block part once. At the start of each of"
      },
      {
        "document": 315,
        "excerpt": "the light to Dim Light in a 5-foot radius, or raise it again."
      },
      {
        "document": 323,
        "excerpt": "the burning Oil (as a Utilize action) and rekindle it again until it has burned for a total of 6 hours."
      },
      {
        "document": 493,
        "excerpt": ", but you don't expend a spell slot. To cast the spell again, you must start over."
      },
      {
        "document": 528,
        "excerpt": "day, that means you must finish a Long Rest to use it again after you run out of uses."
      },
      {
        "document": 557,
        "excerpt": "end of each of its turns. When a creature can breathe again, it removes all levels of Exhaustion it gained from suffocating."
      },
      {
        "document": 651,
        "excerpt": "ration set by the GM) before urging it in the same way again. Influence Checks"
      },
      {
        "document": 962,
        "excerpt": "ur choice for which you qualify. You gain this feature again at Barbarian levels 8, 12, and 16."
      },
      {
        "document": 963,
        "excerpt": "ur choice for which you qualify. You gain this feature again at Bard levels 8, 12, and 16."
      },
      {
        "document": 964,
        "excerpt": "ur choice for which you qualify. You gain this feature again at Cleric levels 8, 12, and 16."
      },
      {
        "document": 965,
        "excerpt": "l to half your Druid level or until you use Wild Shape again, have the Incapacitated condition, or die. You can also leave the form early as a Bonus Action. Number"
      },
      {
        "document": 966,
        "excerpt": "ic action. Once you use this feature, you can't do so again until you finish a Short or Long Rest. Starting at level 17, you can use it twice before a rest but only"
      },
      {
        "document": 967,
        "excerpt": "r rolled. Once you use this feature, you can't use it again until you finish a Long Rest."
      },
      {
        "document": 968,
        "excerpt": "finish a Long Rest before you can cast it in this way again."
      },
      {
        "document": 969,
        "excerpt": "ur choice for which you qualify. You gain this feature again at Ranger levels 8, 12, and 16."
      },
      {
        "document": 970,
        "excerpt": "ur choice for which you qualify. You gain this feature again at Rogue levels 8, 10, 12, and 16."
      },
      {
        "document": 971,
        "excerpt": "ur choice for which you qualify. You gain this feature again at Sorcerer levels 8, 12, and 16."
      },
      {
        "document": 972,
        "excerpt": "(round up). Once you use this feature, you can't do so again until you finish a Long Rest."
      },
      {
        "document": 973,
        "excerpt": "ell slots. Once you use this feature, you can't do so again until you finish a Long Rest."
      },
      {
        "document": 975,
        "excerpt": "slot, and you must finish a Long Rest before you do so again. In addition, when you finish a Short Rest, you can choose expended spell slots to recover. The spell s"
      },
      {
        "document": 977,
        "excerpt": "60 feet. Once you use this feature, you can't use it again until you finish a Long Rest unless you spend 3 Sorcery Points (no action required) to restore your use"
      },
      {
        "document": 978,
        "excerpt": "you suffer no adverse effect. If you use this feature again before you finish a Long Rest, you take 2d12 Necrotic damage for each level of the spell slot immediatel"
      },
      {
        "document": 979,
        "excerpt": "ed space. Once you use this feature, you can't use it again until you finish a Long Rest unless you expend a Pact Magic spell slot (no action required) to restore y"
      },
      {
        "document": 982,
        "excerpt": "e energy. For 10 minutes or until you use this feature again, you add your Charisma modifier to attack rolls you make with that weapon (minimum bonus of +1), and eac"
      },
      {
        "document": 983,
        "excerpt": "success. Once you use this feature, you can't use it again until you finish a Long Rest unless you expend a use of your Rage (no action required) to restore your u"
      },
      {
        "document": 986,
        "excerpt": "eath Weapon. Once you use this trait, you can't use it again until you finish a Long Rest."
      },
      {
        "document": 987,
        "excerpt": "it Point maximum increases by 1, and it increases by 1 again whenever you gain a level."
      },
      {
        "document": 990,
        "excerpt": "by 10 feet. Once you use this trait, you can't use it again until you finish a Long Rest."
      },
      {
        "document": 993,
        "excerpt": "oint instead. Once you use this trait, you can't do so again until you finish a Long Rest."
      },
      {
        "document": 1002,
        "excerpt": "t instead. Once you use this benefit, you can't use it again until the start of your next turn."
      },
      {
        "document": 1004,
        "excerpt": "d20 roll. Once you use this benefit, you can't use it again until you roll Initiative or finish a Short or Long Rest."
      },
      {
        "document": 1153,
        "excerpt": "e a Magic action to change your appearance in this way again. Natural Weapons. You grow claws (Slashing), fangs (Piercing), horns (Piercing), or hooves (Bludgeoning"
      },
      {
        "document": 1156,
        "excerpt": ", you can take a Magic action to transform the targets again. A target's game statistics are replaced by the chosen Beast's statistics, but the target retains its c"
      },
      {
        "document": 1157,
        "excerpt": "her 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four cre"
      },
      {
        "document": 1161,
        "excerpt": "une to it for 1 minute, after which it can be affected again."
      },
      {
        "document": 1185,
        "excerpt": "take a Magic action to call down lightning in that way again, targeting the same point or a different one. If you're outdoors in a storm when you cast this spell, t"
      },
      {
        "document": 1191,
        "excerpt": "target, and make a new damage roll. The orb can't leap again unless you cast the spell with a level 2+ spell slot. Using a Higher-Level Spell Slot. The damage incre"
      },
      {
        "document": 1212,
        "excerpt": "ne Contingency spell at a time. If you cast this spell again, the effect of another Contingency spell on you ends. Also, Contingency ends on you if its material comp"
      },
      {
        "document": 1215,
        "excerpt": "effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal. When you change the weather conditions,"
      },
      {
        "document": 1257,
        "excerpt": "on, and until the spell ends, you can take that action again as a Bonus Action."
      },
      {
        "document": 1258,
        "excerpt": "to target another creature but can't target a creature again if it has succeeded on a save against this casting of the spell. Asleep. The target has the Unconscious"
      },
      {
        "document": 1265,
        "excerpt": "it disappears. It reappears after you cast this spell again. As a Magic action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you c"
      },
      {
        "document": 1266,
        "excerpt": "ing it was wearing or carrying. If you cast this spell again, you decide whether you summon the steed that disappeared or a different one. Using a Higher-Level Spel"
      },
      {
        "document": 1274,
        "excerpt": "t go of the blade, it disappears, but you can evoke it again as a Bonus Action. As a Magic action, you can make a melee spell attack with the fiery blade. On a hit,"
      },
      {
        "document": 1283,
        "excerpt": "rolls against it. The spell ends early if you cast it again."
      },
      {
        "document": 1309,
        "excerpt": "Action on each of your later turns to deal this damage again if the object is within range. If a creature is holding or wearing the object and takes the damage from"
      },
      {
        "document": 1336,
        "excerpt": "opaque blocks the light. The spell ends if you cast it again."
      },
      {
        "document": 1343,
        "excerpt": "e than 30 feet away from you or if you cast this spell again. When you cast the spell, you can use the hand to manipulate an object, open an unlocked door or contai"
      },
      {
        "document": 1345,
        "excerpt": "rts to possess it, and you can't attempt to possess it again for 24 hours. Once you possess a creature's body, you control it. Your Hit Points, Hit Point Dice, Stre"
      },
      {
        "document": 1348,
        "excerpt": "and damage rolls. The spell ends early if you cast it again. Using a Higher-Level Spell Slot. The bonus increases to +2 with a level 3–5 spell slot. The bonus incr"
      },
      {
        "document": 1362,
        "excerpt": "ects of each. The illusion ends if you cast this spell again. If a creature takes a Study action to examine the sound or image, the creature can determine that it i"
      },
      {
        "document": 1374,
        "excerpt": "s turns. On a failed save, it takes the Psychic damage again. On a successful save, the spell ends. Using a Higher-Level Spell Slot. The damage increases by 1d10 fo"
      },
      {
        "document": 1385,
        "excerpt": "Hit Points. A creature can't be affected by this spell again until that creature finishes a Long Rest. Using a Higher-Level Spell Slot. The healing increases by 1d8"
      },
      {
        "document": 1390,
        "excerpt": "r an additional 20 feet. The spell ends if you cast it again. Until the spell ends, you can take a Magic action to hurl fire at a creature or an object within 60 fe"
      },
      {
        "document": 1391,
        "excerpt": "10 minutes, after which the illusion can be activated again. The trigger can be as general or as detailed as you like, though it must be based on visual or audible"
      },
      {
        "document": 1402,
        "excerpt": "| :--- | :---------- | :--- | :------- | | 1 | Roll again. | 6 | Goliath | | 2 | Dragonborn | 7 | Halfling | | 3 | Dwarf | 8 | Human | |"
      },
      {
        "document": 1406,
        "excerpt": "u. Until you finish a Long Rest, you can't cast spells again, and you have Disadvantage on D20 Tests."
      },
      {
        "document": 1413,
        "excerpt": "get isn't affected, and you can't use this spell on it again for 24 hours. On a failed save, the spell creates an Invisible, intangible sensor within 10 feet of the"
      },
      {
        "document": 1415,
        "excerpt": "spell ends. The spell also ends if you cast this spell again or if the Tiny replica chest is destroyed. If the spell ends and the larger chest is on the Ethereal Pla"
      },
      {
        "document": 1418,
        "excerpt": "message, a creature can block your ability to reach it again with this spell for 8 hours. If you try to send another message during that time, you learn that you are"
      },
      {
        "document": 1424,
        "excerpt": "pe (your choice). The spell ends early if you cast it again or if you let go of the weapon. Cantrip Upgrade. The damage die changes when you reach levels 5 (d10),"
      },
      {
        "document": 1429,
        "excerpt": "reverts to snow and melts away. If you cast this spell again, any simulacrum you created with this spell is instantly destroyed."
      },
      {
        "document": 1452,
        "excerpt": "end of your next turn unless you use this option on it again and it fails the save. Object. You can try to move a Huge or smaller object. If the object isn't being"
      },
      {
        "document": 1459,
        "excerpt": "nds early if you leave the Emanation or if you cast it again."
      },
      {
        "document": 1469,
        "excerpt": "dealt. Until the spell ends, you can make the attack again on each of your turns as a Magic action, targeting the same creature or a different one. Using a Higher"
      },
      {
        "document": 1477,
        "excerpt": "y more than 60 feet. It also ends if the spell is cast again on either of the connected creatures."
      },
      {
        "document": 1484,
        "excerpt": "3 percent chance that you are unable to cast Wish ever again if you suffer this stress."
      },
      {
        "document": 1511,
        "excerpt": "he armor. Once this property is used, it can't be used again until the next dawn."
      },
      {
        "document": 1517,
        "excerpt": "d, but the bag must be put right before it can be used again. The bag holds enough air for 10 minutes of breathing, divided by the number of breathing creatures insi"
      },
      {
        "document": 1518,
        "excerpt": "s have been pulled from the bag, the bag can't be used again until the next dawn. Gray Bag of Tricks Rust Bag of Tricks Tan Bag of Tricks"
      },
      {
        "document": 1526,
        "excerpt": "e on the attack roll. If you click your heels together again, you end the effect. When you've used the boots' property for a total of 10 minutes, the magic ceases t"
      },
      {
        "document": 1529,
        "excerpt": "it as a Bonus Action. The bowl can't be used this way again until the next dawn. The bowl is about 1 foot in diameter and half as deep. It holds about 3 gallons."
      },
      {
        "document": 1532,
        "excerpt": "as a Bonus Action. The brazier can't be used this way again until the next dawn."
      },
      {
        "document": 1536,
        "excerpt": "on Door as a Magic action. This property can't be used again until the next dawn. When you teleport with that spell, you leave behind a cloud of smoke. The space yo"
      },
      {
        "document": 1538,
        "excerpt": "t as a Bonus Action. The censer can't be used this way again until the next dawn."
      },
      {
        "document": 1540,
        "excerpt": "with it (+5 to hit). The circlet can't cast this spell again until the next dawn."
      },
      {
        "document": 1541,
        "excerpt": "ts normal area. Once used, this property can't be used again until the next dawn."
      },
      {
        "document": 1546,
        "excerpt": "and Charisma scores. The cloak can't be used this way again until the next dawn."
      },
      {
        "document": 1549,
        "excerpt": "if Scrying ends. You can't cast Suggestion in this way again until the next dawn."
      },
      {
        "document": 1554,
        "excerpt": "dition for 1 minute. The weapon can't be used this way again until the next dawn."
      },
      {
        "document": 1557,
        "excerpt": "ge on its card disappears, and that card can't be used again. Deck of Illusions *Stat blocks for these creatures (except the card drawer) appear in \"Monsters.\""
      },
      {
        "document": 1561,
        "excerpt": "ll. Once you have used this property, it can't be used again for 1 hour. Destroying an Orb. A Dragon Orb has AC 20 and is destroyed if it takes damage from a +3 Wea"
      },
      {
        "document": 1562,
        "excerpt": "the same type as the armor. This action can't be used again until the next dawn."
      },
      {
        "document": 1579,
        "excerpt": "e moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears. Bird (Rare). You can take a Magic action t"
      },
      {
        "document": 1580,
        "excerpt": "to figurine form. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurin"
      },
      {
        "document": 1581,
        "excerpt": "ast until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon."
      },
      {
        "document": 1583,
        "excerpt": "et of yourself. Once used, this property can't be used again for 1 hour."
      },
      {
        "document": 1588,
        "excerpt": "illusory appearance lasts until you use this property again or doff the armor."
      },
      {
        "document": 1594,
        "excerpt": "are lost forever, although an Artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth unharmed, and the haversack m"
      },
      {
        "document": 1596,
        "excerpt": "s normal casting time, and you can't use this property again until you finish a Short or Long Rest. On a failed check, you fail to cast the spell and a random effect"
      },
      {
        "document": 1600,
        "excerpt": "s cast from the helm, that spell can't be cast from it again until the next dawn."
      },
      {
        "document": 1604,
        "excerpt": "ed conditions. Once you use the horn, it can't be used again until 7 days have passed. Four types of Horn of Valhalla are known to exist, each made of a different m"
      },
      {
        "document": 1607,
        "excerpt": "her creature takes a Utilize action to push the button again, the rod doesn't move, even if it defies gravity. The rod can hold up to 8,000 pounds of weight. More we"
      },
      {
        "document": 1610,
        "excerpt": "elapsed. Once the bands are used, they can't be used again until the next dawn."
      },
      {
        "document": 1612,
        "excerpt": "on reappears in your hand. This property can't be used again until the next dawn."
      },
      {
        "document": 1614,
        "excerpt": "he second roll. Once used, this property can't be used again until the next dawn. Wish. The weapon has 1d3 charges. While holding it, you can expend 1 charge and ca"
      },
      {
        "document": 1627,
        "excerpt": "t the deck, re-roll on the table if that card comes up again.) Mysterious Deck Each card's effect is described below. Balance. You can increase one of your abilit"
      },
      {
        "document": 1630,
        "excerpt": "a magic bead's spell is cast, that bead can't be used again until the next dawn."
      },
      {
        "document": 1636,
        "excerpt": "l 3 or lower. Once you use the pearl, it can't be used again until the next dawn."
      },
      {
        "document": 1637,
        "excerpt": "+ 2 Hit Points. Once used, this property can't be used again until the next dawn. In addition, you have Advantage on saving throws to avoid or end the Poisoned cond"
      },
      {
        "document": 1643,
        "excerpt": "command word. This property of the armor can't be used again until the next dawn."
      },
      {
        "document": 1664,
        "excerpt": "ng the attack to miss you. You can't use this property again until you finish a Short or Long Rest. Ranged Weapon (Quarterstaff Form Only). This weapon has the Thro"
      },
      {
        "document": 1666,
        "excerpt": "tions. After the djinni departs, it can't be summoned again for 24 hours, and the ring becomes nonmagical if the djinni dies. Rings of Djinni Summoning are often c"
      },
      {
        "document": 1671,
        "excerpt": "ved or until you take a Bonus Action to become visible again."
      },
      {
        "document": 1686,
        "excerpt": "t of lead block the vision. Whenever you use the ring again before taking a Long Rest, you must succeed on a DC 15 Constitution saving throw or gain 1 Exhaustion le"
      },
      {
        "document": 1693,
        "excerpt": "rom the ground. Once used, this property can't be used again until the next dawn."
      },
      {
        "document": 1694,
        "excerpt": "h a different button or until you push the same button again, which causes the rod to revert to its normal form: Button 1. A fiery blade sprouts from the end opposi"
      },
      {
        "document": 1696,
        "excerpt": "ed in this way. Once used, this property can't be used again until the next dawn."
      },
      {
        "document": 1697,
        "excerpt": "that location. Once used, this property can't be used again until 10 days have passed."
      },
      {
        "document": 1702,
        "excerpt": "g is cast using either stone, the stones can't be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical."
      },
      {
        "document": 1706,
        "excerpt": "tside it. Once this property is used, it can't be used again until the next dawn."
      },
      {
        "document": 1712,
        "excerpt": "ccessful one. You can't use this property of the staff again until the next dawn. Regaining Charges. The staff regains 1d8 + 2 expended charges daily at dawn. If yo"
      },
      {
        "document": 1720,
        "excerpt": "current space, and you can't use the staff's property again for 1 hour. If the snake is reduced to 0 Hit Points, it dies and reverts to its staff form; the staff th"
      },
      {
        "document": 1722,
        "excerpt": "Once one of these properties is used, it can't be used again until the next dawn. Lightning. When you hit with a melee attack using the staff, you can cause the tar"
      },
      {
        "document": 1724,
        "excerpt": "it as a Bonus Action. The stone can't be used this way again until the next dawn."
      },
      {
        "document": 1730,
        "excerpt": "talisman takes 8d6 Radiant damage and takes the damage again each time it ends its turn holding or carrying the talisman. Holy Symbol. You can use the talisman as a"
      },
      {
        "document": 1732,
        "excerpt": "alisman takes 8d6 Necrotic damage and takes the damage again each time it ends its turn holding or carrying the talisman. Holy Symbol. You can use the talisman as a"
      },
      {
        "document": 1733,
        "excerpt": "fissure. Once you use this property, it can't be used again until the next dawn."
      },
      {
        "document": 1756,
        "excerpt": "ell of Many Worlds has opened a portal, it can't do so again for 1d8 hours."
      },
      {
        "document": 1759,
        "excerpt": "you fall. When the wings disappear, you can't use them again for 1d12 hours. ---"
      },
      {
        "document": 1761,
        "excerpt": "Failure or Success: The dragon can't take this action again until the start of its next turn. Frightful Presence. The dragon uses Spellcasting to cast Fear. The dr"
      },
      {
        "document": 1762,
        "excerpt": "half its Fly Speed. The dragon can't take this action again until the start of its next turn. Sonic Boom. The dragon uses Spellcasting to cast Shatter. The dragon"
      },
      {
        "document": 1763,
        "excerpt": "Failure or Success: The dragon can't take this action again until the start of its next turn."
      },
      {
        "document": 1765,
        "excerpt": "Failure or Success: The dragon can't take this action again until the start of its next turn. Mind Jolt. The dragon uses Spellcasting to cast Mind Spike (level 4 v"
      },
      {
        "document": 1766,
        "excerpt": "Failure or Success: The dragon can't take this action again until the start of its next turn. Guiding Light. The dragon uses Spellcasting to cast Guiding Bolt (lev"
      },
      {
        "document": 1767,
        "excerpt": "Failure or Success: The dragon can't take this action again until the start of its next turn. Pounce. The dragon moves up to half its Speed, and it makes one Rend"
      },
      {
        "document": 1768,
        "excerpt": "d (level 2 version). The dragon can't take this action again until the start of its next turn. Fiery Rays. The dragon uses Spellcasting to cast Scorching Ray. The d"
      },
      {
        "document": 1769,
        "excerpt": "o cast Hold Monster. The dragon can't take this action again until the start of its next turn. Cold Gale. Dexterity Saving Throw: DC 19, each creature in a 60-foot-"
      },
      {
        "document": 1770,
        "excerpt": "Failure or Success: The dragon can't take this action again until the start of its next turn. Frightful Presence. The dragon casts Fear, requiring no Material comp"
      },
      {
        "document": 1773,
        "excerpt": "Failure or Success: The dragon can't take this action again until the start of its next turn. Frightful Presence. The dragon uses Spellcasting to cast Fear. The dr"
      },
      {
        "document": 1774,
        "excerpt": "half its Fly Speed. The dragon can't take this action again until the start of its next turn. Sonic Boom. The dragon uses Spellcasting to cast Shatter (level 3 ver"
      },
      {
        "document": 1775,
        "excerpt": "Failure or Success: The dragon can't take this action again until the start of its next turn."
      },
      {
        "document": 1777,
        "excerpt": "Failure or Success: The dragon can't take this action again until the start of its next turn. Mind Jolt. The dragon uses Spellcasting to cast Mind Spike (level 5 v"
      },
      {
        "document": 1778,
        "excerpt": "Failure or Success: The dragon can't take this action again until the start of its next turn. Guiding Light. The dragon uses Spellcasting to cast Guiding Bolt (lev"
      },
      {
        "document": 1779,
        "excerpt": "Failure or Success: The dragon can't take this action again until the start of its next turn. Pounce. The dragon moves up to half its Speed, and it makes one Rend"
      },
      {
        "document": 1780,
        "excerpt": "d (level 2 version). The dragon can't take this action again until the start of its next turn. Fiery Rays. The dragon uses Spellcasting to cast Scorching Ray (level"
      },
      {
        "document": 1781,
        "excerpt": "o cast Hold Monster. The dragon can't take this action again until the start of its next turn. Cold Gale. Dexterity Saving Throw: DC 23, each creature in a 60-foot-"
      },
      {
        "document": 1782,
        "excerpt": "Failure or Success: The dragon can't take this action again until the start of its next turn. Frightful Presence. The dragon casts Fear, requiring no Material comp"
      },
      {
        "document": 1845,
        "excerpt": "djinni has cast it three times, the djinni can't do so again for 365 days."
      },
      {
        "document": 1852,
        "excerpt": "asts 24 hours; ends early if the dryad casts the spell again), Druidcraft 1/Day Each: Entangle, Pass without Trace"
      },
      {
        "document": 1856,
        "excerpt": "reeti has cast it three times, the efreeti can't do so again for 365 days."
      },
      {
        "document": 1859,
        "excerpt": "elease the target, or the erinyes uses Entangling Rope again."
      },
      {
        "document": 1864,
        "excerpt": "t which point it resumes rolling for the Berserk trait again if it is still Bloodied. Immutable Form. The golem can't shape-shift. Lightning Absorption. Whenever t"
      },
      {
        "document": 1884,
        "excerpt": "to 1 hour. Once a lion has been used, it can't be used again until 7 days have passed. Ivory Goats (Rare). These ivory statuettes of goats are always created in set"
      },
      {
        "document": 1914,
        "excerpt": "a Long Rest before using this trait to cast that spell again. Mimicry. The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tel"
      },
      {
        "document": 1946,
        "excerpt": "Failure or Success: The kraken can't take this action again until the start of its next turn."
      },
      {
        "document": 1949,
        "excerpt": "e. Failure or Success: The lich can't take this action again until the start of its next turn. Frightening Gaze. The lich casts Fear, using the same spellcasting ab"
      },
      {
        "document": 1966,
        "excerpt": "lity as Spellcasting. The mummy can't take this action again until the start of its next turn. Glare. The mummy uses Dreadful Glare. The mummy can't take this actio"
      },
      {
        "document": 1969,
        "excerpt": "a Long Rest before using this trait to cast that spell again. Magic Resistance. The hag has Advantage on saving throws against spells and other magical effects. So"
      },
      {
        "document": 2014,
        "excerpt": "a Long Rest before using this trait to cast that spell again. Vile Appearance. Wisdom Saving Throw: DC 11, any Beast or Humanoid that starts its turn within 30 feet"
      },
      {
        "document": 2022,
        "excerpt": ". Failure or Success: The solar can't take this action again until the start of its next turn. Radiant Teleport. The solar teleports up to 60 feet to an unoccupied"
      },
      {
        "document": 2024,
        "excerpt": "Failure or Success: The sphinx can't take this action again until the start of its next turn."
      },
      {
        "document": 2025,
        "excerpt": "Failure or Success: The sphinx can't take this action again until the start of its next turn."
      },
      {
        "document": 2044,
        "excerpt": "Prone condition. The tarrasque can't take this action again until the start of its next turn."
      },
      {
        "document": 2053,
        "excerpt": "icorn's next turn. The unicorn can't take this action again until the start of its next turn."
      },
      {
        "document": 2056,
        "excerpt": "(spell save DC 17). The vampire can't take this action again until the start of its next turn. Deathless Strike. The vampire moves up to half its Speed, and it make"
      }
    ],
    "against": [
      {
        "document": 12,
        "excerpt": "ffects confer Temporary Hit Points, which are a buffer against losing actual Hit Points, as explained below."
      },
      {
        "document": 85,
        "excerpt": "When you make an attack roll against a target you can't see, you have Disadvantage on the roll. This is true whether you're guessing the targ"
      },
      {
        "document": 88,
        "excerpt": "You can make ranged attacks only against targets within a specified range. If a ranged attack, such as one made with a spell, has a single range,"
      },
      {
        "document": 93,
        "excerpt": "ke one melee attack with a weapon or an Unarmed Strike against that creature. The attack occurs right before it leaves your reach."
      },
      {
        "document": 97,
        "excerpt": "If an effect is about to move your mount against its will while you're on it, you must succeed on a DC 10 Dexterity saving throw or fall off, landing wit"
      },
      {
        "document": 99,
        "excerpt": "n's normal range, and the attack roll has Disadvantage against a target within normal range."
      },
      {
        "document": 108,
        "excerpt": "Damage against Multiple Targets"
      },
      {
        "document": 111,
        "excerpt": "stance to a damage type, damage of that type is halved against you (round down). If you have Vulnerability to a damage type, damage of that type is doubled against you"
      },
      {
        "document": 112,
        "excerpt": "ance to all damage, Necrotic damage is reduced by half against you."
      },
      {
        "document": 170,
        "excerpt": "each or range, and what happens on a hit. An attack is against one target unless its entry says otherwise. For details on different kinds of attacks, see “Playing the"
      },
      {
        "document": 359,
        "excerpt": "A ship sailing against a strong wind moves at half speed. In a dead calm (no wind), waterborne ships can't move under sail and"
      },
      {
        "document": 397,
        "excerpt": "apon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creatu"
      },
      {
        "document": 405,
        "excerpt": "creature, you have Advantage on your next attack roll against that creature before the end of your next turn. Weapons"
      },
      {
        "document": 417,
        "excerpt": "lize: Write text with impressive flourishes that guard against forgery (DC 15) Craft: Ink, Spell Scroll"
      },
      {
        "document": 455,
        "excerpt": "a Bedroll, you automatically succeed on saving throws against extreme cold (see “Gameplay Toolbox”)."
      },
      {
        "document": 457,
        "excerpt": "pped in a blanket, you have Advantage on saving throws against extreme cold (see “Gameplay Toolbox”)."
      },
      {
        "document": 509,
        "excerpt": "e, a spell that you always have prepared doesn't count against the number of spells on that list."
      },
      {
        "document": 525,
        "excerpt": "ke one melee attack with a weapon or an Unarmed Strike against the provoking creature. The attack occurs right before the creature leaves your reach. See also “Playing"
      },
      {
        "document": 536,
        "excerpt": "stance to a damage type, damage of that type is halved against you (round down). Resistance is applied only once to an instance of damage. See also “Playing the Game”"
      },
      {
        "document": 554,
        "excerpt": "each or range, and what happens on a hit. An attack is against one target unless its entry says otherwise. Saving Throw Effect Notation. If an effect forces a saving"
      },
      {
        "document": 564,
        "excerpt": "nts are granted by certain effects and act as a buffer against losing real Hit Points. See also “Playing the Game” (“Damage and Healing”)."
      },
      {
        "document": 567,
        "excerpt": "to you, and you automatically succeed on saving throws against them. Transformations. You discern the true form of any creature or object you see that has been transf"
      },
      {
        "document": 568,
        "excerpt": "tions for its effect. Damage. You make an attack roll against the target. Your bonus to the roll equals your Strength modifier plus your Proficiency Bonus. On a hit,"
      },
      {
        "document": 571,
        "excerpt": "ility to a damage type, damage of that type is doubled against you. Vulnerability is applied only once to an instance of damage. See also \"Playing the Game\" (\"Damage a"
      },
      {
        "document": 580,
        "excerpt": "cide that some damage types are more or less effective against an object. For example, Bludgeoning damage works well for smashing things but not for cutting. Paper or"
      },
      {
        "document": 600,
        "excerpt": "l Hit lets you roll extra dice for the attack's damage against the target. Roll all of the attack's damage dice twice and add them together. Then add any relevant modi"
      },
      {
        "document": 622,
        "excerpt": "ntil the start of your next turn, any attack roll made against you has Disadvantage if you can see the attacker, and you make Dexterity saving throws with Advantage."
      },
      {
        "document": 625,
        "excerpt": "A creature is your enemy if it fights against you in combat, actively works to harm you, or is designated as your enemy by the rules or GM."
      },
      {
        "document": 633,
        "excerpt": "a Strength (Athletics) or Dexterity (Acrobatics) check against the grapple's escape DC, ending the condition on itself on a success. The condition also ends if the gra"
      },
      {
        "document": 637,
        "excerpt": "dvantage to the next attack roll by one of your allies against that enemy. This benefit expires at the start of your next turn."
      },
      {
        "document": 689,
        "excerpt": "rther away from the source of its fear. - Attack rolls against the Frightened creature have Advantage. - The Frightened creature can do only one of the following on ea"
      },
      {
        "document": 693,
        "excerpt": "diately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body. Injury. Injur"
      },
      {
        "document": 705,
        "excerpt": "reature remains Poisoned. After seven successful saves against the poison, the creature is no longer Poisoned."
      },
      {
        "document": 745,
        "excerpt": "Until the start of your next turn, attack rolls against you have Disadvantage, and you make Dexterity saving throws with Advantage. You lose this benefit if you"
      },
      {
        "document": 793,
        "excerpt": "statue in your likeness rises and makes verbal threats against you. If you leave it and others come near, it describes you as the most heinous of villains and directs"
      },
      {
        "document": 962,
        "excerpt": "by doing one of the following: - Make an attack roll against an enemy. - Force an enemy to make a saving throw. - Take a Bonus Action to extend your Rage. Each time"
      },
      {
        "document": 963,
        "excerpt": "hat you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Bard spells"
      },
      {
        "document": 964,
        "excerpt": "hat you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Cleric spell"
      },
      {
        "document": 965,
        "excerpt": "hat you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Druid spells"
      },
      {
        "document": 966,
        "excerpt": "from each attack you make. If you make an attack roll against a creature and miss, you have Advantage on your next attack roll against that creature before the end of"
      },
      {
        "document": 967,
        "excerpt": "an take a Reaction to reduce the attack's total damage against you. The reduction equals 1d10 plus your Dexterity modifier and Monk level. If you reduce the damage to"
      },
      {
        "document": 968,
        "excerpt": "hat you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Paladin spel"
      },
      {
        "document": 969,
        "excerpt": "hat you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Ranger spell"
      },
      {
        "document": 970,
        "excerpt": ", you can take a Reaction to halve the attack's damage against you (round down)."
      },
      {
        "document": 971,
        "excerpt": "at you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Sorcerer spe"
      },
      {
        "document": 972,
        "excerpt": "at you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Warlock spel"
      },
      {
        "document": 973,
        "excerpt": "hat you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Wizard spell"
      },
      {
        "document": 975,
        "excerpt": "ce in the Sphere must make a Constitution saving throw against your spell save DC, taking 2d6 Necrotic damage on a failed save or half as much damage on a successful o"
      },
      {
        "document": 978,
        "excerpt": "e attack roll or the target succeeds on a saving throw against the cantrip, the target takes half the cantrip's damage (if any) but suffers no additional effect from t"
      },
      {
        "document": 979,
        "excerpt": "your path is defined by the extent to which you strive against those aims."
      },
      {
        "document": 980,
        "excerpt": "apon, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target, that is within the weapon's range, an"
      },
      {
        "document": 983,
        "excerpt": "you, you can take a Reaction to make one melee attack against that creature, using a weapon or an Unarmed Strike."
      },
      {
        "document": 1010,
        "excerpt": "Attack Advantage. You have Advantage on attack rolls against a creature Grappled by you. Fast Wrestler. You don't have to spend extra movement to move a creature Gr"
      },
      {
        "document": 1013,
        "excerpt": "oll the weapon's damage dice twice and use either roll against the target."
      },
      {
        "document": 1149,
        "excerpt": "bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 Acid damage and 2d4 Acid damage at the end of its next turn."
      },
      {
        "document": 1152,
        "excerpt": "l and silver wire) Duration: 8 hours You set an alarm against intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot Cube. Until"
      },
      {
        "document": 1160,
        "excerpt": "n't function, but the time it spends suppressed counts against its duration. Dispel Magic has no effect on the aura, and the auras created by different Antimagic Fiel"
      },
      {
        "document": 1161,
        "excerpt": "cted by the target. A creature that successfully saves against this effect is immune to it for 1 minute, after which it can be affected again."
      },
      {
        "document": 1163,
        "excerpt": "ier. Interposing Hand. The hand grants you Half Cover against attacks and other effects that originate from its space or that pass through it. In addition, its space"
      },
      {
        "document": 1165,
        "excerpt": "When the sword appears, you make a melee spell attack against a target within 5 feet of the sword. On a hit, the target takes Force damage equal to 4d12 plus your spe"
      },
      {
        "document": 1176,
        "excerpt": "ability. - The target has Disadvantage on attack rolls against you. - In combat, the target must succeed on a Wisdom saving throw at the start of each of its turns or"
      },
      {
        "document": 1177,
        "excerpt": "an take an action to make a Strength (Athletics) check against your spell save DC, ending the condition on itself on a success."
      },
      {
        "document": 1183,
        "excerpt": "uration, any creature has Disadvantage on attack rolls against you. An attacker is immune to this effect if it perceives you with Blindsight or Truesight."
      },
      {
        "document": 1190,
        "excerpt": "ling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can't regain Hit Points u"
      },
      {
        "document": 1191,
        "excerpt": "of orb you create, and then make a ranged spell attack against the target. On a hit, the target takes 3d8 damage of the chosen type. If you roll the same number on tw"
      },
      {
        "document": 1203,
        "excerpt": "nd it takes the Attack action to make one melee attack against a random creature within reach. If none are within reach, the target takes no action. | 9–10 The target"
      },
      {
        "document": 1207,
        "excerpt": "he spirit appears, you can make one melee spell attack against a creature within 5 feet of it. On a hit, the target takes Psychic damage equal to 3d12 plus your spellc"
      },
      {
        "document": 1214,
        "excerpt": "pull away and succeeds on a Strength (Athletics) check against your spell save DC."
      },
      {
        "document": 1226,
        "excerpt": "stantly without dealing damage, that effect is negated against the target, and the spell ends."
      },
      {
        "document": 1232,
        "excerpt": "ion on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success."
      },
      {
        "document": 1234,
        "excerpt": "e and succeed on an Intelligence (Investigation) check against your spell save DC."
      },
      {
        "document": 1236,
        "excerpt": ", Fiends, and Undead have Disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions. Break Enchantment."
      },
      {
        "document": 1249,
        "excerpt": "a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10 Force damage. Cantrip Upgrade. The spe"
      },
      {
        "document": 1253,
        "excerpt": "an take an action to make a Strength (Athletics) check against your spell save DC. On a success, the spell ends. Using a Higher-Level Spell Slot. The damage increases"
      },
      {
        "document": 1254,
        "excerpt": "an take an action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself from the grasping plants and is no longer Restrained b"
      },
      {
        "document": 1258,
        "excerpt": "target a creature again if it has succeeded on a save against this casting of the spell. Asleep. The target has the Unconscious condition. It wakes up if it takes an"
      },
      {
        "document": 1260,
        "excerpt": "'t benefit from the Invisible condition. Attack rolls against an affected creature or object have Advantage if the attacker can see it."
      },
      {
        "document": 1270,
        "excerpt": "or an object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell starts bur"
      },
      {
        "document": 1276,
        "excerpt": "into a creature's space, that creature makes the save against the sphere, and the sphere stops moving for the turn. When you move the sphere, you can direct it over"
      },
      {
        "document": 1277,
        "excerpt": "the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and has"
      },
      {
        "document": 1281,
        "excerpt": "st worth 1,000+ GP) Duration: 1 day You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the fl"
      },
      {
        "document": 1283,
        "excerpt": "and other creatures have Disadvantage on attack rolls against it. The spell ends early if you cast it again."
      },
      {
        "document": 1285,
        "excerpt": "an take an action to make a Strength (Athletics) check against your spell save DC to break free. You can refrain from firing the globe after completing the spell's ca"
      },
      {
        "document": 1289,
        "excerpt": "ys spent under the influence of this spell don't count against the time limit of spells such as Raise Dead."
      },
      {
        "document": 1293,
        "excerpt": "le and requires a successful Wisdom (Perception) check against your spell save DC to notice. When you inscribe the glyph, you set its trigger and choose whether it's"
      },
      {
        "document": 1301,
        "excerpt": "rd a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the"
      },
      {
        "document": 1304,
        "excerpt": "y action to make an Intelligence (Investigation) check against your spell save DC to disbelieve it. If a creature discerns that the terrain is illusory, the creature s"
      },
      {
        "document": 1317,
        "excerpt": "and other creatures have Disadvantage on attack rolls against them. In addition, when a Fiend or an Undead hits an affected creature with a melee attack roll, the att"
      },
      {
        "document": 1320,
        "excerpt": "one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Piercing damage. Hit or miss, the shard then explodes. The t"
      },
      {
        "document": 1324,
        "excerpt": ". The target is trapped in a demi-plane that is warded against teleportation and planar travel. The demiplane is your choice of a labyrinth, a cage, a tower, or the li"
      },
      {
        "document": 1330,
        "excerpt": "ls, and other creatures have Advantage on attack rolls against it. On each of its turns, the target can take an action to collect itself and repeat the save, ending th"
      },
      {
        "document": 1335,
        "excerpt": "ected. The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it w"
      },
      {
        "document": 1344,
        "excerpt": "throw. - The creature has Disadvantage on attack rolls against targets within the Cylinder. - Targets within the Cylinder can't be possessed by or gain the Charmed or"
      },
      {
        "document": 1345,
        "excerpt": "he creature dies, and you make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Oth"
      },
      {
        "document": 1350,
        "excerpt": "n with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the"
      },
      {
        "document": 1361,
        "excerpt": "ble condition, it gains no benefit from that condition against you. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2."
      },
      {
        "document": 1362,
        "excerpt": "n with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to th"
      },
      {
        "document": 1373,
        "excerpt": "he phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and th"
      },
      {
        "document": 1380,
        "excerpt": "at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 Poison damage. Cantrip Upgrade. The damage increases by 1d1"
      },
      {
        "document": 1391,
        "excerpt": "n with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the"
      },
      {
        "document": 1392,
        "excerpt": "n with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the"
      },
      {
        "document": 1394,
        "excerpt": "pell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants se"
      },
      {
        "document": 1399,
        "excerpt": "rd a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 Cold damage, and its Speed is reduced by 10 feet until the start of y"
      },
      {
        "document": 1400,
        "excerpt": "at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 Poison damage and has the Poisoned condition until the end of"
      },
      {
        "document": 1404,
        "excerpt": "nside. An enclosed creature can take an action to push against the sphere's walls and thus roll the sphere at up to half the creature's Speed. Similarly, the globe can"
      },
      {
        "document": 1413,
        "excerpt": "it. The target doesn't know what it is making the save against, only that it feels uneasy. | Your Knowledge of the Target Is ... | Save Modifier | | :----------------"
      },
      {
        "document": 1417,
        "excerpt": "target can make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised."
      },
      {
        "document": 1423,
        "excerpt": "your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile."
      },
      {
        "document": 1425,
        "excerpt": "et sheds Bright Light in a 5-foot radius, attack rolls against it have Advantage, and it can't benefit from the Invisible condition. Using a Higher-Level Spell Slot."
      },
      {
        "document": 1426,
        "excerpt": "ature that you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d8 Lightning damage, and it can't make Opportunity Attacks until"
      },
      {
        "document": 1428,
        "excerpt": "n with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the"
      },
      {
        "document": 1430,
        "excerpt": "he Exhaustion condition automatically succeed on saves against this spell."
      },
      {
        "document": 1433,
        "excerpt": "ure or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 damage of a type you choose: Acid, Cold, Fire, Lightning, Poi"
      },
      {
        "document": 1439,
        "excerpt": "and succeed on a Wisdom (Perception or Survival) check against your spell save DC to recognize the terrain as hazardous before entering it."
      },
      {
        "document": 1441,
        "excerpt": "e, and you can immediately make one melee spell attack against one creature within 5 feet of the force. On a hit, the target takes Force damage equal to 1d8 plus your"
      },
      {
        "document": 1442,
        "excerpt": "ure or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Radiant damage, and until the end of your next turn, it emits"
      },
      {
        "document": 1451,
        "excerpt": "le and requires a successful Wisdom (Perception) check against your spell save DC to notice. When you inscribe the glyph, you set its trigger and choose which effect"
      },
      {
        "document": 1467,
        "excerpt": "creature must succeed on a Strength (Athletics) check against your spell save DC to move at all. If it fails the check, it can't move. A creature that moves out of th"
      },
      {
        "document": 1469,
        "excerpt": "others to heal your wounds. Make a melee spell attack against one creature within reach. On a hit, the target takes 3d6 Necrotic damage, and you regain Hit Points equ"
      },
      {
        "document": 1480,
        "excerpt": "an take an action to make a Strength (Athletics) check against your spell save DC. If it succeeds, it is no longer Restrained. The webs are flammable. Any 5-foot Cube"
      },
      {
        "document": 1486,
        "excerpt": "ion: 10 minutes You create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point within range. Until the spell ends, a creature"
      },
      {
        "document": 1487,
        "excerpt": "k that requires sight. Attacks Affected. Attack rolls against you have Advantage, and your attack rolls have Disadvantage."
      },
      {
        "document": 1492,
        "excerpt": "ttacks Affected. You have Disadvantage on attack rolls against any target other than the grappler. Movable. The grappler can drag or carry you when it moves, but ever"
      },
      {
        "document": 1494,
        "excerpt": "ing is also concealed. Attacks Affected. Attack rolls against you have Disadvantage, and your attack rolls have Advantage. If a creature can somehow see you, you don'"
      },
      {
        "document": 1495,
        "excerpt": "xterity saving throws. Attacks Affected. Attack rolls against you have Advantage. Automatic Critical Hits. Any attack roll that hits you is a Critical Hit if the att"
      },
      {
        "document": 1496,
        "excerpt": "0 and can't increase. Attacks Affected. Attack rolls against you have Advantage. Saving Throws Affected. You automatically fail Strength and Dexterity saving throws"
      },
      {
        "document": 1498,
        "excerpt": "You have Disadvantage on attack rolls. An attack roll against you has Advantage if the attacker is within 5 feet of you. Otherwise, that attack roll has Disadvantage."
      },
      {
        "document": 1499,
        "excerpt": "0 and can't increase. Attacks Affected. Attack rolls against you have Advantage, and your attack rolls have Disadvantage. Saving Throws Affected. You have Disadvant"
      },
      {
        "document": 1500,
        "excerpt": "xterity saving throws. Attacks Affected. Attack rolls against you have Advantage."
      },
      {
        "document": 1501,
        "excerpt": "0 and can't increase. Attacks Affected. Attack rolls against you have Advantage. Saving Throws Affected. You automatically fail Strength and Dexterity saving throws"
      },
      {
        "document": 1502,
        "excerpt": "n existence. While you're wearing it, any Critical Hit against you becomes a normal hit."
      },
      {
        "document": 1506,
        "excerpt": "Amulet of Proof against Detection and Location"
      },
      {
        "document": 1514,
        "excerpt": "quires Attunement) You gain a +2 bonus to Armor Class against ranged attack rolls while you wield this Shield. This bonus is in addition to the Shield's normal bonus"
      },
      {
        "document": 1519,
        "excerpt": "An enclosed creature can take a Utilize action to push against the sphere's wall, moving the sphere up to half the creature's Speed. The sphere can be picked up, and i"
      },
      {
        "document": 1526,
        "excerpt": "eed, and any creature that makes an Opportunity Attack against you has Disadvantage on the attack roll. If you click your heels together again, you end the effect. Wh"
      },
      {
        "document": 1542,
        "excerpt": "sing any creature to have Disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This propert"
      },
      {
        "document": 1559,
        "excerpt": "aring the armor, you have Disadvantage on attack rolls against demons and on saving throws against their spells and special abilities."
      },
      {
        "document": 1561,
        "excerpt": "he orb might be Hostile toward you for compelling them against their will. Once you have used this property, it can't be used again for 1 hour. Destroying an Orb. A D"
      },
      {
        "document": 1562,
        "excerpt": "us to Armor Class, you have Advantage on saving throws against the breath weapons of Dragons, and you have Resistance to one damage type determined by the kind of drag"
      },
      {
        "document": 1565,
        "excerpt": "creature can take a Utilize action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so destroys"
      },
      {
        "document": 1567,
        "excerpt": "us to Armor Class. In addition, if an effect moves you against your will along the ground, you can take a Reaction to reduce the distance you are moved by up to 10 fee"
      },
      {
        "document": 1574,
        "excerpt": ". Whenever you use this weapon to make a ranged attack against a creature, you can try to restrain the target instead of dealing damage to it. If the arrow hits, the t"
      },
      {
        "document": 1579,
        "excerpt": "then take a Bonus Action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6 + 5 Fo"
      },
      {
        "document": 1593,
        "excerpt": "20 on the d20 for an attack roll made with this weapon against a Giant, the creature must succeed on a DC 17 Constitution saving throw or die. Might of Giants. The St"
      },
      {
        "document": 1598,
        "excerpt": "ake Fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems and is then destroyed. Ea"
      },
      {
        "document": 1602,
        "excerpt": "o you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Em"
      },
      {
        "document": 1618,
        "excerpt": "uires Attunement) You have Advantage on saving throws against spells while you wear this cloak."
      },
      {
        "document": 1627,
        "excerpt": "has no effect. Comet. The next time you enter combat against one or more Hostile creatures, you can select one of them as your foe when you roll Initiative. If you r"
      },
      {
        "document": 1632,
        "excerpt": ". When you make a ranged attack roll with this weapon against your sworn enemy, you have Advantage on the roll. In addition, your target gains no benefit from Half Co"
      },
      {
        "document": 1638,
        "excerpt": "Periapt of Proof against Poison"
      },
      {
        "document": 1644,
        "excerpt": "ic action to unfold a Portable Hole and place it on or against a solid surface, whereupon the Portable Hole creates an extradimensional hole 10 feet deep. The cylindri"
      },
      {
        "document": 1656,
        "excerpt": "Suspended in this amber liquid is a tiny heart that, against all reason, is still beating. These ingredients vanish when the potion is opened."
      },
      {
        "document": 1664,
        "excerpt": "pon around you, gaining a +5 bonus to your Armor Class against the triggering attack, potentially causing the attack to miss you. You can't use this property again unt"
      },
      {
        "document": 1666,
        "excerpt": ". If you fail to command it, the djinni defends itself against attackers but takes no other actions. After the djinni departs, it can't be summoned again for 24 hours"
      },
      {
        "document": 1667,
        "excerpt": "e wearing the ring, you have Advantage on attack rolls against Elementals and they have Disadvantage on attack rolls against you. Elemental Compulsion. While wearing"
      },
      {
        "document": 1679,
        "excerpt": "wearing this ring, you have Advantage on saving throws against spells. If you succeed on the save for a spell of level 7 or lower, the spell has no effect on you. If t"
      },
      {
        "document": 1682,
        "excerpt": "to expend 1 to 3 charges to make a ranged spell attack against one creature you can see within 60 feet of yourself. The ring produces a spectral ram's head and makes i"
      },
      {
        "document": 1688,
        "excerpt": "res that can see you have Disadvantage on attack rolls against you. Any creature in the Bright Light that can see you when the robe's power is activated must succeed o"
      },
      {
        "document": 1690,
        "excerpt": "Magic Resistance. You have Advantage on saving throws against spells and other magical effects. War Mage. Your spell save DC and spell attack bonus each increase by"
      },
      {
        "document": 1700,
        "excerpt": "The scarab has 12 charges. If you fail a saving throw against a Necromancy spell or a harmful effect originating from an Undead, you can take a Reaction to expend 1 c"
      },
      {
        "document": 1706,
        "excerpt": "you can make one of the attack rolls using the Shield against a target within 5 feet of yourself. Apply your Proficiency Bonus and Strength modifier to the attack rol"
      },
      {
        "document": 1710,
        "excerpt": "lding this Shield, you have Advantage on saving throws against spells and other magical effects, and spell attack rolls have Disadvantage against you."
      },
      {
        "document": 1712,
        "excerpt": "Reflect Enchantment. If you succeed on a saving throw against an Enchantment spell that targets only you, you can take a Reaction to expend 1 charge from the staff an"
      },
      {
        "document": 1716,
        "excerpt": "ke a Magic action to break the staff over your knee or against a solid surface. The staff is destroyed and releases its magic in an explosion that fills a 30-foot Eman"
      },
      {
        "document": 1719,
        "excerpt": "holding the staff, you have Advantage on saving throws against spells. In addition, you can take a Reaction when another creature casts a spell that targets only you."
      },
      {
        "document": 1728,
        "excerpt": "magic weapon and hit, maximize your weapon damage dice against the target. When you attack a creature with this weapon and roll a 20 on the d20 for the attack roll, t"
      },
      {
        "document": 1733,
        "excerpt": "Thunder. As a Magic action, you can strike the weapon against a hard surface to create a loud clap of thunder audible out to 300 feet. You also create a 30-foot Cone"
      },
      {
        "document": 1772,
        "excerpt": "condition, and the allosaurus can make one Bite attack against it."
      },
      {
        "document": 1790,
        "excerpt": "esistance. The archmage has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1797,
        "excerpt": "ck Tactics. The baboon has Advantage on an attack roll against a creature if at least one of the baboon's allies is within 5 feet of the creature and the ally doesn't"
      },
      {
        "document": 1799,
        "excerpt": "c Resistance. The balor has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1800,
        "excerpt": "olding a weapon. Response: The bandit adds 2 to its AC against that attack, possibly causing it to miss."
      },
      {
        "document": 1802,
        "excerpt": "c Resistance. The devil has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1805,
        "excerpt": "c Resistance. The devil has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1806,
        "excerpt": "the Blinded and Restrained conditions, has Total Cover against attacks and other effects outside the behir, and takes 21 (6d6) Acid damage at the start of each of the"
      },
      {
        "document": 1812,
        "excerpt": "Pack Tactics. The hawk has Advantage on an attack roll against a creature if at least one of the hawk's allies is within 5 feet of the creature and the ally doesn't ha"
      },
      {
        "document": 1815,
        "excerpt": "c Resistance. The devil has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1825,
        "excerpt": "c Resistance. The devil has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1828,
        "excerpt": "c Resistance. The golem has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1829,
        "excerpt": "d condition, and the cloaker can't make Attach attacks against other targets. In addition, the cloaker halves the damage it takes (round down), and the target takes th"
      },
      {
        "document": 1843,
        "excerpt": "ic Resistance. The deva has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1844,
        "excerpt": "Pack Tactics. The wolf has Advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally doesn't ha"
      },
      {
        "document": 1845,
        "excerpt": "Resistance. The djinni has Advantage on saving throws against spells and other magical effects. Wishes. The djinni has a 30 percent chance of knowing the Wish spell."
      },
      {
        "document": 1852,
        "excerpt": "c Resistance. The dryad has Advantage on saving throws against spells and other magical effects. Speak with Beasts and Plants. The dryad can communicate with Beasts a"
      },
      {
        "document": 1856,
        "excerpt": "Resistance. The efreeti has Advantage on saving throws against spells and other magical effects. Wishes. The efreeti has a 30 percent chance of knowing the Wish spell"
      },
      {
        "document": 1859,
        "excerpt": "Resistance. The erinyes has Advantage on saving throws against spells and other magical effects. Magic Rope. The erinyes has a magic rope. While bearing it, the eriny"
      },
      {
        "document": 1864,
        "excerpt": "c Resistance. The golem has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1885,
        "excerpt": "nded and Restrained conditions, and it has Total Cover against attacks and other effects outside the frog. While swallowing the target, the frog can't use Bite, and if"
      },
      {
        "document": 1891,
        "excerpt": "Pack Tactics. The rat has Advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally doesn't hav"
      },
      {
        "document": 1896,
        "excerpt": "nded and Restrained conditions, and it has Total Cover against attacks and other effects outside the toad. In addition, the target takes 10 (3d6) Acid damage at the en"
      },
      {
        "document": 1898,
        "excerpt": "k Tactics. The vulture has Advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally doesn't"
      },
      {
        "document": 1902,
        "excerpt": "andom direction. 7–8. The target makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack."
      },
      {
        "document": 1903,
        "excerpt": "esistance. The glabrezu has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1904,
        "excerpt": "ing a weapon. Response: The gladiator adds 3 to its AC against that attack, possibly causing it to miss."
      },
      {
        "document": 1907,
        "excerpt": "er: A creature the goblin can see makes an attack roll against it. Response: The goblin chooses a Small or Medium ally within 5 feet of itself. The goblin and that all"
      },
      {
        "document": 1924,
        "excerpt": "ack Tactics. The hound has Advantage on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally doesn't h"
      },
      {
        "document": 1925,
        "excerpt": "Resistance. The hezrou has Advantage on saving throws against spells and other magical effects. Stench. Constitution Saving Throw: DC 16, any creature that starts it"
      },
      {
        "document": 1930,
        "excerpt": "Tactics. The hobgoblin has Advantage on an attack roll against a creature if at least one of the hobgoblin's allies is within 5 feet of the creature and the ally doesn"
      },
      {
        "document": 1932,
        "excerpt": "c Resistance. The devil has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1935,
        "excerpt": "ack Tactics. The hyena has Advantage on an attack roll against a creature if at least one of the hyena's allies is within 5 feet of the creature and the ally doesn't h"
      },
      {
        "document": 1936,
        "excerpt": "c Resistance. The devil has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1938,
        "excerpt": "gic Resistance. The imp has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1941,
        "excerpt": "c Resistance. The golem has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1944,
        "excerpt": "olding a weapon. Response: The knight adds 2 to its AC against that attack, possibly causing it to miss."
      },
      {
        "document": 1945,
        "excerpt": "ck Tactics. The kobold has Advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally doesn't"
      },
      {
        "document": 1946,
        "excerpt": "creature has the Restrained condition, has Total Cover against attacks and other effects outside the kraken, and takes 24 (7d6) Acid damage at the start of each of its"
      },
      {
        "document": 1950,
        "excerpt": "Pack Tactics. The lion has Advantage on an attack roll against a creature if at least one of the lion's allies is within 5 feet of the creature and the ally doesn't ha"
      },
      {
        "document": 1957,
        "excerpt": "esistance. The marilith has Advantage on saving throws against spells and other magical effects. Reactive. The marilith can take one Reaction on every turn of combat."
      },
      {
        "document": 1966,
        "excerpt": "c Resistance. The mummy has Advantage on saving throws against spells and other magical effects. Undead Restoration. If destroyed, the mummy gains a new body in 24 ho"
      },
      {
        "document": 1968,
        "excerpt": "istance. The nalfeshnee has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1969,
        "excerpt": "gic Resistance. The hag has Advantage on saving throws against spells and other magical effects. Soul Bag. The hag has a soul bag. While holding or carrying the bag,"
      },
      {
        "document": 1971,
        "excerpt": "holding a weapon. Response: The noble adds 2 to its AC against that attack, possibly causing it to miss."
      },
      {
        "document": 1984,
        "excerpt": "olding a weapon. Response: The pirate adds 3 to its AC against that attack, possibly causing it to miss. On a miss, the pirate makes one Rapier attack against the trig"
      },
      {
        "document": 1986,
        "excerpt": "sistance. The pit fiend has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1987,
        "excerpt": "esistance. The planetar has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1993,
        "excerpt": "tance. The pseudodragon has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1995,
        "excerpt": "the Blinded and Restrained conditions, has Total Cover against attacks and other effects outside the worm, and takes 17 (5d6) Acid damage at the start of each of the w"
      },
      {
        "document": 1996,
        "excerpt": "Resistance. The quasit has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1997,
        "excerpt": ". The rakshasa automatically succeeds on saving throws against spells and other magical effects, and the attack rolls of spells automatically miss it. Without the raks"
      },
      {
        "document": 2001,
        "excerpt": "ack Tactics. The shark has Advantage on an attack roll against a creature if at least one of the shark's allies is within 5 feet of the creature and the ally doesn't h"
      },
      {
        "document": 2002,
        "excerpt": "Blinded and Restrained conditions, it has Total Cover against attacks and other effects outside the remorhaz, and it takes 10 (3d6) Acid damage plus 10 (3d6) Fire dam"
      },
      {
        "document": 2009,
        "excerpt": "ood Frenzy. The sahuagin has Advantage on attack rolls against any creature that doesn't have all its Hit Points. Limited Amphibiousness. The sahuagin can breathe air"
      },
      {
        "document": 2011,
        "excerpt": "c Resistance. The satyr has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 2018,
        "excerpt": "Response: The wearer gains a +5 bonus to AC, including against the triggering attack and possibly causing it to miss, until the start of the guardian's next turn."
      },
      {
        "document": 2022,
        "excerpt": "c Resistance. The solar has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 2026,
        "excerpt": "Resistance. The sphinx has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 2031,
        "excerpt": "Blurred Form. Attack rolls against the mephit are made with Disadvantage unless the mephit has the Incapacitated condition. Death Burst. T"
      },
      {
        "document": 2034,
        "excerpt": "c Resistance. The golem has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 2044,
        "excerpt": "sistance. The tarrasque has Advantage on saving throws against spells and other magical effects. Reflective Carapace. If the tarrasque is targeted by a Magic Missile"
      },
      {
        "document": 2046,
        "excerpt": "ack Tactics. The tough has Advantage on an attack roll against a creature if at least one of the tough's allies is within 5 feet of the creature and the ally doesn't h"
      },
      {
        "document": 2047,
        "excerpt": "ack Tactics. The tough has Advantage on an attack roll against a creature if at least one of the tough's allies is within 5 feet of the creature and the ally doesn't h"
      },
      {
        "document": 2053,
        "excerpt": "Resistance. The unicorn has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 2059,
        "excerpt": "c Resistance. The vrock has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 2060,
        "excerpt": "k Tactics. The vulture has Advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally doesn't"
      },
      {
        "document": 2063,
        "excerpt": "k Tactics. The warrior has Advantage on an attack roll against a creature if at least one of the warrior's allies is within 5 feet of the creature and the ally doesn't"
      },
      {
        "document": 2064,
        "excerpt": "lding a weapon. Response: The warrior adds 2 to its AC against that attack, possibly causing it to miss."
      },
      {
        "document": 2071,
        "excerpt": "Tactics. The werewolf has Advantage on an attack roll against a creature if at least one of the werewolf's allies is within 5 feet of the creature and the ally doesn'"
      },
      {
        "document": 2075,
        "excerpt": "Pack Tactics. The wolf has Advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally doesn't ha"
      },
      {
        "document": 2076,
        "excerpt": "Pack Tactics. The wolf has Advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally doesn't ha"
      },
      {
        "document": 2077,
        "excerpt": "d8 + 3) Piercing damage, and the next attack roll made against the target before the start of the worg's next turn has Advantage."
      }
    ],
    "agate": [
      {
        "document": 1170,
        "excerpt": "V, S, M (an agate worth 1,000+ GP, which the spell consumes)"
      },
      {
        "document": 1725,
        "excerpt": "m, Uncommon (Requires Attunement) While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws."
      }
    ],
    "age": [
      {
        "document": 283,
        "excerpt": "all species reach physical maturity at about the same age. Your character can be any age that isn’t beyond their species’ normal life span."
      },
      {
        "document": 965,
        "excerpt": "ngevity. The primal magic that you wield causes you to age more slowly. For every ten years that pass, your body ages only one year."
      },
      {
        "document": 1167,
        "excerpt": "cious condition, doesn't need food or air, and doesn't age. A target's astral form resembles its body in almost every way, replicating its game statistics and pos"
      },
      {
        "document": 1194,
        "excerpt": "ays; you choose whether the finished clone is the same age as the creature or younger. The clone remains inert and endures indefinitely while its vessel remains un"
      },
      {
        "document": 1324,
        "excerpt": "doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the imprisoned target, and the target can't teleport. Until"
      },
      {
        "document": 1406,
        "excerpt": "een dead for no more than a century, didn't die of old age, and wasn't Undead when it died. The creature returns to life with all its Hit Points. This spell also"
      },
      {
        "document": 1408,
        "excerpt": "his spell can't revive a creature that has died of old age, nor does it restore any missing body parts."
      },
      {
        "document": 1419,
        "excerpt": "d animation; it has the Unconscious condition, doesn't age, and doesn't need food, water, or air. You can set a condition for the spell to end early. The conditio"
      },
      {
        "document": 1464,
        "excerpt": "than 200 years and that died for any reason except old age. The creature is revived with all its Hit Points. This spell closes all wounds, neutralizes any poison,"
      },
      {
        "document": 1611,
        "excerpt": "ure at a time. A creature trapped in the flask doesn't age and doesn't need to breathe, eat, or drink. You can take a Magic action to remove the flask's stopper a"
      },
      {
        "document": 1625,
        "excerpt": "10 feet. Creatures trapped in the mirror's cells don't age, and they don't need to eat, drink, or sleep. A creature trapped within a cell can escape using magic th"
      },
      {
        "document": 1656,
        "excerpt": ", Very Rare When you drink this potion, your physical age is reduced by 1d6 + 6 years, to a minimum of 13 years. Each time you subsequently drink a Potion of Long"
      },
      {
        "document": 1697,
        "excerpt": "if it had spent 1 Hit Point Die. Also, creatures don't age while there, although time passes normally. Visitors can remain there for up to 200 days divided by the"
      }
    ],
    "ages": [
      {
        "document": 965,
        "excerpt": "more slowly. For every ten years that pass, your body ages only one year."
      }
    ],
    "agile": [
      {
        "document": 1842,
        "excerpt": "Agile. The deer doesn't provoke an Opportunity Attack when it moves out of an enemy's reach."
      },
      {
        "document": 1998,
        "excerpt": "Agile. The rat doesn't provoke an Opportunity Attack when it moves out of an enemy's reach."
      }
    ],
    "agility": [
      {
        "document": 746,
        "excerpt": "Agility, reflexes, and balance"
      },
      {
        "document": 962,
        "excerpt": "resents primal power coursing through you, honing your agility, bearing, and senses."
      },
      {
        "document": 970,
        "excerpt": "Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Ac"
      },
      {
        "document": 984,
        "excerpt": "pitome of an adventurer. In addition to improving your agility and stealth, you gain abilities useful for delving into ruins and getting maximum benefit from the magic"
      },
      {
        "document": 1609,
        "excerpt": ", it burns out, turns dull gray, and loses its magic. Agility (Very Rare). Your Dexterity increases by 2, to a maximum of 20, while this deep-red sphere orbits your h"
      },
      {
        "document": 2054,
        "excerpt": "Deathless Agility. The familiar takes the Dash or Disengage action."
      },
      {
        "document": 2055,
        "excerpt": "Deathless Agility. The vampire takes the Dash or Disengage action."
      }
    ],
    "aging": [
      {
        "document": 1496,
        "excerpt": "our weight increases by a factor of ten, and you cease aging. Incapacitated. You have the Incapacitated condition. Speed 0. Your Speed is 0 and can't increase. At"
      },
      {
        "document": 1627,
        "excerpt": "oul is trapped in this way, your body is inert, ceases aging, and requires no food, air, or water. A Wish spell can't return your soul to your body, but the spell re"
      }
    ],
    "agitated": [
      {
        "document": 1663,
        "excerpt": "ver its potency, the potion's red liquid glimmers when agitated."
      }
    ],
    "agitating": [
      {
        "document": 1645,
        "excerpt": "version of the Animal Friendship spell (save DC 13). Agitating this potion's muddy liquid brings little bits into view: a fish scale, a hummingbird feather, a cat claw"
      }
    ],
    "ago": [
      {
        "document": 1367,
        "excerpt": "et's memories of an event that took place up to 7 days ago (level 6 spell slot), 30 days ago (level 7 spell slot), 365 days ago (level 8 spell slot), or any time i"
      }
    ],
    "agonizing": [
      {
        "document": 972,
        "excerpt": "itch Invocation options appear in alphabetical order. Agonizing Blast Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage Choose one of your known War"
      }
    ],
    "agree": [
      {
        "document": 76,
        "excerpt": "rrendered or fled. Combat can also end when both sides agree to end it."
      },
      {
        "document": 1324,
        "excerpt": "simple or as elaborate as you choose, but the GM must agree that it has a high likelihood of happening within the next decade. The trigger must be an observable act"
      },
      {
        "document": 1376,
        "excerpt": "eporting back to you if possible. If you are unable to agree on a price for the creature's service, the creature immediately returns to its home plane."
      }
    ],
    "agreed": [
      {
        "document": 1376,
        "excerpt": "l. After the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you if"
      }
    ],
    "agricultural": [
      {
        "document": 981,
        "excerpt": "choose it. This domain is particularly associated with agricultural deities, gods of healing or endurance, and gods of home and community. Religious orders of healing also"
      }
    ],
    "aid": [
      {
        "document": 5,
        "excerpt": "ints or if someone takes an action to administer first aid to it, making a successful DC 10 Wisdom (Medicine) check. When you receive healing, add the restored Hi"
      },
      {
        "document": 43,
        "excerpt": "ch action to look for traps and use the Help action to aid another character who's trying to open a stuck door (with the Utilize action)."
      },
      {
        "document": 654,
        "excerpt": "ts or until someone uses an action to administer first aid to it, which requires a successful DC 10 Wisdom (Medicine) check."
      },
      {
        "document": 745,
        "excerpt": "re’s ability check or attack roll, or administer first aid."
      },
      {
        "document": 831,
        "excerpt": "Aid"
      },
      {
        "document": 841,
        "excerpt": "Aid, Zone of Truth"
      },
      {
        "document": 844,
        "excerpt": "Aid"
      },
      {
        "document": 851,
        "excerpt": "Aid"
      },
      {
        "document": 900,
        "excerpt": "Aid"
      },
      {
        "document": 909,
        "excerpt": "Aid, Bless, Cure Wounds, Lesser Restoration"
      },
      {
        "document": 912,
        "excerpt": "Aid"
      },
      {
        "document": 965,
        "excerpt": "summon a nature spirit that assumes an animal form to aid you. As a Magic action, you can expend a spell slot or a use of Wild Shape to cast the Find Familiar spe"
      },
      {
        "document": 968,
        "excerpt": "You can call on the aid of an otherworldly steed. You always have the Find Steed spell prepared. You can also cast the spell on"
      },
      {
        "document": 975,
        "excerpt": "Land's Aid"
      },
      {
        "document": 1151,
        "excerpt": "Aid"
      },
      {
        "document": 1376,
        "excerpt": "Instantaneous You beseech an otherworldly entity for aid. The being must be known to you: a god, a demon prince, or some other being of cosmic power. That entity"
      },
      {
        "document": 1835,
        "excerpt": "Divine Aid (2/Day). The couatl casts Bless, Lesser Restoration, or Sanctuary, requiring no spell components and usi"
      },
      {
        "document": 1843,
        "excerpt": "Divine Aid (2/Day). The deva casts Cure Wounds, Lesser Restoration, or Remove Curse, using the same spellcasting ab"
      },
      {
        "document": 1987,
        "excerpt": "Divine Aid (2/Day). The planetar casts Cure Wounds, Invisibility, Lesser Restoration, or Remove Curse, using the sa"
      },
      {
        "document": 1991,
        "excerpt": "Divine Aid (1/Day). The priest casts Bless, Healing Word, or Sanctuary, using the same spellcasting ability as Spel"
      },
      {
        "document": 1992,
        "excerpt": "Divine Aid (3/Day). The priest casts Bless, Dispel Magic, Healing Word, or Lesser Restoration, using the same spell"
      },
      {
        "document": 2022,
        "excerpt": "Divine Aid (3/Day). The solar casts Cure Wounds (level 2 version), Lesser Restoration, or Remove Curse, using the s"
      }
    ],
    "ailment": [
      {
        "document": 939,
        "excerpt": "Creature’s ailment or cause of death"
      }
    ],
    "aim": [
      {
        "document": 855,
        "excerpt": "Rogue Subclass, Steady Aim"
      },
      {
        "document": 970,
        "excerpt": "Steady Aim"
      },
      {
        "document": 1002,
        "excerpt": "ore of your choice by 1, to a maximum of 30. Peerless Aim. When you miss with an attack roll, you can hit instead. Once you use this benefit, you can't use it aga"
      },
      {
        "document": 1556,
        "excerpt": "d 1 foot wide. If you're holding the decanter, you can aim the geyser in one direction (no action required). One creature of your choice in the Line must succeed o"
      }
    ],
    "aiming": [
      {
        "document": 89,
        "excerpt": "Aiming a ranged attack is more difficult when a foe is next to you. When you make a ranged attack roll with a w"
      }
    ],
    "aims": [
      {
        "document": 979,
        "excerpt": "another fiend that is especially mighty. That patron's aims are evil - the corruption or destruction of all things, ultimately including you - and your path is defi"
      }
    ],
    "air": [
      {
        "document": 548,
        "excerpt": "you could fly 10 feet, walk 10 feet, and leap into the air to fly 20 feet more. Changes to Your Speeds. If an effect increases or decreases your Speed for a time,"
      },
      {
        "document": 566,
        "excerpt": "Tremorsense can't detect creatures or objects in the air, and it doesn't count as a form of sight."
      },
      {
        "document": 631,
        "excerpt": "A Fly Speed can be used to travel through the air. While you have a Fly Speed, you can stay aloft until you land, fall, or die. See also “Flying” and “Spe"
      },
      {
        "document": 641,
        "excerpt": "When you make a High Jump, you leap into the air a number of feet equal to 3 plus your Strength modifier (minimum of 0 feet) if you move at least 10 feet"
      },
      {
        "document": 684,
        "excerpt": "eatures because of the reduced amount of oxygen in the air. Each hour such a creature spends traveling at high altitude counts as 2 hours for the purpose of determ"
      },
      {
        "document": 754,
        "excerpt": "Air Elemental"
      },
      {
        "document": 767,
        "excerpt": "Air"
      },
      {
        "document": 790,
        "excerpt": "Plane determined by rolling 1d6: on a 1, the Plane of Air; on a 2, the Plane of Earth; on a 3, the Plane of Fire; on a 4, the Plane of Water; on a 5, the Feywild;"
      },
      {
        "document": 793,
        "excerpt": ", vinegar, wine, or oil (GM’s choice) 30 feet into the air for 1d4 minutes."
      },
      {
        "document": 1167,
        "excerpt": "it has the Unconscious condition, doesn't need food or air, and doesn't age. A target's astral form resembles its body in almost every way, replicating its game s"
      },
      {
        "document": 1202,
        "excerpt": ") Duration: Instantaneous You unleash a blast of cold air. Each creature in a 60-foot Cone originating from you makes a Constitution saving throw, taking 8d8 Col"
      },
      {
        "document": 1206,
        "excerpt": "he spirit's element, which determines its damage type: air (Lightning), earth (Thunder), fire (Fire), or water (Cold). The spirit lasts for the duration. Whenever"
      },
      {
        "document": 1250,
        "excerpt": "ing one of the following effects within range. Beckon Air. You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and s"
      },
      {
        "document": 1419,
        "excerpt": "ndition, doesn't age, and doesn't need food, water, or air. You can set a condition for the spell to end early. The condition can be anything you choose, but it m"
      },
      {
        "document": 1443,
        "excerpt": "he cloud is Heavily Obscured. The cloud lingers in the air for the duration or until a strong wind (such as the one created by Gust of Wind) disperses it. Each cr"
      },
      {
        "document": 1452,
        "excerpt": "the Restrained condition, and if you lift it into the air, it is suspended there. It falls at the end of your next turn unless you use this option on it again and"
      },
      {
        "document": 1474,
        "excerpt": "Points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on"
      },
      {
        "document": 1508,
        "excerpt": "tion to cause it to animate. The Shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The Shield"
      },
      {
        "document": 1509,
        "excerpt": "airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside. The apparatus floats on"
      },
      {
        "document": 1517,
        "excerpt": "ight before it can be used again. The bag holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside. Placing a Bag of Hold"
      },
      {
        "document": 1519,
        "excerpt": "re until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can pass through. An enclosed creature ca"
      },
      {
        "document": 1534,
        "excerpt": "ver beneath you, at which time it can be ridden in the air. It has a Fly Speed of 50 feet. It can carry up to 400 pounds, but its Fly Speed becomes 30 feet while c"
      },
      {
        "document": 1538,
        "excerpt": "Censer of Controlling Air Elementals"
      },
      {
        "document": 1555,
        "excerpt": "take a Bonus Action to toss this magic weapon into the air. When you do so, the weapon begins to hover, flies up to 30 feet, and attacks one creature of your choic"
      },
      {
        "document": 1564,
        "excerpt": "n you take a Utilize action to throw the dust into the air, you and each creature and object within a 10-foot Emanation originating from you have the Invisible con"
      },
      {
        "document": 1566,
        "excerpt": "As a Utilize action, you can throw the dust into the air, forcing yourself and every creature in a 30-foot Emanation originating from you to make a DC 15 Constit"
      },
      {
        "document": 1579,
        "excerpt": "take a Magic action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of"
      },
      {
        "document": 1594,
        "excerpt": "used again. Each pouch of the haversack holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside. Placing the haversack"
      },
      {
        "document": 1609,
        "excerpt": "you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing so. You"
      },
      {
        "document": 1610,
        "excerpt": "n 60 feet of yourself. As the sphere moves through the air, it opens into a tangle of metal bands. Make a ranged attack roll with an attack bonus equal to your De"
      },
      {
        "document": 1627,
        "excerpt": "our body is inert, ceases aging, and requires no food, air, or water. A Wish spell can't return your soul to your body, but the spell reveals the location of the o"
      },
      {
        "document": 1644,
        "excerpt": "the Portable Hole. A closed Portable Hole holds enough air for 1 hour of breathing, divided by the number of breathing creatures inside. Placing a Portable Hole i"
      },
      {
        "document": 1649,
        "excerpt": "your Speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's cl"
      },
      {
        "document": 1666,
        "excerpt": "summon a particular Djinni from the Elemental Plane of Air. The djinni appears in an unoccupied space you choose within 120 feet of yourself. It remains as long as"
      },
      {
        "document": 1667,
        "excerpt": "inked plane. For example, a Ring of Elemental Command (air) is linked to the Elemental Plane of Air. Every Ring of Elemental Command has the following two propert"
      },
      {
        "document": 1760,
        "excerpt": "Amphibious. The aboleth can breathe air and water. Eldritch Restoration. If destroyed, the aboleth gains a new body in 5d10 days, reviving with"
      },
      {
        "document": 1761,
        "excerpt": "Amphibious. The dragon can breathe air and water. Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can c"
      },
      {
        "document": 1764,
        "excerpt": "Amphibious. The dragon can breathe air and water. Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can c"
      },
      {
        "document": 1766,
        "excerpt": "Amphibious. The dragon can breathe air and water. Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can c"
      },
      {
        "document": 1767,
        "excerpt": "Amphibious. The dragon can breathe air and water. Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can c"
      },
      {
        "document": 1771,
        "excerpt": "Air Elemental"
      },
      {
        "document": 1773,
        "excerpt": "Amphibious. The dragon can breathe air and water. Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can c"
      },
      {
        "document": 1776,
        "excerpt": "Amphibious. The dragon can breathe air and water. Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can c"
      },
      {
        "document": 1778,
        "excerpt": "Amphibious. The dragon can breathe air and water. Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can c"
      },
      {
        "document": 1779,
        "excerpt": "Amphibious. The dragon can breathe air and water. Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can c"
      },
      {
        "document": 1789,
        "excerpt": "Amphibious. The archelon can breathe air and water."
      },
      {
        "document": 1809,
        "excerpt": "Amphibious. The dragon can breathe air and water."
      },
      {
        "document": 1817,
        "excerpt": "Amphibious. The dragon can breathe air and water."
      },
      {
        "document": 1827,
        "excerpt": "Amphibious. The chuul can breathe air and water. Sense Magic. The chuul senses magic within 120 feet of itself. This trait otherwise works li"
      },
      {
        "document": 1836,
        "excerpt": "Amphibious. The crab can breathe air and water."
      },
      {
        "document": 1845,
        "excerpt": "ion. If the djinni dies outside the Elemental Plane of Air, its body dissolves into mist, and it gains a new body in 1d4 days, reviving with all its Hit Points som"
      },
      {
        "document": 1848,
        "excerpt": "Amphibious. The dragon can breathe air and water."
      },
      {
        "document": 1866,
        "excerpt": "Amphibious. The frog can breathe air and water. Standing Leap. The frog's Long Jump is up to 10 feet and its High Jump is up to 5 feet with"
      },
      {
        "document": 1879,
        "excerpt": "Amphibious. The crab can breathe air and water."
      },
      {
        "document": 1885,
        "excerpt": "Amphibious. The frog can breathe air and water. Standing Leap. The frog's Long Jump is up to 20 feet and its High Jump is up to 10 feet with"
      },
      {
        "document": 1896,
        "excerpt": "Amphibious. The toad can breathe air and water. Standing Leap. The toad's Long Jump is up to 20 feet and its High Jump is up to 10 feet with"
      },
      {
        "document": 1910,
        "excerpt": "Amphibious. The dragon can breathe air and water."
      },
      {
        "document": 1913,
        "excerpt": "Amphibious. The dragon can breathe air and water."
      },
      {
        "document": 1914,
        "excerpt": "Amphibious. The hag can breathe air and water. Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the fo"
      },
      {
        "document": 1940,
        "excerpt": "Air Form. The stalker can enter an enemy's space and stop there. It can move through a space as narrow as 1"
      },
      {
        "document": 1946,
        "excerpt": "Amphibious. The kraken can breathe air and water. Legendary Resistance (4/Day, or 5/Day in Lair). If the kraken fails a saving throw, it can c"
      },
      {
        "document": 1960,
        "excerpt": "Amphibious. The merfolk can breathe air and water."
      },
      {
        "document": 1961,
        "excerpt": "Amphibious. The merrow can breathe air and water."
      },
      {
        "document": 2009,
        "excerpt": "nts. Limited Amphibiousness. The sahuagin can breathe air and water, but it must be submerged at least once every 4 hours to avoid suffocating outside water. Sha"
      },
      {
        "document": 2014,
        "excerpt": "Amphibious. The hag can breathe air and water. Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the fo"
      },
      {
        "document": 2035,
        "excerpt": "Amphibious. The giant can breathe air and water."
      },
      {
        "document": 2056,
        "excerpt": "less and can enter an enemy's space and stop there. If air can pass through a space, the mist can do so, but it can't pass through liquid. It has Resistance to all"
      },
      {
        "document": 2081,
        "excerpt": "Amphibious. The dragon can breathe air and water."
      },
      {
        "document": 2084,
        "excerpt": "Amphibious. The dragon can breathe air and water."
      },
      {
        "document": 2086,
        "excerpt": "Amphibious. The dragon can breathe air and water."
      },
      {
        "document": 2087,
        "excerpt": "Amphibious. The dragon can breathe air and water."
      }
    ],
    "airborne": [
      {
        "document": 358,
        "excerpt": "The Airborne and Waterborne Vehicles table provides statistics for various types of large vehicles. The following not"
      },
      {
        "document": 359,
        "excerpt": "ores. A Rowboat can be carried and weighs 100 pounds. Airborne and Waterborne Vehicles"
      },
      {
        "document": 922,
        "excerpt": "Airborne and Waterborne Vehicles"
      }
    ],
    "airship": [
      {
        "document": 922,
        "excerpt": "Airship"
      }
    ],
    "airtight": [
      {
        "document": 1509,
        "excerpt": "le the apparatus's hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of bre"
      }
    ],
    "alabaster": [
      {
        "document": 266,
        "excerpt": "us person 62 A silver skull the size of a coin 63 An alabaster mask 64 A cone of sticky black incense that stinks 65 A nightcap that gives you pleasant dreams when y"
      }
    ],
    "alarm": [
      {
        "document": 850,
        "excerpt": "Alarm"
      },
      {
        "document": 886,
        "excerpt": "Alarm"
      },
      {
        "document": 1152,
        "excerpt": "Alarm"
      },
      {
        "document": 1268,
        "excerpt": "amage or other danger. Thus, the spell would sense the Alarm or Glyph of Warding spell or a mechanical pit trap, but it wouldn't reveal a natural weakness in the flo"
      },
      {
        "document": 1755,
        "excerpt": "es within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit do"
      }
    ],
    "alarming": [
      {
        "document": 692,
        "excerpt": "r 1d10 minutes. This condition might be accompanied by alarming behavior or hallucinations. These effects can be suppressed with the Calm Emotions spell or removed by t"
      }
    ],
    "albeit": [
      {
        "document": 1476,
        "excerpt": "successful one. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of moveme"
      }
    ],
    "alchemical": [
      {
        "document": 676,
        "excerpt": "Magical Contagion Fouled potions and alchemical waste can give rise to Sewer Plague, which incubates in sewers and refuse heaps and is sometimes transmi"
      }
    ],
    "alchemist": [
      {
        "document": 756,
        "excerpt": "the object: on a 1, a vial of Acid; on a 2, a flask of Alchemist’s Fire; on a 3, a Crowbar; on a 4, a lit Torch."
      },
      {
        "document": 772,
        "excerpt": "Alchemist’s Supplies or Herbalism Kit"
      },
      {
        "document": 931,
        "excerpt": "Alchemist’s Fire"
      },
      {
        "document": 1017,
        "excerpt": "Alchemist’s Fire"
      }
    ],
    "alchemist's": [
      {
        "document": 415,
        "excerpt": "Alchemist's Supplies (50 GP)"
      },
      {
        "document": 446,
        "excerpt": "Alchemist's Fire (50 GP)"
      }
    ],
    "alchemists": [
      {
        "document": 672,
        "excerpt": "Alchemists, potion brewers, and areas of wild magic are credited with creating the first magical contagions. An out"
      }
    ],
    "alcohol": [
      {
        "document": 416,
        "excerpt": ". Utilize: Detect poisoned drink (DC 15), or identify alcohol (DC 10) Craft: Antitoxin"
      },
      {
        "document": 1262,
        "excerpt": "V, S, M (a drop of alcohol)"
      },
      {
        "document": 1738,
        "excerpt": "Legendary This tube holds milky liquid with a strong alcohol smell. When found, a tube contains 1d6 + 1 ounces. You can take a Utilize action to pour 1 or more ounc"
      }
    ],
    "ale": [
      {
        "document": 923,
        "excerpt": "Ale (mug)"
      }
    ],
    "alert": [
      {
        "document": 996,
        "excerpt": "Alert (see “Feats”)"
      },
      {
        "document": 1000,
        "excerpt": "Alert"
      }
    ],
    "alerted": [
      {
        "document": 1152,
        "excerpt": "hin 60 feet of the warded area. Mental Alarm. You are alerted by a mental ping if you are within 1 mile of the warded area. This ping awakens you if you're asleep."
      }
    ],
    "alertness": [
      {
        "document": 1693,
        "excerpt": "Rod of Alertness"
      }
    ],
    "alerts": [
      {
        "document": 1152,
        "excerpt": "r than a 20-foot Cube. Until the spell ends, an alarm alerts you whenever a creature touches or enters the warded area. When you cast the spell, you can designate cr"
      }
    ],
    "alien": [
      {
        "document": 181,
        "excerpt": "h have no rules of their own: Aberrations are utterly alien beings, such as aboleths and cloakers. Beasts are non-Humanoid natural creatures, like horses and wolve"
      }
    ],
    "aligned": [
      {
        "document": 787,
        "excerpt": "Aligned. The item seeks to defeat or destroy those of a diametrically opposed alignment.Such an item is never Ne"
      },
      {
        "document": 1376,
        "excerpt": "stances under which you cast the spell. If the task is aligned with the creature's ethos, the payment might be halved or even waived. Nonhazardous tasks typically requ"
      }
    ],
    "alignment": [
      {
        "document": 138,
        "excerpt": "Alignment"
      },
      {
        "document": 141,
        "excerpt": "entient Item's Special Purpose table. Sentient Item's Alignment Sentient Item's Communication Sentient Item's Senses Sentient Item's Special Purpose"
      },
      {
        "document": 142,
        "excerpt": "a sentient item acts in a manner opposed to the item's alignment or purpose, conflict can arise. When such a conflict occurs, the item's bearer makes a Charisma saving t"
      },
      {
        "document": 161,
        "excerpt": ", creature type (along with any descriptive tags), and alignment. Combat Highlights. Armor Class, Hit Points, Speed, and Initiative are provided here. Ability Scores."
      },
      {
        "document": 183,
        "excerpt": "Alignment"
      },
      {
        "document": 234,
        "excerpt": "Step 4: Alignment"
      },
      {
        "document": 235,
        "excerpt": "A creature's alignment broadly describes its ethical attitudes and ideals. Alignment is a combination of two factors: one ident"
      },
      {
        "document": 237,
        "excerpt": "y Lawful Evil. Neutral Evil (NE). Neutral Evil is the alignment of those who are untroubled by the harm they cause as they pursue their desires. A criminal who robs and"
      },
      {
        "document": 247,
        "excerpt": "depends on the character's six abilities. 4: Choose an Alignment. Alignment is a shorthand for your character's moral compass. 5: Fill in Details. Using the choices you'"
      },
      {
        "document": 554,
        "excerpt": "with any descriptive tags. See also “Creature Type.” Alignment. An alignment is suggested for the monster, with the GM determining its actual alignment. See also “Alig"
      },
      {
        "document": 649,
        "excerpt": "Alignment"
      },
      {
        "document": 651,
        "excerpt": "r urging is repugnant to the monster or counter to its alignment, no ability check is necessary; it doesn't comply. Hesitant. If you urge the monster to do something th"
      },
      {
        "document": 784,
        "excerpt": "Sentient Item's Alignment"
      },
      {
        "document": 787,
        "excerpt": "to defeat or destroy those of a diametrically opposed alignment.Such an item is never Neutral."
      },
      {
        "document": 793,
        "excerpt": "er of the GM’s choice that acts in accordance with its alignment and nature. The monster remains for 1 minute, then disappears in a puff of bright-pink smoke."
      },
      {
        "document": 1156,
        "excerpt": "retains its creature type; Hit Points; Hit Point Dice; alignment; ability to communicate; and Intelligence, Wisdom, and Charisma scores. The target's actions are limited"
      },
      {
        "document": 1360,
        "excerpt": "naffected by anything that would sense its emotions or alignment, read its thoughts, or magically detect its location, and no spell - not even Wish - can gather informat"
      },
      {
        "document": 1367,
        "excerpt": "emory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as a false memory of how much the creature enjoyed swimm"
      },
      {
        "document": 1381,
        "excerpt": "block of the chosen Beast, but the target retains its alignment, personality, creature type, Hit Points, and Hit Point Dice. See the \"Animals\" section of \"Monsters\" for"
      },
      {
        "document": 1420,
        "excerpt": "of the chosen form, but you retain your creature type; alignment; personality; Intelligence, Wisdom, and Charisma scores; Hit Points; Hit Point Dice; proficiencies; and"
      },
      {
        "document": 1463,
        "excerpt": "w form, but it retains its Hit Points, Hit Point Dice, alignment, and personality. The target gains a number of Temporary Hit Points equal to the Hit Points of the new"
      },
      {
        "document": 1611,
        "excerpt": "ure acts in accordance with its normal disposition and alignment. An Identify spell reveals if the flask contains a creature, but the only way to determine the type of"
      },
      {
        "document": 1627,
        "excerpt": "se within 30 feet of yourself. The knight has the same alignment as you and serves you loyally until death, believing the two of you have been drawn together by fate. Wo"
      },
      {
        "document": 1673,
        "excerpt": "r thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. Yo"
      },
      {
        "document": 1997,
        "excerpt": "asa remotely or detect its thoughts, creature type, or alignment. Fiendish Restoration. If the rakshasa dies outside the Nine Hells, its body turns to ichor, and it gai"
      },
      {
        "document": 2029,
        "excerpt": "). Failure: The sprite knows the target's emotions and alignment. Invisibility. The sprite casts Invisibility on itself, requiring no spell components and using Charism"
      }
    ],
    "alignments": [
      {
        "document": 183,
        "excerpt": "er whether an individual leans toward one of the other alignments. \"Character Creation\" describes the nine alignments and unaligned creatures."
      },
      {
        "document": 235,
        "excerpt": "The Nine Alignments"
      },
      {
        "document": 237,
        "excerpt": "that lack the capacity for rational thought don't have alignments; they are unaligned. Sharks are savage predators, for example, but they aren't evil; they are unaligned."
      }
    ],
    "aligns": [
      {
        "document": 141,
        "excerpt": "of all else. As long as the wielder's use of the item aligns with that special purpose, the item remains cooperative. Deviating from this course might cause conflict"
      },
      {
        "document": 651,
        "excerpt": "ecessary, as explained below. Willing. If your urging aligns with the monster's desires, no ability check is necessary; the monster fulfills your request in a way it"
      }
    ],
    "alive": [
      {
        "document": 1345,
        "excerpt": "he creature's soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies. When the spell ends, the container is destroyed."
      },
      {
        "document": 1484,
        "excerpt": "ard in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a Legendary magic item or an Artifact m"
      }
    ],
    "all": [
      {
        "document": 27,
        "excerpt": "a monster appears in its stat block. Calculating AC. All creatures start with the same base AC calculation: Base AC = 10 + the creature's Dexterity modifier A"
      },
      {
        "document": 32,
        "excerpt": "If multiple situations affect a roll and they all grant Advantage on it, you still roll only two d20s. Similarly, if multiple situations impose Disadvanta"
      },
      {
        "document": 34,
        "excerpt": "are better at unlocking the secrets of the multiverse. All creatures have a Proficiency Bonus, which reflects the impact that training has on the creature's capabi"
      },
      {
        "document": 48,
        "excerpt": "All creatures - characters and monsters - have six abilities that measure physical and mental characteristic"
      },
      {
        "document": 72,
        "excerpt": "Establish Positions. The Game Master determines where all the characters and monsters are located. Given the adventurers' marching order or their stated positions"
      },
      {
        "document": 75,
        "excerpt": "n forgo moving, taking an action, or doing anything at all on your turn. If you can't decide what to do, consider taking the defensive Dodge action or the Ready ac"
      },
      {
        "document": 108,
        "excerpt": "against it at the same time, roll the damage once for all the targets. For example, when a wizard casts Fireball, the spell's damage is rolled once for all creatu"
      },
      {
        "document": 112,
        "excerpt": "Resistance to Necrotic damage as well as Resistance to all damage, Necrotic damage is reduced by half against you."
      },
      {
        "document": 113,
        "excerpt": "lied third. For example, a creature has Resistance to all damage and Vulnerability to Fire damage, and it's within a magical aura that reduces all damage by 5. If"
      },
      {
        "document": 121,
        "excerpt": "words must be audible and fail to work in areas where all sound is suppressed, as in the area of the Silence spell."
      },
      {
        "document": 128,
        "excerpt": "ms, other than Potions and Scrolls, have Resistance to all damage. An Artifact can be destroyed only in some special way. Otherwise, it is impervious to damage. L"
      },
      {
        "document": 132,
        "excerpt": "ows its user to cast any spells from it, you must have all those spells prepared every day you spend crafting the item."
      },
      {
        "document": 141,
        "excerpt": "m an objective it pursues, perhaps to the exclusion of all else. As long as the wielder's use of the item aligns with that special purpose, the item remains cooper"
      },
      {
        "document": 142,
        "excerpt": "its bearer pursue the item's goals to the exclusion of all other goals. Get Rid of It. The item demands that its bearer dispose of anything the item finds repugna"
      },
      {
        "document": 158,
        "excerpt": "e stat block. The Gear entry doesn't necessarily list all of a monster's equipment. For example, a monster that wears clothes is assumed to be dressed appropriate"
      },
      {
        "document": 161,
        "excerpt": "r. Traits. Monster characteristics that are active at all times or during certain situations appear here. Actions. The monster can take the actions here in addit"
      },
      {
        "document": 168,
        "excerpt": "ster's traits, if any, are features that are active at all times or in certain situations."
      },
      {
        "document": 169,
        "excerpt": "n this section or take one of the actions available to all creatures, as described in “Playing the Game.”"
      },
      {
        "document": 171,
        "excerpt": "wn) as targets that fail the save, while also ignoring all other parts of the effect."
      },
      {
        "document": 178,
        "excerpt": "e whenever it takes a Legendary Action, and it regains all expended uses at the start of each of its turns."
      },
      {
        "document": 232,
        "excerpt": "ose scores by 2 and a different one by 1, or increase all three by 1. None of these increases can raise a score above 20. Some players like to increase their cla"
      },
      {
        "document": 237,
        "excerpt": "llow their whims, valuing their personal freedom above all else. A scoundrel who wanders the land living by their wits is probably Chaotic Neutral. Lawful Evil (L"
      },
      {
        "document": 239,
        "excerpt": "Some class features offer choices. Make sure to read all your features and make any offered choices."
      },
      {
        "document": 241,
        "excerpt": "Include all modifiers that apply to your Wisdom (Perception) checks. For example, if your character has a Wisdom of"
      },
      {
        "document": 243,
        "excerpt": "sses.” When your Proficiency Bonus increases, increase all the numbers on your character sheet that include your Proficiency Bonus. 5: Adjust Ability Modifiers. I"
      },
      {
        "document": 257,
        "excerpt": "cter level is 1. Add together the Hit Dice granted by all your classes to form your pool of Hit Dice. If these dice are the same die type, you can pool them toget"
      },
      {
        "document": 264,
        "excerpt": "spellcasting depends partly on your combined levels in all your spellcasting classes and partly on your individual levels in those classes. Once you have the Spell"
      },
      {
        "document": 272,
        "excerpt": "ibed in “Equipment,” but for now you can just write it all down and look up the specifics in “Equipment” later. Note any coins you have left after purchasing your"
      },
      {
        "document": 283,
        "excerpt": "haracter Origins.” Regardless of life span, members of all species reach physical maturity at about the same age. Your character can be any age that isn’t beyond t"
      },
      {
        "document": 288,
        "excerpt": "nature. When you choose a species, your character gets all the special traits listed for it. Some traits involve making a choice from a handful of options."
      },
      {
        "document": 292,
        "excerpt": "s. Increase one by 2 and another one by 1, or increase all three by 1. None of these increases can raise a score above 20."
      },
      {
        "document": 473,
        "excerpt": "h is watertight and filled with compartments that hold all the free Material components of your spells."
      },
      {
        "document": 501,
        "excerpt": "lly deal with targets, saving throws, attack rolls, or all three, each of which is detailed below."
      },
      {
        "document": 503,
        "excerpt": "fy that a target makes a saving throw to avoid some or all of a spell's effects. The spell specifies the ability that the target uses for the save and what happens"
      },
      {
        "document": 517,
        "excerpt": "ish the rest, you gain the following benefits: Regain All HP. You regain all lost Hit Points and all spent Hit Point Dice. If your Hit Point maximum was reduced,"
      },
      {
        "document": 526,
        "excerpt": "shape specify how to position its point of origin. If all straight lines extending from the point of origin to a location in the area of effect are blocked, that"
      },
      {
        "document": 533,
        "excerpt": "urn. The Opportunity Attack is a Reaction available to all creatures. See also \"Opportunity Attacks\" and \"Playing the Game\" (\"Actions\")."
      },
      {
        "document": 552,
        "excerpt": "ds in straight lines from a point of origin outward in all directions. The effect that creates a Sphere specifies the distance it extends as the radius of the Sphe"
      },
      {
        "document": 554,
        "excerpt": "ability scores, modifiers, and saving throw modifiers, all of which are detailed in \"Playing the Game.\" Skills. This entry lists the monster's skill proficiencies"
      },
      {
        "document": 555,
        "excerpt": "tack as part of the Attack action, you can use some or all of that movement to move between those attacks."
      },
      {
        "document": 557,
        "excerpt": "s turns. When a creature can breathe again, it removes all levels of Exhaustion it gained from suffocating."
      },
      {
        "document": 563,
        "excerpt": "ever provokes Opportunity Attacks. When you teleport, all the equipment you're wearing and carrying teleports with you. If you're touching another creature when y"
      },
      {
        "document": 580,
        "excerpt": "res, an object can't make ability checks, and it fails all saving throws."
      },
      {
        "document": 600,
        "excerpt": "dice for the attack's damage against the target. Roll all of the attack's damage dice twice and add them together. Then add any relevant modifiers. See also \"Play"
      },
      {
        "document": 604,
        "excerpt": "If something in the game affects D20 Tests, it affects all three of these rolls. The GM determines whether a D20 Test is warranted in a given circumstance. See als"
      },
      {
        "document": 607,
        "excerpt": "an object that has a damage threshold has Immunity to all damage unless it takes an amount of damage from a single attack or effect equal to or greater than its d"
      },
      {
        "document": 623,
        "excerpt": "ends in straight lines from a creature or an object in all directions. The effect that creates an Emanation specifies the distance it extends. An Emanation moves"
      },
      {
        "document": 683,
        "excerpt": "scured, and creatures in the area have Disadvantage on all Wisdom (Perception) checks. Heavy rain also extinguishes open flames."
      },
      {
        "document": 687,
        "excerpt": "ce exceeds its tolerance, the ice in that area breaks. All creatures on broken ice fall through. Below the ice is frigid water (see “Frigid Water” above)."
      },
      {
        "document": 692,
        "excerpt": "erm Effects. The character has Disadvantage on some or all ability checks for 1d10 × 10 hours, stemming from an unwillingness or inability to exert a particular se"
      },
      {
        "document": 717,
        "excerpt": "Set the Trap. A creature that has Thieves' Tools and all the trap's components (including a Net) can try to set a falling net trap, doing so with a successful DC"
      },
      {
        "document": 720,
        "excerpt": "k, detecting the holes on a successful check. Plugging all the holes with wax, cloth, or detritus prevents the darts from firing. As a Search action, a creature c"
      },
      {
        "document": 722,
        "excerpt": "a secret compartment and begins to roll. The stone and all creatures nearby roll Initiative; the stone gets a +8 bonus on its Initiative roll. On its turn, the st"
      },
      {
        "document": 758,
        "excerpt": "Proficiency with all Simple weapons"
      },
      {
        "document": 783,
        "excerpt": "the total damage of the gems is divided equally among all creatures in the Line."
      },
      {
        "document": 896,
        "excerpt": "Expertise, Jack of All Trades"
      },
      {
        "document": 962,
        "excerpt": "ended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. While active, your Rage follows the rules below. Damage Res"
      },
      {
        "document": 963,
        "excerpt": "ur Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. At Higher Levels. Your Bardic Inspiration die changes when y"
      },
      {
        "document": 964,
        "excerpt": "lots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest. Prepared Spells of Level 1+. You prepare the list of level"
      },
      {
        "document": 965,
        "excerpt": "lots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest. Prepared Spells of Level 1+. You prepare the list of level"
      },
      {
        "document": 966,
        "excerpt": "ended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. When you reach certain Fighter levels, you gain more uses of"
      },
      {
        "document": 967,
        "excerpt": "h a Short or Long Rest, at the end of which you regain all your expended points. Some features that use Focus Points require your target to make a saving throw. T"
      },
      {
        "document": 968,
        "excerpt": "lots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest. Prepared Spells of Level 1+. You prepare the list of level"
      },
      {
        "document": 969,
        "excerpt": "lots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest. Prepared Spells of Level 1+. You prepare the list of level"
      },
      {
        "document": 970,
        "excerpt": "Becoming a Rogue ... As a Level 1 Character - Gain all the traits in the Core Rogue Traits table. - Gain the Rogue's level 1 features, which are listed in the"
      },
      {
        "document": 971,
        "excerpt": "lots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest. Prepared Spells of Level 1+. You prepare the list of level"
      },
      {
        "document": 972,
        "excerpt": "ls 1–5. The table also shows the level of those slots, all of which are the same level. You regain all expended Pact Magic spell slots when you finish a Short or L"
      },
      {
        "document": 973,
        "excerpt": "lots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest. Prepared Spells of Level 1+. You prepare the list of level"
      },
      {
        "document": 979,
        "excerpt": "ron's aims are evil - the corruption or destruction of all things, ultimately including you - and your path is defined by the extent to which you strive against th"
      },
      {
        "document": 980,
        "excerpt": "with an attack roll, that creature has Disadvantage on all other attack rolls against you this turn."
      },
      {
        "document": 981,
        "excerpt": "main focuses on the positive energy that helps sustain all life in the multiverse. Clerics who tap into this domain are masters of healing, using that life force t"
      },
      {
        "document": 985,
        "excerpt": "your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest."
      },
      {
        "document": 986,
        "excerpt": "times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest."
      },
      {
        "document": 987,
        "excerpt": "times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest."
      },
      {
        "document": 989,
        "excerpt": "times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. You can also use any spell slots you have to cast the spell."
      },
      {
        "document": 990,
        "excerpt": "times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest: Cloud's Jaunt (Cloud Giant). As a Bonus Action, you magicall"
      },
      {
        "document": 993,
        "excerpt": "times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Short or Long Rest."
      },
      {
        "document": 1007,
        "excerpt": "e within Dim Light or Darkness, you have Resistance to all damage except Psychic and Radiant."
      },
      {
        "document": 1167,
        "excerpt": "inth worth 1,000+ GP and one silver bar worth 100+ GP, all of which the spell consumes)"
      },
      {
        "document": 1203,
        "excerpt": "1 | The target doesn’t take an action, and it uses all its movement to move. Roll 1d4 for the direction: 1, north; 2, east; 3, south; or 4, west."
      },
      {
        "document": 1214,
        "excerpt": "a different one. Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If you choose an area in a large body of wate"
      },
      {
        "document": 1250,
        "excerpt": "ust, rustle leaves, and close open doors and shutters, all in a 5-foot Cube. Doors and shutters being held open by someone or something aren't affected. Beckon Ea"
      },
      {
        "document": 1299,
        "excerpt": "but each of the following effects can be dispelled. If all four are dispelled, Guards and Wards ends. If you cast the spell every day for 365 days on the same area"
      },
      {
        "document": 1317,
        "excerpt": "n the aura, creatures of your choice have Advantage on all saving throws, and other creatures have Disadvantage on attack rolls against them. In addition, when a F"
      },
      {
        "document": 1323,
        "excerpt": "tever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible"
      },
      {
        "document": 1330,
        "excerpt": "l the end of its next turn, during which it must spend all its movement to dance in place. On a failed save, the target has the Charmed condition for the duration"
      },
      {
        "document": 1346,
        "excerpt": "rt deals 1d4 + 1 Force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. Using a Higher-Level Spe"
      },
      {
        "document": 1349,
        "excerpt": "it. A staff of 100 near-transparent servants attends all who enter. You determine the appearance of these servants and their attire. They are invulnerable and ob"
      },
      {
        "document": 1363,
        "excerpt": "ough the illusion to the terrain's true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion's presence, the cr"
      },
      {
        "document": 1364,
        "excerpt": "uplicate is destroyed. The duplicates otherwise ignore all other damage and effects. The spell ends when all three duplicates are destroyed. A creature is unaffec"
      },
      {
        "document": 1367,
        "excerpt": "no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity, change its memory of the"
      },
      {
        "document": 1378,
        "excerpt": "rcle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle."
      },
      {
        "document": 1379,
        "excerpt": "ffect below. Overgrowth. Choose a point within range. All normal plants in a 100-foot-radius Sphere centered on that point become thick and overgrown. A creature"
      },
      {
        "document": 1382,
        "excerpt": "creature you can see within range. The target regains all its Hit Points. If the creature has the Charmed, Frightened, Paralyzed, Poisoned, or Stunned condition,"
      },
      {
        "document": 1388,
        "excerpt": "rough the wall, it does so one layer at a time through all the layers. Each layer forces the creature to make a Dexterity saving throw or be affected by that layer"
      },
      {
        "document": 1397,
        "excerpt": "the creature at the time of death. This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organ"
      },
      {
        "document": 1398,
        "excerpt": "duration. During that time, it also subtracts 1d8 from all its damage rolls. The target repeats the save at the end of each of its turns, ending the spell on a suc"
      },
      {
        "document": 1403,
        "excerpt": "mponents: V, S Duration: Instantaneous At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, bu"
      },
      {
        "document": 1404,
        "excerpt": "the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside,"
      },
      {
        "document": 1406,
        "excerpt": "ndead when it died. The creature returns to life with all its Hit Points. This spell also neutralizes any poisons that affected the creature at the time of death."
      },
      {
        "document": 1407,
        "excerpt": "0-foot high Cylinder centered on a point within range. All creatures and objects in that area that aren't anchored to the ground fall upward and reach the top of t"
      },
      {
        "document": 1414,
        "excerpt": "ave, the spell ends. Using a Higher-Level Spell Slot. All the damage increases by 1d6 for each spell slot level above 1."
      },
      {
        "document": 1415,
        "excerpt": "0+ GP) Duration: Until dispelled You hide a chest and all its contents on the Ethereal Plane. You must touch the chest and the miniature replica that serve as Mat"
      },
      {
        "document": 1453,
        "excerpt": "ice within range, psychically linking each creature to all the others for the duration. Creatures that can't communicate in any languages aren't affected by this s"
      },
      {
        "document": 1459,
        "excerpt": "if the Emanation isn't big enough to fully encapsulate all creatures in its area. Creatures and objects within the Emanation when you cast the spell can move thro"
      },
      {
        "document": 1462,
        "excerpt": "nt to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either"
      },
      {
        "document": 1464,
        "excerpt": "ny reason except old age. The creature is revived with all its Hit Points. This spell closes all wounds, neutralizes any poison, cures all magical contagions, and"
      },
      {
        "document": 1467,
        "excerpt": "Athletics) check against your spell save DC to move at all. If it fails the check, it can't move. A creature that moves out of the wall falls to the ground."
      },
      {
        "document": 1473,
        "excerpt": "can physically pass through the wall. It is immune to all damage and can't be dispelled by Dispel Magic. A Disintegrate spell destroys the wall instantly, however"
      },
      {
        "document": 1475,
        "excerpt": "oose which side). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving thr"
      },
      {
        "document": 1477,
        "excerpt": "onus to AC and saving throws, and it has Resistance to all damage. Also, each time it takes damage, you take the same amount of damage. The spell ends if you drop"
      },
      {
        "document": 1484,
        "excerpt": "and up to twenty creatures that you can see to regain all Hit Points, and you end all effects on them listed in the Greater Restoration spell. Resistance. You gr"
      },
      {
        "document": 1496,
        "excerpt": "saving throws. Resist Damage. You have Resistance to all damage. Poison Immunity. You have Immunity to the Poisoned condition."
      },
      {
        "document": 1515,
        "excerpt": "y explode in a 10-foot-radius Sphere centered on them. All the dumped beans are destroyed in the explosion, and each creature in the Sphere, including you, makes a"
      },
      {
        "document": 1523,
        "excerpt": "ng to part with the weapon, keeping it within reach at all times. You also have Disadvantage on attack rolls with weapons other than this one. Whenever another cr"
      },
      {
        "document": 1558,
        "excerpt": "weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls"
      },
      {
        "document": 1561,
        "excerpt": "use the orb to issue a telepathic call that extends in all directions for 40 miles. Chromatic dragons in range feel compelled to come to the orb as soon as possibl"
      },
      {
        "document": 1564,
        "excerpt": "ondition for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. Immediately after an affected creature m"
      },
      {
        "document": 1572,
        "excerpt": "on, Rare When you drink this potion, you are cured of all magical contagions. In addition, the following conditions end on you: Blinded, Deafened, Paralyzed, and"
      },
      {
        "document": 1576,
        "excerpt": "r each additional charge you expend. The lenses regain all expended charges daily at dawn."
      },
      {
        "document": 1583,
        "excerpt": "0 feet. When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of yourself. Once used, this property can't be used again for 1 hour."
      },
      {
        "document": 1585,
        "excerpt": "y the beam created with the second command word. When all of the gem's charges are expended, the gem becomes a nonmagical jewel worth 50 GP."
      },
      {
        "document": 1598,
        "excerpt": "ls. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic. You gain the following benefits while wear"
      },
      {
        "document": 1602,
        "excerpt": "ates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magi"
      },
      {
        "document": 1605,
        "excerpt": "Removing a horseshoe also takes a Magic action. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move nor"
      },
      {
        "document": 1606,
        "excerpt": "Removing a horseshoe also takes a Magic action. While all four horseshoes are attached to the same creature, its Speed is increased by 30 feet."
      },
      {
        "document": 1608,
        "excerpt": "0 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder, staircase, or ra"
      },
      {
        "document": 1609,
        "excerpt": "adjusting its orbit to avoid collisions and thwarting all attempts by other creatures to attack or snatch it. As a Utilize action, you can seize and stow any num"
      },
      {
        "document": 1623,
        "excerpt": "weapons, webs, and pits), provided these elements are all confined to a 20-foot Cube. The effort takes 10 minutes (regardless of the number of elements you create"
      },
      {
        "document": 1625,
        "excerpt": "r but facing away from it. If the mirror is shattered, all creatures it contains are freed and appear in unoccupied spaces near it. While within 5 feet of the mir"
      },
      {
        "document": 1627,
        "excerpt": "f cards fly from the deck on their own and take effect all at once. Once a card is drawn, it disappears. Unless the card is the Fool or Jester, the card reappears"
      },
      {
        "document": 1632,
        "excerpt": "nemy lives, you have Disadvantage on attack rolls with all other weapons."
      },
      {
        "document": 1655,
        "excerpt": "te after you drink this potion, you have Resistance to all damage. This potion's syrupy liquid looks like liquefied iron."
      },
      {
        "document": 1656,
        "excerpt": "ded in this amber liquid is a tiny heart that, against all reason, is still beating. These ingredients vanish when the potion is opened."
      },
      {
        "document": 1687,
        "excerpt": "e you wear the robe, you gain the following benefits: All-Around Vision. The robe gives you Advantage on Wisdom (Perception) checks that rely on sight. Special S"
      },
      {
        "document": 1697,
        "excerpt": "runs out or you take a Magic action to end the effect, all visitors reappear in the location they occupied when you activated the rod or an unoccupied space neares"
      },
      {
        "document": 1711,
        "excerpt": "magical field surrounding it. The sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an A"
      },
      {
        "document": 1716,
        "excerpt": "ts +2 bonus to attack rolls and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges. Retributive Strike. You can take a Magic"
      },
      {
        "document": 1720,
        "excerpt": "oyed. If the snake reverts to staff form before losing all its Hit Points, it regains all of them."
      },
      {
        "document": 1760,
        "excerpt": "e aboleth gains a new body in 5d10 days, reviving with all its Hit Points in the Far Realm or another location chosen by the GM. Legendary Resistance (3/Day, or 4"
      },
      {
        "document": 1761,
        "excerpt": "take one of the following actions. The dragon regains all expended uses at the start of each of its turns. Cloud of Insects. Dexterity Saving Throw: DC 17, one c"
      },
      {
        "document": 1762,
        "excerpt": "take one of the following actions. The dragon regains all expended uses at the start of each of its turns. Cloaked Flight. The dragon uses Spellcasting to cast I"
      },
      {
        "document": 1763,
        "excerpt": "take one of the following actions. The dragon regains all expended uses at the start of each of its turns. Blazing Light. The dragon uses Spellcasting to cast Sc"
      },
      {
        "document": 1764,
        "excerpt": "take one of the following actions. The dragon regains all expended uses at the start of each of its turns. Guiding Light. The dragon uses Spellcasting to cast Gu"
      },
      {
        "document": 1765,
        "excerpt": "take one of the following actions. The dragon regains all expended uses at the start of each of its turns. Giggling Magic. Charisma Saving Throw: DC 17, one crea"
      },
      {
        "document": 1766,
        "excerpt": "take one of the following actions. The dragon regains all expended uses at the start of each of its turns. Banish. Charisma Saving Throw: DC 21, one creature the"
      },
      {
        "document": 1767,
        "excerpt": "take one of the following actions. The dragon regains all expended uses at the start of each of its turns. Mind Invasion. The dragon uses Spellcasting to cast Mi"
      },
      {
        "document": 1768,
        "excerpt": "take one of the following actions. The dragon regains all expended uses at the start of each of its turns. Commanding Presence. The dragon uses Spellcasting to c"
      },
      {
        "document": 1769,
        "excerpt": "take one of the following actions. The dragon regains all expended uses at the start of each of its turns. Chill. The dragon uses Spellcasting to cast Hold Monst"
      },
      {
        "document": 1770,
        "excerpt": "take one of the following actions. The dragon regains all expended uses at the start of each of its turns. Freezing Burst. Constitution Saving Throw: DC 14, each"
      },
      {
        "document": 1773,
        "excerpt": "take one of the following actions. The dragon regains all expended uses at the start of each of its turns. Cloud of Insects. Dexterity Saving Throw: DC 21, one c"
      },
      {
        "document": 1774,
        "excerpt": "take one of the following actions. The dragon regains all expended uses at the start of each of its turns. Cloaked Flight. The dragon uses Spellcasting to cast I"
      },
      {
        "document": 1775,
        "excerpt": "take one of the following actions. The dragon regains all expended uses at the start of each of its turns. Blazing Light. The dragon uses Spellcasting to cast Sc"
      },
      {
        "document": 1776,
        "excerpt": "take one of the following actions. The dragon regains all expended uses at the start of each of its turns. Guiding Light. The dragon uses Spellcasting to cast Gu"
      },
      {
        "document": 1777,
        "excerpt": "take one of the following actions. The dragon regains all expended uses at the start of each of its turns. Giggling Magic. Charisma Saving Throw: DC 21, one crea"
      },
      {
        "document": 1778,
        "excerpt": "take one of the following actions. The dragon regains all expended uses at the start of each of its turns. Banish. Charisma Saving Throw: DC 24, one creature the"
      },
      {
        "document": 1779,
        "excerpt": "take one of the following actions. The dragon regains all expended uses at the start of each of its turns. Mind Invasion. The dragon uses Spellcasting to cast Mi"
      },
      {
        "document": 1780,
        "excerpt": "take one of the following actions. The dragon regains all expended uses at the start of each of its turns. Commanding Presence. The dragon uses Spellcasting to c"
      },
      {
        "document": 1781,
        "excerpt": "take one of the following actions. The dragon regains all expended uses at the start of each of its turns. Chill. The dragon uses Spellcasting to cast Hold Monst"
      },
      {
        "document": 1782,
        "excerpt": "take one of the following actions. The dragon regains all expended uses at the start of each of its turns. Freezing Burst. Constitution Saving Throw: DC 20, each"
      },
      {
        "document": 1792,
        "excerpt": "All languages known to its summoner"
      },
      {
        "document": 1799,
        "excerpt": "he Abyss, it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss. Fire Aura. At the end of each of the balor's turns, each creatur"
      },
      {
        "document": 1802,
        "excerpt": "moke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells. Magic Resistance. The devil has Advantage on saving throws"
      },
      {
        "document": 1815,
        "excerpt": "moke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells. Magic Resistance. The devil has Advantage on saving throws"
      },
      {
        "document": 1825,
        "excerpt": "moke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells. Magic Resistance. The devil has Advantage on saving throws"
      },
      {
        "document": 1835,
        "excerpt": "All; telepathy 120 ft."
      },
      {
        "document": 1843,
        "excerpt": "All; telepathy 120 ft."
      },
      {
        "document": 1845,
        "excerpt": "st, and it gains a new body in 1d4 days, reviving with all its Hit Points somewhere on the Plane of Air. Magic Resistance. The djinni has Advantage on saving thro"
      },
      {
        "document": 1856,
        "excerpt": "sh, and it gains a new body in 1d4 days, reviving with all its Hit Points somewhere on the Plane of Fire. Magic Resistance. The efreeti has Advantage on saving th"
      },
      {
        "document": 1859,
        "excerpt": "moke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells. Magic Resistance. The erinyes has Advantage on saving throw"
      },
      {
        "document": 1884,
        "excerpt": "e used again until 7 days have passed, when it regains all expended charges. Goat of Travail. This figurine can become a Giant Goat for up to 3 hours. Once it has"
      },
      {
        "document": 1889,
        "excerpt": "ure, it has the Grappled condition (escape DC 13) from all eight tentacles. While Grappled, the target has the Restrained condition."
      },
      {
        "document": 1894,
        "excerpt": "ck Roll: +9 (with Advantage if the target doesn't have all its Hit Points), reach 5 ft. Hit: 22 (3d10 + 6) Piercing damage."
      },
      {
        "document": 1902,
        "excerpt": "6. The target takes no action or Bonus Action and uses all its movement to move in a random direction. 7–8. The target makes a melee attack against a randomly det"
      },
      {
        "document": 1903,
        "excerpt": "chor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss. Magic Resistance. The glabrezu has Advantage on saving throws ag"
      },
      {
        "document": 1915,
        "excerpt": "ure, it has the Grappled condition (escape DC 12) from all four tentacles."
      },
      {
        "document": 1920,
        "excerpt": "naga dies, it returns to life in 1d6 days and regains all its Hit Points unless Dispel Evil and Good is cast on its remains."
      },
      {
        "document": 1925,
        "excerpt": "chor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss. Magic Resistance. The hezrou has Advantage on saving throws agai"
      },
      {
        "document": 1932,
        "excerpt": "moke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells. Magic Resistance. The devil has Advantage on saving throws"
      },
      {
        "document": 1933,
        "excerpt": "ck Roll: +6 (with Advantage if the target doesn't have all its Hit Points), reach 5 ft. Hit: 14 (3d6 + 4) Piercing damage."
      },
      {
        "document": 1934,
        "excerpt": "single turn, one of its heads dies. The hydra dies if all its heads are dead. At the end of each of its turns when it has at least one living head, the hydra grow"
      },
      {
        "document": 1936,
        "excerpt": "moke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells. Magic Resistance. The devil has Advantage on saving throws"
      },
      {
        "document": 1946,
        "excerpt": "on saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls in a space within 10 feet of the kraken with the Prone conditio"
      },
      {
        "document": 1948,
        "excerpt": "If the lemure dies in the Nine Hells, it revives with all its Hit Points in 1d10 days unless it is killed by a creature under the effects of a Bless spell or its"
      },
      {
        "document": 1949,
        "excerpt": "All"
      },
      {
        "document": 1957,
        "excerpt": "chor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss. Magic Resistance. The marilith has Advantage on saving throws ag"
      },
      {
        "document": 1966,
        "excerpt": "body in 24 hours if its heart is intact, reviving with all its Hit Points. The new body appears in an unoccupied space within the mummy's lair. The heart is a Tiny"
      },
      {
        "document": 1968,
        "excerpt": "chor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss. Magic Resistance. The nalfeshnee has Advantage on saving throws"
      },
      {
        "document": 1969,
        "excerpt": "g action. The bag has AC 15, HP 20, and Resistance to all damage. The bag turns to dust if reduced to 0 Hit Points. If the bag is destroyed, any souls the bag is"
      },
      {
        "document": 1983,
        "excerpt": "ck Roll: +5 (with Advantage if the target doesn't have all its Hit Points), reach 5 ft. Hit: 1 Piercing damage."
      },
      {
        "document": 1986,
        "excerpt": "moke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells. Fear Aura. The pit fiend emanates an aura in a 20-foot Eman"
      },
      {
        "document": 1987,
        "excerpt": "All; telepathy 120 ft."
      },
      {
        "document": 1995,
        "excerpt": "on saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls in a space within 5 feet of the worm and has the Prone conditio"
      },
      {
        "document": 1997,
        "excerpt": "chor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells."
      },
      {
        "document": 2002,
        "excerpt": "on saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls in a space within 5 feet of the remorhaz and has the Prone cond"
      },
      {
        "document": 2009,
        "excerpt": "on attack rolls against any creature that doesn't have all its Hit Points. Limited Amphibiousness. The sahuagin can breathe air and water, but it must be submerge"
      },
      {
        "document": 2022,
        "excerpt": "All; telepathy 120 ft."
      },
      {
        "document": 2024,
        "excerpt": "take one of the following actions. The sphinx regains all expended uses at the start of each of its turns. Arcane Prowl. The sphinx can teleport up to 30 feet to"
      },
      {
        "document": 2025,
        "excerpt": "take one of the following actions. The sphinx regains all expended uses at the start of each of its turns. Arcane Prowl. The sphinx can teleport up to 30 feet to"
      },
      {
        "document": 2028,
        "excerpt": "dies, the naga returns to life in 1d6 days and regains all its Hit Points. Only a Wish spell can prevent this trait from functioning."
      },
      {
        "document": 2040,
        "excerpt": "ck Roll: +5 (with Advantage if the target doesn't have all its Hit Points), reach 5 ft. Hit: 8 (2d4 + 3) Piercing damage, or 5 (1d4 + 3) Piercing damage if the swa"
      },
      {
        "document": 2044,
        "excerpt": "on saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls in a space within 10 feet of the tarrasque and has the Prone co"
      },
      {
        "document": 2053,
        "excerpt": "take one of the following actions. The unicorn regains all expended uses at the start of each of its turns. Charging Horn. The unicorn moves up to half its Speed"
      },
      {
        "document": 2056,
        "excerpt": "but it can't pass through liquid. It has Resistance to all damage, except the damage it takes from sunlight."
      },
      {
        "document": 2059,
        "excerpt": "chor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss. Magic Resistance. The vrock has Advantage on saving throws again"
      }
    ],
    "allied": [
      {
        "document": 1376,
        "excerpt": "equire a sizable donation of gold or magic items to an allied temple, while a Fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchan"
      }
    ],
    "allies": [
      {
        "document": 47,
        "excerpt": "f you insult a proud warrior or speak ill of a noble's allies, your efforts to convince or deceive will likely fail."
      },
      {
        "document": 637,
        "excerpt": "iving Advantage to the next attack roll by one of your allies against that enemy. This benefit expires at the start of your next turn."
      },
      {
        "document": 968,
        "excerpt": "le you have the Incapacitated condition. You and your allies in the aura gain a bonus to saving throws equal to your Charisma modifier (minimum bonus of +1). If ano"
      },
      {
        "document": 970,
        "excerpt": "d Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn't have the Incapacitated condition, and you don't have Di"
      },
      {
        "document": 975,
        "excerpt": "have the Incapacitated condition or die. You and your allies have Half Cover while in that area, and your allies gain the current Resistance of your Nature's Ward wh"
      },
      {
        "document": 982,
        "excerpt": "You and your allies have Immunity to the Charmed condition while in your Aura of Protection. If a Charmed ally enters the au"
      },
      {
        "document": 1154,
        "excerpt": "med condition for the duration. If you or one of your allies deals damage to the target, the spells ends. Using a Higher-Level Spell Slot. You can target one additi"
      },
      {
        "document": 1158,
        "excerpt": "re you make with this spell is an ally to you and your allies. In combat, it shares your Initiative count and takes its turn immediately after yours. Until the spell"
      },
      {
        "document": 1169,
        "excerpt": "tion for the duration. While in the aura, you and your allies have Resistance to Necrotic damage, and your Hit Point maximums can't be reduced. If an ally with 0 Hit"
      },
      {
        "document": 1170,
        "excerpt": "the Charmed condition for 30 days or until you or your allies deal damage to it. When that condition ends, the awakened creature chooses its attitude toward you."
      },
      {
        "document": 1186,
        "excerpt": "rence ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature's attitude returns to normal."
      },
      {
        "document": 1188,
        "excerpt": "saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until yo"
      },
      {
        "document": 1189,
        "excerpt": "saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until yo"
      },
      {
        "document": 1242,
        "excerpt": "n. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a"
      },
      {
        "document": 1243,
        "excerpt": "n. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a"
      },
      {
        "document": 1244,
        "excerpt": "n. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a"
      },
      {
        "document": 1265,
        "excerpt": "pell. Combat. The familiar is an ally to you and your allies. It rolls its own Initiative and acts on its own turn. A familiar can't attack, but it can take other ac"
      },
      {
        "document": 1266,
        "excerpt": "t block. Combat. The steed is an ally to you and your allies. In combat, it shares your Initiative count, and it functions as a controlled mount while you ride it (a"
      },
      {
        "document": 1290,
        "excerpt": "e spell ends. The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It"
      },
      {
        "document": 1354,
        "excerpt": "d obviously deal damage to any of the targets or their allies. For example, you could say, “Walk to the village down that road, and help the villagers there harvest c"
      },
      {
        "document": 1447,
        "excerpt": "that would obviously deal damage to the target or its allies. For example, you could say, “Fetch the key to the cult’s treasure vault, and give the key to me.” Or yo"
      },
      {
        "document": 1448,
        "excerpt": "e spell ends. The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It"
      },
      {
        "document": 1463,
        "excerpt": "f 9 or lower. The creature is Friendly to you and your allies. In combat, it takes its turns immediately after yours, and it obeys your commands. If the spell lasts"
      },
      {
        "document": 1518,
        "excerpt": "Hit Points. The creature is Friendly to you and your allies, and it acts immediately after you on your Initiative count. You can take a Bonus Action to command how"
      },
      {
        "document": 1580,
        "excerpt": "a creature. The creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your In"
      },
      {
        "document": 1604,
        "excerpt": "eet the requirement, they are Friendly to you and your allies and follow your commands."
      },
      {
        "document": 1627,
        "excerpt": "targets only that ally with its attacks. You and your allies can each summon only one avatar as a consequence of this draw. A creature slain by an avatar can't be re"
      },
      {
        "document": 1642,
        "excerpt": "the pipes' music and becomes Friendly to you and your allies for as long as you continue to play the pipes each round as a Magic action. A Friendly swarm obeys your"
      },
      {
        "document": 1666,
        "excerpt": "While summoned, the djinni is Friendly to you and your allies, and it obeys your commands. If you fail to command it, the djinni defends itself against attackers but"
      },
      {
        "document": 1693,
        "excerpt": "onal 60 feet. While in that Bright Light, you and your allies gain a +1 bonus to Armor Class and saving throws and can sense the location of any Invisible creature t"
      },
      {
        "document": 1696,
        "excerpt": "ds you as its trusted leader. If harmed by you or your allies or commanded to do something contrary to its nature, a target ceases to be Charmed in this way. Once use"
      },
      {
        "document": 1755,
        "excerpt": "s within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who"
      },
      {
        "document": 1797,
        "excerpt": "oll against a creature if at least one of the baboon's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 1812,
        "excerpt": "roll against a creature if at least one of the hawk's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 1844,
        "excerpt": "roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 1891,
        "excerpt": "k roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 1898,
        "excerpt": "ll against a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 1914,
        "excerpt": "Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the spell's norma"
      },
      {
        "document": 1924,
        "excerpt": "roll against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 1929,
        "excerpt": "originating from the hobgoblin, the hobgoblin and its allies have Advantage on attack rolls and saving throws, provided the hobgoblin doesn't have the Incapacitated"
      },
      {
        "document": 1930,
        "excerpt": "against a creature if at least one of the hobgoblin's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 1935,
        "excerpt": "roll against a creature if at least one of the hyena's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 1945,
        "excerpt": "oll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition. Sunlight Sensit"
      },
      {
        "document": 1950,
        "excerpt": "roll against a creature if at least one of the lion's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition. Running Leap. W"
      },
      {
        "document": 1969,
        "excerpt": "Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the spell's norma"
      },
      {
        "document": 2001,
        "excerpt": "roll against a creature if at least one of the shark's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition. Water Breathing"
      },
      {
        "document": 2014,
        "excerpt": "Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the spell's norma"
      },
      {
        "document": 2046,
        "excerpt": "roll against a creature if at least one of the tough's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 2047,
        "excerpt": "roll against a creature if at least one of the tough's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 2060,
        "excerpt": "ll against a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 2063,
        "excerpt": "ll against a creature if at least one of the warrior's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 2071,
        "excerpt": "l against a creature if at least one of the werewolf's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 2075,
        "excerpt": "roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 2076,
        "excerpt": "rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      }
    ],
    "allosaurus": [
      {
        "document": 1772,
        "excerpt": "Allosaurus"
      }
    ],
    "allow": [
      {
        "document": 30,
        "excerpt": "game more fun for everyone playing. Other rules might allow your character to gain Heroic Inspiration independent of the GM's decision. For example, Human character"
      },
      {
        "document": 45,
        "excerpt": "Certain special abilities, spells, and situations allow you to take a special action called a Reaction. A Reaction is an instant response to a trigger of some k"
      },
      {
        "document": 117,
        "excerpt": "of legs can't wear magic boots. Paired Items. You can allow exceptions to the rule that paired items must both be worn. For example, a character with only one arm m"
      },
      {
        "document": 119,
        "excerpt": ", such as a city on another plane of existence. If you allow characters to buy and sell magic items in your campaign, rarity can help you set prices for those items."
      },
      {
        "document": 123,
        "excerpt": "Some magic items allow the user to cast a spell from the item. The spell is cast at the lowest possible spell and caster level,"
      },
      {
        "document": 133,
        "excerpt": "y one other character can assist you, but the GM might allow more assistants. Raw Materials. The cost in the table represents the raw materials needed to make a mag"
      },
      {
        "document": 248,
        "excerpt": "y-altering spells. Other characters gain features that allow them to make more attacks or to do more impressive things with those attacks. These adventurers often co"
      },
      {
        "document": 390,
        "excerpt": "y one other character can assist you, but the GM might allow more assistants."
      },
      {
        "document": 514,
        "excerpt": "me characters and monsters have special abilities that allow them to cast specific spells without a spell slot. This casting is usually limited in another way, such"
      },
      {
        "document": 551,
        "excerpt": "he spell and don't have a cost specified. Some classes allow its members to use certain types of Spellcasting Focuses. See also \"Spells\" (\"Casting Spells\")."
      },
      {
        "document": 580,
        "excerpt": "below. If an object is exceedingly fragile, the GM may allow a creature to break it automatically with the Attack or Utilize action. Armor Class. The Object Armor C"
      },
      {
        "document": 630,
        "excerpt": "A variety of effects allow a creature to fly. While flying, you fall if you have the Incapacitated or Prone condition or your Fly S"
      },
      {
        "document": 633,
        "excerpt": "narmed Strike. Many monsters have special attacks that allow them to quickly grapple prey. However a grapple is initiated, it follows these rules. See also “Unarmed"
      },
      {
        "document": 649,
        "excerpt": "ard order (lawful, chaotic, or neutral). These factors allow for nine possible combinations, such as Lawful Good and Neutral Evil. See also “Character Creation” (“Cr"
      },
      {
        "document": 722,
        "excerpt": "rs incorporate curving turns into nearby passages that allow the stone to keep moving. Detect and Disarm. As a Study action, a creature can examine the section of f"
      },
      {
        "document": 967,
        "excerpt": "Your focus and martial training allow you to harness a well of extraordinary energy within yourself. This energy is represented by Focus Point"
      },
      {
        "document": 970,
        "excerpt": "Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action:"
      },
      {
        "document": 971,
        "excerpt": "his wellspring is represented by Sorcery Points, which allow you to create a variety of magical effects. You have 2 Sorcery Points, and you gain more as you reach h"
      },
      {
        "document": 972,
        "excerpt": "ttack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its Reaction. Pact of the Tome Stitching together str"
      },
      {
        "document": 983,
        "excerpt": "d fury, and they thrill in the chaos of battle as they allow their Rage to seize and empower them."
      },
      {
        "document": 1367,
        "excerpt": "You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity, change its memory of the event's details, or create"
      },
      {
        "document": 1484,
        "excerpt": "e that you can see on the ground. Instant Health. You allow yourself and up to twenty creatures that you can see to regain all Hit Points, and you end all effects o"
      },
      {
        "document": 1506,
        "excerpt": "r perceived through magical scrying sensors unless you allow it."
      },
      {
        "document": 1559,
        "excerpt": "now Abyssal. In addition, the armor's clawed gauntlets allow your Unarmed Strikes to deal 1d8 Slashing damage instead of the usual Bludgeoning damage, and you gain a"
      },
      {
        "document": 1605,
        "excerpt": "xed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4 inches above a surface. This effect means the creature ca"
      },
      {
        "document": 1673,
        "excerpt": "es can telepathically communicate with you only if you allow it. You can take a Magic action to cause the ring to become imperceptible until you take another Magic"
      },
      {
        "document": 1707,
        "excerpt": "Speed equal to your Speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil."
      },
      {
        "document": 1977,
        "excerpt": "Otyugh; telepathy 120 ft. (doesn't allow the receiving creature to respond telepathically)"
      }
    ],
    "allowed": [
      {
        "document": 540,
        "excerpt": "g. The result of a save is detailed in the effect that allowed it. If a target is forced to make a save and lacks the ability score used by it, the target automaticall"
      }
    ],
    "allowing": [
      {
        "document": 693,
        "excerpt": "cide that a partial dose has a reduced effect, such as allowing Advantage on the saving throw or dealing only half as much damage on a failed save. Inhaled. Poisonous"
      },
      {
        "document": 791,
        "excerpt": "Legs extend, allowing the apparatus to walk and swim."
      },
      {
        "document": 972,
        "excerpt": "ived knowledge from an elder entity of the multiverse, allowing you to gain one Origin feat of your choice (see “Feats”). Repeatable. You can gain this invocation more"
      },
      {
        "document": 1324,
        "excerpt": "a similar object. Light can pass through the gemstone (allowing the target to see out and other creatures to see in), but nothing else can pass through by any means. S"
      },
      {
        "document": 1436,
        "excerpt": "lance of life to a corpse of your choice within range, allowing it to answer questions you pose. The corpse must have a mouth, and this spell fails if the deceased crea"
      },
      {
        "document": 1509,
        "excerpt": "ng the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a n"
      },
      {
        "document": 1627,
        "excerpt": "rse. Fates. Reality's fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card's magic as soon as you dra"
      }
    ],
    "allows": [
      {
        "document": 35,
        "excerpt": "another number more than once. For example, if a rule allows you to make a Charisma (Deception or Persuasion) check, you add your Proficiency Bonus if you're profici"
      },
      {
        "document": 44,
        "excerpt": "onus Action. The Cunning Action feature, for example, allows a Rogue to take a Bonus Action. You can take a Bonus Action only when a special ability, a spell, or ano"
      },
      {
        "document": 90,
        "excerpt": "A melee attack allows you to attack a target within your reach. A melee attack typically uses a hand-held weapon or an Unarmed"
      },
      {
        "document": 132,
        "excerpt": "If a magic item allows its user to cast any spells from it, you must have all those spells prepared every day you spend craftin"
      },
      {
        "document": 164,
        "excerpt": "Telepathy is a magical ability that allows a creature to communicate mentally with another creature within a specified range. See “Rules Glossary”"
      },
      {
        "document": 253,
        "excerpt": "s, but they might be available for purchase if your GM allows them."
      },
      {
        "document": 254,
        "excerpt": "Multiclassing allows you to gain levels in multiple classes. With this rule, you have the option of gaining a level in a new"
      },
      {
        "document": 302,
        "excerpt": "t any prerequisite in its description unless a feature allows you to take the feat without the prerequisite. If a prerequisite includes a class, you must have at leas"
      },
      {
        "document": 458,
        "excerpt": "A Block and Tackle allows you to hoist up to four times the weight you can normally lift."
      },
      {
        "document": 499,
        "excerpt": "a Spellcasting Focus if the caster has a feature that allows that substitution. To use a Component Pouch, you must have a hand free to reach into it, and to use a Sp"
      },
      {
        "document": 544,
        "excerpt": "Armor training allows you to use armor of a certain category without the following drawbacks. If you wear Light, Medium, or He"
      },
      {
        "document": 562,
        "excerpt": "Telepathy is a magical ability that allows a creature to communicate mentally with another creature within a specified range. Unless a rule states"
      },
      {
        "document": 583,
        "excerpt": "hrough solid rock unless the creature has a trait that allows it to do so. See also \"Speed.\""
      },
      {
        "document": 713,
        "excerpt": "If the characters are flying or their special movement allows them to ignore Difficult Terrain, they can move at a Fast pace regardless of the terrain."
      },
      {
        "document": 962,
        "excerpt": "Your training with weapons allows you to use the mastery properties of two kinds of Simple or Martial Melee weapons of your choice, such a"
      },
      {
        "document": 965,
        "excerpt": "The power of nature allows you to assume the form of an animal. As a Bonus Action, you shape-shift into a Beast form that you have"
      },
      {
        "document": 966,
        "excerpt": "Your training with weapons allows you to use the mastery properties of three kinds of Simple or Martial weapons of your choice. Whenever y"
      },
      {
        "document": 967,
        "excerpt": "When you're subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed"
      },
      {
        "document": 968,
        "excerpt": "Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency"
      },
      {
        "document": 969,
        "excerpt": "Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficienc"
      },
      {
        "document": 970,
        "excerpt": "Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency"
      },
      {
        "document": 1335,
        "excerpt": "face within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direc"
      },
      {
        "document": 1569,
        "excerpt": "ompartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can"
      },
      {
        "document": 1664,
        "excerpt": "pon will elongate only as far as the surrounding space allows. In certain forms, the weapon has the following additional properties. Acrobatic Assist (Quarterstaff"
      },
      {
        "document": 1673,
        "excerpt": "While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know you"
      },
      {
        "document": 1791,
        "excerpt": "vasion. If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it"
      },
      {
        "document": 1835,
        "excerpt": "ures can communicate with it telepathically only if it allows them."
      }
    ],
    "ally": [
      {
        "document": 83,
        "excerpt": "During your move, you can pass through the space of an ally, a creature that has the Incapacitated condition (see “Rules Glossary”), a Tiny creature, or a creature"
      },
      {
        "document": 134,
        "excerpt": "sed to create it. A sentient item might be a cherished ally to its wielder or a continual thorn in the side. Most sentient items are weapons, but other kinds of it"
      },
      {
        "document": 516,
        "excerpt": "Ally"
      },
      {
        "document": 616,
        "excerpt": "mething similar: - A creature that isn’t Tiny or your ally - Furniture that is sized for creatures of your size or larger - Heavy snow, ice, rubble, or undergrowth"
      },
      {
        "document": 637,
        "excerpt": "Choose one of your skill or tool proficiencies and one ally who is near enough for you to assist verbally or physically when they make an ability check. That ally"
      },
      {
        "document": 916,
        "excerpt": "Planar Ally"
      },
      {
        "document": 968,
        "excerpt": "tion while in your Aura of Protection. If a Frightened ally enters the aura, that condition has no effect on that ally while there."
      },
      {
        "document": 970,
        "excerpt": "one of your allies is within 5 feet of the target, the ally doesn't have the Incapacitated condition, and you don't have Disadvantage on the attack roll. The extra"
      },
      {
        "document": 982,
        "excerpt": "ndition while in your Aura of Protection. If a Charmed ally enters the aura, that condition has no effect on that ally while there."
      },
      {
        "document": 1000,
        "excerpt": "wap your Initiative with the Initiative of one willing ally in the same combat. You can't make this swap if you or the ally has the Incapacitated condition."
      },
      {
        "document": 1158,
        "excerpt": "t Points. Each creature you make with this spell is an ally to you and your allies. In combat, it shares your Initiative count and takes its turn immediately after"
      },
      {
        "document": 1169,
        "excerpt": "e, and your Hit Point maximums can't be reduced. If an ally with 0 Hit Points starts its turn in the aura, that ally regains 1 Hit Point."
      },
      {
        "document": 1265,
        "excerpt": "h when you cast the spell. Combat. The familiar is an ally to you and your allies. It rolls its own Initiative and acts on its own turn. A familiar can't attack, b"
      },
      {
        "document": 1266,
        "excerpt": "ain traits in the stat block. Combat. The steed is an ally to you and your allies. In combat, it shares your Initiative count, and it functions as a controlled mou"
      },
      {
        "document": 1290,
        "excerpt": "Hit Points or when the spell ends. The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn imme"
      },
      {
        "document": 1376,
        "excerpt": "Planar Ally"
      },
      {
        "document": 1448,
        "excerpt": "Hit Points or when the spell ends. The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn imme"
      },
      {
        "document": 1627,
        "excerpt": "ppears when it drops to 0 Hit Points or you die. If an ally of yours deals damage to the avatar, that ally summons another Avatar of Death. The new avatar appears i"
      },
      {
        "document": 1706,
        "excerpt": "tion. Protective Field. As a Reaction, when you or an ally you can see within 5 feet of you is targeted by an attack or makes a saving throw against an area of eff"
      },
      {
        "document": 1760,
        "excerpt": "from the target. While Charmed, the target acts as an ally to the aboleth and is under its control while within 60 feet of it. In addition, the aboleth and the tar"
      },
      {
        "document": 1797,
        "excerpt": "boon's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 1812,
        "excerpt": "hawk's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 1844,
        "excerpt": "wolf's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 1891,
        "excerpt": "rat's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 1898,
        "excerpt": "ture's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 1907,
        "excerpt": "nst it. Response: The goblin chooses a Small or Medium ally within 5 feet of itself. The goblin and that ally swap places, and the ally becomes the target of the at"
      },
      {
        "document": 1924,
        "excerpt": "ound's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 1930,
        "excerpt": "blin's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 1935,
        "excerpt": "yena's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 1945,
        "excerpt": "bold's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition. Sunlight Sensitivity. While in sunlight, the kobold has Disad"
      },
      {
        "document": 1950,
        "excerpt": "lion's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition. Running Leap. With a 10-foot running start, the lion can Long"
      },
      {
        "document": 2001,
        "excerpt": "hark's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition. Water Breathing. The shark can breathe only underwater."
      },
      {
        "document": 2046,
        "excerpt": "ough's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 2047,
        "excerpt": "ough's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 2060,
        "excerpt": "ture's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 2063,
        "excerpt": "rior's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 2071,
        "excerpt": "wolf's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 2075,
        "excerpt": "wolf's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 2076,
        "excerpt": "wolf's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      }
    ],
    "ally's": [
      {
        "document": 1484,
        "excerpt": "he new result. For example, a Wish spell could undo an ally's failed saving throw or a foe's Critical Hit. You can force the reroll to be made with Advantage or Disad"
      }
    ],
    "almost": [
      {
        "document": 512,
        "excerpt": "erful it is. Cantrips - simple spells that can be cast almost by rote - are level 0. The rules for each spellcasting class say when its members gain access to spells"
      },
      {
        "document": 981,
        "excerpt": "ive energy associated with this domain, so a Cleric of almost any religious tradition might choose it. This domain is particularly associated with agricultural deitie"
      },
      {
        "document": 1167,
        "excerpt": "n't age. A target's astral form resembles its body in almost every way, replicating its game statistics and possessions. The principal difference is the addition of"
      }
    ],
    "aloft": [
      {
        "document": 630,
        "excerpt": "dition or your Fly Speed is reduced to 0. You can stay aloft in those circumstances if you can hover. See also “Falling” and “Fly Speed.”"
      },
      {
        "document": 631,
        "excerpt": "ough the air. While you have a Fly Speed, you can stay aloft until you land, fall, or die. See also “Flying” and “Speed.”"
      },
      {
        "document": 1279,
        "excerpt": ". When the spell ends, the target falls if it is still aloft unless it can stop the fall. Using a Higher-Level Spell Slot. You can target one additional creature fo"
      },
      {
        "document": 1335,
        "excerpt": "the target floats gently to the ground if it is still aloft."
      },
      {
        "document": 1649,
        "excerpt": ", you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting"
      },
      {
        "document": 1759,
        "excerpt": "The wings give you a Fly Speed of 60 feet. If you are aloft when the wings disappear, you fall. When the wings disappear, you can't use them again for 1d12 hours."
      }
    ],
    "alone": [
      {
        "document": 1534,
        "excerpt": ". As a Magic action, you can send the broom to travel alone to a destination within 1 mile of you if you name the location and are familiar with it. The broom comes"
      }
    ],
    "along": [
      {
        "document": 151,
        "excerpt": "eses, where the monster's Hit Point Dice are provided, along with any contribution from its Constitution. Either use the number for the monster's Hit Points or roll"
      },
      {
        "document": 153,
        "excerpt": "Every monster has six ability scores along with corresponding ability score modifiers and saving throw modifiers. For more information on ability s"
      },
      {
        "document": 161,
        "excerpt": "of the monster is followed by its size, creature type (along with any descriptive tags), and alignment. Combat Highlights. Armor Class, Hit Points, Speed, and Initi"
      },
      {
        "document": 177,
        "excerpt": "has Reaction options, those are listed in this section along with their triggers. See “Playing the Game” for details on Reactions."
      },
      {
        "document": 241,
        "excerpt": "ose your cantrips and prepared spells, and note them - along with your number of spell slots - on your character sheet."
      },
      {
        "document": 554,
        "excerpt": "entry notes the family of beings a monster belongs to, along with any descriptive tags. See also “Creature Type.” Alignment. An alignment is suggested for the monst"
      },
      {
        "document": 594,
        "excerpt": "ction its creator chooses. A Cone's width at any point along its length is equal to that point's distance from the point of origin. For example, a Cone is 15 feet wi"
      },
      {
        "document": 656,
        "excerpt": "that extends from a point of origin in a straight path along its length and covers an area defined by its width. The effect that creates a Line specifies its length"
      },
      {
        "document": 967,
        "excerpt": "mor or wielding a Shield, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the movement."
      },
      {
        "document": 971,
        "excerpt": "can use your Sorcery Points to fuel the options below, along with other features, such as Metamagic, that use those points. Converting Spell Slots to Sorcery Points"
      },
      {
        "document": 1167,
        "excerpt": "s that plane, the target's body and possessions travel along the silver cord, causing the target to re-enter its body on the new plane. Any damage or other effects"
      },
      {
        "document": 1266,
        "excerpt": "ly; Recharges after a Long Rest). The steed teleports, along with its rider, to an unoccupied space of your choice up to 60 feet away from itself. Healing Touch (Ce"
      },
      {
        "document": 1267,
        "excerpt": "irection it lies. Whenever you face a choice of paths along the way there, you know which path is the most direct."
      },
      {
        "document": 1276,
        "excerpt": "ion, you can move the sphere up to 30 feet, rolling it along the ground. If you move the sphere into a creature's space, that creature makes the save against the sph"
      },
      {
        "document": 1286,
        "excerpt": "to 1 hour A willing creature you touch shape-shifts, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends on the ta"
      },
      {
        "document": 1290,
        "excerpt": "mb. The insect can climb difficult surfaces, including along ceilings, without needing to make an ability check. Actions Multiattack. The insect makes a number of"
      },
      {
        "document": 1369,
        "excerpt": "ffect plant growth. The moved earth carries any plants along with it."
      },
      {
        "document": 1438,
        "excerpt": "ity to move up, down, and across vertical surfaces and along ceilings, while leaving its hands free. The target also gains a Climb Speed equal to its Speed. Using a"
      },
      {
        "document": 1463,
        "excerpt": ". If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form, as long as the object's size is no larger than"
      },
      {
        "document": 1467,
        "excerpt": "f each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or w"
      },
      {
        "document": 1483,
        "excerpt": "way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration. When the wall appears, each creature in its area makes a S"
      },
      {
        "document": 1496,
        "excerpt": ". Turned to Inanimate Substance. You are transformed, along with any nonmagical objects you are wearing and carrying, into a solid inanimate substance (usually ston"
      },
      {
        "document": 1541,
        "excerpt": "nd can move up, down, and across vertical surfaces and along ceilings, while leaving your hands free. Spider Walk. You can't be caught in webs of any sort and can m"
      },
      {
        "document": 1567,
        "excerpt": "In addition, if an effect moves you against your will along the ground, you can take a Reaction to reduce the distance you are moved by up to 10 feet."
      },
      {
        "document": 1625,
        "excerpt": "ucceed on a DC 15 Charisma saving throw or be trapped, along with anything it is wearing or carrying, in one of the mirror's twelve extradimensional cells. A creatur"
      },
      {
        "document": 1633,
        "excerpt": "of this oil can cover one Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category abo"
      },
      {
        "document": 1635,
        "excerpt": "of this oil can cover one Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category abo"
      },
      {
        "document": 1689,
        "excerpt": "you can take a Magic action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you take a Magic action to return t"
      },
      {
        "document": 1694,
        "excerpt": "iated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below. Buttons. You can press one of the foll"
      },
      {
        "document": 1698,
        "excerpt": "e rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants Advantage on ability checks ma"
      },
      {
        "document": 1707,
        "excerpt": "ou can move up, down, and across vertical surfaces and along ceilings, while leaving your hands free. You have a Climb Speed equal to your Speed. However, the slippe"
      },
      {
        "document": 1810,
        "excerpt": "b. The pudding can climb difficult surfaces, including along ceilings, without needing to make an ability check."
      },
      {
        "document": 1850,
        "excerpt": "mb. The drider can climb difficult surfaces, including along ceilings, without needing to make an ability check. Sunlight Sensitivity. While in sunlight, the drider"
      },
      {
        "document": 1860,
        "excerpt": ". The ettercap can climb difficult surfaces, including along ceilings, without needing to make an ability check. Web Walker. The ettercap ignores movement restricti"
      },
      {
        "document": 1888,
        "excerpt": "mb. The lizard can climb difficult surfaces, including along ceilings, without needing to make an ability check."
      },
      {
        "document": 1895,
        "excerpt": "mb. The spider can climb difficult surfaces, including along ceilings, without needing to make an ability check. Web Walker. The spider ignores movement restriction"
      },
      {
        "document": 1901,
        "excerpt": "mb. The spider can climb difficult surfaces, including along ceilings, without needing to make an ability check."
      },
      {
        "document": 1951,
        "excerpt": "mb. The lizard can climb difficult surfaces, including along ceilings, without needing to make an ability check."
      },
      {
        "document": 1972,
        "excerpt": "imb. The jelly can climb difficult surfaces, including along ceilings, without needing to make an ability check."
      },
      {
        "document": 1982,
        "excerpt": "mb. The spider can climb difficult surfaces, including along ceilings, without needing to make an ability check. Web Walker. The spider ignores movement restriction"
      },
      {
        "document": 2006,
        "excerpt": "imb. The roper can climb difficult surfaces, including along ceilings, without needing to make an ability check."
      },
      {
        "document": 2027,
        "excerpt": "mb. The spider can climb difficult surfaces, including along ceilings, without needing to make an ability check. Web Walker. The spider ignores movement restriction"
      },
      {
        "document": 2039,
        "excerpt": "eed, the swarm can climb difficult surfaces, including along ceilings, without needing to make an ability check. Swarm. The swarm can occupy another creature's spac"
      },
      {
        "document": 2055,
        "excerpt": "b. The vampire can climb difficult surfaces, including along ceilings, without needing to make an ability check. Vampire Weakness. The vampire has these weaknesses:"
      },
      {
        "document": 2056,
        "excerpt": "b. The vampire can climb difficult surfaces, including along ceilings, without needing to make an ability check. Vampire Weakness. The vampire has these weaknesses:"
      }
    ],
    "aloud": [
      {
        "document": 139,
        "excerpt": "broadcasting its thoughts telepathically, or speaking aloud. You can choose how it communicates or roll on the Sentient Item's Communication table."
      },
      {
        "document": 1299,
        "excerpt": "cts. You can also specify a password that, when spoken aloud within 5 feet of the warded area, makes the speaker immune to its effects. The spell creates the effect"
      },
      {
        "document": 1484,
        "excerpt": "mightiest spell a mortal can cast. By simply speaking aloud, you can alter reality itself. The basic use of this spell is to duplicate any other spell of level 8 o"
      }
    ],
    "alphabetical": [
      {
        "document": 143,
        "excerpt": "Magic items are presented in alphabetical order. If a magic item description capitalizes a creature's name and presents it in bold type, that's a"
      },
      {
        "document": 444,
        "excerpt": "s often find useful. These items are described here in alphabetical order, with an item's price appearing after its name."
      },
      {
        "document": 696,
        "excerpt": "Example poisons are detailed here in alphabetical order. Each poison's description includes the suggested price for a single dose of the poison, its type"
      },
      {
        "document": 715,
        "excerpt": "Traps are presented in alphabetical order."
      },
      {
        "document": 971,
        "excerpt": "your Meta-magic feature. The options are presented in alphabetical order. Careful Spell Cost: 1 Sorcery Point When you cast a spell that forces other creatures to make"
      },
      {
        "document": 972,
        "excerpt": "ocation Options Eldritch Invocation options appear in alphabetical order. Agonizing Blast Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage Choose one"
      }
    ],
    "alphabetized": [
      {
        "document": 274,
        "excerpt": "list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column, C means the spell requires Concentra"
      },
      {
        "document": 275,
        "excerpt": "list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column, C means the spell requires Concentra"
      },
      {
        "document": 276,
        "excerpt": "list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column, C means the spell requires Concentra"
      },
      {
        "document": 277,
        "excerpt": "list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column, C means the spell requires Concentra"
      },
      {
        "document": 278,
        "excerpt": "list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column, C means the spell requires Concentra"
      },
      {
        "document": 279,
        "excerpt": "list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column, C means the spell requires Concentra"
      },
      {
        "document": 280,
        "excerpt": "list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column, C means the spell requires Concentra"
      },
      {
        "document": 281,
        "excerpt": "list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column, C means the spell requires Concentra"
      },
      {
        "document": 301,
        "excerpt": "- Origin, General, Fighting Style, or Epic Boon - and alphabetized in each category."
      }
    ],
    "already": [
      {
        "document": 16,
        "excerpt": "if a spell grants you 12 Temporary Hit Points when you already have 10, you can have 12 or 10, not 22."
      },
      {
        "document": 30,
        "excerpt": "ion. If something gives you Heroic Inspiration and you already have it, you can give it to a player character in your group who lacks it. Gaining Heroic Inspiration."
      },
      {
        "document": 245,
        "excerpt": "characters are apprentice adventurers, though they are already set apart from the broader populace by virtue of their extraordinary abilities. They learn their startin"
      },
      {
        "document": 548,
        "excerpt": "your move. Whenever you switch, subtract the distance already moved from the new speed. The result determines how much farther you can move. If the result is 0 or les"
      },
      {
        "document": 639,
        "excerpt": "use the new roll. If you gain Heroic Inspiration but already have it, it's lost unless you give it to a player character who lacks it."
      },
      {
        "document": 783,
        "excerpt": "o the chosen point of origin as possible. Grass that’s already there grows to ten times its normal size and remains overgrown for 1 minute."
      },
      {
        "document": 965,
        "excerpt": "ncentration or otherwise interfere with a spell you've already cast. Objects. Your ability to handle objects is determined by the form's limbs rather than your own. I"
      },
      {
        "document": 971,
        "excerpt": "new rolls. You can use Empowered Spell even if you've already used a different Metamagic option during the casting of the spell. Extended Spell Cost: 1 Sorcery Poin"
      },
      {
        "document": 972,
        "excerpt": "class's spell list, and they must be spells you don't already have prepared. While the book is on your person, you have the chosen spells prepared, and they function"
      },
      {
        "document": 973,
        "excerpt": "a new spell into your spellbook but faster, since you already know how to cast the spell. You need spend only 1 hour and 10 GP for each level of the copied spell. If"
      },
      {
        "document": 1015,
        "excerpt": "ty modifier to the damage of that attack if you aren't already adding it to the damage."
      },
      {
        "document": 1167,
        "excerpt": "the Astral Plane (the spell ends instantly if you are already on that plane). Each target's body is left behind in a state of suspended animation; it has the Unconsci"
      },
      {
        "document": 1182,
        "excerpt": "he Ethereal Plane (the spell ends instantly if you are already on that plane). While on the Ethereal Plane, you can perceive the plane you left, which is cast in shad"
      },
      {
        "document": 1186,
        "excerpt": "d conditions until the spell ends. If the creature was already Charmed or Frightened, those conditions are suppressed for the duration. - The creature becomes Indiffer"
      },
      {
        "document": 1236,
        "excerpt": "ow or be sent back to its home plane if it isn't there already. If they aren't on their home plane, Undead are sent to the Shadowfell, and Fey are sent to the Feywild."
      },
      {
        "document": 1241,
        "excerpt": "forced back to its plane of origin (if it isn't there already) and can't return to the current plane for 24 hours by any means short of a Wish spell. Divine Word Eff"
      },
      {
        "document": 1266,
        "excerpt": "reature uses the Otherworldly Steed stat block. If you already have a steed from this spell, the steed is replaced by the new one. The steed resembles a Large, rideab"
      },
      {
        "document": 1285,
        "excerpt": "out shattering it. After 1 minute, if the globe hasn't already shattered, it explodes. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slo"
      },
      {
        "document": 1303,
        "excerpt": "et, and the spell fails if the radius includes an area already under the effect of Hallow. The affected area has the following effects. Hallowed Ward. Choose any of t"
      },
      {
        "document": 1333,
        "excerpt": "has never been widely known. The more information you already know about the thing, the more precise and detailed the information you receive is. That information is"
      },
      {
        "document": 1394,
        "excerpt": "d or Frightened conditions from them. If the target is already possessed, Charmed, or Frightened by such a creature, the target has Advantage on any new saving throw a"
      },
      {
        "document": 1521,
        "excerpt": "l beard if you can grow one, or a thicker beard if you already have one. If you aren't a dwarf or duergar, you gain the following additional benefits while wearing th"
      },
      {
        "document": 1592,
        "excerpt": "ark lenses, you have Darkvision out to 60 feet. If you already have Darkvision, wearing the goggles increases its range by 60 feet."
      },
      {
        "document": 1611,
        "excerpt": "to open the flask. A newly discovered Iron Flask might already contain a creature chosen by the GM."
      },
      {
        "document": 1625,
        "excerpt": "s a creature but its twelve extradimensional cells are already occupied, the mirror frees one trapped creature at random to accommodate the new prisoner. A freed creat"
      },
      {
        "document": 1673,
        "excerpt": "while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ri"
      },
      {
        "document": 1733,
        "excerpt": "ic weapon, your Strength is 20 unless your Strength is already equal to or greater than that score. The weapon deals an extra 1d8 Thunder damage to any creature it hit"
      },
      {
        "document": 1805,
        "excerpt": "ashing damage. If the target is a creature and doesn't already have an infernal wound, it is subjected to the following effect. Constitution Saving Throw: DC 12. Failu"
      },
      {
        "document": 1887,
        "excerpt": "mmediately after dealing damage to a creature that was already Bloodied, the hyena can move up to half its Speed, and it makes one Bite attack."
      },
      {
        "document": 1905,
        "excerpt": "Immediately after dealing damage to a creature that is already Bloodied, the gnoll moves up to half its Speed, and it makes one Rend attack."
      }
    ],
    "also": [
      {
        "document": 19,
        "excerpt": "A saving throw - also called a save - represents an attempt to evade or resist a threat, such as a fiery explosion, a blast of"
      },
      {
        "document": 23,
        "excerpt": "“Combat” later in “Playing the Game,” but the GM might also ask for an attack roll in other situations, such as an archery competition."
      },
      {
        "document": 29,
        "excerpt": "h the use of special abilities and actions. The GM can also decide that circumstances grant Advantage or impose Disadvantage."
      },
      {
        "document": 34,
        "excerpt": "t the creature uses to make the D20 Test. The bonus is also used for spell attacks and for calculating the DC of saving throws for spells. Proficiency Bonus"
      },
      {
        "document": 37,
        "excerpt": "n the game doesn't explicitly say otherwise. The game also includes elements - class features, feats, weapon properties, spells, magic items, monster abilities, an"
      },
      {
        "document": 40,
        "excerpt": "Proficiency Bonus to your Wisdom saves. Some monsters also have saving throw proficiencies, as noted in their stat blocks. Each class gives proficiency in at leas"
      },
      {
        "document": 41,
        "excerpt": "the tool. If you have proficiency in the skill that's also used with that check, you have Advantage on the check too. This means you can benefit from both skill pr"
      },
      {
        "document": 42,
        "excerpt": "lossary.” Actions Player characters and monsters can also do things not covered by these actions. Many class features and other abilities provide additional actio"
      },
      {
        "document": 44,
        "excerpt": "hing that deprives you of your ability to take actions also prevents you from taking a Bonus Action."
      },
      {
        "document": 51,
        "excerpt": "are especially useful. The weapons in “Equipment” can also be used for more than battle; you could use a Quarterstaff, for example, to push a sinister-looking butt"
      },
      {
        "document": 54,
        "excerpt": "ation within a specific radius. Dim Light. Dim Light, also called shadows, creates a Lightly Obscured area. An area of Dim Light is usually a boundary between Brig"
      },
      {
        "document": 74,
        "excerpt": "me.” A character’s features and a monster’s stat block also provide action options. “Movement and Position” later in “Playing the Game” gives the rules for movement"
      },
      {
        "document": 76,
        "excerpt": "or knocked out or have surrendered or fled. Combat can also end when both sides agree to end it."
      },
      {
        "document": 84,
        "excerpt": "tack. Some other actions, Bonus Actions, and Reactions also let you make an attack. Whether you strike with a Melee weapon, fire a Ranged weapon,"
      },
      {
        "document": 87,
        "excerpt": "projectiles to strike a foe at a distance. Many spells also involve making a ranged attack."
      },
      {
        "document": 90,
        "excerpt": "s with claws, teeth, or other body parts. A few spells also involve melee attacks."
      },
      {
        "document": 93,
        "excerpt": "Opportunity Attack by taking the Disengage action. You also don't provoke an Opportunity Attack when you Teleport or when you are moved without using your movement,"
      },
      {
        "document": 106,
        "excerpt": "ce, such as from the Rogue's Sneak Attack feature, you also roll those dice twice."
      },
      {
        "document": 116,
        "excerpt": "rpets, figurines, horns, musical instruments, and more also fall into this category."
      },
      {
        "document": 120,
        "excerpt": "action to activate a magic item. The item's user might also need to do something special. The description of each item category or individual item details how an it"
      },
      {
        "document": 131,
        "excerpt": "d have proficiency with that tool. Any assistants must also have proficiency with it. For more information on the tools, see “Equipment.” Magic Item Tools ---"
      },
      {
        "document": 133,
        "excerpt": "e cost (such as a weapon or a suit of armor), you must also pay that entire cost or craft that item using the rules in “Equipment.” For example, to make +1 Armor (P"
      },
      {
        "document": 171,
        "excerpt": "mage (round down) as targets that fail the save, while also ignoring all other parts of the effect."
      },
      {
        "document": 179,
        "excerpt": "X–Y), the monster regains the use of that part, which also recharges when the monster finishes a Short or Long Rest. For example, \"Recharge 5–6\" in an action means"
      },
      {
        "document": 228,
        "excerpt": "it, and write it. Your class and other features might also give you languages. The Standard Languages table lists languages that are widespread in the setting. Ev"
      },
      {
        "document": 240,
        "excerpt": "iate ability modifier and note the total. Some players also like to note the modifier for saving throws they're not proficient in, which is just the relevant abilit"
      },
      {
        "document": 241,
        "excerpt": "ll as any Temporary Hit Points you might gain. There's also space to track Death Saving Throws. Hit Point Dice. Your class's description tells you the die type of"
      },
      {
        "document": 243,
        "excerpt": "or more of your ability scores, your ability modifier also changes if the new score is an even number. When that happens, adjust all the numbers on your character"
      },
      {
        "document": 244,
        "excerpt": ". As characters advance in level, the tone of the game also changes, and the stakes of the campaign get higher. It's helpful to think of a character's (and a campai"
      },
      {
        "document": 247,
        "excerpt": "adventure? Who are the character's ancestors? You can also choose your character's languages. 3: Determine Ability Scores. Much of what your character does in the"
      },
      {
        "document": 253,
        "excerpt": "uipment at Higher Levels table is a guide for the GM. Also, check with your GM about what equipment is available for you to buy with your starting money. For examp"
      },
      {
        "document": 263,
        "excerpt": "act weapon, doesn't give you additional attacks if you also have Extra Attack."
      },
      {
        "document": 265,
        "excerpt": "a simple item lightly touched by mystery. The GM might also use this table. It can help stock a room in a dungeon or fill a creature's pockets. Trinkets"
      },
      {
        "document": 268,
        "excerpt": "ng and gaining Experience Points (XP). Write Your XP. Also record your Experience Points. A level 1 character has 0 XP. Starting at a Higher Level. Your GM might"
      },
      {
        "document": 271,
        "excerpt": "this information on your character sheet. Your class also gives proficiencies. Check your class description in “Classes” and note the proficiencies on your charac"
      },
      {
        "document": 321,
        "excerpt": "held steel Mirror is useful for personal cosmetics but also for peeking around corners and reflecting light as a signal."
      },
      {
        "document": 322,
        "excerpt": "; Immunity to Bludgeoning, Poison, and Psychic damage) also frees the target, ending the effect."
      },
      {
        "document": 378,
        "excerpt": "er Falling. Wearing or experimenting with an item can also offer hints about its properties. In the specific case of Potions, a little taste is enough to tell the"
      },
      {
        "document": 382,
        "excerpt": ", or if another creature attunes to the item. You can also voluntarily end Attunement by spending another Short Rest focused on the item unless the item is cursed."
      },
      {
        "document": 388,
        "excerpt": "proficiency with that tool. Anyone who helps you must also have proficiency with it."
      },
      {
        "document": 394,
        "excerpt": "weapon, see “Improvised Weapons” in “Rules Glossary.” Also see those rules if you wield a weapon in an unusual way, such as using a Ranged weapon to make a melee a"
      },
      {
        "document": 395,
        "excerpt": "pell prepared on each day of the inscription. You must also have at hand any Material components required by the spell; if the spell consumes its Material component"
      },
      {
        "document": 397,
        "excerpt": "t a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability m"
      },
      {
        "document": 412,
        "excerpt": "those things each time you take the action. This entry also provides the DC for the action. Craft. This entry lists what, if anything, you can craft with the tool."
      },
      {
        "document": 447,
        "excerpt": "es and the amount you get when you buy them. The table also lists the item that is typically used to store each type; storage must be bought separately. Adventurin"
      },
      {
        "document": 450,
        "excerpt": "pack holds up to 30 pounds within 1 cubic foot. It can also serve as a saddlebag."
      },
      {
        "document": 492,
        "excerpt": "spells that have a casting time of a Bonus Action are also cast in response to a trigger defined in the spell."
      },
      {
        "document": 509,
        "excerpt": "give you a spell that you always have prepared. If you also have a list of prepared spells that you can change, a spell that you always have prepared doesn't count"
      },
      {
        "document": 517,
        "excerpt": "terruption, you gain the benefits of a Short Rest. See also “Short Rest.” You can resume a Long Rest immediately after an interruption. If you do so, the rest requ"
      },
      {
        "document": 518,
        "excerpt": "he spell fails, but you don't expend a spell slot. See also “Concentration.”"
      },
      {
        "document": 520,
        "excerpt": "e eats the full amount of food required for a day. See also \"Exhaustion.\" Food Needs per Day"
      },
      {
        "document": 521,
        "excerpt": "led by the GM, even if the creature is benevolent. See also “Creature” and “NPC.”"
      },
      {
        "document": 522,
        "excerpt": "at has a personal name and a distinct personality. See also \"Monster.\""
      },
      {
        "document": 523,
        "excerpt": "gs, like buildings, comprise more than one object. See also “Breaking Objects.”"
      },
      {
        "document": 525,
        "excerpt": "ccurs right before the creature leaves your reach. See also “Playing the Game” (“Combat”)."
      },
      {
        "document": 526,
        "excerpt": "k a line, an obstruction must provide Total Cover. See also \"Cover.\" If the creator of an area of effect places it at an unseen point and an obstruction - such as"
      },
      {
        "document": 529,
        "excerpt": "r character is a character controlled by a player. See also “Character Creation.”"
      },
      {
        "document": 531,
        "excerpt": "a skill or saving throw or with a weapon or tool. See also “Playing the Game” (“Proficiency”)."
      },
      {
        "document": 533,
        "excerpt": "if you take it on your turn, you can do so even if you also take an action, a Bonus Action, or both. Once you take a Reaction, you can't take another one until the"
      },
      {
        "document": 534,
        "excerpt": "h calculation to use; you can't use more than one. See also \"Attack Roll.\""
      },
      {
        "document": 536,
        "excerpt": "nce is applied only once to an instance of damage. See also “Playing the Game” (“Damage and Healing”)."
      },
      {
        "document": 537,
        "excerpt": "spell takes 10 minutes longer to cast than normal. It also doesn't expend a spell slot, which means the ritual version of a spell can't be cast at a higher level."
      },
      {
        "document": 539,
        "excerpt": "Save is another name for a saving throw. See also \"Saving Throw.\""
      },
      {
        "document": 540,
        "excerpt": "A saving throw - also called a save - represents an attempt to avoid or resist a threat. You normally make a saving throw only"
      },
      {
        "document": 544,
        "excerpt": "ack training with it, you don't gain its AC bonus. See also \"Disadvantage\" and \"Equipment\" (\"Armor\")."
      },
      {
        "document": 546,
        "excerpt": "n combat. An object's size affects its Hit Points. See also \"Breaking Objects\" and \"Playing the Game\" (\"Combat\")."
      },
      {
        "document": 547,
        "excerpt": "make an ability check associated with that skill. See also “Playing the Game” (“Proficiency”)."
      },
      {
        "document": 548,
        "excerpt": "the creature can cover when it moves on its turn. See also “Climbing,” “Crawling,” “Flying,” “Jumping,” “Swimming” and “Playing the Game” (“Combat”). Special Spee"
      },
      {
        "document": 550,
        "excerpt": "made as part of a spell or another magical effect. See also “Spells” (“Casting Spells”)."
      },
      {
        "document": 551,
        "excerpt": "bers to use certain types of Spellcasting Focuses. See also \"Spells\" (\"Casting Spells\")."
      },
      {
        "document": 553,
        "excerpt": "ts but isn't required to make Death Saving Throws. See also \"Playing the Game\" (\"Damage and Healing\")."
      },
      {
        "document": 554,
        "excerpt": "s Tiny, Small, Medium, Large, Huge, or Gargantuan. See also \"Size.\" Creature Type. This entry notes the family of beings a monster belongs to, along with any descr"
      },
      {
        "document": 558,
        "excerpt": "es it to have Disadvantage on its Initiative roll. See also “Playing the Game” (“Combat”)."
      },
      {
        "document": 560,
        "excerpt": "extra movement normally associated with swimming. See also “Swimming” and “Speed.”"
      },
      {
        "document": 562,
        "excerpt": "has the Incapacitated condition. Telepathic contact is also broken if the contacted creature is no longer within the telepathy's range or if the telepath contacts a"
      },
      {
        "document": 564,
        "excerpt": "nd act as a buffer against losing real Hit Points. See also “Playing the Game” (“Damage and Healing”)."
      },
      {
        "document": 565,
        "excerpt": "tack with a weapon, an Unarmed Strike, or a spell. See also “Playing the Game” (“D20 Tests”)."
      },
      {
        "document": 568,
        "excerpt": "r than you and if you have a hand free to grab it. See also “Grappling.” Shove. The target must succeed on a Strength or Dexterity saving throw (it chooses which),"
      },
      {
        "document": 571,
        "excerpt": "ity is applied only once to an instance of damage. See also \"Playing the Game\" (\"Damage and Healing\")."
      },
      {
        "document": 572,
        "excerpt": "that is in the Simple or Martial weapon category. See also “Equipment” (“Weapons”)."
      },
      {
        "document": 573,
        "excerpt": "eapon attack is an attack roll made with a weapon. See also \"Weapon.\" ---"
      },
      {
        "document": 574,
        "excerpt": "ayer character: Friendly, Hostile, or Indifferent. See also \"Friendly,\" \"Hostile,\" \"Indifferent,\" and \"Influence.\""
      },
      {
        "document": 575,
        "excerpt": "ent with no more than three magic items at a time. See also “Equipment” (“Magic Items”)."
      },
      {
        "document": 577,
        "excerpt": "tes that a rule is part of a family of rules. The tags also have glossary entries. \"You.\" The game's rules - in this glossary and elsewhere - often talk about some"
      },
      {
        "document": 579,
        "excerpt": "Action to take only if a rule explicitly says so. See also \"Playing the Game\" (\"Actions\")."
      },
      {
        "document": 580,
        "excerpt": "xtra resilience represented by a damage threshold. See also “Damage Threshold.” No Ability Scores. An object lacks ability scores unless a rule assigns scores to t"
      },
      {
        "document": 581,
        "excerpt": "Bright Light is normal illumination. See also “Playing the Game” (“Exploration”)."
      },
      {
        "document": 582,
        "excerpt": "he Prone condition and rolling on the ground. The fire also goes out if it is doused, submerged, or suffocated."
      },
      {
        "document": 583,
        "excerpt": "the creature has a trait that allows it to do so. See also \"Speed.\""
      },
      {
        "document": 584,
        "excerpt": "A campaign is a series of adventures. See also \"Adventure.\""
      },
      {
        "document": 585,
        "excerpt": "level 0 spell, which is cast without a spell slot. See also “Spells.”"
      },
      {
        "document": 586,
        "excerpt": "ry, as shown in the Carrying Capacity table. The table also shows the maximum weight you can drag, lift, or push. While dragging, lifting, or pushing weight in exc"
      },
      {
        "document": 587,
        "excerpt": "ing CR while planning potential combat encounters. See also \"Stat Block.\""
      },
      {
        "document": 589,
        "excerpt": "hat you use to track your character's information. See also \"Character Creation.\""
      },
      {
        "document": 591,
        "excerpt": "extra movement normally associated with climbing. See also “Climbing” and “Speed.”"
      },
      {
        "document": 595,
        "excerpt": "get benefits only from the most protective degree. See also “Playing the Game” (“Combat”)."
      },
      {
        "document": 596,
        "excerpt": "1 extra foot (2 extra feet in Difficult Terrain). See also \"Speed.\""
      },
      {
        "document": 597,
        "excerpt": "me, including a player's character, is a creature. See also \"Creature Type.\""
      },
      {
        "document": 598,
        "excerpt": "ociated with an ability - to overcome a challenge. See also “Playing the Game” (“D20 Tests” and “Proficiency”)."
      },
      {
        "document": 600,
        "excerpt": "dd them together. Then add any relevant modifiers. See also \"Playing the Game\" (\"Damage and Healing\")."
      },
      {
        "document": 604,
        "excerpt": "r a D20 Test is warranted in a given circumstance. See also “Playing the Game” (“D20 Tests”)."
      },
      {
        "document": 606,
        "excerpt": "plicable modifiers, that deals damage to a target. See also \"Playing the Game\" (\"Damage and Healing\")."
      },
      {
        "document": 609,
        "excerpt": "sponding ability or when a rule asks you to do so. See also “Playing the Game” (“The Six Abilities”)."
      },
      {
        "document": 610,
        "excerpt": "An area of Darkness is Heavily Obscured. See also “Heavily Obscured” and “Playing the Game” (“Exploration”)."
      },
      {
        "document": 611,
        "excerpt": "rn colors in that Darkness only as shades of gray. See also “Playing the Game” (“Exploration”)."
      },
      {
        "document": 612,
        "excerpt": "u choose which speed to use each time you take it. See also “Speed.”"
      },
      {
        "document": 614,
        "excerpt": "A player character must make a Death Saving Throw (also called a Death Save) if they start their turn with 0 Hit Points. See also “Playing the Game” (“Damage an"
      },
      {
        "document": 615,
        "excerpt": "rinks the full amount of water required for a day. See also \"Exhaustion.\" Water Needs per Day"
      },
      {
        "document": 617,
        "excerpt": "get number for an ability check or a saving throw. See also “Playing the Game” (“D20 Tests”)."
      },
      {
        "document": 618,
        "excerpt": "An area with Dim Light is Lightly Obscured. See also “Lightly Obscured” and “Playing the Game” (“Exploration”)."
      },
      {
        "document": 619,
        "excerpt": "rom the special actions provided by your features. See also “Playing the Game” (“Actions”). These actions are defined elsewhere in this glossary:"
      },
      {
        "document": 620,
        "excerpt": "d Disadvantage on the same roll cancel each other. See also \"Playing the Game\" (\"D20 Tests\")."
      },
      {
        "document": 624,
        "excerpt": "llars: social interaction, exploration, or combat. See also \"Playing the Game\" (\"Social Interaction,\" \"Exploration,\" and \"Combat\")."
      },
      {
        "document": 626,
        "excerpt": "rtain thresholds, the character's level increases. See also “Level Advancement.”"
      },
      {
        "document": 627,
        "excerpt": "ise in the same skill proficiency more than once. See also “Playing the Game” (“Proficiency”)."
      },
      {
        "document": 629,
        "excerpt": "d Disadvantage on the same roll cancel each other. See also \"Playing the Game\" (\"D20 Tests\")."
      },
      {
        "document": 630,
        "excerpt": "tay aloft in those circumstances if you can hover. See also “Falling” and “Fly Speed.”"
      },
      {
        "document": 631,
        "excerpt": ", you can stay aloft until you land, fall, or die. See also “Flying” and “Speed.”"
      },
      {
        "document": 632,
        "excerpt": "an ability check to influence a Friendly creature. See also “Influence.”"
      },
      {
        "document": 633,
        "excerpt": "er a grapple is initiated, it follows these rules. See also “Unarmed Strike” and “Grappled.” Grappled Condition. Successfully grappling a creature gives it the Gra"
      },
      {
        "document": 634,
        "excerpt": "A hazard is an environmental danger. See also \"Burning,\" \"Dehydration,\" \"Falling,\" \"Malnutrition,\" and \"Suffocation.\""
      },
      {
        "document": 635,
        "excerpt": "Healing is how you regain Hit Points. See also “Playing the Game” (“Damage and Healing”)."
      },
      {
        "document": 636,
        "excerpt": "ying to see something in a Heavily Obscured space. See also “Blinded,” “Darkness,” and “Playing the Game” (“Exploration”)."
      },
      {
        "document": 638,
        "excerpt": "encounters. A story emerges through playing them. See also \"Encounter.\""
      },
      {
        "document": 642,
        "excerpt": "m, as explained in “Character Creation.” Most monsters also have Hit Dice. A creature can spend Hit Dice during a Short Rest to regain Hit Points. See also “Short R"
      },
      {
        "document": 643,
        "excerpt": "Hit Point maximum, and you can't have less than 0. See also \"Breaking Objects\" and \"Playing the Game\" (\"Damage and Healing\")."
      },
      {
        "document": 644,
        "excerpt": "an ability check to influence a Hostile creature. See also “Influence.”"
      },
      {
        "document": 645,
        "excerpt": "revents you from falling in certain circumstances. See also \"Flying.\""
      },
      {
        "document": 648,
        "excerpt": "table leg, or a frying pan. A Simple or Martial weapon also counts as an improvised weapon if it's wielded in a way contrary to its design; if you use a Ranged weap"
      },
      {
        "document": 649,
        "excerpt": "ombinations, such as Lawful Good and Neutral Evil. See also “Character Creation” (“Create Your Character”)."
      },
      {
        "document": 650,
        "excerpt": "Indifferent is the default attitude of a monster. See also “Influence.”"
      },
      {
        "document": 652,
        "excerpt": "dvantage on those rolls, decrease that score by 5. See also “Playing the Game” (“Combat”)."
      },
      {
        "document": 653,
        "excerpt": "Long Jump (horizontal) or a High Jump (vertical). See also “Long Jump” and “High Jump.”"
      },
      {
        "document": 655,
        "excerpt": "ecks to see something in a Lightly Obscured space. See also “Dim Light” and “Playing the Game” (“Exploration”)."
      },
      {
        "document": 671,
        "excerpt": "Evil and Good spell or any magic that removes a curse also ends the effect on it."
      },
      {
        "document": 675,
        "excerpt": "r must succeed on a DC 10 Constitution saving throw or also become infected with the contagion. On a successful save, the Humanoid can't catch the contagion from th"
      },
      {
        "document": 677,
        "excerpt": "t must succeed on a DC 15 Constitution saving throw or also become infected with the contagion. On a successful save, the Humanoid can't catch the contagion from th"
      },
      {
        "document": 683,
        "excerpt": "dvantage on all Wisdom (Perception) checks. Heavy rain also extinguishes open flames."
      },
      {
        "document": 686,
        "excerpt": "s Disadvantage on ranged attack rolls with weapons. It also extinguishes open flames and disperses fog. A flying creature in a strong wind must land at the end of i"
      },
      {
        "document": 699,
        "excerpt": "have the Poisoned condition for 1 minute. The creature also has the Paralyzed condition while Poisoned in this way. The creature repeats the save at the end of each"
      },
      {
        "document": 700,
        "excerpt": "have the Poisoned condition for 8 hours. The creature also has the Unconscious condition while Poisoned in this way. The creature wakes up if it takes damage or if"
      },
      {
        "document": 701,
        "excerpt": "r have the Poisoned condition for 1 hour. The creature also has the Blinded condition while Poisoned in this way."
      },
      {
        "document": 704,
        "excerpt": "have the Poisoned condition for 24 hours. The creature also has the Unconscious condition while Poisoned in this way. It wakes up if it takes damage."
      },
      {
        "document": 708,
        "excerpt": "the creature fails the save by 5 or more, the creature also has the Unconscious condition while Poisoned in this way. The creature wakes up if it takes damage or if"
      },
      {
        "document": 719,
        "excerpt": "pening, thereby making it safe to cross. The cover can also be held shut using Arcane Lock or similar magic. Escape. A creature needs a Climb Speed, climbing gear,"
      },
      {
        "document": 723,
        "excerpt": "pening, thereby making it safe to cross. The cover can also be held shut using an Arcane Lock spell or similar magic. Escape. A creature needs a Climb Speed, climb"
      },
      {
        "document": 732,
        "excerpt": "om an encounter to keep it at the intended difficulty. Also, die rolls and other factors can result in an encounter being easier or harder than intended. You can ad"
      },
      {
        "document": 735,
        "excerpt": "me of your campaign or elements of your world. You can also create a background to help a player craft the story they have in mind for their character. This sectio"
      },
      {
        "document": 933,
        "excerpt": "Staff (also a Quarterstaff)"
      },
      {
        "document": 934,
        "excerpt": "Wooden staff (also a Quarterstaff)"
      },
      {
        "document": 965,
        "excerpt": "age of Druids. While learning this ancient tongue, you also unlocked the magic of communicating with animals; you always have the Speak with Animals spell prepared."
      },
      {
        "document": 968,
        "excerpt": "to the maximum amount remaining in the pool. You can also expend 5 Hit Points from the pool of healing power to remove the Poisoned condition from the creature; t"
      },
      {
        "document": 969,
        "excerpt": "s by 10 feet while you aren't wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed."
      },
      {
        "document": 972,
        "excerpt": "e to cast your Warlock spells of levels 1–5. The table also shows the level of those slots, all of which are the same level. You regain all expended Pact Magic spel"
      },
      {
        "document": 973,
        "excerpt": "While studying magic, you also specialized in another field of study. Choose one of the following skills in which you have proficiency:"
      },
      {
        "document": 976,
        "excerpt": "niversities to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at s"
      },
      {
        "document": 977,
        "excerpt": "ver you gain another Sorcerer level. Parts of you are also covered by dragon-like scales. While you aren't wearing armor, your base Armor Class equals 10 plus your"
      },
      {
        "document": 979,
        "excerpt": "Warlock level (minimum of 1 Temporary Hit Point). You also gain this benefit if someone else reduces an enemy within 10 feet of you to 0 Hit Points."
      },
      {
        "document": 980,
        "excerpt": "ge to a creature marked by your Hunter's Mark, you can also deal that spell's extra damage to a different creature that you can see within 30 feet of the first crea"
      },
      {
        "document": 981,
        "excerpt": "ods of home and community. Religious orders of healing also seek the magic of this domain."
      },
      {
        "document": 982,
        "excerpt": "its normal damage type or Radiant damage. The weapon also emits Bright Light in a 20-foot radius and Dim Light 20 feet beyond that. You can end this effect early"
      },
      {
        "document": 985,
        "excerpt": "ke a Bonus Action other than Step of the Wind, you can also use Step of the Wind immediately after that Bonus Action."
      },
      {
        "document": 987,
        "excerpt": "You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition."
      },
      {
        "document": 988,
        "excerpt": "st it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level. Elven Lineages | Lineage | Le"
      },
      {
        "document": 989,
        "excerpt": "You know the Minor Illusion cantrip. You also always have the Speak with Animals spell prepared. You can cast it without a spell slot a number of time"
      },
      {
        "document": 990,
        "excerpt": "get with an attack roll and deal damage to it, you can also deal 1d10 Fire damage to that target. Frost's Chill (Frost Giant). When you hit a target with an attack"
      },
      {
        "document": 992,
        "excerpt": "| Abyssal | You have Resistance to Poison damage.You also know the Poison Spray cantrip. | Ray of Sickness | Hold Person | | Chthonic | You have Resistan"
      },
      {
        "document": 994,
        "excerpt": "st it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charis"
      },
      {
        "document": 1012,
        "excerpt": "st it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have. Spell Change. Whenever you gain a new level, you can rep"
      },
      {
        "document": 1152,
        "excerpt": "designate creatures that won't set off the alarm. You also choose whether the alarm is audible or mental: Audible Alarm. The alarm produces the sound of a handbel"
      },
      {
        "document": 1155,
        "excerpt": "rd” or “a red-haired dwarf wearing a pointed hat.” You also communicate a message of up to twenty-five words. The Beast travels for the duration toward the specifie"
      },
      {
        "document": 1162,
        "excerpt": "ion from the eye, which can see in every direction. It also has Darkvision with a range of 30 feet. As a Bonus Action, you can move the eye up to 30 feet in any di"
      },
      {
        "document": 1164,
        "excerpt": "an open and close the object despite the lock. You can also set a password that, when spoken within 5 feet of the object, unlocks it for 1 minute."
      },
      {
        "document": 1175,
        "excerpt": "e save, ending the effect on a success. The effect can also be ended by the Greater Restoration, Heal, or Wish spell. On a successful save, the target takes half a"
      },
      {
        "document": 1177,
        "excerpt": "Restrained condition until the spell ends. A creature also makes that save if it enters the area or ends it turn there. A creature makes that save only once per tu"
      },
      {
        "document": 1178,
        "excerpt": "or half as much damage on a successful one. A creature also makes that save if it enters the wall's space or ends it turn there. A creature makes that save only onc"
      },
      {
        "document": 1195,
        "excerpt": "lf as much damage on a successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there"
      },
      {
        "document": 1200,
        "excerpt": "aning of any language that you hear or see signed. You also understand any written language that you see, but you must be touching the surface on which the words ar"
      },
      {
        "document": 1204,
        "excerpt": "t of the pack, and when you move on your turn, you can also move the pack up to 30 feet to an unoccupied space you can see. Whenever the pack moves within 10 feet"
      },
      {
        "document": 1205,
        "excerpt": "the Cylinder, and when you move on your turn, you can also move the Cylinder up to 30 feet. Whenever the Cylinder moves into the space of a creature you can see a"
      },
      {
        "document": 1211,
        "excerpt": "11d8 Necrotic damage and have the Poisoned condition. Also, choose one ability when you cast the spell. While Poisoned, the target has Disadvantage on saving throw"
      },
      {
        "document": 1212,
        "excerpt": ", the effect of another Contingency spell on you ends. Also, Contingency ends on you if its material component is ever not on your person."
      },
      {
        "document": 1228,
        "excerpt": "nside the demiplane remain there. Any creatures inside also remain unless they opt to be shunted through the door as it vanishes, landing with the Prone condition i"
      },
      {
        "document": 1229,
        "excerpt": "Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where. The spell is blocked by 1 foot of sto"
      },
      {
        "document": 1233,
        "excerpt": "pward to the northwest at a 45-degree angle.” You can also teleport one willing creature. The creature must be within 5 feet of you when you teleport, and it telep"
      },
      {
        "document": 1246,
        "excerpt": "sleep, through the spell's duration. The messenger can also shape the dream's environment, creating landscapes, objects, and other images. The messenger can emerge"
      },
      {
        "document": 1248,
        "excerpt": "e condition, and its Concentration is broken. You can also cause the effects below. Fissures. A total of 1d6 fissures open in the spell's area at the end of the t"
      },
      {
        "document": 1252,
        "excerpt": "tegory - from Medium to Large, for example. The target also has Advantage on Strength checks and Strength saving throws. The target's attacks with its enlarged weap"
      },
      {
        "document": 1259,
        "excerpt": "es and magic items can't be created by this spell. You also can't use it to create items that require a high degree of skill - such as weapons and armor - unless yo"
      },
      {
        "document": 1260,
        "excerpt": "olet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed Dim"
      },
      {
        "document": 1282,
        "excerpt": "exit the cage and wastes the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel. This spell can't be dispelled by Dispel Magi"
      },
      {
        "document": 1284,
        "excerpt": "ave the Paralyzed or Restrained conditions. The target also has a Swim Speed equal to its Speed. In addition, the target can spend 5 feet of movement to automatica"
      },
      {
        "document": 1285,
        "excerpt": "same effect as a normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn't already shattered, it expl"
      },
      {
        "document": 1289,
        "excerpt": "otected from decay and can't become Undead. The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influ"
      },
      {
        "document": 1293,
        "excerpt": "the glyph could be set to affect Aberrations). You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password. Ex"
      },
      {
        "document": 1295,
        "excerpt": "ature that enters the area or ends its turn there must also succeed on that save or fall Prone."
      },
      {
        "document": 1299,
        "excerpt": "ls that are unaffected by the spell's effects. You can also specify a password that, when spoken aloud within 5 feet of the warded area, makes the speaker immune to"
      },
      {
        "document": 1307,
        "excerpt": "hrough the target, restoring 70 Hit Points. This spell also ends the Blinded, Deafened, and Poisoned conditions on the target. Using a Higher-Level Spell Slot. The"
      },
      {
        "document": 1311,
        "excerpt": "ghtened and Poisoned conditions. Its Hit Point maximum also increases by 2d10, and it gains the same number of Hit Points."
      },
      {
        "document": 1313,
        "excerpt": "to the target whenever you hit it with an attack roll. Also, choose one ability when you cast the spell. The target has Disadvantage on ability checks made with the"
      },
      {
        "document": 1318,
        "excerpt": "he target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check you make to find it. If the target drops to"
      },
      {
        "document": 1324,
        "excerpt": "t can't teleport. Until the spell ends, the target is also affected by one of the following effects of your choice: Burial. The target is entombed beneath the ear"
      },
      {
        "document": 1325,
        "excerpt": "lf as much damage on a successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there"
      },
      {
        "document": 1327,
        "excerpt": "or half as much damage on a successful one. A creature also makes this save when it enters the spell's area for the first time on a turn or ends its turn there. A c"
      },
      {
        "document": 1352,
        "excerpt": "u can see within range. Creatures healed by this spell also have the Blinded, Deafened, and Poisoned conditions removed from them."
      },
      {
        "document": 1359,
        "excerpt": "A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area, and the object starts burning if it's flammable."
      },
      {
        "document": 1360,
        "excerpt": "sychic damage and the Charmed condition. The target is also unaffected by anything that would sense its emotions or alignment, read its thoughts, or magically detec"
      },
      {
        "document": 1361,
        "excerpt": "much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same pl"
      },
      {
        "document": 1367,
        "excerpt": "or the duration. While Charmed in this way, the target also has the Incapacitated condition and is unaware of its surroundings, though it can hear you. If it takes"
      },
      {
        "document": 1368,
        "excerpt": "a creature takes half as much damage only. A creature also makes this save when the spell's area moves into its space and when it enters the spell's area or ends i"
      },
      {
        "document": 1385,
        "excerpt": "s entire casting gain the benefits of a Short Rest and also regain 2d8 Hit Points. A creature can't be affected by this spell again until that creature finishes a L"
      },
      {
        "document": 1394,
        "excerpt": "vantage on attack rolls against the target. The target also can't be possessed by or gain the Charmed or Frightened conditions from them. If the target is already p"
      },
      {
        "document": 1397,
        "excerpt": "creature returns to life with 1 Hit Point. This spell also neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal w"
      },
      {
        "document": 1398,
        "excerpt": "based D20 Tests for the duration. During that time, it also subtracts 1d8 from all its damage rolls. The target repeats the save at the end of each of its turns, en"
      },
      {
        "document": 1406,
        "excerpt": "re returns to life with all its Hit Points. This spell also neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wo"
      },
      {
        "document": 1415,
        "excerpt": "at the end of each day that the spell ends. The spell also ends if you cast this spell again or if the Tiny replica chest is destroyed. If the spell ends and the l"
      },
      {
        "document": 1419,
        "excerpt": "000 years” or “when the tarrasque awakens.” This spell also ends if the target takes any damage."
      },
      {
        "document": 1421,
        "excerpt": "A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area. Using a Higher-Level Spell Slot. The damage increases by"
      },
      {
        "document": 1436,
        "excerpt": "e deceased creature was Undead when it died. The spell also fails if the corpse was the target of this spell within the past 10 days. Until the spell ends, you can"
      },
      {
        "document": 1437,
        "excerpt": "ave passed, weather, and other circumstances. You can also turn Difficult Terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain t"
      },
      {
        "document": 1438,
        "excerpt": "ong ceilings, while leaving its hands free. The target also gains a Climb Speed equal to its Speed. Using a Higher-Level Spell Slot. You can target one additional"
      },
      {
        "document": 1444,
        "excerpt": "passage through a wall that is 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges a"
      },
      {
        "document": 1451,
        "excerpt": "the glyph could be set to affect Aberrations). You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password. On"
      },
      {
        "document": 1473,
        "excerpt": "e spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane and blocks ethereal travel through the wall."
      },
      {
        "document": 1477,
        "excerpt": "nd saving throws, and it has Resistance to all damage. Also, each time it takes damage, you take the same amount of damage. The spell ends if you drop to 0 Hit Poi"
      },
      {
        "document": 1478,
        "excerpt": "he underwater until the spell ends. Affected creatures also retain their normal mode of respiration."
      },
      {
        "document": 1482,
        "excerpt": "spell ends, the target can revert to cloud form, which also requires a Magic action followed by a 1-minute transformation. If a target is in cloud form and flying"
      },
      {
        "document": 1494,
        "excerpt": "see you. Any equipment you are wearing or carrying is also concealed. Attacks Affected. Attack rolls against you have Disadvantage, and your attack rolls have Adv"
      },
      {
        "document": 1509,
        "excerpt": "eatures inside. The apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 Bludgeoning damage each minute f"
      },
      {
        "document": 1521,
        "excerpt": "Resilience. You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition."
      },
      {
        "document": 1523,
        "excerpt": "the weapon, keeping it within reach at all times. You also have Disadvantage on attack rolls with weapons other than this one. Whenever another creature damages y"
      },
      {
        "document": 1524,
        "excerpt": ", regardless of the surface you are moving across. You also have Advantage on Dexterity (Stealth) checks."
      },
      {
        "document": 1549,
        "excerpt": "can see within 30 feet of the spell's sensor. You can also cast Suggestion (save DC 17) through the sensor on one of those creatures. You don't need to concentrate"
      },
      {
        "document": 1555,
        "excerpt": "lose to you as it can and then falls to the ground. It also ceases to hover if you grasp it or are more than 30 feet away from it."
      },
      {
        "document": 1566,
        "excerpt": ", ending the effect on itself on a success. The effect also ends on any creature targeted by a Lesser Restoration spell."
      },
      {
        "document": 1582,
        "excerpt": "ats. It can be opened to store items inside. This item also has three command words, each requiring a Magic action to use: First Command Word. The box unfolds into"
      },
      {
        "document": 1588,
        "excerpt": "his armor, you gain a +1 bonus to Armor Class. You can also take a Bonus Action to cause the armor to assume the appearance of a normal set of clothing or some othe"
      },
      {
        "document": 1593,
        "excerpt": "t Strength or Gauntlets of Ogre Power to which you are also attuned, you gain the following benefits: Giants' Bane. When you roll a 20 on the d20 for an attack rol"
      },
      {
        "document": 1605,
        "excerpt": "eshoe affixes itself to the hoof. Removing a horseshoe also takes a Magic action. While all four shoes are affixed to the hooves of a horse or similar creature, th"
      },
      {
        "document": 1606,
        "excerpt": "eshoe affixes itself to the hoof. Removing a horseshoe also takes a Magic action. While all four horseshoes are attached to the same creature, its Speed is increas"
      },
      {
        "document": 1608,
        "excerpt": "ects in the area that aren't being worn or carried are also pushed clear of the tower. The tower is 20 feet on a side and 30 feet high, with arrow slits on all sid"
      },
      {
        "document": 1614,
        "excerpt": "magic weapon. While the weapon is on your person, you also gain a +1 bonus to saving throws. Luck. If the weapon is on your person, you can call on its luck (no a"
      },
      {
        "document": 1621,
        "excerpt": "and and resting no more than 8 hours per day. You must also pay the specified cost to purchase supplies. Once you finish creating the golem, the book is consumed i"
      },
      {
        "document": 1627,
        "excerpt": "ability scores by 2, to a maximum of 22, provided you also decrease another one of your ability scores by 2. You can't decrease an ability that has a score of 5 or"
      },
      {
        "document": 1630,
        "excerpt": "beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or qu"
      },
      {
        "document": 1693,
        "excerpt": "n sense the location of any Invisible creature that is also in the Bright Light. The rod's head stops glowing and the effect ends after 10 minutes or when a creatu"
      },
      {
        "document": 1694,
        "excerpt": "sed in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it. Drain Life. W"
      },
      {
        "document": 1697,
        "excerpt": "regains Hit Points as if it had spent 1 Hit Point Die. Also, creatures don't age while there, although time passes normally. Visitors can remain there for up to 200"
      },
      {
        "document": 1698,
        "excerpt": "its destination or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or"
      },
      {
        "document": 1706,
        "excerpt": "self. If the creature is your size or smaller, you can also knock it down, giving it the Prone condition. Protective Field. As a Reaction, when you or an ally you"
      },
      {
        "document": 1722,
        "excerpt": "onus to attack rolls and damage rolls made with it. It also has the following additional properties. Once one of these properties is used, it can't be used again un"
      },
      {
        "document": 1733,
        "excerpt": "te a loud clap of thunder audible out to 300 feet. You also create a 30-foot Cone of thunderous energy. Each creature in the Cone must succeed on a DC 15 Strength s"
      },
      {
        "document": 1884,
        "excerpt": "tiff has an Intelligence of 8 and can speak Common. It also has Blindsight with a range of 60 feet. Once it has been used, it can't be used again until 7 days have"
      },
      {
        "document": 1982,
        "excerpt": "soned condition for 1 hour. While Poisoned, the target also has the Paralyzed condition."
      },
      {
        "document": 1993,
        "excerpt": "hour. Failure by 5 or More: While Poisoned, the target also has the Unconscious condition, which ends early if the target takes damage or a creature within 5 feet o"
      },
      {
        "document": 2042,
        "excerpt": "t of the swarm's next turn. While Deafened, the target also has Disadvantage on ability checks and attack rolls."
      }
    ],
    "alter": [
      {
        "document": 49,
        "excerpt": "of a social interaction. Your roleplaying efforts can alter an NPC's attitude, but there might still be an element of chance if the GM wants dice to play a role in"
      },
      {
        "document": 160,
        "excerpt": "monster combat-oriented magic items, since those might alter the monster's Challenge Rating. If you do give a monster a magic item, the monster can have Attunement w"
      },
      {
        "document": 508,
        "excerpt": "their lists of prepared spells, but the GM is free to alter them."
      },
      {
        "document": 587,
        "excerpt": "and the number of player characters can significantly alter how threatening a monster is in actual play. \"Gameplay Toolbox\" (\"Combat Encounters\") provides guidance"
      },
      {
        "document": 674,
        "excerpt": "les show how magical contagions can work. Feel free to alter the saving throw DCs, effects, and other characteristics of these contagions to suit your campaign."
      },
      {
        "document": 745,
        "excerpt": "e, or Persuasion) or Wisdom (Animal Handling) check to alter a creature’s attitude."
      },
      {
        "document": 857,
        "excerpt": "Alter Self, Chromatic Orb, Command, Dragon’s Breath"
      },
      {
        "document": 862,
        "excerpt": "Alter Self"
      },
      {
        "document": 887,
        "excerpt": "Alter Self"
      },
      {
        "document": 971,
        "excerpt": "Because your magic flows from within, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from “Metamagic Options” l"
      },
      {
        "document": 972,
        "excerpt": "ad Forms Prerequisite: Level 5+ Warlock You can cast Alter Self without expending a spell slot. Misty Visions Prerequisite: Level 2+ Warlock You can cast Silent"
      },
      {
        "document": 979,
        "excerpt": "You can call on your fiendish patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add 1d"
      },
      {
        "document": 1153,
        "excerpt": "Alter Self"
      },
      {
        "document": 1323,
        "excerpt": "hat is unintelligible. Alternatively, the illusion can alter the meaning, handwriting, and language of the text, though the language must be one you know. If the sp"
      },
      {
        "document": 1350,
        "excerpt": "t within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image o"
      },
      {
        "document": 1363,
        "excerpt": "gully like a wide and smooth road. Similarly, you can alter the appearance of structures or add them where none are present. The spell doesn't disguise, conceal, or"
      },
      {
        "document": 1367,
        "excerpt": "true memory. Using a Higher-Level Spell Slot. You can alter the target's memories of an event that took place up to 7 days ago (level 6 spell slot), 30 days ago (le"
      },
      {
        "document": 1428,
        "excerpt": "t within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image o"
      },
      {
        "document": 1432,
        "excerpt": "molasses) Duration: Concentration, up to 1 minute You alter time around up to six creatures of your choice in a 40-foot Cube within range. Each target must succeed"
      },
      {
        "document": 1456,
        "excerpt": "1-minute effects active at a time. Altered Eyes. You alter the appearance of your eyes for 1 minute. Booming Voice. Your voice booms up to three times as loud as"
      },
      {
        "document": 1484,
        "excerpt": "l a mortal can cast. By simply speaking aloud, you can alter reality itself. The basic use of this spell is to duplicate any other spell of level 8 or lower. If you"
      },
      {
        "document": 1664,
        "excerpt": "le holding this weapon, you can take a Bonus Action to alter its form, turning it into a 6-inch rod (for ease of storage) or a 10-foot pole, or reverting it a Quarte"
      }
    ],
    "altered": [
      {
        "document": 1367,
        "excerpt": "ing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the spell ends. A modified memory doesn't necessarily"
      },
      {
        "document": 1456,
        "excerpt": "up to three of its 1-minute effects active at a time. Altered Eyes. You alter the appearance of your eyes for 1 minute. Booming Voice. Your voice booms up to three t"
      }
    ],
    "altering": [
      {
        "document": 248,
        "excerpt": "enturers. At level 11, many spellcasters learn reality-altering spells. Other characters gain features that allow them to make more attacks or to do more impressive thi"
      }
    ],
    "alternative": [
      {
        "document": 261,
        "excerpt": "and features (such as Unarmored Defense) that give you alternative ways to calculate your Armor Class."
      }
    ],
    "alternatively": [
      {
        "document": 378,
        "excerpt": "ell is the fastest way to reveal an item's properties. Alternatively, you can focus on one magic item during a Short Rest while being in physical contact with the item. At t"
      },
      {
        "document": 967,
        "excerpt": ". You can take the Disengage action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and the Dodge actions as a Bonus Action. Step"
      },
      {
        "document": 985,
        "excerpt": "ns are harmless unless you take an action to end them. Alternatively, when you take the Attack action on your turn, you can forgo one of the attacks to end the vibrations. T"
      },
      {
        "document": 1180,
        "excerpt": "l one. A Plant creature automatically fails the save. Alternatively, target a nonmagical plant that isn't a creature, such as a tree or shrub. It doesn't make a save; it si"
      },
      {
        "document": 1218,
        "excerpt": "lons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there. Destroy Wa"
      },
      {
        "document": 1222,
        "excerpt": "lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form that is vaguely humanlike. Whichever form you"
      },
      {
        "document": 1223,
        "excerpt": "through it, and nonmagical light can't illuminate it. Alternatively, you cast the spell on an object that isn't being worn or carried, causing the Darkness to fill a 15-foo"
      },
      {
        "document": 1225,
        "excerpt": "Light and sheds Dim Light for an additional 60 feet. Alternatively, you cast the spell on an object that isn't being worn or carried, causing the sunlight to fill a 60-foo"
      },
      {
        "document": 1250,
        "excerpt": "ightly dampens creatures and objects in a 5-foot Cube. Alternatively, you create 1 cup of clean water either in an open container or on a surface, and the water evaporates i"
      },
      {
        "document": 1265,
        "excerpt": "emporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As a Magic action while it is temporarily dismissed, you can cause it to re"
      },
      {
        "document": 1323,
        "excerpt": "n an unknown or magical script that is unintelligible. Alternatively, the illusion can alter the meaning, handwriting, and language of the text, though the language must be"
      },
      {
        "document": 1340,
        "excerpt": "ave seen it up close - within 30 feet - at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelr"
      },
      {
        "document": 1378,
        "excerpt": "in or near that destination, as determined by the GM. Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can"
      },
      {
        "document": 1388,
        "excerpt": ", and 1 inch thick - centered on a point within range. Alternatively, you shape the wall into a globe up to 30 feet in diameter centered on a point within range. The wall la"
      },
      {
        "document": 1475,
        "excerpt": "els. Each panel must be contiguous with another panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick. If the wall cuts through a crea"
      },
      {
        "document": 1484,
        "excerpt": "ing costly components. The spell simply takes effect. Alternatively, you can create one of the following effects of your choice: Object Creation. You create one object of"
      },
      {
        "document": 1535,
        "excerpt": "lls they have prepared without expending spell slots. Alternatively, when you light the candle for the first time, you can cast Gate with it. Doing so destroys the candle."
      },
      {
        "document": 1627,
        "excerpt": "'t decrease an ability that has a score of 5 or lower. Alternatively, you can choose not to adjust your ability scores, in which case this card has no effect. Comet. The ne"
      },
      {
        "document": 1635,
        "excerpt": "effect of the Freedom of Movement spell for 8 hours. Alternatively, the oil can be poured on the ground as a Magic action, where it covers a 10-foot square, duplicating t"
      },
      {
        "document": 1682,
        "excerpt": "2d10 Force damage and is pushed 5 feet away from you. Alternatively, you can expend 1 to 3 of the ring's charges as a Magic action to try to break a nonmagical object you c"
      }
    ],
    "alters": [
      {
        "document": 1627,
        "excerpt": "es, buildings, and land you own are lost in a way that alters reality the least. Any documentation that proves you should own something lost to this card also disappe"
      }
    ],
    "although": [
      {
        "document": 7,
        "excerpt": ". A monster dies the instant it drops to 0 Hit Points, although a Game Master can ignore this rule for an individual monster and treat it like a character. Hit Point M"
      },
      {
        "document": 59,
        "excerpt": "Each ability has a score from 1 to 20, although some monsters have a score as high as 30. The score represents the magnitude of an ability. The Ability"
      },
      {
        "document": 488,
        "excerpt": "s help describe spells but have no rules of their own, although some other rules refer to them. Schools of Magic"
      },
      {
        "document": 1558,
        "excerpt": "es remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it."
      },
      {
        "document": 1594,
        "excerpt": "haversack is destroyed, its contents are lost forever, although an Artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill f"
      },
      {
        "document": 1697,
        "excerpt": "Hit Point Die. Also, creatures don't age while there, although time passes normally. Visitors can remain there for up to 200 days divided by the number of creatures pr"
      }
    ],
    "altitude": [
      {
        "document": 684,
        "excerpt": "High Altitude"
      },
      {
        "document": 1335,
        "excerpt": "ve as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as par"
      }
    ],
    "altitudes": [
      {
        "document": 684,
        "excerpt": "Traveling at altitudes of 10,000 feet or higher above sea level is taxing for most creatures because of the reduced amount of o"
      }
    ],
    "always": [
      {
        "document": 74,
        "excerpt": "ize action. Some magic items and other special objects always require an action to use, as stated in their descriptions."
      },
      {
        "document": 92,
        "excerpt": "ack rolls. They follow these steps: 4: Roll 1d20. You always want to roll high. If the roll has Advantage or Disadvantage (described later in \"Playing the Game\"), yo"
      },
      {
        "document": 175,
        "excerpt": "nless noted otherwise, a spell of level 1 or higher is always cast at its lowest possible level and can't be cast at a higher level. A monster's spell can have speci"
      },
      {
        "document": 497,
        "excerpt": "y which spells you have access to, if any; whether you always have certain spells prepared; and whether you can change the list of spells you have prepared."
      },
      {
        "document": 509,
        "excerpt": "Always-Prepared Spells"
      },
      {
        "document": 820,
        "excerpt": "A shard of obsidian that always feels warm to the touch"
      },
      {
        "document": 963,
        "excerpt": "on. If another Bard feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature,"
      },
      {
        "document": 964,
        "excerpt": ". If another Cleric feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature,"
      },
      {
        "document": 965,
        "excerpt": "n. If another Druid feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature,"
      },
      {
        "document": 968,
        "excerpt": "If another Paladin feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature,"
      },
      {
        "document": 969,
        "excerpt": ". If another Ranger feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature,"
      },
      {
        "document": 971,
        "excerpt": "If another Sorcerer feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature,"
      },
      {
        "document": 972,
        "excerpt": "If another Warlock feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature,"
      },
      {
        "document": 973,
        "excerpt": ". If another Wizard feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature,"
      },
      {
        "document": 976,
        "excerpt": "spell slots, as shown in the Bard Features table. You always have the chosen spells prepared, and whenever you gain a Bard level, you can replace one of the spells w"
      },
      {
        "document": 977,
        "excerpt": "specified in the Draconic Spells table, you thereafter always have the listed spells prepared. Draconic Spells"
      },
      {
        "document": 979,
        "excerpt": "The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Fiend Spells table, you there"
      },
      {
        "document": 981,
        "excerpt": "Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Life Domain Spells table, you"
      },
      {
        "document": 982,
        "excerpt": "The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Devotion Spells table"
      },
      {
        "document": 988,
        "excerpt": "learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast"
      },
      {
        "document": 989,
        "excerpt": "You know the Minor Illusion cantrip. You also always have the Speak with Animals spell prepared. You can cast it without a spell slot a number of times equal"
      },
      {
        "document": 994,
        "excerpt": "learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast"
      },
      {
        "document": 1005,
        "excerpt": "he Bludgeoning, Piercing, and Slashing damage you deal always ignores Resistance. Overwhelming Strike. When you roll a 20 on the d20 for an attack roll, you can deal"
      },
      {
        "document": 1012,
        "excerpt": "e same list you selected for this feat's cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast"
      },
      {
        "document": 1361,
        "excerpt": "damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of"
      },
      {
        "document": 1594,
        "excerpt": "not exceeding a volume of 64 cubic feet. The haversack always weighs 5 pounds, regardless of its contents. Retrieving an item from the haversack requires a Utilize a"
      },
      {
        "document": 1884,
        "excerpt": "olden Lions (Rare). These gold statuettes of lions are always created in pairs. You can use one figurine or both simultaneously. Each can become a Lion for up to 1 ho"
      }
    ],
    "amber": [
      {
        "document": 1630,
        "excerpt": "lso has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that"
      },
      {
        "document": 1656,
        "excerpt": "t you instead age by 1d6 + 6 years. Suspended in this amber liquid is a tiny heart that, against all reason, is still beating. These ingredients vanish when the pot"
      }
    ],
    "ambush": [
      {
        "document": 56,
        "excerpt": "o spy on one another, sneak past a guardian, or set an ambush. The Game Master decides when circumstances are appropriate for hiding. When you try to hide, you take t"
      }
    ],
    "ambusher": [
      {
        "document": 73,
        "excerpt": "advantage on their Initiative roll. For example, if an ambusher starts combat while hidden from a foe who is unaware that combat is starting, that foe is surprised. In"
      }
    ],
    "ambushes": [
      {
        "document": 984,
        "excerpt": "You are adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your"
      }
    ],
    "amethyst": [
      {
        "document": 768,
        "excerpt": "Amethyst"
      }
    ],
    "amid": [
      {
        "document": 720,
        "excerpt": "are obscured by dust and cobwebs or skillfully hidden amid bas-reliefs, murals, or frescoes. Each creature in the darts' path must succeed on a DC 13 Dexterity sa"
      }
    ],
    "ammunition": [
      {
        "document": 115,
        "excerpt": "ed, you may choose the type or determine it randomly. Ammunition. If a magic weapon has the Ammunition property, ammunition fired from it is considered magical for the p"
      },
      {
        "document": 159,
        "excerpt": "Ammunition and Ranged Attacks"
      },
      {
        "document": 317,
        "excerpt": "You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of th"
      },
      {
        "document": 327,
        "excerpt": "sic Poison to coat one weapon or up to three pieces of ammunition. A creature that takes Piercing or Slashing damage from the poisoned weapon or ammunition takes an extra"
      },
      {
        "document": 328,
        "excerpt": "A Range weapon has a range in parentheses after the Ammunition or Thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the"
      },
      {
        "document": 447,
        "excerpt": "Ammunition (Varies)"
      },
      {
        "document": 453,
        "excerpt": "Ammunition"
      },
      {
        "document": 693,
        "excerpt": "n be applied as a Bonus Action to a weapon, a piece of ammunition, or similar object. The poison remains potent until delivered through a wound or washed off. A creature"
      },
      {
        "document": 766,
        "excerpt": "+1 Ammunition, +1 Longsword"
      },
      {
        "document": 788,
        "excerpt": "Ammunition of Slaying Table 1"
      },
      {
        "document": 928,
        "excerpt": "Ammunition (Range 80/320; Bolt), Loading, Two-Handed"
      },
      {
        "document": 931,
        "excerpt": "Ammunition"
      },
      {
        "document": 932,
        "excerpt": "Ammunition"
      },
      {
        "document": 1018,
        "excerpt": "Ammunition"
      },
      {
        "document": 1030,
        "excerpt": "Ammunition (Range 25/100; Needle)"
      },
      {
        "document": 1067,
        "excerpt": "Ammunition (Range 30/120; Bolt)"
      },
      {
        "document": 1070,
        "excerpt": "Ammunition (Range 100/400; Bolt)"
      },
      {
        "document": 1085,
        "excerpt": "Ammunition (Range 80/320; Bolt)"
      },
      {
        "document": 1088,
        "excerpt": "Ammunition (Range 150/600; Arrow)"
      },
      {
        "document": 1097,
        "excerpt": "Ammunition (Range 40/120; Bullet)"
      },
      {
        "document": 1105,
        "excerpt": "Ammunition (Range 30/90; Bullet)"
      },
      {
        "document": 1126,
        "excerpt": "Ammunition (Range 80/320; Arrow)"
      },
      {
        "document": 1131,
        "excerpt": "Ammunition (Range 30/120; Bullet)"
      },
      {
        "document": 1252,
        "excerpt": "ns to normal size at once. A thrown weapon or piece of ammunition returns to normal size immediately after it hits or misses a target. Enlarge. The target's size increas"
      },
      {
        "document": 1503,
        "excerpt": "Ammunition, +1, +2, or +3"
      },
      {
        "document": 1504,
        "excerpt": "Ammunition of Slaying"
      },
      {
        "document": 1589,
        "excerpt": "hand. If you reduce the damage to 0, you can catch the ammunition or weapon if it is small enough for you to hold in that hand."
      },
      {
        "document": 1634,
        "excerpt": "this oil can coat one Melee weapon or twenty pieces of ammunition, but only ammunition and Melee weapons that are nonmagical and deal Slashing or Piercing damage are affe"
      },
      {
        "document": 1810,
        "excerpt": "elee attack roll takes 4 (1d8) Acid damage. Nonmagical ammunition is destroyed immediately after hitting the pudding and dealing any damage. Any nonmagical weapon takes a"
      },
      {
        "document": 1912,
        "excerpt": "g extra movement to do so. Corrosive Form. Nonmagical ammunition is destroyed immediately after hitting the ooze and dealing any damage. Any nonmagical weapon takes a cu"
      }
    ],
    "among": [
      {
        "document": 73,
        "excerpt": "ound. Ties. If a tie occurs, the GM decides the order among tied monsters, and the players decide the order among tied characters. The GM decides the order if the"
      },
      {
        "document": 248,
        "excerpt": "have reached a level of power that makes them special among adventurers. At level 11, many spellcasters learn reality-altering spells. Other characters gain feature"
      },
      {
        "document": 693,
        "excerpt": "sidious and deadly nature, poisons are a favorite tool among assassins and evil creatures. Poisons come in the following four types: Contact. Contact poison can be"
      },
      {
        "document": 783,
        "excerpt": "e, and the total damage of the gems is divided equally among all creatures in the Line."
      },
      {
        "document": 793,
        "excerpt": "eases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature takes 10d6 Force damage from an internal explosion."
      },
      {
        "document": 962,
        "excerpt": "ays to attack furiously. The following effects are now among your Brutal Strike options. Staggering Blow. The target has Disadvantage on the next saving throw it ma"
      },
      {
        "document": 965,
        "excerpt": "ou know four Beast forms for this feature, chosen from among Beast stat blocks that have a maximum Challenge Rating of 1/4 and that lack a Fly Speed (see “Animals” i"
      },
      {
        "document": 970,
        "excerpt": "Sneak Attack deviously. The following effects are now among your Cunning Strike options. Daze (Cost: 2d6). The target must succeed on a Constitution saving throw,"
      },
      {
        "document": 981,
        "excerpt": "f (which can include you), and divide those Hit Points among them. This feature can restore a creature to no more than half its Hit Point maximum."
      },
      {
        "document": 1352,
        "excerpt": "ou restore up to 700 Hit Points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell also have the Blin"
      },
      {
        "document": 1453,
        "excerpt": "wo eggs) Duration: 1 hour You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the"
      },
      {
        "document": 1753,
        "excerpt": "le possible subjects, the GM determines randomly which among them are affected. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you e"
      }
    ],
    "amorphous": [
      {
        "document": 1810,
        "excerpt": "Amorphous. The pudding can move through a space as narrow as 1 inch without expending extra movement to do so. Co"
      },
      {
        "document": 1912,
        "excerpt": "Amorphous. The ooze can move through a space as narrow as 1 inch without expending extra movement to do so. Corro"
      },
      {
        "document": 1972,
        "excerpt": "Amorphous. The jelly can move through a space as narrow as 1 inch without expending extra movement to do so. Spid"
      },
      {
        "document": 2016,
        "excerpt": "Amorphous. The shadow can move through a space as narrow as 1 inch without expending extra movement to do so. Sun"
      }
    ],
    "amount": [
      {
        "document": 95,
        "excerpt": "is within 5 feet of you or dismount. Doing so costs an amount of movement equal to half your Speed (round down). For example, if your Speed is 30 feet, you spend 15 f"
      },
      {
        "document": 105,
        "excerpt": "you don't add your ability modifier to a fixed damage amount that doesn't use a roll, such as the damage of a Blowgun. See “Equipment” for weapons' damage dice and “"
      },
      {
        "document": 133,
        "excerpt": "Crafting a magic item takes an amount of time and money based on the item's rarity as shown in the Magic Item Crafting Time and Cost table. W"
      },
      {
        "document": 252,
        "excerpt": "Level Advancement” section. You begin with the minimum amount of XP required to reach your starting level. For example, if the GM starts you at level 10, you have 64,"
      },
      {
        "document": 393,
        "excerpt": "Scribing a scroll takes an amount of time and money based on the level of the spell, as shown in the Spell Scroll Costs table. For each da"
      },
      {
        "document": 409,
        "excerpt": "ck at a greater distance. Damage. The table lists the amount of damage a weapon deals when an attacker hits with it as well as the type of that damage. Properties."
      },
      {
        "document": 447,
        "excerpt": "The Ammunition table lists the different types and the amount you get when you buy them. The table also lists the item that is typically used to store each type; stor"
      },
      {
        "document": 520,
        "excerpt": "A creature needs an amount of food per day based on its size, as shown in the Food Needs per Day table. A creature that eats but co"
      },
      {
        "document": 548,
        "excerpt": "cial speed you have increases or decreases by an equal amount for the same duration. For example, if your Speed is reduced to 0 and you have a Climb Speed, your Climb"
      },
      {
        "document": 607,
        "excerpt": "hreshold has Immunity to all damage unless it takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, in which case it"
      },
      {
        "document": 615,
        "excerpt": "A creature requires an amount of water per day based on its size, as shown in the Water Needs per Day table. A creature that drinks le"
      },
      {
        "document": 684,
        "excerpt": "el is taxing for most creatures because of the reduced amount of oxygen in the air. Each hour such a creature spends traveling at high altitude counts as 2 hours for"
      },
      {
        "document": 712,
        "excerpt": "ctions that skilled characters can overcome in a short amount of time or deadly puzzles that require quick thinking and teamwork to overcome. Traps that are undetecta"
      },
      {
        "document": 932,
        "excerpt": "Amount"
      },
      {
        "document": 967,
        "excerpt": "fall to reduce any damage you take from the fall by an amount equal to five times your Monk level."
      },
      {
        "document": 968,
        "excerpt": "mber of Hit Points to that creature, up to the maximum amount remaining in the pool. You can also expend 5 Hit Points from the pool of healing power to remove the Po"
      },
      {
        "document": 1305,
        "excerpt": "tic damage, and its Hit Point maximum is reduced by an amount equal to the Necrotic damage it took. On a successful save, it takes half as much damage only. This spel"
      },
      {
        "document": 1379,
        "excerpt": "riched for 365 days. The plants yield twice the normal amount of food when harvested. They can benefit from only one Plant Growth per year."
      },
      {
        "document": 1469,
        "excerpt": "ic damage, and you regain Hit Points equal to half the amount of Necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as"
      },
      {
        "document": 1477,
        "excerpt": "ge. Also, each time it takes damage, you take the same amount of damage. The spell ends if you drop to 0 Hit Points or if you and the target become separated by more"
      },
      {
        "document": 1498,
        "excerpt": "Your only movement options are to crawl or to spend an amount of movement equal to half your Speed (round down) to right yourself and thereby end the condition. If yo"
      },
      {
        "document": 1556,
        "excerpt": "per and issue one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the st"
      },
      {
        "document": 1580,
        "excerpt": "gain, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. Bronze Griffon (Rare). This bronze stat"
      },
      {
        "document": 1727,
        "excerpt": "Undead, and you gain Temporary Hit Points equal to the amount of Necrotic damage taken."
      },
      {
        "document": 1785,
        "excerpt": "e it takes (round down), and the target takes the same amount of damage."
      },
      {
        "document": 1828,
        "excerpt": "ge, and the target's Hit Point maximum decreases by an amount equal to the Acid damage taken."
      },
      {
        "document": 1829,
        "excerpt": "e it takes (round down), and the target takes the same amount of damage. The cloaker can detach itself by spending 5 feet of movement. The target or a creature withi"
      },
      {
        "document": 1969,
        "excerpt": "spell, the target's Hit Point maximum decreases by an amount equal to that damage. If the spell kills the target, its soul is trapped in the hag's soul bag, and the"
      },
      {
        "document": 2023,
        "excerpt": "t is a creature, its Hit Point maximum decreases by an amount equal to the damage taken."
      },
      {
        "document": 2036,
        "excerpt": "uccess: The target's Hit Point maximum decreases by an amount equal to the damage taken."
      },
      {
        "document": 2055,
        "excerpt": "damage. The target's Hit Point maximum decreases by an amount equal to the Necrotic damage taken, and the vampire regains Hit Points equal to that amount."
      },
      {
        "document": 2056,
        "excerpt": "amage. The target's Hit Point maximum decreases by an amount equal to the Necrotic damage taken, and the vampire regains Hit Points equal to that amount. A Humanoid"
      },
      {
        "document": 2073,
        "excerpt": "ge, and the target's Hit Point maximum decreases by an amount equal to the damage taken. A Humanoid slain by this attack rises 24 hours later as a Zombie under the w"
      },
      {
        "document": 2078,
        "excerpt": "t is a creature, its Hit Point maximum decreases by an amount equal to the damage taken. Create Specter. The wraith targets a Humanoid corpse within 10 feet of itsel"
      }
    ],
    "amphibious": [
      {
        "document": 1760,
        "excerpt": "Amphibious. The aboleth can breathe air and water. Eldritch Restoration. If destroyed, the aboleth gains a new bod"
      },
      {
        "document": 1761,
        "excerpt": "Amphibious. The dragon can breathe air and water. Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fa"
      },
      {
        "document": 1764,
        "excerpt": "Amphibious. The dragon can breathe air and water. Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fa"
      },
      {
        "document": 1766,
        "excerpt": "Amphibious. The dragon can breathe air and water. Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fa"
      },
      {
        "document": 1767,
        "excerpt": "Amphibious. The dragon can breathe air and water. Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fa"
      },
      {
        "document": 1773,
        "excerpt": "Amphibious. The dragon can breathe air and water. Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fa"
      },
      {
        "document": 1776,
        "excerpt": "Amphibious. The dragon can breathe air and water. Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fa"
      },
      {
        "document": 1778,
        "excerpt": "Amphibious. The dragon can breathe air and water. Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fa"
      },
      {
        "document": 1779,
        "excerpt": "Amphibious. The dragon can breathe air and water. Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fa"
      },
      {
        "document": 1789,
        "excerpt": "Amphibious. The archelon can breathe air and water."
      },
      {
        "document": 1809,
        "excerpt": "Amphibious. The dragon can breathe air and water."
      },
      {
        "document": 1817,
        "excerpt": "Amphibious. The dragon can breathe air and water."
      },
      {
        "document": 1827,
        "excerpt": "Amphibious. The chuul can breathe air and water. Sense Magic. The chuul senses magic within 120 feet of itself. Th"
      },
      {
        "document": 1836,
        "excerpt": "Amphibious. The crab can breathe air and water."
      },
      {
        "document": 1848,
        "excerpt": "Amphibious. The dragon can breathe air and water."
      },
      {
        "document": 1866,
        "excerpt": "Amphibious. The frog can breathe air and water. Standing Leap. The frog's Long Jump is up to 10 feet and its High"
      },
      {
        "document": 1879,
        "excerpt": "Amphibious. The crab can breathe air and water."
      },
      {
        "document": 1885,
        "excerpt": "Amphibious. The frog can breathe air and water. Standing Leap. The frog's Long Jump is up to 20 feet and its High"
      },
      {
        "document": 1896,
        "excerpt": "Amphibious. The toad can breathe air and water. Standing Leap. The toad's Long Jump is up to 20 feet and its High"
      },
      {
        "document": 1910,
        "excerpt": "Amphibious. The dragon can breathe air and water."
      },
      {
        "document": 1913,
        "excerpt": "Amphibious. The dragon can breathe air and water."
      },
      {
        "document": 1914,
        "excerpt": "Amphibious. The hag can breathe air and water. Coven Magic. While within 30 feet of at least two hag allies, the h"
      },
      {
        "document": 1946,
        "excerpt": "Amphibious. The kraken can breathe air and water. Legendary Resistance (4/Day, or 5/Day in Lair). If the kraken fa"
      },
      {
        "document": 1960,
        "excerpt": "Amphibious. The merfolk can breathe air and water."
      },
      {
        "document": 1961,
        "excerpt": "Amphibious. The merrow can breathe air and water."
      },
      {
        "document": 2014,
        "excerpt": "Amphibious. The hag can breathe air and water. Coven Magic. While within 30 feet of at least two hag allies, the h"
      },
      {
        "document": 2035,
        "excerpt": "Amphibious. The giant can breathe air and water."
      },
      {
        "document": 2081,
        "excerpt": "Amphibious. The dragon can breathe air and water."
      },
      {
        "document": 2084,
        "excerpt": "Amphibious. The dragon can breathe air and water."
      },
      {
        "document": 2086,
        "excerpt": "Amphibious. The dragon can breathe air and water."
      },
      {
        "document": 2087,
        "excerpt": "Amphibious. The dragon can breathe air and water."
      }
    ],
    "amphibiousness": [
      {
        "document": 2009,
        "excerpt": "reature that doesn't have all its Hit Points. Limited Amphibiousness. The sahuagin can breathe air and water, but it must be submerged at least once every 4 hours to avoid s"
      }
    ],
    "amulet": [
      {
        "document": 790,
        "excerpt": "Amulet of the Planes Table 1"
      },
      {
        "document": 935,
        "excerpt": "Amulet (worn or held)"
      },
      {
        "document": 1505,
        "excerpt": "Amulet of Health"
      },
      {
        "document": 1506,
        "excerpt": "Amulet of Proof against Detection and Location"
      },
      {
        "document": 1507,
        "excerpt": "Amulet of the Planes"
      },
      {
        "document": 2018,
        "excerpt": "Bound. The guardian is magically bound to an amulet. While the guardian and its amulet are on the same plane of existence, the amulet's wearer can telepathi"
      }
    ],
    "amulet's": [
      {
        "document": 2018,
        "excerpt": "and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and dir"
      }
    ],
    "amulets": [
      {
        "document": 116,
        "excerpt": "ms include wearable items such as boots, belts, capes, amulets, brooches, and circlets. Bags, carpets, figurines, horns, musical instruments, and more also fall into t"
      }
    ],
    "amuse": [
      {
        "document": 651,
        "excerpt": "th the monster. Are you trying to deceive, intimidate, amuse, or gently persuade? The GM then determines whether the monster feels willing, unwilling, or hesitant du"
      }
    ],
    "amusing": [
      {
        "document": 952,
        "excerpt": "Amusing a monster"
      },
      {
        "document": 1333,
        "excerpt": "the GM. The lore might consist of important details, amusing revelations, or even secret lore that has never been widely known. The more information you already know"
      }
    ],
    "anatomy": [
      {
        "document": 94,
        "excerpt": "e size larger than a rider and that has an appropriate anatomy can serve as a mount, using the following rules."
      },
      {
        "document": 117,
        "excerpt": "y folk who are sized and shaped like dwarves. Unusual Anatomy. Use your discretion to decide whether a creature can wear an item not made for its anatomy. A ring plac"
      },
      {
        "document": 1156,
        "excerpt": ". The target's actions are limited by the Beast form's anatomy, and it can't cast spells. The target's equipment melds into the new form, and the target can't use any"
      },
      {
        "document": 1381,
        "excerpt": "target is limited in the actions it can perform by the anatomy of its new form, and it can't speak or cast spells. The target's gear melds into the new form. The crea"
      },
      {
        "document": 1463,
        "excerpt": "target is limited in the actions it can perform by the anatomy of its new form, and it can't speak or cast spells. The target's gear melds into the new form. The crea"
      }
    ],
    "ancestor": [
      {
        "document": 977,
        "excerpt": "th bequeathed some of its magical power to you or your ancestor. You might have absorbed magic from a site infused with dragons' power. Or perhaps you handled a treasur"
      }
    ],
    "ancestors": [
      {
        "document": 247,
        "excerpt": "ing up to a life of adventure? Who are the character's ancestors? You can also choose your character's languages. 3: Determine Ability Scores. Much of what your characte"
      },
      {
        "document": 986,
        "excerpt": "rogenitor. Choose the kind of dragon from the Draconic Ancestors table. Your choice affects your Breath Weapon and Damage Resistance traits as well as your appearance."
      }
    ],
    "ancestry": [
      {
        "document": 986,
        "excerpt": "Draconic Ancestry"
      },
      {
        "document": 988,
        "excerpt": "Fey Ancestry"
      },
      {
        "document": 990,
        "excerpt": "Giant Ancestry"
      }
    ],
    "anchor": [
      {
        "document": 470,
        "excerpt": "As a Utilize action, you can use the Climber's Kit to anchor yourself; when you do, you can't fall more than 25 feet from the anchor point, and you can't move more t"
      },
      {
        "document": 755,
        "excerpt": "Anchor"
      },
      {
        "document": 1579,
        "excerpt": "okens table. The type of token determines its rarity. Anchor (Uncommon). You can take a Magic action to touch the token to a boat or ship. For the next 24 hours, the"
      },
      {
        "document": 1694,
        "excerpt": "nite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pol"
      }
    ],
    "anchored": [
      {
        "document": 1407,
        "excerpt": "ge. All creatures and objects in that area that aren't anchored to the ground fall upward and reach the top of the Cylinder. A creature can make a Dexterity saving thro"
      },
      {
        "document": 1480,
        "excerpt": "a within them is Lightly Obscured. If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web c"
      }
    ],
    "anchoring": [
      {
        "document": 1694,
        "excerpt": "bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form. Button 5. The rod transforms into a handheld battering ram"
      }
    ],
    "ancient": [
      {
        "document": 181,
        "excerpt": "uli and shield guardians. Dragons are scaly beings of ancient origin, such as red dragons and wyverns. Elementals are beings from the Elemental Planes, such as efree"
      },
      {
        "document": 267,
        "excerpt": "last chapter missing 89 A vial of dragon blood 90 An ancient arrow of elven design 91 A needle that never bends 92 An ornate brooch of dwarven design 93 An empty"
      },
      {
        "document": 940,
        "excerpt": "Historic events and people, ancient civilizations, wars, and certain creatures (Giants and Humanoids)"
      },
      {
        "document": 965,
        "excerpt": "ic, the secret language of Druids. While learning this ancient tongue, you also unlocked the magic of communicating with animals; you always have the Speak with Animal"
      },
      {
        "document": 975,
        "excerpt": "of the Land comprises mystics and sages who safeguard ancient knowledge and rites. These Druids meet within sacred circles of trees or standing stones to whisper prim"
      },
      {
        "document": 977,
        "excerpt": "nate magic comes from the gift of a dragon. Perhaps an ancient dragon facing death bequeathed some of its magical power to you or your ancestor. You might have absorbe"
      },
      {
        "document": 1773,
        "excerpt": "Ancient Black Dragon"
      },
      {
        "document": 1774,
        "excerpt": "Ancient Blue Dragon"
      },
      {
        "document": 1775,
        "excerpt": "Ancient Brass Dragon"
      },
      {
        "document": 1776,
        "excerpt": "Ancient Bronze Dragon"
      },
      {
        "document": 1777,
        "excerpt": "Ancient Copper Dragon"
      },
      {
        "document": 1778,
        "excerpt": "Ancient Gold Dragon"
      },
      {
        "document": 1779,
        "excerpt": "Ancient Green Dragon"
      },
      {
        "document": 1780,
        "excerpt": "Ancient Red Dragon"
      },
      {
        "document": 1781,
        "excerpt": "Ancient Silver Dragon"
      },
      {
        "document": 1782,
        "excerpt": "Ancient White Dragon"
      }
    ],
    "anew": [
      {
        "document": 1627,
        "excerpt": "his curse. Fates. Reality's fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card's magic as soon"
      }
    ],
    "angel": [
      {
        "document": 1843,
        "excerpt": "Medium Celestial (Angel), Lawful Good"
      },
      {
        "document": 1987,
        "excerpt": "Large Celestial (Angel), Lawful Good"
      },
      {
        "document": 2022,
        "excerpt": "Large Celestial (Angel), Lawful Good"
      }
    ],
    "angelic": [
      {
        "document": 982,
        "excerpt": "hold angels as their ideals and incorporate images of angelic wings into their helmets or coats of arms. These paladins share the following tenets: - Let your word"
      },
      {
        "document": 1440,
        "excerpt": "f you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designat"
      }
    ],
    "angels": [
      {
        "document": 181,
        "excerpt": "nt animals. Celestials are magical creatures, such as angels and pegasi, with ties to the Upper Planes. Constructs are magically created creatures such as homunculi"
      },
      {
        "document": 982,
        "excerpt": "enets as the measure of personal devotion. Others hold angels as their ideals and incorporate images of angelic wings into their helmets or coats of arms. These pala"
      }
    ],
    "angle": [
      {
        "document": 1233,
        "excerpt": "d” or “300 feet upward to the northwest at a 45-degree angle.” You can also teleport one willing creature. The creature must be within 5 feet of you when you telepo"
      },
      {
        "document": 1473,
        "excerpt": "u choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a g"
      }
    ],
    "animal": [
      {
        "document": 355,
        "excerpt": "An animal pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying cap"
      },
      {
        "document": 744,
        "excerpt": "Animal Handling"
      },
      {
        "document": 745,
        "excerpt": ", Intimidation, Performance, or Persuasion) or Wisdom (Animal Handling) check to alter a creature’s attitude."
      },
      {
        "document": 779,
        "excerpt": "Animal Friendship"
      },
      {
        "document": 830,
        "excerpt": "Animal Friendship"
      },
      {
        "document": 831,
        "excerpt": "Animal Messenger"
      },
      {
        "document": 837,
        "excerpt": "Animal Shapes"
      },
      {
        "document": 850,
        "excerpt": "Animal Friendship"
      },
      {
        "document": 851,
        "excerpt": "Animal Messenger"
      },
      {
        "document": 899,
        "excerpt": "Animal Friendship"
      },
      {
        "document": 900,
        "excerpt": "Animal Messenger"
      },
      {
        "document": 952,
        "excerpt": "Wisdom (Animal Handling)"
      },
      {
        "document": 962,
        "excerpt": "Choose 2: Animal Handling, Athletics, Intimidation, Nature, Perception, or Survival"
      },
      {
        "document": 965,
        "excerpt": "Choose 2: Animal Handling, Arcana, Insight, Medicine, Nature, Perception, Religion, or Survival"
      },
      {
        "document": 966,
        "excerpt": "Choose 2: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Persuasion, Perception, or Survival"
      },
      {
        "document": 969,
        "excerpt": "Choose 3: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, or Survival"
      },
      {
        "document": 1154,
        "excerpt": "Animal Friendship"
      },
      {
        "document": 1155,
        "excerpt": "Animal Messenger"
      },
      {
        "document": 1156,
        "excerpt": "Animal Shapes"
      },
      {
        "document": 1204,
        "excerpt": "ck lasts for the duration, and you choose the spirits' animal form, such as wolves, serpents, or birds. You have Advantage on Strength saving throws while you're wit"
      },
      {
        "document": 1247,
        "excerpt": "tral dancing fairies, a gentle breeze, the sound of an animal, or the faint odor of skunk. The effect must fit in a 5-foot Cube. Fire Play. You light or snuff out a"
      },
      {
        "document": 1265,
        "excerpt": "gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beas"
      },
      {
        "document": 1266,
        "excerpt": "by the new one. The steed resembles a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, choose th"
      },
      {
        "document": 1516,
        "excerpt": "o the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creatur"
      },
      {
        "document": 1645,
        "excerpt": "Potion of Animal Friendship"
      },
      {
        "document": 1665,
        "excerpt": "Ring of Animal Influence"
      },
      {
        "document": 1851,
        "excerpt": "nimals 2/Day Each: Entangle, Thunderwave 1/Day Each: Animal Messenger, Long-strider, Moonbeam"
      },
      {
        "document": 1852,
        "excerpt": "the spellcasting ability (spell save DC 14): At Will: Animal Friendship, Charm Monster (lasts 24 hours; ends early if the dryad casts the spell again), Druidcraft 1"
      },
      {
        "document": 1884,
        "excerpt": "aven form, the figurine grants you the ability to cast Animal Messenger on it."
      },
      {
        "document": 1914,
        "excerpt": "to cast that spell again. Mimicry. The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations only with a su"
      }
    ],
    "animal's": [
      {
        "document": 354,
        "excerpt": "ou down. The Mounts and Other Animals table shows each animal's carrying capacity. See “Monsters” for the animals' stat blocks."
      }
    ],
    "animals": [
      {
        "document": 181,
        "excerpt": "eatures, like horses and wolves, as well as most giant animals. Celestials are magical creatures, such as angels and pegasi, with ties to the Upper Planes. Construct"
      },
      {
        "document": 224,
        "excerpt": "Animals"
      },
      {
        "document": 354,
        "excerpt": "at would otherwise slow you down. The Mounts and Other Animals table shows each animal's carrying capacity. See “Monsters” for the animals' stat blocks."
      },
      {
        "document": 355,
        "excerpt": "city, including the weight of the vehicle. If multiple animals pull the same vehicle, add their carrying capacities together."
      },
      {
        "document": 357,
        "excerpt": "riding an aquatic or a flying mount. Mounts and Other Animals Tack, Harness, and Drawn Vehicles"
      },
      {
        "document": 359,
        "excerpt": "cant current, but they can be pulled upstream by draft animals on the shores. A Rowboat can be carried and weighs 100 pounds. Airborne and Waterborne Vehicles"
      },
      {
        "document": 744,
        "excerpt": "Recall lore about terrain, plants, animals, and weather."
      },
      {
        "document": 779,
        "excerpt": "Locate Animals or Plants"
      },
      {
        "document": 830,
        "excerpt": "Speak with Animals"
      },
      {
        "document": 831,
        "excerpt": "Locate Animals or Plants"
      },
      {
        "document": 832,
        "excerpt": "Conjure Animals"
      },
      {
        "document": 850,
        "excerpt": "Speak with Animals"
      },
      {
        "document": 851,
        "excerpt": "Locate Animals or Plants"
      },
      {
        "document": 852,
        "excerpt": "Conjure Animals"
      },
      {
        "document": 873,
        "excerpt": "Speak with Animals"
      },
      {
        "document": 899,
        "excerpt": "Speak with Animals"
      },
      {
        "document": 900,
        "excerpt": "Locate Animals or Plants"
      },
      {
        "document": 920,
        "excerpt": "Mounts and Other Animals"
      },
      {
        "document": 965,
        "excerpt": "gue, you also unlocked the magic of communicating with animals; you always have the Speak with Animals spell prepared. You can use Druidic to leave hidden messages. Y"
      },
      {
        "document": 989,
        "excerpt": "Illusion cantrip. You also always have the Speak with Animals spell prepared. You can cast it without a spell slot a number of times equal to your Proficiency Bonus,"
      },
      {
        "document": 1204,
        "excerpt": "Conjure Animals"
      },
      {
        "document": 1338,
        "excerpt": "Locate Animals or Plants"
      },
      {
        "document": 1381,
        "excerpt": "reature type, Hit Points, and Hit Point Dice. See the \"Animals\" section of \"Monsters\" for a sample of Beast stat blocks. The target gains a number of Temporary Hit Po"
      },
      {
        "document": 1435,
        "excerpt": "Speak with Animals"
      },
      {
        "document": 1665,
        "excerpt": "l Friendship - Fear (affects Beasts only) - Speak with Animals"
      },
      {
        "document": 1763,
        "excerpt": "Hit Points required to maintain the spell), Speak with Animals 1/Day Each: Detect Thoughts, Control Weather"
      },
      {
        "document": 1764,
        "excerpt": "Hit Points required to maintain the spell), Speak with Animals, Thaumaturgy 1/Day Each: Detect Thoughts, Water Breathing"
      },
      {
        "document": 1775,
        "excerpt": "Hit Points required to maintain the spell), Speak with Animals 1/Day Each: Control Weather, Detect Thoughts"
      },
      {
        "document": 1776,
        "excerpt": "Hit Points required to maintain the spell), Speak with Animals, Thaumaturgy 1/Day Each: Detect Thoughts, Control Water, Scrying, Water Breathing"
      },
      {
        "document": 1851,
        "excerpt": "y (spell save DC 13): At Will: Druidcraft, Speak with Animals 2/Day Each: Entangle, Thunderwave 1/Day Each: Animal Messenger, Long-strider, Moonbeam"
      }
    ],
    "animals'": [
      {
        "document": 354,
        "excerpt": "ach animal's carrying capacity. See “Monsters” for the animals' stat blocks."
      }
    ],
    "animate": [
      {
        "document": 793,
        "excerpt": "An animate but immobile stone statue in your likeness rises and makes verbal threats against you. If you leave it a"
      },
      {
        "document": 865,
        "excerpt": "Animate Objects"
      },
      {
        "document": 889,
        "excerpt": "Animate Dead"
      },
      {
        "document": 891,
        "excerpt": "Animate Objects"
      },
      {
        "document": 903,
        "excerpt": "Animate Objects"
      },
      {
        "document": 913,
        "excerpt": "Animate Dead"
      },
      {
        "document": 1157,
        "excerpt": "Animate Dead"
      },
      {
        "document": 1158,
        "excerpt": "Animate Objects"
      },
      {
        "document": 1219,
        "excerpt": "l Spell Slot. If you use a level 7 spell slot, you can animate or reassert control over four Ghouls. If you use a level 8 spell slot, you can animate or reassert contr"
      },
      {
        "document": 1508,
        "excerpt": "his Shield, you can take a Bonus Action to cause it to animate. The Shield leaps into the air and hovers in your space to protect you as if you were wielding it, leavi"
      },
      {
        "document": 1621,
        "excerpt": "book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. See “Monsters” for the golem’s stat block. The golem i"
      },
      {
        "document": 1698,
        "excerpt": "a Magic action to command the other end of the rope to animate and move toward a destination you choose, up to the rope's length away from you. That end moves 10 feet"
      },
      {
        "document": 1949,
        "excerpt": "l 5 version), Mage Hand, Prestidigitation 2/Day Each: Animate Dead, Dimension Door, Plane Shift 1/Day Each: Chain Lightning, Finger of Death, Power Word Kill, Scryin"
      },
      {
        "document": 1966,
        "excerpt": "cks): At Will: Dispel Magic, Thaumaturgy 1/Day Each: Animate Dead, Harm, Insect Plague (level 7 version)"
      },
      {
        "document": 2048,
        "excerpt": "10, range 180 ft. Hit: 28 (4d10 + 6) Piercing damage. Animate Trees (1/Day). The treant magically animates up to two trees it can see within 60 feet of itself. Each t"
      }
    ],
    "animated": [
      {
        "document": 216,
        "excerpt": "Animated Objects"
      },
      {
        "document": 1157,
        "excerpt": "sserts your control over up to four creatures you have animated with this spell rather than animating a new creature. Using a Higher-Level Spell Slot. You animate or r"
      },
      {
        "document": 1158,
        "excerpt": "s, sprouts legs, and becomes a Construct that uses the Animated Object stat block; this creature is under your control until the spell ends or until it is reduced to 0"
      },
      {
        "document": 1219,
        "excerpt": "your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can co"
      },
      {
        "document": 1508,
        "excerpt": "Animated Shield"
      },
      {
        "document": 1783,
        "excerpt": "Animated Armor"
      },
      {
        "document": 1784,
        "excerpt": "Animated Flying Sword"
      },
      {
        "document": 1785,
        "excerpt": "Animated Rug of Smothering"
      }
    ],
    "animates": [
      {
        "document": 1158,
        "excerpt": "s two, and a Huge target counts as three. Each target animates, sprouts legs, and becomes a Construct that uses the Animated Object stat block; this creature is under"
      },
      {
        "document": 2048,
        "excerpt": "g damage. Animate Trees (1/Day). The treant magically animates up to two trees it can see within 60 feet of itself. Each tree uses the Treant stat block, except it has"
      }
    ],
    "animating": [
      {
        "document": 1157,
        "excerpt": "reatures you have animated with this spell rather than animating a new creature. Using a Higher-Level Spell Slot. You animate or reassert control over two additional Un"
      },
      {
        "document": 1219,
        "excerpt": "reatures you have animated with this spell rather than animating new ones. Using a Higher-Level Spell Slot. If you use a level 7 spell slot, you can animate or reassert"
      },
      {
        "document": 1436,
        "excerpt": "esn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened sinc"
      }
    ],
    "animation": [
      {
        "document": 1167,
        "excerpt": "h target's body is left behind in a state of suspended animation; it has the Unconscious condition, doesn't need food or air, and doesn't age. A target's astral form re"
      },
      {
        "document": 1419,
        "excerpt": "e target is a creature, it enters a state of suspended animation; it has the Unconscious condition, doesn't age, and doesn't need food, water, or air. You can set a con"
      },
      {
        "document": 1437,
        "excerpt": "immobile 30-foot Emanation with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plant"
      },
      {
        "document": 1627,
        "excerpt": "disappear and become entombed in a state of suspended animation in an extradi-dimensional sphere. Everything you're wearing and carrying disappears with you except for"
      }
    ],
    "ankheg": [
      {
        "document": 1786,
        "excerpt": "Ankheg"
      }
    ],
    "ankylosaurus": [
      {
        "document": 1787,
        "excerpt": "Ankylosaurus"
      }
    ],
    "annihilation": [
      {
        "document": 1561,
        "excerpt": "gon essence within the orb might want many things: the annihilation of a particular society or organization, freedom from the orb, to spread suffering in the world, to adva"
      },
      {
        "document": 1711,
        "excerpt": "Sphere of Annihilation"
      },
      {
        "document": 1731,
        "excerpt": "ligence (Arcana) check you make to control a Sphere of Annihilation. In addition, when you start your turn in control of a Sphere of Annihilation, you can take a Magic acti"
      }
    ],
    "another": [
      {
        "document": 26,
        "excerpt": "ers stick together as they travel through a dungeon or another environment. Sometimes different adventurers do different things: one adventurer might search a treasure"
      },
      {
        "document": 35,
        "excerpt": "Your Proficiency Bonus can't be added to a die roll or another number more than once. For example, if a rule allows you to make a Charisma (Deception or Persuasion) ch"
      },
      {
        "document": 43,
        "excerpt": "ction to look for traps and use the Help action to aid another character who's trying to open a stuck door (with the Utilize action)."
      },
      {
        "document": 44,
        "excerpt": "Bonus Action only when a special ability, a spell, or another feature of the game states that you can do something as a Bonus Action. You otherwise don't have a Bonus"
      },
      {
        "document": 45,
        "excerpt": "of Reaction. When you take a Reaction, you can't take another one until the start of your next turn. If the reaction interrupts another creature's turn, that creature"
      },
      {
        "document": 51,
        "excerpt": "things they wouldn't otherwise notice with a Torch or another light source, bypass locked doors and containers with Thieves' Tools, and create obstacles for pursuers"
      },
      {
        "document": 56,
        "excerpt": "nturers and monsters often hide, whether to spy on one another, sneak past a guardian, or set an ambush. The Game Master decides when circumstances are appropriate for"
      },
      {
        "document": 75,
        "excerpt": "ent can't cross the corner of a wall, a large tree, or another terrain feature that fills its space. Ranges. To determine the range on a grid between two things - whe"
      },
      {
        "document": 83,
        "excerpt": "reature that is two sizes larger or smaller than you. Another creature's space is Difficult Terrain for you unless that creature is Tiny or your ally. You can't will"
      },
      {
        "document": 92,
        "excerpt": "al Bonuses and Penalties. A class feature, a spell, or another rule might give a bonus or penalty to the die roll. 6: Compare the Total to a Target Number. If the tota"
      },
      {
        "document": 119,
        "excerpt": "be sold only in wondrous locations, such as a city on another plane of existence. If you allow characters to buy and sell magic items in your campaign, rarity can hel"
      },
      {
        "document": 144,
        "excerpt": "umable items. Drinking a potion or administering it to another creature requires a Bonus Action. Applying an oil might take longer as specified in its description. Onc"
      },
      {
        "document": 164,
        "excerpt": "ty that allows a creature to communicate mentally with another creature within a specified range. See “Rules Glossary” for more information."
      },
      {
        "document": 166,
        "excerpt": "rule says otherwise, a monster summoned by a spell or another magical ability is worth the XP noted in its stat block. Experience Points by Challenge Rating"
      },
      {
        "document": 178,
        "excerpt": "is an action that a monster can take immediately after another creature's turn. Only one of these actions can be taken at a time and only after another creature's turn"
      },
      {
        "document": 243,
        "excerpt": "me class. However, you might decide to gain a level in another class using the rules in the “Multiclassing” section. 2: Adjust Hit Points and Hit Point Dice. Each time"
      },
      {
        "document": 267,
        "excerpt": "hmage 82 Half a floor plan for a temple, a castle, or another structure 83 A bit of folded cloth that, when unfolded, turns into a stylish cap 84 A receipt of depos"
      },
      {
        "document": 292,
        "excerpt": "your character's ability scores. Increase one by 2 and another one by 1, or increase all three by 1. None of these increases can raise a score above 20."
      },
      {
        "document": 308,
        "excerpt": "a DC 13 Strength (Athletics) check, freeing itself or another creature within its reach on a success. Each failed check deals 1 Piercing damage to the trapped creatur"
      },
      {
        "document": 331,
        "excerpt": "s a Bonus Action, you can drink it or administer it to another creature within 5 feet of yourself. The creature that drinks the magical red fluid in this vial regains"
      },
      {
        "document": 382,
        "excerpt": "100 feet away for at least 24 hours, if you die, or if another creature attunes to the item. You can also voluntarily end Attunement by spending another Short Rest fo"
      },
      {
        "document": 483,
        "excerpt": "can throw the Grappling Hook at a railing, a ledge, or another catch within 50 feet of yourself, and the hook catches on if you succeed on a DC 13 Dexterity (Acrobatic"
      },
      {
        "document": 491,
        "excerpt": "t a spell with a spell slot using the Magic action and another one using a Bonus Action on the same turn."
      },
      {
        "document": 514,
        "excerpt": "thout a spell slot. This casting is usually limited in another way, such as being able to cast the spell a limited number of times per day. Magic Items. Spell Scrolls"
      },
      {
        "document": 517,
        "excerpt": "Rest, you must wait at least 16 hours before starting another one. Benefits of the Rest. To start a Long Rest, you must have at least 1 Hit Point. When you finish th"
      },
      {
        "document": 530,
        "excerpt": "Some effects cause a creature to be possessed by another creature or entity. A possessing effect defines how the possession operates. Possession can be prevented"
      },
      {
        "document": 533,
        "excerpt": "the Reaction's description. You can take a Reaction on another creature's turn, and if you take it on your turn, you can do so even if you also take an action, a Bonus"
      },
      {
        "document": 534,
        "excerpt": "s 10 plus your Dexterity modifier. If a rule gives you another base AC calculation, you choose which calculation to use; you can't use more than one. See also \"Attack"
      },
      {
        "document": 539,
        "excerpt": "Save is another name for a saving throw. See also \"Saving Throw.\""
      },
      {
        "document": 550,
        "excerpt": "ll attack is an attack roll made as part of a spell or another magical effect. See also “Spells” (“Casting Spells”)."
      },
      {
        "document": 556,
        "excerpt": "ligence check to study your memory, a book, a clue, or another source of knowledge and call to mind an important piece of information about it. The Areas of Knowledge"
      },
      {
        "document": 561,
        "excerpt": "fect, or selected to receive the effects of a spell or another phenomenon."
      },
      {
        "document": 562,
        "excerpt": "ty that allows a creature to communicate mentally with another creature within a specified range. Unless a rule states otherwise, the contacted creature doesn't need t"
      },
      {
        "document": 563,
        "excerpt": "ng and carrying teleports with you. If you're touching another creature when you teleport, that creature doesn't teleport with you unless the teleportation effect says"
      },
      {
        "document": 592,
        "excerpt": "required). The following factors break Concentration. Another Concentration Effect. You lose Concentration on an effect the moment you start casting a spell that requ"
      },
      {
        "document": 627,
        "excerpt": "doubled for that check unless the bonus is doubled by another feature. If you gain Expertise, you gain it in one skill in which you have proficiency. You can't have"
      },
      {
        "document": 628,
        "excerpt": "ge from the fall. A creature that falls into water or another liquid can use its Reaction to make a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check to hit"
      },
      {
        "document": 633,
        "excerpt": "A creature can grapple another creature. Characters typically grapple by using an Unarmed Strike. Many monsters have special attacks th"
      },
      {
        "document": 670,
        "excerpt": "cts you design, or it might be a customized version of another type of curse discussed in this section. A creature affected by such a curse should know why they're be"
      },
      {
        "document": 700,
        "excerpt": "is way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake."
      },
      {
        "document": 708,
        "excerpt": "is way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake."
      },
      {
        "document": 717,
        "excerpt": "a DC 10 Strength (Athletics) check, freeing itself or another creature within its reach from the Net on a successful check. Detect and Disarm. As a Search action, a"
      },
      {
        "document": 734,
        "excerpt": "combat encounters often pair one kind of creature with another, such as fire giants paired with hell hounds. Be mindful of the number of stat blocks you need to run th"
      },
      {
        "document": 745,
        "excerpt": "Help another creature’s ability check or attack roll, or administer first aid."
      },
      {
        "document": 752,
        "excerpt": "Another creature or an object that covers at least half of the target"
      },
      {
        "document": 756,
        "excerpt": "A vertical, 10-foot-diameter, two-way portal to another plane of existence opens in an unoccupied space within 30 feet of you and remains open until the end of"
      },
      {
        "document": 787,
        "excerpt": "Soulmate Seeker. The item seeks another sentient magic item, perhaps one that is similar to itself."
      },
      {
        "document": 793,
        "excerpt": "s, such as to a great view, a cloud giant’s castle, or another plane of existence."
      },
      {
        "document": 962,
        "excerpt": "active on your next turn, you can extend the Rage for another round by doing one of the following: - Make an attack roll against an enemy. - Force an enemy to make a"
      },
      {
        "document": 963,
        "excerpt": "Bardic Inspiration. As a Bonus Action, you can inspire another creature within 60 feet of yourself who can see or hear you. That creature gains one of your Bardic Insp"
      },
      {
        "document": 964,
        "excerpt": "leric level, you can replace one of your cantrips with another cantrip of your choice from the Cleric spell list. When you reach Cleric levels 4 and 10, you learn ano"
      },
      {
        "document": 965,
        "excerpt": "Druid level, you can replace one of your cantrips with another cantrip of your choice from the Druid spell list. When you reach Druid levels 4 and 10, you learn anoth"
      },
      {
        "document": 966,
        "excerpt": "in the Ability Score Improvement feat (see \"Feats\") or another feat of your choice for which you qualify. You gain this feature again at Fighter levels 6, 8, 12, 14, a"
      },
      {
        "document": 967,
        "excerpt": "in the Ability Score Improvement feat (see \"Feats\") or another feat of your choice for which you qualify. You gain this feature again at Monk levels 8, 12, and 16."
      },
      {
        "document": 968,
        "excerpt": "Paladin spells of level 1 or 2 in any combination. If another Paladin feature gives you spells that you always have prepared, those spells don't count against the num"
      },
      {
        "document": 969,
        "excerpt": "Ranger spells of level 1 or 2 in any combination. If another Ranger feature gives you spells that you always have prepared, those spells don't count against the numb"
      },
      {
        "document": 970,
        "excerpt": "in the Ability Score Improvement feat (see \"Feats\") or another feat of your choice for which you qualify. You gain this feature again at Rogue levels 8, 10, 12, and 16"
      },
      {
        "document": 971,
        "excerpt": "an replace one of your cantrips from this feature with another Sorcerer cantrip of your choice. When you reach Sorcerer levels 4 and 10, you learn another Sorcerer ca"
      },
      {
        "document": 972,
        "excerpt": "ck level, you can replace one of your invocations with another one for which you qualify. You can't replace an invocation if it's a prerequisite for another invocatio"
      },
      {
        "document": 973,
        "excerpt": "an replace one of your cantrips from this feature with another Wizard cantrip of your choice. When you reach Wizard levels 4 and 10, you learn another Wizard cantrip"
      },
      {
        "document": 974,
        "excerpt": "You gain another Fighting Style feat of your choice."
      },
      {
        "document": 976,
        "excerpt": "ibraries and universities to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and po"
      },
      {
        "document": 977,
        "excerpt": "ncreases by 3, and it increases by 1 whenever you gain another Sorcerer level. Parts of you are also covered by dragon-like scales. While you aren't wearing armor, yo"
      },
      {
        "document": 979,
        "excerpt": "ht forge a bargain with a demon lord, an archdevil, or another fiend that is especially mighty. That patron's aims are evil - the corruption or destruction of all thin"
      },
      {
        "document": 980,
        "excerpt": "ns when you make an attack with a weapon, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target, t"
      },
      {
        "document": 989,
        "excerpt": "tion; the device produces that effect whenever you or another creature takes a Bonus Action to activate it with a touch. If the chosen effect has options within it, y"
      },
      {
        "document": 1004,
        "excerpt": "e by 1, to a maximum of 30. Improve Fate. When you or another creature within 60 feet of you succeeds on or fails a D20 Test, you can roll 2d4 and apply the total rol"
      },
      {
        "document": 1153,
        "excerpt": "teristics. You can make yourself appear as a member of another species, though none of your statistics change. You can't appear as a creature of a different size, and"
      },
      {
        "document": 1157,
        "excerpt": "u've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This us"
      },
      {
        "document": 1187,
        "excerpt": "ot. One additional bolt leaps from the first target to another target for each spell slot level above 6."
      },
      {
        "document": 1210,
        "excerpt": "ong-dead sage, or some other knowledgeable entity from another plane. Contacting this otherworldly intelligence can break your mind. When you cast this spell, make a D"
      },
      {
        "document": 1212,
        "excerpt": "at a time. If you cast this spell again, the effect of another Contingency spell on you ends. Also, Contingency ends on you if its material component is ever not on yo"
      },
      {
        "document": 1219,
        "excerpt": "u've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of t"
      },
      {
        "document": 1220,
        "excerpt": "st duration. Using any object created by this spell as another spell's Material component causes the other spell to fail. Materials | Material | Duratio"
      },
      {
        "document": 1222,
        "excerpt": "space within range. A light must be within 20 feet of another light created by this spell, and a light vanishes if it exceeds the spell's range."
      },
      {
        "document": 1228,
        "excerpt": "s of a demiplane created by a casting of this spell by another creature, you can connect the shadowy door to that demiplane instead."
      },
      {
        "document": 1248,
        "excerpt": "e, and it extends from one edge of the spell's area to another edge. A creature in the same space as a fissure must succeed on a Dexterity saving throw or fall in. A c"
      },
      {
        "document": 1258,
        "excerpt": "the spell ends, you can take a Magic action to target another creature but can't target a creature again if it has succeeded on a save against this casting of the spe"
      },
      {
        "document": 1259,
        "excerpt": "y of material. If you're working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a 5-foo"
      },
      {
        "document": 1265,
        "excerpt": ", Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating of 0. Appearing in an unoccupied space within range, the familiar has"
      },
      {
        "document": 1267,
        "excerpt": "tion, and the spell fails if you name a destination on another plane of existence, a moving destination (such as a mobile fortress), or an unspecific destination (such"
      },
      {
        "document": 1277,
        "excerpt": "ically succeed on the save. A Restrained target makes another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell t"
      },
      {
        "document": 1281,
        "excerpt": "pell. The spell's area can't overlap with the area of another Forbiddance spell. If you cast Forbiddance every day for 30 days in the same location, the spell lasts u"
      },
      {
        "document": 1286,
        "excerpt": "an hover. The target can enter and occupy the space of another creature. The target has Resistance to Bludgeoning, Piercing, and Slashing damage; it has Immunity to th"
      },
      {
        "document": 1293,
        "excerpt": "rs include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an objec"
      },
      {
        "document": 1304,
        "excerpt": "n a 150-foot Cube in range look, sound, and smell like another sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or"
      },
      {
        "document": 1314,
        "excerpt": "h of its turns and each time it takes damage, it makes another Wisdom saving throw. The target has Advantage on the save if the save is triggered by damage. On a succe"
      },
      {
        "document": 1323,
        "excerpt": ") Duration: 10 days You write on parchment, paper, or another suitable material and imbue it with an illusion that lasts for the duration. To you and any creatures yo"
      },
      {
        "document": 1328,
        "excerpt": "physical or planar distances, and the spell ends. If another creature is holding or carrying the object, crushing the sapphire doesn't transport it, but instead you"
      },
      {
        "document": 1332,
        "excerpt": "door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access. A target that is held shut by a m"
      },
      {
        "document": 1345,
        "excerpt": "eet away from you or if your body is dead, you die. If another creature's soul is in the container when it is destroyed, the creature's soul returns to its body if th"
      },
      {
        "document": 1347,
        "excerpt": "at you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or fewer, though it can be delivered over as lo"
      },
      {
        "document": 1349,
        "excerpt": "n't attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour w"
      },
      {
        "document": 1367,
        "excerpt": "Concentration, up to 1 minute You attempt to reshape another creature's memories. One creature that you can see within range makes a Wisdom saving throw. If you are"
      },
      {
        "document": 1377,
        "excerpt": "e duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell. A bound creature must fol"
      },
      {
        "document": 1378,
        "excerpt": "u know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to"
      },
      {
        "document": 1387,
        "excerpt": "ave, the condition ends, and the creature teleports to another plane of existence (GM's choice). 8 Special. The target is struck by two rays. Roll twice, rerolling an"
      },
      {
        "document": 1388,
        "excerpt": "can pass through and be near the wall without harm. If another creature that can see the wall moves within 20 feet of it or starts its turn there, the creature must su"
      },
      {
        "document": 1402,
        "excerpt": "low to determine the body's species, or the GM chooses another playable species. | 1d10 | Species | 1d10 | Species | | :--- | :---------- | :--- | :------- | | 1"
      },
      {
        "document": 1418,
        "excerpt": "again with this spell for 8 hours. If you try to send another message during that time, you learn that you are blocked, and the spell fails."
      },
      {
        "document": 1420,
        "excerpt": "ion: Concentration, up to 1 hour You shape-shift into another creature for the duration or until you take a Magic action to shape-shift into a different eligible form"
      },
      {
        "document": 1433,
        "excerpt": "If you roll an 8 on a d8 for this spell, you can roll another d8, and add it to the damage. When you cast this spell, the maximum number of these d8s you can add to t"
      },
      {
        "document": 1450,
        "excerpt": "h damage only. A creature Blinded by this spell makes another Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. Th"
      },
      {
        "document": 1451,
        "excerpt": "rs include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an objec"
      },
      {
        "document": 1454,
        "excerpt": "your home laboratory, for example, you might appear in another person's laboratory in the same city. Off Target. You and your group (or the target object) appear 2d12"
      },
      {
        "document": 1461,
        "excerpt": "een a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination pl"
      },
      {
        "document": 1462,
        "excerpt": "lity to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You"
      },
      {
        "document": 1463,
        "excerpt": ". Creature into Creature. If you turn a creature into another kind of creature, the new form can be any kind you choose that has a Challenge Rating equal to or less t"
      },
      {
        "document": 1471,
        "excerpt": "n a failed save, a creature takes 10d4 Acid damage and another 5d4 Acid damage at the end of its next turn. On a successful save, a creature takes half the initial dam"
      },
      {
        "document": 1473,
        "excerpt": "-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick and lasts for the duration. If the wall cuts through a cr"
      },
      {
        "document": 1474,
        "excerpt": "foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration. If the wall cuts through a cre"
      },
      {
        "document": 1475,
        "excerpt": "-by-10-foot panels. Each panel must be contiguous with another panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick. If the wal"
      },
      {
        "document": 1477,
        "excerpt": "ust wear for the duration) Duration: 1 hour You touch another creature that is willing and create a mystic connection between you and the target until the spell ends."
      },
      {
        "document": 1484,
        "excerpt": ". Sudden Learning. You replace one of your feats with another feat for which you are eligible. You lose all the benefits of the old feat and gain the benefits of the"
      },
      {
        "document": 1507,
        "excerpt": "ction to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence (Arcana) check. On a successful check, you cast Plane"
      },
      {
        "document": 1516,
        "excerpt": "so with a successful DC 15 Strength (Athletics) check. Another creature can take an action to reach into the bag to pull a creature out, doing so with a successful DC"
      },
      {
        "document": 1523,
        "excerpt": "tack rolls with weapons other than this one. Whenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving t"
      },
      {
        "document": 1555,
        "excerpt": "ake a Bonus Action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same Bonus Action, you can cause the weapon to attack one cre"
      },
      {
        "document": 1585,
        "excerpt": "nus Action to repeat the command word or until you use another function of the gem. Second Command Word. You expend 1 charge and cause the gem to fire a brilliant bea"
      },
      {
        "document": 1607,
        "excerpt": "e rod to become magically fixed in place. Until you or another creature takes a Utilize action to push the button again, the rod doesn't move, even if it defies gravit"
      },
      {
        "document": 1627,
        "excerpt": "s by 2, to a maximum of 22, provided you also decrease another one of your ability scores by 2. You can't decrease an ability that has a score of 5 or lower. Alternati"
      },
      {
        "document": 1642,
        "excerpt": "otherwise. Whenever a Swarm of Rats that isn't under another creature's control comes within 30 feet of you while you are playing the pipes, the swarm makes a DC 15"
      },
      {
        "document": 1658,
        "excerpt": "looks, smells, and tastes like a Potion of Healing or another beneficial potion. However, it is actually poison masked by illusion magic. Identify reveals its true na"
      },
      {
        "document": 1673,
        "excerpt": "cause the ring to become imperceptible until you take another Magic action to make it perceptible, until you remove the ring, or until you die. If you die while wea"
      },
      {
        "document": 1711,
        "excerpt": "until the start of your next turn, and if it was under another creature's control, that creature loses control of the sphere. On a failed check, the sphere moves 10 fe"
      },
      {
        "document": 1719,
        "excerpt": "inst spells. In addition, you can take a Reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, cance"
      },
      {
        "document": 1756,
        "excerpt": "t forms a two-way, 6-foot-diameter, circular portal to another world or plane of existence. Each time the item opens a portal, the GM decides where it leads. The porta"
      },
      {
        "document": 1760,
        "excerpt": ", reviving with all its Hit Points in the Far Realm or another location chosen by the GM. Legendary Resistance (3/Day, or 4/Day in Lair). If the aboleth fails a savin"
      },
      {
        "document": 1761,
        "excerpt": "egendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains al"
      },
      {
        "document": 1762,
        "excerpt": "egendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains al"
      },
      {
        "document": 1763,
        "excerpt": "egendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains al"
      },
      {
        "document": 1764,
        "excerpt": "egendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains al"
      },
      {
        "document": 1765,
        "excerpt": "egendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains al"
      },
      {
        "document": 1766,
        "excerpt": "egendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains al"
      },
      {
        "document": 1767,
        "excerpt": "egendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains al"
      },
      {
        "document": 1768,
        "excerpt": "egendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains al"
      },
      {
        "document": 1769,
        "excerpt": "egendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains al"
      },
      {
        "document": 1770,
        "excerpt": "egendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains al"
      },
      {
        "document": 1773,
        "excerpt": "egendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains al"
      },
      {
        "document": 1774,
        "excerpt": "egendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains al"
      },
      {
        "document": 1775,
        "excerpt": "egendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains al"
      },
      {
        "document": 1776,
        "excerpt": "egendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains al"
      },
      {
        "document": 1777,
        "excerpt": "egendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains al"
      },
      {
        "document": 1778,
        "excerpt": "egendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains al"
      },
      {
        "document": 1779,
        "excerpt": "egendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains al"
      },
      {
        "document": 1780,
        "excerpt": "egendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains al"
      },
      {
        "document": 1781,
        "excerpt": "egendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains al"
      },
      {
        "document": 1782,
        "excerpt": "egendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains al"
      },
      {
        "document": 1946,
        "excerpt": "egendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the kraken can expend a use to take one of the following actions. The kraken regains al"
      },
      {
        "document": 1949,
        "excerpt": "egendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the lich can expend a use to take one of the following actions. The lich regains all ex"
      },
      {
        "document": 1966,
        "excerpt": "egendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the mummy can expend a use to take one of the following actions. The mummy regains all"
      },
      {
        "document": 1968,
        "excerpt": "Pursuit. Trigger: Another creature the nalfeshnee can see ends its move within 120 feet of the nalfeshnee. Response: The nalfeshne"
      },
      {
        "document": 2022,
        "excerpt": "Legendary Action Uses: 3. Immediately after another creature's turn, the solar can expend a use to take one of the following actions. The solar regains all"
      },
      {
        "document": 2024,
        "excerpt": "egendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the sphinx can expend a use to take one of the following actions. The sphinx regains al"
      },
      {
        "document": 2025,
        "excerpt": "egendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the sphinx can expend a use to take one of the following actions. The sphinx regains al"
      },
      {
        "document": 2026,
        "excerpt": "Burst of Ingenuity (2/Day). Trigger: The sphinx or another creature within 30 feet makes an ability check or a saving throw. Response: The sphinx adds 2 to the rol"
      },
      {
        "document": 2037,
        "excerpt": "Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bat."
      },
      {
        "document": 2038,
        "excerpt": "Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny crea"
      },
      {
        "document": 2039,
        "excerpt": "to make an ability check. Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny inse"
      },
      {
        "document": 2040,
        "excerpt": "Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny pira"
      },
      {
        "document": 2041,
        "excerpt": "Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat."
      },
      {
        "document": 2042,
        "excerpt": "Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rave"
      },
      {
        "document": 2043,
        "excerpt": "Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny snak"
      },
      {
        "document": 2044,
        "excerpt": "Legendary Action Uses: 3. Immediately after another creature's turn, the tarrasque can expend a use to take one of the following actions. The tarrasque rega"
      },
      {
        "document": 2053,
        "excerpt": "Unicorn's Blessing (3/Day). The unicorn touches another creature with its horn and casts Cure Wounds or Lesser Restoration on that creature, using the same spel"
      },
      {
        "document": 2056,
        "excerpt": "egendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the vampire can expend a use to take one of the following actions. The vampire regains"
      }
    ],
    "answer": [
      {
        "document": 1168,
        "excerpt": "hance for each casting after the first that you get no answer."
      },
      {
        "document": 1199,
        "excerpt": "questions before the spell ends. You receive a correct answer for each question. Divine beings aren't necessarily omniscient, so you might receive “unclear” as an an"
      },
      {
        "document": 1210,
        "excerpt": "elevant,” or “unclear” (if the entity doesn’t know the answer to the question). If a one-word answer would be misleading, the GM might instead offer a short phrase as"
      },
      {
        "document": 1238,
        "excerpt": "oesn't account for circumstances that might change the answer, such as the casting of other spells. If you cast the spell more than once before finishing a Long Rest"
      },
      {
        "document": 1418,
        "excerpt": "recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables targets to understand the meaning of your message. You"
      },
      {
        "document": 1436,
        "excerpt": "o a corpse of your choice within range, allowing it to answer questions you pose. The corpse must have a mouth, and this spell fails if the deceased creature was Unde"
      },
      {
        "document": 1627,
        "excerpt": "question in meditation and mentally receive a truthful answer to that question. Skull. An Avatar of Death (see the accompanying stat block) appears in an unoccupied"
      }
    ],
    "answered": [
      {
        "document": 1199,
        "excerpt": "divine proxy and ask up to three questions that can be answered with yes or no. You must ask your questions before the spell ends. You receive a correct answer for each"
      }
    ],
    "answering": [
      {
        "document": 1486,
        "excerpt": "affected creature is aware of the spell and can avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive yet must be trut"
      }
    ],
    "answers": [
      {
        "document": 227,
        "excerpt": "o the character's present. With that in mind, consider answers to the following questions as your character: - Who raised you? - Who was your dearest childhood friend"
      },
      {
        "document": 1210,
        "excerpt": "must ask your questions before the spell ends. The GM answers each question with one word, such as “yes,” “no,” “maybe,” “never,” “ir-relevant,” or “unclear” (if the"
      },
      {
        "document": 1436,
        "excerpt": "what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful ans"
      }
    ],
    "antagonistic": [
      {
        "document": 1436,
        "excerpt": "er no compulsion to offer a truthful answer if you are antagonistic toward it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, o"
      }
    ],
    "ante": [
      {
        "document": 437,
        "excerpt": "dragonchess (1 GP), playing cards (5 SP), three-dragon ante (1 GP)"
      }
    ],
    "antennae": [
      {
        "document": 2007,
        "excerpt": "ttack. The rust monster makes one Bite attack and uses Antennae twice. Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 5 (1d8 + 1) Piercing damage. Antennae. The rust m"
      }
    ],
    "antilife": [
      {
        "document": 834,
        "excerpt": "Antilife Shell"
      },
      {
        "document": 1159,
        "excerpt": "Antilife Shell"
      }
    ],
    "antimagic": [
      {
        "document": 894,
        "excerpt": "Antimagic Field"
      },
      {
        "document": 918,
        "excerpt": "Antimagic Field"
      },
      {
        "document": 1160,
        "excerpt": "Antimagic Field"
      },
      {
        "document": 1388,
        "excerpt": "If a layer is destroyed, it is gone for the duration. Antimagic Field has no effect on the wall, and Dispel Magic can affect only the violet layer. Prismatic Layers |"
      }
    ],
    "antipathy": [
      {
        "document": 837,
        "excerpt": "Antipathy/Sympathy"
      },
      {
        "document": 894,
        "excerpt": "Antipathy/Sympathy"
      },
      {
        "document": 906,
        "excerpt": "Antipathy/Sympathy"
      },
      {
        "document": 1161,
        "excerpt": "Antipathy/Sympathy"
      }
    ],
    "antitoxin": [
      {
        "document": 416,
        "excerpt": "ned drink (DC 15), or identify alcohol (DC 10) Craft: Antitoxin"
      },
      {
        "document": 438,
        "excerpt": "ight: 3 lb. Utilize: Identify a plant (DC 10) Craft: Antitoxin, Candle, Healer's Kit, Potion of Healing"
      },
      {
        "document": 448,
        "excerpt": "Antitoxin (50 GP)"
      },
      {
        "document": 931,
        "excerpt": "Antitoxin"
      },
      {
        "document": 1019,
        "excerpt": "Antitoxin"
      }
    ],
    "any": [
      {
        "document": 5,
        "excerpt": "n it. The condition ends early if the creature regains any Hit Points or if someone takes an action to administer first aid to it, making a successful DC 10 Wisdom"
      },
      {
        "document": 9,
        "excerpt": "ious condition (see “Rules Glossary”) until you regain any Hit Points, and you now face making Death Saving Throws (see below)."
      },
      {
        "document": 10,
        "excerpt": "d. The number of both is reset to zero when you regain any Hit Points or become Stable. Rolling a 1 or 20. When you roll a 1 on the d20 for a Death Saving Throw,"
      },
      {
        "document": 14,
        "excerpt": "ints and take damage, those points are lost first, and any leftover damage carries over to your Hit Points. For example, if you have 5 Temporary Hit Points and tak"
      },
      {
        "document": 28,
        "excerpt": "20”) for an attack roll, the attack hits regardless of any modifiers or the target’s AC. This is called a Critical Hit (see “Combat” later in “Playing the Game”)."
      },
      {
        "document": 30,
        "excerpt": "u have Heroic Inspiration, you can expend it to reroll any die immediately after rolling it, and you must use the new roll. Only One at a Time. You can never have"
      },
      {
        "document": 41,
        "excerpt": "ncy with a tool, you can add your Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in the skill that's also used with th"
      },
      {
        "document": 42,
        "excerpt": "ossible and what kind of D20 Test you need to make, if any."
      },
      {
        "document": 46,
        "excerpt": "flatter a guard. The Game Master assumes the roles of any nonplayer characters who are participating. An NPC's attitude toward your character is Friendly, Indiff"
      },
      {
        "document": 60,
        "excerpt": "ion must occur during a creature's movement or action. Any additional interactions require the Utilize action, as explained in \"Combat\" later in \"Playing the Game."
      },
      {
        "document": 64,
        "excerpt": "our marching order outside combat and record the order any way you like: write it down, for example, or arrange miniatures to show it."
      },
      {
        "document": 75,
        "excerpt": "route. The GM might require you to use an action for any of these activities when it needs special care or when it presents an unusual obstacle. For instance, th"
      },
      {
        "document": 79,
        "excerpt": "your move, using some of its movement before and after any action, Bonus Action, or Reaction you take on the same turn. For example, if you have a Speed of 30 feet"
      },
      {
        "document": 80,
        "excerpt": "tion (see “Rules Glossary”) without using an action or any of your Speed, but you can’t do so if your Speed is 0."
      },
      {
        "document": 102,
        "excerpt": "ou have when uninjured. Your current Hit Points can be any number from that maximum down to 0, which is the lowest Hit Points can go. Whenever you take damage, su"
      },
      {
        "document": 104,
        "excerpt": "rs can't spend every hour adventuring. They need rest. Any creature can take hour-long Short Rests in the midst of a day and an 8-hour Long Rest to end it. Regaini"
      },
      {
        "document": 105,
        "excerpt": "ies the damage it deals. You roll the damage dice, add any modifiers, and deal the damage to your target. If there's a penalty to the damage, it's possible to deal"
      },
      {
        "document": 106,
        "excerpt": "attack's damage dice twice, add them together, and add any relevant modifiers as normal. For example, if you score a Critical Hit with a Dagger, roll 2d4 for the d"
      },
      {
        "document": 115,
        "excerpt": "fired from it is considered magical for the purpose of any rule that cares whether a weapon is magical or not."
      },
      {
        "document": 117,
        "excerpt": "ecide that a magic item doesn't adjust its size to fit any wearer. For example, a particular armorer might make items usable only by folk who are sized and shaped"
      },
      {
        "document": 123,
        "excerpt": "lowest possible spell and caster level, doesn't expend any of the user's spell slots, and requires no components unless the item's description notes otherwise. The"
      },
      {
        "document": 130,
        "excerpt": "To craft a magic item, you and any assistants must have proficiency in the Arcana skill."
      },
      {
        "document": 131,
        "excerpt": "l to make an item and have proficiency with that tool. Any assistants must also have proficiency with it. For more information on the tools, see “Equipment.” Magi"
      },
      {
        "document": 132,
        "excerpt": "If a magic item allows its user to cast any spells from it, you must have all those spells prepared every day you spend crafting the item."
      },
      {
        "document": 133,
        "excerpt": "ercent chance that the materials are available, and in any other settlement, that chance is 25 percent. If materials aren't available, you must wait at least 7 day"
      },
      {
        "document": 142,
        "excerpt": "ses to comply with the item's demands, the item can do any of the following: - Make it impossible for its bearer to attune to it. - Suppress one or more of its ac"
      },
      {
        "document": 147,
        "excerpt": "used again. Its words fade, or it crumbles into dust. Any creature that can understand a written language can read a scroll and attempt to activate it unless its"
      },
      {
        "document": 151,
        "excerpt": "the monster's Hit Point Dice are provided, along with any contribution from its Constitution. Either use the number for the monster's Hit Points or roll the die e"
      },
      {
        "document": 154,
        "excerpt": "ls entry specifies a monster's skill proficiencies, if any. For example, a monster that is very perceptive and stealthy might have bonuses to Wisdom (Perception) a"
      },
      {
        "document": 155,
        "excerpt": "s list a monster's Resistances and Vulnerabilities, if any. See “Playing the Game” for more information."
      },
      {
        "document": 156,
        "excerpt": "he monster has Multiattack, have it use Multiattack on any of its turns in which it's not using one of its more powerful abilities. Bonus Actions, Reactions, Lege"
      },
      {
        "document": 157,
        "excerpt": "This entry lists the monster's Immunities, if any. If the monster has damage and condition Immunities, the damage types are listed before the conditions."
      },
      {
        "document": 158,
        "excerpt": "retrievable item uses its “Equipment” rules, ignoring any special flourishes in the stat block. The Gear entry doesn't necessarily list all of a monster's equipm"
      },
      {
        "document": 160,
        "excerpt": "is recoverable after the creature is slain and whether any of that equipment is still usable. Beware of giving a monster combat-oriented magic items, since those"
      },
      {
        "document": 161,
        "excerpt": "ter is followed by its size, creature type (along with any descriptive tags), and alignment. Combat Highlights. Armor Class, Hit Points, Speed, and Initiative are"
      },
      {
        "document": 162,
        "excerpt": "ifies a monster's Passive Perception score, as well as any special senses the monster possesses. Passive Perception and special senses are described in “Rules Glos"
      },
      {
        "document": 163,
        "excerpt": "y. \"None\" indicates that a creature doesn't comprehend any language."
      },
      {
        "document": 168,
        "excerpt": "A monster's traits, if any, are features that are active at all times or in certain situations."
      },
      {
        "document": 170,
        "excerpt": "of attacks, see “Playing the Game” and “Spells.” Hit. Any damage dealt or other effects that occur as a result of an attack hitting a target are described after t"
      },
      {
        "document": 174,
        "excerpt": "ry details the attacks a creature can make, as well as any additional abilities it can use, as part of the Attack action."
      },
      {
        "document": 175,
        "excerpt": "If a monster can cast any spells, its stat block lists the spells and provides the monster's spellcasting ability, spell save DC ("
      },
      {
        "document": 239,
        "excerpt": "choices. Make sure to read all your features and make any offered choices."
      },
      {
        "document": 241,
        "excerpt": "ur current Hit Points when you take damage, as well as any Temporary Hit Points you might gain. There's also space to track Death Saving Throws. Hit Point Dice. Y"
      },
      {
        "document": 243,
        "excerpt": "eatures you gain at your new level in that class. Make any choices offered by a new feature. 4: Adjust Proficiency Bonus. A character's Proficiency Bonus increase"
      },
      {
        "document": 244,
        "excerpt": "o the epic heights of level 20. These tiers don't have any rules associated with them; they point to the fact that the play experience evolves as characters gain l"
      },
      {
        "document": 252,
        "excerpt": "opriate for these bonus feats, but a player can choose any feat for which their level 20 character qualifies. in the “Level Advancement” section. You begin with t"
      },
      {
        "document": 264,
        "excerpt": "that level to cast spells of an appropriate level from any class whose Spellcasting feature you have. This table might give you spell slots of a higher level than"
      },
      {
        "document": 271,
        "excerpt": ", and write it on your character sheet. You can choose any of the backgrounds detailed in \"Character Origins,\" and your GM might offer additional backgrounds as op"
      },
      {
        "document": 272,
        "excerpt": "background and class both provide starting equipment. Any coins that you gain at this step can be immediately spent on equipment from \"Equipment.\" Record your ch"
      },
      {
        "document": 283,
        "excerpt": "maturity at about the same age. Your character can be any age that isn’t beyond their species’ normal life span."
      },
      {
        "document": 302,
        "excerpt": "feat and no category is specified, you can choose from any category. Prerequisite. To take a feat, you must meet any prerequisite in its description unless a feat"
      },
      {
        "document": 318,
        "excerpt": "A Magnifying Glass grants Advantage on any ability check made to appraise or inspect a highly detailed item. Lighting a fire with a Magnifying Glas"
      },
      {
        "document": 323,
        "excerpt": "oil was lit (or 12 seconds) and deals 5 Fire damage to any creature that enters the area or ends its turn there. A creature can take this damage only once per turn"
      },
      {
        "document": 344,
        "excerpt": "ll using its normal casting time and without providing any Material components. If the spell requires a saving throw or an attack roll, the spell save DC is 13, a"
      },
      {
        "document": 349,
        "excerpt": "lse with exposed fuel - takes a Bonus Action. Lighting any other fire takes 1 minute."
      },
      {
        "document": 356,
        "excerpt": "Barding is armor designed for a mount. Any type of armor on the Armor table in “Equipment” can be purchased as barding. The cost is four times the"
      },
      {
        "document": 357,
        "excerpt": "A saddle comes with a bit, a bridle, reins, and any other equipment needed to use the saddle. A Military Saddle gives Advantage on any ability check you mak"
      },
      {
        "document": 359,
        "excerpt": "of the vehicle. These vehicles can't be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. A Rowboat can be ca"
      },
      {
        "document": 378,
        "excerpt": "you learn its properties and how to use them (but not any curse the item might bear). Sometimes a magic item carries a clue to its properties. The command word t"
      },
      {
        "document": 381,
        "excerpt": "e attuned to no more than three magic items at a time. Any attempt to attune to a fourth item fails; you must end your Attunement to an item first. Additionally, y"
      },
      {
        "document": 395,
        "excerpt": "ach day of the inscription. You must also have at hand any Material components required by the spell; if the spell consumes its Material components, they are consu"
      },
      {
        "document": 407,
        "excerpt": "haracter's armor training. A monster has training with any armor in its stat block."
      },
      {
        "document": 408,
        "excerpt": "or and lack training with it, you have Disadvantage on any D20 Test that involves Strength or Dexterity, and you can't cast spells."
      },
      {
        "document": 409,
        "excerpt": "th it as well as the type of that damage. Properties. Any properties a weapon has are listed in the Properties column. Each property is defined in the “Properties"
      },
      {
        "document": 413,
        "excerpt": "proficiency with a tool, add your Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in a skill that's used with that chec"
      },
      {
        "document": 429,
        "excerpt": "Utilize: Pry open a door or container (DC 20) Craft: Any Melee weapon (except Club, Greatclub, Quarterstaff, and Whip), Medium armor (except Hide), Heavy armor,"
      },
      {
        "document": 431,
        "excerpt": "ide weapon proficiencies. A monster is proficient with any weapon in its stat block."
      },
      {
        "document": 474,
        "excerpt": "While wearing a Costume, you have Advantage on any ability check you make to impersonate the person or type of person it represents."
      },
      {
        "document": 497,
        "excerpt": "r features specify which spells you have access to, if any; whether you always have certain spells prepared; and whether you can change the list of spells you have"
      },
      {
        "document": 499,
        "excerpt": "e the same hand used to perform Somatic components, if any. If a spell doesn't consume its materials and doesn't specify a cost for them, a spellcaster can use a"
      },
      {
        "document": 501,
        "excerpt": "t the spell does, which ignores mundane physical laws; any outcomes beyond those effects are under the GM's purview. Whatever the effects, they typically deal with"
      },
      {
        "document": 511,
        "excerpt": "You must have training with any armor you are wearing to cast spells while wearing it. You are otherwise too hampered by the armor for s"
      },
      {
        "document": 513,
        "excerpt": "igher-level spell. A level 1 spell fits into a slot of any size, but a level 2 spell fits only into a slot that's at least level 2. So when a level 3 Wizard casts"
      },
      {
        "document": 517,
        "excerpt": "of extended downtime - at least 8 hours - available to any creature. During a Long Rest, you sleep for at least 6 hours and perform no more than 2 hours of light a"
      },
      {
        "document": 531,
        "excerpt": "with something, you can add your Proficiency Bonus to any D20 Test you make using that thing. A creature might have proficiency in a skill or saving throw or with"
      },
      {
        "document": 535,
        "excerpt": "en you Ready a spell, you cast it as normal (expending any resources used to cast it) but hold its energy, which you release with your Reaction when the trigger oc"
      },
      {
        "document": 542,
        "excerpt": "appens to you. Unless that description says otherwise, any ongoing effects on you - conditions, spells, curses, and the like - carry over from one form to the othe"
      },
      {
        "document": 543,
        "excerpt": "iative - Casting a spell other than a cantrip - Taking any damage An interrupted Short Rest confers no benefits."
      },
      {
        "document": 544,
        "excerpt": "or and lack training with it, you have Disadvantage on any D20 Test that involves Strength or Dexterity, and you can't cast spells. If you use a Shield and lack tr"
      },
      {
        "document": 548,
        "excerpt": "n effect increases or decreases your Speed for a time, any special speed you have increases or decreases by an equal amount for the same duration. For example, if"
      },
      {
        "document": 554,
        "excerpt": "the family of beings a monster belongs to, along with any descriptive tags. See also “Creature Type.” Alignment. An alignment is suggested for the monster, with"
      },
      {
        "document": 559,
        "excerpt": "m Speed and use it to swim. At the GM's option, moving any distance in rough water might require a successful DC 15 Strength (Athletics) check."
      },
      {
        "document": 562,
        "excerpt": "he telepath can start or end the telepathic contact at any time (no action required). Telepathic contact can't be initiated and is immediately broken if either the"
      },
      {
        "document": 567,
        "excerpt": "t them. Transformations. You discern the true form of any creature or object you see that has been transformed by magic. Ethereal Plane. You see into the Etherea"
      },
      {
        "document": 568,
        "excerpt": "he Grappled condition. The DC for the saving throw and any escape attempts equals 8 plus your Strength modifier and Proficiency Bonus. This grapple is possible onl"
      },
      {
        "document": 592,
        "excerpt": "e other duration. The creator can end Concentration at any time (no action required). The following factors break Concentration. Another Concentration Effect. You"
      },
      {
        "document": 594,
        "excerpt": "in a direction its creator chooses. A Cone's width at any point along its length is equal to that point's distance from the point of origin. For example, a Cone i"
      },
      {
        "document": 597,
        "excerpt": "Any being in the game, including a player's character, is a creature. See also \"Creature Type.\""
      },
      {
        "document": 600,
        "excerpt": "core a Critical Hit, and the attack hits regardless of any modifiers or the target's AC. A Critical Hit lets you roll extra dice for the attack's damage against th"
      },
      {
        "document": 606,
        "excerpt": "A damage roll is a die roll, adjusted by any applicable modifiers, that deals damage to a target. See also \"Playing the Game\" (\"Damage and Healing\")."
      },
      {
        "document": 607,
        "excerpt": "in which case it takes that entire instance of damage. Any damage that fails to meet or exceed the damage threshold is superficial and doesn't reduce Hit Points. F"
      },
      {
        "document": 612,
        "excerpt": "nt turn. The increase equals your Speed after applying any modifiers. With a Speed of 30 feet, for example, you can move up to 60 feet on your turn if you Dash. If"
      },
      {
        "document": 613,
        "excerpt": "ss otherwise stated, the creature returns to life with any conditions, magical contagions, or curses that were affecting it at death if the durations of those effe"
      },
      {
        "document": 616,
        "excerpt": "t. A space is Difficult Terrain if the space contains any of the following or something similar: - A creature that isn’t Tiny or your ally - Furniture that is si"
      },
      {
        "document": 622,
        "excerpt": "following benefits: until the start of your next turn, any attack roll made against you has Disadvantage if you can see the attacker, and you make Dexterity saving"
      },
      {
        "document": 628,
        "excerpt": "ds, it has the Prone condition unless it avoids taking any damage from the fall. A creature that falls into water or another liquid can use its Reaction to make a"
      },
      {
        "document": 633,
        "excerpt": "e. In addition, the grappler can release the target at any time (no action required)."
      },
      {
        "document": 639,
        "excerpt": ") have Heroic Inspiration, you can expend it to reroll any die immediately after rolling it, and you must use the new roll. If you gain Heroic Inspiration but alr"
      },
      {
        "document": 640,
        "excerpt": "-Quarters Cover or Total Cover, and you must be out of any enemy's line of sight; if you can see a creature, you can discern whether it can see you. On a successf"
      },
      {
        "document": 647,
        "excerpt": "a damage type or a condition, it doesn't affect you in any way."
      },
      {
        "document": 654,
        "excerpt": "st. The creature remains Unconscious until it regains any Hit Points or until someone uses an action to administer first aid to it, which requires a successful DC"
      },
      {
        "document": 669,
        "excerpt": "Slow pace, as described in “Playing the Game.” During any journey stage, the predominant terrain determines the characters’ maximum travel pace, as shown in the M"
      },
      {
        "document": 670,
        "excerpt": "tomb, or murdering an innocent. Such a curse can have any effects you design, or it might be a customized version of another type of curse discussed in this secti"
      },
      {
        "document": 671,
        "excerpt": "ends on the creature. A Dispel Evil and Good spell or any magic that removes a curse also ends the effect on it."
      },
      {
        "document": 675,
        "excerpt": "to Cackle Fever for 1 year. Spreading the Contagion. Any Humanoid (other than a gnome) that starts its turn within a 10-foot Emanation originating from a creatur"
      },
      {
        "document": 676,
        "excerpt": "that dwell in such areas, including otyu-ghs and rats. Any Humanoid that is wounded by a creature that carries the contagion or that comes into contact with contam"
      },
      {
        "document": 677,
        "excerpt": "Magical Contagion Any Beast or Humanoid that drinks water tainted by Sight Rot must succeed on a DC 15 Constitution saving thr"
      },
      {
        "document": 682,
        "excerpt": "nutes equal to its Constitution score before suffering any ill effects. Each additional minute spent in frigid water requires the creature to succeed on a DC 10 Co"
      },
      {
        "document": 688,
        "excerpt": "even the most stalwart adventurer. If you plan to use any of these rules, discuss them with your players at the start of the campaign."
      },
      {
        "document": 691,
        "excerpt": "The group must move at a Slow pace if any group member's Speed is reduced to half or less of normal."
      },
      {
        "document": 695,
        "excerpt": "On a failed check, the character is unable to extract any poison. If the character fails the check by 5 or more, the character is subjected to the creature's pois"
      },
      {
        "document": 703,
        "excerpt": "Tears suffers no effect until the stroke of midnight. Any effect that ends the Poisoned condition neutralizes this poison. If the poison hasn't been neutralized"
      },
      {
        "document": 705,
        "excerpt": "d save. The damage the poison deals can't be healed by any means while the creature remains Poisoned. After seven successful saves against the poison, the creature"
      },
      {
        "document": 717,
        "excerpt": "estroy the Net. Reducing the Net to 0 Hit Points frees any creature trapped in it (see “Adventuring Gear” for the Net’s statistics). Set the Trap. A creature that"
      },
      {
        "document": 721,
        "excerpt": "hidden in a lock. When a creature opens the lock with any object other than the proper key, the needle springs out and stabs the creature. The creature makes a DC"
      },
      {
        "document": 729,
        "excerpt": "4 , for a total of 200 XP. With that, you could build any of the following encounters: - 1 Bugbear Warrior (200 XP) - 2 Giant Wasps (100 XP each), for 200 XP tot"
      },
      {
        "document": 783,
        "excerpt": "chosen point of origin, and no larger than 10 feet in any dimension. If there are no such objects in range, nothing happens."
      },
      {
        "document": 785,
        "excerpt": "addition, the item can communicate telepathically with any creature that carries or wields it."
      },
      {
        "document": 793,
        "excerpt": "oadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take 5d6 Poison dama"
      },
      {
        "document": 820,
        "excerpt": "ok whose pages refuse to hold ink, chalk, graphite, or any other marking"
      },
      {
        "document": 937,
        "excerpt": "Any"
      },
      {
        "document": 962,
        "excerpt": "While you aren't wearing any armor, your base Armor Class equals 10 plus your Dexterity and Constitution modifiers. You can use a Shi"
      },
      {
        "document": 963,
        "excerpt": "Choose any 3 skills (see “Playing the Game”)"
      },
      {
        "document": 964,
        "excerpt": "red spells can include six spells of levels 1 and 2 in any combination. If another Cleric feature gives you spells that you always have prepared, those spells don"
      },
      {
        "document": 965,
        "excerpt": "red spells can include six spells of levels 1 and 2 in any combination. If another Druid feature gives you spells that you always have prepared, those spells don'"
      },
      {
        "document": 967,
        "excerpt": "You can take a Reaction when you fall to reduce any damage you take from the fall by an amount equal to five times your Monk level."
      },
      {
        "document": 968,
        "excerpt": "ells can include six Paladin spells of level 1 or 2 in any combination. If another Paladin feature gives you spells that you always have prepared, those spells do"
      },
      {
        "document": 969,
        "excerpt": "pells can include six Ranger spells of level 1 or 2 in any combination. If another Ranger feature gives you spells that you always have prepared, those spells don"
      },
      {
        "document": 970,
        "excerpt": "e Unconscious condition for 1 minute or until it takes any damage. The Unconscious target repeats the save at the end of each of its turns, ending the effect on it"
      },
      {
        "document": 971,
        "excerpt": "lls can include six Sorcerer spells of level 1 or 2 in any combination. If another Sorcerer feature gives you spells that you always have prepared, those spells d"
      },
      {
        "document": 972,
        "excerpt": "through the other creature's senses, you benefit from any special senses possessed by that creature, and you can cast spells as if you were in your space or the o"
      },
      {
        "document": 973,
        "excerpt": "red spells can include six spells of levels 1 and 2 in any combination, chosen from your spellbook. If another Wizard feature gives you spells that you always hav"
      },
      {
        "document": 976,
        "excerpt": "n come from the Cleric, Druid, or Wizard spell list or any combination thereof (see a class's section for its spell list). A spell you choose must be a cantrip or"
      },
      {
        "document": 978,
        "excerpt": "antrip, the target takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip."
      },
      {
        "document": 979,
        "excerpt": "r roll. You can do so after seeing the roll but before any of the roll's effects occur. You can use this feature a number of times equal to your Charisma modifier"
      },
      {
        "document": 980,
        "excerpt": "your Hunter's Mark, you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are."
      },
      {
        "document": 981,
        "excerpt": "rgy associated with this domain, so a Cleric of almost any religious tradition might choose it. This domain is particularly associated with agricultural deities, g"
      },
      {
        "document": 982,
        "excerpt": "no action required). Holy Ward. You have Advantage on any saving throw you are forced to make by a Fiend or an Undead. Radiant Damage. Whenever an enemy starts i"
      },
      {
        "document": 984,
        "excerpt": "y without expending the charges. Scrolls. You can use any Spell Scroll, using Intelligence as your spellcasting ability for the spell. If the spell is a cantrip o"
      },
      {
        "document": 988,
        "excerpt": "finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level. Elven Lineages | Lineage | Level 1"
      },
      {
        "document": 989,
        "excerpt": "ded uses when you finish a Long Rest. You can also use any spell slots you have to cast the spell."
      },
      {
        "document": 990,
        "excerpt": "You have Advantage on any ability check you make to end the Grappled condition. You also count as one size larger when determining"
      },
      {
        "document": 991,
        "excerpt": "You can move through the space of any creature that is a size larger than you, but you can't stop in the same space."
      },
      {
        "document": 994,
        "excerpt": "finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting a"
      },
      {
        "document": 1011,
        "excerpt": "pon that you are holding with two hands, you can treat any 1 or 2 on a damage die as a 3. The weapon must have the Two-Handed or Versatile property to gain this be"
      },
      {
        "document": 1012,
        "excerpt": "finish a Long Rest. You can also cast the spell using any spell slots you have. Spell Change. Whenever you gain a new level, you can replace one of the spells yo"
      },
      {
        "document": 1014,
        "excerpt": "Origin Feat You gain proficiency in any combination of three skills or tools of your choice. Repeatable. You can take this feat more than once."
      },
      {
        "document": 1156,
        "excerpt": "e: 30 feet Components: V, S Duration: 24 hours Choose any number of willing creatures that you can see within range. Each target shape-shifts into a Large or smal"
      },
      {
        "document": 1157,
        "excerpt": "turns, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple crea"
      },
      {
        "document": 1158,
        "excerpt": "ends, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple cre"
      },
      {
        "document": 1162,
        "excerpt": "a Bonus Action, you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small a"
      },
      {
        "document": 1164,
        "excerpt": "ck it for the duration. This lock can't be unlocked by any nonmagical means. You and any creatures you designate when you cast the spell can open and close the ob"
      },
      {
        "document": 1167,
        "excerpt": "ing the target to re-enter its body on the new plane. Any damage or other effects that apply to an astral form have no effect on the target's body and vice versa."
      },
      {
        "document": 1174,
        "excerpt": ": V, S Duration: Concentration, up to 1 minute Choose any number of creatures within range. For the duration, each target has Advantage on Wisdom saving throws an"
      },
      {
        "document": 1178,
        "excerpt": "e-Quarters Cover, and its space is Difficult Terrain. Any creature in the wall's space makes a Dexterity saving throw, taking 6d10 Force damage on a failed save o"
      },
      {
        "document": 1183,
        "excerpt": "1 minute Your body becomes blurred. For the duration, any creature has Disadvantage on attack rolls against you. An attacker is immune to this effect if it percei"
      },
      {
        "document": 1194,
        "excerpt": "ginal's equipment. The creature's original remains, if any, become inert and can't be revived, since the creature's soul is elsewhere."
      },
      {
        "document": 1198,
        "excerpt": "the locations of bodies of water, and the locations of any towns."
      },
      {
        "document": 1200,
        "excerpt": "or the duration, you understand the literal meaning of any language that you hear or see signed. You also understand any written language that you see, but you mus"
      },
      {
        "document": 1208,
        "excerpt": "foot Emanation for the duration. Until the spell ends, any attack you make deals an extra 2d8 damage when you hit a creature in the Emanation. This damage is Acid,"
      },
      {
        "document": 1214,
        "excerpt": "n, up to 10 minutes Until the spell ends, you control any water inside an area you choose that is a Cube up to 100 feet on a side, using one of the following effe"
      },
      {
        "document": 1219,
        "excerpt": "Action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple"
      },
      {
        "document": 1220,
        "excerpt": "f multiple materials, use the shortest duration. Using any object created by this spell as another spell's Material component causes the other spell to fail. Mate"
      },
      {
        "document": 1223,
        "excerpt": "aque, such as a bowl or helm, blocks the Darkness. If any of this spell's area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or"
      },
      {
        "document": 1225,
        "excerpt": "aque, such as a bowl or helm, blocks the sunlight. If any of this spell's area overlaps with an area of Darkness created by a spell of level 3 or lower, that othe"
      },
      {
        "document": 1228,
        "excerpt": "choice). When the spell ends, the door vanishes, and any objects inside the demiplane remain there. Any creatures inside also remain unless they opt to be shunte"
      },
      {
        "document": 1229,
        "excerpt": "0 minutes For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense wheth"
      },
      {
        "document": 1230,
        "excerpt": "u can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, yo"
      },
      {
        "document": 1232,
        "excerpt": "he target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing. As a Magic action on your next turn, you can try to"
      },
      {
        "document": 1233,
        "excerpt": "e or completely filled by one or more objects, you and any creature traveling with you each take 4d6 Force damage, and the teleportation fails."
      },
      {
        "document": 1236,
        "excerpt": "one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the"
      },
      {
        "document": 1241,
        "excerpt": "and can't return to the current plane for 24 hours by any means short of a Wish spell. Divine Word Effects | Hit Points | Effect"
      },
      {
        "document": 1246,
        "excerpt": "er images. The messenger can emerge from the trance at any time, ending the spell. The target recalls the dream perfectly upon waking. If the target is awake when"
      },
      {
        "document": 1248,
        "excerpt": "Structures. The tremor deals 50 Bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the end of each of your"
      },
      {
        "document": 1252,
        "excerpt": "creature is wearing and carrying changes size with it. Any item it drops returns to normal size at once. A thrown weapon or piece of ammunition returns to normal s"
      },
      {
        "document": 1255,
        "excerpt": "ou can see within range to make a Wisdom saving throw. Any creature you or your companions are fighting automatically succeeds on this save. On a failed save, a ta"
      },
      {
        "document": 1256,
        "excerpt": "al for the duration. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can perceive the plan"
      },
      {
        "document": 1258,
        "excerpt": "has the Unconscious condition. It wakes up if it takes any damage or if another creature takes an action to shake it awake. Panicked. The target has the Frightene"
      },
      {
        "document": 1259,
        "excerpt": "edium (contained within a 5-foot Cube). The quality of any fabricated objects is based on the quality of the raw materials. Creatures and magic items can't be cre"
      },
      {
        "document": 1265,
        "excerpt": "l the start of your next turn, gaining the benefits of any special senses it has. Finally, when you cast a spell with a range of touch, your familiar can deliver"
      },
      {
        "document": 1268,
        "excerpt": "et Components: V, S Duration: Instantaneous You sense any trap within range that is within line of sight. A trap, for the purpose of this spell, includes any obje"
      },
      {
        "document": 1276,
        "excerpt": "on the ground within range. It lasts for the duration. Any creature that ends its turn within 5 feet of the sphere makes a Dexterity saving throw, taking 2d6 Fire"
      },
      {
        "document": 1282,
        "excerpt": "feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area. When you cast th"
      },
      {
        "document": 1285,
        "excerpt": "ng bullet, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it wit"
      },
      {
        "document": 1286,
        "excerpt": "ces. The target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. Finally, the ta"
      },
      {
        "document": 1287,
        "excerpt": "5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration, and the portal's destination is visible through"
      },
      {
        "document": 1288,
        "excerpt": "this damage no more than once each day. You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal"
      },
      {
        "document": 1290,
        "excerpt": "mmands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger. Using a Higher-Level Spell Slot. Use"
      },
      {
        "document": 1292,
        "excerpt": "ot Emanation around you and remains for the duration. Any spell of level 5 or lower cast from outside the barrier can't affect anything within it. Such a spell ca"
      },
      {
        "document": 1293,
        "excerpt": "el above 3. If you create a spell glyph, you can store any spell of up to the same level as the spell slot you use for the Glyph of Warding."
      },
      {
        "document": 1297,
        "excerpt": "uding the target's Attunement to a cursed magic item - Any reduction to one of the target's ability scores - Any reduction to the target's Hit Point maximum"
      },
      {
        "document": 1298,
        "excerpt": "ars in a form appropriate for your deity or pantheon. Any enemy that moves to a space within 10 feet of the guardian for the first time on a turn or starts its tu"
      },
      {
        "document": 1299,
        "excerpt": "le the spell lasts) - Suggestion in one 5-foot square; any creature that enters that square receives the suggestion mentally"
      },
      {
        "document": 1300,
        "excerpt": "skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill."
      },
      {
        "document": 1302,
        "excerpt": "at ends its turn in the Line must make the same save. Any creature in the Line must spend 2 feet of movement for every 1 foot it moves when moving closer to you."
      },
      {
        "document": 1303,
        "excerpt": "area has the following effects. Hallowed Ward. Choose any of these creature types: Aberration, Celestial, Elemental, Fey, Fiend, or Undead. Creatures of the chose"
      },
      {
        "document": 1309,
        "excerpt": "ee within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 Fire damage when you cast the spell. Until the sp"
      },
      {
        "document": 1318,
        "excerpt": "hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check you make to find it. If the target drops to 0 Hit Points before t"
      },
      {
        "document": 1319,
        "excerpt": ". The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor."
      },
      {
        "document": 1322,
        "excerpt": "t requires Attunement, and how many charges it has, if any. You learn whether any ongoing spells are affecting the item and what they are. If the item was created"
      },
      {
        "document": 1323,
        "excerpt": "th an illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, seems to be written in your"
      },
      {
        "document": 1324,
        "excerpt": "get has the Restrained condition and can't be moved by any means. Hedged Prison. The target is trapped in a demi-plane that is warded against teleportation and pl"
      },
      {
        "document": 1338,
        "excerpt": "sest creature or plant of that kind within 5 miles, if any are present."
      },
      {
        "document": 1339,
        "excerpt": "e the creature. This spell can't locate a creature if any thickness of lead blocks a direct path between you and the creature."
      },
      {
        "document": 1340,
        "excerpt": "tool, or weapon. This spell can't locate an object if any thickness of lead blocks a direct path between you and the object."
      },
      {
        "document": 1345,
        "excerpt": "possess a Humanoid's body. You can attempt to possess any Humanoid within 100 feet of you that you can see (creatures warded by a Protection from Evil and Good or"
      },
      {
        "document": 1347,
        "excerpt": "or example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it."
      },
      {
        "document": 1349,
        "excerpt": "dwelling and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the do"
      },
      {
        "document": 1350,
        "excerpt": "can take a Magic action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movemen"
      },
      {
        "document": 1352,
        "excerpt": "tore up to 700 Hit Points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell also have the Blinded,"
      },
      {
        "document": 1354,
        "excerpt": "t involve anything that would obviously deal damage to any of the targets or their allies. For example, you could say, “Walk to the village down that road, and hel"
      },
      {
        "document": 1356,
        "excerpt": "h the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with Disadvantage. You remain awa"
      },
      {
        "document": 1357,
        "excerpt": "long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic"
      },
      {
        "document": 1362,
        "excerpt": "ne else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete s"
      },
      {
        "document": 1363,
        "excerpt": "versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears"
      },
      {
        "document": 1364,
        "excerpt": "n, roll a d6 for each of your remaining duplicates. If any of the d6s rolls a 3 or higher, one of the duplicates is hit instead of you, and the duplicate is destro"
      },
      {
        "document": 1367,
        "excerpt": "its surroundings, though it can hear you. If it takes any damage or is targeted by another spell, this spell ends, and no memories are modified. While this charm"
      },
      {
        "document": 1369,
        "excerpt": "ge. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation, create or fill in a tre"
      },
      {
        "document": 1370,
        "excerpt": "can be a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any Divination spell or perceived through magical scrying sen"
      },
      {
        "document": 1372,
        "excerpt": "tructure surrounding it. When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space"
      },
      {
        "document": 1373,
        "excerpt": "reats the phantasm as if it were real and rationalizes any illogical outcomes from interacting with it. For example, if the target steps through a phantasmal bridg"
      },
      {
        "document": 1375,
        "excerpt": "ce, and it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet awa"
      },
      {
        "document": 1379,
        "excerpt": "1 foot it moves. You can exclude one or more areas of any size within the spell's area from being affected. Enrichment. All plants in a half-mile radius centered"
      },
      {
        "document": 1381,
        "excerpt": "t into a Beast form for the duration. That form can be any Beast you choose that has a Challenge Rating equal to or less than the target's (or the target's level i"
      },
      {
        "document": 1387,
        "excerpt": "he target is struck by two rays. Roll twice, rerolling any 8."
      },
      {
        "document": 1389,
        "excerpt": "ide what sort of security the spell provides, choosing any of the following properties: - Sound can't pass through the barrier at the edge of the warded area. - T"
      },
      {
        "document": 1391,
        "excerpt": "hat it is, the creature can see through the image, and any noise it makes sounds hollow to the creature."
      },
      {
        "document": 1392,
        "excerpt": "lf that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks"
      },
      {
        "document": 1394,
        "excerpt": "htened by such a creature, the target has Advantage on any new saving throw against the relevant effect."
      },
      {
        "document": 1397,
        "excerpt": "to life with 1 Hit Point. This spell also neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wounds, but it do"
      },
      {
        "document": 1401,
        "excerpt": "ins 1 Hit Point at the start of each of its turns, and any severed body parts regrow after 2 minutes."
      },
      {
        "document": 1402,
        "excerpt": "| 10 | Tiefling | The reincarnated creature makes any choices that a species' description offers, and the creature recalls its former life. It retains the cap"
      },
      {
        "document": 1406,
        "excerpt": "e with all its Hit Points. This spell also neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wounds and restore"
      },
      {
        "document": 1408,
        "excerpt": "creature that has died of old age, nor does it restore any missing body parts."
      },
      {
        "document": 1411,
        "excerpt": "ou ward a creature within range. Until the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdo"
      },
      {
        "document": 1418,
        "excerpt": "ning of your message. You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, ther"
      },
      {
        "document": 1419,
        "excerpt": "que awakens.” This spell also ends if the target takes any damage."
      },
      {
        "document": 1420,
        "excerpt": "you shape-shift. These Temporary Hit Points vanish if any remain when the spell ends. Your game statistics are replaced by the stat block of the chosen form, but"
      },
      {
        "document": 1427,
        "excerpt": "us Sphere centered on a point you choose within range. Any creature or object entirely inside the Sphere has Immunity to Thunder damage, and creatures have the Dea"
      },
      {
        "document": 1428,
        "excerpt": "As a Magic action, you can cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements app"
      },
      {
        "document": 1429,
        "excerpt": "to snow and melts away. If you cast this spell again, any simulacrum you created with this spell is instantly destroyed."
      },
      {
        "document": 1435,
        "excerpt": "and verbally communicate with Beasts, and you can use any of the Influence action's skill options with them. Most Beasts have little to say about topics that don"
      },
      {
        "document": 1439,
        "excerpt": "ormation of the ground is camouflaged to look natural. Any creature that can't see the area when the spell is cast must take a Search action and succeed on a Wisdo"
      },
      {
        "document": 1440,
        "excerpt": "l, you can designate creatures to be unaffected by it. Any other creature's Speed is halved in the Emanation, and whenever the Emanation enters a creature's space"
      },
      {
        "document": 1444,
        "excerpt": "r smaller or a section of stone no more than 5 feet in any dimension and form it into any shape you like. For example, you could shape a large rock into a weapon,"
      },
      {
        "document": 1448,
        "excerpt": "mmands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger. Using a Higher-Level Spell Slot. Use"
      },
      {
        "document": 1450,
        "excerpt": "spell dispels Darkness in its area that was created by any spell."
      },
      {
        "document": 1452,
        "excerpt": "e same target round after round or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell. Creature. You can try"
      },
      {
        "document": 1453,
        "excerpt": "for the duration. Creatures that can't communicate in any languages aren't affected by this spell. Until the spell ends, the targets can communicate telepathical"
      },
      {
        "document": 1455,
        "excerpt": "drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the near"
      },
      {
        "document": 1458,
        "excerpt": "s if one of the actions you use during this period, or any effects that you create during it, affects a creature other than you or an object being worn or carried"
      },
      {
        "document": 1459,
        "excerpt": "ired). The Emanation is opaque from the outside and of any color you choose, but it's transparent from the inside. The spell ends early if you leave the Emanation"
      },
      {
        "document": 1460,
        "excerpt": "rants the creature you touch the ability to understand any spoken or signed language that it hears or sees. Moreover, when the target communicates by speaking or s"
      },
      {
        "document": 1461,
        "excerpt": "ger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least o"
      },
      {
        "document": 1463,
        "excerpt": "ure into another kind of creature, the new form can be any kind you choose that has a Challenge Rating equal to or less than the target's Challenge Rating or level"
      },
      {
        "document": 1464,
        "excerpt": "en dead for no longer than 200 years and that died for any reason except old age. The creature is revived with all its Hit Points. This spell closes all wounds, n"
      },
      {
        "document": 1467,
        "excerpt": "our turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose spac"
      },
      {
        "document": 1473,
        "excerpt": "t a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or r"
      },
      {
        "document": 1474,
        "excerpt": ". Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration. If the wall cuts through a creature's space"
      },
      {
        "document": 1475,
        "excerpt": "is no longer enclosed by the wall. The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need t"
      },
      {
        "document": 1479,
        "excerpt": ": 1 hour This spell grants the ability to move across any liquid surface - such as water, acid, mud, snow, quicksand, or lava - as if it were harmless solid groun"
      },
      {
        "document": 1480,
        "excerpt": ", it is no longer Restrained. The webs are flammable. Any 5-foot Cube of webs exposed to fire burns away in 1 round, dealing 2d4 Fire damage to any creature that"
      },
      {
        "document": 1483,
        "excerpt": "feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration"
      },
      {
        "document": 1484,
        "excerpt": "y itself. The basic use of this spell is to duplicate any other spell of level 8 or lower. If you use it this way, you don't need to meet any requirements to cast"
      },
      {
        "document": 1485,
        "excerpt": "teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when"
      },
      {
        "document": 1487,
        "excerpt": "ects. Can't See. You can't see and automatically fail any ability check that requires sight. Attacks Affected. Attack rolls against you have Advantage, and your"
      },
      {
        "document": 1488,
        "excerpt": "fects. Social Advantage. The charmer has Advantage on any ability check to interact with you socially."
      },
      {
        "document": 1489,
        "excerpt": "ct. Can't Hear. You can't hear and automatically fail any ability check that requires hearing."
      },
      {
        "document": 1492,
        "excerpt": "ffected. You have Disadvantage on attack rolls against any target other than the grappler. Movable. The grappler can drag or carry you when it moves, but every fo"
      },
      {
        "document": 1493,
        "excerpt": "ience the following effects. Inactive. You can't take any action, Bonus Action, or Reaction. No Concentration. Your Concentration is broken. Speechless. You can"
      },
      {
        "document": 1494,
        "excerpt": "antage on the roll. Concealed. You aren't affected by any effect that requires its target to be seen unless the effect's creator can somehow see you. Any equipmen"
      },
      {
        "document": 1495,
        "excerpt": "against you have Advantage. Automatic Critical Hits. Any attack roll that hits you is a Critical Hit if the attacker is within 5 feet of you."
      },
      {
        "document": 1496,
        "excerpt": "o Inanimate Substance. You are transformed, along with any nonmagical objects you are wearing and carrying, into a solid inanimate substance (usually stone). Your"
      },
      {
        "document": 1501,
        "excerpt": "and Dexterity saving throws. Automatic Critical Hits. Any attack roll that hits you is a Critical Hit if the attacker is within 5 feet of you. Unaware. You're un"
      },
      {
        "document": 1502,
        "excerpt": "Any Medium or Heavy, Except Hide Armor"
      },
      {
        "document": 1503,
        "excerpt": "Any Ammunition"
      },
      {
        "document": 1504,
        "excerpt": "Any Ammunition"
      },
      {
        "document": 1510,
        "excerpt": "Any Light, Medium, or Heavy"
      },
      {
        "document": 1512,
        "excerpt": "Any Light, Medium, or Heavy"
      },
      {
        "document": 1513,
        "excerpt": "Any Light, Medium, or Heavy"
      },
      {
        "document": 1515,
        "excerpt": "becomes a non-magical item when it no longer contains any beans. If you dump one or more beans out of the bag, they explode in a 10-foot-radius Sphere centered o"
      },
      {
        "document": 1516,
        "excerpt": "provided the puller isn't pulled inside the bag first. Any creature that starts its turn inside the bag is devoured, its body destroyed. Inanimate objects can be"
      },
      {
        "document": 1517,
        "excerpt": "inates where the one item was placed inside the other. Any creature within a 10-foot-radius Sphere centered on the gate is sucked through it to a random location o"
      },
      {
        "document": 1519,
        "excerpt": "transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures"
      },
      {
        "document": 1526,
        "excerpt": "together. If you do, the boots double your Speed, and any creature that makes an Opportunity Attack against you has Disadvantage on the attack roll. If you click"
      },
      {
        "document": 1528,
        "excerpt": "temperatures of 0 degrees Fahrenheit or lower without any additional protection. Winter Strider. You ignore Difficult Terrain created by ice or snow."
      },
      {
        "document": 1541,
        "excerpt": "nds free. Spider Walk. You can't be caught in webs of any sort and can move through webs as if they were Difficult Terrain. Web. You can cast Web (save DC 13). T"
      },
      {
        "document": 1542,
        "excerpt": "standing in a place near your actual location, causing any creature to have Disadvantage on attack rolls against you. If you take damage, the property ceases to fu"
      },
      {
        "document": 1557,
        "excerpt": "ction to move it anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be false, because objects pass through it."
      },
      {
        "document": 1558,
        "excerpt": "Any Melee Weapon"
      },
      {
        "document": 1559,
        "excerpt": "Any Light, Medium, or Heavy"
      },
      {
        "document": 1560,
        "excerpt": "e shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence"
      },
      {
        "document": 1563,
        "excerpt": "Any Simple or Martial"
      },
      {
        "document": 1566,
        "excerpt": "effect on itself on a success. The effect also ends on any creature targeted by a Lesser Restoration spell."
      },
      {
        "document": 1569,
        "excerpt": "such as bows, Quarterstaffs, or Spears. You can draw any item the quiver contains as if doing so from a regular quiver or scabbard."
      },
      {
        "document": 1579,
        "excerpt": "p. For the next 24 hours, the vessel can't be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappear"
      },
      {
        "document": 1581,
        "excerpt": "Any Melee Weapon"
      },
      {
        "document": 1582,
        "excerpt": "Boat folds back into a box if no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in t"
      },
      {
        "document": 1587,
        "excerpt": "Any Simple or Martial"
      },
      {
        "document": 1594,
        "excerpt": "pecific item, the item is always magically on top. If any of its pouches is overloaded, pierced, or torn, the haversack ruptures and is destroyed. If the haversac"
      },
      {
        "document": 1596,
        "excerpt": "use it as a Spellcasting Focus for your Wizard spells. Any spell you cast using the hat gains a special Somatic component: you must reach into the hat and “pull” t"
      },
      {
        "document": 1598,
        "excerpt": "iamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its"
      },
      {
        "document": 1602,
        "excerpt": "Any Simple or Martial"
      },
      {
        "document": 1609,
        "excerpt": "natch it. As a Utilize action, you can seize and stow any number of Ioun Stones orbiting your head. If your Attunement to an Ioun Stone ends while it's orbiting y"
      },
      {
        "document": 1610,
        "excerpt": "d the Restrained creature is freed. On a failed check, any further attempts made by that creature automatically fail until 24 hours have elapsed. Once the bands a"
      },
      {
        "document": 1623,
        "excerpt": "he brush and expending 1 pot of pigment, you can paint any number of three-dimensional objects and terrain features (such as walls, doors, trees, flowers, weapons,"
      },
      {
        "document": 1625,
        "excerpt": "action and repeat the command word to deactivate it. Any creature other than you that sees its reflection in the activated mirror while within 30 feet of the mir"
      },
      {
        "document": 1626,
        "excerpt": "Any Medium or Heavy, Except Hide Armor"
      },
      {
        "document": 1627,
        "excerpt": "cards you intend to draw and then draw them randomly. Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck"
      },
      {
        "document": 1628,
        "excerpt": "ile wearing this necklace, you can breathe normally in any environment, and you have Advantage on saving throws made to avoid or end the Poisoned condition."
      },
      {
        "document": 1631,
        "excerpt": "Any Simple or Martial"
      },
      {
        "document": 1644,
        "excerpt": "xistence, so it can't be used to create open passages. Any creature inside an open Portable Hole can exit the hole by climbing out of it. You can take a Magic act"
      },
      {
        "document": 1661,
        "excerpt": "ion, Very Rare When you drink this potion, it removes any Exhaustion levels you have and ends the Poisoned condition on you. For the next 24 hours, you regain the"
      },
      {
        "document": 1670,
        "excerpt": "extra movement. In addition, magic can neither reduce any of your Speeds nor cause you to have the Paralyzed or Restrained condition."
      },
      {
        "document": 1673,
        "excerpt": "s in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication."
      },
      {
        "document": 1678,
        "excerpt": "ins 1d6 - 1 levels of stored spells chosen by the GM. Any creature can cast a spell of level 1 through 5 into the ring by touching the ring as the spell is cast."
      },
      {
        "document": 1688,
        "excerpt": "see you have Disadvantage on attack rolls against you. Any creature in the Bright Light that can see you when the robe's power is activated must succeed on a DC 15"
      },
      {
        "document": 1692,
        "excerpt": "cast. A canceled spell dissipates with no effect, and any resources used to cast it are wasted. The rod can absorb and store up to 50 levels of energy over the co"
      },
      {
        "document": 1693,
        "excerpt": "Class and saving throws and can sense the location of any Invisible creature that is also in the Bright Light. The rod's head stops glowing and the effect ends a"
      },
      {
        "document": 1706,
        "excerpt": "tion originating from you. When the Emanation appears, any creatures or objects not fully contained within it are pushed into the nearest unoccupied spaces outside"
      },
      {
        "document": 1708,
        "excerpt": "e substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside with Oil of Slipperiness. W"
      },
      {
        "document": 1711,
        "excerpt": "o 5 times your Intelligence modifier (minimum 5 feet). Any creature whose space the sphere enters must succeed on a DC 19 Dexterity saving throw or be touched by i"
      },
      {
        "document": 1712,
        "excerpt": "f has 10 charges. While holding the staff, you can use any of its properties: Cast Spell. You can expend 1 of the staff's charges to cast Charm Person, Command, o"
      },
      {
        "document": 1721,
        "excerpt": "Magic action, you return the staff to its normal form. Any creature in the tree falls when the tree reverts to a staff. Regaining Charges. The staff regains 1d6 e"
      },
      {
        "document": 1723,
        "excerpt": "failed save, the target has Disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution."
      },
      {
        "document": 1731,
        "excerpt": "olding or wearing this talisman, you have Advantage on any Intelligence (Arcana) check you make to control a Sphere of Annihilation. In addition, when you start yo"
      },
      {
        "document": 1733,
        "excerpt": "score. The weapon deals an extra 1d8 Thunder damage to any creature it hits and an extra 3d8 Thunder damage to objects it hits that aren't being worn or carried."
      },
      {
        "document": 1739,
        "excerpt": "Any Simple or Martial"
      },
      {
        "document": 1754,
        "excerpt": "Any Simple or Martial"
      },
      {
        "document": 1755,
        "excerpt": "Any Simple or Martial"
      },
      {
        "document": 1760,
        "excerpt": "et can communicate telepathically with each other over any distance. The target repeats the save whenever it takes damage as well as after every 24 hours it spend"
      },
      {
        "document": 1791,
        "excerpt": "s three attacks, using Shortsword or Light Crossbow in any combination. Shortsword. Melee Attack Roll: +7, reach 5 ft. Hit: 7 (1d6 + 4) Piercing damage plus 17 (5"
      },
      {
        "document": 1800,
        "excerpt": "bandit makes two attacks, using Scimitar and Pistol in any combination. Scimitar. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Slashing damage. Pistol. Ra"
      },
      {
        "document": 1802,
        "excerpt": "its turns, the devil deals 5 (1d10) Piercing damage to any creature it is grappling or any creature grappling it. Diabolical Restoration. If the devil dies outsid"
      },
      {
        "document": 1810,
        "excerpt": "oyed immediately after hitting the pudding and dealing any damage. Any nonmagical weapon takes a cumulative -1 penalty to attack rolls immediately after dealing da"
      },
      {
        "document": 1824,
        "excerpt": "he centaur makes two attacks, using Pike or Longbow in any combination. Pike. Melee Attack Roll: +6, reach 10 ft. Hit: 9 (1d10 + 4) Piercing damage. Longbow. Ran"
      },
      {
        "document": 1830,
        "excerpt": "two attacks, using Thunderous Mace or Thundercloud in any combination. It can replace one attack with a use of Spellcasting to cast Fog Cloud. Thunderous Mace. M"
      },
      {
        "document": 1835,
        "excerpt": "Shielded Mind. The couatl's thoughts can't be read by any means, and other creatures can communicate with it telepathically only if it allows them."
      },
      {
        "document": 1840,
        "excerpt": "tack rolls. Its Speed becomes 0, it can't benefit from any bonus to its Speed, and it moves with the target. A creature can take an action to try to detach the da"
      },
      {
        "document": 1845,
        "excerpt": "akes three attacks, using Storm Blade or Storm Bolt in any combination. Storm Blade. Melee Attack Roll: +9, reach 5 feet. Hit: 12 (2d6 + 5) Slashing damage plus 7"
      },
      {
        "document": 1846,
        "excerpt": "stics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 1850,
        "excerpt": "s caused by webs, and the drider knows the location of any other creature in contact with the same web."
      },
      {
        "document": 1851,
        "excerpt": "makes two attacks, using Vine Staff or Verdant Wisp in any combination. Vine Staff. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Bludgeoning damage plus 2"
      },
      {
        "document": 1855,
        "excerpt": "mental makes two attacks, using Slam or Rock Launch in any combination. Slam. Melee Attack Roll: +8, reach 10 ft. Hit: 14 (2d8 + 5) Bludgeoning damage. Rock Laun"
      },
      {
        "document": 1856,
        "excerpt": "kes three attacks, using Heated Blade or Hurl Flame in any combination. Heated Blade. Melee Attack Roll: +10, reach 5 ft. Hit: 13 (2d6 + 6) Slashing damage plus 1"
      },
      {
        "document": 1860,
        "excerpt": "caused by webs, and the ettercap knows the location of any other creature in contact with the same web."
      },
      {
        "document": 1863,
        "excerpt": "akes two attacks, using Flame Sword or Hammer Throw in any combination. Flame Sword. Melee Attack Roll: +11, reach 10 ft. Hit: 21 (4d6 + 7) Slashing damage plus 1"
      },
      {
        "document": 1867,
        "excerpt": "ant makes two attacks, using Frost Axe or Great Bow in any combination. Frost Axe. Melee Attack Roll: +9, reach 10 ft. Hit: 19 (2d12 + 6) Slashing damage plus 9 ("
      },
      {
        "document": 1870,
        "excerpt": "Stench. Constitution Saving Throw: DC 10, any creature that starts its turn in a 5-foot Emanation originating from the ghast. Failure: The target has"
      },
      {
        "document": 1871,
        "excerpt": "rget retains awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that specifically target Undead. The ghost's game statistics"
      },
      {
        "document": 1884,
        "excerpt": "oat reverts to figurine form. While you ride the goat, any Hostile creature that starts its turn within a 30-foot Emanation originating from the goat must succeed"
      },
      {
        "document": 1895,
        "excerpt": "trictions caused by webs, and it knows the location of any other creature in contact with the same web."
      },
      {
        "document": 1902,
        "excerpt": "e Incapacitated condition. Wisdom Saving Throw: DC 10, any creature that starts its turn within 20 feet of the mouther while it is babbling. Failure: The target r"
      },
      {
        "document": 1907,
        "excerpt": "oblin makes two attacks, using Scimitar or Shortbow in any combination. Scimitar. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage, plus 2 (1d4"
      },
      {
        "document": 1912,
        "excerpt": "stroyed immediately after hitting the ooze and dealing any damage. Any nonmagical weapon takes a cumulative -1 penalty to attack rolls immediately after dealing da"
      },
      {
        "document": 1918,
        "excerpt": "guard makes two attacks, using Javelin or Longsword in any combination. Javelin. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 30/120 ft. Hit: 14 (3d6 + 4"
      },
      {
        "document": 1920,
        "excerpt": "ttack. The naga makes two Bite attacks. It can replace any attack with a use of Poisonous Spittle. Bite. Melee Attack Roll: +8, reach 10 ft. Hit: 17 (2d12 + 4) Pi"
      },
      {
        "document": 1925,
        "excerpt": "al effects. Stench. Constitution Saving Throw: DC 16, any creature that starts its turn in a 10-foot Emanation originating from the hezrou. Failure: The target ha"
      },
      {
        "document": 1926,
        "excerpt": "ant makes two attacks, using Tree Club or Trash Lob in any combination. Tree Club. Melee Attack Roll: +8, reach 10 ft. Hit: 18 (3d8 + 5) Bludgeoning damage. If th"
      },
      {
        "document": 1929,
        "excerpt": "blin makes two attacks, using Greatsword or Longbow in any combination. Greatsword. Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) Slashing damage plus 3 (1d"
      },
      {
        "document": 1931,
        "excerpt": "scious condition, which ends early if the target takes any damage."
      },
      {
        "document": 1932,
        "excerpt": "kes three attacks, using Searing Fork or Hurl Flame in any combination. It can replace one attack with a use of Infernal Tail. Searing Fork. Melee Attack Roll: +1"
      },
      {
        "document": 1938,
        "excerpt": "stics are the same in each form, except for its Speed. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 1939,
        "excerpt": "a Succubus, using that stat block instead of this one. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 1941,
        "excerpt": "m makes two attacks, using Bladed Arm or Fiery Bolt in any combination. Bladed Arm. Melee Attack Roll: +12, reach 10 ft. Hit: 20 (3d8 + 7) Slashing damage plus 10"
      },
      {
        "document": 1944,
        "excerpt": "kes two attacks, using Greatsword or Heavy Crossbow in any combination. Greatsword. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage plus 4 (1"
      },
      {
        "document": 1946,
        "excerpt": "e kraken with the Prone condition. If the kraken dies, any swallowed creature no longer has the Restrained condition and can escape from the corpse using 15 feet o"
      },
      {
        "document": 1949,
        "excerpt": "attacks, using El-dritch Burst or Paralyzing Touch in any combination. Eldritch Burst. Melee or Ranged Attack Roll: +12, reach 5 ft. or range 120 ft. Hit: 31 (4d"
      },
      {
        "document": 1956,
        "excerpt": "icore makes three attacks, using Rend or Tail Spike in any combination. Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage. Tail Spike. Ra"
      },
      {
        "document": 1961,
        "excerpt": "row makes two attacks, using Bite, Claw, or Harpoon in any combination. Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 6 (1d4 + 4) Piercing damage, and the target"
      },
      {
        "document": 1962,
        "excerpt": "game statistics, or it returns to its true blob form. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 1969,
        "excerpt": "t if reduced to 0 Hit Points. If the bag is destroyed, any souls the bag is holding are released. The bag can create a new bag after 7 days."
      },
      {
        "document": 1976,
        "excerpt": "s size, its game statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. Spellcasting. The oni casts one of the following"
      },
      {
        "document": 1982,
        "excerpt": "s caused by webs, and the spider knows the location of any other creature in contact with the same web."
      },
      {
        "document": 1984,
        "excerpt": "pirate makes three attacks, using Rapier or Pistol in any combination. Rapier. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Piercing damage, and the pira"
      },
      {
        "document": 1986,
        "excerpt": "e Incapacitated condition. Wisdom Saving Throw: DC 21, any enemy that starts its turn in the aura. Failure: The target has the Frightened condition until the start"
      },
      {
        "document": 1992,
        "excerpt": "iest makes two attacks, using Mace or Radiant Flame in any combination. Mace. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage plus 5 (2d4)"
      },
      {
        "document": 1995,
        "excerpt": "he worm and has the Prone condition. If the worm dies, any swallowed creature no longer has the Restrained condition and can escape from the corpse using 20 feet o"
      },
      {
        "document": 1996,
        "excerpt": "stics are the same in each form, except for its Speed. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 2002,
        "excerpt": "haz and has the Prone condition. If the remorhaz dies, any swallowed creature no longer has the Restrained condition and can escape from the corpse by using 15 fee"
      },
      {
        "document": 2009,
        "excerpt": "zy. The sahuagin has Advantage on attack rolls against any creature that doesn't have all its Hit Points. Limited Amphibiousness. The sahuagin can breathe air and"
      },
      {
        "document": 2013,
        "excerpt": "out makes two attacks, using Short-word and Longbow in any combination. Shortsword. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage. Longbow."
      },
      {
        "document": 2014,
        "excerpt": "l again. Vile Appearance. Wisdom Saving Throw: DC 11, any Beast or Humanoid that starts its turn within 30 feet of the hag and can see the hag's true form. Failur"
      },
      {
        "document": 2018,
        "excerpt": "Understands commands given in any language but can't speak"
      },
      {
        "document": 2024,
        "excerpt": "target gains 1 Exhaustion level. While the target has any Exhaustion levels, it appears 3d10 years older. Failure or Success: The sphinx can't take this action ag"
      },
      {
        "document": 2025,
        "excerpt": "target gains 1 Exhaustion level. While the target has any Exhaustion levels, it appears 3d10 years older. Failure or Success: The sphinx can't take this action ag"
      },
      {
        "document": 2027,
        "excerpt": "s caused by webs, and the spider knows the location of any other creature in contact with the same web."
      },
      {
        "document": 2028,
        "excerpt": "aga makes three attacks, using Bite or Necrotic Ray in any combination. Bite. Melee Attack Roll: +7, reach 10 ft. Hit: 7 (1d6 + 4) Piercing damage plus 14 (4d6) P"
      },
      {
        "document": 2033,
        "excerpt": "iant makes two attacks, using Stone Club or Boulder in any combination. Stone Club. Melee Attack Roll: +9, reach 15 ft. Hit: 22 (3d10 + 6) Bludgeoning damage. Bo"
      },
      {
        "document": 2034,
        "excerpt": "e golem makes two attacks, using Slam or Force Bolt in any combination. Slam. Melee Attack Roll: +10, reach 5 ft. Hit: 15 (2d8 + 6) Bludgeoning damage plus 9 (2d8"
      },
      {
        "document": 2035,
        "excerpt": "makes two attacks, using Storm Sword or Thunderbolt in any combination. Storm Sword. Melee Attack Roll: +14, reach 10 ft. Hit: 23 (4d6 + 9) Slashing damage plus 1"
      },
      {
        "document": 2036,
        "excerpt": "cept its Fly Speed is available only in its true form. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 2037,
        "excerpt": "s space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't regain Hit Points or gain Temporary Hit Points."
      },
      {
        "document": 2038,
        "excerpt": "s space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can't regain Hit Points or gain Temporary Hit Points"
      },
      {
        "document": 2039,
        "excerpt": "s space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain Hit Points or gain Temporary Hit Points."
      },
      {
        "document": 2040,
        "excerpt": "s space and vice versa, and the swarm can move through any opening large enough for a Tiny piranha. The swarm can't regain Hit Points or gain Temporary Hit Points."
      },
      {
        "document": 2041,
        "excerpt": "s space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain Hit Points or gain Temporary Hit Points."
      },
      {
        "document": 2042,
        "excerpt": "s space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm can't regain Hit Points or gain Temporary Hit Points."
      },
      {
        "document": 2043,
        "excerpt": "s space and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm can't regain Hit Points or gain Temporary Hit Points."
      },
      {
        "document": 2044,
        "excerpt": "attack and three other attacks, using Claw or Tail in any combination. Bite. Melee Attack Roll: +19, reach 15 ft. Hit: 36 (4d12 + 10) Piercing damage, and the ta"
      },
      {
        "document": 2046,
        "excerpt": "akes two attacks, using Warhammer or Heavy Crossbow in any combination. Warhammer. Melee Attack Roll: +5, reach 5 ft. Hit: 12 (2d8 + 3) Bludgeoning damage. If the"
      },
      {
        "document": 2051,
        "excerpt": "Loathsome Limbs (4/Day). If the troll ends any turn Bloodied and took 15+ Slashing damage during that turn, one of the troll's limbs is severed, falls"
      },
      {
        "document": 2056,
        "excerpt": "form and has the Paralyzed condition until it regains any Hit Points, and it regains 1 Hit Point after spending 1 hour there. Spider Climb. The vampire can climb"
      },
      {
        "document": 2067,
        "excerpt": "e werebear makes two attacks, using Handaxe or Rend in any combination. It can replace one attack with a Bite attack. Bite (Bear or Hybrid Form Only). Melee Attac"
      },
      {
        "document": 2068,
        "excerpt": "e wereboar makes two attacks, using Javelin or Tusk in any combination. It can replace one attack with a Gore attack. Gore (Boar or Hybrid Form Only). Melee Attac"
      },
      {
        "document": 2069,
        "excerpt": "t makes two attacks, using Scratch or Hand Crossbow in any combination. It can replace one attack with a Bite attack. Bite (Rat or Hybrid Form Only). Melee Attack"
      },
      {
        "document": 2070,
        "excerpt": "retiger makes two attacks, using Scratch or Longbow in any combination. It can replace one attack with a Bite attack. Bite (Tiger or Hybrid Form Only). Melee Atta"
      },
      {
        "document": 2071,
        "excerpt": "erewolf makes two attacks, using Scratch or Longbow in any combination. It can replace one attack with a Bite attack. Bite (Wolf or Hybrid Form Only). Melee Attac"
      },
      {
        "document": 2073,
        "excerpt": "s two attacks, using Necrotic Sword or Necrotic Bow in any combination. It can replace one attack with a use of Life Drain. Necrotic Sword. Melee Attack Roll: +4,"
      }
    ],
    "anyone": [
      {
        "document": 41,
        "excerpt": "are two categories of equipment proficiency: Weapons. Anyone can wield a weapon, but proficiency makes you better at wielding it. If you have proficiency with a weap"
      },
      {
        "document": 266,
        "excerpt": "mstone that looks like a lump of coal when examined by anyone but you 41 A scrap of cloth from an old banner 42 A rank insignia from a lost legionnaire 43 A silver"
      },
      {
        "document": 375,
        "excerpt": "Skilled hirelings include anyone hired to perform a service that involves a proficiency (including weapon, tool, or skill): a mercenary,"
      },
      {
        "document": 388,
        "excerpt": "l to make an item and have proficiency with that tool. Anyone who helps you must also have proficiency with it."
      },
      {
        "document": 407,
        "excerpt": "Anyone can don armor or hold a Shield, but only those with training can use them effectively, as explained belo"
      },
      {
        "document": 431,
        "excerpt": "Anyone can wield a weapon, but you must have proficiency with it to add your Proficiency Bonus to an attack rol"
      },
      {
        "document": 671,
        "excerpt": "Some locations are so suffused with evil that anyone who lingers there is burdened with a curse. Demonic Possession is one example of an environmental curse."
      },
      {
        "document": 1234,
        "excerpt": "hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing. To discern that you are disguised, a creature must take the Study ac"
      }
    ],
    "anything": [
      {
        "document": 44,
        "excerpt": "ur turn unless the Bonus Action's timing is specified. Anything that deprives you of your ability to take actions also prevents you from taking a Bonus Action."
      },
      {
        "document": 75,
        "excerpt": "Turn. You can forgo moving, taking an action, or doing anything at all on your turn. If you can't decide what to do, consider taking the defensive Dodge action or the R"
      },
      {
        "document": 100,
        "excerpt": "Anything underwater has Resistance to Fire damage (explained in “Damage and Healing”)."
      },
      {
        "document": 142,
        "excerpt": "Rid of It. The item demands that its bearer dispose of anything the item finds repugnant. It's Time for a Change. The item demands to be given to someone else. Keep M"
      },
      {
        "document": 349,
        "excerpt": "ing it to light a Candle, Lamp, Lantern, or Torch - or anything else with exposed fuel - takes a Bonus Action. Lighting any other fire takes 1 minute."
      },
      {
        "document": 412,
        "excerpt": "e DC for the action. Craft. This entry lists what, if anything, you can craft with the tool. For crafting rules, see \"Crafting Nonmagical Items,\" \"Brewing Potions of H"
      },
      {
        "document": 566,
        "excerpt": "range, provided that the creature with Tremorsense and anything it is detecting are both in contact with the same surface (such as the ground, a wall, or a ceiling) or"
      },
      {
        "document": 576,
        "excerpt": "ying on physical sight. Within that range, you can see anything that isn't behind Total Cover even if you have the Blinded condition or are in Darkness. Moreover, in th"
      },
      {
        "document": 718,
        "excerpt": "5-foot Cone of magical flame. The statue can look like anything, such as a dragon or a wizard. Each creature in the Cone must succeed on a DC 15 Dexterity saving throw,"
      },
      {
        "document": 789,
        "excerpt": "ation of one potion are doubled. If neither potion has anything to double in this way, they work normally."
      },
      {
        "document": 962,
        "excerpt": "it now lasts for 10 minutes without you needing to do anything to extend it from round to round. Your Rage ends early if you have the Unconscious condition (not just t"
      },
      {
        "document": 1160,
        "excerpt": "ura, and those things can't target or otherwise affect anything inside it. Magical properties of magic items don't work inside the aura or on anything inside it. Areas"
      },
      {
        "document": 1182,
        "excerpt": "ft, which is cast in shades of gray, but you can't see anything there more than 60 feet away. You can affect and be affected only by other creatures on the Ethereal Pla"
      },
      {
        "document": 1256,
        "excerpt": "he plane you left, which looks gray, and you can't see anything there more than 60 feet away. While on the Ethereal Plane, you can affect and be affected only by creat"
      },
      {
        "document": 1265,
        "excerpt": "to the pocket dimension, it leaves behind in its space anything it was wearing or carrying. One Familiar Only. You can't have more than one familiar at a time. If you"
      },
      {
        "document": 1266,
        "excerpt": "ts or if you die. When it disappears, it leaves behind anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the steed that d"
      },
      {
        "document": 1287,
        "excerpt": "e portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to t"
      },
      {
        "document": 1292,
        "excerpt": "5 or lower cast from outside the barrier can't affect anything within it. Such a spell can target creatures and objects within the barrier, but the spell has no effect"
      },
      {
        "document": 1354,
        "excerpt": ". The suggestion must sound achievable and not involve anything that would obviously deal damage to any of the targets or their allies. For example, you could say, “Wal"
      },
      {
        "document": 1360,
        "excerpt": "he Charmed condition. The target is also unaffected by anything that would sense its emotions or alignment, read its thoughts, or magically detect its location, and no"
      },
      {
        "document": 1404,
        "excerpt": "m outside, nor can a creature inside the sphere damage anything outside it. The sphere is weightless and just large enough to contain the creature or object inside. An"
      },
      {
        "document": 1407,
        "excerpt": "or object reaches the Cylinder's top without striking anything, it hovers there for the duration. When the spell ends, affected objects and creatures fall downward."
      },
      {
        "document": 1409,
        "excerpt": "e, but creatures inside it can see through the portal. Anything inside the space drops out when the spell ends."
      },
      {
        "document": 1419,
        "excerpt": "ition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include “after 1,000 y"
      },
      {
        "document": 1436,
        "excerpt": "corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events."
      },
      {
        "document": 1447,
        "excerpt": ". The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or its allies. For example, you could say, “Fetch the key"
      },
      {
        "document": 1516,
        "excerpt": ". If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane."
      },
      {
        "document": 1582,
        "excerpt": "s weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat. Statistics for the Rowboat and Keelboat appear in “Equi"
      },
      {
        "document": 1625,
        "excerpt": "DC 15 Charisma saving throw or be trapped, along with anything it is wearing or carrying, in one of the mirror's twelve extradimensional cells. A creature that knows t"
      },
      {
        "document": 1706,
        "excerpt": "utside, nor can a creature inside the Emanation damage anything outside it. Once this property is used, it can't be used again until the next dawn."
      },
      {
        "document": 1711,
        "excerpt": "Annihilation, it passes through the sphere unscathed. Anything else that touches the sphere but isn't wholly engulfed and obliterated by it takes 8d10 Force damage. C"
      },
      {
        "document": 1871,
        "excerpt": "and vice versa, but it can't affect or be affected by anything on the other plane. Horrific Visage. Wisdom Saving Throw: DC 13, each creature in a 60-foot Cone that c"
      },
      {
        "document": 1962,
        "excerpt": "Adhesive (Object Form Only). The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic has the Grappled condition (escape DC 1"
      },
      {
        "document": 2056,
        "excerpt": "ed 20 ft. [hover]), or it returns to its vampire form. Anything it is wearing transforms with it. While in bat form, the vampire can't speak. Its game statistics, othe"
      },
      {
        "document": 2074,
        "excerpt": "Ephemeral. The wisp can't wear or carry anything. Illumination. The wisp sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet."
      }
    ],
    "anyway": [
      {
        "document": 1376,
        "excerpt": "at creature, though you might get a different creature anyway (GM's choice). When the creature appears, it is under no compulsion to behave a particular way. You can"
      }
    ],
    "anywhere": [
      {
        "document": 601,
        "excerpt": "tends in straight lines from a point of origin located anywhere on a face of the Cube. The effect that creates a Cube specifies its size, which is the length of each si"
      },
      {
        "document": 1287,
        "excerpt": "reated by this spell from opening in their presence or anywhere within their domains. When you cast this spell, you can speak the name of a specific creature (a pseudo"
      },
      {
        "document": 1557,
        "excerpt": "and can see it, you can take a Magic action to move it anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be false,"
      },
      {
        "document": 1733,
        "excerpt": "ot-deep, 10-foot-wide fissure to open up on the ground anywhere in the area. Any creature on a spot where the fissure opens must make a DC 20 Dexterity saving throw, fa"
      }
    ],
    "apart": [
      {
        "document": 245,
        "excerpt": "re apprentice adventurers, though they are already set apart from the broader populace by virtue of their extraordinary abilities. They learn their starting class fe"
      },
      {
        "document": 430,
        "excerpt": "e: Assemble a Tiny item composed of scrap, which falls apart in 1 minute (DC 20) Craft: Musket, Pistol, Bell, Bullseye Lantern, Flask, Hooded Lantern, Hunting Trap,"
      },
      {
        "document": 989,
        "excerpt": "ee such devices in existence at a time, and each falls apart 8 hours after its creation or when you dismantle it with a touch as a Utilize action."
      },
      {
        "document": 1261,
        "excerpt": "uration or until the two of you are more than 300 feet apart from each other. No one but you can see the hound, and it is in-tangible and invulnerable. When a Small"
      },
      {
        "document": 1282,
        "excerpt": "nd is made from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents a"
      },
      {
        "document": 1694,
        "excerpt": "tal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes t"
      }
    ],
    "ape": [
      {
        "document": 796,
        "excerpt": "Ape"
      },
      {
        "document": 1788,
        "excerpt": "Ape"
      },
      {
        "document": 1873,
        "excerpt": "Giant Ape"
      }
    ],
    "apothecary": [
      {
        "document": 694,
        "excerpt": "d use of poison, but an illicit dealer or unscrupulous apothecary might keep a hidden stash. Characters with criminal contacts might be able to acquire poison easily. Oth"
      }
    ],
    "apotheosis": [
      {
        "document": 858,
        "excerpt": "Arcane Apotheosis"
      },
      {
        "document": 971,
        "excerpt": "Arcane Apotheosis"
      }
    ],
    "apparatus": [
      {
        "document": 791,
        "excerpt": "Apparatus of the Crab Levers"
      },
      {
        "document": 1509,
        "excerpt": "Apparatus of the Crab"
      }
    ],
    "apparatus's": [
      {
        "document": 1509,
        "excerpt": "a vehicle, the apparatus requires one pilot. While the apparatus's hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hou"
      }
    ],
    "apparel": [
      {
        "document": 1340,
        "excerpt": "object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon. This spell can't locate an object if any thickness of lead blocks"
      }
    ],
    "apparition": [
      {
        "document": 688,
        "excerpt": "hereas a farmer might flee in terror from a bear or an apparition, adventurers are made of sterner stuff. That said, certain creatures and game effects can terrify or fra"
      },
      {
        "document": 953,
        "excerpt": "aracters open a sarcophagus, a harmless yet terrifying apparition appears."
      }
    ],
    "appear": [
      {
        "document": 39,
        "excerpt": "haracter creation, and a monster's skill proficiencies appear in its stat block."
      },
      {
        "document": 117,
        "excerpt": "es for identifying, attuning to, and using magic items appear in “Equipment.” Additional rules are presented below. Attunement Prerequisites. If a magic item has a c"
      },
      {
        "document": 125,
        "excerpt": "gories and provides examples. Rules for the categories appear after the table. Magic Item Categories"
      },
      {
        "document": 152,
        "excerpt": ", Fly, Swim. Rules for Speed and these specials speeds appear in “Rules Glossary.”"
      },
      {
        "document": 161,
        "excerpt": "tails. The monster's Senses, Languages, and CR entries appear here. Additional details appear in some monsters, such as skill proficiencies, Resistances, Immunities,"
      },
      {
        "document": 285,
        "excerpt": "er Origins” is Humanoid; playable non-Humanoid species appear in other books."
      },
      {
        "document": 302,
        "excerpt": "egory, such as the Origin category, that category must appear under the feat's name. If you're instructed to choose a feat and no category is specified, you can choos"
      },
      {
        "document": 563,
        "excerpt": "r creature or blocked by a solid obstacle, you instead appear in the nearest unoccupied space of your choice. The description of a teleportation effect tells you if"
      },
      {
        "document": 567,
        "excerpt": "visible condition. Visual Illusions. Visual illusions appear transparent to you, and you automatically succeed on saving throws against them. Transformations. You d"
      },
      {
        "document": 577,
        "excerpt": "index. Abbreviations. The abbreviations listed below appear in this glossary and elsewhere in the rules."
      },
      {
        "document": 963,
        "excerpt": "etails how you use those rules with Bard spells, which appear in the Bard spell list later in the class’s description. Cantrips. You know two cantrips of your choice"
      },
      {
        "document": 964,
        "excerpt": "ails how you use those rules with Cleric spells, which appear on the Cleric spell list later in the class’s description. Cantrips. You know three cantrips of your ch"
      },
      {
        "document": 965,
        "excerpt": "ails how you use those rules with Druid spells, which appear on the Druid spell list later in the class's description. Cantrips. You know two cantrips of your choic"
      },
      {
        "document": 968,
        "excerpt": "ils how you use those rules with Paladin spells, which appear in the Paladin spell list later in the class’s description. Spell Slots. The Paladin Features table sho"
      },
      {
        "document": 969,
        "excerpt": "ails how you use those rules with Ranger spells, which appear in the Ranger spell list later in the class’s description. Spell Slots. The Ranger Features table shows"
      },
      {
        "document": 971,
        "excerpt": "ls how you use those rules with Sorcerer spells, which appear in the Sorcerer spell list later in the class’s description. Cantrips. You know four Sorcerer cantrips"
      },
      {
        "document": 972,
        "excerpt": "ils how you use those rules with Warlock spells, which appear in the Warlock spell list later in the class’s description. Cantrips. You know two Warlock cantrips of"
      },
      {
        "document": 973,
        "excerpt": "ails how you use those rules with Wizard spells, which appear in the Wizard spell list later in the class’s description. Cantrips. You know three Wizard cantrips of"
      },
      {
        "document": 975,
        "excerpt": "self. Vitality-giving flowers and life-draining thorns appear for a moment in a 10-foot-radius Sphere centered on that point. Each creature of your choice in the Sphe"
      },
      {
        "document": 977,
        "excerpt": "As a Bonus Action, you can cause draconic wings to appear on your back. The wings last for 1 hour or until you dismiss them (no action required). For the duration"
      },
      {
        "document": 986,
        "excerpt": ", you have a Fly Speed equal to your Speed. Your wings appear to be made of the same energy as your Breath Weapon. Once you use this trait, you can't use it again unt"
      },
      {
        "document": 1153,
        "excerpt": "distinguishing characteristics. You can make yourself appear as a member of another species, though none of your statistics change. You can't appear as a creature of"
      },
      {
        "document": 1166,
        "excerpt": "such as Detect Magic. You can make a nonmagical object appear magical, make a magic item appear nonmagical, or change the object's aura so that it appears to belong t"
      },
      {
        "document": 1182,
        "excerpt": "6, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell ends instantly if you are already on that plane). While on the Ethereal"
      },
      {
        "document": 1204,
        "excerpt": "ion, up to 10 minutes You conjure nature spirits that appear as a Large pack of spectral, intangible animals in an unoccupied space you can see within range. The pac"
      },
      {
        "document": 1222,
        "excerpt": "up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four l"
      },
      {
        "document": 1234,
        "excerpt": "ll ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Othe"
      },
      {
        "document": 1250,
        "excerpt": "in a 5-foot-square area, or you cause a single word to appear in your handwriting in a patch of dirt or sand. Beckon Fire. You create a thin cloud of harmless embers"
      },
      {
        "document": 1253,
        "excerpt": "up to 1 minute As you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a"
      },
      {
        "document": 1256,
        "excerpt": "rresponds to your space in the Border Ethereal. If you appear in an occupied space, you are shunted to the nearest unoccupied space and take Force damage equal to twi"
      },
      {
        "document": 1293,
        "excerpt": "le creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires Concentration, it lasts until"
      },
      {
        "document": 1294,
        "excerpt": "(a sprig of mistletoe) Duration: 24 hours Ten berries appear in your hand and are infused with magic for the duration. A creature can take a Bonus Action to eat one"
      },
      {
        "document": 1299,
        "excerpt": "an cover up to ten doors with an illusion to make them appear as plain sections of wall. Stairs. Webs fill all stairs in the warded area from top to bottom, as in th"
      },
      {
        "document": 1344,
        "excerpt": "he ground that you can see within range. Glowing runes appear wherever the Cylinder intersects with the floor or other surface. Choose one or more of the following t"
      },
      {
        "document": 1347,
        "excerpt": "statue), the magical mouth appears there, so the words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers"
      },
      {
        "document": 1350,
        "excerpt": "on, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the"
      },
      {
        "document": 1364,
        "excerpt": "ation: 1 minute Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting posit"
      },
      {
        "document": 1376,
        "excerpt": "or a Fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature's name, you can speak that name whe"
      },
      {
        "document": 1378,
        "excerpt": "palace on the second level of the Nine Hells, and you appear in or near that destination, as determined by the GM. Alternatively, if you know the sigil sequence of"
      },
      {
        "document": 1386,
        "excerpt": "agic Mark. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. Minor Creation. You create a nonmagical trinket or an illusory im"
      },
      {
        "document": 1389,
        "excerpt": "rough it. - Sensors created by Divination spells can't appear inside the protected area or pass through the barrier at its perimeter. - Creatures in the area can't be"
      },
      {
        "document": 1391,
        "excerpt": "r example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door. Physical interaction with the image reveals it"
      },
      {
        "document": 1392,
        "excerpt": "of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusio"
      },
      {
        "document": 1416,
        "excerpt": "e into the Ethereal Plane. Creatures and objects there appear ghostly."
      },
      {
        "document": 1417,
        "excerpt": "n make each creature seem 1 foot shorter or taller and appear heavier or lighter. A target's new appearance must have the same basic arrangement of limbs as the targe"
      },
      {
        "document": 1428,
        "excerpt": "on, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the"
      },
      {
        "document": 1440,
        "excerpt": "rs angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate creatures to be unaffected by it. Any other creat"
      },
      {
        "document": 1454,
        "excerpt": "imilar Area. You and your group (or the target object) appear in a different area that's visually or thematically similar to the target area. You appear in the closes"
      },
      {
        "document": 1462,
        "excerpt": "of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you"
      },
      {
        "document": 1485,
        "excerpt": "anctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below)."
      },
      {
        "document": 1542,
        "excerpt": "loak, it magically projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have Disadvantage on attack"
      },
      {
        "document": 1557,
        "excerpt": "at blocks for these creatures (except the card drawer) appear in \"Monsters.\""
      },
      {
        "document": 1580,
        "excerpt": "scription below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurin"
      },
      {
        "document": 1582,
        "excerpt": "in the boat. Statistics for the Rowboat and Keelboat appear in “Equipment.” If either vessel is reduced to 0 Hit Points, the Folding Boat is destroyed."
      },
      {
        "document": 1604,
        "excerpt": "In response, warrior spirits from the plane of Ysgard appear in unoccupied spaces within 60 feet of you. Each spirit uses the Berserker stat block and returns to Ysg"
      },
      {
        "document": 1625,
        "excerpt": "is shattered, all creatures it contains are freed and appear in unoccupied spaces near it. While within 5 feet of the mirror, you can take a Magic action to name on"
      },
      {
        "document": 1627,
        "excerpt": "worth 2,000 GP each or fifty gems worth 1,000 GP each appear at your feet. Jester. You have Advantage on D20 Tests for the next 72 hours, or you can draw two additi"
      },
      {
        "document": 1686,
        "excerpt": "for 1 minute. To you, solid objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone"
      },
      {
        "document": 1698,
        "excerpt": "r carrying. If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants Adva"
      },
      {
        "document": 1947,
        "excerpt": "ility (spell save DC 13): At Will: Disguise Self (can appear as a Large or Medium biped), Minor Illusion 1/Day Each: Geas, Major Image, Scrying"
      }
    ],
    "appearance": [
      {
        "document": 148,
        "excerpt": "Items in the Staff category vary widely in appearance: some are of nearly equal diameter throughout and smooth, others are gnarled and twisted, some are made"
      },
      {
        "document": 972,
        "excerpt": "or Long Rest. This Book of Shadows (you determine its appearance) contains eldritch magic that only you can access, granting you the benefits below. The book disappears"
      },
      {
        "document": 973,
        "excerpt": "or someone casting Identify. You determine the book's appearance and materials, such as a gilt-edged tome or a collection of vellum bound with twine. The book contains"
      },
      {
        "document": 986,
        "excerpt": "th Weapon and Damage Resistance traits as well as your appearance. Draconic Ancestors | Dragon | Damage Type | Dragon | Damage Type | | :----- | :---------- | :----- |"
      },
      {
        "document": 1153,
        "excerpt": "ter and gain a Swim Speed equal to your Speed. Change Appearance. You alter your appearance. You decide what you look like, including your height, weight, facial feature"
      },
      {
        "document": 1173,
        "excerpt": "the spell ends, the target's skin assumes a bark-like appearance, and the target has an Armor Class of 17 if its AC is lower than that."
      },
      {
        "document": 1234,
        "excerpt": "a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC."
      },
      {
        "document": 1349,
        "excerpt": "rent servants attends all who enter. You determine the appearance of these servants and their attire. They are invulnerable and obey your commands. Each servant can perfo"
      },
      {
        "document": 1350,
        "excerpt": "ange. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature an"
      },
      {
        "document": 1363,
        "excerpt": "a wide and smooth road. Similarly, you can alter the appearance of structures or add them where none are present. The spell doesn't disguise, conceal, or add creatures."
      },
      {
        "document": 1375,
        "excerpt": "of your choice within range. You decide the creature's appearance, and it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes i"
      },
      {
        "document": 1417,
        "excerpt": "mponents: V, S Duration: 8 hours You give an illusory appearance to each creature of your choice that you can see within range. An unwilling target can make a Charisma s"
      },
      {
        "document": 1428,
        "excerpt": "ange. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature an"
      },
      {
        "document": 1456,
        "excerpt": "effects active at a time. Altered Eyes. You alter the appearance of your eyes for 1 minute. Booming Voice. Your voice booms up to three times as loud as normal for 1 mi"
      },
      {
        "document": 1588,
        "excerpt": "o take a Bonus Action to cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like - including color"
      },
      {
        "document": 2014,
        "excerpt": "efore using this trait to cast that spell again. Vile Appearance. Wisdom Saving Throw: DC 11, any Beast or Humanoid that starts its turn within 30 feet of the hag and ca"
      }
    ],
    "appeared": [
      {
        "document": 283,
        "excerpt": "plane of existence, or god, while other species first appeared in multiple realms at once. Whatever a species' genesis, its members have spread across the multiverse a"
      }
    ],
    "appearing": [
      {
        "document": 444,
        "excerpt": "ribed here in alphabetical order, with an item's price appearing after its name."
      },
      {
        "document": 1265,
        "excerpt": "el, or another Beast that has a Challenge Rating of 0. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form (see “Monsters”)"
      },
      {
        "document": 1287,
        "excerpt": "t does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal. Deities and other planar rulers can prevent portals crea"
      },
      {
        "document": 1482,
        "excerpt": "ce within range assume gaseous forms for the duration, appearing as wisps of cloud. While in this cloud form, a target has a Fly Speed of 300 feet and can hover; it has"
      },
      {
        "document": 1627,
        "excerpt": "ossible. The avatar targets only you with its attacks, appearing as a ghostly skeleton clad in a tattered black robe and carrying a spectral scythe. The avatar disappear"
      }
    ],
    "appears": [
      {
        "document": 27,
        "excerpt": "see “Character Creation”), whereas the AC of a monster appears in its stat block. Calculating AC. All creatures start with the same base AC calculation: Base AC = 10"
      },
      {
        "document": 92,
        "excerpt": "or an attack roll is called an Armor Class (AC), which appears on a character sheet or in a stat block (see “Rules Glossary”)."
      },
      {
        "document": 372,
        "excerpt": "d with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack."
      },
      {
        "document": 412,
        "excerpt": "l Scrolls\" later in \"Equipment.\" Variants. This entry appears if the tool has variants, which are listed. Each requires a separate proficiency."
      },
      {
        "document": 489,
        "excerpt": "f a spell is on a class's spell list, the class's name appears in parentheses after the spell's school of magic. Some features add a spell to a character's spell list"
      },
      {
        "document": 500,
        "excerpt": "ous. An instantaneous duration means the spell's magic appears only for a moment and then disappears. Time Span. A duration that provides a time span specifies how lo"
      },
      {
        "document": 502,
        "excerpt": "et that succeeds on a saving throw, the invalid target appears to have succeeded on its saving throw, even though it didn't attempt one (giving no hint that the creatu"
      },
      {
        "document": 646,
        "excerpt": "of a creature casts shadows and reflections, and wind appears to affect the illusory creature. Similarly, an audible illusion echoes in an echoey space."
      },
      {
        "document": 756,
        "excerpt": "A creature appears in an unoccupied space as close to you as possible. The creature isn’t under your control and acts as it"
      },
      {
        "document": 783,
        "excerpt": "A magically formed creature appears in an unoccupied space as close to the chosen point of origin as possible. The creature isn’t under your"
      },
      {
        "document": 953,
        "excerpt": "en a sarcophagus, a harmless yet terrifying apparition appears."
      },
      {
        "document": 972,
        "excerpt": "el 9+ Warlock, Pact of the Tome Invocation A new page appears in your Book of Shadows when you conjure it. With your permission, a creature can take an action to writ"
      },
      {
        "document": 1165,
        "excerpt": "thin range. It lasts for the duration. When the sword appears, you make a melee spell attack against a target within 5 feet of the sword. On a hit, the target takes F"
      },
      {
        "document": 1166,
        "excerpt": "e. False Aura (Object). You change the way the target appears to spells and magical effects that detect magical auras, such as Detect Magic. You can make a nonmagical"
      },
      {
        "document": 1178,
        "excerpt": "ll of whirling blades made of magical energy. The wall appears within range and lasts for the duration. You make a straight wall up to 100 feet long, 20 feet high, and"
      },
      {
        "document": 1185,
        "excerpt": "ration: Concentration, up to 10 minutes A storm cloud appears at a point within range that you can see above yourself. It takes the shape of a Cylinder that is 10 fee"
      },
      {
        "document": 1206,
        "excerpt": "arge, intangible spirit from the Elemental Planes that appears in an unoccupied space within range. Choose the spirit's element, which determines its damage type: air"
      },
      {
        "document": 1207,
        "excerpt": "ks like a Fey creature of your choice. When the spirit appears, you can make one melee spell attack against a creature within 5 feet of it. On a hit, the target takes"
      },
      {
        "document": 1246,
        "excerpt": "a Speed of 0. If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the spell'"
      },
      {
        "document": 1266,
        "excerpt": ": Instantaneous You summon an otherworldly being that appears as a loyal steed in an unoccupied space of your choice within range. This creature uses the Otherworldly"
      },
      {
        "document": 1272,
        "excerpt": "ponents: V, S Duration: Instantaneous A storm of fire appears within range. The area of the storm consists of up to ten 10-foot Cubes, which you arrange as you like."
      },
      {
        "document": 1285,
        "excerpt": "e about the size of a sling bullet, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40"
      },
      {
        "document": 1287,
        "excerpt": "e portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instan"
      },
      {
        "document": 1292,
        "excerpt": "ation, up to 1 minute An immobile, shimmering barrier appears in a 10-foot Emanation around you and remains for the duration. Any spell of level 5 or lower cast from"
      },
      {
        "document": 1295,
        "excerpt": "o Difficult Terrain for the duration. When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or have the Prone condition"
      },
      {
        "document": 1298,
        "excerpt": "onents: V Duration: 8 hours A Large spectral guardian appears and hovers for the duration in an unoccupied space that you can see within range. The guardian occupies"
      },
      {
        "document": 1311,
        "excerpt": "mes) Duration: Instantaneous You conjure a feast that appears on a surface in an unoccupied 10-foot Cube next to you. The feast takes 1 hour to consume and disappears"
      },
      {
        "document": 1319,
        "excerpt": "of colors in a 30-foot Cube within range. The pattern appears for a moment and vanishes. Each creature in the area who can see the pattern must succeed on a Wisdom sa"
      },
      {
        "document": 1323,
        "excerpt": "res you designate when you cast the spell, the writing appears normal, seems to be written in your hand, and conveys whatever meaning you intended when you wrote the t"
      },
      {
        "document": 1325,
        "excerpt": "created by Gust of Wind) disperses it. When the cloud appears, each creature in it makes a Dexterity saving throw, taking 10d8 Fire damage on a failed save or half as"
      },
      {
        "document": 1327,
        "excerpt": "ightly Obscured and Difficult Terrain. When the swarm appears, each creature in it makes a Constitution saving throw, taking 4d10 Piercing damage on a failed save or"
      },
      {
        "document": 1328,
        "excerpt": "ct's name and crush the sapphire. The object instantly appears in your hand regardless of physical or planar distances, and the spell ends. If another creature is hol"
      },
      {
        "document": 1343,
        "excerpt": "ts: V, S Duration: 1 minute A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever mor"
      },
      {
        "document": 1347,
        "excerpt": "ur message. When that trigger occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you"
      },
      {
        "document": 1350,
        "excerpt": "enon that is no larger than a 20-foot Cube. The image appears at a spot that you can see within range and lasts for the duration. It seems real, including sounds, sme"
      },
      {
        "document": 1365,
        "excerpt": "dition at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends immediately after y"
      },
      {
        "document": 1368,
        "excerpt": "to move the Cylinder up to 60 feet. When the Cylinder appears, each creature in it makes a Constitution saving throw. On a failed save, a creature takes 2d10 Radiant"
      },
      {
        "document": 1372,
        "excerpt": "(a pinch of sesame seeds) Duration: 1 hour A passage appears at a point that you can see on a wooden, plaster, or stone surface (such as a wall, ceiling, or floor) w"
      },
      {
        "document": 1375,
        "excerpt": "ation: 1 hour A Large, quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance,"
      },
      {
        "document": 1376,
        "excerpt": "rent creature anyway (GM's choice). When the creature appears, it is under no compulsion to behave a particular way. You can ask it to perform a service in exchange f"
      },
      {
        "document": 1389,
        "excerpt": "e of the warded area. - The barrier of the warded area appears dark and foggy, preventing vision (including Darkvision) through it. - Sensors created by Divination spe"
      },
      {
        "document": 1390,
        "excerpt": "ponents: V, S Duration: 10 minutes A flickering flame appears in your hand and remains there for the duration. While there, the flame emits no heat and ignites nothin"
      },
      {
        "document": 1413,
        "excerpt": "for the duration. If something can see the sensor, it appears as a luminous orb about the size of your fist. Instead of targeting a creature, you can target a locati"
      },
      {
        "document": 1415,
        "excerpt": "c action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal P"
      },
      {
        "document": 1428,
        "excerpt": "menon that is no larger than a 15-foot Cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by s"
      },
      {
        "document": 1440,
        "excerpt": "ation. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can"
      },
      {
        "document": 1441,
        "excerpt": "n of your choice and lasts for the duration. The force appears within range in a space of your choice, and you can immediately make one melee spell attack against one"
      },
      {
        "document": 1446,
        "excerpt": "ius of 300 feet. Each creature under the cloud when it appears must succeed on a Constitution saving throw or take 2d6 Thunder damage and have the Deafened condition f"
      },
      {
        "document": 1455,
        "excerpt": "xt turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied. M"
      },
      {
        "document": 1464,
        "excerpt": "you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you."
      },
      {
        "document": 1467,
        "excerpt": "thick. The wall lasts for the duration. When the wall appears, each creature in its area makes a Strength saving throw, taking 6d10 Bludgeoning damage on a failed sav"
      },
      {
        "document": 1472,
        "excerpt": "l is opaque and lasts for the duration. When the wall appears, each creature in its area makes a Dexterity saving throw, taking 5d8 Fire damage on a failed save or ha"
      },
      {
        "document": 1473,
        "excerpt": "existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floati"
      },
      {
        "document": 1474,
        "excerpt": ". If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side) and makes a Dexterity saving thr"
      },
      {
        "document": 1475,
        "excerpt": ". If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side). If a creature would be surround"
      },
      {
        "document": 1476,
        "excerpt": "led brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet lo"
      },
      {
        "document": 1483,
        "excerpt": "round. The wall lasts for the duration. When the wall appears, each creature in its area makes a Strength saving throw, taking 4d8 Bludgeoning damage on a failed save"
      },
      {
        "document": 1484,
        "excerpt": "can be no more than 300 feet in any dimension, and it appears in an unoccupied space that you can see on the ground. Instant Health. You allow yourself and up to twe"
      },
      {
        "document": 1509,
        "excerpt": "Wondrous Item, Legendary This item first appears to be a sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a"
      },
      {
        "document": 1518,
        "excerpt": "Uncommon This bag made from gray, rust, or tan cloth appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. You can take a"
      },
      {
        "document": 1529,
        "excerpt": "agic action to summon a Water Elemental. The elemental appears in an unoccupied space as close to the bowl as possible, understands your languages, obeys your commands"
      },
      {
        "document": 1532,
        "excerpt": "Magic action to summon a Fire Elemental. The elemental appears in an unoccupied space as close to the brazier as possible, understands your languages, obeys your comma"
      },
      {
        "document": 1538,
        "excerpt": "Magic action to summon an Air Elemental. The elemental appears in an unoccupied space as close to the censer as possible, understands your languages, obeys your comman"
      },
      {
        "document": 1570,
        "excerpt": "sappears with a flash of harmless fire, and an Efreeti appears in an unoccupied space within 30 feet of you. The first time the bottle is opened, the GM rolls on the"
      },
      {
        "document": 1571,
        "excerpt": "lock), and the gem ceases to be magical. The elemental appears in an unoccupied space as close to the broken gem as possible, understands your languages, obeys your co"
      },
      {
        "document": 1574,
        "excerpt": "a firing motion, a magical arrow made of golden energy appears nocked and ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage"
      },
      {
        "document": 1582,
        "excerpt": "Wondrous Item, Rare This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and f"
      },
      {
        "document": 1608,
        "excerpt": "er is empty. Each creature in the area where the tower appears is pushed to an unoccupied space outside but next to the tower. Objects in the area that aren't being wo"
      },
      {
        "document": 1625,
        "excerpt": "ndom to accommodate the new prisoner. A freed creature appears in an unoccupied space within sight of the mirror but facing away from it. If the mirror is shattered, a"
      },
      {
        "document": 1627,
        "excerpt": "re or rarer magic weapon with which you are proficient appears on your person. The GM chooses the weapon. Knight. You gain the service of a Knight, who magically appe"
      },
      {
        "document": 1644,
        "excerpt": "successful check, the creature forces its way out and appears within 5 feet of the Portable Hole. A closed Portable Hole holds enough air for 1 hour of breathing, div"
      },
      {
        "document": 1666,
        "excerpt": "lar Djinni from the Elemental Plane of Air. The djinni appears in an unoccupied space you choose within 120 feet of yourself. It remains as long as you maintain Concen"
      },
      {
        "document": 1677,
        "excerpt": "our 3-foot-diameter spheres of lightning. Each sphere appears in an unoccupied space you can see within 120 feet of yourself. The spheres last as long as you maintai"
      },
      {
        "document": 1706,
        "excerpt": "oot Emanation originating from you. When the Emanation appears, any creatures or objects not fully contained within it are pushed into the nearest unoccupied spaces ou"
      },
      {
        "document": 1721,
        "excerpt": "es at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of Transmutation magic that can be discerned with the Detect Magic sp"
      },
      {
        "document": 1724,
        "excerpt": "gic action to summon an Earth Elemental. The elemental appears in an unoccupied space you choose within 30 feet of yourself, obeys your commands, and takes its turn im"
      },
      {
        "document": 1726,
        "excerpt": "pon (Longsword), Rare (Requires Attunement) This item appears to be a sword hilt. Blade of Radiance. While grasping the hilt, you can take a Bonus Action to cause a"
      },
      {
        "document": 1871,
        "excerpt": "as a Bonus Action. When the possession ends, the ghost appears in an unoccupied space within 5 feet of the target, and the target is immune to this ghost's Possession"
      },
      {
        "document": 1949,
        "excerpt": "it jar, reviving with all its Hit Points. The new body appears in an unoccupied space within the lich's lair."
      },
      {
        "document": 1966,
        "excerpt": "intact, reviving with all its Hit Points. The new body appears in an unoccupied space within the mummy's lair. The heart is a Tiny object that has AC 17, HP 10, and Im"
      },
      {
        "document": 2024,
        "excerpt": "level. While the target has any Exhaustion levels, it appears 3d10 years older. Failure or Success: The sphinx can't take this action again until the start of its nex"
      },
      {
        "document": 2025,
        "excerpt": "level. While the target has any Exhaustion levels, it appears 3d10 years older. Failure or Success: The sphinx can't take this action again until the start of its nex"
      }
    ],
    "applicable": [
      {
        "document": 541,
        "excerpt": "'t obvious. The Search table suggests which skills are applicable when you take this action, depending on what you're trying to detect. Search"
      },
      {
        "document": 556,
        "excerpt": "The Areas of Knowledge table suggests which skills are applicable to various areas of knowledge. Areas of Knowledge"
      },
      {
        "document": 606,
        "excerpt": "A damage roll is a die roll, adjusted by any applicable modifiers, that deals damage to a target. See also \"Playing the Game\" (\"Damage and Healing\")."
      }
    ],
    "application": [
      {
        "document": 113,
        "excerpt": "Order of Application"
      },
      {
        "document": 1708,
        "excerpt": "done so, the bond it creates can be broken only by the application of Universal Solvent or Oil of Etherealness, or with a Wish spell."
      }
    ],
    "applications": [
      {
        "document": 677,
        "excerpt": "way for a total of 72 hours (requiring three doses and applications of the ointment), the contagion ends on the creature. Spreading the Contagion. Any Humanoid that makes"
      }
    ],
    "applied": [
      {
        "document": 34,
        "excerpt": "able shows how the bonus is determined. This bonus is applied to a D20 Test when the creature has proficiency in a skill, in a saving throw, or with an item that the"
      },
      {
        "document": 113,
        "excerpt": "Modifiers to damage are applied in the following order: adjustments such as bonuses, penalties, or multipliers are applied first; Resist"
      },
      {
        "document": 144,
        "excerpt": "gical brew that must be imbibed or an oil that must be applied to a creature or an object. A typical potion consists of 1 ounce of liquid in a vial. Using a Potion. P"
      },
      {
        "document": 185,
        "excerpt": "have additional modifiers, such as Proficiency Bonus, applied to that number. If you don't want to roll a monster's Initiative, use the Initiative score as the monst"
      },
      {
        "document": 327,
        "excerpt": "n or ammunition takes an extra 1d4 Poison damage. Once applied, the poison retains potency for 1 minute or until its damage is dealt, whichever comes first."
      },
      {
        "document": 476,
        "excerpt": "on Strength checks where the Crowbar's leverage can be applied."
      },
      {
        "document": 536,
        "excerpt": "type is halved against you (round down). Resistance is applied only once to an instance of damage. See also “Playing the Game” (“Damage and Healing”)."
      },
      {
        "document": 571,
        "excerpt": "of that type is doubled against you. Vulnerability is applied only once to an instance of damage. See also \"Playing the Game\" (\"Damage and Healing\")."
      },
      {
        "document": 677,
        "excerpt": "dose of nonmagical ointment, which takes 1 hour. When applied to the eyes of a creature suffering from Sight Rot, the ointment suppresses the contagion on that creatu"
      },
      {
        "document": 693,
        "excerpt": "other parts of the body. Injury. Injury poison can be applied as a Bonus Action to a weapon, a piece of ammunition, or similar object. The poison remains potent until"
      },
      {
        "document": 1708,
        "excerpt": "unce of Sovereign Glue takes a Utilize action, and the applied glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the applicati"
      },
      {
        "document": 1760,
        "excerpt": "mage at the end of every 10 minutes unless moisture is applied to its skin before those minutes have passed. Probing Telepathy. If a creature the aboleth can see comm"
      }
    ],
    "applies": [
      {
        "document": 36,
        "excerpt": "ions” later in “Playing the Game”) specify which skill applies if you make an ability check for that action, and many other rules note when a skill is relevant. The GM"
      },
      {
        "document": 38,
        "excerpt": "ency as well as the ability check the skill most often applies to."
      },
      {
        "document": 86,
        "excerpt": "ces of cover, only the most protective degree of cover applies; the degrees aren't added together. For example, if a target is behind a creature that gives Half Cover"
      },
      {
        "document": 123,
        "excerpt": "r is +0 for the item, and the user's Proficiency Bonus applies."
      },
      {
        "document": 505,
        "excerpt": "fect - such as the highest bonus - from those castings applies while their durations overlap. The most recent effect applies if the castings are equally potent and the"
      },
      {
        "document": 577,
        "excerpt": "t \"you\" refers to the creature or object that the rule applies to in a particular moment of play. For example, the \"you\" in the Prone condition is a creature that curr"
      },
      {
        "document": 963,
        "excerpt": "eet of you fails a saving throw against an effect that applies the Charmed or Frightened condition, you can take a Reaction to cause the save to be rerolled, and the n"
      }
    ],
    "apply": [
      {
        "document": 70,
        "excerpt": "Each ability has a modifier that you apply whenever you make a D20 Test with that ability (explained in \"D20 Tests\"). An ability modifier is derive"
      },
      {
        "document": 85,
        "excerpt": "tion, spells, special abilities, and other effects can apply penalties or bonuses to your attack roll. 3: Resolve the Attack. Make the attack roll, as detailed earli"
      },
      {
        "document": 154,
        "excerpt": "ifier and its Proficiency Bonus. Other modifiers might apply."
      },
      {
        "document": 241,
        "excerpt": "Include all modifiers that apply to your Wisdom (Perception) checks. For example, if your character has a Wisdom of 15 and proficiency in"
      },
      {
        "document": 261,
        "excerpt": "in each of your classes' descriptions. Special rules apply to Extra Attack, Spellcasting, and features (such as Unarmored Defense) that give you alternative ways t"
      },
      {
        "document": 358,
        "excerpt": "r various types of large vehicles. The following notes apply."
      },
      {
        "document": 435,
        "excerpt": "Ability: Charisma Weight: 3 lb. Utilize: Apply makeup (DC 10) Craft: Costume"
      },
      {
        "document": 965,
        "excerpt": "emories, and ability to speak, and the following rules apply: Temporary Hit Points. When you assume a Wild Shape form, you gain a number of Temporary Hit Points equ"
      },
      {
        "document": 1004,
        "excerpt": "succeeds on or fails a D20 Test, you can roll 2d4 and apply the total rolled as a bonus or penalty to the d20 roll. Once you use this benefit, you can't use it aga"
      },
      {
        "document": 1167,
        "excerpt": "dy on the new plane. Any damage or other effects that apply to an astral form have no effect on the target's body and vice versa. If a target's body or astral form"
      },
      {
        "document": 1706,
        "excerpt": "the Shield against a target within 5 feet of yourself. Apply your Proficiency Bonus and Strength modifier to the attack roll. On a hit, the Shield deals Force damage"
      }
    ],
    "applying": [
      {
        "document": 144,
        "excerpt": "tering it to another creature requires a Bonus Action. Applying an oil might take longer as specified in its description. Once used, a potion takes effect immediately,"
      },
      {
        "document": 326,
        "excerpt": "Perfume comes in a 4-ounce vial. For 1 hour after applying Perfume to yourself, you have Advantage on Charisma (Persuasion) checks made to influence an Indifferent"
      },
      {
        "document": 612,
        "excerpt": "the current turn. The increase equals your Speed after applying any modifiers. With a Speed of 30 feet, for example, you can move up to 60 feet on your turn if you Dash"
      },
      {
        "document": 1633,
        "excerpt": "vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the Etherealness spell for 1 ho"
      },
      {
        "document": 1634,
        "excerpt": "cal and deal Slashing or Piercing damage are affected. Applying the oil takes 1 minute, after which the oil magically seeps into whatever it coats, turning the coated w"
      },
      {
        "document": 1635,
        "excerpt": "vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the Freedom of Movement spell f"
      },
      {
        "document": 1708,
        "excerpt": "e ounce of the glue can cover a 1-foot square surface. Applying an ounce of Sovereign Glue takes a Utilize action, and the applied glue takes 1 minute to set. Once it h"
      }
    ],
    "appraise": [
      {
        "document": 318,
        "excerpt": "ng Glass grants Advantage on any ability check made to appraise or inspect a highly detailed item. Lighting a fire with a Magnifying Glass requires light as bright as s"
      }
    ],
    "apprentice": [
      {
        "document": 245,
        "excerpt": "In tier 1, characters are apprentice adventurers, though they are already set apart from the broader populace by virtue of their extraordinar"
      }
    ],
    "apprenticeship": [
      {
        "document": 973,
        "excerpt": "f the Wizard Features table. Spellbook. Your wizardly apprenticeship culminated in the creation of a unique book: your spellbook. It is a Tiny object that weighs 3 pounds, c"
      }
    ],
    "approach": [
      {
        "document": 47,
        "excerpt": "As you roleplay, consider whether you prefer an active approach or a descriptive approach. The GM uses an NPC's personality and your character's actions and attitudes"
      },
      {
        "document": 49,
        "excerpt": "thinking of how you will interact with an NPC; use an approach that relies on your group's skill proficiencies. For example, if the group needs to trick a guard into l"
      },
      {
        "document": 252,
        "excerpt": "characters who have no more levels to gain. With this approach, each character gains one feat of their choice for every 30,000 XP the character earns above 355,000 XP."
      },
      {
        "document": 1197,
        "excerpt": "its next turn. Choose the command from these options: Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5"
      },
      {
        "document": 1491,
        "excerpt": "ile the source of fear is within line of sight. Can't Approach. You can't willingly move closer to the source of fear."
      }
    ],
    "approaching": [
      {
        "document": 1293,
        "excerpt": "on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common triggers include opening"
      },
      {
        "document": 1451,
        "excerpt": "on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common triggers include opening"
      }
    ],
    "appropriate": [
      {
        "document": 56,
        "excerpt": "ambush. The Game Master decides when circumstances are appropriate for hiding. When you try to hide, you take the Hide action."
      },
      {
        "document": 94,
        "excerpt": "at least one size larger than a rider and that has an appropriate anatomy can serve as a mount, using the following rules."
      },
      {
        "document": 133,
        "excerpt": "needed to make a magic item. The GM determines whether appropriate raw materials are available. In a city, there is a 75 percent chance that the materials are available, a"
      },
      {
        "document": 226,
        "excerpt": "rmined by the character's species; record these in the appropriate places on your character sheet as well (you may write just the first letter of your size)."
      },
      {
        "document": 240,
        "excerpt": "have proficiency in, add your Proficiency Bonus to the appropriate ability modifier and note the total. Some players also like to note the modifier for saving throws they'"
      },
      {
        "document": 252,
        "excerpt": "earns above 355,000 XP. Epic Boon feats are especially appropriate for these bonus feats, but a player can choose any feat for which their level 20 character qualifies. i"
      },
      {
        "document": 264,
        "excerpt": "You use the slots for that level to cast spells of an appropriate level from any class whose Spellcasting feature you have. This table might give you spell slots of a hi"
      },
      {
        "document": 380,
        "excerpt": "(for a Weapon), meditation (for a Wand), or some other appropriate activity. If the Short Rest is interrupted, the Attunement attempt fails. Otherwise, at the end of the S"
      },
      {
        "document": 389,
        "excerpt": "r, which sells for 1,500 GP. The GM determines whether appropriate raw materials are available."
      },
      {
        "document": 648,
        "excerpt": "the weapon deals 1d4 damage of a type the GM thinks is appropriate for the object. Range. If you throw the weapon, it has a normal range of 20 feet and a long range of 60"
      },
      {
        "document": 660,
        "excerpt": "Choose two skills appropriate for the background. There needn't be a relationship between the skill proficiencies a background grants"
      },
      {
        "document": 690,
        "excerpt": "but sometimes an Intelligence or Charisma save is more appropriate. On a successful save, a character might take half as much damage instead of no damage, at your discreti"
      },
      {
        "document": 738,
        "excerpt": "Choose three abilities that seem appropriate for the background: Strength or Dexterity. These abilities are ideal for a background involving physica"
      },
      {
        "document": 968,
        "excerpt": "k to your GM. Your Paladin should probably take a more appropriate subclass or even abandon the class and adopt another one. If a Channel Divinity effect requires a savin"
      },
      {
        "document": 988,
        "excerpt": "o cast the spell using any spell slots you have of the appropriate level. Elven Lineages | Lineage | Level 1"
      },
      {
        "document": 994,
        "excerpt": "o cast the spell using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this"
      },
      {
        "document": 1170,
        "excerpt": "senses similar to a human's. The GM chooses statistics appropriate for the awakened Plant, such as the statistics for the Awakened Shrub or Awakened Tree in \"Monsters.\""
      },
      {
        "document": 1287,
        "excerpt": "er the creature, and it is free to act as the GM deems appropriate. It might leave, attack you, or help you."
      },
      {
        "document": 1298,
        "excerpt": "at space and is invulnerable, and it appears in a form appropriate for your deity or pantheon. Any enemy that moves to a space within 10 feet of the guardian for the firs"
      },
      {
        "document": 1350,
        "excerpt": "seems real, including sounds, smells, and temperature appropriate to the thing depicted, but it can't deal damage or cause conditions. If you are within range of the ill"
      },
      {
        "document": 1373,
        "excerpt": "he phantasm. The target perceives the damage as a type appropriate to the illusion."
      },
      {
        "document": 1452,
        "excerpt": "e or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round or choose a new one at any time. If you s"
      },
      {
        "document": 1518,
        "excerpt": "absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can't be used again unti"
      },
      {
        "document": 1627,
        "excerpt": "have thirteen cards, but some have twenty-two. Use the appropriate column of the Mysterious Deck table when randomly determining cards drawn from the deck. Before you dra"
      }
    ],
    "appropriately": [
      {
        "document": 158,
        "excerpt": "a monster that wears clothes is assumed to be dressed appropriately, and those clothes aren't in this entry. Equipment mentioned outside the Gear entry is considered to be"
      }
    ],
    "approximate": [
      {
        "document": 1694,
        "excerpt": "netic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it. Drain Life. When you hit a creature with a melee atta"
      }
    ],
    "aptitude": [
      {
        "document": 167,
        "excerpt": ", and other statistics where the monster's exceptional aptitude is a factor. Proficiency Bonus by Challenge Rating"
      }
    ],
    "aquamarine": [
      {
        "document": 1630,
        "excerpt": "adin) This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, ci"
      }
    ],
    "aquan": [
      {
        "document": 228,
        "excerpt": "re language. Rare Languages *Primordial includes the Aquan, Auran, Ignan, and Terran dialects. Creatures that know one of these dialects can communicate with those"
      },
      {
        "document": 1667,
        "excerpt": "and you have Immunity to Fire damage. Water. You know Aquan, you gain a Swim Speed of 60 feet, and you can breathe underwater. Spellcasting. The ring has 5 charges"
      },
      {
        "document": 1848,
        "excerpt": "Draconic, Primordial (Aquan)"
      },
      {
        "document": 1937,
        "excerpt": "Primordial (Aquan, Auran)"
      },
      {
        "document": 1960,
        "excerpt": "Common, Primordial (Aquan)"
      },
      {
        "document": 1961,
        "excerpt": "Abyssal, Primordial (Aquan)"
      },
      {
        "document": 2014,
        "excerpt": "Common, Giant, Primordial (Aquan)"
      },
      {
        "document": 2031,
        "excerpt": "Primordial (Aquan, Ignan)"
      },
      {
        "document": 2065,
        "excerpt": "Primordial (Aquan)"
      }
    ],
    "aquatic": [
      {
        "document": 357,
        "excerpt": "in mounted. An Exotic Saddle is required for riding an aquatic or a flying mount. Mounts and Other Animals Tack, Harness, and Drawn Vehicles"
      },
      {
        "document": 972,
        "excerpt": "anting the creature the following benefits. Aerial or Aquatic. The familiar gains either a Fly Speed or a Swim Speed (your choice) of 40 feet. Quick Attack. As a Bon"
      },
      {
        "document": 1153,
        "excerpt": "to replace the option you chose with a different one. Aquatic Adaptation. You sprout gills and grow webs between your fingers. You can breathe underwater and gain a S"
      },
      {
        "document": 2009,
        "excerpt": "Aquatic Charge. The sahuagin swims up to its Swim Speed straight toward an enemy it can see."
      }
    ],
    "arabic": [
      {
        "document": 1329,
        "excerpt": "V, S, M (an eyelash in gum arabic)"
      },
      {
        "document": 1463,
        "excerpt": "V, S, M (a drop of mercury, a dollop of gum arabic, and a wisp of smoke)"
      }
    ],
    "arachnida": [
      {
        "document": 1541,
        "excerpt": "Cloak of Arachnida"
      }
    ],
    "arbitrarily": [
      {
        "document": 787,
        "excerpt": "he item craves destruction and goads its user to fight arbitrarily."
      }
    ],
    "arbitrary": [
      {
        "document": 237,
        "excerpt": "l. Chaotic Evil (CE). Chaotic Evil creatures act with arbitrary violence, spurred by their hatred or bloodlust. A villain pursuing schemes of vengeance and havoc is pro"
      }
    ],
    "arborea": [
      {
        "document": 790,
        "excerpt": "n on an Outer Plane determined by rolling 1d8: on a 1, Arborea; on a 2, Arcadia; on a 3, the Beastlands; on a 4, Bytopia; on a 5, Elysium; on a 6, Mechanus; on a 7, Mo"
      },
      {
        "document": 798,
        "excerpt": "Arborea"
      }
    ],
    "arc": [
      {
        "document": 244,
        "excerpt": "s helpful to think of a character's (and a campaign's) arc in terms of four tiers of play, describing the journey from a level 1 character just beginning an adven"
      }
    ],
    "arcadia": [
      {
        "document": 790,
        "excerpt": "ne determined by rolling 1d8: on a 1, Arborea; on a 2, Arcadia; on a 3, the Beastlands; on a 4, Bytopia; on a 5, Elysium; on a 6, Mechanus; on a 7, Mount Celestia; on"
      },
      {
        "document": 798,
        "excerpt": "Arcadia"
      }
    ],
    "arcana": [
      {
        "document": 130,
        "excerpt": "Arcana Proficiency"
      },
      {
        "document": 395,
        "excerpt": "To scribe a scroll, you must have proficiency in the Arcana skill or with Calligrapher's Supplies and have the spell prepared on each day of the inscription. You mu"
      },
      {
        "document": 459,
        "excerpt": "about its topic, you gain a +5 bonus to Intelligence (Arcana, History, Nature, or Religion) checks you make about that topic."
      },
      {
        "document": 506,
        "excerpt": "the Study action and succeed on a DC 15 Intelligence (Arcana) check."
      },
      {
        "document": 718,
        "excerpt": "dy action to examine it and make a DC 15 Intelligence (Arcana) check, ascertaining that the glyph means “fire” on a successful check. As an action, a character can us"
      },
      {
        "document": 744,
        "excerpt": "Arcana"
      },
      {
        "document": 745,
        "excerpt": "Make an Intelligence (Arcana, History, Investigation, Nature, or Religion) check."
      },
      {
        "document": 940,
        "excerpt": "Arcana"
      },
      {
        "document": 964,
        "excerpt": "to the divine gives you a bonus to your Intelligence (Arcana or Religion) checks. The bonus equals your Wisdom modifier (minimum of +1)."
      },
      {
        "document": 965,
        "excerpt": "Choose 2: Animal Handling, Arcana, Insight, Medicine, Nature, Perception, Religion, or Survival"
      },
      {
        "document": 971,
        "excerpt": "Choose 2: Arcana, Deception, Insight, Intimidation, Persuasion, or Religion"
      },
      {
        "document": 972,
        "excerpt": "Choose 2: Arcana, Deception, History, Intimidation, Investigation, Nature, or Religion"
      },
      {
        "document": 973,
        "excerpt": "Choose 2: Arcana, History, Insight, Investigation, Medicine, Nature, or Religion"
      },
      {
        "document": 984,
        "excerpt": "evel spell, you must first succeed on an Intelligence (Arcana) check (DC 10 plus the spell's level). On a successful check, you cast the spell from the scroll. On a f"
      },
      {
        "document": 997,
        "excerpt": "Arcana and History"
      },
      {
        "document": 1232,
        "excerpt": "an take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success."
      },
      {
        "document": 1507,
        "excerpt": "er plane of existence. Then make a DC 15 Intelligence (Arcana) check. On a successful check, you cast Plane Shift. On a failed check, you and each creature and object"
      },
      {
        "document": 1596,
        "excerpt": "mine whether you cast the spell, make an Intelligence (Arcana) check (DC 10 plus the spell's level). On a successful check, you cast the spell using its normal castin"
      },
      {
        "document": 1709,
        "excerpt": "this way, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 plus the spell's level. On a successful check, the spell is copied. Whether"
      },
      {
        "document": 1711,
        "excerpt": "can take a Magic action to make a DC 25 Intelligence (Arcana) check. On a successful check, you control the sphere until the start of your next turn, and if it was u"
      },
      {
        "document": 1731,
        "excerpt": "this talisman, you have Advantage on any Intelligence (Arcana) check you make to control a Sphere of Annihilation. In addition, when you start your turn in control of"
      },
      {
        "document": 1790,
        "excerpt": "Arcana +13, History +9, Perception +6"
      },
      {
        "document": 1914,
        "excerpt": "Arcana +5, Deception +4, Perception +4, Stealth +3"
      },
      {
        "document": 1920,
        "excerpt": "Arcana +11, History +11, Religion +11"
      },
      {
        "document": 1949,
        "excerpt": "Arcana +19, History +12, Insight +9, Perception +9"
      },
      {
        "document": 1952,
        "excerpt": "Arcana +6, History +6, Perception +4"
      },
      {
        "document": 1976,
        "excerpt": "Arcana +5, Deception +8, Perception +4"
      },
      {
        "document": 2024,
        "excerpt": "Arcana +12, History +12, Perception +8, Religion +12"
      },
      {
        "document": 2025,
        "excerpt": "Arcana +9, Perception +12, Religion +15"
      },
      {
        "document": 2026,
        "excerpt": "Arcana +4, Religion +4, Stealth +5"
      },
      {
        "document": 2035,
        "excerpt": "Arcana +8, Athletics +14, History +8, Perception +10"
      }
    ],
    "arcane": [
      {
        "document": 146,
        "excerpt": "s description notes otherwise, a rod can be used as an Arcane Focus."
      },
      {
        "document": 148,
        "excerpt": "staff can be used as a nonmagical Quarterstaff and an Arcane Focus."
      },
      {
        "document": 149,
        "excerpt": "description notes otherwise, a wand can be used as an Arcane Focus."
      },
      {
        "document": 424,
        "excerpt": "2 lb. Utilize: Discern a gem's value (DC 15) Craft: Arcane Focus, Holy Symbol"
      },
      {
        "document": 433,
        "excerpt": "ff, Ranged weapons (except Pistol, Musket, and Sling), Arcane Focus, Arrows, Bolts, Druidic Focus, Ink Pen, Needles"
      },
      {
        "document": 449,
        "excerpt": "Arcane Focus (Varies)"
      },
      {
        "document": 719,
        "excerpt": "t safe to cross. The cover can also be held shut using Arcane Lock or similar magic. Escape. A creature needs a Climb Speed, climbing gear, or magic such as Spider C"
      },
      {
        "document": 723,
        "excerpt": "afe to cross. The cover can also be held shut using an Arcane Lock spell or similar magic. Escape. A creature needs a Climb Speed, climbing gear, or magic such as a"
      },
      {
        "document": 778,
        "excerpt": "Arcane Lock"
      },
      {
        "document": 836,
        "excerpt": "Mirage Arcane"
      },
      {
        "document": 857,
        "excerpt": "Arcane Eye, Charm Monster"
      },
      {
        "document": 858,
        "excerpt": "Arcane Apotheosis"
      },
      {
        "document": 865,
        "excerpt": "Arcane Hand"
      },
      {
        "document": 883,
        "excerpt": "Spellcasting, Ritual Adept, Arcane Recovery"
      },
      {
        "document": 887,
        "excerpt": "Arcane Lock"
      },
      {
        "document": 890,
        "excerpt": "Arcane Eye"
      },
      {
        "document": 891,
        "excerpt": "Arcane Hand"
      },
      {
        "document": 893,
        "excerpt": "Arcane Sword"
      },
      {
        "document": 905,
        "excerpt": "Arcane Sword"
      },
      {
        "document": 931,
        "excerpt": "Arcane Focus"
      },
      {
        "document": 933,
        "excerpt": "Arcane Focuses"
      },
      {
        "document": 971,
        "excerpt": "Choose A or B: (A) Spear, 2 Daggers, Arcane Focus (crystal), Dungeoneer’s Pack, and 28 GP; or (B) 50 GP"
      },
      {
        "document": 972,
        "excerpt": "Choose A or B: (A) Leather Armor, Sickle, 2 Daggers, Arcane Focus (orb), Book (occult lore), Scholar’s Pack, and 15 GP; or (B) 100 GP"
      },
      {
        "document": 973,
        "excerpt": "Choose A or B: (A) 2 Daggers, Arcane Focus (Quarterstaff), Robe, Spellbook, Scholar’s Pack, and 5 GP; or (B) 55 GP"
      },
      {
        "document": 1020,
        "excerpt": "Arcane Focus"
      },
      {
        "document": 1162,
        "excerpt": "Arcane Eye"
      },
      {
        "document": 1163,
        "excerpt": "Arcane Hand"
      },
      {
        "document": 1164,
        "excerpt": "Arcane Lock"
      },
      {
        "document": 1165,
        "excerpt": "Arcane Sword"
      },
      {
        "document": 1299,
        "excerpt": "warded area are magically locked, as if sealed by the Arcane Lock spell. In addition, you can cover up to ten doors with an illusion to make them appear as plain sec"
      },
      {
        "document": 1332,
        "excerpt": "ne of them is unlocked. If the target is held shut by Arcane Lock, that spell is suppressed for 10 minutes, during which time the target can be opened and closed. W"
      },
      {
        "document": 1363,
        "excerpt": "Mirage Arcane"
      },
      {
        "document": 1790,
        "excerpt": "Multiattack. The archmage makes four Arcane Burst attacks. Arcane Burst. Melee or Ranged Attack Roll: +9, reach 5 ft. or range 150 ft. Hit: 27 (4d1"
      },
      {
        "document": 1952,
        "excerpt": "Multiattack. The mage makes three Arcane Burst attacks. Arcane Burst. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 120 ft. Hit: 16 (3d8"
      },
      {
        "document": 2024,
        "excerpt": "all expended uses at the start of each of its turns. Arcane Prowl. The sphinx can teleport up to 30 feet to an unoccupied space it can see, and it makes one Claw at"
      },
      {
        "document": 2025,
        "excerpt": "all expended uses at the start of each of its turns. Arcane Prowl. The sphinx can teleport up to 30 feet to an unoccupied space it can see, and it makes one Claw at"
      }
    ],
    "arcanist": [
      {
        "document": 887,
        "excerpt": "Arcanist’s Magic Aura"
      }
    ],
    "arcanist's": [
      {
        "document": 1166,
        "excerpt": "Arcanist's Magic Aura"
      }
    ],
    "arcanum": [
      {
        "document": 871,
        "excerpt": "Mystic Arcanum (level 6 spell)"
      },
      {
        "document": 972,
        "excerpt": "Mystic Arcanum"
      }
    ],
    "archdevil": [
      {
        "document": 979,
        "excerpt": "ition. You might forge a bargain with a demon lord, an archdevil, or another fiend that is especially mighty. That patron's aims are evil - the corruption or destruction"
      }
    ],
    "archdruid": [
      {
        "document": 824,
        "excerpt": "Archdruid"
      },
      {
        "document": 965,
        "excerpt": "Archdruid"
      }
    ],
    "archelon": [
      {
        "document": 1789,
        "excerpt": "Archelon"
      }
    ],
    "archery": [
      {
        "document": 23,
        "excerpt": "ask for an attack roll in other situations, such as an archery competition."
      },
      {
        "document": 1001,
        "excerpt": "Archery"
      },
      {
        "document": 1530,
        "excerpt": "Bracers of Archery"
      }
    ],
    "archetype": [
      {
        "document": 982,
        "excerpt": "e ideals of justice and order. These Paladins meet the archetype of the knight in shining armor. They hold themselves to the highest standards of conduct, and some - for"
      }
    ],
    "archetypes": [
      {
        "document": 249,
        "excerpt": "the pinnacle of their class features, becoming heroic archetypes. The fate of the world or even the order of the multiverse might hang in the balance during their advent"
      }
    ],
    "archmage": [
      {
        "document": 267,
        "excerpt": "A purple handkerchief embroidered with the name of an archmage 82 Half a floor plan for a temple, a castle, or another structure 83 A bit of folded cloth that, when"
      },
      {
        "document": 801,
        "excerpt": "Archmage"
      },
      {
        "document": 1790,
        "excerpt": "Archmage"
      }
    ],
    "archmagi": [
      {
        "document": 1690,
        "excerpt": "Robe of the Archmagi"
      }
    ],
    "arctic": [
      {
        "document": 738,
        "excerpt": "(such as skis) is necessary to keep up a Fast pace in Arctic terrain. † Characters' rate of travel while waterborne depends on the vehicle carrying them; see “Vehicl"
      },
      {
        "document": 961,
        "excerpt": "Arctic"
      }
    ],
    "ard": [
      {
        "document": 485,
        "excerpt": "ds to be held, worn, or borne on fabric (such as a tab-ard or banner) or a Shield. Holy Symbols"
      }
    ],
    "area": [
      {
        "document": 53,
        "excerpt": "An area might be Lightly or Heavily Obscured. In a Lightly Obscured area - such as an area with Dim Light, patch"
      },
      {
        "document": 54,
        "excerpt": "of light determines the category of illumination in an area, as defined below. Bright Light. Bright Light lets most creatures see normally. Even gloomy days provid"
      },
      {
        "document": 82,
        "excerpt": "ny) to largest (Gargantuan). A creature's space is the area that it effectively controls in combat and the area it needs to fight effectively. A character's size i"
      },
      {
        "document": 121,
        "excerpt": "work in areas where all sound is suppressed, as in the area of the Silence spell."
      },
      {
        "document": 323,
        "excerpt": "an Oil flask on level ground to cover a 5-foot-square area within 5 feet of yourself. If lit, the oil burns until the end of the turn 2 rounds from when the oil wa"
      },
      {
        "document": 419,
        "excerpt": "Wisdom Weight: 6 lb. Utilize: Draft a map of a small area (DC 15) Craft: Map"
      },
      {
        "document": 451,
        "excerpt": "ir pouch. They spread to cover a level, 10-foot-square area within 10 feet of yourself. A creature that enters this area for the first time on a turn must succeed o"
      },
      {
        "document": 463,
        "excerpt": "pread Caltrops from their bag to cover a 5-foot-square area within 5 feet of yourself. A creature that enters this area for the first time on a turn must succeed on"
      },
      {
        "document": 496,
        "excerpt": "gic in motion. Thus, a creature who is gagged or in an area of magical silence can't cast a spell with a Verbal component."
      },
      {
        "document": 502,
        "excerpt": "of Effect. Some spells, such as Thunder-wave, cover an area called an area of effect, which is defined in “Rules Glossary.” The area determines what the spell targe"
      },
      {
        "document": 526,
        "excerpt": "Area of Effect"
      },
      {
        "document": 547,
        "excerpt": "A skill is an area of specialization associated with an ability check. If you have proficiency in a skill, you can add your"
      },
      {
        "document": 552,
        "excerpt": "Sphere [Area of Effect]"
      },
      {
        "document": 577,
        "excerpt": "entry's name, as in \"Attack [Action].\" A tag - Action, Area of Effect, Attitude, Condition, or Hazard - indicates that a rule is part of a family of rules. The tags"
      },
      {
        "document": 594,
        "excerpt": "Cone [Area of Effect]"
      },
      {
        "document": 601,
        "excerpt": "Cube [Area of Effect]"
      },
      {
        "document": 603,
        "excerpt": "Cylinder [Area of Effect]"
      },
      {
        "document": 610,
        "excerpt": "An area of Darkness is Heavily Obscured. See also “Heavily Obscured” and “Playing the Game” (“Exploration”)."
      },
      {
        "document": 618,
        "excerpt": "An area with Dim Light is Lightly Obscured. See also “Lightly Obscured” and “Playing the Game” (“Exploration”)."
      },
      {
        "document": 623,
        "excerpt": "Emanation [Area of Effect]"
      },
      {
        "document": 656,
        "excerpt": "Line [Area of Effect]"
      },
      {
        "document": 683,
        "excerpt": "Everything within an area of heavy rain or heavy snowfall is Lightly Obscured, and creatures in the area have Disadvantage on all"
      },
      {
        "document": 687,
        "excerpt": "eight tolerance of 3d10 × 10 pounds per 10-foot-square area. Whenever the total weight on an area of thin ice exceeds its tolerance, the ice in that area breaks. Al"
      },
      {
        "document": 714,
        "excerpt": "raps are often set to go off when a creature enters an area or touches an object. Examples of triggers include stepping on a pressure plate, crossing a trip wire, t"
      },
      {
        "document": 716,
        "excerpt": "essful one. Rubble from the collapse turns the trapped area into Difficult Terrain. Detect and Disarm. As a Search action, a creature can examine the trapped area"
      },
      {
        "document": 717,
        "excerpt": "As a Search action, a creature can examine the trapped area and make a DC 11 Wisdom (Perception) check, detecting the trip wire and the suspended Net on a successfu"
      },
      {
        "document": 718,
        "excerpt": "rap for higher levels by increasing the damage and the area of effect, as shown in the following table."
      },
      {
        "document": 783,
        "excerpt": "d on the chosen point of origin. During that time, the area of effect is Lightly Obscured."
      },
      {
        "document": 789,
        "excerpt": "adius Sphere centered on itself. Each creature in that area takes 4d10 Force damage."
      },
      {
        "document": 956,
        "excerpt": "Area of Effect"
      },
      {
        "document": 972,
        "excerpt": "ws Prerequisite: Level 5+ Warlock While you're in an area of Dim Light or Darkness, you can cast Invisibility on yourself without expending a spell slot. Otherwo"
      },
      {
        "document": 975,
        "excerpt": "a successful one. One creature of your choice in that area regains 2d6 Hit Points. The damage and healing increase by 1d6 when you reach Druid levels 10 (3d6) and"
      },
      {
        "document": 986,
        "excerpt": "de (choose the shape each time). Each creature in that area must make a Dexterity saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus). On a fa"
      },
      {
        "document": 1152,
        "excerpt": "larm against intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot Cube. Until the spell ends, an alarm alerts you whenever"
      },
      {
        "document": 1160,
        "excerpt": "cast by an Artifact or a deity, are suppressed in the area. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against it"
      },
      {
        "document": 1177,
        "excerpt": "the duration, these tentacles turn the ground in that area into Difficult Terrain. Each creature in that area makes a Strength saving throw. On a failed save, it"
      },
      {
        "document": 1192,
        "excerpt": "a point you choose within range. Each creature in that area makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on"
      },
      {
        "document": 1195,
        "excerpt": "d by Gust of Wind) disperses it, ending the spell. Its area is Heavily Obscured. Each creature in the Sphere makes a Constitution saving throw, taking 5d8 Poison d"
      },
      {
        "document": 1198,
        "excerpt": "h nature spirits and gain knowledge of the surrounding area. In the outdoors, the spell gives you knowledge of the area within 3 miles of you. In caves and other na"
      },
      {
        "document": 1214,
        "excerpt": "Until the spell ends, you control any water inside an area you choose that is a Cube up to 100 feet on a side, using one of the following effects. As a Magic actio"
      },
      {
        "document": 1223,
        "excerpt": "or helm, blocks the Darkness. If any of this spell's area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other sp"
      },
      {
        "document": 1225,
        "excerpt": "ange and fills a 60-foot-radius Sphere. The sunlight's area is Bright Light and sheds Dim Light for an additional 60 feet. Alternatively, you cast the spell on an"
      },
      {
        "document": 1230,
        "excerpt": "aint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic. T"
      },
      {
        "document": 1245,
        "excerpt": "action to exhale a 15-foot Cone. Each creature in that area makes a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save or half as much da"
      },
      {
        "document": 1248,
        "excerpt": "s for the duration, each creature on the ground in the area makes a Dexterity saving throw. On a failed save, a creature has the Prone condition, and its Concentrat"
      },
      {
        "document": 1250,
        "excerpt": "f dust or sand that covers surfaces in a 5-foot-square area, or you cause a single word to appear in your handwriting in a patch of dirt or sand. Beckon Fire. You"
      },
      {
        "document": 1254,
        "excerpt": "For the duration, these plants turn the ground in the area into Difficult Terrain. They disappear when the spell ends. Each creature (other than you) in the area"
      },
      {
        "document": 1272,
        "excerpt": "stantaneous A storm of fire appears within range. The area of the storm consists of up to ten 10-foot Cubes, which you arrange as you like. Each Cube must be conti"
      },
      {
        "document": 1273,
        "excerpt": "damage on a successful one. Flammable objects in the area that aren't being worn or carried start burning. Using a Higher-Level Spell Slot. The damage increases"
      },
      {
        "document": 1281,
        "excerpt": "r. For the duration, creatures can't teleport into the area or use portals, such as those created by the Gate spell, to enter the area. The spell proofs the area ag"
      },
      {
        "document": 1282,
        "excerpt": "osed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose. A prison in the shape"
      },
      {
        "document": 1285,
        "excerpt": "odes in a 60-foot-radius Sphere. Each creature in that area makes a Constitution saving throw, taking 10d6 Cold damage on failed save or half as much damage on a su"
      },
      {
        "document": 1292,
        "excerpt": "r, but the spell has no effect on them. Similarly, the area within the barrier is excluded from areas of effect created by such spells. Using a Higher-Level Spell"
      },
      {
        "document": 1293,
        "excerpt": "or chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you c"
      },
      {
        "document": 1295,
        "excerpt": "When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or have the Prone condition. A creature that enters the area or"
      },
      {
        "document": 1299,
        "excerpt": "cts up to 2,500 square feet of floor space. The warded area can be up to 20 feet tall, and you shape it as one 50-foot square, one hundred 5-foot squares that are c"
      },
      {
        "document": 1302,
        "excerpt": "nguishes candles and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to e"
      },
      {
        "document": 1303,
        "excerpt": "tion: Until dispelled You touch a point and infuse an area around it with holy or unholy power. The area can have a radius up to 60 feet, and the spell fails if th"
      },
      {
        "document": 1304,
        "excerpt": "ctured structures, equipment, and creatures within the area aren't changed. The tactile characteristics of the terrain are unchanged, so creatures entering the are"
      },
      {
        "document": 1319,
        "excerpt": "ppears for a moment and vanishes. Each creature in the area who can see the pattern must succeed on a Wisdom saving throw or have the Charmed condition for the dura"
      },
      {
        "document": 1325,
        "excerpt": "s Sphere centered on a point within range. The cloud's area is Heavily Obscured. It lasts for the duration or until a strong wind (like that created by Gust of Wind"
      },
      {
        "document": 1327,
        "excerpt": "in range. The Sphere remains for the duration, and its area is Lightly Obscured and Difficult Terrain. When the swarm appears, each creature in it makes a Constitu"
      },
      {
        "document": 1359,
        "excerpt": "as much damage on a successful one. A creature in the area of more than one fiery Sphere is affected only once. A nonmagical object that isn't being worn or carri"
      },
      {
        "document": 1363,
        "excerpt": "onents: V, S Duration: 10 days You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. Open fields or a"
      },
      {
        "document": 1368,
        "excerpt": "only. A creature also makes this save when the spell's area moves into its space and when it enters the spell's area or ends its turn there. A creature makes this s"
      },
      {
        "document": 1369,
        "excerpt": "vel) Duration: Concentration, up to 2 hours Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the are"
      },
      {
        "document": 1373,
        "excerpt": "sychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm. The target perceives the damage as a type appropriate to the illusion."
      },
      {
        "document": 1379,
        "excerpt": "me thick and overgrown. A creature moving through that area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size w"
      },
      {
        "document": 1389,
        "excerpt": "(a thin sheet of lead) Duration: 24 hours You make an area within range magically secure. The area is a Cube that can be as small as 5 feet to as large as 100 fee"
      },
      {
        "document": 1391,
        "excerpt": "or audible phenomena that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open"
      },
      {
        "document": 1407,
        "excerpt": "point within range. All creatures and objects in that area that aren't anchored to the ground fall upward and reach the top of the Cylinder. A creature can make a"
      },
      {
        "document": 1421,
        "excerpt": "r carried also takes the damage if it's in the spell's area. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2."
      },
      {
        "document": 1431,
        "excerpt": "inder centered on a point you choose within range. The area is Heavily Obscured, and exposed flames in the area are doused. Ground in the Cylinder is Difficult Ter"
      },
      {
        "document": 1437,
        "excerpt": "s. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstan"
      },
      {
        "document": 1439,
        "excerpt": "point within range sprouts hard spikes and thorns. The area becomes Difficult Terrain for the duration. When a creature moves into or within the area, it takes 2d4"
      },
      {
        "document": 1446,
        "excerpt": "amage. Turns 5-10. Gusts and freezing rain assail the area under the cloud. Each creature there takes 1d6 Cold damage. Until the spell ends, the area is Difficult"
      },
      {
        "document": 1450,
        "excerpt": "self on a success. This spell dispels Darkness in its area that was created by any spell."
      },
      {
        "document": 1451,
        "excerpt": "osed (such as a book or chest). The glyph can cover an area no larger than 10 feet in diameter. If you choose an object, it must remain in place; if it is moved mor"
      },
      {
        "document": 1454,
        "excerpt": "Outcome | Familiarity | Mishap | Similar Area | Off Target | On Target | | :----------------------- | :----- | :----------- | :--------- | :-------- |"
      },
      {
        "document": 1459,
        "excerpt": "t big enough to fully encapsulate all creatures in its area. Creatures and objects within the Emanation when you cast the spell can move through it freely. All oth"
      },
      {
        "document": 1467,
        "excerpt": "duration. When the wall appears, each creature in its area makes a Strength saving throw, taking 6d10 Bludgeoning damage on a failed save or half as much damage on"
      },
      {
        "document": 1471,
        "excerpt": "odes in a 20-foot-radius Sphere. Each creature in that area makes a Dexterity saving throw. On a failed save, a creature takes 10d4 Acid damage and another 5d4 Acid"
      },
      {
        "document": 1472,
        "excerpt": "duration. When the wall appears, each creature in its area makes a Dexterity saving throw, taking 5d8 Fire damage on a failed save or half as much damage on a succ"
      },
      {
        "document": 1476,
        "excerpt": "of sight. When the wall appears, each creature in its area makes a Dexterity saving throw, taking 7d8 Piercing damage on a failed save or half as much damage on a"
      },
      {
        "document": 1480,
        "excerpt": "the duration. The webs are Difficult Terrain, and the area within them is Lightly Obscured. If the webs aren't anchored between two solid masses (such as walls or"
      },
      {
        "document": 1483,
        "excerpt": "duration. When the wall appears, each creature in its area makes a Strength saving throw, taking 4d8 Bludgeoning damage on a failed save or half as much damage on"
      },
      {
        "document": 1486,
        "excerpt": "til the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there makes a Charisma saving throw. On a failed save, a"
      },
      {
        "document": 1519,
        "excerpt": "amage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this"
      },
      {
        "document": 1541,
        "excerpt": "). The web created by the spell fills twice its normal area. Once used, this property can't be used again until the next dawn."
      },
      {
        "document": 1546,
        "excerpt": "ou have Advantage on Dexterity (Stealth) checks. In an area of Dim Light or Darkness, you can grip the edges of the cloak and use it to gain a Fly Speed of 40 feet."
      },
      {
        "document": 1575,
        "excerpt": "s a 60-foot Emanation originating from the bottle. The area within the smoke is Heavily Obscured. Each minute the bottle remains open, the size of the Emanation in"
      },
      {
        "document": 1598,
        "excerpt": "oot Emanation. When at least one Undead is within that area, the Emanation is filled with Dim Light. Any Undead that starts its turn in that area takes 1d6 Radiant"
      },
      {
        "document": 1608,
        "excerpt": "works only if the tower is empty. Each creature in the area where the tower appears is pushed to an unoccupied space outside but next to the tower. Objects in the a"
      },
      {
        "document": 1635,
        "excerpt": "e, duplicating the effect of the Grease spell in that area for 8 hours. This sticky, black unguent is thick and heavy, but it flows quickly when poured."
      },
      {
        "document": 1679,
        "excerpt": ". If that spell targeted only you and didn't create an area of effect, you can take a Reaction to deflect the spell back at the spell's caster; the caster must make"
      },
      {
        "document": 1692,
        "excerpt": "spell that is targeting only you and doesn't create an area of effect. The absorbed spell's effect is canceled, and the spell's energy - not the spell itself - is s"
      },
      {
        "document": 1706,
        "excerpt": "rgeted by an attack or makes a saving throw against an area of effect, you can use the Shield to create an immobile 5-foot Emanation originating from you. When the"
      },
      {
        "document": 1716,
        "excerpt": "er of charges in the staff. Each other creature in the area makes a DC 17 Dexterity saving throw. On a failed save, a creature takes Force damage equal to 4 times t"
      },
      {
        "document": 1718,
        "excerpt": "rom you. The insects remain for 10 minutes, making the area Heavily Obscured for creatures other than you. A strong wind (like that created by Gust of Wind) disper"
      },
      {
        "document": 1719,
        "excerpt": "er of charges in the staff. Each other creature in the area makes a DC 17 Dexterity saving throw. On a failed save, a creature takes Force damage equal to 6 times t"
      },
      {
        "document": 1733,
        "excerpt": "impact. Structures in contact with the ground in that area take 50 Bludgeoning damage, and each creature on the ground in that area must succeed on a DC 20 Dexteri"
      },
      {
        "document": 1840,
        "excerpt": "it, up to 10 minutes. Darkvision can't penetrate this area, and no light can illuminate it."
      },
      {
        "document": 2044,
        "excerpt": "t Emanation originating from itself. Creatures in that area lose Concentration and, if Medium or smaller, have the Prone condition. The tarrasque can't take this ac"
      }
    ],
    "area's": [
      {
        "document": 1369,
        "excerpt": "ou choose for the duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such"
      }
    ],
    "areas": [
      {
        "document": 53,
        "excerpt": "Obscured Areas"
      },
      {
        "document": 121,
        "excerpt": "oken command words must be audible and fail to work in areas where all sound is suppressed, as in the area of the Silence spell."
      },
      {
        "document": 502,
        "excerpt": "be Hostile or specifically a creature other than you. Areas of Effect. Some spells, such as Thunder-wave, cover an area called an area of effect, which is defined i"
      },
      {
        "document": 556,
        "excerpt": "mind an important piece of information about it. The Areas of Knowledge table suggests which skills are applicable to various areas of knowledge. Areas of Knowled"
      },
      {
        "document": 672,
        "excerpt": "Alchemists, potion brewers, and areas of wild magic are credited with creating the first magical contagions. An outbreak of such a contagion c"
      },
      {
        "document": 676,
        "excerpt": "sometimes transmitted by creatures that dwell in such areas, including otyu-ghs and rats. Any Humanoid that is wounded by a creature that carries the contagion or t"
      },
      {
        "document": 940,
        "excerpt": "Areas of Knowledge"
      },
      {
        "document": 1160,
        "excerpt": "don't work inside the aura or on anything inside it. Areas of effect created by spells or other magic can't extend into the aura, and no one can teleport into or o"
      },
      {
        "document": 1292,
        "excerpt": "imilarly, the area within the barrier is excluded from areas of effect created by such spells. Using a Higher-Level Spell Slot. The barrier blocks spells of 1 level"
      },
      {
        "document": 1379,
        "excerpt": "for every 1 foot it moves. You can exclude one or more areas of any size within the spell's area from being affected. Enrichment. All plants in a half-mile radius c"
      },
      {
        "document": 1411,
        "excerpt": "l. This spell doesn't protect the warded creature from areas of effect. The spell ends if the warded creature makes an attack roll, casts a spell, or deals damage."
      },
      {
        "document": 1667,
        "excerpt": ", you can move through solid earth or rock as if those areas were Difficult Terrain without disturbing the matter through which you pass. If you end your turn in sol"
      }
    ],
    "aren": [
      {
        "document": 1454,
        "excerpt": "place you have seen more than once but with which you aren’t very familiar. - “Viewed once or described” is a place you have seen once, possibly using magic, or a"
      }
    ],
    "aren't": [
      {
        "document": 3,
        "excerpt": "ge of that type, and Immunity to a condition means you aren't affected by it."
      },
      {
        "document": 17,
        "excerpt": "doesn't count as healing. Because Temporary Hit Points aren't Hit Points, a creature can be at full Hit Points and receive Temporary Hit Points. If you have 0 Hit Po"
      },
      {
        "document": 86,
        "excerpt": "e most protective degree of cover applies; the degrees aren't added together. For example, if a target is behind a creature that gives Half Cover and a tree trunk tha"
      },
      {
        "document": 133,
        "excerpt": "er settlement, that chance is 25 percent. If materials aren't available, you must wait at least 7 days before checking on the availability again. If a magic item inc"
      },
      {
        "document": 158,
        "excerpt": "assumed to be dressed appropriately, and those clothes aren't in this entry. Equipment mentioned outside the Gear entry is considered to be supernatural or highly sp"
      },
      {
        "document": 234,
        "excerpt": "racter sheet. The game assumes that player characters aren't of an evil alignment. Check with your GM before making an evil character."
      },
      {
        "document": 237,
        "excerpt": "ed. Sharks are savage predators, for example, but they aren't evil; they are unaligned. doing what seems best at the time. Someone who's bored by moral debate is pro"
      },
      {
        "document": 379,
        "excerpt": "nement provides the benefits of a normal Shield if you aren't attuned to it, but none of its magical properties."
      },
      {
        "document": 494,
        "excerpt": "ed in the spell. If a spell has movable effects, they aren't restricted by its range unless the spell's description says otherwise."
      },
      {
        "document": 496,
        "excerpt": "tered in a normal speaking voice. The words themselves aren't the source of the spell's power; rather, the particular combination of sounds, with specific pitch and r"
      },
      {
        "document": 499,
        "excerpt": "n parentheses in the Components entry. These materials aren't consumed by the spell unless the spell's description states otherwise. The spellcaster must have a hand"
      },
      {
        "document": 551,
        "excerpt": "ce of a spell's Material components if those materials aren't consumed by the spell and don't have a cost specified. Some classes allow its members to use certain typ"
      },
      {
        "document": 962,
        "excerpt": "resilience. You can enter it as a Bonus Action if you aren't wearing Heavy armor. You can enter your Rage the number of times shown for your Barbarian level in the"
      },
      {
        "document": 967,
        "excerpt": "you are unarmed or wielding only Monk weapons and you aren't wearing armor or wielding a Shield. Bonus Unarmed Strike. You can make an Unarmed Strike as a Bonus Act"
      },
      {
        "document": 969,
        "excerpt": "Your Speed increases by 10 feet while you aren't wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed."
      },
      {
        "document": 977,
        "excerpt": "you are also covered by dragon-like scales. While you aren't wearing armor, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers."
      },
      {
        "document": 982,
        "excerpt": "rly (no action required). This effect also ends if you aren't carrying the weapon."
      },
      {
        "document": 1015,
        "excerpt": "r ability modifier to the damage of that attack if you aren't already adding it to the damage."
      },
      {
        "document": 1158,
        "excerpt": "hoose a number of nonmagical objects within range that aren't being worn or carried, aren't fixed to a surface, and aren't Gargantuan. The maximum number of objects i"
      },
      {
        "document": 1184,
        "excerpt": "a successful one. Flammable objects in the Cone that aren't being worn or carried start burning. Using a Higher-Level Spell Slot. The damage increases by 1d6 for e"
      },
      {
        "document": 1199,
        "excerpt": "ive a correct answer for each question. Divine beings aren't necessarily omniscient, so you might receive “unclear” as an answer if a question pertains to informatio"
      },
      {
        "document": 1227,
        "excerpt": "bead explodes, flammable objects in the explosion that aren't being worn or carried start burning. Using a Higher-Level Spell Slot. The base damage increases by 1d6"
      },
      {
        "document": 1236,
        "excerpt": "k to its home plane if it isn't there already. If they aren't on their home plane, Undead are sent to the Shadowfell, and Fey are sent to the Feywild. Dispel Magic"
      },
      {
        "document": 1250,
        "excerpt": "s and shutters being held open by someone or something aren't affected. Beckon Earth. You create a thin shroud of dust or sand that covers surfaces in a 5-foot-squar"
      },
      {
        "document": 1256,
        "excerpt": "es, objects, and effects on that plane. Creatures that aren't on the Ethereal Plane can't perceive or interact with you unless a feature gives them the ability to do"
      },
      {
        "document": 1272,
        "excerpt": "a successful one. Flammable objects in the area that aren't being worn or carried start burning."
      },
      {
        "document": 1273,
        "excerpt": "a successful one. Flammable objects in the area that aren't being worn or carried start burning. Using a Higher-Level Spell Slot. The damage increases by 1d6 for e"
      },
      {
        "document": 1276,
        "excerpt": "across pits up to 10 feet wide. Flammable objects that aren't being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot rad"
      },
      {
        "document": 1304,
        "excerpt": "d structures, equipment, and creatures within the area aren't changed. The tactile characteristics of the terrain are unchanged, so creatures entering the area are l"
      },
      {
        "document": 1407,
        "excerpt": "hin range. All creatures and objects in that area that aren't anchored to the ground fall upward and reach the top of the Cylinder. A creature can make a Dexterity sa"
      },
      {
        "document": 1453,
        "excerpt": "ion. Creatures that can't communicate in any languages aren't affected by this spell. Until the spell ends, the targets can communicate telepathically through the bo"
      },
      {
        "document": 1480,
        "excerpt": "the area within them is Lightly Obscured. If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling,"
      },
      {
        "document": 1494,
        "excerpt": "ative, you have Advantage on the roll. Concealed. You aren't affected by any effect that requires its target to be seen unless the effect's creator can somehow see y"
      },
      {
        "document": 1509,
        "excerpt": "eed 30 ft., Swim 30 ft. (or 0 ft. for both if the legs aren't extended); Immunity to Poison and Psychic damage. To be used as a vehicle, the apparatus requires one p"
      },
      {
        "document": 1521,
        "excerpt": "e, or a thicker beard if you already have one. If you aren't a dwarf or duergar, you gain the following additional benefits while wearing the belt: Darkvision. You"
      },
      {
        "document": 1603,
        "excerpt": "damage only. Glass or crystal objects in the Cone that aren't being worn or carried take 10d8 Thunder damage. Each use of the horn's magic has a 20 percent chance of"
      },
      {
        "document": 1608,
        "excerpt": "utside but next to the tower. Objects in the area that aren't being worn or carried are also pushed clear of the tower. The tower is 20 feet on a side and 30 feet hi"
      },
      {
        "document": 1642,
        "excerpt": "ed in this fashion (as determined by the GM). If there aren't enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest a"
      },
      {
        "document": 1690,
        "excerpt": "these benefits while wearing the robe. Armor. If you aren't wearing armor, your base Armor Class is 15 plus your Dexterity modifier. Magic Resistance. You have Adv"
      },
      {
        "document": 1733,
        "excerpt": "nd an extra 3d8 Thunder damage to objects it hits that aren't being worn or carried. The weapon has the following additional properties. Clap of Thunder. As a Magic"
      }
    ],
    "argues": [
      {
        "document": 1451,
        "excerpt": "akes a Wisdom saving throw. On a failed save, a target argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has"
      }
    ],
    "arid": [
      {
        "document": 822,
        "excerpt": "Arid Land"
      },
      {
        "document": 825,
        "excerpt": "Arid"
      },
      {
        "document": 975,
        "excerpt": "never you finish a Long Rest, choose one type of land: arid, polar, temperate, or tropical. Consult the table below that corresponds to the chosen type; you have th"
      }
    ],
    "arise": [
      {
        "document": 142,
        "excerpt": "posed to the item's alignment or purpose, conflict can arise. When such a conflict occurs, the item's bearer makes a Charisma saving throw (DC 12 plus the item's Cha"
      }
    ],
    "arises": [
      {
        "document": 671,
        "excerpt": "nmental curse. Demonic Possession. Demonic Possession arises from the chaos and evil of the Abyss and commonly besets creatures that interact with demonic objects or"
      }
    ],
    "aristocrat": [
      {
        "document": 237,
        "excerpt": "e limits of a code of tradition, loyalty, or order. An aristocrat exploiting citizens while scheming for power is probably Lawful Evil. Neutral Evil (NE). Neutral Evil i"
      }
    ],
    "aristocratic": [
      {
        "document": 365,
        "excerpt": "tched, Squalid, Poor, Modest, Comfortable, Wealthy, or Aristocratic - and pay the price to sustain that lifestyle. Lifestyles have no inherent consequences, but the GM mig"
      },
      {
        "document": 373,
        "excerpt": "Aristocratic (10 GP per Day)"
      },
      {
        "document": 923,
        "excerpt": "Aristocratic"
      }
    ],
    "arm": [
      {
        "document": 117,
        "excerpt": "t both be worn. For example, a character with only one arm might be able to use a single Glove of Missile Snaring so long as the matching glove is on their person."
      },
      {
        "document": 384,
        "excerpt": ". Magic armor must be donned, a Shield strapped to the arm, a cloak fastened about the shoulders. A weapon must be held. In most cases, a magic item that's meant"
      },
      {
        "document": 1574,
        "excerpt": "c weapon, which has no string. Each time you pull your arm back in a firing motion, a magical arrow made of golden energy appears nocked and ready to fire. An arro"
      },
      {
        "document": 1941,
        "excerpt": "Multiattack. The golem makes two attacks, using Bladed Arm or Fiery Bolt in any combination. Bladed Arm. Melee Attack Roll: +12, reach 10 ft. Hit: 20 (3d8 + 7) Sl"
      }
    ],
    "armies": [
      {
        "document": 978,
        "excerpt": "ment in military forces, serving as artillery to blast armies from afar. Others use their power to protect others, while some seek their own gain."
      }
    ],
    "armor": [
      {
        "document": 23,
        "excerpt": "k roll hits if the roll equals or exceeds the target's Armor Class. Attack rolls usually occur in battle, described in “Combat” later in “Playing the Game,” but the"
      },
      {
        "document": 27,
        "excerpt": "Armor Class"
      },
      {
        "document": 92,
        "excerpt": "DC). The target number for an attack roll is called an Armor Class (AC), which appears on a character sheet or in a stat block (see “Rules Glossary”)."
      },
      {
        "document": 119,
        "excerpt": "ase cost in “Equipment” (such as a weapon or a suit of armor), add that item’s cost to the magic item’s value. For example, +1 Armor (Plate Armor) has a value of 5,"
      },
      {
        "document": 133,
        "excerpt": "hat has a purchase cost (such as a weapon or a suit of armor), you must also pay that entire cost or craft that item using the rules in “Equipment.” For example, to"
      },
      {
        "document": 136,
        "excerpt": "Armor"
      },
      {
        "document": 161,
        "excerpt": "descriptive tags), and alignment. Combat Highlights. Armor Class, Hit Points, Speed, and Initiative are provided here. Ability Scores. A monster's ability scores,"
      },
      {
        "document": 184,
        "excerpt": "Armor Class"
      },
      {
        "document": 241,
        "excerpt": "in the space for Initiative on your character sheet. Armor Class. Without armor or a shield, your base Armor Class is 10 plus your Dexterity modifier. If your star"
      },
      {
        "document": 261,
        "excerpt": "ense) that give you alternative ways to calculate your Armor Class."
      },
      {
        "document": 262,
        "excerpt": "Armor Class"
      },
      {
        "document": 269,
        "excerpt": "Note Armor Training"
      },
      {
        "document": 356,
        "excerpt": "Barding is armor designed for a mount. Any type of armor on the Armor table in “Equipment” can be purchased as barding."
      },
      {
        "document": 384,
        "excerpt": "ts and helmets on a head, and rings on a finger. Magic armor must be donned, a Shield strapped to the arm, a cloak fastened about the shoulders. A weapon must be hel"
      },
      {
        "document": 385,
        "excerpt": "gloves or gauntlets, one pair of bracers, one suit of armor, one item of headwear, or one cloak. The GM might make exceptions."
      },
      {
        "document": 389,
        "excerpt": "xample, you need 750 GP of raw materials to make Plate Armor, which sells for 1,500 GP. The GM determines whether appropriate raw materials are available."
      },
      {
        "document": 406,
        "excerpt": "Armor"
      },
      {
        "document": 407,
        "excerpt": "Armor Training"
      },
      {
        "document": 408,
        "excerpt": "Light, Medium, or Heavy Armor"
      },
      {
        "document": 410,
        "excerpt": "You gain the Armor Class benefit of a Shield only if you have training with it."
      },
      {
        "document": 411,
        "excerpt": "A creature can wear only one suit of armor at a time and wield only one Shield at a time. Armor"
      },
      {
        "document": 425,
        "excerpt": "gn to a leather item (DC 10) Craft: Sling, Whip, Hide Armor, Leather Armor, Studded Leather Armor, Backpack, Crossbow Bolt Case, Map or Scroll Case, Parchment, Pouc"
      },
      {
        "document": 429,
        "excerpt": "xcept Club, Greatclub, Quarterstaff, and Whip), Medium armor (except Hide), Heavy armor, Ball Bearings, Bucket, Caltrops, Chain, Crowbar, Firearm Bullets, Grappling"
      },
      {
        "document": 432,
        "excerpt": "g (DC 10), or sew a Tiny design (DC 10) Craft: Padded Armor, Basket, Bedroll, Blanket, Fine Clothes, Net, Robe, Rope, Sack, String, Tent, Traveler's Clothes"
      },
      {
        "document": 511,
        "excerpt": "CASTING IN ARMOR"
      },
      {
        "document": 534,
        "excerpt": "Armor Class"
      },
      {
        "document": 544,
        "excerpt": "Armor Training"
      },
      {
        "document": 554,
        "excerpt": ", Initiative, and HP. These entries give the monster's Armor Class, Initiative, and Hit Points, which are detailed in \"Playing the Game.\" In parentheses after the Hi"
      },
      {
        "document": 580,
        "excerpt": "k it automatically with the Attack or Utilize action. Armor Class. The Object Armor Class table suggests ACs for various substances. Object Armor Class Hit Points"
      },
      {
        "document": 662,
        "excerpt": "luding unspent gold). Don't include Martial weapons or armor, as characters get them from their class choices."
      },
      {
        "document": 681,
        "excerpt": "ach additional hour. Creatures wearing Medium or Heavy armor have Disadvantage on the save. Creatures that have Resistance or Immunity to Fire damage automatically s"
      },
      {
        "document": 758,
        "excerpt": "Training with all Medium armor"
      },
      {
        "document": 766,
        "excerpt": "Armor"
      },
      {
        "document": 772,
        "excerpt": "Armor"
      },
      {
        "document": 792,
        "excerpt": "Armor of Resistance Table 1"
      },
      {
        "document": 800,
        "excerpt": "Mage Armor"
      },
      {
        "document": 860,
        "excerpt": "Mage Armor"
      },
      {
        "document": 886,
        "excerpt": "Mage Armor"
      },
      {
        "document": 929,
        "excerpt": "Armor"
      },
      {
        "document": 941,
        "excerpt": "Armor Class"
      },
      {
        "document": 943,
        "excerpt": "Object Armor Class"
      },
      {
        "document": 962,
        "excerpt": "Armor Training"
      },
      {
        "document": 963,
        "excerpt": "Armor Training"
      },
      {
        "document": 964,
        "excerpt": "Armor Training"
      },
      {
        "document": 965,
        "excerpt": "Armor Training"
      },
      {
        "document": 966,
        "excerpt": "Armor Training"
      },
      {
        "document": 967,
        "excerpt": "Armor Training"
      },
      {
        "document": 968,
        "excerpt": "Armor Training"
      },
      {
        "document": 969,
        "excerpt": "Armor Training"
      },
      {
        "document": 970,
        "excerpt": "Armor Training"
      },
      {
        "document": 971,
        "excerpt": "Armor Training"
      },
      {
        "document": 972,
        "excerpt": "Armor Training"
      },
      {
        "document": 973,
        "excerpt": "Armor Training"
      },
      {
        "document": 977,
        "excerpt": "overed by dragon-like scales. While you aren't wearing armor, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers."
      },
      {
        "document": 982,
        "excerpt": "e Paladins meet the archetype of the knight in shining armor. They hold themselves to the highest standards of conduct, and some - for better or worse - hold the res"
      },
      {
        "document": 1009,
        "excerpt": "Feature) While you're wearing Light, Medium, or Heavy armor, you gain a +1 bonus to Armor Class."
      },
      {
        "document": 1033,
        "excerpt": "armor"
      },
      {
        "document": 1040,
        "excerpt": "armor"
      },
      {
        "document": 1041,
        "excerpt": "armor"
      },
      {
        "document": 1066,
        "excerpt": "Half Plate Armor"
      },
      {
        "document": 1071,
        "excerpt": "Hide Armor"
      },
      {
        "document": 1084,
        "excerpt": "Leather Armor"
      },
      {
        "document": 1100,
        "excerpt": "Padded Armor"
      },
      {
        "document": 1106,
        "excerpt": "Plate Armor"
      },
      {
        "document": 1118,
        "excerpt": "armor"
      },
      {
        "document": 1122,
        "excerpt": "armor"
      },
      {
        "document": 1125,
        "excerpt": "armor"
      },
      {
        "document": 1136,
        "excerpt": "Splint Armor"
      },
      {
        "document": 1139,
        "excerpt": "Studded Leather Armor"
      },
      {
        "document": 1173,
        "excerpt": "assumes a bark-like appearance, and the target has an Armor Class of 17 if its AC is lower than that."
      },
      {
        "document": 1234,
        "excerpt": ": 1 hour You make yourself - including your clothing, armor, weapons, and other belongings on your person - look different until the spell ends. You can seem 1 foot"
      },
      {
        "document": 1259,
        "excerpt": "t require a high degree of skill - such as weapons and armor - unless you have proficiency with the type of Artisan's Tools used to craft such objects."
      },
      {
        "document": 1306,
        "excerpt": "the target's Speed is doubled, it gains a +2 bonus to Armor Class, it has Advantage on Dexterity saving throws, and it gains an additional action on each of its tur"
      },
      {
        "document": 1309,
        "excerpt": "h as a metal weapon or a suit of Heavy or Medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact w"
      },
      {
        "document": 1342,
        "excerpt": "Mage Armor"
      },
      {
        "document": 1502,
        "excerpt": "Adamantine Armor"
      },
      {
        "document": 1508,
        "excerpt": "Armor"
      },
      {
        "document": 1510,
        "excerpt": "Armor, +1, +2, or +3"
      },
      {
        "document": 1511,
        "excerpt": "Armor of Invulnerability"
      },
      {
        "document": 1512,
        "excerpt": "Armor of Resistance"
      },
      {
        "document": 1513,
        "excerpt": "Armor of Vulnerability"
      },
      {
        "document": 1514,
        "excerpt": "Armor"
      },
      {
        "document": 1527,
        "excerpt": "t in excess of your carrying capacity or wearing Heavy Armor. Once on each of your turns, you can jump up to 30 feet by spending only 10 feet of movement."
      },
      {
        "document": 1531,
        "excerpt": ") While wearing these bracers, you gain a +2 bonus to Armor Class if you are wearing no armor and using no Shield."
      },
      {
        "document": 1545,
        "excerpt": "Uncommon (Requires Attunement) You gain a +1 bonus to Armor Class and saving throws while you wear this cloak."
      },
      {
        "document": 1558,
        "excerpt": "can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2"
      },
      {
        "document": 1559,
        "excerpt": "Demon Armor"
      },
      {
        "document": 1562,
        "excerpt": "Armor"
      },
      {
        "document": 1567,
        "excerpt": "Armor"
      },
      {
        "document": 1573,
        "excerpt": "Armor"
      },
      {
        "document": 1588,
        "excerpt": "Armor"
      },
      {
        "document": 1609,
        "excerpt": "your head. Protection (Rare). You gain a +1 bonus to Armor Class while this dusty-rose prism orbits your head. Regeneration (Legendary). You regain 15 Hit Points"
      },
      {
        "document": 1626,
        "excerpt": "Mithral Armor"
      },
      {
        "document": 1643,
        "excerpt": "Plate Armor of Etherealness"
      },
      {
        "document": 1664,
        "excerpt": "wirl the weapon around you, gaining a +5 bonus to your Armor Class against the triggering attack, potentially causing the attack to miss you. You can't use this prop"
      },
      {
        "document": 1674,
        "excerpt": "ng, Rare (Requires Attunement) You gain a +1 bonus to Armor Class and saving throws while wearing this ring."
      },
      {
        "document": 1690,
        "excerpt": "nes. You gain these benefits while wearing the robe. Armor. If you aren't wearing armor, your base Armor Class is 15 plus your Dexterity modifier. Magic Resistanc"
      },
      {
        "document": 1693,
        "excerpt": "Bright Light, you and your allies gain a +1 bonus to Armor Class and saving throws and can sense the location of any Invisible creature that is also in the Bright"
      },
      {
        "document": 1700,
        "excerpt": "it is on your person. Defense. You gain a +1 bonus to Armor Class. Preservation. The scarab has 12 charges. If you fail a saving throw against a Necromancy spell o"
      },
      {
        "document": 1703,
        "excerpt": "Armor"
      },
      {
        "document": 1704,
        "excerpt": "Armor"
      },
      {
        "document": 1705,
        "excerpt": "Armor"
      },
      {
        "document": 1706,
        "excerpt": "Armor"
      },
      {
        "document": 1710,
        "excerpt": "Armor"
      },
      {
        "document": 1716,
        "excerpt": "made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. Spells. While holding the staff, you can cast one of the"
      },
      {
        "document": 1783,
        "excerpt": "Animated Armor"
      },
      {
        "document": 1790,
        "excerpt": "ect Thoughts, Disguise Self, Invisibility, Light, Mage Armor (included in AC), Mage Hand, Prestidigitation 2/Day Each: Fly, Lightning Bolt (level 7 version) 1/Day"
      },
      {
        "document": 1791,
        "excerpt": "Light Crossbow, Shortsword, Studded Leather Armor"
      },
      {
        "document": 1800,
        "excerpt": "Pistol, Scimitar, Studded Leather Armor"
      },
      {
        "document": 1801,
        "excerpt": "Leather Armor, Light Crossbow, Scimitar"
      },
      {
        "document": 1807,
        "excerpt": "Greataxe, Hide Armor"
      },
      {
        "document": 1810,
        "excerpt": "reach 10 ft. Hit: 17 (4d6 + 3) Acid damage. Nonmagical armor worn by the target takes a -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces"
      },
      {
        "document": 1820,
        "excerpt": "Hide Armor, Light Hammers (3)"
      },
      {
        "document": 1838,
        "excerpt": "Holy Symbol, Leather Armor"
      },
      {
        "document": 1839,
        "excerpt": "Leather Armor, Sickle"
      },
      {
        "document": 1851,
        "excerpt": "Studded Leather Armor"
      },
      {
        "document": 1904,
        "excerpt": "Shield, Spears (3), Studded Leather Armor"
      },
      {
        "document": 1909,
        "excerpt": "Leather Armor, Scimitar, Shield, Shortbow"
      },
      {
        "document": 1912,
        "excerpt": "reach 5 ft. Hit: 10 (2d8 + 1) Acid damage. Nonmagical armor worn by the target takes a -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces"
      },
      {
        "document": 1929,
        "excerpt": "Greatsword, Half Plate Armor, Longbow"
      },
      {
        "document": 1930,
        "excerpt": "Half Plate Armor, Longbow, Longsword, Shield"
      },
      {
        "document": 1944,
        "excerpt": "Greatsword, Heavy Crossbow, Plate Armor"
      },
      {
        "document": 1952,
        "excerpt": "spell save DC 14): At Will: Detect Magic, Light, Mage Armor (included in AC), Mage Hand, Prestidigitation 2/Day Each: Fireball (level 4 version), Invisibility 1/D"
      },
      {
        "document": 1985,
        "excerpt": "Daggers (6), Leather Armor"
      },
      {
        "document": 2007,
        "excerpt": "The rust monster targets one nonmagical metal object - armor or a weapon - worn or carried by a creature within 5 feet of itself. Dexterity Saving Throw: DC 11, the"
      },
      {
        "document": 2013,
        "excerpt": "Leather Armor, Longbow, Shortsword"
      },
      {
        "document": 2047,
        "excerpt": "Heavy Crossbow, Leather Armor, Mace"
      },
      {
        "document": 2064,
        "excerpt": "Greatsword, Heavy Crossbow, Splint Armor"
      },
      {
        "document": 2073,
        "excerpt": "Studded Leather Armor"
      }
    ],
    "armor's": [
      {
        "document": 1559,
        "excerpt": "to Armor Class, and you know Abyssal. In addition, the armor's clawed gauntlets allow your Unarmed Strikes to deal 1d8 Slashing damage instead of the usual Bludgeoning"
      }
    ],
    "armorer": [
      {
        "document": 117,
        "excerpt": "its size to fit any wearer. For example, a particular armorer might make items usable only by folk who are sized and shaped like dwarves. Unusual Anatomy. Use your d"
      }
    ],
    "arms": [
      {
        "document": 641,
        "excerpt": "he jump costs a foot of movement. You can extend your arms half your height above yourself during the jump. Thus, you can reach a distance equal to the height of t"
      },
      {
        "document": 982,
        "excerpt": "images of angelic wings into their helmets or coats of arms. These paladins share the following tenets: - Let your word be your promise. - Protect the weak and ne"
      }
    ],
    "around": [
      {
        "document": 26,
        "excerpt": "lls the players where their adventurers are and what's around them (how many doors lead out of a room, what's on a table, and so on). 2: The Players Describe What Th"
      },
      {
        "document": 83,
        "excerpt": "Moving around Other Creatures"
      },
      {
        "document": 321,
        "excerpt": "is useful for personal cosmetics but also for peeking around corners and reflecting light as a signal."
      },
      {
        "document": 468,
        "excerpt": "As a Utilize action, you can wrap a Chain around an unwilling creature within 5 feet of yourself that has the Grappled, Incapacitated, or Restrained cond"
      },
      {
        "document": 718,
        "excerpt": "Detect Magic spell reveals an aura of Evocation magic around the statue. As a Search action, a creature within 5 feet of the statue can examine it and make a DC 10 W"
      },
      {
        "document": 722,
        "excerpt": "ps when it hits a wall or similar barrier. It can't go around corners, but creative dungeon builders incorporate curving turns into nearby passages that allow the sto"
      },
      {
        "document": 725,
        "excerpt": "force characters who normally attack at range to move around. Mixed Monster Groups. When different types of monsters work together, they can combine their abilities"
      },
      {
        "document": 1193,
        "excerpt": "tion that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The intangible, invulnerable sensor remains in place for the duration"
      },
      {
        "document": 1208,
        "excerpt": "ou conjure spirits from the Elemental Planes that flit around you in a 15-foot Emanation for the duration. Until the spell ends, any attack you make deals an extra 2d"
      },
      {
        "document": 1209,
        "excerpt": "up to 10 minutes You conjure nature spirits that flit around you in a 10-foot Emanation for the duration. Whenever the Emanation enters the space of a creature you c"
      },
      {
        "document": 1230,
        "excerpt": "cts, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell"
      },
      {
        "document": 1278,
        "excerpt": "00 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends."
      },
      {
        "document": 1282,
        "excerpt": "rison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose. A prison in th"
      },
      {
        "document": 1292,
        "excerpt": "ile, shimmering barrier appears in a 10-foot Emanation around you and remains for the duration. Any spell of level 5 or lower cast from outside the barrier can't aff"
      },
      {
        "document": 1303,
        "excerpt": "Until dispelled You touch a point and infuse an area around it with holy or unholy power. The area can have a radius up to 60 feet, and the spell fails if the radiu"
      },
      {
        "document": 1352,
        "excerpt": "flood of healing energy flows from you into creatures around you. You restore up to 700 Hit Points, divided as you choose among any number of creatures that you can"
      },
      {
        "document": 1432,
        "excerpt": "uration: Concentration, up to 1 minute You alter time around up to six creatures of your choice in a 40-foot Cube within range. Each target must succeed on a Wisdom"
      },
      {
        "document": 1440,
        "excerpt": "ncentration, up to 10 minutes Protective spirits flit around you in a 15-foot Emanation for the duration. If you are good or neutral, their spectral form appears ang"
      },
      {
        "document": 1459,
        "excerpt": "n: 8 hours A 10-foot Emanation springs into existence around you and remains stationary for the duration. The spell fails when you cast it if the Emanation isn't big"
      },
      {
        "document": 1648,
        "excerpt": "a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process."
      },
      {
        "document": 1652,
        "excerpt": "sly expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process."
      },
      {
        "document": 1664,
        "excerpt": "he weapon, you can take a Reaction to twirl the weapon around you, gaining a +5 bonus to your Armor Class against the triggering attack, potentially causing the attac"
      },
      {
        "document": 1687,
        "excerpt": "u wear the robe, you gain the following benefits: All-Around Vision. The robe gives you Advantage on Wisdom (Perception) checks that rely on sight. Special Senses."
      }
    ],
    "arrange": [
      {
        "document": 64,
        "excerpt": "order any way you like: write it down, for example, or arrange miniatures to show it."
      },
      {
        "document": 1272,
        "excerpt": "e storm consists of up to ten 10-foot Cubes, which you arrange as you like. Each Cube must be contiguous with at least one other Cube. Each creature in the area makes"
      }
    ],
    "arranged": [
      {
        "document": 1455,
        "excerpt": "e includes a unique sigil sequence - a string of runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequen"
      }
    ],
    "arrangement": [
      {
        "document": 1234,
        "excerpt": "lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you. The changes wrought by this s"
      },
      {
        "document": 1417,
        "excerpt": "er. A target's new appearance must have the same basic arrangement of limbs as the target, but the extent of the illusion is otherwise up to you. The spell lasts for the"
      }
    ],
    "array": [
      {
        "document": 230,
        "excerpt": "GM might prefer you to use a particular one. Standard Array. Use the following six scores for your abilities: 15, 14, 13, 12, 10, 8. Random Generation. Roll four d"
      },
      {
        "document": 231,
        "excerpt": "ility modifiers as well. If you're using the Standard Array option, consult the Standard Array by Class table for suggestions on where to assign scores for your cha"
      },
      {
        "document": 811,
        "excerpt": "Standard Array by Class"
      },
      {
        "document": 1196,
        "excerpt": "l sand) Duration: Instantaneous You launch a dazzling array of flashing, colorful light. Each creature in a 15-foot Cone originating from you must succeed on a Cons"
      }
    ],
    "arrive": [
      {
        "document": 1233,
        "excerpt": "ntaneous You teleport to a location within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can descri"
      },
      {
        "document": 1418,
        "excerpt": ", there is a 5 percent chance that the message doesn't arrive. You know if the delivery fails. Upon receiving your message, a creature can block your ability to reac"
      },
      {
        "document": 1454,
        "excerpt": "amiliarity with the destination determines whether you arrive there successfully. The GM rolls 1d100 and consults the Teleportation Outcome table and the explanations"
      }
    ],
    "arrives": [
      {
        "document": 1155,
        "excerpt": "ours or 50 miles if the Beast can fly. When the Beast arrives, it delivers your message to the creature that you described, mimicking your communication. If the Beast"
      }
    ],
    "arrow": [
      {
        "document": 267,
        "excerpt": "pter missing 89 A vial of dragon blood 90 An ancient arrow of elven design 91 A needle that never bends 92 An ornate brooch of dwarven design 93 An empty wine b"
      },
      {
        "document": 887,
        "excerpt": "Acid Arrow"
      },
      {
        "document": 928,
        "excerpt": "Ammunition (Range 80/320; Arrow), Two-Handed"
      },
      {
        "document": 1088,
        "excerpt": "Ammunition (Range 150/600; Arrow)"
      },
      {
        "document": 1126,
        "excerpt": "Ammunition (Range 80/320; Arrow)"
      },
      {
        "document": 1149,
        "excerpt": "Acid Arrow"
      },
      {
        "document": 1514,
        "excerpt": "Arrow-Catching Shield"
      },
      {
        "document": 1574,
        "excerpt": "e you pull your arm back in a firing motion, a magical arrow made of golden energy appears nocked and ready to fire. An arrow produced by this weapon deals Force dam"
      },
      {
        "document": 1608,
        "excerpt": "The tower is 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder, sta"
      },
      {
        "document": 1632,
        "excerpt": "ow), Very Rare (Requires Attunement) When you nock an arrow on this bow, it whispers in Elvish, “Swift defeat to my enemies.” When you use this weapon to make a ran"
      },
      {
        "document": 1761,
        "excerpt": "ace one attack with a use of Spellcasting to cast Acid Arrow (level 3 version). Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 13 (2d6 + 6) Slashing damage plus 4"
      },
      {
        "document": 1773,
        "excerpt": "ace one attack with a use of Spellcasting to cast Acid Arrow (level 4 version). Rend. Melee Attack Roll: +15, reach 15 ft. Hit: 17 (2d8 + 8) Slashing damage plus 9"
      }
    ],
    "arrows": [
      {
        "document": 334,
        "excerpt": "A Quiver holds up to 20 Arrows."
      },
      {
        "document": 433,
        "excerpt": "pons (except Pistol, Musket, and Sling), Arcane Focus, Arrows, Bolts, Druidic Focus, Ink Pen, Needles"
      },
      {
        "document": 932,
        "excerpt": "Arrows"
      },
      {
        "document": 966,
        "excerpt": "udded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Dungeoneer’s Pack, and 11 GP; or (C) 155 GP"
      },
      {
        "document": 969,
        "excerpt": "udded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Druidic Focus (sprig of mistletoe), Explorer’s Pack, and 7 GP; or (B) 150 GP"
      },
      {
        "document": 970,
        "excerpt": "(A) Leather Armor, 2 Daggers, Shortsword, Shortbow, 20 Arrows, Quiver, Thieves’ Tools, Burglar’s Pack, and 8 GP; or (B) 100 GP"
      },
      {
        "document": 998,
        "excerpt": "Choose A or B: (A) Spear, Shortbow, 20 Arrows, Gaming Set (same as above), Healer's Kit, Quiver, Traveler's Clothes, 14 GP; or (B) 50 GP"
      },
      {
        "document": 1483,
        "excerpt": "ightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and miss"
      },
      {
        "document": 1569,
        "excerpt": "n 2 pounds. The shortest compartment can hold up to 60 Arrows, Bolts, or similar objects. The mid-size compartment holds up to 18 Javelins or similar objects. The lon"
      },
      {
        "document": 1574,
        "excerpt": "r. As a Magic action, you can loose a flurry of energy arrows from this weapon at a wall up to 60 feet away from yourself. The arrows become glowing rungs that stick"
      }
    ],
    "art": [
      {
        "document": 420,
        "excerpt": "In contrast, trade goods and valuables - like gems and art objects - retain their full value in the marketplace. \"Magic Items\" has prices for magic items."
      }
    ],
    "artifact": [
      {
        "document": 128,
        "excerpt": "otions and Scrolls, have Resistance to all damage. An Artifact can be destroyed only in some special way. Otherwise, it is impervious to damage. Learning how to destro"
      },
      {
        "document": 757,
        "excerpt": "Artifact"
      },
      {
        "document": 1160,
        "excerpt": "in the aura. Ongoing spells, except those cast by an Artifact or a deity, are suppressed in the area. While an effect is suppressed, it doesn't function, but the time"
      },
      {
        "document": 1484,
        "excerpt": ". Similarly, wishing for a Legendary magic item or an Artifact might instantly transport you to the presence of the item's current owner. If your wish is granted and i"
      },
      {
        "document": 1561,
        "excerpt": "Artifact"
      },
      {
        "document": 1594,
        "excerpt": "destroyed, its contents are lost forever, although an Artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth unharme"
      },
      {
        "document": 1711,
        "excerpt": "ses through it. Artifacts are the exception. Unless an Artifact is susceptible to damage from a Sphere of Annihilation, it passes through the sphere unscathed. Anything"
      }
    ],
    "artifacts": [
      {
        "document": 118,
        "excerpt": ", such as a Potion of Healing, are the most plentiful. Artifacts, such as the Dragon Orb, are priceless, unique, and difficult to acquire."
      },
      {
        "document": 1627,
        "excerpt": "re wearing and carrying disappears with you except for Artifacts, which stay behind in the space you occupied when you disappeared. You remain imprisoned until you are f"
      },
      {
        "document": 1711,
        "excerpt": "passes through and all matter that passes through it. Artifacts are the exception. Unless an Artifact is susceptible to damage from a Sphere of Annihilation, it passes"
      }
    ],
    "artillery": [
      {
        "document": 978,
        "excerpt": "Evokers find employment in military forces, serving as artillery to blast armies from afar. Others use their power to protect others, while some seek their own gain."
      }
    ],
    "artisan": [
      {
        "document": 375,
        "excerpt": "cy (including weapon, tool, or skill): a mercenary, an artisan, a scribe, or the like. The pay shown on the Hirelings table is a minimum; some expert hirelings require"
      },
      {
        "document": 967,
        "excerpt": "Choose one type of Artisan’s Tools or Musical Instrument (see “Equipment”)"
      }
    ],
    "artisan's": [
      {
        "document": 295,
        "excerpt": "e tool - either a specific tool or one chosen from the Artisan's Tools category. Tools are detailed in \"Equipment.\" ---"
      },
      {
        "document": 414,
        "excerpt": "Artisan's Tools"
      },
      {
        "document": 1259,
        "excerpt": "d armor - unless you have proficiency with the type of Artisan's Tools used to craft such objects."
      }
    ],
    "arts": [
      {
        "document": 840,
        "excerpt": "Martial Arts"
      },
      {
        "document": 963,
        "excerpt": "You have learned to cast spells through your bardic arts. See “Spells” for the rules on spellcasting. The information below details how you use those rules with"
      },
      {
        "document": 967,
        "excerpt": "Martial Arts"
      },
      {
        "document": 985,
        "excerpt": "yourself. As a Bonus Action, you can roll your Martial Arts die. You regain a number of Hit Points equal to the number rolled plus your Wisdom modifier (minimum of"
      }
    ],
    "ascendant": [
      {
        "document": 972,
        "excerpt": "age Armor on yourself without expending a spell slot. Ascendant Step Prerequisite: Level 5+ Warlock You can cast Levitate on yourself without expending a spell slot."
      }
    ],
    "ascertain": [
      {
        "document": 2024,
        "excerpt": "ithout its permission. Wisdom (Insight) checks made to ascertain its intentions or sincerity are made with Disadvantage. Legendary Resistance (3/Day, or 4/Day in Lair)."
      },
      {
        "document": 2025,
        "excerpt": "ithout its permission. Wisdom (Insight) checks made to ascertain its intentions or sincerity are made with Disadvantage. Legendary Resistance (3/Day, or 4/Day in Lair)."
      }
    ],
    "ascertaining": [
      {
        "document": 718,
        "excerpt": "amine it and make a DC 15 Intelligence (Arcana) check, ascertaining that the glyph means “fire” on a successful check. As an action, a character can use a sharp tool to def"
      }
    ],
    "ash": [
      {
        "document": 1856,
        "excerpt": "e the Elemental Plane of Fire, its body dissolves into ash, and it gains a new body in 1d4 days, reviving with all its Hit Points somewhere on the Plane of Fire."
      }
    ],
    "ashes": [
      {
        "document": 267,
        "excerpt": "on each end of its body 00 A metal urn containing the ashes of a hero ---"
      },
      {
        "document": 1371,
        "excerpt": "V, S, M (ashes from burned mistletoe)"
      },
      {
        "document": 1621,
        "excerpt": "in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. See “Monsters” for the golem’s stat block. The golem is under your co"
      },
      {
        "document": 1741,
        "excerpt": "last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1742,
        "excerpt": "last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1743,
        "excerpt": "last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1744,
        "excerpt": "last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1745,
        "excerpt": "last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1747,
        "excerpt": "last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1748,
        "excerpt": "last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1749,
        "excerpt": "last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1752,
        "excerpt": "last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      }
    ],
    "aside": [
      {
        "document": 962,
        "excerpt": "You can throw aside all concern for defense to attack with increased ferocity. When you make your first attack roll on your"
      }
    ],
    "ask": [
      {
        "document": 23,
        "excerpt": "at” later in “Playing the Game,” but the GM might also ask for an attack roll in other situations, such as an archery competition."
      },
      {
        "document": 26,
        "excerpt": "turer to complete a task. In those cases, the GM might ask the player to roll a die to help determine what happens. Describing the results often leads to another d"
      },
      {
        "document": 36,
        "excerpt": "e, if a character tries to climb a cliff, the GM might ask for a Strength (Athletics) check. If the character has Athletics proficiency, the character adds their P"
      },
      {
        "document": 49,
        "excerpt": "onse to you. In such situations, the GM will typically ask you to take the Influence action. Pay attention to your skill proficiencies when thinking of how you wi"
      },
      {
        "document": 119,
        "excerpt": "Item Rarities and Values table, though a seller might ask for a service rather than coin as payment. If a magic item incorporates an item that has a purchase cos"
      },
      {
        "document": 1199,
        "excerpt": "n: 1 minute You contact a deity or a divine proxy and ask up to three questions that can be answered with yes or no. You must ask your questions before the spell"
      },
      {
        "document": 1210,
        "excerpt": "telligence saving throw. On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The GM answers each"
      },
      {
        "document": 1238,
        "excerpt": "uts you in contact with a god or a god's servants. You ask one question about a specific goal, event, or activity to occur within 7 days. The GM offers a truthful"
      },
      {
        "document": 1376,
        "excerpt": "nder no compulsion to behave a particular way. You can ask it to perform a service in exchange for payment, but it isn't obliged to do so. The requested task could"
      },
      {
        "document": 1436,
        "excerpt": "ithin the past 10 days. Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it"
      },
      {
        "document": 1627,
        "excerpt": "u choose within one year of drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question. Skull. An Avatar of D"
      }
    ],
    "asking": [
      {
        "document": 240,
        "excerpt": "rmine whether your character notices something without asking you to make a Wisdom (Perception) check; the GM uses your Passive Perception instead. Passive Perception"
      }
    ],
    "asks": [
      {
        "document": 61,
        "excerpt": "ngs, such as a secret door or a trap, the GM typically asks you to make a Wisdom (Perception) check, provided you describe the character searching in the hidden obj"
      },
      {
        "document": 609,
        "excerpt": "D20 Test with the corresponding ability or when a rule asks you to do so. See also “Playing the Game” (“The Six Abilities”)."
      }
    ],
    "asleep": [
      {
        "document": 1152,
        "excerpt": "le of the warded area. This ping awakens you if you're asleep."
      },
      {
        "document": 1246,
        "excerpt": "Incapacitated and has a Speed of 0. If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asl"
      },
      {
        "document": 1258,
        "excerpt": "ucceeded on a save against this casting of the spell. Asleep. The target has the Unconscious condition. It wakes up if it takes any damage or if another creature tak"
      }
    ],
    "aspect": [
      {
        "document": 47,
        "excerpt": "thinks, acts, and talks. Roleplaying is part of every aspect of the game, and it comes to the fore during social interactions. As you roleplay, consider whether you"
      }
    ],
    "aspects": [
      {
        "document": 1921,
        "excerpt": "Fire, Lightning, or Poison. This choice affects other aspects of the stat block."
      }
    ],
    "assail": [
      {
        "document": 1446,
        "excerpt": "udgeoning damage. Turns 5-10. Gusts and freezing rain assail the area under the cloud. Each creature there takes 1d6 Cold damage. Until the spell ends, the area is D"
      }
    ],
    "assassin": [
      {
        "document": 801,
        "excerpt": "Assassin"
      },
      {
        "document": 1791,
        "excerpt": "Assassin"
      }
    ],
    "assassin's": [
      {
        "document": 697,
        "excerpt": "Assassin's Blood (150 GP)"
      },
      {
        "document": 1791,
        "excerpt": "rget has the Poisoned condition until the start of the assassin's next turn. Light Crossbow. Ranged Attack Roll: +7, range 80/320 ft. Hit: 8 (1d8 + 4) Piercing damage pl"
      }
    ],
    "assassins": [
      {
        "document": 693,
        "excerpt": "s and deadly nature, poisons are a favorite tool among assassins and evil creatures. Poisons come in the following four types: Contact. Contact poison can be smeared on"
      }
    ],
    "assault": [
      {
        "document": 40,
        "excerpt": "lligence and Wisdom saves; they train to resist mental assault."
      },
      {
        "document": 741,
        "excerpt": "Resist a mental assault"
      }
    ],
    "assemble": [
      {
        "document": 430,
        "excerpt": "Ability: Dexterity Weight: 10 lb. Utilize: Assemble a Tiny item composed of scrap, which falls apart in 1 minute (DC 20) Craft: Musket, Pistol, Bell, Bulls"
      },
      {
        "document": 662,
        "excerpt": "Assemble a package of equipment worth 50 GP (including unspent gold). Don't include Martial weapons or armor, as"
      }
    ],
    "assert": [
      {
        "document": 741,
        "excerpt": "Assert your identity"
      }
    ],
    "assign": [
      {
        "document": 229,
        "excerpt": "t of six numbers using the instructions below and then assign them to your six abilities. \"Playing the Game\" explains what each ability means."
      },
      {
        "document": 231,
        "excerpt": "Assign Ability Scores"
      },
      {
        "document": 608,
        "excerpt": "s. The Damage Types table offers examples to help a GM assign a type to a new effect. Damage Types"
      }
    ],
    "assigning": [
      {
        "document": 232,
        "excerpt": "After assigning your ability scores, adjust them according to your background. Your background lists three abilities; in"
      }
    ],
    "assigns": [
      {
        "document": 388,
        "excerpt": "which tools are required to make certain items. The GM assigns required tools for items not listed there. You must use the required tool to make an item and have prof"
      },
      {
        "document": 580,
        "excerpt": "y Scores. An object lacks ability scores unless a rule assigns scores to the object. Without ability scores, an object can't make ability checks, and it fails all savi"
      }
    ],
    "assist": [
      {
        "document": 133,
        "excerpt": "working on it. Normally, only one other character can assist you, but the GM might allow more assistants. Raw Materials. The cost in the table represents the raw ma"
      },
      {
        "document": 390,
        "excerpt": "working on it. Normally, only one other character can assist you, but the GM might allow more assistants."
      },
      {
        "document": 637,
        "excerpt": "ou take the Help action, you do one of the following. Assist an Ability Check. Choose one of your skill or tool proficiencies and one ally who is near enough for yo"
      },
      {
        "document": 1664,
        "excerpt": "on has the following additional properties. Acrobatic Assist (Quarterstaff and 10-Foot Pole Forms Only). While holding this weapon, you have Advantage on Dexterity ("
      }
    ],
    "assistance": [
      {
        "document": 637,
        "excerpt": "f your next turn. The GM has final say on whether your assistance is possible. Assist an Attack Roll. You momentarily distract an enemy within 5 feet of you, giving Adva"
      }
    ],
    "assistants": [
      {
        "document": 130,
        "excerpt": "To craft a magic item, you and any assistants must have proficiency in the Arcana skill."
      },
      {
        "document": 131,
        "excerpt": "make an item and have proficiency with that tool. Any assistants must also have proficiency with it. For more information on the tools, see “Equipment.” Magic Item Tool"
      },
      {
        "document": 133,
        "excerpt": "res multiple days, those days needn't be consecutive. Assistants. Characters can combine their efforts to shorten the crafting time. Divide the time needed to create an"
      },
      {
        "document": 390,
        "excerpt": "character can assist you, but the GM might allow more assistants."
      }
    ],
    "associated": [
      {
        "document": 240,
        "excerpt": "in, add your Proficiency Bonus to the ability modifier associated with that skill, and note the total. You might also wish to note the modifier for skills you're not prof"
      },
      {
        "document": 244,
        "excerpt": "heights of level 20. These tiers don't have any rules associated with them; they point to the fact that the play experience evolves as characters gain levels."
      },
      {
        "document": 264,
        "excerpt": "as four Sorcerer cantrips). Each spell you prepare is associated with one of your classes, and you use the spellcasting ability of that class when you cast the spell. C"
      },
      {
        "document": 547,
        "excerpt": "A skill is an area of specialization associated with an ability check. If you have proficiency in a skill, you can add your Proficiency Bonus when you m"
      },
      {
        "document": 560,
        "excerpt": "to swim without expending the extra movement normally associated with swimming. See also “Swimming” and “Speed.”"
      },
      {
        "document": 591,
        "excerpt": "surface without expending the extra movement normally associated with climbing. See also “Climbing” and “Speed.”"
      },
      {
        "document": 598,
        "excerpt": "s using one of the six abilities - or a specific skill associated with an ability - to overcome a challenge. See also “Playing the Game” (“D20 Tests” and “Proficiency”)."
      },
      {
        "document": 661,
        "excerpt": "e tool used in the practice of the background or often associated with it."
      },
      {
        "document": 667,
        "excerpt": "Some monsters are associated with curses, whether as part of their origins or due to their ability to spread curses - werewolves bein"
      },
      {
        "document": 975,
        "excerpt": "ed condition, and you have Resistance to a damage type associated with your current land choice in the Circle Spells feature, as shown in the Nature's Ward table. Nature"
      },
      {
        "document": 977,
        "excerpt": "Your draconic magic has an affinity with a damage type associated with dragons. Choose one of those types: Acid, Cold, Fire, Lightning, or Poison. You have Resistance to"
      },
      {
        "document": 981,
        "excerpt": "hurts. Existence itself relies on the positive energy associated with this domain, so a Cleric of almost any religious tradition might choose it. This domain is particul"
      },
      {
        "document": 1172,
        "excerpt": "nsported to a random location on a plane (GM's choice) associated with its creature type. Using a Higher-Level Spell Slot. You can target one additional creature for eac"
      },
      {
        "document": 1513,
        "excerpt": "ou have Vulnerability to two of the three damage types associated with the armor (not the one to which it grants Resistance)."
      },
      {
        "document": 1552,
        "excerpt": "of charges required for it, and thereby cast the spell associated with it (save DC 17), as shown in the Cube of Force Faces table. The cube starts with 10 charges, and i"
      },
      {
        "document": 1694,
        "excerpt": "and damage rolls made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well,"
      },
      {
        "document": 1921,
        "excerpt": "Origin. The half-dragon is related to a type of dragon associated with one of the following damage types (GM's choice): Acid, Cold, Fire, Lightning, or Poison. This choic"
      }
    ],
    "assume": [
      {
        "document": 965,
        "excerpt": "The power of nature allows you to assume the form of an animal. As a Bonus Action, you shape-shift into a Beast form that you have learned for th"
      },
      {
        "document": 1250,
        "excerpt": "smoke, mist, or water that can fit in a 1-foot Cube to assume a crude shape (such as that of a creature) for 1 hour."
      },
      {
        "document": 1482,
        "excerpt": "p to ten willing creatures of your choice within range assume gaseous forms for the duration, appearing as wisps of cloud. While in this cloud form, a target has a Fl"
      },
      {
        "document": 1588,
        "excerpt": "You can also take a Bonus Action to cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like -"
      }
    ],
    "assumed": [
      {
        "document": 158,
        "excerpt": "quipment. For example, a monster that wears clothes is assumed to be dressed appropriately, and those clothes aren't in this entry. Equipment mentioned outside the Ge"
      }
    ],
    "assumes": [
      {
        "document": 46,
        "excerpt": "wrongdoing or try to flatter a guard. The Game Master assumes the roles of any nonplayer characters who are participating. An NPC's attitude toward your character is"
      },
      {
        "document": 234,
        "excerpt": "below, and note it on your character sheet. The game assumes that player characters aren't of an evil alignment. Check with your GM before making an evil character."
      },
      {
        "document": 657,
        "excerpt": "heck or have the Prone condition. This Long Jump rule assumes that the height of the jump doesn't matter, such as a jump across a stream or chasm. At your GM's option"
      },
      {
        "document": 965,
        "excerpt": "You can summon a nature spirit that assumes an animal form to aid you. As a Magic action, you can expend a spell slot or a use of Wild Shape to cast"
      },
      {
        "document": 1173,
        "excerpt": "ling creature. Until the spell ends, the target's skin assumes a bark-like appearance, and the target has an Armor Class of 17 if its AC is lower than that."
      },
      {
        "document": 1694,
        "excerpt": "ors, barricades, and other barriers. Button 6. The rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod"
      }
    ],
    "astral": [
      {
        "document": 790,
        "excerpt": "Random location on the Astral Plane"
      },
      {
        "document": 882,
        "excerpt": "Astral Projection"
      },
      {
        "document": 895,
        "excerpt": "Astral Projection"
      },
      {
        "document": 919,
        "excerpt": "Astral Projection"
      },
      {
        "document": 1167,
        "excerpt": "Astral Projection"
      },
      {
        "document": 1281,
        "excerpt": "events creatures from accessing the area by way of the Astral Plane, the Ethereal Plane, the Feywild, the Shadowfell, or the Plane Shift spell. In addition, the spel"
      },
      {
        "document": 1516,
        "excerpt": "d within it is transported to a random location on the Astral Plane."
      },
      {
        "document": 1517,
        "excerpt": "it is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth unharmed, but the bag must be put right"
      },
      {
        "document": 1594,
        "excerpt": "instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet o"
      },
      {
        "document": 1625,
        "excerpt": "instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet o"
      },
      {
        "document": 1644,
        "excerpt": "instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet o"
      },
      {
        "document": 1689,
        "excerpt": "ear the robe, you can take a Magic action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you take a Magic action"
      }
    ],
    "astride": [
      {
        "document": 1534,
        "excerpt": "n broom functions like a mundane broom until you stand astride it and take a Magic action to make it hover beneath you, at which time it can be ridden in the air. It h"
      }
    ],
    "athlete": [
      {
        "document": 974,
        "excerpt": "Remarkable Athlete"
      }
    ],
    "athletic": [
      {
        "document": 974,
        "excerpt": "g blows, withstand peril, and garner glory. Whether in athletic contests or bloody battle, Champions strive for the crown of the victor."
      }
    ],
    "athleticism": [
      {
        "document": 974,
        "excerpt": "Thanks to your athleticism, you have Advantage on Initiative rolls and Strength (Athletics) checks. In addition, immediately after"
      }
    ],
    "athletics": [
      {
        "document": 13,
        "excerpt": "example, if a rule refers to a Strength (Acrobatics or Athletics) check, you can add your Proficiency Bonus to the check if you have proficiency in the Acrobatics or Ath"
      },
      {
        "document": 36,
        "excerpt": "ies to climb a cliff, the GM might ask for a Strength (Athletics) check. If the character has Athletics proficiency, the character adds their Proficiency Bonus to the St"
      },
      {
        "document": 308,
        "excerpt": "creature can use its action to make a DC 13 Strength (Athletics) check, freeing itself or another creature within its reach on a success. Each failed check deals 1 Pier"
      },
      {
        "document": 319,
        "excerpt": "n. Bursting them requires a successful DC 25 Strength (Athletics) check as an action. Each set of Manacles comes with a key. Without the key, a creature can use Thieves"
      },
      {
        "document": 322,
        "excerpt": "et of it must take an action to make a DC 10 Strength (Athletics) check, freeing the Restrained creature on a success. Destroying the Net (AC 10; 5 HP; Immunity to Bludg"
      },
      {
        "document": 329,
        "excerpt": "thing up to 10 feet away. If you must make a Strength (Athletics) check as part of a High or Long Jump, you can use the Pole to vault, giving yourself Advantage on the c"
      },
      {
        "document": 338,
        "excerpt": "he Rope can be burst with a successful DC 20 Strength (Athletics) check. You can bind an unwilling creature with the Rope only if the creature has the Grappled, Incapac"
      },
      {
        "document": 468,
        "excerpt": "strained condition if you succeed on a DC 13 Strength (Athletics) check. If the creature's legs are bound, the creature has the Restrained condition until it escapes. Es"
      },
      {
        "document": 559,
        "excerpt": "rough water might require a successful DC 15 Strength (Athletics) check."
      },
      {
        "document": 590,
        "excerpt": "w handholds might require a successful DC 15 Strength (Athletics) check."
      },
      {
        "document": 628,
        "excerpt": "liquid can use its Reaction to make a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check to hit the surface head or feet first. On a successful check, any damag"
      },
      {
        "document": 633,
        "excerpt": "appled creature can use its action to make a Strength (Athletics) or Dexterity (Acrobatics) check against the grapple's escape DC, ending the condition on itself on a su"
      },
      {
        "document": 657,
        "excerpt": "our GM's option, you must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump's distance), such as a hedge or low"
      },
      {
        "document": 717,
        "excerpt": "creature can take an action to make a DC 10 Strength (Athletics) check, freeing itself or another creature within its reach from the Net on a successful check. Detect"
      },
      {
        "document": 722,
        "excerpt": "can try to slow down the stone with a DC 20 Strength (Athletics) check. If the check is successful, the distance the stone moves on its turn is reduced by 15 feet. If t"
      },
      {
        "document": 744,
        "excerpt": "Athletics"
      },
      {
        "document": 962,
        "excerpt": "Choose 2: Animal Handling, Athletics, Intimidation, Nature, Perception, or Survival"
      },
      {
        "document": 963,
        "excerpt": "oficiency Bonus. For example, if you make a Strength (Athletics) check and lack Athletics proficiency, you can add half your Proficiency Bonus to the check."
      },
      {
        "document": 966,
        "excerpt": "Choose 2: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Persuasion, Perception, or Survival"
      },
      {
        "document": 967,
        "excerpt": "Choose 2: Acrobatics, Athletics, History, Insight, Religion, or Stealth"
      },
      {
        "document": 968,
        "excerpt": "Choose 2: Athletics, Insight, Intimidation, Medicine, Persuasion, or Religion"
      },
      {
        "document": 969,
        "excerpt": "Choose 3: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, or Survival"
      },
      {
        "document": 970,
        "excerpt": "Choose 4: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, or Stealth"
      },
      {
        "document": 974,
        "excerpt": ", you have Advantage on Initiative rolls and Strength (Athletics) checks. In addition, immediately after you score a Critical Hit, you can move up to half your Speed wi"
      },
      {
        "document": 998,
        "excerpt": "Athletics and Intimidation"
      },
      {
        "document": 1177,
        "excerpt": "rained creature can take an action to make a Strength (Athletics) check against your spell save DC, ending the condition on itself on a success."
      },
      {
        "document": 1214,
        "excerpt": "kes an action to pull away and succeeds on a Strength (Athletics) check against your spell save DC."
      },
      {
        "document": 1248,
        "excerpt": "d is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. On a successful save, the creature takes half as much damage only."
      },
      {
        "document": 1253,
        "excerpt": "hin reach of it can take an action to make a Strength (Athletics) check against your spell save DC. On a success, the spell ends. Using a Higher-Level Spell Slot. The d"
      },
      {
        "document": 1254,
        "excerpt": "rained creature can take an action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself from the grasping plants and is no long"
      },
      {
        "document": 1285,
        "excerpt": "rapped creature can take an action to make a Strength (Athletics) check against your spell save DC to break free. You can refrain from firing the globe after completing"
      },
      {
        "document": 1467,
        "excerpt": "orce, though, the creature must succeed on a Strength (Athletics) check against your spell save DC to move at all. If it fails the check, it can't move. A creature that"
      },
      {
        "document": 1480,
        "excerpt": "ned by the webs can take an action to make a Strength (Athletics) check against your spell save DC. If it succeeds, it is no longer Restrained. The webs are flammable."
      },
      {
        "document": 1516,
        "excerpt": "to escape, doing so with a successful DC 15 Strength (Athletics) check. Another creature can take an action to reach into the bag to pull a creature out, doing so with"
      },
      {
        "document": 1560,
        "excerpt": "0 days, the bound creature can make a DC 30 Strength (Athletics) check. On a successful check, the creature breaks free and destroys the shackles."
      },
      {
        "document": 1574,
        "excerpt": "ture Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break the restraint, ending the effect on itself on a successful check. Arrow of Trans"
      },
      {
        "document": 1590,
        "excerpt": "al to your Speed, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim."
      },
      {
        "document": 1607,
        "excerpt": "re can take a Utilize action to make a DC 30 Strength (Athletics) check, moving the fixed rod up to 10 feet on a successful check."
      },
      {
        "document": 1610,
        "excerpt": "strained, can take an action to make a DC 20 Strength (Athletics) check to break the iron bands. On a successful check, the item is destroyed, and the Restrained creatur"
      },
      {
        "document": 1644,
        "excerpt": "nal space can take an action to make a DC 10 Strength (Athletics) check. On a successful check, the creature forces its way out and appears within 5 feet of the Portable"
      },
      {
        "document": 1647,
        "excerpt": "our. During this time, you have Advantage on Strength (Athletics) checks to climb. This potion is separated into brown, silver, and gray layers resembling bands of ston"
      },
      {
        "document": 1694,
        "excerpt": "ering ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through doors, barricades, and other barriers. Button 6. The rod assumes or remain"
      },
      {
        "document": 1699,
        "excerpt": "take an action to make its choice of a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check. On a successful check, the target is no longer Restrained by the rope."
      },
      {
        "document": 1788,
        "excerpt": "Athletics +5, Perception +3"
      },
      {
        "document": 1800,
        "excerpt": "Athletics +4, Deception +4"
      },
      {
        "document": 1824,
        "excerpt": "Athletics +6, Perception +3"
      },
      {
        "document": 1829,
        "excerpt": "e cloaker, doing so by succeeding on a DC 14 Strength (Athletics) check. Tail. Melee Attack Roll: +6, reach 10 ft. Hit: 8 (1d10 + 3) Slashing damage."
      },
      {
        "document": 1840,
        "excerpt": "rom itself, doing so with a successful DC 13 Strength (Athletics) check. On its turn, the darkmantle can detach itself by using 5 feet of movement. Darkness Aura (1/Day"
      },
      {
        "document": 1863,
        "excerpt": "Athletics +11, Perception +6"
      },
      {
        "document": 1867,
        "excerpt": "Athletics +9, Perception +3"
      },
      {
        "document": 1869,
        "excerpt": "ect out of the cube by succeeding on a DC 12 Strength (Athletics) check, and the puller takes 10 (3d6) Acid damage. Transparent. Even when the cube is in plain sight, a"
      },
      {
        "document": 1873,
        "excerpt": "Athletics +9, Perception +4, Survival +4"
      },
      {
        "document": 1904,
        "excerpt": "Athletics +10, Performance +5"
      },
      {
        "document": 1917,
        "excerpt": "Athletics +5, Perception +3, Stealth +5"
      },
      {
        "document": 1918,
        "excerpt": "Athletics +6, Perception +4"
      },
      {
        "document": 1921,
        "excerpt": "Athletics +7, Perception +5, Stealth +5"
      },
      {
        "document": 2033,
        "excerpt": "Athletics +12, Perception +4, Stealth +5"
      },
      {
        "document": 2035,
        "excerpt": "Arcana +8, Athletics +14, History +8, Perception +10"
      },
      {
        "document": 2064,
        "excerpt": "Athletics +5, Perception +2"
      },
      {
        "document": 2065,
        "excerpt": "creature out of it by succeeding on a DC 14 Strength (Athletics) check. Success: Half damage only."
      }
    ],
    "atmosphere": [
      {
        "document": 1349,
        "excerpt": "nt foyer with numerous chambers beyond. The dwelling's atmosphere is clean, fresh, and warm. You can create any floor plan you like for the dwelling, but it can't exceed"
      },
      {
        "document": 1459,
        "excerpt": "the effects of such spells can't extend into it. The atmosphere inside the Emanation is comfortable and dry, regardless of the weather outside. Until the spell ends, yo"
      }
    ],
    "atop": [
      {
        "document": 1608,
        "excerpt": "t high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder, staircase, or ramp (your choice) connecting"
      }
    ],
    "attach": [
      {
        "document": 1829,
        "excerpt": "Multiattack. The cloaker makes one Attach attack and two Tail attacks. Attach. Melee Attack Roll: +6, reach 5 ft. Hit: 13 (3d6 + 3) Piercing dama"
      }
    ],
    "attached": [
      {
        "document": 147,
        "excerpt": "ll category is a roll of paper or parchment, sometimes attached to wooden rods and typically kept safe in a tube of ivory, jade, leather, metal, or wood. The most preva"
      },
      {
        "document": 319,
        "excerpt": "ls, and the creature is Restrained if the Manacles are attached to a chain or hook that is fixed in place. Escaping the Manacles requires a successful DC 20 Dexterity ("
      },
      {
        "document": 1516,
        "excerpt": "out closes the orifice. The extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the"
      },
      {
        "document": 1606,
        "excerpt": "o takes a Magic action. While all four horseshoes are attached to the same creature, its Speed is increased by 30 feet."
      },
      {
        "document": 1829,
        "excerpt": "ture, the cloaker attaches to it. While the cloaker is attached, the target has the Blinded condition, and the cloaker can't make Attach attacks against other targets."
      },
      {
        "document": 1840,
        "excerpt": "d condition and is suffocating while the darkmantle is attached in this way. While attached to a target, the darkmantle can attack only the target but has Advantage on"
      },
      {
        "document": 2032,
        "excerpt": "g damage, and the stirge attaches to the target. While attached, the stirge can't make Proboscis attacks, and the target takes 5 (2d4) Necrotic damage at the start of e"
      }
    ],
    "attaches": [
      {
        "document": 1829,
        "excerpt": "the target is a Large or smaller creature, the cloaker attaches to it. While the cloaker is attached, the target has the Blinded condition, and the cloaker can't make A"
      },
      {
        "document": 1840,
        "excerpt": "it: 6 (1d6 + 3) Bludgeoning damage, and the darkmantle attaches to the target. If the target is a Medium or smaller creature and the darkmantle had Advantage on the att"
      },
      {
        "document": 2032,
        "excerpt": "5 ft. Hit: 6 (1d6 + 3) Piercing damage, and the stirge attaches to the target. While attached, the stirge can't make Proboscis attacks, and the target takes 5 (2d4) Nec"
      }
    ],
    "attaching": [
      {
        "document": 1691,
        "excerpt": "opening you can reach; it conforms to fit the opening, attaching and hinging itself 23–30 10 gems worth 100 GP each 31–44 Wooden ladder (24 feet long) 45–51 Riding Ho"
      }
    ],
    "attack": [
      {
        "document": 5,
        "excerpt": "u would reduce a creature to 0 Hit Points with a melee attack, you can instead reduce the creature to 1 Hit Point and give it the Unconscious condition. It then start"
      },
      {
        "document": 23,
        "excerpt": "Attack Rolls"
      },
      {
        "document": 24,
        "excerpt": "The Attack Roll Abilities table shows which ability modifier to use for different types of attack rolls. Attack Ro"
      },
      {
        "document": 25,
        "excerpt": "You add your Proficiency Bonus to your attack roll when you attack using a weapon you have proficiency with, as well as when you attack with a spell."
      },
      {
        "document": 28,
        "excerpt": "ou roll a 20 on the d20 (called a “natural 20”) for an attack roll, the attack hits regardless of any modifiers or the target’s AC. This is called a Critical Hit (see"
      },
      {
        "document": 41,
        "excerpt": "iency with a weapon, you add your Proficiency Bonus to attack rolls you make with it. Tools. If you have proficiency with a tool, you can add your Proficiency Bonus"
      },
      {
        "document": 45,
        "excerpt": "cur on your turn or on someone else's. The Opportunity Attack, described later in \"Playing the Game,\" is the most common type of Reaction. When you take a Reaction,"
      },
      {
        "document": 84,
        "excerpt": "Making an Attack"
      },
      {
        "document": 85,
        "excerpt": "When you make an attack roll against a target you can't see, you have Disadvantage on the roll. This is true whether you're gues"
      },
      {
        "document": 86,
        "excerpt": "target. A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover. If a target is behind multiple sources of"
      },
      {
        "document": 87,
        "excerpt": "When you make a ranged attack, you fire a bow, hurl an axe, or otherwise send projectiles to strike a foe at a distance. Many spells a"
      },
      {
        "document": 88,
        "excerpt": "against targets within a specified range. If a ranged attack, such as one made with a spell, has a single range, you can't attack a target beyond this range. Some r"
      },
      {
        "document": 89,
        "excerpt": "Aiming a ranged attack is more difficult when a foe is next to you. When you make a ranged attack roll with a weapon, a spell,"
      },
      {
        "document": 90,
        "excerpt": "A melee attack allows you to attack a target within your reach. A melee attack typically uses a hand-held weapon or an"
      },
      {
        "document": 91,
        "excerpt": "A creature has a 5-foot reach and can thus attack targets within 5 feet when making a melee attack. Certain creatures have melee attacks with a reach grea"
      },
      {
        "document": 92,
        "excerpt": "ome in three kinds: ability checks, saving throws, and attack rolls. They follow these steps: 4: Roll 1d20. You always want to roll high. If the roll has Advantage o"
      },
      {
        "document": 93,
        "excerpt": "you put yourself in danger by provoking an Opportunity Attack. Avoiding Opportunity Attacks. You can avoid provoking an Opportunity Attack by taking the Disengage ac"
      },
      {
        "document": 99,
        "excerpt": "When making a melee attack roll with a weapon underwater, a creature that lacks a Swim Speed has Disadvantage on the attack roll un"
      },
      {
        "document": 103,
        "excerpt": "check when a creature attempts something other than an attack that has a chance of meaningful failure. When the outcome is uncertain and narratively interesting, the"
      },
      {
        "document": 105,
        "excerpt": "your ability modifier - the same modifier used for the attack roll - to the damage roll. A spell tells you which dice to roll for damage and whether to add any modifi"
      },
      {
        "document": 106,
        "excerpt": "an 1d4, and add your relevant ability modifier. If the attack involves other damage dice, such as from the Rogue's Sneak Attack feature, you also roll those dice twic"
      },
      {
        "document": 170,
        "excerpt": "Attack Notation"
      },
      {
        "document": 173,
        "excerpt": "xpression for each instance of damage. For example, an attack might deal 4 (1d4 + 2) damage on a hit. You decide whether to use the number or the die expression in pa"
      },
      {
        "document": 174,
        "excerpt": "Some creatures can make more than one attack when they take the Attack action. Such creatures have the Multiattack entry in the “Actions” section of"
      },
      {
        "document": 175,
        "excerpt": "e DC (if any spells require a saving throw), and spell attack bonus (if any spells require an attack roll). Unless noted otherwise, a spell of level 1 or higher is al"
      },
      {
        "document": 241,
        "excerpt": "the character sheet, write your starting weapons. The attack roll bonus for a weapon with which you have proficiency is one of the following unless a weapon's proper"
      },
      {
        "document": 261,
        "excerpt": "r classes' descriptions. Special rules apply to Extra Attack, Spellcasting, and features (such as Unarmored Defense) that give you alternative ways to calculate your"
      },
      {
        "document": 263,
        "excerpt": "Extra Attack"
      },
      {
        "document": 306,
        "excerpt": "When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action late"
      },
      {
        "document": 307,
        "excerpt": "When you take the Attack action, you can replace one of your attacks with throwing a flask of Holy Water. Target one creature you"
      },
      {
        "document": 319,
        "excerpt": "nd) check. While bound, a creature has Disadvantage on attack rolls, and the creature is Restrained if the Manacles are attached to a chain or hook that is fixed in p"
      },
      {
        "document": 322,
        "excerpt": "When you take the Attack action, you can replace one of your attacks with throwing a Net. Target a creature you can see within 15"
      },
      {
        "document": 323,
        "excerpt": "w. Dousing a Creature or an Object. When you take the Attack action, you can replace one of your attacks with throwing an Oil flask. Target one creature or object wi"
      },
      {
        "document": 328,
        "excerpt": "rget beyond normal range, you have Disadvantage on the attack roll. You can't attack a target beyond the long range."
      },
      {
        "document": 339,
        "excerpt": "A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it."
      },
      {
        "document": 344,
        "excerpt": "omponents. If the spell requires a saving throw or an attack roll, the spell save DC is 13, and the attack bonus is +5. The scroll disintegrates when the casting is"
      },
      {
        "document": 350,
        "excerpt": "wn property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same abili"
      },
      {
        "document": 351,
        "excerpt": "Dim Light for an additional 20 feet. When you take the Attack action, you can attack with the Torch, using it as a Simple Melee weapon. On a hit, the target takes 1 F"
      },
      {
        "document": 361,
        "excerpt": "A Two-Handed weapon requires two hands when you attack with it."
      },
      {
        "document": 372,
        "excerpt": "s that damage when used with two hands to make a melee attack."
      },
      {
        "document": 394,
        "excerpt": "ual way, such as using a Ranged weapon to make a melee attack."
      },
      {
        "document": 395,
        "excerpt": ". The scroll's spell uses your spell save DC and spell attack bonus."
      },
      {
        "document": 397,
        "excerpt": "If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature withi"
      },
      {
        "document": 399,
        "excerpt": "If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modif"
      },
      {
        "document": 400,
        "excerpt": "When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You ca"
      },
      {
        "document": 402,
        "excerpt": "his weapon, that creature has Disadvantage on its next attack roll before the start of your next turn."
      },
      {
        "document": 404,
        "excerpt": "throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition."
      },
      {
        "document": 405,
        "excerpt": "amage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn. Weapons"
      },
      {
        "document": 409,
        "excerpt": "d as either Melee or Ranged. A Melee weapon is used to attack a target within 5 feet, whereas a Ranged weapon is used to attack at a greater distance. Damage. The ta"
      },
      {
        "document": 431,
        "excerpt": "roficiency with it to add your Proficiency Bonus to an attack roll you make with it. A player character's features can provide weapon proficiencies. A monster is prof"
      },
      {
        "document": 445,
        "excerpt": "When you take the Attack action, you can replace one of your attacks with throwing a vial of Acid. Target one creature or object"
      },
      {
        "document": 446,
        "excerpt": "When you take the Attack action, you can replace one of your attacks with throwing a flask of Alchemist's Fire. Target one creatu"
      },
      {
        "document": 453,
        "excerpt": "apon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapo"
      },
      {
        "document": 464,
        "excerpt": "When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage"
      },
      {
        "document": 475,
        "excerpt": "You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a"
      },
      {
        "document": 501,
        "excerpt": "ects, they typically deal with targets, saving throws, attack rolls, or all three, each of which is detailed below."
      },
      {
        "document": 504,
        "excerpt": "Attack Rolls"
      },
      {
        "document": 525,
        "excerpt": "You can make an Opportunity Attack when a creature that you can see leaves your reach using its action, its Bonus Action, its Reaction, or"
      },
      {
        "document": 533,
        "excerpt": "one until the start of your next turn. The Opportunity Attack is a Reaction available to all creatures. See also \"Opportunity Attacks\" and \"Playing the Game\" (\"Action"
      },
      {
        "document": 534,
        "excerpt": "An Armor Class (AC) is the target number for an attack roll. AC represents how difficult it is to hit a target. Your base AC calculation is 10 plus your Dexte"
      },
      {
        "document": 550,
        "excerpt": "Spell Attack"
      },
      {
        "document": 554,
        "excerpt": "special Reactions, those are listed in this section. Attack Notation. The entry for a monster's attack starts by identifying whether the attack is a melee or a rang"
      },
      {
        "document": 555,
        "excerpt": "Attack [Action]"
      },
      {
        "document": 561,
        "excerpt": "A target is the creature or object targeted by an attack roll, forced to make a saving throw by an effect, or selected to receive the effects of a spell or anoth"
      },
      {
        "document": 565,
        "excerpt": "Attack Roll"
      },
      {
        "document": 568,
        "excerpt": "Instead of using a weapon to make a melee attack, you can use a punch, kick, headbutt, or similar forceful blow. In game terms, this is an Unarmed Strike"
      },
      {
        "document": 570,
        "excerpt": "ing else, such as when you draw a sword as part of the Attack action. When an object requires an action for its use, you take the Utilize action."
      },
      {
        "document": 573,
        "excerpt": "Weapon Attack"
      },
      {
        "document": 577,
        "excerpt": "have a tag in brackets after the entry's name, as in \"Attack [Action].\" A tag - Action, Area of Effect, Attitude, Condition, or Hazard - indicates that a rule is par"
      },
      {
        "document": 580,
        "excerpt": "ay allow a creature to break it automatically with the Attack or Utilize action. Armor Class. The Object Armor Class table suggests ACs for various substances. Obje"
      },
      {
        "document": 600,
        "excerpt": "If you roll a 20 on the d20 for an attack roll, you score a Critical Hit, and the attack hits regardless of any modifiers or the target's AC. A Cr"
      },
      {
        "document": 604,
        "excerpt": "the three main d20 rolls of the game: ability checks, attack rolls, and saving throws. If something in the game affects D20 Tests, it affects all three of these roll"
      },
      {
        "document": 607,
        "excerpt": "mage unless it takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, in which case it takes that entire instance of"
      },
      {
        "document": 622,
        "excerpt": "owing benefits: until the start of your next turn, any attack roll made against you has Disadvantage if you can see the attacker, and you make Dexterity saving throws"
      },
      {
        "document": 637,
        "excerpt": "say on whether your assistance is possible. Assist an Attack Roll. You momentarily distract an enemy within 5 feet of you, giving Advantage to the next attack roll b"
      },
      {
        "document": 640,
        "excerpt": "louder than a whisper, an enemy finds you, you make an attack roll, or you cast a spell with a Verbal component."
      },
      {
        "document": 648,
        "excerpt": "its design; if you use a Ranged weapon to make a melee attack or throw a Melee weapon that lacks the Thrown property, the weapon counts as an improvised weapon. An im"
      },
      {
        "document": 654,
        "excerpt": "u would reduce a creature to 0 Hit Points with a melee attack, you can instead reduce the creature to 1 Hit Point. The creature then has the Unconscious condition and"
      },
      {
        "document": 686,
        "excerpt": "Strong wind imposes Disadvantage on ranged attack rolls with weapons. It also extinguishes open flames and disperses fog. A flying creature in a strong wi"
      },
      {
        "document": 689,
        "excerpt": "ent to get farther away from the source of its fear. - Attack rolls against the Frightened creature have Advantage. - The Frightened creature can do only one of the f"
      },
      {
        "document": 725,
        "excerpt": "s or defensive positions force characters who normally attack at range to move around. Mixed Monster Groups. When different types of monsters work together, they can"
      },
      {
        "document": 742,
        "excerpt": "Attack Roll Abilities"
      },
      {
        "document": 745,
        "excerpt": "Attack"
      },
      {
        "document": 770,
        "excerpt": "Attack Bonus"
      },
      {
        "document": 771,
        "excerpt": "Attack Bonus"
      },
      {
        "document": 791,
        "excerpt": "Each extended claw makes the following melee attack: +8 to hit, reach 5 ft. Hit: 7 (2d6) Bludgeoning damage."
      },
      {
        "document": 793,
        "excerpt": "nous of villains and directs the newcomers to find and attack you. If you are on the same plane of existence as the statue, it knows where you are. The statue becomes"
      },
      {
        "document": 839,
        "excerpt": "Extra Attack, Tactical Shift"
      },
      {
        "document": 840,
        "excerpt": "Extra Attack, Stunning Strike"
      },
      {
        "document": 842,
        "excerpt": "Extra Attack, Faithful Steed"
      },
      {
        "document": 848,
        "excerpt": "Danger Sense, Reckless Attack"
      },
      {
        "document": 849,
        "excerpt": "Extra Attack"
      },
      {
        "document": 855,
        "excerpt": "Sneak Attack"
      },
      {
        "document": 951,
        "excerpt": "Attack"
      },
      {
        "document": 962,
        "excerpt": "g, and Slashing damage. Rage Damage. When you make an attack using Strength - with either a weapon or an Unarmed Strike - and deal damage to the target, you gain a b"
      },
      {
        "document": 964,
        "excerpt": "on each of your turns when you hit a creature with an attack roll using a weapon, you can cause the target to take an extra 1d8 Necrotic or Radiant damage (your choi"
      },
      {
        "document": 965,
        "excerpt": "on each of your turns when you hit a creature with an attack roll using a weapon or a Beast form's attack in Wild Shape, you can cause the target to take an extra 1d"
      },
      {
        "document": 966,
        "excerpt": "Extra Attack"
      },
      {
        "document": 967,
        "excerpt": "ity modifier instead of your Strength modifier for the attack and damage rolls of your Unarmed Strikes and Monk weapons. In addition, when you use the Grapple or Shov"
      },
      {
        "document": 968,
        "excerpt": "Extra Attack"
      },
      {
        "document": 969,
        "excerpt": "Extra Attack"
      },
      {
        "document": 970,
        "excerpt": "Sneak Attack"
      },
      {
        "document": 971,
        "excerpt": "rer spells increases by 1. - You have Advantage on the attack rolls of Sorcerer spells you cast. You can use this feature twice, and you regain all expended uses of"
      },
      {
        "document": 972,
        "excerpt": "vel 12+ Warlock, Thirsting Blade Invocation The Extra Attack of your Thirsting Blade invocation confers two extra attacks rather than one. Eldritch Mind You have A"
      },
      {
        "document": 974,
        "excerpt": "Your attack rolls with weapons and Unarmed Strikes can score a Critical Hit on a roll of 19 or 20 on the d20."
      },
      {
        "document": 976,
        "excerpt": "makes a damage roll or succeeds on an ability check or attack roll, you can take a Reaction to expend one use of your Bardic Inspiration; roll your Bardic Inspiration"
      },
      {
        "document": 978,
        "excerpt": "ou cast a can-trip at a creature and you miss with the attack roll or the target succeeds on a saving throw against the cantrip, the target takes half the cantrip's d"
      },
      {
        "document": 979,
        "excerpt": "Once per turn when you hit a creature with an attack roll, you can try to instantly transport the target through the Lower Planes. The target must succeed on"
      },
      {
        "document": 980,
        "excerpt": "e Breaker. Once on each of your turns when you make an attack with a weapon, you can make another attack with the same weapon against a different creature that is wit"
      },
      {
        "document": 982,
        "excerpt": "When you take the Attack action, you can expend one use of your Channel Divinity to imbue one Melee weapon that you are holding w"
      },
      {
        "document": 983,
        "excerpt": "If you use Reckless Attack while your Rage is active, you deal extra damage to the first target you hit on your turn with a Strengt"
      },
      {
        "document": 984,
        "excerpt": "You gain the following Cunning Strike option. Stealth Attack (Cost: 1d6). If you have the Hide action's Invisible condition, this attack doesn't end that condition o"
      },
      {
        "document": 985,
        "excerpt": "Whenever you hit a creature with an attack granted by your Flurry of Blows, you can impose one of the following effects on that target. Addle. The"
      },
      {
        "document": 986,
        "excerpt": "When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in either"
      },
      {
        "document": 990,
        "excerpt": "ire's Burn (Fire Giant). When you hit a target with an attack roll and deal damage to it, you can also deal 1d10 Fire damage to that target. Frost's Chill (Frost Gia"
      },
      {
        "document": 1001,
        "excerpt": "isite: Fighting Style Feature) You gain a +2 bonus to attack rolls you make with Ranged weapons."
      },
      {
        "document": 1002,
        "excerpt": "a maximum of 30. Peerless Aim. When you miss with an attack roll, you can hit instead. Once you use this benefit, you can't use it again until the start of your nex"
      },
      {
        "document": 1003,
        "excerpt": "um of 30. Blink Steps. Immediately after you take the Attack action or the Magic action, you can teleport up to 30 feet to an unoccupied space you can see."
      },
      {
        "document": 1005,
        "excerpt": "rwhelming Strike. When you roll a 20 on the d20 for an attack roll, you can deal extra damage to the target equal to the ability score increased by this feat. The ext"
      },
      {
        "document": 1010,
        "excerpt": "u hit a creature with an Unarmed Strike as part of the Attack action on your turn, you can use both the Damage and the Grapple option. You can use this benefit only o"
      },
      {
        "document": 1011,
        "excerpt": ": Fighting Style Feature) When you roll damage for an attack you make with a Melee weapon that you are holding with two hands, you can treat any 1 or 2 on a damage d"
      },
      {
        "document": 1015,
        "excerpt": "isite: Fighting Style Feature) When you make an extra attack as a result of using a weapon that has the Light property, you can add your ability modifier to the dama"
      },
      {
        "document": 1149,
        "excerpt": "nge and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 Acid damage and 2d4 Acid damage at the end of its nex"
      },
      {
        "document": 1153,
        "excerpt": "and you use your spellcasting ability modifier for the attack and damage rolls rather than using Strength."
      },
      {
        "document": 1158,
        "excerpt": "B equals your Proficiency Bonus) Actions Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: Force damage equal to 1d4 + 3 (Medium or"
      },
      {
        "document": 1163,
        "excerpt": "rikes a target within 5 feet of it. Make a melee spell attack. On a hit, the target takes 5d8 Force damage. Forceful Hand. The hand attempts to push a Huge or smalle"
      },
      {
        "document": 1165,
        "excerpt": "ation. When the sword appears, you make a melee spell attack against a target within 5 feet of the sword. On a hit, the target takes Force damage equal to 4d12 plus"
      },
      {
        "document": 1171,
        "excerpt": "throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, the target must subtract 1d4 from the attack roll or save."
      },
      {
        "document": 1176,
        "excerpt": "de with that ability. - The target has Disadvantage on attack rolls against you. - In combat, the target must succeed on a Wisdom saving throw at the start of each of"
      },
      {
        "document": 1179,
        "excerpt": "ree creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save. Using a H"
      },
      {
        "document": 1183,
        "excerpt": "ed. For the duration, any creature has Disadvantage on attack rolls against you. An attacker is immune to this effect if it perceives you with Blindsight or Truesight"
      },
      {
        "document": 1190,
        "excerpt": "Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can't regain Hit"
      },
      {
        "document": 1191,
        "excerpt": "e type of orb you create, and then make a ranged spell attack against the target. On a hit, the target takes 3d8 damage of the chosen type. If you roll the same numb"
      },
      {
        "document": 1203,
        "excerpt": "| | 7–8 | The target doesn’t move, and it takes the Attack action to make one melee attack against a random creature within reach. If none are within reach, the ta"
      },
      {
        "document": 1207,
        "excerpt": "When the spirit appears, you can make one melee spell attack against a creature within 5 feet of it. On a hit, the target takes Psychic damage equal to 3d12 plus you"
      },
      {
        "document": 1208,
        "excerpt": "Emanation for the duration. Until the spell ends, any attack you make deals an extra 2d8 damage when you hit a creature in the Emanation. This damage is Acid, Cold,"
      },
      {
        "document": 1236,
        "excerpt": "ementals, Fey, Fiends, and Undead have Disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions. Brea"
      },
      {
        "document": 1240,
        "excerpt": "The target takes an extra 2d8 Radiant damage from the attack. The damage increases by 1d8 if the target is a Fiend or an Undead. Using a Higher-Level Spell Slot. Th"
      },
      {
        "document": 1242,
        "excerpt": "commands to the target (no action required), such as “Attack that creature,” “Move over there,” or “Fetch that object.” The target does its best to obey on its turn."
      },
      {
        "document": 1243,
        "excerpt": "commands to the target (no action required), such as “Attack that creature,” “Move over there,” or “Fetch that object.” The target does its best to obey on its turn."
      },
      {
        "document": 1244,
        "excerpt": "commands to the target (no action required), such as “Attack that creature,” “Move over there,” or “Fetch that object.” The target does its best to obey on its turn."
      },
      {
        "document": 1249,
        "excerpt": "u hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10 Force damage. Cantrip Upgrade."
      },
      {
        "document": 1260,
        "excerpt": "adius and can't benefit from the Invisible condition. Attack rolls against an affected creature or object have Advantage if the attacker can see it."
      },
      {
        "document": 1265,
        "excerpt": "Initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. Disappearance of the Familiar. When the familiar drops to 0 H"
      },
      {
        "document": 1266,
        "excerpt": "ithin 5 feet of it. Actions Otherworldly Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 plus the spell's level of Radiant (C"
      },
      {
        "document": 1270,
        "excerpt": "reature or an object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell st"
      },
      {
        "document": 1271,
        "excerpt": "a creature within 5 feet of you hits you with a melee attack roll, the shield erupts with flame. The attacker takes 2d8 Fire damage from a warm shield or 2d8 Cold da"
      },
      {
        "document": 1274,
        "excerpt": "Action. As a Magic action, you can make a melee spell attack with the fiery blade. On a hit, the target takes Fire damage equal to 3d6 plus your spellcasting ability"
      },
      {
        "document": 1283,
        "excerpt": "on D20 Tests, and other creatures have Disadvantage on attack rolls against it. The spell ends early if you cast it again."
      },
      {
        "document": 1286,
        "excerpt": "r otherwise interacted with. Finally, the target can't attack or cast spells. Using a Higher-Level Spell Slot. You can target one additional creature for each spell"
      },
      {
        "document": 1287,
        "excerpt": "ee to act as the GM deems appropriate. It might leave, attack you, or help you."
      },
      {
        "document": 1290,
        "excerpt": "lf this spell's level (round down). Poison Jab. Melee Attack Roll: Bonus equals your spell attack modifier, reach 10 ft. Hit: 1d6 + 3 plus the spell's level Piercing"
      },
      {
        "document": 1293,
        "excerpt": ", they appear as close as possible to the intruder and attack it. If the spell requires Concentration, it lasts until the end of its full duration. Using a Higher-Le"
      },
      {
        "document": 1301,
        "excerpt": "ht toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it bef"
      },
      {
        "document": 1306,
        "excerpt": "of its turns. That action can be used to take only the Attack (one attack only), Dash, Disengage, Hide, or Utilize action. When the spell ends, the target is Incapac"
      },
      {
        "document": 1309,
        "excerpt": "If it doesn't drop the object, it has Disadvantage on attack rolls and ability checks until the start of your next turn. Using a Higher-Level Spell Slot. The damage"
      },
      {
        "document": 1313,
        "excerpt": "rotic damage to the target whenever you hit it with an attack roll. Also, choose one ability when you cast the spell. The target has Disadvantage on ability checks ma"
      },
      {
        "document": 1317,
        "excerpt": "aving throws, and other creatures have Disadvantage on attack rolls against them. In addition, when a Fiend or an Undead hits an affected creature with a melee attack"
      },
      {
        "document": 1318,
        "excerpt": "Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check you make to find it. If the"
      },
      {
        "document": 1320,
        "excerpt": "g it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Piercing damage. Hit or miss, the shard then explode"
      },
      {
        "document": 1329,
        "excerpt": "spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell. Using a Higher-Level Spell Slot. You can target one additional cr"
      },
      {
        "document": 1330,
        "excerpt": "e, and has Disadvantage on Dexterity saving throws and attack rolls, and other creatures have Advantage on attack rolls against it. On each of its turns, the target c"
      },
      {
        "document": 1343,
        "excerpt": ", you can move the hand up to 30 feet. The hand can't attack, activate magic items, or carry more than 10 pounds."
      },
      {
        "document": 1344,
        "excerpt": "risma saving throw. - The creature has Disadvantage on attack rolls against targets within the Cylinder. - Targets within the Cylinder can't be possessed by or gain"
      },
      {
        "document": 1348,
        "excerpt": "that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. The spell ends early if you cast it again. Using a Higher-Level Spell Slot. The"
      },
      {
        "document": 1349,
        "excerpt": "rform tasks that a human could perform, but they can't attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean,"
      },
      {
        "document": 1364,
        "excerpt": "image is real. Each time a creature hits you with an attack roll during the spell's duration, roll a d6 for each of your remaining duplicates. If any of the d6s rol"
      },
      {
        "document": 1365,
        "excerpt": "ut the invisibility ends immediately after you make an attack roll, deal damage, or cast a spell. As a Magic action, you can move the illusory double up to twice you"
      },
      {
        "document": 1374,
        "excerpt": "chic damage and has Disadvantage on ability checks and attack rolls for the duration. On a successful save, the target takes half as much damage, and the spell ends."
      },
      {
        "document": 1380,
        "excerpt": "c mist at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 Poison damage. Cantrip Upgrade. The damage increase"
      },
      {
        "document": 1390,
        "excerpt": "r an object within 60 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 Fire damage. Cantrip Upgrade. The damage increases by 1d8 when you reac"
      },
      {
        "document": 1394,
        "excerpt": "enefits. Creatures of those types have Disadvantage on attack rolls against the target. The target also can't be possessed by or gain the Charmed or Frightened condit"
      },
      {
        "document": 1398,
        "excerpt": "ccessful save, the target has Disadvantage on the next attack roll it makes until the start of your next turn. On a failed save, the target has Disadvantage on Stren"
      },
      {
        "document": 1399,
        "excerpt": "ks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 Cold damage, and its Speed is reduced by 10 feet until the st"
      },
      {
        "document": 1400,
        "excerpt": "sh ray at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 Poison damage and has the Poisoned condition until th"
      },
      {
        "document": 1411,
        "excerpt": ", any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a new target or lose the"
      },
      {
        "document": 1412,
        "excerpt": "target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage. Using a Higher-Level Spell Slot. You create o"
      },
      {
        "document": 1414,
        "excerpt": "the target, it takes an extra 1d6 Fire damage from the attack. At the start of each of its turns until the spell ends, the target takes 1d6 Fire damage and then makes"
      },
      {
        "document": 1423,
        "excerpt": "Reaction, which you take when you are hit by an attack roll or targeted by the Magic Missile spell"
      },
      {
        "document": 1424,
        "excerpt": "your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. If the at"
      },
      {
        "document": 1425,
        "excerpt": "the strike takes an extra 2d6 Radiant damage from the attack. Until the spell ends, the target sheds Bright Light in a 5-foot radius, attack rolls against it have Ad"
      },
      {
        "document": 1426,
        "excerpt": "o a creature that you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d8 Lightning damage, and it can't make Opportunity Attac"
      },
      {
        "document": 1432,
        "excerpt": "or a Bonus Action, not both, and it can make only one attack if it takes the Attack action. If it casts a spell with a Somatic component, there is a 25 percent chanc"
      },
      {
        "document": 1433,
        "excerpt": "e creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 damage of a type you choose: Acid, Cold, Fire, Lightn"
      },
      {
        "document": 1441,
        "excerpt": "r choice, and you can immediately make one melee spell attack against one creature within 5 feet of the force. On a hit, the target takes Force damage equal to 1d8 pl"
      },
      {
        "document": 1442,
        "excerpt": "e creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Radiant damage, and until the end of your next turn,"
      },
      {
        "document": 1448,
        "excerpt": "(round down), and it uses Breath Weapon. Rend. Melee Attack Roll: Bonus equals your spell attack modifier, reach 10 feet. Hit: 1d6 + 4 + the spell's level Piercing"
      },
      {
        "document": 1451,
        "excerpt": "le of meaningful communication and has Disadvantage on attack rolls and ability checks. Fear. Each target must succeed on a Wisdom saving throw or have the Frightene"
      },
      {
        "document": 1466,
        "excerpt": "us Guided by a flash of magical insight, you make one attack with the weapon used in the spell's casting. The attack uses your spellcasting ability for the attack an"
      },
      {
        "document": 1468,
        "excerpt": "AC 10, 1 Hit Point, and a Strength of 2, and it can't attack. If it drops to 0 Hit Points, the spell ends. Once on each of your turns as a Bonus Action, you can men"
      },
      {
        "document": 1469,
        "excerpt": "e from others to heal your wounds. Make a melee spell attack against one creature within reach. On a hit, the target takes 3d6 Necrotic damage, and you regain Hit Po"
      },
      {
        "document": 1470,
        "excerpt": "e 1d6 Psychic damage and have Disadvantage on the next attack roll it makes before the end of its next turn. Cantrip Upgrade. The damage increases by 1d6 when you re"
      },
      {
        "document": 1487,
        "excerpt": "ability check that requires sight. Attacks Affected. Attack rolls against you have Advantage, and your attack rolls have Disadvantage."
      },
      {
        "document": 1488,
        "excerpt": "following effects. Can't Harm the Charmer. You can't attack the charmer or target the charmer with damaging abilities or magical effects. Social Advantage. The cha"
      },
      {
        "document": 1491,
        "excerpt": "Affected. You have Disadvantage on ability checks and attack rolls while the source of fear is within line of sight. Can't Approach. You can't willingly move closer"
      },
      {
        "document": 1492,
        "excerpt": "increase. Attacks Affected. You have Disadvantage on attack rolls against any target other than the grappler. Movable. The grappler can drag or carry you when it m"
      },
      {
        "document": 1494,
        "excerpt": "ring or carrying is also concealed. Attacks Affected. Attack rolls against you have Disadvantage, and your attack rolls have Advantage. If a creature can somehow see"
      },
      {
        "document": 1495,
        "excerpt": "rength and Dexterity saving throws. Attacks Affected. Attack rolls against you have Advantage. Automatic Critical Hits. Any attack roll that hits you is a Critical"
      },
      {
        "document": 1496,
        "excerpt": "Your Speed is 0 and can't increase. Attacks Affected. Attack rolls against you have Advantage. Saving Throws Affected. You automatically fail Strength and Dexterity"
      },
      {
        "document": 1497,
        "excerpt": "Checks and Attacks Affected. You have Disadvantage on attack rolls and ability checks."
      },
      {
        "document": 1498,
        "excerpt": "yourself. Attacks Affected. You have Disadvantage on attack rolls. An attack roll against you has Advantage if the attacker is within 5 feet of you. Otherwise, that"
      },
      {
        "document": 1499,
        "excerpt": "Your Speed is 0 and can't increase. Attacks Affected. Attack rolls against you have Advantage, and your attack rolls have Disadvantage. Saving Throws Affected. You"
      },
      {
        "document": 1500,
        "excerpt": "rength and Dexterity saving throws. Attacks Affected. Attack rolls against you have Advantage."
      },
      {
        "document": 1501,
        "excerpt": "Your Speed is 0 and can't increase. Attacks Affected. Attack rolls against you have Advantage. Saving Throws Affected. You automatically fail Strength and Dexterity"
      },
      {
        "document": 1503,
        "excerpt": "+1), Rare (+2), or Very Rare (+3) You have a bonus to attack rolls and damage rolls made with this piece of magic ammunition. The bonus is determined by the rarity o"
      },
      {
        "document": 1514,
        "excerpt": "nt) You gain a +2 bonus to Armor Class against ranged attack rolls while you wield this Shield. This bonus is in addition to the Shield's normal bonus to AC. Whenev"
      },
      {
        "document": 1519,
        "excerpt": "breathable air can pass through the sphere's wall. No attack or other effect can pass through. An enclosed creature can take a Utilize action to push against the sp"
      },
      {
        "document": 1523,
        "excerpt": "d), Rare (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, y"
      },
      {
        "document": 1526,
        "excerpt": "your Speed, and any creature that makes an Opportunity Attack against you has Disadvantage on the attack roll. If you click your heels together again, you end the eff"
      },
      {
        "document": 1542,
        "excerpt": "location, causing any creature to have Disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn"
      },
      {
        "document": 1554,
        "excerpt": "Weapon (Dagger), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. You can take a Bonus Action to magically coat the b"
      },
      {
        "document": 1555,
        "excerpt": "r choice within 5 feet of itself. The weapon uses your attack roll and adds your ability modifier to damage rolls. While the weapon hovers, you can take a Bonus Acti"
      },
      {
        "document": 1558,
        "excerpt": "egendary (Requires Attunement) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. The first time you attack with the weapon on each o"
      },
      {
        "document": 1559,
        "excerpt": "ual Bludgeoning damage, and you gain a +1 bonus to the attack and damage rolls of your Unarmed Strikes. Curse. Once you don this cursed armor, you can't doff it unle"
      },
      {
        "document": 1563,
        "excerpt": "(Any Simple or Martial), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon deals an extra 3d6 damage of the weapon'"
      },
      {
        "document": 1564,
        "excerpt": "ffect. Immediately after an affected creature makes an attack roll, deals damage, or casts a spell, the Invisible condition ends for that creature."
      },
      {
        "document": 1568,
        "excerpt": "uned to a Belt of Dwarvenkind) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. It has the Thrown property with a normal range of 20"
      },
      {
        "document": 1574,
        "excerpt": "ery Rare (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm bac"
      },
      {
        "document": 1579,
        "excerpt": "ce. The bird has the statistics of a Roc, but it can't attack. It obeys your simple commands and can carry up to 500 pounds while flying at its maximum speed (16 mile"
      },
      {
        "document": 1583,
        "excerpt": "Very Rare (Requires Attunement) When you hit with an attack roll using this magic weapon, the target takes an extra 1d6 Cold damage. In addition, while you hold the"
      },
      {
        "document": 1587,
        "excerpt": "(Any Simple or Martial), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant ta"
      },
      {
        "document": 1589,
        "excerpt": "m, Uncommon (Requires Attunement) If you're hit by an attack roll made with a Ranged or Thrown weapon while wearing these gloves, you can take a Reaction to reduce t"
      },
      {
        "document": 1593,
        "excerpt": "egendary (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon has 5 charges. You can expend 1 charge a"
      },
      {
        "document": 1596,
        "excerpt": "ou cast from the hat uses your spell save DC and spell attack bonus."
      },
      {
        "document": 1598,
        "excerpt": "e harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 Fire damage. The flames last until you take a Bo"
      },
      {
        "document": 1602,
        "excerpt": "uires Attunement by a Paladin) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that crea"
      },
      {
        "document": 1604,
        "excerpt": "without meeting its requirement, the summoned spirits attack you. If you meet the requirement, they are Friendly to you and your allies and follow your commands."
      },
      {
        "document": 1609,
        "excerpt": "sions and thwarting all attempts by other creatures to attack or snatch it. As a Utilize action, you can seize and stow any number of Ioun Stones orbiting your head."
      },
      {
        "document": 1610,
        "excerpt": "it opens into a tangle of metal bands. Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your Proficiency Bonus. On a hit, the ta"
      },
      {
        "document": 1612,
        "excerpt": "Weapon (Javelin), Uncommon Each time you make an attack roll with this magic weapon and hit, you can have it deal Lightning damage instead of Piercing damage."
      },
      {
        "document": 1614,
        "excerpt": "egendary (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. While the weapon is on your person, you also gain a"
      },
      {
        "document": 1616,
        "excerpt": "Weapon (Mace), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The bonus increases to +3 when you use the weapon to"
      },
      {
        "document": 1631,
        "excerpt": "ery Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When"
      },
      {
        "document": 1632,
        "excerpt": "my enemies.” When you use this weapon to make a ranged attack, you can utter or sign the following command words: “Swift death to you who have wronged me.” The target"
      },
      {
        "document": 1642,
        "excerpt": "ts and giant rats are Indifferent toward you and won't attack you unless you threaten or harm them. The pipes have 3 charges and regain 1d3 expended charges daily at"
      },
      {
        "document": 1654,
        "excerpt": "ition for 1 hour. The effect ends early if you make an attack roll, deal damage, or cast a spell."
      },
      {
        "document": 1664,
        "excerpt": "ery Rare (Requires Attunement) You have a +2 bonus to attack rolls and damage rolls made with this magic weapon. While holding this weapon, you can cause it to emit"
      },
      {
        "document": 1667,
        "excerpt": "al Bane. While wearing the ring, you have Advantage on attack rolls against Elementals and they have Disadvantage on attack rolls against you. Elemental Compulsion."
      },
      {
        "document": 1678,
        "excerpt": "t. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster but is otherwise treated as if you cast the spell"
      },
      {
        "document": 1682,
        "excerpt": "action to expend 1 to 3 charges to make a ranged spell attack against one creature you can see within 60 feet of yourself. The ring produces a spectral ram's head and"
      },
      {
        "document": 1688,
        "excerpt": "t, and creatures that can see you have Disadvantage on attack rolls against you. Any creature in the Bright Light that can see you when the robe's power is activated"
      },
      {
        "document": 1690,
        "excerpt": "gical effects. War Mage. Your spell save DC and spell attack bonus each increase by 2."
      },
      {
        "document": 1694,
        "excerpt": "it functions as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made with it. The rod has properties associated with six different buttons that a"
      },
      {
        "document": 1701,
        "excerpt": "ery Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. In addition, you can make one attack with it as a Bo"
      },
      {
        "document": 1705,
        "excerpt": "the Shield fails to end the curse on you. Whenever an attack with a Ranged weapon targets a creature within 10 feet of you, the curse causes you to become the target"
      },
      {
        "document": 1706,
        "excerpt": "se while holding it. Forceful Bash. When you take the Attack action, you can make one of the attack rolls using the Shield against a target within 5 feet of yourself"
      },
      {
        "document": 1709,
        "excerpt": "the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the following table. Copying a Scroll into a Spellbo"
      },
      {
        "document": 1710,
        "excerpt": "ws against spells and other magical effects, and spell attack rolls have Disadvantage against you."
      },
      {
        "document": 1716,
        "excerpt": "lded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws"
      },
      {
        "document": 1717,
        "excerpt": "lded as a magic Quarterstaff that grants a +3 bonus to attack rolls and damage rolls made with it. The staff has 10 charges. When you hit with a melee attack using i"
      },
      {
        "document": 1718,
        "excerpt": "wing table from it, using your spell save DC and spell attack modifier. The table indicates how many charges you must expend to cast the spell. Regaining Charges. Th"
      },
      {
        "document": 1719,
        "excerpt": "lded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls. Spel"
      },
      {
        "document": 1720,
        "excerpt": "urn, or you can issue it a general command, such as to attack your enemies or guard a location. Absent commands from you, the snake defends itself. As a Bonus Action"
      },
      {
        "document": 1721,
        "excerpt": "lded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls. Spell"
      },
      {
        "document": 1722,
        "excerpt": "lded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. It also has the following additional properties. Once one of these"
      },
      {
        "document": 1726,
        "excerpt": "proficient with the Sun Blade. You gain a +2 bonus to attack rolls and damage rolls made with this weapon, which deals Radiant damage instead of Slashing damage. Whe"
      },
      {
        "document": 1727,
        "excerpt": "r, or Shortsword), Rare (Requires Attunement) When you attack a creature with this magic weapon and roll a 20 on the d20 for the attack roll, that target takes an ext"
      },
      {
        "document": 1728,
        "excerpt": "r Scimitar), Very Rare (Requires Attunement) When you attack an object with this magic weapon and hit, maximize your weapon damage dice against the target. When you"
      },
      {
        "document": 1729,
        "excerpt": "(Requires Attunement) When you hit a creature with an attack using this magic weapon, the target takes an extra 2d6 Necrotic damage and must succeed on a DC 15 Const"
      },
      {
        "document": 1730,
        "excerpt": "alisman as a Holy Symbol. You gain a +2 bonus to spell attack rolls while you wear or hold it. Pure Rebuke. The talisman has 7 charges. While wearing or holding the"
      },
      {
        "document": 1732,
        "excerpt": "alisman as a Holy Symbol. You gain a +2 bonus to spell attack rolls while you wear or hold it. Ultimate End. The talisman has 6 charges. While wearing or holding the"
      },
      {
        "document": 1740,
        "excerpt": "egendary (Requires Attunement) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. In addition, the weapon ignores Resistance to Slashi"
      },
      {
        "document": 1751,
        "excerpt": "r) While holding this wand, you gain a bonus to spell attack rolls determined by the wand's rarity. In addition, you ignore Half Cover when making a spell attack rol"
      },
      {
        "document": 1754,
        "excerpt": "+1), Rare (+2), or Very Rare (+3) You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity."
      },
      {
        "document": 1760,
        "excerpt": "mories or Dominate Mind if available. Tentacle. Melee Attack Roll: +9, reach 15 ft. Hit: 12 (2d6 + 5) Bludgeoning damage. If the target is a Large or smaller creatur"
      },
      {
        "document": 1761,
        "excerpt": "he dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Acid Arrow (level 3 version). Rend. Melee Attack Roll: +11, reach 10"
      },
      {
        "document": 1762,
        "excerpt": "he dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Shatter. Rend. Melee Attack Roll: +12, reach 10 ft. Hit: 16 (2d8 + 7"
      },
      {
        "document": 1763,
        "excerpt": "he dragon makes three Rend attacks. It can replace one attack with a use of (A) Sleep Breath or (B) Spellcasting to cast Scorching Ray. Rend. Melee Attack Roll: +11,"
      },
      {
        "document": 1764,
        "excerpt": "he dragon makes three Rend attacks. It can replace one attack with a use of (A) Repulsion Breath or (B) Spellcasting to cast Guiding Bolt (level 2 version). Rend. Me"
      },
      {
        "document": 1765,
        "excerpt": "he dragon makes three Rend attacks. It can replace one attack with a use of (A) Slowing Breath or (B) Spellcasting to cast Mind Spike (level 4 version). Rend. Melee"
      },
      {
        "document": 1766,
        "excerpt": "he dragon makes three Rend attacks. It can replace one attack with a use of (A) Spellcasting to cast Guiding Bolt (level 2 version) or (B) Weakening Breath. Rend. Me"
      },
      {
        "document": 1767,
        "excerpt": "he dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Mind Spike (level 3 version). Rend. Melee Attack Roll: +11, reach 10"
      },
      {
        "document": 1768,
        "excerpt": "he dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Scorching Ray. Rend. Melee Attack Roll: +14, reach 10 ft. Hit: 13 (1"
      },
      {
        "document": 1769,
        "excerpt": "he dragon makes three Rend attacks. It can replace one attack with a use of (A) Paralyzing Breath or (B) Spellcasting to cast Ice Knife. Rend. Melee Attack Roll: +13"
      },
      {
        "document": 1770,
        "excerpt": "ack. The dragon makes three Rend attacks. Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 13 (2d6 + 6) Slashing damage plus 4 (1d8) Cold damage. Cold Breath (Rechar"
      },
      {
        "document": 1771,
        "excerpt": "s two Thunderous Slam attacks. Thunderous Slam. Melee Attack Roll: +8, reach 10 ft. Hit: 14 (2d8 + 5) Thunder damage. Whirlwind (Recharge 4–6). Strength Saving Thro"
      },
      {
        "document": 1772,
        "excerpt": "Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 15 (2d10 + 4) Piercing damage. Claws. Melee Attack Roll: +6, reach 5 ft. Hit"
      },
      {
        "document": 1773,
        "excerpt": "he dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Acid Arrow (level 4 version). Rend. Melee Attack Roll: +15, reach 15"
      },
      {
        "document": 1774,
        "excerpt": "he dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Shatter (level 3 version). Rend. Melee Attack Roll: +16, reach 15 ft"
      },
      {
        "document": 1775,
        "excerpt": "he dragon makes three Rend attacks. It can replace one attack with a use of (A) Sleep Breath or (B) Spellcasting to cast Scorching Ray (level 3 version). Rend. Melee"
      },
      {
        "document": 1776,
        "excerpt": "he dragon makes three Rend attacks. It can replace one attack with a use of (A) Repulsion Breath or (B) Spellcasting to cast Guiding Bolt (level 2 version). Rend. Me"
      },
      {
        "document": 1777,
        "excerpt": "he dragon makes three Rend attacks. It can replace one attack with a use of (A) Slowing Breath or (B) Spellcasting to cast Mind Spike (level 5 version). Rend. Melee"
      },
      {
        "document": 1778,
        "excerpt": "he dragon makes three Rend attacks. It can replace one attack with a use of (A) Spellcasting to cast Guiding Bolt (level 4 version) or (B) Weakening Breath. Rend. Me"
      },
      {
        "document": 1779,
        "excerpt": "he dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Mind Spike (level 5 version). Rend. Melee Attack Roll: +15, reach 15"
      },
      {
        "document": 1780,
        "excerpt": "he dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Scorching Ray (level 3 version). Rend. Melee Attack Roll: +17, reach"
      },
      {
        "document": 1781,
        "excerpt": "he dragon makes three Rend attacks. It can replace one attack with a use of (A) Paralyzing Breath or (B) Spellcasting to cast Ice Knife (level 2 version). Rend. Mele"
      },
      {
        "document": 1782,
        "excerpt": "ack. The dragon makes three Rend attacks. Rend. Melee Attack Roll: +14, reach 15 ft. Hit: 17 (2d8 + 8) Slashing damage plus 7 (2d6) Cold damage. Cold Breath (Rechar"
      },
      {
        "document": 1783,
        "excerpt": "attack. The armor makes two Slam attacks. Slam. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Bludgeoning damage."
      },
      {
        "document": 1784,
        "excerpt": "Slash. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage."
      },
      {
        "document": 1785,
        "excerpt": "Smother. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Bludgeoning damage. If the target is a Medium or smaller creatur"
      },
      {
        "document": 1786,
        "excerpt": "Bite. Melee Attack Roll: +5 (with Advantage if the target is Grappled by the ankheg), reach 5 ft. Hit: 10 (2d6 + 3) Slashin"
      },
      {
        "document": 1787,
        "excerpt": "The ankylosaurus makes two Tail attacks. Tail. Melee Attack Roll: +6, reach 10 ft. Hit: 9 (1d10 + 4) Bludgeoning damage. If the target is a Huge or smaller creature"
      },
      {
        "document": 1788,
        "excerpt": "tiattack. The ape makes two Fist attacks. Fist. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Bludgeoning damage. Rock (Recharge 6). Ranged Attack Roll: +5, r"
      },
      {
        "document": 1789,
        "excerpt": "ack. The archelon makes two Bite attacks. Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 14 (3d6 + 4) Piercing damage."
      },
      {
        "document": 1790,
        "excerpt": "r Arcane Burst attacks. Arcane Burst. Melee or Ranged Attack Roll: +9, reach 5 ft. or range 150 ft. Hit: 27 (4d10 + 5) Force damage. Spellcasting. The archmage cast"
      },
      {
        "document": 1791,
        "excerpt": "Light Crossbow in any combination. Shortsword. Melee Attack Roll: +7, reach 5 ft. Hit: 7 (1d6 + 4) Piercing damage plus 17 (5d6) Poison damage, and the target has t"
      },
      {
        "document": 1792,
        "excerpt": "Proficiency Bonus (rounded up). Reaping Scythe. Melee Attack Roll: Automatic hit, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage plus 4 (1d8) Necrotic damage."
      },
      {
        "document": 1793,
        "excerpt": "Rake. Melee Attack Roll: +1, reach 5 ft. Hit: 1 Slashing damage."
      },
      {
        "document": 1794,
        "excerpt": "Slam. Melee Attack Roll: +6, reach 10 ft. Hit: 14 (3d6 + 4) Bludgeoning damage."
      },
      {
        "document": 1795,
        "excerpt": "Beak. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage."
      },
      {
        "document": 1796,
        "excerpt": "Burning Hammer. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Bludgeoning damage plus 3 (1d6) Fire damage."
      },
      {
        "document": 1797,
        "excerpt": "Pack Tactics. The baboon has Advantage on an attack roll against a creature if at least one of the baboon's allies is within 5 feet of the creature and the"
      },
      {
        "document": 1798,
        "excerpt": "Bite. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Piercing damage."
      },
      {
        "document": 1799,
        "excerpt": "Multiattack. The balor makes one Flame Whip attack and one Lightning Blade attack. Flame Whip. Melee Attack Roll: +14, reach 30 ft. Hit: 18 (3d6 + 8) Forc"
      },
      {
        "document": 1800,
        "excerpt": "imitar and Pistol in any combination. Scimitar. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Slashing damage. Pistol. Ranged Attack Roll: +5, range 30/90 ft."
      },
      {
        "document": 1801,
        "excerpt": "Scimitar. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Slashing damage. Light Crossbow. Ranged Attack Roll: +3, range 8"
      },
      {
        "document": 1802,
        "excerpt": "Multiattack. The devil makes one Claws attack and one Tail attack, or it makes two Hurl Flame attacks. Claws. Melee Attack Roll: +6, reach 5 ft. Hit:"
      },
      {
        "document": 1803,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage plus 7 (2d6) Poison damage."
      },
      {
        "document": 1804,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Piercing damage."
      },
      {
        "document": 1805,
        "excerpt": "Multiattack. The devil makes one Beard attack and one Infernal Glaive attack. Beard. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing dam"
      },
      {
        "document": 1806,
        "excerpt": "Multiattack. The behir makes one Bite attack and uses Constrict. Bite. Melee Attack Roll: +10, reach 10 ft. Hit: 19 (2d12 + 6) Piercing damage plus"
      },
      {
        "document": 1807,
        "excerpt": "Frenzy. While Bloodied, the berserker has Advantage on attack rolls and saving throws."
      },
      {
        "document": 1808,
        "excerpt": "iattack. The bear makes two Rend attacks. Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage."
      },
      {
        "document": 1809,
        "excerpt": "ttack. The dragon makes two Rend attacks. Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage plus 2 (1d4) Acid damage. Acid Breath (Recharge"
      },
      {
        "document": 1810,
        "excerpt": "ve Form. A creature that hits the pudding with a melee attack roll takes 4 (1d8) Acid damage. Nonmagical ammunition is destroyed immediately after hitting the pudding"
      },
      {
        "document": 1811,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Piercing damage."
      },
      {
        "document": 1812,
        "excerpt": "Pack Tactics. The hawk has Advantage on an attack roll against a creature if at least one of the hawk's allies is within 5 feet of the creature and the al"
      },
      {
        "document": 1813,
        "excerpt": "ttack. The dragon makes two Rend attacks. Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Slashing damage plus 3 (1d6) Lightning damage. Lightning Breath"
      },
      {
        "document": 1814,
        "excerpt": "oodied Fury. While Bloodied, the boar has Advantage on attack rolls."
      },
      {
        "document": 1815,
        "excerpt": "he devil makes two Claw attacks and one Infernal Sting attack. Claw. Melee Attack Roll: +8, reach 10 ft. Hit: 13 (2d8 + 4) Slashing damage. Infernal Sting. Melee At"
      },
      {
        "document": 1816,
        "excerpt": "Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 + 2) Slashing damage. Fire Breath (Recharge 5–6). Dexterity Saving T"
      },
      {
        "document": 1817,
        "excerpt": "ttack. The dragon makes two Rend attacks. Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Slashing damage. Lightning Breath (Recharge 5–6). Dexterity Sav"
      },
      {
        "document": 1818,
        "excerpt": "Multiattack. The bear makes one Bite attack and one Claw attack. Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage. Claw."
      },
      {
        "document": 1819,
        "excerpt": "elin or Morningstar attacks. Javelin. Melee or Ranged Attack Roll: +5, reach 10 ft. or range 30/120 ft. Hit: 13 (3d6 + 3) Piercing damage. Morningstar. Melee Attack"
      },
      {
        "document": 1820,
        "excerpt": "Grab. Melee Attack Roll: +4, reach 10 ft. Hit: 9 (2d6 + 2) Bludgeoning damage. If the target is a Medium or smaller creatur"
      },
      {
        "document": 1821,
        "excerpt": "tack. The bulette makes two Bite attacks. Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 17 (2d12 + 4) Piercing damage. Deadly Leap. The bulette spends 5 feet of mov"
      },
      {
        "document": 1822,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Bludgeoning damage."
      },
      {
        "document": 1823,
        "excerpt": "Scratch. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Slashing damage."
      },
      {
        "document": 1824,
        "excerpt": "using Pike or Longbow in any combination. Pike. Melee Attack Roll: +6, reach 10 ft. Hit: 9 (1d10 + 4) Piercing damage. Longbow. Ranged Attack Roll: +4, range 150/60"
      },
      {
        "document": 1825,
        "excerpt": "attacks and uses Conjure Infernal Chain. Chain. Melee Attack Roll: +7, reach 10 ft. Hit: 11 (2d6 + 4) Slashing damage. If the target is a Large or smaller creature,"
      },
      {
        "document": 1826,
        "excerpt": "Multiattack. The chimera makes one Ram attack, one Bite attack, and one Claw attack. It can replace the Claw attack with a use of Fire Breath if avail"
      },
      {
        "document": 1827,
        "excerpt": "attacks and uses Paralyzing Tentacles. Pincer. Melee Attack Roll: +6, reach 10 ft. Hit: 9 (1d10 + 4) Bludgeoning damage. If the target is a Large or smaller creatur"
      },
      {
        "document": 1828,
        "excerpt": "can see. If no creature is near enough to move to and attack, the golem attacks an object. Once the golem goes berserk, it continues to be berserk until it is destro"
      },
      {
        "document": 1829,
        "excerpt": "While in Bright Light, the cloaker has Disadvantage on attack rolls."
      },
      {
        "document": 1830,
        "excerpt": "or Thundercloud in any combination. It can replace one attack with a use of Spellcasting to cast Fog Cloud. Thunderous Mace. Melee Attack Roll: +12, reach 10 ft. Hit"
      },
      {
        "document": 1831,
        "excerpt": "Petrifying Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Piercing damage. If the target is a creature, it is subjected to"
      },
      {
        "document": 1832,
        "excerpt": "Club. Melee Attack Roll: +2, reach 5 ft. Hit: 2 (1d4) Bludgeoning damage."
      },
      {
        "document": 1833,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Piercing damage. Constrict. Strength Saving Throw: DC 12, one Me"
      },
      {
        "document": 1834,
        "excerpt": "Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 + 2) Slashing damage. Acid Breath (Recharge 5–6). Dexterity Saving T"
      },
      {
        "document": 1835,
        "excerpt": "Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (1d12 + 5) Piercing damage, and the target has the Poisoned condition unti"
      },
      {
        "document": 1836,
        "excerpt": "Claw. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Bludgeoning damage."
      },
      {
        "document": 1837,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Piercing damage. If the target is a Medium or smaller creature, i"
      },
      {
        "document": 1838,
        "excerpt": "Pact Blade. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage plus 7 (2d6) Necrotic damage. Spellcasting. The"
      },
      {
        "document": 1839,
        "excerpt": "Ritual Sickle. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Slashing damage plus 1 Necrotic damage."
      },
      {
        "document": 1840,
        "excerpt": "Crush. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage, and the darkmantle attaches to the target. If"
      },
      {
        "document": 1841,
        "excerpt": "ck. The death dog makes two Bite attacks. Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage. If the target is a creature, it is subjected to"
      },
      {
        "document": 1842,
        "excerpt": "Agile. The deer doesn't provoke an Opportunity Attack when it moves out of an enemy's reach."
      },
      {
        "document": 1843,
        "excerpt": "he deva makes two Holy Mace attacks. Holy Mace. Melee Attack Roll: +8, reach 5 ft. Hit: 7 (1d6 + 4) Bludgeoning damage plus 18 (4d8) Radiant damage. Spellcasting. T"
      },
      {
        "document": 1844,
        "excerpt": "Pack Tactics. The wolf has Advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the al"
      },
      {
        "document": 1845,
        "excerpt": "or Storm Bolt in any combination. Storm Blade. Melee Attack Roll: +9, reach 5 feet. Hit: 12 (2d6 + 5) Slashing damage plus 7 (2d6) Lightning damage. Storm Bolt. Ra"
      },
      {
        "document": 1846,
        "excerpt": "and uses Unsettling Visage if available. Slam. Melee Attack Roll: +6 (with Advantage during the first round of each combat), reach 5 ft. Hit: 11 (2d6 + 4) Bludgeoni"
      },
      {
        "document": 1847,
        "excerpt": "Hooves. Melee Attack Roll: +6, reach 5 ft. Hit: 6 (1d4 + 4) Bludgeoning damage."
      },
      {
        "document": 1848,
        "excerpt": "he dragon makes three Bite attacks. It can replace one attack with a Tail attack. Bite. Melee Attack Roll: +13, reach 15 ft. Hit: 23 (3d10 + 7) Piercing damage plus"
      },
      {
        "document": 1849,
        "excerpt": "Rend. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Slashing damage. Fetid Cloud (1/Day). Constitution Saving Throw:"
      },
      {
        "document": 1850,
        "excerpt": "ght, the drider has Disadvantage on ability checks and attack rolls. Web Walker. The drider ignores movement restrictions caused by webs, and the drider knows the lo"
      },
      {
        "document": 1851,
        "excerpt": "or Verdant Wisp in any combination. Vine Staff. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Bludgeoning damage plus 2 (1d4) Poison damage. Verdant Wisp. Ran"
      },
      {
        "document": 1852,
        "excerpt": "tiattack. The dryad makes one Vine Lash or Thorn Burst attack, and it can use Spellcasting to cast Charm Monster. Vine Lash. Melee Attack Roll: +6, reach 10 ft. Hit:"
      },
      {
        "document": 1853,
        "excerpt": "Claw. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Slashing damage. Blinding Breath (Recharge 6). Dexterity Saving"
      },
      {
        "document": 1854,
        "excerpt": "Talons. Melee Attack Roll: +4, reach 5 feet. Hit: 4 (1d4 + 2) Slashing damage."
      },
      {
        "document": 1855,
        "excerpt": "g Slam or Rock Launch in any combination. Slam. Melee Attack Roll: +8, reach 10 ft. Hit: 14 (2d8 + 5) Bludgeoning damage. Rock Launch. Ranged Attack Roll: +8, range"
      },
      {
        "document": 1856,
        "excerpt": "or Hurl Flame in any combination. Heated Blade. Melee Attack Roll: +10, reach 5 ft. Hit: 13 (2d6 + 6) Slashing damage plus 13 (2d12) Fire damage. Hurl Flame. Ranged"
      },
      {
        "document": 1857,
        "excerpt": "ack. The elephant makes two Gore attacks. Gore. Melee Attack Roll: +8, reach 5 ft. Hit: 15 (2d8 + 6) Piercing damage. If the target is a Huge or smaller creature and"
      },
      {
        "document": 1858,
        "excerpt": "Ram. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage. If the target is a Large or smaller creature"
      },
      {
        "document": 1859,
        "excerpt": "s and can use Entangling Rope. Withering Sword. Melee Attack Roll: +8, reach 5 ft. Hit: 13 (2d8 + 4) Slashing damage plus 11 (2d10) Necrotic damage. Entangling Rope"
      },
      {
        "document": 1860,
        "excerpt": "Multiattack. The ettercap makes one Bite attack and one Claw attack. Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 2 ("
      },
      {
        "document": 1861,
        "excerpt": "Multiattack. The ettin makes one Battleaxe attack and one Morningstar attack. Battleaxe. Melee Attack Roll: +7, reach 5 ft. Hit: 14 (2d8 + 5) Slashing da"
      },
      {
        "document": 1862,
        "excerpt": "ck. The elemental makes two Burn attacks. Burn. Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 + 3) Fire damage. If the target is a creature or a flammable object,"
      },
      {
        "document": 1863,
        "excerpt": "r Hammer Throw in any combination. Flame Sword. Melee Attack Roll: +11, reach 10 ft. Hit: 21 (4d6 + 7) Slashing damage plus 10 (3d6) Fire damage. Hammer Throw. Rang"
      },
      {
        "document": 1864,
        "excerpt": "If the golem takes Fire damage, it has Disadvantage on attack rolls and ability checks until the end of its next turn. Berserk. Whenever the golem starts its turn Bl"
      },
      {
        "document": 1865,
        "excerpt": "Flyby. The snake doesn't provoke an Opportunity Attack when it flies out of an enemy's reach."
      },
      {
        "document": 1866,
        "excerpt": "Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 1 Piercing damage."
      },
      {
        "document": 1867,
        "excerpt": "Axe or Great Bow in any combination. Frost Axe. Melee Attack Roll: +9, reach 10 ft. Hit: 19 (2d12 + 6) Slashing damage plus 9 (2d8) Cold damage. Great Bow. Ranged A"
      },
      {
        "document": 1868,
        "excerpt": "Flyby. The gargoyle doesn't provoke an Opportunity Attack when it flies out of an enemy's reach."
      },
      {
        "document": 1869,
        "excerpt": "Pseudopod. Melee Attack Roll: +4, reach 5 ft. Hit: 12 (3d6 + 2) Acid damage. Engulf. The cube moves up to its Speed without pro"
      },
      {
        "document": 1870,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 9 (2d8) Necrotic damage. Claw. Melee Attack"
      },
      {
        "document": 1871,
        "excerpt": "s two Withering Touch attacks. Withering Touch. Melee Attack Roll: +5, reach 5 ft. Hit: 19 (3d10 + 3) Necrotic damage. Etherealness. The ghost casts the Etherealnes"
      },
      {
        "document": 1872,
        "excerpt": "attack. The ghoul makes two Bite attacks. Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 3 (1d6) Necrotic damage. Claw. Melee Attack"
      },
      {
        "document": 1873,
        "excerpt": "tiattack. The ape makes two Fist attacks. Fist. Melee Attack Roll: +9, reach 10 ft. Hit: 22 (3d10 + 6) Bludgeoning damage. Boulder Toss (Recharge 6). The ape hurls"
      },
      {
        "document": 1874,
        "excerpt": "Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 6 (2d4 + 1) Piercing damage."
      },
      {
        "document": 1875,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage."
      },
      {
        "document": 1876,
        "excerpt": "Bloodied Fury. The boar has Advantage on melee attack rolls while it is Bloodied."
      },
      {
        "document": 1877,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage, and the target has the Poisoned condition until"
      },
      {
        "document": 1878,
        "excerpt": "Multiattack. The snake makes one Bite attack and uses Constrict. Bite. Melee Attack Roll: +6, reach 10 ft. Hit: 11 (2d6 + 4) Piercing damage. Const"
      },
      {
        "document": 1879,
        "excerpt": "Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Bludgeoning damage. If the target is a Medium or smaller creature"
      },
      {
        "document": 1880,
        "excerpt": "Multiattack. The crocodile makes one Bite attack and one Tail attack. Bite. Melee Attack Roll: +8, reach 5 ft. Hit: 21 (3d10 + 5) Piercing damage. If th"
      },
      {
        "document": 1881,
        "excerpt": "attack. The eagle makes two Rend attacks. Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage plus 3 (1d6) Radiant damage."
      },
      {
        "document": 1882,
        "excerpt": "Ram. Melee Attack Roll: +6, reach 10 ft. Hit: 11 (2d6 + 4) Bludgeoning damage plus 5 (2d4) Radiant damage. If the target i"
      },
      {
        "document": 1883,
        "excerpt": "Bite. Melee Attack Roll: +1, reach 5 ft. Hit: 1 Fire damage."
      },
      {
        "document": 1884,
        "excerpt": "become a Giant Goat for up to 3 hours. The goat can't attack, but you can (harmlessly) remove its horns and use them as weapons. One horn becomes a +1 Lance, and the"
      },
      {
        "document": 1885,
        "excerpt": "Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage. If the target is a Medium or smaller creature, i"
      },
      {
        "document": 1886,
        "excerpt": "Ram. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage. If the target is a Large or smaller creature"
      },
      {
        "document": 1887,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage."
      },
      {
        "document": 1888,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Piercing damage."
      },
      {
        "document": 1889,
        "excerpt": "Tentacles. Melee Attack Roll: +5, reach 10 ft. Hit: 10 (2d6 + 3) Bludgeoning damage. If the target is a Medium or smaller creatu"
      },
      {
        "document": 1890,
        "excerpt": "Flyby. The owl doesn't provoke an Opportunity Attack when it flies out of an enemy's reach."
      },
      {
        "document": 1891,
        "excerpt": "Pack Tactics. The rat has Advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the all"
      },
      {
        "document": 1892,
        "excerpt": "ack. The scorpion makes two Claw attacks and one Sting attack. Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage. If the target is a Large"
      },
      {
        "document": 1893,
        "excerpt": "Ram. Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) Bludgeoning damage, or 11 (2d8 + 2) Bludgeoning damage if the sea"
      },
      {
        "document": 1894,
        "excerpt": "attack. The shark makes two Bite attacks. Bite. Melee Attack Roll: +9 (with Advantage if the target doesn't have all its Hit Points), reach 5 ft. Hit: 22 (3d10 + 6)"
      },
      {
        "document": 1895,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 7 (2d6) Poison damage. Web (Recharge 5–6)."
      },
      {
        "document": 1896,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 5 (2d4) Poison damage. If the target is a Me"
      },
      {
        "document": 1897,
        "excerpt": "Bite. Melee Attack Roll: +6, reach 10 ft. Hit: 6 (1d4 + 4) Piercing damage plus 4 (1d8) Poison damage."
      },
      {
        "document": 1898,
        "excerpt": "Pack Tactics. The vulture has Advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 feet of the creature and the"
      },
      {
        "document": 1899,
        "excerpt": "Flyby. The wasp doesn't provoke an Opportunity Attack when it flies out of an enemy's reach."
      },
      {
        "document": 1900,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Piercing damage."
      },
      {
        "document": 1901,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Piercing damage plus 5 (2d4) Poison damage."
      },
      {
        "document": 1902,
        "excerpt": "in a random direction. 7–8. The target makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack."
      },
      {
        "document": 1903,
        "excerpt": "ttacks and uses Pummel or Spellcasting. Pincer. Melee Attack Roll: +9, reach 10 ft. Hit: 16 (2d10 + 5) Slashing damage. If the target is a Medium or smaller creature"
      },
      {
        "document": 1904,
        "excerpt": "ladiator makes three Spear attacks. It can replace one attack with a use of Shield Bash. Spear. Melee or Ranged Attack Roll: +7, reach 5 ft. or range 20/60 ft. Hit:"
      },
      {
        "document": 1905,
        "excerpt": "Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage. Bone Bow. Ranged Attack Roll: +3, range 150/600"
      },
      {
        "document": 1906,
        "excerpt": "Ram. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Bludgeoning damage, or 2 (1d4) Bludgeoning damage if the goat moved 20+ fee"
      },
      {
        "document": 1907,
        "excerpt": "mitar or Shortbow in any combination. Scimitar. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage, plus 2 (1d4) Slashing damage if the attack roll"
      },
      {
        "document": 1908,
        "excerpt": "Dagger. Melee or Ranged Attack Roll: +4, reach 5 ft. or range 20/60 ft. Hit: 4 (1d4 + 2) Piercing damage."
      },
      {
        "document": 1909,
        "excerpt": "Scimitar. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage, plus 2 (1d4) Slashing damage if the attack roll"
      },
      {
        "document": 1910,
        "excerpt": "ttack. The dragon makes two Rend attacks. Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (1d10 + 4) Slashing damage. Fire Breath (Recharge 5–6). Dexterity Saving T"
      },
      {
        "document": 1911,
        "excerpt": "Gore. Melee Attack Roll: +8, reach 5 ft. Hit: 18 (2d12 + 5) Piercing damage. If the target is a Large or smaller creature a"
      },
      {
        "document": 1912,
        "excerpt": "Any nonmagical weapon takes a cumulative -1 penalty to attack rolls immediately after dealing damage to the ooze and coming into contact with it. The weapon is destro"
      },
      {
        "document": 1913,
        "excerpt": "ttack. The dragon makes two Rend attacks. Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 + 2) Slashing damage plus 3 (1d6) Poison damage. Poison Breath (Rech"
      },
      {
        "document": 1914,
        "excerpt": "tiattack. The hag makes two Claw attacks. Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) Slashing damage plus 3 (1d6) Poison damage. Spellcasting. The ha"
      },
      {
        "document": 1915,
        "excerpt": "Multiattack. The grick makes one Beak attack and one Tentacles attack. Beak. Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) Piercing damage. T"
      },
      {
        "document": 1916,
        "excerpt": "tack. The griffon makes two Rend attacks. Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) Piercing damage. If the target is a Medium or smaller creature, i"
      },
      {
        "document": 1917,
        "excerpt": "Bone Cudgel. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage plus 2 (1d4) Psychic damage."
      },
      {
        "document": 1918,
        "excerpt": "ongsword in any combination. Javelin. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 30/120 ft. Hit: 14 (3d6 + 4) Piercing damage. Longsword. Melee Attack Ro"
      },
      {
        "document": 1919,
        "excerpt": "Spear. Melee or Ranged Attack Roll: +3, reach 5 ft. or range 20/60 ft. Hit: 4 (1d6 + 1) Piercing damage."
      },
      {
        "document": 1920,
        "excerpt": "k. The naga makes two Bite attacks. It can replace any attack with a use of Poisonous Spittle. Bite. Melee Attack Roll: +8, reach 10 ft. Hit: 17 (2d12 + 4) Piercing"
      },
      {
        "document": 1921,
        "excerpt": ". The half-dragon makes two Claw attacks. Claw. Melee Attack Roll: +7, reach 10 ft. Hit: 6 (1d4 + 4) Slashing damage plus 7 (2d6) damage of the type chosen for the D"
      },
      {
        "document": 1922,
        "excerpt": "Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 6 (2d4 + 1) Slashing damage. Luring Song. The harpy sings a magical melody,"
      },
      {
        "document": 1923,
        "excerpt": "Talons. Melee Attack Roll: +5, reach 5 ft. Hit: 1 Slashing damage."
      },
      {
        "document": 1924,
        "excerpt": "Pack Tactics. The hound has Advantage on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and the a"
      },
      {
        "document": 1925,
        "excerpt": "ack. The hezrou makes three Rend attacks. Rend. Melee Attack Roll: +7, reach 5 ft. Hit: 6 (1d4 + 4) Slashing damage plus 9 (2d8) Poison damage."
      },
      {
        "document": 1926,
        "excerpt": "lub or Trash Lob in any combination. Tree Club. Melee Attack Roll: +8, reach 10 ft. Hit: 18 (3d8 + 5) Bludgeoning damage. If the target is a Large or smaller creatur"
      },
      {
        "document": 1927,
        "excerpt": "Flyby. The hippogriff doesn't provoke an Opportunity Attack when it flies out of an enemy's reach."
      },
      {
        "document": 1928,
        "excerpt": "The hippopotamus makes two Bite attacks. Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 16 (2d10 + 5) Piercing damage."
      },
      {
        "document": 1929,
        "excerpt": "goblin, the hobgoblin and its allies have Advantage on attack rolls and saving throws, provided the hobgoblin doesn't have the Incapacitated condition."
      },
      {
        "document": 1930,
        "excerpt": "Pack Tactics. The hobgoblin has Advantage on an attack roll against a creature if at least one of the hobgoblin's allies is within 5 feet of the creature and t"
      },
      {
        "document": 1931,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Piercing damage, and the target is subjected to the following effect. Const"
      },
      {
        "document": 1932,
        "excerpt": "k or Hurl Flame in any combination. It can replace one attack with a use of Infernal Tail. Searing Fork. Melee Attack Roll: +10, reach 10 ft. Hit: 15 (2d8 + 6) Pierc"
      },
      {
        "document": 1933,
        "excerpt": "Bite. Melee Attack Roll: +6 (with Advantage if the target doesn't have all its Hit Points), reach 5 ft. Hit: 14 (3d6 + 4) P"
      },
      {
        "document": 1934,
        "excerpt": "kes as many Bite attacks as it has heads. Bite. Melee Attack Roll: +8, reach 10 ft. Hit: 10 (1d10 + 5) Piercing damage."
      },
      {
        "document": 1935,
        "excerpt": "Pack Tactics. The hyena has Advantage on an attack roll against a creature if at least one of the hyena's allies is within 5 feet of the creature and the a"
      },
      {
        "document": 1936,
        "excerpt": "evil makes three Ice Spear attacks. It can replace one attack with a Tail attack. Ice Spear. Melee or Ranged Attack Roll: +10, reach 5 ft. or range 30/120 ft. Hit: 1"
      },
      {
        "document": 1937,
        "excerpt": "Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Slashing damage plus 2 (1d4) Cold damage. Fog Cloud (1/Day). The"
      },
      {
        "document": 1938,
        "excerpt": "Sting. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage plus 7 (2d6) Poison damage. Invisibility. The im"
      },
      {
        "document": 1939,
        "excerpt": "kes two Restless Touch attacks. Restless Touch. Melee Attack Roll: +7, reach 5 ft. Hit: 15 (3d6 + 5) Psychic damage, and the target is cursed for 24 hours or until t"
      },
      {
        "document": 1940,
        "excerpt": "ker makes three Wind Swipe attacks. It can replace one attack with a use of Vortex. Wind Swipe. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (2d6 + 4) Force damage. V"
      },
      {
        "document": 1941,
        "excerpt": "m or Fiery Bolt in any combination. Bladed Arm. Melee Attack Roll: +12, reach 10 ft. Hit: 20 (3d8 + 7) Slashing damage plus 10 (3d6) Fire damage. Fiery Bolt. Ranged"
      },
      {
        "document": 1942,
        "excerpt": "Bite. Melee Attack Roll: +1, reach 5 ft. Hit: 1 (1d4 - 1) Piercing damage."
      },
      {
        "document": 1943,
        "excerpt": "Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 21 (5d6 + 4) Piercing damage."
      },
      {
        "document": 1944,
        "excerpt": "Heavy Crossbow in any combination. Greatsword. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage plus 4 (1d8) Radiant damage. Heavy Crossbow. Ra"
      },
      {
        "document": 1945,
        "excerpt": "Pack Tactics. The kobold has Advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the"
      },
      {
        "document": 1946,
        "excerpt": "Fling, Lightning Strike, or Swallow. Tentacle. Melee Attack Roll: +17, reach 30 ft. Hit: 24 (4d6 + 10) Bludgeoning damage. The target has the Grappled condition (es"
      },
      {
        "document": 1947,
        "excerpt": ". The lamia makes two Claw attacks. It can replace one attack with a use of Corrupting Touch. Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Slashing dama"
      },
      {
        "document": 1948,
        "excerpt": "Vile Slime. Melee Attack Roll: +2, reach 5 ft. Hit: 2 (1d4) Poison damage."
      },
      {
        "document": 1949,
        "excerpt": "h in any combination. Eldritch Burst. Melee or Ranged Attack Roll: +12, reach 5 ft. or range 120 ft. Hit: 31 (4d12 + 5) Force damage. Paralyzing Touch. Melee Attack"
      },
      {
        "document": 1950,
        "excerpt": "Pack Tactics. The lion has Advantage on an attack roll against a creature if at least one of the lion's allies is within 5 feet of the creature and the al"
      },
      {
        "document": 1951,
        "excerpt": "Bite. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Piercing damage."
      },
      {
        "document": 1952,
        "excerpt": "e Arcane Burst attacks. Arcane Burst. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 120 ft. Hit: 16 (3d8 + 3) Force damage. Spellcasting. The mage casts one"
      },
      {
        "document": 1953,
        "excerpt": "Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Slashing damage plus 3 (1d6) Fire damage. Fire Breath (Recharge"
      },
      {
        "document": 1954,
        "excerpt": "Touch. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2) Fire damage. If the target is a creature or a flammable object th"
      },
      {
        "document": 1955,
        "excerpt": "tack. The mammoth makes two Gore attacks. Gore. Melee Attack Roll: +10, reach 10 ft. Hit: 18 (2d10 + 7) Piercing damage. If the target is a Huge or smaller creature"
      },
      {
        "document": 1956,
        "excerpt": "ng Rend or Tail Spike in any combination. Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage. Tail Spike. Ranged Attack Roll: +5, range 100/2"
      },
      {
        "document": 1957,
        "excerpt": "t Blade attacks and uses Constrict. Pact Blade. Melee Attack Roll: +10, reach 5 ft. Hit: 10 (1d10 + 5) Slashing damage plus 7 (2d6) Necrotic damage. Constrict. Stre"
      },
      {
        "document": 1958,
        "excerpt": "Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Piercing damage. If the target is a Medium or smaller creature, i"
      },
      {
        "document": 1959,
        "excerpt": ". The medusa makes two Claw attacks and one Snake Hair attack, or it makes three Poison Ray attacks. Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 + 3) Slash"
      },
      {
        "document": 1960,
        "excerpt": "Ocean Spear. Melee or Ranged Attack Roll: +2, reach 5 ft. or range 20/60 ft. Hit: 3 (1d6) Piercing damage plus 2 (1d4) Cold damage. If the t"
      },
      {
        "document": 1961,
        "excerpt": "ite, Claw, or Harpoon in any combination. Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 6 (1d4 + 4) Piercing damage, and the target has the Poisoned condition until"
      },
      {
        "document": 1962,
        "excerpt": "Bite. Melee Attack Roll: +5 (with Advantage if the target is Grappled by the mimic), reach 5 ft. Hit: 7 (1d8 + 3) Piercing"
      },
      {
        "document": 1963,
        "excerpt": "Abyssal Glaive. Melee Attack Roll: +6, reach 10 ft. Hit: 10 (1d12 + 4) Slashing damage plus 10 (3d6) Necrotic damage. Gore (Recharge"
      },
      {
        "document": 1964,
        "excerpt": "Gore. Melee Attack Roll: +6, reach 5 ft. Hit: 11 (2d6 + 4) Piercing damage. If the target is a Large or smaller creature an"
      },
      {
        "document": 1965,
        "excerpt": "Hooves. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Bludgeoning damage."
      },
      {
        "document": 1966,
        "excerpt": "ummy makes one Rotting Fist or Channel Negative Energy attack, and it uses Dreadful Glare. Rotting Fist. Melee Attack Roll: +9, reach 5 ft. Hit: 15 (2d10 + 4) Bludge"
      },
      {
        "document": 1967,
        "excerpt": "attacks and uses Dreadful Glare. Rotting Fist. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Bludgeoning damage plus 10 (3d6) Necrotic damage. If the target"
      },
      {
        "document": 1968,
        "excerpt": "The nalfeshnee makes three Rend attacks. Rend. Melee Attack Roll: +10, reach 10 ft. Hit: 16 (2d10 + 5) Slashing damage plus 11 (2d10) Force damage. Teleport. The n"
      },
      {
        "document": 1969,
        "excerpt": "tiattack. The hag makes two Claw attacks. Claw. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Slashing damage. Nightmare Haunting (1/Day; Requires Soul Bag)."
      },
      {
        "document": 1970,
        "excerpt": "Hooves. Melee Attack Roll: +6, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage plus 10 (3d6) Fire damage. Ethereal Stride."
      },
      {
        "document": 1971,
        "excerpt": "Rapier. Melee Attack Roll: +3, reach 5 ft. Hit: 5 (1d8 + 1) Piercing damage."
      },
      {
        "document": 1972,
        "excerpt": "Pseudopod. Melee Attack Roll: +4, reach 5 ft. Hit: 12 (3d6 + 2) Acid damage."
      },
      {
        "document": 1973,
        "excerpt": "Tentacles. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Bludgeoning damage."
      },
      {
        "document": 1974,
        "excerpt": "Slam. Melee Attack Roll: +6, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage. ---"
      },
      {
        "document": 1975,
        "excerpt": "Greatclub. Melee Attack Roll: +6, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage. Javelin. Melee or Ranged Attack Roll: +6, r"
      },
      {
        "document": 1976,
        "excerpt": "two Claw or Nightmare Ray attacks. It can replace one attack with a use of Spellcasting. Claw. Melee Attack Roll: +7, reach 10 ft. Hit: 10 (1d12 + 4) Slashing damag"
      },
      {
        "document": 1977,
        "excerpt": "Multiattack. The otyugh makes one Bite attack and two Tentacle attacks. Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 12 (2d8 + 3) Piercing damage, a"
      },
      {
        "document": 1978,
        "excerpt": "Flyby. The owl doesn't provoke an Opportunity Attack when it flies out of an enemy's reach."
      },
      {
        "document": 1979,
        "excerpt": "tack. The owlbear makes two Rend attacks. Rend. Melee Attack Roll: +7, reach 5 ft. Hit: 14 (2d8 + 5) Slashing damage."
      },
      {
        "document": 1980,
        "excerpt": "Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Slashing damage."
      },
      {
        "document": 1981,
        "excerpt": "Hooves. Melee Attack Roll: +6, reach 5 ft. Hit: 7 (1d6 + 4) Bludgeoning damage plus 5 (2d4) Radiant damage."
      },
      {
        "document": 1982,
        "excerpt": "ttack. The spider makes two Bite attacks. Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Piercing damage plus 9 (2d8) Poison damage. If this damage reduc"
      },
      {
        "document": 1983,
        "excerpt": "Bite. Melee Attack Roll: +5 (with Advantage if the target doesn't have all its Hit Points), reach 5 ft. Hit: 1 Piercing dam"
      },
      {
        "document": 1984,
        "excerpt": "ng Rapier or Pistol in any combination. Rapier. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Piercing damage, and the pirate has Advantage on the next attack"
      },
      {
        "document": 1985,
        "excerpt": "he pirate makes two Dagger attacks. It can replace one attack with a use of Enthralling Panache. Dagger. Melee or Ranged Attack Roll: +5, reach 5 ft. or range 20/60"
      },
      {
        "document": 1986,
        "excerpt": "Multiattack. The pit fiend makes one Bite attack, two Devilish Claw attacks, and one Fiery Mace attack. Bite. Melee Attack Roll: +14, reach 10 ft. Hit:"
      },
      {
        "document": 1987,
        "excerpt": "ttacks or uses Holy Burst twice. Radiant Sword. Melee Attack Roll: +12, reach 10 ft. Hit: 14 (2d6 + 7) Slashing damage plus 18 (4d8) Radiant damage. Holy Burst. Dex"
      },
      {
        "document": 1988,
        "excerpt": "Bite. Melee Attack Roll: +6, reach 10 ft. Hit: 11 (2d6 + 4) Piercing damage."
      },
      {
        "document": 1989,
        "excerpt": "iattack. The bear makes two Rend attacks. Rend. Melee Attack Roll: +7, reach 5 ft. Hit: 9 (1d8 + 5) Slashing damage."
      },
      {
        "document": 1990,
        "excerpt": "Hooves. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Bludgeoning damage."
      },
      {
        "document": 1991,
        "excerpt": "Mace. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Bludgeoning damage plus 2 (1d4) Radiant damage. Radiant Flame. R"
      },
      {
        "document": 1992,
        "excerpt": "Mace or Radiant Flame in any combination. Mace. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage plus 5 (2d4) Radiant damage. Radiant Flame. R"
      },
      {
        "document": 1993,
        "excerpt": "The pseudodragon makes two Bite attacks. Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage. Sting. Constitution Saving Throw: DC 12, one cr"
      },
      {
        "document": 1994,
        "excerpt": "Flyby. The pteranodon doesn't provoke an Opportunity Attack when it flies out of an enemy's reach."
      },
      {
        "document": 1995,
        "excerpt": "Multiattack. The worm makes one Bite attack and one Tail Stinger attack. Bite. Melee Attack Roll: +14, reach 10 ft. Hit: 22 (3d8 + 9) Piercing dama"
      },
      {
        "document": 1996,
        "excerpt": "Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage, and the target has the Poisoned condition until"
      },
      {
        "document": 1997,
        "excerpt": "rows against spells and other magical effects, and the attack rolls of spells automatically miss it. Without the rakshasa's permission, no spell can observe the raksh"
      },
      {
        "document": 1998,
        "excerpt": "Agile. The rat doesn't provoke an Opportunity Attack when it moves out of an enemy's reach."
      },
      {
        "document": 1999,
        "excerpt": "Beak. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Piercing damage."
      },
      {
        "document": 2000,
        "excerpt": "ttack. The dragon makes two Rend attacks. Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (1d10 + 4) Slashing damage plus 3 (1d6) Fire damage. Fire Breath (Recharge"
      },
      {
        "document": 2001,
        "excerpt": "Pack Tactics. The shark has Advantage on an attack roll against a creature if at least one of the shark's allies is within 5 feet of the creature and the a"
      },
      {
        "document": 2002,
        "excerpt": "Bite. Melee Attack Roll: +11, reach 10 ft. Hit: 18 (2d10 + 7) Piercing damage plus 14 (4d6) Fire damage. If the target is a"
      },
      {
        "document": 2003,
        "excerpt": "Gore. Melee Attack Roll: +7, reach 5 ft. Hit: 14 (2d8 + 5) Piercing damage. If target is a Large or smaller creature and th"
      },
      {
        "document": 2004,
        "excerpt": "Hooves. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Bludgeoning damage."
      },
      {
        "document": 2005,
        "excerpt": "ck. The roc makes two Beak attacks. It can replace one attack with a Talons attack. Beak. Melee Attack Roll: +13, reach 10 ft. Hit: 28 (3d12 + 9) Piercing damage. T"
      },
      {
        "document": 2006,
        "excerpt": "s, uses Reel, and makes two Bite attacks. Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 17 (3d8 + 4) Piercing damage. Tentacle. Melee Attack Roll: +7, reach 60 ft."
      },
      {
        "document": 2007,
        "excerpt": "Multiattack. The rust monster makes one Bite attack and uses Antennae twice. Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 5 (1d8 + 1) Piercing damage. An"
      },
      {
        "document": 2008,
        "excerpt": "attack. The tiger makes two Rend attacks. Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 11 (2d6 + 4) Slashing damage."
      },
      {
        "document": 2009,
        "excerpt": "Blood Frenzy. The sahuagin has Advantage on attack rolls against any creature that doesn't have all its Hit Points. Limited Amphibiousness. The sahuagin c"
      },
      {
        "document": 2010,
        "excerpt": "nder makes two Flame Spear attacks. It can replace one attack with a use of Constrict. Flame Spear. Melee or Ranged Attack Roll: +7, reach 5 ft. or range 20/60 ft. H"
      },
      {
        "document": 2011,
        "excerpt": "Hooves. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Bludgeoning damage. If the target is a Medium or smaller creature"
      },
      {
        "document": 2012,
        "excerpt": "Sting. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Piercing damage plus 3 (1d6) Poison damage."
      },
      {
        "document": 2013,
        "excerpt": "ord and Longbow in any combination. Shortsword. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage. Longbow. Ranged Attack Roll: +4, range 150/600"
      },
      {
        "document": 2014,
        "excerpt": "Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage. Death Glare (Recharge 5–6). Wisdom Saving Thro"
      },
      {
        "document": 2016,
        "excerpt": "Draining Swipe. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Necrotic damage, and the target's Strength score decreases by 1d4"
      },
      {
        "document": 2017,
        "excerpt": "akes three Charged Tendril attacks. It can replace one attack with a use of Engulf. Charged Tendril. Melee Attack Roll: +7, reach 10 ft. Hit: 7 (1d6 + 4) Bludgeoning"
      },
      {
        "document": 2018,
        "excerpt": "ack. The guardian makes two Fist attacks. Fist. Melee Attack Roll: +7, reach 10 ft. Hit: 11 (2d6 + 4) Bludgeoning damage plus 7 (2d6) Force damage."
      },
      {
        "document": 2020,
        "excerpt": "ttack. The dragon makes two Rend attacks. Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (1d10 + 4) Piercing damage. Cold Breath (Recharge 5–6). Constitution Savin"
      },
      {
        "document": 2021,
        "excerpt": "Shortsword. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage. Shortbow. Ranged Attack Roll: +5, range 80/320"
      },
      {
        "document": 2022,
        "excerpt": "lar makes two Flying Sword attacks. It can replace one attack with a use of Slaying Bow. Flying Sword. Melee or Ranged Attack Roll: +15, reach 10 ft. or range 120 ft"
      },
      {
        "document": 2023,
        "excerpt": "ht, the specter has Disadvantage on ability checks and attack rolls."
      },
      {
        "document": 2024,
        "excerpt": "ack. The sphinx makes three Claw attacks. Claw. Melee Attack Roll: +8, reach 5 ft. Hit: 14 (3d6 + 4) Slashing damage. Mind-Rending Roar (Recharge 5–6). Wisdom Savin"
      },
      {
        "document": 2025,
        "excerpt": "inx makes two Claw attacks and uses Roar. Claw. Melee Attack Roll: +12, reach 5 ft. Hit: 20 (4d6 + 6) Slashing damage. Roar (3/Day). The sphinx emits a magical roar"
      },
      {
        "document": 2026,
        "excerpt": "Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage plus 7 (2d6) Radiant damage."
      },
      {
        "document": 2027,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Piercing damage plus 2 (1d4) Poison damage."
      },
      {
        "document": 2028,
        "excerpt": "Bite or Necrotic Ray in any combination. Bite. Melee Attack Roll: +7, reach 10 ft. Hit: 7 (1d6 + 4) Piercing damage plus 14 (4d6) Poison damage. Necrotic Ray. Rang"
      },
      {
        "document": 2029,
        "excerpt": "Needle Sword. Melee Attack Roll: +6, reach 5 ft. Hit: 6 (1d4 + 4) Piercing damage. Enchanting Bow. Ranged Attack Roll: +6, range 4"
      },
      {
        "document": 2030,
        "excerpt": "Shortsword. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 7 (2d6) Poison damage. Hand Crossbow. Range"
      },
      {
        "document": 2031,
        "excerpt": "Blurred Form. Attack rolls against the mephit are made with Disadvantage unless the mephit has the Incapacitated condition."
      },
      {
        "document": 2032,
        "excerpt": "Proboscis. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage, and the stirge attaches to the target. While att"
      },
      {
        "document": 2033,
        "excerpt": "Club or Boulder in any combination. Stone Club. Melee Attack Roll: +9, reach 15 ft. Hit: 22 (3d10 + 6) Bludgeoning damage. Boulder. Ranged Attack Roll: +9, range 60"
      },
      {
        "document": 2034,
        "excerpt": "ng Slam or Force Bolt in any combination. Slam. Melee Attack Roll: +10, reach 5 ft. Hit: 15 (2d8 + 6) Bludgeoning damage plus 9 (2d8) Force damage. Force Bolt. Rang"
      },
      {
        "document": 2035,
        "excerpt": "or Thunderbolt in any combination. Storm Sword. Melee Attack Roll: +14, reach 10 ft. Hit: 23 (4d6 + 9) Slashing damage plus 13 (3d8) Lightning damage. Thunderbolt."
      },
      {
        "document": 2036,
        "excerpt": "Multiattack. The succubus makes one Fiendish Touch attack and uses Charm or Draining Kiss. Fiendish Touch. Melee Attack Roll: +7, reach 5 ft. Hit: 16 (2d10 + 5)"
      },
      {
        "document": 2037,
        "excerpt": "Bites. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (2d4) Piercing damage, or 2 (1d4) Piercing damage if the swarm is Bloodied."
      },
      {
        "document": 2038,
        "excerpt": "Swarm of Grasping Hands. Melee Attack Roll: +4, reach 5 ft. Hit: 20 (4d8 + 2) Necrotic damage, or 11 (2d8 + 2) Necrotic damage if the swarm is"
      },
      {
        "document": 2039,
        "excerpt": "Bites. Melee Attack Roll: +3, reach 5 ft. Hit: 6 (2d4 + 1) Poison damage, or 3 (1d4 + 1) Poison damage if the swarm is Blood"
      },
      {
        "document": 2040,
        "excerpt": "Bites. Melee Attack Roll: +5 (with Advantage if the target doesn't have all its Hit Points), reach 5 ft. Hit: 8 (2d4 + 3) Pi"
      },
      {
        "document": 2041,
        "excerpt": "Bites. Melee Attack Roll: +2, reach 5 ft. Hit: 5 (2d4) Piercing damage, or 2 (1d4) Piercing damage if the swarm is Bloodied."
      },
      {
        "document": 2042,
        "excerpt": "Beaks. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage, or 2 (1d4) Piercing damage if the swarm is Blood"
      },
      {
        "document": 2043,
        "excerpt": "Bites. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) Piercing damage - or 6 (1d4 + 4) Piercing damage if the swarm is"
      },
      {
        "document": 2044,
        "excerpt": "Magic Missile spell or a spell that requires a ranged attack roll, roll 1d6. On a 1–5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected and reflects"
      },
      {
        "document": 2045,
        "excerpt": "Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage. If the target is a Large or smaller creature, i"
      },
      {
        "document": 2046,
        "excerpt": "Pack Tactics. The tough has Advantage on an attack roll against a creature if at least one of the tough's allies is within 5 feet of the creature and the a"
      },
      {
        "document": 2047,
        "excerpt": "Pack Tactics. The tough has Advantage on an attack roll against a creature if at least one of the tough's allies is within 5 feet of the creature and the a"
      },
      {
        "document": 2048,
        "excerpt": "ttack. The treant makes two Slam attacks. Slam. Melee Attack Roll: +10, reach 5 ft. Hit: 16 (3d6 + 6) Bludgeoning damage. Hail of Bark. Ranged Attack Roll: +10, ran"
      },
      {
        "document": 2049,
        "excerpt": ". The triceratops makes two Gore attacks. Gore. Melee Attack Roll: +9, reach 5 ft. Hit: 19 (2d12 + 6) Piercing damage. If the target is Huge or smaller and the trice"
      },
      {
        "document": 2050,
        "excerpt": "Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (2d4 + 4) Slashing damage."
      },
      {
        "document": 2051,
        "excerpt": "tack. The troll makes three Rend attacks. Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 11 (2d6 + 4) Slashing damage."
      },
      {
        "document": 2052,
        "excerpt": "Multiattack. The tyrannosaurus makes one Bite attack and one Tail attack. Bite. Melee Attack Roll: +10, reach 10 ft. Hit: 33 (4d12 + 7) Piercing damage. If"
      },
      {
        "document": 2053,
        "excerpt": "Multiattack. The unicorn makes one Hooves attack and one Radiant Horn attack. Hooves. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (2d6 + 4) Bludgeoning d"
      },
      {
        "document": 2054,
        "excerpt": "Umbral Dagger attacks. Umbral Dagger. Melee or Ranged Attack Roll: +5, reach 5 ft. or range 20/60 ft. Hit: 5 (1d4 + 3) Piercing damage plus 7 (3d4) Necrotic damage."
      },
      {
        "document": 2055,
        "excerpt": "in sunlight. While in sunlight, it has Disadvantage on attack rolls and ability checks."
      },
      {
        "document": 2056,
        "excerpt": "in sunlight. While in sunlight, it has Disadvantage on attack rolls and ability checks."
      },
      {
        "document": 2057,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage plus 3 (1d6) Poison damage."
      },
      {
        "document": 2058,
        "excerpt": "makes two Rotting Touch attacks. Rotting Touch. Melee Attack Roll: +2, reach 10 ft. Hit: 4 (1d8) Necrotic damage."
      },
      {
        "document": 2059,
        "excerpt": "tack. The vrock makes two Shred attacks. Shred. Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage plus 10 (3d6) Poison damage. Spores (Recharge 6"
      },
      {
        "document": 2060,
        "excerpt": "Pack Tactics. The vulture has Advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 feet of the creature and the"
      },
      {
        "document": 2061,
        "excerpt": "Hooves. Melee Attack Roll: +6, reach 5 ft. Hit: 7 (1d6 + 4) Bludgeoning damage. If the target is a Large or smaller creature"
      },
      {
        "document": 2062,
        "excerpt": "Hooves. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (2d4 + 4) Bludgeoning damage. If the target is a Large or smaller creature"
      },
      {
        "document": 2063,
        "excerpt": "Pack Tactics. The warrior has Advantage on an attack roll against a creature if at least one of the warrior's allies is within 5 feet of the creature and the"
      },
      {
        "document": 2064,
        "excerpt": "eatsword or Heavy Crossbow attacks. Greatsword. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage. Heavy Crossbow. Ranged Attack Roll: +3, range"
      },
      {
        "document": 2065,
        "excerpt": "ck. The elemental makes two Slam attacks. Slam. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage. If the target is a Medium or smaller creatur"
      },
      {
        "document": 2066,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 1 Piercing damage."
      },
      {
        "document": 2067,
        "excerpt": "Handaxe or Rend in any combination. It can replace one attack with a Bite attack. Bite (Bear or Hybrid Form Only). Melee Attack Roll: +7, reach 5 ft. Hit: 17 (2d12 +"
      },
      {
        "document": 2068,
        "excerpt": "Javelin or Tusk in any combination. It can replace one attack with a Gore attack. Gore (Boar or Hybrid Form Only). Melee Attack Roll: +5, reach 5 ft. Hit: 12 (2d8 +"
      },
      {
        "document": 2069,
        "excerpt": "r Hand Crossbow in any combination. It can replace one attack with a Bite attack. Bite (Rat or Hybrid Form Only). Melee Attack Roll: +5, reach 5 ft. Hit: 8 (2d4 + 3)"
      },
      {
        "document": 2070,
        "excerpt": "atch or Longbow in any combination. It can replace one attack with a Bite attack. Bite (Tiger or Hybrid Form Only). Melee Attack Roll: +5, reach 5 ft. Hit: 12 (2d8 +"
      },
      {
        "document": 2071,
        "excerpt": "Pack Tactics. The werewolf has Advantage on an attack roll against a creature if at least one of the werewolf's allies is within 5 feet of the creature and th"
      },
      {
        "document": 2072,
        "excerpt": "ttack. The dragon makes two Rend attacks. Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage plus 2 (1d4) Cold damage. Cold Breath (Recharge"
      },
      {
        "document": 2073,
        "excerpt": "ight, the wight has Disadvantage on ability checks and attack rolls."
      },
      {
        "document": 2074,
        "excerpt": "Shock. Melee Attack Roll: +4, reach 5 ft. Hit: 11 (2d8 + 2) Lightning damage."
      },
      {
        "document": 2075,
        "excerpt": "Pack Tactics. The wolf has Advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the al"
      },
      {
        "document": 2076,
        "excerpt": "Pack Tactics. The wolf has Advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the a"
      },
      {
        "document": 2077,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage, and the next attack roll made against the target"
      },
      {
        "document": 2078,
        "excerpt": "ght, the wraith has Disadvantage on ability checks and attack rolls."
      },
      {
        "document": 2079,
        "excerpt": "Multiattack. The wyvern makes one Bite attack and one Sting attack. Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Piercing damage. Stin"
      },
      {
        "document": 2080,
        "excerpt": "Multiattack. The xorn makes one Bite attack and three Claw attacks. Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 17 (4d6 + 3) Piercing damage. Cl"
      },
      {
        "document": 2081,
        "excerpt": "ack. The dragon makes three Rend attacks. Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 9 (2d4 + 4) Slashing damage plus 3 (1d6) Acid damage. Acid Breath (Recharge"
      },
      {
        "document": 2082,
        "excerpt": "ack. The dragon makes three Rend attacks. Rend. Melee Attack Roll: +9, reach 10 ft. Hit: 12 (2d6 + 5) Slashing damage plus 5 (1d10) Lightning damage. Lightning Brea"
      },
      {
        "document": 2083,
        "excerpt": "e two attacks with a use of Sleep Breath. Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 15 (2d10 + 4) Slashing damage. Fire Breath (Recharge 5–6). Dexterity Saving"
      },
      {
        "document": 2084,
        "excerpt": "he dragon makes three Rend attacks. It can replace one attack with a use of Repulsion Breath. Rend. Melee Attack Roll: +8, reach 10 ft. Hit: 16 (2d10 + 5) Slashing d"
      },
      {
        "document": 2085,
        "excerpt": "he dragon makes three Rend attacks. It can replace one attack with a use of Slowing Breath. Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 15 (2d10 + 4) Slashing dam"
      },
      {
        "document": 2086,
        "excerpt": "he dragon makes three Rend attacks. It can replace one attack with a use of Weakening Breath. Rend. Melee Attack Roll: +10, reach 10 ft. Hit: 17 (2d10 + 6) Slashing"
      },
      {
        "document": 2087,
        "excerpt": "ack. The dragon makes three Rend attacks. Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 11 (2d6 + 4) Slashing damage plus 7 (2d6) Poison damage. Poison Breath (Rec"
      },
      {
        "document": 2088,
        "excerpt": "ack. The dragon makes three Rend attacks. Rend. Melee Attack Roll: +10, reach 10 ft. Hit: 13 (2d6 + 6) Slashing damage plus 3 (1d6) Fire damage. Fire Breath (Rechar"
      },
      {
        "document": 2089,
        "excerpt": "he dragon makes three Rend attacks. It can replace one attack with a use of Paralyzing Breath. Rend. Melee Attack Roll: +10, reach 10 ft. Hit: 15 (2d8 + 6) Slashing"
      },
      {
        "document": 2090,
        "excerpt": "ack. The dragon makes three Rend attacks. Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 9 (2d4 + 4) Slashing damage plus 2 (1d4) Cold damage. Cold Breath (Recharge"
      },
      {
        "document": 2091,
        "excerpt": "Slam. Melee Attack Roll: +3, reach 5 ft. Hit: 5 (1d8 + 1) Bludgeoning damage."
      }
    ],
    "attack's": [
      {
        "document": 85,
        "excerpt": "ucture: 1: Choose a Target. Pick a target within your attack's range: a creature, an object, or a location. 2: Determine Modifiers. The GM determines whether the targe"
      },
      {
        "document": 106,
        "excerpt": "score a Critical Hit, you deal extra damage. Roll the attack's damage dice twice, add them together, and add any relevant modifiers as normal. For example, if you scor"
      },
      {
        "document": 306,
        "excerpt": ", and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a"
      },
      {
        "document": 600,
        "excerpt": "'s AC. A Critical Hit lets you roll extra dice for the attack's damage against the target. Roll all of the attack's damage dice twice and add them together. Then add an"
      },
      {
        "document": 967,
        "excerpt": "Slashing damage, you can take a Reaction to reduce the attack's total damage against you. The reduction equals 1d10 plus your Dexterity modifier and Monk level. If you"
      },
      {
        "document": 970,
        "excerpt": "e rolling, and the effect occurs immediately after the attack's damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack's damage be"
      },
      {
        "document": 1005,
        "excerpt": "this feat. The extra damage's type is the same as the attack's type."
      },
      {
        "document": 2033,
        "excerpt": "ge is reduced to 0, the giant can redirect some of the attack's force. Dexterity Saving Throw: DC 17, one creature the giant can see within 60 feet. Failure: 11 (1d10 +"
      }
    ],
    "attacked": [
      {
        "document": 980,
        "excerpt": "hat is within the weapon's range, and that you haven't attacked this turn."
      }
    ],
    "attacker": [
      {
        "document": 409,
        "excerpt": "able lists the amount of damage a weapon deals when an attacker hits with it as well as the type of that damage. Properties. Any properties a weapon has are listed in"
      },
      {
        "document": 622,
        "excerpt": "l made against you has Disadvantage if you can see the attacker, and you make Dexterity saving throws with Advantage. You lose these benefits if you have the Incapacit"
      },
      {
        "document": 970,
        "excerpt": "When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack's damage agai"
      },
      {
        "document": 998,
        "excerpt": "Savage Attacker (see “Feats”)"
      },
      {
        "document": 1013,
        "excerpt": "Savage Attacker"
      },
      {
        "document": 1183,
        "excerpt": "ature has Disadvantage on attack rolls against you. An attacker is immune to this effect if it perceives you with Blindsight or Truesight."
      },
      {
        "document": 1260,
        "excerpt": "t an affected creature or object have Advantage if the attacker can see it."
      },
      {
        "document": 1271,
        "excerpt": "a melee attack roll, the shield erupts with flame. The attacker takes 2d8 Fire damage from a warm shield or 2d8 Cold damage from a chill shield."
      },
      {
        "document": 1317,
        "excerpt": "its an affected creature with a melee attack roll, the attacker must succeed on a Constitution saving throw or have the Blinded condition until the end of its next turn"
      },
      {
        "document": 1495,
        "excerpt": "Any attack roll that hits you is a Critical Hit if the attacker is within 5 feet of you."
      },
      {
        "document": 1498,
        "excerpt": "rolls. An attack roll against you has Advantage if the attacker is within 5 feet of you. Otherwise, that attack roll has Disadvantage."
      },
      {
        "document": 1501,
        "excerpt": "Any attack roll that hits you is a Critical Hit if the attacker is within 5 feet of you. Unaware. You're unaware of your surroundings."
      },
      {
        "document": 1514,
        "excerpt": "ition to the Shield's normal bonus to AC. Whenever an attacker makes a ranged attack roll against a target within 5 feet of you, you can take a Reaction to become the"
      }
    ],
    "attackers": [
      {
        "document": 85,
        "excerpt": "UNSEEN ATTACKERS AND TARGETS"
      },
      {
        "document": 970,
        "excerpt": "You're so evasive that attackers rarely gain the upper hand against you. No attack roll can have Advantage against you unless you have th"
      },
      {
        "document": 1666,
        "excerpt": "fail to command it, the djinni defends itself against attackers but takes no other actions. After the djinni departs, it can't be summoned again for 24 hours, and the"
      }
    ],
    "attacking": [
      {
        "document": 105,
        "excerpt": "ssible to deal 0 damage but not negative damage. When attacking with a weapon, you add your ability modifier - the same modifier used for the attack roll - to the damag"
      },
      {
        "document": 328,
        "excerpt": "feet, and the second is the weapon's long range. When attacking a target beyond normal range, you have Disadvantage on the attack roll. You can't attack a target beyond"
      },
      {
        "document": 1518,
        "excerpt": "ves and what action it takes on its next turn, such as attacking an enemy. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once"
      }
    ],
    "attacks": [
      {
        "document": 34,
        "excerpt": "to make the D20 Test. The bonus is also used for spell attacks and for calculating the DC of saving throws for spells. Proficiency Bonus"
      },
      {
        "document": 37,
        "excerpt": "ame. For example, the combat rules tell you that melee attacks use Strength and ranged attacks use Dexterity. That's a general rule, and a general rule is in effect as"
      },
      {
        "document": 85,
        "excerpt": "rticular attack has rules that specify otherwise. Some attacks cause special effects in addition to or instead of damage."
      },
      {
        "document": 87,
        "excerpt": "Ranged Attacks"
      },
      {
        "document": 88,
        "excerpt": "You can make ranged attacks only against targets within a specified range. If a ranged attack, such as one made with a spell, has a"
      },
      {
        "document": 89,
        "excerpt": "Ranged Attacks in Close Combat"
      },
      {
        "document": 90,
        "excerpt": "Melee Attacks"
      },
      {
        "document": 91,
        "excerpt": "en making a melee attack. Certain creatures have melee attacks with a reach greater than 5 feet, as noted in their descriptions."
      },
      {
        "document": 93,
        "excerpt": "Opportunity Attacks"
      },
      {
        "document": 159,
        "excerpt": "Ammunition and Ranged Attacks"
      },
      {
        "document": 170,
        "excerpt": "ntry says otherwise. For details on different kinds of attacks, see “Playing the Game” and “Spells.” Hit. Any damage dealt or other effects that occur as a result of"
      },
      {
        "document": 174,
        "excerpt": "s” section of their stat block. This entry details the attacks a creature can make, as well as any additional abilities it can use, as part of the Attack action."
      },
      {
        "document": 241,
        "excerpt": "might give you a different way to calculate your AC. Attacks. In the Weapons & Damage Cantrips section of the character sheet, write your starting weapons. The attac"
      },
      {
        "document": 246,
        "excerpt": "apon-focused classes gain the ability to make multiple attacks in a round. The characters now face dangers that threaten cities and kingdoms."
      },
      {
        "document": 248,
        "excerpt": "characters gain features that allow them to make more attacks or to do more impressive things with those attacks. These adventurers often confront threats to whole re"
      },
      {
        "document": 263,
        "excerpt": "the features don't stack. You can't make more than two attacks with this feature unless you have a feature that says you can (such as the Fighter's Two Extra Attacks f"
      },
      {
        "document": 307,
        "excerpt": "ou take the Attack action, you can replace one of your attacks with throwing a flask of Holy Water. Target one creature you can see within 20 feet of yourself. The tar"
      },
      {
        "document": 317,
        "excerpt": "or a Reaction to fire it, regardless of the number of attacks you can normally make."
      },
      {
        "document": 322,
        "excerpt": "ou take the Attack action, you can replace one of your attacks with throwing a Net. Target a creature you can see within 15 feet of yourself. The target must succeed o"
      },
      {
        "document": 323,
        "excerpt": "ou take the Attack action, you can replace one of your attacks with throwing an Oil flask. Target one creature or object within 20 feet of yourself. The target must su"
      },
      {
        "document": 339,
        "excerpt": "as well as when determining your reach for Opportunity Attacks with it."
      },
      {
        "document": 445,
        "excerpt": "ou take the Attack action, you can replace one of your attacks with throwing a vial of Acid. Target one creature or object you can see within 20 feet of yourself. The"
      },
      {
        "document": 446,
        "excerpt": "ou take the Attack action, you can replace one of your attacks with throwing a flask of Alchemist's Fire. Target one creature or object you can see within 20 feet of y"
      },
      {
        "document": 525,
        "excerpt": "Opportunity Attacks"
      },
      {
        "document": 533,
        "excerpt": "tion available to all creatures. See also \"Opportunity Attacks\" and \"Playing the Game\" (\"Actions\")."
      },
      {
        "document": 555,
        "excerpt": "es sheathing, stowing, or dropping it. Moving between Attacks. If you move on your turn and have a feature, such as Extra Attack, that gives you more than one attack"
      },
      {
        "document": 563,
        "excerpt": "therwise, and teleportation never provokes Opportunity Attacks. When you teleport, all the equipment you're wearing and carrying teleports with you. If you're touchin"
      },
      {
        "document": 580,
        "excerpt": "Objects can be harmed by attacks and by some spells, using the rules below. If an object is exceedingly fragile, the GM may allow a creat"
      },
      {
        "document": 608,
        "excerpt": "Attacks and other harmful effects deal different types of damage. Damage types have no rules of their own, but o"
      },
      {
        "document": 621,
        "excerpt": "gage action, your movement doesn't provoke Opportunity Attacks for the rest of the current turn."
      },
      {
        "document": 633,
        "excerpt": "by using an Unarmed Strike. Many monsters have special attacks that allow them to quickly grapple prey. However a grapple is initiated, it follows these rules. See als"
      },
      {
        "document": 745,
        "excerpt": "Your movement doesn’t provoke Opportunity Attacks for the rest of the turn."
      },
      {
        "document": 753,
        "excerpt": "The efreeti attacks you. After fighting for 5 rounds, the efreeti disappears, and the bottle loses its magic."
      },
      {
        "document": 756,
        "excerpt": "of Bats flies out of the hat, occupies your space, and attacks you."
      },
      {
        "document": 793,
        "excerpt": "A hungry Bulette burrows up and attacks."
      },
      {
        "document": 839,
        "excerpt": "Two Extra Attacks"
      },
      {
        "document": 840,
        "excerpt": "Deflect Attacks, Monk Subclass"
      },
      {
        "document": 962,
        "excerpt": "raight toward the target without provoking Opportunity Attacks. Hamstring Blow. The target's Speed is reduced by 15 feet until the start of your next turn. A target c"
      },
      {
        "document": 966,
        "excerpt": "ve up to half your Speed without provoking Opportunity Attacks."
      },
      {
        "document": 967,
        "excerpt": "ial Arts column of the Monk Features table. Dexterous Attacks. You can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls o"
      },
      {
        "document": 970,
        "excerpt": "ve up to half your Speed without provoking Opportunity Attacks."
      },
      {
        "document": 972,
        "excerpt": "k of your Thirsting Blade invocation confers two extra attacks rather than one. Eldritch Mind You have Advantage on Constitution saving throws that you make to maint"
      },
      {
        "document": 974,
        "excerpt": "ve up to half your Speed without provoking Opportunity Attacks."
      },
      {
        "document": 980,
        "excerpt": "ion with the other one. Escape the Horde. Opportunity Attacks have Disadvantage against you. Multiattack Defense. When a creature hits you with an attack roll, that"
      },
      {
        "document": 985,
        "excerpt": "that target. Addle. The target can't make Opportunity Attacks until the start of its next turn. Push. The target must succeed on a Strength saving throw or be pushed"
      },
      {
        "document": 986,
        "excerpt": "ttack action on your turn, you can replace one of your attacks with an exhalation of magical energy in either a 15-foot Cone or a 30-foot Line that is 5 feet wide (cho"
      },
      {
        "document": 1159,
        "excerpt": "ough it. An affected creature can cast spells or make attacks with Ranged or Reach weapons through the barrier. If you move so that an affected creature is forced to"
      },
      {
        "document": 1163,
        "excerpt": "terposing Hand. The hand grants you Half Cover against attacks and other effects that originate from its space or that pass through it. In addition, its space counts a"
      },
      {
        "document": 1239,
        "excerpt": "s: V, S Duration: 1 minute Until the spell ends, your attacks with weapons deal an extra 1d4 Radiant damage on a hit."
      },
      {
        "document": 1252,
        "excerpt": "rength checks and Strength saving throws. The target's attacks with its enlarged weapons or Unarmed Strikes deal an extra 1d4 damage on a hit. Reduce. The target's si"
      },
      {
        "document": 1290,
        "excerpt": "k. Actions Multiattack. The insect makes a number of attacks equal to half this spell's level (round down). Poison Jab. Melee Attack Roll: Bonus equals your spell a"
      },
      {
        "document": 1388,
        "excerpt": "as much damage. Additional Effects: Nonmagical ranged attacks can’t pass through this layer, which is destroyed if it takes at least 25 Cold damage."
      },
      {
        "document": 1404,
        "excerpt": "e, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it. T"
      },
      {
        "document": 1409,
        "excerpt": "pace can hold up to eight Medium or smaller creatures. Attacks, spells, and other effects can't pass into or out of the space, but creatures inside it can see through"
      },
      {
        "document": 1424,
        "excerpt": "d of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. If the attack deals damage, it can be Force"
      },
      {
        "document": 1426,
        "excerpt": "es 1d8 Lightning damage, and it can't make Opportunity Attacks until the start of its next turn. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5"
      },
      {
        "document": 1446,
        "excerpt": "area is Difficult Terrain and Heavily Obscured, ranged attacks with weapons are impossible there, and strong wind blows through the area."
      },
      {
        "document": 1448,
        "excerpt": "ctions Multiattack. The spirit makes a number of Rend attacks equal to half the spell's level (round down), and it uses Breath Weapon. Rend. Melee Attack Roll: Bonus"
      },
      {
        "document": 1487,
        "excerpt": "matically fail any ability check that requires sight. Attacks Affected. Attack rolls against you have Advantage, and your attack rolls have Disadvantage."
      },
      {
        "document": 1491,
        "excerpt": "experience the following effects. Ability Checks and Attacks Affected. You have Disadvantage on ability checks and attack rolls while the source of fear is within li"
      },
      {
        "document": 1492,
        "excerpt": "ffects. Speed 0. Your Speed is 0 and can't increase. Attacks Affected. You have Disadvantage on attack rolls against any target other than the grappler. Movable. Th"
      },
      {
        "document": 1494,
        "excerpt": "ipment you are wearing or carrying is also concealed. Attacks Affected. Attack rolls against you have Disadvantage, and your attack rolls have Advantage. If a creatur"
      },
      {
        "document": 1495,
        "excerpt": "omatically fail Strength and Dexterity saving throws. Attacks Affected. Attack rolls against you have Advantage. Automatic Critical Hits. Any attack roll that hits y"
      },
      {
        "document": 1496,
        "excerpt": "dition. Speed 0. Your Speed is 0 and can't increase. Attacks Affected. Attack rolls against you have Advantage. Saving Throws Affected. You automatically fail Stren"
      },
      {
        "document": 1497,
        "excerpt": "u experience the following effect. Ability Checks and Attacks Affected. You have Disadvantage on attack rolls and ability checks."
      },
      {
        "document": 1498,
        "excerpt": "dition. If your Speed is 0, you can't right yourself. Attacks Affected. You have Disadvantage on attack rolls. An attack roll against you has Advantage if the attacke"
      },
      {
        "document": 1499,
        "excerpt": "ffects. Speed 0. Your Speed is 0 and can't increase. Attacks Affected. Attack rolls against you have Advantage, and your attack rolls have Disadvantage. Saving Thro"
      },
      {
        "document": 1500,
        "excerpt": "omatically fail Strength and Dexterity saving throws. Attacks Affected. Attack rolls against you have Advantage."
      },
      {
        "document": 1501,
        "excerpt": "Prone. Speed 0. Your Speed is 0 and can't increase. Attacks Affected. Attack rolls against you have Advantage. Saving Throws Affected. You automatically fail Stren"
      },
      {
        "document": 1555,
        "excerpt": ", the weapon begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of itself. The weapon uses your attack roll and adds your abil"
      },
      {
        "document": 1617,
        "excerpt": "away from you as it can, and it can't make Opportunity Attacks. For its action, it can use only the Dash action or try to escape from an effect that prevents it from m"
      },
      {
        "document": 1627,
        "excerpt": "you as possible. The avatar targets only you with its attacks, appearing as a ghostly skeleton clad in a tattered black robe and carrying a spectral scythe. The avata"
      },
      {
        "document": 1705,
        "excerpt": "olding this Shield, you have Resistance to damage from attacks made with Ranged weapons. Curse. This Shield is cursed. Attuning to it curses you until you are targete"
      },
      {
        "document": 1706,
        "excerpt": "ure or object inside the Emanation can't be damaged by attacks or effects originating from outside, nor can a creature inside the Emanation damage anything outside it."
      },
      {
        "document": 1760,
        "excerpt": "Multiattack. The aboleth makes two Tentacle attacks and uses either Consume Memories or Dominate Mind if available. Tentacle. Melee Attack Roll: +9, reach"
      },
      {
        "document": 1761,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Acid Arrow (level 3 version). Rend. Melee"
      },
      {
        "document": 1762,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Shatter. Rend. Melee Attack Roll: +12, re"
      },
      {
        "document": 1763,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Sleep Breath or (B) Spellcasting to cast Scorching Ray. Re"
      },
      {
        "document": 1764,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Repulsion Breath or (B) Spellcasting to cast Guiding Bolt ("
      },
      {
        "document": 1765,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Slowing Breath or (B) Spellcasting to cast Mind Spike (leve"
      },
      {
        "document": 1766,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Spellcasting to cast Guiding Bolt (level 2 version) or (B)"
      },
      {
        "document": 1767,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Mind Spike (level 3 version). Rend. Melee"
      },
      {
        "document": 1768,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Scorching Ray. Rend. Melee Attack Roll: +"
      },
      {
        "document": 1769,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Paralyzing Breath or (B) Spellcasting to cast Ice Knife. R"
      },
      {
        "document": 1770,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 13 (2d6 + 6) Slashing damage plus 4 (1d8) Cold damage."
      },
      {
        "document": 1771,
        "excerpt": "Multiattack. The elemental makes two Thunderous Slam attacks. Thunderous Slam. Melee Attack Roll: +8, reach 10 ft. Hit: 14 (2d8 + 5) Thunder damage. Whirlwind (Rec"
      },
      {
        "document": 1773,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Acid Arrow (level 4 version). Rend. Melee"
      },
      {
        "document": 1774,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Shatter (level 3 version). Rend. Melee At"
      },
      {
        "document": 1775,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Sleep Breath or (B) Spellcasting to cast Scorching Ray (lev"
      },
      {
        "document": 1776,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Repulsion Breath or (B) Spellcasting to cast Guiding Bolt ("
      },
      {
        "document": 1777,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Slowing Breath or (B) Spellcasting to cast Mind Spike (leve"
      },
      {
        "document": 1778,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Spellcasting to cast Guiding Bolt (level 4 version) or (B)"
      },
      {
        "document": 1779,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Mind Spike (level 5 version). Rend. Melee"
      },
      {
        "document": 1780,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Scorching Ray (level 3 version). Rend. Me"
      },
      {
        "document": 1781,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Paralyzing Breath or (B) Spellcasting to cast Ice Knife (le"
      },
      {
        "document": 1782,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. Rend. Melee Attack Roll: +14, reach 15 ft. Hit: 17 (2d8 + 8) Slashing damage plus 7 (2d6) Cold damage."
      },
      {
        "document": 1783,
        "excerpt": "Multiattack. The armor makes two Slam attacks. Slam. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Bludgeoning damage."
      },
      {
        "document": 1787,
        "excerpt": "Multiattack. The ankylosaurus makes two Tail attacks. Tail. Melee Attack Roll: +6, reach 10 ft. Hit: 9 (1d10 + 4) Bludgeoning damage. If the target is a Hug"
      },
      {
        "document": 1788,
        "excerpt": "Multiattack. The ape makes two Fist attacks. Fist. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Bludgeoning damage. Rock (Recharge 6). Rang"
      },
      {
        "document": 1789,
        "excerpt": "Multiattack. The archelon makes two Bite attacks. Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 14 (3d6 + 4) Piercing damage."
      },
      {
        "document": 1790,
        "excerpt": "Multiattack. The archmage makes four Arcane Burst attacks. Arcane Burst. Melee or Ranged Attack Roll: +9, reach 5 ft. or range 150 ft. Hit: 27 (4d10 + 5) Force d"
      },
      {
        "document": 1791,
        "excerpt": "Multiattack. The assassin makes three attacks, using Shortsword or Light Crossbow in any combination. Shortsword. Melee Attack Roll: +7, reach 5 ft."
      },
      {
        "document": 1792,
        "excerpt": "ltiattack. The avatar makes a number of Reaping Scythe attacks equal to half the summoner's Proficiency Bonus (rounded up). Reaping Scythe. Melee Attack Roll: Automat"
      },
      {
        "document": 1800,
        "excerpt": "Multiattack. The bandit makes two attacks, using Scimitar and Pistol in any combination. Scimitar. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6"
      },
      {
        "document": 1802,
        "excerpt": "attack and one Tail attack, or it makes two Hurl Flame attacks. Claws. Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage. If the target is a Large"
      },
      {
        "document": 1806,
        "excerpt": "ded and Restrained conditions, has Total Cover against attacks and other effects outside the behir, and takes 21 (6d6) Acid damage at the start of each of the behir's"
      },
      {
        "document": 1808,
        "excerpt": "Multiattack. The bear makes two Rend attacks. Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage."
      },
      {
        "document": 1809,
        "excerpt": "Multiattack. The dragon makes two Rend attacks. Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage plus 2 (1d4) Acid damage. A"
      },
      {
        "document": 1813,
        "excerpt": "Multiattack. The dragon makes two Rend attacks. Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Slashing damage plus 3 (1d6) Lightning dama"
      },
      {
        "document": 1815,
        "excerpt": "Multiattack. The devil makes two Claw attacks and one Infernal Sting attack. Claw. Melee Attack Roll: +8, reach 10 ft. Hit: 13 (2d8 + 4) Slashing dam"
      },
      {
        "document": 1817,
        "excerpt": "Multiattack. The dragon makes two Rend attacks. Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Slashing damage. Lightning Breath (Recharg"
      },
      {
        "document": 1819,
        "excerpt": "tiattack. The bugbear makes two Javelin or Morningstar attacks. Javelin. Melee or Ranged Attack Roll: +5, reach 10 ft. or range 30/120 ft. Hit: 13 (3d6 + 3) Piercing"
      },
      {
        "document": 1821,
        "excerpt": "Multiattack. The bulette makes two Bite attacks. Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 17 (2d12 + 4) Piercing damage. Deadly Leap. The bulette"
      },
      {
        "document": 1824,
        "excerpt": "Multiattack. The centaur makes two attacks, using Pike or Longbow in any combination. Pike. Melee Attack Roll: +6, reach 10 ft. Hit: 9 (1d10 + 4)"
      },
      {
        "document": 1825,
        "excerpt": "Multiattack. The devil makes two Chain attacks and uses Conjure Infernal Chain. Chain. Melee Attack Roll: +7, reach 10 ft. Hit: 11 (2d6 + 4) Slashing"
      },
      {
        "document": 1827,
        "excerpt": "Multiattack. The chuul makes two Pincer attacks and uses Paralyzing Tentacles. Pincer. Melee Attack Roll: +6, reach 10 ft. Hit: 9 (1d10 + 4) Bludgeonin"
      },
      {
        "document": 1828,
        "excerpt": "berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks"
      },
      {
        "document": 1829,
        "excerpt": "tack. The cloaker makes one Attach attack and two Tail attacks. Attach. Melee Attack Roll: +6, reach 5 ft. Hit: 13 (3d6 + 3) Piercing damage. If the target is a Large"
      },
      {
        "document": 1830,
        "excerpt": "Multiattack. The giant makes two attacks, using Thunderous Mace or Thundercloud in any combination. It can replace one attack with a use of Spell"
      },
      {
        "document": 1838,
        "excerpt": "asting ability (spell save DC 12, +4 to hit with spell attacks): At Will: Light, Thaumaturgy 2/Day: Command 1/Day: Hold Person"
      },
      {
        "document": 1841,
        "excerpt": "Multiattack. The death dog makes two Bite attacks. Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage. If the target is a creature"
      },
      {
        "document": 1843,
        "excerpt": "Multiattack. The deva makes two Holy Mace attacks. Holy Mace. Melee Attack Roll: +8, reach 5 ft. Hit: 7 (1d6 + 4) Bludgeoning damage plus 18 (4d8) Radian"
      },
      {
        "document": 1845,
        "excerpt": "Multiattack. The djinni makes three attacks, using Storm Blade or Storm Bolt in any combination. Storm Blade. Melee Attack Roll: +9, reach 5 feet."
      },
      {
        "document": 1846,
        "excerpt": "Multiattack. The doppelganger makes two Slam attacks and uses Unsettling Visage if available. Slam. Melee Attack Roll: +6 (with Advantage during the first r"
      },
      {
        "document": 1848,
        "excerpt": "Multiattack. The dragon makes three Bite attacks. It can replace one attack with a Tail attack. Bite. Melee Attack Roll: +13, reach 15 ft. Hit: 23 (3d10"
      },
      {
        "document": 1850,
        "excerpt": "Multiattack. The drider makes three attacks, using Foreleg or Poison Burst in any combination. Foreleg. Melee Attack Roll: +7, reach 10 ft. Hit: 13"
      },
      {
        "document": 1851,
        "excerpt": "Multiattack. The druid makes two attacks, using Vine Staff or Verdant Wisp in any combination. Vine Staff. Melee Attack Roll: +5, reach 5 ft. Hi"
      },
      {
        "document": 1855,
        "excerpt": "Multiattack. The elemental makes two attacks, using Slam or Rock Launch in any combination. Slam. Melee Attack Roll: +8, reach 10 ft. Hit: 14 (2d8 +"
      },
      {
        "document": 1856,
        "excerpt": "Multiattack. The efreeti makes three attacks, using Heated Blade or Hurl Flame in any combination. Heated Blade. Melee Attack Roll: +10, reach 5 ft."
      },
      {
        "document": 1857,
        "excerpt": "Multiattack. The elephant makes two Gore attacks. Gore. Melee Attack Roll: +8, reach 5 ft. Hit: 15 (2d8 + 6) Piercing damage. If the target is a Huge or"
      },
      {
        "document": 1859,
        "excerpt": "Multiattack. The erinyes makes three Withering Sword attacks and can use Entangling Rope. Withering Sword. Melee Attack Roll: +8, reach 5 ft. Hit: 13 (2d8 + 4) Slas"
      },
      {
        "document": 1862,
        "excerpt": "Multiattack. The elemental makes two Burn attacks. Burn. Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 + 3) Fire damage. If the target is a creature or"
      },
      {
        "document": 1863,
        "excerpt": "Multiattack. The giant makes two attacks, using Flame Sword or Hammer Throw in any combination. Flame Sword. Melee Attack Roll: +11, reach 10 ft"
      },
      {
        "document": 1864,
        "excerpt": "berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks"
      },
      {
        "document": 1867,
        "excerpt": "Multiattack. The giant makes two attacks, using Frost Axe or Great Bow in any combination. Frost Axe. Melee Attack Roll: +9, reach 10 ft. Hit: 1"
      },
      {
        "document": 1868,
        "excerpt": "Multiattack. The gargoyle makes two Claw attacks. Claw. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2) Slashing damage."
      },
      {
        "document": 1869,
        "excerpt": "be moves up to its Speed without provoking Opportunity Attacks. The cube can move through the spaces of Large or smaller creatures if it has room inside itself to cont"
      },
      {
        "document": 1871,
        "excerpt": "Multiattack. The ghost makes two Withering Touch attacks. Withering Touch. Melee Attack Roll: +5, reach 5 ft. Hit: 19 (3d10 + 3) Necrotic damage. Etherealness."
      },
      {
        "document": 1872,
        "excerpt": "Multiattack. The ghoul makes two Bite attacks. Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 3 (1d6) Necrotic damage"
      },
      {
        "document": 1873,
        "excerpt": "Multiattack. The ape makes two Fist attacks. Fist. Melee Attack Roll: +9, reach 10 ft. Hit: 22 (3d10 + 6) Bludgeoning damage. Boulder Toss (Rechar"
      },
      {
        "document": 1881,
        "excerpt": "Multiattack. The eagle makes two Rend attacks. Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage plus 3 (1d6) Radiant damage."
      },
      {
        "document": 1885,
        "excerpt": "Restrained conditions, and it has Total Cover against attacks and other effects outside the frog. While swallowing the target, the frog can't use Bite, and if the fro"
      },
      {
        "document": 1892,
        "excerpt": "Multiattack. The scorpion makes two Claw attacks and one Sting attack. Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage. If"
      },
      {
        "document": 1893,
        "excerpt": "p to half its Swim Speed without provoking Opportunity Attacks."
      },
      {
        "document": 1894,
        "excerpt": "Multiattack. The shark makes two Bite attacks. Bite. Melee Attack Roll: +9 (with Advantage if the target doesn't have all its Hit Points), reach 5 ft"
      },
      {
        "document": 1896,
        "excerpt": "Restrained conditions, and it has Total Cover against attacks and other effects outside the toad. In addition, the target takes 10 (3d6) Acid damage at the end of eac"
      },
      {
        "document": 1903,
        "excerpt": "Multiattack. The glabrezu makes two Pincer attacks and uses Pummel or Spellcasting. Pincer. Melee Attack Roll: +9, reach 10 ft. Hit: 16 (2d10 + 5) Slashin"
      },
      {
        "document": 1904,
        "excerpt": "Multiattack. The gladiator makes three Spear attacks. It can replace one attack with a use of Shield Bash. Spear. Melee or Ranged Attack Roll: +7, reach 5 f"
      },
      {
        "document": 1907,
        "excerpt": "Multiattack. The goblin makes two attacks, using Scimitar or Shortbow in any combination. Scimitar. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d"
      },
      {
        "document": 1910,
        "excerpt": "Multiattack. The dragon makes two Rend attacks. Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (1d10 + 4) Slashing damage. Fire Breath (Recharge 5–6"
      },
      {
        "document": 1913,
        "excerpt": "Multiattack. The dragon makes two Rend attacks. Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 + 2) Slashing damage plus 3 (1d6) Poison damage."
      },
      {
        "document": 1914,
        "excerpt": "Multiattack. The hag makes two Claw attacks. Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) Slashing damage plus 3 (1d6) Poison damage."
      },
      {
        "document": 1916,
        "excerpt": "Multiattack. The griffon makes two Rend attacks. Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) Piercing damage. If the target is a Medium o"
      },
      {
        "document": 1918,
        "excerpt": "Multiattack. The guard makes two attacks, using Javelin or Longsword in any combination. Javelin. Melee or Ranged Attack Roll: +6, reach 5 ft. o"
      },
      {
        "document": 1920,
        "excerpt": "Multiattack. The naga makes two Bite attacks. It can replace any attack with a use of Poisonous Spittle. Bite. Melee Attack Roll: +8, reach 10 ft. H"
      },
      {
        "document": 1921,
        "excerpt": "Multiattack. The half-dragon makes two Claw attacks. Claw. Melee Attack Roll: +7, reach 10 ft. Hit: 6 (1d4 + 4) Slashing damage plus 7 (2d6) damage of the"
      },
      {
        "document": 1922,
        "excerpt": "thin 5 feet of the harpy. It doesn't avoid Opportunity Attacks; however, before moving into damaging terrain (such as lava or a pit) and whenever it takes damage from"
      },
      {
        "document": 1924,
        "excerpt": "Multiattack. The hound makes two Bite attacks. Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 3 (1d6) Fire damage. F"
      },
      {
        "document": 1925,
        "excerpt": "Multiattack. The hezrou makes three Rend attacks. Rend. Melee Attack Roll: +7, reach 5 ft. Hit: 6 (1d4 + 4) Slashing damage plus 9 (2d8) Poison damage."
      },
      {
        "document": 1926,
        "excerpt": "Multiattack. The giant makes two attacks, using Tree Club or Trash Lob in any combination. Tree Club. Melee Attack Roll: +8, reach 10 ft. Hit: 1"
      },
      {
        "document": 1927,
        "excerpt": "Multiattack. The hippogriff makes two Rend attacks. Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage."
      },
      {
        "document": 1928,
        "excerpt": "Multiattack. The hippopotamus makes two Bite attacks. Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 16 (2d10 + 5) Piercing damage."
      },
      {
        "document": 1929,
        "excerpt": "Multiattack. The hobgoblin makes two attacks, using Greatsword or Longbow in any combination. Greatsword. Melee Attack Roll: +4, reach 5 ft. Hit: 9"
      },
      {
        "document": 1932,
        "excerpt": "Multiattack. The devil makes three attacks, using Searing Fork or Hurl Flame in any combination. It can replace one attack with a use of Infernal T"
      },
      {
        "document": 1934,
        "excerpt": "n extra Reaction that can be used only for Opportunity Attacks."
      },
      {
        "document": 1936,
        "excerpt": "Multiattack. The devil makes three Ice Spear attacks. It can replace one attack with a Tail attack. Ice Spear. Melee or Ranged Attack Roll: +10, reach 5 ft."
      },
      {
        "document": 1939,
        "excerpt": "Multiattack. The incubus makes two Restless Touch attacks. Restless Touch. Melee Attack Roll: +7, reach 5 ft. Hit: 15 (3d6 + 5) Psychic damage, and the target is"
      },
      {
        "document": 1940,
        "excerpt": "Multiattack. The stalker makes three Wind Swipe attacks. It can replace one attack with a use of Vortex. Wind Swipe. Melee Attack Roll: +7, reach 5 ft. Hit: 11"
      },
      {
        "document": 1941,
        "excerpt": "Multiattack. The golem makes two attacks, using Bladed Arm or Fiery Bolt in any combination. Bladed Arm. Melee Attack Roll: +12, reach 10 ft. Hi"
      },
      {
        "document": 1944,
        "excerpt": "Multiattack. The knight makes two attacks, using Greatsword or Heavy Crossbow in any combination. Greatsword. Melee Attack Roll: +5, reach 5 ft."
      },
      {
        "document": 1946,
        "excerpt": "Multiattack. The kraken makes two Tentacle attacks and uses Fling, Lightning Strike, or Swallow. Tentacle. Melee Attack Roll: +17, reach 30 ft. Hit: 24 (4"
      },
      {
        "document": 1947,
        "excerpt": "Multiattack. The lamia makes two Claw attacks. It can replace one attack with a use of Corrupting Touch. Claw. Melee Attack Roll: +5, reach 5 ft. Hit"
      },
      {
        "document": 1949,
        "excerpt": "Multiattack. The lich makes three attacks, using El-dritch Burst or Paralyzing Touch in any combination. Eldritch Burst. Melee or Ranged Attack R"
      },
      {
        "document": 1950,
        "excerpt": "Multiattack. The lion makes two Rend attacks. It can replace one attack with a use of Roar. Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3"
      },
      {
        "document": 1952,
        "excerpt": "Multiattack. The mage makes three Arcane Burst attacks. Arcane Burst. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 120 ft. Hit: 16 (3d8 + 3) Force da"
      },
      {
        "document": 1955,
        "excerpt": "Multiattack. The mammoth makes two Gore attacks. Gore. Melee Attack Roll: +10, reach 10 ft. Hit: 18 (2d10 + 7) Piercing damage. If the target is a Huge"
      },
      {
        "document": 1956,
        "excerpt": "Multiattack. The manticore makes three attacks, using Rend or Tail Spike in any combination. Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3)"
      },
      {
        "document": 1957,
        "excerpt": "Multiattack. The marilith makes six Pact Blade attacks and uses Constrict. Pact Blade. Melee Attack Roll: +10, reach 5 ft. Hit: 10 (1d10 + 5) Slashing damage"
      },
      {
        "document": 1959,
        "excerpt": "Multiattack. The medusa makes two Claw attacks and one Snake Hair attack, or it makes three Poison Ray attacks. Claw. Melee Attack Roll: +6, reach 5 f"
      },
      {
        "document": 1961,
        "excerpt": "Multiattack. The merrow makes two attacks, using Bite, Claw, or Harpoon in any combination. Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 6 (1d4"
      },
      {
        "document": 1966,
        "excerpt": "asting ability (spell save DC 17, +9 to hit with spell attacks): At Will: Dispel Magic, Thaumaturgy 1/Day Each: Animate Dead, Harm, Insect Plague (level 7 version)"
      },
      {
        "document": 1967,
        "excerpt": "Multiattack. The mummy makes two Rotting Fist attacks and uses Dreadful Glare. Rotting Fist. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Bludgeoning"
      },
      {
        "document": 1968,
        "excerpt": "Multiattack. The nalfeshnee makes three Rend attacks. Rend. Melee Attack Roll: +10, reach 10 ft. Hit: 16 (2d10 + 5) Slashing damage plus 11 (2d10) Force dam"
      },
      {
        "document": 1969,
        "excerpt": "Multiattack. The hag makes two Claw attacks. Claw. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Slashing damage. Nightmare Haunting (1/Day"
      },
      {
        "document": 1976,
        "excerpt": "Multiattack. The oni makes two Claw or Nightmare Ray attacks. It can replace one attack with a use of Spellcasting. Claw. Melee Attack Roll: +7, reach 10 ft. Hit: 1"
      },
      {
        "document": 1977,
        "excerpt": "ack. The otyugh makes one Bite attack and two Tentacle attacks. Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 12 (2d8 + 3) Piercing damage, and the target has the Poi"
      },
      {
        "document": 1979,
        "excerpt": "Multiattack. The owlbear makes two Rend attacks. Rend. Melee Attack Roll: +7, reach 5 ft. Hit: 14 (2d8 + 5) Slashing damage."
      },
      {
        "document": 1982,
        "excerpt": "Multiattack. The spider makes two Bite attacks. Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Piercing damage plus 9 (2d8) Poison damage."
      },
      {
        "document": 1984,
        "excerpt": "Multiattack. The pirate makes three attacks, using Rapier or Pistol in any combination. Rapier. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4"
      },
      {
        "document": 1985,
        "excerpt": "Multiattack. The pirate makes two Dagger attacks. It can replace one attack with a use of Enthralling Panache. Dagger. Melee or Ranged Attack Roll: +5,"
      },
      {
        "document": 1986,
        "excerpt": "The pit fiend makes one Bite attack, two Devilish Claw attacks, and one Fiery Mace attack. Bite. Melee Attack Roll: +14, reach 10 ft. Hit: 18 (3d6 + 8) Piercing damag"
      },
      {
        "document": 1987,
        "excerpt": "Multiattack. The planetar makes three Radiant Sword attacks or uses Holy Burst twice. Radiant Sword. Melee Attack Roll: +12, reach 10 ft. Hit: 14 (2d6 + 7) Slashin"
      },
      {
        "document": 1989,
        "excerpt": "Multiattack. The bear makes two Rend attacks. Rend. Melee Attack Roll: +7, reach 5 ft. Hit: 9 (1d8 + 5) Slashing damage."
      },
      {
        "document": 1992,
        "excerpt": "Multiattack. The priest makes two attacks, using Mace or Radiant Flame in any combination. Mace. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 +"
      },
      {
        "document": 1993,
        "excerpt": "Multiattack. The pseudodragon makes two Bite attacks. Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage. Sting. Constitution Saving"
      },
      {
        "document": 1995,
        "excerpt": "ded and Restrained conditions, has Total Cover against attacks and other effects outside the worm, and takes 17 (5d6) Acid damage at the start of each of the worm's tu"
      },
      {
        "document": 1997,
        "excerpt": "Multiattack. The rakshasa makes three Cursed Touch attacks. Cursed Touch. Melee Attack Roll: +10, reach 5 ft. Hit: 12 (2d6 + 5) Slashing damage plus 19 (3d12) Nec"
      },
      {
        "document": 2000,
        "excerpt": "Multiattack. The dragon makes two Rend attacks. Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (1d10 + 4) Slashing damage plus 3 (1d6) Fire damage."
      },
      {
        "document": 2002,
        "excerpt": "and Restrained conditions, it has Total Cover against attacks and other effects outside the remorhaz, and it takes 10 (3d6) Acid damage plus 10 (3d6) Fire damage at t"
      },
      {
        "document": 2005,
        "excerpt": "Multiattack. The roc makes two Beak attacks. It can replace one attack with a Talons attack. Beak. Melee Attack Roll: +13, reach 10 ft. Hit: 28 (3d"
      },
      {
        "document": 2006,
        "excerpt": "Multiattack. The roper makes two Tentacle attacks, uses Reel, and makes two Bite attacks. Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 17 (3d8 + 4) Pier"
      },
      {
        "document": 2008,
        "excerpt": "Multiattack. The tiger makes two Rend attacks. Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 11 (2d6 + 4) Slashing damage."
      },
      {
        "document": 2009,
        "excerpt": "Multiattack. The sahuagin makes two Claw attacks. Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Slashing damage."
      },
      {
        "document": 2010,
        "excerpt": "Multiattack. The salamander makes two Flame Spear attacks. It can replace one attack with a use of Constrict. Flame Spear. Melee or Ranged Attack Roll: +7, reach"
      },
      {
        "document": 2013,
        "excerpt": "Multiattack. The scout makes two attacks, using Short-word and Longbow in any combination. Shortsword. Melee Attack Roll: +4, reach 5 ft. Hit: 5"
      },
      {
        "document": 2015,
        "excerpt": "ves up to its Swim Speed without provoking Opportunity Attacks."
      },
      {
        "document": 2017,
        "excerpt": "ttack. The shambling mound makes three Charged Tendril attacks. It can replace one attack with a use of Engulf. Charged Tendril. Melee Attack Roll: +7, reach 10 ft. H"
      },
      {
        "document": 2018,
        "excerpt": "Multiattack. The guardian makes two Fist attacks. Fist. Melee Attack Roll: +7, reach 10 ft. Hit: 11 (2d6 + 4) Bludgeoning damage plus 7 (2d6) Force dama"
      },
      {
        "document": 2020,
        "excerpt": "Multiattack. The dragon makes two Rend attacks. Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (1d10 + 4) Piercing damage. Cold Breath (Recharge 5–6"
      },
      {
        "document": 2022,
        "excerpt": "Multiattack. The solar makes two Flying Sword attacks. It can replace one attack with a use of Slaying Bow. Flying Sword. Melee or Ranged Attack Roll: +15, r"
      },
      {
        "document": 2024,
        "excerpt": "Multiattack. The sphinx makes three Claw attacks. Claw. Melee Attack Roll: +8, reach 5 ft. Hit: 14 (3d6 + 4) Slashing damage. Mind-Rending Roar (Rechar"
      },
      {
        "document": 2025,
        "excerpt": "Multiattack. The sphinx makes two Claw attacks and uses Roar. Claw. Melee Attack Roll: +12, reach 5 ft. Hit: 20 (4d6 + 6) Slashing damage. Roar (3/Da"
      },
      {
        "document": 2028,
        "excerpt": "Multiattack. The naga makes three attacks, using Bite or Necrotic Ray in any combination. Bite. Melee Attack Roll: +7, reach 10 ft. Hit: 7 (1d6 +"
      },
      {
        "document": 2032,
        "excerpt": "arget. While attached, the stirge can't make Proboscis attacks, and the target takes 5 (2d4) Necrotic damage at the start of each of the stirge's turns. The stirge ca"
      },
      {
        "document": 2033,
        "excerpt": "Multiattack. The giant makes two attacks, using Stone Club or Boulder in any combination. Stone Club. Melee Attack Roll: +9, reach 15 ft. Hit: 2"
      },
      {
        "document": 2034,
        "excerpt": "Multiattack. The golem makes two attacks, using Slam or Force Bolt in any combination. Slam. Melee Attack Roll: +10, reach 5 ft. Hit: 15 (2d8 +"
      },
      {
        "document": 2035,
        "excerpt": "Multiattack. The giant makes two attacks, using Storm Sword or Thunderbolt in any combination. Storm Sword. Melee Attack Roll: +14, reach 10 ft."
      },
      {
        "document": 2044,
        "excerpt": "k. The tarrasque makes one Bite attack and three other attacks, using Claw or Tail in any combination. Bite. Melee Attack Roll: +19, reach 15 ft. Hit: 36 (4d12 + 10)"
      },
      {
        "document": 2046,
        "excerpt": "Multiattack. The tough makes two attacks, using Warhammer or Heavy Crossbow in any combination. Warhammer. Melee Attack Roll: +5, reach 5 ft. Hi"
      },
      {
        "document": 2048,
        "excerpt": "Multiattack. The treant makes two Slam attacks. Slam. Melee Attack Roll: +10, reach 5 ft. Hit: 16 (3d6 + 6) Bludgeoning damage. Hail of Bark. Ranged"
      },
      {
        "document": 2049,
        "excerpt": "Multiattack. The triceratops makes two Gore attacks. Gore. Melee Attack Roll: +9, reach 5 ft. Hit: 19 (2d12 + 6) Piercing damage. If the target is Huge or"
      },
      {
        "document": 2051,
        "excerpt": "Multiattack. The troll makes three Rend attacks. Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 11 (2d6 + 4) Slashing damage."
      },
      {
        "document": 2053,
        "excerpt": "ves up to half its Speed without provoking Opportunity Attacks, and it makes one Radiant Horn attack. Shimmering Shield. The unicorn targets itself or one creature it"
      },
      {
        "document": 2054,
        "excerpt": "Multiattack. The familiar makes two Umbral Dagger attacks. Umbral Dagger. Melee or Ranged Attack Roll: +5, reach 5 ft. or range 20/60 ft. Hit: 5 (1d4 + 3) Pierci"
      },
      {
        "document": 2055,
        "excerpt": "Multiattack. The vampire makes two Claw attacks and uses Bite. Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (2d4 + 3) Slashing damage. If the target"
      },
      {
        "document": 2056,
        "excerpt": "Vampire Form Only). The vampire makes two Grave Strike attacks and uses Bite. Grave Strike (Vampire Form Only). Melee Attack Roll: +9, reach 5 ft. Hit: 8 (1d8 + 4) Bl"
      },
      {
        "document": 2058,
        "excerpt": "Multiattack. The fungus makes two Rotting Touch attacks. Rotting Touch. Melee Attack Roll: +2, reach 10 ft. Hit: 4 (1d8) Necrotic damage."
      },
      {
        "document": 2059,
        "excerpt": "Multiattack. The vrock makes two Shred attacks. Shred. Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage plus 10 (3d6) Poison damag"
      },
      {
        "document": 2064,
        "excerpt": "ck. The warrior makes two Greatsword or Heavy Crossbow attacks. Greatsword. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage. Heavy Crossbow. Ran"
      },
      {
        "document": 2065,
        "excerpt": "Multiattack. The elemental makes two Slam attacks. Slam. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage. If the target is a Medi"
      },
      {
        "document": 2067,
        "excerpt": "Multiattack. The werebear makes two attacks, using Handaxe or Rend in any combination. It can replace one attack with a Bite attack. Bite (Bear or"
      },
      {
        "document": 2068,
        "excerpt": "Multiattack. The wereboar makes two attacks, using Javelin or Tusk in any combination. It can replace one attack with a Gore attack. Gore (Boar or"
      },
      {
        "document": 2069,
        "excerpt": "Multiattack. The wererat makes two attacks, using Scratch or Hand Crossbow in any combination. It can replace one attack with a Bite attack. Bite"
      },
      {
        "document": 2070,
        "excerpt": "Multiattack. The weretiger makes two attacks, using Scratch or Longbow in any combination. It can replace one attack with a Bite attack. Bite (Tiger"
      },
      {
        "document": 2071,
        "excerpt": "Multiattack. The werewolf makes two attacks, using Scratch or Longbow in any combination. It can replace one attack with a Bite attack. Bite (Wolf"
      },
      {
        "document": 2072,
        "excerpt": "Multiattack. The dragon makes two Rend attacks. Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage plus 2 (1d4) Cold damage. C"
      },
      {
        "document": 2073,
        "excerpt": "Multiattack. The wight makes two attacks, using Necrotic Sword or Necrotic Bow in any combination. It can replace one attack with a use of Life D"
      },
      {
        "document": 2080,
        "excerpt": "iattack. The xorn makes one Bite attack and three Claw attacks. Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 17 (4d6 + 3) Piercing damage. Claw. Melee Attack Roll:"
      },
      {
        "document": 2081,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 9 (2d4 + 4) Slashing damage plus 3 (1d6) Acid damage."
      },
      {
        "document": 2082,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. Rend. Melee Attack Roll: +9, reach 10 ft. Hit: 12 (2d6 + 5) Slashing damage plus 5 (1d10) Lightning da"
      },
      {
        "document": 2083,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace two attacks with a use of Sleep Breath. Rend. Melee Attack Roll: +7, reach 10 ft. Hit:"
      },
      {
        "document": 2084,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Repulsion Breath. Rend. Melee Attack Roll: +8, reach 10 ft. Hi"
      },
      {
        "document": 2085,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Slowing Breath. Rend. Melee Attack Roll: +7, reach 10 ft. Hit:"
      },
      {
        "document": 2086,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Weakening Breath. Rend. Melee Attack Roll: +10, reach 10 ft. H"
      },
      {
        "document": 2087,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 11 (2d6 + 4) Slashing damage plus 7 (2d6) Poison damage"
      },
      {
        "document": 2088,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. Rend. Melee Attack Roll: +10, reach 10 ft. Hit: 13 (2d6 + 6) Slashing damage plus 3 (1d6) Fire damage."
      },
      {
        "document": 2089,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Paralyzing Breath. Rend. Melee Attack Roll: +10, reach 10 ft."
      },
      {
        "document": 2090,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 9 (2d4 + 4) Slashing damage plus 2 (1d4) Cold damage."
      }
    ],
    "attain": [
      {
        "document": 974,
        "excerpt": "You attain the pinnacle of resilience in battle, giving you these benefits. Defy Death. You have Advantage on Deat"
      }
    ],
    "attained": [
      {
        "document": 243,
        "excerpt": "t Point maximum increases by 1 for each level you have attained. For example, if a character reaches level 8 and increases their Constitution score from 17 to 18, the C"
      },
      {
        "document": 1523,
        "excerpt": "t Point maximum increases by 1 for each level you have attained. Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. As long as you rema"
      }
    ],
    "attempt": [
      {
        "document": 19,
        "excerpt": "A saving throw - also called a save - represents an attempt to evade or resist a threat, such as a fiery explosion, a blast of poisonous gas, or a spell trying to i"
      },
      {
        "document": 74,
        "excerpt": "ion, such as a detailed explanation of something or an attempt to persuade a foe, requires an action. The Influence action is the main way you try to influence a monst"
      },
      {
        "document": 142,
        "excerpt": "- Suppress one or more of its activated properties. - Attempt to take control of its bearer, whereupon the bearer makes a Charisma saving throw (DC 12 plus the item's"
      },
      {
        "document": 147,
        "excerpt": "an understand a written language can read a scroll and attempt to activate it unless its description notes otherwise."
      },
      {
        "document": 380,
        "excerpt": "vity. If the Short Rest is interrupted, the Attunement attempt fails. Otherwise, at the end of the Short Rest, you're attuned to the magic item and can access its full"
      },
      {
        "document": 381,
        "excerpt": "tuned to no more than three magic items at a time. Any attempt to attune to a fourth item fails; you must end your Attunement to an item first. Additionally, you can't"
      },
      {
        "document": 502,
        "excerpt": "tning is obvious, but a more subtle effect, such as an attempt to read thoughts, goes unnoticed unless a spell's description says otherwise. Invalid Targets. If you c"
      },
      {
        "document": 540,
        "excerpt": "A saving throw - also called a save - represents an attempt to avoid or resist a threat. You normally make a saving throw only when a rule requires you to do so, bu"
      },
      {
        "document": 695,
        "excerpt": "A character can attempt to harvest poison from a venomous creature that is dead or has the Incapacitated condition. The effort t"
      },
      {
        "document": 717,
        "excerpt": "ccessful DC 13 Dexterity (Sleight of Hand) check. Each attempt to set this trap takes 10 minutes. At Higher Levels. You can scale the trap for higher levels by increa"
      },
      {
        "document": 962,
        "excerpt": "Rage is active, you can channel primal power when you attempt certain tasks; whenever you make an ability check using one of the following skills, you can make it as"
      },
      {
        "document": 967,
        "excerpt": "or an Unarmed Strike, you can expend 1 Focus Point to attempt a stunning strike. The target must make a Constitution saving throw. On a failed save, the target has th"
      },
      {
        "document": 1216,
        "excerpt": "ge: 60 feet Components: S Duration: Instantaneous You attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution saving thro"
      },
      {
        "document": 1277,
        "excerpt": "feather) Duration: Concentration, up to 1 minute You attempt to turn one creature that you can see within range into stone. The target makes a Constitution saving th"
      },
      {
        "document": 1345,
        "excerpt": ") or attempting to possess a Humanoid's body. You can attempt to possess any Humanoid within 100 feet of you that you can see (creatures warded by a Protection from E"
      },
      {
        "document": 1367,
        "excerpt": "nts: V, S Duration: Concentration, up to 1 minute You attempt to reshape another creature's memories. One creature that you can see within range makes a Wisdom saving"
      },
      {
        "document": 1373,
        "excerpt": "f fleece) Duration: Concentration, up to 1 minute You attempt to craft an illusion in the mind of a creature you can see within range. The target makes an Intelligenc"
      },
      {
        "document": 1377,
        "excerpt": "GP, which the spell consumes) Duration: 24 hours You attempt to bind a Celestial, an Elemental, a Fey, or a Fiend to your service. The creature must be within range"
      },
      {
        "document": 1381,
        "excerpt": "lar cocoon) Duration: Concentration, up to 1 hour You attempt to transform a creature that you can see within range into a Beast. The target must succeed on a Wisdom"
      },
      {
        "document": 1391,
        "excerpt": "illusion of yourself to appear and warn off others who attempt to open a trapped door. Physical interaction with the image reveals it to be illusory, since things can"
      }
    ],
    "attempting": [
      {
        "document": 1345,
        "excerpt": "eturning to your living body (and ending the spell) or attempting to possess a Humanoid's body. You can attempt to possess any Humanoid within 100 feet of you that you c"
      },
      {
        "document": 1454,
        "excerpt": "y’s sanctum but instead viewed an illusion, or you are attempting to teleport to a location that no longer exists. Mishap. The spell's unpredictable magic results in a d"
      },
      {
        "document": 1627,
        "excerpt": "ruin and torments you, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies. Fool. You have Disadvantage on D20 T"
      }
    ],
    "attempts": [
      {
        "document": 103,
        "excerpt": "rules often call for an ability check when a creature attempts something other than an attack that has a chance of meaningful failure. When the outcome is uncertain an"
      },
      {
        "document": 568,
        "excerpt": "condition. The DC for the saving throw and any escape attempts equals 8 plus your Strength modifier and Proficiency Bonus. This grapple is possible only if the target"
      },
      {
        "document": 1155,
        "excerpt": "n range must succeed on a Charisma saving throw, or it attempts to deliver a message for you (if the target's Challenge Rating isn't 0, it automatically succeeds). You"
      },
      {
        "document": 1163,
        "excerpt": "arget takes 5d8 Force damage. Forceful Hand. The hand attempts to push a Huge or smaller creature within 5 feet of it. The target must succeed on a Strength saving thr"
      },
      {
        "document": 1261,
        "excerpt": "0 feet. At the start of each of your turns, the hound attempts to bite one enemy within 5 feet of it. That enemy must succeed on a Dexterity saving throw or take 4d8 F"
      },
      {
        "document": 1609,
        "excerpt": "usting its orbit to avoid collisions and thwarting all attempts by other creatures to attack or snatch it. As a Utilize action, you can seize and stow any number of Io"
      },
      {
        "document": 1610,
        "excerpt": "ined creature is freed. On a failed check, any further attempts made by that creature automatically fail until 24 hours have elapsed. Once the bands are used, they can"
      },
      {
        "document": 1621,
        "excerpt": "lots. A creature that can't use a Manual of Golems and attempts to read it takes 6d6 Psychic damage. To create a golem, you must spend the time shown on the table, wor"
      }
    ],
    "attends": [
      {
        "document": 1349,
        "excerpt": "ved from it. A staff of 100 near-transparent servants attends all who enter. You determine the appearance of these servants and their attire. They are invulnerable an"
      }
    ],
    "attention": [
      {
        "document": 47,
        "excerpt": "n laps up flattery. When interacting with an NPC, pay attention to the GM's portrayal of the NPC's personality. You might be able to learn an NPC's goals and then use t"
      },
      {
        "document": 49,
        "excerpt": "l typically ask you to take the Influence action. Pay attention to your skill proficiencies when thinking of how you will interact with an NPC; use an approach that rel"
      },
      {
        "document": 1232,
        "excerpt": "ou are probing into its mind, and until you shift your attention away from the target's mind, the target can take an action on its turn to make an Intelligence (Arcana)"
      }
    ],
    "attire": [
      {
        "document": 1349,
        "excerpt": "u determine the appearance of these servants and their attire. They are invulnerable and obey your commands. Each servant can perform tasks that a human could perform"
      }
    ],
    "attitude": [
      {
        "document": 46,
        "excerpt": "nonplayer characters who are participating. An NPC's attitude toward your character is Friendly, Indifferent, or Hostile, as defined in “Rules Glossary.” Friendly NPC"
      },
      {
        "document": 49,
        "excerpt": "teraction. Your roleplaying efforts can alter an NPC's attitude, but there might still be an element of chance if the GM wants dice to play a role in determining an NPC"
      },
      {
        "document": 574,
        "excerpt": "Attitude"
      },
      {
        "document": 577,
        "excerpt": "in \"Attack [Action].\" A tag - Action, Area of Effect, Attitude, Condition, or Hazard - indicates that a rule is part of a family of rules. The tags also have glossary"
      },
      {
        "document": 632,
        "excerpt": "Friendly [Attitude]"
      },
      {
        "document": 644,
        "excerpt": "Hostile [Attitude]"
      },
      {
        "document": 650,
        "excerpt": "Indifferent [Attitude]"
      },
      {
        "document": 651,
        "excerpt": "e an ability check, which is affected by the monster's attitude: Indifferent, Friendly, or Hostile, each of which is defined in this glossary. The Influence Checks tabl"
      },
      {
        "document": 745,
        "excerpt": "r Wisdom (Animal Handling) check to alter a creature’s attitude."
      },
      {
        "document": 1170,
        "excerpt": "that condition ends, the awakened creature chooses its attitude toward you."
      },
      {
        "document": 1186,
        "excerpt": "ies taking damage. When the spell ends, the creature's attitude returns to normal."
      }
    ],
    "attitudes": [
      {
        "document": 47,
        "excerpt": "an NPC's personality and your character's actions and attitudes to determine how an NPC reacts. A cowardly bandit might buckle under threats of imprisonment. A stubbor"
      },
      {
        "document": 235,
        "excerpt": "A creature's alignment broadly describes its ethical attitudes and ideals. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral),"
      },
      {
        "document": 649,
        "excerpt": "A creature's alignment broadly describes its ethical attitudes and ideals. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral),"
      }
    ],
    "attract": [
      {
        "document": 1484,
        "excerpt": "a whole community, region, or world, you are likely to attract powerful foes. If your wish would affect a god, the god's divine servants might instantly intervene to p"
      }
    ],
    "attraction": [
      {
        "document": 1705,
        "excerpt": "Shield of Missile Attraction"
      }
    ],
    "attribution": [
      {
        "document": 0,
        "excerpt": ". The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode."
      }
    ],
    "attune": [
      {
        "document": 117,
        "excerpt": "equisite, a creature must be a member of that class to attune to the item. If a creature must be a spellcaster to attune to an item, the creature qualifies if it can"
      },
      {
        "document": 142,
        "excerpt": "the following: - Make it impossible for its bearer to attune to it. - Suppress one or more of its activated properties. - Attempt to take control of its bearer, wher"
      },
      {
        "document": 380,
        "excerpt": "Attune during a Short Rest"
      },
      {
        "document": 381,
        "excerpt": "more than three magic items at a time. Any attempt to attune to a fourth item fails; you must end your Attunement to an item first. Additionally, you can't attune to"
      },
      {
        "document": 984,
        "excerpt": "nting you the following benefits. Attunement. You can attune to up to four magic items at once. Charges. Whenever you use a magic item property that expends charges"
      },
      {
        "document": 1513,
        "excerpt": "ly when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic;"
      }
    ],
    "attuned": [
      {
        "document": 124,
        "excerpt": "aled when the Identify spell is cast on it. A creature attuned to an item knows how many charges the item has and how many it regains."
      },
      {
        "document": 379,
        "excerpt": "can use an item's magical properties. Without becoming attuned to an item that requires Attunement, you gain only its nonmagical benefits unless its description states"
      },
      {
        "document": 380,
        "excerpt": "fails. Otherwise, at the end of the Short Rest, you're attuned to the magic item and can access its full magical capabilities."
      },
      {
        "document": 381,
        "excerpt": "You can be attuned to no more than three magic items at a time. Any attempt to attune to a fourth item fails; you must end"
      },
      {
        "document": 613,
        "excerpt": "Attunement to one or more magic items, it is no longer attuned to them."
      },
      {
        "document": 972,
        "excerpt": "you can't bond with a magic weapon if someone else is attuned to it or another Warlock is bonded with it. Until the bond ends, you have proficiency with the weapon, a"
      },
      {
        "document": 1378,
        "excerpt": "V, S, M (a forked, metal rod worth 250+ GP and attuned to a plane of existence)"
      },
      {
        "document": 1521,
        "excerpt": "ncreases by 2, to a maximum of 20. In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you can grow one,"
      },
      {
        "document": 1523,
        "excerpt": "ade with this magic weapon. In addition, while you are attuned to this weapon, your Hit Point maximum increases by 1 for each level you have attained. Curse. This wea"
      },
      {
        "document": 1561,
        "excerpt": "inches in diameter, and mist swirls inside it. While attuned to an orb, you can take a Magic action to peer into the orb's depths. You must then make a DC 15 Charism"
      },
      {
        "document": 1568,
        "excerpt": "Requires Attunement by a Dwarf or a Creature Attuned to a Belt of Dwarvenkind"
      },
      {
        "document": 1593,
        "excerpt": "ed charges daily at dawn. Giant's Bane. While you are attuned to the weapon and wearing either a Belt of Giant Strength or Gauntlets of Ogre Power to which you are al"
      },
      {
        "document": 1678,
        "excerpt": "ing stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1"
      },
      {
        "document": 1692,
        "excerpt": "the rod has no effect on that spell. When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence and"
      },
      {
        "document": 1733,
        "excerpt": "tclub), Very Rare (Requires Attunement) While you are attuned to this magic weapon, your Strength is 20 unless your Strength is already equal to or greater than that"
      },
      {
        "document": 1755,
        "excerpt": "s long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically aw"
      }
    ],
    "attunement": [
      {
        "document": 117,
        "excerpt": "in “Equipment.” Additional rules are presented below. Attunement Prerequisites. If a magic item has a class prerequisite, a creature must be a member of that class to at"
      },
      {
        "document": 127,
        "excerpt": "ding the Identify spell, fail to reveal such a curse. Attunement to a cursed item can't be ended voluntarily unless the curse is broken first, such as with a Remove Curs"
      },
      {
        "document": 160,
        "excerpt": "u do give a monster a magic item, the monster can have Attunement with magic items as noted in “Equipment.” A monster with a class tag after its creature type is consider"
      },
      {
        "document": 379,
        "excerpt": "Attunement"
      },
      {
        "document": 380,
        "excerpt": "priate activity. If the Short Rest is interrupted, the Attunement attempt fails. Otherwise, at the end of the Short Rest, you're attuned to the magic item and can access"
      },
      {
        "document": 381,
        "excerpt": "pt to attune to a fourth item fails; you must end your Attunement to an item first. Additionally, you can't attune to more than one copy of an item. For example, you can'"
      },
      {
        "document": 382,
        "excerpt": "Ending Attunement"
      },
      {
        "document": 575,
        "excerpt": "Attunement"
      },
      {
        "document": 613,
        "excerpt": "ls, it returns with 1 fewer level. If the creature had Attunement to one or more magic items, it is no longer attuned to them."
      },
      {
        "document": 984,
        "excerpt": "of magic items, granting you the following benefits. Attunement. You can attune to up to four magic items at once. Charges. Whenever you use a magic item property that"
      },
      {
        "document": 1297,
        "excerpt": "Petrified condition - A curse, including the target's Attunement to a cursed magic item - Any reduction to one of the target's ability scores - Any reduction to the targ"
      },
      {
        "document": 1322,
        "excerpt": "ts properties and how to use them, whether it requires Attunement, and how many charges it has, if any. You learn whether any ongoing spells are affecting the item and wh"
      },
      {
        "document": 1403,
        "excerpt": "m, its curse remains, but the spell breaks its owner's Attunement to the object so it can be removed or discarded."
      },
      {
        "document": 1505,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1506,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1507,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1508,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1511,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1512,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1513,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1514,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1521,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1522,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1523,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1525,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1526,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1527,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1528,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1530,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1531,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1533,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1534,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1535,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1541,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1542,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1543,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1544,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1545,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1546,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1547,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1548,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1549,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1550,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1551,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1552,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1555,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1558,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1559,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1561,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1562,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1568,
        "excerpt": "Requires Attunement by a Dwarf or a Creature Attuned to a Belt of Dwarvenkind"
      },
      {
        "document": 1574,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1576,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1581,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1583,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1584,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1586,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1589,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1590,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1593,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1595,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1596,
        "excerpt": "Requires Attunement by a Wizard"
      },
      {
        "document": 1597,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1598,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1600,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1601,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1602,
        "excerpt": "Requires Attunement by a Paladin"
      },
      {
        "document": 1608,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1609,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1614,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1615,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1617,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1618,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1624,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1628,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1630,
        "excerpt": "Requires Attunement by a Cleric, Druid, or Paladin"
      },
      {
        "document": 1631,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1632,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1636,
        "excerpt": "Requires Attunement by a Spellcaster"
      },
      {
        "document": 1637,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1638,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1639,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1642,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1643,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1664,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1666,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1667,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1668,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1669,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1670,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1671,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1672,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1673,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1674,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1675,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1677,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1678,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1679,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1681,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1682,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1684,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1686,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1687,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1688,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1689,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1690,
        "excerpt": "Requires Attunement by a Sorcerer, Warlock, or Wizard"
      },
      {
        "document": 1692,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1693,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1694,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1695,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1696,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1700,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1701,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1705,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1706,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1707,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1710,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1712,
        "excerpt": "Requires Attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard"
      },
      {
        "document": 1713,
        "excerpt": "Requires Attunement by a Druid, Sorcerer, Warlock, or Wizard"
      },
      {
        "document": 1714,
        "excerpt": "Requires Attunement by a Druid, Sorcerer, Warlock, or Wizard"
      },
      {
        "document": 1715,
        "excerpt": "Requires Attunement by a Bard, Cleric, or Druid"
      },
      {
        "document": 1716,
        "excerpt": "Requires Attunement by a Sorcerer, Warlock, or Wizard"
      },
      {
        "document": 1717,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1718,
        "excerpt": "Requires Attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard"
      },
      {
        "document": 1719,
        "excerpt": "Requires Attunement by a Sorcerer, Warlock, or Wizard"
      },
      {
        "document": 1720,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1721,
        "excerpt": "Requires Attunement by a Druid"
      },
      {
        "document": 1722,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1723,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1725,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1726,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1727,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1728,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1729,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1730,
        "excerpt": "Requires Attunement by a Cleric or Paladin"
      },
      {
        "document": 1731,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1732,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1733,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1737,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1740,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1741,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1742,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1743,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1744,
        "excerpt": "Requires Attunement by a Spellcaster"
      },
      {
        "document": 1745,
        "excerpt": "Requires Attunement by a Spellcaster"
      },
      {
        "document": 1748,
        "excerpt": "Requires Attunement by a Spellcaster"
      },
      {
        "document": 1749,
        "excerpt": "Requires Attunement by a Spellcaster"
      },
      {
        "document": 1751,
        "excerpt": "Requires Attunement by a Spellcaster"
      },
      {
        "document": 1752,
        "excerpt": "Requires Attunement by a Spellcaster"
      },
      {
        "document": 1753,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1755,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1758,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1759,
        "excerpt": "Requires Attunement"
      }
    ],
    "attunes": [
      {
        "document": 382,
        "excerpt": "at least 24 hours, if you die, or if another creature attunes to the item. You can also voluntarily end Attunement by spending another Short Rest focused on the item"
      }
    ],
    "attuning": [
      {
        "document": 117,
        "excerpt": "Rules for identifying, attuning to, and using magic items appear in “Equipment.” Additional rules are presented below. Attunement Prere"
      },
      {
        "document": 380,
        "excerpt": "Attuning to an item requires you to spend a Short Rest focused on only that item while being in physical contact"
      },
      {
        "document": 1513,
        "excerpt": "entify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the ar"
      },
      {
        "document": 1705,
        "excerpt": "de with Ranged weapons. Curse. This Shield is cursed. Attuning to it curses you until you are targeted by a Remove Curse spell or similar magic. Removing the Shield fa"
      }
    ],
    "audible": [
      {
        "document": 121,
        "excerpt": "gned for an item to work. Spoken command words must be audible and fail to work in areas where all sound is suppressed, as in the area of the Silence spell."
      },
      {
        "document": 646,
        "excerpt": "appears to affect the illusory creature. Similarly, an audible illusion echoes in an echoey space."
      },
      {
        "document": 1152,
        "excerpt": "et off the alarm. You also choose whether the alarm is audible or mental: Audible Alarm. The alarm produces the sound of a handbell for 10 seconds within 60 feet of t"
      },
      {
        "document": 1332,
        "excerpt": "ed and closed. When you cast the spell, a loud knock, audible up to 300 feet away, emanates from the target."
      },
      {
        "document": 1347,
        "excerpt": "iled as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak w"
      },
      {
        "document": 1363,
        "excerpt": "ise, conceal, or add creatures. The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into Difficult Terrain (or vice v"
      },
      {
        "document": 1391,
        "excerpt": "iled as you like, though it must be based on visual or audible phenomena that occur within 30 feet of the area. For example, you could create an illusion of yourself t"
      },
      {
        "document": 1457,
        "excerpt": "pushed 10 feet away from you, and a thunderous boom is audible within 300 feet. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level"
      },
      {
        "document": 1539,
        "excerpt": "aced by the clear, ringing tone of the chime, which is audible out to 300 feet. The chime can be used 10 times. After the tenth time, it cracks and becomes useless."
      },
      {
        "document": 1593,
        "excerpt": "f the attack hits, the weapon unleashes a thunder-clap audible out to 300 feet. The target and every creature within 30 feet of it other than you must succeed on a DC"
      },
      {
        "document": 1603,
        "excerpt": "ich emits a thunderous blast in a 30-foot Cone that is audible out to 600 feet. Each creature in the Cone makes a DC 15 Constitution saving throw. On a failed save, a"
      },
      {
        "document": 1722,
        "excerpt": "ff, you can cause the staff to emit a crack of thunder audible out to 300 feet (no action required). The target you hit must succeed on a DC 17 Constitution saving thr"
      },
      {
        "document": 1733,
        "excerpt": "gainst a hard surface to create a loud clap of thunder audible out to 300 feet. You also create a 30-foot Cone of thunderous energy. Each creature in the Cone must suc"
      },
      {
        "document": 2019,
        "excerpt": "of the shrieker. Response: The shrieker emits a shriek audible within 300 feet of itself for 1 minute or until the shrieker dies."
      }
    ],
    "augury": [
      {
        "document": 831,
        "excerpt": "Augury"
      },
      {
        "document": 887,
        "excerpt": "Augury"
      },
      {
        "document": 912,
        "excerpt": "Augury"
      },
      {
        "document": 1168,
        "excerpt": "Augury"
      },
      {
        "document": 1914,
        "excerpt": "igence as the spellcasting ability (spell save DC 11): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest bef"
      },
      {
        "document": 1969,
        "excerpt": "igence as the spellcasting ability (spell save DC 14): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest bef"
      },
      {
        "document": 2014,
        "excerpt": "igence as the spellcasting ability (spell save DC 11): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest bef"
      }
    ],
    "aura": [
      {
        "document": 113,
        "excerpt": "ulnerability to Fire damage, and it's within a magical aura that reduces all damage by 5. If it takes 28 Fire damage, the damage is first reduced by 5 (to 23), then"
      },
      {
        "document": 718,
        "excerpt": "e. Detect and Disarm. A Detect Magic spell reveals an aura of Evocation magic around the statue. As a Search action, a creature within 5 feet of the statue can exa"
      },
      {
        "document": 842,
        "excerpt": "Aura of Protection"
      },
      {
        "document": 846,
        "excerpt": "Aura of Life"
      },
      {
        "document": 887,
        "excerpt": "Arcanist’s Magic Aura"
      },
      {
        "document": 909,
        "excerpt": "Aura of Life, Death Ward"
      },
      {
        "document": 914,
        "excerpt": "Aura of Life"
      },
      {
        "document": 918,
        "excerpt": "Holy Aura"
      },
      {
        "document": 968,
        "excerpt": "Aura of Protection"
      },
      {
        "document": 982,
        "excerpt": "Aura of Devotion"
      },
      {
        "document": 1159,
        "excerpt": "onents: V, S Duration: Concentration, up to 1 hour An aura extends from you in a 10-foot Emanation for the duration. The aura prevents creatures other than Constru"
      },
      {
        "document": 1160,
        "excerpt": "ron filings) Duration: Concentration, up to 1 hour An aura of antimagic surrounds you in 10-foot Emanation. No one can cast spells, take Magic actions, or create o"
      },
      {
        "document": 1166,
        "excerpt": "Arcanist's Magic Aura"
      },
      {
        "document": 1169,
        "excerpt": "Aura of Life"
      },
      {
        "document": 1230,
        "excerpt": "effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by"
      },
      {
        "document": 1317,
        "excerpt": "Holy Aura"
      },
      {
        "document": 1371,
        "excerpt": "Concentration, up to 1 hour You radiate a concealing aura in a 30-foot Emanation for the duration. While in the aura, you and each creature you choose have a +10"
      },
      {
        "document": 1693,
        "excerpt": "tect Poison and Disease - See Invisibility Protective Aura. As a Magic action, you can plant the haft end of the rod in the ground, whereupon the rod's head sheds"
      },
      {
        "document": 1721,
        "excerpt": "radius. The tree appears ordinary but radiates a faint aura of Transmutation magic that can be discerned with the Detect Magic spell. While touching the tree and us"
      },
      {
        "document": 1796,
        "excerpt": "Fire Aura. At the end of each of the azer's turns, each creature of the azer's choice in a 5-foot Emanation origin"
      },
      {
        "document": 1799,
        "excerpt": "with all its Hit Points somewhere in the Abyss. Fire Aura. At the end of each of the balor's turns, each creature in a 5-foot Emanation originating from the balor"
      },
      {
        "document": 1840,
        "excerpt": "n detach itself by using 5 feet of movement. Darkness Aura (1/Day). Magical Darkness fills a 15-foot Emanation originating from the darkmantle. This effect lasts w"
      },
      {
        "document": 1862,
        "excerpt": "Fire Aura. At the end of each of the elemental's turns, each creature in a 10-foot Emanation originating from the"
      },
      {
        "document": 1929,
        "excerpt": "Aura of Authority. While in a 10-foot Emanation originating from the hobgoblin, the hobgoblin and its allies"
      },
      {
        "document": 1986,
        "excerpt": "all its Hit Points somewhere in the Nine Hells. Fear Aura. The pit fiend emanates an aura in a 20-foot Emanation while it doesn't have the Incapacitated condition"
      },
      {
        "document": 2002,
        "excerpt": "Heat Aura. At the end of each of the remorhaz's turns, each creature in a 5-foot Emanation originating from the re"
      },
      {
        "document": 2010,
        "excerpt": "Fire Aura. At the end of each of the salamander's turns, each creature of the salamander's choice in a 5-foot Eman"
      }
    ],
    "auran": [
      {
        "document": 228,
        "excerpt": "uage. Rare Languages *Primordial includes the Aquan, Auran, Ignan, and Terran dialects. Creatures that know one of these dialects can communicate with those that k"
      },
      {
        "document": 1667,
        "excerpt": "g to the ring's linked Elemental Plane: Air. You know Auran, you have Resistance to Lightning damage, and you have a Fly Speed equal to your Speed and can hover. E"
      },
      {
        "document": 1771,
        "excerpt": "Primordial (Auran)"
      },
      {
        "document": 1845,
        "excerpt": "Primordial (Auran)"
      },
      {
        "document": 1853,
        "excerpt": "Primordial (Auran, Terran)"
      },
      {
        "document": 1881,
        "excerpt": "Celestial; understands Common and Primordial (Auran) but can't speak them"
      },
      {
        "document": 1937,
        "excerpt": "Primordial (Aquan, Auran)"
      },
      {
        "document": 1940,
        "excerpt": "Common, Primordial (Auran)"
      }
    ],
    "auras": [
      {
        "document": 1160,
        "excerpt": "tion. Dispel Magic has no effect on the aura, and the auras created by different Antimagic Field spells don't nullify each other."
      },
      {
        "document": 1166,
        "excerpt": "ears to spells and magical effects that detect magical auras, such as Detect Magic. You can make a nonmagical object appear magical, make a magic item appear nonmagi"
      }
    ],
    "authentic": [
      {
        "document": 1623,
        "excerpt": "reater value (such as a large pile of gold), they look authentic, but close inspection reveals they're made from paste, cookies, or some other worthless material. If yo"
      }
    ],
    "authority": [
      {
        "document": 976,
        "excerpt": "nravel lies, and poke fun at self-important figures of authority."
      },
      {
        "document": 1929,
        "excerpt": "Aura of Authority. While in a 10-foot Emanation originating from the hobgoblin, the hobgoblin and its allies have Advantag"
      }
    ],
    "automatic": [
      {
        "document": 378,
        "excerpt": "ordinary, but learning a magic item's properties isn't automatic. The Identify spell is the fastest way to reveal an item's properties. Alternatively, you can focus on"
      },
      {
        "document": 1495,
        "excerpt": "ks Affected. Attack rolls against you have Advantage. Automatic Critical Hits. Any attack roll that hits you is a Critical Hit if the attacker is within 5 feet of you."
      },
      {
        "document": 1501,
        "excerpt": "omatically fail Strength and Dexterity saving throws. Automatic Critical Hits. Any attack roll that hits you is a Critical Hit if the attacker is within 5 feet of you."
      },
      {
        "document": 1792,
        "excerpt": "onus (rounded up). Reaping Scythe. Melee Attack Roll: Automatic hit, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage plus 4 (1d8) Necrotic damage."
      }
    ],
    "automatically": [
      {
        "document": 63,
        "excerpt": "As an action, you can automatically break or otherwise destroy a fragile, nonmagical object, such as a glass container or a piece of paper."
      },
      {
        "document": 99,
        "excerpt": "damage. A ranged attack roll with a weapon underwater automatically misses a target beyond the weapon's normal range, and the attack roll has Disadvantage against a target"
      },
      {
        "document": 322,
        "excerpt": "rained condition until it escapes. The target succeeds automatically if it is Huge or larger. To escape, the target or a creature within 5 feet of it must take an action to"
      },
      {
        "document": 455,
        "excerpt": "one Small or Medium creature. While in a Bedroll, you automatically succeed on saving throws against extreme cold (see “Gameplay Toolbox”)."
      },
      {
        "document": 520,
        "excerpt": "the day's end. A creature that eats nothing for 5 days automatically gains 1 Exhaustion level at the end of the fifth day as well as an additional level at the end of each s"
      },
      {
        "document": 540,
        "excerpt": "ave and lacks the ability score used by it, the target automatically fails. See also “Playing the Game” (“D20 Tests”)."
      },
      {
        "document": 567,
        "excerpt": "s. Visual illusions appear transparent to you, and you automatically succeed on saving throws against them. Transformations. You discern the true form of any creature or ob"
      },
      {
        "document": 580,
        "excerpt": "ingly fragile, the GM may allow a creature to break it automatically with the Attack or Utilize action. Armor Class. The Object Armor Class table suggests ACs for various s"
      },
      {
        "document": 675,
        "excerpt": "ct on itself on a success. After 1 minute, it succeeds automatically. Fighting the Contagion. At the end of each Long Rest, an infected creature makes a DC 13 Constitution"
      },
      {
        "document": 679,
        "excerpt": "atures that have Resistance or Immunity to Cold damage automatically succeed on the save."
      },
      {
        "document": 681,
        "excerpt": "atures that have Resistance or Immunity to Fire damage automatically succeed on the save."
      },
      {
        "document": 682,
        "excerpt": ". Creatures with Resistance or Immunity to Cold damage automatically succeed on the save, as do creatures that are naturally adapted to living in ice-cold water."
      },
      {
        "document": 717,
        "excerpt": "rained condition until it escapes. The target succeeds automatically if it's Huge or larger. A creature can take an action to make a DC 10 Strength (Athletics) check, freein"
      },
      {
        "document": 965,
        "excerpt": "leave hidden messages. You and others who know Druidic automatically spot such a message. Others spot the message's presence with a successful DC 15 Intelligence (Investiga"
      },
      {
        "document": 971,
        "excerpt": "modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell, and it takes no damage if it would normally take half d"
      },
      {
        "document": 972,
        "excerpt": "expending a spell slot to contact your patron, and you automatically succeed on the spell's saving throw. Once you cast the spell with this feature, you can't do so in this"
      },
      {
        "document": 978,
        "excerpt": "qual to 1 plus the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take ha"
      },
      {
        "document": 1155,
        "excerpt": "for you (if the target's Challenge Rating isn't 0, it automatically succeeds). You specify a location you have visited and a recipient who matches a general description, su"
      },
      {
        "document": 1180,
        "excerpt": "f as much damage on a successful one. A Plant creature automatically fails the save. Alternatively, target a nonmagical plant that isn't a creature, such as a tree or shrub"
      },
      {
        "document": 1235,
        "excerpt": "ly by a True Resurrection or a Wish spell. This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If such a target is H"
      },
      {
        "document": 1236,
        "excerpt": "the spell ends. Using a Higher-Level Spell Slot. You automatically end a spell on the target if the spell's level is equal to or less than the level of the spell slot you"
      },
      {
        "document": 1255,
        "excerpt": "hrow. Any creature you or your companions are fighting automatically succeeds on this save. On a failed save, a target has a -10 penalty to Wisdom (Perception) checks and Pa"
      },
      {
        "document": 1277,
        "excerpt": "eed is 0 until the start of your next turn. Constructs automatically succeed on the save. A Restrained target makes another Constitution saving throw at the end of each of"
      },
      {
        "document": 1284,
        "excerpt": "n addition, the target can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature imposing the Grappled condition on it."
      },
      {
        "document": 1288,
        "excerpt": "ave the Charmed condition for the duration. The target automatically succeeds if it can't understand your command. While Charmed, the creature takes 5d10 Psychic damage if"
      },
      {
        "document": 1397,
        "excerpt": "for its survival - its head, for instance - the spell automatically fails. Coming back from the dead is an ordeal. The target takes a -4 penalty to D20 Tests. Every time t"
      },
      {
        "document": 1430,
        "excerpt": "ves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this spell."
      },
      {
        "document": 1452,
        "excerpt": "object. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction within the spell's range. If the object is worn or carried by a"
      },
      {
        "document": 1483,
        "excerpt": "targets behind the wall are deflected upward and miss automatically. Boulders hurled by Giants or siege engines, and similar projectiles, are unaffected. Creatures in gaseo"
      },
      {
        "document": 1487,
        "excerpt": "e the following effects. Can't See. You can't see and automatically fail any ability check that requires sight. Attacks Affected. Attack rolls against you have Advantage,"
      },
      {
        "document": 1489,
        "excerpt": "the following effect. Can't Hear. You can't hear and automatically fail any ability check that requires hearing."
      },
      {
        "document": 1495,
        "excerpt": "is 0 and can't increase. Saving Throws Affected. You automatically fail Strength and Dexterity saving throws. Attacks Affected. Attack rolls against you have Advantage."
      },
      {
        "document": 1496,
        "excerpt": "ainst you have Advantage. Saving Throws Affected. You automatically fail Strength and Dexterity saving throws. Resist Damage. You have Resistance to all damage. Poison Im"
      },
      {
        "document": 1500,
        "excerpt": "Incapacitated condition. Saving Throws Affected. You automatically fail Strength and Dexterity saving throws. Attacks Affected. Attack rolls against you have Advantage."
      },
      {
        "document": 1501,
        "excerpt": "ainst you have Advantage. Saving Throws Affected. You automatically fail Strength and Dexterity saving throws. Automatic Critical Hits. Any attack roll that hits you is a"
      },
      {
        "document": 1566,
        "excerpt": "mentals, Oozes, Plants, and Undead succeed on the save automatically. On a failed save, a creature begins sneezing uncontrollably; it has the Incapacitated condition and is"
      },
      {
        "document": 1610,
        "excerpt": "iled check, any further attempts made by that creature automatically fail until 24 hours have elapsed. Once the bands are used, they can't be used again until the next dawn"
      },
      {
        "document": 1625,
        "excerpt": "ave with Advantage, and Constructs succeed on the save automatically. An extradimensional cell is an infinite expanse filled with thick fog that reduces visibility to 10 fe"
      },
      {
        "document": 1631,
        "excerpt": "om its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses"
      },
      {
        "document": 1766,
        "excerpt": "ct on itself on a success. After 1 minute, it succeeds automatically."
      },
      {
        "document": 1769,
        "excerpt": "ct on itself on a success. After 1 minute, it succeeds automatically. Spellcasting. The dragon casts one of the following spells, requiring no Material components and using"
      },
      {
        "document": 1778,
        "excerpt": "ct on itself on a success. After 1 minute, it succeeds automatically."
      },
      {
        "document": 1781,
        "excerpt": "ct on itself on a success. After 1 minute, it succeeds automatically. Spellcasting. The dragon casts one of the following spells, requiring no Material components and using"
      },
      {
        "document": 1827,
        "excerpt": "ct on itself on a success. After 1 minute, it succeeds automatically. While Poisoned, the target has the Paralyzed condition."
      },
      {
        "document": 1846,
        "excerpt": "ct on itself on a success. After 1 minute, it succeeds automatically."
      },
      {
        "document": 1910,
        "excerpt": "ct on itself on a success. After 1 minute, it succeeds automatically."
      },
      {
        "document": 1986,
        "excerpt": "ct on itself on a success. After 1 minute, it succeeds automatically. Devilish Claw. Melee Attack Roll: +14, reach 10 ft. Hit: 26 (4d8 + 8) Necrotic damage. Fiery Mace. Me"
      },
      {
        "document": 1996,
        "excerpt": "ct on itself on a success. After 1 minute, it succeeds automatically. Shape-Shift. The quasit shape-shifts to resemble a bat (Speed 10 ft., Fly 40 ft.), a centipede (40 ft."
      },
      {
        "document": 1997,
        "excerpt": "Greater Magic Resistance. The rakshasa automatically succeeds on saving throws against spells and other magical effects, and the attack rolls of spells autom"
      },
      {
        "document": 2020,
        "excerpt": "ct on itself on a success. After 1 minute, it succeeds automatically."
      },
      {
        "document": 2025,
        "excerpt": "ct on itself on a success. After 1 minute, it succeeds automatically. Third Roar. Constitution Saving Throw: DC 20, each enemy in a 500-foot Emanation originating from the"
      },
      {
        "document": 2029,
        "excerpt": "eet the sprite can see (Celestials, Fiends, and Undead automatically fail the save). Failure: The sprite knows the target's emotions and alignment. Invisibility. The sprite"
      },
      {
        "document": 2059,
        "excerpt": "t Emanation originating from the vrock (demons succeed automatically). Failure: 10 (3d6) Thunder damage, and the target has the Stunned condition until the end of the vrock'"
      },
      {
        "document": 2086,
        "excerpt": "ct on itself on a success. After 1 minute, it succeeds automatically."
      },
      {
        "document": 2089,
        "excerpt": "ct on itself on a success. After 1 minute, it succeeds automatically."
      }
    ],
    "availability": [
      {
        "document": 133,
        "excerpt": ", you must wait at least 7 days before checking on the availability again. If a magic item incorporates an item that has a purchase cost (such as a weapon or a suit of arm"
      },
      {
        "document": 925,
        "excerpt": "Availability"
      }
    ],
    "available": [
      {
        "document": 0,
        "excerpt": "ument 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 I"
      },
      {
        "document": 44,
        "excerpt": "se which Bonus Action to use if you have more than one available. You choose when to take a Bonus Action during your turn unless the Bonus Action's timing is specified."
      },
      {
        "document": 133,
        "excerpt": "he GM determines whether appropriate raw materials are available. In a city, there is a 75 percent chance that the materials are available, and in any other settlement,"
      },
      {
        "document": 169,
        "excerpt": "the actions in this section or take one of the actions available to all creatures, as described in “Playing the Game.”"
      },
      {
        "document": 241,
        "excerpt": "eatures table shows the number of spell slots you have available, how many cantrips you know, and how many spells you can prepare. Choose your cantrips and prepared spel"
      },
      {
        "document": 253,
        "excerpt": "GM. Also, check with your GM about what equipment is available for you to buy with your starting money. For example, the firearms described in “Equipment” are too expe"
      },
      {
        "document": 264,
        "excerpt": "spell says otherwise. Spell Slots. You determine your available spell slots by adding together the following: - All your levels in the Bard, Cleric, Druid, Sorcerer, a"
      },
      {
        "document": 389,
        "excerpt": "he GM determines whether appropriate raw materials are available."
      },
      {
        "document": 517,
        "excerpt": "is a period of extended downtime - at least 8 hours - available to any creature. During a Long Rest, you sleep for at least 6 hours and perform no more than 2 hours of"
      },
      {
        "document": 533,
        "excerpt": "f your next turn. The Opportunity Attack is a Reaction available to all creatures. See also \"Opportunity Attacks\" and \"Playing the Game\" (\"Actions\")."
      },
      {
        "document": 962,
        "excerpt": "cy in another skill of your choice from the skill list available to Barbarians at level 1. In addition, while your Rage is active, you can channel primal power when you"
      },
      {
        "document": 963,
        "excerpt": "l 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Bard spell list. Charm"
      },
      {
        "document": 964,
        "excerpt": "l 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Cleric spell list. Bles"
      },
      {
        "document": 965,
        "excerpt": "l 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Druid spell list. Anima"
      },
      {
        "document": 968,
        "excerpt": "l 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Paladin spells. Heroism and Searing Smit"
      },
      {
        "document": 969,
        "excerpt": "l 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Ranger spells. Cure Wounds and Ensnaring"
      },
      {
        "document": 971,
        "excerpt": "l 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Sorcerer spells. Burning Hands and Detec"
      },
      {
        "document": 972,
        "excerpt": "l 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Warlock spells. Charm Person and Hex are"
      },
      {
        "document": 973,
        "excerpt": "l 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To do so, choose four spells from your spellbook. The chosen spells m"
      },
      {
        "document": 1182,
        "excerpt": "feet of the space you left. If no unoccupied space is available within that range, you appear in the nearest unoccupied space."
      },
      {
        "document": 1197,
        "excerpt": "et spends its turn moving away from you by the fastest available means. Grovel. The target has the Prone condition and then ends its turn. Halt. On its turn, the targe"
      },
      {
        "document": 1237,
        "excerpt": "ychic damage and must immediately use its Reaction, if available, to move as far away from you as it can, using the safest route. On a successful save, the target takes"
      },
      {
        "document": 1258,
        "excerpt": "nd move away from you by the safest and shortest route available. If the target moves to a space at least 60 feet away from you where it can't see you, this effect ends."
      },
      {
        "document": 1523,
        "excerpt": "e weapon, your turn ends after you've used up all your available movement. If the creature dies or can no longer be seen or heard by you, the next nearest creature that"
      },
      {
        "document": 1642,
        "excerpt": "d. Called swarms move toward the music by the shortest available route but aren't under your control otherwise. Whenever a Swarm of Rats that isn't under another creatu"
      },
      {
        "document": 1667,
        "excerpt": "ast a spell from it. Choose the spell from the list of available spells based on the Elemental Plane the ring is linked to, as shown in the following table. The table in"
      },
      {
        "document": 1760,
        "excerpt": "s and uses either Consume Memories or Dominate Mind if available. Tentacle. Melee Attack Roll: +9, reach 15 ft. Hit: 12 (2d6 + 5) Bludgeoning damage. If the target is a"
      },
      {
        "document": 1826,
        "excerpt": "n replace the Claw attack with a use of Fire Breath if available. Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (2d6 + 4) Piercing damage, or 18 (4d6 + 4) Piercing d"
      },
      {
        "document": 1846,
        "excerpt": "r makes two Slam attacks and uses Unsettling Visage if available. Slam. Melee Attack Roll: +6 (with Advantage during the first round of each combat), reach 5 ft. Hit: 1"
      },
      {
        "document": 2036,
        "excerpt": "ics are the same in each form, except its Fly Speed is available only in its true form. Any equipment it is wearing or carrying isn't transformed."
      }
    ],
    "avatar": [
      {
        "document": 1627,
        "excerpt": "receive a truthful answer to that question. Skull. An Avatar of Death (see the accompanying stat block) appears in an unoccupied space as close to you as possible. T"
      },
      {
        "document": 1792,
        "excerpt": "Avatar of Death"
      }
    ],
    "avenger": [
      {
        "document": 1602,
        "excerpt": "Holy Avenger"
      }
    ],
    "average": [
      {
        "document": 151,
        "excerpt": "modifier) and 2d8 Hit Dice, it has 2d8 + 2 Hit Points (average 11). For more on Hit Points, see “Playing the Game.”"
      },
      {
        "document": 369,
        "excerpt": "You support yourself at an average level."
      },
      {
        "document": 747,
        "excerpt": "This represents the human average."
      },
      {
        "document": 804,
        "excerpt": "Average HP per Die"
      },
      {
        "document": 817,
        "excerpt": "Average"
      },
      {
        "document": 818,
        "excerpt": "Average"
      }
    ],
    "aversion": [
      {
        "document": 1864,
        "excerpt": "Aversion to Fire. If the golem takes Fire damage, it has Disadvantage on attack rolls and ability checks until th"
      }
    ],
    "avoid": [
      {
        "document": 93,
        "excerpt": "rtunity Attack. Avoiding Opportunity Attacks. You can avoid provoking an Opportunity Attack by taking the Disengage action. You also don't provoke an Opportunity At"
      },
      {
        "document": 235,
        "excerpt": "l (N). Neutral is the alignment of those who prefer to avoid moral questions and don't take sides,"
      },
      {
        "document": 448,
        "excerpt": "ial of Antitoxin to gain Advantage on saving throws to avoid or end the Poisoned condition for 1 hour."
      },
      {
        "document": 503,
        "excerpt": "y spells specify that a target makes a saving throw to avoid some or all of a spell's effects. The spell specifies the ability that the target uses for the save and"
      },
      {
        "document": 540,
        "excerpt": "throw - also called a save - represents an attempt to avoid or resist a threat. You normally make a saving throw only when a rule requires you to do so, but you can"
      },
      {
        "document": 721,
        "excerpt": "ul save, the creature takes half as much damage only. Avoid. The trap doesn't trigger if the lock is opened using a Knock spell or similar magic. Detect and Disarm"
      },
      {
        "document": 744,
        "excerpt": "Follow tracks, forage, find a trail, or avoid natural hazards."
      },
      {
        "document": 978,
        "excerpt": "Your damaging cantrips affect even creatures that avoid the brunt of the effect. When you cast a can-trip at a creature and you miss with the attack roll or the"
      },
      {
        "document": 987,
        "excerpt": ". You also have Advantage on saving throws you make to avoid or end the Poisoned condition."
      },
      {
        "document": 988,
        "excerpt": "You have Advantage on saving throws you make to avoid or end the Charmed condition."
      },
      {
        "document": 991,
        "excerpt": "You have Advantage on saving throws you make to avoid or end the Frightened condition."
      },
      {
        "document": 1157,
        "excerpt": "the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow it until its task is complete. The creature"
      },
      {
        "document": 1158,
        "excerpt": "the creature takes the Dodge action and moves only to avoid harm. When the creature drops to 0 Hit Points, it reverts to its object form, and any remaining damage c"
      },
      {
        "document": 1219,
        "excerpt": "the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow the order until its task is complete. The c"
      },
      {
        "document": 1290,
        "excerpt": "ny, it takes the Dodge action and uses its movement to avoid danger. Using a Higher-Level Spell Slot. Use the spell slot's level for the spell's level in the stat b"
      },
      {
        "document": 1395,
        "excerpt": "duration, the target has Advantage on saving throws to avoid or end the Poisoned condition, and it has Resistance to Poison damage."
      },
      {
        "document": 1448,
        "excerpt": "ny, it takes the Dodge action and uses its movement to avoid danger. Using a Higher-Level Spell Slot. Use the spell slot's level for the spell's level in the stat b"
      },
      {
        "document": 1486,
        "excerpt": "e. An affected creature is aware of the spell and can avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive yet mu"
      },
      {
        "document": 1521,
        "excerpt": ". You also have Advantage on saving throws you make to avoid or end the Poisoned condition."
      },
      {
        "document": 1609,
        "excerpt": "th other creatures and objects, adjusting its orbit to avoid collisions and thwarting all attempts by other creatures to attack or snatch it. As a Utilize action, y"
      },
      {
        "document": 1627,
        "excerpt": "lity's fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card's magic as soon as you draw the card or"
      },
      {
        "document": 1628,
        "excerpt": "nment, and you have Advantage on saving throws made to avoid or end the Poisoned condition."
      },
      {
        "document": 1637,
        "excerpt": ". In addition, you have Advantage on saving throws to avoid or end the Poisoned condition while you wear this pendant."
      },
      {
        "document": 1716,
        "excerpt": "e of existence, avoiding the explosion. If you fail to avoid the effect, you take Force damage equal to 16 times the number of charges in the staff. Each other creat"
      },
      {
        "document": 1719,
        "excerpt": "e of existence, avoiding the explosion. If you fail to avoid the effect, you take Force damage equal to 16 times the number of charges in the staff. Each other creat"
      },
      {
        "document": 1740,
        "excerpt": "sistance, it can expend one daily use of that trait to avoid losing its head, taking the extra damage instead."
      },
      {
        "document": 1922,
        "excerpt": ", trying to get within 5 feet of the harpy. It doesn't avoid Opportunity Attacks; however, before moving into damaging terrain (such as lava or a pit) and whenever i"
      },
      {
        "document": 2009,
        "excerpt": "ut it must be submerged at least once every 4 hours to avoid suffocating outside water. Shark Telepathy. The sahuagin can magically control sharks within 120 feet o"
      }
    ],
    "avoided": [
      {
        "document": 716,
        "excerpt": "eck. Once detected, the trip wire can be easily cut or avoided (no ability check required). At Higher Levels. You can scale the trap for higher levels by increasing t"
      },
      {
        "document": 717,
        "excerpt": "eck. Once detected, the trip wire can be easily cut or avoided (no ability check required). Destroy the Net. Reducing the Net to 0 Hit Points frees any creature trapp"
      }
    ],
    "avoiding": [
      {
        "document": 93,
        "excerpt": "ourself in danger by provoking an Opportunity Attack. Avoiding Opportunity Attacks. You can avoid provoking an Opportunity Attack by taking the Disengage action. You a"
      },
      {
        "document": 1407,
        "excerpt": "saving throw to grab a fixed object it can reach, thus avoiding the fall upward. If a ceiling or an anchored object is encountered in this upward fall, creatures and o"
      },
      {
        "document": 1716,
        "excerpt": "ce to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take Force damage equal to 16 times the number of ch"
      },
      {
        "document": 1719,
        "excerpt": "ce to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take Force damage equal to 16 times the number of ch"
      }
    ],
    "avoids": [
      {
        "document": 27,
        "excerpt": "reature's Armor Class represents how well the creature avoids being wounded in combat. The AC of a character is determined at character creation (see “Character Creat"
      },
      {
        "document": 628,
        "excerpt": "e creature lands, it has the Prone condition unless it avoids taking any damage from the fall. A creature that falls into water or another liquid can use its Reactio"
      },
      {
        "document": 1609,
        "excerpt": "ed to be an object you are wearing. The orbiting stone avoids contact with other creatures and objects, adjusting its orbit to avoid collisions and thwarting all atte"
      }
    ],
    "await": [
      {
        "document": 65,
        "excerpt": "are the main perils characters face, but other dangers await. “Rules Glossary” defines the following hazards:"
      },
      {
        "document": 671,
        "excerpt": "linger in desecrated locations, where demonic spirits await victims. A creature that becomes the target of Demonic Possession must succeed on a DC 15 Charisma savi"
      }
    ],
    "awake": [
      {
        "document": 700,
        "excerpt": "age or if another creature takes an action to shake it awake."
      },
      {
        "document": 708,
        "excerpt": "age or if another creature takes an action to shake it awake."
      },
      {
        "document": 1246,
        "excerpt": "lls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it and can either end the trance (and the spell) or wait fo"
      },
      {
        "document": 1258,
        "excerpt": "age or if another creature takes an action to shake it awake. Panicked. The target has the Frightened condition. On each of its turns, the Frightened target must ta"
      },
      {
        "document": 1451,
        "excerpt": "takes damage or if someone takes an action to shake it awake. Stunning. Each target must succeed on a Wisdom saving throw or have the Stunned condition for 1 minute"
      }
    ],
    "awaken": [
      {
        "document": 779,
        "excerpt": "Awaken"
      },
      {
        "document": 834,
        "excerpt": "Awaken"
      },
      {
        "document": 903,
        "excerpt": "Awaken"
      },
      {
        "document": 1170,
        "excerpt": "Awaken"
      }
    ],
    "awakened": [
      {
        "document": 187,
        "excerpt": "Awakened Plants"
      },
      {
        "document": 1170,
        "excerpt": "human's. The GM chooses statistics appropriate for the awakened Plant, such as the statistics for the Awakened Shrub or Awakened Tree in \"Monsters.\" The awakened targ"
      },
      {
        "document": 1793,
        "excerpt": "Awakened Shrub"
      },
      {
        "document": 1794,
        "excerpt": "Awakened Tree"
      }
    ],
    "awakens": [
      {
        "document": 1152,
        "excerpt": "if you are within 1 mile of the warded area. This ping awakens you if you're asleep."
      },
      {
        "document": 1419,
        "excerpt": "les include “after 1,000 years” or “when the tarrasque awakens.” This spell also ends if the target takes any damage."
      },
      {
        "document": 1451,
        "excerpt": "e the Unconscious condition for 10 minutes. A creature awakens if it takes damage or if someone takes an action to shake it awake. Stunning. Each target must succeed"
      },
      {
        "document": 1755,
        "excerpt": "n the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magi"
      }
    ],
    "award": [
      {
        "document": 30,
        "excerpt": "c Inspiration for a variety of reasons. Typically, GMs award it when you do something particularly heroic, in character, or entertaining. It's a reward for making th"
      }
    ],
    "awarded": [
      {
        "document": 166,
        "excerpt": "the Experience Points by Challenge Rating table. XP is awarded for defeating the monster in combat or otherwise neutralizing it. Unless a rule says otherwise, a monst"
      },
      {
        "document": 626,
        "excerpt": "res, characters earn Experience Points (XP), which are awarded by the Game Master. When a character's XP total crosses certain thresholds, the character's level increa"
      }
    ],
    "aware": [
      {
        "document": 134,
        "excerpt": "ed, haunted by the spirit of a previous owner, or self-aware thanks to the magic used to create it. A sentient item might be a cherished ally to its wielder or a con"
      },
      {
        "document": 736,
        "excerpt": "creature whose CR is higher than the party's level, be aware that such a creature might deal enough damage with a single action to take out one or more characters. F"
      },
      {
        "document": 1345,
        "excerpt": "onent. While your soul inhabits the container, you are aware of your surroundings as if you were in the container's space. You can't move or take Reactions. The only"
      },
      {
        "document": 1356,
        "excerpt": "unds outside it are made with Disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use 5 feet of"
      },
      {
        "document": 1363,
        "excerpt": "ments of the illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion."
      },
      {
        "document": 1417,
        "excerpt": "against your spell save DC. If it succeeds, it becomes aware that the target is disguised."
      },
      {
        "document": 1486,
        "excerpt": "cceeds or fails on this save. An affected creature is aware of the spell and can avoid answering questions to which it would normally respond with a lie. Such a cre"
      }
    ],
    "awareness": [
      {
        "document": 240,
        "excerpt": "Passive Perception is a score that reflects a general awareness of your surroundings when you're not actively looking for something. Use this formula to determine your"
      },
      {
        "document": 502,
        "excerpt": "es: Cone, Cube, Cylinder, Emanation, Line, or Sphere. Awareness of Being Targeted. Unless a spell has a perceptible effect, a creature doesn't know it was targeted by t"
      },
      {
        "document": 527,
        "excerpt": "rception is a score that reflects a creature's general awareness of its surroundings. The GM uses this score when determining whether a creature notices something withou"
      },
      {
        "document": 968,
        "excerpt": "e. Divine Sense. As a Bonus Action, you can open your awareness to detect Celestials, Fiends, and Undead. For the next 10 minutes or until you have the Incapacitated co"
      },
      {
        "document": 1609,
        "excerpt": "m of 20, while this deep-red sphere orbits your head. Awareness (Rare). While this dark-blue rhomboid orbits your head, you have Advantage on Initiative rolls and Wisdo"
      },
      {
        "document": 1871,
        "excerpt": "he ghost now controls the body, but the target retains awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that specifically target"
      },
      {
        "document": 1987,
        "excerpt": "Divine Awareness. The planetar knows if it hears a lie. Exalted Restoration. If the planetar dies outside Mount Celestia"
      },
      {
        "document": 2022,
        "excerpt": "Divine Awareness. The solar knows if it hears a lie. Exalted Restoration. If the solar dies outside Mount Celestia, its"
      }
    ],
    "away": [
      {
        "document": 72,
        "excerpt": "the GM figures out where the adversaries are - how far away and in what direction. 2: Roll Initiative. Everyone involved in the combat encounter rolls Initiative, d"
      },
      {
        "document": 85,
        "excerpt": "you are hidden when you make an attack roll, you give away your location when the attack hits or misses. or make an attack roll as part of a spell, an attack has"
      },
      {
        "document": 158,
        "excerpt": "quipment. If a monster has equipment that can be given away or retrieved, the items are listed in the Gear entry. The monster's stat block might include special flo"
      },
      {
        "document": 329,
        "excerpt": "long. You can use it to touch something up to 10 feet away. If you must make a Strength (Athletics) check as part of a High or Long Jump, you can use the Pole to v"
      },
      {
        "document": 343,
        "excerpt": "stle produces a sound that can be heard up to 600 feet away."
      },
      {
        "document": 382,
        "excerpt": "or Attunement, if the item has been more than 100 feet away for at least 24 hours, if you die, or if another creature attunes to the item. You can also voluntarily"
      },
      {
        "document": 401,
        "excerpt": "apon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller."
      },
      {
        "document": 456,
        "excerpt": "Bell produces a sound that can be heard up to 60 feet away."
      },
      {
        "document": 535,
        "excerpt": "opens it,\" and \"If the zombie steps next to me, I move away.\" When the trigger occurs, you can either take your Reaction right after the trigger finishes or ignore"
      },
      {
        "document": 554,
        "excerpt": "ar. If the monster has any equipment that can be given away or retrieved, it's listed in this entry. Senses. This entry lists the monster's special senses, such as"
      },
      {
        "document": 568,
        "excerpt": "throw (it chooses which), or you either push it 5 feet away or cause it to have the Prone condition. The DC for the saving throw equals 8 plus your Strength modifie"
      },
      {
        "document": 689,
        "excerpt": "each of its turns and uses its movement to get farther away from the source of its fear. - Attack rolls against the Frightened creature have Advantage. - The Fright"
      },
      {
        "document": 962,
        "excerpt": "Forceful Blow. The target is pushed 15 feet straight away from you. You can then move up to half your Speed straight toward the target without provoking Opportuni"
      },
      {
        "document": 972,
        "excerpt": "Bonus Action again, if the weapon is more than 5 feet away from you for 1 minute or more, or if you die. A conjured weapon disappears when the bond ends. Pact of"
      },
      {
        "document": 985,
        "excerpt": "on a Strength saving throw or be pushed up to 15 feet away from you. Topple. The target must succeed on a Dexterity saving throw or have the Prone condition."
      },
      {
        "document": 1161,
        "excerpt": "ature must use its movement on its turns to get as far away as possible from the target, moving by the safest route. Sympathy. The creature has the Charmed conditi"
      },
      {
        "document": 1182,
        "excerpt": "ay, but you can't see anything there more than 60 feet away. You can affect and be affected only by other creatures on the Ethereal Plane, and creatures on the othe"
      },
      {
        "document": 1195,
        "excerpt": "his save only once per turn. The Sphere moves 10 feet away from you at the start of each of your turns. Using a Higher-Level Spell Slot. The damage increases by 1"
      },
      {
        "document": 1197,
        "excerpt": "nds its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target has the Prone condition and then ends its t"
      },
      {
        "document": 1214,
        "excerpt": "reature takes half as much damage. A creature can swim away from the whirlpool only if it first takes an action to pull away and succeeds on a Strength (Athletics)"
      },
      {
        "document": 1232,
        "excerpt": "bing into its mind, and until you shift your attention away from the target's mind, the target can take an action on its turn to make an Intelligence (Arcana) check"
      },
      {
        "document": 1237,
        "excerpt": "diately use its Reaction, if available, to move as far away from you as it can, using the safest route. On a successful save, the target takes half as much damage o"
      },
      {
        "document": 1253,
        "excerpt": "he spell ends. On a successful save, the vines shrivel away, and the spell ends. While Restrained, the target takes 1d6 Piercing damage at the start of each of its"
      },
      {
        "document": 1256,
        "excerpt": "ay, and you can't see anything there more than 60 feet away. While on the Ethereal Plane, you can affect and be affected only by creatures, objects, and effects on"
      },
      {
        "document": 1258,
        "excerpt": "e Frightened target must take the Dash action and move away from you by the safest and shortest route available. If the target moves to a space at least 60 feet awa"
      },
      {
        "document": 1263,
        "excerpt": "A Frightened creature takes the Dash action and moves away from you by the safest route on each of its turns unless there is nowhere to move. If the creature ends"
      },
      {
        "document": 1266,
        "excerpt": "r, to an unoccupied space of your choice up to 60 feet away from itself. Healing Touch (Celestial Only; Recharges after a Long Rest). One creature within 5 feet o"
      },
      {
        "document": 1278,
        "excerpt": "re within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrai"
      },
      {
        "document": 1282,
        "excerpt": "area, or those too large to fit inside it, are pushed away from the center of the area until they are completely outside it. A creature inside the cage can't leav"
      },
      {
        "document": 1302,
        "excerpt": "ucceed on a Strength saving throw or be pushed 15 feet away from you in a direction following the Line. A creature that ends its turn in the Line must make the same"
      },
      {
        "document": 1325,
        "excerpt": "this save only once per turn. The cloud moves 10 feet away from you in a direction you choose at the start of each of your turns."
      },
      {
        "document": 1332,
        "excerpt": "u cast the spell, a loud knock, audible up to 300 feet away, emanates from the target."
      },
      {
        "document": 1343,
        "excerpt": "ion. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. When you cast the spell, you can use the hand to manipulate a"
      },
      {
        "document": 1345,
        "excerpt": "turns to your body. If your body is more than 100 feet away from you or if your body is dead, you die. If another creature's soul is in the container when it is des"
      },
      {
        "document": 1375,
        "excerpt": "in a puff of smoke if it is carried more than 10 feet away from the steed. For the duration, you or a creature you choose can ride the steed. The steed uses the R"
      },
      {
        "document": 1429,
        "excerpt": "it Points, at which point it reverts to snow and melts away. If you cast this spell again, any simulacrum you created with this spell is instantly destroyed."
      },
      {
        "document": 1451,
        "excerpt": "hile Frightened, the target must move at least 30 feet away from the glyph on each of its turns, if able. Pain. Each target must succeed on a Constitution saving t"
      },
      {
        "document": 1452,
        "excerpt": "eed on a Strength saving throw, or you pull the object away and move it up to 30 feet in any direction within the spell's range. You can exert fine control on obje"
      },
      {
        "document": 1454,
        "excerpt": "nd your group (or the target object) appear 2d12 miles away from the destination in a random direction. Roll 1d8 for the direction: 1, east; 2, southeast; 3, south;"
      },
      {
        "document": 1457,
        "excerpt": "reature takes 2d8 Thunder damage and is pushed 10 feet away from you. On a successful save, a creature takes half as much damage only. In addition, unsecured objec"
      },
      {
        "document": 1467,
        "excerpt": "he wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must"
      },
      {
        "document": 1468,
        "excerpt": "to perform a task that would move it more than 60 feet away from you, the spell ends."
      },
      {
        "document": 1480,
        "excerpt": "ammable. Any 5-foot Cube of webs exposed to fire burns away in 1 round, dealing 2d4 Fire damage to any creature that starts its turn in the fire."
      },
      {
        "document": 1519,
        "excerpt": "n the save or are partially within the area are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through t"
      },
      {
        "document": 1555,
        "excerpt": "ases to hover if you grasp it or are more than 30 feet away from it."
      },
      {
        "document": 1574,
        "excerpt": "energy arrows from this weapon at a wall up to 60 feet away from yourself. The arrows become glowing rungs that stick out of the wall, forming a magical ladder up t"
      },
      {
        "document": 1617,
        "excerpt": "a creature must spend its turns trying to move as far away from you as it can, and it can't make Opportunity Attacks. For its action, it can use only the Dash acti"
      },
      {
        "document": 1625,
        "excerpt": "unoccupied space within sight of the mirror but facing away from it. If the mirror is shattered, all creatures it contains are freed and appear in unoccupied spaces"
      },
      {
        "document": 1629,
        "excerpt": "gic action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a level 3 Fireball (save DC 15). You"
      },
      {
        "document": 1642,
        "excerpt": "If a Friendly swarm starts its turn more than 30 feet away from you, your control over that swarm ends, and the swarm behaves as it normally would and can't be swa"
      },
      {
        "document": 1677,
        "excerpt": "ach sphere up to 30 feet, but no farther than 120 feet away from yourself. The first time the sphere comes within 5 feet of a creature other than you that isn't beh"
      },
      {
        "document": 1682,
        "excerpt": "he target takes 2d10 Force damage and is pushed 5 feet away from you. Alternatively, you can expend 1 to 3 of the ring's charges as a Magic action to try to break"
      },
      {
        "document": 1698,
        "excerpt": "ward a destination you choose, up to the rope's length away from you. That end moves 10 feet on your turn when you first command it and 10 feet at the start of each"
      },
      {
        "document": 1706,
        "excerpt": "is a creature, you can push it up to 10 feet directly away from yourself. If the creature is your size or smaller, you can also knock it down, giving it the Prone"
      },
      {
        "document": 1760,
        "excerpt": "well as after every 24 hours it spends at least 1 mile away from the aboleth, ending the effect on itself on a success."
      },
      {
        "document": 1764,
        "excerpt": ". Failure: The target is pushed up to 60 feet straight away from the dragon and has the Prone condition. Spellcasting. The dragon casts one of the following spells"
      },
      {
        "document": 1769,
        "excerpt": "amage, and the target is pushed up to 30 feet straight away from the dragon. Success: Half damage only. Failure or Success: The dragon can't take this action again"
      },
      {
        "document": 1771,
        "excerpt": "amage, and the target is pushed up to 20 feet straight away from the elemental and has the Prone condition. Success: Half damage only."
      },
      {
        "document": 1776,
        "excerpt": ". Failure: The target is pushed up to 60 feet straight away from the dragon and has the Prone condition. Spellcasting. The dragon casts one of the following spells"
      },
      {
        "document": 1781,
        "excerpt": "amage, and the target is pushed up to 30 feet straight away from the dragon. Success: Half damage only. Failure or Success: The dragon can't take this action again"
      },
      {
        "document": 1817,
        "excerpt": ". Failure: The target is pushed up to 30 feet straight away from the dragon and has the Prone condition."
      },
      {
        "document": 1821,
        "excerpt": "Half damage, and the target is pushed 5 feet straight away from the bulette."
      },
      {
        "document": 1859,
        "excerpt": "s to dust if reduced to 0 Hit Points, if it is 5+ feet away from the erinyes for 1 hour or more, or if the erinyes dies. If the rope is damaged or destroyed, the er"
      },
      {
        "document": 1863,
        "excerpt": "amage, and the target is pushed up to 15 feet straight away from the giant and has Disadvantage on the next attack roll it makes before the end of its next turn."
      },
      {
        "document": 2011,
        "excerpt": "re, the satyr pushes the target up to 10 feet straight away from itself. Mockery. Wisdom Saving Throw: DC 12, one creature the satyr can see within 90 feet. Failur"
      },
      {
        "document": 2046,
        "excerpt": "re, the tough pushes the target up to 10 feet straight away from itself. Heavy Crossbow. Ranged Attack Roll: +4, range 100/400 ft. Hit: 13 (2d10 + 2) Piercing dama"
      },
      {
        "document": 2050,
        "excerpt": "e limb turns into a Troll. Otherwise, the limb withers away."
      },
      {
        "document": 2084,
        "excerpt": ". Failure: The target is pushed up to 40 feet straight away from the dragon and has the Prone condition."
      }
    ],
    "awe": [
      {
        "document": 744,
        "excerpt": "Awe or threaten someone into doing what you want."
      },
      {
        "document": 968,
        "excerpt": "f this class's Channel Divinity to overwhelm foes with awe. As you present your Holy Symbol or weapon, you can target a number of creatures equal to your Charisma"
      }
    ],
    "awesome": [
      {
        "document": 756,
        "excerpt": "n until the end of your next turn, believing something awesome just happened."
      },
      {
        "document": 783,
        "excerpt": "until the start of your next turn, believing something awesome just happened."
      }
    ],
    "awoken": [
      {
        "document": 1324,
        "excerpt": "The target has the Unconscious condition and can't be awoken. Ending the Spell. When you cast the spell, specify a trigger that will end it. The trigger can be as s"
      }
    ],
    "axe": [
      {
        "document": 87,
        "excerpt": "When you make a ranged attack, you fire a bow, hurl an axe, or otherwise send projectiles to strike a foe at a distance. Many spells also involve making a ranged a"
      },
      {
        "document": 796,
        "excerpt": "Axe Beak"
      },
      {
        "document": 1523,
        "excerpt": "Berserker Axe"
      },
      {
        "document": 1795,
        "excerpt": "Axe Beak"
      },
      {
        "document": 1867,
        "excerpt": "Multiattack. The giant makes two attacks, using Frost Axe or Great Bow in any combination. Frost Axe. Melee Attack Roll: +9, reach 10 ft. Hit: 19 (2d12 + 6) Slas"
      }
    ],
    "axes": [
      {
        "document": 962,
        "excerpt": "or Martial Melee weapons of your choice, such as Great-axes and Handaxes. Whenever you finish a Long Rest, you can practice weapon drills and change one of those we"
      }
    ],
    "azer": [
      {
        "document": 194,
        "excerpt": "Azer"
      },
      {
        "document": 1796,
        "excerpt": "Azer Sentinel"
      }
    ],
    "azer's": [
      {
        "document": 1796,
        "excerpt": "Fire Aura. At the end of each of the azer's turns, each creature of the azer's choice in a 5-foot Emanation originating from the azer takes 5 (1d10)"
      }
    ],
    "babbles": [
      {
        "document": 1902,
        "excerpt": "mouther is Difficult Terrain. Gibbering. The mouther babbles incoherently while it doesn't have the Incapacitated condition. Wisdom Saving Throw: DC 10, any creature"
      }
    ],
    "babbling": [
      {
        "document": 1902,
        "excerpt": "rts its turn within 20 feet of the mouther while it is babbling. Failure: The target rolls 1d8 to determine what it does during the current turn: 1-4. The target does"
      }
    ],
    "baboon": [
      {
        "document": 796,
        "excerpt": "Baboon"
      },
      {
        "document": 1797,
        "excerpt": "Baboon"
      }
    ],
    "baboon's": [
      {
        "document": 1797,
        "excerpt": "attack roll against a creature if at least one of the baboon's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      }
    ],
    "back": [
      {
        "document": 26,
        "excerpt": "leads to another decision point, which brings the game back to step 1. This pattern holds during every game session (each time you sit down to play D&D), whether t"
      },
      {
        "document": 613,
        "excerpt": "and reviving the creature requires calling the spirit back. If the creature returns to life, the revival effect determines the creature's current Hit Points. Unle"
      },
      {
        "document": 977,
        "excerpt": "Action, you can cause draconic wings to appear on your back. The wings last for 1 hour or until you dismiss them (no action required). For the duration, you have a"
      },
      {
        "document": 986,
        "excerpt": ". As a Bonus Action, you sprout spectral wings on your back that last for 10 minutes or until you retract the wings (no action required) or have the Incapacitated c"
      },
      {
        "document": 1236,
        "excerpt": "get must succeed on a Charisma saving throw or be sent back to its home plane if it isn't there already. If they aren't on their home plane, Undead are sent to the"
      },
      {
        "document": 1241,
        "excerpt": "Fey, or a Fiend target that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to the current plane for 24 hours by"
      },
      {
        "document": 1287,
        "excerpt": "n is visible through it. The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front."
      },
      {
        "document": 1376,
        "excerpt": "the creature returns to its home plane after reporting back to you if possible. If you are unable to agree on a price for the creature's service, the creature immed"
      },
      {
        "document": 1397,
        "excerpt": "for instance - the spell automatically fails. Coming back from the dead is an ordeal. The target takes a -4 penalty to D20 Tests. Every time the target finishes a"
      },
      {
        "document": 1406,
        "excerpt": "al wounds and restores any missing body parts. Coming back from the dead is an ordeal. The target takes a -4 penalty to D20 Tests. Every time the target finishes a"
      },
      {
        "document": 1415,
        "excerpt": "he ground within 5 feet of you. You can send the chest back to the Ethereal Plane by taking a Magic action to touch the chest and the replica. After 60 days, there"
      },
      {
        "document": 1509,
        "excerpt": "atus's levers up or down. After each use, a lever goes back to its neutral position. Each lever, from left to right, functions as shown in the Apparatus of the Crab"
      },
      {
        "document": 1534,
        "excerpt": "the location and are familiar with it. The broom comes back to you when you take a Magic action and use a command word if the broom is still within 1 mile of you."
      },
      {
        "document": 1555,
        "excerpt": "hovering weapon attacks for the fourth time, it flies back to you and tries to return to your hand. If you have no hand free, the weapon falls to the ground in you"
      },
      {
        "document": 1568,
        "excerpt": "Immediately after hitting or missing, the weapon flies back to your hand."
      },
      {
        "document": 1574,
        "excerpt": "apon, which has no string. Each time you pull your arm back in a firing motion, a magical arrow made of golden energy appears nocked and ready to fire. An arrow pro"
      },
      {
        "document": 1582,
        "excerpt": "Keelboat. Third Command Word. The Folding Boat folds back into a box if no creatures are aboard. Any objects in the vessel that can't fit inside the box remain ou"
      },
      {
        "document": 1593,
        "excerpt": "Immediately after hitting or missing, the weapon flies back to your hand. The weapon regains 1d4 + 1 expended charges daily at dawn. Giant's Bane. While you are at"
      },
      {
        "document": 1608,
        "excerpt": "nd Resistance to all other damage. Shrinking the tower back down to statuette form doesn't repair damage to the tower. Only a Wish spell can repair the tower (this"
      },
      {
        "document": 1664,
        "excerpt": "ter you make a ranged attack with the weapon, it flies back to your hand."
      },
      {
        "document": 1679,
        "excerpt": "f effect, you can take a Reaction to deflect the spell back at the spell's caster; the caster must make a saving throw against the spell using their own spell save"
      },
      {
        "document": 1712,
        "excerpt": "n to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell. Resist Enchantment. If you fail a saving throw against an E"
      },
      {
        "document": 1759,
        "excerpt": "action to turn the cloak into a pair of wings on your back. The wings lasts for 1 hour or until you end the effect early as a Magic action. The wings give you a Fl"
      }
    ],
    "background": [
      {
        "document": 41,
        "excerpt": "cy with various weapons and tools from their class and background. There are two categories of equipment proficiency: Weapons. Anyone can wield a weapon, but proficiency"
      },
      {
        "document": 227,
        "excerpt": "Let your character's background and species inspire how you imagine their past. That past fed into the character's present. With that in"
      },
      {
        "document": 232,
        "excerpt": "ing your ability scores, adjust them according to your background. Your background lists three abilities; increase one of those scores by 2 and a different one by 1, or"
      },
      {
        "document": 247,
        "excerpt": "ne Origin. A character's origin includes two elements: background and species. How did the character spend the years leading up to a life of adventure? Who are the charac"
      },
      {
        "document": 270,
        "excerpt": "etermining your character's origin involves choosing a background, a species, and two languages. A character's background represents the place and occupation that were m"
      },
      {
        "document": 271,
        "excerpt": "Choose a Background"
      },
      {
        "document": 272,
        "excerpt": "Your background and class both provide starting equipment. Any coins that you gain at this step can be immediately spent"
      },
      {
        "document": 289,
        "excerpt": "Your character's background is a collection of characteristics that represent the place and occupation that were most formative befo"
      },
      {
        "document": 291,
        "excerpt": "Parts of a Background"
      },
      {
        "document": 292,
        "excerpt": "A background lists three of your character's ability scores. Increase one by 2 and another one by 1, or increase all"
      },
      {
        "document": 293,
        "excerpt": "A background gives your character a specified Origin feat (described in \"Feats\")."
      },
      {
        "document": 294,
        "excerpt": "A background gives your character proficiency in two specified skills."
      },
      {
        "document": 295,
        "excerpt": "Each background gives a character proficiency with one tool - either a specific tool or one chosen from the Artisan's To"
      },
      {
        "document": 296,
        "excerpt": "Each background offers a choice between a package of equipment and 50 GP."
      },
      {
        "document": 297,
        "excerpt": "Background Descriptions"
      },
      {
        "document": 660,
        "excerpt": "Choose two skills appropriate for the background. There needn't be a relationship between the skill proficiencies a background grants and the ability sco"
      },
      {
        "document": 661,
        "excerpt": "Choose one tool used in the practice of the background or often associated with it."
      },
      {
        "document": 735,
        "excerpt": "Creating a Background"
      },
      {
        "document": 738,
        "excerpt": "Choose three abilities that seem appropriate for the background: Strength or Dexterity. These abilities are ideal for a background involving physical exertion. Consti"
      },
      {
        "document": 821,
        "excerpt": "Background"
      }
    ],
    "backgrounds": [
      {
        "document": 271,
        "excerpt": "it on your character sheet. You can choose any of the backgrounds detailed in \"Character Origins,\" and your GM might offer additional backgrounds as options. The backgro"
      },
      {
        "document": 289,
        "excerpt": "Character Backgrounds"
      },
      {
        "document": 735,
        "excerpt": "is section describes, step by step, how you can create backgrounds tailored for your world and the heroes in it."
      },
      {
        "document": 821,
        "excerpt": "Ability Scores and Backgrounds"
      }
    ],
    "backpack": [
      {
        "document": 333,
        "excerpt": "A Priest's Pack contains the following items: Backpack, Blanket, Holy Water, Lamp, 7 days of Rations, Robe, and Tinderbox."
      },
      {
        "document": 341,
        "excerpt": "A Scholar's Pack contains the following items: Backpack, Book, Ink, Ink Pen, Lamp, 10 flasks of Oil, 10 sheets of Parchment, and Tinderbox."
      },
      {
        "document": 425,
        "excerpt": "hip, Hide Armor, Leather Armor, Studded Leather Armor, Backpack, Crossbow Bolt Case, Map or Scroll Case, Parchment, Pouch, Quiver, Waterskin"
      },
      {
        "document": 450,
        "excerpt": "Backpack (2 GP)"
      },
      {
        "document": 462,
        "excerpt": "A Burglar's Pack contains the following items: Backpack, Ball Bearings, Bell, 10 Candles, Crowbar, Hooded Lantern, 7 flasks of Oil, 5 days of Rations, Rope, Tin"
      },
      {
        "document": 479,
        "excerpt": "A Dungeoneer's Pack contains the following items: Backpack, Caltrops, Crowbar, 2 flasks of Oil, 10 days of Rations, Rope, Tinderbox, 10 Torches, and Waterskin."
      },
      {
        "document": 480,
        "excerpt": "An Entertainer's Pack contains the following items: Backpack, Bedroll, Bell, Bullseye Lantern, 3 Costumes, Mirror, 8 flasks of Oil, 9 days of Rations, Tinderbox, and"
      },
      {
        "document": 481,
        "excerpt": "An Explorer's Pack contains the following items: Backpack, Bedroll, 2 flasks of Oil, 10 days of Rations, Rope, Tinderbox, 10 Torches, and Waterskin."
      },
      {
        "document": 931,
        "excerpt": "Backpack"
      },
      {
        "document": 1021,
        "excerpt": "Backpack"
      },
      {
        "document": 1594,
        "excerpt": "Wondrous Item, Rare This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch ca"
      }
    ],
    "backstory": [
      {
        "document": 1627,
        "excerpt": "gether by fate. Work with your GM to create a name and backstory for this NPC. The GM can use a different stat block to represent the knight, as desired. Moon. You gain"
      }
    ],
    "backup": [
      {
        "document": 973,
        "excerpt": "spells to do so. For this reason, many wizards keep a backup spellbook. of your career, you gain each of your subclass's features that are of your Wizard level or l"
      }
    ],
    "backward": [
      {
        "document": 791,
        "excerpt": "The apparatus walks or swims backward provided its legs are extended."
      }
    ],
    "bad": [
      {
        "document": 1168,
        "excerpt": "| Good | | Woe | Bad | | Weal and woe | Good and bad | | Indifference | Neither good"
      },
      {
        "document": 1367,
        "excerpt": "e creature enjoyed swimming in acid, is dismissed as a bad dream. The GM might deem a modified memory too nonsensical to affect a creature. A Remove Curse or Grea"
      }
    ],
    "badge": [
      {
        "document": 820,
        "excerpt": "A silver badge that is a five-pointed star"
      }
    ],
    "badger": [
      {
        "document": 47,
        "excerpt": "A stubborn merchant refuses to help if the characters badger her. A vain dragon laps up flattery. When interacting with an NPC, pay attention to the GM's portrayal"
      },
      {
        "document": 794,
        "excerpt": "Giant Badger"
      },
      {
        "document": 1798,
        "excerpt": "Badger"
      },
      {
        "document": 1874,
        "excerpt": "Giant Badger"
      }
    ],
    "badly": [
      {
        "document": 727,
        "excerpt": "esources, an encounter of moderate difficulty could go badly for the adventurers. Weaker characters might get taken out of the fight, and there's a slim chance that"
      }
    ],
    "bag": [
      {
        "document": 463,
        "excerpt": "s a Utilize action, you can spread Caltrops from their bag to cover a 5-foot-square area within 5 feet of yourself. A creature that enters this area for the first"
      },
      {
        "document": 756,
        "excerpt": "Rope with a Grappling Hook tied to one end; on a 3, a bag of Caltrops; on a 4, a gem worth 50 GP."
      },
      {
        "document": 766,
        "excerpt": "Bag of Holding, Boots of Elvenkind"
      },
      {
        "document": 793,
        "excerpt": "Bag of Beans Table 1"
      },
      {
        "document": 794,
        "excerpt": "Gray Bag of Tricks"
      },
      {
        "document": 795,
        "excerpt": "Rust Bag of Tricks"
      },
      {
        "document": 796,
        "excerpt": "Tan Bag of Tricks"
      },
      {
        "document": 820,
        "excerpt": "A bag containing forty-seven teeth, one of which is rotten"
      },
      {
        "document": 1515,
        "excerpt": "Bag of Beans"
      },
      {
        "document": 1516,
        "excerpt": "Bag of Devouring"
      },
      {
        "document": 1517,
        "excerpt": "Bag of Holding"
      },
      {
        "document": 1518,
        "excerpt": "Bag of Tricks"
      },
      {
        "document": 1594,
        "excerpt": "aversack inside an extradimensional space created by a Bag of Holding, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral"
      },
      {
        "document": 1625,
        "excerpt": "e mirror inside an extradimensional space created by a Bag of Holding, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral"
      },
      {
        "document": 1644,
        "excerpt": "ble Hole inside an extradimensional space created by a Bag of Holding, Handy Haversack, or similar item instantly destroys both items and opens a gate to the Astra"
      },
      {
        "document": 1691,
        "excerpt": "by rolling on the following table. 1d100 Patch 01-08 Bag of 100 GP 09–15 Silver coffer (1 foot long, 6 inches wide and deep) worth 500 GP 16–22 Iron door (up t"
      },
      {
        "document": 1969,
        "excerpt": "throws against spells and other magical effects. Soul Bag. The hag has a soul bag. While holding or carrying the bag, the hag can use its Nightmare Haunting actio"
      }
    ],
    "bag's": [
      {
        "document": 1518,
        "excerpt": "ermine by rolling on the table that corresponds to the bag's color. See “Monsters” for the creature's stat block. The creature vanishes at the next dawn or when it i"
      }
    ],
    "bagpipes": [
      {
        "document": 439,
        "excerpt": "n tune (DC 10), or improvise a song (DC 15) Variants: Bagpipes (30 GP, 6 lb.), drum (6 GP, 3 lb.), dulcimer (25 GP, 10 lb.), flute (2 GP, 1 lb.), horn (3 GP, 2 lb.), l"
      }
    ],
    "bags": [
      {
        "document": 116,
        "excerpt": "boots, belts, capes, amulets, brooches, and circlets. Bags, carpets, figurines, horns, musical instruments, and more also fall into this category."
      }
    ],
    "balance": [
      {
        "document": 249,
        "excerpt": "or even the order of the multiverse might hang in the balance during their adventures."
      },
      {
        "document": 746,
        "excerpt": "Agility, reflexes, and balance"
      },
      {
        "document": 761,
        "excerpt": "Balance"
      },
      {
        "document": 1622,
        "excerpt": "s Item, Very Rare This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer"
      },
      {
        "document": 1627,
        "excerpt": "sterious Deck Each card's effect is described below. Balance. You can increase one of your ability scores by 2, to a maximum of 22, provided you also decrease anothe"
      }
    ],
    "balconies": [
      {
        "document": 725,
        "excerpt": "elevation (such as stacks of empty crates, ledges, and balconies) reward clever positioning and encourage characters to jump, climb, fly, or teleport. Defensive Positio"
      }
    ],
    "baleful": [
      {
        "document": 1997,
        "excerpt": "gains no benefit from finishing a Short or Long Rest. Baleful Command (Recharge 5–6). Wisdom Saving Throw: DC 18, each enemy in a 30-foot Emanation originating from t"
      }
    ],
    "ball": [
      {
        "document": 429,
        "excerpt": "f, and Whip), Medium armor (except Hide), Heavy armor, Ball Bearings, Bucket, Caltrops, Chain, Crowbar, Firearm Bullets, Grappling Hook, Iron Pot, Iron Spikes, Slin"
      },
      {
        "document": 451,
        "excerpt": "Ball Bearings (1 GP)"
      },
      {
        "document": 462,
        "excerpt": "Burglar's Pack contains the following items: Backpack, Ball Bearings, Bell, 10 Candles, Crowbar, Hooded Lantern, 7 flasks of Oil, 5 days of Rations, Rope, Tinderbox"
      },
      {
        "document": 931,
        "excerpt": "Ball Bearings"
      },
      {
        "document": 1022,
        "excerpt": "Ball Bearings"
      },
      {
        "document": 1227,
        "excerpt": "V, S, M (a ball of bat guano and sulfur)"
      },
      {
        "document": 1273,
        "excerpt": "V, S, M (a ball of bat guano and sulfur)"
      },
      {
        "document": 1276,
        "excerpt": "V, S, M (a ball of wax)"
      },
      {
        "document": 1413,
        "excerpt": "V, S, M (a focus worth 1,000+ GP, such as a crystal ball, mirror, or water-filled font)"
      },
      {
        "document": 1471,
        "excerpt": "location within range, and a glowing, 1-foot-diameter ball of acid streaks there and explodes in a 20-foot-radius Sphere. Each creature in that area makes a Dexter"
      },
      {
        "document": 1548,
        "excerpt": "Crystal Ball of Mind Reading"
      },
      {
        "document": 1549,
        "excerpt": "Crystal Ball of Telepathy"
      },
      {
        "document": 1550,
        "excerpt": "Crystal Ball of True Seeing"
      },
      {
        "document": 1551,
        "excerpt": "Crystal Ball"
      }
    ],
    "balor": [
      {
        "document": 1799,
        "excerpt": "Balor"
      }
    ],
    "balor's": [
      {
        "document": 1799,
        "excerpt": "re in the Abyss. Fire Aura. At the end of each of the balor's turns, each creature in a 5-foot Emanation originating from the balor takes 13 (3d8) Fire damage. Legen"
      }
    ],
    "balors": [
      {
        "document": 181,
        "excerpt": "are creatures tied to terrifying Lower Planes, such as balors and hell hounds. Giants are towering beings with humanlike shapes, like fire giants and trolls. Humano"
      }
    ],
    "band": [
      {
        "document": 378,
        "excerpt": "and word to activate a ring might be etched inside the band, or a feathered design might hint that it's a Ring of Feather Falling. Wearing or experimenting with an"
      }
    ],
    "bandit": [
      {
        "document": 47,
        "excerpt": "attitudes to determine how an NPC reacts. A cowardly bandit might buckle under threats of imprisonment. A stubborn merchant refuses to help if the characters badger"
      },
      {
        "document": 801,
        "excerpt": "Bandit Captain"
      },
      {
        "document": 1800,
        "excerpt": "Bandit Captain"
      },
      {
        "document": 1801,
        "excerpt": "Bandit"
      }
    ],
    "bandits": [
      {
        "document": 199,
        "excerpt": "Bandits"
      }
    ],
    "bands": [
      {
        "document": 1610,
        "excerpt": "Iron Bands"
      },
      {
        "document": 1647,
        "excerpt": "parated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors."
      }
    ],
    "bane": [
      {
        "document": 787,
        "excerpt": "Bane. The item seeks to thwart or destroy creatures of a particular type, such as Constructs, Fiends, or Unde"
      },
      {
        "document": 873,
        "excerpt": "Bane"
      },
      {
        "document": 899,
        "excerpt": "Bane"
      },
      {
        "document": 911,
        "excerpt": "Bane"
      },
      {
        "document": 1171,
        "excerpt": "Bane"
      },
      {
        "document": 1593,
        "excerpt": "gains 1d4 + 1 expended charges daily at dawn. Giant's Bane. While you are attuned to the weapon and wearing either a Belt of Giant Strength or Gauntlets of Ogre Po"
      },
      {
        "document": 1667,
        "excerpt": "l Command has the following two properties: Elemental Bane. While wearing the ring, you have Advantage on attack rolls against Elementals and they have Disadvantag"
      }
    ],
    "banish": [
      {
        "document": 1355,
        "excerpt": "s: V, S Duration: Concentration, up to 10 minutes You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the"
      },
      {
        "document": 1766,
        "excerpt": "all expended uses at the start of each of its turns. Banish. Charisma Saving Throw: DC 21, one creature the dragon can see within 120 feet. Failure: 10 (3d6) Force"
      },
      {
        "document": 1778,
        "excerpt": "all expended uses at the start of each of its turns. Banish. Charisma Saving Throw: DC 24, one creature the dragon can see within 120 feet. Failure: 24 (7d6) Force"
      }
    ],
    "banishment": [
      {
        "document": 846,
        "excerpt": "Banishment"
      },
      {
        "document": 864,
        "excerpt": "Banishment"
      },
      {
        "document": 877,
        "excerpt": "Banishment"
      },
      {
        "document": 890,
        "excerpt": "Banishment"
      },
      {
        "document": 914,
        "excerpt": "Banishment"
      },
      {
        "document": 1172,
        "excerpt": "Banishment"
      }
    ],
    "bank": [
      {
        "document": 267,
        "excerpt": "turns into a stylish cap 84 A receipt of deposit at a bank in a far-off city 85 A diary with seven missing pages 86 An empty silver snuffbox bearing the inscript"
      }
    ],
    "banner": [
      {
        "document": 266,
        "excerpt": "ned by anyone but you 41 A scrap of cloth from an old banner 42 A rank insignia from a lost legionnaire 43 A silver bell without a clapper 44 A mechanical canary"
      },
      {
        "document": 485,
        "excerpt": "e held, worn, or borne on fabric (such as a tab-ard or banner) or a Shield. Holy Symbols"
      }
    ],
    "banquet": [
      {
        "document": 1349,
        "excerpt": "se. It contains sufficient food to serve a nine-course banquet for up to 100 people. Furnishings and other objects created by this spell dissipate into smoke if remove"
      }
    ],
    "baphomet": [
      {
        "document": 1963,
        "excerpt": "Minotaur of Baphomet"
      }
    ],
    "bar": [
      {
        "document": 1167,
        "excerpt": "'s targets, one jacinth worth 1,000+ GP and one silver bar worth 100+ GP, all of which the spell consumes)"
      }
    ],
    "barbarian": [
      {
        "document": 255,
        "excerpt": "the new class and your current classes. For example, a Barbarian who decides to multiclass into the Druid class must have Strength and Wisdom scores of 13 or higher, si"
      },
      {
        "document": 811,
        "excerpt": "Barbarian"
      },
      {
        "document": 813,
        "excerpt": "Barbarian"
      },
      {
        "document": 815,
        "excerpt": "Barbarian"
      },
      {
        "document": 818,
        "excerpt": "Barbarian"
      },
      {
        "document": 848,
        "excerpt": "Barbarian Features"
      },
      {
        "document": 962,
        "excerpt": "Barbarian"
      },
      {
        "document": 983,
        "excerpt": "Barbarian"
      }
    ],
    "barbarian's": [
      {
        "document": 962,
        "excerpt": "traits in the Core Barbarian Traits table. - Gain the Barbarian's level 1 features, which are listed in the Barbarian Features table. As a Multiclass Character - Gain t"
      }
    ],
    "barbarians": [
      {
        "document": 255,
        "excerpt": "or higher, since Strength is the primary ability for Barbarians and Wisdom is the primary ability for Druids."
      },
      {
        "document": 962,
        "excerpt": "skill of your choice from the skill list available to Barbarians at level 1. In addition, while your Rage is active, you can channel primal power when you attempt certa"
      },
      {
        "document": 983,
        "excerpt": "Channel Rage into Violent Fury Barbarians who walk the Path of the Berserker direct their Rage primarily toward violence. Their path is one of unt"
      }
    ],
    "barbed": [
      {
        "document": 1802,
        "excerpt": "Barbed Devil"
      }
    ],
    "bard": [
      {
        "document": 264,
        "excerpt": "ding together the following: - All your levels in the Bard, Cleric, Druid, Sorcerer, and Wizard classes - Half your levels (round up) in the Paladin and Ranger cla"
      },
      {
        "document": 280,
        "excerpt": "Bard Spell List"
      },
      {
        "document": 811,
        "excerpt": "Bard"
      },
      {
        "document": 813,
        "excerpt": "Bard, Cleric, Druid, Monk, Rogue, or Warlock"
      },
      {
        "document": 815,
        "excerpt": "Bard, Cleric, Druid, Monk, Rogue, or Warlock"
      },
      {
        "document": 818,
        "excerpt": "Bard"
      },
      {
        "document": 896,
        "excerpt": "Bard Features"
      },
      {
        "document": 897,
        "excerpt": "Cantrips (Level 0 Bard Spells)"
      },
      {
        "document": 898,
        "excerpt": "Cantrips (Level 0 Bard Spells)"
      },
      {
        "document": 899,
        "excerpt": "Level 1 Bard Spells"
      },
      {
        "document": 900,
        "excerpt": "Level 2 Bard Spells"
      },
      {
        "document": 901,
        "excerpt": "Level 3 Bard Spells"
      },
      {
        "document": 902,
        "excerpt": "Level 4 Bard Spells"
      },
      {
        "document": 903,
        "excerpt": "Level 5 Bard Spells"
      },
      {
        "document": 904,
        "excerpt": "Level 6 Bard Spells"
      },
      {
        "document": 905,
        "excerpt": "Level 7 Bard Spells"
      },
      {
        "document": 906,
        "excerpt": "Level 8 Bard Spells"
      },
      {
        "document": 907,
        "excerpt": "Level 9 Bard Spells"
      },
      {
        "document": 937,
        "excerpt": "Bard"
      },
      {
        "document": 963,
        "excerpt": "Bard"
      },
      {
        "document": 976,
        "excerpt": "Bard"
      },
      {
        "document": 1151,
        "excerpt": "Bard"
      },
      {
        "document": 1154,
        "excerpt": "Bard"
      },
      {
        "document": 1155,
        "excerpt": "Bard"
      },
      {
        "document": 1158,
        "excerpt": "Bard"
      },
      {
        "document": 1161,
        "excerpt": "Bard"
      },
      {
        "document": 1165,
        "excerpt": "Bard"
      },
      {
        "document": 1170,
        "excerpt": "Bard"
      },
      {
        "document": 1171,
        "excerpt": "Bard"
      },
      {
        "document": 1175,
        "excerpt": "Bard"
      },
      {
        "document": 1176,
        "excerpt": "Bard"
      },
      {
        "document": 1181,
        "excerpt": "Bard"
      },
      {
        "document": 1186,
        "excerpt": "Bard"
      },
      {
        "document": 1188,
        "excerpt": "Bard"
      },
      {
        "document": 1189,
        "excerpt": "Bard"
      },
      {
        "document": 1193,
        "excerpt": "Bard"
      },
      {
        "document": 1196,
        "excerpt": "Bard"
      },
      {
        "document": 1197,
        "excerpt": "Bard"
      },
      {
        "document": 1200,
        "excerpt": "Bard"
      },
      {
        "document": 1201,
        "excerpt": "Bard"
      },
      {
        "document": 1203,
        "excerpt": "Bard"
      },
      {
        "document": 1221,
        "excerpt": "Bard"
      },
      {
        "document": 1222,
        "excerpt": "Bard"
      },
      {
        "document": 1230,
        "excerpt": "Bard"
      },
      {
        "document": 1232,
        "excerpt": "Bard"
      },
      {
        "document": 1233,
        "excerpt": "Bard"
      },
      {
        "document": 1234,
        "excerpt": "Bard"
      },
      {
        "document": 1236,
        "excerpt": "ent to the Feywild. Dispel Magic Level 3 Abjuration (Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 120 feet Compo"
      },
      {
        "document": 1237,
        "excerpt": "Bard"
      },
      {
        "document": 1243,
        "excerpt": "Bard"
      },
      {
        "document": 1244,
        "excerpt": "Bard"
      },
      {
        "document": 1246,
        "excerpt": "Bard"
      },
      {
        "document": 1251,
        "excerpt": "Bard"
      },
      {
        "document": 1252,
        "excerpt": "Bard"
      },
      {
        "document": 1255,
        "excerpt": "Bard"
      },
      {
        "document": 1256,
        "excerpt": "Bard"
      },
      {
        "document": 1258,
        "excerpt": "Bard"
      },
      {
        "document": 1260,
        "excerpt": "Bard"
      },
      {
        "document": 1263,
        "excerpt": "Bard"
      },
      {
        "document": 1264,
        "excerpt": "Bard"
      },
      {
        "document": 1267,
        "excerpt": "Bard"
      },
      {
        "document": 1282,
        "excerpt": "Bard"
      },
      {
        "document": 1283,
        "excerpt": "Bard"
      },
      {
        "document": 1284,
        "excerpt": "Bard"
      },
      {
        "document": 1288,
        "excerpt": "Bard"
      },
      {
        "document": 1291,
        "excerpt": "Bard"
      },
      {
        "document": 1293,
        "excerpt": "Bard"
      },
      {
        "document": 1296,
        "excerpt": "Bard"
      },
      {
        "document": 1297,
        "excerpt": "Bard"
      },
      {
        "document": 1299,
        "excerpt": "Bard"
      },
      {
        "document": 1304,
        "excerpt": "Bard"
      },
      {
        "document": 1308,
        "excerpt": "Bard"
      },
      {
        "document": 1309,
        "excerpt": "Bard"
      },
      {
        "document": 1311,
        "excerpt": "Bard"
      },
      {
        "document": 1312,
        "excerpt": "Bard"
      },
      {
        "document": 1314,
        "excerpt": "Bard"
      },
      {
        "document": 1315,
        "excerpt": "Bard"
      },
      {
        "document": 1316,
        "excerpt": "Bard"
      },
      {
        "document": 1319,
        "excerpt": "Bard"
      },
      {
        "document": 1322,
        "excerpt": "Bard"
      },
      {
        "document": 1323,
        "excerpt": "Bard"
      },
      {
        "document": 1329,
        "excerpt": "Bard"
      },
      {
        "document": 1330,
        "excerpt": "Bard"
      },
      {
        "document": 1332,
        "excerpt": "Bard"
      },
      {
        "document": 1333,
        "excerpt": "Bard"
      },
      {
        "document": 1334,
        "excerpt": "Bard"
      },
      {
        "document": 1336,
        "excerpt": "Bard"
      },
      {
        "document": 1338,
        "excerpt": "Bard"
      },
      {
        "document": 1339,
        "excerpt": "Bard"
      },
      {
        "document": 1340,
        "excerpt": "Bard"
      },
      {
        "document": 1341,
        "excerpt": "Bard"
      },
      {
        "document": 1343,
        "excerpt": "Bard"
      },
      {
        "document": 1347,
        "excerpt": "Bard"
      },
      {
        "document": 1349,
        "excerpt": "Bard"
      },
      {
        "document": 1350,
        "excerpt": "Bard"
      },
      {
        "document": 1351,
        "excerpt": "Bard"
      },
      {
        "document": 1353,
        "excerpt": "Bard"
      },
      {
        "document": 1354,
        "excerpt": "Bard"
      },
      {
        "document": 1357,
        "excerpt": "Bard"
      },
      {
        "document": 1358,
        "excerpt": "Bard"
      },
      {
        "document": 1360,
        "excerpt": "Bard"
      },
      {
        "document": 1362,
        "excerpt": "Bard"
      },
      {
        "document": 1363,
        "excerpt": "Bard"
      },
      {
        "document": 1364,
        "excerpt": "Bard"
      },
      {
        "document": 1365,
        "excerpt": "Bard"
      },
      {
        "document": 1367,
        "excerpt": "Bard"
      },
      {
        "document": 1370,
        "excerpt": "Bard"
      },
      {
        "document": 1373,
        "excerpt": "Bard"
      },
      {
        "document": 1374,
        "excerpt": "Bard"
      },
      {
        "document": 1377,
        "excerpt": "Bard"
      },
      {
        "document": 1379,
        "excerpt": "Bard"
      },
      {
        "document": 1381,
        "excerpt": "Bard"
      },
      {
        "document": 1382,
        "excerpt": "Bard"
      },
      {
        "document": 1383,
        "excerpt": "Bard"
      },
      {
        "document": 1384,
        "excerpt": "Bard"
      },
      {
        "document": 1386,
        "excerpt": "Bard"
      },
      {
        "document": 1387,
        "excerpt": "Bard"
      },
      {
        "document": 1388,
        "excerpt": "Bard"
      },
      {
        "document": 1391,
        "excerpt": "Bard"
      },
      {
        "document": 1392,
        "excerpt": "Bard"
      },
      {
        "document": 1397,
        "excerpt": "Bard"
      },
      {
        "document": 1401,
        "excerpt": "Bard"
      },
      {
        "document": 1406,
        "excerpt": "Bard"
      },
      {
        "document": 1413,
        "excerpt": "Bard"
      },
      {
        "document": 1416,
        "excerpt": "Bard"
      },
      {
        "document": 1417,
        "excerpt": "Bard"
      },
      {
        "document": 1418,
        "excerpt": "Bard"
      },
      {
        "document": 1421,
        "excerpt": "Bard"
      },
      {
        "document": 1427,
        "excerpt": "Bard"
      },
      {
        "document": 1428,
        "excerpt": "Bard"
      },
      {
        "document": 1430,
        "excerpt": "Bard"
      },
      {
        "document": 1432,
        "excerpt": "Bard"
      },
      {
        "document": 1435,
        "excerpt": "Bard"
      },
      {
        "document": 1436,
        "excerpt": "Bard"
      },
      {
        "document": 1437,
        "excerpt": "Bard"
      },
      {
        "document": 1442,
        "excerpt": "Bard"
      },
      {
        "document": 1443,
        "excerpt": "Bard"
      },
      {
        "document": 1447,
        "excerpt": "Bard"
      },
      {
        "document": 1451,
        "excerpt": "Bard"
      },
      {
        "document": 1453,
        "excerpt": "Bard"
      },
      {
        "document": 1454,
        "excerpt": "Bard"
      },
      {
        "document": 1455,
        "excerpt": "Bard"
      },
      {
        "document": 1457,
        "excerpt": "Bard"
      },
      {
        "document": 1459,
        "excerpt": "Bard"
      },
      {
        "document": 1460,
        "excerpt": "Bard"
      },
      {
        "document": 1463,
        "excerpt": "Bard"
      },
      {
        "document": 1465,
        "excerpt": "Bard"
      },
      {
        "document": 1466,
        "excerpt": "Bard"
      },
      {
        "document": 1468,
        "excerpt": "Bard"
      },
      {
        "document": 1470,
        "excerpt": "Bard"
      },
      {
        "document": 1486,
        "excerpt": "Bard"
      },
      {
        "document": 1712,
        "excerpt": "Requires Attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard"
      },
      {
        "document": 1715,
        "excerpt": "Requires Attunement by a Bard, Cleric, or Druid"
      },
      {
        "document": 1718,
        "excerpt": "Requires Attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard"
      }
    ],
    "bard's": [
      {
        "document": 963,
        "excerpt": "the traits in the Core Bard Traits table. - Gain the Bard's level 1 features, which are listed in the Bard Features table. As a Multiclass Character - Gain the fo"
      }
    ],
    "bardic": [
      {
        "document": 896,
        "excerpt": "Bardic Die"
      },
      {
        "document": 963,
        "excerpt": "Bardic Inspiration"
      },
      {
        "document": 976,
        "excerpt": "oll, you can take a Reaction to expend one use of your Bardic Inspiration; roll your Bardic Inspiration die, and subtract the number rolled from the creature's roll,"
      }
    ],
    "barding": [
      {
        "document": 356,
        "excerpt": "Barding"
      }
    ],
    "bards": [
      {
        "document": 976,
        "excerpt": "Plumb the Depths of Magical Knowledge Bards of the College of Lore collect spells and secrets from diverse sources, such as scholarly tomes, mystica"
      }
    ],
    "bare": [
      {
        "document": 367,
        "excerpt": "You spend the bare minimum for your necessities. You might be exposed to unhealthy conditions and opportunistic criminals."
      }
    ],
    "bargain": [
      {
        "document": 979,
        "excerpt": "wer Planes, the realms of perdition. You might forge a bargain with a demon lord, an archdevil, or another fiend that is especially mighty. That patron's aims are evil"
      },
      {
        "document": 1376,
        "excerpt": ". You must be able to communicate with the creature to bargain for its services. Payment can take a variety of forms. A Celestial might require a sizable donation of"
      }
    ],
    "bark": [
      {
        "document": 1173,
        "excerpt": "V, S, M (a handful of bark)"
      },
      {
        "document": 2048,
        "excerpt": "h 5 ft. Hit: 16 (3d6 + 6) Bludgeoning damage. Hail of Bark. Ranged Attack Roll: +10, range 180 ft. Hit: 28 (4d10 + 6) Piercing damage. Animate Trees (1/Day). The"
      }
    ],
    "barking": [
      {
        "document": 1261,
        "excerpt": "you specify when you cast this spell, the hound starts barking loudly. The hound has Truesight with a range of 30 feet. At the start of each of your turns, the hound"
      }
    ],
    "barkskin": [
      {
        "document": 779,
        "excerpt": "Barkskin"
      },
      {
        "document": 831,
        "excerpt": "Barkskin"
      },
      {
        "document": 851,
        "excerpt": "Barkskin"
      },
      {
        "document": 1173,
        "excerpt": "Barkskin"
      }
    ],
    "baron's": [
      {
        "document": 235,
        "excerpt": "rd for what others expect. A rebel who waylays a cruel baron's tax collectors and uses the stolen money to help the poor is probably Chaotic Good. Lawful Neutral (LN)"
      }
    ],
    "barred": [
      {
        "document": 1332,
        "excerpt": "hat is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked."
      },
      {
        "document": 1459,
        "excerpt": "through it freely. All other creatures and objects are barred from passing through it. Spells of level 3 or lower can't be cast through it, and the effects of such sp"
      },
      {
        "document": 1691,
        "excerpt": "16–22 Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the ope"
      }
    ],
    "barrel": [
      {
        "document": 418,
        "excerpt": "ntainer (DC 20) Craft: Club, Greatclub, Quarterstaff, Barrel, Chest, Ladder, Pole, Portable Ram, Torch"
      },
      {
        "document": 452,
        "excerpt": "Barrel (2 GP)"
      },
      {
        "document": 931,
        "excerpt": "Barrel"
      },
      {
        "document": 944,
        "excerpt": "Medium (barrel, chandelier)"
      },
      {
        "document": 1023,
        "excerpt": "Barrel"
      },
      {
        "document": 1509,
        "excerpt": "Legendary This item first appears to be a sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intellige"
      }
    ],
    "barricades": [
      {
        "document": 1694,
        "excerpt": "rength (Athletics) checks made to break through doors, barricades, and other barriers. Button 6. The rod assumes or remains in its normal form and indicates magnetic nort"
      }
    ],
    "barrier": [
      {
        "document": 722,
        "excerpt": "ition. The stone stops when it hits a wall or similar barrier. It can't go around corners, but creative dungeon builders incorporate curving turns into nearby passage"
      },
      {
        "document": 916,
        "excerpt": "Blade Barrier"
      },
      {
        "document": 1159,
        "excerpt": "make attacks with Ranged or Reach weapons through the barrier. If you move so that an affected creature is forced to pass through the barrier, the spell ends."
      },
      {
        "document": 1162,
        "excerpt": "n move the eye up to 30 feet in any direction. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter."
      },
      {
        "document": 1178,
        "excerpt": "Blade Barrier"
      },
      {
        "document": 1282,
        "excerpt": "a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area."
      },
      {
        "document": 1292,
        "excerpt": "Concentration, up to 1 minute An immobile, shimmering barrier appears in a 10-foot Emanation around you and remains for the duration. Any spell of level 5 or lower c"
      },
      {
        "document": 1358,
        "excerpt": "are familiar with the target and know it is beyond the barrier. Magical silence; 1 foot of stone, metal, or wood; or a thin sheet of lead blocks the spell."
      },
      {
        "document": 1389,
        "excerpt": "following properties: - Sound can't pass through the barrier at the edge of the warded area. - The barrier of the warded area appears dark and foggy, preventing visi"
      },
      {
        "document": 1404,
        "excerpt": "energy, or other spell effects - can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a"
      },
      {
        "document": 1423,
        "excerpt": "f Components: V, S Duration: 1 round An imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including"
      },
      {
        "document": 1473,
        "excerpt": "ny orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispheri"
      }
    ],
    "barriers": [
      {
        "document": 1276,
        "excerpt": "urn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. Flammable objects that aren't being worn o"
      },
      {
        "document": 1694,
        "excerpt": "cks made to break through doors, barricades, and other barriers. Button 6. The rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens"
      }
    ],
    "bars": [
      {
        "document": 1282,
        "excerpt": "o 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid b"
      },
      {
        "document": 1694,
        "excerpt": "and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pou"
      }
    ],
    "bas": [
      {
        "document": 720,
        "excerpt": "obscured by dust and cobwebs or skillfully hidden amid bas-reliefs, murals, or frescoes. Each creature in the darts' path must succeed on a DC 13 Dexterity saving"
      }
    ],
    "base": [
      {
        "document": 27,
        "excerpt": "ck. Calculating AC. All creatures start with the same base AC calculation: Base AC = 10 + the creature's Dexterity modifier A creature's AC can then be modified"
      },
      {
        "document": 241,
        "excerpt": "r sheet. Armor Class. Without armor or a shield, your base Armor Class is 10 plus your Dexterity modifier. If your starting equipment includes armor or a Shield (o"
      },
      {
        "document": 355,
        "excerpt": "t, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, add t"
      },
      {
        "document": 406,
        "excerpt": "C). The table's Armor Class column tells you what your base AC is when you wear a type of armor. For example, if you wear Leather Armor, your base AC is 11 plus you"
      },
      {
        "document": 534,
        "excerpt": "represents how difficult it is to hit a target. Your base AC calculation is 10 plus your Dexterity modifier. If a rule gives you another base AC calculation, you"
      },
      {
        "document": 603,
        "excerpt": "ates a Cylinder specifies the radius of the Cylinder's base and the Cylinder's height. A Cylinder's point of origin is included in the area of effect."
      },
      {
        "document": 793,
        "excerpt": "A pyramid with a 60-foot-square base bursts upward. Inside is a burial chamber containing a Mummy, a Mummy Lord, or some other Undead of the"
      },
      {
        "document": 962,
        "excerpt": "While you aren't wearing any armor, your base Armor Class equals 10 plus your Dexterity and Constitution modifiers. You can use a Shield and still gai"
      },
      {
        "document": 967,
        "excerpt": "le you aren't wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers."
      },
      {
        "document": 977,
        "excerpt": "agon-like scales. While you aren't wearing armor, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers."
      },
      {
        "document": 1214,
        "excerpt": "or the spell ends. The whirlpool is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature in the water and within 25 feet of the wh"
      },
      {
        "document": 1227,
        "excerpt": "half as much damage on a successful one. The spell's base damage is 12d6, and the damage increases by 1d6 whenever your turn ends and the spell hasn't ended. If"
      },
      {
        "document": 1342,
        "excerpt": "sn't wearing armor. Until the spell ends, the target's base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor."
      },
      {
        "document": 1690,
        "excerpt": "ng the robe. Armor. If you aren't wearing armor, your base Armor Class is 15 plus your Dexterity modifier. Magic Resistance. You have Advantage on saving throws a"
      }
    ],
    "based": [
      {
        "document": 34,
        "excerpt": "Character Creation”). A monster's Proficiency Bonus is based on its Challenge Rating (see “Rules Glossary”). The Proficiency Bonus table shows how the bonus is deter"
      },
      {
        "document": 133,
        "excerpt": "rafting a magic item takes an amount of time and money based on the item's rarity as shown in the Magic Item Crafting Time and Cost table. Work per Day. For each da"
      },
      {
        "document": 166,
        "excerpt": "number of Experience Points (XP) a monster is worth is based on its CR, as detailed in the Experience Points by Challenge Rating table. XP is awarded for defeating t"
      },
      {
        "document": 256,
        "excerpt": "The Experience Point cost to gain a level is based on your total character level, not your level in a particular class, as shown in the Character Advanceme"
      },
      {
        "document": 259,
        "excerpt": "Your Proficiency Bonus is based on your total character level, not your level in a particular class, as shown in the Character Advanceme"
      },
      {
        "document": 264,
        "excerpt": "s increases in power at higher levels, the increase is based on your total character level, not your level in a particular class, unless the spell says otherwise. S"
      },
      {
        "document": 288,
        "excerpt": "es a character special traits - unique characteristics based on the species' physiology or magical nature. When you choose a species, your character gets all the spe"
      },
      {
        "document": 393,
        "excerpt": "Scribing a scroll takes an amount of time and money based on the level of the spell, as shown in the Spell Scroll Costs table. For each day of inscription, you mu"
      },
      {
        "document": 398,
        "excerpt": "ther businesses. Coins come in different denominations based on the relative worth of their material. The Coin Values table lists coins and how much they're worth re"
      },
      {
        "document": 520,
        "excerpt": "A creature needs an amount of food per day based on its size, as shown in the Food Needs per Day table. A creature that eats but consumes less than half"
      },
      {
        "document": 615,
        "excerpt": "A creature requires an amount of water per day based on its size, as shown in the Water Needs per Day table. A creature that drinks less than half the requir"
      },
      {
        "document": 651,
        "excerpt": "ence Checks table suggests which ability check to make based on how you're interacting with the monster. The GM chooses the check, which has a default DC equal to 15"
      },
      {
        "document": 689,
        "excerpt": "ypically require a Wisdom saving throw, with a save DC based on how terrifying the situation is. The Sample Fear DCs table provides some examples. Sample Fear DCs"
      },
      {
        "document": 772,
        "excerpt": "to make the nonmagical item on which the magic item is based"
      },
      {
        "document": 962,
        "excerpt": "ss Attack, you can forgo any Advantage on one Strength-based attack roll of your choice on your turn. The chosen attack roll mustn't have Disadvantage. If the chosen"
      },
      {
        "document": 965,
        "excerpt": "ractical for the new form to wear a piece of equipment based on the creature's size and shape. Your equipment doesn't change size or shape to match the new form, and"
      },
      {
        "document": 983,
        "excerpt": "the first target you hit on your turn with a Strength-based attack. To determine the extra damage, roll a number of d6s equal to your Rage Damage bonus, and add the"
      },
      {
        "document": 1214,
        "excerpt": "it moves beyond the spell's area, it resumes its flow based on the terrain. The water continues to move in the direction you chose until the spell ends or you choos"
      },
      {
        "document": 1241,
        "excerpt": "rget that has 50 Hit Points or fewer suffers an effect based on its current Hit Points, as shown in the Divine Word Effects table. Regardless of its Hit Points, a Ce"
      },
      {
        "document": 1259,
        "excerpt": "5-foot Cube). The quality of any fabricated objects is based on the quality of the raw materials. Creatures and magic items can't be created by this spell. You also"
      },
      {
        "document": 1347,
        "excerpt": "general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct"
      },
      {
        "document": 1376,
        "excerpt": "es 10,000 GP per day. The GM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature's ethos, t"
      },
      {
        "document": 1391,
        "excerpt": "general or as detailed as you like, though it must be based on visual or audible phenomena that occur within 30 feet of the area. For example, you could create an i"
      },
      {
        "document": 1398,
        "excerpt": "a failed save, the target has Disadvantage on Strength-based D20 Tests for the duration. During that time, it also subtracts 1d8 from all its damage rolls. The targe"
      },
      {
        "document": 1667,
        "excerpt": "it. Choose the spell from the list of available spells based on the Elemental Plane the ring is linked to, as shown in the following table. The table indicates how m"
      },
      {
        "document": 1677,
        "excerpt": "On a failed save, the creature takes Lightning damage based on the number of spheres you created, as shown in the following table. On a successful save, the creatur"
      },
      {
        "document": 1766,
        "excerpt": "Cone. Failure: The target has Disadvantage on Strength-based D20 Tests and subtracts 3 (1d6) from its damage rolls. It repeats the save at the end of each of its tur"
      },
      {
        "document": 1778,
        "excerpt": "Cone. Failure: The target has Disadvantage on Strength-based D20 Tests and subtracts 5 (1d10) from its damage rolls. It repeats the save at the end of each of its tu"
      },
      {
        "document": 1910,
        "excerpt": "Cone. Failure: The target has Disadvantage on Strength-based D20 Tests and subtracts 2 (1d4) from its damage rolls. It repeats the save at the end of each of its tur"
      },
      {
        "document": 2086,
        "excerpt": "Cone. Failure: The target has Disadvantage on Strength-based D20 Tests and subtracts 3 (1d6) from its damage rolls. It repeats the save at the end of each of its tur"
      }
    ],
    "baseline": [
      {
        "document": 689,
        "excerpt": "turally frightful, use the Frightened condition as the baseline effect. Fear effects typically require a Wisdom saving throw, with a save DC based on how terrifying the"
      }
    ],
    "bash": [
      {
        "document": 1706,
        "excerpt": "roperties that you can use while holding it. Forceful Bash. When you take the Attack action, you can make one of the attack rolls using the Shield against a target"
      },
      {
        "document": 1904,
        "excerpt": "ttacks. It can replace one attack with a use of Shield Bash. Spear. Melee or Ranged Attack Roll: +7, reach 5 ft. or range 20/60 ft. Hit: 11 (2d6 + 4) Piercing dama"
      }
    ],
    "basic": [
      {
        "document": 26,
        "excerpt": "ou're experiencing, the game unfolds according to this basic pattern: 1: The Game Master Describes a Scene. The GM tells the players where their adventurers are and"
      },
      {
        "document": 327,
        "excerpt": "Poison, Basic (100 GP)"
      },
      {
        "document": 441,
        "excerpt": "lb. Utilize: Detect a poisoned object (DC 10) Craft: Basic Poison"
      },
      {
        "document": 930,
        "excerpt": "Poison, Basic"
      },
      {
        "document": 1107,
        "excerpt": "Poison, Basic"
      },
      {
        "document": 1153,
        "excerpt": "n't appear as a creature of a different size, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. F"
      },
      {
        "document": 1234,
        "excerpt": "er or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you. The changes wroug"
      },
      {
        "document": 1417,
        "excerpt": "lighter. A target's new appearance must have the same basic arrangement of limbs as the target, but the extent of the illusion is otherwise up to you. The spell la"
      },
      {
        "document": 1484,
        "excerpt": "ply speaking aloud, you can alter reality itself. The basic use of this spell is to duplicate any other spell of level 8 or lower. If you use it this way, you don't"
      }
    ],
    "basilisk": [
      {
        "document": 801,
        "excerpt": "Basilisk"
      },
      {
        "document": 1803,
        "excerpt": "Basilisk"
      }
    ],
    "basis": [
      {
        "document": 672,
        "excerpt": "ntagions. An outbreak of such a contagion can form the basis of an adventure as characters search for a cure and try to stop the contagion's spread."
      }
    ],
    "basket": [
      {
        "document": 432,
        "excerpt": "0), or sew a Tiny design (DC 10) Craft: Padded Armor, Basket, Bedroll, Blanket, Fine Clothes, Net, Robe, Rope, Sack, String, Tent, Traveler's Clothes"
      },
      {
        "document": 454,
        "excerpt": "Basket (4 SP)"
      },
      {
        "document": 931,
        "excerpt": "Basket"
      },
      {
        "document": 1024,
        "excerpt": "Basket"
      }
    ],
    "bat": [
      {
        "document": 1162,
        "excerpt": "V, S, M (a bit of bat fur)"
      },
      {
        "document": 1223,
        "excerpt": "V, M (bat fur and a piece of coal)"
      },
      {
        "document": 1227,
        "excerpt": "V, S, M (a ball of bat guano and sulfur)"
      },
      {
        "document": 1265,
        "excerpt": "miliar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challeng"
      },
      {
        "document": 1273,
        "excerpt": "V, S, M (a ball of bat guano and sulfur)"
      },
      {
        "document": 1546,
        "excerpt": "Cloak of the Bat"
      },
      {
        "document": 1804,
        "excerpt": "Bat"
      },
      {
        "document": 1875,
        "excerpt": "Giant Bat"
      },
      {
        "document": 1996,
        "excerpt": "y. Shape-Shift. The quasit shape-shifts to resemble a bat (Speed 10 ft., Fly 40 ft.), a centipede (40 ft., Climb 40 ft.), or a toad (40 ft., Swim 40 ft.), or it r"
      },
      {
        "document": 2037,
        "excerpt": "m can move through any opening large enough for a Tiny bat. The swarm can't regain Hit Points or gain Temporary Hit Points."
      },
      {
        "document": 2056,
        "excerpt": "condition (escape DC 14) from one of two hands. Bite (Bat or Vampire Form Only). Constitution Saving Throw: DC 17, one creature within 5 feet that is willing or t"
      }
    ],
    "bathe": [
      {
        "document": 54,
        "excerpt": "t and dawn also counts as Dim Light. A full moon might bathe the land in Dim Light. Darkness. Darkness creates a Heavily Obscured area. Characters face Darkness out"
      },
      {
        "document": 1205,
        "excerpt": "ee enters the Cylinder or ends its turn there, you can bathe it in one of the lights. A creature can be affected by this spell only once per turn. Using a Higher-Le"
      }
    ],
    "bats": [
      {
        "document": 756,
        "excerpt": "A Hostile Swarm of Bats flies out of the hat, occupies your space, and attacks you."
      },
      {
        "document": 2037,
        "excerpt": "Swarm of Bats"
      }
    ],
    "battering": [
      {
        "document": 1694,
        "excerpt": "mal form. Button 5. The rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through doors, barricad"
      }
    ],
    "battle": [
      {
        "document": 23,
        "excerpt": "he target's Armor Class. Attack rolls usually occur in battle, described in “Combat” later in “Playing the Game,” but the GM might also ask for an attack roll in othe"
      },
      {
        "document": 51,
        "excerpt": "weapons in “Equipment” can also be used for more than battle; you could use a Quarterstaff, for example, to push a sinister-looking button that you’re reluctant to t"
      },
      {
        "document": 71,
        "excerpt": "the game world. During a round, each participant in a battle takes a turn. The order of turns is determined at the beginning of combat when everyone rolls Initiative"
      },
      {
        "document": 72,
        "excerpt": "batants' turns. 3: Take Turns. Each participant in the battle takes a turn in Initiative order. When everyone involved in the combat has had a turn, the round ends. R"
      },
      {
        "document": 818,
        "excerpt": "Battle"
      },
      {
        "document": 964,
        "excerpt": "g sacred roles of your choice. Protector. Trained for battle, you gain proficiency with Martial weapons and training with Heavy armor. Thaumaturge. You know one ext"
      },
      {
        "document": 965,
        "excerpt": "m modifier (minimum bonus of +1). Warden. Trained for battle, you gain proficiency with Martial weapons and training with Medium armor."
      },
      {
        "document": 974,
        "excerpt": "d garner glory. Whether in athletic contests or bloody battle, Champions strive for the crown of the victor."
      },
      {
        "document": 983,
        "excerpt": "e of untrammeled fury, and they thrill in the chaos of battle as they allow their Rage to seize and empower them."
      },
      {
        "document": 1376,
        "excerpt": "om simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to c"
      }
    ],
    "battleaxe": [
      {
        "document": 928,
        "excerpt": "Battleaxe"
      },
      {
        "document": 1025,
        "excerpt": "Battleaxe"
      },
      {
        "document": 1523,
        "excerpt": "Battleaxe, Greataxe, or Halberd"
      },
      {
        "document": 1694,
        "excerpt": "d blades spring out, transforming the rod into a magic Battleaxe that grants a +3 bonus to attack rolls and damage rolls made with it. Button 3. The rod's flanged head f"
      },
      {
        "document": 1861,
        "excerpt": "Battleaxe, Morningstar"
      }
    ],
    "battlefield": [
      {
        "document": 966,
        "excerpt": "You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward succes"
      }
    ],
    "battlement": [
      {
        "document": 1608,
        "excerpt": "and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder, staircase, or ramp (your choice) connec"
      }
    ],
    "battlements": [
      {
        "document": 1475,
        "excerpt": "ate supports. You can crudely shape the wall to create battlements and the like. The wall is an object made of stone that can be damaged and thus breached. Each panel has"
      }
    ],
    "bay": [
      {
        "document": 1483,
        "excerpt": "The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials"
      }
    ],
    "beacon": [
      {
        "document": 841,
        "excerpt": "Beacon of Hope, Dispel Magic"
      },
      {
        "document": 913,
        "excerpt": "Beacon of Hope"
      },
      {
        "document": 1174,
        "excerpt": "Beacon of Hope"
      }
    ],
    "bead": [
      {
        "document": 762,
        "excerpt": "Bead"
      },
      {
        "document": 1227,
        "excerpt": "condenses at a chosen point within range as a glowing bead for the duration. When the spell ends, the bead explodes, and each creature in a 20-foot-radius Sphere c"
      },
      {
        "document": 1292,
        "excerpt": "V, S, M (a glass bead)"
      },
      {
        "document": 1459,
        "excerpt": "V, S, M (a crystal bead)"
      },
      {
        "document": 1519,
        "excerpt": "Bead of Force"
      },
      {
        "document": 1520,
        "excerpt": "Bead of Nourishment"
      },
      {
        "document": 1629,
        "excerpt": "nging from it. You can take a Magic action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a leve"
      },
      {
        "document": 1630,
        "excerpt": "ne, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads exist. The GM decides"
      },
      {
        "document": 1648,
        "excerpt": "n the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process"
      },
      {
        "document": 1652,
        "excerpt": "n the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this proce"
      }
    ],
    "bead's": [
      {
        "document": 1630,
        "excerpt": "ur spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn."
      }
    ],
    "beads": [
      {
        "document": 762,
        "excerpt": "Necklace of Prayer Beads Table 1"
      },
      {
        "document": 1519,
        "excerpt": "ch in diameter and weighs an ounce. Typically, 1d4 + 4 Beads of Force are found together. You can take a Magic action to throw the bead up to 60 feet. The bead expl"
      },
      {
        "document": 1629,
        "excerpt": "Wondrous Item, Rare This necklace has 1d6 + 3 beads hanging from it. You can take a Magic action to detach a bead and throw it up to 60 feet away. When it r"
      },
      {
        "document": 1630,
        "excerpt": "Necklace of Prayer Beads"
      },
      {
        "document": 1633,
        "excerpt": "ains the effect of the Etherealness spell for 1 hour. Beads of this cloudy, gray oil form on the outside of its container and quickly evaporate."
      }
    ],
    "beak": [
      {
        "document": 796,
        "excerpt": "Axe Beak"
      },
      {
        "document": 1795,
        "excerpt": "Axe Beak"
      },
      {
        "document": 1812,
        "excerpt": "Beak. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage, or 6 (1d8 + 2) Piercing damage if"
      },
      {
        "document": 1915,
        "excerpt": "Multiattack. The grick makes one Beak attack and one Tentacles attack. Beak. Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) Piercing dam"
      },
      {
        "document": 1999,
        "excerpt": "Beak. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Piercing damage."
      },
      {
        "document": 2005,
        "excerpt": "Multiattack. The roc makes two Beak attacks. It can replace one attack with a Talons attack. Beak. Melee Attack Roll: +13, reach 10 ft. Hit"
      },
      {
        "document": 2060,
        "excerpt": "Beak. Melee Attack Roll: +2, reach 5 ft. Hit: 2 (1d4) Piercing damage."
      }
    ],
    "beaks": [
      {
        "document": 2042,
        "excerpt": "Beaks. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage, or 2 (1d4) Piercing damage if the"
      }
    ],
    "beam": [
      {
        "document": 1227,
        "excerpt": "and sulfur) Duration: Concentration, up to 1 minute A beam of yellow light flashes from you, then condenses at a chosen point within range as a glowing bead for th"
      },
      {
        "document": 1249,
        "excerpt": "t Components: V, S Duration: Instantaneous You hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the t"
      },
      {
        "document": 1368,
        "excerpt": "af) Duration: Concentration, up to 1 minute A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high Cylinder centered on a point within range. Un"
      },
      {
        "document": 1398,
        "excerpt": "nents: V, S Duration: Concentration, up to 1 minute A beam of enervating energy shoots from you toward a creature within range. The target must make a Constitution"
      },
      {
        "document": 1399,
        "excerpt": "eet Components: V, S Duration: Instantaneous A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the targe"
      },
      {
        "document": 1585,
        "excerpt": "expend 1 charge and cause the gem to fire a brilliant beam of light at one creature you can see within 60 feet of yourself. The creature must succeed on a DC 15 Co"
      },
      {
        "document": 1598,
        "excerpt": "ed on a DC 17 Dexterity saving throw or be struck by a beam, taking Radiant damage equal to the number of gems in the helm."
      }
    ],
    "beams": [
      {
        "document": 1249,
        "excerpt": "Force damage. Cantrip Upgrade. The spell creates two beams at level 5, three beams at level 11, and four beams at level 17. You can direct the beams at the same ta"
      },
      {
        "document": 1598,
        "excerpt": "throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems and is then destroyed. Each creature within a 60-foot Emanation origina"
      }
    ],
    "bean": [
      {
        "document": 1515,
        "excerpt": "f as much damage on a successful one. If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean disappears as it produces an effect"
      }
    ],
    "beans": [
      {
        "document": 793,
        "excerpt": "Bag of Beans Table 1"
      },
      {
        "document": 1515,
        "excerpt": "Bag of Beans"
      }
    ],
    "beanstalk": [
      {
        "document": 793,
        "excerpt": "A giant beanstalk sprouts, growing to a height of the GM’s choice. The top leads where the GM chooses, such as to a great"
      }
    ],
    "bear": [
      {
        "document": 378,
        "excerpt": "and how to use them (but not any curse the item might bear). Sometimes a magic item carries a clue to its properties. The command word to activate a ring might be"
      },
      {
        "document": 688,
        "excerpt": "mon folk. Whereas a farmer might flee in terror from a bear or an apparition, adventurers are made of sterner stuff. That said, certain creatures and game effects c"
      },
      {
        "document": 783,
        "excerpt": "the target’s new form. On a 1, the new form is a Black Bear; on a 2, the new form is a Giant Wasp; on a 3–4, the new form is a Frog."
      },
      {
        "document": 795,
        "excerpt": "Brown Bear"
      },
      {
        "document": 796,
        "excerpt": "Black Bear"
      },
      {
        "document": 1694,
        "excerpt": "he sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form."
      },
      {
        "document": 1808,
        "excerpt": "Black Bear"
      },
      {
        "document": 1818,
        "excerpt": "Brown Bear"
      },
      {
        "document": 1989,
        "excerpt": "Polar Bear"
      },
      {
        "document": 2067,
        "excerpt": "30 ft., 40 ft. (bear form only), Climb 30 ft. (bear form only)"
      }
    ],
    "beard": [
      {
        "document": 1521,
        "excerpt": "a 50 percent chance each day at dawn of growing a full beard if you can grow one, or a thicker beard if you already have one. If you aren't a dwarf or duergar, you"
      },
      {
        "document": 1805,
        "excerpt": "Multiattack. The devil makes one Beard attack and one Infernal Glaive attack. Beard. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Pierc"
      }
    ],
    "bearded": [
      {
        "document": 1805,
        "excerpt": "Bearded Devil"
      }
    ],
    "bearer": [
      {
        "document": 134,
        "excerpt": "sentient magic items and their activated properties. A bearer who maintains a good relationship with the item can access those properties. If the relationship is stra"
      },
      {
        "document": 142,
        "excerpt": "When the bearer of a sentient item acts in a manner opposed to the item's alignment or purpose, conflict can arise. When"
      },
      {
        "document": 787,
        "excerpt": "Destiny Seeker. The item believes it and its bearer have key roles to play in future events."
      },
      {
        "document": 1702,
        "excerpt": "stone, you can cast Sending from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the ston"
      }
    ],
    "bearing": [
      {
        "document": 267,
        "excerpt": "with seven missing pages 86 An empty silver snuffbox bearing the inscription “dreams” on its lid 87 An iron holy symbol devoted to an unknown god 88 A book about a"
      },
      {
        "document": 337,
        "excerpt": "events and locations admit only people wearing a Robe bearing certain colors or symbols."
      },
      {
        "document": 820,
        "excerpt": "An old divination card bearing your likeness"
      },
      {
        "document": 962,
        "excerpt": "rimal power coursing through you, honing your agility, bearing, and senses."
      },
      {
        "document": 1859,
        "excerpt": "ects. Magic Rope. The erinyes has a magic rope. While bearing it, the erinyes can use the Entangling Rope action. The rope has AC 20, HP 90, and Immunity to Poison an"
      }
    ],
    "bearings": [
      {
        "document": 429,
        "excerpt": "d Whip), Medium armor (except Hide), Heavy armor, Ball Bearings, Bucket, Caltrops, Chain, Crowbar, Firearm Bullets, Grappling Hook, Iron Pot, Iron Spikes, Sling Bullets"
      },
      {
        "document": 451,
        "excerpt": "Ball Bearings (1 GP)"
      },
      {
        "document": 462,
        "excerpt": "ar's Pack contains the following items: Backpack, Ball Bearings, Bell, 10 Candles, Crowbar, Hooded Lantern, 7 flasks of Oil, 5 days of Rations, Rope, Tinderbox, and Wat"
      },
      {
        "document": 931,
        "excerpt": "Ball Bearings"
      },
      {
        "document": 1022,
        "excerpt": "Ball Bearings"
      }
    ],
    "bears": [
      {
        "document": 127,
        "excerpt": "A magic item's description specifies whether it bears a curse. Most methods of identifying items, including the Identify spell, fail to reveal such a curse."
      },
      {
        "document": 344,
        "excerpt": "antrip) or Spell Scroll (Level 1) is a magic item that bears the words of a cantrip or level 1 spell, respectively, determined by the scroll's creator. If the spell"
      },
      {
        "document": 1230,
        "excerpt": "around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic. The spell is"
      },
      {
        "document": 1451,
        "excerpt": "you set its trigger and choose which effect the symbol bears: Death, Discord, Fear, Pain, Sleep, or Stunning. Each one is explained below. Set the Trigger. You deci"
      },
      {
        "document": 1702,
        "excerpt": "arget is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone, and you don't cast the spell. Once Se"
      },
      {
        "document": 1709,
        "excerpt": "Scroll, Rarity Varies A Spell Scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your spell list, you can r"
      }
    ],
    "beast": [
      {
        "document": 677,
        "excerpt": "Magical Contagion Any Beast or Humanoid that drinks water tainted by Sight Rot must succeed on a DC 15 Constitution saving throw or"
      },
      {
        "document": 820,
        "excerpt": "A tooth from an unknown beast"
      },
      {
        "document": 823,
        "excerpt": "Beast Shapes"
      },
      {
        "document": 824,
        "excerpt": "Beast Spells"
      },
      {
        "document": 833,
        "excerpt": "Dominate Beast"
      },
      {
        "document": 853,
        "excerpt": "Dominate Beast"
      },
      {
        "document": 864,
        "excerpt": "Dominate Beast"
      },
      {
        "document": 947,
        "excerpt": "Beast"
      },
      {
        "document": 952,
        "excerpt": "Gently coaxing a Beast or Monstrosity"
      },
      {
        "document": 965,
        "excerpt": "f an animal. As a Bonus Action, you shape-shift into a Beast form that you have learned for this feature (see “Known Forms” below). You stay in that form for a numbe"
      },
      {
        "document": 1154,
        "excerpt": ", S, M (a morsel of food) Duration: 24 hours Target a Beast that you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed cond"
      },
      {
        "document": 1155,
        "excerpt": "V, S, M (a morsel of food) Duration: 24 hours A Tiny Beast of your choice that you can see within range must succeed on a Charisma saving throw, or it attempts to"
      },
      {
        "document": 1156,
        "excerpt": "ange. Each target shape-shifts into a Large or smaller Beast of your choice that has a Challenge Rating of 4 or lower. You can choose a different form for each targe"
      },
      {
        "document": 1170,
        "excerpt": "and then touch the target. The target must be either a Beast or Plant creature with an Intelligence of 3 or less or a natural plant that isn't a creature. The target"
      },
      {
        "document": 1198,
        "excerpt": "Undead - The most prevalent kind of plant, mineral, or Beast (you choose which to learn) - Locations of bodies of water For example, you could determine the locatio"
      },
      {
        "document": 1242,
        "excerpt": "Dominate Beast"
      },
      {
        "document": 1265,
        "excerpt": ", Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating of 0. Appearing in an unoccupied space within range, the familiar has the st"
      },
      {
        "document": 1290,
        "excerpt": "spell's level in the stat block. Giant Insect Large Beast, Unaligned AC 11 + the spell's level HP 30 + 10 for each spell level above 4 Speed 40 ft., Climb 40 ft"
      },
      {
        "document": 1338,
        "excerpt": "on: Instantaneous Describe or name a specific kind of Beast, Plant creature, or nonmagical plant. You learn the direction and distance to the closest creature or pl"
      },
      {
        "document": 1381,
        "excerpt": "nsform a creature that you can see within range into a Beast. The target must succeed on a Wisdom saving throw or shape-shift into a Beast form for the duration. Tha"
      },
      {
        "document": 1429,
        "excerpt": "ation: Until dispelled You create a simulacrum of one Beast or Humanoid that is within 10 feet of you for the entire casting of the spell. You finish the casting by"
      },
      {
        "document": 1435,
        "excerpt": "ertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within"
      },
      {
        "document": 1737,
        "excerpt": "you carry it, you can expend 1 charge to cast Dominate Beast (save DC 15) from it on a Beast that has a Swim Speed."
      },
      {
        "document": 1763,
        "excerpt": "ect Magic, Minor Illusion, Scorching Ray, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary"
      },
      {
        "document": 1764,
        "excerpt": "ct Magic, Guiding Bolt (level 2 version), Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary"
      },
      {
        "document": 1765,
        "excerpt": "Spike (level 4 version), Minor Illusion, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary"
      },
      {
        "document": 1766,
        "excerpt": "ct Magic, Guiding Bolt (level 2 version), Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary"
      },
      {
        "document": 1769,
        "excerpt": "l: Detect Magic, Hold Monster, Ice Knife, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary"
      },
      {
        "document": 1772,
        "excerpt": "Large Beast (Dinosaur), Unaligned"
      },
      {
        "document": 1775,
        "excerpt": "llusion, Scorching Ray (level 3 version), Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary"
      },
      {
        "document": 1776,
        "excerpt": "ct Magic, Guiding Bolt (level 2 version), Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary"
      },
      {
        "document": 1777,
        "excerpt": "Spike (level 5 version), Minor Illusion, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary"
      },
      {
        "document": 1778,
        "excerpt": "ct Magic, Guiding Bolt (level 4 version), Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary"
      },
      {
        "document": 1781,
        "excerpt": "old Monster, Ice Knife (level 2 version), Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary"
      },
      {
        "document": 1787,
        "excerpt": "Huge Beast (Dinosaur), Unaligned"
      },
      {
        "document": 1788,
        "excerpt": "Medium Beast, Unaligned"
      },
      {
        "document": 1789,
        "excerpt": "Huge Beast (Dinosaur), Unaligned"
      },
      {
        "document": 1797,
        "excerpt": "Small Beast, Unaligned"
      },
      {
        "document": 1798,
        "excerpt": "Tiny Beast, Unaligned"
      },
      {
        "document": 1804,
        "excerpt": "Tiny Beast, Unaligned"
      },
      {
        "document": 1808,
        "excerpt": "Medium Beast, Unaligned"
      },
      {
        "document": 1812,
        "excerpt": "Small Beast, Unaligned"
      },
      {
        "document": 1814,
        "excerpt": "Medium Beast, Unaligned"
      },
      {
        "document": 1818,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 1822,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 1823,
        "excerpt": "Tiny Beast, Unaligned"
      },
      {
        "document": 1833,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 1835,
        "excerpt": "and Good, Detect Magic, Detect Thoughts, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary"
      },
      {
        "document": 1836,
        "excerpt": "Tiny Beast, Unaligned"
      },
      {
        "document": 1837,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 1842,
        "excerpt": "Medium Beast, Unaligned"
      },
      {
        "document": 1843,
        "excerpt": "e DC 17): At Will: Detect Evil and Good, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary"
      },
      {
        "document": 1844,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 1847,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 1854,
        "excerpt": "Small Beast, Unaligned"
      },
      {
        "document": 1857,
        "excerpt": "Huge Beast, Unaligned"
      },
      {
        "document": 1858,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 1866,
        "excerpt": "Tiny Beast, Unaligned"
      },
      {
        "document": 1873,
        "excerpt": "Huge Beast, Unaligned"
      },
      {
        "document": 1874,
        "excerpt": "Medium Beast, Unaligned"
      },
      {
        "document": 1875,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 1876,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 1877,
        "excerpt": "Small Beast, Unaligned"
      },
      {
        "document": 1878,
        "excerpt": "Huge Beast, Unaligned"
      },
      {
        "document": 1879,
        "excerpt": "Medium Beast, Unaligned"
      },
      {
        "document": 1880,
        "excerpt": "Huge Beast, Unaligned"
      },
      {
        "document": 1883,
        "excerpt": "Small Beast, Unaligned"
      },
      {
        "document": 1884,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 1885,
        "excerpt": "Medium Beast, Unaligned"
      },
      {
        "document": 1886,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 1887,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 1888,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 1889,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 1891,
        "excerpt": "Small Beast, Unaligned"
      },
      {
        "document": 1892,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 1893,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 1894,
        "excerpt": "Huge Beast, Unaligned"
      },
      {
        "document": 1895,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 1896,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 1897,
        "excerpt": "Medium Beast, Unaligned"
      },
      {
        "document": 1899,
        "excerpt": "Medium Beast, Unaligned"
      },
      {
        "document": 1900,
        "excerpt": "Medium Beast, Unaligned"
      },
      {
        "document": 1901,
        "excerpt": "Medium Beast, Unaligned"
      },
      {
        "document": 1906,
        "excerpt": "Medium Beast, Unaligned"
      },
      {
        "document": 1923,
        "excerpt": "Tiny Beast, Unaligned"
      },
      {
        "document": 1928,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 1933,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 1935,
        "excerpt": "Medium Beast, Unaligned"
      },
      {
        "document": 1942,
        "excerpt": "Small Beast, Unaligned"
      },
      {
        "document": 1943,
        "excerpt": "Huge Beast, Unaligned"
      },
      {
        "document": 1950,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 1951,
        "excerpt": "Tiny Beast, Unaligned"
      },
      {
        "document": 1955,
        "excerpt": "Huge Beast, Unaligned"
      },
      {
        "document": 1958,
        "excerpt": "Medium Beast, Unaligned"
      },
      {
        "document": 1965,
        "excerpt": "Medium Beast, Unaligned"
      },
      {
        "document": 1973,
        "excerpt": "Small Beast, Unaligned"
      },
      {
        "document": 1978,
        "excerpt": "Tiny Beast, Unaligned"
      },
      {
        "document": 1980,
        "excerpt": "Medium Beast, Unaligned"
      },
      {
        "document": 1983,
        "excerpt": "Tiny Beast, Unaligned"
      },
      {
        "document": 1988,
        "excerpt": "Large Beast (Dinosaur), Unaligned"
      },
      {
        "document": 1989,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 1990,
        "excerpt": "Medium Beast, Unaligned"
      },
      {
        "document": 1994,
        "excerpt": "Medium Beast (Dinosaur), Unaligned"
      },
      {
        "document": 1998,
        "excerpt": "Tiny Beast, Unaligned"
      },
      {
        "document": 1999,
        "excerpt": "Tiny Beast, Unaligned"
      },
      {
        "document": 2001,
        "excerpt": "Medium Beast, Unaligned"
      },
      {
        "document": 2003,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 2004,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 2008,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 2012,
        "excerpt": "Tiny Beast, Unaligned"
      },
      {
        "document": 2014,
        "excerpt": "ain. Vile Appearance. Wisdom Saving Throw: DC 11, any Beast or Humanoid that starts its turn within 30 feet of the hag and can see the hag's true form. Failure: The"
      },
      {
        "document": 2015,
        "excerpt": "Tiny Beast, Unaligned"
      },
      {
        "document": 2027,
        "excerpt": "Tiny Beast, Unaligned"
      },
      {
        "document": 2045,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 2049,
        "excerpt": "Huge Beast (Dinosaur), Unaligned"
      },
      {
        "document": 2052,
        "excerpt": "Huge Beast (Dinosaur), Unaligned"
      },
      {
        "document": 2057,
        "excerpt": "Tiny Beast, Unaligned"
      },
      {
        "document": 2060,
        "excerpt": "Medium Beast, Unaligned"
      },
      {
        "document": 2062,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 2066,
        "excerpt": "Tiny Beast, Unaligned"
      },
      {
        "document": 2076,
        "excerpt": "Medium Beast, Unaligned"
      }
    ],
    "beast's": [
      {
        "document": 965,
        "excerpt": "e Statistics. Your game statistics are replaced by the Beast's stat block, but you retain your creature type; Hit Points; Hit Point Dice; Intelligence, Wisdom, and Cha"
      },
      {
        "document": 1156,
        "excerpt": "A target's game statistics are replaced by the chosen Beast's statistics, but the target retains its creature type; Hit Points; Hit Point Dice; alignment; ability to"
      }
    ],
    "beastlands": [
      {
        "document": 790,
        "excerpt": "ing 1d8: on a 1, Arborea; on a 2, Arcadia; on a 3, the Beastlands; on a 4, Bytopia; on a 5, Elysium; on a 6, Mechanus; on a 7, Mount Celestia; on an 8, Ysgard"
      },
      {
        "document": 798,
        "excerpt": "Beastlands"
      }
    ],
    "beasts": [
      {
        "document": 181,
        "excerpt": "utterly alien beings, such as aboleths and cloakers. Beasts are non-Humanoid natural creatures, like horses and wolves, as well as most giant animals. Celestials a"
      },
      {
        "document": 788,
        "excerpt": "Beasts"
      },
      {
        "document": 940,
        "excerpt": "Terrain, flora, weather, and certain creatures (Beasts, Dragons, Oozes, and Plants)"
      },
      {
        "document": 965,
        "excerpt": "nown forms, you may look in other sources for eligible Beasts if the Game Master permits you to do so. Beast Shapes Rules While Shape-Shifted. While in a form, you"
      },
      {
        "document": 1435,
        "excerpt": "tion, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action's skill options with them. Most Beasts have little to say"
      },
      {
        "document": 1665,
        "excerpt": "e DC 13) from it: - Animal Friendship - Fear (affects Beasts only) - Speak with Animals"
      },
      {
        "document": 1852,
        "excerpt": "against spells and other magical effects. Speak with Beasts and Plants. The dryad can communicate with Beasts and Plants as if they shared a language."
      },
      {
        "document": 2037,
        "excerpt": "Large Swarm of Tiny Beasts, Unaligned"
      },
      {
        "document": 2039,
        "excerpt": "Medium Swarm of Tiny Beasts, Unaligned"
      },
      {
        "document": 2040,
        "excerpt": "Medium Swarm of Tiny Beasts, Unaligned"
      },
      {
        "document": 2041,
        "excerpt": "Medium Swarm of Tiny Beasts, Unaligned"
      },
      {
        "document": 2042,
        "excerpt": "Medium Swarm of Tiny Beasts, Unaligned"
      },
      {
        "document": 2043,
        "excerpt": "Medium Swarm of Tiny Beasts, Unaligned"
      }
    ],
    "beating": [
      {
        "document": 1362,
        "excerpt": "be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you ca"
      },
      {
        "document": 1656,
        "excerpt": "uid is a tiny heart that, against all reason, is still beating. These ingredients vanish when the potion is opened."
      }
    ],
    "beautiful": [
      {
        "document": 266,
        "excerpt": "70 A packet filled with pink dust 71 A fragment of a beautiful song, written as musical notes on two pieces of parchment 72 A silver teardrop earring containing a rea"
      }
    ],
    "because": [
      {
        "document": 17,
        "excerpt": "ceiving Temporary Hit Points doesn't count as healing. Because Temporary Hit Points aren't Hit Points, a creature can be at full Hit Points and receive Temporary Hit P"
      },
      {
        "document": 19,
        "excerpt": "on’t normally choose to make a save; you must make one because your character or a monster (if you’re the GM) is at risk. A save’s result is detailed in the effect tha"
      },
      {
        "document": 678,
        "excerpt": "ore than 100 feet deep) presents additional challenges because of the water's pressure and cold temperature. After each hour of swimming in deep water, a creature that"
      },
      {
        "document": 684,
        "excerpt": "or higher above sea level is taxing for most creatures because of the reduced amount of oxygen in the air. Each hour such a creature spends traveling at high altitude"
      },
      {
        "document": 971,
        "excerpt": "Because your magic flows from within, you can alter your spells to suit your needs; you gain two Metamagic optio"
      },
      {
        "document": 1278,
        "excerpt": "f you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends."
      },
      {
        "document": 1369,
        "excerpt": "on. It takes 10 minutes for these changes to complete. Because the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or injured by"
      },
      {
        "document": 1467,
        "excerpt": ". A creature caught in the wall can move by swimming. Because of the wave's force, though, the creature must succeed on a Strength (Athletics) check against your spel"
      },
      {
        "document": 1557,
        "excerpt": "ion with the illusory creature reveals it to be false, because objects pass through it. A creature that takes a Study action to visually inspect the illusory creature"
      }
    ],
    "beckon": [
      {
        "document": 1250,
        "excerpt": ", creating one of the following effects within range. Beckon Air. You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors a"
      }
    ],
    "become": [
      {
        "document": 10,
        "excerpt": "re has no effect by itself. On your third success, you become Stable (see “Stabilizing a Character” below). On your third failure, you die. The successes and failure"
      },
      {
        "document": 144,
        "excerpt": "ts are immediately obvious, reveal them only when they become evident. Potion Miscibility"
      },
      {
        "document": 675,
        "excerpt": "t succeed on a DC 10 Constitution saving throw or also become infected with the contagion. On a successful save, the Humanoid can't catch the contagion from that part"
      },
      {
        "document": 676,
        "excerpt": "l must succeed on a DC 11 Constitution saving throw or become infected with Sewer Plague. A creature suffers the following effects 1d4 days after infection: Fatigue."
      },
      {
        "document": 677,
        "excerpt": "t succeed on a DC 15 Constitution saving throw or also become infected with the contagion. On a successful save, the Humanoid can't catch the contagion from that part"
      },
      {
        "document": 684,
        "excerpt": "reature can travel (see “Travel Pace”). Creatures can become acclimated to a high altitude by spending 30 days or more at this elevation. Creatures can't become accl"
      },
      {
        "document": 692,
        "excerpt": "ted and unable to exert much Strength, for example, or become so suspicious of others that Charisma checks are more difficult. These effects can be suppressed with th"
      },
      {
        "document": 712,
        "excerpt": "but too many traps in an adventure can lead players to become overly cautious, which slows down the game. The best traps are fleeting distractions that skilled chara"
      },
      {
        "document": 783,
        "excerpt": "get isn’t you and can’t be affected by that spell, you become the target instead."
      },
      {
        "document": 1153,
        "excerpt": "e same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. For the duration, you can take a Magic action to change your appearance in th"
      },
      {
        "document": 1176,
        "excerpt": "eature, which must succeed on a Wisdom saving throw or become cursed for the duration. Until the curse ends, the target suffers one of the following effects of your c"
      },
      {
        "document": 1194,
        "excerpt": "'s equipment. The creature's original remains, if any, become inert and can't be revived, since the creature's soul is elsewhere."
      },
      {
        "document": 1258,
        "excerpt": "entration, up to 1 minute For the duration, your eyes become an inky void. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdo"
      },
      {
        "document": 1289,
        "excerpt": "duration, the target is protected from decay and can't become Undead. The spell also effectively extends the time limit on raising the target from the dead, since da"
      },
      {
        "document": 1350,
        "excerpt": "see through the image, and its other sensory qualities become faint to the creature. Using a Higher-Level Spell Slot. The spell lasts until dispelled, without requir"
      },
      {
        "document": 1361,
        "excerpt": "tence. While you have this knowledge, the target can't become hidden from you, and if it has the Invisible condition, it gains no benefit from that condition against"
      },
      {
        "document": 1379,
        "excerpt": "nts in a 100-foot-radius Sphere centered on that point become thick and overgrown. A creature moving through that area must spend 4 feet of movement for every 1 foot"
      },
      {
        "document": 1463,
        "excerpt": "er than the creature's size. The creature's statistics become those of the object, and the creature has no memory of time spent in this form after the spell ends and"
      },
      {
        "document": 1477,
        "excerpt": "s if you drop to 0 Hit Points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creat"
      },
      {
        "document": 1514,
        "excerpt": "arget within 5 feet of you, you can take a Reaction to become the target of the attack instead."
      },
      {
        "document": 1574,
        "excerpt": "at a wall up to 60 feet away from yourself. The arrows become glowing rungs that stick out of the wall, forming a magical ladder up to 60 feet long on the wall. This"
      },
      {
        "document": 1575,
        "excerpt": "e of 120 feet. Closing the bottle causes the cloud to become fixed in place until it disperses after 10 minutes. A strong wind (such as that created by the Gust of W"
      },
      {
        "document": 1580,
        "excerpt": "'t enough space for the creature, the figurine doesn't become a creature. The creature is Friendly to you and your allies. It understands your languages, obeys your"
      },
      {
        "document": 1607,
        "excerpt": "ze action to press the button, which causes the rod to become magically fixed in place. Until you or another creature takes a Utilize action to push the button again,"
      },
      {
        "document": 1610,
        "excerpt": "ssing with the attack causes the bands to contract and become a sphere once more. A creature that can touch the bands, including the one Restrained, can take an acti"
      },
      {
        "document": 1623,
        "excerpt": "is done, all the painted objects and terrain features become real. Thus, painting a door on a wall creates an actual door, which can be opened to whatever is beyond."
      },
      {
        "document": 1627,
        "excerpt": "e, this card has no effect. Donjon. You disappear and become entombed in a state of suspended animation in an extradi-dimensional sphere. Everything you're wearing a"
      },
      {
        "document": 1671,
        "excerpt": "he ring is removed or until you take a Bonus Action to become visible again."
      },
      {
        "document": 1673,
        "excerpt": "it. You can take a Magic action to cause the ring to become imperceptible until you take another Magic action to make it perceptible, until you remove the ring, or"
      },
      {
        "document": 1691,
        "excerpt": "gic action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garme"
      },
      {
        "document": 1692,
        "excerpt": "store, the rod has no effect on that spell. When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its exist"
      },
      {
        "document": 1705,
        "excerpt": "reature within 10 feet of you, the curse causes you to become the target instead."
      },
      {
        "document": 1720,
        "excerpt": "pied space within 10 feet of you, causing the staff to become a Giant Constrictor Snake in that space. The snake is under your control and shares your Initiative cou"
      },
      {
        "document": 1884,
        "excerpt": "can use one figurine or both simultaneously. Each can become a Lion for up to 1 hour. Once a lion has been used, it can't be used again until 7 days have passed. Iv"
      },
      {
        "document": 2056,
        "excerpt": "ide its resting place, the vampire uses Shape-Shift to become mist (no action required). If it can't use Shape-Shift, it is destroyed. While it has 0 Hit Points in m"
      }
    ],
    "becomes": [
      {
        "document": 527,
        "excerpt": "has Advantage on Wisdom (Perception) checks, the score becomes 19."
      },
      {
        "document": 671,
        "excerpt": "where demonic spirits await victims. A creature that becomes the target of Demonic Possession must succeed on a DC 15 Charisma saving throw or be possessed by a bodi"
      },
      {
        "document": 789,
        "excerpt": "Both potions lose their effects, and the mixture becomes an ingested poison of your choice (see “Poison” in “Gameplay Toolbox”)."
      },
      {
        "document": 793,
        "excerpt": "ence as the statue, it knows where you are. The statue becomes inanimate after 24 hours."
      },
      {
        "document": 963,
        "excerpt": "Bardic Die column of the Bard Features table. The die becomes a d8 at level 5, a d10 at level 10, and a d12 at level 15."
      },
      {
        "document": 977,
        "excerpt": "uire Concentration. If you do so, the spell's duration becomes 1 minute for that casting."
      },
      {
        "document": 1157,
        "excerpt": "of a Medium or Small Humanoid within range. The target becomes an Undead creature: a Skeleton if you chose bones or a Zombie if you chose a corpse (see “Monsters” for"
      },
      {
        "document": 1158,
        "excerpt": "nts as three. Each target animates, sprouts legs, and becomes a Construct that uses the Animated Object stat block; this creature is under your control until the spel"
      },
      {
        "document": 1170,
        "excerpt": "anguage you know. If the target is a natural plant, it becomes a Plant creature and gains the ability to move its limbs, roots, vines, creepers, and so forth, and it g"
      },
      {
        "document": 1176,
        "excerpt": "spell doesn't require Concentration, and the duration becomes 8 hours (level 5–6 slot) or 24 hours (level 7–8 slot). If you use a level 9 spell slot, the spell lasts"
      },
      {
        "document": 1183,
        "excerpt": ": V Duration: Concentration, up to 1 minute Your body becomes blurred. For the duration, any creature has Disadvantage on attack rolls against you. An attacker is imm"
      },
      {
        "document": 1186,
        "excerpt": "itions are suppressed for the duration. - The creature becomes Indifferent about creatures of your choice that it's Hostile toward. This indifference ends if the targe"
      },
      {
        "document": 1202,
        "excerpt": "e on a successful one. A creature killed by this spell becomes a frozen statue until it thaws. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each s"
      },
      {
        "document": 1219,
        "excerpt": "es of Medium or Small Humanoids within range. Each one becomes a Ghoul under your control (see “Monsters” for its stat block). As a Bonus Action on each of your turns"
      },
      {
        "document": 1324,
        "excerpt": "a tower, or the like. Minimus Containment. The target becomes 1 inch tall and is trapped inside an indestructible gemstone or a similar object. Light can pass through"
      },
      {
        "document": 1332,
        "excerpt": "held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked. If the"
      },
      {
        "document": 1342,
        "excerpt": "ring armor. Until the spell ends, the target's base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor."
      },
      {
        "document": 1345,
        "excerpt": "r soul enters the target's body, and the target's soul becomes trapped in the container. On a successful save, the target resists your efforts to possess it, and you c"
      },
      {
        "document": 1348,
        "excerpt": "a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. The spell ends early if you cast it aga"
      },
      {
        "document": 1362,
        "excerpt": "ure discerns the illusion for what it is, the illusion becomes faint to the creature. Sound. If you create a sound, its volume can range from a whisper to a scream. I"
      },
      {
        "document": 1397,
        "excerpt": "shes a Long Rest, the penalty is reduced by 1 until it becomes 0."
      },
      {
        "document": 1406,
        "excerpt": "shes a Long Rest, the penalty is reduced by 1 until it becomes 0. Casting this spell to revive a creature that has been dead for 365 days or longer taxes you. Until y"
      },
      {
        "document": 1417,
        "excerpt": ") check against your spell save DC. If it succeeds, it becomes aware that the target is disguised."
      },
      {
        "document": 1424,
        "excerpt": "attacks using that weapon, and the weapon's damage die becomes a d8. If the attack deals damage, it can be Force damage or the weapon's normal damage type (your choice"
      },
      {
        "document": 1434,
        "excerpt": "nge that has 0 Hit Points and isn't dead. The creature becomes Stable. Cantrip Upgrade. The range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120"
      },
      {
        "document": 1439,
        "excerpt": "within range sprouts hard spikes and thorns. The area becomes Difficult Terrain for the duration. When a creature moves into or within the area, it takes 2d4 Piercing"
      },
      {
        "document": 1475,
        "excerpt": "ntration on this spell for its full duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends."
      },
      {
        "document": 1484,
        "excerpt": "prevented in any way. In addition, your Strength score becomes 3 for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity"
      },
      {
        "document": 1502,
        "excerpt": "While you're wearing it, any Critical Hit against you becomes a normal hit."
      },
      {
        "document": 1504,
        "excerpt": "dealing its extra damage to a creature, the ammunition becomes nonmagical."
      },
      {
        "document": 1515,
        "excerpt": "f a pound regardless of how many beans it contains and becomes a non-magical item when it no longer contains any beans. If you dump one or more beans out of the bag,"
      },
      {
        "document": 1523,
        "excerpt": "ou, the next nearest creature that you can see or hear becomes your new target."
      },
      {
        "document": 1527,
        "excerpt": "es Attunement) While you wear these boots, your Speed becomes 30 feet unless your Speed is higher, and your Speed isn't reduced by you carrying weight in excess of yo"
      },
      {
        "document": 1534,
        "excerpt": "feet. It can carry up to 400 pounds, but its Fly Speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land or when you're no longer"
      },
      {
        "document": 1539,
        "excerpt": "be used 10 times. After the tenth time, it cracks and becomes useless."
      },
      {
        "document": 1580,
        "excerpt": "on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine's description below. If the space where the creature would a"
      },
      {
        "document": 1582,
        "excerpt": "essel that can fit inside the box do so. When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box r"
      },
      {
        "document": 1585,
        "excerpt": ". When all of the gem's charges are expended, the gem becomes a nonmagical jewel worth 50 GP."
      },
      {
        "document": 1621,
        "excerpt": "em, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. See “Monsters” for the golem’s stat block. The"
      },
      {
        "document": 1627,
        "excerpt": "y other time before you die. Flames. A powerful devil becomes your enemy. The devil seeks your ruin and torments you, savoring your suffering before attempting to sla"
      },
      {
        "document": 1632,
        "excerpt": "to you who have wronged me.” The target of your attack becomes your sworn enemy until it dies or until dawn 7 days later. You can have only one such sworn enemy at a t"
      },
      {
        "document": 1642,
        "excerpt": "iled save, the swarm is swayed by the pipes' music and becomes Friendly to you and your allies for as long as you continue to play the pipes each round as a Magic acti"
      },
      {
        "document": 1666,
        "excerpt": "it can't be summoned again for 24 hours, and the ring becomes nonmagical if the djinni dies. Rings of Djinni Summoning are often created by the djinn they summon and"
      },
      {
        "document": 1683,
        "excerpt": "pend 1 of its 3 charges to cast Wish from it. The ring becomes non-magical when you use the last charge."
      },
      {
        "document": 1691,
        "excerpt": "t represents. Once the last patch is removed, the robe becomes an ordinary garment. The robe has two of each of the following patches: - Dagger - Mirror - Pole - Rop"
      },
      {
        "document": 1692,
        "excerpt": "longer absorb spell energy and has no energy remaining becomes nonmagical."
      },
      {
        "document": 1702,
        "excerpt": "ne of the stones in a pair is destroyed, the other one becomes nonmagical."
      },
      {
        "document": 1717,
        "excerpt": "u expend the last charge, roll 1d20. On a 1, the staff becomes a nonmagical Quarterstaff."
      },
      {
        "document": 1721,
        "excerpt": "roll 1d20. On a 1, the staff loses its properties and becomes a nonmagical Quarterstaff."
      },
      {
        "document": 1753,
        "excerpt": "ing a point within 120 feet of yourself. That location becomes the point of origin of a spell or other magical effect determined by rolling on the Wand of Wonder Effec"
      },
      {
        "document": 1760,
        "excerpt": "get is cursed. Until the curse ends, the target's skin becomes slimy, the target can breathe air and water, and it can't regain Hit Points unless it is underwater. Wh"
      },
      {
        "document": 1810,
        "excerpt": "pudding is Large or Medium and has 10+ Hit Points, it becomes Bloodied or is subjected to Lightning or Slashing damage. Response: The pudding splits into two new Blac"
      },
      {
        "document": 1840,
        "excerpt": "arget but has Advantage on its attack rolls. Its Speed becomes 0, it can't benefit from any bonus to its Speed, and it moves with the target. A creature can take an a"
      },
      {
        "document": 1884,
        "excerpt": "ly) remove its horns and use them as weapons. One horn becomes a +1 Lance, and the other becomes a +2 Longsword. Removing a horn requires a Magic action, and the weapo"
      },
      {
        "document": 1907,
        "excerpt": "lf. The goblin and that ally swap places, and the ally becomes the target of the attack instead."
      },
      {
        "document": 1972,
        "excerpt": "he jelly is Large or Medium and has 10+ Hit Points, it becomes Bloodied or is subjected to Lightning or Slashing damage. Response: The jelly splits into two new Ochre"
      },
      {
        "document": 1982,
        "excerpt": "damage reduces the target to 0 Hit Points, the target becomes Stable, and it has the Poisoned condition for 1 hour. While Poisoned, the target also has the Paralyzed"
      },
      {
        "document": 2051,
        "excerpt": "'s limbs is severed, falls into the troll's space, and becomes a Troll Limb. The limb acts immediately after the troll's turn. The troll has 1 Exhaustion level for eac"
      },
      {
        "document": 2054,
        "excerpt": "is reduced to 0 Hit Points by this attack, the target becomes Stable but has the Poisoned condition for 1 hour. While it has the Poisoned condition, the target has th"
      },
      {
        "document": 2067,
        "excerpt": "If the cursed target drops to 0 Hit Points, it instead becomes a Werebear under the GM's control and has 10 Hit Points. Success: The target is immune to this werebear"
      },
      {
        "document": 2068,
        "excerpt": "If the cursed target drops to 0 Hit Points, it instead becomes a Wereboar under the GM's control and has 10 Hit Points. Success: The target is immune to this wereboar'"
      },
      {
        "document": 2069,
        "excerpt": "If the cursed target drops to 0 Hit Points, it instead becomes a Wererat under the GM's control and has 10 Hit Points. Success: The target is immune to this wererat's"
      },
      {
        "document": 2070,
        "excerpt": "If the cursed target drops to 0 Hit Points, it instead becomes a Weretiger under the GM's control and has 10 Hit Points. Success: The target is immune to this weretige"
      },
      {
        "document": 2071,
        "excerpt": "If the cursed target drops to 0 Hit Points, it instead becomes a Werewolf under the GM's control and has 10 Hit Points. Success: The target is immune to this werewolf'"
      }
    ],
    "becoming": [
      {
        "document": 249,
        "excerpt": "aracters achieve the pinnacle of their class features, becoming heroic archetypes. The fate of the world or even the order of the multiverse might hang in the balance d"
      },
      {
        "document": 379,
        "excerpt": "creature can use an item's magical properties. Without becoming attuned to an item that requires Attunement, you gain only its nonmagical benefits unless its descriptio"
      },
      {
        "document": 735,
        "excerpt": "background represents what the character did prior to becoming an adventurer. Creating a unique background or customizing an existing one can reflect the particular th"
      },
      {
        "document": 962,
        "excerpt": "Core Barbarian Traits Becoming a Barbarian ... As a Level 1 Character - Gain all the traits in the Core Barbarian Traits table. - Ga"
      },
      {
        "document": 963,
        "excerpt": "Core Bard Traits Becoming a Bard ... As a Level 1 Character - Gain all the traits in the Core Bard Traits table. - Gain the Bar"
      },
      {
        "document": 964,
        "excerpt": "Core Cleric Traits Becoming a Cleric ... As a Level 1 Character - Gain all the traits in the Core Cleric Traits table. - Gain the"
      },
      {
        "document": 965,
        "excerpt": "Core Druid Traits Becoming a Druid ... As a Level 1 Character - Gain all the traits in the Core Druid Traits table. - Gain the Dr"
      },
      {
        "document": 966,
        "excerpt": "Core Fighter Traits Becoming a Fighter ... As a Level 1 Character - Gain all the traits in the Core Fighter Traits table. - Gain th"
      },
      {
        "document": 967,
        "excerpt": "Core Monk Traits Becoming a Monk ... As a Level 1 Character - Gain all the traits in the Core Monk Traits table. - Gain the Monk"
      },
      {
        "document": 968,
        "excerpt": "Core Paladin Traits Becoming a Paladin ... As a Level 1 Character - Gain all the traits in the Core Paladin Traits table. - Gain t"
      },
      {
        "document": 969,
        "excerpt": "Core Ranger Traits Becoming a Ranger ... As a Level 1 Character - Gain all the traits in the Core Ranger Traits table. - Gain the"
      },
      {
        "document": 970,
        "excerpt": "Core Rogue Traits Becoming a Rogue ... As a Level 1 Character - Gain all the traits in the Core Rogue Traits table. - Gain the Ro"
      },
      {
        "document": 971,
        "excerpt": "Core Sorcerer Traits Becoming a Sorcerer ... As a Level 1 Character - Gain all the traits in the Core Sorcerer Traits table. - Gain"
      },
      {
        "document": 972,
        "excerpt": "Core Warlock Traits Becoming a Warlock ... As a Level 1 Character - Gain all the traits in the Core Warlock Traits table. - Gain th"
      },
      {
        "document": 973,
        "excerpt": "Core Wizard Traits Becoming a Wizard ... As a Level 1 Character - Gain all the traits in the Core Wizard Traits table. - Gain the"
      },
      {
        "document": 1523,
        "excerpt": "you have attained. Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the"
      }
    ],
    "bedroll": [
      {
        "document": 432,
        "excerpt": "ew a Tiny design (DC 10) Craft: Padded Armor, Basket, Bedroll, Blanket, Fine Clothes, Net, Robe, Rope, Sack, String, Tent, Traveler's Clothes"
      },
      {
        "document": 455,
        "excerpt": "Bedroll (1 GP)"
      },
      {
        "document": 480,
        "excerpt": "rtainer's Pack contains the following items: Backpack, Bedroll, Bell, Bullseye Lantern, 3 Costumes, Mirror, 8 flasks of Oil, 9 days of Rations, Tinderbox, and Waterski"
      },
      {
        "document": 481,
        "excerpt": "xplorer's Pack contains the following items: Backpack, Bedroll, 2 flasks of Oil, 10 days of Rations, Rope, Tinderbox, 10 Torches, and Waterskin."
      },
      {
        "document": 931,
        "excerpt": "Bedroll"
      },
      {
        "document": 1026,
        "excerpt": "Bedroll"
      }
    ],
    "been": [
      {
        "document": 96,
        "excerpt": "You can control a mount only if it has been trained to accept a rider. Domesticated horses, mules, and similar creatures have such training. The In"
      },
      {
        "document": 147,
        "excerpt": "quires the user to read the scroll. When its magic has been invoked, the scroll can't be used again. Its words fade, or it crumbles into dust. Any creature that ca"
      },
      {
        "document": 382,
        "excerpt": "isfy the prerequisites for Attunement, if the item has been more than 100 feet away for at least 24 hours, if you die, or if another creature attunes to the item."
      },
      {
        "document": 567,
        "excerpt": "e true form of any creature or object you see that has been transformed by magic. Ethereal Plane. You see into the Ethereal Plane."
      },
      {
        "document": 703,
        "excerpt": "ondition neutralizes this poison. If the poison hasn't been neutralized before midnight, the creature makes a DC 17 Constitution saving throw, taking 31 (9d6) Poiso"
      },
      {
        "document": 968,
        "excerpt": "so detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell."
      },
      {
        "document": 1198,
        "excerpt": "300 feet. The spell doesn't function where nature has been replaced by construction, such as in castles and settlements. Choose three of the following facts; you"
      },
      {
        "document": 1333,
        "excerpt": "musing revelations, or even secret lore that has never been widely known. The more information you already know about the thing, the more precise and detailed the i"
      },
      {
        "document": 1397,
        "excerpt": "us With a touch, you revive a dead creature if it has been dead no longer than 10 days and it wasn't Undead when it died. The creature returns to life with 1 Hit"
      },
      {
        "document": 1402,
        "excerpt": "a dead Humanoid or a piece of one. If the creature has been dead no longer than 10 days, the spell forms a new body for it and calls the soul to enter that body. Ro"
      },
      {
        "document": 1406,
        "excerpt": "ous With a touch, you revive a dead creature that has been dead for no more than a century, didn't die of old age, and wasn't Undead when it died. The creature re"
      },
      {
        "document": 1464,
        "excerpt": "Duration: Instantaneous You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. The creature is revived w"
      },
      {
        "document": 1518,
        "excerpt": "ropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn. Gray Bag of Tricks Rust Bag of T"
      },
      {
        "document": 1580,
        "excerpt": "It can become a Griffon for up to 6 hours. Once it has been used, it can't be used again until 5 days have passed. Ebony Fly (Rare). This ebony statuette, carved i"
      },
      {
        "document": 1611,
        "excerpt": "ng throw or be trapped in the flask. If the target has been trapped by the flask before, it has Advantage on the save. Once trapped, a creature remains in the flask"
      },
      {
        "document": 1627,
        "excerpt": "you loyally until death, believing the two of you have been drawn together by fate. Work with your GM to create a name and backstory for this NPC. The GM can use a"
      },
      {
        "document": 1708,
        "excerpt": "objects. It must be stored in a jar or flask that has been coated inside with Oil of Slipperiness. When found, a container contains 1d6 + 1 ounces. One ounce of t"
      },
      {
        "document": 1884,
        "excerpt": "ch can become a Lion for up to 1 hour. Once a lion has been used, it can't be used again until 7 days have passed. Ivory Goats (Rare). These ivory statuettes of go"
      },
      {
        "document": 2078,
        "excerpt": "ts a Humanoid corpse within 10 feet of itself that has been dead for no longer than 1 minute. The target's spirit rises as a Specter in the space of its corpse or i"
      }
    ],
    "beer": [
      {
        "document": 793,
        "excerpt": "A geyser erupts and spouts water, beer, mayonnaise, tea, vinegar, wine, or oil (GM’s choice) 30 feet into the air for 1d4 minutes."
      }
    ],
    "beetle": [
      {
        "document": 266,
        "excerpt": "whistle made from gold-colored wood 51 A dead scarab beetle the size of your hand 52 Two toy soldiers, one missing a head 53 A small box filled with different-siz"
      },
      {
        "document": 1700,
        "excerpt": "Wondrous Item, Legendary (Requires Attunement) This beetle-shaped medallion provides three benefits while it is on your person. Defense. You gain a +1 bonus to Ar"
      },
      {
        "document": 1883,
        "excerpt": "Giant Fire Beetle"
      }
    ],
    "before": [
      {
        "document": 35,
        "excerpt": "multiplied or divided (doubled or halved, for example) before being added. For example, the Expertise feature (see “Rules Glossary”) doubles the Proficiency Bonus for"
      },
      {
        "document": 67,
        "excerpt": "hour, after which the mounts need a Short or Long Rest before they can move at that increased pace again (see “Equipment” for a selection of mounts for sale). “Gamepl"
      },
      {
        "document": 79,
        "excerpt": "You can break up your move, using some of its movement before and after any action, Bonus Action, or Reaction you take on the same turn. For example, if you have a Sp"
      },
      {
        "document": 93,
        "excerpt": "Strike against that creature. The attack occurs right before it leaves your reach."
      },
      {
        "document": 133,
        "excerpt": "erials aren't available, you must wait at least 7 days before checking on the availability again. If a magic item incorporates an item that has a purchase cost (such"
      },
      {
        "document": 157,
        "excerpt": "and condition Immunities, the damage types are listed before the conditions. See “Playing the Game” for details."
      },
      {
        "document": 234,
        "excerpt": "acters aren't of an evil alignment. Check with your GM before making an evil character."
      },
      {
        "document": 256,
        "excerpt": "el 1 Fighter, you must gain enough XP to reach level 8 before you can take your second level as a Fighter or your seventh level as a Cleric."
      },
      {
        "document": 289,
        "excerpt": "sent the place and occupation that were most formative before your character embarked on a life of adventure."
      },
      {
        "document": 323,
        "excerpt": "or be covered in oil. If the target takes Fire damage before the oil dries (after 1 minute), the target takes an extra 5 Fire damage from burning oil. Dousing a Spa"
      },
      {
        "document": 379,
        "excerpt": "reature to form a bond - called Attunement - with them before the creature can use an item's magical properties. Without becoming attuned to an item that requires Att"
      },
      {
        "document": 402,
        "excerpt": "that creature has Disadvantage on its next attack roll before the start of your next turn."
      },
      {
        "document": 405,
        "excerpt": "vantage on your next attack roll against that creature before the end of your next turn. Weapons"
      },
      {
        "document": 497,
        "excerpt": "Before you can cast a spell, you must have the spell prepared in your mind or have access to the spell from a m"
      },
      {
        "document": 513,
        "excerpt": "ster can cast only a limited number of level 1+ spells before resting. Spell slots are the main way a spellcaster's magical potential is represented. Each spellcastin"
      },
      {
        "document": 517,
        "excerpt": "ou finish a Long Rest, you must wait at least 16 hours before starting another one. Benefits of the Rest. To start a Long Rest, you must have at least 1 Hit Point. W"
      },
      {
        "document": 525,
        "excerpt": "gainst the provoking creature. The attack occurs right before the creature leaves your reach. See also “Playing the Game” (“Combat”)."
      },
      {
        "document": 535,
        "excerpt": "the Ready action to wait for a particular circumstance before you act. To do so, you take this action on your turn, which lets you act by taking a Reaction before the"
      },
      {
        "document": 555,
        "excerpt": "ake an attack as part of this action. You do so either before or after the attack. If you equip a weapon before an attack, you don't need to use it for that attack. E"
      },
      {
        "document": 557,
        "excerpt": "plus its Constitution modifier (minimum of 30 seconds) before suffocation begins. When a creature runs out of breath or is choking, it gains 1 Exhaustion level at the"
      },
      {
        "document": 575,
        "excerpt": "reature to form a bond - called Attunement - with them before the creature can use an item's magical properties. A creature can have Attunement with no more than thre"
      },
      {
        "document": 637,
        "excerpt": "tool. This benefit expires if the ally doesn't use it before the start of your next turn. The GM has final say on whether your assistance is possible. Assist an Att"
      },
      {
        "document": 641,
        "excerpt": "feet) if you move at least 10 feet on foot immediately before the jump. When you make a standing High Jump, you can jump only half that distance. Either way, each foo"
      },
      {
        "document": 651,
        "excerpt": ", you must wait 24 hours (or a duration set by the GM) before urging it in the same way again. Influence Checks"
      },
      {
        "document": 657,
        "excerpt": "rength score if you move at least 10 feet immediately before the jump. When you make a standing Long Jump, you can leap only half that distance. Either way, each foo"
      },
      {
        "document": 682,
        "excerpt": "or a number of minutes equal to its Constitution score before suffering any ill effects. Each additional minute spent in frigid water requires the creature to succeed"
      },
      {
        "document": 694,
        "excerpt": "might have to make extensive inquiries and pay bribes before they acquire the poison they seek."
      },
      {
        "document": 703,
        "excerpt": "zes this poison. If the poison hasn't been neutralized before midnight, the creature makes a DC 17 Constitution saving throw, taking 31 (9d6) Poison damage on a faile"
      },
      {
        "document": 756,
        "excerpt": "appears after 1 hour if it’s not consumed or destroyed before then."
      },
      {
        "document": 962,
        "excerpt": "ks until the start of your next turn. Sundering Blow. Before the start of your next turn, the next attack roll made by another creature against the target gains a +5"
      },
      {
        "document": 966,
        "excerpt": "Long Rest. Starting at level 17, you can use it twice before a rest but only once on a turn."
      },
      {
        "document": 967,
        "excerpt": "turn, and the next attack roll made against the target before then has Advantage."
      },
      {
        "document": 968,
        "excerpt": "xpending a spell slot, but you must finish a Long Rest before you can cast it in this way again."
      },
      {
        "document": 970,
        "excerpt": "e you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack's damage is dealt. For example, if you add t"
      },
      {
        "document": 972,
        "excerpt": "xpending a spell slot, and you must finish a Long Rest before you can cast it in this way again. As shown in the Warlock Features table, you gain another Warlock spe"
      },
      {
        "document": 975,
        "excerpt": "xpending a spell slot, and you must finish a Long Rest before you do so again. In addition, when you finish a Short Rest, you can choose expended spell slots to reco"
      },
      {
        "document": 978,
        "excerpt": "uffer no adverse effect. If you use this feature again before you finish a Long Rest, you take 2d12 Necrotic damage for each level of the spell slot immediately after"
      },
      {
        "document": 979,
        "excerpt": "to your roll. You can do so after seeing the roll but before any of the roll's effects occur. You can use this feature a number of times equal to your Charisma modi"
      },
      {
        "document": 1155,
        "excerpt": "munication. If the Beast doesn't reach its destination before the spell ends, the message is lost, and the Beast returns to where you cast the spell. Using a Higher-"
      },
      {
        "document": 1157,
        "excerpt": "hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures"
      },
      {
        "document": 1168,
        "excerpt": "nge the results. If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you"
      },
      {
        "document": 1171,
        "excerpt": "fails this save makes an attack roll or a saving throw before the spell ends, the target must subtract 1d4 from the attack roll or save. Using a Higher-Level Spell S"
      },
      {
        "document": 1179,
        "excerpt": "enever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save. Using a Higher-Level Spell Slot. You ca"
      },
      {
        "document": 1193,
        "excerpt": "tion familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a gr"
      },
      {
        "document": 1199,
        "excerpt": "e answered with yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question. Divine beings aren't necessarily omnisc"
      },
      {
        "document": 1210,
        "excerpt": "tity up to five questions. You must ask your questions before the spell ends. The GM answers each question with one word, such as “yes,” “no,” “maybe,” “never,” “ir-r"
      },
      {
        "document": 1219,
        "excerpt": "her 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures"
      },
      {
        "document": 1226,
        "excerpt": ". The first time the target would drop to 0 Hit Points before the spell ends, the target instead drops to 1 Hit Point, and the spell ends. If the spell is still in e"
      },
      {
        "document": 1227,
        "excerpt": "hasn't ended. If a creature touches the glowing bead before the spell ends, that creature makes a Dexterity saving throw. On a failed save, the spell ends, causing"
      },
      {
        "document": 1238,
        "excerpt": "of other spells. If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you"
      },
      {
        "document": 1264,
        "excerpt": "et per round until the spell ends. If a creature lands before the spell ends, the creature takes no damage from the fall, and the spell ends for that creature."
      },
      {
        "document": 1301,
        "excerpt": "iant damage, and the next attack roll made against it before the end of your next turn has Advantage. Using a Higher-Level Spell Slot. The damage increases by 1d6 f"
      },
      {
        "document": 1313,
        "excerpt": "e chosen ability. If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action on a later turn to curse a new creature. Using a Higher-Le"
      },
      {
        "document": 1318,
        "excerpt": "make to find it. If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action to move the mark to a new creature you can see within range"
      },
      {
        "document": 1362,
        "excerpt": "on, or you can make discrete sounds at different times before the spell ends. Image. If you create an image of an object - such as a chair, muddy footprints, or a sm"
      },
      {
        "document": 1367,
        "excerpt": "in the details of your description. If the spell ends before you finish describing the modified memories, the creature's memory isn't altered. Otherwise, the modifie"
      },
      {
        "document": 1377,
        "excerpt": ". If the creature carries out your commands completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you"
      },
      {
        "document": 1392,
        "excerpt": "appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you, but it is intangible. If t"
      },
      {
        "document": 1405,
        "excerpt": "der. When the creature takes damage of the chosen type before the spell ends, the creature reduces the total damage taken by 1d4. A creature can benefit from this spe"
      },
      {
        "document": 1420,
        "excerpt": "llenge Rating. You must have seen the sort of creature before, and it can't be a Construct or an Undead. When you cast the spell, you gain a number of Temporary Hit"
      },
      {
        "document": 1439,
        "excerpt": "ur spell save DC to recognize the terrain as hazardous before entering it."
      },
      {
        "document": 1452,
        "excerpt": "st the spell and as a Magic action on your later turns before the spell ends, you can exert your will on one creature or object that you can see within range, causing"
      },
      {
        "document": 1461,
        "excerpt": "ve seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by us"
      },
      {
        "document": 1470,
        "excerpt": "and have Disadvantage on the next attack roll it makes before the end of its next turn. Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 1"
      },
      {
        "document": 1517,
        "excerpt": "ts spill forth unharmed, but the bag must be put right before it can be used again. The bag holds enough air for 10 minutes of breathing, divided by the number of bre"
      },
      {
        "document": 1574,
        "excerpt": "feet long on the wall. This ladder lasts for 1 minute before disappearing."
      },
      {
        "document": 1594,
        "excerpt": "ll forth unharmed, and the haversack must be put right before it can be used again. Each pouch of the haversack holds enough air for 10 minutes of breathing, divided"
      },
      {
        "document": 1611,
        "excerpt": "the flask. If the target has been trapped by the flask before, it has Advantage on the save. Once trapped, a creature remains in the flask until released. The flask c"
      },
      {
        "document": 1623,
        "excerpt": "If your Concentration is broken or you leave the Cube before the work is done, all the painted elements vanish, and the pot of pigment is wasted. When the work is d"
      },
      {
        "document": 1627,
        "excerpt": "when randomly determining cards drawn from the deck. Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly. Any car"
      },
      {
        "document": 1686,
        "excerpt": "ead block the vision. Whenever you use the ring again before taking a Long Rest, you must succeed on a DC 15 Constitution saving throw or gain 1 Exhaustion level."
      },
      {
        "document": 1720,
        "excerpt": "s and is destroyed. If the snake reverts to staff form before losing all its Hit Points, it regains all of them."
      },
      {
        "document": 1757,
        "excerpt": "e DC 13) from it. Each subsequent time the fan is used before the next dawn, it has a cumulative 20 percent chance of not working; if the fan fails to work, it tears"
      },
      {
        "document": 1760,
        "excerpt": "very 10 minutes unless moisture is applied to its skin before those minutes have passed. Probing Telepathy. If a creature the aboleth can see communicates telepathic"
      },
      {
        "document": 1772,
        "excerpt": "losaurus moved 30+ feet straight toward it immediately before the hit, the target has the Prone condition, and the allosaurus can make one Bite attack against it."
      },
      {
        "document": 1790,
        "excerpt": "Each: Cone of Cold (level 9 version), Mind Blank (cast before combat), Scrying, Teleport"
      },
      {
        "document": 1814,
        "excerpt": "the boar moved 20+ feet straight toward it immediately before the hit, the target takes an extra 3 (1d6) Piercing damage and has the Prone condition."
      },
      {
        "document": 1857,
        "excerpt": "elephant moved 20+ feet straight toward it immediately before the hit, the target has the Prone condition."
      },
      {
        "document": 1858,
        "excerpt": "the elk moved 20+ feet straight toward it immediately before the hit, the target takes an extra 3 (1d6) Bludgeoning damage and has the Prone condition."
      },
      {
        "document": 1861,
        "excerpt": "rget has Disadvantage on the next attack roll it makes before the end of its next turn."
      },
      {
        "document": 1863,
        "excerpt": "and has Disadvantage on the next attack roll it makes before the end of its next turn."
      },
      {
        "document": 1876,
        "excerpt": "the boar moved 20+ feet straight toward it immediately before the hit, the target takes an extra 7 (2d6) Piercing damage and has the Prone condition."
      },
      {
        "document": 1882,
        "excerpt": "the elk moved 20+ feet straight toward it immediately before the hit, the target takes an extra 5 (2d4) Bludgeoning damage and has the Prone condition."
      },
      {
        "document": 1886,
        "excerpt": "the goat moved 20+ feet straight toward it immediately before the hit, the target takes an extra 5 (2d4) Bludgeoning damage and has the Prone condition."
      },
      {
        "document": 1893,
        "excerpt": "moved 20+ feet straight toward the target immediately before the hit."
      },
      {
        "document": 1906,
        "excerpt": "moved 20+ feet straight toward the target immediately before the hit."
      },
      {
        "document": 1911,
        "excerpt": "e gorgon moved 20+ feet straight toward it immediately before the hit, the target has the Prone condition. Petrifying Breath (Recharge 5–6). Constitution Saving Thro"
      },
      {
        "document": 1914,
        "excerpt": "ng, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast that spell again. Mimicry. The hag can mimic animal sounds and humanoid voices"
      },
      {
        "document": 1922,
        "excerpt": "harpy. It doesn't avoid Opportunity Attacks; however, before moving into damaging terrain (such as lava or a pit) and whenever it takes damage from a source other th"
      },
      {
        "document": 1955,
        "excerpt": "mammoth moved 20+ feet straight toward it immediately before the hit, the target has the Prone condition."
      },
      {
        "document": 1963,
        "excerpt": "minotaur moved 10+ feet straight toward it immediately before the hit, the target takes an extra 10 (3d6) Piercing damage and has the Prone condition."
      },
      {
        "document": 1964,
        "excerpt": "skeleton moved 20+ feet straight toward it immediately before the hit, the target takes an extra 9 (2d8) Piercing damage and has the Prone condition. Slam. Melee Att"
      },
      {
        "document": 1969,
        "excerpt": "ng, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast that spell again. Magic Resistance. The hag has Advantage on saving throws aga"
      },
      {
        "document": 1984,
        "excerpt": "pirate has Advantage on the next attack roll it makes before the end of this turn. Pistol. Ranged Attack Roll: +7, range 30/90 ft. Hit: 15 (2d10 + 4) Piercing damag"
      },
      {
        "document": 2003,
        "excerpt": "inoceros moved 20+ feet straight toward it immediately before the hit, the target takes an extra 9 (2d8) Piercing damage and has the Prone condition."
      },
      {
        "document": 2014,
        "excerpt": "ng, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast that spell again. Vile Appearance. Wisdom Saving Throw: DC 11, any Beast or Hu"
      },
      {
        "document": 2049,
        "excerpt": "ceratops moved 20+ feet straight toward it immediately before the hit, the target takes an extra 9 (2d8) Piercing damage and has the Prone condition."
      },
      {
        "document": 2061,
        "excerpt": "skeleton moved 20+ feet straight toward it immediately before the hit, the target has the Prone condition."
      },
      {
        "document": 2062,
        "excerpt": "he horse moved 20+ feet straight toward it immediately before the hit, the target takes an extra 5 (2d4) Bludgeoning damage and has the Prone condition."
      },
      {
        "document": 2068,
        "excerpt": "ere-boar moved 20+ feet straight toward it immediately before the hit, the target takes an extra 7 (2d6) Piercing damage and has the Prone condition."
      },
      {
        "document": 2077,
        "excerpt": "mage, and the next attack roll made against the target before the start of the worg's next turn has Advantage."
      }
    ],
    "befuddlement": [
      {
        "document": 837,
        "excerpt": "Befuddlement"
      },
      {
        "document": 881,
        "excerpt": "Befuddlement"
      },
      {
        "document": 894,
        "excerpt": "Befuddlement"
      },
      {
        "document": 906,
        "excerpt": "Befuddlement"
      },
      {
        "document": 1175,
        "excerpt": "Befuddlement"
      }
    ],
    "begin": [
      {
        "document": 252,
        "excerpt": "er qualifies. in the “Level Advancement” section. You begin with the minimum amount of XP required to reach your starting level. For example, if the GM starts you a"
      },
      {
        "document": 1482,
        "excerpt": "in this form are the Dash action or a Magic action to begin reverting to its normal form. Reverting takes 1 minute, during which the target has the Stunned conditio"
      }
    ],
    "beginning": [
      {
        "document": 71,
        "excerpt": "takes a turn. The order of turns is determined at the beginning of combat when everyone rolls Initiative. Once everyone has taken a turn, the fight continues to the nex"
      },
      {
        "document": 244,
        "excerpt": "describing the journey from a level 1 character just beginning an adventuring career to the epic heights of level 20. These tiers don't have any rules associated with"
      }
    ],
    "begins": [
      {
        "document": 557,
        "excerpt": "on modifier (minimum of 30 seconds) before suffocation begins. When a creature runs out of breath or is choking, it gains 1 Exhaustion level at the end of each of its"
      },
      {
        "document": 722,
        "excerpt": "solid stone is released from a secret compartment and begins to roll. The stone and all creatures nearby roll Initiative; the stone gets a +8 bonus on its Initiative"
      },
      {
        "document": 783,
        "excerpt": "ed save, the creature has the Restrained condition and begins to turn to stone. While Restrained in this way, the creature repeats the save at the end of its next tur"
      },
      {
        "document": 1555,
        "excerpt": "magic weapon into the air. When you do so, the weapon begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of itself. The weap"
      },
      {
        "document": 1566,
        "excerpt": "the save automatically. On a failed save, a creature begins sneezing uncontrollably; it has the Incapacitated condition and is suffocating. The creature repeats the"
      },
      {
        "document": 1755,
        "excerpt": "ens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep. Supernatural Readiness. Each subject"
      }
    ],
    "beguile": [
      {
        "document": 2056,
        "excerpt": "all expended uses at the start of each of its turns. Beguile. The vampire casts Command, requiring no spell components and using Charisma as the spellcasting ability"
      }
    ],
    "behalf": [
      {
        "document": 964,
        "excerpt": "an call on your deity or pantheon to intervene on your behalf. As a Magic action, choose any Cleric spell of level 5 or lower that doesn't require a Reaction to cast."
      },
      {
        "document": 1845,
        "excerpt": "If the djinni knows it, the djinni can cast it only on behalf of a non-genie creature who communicates a wish in a way the djinni can understand. If the djinni casts"
      },
      {
        "document": 1856,
        "excerpt": "the efreeti knows it, the efreeti can cast it only on behalf of a non-genie creature who communicates a wish in a way the efreeti can understand. If the efreeti cast"
      }
    ],
    "behave": [
      {
        "document": 744,
        "excerpt": "Calm or train an animal, or get an animal to behave in a certain way."
      },
      {
        "document": 1365,
        "excerpt": "up to twice your Speed and make it gesture, speak, and behave in whatever way you choose. It is intangible and invulnerable. You can see through its eyes and hear th"
      },
      {
        "document": 1376,
        "excerpt": "hen the creature appears, it is under no compulsion to behave a particular way. You can ask it to perform a service in exchange for payment, but it isn't obliged to d"
      },
      {
        "document": 1392,
        "excerpt": "move it up to 60 feet and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly. Physical interaction with the image re"
      }
    ],
    "behaves": [
      {
        "document": 1367,
        "excerpt": "ified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An i"
      },
      {
        "document": 1391,
        "excerpt": "nd you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes. When the trigger you spec"
      },
      {
        "document": 1557,
        "excerpt": "d. The illusory creature created by the card looks and behaves like a real creature of its kind, except that it can do no harm. While you are within 120 feet of the il"
      },
      {
        "document": 1642,
        "excerpt": "5 Wisdom saving throw. On a successful save, the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. On a failed save, th"
      }
    ],
    "behavior": [
      {
        "document": 235,
        "excerpt": "summaries of the alignments below describe the typical behavior of a creature with that alignment; individuals can vary from that behavior. Lawful Good (LG). Lawful Go"
      },
      {
        "document": 671,
        "excerpt": "control of the creature and determines the creature's behavior thereafter. At the end of each of the possessed creature's later turns, the creature makes a DC 15 Chari"
      },
      {
        "document": 692,
        "excerpt": "nutes. This condition might be accompanied by alarming behavior or hallucinations. These effects can be suppressed with the Calm Emotions spell or removed by the Lesser"
      },
      {
        "document": 739,
        "excerpt": "Notice things in the environment or in creatures’ behavior"
      },
      {
        "document": 1203,
        "excerpt": "d10 at the start of each of its turns to determine its behavior for that turn, consulting the table below. | 1d10 | Behavior for the Turn"
      }
    ],
    "behind": [
      {
        "document": 86,
        "excerpt": "ates on the opposite side of the cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren't added to"
      },
      {
        "document": 502,
        "excerpt": "a caster must have a clear path to it, so it can't be behind Total Cover. Targeting Yourself. If a spell targets a creature of your choice, you can choose yourself"
      },
      {
        "document": 576,
        "excerpt": "ht. Within that range, you can see anything that isn't behind Total Cover even if you have the Blinded condition or are in Darkness. Moreover, in that range, you can"
      },
      {
        "document": 595,
        "excerpt": "Cover provides a degree of protection to a target behind it. There are three degrees of cover, each of which provides a different benefit to a target: Half Cover"
      },
      {
        "document": 640,
        "excerpt": "erity (Stealth) check while you're Heavily Obscured or behind Three-Quarters Cover or Total Cover, and you must be out of any enemy's line of sight; if you can see a"
      },
      {
        "document": 744,
        "excerpt": "Escape notice by moving quietly and hiding behind things."
      },
      {
        "document": 967,
        "excerpt": "ture you can see within 60 feet of yourself that isn't behind Total Cover if the attack was a ranged attack. That creature must succeed on a Dexterity saving throw or"
      },
      {
        "document": 984,
        "excerpt": "doesn't end that condition on you if you end the turn behind Three-Quarters Cover or Total Cover."
      },
      {
        "document": 1167,
        "excerpt": "are already on that plane). Each target's body is left behind in a state of suspended animation; it has the Unconscious condition, doesn't need food or air, and doesn"
      },
      {
        "document": 1193,
        "excerpt": "an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The intangible, invulnerable sensor remains in place f"
      },
      {
        "document": 1265,
        "excerpt": "nts or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying. One Familiar Only. You can't have more than one famil"
      },
      {
        "document": 1266,
        "excerpt": "it Points or if you die. When it disappears, it leaves behind anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the ste"
      },
      {
        "document": 1474,
        "excerpt": "section of wall to 0 Hit Points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air"
      },
      {
        "document": 1483,
        "excerpt": "ts, and other ordinary projectiles launched at targets behind the wall are deflected upward and miss automatically. Boulders hurled by Giants or siege engines, and si"
      },
      {
        "document": 1536,
        "excerpt": "xt dawn. When you teleport with that spell, you leave behind a cloud of smoke. The space you left is Lightly Obscured by that smoke until the end of your next turn."
      },
      {
        "document": 1594,
        "excerpt": "other. Any creature within 10 feet of the gate and not behind Total Cover is sucked through it and deposited in a random location on the Astral Plane. The gate then c"
      },
      {
        "document": 1625,
        "excerpt": "other. Any creature within 10 feet of the gate and not behind Total Cover is sucked through it to a random location on the Astral Plane. The gate then closes. The gat"
      },
      {
        "document": 1627,
        "excerpt": "g disappears with you except for Artifacts, which stay behind in the space you occupied when you disappeared. You remain imprisoned until you are found and removed fr"
      },
      {
        "document": 1644,
        "excerpt": "other. Any creature within 10 feet of the gate and not behind Total Cover is sucked through it and deposited in a random location on the Astral Plane. The gate then c"
      },
      {
        "document": 1677,
        "excerpt": "within 5 feet of a creature other than you that isn't behind Total Cover, the sphere discharges lightning at that creature and disappears. That creature makes a DC 1"
      },
      {
        "document": 1711,
        "excerpt": "by this damage is obliterated, leaving its possessions behind but no other physical remains. Sphere Interactions. If the sphere comes into contact with a planar port"
      },
      {
        "document": 1902,
        "excerpt": "then absorbed into the mouther, leaving only equipment behind. Blinding Spittle (Recharge 5–6). Dexterity Saving Throw: DC 10, each creature in a 10-foot-radius Sphe"
      }
    ],
    "behir": [
      {
        "document": 1806,
        "excerpt": "Behir"
      }
    ],
    "behir's": [
      {
        "document": 1806,
        "excerpt": "takes 21 (6d6) Acid damage at the start of each of the behir's turns. If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir mus"
      }
    ],
    "being": [
      {
        "document": 8,
        "excerpt": "in the group. “Rules Glossary” has more information on being dead."
      },
      {
        "document": 11,
        "excerpt": "ious condition. If the creature takes damage, it stops being Stable and starts making Death Saving Throws again. A Stable creature that isn't healed regains 1 Hit Po"
      },
      {
        "document": 27,
        "excerpt": "'s Armor Class represents how well the creature avoids being wounded in combat. The AC of a character is determined at character creation (see “Character Creation”),"
      },
      {
        "document": 35,
        "excerpt": "ied or divided (doubled or halved, for example) before being added. For example, the Expertise feature (see “Rules Glossary”) doubles the Proficiency Bonus for certa"
      },
      {
        "document": 142,
        "excerpt": "n to someone else. Keep Me Close. The item insists on being carried or worn at all times. If its bearer refuses to comply with the item's demands, the item can do"
      },
      {
        "document": 267,
        "excerpt": "chanical crab or spider that moves about when it's not being observed 98 A glass jar containing lard with a label that reads, \"Griffon Grease\" 99 A wooden box with"
      },
      {
        "document": 283,
        "excerpt": "s the set of game traits that an adventurer gains from being one of those life forms. Some species can trace their origin to a single world, plane of existence, or"
      },
      {
        "document": 378,
        "excerpt": "can focus on one magic item during a Short Rest while being in physical contact with the item. At the end of the rest, you learn its properties and how to use them"
      },
      {
        "document": 380,
        "excerpt": "to spend a Short Rest focused on only that item while being in physical contact with it (this can't be the same Short Rest used to learn the item's properties). Thi"
      },
      {
        "document": 502,
        "excerpt": "e, Cylinder, Emanation, Line, or Sphere. Awareness of Being Targeted. Unless a spell has a perceptible effect, a creature doesn't know it was targeted by the spell."
      },
      {
        "document": 514,
        "excerpt": "his casting is usually limited in another way, such as being able to cast the spell a limited number of times per day. Magic Items. Spell Scrolls and some other mag"
      },
      {
        "document": 526,
        "excerpt": "creator and that point, the point of origin comes into being on the near side of the obstruction."
      },
      {
        "document": 597,
        "excerpt": "Any being in the game, including a player's character, is a creature. See also \"Creature Type.\""
      },
      {
        "document": 640,
        "excerpt": "o find you with a Wisdom (Perception) check. You stop being hidden immediately after any of the following occurs: you make a sound louder than a whisper, an enemy f"
      },
      {
        "document": 667,
        "excerpt": "or due to their ability to spread curses - werewolves being a prime example. You decide how a spell like Remove Curse affects a creature with accursed origins. For"
      },
      {
        "document": 670,
        "excerpt": "ature affected by such a curse should know why they're being punished and be able to learn how to end their curse, likely by symbolically righting the wrong they com"
      },
      {
        "document": 732,
        "excerpt": "die rolls and other factors can result in an encounter being easier or harder than intended. You can adjust an encounter on the fly, such as by having creatures flee"
      },
      {
        "document": 1158,
        "excerpt": "number of nonmagical objects within range that aren't being worn or carried, aren't fixed to a surface, and aren't Gargantuan. The maximum number of objects is equa"
      },
      {
        "document": 1166,
        "excerpt": "illusion on a willing creature or an object that isn't being worn or carried. A creature gains the Mask effect below, and an object gains the False Aura effect below"
      },
      {
        "document": 1184,
        "excerpt": "essful one. Flammable objects in the Cone that aren't being worn or carried start burning. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each sp"
      },
      {
        "document": 1194,
        "excerpt": "th 2,000+ GP that is large enough to hold the creature being cloned)"
      },
      {
        "document": 1223,
        "excerpt": "ernatively, you cast the spell on an object that isn't being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object. Covering"
      },
      {
        "document": 1225,
        "excerpt": "ernatively, you cast the spell on an object that isn't being worn or carried, causing the sunlight to fill a 60-foot Emanation originating from that object. Coverin"
      },
      {
        "document": 1227,
        "excerpt": "plodes, flammable objects in the explosion that aren't being worn or carried start burning. Using a Higher-Level Spell Slot. The base damage increases by 1d6 for ea"
      },
      {
        "document": 1250,
        "excerpt": "and shutters, all in a 5-foot Cube. Doors and shutters being held open by someone or something aren't affected. Beckon Earth. You create a thin shroud of dust or sa"
      },
      {
        "document": 1266,
        "excerpt": "S Duration: Instantaneous You summon an otherworldly being that appears as a loyal steed in an unoccupied space of your choice within range. This creature uses the"
      },
      {
        "document": 1270,
        "excerpt": "le object hit by this spell starts burning if it isn't being worn or carried. Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10"
      },
      {
        "document": 1272,
        "excerpt": "essful one. Flammable objects in the area that aren't being worn or carried start burning."
      },
      {
        "document": 1273,
        "excerpt": "essful one. Flammable objects in the area that aren't being worn or carried start burning. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each sp"
      },
      {
        "document": 1276,
        "excerpt": "pits up to 10 feet wide. Flammable objects that aren't being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius an"
      },
      {
        "document": 1291,
        "excerpt": "ne if you are telling the truth indicates that you are being truthful."
      },
      {
        "document": 1293,
        "excerpt": "spell, the glyph is broken, and the spell ends without being triggered. The glyph is nearly imperceptible and requires a successful Wisdom (Perception) check agains"
      },
      {
        "document": 1336,
        "excerpt": "hour You touch one Large or smaller object that isn't being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius"
      },
      {
        "document": 1347,
        "excerpt": "met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or fewer, though it"
      },
      {
        "document": 1359,
        "excerpt": "is affected only once. A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area, and the object starts burning if it's"
      },
      {
        "document": 1376,
        "excerpt": "neous You beseech an otherworldly entity for aid. The being must be known to you: a god, a demon prince, or some other being of cosmic power. That entity sends a Ce"
      },
      {
        "document": 1379,
        "excerpt": "or more areas of any size within the spell's area from being affected. Enrichment. All plants in a half-mile radius centered on a point within range become enriched"
      },
      {
        "document": 1421,
        "excerpt": "advantage on the save. A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area. Using a Higher-Level Spell Slot. The"
      },
      {
        "document": 1451,
        "excerpt": "spell, the glyph is broken, and the spell ends without being triggered. The glyph is nearly imperceptible and requires a successful Wisdom (Perception) check agains"
      },
      {
        "document": 1452,
        "excerpt": "to move a Huge or smaller object. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction within the spell's range. If"
      },
      {
        "document": 1458,
        "excerpt": "ing it, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than"
      },
      {
        "document": 1556,
        "excerpt": "ture, you can target one object in the Line that isn't being worn or carried and that weighs no more than 200 pounds. The object is knocked over by the geyser."
      },
      {
        "document": 1574,
        "excerpt": "ing Medium or smaller creature or an object that isn't being worn or carried, provided the object is small enough to fit inside a 5-foot Cube. The arrow teleports th"
      },
      {
        "document": 1603,
        "excerpt": "only. Glass or crystal objects in the Cone that aren't being worn or carried take 10d8 Thunder damage. Each use of the horn's magic has a 20 percent chance of causi"
      },
      {
        "document": 1608,
        "excerpt": "but next to the tower. Objects in the area that aren't being worn or carried are also pushed clear of the tower. The tower is 20 feet on a side and 30 feet high, wi"
      },
      {
        "document": 1682,
        "excerpt": "ject you can see within 60 feet of yourself that isn't being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend."
      },
      {
        "document": 1733,
        "excerpt": "xtra 3d8 Thunder damage to objects it hits that aren't being worn or carried. The weapon has the following additional properties. Clap of Thunder. As a Magic actio"
      },
      {
        "document": 1802,
        "excerpt": "damage. If the target is a flammable object that isn't being worn or carried, it starts burning."
      },
      {
        "document": 1848,
        "excerpt": "3 (3d10 + 7) Piercing damage plus 7 (2d6) Fire damage. Being underwater doesn't grant Resistance to this Fire damage. Tail. Melee Attack Roll: +13, reach 15 ft. Hit"
      },
      {
        "document": 1864,
        "excerpt": "its creator. If this check succeeds, the golem ceases being berserk until the start of its next turn, at which point it resumes rolling for the Berserk trait again"
      },
      {
        "document": 1932,
        "excerpt": "damage. If the target is a flammable object that isn't being worn or carried, it starts burning. Infernal Tail. Dexterity Saving Throw: DC 17, one creature the devi"
      },
      {
        "document": 1954,
        "excerpt": "target is a creature or a flammable object that isn't being worn or carried, it starts burning."
      },
      {
        "document": 2007,
        "excerpt": "agical metal object within 5 feet of itself that isn't being worn or carried. The touch destroys a 1-foot Cube of the object."
      },
      {
        "document": 2031,
        "excerpt": "t turn. Success: Half damage only. Failure or Success: Being underwater doesn't grant Resistance to this Fire damage."
      },
      {
        "document": 2044,
        "excerpt": "Throw: DC 27, each creature and each object that isn't being worn or carried in a 150-foot Cone. Failure: 78 (12d12) Thunder damage, and the target has the Deafened"
      }
    ],
    "beings": [
      {
        "document": 181,
        "excerpt": "no rules of their own: Aberrations are utterly alien beings, such as aboleths and cloakers. Beasts are non-Humanoid natural creatures, like horses and wolves, as w"
      },
      {
        "document": 554,
        "excerpt": "\"Size.\" Creature Type. This entry notes the family of beings a monster belongs to, along with any descriptive tags. See also “Creature Type.” Alignment. An alignmen"
      },
      {
        "document": 833,
        "excerpt": "Conjure Woodland Beings"
      },
      {
        "document": 853,
        "excerpt": "Conjure Woodland Beings"
      },
      {
        "document": 1199,
        "excerpt": "ou receive a correct answer for each question. Divine beings aren't necessarily omniscient, so you might receive “unclear” as an answer if a question pertains to inf"
      },
      {
        "document": 1209,
        "excerpt": "Conjure Woodland Beings"
      },
      {
        "document": 1627,
        "excerpt": "ct in a place of the GM's choice. One or more powerful beings guard the place. While your soul is trapped in this way, your body is inert, ceases aging, and requires"
      }
    ],
    "beliefs": [
      {
        "document": 1367,
        "excerpt": "cts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as a false memory of how much the creature enjoyed swimming in acid,"
      }
    ],
    "believes": [
      {
        "document": 787,
        "excerpt": "Destiny Seeker. The item believes it and its bearer have key roles to play in future events."
      },
      {
        "document": 1299,
        "excerpt": "is a 50 percent chance that a creature other than you believes it is going in the opposite direction from the one it chooses. Doors. All doors in the warded area are"
      },
      {
        "document": 1373,
        "excerpt": "through a phantasmal bridge and survives the fall, it believes the bridge exists and something else caused it to fall. An affected target can even take damage from th"
      }
    ],
    "believing": [
      {
        "document": 756,
        "excerpt": "the Stunned condition until the end of your next turn, believing something awesome just happened."
      },
      {
        "document": 783,
        "excerpt": "e Stunned condition until the start of your next turn, believing something awesome just happened."
      },
      {
        "document": 1627,
        "excerpt": "e alignment as you and serves you loyally until death, believing the two of you have been drawn together by fate. Work with your GM to create a name and backstory for th"
      }
    ],
    "bell": [
      {
        "document": 266,
        "excerpt": "2 A rank insignia from a lost legionnaire 43 A silver bell without a clapper 44 A mechanical canary inside a lamp 45 A miniature chest carved to look like it has"
      },
      {
        "document": 430,
        "excerpt": "alls apart in 1 minute (DC 20) Craft: Musket, Pistol, Bell, Bullseye Lantern, Flask, Hooded Lantern, Hunting Trap, Lock, Manacles, Mirror, Shovel, Signal Whistle,"
      },
      {
        "document": 456,
        "excerpt": "Bell (1 GP)"
      },
      {
        "document": 462,
        "excerpt": "contains the following items: Backpack, Ball Bearings, Bell, 10 Candles, Crowbar, Hooded Lantern, 7 flasks of Oil, 5 days of Rations, Rope, Tinderbox, and Waterskin"
      },
      {
        "document": 480,
        "excerpt": "Pack contains the following items: Backpack, Bedroll, Bell, Bullseye Lantern, 3 Costumes, Mirror, 8 flasks of Oil, 9 days of Rations, Tinderbox, and Waterskin."
      },
      {
        "document": 931,
        "excerpt": "Bell"
      },
      {
        "document": 1027,
        "excerpt": "Bell"
      },
      {
        "document": 1152,
        "excerpt": "V, S, M (a bell and silver wire)"
      },
      {
        "document": 1347,
        "excerpt": "re moves within 30 feet of the object or when a silver bell rings within 30 feet of it."
      }
    ],
    "bellow": [
      {
        "document": 2044,
        "excerpt": "ller creature, it has the Prone condition. Thunderous Bellow (Recharge 5–6). Constitution Saving Throw: DC 27, each creature and each object that isn't being worn or"
      }
    ],
    "belong": [
      {
        "document": 1166,
        "excerpt": "cal, or change the object's aura so that it appears to belong to a school of magic you choose."
      },
      {
        "document": 1232,
        "excerpt": "e presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thi"
      }
    ],
    "belonged": [
      {
        "document": 820,
        "excerpt": "A knife that belonged to a relative"
      }
    ],
    "belongings": [
      {
        "document": 1234,
        "excerpt": "f - including your clothing, armor, weapons, and other belongings on your person - look different until the spell ends. You can seem 1 foot shorter or taller and can appe"
      }
    ],
    "belongs": [
      {
        "document": 82,
        "excerpt": "A creature belongs to a size category, which determines the width of the square space the creature occupies on a map, as sh"
      },
      {
        "document": 125,
        "excerpt": "Every magic item belongs to a category. The Magic Item Categories table lists the nine categories and provides examples. Rules fo"
      },
      {
        "document": 488,
        "excerpt": "Each spell belongs to a school of magic. The schools are listed in the Schools of Magic table. These categories help descri"
      },
      {
        "document": 546,
        "excerpt": "A creature or an object belongs to a size category: Tiny, Small, Medium, Large, Huge, or Gargantuan. A creature's size determines how mu"
      },
      {
        "document": 554,
        "excerpt": "Type. This entry notes the family of beings a monster belongs to, along with any descriptive tags. See also “Creature Type.” Alignment. An alignment is suggested for"
      }
    ],
    "below": [
      {
        "document": 6,
        "excerpt": "ither dies outright or falls unconscious, as explained below."
      },
      {
        "document": 9,
        "excerpt": "ints, and you now face making Death Saving Throws (see below)."
      },
      {
        "document": 10,
        "excerpt": "cess, you become Stable (see “Stabilizing a Character” below). On your third failure, you die. The successes and failures don't need to be consecutive; keep track o"
      },
      {
        "document": 12,
        "excerpt": "buffer against losing actual Hit Points, as explained below."
      },
      {
        "document": 33,
        "excerpt": "ample, if you have Heroic Inspiration (see the sidebar below) and roll a 3 and an 18 on an ability check that has Advantage or Disadvantage, you could expend your He"
      },
      {
        "document": 52,
        "excerpt": "fects that obscure vision can hinder you, as explained below."
      },
      {
        "document": 54,
        "excerpt": "es the category of illumination in an area, as defined below. Bright Light. Bright Light lets most creatures see normally. Even gloomy days provide Bright Light, as"
      },
      {
        "document": 66,
        "excerpt": "es, or the GM might have you use the travel pace rules below. If you need to know how fast you can move when every second matters, see the movement rules in “Combat"
      },
      {
        "document": 67,
        "excerpt": "er ... Each travel pace has a game effect, as defined below. Fast. Traveling at a Fast pace imposes Disadvantage on a traveler's Wisdom (Perception or Survival) an"
      },
      {
        "document": 117,
        "excerpt": "appear in “Equipment.” Additional rules are presented below. Attunement Prerequisites. If a magic item has a class prerequisite, a creature must be a member of tha"
      },
      {
        "document": 129,
        "excerpt": "Scrolls. To create other magic items, follow the rules below. In these rules, “you” refers to the character crafting the magic item."
      },
      {
        "document": 134,
        "excerpt": "ship is strained, a conflict can ensue (see “Conflict” below)."
      },
      {
        "document": 141,
        "excerpt": "flict between the wielder and the item (see “Conflict” below). You can pick a special purpose or roll on the Sentient Item's Special Purpose table. Sentient Item's"
      },
      {
        "document": 229,
        "excerpt": "t generate a set of six numbers using the instructions below and then assign them to your six abilities. \"Playing the Game\" explains what each ability means."
      },
      {
        "document": 234,
        "excerpt": "Choose your character's alignment from the options below, and note it on your character sheet. The game assumes that player characters aren't of an evil alignme"
      },
      {
        "document": 235,
        "excerpt": "chaotic, or neutral). The summaries of the alignments below describe the typical behavior of a creature with that alignment; individuals can vary from that behavior"
      },
      {
        "document": 264,
        "excerpt": "asting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, follow the rules for that clas"
      },
      {
        "document": 323,
        "excerpt": "ject, or space with Oil or use it as fuel, as detailed below. Dousing a Creature or an Object. When you take the Attack action, you can replace one of your attacks"
      },
      {
        "document": 365,
        "excerpt": "f each week or month (GM's choice), choose a lifestyle below - Wretched, Squalid, Poor, Modest, Comfortable, Wealthy, or Aristocratic - and pay the price to sustain"
      },
      {
        "document": 383,
        "excerpt": "property for the character. The properties are defined below."
      },
      {
        "document": 387,
        "excerpt": "ls, raw materials, and time, each of which is detailed below. If you meet the requirements, you make the item, and you can use it or sell it at its normal price."
      },
      {
        "document": 392,
        "excerpt": "to a scroll and create a Spell Scroll, using the rules below."
      },
      {
        "document": 407,
        "excerpt": "e with training can use them effectively, as explained below. A character's class and other features determine the character's armor training. A monster has training"
      },
      {
        "document": 501,
        "excerpt": "attack rolls, or all three, each of which is detailed below."
      },
      {
        "document": 577,
        "excerpt": "lt the index. Abbreviations. The abbreviations listed below appear in this glossary and elsewhere in the rules."
      },
      {
        "document": 580,
        "excerpt": "harmed by attacks and by some spells, using the rules below. If an object is exceedingly fragile, the GM may allow a creature to break it automatically with the Att"
      },
      {
        "document": 619,
        "excerpt": "ake one action. Choose which action to take from those below or from the special actions provided by your features. See also “Playing the Game” (“Actions”). These ac"
      },
      {
        "document": 648,
        "excerpt": "rovised weapon. An improvised weapon follows the rules below. Proficiency. Don't add your Proficiency Bonus to attack rolls with an improvised weapon. Damage. On a"
      },
      {
        "document": 651,
        "excerpt": "es whether an ability check is necessary, as explained below. Willing. If your urging aligns with the monster's desires, no ability check is necessary; the monster"
      },
      {
        "document": 665,
        "excerpt": "A curse typically takes one of the forms detailed below."
      },
      {
        "document": 687,
        "excerpt": "area breaks. All creatures on broken ice fall through. Below the ice is frigid water (see “Frigid Water” above)."
      },
      {
        "document": 729,
        "excerpt": "ou have a few unspent XP left over. Examples are given below: Example 1. A low-difficulty encounter for four level 1 characters has an XP budget of 50 × 4 , for a t"
      },
      {
        "document": 962,
        "excerpt": "Long Rest. While active, your Rage follows the rules below. Damage Resistance. You have Resistance to Bludgeoning, Piercing, and Slashing damage. Rage Damage. Wh"
      },
      {
        "document": 963,
        "excerpt": "Spells” for the rules on spellcasting. The information below details how you use those rules with Bard spells, which appear in the Bard spell list later in the class"
      },
      {
        "document": 964,
        "excerpt": "Spells” for the rules on spellcasting. The information below details how you use those rules with Cleric spells, which appear on the Cleric spell list later in the c"
      },
      {
        "document": 965,
        "excerpt": "Spells” for the rules on spellcasting. The information below details how you use those rules with Druid spells, which appear on the Druid spell list later in the cl"
      },
      {
        "document": 967,
        "excerpt": "fense, and Step of the Wind, each of which is detailed below. When you expend a Focus Point, it is unavailable until you finish a Short or Long Rest, at the end of"
      },
      {
        "document": 968,
        "excerpt": "Spells” for the rules on spellcasting. The information below details how you use those rules with Paladin spells, which appear in the Paladin spell list later in the"
      },
      {
        "document": 969,
        "excerpt": "Spells” for the rules on spellcasting. The information below details how you use those rules with Ranger spells, which appear in the Ranger spell list later in the c"
      },
      {
        "document": 971,
        "excerpt": "Spells” for the rules on spellcasting. The information below details how you use those rules with Sorcerer spells, which appear in the Sorcerer spell list later in t"
      },
      {
        "document": 972,
        "excerpt": "Spells” for the rules on spellcasting. The information below details how you use those rules with Warlock spells, which appear in the Warlock spell list later in the"
      },
      {
        "document": 973,
        "excerpt": "Spells” for the rules on spellcasting. The information below details how you use those rules with Wizard spells, which appear in the Wizard spell list later in the c"
      },
      {
        "document": 975,
        "excerpt": "arid, polar, temperate, or tropical. Consult the table below that corresponds to the chosen type; you have the spells listed for your Druid level and lower prepared."
      },
      {
        "document": 982,
        "excerpt": "a of Protection with holy power, granting the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can't use it a"
      },
      {
        "document": 1161,
        "excerpt": "a Wisdom saving throw to end the effect, as described below. Ending the Effect. If the Frightened or Charmed creature ends its turn more than 120 feet away from th"
      },
      {
        "document": 1166,
        "excerpt": "eing worn or carried. A creature gains the Mask effect below, and an object gains the False Aura effect below. The effect lasts for the duration. If you cast the spe"
      },
      {
        "document": 1203,
        "excerpt": "rmine its behavior for that turn, consulting the table below. | 1d10 | Behavior for the Turn"
      },
      {
        "document": 1232,
        "excerpt": "ation, up to 1 minute You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns. Sense Thou"
      },
      {
        "document": 1248,
        "excerpt": "ncentration is broken. You can also cause the effects below. Fissures. A total of 1d6 fissures open in the spell's area at the end of the turn you cast it. You cho"
      },
      {
        "document": 1252,
        "excerpt": "bject you can see within range (see the chosen effect below). A targeted object must be neither worn nor carried. If the target is an unwilling creature, it can mak"
      },
      {
        "document": 1293,
        "excerpt": "it's an explosive rune or a spell glyph, as explained below. Set the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a"
      },
      {
        "document": 1299,
        "excerpt": "immune to its effects. The spell creates the effects below within the warded area. Dispel Magic has no effect on Guards and Wards itself, but each of the following"
      },
      {
        "document": 1303,
        "excerpt": "ct. You bind an extra effect to the area from the list below: Courage. Creatures of any types you choose can't gain the Frightened condition while in the area. Dar"
      },
      {
        "document": 1305,
        "excerpt": ". This spell can't reduce a target's Hit Point maximum below 1."
      },
      {
        "document": 1362,
        "excerpt": "ange that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again. If a creature takes a Study ac"
      },
      {
        "document": 1379,
        "excerpt": "the spell has the Overgrowth or the Enrichment effect below. Overgrowth. Choose a point within range. All normal plants in a 100-foot-radius Sphere centered on tha"
      },
      {
        "document": 1386,
        "excerpt": "ffect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active"
      },
      {
        "document": 1402,
        "excerpt": "ul to enter that body. Roll 1d10 and consult the table below to determine the body's species, or the GM chooses another playable species. | 1d10 | Species | 1d1"
      },
      {
        "document": 1413,
        "excerpt": "Wisdom saving throw, which is modified (see the tables below) by how well you know the target and the sort of physical connection you have to it. The target doesn't"
      },
      {
        "document": 1446,
        "excerpt": "rns, the storm produces different effects, as detailed below. Turn 2. Acidic rain falls. Each creature and object under the cloud takes 4d6 Acid damage. Turn 3. Yo"
      },
      {
        "document": 1451,
        "excerpt": "Fear, Pain, Sleep, or Stunning. Each one is explained below. Set the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a"
      },
      {
        "document": 1452,
        "excerpt": "u can see within range, causing the appropriate effect below. You can affect the same target round after round or choose a new one at any time. If you switch targets"
      },
      {
        "document": 1456,
        "excerpt": "nor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects ac"
      },
      {
        "document": 1479,
        "excerpt": "the target passes through the surface into the liquid below."
      },
      {
        "document": 1485,
        "excerpt": "t you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect. You must designa"
      },
      {
        "document": 1504,
        "excerpt": "chooses or determines randomly by rolling on the table below. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution sa"
      },
      {
        "document": 1509,
        "excerpt": "ter. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 Bludgeoning damage each minute from pressure. A creature in the compartment"
      },
      {
        "document": 1522,
        "excerpt": "The type of giant determines the score (see the table below). The item has no effect on you if your Strength without the belt is equal to or greater than the belt's"
      },
      {
        "document": 1580,
        "excerpt": "iving creature specified in the figurine's description below. If the space where the creature would appear is occupied by other creatures or objects, or if there is"
      },
      {
        "document": 1627,
        "excerpt": "in.) Mysterious Deck Each card's effect is described below. Balance. You can increase one of your ability scores by 2, to a maximum of 22, provided you also decre"
      },
      {
        "document": 1630,
        "excerpt": "lace or determines it randomly by rolling on the table below. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace."
      },
      {
        "document": 1651,
        "excerpt": "The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score. This potion'"
      },
      {
        "document": 1663,
        "excerpt": "depends on the potion's rarity, as shown in the table below. Whatever its potency, the potion's red liquid glimmers when agitated."
      },
      {
        "document": 1677,
        "excerpt": "dawn. You can expend its charges to use the properties below. Faerie Fire. You can expend 1 charge to cast Faerie Fire from the ring. Lightning Spheres. You can ex"
      },
      {
        "document": 1694,
        "excerpt": "haft. It has three other properties as well, detailed below. Buttons. You can press one of the following buttons as a Bonus Action; a button's effect lasts until y"
      },
      {
        "document": 1719,
        "excerpt": "plodes as if you activated its Retributive Strike (see below). Spells. While holding the staff, you can cast one of the spells on the following table from it, using"
      },
      {
        "document": 1921,
        "excerpt": "Damage type chosen for the Draconic Origin trait below"
      },
      {
        "document": 2025,
        "excerpt": "it roars, the roar has a different effect, as detailed below (the sequence resets when it takes a Long Rest): First Roar. Wisdom Saving Throw: DC 20, each enemy in"
      }
    ],
    "belt": [
      {
        "document": 797,
        "excerpt": "Belt of Giant Strength Table 1"
      },
      {
        "document": 1521,
        "excerpt": "Belt of Dwarvenkind"
      },
      {
        "document": 1522,
        "excerpt": "Belt of Giant Strength"
      },
      {
        "document": 1568,
        "excerpt": "uires Attunement by a Dwarf or a Creature Attuned to a Belt of Dwarvenkind"
      },
      {
        "document": 1593,
        "excerpt": "ile you are attuned to the weapon and wearing either a Belt of Giant Strength or Gauntlets of Ogre Power to which you are also attuned, you gain the following benef"
      }
    ],
    "belt's": [
      {
        "document": 1522,
        "excerpt": "ength without the belt is equal to or greater than the belt's score."
      }
    ],
    "belts": [
      {
        "document": 116,
        "excerpt": "Wondrous Items include wearable items such as boots, belts, capes, amulets, brooches, and circlets. Bags, carpets, figurines, horns, musical instruments, and more"
      }
    ],
    "benchmarks": [
      {
        "document": 666,
        "excerpt": "the Remove Curse spell. Bestow Curse provides useful benchmarks for gauging the potency of other curses. A curse that lasts for 1 minute equates to a level 3 spell, whi"
      }
    ],
    "bends": [
      {
        "document": 267,
        "excerpt": "ancient arrow of elven design 91 A needle that never bends 92 An ornate brooch of dwarven design 93 An empty wine bottle bearing a pretty label that says, \"The W"
      }
    ],
    "beneath": [
      {
        "document": 716,
        "excerpt": "unstable section of ceiling to collapse. Each creature beneath the unstable section of ceiling must succeed on a DC 13 Dexterity saving throw, taking 11 (2d10) Bludgeo"
      },
      {
        "document": 1324,
        "excerpt": "ffects of your choice: Burial. The target is entombed beneath the earth in a hollow globe of magical force that is just large enough to contain the target. Nothing ca"
      },
      {
        "document": 1446,
        "excerpt": "the cloud to strike six different creatures or objects beneath it. Each target makes a Dexterity saving throw, taking 10d6 Lightning damage on a failed save or half as"
      },
      {
        "document": 1534,
        "excerpt": "nd astride it and take a Magic action to make it hover beneath you, at which time it can be ridden in the air. It has a Fly Speed of 50 feet. It can carry up to 400 po"
      },
      {
        "document": 1694,
        "excerpt": "rod also gives you knowledge of your approximate depth beneath the ground or your height above it. Drain Life. When you hit a creature with a melee attack using the r"
      }
    ],
    "beneficial": [
      {
        "document": 1311,
        "excerpt": "onsume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve creatures can partake of the feast. A creatu"
      },
      {
        "document": 1658,
        "excerpt": "smells, and tastes like a Potion of Healing or another beneficial potion. However, it is actually poison masked by illusion magic. Identify reveals its true nature. If y"
      }
    ],
    "benefit": [
      {
        "document": 41,
        "excerpt": "ou have Advantage on the check too. This means you can benefit from both skill proficiency and tool proficiency on the same ability check."
      },
      {
        "document": 86,
        "excerpt": "hree degrees of cover, each of which gives a different benefit to a target. A target can benefit from cover only when an attack or other effect originates on the oppo"
      },
      {
        "document": 262,
        "excerpt": "e multiple ways to calculate your Armor Class, you can benefit from only one at a time. For example, a Monk/Sorcerer with a Monk's Unarmored Defense feature and a Sor"
      },
      {
        "document": 271,
        "excerpt": "y Scores and Backgrounds table shows which backgrounds benefit which ability scores. Look for your class's primary ability there. Ability Scores and Backgrounds Reco"
      },
      {
        "document": 302,
        "excerpt": "have at least 1 level in that class to take the feat. Benefit. The benefits of a feat are detailed after any prerequisites are listed. If you have a feat, you gain it"
      },
      {
        "document": 386,
        "excerpt": "oot and a Boot of Elvenkind on the other foot gains no benefit from either."
      },
      {
        "document": 410,
        "excerpt": "You gain the Armor Class benefit of a Shield only if you have training with it."
      },
      {
        "document": 505,
        "excerpt": "less on the same target, that target gains the spell's benefit only once; the target doesn't receive two bonus dice. But if the durations of the spells overlap, the ef"
      },
      {
        "document": 595,
        "excerpt": "e degrees of cover, each of which provides a different benefit to a target: Half Cover (+2 bonus to AC and Dexterity saving throws), Three-Quarters Cover (+5 bonus to"
      },
      {
        "document": 637,
        "excerpt": "ty check they make with the chosen skill or tool. This benefit expires if the ally doesn't use it before the start of your next turn. The GM has final say on whether y"
      },
      {
        "document": 745,
        "excerpt": "Dexterity saving throws with Advantage. You lose this benefit if you have the Incapacitated condition or if your Speed is 0."
      },
      {
        "document": 752,
        "excerpt": "Benefit to Target"
      },
      {
        "document": 791,
        "excerpt": "us’s Speed and Swim Speed to 0 and making it unable to benefit from bonuses to speed."
      },
      {
        "document": 962,
        "excerpt": "on modifiers. You can use a Shield and still gain this benefit."
      },
      {
        "document": 965,
        "excerpt": "e, you produce a level 4 spell slot. Once you use this benefit, you can't do so again until you finish a Long Rest. Longevity. The primal magic that you wield causes"
      },
      {
        "document": 967,
        "excerpt": "ing throw and only half damage if you fail. You don't benefit from this feature if you have the Incapacitated condition."
      },
      {
        "document": 968,
        "excerpt": "of +1). If another Paladin is present, a creature can benefit from only one Aura of Protection at a time; the creature chooses which aura while in them."
      },
      {
        "document": 972,
        "excerpt": "le perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you can cast spells as if you were in your space"
      },
      {
        "document": 974,
        "excerpt": "n you roll 18–20 on a Death Saving Throw, you gain the benefit of rolling a 20 on it. Heroic Rally. At the start of each of your turns, you regain Hit Points equal to"
      },
      {
        "document": 979,
        "excerpt": "(minimum of 1 Temporary Hit Point). You also gain this benefit if someone else reduces an enemy within 10 feet of you to 0 Hit Points."
      },
      {
        "document": 982,
        "excerpt": "er while in your Aura of Protection. The aura has this benefit until the start of your next turn."
      },
      {
        "document": 984,
        "excerpt": "ties useful for delving into ruins and getting maximum benefit from the magic items you find there."
      },
      {
        "document": 988,
        "excerpt": "ge from the Elven Lineages table. You gain the level 1 benefit of that lineage. When you reach character levels 3 and 5, you learn a higher-level spell, as shown on t"
      },
      {
        "document": 990,
        "excerpt": "atural boon from your ancestry; you can use the chosen benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Lo"
      },
      {
        "document": 994,
        "excerpt": "from the Fiendish Legacies table. You gain the level 1 benefit of the chosen legacy. When you reach character levels 3 and 5, you learn a higher-level spell, as shown"
      },
      {
        "document": 1002,
        "excerpt": "an attack roll, you can hit instead. Once you use this benefit, you can't use it again until the start of your next turn."
      },
      {
        "document": 1004,
        "excerpt": "a bonus or penalty to the d20 roll. Once you use this benefit, you can't use it again until you roll Initiative or finish a Short or Long Rest."
      },
      {
        "document": 1010,
        "excerpt": "th the Damage and the Grapple option. You can use this benefit only once per turn. Attack Advantage. You have Advantage on attack rolls against a creature Grappled by"
      },
      {
        "document": 1011,
        "excerpt": "have the Two-Handed or Versatile property to gain this benefit."
      },
      {
        "document": 1246,
        "excerpt": "om saving throw. On a failed save, the target gains no benefit from its rest, and it takes 3d6 Psychic damage when it wakes up."
      },
      {
        "document": 1260,
        "excerpt": "creatures shed Dim Light in a 10-foot radius and can't benefit from the Invisible condition. Attack rolls against an affected creature or object have Advantage if the"
      },
      {
        "document": 1361,
        "excerpt": "ou, and if it has the Invisible condition, it gains no benefit from that condition against you. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each"
      },
      {
        "document": 1379,
        "excerpt": "ice the normal amount of food when harvested. They can benefit from only one Plant Growth per year."
      },
      {
        "document": 1381,
        "excerpt": "into the new form. The creature can't use or otherwise benefit from any of that equipment."
      },
      {
        "document": 1405,
        "excerpt": "reduces the total damage taken by 1d4. A creature can benefit from this spell only once per turn."
      },
      {
        "document": 1410,
        "excerpt": "throw or take 1d8 Radiant damage. The target gains no benefit from Half Cover or Three-Quarters Cover for this save. Cantrip Upgrade. The damage increases by 1d8 whe"
      },
      {
        "document": 1425,
        "excerpt": ", attack rolls against it have Advantage, and it can't benefit from the Invisible condition. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spe"
      },
      {
        "document": 1442,
        "excerpt": "turn, it emits Dim Light in a 10-foot radius and can't benefit from the Invisible condition. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8"
      },
      {
        "document": 1463,
        "excerpt": "into the new form. The creature can't use or otherwise benefit from any of that equipment. Object into Creature. You can turn an object into any kind of creature, as"
      },
      {
        "document": 1494,
        "excerpt": "If a creature can somehow see you, you don't gain this benefit against that creature."
      },
      {
        "document": 1609,
        "excerpt": "ts your head at a distance of 1d3 feet, conferring its benefit to you while doing so. You can have up to three Ioun Stones orbiting your head at the same time. Each I"
      },
      {
        "document": 1632,
        "excerpt": "vantage on the roll. In addition, your target gains no benefit from Half Cover or Three-Quarters Cover, and you suffer no Disadvantage due to long range. If the attack"
      },
      {
        "document": 1667,
        "excerpt": "xt turn. Elemental Focus. While wearing the ring, you benefit from additional properties corresponding to the ring's linked Elemental Plane: Air. You know Auran, you"
      },
      {
        "document": 1755,
        "excerpt": "ect who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage"
      },
      {
        "document": 1840,
        "excerpt": "age on its attack rolls. Its Speed becomes 0, it can't benefit from any bonus to its Speed, and it moves with the target. A creature can take an action to try to deta"
      },
      {
        "document": 1939,
        "excerpt": "ncubus dies. Until the curse ends, the target gains no benefit from finishing Short Rests. Spellcasting. The incubus casts one of the following spells, requiring no M"
      },
      {
        "document": 1966,
        "excerpt": "ursed, the target can't regain Hit Points, it gains no benefit from finishing a Long Rest, and its Hit Point maximum decreases by 10 (3d6) every 24 hours that elapse."
      },
      {
        "document": 1997,
        "excerpt": "ature, it is cursed. While cursed, the target gains no benefit from finishing a Short or Long Rest. Baleful Command (Recharge 5–6). Wisdom Saving Throw: DC 18, each e"
      }
    ],
    "benefiting": [
      {
        "document": 1193,
        "excerpt": ". A creature that sees the sensor (such as a creature benefiting from See Invisibility or Truesight) sees a luminous orb about the size of your fist."
      }
    ],
    "benefits": [
      {
        "document": 104,
        "excerpt": "est to end it. Regaining Hit Points is one of the main benefits of a rest. “Rules Glossary” provides the rules for Short and Long Rests."
      },
      {
        "document": 302,
        "excerpt": "1 level in that class to take the feat. Benefit. The benefits of a feat are detailed after any prerequisites are listed. If you have a feat, you gain its benefits. R"
      },
      {
        "document": 379,
        "excerpt": "that requires Attunement, you gain only its nonmagical benefits unless its description states otherwise. For example, a magic Shield that requires Attunement provides t"
      },
      {
        "document": 386,
        "excerpt": "s boots, bracers, gauntlets, and gloves - impart their benefits only if both items of the pair are worn. For example, a character wearing a Boot of Striding and Springi"
      },
      {
        "document": 517,
        "excerpt": "t wait at least 16 hours before starting another one. Benefits of the Rest. To start a Long Rest, you must have at least 1 Hit Point. When you finish the rest, you gai"
      },
      {
        "document": 543,
        "excerpt": "art a Short Rest, you must have at least 1 Hit Point. Benefits of the Rest. When you finish the rest, you gain the following benefits: Spend Hit Point Dice. You can s"
      },
      {
        "document": 595,
        "excerpt": "ly). If behind more than one degree of cover, a target benefits only from the most protective degree. See also “Playing the Game” (“Combat”)."
      },
      {
        "document": 622,
        "excerpt": "If you take the Dodge action, you gain the following benefits: until the start of your next turn, any attack roll made against you has Disadvantage if you can see the"
      },
      {
        "document": 965,
        "excerpt": "nstantly blooms within you, granting you the following benefits. Evergreen Wild Shape. Whenever you roll Initiative and have no uses of Wild Shape left, you regain one"
      },
      {
        "document": 967,
        "excerpt": "s that have the Light property You gain the following benefits while you are unarmed or wielding only Monk weapons and you aren't wearing armor or wielding a Shield."
      },
      {
        "document": 969,
        "excerpt": "Thanks to your travels, you gain the following benefits. Expertise. Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in"
      },
      {
        "document": 971,
        "excerpt": "agic for 1 minute, during which you gain the following benefits: - The spell save DC of your Sorcerer spells increases by 1. - You have Advantage on the attack rolls o"
      },
      {
        "document": 972,
        "excerpt": "ur eldritch power, granting the creature the following benefits. Aerial or Aquatic. The familiar gains either a Fly Speed or a Swim Speed (your choice) of 40 feet. Qu"
      },
      {
        "document": 974,
        "excerpt": "the pinnacle of resilience in battle, giving you these benefits. Defy Death. You have Advantage on Death Saving Throws. Moreover, when you roll 18–20 on a Death Saving"
      },
      {
        "document": 982,
        "excerpt": "your Aura of Protection with holy power, granting the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can't us"
      },
      {
        "document": 984,
        "excerpt": "to especially hard-to-reach places, granting you these benefits. Climber. You gain a Climb Speed equal to your Speed. Jumper. You can determine your jump distance usi"
      },
      {
        "document": 990,
        "excerpt": "are descended from Giants. Choose one of the following benefits - a supernatural boon from your ancestry; you can use the chosen benefit a number of times equal to your"
      },
      {
        "document": 1000,
        "excerpt": "Origin Feat You gain the following benefits. Initiative Proficiency. When you roll Initiative, you can add your Proficiency Bonus to the roll. Ini"
      },
      {
        "document": 1002,
        "excerpt": "Feat (Prerequisite: Level 19+) You gain the following benefits. Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30. Peerless"
      },
      {
        "document": 1003,
        "excerpt": "Feat (Prerequisite: Level 19+) You gain the following benefits. Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30. Blink Ste"
      },
      {
        "document": 1004,
        "excerpt": "Feat (Prerequisite: Level 19+) You gain the following benefits. Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30. Improve F"
      },
      {
        "document": 1005,
        "excerpt": "Feat (Prerequisite: Level 19+) You gain the following benefits. Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 30. Overcome"
      },
      {
        "document": 1006,
        "excerpt": "vel 19+, Spellcasting Feature) You gain the following benefits. Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 30"
      },
      {
        "document": 1007,
        "excerpt": "Feat (Prerequisite: Level 19+) You gain the following benefits. Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30. Merge wit"
      },
      {
        "document": 1008,
        "excerpt": "Feat (Prerequisite: Level 19+) You gain the following benefits. Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30. Truesight"
      },
      {
        "document": 1010,
        "excerpt": "4+, Strength or Dexterity 13+) You gain the following benefits. Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20. Punch and"
      },
      {
        "document": 1012,
        "excerpt": "Origin Feat You gain the following benefits. Two Cantrips. You learn two cantrips of your choice from the Cleric, Druid, or Wizard spell list. Inte"
      },
      {
        "document": 1265,
        "excerpt": "t hears until the start of your next turn, gaining the benefits of any special senses it has. Finally, when you cast a spell with a range of touch, your familiar can d"
      },
      {
        "document": 1311,
        "excerpt": "of the feast. A creature that partakes gains several benefits, which last for 24 hours. The creature has Resistance to Poison damage, and it has Immunity to the Frigh"
      },
      {
        "document": 1385,
        "excerpt": "n within range for the spell's entire casting gain the benefits of a Short Rest and also regain 2d8 Hit Points. A creature can't be affected by this spell again until t"
      },
      {
        "document": 1394,
        "excerpt": "Fey, Fiends, or Undead. The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target. The target also can't be"
      },
      {
        "document": 1484,
        "excerpt": "ther feat for which you are eligible. You lose all the benefits of the old feat and gain the benefits of the new one. You can't replace a feat that is a prerequisite fo"
      },
      {
        "document": 1521,
        "excerpt": "ment) While wearing this belt, you gain the following benefits: Dwarvish. You know Dwarvish. Friend of Dwarvenkind. You have Advantage on Charisma (Persuasion) check"
      },
      {
        "document": 1528,
        "excerpt": "feel warm. While wearing them, you gain the following benefits. Cold Resistance. You have Resistance to Cold damage and can tolerate temperatures of 0 degrees Fahrenh"
      },
      {
        "document": 1541,
        "excerpt": "very threads. While wearing it, you gain the following benefits. Poison Resistance. You have Resistance to Poison damage. Spider Climb. You have a Climb Speed equal t"
      },
      {
        "document": 1593,
        "excerpt": "to which you are also attuned, you gain the following benefits: Giants' Bane. When you roll a 20 on the d20 for an attack roll made with this weapon against a Giant,"
      },
      {
        "document": 1598,
        "excerpt": "yed, the helm loses its magic. You gain the following benefits while wearing the helm. Diamond Light. As long as it has at least one diamond, the helm emits a 30-foot"
      },
      {
        "document": 1639,
        "excerpt": "t) While wearing this pendant, you gain the following benefits. Life Preservation. Whenever you make a Death Saving Throw, you can change a roll of 9 or lower to a 10"
      },
      {
        "document": 1687,
        "excerpt": "terns. While you wear the robe, you gain the following benefits: All-Around Vision. The robe gives you Advantage on Wisdom (Perception) checks that rely on sight. Spe"
      },
      {
        "document": 1690,
        "excerpt": "xquisite cloth and adorned with runes. You gain these benefits while wearing the robe. Armor. If you aren't wearing armor, your base Armor Class is 15 plus your Dexte"
      },
      {
        "document": 1700,
        "excerpt": "tunement) This beetle-shaped medallion provides three benefits while it is on your person. Defense. You gain a +1 bonus to Armor Class. Preservation. The scarab has"
      },
      {
        "document": 1755,
        "excerpt": "ou and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This be"
      }
    ],
    "benevolent": [
      {
        "document": 521,
        "excerpt": "creature controlled by the GM, even if the creature is benevolent. See also “Creature” and “NPC.”"
      }
    ],
    "bequeathed": [
      {
        "document": 977,
        "excerpt": "ft of a dragon. Perhaps an ancient dragon facing death bequeathed some of its magical power to you or your ancestor. You might have absorbed magic from a site infused wit"
      }
    ],
    "berries": [
      {
        "document": 1294,
        "excerpt": "V, S, M (a sprig of mistletoe) Duration: 24 hours Ten berries appear in your hand and are infused with magic for the duration. A creature can take a Bonus Action to e"
      }
    ],
    "berry": [
      {
        "document": 1294,
        "excerpt": "uration. A creature can take a Bonus Action to eat one berry. Eating a berry restores 1 Hit Point, and the berry provides enough nourishment to sustain a creature fo"
      }
    ],
    "berserk": [
      {
        "document": 1523,
        "excerpt": "you must succeed on a DC 15 Wisdom saving throw or go berserk. This berserk state ends when you start your turn and there are no creatures within 60 feet of you that"
      },
      {
        "document": 1828,
        "excerpt": "number of Hit Points equal to the Acid damage dealt. Berserk. Whenever the golem starts its turn Bloodied, roll 1d6. On a 6, the golem goes berserk. On each of its t"
      },
      {
        "document": 1864,
        "excerpt": "ls and ability checks until the end of its next turn. Berserk. Whenever the golem starts its turn Bloodied, roll 1d6. On a 6, the golem goes berserk. On each of its t"
      }
    ],
    "berserker": [
      {
        "document": 801,
        "excerpt": "Berserker"
      },
      {
        "document": 962,
        "excerpt": "n a Barbarian subclass of your choice. The Path of the Berserker subclass is detailed after this class's description. A subclass is a specialization that grants you feat"
      },
      {
        "document": 983,
        "excerpt": "Path of the Berserker"
      },
      {
        "document": 1523,
        "excerpt": "Berserker Axe"
      },
      {
        "document": 1604,
        "excerpt": "ied spaces within 60 feet of you. Each spirit uses the Berserker stat block and returns to Ysgard after 1 hour or when it drops to 0 Hit Points. The spirits look like li"
      },
      {
        "document": 1807,
        "excerpt": "Berserker"
      }
    ],
    "berthed": [
      {
        "document": 364,
        "excerpt": "airs to a damaged ship can be made while the vessel is berthed. Repairing 1 Hit Point of damage requires 1 day and costs 20 GP for materials and labor. If the repairs"
      }
    ],
    "beseech": [
      {
        "document": 1376,
        "excerpt": "60 feet Components: V, S Duration: Instantaneous You beseech an otherworldly entity for aid. The being must be known to you: a god, a demon prince, or some other bei"
      }
    ],
    "besets": [
      {
        "document": 671,
        "excerpt": "ises from the chaos and evil of the Abyss and commonly besets creatures that interact with demonic objects or linger in desecrated locations, where demonic spirits aw"
      }
    ],
    "best": [
      {
        "document": 235,
        "excerpt": "ood. Neutral Good (NG). Neutral Good creatures do the best they can, working within rules but not feeling bound by them. A kindly person who helps others according"
      },
      {
        "document": 237,
        "excerpt": "hey aren't evil; they are unaligned. doing what seems best at the time. Someone who's bored by moral debate is probably Neutral. Chaotic Neutral (CN). Chaotic Neu"
      },
      {
        "document": 373,
        "excerpt": "You pay for the best and might have a staff that supports your lifestyle. Others notice your wealth and might encourage you t"
      },
      {
        "document": 690,
        "excerpt": "at causes intense mental stress, Psychic damage is the best way to emulate that effect. The Sample Mental Stress Effects table provides a few examples of such effe"
      },
      {
        "document": 712,
        "excerpt": "ecome overly cautious, which slows down the game. The best traps are fleeting distractions that skilled characters can overcome in a short amount of time or deadly"
      },
      {
        "document": 734,
        "excerpt": "The best combat encounters often pair one kind of creature with another, such as fire giants paired with hell hou"
      },
      {
        "document": 1242,
        "excerpt": "er there,” or “Fetch that object.” The target does its best to obey on its turn. If it completes an order and doesn’t receive further direction from you, it acts an"
      },
      {
        "document": 1243,
        "excerpt": "er there,” or “Fetch that object.” The target does its best to obey on its turn. If it completes an order and doesn’t receive further direction from you, it acts an"
      },
      {
        "document": 1244,
        "excerpt": "er there,” or “Fetch that object.” The target does its best to obey on its turn. If it completes an order and doesn’t receive further direction from you, it acts an"
      },
      {
        "document": 1354,
        "excerpt": "get. Each Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activi"
      },
      {
        "document": 1377,
        "excerpt": "ll. A bound creature must follow your commands to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or"
      },
      {
        "document": 1447,
        "excerpt": "rget. The Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activi"
      },
      {
        "document": 1468,
        "excerpt": "give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servan"
      }
    ],
    "bestow": [
      {
        "document": 666,
        "excerpt": "Bestow Curse"
      },
      {
        "document": 889,
        "excerpt": "Bestow Curse"
      },
      {
        "document": 901,
        "excerpt": "Bestow Curse"
      },
      {
        "document": 913,
        "excerpt": "Bestow Curse"
      },
      {
        "document": 1176,
        "excerpt": "Bestow Curse"
      },
      {
        "document": 1283,
        "excerpt": "r) Duration: 8 hours You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target has Advantage on D20 Te"
      }
    ],
    "bestowed": [
      {
        "document": 1593,
        "excerpt": "ing throw or die. Might of Giants. The Strength score bestowed by your Belt of Giant Strength or Gauntlets of Ogre Power increases by 4, to a maximum of 30."
      }
    ],
    "better": [
      {
        "document": 34,
        "excerpt": "any weapons, while others can use only a few. Some are better at understanding people's motives, and others are better at unlocking the secrets of the multiverse. All"
      },
      {
        "document": 41,
        "excerpt": ". Anyone can wield a weapon, but proficiency makes you better at wielding it. If you have proficiency with a weapon, you add your Proficiency Bonus to attack rolls yo"
      },
      {
        "document": 982,
        "excerpt": "es to the highest standards of conduct, and some - for better or worse - hold the rest of the world to the same standards. Many who swear this oath are devoted to go"
      }
    ],
    "between": [
      {
        "document": 54,
        "excerpt": "cured area. An area of Dim Light is usually a boundary between Bright Light and surrounding Darkness. The soft light of twilight and dawn also counts as Dim Light. A f"
      },
      {
        "document": 71,
        "excerpt": "A typical combat encounter is a clash between two sides: a flurry of weapon swings, feints, parries, footwork, and spellcasting. The game organizes co"
      },
      {
        "document": 73,
        "excerpt": "ed characters. The GM decides the order if the tie is between a monster and a player character."
      },
      {
        "document": 75,
        "excerpt": "s its space. Ranges. To determine the range on a grid between two things - whether creatures or objects - count squares from a square adjacent to one of them and stop"
      },
      {
        "document": 141,
        "excerpt": "ative. Deviating from this course might cause conflict between the wielder and the item (see “Conflict” below). You can pick a special purpose or roll on the Sentient"
      },
      {
        "document": 148,
        "excerpt": "composed of polished metal or crystal. A staff weighs between 2 and 7 pounds and serves well as a walking stick or cane. Unless its description notes otherwise, a st"
      },
      {
        "document": 296,
        "excerpt": "Each background offers a choice between a package of equipment and 50 GP."
      },
      {
        "document": 526,
        "excerpt": "unseen point and an obstruction - such as a wall - is between the creator and that point, the point of origin comes into being on the near side of the obstruction."
      },
      {
        "document": 548,
        "excerpt": "choose which one to use when you move; you can switch between the speeds during your move. Whenever you switch, subtract the distance already moved from the new speed"
      },
      {
        "document": 555,
        "excerpt": "n includes sheathing, stowing, or dropping it. Moving between Attacks. If you move on your turn and have a feature, such as Extra Attack, that gives you more than one"
      },
      {
        "document": 616,
        "excerpt": "eavy snow, ice, rubble, or undergrowth - Liquid that's between shin- and waist-deep - A narrow opening sized for a creature one size smaller than you - A slope of 20 d"
      },
      {
        "document": 633,
        "excerpt": "ler has the Incapacitated condition or if the distance between the Grappled target and the grappler exceeds the grapple's range. In addition, the grappler can release"
      },
      {
        "document": 660,
        "excerpt": "te for the background. There needn't be a relationship between the skill proficiencies a background grants and the ability scores it increases."
      },
      {
        "document": 716,
        "excerpt": "The trip wire is 3 inches off the ground and stretches between two weak supports that topple when the trip wire is pulled. The first creature that crosses the trip wi"
      },
      {
        "document": 717,
        "excerpt": "The trip wire is 3 inches off the ground and stretches between two columns or trees. The first creature that crosses the trip wire causes the Net to fall on it. The t"
      },
      {
        "document": 719,
        "excerpt": "ected, an Iron Spike or a similar object can be wedged between the pit's lid and the surrounding floor to prevent the lid from opening, thereby making it safe to cross"
      },
      {
        "document": 723,
        "excerpt": "ected, an Iron Spike or a similar object can be wedged between the pit's lid and the surrounding floor to prevent the lid from opening, thereby making it safe to cross"
      },
      {
        "document": 1153,
        "excerpt": "e. Aquatic Adaptation. You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed. Change Appearance."
      },
      {
        "document": 1167,
        "excerpt": "nce is the addition of a silvery cord that trails from between the shoulder blades of the astral form. The cord fades from view after 1 foot. If the cord is cut - whic"
      },
      {
        "document": 1193,
        "excerpt": "u were in its space. As a Bonus Action, you can switch between seeing and hearing. A creature that sees the sensor (such as a creature benefiting from See Invisibilit"
      },
      {
        "document": 1339,
        "excerpt": "creature if any thickness of lead blocks a direct path between you and the creature."
      },
      {
        "document": 1340,
        "excerpt": "n object if any thickness of lead blocks a direct path between you and the object."
      },
      {
        "document": 1461,
        "excerpt": "Duration: 1 minute This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of"
      },
      {
        "document": 1477,
        "excerpt": "reature that is willing and create a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus"
      },
      {
        "document": 1480,
        "excerpt": "them is Lightly Obscured. If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses"
      },
      {
        "document": 1612,
        "excerpt": "bolt of lightning. This bolt forms a 5-foot-wide Line between you and the target. The target and each other creature in the Line (excluding you) makes a DC 13 Dexteri"
      },
      {
        "document": 1708,
        "excerpt": "lky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside with Oil of Slipperines"
      },
      {
        "document": 1810,
        "excerpt": "The original pudding's Hit Points are divided evenly between the new puddings (round down)."
      },
      {
        "document": 1972,
        "excerpt": "ve. The original jelly's Hit Points are divided evenly between the new jellies (round down)."
      }
    ],
    "beware": [
      {
        "document": 160,
        "excerpt": "in and whether any of that equipment is still usable. Beware of giving a monster combat-oriented magic items, since those might alter the monster's Challenge Rating."
      }
    ],
    "beyond": [
      {
        "document": 26,
        "excerpt": "the GM might say the door opens and describe what lies beyond. But the door might be locked, the floor might hide a trap, or some other circumstance might make it cha"
      },
      {
        "document": 88,
        "excerpt": "a spell, has a single range, you can't attack a target beyond this range. Some ranged attacks, such as those made with a Longbow, have two ranges. The smaller number"
      },
      {
        "document": 99,
        "excerpt": "with a weapon underwater automatically misses a target beyond the weapon's normal range, and the attack roll has Disadvantage against a target within normal range."
      },
      {
        "document": 251,
        "excerpt": "s outlined in this chapter and the rules for advancing beyond level 1 provided Starting Equipment at Higher Levels"
      },
      {
        "document": 283,
        "excerpt": "the same age. Your character can be any age that isn’t beyond their species’ normal life span."
      },
      {
        "document": 328,
        "excerpt": "nd is the weapon's long range. When attacking a target beyond normal range, you have Disadvantage on the attack roll. You can't attack a target beyond the long range."
      },
      {
        "document": 501,
        "excerpt": "oes, which ignores mundane physical laws; any outcomes beyond those effects are under the GM's purview. Whatever the effects, they typically deal with targets, saving"
      },
      {
        "document": 702,
        "excerpt": "f tiring. At the end of each additional hour of travel beyond 8 hours, each character must succeed on a Constitution saving throw or gain 1 Exhaustion level. The DC i"
      },
      {
        "document": 739,
        "excerpt": "Push your body beyond normal limits"
      },
      {
        "document": 966,
        "excerpt": "You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic acti"
      },
      {
        "document": 982,
        "excerpt": "Bright Light in a 20-foot radius and Dim Light 20 feet beyond that. You can end this effect early (no action required). This effect also ends if you aren't carrying"
      },
      {
        "document": 1199,
        "excerpt": "answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's"
      },
      {
        "document": 1214,
        "excerpt": "in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain. The water continues to move in the direction"
      },
      {
        "document": 1349,
        "excerpt": "feet of it. While closed, the door is imperceptible. Beyond the door is a magnificent foyer with numerous chambers beyond. The dwelling's atmosphere is clean, fresh"
      },
      {
        "document": 1358,
        "excerpt": "cts if you are familiar with the target and know it is beyond the barrier. Magical silence; 1 foot of stone, metal, or wood; or a thin sheet of lead blocks the spell."
      },
      {
        "document": 1623,
        "excerpt": "tes an actual door, which can be opened to whatever is beyond. Painting a pit creates a real pit, the entire depth of which must lie within the 20-foot Cube. No obje"
      },
      {
        "document": 1627,
        "excerpt": "he next 72 hours, or you can draw two additional cards beyond your declared draws. Key. A Rare or rarer magic weapon with which you are proficient appears on your pe"
      },
      {
        "document": 1934,
        "excerpt": "ew heads. Reactive Heads. For each head the hydra has beyond one, it gets an extra Reaction that can be used only for Opportunity Attacks."
      }
    ],
    "big": [
      {
        "document": 580,
        "excerpt": "have Vulnerability to Fire damage. Damage Threshold. Big objects, such as castle walls, often have extra resilience represented by a damage threshold. See also “"
      },
      {
        "document": 719,
        "excerpt": "the pit easier to escape by adding cracks in the walls big enough to serve as handholds and footholds. At Higher Levels. You can scale the trap for higher levels"
      },
      {
        "document": 723,
        "excerpt": "the pit easier to escape by adding cracks in the walls big enough to serve as handholds and footholds. At Higher Levels. You can scale the trap for higher levels"
      },
      {
        "document": 990,
        "excerpt": "ge your size to Large as a Bonus Action if you're in a big enough space. This transformation lasts for 10 minutes or until you end it (no action required). For tha"
      },
      {
        "document": 1459,
        "excerpt": "he spell fails when you cast it if the Emanation isn't big enough to fully encapsulate all creatures in its area. Creatures and objects within the Emanation when"
      },
      {
        "document": 1740,
        "excerpt": "a head, or if the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 30 Slashing damage f"
      }
    ],
    "bigger": [
      {
        "document": 1852,
        "excerpt": "Tree Stride. If within 5 feet of a Large or bigger tree, the dryad teleports to an unoccupied space within 5 feet of a second Large or bigger tree that is"
      }
    ],
    "bile": [
      {
        "document": 1471,
        "excerpt": "V, S, M (a drop of bile)"
      }
    ],
    "billow": [
      {
        "document": 1575,
        "excerpt": "this bottle. Opening the bottle causes thick smoke to billow out, forming a cloud that fills a 60-foot Emanation originating from the bottle. The area within the smo"
      }
    ],
    "bind": [
      {
        "document": 319,
        "excerpt": "As a Utilize action, you can use Manacles to bind an unwilling Small or Medium creature within 5 feet of yourself that has the Grappled, Incapacitated, or"
      },
      {
        "document": 338,
        "excerpt": "successful DC 20 Strength (Athletics) check. You can bind an unwilling creature with the Rope only if the creature has the Grappled, Incapacitated, or Restrained"
      },
      {
        "document": 1303,
        "excerpt": "ightened by them while in the area. Extra Effect. You bind an extra effect to the area from the list below: Courage. Creatures of any types you choose can't gain"
      },
      {
        "document": 1377,
        "excerpt": "the spell consumes) Duration: 24 hours You attempt to bind a Celestial, an Elemental, a Fey, or a Fiend to your service. The creature must be within range for the"
      },
      {
        "document": 1825,
        "excerpt": "re Infernal Chain. The devil conjures a fiery chain to bind a creature. Dexterity Saving Throw: DC 15, one creature the devil can see within 60 feet. Failure: 9 (2d"
      }
    ],
    "binding": [
      {
        "document": 781,
        "excerpt": "Wand of Binding Table 1"
      },
      {
        "document": 834,
        "excerpt": "Planar Binding"
      },
      {
        "document": 878,
        "excerpt": "Planar Binding"
      },
      {
        "document": 891,
        "excerpt": "Planar Binding"
      },
      {
        "document": 903,
        "excerpt": "Planar Binding"
      },
      {
        "document": 915,
        "excerpt": "Planar Binding"
      },
      {
        "document": 1377,
        "excerpt": "Planar Binding"
      },
      {
        "document": 1741,
        "excerpt": "Wand of Binding"
      }
    ],
    "binds": [
      {
        "document": 982,
        "excerpt": "the Ideals of Justice and Order The Oath of Devotion binds Paladins to the ideals of justice and order. These Paladins meet the archetype of the knight in shining"
      }
    ],
    "biped": [
      {
        "document": 1947,
        "excerpt": "t Will: Disguise Self (can appear as a Large or Medium biped), Minor Illusion 1/Day Each: Geas, Major Image, Scrying"
      }
    ],
    "bipedal": [
      {
        "document": 1153,
        "excerpt": "t size, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. For the duration, you can take a Magic ac"
      }
    ],
    "bird": [
      {
        "document": 755,
        "excerpt": "Bird"
      },
      {
        "document": 1579,
        "excerpt": "e effect. When the effect ends, the token disappears. Bird (Rare). You can take a Magic action to toss the token 5 feet into the air. The token disappears and an e"
      }
    ],
    "birds": [
      {
        "document": 1204,
        "excerpt": "the spirits' animal form, such as wolves, serpents, or birds. You have Advantage on Strength saving throws while you're within 5 feet of the pack, and when you move"
      }
    ],
    "bit": [
      {
        "document": 267,
        "excerpt": "lan for a temple, a castle, or another structure 83 A bit of folded cloth that, when unfolded, turns into a stylish cap 84 A receipt of deposit at a bank in a fa"
      },
      {
        "document": 357,
        "excerpt": "A saddle comes with a bit, a bridle, reins, and any other equipment needed to use the saddle. A Military Saddle gives Advantage on"
      },
      {
        "document": 820,
        "excerpt": "A glass jar containing a bit of flesh floating in pickling fluid"
      },
      {
        "document": 1162,
        "excerpt": "V, S, M (a bit of bat fur)"
      },
      {
        "document": 1222,
        "excerpt": "V, S, M (a bit of phosphorus)"
      },
      {
        "document": 1271,
        "excerpt": "V, S, M (a bit of phosphorus or a firefly)"
      },
      {
        "document": 1286,
        "excerpt": "V, S, M (a bit of gauze)"
      },
      {
        "document": 1295,
        "excerpt": "V, S, M (a bit of pork rind or butter)"
      },
      {
        "document": 1337,
        "excerpt": "V, S, M (a bit of fur and a crystal rod)"
      },
      {
        "document": 1350,
        "excerpt": "V, S, M (a bit of fleece)"
      },
      {
        "document": 1362,
        "excerpt": "S, M (a bit of fleece)"
      },
      {
        "document": 1373,
        "excerpt": "V, S, M (a bit of fleece)"
      },
      {
        "document": 1375,
        "excerpt": "eature's appearance, and it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more"
      },
      {
        "document": 1413,
        "excerpt": "| -4 | | Body part, lock of hair, or bit of nail | -10 | On a successful save, the target isn't affected, and you can't use this spell"
      },
      {
        "document": 1428,
        "excerpt": "V, S, M (a bit of fleece)"
      },
      {
        "document": 1468,
        "excerpt": "V, S, M (a bit of string and of wood)"
      },
      {
        "document": 1480,
        "excerpt": "V, S, M (a bit of spiderweb)"
      }
    ],
    "bite": [
      {
        "document": 1261,
        "excerpt": "the start of each of your turns, the hound attempts to bite one enemy within 5 feet of it. That enemy must succeed on a Dexterity saving throw or take 4d8 Force dam"
      },
      {
        "document": 1772,
        "excerpt": "Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 15 (2d10 + 4) Piercing damage. Claws. Melee Attack Roll: +6, r"
      },
      {
        "document": 1786,
        "excerpt": "Bite. Melee Attack Roll: +5 (with Advantage if the target is Grappled by the ankheg), reach 5 ft. Hit: 10 (2d"
      },
      {
        "document": 1789,
        "excerpt": "Multiattack. The archelon makes two Bite attacks. Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 14 (3d6 + 4) Piercing damage."
      },
      {
        "document": 1797,
        "excerpt": "Bite. Melee Attack Roll: +1, reach 5 ft. Hit: 1 (1d4 - 1) Piercing damage."
      },
      {
        "document": 1798,
        "excerpt": "Bite. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Piercing damage."
      },
      {
        "document": 1803,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage plus 7 (2d6) Poison damage."
      },
      {
        "document": 1804,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Piercing damage."
      },
      {
        "document": 1806,
        "excerpt": "Multiattack. The behir makes one Bite attack and uses Constrict. Bite. Melee Attack Roll: +10, reach 10 ft. Hit: 19 (2d12 + 6) Piercing damag"
      },
      {
        "document": 1811,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Piercing damage."
      },
      {
        "document": 1818,
        "excerpt": "Multiattack. The bear makes one Bite attack and one Claw attack. Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage."
      },
      {
        "document": 1821,
        "excerpt": "Multiattack. The bulette makes two Bite attacks. Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 17 (2d12 + 4) Piercing damage. Deadly Leap. The"
      },
      {
        "document": 1822,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Bludgeoning damage."
      },
      {
        "document": 1826,
        "excerpt": "Multiattack. The chimera makes one Ram attack, one Bite attack, and one Claw attack. It can replace the Claw attack with a use of Fire Breath if available. Bit"
      },
      {
        "document": 1831,
        "excerpt": "Petrifying Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Piercing damage. If the target is a creature, it is"
      },
      {
        "document": 1833,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Piercing damage. Constrict. Strength Saving Throw:"
      },
      {
        "document": 1835,
        "excerpt": "Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (1d12 + 5) Piercing damage, and the target has the Poisoned"
      },
      {
        "document": 1837,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Piercing damage. If the target is a Medium or small"
      },
      {
        "document": 1841,
        "excerpt": "Multiattack. The death dog makes two Bite attacks. Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage. If the target is a"
      },
      {
        "document": 1844,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Piercing damage. If the target is a Large or small"
      },
      {
        "document": 1848,
        "excerpt": "Multiattack. The dragon makes three Bite attacks. It can replace one attack with a Tail attack. Bite. Melee Attack Roll: +13, reach 15 ft. Hit:"
      },
      {
        "document": 1860,
        "excerpt": "Multiattack. The ettercap makes one Bite attack and one Claw attack. Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage p"
      },
      {
        "document": 1865,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Piercing damage plus 5 (2d4) Poison damage."
      },
      {
        "document": 1866,
        "excerpt": "Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 1 Piercing damage."
      },
      {
        "document": 1870,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 9 (2d8) Necrotic damage. Claw"
      },
      {
        "document": 1872,
        "excerpt": "Multiattack. The ghoul makes two Bite attacks. Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 3 (1d6) Necroti"
      },
      {
        "document": 1874,
        "excerpt": "Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 6 (2d4 + 1) Piercing damage."
      },
      {
        "document": 1875,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage."
      },
      {
        "document": 1877,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage, and the target has the Poisoned co"
      },
      {
        "document": 1878,
        "excerpt": "Multiattack. The snake makes one Bite attack and uses Constrict. Bite. Melee Attack Roll: +6, reach 10 ft. Hit: 11 (2d6 + 4) Piercing damage."
      },
      {
        "document": 1880,
        "excerpt": "Multiattack. The crocodile makes one Bite attack and one Tail attack. Bite. Melee Attack Roll: +8, reach 5 ft. Hit: 21 (3d10 + 5) Piercing damage"
      },
      {
        "document": 1883,
        "excerpt": "Bite. Melee Attack Roll: +1, reach 5 ft. Hit: 1 Fire damage."
      },
      {
        "document": 1885,
        "excerpt": "Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage. If the target is a Medium or small"
      },
      {
        "document": 1887,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage."
      },
      {
        "document": 1888,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Piercing damage."
      },
      {
        "document": 1891,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 feet. Hit: 5 (1d4 + 3) Piercing damage."
      },
      {
        "document": 1894,
        "excerpt": "Multiattack. The shark makes two Bite attacks. Bite. Melee Attack Roll: +9 (with Advantage if the target doesn't have all its Hit Points), re"
      },
      {
        "document": 1895,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 7 (2d6) Poison damage. Web (R"
      },
      {
        "document": 1896,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 5 (2d4) Poison damage. If the"
      },
      {
        "document": 1897,
        "excerpt": "Bite. Melee Attack Roll: +6, reach 10 ft. Hit: 6 (1d4 + 4) Piercing damage plus 4 (1d8) Poison damage."
      },
      {
        "document": 1900,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Piercing damage."
      },
      {
        "document": 1901,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Piercing damage plus 5 (2d4) Poison damage."
      },
      {
        "document": 1902,
        "excerpt": "Bite. Melee Attack Roll: +2, reach 5 ft. Hit: 7 (2d6) Piercing damage. If the target is a Medium or smaller c"
      },
      {
        "document": 1920,
        "excerpt": "Multiattack. The naga makes two Bite attacks. It can replace any attack with a use of Poisonous Spittle. Bite. Melee Attack Roll: +8, reach"
      },
      {
        "document": 1924,
        "excerpt": "Multiattack. The hound makes two Bite attacks. Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 3 (1d6) Fire da"
      },
      {
        "document": 1928,
        "excerpt": "Multiattack. The hippopotamus makes two Bite attacks. Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 16 (2d10 + 5) Piercing damage."
      },
      {
        "document": 1931,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Piercing damage, and the target is subjected to the following"
      },
      {
        "document": 1933,
        "excerpt": "Bite. Melee Attack Roll: +6 (with Advantage if the target doesn't have all its Hit Points), reach 5 ft. Hit:"
      },
      {
        "document": 1934,
        "excerpt": "Multiattack. The hydra makes as many Bite attacks as it has heads. Bite. Melee Attack Roll: +8, reach 10 ft. Hit: 10 (1d10 + 5) Piercing damage."
      },
      {
        "document": 1935,
        "excerpt": "Bite. Melee Attack Roll: +2, reach 5 ft. Hit: 3 (1d6) Piercing damage."
      },
      {
        "document": 1942,
        "excerpt": "Bite. Melee Attack Roll: +1, reach 5 ft. Hit: 1 (1d4 - 1) Piercing damage."
      },
      {
        "document": 1943,
        "excerpt": "Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 21 (5d6 + 4) Piercing damage."
      },
      {
        "document": 1951,
        "excerpt": "Bite. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Piercing damage."
      },
      {
        "document": 1958,
        "excerpt": "Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Piercing damage. If the target is a Medium or small"
      },
      {
        "document": 1961,
        "excerpt": "Multiattack. The merrow makes two attacks, using Bite, Claw, or Harpoon in any combination. Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 6 (1d4 + 4) Piercin"
      },
      {
        "document": 1962,
        "excerpt": "Bite. Melee Attack Roll: +5 (with Advantage if the target is Grappled by the mimic), reach 5 ft. Hit: 7 (1d8"
      },
      {
        "document": 1977,
        "excerpt": "Multiattack. The otyugh makes one Bite attack and two Tentacle attacks. Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 12 (2d8 + 3) Piercing da"
      },
      {
        "document": 1982,
        "excerpt": "Multiattack. The spider makes two Bite attacks. Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Piercing damage plus 9 (2d8) Poison"
      },
      {
        "document": 1983,
        "excerpt": "Bite. Melee Attack Roll: +5 (with Advantage if the target doesn't have all its Hit Points), reach 5 ft. Hit:"
      },
      {
        "document": 1986,
        "excerpt": "Multiattack. The pit fiend makes one Bite attack, two Devilish Claw attacks, and one Fiery Mace attack. Bite. Melee Attack Roll: +14, reach 10 ft"
      },
      {
        "document": 1988,
        "excerpt": "Bite. Melee Attack Roll: +6, reach 10 ft. Hit: 11 (2d6 + 4) Piercing damage."
      },
      {
        "document": 1993,
        "excerpt": "Multiattack. The pseudodragon makes two Bite attacks. Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage. Sting. Constitutio"
      },
      {
        "document": 1994,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Piercing damage."
      },
      {
        "document": 1995,
        "excerpt": "Multiattack. The worm makes one Bite attack and one Tail Stinger attack. Bite. Melee Attack Roll: +14, reach 10 ft. Hit: 22 (3d8 + 9) Pierci"
      },
      {
        "document": 1998,
        "excerpt": "Bite. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Piercing damage."
      },
      {
        "document": 2001,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2) Piercing damage."
      },
      {
        "document": 2002,
        "excerpt": "Bite. Melee Attack Roll: +11, reach 10 ft. Hit: 18 (2d10 + 7) Piercing damage plus 14 (4d6) Fire damage. If t"
      },
      {
        "document": 2006,
        "excerpt": "r makes two Tentacle attacks, uses Reel, and makes two Bite attacks. Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 17 (3d8 + 4) Piercing damage. Tentacle. Melee A"
      },
      {
        "document": 2007,
        "excerpt": "Multiattack. The rust monster makes one Bite attack and uses Antennae twice. Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 5 (1d8 + 1) Piercing dama"
      },
      {
        "document": 2027,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Piercing damage plus 2 (1d4) Poison damage."
      },
      {
        "document": 2028,
        "excerpt": "Multiattack. The naga makes three attacks, using Bite or Necrotic Ray in any combination. Bite. Melee Attack Roll: +7, reach 10 ft. Hit: 7 (1d6 + 4) Piercing"
      },
      {
        "document": 2044,
        "excerpt": "Multiattack. The tarrasque makes one Bite attack and three other attacks, using Claw or Tail in any combination. Bite. Melee Attack Roll: +19, re"
      },
      {
        "document": 2052,
        "excerpt": "Multiattack. The tyrannosaurus makes one Bite attack and one Tail attack. Bite. Melee Attack Roll: +10, reach 10 ft. Hit: 33 (4d12 + 7) Piercing dama"
      },
      {
        "document": 2055,
        "excerpt": "ltiattack. The vampire makes two Claw attacks and uses Bite. Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (2d4 + 3) Slashing damage. If the target is a Medium o"
      },
      {
        "document": 2056,
        "excerpt": "). The vampire makes two Grave Strike attacks and uses Bite. Grave Strike (Vampire Form Only). Melee Attack Roll: +9, reach 5 ft. Hit: 8 (1d8 + 4) Bludgeoning dama"
      },
      {
        "document": 2057,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage plus 3 (1d6) Poison damage."
      },
      {
        "document": 2066,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 1 Piercing damage."
      },
      {
        "document": 2067,
        "excerpt": "d in any combination. It can replace one attack with a Bite attack. Bite (Bear or Hybrid Form Only). Melee Attack Roll: +7, reach 5 ft. Hit: 17 (2d12 + 4) Piercing"
      },
      {
        "document": 2069,
        "excerpt": "w in any combination. It can replace one attack with a Bite attack. Bite (Rat or Hybrid Form Only). Melee Attack Roll: +5, reach 5 ft. Hit: 8 (2d4 + 3) Piercing da"
      },
      {
        "document": 2070,
        "excerpt": "w in any combination. It can replace one attack with a Bite attack. Bite (Tiger or Hybrid Form Only). Melee Attack Roll: +5, reach 5 ft. Hit: 12 (2d8 + 3) Piercing"
      },
      {
        "document": 2071,
        "excerpt": "w in any combination. It can replace one attack with a Bite attack. Bite (Wolf or Hybrid Form Only). Melee Attack Roll: +5, reach 5 ft. Hit: 12 (2d8 + 3) Piercing"
      },
      {
        "document": 2075,
        "excerpt": "Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 11 (2d6 + 4) Piercing damage. If the target is a Large or small"
      },
      {
        "document": 2076,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage. If the target is a Medium or small"
      },
      {
        "document": 2077,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage, and the next attack roll made agai"
      },
      {
        "document": 2079,
        "excerpt": "Multiattack. The wyvern makes one Bite attack and one Sting attack. Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Piercing damage"
      },
      {
        "document": 2080,
        "excerpt": "Multiattack. The xorn makes one Bite attack and three Claw attacks. Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 17 (4d6 + 3) Piercing dama"
      }
    ],
    "bites": [
      {
        "document": 2037,
        "excerpt": "Bites. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (2d4) Piercing damage, or 2 (1d4) Piercing damage if the swar"
      },
      {
        "document": 2039,
        "excerpt": "Bites. Melee Attack Roll: +3, reach 5 ft. Hit: 6 (2d4 + 1) Poison damage, or 3 (1d4 + 1) Poison damage if the"
      },
      {
        "document": 2040,
        "excerpt": "Bites. Melee Attack Roll: +5 (with Advantage if the target doesn't have all its Hit Points), reach 5 ft. Hit:"
      },
      {
        "document": 2041,
        "excerpt": "Bites. Melee Attack Roll: +2, reach 5 ft. Hit: 5 (2d4) Piercing damage, or 2 (1d4) Piercing damage if the swar"
      },
      {
        "document": 2043,
        "excerpt": "Bites. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) Piercing damage - or 6 (1d4 + 4) Piercing damage if"
      }
    ],
    "bits": [
      {
        "document": 1645,
        "excerpt": "). Agitating this potion's muddy liquid brings little bits into view: a fish scale, a hummingbird feather, a cat claw, or a squirrel hair."
      }
    ],
    "bitter": [
      {
        "document": 978,
        "excerpt": "magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some Evokers find employmen"
      }
    ],
    "bitumen": [
      {
        "document": 1438,
        "excerpt": "V, S, M (a drop of bitumen and a spider)"
      }
    ],
    "black": [
      {
        "document": 181,
        "excerpt": "d owlbears. Oozes are gelatinous creatures, including black puddings and gelatinous cubes. Plants are sentient vegetation and fungal monsters, such as shambling mo"
      },
      {
        "document": 210,
        "excerpt": "Black Dragons"
      },
      {
        "document": 266,
        "excerpt": "e of a coin 63 An alabaster mask 64 A cone of sticky black incense that stinks 65 A nightcap that gives you pleasant dreams when you wear it 66 A single caltrop"
      },
      {
        "document": 267,
        "excerpt": "lticolored, glazed surface 95 A petrified mouse 96 A black pirate flag adorned with a dragon's skull and crossbones 97 A tiny mechanical crab or spider that moves"
      },
      {
        "document": 783,
        "excerpt": "rmine the target’s new form. On a 1, the new form is a Black Bear; on a 2, the new form is a Giant Wasp; on a 3–4, the new form is a Frog."
      },
      {
        "document": 796,
        "excerpt": "Black Bear"
      },
      {
        "document": 803,
        "excerpt": "Black"
      },
      {
        "document": 890,
        "excerpt": "Black Tentacles"
      },
      {
        "document": 986,
        "excerpt": "pe | | :----- | :---------- | :----- | :---------- | | Black | Acid | Gold | Fire | | Blue | Lightning | Green | Poison | | Brass | Fire"
      },
      {
        "document": 1177,
        "excerpt": "Black Tentacles"
      },
      {
        "document": 1192,
        "excerpt": "V, S, M (the powder of a crushed black pearl worth 500+ GP)"
      },
      {
        "document": 1219,
        "excerpt": "V, S, M (one 150+ GP black onyx stone for each corpse)"
      },
      {
        "document": 1519,
        "excerpt": "Wondrous Item, Rare This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 Beads of Force are fo"
      },
      {
        "document": 1541,
        "excerpt": "re (Requires Attunement) This fine garment is made of black silk interwoven with faint, silvery threads. While wearing it, you gain the following benefits. Poison"
      },
      {
        "document": 1627,
        "excerpt": "ks, appearing as a ghostly skeleton clad in a tattered black robe and carrying a spectral scythe. The avatar disappears when it drops to 0 Hit Points or you die. If"
      },
      {
        "document": 1630,
        "excerpt": "necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine,"
      },
      {
        "document": 1635,
        "excerpt": "e Grease spell in that area for 8 hours. This sticky, black unguent is thick and heavy, but it flows quickly when poured."
      },
      {
        "document": 1638,
        "excerpt": "ement) This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, you have Immunity to the Poisoned condition and Poison damage."
      },
      {
        "document": 1644,
        "excerpt": "Wondrous Item, Rare This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet"
      },
      {
        "document": 1660,
        "excerpt": "ect ends. This potion's yellow fluid is streaked with black and swirls on its own."
      },
      {
        "document": 1689,
        "excerpt": "Wondrous Item, Very Rare (Requires Attunement) This black or dark-blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws"
      },
      {
        "document": 1711,
        "excerpt": "Wondrous Item, Legendary This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it."
      },
      {
        "document": 1756,
        "excerpt": "Wondrous Item, Legendary This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet"
      },
      {
        "document": 1761,
        "excerpt": "Adult Black Dragon"
      },
      {
        "document": 1773,
        "excerpt": "Ancient Black Dragon"
      },
      {
        "document": 1808,
        "excerpt": "Black Bear"
      },
      {
        "document": 1809,
        "excerpt": "Black Dragon Wyrmling"
      },
      {
        "document": 1810,
        "excerpt": "Black Pudding"
      },
      {
        "document": 2081,
        "excerpt": "Young Black Dragon"
      }
    ],
    "blade": [
      {
        "document": 263,
        "excerpt": "Attacks feature). Similarly, the Warlock's Thirsting Blade invocation, which grants you the Extra Attack feature with your pact weapon, doesn't give you additional"
      },
      {
        "document": 267,
        "excerpt": "anical contraption 78 An ornate scabbard that fits no blade you have found 79 An invitation to a party where a murder happened 80 A bronze pentacle with an etchin"
      },
      {
        "document": 831,
        "excerpt": "Flame Blade"
      },
      {
        "document": 862,
        "excerpt": "Flame Blade"
      },
      {
        "document": 916,
        "excerpt": "Blade Barrier"
      },
      {
        "document": 972,
        "excerpt": "d nonmagical - within 120 feet of yourself. Devouring Blade Prerequisite: Level 12+ Warlock, Thirsting Blade Invocation The Extra Attack of your Thirsting Blade i"
      },
      {
        "document": 1178,
        "excerpt": "Blade Barrier"
      },
      {
        "document": 1274,
        "excerpt": "Flame Blade"
      },
      {
        "document": 1554,
        "excerpt": "on. You can take a Bonus Action to magically coat the blade with poison. The poison remains for 1 minute or until an attack using this weapon hits a creature. That"
      },
      {
        "document": 1614,
        "excerpt": "Luck Blade"
      },
      {
        "document": 1694,
        "excerpt": "e rod to revert to its normal form: Button 1. A fiery blade sprouts from the end opposite the rod's flanged head. The flames shed Bright Light in a 40-foot radius a"
      },
      {
        "document": 1726,
        "excerpt": "Sun Blade"
      },
      {
        "document": 1799,
        "excerpt": "he balor makes one Flame Whip attack and one Lightning Blade attack. Flame Whip. Melee Attack Roll: +14, reach 30 ft. Hit: 18 (3d6 + 8) Force damage plus 17 (5d6) F"
      },
      {
        "document": 1838,
        "excerpt": "Pact Blade. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage plus 7 (2d6) Necrotic damage. Spe"
      },
      {
        "document": 1845,
        "excerpt": "ltiattack. The djinni makes three attacks, using Storm Blade or Storm Bolt in any combination. Storm Blade. Melee Attack Roll: +9, reach 5 feet. Hit: 12 (2d6 + 5) S"
      },
      {
        "document": 1856,
        "excerpt": "iattack. The efreeti makes three attacks, using Heated Blade or Hurl Flame in any combination. Heated Blade. Melee Attack Roll: +10, reach 5 ft. Hit: 13 (2d6 + 6) S"
      },
      {
        "document": 1957,
        "excerpt": "Multiattack. The marilith makes six Pact Blade attacks and uses Constrict. Pact Blade. Melee Attack Roll: +10, reach 5 ft. Hit: 10 (1d10 + 5) Slashing"
      }
    ],
    "bladed": [
      {
        "document": 1941,
        "excerpt": "Multiattack. The golem makes two attacks, using Bladed Arm or Fiery Bolt in any combination. Bladed Arm. Melee Attack Roll: +12, reach 10 ft. Hit: 20 (3d8 + 7"
      }
    ],
    "blades": [
      {
        "document": 1167,
        "excerpt": "f a silvery cord that trails from between the shoulder blades of the astral form. The cord fades from view after 1 foot. If the cord is cut - which happens only when"
      },
      {
        "document": 1178,
        "excerpt": "ation, up to 10 minutes You create a wall of whirling blades made of magical energy. The wall appears within range and lasts for the duration. You make a straight wa"
      },
      {
        "document": 1694,
        "excerpt": "rod's flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic Battleaxe that grants a +3 bonus to attack rolls and damag"
      }
    ],
    "bland": [
      {
        "document": 1217,
        "excerpt": "e hazards of malnutrition and dehydration. The food is bland but nourishing and looks like a food of your choice, and the water is clean. The food spoils after 24 ho"
      }
    ],
    "blank": [
      {
        "document": 820,
        "excerpt": "A blank book whose pages refuse to hold ink, chalk, graphite, or any other marking"
      },
      {
        "document": 894,
        "excerpt": "Mind Blank"
      },
      {
        "document": 906,
        "excerpt": "Mind Blank"
      },
      {
        "document": 1360,
        "excerpt": "Mind Blank"
      },
      {
        "document": 1790,
        "excerpt": "Psychic; Charmed (with Mind Blank)"
      }
    ],
    "blanket": [
      {
        "document": 333,
        "excerpt": "Priest's Pack contains the following items: Backpack, Blanket, Holy Water, Lamp, 7 days of Rations, Robe, and Tinderbox."
      },
      {
        "document": 432,
        "excerpt": "design (DC 10) Craft: Padded Armor, Basket, Bedroll, Blanket, Fine Clothes, Net, Robe, Rope, Sack, String, Tent, Traveler's Clothes"
      },
      {
        "document": 457,
        "excerpt": "Blanket (5 SP)"
      },
      {
        "document": 931,
        "excerpt": "Blanket"
      },
      {
        "document": 1028,
        "excerpt": "Blanket"
      }
    ],
    "blast": [
      {
        "document": 19,
        "excerpt": "evade or resist a threat, such as a fiery explosion, a blast of poisonous gas, or a spell trying to invade your mind. You don’t normally choose to make a save; you m"
      },
      {
        "document": 108,
        "excerpt": "damage is rolled once for all creatures caught in the blast."
      },
      {
        "document": 867,
        "excerpt": "Delayed Blast Fireball"
      },
      {
        "document": 872,
        "excerpt": "Eldritch Blast"
      },
      {
        "document": 893,
        "excerpt": "Delayed Blast Fireball"
      },
      {
        "document": 972,
        "excerpt": "You know two Warlock cantrips of your choice. Eldritch Blast and Prestidigitation are recommended. Whenever you gain a Warlock level, you can replace one of your can"
      },
      {
        "document": 978,
        "excerpt": "employment in military forces, serving as artillery to blast armies from afar. Others use their power to protect others, while some seek their own gain."
      },
      {
        "document": 1175,
        "excerpt": "(a key ring with no keys) Duration: Instantaneous You blast the mind of a creature that you can see within range. The target makes an Intelligence saving throw. On"
      },
      {
        "document": 1202,
        "excerpt": "or glass cone) Duration: Instantaneous You unleash a blast of cold air. Each creature in a 60-foot Cone originating from you makes a Constitution saving throw, ta"
      },
      {
        "document": 1227,
        "excerpt": "Delayed Blast Fireball"
      },
      {
        "document": 1249,
        "excerpt": "Eldritch Blast"
      },
      {
        "document": 1603,
        "excerpt": "agic action to blow the horn, which emits a thunderous blast in a 30-foot Cone that is audible out to 600 feet. Each creature in the Cone makes a DC 15 Constitution"
      }
    ],
    "blasting": [
      {
        "document": 1540,
        "excerpt": "Circlet of Blasting"
      },
      {
        "document": 1603,
        "excerpt": "Horn of Blasting"
      }
    ],
    "blasts": [
      {
        "document": 949,
        "excerpt": "Freezing water, icy blasts"
      },
      {
        "document": 1302,
        "excerpt": "e A Line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a Strengt"
      },
      {
        "document": 1337,
        "excerpt": "of lightning forming a 100-foot-long, 5-foot-wide Line blasts out from you in a direction you choose. Each creature in the Line makes a Dexterity saving throw, taking"
      }
    ],
    "blazing": [
      {
        "document": 1359,
        "excerpt": "ange: 1 mile Components: V, S Duration: Instantaneous Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a"
      },
      {
        "document": 1598,
        "excerpt": "and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 Fire damage. The flames last until you take a Bonus Action to exti"
      },
      {
        "document": 1763,
        "excerpt": "all expended uses at the start of each of its turns. Blazing Light. The dragon uses Spellcasting to cast Scorching Ray. Pounce. The dragon moves up to half its Spee"
      },
      {
        "document": 1775,
        "excerpt": "all expended uses at the start of each of its turns. Blazing Light. The dragon uses Spellcasting to cast Scorching Ray (level 3 version). Pounce. The dragon moves u"
      }
    ],
    "bless": [
      {
        "document": 505,
        "excerpt": "ir durations overlap. For example, if two Clerics cast Bless on the same target, that target gains the spell's benefit only once; the target doesn't receive two bonu"
      },
      {
        "document": 762,
        "excerpt": "Bless"
      },
      {
        "document": 843,
        "excerpt": "Bless"
      },
      {
        "document": 909,
        "excerpt": "Aid, Bless, Cure Wounds, Lesser Restoration"
      },
      {
        "document": 911,
        "excerpt": "Bless"
      },
      {
        "document": 964,
        "excerpt": "choose four level 1 spells from the Cleric spell list. Bless, Cure Wounds, Guiding Bolt, and Shield of Faith are recommended. The number of spells on your list incr"
      },
      {
        "document": 1179,
        "excerpt": "Bless"
      },
      {
        "document": 1653,
        "excerpt": "For the same duration, you are under the effect of the Bless spell (no Concentration required). This potion's blue liquid bubbles and steams as if boiling."
      },
      {
        "document": 1835,
        "excerpt": "Divine Aid (2/Day). The couatl casts Bless, Lesser Restoration, or Sanctuary, requiring no spell components and using the same spellcasting ability"
      },
      {
        "document": 1948,
        "excerpt": "less it is killed by a creature under the effects of a Bless spell or its remains are sprinkled with Holy Water."
      },
      {
        "document": 1991,
        "excerpt": "Divine Aid (1/Day). The priest casts Bless, Healing Word, or Sanctuary, using the same spellcasting ability as Spellcasting."
      },
      {
        "document": 1992,
        "excerpt": "Divine Aid (3/Day). The priest casts Bless, Dispel Magic, Healing Word, or Lesser Restoration, using the same spellcasting ability as Spellcasting."
      },
      {
        "document": 1997,
        "excerpt": "rom weapons wielded by creatures under the effect of a Bless spell"
      }
    ],
    "blessed": [
      {
        "document": 908,
        "excerpt": "Blessed Strikes"
      },
      {
        "document": 964,
        "excerpt": "Blessed Strikes"
      },
      {
        "document": 968,
        "excerpt": "Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you finish a Long Rest. Wi"
      },
      {
        "document": 981,
        "excerpt": "Blessed Healer"
      }
    ],
    "blessing": [
      {
        "document": 762,
        "excerpt": "Bead of Blessing"
      },
      {
        "document": 979,
        "excerpt": "Dark One's Blessing"
      },
      {
        "document": 2053,
        "excerpt": "Unicorn's Blessing (3/Day). The unicorn touches another creature with its horn and casts Cure Wounds or Lesser Restoration"
      }
    ],
    "blight": [
      {
        "document": 822,
        "excerpt": "Blight"
      },
      {
        "document": 833,
        "excerpt": "Blight"
      },
      {
        "document": 864,
        "excerpt": "Blight"
      },
      {
        "document": 877,
        "excerpt": "Blight"
      },
      {
        "document": 890,
        "excerpt": "Blight"
      },
      {
        "document": 1180,
        "excerpt": "Blight"
      }
    ],
    "blinded": [
      {
        "document": 53,
        "excerpt": "heavy fog, or dense foliage - is opaque. You have the Blinded condition (see “Rules Glossary”) when trying to see something there."
      },
      {
        "document": 576,
        "excerpt": "ing that isn't behind Total Cover even if you have the Blinded condition or are in Darkness. Moreover, in that range, you can see something that has the Invisible cond"
      },
      {
        "document": 636,
        "excerpt": "You have the Blinded condition while trying to see something in a Heavily Obscured space. See also “Blinded,” “Darkness,” and"
      },
      {
        "document": 677,
        "excerpt": "cceed on a DC 15 Constitution saving throw or have the Blinded condition until the contagion ends. Fighting the Contagion. Magic such as a Heal or Lesser Restoration"
      },
      {
        "document": 701,
        "excerpt": "isoned condition for 1 hour. The creature also has the Blinded condition while Poisoned in this way."
      },
      {
        "document": 783,
        "excerpt": "cceed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. A creature repeats the save at the end of each of its turns, ending the effect o"
      },
      {
        "document": 946,
        "excerpt": "Blinded"
      },
      {
        "document": 968,
        "excerpt": "or more of the following conditions from the creature: Blinded, Charmed, Deafened, Frightened, Paralyzed, or Stunned. You must expend 5 Hit Points from the healing poo"
      },
      {
        "document": 970,
        "excerpt": "ust succeed on a Dexterity saving throw, or it has the Blinded condition until the end of its next turn."
      },
      {
        "document": 1181,
        "excerpt": "succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns, the target repeat"
      },
      {
        "document": 1196,
        "excerpt": "ust succeed on a Constitution saving throw or have the Blinded condition until the end of your next turn."
      },
      {
        "document": 1241,
        "excerpt": "| | 21–30 | The target has the Blinded, Deafened, and Stunned conditions for 1 hour. | | 31–40 | The target has the Blinded and Deafened c"
      },
      {
        "document": 1307,
        "excerpt": "get, restoring 70 Hit Points. This spell also ends the Blinded, Deafened, and Poisoned conditions on the target. Using a Higher-Level Spell Slot. The healing increase"
      },
      {
        "document": 1317,
        "excerpt": "ust succeed on a Constitution saving throw or have the Blinded condition until the end of its next turn."
      },
      {
        "document": 1334,
        "excerpt": "ous You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned."
      },
      {
        "document": 1352,
        "excerpt": "in range. Creatures healed by this spell also have the Blinded, Deafened, and Poisoned conditions removed from them."
      },
      {
        "document": 1364,
        "excerpt": "A creature is unaffected by this spell if it has the Blinded condition, Blindsight, or Truesight."
      },
      {
        "document": 1387,
        "excerpt": "of a kind. 7 Violet. Failed Save: The target has the Blinded condition and makes a Wisdom saving throw at the start of your next turn. On a successful save, the cond"
      },
      {
        "document": 1388,
        "excerpt": "ust succeed on a Constitution saving throw or have the Blinded condition for 1 minute. The wall consists of seven layers, each with a different color. When a creature"
      },
      {
        "document": 1449,
        "excerpt": "save, a creature takes 6d8 Radiant damage and has the Blinded condition until the start of your next turn. On a successful save, it takes half as much damage only. U"
      },
      {
        "document": 1450,
        "excerpt": "save, a creature takes 12d6 Radiant damage and has the Blinded condition for 1 minute. On a successful save, it takes half as much damage only. A creature Blinded by"
      },
      {
        "document": 1487,
        "excerpt": "Blinded"
      },
      {
        "document": 1572,
        "excerpt": "ons. In addition, the following conditions end on you: Blinded, Deafened, Paralyzed, and Poisoned. The clear, red liquid has tiny bubbles of light in it."
      },
      {
        "document": 1585,
        "excerpt": "cceed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. The creature repeats the save at the end of each of its turns, ending the effect"
      },
      {
        "document": 1687,
        "excerpt": "ght spell cast within 5 feet of the robe gives you the Blinded condition for 1 minute. At the end of each of your turns, you make a Constitution saving throw (DC 11 fo"
      },
      {
        "document": 1785,
        "excerpt": "ing damage. Until the grapple ends, the target has the Blinded and Restrained conditions, is suffocating, and takes 10 (2d6 + 3) Bludgeoning damage at the start of eac"
      },
      {
        "document": 1806,
        "excerpt": "o longer Grappled. While swallowed, a creature has the Blinded and Restrained conditions, has Total Cover against attacks and other effects outside the behir, and take"
      },
      {
        "document": 1829,
        "excerpt": "it. While the cloaker is attached, the target has the Blinded condition, and the cloaker can't make Attach attacks against other targets. In addition, the cloaker hal"
      },
      {
        "document": 1840,
        "excerpt": "n the attack roll, it covers the target, which has the Blinded condition and is suffocating while the darkmantle is attached in this way. While attached to a target,"
      },
      {
        "document": 1841,
        "excerpt": "Blinded, Charmed, Deafened, Frightened, Stunned, Unconscious"
      },
      {
        "document": 1853,
        "excerpt": "reature in a 15-foot Cone. Failure: The target has the Blinded condition until the end of the mephit's next turn. Sleep (1/Day). The mephit casts the Sleep spell, req"
      },
      {
        "document": 1861,
        "excerpt": "Blinded, Charmed, Deafened, Frightened, Stunned, Unconscious"
      },
      {
        "document": 1869,
        "excerpt": "Acid; Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone"
      },
      {
        "document": 1885,
        "excerpt": "While swallowed, the target isn't Grappled but has the Blinded and Restrained conditions, and it has Total Cover against attacks and other effects outside the frog. Wh"
      },
      {
        "document": 1896,
        "excerpt": "While swallowed, the target isn't Grappled but has the Blinded and Restrained conditions, and it has Total Cover against attacks and other effects outside the toad. In"
      },
      {
        "document": 1902,
        "excerpt": "ailure: 7 (2d6) Radiant damage, and the target has the Blinded condition until the end of the mouther's next turn."
      },
      {
        "document": 1912,
        "excerpt": "Blinded, Charmed, Deafened, Exhaustion, Frightened, Grappled, Prone, Restrained"
      },
      {
        "document": 1920,
        "excerpt": "ailure: 31 (7d8) Poison damage, and the target has the Blinded condition until the start of the naga's next turn. Success: Half damage only. Spellcasting. The naga ca"
      },
      {
        "document": 1934,
        "excerpt": "Blinded, Charmed, Deafened, Frightened, Stunned, Unconscious"
      },
      {
        "document": 1946,
        "excerpt": "en while it is underwater. Failure: The target has the Blinded and Poisoned conditions until the end of the kraken's next turn. The kraken then moves up to its Speed."
      },
      {
        "document": 1966,
        "excerpt": "can see within 5 feet of its destination space has the Blinded condition until the end of the mummy's next turn."
      },
      {
        "document": 1995,
        "excerpt": "Grappled condition ends. A swallowed creature has the Blinded and Restrained conditions, has Total Cover against attacks and other effects outside the worm, and takes"
      },
      {
        "document": 2002,
        "excerpt": "Grappled condition ends. A swallowed creature has the Blinded and Restrained conditions, it has Total Cover against attacks and other effects outside the remorhaz, a"
      },
      {
        "document": 2017,
        "excerpt": "ape DC 14). Until the grapple ends, the target has the Blinded and Restrained conditions, and it takes 10 (3d6) Lightning damage at the start of each of its turns. Whe"
      },
      {
        "document": 2019,
        "excerpt": "Blinded, Charmed, Deafened, Frightened"
      },
      {
        "document": 2022,
        "excerpt": "r can see within 120 feet. Failure: The target has the Blinded condition for 1 minute. Failure or Success: The solar can't take this action again until the start of it"
      },
      {
        "document": 2035,
        "excerpt": "22 (2d12 + 9) Lightning damage, and the target has the Blinded and Deafened conditions until the start of the giant's next turn. Lightning Storm (Recharge 5–6). Dexte"
      },
      {
        "document": 2044,
        "excerpt": "Grappled condition ends. A swallowed creature has the Blinded and Restrained conditions and can't teleport, it has Total Cover against attacks and other effects outsi"
      },
      {
        "document": 2058,
        "excerpt": "Blinded, Charmed, Deafened, Frightened"
      }
    ],
    "blinding": [
      {
        "document": 1853,
        "excerpt": "ll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Slashing damage. Blinding Breath (Recharge 6). Dexterity Saving Throw: DC 10, each creature in a 15-foot Cone. Failure: The target"
      },
      {
        "document": 1902,
        "excerpt": "rbed into the mouther, leaving only equipment behind. Blinding Spittle (Recharge 5–6). Dexterity Saving Throw: DC 10, each creature in a 10-foot-radius Sphere centered"
      },
      {
        "document": 2022,
        "excerpt": "all expended uses at the start of each of its turns. Blinding Gaze. Constitution Saving Throw: DC 25, one creature the solar can see within 120 feet. Failure: The tar"
      }
    ],
    "blindness": [
      {
        "document": 862,
        "excerpt": "Blindness/Deafness"
      },
      {
        "document": 887,
        "excerpt": "Blindness/Deafness"
      },
      {
        "document": 900,
        "excerpt": "Blindness/Deafness"
      },
      {
        "document": 912,
        "excerpt": "Blindness/Deafness"
      },
      {
        "document": 1181,
        "excerpt": "Blindness/Deafness"
      }
    ],
    "blindsight": [
      {
        "document": 55,
        "excerpt": "Rules Glossary” defines the following special senses: Blindsight Darkvision Tremorsense Truesight"
      },
      {
        "document": 576,
        "excerpt": "Blindsight"
      },
      {
        "document": 969,
        "excerpt": "Your connection to the forces of nature grants you Blindsight with a range of 30 feet."
      },
      {
        "document": 1158,
        "excerpt": "ed, Exhaustion, Frightened, Paralyzed, Poisoned Senses Blindsight 30 ft.; Passive Perception 6 Languages Understands the languages you know CR None (XP 0; PB equals your"
      },
      {
        "document": 1183,
        "excerpt": "cker is immune to this effect if it perceives you with Blindsight or Truesight."
      },
      {
        "document": 1364,
        "excerpt": "ffected by this spell if it has the Blinded condition, Blindsight, or Truesight."
      },
      {
        "document": 1448,
        "excerpt": "Poison Immunities Charmed, Frightened, Poisoned Senses Blindsight 30 ft., Darkvision 60 ft.; Passive Perception 12 Languages Draconic, understands the languages you know"
      },
      {
        "document": 1761,
        "excerpt": "Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 21"
      },
      {
        "document": 1762,
        "excerpt": "Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 22"
      },
      {
        "document": 1763,
        "excerpt": "Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 21"
      },
      {
        "document": 1764,
        "excerpt": "Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 22"
      },
      {
        "document": 1765,
        "excerpt": "Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 22"
      },
      {
        "document": 1766,
        "excerpt": "Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 24"
      },
      {
        "document": 1767,
        "excerpt": "Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 22"
      },
      {
        "document": 1768,
        "excerpt": "Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 23"
      },
      {
        "document": 1769,
        "excerpt": "Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 21"
      },
      {
        "document": 1770,
        "excerpt": "Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 21"
      },
      {
        "document": 1773,
        "excerpt": "Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 26"
      },
      {
        "document": 1774,
        "excerpt": "Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 27"
      },
      {
        "document": 1775,
        "excerpt": "Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 24"
      },
      {
        "document": 1776,
        "excerpt": "Blindsight 60 ft., Darkvision 120 ft.;"
      },
      {
        "document": 1777,
        "excerpt": "Blindsight 60 ft., Darkvision 120 ft.;"
      },
      {
        "document": 1778,
        "excerpt": "Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 27"
      },
      {
        "document": 1779,
        "excerpt": "Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 27"
      },
      {
        "document": 1780,
        "excerpt": "Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 26"
      },
      {
        "document": 1781,
        "excerpt": "Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 26"
      },
      {
        "document": 1782,
        "excerpt": "Blindsight 60 ft., Darkvision 120 ft.;"
      },
      {
        "document": 1783,
        "excerpt": "Blindsight 60 ft.; Passive Perception 6"
      },
      {
        "document": 1784,
        "excerpt": "Blindsight 60 ft.; Passive Perception 7"
      },
      {
        "document": 1785,
        "excerpt": "Blindsight 60 ft.; Passive Perception 6"
      },
      {
        "document": 1804,
        "excerpt": "Blindsight 60 ft.; Passive Perception 11"
      },
      {
        "document": 1809,
        "excerpt": "Blindsight 10 ft., Darkvision 60 ft.;"
      },
      {
        "document": 1810,
        "excerpt": "Blindsight 60 ft.; Passive Perception 8"
      },
      {
        "document": 1813,
        "excerpt": "Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14"
      },
      {
        "document": 1816,
        "excerpt": "Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14"
      },
      {
        "document": 1817,
        "excerpt": "Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14"
      },
      {
        "document": 1833,
        "excerpt": "Blindsight 10 ft.; Passive Perception 12"
      },
      {
        "document": 1834,
        "excerpt": "Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14"
      },
      {
        "document": 1836,
        "excerpt": "Blindsight 30 ft.; Passive Perception 9"
      },
      {
        "document": 1840,
        "excerpt": "Blindsight 60 ft.; Passive Perception 10"
      },
      {
        "document": 1865,
        "excerpt": "Blindsight 10 ft.; Passive Perception 11"
      },
      {
        "document": 1869,
        "excerpt": "Blindsight 60 ft.; Passive Perception 8"
      },
      {
        "document": 1875,
        "excerpt": "Blindsight 120 ft.; Passive Perception 11"
      },
      {
        "document": 1877,
        "excerpt": "Blindsight 30 ft.; Passive Perception 8"
      },
      {
        "document": 1878,
        "excerpt": "Blindsight 10 ft.; Passive Perception 12"
      },
      {
        "document": 1879,
        "excerpt": "Blindsight 30 ft.; Passive Perception 9"
      },
      {
        "document": 1883,
        "excerpt": "Blindsight 30 ft.; Passive Perception 8"
      },
      {
        "document": 1884,
        "excerpt": "an Intelligence of 8 and can speak Common. It also has Blindsight with a range of 60 feet. Once it has been used, it can't be used again until 7 days have passed. Serpen"
      },
      {
        "document": 1892,
        "excerpt": "Blindsight 60 ft.; Passive Perception 9"
      },
      {
        "document": 1894,
        "excerpt": "Blindsight 60 ft.; Passive Perception 13"
      },
      {
        "document": 1897,
        "excerpt": "Blindsight 10 ft.; Passive Perception 12"
      },
      {
        "document": 1901,
        "excerpt": "Blindsight 10 ft., Darkvision 60 ft.;"
      },
      {
        "document": 1910,
        "excerpt": "Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14"
      },
      {
        "document": 1912,
        "excerpt": "Blindsight 60 ft.; Passive Perception 8"
      },
      {
        "document": 1913,
        "excerpt": "Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14"
      },
      {
        "document": 1917,
        "excerpt": "Blindsight 30 ft.; Passive Perception 13"
      },
      {
        "document": 1921,
        "excerpt": "Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 15"
      },
      {
        "document": 1933,
        "excerpt": "Blindsight 60 ft.; Passive Perception 12"
      },
      {
        "document": 1936,
        "excerpt": "Blindsight 120 ft.; Passive Perception 17"
      },
      {
        "document": 1943,
        "excerpt": "Blindsight 120 ft.; Passive Perception 13"
      },
      {
        "document": 1972,
        "excerpt": "Blindsight 60 ft.; Passive Perception 8"
      },
      {
        "document": 1993,
        "excerpt": "Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 15"
      },
      {
        "document": 1995,
        "excerpt": "Blindsight 30 ft., Tremorsense 60 ft.; Passive Perception 9"
      },
      {
        "document": 2000,
        "excerpt": "Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14"
      },
      {
        "document": 2001,
        "excerpt": "Blindsight 30 ft.; Passive Perception 12"
      },
      {
        "document": 2012,
        "excerpt": "Blindsight 10 ft.; Passive Perception 9"
      },
      {
        "document": 2017,
        "excerpt": "Blindsight 60 ft.; Passive Perception 10"
      },
      {
        "document": 2018,
        "excerpt": "Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 10"
      },
      {
        "document": 2019,
        "excerpt": "Blindsight 30 ft.; Passive Perception 6"
      },
      {
        "document": 2020,
        "excerpt": "Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14"
      },
      {
        "document": 2037,
        "excerpt": "Blindsight 60 ft.; Passive Perception 11"
      },
      {
        "document": 2038,
        "excerpt": "Blindsight 30 ft.; Passive Perception 10"
      },
      {
        "document": 2039,
        "excerpt": "Blindsight 30 ft.; Passive Perception 8"
      },
      {
        "document": 2043,
        "excerpt": "Blindsight 10 ft.; Passive Perception 10"
      },
      {
        "document": 2044,
        "excerpt": "Blindsight 120 ft.; Passive Perception 19"
      },
      {
        "document": 2057,
        "excerpt": "Blindsight 10 ft.; Passive Perception 10"
      },
      {
        "document": 2058,
        "excerpt": "Blindsight 30 ft.; Passive Perception 6"
      },
      {
        "document": 2072,
        "excerpt": "Blindsight 10 ft., Darkvision 60 ft.;"
      },
      {
        "document": 2081,
        "excerpt": "Blindsight 30 ft., Darkvision 120 ft.;"
      },
      {
        "document": 2082,
        "excerpt": "Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 19"
      },
      {
        "document": 2083,
        "excerpt": "Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 16"
      },
      {
        "document": 2084,
        "excerpt": "Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 17"
      },
      {
        "document": 2085,
        "excerpt": "Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 17"
      },
      {
        "document": 2086,
        "excerpt": "Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 19"
      },
      {
        "document": 2087,
        "excerpt": "Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 17"
      },
      {
        "document": 2088,
        "excerpt": "Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 18"
      },
      {
        "document": 2089,
        "excerpt": "Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 18"
      },
      {
        "document": 2090,
        "excerpt": "Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 16"
      }
    ],
    "blink": [
      {
        "document": 863,
        "excerpt": "Blink"
      },
      {
        "document": 889,
        "excerpt": "Blink"
      },
      {
        "document": 1003,
        "excerpt": "bility score of your choice by 1, to a maximum of 30. Blink Steps. Immediately after you take the Attack action or the Magic action, you can teleport up to 30 feet"
      },
      {
        "document": 1182,
        "excerpt": "Blink"
      },
      {
        "document": 1811,
        "excerpt": "Blink Dog"
      }
    ],
    "blizzard": [
      {
        "document": 1215,
        "excerpt": "| | 5 | Torrential rain, driving hail, or blizzard | | Temperature | | Wind | | | :---------- | :-------- | :---- | :------------"
      }
    ],
    "blob": [
      {
        "document": 1962,
        "excerpt": "taining its game statistics, or it returns to its true blob form. Any equipment it is wearing or carrying isn't transformed."
      }
    ],
    "block": [
      {
        "document": 27,
        "excerpt": "ion”), whereas the AC of a monster appears in its stat block. Calculating AC. All creatures start with the same base AC calculation: Base AC = 10 + the creature's"
      },
      {
        "document": 39,
        "excerpt": "and a monster's skill proficiencies appear in its stat block."
      },
      {
        "document": 74,
        "excerpt": "the Game.” A character’s features and a monster’s stat block also provide action options. “Movement and Position” later in “Playing the Game” gives the rules for mov"
      },
      {
        "document": 77,
        "excerpt": "tion. A monster's Speed is noted in the monster's stat block. See “Rules Glossary” for more about Speed as well as about special speeds, such as a Climb Speed, Fly S"
      },
      {
        "document": 82,
        "excerpt": "nd a monster's size is specified in the monster's stat block. Creature Size and Space"
      },
      {
        "document": 92,
        "excerpt": "(AC), which appears on a character sheet or in a stat block (see “Rules Glossary”)."
      },
      {
        "document": 143,
        "excerpt": "hat's a visual cue pointing you to the creature's stat block. Unless the text states otherwise, the stat block is in “Monsters.” How to read and use a stat block is"
      },
      {
        "document": 156,
        "excerpt": "s Actions, Reactions, or Legendary Actions in its stat block, make sure it uses them as often as it can."
      },
      {
        "document": 158,
        "excerpt": "items are listed in the Gear entry. The monster's stat block might include special flourishes that happen when the monster uses an item, and the stat block might ign"
      },
      {
        "document": 161,
        "excerpt": "Stat Block Overview"
      },
      {
        "document": 166,
        "excerpt": "ther magical ability is worth the XP noted in its stat block. Experience Points by Challenge Rating"
      },
      {
        "document": 172,
        "excerpt": "Parts of a Stat Block"
      },
      {
        "document": 173,
        "excerpt": "A stat block usually provides both a number and a die expression for each instance of damage. For example, an attack"
      },
      {
        "document": 174,
        "excerpt": "ltiattack entry in the “Actions” section of their stat block. This entry details the attacks a creature can make, as well as any additional abilities it can use, as"
      },
      {
        "document": 175,
        "excerpt": "If a monster can cast any spells, its stat block lists the spells and provides the monster's spellcasting ability, spell save DC (if any spells require a"
      },
      {
        "document": 178,
        "excerpt": "Action uses, and that number is specified in the stat block. The monster expends one use whenever it takes a Legendary Action, and it regains all expended uses at t"
      },
      {
        "document": 179,
        "excerpt": "Some parts of a stat block have restrictions on the number of times they can be used. Here are the most common ways that usage is l"
      },
      {
        "document": 183,
        "excerpt": "The alignment specified in a monster's stat block is a default suggestion of how to roleplay the monster, inspired by its traditional role in the game or"
      },
      {
        "document": 407,
        "excerpt": "ing. A monster has training with any armor in its stat block."
      },
      {
        "document": 413,
        "excerpt": "l. A monster has proficiency with any tool in its stat block."
      },
      {
        "document": 426,
        "excerpt": "lize: Chisel a symbol or hole in stone (DC 10) Craft: Block and Tackle"
      },
      {
        "document": 431,
        "excerpt": "s. A monster is proficient with any weapon in its stat block."
      },
      {
        "document": 458,
        "excerpt": "Block and Tackle (1 GP)"
      },
      {
        "document": 526,
        "excerpt": "that location isn't included in the area of effect. To block a line, an obstruction must provide Total Cover. See also \"Cover.\" If the creator of an area of effect"
      },
      {
        "document": 554,
        "excerpt": "Stat Block"
      },
      {
        "document": 587,
        "excerpt": "e planning potential combat encounters. See also \"Stat Block.\""
      },
      {
        "document": 729,
        "excerpt": "Every creature has an XP value in its stat block. When you add a creature to your combat encounter, deduct its XP from your XP budget to determine how ma"
      },
      {
        "document": 820,
        "excerpt": "A l-ounce block made from an unknown material"
      },
      {
        "document": 931,
        "excerpt": "Block and Tackle"
      },
      {
        "document": 965,
        "excerpt": "lack a Fly Speed (see “Animals” in “Monsters” for stat block options). The Rat, Riding Horse, Spider, and Wolf are recommended. Whenever you finish a Long Rest, you"
      },
      {
        "document": 972,
        "excerpt": "Venomous Snake (see “Monsters” for the familiar’s stat block). Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your fa"
      },
      {
        "document": 1029,
        "excerpt": "Block and Tackle"
      },
      {
        "document": 1158,
        "excerpt": "becomes a Construct that uses the Animated Object stat block; this creature is under your control until the spell ends or until it is reduced to 0 Hit Points. Each c"
      },
      {
        "document": 1219,
        "excerpt": "Ghoul under your control (see “Monsters” for its stat block). As a Bonus Action on each of your turns, you can mentally command any creature you animated with this"
      },
      {
        "document": 1266,
        "excerpt": "range. This creature uses the Otherworldly Steed stat block. If you already have a steed from this spell, the steed is replaced by the new one. The steed resembles"
      },
      {
        "document": 1290,
        "excerpt": "ou can see within range and uses the Giant Insect stat block. The form you choose determines certain details in its stat block. The creature disappears when it drops"
      },
      {
        "document": 1375,
        "excerpt": "n ride the steed. The steed uses the Riding Horse stat block (see “Monsters”), except it has a Speed of 100 feet and can travel 13 miles in an hour. When the spell e"
      },
      {
        "document": 1381,
        "excerpt": "The target's game statistics are replaced by the stat block of the chosen Beast, but the target retains its alignment, personality, creature type, Hit Points, and H"
      },
      {
        "document": 1418,
        "excerpt": "ry fails. Upon receiving your message, a creature can block your ability to reach it again with this spell for 8 hours. If you try to send another message during th"
      },
      {
        "document": 1420,
        "excerpt": "l ends. Your game statistics are replaced by the stat block of the chosen form, but you retain your creature type; alignment; personality; Intelligence, Wisdom, and"
      },
      {
        "document": 1448,
        "excerpt": "can see within range and uses the Draconic Spirit stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends. The creature is an ally"
      },
      {
        "document": 1463,
        "excerpt": "The target's game statistics are replaced by the stat block of the new form, but it retains its Hit Points, Hit Point Dice, alignment, and personality. The target"
      },
      {
        "document": 1518,
        "excerpt": "he bag's color. See “Monsters” for the creature's stat block. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points. The creature is Friendly"
      },
      {
        "document": 1571,
        "excerpt": "an elemental is summoned (see “Monsters” for its stat block), and the gem ceases to be magical. The elemental appears in an unoccupied space as close to the broken"
      },
      {
        "document": 1580,
        "excerpt": "fly, can become a Giant Fly (see the accompanying stat block) for up to 12 hours and can be ridden as a mount. Once it has been used, it can't be used again until 2"
      },
      {
        "document": 1604,
        "excerpt": "in 60 feet of you. Each spirit uses the Berserker stat block and returns to Ysgard after 1 hour or when it drops to 0 Hit Points. The spirits look like living, breat"
      },
      {
        "document": 1621,
        "excerpt": "e sprinkled on it. See “Monsters” for the golem’s stat block. The golem is under your control, and it understands and obeys your commands."
      },
      {
        "document": 1627,
        "excerpt": "ackstory for this NPC. The GM can use a different stat block to represent the knight, as desired. Moon. You gain the ability to cast Wish 1d3 times. Puzzle. Perman"
      },
      {
        "document": 1686,
        "excerpt": "od or dirt. Thicker substances or a thin sheet of lead block the vision. Whenever you use the ring again before taking a Long Rest, you must succeed on a DC 15 Cons"
      },
      {
        "document": 1921,
        "excerpt": "Poison. This choice affects other aspects of the stat block."
      },
      {
        "document": 1939,
        "excerpt": "t, it can shape-shift into a Succubus, using that stat block instead of this one. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 2036,
        "excerpt": "t, it can shape-shift into an Incubus, using that stat block instead of this one."
      },
      {
        "document": 2048,
        "excerpt": "thin 60 feet of itself. Each tree uses the Treant stat block, except it has Intelligence and Charisma scores of 1, it can't speak, and it lacks this action. The tree"
      }
    ],
    "blocked": [
      {
        "document": 526,
        "excerpt": "oint of origin to a location in the area of effect are blocked, that location isn't included in the area of effect. To block a line, an obstruction must provide Total"
      },
      {
        "document": 563,
        "excerpt": "your teleportation is occupied by another creature or blocked by a solid obstacle, you instead appear in the nearest unoccupied space of your choice. The description"
      },
      {
        "document": 1229,
        "excerpt": "spell is active there and, if so, where. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead."
      },
      {
        "document": 1230,
        "excerpt": ", you learn the spell's school of magic. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead."
      },
      {
        "document": 1231,
        "excerpt": "on, creature, or contagion in each case. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead."
      },
      {
        "document": 1232,
        "excerpt": "now that a thinking creature is present. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead. Read Thoughts. Target one"
      },
      {
        "document": 1389,
        "excerpt": "ort into or out of the warded area. - Planar travel is blocked within the warded area. Casting this spell on the same spot every day for 365 days makes the spell last"
      },
      {
        "document": 1418,
        "excerpt": "other message during that time, you learn that you are blocked, and the spell fails."
      }
    ],
    "blocking": [
      {
        "document": 1282,
        "excerpt": "r that prevents any matter from passing through it and blocking any spells cast into or out from the area. When you cast the spell, any creature that is completely ins"
      }
    ],
    "blocks": [
      {
        "document": 40,
        "excerpt": "ave saving throw proficiencies, as noted in their stat blocks. Each class gives proficiency in at least two saving throws, representing that class's training in evad"
      },
      {
        "document": 161,
        "excerpt": "ntains the rules necessary to use it in the game. Stat blocks are divided into the following parts: Name and General Details. The name of the monster is followed by"
      },
      {
        "document": 354,
        "excerpt": "arrying capacity. See “Monsters” for the animals' stat blocks."
      },
      {
        "document": 633,
        "excerpt": "ave a hand free to grapple another creature. Some stat blocks and game effects allow a creature to grapple using a tentacle, a maw, or another body part. Whatever par"
      },
      {
        "document": 645,
        "excerpt": "Some creatures can hover, as noted in their stat blocks, and some spells and other effects grant the ability to hover. Hovering while flying prevents you from f"
      },
      {
        "document": 734,
        "excerpt": "Number of Stat Blocks"
      },
      {
        "document": 965,
        "excerpt": "t forms for this feature, chosen from among Beast stat blocks that have a maximum Challenge Rating of 1/4 and that lack a Fly Speed (see “Animals” in “Monsters” for s"
      },
      {
        "document": 1157,
        "excerpt": "bie if you chose a corpse (see “Monsters” for the stat blocks). On each of your turns, you can take a Bonus Action to mentally command any creature you made with thi"
      },
      {
        "document": 1162,
        "excerpt": "he eye up to 30 feet in any direction. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter."
      },
      {
        "document": 1219,
        "excerpt": "Wights, or two Mummies. See “Monsters” for these stat blocks."
      },
      {
        "document": 1223,
        "excerpt": "object with something opaque, such as a bowl or helm, blocks the Darkness. If any of this spell's area overlaps with an area of Bright Light or Dim Light created by"
      },
      {
        "document": 1225,
        "excerpt": "object with something opaque, such as a bowl or helm, blocks the sunlight. If any of this spell's area overlaps with an area of Darkness created by a spell of level"
      },
      {
        "document": 1292,
        "excerpt": "spells. Using a Higher-Level Spell Slot. The barrier blocks spells of 1 level higher for each spell slot level above 6."
      },
      {
        "document": 1336,
        "excerpt": "s you like. Covering the object with something opaque blocks the light. The spell ends if you cast it again."
      },
      {
        "document": 1339,
        "excerpt": "spell can't locate a creature if any thickness of lead blocks a direct path between you and the creature."
      },
      {
        "document": 1340,
        "excerpt": "spell can't locate an object if any thickness of lead blocks a direct path between you and the object."
      },
      {
        "document": 1358,
        "excerpt": "foot of stone, metal, or wood; or a thin sheet of lead blocks the spell."
      },
      {
        "document": 1381,
        "excerpt": "mals\" section of \"Monsters\" for a sample of Beast stat blocks. The target gains a number of Temporary Hit Points equal to the Hit Points of the Beast form. These Tem"
      },
      {
        "document": 1473,
        "excerpt": "ver. The wall also extends into the Ethereal Plane and blocks ethereal travel through the wall."
      },
      {
        "document": 1476,
        "excerpt": "r and is up to 20 feet high and 5 feet thick. The wall blocks line of sight. When the wall appears, each creature in its area makes a Dexterity saving throw, taking"
      },
      {
        "document": 1557,
        "excerpt": "at card can't be used again. Deck of Illusions *Stat blocks for these creatures (except the card drawer) appear in \"Monsters.\""
      }
    ],
    "blood": [
      {
        "document": 267,
        "excerpt": "ll, with the last chapter missing 89 A vial of dragon blood 90 An ancient arrow of elven design 91 A needle that never bends 92 An ornate brooch of dwarven desig"
      },
      {
        "document": 697,
        "excerpt": "Assassin's Blood (150 GP)"
      },
      {
        "document": 1157,
        "excerpt": "V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)"
      },
      {
        "document": 1171,
        "excerpt": "V, S, M (a drop of blood)"
      },
      {
        "document": 1812,
        "excerpt": "Blood Hawk"
      },
      {
        "document": 2009,
        "excerpt": "Blood Frenzy. The sahuagin has Advantage on attack rolls against any creature that doesn't have all its Hit Po"
      }
    ],
    "bloodhound": [
      {
        "document": 1338,
        "excerpt": "V, S, M (fur from a bloodhound)"
      },
      {
        "document": 1339,
        "excerpt": "V, S, M (fur from a bloodhound)"
      }
    ],
    "bloodied": [
      {
        "document": 102,
        "excerpt": "ts. If you have half your Hit Points or fewer, you're Bloodied, which has no game effect on its own but which might trigger other game effects."
      },
      {
        "document": 578,
        "excerpt": "Bloodied"
      },
      {
        "document": 974,
        "excerpt": "equal to 5 plus your Constitution modifier if you are Bloodied and have at least 1 Hit Point."
      },
      {
        "document": 981,
        "excerpt": "t Points equal to five times your Cleric level. Choose Bloodied creatures within 30 feet of yourself (which can include you), and divide those Hit Points among them. Th"
      },
      {
        "document": 1807,
        "excerpt": "Bloodied Frenzy. While Bloodied, the berserker has Advantage on attack rolls and saving throws."
      },
      {
        "document": 1810,
        "excerpt": "is Large or Medium and has 10+ Hit Points, it becomes Bloodied or is subjected to Lightning or Slashing damage. Response: The pudding splits into two new Black Pudding"
      },
      {
        "document": 1812,
        "excerpt": "amage, or 6 (1d8 + 2) Piercing damage if the target is Bloodied."
      },
      {
        "document": 1814,
        "excerpt": "Bloodied Fury. While Bloodied, the boar has Advantage on attack rolls."
      },
      {
        "document": 1828,
        "excerpt": "ge dealt. Berserk. Whenever the golem starts its turn Bloodied, roll 1d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nea"
      },
      {
        "document": 1864,
        "excerpt": "ext turn. Berserk. Whenever the golem starts its turn Bloodied, roll 1d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nea"
      },
      {
        "document": 1876,
        "excerpt": "Bloodied Fury. The boar has Advantage on melee attack rolls while it is Bloodied."
      },
      {
        "document": 1887,
        "excerpt": "ly after dealing damage to a creature that was already Bloodied, the hyena can move up to half its Speed, and it makes one Bite attack."
      },
      {
        "document": 1905,
        "excerpt": "ely after dealing damage to a creature that is already Bloodied, the gnoll moves up to half its Speed, and it makes one Rend attack."
      },
      {
        "document": 1972,
        "excerpt": "is Large or Medium and has 10+ Hit Points, it becomes Bloodied or is subjected to Lightning or Slashing damage. Response: The jelly splits into two new Ochre Jellies."
      },
      {
        "document": 2037,
        "excerpt": "ing damage, or 2 (1d4) Piercing damage if the swarm is Bloodied."
      },
      {
        "document": 2038,
        "excerpt": "amage, or 11 (2d8 + 2) Necrotic damage if the swarm is Bloodied. If the target is a Medium or smaller creature, it has the Prone condition."
      },
      {
        "document": 2039,
        "excerpt": "n damage, or 3 (1d4 + 1) Poison damage if the swarm is Bloodied."
      },
      {
        "document": 2040,
        "excerpt": "damage, or 5 (1d4 + 3) Piercing damage if the swarm is Bloodied."
      },
      {
        "document": 2041,
        "excerpt": "ing damage, or 2 (1d4) Piercing damage if the swarm is Bloodied."
      },
      {
        "document": 2042,
        "excerpt": "ing damage, or 2 (1d4) Piercing damage if the swarm is Bloodied. Cacophony (Recharge 6). Wisdom Saving Throw: DC 10, one creature in the swarm's space. Failure: The ta"
      },
      {
        "document": 2043,
        "excerpt": "amage - or 6 (1d4 + 4) Piercing damage if the swarm is Bloodied - plus 10 (3d6) Poison damage."
      },
      {
        "document": 2051,
        "excerpt": "Loathsome Limbs (4/Day). If the troll ends any turn Bloodied and took 15+ Slashing damage during that turn, one of the troll's limbs is severed, falls into the troll"
      }
    ],
    "bloodlust": [
      {
        "document": 237,
        "excerpt": "ct with arbitrary violence, spurred by their hatred or bloodlust. A villain pursuing schemes of vengeance and havoc is probably Chaotic Evil."
      }
    ],
    "bloodstone": [
      {
        "document": 1630,
        "excerpt": "many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses i"
      }
    ],
    "bloody": [
      {
        "document": 974,
        "excerpt": "ril, and garner glory. Whether in athletic contests or bloody battle, Champions strive for the crown of the victor."
      }
    ],
    "bloom": [
      {
        "document": 1247,
        "excerpt": "or snow, and so on. This effect persists for 1 round. Bloom. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. Sensory Effect. You create"
      }
    ],
    "blooms": [
      {
        "document": 965,
        "excerpt": "The vitality of nature constantly blooms within you, granting you the following benefits. Evergreen Wild Shape. Whenever you roll Initiative and"
      }
    ],
    "blossom": [
      {
        "document": 1247,
        "excerpt": "sists for 1 round. Bloom. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. Sensory Effect. You create a harmless sensory effect, such as fa"
      }
    ],
    "blossoms": [
      {
        "document": 1273,
        "excerpt": "s from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point"
      }
    ],
    "blow": [
      {
        "document": 568,
        "excerpt": "u can use a punch, kick, headbutt, or similar forceful blow. In game terms, this is an Unarmed Strike - a melee attack that involves you using your body to damage,"
      },
      {
        "document": 736,
        "excerpt": "an Ogre (CR 2) can kill a level 1 Wizard with a single blow."
      },
      {
        "document": 962,
        "excerpt": "oice. You have the following effect options. Forceful Blow. The target is pushed 15 feet straight away from you. You can then move up to half your Speed straight t"
      },
      {
        "document": 1603,
        "excerpt": "Wondrous Item, Rare You can take a Magic action to blow the horn, which emits a thunderous blast in a 30-foot Cone that is audible out to 600 feet. Each creatur"
      },
      {
        "document": 1604,
        "excerpt": "), or Legendary (Iron) You can take a Magic action to blow this horn. In response, warrior spirits from the plane of Ysgard appear in unoccupied spaces within 60 f"
      }
    ],
    "blowgun": [
      {
        "document": 105,
        "excerpt": "mount that doesn't use a roll, such as the damage of a Blowgun. See “Equipment” for weapons' damage dice and “Spells” for spells' damage dice."
      },
      {
        "document": 928,
        "excerpt": "Blowgun"
      },
      {
        "document": 1030,
        "excerpt": "Blowgun"
      }
    ],
    "blowing": [
      {
        "document": 693,
        "excerpt": "Poisonous powders and gases take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot Cube to its effect. The resulting cloud d"
      }
    ],
    "blown": [
      {
        "document": 343,
        "excerpt": "When blown as a Utilize action, a Signal Whistle produces a sound that can be heard up to 600 feet away."
      }
    ],
    "blows": [
      {
        "document": 820,
        "excerpt": "A pipe that blows bubbles"
      },
      {
        "document": 967,
        "excerpt": "ures. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind, each of which is detailed below. When you expend a Focus Point,"
      },
      {
        "document": 974,
        "excerpt": "training with physical excellence to deal devastating blows, withstand peril, and garner glory. Whether in athletic contests or bloody battle, Champions strive for"
      },
      {
        "document": 985,
        "excerpt": "it a creature with an attack granted by your Flurry of Blows, you can impose one of the following effects on that target. Addle. The target can't make Opportunity A"
      },
      {
        "document": 1299,
        "excerpt": "asts) - Gust of Wind in one corridor or room (the wind blows continuously while the spell lasts) - Suggestion in one 5-foot square; any creature that enters that squ"
      },
      {
        "document": 1446,
        "excerpt": "cks with weapons are impossible there, and strong wind blows through the area."
      }
    ],
    "bludgeoning": [
      {
        "document": 322,
        "excerpt": "success. Destroying the Net (AC 10; 5 HP; Immunity to Bludgeoning, Poison, and Psychic damage) also frees the target, ending the effect."
      },
      {
        "document": 568,
        "excerpt": "lus your Proficiency Bonus. On a hit, the target takes Bludgeoning damage equal to 1 plus your Strength modifier. Grapple. The target must succeed on a Strength or Dexter"
      },
      {
        "document": 580,
        "excerpt": "more or less effective against an object. For example, Bludgeoning damage works well for smashing things but not for cutting. Paper or cloth objects might have Vulnerabili"
      },
      {
        "document": 628,
        "excerpt": "A creature that falls takes 1d6 Bludgeoning damage at the end of the fall for every 10 feet it fell, to a maximum of 20d6. When the creature lands,"
      },
      {
        "document": 716,
        "excerpt": "ed on a DC 13 Dexterity saving throw, taking 11 (2d10) Bludgeoning damage on a failed save or half as much damage on a successful one. Rubble from the collapse turns the"
      },
      {
        "document": 719,
        "excerpt": "ter. A creature that falls into the pit takes 3 (1d6) Bludgeoning damage from the fall. Detect and Disarm. As a Study action, a creature can examine the section of floor"
      },
      {
        "document": 722,
        "excerpt": "d on a DC 15 Dexterity saving throw or take 55 (10d10) Bludgeoning damage and have the Prone condition. The stone stops when it hits a wall or similar barrier. It can't g"
      },
      {
        "document": 723,
        "excerpt": "lls into the pit lands at the bottom and takes 3 (1d6) Bludgeoning damage from the fall plus 9 (2d8) Piercing damage from the spikes. Detect and Disarm. As a Study action"
      },
      {
        "document": 783,
        "excerpt": "de toward the chosen point of origin. Each gem deals 1 Bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the Line."
      },
      {
        "document": 791,
        "excerpt": "wing melee attack: +8 to hit, reach 5 ft. Hit: 7 (2d6) Bludgeoning damage."
      },
      {
        "document": 928,
        "excerpt": "1d4 Bludgeoning"
      },
      {
        "document": 949,
        "excerpt": "Bludgeoning"
      },
      {
        "document": 955,
        "excerpt": "Bludgeoning Damage"
      },
      {
        "document": 957,
        "excerpt": "Bludgeoning Damage"
      },
      {
        "document": 959,
        "excerpt": "10 (3d6) Bludgeoning plus 13 (3d8) Piercing"
      },
      {
        "document": 962,
        "excerpt": "ules below. Damage Resistance. You have Resistance to Bludgeoning, Piercing, and Slashing damage. Rage Damage. When you make an attack using Strength - with either a wea"
      },
      {
        "document": 967,
        "excerpt": "When an attack roll hits you and its damage includes Bludgeoning, Piercing, or Slashing damage, you can take a Reaction to reduce the attack's total damage against you."
      },
      {
        "document": 972,
        "excerpt": "ecrotic or Radiant Damage. Whenever the familiar deals Bludgeoning, Piercing, or Slashing damage, you can make it deal Necrotic or Radiant damage instead. Your Save DC. I"
      },
      {
        "document": 1005,
        "excerpt": "core by 1, to a maximum of 30. Overcome Defenses. The Bludgeoning, Piercing, and Slashing damage you deal always ignores Resistance. Overwhelming Strike. When you roll a"
      },
      {
        "document": 1047,
        "excerpt": "1d4 Bludgeoning"
      },
      {
        "document": 1058,
        "excerpt": "1d8 Bludgeoning"
      },
      {
        "document": 1063,
        "excerpt": "1d8 Bludgeoning"
      },
      {
        "document": 1086,
        "excerpt": "1d4 Bludgeoning"
      },
      {
        "document": 1090,
        "excerpt": "1d6 Bludgeoning"
      },
      {
        "document": 1094,
        "excerpt": "2d6 Bludgeoning"
      },
      {
        "document": 1113,
        "excerpt": "1d6 Bludgeoning"
      },
      {
        "document": 1131,
        "excerpt": "1d4 Bludgeoning"
      },
      {
        "document": 1146,
        "excerpt": "1d8 Bludgeoning"
      },
      {
        "document": 1153,
        "excerpt": "shing), fangs (Piercing), horns (Piercing), or hooves (Bludgeoning). When you use your Unarmed Strike to deal damage with that new growth, it deals 1d6 damage of the type"
      },
      {
        "document": 1163,
        "excerpt": "a Bonus Action to cause the hand to crush it, dealing Bludgeoning damage to the target equal to 4d6 plus your spellcasting ability modifier. Interposing Hand. The hand g"
      },
      {
        "document": 1177,
        "excerpt": "Strength saving throw. On a failed save, it takes 3d6 Bludgeoning damage, and it has the Restrained condition until the spell ends. A creature also makes that save if it"
      },
      {
        "document": 1214,
        "excerpt": "saving throw. On a failed save, the creature takes 2d8 Bludgeoning damage. On a successful save, the creature takes half as much damage. A creature can swim away from the"
      },
      {
        "document": 1248,
        "excerpt": "e's edge as it opens. Structures. The tremor deals 50 Bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the end of"
      },
      {
        "document": 1286,
        "excerpt": "pace of another creature. The target has Resistance to Bludgeoning, Piercing, and Slashing damage; it has Immunity to the Prone condition; and it has Advantage on Strength"
      },
      {
        "document": 1290,
        "excerpt": "ier, range 60 ft. Hit: 1d10 + 3 plus the spell's level Bludgeoning damage, and the target's Speed is reduced to 0 until the start of the insect's next turn. Bonus Actions"
      },
      {
        "document": 1321,
        "excerpt": "makes a Dexterity saving throw. A creature takes 2d10 Bludgeoning damage and 4d6 Cold damage on a failed save or half as much damage on a successful one. Hailstones turn"
      },
      {
        "document": 1359,
        "excerpt": "ving throw. A creature takes 20d6 Fire damage and 20d6 Bludgeoning damage on a failed save or half as much damage on a successful one. A creature in the area of more than"
      },
      {
        "document": 1405,
        "excerpt": "uch a willing creature and choose a damage type: Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison, Radiant, Slashing, or Thunder. When the creature tak"
      },
      {
        "document": 1445,
        "excerpt": "ends, one willing creature you touch has Resistance to Bludgeoning, Piercing, and Slashing damage."
      },
      {
        "document": 1446,
        "excerpt": "nes rain down. Each creature under the cloud takes 2d6 Bludgeoning damage. Turns 5-10. Gusts and freezing rain assail the area under the cloud. Each creature there takes"
      },
      {
        "document": 1467,
        "excerpt": "in its area makes a Strength saving throw, taking 6d10 Bludgeoning damage on a failed save or half as much damage on a successful one. At the start of each of your turns"
      },
      {
        "document": 1482,
        "excerpt": "unity to the Prone condition; and it has Resistance to Bludgeoning, Piercing, and Slashing damage. The only actions a target can take in this form are the Dash action or a"
      },
      {
        "document": 1483,
        "excerpt": "in its area makes a Strength saving throw, taking 4d8 Bludgeoning damage on a failed save or half as much damage on a successful one. The strong wind keeps fog, smoke, a"
      },
      {
        "document": 1509,
        "excerpt": "a depth of 900 feet. Below that, the vehicle takes 2d6 Bludgeoning damage each minute from pressure. A creature in the compartment can take a Utilize action to move as ma"
      },
      {
        "document": 1511,
        "excerpt": "egendary (Requires Attunement) You have Resistance to Bludgeoning, Piercing, and Slashing damage while you wear this armor. Metal Shell. You can take a Magic action to g"
      },
      {
        "document": 1513,
        "excerpt": "have Resistance to one of the following damage types: Bludgeoning, Piercing, or Slashing. The GM chooses the type or determines it randomly. Curse. This armor is cursed,"
      },
      {
        "document": 1556,
        "excerpt": "t succeed on a DC 13 Strength saving throw or take 1d4 Bludgeoning damage and have the Prone condition. Instead of a creature, you can target one object in the Line that i"
      },
      {
        "document": 1559,
        "excerpt": "rikes to deal 1d8 Slashing damage instead of the usual Bludgeoning damage, and you gain a +1 bonus to the attack and damage rolls of your Unarmed Strikes. Curse. Once you"
      },
      {
        "document": 1608,
        "excerpt": "or, and the walls each have AC 20; HP 100; Immunity to Bludgeoning, Piercing, and Slashing damage except that which is dealt by siege equipment; and Resistance to all othe"
      },
      {
        "document": 1616,
        "excerpt": "oll made with this weapon, the target takes an extra 7 Bludgeoning damage, or 14 Bludgeoning damage if it's a Construct. If a Construct has 25 Hit Points or fewer after ta"
      },
      {
        "document": 1625,
        "excerpt": "ity to Poison and Psychic damage, and Vulnerability to Bludgeoning damage. It shatters and is destroyed when reduced to 0 Hit Points. If the mirror is hanging on a vertic"
      },
      {
        "document": 1733,
        "excerpt": "ctures in contact with the ground in that area take 50 Bludgeoning damage, and each creature on the ground in that area must succeed on a DC 20 Dexterity saving throw or h"
      },
      {
        "document": 1760,
        "excerpt": "Melee Attack Roll: +9, reach 15 ft. Hit: 12 (2d6 + 5) Bludgeoning damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from"
      },
      {
        "document": 1771,
        "excerpt": "Bludgeoning, Lightning, Piercing, Slashing"
      },
      {
        "document": 1783,
        "excerpt": "m. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Bludgeoning damage."
      },
      {
        "document": 1785,
        "excerpt": ". Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Bludgeoning damage. If the target is a Medium or smaller creature, the rug can give it the Grappled condition (escap"
      },
      {
        "document": 1787,
        "excerpt": "Melee Attack Roll: +6, reach 10 ft. Hit: 9 (1d10 + 4) Bludgeoning damage. If the target is a Huge or smaller creature, it has the Prone condition."
      },
      {
        "document": 1788,
        "excerpt": "t. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Bludgeoning damage. Rock (Recharge 6). Ranged Attack Roll: +5, range 25/50 ft. Hit: 10 (2d6 + 3) Bludgeoning damage"
      },
      {
        "document": 1794,
        "excerpt": "Bludgeoning, Piercing"
      },
      {
        "document": 1796,
        "excerpt": ". Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Bludgeoning damage plus 3 (1d6) Fire damage."
      },
      {
        "document": 1806,
        "excerpt": "the behir can see within 5 feet. Failure: 28 (5d8 + 6) Bludgeoning damage. The target has the Grappled condition (escape DC 16), and it has the Restrained condition until"
      },
      {
        "document": 1820,
        "excerpt": ". Melee Attack Roll: +4, reach 10 ft. Hit: 9 (2d6 + 2) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 12). Li"
      },
      {
        "document": 1821,
        "excerpt": "in the bulette's destination space. Failure: 19 (3d12) Bludgeoning damage, and the target has the Prone condition. Success: Half damage, and the target is pushed 5 feet st"
      },
      {
        "document": 1822,
        "excerpt": "e. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Bludgeoning damage."
      },
      {
        "document": 1824,
        "excerpt": "ct. Strength Saving Throw: DC 14. Failure: 7 (1d6 + 4) Bludgeoning damage, and the target has the Prone condition."
      },
      {
        "document": 1825,
        "excerpt": "Bludgeoning, Cold, Piercing, Slashing"
      },
      {
        "document": 1826,
        "excerpt": "Melee Attack Roll: +7, reach 5 ft. Hit: 10 (1d12 + 4) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Prone condition. Fire Breath (Recharg"
      },
      {
        "document": 1827,
        "excerpt": "Melee Attack Roll: +6, reach 10 ft. Hit: 9 (1d10 + 4) Bludgeoning damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from"
      },
      {
        "document": 1828,
        "excerpt": "Bludgeoning, Piercing, Slashing"
      },
      {
        "document": 1830,
        "excerpt": "Melee Attack Roll: +12, reach 10 ft. Hit: 21 (3d8 + 8) Bludgeoning damage plus 7 (2d6) Thunder damage. Thundercloud. Ranged Attack Roll: +12, range 240 ft. Hit: 18 (3d6 +"
      },
      {
        "document": 1832,
        "excerpt": "Club. Melee Attack Roll: +2, reach 5 ft. Hit: 2 (1d4) Bludgeoning damage."
      },
      {
        "document": 1833,
        "excerpt": "ture the snake can see within 5 feet. Failure: 7 (3d4) Bludgeoning damage, and the target has the Grappled condition (escape DC 12)."
      },
      {
        "document": 1835,
        "excerpt": "Bludgeoning, Piercing, Slashing"
      },
      {
        "document": 1836,
        "excerpt": "Claw. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Bludgeoning damage."
      },
      {
        "document": 1840,
        "excerpt": "h. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage, and the darkmantle attaches to the target. If the target is a Medium or smaller creature and the"
      },
      {
        "document": 1842,
        "excerpt": "Ram. Melee Attack Roll: +2, reach 5 ft. Hit: 2 (1d4) Bludgeoning damage."
      },
      {
        "document": 1843,
        "excerpt": "e. Melee Attack Roll: +8, reach 5 ft. Hit: 7 (1d6 + 4) Bludgeoning damage plus 18 (4d8) Radiant damage. Spellcasting. The deva casts one of the following spells, requirin"
      },
      {
        "document": 1846,
        "excerpt": "t round of each combat), reach 5 ft. Hit: 11 (2d6 + 4) Bludgeoning damage. Read Thoughts. The doppelganger casts Detect Thoughts, requiring no spell components and using"
      },
      {
        "document": 1847,
        "excerpt": "s. Melee Attack Roll: +6, reach 5 ft. Hit: 6 (1d4 + 4) Bludgeoning damage."
      },
      {
        "document": 1848,
        "excerpt": "elee Attack Roll: +13, reach 15 ft. Hit: 18 (2d10 + 7) Bludgeoning damage. If the target is a Huge or smaller creature, it has the Prone condition. Steam Breath (Recharge"
      },
      {
        "document": 1851,
        "excerpt": "f. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Bludgeoning damage plus 2 (1d4) Poison damage. Verdant Wisp. Ranged Attack Roll: +5, range 90 ft. Hit: 10 (3d6) Rad"
      },
      {
        "document": 1853,
        "excerpt": "manation originating from the mephit. Failure: 5 (2d4) Bludgeoning damage. Success: Half damage."
      },
      {
        "document": 1855,
        "excerpt": "Melee Attack Roll: +8, reach 10 ft. Hit: 14 (2d8 + 5) Bludgeoning damage. Rock Launch. Ranged Attack Roll: +8, range 60 ft. Hit: 8 (1d6 + 5) Bludgeoning damage. If the t"
      },
      {
        "document": 1857,
        "excerpt": "t that has the Prone condition. Failure: 17 (2d10 + 6) Bludgeoning damage. Success: Half damage."
      },
      {
        "document": 1858,
        "excerpt": "m. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage. If the target is a Large or smaller creature and the elk moved 20+ feet straight toward it immed"
      },
      {
        "document": 1860,
        "excerpt": "AC 10; HP 5; Vulnerability to Fire damage; Immunity to Bludgeoning, Poison, and Psychic damage)."
      },
      {
        "document": 1862,
        "excerpt": "Bludgeoning, Piercing, Slashing"
      },
      {
        "document": 1863,
        "excerpt": "Attack Roll: +11, range 60/240 ft. Hit: 23 (3d10 + 7) Bludgeoning damage plus 4 (1d8) Fire damage, and the target is pushed up to 15 feet straight away from the giant and"
      },
      {
        "document": 1864,
        "excerpt": ". Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage plus 4 (1d8) Lightning damage."
      },
      {
        "document": 1871,
        "excerpt": "Acid, Bludgeoning, Cold, Fire, Lightning, Piercing, Slashing, Thunder"
      },
      {
        "document": 1873,
        "excerpt": "Melee Attack Roll: +9, reach 10 ft. Hit: 22 (3d10 + 6) Bludgeoning damage. Boulder Toss (Recharge 6). The ape hurls a boulder at a point it can see within 90 feet. Dexter"
      },
      {
        "document": 1878,
        "excerpt": "he snake can see within 10 feet. Failure: 13 (2d8 + 4) Bludgeoning damage, and the target has the Grappled condition (escape DC 14)."
      },
      {
        "document": 1879,
        "excerpt": "w. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 11) from"
      },
      {
        "document": 1880,
        "excerpt": "Melee Attack Roll: +8, reach 10 ft. Hit: 18 (3d8 + 5) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition."
      },
      {
        "document": 1882,
        "excerpt": "Melee Attack Roll: +6, reach 10 ft. Hit: 11 (2d6 + 4) Bludgeoning damage plus 5 (2d4) Radiant damage. If the target is a Huge or smaller creature and the elk moved 20+ fe"
      },
      {
        "document": 1886,
        "excerpt": "m. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage. If the target is a Large or smaller creature and the goat moved 20+ feet straight toward it imme"
      },
      {
        "document": 1889,
        "excerpt": "Melee Attack Roll: +5, reach 10 ft. Hit: 10 (2d6 + 3) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 13) from"
      },
      {
        "document": 1892,
        "excerpt": "w. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 13) from"
      },
      {
        "document": 1893,
        "excerpt": "m. Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) Bludgeoning damage, or 11 (2d8 + 2) Bludgeoning damage if the seahorse moved 20+ feet straight toward the target imm"
      },
      {
        "document": 1903,
        "excerpt": "eature Grappled by the glabrezu. Failure: 15 (3d6 + 5) Bludgeoning damage. Success: Half damage. Spellcasting. The glabrezu casts one of the following spells, requiring n"
      },
      {
        "document": 1904,
        "excerpt": "feet that the gladiator can see. Failure: 9 (2d4 + 4) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Prone condition."
      },
      {
        "document": 1906,
        "excerpt": "Ram. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Bludgeoning damage, or 2 (1d4) Bludgeoning damage if the goat moved 20+ feet straight toward the target immediately"
      },
      {
        "document": 1911,
        "excerpt": "t that has the Prone condition. Failure: 16 (2d10 + 5) Bludgeoning damage. Success: Half damage."
      },
      {
        "document": 1917,
        "excerpt": "l. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage plus 2 (1d4) Psychic damage."
      },
      {
        "document": 1926,
        "excerpt": "Melee Attack Roll: +8, reach 10 ft. Hit: 18 (3d8 + 5) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition. Trash Lob. Ranged Att"
      },
      {
        "document": 1936,
        "excerpt": "Melee Attack Roll: +10, reach 10 ft. Hit: 15 (3d6 + 5) Bludgeoning damage plus 18 (4d8) Cold damage. Ice Wall (Recharge 6). The devil casts Wall of Ice (level 8 version),"
      },
      {
        "document": 1940,
        "excerpt": "Bludgeoning, Piercing, Slashing"
      },
      {
        "document": 1946,
        "excerpt": "elee Attack Roll: +17, reach 30 ft. Hit: 24 (4d6 + 10) Bludgeoning damage. The target has the Grappled condition (escape DC 20) from one of ten tentacles, and it has the R"
      },
      {
        "document": 1955,
        "excerpt": "t that has the Prone condition. Failure: 29 (4d10 + 7) Bludgeoning damage. Success: Half damage."
      },
      {
        "document": 1957,
        "excerpt": "marilith can see within 5 feet. Failure: 15 (2d10 + 4) Bludgeoning damage. The target has the Grappled condition (escape DC 14), and it has the Restrained condition until"
      },
      {
        "document": 1962,
        "excerpt": "d. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Bludgeoning damage plus 4 (1d8) Acid damage. If the target is a Large or smaller creature, it has the Grappled condi"
      },
      {
        "document": 1964,
        "excerpt": "Bludgeoning"
      },
      {
        "document": 1965,
        "excerpt": "s. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Bludgeoning damage."
      },
      {
        "document": 1966,
        "excerpt": "Melee Attack Roll: +9, reach 5 ft. Hit: 15 (2d10 + 4) Bludgeoning damage plus 10 (3d6) Necrotic damage. If the target is a creature, it is cursed. While cursed, the targe"
      },
      {
        "document": 1967,
        "excerpt": ". Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Bludgeoning damage plus 10 (3d6) Necrotic damage. If the target is a creature, it is cursed. While cursed, the targe"
      },
      {
        "document": 1970,
        "excerpt": ". Melee Attack Roll: +6, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage plus 10 (3d6) Fire damage. Ethereal Stride. The nightmare and up to three willing creatures with"
      },
      {
        "document": 1973,
        "excerpt": "Tentacles. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Bludgeoning damage."
      },
      {
        "document": 1974,
        "excerpt": ". Melee Attack Roll: +6, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage. ---"
      },
      {
        "document": 1975,
        "excerpt": ". Melee Attack Roll: +6, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage. Javelin. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 30/120 ft. Hit: 11 (2d6 + 4) Pie"
      },
      {
        "document": 1977,
        "excerpt": "creature Grappled by the otyugh. Failure: 16 (3d8 + 3) Bludgeoning damage, and the target has the Stunned condition until the start of the otyugh's next turn. Success: Hal"
      },
      {
        "document": 1981,
        "excerpt": "s. Melee Attack Roll: +6, reach 5 ft. Hit: 7 (1d6 + 4) Bludgeoning damage plus 5 (2d4) Radiant damage."
      },
      {
        "document": 1990,
        "excerpt": "s. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Bludgeoning damage."
      },
      {
        "document": 1991,
        "excerpt": "e. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Bludgeoning damage plus 2 (1d4) Radiant damage. Radiant Flame. Ranged Attack Roll: +4, range 60 ft. Hit: 7 (2d6) Ra"
      },
      {
        "document": 1992,
        "excerpt": "e. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage plus 5 (2d4) Radiant damage. Radiant Flame. Ranged Attack Roll: +5, range 60 ft. Hit: 11 (2d10)"
      },
      {
        "document": 2004,
        "excerpt": "s. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Bludgeoning damage."
      },
      {
        "document": 2010,
        "excerpt": "lamander can see within 10 feet. Failure: 11 (2d6 + 4) Bludgeoning damage plus 7 (2d6) Fire damage. The target has the Grappled condition (escape DC 14), and it has the Re"
      },
      {
        "document": 2011,
        "excerpt": "s. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Bludgeoning damage. If the target is a Medium or smaller creature, the satyr pushes the target up to 10 feet straigh"
      },
      {
        "document": 2017,
        "excerpt": ". Melee Attack Roll: +7, reach 10 ft. Hit: 7 (1d6 + 4) Bludgeoning damage plus 5 (2d4) Lightning damage. If the target is a Medium or smaller creature, the shambling mound"
      },
      {
        "document": 2018,
        "excerpt": "Melee Attack Roll: +7, reach 10 ft. Hit: 11 (2d6 + 4) Bludgeoning damage plus 7 (2d6) Force damage."
      },
      {
        "document": 2021,
        "excerpt": "Bludgeoning"
      },
      {
        "document": 2023,
        "excerpt": "Acid, Bludgeoning, Cold, Fire, Lightning, Piercing, Slashing, Thunder"
      },
      {
        "document": 2033,
        "excerpt": "Melee Attack Roll: +9, reach 15 ft. Hit: 22 (3d10 + 6) Bludgeoning damage. Boulder. Ranged Attack Roll: +9, range 60/240 ft. Hit: 15 (2d8 + 6) Bludgeoning damage. If the"
      },
      {
        "document": 2034,
        "excerpt": "Melee Attack Roll: +10, reach 5 ft. Hit: 15 (2d8 + 6) Bludgeoning damage plus 9 (2d8) Force damage. Force Bolt. Ranged Attack Roll: +9, range 120 ft. Hit: 22 (4d10) Forc"
      },
      {
        "document": 2037,
        "excerpt": "Bludgeoning, Piercing, Slashing"
      },
      {
        "document": 2038,
        "excerpt": "Bludgeoning, Piercing, Slashing"
      },
      {
        "document": 2039,
        "excerpt": "Bludgeoning, Piercing, Slashing"
      },
      {
        "document": 2040,
        "excerpt": "Bludgeoning, Piercing, Slashing"
      },
      {
        "document": 2041,
        "excerpt": "Bludgeoning, Piercing, Slashing"
      },
      {
        "document": 2042,
        "excerpt": "Bludgeoning, Piercing, Slashing"
      },
      {
        "document": 2043,
        "excerpt": "Bludgeoning, Piercing, Slashing"
      },
      {
        "document": 2044,
        "excerpt": "Bludgeoning, Piercing, Slashing"
      },
      {
        "document": 2046,
        "excerpt": ". Melee Attack Roll: +5, reach 5 ft. Hit: 12 (2d8 + 3) Bludgeoning damage. If the target is a Large or smaller creature, the tough pushes the target up to 10 feet straight"
      },
      {
        "document": 2047,
        "excerpt": "e. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Bludgeoning damage. Heavy Crossbow. Ranged Attack Roll: +3, range 100/400 ft. Hit: 6 (1d10 + 1) Piercing damage."
      },
      {
        "document": 2048,
        "excerpt": "Bludgeoning, Piercing"
      },
      {
        "document": 2052,
        "excerpt": "Melee Attack Roll: +10, reach 15 ft. Hit: 25 (4d8 + 7) Bludgeoning damage. If the target is a Huge or smaller creature, it has the Prone condition."
      },
      {
        "document": 2053,
        "excerpt": ". Melee Attack Roll: +7, reach 5 ft. Hit: 11 (2d6 + 4) Bludgeoning damage. Radiant Horn. Melee Attack Roll: +7, reach 5 ft. Hit: 9 (1d10 + 4) Radiant damage. Spellcastin"
      },
      {
        "document": 2056,
        "excerpt": "). Melee Attack Roll: +9, reach 5 ft. Hit: 8 (1d8 + 4) Bludgeoning damage plus 7 (2d6) Necrotic damage. If the target is a Large or smaller creature, it has the Grappled c"
      },
      {
        "document": 2061,
        "excerpt": "Bludgeoning"
      },
      {
        "document": 2062,
        "excerpt": "s. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (2d4 + 4) Bludgeoning damage. If the target is a Large or smaller creature and the horse moved 20+ feet straight toward it imm"
      },
      {
        "document": 2065,
        "excerpt": ". Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Prone condition. Whelm (Recharge 4–6)"
      },
      {
        "document": 2074,
        "excerpt": "Acid, Bludgeoning, Cold, Fire, Necrotic, Piercing, Slashing"
      },
      {
        "document": 2078,
        "excerpt": "Acid, Bludgeoning, Cold, Fire, Piercing, Slashing"
      },
      {
        "document": 2091,
        "excerpt": "m. Melee Attack Roll: +3, reach 5 ft. Hit: 5 (1d8 + 1) Bludgeoning damage."
      }
    ],
    "blue": [
      {
        "document": 214,
        "excerpt": "Blue Dragons"
      },
      {
        "document": 754,
        "excerpt": "Blue sapphire"
      },
      {
        "document": 803,
        "excerpt": "Blue"
      },
      {
        "document": 986,
        "excerpt": "-- | | Black | Acid | Gold | Fire | | Blue | Lightning | Green | Poison | | Brass | Fire | Red | Fire | | Bronze | Ligh"
      },
      {
        "document": 1260,
        "excerpt": "Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterit"
      },
      {
        "document": 1387,
        "excerpt": "uccessful Save: Half as much damage. | 1d8 Ray 5 Blue. Failed Save: 12d6 Cold damage. Successful Save: Half as much damage. 6 Indigo. Failed Save: The target"
      },
      {
        "document": 1388,
        "excerpt": "| | 5 | Blue. Failed Save: 12d6 Cold damage. Successful Save: Half as much damage. Additional Effects: The layer is d"
      },
      {
        "document": 1399,
        "excerpt": "onents: V, S Duration: Instantaneous A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a"
      },
      {
        "document": 1609,
        "excerpt": "e orbits your head. Awareness (Rare). While this dark-blue rhomboid orbits your head, you have Advantage on Initiative rolls and Wisdom (Perception) checks. Forti"
      },
      {
        "document": 1653,
        "excerpt": "less spell (no Concentration required). This potion's blue liquid bubbles and steams as if boiling."
      },
      {
        "document": 1689,
        "excerpt": "m, Very Rare (Requires Attunement) This black or dark-blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wea"
      },
      {
        "document": 1748,
        "excerpt": "take a Magic action to expend 1 charge to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of yourself. The target must suc"
      },
      {
        "document": 1762,
        "excerpt": "Adult Blue Dragon"
      },
      {
        "document": 1774,
        "excerpt": "Ancient Blue Dragon"
      },
      {
        "document": 1813,
        "excerpt": "Blue Dragon Wyrmling"
      },
      {
        "document": 2082,
        "excerpt": "Young Blue Dragon"
      }
    ],
    "blunt": [
      {
        "document": 345,
        "excerpt": "in bundles of ten. As a Utilize action, you can use a blunt object, such as a Light Hammer, to hammer a spike into wood, earth, or a similar material. You can do so"
      },
      {
        "document": 949,
        "excerpt": "Blunt objects, constriction, falling"
      }
    ],
    "blur": [
      {
        "document": 822,
        "excerpt": "Blur, Burning Hands, Fire Bolt"
      },
      {
        "document": 862,
        "excerpt": "Blur"
      },
      {
        "document": 887,
        "excerpt": "Blur"
      },
      {
        "document": 1183,
        "excerpt": "Blur"
      }
    ],
    "blurred": [
      {
        "document": 1183,
        "excerpt": "tion: Concentration, up to 1 minute Your body becomes blurred. For the duration, any creature has Disadvantage on attack rolls against you. An attacker is immune to t"
      },
      {
        "document": 2031,
        "excerpt": "Blurred Form. Attack rolls against the mephit are made with Disadvantage unless the mephit has the Incapacitated"
      }
    ],
    "boar": [
      {
        "document": 794,
        "excerpt": "Boar"
      },
      {
        "document": 795,
        "excerpt": "Giant Boar"
      },
      {
        "document": 1814,
        "excerpt": "Boar"
      },
      {
        "document": 1876,
        "excerpt": "Giant Boar"
      },
      {
        "document": 2068,
        "excerpt": "30 ft., 40 ft. (boar form only)"
      }
    ],
    "boat": [
      {
        "document": 755,
        "excerpt": "Swan boat"
      },
      {
        "document": 1579,
        "excerpt": "). You can take a Magic action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be moved by any means. Touching the token to the vessel"
      },
      {
        "document": 1582,
        "excerpt": "Folding Boat"
      }
    ],
    "bobs": [
      {
        "document": 1646,
        "excerpt": "voyance spell (no Concentration required). An eyeball bobs in this potion's yellowish liquid but vanishes when the potion is opened."
      }
    ],
    "bodies": [
      {
        "document": 1167,
        "excerpt": "ght willing creatures within range project your astral bodies into the Astral Plane (the spell ends instantly if you are already on that plane). Each target's body is"
      },
      {
        "document": 1198,
        "excerpt": "l, or Beast (you choose which to learn) - Locations of bodies of water For example, you could determine the location of a powerful monster in the area, the locations"
      },
      {
        "document": 1303,
        "excerpt": "spell can't extinguish the light. Peaceful Rest. Dead bodies interred in the area can't be turned into Undead. Extradimensional Interference. Creatures of any types"
      },
      {
        "document": 1417,
        "excerpt": "s. The spell can change the appearance of the targets' bodies and equipment. You can make each creature seem 1 foot shorter or taller and appear heavier or lighter. A"
      }
    ],
    "bodiless": [
      {
        "document": 671,
        "excerpt": "on a DC 15 Charisma saving throw or be possessed by a bodiless demonic entity. Whenever the possessed creature rolls a 1 on a D20 Test, the demonic entity takes contro"
      }
    ],
    "bodily": [
      {
        "document": 1619,
        "excerpt": "Manual of Bodily Health"
      }
    ],
    "body": [
      {
        "document": 43,
        "excerpt": "eature or use the Search action to read the creature's body language, but you can't do both at the same time. And when you're exploring a dungeon, you can't simulta"
      },
      {
        "document": 90,
        "excerpt": "onsters make melee attacks with claws, teeth, or other body parts. A few spells also involve melee attacks."
      },
      {
        "document": 267,
        "excerpt": "hat holds a living worm with a head on each end of its body 00 A metal urn containing the ashes of a hero ---"
      },
      {
        "document": 568,
        "excerpt": "d Strike - a melee attack that involves you using your body to damage, grapple, or shove a target within 5 feet of you. Whenever you use your Unarmed Strike, choos"
      },
      {
        "document": 613,
        "excerpt": "can refuse. The spirit of a dead creature has left the body and departed for the Outer Planes, and reviving the creature requires calling the spirit back. If the c"
      },
      {
        "document": 633,
        "excerpt": "reature to grapple using a tentacle, a maw, or another body part. Whatever part a grappler uses, it can grapple only one creature at a time with that part, and the"
      },
      {
        "document": 693,
        "excerpt": "ct nasal membranes, tear ducts, and other parts of the body. Injury. Injury poison can be applied as a Bonus Action to a weapon, a piece of ammunition, or similar"
      },
      {
        "document": 739,
        "excerpt": "Push your body beyond normal limits"
      },
      {
        "document": 840,
        "excerpt": "Body and Mind"
      },
      {
        "document": 965,
        "excerpt": "o age more slowly. For every ten years that pass, your body ages only one year."
      },
      {
        "document": 967,
        "excerpt": "Body and Mind"
      },
      {
        "document": 977,
        "excerpt": "The magic in your body manifests physical traits of your draconic gift. Your Hit Point maximum increases by 3, and it increases"
      },
      {
        "document": 985,
        "excerpt": "Wholeness of Body"
      },
      {
        "document": 1167,
        "excerpt": "antly if you are already on that plane). Each target's body is left behind in a state of suspended animation; it has the Unconscious condition, doesn't need food or"
      },
      {
        "document": 1183,
        "excerpt": "nents: V Duration: Concentration, up to 1 minute Your body becomes blurred. For the duration, any creature has Disadvantage on attack rolls against you. An attacke"
      },
      {
        "document": 1214,
        "excerpt": "as much as 20 feet. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and"
      },
      {
        "document": 1271,
        "excerpt": "refly) Duration: 10 minutes Wispy flames wreathe your body for the duration, shedding Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. Th"
      },
      {
        "document": 1285,
        "excerpt": "ch damage on a successful one. If the globe strikes a body of water, it freezes the water to a depth of 6 inches over an area 30 feet square. This ice lasts for 1"
      },
      {
        "document": 1345,
        "excerpt": "liquary worth 500+ GP) Duration: Until dispelled Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's Ma"
      },
      {
        "document": 1356,
        "excerpt": "e object or surface large enough to fully contain your body, merging yourself and your equipment with the stone for the duration. You must touch the stone to do so."
      },
      {
        "document": 1397,
        "excerpt": "oses all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival - its head, for instanc"
      },
      {
        "document": 1401,
        "excerpt": "int at the start of each of its turns, and any severed body parts regrow after 2 minutes."
      },
      {
        "document": 1402,
        "excerpt": "een dead no longer than 10 days, the spell forms a new body for it and calls the soul to enter that body. Roll 1d10 and consult the table below to determine the bod"
      },
      {
        "document": 1406,
        "excerpt": "pell closes all mortal wounds and restores any missing body parts. Coming back from the dead is an ordeal. The target takes a -4 penalty to D20 Tests. Every time t"
      },
      {
        "document": 1408,
        "excerpt": "t has died of old age, nor does it restore any missing body parts."
      },
      {
        "document": 1413,
        "excerpt": "nt or other possession | -4 | | Body part, lock of hair, or bit of nail | -10 | On a successful save, the target isn't affected, a"
      },
      {
        "document": 1436,
        "excerpt": ". This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything th"
      },
      {
        "document": 1464,
        "excerpt": "d to its non-Undead form. The spell can provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then ap"
      },
      {
        "document": 1516,
        "excerpt": "e that starts its turn inside the bag is devoured, its body destroyed. Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. Ho"
      },
      {
        "document": 1579,
        "excerpt": "). You can take a Magic action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot-long, 20-foot-wide boat shape"
      },
      {
        "document": 1627,
        "excerpt": "the keep as yours. Void. Your soul is drawn from your body and contained in an object in a place of the GM's choice. One or more powerful beings guard the place. W"
      },
      {
        "document": 1631,
        "excerpt": "n instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is s"
      },
      {
        "document": 1675,
        "excerpt": "inutes if you have at least 1 Hit Point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if"
      },
      {
        "document": 1760,
        "excerpt": "tch Restoration. If destroyed, the aboleth gains a new body in 5d10 days, reviving with all its Hit Points in the Far Realm or another location chosen by the GM. L"
      },
      {
        "document": 1799,
        "excerpt": "s: If the balor dies outside the Abyss, it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss. Fire Aura. At the end of each of th"
      },
      {
        "document": 1802,
        "excerpt": "oration. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somew"
      },
      {
        "document": 1815,
        "excerpt": "oration. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somew"
      },
      {
        "document": 1825,
        "excerpt": "oration. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somew"
      },
      {
        "document": 1843,
        "excerpt": "toration. If the deva dies outside Mount Celestia, its body disappears, and it gains a new body instantly, reviving with all its Hit Points somewhere in Mount Celes"
      },
      {
        "document": 1845,
        "excerpt": "he djinni dies outside the Elemental Plane of Air, its body dissolves into mist, and it gains a new body in 1d4 days, reviving with all its Hit Points somewhere on"
      },
      {
        "document": 1856,
        "excerpt": "efreeti dies outside the Elemental Plane of Fire, its body dissolves into ash, and it gains a new body in 1d4 days, reviving with all its Hit Points somewhere on t"
      },
      {
        "document": 1859,
        "excerpt": "ation. If the erinyes dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somew"
      },
      {
        "document": 1871,
        "excerpt": "s the Incapacitated condition and loses control of its body. The ghost now controls the body, but the target retains awareness. The ghost can't be targeted by any a"
      },
      {
        "document": 1902,
        "excerpt": "s if it is reduced to 0 Hit Points by this attack. Its body is then absorbed into the mouther, leaving only equipment behind. Blinding Spittle (Recharge 5–6). Dext"
      },
      {
        "document": 1903,
        "excerpt": "storation. If the glabrezu dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in t"
      },
      {
        "document": 1925,
        "excerpt": "Restoration. If the hezrou dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in t"
      },
      {
        "document": 1932,
        "excerpt": "oration. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somew"
      },
      {
        "document": 1936,
        "excerpt": "oration. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somew"
      },
      {
        "document": 1949,
        "excerpt": "spirit jar, reviving with all its Hit Points. The new body appears in an unoccupied space within the lich's lair."
      },
      {
        "document": 1957,
        "excerpt": "storation. If the marilith dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in t"
      },
      {
        "document": 1966,
        "excerpt": "ndead Restoration. If destroyed, the mummy gains a new body in 24 hours if its heart is intact, reviving with all its Hit Points. The new body appears in an unoccup"
      },
      {
        "document": 1968,
        "excerpt": "oration. If the nalfeshnee dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in t"
      },
      {
        "document": 1986,
        "excerpt": "ion. If the pit fiend dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somew"
      },
      {
        "document": 1987,
        "excerpt": "tion. If the planetar dies outside Mount Celestia, its body disappears, and it gains a new body instantly, reviving with all its Hit Points somewhere in Mount Celes"
      },
      {
        "document": 1997,
        "excerpt": "tion. If the rakshasa dies outside the Nine Hells, its body turns to ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nin"
      },
      {
        "document": 2022,
        "excerpt": "oration. If the solar dies outside Mount Celestia, its body disappears, and it gains a new body instantly, reviving with all its Hit Points somewhere in Mount Celes"
      },
      {
        "document": 2059,
        "excerpt": "Restoration. If the vrock dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in t"
      },
      {
        "document": 2073,
        "excerpt": "ontrol, unless the Humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at a time."
      }
    ],
    "body's": [
      {
        "document": 1402,
        "excerpt": "Roll 1d10 and consult the table below to determine the body's species, or the GM chooses another playable species. | 1d10 | Species | 1d10 | Species | | :--- |"
      }
    ],
    "bogs": [
      {
        "document": 78,
        "excerpt": ", rubble, undergrowth, steep stairs, snow, and shallow bogs are examples of Difficult Terrain. Every foot of movement in Difficult Terrain costs 1 extra foot, even"
      }
    ],
    "boiling": [
      {
        "document": 1653,
        "excerpt": "). This potion's blue liquid bubbles and steams as if boiling."
      }
    ],
    "bold": [
      {
        "document": 143,
        "excerpt": "ption capitalizes a creature's name and presents it in bold type, that's a visual cue pointing you to the creature's stat block. Unless the text states otherwise, t"
      }
    ],
    "bolster": [
      {
        "document": 967,
        "excerpt": "e start of your turn, you can expend 3 Focus Points to bolster yourself against harm for 1 minute or until you have the Incapacitated condition. During that time, you"
      }
    ],
    "bolt": [
      {
        "document": 246,
        "excerpt": "casters gain iconic spells such as Fireball, Lightning Bolt, and Raise Dead. Most weapon-focused classes gain the ability to make multiple attacks in a round. The c"
      },
      {
        "document": 425,
        "excerpt": "ather Armor, Studded Leather Armor, Backpack, Crossbow Bolt Case, Map or Scroll Case, Parchment, Pouch, Quiver, Waterskin"
      },
      {
        "document": 466,
        "excerpt": "Case, Crossbow Bolt (1 GP)"
      },
      {
        "document": 756,
        "excerpt": "6, Invisibility (cast on yourself); on a 7, Lightning Bolt; on an 8, Phantasmal Force; on a 9, Polymorph; on a 10, Stinking Cloud."
      },
      {
        "document": 776,
        "excerpt": "Lightning Bolt (level 5 version)"
      },
      {
        "document": 778,
        "excerpt": "Lightning Bolt (level 7 version)"
      },
      {
        "document": 783,
        "excerpt": "You cast Lightning Bolt. The Line created by the spell extends from you to the chosen point of origin."
      },
      {
        "document": 822,
        "excerpt": "Blur, Burning Hands, Fire Bolt"
      },
      {
        "document": 827,
        "excerpt": "Lightning Bolt"
      },
      {
        "document": 859,
        "excerpt": "Fire Bolt"
      },
      {
        "document": 863,
        "excerpt": "Lightning Bolt"
      },
      {
        "document": 885,
        "excerpt": "Fire Bolt"
      },
      {
        "document": 888,
        "excerpt": "Lightning Bolt"
      },
      {
        "document": 911,
        "excerpt": "Guiding Bolt"
      },
      {
        "document": 928,
        "excerpt": "Ammunition (Range 80/320; Bolt), Loading, Two-Handed"
      },
      {
        "document": 931,
        "excerpt": "Case, Crossbow Bolt"
      },
      {
        "document": 964,
        "excerpt": "rom the Cleric spell list. Bless, Cure Wounds, Guiding Bolt, and Shield of Faith are recommended. The number of spells on your list increases as you gain Cleric le"
      },
      {
        "document": 992,
        "excerpt": "have Resistance to Fire damage.You also know the Fire Bolt cantrip. | Hellish Rebuke | Darkness |"
      },
      {
        "document": 1038,
        "excerpt": "Case, Crossbow Bolt"
      },
      {
        "document": 1067,
        "excerpt": "Ammunition (Range 30/120; Bolt)"
      },
      {
        "document": 1070,
        "excerpt": "Ammunition (Range 100/400; Bolt)"
      },
      {
        "document": 1085,
        "excerpt": "Ammunition (Range 80/320; Bolt)"
      },
      {
        "document": 1185,
        "excerpt": "hoose a point you can see under the cloud. A lightning bolt shoots from the cloud to that point. Each creature within 5 feet of that point makes a Dexterity saving"
      },
      {
        "document": 1187,
        "excerpt": "pins) Duration: Instantaneous You launch a lightning bolt toward a target you can see within range. Three bolts then leap from that target to as many as three oth"
      },
      {
        "document": 1270,
        "excerpt": "Fire Bolt"
      },
      {
        "document": 1290,
        "excerpt": "l's level Piercing damage plus 1d4 Poison damage. Web Bolt (Spider Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 60 ft. Hit: 1d10 + 3 p"
      },
      {
        "document": 1301,
        "excerpt": "Guiding Bolt"
      },
      {
        "document": 1337,
        "excerpt": "Lightning Bolt"
      },
      {
        "document": 1612,
        "excerpt": "ightning damage instead of Piercing damage. Lightning Bolt. When you throw this weapon at a target no farther than 120 feet from you, you can forgo making a ranged"
      },
      {
        "document": 1722,
        "excerpt": "ghtning Strike. You can take a Magic action to cause a bolt of lightning to leap from the staff's tip in a Line that is 5 feet wide and 120 feet long. Each creature"
      },
      {
        "document": 1745,
        "excerpt": "ou can expend no more than 3 charges to cast Lightning Bolt (save DC 15) from it. For 1 charge, you cast the level 3 version of the spell. You can increase the spel"
      },
      {
        "document": 1764,
        "excerpt": ") Repulsion Breath or (B) Spellcasting to cast Guiding Bolt (level 2 version). Rend. Melee Attack Roll: +12, reach 10 ft. Hit: 16 (2d8 + 7) Slashing damage plus 5"
      },
      {
        "document": 1766,
        "excerpt": "attack with a use of (A) Spellcasting to cast Guiding Bolt (level 2 version) or (B) Weakening Breath. Rend. Melee Attack Roll: +14, reach 10 ft. Hit: 17 (2d8 + 8)"
      },
      {
        "document": 1776,
        "excerpt": ") Repulsion Breath or (B) Spellcasting to cast Guiding Bolt (level 2 version). Rend. Melee Attack Roll: +16, reach 15 ft. Hit: 18 (2d8 + 9) Slashing damage plus 9"
      },
      {
        "document": 1778,
        "excerpt": "attack with a use of (A) Spellcasting to cast Guiding Bolt (level 4 version) or (B) Weakening Breath. Rend. Melee Attack Roll: +17 to hit, reach 15 ft. Hit: 19 (2"
      },
      {
        "document": 1790,
        "excerpt": "age Hand, Prestidigitation 2/Day Each: Fly, Lightning Bolt (level 7 version) 1/Day Each: Cone of Cold (level 9 version), Mind Blank (cast before combat), Scrying,"
      },
      {
        "document": 1845,
        "excerpt": "djinni makes three attacks, using Storm Blade or Storm Bolt in any combination. Storm Blade. Melee Attack Roll: +9, reach 5 feet. Hit: 12 (2d6 + 5) Slashing damage"
      },
      {
        "document": 1941,
        "excerpt": "The golem makes two attacks, using Bladed Arm or Fiery Bolt in any combination. Bladed Arm. Melee Attack Roll: +12, reach 10 ft. Hit: 20 (3d8 + 7) Slashing damage"
      },
      {
        "document": 1946,
        "excerpt": "xpended uses at the start of each of its turns. Storm Bolt. The kraken uses Lightning Strike. Toxic Ink. Constitution Saving Throw: DC 23, each creature in a 15-f"
      },
      {
        "document": 1949,
        "excerpt": "c, Fireball (level 5 version), Invisibility, Lightning Bolt (level 5 version), Mage Hand, Prestidigitation 2/Day Each: Animate Dead, Dimension Door, Plane Shift 1"
      },
      {
        "document": 2028,
        "excerpt": "mension Door, Hold Person (level 3 version), Lightning Bolt (level 4 version)"
      },
      {
        "document": 2034,
        "excerpt": "tack. The golem makes two attacks, using Slam or Force Bolt in any combination. Slam. Melee Attack Roll: +10, reach 5 ft. Hit: 15 (2d8 + 6) Bludgeoning damage plus"
      }
    ],
    "bolts": [
      {
        "document": 433,
        "excerpt": "cept Pistol, Musket, and Sling), Arcane Focus, Arrows, Bolts, Druidic Focus, Ink Pen, Needles"
      },
      {
        "document": 466,
        "excerpt": "A Crossbow Bolt Case holds up to 20 Bolts."
      },
      {
        "document": 932,
        "excerpt": "Bolts"
      },
      {
        "document": 1187,
        "excerpt": "g bolt toward a target you can see within range. Three bolts then leap from that target to as many as three other targets of your choice, each of which must be withi"
      },
      {
        "document": 1446,
        "excerpt": "the cloud takes 4d6 Acid damage. Turn 3. You call six bolts of lightning from the cloud to strike six different creatures or objects beneath it. Each target makes a"
      },
      {
        "document": 1483,
        "excerpt": "ht materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and miss automa"
      },
      {
        "document": 1569,
        "excerpt": "ds. The shortest compartment can hold up to 60 Arrows, Bolts, or similar objects. The mid-size compartment holds up to 18 Javelins or similar objects. The longest co"
      },
      {
        "document": 1745,
        "excerpt": "Wand of Lightning Bolts"
      }
    ],
    "bond": [
      {
        "document": 379,
        "excerpt": "Some magic items require a creature to form a bond - called Attunement - with them before the creature can use an item's magical properties. Without becomi"
      },
      {
        "document": 575,
        "excerpt": "Some magic items require a creature to form a bond - called Attunement - with them before the creature can use an item's magical properties. A creature can"
      },
      {
        "document": 844,
        "excerpt": "Warding Bond"
      },
      {
        "document": 891,
        "excerpt": "Telepathic Bond"
      },
      {
        "document": 903,
        "excerpt": "Telepathic Bond"
      },
      {
        "document": 912,
        "excerpt": "Warding Bond"
      },
      {
        "document": 972,
        "excerpt": "or Martial Melee weapon of your choice with which you bond - or create a bond with a magic weapon you touch; you can't bond with a magic weapon if someone else is"
      },
      {
        "document": 1266,
        "excerpt": "(XP 0; PB equals your Proficiency Bonus) Traits Life Bond. When you regain Hit Points from a level 1+ spell, the steed regains the same number of Hit Points if yo"
      },
      {
        "document": 1453,
        "excerpt": "Telepathic Bond"
      },
      {
        "document": 1477,
        "excerpt": "Warding Bond"
      },
      {
        "document": 1708,
        "excerpt": "s, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside with Oil of Sli"
      },
      {
        "document": 1931,
        "excerpt": "Telepathic Bond. While the homunculus is on the same plane of existence as its master, the two of them can communicate t"
      }
    ],
    "bonded": [
      {
        "document": 972,
        "excerpt": "if someone else is attuned to it or another Warlock is bonded with it. Until the bond ends, you have proficiency with the weapon, and you can use it as a Spellcasting"
      }
    ],
    "bone": [
      {
        "document": 146,
        "excerpt": "category is a scepter usually made of metal, wood, or bone. A typical rod weighs 2 to 5 pounds. Unless its description notes otherwise, a rod can be used as an Ar"
      },
      {
        "document": 149,
        "excerpt": "s typically 12 to 15 inches long and crafted of metal, bone, or wood. It is tipped with metal, crystal, stone, or some other material. Unless its description notes"
      },
      {
        "document": 266,
        "excerpt": "dreams when you wear it 66 A single caltrop made from bone 67 A gold monocle frame without the lens 68 A l-inch cube, each side a different color 69 A crystal d"
      },
      {
        "document": 267,
        "excerpt": "n that, when unfolded, shows a sleepy cat 75 A set of bone pipes 76 A four-leaf clover pressed inside a book discussing manners and etiquette 77 A sheet of parch"
      },
      {
        "document": 1157,
        "excerpt": ", M (a drop of blood, a piece of flesh, and a pinch of bone dust)"
      },
      {
        "document": 1815,
        "excerpt": "Bone Devil"
      },
      {
        "document": 1905,
        "excerpt": "ll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage. Bone Bow. Ranged Attack Roll: +3, range 150/600 ft. Hit: 6 (1d10 + 1) Piercing damage."
      },
      {
        "document": 1917,
        "excerpt": "Bone Cudgel. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage plus 2 (1d4) Psychic dama"
      }
    ],
    "bones": [
      {
        "document": 1157,
        "excerpt": "f bone dust) Duration: Instantaneous Choose a pile of bones or a corpse of a Medium or Small Humanoid within range. The target becomes an Undead creature: a Skeleto"
      },
      {
        "document": 1168,
        "excerpt": "V, S, M (specially marked sticks, bones, cards, or other divinatory tokens worth 25+ GP)"
      }
    ],
    "bonus": [
      {
        "document": 13,
        "excerpt": "Proficiency Bonus"
      },
      {
        "document": 21,
        "excerpt": "Proficiency Bonus"
      },
      {
        "document": 22,
        "excerpt": "d by the caster's spellcasting ability and Proficiency Bonus. Monster abilities that call for saves specify the DC."
      },
      {
        "document": 25,
        "excerpt": "Proficiency Bonus"
      },
      {
        "document": 34,
        "excerpt": "ts of the multiverse. All creatures have a Proficiency Bonus, which reflects the impact that training has on the creature's capabilities. A character's Proficiency B"
      },
      {
        "document": 35,
        "excerpt": "The Bonus Doesn't Stack"
      },
      {
        "document": 36,
        "excerpt": "cient in a skill, the creature applies its Proficiency Bonus to ability checks involving that skill. Without proficiency in a skill, a creature can still make abilit"
      },
      {
        "document": 40,
        "excerpt": "a saving throw lets a character add their Proficiency Bonus to saves that use a particular ability. For example, proficiency in Wisdom saves lets you add your Profi"
      },
      {
        "document": 41,
        "excerpt": "ve proficiency with a weapon, you add your Proficiency Bonus to attack rolls you make with it. Tools. If you have proficiency with a tool, you can add your Proficie"
      },
      {
        "document": 44,
        "excerpt": "Bonus Actions"
      },
      {
        "document": 79,
        "excerpt": "sing some of its movement before and after any action, Bonus Action, or Reaction you take on the same turn. For example, if you have a Speed of 30 feet, you could go"
      },
      {
        "document": 84,
        "excerpt": "Attack action, you make an attack. Some other actions, Bonus Actions, and Reactions also let you make an attack. Whether you strike with a Melee weapon, fire a Range"
      },
      {
        "document": 92,
        "excerpt": "fiers to use for various D20 Tests. - Your Proficiency Bonus If Relevant. Each creature has a Proficiency Bonus, a number added when making a D20 Test that uses some"
      },
      {
        "document": 93,
        "excerpt": "hen you are moved without using your movement, action, Bonus Action, or Reaction. For example, you don't provoke an Opportunity Attack if an explosion hurls you out"
      },
      {
        "document": 123,
        "excerpt": "odifier is +0 for the item, and the user's Proficiency Bonus applies."
      },
      {
        "document": 144,
        "excerpt": "ion or administering it to another creature requires a Bonus Action. Applying an oil might take longer as specified in its description. Once used, a potion takes eff"
      },
      {
        "document": 154,
        "excerpt": "m (Perception) and Dexterity (Stealth) checks. A skill bonus is the sum of a monster's relevant ability modifier and its Proficiency Bonus. Other modifiers might app"
      },
      {
        "document": 156,
        "excerpt": "ch it's not using one of its more powerful abilities. Bonus Actions, Reactions, Legendary Actions. If the monster has Bonus Actions, Reactions, or Legendary Actions"
      },
      {
        "document": 161,
        "excerpt": "ions here in addition to those in “Playing the Game.” Bonus Actions. This section provides a monster's Bonus Actions, if any. Reactions and Legendary Actions. Thes"
      },
      {
        "document": 167,
        "excerpt": "Proficiency Bonus"
      },
      {
        "document": 170,
        "excerpt": "or a ranged attack and then provides the attack roll's bonus, its reach or range, and what happens on a hit. An attack is against one target unless its entry says ot"
      },
      {
        "document": 175,
        "excerpt": "f any spells require a saving throw), and spell attack bonus (if any spells require an attack roll). Unless noted otherwise, a spell of level 1 or higher is always c"
      },
      {
        "document": 176,
        "excerpt": "Bonus Action"
      },
      {
        "document": 185,
        "excerpt": "onsters have additional modifiers, such as Proficiency Bonus, applied to that number. If you don't want to roll a monster's Initiative, use the Initiative score as"
      },
      {
        "document": 240,
        "excerpt": "g throws you have proficiency in, add your Proficiency Bonus to the appropriate ability modifier and note the total. Some players also like to note the modifier for"
      },
      {
        "document": 241,
        "excerpt": "er sheet, write your starting weapons. The attack roll bonus for a weapon with which you have proficiency is one of the following unless a weapon's property says oth"
      },
      {
        "document": 242,
        "excerpt": "XP you need to advance to a level and the Proficiency Bonus for a character of that level. When your XP total equals or exceeds a number in the Experience Points co"
      },
      {
        "document": 243,
        "excerpt": "oices offered by a new feature. 4: Adjust Proficiency Bonus. A character's Proficiency Bonus increases at certain levels, as shown in the Character Advancement tabl"
      },
      {
        "document": 252,
        "excerpt": "Bonus Feats at Level 20"
      },
      {
        "document": 259,
        "excerpt": "Proficiency Bonus"
      },
      {
        "document": 271,
        "excerpt": "table in your class description shows your Proficiency Bonus (described in “Playing the Game”), which is +2 for a level 1 character. Note this number on your charact"
      },
      {
        "document": 306,
        "excerpt": "ith a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don"
      },
      {
        "document": 307,
        "excerpt": "row (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 2d8 Radiant damage if it is a Fiend or an Undead."
      },
      {
        "document": 315,
        "excerpt": "t radius and Dim Light for an additional 30 feet. As a Bonus Action, you can lower the hood, reducing the light to Dim Light in a 5-foot radius, or raise it again."
      },
      {
        "document": 317,
        "excerpt": "nition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make."
      },
      {
        "document": 320,
        "excerpt": "If you consult an accurate Map, you gain a +5 bonus to Wisdom (Survival) checks you make to find your way in the place represented on it."
      },
      {
        "document": 322,
        "excerpt": "row (DC 8 plus your Dexterity modifier and Proficiency Bonus) or have the Restrained condition until it escapes. The target succeeds automatically if it is Huge or l"
      },
      {
        "document": 323,
        "excerpt": "row (DC 8 plus your Dexterity modifier and Proficiency Bonus) or be covered in oil. If the target takes Fire damage before the oil dries (after 1 minute), the target"
      },
      {
        "document": 327,
        "excerpt": "As a Bonus Action, you can use a vial of Basic Poison to coat one weapon or up to three pieces of ammunition. A cre"
      },
      {
        "document": 331,
        "excerpt": "This potion is a magic item. As a Bonus Action, you can drink it or administer it to another creature within 5 feet of yourself. The creature th"
      },
      {
        "document": 335,
        "excerpt": "Ram to break down doors. When doing so, you gain a +4 bonus to the Strength check. One other character can help you use the ram, giving you Advantage on this check."
      },
      {
        "document": 344,
        "excerpt": "n attack roll, the spell save DC is 13, and the attack bonus is +5. The scroll disintegrates when the casting is completed."
      },
      {
        "document": 349,
        "excerpt": "r Torch - or anything else with exposed fuel - takes a Bonus Action. Lighting any other fire takes 1 minute."
      },
      {
        "document": 395,
        "excerpt": "croll's spell uses your spell save DC and spell attack bonus."
      },
      {
        "document": 400,
        "excerpt": "n make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn."
      },
      {
        "document": 404,
        "excerpt": "fier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition."
      },
      {
        "document": 413,
        "excerpt": "you have proficiency with a tool, add your Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in a skill that's used with th"
      },
      {
        "document": 431,
        "excerpt": "must have proficiency with it to add your Proficiency Bonus to an attack roll you make with it. A player character's features can provide weapon proficiencies. A mo"
      },
      {
        "document": 445,
        "excerpt": "row (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 2d6 Acid damage."
      },
      {
        "document": 446,
        "excerpt": "row (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 1d4 Fire damage and start burning (see “Rules Glossary”)."
      },
      {
        "document": 448,
        "excerpt": "As a Bonus Action, you can drink a vial of Antitoxin to gain Advantage on saving throws to avoid or end the Poisone"
      },
      {
        "document": 459,
        "excerpt": "ccurate nonfiction Book about its topic, you gain a +5 bonus to Intelligence (Arcana, History, Nature, or Religion) checks you make about that topic."
      },
      {
        "document": 470,
        "excerpt": "han 25 feet from there without undoing the anchor as a Bonus Action."
      },
      {
        "document": 490,
        "excerpt": "re the Magic action to cast, but some spells require a Bonus Action, a Reaction, or 1 minute or more. A spell's Casting Time entry specifies which of those is requir"
      },
      {
        "document": 491,
        "excerpt": "ll slot using the Magic action and another one using a Bonus Action on the same turn."
      },
      {
        "document": 492,
        "excerpt": "Reaction and Bonus Action Triggers"
      },
      {
        "document": 503,
        "excerpt": "your spellcasting ability modifier + your Proficiency Bonus"
      },
      {
        "document": 504,
        "excerpt": "your spellcasting ability modifier + your Proficiency Bonus"
      },
      {
        "document": 505,
        "excerpt": "Instead, the most potent effect - such as the highest bonus - from those castings applies while their durations overlap. The most recent effect applies if the casti"
      },
      {
        "document": 525,
        "excerpt": "at you can see leaves your reach using its action, its Bonus Action, its Reaction, or one of its speeds. To make the Opportunity Attack, take a Reaction to make one"
      },
      {
        "document": 527,
        "excerpt": "quals 10 plus the creature's Wisdom (Perception) check bonus. If the creature has Advantage on such checks, increase the score by 5. If the creature has Disadvantage"
      },
      {
        "document": 531,
        "excerpt": "oficiency with something, you can add your Proficiency Bonus to any D20 Test you make using that thing. A creature might have proficiency in a skill or saving throw"
      },
      {
        "document": 533,
        "excerpt": "turn, you can do so even if you also take an action, a Bonus Action, or both. Once you take a Reaction, you can't take another one until the start of your next turn."
      },
      {
        "document": 544,
        "excerpt": "hield and lack training with it, you don't gain its AC bonus. See also \"Disadvantage\" and \"Equipment\" (\"Armor\")."
      },
      {
        "document": 547,
        "excerpt": "e proficiency in a skill, you can add your Proficiency Bonus when you make an ability check associated with that skill. See also “Playing the Game” (“Proficiency”)."
      },
      {
        "document": 554,
        "excerpt": "rs receive for defeating a monster and its Proficiency Bonus follow. Some creatures that are created by magic have no CR. See also “Challenge Rating” and “Experience"
      },
      {
        "document": 568,
        "excerpt": "mage. You make an attack roll against the target. Your bonus to the roll equals your Strength modifier plus your Proficiency Bonus. On a hit, the target takes Bludge"
      },
      {
        "document": 579,
        "excerpt": "Bonus Action"
      },
      {
        "document": 595,
        "excerpt": "ovides a different benefit to a target: Half Cover (+2 bonus to AC and Dexterity saving throws), Three-Quarters Cover (+5 bonus to AC and Dexterity saving throws), a"
      },
      {
        "document": 627,
        "excerpt": "ficiency in which you have Expertise, your Proficiency Bonus is doubled for that check unless the bonus is doubled by another feature. If you gain Expertise, you ga"
      },
      {
        "document": 648,
        "excerpt": "rules below. Proficiency. Don't add your Proficiency Bonus to attack rolls with an improvised weapon. Damage. On a hit, the weapon deals 1d4 damage of a type the"
      },
      {
        "document": 689,
        "excerpt": "on each of its turns: move, take an action, or take a Bonus Action."
      },
      {
        "document": 693,
        "excerpt": "f the body. Injury. Injury poison can be applied as a Bonus Action to a weapon, a piece of ammunition, or similar object. The poison remains potent until delivered"
      },
      {
        "document": 722,
        "excerpt": "creatures nearby roll Initiative; the stone gets a +8 bonus on its Initiative roll. On its turn, the stone moves 60 feet in one direction, changing course if redir"
      },
      {
        "document": 743,
        "excerpt": "Proficiency Bonus"
      },
      {
        "document": 752,
        "excerpt": "+2 bonus to AC and Dexterity saving throws"
      },
      {
        "document": 770,
        "excerpt": "Attack Bonus"
      },
      {
        "document": 771,
        "excerpt": "Attack Bonus"
      },
      {
        "document": 807,
        "excerpt": "Proficiency Bonus by Challenge Rating"
      },
      {
        "document": 814,
        "excerpt": "Proficiency Bonus"
      },
      {
        "document": 824,
        "excerpt": "Bonus"
      },
      {
        "document": 839,
        "excerpt": "Proficiency Bonus"
      },
      {
        "document": 840,
        "excerpt": "Proficiency Bonus"
      },
      {
        "document": 842,
        "excerpt": "Proficiency Bonus"
      },
      {
        "document": 848,
        "excerpt": "Proficiency Bonus"
      },
      {
        "document": 849,
        "excerpt": "Proficiency Bonus"
      },
      {
        "document": 855,
        "excerpt": "Proficiency Bonus"
      },
      {
        "document": 858,
        "excerpt": "Proficiency Bonus"
      },
      {
        "document": 871,
        "excerpt": "Proficiency Bonus"
      },
      {
        "document": 883,
        "excerpt": "Proficiency Bonus"
      },
      {
        "document": 896,
        "excerpt": "Proficiency Bonus"
      },
      {
        "document": 908,
        "excerpt": "Bonus"
      },
      {
        "document": 942,
        "excerpt": "Proficiency Bonus"
      },
      {
        "document": 962,
        "excerpt": "raordinary might and resilience. You can enter it as a Bonus Action if you aren't wearing Heavy armor. You can enter your Rage the number of times shown for your Ba"
      },
      {
        "document": 963,
        "excerpt": "on die, which is a d6. Using Bardic Inspiration. As a Bonus Action, you can inspire another creature within 60 feet of yourself who can see or hear you. That creatu"
      },
      {
        "document": 964,
        "excerpt": "on, your mystical connection to the divine gives you a bonus to your Intelligence (Arcana or Religion) checks. The bonus equals your Wisdom modifier (minimum of +1)."
      },
      {
        "document": 965,
        "excerpt": "dition, your mystical connection to nature gives you a bonus to your Intelligence (Arcana or Nature) checks. The bonus equals your Wisdom modifier (minimum bonus of"
      },
      {
        "document": 966,
        "excerpt": "physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level. You can use this fea"
      },
      {
        "document": 967,
        "excerpt": "ns and you aren't wearing armor or wielding a Shield. Bonus Unarmed Strike. You can make an Unarmed Strike as a Bonus Action. Martial Arts Die. You can roll 1d6 in"
      },
      {
        "document": 968,
        "excerpt": "t Points equal to five times your Paladin level. As a Bonus Action, you can touch a creature (which could be yourself) and draw power from the pool of healing to re"
      },
      {
        "document": 969,
        "excerpt": "oke spirits of nature to magically hide yourself. As a Bonus Action, you can give yourself the Invisible condition until the end of your next turn. You can use this"
      },
      {
        "document": 970,
        "excerpt": "r turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide."
      },
      {
        "document": 971,
        "excerpt": "e mark on you, infusing you with simmering magic. As a Bonus Action, you can unleash that magic for 1 minute, during which you gain the following benefits: - The sp"
      },
      {
        "document": 972,
        "excerpt": "o Minds Prerequisite: Level 5+ Warlock You can use a Bonus Action to touch a willing creature and perceive through its senses until the end of your next turn. As l"
      },
      {
        "document": 975,
        "excerpt": "nt Resistance of your Nature's Ward while there. As a Bonus Action, you can move the Cube up to 60 feet to ground within 120 feet of yourself."
      },
      {
        "document": 976,
        "excerpt": "Bonus Proficiencies"
      },
      {
        "document": 977,
        "excerpt": "As a Bonus Action, you can cause draconic wings to appear on your back. The wings last for 1 hour or until you dism"
      },
      {
        "document": 982,
        "excerpt": "ier to attack rolls you make with that weapon (minimum bonus of +1), and each time you hit with it, you cause it to deal its normal damage type or Radiant damage. T"
      },
      {
        "document": 983,
        "excerpt": "damage, roll a number of d6s equal to your Rage Damage bonus, and add them together. The damage has the same type as the weapon or Unarmed Strike used for the attack"
      },
      {
        "document": 984,
        "excerpt": "As a Bonus Action, you can do one of the following. Sleight of Hand. Make a Dexterity (Sleight of Hand) check to p"
      },
      {
        "document": 985,
        "excerpt": "You gain the ability to heal yourself. As a Bonus Action, you can roll your Martial Arts die. You regain a number of Hit Points equal to the number rolled"
      },
      {
        "document": 986,
        "excerpt": "(DC 8 plus your Constitution modifier and Proficiency Bonus). On a failed save, a creature takes 1d10 damage of the type determined by your Draconic Ancestry trait."
      },
      {
        "document": 987,
        "excerpt": "As a Bonus Action, you gain Tremorsense with a range of 60 feet for 10 minutes. You must be on a stone surface or t"
      },
      {
        "document": 989,
        "excerpt": "spell slot a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. You can also use any spell slots you have"
      },
      {
        "document": 990,
        "excerpt": "en benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest: Cloud's Jaunt (Cloud Giant). As a Bonus"
      },
      {
        "document": 993,
        "excerpt": "You can take the Dash action as a Bonus Action. When you do so, you gain a number of Temporary Hit Points equal to your Proficiency Bonus. You"
      },
      {
        "document": 1000,
        "excerpt": "When you roll Initiative, you can add your Proficiency Bonus to the roll. Initiative Swap. Immediately after you roll Initiative, you can swap your Initiative with"
      },
      {
        "document": 1001,
        "excerpt": "(Prerequisite: Fighting Style Feature) You gain a +2 bonus to attack rolls you make with Ranged weapons."
      },
      {
        "document": 1004,
        "excerpt": "est, you can roll 2d4 and apply the total rolled as a bonus or penalty to the d20 roll. Once you use this benefit, you can't use it again until you roll Initiative"
      },
      {
        "document": 1007,
        "excerpt": "ss, you can give yourself the Invisible condition as a Bonus Action. The condition ends on you immediately after you take an action, a Bonus Action, or a Reaction."
      },
      {
        "document": 1009,
        "excerpt": "e wearing Light, Medium, or Heavy armor, you gain a +1 bonus to Armor Class."
      },
      {
        "document": 1156,
        "excerpt": "asts for the duration or until the target ends it as a Bonus Action."
      },
      {
        "document": 1157,
        "excerpt": "e stat blocks). On each of your turns, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 60 feet of yo"
      },
      {
        "document": 1158,
        "excerpt": "ely after yours. Until the spell ends, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 500 feet of y"
      },
      {
        "document": 1162,
        "excerpt": "It also has Darkvision with a range of 30 feet. As a Bonus Action, you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye's movement,"
      },
      {
        "document": 1163,
        "excerpt": "'t occupy its space. When you cast the spell and as a Bonus Action on your later turns, you can move the hand up to 60 feet and then cause one of the following effe"
      },
      {
        "document": 1165,
        "excerpt": "ability modifier. On your later turns, you can take a Bonus Action to move the sword up to 30 feet to a spot you can see and repeat the attack against the same targ"
      },
      {
        "document": 1173,
        "excerpt": "Bonus Action"
      },
      {
        "document": 1193,
        "excerpt": "e through the sensor as if you were in its space. As a Bonus Action, you can switch between seeing and hearing. A creature that sees the sensor (such as a creature"
      },
      {
        "document": 1197,
        "excerpt": "s turn, the target doesn't move and takes no action or Bonus Action. Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot lev"
      },
      {
        "document": 1201,
        "excerpt": "ntil the spell ends. For the duration, you can take a Bonus Action to designate a direction that is horizontal to you. Each Charmed target must use as much of its m"
      },
      {
        "document": 1203,
        "excerpt": "ed on a Wisdom saving throw, or that target can't take Bonus Actions or Reactions and must roll 1d10 at the start of each of its turns to determine its behavior for"
      },
      {
        "document": 1207,
        "excerpt": "th you and the spirit as the source of the fear. As a Bonus Action on your later turns, you can teleport the spirit to an unoccupied space you can see within 30 fee"
      },
      {
        "document": 1209,
        "excerpt": ". In addition, you can take the Disengage action as a Bonus Action for the spell's duration. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each"
      },
      {
        "document": 1216,
        "excerpt": ", the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn't"
      },
      {
        "document": 1219,
        "excerpt": "our control (see “Monsters” for its stat block). As a Bonus Action on each of your turns, you can mentally command any creature you animated with this spell if the"
      },
      {
        "document": 1222,
        "excerpt": "each light sheds Dim Light in a 10-foot radius. As a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be within 20 feet of"
      },
      {
        "document": 1239,
        "excerpt": "Bonus Action"
      },
      {
        "document": 1240,
        "excerpt": "Bonus Action, which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike"
      },
      {
        "document": 1241,
        "excerpt": "Bonus Action"
      },
      {
        "document": 1245,
        "excerpt": "Bonus Action"
      },
      {
        "document": 1253,
        "excerpt": "Bonus Action, which you take immediately after hitting a creature with a weapon"
      },
      {
        "document": 1257,
        "excerpt": "Bonus Action"
      },
      {
        "document": 1265,
        "excerpt": "communicate with it telepathically. Additionally, as a Bonus Action, you can see through the familiar's eyes and hear what it hears until the start of your next turn"
      },
      {
        "document": 1266,
        "excerpt": "ly with you) CR None (XP 0; PB equals your Proficiency Bonus) Traits Life Bond. When you regain Hit Points from a level 1+ spell, the steed regains the same number"
      },
      {
        "document": 1274,
        "excerpt": "Bonus Action"
      },
      {
        "document": 1276,
        "excerpt": "save or half as much damage on a successful one. As a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move the sphere into"
      },
      {
        "document": 1290,
        "excerpt": "ges you know CR None (XP 0; PB equals your Proficiency Bonus) Traits Spider Climb. The insect can climb difficult surfaces, including along ceilings, without needi"
      },
      {
        "document": 1294,
        "excerpt": "sed with magic for the duration. A creature can take a Bonus Action to eat one berry. Eating a berry restores 1 Hit Point, and the berry provides enough nourishment"
      },
      {
        "document": 1302,
        "excerpt": "and has a 50 percent chance to extinguish them. As a Bonus Action on your later turns, you can change the direction in which the Line blasts from you."
      },
      {
        "document": 1306,
        "excerpt": "ell ends, the target's Speed is doubled, it gains a +2 bonus to Armor Class, it has Advantage on Dexterity saving throws, and it gains an additional action on each o"
      },
      {
        "document": 1308,
        "excerpt": "Bonus Action"
      },
      {
        "document": 1309,
        "excerpt": "u cast the spell. Until the spell ends, you can take a Bonus Action on each of your later turns to deal this damage again if the object is within range. If a creatu"
      },
      {
        "document": 1313,
        "excerpt": "Bonus Action"
      },
      {
        "document": 1318,
        "excerpt": "Bonus Action"
      },
      {
        "document": 1331,
        "excerpt": "Bonus Action"
      },
      {
        "document": 1334,
        "excerpt": "Bonus Action"
      },
      {
        "document": 1348,
        "excerpt": "Bonus Action"
      },
      {
        "document": 1353,
        "excerpt": "Bonus Action"
      },
      {
        "document": 1366,
        "excerpt": "Bonus Action"
      },
      {
        "document": 1371,
        "excerpt": "the aura, you and each creature you choose have a +10 bonus to Dexterity (Stealth) checks and leave no tracks."
      },
      {
        "document": 1390,
        "excerpt": "Bonus Action"
      },
      {
        "document": 1411,
        "excerpt": "Bonus Action"
      },
      {
        "document": 1414,
        "excerpt": "Bonus Action, which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike"
      },
      {
        "document": 1422,
        "excerpt": "Bonus Action"
      },
      {
        "document": 1423,
        "excerpt": "you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile."
      },
      {
        "document": 1424,
        "excerpt": "Bonus Action"
      },
      {
        "document": 1425,
        "excerpt": "Bonus Action, which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike"
      },
      {
        "document": 1432,
        "excerpt": "tions. On its turns, it can take either an action or a Bonus Action, not both, and it can make only one attack if it takes the Attack action. If it casts a spell wit"
      },
      {
        "document": 1441,
        "excerpt": "Bonus Action"
      },
      {
        "document": 1443,
        "excerpt": "ed in this way, the creature can't take an action or a Bonus Action."
      },
      {
        "document": 1448,
        "excerpt": "ges you know CR None (XP 0; PB equals your Proficiency Bonus) Traits Shared Resistances. When you summon the spirit, choose one of its Resistances. You have Resist"
      },
      {
        "document": 1468,
        "excerpt": "ints, the spell ends. Once on each of your turns as a Bonus Action, you can mentally command the servant to move up to 15 feet and interact with an object. The serv"
      },
      {
        "document": 1477,
        "excerpt": "ile the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has Resistance to all damage. Also, each time it takes damage, you take"
      },
      {
        "document": 1479,
        "excerpt": "lity for the duration. An affected target must take a Bonus Action to pass from the liquid's surface into the liquid itself and vice versa, but if the target falls"
      },
      {
        "document": 1493,
        "excerpt": "llowing effects. Inactive. You can't take any action, Bonus Action, or Reaction. No Concentration. Your Concentration is broken. Speechless. You can't speak. Sur"
      },
      {
        "document": 1503,
        "excerpt": "ncommon (+1), Rare (+2), or Very Rare (+3) You have a bonus to attack rolls and damage rolls made with this piece of magic ammunition. The bonus is determined by th"
      },
      {
        "document": 1508,
        "excerpt": "Attunement) While holding this Shield, you can take a Bonus Action to cause it to animate. The Shield leaps into the air and hovers in your space to protect you as"
      },
      {
        "document": 1510,
        "excerpt": "re (+1), Very Rare (+2), or Legendary (+3) You have a bonus to Armor Class while wearing this armor. The bonus is determined by its rarity."
      },
      {
        "document": 1514,
        "excerpt": "or (Shield), Rare (Requires Attunement) You gain a +2 bonus to Armor Class against ranged attack rolls while you wield this Shield. This bonus is in addition to the"
      },
      {
        "document": 1518,
        "excerpt": "ely after you on your Initiative count. You can take a Bonus Action to command how the creature moves and what action it takes on its next turn, such as attacking an"
      },
      {
        "document": 1523,
        "excerpt": "or Halberd), Rare (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. In addition, while you are attuned to this"
      },
      {
        "document": 1526,
        "excerpt": "ttunement) While you wear these boots, you can take a Bonus Action to click the boots' heels together. If you do, the boots double your Speed, and any creature that"
      },
      {
        "document": 1529,
        "excerpt": "fter 1 hour, when it dies, or when you dismiss it as a Bonus Action. The bowl can't be used this way again until the next dawn. The bowl is about 1 foot in diameter"
      },
      {
        "document": 1530,
        "excerpt": "iency with the Longbow and Shortbow, and you gain a +2 bonus to damage rolls made with such weapons."
      },
      {
        "document": 1531,
        "excerpt": "ttunement) While wearing these bracers, you gain a +2 bonus to Armor Class if you are wearing no armor and using no Shield."
      },
      {
        "document": 1532,
        "excerpt": "fter 1 hour, when it dies, or when you dismiss it as a Bonus Action. The brazier can't be used this way again until the next dawn."
      },
      {
        "document": 1538,
        "excerpt": "fter 1 hour, when it dies, or when you dismiss it as a Bonus Action. The censer can't be used this way again until the next dawn."
      },
      {
        "document": 1545,
        "excerpt": "us Item, Uncommon (Requires Attunement) You gain a +1 bonus to Armor Class and saving throws while you wear this cloak."
      },
      {
        "document": 1554,
        "excerpt": "Weapon (Dagger), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. You can take a Bonus Action to magically"
      },
      {
        "document": 1555,
        "excerpt": "word), Very Rare (Requires Attunement) You can take a Bonus Action to toss this magic weapon into the air. When you do so, the weapon begins to hover, flies up to 3"
      },
      {
        "document": 1558,
        "excerpt": "eapon), Legendary (Requires Attunement) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. The first time you attack with the weapon"
      },
      {
        "document": 1559,
        "excerpt": "s Attunement) While wearing this armor, you gain a +1 bonus to Armor Class, and you know Abyssal. In addition, the armor's clawed gauntlets allow your Unarmed Strik"
      },
      {
        "document": 1562,
        "excerpt": "ighly valued. While wearing this armor, you gain a +1 bonus to Armor Class, you have Advantage on saving throws against the breath weapons of Dragons, and you have"
      },
      {
        "document": 1563,
        "excerpt": "Weapon (Any Simple or Martial), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon deals an extra 3d6 damage of t"
      },
      {
        "document": 1567,
        "excerpt": "or), Very Rare While wearing this armor, you gain a +2 bonus to Armor Class. In addition, if an effect moves you against your will along the ground, you can take a R"
      },
      {
        "document": 1568,
        "excerpt": "ature Attuned to a Belt of Dwarvenkind) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. It has the Thrown property with a normal r"
      },
      {
        "document": 1571,
        "excerpt": "fter 1 hour, when it dies, or when you dismiss it as a Bonus Action. The type of gem determines the elemental, as shown in the following table."
      },
      {
        "document": 1573,
        "excerpt": "Armor (Chain Mail or Chain Shirt), Rare You gain a +1 bonus to Armor Class while you wear this armor. You are considered trained with this armor even if you lack tr"
      },
      {
        "document": 1574,
        "excerpt": "rtbow), Very Rare (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull yo"
      },
      {
        "document": 1579,
        "excerpt": "d a floating whip takes its place. You can then take a Bonus Action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus"
      },
      {
        "document": 1581,
        "excerpt": "ment) While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These fla"
      },
      {
        "document": 1585,
        "excerpt": "ect doesn't expend a charge. It lasts until you take a Bonus Action to repeat the command word or until you use another function of the gem. Second Command Word. Yo"
      },
      {
        "document": 1587,
        "excerpt": "Weapon (Any Simple or Martial), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, th"
      },
      {
        "document": 1588,
        "excerpt": "Armor), Rare While wearing this armor, you gain a +1 bonus to Armor Class. You can also take a Bonus Action to cause the armor to assume the appearance of a normal"
      },
      {
        "document": 1590,
        "excerpt": "nd a Swim Speed equal to your Speed, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim."
      },
      {
        "document": 1591,
        "excerpt": "ceptible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks."
      },
      {
        "document": 1593,
        "excerpt": "ammer), Legendary (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon has 5 charges. You can expend"
      },
      {
        "document": 1594,
        "excerpt": "item from the haversack requires a Utilize action or a Bonus Action (your choice). When you reach into the haversack for a specific item, the item is always magicall"
      },
      {
        "document": 1596,
        "excerpt": "from the hat uses your spell save DC and spell attack bonus."
      },
      {
        "document": 1598,
        "excerpt": "xtra 1d6 Fire damage. The flames last until you take a Bonus Action to extinguish them or until you drop or stow the weapon. Ruby Resistance. As long as the helm ha"
      },
      {
        "document": 1602,
        "excerpt": "dary (Requires Attunement by a Paladin) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it,"
      },
      {
        "document": 1608,
        "excerpt": "r opens only at your command, which you can issue as a Bonus Action. It is immune to the Knock spell and similar magic. Magic prevents the tower from being tipped o"
      },
      {
        "document": 1609,
        "excerpt": "bits your head. Mastery (Legendary). Your Proficiency Bonus increases by 1 while this pale green prism orbits your head. Protection (Rare). You gain a +1 bonus to"
      },
      {
        "document": 1610,
        "excerpt": "metal bands. Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your Proficiency Bonus. On a hit, the target has the Restrained co"
      },
      {
        "document": 1614,
        "excerpt": "sword), Legendary (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. While the weapon is on your person, you al"
      },
      {
        "document": 1616,
        "excerpt": "Weapon (Mace), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The bonus increases to +3 when you use the"
      },
      {
        "document": 1630,
        "excerpt": "h bead contains a spell that you can cast from it as a Bonus Action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead c"
      },
      {
        "document": 1631,
        "excerpt": "rtial), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 cha"
      },
      {
        "document": 1642,
        "excerpt": "f you play the pipes as a Magic action, you can take a Bonus Action to expend 1 to 3 charges, calling forth one Swarm of Rats with each expended charge if enough rat"
      },
      {
        "document": 1650,
        "excerpt": "ncentration required) or until you end the effect as a Bonus Action. This potion's container seems to hold fog that moves and pours like water."
      },
      {
        "document": 1664,
        "excerpt": "staff), Very Rare (Requires Attunement) You have a +2 bonus to attack rolls and damage rolls made with this magic weapon. While holding this weapon, you can cause"
      },
      {
        "document": 1671,
        "excerpt": "nvisible until the ring is removed or until you take a Bonus Action to become visible again."
      },
      {
        "document": 1674,
        "excerpt": "Ring, Rare (Requires Attunement) You gain a +1 bonus to Armor Class and saving throws while wearing this ring."
      },
      {
        "document": 1677,
        "excerpt": "Each sphere sheds Dim Light in a 30-foot radius. As a Bonus Action, you can move each sphere up to 30 feet, but no farther than 120 feet away from yourself. The fir"
      },
      {
        "document": 1678,
        "excerpt": "spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster but is otherwise treated as if you cast the spell. The"
      },
      {
        "document": 1682,
        "excerpt": "pectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 Force damage and is pushed 5 feet away from"
      },
      {
        "document": 1689,
        "excerpt": "idered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it. Six stars, located on the robe's upper-front portion, are particula"
      },
      {
        "document": 1690,
        "excerpt": "ffects. War Mage. Your spell save DC and spell attack bonus each increase by 2."
      },
      {
        "document": 1693,
        "excerpt": "e in that Bright Light, you and your allies gain a +1 bonus to Armor Class and saving throws and can sense the location of any Invisible creature that is also in th"
      },
      {
        "document": 1694,
        "excerpt": "ead, and it functions as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made with it. The rod has properties associated with six different butt"
      },
      {
        "document": 1699,
        "excerpt": "e rope to coil up in the target's space) or by using a Bonus Action to repeat the command (causing the rope to coil up in your hand). A target Restrained by the rop"
      },
      {
        "document": 1700,
        "excerpt": "ts while it is on your person. Defense. You gain a +1 bonus to Armor Class. Preservation. The scarab has 12 charges. If you fail a saving throw against a Necromanc"
      },
      {
        "document": 1701,
        "excerpt": "mitar), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. In addition, you can make one attack with"
      },
      {
        "document": 1704,
        "excerpt": "Very Rare (+3) While holding this Shield, you have a bonus to Armor Class determined by the Shield's rarity, in addition to the Shield's normal bonus to AC."
      },
      {
        "document": 1706,
        "excerpt": "Attunement) While holding this Shield, you have a +2 bonus to Armor Class. This bonus is in addition to the Shield's normal bonus to AC. The Shield has the follow"
      },
      {
        "document": 1709,
        "excerpt": "roll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the following table. Copying a Scroll into a Spellbook. A"
      },
      {
        "document": 1711,
        "excerpt": "line. While in control of the sphere, you can take a Bonus Action to cause it to move in one direction of your choice, up to a number of feet equal to 5 times your"
      },
      {
        "document": 1716,
        "excerpt": "an be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, sav"
      },
      {
        "document": 1717,
        "excerpt": "an be wielded as a magic Quarterstaff that grants a +3 bonus to attack rolls and damage rolls made with it. The staff has 10 charges. When you hit with a melee atta"
      },
      {
        "document": 1719,
        "excerpt": "an be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack ro"
      },
      {
        "document": 1720,
        "excerpt": "ent commands from you, the snake defends itself. As a Bonus Action, you can command the snake to revert to staff form in its current space, and you can't use the st"
      },
      {
        "document": 1721,
        "excerpt": "an be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rol"
      },
      {
        "document": 1722,
        "excerpt": "an be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. It also has the following additional properties. Once one"
      },
      {
        "document": 1724,
        "excerpt": "fter 1 hour, when it dies, or when you dismiss it as a Bonus Action. The stone can't be used this way again until the next dawn."
      },
      {
        "document": 1725,
        "excerpt": "e this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws."
      },
      {
        "document": 1726,
        "excerpt": "e of Radiance. While grasping the hilt, you can take a Bonus Action to cause a blade of pure radiance to spring into existence or make the blade disappear. While the"
      },
      {
        "document": 1730,
        "excerpt": "u can use the talisman as a Holy Symbol. You gain a +2 bonus to spell attack rolls while you wear or hold it. Pure Rebuke. The talisman has 7 charges. While wearing"
      },
      {
        "document": 1732,
        "excerpt": "u can use the talisman as a Holy Symbol. You gain a +2 bonus to spell attack rolls while you wear or hold it. Ultimate End. The talisman has 6 charges. While wearin"
      },
      {
        "document": 1740,
        "excerpt": "mitar), Legendary (Requires Attunement) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. In addition, the weapon ignores Resistance"
      },
      {
        "document": 1751,
        "excerpt": "by a Spellcaster) While holding this wand, you gain a bonus to spell attack rolls determined by the wand's rarity. In addition, you ignore Half Cover when making a"
      },
      {
        "document": 1754,
        "excerpt": "ncommon (+1), Rare (+2), or Very Rare (+3) You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's ra"
      },
      {
        "document": 1765,
        "excerpt": "Speed is halved; and it can take either an action or a Bonus Action on its turn, not both. This effect lasts until the end of its next turn. Spellcasting. The drago"
      },
      {
        "document": 1777,
        "excerpt": "Speed is halved; and it can take either an action or a Bonus Action on its turn, not both. This effect lasts until the end of its next turn. Spellcasting. The drago"
      },
      {
        "document": 1790,
        "excerpt": "Bonus Actions"
      },
      {
        "document": 1791,
        "excerpt": "Bonus Actions"
      },
      {
        "document": 1792,
        "excerpt": "cythe attacks equal to half the summoner's Proficiency Bonus (rounded up). Reaping Scythe. Melee Attack Roll: Automatic hit, reach 5 ft. Hit: 7 (1d8 + 3) Slashing d"
      },
      {
        "document": 1799,
        "excerpt": "Bonus Actions"
      },
      {
        "document": 1803,
        "excerpt": "Bonus Actions"
      },
      {
        "document": 1806,
        "excerpt": "Bonus Actions"
      },
      {
        "document": 1811,
        "excerpt": "Bonus Actions"
      },
      {
        "document": 1819,
        "excerpt": "Bonus Actions"
      },
      {
        "document": 1821,
        "excerpt": "Bonus Actions"
      },
      {
        "document": 1824,
        "excerpt": "Bonus Actions"
      },
      {
        "document": 1828,
        "excerpt": "Bonus Actions"
      },
      {
        "document": 1829,
        "excerpt": "Bonus Actions"
      },
      {
        "document": 1830,
        "excerpt": "Bonus Actions"
      },
      {
        "document": 1834,
        "excerpt": "Speed is halved; and it can take either an action or a Bonus Action on its turn, not both. This effect lasts until the end of its next turn."
      },
      {
        "document": 1835,
        "excerpt": "Bonus Actions"
      },
      {
        "document": 1838,
        "excerpt": "Bonus Actions"
      },
      {
        "document": 1840,
        "excerpt": "rolls. Its Speed becomes 0, it can't benefit from any bonus to its Speed, and it moves with the target. A creature can take an action to try to detach the darkmant"
      },
      {
        "document": 1843,
        "excerpt": "Bonus Actions"
      },
      {
        "document": 1846,
        "excerpt": "Bonus Actions"
      },
      {
        "document": 1849,
        "excerpt": "Poisoned, the creature can take either an action or a Bonus Action on its turn, not both, and it can't take Reactions."
      },
      {
        "document": 1850,
        "excerpt": "Bonus Actions"
      },
      {
        "document": 1852,
        "excerpt": "Bonus Actions"
      },
      {
        "document": 1857,
        "excerpt": "Bonus Actions"
      },
      {
        "document": 1859,
        "excerpt": "dition until the rope is destroyed, the erinyes uses a Bonus Action to release the target, or the erinyes uses Entangling Rope again."
      },
      {
        "document": 1860,
        "excerpt": "Bonus Actions"
      },
      {
        "document": 1867,
        "excerpt": "Bonus Actions"
      },
      {
        "document": 1871,
        "excerpt": "he body drops to 0 Hit Points or the ghost leaves as a Bonus Action. When the possession ends, the ghost appears in an unoccupied space within 5 feet of the target,"
      },
      {
        "document": 1873,
        "excerpt": "Bonus Actions"
      },
      {
        "document": 1887,
        "excerpt": "Bonus Actions"
      },
      {
        "document": 1893,
        "excerpt": "Bonus Actions"
      },
      {
        "document": 1902,
        "excerpt": "rget does nothing. 5–6. The target takes no action or Bonus Action and uses all its movement to move in a random direction. 7–8. The target makes a melee attack ag"
      },
      {
        "document": 1905,
        "excerpt": "Bonus Actions"
      },
      {
        "document": 1907,
        "excerpt": "Bonus Actions"
      },
      {
        "document": 1908,
        "excerpt": "Bonus Actions"
      },
      {
        "document": 1909,
        "excerpt": "Bonus Actions"
      },
      {
        "document": 1911,
        "excerpt": "Bonus Actions"
      },
      {
        "document": 1921,
        "excerpt": "Bonus Actions"
      },
      {
        "document": 1925,
        "excerpt": "Bonus Actions"
      },
      {
        "document": 1936,
        "excerpt": "ntil the end of its next turn, the target can't take a Bonus Action or Reaction, its Speed decreases by 10 feet, and it can move or take one action on its turn, not"
      },
      {
        "document": 1939,
        "excerpt": "Bonus Actions"
      },
      {
        "document": 1947,
        "excerpt": "Bonus Actions"
      },
      {
        "document": 1952,
        "excerpt": "Bonus Actions"
      },
      {
        "document": 1954,
        "excerpt": "Bonus Actions"
      },
      {
        "document": 1955,
        "excerpt": "Bonus Actions"
      },
      {
        "document": 1957,
        "excerpt": "Bonus Actions"
      },
      {
        "document": 1959,
        "excerpt": "Bonus Actions"
      },
      {
        "document": 1962,
        "excerpt": "Bonus Actions"
      },
      {
        "document": 1968,
        "excerpt": "Bonus Actions"
      },
      {
        "document": 1969,
        "excerpt": "Bonus Actions"
      },
      {
        "document": 1976,
        "excerpt": "Bonus Actions"
      },
      {
        "document": 1980,
        "excerpt": "Bonus Actions"
      },
      {
        "document": 1982,
        "excerpt": "Bonus Actions"
      },
      {
        "document": 1984,
        "excerpt": "Bonus Actions"
      },
      {
        "document": 1987,
        "excerpt": "Bonus Actions"
      },
      {
        "document": 1991,
        "excerpt": "Bonus Actions"
      },
      {
        "document": 1992,
        "excerpt": "Bonus Actions"
      },
      {
        "document": 1995,
        "excerpt": "Bonus Actions"
      },
      {
        "document": 2002,
        "excerpt": "Bonus Actions"
      },
      {
        "document": 2005,
        "excerpt": "Bonus Actions"
      },
      {
        "document": 2008,
        "excerpt": "Bonus Actions"
      },
      {
        "document": 2009,
        "excerpt": "Bonus Actions"
      },
      {
        "document": 2016,
        "excerpt": "Bonus Actions"
      },
      {
        "document": 2018,
        "excerpt": "feet of the guardian. Response: The wearer gains a +5 bonus to AC, including against the triggering attack and possibly causing it to miss, until the start of the g"
      },
      {
        "document": 2022,
        "excerpt": "Bonus Actions"
      },
      {
        "document": 2030,
        "excerpt": "Bonus Actions"
      },
      {
        "document": 2034,
        "excerpt": "Bonus Actions"
      },
      {
        "document": 2036,
        "excerpt": "Bonus Actions"
      },
      {
        "document": 2044,
        "excerpt": "Bonus Actions"
      },
      {
        "document": 2045,
        "excerpt": "Bonus Actions"
      },
      {
        "document": 2051,
        "excerpt": "Bonus Actions"
      },
      {
        "document": 2053,
        "excerpt": "Bonus Actions"
      },
      {
        "document": 2054,
        "excerpt": "Bonus Actions"
      },
      {
        "document": 2055,
        "excerpt": "Bonus Actions"
      },
      {
        "document": 2056,
        "excerpt": "Bonus Actions"
      },
      {
        "document": 2067,
        "excerpt": "Bonus Actions"
      },
      {
        "document": 2068,
        "excerpt": "Bonus Actions"
      },
      {
        "document": 2069,
        "excerpt": "Bonus Actions"
      },
      {
        "document": 2070,
        "excerpt": "Bonus Actions"
      },
      {
        "document": 2071,
        "excerpt": "Bonus Actions"
      },
      {
        "document": 2074,
        "excerpt": "Bonus Actions"
      },
      {
        "document": 2080,
        "excerpt": "Bonus Actions"
      },
      {
        "document": 2085,
        "excerpt": "Speed is halved; and it can take either an action or a Bonus Action on its turn, not both. This effect lasts until the end of its next turn."
      }
    ],
    "bonuses": [
      {
        "document": 85,
        "excerpt": "al abilities, and other effects can apply penalties or bonuses to your attack roll. 3: Resolve the Attack. Make the attack roll, as detailed earlier in “Playing the Ga"
      },
      {
        "document": 92,
        "excerpt": "iciency” later in “Playing the Game.” - Circumstantial Bonuses and Penalties. A class feature, a spell, or another rule might give a bonus or penalty to the die roll."
      },
      {
        "document": 113,
        "excerpt": "re applied in the following order: adjustments such as bonuses, penalties, or multipliers are applied first; Resistance is applied second; and Vulnerability is applied"
      },
      {
        "document": 154,
        "excerpt": "onster that is very perceptive and stealthy might have bonuses to Wisdom (Perception) and Dexterity (Stealth) checks. A skill bonus is the sum of a monster's relevant"
      },
      {
        "document": 269,
        "excerpt": "you can wear that armor effectively, gaining defensive bonuses from it. The categories of armor are described in “Equipment.”"
      },
      {
        "document": 791,
        "excerpt": "d Swim Speed to 0 and making it unable to benefit from bonuses to speed."
      },
      {
        "document": 1558,
        "excerpt": "to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to"
      }
    ],
    "book": [
      {
        "document": 58,
        "excerpt": "a discrete, inanimate item like a window, door, sword, book, table, chair, or stone. It isn't a building or a vehicle, which are composed of many objects."
      },
      {
        "document": 267,
        "excerpt": "of bone pipes 76 A four-leaf clover pressed inside a book discussing manners and etiquette 77 A sheet of parchment upon which is drawn a mechanical contraption"
      },
      {
        "document": 341,
        "excerpt": "Scholar's Pack contains the following items: Backpack, Book, Ink, Ink Pen, Lamp, 10 flasks of Oil, 10 sheets of Parchment, and Tinderbox."
      },
      {
        "document": 459,
        "excerpt": "Book (25 GP)"
      },
      {
        "document": 556,
        "excerpt": "you make an Intelligence check to study your memory, a book, a clue, or another source of knowledge and call to mind an important piece of information about it. Th"
      },
      {
        "document": 820,
        "excerpt": "A blank book whose pages refuse to hold ink, chalk, graphite, or any other marking"
      },
      {
        "document": 931,
        "excerpt": "Book"
      },
      {
        "document": 964,
        "excerpt": "u get either option from a Cleric subclass in an older book, use only the option you choose for this feature). Divine Strike. Once on each of your turns when you h"
      },
      {
        "document": 972,
        "excerpt": "Leather Armor, Sickle, 2 Daggers, Arcane Focus (orb), Book (occult lore), Scholar’s Pack, and 15 GP; or (B) 100 GP"
      },
      {
        "document": 973,
        "excerpt": "apprenticeship culminated in the creation of a unique book: your spellbook. It is a Tiny object that weighs 3 pounds, contains 100 pages, and can be read only by y"
      },
      {
        "document": 995,
        "excerpt": "Choose A or B: (A) Calligrapher's Supplies, Book (prayers), Holy Symbol, Parchment (10 sheets), Robe, 8 GP; or (B) 50 GP"
      },
      {
        "document": 997,
        "excerpt": "ose A or B: (A) Quarterstaff, Calligrapher's Supplies, Book (history), Parchment (8 sheets), Robe, 8 GP; or (B) 50 GP"
      },
      {
        "document": 1031,
        "excerpt": "Book"
      },
      {
        "document": 1293,
        "excerpt": "oor) or within an object that can be closed (such as a book or chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the s"
      },
      {
        "document": 1451,
        "excerpt": "all) or within an object that can be closed (such as a book or chest). The glyph can cover an area no larger than 10 feet in diameter. If you choose an object, it m"
      },
      {
        "document": 1454,
        "excerpt": "ired destination within the last six months, such as a book from a wizard’s library. - “Very familiar” is a place you have visited often, a place you have carefully"
      },
      {
        "document": 1619,
        "excerpt": "Wondrous Item, Very Rare This book contains health and nutrition tips, and its words are charged with magic. If you spend 48 hours over a p"
      },
      {
        "document": 1620,
        "excerpt": "Wondrous Item, Very Rare This book describes fitness exercises, and its words are charged with magic. If you spend 48 hours over a period o"
      },
      {
        "document": 1621,
        "excerpt": "ase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on"
      },
      {
        "document": 1622,
        "excerpt": "Wondrous Item, Very Rare This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours"
      },
      {
        "document": 1734,
        "excerpt": "Wondrous Item, Very Rare This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a"
      },
      {
        "document": 1735,
        "excerpt": "Wondrous Item, Very Rare This book contains guidelines for influencing and charming others, and its words are charged with magic. If you sp"
      },
      {
        "document": 1736,
        "excerpt": "Wondrous Item, Very Rare This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours ov"
      }
    ],
    "book's": [
      {
        "document": 973,
        "excerpt": "by you or someone casting Identify. You determine the book's appearance and materials, such as a gilt-edged tome or a collection of vellum bound with twine. The boo"
      },
      {
        "document": 1619,
        "excerpt": "48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Constitution increases by 2, to a maximum of 30. The manual"
      },
      {
        "document": 1620,
        "excerpt": "48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Strength increases by 2, to a maximum of 30. The manual the"
      },
      {
        "document": 1622,
        "excerpt": "48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Dexterity increases by 2, to a maximum of 30. The manual th"
      },
      {
        "document": 1734,
        "excerpt": "48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Intelligence increases by 2, to a maximum of 30. The manual"
      },
      {
        "document": 1735,
        "excerpt": "48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma increases by 2, to a maximum of 30. The manual the"
      },
      {
        "document": 1736,
        "excerpt": "48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Wisdom increases by 2, to a maximum of 30. The manual then"
      }
    ],
    "books": [
      {
        "document": 285,
        "excerpt": "umanoid; playable non-Humanoid species appear in other books."
      },
      {
        "document": 744,
        "excerpt": "Find obscure information in books, or deduce how something works."
      }
    ],
    "boom": [
      {
        "document": 1457,
        "excerpt": "ube are pushed 10 feet away from you, and a thunderous boom is audible within 300 feet. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell"
      },
      {
        "document": 1762,
        "excerpt": "action again until the start of its next turn. Sonic Boom. The dragon uses Spellcasting to cast Shatter. The dragon can't take this action again until the start o"
      },
      {
        "document": 1774,
        "excerpt": "action again until the start of its next turn. Sonic Boom. The dragon uses Spellcasting to cast Shatter (level 3 version). The dragon can't take this action again"
      }
    ],
    "booming": [
      {
        "document": 1456,
        "excerpt": ". You alter the appearance of your eyes for 1 minute. Booming Voice. Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Adv"
      }
    ],
    "booms": [
      {
        "document": 1456,
        "excerpt": "of your eyes for 1 minute. Booming Voice. Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Inti"
      }
    ],
    "boon": [
      {
        "document": 252,
        "excerpt": "y 30,000 XP the character earns above 355,000 XP. Epic Boon feats are especially appropriate for these bonus feats, but a player can choose any feat for which their"
      },
      {
        "document": 300,
        "excerpt": "Epic Boon Feats"
      },
      {
        "document": 301,
        "excerpt": "by category - Origin, General, Fighting Style, or Epic Boon - and alphabetized in each category."
      },
      {
        "document": 824,
        "excerpt": "Epic Boon"
      },
      {
        "document": 839,
        "excerpt": "Epic Boon"
      },
      {
        "document": 840,
        "excerpt": "Epic Boon"
      },
      {
        "document": 842,
        "excerpt": "Epic Boon"
      },
      {
        "document": 848,
        "excerpt": "Epic Boon"
      },
      {
        "document": 849,
        "excerpt": "Epic Boon"
      },
      {
        "document": 855,
        "excerpt": "Epic Boon"
      },
      {
        "document": 858,
        "excerpt": "Epic Boon"
      },
      {
        "document": 871,
        "excerpt": "Epic Boon"
      },
      {
        "document": 883,
        "excerpt": "Epic Boon"
      },
      {
        "document": 896,
        "excerpt": "Epic Boon"
      },
      {
        "document": 908,
        "excerpt": "Epic Boon"
      },
      {
        "document": 962,
        "excerpt": "Epic Boon"
      },
      {
        "document": 963,
        "excerpt": "Epic Boon"
      },
      {
        "document": 964,
        "excerpt": "Epic Boon"
      },
      {
        "document": 965,
        "excerpt": "Epic Boon"
      },
      {
        "document": 966,
        "excerpt": "Epic Boon"
      },
      {
        "document": 967,
        "excerpt": "Epic Boon"
      },
      {
        "document": 968,
        "excerpt": "Epic Boon"
      },
      {
        "document": 969,
        "excerpt": "Epic Boon"
      },
      {
        "document": 970,
        "excerpt": "Epic Boon"
      },
      {
        "document": 971,
        "excerpt": "Epic Boon"
      },
      {
        "document": 972,
        "excerpt": "voice in the shadows - its identity unclear - but its boon to you is concrete: the ability to cast spells. See “Spells” for the rules on spellcasting. The informat"
      },
      {
        "document": 973,
        "excerpt": "Epic Boon"
      },
      {
        "document": 990,
        "excerpt": "Choose one of the following benefits - a supernatural boon from your ancestry; you can use the chosen benefit a number of times equal to your Proficiency Bonus, an"
      },
      {
        "document": 1002,
        "excerpt": "Boon of Combat Prowess"
      },
      {
        "document": 1003,
        "excerpt": "Boon of Dimensional Travel"
      },
      {
        "document": 1004,
        "excerpt": "Boon of Fate"
      },
      {
        "document": 1005,
        "excerpt": "Boon of Irresistible Offense"
      },
      {
        "document": 1006,
        "excerpt": "Boon of Spell Recall"
      },
      {
        "document": 1007,
        "excerpt": "Boon of the Night Spirit"
      },
      {
        "document": 1008,
        "excerpt": "Boon of Truesight"
      }
    ],
    "boost": [
      {
        "document": 1639,
        "excerpt": "a failed save into a successful one. Natural Healing Boost. Whenever you roll a Hit Point Die to regain Hit Points, double the number of Hit Points it restores."
      }
    ],
    "boot": [
      {
        "document": 386,
        "excerpt": "the pair are worn. For example, a character wearing a Boot of Striding and Springing on one foot and a Boot of Elvenkind on the other foot gains no benefit from ei"
      },
      {
        "document": 470,
        "excerpt": "A Climber's Kit includes boot tips, gloves, pitons, and a harness. As a Utilize action, you can use the Climber's Kit to anchor yourse"
      }
    ],
    "boots": [
      {
        "document": 116,
        "excerpt": "Wondrous Items include wearable items such as boots, belts, capes, amulets, brooches, and circlets. Bags, carpets, figurines, horns, musical instruments, an"
      },
      {
        "document": 117,
        "excerpt": "with a snakelike tail instead of legs can't wear magic boots. Paired Items. You can allow exceptions to the rule that paired items must both be worn. For example, a"
      },
      {
        "document": 384,
        "excerpt": "ant to be worn must be donned in the intended fashion: boots go on feet, gloves on hands, hats and helmets on a head, and rings on a finger. Magic armor must be donn"
      },
      {
        "document": 386,
        "excerpt": "Items that come in pairs - such as boots, bracers, gauntlets, and gloves - impart their benefits only if both items of the pair are worn. For exa"
      },
      {
        "document": 766,
        "excerpt": "Bag of Holding, Boots of Elvenkind"
      },
      {
        "document": 1524,
        "excerpt": "Boots of Elvenkind"
      },
      {
        "document": 1525,
        "excerpt": "Boots of Levitation"
      },
      {
        "document": 1526,
        "excerpt": "Boots of Speed"
      },
      {
        "document": 1527,
        "excerpt": "Boots of Striding and Springing"
      },
      {
        "document": 1528,
        "excerpt": "Boots of the Winterlands"
      },
      {
        "document": 1758,
        "excerpt": "Winged Boots"
      }
    ],
    "boots'": [
      {
        "document": 1526,
        "excerpt": "these boots, you can take a Bonus Action to click the boots' heels together. If you do, the boots double your Speed, and any creature that makes an Opportunity Attac"
      }
    ],
    "border": [
      {
        "document": 1256,
        "excerpt": "nents: V, S Duration: Up to 8 hours You step into the border regions of the Ethereal Plane, where it overlaps with your current plane. You remain in the Border Ether"
      },
      {
        "document": 1871,
        "excerpt": "he ghost is visible on the Material Plane while on the Border Ethereal and vice versa, but it can't affect or be affected by anything on the other plane. Horrific Vi"
      }
    ],
    "bored": [
      {
        "document": 237,
        "excerpt": "ned. doing what seems best at the time. Someone who's bored by moral debate is probably Neutral. Chaotic Neutral (CN). Chaotic Neutral creatures follow their whims"
      }
    ],
    "borne": [
      {
        "document": 485,
        "excerpt": "cates whether a Holy Symbol needs to be held, worn, or borne on fabric (such as a tab-ard or banner) or a Shield. Holy Symbols"
      },
      {
        "document": 935,
        "excerpt": "Emblem (borne on fabric or a Shield)"
      }
    ],
    "boss": [
      {
        "document": 1907,
        "excerpt": "Goblin Boss"
      },
      {
        "document": 2046,
        "excerpt": "Tough Boss"
      }
    ],
    "both": [
      {
        "document": 10,
        "excerpt": "d failures don't need to be consecutive; keep track of both until you collect three of a kind. The number of both is reset to zero when you regain any Hit Points or"
      },
      {
        "document": 32,
        "excerpt": "only two d20s. If circumstances cause a roll to have both Advantage and Disadvantage, the roll has neither of them, and you roll one d20. This is true even if mul"
      },
      {
        "document": 33,
        "excerpt": "e the d20, you can reroll or replace only one die, not both. You choose which one. For example, if you have Heroic Inspiration (see the sidebar below) and roll a 3"
      },
      {
        "document": 35,
        "excerpt": "ll, but you don't add it twice if you're proficient in both skills. Occasionally, a Proficiency Bonus might be multiplied or divided (doubled or halved, for exampl"
      },
      {
        "document": 41,
        "excerpt": "tage on the check too. This means you can benefit from both skill proficiency and tool proficiency on the same ability check."
      },
      {
        "document": 43,
        "excerpt": "to read the creature's body language, but you can't do both at the same time. And when you're exploring a dungeon, you can't simultaneously use the Search action to"
      },
      {
        "document": 61,
        "excerpt": "cess, you find the object, other important details, or both. If you describe your character searching nowhere near a hidden object, a Wisdom (Perception) check won"
      },
      {
        "document": 76,
        "excerpt": "or have surrendered or fled. Combat can also end when both sides agree to end it."
      },
      {
        "document": 117,
        "excerpt": "an allow exceptions to the rule that paired items must both be worn. For example, a character with only one arm might be able to use a single Glove of Missile Snari"
      },
      {
        "document": 151,
        "excerpt": "determine the monster's Hit Points randomly; don't use both. A monster's size typically determines the die used to calculate its Hit Points, as shown in the Hit Di"
      },
      {
        "document": 173,
        "excerpt": "A stat block usually provides both a number and a die expression for each instance of damage. For example, an attack might deal 4 (1d4 + 2)"
      },
      {
        "document": 241,
        "excerpt": "your starting equipment includes armor or a Shield (or both), calculate your AC using the rules in \"Equipment.\" A class feature might give you a different way to ca"
      },
      {
        "document": 257,
        "excerpt": "ame die type, you can pool them together. For example, both the Fighter and the Paladin have a d10 Hit Die, so if you are a level 5 Fighter / level 5 Paladin, you h"
      },
      {
        "document": 272,
        "excerpt": "Your background and class both provide starting equipment. Any coins that you gain at this step can be immediately spent on equipment f"
      },
      {
        "document": 386,
        "excerpt": "gauntlets, and gloves - impart their benefits only if both items of the pair are worn. For example, a character wearing a Boot of Striding and Springing on one foo"
      },
      {
        "document": 412,
        "excerpt": "ke specialized ability checks, craft certain items, or both. A tool's description includes the tool's cost and weight, as well as the following entries: Ability. T"
      },
      {
        "document": 464,
        "excerpt": "k and damage rolls. You must use the same modifier for both rolls."
      },
      {
        "document": 533,
        "excerpt": "so even if you also take an action, a Bonus Action, or both. Once you take a Reaction, you can't take another one until the start of your next turn. The Opportunity"
      },
      {
        "document": 554,
        "excerpt": "save. Damage Notation. A stat block usually provides both a static number and a die expression for each instance of damage. For example, an attack might deal 4 (1"
      },
      {
        "document": 566,
        "excerpt": "ture with Tremorsense and anything it is detecting are both in contact with the same surface (such as the ground, a wall, or a ceiling) or the same liquid. Tremors"
      },
      {
        "document": 577,
        "excerpt": "s in the glossary, to other parts of this document, or both. No Obsolete Terms. The glossary contains definitions of current rules terms only. If you're looking fo"
      },
      {
        "document": 738,
        "excerpt": "them; see “Vehicles.” Intelligence or Wisdom. One or both abilities are ideal for a background that focuses on cerebral or spiritual matters. Charisma. This abil"
      },
      {
        "document": 789,
        "excerpt": "Both potions lose their effects, and the mixture creates a magical explosion in a 5-foot-radius Sphere center"
      },
      {
        "document": 967,
        "excerpt": ". Alternatively, you can expend 1 Focus Point to take both the Disengage and the Dodge actions as a Bonus Action. Step of the Wind. You can take the Dash action a"
      },
      {
        "document": 972,
        "excerpt": "lock You can see normally in Dim Light and Darkness - both magical and nonmagical - within 120 feet of yourself. Devouring Blade Prerequisite: Level 12+ Warlock,"
      },
      {
        "document": 989,
        "excerpt": "ce ignites or extinguishes fire; the device doesn't do both. You can have three such devices in existence at a time, and each falls apart 8 hours after its creation"
      },
      {
        "document": 1010,
        "excerpt": "as part of the Attack action on your turn, you can use both the Damage and the Grapple option. You can use this benefit only once per turn. Attack Advantage. You h"
      },
      {
        "document": 1149,
        "excerpt": "ge only. Using a Higher-Level Spell Slot. The damage (both initial and later) increases by 1d4 for each spell slot level above 2."
      },
      {
        "document": 1167,
        "excerpt": "es that it does so - the target's body and astral form both die. A target's astral form can travel through the Astral Plane. The moment an astral form leaves that"
      },
      {
        "document": 1207,
        "excerpt": "ened condition until the start of your next turn, with both you and the spirit as the source of the fear. As a Bonus Action on your later turns, you can teleport t"
      },
      {
        "document": 1212,
        "excerpt": "part of casting Contingency, expending spell slots for both, but the contingent spell doesn’t come into effect. Instead, it takes effect when a certain trigger occu"
      },
      {
        "document": 1217,
        "excerpt": "sh water on the ground or in containers within range - both useful in fending off the hazards of malnutrition and dehydration. The food is bland but nourishing and"
      },
      {
        "document": 1233,
        "excerpt": "our destination space. If you, the other creature, or both would arrive in a space occupied by a creature or completely filled by one or more objects, you and any"
      },
      {
        "document": 1277,
        "excerpt": "ses and failures needn't be consecutive; keep track of both until the target collects three of a kind. If you maintain your Concentration on this spell for the ent"
      },
      {
        "document": 1323,
        "excerpt": "ell is dispelled, the original script and the illusion both disappear. A creature that has Truesight can read the hidden message."
      },
      {
        "document": 1387,
        "excerpt": "ses and failures needn't be consecutive; keep track of both until the target collects three of a kind. 7 Violet. Failed Save: The target has the Blinded condition"
      },
      {
        "document": 1388,
        "excerpt": "ses and failures needn’t be consecutive; keep track of both until the target collects three of a kind. Additional Effects: Spells can’t be cast through this layer,"
      },
      {
        "document": 1429,
        "excerpt": "sting of the spell. You finish the casting by touching both the creature and a pile of ice or snow that is the same size as that creature, and the pile turns into t"
      },
      {
        "document": 1432,
        "excerpt": "s, it can take either an action or a Bonus Action, not both, and it can make only one attack if it takes the Attack action. If it casts a spell with a Somatic compo"
      },
      {
        "document": 1462,
        "excerpt": "inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree."
      },
      {
        "document": 1476,
        "excerpt": "only once per turn. Using a Higher-Level Spell Slot. Both types of damage increase by 1d8 for each spell slot level above 6."
      },
      {
        "document": 1509,
        "excerpt": "AC 20; HP 200; Speed 30 ft., Swim 30 ft. (or 0 ft. for both if the legs aren't extended); Immunity to Poison and Psychic damage. To be used as a vehicle, the appar"
      },
      {
        "document": 1517,
        "excerpt": "ack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the"
      },
      {
        "document": 1594,
        "excerpt": "ing, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the"
      },
      {
        "document": 1625,
        "excerpt": "ing, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the"
      },
      {
        "document": 1644,
        "excerpt": "g, Handy Haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the"
      },
      {
        "document": 1687,
        "excerpt": "t. Special Senses. You have Darkvision and Truesight, both with a range of 120 feet. Drawbacks. A Light spell cast on the robe or a Daylight spell cast within 5 f"
      },
      {
        "document": 1765,
        "excerpt": "ke either an action or a Bonus Action on its turn, not both. This effect lasts until the end of its next turn. Spellcasting. The dragon casts one of the following"
      },
      {
        "document": 1777,
        "excerpt": "ke either an action or a Bonus Action on its turn, not both. This effect lasts until the end of its next turn. Spellcasting. The dragon casts one of the following"
      },
      {
        "document": 1802,
        "excerpt": "ure, it has the Grappled condition (escape DC 13) from both claws. Tail. Melee Attack Roll: +6, reach 10 ft. Hit: 14 (2d10 + 3) Slashing damage. Hurl Flame. Range"
      },
      {
        "document": 1834,
        "excerpt": "ke either an action or a Bonus Action on its turn, not both. This effect lasts until the end of its next turn."
      },
      {
        "document": 1849,
        "excerpt": "ke either an action or a Bonus Action on its turn, not both, and it can't take Reactions."
      },
      {
        "document": 1884,
        "excerpt": "e always created in pairs. You can use one figurine or both simultaneously. Each can become a Lion for up to 1 hour. Once a lion has been used, it can't be used aga"
      },
      {
        "document": 1916,
        "excerpt": "ure, it has the Grappled condition (escape DC 14) from both of the griffon's front claws."
      },
      {
        "document": 1936,
        "excerpt": "t, and it can move or take one action on its turn, not both. Hit or Miss: The spear magically returns to the devil's hand immediately after a ranged attack. Tail."
      },
      {
        "document": 2005,
        "excerpt": "ure, it has the Grappled condition (escape DC 19) from both talons, and it has the Restrained condition until the grapple ends."
      },
      {
        "document": 2085,
        "excerpt": "ke either an action or a Bonus Action on its turn, not both. This effect lasts until the end of its next turn."
      }
    ],
    "bottle": [
      {
        "document": 266,
        "excerpt": "t on the bottom 46 A dead sprite inside a clear glass bottle 47 A metal can that has no opening but sounds as if it is filled with liquid, sand, spiders, or broken"
      },
      {
        "document": 267,
        "excerpt": "2 An ornate brooch of dwarven design 93 An empty wine bottle bearing a pretty label that says, \"The Wizard of Wines Winery, Red Dragon Crush, 331422-W\" 94 A mosaic"
      },
      {
        "document": 309,
        "excerpt": "Ink comes in a 1-ounce bottle, which provides enough ink to write about 500 pages."
      },
      {
        "document": 394,
        "excerpt": "ou use an object - such as a table leg, frying pan, or bottle - as a makeshift weapon, see “Improvised Weapons” in “Rules Glossary.” Also see those rules if you wield"
      },
      {
        "document": 423,
        "excerpt": "object held in the past 24 hours (DC 15) Craft: Glass Bottle, Magnifying Glass, Spyglass, Vial"
      },
      {
        "document": 460,
        "excerpt": "Bottle, Glass (2 GP)"
      },
      {
        "document": 753,
        "excerpt": "Efreeti Bottle Table 1"
      },
      {
        "document": 923,
        "excerpt": "Wine (bottle)"
      },
      {
        "document": 931,
        "excerpt": "Bottle, Glass"
      },
      {
        "document": 944,
        "excerpt": "Tiny (bottle, lock)"
      },
      {
        "document": 1032,
        "excerpt": "Bottle, Glass"
      },
      {
        "document": 1570,
        "excerpt": "Efreeti Bottle"
      },
      {
        "document": 1575,
        "excerpt": "Eversmoking Bottle"
      },
      {
        "document": 1647,
        "excerpt": "and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors."
      },
      {
        "document": 1648,
        "excerpt": "pands to color the clear liquid around it. Shaking the bottle fails to interrupt this process."
      },
      {
        "document": 1652,
        "excerpt": "clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process."
      }
    ],
    "bottom": [
      {
        "document": 266,
        "excerpt": "chest carved to look like it has numerous feet on the bottom 46 A dead sprite inside a clear glass bottle 47 A metal can that has no opening but sounds as if it is"
      },
      {
        "document": 267,
        "excerpt": "eads, \"Griffon Grease\" 99 A wooden box with a ceramic bottom that holds a living worm with a head on each end of its body 00 A metal urn containing the ashes of a h"
      },
      {
        "document": 603,
        "excerpt": "of origin located at the center of the circular top or bottom of the Cylinder. The effect that creates a Cylinder specifies the radius of the Cylinder's base and the"
      },
      {
        "document": 723,
        "excerpt": "pit, which has sharpened wooden or metal spikes at the bottom. The lid remains open thereafter. A creature that falls into the pit lands at the bottom and takes 3 (1"
      },
      {
        "document": 1278,
        "excerpt": "nor could it leave such a pit if it was created at the bottom. If you move more than 100 feet from the disk (typically because it can't move around an obstacle to fo"
      },
      {
        "document": 1299,
        "excerpt": "s. Webs fill all stairs in the warded area from top to bottom, as in the Web spell. These strands regrow in 10 minutes if they are destroyed while Guards and Wards la"
      },
      {
        "document": 1694,
        "excerpt": "reach. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foo"
      }
    ],
    "bought": [
      {
        "document": 119,
        "excerpt": "Common magic items can often be bought in a town or city. Uncommon and Rare magic items are usually found only in cities, and rarer magic items"
      },
      {
        "document": 447,
        "excerpt": "is typically used to store each type; storage must be bought separately. Adventuring Gear Ammunition"
      }
    ],
    "boulder": [
      {
        "document": 1873,
        "excerpt": ", reach 10 ft. Hit: 22 (3d10 + 6) Bludgeoning damage. Boulder Toss (Recharge 6). The ape hurls a boulder at a point it can see within 90 feet. Dexterity Saving Throw:"
      },
      {
        "document": 2033,
        "excerpt": "tack. The giant makes two attacks, using Stone Club or Boulder in any combination. Stone Club. Melee Attack Roll: +9, reach 15 ft. Hit: 22 (3d10 + 6) Bludgeoning dama"
      }
    ],
    "boulders": [
      {
        "document": 1483,
        "excerpt": "the wall are deflected upward and miss automatically. Boulders hurled by Giants or siege engines, and similar projectiles, are unaffected. Creatures in gaseous form ca"
      }
    ],
    "bound": [
      {
        "document": 235,
        "excerpt": "he best they can, working within rules but not feeling bound by them. A kindly person who helps others according to their needs is probably Neutral Good. Chaotic Go"
      },
      {
        "document": 319,
        "excerpt": "d on a DC 13 Dexterity (Sleight of Hand) check. While bound, a creature has Disadvantage on attack rolls, and the creature is Restrained if the Manacles are attache"
      },
      {
        "document": 338,
        "excerpt": "d, or Restrained condition. If the creature's legs are bound, the creature has the Restrained condition until it escapes. Escaping the Rope requires the creature to"
      },
      {
        "document": 468,
        "excerpt": "Strength (Athletics) check. If the creature's legs are bound, the creature has the Restrained condition until it escapes. Escaping the Chain requires the creature to"
      },
      {
        "document": 973,
        "excerpt": "s, such as a gilt-edged tome or a collection of vellum bound with twine. The book contains the level 1+ spells you know. It starts with six level 1 Wizard spells of"
      },
      {
        "document": 1377,
        "excerpt": "e target must succeed on a Charisma saving throw or be bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's du"
      },
      {
        "document": 1560,
        "excerpt": "f Small to Large size. The shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a diffe"
      },
      {
        "document": 2018,
        "excerpt": "Bound. The guardian is magically bound to an amulet. While the guardian and its amulet are on the same plane o"
      }
    ],
    "boundary": [
      {
        "document": 54,
        "excerpt": "ghtly Obscured area. An area of Dim Light is usually a boundary between Bright Light and surrounding Darkness. The soft light of twilight and dawn also counts as Dim Li"
      }
    ],
    "bout": [
      {
        "document": 756,
        "excerpt": "You suffer a bout of “magic sickness” and have the Poisoned condition for 1 hour."
      }
    ],
    "bow": [
      {
        "document": 87,
        "excerpt": "When you make a ranged attack, you fire a bow, hurl an axe, or otherwise send projectiles to strike a foe at a distance. Many spells also involve maki"
      },
      {
        "document": 1574,
        "excerpt": "Energy Bow"
      },
      {
        "document": 1632,
        "excerpt": "(Requires Attunement) When you nock an arrow on this bow, it whispers in Elvish, “Swift defeat to my enemies.” When you use this weapon to make a ranged attack,"
      },
      {
        "document": 1867,
        "excerpt": "The giant makes two attacks, using Frost Axe or Great Bow in any combination. Frost Axe. Melee Attack Roll: +9, reach 10 ft. Hit: 19 (2d12 + 6) Slashing damage p"
      },
      {
        "document": 1905,
        "excerpt": "4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage. Bone Bow. Ranged Attack Roll: +3, range 150/600 ft. Hit: 6 (1d10 + 1) Piercing damage."
      },
      {
        "document": 2022,
        "excerpt": "tacks. It can replace one attack with a use of Slaying Bow. Flying Sword. Melee or Ranged Attack Roll: +15, reach 10 ft. or range 120 ft. Hit: 22 (4d6 + 8) Slashi"
      },
      {
        "document": 2029,
        "excerpt": "ch 5 ft. Hit: 6 (1d4 + 4) Piercing damage. Enchanting Bow. Ranged Attack Roll: +6, range 40/160 ft. Hit: 1 Piercing damage, and the target has the Charmed conditi"
      },
      {
        "document": 2073,
        "excerpt": "ht makes two attacks, using Necrotic Sword or Necrotic Bow in any combination. It can replace one attack with a use of Life Drain. Necrotic Sword. Melee Attack Ro"
      }
    ],
    "bowl": [
      {
        "document": 1223,
        "excerpt": "Covering that object with something opaque, such as a bowl or helm, blocks the Darkness. If any of this spell's area overlaps with an area of Bright Light or Dim"
      },
      {
        "document": 1225,
        "excerpt": "Covering that object with something opaque, such as a bowl or helm, blocks the sunlight. If any of this spell's area overlaps with an area of Darkness created by"
      },
      {
        "document": 1311,
        "excerpt": "V, S, M (a gem-encrusted bowl worth 1,000+ GP, which the spell consumes)"
      },
      {
        "document": 1529,
        "excerpt": "Bowl of Commanding Water Elementals"
      }
    ],
    "bows": [
      {
        "document": 1569,
        "excerpt": "ongest compartment holds up to 6 long objects, such as bows, Quarterstaffs, or Spears. You can draw any item the quiver contains as if doing so from a regular quiv"
      }
    ],
    "box": [
      {
        "document": 266,
        "excerpt": "d 52 Two toy soldiers, one missing a head 53 A small box filled with different-sized buttons 54 A candle that can't be lit 55 A miniature cage with no door 56"
      },
      {
        "document": 267,
        "excerpt": "with a label that reads, \"Griffon Grease\" 99 A wooden box with a ceramic bottom that holds a living worm with a head on each end of its body 00 A metal urn conta"
      },
      {
        "document": 820,
        "excerpt": "A gnome-crafted music box that plays a song you dimly remember from your childhood"
      },
      {
        "document": 989,
        "excerpt": "ce (AC 5, 1 HP), such as a toy, fire starter, or music box. When you create the device, you determine its function by choosing one effect from Prestidigitation; th"
      },
      {
        "document": 1282,
        "excerpt": "oose within range. The prison can be a cage or a solid box, as you choose. A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inc"
      },
      {
        "document": 1332,
        "excerpt": "you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that"
      },
      {
        "document": 1557,
        "excerpt": "Wondrous Item, Uncommon This box contains a set of cards. A full deck has 34 cards: 32 depicting specific creatures and two with a mirror"
      },
      {
        "document": 1582,
        "excerpt": "Wondrous Item, Rare This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be"
      },
      {
        "document": 1623,
        "excerpt": "Wondrous Item, Very Rare This fine wooden box contains 1d4 pots of pigment and a brush (weighing 1 pound in total). Using the brush and expending 1 p"
      },
      {
        "document": 1627,
        "excerpt": "Wondrous Item, Legendary Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks"
      }
    ],
    "bracers": [
      {
        "document": 385,
        "excerpt": "footwear, one pair of gloves or gauntlets, one pair of bracers, one suit of armor, one item of headwear, or one cloak. The GM might make exceptions."
      },
      {
        "document": 386,
        "excerpt": "Items that come in pairs - such as boots, bracers, gauntlets, and gloves - impart their benefits only if both items of the pair are worn. For example, a c"
      },
      {
        "document": 1530,
        "excerpt": "Bracers of Archery"
      },
      {
        "document": 1531,
        "excerpt": "Bracers of Defense"
      }
    ],
    "brackets": [
      {
        "document": 577,
        "excerpt": "The glossary uses the following conventions: Tags in Brackets. Some entries have a tag in brackets after the entry's name, as in \"Attack [Action].\" A tag - Action, Ar"
      }
    ],
    "branches": [
      {
        "document": 1437,
        "excerpt": "oot themselves and move about, but they can move their branches, tendrils, and stalks for you. If a Plant creature is in the area, you can communicate with it as if yo"
      },
      {
        "document": 1579,
        "excerpt": "60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. Whip (Rare). You can take a Magic action to throw the token"
      },
      {
        "document": 1721,
        "excerpt": "60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of Transm"
      }
    ],
    "branching": [
      {
        "document": 1299,
        "excerpt": "Heavily Obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you beli"
      }
    ],
    "brand": [
      {
        "document": 1583,
        "excerpt": "Frost Brand"
      }
    ],
    "brass": [
      {
        "document": 215,
        "excerpt": "Brass Dragons"
      },
      {
        "document": 758,
        "excerpt": "Brass"
      },
      {
        "document": 803,
        "excerpt": "Brass"
      },
      {
        "document": 820,
        "excerpt": "A brass ring that never tarnishes"
      },
      {
        "document": 986,
        "excerpt": "| | Blue | Lightning | Green | Poison | | Brass | Fire | Red | Fire | | Bronze | Lightning | Silver | Cold | | Copper | Acid"
      },
      {
        "document": 1570,
        "excerpt": "e a Magic action to remove the stopper of this painted brass bottle, a cloud of thick smoke flows out of it. At the end of your turn, the smoke disappears with a fla"
      },
      {
        "document": 1604,
        "excerpt": "Silver or Brass"
      },
      {
        "document": 1611,
        "excerpt": "Wondrous Item, Legendary While holding this brass-stoppered iron flask, you can take a Magic action to target a creature that you can see within 60 feet o"
      },
      {
        "document": 1763,
        "excerpt": "Adult Brass Dragon"
      },
      {
        "document": 1775,
        "excerpt": "Ancient Brass Dragon"
      },
      {
        "document": 1816,
        "excerpt": "Brass Dragon Wyrmling"
      },
      {
        "document": 2083,
        "excerpt": "Young Brass Dragon"
      }
    ],
    "brave": [
      {
        "document": 991,
        "excerpt": "Brave"
      }
    ],
    "bravery": [
      {
        "document": 1312,
        "excerpt": "1 minute A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to the Frightened condition and gains Temporary Hit Points"
      }
    ],
    "brazier": [
      {
        "document": 1532,
        "excerpt": "Brazier of Commanding Fire Elementals"
      }
    ],
    "breached": [
      {
        "document": 1474,
        "excerpt": "e. The wall is an object that can be damaged and thus breached. It has AC 12 and 30 Hit Points per 10-foot section, and it has Immunity to Cold, Poison, and Psychic da"
      },
      {
        "document": 1475,
        "excerpt": "s an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 Hit Points per inch of thickness, and it has Immunity to Poison and Psychic"
      }
    ],
    "bread": [
      {
        "document": 923,
        "excerpt": "Bread (loaf)"
      }
    ],
    "break": [
      {
        "document": 63,
        "excerpt": "As an action, you can automatically break or otherwise destroy a fragile, nonmagical object, such as a glass container or a piece of paper. If you"
      },
      {
        "document": 79,
        "excerpt": "You can break up your move, using some of its movement before and after any action, Bonus Action, or Reaction you take"
      },
      {
        "document": 335,
        "excerpt": "You can use a Portable Ram to break down doors. When doing so, you gain a +4 bonus to the Strength check. One other character can help you u"
      },
      {
        "document": 580,
        "excerpt": "is exceedingly fragile, the GM may allow a creature to break it automatically with the Attack or Utilize action. Armor Class. The Object Armor Class table suggests"
      },
      {
        "document": 592,
        "excerpt": "t any time (no action required). The following factors break Concentration. Another Concentration Effect. You lose Concentration on an effect the moment you start c"
      },
      {
        "document": 739,
        "excerpt": "Lift, push, pull, or break something"
      },
      {
        "document": 744,
        "excerpt": "mp farther than normal, stay afloat in rough water, or break something."
      },
      {
        "document": 965,
        "excerpt": "ing. You can't cast spells, but shape-shifting doesn't break your Concentration or otherwise interfere with a spell you've already cast. Objects. Your ability to ha"
      },
      {
        "document": 969,
        "excerpt": "Taking damage can't break your Concentration on Hunter's Mark."
      },
      {
        "document": 1210,
        "excerpt": "r plane. Contacting this otherworldly intelligence can break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a successful save, you c"
      },
      {
        "document": 1236,
        "excerpt": "y by using either of the following special functions. Break Enchantment. As a Magic action, you touch a creature that is possessed by or has the Charmed or Frighten"
      },
      {
        "document": 1285,
        "excerpt": "rength (Athletics) check against your spell save DC to break free. You can refrain from firing the globe after completing the spell's casting. If you do so, a globe"
      },
      {
        "document": 1357,
        "excerpt": ") Duration: Instantaneous This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, o"
      },
      {
        "document": 1571,
        "excerpt": "of elemental energy. When you take a Utilize action to break the gem, an elemental is summoned (see “Monsters” for its stat block), and the gem ceases to be magical."
      },
      {
        "document": 1574,
        "excerpt": "can make a DC 20 Strength (Athletics) check to try to break the restraint, ending the effect on itself on a successful check. Arrow of Transport. As a Magic action"
      },
      {
        "document": 1610,
        "excerpt": "n action to make a DC 20 Strength (Athletics) check to break the iron bands. On a successful check, the item is destroyed, and the Restrained creature is freed. On a"
      },
      {
        "document": 1682,
        "excerpt": "to 3 of the ring's charges as a Magic action to try to break a nonmagical object you can see within 60 feet of yourself that isn't being worn or carried. The ring ma"
      },
      {
        "document": 1694,
        "excerpt": "ser a +10 bonus to Strength (Athletics) checks made to break through doors, barricades, and other barriers. Button 6. The rod assumes or remains in its normal form a"
      },
      {
        "document": 1716,
        "excerpt": "s. Retributive Strike. You can take a Magic action to break the staff over your knee or against a solid surface. The staff is destroyed and releases its magic in an"
      },
      {
        "document": 1719,
        "excerpt": "s. Retributive Strike. You can take a Magic action to break the staff over your knee or against a solid surface. The staff is destroyed and releases its magic in an"
      }
    ],
    "breaker": [
      {
        "document": 980,
        "excerpt": "can deal this extra damage only once per turn. Horde Breaker. Once on each of your turns when you make an attack with a weapon, you can make another attack with the"
      }
    ],
    "breaking": [
      {
        "document": 63,
        "excerpt": "Breaking Objects"
      },
      {
        "document": 79,
        "excerpt": "Breaking Up Your Move"
      },
      {
        "document": 523,
        "excerpt": "ke buildings, comprise more than one object. See also “Breaking Objects.”"
      },
      {
        "document": 546,
        "excerpt": "at. An object's size affects its Hit Points. See also \"Breaking Objects\" and \"Playing the Game\" (\"Combat\")."
      },
      {
        "document": 580,
        "excerpt": "Breaking Objects"
      },
      {
        "document": 643,
        "excerpt": "int maximum, and you can't have less than 0. See also \"Breaking Objects\" and \"Playing the Game\" (\"Damage and Healing\")."
      },
      {
        "document": 670,
        "excerpt": "n of a taboo warrants supernatural punishment, such as breaking a vow, defiling a tomb, or murdering an innocent. Such a curse can have any effects you design, or it mi"
      },
      {
        "document": 968,
        "excerpt": "sted in the Paladin Features table. Paladin Features BREAKING YOUR OATH A Paladin tries to hold to the highest standards of conduct, but even the most dedicated are"
      }
    ],
    "breaks": [
      {
        "document": 64,
        "excerpt": "which ones are the closest to those enemies if a fight breaks out. You can change your marching order outside combat and record the order any way you like: write it d"
      },
      {
        "document": 69,
        "excerpt": "and nefarious villains. In those moments, combat often breaks out."
      },
      {
        "document": 308,
        "excerpt": "start of its next turn. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet). A creature can"
      },
      {
        "document": 687,
        "excerpt": "f thin ice exceeds its tolerance, the ice in that area breaks. All creatures on broken ice fall through. Below the ice is frigid water (see “Frigid Water” above)."
      },
      {
        "document": 1403,
        "excerpt": "a cursed magic item, its curse remains, but the spell breaks its owner's Attunement to the object so it can be removed or discarded."
      },
      {
        "document": 1480,
        "excerpt": "the Restrained condition while in the webs or until it breaks free. A creature Restrained by the webs can take an action to make a Strength (Athletics) check against"
      },
      {
        "document": 1560,
        "excerpt": "(Athletics) check. On a successful check, the creature breaks free and destroys the shackles."
      }
    ],
    "breastplate": [
      {
        "document": 929,
        "excerpt": "Breastplate"
      },
      {
        "document": 1033,
        "excerpt": "Breastplate"
      },
      {
        "document": 1824,
        "excerpt": "Breastplate, Longbow, Pike"
      },
      {
        "document": 1918,
        "excerpt": "Breastplate, Javelins (6), Longsword, Shield"
      },
      {
        "document": 1971,
        "excerpt": "Breastplate, Rapier"
      }
    ],
    "breath": [
      {
        "document": 156,
        "excerpt": "but has a limited number of uses, such as a recharging breath weapon or a spell it can cast only once per day, have it use that special ability as quickly and as ofte"
      },
      {
        "document": 557,
        "excerpt": "A creature can hold its breath for a number of minutes equal to 1 plus its Constitution modifier (minimum of 30 seconds) before suffoca"
      },
      {
        "document": 693,
        "excerpt": "cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of t"
      },
      {
        "document": 857,
        "excerpt": "Alter Self, Chromatic Orb, Command, Dragon’s Breath"
      },
      {
        "document": 862,
        "excerpt": "Dragon’s Breath"
      },
      {
        "document": 887,
        "excerpt": "Dragon’s Breath"
      },
      {
        "document": 986,
        "excerpt": "the Draconic Ancestors table. Your choice affects your Breath Weapon and Damage Resistance traits as well as your appearance. Draconic Ancestors | Dragon | Damage T"
      },
      {
        "document": 1245,
        "excerpt": "Dragon's Breath"
      },
      {
        "document": 1448,
        "excerpt": "al to half the spell's level (round down), and it uses Breath Weapon. Rend. Melee Attack Roll: Bonus equals your spell attack modifier, reach 10 feet. Hit: 1d6 + 4 +"
      },
      {
        "document": 1562,
        "excerpt": "Class, you have Advantage on saving throws against the breath weapons of Dragons, and you have Resistance to one damage type determined by the kind of dragon that pro"
      },
      {
        "document": 1761,
        "excerpt": "6 + 6) Slashing damage plus 4 (1d8) Acid damage. Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 18, each creature in a 60-foot-long, 5-foot-wide Line. Failur"
      },
      {
        "document": 1762,
        "excerpt": "hing damage plus 5 (1d10) Lightning damage. Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 19, each creature in a 90-foot-long, 5-foot-wide Line. Failur"
      },
      {
        "document": 1763,
        "excerpt": "cks. It can replace one attack with a use of (A) Sleep Breath or (B) Spellcasting to cast Scorching Ray. Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 17 (2d10 + 6"
      },
      {
        "document": 1764,
        "excerpt": "It can replace one attack with a use of (A) Repulsion Breath or (B) Spellcasting to cast Guiding Bolt (level 2 version). Rend. Melee Attack Roll: +12, reach 10 ft."
      },
      {
        "document": 1765,
        "excerpt": "s. It can replace one attack with a use of (A) Slowing Breath or (B) Spellcasting to cast Mind Spike (level 4 version). Rend. Melee Attack Roll: +11, reach 10 ft. Hi"
      },
      {
        "document": 1766,
        "excerpt": "o cast Guiding Bolt (level 2 version) or (B) Weakening Breath. Rend. Melee Attack Roll: +14, reach 10 ft. Hit: 17 (2d8 + 8) Slashing damage plus 4 (1d8) Fire damage."
      },
      {
        "document": 1767,
        "excerpt": "6) Slashing damage plus 7 (2d6) Poison damage. Poison Breath (Recharge 5–6). Constitution Saving Throw: DC 18, each creature in a 60-foot Cone. Failure: 56 (16d6) Po"
      },
      {
        "document": 1768,
        "excerpt": "0 + 8) Slashing damage plus 5 (2d4) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 21, each creature in a 60-foot Cone. Failure: 59 (17d6) Fire"
      },
      {
        "document": 1769,
        "excerpt": "It can replace one attack with a use of (A) Paralyzing Breath or (B) Spellcasting to cast Ice Knife. Rend. Melee Attack Roll: +13, reach 10 ft. Hit: 17 (2d8 + 8) Sla"
      },
      {
        "document": 1770,
        "excerpt": "6 + 6) Slashing damage plus 4 (1d8) Cold damage. Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 19, each creature in a 60-foot Cone. Failure: 54 (12d8) Co"
      },
      {
        "document": 1773,
        "excerpt": "8 + 8) Slashing damage plus 9 (2d8) Acid damage. Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 22, each creature in a 90-foot-long, 10-foot-wide Line. Failu"
      },
      {
        "document": 1774,
        "excerpt": "ing damage plus 11 (2d10) Lightning damage. Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 23, each creature in a 120-foot-long, 10-foot-wide Line. Fail"
      },
      {
        "document": 1775,
        "excerpt": "cks. It can replace one attack with a use of (A) Sleep Breath or (B) Spellcasting to cast Scorching Ray (level 3 version). Rend. Melee Attack Roll: +14, reach 15 ft."
      },
      {
        "document": 1776,
        "excerpt": "It can replace one attack with a use of (A) Repulsion Breath or (B) Spellcasting to cast Guiding Bolt (level 2 version). Rend. Melee Attack Roll: +16, reach 15 ft."
      },
      {
        "document": 1777,
        "excerpt": "s. It can replace one attack with a use of (A) Slowing Breath or (B) Spellcasting to cast Mind Spike (level 5 version). Rend. Melee Attack Roll: +15, reach 15 ft. Hi"
      },
      {
        "document": 1778,
        "excerpt": "o cast Guiding Bolt (level 4 version) or (B) Weakening Breath. Rend. Melee Attack Roll: +17 to hit, reach 15 ft. Hit: 19 (2d8 + 10) Slashing damage plus 9 (2d8) Fire"
      },
      {
        "document": 1779,
        "excerpt": ") Slashing damage plus 10 (3d6) Poison damage. Poison Breath (Recharge 5–6). Constitution Saving Throw: DC 22, each creature in a 90-foot Cone. Failure: 77 (22d6) Po"
      },
      {
        "document": 1780,
        "excerpt": "+ 10) Slashing damage plus 10 (3d6) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 24, each creature in a 90-foot Cone. Failure: 91 (26d6) Fire"
      },
      {
        "document": 1781,
        "excerpt": "It can replace one attack with a use of (A) Paralyzing Breath or (B) Spellcasting to cast Ice Knife (level 2 version). Rend. Melee Attack Roll: +17, reach 15 ft. Hit"
      },
      {
        "document": 1782,
        "excerpt": "8 + 8) Slashing damage plus 7 (2d6) Cold damage. Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 22, each creature in a 90-foot Cone. Failure: 63 (14d8) Co"
      },
      {
        "document": 1806,
        "excerpt": "estrained condition until the grapple ends. Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 16, each creature in a 90-foot-long, 5-foot-wide Line. Failur"
      },
      {
        "document": 1809,
        "excerpt": "6 + 2) Slashing damage plus 2 (1d4) Acid damage. Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 11, each creature in a 15-foot-long, 5-foot-wide Line. Failur"
      },
      {
        "document": 1813,
        "excerpt": "shing damage plus 3 (1d6) Lightning damage. Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 12, each creature in a 30-foot-long, 5-foot-wide Line. Failur"
      },
      {
        "document": 1816,
        "excerpt": ", reach 5 ft. Hit: 7 (1d10 + 2) Slashing damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 11, each creature in a 20-foot-long, 5-foot-wide Line. Failur"
      },
      {
        "document": 1817,
        "excerpt": "ch 5 ft. Hit: 8 (1d10 + 3) Slashing damage. Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 12, each creature in a 40-foot-long, 5-foot-wide Line. Failur"
      },
      {
        "document": 1826,
        "excerpt": "ack. It can replace the Claw attack with a use of Fire Breath if available. Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (2d6 + 4) Piercing damage, or 18 (4d6 +"
      },
      {
        "document": 1834,
        "excerpt": ", reach 5 ft. Hit: 7 (1d10 + 2) Slashing damage. Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 11, each creature in a 20-foot-long, 5-foot-wide Line. Failur"
      },
      {
        "document": 1837,
        "excerpt": "Hold Breath. The crocodile can hold its breath for 1 hour."
      },
      {
        "document": 1848,
        "excerpt": "r smaller creature, it has the Prone condition. Steam Breath (Recharge 5–6). Constitution Saving Throw: DC 19, each creature in a 60-foot Cone. Failure: 56 (16d6) Fi"
      },
      {
        "document": 1853,
        "excerpt": "each 5 ft. Hit: 4 (1d4 + 2) Slashing damage. Blinding Breath (Recharge 6). Dexterity Saving Throw: DC 10, each creature in a 15-foot Cone. Failure: The target has th"
      },
      {
        "document": 1880,
        "excerpt": "Hold Breath. The crocodile can hold its breath for 1 hour."
      },
      {
        "document": 1889,
        "excerpt": "e octopus can breathe only underwater. It can hold its breath for 1 hour outside water."
      },
      {
        "document": 1910,
        "excerpt": ", reach 5 ft. Hit: 9 (1d10 + 4) Slashing damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 13, each creature in a 15-foot Cone. Failure: 22 (4d10) Fire"
      },
      {
        "document": 1911,
        "excerpt": "e hit, the target has the Prone condition. Petrifying Breath (Recharge 5–6). Constitution Saving Throw: DC 15, each creature in a 30-foot Cone. First Failure: The ta"
      },
      {
        "document": 1913,
        "excerpt": "2) Slashing damage plus 3 (1d6) Poison damage. Poison Breath (Recharge 5–6). Constitution Saving Throw: DC 11, each creature in a 15-foot Cone. Failure: 21 (6d6) Poi"
      },
      {
        "document": 1921,
        "excerpt": "e type chosen for the Draconic Origin trait. Dragon's Breath (Recharge 5–6). Dexterity Saving Throw: DC 14, each creature in a 30-foot Cone. Failure: 28 (8d6) damage"
      },
      {
        "document": 1924,
        "excerpt": "8 + 3) Piercing damage plus 3 (1d6) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 12, each creature in a 15-foot Cone. Failure: 17 (5d6) Fire d"
      },
      {
        "document": 1928,
        "excerpt": "Hold Breath. The hippopotamus can hold its breath for 10 minutes."
      },
      {
        "document": 1934,
        "excerpt": "Hold Breath. The hydra can hold its breath for 1 hour. Multiple Heads. The hydra has five heads. Whenever the hydra"
      },
      {
        "document": 1937,
        "excerpt": "and using Charisma as the spellcasting ability. Frost Breath (Recharge 6). Constitution Saving Throw: DC 10, each creature in a 15-foot Cone. Failure: 7 (3d4) Cold d"
      },
      {
        "document": 1941,
        "excerpt": "+10, range 120 ft. Hit: 36 (8d8) Fire damage. Poison Breath (Recharge 6). Constitution Saving Throw: DC 18, each creature in a 60-foot Cone. Failure: 55 (10d10) Poi"
      },
      {
        "document": 1943,
        "excerpt": "Hold Breath. The whale can hold its breath for 30 minutes."
      },
      {
        "document": 1953,
        "excerpt": "4 + 1) Slashing damage plus 3 (1d6) Fire damage. Fire Breath (Recharge 6). Dexterity Saving Throw: DC 11, each creature in a 15-foot Cone. Failure: 7 (2d6) Fire dama"
      },
      {
        "document": 1988,
        "excerpt": "Hold Breath. The plesiosaurus can hold its breath for 1 hour."
      },
      {
        "document": 2000,
        "excerpt": "0 + 4) Slashing damage plus 3 (1d6) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 13, each creature in a 15-foot Cone. Failure: 24 (7d6) Fire d"
      },
      {
        "document": 2020,
        "excerpt": ", reach 5 ft. Hit: 9 (1d10 + 4) Piercing damage. Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 13, each creature in a 15-foot Cone. Failure: 18 (4d8) Col"
      },
      {
        "document": 2031,
        "excerpt": "(1d4) Slashing damage plus 2 (1d4) Fire damage. Steam Breath (Recharge 6). Constitution Saving Throw: DC 10, each creature in a 15-foot Cone. Failure: 5 (2d4) Fire d"
      },
      {
        "document": 2072,
        "excerpt": "8 + 2) Slashing damage plus 2 (1d4) Cold damage. Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 12, each creature in a 15-foot Cone. Failure: 22 (5d8) Col"
      },
      {
        "document": 2075,
        "excerpt": "or smaller creature, it has the Prone condition. Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 12, each creature in a 15-foot Cone. Failure: 18 (4d8) Col"
      },
      {
        "document": 2081,
        "excerpt": "4 + 4) Slashing damage plus 3 (1d6) Acid damage. Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 14, each creature in a 30-foot-long, 5-foot-wide Line. Failur"
      },
      {
        "document": 2082,
        "excerpt": "hing damage plus 5 (1d10) Lightning damage. Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 16, each creature in a 60-foot-long, 5-foot-wide Line. Failur"
      },
      {
        "document": 2083,
        "excerpt": "ttacks. It can replace two attacks with a use of Sleep Breath. Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 15 (2d10 + 4) Slashing damage. Fire Breath (Recharge 5"
      },
      {
        "document": 2084,
        "excerpt": "cks. It can replace one attack with a use of Repulsion Breath. Rend. Melee Attack Roll: +8, reach 10 ft. Hit: 16 (2d10 + 5) Slashing damage. Lightning Breath (Recha"
      },
      {
        "document": 2085,
        "excerpt": "tacks. It can replace one attack with a use of Slowing Breath. Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 15 (2d10 + 4) Slashing damage. Acid Breath (Recharge 5"
      },
      {
        "document": 2086,
        "excerpt": "cks. It can replace one attack with a use of Weakening Breath. Rend. Melee Attack Roll: +10, reach 10 ft. Hit: 17 (2d10 + 6) Slashing damage. Fire Breath (Recharge"
      },
      {
        "document": 2087,
        "excerpt": "4) Slashing damage plus 7 (2d6) Poison damage. Poison Breath (Recharge 5–6). Constitution Saving Throw: DC 14, each creature in a 30-foot Cone. Failure: 42 (12d6) Po"
      },
      {
        "document": 2088,
        "excerpt": "6 + 6) Slashing damage plus 3 (1d6) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 17, each creature in a 30-foot Cone. Failure: 56 (16d6) Fire"
      },
      {
        "document": 2089,
        "excerpt": "ks. It can replace one attack with a use of Paralyzing Breath. Rend. Melee Attack Roll: +10, reach 10 ft. Hit: 15 (2d8 + 6) Slashing damage. Cold Breath (Recharge 5"
      },
      {
        "document": 2090,
        "excerpt": "4 + 4) Slashing damage plus 2 (1d4) Cold damage. Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 15, each creature in a 30-foot Cone. Failure: 40 (9d8) Col"
      }
    ],
    "breathable": [
      {
        "document": 1519,
        "excerpt": "of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can pass through. An enclosed creatur"
      }
    ],
    "breathe": [
      {
        "document": 557,
        "excerpt": "l at the end of each of its turns. When a creature can breathe again, it removes all levels of Exhaustion it gained from suffocating."
      },
      {
        "document": 972,
        "excerpt": "of the Depths Prerequisite: Level 5+ Warlock You can breathe underwater, and you gain a Swim Speed equal to your Speed. You can also cast Water Breathing once witho"
      },
      {
        "document": 977,
        "excerpt": "Breathe the Magic of Dragons Your innate magic comes from the gift of a dragon. Perhaps an ancient dragon facin"
      },
      {
        "document": 1153,
        "excerpt": "rout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed. Change Appearance. You alter your appearance. You"
      },
      {
        "document": 1324,
        "excerpt": "prisoned. While imprisoned, the target doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the imprisoned target, an"
      },
      {
        "document": 1404,
        "excerpt": "arrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks o"
      },
      {
        "document": 1478,
        "excerpt": "g creatures of your choice within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration."
      },
      {
        "document": 1547,
        "excerpt": "equires Attunement) While wearing this cloak, you can breathe underwater, and you have a Swim Speed of 60 feet."
      },
      {
        "document": 1611,
        "excerpt": "e trapped in the flask doesn't age and doesn't need to breathe, eat, or drink. You can take a Magic action to remove the flask's stopper and release the creature in t"
      },
      {
        "document": 1628,
        "excerpt": "ires Attunement) While wearing this necklace, you can breathe normally in any environment, and you have Advantage on saving throws made to avoid or end the Poisoned c"
      },
      {
        "document": 1662,
        "excerpt": "Potion, Uncommon You can breathe underwater for 24 hours after drinking this potion. This potion's cloudy green fluid smells of the sea"
      },
      {
        "document": 1667,
        "excerpt": "w Aquan, you gain a Swim Speed of 60 feet, and you can breathe underwater. Spellcasting. The ring has 5 charges and re-gains 1d4 + 1 expended charges daily at dawn. W"
      },
      {
        "document": 1760,
        "excerpt": "Amphibious. The aboleth can breathe air and water. Eldritch Restoration. If destroyed, the aboleth gains a new body in 5d10 days, reviving"
      },
      {
        "document": 1761,
        "excerpt": "Amphibious. The dragon can breathe air and water. Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it c"
      },
      {
        "document": 1764,
        "excerpt": "Amphibious. The dragon can breathe air and water. Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it c"
      },
      {
        "document": 1766,
        "excerpt": "Amphibious. The dragon can breathe air and water. Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it c"
      },
      {
        "document": 1767,
        "excerpt": "Amphibious. The dragon can breathe air and water. Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it c"
      },
      {
        "document": 1773,
        "excerpt": "Amphibious. The dragon can breathe air and water. Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it c"
      },
      {
        "document": 1776,
        "excerpt": "Amphibious. The dragon can breathe air and water. Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it c"
      },
      {
        "document": 1778,
        "excerpt": "Amphibious. The dragon can breathe air and water. Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it c"
      },
      {
        "document": 1779,
        "excerpt": "Amphibious. The dragon can breathe air and water. Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it c"
      },
      {
        "document": 1789,
        "excerpt": "Amphibious. The archelon can breathe air and water."
      },
      {
        "document": 1809,
        "excerpt": "Amphibious. The dragon can breathe air and water."
      },
      {
        "document": 1817,
        "excerpt": "Amphibious. The dragon can breathe air and water."
      },
      {
        "document": 1827,
        "excerpt": "Amphibious. The chuul can breathe air and water. Sense Magic. The chuul senses magic within 120 feet of itself. This trait otherwise work"
      },
      {
        "document": 1836,
        "excerpt": "Amphibious. The crab can breathe air and water."
      },
      {
        "document": 1848,
        "excerpt": "Amphibious. The dragon can breathe air and water."
      },
      {
        "document": 1866,
        "excerpt": "Amphibious. The frog can breathe air and water. Standing Leap. The frog's Long Jump is up to 10 feet and its High Jump is up to 5 feet w"
      },
      {
        "document": 1879,
        "excerpt": "Amphibious. The crab can breathe air and water."
      },
      {
        "document": 1885,
        "excerpt": "Amphibious. The frog can breathe air and water. Standing Leap. The frog's Long Jump is up to 20 feet and its High Jump is up to 10 feet"
      },
      {
        "document": 1889,
        "excerpt": "Water Breathing. The octopus can breathe only underwater. It can hold its breath for 1 hour outside water."
      },
      {
        "document": 1893,
        "excerpt": "Water Breathing. The seahorse can breathe only underwater."
      },
      {
        "document": 1894,
        "excerpt": "Water Breathing. The shark can breathe only underwater."
      },
      {
        "document": 1896,
        "excerpt": "Amphibious. The toad can breathe air and water. Standing Leap. The toad's Long Jump is up to 20 feet and its High Jump is up to 10 feet"
      },
      {
        "document": 1910,
        "excerpt": "Amphibious. The dragon can breathe air and water."
      },
      {
        "document": 1913,
        "excerpt": "Amphibious. The dragon can breathe air and water."
      },
      {
        "document": 1914,
        "excerpt": "Amphibious. The hag can breathe air and water. Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of th"
      },
      {
        "document": 1933,
        "excerpt": "Water Breathing. The shark can breathe only underwater."
      },
      {
        "document": 1946,
        "excerpt": "Amphibious. The kraken can breathe air and water. Legendary Resistance (4/Day, or 5/Day in Lair). If the kraken fails a saving throw, it c"
      },
      {
        "document": 1960,
        "excerpt": "Amphibious. The merfolk can breathe air and water."
      },
      {
        "document": 1961,
        "excerpt": "Amphibious. The merrow can breathe air and water."
      },
      {
        "document": 1973,
        "excerpt": "a movement to do so. Water Breathing. The octopus can breathe only underwater."
      },
      {
        "document": 1983,
        "excerpt": "Water Breathing. The piranha can breathe only underwater."
      },
      {
        "document": 2001,
        "excerpt": "capacitated condition. Water Breathing. The shark can breathe only underwater."
      },
      {
        "document": 2009,
        "excerpt": "Hit Points. Limited Amphibiousness. The sahuagin can breathe air and water, but it must be submerged at least once every 4 hours to avoid suffocating outside water."
      },
      {
        "document": 2014,
        "excerpt": "Amphibious. The hag can breathe air and water. Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of th"
      },
      {
        "document": 2015,
        "excerpt": "Water Breathing. The seahorse can breathe only underwater."
      },
      {
        "document": 2035,
        "excerpt": "Amphibious. The giant can breathe air and water."
      },
      {
        "document": 2040,
        "excerpt": "Temporary Hit Points. Water Breathing. The swarm can breathe only underwater."
      },
      {
        "document": 2065,
        "excerpt": "the Restrained condition, is suffocating unless it can breathe water, and takes 9 (2d8) Bludgeoning damage at the start of each of the elemental's turns. The elemental"
      },
      {
        "document": 2081,
        "excerpt": "Amphibious. The dragon can breathe air and water."
      },
      {
        "document": 2084,
        "excerpt": "Amphibious. The dragon can breathe air and water."
      },
      {
        "document": 2086,
        "excerpt": "Amphibious. The dragon can breathe air and water."
      },
      {
        "document": 2087,
        "excerpt": "Amphibious. The dragon can breathe air and water."
      }
    ],
    "breathing": [
      {
        "document": 832,
        "excerpt": "Water Breathing"
      },
      {
        "document": 852,
        "excerpt": "Water Breathing"
      },
      {
        "document": 863,
        "excerpt": "Water Breathing"
      },
      {
        "document": 888,
        "excerpt": "Water Breathing"
      },
      {
        "document": 972,
        "excerpt": "im Speed equal to your Speed. You can also cast Water Breathing once without expending a spell slot. You regain the ability to cast it in this way again when you finish"
      },
      {
        "document": 1212,
        "excerpt": "two spells. For example, a Contingency cast with Water Breathing might stipulate that Water Breathing comes into effect when you are engulfed in water or a similar liqui"
      },
      {
        "document": 1478,
        "excerpt": "Water Breathing"
      },
      {
        "document": 1509,
        "excerpt": "ight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside. The apparatus floats on water. It can also go und"
      },
      {
        "document": 1517,
        "excerpt": "used again. The bag holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside. Placing a Bag of Holding inside an extradimension"
      },
      {
        "document": 1594,
        "excerpt": "ch of the haversack holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside. Placing the haversack inside an extradimensional"
      },
      {
        "document": 1604,
        "excerpt": "t drops to 0 Hit Points. The spirits look like living, breathing warriors, and they have Immunity to the Charmed and Frightened conditions. Once you use the horn, it can"
      },
      {
        "document": 1644,
        "excerpt": "A closed Portable Hole holds enough air for 1 hour of breathing, divided by the number of breathing creatures inside. Placing a Portable Hole inside an extradimensiona"
      },
      {
        "document": 1662,
        "excerpt": "Potion of Water Breathing"
      },
      {
        "document": 1764,
        "excerpt": "imals, Thaumaturgy 1/Day Each: Detect Thoughts, Water Breathing"
      },
      {
        "document": 1776,
        "excerpt": "y Each: Detect Thoughts, Control Water, Scrying, Water Breathing"
      },
      {
        "document": 1889,
        "excerpt": "Water Breathing. The octopus can breathe only underwater. It can hold its breath for 1 hour outside water."
      },
      {
        "document": 1893,
        "excerpt": "Water Breathing. The seahorse can breathe only underwater."
      },
      {
        "document": 1894,
        "excerpt": "Water Breathing. The shark can breathe only underwater."
      },
      {
        "document": 1933,
        "excerpt": "Water Breathing. The shark can breathe only underwater."
      },
      {
        "document": 1973,
        "excerpt": "inch without expending extra movement to do so. Water Breathing. The octopus can breathe only underwater."
      },
      {
        "document": 1983,
        "excerpt": "Water Breathing. The piranha can breathe only underwater."
      },
      {
        "document": 2001,
        "excerpt": "ally doesn't have the Incapacitated condition. Water Breathing. The shark can breathe only underwater."
      },
      {
        "document": 2015,
        "excerpt": "Water Breathing. The seahorse can breathe only underwater."
      },
      {
        "document": 2028,
        "excerpt": "t Will: Detect Magic, Mage Hand, Minor Illusion, Water Breathing 2/Day Each: Detect Thoughts, Dimension Door, Hold Person (level 3 version), Lightning Bolt (level 4 ver"
      },
      {
        "document": 2040,
        "excerpt": "regain Hit Points or gain Temporary Hit Points. Water Breathing. The swarm can breathe only underwater."
      }
    ],
    "breeze": [
      {
        "document": 1247,
        "excerpt": "as falling leaves, spectral dancing fairies, a gentle breeze, the sound of an animal, or the faint odor of skunk. The effect must fit in a 5-foot Cube. Fire Play. Y"
      },
      {
        "document": 1250,
        "excerpt": "lowing effects within range. Beckon Air. You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-f"
      }
    ],
    "brew": [
      {
        "document": 144,
        "excerpt": "An item in the Potion category might be a magical brew that must be imbibed or an oil that must be applied to a creature or an object. A typical potion consist"
      }
    ],
    "brewer's": [
      {
        "document": 416,
        "excerpt": "Brewer's Supplies (20 GP)"
      }
    ],
    "brewers": [
      {
        "document": 672,
        "excerpt": "Alchemists, potion brewers, and areas of wild magic are credited with creating the first magical contagions. An outbreak of such a"
      }
    ],
    "brewing": [
      {
        "document": 129,
        "excerpt": "“Equipment” contains rules on brewing Potions of Healing and scribing Spell Scrolls. To create other magic items, follow the rules below. In t"
      },
      {
        "document": 391,
        "excerpt": "Brewing Potions of Healing"
      },
      {
        "document": 412,
        "excerpt": "For crafting rules, see \"Crafting Nonmagical Items,\" \"Brewing Potions of Healing,\" and \"Scribing Spell Scrolls\" later in \"Equipment.\" Variants. This entry appears if"
      }
    ],
    "bribes": [
      {
        "document": 694,
        "excerpt": "racters might have to make extensive inquiries and pay bribes before they acquire the poison they seek."
      }
    ],
    "bridge": [
      {
        "document": 1259,
        "excerpt": "same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, or clothes from flax or wool. Choose raw materials"
      },
      {
        "document": 1373,
        "excerpt": "For example, if the target steps through a phantasmal bridge and survives the fall, it believes the bridge exists and something else caused it to fall. An affected"
      },
      {
        "document": 1475,
        "excerpt": "ted by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp. If you create a span greater than 20 feet in length, you must halve the size"
      }
    ],
    "bridle": [
      {
        "document": 357,
        "excerpt": "A saddle comes with a bit, a bridle, reins, and any other equipment needed to use the saddle. A Military Saddle gives Advantage on any abili"
      },
      {
        "document": 1375,
        "excerpt": "appearance, and it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 fee"
      }
    ],
    "brief": [
      {
        "document": 74,
        "excerpt": "ng. You can communicate however you are able - through brief utterances and gestures - as you take your turn. Doing so uses neither your action nor your move. Exten"
      },
      {
        "document": 1333,
        "excerpt": "son, place, or object. The spell brings to your mind a brief summary of the significant lore about that famous thing, as described by the GM. The lore might consist"
      },
      {
        "document": 1436,
        "excerpt": ", including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are ant"
      }
    ],
    "briefly": [
      {
        "document": 1366,
        "excerpt": "ion Range: Self Components: V Duration: Instantaneous Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see."
      },
      {
        "document": 1458,
        "excerpt": "Range: Self Components: V Duration: Instantaneous You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4"
      }
    ],
    "bright": [
      {
        "document": 54,
        "excerpt": "ategory of illumination in an area, as defined below. Bright Light. Bright Light lets most creatures see normally. Even gloomy days provide Bright Light, as do torch"
      },
      {
        "document": 313,
        "excerpt": "A Lamp burns Oil as fuel to cast Bright Light in a 15-foot radius and Dim Light for an additional 30 feet."
      },
      {
        "document": 314,
        "excerpt": "A Bullseye Lantern burns Oil as fuel to cast Bright Light in a 60-foot Cone and Dim Light for an additional 60 feet."
      },
      {
        "document": 315,
        "excerpt": "A Hooded Lantern burns Oil as fuel to cast Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. As a Bonus Action, you can lower the"
      },
      {
        "document": 318,
        "excerpt": "hting a fire with a Magnifying Glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite."
      },
      {
        "document": 351,
        "excerpt": "A Torch burns for 1 hour, casting Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. When you take the Attack action, you"
      },
      {
        "document": 465,
        "excerpt": "For 1 hour, a lit Candle sheds Bright Light in a 5-foot radius and Dim Light for an additional 5 feet."
      },
      {
        "document": 581,
        "excerpt": "Bright Light"
      },
      {
        "document": 611,
        "excerpt": "ee in Dim Light within a specified range as if it were Bright Light and in Darkness within that range as if it were Dim Light. You discern colors in that Darkness onl"
      },
      {
        "document": 791,
        "excerpt": "Eyelike fixtures emit Bright Light in a 30-foot radius and Dim Light for an additional 30 feet."
      },
      {
        "document": 793,
        "excerpt": "1d4 + 4 bright-pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the"
      },
      {
        "document": 820,
        "excerpt": "A bright-green feather"
      },
      {
        "document": 982,
        "excerpt": "damage type or Radiant damage. The weapon also emits Bright Light in a 20-foot radius and Dim Light 20 feet beyond that. You can end this effect early (no action r"
      },
      {
        "document": 1205,
        "excerpt": "uch damage on a successful one. Until the spell ends, Bright Light fills the Cylinder, and when you move on your turn, you can also move the Cylinder up to 30 feet."
      },
      {
        "document": 1213,
        "excerpt": "prings from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it"
      },
      {
        "document": 1223,
        "excerpt": "If any of this spell's area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled."
      },
      {
        "document": 1225,
        "excerpt": "fills a 60-foot-radius Sphere. The sunlight's area is Bright Light and sheds Dim Light for an additional 60 feet. Alternatively, you cast the spell on an object tha"
      },
      {
        "document": 1271,
        "excerpt": "py flames wreathe your body for the duration, shedding Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. The flames provide you with a warm s"
      },
      {
        "document": 1273,
        "excerpt": "ll of bat guano and sulfur) Duration: Instantaneous A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fier"
      },
      {
        "document": 1274,
        "excerpt": "pellcasting ability modifier. The flaming blade sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. Using a Higher-Level Spell Slot. The"
      },
      {
        "document": 1276,
        "excerpt": "d start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. Using a Higher-Level Spell Slot. The"
      },
      {
        "document": 1303,
        "excerpt": "than this spell, can't illuminate the area. Daylight. Bright light fills the area. Magical Darkness created by spells of a level lower than this spell can't extingui"
      },
      {
        "document": 1336,
        "excerpt": "y someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as you like."
      },
      {
        "document": 1388,
        "excerpt": "e spell ends instantly without effect. The wall sheds Bright Light within 100 feet and Dim Light for an additional 100 feet. You and creatures you designate when you"
      },
      {
        "document": 1390,
        "excerpt": "flame emits no heat and ignites nothing, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The spell ends if you cast it again."
      },
      {
        "document": 1425,
        "excerpt": "rom the attack. Until the spell ends, the target sheds Bright Light in a 5-foot radius, attack rolls against it have Advantage, and it can't benefit from the Invisibl"
      },
      {
        "document": 1449,
        "excerpt": "mote of brilliant radiance shines above you. It sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. This light is sunlight."
      },
      {
        "document": 1574,
        "excerpt": "isses its target. Until it disappears, the arrow emits Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. This weapon has the following additi"
      },
      {
        "document": 1581,
        "excerpt": "e damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals"
      },
      {
        "document": 1583,
        "excerpt": "re damage. In freezing temperatures, the weapon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. When you draw this weapon, you can e"
      },
      {
        "document": 1585,
        "excerpt": "following effects: First Command Word. The gem sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. This effect doesn't expend a charge."
      },
      {
        "document": 1598,
        "excerpt": "you are holding to burst into flames. The flames emit Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. The flames are harmless to you and th"
      },
      {
        "document": 1613,
        "excerpt": "d lantern burns for 6 hours on 1 pint of oil, shedding Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. Invisible creatures and objects are v"
      },
      {
        "document": 1615,
        "excerpt": "ext turn. Light. While you hold this weapon, it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet."
      },
      {
        "document": 1688,
        "excerpt": "nd of your next turn. During this time, the robe sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet, and creatures that can see you have D"
      },
      {
        "document": 1693,
        "excerpt": "the rod in the ground, whereupon the rod's head sheds Bright Light in a 60-foot radius and Dim Light for an additional 60 feet. While in that Bright Light, you and y"
      },
      {
        "document": 1694,
        "excerpt": "e end opposite the rod's flanged head. The flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet, and the blade functions as a magic Lo"
      },
      {
        "document": 1726,
        "excerpt": "nt damage. Sunlight. The sword's luminous blade emits Bright Light in a 15-foot radius and Dim Light for an additional 15 feet. The light is sunlight. While the blad"
      },
      {
        "document": 1796,
        "excerpt": "Incapacitated condition. Illumination. The azer sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet."
      },
      {
        "document": 1829,
        "excerpt": "Light Sensitivity. While in Bright Light, the cloaker has Disadvantage on attack rolls."
      },
      {
        "document": 1862,
        "excerpt": "(1d10) Fire damage. Illumination. The elemental sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. Water Susceptibility. The elemental"
      },
      {
        "document": 1883,
        "excerpt": "Illumination. The beetle sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet."
      },
      {
        "document": 1954,
        "excerpt": "xtinguishes its flames. While ablaze, the magmin sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet."
      },
      {
        "document": 1970,
        "excerpt": "s on the nightmare. Illumination. The nightmare sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet."
      },
      {
        "document": 2019,
        "excerpt": "Shriek. Trigger: A creature or a source of Bright Light moves within 30 feet of the shrieker. Response: The shrieker emits a shriek audible within 300 fee"
      },
      {
        "document": 2074,
        "excerpt": "wear or carry anything. Illumination. The wisp sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. Incorporeal Movement. The wisp can m"
      }
    ],
    "brighten": [
      {
        "document": 1456,
        "excerpt": "tion) checks. Fire Play. You cause flames to flicker, brighten, dim, or change color for 1 minute. Invisible Hand. You instantaneously cause an unlocked door or windo"
      }
    ],
    "brightness": [
      {
        "document": 1585,
        "excerpt": "Gem of Brightness"
      }
    ],
    "brilliance": [
      {
        "document": 1598,
        "excerpt": "Helm of Brilliance"
      }
    ],
    "brilliant": [
      {
        "document": 1275,
        "excerpt": "sulfur) Duration: Instantaneous A vertical column of brilliant fire roars down from above. Each creature in a 10-foot-radius, 40-foot-high Cylinder centered on a point"
      },
      {
        "document": 1449,
        "excerpt": "e a new Line of radiance. For the duration, a mote of brilliant radiance shines above you. It sheds Bright Light in a 30-foot radius and Dim Light for an additional 30"
      },
      {
        "document": 1450,
        "excerpt": "V, S, M (a piece of sunstone) Duration: Instantaneous Brilliant sunlight flashes in a 60-foot-radius Sphere centered on a point you choose within range. Each creature i"
      },
      {
        "document": 1585,
        "excerpt": "Word. You expend 1 charge and cause the gem to fire a brilliant beam of light at one creature you can see within 60 feet of yourself. The creature must succeed on a DC"
      },
      {
        "document": 1638,
        "excerpt": "Requires Attunement) This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, you have Immunity to the Poisoned condition and Poison damage."
      }
    ],
    "brimstone": [
      {
        "document": 1536,
        "excerpt": "Wondrous Item, Rare This cape smells faintly of brimstone. While wearing it, you can use it to cast Dimension Door as a Magic action. This property can't be used"
      }
    ],
    "brings": [
      {
        "document": 26,
        "excerpt": "e results often leads to another decision point, which brings the game back to step 1. This pattern holds during every game session (each time you sit down to play D"
      },
      {
        "document": 1333,
        "excerpt": "describe a famous person, place, or object. The spell brings to your mind a brief summary of the significant lore about that famous thing, as described by the GM. T"
      },
      {
        "document": 1645,
        "excerpt": "ll (save DC 13). Agitating this potion's muddy liquid brings little bits into view: a fish scale, a hummingbird feather, a cat claw, or a squirrel hair."
      },
      {
        "document": 1719,
        "excerpt": "al to the absorbed spell's level. However, if doing so brings the staff's total number of charges above 50, the staff explodes as if you activated its Retributive Str"
      }
    ],
    "bristling": [
      {
        "document": 1476,
        "excerpt": ", up to 10 minutes You create a wall of tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. Y"
      }
    ],
    "broadcasting": [
      {
        "document": 139,
        "excerpt": "A sentient item communicates by sharing its emotions, broadcasting its thoughts telepathically, or speaking aloud. You can choose how it communicates or roll on the Sentie"
      }
    ],
    "broader": [
      {
        "document": 245,
        "excerpt": "dventurers, though they are already set apart from the broader populace by virtue of their extraordinary abilities. They learn their starting class features and choose"
      }
    ],
    "broadly": [
      {
        "document": 235,
        "excerpt": "A creature's alignment broadly describes its ethical attitudes and ideals. Alignment is a combination of two factors: one identifies mo"
      },
      {
        "document": 247,
        "excerpt": "lass. Every adventurer is a member of a class. A class broadly describes a character's vocation, special talents, and favored tactics. 2: Determine Origin. A character"
      },
      {
        "document": 649,
        "excerpt": "A creature's alignment broadly describes its ethical attitudes and ideals. Alignment is a combination of two factors: one identifies mo"
      }
    ],
    "broken": [
      {
        "document": 127,
        "excerpt": "ed item can't be ended voluntarily unless the curse is broken first, such as with a Remove Curse spell."
      },
      {
        "document": 266,
        "excerpt": "unds as if it is filled with liquid, sand, spiders, or broken glass (your choice) 48 A glass orb filled with water, in which swims a clockwork goldfish 49 A silver"
      },
      {
        "document": 493,
        "excerpt": "Glossary”) while you do so. If your Concentration is broken, the spell fails, but you don't expend a spell slot. To cast the spell again, you must start over."
      },
      {
        "document": 518,
        "excerpt": "oncentration while you do so. If your Concentration is broken, the spell fails, but you don't expend a spell slot. See also “Concentration.”"
      },
      {
        "document": 535,
        "excerpt": "the start of your next turn. If your Concentration is broken, the spell dissipates without taking effect."
      },
      {
        "document": 562,
        "excerpt": "lepathic contact can't be initiated and is immediately broken if either the telepath or the other creature has the Incapacitated condition. Telepathic contact is also"
      },
      {
        "document": 648,
        "excerpt": "on is an object wielded as a makeshift weapon, such as broken glass, a table leg, or a frying pan. A Simple or Martial weapon also counts as an improvised weapon if i"
      },
      {
        "document": 687,
        "excerpt": "lerance, the ice in that area breaks. All creatures on broken ice fall through. Below the ice is frigid water (see “Frigid Water” above)."
      },
      {
        "document": 968,
        "excerpt": "a Paladin transgresses their oath. A Paladin who has broken a vow typically seeks absolution, spending an all-night vigil as a sign of penitence or undertaking a fa"
      },
      {
        "document": 1248,
        "excerpt": "ture has the Prone condition, and its Concentration is broken. You can also cause the effects below. Fissures. A total of 1d6 fissures open in the spell's area at t"
      },
      {
        "document": 1293,
        "excerpt": "n 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. The glyph is nearly imperceptible and requires a successfu"
      },
      {
        "document": 1357,
        "excerpt": "single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tea"
      },
      {
        "document": 1451,
        "excerpt": "n 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. The glyph is nearly imperceptible and requires a successfu"
      },
      {
        "document": 1493,
        "excerpt": "or Reaction. No Concentration. Your Concentration is broken. Speechless. You can't speak. Surprised. If you're Incapacitated when you roll Initiative, you have Di"
      },
      {
        "document": 1571,
        "excerpt": "emental appears in an unoccupied space as close to the broken gem as possible, understands your languages, obeys your commands, and takes its turn immediately after y"
      },
      {
        "document": 1623,
        "excerpt": ", and requires Concentration. If your Concentration is broken or you leave the Cube before the work is done, all the painted elements vanish, and the pot of pigment i"
      },
      {
        "document": 1708,
        "excerpt": "o set. Once it has done so, the bond it creates can be broken only by the application of Universal Solvent or Oil of Etherealness, or with a Wish spell."
      },
      {
        "document": 1733,
        "excerpt": "20 Constitution saving throw, or its Concentration is broken. In addition, you can cause a 30-foot-deep, 10-foot-wide fissure to open up on the ground anywhere in th"
      }
    ],
    "bronze": [
      {
        "document": 217,
        "excerpt": "Bronze Dragons"
      },
      {
        "document": 267,
        "excerpt": "An invitation to a party where a murder happened 80 A bronze pentacle with an etching of a rat's head in its center 81 A purple handkerchief embroidered with the na"
      },
      {
        "document": 758,
        "excerpt": "Bronze"
      },
      {
        "document": 803,
        "excerpt": "Bronze"
      },
      {
        "document": 986,
        "excerpt": "| | Brass | Fire | Red | Fire | | Bronze | Lightning | Silver | Cold | | Copper | Acid | White | Cold |"
      },
      {
        "document": 1580,
        "excerpt": "s passed, as specified in the figurine's description. Bronze Griffon (Rare). This bronze statuette is of a griffon rampant. It can become a Griffon for up to 6 hours"
      },
      {
        "document": 1604,
        "excerpt": "Bronze"
      },
      {
        "document": 1764,
        "excerpt": "Adult Bronze Dragon"
      },
      {
        "document": 1776,
        "excerpt": "Ancient Bronze Dragon"
      },
      {
        "document": 1817,
        "excerpt": "Bronze Dragon Wyrmling"
      },
      {
        "document": 2084,
        "excerpt": "Young Bronze Dragon"
      }
    ],
    "brooch": [
      {
        "document": 267,
        "excerpt": "ven design 91 A needle that never bends 92 An ornate brooch of dwarven design 93 An empty wine bottle bearing a pretty label that says, \"The Wizard of Wines Winery"
      },
      {
        "document": 1533,
        "excerpt": "Brooch of Shielding"
      }
    ],
    "brooches": [
      {
        "document": 116,
        "excerpt": "e wearable items such as boots, belts, capes, amulets, brooches, and circlets. Bags, carpets, figurines, horns, musical instruments, and more also fall into this catego"
      }
    ],
    "broom": [
      {
        "document": 1534,
        "excerpt": "Broom of Flying"
      }
    ],
    "brought": [
      {
        "document": 1483,
        "excerpt": "'t pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the w"
      }
    ],
    "brown": [
      {
        "document": 783,
        "excerpt": "of origin. Unless they are picked off, the leaves turn brown and fall off after 24 hours."
      },
      {
        "document": 795,
        "excerpt": "Brown Bear"
      },
      {
        "document": 1647,
        "excerpt": "etics) checks to climb. This potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors."
      },
      {
        "document": 1818,
        "excerpt": "Brown Bear"
      }
    ],
    "brunt": [
      {
        "document": 978,
        "excerpt": "damaging cantrips affect even creatures that avoid the brunt of the effect. When you cast a can-trip at a creature and you miss with the attack roll or the target su"
      }
    ],
    "brush": [
      {
        "document": 1476,
        "excerpt": "ration, up to 10 minutes You create a wall of tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the d"
      },
      {
        "document": 1623,
        "excerpt": "his fine wooden box contains 1d4 pots of pigment and a brush (weighing 1 pound in total). Using the brush and expending 1 pot of pigment, you can paint any number o"
      }
    ],
    "brutal": [
      {
        "document": 848,
        "excerpt": "Brutal Strike"
      },
      {
        "document": 962,
        "excerpt": "Brutal Strike"
      }
    ],
    "bubble": [
      {
        "document": 1150,
        "excerpt": "ts: V, S Duration: Instantaneous You create an acidic bubble at a point within range, where it explodes in a 5-foot-radius Sphere. Each creature in that Sphere must"
      },
      {
        "document": 1640,
        "excerpt": "se-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart."
      },
      {
        "document": 1662,
        "excerpt": "green fluid smells of the sea and has a jellyfish-like bubble floating in it."
      },
      {
        "document": 1893,
        "excerpt": "Bubble Dash. While underwater, the seahorse moves up to half its Swim Speed without provoking Opportunity Attac"
      },
      {
        "document": 2015,
        "excerpt": "Bubble Dash. While underwater, the seahorse moves up to its Swim Speed without provoking Opportunity Attacks."
      }
    ],
    "bubbles": [
      {
        "document": 820,
        "excerpt": "A pipe that blows bubbles"
      },
      {
        "document": 1572,
        "excerpt": "ralyzed, and Poisoned. The clear, red liquid has tiny bubbles of light in it."
      },
      {
        "document": 1653,
        "excerpt": "no Concentration required). This potion's blue liquid bubbles and steams as if boiling."
      }
    ],
    "bucket": [
      {
        "document": 429,
        "excerpt": "edium armor (except Hide), Heavy armor, Ball Bearings, Bucket, Caltrops, Chain, Crowbar, Firearm Bullets, Grappling Hook, Iron Pot, Iron Spikes, Sling Bullets"
      },
      {
        "document": 461,
        "excerpt": "Bucket (5 CP)"
      },
      {
        "document": 931,
        "excerpt": "Bucket"
      },
      {
        "document": 1034,
        "excerpt": "Bucket"
      }
    ],
    "buckle": [
      {
        "document": 47,
        "excerpt": "determine how an NPC reacts. A cowardly bandit might buckle under threats of imprisonment. A stubborn merchant refuses to help if the characters badger her. A vain"
      }
    ],
    "bud": [
      {
        "document": 1247,
        "excerpt": "ntly make a flower blossom, a seed pod open, or a leaf bud bloom. Sensory Effect. You create a harmless sensory effect, such as falling leaves, spectral dancing f"
      }
    ],
    "budget": [
      {
        "document": 728,
        "excerpt": "Step 2: Determine Your XP Budget"
      },
      {
        "document": 729,
        "excerpt": "Step 3: Spend Your Budget"
      },
      {
        "document": 960,
        "excerpt": "XP Budget per Character"
      }
    ],
    "buffer": [
      {
        "document": 12,
        "excerpt": "other effects confer Temporary Hit Points, which are a buffer against losing actual Hit Points, as explained below."
      },
      {
        "document": 564,
        "excerpt": "Hit Points are granted by certain effects and act as a buffer against losing real Hit Points. See also “Playing the Game” (“Damage and Healing”)."
      }
    ],
    "bugbear": [
      {
        "document": 729,
        "excerpt": "you could build any of the following encounters: - 1 Bugbear Warrior (200 XP) - 2 Giant Wasps (100 XP each), for 200 XP total - 6 Giant Rats (25 XP each), for 150 XP"
      },
      {
        "document": 801,
        "excerpt": "Bugbear Warrior"
      },
      {
        "document": 1819,
        "excerpt": "Bugbear Stalker"
      },
      {
        "document": 1820,
        "excerpt": "Bugbear Warrior"
      }
    ],
    "bugbears": [
      {
        "document": 218,
        "excerpt": "Bugbears"
      }
    ],
    "build": [
      {
        "document": 384,
        "excerpt": "nt to be worn can fit a creature regardless of size or build. Magic garments are made to be easily adjustable, or they magically adjust themselves to the wearer."
      },
      {
        "document": 729,
        "excerpt": "f 50 × 4 , for a total of 200 XP. With that, you could build any of the following encounters: - 1 Bugbear Warrior (200 XP) - 2 Giant Wasps (100 XP each), for 200 XP"
      },
      {
        "document": 990,
        "excerpt": "Powerful Build"
      }
    ],
    "builders": [
      {
        "document": 722,
        "excerpt": "rier. It can't go around corners, but creative dungeon builders incorporate curving turns into nearby passages that allow the stone to keep moving. Detect and Disarm."
      }
    ],
    "building": [
      {
        "document": 58,
        "excerpt": "door, sword, book, table, chair, or stone. It isn't a building or a vehicle, which are composed of many objects."
      }
    ],
    "buildings": [
      {
        "document": 523,
        "excerpt": "is a nonliving, distinct thing. Composite things, like buildings, comprise more than one object. See also “Breaking Objects.”"
      },
      {
        "document": 1627,
        "excerpt": "e lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. Any documentation that proves you sho"
      }
    ],
    "bulette": [
      {
        "document": 793,
        "excerpt": "A hungry Bulette burrows up and attacks."
      },
      {
        "document": 1821,
        "excerpt": "Bulette"
      }
    ],
    "bulette's": [
      {
        "document": 1821,
        "excerpt": "s. Dexterity Saving Throw: DC 15, each creature in the bulette's destination space. Failure: 19 (3d12) Bludgeoning damage, and the target has the Prone condition. Succes"
      }
    ],
    "bulk": [
      {
        "document": 1588,
        "excerpt": "le, and accessories - but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or doff the armor."
      }
    ],
    "bullet": [
      {
        "document": 928,
        "excerpt": "Ammunition (Range 30/120; Bullet)"
      },
      {
        "document": 1097,
        "excerpt": "Ammunition (Range 40/120; Bullet)"
      },
      {
        "document": 1105,
        "excerpt": "Ammunition (Range 30/90; Bullet)"
      },
      {
        "document": 1131,
        "excerpt": "Ammunition (Range 30/120; Bullet)"
      },
      {
        "document": 1285,
        "excerpt": "sting. If you do so, a globe about the size of a sling bullet, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw"
      }
    ],
    "bullets": [
      {
        "document": 429,
        "excerpt": "ll Bearings, Bucket, Caltrops, Chain, Crowbar, Firearm Bullets, Grappling Hook, Iron Pot, Iron Spikes, Sling Bullets"
      },
      {
        "document": 932,
        "excerpt": "Bullets, Firearm"
      }
    ],
    "bullseye": [
      {
        "document": 314,
        "excerpt": "Lantern, Bullseye (10 GP)"
      },
      {
        "document": 430,
        "excerpt": "part in 1 minute (DC 20) Craft: Musket, Pistol, Bell, Bullseye Lantern, Flask, Hooded Lantern, Hunting Trap, Lock, Manacles, Mirror, Shovel, Signal Whistle, Tinderbox"
      },
      {
        "document": 480,
        "excerpt": "contains the following items: Backpack, Bedroll, Bell, Bullseye Lantern, 3 Costumes, Mirror, 8 flasks of Oil, 9 days of Rations, Tinderbox, and Waterskin."
      },
      {
        "document": 930,
        "excerpt": "Lantern, Bullseye"
      },
      {
        "document": 1082,
        "excerpt": "Lantern, Bullseye"
      },
      {
        "document": 1691,
        "excerpt": "s: - Dagger - Mirror - Pole - Rope (coiled) - Sack - Bullseye Lantern (filled and lit) In addition, the robe has 4d4 other patches. The GM chooses the patches or det"
      }
    ],
    "bundles": [
      {
        "document": 345,
        "excerpt": "Iron Spikes come in bundles of ten. As a Utilize action, you can use a blunt object, such as a Light Hammer, to hammer a spike into"
      }
    ],
    "burden": [
      {
        "document": 664,
        "excerpt": "A curse is a magical burden that lasts for a specified time or until it is ended by some means. A magical contagion is an adverse ef"
      },
      {
        "document": 1965,
        "excerpt": "Beast of Burden. The mule counts as one size larger for the purpose of determining its carrying capacity."
      }
    ],
    "burdened": [
      {
        "document": 671,
        "excerpt": "so suffused with evil that anyone who lingers there is burdened with a curse. Demonic Possession is one example of an environmental curse. Demonic Possession. Demonic"
      }
    ],
    "burglar": [
      {
        "document": 46,
        "excerpt": "s many forms. For example, you might try to convince a burglar to confess to wrongdoing or try to flatter a guard. The Game Master assumes the roles of any nonplayer c"
      },
      {
        "document": 931,
        "excerpt": "Burglar’s Pack"
      },
      {
        "document": 970,
        "excerpt": "ortsword, Shortbow, 20 Arrows, Quiver, Thieves’ Tools, Burglar’s Pack, and 8 GP; or (B) 100 GP"
      },
      {
        "document": 984,
        "excerpt": "Hunt for Treasure as a Classic Adventurer A mix of burglar, treasure hunter, and explorer, you are the epitome of an adventurer. In addition to improving your agil"
      },
      {
        "document": 1035,
        "excerpt": "Burglar’s Pack"
      }
    ],
    "burglar's": [
      {
        "document": 462,
        "excerpt": "Burglar's Pack (16 GP)"
      }
    ],
    "burial": [
      {
        "document": 793,
        "excerpt": "with a 60-foot-square base bursts upward. Inside is a burial chamber containing a Mummy, a Mummy Lord, or some other Undead of the GM’s choice. Its sarcophagus conta"
      },
      {
        "document": 1324,
        "excerpt": "ected by one of the following effects of your choice: Burial. The target is entombed beneath the earth in a hollow globe of magical force that is just large enough t"
      }
    ],
    "buried": [
      {
        "document": 1248,
        "excerpt": "d6 Bludgeoning damage, has the Prone condition, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. On a successful save"
      },
      {
        "document": 2056,
        "excerpt": "manoid reduced to 0 Hit Points by this damage and then buried rises the following sunset as a Vampire Spawn under the vampire's control."
      }
    ],
    "burn": [
      {
        "document": 990,
        "excerpt": "to 30 feet to an unoccupied space you can see. Fire's Burn (Fire Giant). When you hit a target with an attack roll and deal damage to it, you can also deal 1d10 Fi"
      },
      {
        "document": 1535,
        "excerpt": "ime it burned in increments of 1 minute from its total burn time. While lit, the candle sheds Dim Light in a 30-foot radius. While you are within that light, you h"
      },
      {
        "document": 1862,
        "excerpt": "Multiattack. The elemental makes two Burn attacks. Burn. Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 + 3) Fire damage. If the target is a cre"
      }
    ],
    "burned": [
      {
        "document": 323,
        "excerpt": "s a Utilize action) and rekindle it again until it has burned for a total of 6 hours."
      },
      {
        "document": 1371,
        "excerpt": "V, S, M (ashes from burned mistletoe)"
      },
      {
        "document": 1535,
        "excerpt": "out early for use at a later time. Deduct the time it burned in increments of 1 minute from its total burn time. While lit, the candle sheds Dim Light in a 30-foot"
      }
    ],
    "burning": [
      {
        "document": 264,
        "excerpt": "vel spells. If a lower-level spell that you cast, like Burning Hands, has an enhanced effect when cast at a higher level, you can use the enhanced effect as normal. F"
      },
      {
        "document": 323,
        "excerpt": "minute), the target takes an extra 5 Fire damage from burning oil. Dousing a Space. You can take the Utilize action to pour an Oil flask on level ground to cover a 5"
      },
      {
        "document": 446,
        "excerpt": "d Proficiency Bonus) or take 1d4 Fire damage and start burning (see “Rules Glossary”)."
      },
      {
        "document": 582,
        "excerpt": "Burning [Hazard]"
      },
      {
        "document": 634,
        "excerpt": "A hazard is an environmental danger. See also \"Burning,\" \"Dehydration,\" \"Falling,\" \"Malnutrition,\" and \"Suffocation.\""
      },
      {
        "document": 748,
        "excerpt": "Burning"
      },
      {
        "document": 767,
        "excerpt": "Burning Hands (1 charge), Fireball (2 charges), Fire Storm (4 charges), Wall of Fire (3 charges)"
      },
      {
        "document": 773,
        "excerpt": "Burning Hands"
      },
      {
        "document": 822,
        "excerpt": "Blur, Burning Hands, Fire Bolt"
      },
      {
        "document": 860,
        "excerpt": "Burning Hands"
      },
      {
        "document": 870,
        "excerpt": "Burning Hands, Command,Scorching Ray, Suggestion"
      },
      {
        "document": 886,
        "excerpt": "Burning Hands"
      },
      {
        "document": 971,
        "excerpt": "feature. To start, choose two level 1 Sorcerer spells. Burning Hands and Detect Magic are recommended. The number of spells on your list increases as you gain Sorcere"
      },
      {
        "document": 978,
        "excerpt": "aring flame, rolling thunder, crackling lightning, and burning acid. Some Evokers find employment in military forces, serving as artillery to blast armies from afar. O"
      },
      {
        "document": 1184,
        "excerpt": "Burning Hands"
      },
      {
        "document": 1215,
        "excerpt": "V, S, M (burning incense)"
      },
      {
        "document": 1227,
        "excerpt": "the explosion that aren't being worn or carried start burning. Using a Higher-Level Spell Slot. The base damage increases by 1d6 for each spell slot level above 7."
      },
      {
        "document": 1265,
        "excerpt": "V, S, M (burning incense worth 10+ GP, which the spell consumes)"
      },
      {
        "document": 1270,
        "excerpt": "re damage. A flammable object hit by this spell starts burning if it isn't being worn or carried. Cantrip Upgrade. The damage increases by 1d10 when you reach levels"
      },
      {
        "document": 1272,
        "excerpt": "ts in the area that aren't being worn or carried start burning."
      },
      {
        "document": 1273,
        "excerpt": "ts in the area that aren't being worn or carried start burning. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3."
      },
      {
        "document": 1276,
        "excerpt": "mmable objects that aren't being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional"
      },
      {
        "document": 1359,
        "excerpt": "age if it's in the spell's area, and the object starts burning if it's flammable."
      },
      {
        "document": 1436,
        "excerpt": "V, S, M (burning incense)"
      },
      {
        "document": 1535,
        "excerpt": "he candle is lit, which requires a Magic action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the tim"
      },
      {
        "document": 1796,
        "excerpt": "Burning Hammer. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Bludgeoning damage plus 3 (1d6) Fire damage"
      },
      {
        "document": 1802,
        "excerpt": "ble object that isn't being worn or carried, it starts burning."
      },
      {
        "document": 1862,
        "excerpt": "Creatures and flammable objects in the Emanation start burning. Fire Form. The elemental can move through a space as narrow as 1 inch without expending extra movement"
      },
      {
        "document": 1932,
        "excerpt": "ble object that isn't being worn or carried, it starts burning. Infernal Tail. Dexterity Saving Throw: DC 17, one creature the devil can see within 10 feet. Failure:"
      },
      {
        "document": 1954,
        "excerpt": "ble object that isn't being worn or carried, it starts burning."
      }
    ],
    "burns": [
      {
        "document": 313,
        "excerpt": "A Lamp burns Oil as fuel to cast Bright Light in a 15-foot radius and Dim Light for an additional 30 feet."
      },
      {
        "document": 314,
        "excerpt": "A Bullseye Lantern burns Oil as fuel to cast Bright Light in a 60-foot Cone and Dim Light for an additional 60 feet."
      },
      {
        "document": 315,
        "excerpt": "A Hooded Lantern burns Oil as fuel to cast Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. As a Bonus"
      },
      {
        "document": 323,
        "excerpt": "square area within 5 feet of yourself. If lit, the oil burns until the end of the turn 2 rounds from when the oil was lit (or 12 seconds) and deals 5 Fire damage to"
      },
      {
        "document": 351,
        "excerpt": "A Torch burns for 1 hour, casting Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. When you t"
      },
      {
        "document": 793,
        "excerpt": "A campfire with green flames springs forth and burns for 24 hours or until it is extinguished."
      },
      {
        "document": 1480,
        "excerpt": "are flammable. Any 5-foot Cube of webs exposed to fire burns away in 1 round, dealing 2d4 Fire damage to any creature that starts its turn in the fire."
      },
      {
        "document": 1609,
        "excerpt": "d. Once the stone has canceled 20 levels of spells, it burns out, turns dull gray, and loses its magic. Agility (Very Rare). Your Dexterity increases by 2, to a max"
      },
      {
        "document": 1613,
        "excerpt": "ondrous Item, Uncommon While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding Bright Light in a 30-foot radius and Dim Light for an additional"
      }
    ],
    "burnt": [
      {
        "document": 698,
        "excerpt": "Burnt Othur Fumes (500 GP)"
      }
    ],
    "burrow": [
      {
        "document": 152,
        "excerpt": "ome monsters have one or more of the following speeds: Burrow, Climb, Fly, Swim. Rules for Speed and these specials speeds appear in “Rules Glossary.”"
      },
      {
        "document": 548,
        "excerpt": "Speeds. Some creatures have special speeds, such as a Burrow Speed, Climb Speed, Fly Speed, or Swim Speed, each of which is defined in this glossary. If you have mor"
      },
      {
        "document": 554,
        "excerpt": "is provided, along with any special speeds. See also \"Burrow Speed,\" \"Climb Speed,\" \"Fly Speed,\" and \"Swim Speed.\" Ability Scores. A table provides the monster's ab"
      },
      {
        "document": 583,
        "excerpt": "Burrow Speed"
      },
      {
        "document": 1762,
        "excerpt": "40 ft., Burrow 30 ft., Fly 80 ft."
      },
      {
        "document": 1763,
        "excerpt": "40 ft., Burrow 30 ft., Fly 80 ft."
      },
      {
        "document": 1770,
        "excerpt": "40 ft., Burrow 30 ft., Fly 80 ft., Swim 40 ft."
      },
      {
        "document": 1774,
        "excerpt": "40 ft., Burrow 40 ft., Fly 80 ft."
      },
      {
        "document": 1775,
        "excerpt": "40 ft., Burrow 40 ft., Fly 80 ft."
      },
      {
        "document": 1782,
        "excerpt": "40 ft., Burrow 40 ft., Fly 80 ft., Swim 40 ft."
      },
      {
        "document": 1786,
        "excerpt": "30 ft., Burrow 10 ft."
      },
      {
        "document": 1798,
        "excerpt": "20 ft., Burrow 5 ft."
      },
      {
        "document": 1813,
        "excerpt": "30 ft., Burrow 15 ft., Fly 60 ft."
      },
      {
        "document": 1816,
        "excerpt": "30 ft., Burrow 15 ft., Fly 60 ft."
      },
      {
        "document": 1821,
        "excerpt": "40 ft., Burrow 40 ft."
      },
      {
        "document": 1855,
        "excerpt": "30 ft., Burrow 30 ft."
      },
      {
        "document": 1874,
        "excerpt": "30 ft., Burrow 10 ft."
      },
      {
        "document": 1995,
        "excerpt": "50 ft., Burrow 50 ft."
      },
      {
        "document": 2002,
        "excerpt": "40 ft., Burrow 30 ft."
      },
      {
        "document": 2044,
        "excerpt": "60 ft., Burrow 40 ft., Climb 60 ft."
      },
      {
        "document": 2072,
        "excerpt": "30 ft., Burrow 15 ft., Fly 60 ft., Swim 30 ft."
      },
      {
        "document": 2080,
        "excerpt": "20 ft., Burrow 20 ft."
      },
      {
        "document": 2082,
        "excerpt": "40 ft., Burrow 20 ft., Fly 80 ft."
      },
      {
        "document": 2083,
        "excerpt": "40 ft., Burrow 20 ft., Fly 80 ft."
      },
      {
        "document": 2090,
        "excerpt": "40 ft., Burrow 20 ft., Fly 80 ft., Swim 40 ft."
      }
    ],
    "burrows": [
      {
        "document": 793,
        "excerpt": "A hungry Bulette burrows up and attacks."
      }
    ],
    "burst": [
      {
        "document": 338,
        "excerpt": "10 Dexterity (Sleight of Hand) check. The Rope can be burst with a successful DC 20 Strength (Athletics) check. You can bind an unwilling creature with the Rope on"
      },
      {
        "document": 783,
        "excerpt": "hing happens at the chosen point of origin. Instead, a burst of colorful, shimmering light extends from you in a 30-foot Emanation. Each creature in the area must su"
      },
      {
        "document": 859,
        "excerpt": "Sorcerous Burst"
      },
      {
        "document": 971,
        "excerpt": "Light, Prestidigitation, Shocking Grasp, and Sorcerous Burst are recommended. Whenever you gain a Sorcerer level, you can replace one of your cantrips from this feat"
      },
      {
        "document": 1433,
        "excerpt": "Sorcerous Burst"
      },
      {
        "document": 1598,
        "excerpt": "a Magic action to cause one weapon you are holding to burst into flames. The flames emit Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. T"
      },
      {
        "document": 1695,
        "excerpt": "e, roll 1d20. On a 1, the rod disappears in a harmless burst of radiance."
      },
      {
        "document": 1770,
        "excerpt": "nded uses at the start of each of its turns. Freezing Burst. Constitution Saving Throw: DC 14, each creature in a 30-foot-radius Sphere centered on a point the drag"
      },
      {
        "document": 1782,
        "excerpt": "nded uses at the start of each of its turns. Freezing Burst. Constitution Saving Throw: DC 20, each creature in a 30-foot-radius Sphere centered on a point the drag"
      },
      {
        "document": 1790,
        "excerpt": "Multiattack. The archmage makes four Arcane Burst attacks. Arcane Burst. Melee or Ranged Attack Roll: +9, reach 5 ft. or range 150 ft. Hit: 27 (4d10 + 5)"
      },
      {
        "document": 1850,
        "excerpt": "he drider makes three attacks, using Foreleg or Poison Burst in any combination. Foreleg. Melee Attack Roll: +7, reach 10 ft. Hit: 13 (2d8 + 4) Piercing damage. Po"
      },
      {
        "document": 1852,
        "excerpt": "Multiattack. The dryad makes one Vine Lash or Thorn Burst attack, and it can use Spellcasting to cast Charm Monster. Vine Lash. Melee Attack Roll: +6, reach 10 f"
      },
      {
        "document": 1853,
        "excerpt": "Death Burst. The mephit explodes when it dies. Dexterity Saving Throw: DC 10, each creature in a 5-foot Emanation or"
      },
      {
        "document": 1937,
        "excerpt": "Death Burst. The mephit explodes when it dies. Constitution Saving Throw: DC 10, each creature in a 5-foot Emanation"
      },
      {
        "document": 1949,
        "excerpt": "iattack. The lich makes three attacks, using El-dritch Burst or Paralyzing Touch in any combination. Eldritch Burst. Melee or Ranged Attack Roll: +12, reach 5 ft. o"
      },
      {
        "document": 1952,
        "excerpt": "Multiattack. The mage makes three Arcane Burst attacks. Arcane Burst. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 120 ft. Hit: 16 (3d8 + 3)"
      },
      {
        "document": 1953,
        "excerpt": "Death Burst. The mephit explodes when it dies. Dexterity Saving Throw: DC 11, each creature in a 5-foot Emanation or"
      },
      {
        "document": 1954,
        "excerpt": "Death Burst. The magmin explodes when it dies. Dexterity Saving Throw: DC 11, each creature in a 10-foot Emanation o"
      },
      {
        "document": 1987,
        "excerpt": "lanetar makes three Radiant Sword attacks or uses Holy Burst twice. Radiant Sword. Melee Attack Roll: +12, reach 10 ft. Hit: 14 (2d6 + 7) Slashing damage plus 18 (4"
      },
      {
        "document": 2026,
        "excerpt": "Burst of Ingenuity (2/Day). Trigger: The sphinx or another creature within 30 feet makes an ability check or a"
      },
      {
        "document": 2031,
        "excerpt": "ess the mephit has the Incapacitated condition. Death Burst. The mephit explodes when it dies. Dexterity Saving Throw: DC 10, each creature in a 5-foot Emanation or"
      }
    ],
    "bursting": [
      {
        "document": 319,
        "excerpt": "DC 20 Dexterity (Sleight of Hand) check as an action. Bursting them requires a successful DC 25 Strength (Athletics) check as an action. Each set of Manacles comes wi"
      },
      {
        "document": 468,
        "excerpt": "ssful DC 18 Dexterity (Acrobatics) check as an action. Bursting the Chain requires a successful DC 20 Strength (Athletics) check as an action."
      }
    ],
    "bursts": [
      {
        "document": 793,
        "excerpt": "A pyramid with a 60-foot-square base bursts upward. Inside is a burial chamber containing a Mummy, a Mummy Lord, or some other Undead of the GM’s ch"
      },
      {
        "document": 1149,
        "excerpt": "g green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 Acid d"
      }
    ],
    "businesses": [
      {
        "document": 398,
        "excerpt": "es and can spend those coins in shops, inns, and other businesses. Coins come in different denominations based on the relative worth of their material. The Coin Values ta"
      },
      {
        "document": 1627,
        "excerpt": "ic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. Any documentation that pro"
      }
    ],
    "but": [
      {
        "document": 7,
        "excerpt": "takes 18 damage, the character drops to 0 Hit Points, but 12 damage remains. The character then dies, since 12 equals their Hit Point maximum."
      },
      {
        "document": 11,
        "excerpt": "e Death Saving Throws even though it has 0 Hit Points, but it still has the Unconscious condition. If the creature takes damage, it stops being Stable and starts m"
      },
      {
        "document": 18,
        "excerpt": "gher its DC. The rules provide DCs for certain checks, but the GM ultimately sets them. The Typical Difficulty Classes table presents a range of possible DCs for a"
      },
      {
        "document": 23,
        "excerpt": "le, described in “Combat” later in “Playing the Game,” but the GM might also ask for an attack roll in other situations, such as an archery competition."
      },
      {
        "document": 26,
        "excerpt": "ight say the door opens and describe what lies beyond. But the door might be locked, the floor might hide a trap, or some other circumstance might make it challeng"
      },
      {
        "document": 35,
        "excerpt": "roficiency Bonus if you're proficient in either skill, but you don't add it twice if you're proficient in both skills. Occasionally, a Proficiency Bonus might be"
      },
      {
        "document": 36,
        "excerpt": "till make ability checks involving Skills that skill but doesn't add its Proficiency Bonus. For example, if a character tries to climb a cliff, the GM might ask"
      },
      {
        "document": 41,
        "excerpt": "ment proficiency: Weapons. Anyone can wield a weapon, but proficiency makes you better at wielding it. If you have proficiency with a weapon, you add your Profici"
      },
      {
        "document": 43,
        "excerpt": "he Search action to read the creature's body language, but you can't do both at the same time. And when you're exploring a dungeon, you can't simultaneously use th"
      },
      {
        "document": 49,
        "excerpt": "Your roleplaying efforts can alter an NPC's attitude, but there might still be an element of chance if the GM wants dice to play a role in determining an NPC's re"
      },
      {
        "document": 65,
        "excerpt": "Monsters are the main perils characters face, but other dangers await. “Rules Glossary” defines the following hazards:"
      },
      {
        "document": 80,
        "excerpt": "ossary”) without using an action or any of your Speed, but you can’t do so if your Speed is 0."
      },
      {
        "document": 85,
        "excerpt": "target's location or targeting a creature you can hear but not see. If the target isn't in the location you targeted, you miss. When a creature can't see you, you"
      },
      {
        "document": 92,
        "excerpt": "ribed later in \"Playing the Game\"), you roll two d20s, but you use the number from only one of them - the higher one if you have Advantage or the lower one if you"
      },
      {
        "document": 96,
        "excerpt": "ontrast, an independent mount - one that lets you ride but ignores your control - retains its place in the Initiative order and moves and acts as it likes."
      },
      {
        "document": 102,
        "excerpt": ", you're Bloodied, which has no game effect on its own but which might trigger other game effects."
      },
      {
        "document": 105,
        "excerpt": "penalty to the damage, it's possible to deal 0 damage but not negative damage. When attacking with a weapon, you add your ability modifier - the same modifier us"
      },
      {
        "document": 110,
        "excerpt": "d in “Rules Glossary\" and have no rules of their own, but other rules, such as Resistance, rely on damage types."
      },
      {
        "document": 117,
        "excerpt": "r its anatomy. A ring placed on a tentacle might work, but a yuan-ti with a snakelike tail instead of legs can't wear magic boots. Paired Items. You can allow exc"
      },
      {
        "document": 133,
        "excerpt": "it. Normally, only one other character can assist you, but the GM might allow more assistants. Raw Materials. The cost in the table represents the raw materials n"
      },
      {
        "document": 134,
        "excerpt": "l thorn in the side. Most sentient items are weapons, but other kinds of items can manifest sentience. Single-use items such as potions and scrolls are never sent"
      },
      {
        "document": 156,
        "excerpt": "nster has a special ability that deals a lot of damage but has a limited number of uses, such as a recharging breath weapon or a spell it can cast only once per da"
      },
      {
        "document": 163,
        "excerpt": "unicate. Sometimes a monster can understand a language but can't communicate with it, which is noted in its entry. \"None\" indicates that a creature doesn't compreh"
      },
      {
        "document": 175,
        "excerpt": "example, a green hag can cast the Invisibility spell, but the spell has a “self only” restriction, which means the spell affects only the hag. Spell Components."
      },
      {
        "document": 182,
        "excerpt": "itional categorization and have no rules of their own, but certain game effects might refer to them."
      },
      {
        "document": 185,
        "excerpt": "modifier is typically equal to its Dexterity modifier, but some monsters have additional modifiers, such as Proficiency Bonus, applied to that number. If you don'"
      },
      {
        "document": 235,
        "excerpt": "d creatures do the best they can, working within rules but not feeling bound by them. A kindly person who helps others according to their needs is probably Neutral"
      },
      {
        "document": 237,
        "excerpt": "e unaligned. Sharks are savage predators, for example, but they aren't evil; they are unaligned. doing what seems best at the time. Someone who's bored by moral d"
      },
      {
        "document": 252,
        "excerpt": "eats are especially appropriate for these bonus feats, but a player can choose any feat for which their level 20 character qualifies. in the “Level Advancement” s"
      },
      {
        "document": 253,
        "excerpt": "“Equipment” are too expensive for level 1 characters, but they might be available for purchase if your GM allows them."
      },
      {
        "document": 264,
        "excerpt": "than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, follow the rules for that class. Spells Prepared. Yo"
      },
      {
        "document": 266,
        "excerpt": "that looks like a lump of coal when examined by anyone but you 41 A scrap of cloth from an old banner 42 A rank insignia from a lost legionnaire 43 A silver bel"
      },
      {
        "document": 272,
        "excerpt": "haracter sheet. Equipment is described in “Equipment,” but for now you can just write it all down and look up the specifics in “Equipment” later. Note any coins yo"
      },
      {
        "document": 306,
        "excerpt": "the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that mod"
      },
      {
        "document": 321,
        "excerpt": "handheld steel Mirror is useful for personal cosmetics but also for peeking around corners and reflecting light as a signal."
      },
      {
        "document": 354,
        "excerpt": "can help you move more quickly through the wilderness, but its primary purpose is to carry gear that would otherwise slow you down. The Mounts and Other Animals ta"
      },
      {
        "document": 359,
        "excerpt": "hicles can't be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. A Rowboat can be carried and weighs 100 poun"
      },
      {
        "document": 362,
        "excerpt": ". A passenger usually pays 5 SP per day for a hammock, but prices can vary from ship to ship. A small private cabin usually costs 2 GP per day."
      },
      {
        "document": 365,
        "excerpt": "lifestyle. Lifestyles have no inherent consequences, but the GM might take them into account when determining risks or how others perceive your character."
      },
      {
        "document": 377,
        "excerpt": "Adventures hold the promise - but not a guarantee - of finding magic items. Hundreds of magic items are detailed in “Magic Items” later in"
      },
      {
        "document": 378,
        "excerpt": "enough to give you a sense that it is extraordinary, but learning a magic item's properties isn't automatic. The Identify spell is the fastest way to reveal an"
      },
      {
        "document": 379,
        "excerpt": "nefits of a normal Shield if you aren't attuned to it, but none of its magical properties."
      },
      {
        "document": 390,
        "excerpt": "it. Normally, only one other character can assist you, but the GM might allow more assistants."
      },
      {
        "document": 397,
        "excerpt": "a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra"
      },
      {
        "document": 407,
        "excerpt": "Anyone can don armor or hold a Shield, but only those with training can use them effectively, as explained below. A character's class and other fea"
      },
      {
        "document": 431,
        "excerpt": "Anyone can wield a weapon, but you must have proficiency with it to add your Proficiency Bonus to an attack roll you make with it. A pl"
      },
      {
        "document": 488,
        "excerpt": "of Magic table. These categories help describe spells but have no rules of their own, although some other rules refer to them. Schools of Magic"
      },
      {
        "document": 490,
        "excerpt": "Most spells require the Magic action to cast, but some spells require a Bonus Action, a Reaction, or 1 minute or more. A spell's Casting Time entry specif"
      },
      {
        "document": 493,
        "excerpt": "so. If your Concentration is broken, the spell fails, but you don't expend a spell slot. To cast the spell again, you must start over."
      },
      {
        "document": 499,
        "excerpt": "The spellcaster must have a hand free to access them, but it can be the same hand used to perform Somatic components, if any. If a spell doesn't consume its mate"
      },
      {
        "document": 502,
        "excerpt": "ted by the spell. An effect like lightning is obvious, but a more subtle effect, such as an attempt to read thoughts, goes unnoticed unless a spell's description s"
      },
      {
        "document": 505,
        "excerpt": "only once; the target doesn't receive two bonus dice. But if the durations of the spells overlap, the effect continues until the duration of the second Bless ends"
      },
      {
        "document": 508,
        "excerpt": "monsters don't change their lists of prepared spells, but the GM is free to alter them."
      },
      {
        "document": 513,
        "excerpt": "l spell. A level 1 spell fits into a slot of any size, but a level 2 spell fits only into a slot that's at least level 2. So when a level 3 Wizard casts Magic Miss"
      },
      {
        "document": 514,
        "excerpt": "f a spell takes 10 minutes longer to cast than normal, but it doesn't expend a spell slot. To cast a spell as a Ritual, a spellcaster must have it prepared. Speci"
      },
      {
        "document": 518,
        "excerpt": "so. If your Concentration is broken, the spell fails, but you don't expend a spell slot. See also “Concentration.”"
      },
      {
        "document": 520,
        "excerpt": "in the Food Needs per Day table. A creature that eats but consumes less than half the required food for a day must succeed on a DC 10 Constitution saving throw or"
      },
      {
        "document": 535,
        "excerpt": "it as normal (expending any resources used to cast it) but hold its energy, which you release with your Reaction when the trigger occurs. To be readied, a spell mu"
      },
      {
        "document": 540,
        "excerpt": "a saving throw only when a rule requires you to do so, but you can decide to fail the save without rolling. The result of a save is detailed in the effect that all"
      },
      {
        "document": 553,
        "excerpt": "A creature is Stable if it has 0 Hit Points but isn't required to make Death Saving Throws. See also \"Playing the Game\" (\"Damage and Healing\")."
      },
      {
        "document": 562,
        "excerpt": "ge with the telepath to understand this communication, but the contacted creature must be able to understand at least one language or be telepathic itself to under"
      },
      {
        "document": 580,
        "excerpt": "ple, Bludgeoning damage works well for smashing things but not for cutting. Paper or cloth objects might have Vulnerability to Fire damage. Damage Threshold. Big"
      },
      {
        "document": 587,
        "excerpt": "e CR is lower, the monster likely poses little threat. But circumstances and the number of player characters can significantly alter how threatening a monster is i"
      },
      {
        "document": 599,
        "excerpt": "reature types: The types don't have rules themselves, but some rules in the game affect creatures of certain types in different ways."
      },
      {
        "document": 608,
        "excerpt": "es of damage. Damage types have no rules of their own, but other rules, such as Resistance, rely on the types. The Damage Types table offers examples to help a GM"
      },
      {
        "document": 639,
        "excerpt": "must use the new roll. If you gain Heroic Inspiration but already have it, it's lost unless you give it to a player character who lacks it."
      },
      {
        "document": 690,
        "excerpt": "can usually be resisted with a successful Wisdom save, but sometimes an Intelligence or Charisma save is more appropriate. On a successful save, a character might"
      },
      {
        "document": 694,
        "excerpt": "tings, laws prohibit the possession and use of poison, but an illicit dealer or unscrupulous apothecary might keep a hidden stash. Characters with criminal contact"
      },
      {
        "document": 712,
        "excerpt": "lose their charm. A hidden pit can be a fun surprise, but too many traps in an adventure can lead players to become overly cautious, which slows down the game. T"
      },
      {
        "document": 722,
        "excerpt": "a wall or similar barrier. It can't go around corners, but creative dungeon builders incorporate curving turns into nearby passages that allow the stone to keep mo"
      },
      {
        "document": 727,
        "excerpt": "kely to have one or two scary moments for the players, but their characters should emerge victorious with no casualties. One or more of them might need to use heal"
      },
      {
        "document": 789,
        "excerpt": "Both potions work, but with their numerical effects and durations halved. If a potion has no numerical effect and no duration,"
      },
      {
        "document": 793,
        "excerpt": "An animate but immobile stone statue in your likeness rises and makes verbal threats against you. If you leave it and o"
      },
      {
        "document": 962,
        "excerpt": "lls using Strength until the start of your next turn, but attack rolls against you have Advantage during that time."
      },
      {
        "document": 963,
        "excerpt": "he number of spells you can prepare with this feature, but those spells otherwise count as Bard spells for you. Changing Your Prepared Spells. Whenever you gain a"
      },
      {
        "document": 964,
        "excerpt": "he number of spells you can prepare with this feature, but those spells otherwise count as Cleric spells for you. Changing Your Prepared Spells. Whenever you fini"
      },
      {
        "document": 965,
        "excerpt": "he number of spells you can prepare with this feature, but those spells otherwise count as Druid spells for you. Changing Your Prepared Spells. Whenever you finis"
      },
      {
        "document": 966,
        "excerpt": "arting at level 17, you can use it twice before a rest but only once on a turn."
      },
      {
        "document": 968,
        "excerpt": "he number of spells you can prepare with this feature, but those spells otherwise count as Paladin spells for you. Changing Your Prepared Spells. Whenever you fin"
      },
      {
        "document": 969,
        "excerpt": "he number of spells you can prepare with this feature, but those spells otherwise count as Ranger spells for you. Changing Your Prepared Spells. Whenever you fini"
      },
      {
        "document": 971,
        "excerpt": "he number of spells you can prepare with this feature, but those spells otherwise count as Sorcerer spells for you. Changing Your Prepared Spells. Whenever you ga"
      },
      {
        "document": 972,
        "excerpt": "ity is a voice in the shadows - its identity unclear - but its boon to you is concrete: the ability to cast spells. See “Spells” for the rules on spellcasting. The"
      },
      {
        "document": 973,
        "excerpt": "he number of spells you can prepare with this feature, but those spells otherwise count as Wizard spells for you. Changing Your Prepared Spells. Whenever you fini"
      },
      {
        "document": 978,
        "excerpt": "p, the target takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip."
      },
      {
        "document": 979,
        "excerpt": "1d10 to your roll. You can do so after seeing the roll but before any of the roll's effects occur. You can use this feature a number of times equal to your Charis"
      },
      {
        "document": 991,
        "excerpt": "space of any creature that is a size larger than you, but you can't stop in the same space."
      },
      {
        "document": 993,
        "excerpt": "When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 Hit Point instead. Once you use this trait, you can't do so again"
      },
      {
        "document": 1012,
        "excerpt": "t. Repeatable. You can take this feat more than once, but you must choose a different spell list each time."
      },
      {
        "document": 1156,
        "excerpt": "tistics are replaced by the chosen Beast's statistics, but the target retains its creature type; Hit Points; Hit Point Dice; alignment; ability to communicate; and"
      },
      {
        "document": 1160,
        "excerpt": "a. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration. Dispel Magic has no effect on the aura, and"
      },
      {
        "document": 1162,
        "excerpt": "direction. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter."
      },
      {
        "document": 1182,
        "excerpt": "e the plane you left, which is cast in shades of gray, but you can't see anything there more than 60 feet away. You can affect and be affected only by other creatu"
      },
      {
        "document": 1194,
        "excerpt": "and has the same personality, memories, and abilities, but none of the original's equipment. The creature's original remains, if any, become inert and can't be rev"
      },
      {
        "document": 1200,
        "excerpt": "You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one pag"
      },
      {
        "document": 1212,
        "excerpt": "f casting Contingency, expending spell slots for both, but the contingent spell doesn’t come into effect. Instead, it takes effect when a certain trigger occurs. Y"
      },
      {
        "document": 1213,
        "excerpt": "an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenche"
      },
      {
        "document": 1214,
        "excerpt": "ections. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain. The water continues to"
      },
      {
        "document": 1217,
        "excerpt": "rds of malnutrition and dehydration. The food is bland but nourishing and looks like a food of your choice, and the water is clean. The food spoils after 24 hours"
      },
      {
        "document": 1232,
        "excerpt": "guages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present. The spell is blocked by 1 foot of stone, dirt, or wood; 1"
      },
      {
        "document": 1242,
        "excerpt": "itself. You can command the target to take a Reaction but must take your own Reaction to do so. Using a Higher-Level Spell Slot. Your Concentration can last long"
      },
      {
        "document": 1243,
        "excerpt": "itself. You can command the target to take a Reaction but must take your own Reaction to do so. Using a Higher-Level Spell Slot. Your Concentration can last long"
      },
      {
        "document": 1244,
        "excerpt": "itself. You can command the target to take a Reaction but must take your own Reaction to do so. Using a Higher-Level Spell Slot. Your Concentration can last long"
      },
      {
        "document": 1258,
        "excerpt": "you can take a Magic action to target another creature but can't target a creature again if it has succeeded on a save against this casting of the spell. Asleep."
      },
      {
        "document": 1261,
        "excerpt": "are more than 300 feet apart from each other. No one but you can see the hound, and it is in-tangible and invulnerable. When a Small or larger creature comes wit"
      },
      {
        "document": 1265,
        "excerpt": "d of a Beast. Your familiar acts independently of you, but it obeys your commands. Telepathic Connection. While your familiar is within 100 feet of you, you can c"
      },
      {
        "document": 1268,
        "excerpt": "rm or Glyph of Warding spell or a mechanical pit trap, but it wouldn't reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. This spe"
      },
      {
        "document": 1274,
        "excerpt": "e duration. If you let go of the blade, it disappears, but you can evoke it again as a Bonus Action. As a Magic action, you can make a melee spell attack with the"
      },
      {
        "document": 1278,
        "excerpt": "neven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot"
      },
      {
        "document": 1286,
        "excerpt": "g throws. The target can pass through narrow openings, but it treats liquids as though they were solid surfaces. The target can't talk or manipulate objects, and"
      },
      {
        "document": 1290,
        "excerpt": "In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If"
      },
      {
        "document": 1292,
        "excerpt": "l can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from areas of effect"
      },
      {
        "document": 1299,
        "excerpt": "Dispel Magic has no effect on Guards and Wards itself, but each of the following effects can be dispelled. If all four are dispelled, Guards and Wards ends. If you"
      },
      {
        "document": 1324,
        "excerpt": "the target to see out and other creatures to see in), but nothing else can pass through by any means. Slumber. The target has the Unconscious condition and can't"
      },
      {
        "document": 1328,
        "excerpt": "he object, crushing the sapphire doesn't transport it, but instead you learn who that creature is and where that creature is currently located."
      },
      {
        "document": 1333,
        "excerpt": "formation you receive is. That information is accurate but might be couched in figurative language or poetry, as determined by the GM. If the famous thing you cho"
      },
      {
        "document": 1345,
        "excerpt": "can perceive from the container using its own senses, but it can't move and it is Incapacitated. While possessing a body, you can take a Magic action to return f"
      },
      {
        "document": 1349,
        "excerpt": "u can create any floor plan you like for the dwelling, but it can't exceed 50 contiguous 10-foot Cubes. The place is furnished and decorated as you choose. It cont"
      },
      {
        "document": 1350,
        "excerpt": "ls, and temperature appropriate to the thing depicted, but it can't deal damage or cause conditions. If you are within range of the illusion, you can take a Magic"
      },
      {
        "document": 1354,
        "excerpt": "ggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for a target upon completin"
      },
      {
        "document": 1356,
        "excerpt": "Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels"
      },
      {
        "document": 1357,
        "excerpt": "amage. This spell can physically repair a magic item, but it can't restore magic to such an object."
      },
      {
        "document": 1361,
        "excerpt": "lways know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target"
      },
      {
        "document": 1365,
        "excerpt": "e you are standing. The double lasts for the duration, but the invisibility ends immediately after you make an attack roll, deal damage, or cast a spell. As a Mag"
      },
      {
        "document": 1376,
        "excerpt": "n ask it to perform a service in exchange for payment, but it isn't obliged to do so. The requested task could range from simple (fly us across the chasm, or help"
      },
      {
        "document": 1381,
        "excerpt": "cs are replaced by the stat block of the chosen Beast, but the target retains its alignment, personality, creature type, Hit Points, and Hit Point Dice. See the \"A"
      },
      {
        "document": 1392,
        "excerpt": "ing obstacles. The illusion looks and sounds like you, but it is intangible. If the illusion takes any damage, it disappears, and the spell ends. You can see thro"
      },
      {
        "document": 1397,
        "excerpt": "e time of death. This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its"
      },
      {
        "document": 1403,
        "excerpt": "the object is a cursed magic item, its curse remains, but the spell breaks its owner's Attunement to the object so it can be removed or discarded."
      },
      {
        "document": 1409,
        "excerpt": "and other effects can't pass into or out of the space, but creatures inside it can see through the portal. Anything inside the space drops out when the spell ends."
      },
      {
        "document": 1417,
        "excerpt": "ave the same basic arrangement of limbs as the target, but the extent of the illusion is otherwise up to you. The spell lasts for the duration. The changes wroug"
      },
      {
        "document": 1418,
        "excerpt": "ss any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arr"
      },
      {
        "document": 1419,
        "excerpt": "o end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include “after 1,000 years” or “when t"
      },
      {
        "document": 1420,
        "excerpt": "ics are replaced by the stat block of the chosen form, but you retain your creature type; alignment; personality; Intelligence, Wisdom, and Charisma scores; Hit Po"
      },
      {
        "document": 1435,
        "excerpt": "opics that don't pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it"
      },
      {
        "document": 1437,
        "excerpt": "n't enable plants to uproot themselves and move about, but they can move their branches, tendrils, and stalks for you. If a Plant creature is in the area, you can"
      },
      {
        "document": 1444,
        "excerpt": "ject you create can have up to two hinges and a latch, but finer mechanical detail isn't possible."
      },
      {
        "document": 1447,
        "excerpt": "ggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for the target upon complet"
      },
      {
        "document": 1448,
        "excerpt": "In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If"
      },
      {
        "document": 1454,
        "excerpt": "Seen casually” is a place you have seen more than once but with which you aren’t very familiar. - “Viewed once or described” is a place you have seen once, possibl"
      },
      {
        "document": 1458,
        "excerpt": "aneous You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you ca"
      },
      {
        "document": 1459,
        "excerpt": "s opaque from the outside and of any color you choose, but it's transparent from the inside. The spell ends early if you leave the Emanation or if you cast it aga"
      },
      {
        "document": 1463,
        "excerpt": "the duration or until the target dies or is destroyed, but if you maintain Concentration on this spell for the full duration, the spell lasts until dispelled. An"
      },
      {
        "document": 1479,
        "excerpt": "iquid's surface into the liquid itself and vice versa, but if the target falls into the liquid, the target passes through the surface into the liquid below."
      },
      {
        "document": 1492,
        "excerpt": "ble. The grappler can drag or carry you when it moves, but every foot of movement costs it 1 extra foot unless you are Tiny or two or more sizes smaller than it."
      },
      {
        "document": 1516,
        "excerpt": "s Item, Very Rare This bag resembles a Bag of Holding but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the ori"
      },
      {
        "document": 1517,
        "excerpt": "turned inside out, its contents spill forth unharmed, but the bag must be put right before it can be used again. The bag holds enough air for 10 minutes of breath"
      },
      {
        "document": 1534,
        "excerpt": "a Fly Speed of 50 feet. It can carry up to 400 pounds, but its Fly Speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land or"
      },
      {
        "document": 1537,
        "excerpt": "t can carry up to twice the weight shown on the table, but its Fly Speed is halved if it carries more than its normal capacity."
      },
      {
        "document": 1548,
        "excerpt": "ect Thoughts spell to maintain it during its duration, but it ends if the Scrying spell ends."
      },
      {
        "document": 1549,
        "excerpt": "on this Suggestion to maintain it during its duration, but it ends if Scrying ends. You can't cast Suggestion in this way again until the next dawn."
      },
      {
        "document": 1579,
        "excerpt": "takes its place. The bird has the statistics of a Roc, but it can't attack. It obeys your simple commands and can carry up to 500 pounds while flying at its maximu"
      },
      {
        "document": 1580,
        "excerpt": "If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the"
      },
      {
        "document": 1588,
        "excerpt": "looks like - including color, style, and accessories - but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property"
      },
      {
        "document": 1608,
        "excerpt": "tower appears is pushed to an unoccupied space outside but next to the tower. Objects in the area that aren't being worn or carried are also pushed clear of the to"
      },
      {
        "document": 1609,
        "excerpt": "bonus, and spellcasting ability of the original caster but is otherwise treated as if you cast the spell. The spell cast from the stone is no longer stored in it,"
      },
      {
        "document": 1611,
        "excerpt": "result in its death or imprisonment, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal"
      },
      {
        "document": 1619,
        "excerpt": "2, to a maximum of 30. The manual then loses its magic but regains it in a century."
      },
      {
        "document": 1620,
        "excerpt": "2, to a maximum of 30. The manual then loses its magic but regains it in a century."
      },
      {
        "document": 1622,
        "excerpt": "2, to a maximum of 30. The manual then loses its magic but regains it in a century."
      },
      {
        "document": 1623,
        "excerpt": "e (such as a large pile of gold), they look authentic, but close inspection reveals they're made from paste, cookies, or some other worthless material. If you pai"
      },
      {
        "document": 1625,
        "excerpt": "the cell until freed. If the mirror traps a creature but its twelve extradimensional cells are already occupied, the mirror frees one trapped creature at random"
      },
      {
        "document": 1627,
        "excerpt": "Most (75 percent) of these decks have thirteen cards, but some have twenty-two. Use the appropriate column of the Mysterious Deck table when randomly determining"
      },
      {
        "document": 1634,
        "excerpt": "coat one Melee weapon or twenty pieces of ammunition, but only ammunition and Melee weapons that are nonmagical and deal Slashing or Piercing damage are affected."
      },
      {
        "document": 1635,
        "excerpt": "hours. This sticky, black unguent is thick and heavy, but it flows quickly when poured."
      },
      {
        "document": 1642,
        "excerpt": "move toward the music by the shortest available route but aren't under your control otherwise. Whenever a Swarm of Rats that isn't under another creature's contr"
      },
      {
        "document": 1646,
        "excerpt": "d). An eyeball bobs in this potion's yellowish liquid but vanishes when the potion is opened."
      },
      {
        "document": 1654,
        "excerpt": "Potion, Rare This potion's container looks empty but feels as though it holds liquid. When you drink the potion, you have the Invisible condition for 1 hour."
      },
      {
        "document": 1666,
        "excerpt": "ommand it, the djinni defends itself against attackers but takes no other actions. After the djinni departs, it can't be summoned again for 24 hours, and the ring"
      },
      {
        "document": 1672,
        "excerpt": ") While wearing this ring, you can cast Jump from it, but can target only yourself when you do so."
      },
      {
        "document": 1677,
        "excerpt": "Bonus Action, you can move each sphere up to 30 feet, but no farther than 120 feet away from yourself. The first time the sphere comes within 5 feet of a creature"
      },
      {
        "document": 1678,
        "excerpt": "bonus, and spellcasting ability of the original caster but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, f"
      },
      {
        "document": 1692,
        "excerpt": "el 5. You use the stored levels in place of your slots but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a level 3 spe"
      },
      {
        "document": 1709,
        "excerpt": "scroll isn't lost. If the spell is on your spell list but of a higher level than you can normally cast, you make an ability check using your spellcasting ability"
      },
      {
        "document": 1711,
        "excerpt": "phere unscathed. Anything else that touches the sphere but isn't wholly engulfed and obliterated by it takes 8d10 Force damage. Controlling the Sphere. A Sphere o"
      },
      {
        "document": 1716,
        "excerpt": "retains its +2 bonus to attack rolls and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges. Retributive Strike. You can tak"
      },
      {
        "document": 1721,
        "excerpt": "ead out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of Transmutation magic that can be discerned with the Detect Magic spell. While to"
      },
      {
        "document": 1730,
        "excerpt": "uccessful save, the target isn't cast into the fissure but takes 4d6 Psychic damage from the ordeal. In either case, the fissure then closes, leaving no trace of i"
      },
      {
        "document": 1732,
        "excerpt": "uccessful save, the target isn't cast into the fissure but takes 4d6 Psychic damage from the ordeal. In either case, the fissure then closes, leaving no trace of i"
      },
      {
        "document": 1734,
        "excerpt": "2, to a maximum of 30. The manual then loses its magic but regains it in a century."
      },
      {
        "document": 1735,
        "excerpt": "2, to a maximum of 30. The manual then loses its magic but regains it in a century."
      },
      {
        "document": 1736,
        "excerpt": ", to a maximum of 30. The manual then loses its magic, but regains it in a century."
      },
      {
        "document": 1742,
        "excerpt": "of the nearest creature Hostile to you within 60 feet, but not its distance from you. The wand can sense the presence of Hostile creatures that are Invisible, ethe"
      },
      {
        "document": 1811,
        "excerpt": "Blink Dog; understands Elvish and Sylvan but can't speak them"
      },
      {
        "document": 1826,
        "excerpt": "Understands Draconic but can't speak"
      },
      {
        "document": 1827,
        "excerpt": "Understands Deep Speech but can't speak"
      },
      {
        "document": 1840,
        "excerpt": "to a target, the darkmantle can attack only the target but has Advantage on its attack rolls. Its Speed becomes 0, it can't benefit from any bonus to its Speed, an"
      },
      {
        "document": 1864,
        "excerpt": "Understands Common plus one other language but can't speak"
      },
      {
        "document": 1869,
        "excerpt": "is transparent. Other creatures can enter that space, but a creature that does so is subjected to the cube's Engulf and has Disadvantage on the saving throw. Cre"
      },
      {
        "document": 1871,
        "excerpt": "ial Plane while on the Border Ethereal and vice versa, but it can't affect or be affected by anything on the other plane. Horrific Visage. Wisdom Saving Throw: DC"
      },
      {
        "document": 1881,
        "excerpt": "Celestial; understands Common and Primordial (Auran) but can't speak them"
      },
      {
        "document": 1882,
        "excerpt": "Celestial; understands Common, Elvish, and Sylvan but can't speak them"
      },
      {
        "document": 1884,
        "excerpt": "Giant Goat for up to 3 hours. The goat can't attack, but you can (harmlessly) remove its horns and use them as weapons. One horn becomes a +1 Lance, and the othe"
      },
      {
        "document": 1885,
        "excerpt": "grappling. While swallowed, the target isn't Grappled but has the Blinded and Restrained conditions, and it has Total Cover against attacks and other effects outs"
      },
      {
        "document": 1890,
        "excerpt": "Celestial; understands Common, Elvish, and Sylvan but can't speak them"
      },
      {
        "document": 1896,
        "excerpt": "grappling. While swallowed, the target isn't Grappled but has the Blinded and Restrained conditions, and it has Total Cover against attacks and other effects outs"
      },
      {
        "document": 1898,
        "excerpt": "Understands Common but can't speak"
      },
      {
        "document": 1924,
        "excerpt": "Understands Infernal but can't speak"
      },
      {
        "document": 1931,
        "excerpt": "Understands Common plus one other language but can't speak"
      },
      {
        "document": 1941,
        "excerpt": "Understands Common plus two other languages but can't speak"
      },
      {
        "document": 1946,
        "excerpt": "derstands Abyssal, Celestial, Infernal, and Primordial but can't speak; telepathy 120 ft."
      },
      {
        "document": 1948,
        "excerpt": "Understands Infernal but can't speak"
      },
      {
        "document": 1964,
        "excerpt": "Understands Abyssal but can't speak"
      },
      {
        "document": 1968,
        "excerpt": "he nalfeshnee. Response: The nalfeshnee uses Teleport, but its destination space must be within 10 feet of the triggering creature."
      },
      {
        "document": 1970,
        "excerpt": "Understands Abyssal, Common, and Infernal but can't speak"
      },
      {
        "document": 1974,
        "excerpt": "Understands Common and Giant but can't speak"
      },
      {
        "document": 1981,
        "excerpt": "Understands Celestial, Common, Elvish, and Sylvan but can't speak"
      },
      {
        "document": 1993,
        "excerpt": "Understands Common and Draconic but can't speak"
      },
      {
        "document": 2009,
        "excerpt": "mphibiousness. The sahuagin can breathe air and water, but it must be submerged at least once every 4 hours to avoid suffocating outside water. Shark Telepathy. T"
      },
      {
        "document": 2018,
        "excerpt": "Understands commands given in any language but can't speak"
      },
      {
        "document": 2021,
        "excerpt": "Understands Common plus one other language but can't speak"
      },
      {
        "document": 2023,
        "excerpt": "Understands Common plus one other language but can't speak"
      },
      {
        "document": 2034,
        "excerpt": "Understands Common plus two other languages but can't speak"
      },
      {
        "document": 2038,
        "excerpt": "Understands Common but can't speak"
      },
      {
        "document": 2054,
        "excerpt": "0 Hit Points by this attack, the target becomes Stable but has the Poisoned condition for 1 hour. While it has the Poisoned condition, the target has the Paralyzed"
      },
      {
        "document": 2056,
        "excerpt": ". If air can pass through a space, the mist can do so, but it can't pass through liquid. It has Resistance to all damage, except the damage it takes from sunlight."
      },
      {
        "document": 2091,
        "excerpt": "Understands Common plus one other language but can't speak"
      }
    ],
    "butter": [
      {
        "document": 1295,
        "excerpt": "V, S, M (a bit of pork rind or butter)"
      }
    ],
    "butterflies": [
      {
        "document": 756,
        "excerpt": "A harmless swarm of butterflies fills a 10-foot Cube within 30 feet of yourself. The swarm disperses after 1 minute."
      },
      {
        "document": 783,
        "excerpt": "A cloud of 600 oversized butterflies fills a 60-foot-high, 30-foot-radius Cylinder centered on the chosen point of origin. The butterflies re"
      }
    ],
    "button": [
      {
        "document": 51,
        "excerpt": "Quarterstaff, for example, to push a sinister-looking button that you’re reluctant to touch."
      },
      {
        "document": 1607,
        "excerpt": "Rod, Uncommon This iron rod has a button on one end. You can take a Utilize action to press the button, which causes the rod to become magically"
      },
      {
        "document": 1694,
        "excerpt": "on; a button's effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form: Button 1. A"
      }
    ],
    "button's": [
      {
        "document": 1694,
        "excerpt": "ress one of the following buttons as a Bonus Action; a button's effect lasts until you push a different button or until you push the same button again, which causes the"
      }
    ],
    "buttons": [
      {
        "document": 266,
        "excerpt": "ing a head 53 A small box filled with different-sized buttons 54 A candle that can't be lit 55 A miniature cage with no door 56 An old key 57 An indecipherable tr"
      },
      {
        "document": 1694,
        "excerpt": ". The rod has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below. Buttons. Y"
      }
    ],
    "buy": [
      {
        "document": 119,
        "excerpt": "another plane of existence. If you allow characters to buy and sell magic items in your campaign, rarity can help you set prices for those items. Gold Piece values"
      },
      {
        "document": 253,
        "excerpt": "h your GM about what equipment is available for you to buy with your starting money. For example, the firearms described in “Equipment” are too expensive for level"
      },
      {
        "document": 447,
        "excerpt": "ts the different types and the amount you get when you buy them. The table also lists the item that is typically used to store each type; storage must be bought se"
      }
    ],
    "bypass": [
      {
        "document": 51,
        "excerpt": "otherwise notice with a Torch or another light source, bypass locked doors and containers with Thieves' Tools, and create obstacles for pursuers with Caltrops. See “"
      },
      {
        "document": 123,
        "excerpt": "l requires Concentration. Many items, such as Potions, bypass the casting of a spell and confer the spell's effects with its usual duration. Certain items make except"
      }
    ],
    "bytopia": [
      {
        "document": 790,
        "excerpt": "orea; on a 2, Arcadia; on a 3, the Beastlands; on a 4, Bytopia; on a 5, Elysium; on a 6, Mechanus; on a 7, Mount Celestia; on an 8, Ysgard"
      },
      {
        "document": 798,
        "excerpt": "Bytopia"
      }
    ],
    "cabin": [
      {
        "document": 362,
        "excerpt": "but prices can vary from ship to ship. A small private cabin usually costs 2 GP per day."
      }
    ],
    "cackle": [
      {
        "document": 675,
        "excerpt": "Cackle Fever"
      }
    ],
    "cacophony": [
      {
        "document": 2042,
        "excerpt": "or 2 (1d4) Piercing damage if the swarm is Bloodied. Cacophony (Recharge 6). Wisdom Saving Throw: DC 10, one creature in the swarm's space. Failure: The target has the"
      }
    ],
    "cage": [
      {
        "document": 266,
        "excerpt": "buttons 54 A candle that can't be lit 55 A miniature cage with no door 56 An old key 57 An indecipherable treasure map 58 A hilt from a broken sword 59 A rabb"
      },
      {
        "document": 1282,
        "excerpt": "d an area you choose within range. The prison can be a cage or a solid box, as you choose. A prison in the shape of a cage can be up to 20 feet on a side and is ma"
      },
      {
        "document": 1324,
        "excerpt": "travel. The demiplane is your choice of a labyrinth, a cage, a tower, or the like. Minimus Containment. The target becomes 1 inch tall and is trapped inside an ind"
      }
    ],
    "cage's": [
      {
        "document": 1282,
        "excerpt": "the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside it, are push"
      }
    ],
    "calculate": [
      {
        "document": 27,
        "excerpt": "and class features give characters a different way to calculate their AC. A character with multiple features that give different ways to calculate AC must choose which"
      },
      {
        "document": 151,
        "excerpt": "A monster's size typically determines the die used to calculate its Hit Points, as shown in the Hit Dice by Size table. Hit Dice by Size A monster's Constitution modi"
      },
      {
        "document": 241,
        "excerpt": "arting equipment includes armor or a Shield (or both), calculate your AC using the rules in \"Equipment.\" A class feature might give you a different way to calculate your"
      },
      {
        "document": 261,
        "excerpt": "s Unarmored Defense) that give you alternative ways to calculate your Armor Class."
      },
      {
        "document": 262,
        "excerpt": "If you have multiple ways to calculate your Armor Class, you can benefit from only one at a time. For example, a Monk/Sorcerer with a Monk's U"
      },
      {
        "document": 503,
        "excerpt": "nd what happens on a success or failure. Here's how to calculate the DC for your spells: Spell save DC = 8 + your spellcasting ability modifier + your Proficiency Bonus"
      },
      {
        "document": 504,
        "excerpt": "termine whether the spell hits a target. Here's how to calculate the attack modifier for your spells: Spell attack modifier = your spellcasting ability modifier + your"
      }
    ],
    "calculating": [
      {
        "document": 27,
        "excerpt": "hereas the AC of a monster appears in its stat block. Calculating AC. All creatures start with the same base AC calculation: Base AC = 10 + the creature's Dexterity modi"
      },
      {
        "document": 34,
        "excerpt": "Test. The bonus is also used for spell attacks and for calculating the DC of saving throws for spells. Proficiency Bonus"
      },
      {
        "document": 66,
        "excerpt": "ours or days. The GM can summarize this travel without calculating exact distances or travel times, or the GM might have you use the travel pace rules below. If you need"
      }
    ],
    "calculation": [
      {
        "document": 27,
        "excerpt": "culating AC. All creatures start with the same base AC calculation: Base AC = 10 + the creature's Dexterity modifier A creature's AC can then be modified by armor, magic"
      },
      {
        "document": 534,
        "excerpt": "nts how difficult it is to hit a target. Your base AC calculation is 10 plus your Dexterity modifier. If a rule gives you another base AC calculation, you choose which ca"
      }
    ],
    "call": [
      {
        "document": 22,
        "excerpt": "ability and Proficiency Bonus. Monster abilities that call for saves specify the DC."
      },
      {
        "document": 103,
        "excerpt": "d, or deciphering a cipher. The GM and the rules often call for an ability check when a creature attempts something other than an attack that has a chance of meanin"
      },
      {
        "document": 556,
        "excerpt": "ry, a book, a clue, or another source of knowledge and call to mind an important piece of information about it. The Areas of Knowledge table suggests which skills"
      },
      {
        "document": 832,
        "excerpt": "Call Lightning"
      },
      {
        "document": 964,
        "excerpt": "You can call on your deity or pantheon to intervene on your behalf. As a Magic action, choose any Cleric spell of lev"
      },
      {
        "document": 968,
        "excerpt": "You can call on the aid of an otherworldly steed. You always have the Find Steed spell prepared. You can also cast t"
      },
      {
        "document": 979,
        "excerpt": "You can call on your fiendish patron to alter fate in your favor. When you make an ability check or a saving throw, y"
      },
      {
        "document": 980,
        "excerpt": "You can call on the forces of nature to reveal certain strengths and weaknesses of your prey. While a creature is mar"
      },
      {
        "document": 1185,
        "excerpt": "Call Lightning"
      },
      {
        "document": 1446,
        "excerpt": "ct under the cloud takes 4d6 Acid damage. Turn 3. You call six bolts of lightning from the cloud to strike six different creatures or objects beneath it. Each targ"
      },
      {
        "document": 1448,
        "excerpt": "th 500+ GP) Duration: Concentration, up to 1 hour You call forth a Dragon spirit. It manifests in an unoccupied space that you can see within range and uses the Dr"
      },
      {
        "document": 1561,
        "excerpt": "s how many charges you must expend to cast the spell. Call Dragons. While you control the orb, you can take a Magic action to cause the orb to issue a telepathic c"
      },
      {
        "document": 1614,
        "excerpt": "hrows. Luck. If the weapon is on your person, you can call on its luck (no action required) to reroll one failed D20 Test if you don't have the Incapacitated condi"
      },
      {
        "document": 1625,
        "excerpt": "e a Magic action to name one creature trapped in it or call out a particular cell by number. The creature named or contained in the named cell appears as an image o"
      },
      {
        "document": 2018,
        "excerpt": "e of existence, the amulet's wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. If the gu"
      }
    ],
    "called": [
      {
        "document": 2,
        "excerpt": "ligence check, and so on. Different ability checks are called for in different situations, depending on which ability is most relevant. See the Ability Check Examples"
      },
      {
        "document": 19,
        "excerpt": "A saving throw - also called a save - represents an attempt to evade or resist a threat, such as a fiery explosion, a blast of poison"
      },
      {
        "document": 28,
        "excerpt": "If you roll a 20 on the d20 (called a “natural 20”) for an attack roll, the attack hits regardless of any modifiers or the target’s AC. This"
      },
      {
        "document": 44,
        "excerpt": "ilities let you take an additional action on your turn called a Bonus Action. The Cunning Action feature, for example, allows a Rogue to take a Bonus Action. You can"
      },
      {
        "document": 45,
        "excerpt": "lls, and situations allow you to take a special action called a Reaction. A Reaction is an instant response to a trigger of some kind, which can occur on your turn or"
      },
      {
        "document": 54,
        "excerpt": "within a specific radius. Dim Light. Dim Light, also called shadows, creates a Lightly Obscured area. An area of Dim Light is usually a boundary between Bright Ligh"
      },
      {
        "document": 73,
        "excerpt": "rised. Initiative Order. A combatant's check total is called their Initiative count, or Initiative for short. The GM ranks the combatants, from highest to lowest Ini"
      },
      {
        "document": 92,
        "excerpt": "roll to determine success or failure. These rolls are called D20 Tests, and they come in three kinds: ability checks, saving throws, and attack rolls. They follow th"
      },
      {
        "document": 242,
        "excerpt": "oint total advances in capability. This advancement is called gaining a level. The Character Advancement table lists the XP you need to advance to a level and the Pr"
      },
      {
        "document": 379,
        "excerpt": "Some magic items require a creature to form a bond - called Attunement - with them before the creature can use an item's magical properties. Without becoming attune"
      },
      {
        "document": 502,
        "excerpt": "fect. Some spells, such as Thunder-wave, cover an area called an area of effect, which is defined in “Rules Glossary.” The area determines what the spell targets. The"
      },
      {
        "document": 540,
        "excerpt": "A saving throw - also called a save - represents an attempt to avoid or resist a threat. You normally make a saving throw only when a"
      },
      {
        "document": 575,
        "excerpt": "Some magic items require a creature to form a bond - called Attunement - with them before the creature can use an item's magical properties. A creature can have Att"
      },
      {
        "document": 614,
        "excerpt": "player character must make a Death Saving Throw (also called a Death Save) if they start their turn with 0 Hit Points. See also “Playing the Game” (“Damage and Heali"
      },
      {
        "document": 962,
        "excerpt": "You can imbue yourself with a primal power called Rage, a force that grants you extraordinary might and resilience. You can enter it as a Bonus Action if"
      },
      {
        "document": 972,
        "excerpt": "Your patron grants you a magical secret called an arcanum. Choose one level 6 Warlock spell as this arcanum. You can cast your arcanum spell once with"
      },
      {
        "document": 1212,
        "excerpt": "action, and that can target you. You cast that spell - called the contingent spell - as part of casting Contingency, expending spell slots for both, but the contingen"
      },
      {
        "document": 1642,
        "excerpt": "rge if enough rats are within half a mile of you to be called in this fashion (as determined by the GM). If there aren't enough rats to form a swarm, the charge is wa"
      }
    ],
    "calligrapher": [
      {
        "document": 772,
        "excerpt": "Calligrapher’s Supplies"
      }
    ],
    "calligrapher's": [
      {
        "document": 395,
        "excerpt": "you must have proficiency in the Arcana skill or with Calligrapher's Supplies and have the spell prepared on each day of the inscription. You must also have at hand any Mate"
      },
      {
        "document": 417,
        "excerpt": "Calligrapher's Supplies (10 GP)"
      },
      {
        "document": 995,
        "excerpt": "Calligrapher's Supplies"
      },
      {
        "document": 997,
        "excerpt": "Calligrapher's Supplies"
      }
    ],
    "calling": [
      {
        "document": 613,
        "excerpt": "r the Outer Planes, and reviving the creature requires calling the spirit back. If the creature returns to life, the revival effect determines the creature's current"
      },
      {
        "document": 1642,
        "excerpt": "you can take a Bonus Action to expend 1 to 3 charges, calling forth one Swarm of Rats with each expended charge if enough rats are within half a mile of you to be cal"
      },
      {
        "document": 1661,
        "excerpt": "ion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat."
      }
    ],
    "calls": [
      {
        "document": 1402,
        "excerpt": "er than 10 days, the spell forms a new body for it and calls the soul to enter that body. Roll 1d10 and consult the table below to determine the body's species, or t"
      }
    ],
    "calm": [
      {
        "document": 359,
        "excerpt": "g against a strong wind moves at half speed. In a dead calm (no wind), waterborne ships can't move under sail and must be rowed. Keelboats and Rowboats are used on"
      },
      {
        "document": 692,
        "excerpt": "llucinations. These effects can be suppressed with the Calm Emotions spell or removed by the Lesser Restoration spell. Long-Term Effects. The character has Disadva"
      },
      {
        "document": 744,
        "excerpt": "Calm or train an animal, or get an animal to behave in a certain way."
      },
      {
        "document": 900,
        "excerpt": "Calm Emotions"
      },
      {
        "document": 912,
        "excerpt": "Calm Emotions"
      },
      {
        "document": 1186,
        "excerpt": "Calm Emotions"
      },
      {
        "document": 1215,
        "excerpt": "| Condition | | 1 | Heat wave | 1 | Calm | | 2 | Hot | 2 | Moderate wind | | 3 | Warm | 3 | Stron"
      },
      {
        "document": 1864,
        "excerpt": "or, if within 60 feet of the berserk golem, can try to calm it by taking an action to make a DC 15 Charisma (Persuasion) check; the golem must be able to hear its c"
      },
      {
        "document": 2053,
        "excerpt": "At Will: Detect Evil and Good, Druidcraft 1/Day Each: Calm Emotions, Dispel Evil and Good, Entangle, Pass without Trace, Word of Recall"
      }
    ],
    "caltrop": [
      {
        "document": 266,
        "excerpt": "ives you pleasant dreams when you wear it 66 A single caltrop made from bone 67 A gold monocle frame without the lens 68 A l-inch cube, each side a different color"
      }
    ],
    "caltrops": [
      {
        "document": 51,
        "excerpt": "Thieves' Tools, and create obstacles for pursuers with Caltrops. See “Equipment” for rules on many items that are useful on adventures. The items in the “Tools” and “A"
      },
      {
        "document": 429,
        "excerpt": "mor (except Hide), Heavy armor, Ball Bearings, Bucket, Caltrops, Chain, Crowbar, Firearm Bullets, Grappling Hook, Iron Pot, Iron Spikes, Sling Bullets"
      },
      {
        "document": 463,
        "excerpt": "Caltrops (1 GP)"
      },
      {
        "document": 479,
        "excerpt": "geoneer's Pack contains the following items: Backpack, Caltrops, Crowbar, 2 flasks of Oil, 10 days of Rations, Rope, Tinderbox, 10 Torches, and Waterskin."
      },
      {
        "document": 756,
        "excerpt": "ith a Grappling Hook tied to one end; on a 3, a bag of Caltrops; on a 4, a gem worth 50 GP."
      },
      {
        "document": 931,
        "excerpt": "Caltrops"
      },
      {
        "document": 1036,
        "excerpt": "Caltrops"
      }
    ],
    "camel": [
      {
        "document": 756,
        "excerpt": "Points. Roll 1d4 to determine the creature: on a 1, a Camel; on a 2, a Constrictor Snake; on a 3, an Elephant; on a 4, a Mule."
      },
      {
        "document": 920,
        "excerpt": "Camel"
      },
      {
        "document": 1266,
        "excerpt": "ge, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, choose the steed's creature type - Celestial, Fey,"
      },
      {
        "document": 1822,
        "excerpt": "Camel"
      }
    ],
    "cameo": [
      {
        "document": 266,
        "excerpt": "broken sword 59 A rabbit's foot 60 A glass eye 61 A cameo of a hideous person 62 A silver skull the size of a coin 63 An alabaster mask 64 A cone of sticky bla"
      }
    ],
    "camouflaged": [
      {
        "document": 1439,
        "excerpt": "feet it travels. The transformation of the ground is camouflaged to look natural. Any creature that can't see the area when the spell is cast must take a Search action a"
      }
    ],
    "campaign": [
      {
        "document": 119,
        "excerpt": "u allow characters to buy and sell magic items in your campaign, rarity can help you set prices for those items. Gold Piece values are provided in the Magic Item Rariti"
      },
      {
        "document": 244,
        "excerpt": "e tone of the game also changes, and the stakes of the campaign get higher. It's helpful to think of a character's (and a campaign's) arc in terms of four tiers of play"
      },
      {
        "document": 584,
        "excerpt": "Campaign"
      },
      {
        "document": 670,
        "excerpt": "eel like rare, potent magic rooted in the lore of your campaign."
      },
      {
        "document": 674,
        "excerpt": "other characteristics of these contagions to suit your campaign."
      },
      {
        "document": 688,
        "excerpt": "es, discuss them with your players at the start of the campaign."
      },
      {
        "document": 735,
        "excerpt": "existing one can reflect the particular theme of your campaign or elements of your world. You can also create a background to help a player craft the story they have i"
      }
    ],
    "campaign's": [
      {
        "document": 244,
        "excerpt": "higher. It's helpful to think of a character's (and a campaign's) arc in terms of four tiers of play, describing the journey from a level 1 character just beginning an"
      }
    ],
    "campfire": [
      {
        "document": 793,
        "excerpt": "A campfire with green flames springs forth and burns for 24 hours or until it is extinguished."
      },
      {
        "document": 1247,
        "excerpt": "e Play. You light or snuff out a candle, a torch, or a campfire."
      },
      {
        "document": 1386,
        "excerpt": "ously light or snuff out a candle, a torch, or a small campfire. Clean or Soil. You instantaneously clean or soil an object no larger than 1 cubic foot. Minor Sensati"
      }
    ],
    "can't": [
      {
        "document": 5,
        "excerpt": "Hit Points to your current Hit Points. Your Hit Points can't exceed your Hit Point maximum, so any Hit Points regained in excess of the maximum are lost. For example"
      },
      {
        "document": 16,
        "excerpt": "Temporary Hit Points can't be added together. If you have Temporary Hit Points and receive more of them, you decide whether to keep"
      },
      {
        "document": 17,
        "excerpt": "Temporary Hit Points can't be added to your Hit Points, healing can't restore them, and receiving Temporary Hit Points doesn't coun"
      },
      {
        "document": 35,
        "excerpt": "Your Proficiency Bonus can't be added to a die roll or another number more than once. For example, if a rule allows you to make a Cha"
      },
      {
        "document": 43,
        "excerpt": "h action to read the creature's body language, but you can't do both at the same time. And when you're exploring a dungeon, you can't simultaneously use the Search a"
      },
      {
        "document": 45,
        "excerpt": "ommon type of Reaction. When you take a Reaction, you can't take another one until the start of your next turn. If the reaction interrupts another creature's turn,"
      },
      {
        "document": 75,
        "excerpt": "e a square cost even more. Corners. Diagonal movement can't cross the corner of a wall, a large tree, or another terrain feature that fills its space. Ranges. To d"
      },
      {
        "document": 83,
        "excerpt": "or you unless that creature is Tiny or your ally. You can't willingly end a move in a space occupied by another creature. If you somehow end a turn in a space with"
      },
      {
        "document": 85,
        "excerpt": "When you make an attack roll against a target you can't see, you have Disadvantage on the roll. This is true whether you're guessing the target's location or ta"
      },
      {
        "document": 88,
        "excerpt": "such as one made with a spell, has a single range, you can't attack a target beyond this range. Some ranged attacks, such as those made with a Longbow, have two ran"
      },
      {
        "document": 104,
        "excerpt": "Adventurers can't spend every hour adventuring. They need rest. Any creature can take hour-long Short Rests in the midst o"
      },
      {
        "document": 117,
        "excerpt": "k, but a yuan-ti with a snakelike tail instead of legs can't wear magic boots. Paired Items. You can allow exceptions to the rule that paired items must both be wor"
      },
      {
        "document": 127,
        "excerpt": "l to reveal such a curse. Attunement to a cursed item can't be ended voluntarily unless the curse is broken first, such as with a Remove Curse spell."
      },
      {
        "document": 142,
        "excerpt": "t the attempt to control its bearer succeeds, the item can't use this power again until the next dawn."
      },
      {
        "document": 147,
        "excerpt": "he scroll. When its magic has been invoked, the scroll can't be used again. Its words fade, or it crumbles into dust. Any creature that can understand a written lan"
      },
      {
        "document": 163,
        "excerpt": "ate. Sometimes a monster can understand a language but can't communicate with it, which is noted in its entry. \"None\" indicates that a creature doesn't comprehend an"
      },
      {
        "document": 175,
        "excerpt": "higher is always cast at its lowest possible level and can't be cast at a higher level. A monster's spell can have special rules or restrictions. For example, a gre"
      },
      {
        "document": 178,
        "excerpt": "d only after another creature's turn ends. The monster can't take a Legendary Action if it has the Incapacitated condition or is otherwise unable to take actions. T"
      },
      {
        "document": 263,
        "excerpt": "rom more than one class, the features don't stack. You can't make more than two attacks with this feature unless you have a feature that says you can (such as the Fi"
      },
      {
        "document": 264,
        "excerpt": "ree level 2 slots, and two level 3 slots. However, you can't prepare any level 3 spells, nor can you prepare any level 2 Ranger spells. You can use the spell slots o"
      },
      {
        "document": 266,
        "excerpt": "filled with different-sized buttons 54 A candle that can't be lit 55 A miniature cage with no door 56 An old key 57 An indecipherable treasure map 58 A hilt fr"
      },
      {
        "document": 328,
        "excerpt": "l range, you have Disadvantage on the attack roll. You can't attack a target beyond the long range."
      },
      {
        "document": 359,
        "excerpt": "half speed. In a dead calm (no wind), waterborne ships can't move under sail and must be rowed. Keelboats and Rowboats are used on lakes and rivers. If going downstr"
      },
      {
        "document": 380,
        "excerpt": "hat item while being in physical contact with it (this can't be the same Short Rest used to learn the item's properties). This focus can take the form of weapon prac"
      },
      {
        "document": 381,
        "excerpt": "nd your Attunement to an item first. Additionally, you can't attune to more than one copy of an item. For example, you can't attune to more than one Ring of Protecti"
      },
      {
        "document": 385,
        "excerpt": "You can't wear more than one of certain magic items. You can't normally wear more than one pair of footwear, one p"
      },
      {
        "document": 408,
        "excerpt": "D20 Test that involves Strength or Dexterity, and you can't cast spells."
      },
      {
        "document": 470,
        "excerpt": "the Climber's Kit to anchor yourself; when you do, you can't fall more than 25 feet from the anchor point, and you can't move more than 25 feet from there without un"
      },
      {
        "document": 491,
        "excerpt": "ly one spell slot to cast a spell. This rule means you can't, for example, cast a spell with a spell slot using the Magic action and another one using a Bonus Action"
      },
      {
        "document": 495,
        "excerpt": "ic (S), or Material (M) components. If the spellcaster can't provide one or more of a spell's components, the spellcaster can't cast the spell."
      },
      {
        "document": 496,
        "excerpt": "reature who is gagged or in an area of magical silence can't cast a spell with a Verbal component."
      },
      {
        "document": 502,
        "excerpt": "a spell, a caster must have a clear path to it, so it can't be behind Total Cover. Targeting Yourself. If a spell targets a creature of your choice, you can choose"
      },
      {
        "document": 520,
        "excerpt": "t day without food. Exhaustion caused by malnutrition can't be removed until the creature eats the full amount of food required for a day. See also \"Exhaustion.\" F"
      },
      {
        "document": 533,
        "excerpt": "a Bonus Action, or both. Once you take a Reaction, you can't take another one until the start of your next turn. The Opportunity Attack is a Reaction available to al"
      },
      {
        "document": 534,
        "excerpt": "calculation, you choose which calculation to use; you can't use more than one. See also \"Attack Roll.\""
      },
      {
        "document": 537,
        "excerpt": "spell slot, which means the ritual version of a spell can't be cast at a higher level. See also \"Spells.\""
      },
      {
        "document": 544,
        "excerpt": "D20 Test that involves Strength or Dexterity, and you can't cast spells. If you use a Shield and lack training with it, you don't gain its AC bonus. See also \"Disad"
      },
      {
        "document": 548,
        "excerpt": "farther you can move. If the result is 0 or less, you can't use the new speed during the current move. For example, if you have a Speed of 30 and a Fly Speed of 40,"
      },
      {
        "document": 562,
        "excerpt": "t at any time (no action required). Telepathic contact can't be initiated and is immediately broken if either the telepath or the other creature has the Incapacitate"
      },
      {
        "document": 566,
        "excerpt": "a wall, or a ceiling) or the same liquid. Tremorsense can't detect creatures or objects in the air, and it doesn't count as a form of sight."
      },
      {
        "document": 579,
        "excerpt": "can take on the same turn that you take an action. You can't take more than one Bonus Action on a turn, and you have a Bonus Action to take only if a rule explicitly"
      },
      {
        "document": 580,
        "excerpt": "cores to the object. Without ability scores, an object can't make ability checks, and it fails all saving throws."
      },
      {
        "document": 583,
        "excerpt": "to move through sand, earth, mud, or ice. The creature can't burrow through solid rock unless the creature has a trait that allows it to do so. See also \"Speed.\""
      },
      {
        "document": 595,
        "excerpt": "s to AC and Dexterity saving throws), and Total Cover (can't be targeted directly). If behind more than one degree of cover, a target benefits only from the most pro"
      },
      {
        "document": 613,
        "excerpt": "A dead creature has no Hit Points and can't regain them unless it is first revived by magic such as the Raise Dead or Revivify spell. When such a sp"
      },
      {
        "document": 615,
        "excerpt": "vel at the day's end. Exhaustion caused by dehydration can't be removed until the creature drinks the full amount of water required for a day. See also \"Exhaustion.\""
      },
      {
        "document": 620,
        "excerpt": "D20 Test, roll two d20s and use the lower roll. A roll can't be affected by more than one Disadvantage, and Advantage and Disadvantage on the same roll cancel each o"
      },
      {
        "document": 627,
        "excerpt": "ain it in one skill in which you have proficiency. You can't have Expertise in the same skill proficiency more than once. See also “Playing the Game” (“Proficiency”"
      },
      {
        "document": 629,
        "excerpt": "0 Test, roll two d20s, and use the higher roll. A roll can't be affected by more than one Advantage, and Advantage and Disadvantage on the same roll cancel each othe"
      },
      {
        "document": 633,
        "excerpt": "ne creature at a time with that part, and the grappler can't use that part to target another creature unless it ends the grapple. Ending a Grapple. A Grappled creat"
      },
      {
        "document": 643,
        "excerpt": "age reduces Hit Points, and healing restores them. You can't have more Hit Points than your Hit Point maximum, and you can't have less than 0. See also \"Breaking Obj"
      },
      {
        "document": 675,
        "excerpt": "with the contagion. On a successful save, the Humanoid can't catch the contagion from that particular infected creature for the next 24 hours."
      },
      {
        "document": 677,
        "excerpt": "with the contagion. On a successful save, the Humanoid can't catch the contagion from that particular infected creature for the next 24 hours."
      },
      {
        "document": 684,
        "excerpt": "spending 30 days or more at this elevation. Creatures can't become acclimated to elevations above 20,000 feet unless they are native to such environments."
      },
      {
        "document": 705,
        "excerpt": "n damage on a failed save. The damage the poison deals can't be healed by any means while the creature remains Poisoned. After seven successful saves against the poi"
      },
      {
        "document": 710,
        "excerpt": "e Poisoned condition for 1 hour. The Poisoned creature can't knowingly communicate a lie."
      },
      {
        "document": 722,
        "excerpt": "stone stops when it hits a wall or similar barrier. It can't go around corners, but creative dungeon builders incorporate curving turns into nearby passages that all"
      },
      {
        "document": 737,
        "excerpt": "If a monster has a feature that lower-level characters can't easily overcome, consider not adding that monster to an encounter for characters whose level is lower th"
      },
      {
        "document": 962,
        "excerpt": "rength saving throws. No Concentration or Spells. You can't maintain Concentration, and you can't cast spells. Duration. The Rage lasts until the end of your next"
      },
      {
        "document": 964,
        "excerpt": "nding a spell slot or needing Material components. You can't use this feature again until you finish a Long Rest."
      },
      {
        "document": 965,
        "excerpt": "uccessful DC 15 Intelligence (Investigation) check but can't decipher it without magic."
      },
      {
        "document": 966,
        "excerpt": "cept the Magic action. Once you use this feature, you can't do so again until you finish a Short or Long Rest. Starting at level 17, you can use it twice before a r"
      },
      {
        "document": 967,
        "excerpt": "lus the number rolled. Once you use this feature, you can't use it again until you finish a Long Rest."
      },
      {
        "document": 969,
        "excerpt": "Taking damage can't break your Concentration on Hunter's Mark."
      },
      {
        "document": 970,
        "excerpt": "the saving throw and only half damage if you fail. You can't use this feature if you have the Incapacitated condition."
      },
      {
        "document": 971,
        "excerpt": "cery Points column of the Sorcerer Features table. You can't have more Sorcery Points than the number shown in the table for your level. You regain all expended Sorc"
      },
      {
        "document": 972,
        "excerpt": "vocations with another one for which you qualify. You can't replace an invocation if it's a prerequisite for another invocation that you have. When you gain certai"
      },
      {
        "document": 973,
        "excerpt": "o level 1 spell slots. Once you use this feature, you can't do so again until you finish a Long Rest."
      },
      {
        "document": 975,
        "excerpt": "s. Once you recover spell slots with this feature, you can't do so again until you finish a Long Rest."
      },
      {
        "document": 977,
        "excerpt": "Fly Speed of 60 feet. Once you use this feature, you can't use it again until you finish a Long Rest unless you spend 3 Sorcery Points (no action required) to rest"
      },
      {
        "document": 979,
        "excerpt": "rest unoccupied space. Once you use this feature, you can't use it again until you finish a Long Rest unless you expend a Pact Magic spell slot (no action required)"
      },
      {
        "document": 982,
        "excerpt": "m (no action required). Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 sp"
      },
      {
        "document": 983,
        "excerpt": "n itself on a success. Once you use this feature, you can't use it again until you finish a Long Rest unless you expend a use of your Rage (no action required) to r"
      },
      {
        "document": 985,
        "excerpt": "e following effects on that target. Addle. The target can't make Opportunity Attacks until the start of its next turn. Push. The target must succeed on a Strength"
      },
      {
        "document": 986,
        "excerpt": "gy as your Breath Weapon. Once you use this trait, you can't use it again until you finish a Long Rest."
      },
      {
        "document": 988,
        "excerpt": "You don't need to sleep, and magic can't put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a trancelike meditat"
      },
      {
        "document": 990,
        "excerpt": "eed increases by 10 feet. Once you use this trait, you can't use it again until you finish a Long Rest."
      },
      {
        "document": 991,
        "excerpt": "f any creature that is a size larger than you, but you can't stop in the same space."
      },
      {
        "document": 993,
        "excerpt": "p to 1 Hit Point instead. Once you use this trait, you can't do so again until you finish a Long Rest."
      },
      {
        "document": 999,
        "excerpt": "ease two ability scores of your choice by 1. This feat can't increase an ability score above 20. Repeatable. You can take this feat more than once."
      },
      {
        "document": 1000,
        "excerpt": "Initiative of one willing ally in the same combat. You can't make this swap if you or the ally has the Incapacitated condition."
      },
      {
        "document": 1002,
        "excerpt": "l, you can hit instead. Once you use this benefit, you can't use it again until the start of your next turn."
      },
      {
        "document": 1004,
        "excerpt": "enalty to the d20 roll. Once you use this benefit, you can't use it again until you roll Initiative or finish a Short or Long Rest."
      },
      {
        "document": 1153,
        "excerpt": "er species, though none of your statistics change. You can't appear as a creature of a different size, and your basic shape stays the same; if you're bipedal, you ca"
      },
      {
        "document": 1156,
        "excerpt": "ctions are limited by the Beast form's anatomy, and it can't cast spells. The target's equipment melds into the new form, and the target can't use any of that equipm"
      },
      {
        "document": 1160,
        "excerpt": "ther magical effects inside the aura, and those things can't target or otherwise affect anything inside it. Magical properties of magic items don't work inside the a"
      },
      {
        "document": 1161,
        "excerpt": "creature is within 5 feet of the target, the creature can't willingly move away. If the target damages the Charmed creature, that creature can make a Wisdom saving"
      },
      {
        "document": 1164,
        "excerpt": "atch and magically lock it for the duration. This lock can't be unlocked by any nonmagical means. You and any creatures you designate when you cast the spell can op"
      },
      {
        "document": 1169,
        "excerpt": "stance to Necrotic damage, and your Hit Point maximums can't be reduced. If an ally with 0 Hit Points starts its turn in the aura, that ally regains 1 Hit Point."
      },
      {
        "document": 1175,
        "excerpt": "failed save, the target takes 10d12 Psychic damage and can't cast spells or take the Magic action. At the end of every 30 days, the target repeats the save, ending t"
      },
      {
        "document": 1182,
        "excerpt": "ane you left, which is cast in shades of gray, but you can't see anything there more than 60 feet away. You can affect and be affected only by other creatures on the"
      },
      {
        "document": 1190,
        "excerpt": "n a hit, the target takes 1d10 Necrotic damage, and it can't regain Hit Points until the end of your next turn. Cantrip Upgrade. The damage increases by 1d10 when y"
      },
      {
        "document": 1191,
        "excerpt": "st the new target, and make a new damage roll. The orb can't leap again unless you cast the spell with a level 2+ spell slot. Using a Higher-Level Spell Slot. The d"
      },
      {
        "document": 1194,
        "excerpt": "creature's original remains, if any, become inert and can't be revived, since the creature's soul is elsewhere."
      },
      {
        "document": 1203,
        "excerpt": "must succeed on a Wisdom saving throw, or that target can't take Bonus Actions or Reactions and must roll 1d10 at the start of each of its turns to determine its be"
      },
      {
        "document": 1223,
        "excerpt": "in range and fills a 15-foot-radius Sphere. Darkvision can't see through it, and nonmagical light can't illuminate it. Alternatively, you cast the spell on an objec"
      },
      {
        "document": 1241,
        "excerpt": "to its plane of origin (if it isn't there already) and can't return to the current plane for 24 hours by any means short of a Wish spell. Divine Word Effects | Hit"
      },
      {
        "document": 1248,
        "excerpt": "you cast it. You choose the fissures' locations, which can't be under structures. Each fissure is 1d10 × 10 feet deep and 10 feet wide, and it extends from one edge"
      },
      {
        "document": 1252,
        "excerpt": "or Unarmed Strikes deal 1d4 less damage on a hit (this can't reduce the damage below 1)."
      },
      {
        "document": 1256,
        "excerpt": "perceive the plane you left, which looks gray, and you can't see anything there more than 60 feet away. While on the Ethereal Plane, you can affect and be affected"
      },
      {
        "document": 1258,
        "excerpt": "can take a Magic action to target another creature but can't target a creature again if it has succeeded on a save against this casting of the spell. Asleep. The ta"
      },
      {
        "document": 1259,
        "excerpt": "ality of the raw materials. Creatures and magic items can't be created by this spell. You also can't use it to create items that require a high degree of skill - su"
      },
      {
        "document": 1260,
        "excerpt": "ected creatures shed Dim Light in a 10-foot radius and can't benefit from the Invisible condition. Attack rolls against an affected creature or object have Advantag"
      },
      {
        "document": 1265,
        "excerpt": "ts own Initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. Disappearance of the Familiar. When the familiar drops"
      },
      {
        "document": 1278,
        "excerpt": "errain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit"
      },
      {
        "document": 1281,
        "excerpt": "f 30 feet above the floor. For the duration, creatures can't teleport into the area or use portals, such as those created by the Gate spell, to enter the area. The s"
      },
      {
        "document": 1282,
        "excerpt": "are completely outside it. A creature inside the cage can't leave it by non-magical means. If the creature tries to use teleportation or interplanar travel to leave"
      },
      {
        "document": 1286,
        "excerpt": "iquids as though they were solid surfaces. The target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherw"
      },
      {
        "document": 1288,
        "excerpt": "the duration. The target automatically succeeds if it can't understand your command. While Charmed, the creature takes 5d10 Psychic damage if it acts in a manner d"
      },
      {
        "document": 1289,
        "excerpt": "r the duration, the target is protected from decay and can't become Undead. The spell also effectively extends the time limit on raising the target from the dead, s"
      },
      {
        "document": 1292,
        "excerpt": "pell of level 5 or lower cast from outside the barrier can't affect anything within it. Such a spell can target creatures and objects within the barrier, but the spe"
      },
      {
        "document": 1303,
        "excerpt": ", Fey, Fiend, or Undead. Creatures of the chosen types can't willingly enter the area, and any creature that is possessed by or that has the Charmed or Frightened co"
      },
      {
        "document": 1305,
        "excerpt": "ul save, it takes half as much damage only. This spell can't reduce a target's Hit Point maximum below 1."
      },
      {
        "document": 1314,
        "excerpt": "ghs uncontrollably if it's capable of laughter, and it can't end the Prone condition on itself. At the end of each of its turns and each time it takes damage, it ma"
      },
      {
        "document": 1324,
        "excerpt": ", eat, or drink, and it doesn't age. Divination spells can't locate or perceive the imprisoned target, and the target can't teleport. Until the spell ends, the targ"
      },
      {
        "document": 1339,
        "excerpt": "l, this spell doesn't locate the creature. This spell can't locate a creature if any thickness of lead blocks a direct path between you and the creature."
      },
      {
        "document": 1340,
        "excerpt": "arel, jewelry, furniture, tool, or weapon. This spell can't locate an object if any thickness of lead blocks a direct path between you and the object."
      },
      {
        "document": 1343,
        "excerpt": "action, you can move the hand up to 30 feet. The hand can't attack, activate magic items, or carry more than 10 pounds."
      },
      {
        "document": 1344,
        "excerpt": "the chosen type in the following ways: - The creature can't willingly enter the Cylinder by nonmagical means. If the creature tries to use teleportation or interpla"
      },
      {
        "document": 1345,
        "excerpt": "roundings as if you were in the container's space. You can't move or take Reactions. The only action you can take is to project your soul up to 100 feet out of the c"
      },
      {
        "document": 1349,
        "excerpt": "reate any floor plan you like for the dwelling, but it can't exceed 50 contiguous 10-foot Cubes. The place is furnished and decorated as you choose. It contains suff"
      },
      {
        "document": 1350,
        "excerpt": "temperature appropriate to the thing depicted, but it can't deal damage or cause conditions. If you are within range of the illusion, you can take a Magic action t"
      },
      {
        "document": 1356,
        "excerpt": "y nonmagical senses. While merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are ma"
      },
      {
        "document": 1357,
        "excerpt": "This spell can physically repair a magic item, but it can't restore magic to such an object."
      },
      {
        "document": 1361,
        "excerpt": "f existence. While you have this knowledge, the target can't become hidden from you, and if it has the Invisible condition, it gains no benefit from that condition a"
      },
      {
        "document": 1362,
        "excerpt": "t - it must be no larger than a 5-foot Cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it"
      },
      {
        "document": 1368,
        "excerpt": "h spell, for example), it reverts to its true form and can't shape-shift until it leaves the Cylinder. On a successful save, a creature takes half as much damage onl"
      },
      {
        "document": 1369,
        "excerpt": "wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. For example, if you affect a 40-foot square, you can create a"
      },
      {
        "document": 1370,
        "excerpt": "ct no larger than 10 feet in any dimension. The target can't be targeted by any Divination spell or perceived through magical scrying sensors."
      },
      {
        "document": 1381,
        "excerpt": "it can perform by the anatomy of its new form, and it can't speak or cast spells. The target's gear melds into the new form. The creature can't use or otherwise be"
      },
      {
        "document": 1385,
        "excerpt": "Short Rest and also regain 2d8 Hit Points. A creature can't be affected by this spell again until that creature finishes a Long Rest. Using a Higher-Level Spell Sl"
      },
      {
        "document": 1389,
        "excerpt": "es, choosing any of the following properties: - Sound can't pass through the barrier at the edge of the warded area. - The barrier of the warded area appears dark a"
      },
      {
        "document": 1394,
        "excerpt": "ge on attack rolls against the target. The target also can't be possessed by or gain the Charmed or Frightened conditions from them. If the target is already possess"
      },
      {
        "document": 1404,
        "excerpt": "immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage a"
      },
      {
        "document": 1406,
        "excerpt": "or longer taxes you. Until you finish a Long Rest, you can't cast spells again, and you have Disadvantage on D20 Tests."
      },
      {
        "document": 1408,
        "excerpt": "te. That creature revives with 1 Hit Point. This spell can't revive a creature that has died of old age, nor does it restore any missing body parts."
      },
      {
        "document": 1409,
        "excerpt": "smaller creatures. Attacks, spells, and other effects can't pass into or out of the space, but creatures inside it can see through the portal. Anything inside the s"
      },
      {
        "document": 1413,
        "excerpt": "a successful save, the target isn't affected, and you can't use this spell on it again for 24 hours. On a failed save, the spell creates an Invisible, intangible s"
      },
      {
        "document": 1419,
        "excerpt": "e duration, the target has the Invisible condition and can't be targeted by Divination spells, detected by magic, or viewed remotely with magic. If the target is a"
      },
      {
        "document": 1420,
        "excerpt": "You must have seen the sort of creature before, and it can't be a Construct or an Undead. When you cast the spell, you gain a number of Temporary Hit Points equal t"
      },
      {
        "document": 1425,
        "excerpt": "radius, attack rolls against it have Advantage, and it can't benefit from the Invisible condition. Using a Higher-Level Spell Slot. The damage increases by 1d6 for"
      },
      {
        "document": 1426,
        "excerpt": "n a hit, the target takes 1d8 Lightning damage, and it can't make Opportunity Attacks until the start of its next turn. Cantrip Upgrade. The damage increases by 1d8"
      },
      {
        "document": 1429,
        "excerpt": "nstruct, its Hit Point maximum is half as much, and it can't cast this spell. The simulacrum is Friendly to you and creatures you designate. It obeys your commands"
      },
      {
        "document": 1432,
        "excerpt": "a -2 penalty to AC and Dexterity saving throws, and it can't take Reactions. On its turns, it can take either an action or a Bonus Action, not both, and it can make"
      },
      {
        "document": 1436,
        "excerpt": "its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate"
      },
      {
        "document": 1439,
        "excerpt": "ound is camouflaged to look natural. Any creature that can't see the area when the spell is cast must take a Search action and succeed on a Wisdom (Perception or Sur"
      },
      {
        "document": 1442,
        "excerpt": "next turn, it emits Dim Light in a 10-foot radius and can't benefit from the Invisible condition. Cantrip Upgrade. The damage increases by 1d8 when you reach level"
      },
      {
        "document": 1443,
        "excerpt": "current turn. While Poisoned in this way, the creature can't take an action or a Bonus Action."
      },
      {
        "document": 1453,
        "excerpt": "ure to all the others for the duration. Creatures that can't communicate in any languages aren't affected by this spell. Until the spell ends, the targets can commu"
      },
      {
        "document": 1454,
        "excerpt": "target an object, it must be Large or smaller, and it can't be held or carried by an unwilling creature. The destination you choose must be known to you, and it mu"
      },
      {
        "document": 1459,
        "excerpt": "ed from passing through it. Spells of level 3 or lower can't be cast through it, and the effects of such spells can't extend into it. The atmosphere inside the Eman"
      },
      {
        "document": 1463,
        "excerpt": "it can perform by the anatomy of its new form, and it can't speak or cast spells. The target's gear melds into the new form. The creature can't use or otherwise be"
      },
      {
        "document": 1467,
        "excerpt": "pell save DC to move at all. If it fails the check, it can't move. A creature that moves out of the wall falls to the ground."
      },
      {
        "document": 1468,
        "excerpt": "It has AC 10, 1 Hit Point, and a Strength of 2, and it can't attack. If it drops to 0 Hit Points, the spell ends. Once on each of your turns as a Bonus Action, you"
      },
      {
        "document": 1473,
        "excerpt": "pass through the wall. It is immune to all damage and can't be dispelled by Dispel Magic. A Disintegrate spell destroys the wall instantly, however. The wall also e"
      },
      {
        "document": 1475,
        "excerpt": "ll. The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on a firm fo"
      },
      {
        "document": 1482,
        "excerpt": "r 1 minute until it lands, which it does safely. If it can't land after 1 minute, it falls the remaining distance."
      },
      {
        "document": 1483,
        "excerpt": "s at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and"
      },
      {
        "document": 1484,
        "excerpt": "the old feat and gain the benefits of the new one. You can't replace a feat that is a prerequisite for any of your other feats or features. Roll Redo. You undo a si"
      },
      {
        "document": 1486,
        "excerpt": "a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether a creature succeeds or fails on this save."
      },
      {
        "document": 1487,
        "excerpt": "nded condition, you experience the following effects. Can't See. You can't see and automatically fail any ability check that requires sight. Attacks Affected. Atta"
      },
      {
        "document": 1488,
        "excerpt": "rmed condition, you experience the following effects. Can't Harm the Charmer. You can't attack the charmer or target the charmer with damaging abilities or magical"
      },
      {
        "document": 1489,
        "excerpt": "fened condition, you experience the following effect. Can't Hear. You can't hear and automatically fail any ability check that requires hearing."
      },
      {
        "document": 1491,
        "excerpt": "lls while the source of fear is within line of sight. Can't Approach. You can't willingly move closer to the source of fear."
      },
      {
        "document": 1492,
        "excerpt": "e the following effects. Speed 0. Your Speed is 0 and can't increase. Attacks Affected. You have Disadvantage on attack rolls against any target other than the gra"
      },
      {
        "document": 1493,
        "excerpt": ", you experience the following effects. Inactive. You can't take any action, Bonus Action, or Reaction. No Concentration. Your Concentration is broken. Speechless"
      },
      {
        "document": 1495,
        "excerpt": "Incapacitated condition. Speed 0. Your Speed is 0 and can't increase. Saving Throws Affected. You automatically fail Strength and Dexterity saving throws. Attacks"
      },
      {
        "document": 1496,
        "excerpt": "Incapacitated condition. Speed 0. Your Speed is 0 and can't increase. Attacks Affected. Attack rolls against you have Advantage. Saving Throws Affected. You autom"
      },
      {
        "document": 1498,
        "excerpt": "and thereby end the condition. If your Speed is 0, you can't right yourself. Attacks Affected. You have Disadvantage on attack rolls. An attack roll against you has"
      },
      {
        "document": 1499,
        "excerpt": "e the following effects. Speed 0. Your Speed is 0 and can't increase. Attacks Affected. Attack rolls against you have Advantage, and your attack rolls have Disadva"
      },
      {
        "document": 1501,
        "excerpt": "ends, you remain Prone. Speed 0. Your Speed is 0 and can't increase. Attacks Affected. Attack rolls against you have Advantage. Saving Throws Affected. You autom"
      },
      {
        "document": 1506,
        "excerpt": "(Requires Attunement) While wearing this amulet, you can't be targeted by Divination spells or perceived through magical scrying sensors unless you allow it."
      },
      {
        "document": 1511,
        "excerpt": "nger wearing the armor. Once this property is used, it can't be used again until the next dawn."
      },
      {
        "document": 1517,
        "excerpt": "l Plane. The gate then closes. The gate is one-way and can't be reopened."
      },
      {
        "document": 1518,
        "excerpt": "e fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn. Gray Bag of Tricks Rust Bag of Tricks Tan Bag of Tricks"
      },
      {
        "document": 1529,
        "excerpt": "es, or when you dismiss it as a Bonus Action. The bowl can't be used this way again until the next dawn. The bowl is about 1 foot in diameter and half as deep. It h"
      },
      {
        "document": 1532,
        "excerpt": "or when you dismiss it as a Bonus Action. The brazier can't be used this way again until the next dawn."
      },
      {
        "document": 1536,
        "excerpt": "o cast Dimension Door as a Magic action. This property can't be used again until the next dawn. When you teleport with that spell, you leave behind a cloud of smoke"
      },
      {
        "document": 1538,
        "excerpt": ", or when you dismiss it as a Bonus Action. The censer can't be used this way again until the next dawn."
      },
      {
        "document": 1540,
        "excerpt": "an cast Scorching Ray with it (+5 to hit). The circlet can't cast this spell again until the next dawn."
      },
      {
        "document": 1541,
        "excerpt": "ings, while leaving your hands free. Spider Walk. You can't be caught in webs of any sort and can move through webs as if they were Difficult Terrain. Web. You can"
      },
      {
        "document": 1546,
        "excerpt": "r Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn."
      },
      {
        "document": 1549,
        "excerpt": "during its duration, but it ends if Scrying ends. You can't cast Suggestion in this way again until the next dawn."
      },
      {
        "document": 1554,
        "excerpt": "d have the Poisoned condition for 1 minute. The weapon can't be used this way again until the next dawn."
      },
      {
        "document": 1557,
        "excerpt": "ends, the image on its card disappears, and that card can't be used again. Deck of Illusions *Stat blocks for these creatures (except the card drawer) appear in \""
      },
      {
        "document": 1559,
        "excerpt": "d Strikes. Curse. Once you don this cursed armor, you can't doff it unless you are targeted by a Remove Curse spell or similar magic. While wearing the armor, you h"
      },
      {
        "document": 1561,
        "excerpt": "attuned to it. While you are Charmed by the orb, you can't voluntarily end your Attunement to it, and the orb casts Suggestion on you at will (save DC 18), urging"
      },
      {
        "document": 1562,
        "excerpt": "elf that is of the same type as the armor. This action can't be used again until the next dawn."
      },
      {
        "document": 1579,
        "excerpt": "n to a boat or ship. For the next 24 hours, the vessel can't be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the"
      },
      {
        "document": 1580,
        "excerpt": "en the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. Br"
      },
      {
        "document": 1582,
        "excerpt": "o creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the"
      },
      {
        "document": 1583,
        "excerpt": "s within 30 feet of yourself. Once used, this property can't be used again for 1 hour."
      },
      {
        "document": 1594,
        "excerpt": "ne. The gate then closes. The gate is one-way only and can't be reopened."
      },
      {
        "document": 1596,
        "excerpt": "spell list, it must be of a level you can cast, and it can't have Material components costing more than 1,000 GP. Once you decide on the spell, you must expend a spe"
      },
      {
        "document": 1600,
        "excerpt": "m. Once either spell is cast from the helm, that spell can't be cast from it again until the next dawn."
      },
      {
        "document": 1604,
        "excerpt": "d and Frightened conditions. Once you use the horn, it can't be used again until 7 days have passed. Four types of Horn of Valhalla are known to exist, each made of"
      },
      {
        "document": 1609,
        "excerpt": "ct, other than to be stored in the stone. If the stone can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell deter"
      },
      {
        "document": 1610,
        "excerpt": "24 hours have elapsed. Once the bands are used, they can't be used again until the next dawn."
      },
      {
        "document": 1612,
        "excerpt": "mage, the weapon reappears in your hand. This property can't be used again until the next dawn."
      },
      {
        "document": 1614,
        "excerpt": "You must use the second roll. Once used, this property can't be used again until the next dawn. Wish. The weapon has 1d3 charges. While holding it, you can expend 1"
      },
      {
        "document": 1617,
        "excerpt": "trying to move as far away from you as it can, and it can't make Opportunity Attacks. For its action, it can use only the Dash action or try to escape from an effec"
      },
      {
        "document": 1621,
        "excerpt": "with at least two level 5 spell slots. A creature that can't use a Manual of Golems and attempts to read it takes 6d6 Psychic damage. To create a golem, you must sp"
      },
      {
        "document": 1623,
        "excerpt": "total value of all objects created by a pot of pigment can't exceed 500 GP. If you paint objects of greater value (such as a large pile of gold), they look authentic"
      },
      {
        "document": 1625,
        "excerpt": "ne. The gate then closes. The gate is one-way only and can't be reopened."
      },
      {
        "document": 1627,
        "excerpt": "decrease another one of your ability scores by 2. You can't decrease an ability that has a score of 5 or lower. Alternatively, you can choose not to adjust your abi"
      },
      {
        "document": 1630,
        "excerpt": "cessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn."
      },
      {
        "document": 1636,
        "excerpt": "l slot of level 3 or lower. Once you use the pearl, it can't be used again until the next dawn."
      },
      {
        "document": 1637,
        "excerpt": "to regain 2d4 + 2 Hit Points. Once used, this property can't be used again until the next dawn. In addition, you have Advantage on saving throws to avoid or end the"
      },
      {
        "document": 1642,
        "excerpt": "ssful save, the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. On a failed save, the swarm is swayed by the pipes'"
      },
      {
        "document": 1643,
        "excerpt": "to repeat the command word. This property of the armor can't be used again until the next dawn."
      },
      {
        "document": 1644,
        "excerpt": "e hole exists on a different plane of existence, so it can't be used to create open passages. Any creature inside an open Portable Hole can exit the hole by climbing"
      },
      {
        "document": 1664,
        "excerpt": "ttack, potentially causing the attack to miss you. You can't use this property again until you finish a Short or Long Rest. Ranged Weapon (Quarterstaff Form Only)."
      },
      {
        "document": 1666,
        "excerpt": "takes no other actions. After the djinni departs, it can't be summoned again for 24 hours, and the ring becomes nonmagical if the djinni dies. Rings of Djinni Sum"
      },
      {
        "document": 1673,
        "excerpt": "lly communicate with any creature wearing it. A wearer can't prevent this telepathic communication."
      },
      {
        "document": 1678,
        "excerpt": "ffect other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell deter"
      },
      {
        "document": 1692,
        "excerpt": "xistence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spel"
      },
      {
        "document": 1693,
        "excerpt": "pull the rod from the ground. Once used, this property can't be used again until the next dawn."
      },
      {
        "document": 1694,
        "excerpt": "to half that Necrotic damage. Once used, this property can't be used again until the next dawn. Paralyze. When you hit a creature with a melee attack using the rod,"
      },
      {
        "document": 1696,
        "excerpt": "es to be Charmed in this way. Once used, this property can't be used again until the next dawn."
      },
      {
        "document": 1697,
        "excerpt": "sustain its visitors, and the demiplane's environment can't harm its occupants. Everything else that can be interacted with there can exist only there. For example,"
      },
      {
        "document": 1702,
        "excerpt": ". Once Sending is cast using either stone, the stones can't be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes no"
      },
      {
        "document": 1706,
        "excerpt": "e Emanation. A creature or object inside the Emanation can't be damaged by attacks or effects originating from outside, nor can a creature inside the Emanation damag"
      },
      {
        "document": 1712,
        "excerpt": "u can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn. Regaining Charges. The staff regains 1d8 + 2"
      },
      {
        "document": 1720,
        "excerpt": "to revert to staff form in its current space, and you can't use the staff's property again for 1 hour. If the snake is reduced to 0 Hit Points, it dies and reverts"
      },
      {
        "document": 1722,
        "excerpt": "l properties. Once one of these properties is used, it can't be used again until the next dawn. Lightning. When you hit with a melee attack using the staff, you can"
      },
      {
        "document": 1724,
        "excerpt": "s, or when you dismiss it as a Bonus Action. The stone can't be used this way again until the next dawn."
      },
      {
        "document": 1733,
        "excerpt": "apses into the fissure. Once you use this property, it can't be used again until the next dawn."
      },
      {
        "document": 1740,
        "excerpt": "f one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it has Immunity to Slashing damage"
      },
      {
        "document": 1756,
        "excerpt": "Once the Well of Many Worlds has opened a portal, it can't do so again for 1d8 hours."
      },
      {
        "document": 1759,
        "excerpt": "ngs disappear, you fall. When the wings disappear, you can't use them again for 1d12 hours. ---"
      },
      {
        "document": 1760,
        "excerpt": "es slimy, the target can breathe air and water, and it can't regain Hit Points unless it is underwater. While the cursed creature is outside a body of water, the cr"
      },
      {
        "document": 1761,
        "excerpt": "e end of its next turn. Failure or Success: The dragon can't take this action again until the start of its next turn. Frightful Presence. The dragon uses Spellcasti"
      },
      {
        "document": 1762,
        "excerpt": "f, and it can fly up to half its Fly Speed. The dragon can't take this action again until the start of its next turn. Sonic Boom. The dragon uses Spellcasting to ca"
      },
      {
        "document": 1763,
        "excerpt": "e end of its next turn. Failure or Success: The dragon can't take this action again until the start of its next turn."
      },
      {
        "document": 1765,
        "excerpt": ", each creature in a 60-foot Cone. Failure: The target can't take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn, not"
      },
      {
        "document": 1766,
        "excerpt": "120 feet of the dragon. Failure or Success: The dragon can't take this action again until the start of its next turn. Guiding Light. The dragon uses Spellcasting to"
      },
      {
        "document": 1767,
        "excerpt": "e end of its next turn. Failure or Success: The dragon can't take this action again until the start of its next turn. Pounce. The dragon moves up to half its Speed,"
      },
      {
        "document": 1768,
        "excerpt": "lcasting to cast Command (level 2 version). The dragon can't take this action again until the start of its next turn. Fiery Rays. The dragon uses Spellcasting to ca"
      },
      {
        "document": 1769,
        "excerpt": "gon uses Spellcasting to cast Hold Monster. The dragon can't take this action again until the start of its next turn. Cold Gale. Dexterity Saving Throw: DC 19, each"
      },
      {
        "document": 1770,
        "excerpt": "the target's next turn. Failure or Success: The dragon can't take this action again until the start of its next turn. Frightful Presence. The dragon casts Fear, req"
      },
      {
        "document": 1773,
        "excerpt": "e end of its next turn. Failure or Success: The dragon can't take this action again until the start of its next turn. Frightful Presence. The dragon uses Spellcasti"
      },
      {
        "document": 1774,
        "excerpt": "f, and it can fly up to half its Fly Speed. The dragon can't take this action again until the start of its next turn. Sonic Boom. The dragon uses Spellcasting to ca"
      },
      {
        "document": 1775,
        "excerpt": "e end of its next turn. Failure or Success: The dragon can't take this action again until the start of its next turn."
      },
      {
        "document": 1777,
        "excerpt": ", each creature in a 90-foot Cone. Failure: The target can't take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn, not"
      },
      {
        "document": 1778,
        "excerpt": "120 feet of the dragon. Failure or Success: The dragon can't take this action again until the start of its next turn. Guiding Light. The dragon uses Spellcasting to"
      },
      {
        "document": 1779,
        "excerpt": "e end of its next turn. Failure or Success: The dragon can't take this action again until the start of its next turn. Pounce. The dragon moves up to half its Speed,"
      },
      {
        "document": 1780,
        "excerpt": "lcasting to cast Command (level 2 version). The dragon can't take this action again until the start of its next turn. Fiery Rays. The dragon uses Spellcasting to ca"
      },
      {
        "document": 1781,
        "excerpt": "gon uses Spellcasting to cast Hold Monster. The dragon can't take this action again until the start of its next turn. Cold Gale. Dexterity Saving Throw: DC 23, each"
      },
      {
        "document": 1782,
        "excerpt": "the target's next turn. Failure or Success: The dragon can't take this action again until the start of its next turn. Frightful Presence. The dragon casts Fear, req"
      },
      {
        "document": 1785,
        "excerpt": "eature at a time. While grappling the target, the rug can't take this action, the rug halves the damage it takes (round down), and the target takes the same amount"
      },
      {
        "document": 1791,
        "excerpt": "ceeds on the save and only half damage if it fails. It can't use this trait if it has the Incapacitated condition."
      },
      {
        "document": 1799,
        "excerpt": "damage plus 22 (4d10) Lightning damage, and the target can't take Reactions until the start of the balor's next turn."
      },
      {
        "document": 1805,
        "excerpt": "devil's next turn. Until this poison ends, the target can't regain Hit Points. Infernal Glaive. Melee Attack Roll: +5, reach 10 ft. Hit: 8 (1d10 + 3) Slashing dama"
      },
      {
        "document": 1811,
        "excerpt": "Blink Dog; understands Elvish and Sylvan but can't speak them"
      },
      {
        "document": 1815,
        "excerpt": "t of the devil's next turn. While Poisoned, the target can't regain Hit Points."
      },
      {
        "document": 1826,
        "excerpt": "Understands Draconic but can't speak"
      },
      {
        "document": 1827,
        "excerpt": "Understands Deep Speech but can't speak"
      },
      {
        "document": 1828,
        "excerpt": "r it is no longer Bloodied. Immutable Form. The golem can't shape-shift. Magic Resistance. The golem has Advantage on saving throws against spells and other magica"
      },
      {
        "document": 1829,
        "excerpt": "the target has the Blinded condition, and the cloaker can't make Attach attacks against other targets. In addition, the cloaker halves the damage it takes (round do"
      },
      {
        "document": 1834,
        "excerpt": ", each creature in a 15-foot Cone. Failure: The target can't take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn, not"
      },
      {
        "document": 1835,
        "excerpt": "Shielded Mind. The couatl's thoughts can't be read by any means, and other creatures can communicate with it telepathically only if it allows them."
      },
      {
        "document": 1840,
        "excerpt": "Advantage on its attack rolls. Its Speed becomes 0, it can't benefit from any bonus to its Speed, and it moves with the target. A creature can take an action to try"
      },
      {
        "document": 1845,
        "excerpt": "s. Once the djinni has cast it three times, the djinni can't do so again for 365 days."
      },
      {
        "document": 1849,
        "excerpt": "action or a Bonus Action on its turn, not both, and it can't take Reactions."
      },
      {
        "document": 1856,
        "excerpt": "Once the efreeti has cast it three times, the efreeti can't do so again for 365 days."
      },
      {
        "document": 1864,
        "excerpt": "Understands Common plus one other language but can't speak"
      },
      {
        "document": 1869,
        "excerpt": "target is engulfed. An engulfed target is suffocating, can't cast spells with a Verbal component, has the Restrained condition, and takes 10 (3d6) Acid damage at the"
      },
      {
        "document": 1871,
        "excerpt": "ne while on the Border Ethereal and vice versa, but it can't affect or be affected by anything on the other plane. Horrific Visage. Wisdom Saving Throw: DC 13, each"
      },
      {
        "document": 1880,
        "excerpt": "Grappled, the target has the Restrained condition and can't be targeted by the crocodile's Tail. Tail. Melee Attack Roll: +8, reach 10 ft. Hit: 18 (3d8 + 5) Bludge"
      },
      {
        "document": 1881,
        "excerpt": "lestial; understands Common and Primordial (Auran) but can't speak them"
      },
      {
        "document": 1882,
        "excerpt": "Celestial; understands Common, Elvish, and Sylvan but can't speak them"
      },
      {
        "document": 1884,
        "excerpt": "a Lion for up to 1 hour. Once a lion has been used, it can't be used again until 7 days have passed. Ivory Goats (Rare). These ivory statuettes of goats are always"
      },
      {
        "document": 1885,
        "excerpt": "utside the frog. While swallowing the target, the frog can't use Bite, and if the frog dies, the swallowed target is no longer Restrained and can escape from the cor"
      },
      {
        "document": 1890,
        "excerpt": "Celestial; understands Common, Elvish, and Sylvan but can't speak them"
      },
      {
        "document": 1896,
        "excerpt": "d can have only one target swallowed at a time, and it can't use Bite while it has a swallowed target. If the toad dies, a swallowed creature is no longer Restrained"
      },
      {
        "document": 1898,
        "excerpt": "Understands Common but can't speak"
      },
      {
        "document": 1902,
        "excerpt": "rmined creature within its reach or does nothing if it can't make such an attack."
      },
      {
        "document": 1924,
        "excerpt": "Understands Infernal but can't speak"
      },
      {
        "document": 1931,
        "excerpt": "Understands Common plus one other language but can't speak"
      },
      {
        "document": 1936,
        "excerpt": "old damage. Until the end of its next turn, the target can't take a Bonus Action or Reaction, its Speed decreases by 10 feet, and it can move or take one action on i"
      },
      {
        "document": 1940,
        "excerpt": "ion (escape DC 13). Until the grapple ends, the target can't cast spells with a Verbal component and takes 7 (2d6) Thunder damage at the start of each of the stalker"
      },
      {
        "document": 1941,
        "excerpt": "Understands Common plus two other languages but can't speak"
      },
      {
        "document": 1946,
        "excerpt": "tands Abyssal, Celestial, Infernal, and Primordial but can't speak; telepathy 120 ft."
      },
      {
        "document": 1948,
        "excerpt": "Understands Infernal but can't speak"
      },
      {
        "document": 1949,
        "excerpt": "ge. Success: Half damage. Failure or Success: The lich can't take this action again until the start of its next turn. Frightening Gaze. The lich casts Fear, using t"
      },
      {
        "document": 1964,
        "excerpt": "Understands Abyssal but can't speak"
      },
      {
        "document": 1966,
        "excerpt": "is a creature, it is cursed. While cursed, the target can't regain Hit Points, it gains no benefit from finishing a Long Rest, and its Hit Point maximum decreases b"
      },
      {
        "document": 1967,
        "excerpt": "is a creature, it is cursed. While cursed, the target can't regain Hit Points, its Hit Point maximum doesn't return to normal when finishing a Long Rest, and its Hi"
      },
      {
        "document": 1969,
        "excerpt": "soul is trapped in the hag's soul bag, and the target can't be raised from the dead until its soul is released. Spellcasting. The hag casts one of the following sp"
      },
      {
        "document": 1970,
        "excerpt": "Understands Abyssal, Common, and Infernal but can't speak"
      },
      {
        "document": 1974,
        "excerpt": "Understands Common and Giant but can't speak"
      },
      {
        "document": 1981,
        "excerpt": "Understands Celestial, Common, Elvish, and Sylvan but can't speak"
      },
      {
        "document": 1986,
        "excerpt": "has the Poisoned condition. While Poisoned, the target can't regain Hit Points and takes 21 (6d6) Poison damage at the start of each of its turns, and it repeats the"
      },
      {
        "document": 1993,
        "excerpt": "Understands Common and Draconic but can't speak"
      },
      {
        "document": 2018,
        "excerpt": "Understands commands given in any language but can't speak"
      },
      {
        "document": 2021,
        "excerpt": "Understands Common plus one other language but can't speak"
      },
      {
        "document": 2022,
        "excerpt": "condition for 1 minute. Failure or Success: The solar can't take this action again until the start of its next turn. Radiant Teleport. The solar teleports up to 60"
      },
      {
        "document": 2023,
        "excerpt": "Understands Common plus one other language but can't speak"
      },
      {
        "document": 2024,
        "excerpt": "pears 3d10 years older. Failure or Success: The sphinx can't take this action again until the start of its next turn."
      },
      {
        "document": 2025,
        "excerpt": "pears 3d10 years older. Failure or Success: The sphinx can't take this action again until the start of its next turn."
      },
      {
        "document": 2032,
        "excerpt": "rge attaches to the target. While attached, the stirge can't make Proboscis attacks, and the target takes 5 (2d4) Necrotic damage at the start of each of the stirge'"
      },
      {
        "document": 2034,
        "excerpt": "Understands Common plus two other languages but can't speak"
      },
      {
        "document": 2037,
        "excerpt": "ugh any opening large enough for a Tiny bat. The swarm can't regain Hit Points or gain Temporary Hit Points."
      },
      {
        "document": 2038,
        "excerpt": "Understands Common but can't speak"
      },
      {
        "document": 2039,
        "excerpt": "any opening large enough for a Tiny insect. The swarm can't regain Hit Points or gain Temporary Hit Points."
      },
      {
        "document": 2040,
        "excerpt": "any opening large enough for a Tiny piranha. The swarm can't regain Hit Points or gain Temporary Hit Points. Water Breathing. The swarm can breathe only underwater."
      },
      {
        "document": 2041,
        "excerpt": "ugh any opening large enough for a Tiny rat. The swarm can't regain Hit Points or gain Temporary Hit Points."
      },
      {
        "document": 2042,
        "excerpt": "h any opening large enough for a Tiny raven. The swarm can't regain Hit Points or gain Temporary Hit Points."
      },
      {
        "document": 2043,
        "excerpt": "h any opening large enough for a Tiny snake. The swarm can't regain Hit Points or gain Temporary Hit Points."
      },
      {
        "document": 2044,
        "excerpt": "pple ends, the target has the Restrained condition and can't teleport. Claw. Melee Attack Roll: +19, reach 15 ft. Hit: 28 (4d8 + 10) Slashing damage. Tail. Melee A"
      },
      {
        "document": 2048,
        "excerpt": "xcept it has Intelligence and Charisma scores of 1, it can't speak, and it lacks this action. The tree takes its turn immediately after the treant on the same Initia"
      },
      {
        "document": 2052,
        "excerpt": "Grappled, the target has the Restrained condition and can't be targeted by the tyrannosaurus's Tail. Tail. Melee Attack Roll: +10, reach 15 ft. Hit: 25 (4d8 + 7) B"
      },
      {
        "document": 2053,
        "excerpt": "until the end of the unicorn's next turn. The unicorn can't take this action again until the start of its next turn."
      },
      {
        "document": 2055,
        "excerpt": "ampire has these weaknesses: Forbiddance. The vampire can't enter a residence without an invitation from an occupant. Running Water. The vampire takes 20 Acid dama"
      },
      {
        "document": 2056,
        "excerpt": "Shape-Shift to become mist (no action required). If it can't use Shape-Shift, it is destroyed. While it has 0 Hit Points in mist form, it can't return to its vampir"
      },
      {
        "document": 2067,
        "excerpt": "Common (can't speak in bear form)"
      },
      {
        "document": 2068,
        "excerpt": "Common (can't speak in boar form)"
      },
      {
        "document": 2069,
        "excerpt": "Common (can't speak in rat form)"
      },
      {
        "document": 2070,
        "excerpt": "Common (can't speak in tiger form)"
      },
      {
        "document": 2071,
        "excerpt": "Common (can't speak in wolf form)"
      },
      {
        "document": 2074,
        "excerpt": "Ephemeral. The wisp can't wear or carry anything. Illumination. The wisp sheds Bright Light in a 20-foot radius and Dim Light for"
      },
      {
        "document": 2085,
        "excerpt": ", each creature in a 30-foot Cone. Failure: The target can't take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn, not"
      },
      {
        "document": 2091,
        "excerpt": "Understands Common plus one other language but can't speak"
      }
    ],
    "canary": [
      {
        "document": 266,
        "excerpt": "e 43 A silver bell without a clapper 44 A mechanical canary inside a lamp 45 A miniature chest carved to look like it has numerous feet on the bottom 46 A dead sp"
      }
    ],
    "cancel": [
      {
        "document": 620,
        "excerpt": "ntage, and Advantage and Disadvantage on the same roll cancel each other. See also \"Playing the Game\" (\"D20 Tests\")."
      },
      {
        "document": 629,
        "excerpt": "ntage, and Advantage and Disadvantage on the same roll cancel each other. See also \"Playing the Game\" (\"D20 Tests\")."
      },
      {
        "document": 1609,
        "excerpt": "ellipsoid orbits your head, you can take a Reaction to cancel a spell of level 4 or lower cast by a creature you can see. A canceled spell has no effect, and any reso"
      }
    ],
    "canceled": [
      {
        "document": 1609,
        "excerpt": "of level 4 or lower cast by a creature you can see. A canceled spell has no effect, and any resources used to cast it are wasted. Once the stone has canceled 20 levels"
      },
      {
        "document": 1692,
        "excerpt": "eate an area of effect. The absorbed spell's effect is canceled, and the spell's energy - not the spell itself - is stored in the rod. The energy has the same level as"
      }
    ],
    "canceling": [
      {
        "document": 1719,
        "excerpt": ". If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level. However, if doing so bri"
      }
    ],
    "candle": [
      {
        "document": 266,
        "excerpt": "A small box filled with different-sized buttons 54 A candle that can't be lit 55 A miniature cage with no door 56 An old key 57 An indecipherable treasure map 5"
      },
      {
        "document": 349,
        "excerpt": "light oil) used to kindle a fire. Using it to light a Candle, Lamp, Lantern, or Torch - or anything else with exposed fuel - takes a Bonus Action. Lighting any other"
      },
      {
        "document": 438,
        "excerpt": "Utilize: Identify a plant (DC 10) Craft: Antitoxin, Candle, Healer's Kit, Potion of Healing"
      },
      {
        "document": 465,
        "excerpt": "Candle (1 CP)"
      },
      {
        "document": 798,
        "excerpt": "Candle of Invocation Table 1"
      },
      {
        "document": 931,
        "excerpt": "Candle"
      },
      {
        "document": 1037,
        "excerpt": "Candle"
      },
      {
        "document": 1247,
        "excerpt": "in a 5-foot Cube. Fire Play. You light or snuff out a candle, a torch, or a campfire."
      },
      {
        "document": 1386,
        "excerpt": ". Fire Play. You instantaneously light or snuff out a candle, a torch, or a small campfire. Clean or Soil. You instantaneously clean or soil an object no larger tha"
      },
      {
        "document": 1482,
        "excerpt": "V, S, M (a candle)"
      },
      {
        "document": 1535,
        "excerpt": "Candle of Invocation"
      }
    ],
    "candle's": [
      {
        "document": 1535,
        "excerpt": "Wondrous Item, Very Rare (Requires Attunement) This candle's magic is activated when the candle is lit, which requires a Magic action. After burning for 4 hours, the"
      }
    ],
    "candles": [
      {
        "document": 462,
        "excerpt": "the following items: Backpack, Ball Bearings, Bell, 10 Candles, Crowbar, Hooded Lantern, 7 flasks of Oil, 5 days of Rations, Rope, Tinderbox, and Waterskin."
      },
      {
        "document": 1250,
        "excerpt": "u choose the color and scent, and the embers can light candles, torches, or lamps in that area. The smoke's scent lingers for 1 minute. Beckon Water. You create a spr"
      },
      {
        "document": 1302,
        "excerpt": "The gust disperses gas or vapor, and it extinguishes candles and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to da"
      }
    ],
    "cane": [
      {
        "document": 148,
        "excerpt": "n 2 and 7 pounds and serves well as a walking stick or cane. Unless its description notes otherwise, a staff can be used as a nonmagical Quarterstaff and an Arcane"
      }
    ],
    "cant": [
      {
        "document": 808,
        "excerpt": "Thieves’ Cant"
      },
      {
        "document": 855,
        "excerpt": "Expertise, Sneak Attack, Thieves’ Cant, Weapon Mastery"
      },
      {
        "document": 970,
        "excerpt": "Thieves' Cant"
      },
      {
        "document": 1791,
        "excerpt": "Common, Thieves' Cant"
      },
      {
        "document": 1800,
        "excerpt": "Common, Thieves' Cant"
      },
      {
        "document": 1801,
        "excerpt": "Common, Thieves' Cant"
      }
    ],
    "cantrip": [
      {
        "document": 264,
        "excerpt": "of that class when you cast the spell. Cantrips. If a cantrip of yours increases in power at higher levels, the increase is based on your total character level, not y"
      },
      {
        "document": 344,
        "excerpt": "Spell Scroll (Cantrip, 30 GP; Level 1, 50 GP)"
      },
      {
        "document": 396,
        "excerpt": "If the scribed spell is a cantrip, the version on the scroll works as if the caster were your level. Spell Scroll Costs ---"
      },
      {
        "document": 514,
        "excerpt": "t a spell without expending a spell slot: Cantrips. A cantrip is cast without a spell slot. Rituals. Certain spells have the Ritual tag in the Casting Time entry. Su"
      },
      {
        "document": 517,
        "excerpt": ": - Rolling Initiative - Casting a spell other than a cantrip - Taking any damage - 1 hour of walking or other physical exertion If you rested at least 1 hour before"
      },
      {
        "document": 543,
        "excerpt": ": - Rolling Initiative - Casting a spell other than a cantrip - Taking any damage An interrupted Short Rest confers no benefits."
      },
      {
        "document": 585,
        "excerpt": "Cantrip"
      },
      {
        "document": 770,
        "excerpt": "Cantrip"
      },
      {
        "document": 925,
        "excerpt": "Cantrip"
      },
      {
        "document": 926,
        "excerpt": "Cantrip"
      },
      {
        "document": 930,
        "excerpt": "Spell Scroll (Cantrip)"
      },
      {
        "document": 963,
        "excerpt": "vel, you can replace one of your cantrips with another cantrip of your choice from the Bard spell list. When you reach Bard levels 4 and 10, you learn another cantrip"
      },
      {
        "document": 964,
        "excerpt": "vel, you can replace one of your cantrips with another cantrip of your choice from the Cleric spell list. When you reach Cleric levels 4 and 10, you learn another can"
      },
      {
        "document": 965,
        "excerpt": "vel, you can replace one of your cantrips with another cantrip of your choice from the Druid spell list. When you reach Druid levels 4 and 10, you learn another cantr"
      },
      {
        "document": 968,
        "excerpt": "can replace one of these cantrips with another Cleric cantrip."
      },
      {
        "document": 969,
        "excerpt": "u can replace one of these cantrips with another Druid cantrip."
      },
      {
        "document": 971,
        "excerpt": "your cantrips from this feature with another Sorcerer cantrip of your choice. When you reach Sorcerer levels 4 and 10, you learn another Sorcerer cantrip of your cho"
      },
      {
        "document": 972,
        "excerpt": "f your cantrips from this feature with another Warlock cantrip of your choice. When you reach Warlock levels 4 and 10, you learn another Warlock cantrip of your choic"
      },
      {
        "document": 973,
        "excerpt": "of your cantrips from this feature with another Wizard cantrip of your choice. When you reach Wizard levels 4 and 10, you learn another Wizard cantrip of your choice,"
      },
      {
        "document": 976,
        "excerpt": "tion for its spell list). A spell you choose must be a cantrip or a spell for which you have spell slots, as shown in the Bard Features table. You always have the cho"
      },
      {
        "document": 978,
        "excerpt": "Potent Cantrip"
      },
      {
        "document": 984,
        "excerpt": "spellcasting ability for the spell. If the spell is a cantrip or a level 1 spell, you can cast it reliably. If the scroll contains a higher-level spell, you must firs"
      },
      {
        "document": 988,
        "excerpt": "increases to 120 feet.You also know the Dancing Lights cantrip. | Faerie Fire | Darkness | | Hi"
      },
      {
        "document": 989,
        "excerpt": "You know the Minor Illusion cantrip. You also always have the Speak with Animals spell prepared. You can cast it without a spell slot a numb"
      },
      {
        "document": 992,
        "excerpt": "stance to Poison damage.You also know the Poison Spray cantrip. | Ray of Sickness | Hold Person | | Chthonic | You have Resistance to Necrotic damage.You also"
      },
      {
        "document": 994,
        "excerpt": "You know the Thaumaturgy cantrip. When you cast it with this trait, the spell uses the same spellcasting ability you use for your Fiendis"
      },
      {
        "document": 1133,
        "excerpt": "Spell Scroll (Cantrip)"
      },
      {
        "document": 1150,
        "excerpt": "Evocation Cantrip (Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous You cr"
      },
      {
        "document": 1190,
        "excerpt": "Necromancy Cantrip (Sorcerer, Warlock, Wizard) Casting Time: Action Range: Touch Components: V, S Duration: Instantaneous"
      },
      {
        "document": 1222,
        "excerpt": "Illusion Cantrip (Bard, Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S, M (a bit of phosphorus)"
      },
      {
        "document": 1247,
        "excerpt": "Transmutation Cantrip (Druid) Casting Time: Action Range: 30 feet Components: V, S Duration: Instantaneous Whispering to the"
      },
      {
        "document": 1249,
        "excerpt": "Evocation Cantrip (Warlock) Casting Time: Action Range: 120 feet Components: V, S Duration: Instantaneous You hurl a bea"
      },
      {
        "document": 1250,
        "excerpt": "Transmutation Cantrip (Druid, Sorcerer, Wizard) Casting Time: Action Range: 30 feet Components: V, S Duration: Instantaneous"
      },
      {
        "document": 1270,
        "excerpt": "Evocation Cantrip (Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S Duration: Instantaneous You h"
      },
      {
        "document": 1300,
        "excerpt": "Divination Cantrip (Cleric, Druid) Casting Time: Action Range: Touch Components: V, S Duration: Concentration, up to 1 min"
      },
      {
        "document": 1336,
        "excerpt": "Evocation Cantrip (Bard, Cleric, Sorcerer, Wizard) Casting Time: Action Range: Touch Components: V, M (a firefly or phosp"
      },
      {
        "document": 1343,
        "excerpt": "Conjuration Cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 30 feet Components: V, S Duration: 1 minu"
      },
      {
        "document": 1357,
        "excerpt": "Transmutation Cantrip (Bard, Cleric, Druid, Sorcerer, Wizard) Casting Time: 1 minute Range: Touch Components: V, S, M (two lo"
      },
      {
        "document": 1358,
        "excerpt": "Transmutation Cantrip (Bard, Druid, Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: S, M (a copper wire) D"
      },
      {
        "document": 1362,
        "excerpt": "Illusion Cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 30 feet Components: S, M (a bit of fleece"
      },
      {
        "document": 1380,
        "excerpt": "Necromancy Cantrip (Druid, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 30 feet Components: V, S Duration: Insta"
      },
      {
        "document": 1386,
        "excerpt": "Transmutation Cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 10 feet Components: V, S Duration: Up to"
      },
      {
        "document": 1390,
        "excerpt": "Conjuration Cantrip (Druid) Casting Time: Bonus Action Range: Self Components: V, S Duration: 10 minutes A flickering flam"
      },
      {
        "document": 1399,
        "excerpt": "Evocation Cantrip (Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous A frig"
      },
      {
        "document": 1405,
        "excerpt": "Abjuration Cantrip (Cleric, Druid) Casting Time: Action Range: Touch Components: V, S Duration: Concentration, up to 1 min"
      },
      {
        "document": 1410,
        "excerpt": "Evocation Cantrip (Cleric) Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous Flame-like radia"
      },
      {
        "document": 1424,
        "excerpt": "Transmutation Cantrip (Druid) Casting Time: Bonus Action Range: Self Components: V, S, M (mistletoe) Duration: 1 minute A Cl"
      },
      {
        "document": 1426,
        "excerpt": "Evocation Cantrip (Sorcerer, Wizard) Casting Time: Action Range: Touch Components: V, S Duration: Instantaneous Lightnin"
      },
      {
        "document": 1433,
        "excerpt": "Evocation Cantrip (Sorcerer) Casting Time: Action Range: 120 feet Components: V, S Duration: Instantaneous You cast sorc"
      },
      {
        "document": 1434,
        "excerpt": "Necromancy Cantrip (Cleric, Druid) Casting Time: Action Range: 15 feet Components: V, S Duration: Instantaneous Choose a"
      },
      {
        "document": 1442,
        "excerpt": "Evocation Cantrip (Bard, Druid) Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous You launch"
      },
      {
        "document": 1456,
        "excerpt": "Transmutation Cantrip (Cleric) Casting Time: Action Range: 30 feet Components: V Duration: Up to 1 minute You manifest a min"
      },
      {
        "document": 1466,
        "excerpt": "Divination Cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: Self Components: S, M (a weapon with whic"
      },
      {
        "document": 1470,
        "excerpt": "Enchantment Cantrip (Bard) Casting Time: Action Range: 60 feet Components: V Duration: Instantaneous You unleash a string"
      }
    ],
    "cantrip's": [
      {
        "document": 978,
        "excerpt": "g throw against the cantrip, the target takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip."
      }
    ],
    "cantrips": [
      {
        "document": 241,
        "excerpt": "o calculate your AC. Attacks. In the Weapons & Damage Cantrips section of the character sheet, write your starting weapons. The attack roll bonus for a weapon with whi"
      },
      {
        "document": 264,
        "excerpt": "cerer spells of level 1 or 2 (as well as four Sorcerer cantrips). Each spell you prepare is associated with one of your classes, and you use the spellcasting ability o"
      },
      {
        "document": 274,
        "excerpt": "nd M means it requires a specific Material component. Cantrips (Level 0 Druid Spells) Level 1 Druid Spells Level 2 Druid Spells Level 3 Druid Spells Level 4 Druid"
      },
      {
        "document": 277,
        "excerpt": "nd M means it requires a specific Material component. Cantrips (Level 0 Sorcerer Spells) Level 1 Sorcerer Spells Level 2 Sorcerer Spells Level 3 Sorcerer Spells Le"
      },
      {
        "document": 278,
        "excerpt": "nd M means it requires a specific Material component. Cantrips (Level 0 Warlock Spells) Level 1 Warlock Spells Level 2 Warlock Spells Level 3 Warlock Spells Level"
      },
      {
        "document": 279,
        "excerpt": "nd M means it requires a specific Material component. Cantrips (Level 0 Wizard Spells) Level 1 Wizard Spells Level 2 Wizard Spells Level 3 Wizard Spells Level 4 Wi"
      },
      {
        "document": 280,
        "excerpt": "nd M means it requires a specific Material component. Cantrips (Level 0 Bard Spells) Level 1 Bard Spells Level 2 Bard Spells Level 3 Bard Spells Level 4 Bard Spell"
      },
      {
        "document": 281,
        "excerpt": "nd M means it requires a specific Material component. Cantrips (Level 0 Cleric Spells) Level 1 Cleric Spells Level 2 Cleric Spells Level 3 Cleric Spells Level 4 Cl"
      },
      {
        "document": 396,
        "excerpt": "Cantrips"
      },
      {
        "document": 512,
        "excerpt": "A spell's level is an indicator of how powerful it is. Cantrips - simple spells that can be cast almost by rote - are level 0. The rules for each spellcasting class say"
      },
      {
        "document": 514,
        "excerpt": "ways to cast a spell without expending a spell slot: Cantrips. A cantrip is cast without a spell slot. Rituals. Certain spells have the Ritual tag in the Casting Tim"
      },
      {
        "document": 824,
        "excerpt": "Cantrips"
      },
      {
        "document": 829,
        "excerpt": "Cantrips (Level 0 Druid Spells)"
      },
      {
        "document": 858,
        "excerpt": "Cantrips"
      },
      {
        "document": 859,
        "excerpt": "Cantrips (Level 0 Sorcerer Spells)"
      },
      {
        "document": 871,
        "excerpt": "Cantrips"
      },
      {
        "document": 872,
        "excerpt": "Cantrips (Level 0 Warlock Spells)"
      },
      {
        "document": 883,
        "excerpt": "Cantrips"
      },
      {
        "document": 884,
        "excerpt": "Cantrips (Level 0 Wizard Spells)"
      },
      {
        "document": 885,
        "excerpt": "Cantrips (Level 0 Wizard Spells)"
      },
      {
        "document": 896,
        "excerpt": "Cantrips"
      },
      {
        "document": 897,
        "excerpt": "Cantrips (Level 0 Bard Spells)"
      },
      {
        "document": 898,
        "excerpt": "Cantrips (Level 0 Bard Spells)"
      },
      {
        "document": 908,
        "excerpt": "Cantrips"
      },
      {
        "document": 910,
        "excerpt": "Cantrips (Level 0 Cleric Spells)"
      },
      {
        "document": 963,
        "excerpt": "the Bard spell list later in the class’s description. Cantrips. You know two cantrips of your choice from the Bard spell list. Dancing Lights and Vicious Mockery are r"
      },
      {
        "document": 964,
        "excerpt": "e Cleric spell list later in the class’s description. Cantrips. You know three cantrips of your choice from the Cleric spell list. Guidance, Sacred Flame, and Thaumatu"
      },
      {
        "document": 965,
        "excerpt": "he Druid spell list later in the class's description. Cantrips. You know two cantrips of your choice from the Druid spell list. Druidcraft and Produce Flame are recomm"
      },
      {
        "document": 968,
        "excerpt": "e option below. Blessed Warrior. You learn two Cleric cantrips of your choice (see the Cleric class's section for a list of Cleric spells). Guidance and Sacred Flame a"
      },
      {
        "document": 969,
        "excerpt": "he option below. Druidic Warrior. You learn two Druid cantrips of your choice (see the Druid class's section for a list of Druid spells). Guidance and Starry Wisp are"
      },
      {
        "document": 971,
        "excerpt": "Sorcerer spell list later in the class’s description. Cantrips. You know four Sorcerer cantrips of your choice. Light, Prestidigitation, Shocking Grasp, and Sorcerous"
      },
      {
        "document": 972,
        "excerpt": "Warlock spell list later in the class’s description. Cantrips. You know two Warlock cantrips of your choice. Eldritch Blast and Prestidigitation are recommended. When"
      },
      {
        "document": 973,
        "excerpt": "e Wizard spell list later in the class’s description. Cantrips. You know three Wizard cantrips of your choice. Light, Mage Hand, and Ray of Frost are recommended. When"
      },
      {
        "document": 978,
        "excerpt": "Your damaging cantrips affect even creatures that avoid the brunt of the effect. When you cast a can-trip at a creature and you"
      },
      {
        "document": 989,
        "excerpt": "You know the Mending and Prestidigitation cantrips. In addition, you can spend 10 minutes casting Prestidigitation to create a Tiny clockwork device (AC 5,"
      },
      {
        "document": 1012,
        "excerpt": "Origin Feat You gain the following benefits. Two Cantrips. You learn two cantrips of your choice from the Cleric, Druid, or Wizard spell list. Intelligence, Wisdo"
      }
    ],
    "cap": [
      {
        "document": 267,
        "excerpt": "folded cloth that, when unfolded, turns into a stylish cap 84 A receipt of deposit at a bank in a far-off city 85 A diary with seven missing pages 86 An empty s"
      }
    ],
    "capabilities": [
      {
        "document": 34,
        "excerpt": "eflects the impact that training has on the creature's capabilities. A character's Proficiency Bonus increases as the character gains levels (described in “Character Creati"
      },
      {
        "document": 102,
        "excerpt": "your Hit Points. Hit Point loss has no effect on your capabilities until you reach 0 Hit Points. If you have half your Hit Points or fewer, you're Bloodied, which has no"
      },
      {
        "document": 114,
        "excerpt": "rs or discovered in long-lost vaults. Such items grant capabilities a character could rarely have otherwise, or they complement their owner's capabilities in wondrous ways."
      },
      {
        "document": 244,
        "excerpt": "With each new level, characters acquire new capabilities that equip them to handle greater challenges. As characters advance in level, the tone of the game also"
      },
      {
        "document": 271,
        "excerpt": "ves you a feat, which grants your character particular capabilities. Feats are detailed in “Feats.” Write the feat on your character sheet. Note Proficiencies. Your backgr"
      },
      {
        "document": 380,
        "excerpt": "uned to the magic item and can access its full magical capabilities."
      },
      {
        "document": 1402,
        "excerpt": "d the creature recalls its former life. It retains the capabilities it had in its original form, except it loses the traits of its previous species and gains the traits of"
      }
    ],
    "capability": [
      {
        "document": 242,
        "excerpt": "reaches a specified Experience Point total advances in capability. This advancement is called gaining a level. The Character Advancement table lists the XP you need to a"
      },
      {
        "document": 747,
        "excerpt": "This represents a weak capability."
      }
    ],
    "capable": [
      {
        "document": 1314,
        "excerpt": "on. During that time, it laughs uncontrollably if it's capable of laughter, and it can't end the Prone condition on itself. At the end of each of its turns and each t"
      }
    ],
    "capacities": [
      {
        "document": 355,
        "excerpt": "iple animals pull the same vehicle, add their carrying capacities together."
      }
    ],
    "capacity": [
      {
        "document": 62,
        "excerpt": "M might require you to abide by the rules for carrying capacity in \"Rules Glossary.\""
      },
      {
        "document": 237,
        "excerpt": "Most creatures that lack the capacity for rational thought don't have alignments; they are unaligned. Sharks are savage predators, for example"
      },
      {
        "document": 264,
        "excerpt": "Your capacity for spellcasting depends partly on your combined levels in all your spellcasting classes and partly on y"
      },
      {
        "document": 354,
        "excerpt": "s and Other Animals table shows each animal's carrying capacity. See “Monsters” for the animals' stat blocks."
      },
      {
        "document": 355,
        "excerpt": "gon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, add their carrying capa"
      },
      {
        "document": 586,
        "excerpt": "Carrying Capacity"
      },
      {
        "document": 799,
        "excerpt": "Capacity"
      },
      {
        "document": 920,
        "excerpt": "Carrying Capacity"
      },
      {
        "document": 945,
        "excerpt": "Carrying Capacity"
      },
      {
        "document": 990,
        "excerpt": "ount as one size larger when determining your carrying capacity."
      },
      {
        "document": 1527,
        "excerpt": "uced by you carrying weight in excess of your carrying capacity or wearing Heavy Armor. Once on each of your turns, you can jump up to 30 feet by spending only 10 feet"
      },
      {
        "document": 1537,
        "excerpt": "Fly Speed is halved if it carries more than its normal capacity."
      },
      {
        "document": 1965,
        "excerpt": "ize larger for the purpose of determining its carrying capacity."
      }
    ],
    "cape": [
      {
        "document": 1536,
        "excerpt": "Cape of the Mountebank"
      }
    ],
    "capes": [
      {
        "document": 116,
        "excerpt": "ous Items include wearable items such as boots, belts, capes, amulets, brooches, and circlets. Bags, carpets, figurines, horns, musical instruments, and more also fa"
      }
    ],
    "capitalizes": [
      {
        "document": 143,
        "excerpt": "ed in alphabetical order. If a magic item description capitalizes a creature's name and presents it in bold type, that's a visual cue pointing you to the creature's stat"
      }
    ],
    "capsizing": [
      {
        "document": 1214,
        "excerpt": "ehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated until the spell ends or you choose a different effect. If this effect"
      }
    ],
    "captain": [
      {
        "document": 801,
        "excerpt": "Bandit Captain"
      },
      {
        "document": 1800,
        "excerpt": "Bandit Captain"
      },
      {
        "document": 1918,
        "excerpt": "Guard Captain"
      },
      {
        "document": 1929,
        "excerpt": "Hobgoblin Captain"
      },
      {
        "document": 1984,
        "excerpt": "Pirate Captain"
      }
    ],
    "captain's": [
      {
        "document": 1984,
        "excerpt": "Captain's Charm. Wisdom Saving Throw: DC 14, one creature the pirate can see within 30 feet. Failure: The target h"
      }
    ],
    "carapace": [
      {
        "document": 2044,
        "excerpt": "against spells and other magical effects. Reflective Carapace. If the tarrasque is targeted by a Magic Missile spell or a spell that requires a ranged attack roll, ro"
      }
    ],
    "carceri": [
      {
        "document": 790,
        "excerpt": "lling 1d8: on a 1, the Abyss; on a 2, Acheron; on a 3, Carceri; on a 4, Gehenna; on a 5, Hades; on a 6, Limbo; on a 7, the Nine Hells; on an 8, Pandemonium"
      },
      {
        "document": 798,
        "excerpt": "Carceri"
      }
    ],
    "card": [
      {
        "document": 760,
        "excerpt": "1d100(13-Card Deck)"
      },
      {
        "document": 761,
        "excerpt": "1d100(13-Card Deck)"
      },
      {
        "document": 801,
        "excerpt": "The card drawer"
      },
      {
        "document": 820,
        "excerpt": "An old divination card bearing your likeness"
      },
      {
        "document": 1557,
        "excerpt": "drawn at random. You can take a Magic action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of yourself. An illusion o"
      },
      {
        "document": 1627,
        "excerpt": "ermining cards drawn from the deck. Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly. Any cards drawn in exce"
      }
    ],
    "card's": [
      {
        "document": 1627,
        "excerpt": "e if that card comes up again.) Mysterious Deck Each card's effect is described below. Balance. You can increase one of your ability scores by 2, to a maximum of 2"
      }
    ],
    "cards": [
      {
        "document": 437,
        "excerpt": "0) Variants: Dice (1 SP), dragonchess (1 GP), playing cards (5 SP), three-dragon ante (1 GP)"
      },
      {
        "document": 1168,
        "excerpt": "V, S, M (specially marked sticks, bones, cards, or other divinatory tokens worth 25+ GP)"
      },
      {
        "document": 1267,
        "excerpt": "V, S, M (a set of divination tools - such as cards or runes - worth 100+ GP)"
      },
      {
        "document": 1557,
        "excerpt": "Wondrous Item, Uncommon This box contains a set of cards. A full deck has 34 cards: 32 depicting specific creatures and two with a mirrored surface. A deck found"
      },
      {
        "document": 1627,
        "excerpt": "ound in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have thirteen cards, but some have twenty-two."
      }
    ],
    "care": [
      {
        "document": 75,
        "excerpt": "tion for any of these activities when it needs special care or when it presents an unusual obstacle. For instance, the GM might require you to take the Utilize acti"
      }
    ],
    "career": [
      {
        "document": 244,
        "excerpt": "from a level 1 character just beginning an adventuring career to the epic heights of level 20. These tiers don't have any rules associated with them; they point to th"
      },
      {
        "document": 962,
        "excerpt": "ures at certain Barbarian levels. For the rest of your career, you gain each of your subclass's features that are of your Barbarian level or lower."
      },
      {
        "document": 963,
        "excerpt": "features at certain Bard levels. For the rest of your career, you gain each of your subclass's features that are of your Bard level or lower."
      },
      {
        "document": 964,
        "excerpt": "eatures at certain Cleric levels. For the rest of your career, you gain each of your subclass's features that are of your Cleric level or lower."
      },
      {
        "document": 965,
        "excerpt": "features at certain Druid levels. For the rest of your career, you gain each of your subclass's features that are of your Druid level or lower."
      },
      {
        "document": 966,
        "excerpt": "atures at certain Fighter levels. For the rest of your career, you gain each of your subclass's features that are of your Fighter level or lower."
      },
      {
        "document": 967,
        "excerpt": "features at certain Monk levels. For the rest of your career, you gain each of your subclass's features that are of your Monk level or lower."
      },
      {
        "document": 968,
        "excerpt": "atures at certain Paladin levels. For the rest of your career, you gain each of your subclass's features that are of your Paladin level or lower."
      },
      {
        "document": 969,
        "excerpt": "eatures at certain Ranger levels. For the rest of your career, you gain each of your subclass's features that are of your Ranger level or lower."
      },
      {
        "document": 970,
        "excerpt": "features at certain Rogue levels. For the rest of your career, you gain each of your subclass's features that are of your Rogue level or lower."
      },
      {
        "document": 971,
        "excerpt": "tures at certain Sorcerer levels. For the rest of your career, you gain each of your subclass's features that are of your Sorcerer level or lower."
      },
      {
        "document": 972,
        "excerpt": "atures at certain Warlock levels. For the rest of your career, you gain each of your subclass's features that are of your Warlock level or lower."
      },
      {
        "document": 973,
        "excerpt": "reason, many wizards keep a backup spellbook. of your career, you gain each of your subclass's features that are of your Wizard level or lower."
      }
    ],
    "careful": [
      {
        "document": 971,
        "excerpt": "ure. The options are presented in alphabetical order. Careful Spell Cost: 1 Sorcery Point When you cast a spell that forces other creatures to make a saving throw,"
      }
    ],
    "carefully": [
      {
        "document": 1454,
        "excerpt": "r” is a place you have visited often, a place you have carefully studied, or a place you can see when you cast the spell. - “Seen casually” is a place you have seen more"
      },
      {
        "document": 1562,
        "excerpt": "r cast-off scales and gift them. Other times, hunters carefully preserve the hide of a dead dragon. In either case, Dragon Scale Mail is highly valued. While wearing t"
      }
    ],
    "cares": [
      {
        "document": 115,
        "excerpt": "is considered magical for the purpose of any rule that cares whether a weapon is magical or not."
      }
    ],
    "cargo": [
      {
        "document": 355,
        "excerpt": "Mounts and Cargo"
      },
      {
        "document": 922,
        "excerpt": "Cargo (Tons)"
      }
    ],
    "carnival": [
      {
        "document": 1697,
        "excerpt": "ern, an immense palace, a tropical island, a fantastic carnival, or whatever else you can imagine. Regardless of its nature, the demiplane contains enough water and foo"
      }
    ],
    "carpenter's": [
      {
        "document": 418,
        "excerpt": "Carpenter's Tools (8 GP)"
      }
    ],
    "carpet": [
      {
        "document": 713,
        "excerpt": "th a spell such as Wind Walk or a magic item such as a Carpet of Flying, translate the party's Speed into travel rates using these rules: Miles per hour = Speed ÷ 10"
      },
      {
        "document": 799,
        "excerpt": "Carpet of Flying Table 1"
      },
      {
        "document": 1537,
        "excerpt": "Carpet of Flying"
      }
    ],
    "carpet's": [
      {
        "document": 1537,
        "excerpt": "t hover and fly by taking a Magic action and using the carpet's command word. It moves according to your directions if you are within 30 feet of it. Four sizes of Carp"
      }
    ],
    "carpets": [
      {
        "document": 116,
        "excerpt": ", belts, capes, amulets, brooches, and circlets. Bags, carpets, figurines, horns, musical instruments, and more also fall into this category."
      }
    ],
    "carriage": [
      {
        "document": 355,
        "excerpt": "An animal pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including th"
      },
      {
        "document": 921,
        "excerpt": "Carriage"
      }
    ],
    "carriages": [
      {
        "document": 68,
        "excerpt": "Travelers in wagons, carriages, or other land vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the sp"
      }
    ],
    "carried": [
      {
        "document": 142,
        "excerpt": "omeone else. Keep Me Close. The item insists on being carried or worn at all times. If its bearer refuses to comply with the item's demands, the item can do any of t"
      },
      {
        "document": 359,
        "excerpt": "tream by draft animals on the shores. A Rowboat can be carried and weighs 100 pounds. Airborne and Waterborne Vehicles"
      },
      {
        "document": 783,
        "excerpt": "he Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the chosen point of origin, and no larger than 10 feet in any dimension. If there ar"
      },
      {
        "document": 1158,
        "excerpt": "magical objects within range that aren't being worn or carried, aren't fixed to a surface, and aren't Gargantuan. The maximum number of objects is equal to your spellc"
      },
      {
        "document": 1166,
        "excerpt": "willing creature or an object that isn't being worn or carried. A creature gains the Mask effect below, and an object gains the False Aura effect below. The effect las"
      },
      {
        "document": 1184,
        "excerpt": "lammable objects in the Cone that aren't being worn or carried start burning. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level a"
      },
      {
        "document": 1214,
        "excerpt": "s. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of c"
      },
      {
        "document": 1223,
        "excerpt": "u cast the spell on an object that isn't being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object. Covering that object wit"
      },
      {
        "document": 1225,
        "excerpt": "u cast the spell on an object that isn't being worn or carried, causing the sunlight to fill a 60-foot Emanation originating from that object. Covering that object wi"
      },
      {
        "document": 1227,
        "excerpt": "ble objects in the explosion that aren't being worn or carried start burning. Using a Higher-Level Spell Slot. The base damage increases by 1d6 for each spell slot le"
      },
      {
        "document": 1252,
        "excerpt": "ect below). A targeted object must be neither worn nor carried. If the target is an unwilling creature, it can make a Constitution saving throw. On a successful save,"
      },
      {
        "document": 1270,
        "excerpt": "by this spell starts burning if it isn't being worn or carried. Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10)"
      },
      {
        "document": 1272,
        "excerpt": "lammable objects in the area that aren't being worn or carried start burning."
      },
      {
        "document": 1273,
        "excerpt": "lammable objects in the area that aren't being worn or carried start burning. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level a"
      },
      {
        "document": 1276,
        "excerpt": "feet wide. Flammable objects that aren't being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and Dim Light for"
      },
      {
        "document": 1336,
        "excerpt": "h one Large or smaller object that isn't being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light f"
      },
      {
        "document": 1347,
        "excerpt": "n object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or fewer, though it can be delivered"
      },
      {
        "document": 1359,
        "excerpt": "ly once. A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area, and the object starts burning if it's flammable."
      },
      {
        "document": 1375,
        "excerpt": "ated by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed. For the duration, you or a creature you choose can ride the stee"
      },
      {
        "document": 1421,
        "excerpt": "he save. A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area. Using a Higher-Level Spell Slot. The damage increase"
      },
      {
        "document": 1452,
        "excerpt": "e or smaller object. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction within the spell's range. If the object is wo"
      },
      {
        "document": 1454,
        "excerpt": ", it must be Large or smaller, and it can't be held or carried by an unwilling creature. The destination you choose must be known to you, and it must be on the same p"
      },
      {
        "document": 1458,
        "excerpt": "s a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from"
      },
      {
        "document": 1463,
        "excerpt": "s into a creature (the object must be neither worn nor carried). The transformation lasts for the duration or until the target dies or is destroyed, but if you maintai"
      },
      {
        "document": 1556,
        "excerpt": "target one object in the Line that isn't being worn or carried and that weighs no more than 200 pounds. The object is knocked over by the geyser."
      },
      {
        "document": 1574,
        "excerpt": "smaller creature or an object that isn't being worn or carried, provided the object is small enough to fit inside a 5-foot Cube. The arrow teleports the target to an u"
      },
      {
        "document": 1603,
        "excerpt": "crystal objects in the Cone that aren't being worn or carried take 10d8 Thunder damage. Each use of the horn's magic has a 20 percent chance of causing the horn to e"
      },
      {
        "document": 1608,
        "excerpt": "e tower. Objects in the area that aren't being worn or carried are also pushed clear of the tower. The tower is 20 feet on a side and 30 feet high, with arrow slits o"
      },
      {
        "document": 1682,
        "excerpt": "ee within 60 feet of yourself that isn't being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend."
      },
      {
        "document": 1733,
        "excerpt": "er damage to objects it hits that aren't being worn or carried. The weapon has the following additional properties. Clap of Thunder. As a Magic action, you can strik"
      },
      {
        "document": 1802,
        "excerpt": "target is a flammable object that isn't being worn or carried, it starts burning."
      },
      {
        "document": 1932,
        "excerpt": "target is a flammable object that isn't being worn or carried, it starts burning. Infernal Tail. Dexterity Saving Throw: DC 17, one creature the devil can see within"
      },
      {
        "document": 1954,
        "excerpt": "reature or a flammable object that isn't being worn or carried, it starts burning."
      },
      {
        "document": 2007,
        "excerpt": "nonmagical metal object - armor or a weapon - worn or carried by a creature within 5 feet of itself. Dexterity Saving Throw: DC 11, the creature with the object. Fail"
      },
      {
        "document": 2044,
        "excerpt": "each creature and each object that isn't being worn or carried in a 150-foot Cone. Failure: 78 (12d12) Thunder damage, and the target has the Deafened and Frightened c"
      }
    ],
    "carries": [
      {
        "document": 14,
        "excerpt": ", those points are lost first, and any leftover damage carries over to your Hit Points. For example, if you have 5 Temporary Hit Points and take 7 damage, you lose tho"
      },
      {
        "document": 159,
        "excerpt": "onster that requires ammunition to make ranged attacks carries the necessary ammunition."
      },
      {
        "document": 378,
        "excerpt": "ny curse the item might bear). Sometimes a magic item carries a clue to its properties. The command word to activate a ring might be etched inside the band, or a feat"
      },
      {
        "document": 676,
        "excerpt": "rats. Any Humanoid that is wounded by a creature that carries the contagion or that comes into contact with contaminated filth or offal must succeed on a DC 11 Consti"
      },
      {
        "document": 785,
        "excerpt": "can communicate telepathically with any creature that carries or wields it."
      },
      {
        "document": 1158,
        "excerpt": "t reverts to its object form, and any remaining damage carries over to that form. Using a Higher-Level Spell Slot. The creature's Slam damage increases by 1d4 (Medium"
      },
      {
        "document": 1369,
        "excerpt": "doesn't directly affect plant growth. The moved earth carries any plants along with it."
      },
      {
        "document": 1377,
        "excerpt": "ommands to achieve its own objectives. If the creature carries out your commands completely before the spell ends, it travels to you to report this fact if you are on"
      },
      {
        "document": 1537,
        "excerpt": "shown on the table, but its Fly Speed is halved if it carries more than its normal capacity."
      }
    ],
    "carrot": [
      {
        "document": 1224,
        "excerpt": "V, S, M (a dried carrot)"
      }
    ],
    "carry": [
      {
        "document": 62,
        "excerpt": "You can usually carry your gear and treasure without worrying about the weight of those objects. If you try to haul an unusual"
      },
      {
        "document": 354,
        "excerpt": "through the wilderness, but its primary purpose is to carry gear that would otherwise slow you down. The Mounts and Other Animals table shows each animal's carrying"
      },
      {
        "document": 362,
        "excerpt": "ocks. A ship outfitted with private accommodations can carry one-fifth as many passengers. A passenger usually pays 5 SP per day for a hammock, but prices can vary f"
      },
      {
        "document": 542,
        "excerpt": "ts on you - conditions, spells, curses, and the like - carry over from one form to the other. You revert to your true form if you die."
      },
      {
        "document": 586,
        "excerpt": "re determine the maximum weight in pounds that you can carry, as shown in the Carrying Capacity table. The table also shows the maximum weight you can drag, lift, or"
      },
      {
        "document": 945,
        "excerpt": "Carry"
      },
      {
        "document": 968,
        "excerpt": "Your strikes now carry supernatural power. When you hit a target with an attack roll using a Melee weapon or an Unarmed Strike,"
      },
      {
        "document": 1288,
        "excerpt": "creature that you can see within range, ordering it to carry out some service or refrain from an action or a course of activity as you decide. The target must succee"
      },
      {
        "document": 1343,
        "excerpt": "feet. The hand can't attack, activate magic items, or carry more than 10 pounds."
      },
      {
        "document": 1350,
        "excerpt": "ke different sounds at different times, even making it carry on a conversation, for example. Physical interaction with the image reveals it to be an illusion, for t"
      },
      {
        "document": 1492,
        "excerpt": "than the grappler. Movable. The grappler can drag or carry you when it moves, but every foot of movement costs it 1 extra foot unless you are Tiny or two or more s"
      },
      {
        "document": 1534,
        "excerpt": "dden in the air. It has a Fly Speed of 50 feet. It can carry up to 400 pounds, but its Fly Speed becomes 30 feet while carrying over 200 pounds. The broom stops hove"
      },
      {
        "document": 1537,
        "excerpt": "ndomly by rolling on the following table. A carpet can carry up to twice the weight shown on the table, but its Fly Speed is halved if it carries more than its norma"
      },
      {
        "document": 1579,
        "excerpt": "it can't attack. It obeys your simple commands and can carry up to 500 pounds while flying at its maximum speed (16 miles per hour for a maximum of 144 miles per day"
      },
      {
        "document": 1627,
        "excerpt": "tility toward you. Ruin. All forms of wealth that you carry or own, other than magic items, are lost to you. Portable property vanishes. Businesses, buildings, and"
      },
      {
        "document": 1684,
        "excerpt": "ile wearing this ring, you and everything you wear and carry are unharmed by temperatures of 0 degrees Fahrenheit or lower."
      },
      {
        "document": 1737,
        "excerpt": "regains 1d3 expended charges daily at dawn. While you carry it, you can expend 1 charge to cast Dominate Beast (save DC 15) from it on a Beast that has a Swim Speed"
      },
      {
        "document": 2074,
        "excerpt": "Ephemeral. The wisp can't wear or carry anything. Illumination. The wisp sheds Bright Light in a 20-foot radius and Dim Light for an additional"
      }
    ],
    "carrying": [
      {
        "document": 62,
        "excerpt": "Carrying Objects"
      },
      {
        "document": 354,
        "excerpt": "The Mounts and Other Animals table shows each animal's carrying capacity. See “Monsters” for the animals' stat blocks."
      },
      {
        "document": 355,
        "excerpt": "ed, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, add their carr"
      },
      {
        "document": 563,
        "excerpt": "hen you teleport, all the equipment you're wearing and carrying teleports with you. If you're touching another creature when you teleport, that creature doesn't telepor"
      },
      {
        "document": 586,
        "excerpt": "Carrying Capacity"
      },
      {
        "document": 738,
        "excerpt": "rate of travel while waterborne depends on the vehicle carrying them; see “Vehicles.” Intelligence or Wisdom. One or both abilities are ideal for a background that foc"
      },
      {
        "document": 785,
        "excerpt": "m communicates by transmitting emotion to the creature carrying or wielding it."
      },
      {
        "document": 920,
        "excerpt": "Carrying Capacity"
      },
      {
        "document": 945,
        "excerpt": "Carrying Capacity"
      },
      {
        "document": 982,
        "excerpt": "action required). This effect also ends if you aren't carrying the weapon."
      },
      {
        "document": 990,
        "excerpt": "ou also count as one size larger when determining your carrying capacity."
      },
      {
        "document": 1235,
        "excerpt": "Points, it and everything nonmagical it is wearing and carrying are disintegrated into gray dust. The target can be revived only by a True Resurrection or a Wish spell."
      },
      {
        "document": 1252,
        "excerpt": "t. Everything that a targeted creature is wearing and carrying changes size with it. Any item it drops returns to normal size at once. A thrown weapon or piece of ammu"
      },
      {
        "document": 1265,
        "excerpt": "leaves behind in its space anything it was wearing or carrying. One Familiar Only. You can't have more than one familiar at a time. If you cast this spell while you h"
      },
      {
        "document": 1266,
        "excerpt": "isappears, it leaves behind anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the steed that disappeared or a different o"
      },
      {
        "document": 1286,
        "excerpt": "h shape-shifts, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends on the target if it drops to 0 Hit Points or if it"
      },
      {
        "document": 1328,
        "excerpt": "and the spell ends. If another creature is holding or carrying the object, crushing the sapphire doesn't transport it, but instead you learn who that creature is and w"
      },
      {
        "document": 1463,
        "excerpt": "t, it transforms along with whatever it is wearing and carrying into that form, as long as the object's size is no larger than the creature's size. The creature's stati"
      },
      {
        "document": 1494,
        "excerpt": "can somehow see you. Any equipment you are wearing or carrying is also concealed. Attacks Affected. Attack rolls against you have Disadvantage, and your attack rolls"
      },
      {
        "document": 1496,
        "excerpt": "along with any nonmagical objects you are wearing and carrying, into a solid inanimate substance (usually stone). Your weight increases by a factor of ten, and you cea"
      },
      {
        "document": 1527,
        "excerpt": "r Speed is higher, and your Speed isn't reduced by you carrying weight in excess of your carrying capacity or wearing Heavy Armor. Once on each of your turns, you can"
      },
      {
        "document": 1534,
        "excerpt": "to 400 pounds, but its Fly Speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land or when you're no longer riding it. As a Magic"
      },
      {
        "document": 1625,
        "excerpt": "ow or be trapped, along with anything it is wearing or carrying, in one of the mirror's twelve extradimensional cells. A creature that knows the mirror's nature makes t"
      },
      {
        "document": 1627,
        "excerpt": "radi-dimensional sphere. Everything you're wearing and carrying disappears with you except for Artifacts, which stay behind in the space you occupied when you disappear"
      },
      {
        "document": 1633,
        "excerpt": "er creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes"
      },
      {
        "document": 1635,
        "excerpt": "er creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes"
      },
      {
        "document": 1689,
        "excerpt": "Astral Plane along with everything you are wearing and carrying. You remain there until you take a Magic action to return to the plane you were on. You reappear in the"
      },
      {
        "document": 1698,
        "excerpt": "tself, to knot or unknot itself, or to coil itself for carrying. If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, th"
      },
      {
        "document": 1730,
        "excerpt": "the damage again each time it ends its turn holding or carrying the talisman. Holy Symbol. You can use the talisman as a Holy Symbol. You gain a +2 bonus to spell atta"
      },
      {
        "document": 1732,
        "excerpt": "the damage again each time it ends its turn holding or carrying the talisman. Holy Symbol. You can use the talisman as a Holy Symbol. You gain a +2 bonus to spell atta"
      },
      {
        "document": 1846,
        "excerpt": "the same in each form. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 1938,
        "excerpt": ", except for its Speed. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 1939,
        "excerpt": "ck instead of this one. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 1962,
        "excerpt": "to its true blob form. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 1965,
        "excerpt": "as one size larger for the purpose of determining its carrying capacity."
      },
      {
        "document": 1969,
        "excerpt": "s. Soul Bag. The hag has a soul bag. While holding or carrying the bag, the hag can use its Nightmare Haunting action. The bag has AC 15, HP 20, and Resistance to all"
      },
      {
        "document": 1976,
        "excerpt": "the same in each form. Any equipment it is wearing or carrying isn't transformed. Spellcasting. The oni casts one of the following spells, requiring no Material compo"
      },
      {
        "document": 1996,
        "excerpt": ", except for its Speed. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 2036,
        "excerpt": "only in its true form. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 2067,
        "excerpt": "the same in each form. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 2068,
        "excerpt": "the same in each form. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 2069,
        "excerpt": "the same in each form. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 2070,
        "excerpt": "the same in each form. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 2071,
        "excerpt": "the same in each form. Any equipment it is wearing or carrying isn't transformed."
      }
    ],
    "cart": [
      {
        "document": 355,
        "excerpt": "An animal pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weig"
      },
      {
        "document": 921,
        "excerpt": "Cart"
      },
      {
        "document": 944,
        "excerpt": "Large (cart, dining table)"
      }
    ],
    "cartographer's": [
      {
        "document": 419,
        "excerpt": "Cartographer's Tools (15 GP)"
      }
    ],
    "carve": [
      {
        "document": 433,
        "excerpt": "Ability: Dexterity Weight: 5 lb. Utilize: Carve a pattern in wood (DC 10) Craft: Club, Greatclub, Quarterstaff, Ranged weapons (except Pistol, Musket,"
      }
    ],
    "carved": [
      {
        "document": 266,
        "excerpt": "mechanical canary inside a lamp 45 A miniature chest carved to look like it has numerous feet on the bottom 46 A dead sprite inside a clear glass bottle 47 A meta"
      },
      {
        "document": 449,
        "excerpt": "forms in the Arcane Focuses table and is be jeweled or carved to channel arcane magic. A Sorcerer, Warlock, or Wizard can use such an item as a Spellcasting Focus. A"
      },
      {
        "document": 478,
        "excerpt": "s one of the forms in the Druidic Focuses table and is carved, tied with ribbon, or painted to channel primal magic. A Druid or Ranger can use such an object as a Spe"
      },
      {
        "document": 1580,
        "excerpt": "have passed. Ebony Fly (Rare). This ebony statuette, carved in the likeness of a horsefly, can become a Giant Fly (see the accompanying stat block) for up to 12 hou"
      },
      {
        "document": 1702,
        "excerpt": "ncommon Sending Stones come in pairs, with each stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can cast Sending"
      }
    ],
    "case": [
      {
        "document": 47,
        "excerpt": "is, literally, the act of playing out a role. In this case, it's you as a player determining how your character thinks, acts, and talks. Roleplaying is part of eve"
      },
      {
        "document": 378,
        "excerpt": "also offer hints about its properties. In the specific case of Potions, a little taste is enough to tell the taster what a potion does. Other items might require mo"
      },
      {
        "document": 425,
        "excerpt": "Armor, Studded Leather Armor, Backpack, Crossbow Bolt Case, Map or Scroll Case, Parchment, Pouch, Quiver, Waterskin"
      },
      {
        "document": 466,
        "excerpt": "Case, Crossbow Bolt (1 GP)"
      },
      {
        "document": 467,
        "excerpt": "Case, Map or Scroll (1 GP)"
      },
      {
        "document": 607,
        "excerpt": "qual to or greater than its damage threshold, in which case it takes that entire instance of damage. Any damage that fails to meet or exceed the damage threshold is"
      },
      {
        "document": 931,
        "excerpt": "Case, Crossbow Bolt"
      },
      {
        "document": 932,
        "excerpt": "Case"
      },
      {
        "document": 1038,
        "excerpt": "Case, Crossbow Bolt"
      },
      {
        "document": 1039,
        "excerpt": "Case, Map or Scroll"
      },
      {
        "document": 1199,
        "excerpt": "formation that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the GM might offer a s"
      },
      {
        "document": 1231,
        "excerpt": "nse the kind of poison, creature, or contagion in each case. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead."
      },
      {
        "document": 1464,
        "excerpt": "a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 1"
      },
      {
        "document": 1562,
        "excerpt": "arefully preserve the hide of a dead dragon. In either case, Dragon Scale Mail is highly valued. While wearing this armor, you gain a +1 bonus to Armor Class, you"
      },
      {
        "document": 1627,
        "excerpt": "can choose not to adjust your ability scores, in which case this card has no effect. Comet. The next time you enter combat against one or more Hostile creatures, y"
      },
      {
        "document": 1730,
        "excerpt": "ut takes 4d6 Psychic damage from the ordeal. In either case, the fissure then closes, leaving no trace of its existence. When you expend the last charge, the talism"
      },
      {
        "document": 1732,
        "excerpt": "ut takes 4d6 Psychic damage from the ordeal. In either case, the fissure then closes, leaving no trace of its existence. When you expend the last charge, the talism"
      }
    ],
    "cases": [
      {
        "document": 26,
        "excerpt": "lenging for an adventurer to complete a task. In those cases, the GM might ask the player to roll a die to help determine what happens. Describing the results often"
      },
      {
        "document": 384,
        "excerpt": "d about the shoulders. A weapon must be held. In most cases, a magic item that's meant to be worn can fit a creature regardless of size or build. Magic garments are"
      },
      {
        "document": 477,
        "excerpt": ", Fine Clothes, Ink, 5 Ink Pens, Lamp, 2 Map or Scroll Cases, 4 flasks of Oil, 5 sheets of Paper, 5 sheets of Parchment, Perfume, and Tinderbox."
      }
    ],
    "cast": [
      {
        "document": 117,
        "excerpt": "to attune to an item, the creature qualifies if it can cast at least one spell using its traits or features, not by using a magic item or the like. Items Made for"
      },
      {
        "document": 123,
        "excerpt": "Spells Cast from Items"
      },
      {
        "document": 124,
        "excerpt": "m has remaining is revealed when the Identify spell is cast on it. A creature attuned to an item knows how many charges the item has and how many it regains."
      },
      {
        "document": 132,
        "excerpt": "If a magic item allows its user to cast any spells from it, you must have all those spells prepared every day you spend crafting the item."
      },
      {
        "document": 156,
        "excerpt": ", such as a recharging breath weapon or a spell it can cast only once per day, have it use that special ability as quickly and as often as possible. Multiattack. I"
      },
      {
        "document": 175,
        "excerpt": "If a monster can cast any spells, its stat block lists the spells and provides the monster's spellcasting ability, spell save"
      },
      {
        "document": 241,
        "excerpt": "etermined by whatever feature gives you the ability to cast the spell. Spell Slots, Cantrips, and Prepared Spells. If your class gives you the Spellcasting or Pact"
      },
      {
        "document": 264,
        "excerpt": "ou use the spellcasting ability of that class when you cast the spell. Cantrips. If a cantrip of yours increases in power at higher levels, the increase is based o"
      },
      {
        "document": 313,
        "excerpt": "A Lamp burns Oil as fuel to cast Bright Light in a 15-foot radius and Dim Light for an additional 30 feet."
      },
      {
        "document": 314,
        "excerpt": "A Bullseye Lantern burns Oil as fuel to cast Bright Light in a 60-foot Cone and Dim Light for an additional 60 feet."
      },
      {
        "document": 315,
        "excerpt": "A Hooded Lantern burns Oil as fuel to cast Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. As a Bonus Action, you can low"
      },
      {
        "document": 344,
        "excerpt": "n your class's spell list, you can read the scroll and cast the spell using its normal casting time and without providing any Material components. If the spell req"
      },
      {
        "document": 376,
        "excerpt": "ost settlements contain individuals who are willing to cast spells in exchange for payment. If a spell has expensive components, add the cost of those components to"
      },
      {
        "document": 408,
        "excerpt": "est that involves Strength or Dexterity, and you can't cast spells."
      },
      {
        "document": 487,
        "excerpt": "ssile and Cure Wounds, have more powerful effects when cast at a higher level, as detailed in a spell's description."
      },
      {
        "document": 490,
        "excerpt": "Most spells require the Magic action to cast, but some spells require a Bonus Action, a Reaction, or 1 minute or more. A spell's Casting Time entry s"
      },
      {
        "document": 491,
        "excerpt": "On a turn, you can expend only one spell slot to cast a spell. This rule means you can't, for example, cast a spell with a spell slot using the Magic action a"
      },
      {
        "document": 492,
        "excerpt": "A spell that has a casting time of a Reaction is cast in response to a trigger that is defined in the spell's Casting Time entry. Some spells that have a cast"
      },
      {
        "document": 493,
        "excerpt": "Certain spells - including a spell cast as a Ritual - require more time to cast: minutes or even hours. While you cast a spell with a casting ti"
      },
      {
        "document": 494,
        "excerpt": "ter must touch within their reach. Self. The spell is cast on the spellcaster or emanates from them, as specified in the spell. If a spell has movable effects, th"
      },
      {
        "document": 495,
        "excerpt": "are physical requirements the spellcaster must meet to cast the spell. Each spell's description indicates whether it requires Verbal (V), Somatic (S), or Material ("
      },
      {
        "document": 496,
        "excerpt": "e who is gagged or in an area of magical silence can't cast a spell with a Verbal component."
      },
      {
        "document": 497,
        "excerpt": "Before you can cast a spell, you must have the spell prepared in your mind or have access to the spell from a magic item, su"
      },
      {
        "document": 500,
        "excerpt": "n is the length of time the spell persists after it is cast. A duration typically takes one of the following forms: Concentration. A duration that requires Concent"
      },
      {
        "document": 502,
        "excerpt": "s description says otherwise. Invalid Targets. If you cast a spell on someone or something that can't be affected by it, nothing happens to that target, but if you"
      },
      {
        "document": 505,
        "excerpt": "ns overlap. In contrast, the effects of the same spell cast multiple times don't combine. Instead, the most potent effect - such as the highest bonus - from those c"
      },
      {
        "document": 510,
        "excerpt": "a series of entries that provide the details needed to cast the spell. The following sections explain each of those entries, which follow a spell's name."
      },
      {
        "document": 511,
        "excerpt": "u must have training with any armor you are wearing to cast spells while wearing it. You are otherwise too hampered by the armor for spellcasting."
      },
      {
        "document": 512,
        "excerpt": "w powerful it is. Cantrips - simple spells that can be cast almost by rote - are level 0. The rules for each spellcasting class say when its members gain access to"
      },
      {
        "document": 513,
        "excerpt": "Spellcasting is taxing, so a spellcaster can cast only a limited number of level 1+ spells before resting. Spell slots are the main way a spellcaster's ma"
      },
      {
        "document": 514,
        "excerpt": "There are several ways to cast a spell without expending a spell slot: Cantrips. A cantrip is cast without a spell slot. Rituals. Cer"
      },
      {
        "document": 518,
        "excerpt": "When you take the Magic action, you cast a spell that has a casting time of an action or use a feature or magic item that requires a Magic action"
      },
      {
        "document": 535,
        "excerpt": "es or ignore the trigger. When you Ready a spell, you cast it as normal (expending any resources used to cast it) but hold its energy, which you release with your"
      },
      {
        "document": 537,
        "excerpt": "have a spell prepared that has the Ritual tag, you can cast that spell as a Ritual. The Ritual version of a spell takes 10 minutes longer to cast than normal. It al"
      },
      {
        "document": 544,
        "excerpt": "est that involves Strength or Dexterity, and you can't cast spells. If you use a Shield and lack training with it, you don't gain its AC bonus. See also \"Disadvanta"
      },
      {
        "document": 585,
        "excerpt": "A cantrip is a level 0 spell, which is cast without a spell slot. See also “Spells.”"
      },
      {
        "document": 613,
        "excerpt": "the Raise Dead or Revivify spell. When such a spell is cast, the spirit knows who is casting it and can refuse. The spirit of a dead creature has left the body and"
      },
      {
        "document": 640,
        "excerpt": "r, an enemy finds you, you make an attack roll, or you cast a spell with a Verbal component."
      },
      {
        "document": 745,
        "excerpt": "Cast a spell, use a magic item, or use a magical feature."
      },
      {
        "document": 753,
        "excerpt": "The efreeti understands your languages and can cast Wish once for you. It disappears when it grants the wish or after 1 hour, and the bottle loses its magic"
      },
      {
        "document": 756,
        "excerpt": "You cast a random spell determined by rolling 1d10: on a 1, Enlarge/Reduce (enlarge effect); on a 2, Enlarge/Redu"
      },
      {
        "document": 783,
        "excerpt": "You cast a spell originating from the chosen point. Roll 1d10 to determine the spell: on a 1–2, Darkness; on a 3–"
      },
      {
        "document": 962,
        "excerpt": "pells. You can't maintain Concentration, and you can't cast spells. Duration. The Rage lasts until the end of your next turn, and it ends early if you don Heavy ar"
      },
      {
        "document": 963,
        "excerpt": "You have learned to cast spells through your bardic arts. See “Spells” for the rules on spellcasting. The information below detai"
      },
      {
        "document": 964,
        "excerpt": "You have learned to cast spells through prayer and meditation. See “Spells” for the rules on spellcasting. The information below"
      },
      {
        "document": 965,
        "excerpt": "You have learned to cast spells through studying the mystical forces of nature. See “Spells” for the rules on spellcasting. The i"
      },
      {
        "document": 968,
        "excerpt": "You have learned to cast spells through prayer and meditation. See “Spells” for the rules on spellcasting. The information below"
      },
      {
        "document": 969,
        "excerpt": "ve learned to channel the magical essence of nature to cast spells. See “Spells” for the rules on spellcasting. The information below details how you use those rule"
      },
      {
        "document": 971,
        "excerpt": "Drawing from your innate magic, you can cast spells. See “Spells” for the rules on spellcasting. The information below details how you use those rule"
      },
      {
        "document": 972,
        "excerpt": "lear - but its boon to you is concrete: the ability to cast spells. See “Spells” for the rules on spellcasting. The information below details how you use those rule"
      },
      {
        "document": 973,
        "excerpt": "As a student of arcane magic, you have learned to cast spells. See “Spells” for the rules on spellcasting. The information below details how you use those rule"
      },
      {
        "document": 975,
        "excerpt": "You can cast one of the level 1+ spells that you have prepared from your Circle Spells feature without expending a sp"
      },
      {
        "document": 977,
        "excerpt": "You have Resistance to that damage type, and when you cast a spell that deals damage of that type, you can add your Charisma modifier to one damage roll of that sp"
      },
      {
        "document": 978,
        "excerpt": "creatures that avoid the brunt of the effect. When you cast a can-trip at a creature and you miss with the attack roll or the target succeeds on a saving throw agai"
      },
      {
        "document": 981,
        "excerpt": "When a spell you cast with a spell slot restores Hit Points to a creature, that creature regains additional Hit Points on the"
      },
      {
        "document": 982,
        "excerpt": "cal smite now radiates protective energy. Whenever you cast Divine Smite, you and your allies have Half Cover while in your Aura of Protection. The aura has this be"
      },
      {
        "document": 984,
        "excerpt": "If the spell is a cantrip or a level 1 spell, you can cast it reliably. If the scroll contains a higher-level spell, you must first succeed on an Intelligence (Arc"
      },
      {
        "document": 988,
        "excerpt": "he table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long R"
      },
      {
        "document": 989,
        "excerpt": "arisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage):"
      },
      {
        "document": 994,
        "excerpt": "he table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long R"
      },
      {
        "document": 1006,
        "excerpt": "by 1, to a maximum of 30. Free Casting. Whenever you cast a spell with a level 1–4 spell slot, roll 1d4. If the number you roll is the same as the slot's level, t"
      },
      {
        "document": 1012,
        "excerpt": "cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long R"
      },
      {
        "document": 1152,
        "excerpt": "a creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm i"
      },
      {
        "document": 1155,
        "excerpt": "he message is lost, and the Beast returns to where you cast the spell. Using a Higher-Level Spell Slot. The spell's duration increases by 48 hours for each spell s"
      },
      {
        "document": 1156,
        "excerpt": "are limited by the Beast form's anatomy, and it can't cast spells. The target's equipment melds into the new form, and the target can't use any of that equipment w"
      },
      {
        "document": 1157,
        "excerpt": "control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts"
      },
      {
        "document": 1159,
        "excerpt": "ssing or reaching through it. An affected creature can cast spells or make attacks with Ranged or Reach weapons through the barrier. If you move so that an affect"
      },
      {
        "document": 1160,
        "excerpt": "timagic surrounds you in 10-foot Emanation. No one can cast spells, take Magic actions, or create other magical effects inside the aura, and those things can't targ"
      },
      {
        "document": 1161,
        "excerpt": "(a mix of vinegar and honey) Duration: 10 days As you cast the spell, choose whether it creates antipathy or sympathy, and target one creature or object that is Hu"
      },
      {
        "document": 1163,
        "excerpt": "ell ends. The hand doesn't occupy its space. When you cast the spell and as a Bonus Action on your later turns, you can move the hand up to 60 feet and then cause"
      },
      {
        "document": 1164,
        "excerpt": "l means. You and any creatures you designate when you cast the spell can open and close the object despite the lock. You can also set a password that, when spoken"
      },
      {
        "document": 1166,
        "excerpt": "ffect below. The effect lasts for the duration. If you cast the spell on the same target every day for 30 days, the illusion lasts until dispelled. Mask (Creature)"
      },
      {
        "document": 1168,
        "excerpt": "s other spells, that might change the results. If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each"
      },
      {
        "document": 1175,
        "excerpt": "save, the target takes 10d12 Psychic damage and can't cast spells or take the Magic action. At the end of every 30 days, the target repeats the save, ending the ef"
      },
      {
        "document": 1176,
        "excerpt": "rotic damage. Using a Higher-Level Spell Slot. If you cast this spell using a level 4 spell slot, you can maintain Concentration on it for up to 10 minutes. If you"
      },
      {
        "document": 1182,
        "excerpt": "Plane, you can perceive the plane you left, which is cast in shades of gray, but you can't see anything there more than 60 feet away. You can affect and be affect"
      },
      {
        "document": 1185,
        "excerpt": "that is 10 feet tall with a 60-foot radius. When you cast the spell, choose a point you can see under the cloud. A lightning bolt shoots from the cloud to that po"
      },
      {
        "document": 1191,
        "excerpt": "a new damage roll. The orb can't leap again unless you cast the spell with a level 2+ spell slot. Using a Higher-Level Spell Slot. The damage increases by 1d8 for"
      },
      {
        "document": 1193,
        "excerpt": "le sensor remains in place for the duration. When you cast the spell, choose seeing or hearing. You can use the chosen sense through the sensor as if you were in i"
      },
      {
        "document": 1199,
        "excerpt": "ght offer a short phrase as an answer instead. If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each"
      },
      {
        "document": 1210,
        "excerpt": "therworldly intelligence can break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a successful save, you can ask the entity up to f"
      },
      {
        "document": 1211,
        "excerpt": "Poisoned condition. Also, choose one ability when you cast the spell. While Poisoned, the target has Disadvantage on saving throws made with the chosen ability. T"
      },
      {
        "document": 1212,
        "excerpt": "days Choose a spell of level 5 or lower that you can cast, that has a casting time of an action, and that can target you. You cast that spell - called the conting"
      },
      {
        "document": 1215,
        "excerpt": "miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors. When you cast the spell, you change the current weathe"
      },
      {
        "document": 1216,
        "excerpt": "ect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn't expended."
      },
      {
        "document": 1219,
        "excerpt": "tone for each corpse) Duration: Instantaneous You can cast this spell only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one"
      },
      {
        "document": 1223,
        "excerpt": "magical light can't illuminate it. Alternatively, you cast the spell on an object that isn't being worn or carried, causing the Darkness to fill a 15-foot Emanatio"
      },
      {
        "document": 1225,
        "excerpt": "m Light for an additional 60 feet. Alternatively, you cast the spell on an object that isn't being worn or carried, causing the sunlight to fill a 60-foot Emanatio"
      },
      {
        "document": 1228,
        "excerpt": "ces closest to the door's former space. Each time you cast this spell, you can create a new demiplane or connect the shadowy door to a demiplane you created with a"
      },
      {
        "document": 1238,
        "excerpt": "e answer, such as the casting of other spells. If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each"
      },
      {
        "document": 1246,
        "excerpt": "erfectly upon waking. If the target is awake when you cast the spell, the messenger knows it and can either end the trance (and the spell) or wait for the target t"
      },
      {
        "document": 1248,
        "excerpt": "oint. The ground there is Difficult Terrain. When you cast this spell and at the end of each of your turns for the duration, each creature on the ground in the are"
      },
      {
        "document": 1254,
        "excerpt": ". Each creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends"
      },
      {
        "document": 1256,
        "excerpt": "feet you are moved. This spell ends instantly if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Plane"
      },
      {
        "document": 1261,
        "excerpt": "first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound has Truesight with a range of 30 feet. At the st"
      },
      {
        "document": 1265,
        "excerpt": "efits of any special senses it has. Finally, when you cast a spell with a range of touch, your familiar can deliver the touch. Your familiar must be within 100 fee"
      },
      {
        "document": 1266,
        "excerpt": "a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, choose the steed's creature type - Celestial, Fey, or Fiend - which determines certain traits"
      },
      {
        "document": 1281,
        "excerpt": "ll damages types of creatures that you choose when you cast it. Choose one or more of the following: Aberrations, Celestials, Elementals, Fey, Fiends, and Undead. W"
      },
      {
        "document": 1282,
        "excerpt": "matter from passing through it and blocking any spells cast into or out from the area. When you cast the spell, any creature that is completely inside the cage's a"
      },
      {
        "document": 1283,
        "excerpt": "n attack rolls against it. The spell ends early if you cast it again."
      },
      {
        "document": 1286,
        "excerpt": "e interacted with. Finally, the target can't attack or cast spells. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot lev"
      },
      {
        "document": 1287,
        "excerpt": "r presence or anywhere within their domains. When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn't work)"
      },
      {
        "document": 1290,
        "excerpt": "on a giant centipede, spider, or wasp (chosen when you cast the spell). It manifests in an unoccupied space you can see within range and uses the Giant Insect stat"
      },
      {
        "document": 1292,
        "excerpt": "mains for the duration. Any spell of level 5 or lower cast from outside the barrier can't affect anything within it. Such a spell can target creatures and objects"
      },
      {
        "document": 1293,
        "excerpt": "ce or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. The glyph is nearly imperc"
      },
      {
        "document": 1299,
        "excerpt": "ty-five 10-foot squares that are contiguous. When you cast this spell, you can specify individuals that are unaffected by the spell's effects. You can also specify"
      },
      {
        "document": 1309,
        "excerpt": "contact with the object takes 2d8 Fire damage when you cast the spell. Until the spell ends, you can take a Bonus Action on each of your later turns to deal this da"
      },
      {
        "document": 1313,
        "excerpt": "with an attack roll. Also, choose one ability when you cast the spell. The target has Disadvantage on ability checks made with the chosen ability. If the target dr"
      },
      {
        "document": 1323,
        "excerpt": "ation. To you and any creatures you designate when you cast the spell, the writing appears normal, seems to be written in your hand, and conveys whatever meaning yo"
      },
      {
        "document": 1324,
        "excerpt": "ition and can't be awoken. Ending the Spell. When you cast the spell, specify a trigger that will end it. The trigger can be as simple or as elaborate as you choos"
      },
      {
        "document": 1328,
        "excerpt": "ribes the object's name on the sapphire. Each time you cast this spell, you must use a different sapphire. Thereafter, you can take a Magic action to speak the obj"
      },
      {
        "document": 1332,
        "excerpt": "ch time the target can be opened and closed. When you cast the spell, a loud knock, audible up to 300 feet away, emanates from the target."
      },
      {
        "document": 1336,
        "excerpt": "mething opaque blocks the light. The spell ends if you cast it again."
      },
      {
        "document": 1343,
        "excerpt": "f it is ever more than 30 feet away from you or if you cast this spell again. When you cast the spell, you can use the hand to manipulate an object, open an unlock"
      },
      {
        "document": 1344,
        "excerpt": "Frightened condition from the creature. Each time you cast this spell, you can cause its magic to operate in the reverse direction, preventing a creature of the sp"
      },
      {
        "document": 1347,
        "excerpt": "words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its me"
      },
      {
        "document": 1348,
        "excerpt": "ck rolls and damage rolls. The spell ends early if you cast it again. Using a Higher-Level Spell Slot. The bonus increases to +2 with a level 3–5 spell slot. The b"
      },
      {
        "document": 1349,
        "excerpt": "feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the door remains open. You can open or clos"
      },
      {
        "document": 1350,
        "excerpt": "s until dispelled, without requiring Concentration, if cast with a level 4+ spell slot."
      },
      {
        "document": 1356,
        "excerpt": "ntage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use 5 feet of movement to leave the stone where yo"
      },
      {
        "document": 1358,
        "excerpt": "an reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier."
      },
      {
        "document": 1362,
        "excerpt": "elow for the effects of each. The illusion ends if you cast this spell again. If a creature takes a Study action to examine the sound or image, the creature can de"
      },
      {
        "document": 1365,
        "excerpt": "diately after you make an attack roll, deal damage, or cast a spell. As a Magic action, you can move the illusory double up to twice your Speed and make it gesture"
      },
      {
        "document": 1367,
        "excerpt": "creature. A Remove Curse or Greater Restoration spell cast on the target restores the creature's true memory. Using a Higher-Level Spell Slot. You can alter the t"
      },
      {
        "document": 1372,
        "excerpt": "n unoccupied space nearest to the surface on which you cast the spell."
      },
      {
        "document": 1376,
        "excerpt": "ific creature's name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (GM's choice). Wh"
      },
      {
        "document": 1377,
        "excerpt": "the Magic Circle spell to trap it while this spell is cast.) At the completion of the casting, the target must succeed on a Charisma saving throw or be bound to se"
      },
      {
        "document": 1381,
        "excerpt": "by the anatomy of its new form, and it can't speak or cast spells. The target's gear melds into the new form. The creature can't use or otherwise benefit from any"
      },
      {
        "document": 1386,
        "excerpt": "ange. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time."
      },
      {
        "document": 1388,
        "excerpt": "nal 100 feet. You and creatures you designate when you cast the spell can pass through and be near the wall without harm. If another creature that can see the wall"
      },
      {
        "document": 1389,
        "excerpt": "each side. The spell lasts for the duration. When you cast the spell, you decide what sort of security the spell provides, choosing any of the following properties"
      },
      {
        "document": 1390,
        "excerpt": "Light for an additional 20 feet. The spell ends if you cast it again. Until the spell ends, you can take a Magic action to hurl fire at a creature or an object wit"
      },
      {
        "document": 1391,
        "excerpt": "no larger than a 30-foot Cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5"
      },
      {
        "document": 1406,
        "excerpt": "ger taxes you. Until you finish a Long Rest, you can't cast spells again, and you have Disadvantage on D20 Tests."
      },
      {
        "document": 1415,
        "excerpt": "ch day that the spell ends. The spell also ends if you cast this spell again or if the Tiny replica chest is destroyed. If the spell ends and the larger chest is on"
      },
      {
        "document": 1420,
        "excerpt": "e, and it can't be a Construct or an Undead. When you cast the spell, you gain a number of Temporary Hit Points equal to the Hit Points of the first form into whic"
      },
      {
        "document": 1424,
        "excerpt": "amage type (your choice). The spell ends early if you cast it again or if you let go of the weapon. Cantrip Upgrade. The damage die changes when you reach levels"
      },
      {
        "document": 1429,
        "excerpt": "t, its Hit Point maximum is half as much, and it can't cast this spell. The simulacrum is Friendly to you and creatures you designate. It obeys your commands and a"
      },
      {
        "document": 1433,
        "excerpt": "120 feet Components: V, S Duration: Instantaneous You cast sorcerous energy at one creature or object within range. Make a ranged spell attack against the target."
      },
      {
        "document": 1439,
        "excerpt": "Any creature that can't see the area when the spell is cast must take a Search action and succeed on a Wisdom (Perception or Survival) check against your spell save"
      },
      {
        "document": 1440,
        "excerpt": "ice). If you are evil, they appear fiendish. When you cast this spell, you can designate creatures to be unaffected by it. Any other creature's Speed is halved in"
      },
      {
        "document": 1448,
        "excerpt": "pe this spirit has Resistance to (your choice when you cast the spell). Success: Half damage."
      },
      {
        "document": 1451,
        "excerpt": "place; if it is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. The glyph is nearly imperc"
      },
      {
        "document": 1452,
        "excerpt": "r manipulate creatures or objects by thought. When you cast the spell and as a Magic action on your later turns before the spell ends, you can exert your will on on"
      },
      {
        "document": 1454,
        "excerpt": "ave carefully studied, or a place you can see when you cast the spell. - “Seen casually” is a place you have seen more than once but with which you aren’t very fami"
      },
      {
        "document": 1455,
        "excerpt": "P, which the spell consumes) Duration: 1 round As you cast the spell, you draw a 5-foot-radius circle on the ground inscribed with sigils that link your location t"
      },
      {
        "document": 1456,
        "excerpt": "u create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time. Altered E"
      },
      {
        "document": 1458,
        "excerpt": "place more than 1,000 feet from the location where you cast it."
      },
      {
        "document": 1459,
        "excerpt": "stationary for the duration. The spell fails when you cast it if the Emanation isn't big enough to fully encapsulate all creatures in its area. Creatures and obje"
      },
      {
        "document": 1463,
        "excerpt": "by the anatomy of its new form, and it can't speak or cast spells. The target's gear melds into the new form. The creature can't use or otherwise benefit from any"
      },
      {
        "document": 1472,
        "excerpt": "l one. One side of the wall, selected by you when you cast this spell, deals 5d8 Fire damage to each creature that ends its turn within 10 feet of that side or ins"
      },
      {
        "document": 1477,
        "excerpt": "ted by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures."
      },
      {
        "document": 1484,
        "excerpt": "nstantaneous Wish is the mightiest spell a mortal can cast. By simply speaking aloud, you can alter reality itself. The basic use of this spell is to duplicate an"
      },
      {
        "document": 1485,
        "excerpt": "d when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect. You must designate a location,"
      },
      {
        "document": 1507,
        "excerpt": "ntelligence (Arcana) check. On a successful check, you cast Plane Shift. On a failed check, you and each creature and object within 15 feet of you travel to a rando"
      },
      {
        "document": 1513,
        "excerpt": "fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Cu"
      },
      {
        "document": 1525,
        "excerpt": "uires Attunement) While you wear these boots, you can cast Levitate on yourself."
      },
      {
        "document": 1535,
        "excerpt": "Tests. In addition, a Cleric or Druid in the light can cast level 1 spells they have prepared without expending spell slots. Alternatively, when you light the cand"
      },
      {
        "document": 1536,
        "excerpt": "ntly of brimstone. While wearing it, you can use it to cast Dimension Door as a Magic action. This property can't be used again until the next dawn. When you telep"
      },
      {
        "document": 1539,
        "excerpt": "pound. As a Magic action, you can strike the chime to cast Knock. The spell's customary knocking sound is replaced by the clear, ringing tone of the chime, which i"
      },
      {
        "document": 1540,
        "excerpt": "us Item, Uncommon While wearing this circlet, you can cast Scorching Ray with it (+5 to hit). The circlet can't cast this spell again until the next dawn."
      },
      {
        "document": 1541,
        "excerpt": "webs as if they were Difficult Terrain. Web. You can cast Web (save DC 13). The web created by the spell fills twice its normal area. Once used, this property can"
      },
      {
        "document": 1546,
        "excerpt": "the cloak in an area of Dim Light or Darkness, you can cast Polymorph on yourself, shape-shifting into a Bat. While in that form, you retain your Intelligence, Wisd"
      },
      {
        "document": 1548,
        "excerpt": "Attunement) While touching this crystal orb, you can cast Scrying (save DC 17) with it. In addition, you can cast Detect Thoughts (save DC 17) targeting creatures"
      },
      {
        "document": 1549,
        "excerpt": "Attunement) While touching this crystal orb, you can cast Scrying (save DC 17) with it. In addition, you can communicate telepathically with creatures you can see"
      },
      {
        "document": 1550,
        "excerpt": "Attunement) While touching this crystal orb, you can cast Scrying (save DC 17) with it. In addition, you have Truesight with a range of 120 feet centered on the s"
      },
      {
        "document": 1551,
        "excerpt": "Attunement) While touching this crystal orb, you can cast Scrying (save DC 17) with it."
      },
      {
        "document": 1552,
        "excerpt": "end the number of charges required for it, and thereby cast the spell associated with it (save DC 17), as shown in the Cube of Force Faces table. The cube starts w"
      },
      {
        "document": 1553,
        "excerpt": "agic action, you can expend 1 of the cube's charges to cast one of the following spells using the cube. Gate. Pressing one side of the cube, you cast Gate, opening"
      },
      {
        "document": 1561,
        "excerpt": "charges daily at dawn. If you control the orb, you can cast one of the spells on the following table from it. The table indicates how many charges you must expend t"
      },
      {
        "document": 1562,
        "excerpt": "of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them. Other times, hunters carefully preserve the hide of a dead dragon. In either"
      },
      {
        "document": 1576,
        "excerpt": "hile wearing them, you can expend 1 or more charges to cast Charm Person (save DC 13). For 1 charge, you cast the level 1 version of the spell. You increase the spe"
      },
      {
        "document": 1595,
        "excerpt": "(Requires Attunement) While wearing this hat, you can cast the Disguise Self spell. The spell ends if the hat is removed."
      },
      {
        "document": 1596,
        "excerpt": "ellcasting Focus for your Wizard spells. Any spell you cast using the hat gains a special Somatic component: you must reach into the hat and “pull” the spell out of"
      },
      {
        "document": 1598,
        "excerpt": ", you have Resistance to Fire damage. Spells. You can cast one of the following spells (save DC 18), using one of the helm's gems of the specified type as a compon"
      },
      {
        "document": 1599,
        "excerpt": "drous Item, Uncommon While wearing this helm, you can cast Comprehend Languages from it."
      },
      {
        "document": 1600,
        "excerpt": "ou have telepathy with a range of 30 feet, and you can cast Detect Thoughts or Suggestion (save DC 13) from the helm. Once either spell is cast from the helm, that"
      },
      {
        "document": 1601,
        "excerpt": "charges. While wearing it, you can expend 1 charge to cast Teleport from it. The helm regains 1d3 expended charges daily at dawn."
      },
      {
        "document": 1609,
        "excerpt": "take a Reaction to cancel a spell of level 4 or lower cast by a creature you can see. A canceled spell has no effect, and any resources used to cast it are wasted."
      },
      {
        "document": 1614,
        "excerpt": "charges. While holding it, you can expend 1 charge and cast Wish from it. Once used, this property can't be used again until the next dawn. The weapon loses this pr"
      },
      {
        "document": 1624,
        "excerpt": "charges. While wearing it, you can expend 1 charge to cast Detect Thoughts (save DC 13) from it. The medallion regains 1d4 expended charges daily at dawn."
      },
      {
        "document": 1627,
        "excerpt": "the knight, as desired. Moon. You gain the ability to cast Wish 1d3 times. Puzzle. Permanently reduce your Intelligence or Wisdom by 1d4 + 1 (to a minimum score o"
      },
      {
        "document": 1630,
        "excerpt": "the necklace. Each bead contains a spell that you can cast from it as a Bonus Action (using your spell save DC if a save is necessary). Once a magic bead's spell i"
      },
      {
        "document": 1645,
        "excerpt": "Potion, Uncommon When you drink this potion, you can cast the level 3 version of the Animal Friendship spell (save DC 13). Agitating this potion's muddy liquid b"
      },
      {
        "document": 1654,
        "excerpt": "ends early if you make an attack roll, deal damage, or cast a spell."
      },
      {
        "document": 1665,
        "excerpt": "wn. While wearing the ring, you can expend 1 charge to cast one of the following spells (save DC 13) from it: - Animal Friendship - Fear (affects Beasts only) - Sp"
      },
      {
        "document": 1667,
        "excerpt": "charges daily at dawn. While wearing the ring, you can cast a spell from it. Choose the spell from the list of available spells based on the Elemental Plane the rin"
      },
      {
        "document": 1672,
        "excerpt": "Requires Attunement) While wearing this ring, you can cast Jump from it, but can target only yourself when you do so."
      },
      {
        "document": 1677,
        "excerpt": "Ring, Very Rare (Requires Attunement) You can cast Dancing Lights or Light from the ring. The ring has 6 charges and regains 1d6 expended charges daily at"
      },
      {
        "document": 1678,
        "excerpt": "g, Rare (Requires Attunement) This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spe"
      },
      {
        "document": 1681,
        "excerpt": "Requires Attunement) While wearing this ring, you can cast Telekinesis from it."
      },
      {
        "document": 1683,
        "excerpt": "earing this ring, you can expend 1 of its 3 charges to cast Wish from it. The ring becomes non-magical when you use the last charge."
      },
      {
        "document": 1685,
        "excerpt": "Ring, Uncommon While wearing this ring, you cast Water Walk from it, targeting only yourself."
      },
      {
        "document": 1687,
        "excerpt": "th with a range of 120 feet. Drawbacks. A Light spell cast on the robe or a Daylight spell cast within 5 feet of the robe gives you the Blinded condition for 1 min"
      },
      {
        "document": 1689,
        "excerpt": "gic action to remove one of the stars and expend it to cast the level 5 version of Magic Missile. Daily at dusk, 1d6 removed stars reappear on the robe. While you"
      },
      {
        "document": 1692,
        "excerpt": "The energy has the same level as the spell when it was cast. A canceled spell dissipates with no effect, and any resources used to cast it are wasted. The rod can a"
      },
      {
        "document": 1693,
        "excerpt": "tiative rolls. Spells. While holding the rod, you can cast the following spells from it: - Detect Evil and Good - Detect Magic - Detect Poison and Disease - See I"
      },
      {
        "document": 1695,
        "excerpt": "nt) The rod has 5 charges. While you hold it, you can cast one of the following spells from it: Heal (expends 1 charge) or Resurrection (expends 5 charges). The r"
      },
      {
        "document": 1702,
        "excerpt": "easily recognized. While you touch one stone, you can cast Sending from it. The target is the bearer of the other stone. If no creature bears the other stone, you"
      },
      {
        "document": 1709,
        "excerpt": "ell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by rea"
      },
      {
        "document": 1712,
        "excerpt": "holding the staff, you can use any of its properties: Cast Spell. You can expend 1 of the staff's charges to cast Charm Person, Command, or Comprehend Languages fr"
      },
      {
        "document": 1713,
        "excerpt": "staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many"
      },
      {
        "document": 1714,
        "excerpt": "staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many"
      },
      {
        "document": 1715,
        "excerpt": "staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spellcasting ability modifier. The table in"
      },
      {
        "document": 1716,
        "excerpt": "ttack rolls. Spells. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many"
      },
      {
        "document": 1718,
        "excerpt": "the effect. Spells. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC and spell attack modifier. Th"
      },
      {
        "document": 1719,
        "excerpt": "(see below). Spells. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many"
      },
      {
        "document": 1721,
        "excerpt": "ttack rolls. Spells. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many"
      },
      {
        "document": 1730,
        "excerpt": "ing no remains. On a successful save, the target isn't cast into the fissure but takes 4d6 Psychic damage from the ordeal. In either case, the fissure then closes,"
      },
      {
        "document": 1732,
        "excerpt": "ing no remains. On a successful save, the target isn't cast into the fissure but takes 4d6 Psychic damage from the ordeal. In either case, the fissure then closes,"
      },
      {
        "document": 1737,
        "excerpt": "t dawn. While you carry it, you can expend 1 charge to cast Dominate Beast (save DC 15) from it on a Beast that has a Swim Speed."
      },
      {
        "document": 1741,
        "excerpt": "as 7 charges. Spells. While holding the wand, you can cast one of the spells (save DC 17) on the following table from it. The table indicates how many charges you"
      },
      {
        "document": 1743,
        "excerpt": "as 7 charges. Spells. While holding the wand, you can cast one of the spells (save DC 15) on the following table from it. The table indicates how many charges you"
      },
      {
        "document": 1744,
        "excerpt": "e holding it, you can expend no more than 3 charges to cast Fireball (save DC 15) from it. For 1 charge, you cast the level 3 version of the spell. You can increase"
      },
      {
        "document": 1745,
        "excerpt": "e holding it, you can expend no more than 3 charges to cast Lightning Bolt (save DC 15) from it. For 1 charge, you cast the level 3 version of the spell. You can in"
      },
      {
        "document": 1746,
        "excerpt": "charges. While holding it, you can expend 1 charge to cast Detect Magic from it. The wand regains 1d3 expended charges daily at dawn."
      },
      {
        "document": 1747,
        "excerpt": "e holding it, you can expend no more than 3 charges to cast Magic Missile from it. For 1 charge, you cast the level 1 version of the spell. You can increase the spe"
      },
      {
        "document": 1749,
        "excerpt": "charges. While holding it, you can expend 1 charge to cast Polymorph (save DC 15) from it. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at d"
      },
      {
        "document": 1752,
        "excerpt": "charges. While holding it, you can expend 1 charge to cast Web (save DC 13) from it. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. I"
      },
      {
        "document": 1753,
        "excerpt": "by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell's maximum range is normally less than 120 feet, it become"
      },
      {
        "document": 1757,
        "excerpt": "ndrous Item, Uncommon While holding this fan, you can cast Gust of Wind (save DC 13) from it. Each subsequent time the fan is used before the next dawn, it has a c"
      },
      {
        "document": 1761,
        "excerpt": "t can replace one attack with a use of Spellcasting to cast Acid Arrow (level 3 version). Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 13 (2d6 + 6) Slashing dam"
      },
      {
        "document": 1762,
        "excerpt": "t can replace one attack with a use of Spellcasting to cast Shatter. Rend. Melee Attack Roll: +12, reach 10 ft. Hit: 16 (2d8 + 7) Slashing damage plus 5 (1d10) Lig"
      },
      {
        "document": 1763,
        "excerpt": "with a use of (A) Sleep Breath or (B) Spellcasting to cast Scorching Ray. Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 17 (2d10 + 6) Slashing damage plus 4 (1d"
      },
      {
        "document": 1764,
        "excerpt": "h a use of (A) Repulsion Breath or (B) Spellcasting to cast Guiding Bolt (level 2 version). Rend. Melee Attack Roll: +12, reach 10 ft. Hit: 16 (2d8 + 7) Slashing d"
      },
      {
        "document": 1765,
        "excerpt": "ith a use of (A) Slowing Breath or (B) Spellcasting to cast Mind Spike (level 4 version). Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 17 (2d10 + 6) Slashing da"
      },
      {
        "document": 1766,
        "excerpt": "n replace one attack with a use of (A) Spellcasting to cast Guiding Bolt (level 2 version) or (B) Weakening Breath. Rend. Melee Attack Roll: +14, reach 10 ft. Hit:"
      },
      {
        "document": 1767,
        "excerpt": "t can replace one attack with a use of Spellcasting to cast Mind Spike (level 3 version). Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 15 (2d8 + 6) Slashing dam"
      },
      {
        "document": 1768,
        "excerpt": "t can replace one attack with a use of Spellcasting to cast Scorching Ray. Rend. Melee Attack Roll: +14, reach 10 ft. Hit: 13 (1d10 + 8) Slashing damage plus 5 (2d"
      },
      {
        "document": 1769,
        "excerpt": "a use of (A) Paralyzing Breath or (B) Spellcasting to cast Ice Knife. Rend. Melee Attack Roll: +13, reach 10 ft. Hit: 17 (2d8 + 8) Slashing damage plus 4 (1d8) Co"
      },
      {
        "document": 1773,
        "excerpt": "t can replace one attack with a use of Spellcasting to cast Acid Arrow (level 4 version). Rend. Melee Attack Roll: +15, reach 15 ft. Hit: 17 (2d8 + 8) Slashing dam"
      },
      {
        "document": 1774,
        "excerpt": "t can replace one attack with a use of Spellcasting to cast Shatter (level 3 version). Rend. Melee Attack Roll: +16, reach 15 ft. Hit: 18 (2d8 + 9) Slashing damage"
      },
      {
        "document": 1775,
        "excerpt": "with a use of (A) Sleep Breath or (B) Spellcasting to cast Scorching Ray (level 3 version). Rend. Melee Attack Roll: +14, reach 15 ft. Hit: 19 (2d10 + 8) Slashing"
      },
      {
        "document": 1776,
        "excerpt": "h a use of (A) Repulsion Breath or (B) Spellcasting to cast Guiding Bolt (level 2 version). Rend. Melee Attack Roll: +16, reach 15 ft. Hit: 18 (2d8 + 9) Slashing d"
      },
      {
        "document": 1777,
        "excerpt": "ith a use of (A) Slowing Breath or (B) Spellcasting to cast Mind Spike (level 5 version). Rend. Melee Attack Roll: +15, reach 15 ft. Hit: 19 (2d10 + 8) Slashing da"
      },
      {
        "document": 1778,
        "excerpt": "n replace one attack with a use of (A) Spellcasting to cast Guiding Bolt (level 4 version) or (B) Weakening Breath. Rend. Melee Attack Roll: +17 to hit, reach 15 f"
      },
      {
        "document": 1779,
        "excerpt": "t can replace one attack with a use of Spellcasting to cast Mind Spike (level 5 version). Rend. Melee Attack Roll: +15, reach 15 ft. Hit: 17 (2d8 + 8) Slashing dam"
      },
      {
        "document": 1780,
        "excerpt": "t can replace one attack with a use of Spellcasting to cast Scorching Ray (level 3 version). Rend. Melee Attack Roll: +17, reach 15 ft. Hit: 19 (2d8 + 10) Slashing"
      },
      {
        "document": 1781,
        "excerpt": "a use of (A) Paralyzing Breath or (B) Spellcasting to cast Ice Knife (level 2 version). Rend. Melee Attack Roll: +17, reach 15 ft. Hit: 19 (2d8 + 10) Slashing dam"
      },
      {
        "document": 1790,
        "excerpt": "/Day Each: Cone of Cold (level 9 version), Mind Blank (cast before combat), Scrying, Teleport"
      },
      {
        "document": 1830,
        "excerpt": "t can replace one attack with a use of Spellcasting to cast Fog Cloud. Thunderous Mace. Melee Attack Roll: +12, reach 10 ft. Hit: 21 (3d8 + 8) Bludgeoning damage p"
      },
      {
        "document": 1845,
        "excerpt": "the Wish spell. If the djinni knows it, the djinni can cast it only on behalf of a non-genie creature who communicates a wish in a way the djinni can understand. If"
      },
      {
        "document": 1852,
        "excerpt": "or Thorn Burst attack, and it can use Spellcasting to cast Charm Monster. Vine Lash. Melee Attack Roll: +6, reach 10 ft. Hit: 8 (1d8 + 4) Slashing damage. Thorn"
      },
      {
        "document": 1856,
        "excerpt": "e Wish spell. If the efreeti knows it, the efreeti can cast it only on behalf of a non-genie creature who communicates a wish in a way the efreeti can understand. I"
      },
      {
        "document": 1869,
        "excerpt": "is engulfed. An engulfed target is suffocating, can't cast spells with a Verbal component, has the Restrained condition, and takes 10 (3d6) Acid damage at the star"
      },
      {
        "document": 1884,
        "excerpt": "in raven form, the figurine grants you the ability to cast Animal Messenger on it."
      },
      {
        "document": 1914,
        "excerpt": "within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the spell's normal casting time, an"
      },
      {
        "document": 1920,
        "excerpt": "ains all its Hit Points unless Dispel Evil and Good is cast on its remains."
      },
      {
        "document": 1940,
        "excerpt": "scape DC 13). Until the grapple ends, the target can't cast spells with a Verbal component and takes 7 (2d6) Thunder damage at the start of each of the stalker's tu"
      },
      {
        "document": 1969,
        "excerpt": "within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the spell's normal casting time, an"
      },
      {
        "document": 2014,
        "excerpt": "within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the spell's normal casting time, an"
      },
      {
        "document": 2018,
        "excerpt": "e spell of level 4 or lower. To do so, the wearer must cast the spell on the guardian while within 5 feet of it. The spell has no effect but is stored within the gu"
      }
    ],
    "caster": [
      {
        "document": 123,
        "excerpt": "em. The spell is cast at the lowest possible spell and caster level, doesn't expend any of the user's spell slots, and requires no components unless the item's descri"
      },
      {
        "document": 396,
        "excerpt": "s a cantrip, the version on the scroll works as if the caster were your level. Spell Scroll Costs ---"
      },
      {
        "document": 499,
        "excerpt": "spellcaster can substitute a Spellcasting Focus if the caster has a feature that allows that substitution. To use a Component Pouch, you must have a hand free to reac"
      },
      {
        "document": 502,
        "excerpt": "A typical spell requires the caster to pick one or more targets to be affected by the spell's magic. A spell's description says whether the"
      },
      {
        "document": 504,
        "excerpt": "Some spells require the caster to make an attack roll to determine whether the spell hits a target. Here's how to calculate the attack"
      },
      {
        "document": 1609,
        "excerpt": "attack bonus, and spellcasting ability of the original caster but is otherwise treated as if you cast the spell. The spell cast from the stone is no longer stored in"
      },
      {
        "document": 1678,
        "excerpt": "attack bonus, and spellcasting ability of the original caster but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in i"
      },
      {
        "document": 1679,
        "excerpt": "ke a Reaction to deflect the spell back at the spell's caster; the caster must make a saving throw against the spell using their own spell save DC."
      },
      {
        "document": 1712,
        "excerpt": "1 charge from the staff and turn the spell back on its caster as if you had cast the spell. Resist Enchantment. If you fail a saving throw against an Enchantment spe"
      },
      {
        "document": 2018,
        "excerpt": "e spell stored with any parameters set by the original caster, requiring no spell components and using the caster's spellcasting ability. The stored spell is then los"
      },
      {
        "document": 2044,
        "excerpt": "sque is unaffected and reflects the spell, turning the caster into the target. Siege Monster. The tarrasque deals double damage to objects and structures."
      }
    ],
    "caster's": [
      {
        "document": 22,
        "excerpt": "forces you to make a save, the DC is determined by the caster's spellcasting ability and Proficiency Bonus. Monster abilities that call for saves specify the DC."
      },
      {
        "document": 2018,
        "excerpt": "al caster, requiring no spell components and using the caster's spellcasting ability. The stored spell is then lost."
      }
    ],
    "casting": [
      {
        "document": 123,
        "excerpt": "description notes otherwise. The spell uses its normal casting time, range, and duration, and the user of the item must concentrate if the spell requires Concentration"
      },
      {
        "document": 175,
        "excerpt": "Material components to signal to characters that it is casting a spell. A monster that requires Material components has them. Casting Times of 1+ Minutes. If a spell"
      },
      {
        "document": 344,
        "excerpt": "an read the scroll and cast the spell using its normal casting time and without providing any Material components. If the spell requires a saving throw or an attack r"
      },
      {
        "document": 351,
        "excerpt": "A Torch burns for 1 hour, casting Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. When you take the Attack actio"
      },
      {
        "document": 487,
        "excerpt": "he spell, the spell takes on the higher level for that casting. For instance, if a Wizard casts Magic Missile using a level 2 slot, that Magic Missile is level 2. Effe"
      },
      {
        "document": 490,
        "excerpt": "Casting Time"
      },
      {
        "document": 492,
        "excerpt": "A spell that has a casting time of a Reaction is cast in response to a trigger that is defined in the spell's Casting Time entry. S"
      },
      {
        "document": 493,
        "excerpt": "Longer Casting Times"
      },
      {
        "document": 499,
        "excerpt": "l component is a particular material used in a spell's casting, as specified in parentheses in the Components entry. These materials aren't consumed by the spell unles"
      },
      {
        "document": 510,
        "excerpt": "Casting Spells"
      },
      {
        "document": 511,
        "excerpt": "CASTING IN ARMOR"
      },
      {
        "document": 514,
        "excerpt": "Casting without Slots"
      },
      {
        "document": 517,
        "excerpt": "y the following interruptions: - Rolling Initiative - Casting a spell other than a cantrip - Taking any damage - 1 hour of walking or other physical exertion If you"
      },
      {
        "document": 518,
        "excerpt": "you take the Magic action, you cast a spell that has a casting time of an action or use a feature or magic item that requires a Magic action to be activated. If you c"
      },
      {
        "document": 535,
        "excerpt": "the trigger occurs. To be readied, a spell must have a casting time of an action, and holding on to the spell's magic requires Concentration, which you can maintain up"
      },
      {
        "document": 543,
        "excerpt": "y the following interruptions: - Rolling Initiative - Casting a spell other than a cantrip - Taking any damage An interrupted Short Rest confers no benefits."
      },
      {
        "document": 550,
        "excerpt": "a spell or another magical effect. See also “Spells” (“Casting Spells”)."
      },
      {
        "document": 551,
        "excerpt": "ain types of Spellcasting Focuses. See also \"Spells\" (\"Casting Spells\")."
      },
      {
        "document": 592,
        "excerpt": "u lose Concentration on an effect the moment you start casting a spell that requires Concentration or activate another effect that requires Concentration. Damage. If"
      },
      {
        "document": 613,
        "excerpt": "ll. When such a spell is cast, the spirit knows who is casting it and can refuse. The spirit of a dead creature has left the body and departed for the Outer Planes, an"
      },
      {
        "document": 667,
        "excerpt": "gh a curse and it can be destroyed permanently only by casting Remove Curse on its corpse."
      },
      {
        "document": 718,
        "excerpt": "Fire-Casting Statue"
      },
      {
        "document": 956,
        "excerpt": "Fire-Casting Statue Table 1"
      },
      {
        "document": 971,
        "excerpt": "e already used a different Metamagic option during the casting of the spell. Extended Spell Cost: 1 Sorcery Point When you cast a spell that has a duration of 1 min"
      },
      {
        "document": 973,
        "excerpt": "ains 100 pages, and can be read only by you or someone casting Identify. You determine the book's appearance and materials, such as a gilt-edged tome or a collection o"
      },
      {
        "document": 977,
        "excerpt": "s way when you finish a Long Rest. Whenever you start casting the spell, you can modify it so that it doesn't require Concentration. If you do so, the spell's duratio"
      },
      {
        "document": 989,
        "excerpt": "tation cantrips. In addition, you can spend 10 minutes casting Prestidigitation to create a Tiny clockwork device (AC 5, 1 HP), such as a toy, fire starter, or music b"
      },
      {
        "document": 1006,
        "excerpt": "dom, or Charisma score by 1, to a maximum of 30. Free Casting. Whenever you cast a spell with a level 1–4 spell slot, roll 1d4. If the number you roll is the same as"
      },
      {
        "document": 1149,
        "excerpt": "Level 2 Evocation (Wizard) Casting Time: Action Range: 90 feet Components: V, S, M (powdered rhubarb leaf) Duration: Instantaneous A shimm"
      },
      {
        "document": 1150,
        "excerpt": "Evocation Cantrip (Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous You create an acidic bubble at a p"
      },
      {
        "document": 1151,
        "excerpt": "l 2 Abjuration (Bard, Cleric, Druid, Paladin, Ranger) Casting Time: Action Range: 30 feet Components: V, S, M (a strip of white cloth) Duration: 8 hours Choose up to"
      },
      {
        "document": 1152,
        "excerpt": "Level 1 Abjuration (Ranger, Wizard) Casting Time: 1 minute or Ritual Range: 30 feet Components: V, S, M (a bell and silver wire) Duration: 8 hours"
      },
      {
        "document": 1153,
        "excerpt": "Level 2 Transmutation (Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S Duration: Concentration, up to 1 hour You alter your physical"
      },
      {
        "document": 1154,
        "excerpt": "Level 1 Enchantment (Bard, Druid, Ranger) Casting Time: Action Range: 30 feet Components: V, S, M (a morsel of food) Duration: 24 hours Target a Beast th"
      },
      {
        "document": 1155,
        "excerpt": "Level 2 Enchantment (Bard, Druid, Ranger) Casting Time: Action or Ritual Range: 30 feet Components: V, S, M (a morsel of food) Duration: 24 hours A Tiny"
      },
      {
        "document": 1156,
        "excerpt": "Level 8 Transmutation (Druid) Casting Time: Action Range: 30 feet Components: V, S Duration: 24 hours Choose any number of willing creatures"
      },
      {
        "document": 1157,
        "excerpt": "Level 3 Necromancy (Cleric, Wizard) Casting Time: 1 minute Range: 10 feet Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bon"
      },
      {
        "document": 1158,
        "excerpt": "Level 5 Transmutation (Bard, Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S Duration: Concentration, up to 1 minute Objects animate a"
      },
      {
        "document": 1159,
        "excerpt": "Level 5 Abjuration (Druid) Casting Time: Action Range: Self Components: V, S Duration: Concentration, up to 1 hour An aura extends from yo"
      },
      {
        "document": 1160,
        "excerpt": "Level 8 Abjuration (Cleric, Wizard) Casting Time: Action Range: Self Components: V, S, M (iron filings) Duration: Concentration, up to 1 hour An au"
      },
      {
        "document": 1161,
        "excerpt": "Level 8 Enchantment (Bard, Druid, Wizard) Casting Time: 1 hour Range: 60 feet Components: V, S, M (a mix of vinegar and honey) Duration: 10 days As you c"
      },
      {
        "document": 1162,
        "excerpt": "Level 4 Divination (Wizard) Casting Time: Action Range: 30 feet Components: V, S, M (a bit of bat fur) Duration: Concentration, up to 1 hour"
      },
      {
        "document": 1163,
        "excerpt": "Level 5 Evocation (Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S, M (an eggshell and a glove) Duration: Concentration, up t"
      },
      {
        "document": 1164,
        "excerpt": "Level 2 Abjuration (Wizard) Casting Time: Action Range: Touch Components: V, S, M (gold dust worth 25+ GP, which the spell consumes) Duratio"
      },
      {
        "document": 1165,
        "excerpt": "Level 7 Evocation (Bard, Wizard) Casting Time: Action Range: 90 feet Components: V, S, M (a miniature sword worth 250+ GP) Duration: Concentratio"
      },
      {
        "document": 1166,
        "excerpt": "Level 2 Illusion (Wizard) Casting Time: Action Range: Touch Components: V, S, M (a small square of silk) Duration: 24 hours With a touch,"
      },
      {
        "document": 1167,
        "excerpt": "Level 9 Necromancy (Cleric, Warlock, Wizard) Casting Time: 1 hour Range: 10 feet Components: V, S, M (for each of the spell's targets, one jacinth worth 1,00"
      },
      {
        "document": 1168,
        "excerpt": "Level 2 Divination (Cleric, Druid, Wizard) Casting Time: 1 minute or Ritual Range: Self Components: V, S, M (specially marked sticks, bones, cards, or othe"
      },
      {
        "document": 1169,
        "excerpt": "Level 4 Abjuration (Cleric, Paladin) Casting Time: Action Range: Self Components: V Duration: Concentration, up to 10 minutes An aura radiates from"
      },
      {
        "document": 1170,
        "excerpt": "Level 5 Transmutation (Bard, Druid) Casting Time: 8 hours Range: Touch Components: V, S, M (an agate worth 1,000+ GP, which the spell consumes) Dura"
      },
      {
        "document": 1171,
        "excerpt": "Level 1 Enchantment (Bard, Cleric, Warlock) Casting Time: Action Range: 30 feet Components: V, S, M (a drop of blood) Duration: Concentration, up to 1 minut"
      },
      {
        "document": 1172,
        "excerpt": "juration (Cleric, Paladin, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 30 feet Components: V, S, M (a pentacle) Duration: Concentration, up to 1 minute On"
      },
      {
        "document": 1173,
        "excerpt": "Level 2 Transmutation (Druid, Ranger) Casting Time: Bonus Action Range: Touch Components: V, S, M (a handful of bark) Duration: 1 hour You touch a wi"
      },
      {
        "document": 1174,
        "excerpt": "Level 3 Abjuration (Cleric) Casting Time: Action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute Choose any number"
      },
      {
        "document": 1175,
        "excerpt": "Level 8 Enchantment (Bard, Druid, Warlock, Wizard) Casting Time: Action Range: 150 feet Components: V, S, M (a key ring with no keys) Duration: Instantaneous You"
      },
      {
        "document": 1176,
        "excerpt": "Level 3 Necromancy (Bard, Cleric, Wizard) Casting Time: Action Range: Touch Components: V, S Duration: Concentration, up to 1 minute You touch a creature"
      },
      {
        "document": 1177,
        "excerpt": "Level 4 Conjuration (Wizard) Casting Time: Action Range: 90 feet Components: V, S, M (a tentacle) Duration: Concentration, up to 1 minute Sq"
      },
      {
        "document": 1178,
        "excerpt": "Level 6 Evocation (Cleric) Casting Time: Action Range: 90 feet Components: V, S Duration: Concentration, up to 10 minutes You create a wal"
      },
      {
        "document": 1179,
        "excerpt": "Level 1 Enchantment (Cleric, Paladin) Casting Time: Action Range: 30 feet Components: V, S, M (a Holy Symbol worth 5+ GP) Duration: Concentration, up"
      },
      {
        "document": 1180,
        "excerpt": "Level 4 Necromancy (Druid, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 30 feet Components: V, S Duration: Instantaneous A creature that you can see within"
      },
      {
        "document": 1181,
        "excerpt": "evel 2 Transmutation (Bard, Cleric, Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V Duration: 1 minute One creature that you can see within rang"
      },
      {
        "document": 1182,
        "excerpt": "Level 3 Transmutation (Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S Duration: 1 minute Roll 1d6 at the end of each of your turns"
      },
      {
        "document": 1183,
        "excerpt": "Level 2 Illusion (Sorcerer, Wizard) Casting Time: Action Range: Self Components: V Duration: Concentration, up to 1 minute Your body becomes blurre"
      },
      {
        "document": 1184,
        "excerpt": "Level 1 Evocation (Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S Duration: Instantaneous A thin sheet of flames shoots forth f"
      },
      {
        "document": 1185,
        "excerpt": "Level 3 Conjuration (Druid) Casting Time: Action Range: 120 feet Components: V, S Duration: Concentration, up to 10 minutes A storm cloud a"
      },
      {
        "document": 1186,
        "excerpt": "Level 2 Enchantment (Bard, Cleric) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute Each Humanoid in a"
      },
      {
        "document": 1187,
        "excerpt": "Level 6 Evocation (Sorcerer, Wizard) Casting Time: Action Range: 150 feet Components: V, S, M (three silver pins) Duration: Instantaneous You launch"
      },
      {
        "document": 1188,
        "excerpt": "Enchantment (Bard, Druid, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 30 feet Components: V, S Duration: 1 hour One creature you can see within range mak"
      },
      {
        "document": 1189,
        "excerpt": "Enchantment (Bard, Druid, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 30 feet Components: V, S Duration: 1 hour One Humanoid you can see within range mak"
      },
      {
        "document": 1190,
        "excerpt": "Necromancy Cantrip (Sorcerer, Warlock, Wizard) Casting Time: Action Range: Touch Components: V, S Duration: Instantaneous Channeling the chill of the grave, m"
      },
      {
        "document": 1191,
        "excerpt": "Level 1 Evocation (Sorcerer, Wizard) Casting Time: Action Range: 90 feet Components: V, S, M (a diamond worth 50+ GP) Duration: Instantaneous You hu"
      },
      {
        "document": 1192,
        "excerpt": "Level 6 Necromancy (Sorcerer, Warlock, Wizard) Casting Time: Action Range: 150 feet Components: V, S, M (the powder of a crushed black pearl worth 500+ GP) Dur"
      },
      {
        "document": 1193,
        "excerpt": "Level 3 Divination (Bard, Cleric, Sorcerer, Wizard) Casting Time: 10 minutes Range: 1 mile Components: V, S, M (a focus worth 100+ GP, either a jeweled horn for hea"
      },
      {
        "document": 1194,
        "excerpt": "Level 8 Necromancy (Wizard) Casting Time: 1 hour Range: Touch Components: V, S, M (a diamond worth 1,000+ GP, which the spell consumes, and"
      },
      {
        "document": 1195,
        "excerpt": "Level 5 Conjuration (Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S Duration: Concentration, up to 10 minutes You create a 20"
      },
      {
        "document": 1196,
        "excerpt": "Level 1 Illusion (Bard, Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S, M (a pinch of colorful sand) Duration: Instantaneous You lau"
      },
      {
        "document": 1197,
        "excerpt": "Level 1 Enchantment (Bard, Cleric, Paladin) Casting Time: Action Range: 60 feet Components: V Duration: Instantaneous You speak a one-word command to a cre"
      },
      {
        "document": 1198,
        "excerpt": "Level 5 Divination (Druid, Ranger) Casting Time: 1 minute or Ritual Range: Self Components: V, S Duration: Instantaneous You commune with nature s"
      },
      {
        "document": 1199,
        "excerpt": "Level 5 Divination (Cleric) Casting Time: 1 minute or Ritual Range: Self Components: V, S, M (incense) Duration: 1 minute You contact a dei"
      },
      {
        "document": 1200,
        "excerpt": "Level 1 Divination (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action or Ritual Range: Self Components: V, S, M (a pinch of soot and salt) Duration: 1 hour For"
      },
      {
        "document": 1201,
        "excerpt": "Level 4 Enchantment (Bard) Casting Time: Action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute Each creature of y"
      },
      {
        "document": 1202,
        "excerpt": "Level 5 Evocation (Druid, Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S, M (a small crystal or glass cone) Duration: Instantaneous Yo"
      },
      {
        "document": 1203,
        "excerpt": "Level 4 Enchantment (Bard, Druid, Sorcerer, Wizard) Casting Time: Action Range: 90 feet Components: V, S, M (three nut shells) Duration: Concentration, up to 1 minu"
      },
      {
        "document": 1204,
        "excerpt": "Level 3 Conjuration (Druid, Ranger) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 10 minutes You conjure natu"
      },
      {
        "document": 1205,
        "excerpt": "Level 7 Conjuration (Cleric) Casting Time: Action Range: 90 feet Components: V, S Duration: Concentration, up to 10 minutes You conjure a sp"
      },
      {
        "document": 1206,
        "excerpt": "Level 5 Conjuration (Druid, Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 10 minutes You conjure a La"
      },
      {
        "document": 1207,
        "excerpt": "Level 6 Conjuration (Druid) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 10 minutes You conjure a Me"
      },
      {
        "document": 1208,
        "excerpt": "Level 4 Conjuration (Druid, Wizard) Casting Time: Action Range: Self Components: V, S Duration: Concentration, up to 10 minutes You conjure spirits"
      },
      {
        "document": 1209,
        "excerpt": "Level 4 Conjuration (Druid, Ranger) Casting Time: Action Range: Self Components: V, S Duration: Concentration, up to 10 minutes You conjure nature"
      },
      {
        "document": 1210,
        "excerpt": "Level 5 Divination (Warlock, Wizard) Casting Time: 1 minute or Ritual Range: Self Components: V Duration: 1 minute You mentally contact a demigod, t"
      },
      {
        "document": 1211,
        "excerpt": "Level 5 Necromancy (Cleric, Druid) Casting Time: Action Range: Touch Components: V, S Duration: 7 days Your touch inflicts a magical contagion. Th"
      },
      {
        "document": 1212,
        "excerpt": "Level 6 Abjuration (Wizard) Casting Time: 10 minutes Range: Self Components: V, S, M (a gem-encrusted statuette of yourself worth 1,500+ GP)"
      },
      {
        "document": 1213,
        "excerpt": "Level 2 Evocation (Cleric, Druid, Wizard) Casting Time: Action Range: Touch Components: V, S, M (ruby dust worth 50+ GP, which the spell consumes) Duratio"
      },
      {
        "document": 1214,
        "excerpt": "Level 4 Transmutation (Cleric, Druid, Wizard) Casting Time: Action Range: 300 feet Components: V, S, M (a mixture of water and dust) Duration: Concentration,"
      },
      {
        "document": 1215,
        "excerpt": "Level 8 Transmutation (Cleric, Druid, Wizard) Casting Time: 10 minutes Range: Self Components: V, S, M (burning incense) Duration: Concentration, up to 8 hour"
      },
      {
        "document": 1216,
        "excerpt": "ake when you see a creature within 60 feet of yourself casting a spell with Verbal, Somatic, or Material components"
      },
      {
        "document": 1217,
        "excerpt": "Level 3 Conjuration (Cleric, Paladin) Casting Time: Action Range: 30 feet Components: V, S Duration: Instantaneous You create 45 pounds of food and 3"
      },
      {
        "document": 1218,
        "excerpt": "Level 1 Transmutation (Cleric, Druid) Casting Time: Action Range: 30 feet Components: V, S, M (a mix of water and sand) Duration: Instantaneous You d"
      },
      {
        "document": 1219,
        "excerpt": "Level 6 Necromancy (Cleric, Warlock, Wizard) Casting Time: 1 minute Range: 10 feet Components: V, S, M (one 150+ GP black onyx stone for each corpse) Duratio"
      },
      {
        "document": 1220,
        "excerpt": "Level 5 Illusion (Sorcerer, Wizard) Casting Time: 1 minute Range: 30 feet Components: V, S, M (a paintbrush) Duration: Special You pull wisps of sh"
      },
      {
        "document": 1221,
        "excerpt": "l 1 Abjuration (Bard, Cleric, Druid, Paladin, Ranger) Casting Time: Action Range: Touch Components: V, S Duration: Instantaneous A creature you touch regains a numbe"
      },
      {
        "document": 1222,
        "excerpt": "Illusion Cantrip (Bard, Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S, M (a bit of phosphorus) Duration: Concentration, up to 1"
      },
      {
        "document": 1223,
        "excerpt": "Level 2 Evocation (Sorcerer, Warlock, Wizard) Casting Time: Action Range: 60 feet Components: V, M (bat fur and a piece of coal) Duration: Concentration, up t"
      },
      {
        "document": 1224,
        "excerpt": "vel 2 Transmutation (Druid, Ranger, Sorcerer, Wizard) Casting Time: Action Range: Touch Components: V, S, M (a dried carrot) Duration: 8 hours For the duration, a wi"
      },
      {
        "document": 1225,
        "excerpt": "Evocation (Cleric, Druid, Paladin, Ranger, Sorcerer) Casting Time: Action Range: 60 feet Components: V, S Duration: 1 hour For the duration, sunlight spreads from a"
      },
      {
        "document": 1226,
        "excerpt": "Level 4 Abjuration (Cleric, Paladin) Casting Time: Action Range: Touch Components: V, S Duration: 8 hours You touch a creature and grant it a measur"
      },
      {
        "document": 1227,
        "excerpt": "Level 7 Evocation (Sorcerer, Wizard) Casting Time: Action Range: 150 feet Components: V, S, M (a ball of bat guano and sulfur) Duration: Concentratio"
      },
      {
        "document": 1228,
        "excerpt": "Level 8 Conjuration (Sorcerer, Warlock, Wizard) Casting Time: Action Range: 60 feet Components: S Duration: 1 hour You create a shadowy Medium door on a flat s"
      },
      {
        "document": 1229,
        "excerpt": "Level 1 Divination (Cleric, Paladin) Casting Time: Action Range: Self Components: V, S Duration: Concentration, up to 10 minutes For the duration, y"
      },
      {
        "document": 1230,
        "excerpt": "c, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard) Casting Time: Action or Ritual Range: Self Components: V, S Duration: Concentration, up to 10 minutes For the d"
      },
      {
        "document": 1231,
        "excerpt": "Level 1 Divination (Cleric, Druid, Paladin, Ranger) Casting Time: Action or Ritual Range: Self Components: V, S, M (a yew leaf) Duration: Concentration, up to 10 mi"
      },
      {
        "document": 1232,
        "excerpt": "Level 2 Divination (Bard, Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S, M (I Copper Piece) Duration: Concentration, up to 1 minute Y"
      },
      {
        "document": 1233,
        "excerpt": "Level 4 Conjuration (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 500 feet Components: V Duration: Instantaneous You teleport to a location within ra"
      },
      {
        "document": 1234,
        "excerpt": "Level 1 Illusion (Bard, Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S Duration: 1 hour You make yourself - including your clothing,"
      },
      {
        "document": 1235,
        "excerpt": "Level 6 Transmutation (Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a lodestone and dust) Duration: Instantaneous You laun"
      },
      {
        "document": 1236,
        "excerpt": "Level 5 Abjuration (Cleric, Paladin) Casting Time: Action Range: Self Components: V, S, M (powdered silver and iron) Duration: Concentration, up to 1"
      },
      {
        "document": 1237,
        "excerpt": "Level 1 Enchantment (Bard) Casting Time: Action Range: 60 feet Components: V Duration: Instantaneous One creature of your choice that you"
      },
      {
        "document": 1238,
        "excerpt": "Level 4 Divination (Cleric, Druid, Wizard) Casting Time: Action or Ritual Range: Self Components: V, S, M (incense worth 25+ GP, which the spell consumes)"
      },
      {
        "document": 1239,
        "excerpt": "Level 1 Transmutation (Paladin) Casting Time: Bonus Action Range: Self Components: V, S Duration: 1 minute Until the spell ends, your attacks w"
      },
      {
        "document": 1240,
        "excerpt": "Level 1 Evocation (Paladin) Casting Time: Bonus Action, which you take immediately after hitting a target with a Melee weapon or an Unarmed"
      },
      {
        "document": 1241,
        "excerpt": "Level 7 Evocation (Cleric) Casting Time: Bonus Action Range: 30 feet Components: V Duration: Instantaneous You utter a word imbued with po"
      },
      {
        "document": 1242,
        "excerpt": "Level 4 Enchantment (Druid, Ranger, Sorcerer) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute One Beast you can"
      },
      {
        "document": 1243,
        "excerpt": "Level 8 Enchantment (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 1 hour One creature you can"
      },
      {
        "document": 1244,
        "excerpt": "Level 5 Enchantment (Bard, Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute One Humanoid you c"
      },
      {
        "document": 1245,
        "excerpt": "Level 2 Transmutation (Sorcerer, Wizard) Casting Time: Bonus Action Range: Touch Components: V, S, M (a hot pepper) Duration: Concentration, up to 1 minu"
      },
      {
        "document": 1246,
        "excerpt": "Level 5 Illusion (Bard, Warlock, Wizard) Casting Time: 1 minute Range: Special Components: V, S, M (a handful of sand) Duration: 8 hours You target a cr"
      },
      {
        "document": 1247,
        "excerpt": "Transmutation Cantrip (Druid) Casting Time: Action Range: 30 feet Components: V, S Duration: Instantaneous Whispering to the spirits of natur"
      },
      {
        "document": 1248,
        "excerpt": "Level 8 Transmutation (Cleric, Druid, Sorcerer) Casting Time: Action Range: 500 feet Components: V, S, M (a fractured rock) Duration: Concentration, up to 1 min"
      },
      {
        "document": 1249,
        "excerpt": "Evocation Cantrip (Warlock) Casting Time: Action Range: 120 feet Components: V, S Duration: Instantaneous You hurl a beam of crackling ener"
      },
      {
        "document": 1250,
        "excerpt": "Transmutation Cantrip (Druid, Sorcerer, Wizard) Casting Time: Action Range: 30 feet Components: V, S Duration: Instantaneous You exert control over the element"
      },
      {
        "document": 1251,
        "excerpt": "ation (Bard, Cleric, Druid, Ranger, Sorcerer, Wizard) Casting Time: Action Range: Touch Components: V, S, M (fur or a feather) Duration: Concentration, up to 1 hour"
      },
      {
        "document": 1252,
        "excerpt": "Level 2 Transmutation (Bard, Druid, Sorcerer, Wizard) Casting Time: Action Range: 30 feet Components: V, S, M (a pinch of powdered iron) Duration: Concentration, up t"
      },
      {
        "document": 1253,
        "excerpt": "Level 1 Conjuration (Ranger) Casting Time: Bonus Action, which you take immediately after hitting a creature with a weapon Range: Self Compon"
      },
      {
        "document": 1254,
        "excerpt": "Level 1 Conjuration (Druid, Ranger) Casting Time: Action Range: 90 feet Components: V, S Duration: Concentration, up to 1 minute Grasping plants sp"
      },
      {
        "document": 1255,
        "excerpt": "Level 2 Enchantment (Bard, Warlock) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You weave a distra"
      },
      {
        "document": 1256,
        "excerpt": "Conjuration (Bard, Cleric, Sorcerer, Warlock, Wizard) Casting Time: Action Range: Self Components: V, S Duration: Up to 8 hours You step into the border regions of t"
      },
      {
        "document": 1257,
        "excerpt": "Level 1 Transmutation (Sorcerer, Warlock, Wizard) Casting Time: Bonus Action Range: Self Components: V, S Duration: Concentration, up to 10 minutes You take the"
      },
      {
        "document": 1258,
        "excerpt": "Level 6 Necromancy (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: Self Components: V, S Duration: Concentration, up to 1 minute For the duration, you"
      },
      {
        "document": 1259,
        "excerpt": "Level 4 Transmutation (Wizard) Casting Time: 10 minutes Range: 120 feet Components: V, S Duration: Instantaneous You convert raw materials int"
      },
      {
        "document": 1260,
        "excerpt": "Level 1 Evocation (Bard, Druid) Casting Time: Action Range: 60 feet Components: V Duration: Concentration, up to 1 minute Objects in a 20-foot"
      },
      {
        "document": 1261,
        "excerpt": "Level 4 Conjuration (Wizard) Casting Time: Action Range: 30 feet Components: V, S, M (a silver whistle) Duration: 8 hours You conjure a phan"
      },
      {
        "document": 1262,
        "excerpt": "Level 1 Necromancy (Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S, M (a drop of alcohol) Duration: Instantaneous You gain 2d4 +"
      },
      {
        "document": 1263,
        "excerpt": "Level 3 Illusion (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: Self Components: V, S, M (a white feather) Duration: Concentration, up to 1 minute"
      },
      {
        "document": 1264,
        "excerpt": "Level 1 Transmutation (Bard, Sorcerer, Wizard) Casting Time: Reaction, which you take when you or a creature you can see within 60 feet of you falls Range: 60"
      },
      {
        "document": 1265,
        "excerpt": "Level 1 Conjuration (Wizard) Casting Time: 1 hour or Ritual Range: 10 feet Components: V, S, M (burning incense worth 10+ GP, which the spell"
      },
      {
        "document": 1266,
        "excerpt": "Level 2 Conjuration (Paladin) Casting Time: Action Range: 30 feet Components: V, S Duration: Instantaneous You summon an otherworldly being t"
      },
      {
        "document": 1267,
        "excerpt": "Level 6 Divination (Bard, Cleric, Druid) Casting Time: 1 minute Range: Self Components: V, S, M (a set of divination tools - such as cards or runes - wor"
      },
      {
        "document": 1268,
        "excerpt": "Level 2 Divination (Cleric, Druid, Ranger) Casting Time: Action Range: 120 feet Components: V, S Duration: Instantaneous You sense any trap within range t"
      },
      {
        "document": 1269,
        "excerpt": "Level 7 Necromancy (Sorcerer, Warlock, Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous You unleash negative energy toward"
      },
      {
        "document": 1270,
        "excerpt": "Evocation Cantrip (Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S Duration: Instantaneous You hurl a mote of fire at a crea"
      },
      {
        "document": 1271,
        "excerpt": "Level 4 Evocation (Druid, Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S, M (a bit of phosphorus or a firefly) Duration: 10 minutes Wi"
      },
      {
        "document": 1272,
        "excerpt": "Level 7 Evocation (Cleric, Druid, Sorcerer) Casting Time: Action Range: 150 feet Components: V, S Duration: Instantaneous A storm of fire appears within ra"
      },
      {
        "document": 1273,
        "excerpt": "Level 3 Evocation (Sorcerer, Wizard) Casting Time: Action Range: 150 feet Components: V, S, M (a ball of bat guano and sulfur) Duration: Instantaneou"
      },
      {
        "document": 1274,
        "excerpt": "Level 2 Evocation (Druid, Sorcerer) Casting Time: Bonus Action Range: Self Components: V, S, M (a sumac leaf) Duration: Concentration, up to 10 minu"
      },
      {
        "document": 1275,
        "excerpt": "Level 5 Evocation (Cleric) Casting Time: Action Range: 60 feet Components: V, S, M (a pinch of sulfur) Duration: Instantaneous A vertical"
      },
      {
        "document": 1276,
        "excerpt": "Level 2 Conjuration (Druid, Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a ball of wax) Duration: Concentration, up to 1 minute"
      },
      {
        "document": 1277,
        "excerpt": "Level 6 Transmutation (Druid, Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a cockatrice feather) Duration: Concentration, up to 1"
      },
      {
        "document": 1278,
        "excerpt": "Level 1 Conjuration (Wizard) Casting Time: Action or Ritual Range: 30 feet Components: V, S, M (a drop of mercury) Duration: 1 hour This spe"
      },
      {
        "document": 1279,
        "excerpt": "Level 3 Transmutation (Sorcerer, Warlock, Wizard) Casting Time: Action Range: Touch Components: V, S, M (a feather) Duration: Concentration, up to 10 minutes You"
      },
      {
        "document": 1280,
        "excerpt": "Level 1 Conjuration (Druid, Ranger, Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S Duration: Concentration, up to 1 hour You create a 20-foo"
      },
      {
        "document": 1281,
        "excerpt": "Level 6 Abjuration (Cleric) Casting Time: 10 minutes or Ritual Range: Touch Components: V, S, M (ruby dust worth 1,000+ GP) Duration: 1 day"
      },
      {
        "document": 1282,
        "excerpt": "Level 7 Evocation (Bard, Warlock, Wizard) Casting Time: Action Range: 100 feet Components: V, S, M (ruby dust worth 1,500+ GP, which the spell consumes) D"
      },
      {
        "document": 1283,
        "excerpt": "Level 9 Divination (Bard, Druid, Warlock, Wizard) Casting Time: 1 minute Range: Touch Components: V, S, M (a hummingbird feather) Duration: 8 hours You touch a w"
      },
      {
        "document": 1284,
        "excerpt": "Level 4 Abjuration (Bard, Cleric, Druid, Ranger) Casting Time: Action Range: Touch Components: V, S, M (a leather strap) Duration: 1 hour You touch a willing cr"
      },
      {
        "document": 1285,
        "excerpt": "Level 6 Evocation (Sorcerer, Wizard) Casting Time: Action Range: 300 feet Components: V, S, M (a miniature crystal sphere) Duration: Instantaneous A"
      },
      {
        "document": 1286,
        "excerpt": "Level 3 Transmutation (Sorcerer, Warlock, Wizard) Casting Time: Action Range: Touch Components: V, S, M (a bit of gauze) Duration: Concentration, up to 1 hour A"
      },
      {
        "document": 1287,
        "excerpt": "vel 9 Conjuration (Cleric, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a diamond worth 5,000+ GP) Duration: Concentration, up"
      },
      {
        "document": 1288,
        "excerpt": "5 Enchantment (Bard, Cleric, Druid, Paladin, Wizard) Casting Time: 1 minute Range: 60 feet Components: V Duration: 30 days You give a verbal command to a creature t"
      },
      {
        "document": 1289,
        "excerpt": "Level 2 Necromancy (Cleric, Paladin, Wizard) Casting Time: Action or Ritual Range: Touch Components: V, S, M (2 Copper Pieces, which the spell consumes) Dura"
      },
      {
        "document": 1290,
        "excerpt": "Level 4 Conjuration (Druid) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 10 minutes You summon a gia"
      },
      {
        "document": 1291,
        "excerpt": "Level 8 Enchantment (Bard, Warlock) Casting Time: Action Range: Self Components: V Duration: 1 hour Until the spell ends, when you make a Charisma"
      },
      {
        "document": 1292,
        "excerpt": "Level 6 Abjuration (Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S, M (a glass bead) Duration: Concentration, up to 1 minute An"
      },
      {
        "document": 1293,
        "excerpt": "Level 3 Abjuration (Bard, Cleric, Wizard) Casting Time: 1 hour Range: Touch Components: V, S, M (powdered diamond worth 200+ GP, which the spell consumes)"
      },
      {
        "document": 1294,
        "excerpt": "Level 1 Conjuration (Druid, Ranger) Casting Time: Action Range: Self Components: V, S, M (a sprig of mistletoe) Duration: 24 hours Ten berries appe"
      },
      {
        "document": 1295,
        "excerpt": "Level 1 Conjuration (Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a bit of pork rind or butter) Duration: 1 minute Nonfl"
      },
      {
        "document": 1296,
        "excerpt": "Level 4 Illusion (Bard, Sorcerer, Wizard) Casting Time: Action Range: Touch Components: V, S Duration: Concentration, up to 1 minute A creature you touch"
      },
      {
        "document": 1297,
        "excerpt": "l 5 Abjuration (Bard, Cleric, Druid, Paladin, Ranger) Casting Time: Action Range: Touch Components: V, S, M (diamond dust worth 100+ GP, which the spell consumes) Dur"
      },
      {
        "document": 1298,
        "excerpt": "Level 4 Conjuration (Cleric) Casting Time: Action Range: 30 feet Components: V Duration: 8 hours A Large spectral guardian appears and hover"
      },
      {
        "document": 1299,
        "excerpt": "Level 6 Abjuration (Bard, Wizard) Casting Time: 1 hour Range: Touch Components: V, S, M (a silver rod worth 10+ GP) Duration: 24 hours You create"
      },
      {
        "document": 1300,
        "excerpt": "Divination Cantrip (Cleric, Druid) Casting Time: Action Range: Touch Components: V, S Duration: Concentration, up to 1 minute You touch a willing"
      },
      {
        "document": 1301,
        "excerpt": "Level 1 Evocation (Cleric) Casting Time: Action Range: 120 feet Components: V, S Duration: 1 round You hurl a bolt of light toward a creat"
      },
      {
        "document": 1302,
        "excerpt": "Level 2 Evocation (Druid, Ranger, Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S, M (a legume seed) Duration: Concentration, up to 1 minute A"
      },
      {
        "document": 1303,
        "excerpt": "Level 5 Abjuration (Cleric) Casting Time: 24 hours Range: Touch Components: V, S, M (incense worth 1,000+ GP, which the spell consumes) Dura"
      },
      {
        "document": 1304,
        "excerpt": "Level 4 Illusion (Bard, Druid, Warlock, Wizard) Casting Time: 10 minutes Range: 300 feet Components: V, S, M (a mushroom) Duration: 24 hours You make natural t"
      },
      {
        "document": 1305,
        "excerpt": "Level 6 Necromancy (Cleric) Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous You unleash virulent magic on a cr"
      },
      {
        "document": 1306,
        "excerpt": "Level 3 Transmutation (Sorcerer, Wizard) Casting Time: Action Range: 30 feet Components: V, S, M (a shaving of licorice root) Duration: Concentration, up"
      },
      {
        "document": 1307,
        "excerpt": "Level 6 Abjuration (Cleric, Druid) Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous Choose a creature that you can see"
      },
      {
        "document": 1308,
        "excerpt": "Level 1 Abjuration (Bard, Cleric, Druid) Casting Time: Bonus Action Range: 60 feet Components: V Duration: Instantaneous A creature of your choice that"
      },
      {
        "document": 1309,
        "excerpt": "Level 2 Transmutation (Bard, Druid) Casting Time: Action Range: 60 feet Components: V, S, M (a piece of iron and a flame) Duration: Concentration, u"
      },
      {
        "document": 1310,
        "excerpt": "Level 1 Evocation (Warlock) Casting Time: Reaction, which you take in response to taking damage from a creature that you can see within 60 f"
      },
      {
        "document": 1311,
        "excerpt": "Level 6 Conjuration (Bard, Cleric, Druid) Casting Time: 10 minutes Range: Self Components: V, S, M (a gem-encrusted bowl worth 1,000+ GP, which the spell"
      },
      {
        "document": 1312,
        "excerpt": "Level 1 Enchantment (Bard, Paladin) Casting Time: Action Range: Touch Components: V, S Duration: Concentration, up to 1 minute A willing creature y"
      },
      {
        "document": 1313,
        "excerpt": "Level 1 Enchantment (Warlock) Casting Time: Bonus Action Range: 90 feet Components: V, S, M (the petrified eye of a newt) Duration: Concentrat"
      },
      {
        "document": 1314,
        "excerpt": "Level 1 Enchantment (Bard, Warlock, Wizard) Casting Time: Action Range: 30 feet Components: V, S, M (a tart and a feather) Duration: Concentration, up to 1"
      },
      {
        "document": 1315,
        "excerpt": "Level 5 Enchantment (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 90 feet Components: V, S, M (a straight piece of iron) Duration: Concentration, up t"
      },
      {
        "document": 1316,
        "excerpt": "ment (Bard, Cleric, Druid, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a straight piece of iron) Duration: Concentration, up t"
      },
      {
        "document": 1317,
        "excerpt": "Level 8 Abjuration (Cleric) Casting Time: Action Range: Self Components: V, S, M (a reliquary worth 1,000+ GP) Duration: Concentration, up t"
      },
      {
        "document": 1318,
        "excerpt": "Level 1 Divination (Ranger) Casting Time: Bonus Action Range: 90 feet Components: V Duration: Concentration, up to 1 hour You magically mar"
      },
      {
        "document": 1319,
        "excerpt": "Level 3 Illusion (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 120 feet Components: S, M (a pinch of confetti) Duration: Concentration, up to 1 min"
      },
      {
        "document": 1320,
        "excerpt": "Level 1 Conjuration (Druid, Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: S, M (a drop of water or a piece of ice) Duration: Instantaneous"
      },
      {
        "document": 1321,
        "excerpt": "Level 4 Evocation (Druid, Sorcerer, Wizard) Casting Time: Action Range: 300 feet Components: V, S, M (a mitten) Duration: Instantaneous Hail falls in a 20-"
      },
      {
        "document": 1322,
        "excerpt": "Level 1 Divination (Bard, Wizard) Casting Time: 1 minute or Ritual Range: Touch Components: V, S, M (a pearl worth 100+ GP) Duration: Instantaneou"
      },
      {
        "document": 1323,
        "excerpt": "Level 1 Illusion (Bard, Warlock, Wizard) Casting Time: 1 minute or Ritual Range: Touch Components: S, M (ink worth 10+ GP, which the spell consumes) Dura"
      },
      {
        "document": 1324,
        "excerpt": "Level 9 Abjuration (Warlock, Wizard) Casting Time: 1 minute Range: 30 feet Components: V, S, M (a statuette of the target worth 5,000+ GP) Duration:"
      },
      {
        "document": 1325,
        "excerpt": "Level 8 Conjuration (Druid, Sorcerer, Wizard) Casting Time: Action Range: 150 feet Components: V, S Duration: Concentration, up to 1 minute A swirling cloud"
      },
      {
        "document": 1326,
        "excerpt": "Level 1 Necromancy (Cleric) Casting Time: Action Range: Touch Components: V, S Duration: Instantaneous A creature you touch makes a Constit"
      },
      {
        "document": 1327,
        "excerpt": "Level 5 Conjuration (Cleric, Druid, Sorcerer) Casting Time: Action Range: 300 feet Components: V, S, M (a locust) Duration: Concentration, up to 10 minutes S"
      },
      {
        "document": 1328,
        "excerpt": "Level 6 Conjuration (Wizard) Casting Time: 1 minute or Ritual Range: Touch Components: V, S, M (a sapphire worth 1,000+ GP) Duration: Until d"
      },
      {
        "document": 1329,
        "excerpt": "Level 2 Illusion (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: Touch Components: V, S, M (an eyelash in gum arabic) Duration: Concentration, up to"
      },
      {
        "document": 1330,
        "excerpt": "Level 6 Enchantment (Bard, Wizard) Casting Time: Action Range: 30 feet Components: V Duration: Concentration, up to 1 minute One creature that you"
      },
      {
        "document": 1331,
        "excerpt": "vel 1 Transmutation (Druid, Ranger, Sorcerer, Wizard) Casting Time: Bonus Action Range: Touch Components: V, S, M (a grasshopper's hind leg) Duration: 1 minute You t"
      },
      {
        "document": 1332,
        "excerpt": "Level 2 Transmutation (Bard, Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V Duration: Instantaneous Choose an object that you can see wit"
      },
      {
        "document": 1333,
        "excerpt": "Level 5 Divination (Bard, Cleric, Wizard) Casting Time: 10 minutes Range: Self Components: V, S, M (incense worth 250+ GP, which the spell consumes, and f"
      },
      {
        "document": 1334,
        "excerpt": "l 2 Abjuration (Bard, Cleric, Druid, Paladin, Ranger) Casting Time: Bonus Action Range: Touch Components: V, S Duration: Instantaneous You touch a creature and end o"
      },
      {
        "document": 1335,
        "excerpt": "Level 2 Transmutation (Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a metal spring) Duration: Concentration, up to 10 minut"
      },
      {
        "document": 1336,
        "excerpt": "Evocation Cantrip (Bard, Cleric, Sorcerer, Wizard) Casting Time: Action Range: Touch Components: V, M (a firefly or phosphorescent moss) Duration: 1 hour You touc"
      },
      {
        "document": 1337,
        "excerpt": "Level 3 Evocation (Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S, M (a bit of fur and a crystal rod) Duration: Instantaneous A"
      },
      {
        "document": 1338,
        "excerpt": "Level 2 Divination (Bard, Druid, Ranger) Casting Time: Action or Ritual Range: Self Components: V, S, M (fur from a bloodhound) Duration: Instantaneous"
      },
      {
        "document": 1339,
        "excerpt": "nation (Bard, Cleric, Druid, Paladin, Ranger, Wizard) Casting Time: Action Range: Self Components: V, S, M (fur from a bloodhound) Duration: Concentration, up to 1 ho"
      },
      {
        "document": 1340,
        "excerpt": "nation (Bard, Cleric, Druid, Paladin, Ranger, Wizard) Casting Time: Action Range: Self Components: V, S, M (a forked twig) Duration: Concentration, up to 10 minutes"
      },
      {
        "document": 1341,
        "excerpt": "Level 1 Transmutation (Bard, Druid, Ranger, Wizard) Casting Time: Action Range: Touch Components: V, S, M (a pinch of dirt) Duration: 1 hour You touch a creature."
      },
      {
        "document": 1342,
        "excerpt": "Level 1 Abjuration (Sorcerer, Wizard) Casting Time: Action Range: Touch Components: V, S, M (a piece of cured leather) Duration: 8 hours You touch a"
      },
      {
        "document": 1343,
        "excerpt": "Conjuration Cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 30 feet Components: V, S Duration: 1 minute A spectral, floating hand appears at a"
      },
      {
        "document": 1344,
        "excerpt": "Level 3 Abjuration (Cleric, Paladin, Warlock, Wizard) Casting Time: 1 minute Range: 10 feet Components: V, S, M (salt and powdered silver worth 100+ GP, which the spe"
      },
      {
        "document": 1345,
        "excerpt": "Level 6 Necromancy (Wizard) Casting Time: 1 minute Range: Self Components: V, S, M (a gem, crystal, or reliquary worth 500+ GP) Duration: Un"
      },
      {
        "document": 1346,
        "excerpt": "Level 1 Evocation (Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S Duration: Instantaneous You create three glowing darts of"
      },
      {
        "document": 1347,
        "excerpt": "Level 2 Illusion (Bard, Wizard) Casting Time: 1 minute or Ritual Range: 30 feet Components: V, S, M (jade dust worth 10+ GP, which the spell con"
      },
      {
        "document": 1348,
        "excerpt": "l 2 Transmutation (Paladin, Ranger, Sorcerer, Wizard) Casting Time: Bonus Action Range: Touch Components: V, S Duration: 1 hour You touch a nonmagical weapon. Until"
      },
      {
        "document": 1349,
        "excerpt": "Level 7 Conjuration (Bard, Wizard) Casting Time: 1 minute Range: 300 feet Components: V, S, M (a miniature door worth 15+ GP) Duration: 24 hours Y"
      },
      {
        "document": 1350,
        "excerpt": "Level 3 Illusion (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 120 feet Components: V, S, M (a bit of fleece) Duration: Concentration, up to 10 min"
      },
      {
        "document": 1351,
        "excerpt": "Level 5 Abjuration (Bard, Cleric, Druid) Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous A wave of healing energy washes ou"
      },
      {
        "document": 1352,
        "excerpt": "Level 9 Abjuration (Cleric) Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous A flood of healing energy flows fr"
      },
      {
        "document": 1353,
        "excerpt": "Level 3 Abjuration (Bard, Cleric) Casting Time: Bonus Action Range: 60 feet Components: V Duration: Instantaneous Up to six creatures of your cho"
      },
      {
        "document": 1354,
        "excerpt": "Level 6 Enchantment (Bard, Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, M (a snake's tongue) Duration: 24 hours You suggest a course"
      },
      {
        "document": 1355,
        "excerpt": "Level 8 Conjuration (Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 10 minutes You banish a cre"
      },
      {
        "document": 1356,
        "excerpt": "Level 3 Transmutation (Cleric, Druid, Ranger) Casting Time: Action or Ritual Range: Touch Components: V, S Duration: 8 hours You step into a stone object or"
      },
      {
        "document": 1357,
        "excerpt": "ation Cantrip (Bard, Cleric, Druid, Sorcerer, Wizard) Casting Time: 1 minute Range: Touch Components: V, S, M (two lodestones) Duration: Instantaneous This spell rep"
      },
      {
        "document": 1358,
        "excerpt": "Transmutation Cantrip (Bard, Druid, Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: S, M (a copper wire) Duration: 1 round You point toward a crea"
      },
      {
        "document": 1359,
        "excerpt": "Level 9 Evocation (Sorcerer, Wizard) Casting Time: Action Range: 1 mile Components: V, S Duration: Instantaneous Blazing orbs of fire plummet to the"
      },
      {
        "document": 1360,
        "excerpt": "Level 8 Abjuration (Bard, Wizard) Casting Time: Action Range: Touch Components: V, S Duration: 24 hours Until the spell ends, one willing creatur"
      },
      {
        "document": 1361,
        "excerpt": "Level 2 Divination (Sorcerer, Warlock, Wizard) Casting Time: Action Range: 120 feet Components: S Duration: Concentration, up to 1 hour You drive a spike of p"
      },
      {
        "document": 1362,
        "excerpt": "Illusion Cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 30 feet Components: S, M (a bit of fleece) Duration: 1 minute You create a sound or"
      },
      {
        "document": 1363,
        "excerpt": "Level 7 Illusion (Bard, Druid, Wizard) Casting Time: 10 minutes Range: Sight Components: V, S Duration: 10 days You make terrain in an area up to 1 mi"
      },
      {
        "document": 1364,
        "excerpt": "Level 2 Illusion (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: Self Components: V, S Duration: 1 minute Three illusory duplicates of yourself appe"
      },
      {
        "document": 1365,
        "excerpt": "Level 5 Illusion (Bard, Warlock, Wizard) Casting Time: Action Range: Self Components: S Duration: Concentration, up to 1 hour You gain the Invisible con"
      },
      {
        "document": 1366,
        "excerpt": "Level 2 Conjuration (Sorcerer, Warlock, Wizard) Casting Time: Bonus Action Range: Self Components: V Duration: Instantaneous Briefly surrounded by silvery mist"
      },
      {
        "document": 1367,
        "excerpt": "Level 5 Enchantment (Bard, Wizard) Casting Time: Action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute You attempt to res"
      },
      {
        "document": 1368,
        "excerpt": "Level 2 Evocation (Druid) Casting Time: Action Range: 120 feet Components: V, S, M (a moonseed leaf) Duration: Concentration, up to 1 minu"
      },
      {
        "document": 1369,
        "excerpt": "Level 6 Transmutation (Druid, Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S, M (a miniature shovel) Duration: Concentration, up to 2 h"
      },
      {
        "document": 1370,
        "excerpt": "Level 3 Abjuration (Bard, Ranger, Wizard) Casting Time: Action Range: Touch Components: V, S, M (a pinch of diamond dust worth 25+ GP, which the spell con"
      },
      {
        "document": 1371,
        "excerpt": "Level 2 Abjuration (Druid, Ranger) Casting Time: Action Range: Self Components: V, S, M (ashes from burned mistletoe) Duration: Concentration, up t"
      },
      {
        "document": 1372,
        "excerpt": "Level 5 Transmutation (Wizard) Casting Time: Action Range: 30 feet Components: V, S, M (a pinch of sesame seeds) Duration: 1 hour A passage ap"
      },
      {
        "document": 1373,
        "excerpt": "Level 2 Illusion (Bard, Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a bit of fleece) Duration: Concentration, up to 1 minut"
      },
      {
        "document": 1374,
        "excerpt": "Level 4 Illusion (Bard, Wizard) Casting Time: Action Range: 120 feet Components: V, S Duration: Concentration, up to 1 minute You tap into the"
      },
      {
        "document": 1375,
        "excerpt": "Level 3 Illusion (Wizard) Casting Time: 1 minute or Ritual Range: 30 feet Components: V, S Duration: 1 hour A Large, quasi-real, horselik"
      },
      {
        "document": 1376,
        "excerpt": "Level 6 Conjuration (Cleric) Casting Time: 10 minutes Range: 60 feet Components: V, S Duration: Instantaneous You beseech an otherworldly en"
      },
      {
        "document": 1377,
        "excerpt": "l 5 Abjuration (Bard, Cleric, Druid, Warlock, Wizard) Casting Time: 1 hour Range: 60 feet Components: V, S, M (a jewel worth 1,000+ GP, which the spell consumes) Dura"
      },
      {
        "document": 1378,
        "excerpt": "onjuration (Cleric, Druid, Sorcerer, Warlock, Wizard) Casting Time: Action Range: Touch Components: V, S, M (a forked, metal rod worth 250+ GP and attuned to a plane"
      },
      {
        "document": 1379,
        "excerpt": "Level 3 Transmutation (Bard, Druid, Ranger) Casting Time: Action (Overgrowth) or 8 hours (Enrichment) Range: 150 feet Components: V, S Duration: Instantaneo"
      },
      {
        "document": 1380,
        "excerpt": "Necromancy Cantrip (Druid, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 30 feet Components: V, S Duration: Instantaneous You spray toxic mist at a creature"
      },
      {
        "document": 1381,
        "excerpt": "Level 4 Transmutation (Bard, Druid, Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a caterpillar cocoon) Duration: Concentration, up to 1"
      },
      {
        "document": 1382,
        "excerpt": "Level 9 Enchantment (Bard, Cleric) Casting Time: Action Range: 60 feet Components: V Duration: Instantaneous A wave of healing energy washes over"
      },
      {
        "document": 1383,
        "excerpt": "Level 9 Enchantment (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 60 feet Components: V Duration: Instantaneous You compel one creature you can see w"
      },
      {
        "document": 1384,
        "excerpt": "Level 8 Enchantment (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 60 feet Components: V Duration: Instantaneous You overwhelm the mind of one creatur"
      },
      {
        "document": 1385,
        "excerpt": "Level 2 Abjuration (Cleric, Paladin) Casting Time: 10 minutes Range: 30 feet Components: V Duration: Instantaneous Up to five creatures of your choi"
      },
      {
        "document": 1386,
        "excerpt": "ansmutation Cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 10 feet Components: V, S Duration: Up to 1 hour You create a magical effect within"
      },
      {
        "document": 1387,
        "excerpt": "Level 7 Evocation (Bard, Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S Duration: Instantaneous Eight rays of light flash from you in"
      },
      {
        "document": 1388,
        "excerpt": "Level 9 Abjuration (Bard, Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: 10 minutes A shimmering, multicolored plane of l"
      },
      {
        "document": 1389,
        "excerpt": "Level 4 Abjuration (Wizard) Casting Time: 10 minutes Range: 120 feet Components: V, S, M (a thin sheet of lead) Duration: 24 hours You make"
      },
      {
        "document": 1390,
        "excerpt": "Conjuration Cantrip (Druid) Casting Time: Bonus Action Range: Self Components: V, S Duration: 10 minutes A flickering flame appears in your"
      },
      {
        "document": 1391,
        "excerpt": "Level 6 Illusion (Bard, Wizard) Casting Time: Action Range: 120 feet Components: V, S, M (jade dust worth 25+ GP) Duration: Until dispelled You"
      },
      {
        "document": 1392,
        "excerpt": "Level 7 Illusion (Bard, Wizard) Casting Time: Action Range: 500 miles Components: V, S, M (a statuette of yourself worth 5+ GP) Duration: Concen"
      },
      {
        "document": 1393,
        "excerpt": "Abjuration (Cleric, Druid, Ranger, Sorcerer, Wizard) Casting Time: Action Range: Touch Components: V, S Duration: Concentration, up to 1 hour For the duration, the"
      },
      {
        "document": 1394,
        "excerpt": "Abjuration (Cleric, Druid, Paladin, Warlock, Wizard) Casting Time: Action Range: Touch Components: V, S, M (a flask of Holy Water worth 25+ GP, which the spell consu"
      },
      {
        "document": 1395,
        "excerpt": "Level 2 Abjuration (Cleric, Druid, Paladin, Ranger) Casting Time: Action Range: Touch Components: V, S Duration: 1 hour You touch a creature and end the Poisoned c"
      },
      {
        "document": 1396,
        "excerpt": "Level 1 Transmutation (Cleric, Druid, Paladin) Casting Time: Action or Ritual Range: 10 feet Components: V, S Duration: Instantaneous You remove poison and ro"
      },
      {
        "document": 1397,
        "excerpt": "Level 5 Necromancy (Bard, Cleric, Paladin) Casting Time: 1 hour Range: Touch Components: V, S, M (a diamond worth 500+ GP, which the spell consumes) Durati"
      },
      {
        "document": 1398,
        "excerpt": "Level 2 Necromancy (Warlock, Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute A beam of enervati"
      },
      {
        "document": 1399,
        "excerpt": "Evocation Cantrip (Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous A frigid beam of blue-white light"
      },
      {
        "document": 1400,
        "excerpt": "Level 1 Necromancy (Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous You shoot a greenish ray at a crea"
      },
      {
        "document": 1401,
        "excerpt": "Level 7 Transmutation (Bard, Cleric, Druid) Casting Time: 1 minute Range: Touch Components: V, S, M (a prayer wheel) Duration: 1 hour A creature you touch"
      },
      {
        "document": 1402,
        "excerpt": "Level 5 Necromancy (Druid) Casting Time: 1 hour Range: Touch Components: V, S, M (rare oils worth 1,000+ GP, which the spell consumes) Dura"
      },
      {
        "document": 1403,
        "excerpt": "Level 3 Abjuration (Cleric, Paladin, Warlock, Wizard) Casting Time: Action Range: Touch Components: V, S Duration: Instantaneous At your touch, all curses affecting"
      },
      {
        "document": 1404,
        "excerpt": "Level 4 Abjuration (Wizard) Casting Time: Action Range: 30 feet Components: V, S, M (a glass sphere) Duration: Concentration, up to 1 minute"
      },
      {
        "document": 1405,
        "excerpt": "Abjuration Cantrip (Cleric, Druid) Casting Time: Action Range: Touch Components: V, S Duration: Concentration, up to 1 minute You touch a willing"
      },
      {
        "document": 1406,
        "excerpt": "Level 7 Necromancy (Bard, Cleric) Casting Time: 1 hour Range: Touch Components: V, S, M (a diamond worth 1,000+ GP, which the spell consumes) Dura"
      },
      {
        "document": 1407,
        "excerpt": "Level 7 Transmutation (Druid, Sorcerer, Wizard) Casting Time: Action Range: 100 feet Components: V, S, M (a lodestone and iron filings) Duration: Concentration,"
      },
      {
        "document": 1408,
        "excerpt": "Level 3 Necromancy (Cleric, Druid, Paladin, Ranger) Casting Time: Action Range: Touch Components: V, S, M (a diamond worth 300+ GP, which the spell consumes) Durati"
      },
      {
        "document": 1409,
        "excerpt": "Level 2 Transmutation (Wizard) Casting Time: Action Range: Touch Components: V, S, M (a segment of rope) Duration: 1 hour You touch a rope. On"
      },
      {
        "document": 1410,
        "excerpt": "Evocation Cantrip (Cleric) Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous Flame-like radiance descends on a"
      },
      {
        "document": 1411,
        "excerpt": "Level 1 Abjuration (Cleric) Casting Time: Bonus Action Range: 30 feet Components: V, S, M (a shard of glass from a mirror) Duration: 1 minut"
      },
      {
        "document": 1412,
        "excerpt": "Level 2 Evocation (Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S Duration: Instantaneous You hurl three fiery rays. You ca"
      },
      {
        "document": 1413,
        "excerpt": "l 5 Divination (Bard, Cleric, Druid, Warlock, Wizard) Casting Time: 10 minutes Range: Self Components: V, S, M (a focus worth 1,000+ GP, such as a crystal ball, mirro"
      },
      {
        "document": 1414,
        "excerpt": "Level 1 Evocation (Paladin) Casting Time: Bonus Action, which you take immediately after hitting a target with a Melee weapon or an Unarmed"
      },
      {
        "document": 1415,
        "excerpt": "Level 4 Conjuration (Wizard) Casting Time: Action Range: Touch Components: V, S, M (a chest, 3 feet by 2 feet by 2 feet, constructed from rar"
      },
      {
        "document": 1416,
        "excerpt": "Level 2 Divination (Bard, Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S, M (a pinch of talc) Duration: 1 hour For the duration, you s"
      },
      {
        "document": 1417,
        "excerpt": "Level 5 Illusion (Bard, Sorcerer, Wizard) Casting Time: Action Range: 30 feet Components: V, S Duration: 8 hours You give an illusory appearance to each"
      },
      {
        "document": 1418,
        "excerpt": "Level 3 Divination (Bard, Cleric, Wizard) Casting Time: Action Range: Unlimited Components: V, S, M (a copper wire) Duration: Instantaneous You send a sh"
      },
      {
        "document": 1419,
        "excerpt": "Level 7 Transmutation (Wizard) Casting Time: Action Range: Touch Components: V, S, M (gem dust worth 5,000+ GP, which the spell consumes) Durat"
      },
      {
        "document": 1420,
        "excerpt": "Level 9 Transmutation (Druid, Wizard) Casting Time: Action Range: Self Components: V, S, M (a jade circlet worth 1,500+ GP) Duration: Concentration, u"
      },
      {
        "document": 1421,
        "excerpt": "Level 2 Evocation (Bard, Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a chip of mica) Duration: Instantaneous A loud noise e"
      },
      {
        "document": 1422,
        "excerpt": "Level 1 Abjuration (Cleric, Paladin) Casting Time: Bonus Action Range: 60 feet Components: V, S, M (a prayer scroll) Duration: Concentration, up to 1"
      },
      {
        "document": 1423,
        "excerpt": "Level 1 Abjuration (Sorcerer, Wizard) Casting Time: Reaction, which you take when you are hit by an attack roll or targeted by the Magic Missile spell"
      },
      {
        "document": 1424,
        "excerpt": "Transmutation Cantrip (Druid) Casting Time: Bonus Action Range: Self Components: V, S, M (mistletoe) Duration: 1 minute A Club or Quarterstaf"
      },
      {
        "document": 1425,
        "excerpt": "Level 2 Transmutation (Paladin) Casting Time: Bonus Action, which you take immediately after hitting a creature with a Melee weapon or an Unarme"
      },
      {
        "document": 1426,
        "excerpt": "Evocation Cantrip (Sorcerer, Wizard) Casting Time: Action Range: Touch Components: V, S Duration: Instantaneous Lightning springs from you to a crea"
      },
      {
        "document": 1427,
        "excerpt": "Level 2 Illusion (Bard, Cleric, Ranger) Casting Time: Action or Ritual Range: 120 feet Components: V, S Duration: Concentration, up to 10 minutes For t"
      },
      {
        "document": 1428,
        "excerpt": "Level 1 Illusion (Bard, Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a bit of fleece) Duration: Concentration, up to 10 minu"
      },
      {
        "document": 1429,
        "excerpt": "Level 7 Illusion (Wizard) Casting Time: 12 hours Range: Touch Components: V, S, M (powdered ruby worth 1,500+ GP, which the spell consumes"
      },
      {
        "document": 1430,
        "excerpt": "Level 1 Enchantment (Bard, Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a pinch of sand or rose petals) Duration: Concentration"
      },
      {
        "document": 1431,
        "excerpt": "Level 3 Conjuration (Druid, Sorcerer, Wizard) Casting Time: Action Range: 150 feet Components: V, S, M (a miniature umbrella) Duration: Concentration, up to 1"
      },
      {
        "document": 1432,
        "excerpt": "Level 3 Transmutation (Bard, Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S, M (a drop of molasses) Duration: Concentration, up to 1 m"
      },
      {
        "document": 1433,
        "excerpt": "Evocation Cantrip (Sorcerer) Casting Time: Action Range: 120 feet Components: V, S Duration: Instantaneous You cast sorcerous energy at one"
      },
      {
        "document": 1434,
        "excerpt": "Necromancy Cantrip (Cleric, Druid) Casting Time: Action Range: 15 feet Components: V, S Duration: Instantaneous Choose a creature within range tha"
      },
      {
        "document": 1435,
        "excerpt": "Level 1 Divination (Bard, Druid, Ranger, Warlock) Casting Time: Action or Ritual Range: Self Components: V, S Duration: 10 minutes For the duration, you can comp"
      },
      {
        "document": 1436,
        "excerpt": "Level 3 Necromancy (Bard, Cleric, Wizard) Casting Time: Action Range: 10 feet Components: V, S, M (burning incense) Duration: 10 minutes You grant the se"
      },
      {
        "document": 1437,
        "excerpt": "Level 3 Transmutation (Bard, Druid, Ranger) Casting Time: Action Range: Self Components: V, S Duration: 10 minutes You imbue plants in an immobile 30-foot"
      },
      {
        "document": 1438,
        "excerpt": "Level 2 Transmutation (Sorcerer, Warlock, Wizard) Casting Time: Action Range: Touch Components: V, S, M (a drop of bitumen and a spider) Duration: Concentration,"
      },
      {
        "document": 1439,
        "excerpt": "Level 2 Transmutation (Druid, Ranger) Casting Time: Action Range: 150 feet Components: V, S, M (seven thorns) Duration: Concentration, up to 10 minute"
      },
      {
        "document": 1440,
        "excerpt": "Level 3 Conjuration (Cleric) Casting Time: Action Range: Self Components: V, S, M (a prayer scroll) Duration: Concentration, up to 10 minutes"
      },
      {
        "document": 1441,
        "excerpt": "Level 2 Evocation (Cleric) Casting Time: Bonus Action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You create a"
      },
      {
        "document": 1442,
        "excerpt": "Evocation Cantrip (Bard, Druid) Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous You launch a mote of light at one"
      },
      {
        "document": 1443,
        "excerpt": "Level 3 Conjuration (Bard, Sorcerer, Wizard) Casting Time: Action Range: 90 feet Components: V, S, M (a rotten egg) Duration: Concentration, up to 1 minute"
      },
      {
        "document": 1444,
        "excerpt": "Level 4 Transmutation (Cleric, Druid, Wizard) Casting Time: Action Range: Touch Components: V, S, M (soft clay) Duration: Instantaneous You touch a stone obj"
      },
      {
        "document": 1445,
        "excerpt": "vel 4 Transmutation (Druid, Ranger, Sorcerer, Wizard) Casting Time: Action Range: Touch Components: V, S, M (diamond dust worth 100+ GP, which the spell consumes) Dur"
      },
      {
        "document": 1446,
        "excerpt": "Level 9 Conjuration (Druid) Casting Time: Action Range: 1 mile Components: V, S Duration: Concentration, up to 1 minute A churning storm cl"
      },
      {
        "document": 1447,
        "excerpt": "Level 2 Enchantment (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 30 feet Components: V, M (a drop of honey) Duration: Concentration, up to 8 hours Y"
      },
      {
        "document": 1448,
        "excerpt": "Level 5 Conjuration (Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (an object with the image of a dragon engraved on it wor"
      },
      {
        "document": 1449,
        "excerpt": "Level 6 Evocation (Cleric, Druid, Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S, M (a magnifying glass) Duration: Concentration, up to 1 minut"
      },
      {
        "document": 1450,
        "excerpt": "Level 8 Evocation (Cleric, Druid, Sorcerer, Wizard) Casting Time: Action Range: 150 feet Components: V, S, M (a piece of sunstone) Duration: Instantaneous Brillian"
      },
      {
        "document": 1451,
        "excerpt": "Level 7 Abjuration (Bard, Cleric, Druid, Wizard) Casting Time: 1 minute Range: Touch Components: V, S, M (powdered diamond worth 1,000+ GP, which the spell consu"
      },
      {
        "document": 1452,
        "excerpt": "Level 5 Transmutation (Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 10 minutes You gain the abi"
      },
      {
        "document": 1453,
        "excerpt": "Level 5 Divination (Bard, Wizard) Casting Time: Action or Ritual Range: 30 feet Components: V, S, M (two eggs) Duration: 1 hour You forge a telep"
      },
      {
        "document": 1454,
        "excerpt": "Level 7 Conjuration (Bard, Sorcerer, Wizard) Casting Time: Action Range: 10 feet Components: V Duration: Instantaneous This spell instantly transports you a"
      },
      {
        "document": 1455,
        "excerpt": "Level 5 Conjuration (Bard, Sorcerer, Warlock, Wizard) Casting Time: 1 minute Range: 10 feet Components: V, M (rare inks worth 50+ GP, which the spell consumes) Durati"
      },
      {
        "document": 1456,
        "excerpt": "Transmutation Cantrip (Cleric) Casting Time: Action Range: 30 feet Components: V Duration: Up to 1 minute You manifest a minor wonder within r"
      },
      {
        "document": 1457,
        "excerpt": "Level 1 Evocation (Bard, Druid, Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S Duration: Instantaneous You unleash a wave of thunderous ener"
      },
      {
        "document": 1458,
        "excerpt": "Level 9 Transmutation (Sorcerer, Wizard) Casting Time: Action Range: Self Components: V Duration: Instantaneous You briefly stop the flow of time for ev"
      },
      {
        "document": 1459,
        "excerpt": "Level 3 Evocation (Bard, Wizard) Casting Time: 1 minute or Ritual Range: Self Components: V, S, M (a crystal bead) Duration: 8 hours A 10-foot E"
      },
      {
        "document": 1460,
        "excerpt": "Divination (Bard, Cleric, Sorcerer, Warlock, Wizard) Casting Time: Action Range: Touch Components: V, M (a miniature ziggurat) Duration: 1 hour This spell grants th"
      },
      {
        "document": 1461,
        "excerpt": "Level 6 Conjuration (Druid) Casting Time: Action Range: 10 feet Components: V, S Duration: 1 minute This spell creates a magical link betwe"
      },
      {
        "document": 1462,
        "excerpt": "Level 5 Conjuration (Druid, Ranger) Casting Time: Action Range: Self Components: V, S Duration: Concentration, up to 1 minute You gain the ability"
      },
      {
        "document": 1463,
        "excerpt": "Level 9 Transmutation (Bard, Warlock, Wizard) Casting Time: Action Range: 30 feet Components: V, S, M (a drop of mercury, a dollop of gum arabic, and a wisp o"
      },
      {
        "document": 1464,
        "excerpt": "Level 9 Necromancy (Cleric, Druid) Casting Time: 1 hour Range: Touch Components: V, S, M (diamonds worth 25,000+ GP, which the spell consumes) Dura"
      },
      {
        "document": 1465,
        "excerpt": "Divination (Bard, Cleric, Sorcerer, Warlock, Wizard) Casting Time: Action Range: Touch Components: V, S, M (mushroom powder worth 25+ GP, which the spell consumes) D"
      },
      {
        "document": 1466,
        "excerpt": "Divination Cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: Self Components: S, M (a weapon with which you have proficiency and that is worth I+"
      },
      {
        "document": 1467,
        "excerpt": "Level 8 Conjuration (Druid) Casting Time: 1 minute Range: 1 mile Components: V, S Duration: Concentration, up to 6 rounds A wall of water s"
      },
      {
        "document": 1468,
        "excerpt": "Level 1 Conjuration (Bard, Warlock, Wizard) Casting Time: Action or Ritual Range: 60 feet Components: V, S, M (a bit of string and of wood) Duration: 1 hour"
      },
      {
        "document": 1469,
        "excerpt": "Level 3 Necromancy (Sorcerer, Warlock, Wizard) Casting Time: Action Range: Self Components: V, S Duration: Concentration, up to 1 minute The touch of your sha"
      },
      {
        "document": 1470,
        "excerpt": "Enchantment Cantrip (Bard) Casting Time: Action Range: 60 feet Components: V Duration: Instantaneous You unleash a string of insults laced"
      },
      {
        "document": 1471,
        "excerpt": "Level 4 Evocation (Sorcerer, Wizard) Casting Time: Action Range: 150 feet Components: V, S, M (a drop of bile) Duration: Instantaneous You point at"
      },
      {
        "document": 1472,
        "excerpt": "Level 4 Evocation (Druid, Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S, M (a piece of charcoal) Duration: Concentration, up to 1"
      },
      {
        "document": 1473,
        "excerpt": "Level 5 Evocation (Wizard) Casting Time: Action Range: 120 feet Components: V, S, M (a shard of glass) Duration: Concentration, up to 10 m"
      },
      {
        "document": 1474,
        "excerpt": "Level 6 Evocation (Wizard) Casting Time: Action Range: 120 feet Components: V, S, M (a piece of quartz) Duration: Concentration, up to 10"
      },
      {
        "document": 1475,
        "excerpt": "Level 5 Evocation (Druid, Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S, M (a cube of granite) Duration: Concentration, up to 10 m"
      },
      {
        "document": 1476,
        "excerpt": "Level 6 Conjuration (Druid) Casting Time: Action Range: 120 feet Components: V, S, M (a handful of thorns) Duration: Concentration, up to 10"
      },
      {
        "document": 1477,
        "excerpt": "Level 2 Abjuration (Cleric, Paladin) Casting Time: Action Range: Touch Components: V, S, M (a pair of platinum rings worth 50+ GP each, which you and"
      },
      {
        "document": 1478,
        "excerpt": "vel 3 Transmutation (Druid, Ranger, Sorcerer, Wizard) Casting Time: Action or Ritual Range: 30 feet Components: V, S, M (a short reed) Duration: 24 hours This spell"
      },
      {
        "document": 1479,
        "excerpt": "vel 3 Transmutation (Cleric, Druid, Ranger, Sorcerer) Casting Time: Action or Ritual Range: 30 feet Components: V, S, M (a piece of cork) Duration: 1 hour This spell"
      },
      {
        "document": 1480,
        "excerpt": "Level 2 Conjuration (Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a bit of spiderweb) Duration: Concentration, up to 1 ho"
      },
      {
        "document": 1481,
        "excerpt": "Level 9 Illusion (Warlock, Wizard) Casting Time: Action Range: 120 feet Components: V, S Duration: Concentration, up to 1 minute You try to create"
      },
      {
        "document": 1482,
        "excerpt": "Level 6 Transmutation (Druid) Casting Time: 1 minute Range: 30 feet Components: V, S, M (a candle) Duration: 8 hours You and up to ten willin"
      },
      {
        "document": 1483,
        "excerpt": "Level 3 Evocation (Druid, Ranger) Casting Time: Action Range: 120 feet Components: V, S, M (a fan and a feather) Duration: Concentration, up to 1"
      },
      {
        "document": 1484,
        "excerpt": "Level 9 Conjuration (Sorcerer, Wizard) Casting Time: Action Range: Self Components: V Duration: Instantaneous Wish is the mightiest spell a mortal can"
      },
      {
        "document": 1485,
        "excerpt": "Level 6 Conjuration (Cleric) Casting Time: Action Range: 5 feet Components: V Duration: Instantaneous You and up to five willing creatures w"
      },
      {
        "document": 1486,
        "excerpt": "Level 2 Enchantment (Bard, Cleric, Paladin) Casting Time: Action Range: 60 feet Components: V, S Duration: 10 minutes You create a magical zone that guards"
      },
      {
        "document": 1596,
        "excerpt": "successful check, you cast the spell using its normal casting time, and you can't use this property again until you finish a Short or Long Rest. On a failed check, yo"
      },
      {
        "document": 1608,
        "excerpt": "unts as replicating a spell of level 8 or lower). Each casting of Wish causes the tower to regain all its Hit Points."
      },
      {
        "document": 1709,
        "excerpt": "l components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the sc"
      },
      {
        "document": 1810,
        "excerpt": "the penalty reaches -5. The penalty can be removed by casting the Mending spell on the weapon. In 1 minute, the pudding can eat through 2 feet of nonmagical wood or"
      },
      {
        "document": 1912,
        "excerpt": "the penalty reaches -5. The penalty can be removed by casting the Mending spell on the weapon. The ooze can eat through 2-inch-thick, nonmagical metal or wood in 1 r"
      },
      {
        "document": 1914,
        "excerpt": "iring no Material components, using the spell's normal casting time, and using Intelligence as the spellcasting ability (spell save DC 11): Augury, Find Familiar, Iden"
      },
      {
        "document": 1969,
        "excerpt": "iring no Material components, using the spell's normal casting time, and using Intelligence as the spellcasting ability (spell save DC 14): Augury, Find Familiar, Iden"
      },
      {
        "document": 2007,
        "excerpt": "its penalty reaches -5. The penalty can be removed by casting the Mending spell on the armor or weapon. Destroy Metal. The rust monster touches a nonmagical metal ob"
      },
      {
        "document": 2014,
        "excerpt": "iring no Material components, using the spell's normal casting time, and using Intelligence as the spellcasting ability (spell save DC 11): Augury, Find Familiar, Iden"
      }
    ],
    "castings": [
      {
        "document": 505,
        "excerpt": "potent effect - such as the highest bonus - from those castings applies while their durations overlap. The most recent effect applies if the castings are equally potent"
      }
    ],
    "castle": [
      {
        "document": 49,
        "excerpt": "group needs to trick a guard into letting them into a castle, the Rogue who is proficient in Deception should lead the discussion."
      },
      {
        "document": 267,
        "excerpt": "e of an archmage 82 Half a floor plan for a temple, a castle, or another structure 83 A bit of folded cloth that, when unfolded, turns into a stylish cap 84 A rece"
      },
      {
        "document": 580,
        "excerpt": "o Fire damage. Damage Threshold. Big objects, such as castle walls, often have extra resilience represented by a damage threshold. See also “Damage Threshold.” No A"
      },
      {
        "document": 793,
        "excerpt": "e GM chooses, such as to a great view, a cloud giant’s castle, or another plane of existence."
      }
    ],
    "castles": [
      {
        "document": 1198,
        "excerpt": "e nature has been replaced by construction, such as in castles and settlements. Choose three of the following facts; you learn those facts as they pertain to the spel"
      }
    ],
    "casts": [
      {
        "document": 108,
        "excerpt": "e once for all the targets. For example, when a wizard casts Fireball, the spell's damage is rolled once for all creatures caught in the blast."
      },
      {
        "document": 487,
        "excerpt": "When a spellcaster casts a spell using a slot that is of a higher level than the spell, the spell takes on the higher level for t"
      },
      {
        "document": 513,
        "excerpt": "slot that's at least level 2. So when a level 3 Wizard casts Magic Missile, a level 1 spell, that Wizard spends one of four level 1 slots and has three remaining. F"
      },
      {
        "document": 646,
        "excerpt": "therwise. For example, a visual illusion of a creature casts shadows and reflections, and wind appears to affect the illusory creature. Similarly, an audible illusio"
      },
      {
        "document": 1213,
        "excerpt": "lame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame,"
      },
      {
        "document": 1329,
        "excerpt": "fter the target makes an attack roll, deals damage, or casts a spell. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot le"
      },
      {
        "document": 1411,
        "excerpt": "pell ends if the warded creature makes an attack roll, casts a spell, or deals damage."
      },
      {
        "document": 1432,
        "excerpt": "e only one attack if it takes the Attack action. If it casts a spell with a Somatic component, there is a 25 percent chance the spell fails as a result of the target"
      },
      {
        "document": 1561,
        "excerpt": "n't voluntarily end your Attunement to it, and the orb casts Suggestion on you at will (save DC 18), urging you to work toward the evil ends it desires. The dragon e"
      },
      {
        "document": 1564,
        "excerpt": "fected creature makes an attack roll, deals damage, or casts a spell, the Invisible condition ends for that creature."
      },
      {
        "document": 1719,
        "excerpt": "ddition, you can take a Reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect"
      },
      {
        "document": 1761,
        "excerpt": "amage. Success: Half damage. Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting abi"
      },
      {
        "document": 1762,
        "excerpt": "amage. Success: Half damage. Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting abi"
      },
      {
        "document": 1763,
        "excerpt": "takes an action to wake it. Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting abi"
      },
      {
        "document": 1764,
        "excerpt": "and has the Prone condition. Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting abi"
      },
      {
        "document": 1765,
        "excerpt": "il the end of its next turn. Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting abi"
      },
      {
        "document": 1766,
        "excerpt": "amage. Success: Half damage. Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting abi"
      },
      {
        "document": 1767,
        "excerpt": "amage. Success: Half damage. Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting abi"
      },
      {
        "document": 1768,
        "excerpt": "amage. Success: Half damage. Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting abi"
      },
      {
        "document": 1769,
        "excerpt": ", it succeeds automatically. Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting abi"
      },
      {
        "document": 1770,
        "excerpt": "tart of its next turn. Frightful Presence. The dragon casts Fear, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 14)"
      },
      {
        "document": 1773,
        "excerpt": "amage. Success: Half damage. Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting abi"
      },
      {
        "document": 1774,
        "excerpt": "amage. Success: Half damage. Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting abi"
      },
      {
        "document": 1775,
        "excerpt": "takes an action to wake it. Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting abi"
      },
      {
        "document": 1776,
        "excerpt": "and has the Prone condition. Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting abi"
      },
      {
        "document": 1777,
        "excerpt": "il the end of its next turn. Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting abi"
      },
      {
        "document": 1778,
        "excerpt": "amage. Success: Half damage. Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ab"
      },
      {
        "document": 1779,
        "excerpt": "amage. Success: Half damage. Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting abi"
      },
      {
        "document": 1780,
        "excerpt": "amage. Success: Half damage. Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting abi"
      },
      {
        "document": 1781,
        "excerpt": ", it succeeds automatically. Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting abi"
      },
      {
        "document": 1782,
        "excerpt": "tart of its next turn. Frightful Presence. The dragon casts Fear, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 18)"
      },
      {
        "document": 1790,
        "excerpt": "7 (4d10 + 5) Force damage. Spellcasting. The archmage casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 17): At Will"
      },
      {
        "document": 1829,
        "excerpt": "sms (Recharge after a Short or Long Rest). The cloaker casts the Mirror Image spell, requiring no spell components and using Wisdom as the spellcasting ability. The"
      },
      {
        "document": 1830,
        "excerpt": "til the end of its next turn. Spellcasting. The giant casts one of the following spells, requiring no Material components and using Charisma as the spellcasting abi"
      },
      {
        "document": 1835,
        "excerpt": "tion until the grapple ends. Spellcasting. The couatl casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability"
      },
      {
        "document": 1838,
        "excerpt": "us 7 (2d6) Necrotic damage. Spellcasting. The cultist casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 12, +4 to hit with"
      },
      {
        "document": 1843,
        "excerpt": "plus 18 (4d8) Radiant damage. Spellcasting. The deva casts one of the following spells, requiring no Material components and using Charisma as the spellcasting abi"
      },
      {
        "document": 1845,
        "excerpt": "wish in a way the djinni can understand. If the djinni casts the spell for the creature, the djinni suffers none of the spell's stress. Once the djinni has cast it t"
      },
      {
        "document": 1846,
        "excerpt": ") Bludgeoning damage. Read Thoughts. The doppelganger casts Detect Thoughts, requiring no spell components and using Charisma as the spellcasting ability (spell sav"
      },
      {
        "document": 1850,
        "excerpt": "Magic of the Spider Queen (Recharge 5–6). The drider casts Darkness, Faerie Fire, or Web, requiring no Material components and using Wisdom as the spellcasting abi"
      },
      {
        "document": 1851,
        "excerpt": "Hit: 10 (3d6) Radiant damage. Spellcasting. The druid casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13): At Will: Drui"
      },
      {
        "document": 1852,
        "excerpt": "7 (1d6 + 4) Piercing damage. Spellcasting. The dryad casts one of the following spells, requiring no Material components and using Charisma as the spellcasting abi"
      },
      {
        "document": 1853,
        "excerpt": "of the mephit's next turn. Sleep (1/Day). The mephit casts the Sleep spell, requiring no spell components and using Charisma as the spellcasting ability (spell sav"
      },
      {
        "document": 1856,
        "excerpt": "sh in a way the efreeti can understand. If the efreeti casts the spell for the creature, the efreeti suffers none of the spell's stress. Once the efreeti has cast it"
      },
      {
        "document": 1871,
        "excerpt": "9 (3d10 + 3) Necrotic damage. Etherealness. The ghost casts the Etherealness spell, requiring no spell components and using Charisma as the spellcasting ability. Th"
      },
      {
        "document": 1890,
        "excerpt": ": 7 (1d10 + 2) Slashing damage. Spellcasting. The owl casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability:"
      },
      {
        "document": 1903,
        "excerpt": "age. Success: Half damage. Spellcasting. The glabrezu casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting"
      },
      {
        "document": 1914,
        "excerpt": "age plus 3 (1d6) Poison damage. Spellcasting. The hag casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting abil"
      },
      {
        "document": 1920,
        "excerpt": "rn. Success: Half damage only. Spellcasting. The naga casts one of the following spells, requiring no Somatic or Material components and using Wisdom as the spellca"
      },
      {
        "document": 1936,
        "excerpt": "8 (4d8) Cold damage. Ice Wall (Recharge 6). The devil casts Wall of Ice (level 8 version), requiring no spell components and using Intelligence as the spellcasting"
      },
      {
        "document": 1937,
        "excerpt": "us 2 (1d4) Cold damage. Fog Cloud (1/Day). The mephit casts Fog Cloud, requiring no spell components and using Charisma as the spellcasting ability. Frost Breath ("
      },
      {
        "document": 1938,
        "excerpt": "age plus 7 (2d6) Poison damage. Invisibility. The imp casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability. S"
      },
      {
        "document": 1939,
        "excerpt": "from finishing Short Rests. Spellcasting. The incubus casts one of the following spells, requiring no Material components and using Charisma as the spellcasting abi"
      },
      {
        "document": 1947,
        "excerpt": "rmed and Poisoned conditions. Spellcasting. The lamia casts one of the following spells, requiring no Material components and using Charisma as the spellcasting abi"
      },
      {
        "document": 1949,
        "excerpt": "start of the lich's next turn. Spellcasting. The lich casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 20): At Will"
      },
      {
        "document": 1952,
        "excerpt": "it: 16 (3d8 + 3) Force damage. Spellcasting. The mage casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14): At Will"
      },
      {
        "document": 1966,
        "excerpt": "end of the mummy's next turn. Spellcasting. The mummy casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting abili"
      },
      {
        "document": 1969,
        "excerpt": "uires Soul Bag). While on the Ethereal Plane, the hag casts Dream, using the same spellcasting ability as Spellcasting. Only the hag can serve as the spell's messen"
      },
      {
        "document": 1976,
        "excerpt": "or carrying isn't transformed. Spellcasting. The oni casts one of the following spells, requiring no Material components and using Charisma as the spellcasting abi"
      },
      {
        "document": 1986,
        "excerpt": ". Hellfire Spellcasting (Recharge 4–6). The pit fiend casts Fireball (level 5 version) twice, requiring no Material components and using Charisma as the spellcastin"
      },
      {
        "document": 1987,
        "excerpt": "age. Success: Half damage. Spellcasting. The planetar casts one of the following spells, requiring no Material components and using Charisma as spellcasting ability"
      },
      {
        "document": 1991,
        "excerpt": "Hit: 7 (2d6) Radiant damage. Spellcasting. The priest casts one of the following spells, using Wisdom as the spellcasting ability: At Will: Light, Thaumaturgy"
      },
      {
        "document": 1992,
        "excerpt": "t: 11 (2d10) Radiant damage. Spellcasting. The priest casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13): At Will: Ligh"
      },
      {
        "document": 1996,
        "excerpt": "t of the quasit's next turn. Invisibility. The quasit casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability. S"
      },
      {
        "document": 1997,
        "excerpt": "the rakshasa's next turn. Spellcasting. The rakshasa casts one of the following spells, requiring no Material components and using Charisma as the spellcasting abi"
      },
      {
        "document": 2014,
        "excerpt": "13 (3d8) Psychic damage. Illusory Appearance. The hag casts Disguise Self, using Constitution as the spellcasting ability (spell save DC 13). The spell's duration i"
      },
      {
        "document": 2022,
        "excerpt": "plus 36 (8d8) Radiant damage. Spellcasting. The solar casts one of the following spells, requiring no Material components and using Charisma as the spellcasting abi"
      },
      {
        "document": 2024,
        "excerpt": "t of the sphinx's next turn. Spellcasting. The sphinx casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting"
      },
      {
        "document": 2025,
        "excerpt": ". Success: Half damage only. Spellcasting. The sphinx casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting abili"
      },
      {
        "document": 2028,
        "excerpt": "Hit: 21 (6d6) Necrotic damage. Spellcasting. The naga casts one of the following spells, requiring no Somatic or Material components and using Intelligence as the s"
      },
      {
        "document": 2029,
        "excerpt": "et's emotions and alignment. Invisibility. The sprite casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability."
      },
      {
        "document": 2034,
        "excerpt": "Slow (Recharge 5–6). The golem casts the Slow spell, requiring no spell components and using Constitution as the spellcasting ability (spell"
      },
      {
        "document": 2035,
        "excerpt": "damage. Success: Half damage. Spellcasting. The giant casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting abili"
      },
      {
        "document": 2036,
        "excerpt": "it: 16 (2d10 + 5) Psychic damage. Charm. The succubus casts Dominate Person (level 8 version), requiring no spell components and using Charisma as the spellcasting"
      },
      {
        "document": 2053,
        "excerpt": "(1d10 + 4) Radiant damage. Spellcasting. The unicorn casts one of the following spells, requiring no spell components and using Charisma as the spellcasting abilit"
      },
      {
        "document": 2056,
        "excerpt": "Charm (Recharge 5–6). The vampire casts Charm Person, requiring no spell components and using Charisma as the spellcasting ability (spell save D"
      }
    ],
    "casually": [
      {
        "document": 1454,
        "excerpt": "1–05 | 06–13 | 14–24 | 25–00 | | Seen casually | 01–33 | 34–43 | 44–53 | 54–00 | | Viewed once or described | 01–43 | 44–5"
      }
    ],
    "casualties": [
      {
        "document": 727,
        "excerpt": "but their characters should emerge victorious with no casualties. One or more of them might need to use healing resources, however. As a rough guideline, a single monste"
      }
    ],
    "cat": [
      {
        "document": 267,
        "excerpt": "g detail 74 A fan that, when unfolded, shows a sleepy cat 75 A set of bone pipes 76 A four-leaf clover pressed inside a book discussing manners and etiquette 7"
      },
      {
        "document": 1265,
        "excerpt": "r, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rat"
      },
      {
        "document": 1645,
        "excerpt": "bits into view: a fish scale, a hummingbird feather, a cat claw, or a squirrel hair."
      },
      {
        "document": 1823,
        "excerpt": "Cat"
      }
    ],
    "cat's": [
      {
        "document": 1823,
        "excerpt": "Jumper. The cat's jump distance is determined using its Dexterity rather than its Strength."
      }
    ],
    "catatonic": [
      {
        "document": 1345,
        "excerpt": "GP) Duration: Until dispelled Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's Material component. While"
      }
    ],
    "catch": [
      {
        "document": 483,
        "excerpt": "w the Grappling Hook at a railing, a ledge, or another catch within 50 feet of yourself, and the hook catches on if you succeed on a DC 13 Dexterity (Acrobatics) che"
      },
      {
        "document": 675,
        "excerpt": "he contagion. On a successful save, the Humanoid can't catch the contagion from that particular infected creature for the next 24 hours."
      },
      {
        "document": 677,
        "excerpt": "he contagion. On a successful save, the Humanoid can't catch the contagion from that particular infected creature for the next 24 hours."
      },
      {
        "document": 1509,
        "excerpt": "on barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the catch unlo"
      },
      {
        "document": 1589,
        "excerpt": "ve a free hand. If you reduce the damage to 0, you can catch the ammunition or weapon if it is small enough for you to hold in that hand."
      }
    ],
    "catches": [
      {
        "document": 483,
        "excerpt": "another catch within 50 feet of yourself, and the hook catches on if you succeed on a DC 13 Dexterity (Acrobatics) check. If you tied a Rope to the hook, you can then"
      }
    ],
    "catching": [
      {
        "document": 1514,
        "excerpt": "Arrow-Catching Shield"
      }
    ],
    "categories": [
      {
        "document": 41,
        "excerpt": "d tools from their class and background. There are two categories of equipment proficiency: Weapons. Anyone can wield a weapon, but proficiency makes you better at wield"
      },
      {
        "document": 125,
        "excerpt": "Magic Item Categories"
      },
      {
        "document": 269,
        "excerpt": "Your class might give you training with certain categories of armor. Note your armor training on your character sheet. Armor training with a kind of armor means yo"
      },
      {
        "document": 409,
        "excerpt": "Weapon proficiencies are usually tied to one of these categories. For example, you might have proficiency with Simple weapons. Melee or Ranged. A weapon is classified a"
      },
      {
        "document": 488,
        "excerpt": "chools are listed in the Schools of Magic table. These categories help describe spells but have no rules of their own, although some other rules refer to them. Schools o"
      },
      {
        "document": 727,
        "excerpt": "Three categories describe the range of encounter difficulty: Low Difficulty. An encounter of low difficulty is likely to"
      },
      {
        "document": 766,
        "excerpt": "Magic Item Categories"
      }
    ],
    "categorization": [
      {
        "document": 182,
        "excerpt": "heses following its type. Such tags provide additional categorization and have no rules of their own, but certain game effects might refer to them."
      }
    ],
    "category": [
      {
        "document": 36,
        "excerpt": "ility checks involve using a skill, which represents a category of things creatures try to do with an ability check. The descriptions of the actions you take (see “Acti"
      },
      {
        "document": 54,
        "excerpt": "The presence or absence of light determines the category of illumination in an area, as defined below. Bright Light. Bright Light lets most creatures see normal"
      },
      {
        "document": 82,
        "excerpt": "A creature belongs to a size category, which determines the width of the square space the creature occupies on a map, as shown on the Creature"
      },
      {
        "document": 116,
        "excerpt": "rns, musical instruments, and more also fall into this category."
      },
      {
        "document": 120,
        "excerpt": "to do something special. The description of each item category or individual item details how an item is activated. Certain items use the following rules for their act"
      },
      {
        "document": 125,
        "excerpt": "Every magic item belongs to a category. The Magic Item Categories table lists the nine categories and provides examples. Rules for the categori"
      },
      {
        "document": 131,
        "excerpt": "ts which tool is required to make a magic item of each category. You must use the required tool to make an item and have proficiency with that tool. Any assistants must"
      },
      {
        "document": 136,
        "excerpt": "An item in the Armor category is typically a magical version of armor from “Equipment.” Unless an armor’s description notes otherwise,"
      },
      {
        "document": 144,
        "excerpt": "An item in the Potion category might be a magical brew that must be imbibed or an oil that must be applied to a creature or an object."
      },
      {
        "document": 145,
        "excerpt": "For its magic to function, an item in the Ring category must be worn on a finger or a similar digit unless its description notes otherwise."
      },
      {
        "document": 146,
        "excerpt": "An item in the Rod category is a scepter usually made of metal, wood, or bone. A typical rod weighs 2 to 5 pounds. Unless its descr"
      },
      {
        "document": 147,
        "excerpt": "An item in the Scroll category is a roll of paper or parchment, sometimes attached to wooden rods and typically kept safe in a tube of"
      },
      {
        "document": 148,
        "excerpt": "Items in the Staff category vary widely in appearance: some are of nearly equal diameter throughout and smooth, others are gnarled a"
      },
      {
        "document": 149,
        "excerpt": "An item in the Wand category is typically 12 to 15 inches long and crafted of metal, bone, or wood. It is tipped with metal, crystal,"
      },
      {
        "document": 295,
        "excerpt": "a specific tool or one chosen from the Artisan's Tools category. Tools are detailed in \"Equipment.\" ---"
      },
      {
        "document": 301,
        "excerpt": "The feats that follow are organized by category - Origin, General, Fighting Style, or Epic Boon - and alphabetized in each category."
      },
      {
        "document": 302,
        "excerpt": "ing parts, which are presented after the feat's name. Category. A feat is a member of a category, which is noted in the feat. If you're instructed to choose a feat fro"
      },
      {
        "document": 406,
        "excerpt": "nd weight of armor, as well as the following details: Category. Every type of armor falls into a category: Light, Medium, or Heavy. The category determines how long it"
      },
      {
        "document": 409,
        "excerpt": "ght of each weapon, as well as the following details: Category. Every weapon falls into a category: Simple or Martial. Weapon proficiencies are usually tied to one of"
      },
      {
        "document": 544,
        "excerpt": "Armor training allows you to use armor of a certain category without the following drawbacks. If you wear Light, Medium, or Heavy armor and lack training with it, yo"
      },
      {
        "document": 546,
        "excerpt": "A creature or an object belongs to a size category: Tiny, Small, Medium, Large, Huge, or Gargantuan. A creature's size determines how much space the creatu"
      },
      {
        "document": 572,
        "excerpt": "n is an object that is in the Simple or Martial weapon category. See also “Equipment” (“Weapons”)."
      },
      {
        "document": 659,
        "excerpt": "Choose one feat from the Origin category. See “Origin Feats” for examples of Origin feats."
      },
      {
        "document": 766,
        "excerpt": "Category"
      },
      {
        "document": 772,
        "excerpt": "Item Category"
      },
      {
        "document": 1252,
        "excerpt": "a target. Enlarge. The target's size increases by one category - from Medium to Large, for example. The target also has Advantage on Strength checks and Strength savin"
      },
      {
        "document": 1633,
        "excerpt": "arrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the Eth"
      },
      {
        "document": 1635,
        "excerpt": "arrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the Fre"
      }
    ],
    "caterpillar": [
      {
        "document": 1381,
        "excerpt": "V, S, M (a caterpillar cocoon)"
      }
    ],
    "caught": [
      {
        "document": 108,
        "excerpt": "l, the spell's damage is rolled once for all creatures caught in the blast."
      },
      {
        "document": 558,
        "excerpt": "If a creature is caught unawares by the start of combat, that creature is surprised, which causes it to have Disadvantage on its"
      },
      {
        "document": 1467,
        "excerpt": "reaches 0 feet in height, the spell ends. A creature caught in the wall can move by swimming. Because of the wave's force, though, the creature must succeed on a St"
      },
      {
        "document": 1541,
        "excerpt": "le leaving your hands free. Spider Walk. You can't be caught in webs of any sort and can move through webs as if they were Difficult Terrain. Web. You can cast Web"
      }
    ],
    "cause": [
      {
        "document": 32,
        "excerpt": "e on a roll, you roll only two d20s. If circumstances cause a roll to have both Advantage and Disadvantage, the roll has neither of them, and you roll one d20. This"
      },
      {
        "document": 85,
        "excerpt": "attack has rules that specify otherwise. Some attacks cause special effects in addition to or instead of damage."
      },
      {
        "document": 141,
        "excerpt": "remains cooperative. Deviating from this course might cause conflict between the wielder and the item (see “Conflict” below). You can pick a special purpose or roll"
      },
      {
        "document": 237,
        "excerpt": "alignment of those who are untroubled by the harm they cause as they pursue their desires. A criminal who robs and murders as they please is probably Neutral Evil."
      },
      {
        "document": 530,
        "excerpt": "Some effects cause a creature to be possessed by another creature or entity. A possessing effect defines how the possession"
      },
      {
        "document": 568,
        "excerpt": "t chooses which), or you either push it 5 feet away or cause it to have the Prone condition. The DC for the saving throw equals 8 plus your Strength modifier and Pro"
      },
      {
        "document": 692,
        "excerpt": "Exposure to mental stress can cause prolonged effects. Consider the following possibilities. Short-Term Effects. The character has the Frig"
      },
      {
        "document": 939,
        "excerpt": "Creature’s ailment or cause of death"
      },
      {
        "document": 962,
        "excerpt": "ype dealt by the weapon or Unarmed Strike, and you can cause one Brutal Strike effect of your choice. You have the following effect options. Forceful Blow. The targ"
      },
      {
        "document": 963,
        "excerpt": "ed or Frightened condition, you can take a Reaction to cause the save to be rerolled, and the new roll has Advantage."
      },
      {
        "document": 964,
        "excerpt": "a creature with an attack roll using a weapon, you can cause the target to take an extra 1d8 Necrotic or Radiant damage (your choice). Potent Spellcasting. Add your"
      },
      {
        "document": 965,
        "excerpt": "weapon or a Beast form's attack in Wild Shape, you can cause the target to take an extra 1d8 Cold, Fire, Lightning, or Thunder damage (choose when you hit)."
      },
      {
        "document": 972,
        "excerpt": "ls instead of using Strength or Dexterity; and you can cause the weapon to deal Necrotic, Psychic, or Radiant damage or its normal damage type. Your bond with the w"
      },
      {
        "document": 975,
        "excerpt": "ic action, you can expend a use of your Wild Shape and cause spectral trees and vines to appear in a 15-foot Cube on the ground within 120 feet of yourself. They las"
      },
      {
        "document": 977,
        "excerpt": "As a Bonus Action, you can cause draconic wings to appear on your back. The wings last for 1 hour or until you dismiss them (no action re"
      },
      {
        "document": 982,
        "excerpt": "nimum bonus of +1), and each time you hit with it, you cause it to deal its normal damage type or Radiant damage. The weapon also emits Bright Light in a 20-foot ra"
      },
      {
        "document": 1163,
        "excerpt": "er turns, you can move the hand up to 60 feet and then cause one of the following effects: Clenched Fist. The hand strikes a target within 5 feet of it. Make a mele"
      },
      {
        "document": 1214,
        "excerpt": "the same effect or choose a different one. Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If you choose an area"
      },
      {
        "document": 1248,
        "excerpt": "dition, and its Concentration is broken. You can also cause the effects below. Fissures. A total of 1d6 fissures open in the spell's area at the end of the turn yo"
      },
      {
        "document": 1250,
        "excerpt": "d that covers surfaces in a 5-foot-square area, or you cause a single word to appear in your handwriting in a patch of dirt or sand. Beckon Fire. You create a thin"
      },
      {
        "document": 1265,
        "excerpt": "agic action while it is temporarily dismissed, you can cause it to reappear in an unoccupied space within 30 feet of you. Whenever the familiar drops to 0 Hit Points"
      },
      {
        "document": 1268,
        "excerpt": ", includes any object or mechanism that was created to cause damage or other danger. Thus, the spell would sense the Alarm or Glyph of Warding spell or a mechanical"
      },
      {
        "document": 1284,
        "excerpt": "cal effects can neither reduce the target's Speed nor cause the target to have the Paralyzed or Restrained conditions. The target also has a Swim Speed equal to its"
      },
      {
        "document": 1309,
        "excerpt": "Medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 Fire damage when"
      },
      {
        "document": 1344,
        "excerpt": "the creature. Each time you cast this spell, you can cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving"
      },
      {
        "document": 1350,
        "excerpt": "ate to the thing depicted, but it can't deal damage or cause conditions. If you are within range of the illusion, you can take a Magic action to cause the image to"
      },
      {
        "document": 1428,
        "excerpt": "or other sensory effects. As a Magic action, you can cause the image to move to any spot within range. As the image changes location, you can alter its appearance"
      },
      {
        "document": 1456,
        "excerpt": "age on Charisma (Intimidation) checks. Fire Play. You cause flames to flicker, brighten, dim, or change color for 1 minute. Invisible Hand. You instantaneously cau"
      },
      {
        "document": 1475,
        "excerpt": "Reducing a panel to 0 Hit Points destroys it and might cause connected panels to collapse at the GM's discretion. If you maintain your Concentration on this spell f"
      },
      {
        "document": 1508,
        "excerpt": "le holding this Shield, you can take a Bonus Action to cause it to animate. The Shield leaps into the air and hovers in your space to protect you as if you were wiel"
      },
      {
        "document": 1555,
        "excerpt": "hile the weapon hovers, you can take a Bonus Action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same Bonus Action, you can"
      },
      {
        "document": 1561,
        "excerpt": "le you control the orb, you can take a Magic action to cause the orb to issue a telepathic call that extends in all directions for 40 miles. Chromatic dragons in ran"
      },
      {
        "document": 1581,
        "excerpt": "you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radi"
      },
      {
        "document": 1585,
        "excerpt": "e a Magic action and use one of three command words to cause one of the following effects: First Command Word. The gem sheds Bright Light in a 30-foot radius and Di"
      },
      {
        "document": 1588,
        "excerpt": "us to Armor Class. You can also take a Bonus Action to cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide w"
      },
      {
        "document": 1598,
        "excerpt": "at least one fire opal, you can take a Magic action to cause one weapon you are holding to burst into flames. The flames emit Bright Light in a 10-foot radius and Di"
      },
      {
        "document": 1608,
        "excerpt": "ine statuette on the ground and, using a command word, cause it to grow rapidly into a square adamantine tower. Repeating the command word causes the tower to revert"
      },
      {
        "document": 1664,
        "excerpt": "this magic weapon. While holding this weapon, you can cause it to emit green Dim Light out to 10 feet, either as a Bonus Action or after you roll Initiative, or you"
      },
      {
        "document": 1670,
        "excerpt": "ition, magic can neither reduce any of your Speeds nor cause you to have the Paralyzed or Restrained condition."
      },
      {
        "document": 1673,
        "excerpt": "only if you allow it. You can take a Magic action to cause the ring to become imperceptible until you take another Magic action to make it perceptible, until you"
      },
      {
        "document": 1688,
        "excerpt": "it, you can take a Magic action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this"
      },
      {
        "document": 1711,
        "excerpt": "control of the sphere, you can take a Bonus Action to cause it to move in one direction of your choice, up to a number of feet equal to 5 times your Intelligence mo"
      },
      {
        "document": 1718,
        "excerpt": "ff, you can take a Magic action and expend 1 charge to cause a swarm of harmless flying insects to fill a 30-foot Emanation originating from you. The insects remain"
      },
      {
        "document": 1722,
        "excerpt": "n you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 Lightning damage (no action required). Thunder. When you hit with a mel"
      },
      {
        "document": 1726,
        "excerpt": "hile grasping the hilt, you can take a Bonus Action to cause a blade of pure radiance to spring into existence or make the blade disappear. While the blade exists, t"
      },
      {
        "document": 1733,
        "excerpt": ", or its Concentration is broken. In addition, you can cause a 30-foot-deep, 10-foot-wide fissure to open up on the ground anywhere in the area. Any creature on a sp"
      },
      {
        "document": 1748,
        "excerpt": "it, you can take a Magic action to expend 1 charge to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of yourself. The tar"
      },
      {
        "document": 2018,
        "excerpt": "ing. A spellcaster who wears the guardian's amulet can cause the guardian to store one spell of level 4 or lower. To do so, the wearer must cast the spell on the gua"
      }
    ],
    "caused": [
      {
        "document": 19,
        "excerpt": "t risk. A save’s result is detailed in the effect that caused it. If you don't want to resist the effect, you can choose to fail the save without rolling."
      },
      {
        "document": 520,
        "excerpt": "e end of each subsequent day without food. Exhaustion caused by malnutrition can't be removed until the creature eats the full amount of food required for a day. See"
      },
      {
        "document": 615,
        "excerpt": "gains 1 Exhaustion level at the day's end. Exhaustion caused by dehydration can't be removed until the creature drinks the full amount of water required for a day. S"
      },
      {
        "document": 1373,
        "excerpt": "fall, it believes the bridge exists and something else caused it to fall. An affected target can even take damage from the illusion if the phantasm represents a dang"
      },
      {
        "document": 1437,
        "excerpt": "er circumstances. You can also turn Difficult Terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or"
      },
      {
        "document": 1850,
        "excerpt": "Web Walker. The drider ignores movement restrictions caused by webs, and the drider knows the location of any other creature in contact with the same web."
      },
      {
        "document": 1860,
        "excerpt": "Web Walker. The ettercap ignores movement restrictions caused by webs, and the ettercap knows the location of any other creature in contact with the same web."
      },
      {
        "document": 1895,
        "excerpt": "Web Walker. The spider ignores movement restrictions caused by webs, and it knows the location of any other creature in contact with the same web."
      },
      {
        "document": 1982,
        "excerpt": "Web Walker. The spider ignores movement restrictions caused by webs, and the spider knows the location of any other creature in contact with the same web."
      },
      {
        "document": 2027,
        "excerpt": "Web Walker. The spider ignores movement restrictions caused by webs, and the spider knows the location of any other creature in contact with the same web."
      }
    ],
    "causes": [
      {
        "document": 22,
        "excerpt": "ss for a saving throw is determined by the effect that causes it or by the GM. For example, if a spell forces you to make a save, the DC is determined by the caster's"
      },
      {
        "document": 558,
        "excerpt": "the start of combat, that creature is surprised, which causes it to have Disadvantage on its Initiative roll. See also “Playing the Game” (“Combat”)."
      },
      {
        "document": 580,
        "excerpt": "The GM determines whether destroying part of an object causes the whole thing to collapse. Object Hit Points Damage Types and Objects. Objects have Immunity to Pois"
      },
      {
        "document": 605,
        "excerpt": "Damage represents harm that causes a creature or an object to lose Hit Points."
      },
      {
        "document": 690,
        "excerpt": "When a character is subjected to an effect that causes intense mental stress, Psychic damage is the best way to emulate that effect. The Sample Mental Stress"
      },
      {
        "document": 716,
        "excerpt": "pulled. The first creature that crosses the trip wire causes the supports to topple and the unstable section of ceiling to collapse. Each creature beneath the unstab"
      },
      {
        "document": 717,
        "excerpt": "trees. The first creature that crosses the trip wire causes the Net to fall on it. The target must succeed on a DC 10 Dexterity saving throw or have the Restrained"
      },
      {
        "document": 965,
        "excerpt": "Long Rest. Longevity. The primal magic that you wield causes you to age more slowly. For every ten years that pass, your body ages only one year."
      },
      {
        "document": 1220,
        "excerpt": "ed by this spell as another spell's Material component causes the other spell to fail. Materials | Material | Duration | | :-------------------- | :-"
      },
      {
        "document": 1302,
        "excerpt": "candles and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish t"
      },
      {
        "document": 1519,
        "excerpt": "re's Speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside."
      },
      {
        "document": 1575,
        "excerpt": "you can open or close this bottle. Opening the bottle causes thick smoke to billow out, forming a cloud that fills a 60-foot Emanation originating from the bottle. T"
      },
      {
        "document": 1607,
        "excerpt": "u can take a Utilize action to press the button, which causes the rod to become magically fixed in place. Until you or another creature takes a Utilize action to push"
      },
      {
        "document": 1608,
        "excerpt": "a square adamantine tower. Repeating the command word causes the tower to revert to statuette form, which works only if the tower is empty. Each creature in the area"
      },
      {
        "document": 1610,
        "excerpt": "that releases it. Doing so or missing with the attack causes the bands to contract and become a sphere once more. A creature that can touch the bands, including the"
      },
      {
        "document": 1675,
        "excerpt": "t least 1 Hit Point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 Hi"
      },
      {
        "document": 1694,
        "excerpt": "button or until you push the same button again, which causes the rod to revert to its normal form: Button 1. A fiery blade sprouts from the end opposite the rod's f"
      },
      {
        "document": 1705,
        "excerpt": "on targets a creature within 10 feet of you, the curse causes you to become the target instead."
      }
    ],
    "causing": [
      {
        "document": 719,
        "excerpt": "re moves onto the lid, it swings open like a trapdoor, causing the creature to fall into the pit. The lid remains open thereafter. A creature that falls into the pit"
      },
      {
        "document": 723,
        "excerpt": "re moves onto the lid, it swings open like a trapdoor, causing the creature to fall into the pit, which has sharpened wooden or metal spikes at the bottom. The lid rem"
      },
      {
        "document": 1167,
        "excerpt": "t's body and possessions travel along the silver cord, causing the target to re-enter its body on the new plane. Any damage or other effects that apply to an astral f"
      },
      {
        "document": 1223,
        "excerpt": "e spell on an object that isn't being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object. Covering that object with somethi"
      },
      {
        "document": 1225,
        "excerpt": "e spell on an object that isn't being worn or carried, causing the sunlight to fill a 60-foot Emanation originating from that object. Covering that object with someth"
      },
      {
        "document": 1227,
        "excerpt": "terity saving throw. On a failed save, the spell ends, causing the bead to explode. On a successful save, the creature can throw the bead up to 40 feet. If the thrown"
      },
      {
        "document": 1255,
        "excerpt": "to 1 minute You weave a distracting string of words, causing creatures of your choice that you can see within range to make a Wisdom saving throw. Any creature you o"
      },
      {
        "document": 1452,
        "excerpt": "one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round or choose a new one at an"
      },
      {
        "document": 1542,
        "excerpt": "r to be standing in a place near your actual location, causing any creature to have Disadvantage on attack rolls against you. If you take damage, the property ceases t"
      },
      {
        "document": 1565,
        "excerpt": "ize action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so destroys the pellet and ends its"
      },
      {
        "document": 1603,
        "excerpt": "ach use of the horn's magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 Force damage to the user and destroys the horn."
      },
      {
        "document": 1664,
        "excerpt": "Armor Class against the triggering attack, potentially causing the attack to miss you. You can't use this property again until you finish a Short or Long Rest. Ranged"
      },
      {
        "document": 1691,
        "excerpt": "can take a Magic action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an o"
      },
      {
        "document": 1699,
        "excerpt": "ease the target by letting go of your end of the rope (causing the rope to coil up in the target's space) or by using a Bonus Action to repeat the command (causing the"
      },
      {
        "document": 1720,
        "excerpt": "it lands in an unoccupied space within 10 feet of you, causing the staff to become a Giant Constrictor Snake in that space. The snake is under your control and shares"
      },
      {
        "document": 1800,
        "excerpt": "bandit adds 2 to its AC against that attack, possibly causing it to miss."
      },
      {
        "document": 1859,
        "excerpt": "erinyes adds 4 to its AC against that attack, possibly causing it to miss."
      },
      {
        "document": 1885,
        "excerpt": "If that damage doesn't kill it, the frog disgorges it, causing it to exit Prone."
      },
      {
        "document": 1904,
        "excerpt": "adiator adds 3 to its AC against that attack, possibly causing it to miss."
      },
      {
        "document": 1944,
        "excerpt": "knight adds 2 to its AC against that attack, possibly causing it to miss."
      },
      {
        "document": 1957,
        "excerpt": "arilith adds 5 to its AC against that attack, possibly causing it to miss."
      },
      {
        "document": 1966,
        "excerpt": "he mummy adds 2 to its AC against the attack, possibly causing the attack to miss, and the mummy teleports up to 60 feet to an unoccupied space it can see. Each creatu"
      },
      {
        "document": 1971,
        "excerpt": "e noble adds 2 to its AC against that attack, possibly causing it to miss."
      },
      {
        "document": 1984,
        "excerpt": "pirate adds 3 to its AC against that attack, possibly causing it to miss. On a miss, the pirate makes one Rapier attack against the triggering creature if within rang"
      },
      {
        "document": 2018,
        "excerpt": ", including against the triggering attack and possibly causing it to miss, until the start of the guardian's next turn."
      },
      {
        "document": 2064,
        "excerpt": "warrior adds 2 to its AC against that attack, possibly causing it to miss."
      }
    ],
    "caution": [
      {
        "document": 714,
        "excerpt": "ntry. A trap is otherwise inert after activation. Use caution when introducing a trap to characters of a level lower than the trap's level range. A trap that is a nui"
      }
    ],
    "cautious": [
      {
        "document": 712,
        "excerpt": "raps in an adventure can lead players to become overly cautious, which slows down the game. The best traps are fleeting distractions that skilled characters can overco"
      }
    ],
    "cavalier": [
      {
        "document": 1706,
        "excerpt": "Shield of the Cavalier"
      }
    ],
    "caves": [
      {
        "document": 1198,
        "excerpt": "es you knowledge of the area within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function w"
      }
    ],
    "cease": [
      {
        "document": 1496,
        "excerpt": "ne). Your weight increases by a factor of ten, and you cease aging. Incapacitated. You have the Incapacitated condition. Speed 0. Your Speed is 0 and can't increas"
      },
      {
        "document": 1544,
        "excerpt": "arly if you pull the hood down (no action required) or cease wearing the cloak."
      }
    ],
    "ceases": [
      {
        "document": 1526,
        "excerpt": "e boots' property for a total of 10 minutes, the magic ceases to function for you until you finish a Long Rest."
      },
      {
        "document": 1542,
        "excerpt": "ck rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while your Speed is 0."
      },
      {
        "document": 1555,
        "excerpt": "to you as it can and then falls to the ground. It also ceases to hover if you grasp it or are more than 30 feet away from it."
      },
      {
        "document": 1571,
        "excerpt": "moned (see “Monsters” for its stat block), and the gem ceases to be magical. The elemental appears in an unoccupied space as close to the broken gem as possible, unde"
      },
      {
        "document": 1627,
        "excerpt": "your soul is trapped in this way, your body is inert, ceases aging, and requires no food, air, or water. A Wish spell can't return your soul to your body, but the sp"
      },
      {
        "document": 1696,
        "excerpt": "anded to do something contrary to its nature, a target ceases to be Charmed in this way. Once used, this property can't be used again until the next dawn."
      },
      {
        "document": 1864,
        "excerpt": "to hear its creator. If this check succeeds, the golem ceases being berserk until the start of its next turn, at which point it resumes rolling for the Berserk trait"
      }
    ],
    "ceiling": [
      {
        "document": 566,
        "excerpt": "ith the same surface (such as the ground, a wall, or a ceiling) or the same liquid. Tremorsense can't detect creatures or objects in the air, and it doesn't count as"
      },
      {
        "document": 716,
        "excerpt": "ap uses a trip wire to collapse an unstable section of ceiling. The trip wire is 3 inches off the ground and stretches between two weak supports that topple when the t"
      },
      {
        "document": 717,
        "excerpt": "ease a weighted, 10-foot-square Net suspended from the ceiling. The trip wire is 3 inches off the ground and stretches between two columns or trees. The first creatur"
      },
      {
        "document": 1268,
        "excerpt": "'t reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. This spell reveals that a trap is present but not its location. You do learn the"
      },
      {
        "document": 1335,
        "excerpt": "ed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet"
      },
      {
        "document": 1372,
        "excerpt": "n a wooden, plaster, or stone surface (such as a wall, ceiling, or floor) within range and lasts for the duration. You choose the opening's dimensions: up to 5 feet wi"
      },
      {
        "document": 1407,
        "excerpt": "ect it can reach, thus avoiding the fall upward. If a ceiling or an anchored object is encountered in this upward fall, creatures and objects strike it just as they w"
      },
      {
        "document": 1409,
        "excerpt": "angs perpendicular to the ground or the rope reaches a ceiling. At the rope's upper end, an Invisible 3-foot-by-5-foot portal opens to an extra-dimensional space that"
      },
      {
        "document": 1480,
        "excerpt": "as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a fla"
      }
    ],
    "ceilings": [
      {
        "document": 1290,
        "excerpt": "e insect can climb difficult surfaces, including along ceilings, without needing to make an ability check. Actions Multiattack. The insect makes a number of attacks e"
      },
      {
        "document": 1438,
        "excerpt": "move up, down, and across vertical surfaces and along ceilings, while leaving its hands free. The target also gains a Climb Speed equal to its Speed. Using a Higher-L"
      },
      {
        "document": 1541,
        "excerpt": "move up, down, and across vertical surfaces and along ceilings, while leaving your hands free. Spider Walk. You can't be caught in webs of any sort and can move throu"
      },
      {
        "document": 1707,
        "excerpt": "move up, down, and across vertical surfaces and along ceilings, while leaving your hands free. You have a Climb Speed equal to your Speed. However, the slippers don't"
      },
      {
        "document": 1810,
        "excerpt": "pudding can climb difficult surfaces, including along ceilings, without needing to make an ability check."
      },
      {
        "document": 1850,
        "excerpt": "e drider can climb difficult surfaces, including along ceilings, without needing to make an ability check. Sunlight Sensitivity. While in sunlight, the drider has Disa"
      },
      {
        "document": 1860,
        "excerpt": "ettercap can climb difficult surfaces, including along ceilings, without needing to make an ability check. Web Walker. The ettercap ignores movement restrictions cause"
      },
      {
        "document": 1888,
        "excerpt": "e lizard can climb difficult surfaces, including along ceilings, without needing to make an ability check."
      },
      {
        "document": 1895,
        "excerpt": "e spider can climb difficult surfaces, including along ceilings, without needing to make an ability check. Web Walker. The spider ignores movement restrictions caused"
      },
      {
        "document": 1901,
        "excerpt": "e spider can climb difficult surfaces, including along ceilings, without needing to make an ability check."
      },
      {
        "document": 1951,
        "excerpt": "e lizard can climb difficult surfaces, including along ceilings, without needing to make an ability check."
      },
      {
        "document": 1972,
        "excerpt": "he jelly can climb difficult surfaces, including along ceilings, without needing to make an ability check."
      },
      {
        "document": 1982,
        "excerpt": "e spider can climb difficult surfaces, including along ceilings, without needing to make an ability check. Web Walker. The spider ignores movement restrictions caused"
      },
      {
        "document": 2006,
        "excerpt": "he roper can climb difficult surfaces, including along ceilings, without needing to make an ability check."
      },
      {
        "document": 2027,
        "excerpt": "e spider can climb difficult surfaces, including along ceilings, without needing to make an ability check. Web Walker. The spider ignores movement restrictions caused"
      },
      {
        "document": 2039,
        "excerpt": "he swarm can climb difficult surfaces, including along ceilings, without needing to make an ability check. Swarm. The swarm can occupy another creature's space and vic"
      },
      {
        "document": 2055,
        "excerpt": "vampire can climb difficult surfaces, including along ceilings, without needing to make an ability check. Vampire Weakness. The vampire has these weaknesses: Forbidd"
      },
      {
        "document": 2056,
        "excerpt": "vampire can climb difficult surfaces, including along ceilings, without needing to make an ability check. Vampire Weakness. The vampire has these weaknesses: Forbidd"
      }
    ],
    "celebrate": [
      {
        "document": 975,
        "excerpt": "Celebrate Connection to the Natural World The Circle of the Land comprises mystics and sages who safeguard ancien"
      }
    ],
    "celestia": [
      {
        "document": 790,
        "excerpt": "opia; on a 5, Elysium; on a 6, Mechanus; on a 7, Mount Celestia; on an 8, Ysgard"
      },
      {
        "document": 798,
        "excerpt": "Mount Celestia"
      },
      {
        "document": 1843,
        "excerpt": "Exalted Restoration. If the deva dies outside Mount Celestia, its body disappears, and it gains a new body instantly, reviving with all its Hit Points somewhere in M"
      },
      {
        "document": 1987,
        "excerpt": "xalted Restoration. If the planetar dies outside Mount Celestia, its body disappears, and it gains a new body instantly, reviving with all its Hit Points somewhere in M"
      },
      {
        "document": 2022,
        "excerpt": "Exalted Restoration. If the solar dies outside Mount Celestia, its body disappears, and it gains a new body instantly, reviving with all its Hit Points somewhere in M"
      }
    ],
    "celestial": [
      {
        "document": 808,
        "excerpt": "Celestial"
      },
      {
        "document": 917,
        "excerpt": "Conjure Celestial"
      },
      {
        "document": 947,
        "excerpt": "Celestial"
      },
      {
        "document": 1172,
        "excerpt": "space is occupied. If the target is an Aberration, a Celestial, an Elemental, a Fey, or a Fiend, the target doesn't return if the spell lasts for 1 minute. The target"
      },
      {
        "document": 1198,
        "excerpt": "Challenge Rating 10+ creature (GM's choice) that is a Celestial, an Elemental, a Fey, a Fiend, or an Undead - The most prevalent kind of plant, mineral, or Beast (you c"
      },
      {
        "document": 1205,
        "excerpt": "Conjure Celestial"
      },
      {
        "document": 1229,
        "excerpt": "he duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is"
      },
      {
        "document": 1241,
        "excerpt": "ne Word Effects table. Regardless of its Hit Points, a Celestial, an Elemental, a Fey, or a Fiend target that fails its save is forced back to its plane of origin (if i"
      },
      {
        "document": 1265,
        "excerpt": "cs of the chosen form (see “Monsters”), though it is a Celestial, Fey, or Fiend (your choice) instead of a Beast. Your familiar acts independently of you, but it obeys y"
      },
      {
        "document": 1266,
        "excerpt": "you cast the spell, choose the steed's creature type - Celestial, Fey, or Fiend - which determines certain traits in the stat block. Combat. The steed is an ally to you"
      },
      {
        "document": 1303,
        "excerpt": "Ward. Choose any of these creature types: Aberration, Celestial, Elemental, Fey, Fiend, or Undead. Creatures of the chosen types can't willingly enter the area, and any"
      },
      {
        "document": 1376,
        "excerpt": "some other being of cosmic power. That entity sends a Celestial, an Elemental, or a Fiend loyal to it to aid you, making the creature appear in an unoccupied space with"
      },
      {
        "document": 1377,
        "excerpt": "ll consumes) Duration: 24 hours You attempt to bind a Celestial, an Elemental, a Fey, or a Fiend to your service. The creature must be within range for the entire casti"
      },
      {
        "document": 1732,
        "excerpt": "kes a DC 20 Dexterity saving throw. If the target is a Celestial, it has Disadvantage on the save. On a failed save, the target falls into the fissure and is destroyed,"
      },
      {
        "document": 1835,
        "excerpt": "Medium Celestial, Lawful Good"
      },
      {
        "document": 1843,
        "excerpt": "Medium Celestial (Angel), Lawful Good"
      },
      {
        "document": 1881,
        "excerpt": "Large Celestial, Neutral Good"
      },
      {
        "document": 1882,
        "excerpt": "Huge Celestial, Neutral Good"
      },
      {
        "document": 1890,
        "excerpt": "Large Celestial, Neutral"
      },
      {
        "document": 1920,
        "excerpt": "Large Celestial, Lawful Good"
      },
      {
        "document": 1946,
        "excerpt": "Understands Abyssal, Celestial, Infernal, and Primordial but can't speak; telepathy 120 ft."
      },
      {
        "document": 1981,
        "excerpt": "Large Celestial, Chaotic Good"
      },
      {
        "document": 1987,
        "excerpt": "Large Celestial (Angel), Lawful Good"
      },
      {
        "document": 2022,
        "excerpt": "Large Celestial (Angel), Lawful Good"
      },
      {
        "document": 2024,
        "excerpt": "Large Celestial, Lawful Neutral"
      },
      {
        "document": 2025,
        "excerpt": "Large Celestial, Lawful Neutral"
      },
      {
        "document": 2026,
        "excerpt": "Tiny Celestial, Lawful Good"
      },
      {
        "document": 2053,
        "excerpt": "Large Celestial, Lawful Good"
      }
    ],
    "celestials": [
      {
        "document": 181,
        "excerpt": "ike horses and wolves, as well as most giant animals. Celestials are magical creatures, such as angels and pegasi, with ties to the Upper Planes. Constructs are magical"
      },
      {
        "document": 788,
        "excerpt": "Celestials"
      },
      {
        "document": 940,
        "excerpt": "and rites, holy symbols, cults, and certain creatures (Celestials, Fiends, and Undead)"
      },
      {
        "document": 968,
        "excerpt": "a Bonus Action, you can open your awareness to detect Celestials, Fiends, and Undead. For the next 10 minutes or until you have the Incapacitated condition, you know the"
      },
      {
        "document": 1236,
        "excerpt": "tion: Concentration, up to 1 minute For the duration, Celestials, Elementals, Fey, Fiends, and Undead have Disadvantage on attack rolls against you. You can end the spel"
      },
      {
        "document": 1281,
        "excerpt": "it. Choose one or more of the following: Aberrations, Celestials, Elementals, Fey, Fiends, and Undead. When a creature of a chosen type enters the spell's area for the f"
      },
      {
        "document": 1344,
        "excerpt": "hoose one or more of the following types of creatures: Celestials, Elementals, Fey, Fiends, or Undead. The circle affects a creature of the chosen type in the following w"
      },
      {
        "document": 1394,
        "excerpt": "h is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants several benefits. Creatures of those types ha"
      },
      {
        "document": 2029,
        "excerpt": "DC 10, one creature within 5 feet the sprite can see (Celestials, Fiends, and Undead automatically fail the save). Failure: The sprite knows the target's emotions and al"
      }
    ],
    "cell": [
      {
        "document": 1625,
        "excerpt": "ucceed on the save automatically. An extradimensional cell is an infinite expanse filled with thick fog that reduces visibility to 10 feet. Creatures trapped in th"
      }
    ],
    "cells": [
      {
        "document": 1625,
        "excerpt": "rrying, in one of the mirror's twelve extradimensional cells. A creature that knows the mirror's nature makes the save with Advantage, and Constructs succeed on the"
      }
    ],
    "censer": [
      {
        "document": 1538,
        "excerpt": "Censer of Controlling Air Elementals"
      }
    ],
    "censure": [
      {
        "document": 964,
        "excerpt": "d. As a Magic action, you present your Holy Symbol and censure Undead creatures. Each Undead of your choice within 30 feet of you must make a Wisdom saving throw. If t"
      }
    ],
    "centaur": [
      {
        "document": 219,
        "excerpt": "Centaur"
      },
      {
        "document": 1824,
        "excerpt": "Centaur Trooper"
      }
    ],
    "center": [
      {
        "document": 267,
        "excerpt": "bronze pentacle with an etching of a rat's head in its center 81 A purple handkerchief embroidered with the name of an archmage 82 Half a floor plan for a temple, a"
      },
      {
        "document": 308,
        "excerpt": "shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the"
      },
      {
        "document": 603,
        "excerpt": "n straight lines from a point of origin located at the center of the circular top or bottom of the Cylinder. The effect that creates a Cylinder specifies the radius o"
      },
      {
        "document": 783,
        "excerpt": "ass covers a 60-foot-radius circle of ground, with the center of that circle as close to the chosen point of origin as possible. Grass that’s already there grows to t"
      },
      {
        "document": 1214,
        "excerpt": "fect. Whirlpool. You cause a whirlpool to form in the center of the area, which must be at least 50 feet square and 25 feet deep. The whirlpool lasts until you choos"
      },
      {
        "document": 1282,
        "excerpt": "e too large to fit inside it, are pushed away from the center of the area until they are completely outside it. A creature inside the cage can't leave it by non-magi"
      },
      {
        "document": 1377,
        "excerpt": "l. (Typically, the creature is first summoned into the center of the inverted version of the Magic Circle spell to trap it while this spell is cast.) At the completio"
      },
      {
        "document": 1519,
        "excerpt": "are partially within the area are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall"
      }
    ],
    "centered": [
      {
        "document": 783,
        "excerpt": "r 1 minute in a 120-foot-high, 60-foot-radius Cylinder centered on the chosen point of origin. During that time, the area of effect is Lightly Obscured."
      },
      {
        "document": 789,
        "excerpt": "creates a magical explosion in a 5-foot-radius Sphere centered on itself. Each creature in that area takes 4d10 Force damage."
      },
      {
        "document": 975,
        "excerpt": "thorns appear for a moment in a 10-foot-radius Sphere centered on that point. Each creature of your choice in the Sphere must make a Constitution saving throw against"
      },
      {
        "document": 1186,
        "excerpt": "to 1 minute Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the"
      },
      {
        "document": 1195,
        "excerpt": "You create a 20-foot-radius Sphere of yellow-green fog centered on a point within range. The fog lasts for the duration or until strong wind (such as the one created by"
      },
      {
        "document": 1203,
        "excerpt": "to 1 minute Each creature in a 10-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw, or that target can't take Bonu"
      },
      {
        "document": 1205,
        "excerpt": "ar of light in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range. For each creature you can see in the Cylinder, choose which of these lights shi"
      },
      {
        "document": 1227,
        "excerpt": "explodes, and each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw. A creature takes Fire damage equal to the total accumulate"
      },
      {
        "document": 1248,
        "excerpt": "or rips through the ground in a 100-foot-radius circle centered on that point. The ground there is Difficult Terrain. When you cast this spell and at the end of each o"
      },
      {
        "document": 1273,
        "excerpt": "ry explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much da"
      },
      {
        "document": 1275,
        "excerpt": "ch creature in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range makes a Dexterity saving throw, taking 5d6 Fire damage and 5d6 Radiant damage on"
      },
      {
        "document": 1280,
        "excerpt": "p to 1 hour You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong win"
      },
      {
        "document": 1293,
        "excerpt": "erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. Each creature in the area makes a Dexterity saving throw. A creature takes 5d8 Acid, Cold,"
      },
      {
        "document": 1295,
        "excerpt": "flammable grease covers the ground in a 10-foot square centered on a point within range and turns it into Difficult Terrain for the duration. When the grease appears,"
      },
      {
        "document": 1321,
        "excerpt": "Hail falls in a 20-foot-radius, 40-foot-high Cylinder centered on a point within range. Each creature in the Cylinder makes a Dexterity saving throw. A creature takes"
      },
      {
        "document": 1325,
        "excerpt": "loud of embers and smoke fills a 20-foot-radius Sphere centered on a point within range. The cloud's area is Heavily Obscured. It lasts for the duration or until a stro"
      },
      {
        "document": 1327,
        "excerpt": "minutes Swarming locusts fill a 20-foot-radius Sphere centered on a point you choose within range. The Sphere remains for the duration, and its area is Lightly Obscure"
      },
      {
        "document": 1344,
        "excerpt": "0-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the Cylinder inter"
      },
      {
        "document": 1351,
        "excerpt": "Choose up to six creatures in a 30-foot-radius Sphere centered on that point. Each target regains Hit Points equal to 5d8 plus your spellcasting ability modifier. Usi"
      },
      {
        "document": 1359,
        "excerpt": "within range. Each creature in a 40-foot-radius Sphere centered on each of those points makes a Dexterity saving throw. A creature takes 20d6 Fire damage and 20d6 Bludg"
      },
      {
        "document": 1368,
        "excerpt": "shines down in a 5-foot-radius, 40-foot-high Cylinder centered on a point within range. Until the spell ends, Dim Light fills the Cylinder, and you can take a Magic ac"
      },
      {
        "document": 1379,
        "excerpt": "n range. All normal plants in a 100-foot-radius Sphere centered on that point become thick and overgrown. A creature moving through that area must spend 4 feet of movem"
      },
      {
        "document": 1388,
        "excerpt": "- up to 90 feet long, 30 feet high, and 1 inch thick - centered on a point within range. Alternatively, you shape the wall into a globe up to 30 feet in diameter center"
      },
      {
        "document": 1396,
        "excerpt": "om nonmagical food and drink in a 5-foot-radius Sphere centered on a point within range."
      },
      {
        "document": 1407,
        "excerpt": "es gravity in a 50-foot-radius, 100-foot high Cylinder centered on a point within range. All creatures and objects in that area that aren't anchored to the ground fall"
      },
      {
        "document": 1421,
        "excerpt": "within range. Each creature in a 10-foot-radius Sphere centered there makes a Constitution saving throw, taking 3d8 Thunder damage on a failed save or half as much dama"
      },
      {
        "document": 1427,
        "excerpt": "created within or pass through a 20-foot-radius Sphere centered on a point you choose within range. Any creature or object entirely inside the Sphere has Immunity to Th"
      },
      {
        "document": 1430,
        "excerpt": "Each creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until"
      },
      {
        "document": 1431,
        "excerpt": "sleet falls in a 40-foot-tall, 20-foot-radius Cylinder centered on a point you choose within range. The area is Heavily Obscured, and exposed flames in the area are dou"
      },
      {
        "document": 1439,
        "excerpt": "p to 10 minutes The ground in a 20-foot-radius Sphere centered on a point within range sprouts hard spikes and thorns. The area becomes Difficult Terrain for the durat"
      },
      {
        "document": 1443,
        "excerpt": "eate a 20-foot-radius Sphere of yellow, nauseating gas centered on a point within range. The cloud is Heavily Obscured. The cloud lingers in the air for the duration or"
      },
      {
        "document": 1446,
        "excerpt": "minute A churning storm cloud forms for the duration, centered on a point within range and spreading to a radius of 300 feet. Each creature under the cloud when it app"
      },
      {
        "document": 1450,
        "excerpt": "Brilliant sunlight flashes in a 60-foot-radius Sphere centered on a point you choose within range. Each creature in the Sphere makes a Constitution saving throw. On a"
      },
      {
        "document": 1481,
        "excerpt": "ach creature of your choice in a 30-foot-radius Sphere centered on a point within range makes a Wisdom saving throw. On a failed save, a target takes 10d10 Psychic dama"
      },
      {
        "document": 1486,
        "excerpt": "at guards against deception in a 15-foot-radius Sphere centered on a point within range. Until the spell ends, a creature that enters the spell's area for the first tim"
      },
      {
        "document": 1515,
        "excerpt": "ut of the bag, they explode in a 10-foot-radius Sphere centered on them. All the dumped beans are destroyed in the explosion, and each creature in the Sphere, including"
      },
      {
        "document": 1517,
        "excerpt": "the other. Any creature within a 10-foot-radius Sphere centered on the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gat"
      },
      {
        "document": 1550,
        "excerpt": "addition, you have Truesight with a range of 120 feet centered on the spell's sensor."
      },
      {
        "document": 1733,
        "excerpt": "intense seismic disturbance in a 50-foot-radius circle centered on the point of impact. Structures in contact with the ground in that area take 50 Bludgeoning damage, a"
      },
      {
        "document": 1764,
        "excerpt": "Throw: DC 17, each creature in a 20-foot-radius Sphere centered on a point the dragon can see within 90 feet. Failure: 10 (3d6) Thunder damage, and the target has the"
      },
      {
        "document": 1767,
        "excerpt": "Throw: DC 17, each creature in a 20-foot-radius Sphere centered on a point the dragon can see within 90 feet. Failure: 7 (2d6) Poison damage, and the target takes a -2"
      },
      {
        "document": 1770,
        "excerpt": "Throw: DC 14, each creature in a 30-foot-radius Sphere centered on a point the dragon can see within 120 feet. Failure: 7 (2d6) Cold damage, and the target's Speed is 0"
      },
      {
        "document": 1776,
        "excerpt": "Throw: DC 22, each creature in a 20-foot-radius Sphere centered on a point the dragon can see within 120 feet. Failure: 13 (3d8) Thunder damage, and the target has the"
      },
      {
        "document": 1779,
        "excerpt": "Throw: DC 21, each creature in a 30-foot-radius Sphere centered on a point the dragon can see within 90 feet. Failure: 17 (5d6) Poison damage, and the target takes a -2"
      },
      {
        "document": 1782,
        "excerpt": "Throw: DC 20, each creature in a 30-foot-radius Sphere centered on a point the dragon can see within 120 feet. Failure: 14 (4d6) Cold damage, and the target's Speed is"
      },
      {
        "document": 1845,
        "excerpt": "hirlwind fills a 20-foot-radius, 60-foot-high Cylinder centered on that point. The whirlwind lasts until the djinni's Concentration on it ends. The djinni can move the"
      },
      {
        "document": 1873,
        "excerpt": "Throw: DC 17, each creature in a 5-foot-radius Sphere centered on that point. Failure: 24 (7d6) Bludgeoning damage. If the target is a Large or smaller creature, it ha"
      },
      {
        "document": 1889,
        "excerpt": "se: The octopus releases ink that fills a 10-foot Cube centered on itself, and the octopus moves up to its Swim Speed. The Cube is Heavily Obscured for 1 minute or unti"
      },
      {
        "document": 1902,
        "excerpt": "Throw: DC 10, each creature in a 10-foot-radius Sphere centered on a point within 30 feet. Failure: 7 (2d6) Radiant damage, and the target has the Blinded condition unt"
      },
      {
        "document": 1973,
        "excerpt": "nse: The octopus releases ink that fills a 5-foot Cube centered on itself, and the octopus moves up to its Swim Speed. The Cube is Heavily Obscured for 1 minute or unti"
      },
      {
        "document": 1987,
        "excerpt": "ng Throw: DC 20, each enemy in a 20-foot-radius Sphere centered on a point the planetar can see within 120 feet. Failure: 24 (7d6) Radiant damage. Success: Half damage."
      }
    ],
    "centipede": [
      {
        "document": 1290,
        "excerpt": "n: Concentration, up to 10 minutes You summon a giant centipede, spider, or wasp (chosen when you cast the spell). It manifests in an unoccupied space you can see withi"
      },
      {
        "document": 1877,
        "excerpt": "Giant Centipede"
      },
      {
        "document": 1996,
        "excerpt": "shifts to resemble a bat (Speed 10 ft., Fly 40 ft.), a centipede (40 ft., Climb 40 ft.), or a toad (40 ft., Swim 40 ft.), or it returns to its true form. Its game statis"
      }
    ],
    "centipede's": [
      {
        "document": 1877,
        "excerpt": "rget has the Poisoned condition until the start of the centipede's next turn."
      }
    ],
    "central": [
      {
        "document": 1594,
        "excerpt": "Wondrous Item, Rare This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 2"
      }
    ],
    "century": [
      {
        "document": 1406,
        "excerpt": "a dead creature that has been dead for no more than a century, didn't die of old age, and wasn't Undead when it died. The creature returns to life with all its Hit P"
      },
      {
        "document": 1619,
        "excerpt": "0. The manual then loses its magic but regains it in a century."
      },
      {
        "document": 1620,
        "excerpt": "0. The manual then loses its magic but regains it in a century."
      },
      {
        "document": 1622,
        "excerpt": "0. The manual then loses its magic but regains it in a century."
      },
      {
        "document": 1734,
        "excerpt": "0. The manual then loses its magic but regains it in a century."
      },
      {
        "document": 1735,
        "excerpt": "0. The manual then loses its magic but regains it in a century."
      },
      {
        "document": 1736,
        "excerpt": ". The manual then loses its magic, but regains it in a century."
      }
    ],
    "ceramic": [
      {
        "document": 267,
        "excerpt": "l that reads, \"Griffon Grease\" 99 A wooden box with a ceramic bottom that holds a living worm with a head on each end of its body 00 A metal urn containing the ashes"
      },
      {
        "document": 428,
        "excerpt": "y: Intelligence Weight: 3 lb. Utilize: Discern what a ceramic object held in the past 24 hours (DC 15) Craft: Jug, Lamp"
      }
    ],
    "cerebral": [
      {
        "document": 738,
        "excerpt": "h abilities are ideal for a background that focuses on cerebral or spiritual matters. Charisma. This ability is ideal for a background that involves performance or soc"
      }
    ],
    "ceremonial": [
      {
        "document": 337,
        "excerpt": "A Robe has vocational or ceremonial significance. Some events and locations admit only people wearing a Robe bearing certain colors or symbo"
      }
    ],
    "ceremony": [
      {
        "document": 972,
        "excerpt": "Through occult ceremony, you have formed a pact with a mysterious entity to gain magical powers. The entity is a voice in the sh"
      }
    ],
    "certain": [
      {
        "document": 3,
        "excerpt": "Some creatures and objects have Immunity to certain damage types and conditions. Immunity to a damage type means you don't take damage of that type, and Imm"
      },
      {
        "document": 7,
        "excerpt": "0. A creature dies if its Hit Point maximum reaches 0. Certain effects drain life energy, reducing a creature's Hit Point maximum. Massive Damage. When damage reduces"
      },
      {
        "document": 18,
        "excerpt": "the task, the higher its DC. The rules provide DCs for certain checks, but the GM ultimately sets them. The Typical Difficulty Classes table presents a range of possib"
      },
      {
        "document": 26,
        "excerpt": "to a noble, exploring a ruin, or fighting a dragon. In certain situations - particularly combat - the action is more structured, and everyone takes turns."
      },
      {
        "document": 35,
        "excerpt": "ee “Rules Glossary”) doubles the Proficiency Bonus for certain ability checks. Whenever the bonus is used, it can be multiplied only once and divided only once."
      },
      {
        "document": 40,
        "excerpt": "esenting that class's training in evading or resisting certain threats. Wizards, for example, are proficient in Intelligence and Wisdom saves; they train to resist men"
      },
      {
        "document": 45,
        "excerpt": "Certain special abilities, spells, and situations allow you to take a special action called a Reaction. A Reacti"
      },
      {
        "document": 52,
        "excerpt": "ch as noticing danger, hitting an enemy, and targeting certain spells - are affected by sight, so effects that obscure vision can hinder you, as explained below."
      },
      {
        "document": 55,
        "excerpt": "have special senses that help them perceive things in certain situations. “Rules Glossary” defines the following special senses: Blindsight Darkvision Tremorsense"
      },
      {
        "document": 67,
        "excerpt": "ox” has rules that affect which pace you can choose in certain types of terrain. Travel Pace Distance Traveled Per ... Each travel pace has a game effect, as defined"
      },
      {
        "document": 91,
        "excerpt": "tack targets within 5 feet when making a melee attack. Certain creatures have melee attacks with a reach greater than 5 feet, as noted in their descriptions."
      },
      {
        "document": 111,
        "excerpt": "atures and objects have Resistance or Vulnerability to certain damage types. If you have Resistance to a damage type, damage of that type is halved against you (round"
      },
      {
        "document": 120,
        "excerpt": "y or individual item details how an item is activated. Certain items use the following rules for their activation."
      },
      {
        "document": 123,
        "excerpt": "nd confer the spell's effects with its usual duration. Certain items make exceptions to these rules, changing the casting time, duration, or other parts of a spell. A"
      },
      {
        "document": 161,
        "excerpt": "characteristics that are active at all times or during certain situations appear here. Actions. The monster can take the actions here in addition to those in “Playing"
      },
      {
        "document": 168,
        "excerpt": "f any, are features that are active at all times or in certain situations."
      },
      {
        "document": 175,
        "excerpt": "hether the monster's spellcasting ignores the need for certain spell components. If any spell components are required, describe the monster's use of Verbal, Somatic, o"
      },
      {
        "document": 179,
        "excerpt": "This notation means the stat block part can be used a certain number of times (represented by X) and that a monster must finish a Long Rest to regain expended uses. F"
      },
      {
        "document": 181,
        "excerpt": "has a tag that identifies the type of creature it is. Certain spells, magic items, class features, and other effects in the game interact in special ways with creatur"
      },
      {
        "document": 182,
        "excerpt": "nal categorization and have no rules of their own, but certain game effects might refer to them."
      },
      {
        "document": 243,
        "excerpt": "cy Bonus. A character's Proficiency Bonus increases at certain levels, as shown in the Character Advancement table and your class features table in “Classes.” When you"
      },
      {
        "document": 269,
        "excerpt": "Your class might give you training with certain categories of armor. Note your armor training on your character sheet. Armor training with a kind of arm"
      },
      {
        "document": 337,
        "excerpt": "and locations admit only people wearing a Robe bearing certain colors or symbols."
      },
      {
        "document": 385,
        "excerpt": "You can't wear more than one of certain magic items. You can't normally wear more than one pair of footwear, one pair of gloves or gauntlets, on"
      },
      {
        "document": 388,
        "excerpt": "of “Equipment” lists which tools are required to make certain items. The GM assigns required tools for items not listed there. You must use the required tool to make"
      },
      {
        "document": 412,
        "excerpt": "tool helps you make specialized ability checks, craft certain items, or both. A tool's description includes the tool's cost and weight, as well as the following entri"
      },
      {
        "document": 493,
        "excerpt": "Certain spells - including a spell cast as a Ritual - require more time to cast: minutes or even hours. While yo"
      },
      {
        "document": 497,
        "excerpt": "ls you have access to, if any; whether you always have certain spells prepared; and whether you can change the list of spells you have prepared."
      },
      {
        "document": 509,
        "excerpt": "Certain features might give you a spell that you always have prepared. If you also have a list of prepared spell"
      },
      {
        "document": 512,
        "excerpt": "ng class say when its members gain access to spells of certain levels."
      },
      {
        "document": 513,
        "excerpt": "s gives its members a limited number of spell slots of certain spell levels. For example, a level 3 Wizard has four level 1 spell slots and two level 2 slots. When yo"
      },
      {
        "document": 514,
        "excerpt": "ips. A cantrip is cast without a spell slot. Rituals. Certain spells have the Ritual tag in the Casting Time entry. Such a spell can be cast following the normal rule"
      },
      {
        "document": 528,
        "excerpt": "If a rule says you can use something a certain number of times per day, that means you must finish a Long Rest to use it again after you run out of use"
      },
      {
        "document": 544,
        "excerpt": "Armor training allows you to use armor of a certain category without the following drawbacks. If you wear Light, Medium, or Heavy armor and lack training wi"
      },
      {
        "document": 551,
        "excerpt": "A Spellcasting Focus is an object that certain creatures can use in place of a spell's Material components if those materials aren't consumed by the sp"
      },
      {
        "document": 554,
        "excerpt": "f any, are features that are active at all times or in certain situations. Actions. The monster can take these actions in addition to those detailed in this glossary."
      },
      {
        "document": 564,
        "excerpt": "Temporary Hit Points are granted by certain effects and act as a buffer against losing real Hit Points. See also “Playing the Game” (“Damage and Hea"
      },
      {
        "document": 599,
        "excerpt": "selves, but some rules in the game affect creatures of certain types in different ways."
      },
      {
        "document": 626,
        "excerpt": "y the Game Master. When a character's XP total crosses certain thresholds, the character's level increases. See also “Level Advancement.”"
      },
      {
        "document": 645,
        "excerpt": "er. Hovering while flying prevents you from falling in certain circumstances. See also \"Flying.\""
      },
      {
        "document": 669,
        "excerpt": "n the Maximum Pace column of the Travel Terrain table. Certain factors can affect a group’s travel pace."
      },
      {
        "document": 688,
        "excerpt": "ion, adventurers are made of sterner stuff. That said, certain creatures and game effects can terrify or fray the mind of even the most stalwart adventurer. If you pl"
      },
      {
        "document": 714,
        "excerpt": "esignated as a nuisance or as deadly for characters of certain levels. A nuisance trap is unlikely to seriously harm characters of the indicated levels, whereas a dead"
      },
      {
        "document": 744,
        "excerpt": "lm or train an animal, or get an animal to behave in a certain way."
      },
      {
        "document": 940,
        "excerpt": "symbols, magical traditions, planes of existence, and certain creatures (Aberrations, Constructs, Elementals, Fey, and Monstrosities)"
      },
      {
        "document": 962,
        "excerpt": "nd change one of those weapon choices. When you reach certain Barbarian levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown"
      },
      {
        "document": 963,
        "excerpt": "ls. Your Bardic Inspiration die changes when you reach certain Bard levels, as shown in the Bardic Die column of the Bard Features table. The die becomes a d8 at level"
      },
      {
        "document": 964,
        "excerpt": "h a Long Rest. You gain additional uses when you reach certain Cleric levels, as shown in the Channel Divinity column of the Cleric Features table. If a Channel Divin"
      },
      {
        "document": 965,
        "excerpt": "a Long Rest. You gain additional uses when you reach certain Druid levels, as shown in the Wild Shape column of the Druid Features table. Known Forms. You know four"
      },
      {
        "document": 966,
        "excerpt": "nded uses when you finish a Long Rest. When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Fe"
      },
      {
        "document": 967,
        "excerpt": "table. You can expend these points to enhance or fuel certain Monk features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the"
      },
      {
        "document": 968,
        "excerpt": "bclass is a specialization that grants you features at certain Paladin levels. For the rest of your career, you gain each of your subclass's features that are of your"
      },
      {
        "document": 969,
        "excerpt": "he spell without a spell slot increases when you reach certain Ranger levels, as shown in the Favored Enemy column of the Ranger Features table."
      },
      {
        "document": 970,
        "excerpt": "bclass is a specialization that grants you features at certain Rogue levels. For the rest of your career, you gain each of your subclass's features that are of your Ro"
      },
      {
        "document": 971,
        "excerpt": "bclass is a specialization that grants you features at certain Sorcerer levels. For the rest of your career, you gain each of your subclass's features that are of your"
      },
      {
        "document": 972,
        "excerpt": "e for another invocation that you have. When you gain certain Warlock levels, you gain more invocations of your choice, as shown in the Invocations column of the Warl"
      },
      {
        "document": 973,
        "excerpt": "bclass is a specialization that grants you features at certain Wizard levels. For the rest"
      },
      {
        "document": 979,
        "excerpt": "The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Fiend Spells table, you thereafter always"
      },
      {
        "document": 980,
        "excerpt": "You can call on the forces of nature to reveal certain strengths and weaknesses of your prey. While a creature is marked by your Hunter's Mark, you know whethe"
      },
      {
        "document": 981,
        "excerpt": "nnection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Life Domain Spells table, you thereafter al"
      },
      {
        "document": 982,
        "excerpt": "The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Devotion Spells table, you thereaf"
      },
      {
        "document": 1212,
        "excerpt": "sn’t come into effect. Instead, it takes effect when a certain trigger occurs. You describe that trigger when you cast the two spells. For example, a Contingency cast"
      },
      {
        "document": 1266,
        "excerpt": "ure type - Celestial, Fey, or Fiend - which determines certain traits in the stat block. Combat. The steed is an ally to you and your allies. In combat, it shares you"
      },
      {
        "document": 1288,
        "excerpt": "you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. A Remove Curse, Greater Restoration, or Wis"
      },
      {
        "document": 1290,
        "excerpt": "iant Insect stat block. The form you choose determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends."
      },
      {
        "document": 1293,
        "excerpt": "ng another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common triggers include opening that object or se"
      },
      {
        "document": 1340,
        "excerpt": "ate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon. This spell can't locate an object if any thicknes"
      },
      {
        "document": 1451,
        "excerpt": "ng another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common triggers include opening that object or se"
      },
      {
        "document": 1509,
        "excerpt": "h in a neutral position, able to move up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster. The Apparatus of the Crab is a L"
      },
      {
        "document": 1580,
        "excerpt": "gurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. Bronze Griffon (Rare). This bron"
      },
      {
        "document": 1664,
        "excerpt": "ngate only as far as the surrounding space allows. In certain forms, the weapon has the following additional properties. Acrobatic Assist (Quarterstaff and 10-Foot P"
      }
    ],
    "cha": [
      {
        "document": 811,
        "excerpt": "Cha."
      },
      {
        "document": 941,
        "excerpt": "Cha."
      },
      {
        "document": 1158,
        "excerpt": "0 (Huge) Speed 30 ft. | STR | DEX | CON | INT | WIS | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 14 (+2) | 11 (+0) | 13 (+1) | 1 (-5) | 3 (-4) | 1"
      },
      {
        "document": 1266,
        "excerpt": "uires level 4+ spell) | STR | DEX | CON | INT | WIS | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 18 (+4) | 12 (+1) | 14 (+2) | 6 (-2) | 12 (+1) | 8"
      },
      {
        "document": 1290,
        "excerpt": "ly 40 ft. (Wasp only) | STR | DEX | CON | INT | WIS | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 17 (+3) | 13 (+1) | 15 (+2) | 4 (-3) | 14 (+2) | 3"
      },
      {
        "document": 1448,
        "excerpt": "y 60 ft., Swim 30 ft. | STR | DEX | CON | INT | WIS | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 19 (+4) | 14 (+2) | 17 (+3) | 10 (+0) | 14 (+2) |"
      }
    ],
    "chain": [
      {
        "document": 136,
        "excerpt": "agic armor specify the type of armor they are, such as Chain Mail or Plate Armor. If no type is specified, choose the type or determine it randomly."
      },
      {
        "document": 308,
        "excerpt": "e plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the pl"
      },
      {
        "document": 319,
        "excerpt": "eature is Restrained if the Manacles are attached to a chain or hook that is fixed in place. Escaping the Manacles requires a successful DC 20 Dexterity (Sleight of"
      },
      {
        "document": 345,
        "excerpt": "can do so to jam a door shut or to then tie a Rope or Chain to the Spike."
      },
      {
        "document": 406,
        "excerpt": "plus your Dexterity modifier, whereas your AC is 16 in Chain Mail. Strength. If the table shows a Strength score in the Strength column for an armor type, that armo"
      },
      {
        "document": 429,
        "excerpt": "t Hide), Heavy armor, Ball Bearings, Bucket, Caltrops, Chain, Crowbar, Firearm Bullets, Grappling Hook, Iron Pot, Iron Spikes, Sling Bullets"
      },
      {
        "document": 468,
        "excerpt": "Chain (5 GP)"
      },
      {
        "document": 767,
        "excerpt": "Chain Lightning (3 charges), Feather Fall (0 charges), Gust of Wind (2 charges), Wind Wall (1 charge)"
      },
      {
        "document": 866,
        "excerpt": "Chain Lightning"
      },
      {
        "document": 892,
        "excerpt": "Chain Lightning"
      },
      {
        "document": 929,
        "excerpt": "Chain Shirt"
      },
      {
        "document": 931,
        "excerpt": "Chain"
      },
      {
        "document": 964,
        "excerpt": "Choose A or B: (A) Chain Shirt, Shield, Mace, Holy Symbol, Priest’s Pack, and 7 GP; or (B) 110 GP"
      },
      {
        "document": 966,
        "excerpt": "Choose A, B, or C: (A) Chain Mail, Greatsword, Flail, 8 Javelins, Dungeoneer’s Pack, and 4 GP; (B) Studded Leather Armor, Scimitar, S"
      },
      {
        "document": 968,
        "excerpt": "Choose A or B: (A) Chain Mail, Shield, Longsword, 6 Javelins, Holy Symbol, Priest’s Pack, and 9 GP; or (B) 150 GP"
      },
      {
        "document": 972,
        "excerpt": "a name on the page by touching it. Investment of the Chain Master Prerequisite: Level 5+ Warlock, Pact of the Chain Invocation When you cast Find Familiar, you i"
      },
      {
        "document": 1040,
        "excerpt": "Chain Mail"
      },
      {
        "document": 1041,
        "excerpt": "Chain Shirt"
      },
      {
        "document": 1042,
        "excerpt": "Chain"
      },
      {
        "document": 1187,
        "excerpt": "Chain Lightning"
      },
      {
        "document": 1357,
        "excerpt": "break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is n"
      },
      {
        "document": 1573,
        "excerpt": "Elven Chain"
      },
      {
        "document": 1638,
        "excerpt": "Item, Rare (Requires Attunement) This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, you have Immunity to the Poisoned condition an"
      },
      {
        "document": 1819,
        "excerpt": "Chain Shirt, Javelins (6), Morningstar"
      },
      {
        "document": 1825,
        "excerpt": "Chain Devil"
      },
      {
        "document": 1907,
        "excerpt": "Chain Shirt, Scimitar, Shield, Shortbow"
      },
      {
        "document": 1919,
        "excerpt": "Chain Shirt, Shield, Spear"
      },
      {
        "document": 1949,
        "excerpt": "Animate Dead, Dimension Door, Plane Shift 1/Day Each: Chain Lightning, Finger of Death, Power Word Kill, Scrying"
      },
      {
        "document": 1991,
        "excerpt": "Chain Shirt, Holy Symbol, Mace"
      },
      {
        "document": 1992,
        "excerpt": "Chain Shirt, Holy Symbol, Mace"
      },
      {
        "document": 2046,
        "excerpt": "Chain Mail, Heavy Crossbow, Warhammer"
      },
      {
        "document": 2063,
        "excerpt": "Chain Shirt, Spear"
      }
    ],
    "chaining": [
      {
        "document": 1324,
        "excerpt": "he target. Nothing can pass into or out of the globe. Chaining. Chains firmly rooted in the ground hold the target in place. The target has the Restrained condition an"
      }
    ],
    "chains": [
      {
        "document": 1324,
        "excerpt": "Nothing can pass into or out of the globe. Chaining. Chains firmly rooted in the ground hold the target in place. The target has the Restrained condition and can't"
      },
      {
        "document": 1825,
        "excerpt": "the Grappled condition (escape DC 14) from one of two chains, and it has the Restrained condition until the grapple ends. Conjure Infernal Chain. The devil conjures"
      }
    ],
    "chair": [
      {
        "document": 58,
        "excerpt": "nanimate item like a window, door, sword, book, table, chair, or stone. It isn't a building or a vehicle, which are composed of many objects."
      },
      {
        "document": 1362,
        "excerpt": "Image. If you create an image of an object - such as a chair, muddy footprints, or a small chest - it must be no larger than a 5-foot Cube. The image can't create so"
      }
    ],
    "chalk": [
      {
        "document": 820,
        "excerpt": "A blank book whose pages refuse to hold ink, chalk, graphite, or any other marking"
      }
    ],
    "challenge": [
      {
        "document": 34,
        "excerpt": "ation”). A monster's Proficiency Bonus is based on its Challenge Rating (see “Rules Glossary”). The Proficiency Bonus table shows how the bonus is determined. This bonu"
      },
      {
        "document": 103,
        "excerpt": "reature using talent and training to try to overcome a challenge, such as forcing open a stuck door, picking a lock, entertaining a crowd, or deciphering a cipher. The G"
      },
      {
        "document": 156,
        "excerpt": "To ensure a monster acts in accordance with its Challenge Rating, follow these rules during combat: Special Abilities. If the monster has a special ability that"
      },
      {
        "document": 160,
        "excerpt": "ted magic items, since those might alter the monster's Challenge Rating. If you do give a monster a magic item, the monster can have Attunement with magic items as noted"
      },
      {
        "document": 165,
        "excerpt": "Challenge Rating"
      },
      {
        "document": 166,
        "excerpt": "sed on its CR, as detailed in the Experience Points by Challenge Rating table. XP is awarded for defeating the monster in combat or otherwise neutralizing it. Unless a"
      },
      {
        "document": 167,
        "excerpt": "rmined by its CR, as shown in the Proficiency Bonus by Challenge Rating table, and is reflected in saving throws, skills, and other statistics where the monster's except"
      },
      {
        "document": 554,
        "excerpt": "This entry lists any languages the monster knows. CR. Challenge Rating summarizes the threat a monster poses and is detailed in “Monsters.” The Experience Points charac"
      },
      {
        "document": 587,
        "excerpt": "Challenge Rating"
      },
      {
        "document": 598,
        "excerpt": "cific skill associated with an ability - to overcome a challenge. See also “Playing the Game” (“D20 Tests” and “Proficiency”)."
      },
      {
        "document": 727,
        "excerpt": ", a single monster generally presents a low-difficulty challenge for a party of four characters whose level equals the monster's Challenge Rating. Moderate Difficulty."
      },
      {
        "document": 737,
        "excerpt": "for characters whose level is lower than the monster's Challenge Rating. ---"
      },
      {
        "document": 805,
        "excerpt": "Experience Points by Challenge Rating"
      },
      {
        "document": 806,
        "excerpt": "Experience Points by Challenge Rating"
      },
      {
        "document": 807,
        "excerpt": "Proficiency Bonus by Challenge Rating"
      },
      {
        "document": 941,
        "excerpt": "Challenge Rating"
      },
      {
        "document": 965,
        "excerpt": "hosen from among Beast stat blocks that have a maximum Challenge Rating of 1/4 and that lack a Fly Speed (see “Animals” in “Monsters” for stat block options). The Rat, R"
      },
      {
        "document": 1155,
        "excerpt": "attempts to deliver a message for you (if the target's Challenge Rating isn't 0, it automatically succeeds). You specify a location you have visited and a recipient who"
      },
      {
        "document": 1156,
        "excerpt": "nto a Large or smaller Beast of your choice that has a Challenge Rating of 4 or lower. You can choose a different form for each target. On later turns, you can take a Ma"
      },
      {
        "document": 1198,
        "excerpt": "portals to other planes of existence - Location of one Challenge Rating 10+ creature (GM's choice) that is a Celestial, an Elemental, a Fey, a Fiend, or an Undead - The"
      },
      {
        "document": 1265,
        "excerpt": "at, Raven, Spider, Weasel, or another Beast that has a Challenge Rating of 0. Appearing in an unoccupied space within range, the familiar has the statistics of the chose"
      },
      {
        "document": 1381,
        "excerpt": "tion. That form can be any Beast you choose that has a Challenge Rating equal to or less than the target's (or the target's level if it doesn't have a Challenge Rating)."
      },
      {
        "document": 1420,
        "excerpt": "le form. The new form must be of a creature that has a Challenge Rating no higher than your level or Challenge Rating. You must have seen the sort of creature before, an"
      },
      {
        "document": 1463,
        "excerpt": "re, the new form can be any kind you choose that has a Challenge Rating equal to or less than the target's Challenge Rating or level. The target's game statistics are re"
      }
    ],
    "challenges": [
      {
        "document": 244,
        "excerpt": "ire new capabilities that equip them to handle greater challenges. As characters advance in level, the tone of the game also changes, and the stakes of the campaign get h"
      },
      {
        "document": 626,
        "excerpt": "As they overcome challenges and complete adventures, characters earn Experience Points (XP), which are awarded by the Game Master. W"
      },
      {
        "document": 678,
        "excerpt": "ep water (more than 100 feet deep) presents additional challenges because of the water's pressure and cold temperature. After each hour of swimming in deep water, a creat"
      }
    ],
    "challenging": [
      {
        "document": 26,
        "excerpt": "hide a trap, or some other circumstance might make it challenging for an adventurer to complete a task. In those cases, the GM might ask the player to roll a die to help"
      },
      {
        "document": 725,
        "excerpt": "atures can make a combat encounter more interesting or challenging: Changes in Elevation. Terrain features that provide a change of elevation (such as stacks of empty cra"
      }
    ],
    "chamber": [
      {
        "document": 793,
        "excerpt": "60-foot-square base bursts upward. Inside is a burial chamber containing a Mummy, a Mummy Lord, or some other Undead of the GM’s choice. Its sarcophagus contains trea"
      },
      {
        "document": 1157,
        "excerpt": "or you can issue a general command, such as to guard a chamber or corridor. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm."
      }
    ],
    "chambers": [
      {
        "document": 1349,
        "excerpt": "Beyond the door is a magnificent foyer with numerous chambers beyond. The dwelling's atmosphere is clean, fresh, and warm. You can create any floor plan you like for"
      }
    ],
    "champion": [
      {
        "document": 848,
        "excerpt": "Primal Champion"
      },
      {
        "document": 962,
        "excerpt": "Primal Champion"
      },
      {
        "document": 966,
        "excerpt": "You gain a Fighter subclass of your choice. The Champion subclass is detailed after this class's description. A subclass is a specialization that grants you feat"
      },
      {
        "document": 974,
        "excerpt": "Champion"
      }
    ],
    "champions": [
      {
        "document": 974,
        "excerpt": "of martial prowess in a relentless pursuit of victory. Champions combine rigorous training with physical excellence to deal devastating blows, withstand peril, and garne"
      }
    ],
    "chance": [
      {
        "document": 26,
        "excerpt": "side combat, the GM ensures that every character has a chance to act and decides how to resolve their activity. In combat, the characters take turns. 3: The GM Narra"
      },
      {
        "document": 49,
        "excerpt": "NPC's attitude, but there might still be an element of chance if the GM wants dice to play a role in determining an NPC's response to you. In such situations, the GM"
      },
      {
        "document": 103,
        "excerpt": "ure attempts something other than an attack that has a chance of meaningful failure. When the outcome is uncertain and narratively interesting, the dice determine the"
      },
      {
        "document": 133,
        "excerpt": "erials are available. In a city, there is a 75 percent chance that the materials are available, and in any other settlement, that chance is 25 percent. If materials a"
      },
      {
        "document": 366,
        "excerpt": "You survive via chance and charity. You're often exposed to natural dangers as a result of sleeping outside."
      },
      {
        "document": 727,
        "excerpt": "s might get taken out of the fight, and there's a slim chance that one or more characters might die. High Difficulty. A high-difficulty encounter could be lethal for"
      },
      {
        "document": 1168,
        "excerpt": "inishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer."
      },
      {
        "document": 1199,
        "excerpt": "inishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer."
      },
      {
        "document": 1214,
        "excerpt": "smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated until the spell ends or you choose a different effect. I"
      },
      {
        "document": 1238,
        "excerpt": "inishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer."
      },
      {
        "document": 1299,
        "excerpt": "offering a choice of direction, there is a 50 percent chance that a creature other than you believes it is going in the opposite direction from the one it chooses."
      },
      {
        "document": 1302,
        "excerpt": "hose of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a Bonus Action on your later turns, you can change the direction in which the Li"
      },
      {
        "document": 1415,
        "excerpt": "plica. After 60 days, there is a cumulative 5 percent chance at the end of each day that the spell ends. The spell also ends if you cast this spell again or if the T"
      },
      {
        "document": 1418,
        "excerpt": "is on a different plane than you, there is a 5 percent chance that the message doesn't arrive. You know if the delivery fails. Upon receiving your message, a creatur"
      },
      {
        "document": 1432,
        "excerpt": "spell with a Somatic component, there is a 25 percent chance the spell fails as a result of the target making the spell's gestures too slowly. An affected target re"
      },
      {
        "document": 1484,
        "excerpt": "me decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast Wish ever again if you suffer this stress."
      },
      {
        "document": 1516,
        "excerpt": "when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can take an action to try to escap"
      },
      {
        "document": 1521,
        "excerpt": "tion, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you can grow one, or a thicker beard if you already have one"
      },
      {
        "document": 1603,
        "excerpt": "damage. Each use of the horn's magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 Force damage to the user and destroys the horn."
      },
      {
        "document": 1656,
        "excerpt": "a Potion of Longevity, there is 10 percent cumulative chance that you instead age by 1d6 + 6 years. Suspended in this amber liquid is a tiny heart that, against all"
      },
      {
        "document": 1716,
        "excerpt": "anation originating from itself. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the eff"
      },
      {
        "document": 1719,
        "excerpt": "anation originating from itself. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the eff"
      },
      {
        "document": 1757,
        "excerpt": "d before the next dawn, it has a cumulative 20 percent chance of not working; if the fan fails to work, it tears into useless, nonmagical tatters."
      },
      {
        "document": 1845,
        "excerpt": "magical effects. Wishes. The djinni has a 30 percent chance of knowing the Wish spell. If the djinni knows it, the djinni can cast it only on behalf of a non-genie"
      },
      {
        "document": 1856,
        "excerpt": "magical effects. Wishes. The efreeti has a 30 percent chance of knowing the Wish spell. If the efreeti knows it, the efreeti can cast it only on behalf of a non-geni"
      },
      {
        "document": 1884,
        "excerpt": "til 5 days have passed. The figurine has a 10 percent chance each time you use it to ignore your orders, including a command to revert to figurine form. If you mount"
      }
    ],
    "chandelier": [
      {
        "document": 944,
        "excerpt": "Medium (barrel, chandelier)"
      }
    ],
    "chandeliers": [
      {
        "document": 725,
        "excerpt": "e characters and their enemies to move around, such as chandeliers, kegs of gunpowder or oil, and rolling stone traps."
      }
    ],
    "change": [
      {
        "document": 64,
        "excerpt": "losest to those enemies if a fight breaks out. You can change your marching order outside combat and record the order any way you like: write it down, for example, or"
      },
      {
        "document": 142,
        "excerpt": "of anything the item finds repugnant. It's Time for a Change. The item demands to be given to someone else. Keep Me Close. The item insists on being carried or worn"
      },
      {
        "document": 183,
        "excerpt": "s traditional role in the game or real-world folklore. Change a monster's alignment to suit your storytelling needs. The Neutral alignment, in particular, is an invit"
      },
      {
        "document": 497,
        "excerpt": "ways have certain spells prepared; and whether you can change the list of spells you have prepared."
      },
      {
        "document": 508,
        "excerpt": "pare, your spellcasting feature specifies when you can change the list and the number of spells you can change, as summarized in the Spell Preparation by Class table."
      },
      {
        "document": 509,
        "excerpt": "f you also have a list of prepared spells that you can change, a spell that you always have prepared doesn't count against the number of spells on that list."
      },
      {
        "document": 725,
        "excerpt": "Changes in Elevation. Terrain features that provide a change of elevation (such as stacks of empty crates, ledges, and balconies) reward clever positioning and encou"
      },
      {
        "document": 937,
        "excerpt": "Change When You ..."
      },
      {
        "document": 962,
        "excerpt": "finish a Long Rest, you can practice weapon drills and change one of those weapon choices. When you reach certain Barbarian levels, you gain the ability to use the m"
      },
      {
        "document": 964,
        "excerpt": "pared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with other Cleric spells for which you h"
      },
      {
        "document": 965,
        "excerpt": "pared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells with other Druid spells for which you have spe"
      },
      {
        "document": 966,
        "excerpt": "finish a Long Rest, you can practice weapon drills and change one of those weapon choices. When you reach certain Fighter levels, you gain the ability to use the mas"
      },
      {
        "document": 968,
        "excerpt": "nd Javelins. Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Halberd"
      },
      {
        "document": 969,
        "excerpt": "Shortswords. Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimita"
      },
      {
        "document": 970,
        "excerpt": "d Shortbows. Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimita"
      },
      {
        "document": 971,
        "excerpt": "g time of an action, you can spend 2 Sorcery Points to change the casting time to a Bonus Action for this casting. You can't modify a spell in this way if you've alre"
      },
      {
        "document": 973,
        "excerpt": "pared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with spells from your spellbook. Spellc"
      },
      {
        "document": 990,
        "excerpt": "Starting at character level 5, you can change your size to Large as a Bonus Action if you're in a big enough space. This transformation lasts for 10 m"
      },
      {
        "document": 1012,
        "excerpt": "cast the spell using any spell slots you have. Spell Change. Whenever you gain a new level, you can replace one of the spells you chose for this feat with a differe"
      },
      {
        "document": 1153,
        "excerpt": "underwater and gain a Swim Speed equal to your Speed. Change Appearance. You alter your appearance. You decide what you look like, including your height, weight, fac"
      },
      {
        "document": 1166,
        "excerpt": "creature of the chosen type. False Aura (Object). You change the way the target appears to spells and magical effects that detect magical auras, such as Detect Magic"
      },
      {
        "document": 1168,
        "excerpt": "nt for circumstances, such as other spells, that might change the results. If you cast the spell more than once before finishing a Long Rest, there is a cumulative 2"
      },
      {
        "document": 1215,
        "excerpt": "early if you go indoors. When you cast the spell, you change the current weather conditions, which are determined by the GM. You can change precipitation, temperatur"
      },
      {
        "document": 1238,
        "excerpt": "The spell doesn't account for circumstances that might change the answer, such as the casting of other spells. If you cast the spell more than once before finishing"
      },
      {
        "document": 1278,
        "excerpt": ", slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such"
      },
      {
        "document": 1302,
        "excerpt": "them. As a Bonus Action on your later turns, you can change the direction in which the Line blasts from you."
      },
      {
        "document": 1335,
        "excerpt": "hich allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can"
      },
      {
        "document": 1356,
        "excerpt": "one doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 Force damage to y"
      },
      {
        "document": 1367,
        "excerpt": "w the target to recall the event with perfect clarity, change its memory of the event's details, or create a memory of some other event. You must speak to the target"
      },
      {
        "document": 1417,
        "excerpt": "arance or different ones to the targets. The spell can change the appearance of the targets' bodies and equipment. You can make each creature seem 1 foot shorter or t"
      },
      {
        "document": 1456,
        "excerpt": "e Play. You cause flames to flicker, brighten, dim, or change color for 1 minute. Invisible Hand. You instantaneously cause an unlocked door or window to fly open or"
      },
      {
        "document": 1639,
        "excerpt": "ation. Whenever you make a Death Saving Throw, you can change a roll of 9 or lower to a 10, turning a failed save into a successful one. Natural Healing Boost. Whene"
      }
    ],
    "changed": [
      {
        "document": 1304,
        "excerpt": "tures, equipment, and creatures within the area aren't changed. The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to"
      }
    ],
    "changes": [
      {
        "document": 96,
        "excerpt": "e such training. The Initiative of a controlled mount changes to match yours when you mount it. It moves on your turn as you direct it, and it has only three action o"
      },
      {
        "document": 243,
        "excerpt": "ore of your ability scores, your ability modifier also changes if the new score is an even number. When that happens, adjust all the numbers on your character sheet th"
      },
      {
        "document": 244,
        "excerpt": "characters advance in level, the tone of the game also changes, and the stakes of the campaign get higher. It's helpful to think of a character's (and a campaign's) ar"
      },
      {
        "document": 548,
        "excerpt": "k 10 feet, and leap into the air to fly 20 feet more. Changes to Your Speeds. If an effect increases or decreases your Speed for a time, any special speed you have in"
      },
      {
        "document": 725,
        "excerpt": "e a combat encounter more interesting or challenging: Changes in Elevation. Terrain features that provide a change of elevation (such as stacks of empty crates, ledge"
      },
      {
        "document": 963,
        "excerpt": "g Rest. At Higher Levels. Your Bardic Inspiration die changes when you reach certain Bard levels, as shown in the Bardic Die column of the Bard Features table. The di"
      },
      {
        "document": 967,
        "excerpt": "amage of your Unarmed Strike or Monk weapons. This die changes as you gain Monk levels, as shown in the Martial Arts column of the Monk Features table. Dexterous Atta"
      },
      {
        "document": 1234,
        "excerpt": "herwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add"
      },
      {
        "document": 1252,
        "excerpt": "thing that a targeted creature is wearing and carrying changes size with it. Any item it drops returns to normal size at once. A thrown weapon or piece of ammunition r"
      },
      {
        "document": 1350,
        "excerpt": "e to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example,"
      },
      {
        "document": 1369,
        "excerpt": "atten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. For example, if you affect a 40-foot square, you can cre"
      },
      {
        "document": 1417,
        "excerpt": "wise up to you. The spell lasts for the duration. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add"
      },
      {
        "document": 1420,
        "excerpt": "etermine whether your equipment drops to the ground or changes in size and shape to fit the new form while you're in it."
      },
      {
        "document": 1424,
        "excerpt": "let go of the weapon. Cantrip Upgrade. The damage die changes when you reach levels 5 (d10), 11 (d12), and 17 (2d6)."
      },
      {
        "document": 1428,
        "excerpt": "e image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example,"
      },
      {
        "document": 1522,
        "excerpt": "es Attunement) While wearing this belt, your Strength changes to a score granted by the belt. The type of giant determines the score (see the table below). The item h"
      },
      {
        "document": 1651,
        "excerpt": "aries When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on yo"
      }
    ],
    "changing": [
      {
        "document": 123,
        "excerpt": "uration. Certain items make exceptions to these rules, changing the casting time, duration, or other parts of a spell. A magic item may require the user to use their o"
      },
      {
        "document": 722,
        "excerpt": "On its turn, the stone moves 60 feet in one direction, changing course if redirected by an obstacle. The stone can move through creatures' spaces, and creatures can mov"
      },
      {
        "document": 963,
        "excerpt": "those spells otherwise count as Bard spells for you. Changing Your Prepared Spells. Whenever you gain a Bard level, you can replace one spell on your list with anothe"
      },
      {
        "document": 964,
        "excerpt": "hose spells otherwise count as Cleric spells for you. Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, repl"
      },
      {
        "document": 965,
        "excerpt": "those spells otherwise count as Druid spells for you. Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, repl"
      },
      {
        "document": 968,
        "excerpt": "ose spells otherwise count as Paladin spells for you. Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with anoth"
      },
      {
        "document": 969,
        "excerpt": "hose spells otherwise count as Ranger spells for you. Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with anoth"
      },
      {
        "document": 971,
        "excerpt": "se spells otherwise count as Sorcerer spells for you. Changing Your Prepared Spells. Whenever you gain a Sorcerer level, you can replace one spell on your list with an"
      },
      {
        "document": 972,
        "excerpt": "ose spells otherwise count as Warlock spells for you. Changing Your Prepared Spells. Whenever you gain a Warlock level, you can replace one spell on your list with ano"
      },
      {
        "document": 973,
        "excerpt": "hose spells otherwise count as Wizard spells for you. Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, repl"
      },
      {
        "document": 1215,
        "excerpt": "g tables and change its stage by one, up or down. When changing the wind, you can change its direction. Precipitation | Stage | Condition"
      }
    ],
    "channel": [
      {
        "document": 449,
        "excerpt": "he Arcane Focuses table and is be jeweled or carved to channel arcane magic. A Sorcerer, Warlock, or Wizard can use such an item as a Spellcasting Focus. Arcane Focus"
      },
      {
        "document": 478,
        "excerpt": "s table and is carved, tied with ribbon, or painted to channel primal magic. A Druid or Ranger can use such an object as a Spellcasting Focus. Druidic Focuses"
      },
      {
        "document": 485,
        "excerpt": "the Holy Symbol table and is be jeweled or painted to channel divine magic. A Cleric or Paladin can use a Holy Symbol as a Spellcasting Focus. The table indicates wh"
      },
      {
        "document": 842,
        "excerpt": "Channel Divinity"
      },
      {
        "document": 908,
        "excerpt": "Channel Divinity"
      },
      {
        "document": 962,
        "excerpt": "el 1. In addition, while your Rage is active, you can channel primal power when you attempt certain tasks; whenever you make an ability check using one of the followi"
      },
      {
        "document": 964,
        "excerpt": "Channel Divinity"
      },
      {
        "document": 968,
        "excerpt": "Channel Divinity"
      },
      {
        "document": 969,
        "excerpt": "You have learned to channel the magical essence of nature to cast spells. See “Spells” for the rules on spellcasting. The informatio"
      },
      {
        "document": 981,
        "excerpt": "you present your Holy Symbol and expend a use of your Channel Divinity to evoke healing energy that can restore a number of Hit Points equal to five times your Cleric"
      },
      {
        "document": 982,
        "excerpt": "take the Attack action, you can expend one use of your Channel Divinity to imbue one Melee weapon that you are holding with positive energy. For 10 minutes or until yo"
      },
      {
        "document": 983,
        "excerpt": "Channel Rage into Violent Fury Barbarians who walk the Path of the Berserker direct their Rage primarily toward"
      },
      {
        "document": 986,
        "excerpt": "When you reach character level 5, you can channel draconic magic to give yourself temporary flight. As a Bonus Action, you sprout spectral wings on your b"
      },
      {
        "document": 1966,
        "excerpt": "Multiattack. The mummy makes one Rotting Fist or Channel Negative Energy attack, and it uses Dreadful Glare. Rotting Fist. Melee Attack Roll: +9, reach 5 ft. Hi"
      }
    ],
    "channeling": [
      {
        "document": 1190,
        "excerpt": "Range: Touch Components: V, S Duration: Instantaneous Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target ta"
      }
    ],
    "channels": [
      {
        "document": 936,
        "excerpt": "Channels energy to create effects that are often destructive"
      },
      {
        "document": 1379,
        "excerpt": "t Components: V, S Duration: Instantaneous This spell channels vitality into plants. The casting time you use determines whether the spell has the Overgrowth or the En"
      }
    ],
    "chanting": [
      {
        "document": 496,
        "excerpt": "A Verbal component is the chanting of esoteric words that sound like nonsense to the uninitiated. The words must be uttered in a normal spe"
      }
    ],
    "chaos": [
      {
        "document": 671,
        "excerpt": "Demonic Possession. Demonic Possession arises from the chaos and evil of the Abyss and commonly besets creatures that interact with demonic objects or linger in dese"
      },
      {
        "document": 983,
        "excerpt": "ath is one of untrammeled fury, and they thrill in the chaos of battle as they allow their Rage to seize and empower them."
      }
    ],
    "chaotic": [
      {
        "document": 235,
        "excerpt": "nd the other describes attitudes toward order (lawful, chaotic, or neutral). The summaries of the alignments below describe the typical behavior of a creature with th"
      },
      {
        "document": 237,
        "excerpt": "eone who's bored by moral debate is probably Neutral. Chaotic Neutral (CN). Chaotic Neutral creatures follow their whims, valuing their personal freedom above all els"
      },
      {
        "document": 649,
        "excerpt": "nd the other describes attitudes toward order (lawful, chaotic, or neutral). These factors allow for nine possible combinations, such as Lawful Good and Neutral Evil."
      },
      {
        "document": 784,
        "excerpt": "Chaotic Neutral"
      },
      {
        "document": 793,
        "excerpt": "t sprouts. Roll any die. On an odd roll, the treant is Chaotic Evil. On an even roll, the treant is Chaotic Good."
      },
      {
        "document": 941,
        "excerpt": "Chaotic Evil"
      },
      {
        "document": 1761,
        "excerpt": "Huge Dragon (Chromatic), Chaotic Evil"
      },
      {
        "document": 1763,
        "excerpt": "Huge Dragon (Metallic), Chaotic Good"
      },
      {
        "document": 1765,
        "excerpt": "Huge Dragon (Metallic), Chaotic Good"
      },
      {
        "document": 1768,
        "excerpt": "Huge Dragon (Chromatic), Chaotic Evil"
      },
      {
        "document": 1770,
        "excerpt": "Huge Dragon (Chromatic), Chaotic Evil"
      },
      {
        "document": 1773,
        "excerpt": "Gargantuan Dragon (Chromatic), Chaotic Evil"
      },
      {
        "document": 1775,
        "excerpt": "Gargantuan Dragon (Metallic), Chaotic Good"
      },
      {
        "document": 1777,
        "excerpt": "Gargantuan Dragon (Metallic), Chaotic Good"
      },
      {
        "document": 1780,
        "excerpt": "Gargantuan Dragon (Chromatic), Chaotic Evil"
      },
      {
        "document": 1782,
        "excerpt": "Gargantuan Dragon (Chromatic), Chaotic Evil"
      },
      {
        "document": 1799,
        "excerpt": "Huge Fiend (Demon), Chaotic Evil"
      },
      {
        "document": 1809,
        "excerpt": "Medium Dragon (Chromatic), Chaotic Evil"
      },
      {
        "document": 1816,
        "excerpt": "Medium Dragon (Metallic), Chaotic Good"
      },
      {
        "document": 1819,
        "excerpt": "Medium Fey (Goblinoid), Chaotic Evil"
      },
      {
        "document": 1820,
        "excerpt": "Medium Fey (Goblinoid), Chaotic Evil"
      },
      {
        "document": 1826,
        "excerpt": "Large Monstrosity, Chaotic Evil"
      },
      {
        "document": 1827,
        "excerpt": "Large Aberration, Chaotic Evil"
      },
      {
        "document": 1829,
        "excerpt": "Large Aberration, Chaotic Neutral"
      },
      {
        "document": 1834,
        "excerpt": "Medium Dragon (Metallic), Chaotic Good"
      },
      {
        "document": 1849,
        "excerpt": "Small Fiend (Demon), Chaotic Evil"
      },
      {
        "document": 1850,
        "excerpt": "Large Monstrosity, Chaotic Evil"
      },
      {
        "document": 1861,
        "excerpt": "Large Giant, Chaotic Evil"
      },
      {
        "document": 1868,
        "excerpt": "Medium Elemental, Chaotic Evil"
      },
      {
        "document": 1870,
        "excerpt": "Medium Undead, Chaotic Evil"
      },
      {
        "document": 1872,
        "excerpt": "Medium Undead, Chaotic Evil"
      },
      {
        "document": 1902,
        "excerpt": "Medium Aberration, Chaotic Neutral"
      },
      {
        "document": 1903,
        "excerpt": "Large Fiend (Demon), Chaotic Evil"
      },
      {
        "document": 1905,
        "excerpt": "Medium Fiend, Chaotic Evil"
      },
      {
        "document": 1907,
        "excerpt": "Small Fey (Goblinoid), Chaotic Neutral"
      },
      {
        "document": 1908,
        "excerpt": "Small Fey (Goblinoid), Chaotic Neutral"
      },
      {
        "document": 1909,
        "excerpt": "Small Fey (Goblinoid), Chaotic Neutral"
      },
      {
        "document": 1922,
        "excerpt": "Medium Monstrosity, Chaotic Evil"
      },
      {
        "document": 1925,
        "excerpt": "Large Fiend (Demon), Chaotic Evil"
      },
      {
        "document": 1926,
        "excerpt": "Huge Giant, Chaotic Evil"
      },
      {
        "document": 1946,
        "excerpt": "Gargantuan Monstrosity (Titan), Chaotic Evil"
      },
      {
        "document": 1947,
        "excerpt": "Large Fiend, Chaotic Evil"
      },
      {
        "document": 1954,
        "excerpt": "Small Elemental, Chaotic Neutral"
      },
      {
        "document": 1957,
        "excerpt": "Large Fiend (Demon), Chaotic Evil"
      },
      {
        "document": 1961,
        "excerpt": "Large Monstrosity, Chaotic Evil"
      },
      {
        "document": 1963,
        "excerpt": "Large Monstrosity, Chaotic Evil"
      },
      {
        "document": 1968,
        "excerpt": "Large Fiend (Demon), Chaotic Evil"
      },
      {
        "document": 1975,
        "excerpt": "Large Giant, Chaotic Evil"
      },
      {
        "document": 1981,
        "excerpt": "Large Celestial, Chaotic Good"
      },
      {
        "document": 1996,
        "excerpt": "Tiny Fiend (Demon), Chaotic Evil"
      },
      {
        "document": 2000,
        "excerpt": "Medium Dragon (Chromatic), Chaotic Evil"
      },
      {
        "document": 2011,
        "excerpt": "Medium Fey, Chaotic Neutral"
      },
      {
        "document": 2014,
        "excerpt": "Medium Fey, Chaotic Evil"
      },
      {
        "document": 2016,
        "excerpt": "Medium Undead, Chaotic Evil"
      },
      {
        "document": 2023,
        "excerpt": "Medium Undead, Chaotic Evil"
      },
      {
        "document": 2028,
        "excerpt": "Large Fiend, Chaotic Evil"
      },
      {
        "document": 2035,
        "excerpt": "Huge Giant, Chaotic Good"
      },
      {
        "document": 2048,
        "excerpt": "Huge Plant, Chaotic Good"
      },
      {
        "document": 2050,
        "excerpt": "Small Giant, Chaotic Evil"
      },
      {
        "document": 2051,
        "excerpt": "Large Giant, Chaotic Evil"
      },
      {
        "document": 2059,
        "excerpt": "Large Fiend (Demon), Chaotic Evil"
      },
      {
        "document": 2071,
        "excerpt": "Medium or Small Monstrosity (Lycanthrope), Chaotic Evil"
      },
      {
        "document": 2072,
        "excerpt": "Medium Dragon (Chromatic), Chaotic Evil"
      },
      {
        "document": 2074,
        "excerpt": "Tiny Undead, Chaotic Evil"
      },
      {
        "document": 2081,
        "excerpt": "Large Dragon (Chromatic), Chaotic Evil"
      },
      {
        "document": 2083,
        "excerpt": "Large Dragon (Metallic), Chaotic Good"
      },
      {
        "document": 2085,
        "excerpt": "Large Dragon (Metallic), Chaotic Good"
      },
      {
        "document": 2088,
        "excerpt": "Large Dragon (Chromatic), Chaotic Evil"
      },
      {
        "document": 2090,
        "excerpt": "Large Dragon (Chromatic), Chaotic Evil"
      }
    ],
    "chapter": [
      {
        "document": 236,
        "excerpt": "f your character on a character sheet. Throughout this chapter, we use the term \"character sheet\" to mean whatever you use to track your character's details, whether i"
      },
      {
        "document": 251,
        "excerpt": "ses the same character-creation steps outlined in this chapter and the rules for advancing beyond level 1 provided Starting Equipment at Higher Levels"
      },
      {
        "document": 267,
        "excerpt": "about a legendary hero's rise and fall, with the last chapter missing 89 A vial of dragon blood 90 An ancient arrow of elven design 91 A needle that never bends 9"
      }
    ],
    "character": [
      {
        "document": 7,
        "excerpt": "his rule for an individual monster and treat it like a character. Hit Point Maximum of 0. A creature dies if its Hit Point maximum reaches 0. Certain effects drain life"
      },
      {
        "document": 8,
        "excerpt": "Character Demise"
      },
      {
        "document": 10,
        "excerpt": "r third success, you become Stable (see “Stabilizing a Character” below). On your third failure, you die. The successes and failures don't need to be consecutive; keep"
      },
      {
        "document": 11,
        "excerpt": "Stabilizing a Character"
      },
      {
        "document": 19,
        "excerpt": "choose to make a save; you must make one because your character or a monster (if you’re the GM) is at risk. A save’s result is detailed in the effect that caused it. I"
      },
      {
        "document": 26,
        "excerpt": "or monsters. Outside combat, the GM ensures that every character has a chance to act and decides how to resolve their activity. In combat, the characters take turns. 3:"
      },
      {
        "document": 27,
        "excerpt": "e creature avoids being wounded in combat. The AC of a character is determined at character creation (see “Character Creation”), whereas the AC of a monster appears in i"
      },
      {
        "document": 30,
        "excerpt": "n and you already have it, you can give it to a player character in your group who lacks it. Gaining Heroic Inspiration. Your GM can give you Heroic Inspiration for a v"
      },
      {
        "document": 34,
        "excerpt": "ties. A character's Proficiency Bonus increases as the character gains levels (described in “Character Creation”). A monster's Proficiency Bonus is based on its Challeng"
      },
      {
        "document": 36,
        "excerpt": "t doesn't add its Proficiency Bonus. For example, if a character tries to climb a cliff, the GM might ask for a Strength (Athletics) check. If the character has Athletic"
      },
      {
        "document": 39,
        "excerpt": "acter's starting skill proficiencies are determined at character creation, and a monster's skill proficiencies appear in its stat block."
      },
      {
        "document": 40,
        "excerpt": "Proficiency in a saving throw lets a character add their Proficiency Bonus to saves that use a particular ability. For example, proficiency in Wisdom s"
      },
      {
        "document": 41,
        "excerpt": "A character gains proficiency with various weapons and tools from their class and background. There are two categori"
      },
      {
        "document": 43,
        "excerpt": "look for traps and use the Help action to aid another character who's trying to open a stuck door (with the Utilize action)."
      },
      {
        "document": 46,
        "excerpt": "who are participating. An NPC's attitude toward your character is Friendly, Indifferent, or Hostile, as defined in “Rules Glossary.” Friendly NPCs are predisposed to h"
      },
      {
        "document": 47,
        "excerpt": "n this case, it's you as a player determining how your character thinks, acts, and talks. Roleplaying is part of every aspect of the game, and it comes to the fore durin"
      },
      {
        "document": 57,
        "excerpt": "simple to resolve. The player tells the GM that their character is doing something, such as moving a lever or opening a door, and the GM describes what happens. Someti"
      },
      {
        "document": 61,
        "excerpt": "When your character searches for hidden things, such as a secret door or a trap, the GM typically asks you to make a Wisdom"
      },
      {
        "document": 73,
        "excerpt": "he order if the tie is between a monster and a player character."
      },
      {
        "document": 74,
        "excerpt": "e listed in “Actions” earlier in “Playing the Game.” A character’s features and a monster’s stat block also provide action options. “Movement and Position” later in “Pla"
      },
      {
        "document": 75,
        "excerpt": "often, consider writing your Speed in squares on your character sheet. Entering a Square. To enter a square, you must have enough movement left to pay for entering. It"
      },
      {
        "document": 77,
        "excerpt": "comes first. A character's Speed is determined during character creation. A monster's Speed is noted in the monster's stat block. See “Rules Glossary” for more about Sp"
      },
      {
        "document": 92,
        "excerpt": "roll is called an Armor Class (AC), which appears on a character sheet or in a stat block (see “Rules Glossary”)."
      },
      {
        "document": 114,
        "excerpt": "d in long-lost vaults. Such items grant capabilities a character could rarely have otherwise, or they complement their owner's capabilities in wondrous ways."
      },
      {
        "document": 117,
        "excerpt": "le that paired items must both be worn. For example, a character with only one arm might be able to use a single Glove of Missile Snaring so long as the matching glove i"
      },
      {
        "document": 129,
        "excerpt": "w the rules below. In these rules, “you” refers to the character crafting the magic item."
      },
      {
        "document": 133,
        "excerpt": "of characters working on it. Normally, only one other character can assist you, but the GM might allow more assistants. Raw Materials. The cost in the table represents"
      },
      {
        "document": 144,
        "excerpt": "ect immediately, and it is used up. Mixing Potions. A character might drink one potion while still under the effects of another or pour several potions into a single co"
      },
      {
        "document": 183,
        "excerpt": "individual leans toward one of the other alignments. \"Character Creation\" describes the nine alignments and unaligned creatures."
      },
      {
        "document": 225,
        "excerpt": "Character Creation"
      },
      {
        "document": 226,
        "excerpt": "Choose a species for your character. The following species options are detailed in “Character Origins”: Dragonborn, Dwarf, Elf, Gnome, Golia"
      },
      {
        "document": 227,
        "excerpt": "d, consider answers to the following questions as your character: - Who raised you? - Who was your dearest childhood friend? - Did you grow up with a pet? - Have you fa"
      },
      {
        "document": 228,
        "excerpt": "Your character knows at least three languages: Common plus two languages you roll or choose from the Standard Languages"
      },
      {
        "document": 234,
        "excerpt": "alignment from the options below, and note it on your character sheet. The game assumes that player characters aren't of an evil alignment. Check with your GM before m"
      },
      {
        "document": 236,
        "excerpt": "Choose a Character Sheet"
      },
      {
        "document": 238,
        "excerpt": "Step 5: Character Creation Details"
      },
      {
        "document": 240,
        "excerpt": "Note these numbers on your character sheet. Saving Throws. For the saving throws you have proficiency in, add your Proficiency Bonus to the"
      },
      {
        "document": 241,
        "excerpt": "your Wisdom (Perception) checks. For example, if your character has a Wisdom of 15 and proficiency in the Perception skill, you have a Passive Perception of 14 (10 + 2"
      },
      {
        "document": 242,
        "excerpt": "While going on adventures, your character gains experience, represented by Experience Points (XP). A character who reaches a specified Experience"
      },
      {
        "document": 243,
        "excerpt": "ncy Bonus increases at certain levels, as shown in the Character Advancement table and your class features table in “Classes.” When your Proficiency Bonus increases, inc"
      },
      {
        "document": 244,
        "excerpt": "tiers of play, describing the journey from a level 1 character just beginning an adventuring career to the epic heights of level 20. These tiers don't have any rules a"
      },
      {
        "document": 247,
        "excerpt": "Create Your Character"
      },
      {
        "document": 251,
        "excerpt": "Creating Your Character"
      },
      {
        "document": 252,
        "excerpt": "have no more levels to gain. With this approach, each character gains one feat of their choice for every 30,000 XP the character earns above 355,000 XP. Epic Boon feats"
      },
      {
        "document": 253,
        "excerpt": "The GM decides whether your character starts with more than the standard equipment for a level 1 character, possibly even one or more magic it"
      },
      {
        "document": 254,
        "excerpt": "ts you mix the abilities of those classes to realize a character concept that might not be reflected in a single class."
      },
      {
        "document": 256,
        "excerpt": "ence Point cost to gain a level is based on your total character level, not your level in a particular class, as shown in the Character Advancement table in “Character C"
      },
      {
        "document": 257,
        "excerpt": "he level 1 Hit Points for a class only when your total character level is 1. Add together the Hit Dice granted by all your classes to form your pool of Hit Dice. If the"
      },
      {
        "document": 258,
        "excerpt": "Choose a class, and write it on your character sheet. The Class Overview table summarizes the classes. See “Classes” for the classes’ details. Class O"
      },
      {
        "document": 259,
        "excerpt": "Your Proficiency Bonus is based on your total character level, not your level in a particular class, as shown in the Character Advancement table. For example, i"
      },
      {
        "document": 264,
        "excerpt": "at higher levels, the increase is based on your total character level, not your level in a particular class, unless the spell says otherwise. Spell Slots. You determin"
      },
      {
        "document": 265,
        "excerpt": "When you make your character, you can roll once on the Trinkets table to gain a Tiny trinket, a simple item lightly touched by myster"
      },
      {
        "document": 268,
        "excerpt": "Write your character's level on your character sheet. Typically, a character starts at level 1 and advances in level by adventuring and gaining Experie"
      },
      {
        "document": 269,
        "excerpt": "categories of armor. Note your armor training on your character sheet. Armor training with a kind of armor means you can wear that armor effectively, gaining defensive"
      },
      {
        "document": 270,
        "excerpt": "Step 2: Character Origin"
      },
      {
        "document": 271,
        "excerpt": "oose your character's background, and write it on your character sheet. You can choose any of the backgrounds detailed in \"Character Origins,\" and your GM might offer ad"
      },
      {
        "document": 272,
        "excerpt": "rom \"Equipment.\" Record your chosen equipment on your character sheet. Equipment is described in “Equipment,” but for now you can just write it all down and look up the"
      },
      {
        "document": 282,
        "excerpt": "Character Origins"
      },
      {
        "document": 283,
        "excerpt": "Character Species"
      },
      {
        "document": 285,
        "excerpt": "ch is described in “Rules Glossary.” Every species in “Character Origins” is Humanoid; playable non-Humanoid species appear in other books."
      },
      {
        "document": 286,
        "excerpt": "ch diversity of size that you can choose whether your character is Small or Medium."
      },
      {
        "document": 288,
        "excerpt": "Each species gives a character special traits - unique characteristics based on the species' physiology or magical nature. When you cho"
      },
      {
        "document": 289,
        "excerpt": "Character Backgrounds"
      },
      {
        "document": 293,
        "excerpt": "A background gives your character a specified Origin feat (described in \"Feats\")."
      },
      {
        "document": 294,
        "excerpt": "A background gives your character proficiency in two specified skills."
      },
      {
        "document": 295,
        "excerpt": "Each background gives a character proficiency with one tool - either a specific tool or one chosen from the Artisan's Tools category. Tool"
      },
      {
        "document": 335,
        "excerpt": ", you gain a +4 bonus to the Strength check. One other character can help you use the ram, giving you Advantage on this check."
      },
      {
        "document": 365,
        "excerpt": "unt when determining risks or how others perceive your character."
      },
      {
        "document": 378,
        "excerpt": "ght require more experimentation. For example, if your character puts on a Ring of Swimming, the GM might say, \"Your movement feels strangely fluid.\" Perhaps you then di"
      },
      {
        "document": 383,
        "excerpt": "apon has a mastery property, which is usable only by a character who has a feature, such as Weapon Mastery, that unlocks the property for the character. The properties a"
      },
      {
        "document": 386,
        "excerpt": "nly if both items of the pair are worn. For example, a character wearing a Boot of Striding and Springing on one foot and a Boot of Elvenkind on the other foot gains no"
      },
      {
        "document": 390,
        "excerpt": "of characters working on it. Normally, only one other character can assist you, but the GM might allow more assistants."
      },
      {
        "document": 391,
        "excerpt": "A character who has proficiency with the Herbalism Kit can create a Potion of Healing. Doing so requires using that"
      },
      {
        "document": 489,
        "excerpt": "es add a spell to a character's spell list even if the character isn't a member of a class in the parentheses."
      },
      {
        "document": 522,
        "excerpt": "Nonplayer Character"
      },
      {
        "document": 527,
        "excerpt": "them, decrease the score by 5. For example, a level 1 character with a Wisdom of 15 and proficiency in Perception has a Passive Perception of 14 ( 10 + 2 + 2 ). If that"
      },
      {
        "document": 529,
        "excerpt": "Player Character"
      },
      {
        "document": 574,
        "excerpt": "A monster has a starting attitude toward a player character: Friendly, Hostile, or Indifferent. See also \"Friendly,\" \"Hostile,\" \"Indifferent,\" and \"Influence.\""
      },
      {
        "document": 589,
        "excerpt": "Character Sheet"
      },
      {
        "document": 597,
        "excerpt": "Any being in the game, including a player's character, is a creature. See also \"Creature Type.\""
      },
      {
        "document": 599,
        "excerpt": "Every creature, including every player character, has a tag in the rules that identifies the type of creature it is. Most player characters are of the Hu"
      },
      {
        "document": 614,
        "excerpt": "A player character must make a Death Saving Throw (also called a Death Save) if they start their turn with 0 Hit Points. Se"
      },
      {
        "document": 639,
        "excerpt": "If you (a player character) have Heroic Inspiration, you can expend it to reroll any die immediately after rolling it, and you must"
      },
      {
        "document": 642,
        "excerpt": "player character's Hit Point maximum, as explained in “Character Creation.” Most monsters also have Hit Dice. A creature can spend Hit Dice during a Short Rest to regain"
      },
      {
        "document": 649,
        "excerpt": "tions, such as Lawful Good and Neutral Evil. See also “Character Creation” (“Create Your Character”)."
      },
      {
        "document": 677,
        "excerpt": "er Restoration spell ends the contagion immediately. A character who is proficient with an Herbalism Kit can use it to create one dose of nonmagical ointment, which take"
      },
      {
        "document": 690,
        "excerpt": "When a character is subjected to an effect that causes intense mental stress, Psychic damage is the best way to emulate t"
      },
      {
        "document": 692,
        "excerpt": "the following possibilities. Short-Term Effects. The character has the Frightened, Incapacitated, or Stunned condition for 1d10 minutes. This condition might be accomp"
      },
      {
        "document": 695,
        "excerpt": "A character can attempt to harvest poison from a venomous creature that is dead or has the Incapacitated condition."
      },
      {
        "document": 702,
        "excerpt": "of each additional hour of travel beyond 8 hours, each character must succeed on a Constitution saving throw or gain 1 Exhaustion level. The DC is 10 plus 1 for each hou"
      },
      {
        "document": 718,
        "excerpt": "atue on a successful check. Once the glyph is found, a character can take a Study action to examine it and make a DC 15 Intelligence (Arcana) check, ascertaining that th"
      },
      {
        "document": 721,
        "excerpt": "le on a successful check. Once the trap is detected, a character can take an action to try to disarm the trap, doing so with a successful DC 15 Dexterity (Sleight of Han"
      },
      {
        "document": 728,
        "excerpt": "Using the XP Budget per Character table, cross-reference the party's level with the desired encounter difficulty. Multiply the number in t"
      },
      {
        "document": 731,
        "excerpt": "If your encounter includes more than two creatures per character, include fragile creatures that can be defeated quickly. This guideline is especially important for char"
      },
      {
        "document": 735,
        "excerpt": "A character's background represents what the character did prior to becoming an adventurer. Creating a unique background or customizing an existing one can ref"
      },
      {
        "document": 814,
        "excerpt": "Character Advancement"
      },
      {
        "document": 942,
        "excerpt": "Nonplayer character"
      },
      {
        "document": 953,
        "excerpt": "A character triggers a magical trap that creates an illusory manifestation of that character’s worst fears, visible"
      },
      {
        "document": 954,
        "excerpt": "A character ingests a hallucinogenic substance that distorts the character’s perception of reality."
      },
      {
        "document": 960,
        "excerpt": "XP Budget per Character"
      },
      {
        "document": 962,
        "excerpt": "rbarian Traits Becoming a Barbarian ... As a Level 1 Character - Gain all the traits in the Core Barbarian Traits table. - Gain the Barbarian's level 1 features, whi"
      },
      {
        "document": 963,
        "excerpt": "Core Bard Traits Becoming a Bard ... As a Level 1 Character - Gain all the traits in the Core Bard Traits table. - Gain the Bard's level 1 features, which are lis"
      },
      {
        "document": 964,
        "excerpt": "ore Cleric Traits Becoming a Cleric ... As a Level 1 Character - Gain all the traits in the Core Cleric Traits table. - Gain the Cleric's level 1 features, which are"
      },
      {
        "document": 965,
        "excerpt": "Core Druid Traits Becoming a Druid ... As a Level 1 Character - Gain all the traits in the Core Druid Traits table. - Gain the Druid's level 1 features, which are li"
      },
      {
        "document": 966,
        "excerpt": "e Fighter Traits Becoming a Fighter ... As a Level 1 Character - Gain all the traits in the Core Fighter Traits table. - Gain the Fighter's level 1 features, which ar"
      },
      {
        "document": 967,
        "excerpt": "Core Monk Traits Becoming a Monk ... As a Level 1 Character - Gain all the traits in the Core Monk Traits table. - Gain the Monk's level 1 features, which are list"
      },
      {
        "document": 968,
        "excerpt": "e Paladin Traits Becoming a Paladin ... As a Level 1 Character - Gain all the traits in the Core Paladin Traits table. - Gain the Paladin's level 1 features, which a"
      },
      {
        "document": 969,
        "excerpt": "languages of your choice from the language tables in “Character Creation.”"
      },
      {
        "document": 970,
        "excerpt": "choice, which you choose from the language tables in \"Character Creation.\""
      },
      {
        "document": 971,
        "excerpt": "Sorcerer Traits Becoming a Sorcerer ... As a Level 1 Character - Gain all the traits in the Core Sorcerer Traits table. - Gain the Sorcerer's level 1 features, which"
      },
      {
        "document": 972,
        "excerpt": "e Warlock Traits Becoming a Warlock ... As a Level 1 Character - Gain all the traits in the Core Warlock Traits table. - Gain the Warlock's level 1 features, which ar"
      },
      {
        "document": 973,
        "excerpt": "ore Wizard Traits Becoming a Wizard ... As a Level 1 Character - Gain all the traits in the Core Wizard Traits table. - Gain the Wizard's level 1 features, which are"
      },
      {
        "document": 986,
        "excerpt": "h damage. This damage increases by 1d10 when you reach character levels 5 (2d10), 11 (3d10), and 17 (4d10). You can use this Breath Weapon a number of times equal to yo"
      },
      {
        "document": 988,
        "excerpt": "n the level 1 benefit of that lineage. When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepar"
      },
      {
        "document": 990,
        "excerpt": "Starting at character level 5, you can change your size to Large as a Bonus Action if you're in a big enough space. This trans"
      },
      {
        "document": 994,
        "excerpt": "level 1 benefit of the chosen legacy. When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepar"
      }
    ],
    "character's": [
      {
        "document": 34,
        "excerpt": "ct that training has on the creature's capabilities. A character's Proficiency Bonus increases as the character gains levels (described in “Character Creation”). A monster"
      },
      {
        "document": 39,
        "excerpt": "A character's starting skill proficiencies are determined at character creation, and a monster's skill proficiencies a"
      },
      {
        "document": 47,
        "excerpt": "e approach. The GM uses an NPC's personality and your character's actions and attitudes to determine how an NPC reacts. A cowardly bandit might buckle under threats of i"
      },
      {
        "document": 77,
        "excerpt": "r until you are done moving, whichever comes first. A character's Speed is determined during character creation. A monster's Speed is noted in the monster's stat block. S"
      },
      {
        "document": 82,
        "excerpt": "combat and the area it needs to fight effectively. A character's size is determined by species, and a monster's size is specified in the monster's stat block. Creature"
      },
      {
        "document": 226,
        "excerpt": "aracter sheet. Then record your species’ traits. Your character's size and Speed are determined by the character's species; record these in the appropriate places on your"
      },
      {
        "document": 227,
        "excerpt": "Let your character's background and species inspire how you imagine their past. That past fed into the character's present. W"
      },
      {
        "document": 229,
        "excerpt": "To determine your character's ability scores, you first generate a set of six numbers using the instructions below and then assign the"
      },
      {
        "document": 231,
        "excerpt": "ble for suggestions on where to assign scores for your character's class. The table puts the highest scores in a class's main abilities. If you used a different method to"
      },
      {
        "document": 234,
        "excerpt": "Choose your character's alignment from the options below, and note it on your character sheet. The game assumes that player cha"
      },
      {
        "document": 236,
        "excerpt": "haracter sheet\" to mean whatever you use to track your character's details, whether it's a printed character sheet, a digital character sheet, or plain paper. Choose which"
      },
      {
        "document": 241,
        "excerpt": "our class's description tells you the die type of your character's Hit Point Dice (or Hit Dice for short); write this on your character sheet. At level 1, your character h"
      },
      {
        "document": 243,
        "excerpt": "ered by a new feature. 4: Adjust Proficiency Bonus. A character's Proficiency Bonus increases at certain levels, as shown in the Character Advancement table and your clas"
      },
      {
        "document": 244,
        "excerpt": "of the campaign get higher. It's helpful to think of a character's (and a campaign's) arc in terms of four tiers of play, describing the journey from a level 1 character"
      },
      {
        "document": 247,
        "excerpt": "er is a member of a class. A class broadly describes a character's vocation, special talents, and favored tactics. 2: Determine Origin. A character's origin includes two e"
      },
      {
        "document": 268,
        "excerpt": "Write your character's level on your character sheet. Typically, a character starts at level 1 and advances in level by adventu"
      },
      {
        "document": 270,
        "excerpt": "Determining your character's origin involves choosing a background, a species, and two languages. A character's background represent"
      },
      {
        "document": 271,
        "excerpt": "Choose your character's background, and write it on your character sheet. You can choose any of the backgrounds detailed in \"Cha"
      },
      {
        "document": 283,
        "excerpt": "When you choose your character's species, you determine whether your character is a human or a member of a fantastical species, such as d"
      },
      {
        "document": 285,
        "excerpt": "A character's species determines the character's creature type, which is described in “Rules Glossary.” Every species"
      },
      {
        "document": 286,
        "excerpt": "Your character's species determines the character's size. Individuals within a species cover a wide range of heights, and"
      },
      {
        "document": 287,
        "excerpt": "Your character's species determines the character's Speed."
      },
      {
        "document": 289,
        "excerpt": "Your character's background is a collection of characteristics that represent the place and occupation that were most for"
      },
      {
        "document": 292,
        "excerpt": "A background lists three of your character's ability scores. Increase one by 2 and another one by 1, or increase all three by 1. None of these increa"
      },
      {
        "document": 407,
        "excerpt": "aining can use them effectively, as explained below. A character's class and other features determine the character's armor training. A monster has training with any armor"
      },
      {
        "document": 431,
        "excerpt": "ncy Bonus to an attack roll you make with it. A player character's features can provide weapon proficiencies. A monster is proficient with any weapon in its stat block."
      },
      {
        "document": 489,
        "excerpt": "pell's school of magic. Some features add a spell to a character's spell list even if the character isn't a member of a class in the parentheses."
      },
      {
        "document": 545,
        "excerpt": "example, if two effects occur at the start of a player character's turn, the player decides which of the effects happens first."
      },
      {
        "document": 589,
        "excerpt": "s a paper or digital record that you use to track your character's information. See also \"Character Creation.\""
      },
      {
        "document": 626,
        "excerpt": "nts (XP), which are awarded by the Game Master. When a character's XP total crosses certain thresholds, the character's level increases. See also “Level Advancement.”"
      },
      {
        "document": 642,
        "excerpt": "t Dice, or Hit Dice for short, help determine a player character's Hit Point maximum, as explained in “Character Creation.” Most monsters also have Hit Dice. A creature ca"
      },
      {
        "document": 735,
        "excerpt": "A character's background represents what the character did prior to becoming an adventurer. Creating a unique backgrou"
      }
    ],
    "characteristics": [
      {
        "document": 48,
        "excerpt": "- have six abilities that measure physical and mental characteristics, as shown on the Ability Descriptions table. Ability Descriptions"
      },
      {
        "document": 161,
        "excerpt": "tails, entries for them don't appear. Traits. Monster characteristics that are active at all times or during certain situations appear here. Actions. The monster can take th"
      },
      {
        "document": 288,
        "excerpt": "Each species gives a character special traits - unique characteristics based on the species' physiology or magical nature. When you choose a species, your character gets all t"
      },
      {
        "document": 289,
        "excerpt": "Your character's background is a collection of characteristics that represent the place and occupation that were most formative before your character embarked on a lif"
      },
      {
        "document": 549,
        "excerpt": "A spell is a magical effect that has the characteristics described in “Spells.”"
      },
      {
        "document": 674,
        "excerpt": "free to alter the saving throw DCs, effects, and other characteristics of these contagions to suit your campaign."
      },
      {
        "document": 1153,
        "excerpt": "ice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a member of another species, though none of your statistics change. You"
      },
      {
        "document": 1304,
        "excerpt": "creatures within the area aren't changed. The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to notice the illusion. If the d"
      }
    ],
    "characters": [
      {
        "document": 26,
        "excerpt": "table, and so on). 2: The Players Describe What Their Characters Do. Typically, the characters stick together as they travel through a dungeon or another environment. So"
      },
      {
        "document": 27,
        "excerpt": "Only One Base AC. Some spells and class features give characters a different way to calculate their AC. A character with multiple features that give different ways to ca"
      },
      {
        "document": 30,
        "excerpt": "n independent of the GM's decision. For example, Human characters start each day with Heroic Inspiration."
      },
      {
        "document": 34,
        "excerpt": "Characters and monsters are good at various things. Some are skilled with many weapons, while others can use only a"
      },
      {
        "document": 42,
        "excerpt": "d in more detail in “Rules Glossary.” Actions Player characters and monsters can also do things not covered by these actions. Many class features and other abilities pr"
      },
      {
        "document": 46,
        "excerpt": "During their adventures, player characters meet many different people and face some monsters that would rather talk than fight. In those situations"
      },
      {
        "document": 47,
        "excerpt": "prisonment. A stubborn merchant refuses to help if the characters badger her. A vain dragon laps up flattery. When interacting with an NPC, pay attention to the GM's por"
      },
      {
        "document": 48,
        "excerpt": "All creatures - characters and monsters - have six abilities that measure physical and mental characteristics, as shown on the Abil"
      },
      {
        "document": 54,
        "excerpt": ". Darkness. Darkness creates a Heavily Obscured area. Characters face Darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon, or"
      },
      {
        "document": 64,
        "excerpt": "s. A marching order makes it easier to determine which characters are affected by traps, which ones can spot hidden enemies, and which ones are the closest to those enemi"
      },
      {
        "document": 65,
        "excerpt": "Monsters are the main perils characters face, but other dangers await. “Rules Glossary” defines the following hazards:"
      },
      {
        "document": 66,
        "excerpt": "During an adventure, the characters might travel long distances on trips that could take hours or days. The GM can summarize this travel wit"
      },
      {
        "document": 68,
        "excerpt": "iages, or other land vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the vessel, and they don't choose a travel pace. Depe"
      },
      {
        "document": 72,
        "excerpt": "sh Positions. The Game Master determines where all the characters and monsters are located. Given the adventurers' marching order or their stated positions in the room or"
      },
      {
        "document": 73,
        "excerpt": "monsters, and the players decide the order among tied characters. The GM decides the order if the tie is between a monster and a player character."
      },
      {
        "document": 119,
        "excerpt": "as a city on another plane of existence. If you allow characters to buy and sell magic items in your campaign, rarity can help you set prices for those items. Gold Piece"
      },
      {
        "document": 133,
        "excerpt": "days, those days needn't be consecutive. Assistants. Characters can combine their efforts to shorten the crafting time. Divide the time needed to create an item by the"
      },
      {
        "document": 175,
        "excerpt": "f Verbal, Somatic, or Material components to signal to characters that it is casting a spell. A monster that requires Material components has them. Casting Times of 1+ M"
      },
      {
        "document": 234,
        "excerpt": "on your character sheet. The game assumes that player characters aren't of an evil alignment. Check with your GM before making an evil character."
      },
      {
        "document": 243,
        "excerpt": "a level, follow these steps: 1: Choose a Class. Most characters advance in the same class. However, you might decide to gain a level in another class using the rules in"
      },
      {
        "document": 244,
        "excerpt": "With each new level, characters acquire new capabilities that equip them to handle greater challenges. As characters advance in level, t"
      },
      {
        "document": 245,
        "excerpt": "In tier 1, characters are apprentice adventurers, though they are already set apart from the broader populace by virtue of the"
      },
      {
        "document": 246,
        "excerpt": "In tier 2, characters are full-fledged adventurers. Spellcasters gain iconic spells such as Fireball, Lightning Bolt, and Rais"
      },
      {
        "document": 248,
        "excerpt": "In tier 3, characters have reached a level of power that makes them special among adventurers. At level 11, many spellcasters"
      },
      {
        "document": 249,
        "excerpt": "At tier 4, characters achieve the pinnacle of their class features, becoming heroic archetypes. The fate of the world or even"
      },
      {
        "document": 250,
        "excerpt": "Your GM might start your group's characters at a level higher than 1. It is particularly recommended to start at level 3 if your group is composed o"
      },
      {
        "document": 252,
        "excerpt": "A GM can use feats as a form of advancement after characters reach level 20 to provide greater power to characters who have no more levels to gain. With this approac"
      },
      {
        "document": 253,
        "excerpt": "described in “Equipment” are too expensive for level 1 characters, but they might be available for purchase if your GM allows them."
      },
      {
        "document": 390,
        "excerpt": "uires multiple days, the days needn't be consecutive. Characters can combine their efforts to shorten the crafting time. Divide the time needed to create an item by the"
      },
      {
        "document": 398,
        "excerpt": "Characters often find coins on their adventures and can spend those coins in shops, inns, and other businesses. Coi"
      },
      {
        "document": 514,
        "excerpt": "caster must have it prepared. Special Abilities. Some characters and monsters have special abilities that allow them to cast specific spells without a spell slot. This c"
      },
      {
        "document": 554,
        "excerpt": "s and is detailed in “Monsters.” The Experience Points characters receive for defeating a monster and its Proficiency Bonus follow. Some creatures that are created by mag"
      },
      {
        "document": 587,
        "excerpt": "s the threat a monster poses to a group of four player characters. Compare a monster's CR to the characters' level. If the CR is higher, the monster is likely a danger. I"
      },
      {
        "document": 599,
        "excerpt": "hat identifies the type of creature it is. Most player characters are of the Humanoid type. These are the game's creature types: The types don't have rules themselves, b"
      },
      {
        "document": 626,
        "excerpt": "As they overcome challenges and complete adventures, characters earn Experience Points (XP), which are awarded by the Game Master. When a character's XP total crosses c"
      },
      {
        "document": 633,
        "excerpt": "A creature can grapple another creature. Characters typically grapple by using an Unarmed Strike. Many monsters have special attacks that allow them to quic"
      },
      {
        "document": 662,
        "excerpt": "pent gold). Don't include Martial weapons or armor, as characters get them from their class choices."
      },
      {
        "document": 669,
        "excerpt": "A group of characters can travel overland at a Normal, Fast, or Slow pace, as described in “Playing the Game.” During any jour"
      },
      {
        "document": 672,
        "excerpt": "such a contagion can form the basis of an adventure as characters search for a cure and try to stop the contagion's spread."
      },
      {
        "document": 689,
        "excerpt": "Whenever the characters encounter something that is supernaturally frightful, use the Frightened condition as the baseline effec"
      },
      {
        "document": 694,
        "excerpt": "or unscrupulous apothecary might keep a hidden stash. Characters with criminal contacts might be able to acquire poison easily. Other characters might have to make exten"
      },
      {
        "document": 702,
        "excerpt": "Characters can push themselves to travel for more than 8 hours per day, at the risk of tiring. At the end of each a"
      },
      {
        "document": 712,
        "excerpt": "The best traps are fleeting distractions that skilled characters can overcome in a short amount of time or deadly puzzles that require quick thinking and teamwork to ove"
      },
      {
        "document": 713,
        "excerpt": "Slow pace = Miles per day × 2/3 (round down) If the characters are flying or their special movement allows them to ignore Difficult Terrain, they can move at a Fast pa"
      },
      {
        "document": 714,
        "excerpt": "s. A trap is designated as a nuisance or as deadly for characters of certain levels. A nuisance trap is unlikely to seriously harm characters of the indicated levels, whe"
      },
      {
        "document": 724,
        "excerpt": "Characters traveling in a vehicle use the vehicle's speed in miles per hour (as shown in “Equipment”) to determine"
      },
      {
        "document": 725,
        "excerpt": "and balconies) reward clever positioning and encourage characters to jump, climb, fly, or teleport. Defensive Positions. Enemies in hard-to-reach locations or defensive"
      },
      {
        "document": 727,
        "excerpt": "ve one or two scary moments for the players, but their characters should emerge victorious with no casualties. One or more of them might need to use healing resources, ho"
      },
      {
        "document": 728,
        "excerpt": "lty. Multiply the number in the table by the number of characters in the party to get your XP budget for the encounter. XP Budget per Character"
      },
      {
        "document": 729,
        "excerpt": "Example 1. A low-difficulty encounter for four level 1 characters has an XP budget of 50 × 4 , for a total of 200 XP. With that, you could build any of the following enco"
      },
      {
        "document": 731,
        "excerpt": "cky streak on their part could deal more damage to the characters than you expect. If your encounter includes more than two creatures per character, include fragile creat"
      },
      {
        "document": 736,
        "excerpt": "gh damage with a single action to take out one or more characters. For example, an Ogre (CR 2) can kill a level 1 Wizard with a single blow."
      },
      {
        "document": 737,
        "excerpt": "If a monster has a feature that lower-level characters can't easily overcome, consider not adding that monster to an encounter for characters whose level is lo"
      },
      {
        "document": 953,
        "excerpt": "When the characters open a sarcophagus, a harmless yet terrifying apparition appears."
      }
    ],
    "characters'": [
      {
        "document": 587,
        "excerpt": "four player characters. Compare a monster's CR to the characters' level. If the CR is higher, the monster is likely a danger. If the CR is lower, the monster likely poses"
      },
      {
        "document": 738,
        "excerpt": "necessary to keep up a Fast pace in Arctic terrain. † Characters' rate of travel while waterborne depends on the vehicle carrying them; see “Vehicles.” Intelligence or W"
      }
    ],
    "charcoal": [
      {
        "document": 1472,
        "excerpt": "V, S, M (a piece of charcoal)"
      }
    ],
    "charge": [
      {
        "document": 767,
        "excerpt": "ll (0 charges), Gust of Wind (2 charges), Wind Wall (1 charge)"
      },
      {
        "document": 773,
        "excerpt": "Charge Cost"
      },
      {
        "document": 774,
        "excerpt": "Charge Cost"
      },
      {
        "document": 775,
        "excerpt": "Charge Cost"
      },
      {
        "document": 776,
        "excerpt": "Charge Cost"
      },
      {
        "document": 777,
        "excerpt": "Charge Cost"
      },
      {
        "document": 778,
        "excerpt": "Charge Cost"
      },
      {
        "document": 779,
        "excerpt": "Charge Cost"
      },
      {
        "document": 781,
        "excerpt": "Charge Cost"
      },
      {
        "document": 782,
        "excerpt": "Charge Cost"
      },
      {
        "document": 800,
        "excerpt": "Charge Cost"
      },
      {
        "document": 802,
        "excerpt": "Charge Cost"
      },
      {
        "document": 1544,
        "excerpt": "c action to pull its hood over your head and expend 1 charge to give yourself the Invisible condition for 1 hour. The effect ends early if you pull the hood down (no"
      },
      {
        "document": 1576,
        "excerpt": "more charges to cast Charm Person (save DC 13). For 1 charge, you cast the level 1 version of the spell. You increase the spell's level by one for each additional ch"
      },
      {
        "document": 1585,
        "excerpt": "or an additional 30 feet. This effect doesn't expend a charge. It lasts until you take a Bonus Action to repeat the command word or until you use another function of"
      },
      {
        "document": 1586,
        "excerpt": "gem has 3 charges. As a Magic action, you can expend 1 charge. For the next 10 minutes, you have Truesight out to 120 feet when you peer through the gem. The gem reg"
      },
      {
        "document": 1593,
        "excerpt": "ic weapon. The weapon has 5 charges. You can expend 1 charge and make a ranged attack with the weapon, hurling it as if it had the Thrown property with a normal rang"
      },
      {
        "document": 1601,
        "excerpt": "helm has 3 charges. While wearing it, you can expend 1 charge to cast Teleport from it. The helm regains 1d3 expended charges daily at dawn."
      },
      {
        "document": 1614,
        "excerpt": "on has 1d3 charges. While holding it, you can expend 1 charge and cast Wish from it. Once used, this property can't be used again until the next dawn. The weapon lose"
      },
      {
        "document": 1617,
        "excerpt": "g the weapon, you can take a Magic action and expend 1 charge to release a wave of terror from it. Each creature of your choice within 30 feet of you must succeed on"
      },
      {
        "document": 1624,
        "excerpt": "lion has 5 charges. While wearing it, you can expend 1 charge to cast Detect Thoughts (save DC 13) from it. The medallion regains 1d4 expended charges daily at dawn."
      },
      {
        "document": 1631,
        "excerpt": "succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property."
      },
      {
        "document": 1641,
        "excerpt": "You can take a Magic action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature of your choice within 30 feet of you must succeed o"
      },
      {
        "document": 1642,
        "excerpt": "es, calling forth one Swarm of Rats with each expended charge if enough rats are within half a mile of you to be called in this fashion (as determined by the GM). If"
      },
      {
        "document": 1665,
        "excerpt": "aily at dawn. While wearing the ring, you can expend 1 charge to cast one of the following spells (save DC 13) from it: - Animal Friendship - Fear (affects Beasts on"
      },
      {
        "document": 1668,
        "excerpt": "wearing the ring, you can take a Reaction to expend 1 charge to succeed on that save instead."
      },
      {
        "document": 1677,
        "excerpt": "e the properties below. Faerie Fire. You can expend 1 charge to cast Faerie Fire from the ring. Lightning Spheres. You can expend 2 charges as a Magic action to cre"
      },
      {
        "document": 1682,
        "excerpt": "es its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 Force damage and is pushed 5 feet away from you. Alternatively, you ca"
      },
      {
        "document": 1683,
        "excerpt": "it. The ring becomes non-magical when you use the last charge."
      },
      {
        "document": 1688,
        "excerpt": "you wear it, you can take a Magic action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. Dur"
      },
      {
        "document": 1695,
        "excerpt": "t one of the following spells from it: Heal (expends 1 charge) or Resurrection (expends 5 charges). The rod regains 1 expended charge daily at dawn. If you expend th"
      },
      {
        "document": 1700,
        "excerpt": "ng from an Undead, you can take a Reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when it"
      },
      {
        "document": 1712,
        "excerpt": "targets only you, you can take a Reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell. Resist Enchantment."
      },
      {
        "document": 1713,
        "excerpt": "expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff crumbles into cinders and is destroyed."
      },
      {
        "document": 1714,
        "excerpt": "expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff turns to water and is destroyed."
      },
      {
        "document": 1715,
        "excerpt": "expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff vanishes in a flash of light, lost forever."
      },
      {
        "document": 1716,
        "excerpt": "expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff retains its +2 bonus to attack rolls and damage rolls but loses all other"
      },
      {
        "document": 1717,
        "excerpt": "ack using it, you can expend up to 3 charges. For each charge you expend, the target takes an extra 1d6 Force damage. Regaining Charges. The staff regains 1d6 + 4 ex"
      },
      {
        "document": 1718,
        "excerpt": "ng the staff, you can take a Magic action and expend 1 charge to cause a swarm of harmless flying insects to fill a 30-foot Emanation originating from you. The insect"
      },
      {
        "document": 1719,
        "excerpt": "expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 20, the staff regains 1d12 + 1 charges. Retributive Strike. You can take a Magic actio"
      },
      {
        "document": 1721,
        "excerpt": "the staff in earth in an unoccupied space and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, an"
      },
      {
        "document": 1723,
        "excerpt": "damage as a normal Quarterstaff, and you can expend 1 charge to deal an extra 2d10 Necrotic damage to the target and force it to make a DC 15 Constitution saving thr"
      },
      {
        "document": 1730,
        "excerpt": "the talisman, you can take a Magic action to expend 1 charge and target one creature you can see on the ground within 120 feet of yourself. A flaming fissure opens u"
      },
      {
        "document": 1732,
        "excerpt": "the talisman, you can take a Magic action to expend 1 charge and target one creature you can see on the ground within 120 feet of yourself. A flaming fissure opens u"
      },
      {
        "document": 1737,
        "excerpt": "es daily at dawn. While you carry it, you can expend 1 charge to cast Dominate Beast (save DC 15) from it on a Beast that has a Swim Speed."
      },
      {
        "document": 1741,
        "excerpt": "d charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1742,
        "excerpt": "le holding it, you can take a Magic action to expend 1 charge. For 1 minute, you know the direction of the nearest creature Hostile to you within 60 feet, but not its"
      },
      {
        "document": 1743,
        "excerpt": "d charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1744,
        "excerpt": "3 charges to cast Fireball (save DC 15) from it. For 1 charge, you cast the level 3 version of the spell. You can increase the spell's level by 1 for each additional"
      },
      {
        "document": 1745,
        "excerpt": "ges to cast Lightning Bolt (save DC 15) from it. For 1 charge, you cast the level 3 version of the spell. You can increase the spell's level by 1 for each additional"
      },
      {
        "document": 1746,
        "excerpt": "wand has 3 charges. While holding it, you can expend 1 charge to cast Detect Magic from it. The wand regains 1d3 expended charges daily at dawn."
      },
      {
        "document": 1747,
        "excerpt": "re than 3 charges to cast Magic Missile from it. For 1 charge, you cast the level 1 version of the spell. You can increase the spell's level by 1 for each additional"
      },
      {
        "document": 1748,
        "excerpt": "le holding it, you can take a Magic action to expend 1 charge to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of yourself"
      },
      {
        "document": 1749,
        "excerpt": "wand has 7 charges. While holding it, you can expend 1 charge to cast Polymorph (save DC 15) from it. Regaining Charges. The wand regains 1d6 + 1 expended charges da"
      },
      {
        "document": 1750,
        "excerpt": "le holding it, you can take a Magic action to expend 1 charge, and if a secret door or trap is within 60 feet of you, the wand pulses and points at the one nearest to"
      },
      {
        "document": 1752,
        "excerpt": "wand has 7 charges. While holding it, you can expend 1 charge to cast Web (save DC 13) from it. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at"
      },
      {
        "document": 1753,
        "excerpt": "le holding it, you can take a Magic action to expend 1 charge while choosing a point within 120 feet of yourself. That location becomes the point of origin of a spell"
      },
      {
        "document": 1758,
        "excerpt": "ing the boots, you can take a Magic action to expend 1 charge, gaining a Fly Speed of 30 feet for 1 hour. If you are flying when the duration expires, you descend at"
      },
      {
        "document": 1824,
        "excerpt": "Trampling Charge (Recharge 5–6). The centaur moves up to its Speed without provoking Opportunity Attacks and can move thr"
      },
      {
        "document": 1884,
        "excerpt": "hour or portion thereof it spends in goat form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a"
      },
      {
        "document": 2009,
        "excerpt": "Aquatic Charge. The sahuagin swims up to its Swim Speed straight toward an enemy it can see."
      },
      {
        "document": 2051,
        "excerpt": "Charge. The troll moves up to half its Speed straight toward an enemy it can see."
      },
      {
        "document": 2080,
        "excerpt": "Charge. The xorn moves up to its Speed or Burrow Speed straight toward an enemy it can sense."
      }
    ],
    "charged": [
      {
        "document": 1619,
        "excerpt": "contains health and nutrition tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and prac"
      },
      {
        "document": 1620,
        "excerpt": "is book describes fitness exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and prac"
      },
      {
        "document": 1622,
        "excerpt": "coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and prac"
      },
      {
        "document": 1734,
        "excerpt": "contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and prac"
      },
      {
        "document": 1735,
        "excerpt": "for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and prac"
      },
      {
        "document": 1736,
        "excerpt": "ins intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and prac"
      },
      {
        "document": 2017,
        "excerpt": "Multiattack. The shambling mound makes three Charged Tendril attacks. It can replace one attack with a use of Engulf. Charged Tendril. Melee Attack Roll: +7"
      }
    ],
    "charges": [
      {
        "document": 124,
        "excerpt": "Charges"
      },
      {
        "document": 126,
        "excerpt": "Magic items often have charges or properties that recharge at the next dawn or some other specified time. If such an item is on a world"
      },
      {
        "document": 767,
        "excerpt": "Spells (Charges)"
      },
      {
        "document": 984,
        "excerpt": "nt. You can attune to up to four magic items at once. Charges. Whenever you use a magic item property that expends charges, roll 1d6. On a roll of 6, you use the prop"
      },
      {
        "document": 1322,
        "excerpt": "use them, whether it requires Attunement, and how many charges it has, if any. You learn whether any ongoing spells are affecting the item and what they are. If the it"
      },
      {
        "document": 1544,
        "excerpt": "tem, Legendary (Requires Attunement) This cloak has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the cloak, you can take a Magic action to"
      },
      {
        "document": 1552,
        "excerpt": "You can press one of those faces, expend the number of charges required for it, and thereby cast the spell associated with it (save DC 17), as shown in the Cube of For"
      },
      {
        "document": 1553,
        "excerpt": "linked to planes determined by the GM. The cube has 3 charges and regains 1d3 expended charges daily at dawn. As a Magic action, you can expend 1 of the cube's charge"
      },
      {
        "document": 1561,
        "excerpt": "something else the GM decides. Spells. The orb has 7 charges and regains 1d4 + 3 expended charges daily at dawn. If you control the orb, you can cast one of the spel"
      },
      {
        "document": 1576,
        "excerpt": ") These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 or more charges to cast Charm Person (save DC 13). For 1 charge, y"
      },
      {
        "document": 1585,
        "excerpt": "Wondrous Item, Uncommon This prism has 50 charges. While you are holding it, you can take a Magic action and use one of three command words to cause one o"
      },
      {
        "document": 1586,
        "excerpt": "drous Item, Rare (Requires Attunement) This gem has 3 charges. As a Magic action, you can expend 1 charge. For the next 10 minutes, you have Truesight out to 120 feet"
      },
      {
        "document": 1593,
        "excerpt": "e rolls made with this magic weapon. The weapon has 5 charges. You can expend 1 charge and make a ranged attack with the weapon, hurling it as if it had the Thrown pr"
      },
      {
        "document": 1601,
        "excerpt": "rous Item, Rare (Requires Attunement) This helm has 3 charges. While wearing it, you can expend 1 charge to cast Teleport from it. The helm regains 1d3 expended charg"
      },
      {
        "document": 1614,
        "excerpt": "d again until the next dawn. Wish. The weapon has 1d3 charges. While holding it, you can expend 1 charge and cast Wish from it. Once used, this property can't be used"
      },
      {
        "document": 1617,
        "excerpt": "), Rare (Requires Attunement) This magic weapon has 3 charges and regains 1d3 expended charges daily at dawn. While holding the weapon, you can take a Magic action an"
      },
      {
        "document": 1624,
        "excerpt": "m, Uncommon (Requires Attunement) The medallion has 5 charges. While wearing it, you can expend 1 charge to cast Detect Thoughts (save DC 13) from it. The medallion r"
      },
      {
        "document": 1631,
        "excerpt": "s magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20"
      },
      {
        "document": 1641,
        "excerpt": "Wondrous Item, Uncommon These pipes have 3 charges and regain 1d3 expended charges daily at dawn. You can take a Magic action to play them and expend 1 cha"
      },
      {
        "document": 1642,
        "excerpt": "ou unless you threaten or harm them. The pipes have 3 charges and regain 1d3 expended charges daily at dawn. If you play the pipes as a Magic action, you can take a B"
      },
      {
        "document": 1665,
        "excerpt": "Ring, Rare This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can expend 1 charge to c"
      },
      {
        "document": 1667,
        "excerpt": "can breathe underwater. Spellcasting. The ring has 5 charges and re-gains 1d4 + 1 expended charges daily at dawn. While wearing the ring, you can cast a spell from i"
      },
      {
        "document": 1668,
        "excerpt": "Ring, Rare (Requires Attunement) This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing"
      },
      {
        "document": 1677,
        "excerpt": "Dancing Lights or Light from the ring. The ring has 6 charges and regains 1d6 expended charges daily at dawn. You can expend its charges to use the properties below."
      },
      {
        "document": 1682,
        "excerpt": "Ring, Rare (Requires Attunement) This ring has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the ring, you can take a Magic action to e"
      },
      {
        "document": 1683,
        "excerpt": "ry While wearing this ring, you can expend 1 of its 3 charges to cast Wish from it. The ring becomes non-magical when you use the last charge."
      },
      {
        "document": 1688,
        "excerpt": "Item, Very Rare (Requires Attunement) This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can take a Magic action and e"
      },
      {
        "document": 1695,
        "excerpt": "Rod, Legendary (Requires Attunement) The rod has 5 charges. While you hold it, you can cast one of the following spells from it: Heal (expends 1 charge) or Resurre"
      },
      {
        "document": 1700,
        "excerpt": "bonus to Armor Class. Preservation. The scarab has 12 charges. If you fail a saving throw against a Necromancy spell or a harmful effect originating from an Undead, y"
      },
      {
        "document": 1712,
        "excerpt": "ruid, Sorcerer, Warlock, or Wizard) This staff has 10 charges. While holding the staff, you can use any of its properties: Cast Spell. You can expend 1 of the staff'"
      },
      {
        "document": 1713,
        "excerpt": "e while you hold this staff. Spells. The staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spel"
      },
      {
        "document": 1714,
        "excerpt": "e while you hold this staff. Spells. The staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spel"
      },
      {
        "document": 1715,
        "excerpt": "nement by a Bard, Cleric, or Druid) This staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spel"
      },
      {
        "document": 1716,
        "excerpt": "by a Sorcerer, Warlock, or Wizard) This staff has 20 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made"
      },
      {
        "document": 1717,
        "excerpt": "rolls and damage rolls made with it. The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 charges. For each charge you expend,"
      },
      {
        "document": 1718,
        "excerpt": "ruid, Sorcerer, Warlock, or Wizard) This staff has 10 charges. Insect Cloud. While holding the staff, you can take a Magic action and expend 1 charge to cause a swar"
      },
      {
        "document": 1719,
        "excerpt": "by a Sorcerer, Warlock, or Wizard) This staff has 50 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made"
      },
      {
        "document": 1721,
        "excerpt": "are (Requires Attunement by a Druid) This staff has 6 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made"
      },
      {
        "document": 1723,
        "excerpt": "Staff, Rare (Requires Attunement) This staff has 3 charges and regains 1d3 expended charges daily at dawn. The staff can be wielded as a magic Quarterstaff. On a"
      },
      {
        "document": 1730,
        "excerpt": "you wear or hold it. Pure Rebuke. The talisman has 7 charges. While wearing or holding the talisman, you can take a Magic action to expend 1 charge and target one cr"
      },
      {
        "document": 1732,
        "excerpt": "you wear or hold it. Ultimate End. The talisman has 6 charges. While wearing or holding the talisman, you can take a Magic action to expend 1 charge and target one cr"
      },
      {
        "document": 1737,
        "excerpt": "ncommon (Requires Attunement) This magic weapon has 3 charges, and it regains 1d3 expended charges daily at dawn. While you carry it, you can expend 1 charge to cast"
      },
      {
        "document": 1741,
        "excerpt": "Wand, Rare (Requires Attunement) This wand has 7 charges. Spells. While holding the wand, you can cast one of the spells (save DC 17) on the following table fro"
      },
      {
        "document": 1742,
        "excerpt": "Wand, Rare (Requires Attunement) This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge. For 1 minute, you know the direction"
      },
      {
        "document": 1743,
        "excerpt": "Wand, Rare (Requires Attunement) This wand has 7 charges. Spells. While holding the wand, you can cast one of the spells (save DC 15) on the following table fro"
      },
      {
        "document": 1744,
        "excerpt": "Requires Attunement by a Spellcaster) This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Fireball (save DC 15) from it. For 1 ch"
      },
      {
        "document": 1745,
        "excerpt": "Requires Attunement by a Spellcaster) This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Lightning Bolt (save DC 15) from it. Fo"
      },
      {
        "document": 1746,
        "excerpt": "Wand, Uncommon This wand has 3 charges. While holding it, you can expend 1 charge to cast Detect Magic from it. The wand regains 1d3 expended c"
      },
      {
        "document": 1747,
        "excerpt": "Wand, Uncommon This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Magic Missile from it. For 1 charge, yo"
      },
      {
        "document": 1748,
        "excerpt": "Requires Attunement by a Spellcaster) This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge to cause a thin blue ray to streak fro"
      },
      {
        "document": 1749,
        "excerpt": "Requires Attunement by a Spellcaster) This wand has 7 charges. While holding it, you can expend 1 charge to cast Polymorph (save DC 15) from it. Regaining Charges. T"
      },
      {
        "document": 1750,
        "excerpt": "Wand, Uncommon This wand has 3 charges and regains 1d3 expended charges daily at dawn. While holding it, you can take a Magic action to expend"
      },
      {
        "document": 1752,
        "excerpt": "Requires Attunement by a Spellcaster) This wand has 7 charges. While holding it, you can expend 1 charge to cast Web (save DC 13) from it. Regaining Charges. The wan"
      },
      {
        "document": 1753,
        "excerpt": "Wand, Rare (Requires Attunement) This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge while choosing a point within 120 feet"
      },
      {
        "document": 1758,
        "excerpt": "em, Uncommon (Requires Attunement) These boots have 4 charges and regain 1d4 expended charges daily at dawn. While wearing the boots, you can take a Magic action to e"
      },
      {
        "document": 1884,
        "excerpt": "with the same statistics as a Riding Horse. It has 24 charges, and each hour or portion thereof it spends in goat form costs 1 charge. While it has charges, you can u"
      }
    ],
    "charging": [
      {
        "document": 2053,
        "excerpt": "all expended uses at the start of each of its turns. Charging Horn. The unicorn moves up to half its Speed without provoking Opportunity Attacks, and it makes one Rad"
      }
    ],
    "chariot": [
      {
        "document": 355,
        "excerpt": "An animal pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the"
      },
      {
        "document": 921,
        "excerpt": "Chariot"
      }
    ],
    "charisma": [
      {
        "document": 35,
        "excerpt": "than once. For example, if a rule allows you to make a Charisma (Deception or Persuasion) check, you add your Proficiency Bonus if you're proficient in either skill, bu"
      },
      {
        "document": 37,
        "excerpt": "f a feature says you can make melee attacks using your Charisma, you can do so, even though that statement disagrees with the general rule."
      },
      {
        "document": 137,
        "excerpt": "A sentient magic item has Intelligence, Wisdom, and Charisma scores. Choose the item's abilities, or determine them randomly as follows: roll 4d6 for each one, dropp"
      },
      {
        "document": 142,
        "excerpt": "When such a conflict occurs, the item's bearer makes a Charisma saving throw (DC 12 plus the item's Charisma modifier). On a failed save, the item makes one or more of"
      },
      {
        "document": 231,
        "excerpt": "th, Dexterity, Constitution, Intelligence, Wisdom, and Charisma, keeping in mind your class's primary ability. Fill in the ability modifiers as well. If you're using t"
      },
      {
        "document": 326,
        "excerpt": "er applying Perfume to yourself, you have Advantage on Charisma (Persuasion) checks made to influence an Indifferent Humanoid within 5 feet of yourself."
      },
      {
        "document": 435,
        "excerpt": "Ability: Charisma Weight: 3 lb. Utilize: Apply makeup (DC 10) Craft: Costume"
      },
      {
        "document": 439,
        "excerpt": "Ability: Charisma Weight: Varies Utilize: Play a known tune (DC 10), or improvise a song (DC 15) Variants: Bagpipes (30"
      },
      {
        "document": 609,
        "excerpt": "th, Dexterity, Constitution, Intelligence, Wisdom, and Charisma - each of which has a corresponding modifier. Add the modifier when you make a D20 Test with the corresp"
      },
      {
        "document": 671,
        "excerpt": "e target of Demonic Possession must succeed on a DC 15 Charisma saving throw or be possessed by a bodiless demonic entity. Whenever the possessed creature rolls a 1 on"
      },
      {
        "document": 690,
        "excerpt": "ccessful Wisdom save, but sometimes an Intelligence or Charisma save is more appropriate. On a successful save, a character might take half as much damage instead of no"
      },
      {
        "document": 692,
        "excerpt": "h, for example, or become so suspicious of others that Charisma checks are more difficult. These effects can be suppressed with the Calm Emotions spell or removed by th"
      },
      {
        "document": 738,
        "excerpt": "ground that focuses on cerebral or spiritual matters. Charisma. This ability is ideal for a background that involves performance or social interaction."
      },
      {
        "document": 739,
        "excerpt": "Charisma"
      },
      {
        "document": 741,
        "excerpt": "Charisma"
      },
      {
        "document": 744,
        "excerpt": "Charisma"
      },
      {
        "document": 745,
        "excerpt": "Make a Charisma (Deception, Intimidation, Performance, or Persuasion) or Wisdom (Animal Handling) check to alter a creat"
      },
      {
        "document": 746,
        "excerpt": "Charisma"
      },
      {
        "document": 817,
        "excerpt": "Charisma"
      },
      {
        "document": 818,
        "excerpt": "Charisma"
      },
      {
        "document": 821,
        "excerpt": "Charisma"
      },
      {
        "document": 941,
        "excerpt": "Charisma"
      },
      {
        "document": 952,
        "excerpt": "Charisma (Deception)"
      },
      {
        "document": 963,
        "excerpt": "Charisma"
      },
      {
        "document": 964,
        "excerpt": "Wisdom and Charisma"
      },
      {
        "document": 965,
        "excerpt": "Hit Points; Hit Point Dice; Intelligence, Wisdom, and Charisma scores; class features; languages; and feats. You also retain your skill and saving throw proficiencies"
      },
      {
        "document": 968,
        "excerpt": "Strength and Charisma"
      },
      {
        "document": 970,
        "excerpt": "fficult to control. You gain proficiency in Wisdom and Charisma saving throws."
      },
      {
        "document": 971,
        "excerpt": "Charisma"
      },
      {
        "document": 972,
        "excerpt": "Charisma"
      },
      {
        "document": 977,
        "excerpt": "our base Armor Class equals 10 plus your Dexterity and Charisma modifiers."
      },
      {
        "document": 979,
        "excerpt": "it Points, you gain Temporary Hit Points equal to your Charisma modifier plus your Warlock level (minimum of 1 Temporary Hit Point). You also gain this benefit if someo"
      },
      {
        "document": 982,
        "excerpt": "utes or until you use this feature again, you add your Charisma modifier to attack rolls you make with that weapon (minimum bonus of +1), and each time you hit with it,"
      },
      {
        "document": 988,
        "excerpt": "ider | Pass without Trace | Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select"
      },
      {
        "document": 989,
        "excerpt": "You have Advantage on Intelligence, Wisdom, and Charisma saving throws."
      },
      {
        "document": 994,
        "excerpt": "ve of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select"
      },
      {
        "document": 995,
        "excerpt": "Intelligence, Wisdom, Charisma"
      },
      {
        "document": 1006,
        "excerpt": "Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 30. Free Casting. Whenever you cast a spell with a level 1–4 spell slot, ro"
      },
      {
        "document": 1012,
        "excerpt": "Druid, or Wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this feat's spells (choose when you select this feat). Level 1 Spell."
      },
      {
        "document": 1155,
        "excerpt": "choice that you can see within range must succeed on a Charisma saving throw, or it attempts to deliver a message for you (if the target's Challenge Rating isn't 0, it"
      },
      {
        "document": 1156,
        "excerpt": "ability to communicate; and Intelligence, Wisdom, and Charisma scores. The target's actions are limited by the Beast form's anatomy, and it can't cast spells. The targ"
      },
      {
        "document": 1171,
        "excerpt": "choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the s"
      },
      {
        "document": 1172,
        "excerpt": "eature that you can see within range must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the"
      },
      {
        "document": 1186,
        "excerpt": "d on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature): - The creature"
      },
      {
        "document": 1236,
        "excerpt": "the creature types above. The target must succeed on a Charisma saving throw or be sent back to its home plane if it isn't there already. If they aren't on their home p"
      },
      {
        "document": 1241,
        "excerpt": "Planes. Each creature of your choice in range makes a Charisma saving throw. On a failed save, a target that has 50 Hit Points or fewer suffers an effect based on its"
      },
      {
        "document": 1251,
        "excerpt": "d choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has Advantage on ability checks using the chosen ability. Using a Higher-"
      },
      {
        "document": 1282,
        "excerpt": "n or interplanar travel to leave, it must first make a Charisma saving throw. On a successful save, the creature can use that magic to exit the cage. On a failed save,"
      },
      {
        "document": 1291,
        "excerpt": "uration: 1 hour Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that w"
      },
      {
        "document": 1344,
        "excerpt": "nterplanar travel to do so, it must first succeed on a Charisma saving throw. - The creature has Disadvantage on attack rolls against targets within the Cylinder. - Ta"
      },
      {
        "document": 1345,
        "excerpt": "c Circle spell can't be possessed). The target makes a Charisma saving throw. On a failed save, your soul enters the target's body, and the target's soul becomes trappe"
      },
      {
        "document": 1377,
        "excerpt": "ompletion of the casting, the target must succeed on a Charisma saving throw or be bound to serve you for the duration. If the creature was summoned or created by anoth"
      },
      {
        "document": 1417,
        "excerpt": "u can see within range. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell. You can give the same appearance or d"
      },
      {
        "document": 1420,
        "excerpt": "ype; alignment; personality; Intelligence, Wisdom, and Charisma scores; Hit Points; Hit Point Dice; proficiencies; and ability to communicate. If you have the Spellcast"
      },
      {
        "document": 1456,
        "excerpt": "for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks. Fire Play. You cause flames to flicker, brighten, dim, or change color for 1 min"
      },
      {
        "document": 1486,
        "excerpt": "first time on a turn or starts its turn there makes a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know wh"
      },
      {
        "document": 1521,
        "excerpt": "warvish. Friend of Dwarvenkind. You have Advantage on Charisma (Persuasion) checks made to interact with dwarves and duergar. Toughness. Your Constitution increases b"
      },
      {
        "document": 1546,
        "excerpt": "n that form, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn."
      },
      {
        "document": 1561,
        "excerpt": "peer into the orb's depths. You must then make a DC 15 Charisma saving throw. On a successful save, you control the orb for as long as you remain attuned to it. On a fa"
      },
      {
        "document": 1609,
        "excerpt": "sphere orbits your head. Leadership (Very Rare). Your Charisma increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head. Mastery"
      },
      {
        "document": 1625,
        "excerpt": "e within 30 feet of the mirror must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is wearing or carrying, in one of the mirror's twelve"
      },
      {
        "document": 1735,
        "excerpt": "he book's contents and practicing its guidelines, your Charisma increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century."
      },
      {
        "document": 1761,
        "excerpt": "ing spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17, +9 to hit with spell attacks): At Will: Acid Arrow (leve"
      },
      {
        "document": 1762,
        "excerpt": "ing spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 18): At Will: Detect Magic, Invisibility, Mage Hand, Shatter"
      },
      {
        "document": 1763,
        "excerpt": "ing spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 16): At Will: Detect Magic, Minor Illusion, Scorching Ray, S"
      },
      {
        "document": 1764,
        "excerpt": "ing spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17, +10 to hit with spell attacks): At Will: Detect Magic, G"
      },
      {
        "document": 1765,
        "excerpt": "ing spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17): At Will: Detect Magic, Mind Spike (level 4 version), Mi"
      },
      {
        "document": 1766,
        "excerpt": "ing spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21, +13 to hit with spell attacks): At Will: Detect Magic, G"
      },
      {
        "document": 1767,
        "excerpt": "ing spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17): At Will: Detect Magic, Mind Spike (level 3 version) 1/D"
      },
      {
        "document": 1768,
        "excerpt": "ing spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 20, +12 to hit with spell attacks): At Will: Command (level"
      },
      {
        "document": 1769,
        "excerpt": "ing spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 19, +11 to hit with spell attacks): At Will: Detect Magic, H"
      },
      {
        "document": 1770,
        "excerpt": "casts Fear, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 14). The dragon can't take this action again until the start"
      },
      {
        "document": 1773,
        "excerpt": "ing spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21, +13 to hit with spell attacks): At Will: Acid Arrow (lev"
      },
      {
        "document": 1774,
        "excerpt": "ing spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 22): At Will: Detect Magic, Invisibility, Mage Hand, Shatter"
      },
      {
        "document": 1775,
        "excerpt": "ing spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 20): At Will: Detect Magic, Minor Illusion, Scorching Ray (l"
      },
      {
        "document": 1776,
        "excerpt": "ing spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 22, +14 to hit with spell attacks): At Will: Detect Magic, G"
      },
      {
        "document": 1777,
        "excerpt": "ing spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21): At Will: Detect Magic, Mind Spike (level 5 version), Mi"
      },
      {
        "document": 1778,
        "excerpt": "ng spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 24, +16 to hit with spell attacks): At Will: Detect Magic, G"
      },
      {
        "document": 1779,
        "excerpt": "ing spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21): At Will: Detect Magic, Mind Spike (level 5 version) 1/D"
      },
      {
        "document": 1780,
        "excerpt": "ing spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 23, +15 to hit with spell attacks): At Will: Command (level"
      },
      {
        "document": 1781,
        "excerpt": "ing spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 23, +15 to hit with spell attacks): At Will: Detect Magic, H"
      },
      {
        "document": 1782,
        "excerpt": "casts Fear, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 18). The dragon can't take this action again until the start"
      },
      {
        "document": 1830,
        "excerpt": "ing spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 15): At Will: Detect Magic, Fog Cloud, Light 1/Day Each: Co"
      },
      {
        "document": 1843,
        "excerpt": "ing spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17): At Will: Detect Evil and Good, Shapechange (Beast or Hu"
      },
      {
        "document": 1845,
        "excerpt": "ing spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17): At Will: Detect Evil and Good, Detect Magic 2/Day Each"
      },
      {
        "document": 1846,
        "excerpt": "tect Thoughts, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 12). Unsettling Visage (Recharge 6). Wisdom Saving Throw: DC"
      },
      {
        "document": 1852,
        "excerpt": "ing spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 14): At Will: Animal Friendship, Charm Monster (lasts 24 hou"
      },
      {
        "document": 1853,
        "excerpt": "e Sleep spell, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 10)."
      },
      {
        "document": 1856,
        "excerpt": "ing spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 16): At Will: Detect Magic, Elementalism 1/Day Each: Gaseou"
      },
      {
        "document": 1864,
        "excerpt": "can try to calm it by taking an action to make a DC 15 Charisma (Persuasion) check; the golem must be able to hear its creator. If this check succeeds, the golem ceases"
      },
      {
        "document": 1871,
        "excerpt": "ealness spell, requiring no spell components and using Charisma as the spellcasting ability. The ghost is visible on the Material Plane while on the Border Ethereal and"
      },
      {
        "document": 1937,
        "excerpt": "sts Fog Cloud, requiring no spell components and using Charisma as the spellcasting ability. Frost Breath (Recharge 6). Constitution Saving Throw: DC 10, each creature"
      },
      {
        "document": 1938,
        "excerpt": "ity on itself, requiring no spell components and using Charisma as the spellcasting ability. Shape-Shift. The imp shape-shifts to resemble a rat (Speed 20 ft.), a rave"
      },
      {
        "document": 1939,
        "excerpt": "ing spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 15): At Will: Disguise Self, Etherealness 1/Day Each: Dream"
      },
      {
        "document": 1947,
        "excerpt": "ing spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 13): At Will: Disguise Self (can appear as a Large or Medium"
      },
      {
        "document": 1976,
        "excerpt": "ing spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 13): 1/Day Each: Charm Person (level 2 version), Darkness, G"
      },
      {
        "document": 1986,
        "excerpt": "ion) twice, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21). It can replace one Fireball with Hold Monster (level 7 v"
      },
      {
        "document": 1987,
        "excerpt": "ing spells, requiring no Material components and using Charisma as spellcasting ability (spell save DC 20): At Will: Detect Evil and Good 1/Day Each: Commune, Control"
      },
      {
        "document": 1996,
        "excerpt": "ity on itself, requiring no spell components and using Charisma as the spellcasting ability. Scare (1/Day). Wisdom Saving Throw: DC 10, one creature within 20 feet. Fa"
      },
      {
        "document": 1997,
        "excerpt": "ing spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 18): At Will: Detect Magic, Detect Thoughts, Disguise Self,"
      },
      {
        "document": 2022,
        "excerpt": "ing spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 25): At Will: Detect Evil and Good 1/Day Each: Commune, Con"
      },
      {
        "document": 2029,
        "excerpt": "til the start of the sprite's next turn. Heart Sight. Charisma Saving Throw: DC 10, one creature within 5 feet the sprite can see (Celestials, Fiends, and Undead autom"
      },
      {
        "document": 2036,
        "excerpt": "el 8 version), requiring no spell components and using Charisma as the spellcasting ability (spell save DC 15). Draining Kiss. Constitution Saving Throw: DC 15, one cr"
      },
      {
        "document": 2048,
        "excerpt": "the Treant stat block, except it has Intelligence and Charisma scores of 1, it can't speak, and it lacks this action. The tree takes its turn immediately after the tre"
      },
      {
        "document": 2053,
        "excerpt": "lowing spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 14): At Will: Detect Evil and Good, Druidcraft 1/Day Each:"
      },
      {
        "document": 2056,
        "excerpt": "Charm Person, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 17), and the duration is 24 hours. The Charmed target is a wi"
      }
    ],
    "charity": [
      {
        "document": 366,
        "excerpt": "You survive via chance and charity. You're often exposed to natural dangers as a result of sleeping outside."
      }
    ],
    "charm": [
      {
        "document": 712,
        "excerpt": "Traps should be used sparingly, lest they lose their charm. A hidden pit can be a fun surprise, but too many traps in an adventure can lead players to become overl"
      },
      {
        "document": 746,
        "excerpt": "Confidence, poise, and charm"
      },
      {
        "document": 830,
        "excerpt": "Charm Person"
      },
      {
        "document": 833,
        "excerpt": "Charm Monster"
      },
      {
        "document": 857,
        "excerpt": "Arcane Eye, Charm Monster"
      },
      {
        "document": 860,
        "excerpt": "Charm Person"
      },
      {
        "document": 864,
        "excerpt": "Charm Monster"
      },
      {
        "document": 873,
        "excerpt": "Charm Person"
      },
      {
        "document": 877,
        "excerpt": "Charm Monster"
      },
      {
        "document": 886,
        "excerpt": "Charm Person"
      },
      {
        "document": 890,
        "excerpt": "Charm Monster"
      },
      {
        "document": 899,
        "excerpt": "Charm Person"
      },
      {
        "document": 902,
        "excerpt": "Charm Monster"
      },
      {
        "document": 963,
        "excerpt": ", choose four level 1 spells from the Bard spell list. Charm Person, Color Spray, Dissonant Whispers, and Healing Word are recommended. The number of spells on your"
      },
      {
        "document": 971,
        "excerpt": "Cost: 1 Sorcery Point When you cast a spell, such as Charm Person, that can be cast with a higher-level spell slot to target an additional creature, you can spend"
      },
      {
        "document": 972,
        "excerpt": "ave two level 3 spell slots. To cast the level 1 spell Charm Person, you must spend one of those slots, and you cast it as a level 3 spell. Prepared Spells of Level"
      },
      {
        "document": 1188,
        "excerpt": "Charm Monster"
      },
      {
        "document": 1189,
        "excerpt": "Charm Person"
      },
      {
        "document": 1367,
        "excerpt": "spell ends, and no memories are modified. While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and t"
      },
      {
        "document": 1576,
        "excerpt": "wearing them, you can expend 1 or more charges to cast Charm Person (save DC 13). For 1 charge, you cast the level 1 version of the spell. You increase the spell's l"
      },
      {
        "document": 1712,
        "excerpt": "Spell. You can expend 1 of the staff's charges to cast Charm Person, Command, or Comprehend Languages from it using your spell save DC. Reflect Enchantment. If you"
      },
      {
        "document": 1852,
        "excerpt": "horn Burst attack, and it can use Spellcasting to cast Charm Monster. Vine Lash. Melee Attack Roll: +6, reach 10 ft. Hit: 8 (1d8 + 4) Slashing damage. Thorn Burst."
      },
      {
        "document": 1976,
        "excerpt": "spellcasting ability (spell save DC 13): 1/Day Each: Charm Person (level 2 version), Darkness, Gaseous Form, Sleep"
      },
      {
        "document": 1984,
        "excerpt": "Captain's Charm. Wisdom Saving Throw: DC 14, one creature the pirate can see within 30 feet. Failure: The target has the"
      },
      {
        "document": 2036,
        "excerpt": "The succubus makes one Fiendish Touch attack and uses Charm or Draining Kiss. Fiendish Touch. Melee Attack Roll: +7, reach 5 ft. Hit: 16 (2d10 + 5) Psychic damage."
      },
      {
        "document": 2056,
        "excerpt": "Charm (Recharge 5–6). The vampire casts Charm Person, requiring no spell components and using Charisma as the"
      }
    ],
    "charmed": [
      {
        "document": 142,
        "excerpt": "arisma modifier). On a failed save, the bearer has the Charmed condition for 1d12 hours. While Charmed in this way, the bearer must try to follow the item's commands."
      },
      {
        "document": 946,
        "excerpt": "Charmed"
      },
      {
        "document": 963,
        "excerpt": "ails a saving throw against an effect that applies the Charmed or Frightened condition, you can take a Reaction to cause the save to be rerolled, and the new roll has"
      },
      {
        "document": 967,
        "excerpt": "itions from yourself at the end of each of your turns: Charmed, Frightened, or Poisoned. In addition, forgoing food and drink doesn't give you levels of Exhaustion."
      },
      {
        "document": 968,
        "excerpt": "f the following conditions from the creature: Blinded, Charmed, Deafened, Frightened, Paralyzed, or Stunned. You must expend 5 Hit Points from the healing pool of Lay"
      },
      {
        "document": 982,
        "excerpt": "You and your allies have Immunity to the Charmed condition while in your Aura of Protection. If a Charmed ally enters the aura, that condition has no eff"
      },
      {
        "document": 983,
        "excerpt": "You have Immunity to the Charmed and Frightened conditions while your Rage is active. If you're Charmed or Frightened when you enter your"
      },
      {
        "document": 988,
        "excerpt": "dvantage on saving throws you make to avoid or end the Charmed condition."
      },
      {
        "document": 1154,
        "excerpt": "rget must succeed on a Wisdom saving throw or have the Charmed condition for the duration. If you or one of your allies deals damage to the target, the spells ends."
      },
      {
        "document": 1158,
        "excerpt": "5 | Save: -4 | Save: -5 | Immunities Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned Senses Blindsight 30 ft.; Passive Perception 6 Languages Un"
      },
      {
        "document": 1161,
        "excerpt": "g by the safest route. Sympathy. The creature has the Charmed condition. The Charmed creature must use its movement on its turns to get as close as possible to the ta"
      },
      {
        "document": 1170,
        "excerpt": "kened Tree in \"Monsters.\" The awakened target has the Charmed condition for 30 days or until you or your allies deal damage to it. When that condition ends, the awake"
      },
      {
        "document": 1186,
        "excerpt": "or each creature): - The creature has Immunity to the Charmed and Frightened conditions until the spell ends. If the creature was already Charmed or Frightened, those"
      },
      {
        "document": 1188,
        "excerpt": "are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly t"
      },
      {
        "document": 1189,
        "excerpt": "are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly t"
      },
      {
        "document": 1201,
        "excerpt": "ange must succeed on a Wisdom saving throw or have the Charmed condition until the spell ends. For the duration, you can take a Bonus Action to designate a direction"
      },
      {
        "document": 1236,
        "excerpt": ", you touch a creature that is possessed by or has the Charmed or Frightened condition from one or more creatures of the types above. The target is no longer possessed"
      },
      {
        "document": 1242,
        "excerpt": "ange must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it."
      },
      {
        "document": 1243,
        "excerpt": "ange must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it."
      },
      {
        "document": 1244,
        "excerpt": "ange must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it."
      },
      {
        "document": 1288,
        "excerpt": "rget must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target automatically succeeds if it can't understand your command. Whil"
      },
      {
        "document": 1297,
        "excerpt": "following effects from it: - 1 Exhaustion level - The Charmed or Petrified condition - A curse, including the target's Attunement to a cursed magic item - Any reducti"
      },
      {
        "document": 1303,
        "excerpt": "and any creature that is possessed by or that has the Charmed or Frightened condition from such creatures isn't possessed, Charmed, or Frightened by them while in the"
      },
      {
        "document": 1319,
        "excerpt": "tern must succeed on a Wisdom saving throw or have the Charmed condition for the duration. While Charmed, the creature has the Incapacitated condition and a Speed of 0"
      },
      {
        "document": 1330,
        "excerpt": "dance in place. On a failed save, the target has the Charmed condition for the duration. While Charmed, the target dances comically, must use all its movement to dan"
      },
      {
        "document": 1344,
        "excerpt": "within the Cylinder can't be possessed by or gain the Charmed or Frightened condition from the creature. Each time you cast this spell, you can cause its magic to op"
      },
      {
        "document": 1354,
        "excerpt": "rget must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. Each Charmed target pu"
      },
      {
        "document": 1360,
        "excerpt": "ature you touch has Immunity to Psychic damage and the Charmed condition. The target is also unaffected by anything that would sense its emotions or alignment, read it"
      },
      {
        "document": 1367,
        "excerpt": "tage on the save. On a failed save, the target has the Charmed condition for the duration. While Charmed in this way, the target also has the Incapacitated condition a"
      },
      {
        "document": 1382,
        "excerpt": "et regains all its Hit Points. If the creature has the Charmed, Frightened, Paralyzed, Poisoned, or Stunned condition, the condition ends. If the creature has the Pron"
      },
      {
        "document": 1394,
        "excerpt": "get. The target also can't be possessed by or gain the Charmed or Frightened conditions from them. If the target is already possessed, Charmed, or Frightened by such a"
      },
      {
        "document": 1447,
        "excerpt": "rget must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. The Charmed target pur"
      },
      {
        "document": 1448,
        "excerpt": "stances Acid, Cold, Fire, Lightning, Poison Immunities Charmed, Frightened, Poisoned Senses Blindsight 30 ft., Darkvision 60 ft.; Passive Perception 12 Languages Draco"
      },
      {
        "document": 1488,
        "excerpt": "Charmed"
      },
      {
        "document": 1561,
        "excerpt": "n attuned to it. On a failed save, the orb imposes the Charmed condition on you for as long as you remain attuned to it. While you are Charmed by the orb, you can't v"
      },
      {
        "document": 1604,
        "excerpt": "ing, breathing warriors, and they have Immunity to the Charmed and Frightened conditions. Once you use the horn, it can't be used again until 7 days have passed. Four"
      },
      {
        "document": 1640,
        "excerpt": "within 10 minutes after drinking this philter, you are charmed by that creature and have the Charmed condition for 1 hour. This rose-hued, effervescent liquid contain"
      },
      {
        "document": 1667,
        "excerpt": "saving throw. On a failed save, the Elemental has the Charmed condition until the start your next turn, and you determine what it does with its move and action on its"
      },
      {
        "document": 1696,
        "excerpt": "ust succeed on a DC 15 Wisdom saving throw or have the Charmed condition for 8 hours. While Charmed in this way, the creature regards you as its trusted leader. If har"
      },
      {
        "document": 1760,
        "excerpt": "ving Throw: DC 16, one creature within 30 feet that is Charmed or Grappled by the aboleth. Failure: 10 (3d6) Psychic damage. Success: Half damage. Failure or Success:"
      },
      {
        "document": 1783,
        "excerpt": "Poison, Psychic; Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned"
      },
      {
        "document": 1784,
        "excerpt": "Poison, Psychic; Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned"
      },
      {
        "document": 1785,
        "excerpt": "Poison, Psychic; Charmed, Deafened,"
      },
      {
        "document": 1790,
        "excerpt": "Psychic; Charmed (with Mind Blank)"
      },
      {
        "document": 1792,
        "excerpt": "Necrotic, Poison; Charmed, Exhaustion,"
      },
      {
        "document": 1799,
        "excerpt": "Fire, Poison; Charmed, Frightened, Poisoned"
      },
      {
        "document": 1810,
        "excerpt": "Acid, Cold, Lightning, Slashing; Charmed, Deafened, Exhaustion, Frightened, Grappled, Prone, Restrained"
      },
      {
        "document": 1828,
        "excerpt": "Acid, Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned"
      },
      {
        "document": 1841,
        "excerpt": "Blinded, Charmed, Deafened, Frightened, Stunned, Unconscious"
      },
      {
        "document": 1843,
        "excerpt": "Charmed, Exhaustion, Frightened"
      },
      {
        "document": 1846,
        "excerpt": "Charmed"
      },
      {
        "document": 1861,
        "excerpt": "Blinded, Charmed, Deafened, Frightened, Stunned, Unconscious"
      },
      {
        "document": 1864,
        "excerpt": "Lightning, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned"
      },
      {
        "document": 1869,
        "excerpt": "Acid; Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone"
      },
      {
        "document": 1870,
        "excerpt": "Poison; Charmed, Exhaustion, Poisoned"
      },
      {
        "document": 1871,
        "excerpt": "Necrotic, Poison; Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained"
      },
      {
        "document": 1872,
        "excerpt": "Poison; Charmed, Exhaustion, Poisoned"
      },
      {
        "document": 1912,
        "excerpt": "Blinded, Charmed, Deafened, Exhaustion, Frightened, Grappled, Prone, Restrained"
      },
      {
        "document": 1920,
        "excerpt": "Poison; Charmed, Paralyzed, Poisoned, Restrained"
      },
      {
        "document": 1922,
        "excerpt": "arpy when the song starts. Failure: The target has the Charmed condition until the song ends and repeats the save at the end of each of its turns. While Charmed, the t"
      },
      {
        "document": 1931,
        "excerpt": "Poison; Charmed, Poisoned"
      },
      {
        "document": 1934,
        "excerpt": "Blinded, Charmed, Deafened, Frightened, Stunned, Unconscious"
      },
      {
        "document": 1941,
        "excerpt": "Fire, Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned"
      },
      {
        "document": 1947,
        "excerpt": "d for 1 hour. Until the curse ends, the target has the Charmed and Poisoned conditions. Spellcasting. The lamia casts one of the following spells, requiring no Materi"
      },
      {
        "document": 1948,
        "excerpt": "Fire, Poison; Charmed, Frightened, Poisoned"
      },
      {
        "document": 1949,
        "excerpt": "Necrotic, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned"
      },
      {
        "document": 1966,
        "excerpt": "Necrotic, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned"
      },
      {
        "document": 1967,
        "excerpt": "Necrotic, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned"
      },
      {
        "document": 1969,
        "excerpt": "Charmed"
      },
      {
        "document": 1972,
        "excerpt": "Lightning, Slashing; Charmed, Deafened, Exhaustion, Frightened, Grappled, Prone, Restrained"
      },
      {
        "document": 1984,
        "excerpt": "te can see within 30 feet. Failure: The target has the Charmed condition until the start of the pirate's next turn."
      },
      {
        "document": 1985,
        "excerpt": "te can see within 30 feet. Failure: The target has the Charmed condition until the start of the pirate's next turn."
      },
      {
        "document": 1987,
        "excerpt": "Charmed, Exhaustion, Frightened"
      },
      {
        "document": 1997,
        "excerpt": "Charmed, Frightened"
      },
      {
        "document": 2018,
        "excerpt": "Poison; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned"
      },
      {
        "document": 2019,
        "excerpt": "Blinded, Charmed, Deafened, Frightened"
      },
      {
        "document": 2022,
        "excerpt": "Poison, Radiant; Charmed, Exhaustion, Frightened, Poisoned"
      },
      {
        "document": 2023,
        "excerpt": "Necrotic, Poison; Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious"
      },
      {
        "document": 2024,
        "excerpt": "Psychic; Charmed, Frightened"
      },
      {
        "document": 2025,
        "excerpt": "Psychic; Charmed, Frightened"
      },
      {
        "document": 2028,
        "excerpt": "Poison; Charmed, Poisoned"
      },
      {
        "document": 2029,
        "excerpt": "160 ft. Hit: 1 Piercing damage, and the target has the Charmed condition until the start of the sprite's next turn. Heart Sight. Charisma Saving Throw: DC 10, one cre"
      },
      {
        "document": 2034,
        "excerpt": "Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned"
      },
      {
        "document": 2036,
        "excerpt": "g Kiss. Constitution Saving Throw: DC 15, one creature Charmed by the succubus within 5 feet. Failure: 13 (3d8) Psychic damage. Success: Half damage. Failure or Succes"
      },
      {
        "document": 2037,
        "excerpt": "Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned"
      },
      {
        "document": 2038,
        "excerpt": "Necrotic, Poison; Charmed, Exhaustion, Frightened, Grappled, Incapacitated, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stu"
      },
      {
        "document": 2039,
        "excerpt": "Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned"
      },
      {
        "document": 2040,
        "excerpt": "Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned"
      },
      {
        "document": 2041,
        "excerpt": "Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned"
      },
      {
        "document": 2042,
        "excerpt": "Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned"
      },
      {
        "document": 2043,
        "excerpt": "Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned"
      },
      {
        "document": 2044,
        "excerpt": "Fire, Poison; Charmed, Deafened, Frightened, Paralyzed, Poisoned"
      },
      {
        "document": 2053,
        "excerpt": "Poison; Charmed, Paralyzed, Poisoned"
      },
      {
        "document": 2054,
        "excerpt": "Charmed (except from its vampire master)"
      },
      {
        "document": 2056,
        "excerpt": "(spell save DC 17), and the duration is 24 hours. The Charmed target is a willing recipient of the vampire's Bite, the damage of which doesn't end the spell. When the"
      },
      {
        "document": 2058,
        "excerpt": "Blinded, Charmed, Deafened, Frightened"
      },
      {
        "document": 2078,
        "excerpt": "Necrotic, Poison; Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious"
      }
    ],
    "charmer": [
      {
        "document": 1488,
        "excerpt": "you experience the following effects. Can't Harm the Charmer. You can't attack the charmer or target the charmer with damaging abilities or magical effects. Social"
      }
    ],
    "charming": [
      {
        "document": 1576,
        "excerpt": "Eyes of Charming"
      },
      {
        "document": 1712,
        "excerpt": "Staff of Charming"
      },
      {
        "document": 1735,
        "excerpt": "are This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer stu"
      }
    ],
    "chase": [
      {
        "document": 142,
        "excerpt": "the item makes one or more of the following demands: Chase My Dreams. The item demands that its bearer pursue the item's goals to the exclusion of all other goals."
      }
    ],
    "chasm": [
      {
        "document": 657,
        "excerpt": "jump doesn't matter, such as a jump across a stream or chasm. At your GM's option, you must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no"
      },
      {
        "document": 1376,
        "excerpt": "uested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dung"
      },
      {
        "document": 1475,
        "excerpt": "isting stone. Thus, you can use this spell to bridge a chasm or create a ramp. If you create a span greater than 20 feet in length, you must halve the size of each"
      }
    ],
    "cheaply": [
      {
        "document": 675,
        "excerpt": "Magical Contagion Cheaply made potions and elixirs are sometimes tainted by Cackle Fever, which affects Humanoids only (gnomes are"
      }
    ],
    "cheating": [
      {
        "document": 437,
        "excerpt": "Wisdom Weight: - Utilize: Discern whether someone is cheating (DC 10), or win the game (DC 20) Variants: Dice (1 SP), dragonchess (1 GP), playing cards (5 SP), three"
      }
    ],
    "check": [
      {
        "document": 2,
        "excerpt": "An ability check is named for the ability modifier it uses: a Strength check, an Intelligence check, and so on. Different"
      },
      {
        "document": 5,
        "excerpt": "aid to it, making a successful DC 10 Wisdom (Medicine) check. When you receive healing, add the restored Hit Points to your current Hit Points. Your Hit Points can'"
      },
      {
        "document": 11,
        "excerpt": "s, which requires a successful DC 10 Wisdom (Medicine) check. A Stable creature doesn't make Death Saving Throws even though it has 0 Hit Points, but it still has t"
      },
      {
        "document": 13,
        "excerpt": "Add your Proficiency Bonus to an ability check when the GM determines that a skill or tool proficiency is relevant to the check and you have that profi"
      },
      {
        "document": 18,
        "excerpt": "The Difficulty Class of an ability check represents the task's difficulty. The more difficult the task, the higher its DC. The rules provide DCs"
      },
      {
        "document": 33,
        "excerpt": "he sidebar below) and roll a 3 and an 18 on an ability check that has Advantage or Disadvantage, you could expend your Heroic Inspiration to reroll one of those dice"
      },
      {
        "document": 35,
        "excerpt": "llows you to make a Charisma (Deception or Persuasion) check, you add your Proficiency Bonus if you're proficient in either skill, but you don't add it twice if you'"
      },
      {
        "document": 36,
        "excerpt": "category of things creatures try to do with an ability check. The descriptions of the actions you take (see “Actions” later in “Playing the Game”) specify which skil"
      },
      {
        "document": 38,
        "excerpt": "uses for each skill proficiency as well as the ability check the skill most often applies to."
      },
      {
        "document": 41,
        "excerpt": "ool, you can add your Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in the skill that's also used with that check, you"
      },
      {
        "document": 61,
        "excerpt": "he GM typically asks you to make a Wisdom (Perception) check, provided you describe the character searching in the hidden object's vicinity. On a success, you find t"
      },
      {
        "document": 73,
        "excerpt": "ry participant rolls Initiative; they make a Dexterity check that determines their place in the Initiative order. The GM rolls for monsters. For a group of identical"
      },
      {
        "document": 92,
        "excerpt": "rolls are successful. The target number for an ability check or a saving throw is called a Difficulty Class (DC). The target number for an attack roll is called an A"
      },
      {
        "document": 103,
        "excerpt": "An ability check represents a creature using talent and training to try to overcome a challenge, such as forcing open a s"
      },
      {
        "document": 234,
        "excerpt": "es that player characters aren't of an evil alignment. Check with your GM before making an evil character."
      },
      {
        "document": 240,
        "excerpt": "thing without asking you to make a Wisdom (Perception) check; the GM uses your Passive Perception instead. Passive Perception is a score that reflects a general awar"
      },
      {
        "document": 241,
        "excerpt": "Passive Perception = 10 + Wisdom (Perception) check modifier"
      },
      {
        "document": 253,
        "excerpt": "t at Higher Levels table is a guide for the GM. Also, check with your GM about what equipment is available for you to buy with your starting money. For example, the"
      },
      {
        "document": 261,
        "excerpt": "tures have additional rules when you're multiclassing. Check the information about multiclassing included in each of your classes' descriptions. Special rules apply"
      },
      {
        "document": 271,
        "excerpt": "character sheet. Your class also gives proficiencies. Check your class description in “Classes” and note the proficiencies on your character sheet. The features ta"
      },
      {
        "document": 308,
        "excerpt": "an use its action to make a DC 13 Strength (Athletics) check, freeing itself or another creature within its reach on a success. Each failed check deals 1 Piercing da"
      },
      {
        "document": 316,
        "excerpt": "ck with a successful DC 15 Dexterity (Sleight of Hand) check."
      },
      {
        "document": 318,
        "excerpt": "A Magnifying Glass grants Advantage on any ability check made to appraise or inspect a highly detailed item. Lighting a fire with a Magnifying Glass requires lig"
      },
      {
        "document": 319,
        "excerpt": "if you succeed on a DC 13 Dexterity (Sleight of Hand) check. While bound, a creature has Disadvantage on attack rolls, and the creature is Restrained if the Manacle"
      },
      {
        "document": 322,
        "excerpt": "st take an action to make a DC 10 Strength (Athletics) check, freeing the Restrained creature on a success. Destroying the Net (AC 10; 5 HP; Immunity to Bludgeoning,"
      },
      {
        "document": 329,
        "excerpt": "10 feet away. If you must make a Strength (Athletics) check as part of a High or Long Jump, you can use the Pole to vault, giving yourself Advantage on the check."
      },
      {
        "document": 335,
        "excerpt": "rs. When doing so, you gain a +4 bonus to the Strength check. One other character can help you use the ram, giving you Advantage on this check."
      },
      {
        "document": 338,
        "excerpt": "if you succeed on a DC 10 Dexterity (Sleight of Hand) check. The Rope can be burst with a successful DC 20 Strength (Athletics) check. You can bind an unwilling cr"
      },
      {
        "document": 357,
        "excerpt": "ddle. A Military Saddle gives Advantage on any ability check you make to remain mounted. An Exotic Saddle is required for riding an aquatic or a flying mount. Mount"
      },
      {
        "document": 412,
        "excerpt": "entry lists the ability to use when making an ability check with the tool. Utilize. This entry lists things you can do with the tool when you take the Utilize acti"
      },
      {
        "document": 413,
        "excerpt": "with a tool, add your Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in a skill that's used with that check, you have Ad"
      },
      {
        "document": 421,
        "excerpt": "Advantage on the wearer's next Dexterity (Acrobatics) check (DC 10) Craft: Climber's Kit"
      },
      {
        "document": 468,
        "excerpt": "ndition if you succeed on a DC 13 Strength (Athletics) check. If the creature's legs are bound, the creature has the Restrained condition until it escapes. Escaping"
      },
      {
        "document": 474,
        "excerpt": "e wearing a Costume, you have Advantage on any ability check you make to impersonate the person or type of person it represents."
      },
      {
        "document": 483,
        "excerpt": "es on if you succeed on a DC 13 Dexterity (Acrobatics) check. If you tied a Rope to the hook, you can then climb it."
      },
      {
        "document": 484,
        "excerpt": "Hit Points without needing to make a Wisdom (Medicine) check."
      },
      {
        "document": 506,
        "excerpt": "dy action and succeed on a DC 15 Intelligence (Arcana) check."
      },
      {
        "document": 527,
        "excerpt": "thing without consciously making a Wisdom (Perception) check. A creature's Passive Perception equals 10 plus the creature's Wisdom (Perception) check bonus. If the"
      },
      {
        "document": 541,
        "excerpt": "When you take the Search action, you make a Wisdom check to discern something that isn't obvious. The Search table suggests which skills are applicable when you"
      },
      {
        "document": 547,
        "excerpt": "s an area of specialization associated with an ability check. If you have proficiency in a skill, you can add your Proficiency Bonus when you make an ability check a"
      },
      {
        "document": 556,
        "excerpt": "en you take the Study action, you make an Intelligence check to study your memory, a book, a clue, or another source of knowledge and call to mind an important piece"
      },
      {
        "document": 559,
        "excerpt": "might require a successful DC 15 Strength (Athletics) check."
      },
      {
        "document": 590,
        "excerpt": "might require a successful DC 15 Strength (Athletics) check."
      },
      {
        "document": 598,
        "excerpt": "Ability Check"
      },
      {
        "document": 617,
        "excerpt": "ficulty Class (DC) is the target number for an ability check or a saving throw. See also “Playing the Game” (“D20 Tests”)."
      },
      {
        "document": 627,
        "excerpt": "r use of a skill proficiency. When you make an ability check with a skill proficiency in which you have Expertise, your Proficiency Bonus is doubled for that check u"
      },
      {
        "document": 628,
        "excerpt": "a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check to hit the surface head or feet first. On a successful check, any damage resulting from the fall is halv"
      },
      {
        "document": 632,
        "excerpt": "views you favorably. You have Advantage on an ability check to influence a Friendly creature. See also “Influence.”"
      },
      {
        "document": 633,
        "excerpt": "make a Strength (Athletics) or Dexterity (Acrobatics) check against the grapple's escape DC, ending the condition on itself on a success. The condition also ends if"
      },
      {
        "document": 637,
        "excerpt": "ction, you do one of the following. Assist an Ability Check. Choose one of your skill or tool proficiencies and one ally who is near enough for you to assist verba"
      },
      {
        "document": 640,
        "excerpt": "do so, you must succeed on a DC 15 Dexterity (Stealth) check while you're Heavily Obscured or behind Three-Quarters Cover or Total Cover, and you must be out of any"
      },
      {
        "document": 644,
        "excerpt": "s you unfavorably. You have Disadvantage on an ability check to influence a Hostile creature. See also “Influence.”"
      },
      {
        "document": 651,
        "excerpt": "ion; this determination establishes whether an ability check is necessary, as explained below. Willing. If your urging aligns with the monster's desires, no ability"
      },
      {
        "document": 654,
        "excerpt": "t, which requires a successful DC 10 Wisdom (Medicine) check."
      },
      {
        "document": 657,
        "excerpt": "in, you must succeed on a DC 10 Dexterity (Acrobatics) check or have the Prone condition. This Long Jump rule assumes that the height of the jump doesn't matter, su"
      },
      {
        "document": 695,
        "excerpt": "hich the character makes a DC 20 Intelligence (Nature) check using a Poisoner's Kit. On a successful check, the character harvests enough poison for a single dose, a"
      },
      {
        "document": 716,
        "excerpt": "the trapped area and make a DC 11 Wisdom (Perception) check, detecting the trip wire and the unstable section of ceiling on a successful check. Once detected, the t"
      },
      {
        "document": 717,
        "excerpt": "an take an action to make a DC 10 Strength (Athletics) check, freeing itself or another creature within its reach from the Net on a successful check. Detect and Dis"
      },
      {
        "document": 718,
        "excerpt": "ue can examine it and make a DC 10 Wisdom (Perception) check, detecting a tiny glyph on the statue on a successful check. Once the glyph is found, a character can ta"
      },
      {
        "document": 719,
        "excerpt": "it's lid and make a DC 15 Intelligence (Investigation) check, detecting the pit on a successful check. Once the pit is detected, an Iron Spike or a similar object ca"
      },
      {
        "document": 720,
        "excerpt": "examine the walls and make a DC 15 Wisdom (Perception) check, detecting the holes on a successful check. Plugging all the holes with wax, cloth, or detritus prevents"
      },
      {
        "document": 721,
        "excerpt": "the trapped lock and make a DC 15 Wisdom (Perception) check, detecting the needle on a successful check. Once the trap is detected, a character can take an action t"
      },
      {
        "document": 722,
        "excerpt": "re plate and make a DC 15 Intelligence (Investigation) check, deducing the pressure plate's function on a successful check. Wedging an Iron Spike or a similar object"
      },
      {
        "document": 723,
        "excerpt": "it's lid and make a DC 15 Intelligence (Investigation) check, detecting the pit on a successful check. Once the hidden pit is detected, an Iron Spike or a similar ob"
      },
      {
        "document": 739,
        "excerpt": "Ability Check Examples"
      },
      {
        "document": 745,
        "excerpt": "Help another creature’s ability check or attack roll, or administer first aid."
      },
      {
        "document": 952,
        "excerpt": "Ability Check"
      },
      {
        "document": 962,
        "excerpt": "ou attempt certain tasks; whenever you make an ability check using one of the following skills, you can make it as a Strength check even if it normally uses a differ"
      },
      {
        "document": 963,
        "excerpt": "alf your Proficiency Bonus (round down) to any ability check you make that uses a skill proficiency you lack and that doesn't otherwise use your Proficiency Bonus."
      },
      {
        "document": 965,
        "excerpt": "with a successful DC 15 Intelligence (Investigation) check but can't decipher it without magic."
      },
      {
        "document": 966,
        "excerpt": "s on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Poi"
      },
      {
        "document": 970,
        "excerpt": "Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10."
      },
      {
        "document": 976,
        "excerpt": "yourself makes a damage roll or succeeds on an ability check or attack roll, you can take a Reaction to expend one use of your Bardic Inspiration; roll your Bardic I"
      },
      {
        "document": 979,
        "excerpt": "to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add 1d10 to your roll. You can do so after seeing the rol"
      },
      {
        "document": 984,
        "excerpt": ". Sleight of Hand. Make a Dexterity (Sleight of Hand) check to pick a lock or disarm a trap with Thieves' Tools or to pick a pocket. Use an Object. Take the Utiliz"
      },
      {
        "document": 990,
        "excerpt": "You have Advantage on any ability check you make to end the Grappled condition. You also count as one size larger when determining your carrying"
      },
      {
        "document": 1177,
        "excerpt": "ture can take an action to make a Strength (Athletics) check against your spell save DC, ending the condition on itself on a success."
      },
      {
        "document": 1214,
        "excerpt": "on to pull away and succeeds on a Strength (Athletics) check against your spell save DC."
      },
      {
        "document": 1232,
        "excerpt": "an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success."
      },
      {
        "document": 1234,
        "excerpt": "earance and succeed on an Intelligence (Investigation) check against your spell save DC."
      },
      {
        "document": 1236,
        "excerpt": "ll of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell's level). On a successful check, the spell ends."
      },
      {
        "document": 1248,
        "excerpt": "in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. On a successful save, the creature takes half as much damage only."
      },
      {
        "document": 1253,
        "excerpt": "f it can take an action to make a Strength (Athletics) check against your spell save DC. On a success, the spell ends. Using a Higher-Level Spell Slot. The damage i"
      },
      {
        "document": 1254,
        "excerpt": "ture can take an action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself from the grasping plants and is no longer Rest"
      },
      {
        "document": 1285,
        "excerpt": "ture can take an action to make a Strength (Athletics) check against your spell save DC to break free. You can refrain from firing the globe after completing the sp"
      },
      {
        "document": 1290,
        "excerpt": "ing along ceilings, without needing to make an ability check. Actions Multiattack. The insect makes a number of attacks equal to half this spell's level (round dow"
      },
      {
        "document": 1291,
        "excerpt": "1 hour Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would d"
      },
      {
        "document": 1293,
        "excerpt": "ceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice. When you inscribe the glyph, you set its trigger and choose wheth"
      },
      {
        "document": 1300,
        "excerpt": "l the spell ends, the creature adds 1d4 to any ability check using the chosen skill."
      },
      {
        "document": 1304,
        "excerpt": "e Study action to make an Intelligence (Investigation) check against your spell save DC to disbelieve it. If a creature discerns that the terrain is illusory, the cr"
      },
      {
        "document": 1318,
        "excerpt": "have Advantage on any Wisdom (Perception or Survival) check you make to find it. If the target drops to 0 Hit Points before this spell ends, you can take a Bonus A"
      },
      {
        "document": 1350,
        "excerpt": "llusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see thr"
      },
      {
        "document": 1355,
        "excerpt": "does so, it makes a DC 20 Intelligence (Investigation) check. If it succeeds, it escapes, and the spell ends. When the spell ends, the target reappears in the space"
      },
      {
        "document": 1362,
        "excerpt": "llusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes fai"
      },
      {
        "document": 1373,
        "excerpt": "mine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion"
      },
      {
        "document": 1391,
        "excerpt": "llusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see thr"
      },
      {
        "document": 1392,
        "excerpt": "llusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see thr"
      },
      {
        "document": 1417,
        "excerpt": "mine a target can make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised."
      },
      {
        "document": 1428,
        "excerpt": "llusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see thr"
      },
      {
        "document": 1439,
        "excerpt": "ction and succeed on a Wisdom (Perception or Survival) check against your spell save DC to recognize the terrain as hazardous before entering it."
      },
      {
        "document": 1451,
        "excerpt": "ceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice. When you inscribe the glyph, you set its trigger and choose which"
      },
      {
        "document": 1467,
        "excerpt": "h, the creature must succeed on a Strength (Athletics) check against your spell save DC to move at all. If it fails the check, it can't move. A creature that moves o"
      },
      {
        "document": 1480,
        "excerpt": "webs can take an action to make a Strength (Athletics) check against your spell save DC. If it succeeds, it is no longer Restrained. The webs are flammable. Any 5-f"
      },
      {
        "document": 1487,
        "excerpt": "See. You can't see and automatically fail any ability check that requires sight. Attacks Affected. Attack rolls against you have Advantage, and your attack rolls h"
      },
      {
        "document": 1488,
        "excerpt": "al Advantage. The charmer has Advantage on any ability check to interact with you socially."
      },
      {
        "document": 1489,
        "excerpt": "ear. You can't hear and automatically fail any ability check that requires hearing."
      },
      {
        "document": 1507,
        "excerpt": "of existence. Then make a DC 15 Intelligence (Arcana) check. On a successful check, you cast Plane Shift. On a failed check, you and each creature and object within"
      },
      {
        "document": 1509,
        "excerpt": "d with a successful DC 20 Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures"
      },
      {
        "document": 1516,
        "excerpt": "doing so with a successful DC 15 Strength (Athletics) check. Another creature can take an action to reach into the bag to pull a creature out, doing so with a succe"
      },
      {
        "document": 1557,
        "excerpt": "n with a successful DC 15 Intelligence (Investigation) check. The illusion lasts until its card is moved or the illusion is dispelled (using a Dispel Magic spell or"
      },
      {
        "document": 1560,
        "excerpt": "bound creature can make a DC 30 Strength (Athletics) check. On a successful check, the creature breaks free and destroys the shackles."
      },
      {
        "document": 1574,
        "excerpt": "ined by an arrow can make a DC 20 Strength (Athletics) check to try to break the restraint, ending the effect on itself on a successful check. Arrow of Transport. A"
      },
      {
        "document": 1596,
        "excerpt": "ther you cast the spell, make an Intelligence (Arcana) check (DC 10 plus the spell's level). On a successful check, you cast the spell using its normal casting time,"
      },
      {
        "document": 1607,
        "excerpt": "a Utilize action to make a DC 30 Strength (Athletics) check, moving the fixed rod up to 10 feet on a successful check."
      },
      {
        "document": 1610,
        "excerpt": "an take an action to make a DC 20 Strength (Athletics) check to break the iron bands. On a successful check, the item is destroyed, and the Restrained creature is fr"
      },
      {
        "document": 1644,
        "excerpt": "an take an action to make a DC 10 Strength (Athletics) check. On a successful check, the creature forces its way out and appears within 5 feet of the Portable Hole."
      },
      {
        "document": 1682,
        "excerpt": "isn't being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend."
      },
      {
        "document": 1699,
        "excerpt": "a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check. On a successful check, the target is no longer Restrained by the rope. If you're still holding onto the"
      },
      {
        "document": 1709,
        "excerpt": "level than you can normally cast, you make an ability check using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell"
      },
      {
        "document": 1711,
        "excerpt": "e a Magic action to make a DC 25 Intelligence (Arcana) check. On a successful check, you control the sphere until the start of your next turn, and if it was under an"
      },
      {
        "document": 1723,
        "excerpt": "the target has Disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution."
      },
      {
        "document": 1731,
        "excerpt": "isman, you have Advantage on any Intelligence (Arcana) check you make to control a Sphere of Annihilation. In addition, when you start your turn in control of a Sphe"
      },
      {
        "document": 1765,
        "excerpt": "urn, the target rolls 1d6 whenever it makes an ability check or attack roll and subtracts the number rolled from the D20 Test. Failure or Success: The dragon can't t"
      },
      {
        "document": 1770,
        "excerpt": "climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn't cost it extra movement. Legendary Resi"
      },
      {
        "document": 1777,
        "excerpt": "urn, the target rolls 1d8 whenever it makes an ability check or attack roll and subtracts the number rolled from the D20 Test. Failure or Success: The dragon can't t"
      },
      {
        "document": 1782,
        "excerpt": "climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn't cost it extra movement. Legendary Resi"
      },
      {
        "document": 1805,
        "excerpt": "d, doing so by succeeding on a DC 12 Wisdom (Medicine) check."
      },
      {
        "document": 1810,
        "excerpt": "ing along ceilings, without needing to make an ability check."
      },
      {
        "document": 1829,
        "excerpt": "doing so by succeeding on a DC 14 Strength (Athletics) check. Tail. Melee Attack Roll: +6, reach 10 ft. Hit: 8 (1d10 + 3) Slashing damage."
      },
      {
        "document": 1832,
        "excerpt": "choice and has Advantage whenever it makes an ability check using that skill."
      },
      {
        "document": 1840,
        "excerpt": "doing so with a successful DC 13 Strength (Athletics) check. On its turn, the darkmantle can detach itself by using 5 feet of movement. Darkness Aura (1/Day). Magi"
      },
      {
        "document": 1850,
        "excerpt": "ing along ceilings, without needing to make an ability check. Sunlight Sensitivity. While in sunlight, the drider has Disadvantage on ability checks and attack roll"
      },
      {
        "document": 1860,
        "excerpt": "ing along ceilings, without needing to make an ability check. Web Walker. The ettercap ignores movement restrictions caused by webs, and the ettercap knows the loca"
      },
      {
        "document": 1864,
        "excerpt": "taking an action to make a DC 15 Charisma (Persuasion) check; the golem must be able to hear its creator. If this check succeeds, the golem ceases being berserk unti"
      },
      {
        "document": 1869,
        "excerpt": "the cube by succeeding on a DC 12 Strength (Athletics) check, and the puller takes 10 (3d6) Acid damage. Transparent. Even when the cube is in plain sight, a creatu"
      },
      {
        "document": 1888,
        "excerpt": "ing along ceilings, without needing to make an ability check."
      },
      {
        "document": 1895,
        "excerpt": "ing along ceilings, without needing to make an ability check. Web Walker. The spider ignores movement restrictions caused by webs, and it knows the location of any"
      },
      {
        "document": 1901,
        "excerpt": "ing along ceilings, without needing to make an ability check."
      },
      {
        "document": 1914,
        "excerpt": "itations only with a successful DC 14 Wisdom (Insight) check."
      },
      {
        "document": 1932,
        "excerpt": "d, doing so by succeeding on a DC 17 Wisdom (Medicine) check."
      },
      {
        "document": 1951,
        "excerpt": "ing along ceilings, without needing to make an ability check."
      },
      {
        "document": 1972,
        "excerpt": "ing along ceilings, without needing to make an ability check."
      },
      {
        "document": 1982,
        "excerpt": "ing along ceilings, without needing to make an ability check. Web Walker. The spider ignores movement restrictions caused by webs, and the spider knows the location"
      },
      {
        "document": 1999,
        "excerpt": "re imitations with a successful DC 10 Wisdom (Insight) check."
      },
      {
        "document": 2006,
        "excerpt": "ing along ceilings, without needing to make an ability check."
      },
      {
        "document": 2026,
        "excerpt": "nx or another creature within 30 feet makes an ability check or a saving throw. Response: The sphinx adds 2 to the roll."
      },
      {
        "document": 2027,
        "excerpt": "ing along ceilings, without needing to make an ability check. Web Walker. The spider ignores movement restrictions caused by webs, and the spider knows the location"
      },
      {
        "document": 2039,
        "excerpt": "ing along ceilings, without needing to make an ability check. Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through an"
      },
      {
        "document": 2055,
        "excerpt": "ing along ceilings, without needing to make an ability check. Vampire Weakness. The vampire has these weaknesses: Forbiddance. The vampire can't enter a residence"
      },
      {
        "document": 2056,
        "excerpt": "ing along ceilings, without needing to make an ability check. Vampire Weakness. The vampire has these weaknesses: Forbiddance. The vampire can't enter a residence"
      },
      {
        "document": 2065,
        "excerpt": "ut of it by succeeding on a DC 14 Strength (Athletics) check. Success: Half damage only."
      },
      {
        "document": 2072,
        "excerpt": "climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn't cost it extra movement."
      },
      {
        "document": 2090,
        "excerpt": "climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn't cost it extra movement."
      }
    ],
    "check's": [
      {
        "document": 2,
        "excerpt": "the Ability Check Examples table for examples of each check's use. Ability Check Examples"
      },
      {
        "document": 61,
        "excerpt": "rception) check won't reveal the object, no matter the check's total."
      },
      {
        "document": 640,
        "excerpt": "he Invisible condition while hidden. Make note of your check's total, which is the DC for a creature to find you with a Wisdom (Perception) check. You stop being hidd"
      }
    ],
    "checking": [
      {
        "document": 133,
        "excerpt": "aren't available, you must wait at least 7 days before checking on the availability again. If a magic item incorporates an item that has a purchase cost (such as a wea"
      }
    ],
    "checks": [
      {
        "document": 2,
        "excerpt": "k, an Intelligence check, and so on. Different ability checks are called for in different situations, depending on which ability is most relevant. See the Ability Che"
      },
      {
        "document": 18,
        "excerpt": ", the higher its DC. The rules provide DCs for certain checks, but the GM ultimately sets them. The Typical Difficulty Classes table presents a range of possible DCs"
      },
      {
        "document": 35,
        "excerpt": "ry”) doubles the Proficiency Bonus for certain ability checks. Whenever the bonus is used, it can be multiplied only once and divided only once."
      },
      {
        "document": 36,
        "excerpt": "Most ability checks involve using a skill, which represents a category of things creatures try to do with an ability check."
      },
      {
        "document": 46,
        "excerpt": "progress in two ways: through roleplaying and ability checks."
      },
      {
        "document": 49,
        "excerpt": "Ability Checks"
      },
      {
        "document": 53,
        "excerpt": "foliage - you have Disadvantage on Wisdom (Perception) checks that rely on sight. A Heavily Obscured area - such as an area with Darkness, heavy fog, or dense foliag"
      },
      {
        "document": 67,
        "excerpt": "isdom (Perception or Survival) and Dexterity (Stealth) checks. Normal. Traveling at a Normal pace imposes Disadvantage on Dexterity (Stealth) checks. Slow. Travelin"
      },
      {
        "document": 92,
        "excerpt": "alled D20 Tests, and they come in three kinds: ability checks, saving throws, and attack rolls. They follow these steps: 4: Roll 1d20. You always want to roll high."
      },
      {
        "document": 103,
        "excerpt": "Ability Checks"
      },
      {
        "document": 154,
        "excerpt": "bonuses to Wisdom (Perception) and Dexterity (Stealth) checks. A skill bonus is the sum of a monster's relevant ability modifier and its Proficiency Bonus. Other modi"
      },
      {
        "document": 241,
        "excerpt": "e all modifiers that apply to your Wisdom (Perception) checks. For example, if your character has a Wisdom of 15 and proficiency in the Perception skill, you have a P"
      },
      {
        "document": 320,
        "excerpt": "accurate Map, you gain a +5 bonus to Wisdom (Survival) checks you make to find your way in the place represented on it."
      },
      {
        "document": 326,
        "excerpt": "yourself, you have Advantage on Charisma (Persuasion) checks made to influence an Indifferent Humanoid within 5 feet of yourself."
      },
      {
        "document": 406,
        "excerpt": "pe, the wearer has Disadvantage on Dexterity (Stealth) checks."
      },
      {
        "document": 412,
        "excerpt": "A tool helps you make specialized ability checks, craft certain items, or both. A tool's description includes the tool's cost and weight, as well as the"
      },
      {
        "document": 459,
        "excerpt": "to Intelligence (Arcana, History, Nature, or Religion) checks you make about that topic."
      },
      {
        "document": 476,
        "excerpt": "Using a Crowbar gives you Advantage on Strength checks where the Crowbar's leverage can be applied."
      },
      {
        "document": 527,
        "excerpt": "on) check bonus. If the creature has Advantage on such checks, increase the score by 5. If the creature has Disadvantage on them, decrease the score by 5. For example"
      },
      {
        "document": 580,
        "excerpt": ". Without ability scores, an object can't make ability checks, and it fails all saving throws."
      },
      {
        "document": 604,
        "excerpt": "ncompass the three main d20 rolls of the game: ability checks, attack rolls, and saving throws. If something in the game affects D20 Tests, it affects all three of th"
      },
      {
        "document": 651,
        "excerpt": "ch of which is defined in this glossary. The Influence Checks table suggests which ability check to make based on how you're interacting with the monster. The GM choo"
      },
      {
        "document": 655,
        "excerpt": "You have Disadvantage on Wisdom (Perception) checks to see something in a Lightly Obscured space. See also “Dim Light” and “Playing the Game” (“Exploration”"
      },
      {
        "document": 683,
        "excerpt": "the area have Disadvantage on all Wisdom (Perception) checks. Heavy rain also extinguishes open flames."
      },
      {
        "document": 686,
        "excerpt": "storm that imposes Disadvantage on Wisdom (Perception) checks."
      },
      {
        "document": 692,
        "excerpt": "The character has Disadvantage on some or all ability checks for 1d10 × 10 hours, stemming from an unwillingness or inability to exert a particular set of abilities."
      },
      {
        "document": 952,
        "excerpt": "Influence Checks"
      },
      {
        "document": 962,
        "excerpt": "e. Strength Advantage. You have Advantage on Strength checks and Strength saving throws. No Concentration or Spells. You can't maintain Concentration, and you can't"
      },
      {
        "document": 964,
        "excerpt": "you a bonus to your Intelligence (Arcana or Religion) checks. The bonus equals your Wisdom modifier (minimum of +1)."
      },
      {
        "document": 965,
        "excerpt": "es you a bonus to your Intelligence (Arcana or Nature) checks. The bonus equals your Wisdom modifier (minimum bonus of +1). Warden. Trained for battle, you gain prof"
      },
      {
        "document": 974,
        "excerpt": "Advantage on Initiative rolls and Strength (Athletics) checks. In addition, immediately after you score a Critical Hit, you can move up to half your Speed without pr"
      },
      {
        "document": 990,
        "excerpt": "ed). For that duration, you have Advantage on Strength checks, and your Speed increases by 10 feet. Once you use this trait, you can't use it again until you finish a"
      },
      {
        "document": 1176,
        "excerpt": "se one ability. The target has Disadvantage on ability checks and saving throws made with that ability. - The target has Disadvantage on attack rolls against you. - I"
      },
      {
        "document": 1251,
        "excerpt": "For the duration, the target has Advantage on ability checks using the chosen ability. Using a Higher-Level Spell Slot. You can target one additional creature for e"
      },
      {
        "document": 1252,
        "excerpt": "for example. The target also has Advantage on Strength checks and Strength saving throws. The target's attacks with its enlarged weapons or Unarmed Strikes deal an ex"
      },
      {
        "document": 1255,
        "excerpt": "ave, a target has a -10 penalty to Wisdom (Perception) checks and Passive Perception until the spell ends."
      },
      {
        "document": 1309,
        "excerpt": "bject, it has Disadvantage on attack rolls and ability checks until the start of your next turn. Using a Higher-Level Spell Slot. The damage increases by 1d8 for eac"
      },
      {
        "document": 1313,
        "excerpt": "cast the spell. The target has Disadvantage on ability checks made with the chosen ability. If the target drops to 0 Hit Points before this spell ends, you can take"
      },
      {
        "document": 1356,
        "excerpt": "ee what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with Disadvantage. You remain aware of the passage of time a"
      },
      {
        "document": 1371,
        "excerpt": "ure you choose have a +10 bonus to Dexterity (Stealth) checks and leave no tracks."
      },
      {
        "document": 1374,
        "excerpt": "es 4d10 Psychic damage and has Disadvantage on ability checks and attack rolls for the duration. On a successful save, the target takes half as much damage, and the s"
      },
      {
        "document": 1451,
        "excerpt": "ation and has Disadvantage on attack rolls and ability checks. Fear. Each target must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute."
      },
      {
        "document": 1456,
        "excerpt": "uration, you have Advantage on Charisma (Intimidation) checks. Fire Play. You cause flames to flicker, brighten, dim, or change color for 1 minute. Invisible Hand."
      },
      {
        "document": 1491,
        "excerpt": "dition, you experience the following effects. Ability Checks and Attacks Affected. You have Disadvantage on ability checks and attack rolls while the source of fear"
      },
      {
        "document": 1497,
        "excerpt": "ndition, you experience the following effect. Ability Checks and Attacks Affected. You have Disadvantage on attack rolls and ability checks."
      },
      {
        "document": 1521,
        "excerpt": "arvenkind. You have Advantage on Charisma (Persuasion) checks made to interact with dwarves and duergar. Toughness. Your Constitution increases by 2, to a maximum of"
      },
      {
        "document": 1524,
        "excerpt": "across. You also have Advantage on Dexterity (Stealth) checks."
      },
      {
        "document": 1543,
        "excerpt": "ement) While you wear this cloak, Wisdom (Perception) checks made to perceive you have Disadvantage, and you have Advantage on Dexterity (Stealth) checks."
      },
      {
        "document": 1546,
        "excerpt": "this cloak, you have Advantage on Dexterity (Stealth) checks. In an area of Dim Light or Darkness, you can grip the edges of the cloak and use it to gain a Fly Speed"
      },
      {
        "document": 1577,
        "excerpt": "at range and Advantage on Intelligence (Investigation) checks made to examine something within that range."
      },
      {
        "document": 1578,
        "excerpt": "earing them, you have Advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distan"
      },
      {
        "document": 1590,
        "excerpt": "Speed, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim."
      },
      {
        "document": 1591,
        "excerpt": "em, you gain a +5 bonus to Dexterity (Sleight of Hand) checks."
      },
      {
        "document": 1609,
        "excerpt": "Advantage on Initiative rolls and Wisdom (Perception) checks. Fortitude (Very Rare). Your Constitution increases by 2, to a maximum of 20, while this pink rhomboid"
      },
      {
        "document": 1626,
        "excerpt": "r normally imposes Disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't."
      },
      {
        "document": 1647,
        "excerpt": "this time, you have Advantage on Strength (Athletics) checks to climb. This potion is separated into brown, silver, and gray layers resembling bands of stone. Shaki"
      },
      {
        "document": 1664,
        "excerpt": "s weapon, you have Advantage on Dexterity (Acrobatics) checks. Attack Deflection (Quarterstaff Form Only) When you are hit by an attack while holding the weapon, yo"
      },
      {
        "document": 1687,
        "excerpt": "n. The robe gives you Advantage on Wisdom (Perception) checks that rely on sight. Special Senses. You have Darkvision and Truesight, both with a range of 120 feet."
      },
      {
        "document": 1693,
        "excerpt": "ing the rod, you have Advantage on Wisdom (Perception) checks and on Initiative rolls. Spells. While holding the rod, you can cast the following spells from it: - D"
      },
      {
        "document": 1694,
        "excerpt": "nd grants its user a +10 bonus to Strength (Athletics) checks made to break through doors, barricades, and other barriers. Button 6. The rod assumes or remains in its"
      },
      {
        "document": 1698,
        "excerpt": "ns to a 50-foot length and grants Advantage on ability checks made to climb using the rope. The rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. It"
      },
      {
        "document": 1703,
        "excerpt": "Advantage on Initiative rolls and Wisdom (Perception) checks. The Shield is emblazoned with a symbol of an eye."
      },
      {
        "document": 1725,
        "excerpt": "gate is on your person, you gain a +1 bonus to ability checks and saving throws."
      },
      {
        "document": 1850,
        "excerpt": "le in sunlight, the drider has Disadvantage on ability checks and attack rolls. Web Walker. The drider ignores movement restrictions caused by webs, and the drider k"
      },
      {
        "document": 1864,
        "excerpt": "amage, it has Disadvantage on attack rolls and ability checks until the end of its next turn. Berserk. Whenever the golem starts its turn Bloodied, roll 1d6. On a 6,"
      },
      {
        "document": 1945,
        "excerpt": "le in sunlight, the kobold has Disadvantage on ability checks and attack rolls."
      },
      {
        "document": 1962,
        "excerpt": "mic has the Grappled condition (escape DC 13). Ability checks made to escape this grapple have Disadvantage."
      },
      {
        "document": 2023,
        "excerpt": "e in sunlight, the specter has Disadvantage on ability checks and attack rolls."
      },
      {
        "document": 2024,
        "excerpt": "its thoughts without its permission. Wisdom (Insight) checks made to ascertain its intentions or sincerity are made with Disadvantage. Legendary Resistance (3/Day,"
      },
      {
        "document": 2025,
        "excerpt": "its thoughts without its permission. Wisdom (Insight) checks made to ascertain its intentions or sincerity are made with Disadvantage. Legendary Resistance (3/Day,"
      },
      {
        "document": 2042,
        "excerpt": "Deafened, the target also has Disadvantage on ability checks and attack rolls."
      },
      {
        "document": 2055,
        "excerpt": "light, it has Disadvantage on attack rolls and ability checks."
      },
      {
        "document": 2056,
        "excerpt": "light, it has Disadvantage on attack rolls and ability checks."
      },
      {
        "document": 2073,
        "excerpt": "ile in sunlight, the wight has Disadvantage on ability checks and attack rolls."
      },
      {
        "document": 2078,
        "excerpt": "le in sunlight, the wraith has Disadvantage on ability checks and attack rolls."
      }
    ],
    "cheery": [
      {
        "document": 1697,
        "excerpt": "the demiplane takes. It could be a tranquil garden, a cheery tavern, an immense palace, a tropical island, a fantastic carnival, or whatever else you can imagine. Re"
      }
    ],
    "cheese": [
      {
        "document": 923,
        "excerpt": "Cheese (wedge)"
      }
    ],
    "cherished": [
      {
        "document": 134,
        "excerpt": "he magic used to create it. A sentient item might be a cherished ally to its wielder or a continual thorn in the side. Most sentient items are weapons, but other kinds"
      }
    ],
    "chess": [
      {
        "document": 820,
        "excerpt": "An old chess piece made from glass"
      }
    ],
    "chest": [
      {
        "document": 26,
        "excerpt": "fferent things: one adventurer might search a treasure chest while a second examines a mysterious symbol engraved on a wall and a third keeps watch for monsters. Out"
      },
      {
        "document": 266,
        "excerpt": "44 A mechanical canary inside a lamp 45 A miniature chest carved to look like it has numerous feet on the bottom 46 A dead sprite inside a clear glass bottle 47"
      },
      {
        "document": 418,
        "excerpt": "(DC 20) Craft: Club, Greatclub, Quarterstaff, Barrel, Chest, Ladder, Pole, Portable Ram, Torch"
      },
      {
        "document": 469,
        "excerpt": "Chest (5 GP)"
      },
      {
        "document": 477,
        "excerpt": "A Diplomat's Pack contains the following items: Chest, Fine Clothes, Ink, 5 Ink Pens, Lamp, 2 Map or Scroll Cases, 4 flasks of Oil, 5 sheets of Paper, 5 sheet"
      },
      {
        "document": 890,
        "excerpt": "Secret Chest"
      },
      {
        "document": 931,
        "excerpt": "Chest"
      },
      {
        "document": 944,
        "excerpt": "Small (chest, lute)"
      },
      {
        "document": 1043,
        "excerpt": "Chest"
      },
      {
        "document": 1293,
        "excerpt": "within an object that can be closed (such as a book or chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or"
      },
      {
        "document": 1332,
        "excerpt": "n see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents"
      },
      {
        "document": 1362,
        "excerpt": "object - such as a chair, muddy footprints, or a small chest - it must be no larger than a 5-foot Cube. The image can't create sound, light, smell, or any other sens"
      },
      {
        "document": 1415,
        "excerpt": "Secret Chest"
      },
      {
        "document": 1451,
        "excerpt": "within an object that can be closed (such as a book or chest). The glyph can cover an area no larger than 10 feet in diameter. If you choose an object, it must remai"
      }
    ],
    "chief": [
      {
        "document": 975,
        "excerpt": "in Druidic. The circle's wisest members preside as the chief priests of their communities."
      }
    ],
    "childhood": [
      {
        "document": 227,
        "excerpt": "r character: - Who raised you? - Who was your dearest childhood friend? - Did you grow up with a pet? - Have you fallen in love? If so, with whom? - Did you join an org"
      },
      {
        "document": 820,
        "excerpt": "sic box that plays a song you dimly remember from your childhood"
      }
    ],
    "chill": [
      {
        "document": 859,
        "excerpt": "Chill Touch"
      },
      {
        "document": 872,
        "excerpt": "Chill Touch"
      },
      {
        "document": 885,
        "excerpt": "Chill Touch"
      },
      {
        "document": 990,
        "excerpt": "an also deal 1d10 Fire damage to that target. Frost's Chill (Frost Giant). When you hit a target with an attack roll and deal damage to it, you can also deal 1d6 Co"
      },
      {
        "document": 992,
        "excerpt": "u have Resistance to Necrotic damage.You also know the Chill Touch cantrip. | False Life | Ray of Enfeeblement | | Infernal | You have Resistance to Fire damage"
      },
      {
        "document": 1190,
        "excerpt": "Chill Touch"
      },
      {
        "document": 1271,
        "excerpt": "feet. The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you Resistance to Cold damage, and the chill shield grants"
      },
      {
        "document": 1386,
        "excerpt": "ect no larger than 1 cubic foot. Minor Sensation. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. Magic Mark. You make a color, a s"
      },
      {
        "document": 1769,
        "excerpt": "all expended uses at the start of each of its turns. Chill. The dragon uses Spellcasting to cast Hold Monster. The dragon can't take this action again until the st"
      },
      {
        "document": 1781,
        "excerpt": "all expended uses at the start of each of its turns. Chill. The dragon uses Spellcasting to cast Hold Monster. The dragon can't take this action again until the st"
      }
    ],
    "chime": [
      {
        "document": 1539,
        "excerpt": "Chime of Opening"
      }
    ],
    "chimera": [
      {
        "document": 1826,
        "excerpt": "Chimera"
      }
    ],
    "chip": [
      {
        "document": 1421,
        "excerpt": "V, S, M (a chip of mica)"
      }
    ],
    "chisel": [
      {
        "document": 426,
        "excerpt": "Ability: Strength Weight: 8 lb. Utilize: Chisel a symbol or hole in stone (DC 10) Craft: Block and Tackle"
      }
    ],
    "chitter": [
      {
        "document": 1999,
        "excerpt": "mimic simple sounds it has heard, such as a whisper or chitter. A hearer can discern the sounds are imitations with a successful DC 10 Wisdom (Insight) check."
      }
    ],
    "choice": [
      {
        "document": 252,
        "excerpt": "this approach, each character gains one feat of their choice for every 30,000 XP the character earns above 355,000 XP. Epic Boon feats are especially appropriate for"
      },
      {
        "document": 266,
        "excerpt": "lled with liquid, sand, spiders, or broken glass (your choice) 48 A glass orb filled with water, in which swims a clockwork goldfish 49 A silver spoon with an M eng"
      },
      {
        "document": 288,
        "excerpt": "ial traits listed for it. Some traits involve making a choice from a handful of options."
      },
      {
        "document": 296,
        "excerpt": "Each background offers a choice between a package of equipment and 50 GP."
      },
      {
        "document": 365,
        "excerpt": "necessities. At the start of each week or month (GM's choice), choose a lifestyle below - Wretched, Squalid, Poor, Modest, Comfortable, Wealthy, or Aristocratic - an"
      },
      {
        "document": 464,
        "excerpt": "When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier f"
      },
      {
        "document": 502,
        "excerpt": "geting Yourself. If a spell targets a creature of your choice, you can choose yourself unless the creature must be Hostile or specifically a creature other than you."
      },
      {
        "document": 563,
        "excerpt": "instead appear in the nearest unoccupied space of your choice. The description of a teleportation effect tells you if you must see the teleportation's destination."
      },
      {
        "document": 783,
        "excerpt": "An object of the GM’s choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the"
      },
      {
        "document": 789,
        "excerpt": "ts, and the mixture becomes an ingested poison of your choice (see “Poison” in “Gameplay Toolbox”)."
      },
      {
        "document": 793,
        "excerpt": "er, beer, mayonnaise, tea, vinegar, wine, or oil (GM’s choice) 30 feet into the air for 1d4 minutes."
      },
      {
        "document": 962,
        "excerpt": "f two kinds of Simple or Martial Melee weapons of your choice, such as Great-axes and Handaxes. Whenever you finish a Long Rest, you can practice weapon drills and ch"
      },
      {
        "document": 963,
        "excerpt": ") Leather Armor, 2 Daggers, Musical Instrument of your choice, Entertainer’s Pack, and 19 GP; or (B) 90 GP"
      },
      {
        "document": 964,
        "excerpt": "escription. Cantrips. You know three cantrips of your choice from the Cleric spell list. Guidance, Sacred Flame, and Thaumaturgy are recommended. Whenever you gain"
      },
      {
        "document": 965,
        "excerpt": "description. Cantrips. You know two cantrips of your choice from the Druid spell list. Druidcraft and Produce Flame are recommended. Whenever you gain a Druid leve"
      },
      {
        "document": 966,
        "excerpt": "martial prowess and gain a Fighting Style feat of your choice (see “Feats”). Defense is recommended. Whenever you gain a Fighter level, you can replace the feat you"
      },
      {
        "document": 967,
        "excerpt": "You gain a Monk subclass of your choice. The Warrior of the Open Hand subclass is detailed after this class's description. A subclass is a speci"
      },
      {
        "document": 968,
        "excerpt": "the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longswords and Javelins. Whenever you finish a Long Rest, you"
      },
      {
        "document": 969,
        "excerpt": "he mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longbows and Shortswords. Whenever you finish a Long Rest, you"
      },
      {
        "document": 970,
        "excerpt": "n Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended if you have proficiency in them. At Rogue level 6, you gai"
      },
      {
        "document": 971,
        "excerpt": "on. Cantrips. You know four Sorcerer cantrips of your choice. Light, Prestidigitation, Shocking Grasp, and Sorcerous Burst are recommended. Whenever you gain a Sorce"
      },
      {
        "document": 972,
        "excerpt": "lity or other lessons. You gain one invocation of your choice, such as Pact of the Tome. Invocations are described in the “Eldritch Invocation Options” section later"
      },
      {
        "document": 973,
        "excerpt": "ion. Cantrips. You know three Wizard cantrips of your choice. Light, Mage Hand, and Ray of Frost are recommended. Whenever you finish a Long Rest, you can replace on"
      },
      {
        "document": 974,
        "excerpt": "You gain another Fighting Style feat of your choice."
      },
      {
        "document": 975,
        "excerpt": "s Sphere centered on that point. Each creature of your choice in the Sphere must make a Constitution saving throw against your spell save DC, taking 2d6 Necrotic dama"
      },
      {
        "document": 976,
        "excerpt": "You gain proficiency with three skills of your choice."
      },
      {
        "document": 980,
        "excerpt": "You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one. Coloss"
      },
      {
        "document": 983,
        "excerpt": "nd primal power. When you do so, each creature of your choice in a 30-foot Emanation originating from you must make a Wisdom saving throw (DC 8 plus your Strength mod"
      },
      {
        "document": 986,
        "excerpt": "kind of dragon from the Draconic Ancestors table. Your choice affects your Breath Weapon and Damage Resistance traits as well as your appearance. Draconic Ancestors"
      },
      {
        "document": 992,
        "excerpt": "You gain proficiency in one skill of your choice."
      },
      {
        "document": 999,
        "excerpt": "quisite: Level 4+) Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. This feat can't increase an ability score abov"
      },
      {
        "document": 1002,
        "excerpt": "ity Score Increase. Increase one ability score of your choice by 1, to a maximum of 30. Peerless Aim. When you miss with an attack roll, you can hit instead. Once yo"
      },
      {
        "document": 1003,
        "excerpt": "ity Score Increase. Increase one ability score of your choice by 1, to a maximum of 30. Blink Steps. Immediately after you take the Attack action or the Magic action"
      },
      {
        "document": 1004,
        "excerpt": "ity Score Increase. Increase one ability score of your choice by 1, to a maximum of 30. Improve Fate. When you or another creature within 60 feet of you succeeds on"
      },
      {
        "document": 1007,
        "excerpt": "ity Score Increase. Increase one ability score of your choice by 1, to a maximum of 30. Merge with Shadows. While within Dim Light or Darkness, you can give yourself"
      },
      {
        "document": 1008,
        "excerpt": "ity Score Increase. Increase one ability score of your choice by 1, to a maximum of 30. Truesight. You have Truesight with a range of 60 feet. ---"
      },
      {
        "document": 1012,
        "excerpt": "enefits. Two Cantrips. You learn two cantrips of your choice from the Cleric, Druid, or Wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting abi"
      },
      {
        "document": 1014,
        "excerpt": "cy in any combination of three skills or tools of your choice. Repeatable. You can take this feat more than once."
      },
      {
        "document": 1155,
        "excerpt": "rsel of food) Duration: 24 hours A Tiny Beast of your choice that you can see within range must succeed on a Charisma saving throw, or it attempts to deliver a messa"
      },
      {
        "document": 1156,
        "excerpt": "get shape-shifts into a Large or smaller Beast of your choice that has a Challenge Rating of 4 or lower. You can choose a different form for each target. On later tur"
      },
      {
        "document": 1161,
        "excerpt": "hrow when it comes within 120 feet of the target. Your choice of antipathy or sympathy determines what happens to a creature when it fails that save: Antipathy. The"
      },
      {
        "document": 1171,
        "excerpt": "tration, up to 1 minute Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this"
      },
      {
        "document": 1172,
        "excerpt": "tead transported to a random location on a plane (GM's choice) associated with its creature type. Using a Higher-Level Spell Slot. You can target one additional crea"
      },
      {
        "document": 1176,
        "excerpt": "he target suffers one of the following effects of your choice: - Choose one ability. The target has Disadvantage on ability checks and saving throws made with that a"
      },
      {
        "document": 1181,
        "excerpt": "row, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns, the target repeats the save, ending the spell on its"
      },
      {
        "document": 1182,
        "excerpt": "ereal Plane. You return to an unoccupied space of your choice that you can see within 10 feet of the space you left. If no unoccupied space is available within that r"
      },
      {
        "document": 1186,
        "excerpt": "e creature becomes Indifferent about creatures of your choice that it's Hostile toward. This indifference ends if the target takes damage or witnesses its allies taki"
      },
      {
        "document": 1187,
        "excerpt": "that target to as many as three other targets of your choice, each of which must be within 30 feet of the first target. A target can be a creature or an object and c"
      },
      {
        "document": 1191,
        "excerpt": "the d8s, the orb leaps to a different target of your choice within 30 feet of the target. Make an attack roll against the new target, and make a new damage roll. Th"
      },
      {
        "document": 1198,
        "excerpt": "- Location of one Challenge Rating 10+ creature (GM's choice) that is a Celestial, an Elemental, a Fey, a Fiend, or an Undead - The most prevalent kind of plant, min"
      },
      {
        "document": 1201,
        "excerpt": ": Concentration, up to 1 minute Each creature of your choice that you can see within range must succeed on a Wisdom saving throw or have the Charmed condition until"
      },
      {
        "document": 1207,
        "excerpt": "the duration, and it looks like a Fey creature of your choice. When the spirit appears, you can make one melee spell attack against a creature within 5 feet of it. On"
      },
      {
        "document": 1208,
        "excerpt": "n. This damage is Acid, Cold, Fire, or Lightning (your choice when you make the attack). In addition, the ground in the Emanation is Difficult Terrain for your enemi"
      },
      {
        "document": 1217,
        "excerpt": "is bland but nourishing and looks like a food of your choice, and the water is clean. The food spoils after 24 hours if uneaten."
      },
      {
        "document": 1228,
        "excerpt": "30 feet in each dimension, made of wood or stone (your choice). When the spell ends, the door vanishes, and any objects inside the demiplane remain there. Any creatu"
      },
      {
        "document": 1237,
        "excerpt": "nents: V Duration: Instantaneous One creature of your choice that you can see within range hears a discordant melody in its mind. The target makes a Wisdom saving th"
      },
      {
        "document": 1241,
        "excerpt": "ith power from the Upper Planes. Each creature of your choice in range makes a Charisma saving throw. On a failed save, a target that has 50 Hit Points or fewer suffe"
      },
      {
        "document": 1255,
        "excerpt": "distracting string of words, causing creatures of your choice that you can see within range to make a Wisdom saving throw. Any creature you or your companions are fig"
      },
      {
        "document": 1258,
        "excerpt": "n, your eyes become an inky void. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of th"
      },
      {
        "document": 1260,
        "excerpt": "nge are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration, obj"
      },
      {
        "document": 1265,
        "excerpt": "sters”), though it is a Celestial, Fey, or Fiend (your choice) instead of a Beast. Your familiar acts independently of you, but it obeys your commands. Telepathic Co"
      },
      {
        "document": 1266,
        "excerpt": "ppears as a loyal steed in an unoccupied space of your choice within range. This creature uses the Otherworldly Steed stat block. If you already have a steed from thi"
      },
      {
        "document": 1267,
        "excerpt": "is and in what direction it lies. Whenever you face a choice of paths along the way there, you know which path is the most direct."
      },
      {
        "document": 1278,
        "excerpt": "3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration and can hold up to 500 pounds. If more"
      },
      {
        "document": 1281,
        "excerpt": "e creature takes 5d10 Radiant or Necrotic damage (your choice when you cast this spell). You can designate a password when you cast the spell. A creature that speaks"
      },
      {
        "document": 1285,
        "excerpt": "us A frigid globe streaks from you to a point of your choice within range, where it explodes in a 60-foot-radius Sphere. Each creature in that area makes a Constitut"
      },
      {
        "document": 1293,
        "excerpt": "Acid, Cold, Fire, Lightning, or Thunder damage (your choice when you create the glyph) on a failed save or half as much damage on a successful one. Spell Glyph. Yo"
      },
      {
        "document": 1299,
        "excerpt": ", at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you believes it is going in the op"
      },
      {
        "document": 1303,
        "excerpt": "you choose have Resistance to one damage type of your choice while in the area. Silence. No sound can emanate from within the area, and no sound can reach into it."
      },
      {
        "document": 1308,
        "excerpt": "ponents: V Duration: Instantaneous A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier."
      },
      {
        "document": 1314,
        "excerpt": "n: Concentration, up to 1 minute One creature of your choice that you can see within range makes a Wisdom saving throw. On a failed save, it has the Prone and Incapa"
      },
      {
        "document": 1317,
        "excerpt": "0-foot Emanation. While in the aura, creatures of your choice have Advantage on all saving throws, and other creatures have Disadvantage on attack rolls against them."
      },
      {
        "document": 1324,
        "excerpt": "also affected by one of the following effects of your choice: Burial. The target is entombed beneath the earth in a hollow globe of magical force that is just large"
      },
      {
        "document": 1335,
        "excerpt": "up to 10 minutes One creature or loose object of your choice that you can see within range rises vertically up to 20 feet and remains suspended there for the duratio"
      },
      {
        "document": 1346,
        "excerpt": "of magical force. Each dart strikes a creature of your choice that you can see within range. A dart deals 1d4 + 1 Force damage to its target. The darts all strike sim"
      },
      {
        "document": 1353,
        "excerpt": "V Duration: Instantaneous Up to six creatures of your choice that you can see within range regain Hit Points equal to 2d4 plus your spellcasting ability modifier. U"
      },
      {
        "document": 1375,
        "excerpt": "e appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, and it is equipped with a saddle, bit, and bridle. A"
      },
      {
        "document": 1376,
        "excerpt": "though you might get a different creature anyway (GM's choice). When the creature appears, it is under no compulsion to behave a particular way. You can ask it to pe"
      },
      {
        "document": 1385,
        "excerpt": "Duration: Instantaneous Up to five creatures of your choice who remain within range for the spell's entire casting gain the benefits of a Short Rest and also regain"
      },
      {
        "document": 1387,
        "excerpt": "creature teleports to another plane of existence (GM's choice). 8 Special. The target is struck by two rays. Roll twice, rerolling any 8."
      },
      {
        "document": 1388,
        "excerpt": "creature teleports to another plane of existence (GM’s choice). Additional Effects: This layer is destroyed by Dispel Magic."
      },
      {
        "document": 1393,
        "excerpt": "re you touch has Resistance to one damage type of your choice: Acid, Cold, Fire, Lightning, or Thunder."
      },
      {
        "document": 1417,
        "excerpt": "u give an illusory appearance to each creature of your choice that you can see within range. An unwilling target can make a Charisma saving throw, and if it succeeds,"
      },
      {
        "document": 1421,
        "excerpt": "nstantaneous A loud noise erupts from a point of your choice within range. Each creature in a 10-foot-radius Sphere centered there makes a Constitution saving throw,"
      },
      {
        "document": 1422,
        "excerpt": "nutes A shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration."
      },
      {
        "document": 1424,
        "excerpt": "Force damage or the weapon's normal damage type (your choice). The spell ends early if you cast it again or if you let go of the weapon. Cantrip Upgrade. The damag"
      },
      {
        "document": 1430,
        "excerpt": ": Concentration, up to 1 minute Each creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have"
      },
      {
        "document": 1432,
        "excerpt": "ute You alter time around up to six creatures of your choice in a 40-foot Cube within range. Each target must succeed on a Wisdom saving throw or be affected by this"
      },
      {
        "document": 1436,
        "excerpt": "s You grant the semblance of life to a corpse of your choice within range, allowing it to answer questions you pose. The corpse must have a mouth, and this spell fai"
      },
      {
        "document": 1440,
        "excerpt": "tral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate creatures to be un"
      },
      {
        "document": 1441,
        "excerpt": "oating, spectral force that resembles a weapon of your choice and lasts for the duration. The force appears within range in a space of your choice, and you can immedi"
      },
      {
        "document": 1448,
        "excerpt": "6 damage of a type this spirit has Resistance to (your choice when you cast the spell). Success: Half damage."
      },
      {
        "document": 1453,
        "excerpt": "athic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures that can't"
      },
      {
        "document": 1455,
        "excerpt": "r location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal ope"
      },
      {
        "document": 1456,
        "excerpt": "stantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. Tremors. You cause"
      },
      {
        "document": 1462,
        "excerpt": "ut of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, y"
      },
      {
        "document": 1466,
        "excerpt": "adiant damage or the weapon's normal damage type (your choice). Cantrip Upgrade. Whether you deal Radiant damage or the weapon's normal damage type, the attack deals"
      },
      {
        "document": 1478,
        "excerpt": "This spell grants up to ten willing creatures of your choice within range the ability to breathe underwater until the spell ends. Affected creatures also retain thei"
      },
      {
        "document": 1479,
        "excerpt": "ge from the heat). Up to ten willing creatures of your choice within range gain this ability for the duration. An affected target must take a Bonus Action to pass fr"
      },
      {
        "document": 1481,
        "excerpt": "lusory terrors in others' minds. Each creature of your choice in a 30-foot-radius Sphere centered on a point within range makes a Wisdom saving throw. On a failed sav"
      },
      {
        "document": 1482,
        "excerpt": ": 8 hours You and up to ten willing creatures of your choice within range assume gaseous forms for the duration, appearing as wisps of cloud. While in this cloud for"
      },
      {
        "document": 1484,
        "excerpt": "y, you can create one of the following effects of your choice: Object Creation. You create one object of up to 25,000 GP in value that isn't a magic item. The object"
      },
      {
        "document": 1555,
        "excerpt": "flies up to 30 feet, and attacks one creature of your choice within 5 feet of itself. The weapon uses your attack roll and adds your ability modifier to damage rolls"
      },
      {
        "document": 1556,
        "excerpt": "whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the fol"
      },
      {
        "document": 1594,
        "excerpt": "sack requires a Utilize action or a Bonus Action (your choice). When you reach into the haversack for a specific item, the item is always magically on top. If any of"
      },
      {
        "document": 1608,
        "excerpt": "to two floors, with a ladder, staircase, or ramp (your choice) connecting them. This ladder, staircase, or ramp ends at a trap-door leading to the roof. When created,"
      },
      {
        "document": 1617,
        "excerpt": "elease a wave of terror from it. Each creature of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1"
      },
      {
        "document": 1627,
        "excerpt": "beyond your declared draws. Rogue. An NPC of the GM's choice becomes Hostile toward you. You don't know the identity of this NPC until they or someone else reveals i"
      },
      {
        "document": 1641,
        "excerpt": "ate an eerie, spellbinding tune. Each creature of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1"
      },
      {
        "document": 1691,
        "excerpt": "feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging"
      },
      {
        "document": 1694,
        "excerpt": "ade functions as a magic Longsword or Shortsword (your choice) that deals an extra 2d6 Fire damage on a hit. Button 2. The rod's flanged head folds down and two cresc"
      },
      {
        "document": 1696,
        "excerpt": "e rod and command obedience from each creature of your choice that you can see within 120 feet of yourself. Each target must succeed on a DC 15 Wisdom saving throw or"
      },
      {
        "document": 1699,
        "excerpt": "Restrained by the rope can take an action to make its choice of a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check. On a successful check, the target is no"
      },
      {
        "document": 1711,
        "excerpt": "us Action to cause it to move in one direction of your choice, up to a number of feet equal to 5 times your Intelligence modifier (minimum 5 feet). Any creature whose"
      },
      {
        "document": 1766,
        "excerpt": "nt it reappears in an unoccupied space of the dragon's choice within 120 feet of the dragon. Failure or Success: The dragon can't take this action again until the sta"
      },
      {
        "document": 1778,
        "excerpt": "nt it reappears in an unoccupied space of the dragon's choice within 120 feet of the dragon. Failure or Success: The dragon can't take this action again until the sta"
      },
      {
        "document": 1796,
        "excerpt": "each of the azer's turns, each creature of the azer's choice in a 5-foot Emanation originating from the azer takes 5 (1d10) Fire damage unless the azer has the Incap"
      },
      {
        "document": 1832,
        "excerpt": "The commoner has proficiency in one skill of the GM's choice and has Advantage whenever it makes an ability check using that skill."
      },
      {
        "document": 1867,
        "excerpt": "r Cry (Recharge 5–6). The giant or one creature of its choice that can see or hear it gains 16 (2d10 + 5) Temporary Hit Points and has Advantage on attack rolls until"
      },
      {
        "document": 1921,
        "excerpt": "ssociated with one of the following damage types (GM's choice): Acid, Cold, Fire, Lightning, or Poison. This choice affects other aspects of the stat block."
      },
      {
        "document": 1966,
        "excerpt": "o an unoccupied space it can see. Each creature of its choice that it can see within 5 feet of its destination space has the Blinded condition until the end of the mu"
      },
      {
        "document": 2010,
        "excerpt": "salamander's turns, each creature of the salamander's choice in a 5-foot Emanation originating from the salamander takes 7 (2d6) Fire damage."
      },
      {
        "document": 2039,
        "excerpt": "20 ft., Climb or Fly 20 ft. (GM's choice)"
      }
    ],
    "choices": [
      {
        "document": 239,
        "excerpt": "res are detailed there too. Some class features offer choices. Make sure to read all your features and make any offered choices."
      },
      {
        "document": 243,
        "excerpt": "res you gain at your new level in that class. Make any choices offered by a new feature. 4: Adjust Proficiency Bonus. A character's Proficiency Bonus increases at cer"
      },
      {
        "document": 247,
        "excerpt": "aracter's moral compass. 5: Fill in Details. Using the choices you've made, fill in the remaining details on your character sheet."
      },
      {
        "document": 662,
        "excerpt": "pons or armor, as characters get them from their class choices."
      },
      {
        "document": 962,
        "excerpt": "practice weapon drills and change one of those weapon choices. When you reach certain Barbarian levels, you gain the ability to use the mastery properties of more ki"
      },
      {
        "document": 966,
        "excerpt": "practice weapon drills and change one of those weapon choices. When you reach certain Fighter levels, you gain the ability to use the mastery properties of more kind"
      },
      {
        "document": 1402,
        "excerpt": "10 | Tiefling | The reincarnated creature makes any choices that a species' description offers, and the creature recalls its former life. It retains the capabilitie"
      }
    ],
    "choking": [
      {
        "document": 557,
        "excerpt": "ation begins. When a creature runs out of breath or is choking, it gains 1 Exhaustion level at the end of each of its turns. When a creature can breathe again, it remo"
      },
      {
        "document": 1566,
        "excerpt": "Dust of Sneezing and Choking"
      }
    ],
    "choose": [
      {
        "document": 19,
        "excerpt": "a spell trying to invade your mind. You don’t normally choose to make a save; you must make one because your character or a monster (if you’re the GM) is at risk. A s"
      },
      {
        "document": 27,
        "excerpt": "features that give different ways to calculate AC must choose which one to use; only one base calculation can be in effect for a creature."
      },
      {
        "document": 33,
        "excerpt": "you can reroll or replace only one die, not both. You choose which one. For example, if you have Heroic Inspiration (see the sidebar below) and roll a 3 and an 18 o"
      },
      {
        "document": 44,
        "excerpt": "n take only one Bonus Action on your turn, so you must choose which Bonus Action to use if you have more than one available. You choose when to take a Bonus Action d"
      },
      {
        "document": 67,
        "excerpt": "play Toolbox” has rules that affect which pace you can choose in certain types of terrain. Travel Pace Distance Traveled Per ... Each travel pace has a game effect,"
      },
      {
        "document": 68,
        "excerpt": "Travelers in wagons, carriages, or other land vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the vessel, and they don"
      },
      {
        "document": 85,
        "excerpt": "of a spell, an attack has the following structure: 1: Choose a Target. Pick a target within your attack's range: a creature, an object, or a location. 2: Determine M"
      },
      {
        "document": 115,
        "excerpt": "rd or Longbow. If no weapon type is specified, you may choose the type or determine it randomly. Ammunition. If a magic weapon has the Ammunition property, ammunitio"
      },
      {
        "document": 136,
        "excerpt": "as Chain Mail or Plate Armor. If no type is specified, choose the type or determine it randomly."
      },
      {
        "document": 137,
        "excerpt": "ic item has Intelligence, Wisdom, and Charisma scores. Choose the item's abilities, or determine them randomly as follows: roll 4d6 for each one, dropping the lowest"
      },
      {
        "document": 139,
        "excerpt": "ts thoughts telepathically, or speaking aloud. You can choose how it communicates or roll on the Sentient Item's Communication table."
      },
      {
        "document": 140,
        "excerpt": "ceive its surroundings out to a limited range. You can choose its senses or roll on the Sentient Item's Senses table."
      },
      {
        "document": 180,
        "excerpt": "uge, or Gargantuan. If size options are presented, you choose the creature's size from those options. See \"Playing the Game\" for information on size."
      },
      {
        "document": 226,
        "excerpt": "Choose a Species"
      },
      {
        "document": 228,
        "excerpt": "Choose Languages"
      },
      {
        "document": 234,
        "excerpt": "Choose your character's alignment from the options below, and note it on your character sheet. The game assume"
      },
      {
        "document": 236,
        "excerpt": "Choose a Character Sheet"
      },
      {
        "document": 241,
        "excerpt": "antrips you know, and how many spells you can prepare. Choose your cantrips and prepared spells, and note them - along with your number of spell slots - on your chara"
      },
      {
        "document": 243,
        "excerpt": "When you gain a level, follow these steps: 1: Choose a Class. Most characters advance in the same class. However, you might decide to gain a level in another"
      },
      {
        "document": 245,
        "excerpt": "bilities. They learn their starting class features and choose a subclass. The threats they face usually pose a danger to local farmsteads or villages."
      },
      {
        "document": 247,
        "excerpt": "make a character; each step is explored in detail: 1: Choose a Class. Every adventurer is a member of a class. A class broadly describes a character's vocation, spec"
      },
      {
        "document": 252,
        "excerpt": "ly appropriate for these bonus feats, but a player can choose any feat for which their level 20 character qualifies. in the “Level Advancement” section. You begin wi"
      },
      {
        "document": 258,
        "excerpt": "Step 1: Choose Class"
      },
      {
        "document": 262,
        "excerpt": "ture and a Sorcerer's Draconic Resilience feature must choose only one of those features as a way to calculate Armor Class."
      },
      {
        "document": 271,
        "excerpt": "Choose a Background"
      },
      {
        "document": 272,
        "excerpt": "Choose Starting Equipment"
      },
      {
        "document": 283,
        "excerpt": "When you choose your character's species, you determine whether your character is a human or a member of a fantastical s"
      },
      {
        "document": 286,
        "excerpt": "e species include such diversity of size that you can choose whether your character is Small or Medium."
      },
      {
        "document": 288,
        "excerpt": "on the species' physiology or magical nature. When you choose a species, your character gets all the special traits listed for it. Some traits involve making a choice"
      },
      {
        "document": 302,
        "excerpt": "y, which is noted in the feat. If you're instructed to choose a feat from a specific category, such as the Origin category, that category must appear under the feat's"
      },
      {
        "document": 365,
        "excerpt": "es. At the start of each week or month (GM's choice), choose a lifestyle below - Wretched, Squalid, Poor, Modest, Comfortable, Wealthy, or Aristocratic - and pay the"
      },
      {
        "document": 502,
        "excerpt": "If a spell targets a creature of your choice, you can choose yourself unless the creature must be Hostile or specifically a creature other than you. Areas of Effect"
      },
      {
        "document": 534,
        "excerpt": ". If a rule gives you another base AC calculation, you choose which calculation to use; you can't use more than one. See also \"Attack Roll.\""
      },
      {
        "document": 535,
        "excerpt": "ble circumstance will trigger your Reaction. Then, you choose the action you will take in response to that trigger, or you choose to move up to your Speed in response"
      },
      {
        "document": 548,
        "excerpt": "ned in this glossary. If you have more than one speed, choose which one to use when you move; you can switch between the speeds during your move. Whenever you switch,"
      },
      {
        "document": 568,
        "excerpt": "5 feet of you. Whenever you use your Unarmed Strike, choose one of the following options for its effect. Damage. You make an attack roll against the target. Your b"
      },
      {
        "document": 612,
        "excerpt": "d instead of your Speed when you take this action. You choose which speed to use each time you take it. See also “Speed.”"
      },
      {
        "document": 619,
        "excerpt": "On your turn, you can take one action. Choose which action to take from those below or from the special actions provided by your features. See also “P"
      },
      {
        "document": 637,
        "excerpt": "you do one of the following. Assist an Ability Check. Choose one of your skill or tool proficiencies and one ally who is near enough for you to assist verbally or p"
      },
      {
        "document": 659,
        "excerpt": "2: Choose a Feat"
      },
      {
        "document": 660,
        "excerpt": "3: Choose Skill Proficiencies"
      },
      {
        "document": 661,
        "excerpt": "4: Choose a Tool Proficiency"
      },
      {
        "document": 662,
        "excerpt": "5: Choose Equipment"
      },
      {
        "document": 724,
        "excerpt": "nt”) to determine their rate of travel, and they don't choose a travel pace."
      },
      {
        "document": 727,
        "excerpt": "Step 1: Choose a Difficulty"
      },
      {
        "document": 738,
        "excerpt": "1: Choose Abilities"
      },
      {
        "document": 789,
        "excerpt": "Only one potion works, but its effects are permanent. Choose the simplest effect to make permanent or the one that seems the most fun. For example, a Potion of Heali"
      },
      {
        "document": 962,
        "excerpt": "Choose 2: Animal Handling, Athletics, Intimidation, Nature, Perception, or Survival"
      },
      {
        "document": 963,
        "excerpt": "Choose any 3 skills (see “Playing the Game”)"
      },
      {
        "document": 964,
        "excerpt": "Choose 2: History, Insight, Medicine, Persuasion, or Religion"
      },
      {
        "document": 965,
        "excerpt": "Choose 2: Animal Handling, Arcana, Insight, Medicine, Nature, Perception, Religion, or Survival"
      },
      {
        "document": 966,
        "excerpt": "Choose 2: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Persuasion, Perception, or Su"
      },
      {
        "document": 967,
        "excerpt": "Choose 2: Acrobatics, Athletics, History, Insight, Religion, or Stealth"
      },
      {
        "document": 968,
        "excerpt": "Choose 2: Athletics, Insight, Intimidation, Medicine, Persuasion, or Religion"
      },
      {
        "document": 969,
        "excerpt": "Choose 3: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, or Survival"
      },
      {
        "document": 970,
        "excerpt": "Choose 4: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleig"
      },
      {
        "document": 971,
        "excerpt": "Choose 2: Arcana, Deception, Insight, Intimidation, Persuasion, or Religion"
      },
      {
        "document": 972,
        "excerpt": "Choose 2: Arcana, Deception, History, Intimidation, Investigation, Nature, or Religion"
      },
      {
        "document": 973,
        "excerpt": "Choose 2: Arcana, History, Insight, Investigation, Medicine, Nature, or Religion"
      },
      {
        "document": 975,
        "excerpt": "Whenever you finish a Long Rest, choose one type of land: arid, polar, temperate, or tropical. Consult the table below that corresponds to the c"
      },
      {
        "document": 976,
        "excerpt": "see a class's section for its spell list). A spell you choose must be a cantrip or a spell for which you have spell slots, as shown in the Bard Features table. You a"
      },
      {
        "document": 977,
        "excerpt": "n affinity with a damage type associated with dragons. Choose one of those types: Acid, Cold, Fire, Lightning, or Poison. You have Resistance to that damage type, an"
      },
      {
        "document": 978,
        "excerpt": "Choose two Wizard spells from the Evocation school, each of which must be no higher than level 2, and add them"
      },
      {
        "document": 979,
        "excerpt": "Choose one damage type, other than Force, whenever you finish a Short or Long Rest. You have Resistance to that"
      },
      {
        "document": 981,
        "excerpt": "n, so a Cleric of almost any religious tradition might choose it. This domain is particularly associated with agricultural deities, gods of healing or endurance, and"
      },
      {
        "document": 986,
        "excerpt": "Your lineage stems from a dragon progenitor. Choose the kind of dragon from the Draconic Ancestors table. Your choice affects your Breath Weapon and Damage"
      },
      {
        "document": 988,
        "excerpt": "t of a lineage that grants you supernatural abilities. Choose a lineage from the Elven Lineages table. You gain the level 1 benefit of that lineage. When you reach c"
      },
      {
        "document": 989,
        "excerpt": "t of a lineage that grants you supernatural abilities. Choose one of the following options; whichever one you choose, Intelligence, Wisdom, or Charisma is your spellc"
      },
      {
        "document": 990,
        "excerpt": "You are descended from Giants. Choose one of the following benefits - a supernatural boon from your ancestry; you can use the chosen benefit a"
      },
      {
        "document": 994,
        "excerpt": "nt of a legacy that grants you supernatural abilities. Choose a legacy from the Fiendish Legacies table. You gain the level 1 benefit of the chosen legacy. When you"
      },
      {
        "document": 995,
        "excerpt": "Choose A or B: (A) Calligrapher's Supplies, Book (prayers), Holy Symbol, Parchment (10 sheets), Robe, 8 GP; or"
      },
      {
        "document": 996,
        "excerpt": "Choose A or B: (A) 2 Daggers, Thieves' Tools, Crowbar, 2 Pouches, Traveler's Clothes, 16 GP; or (B) 50 GP"
      },
      {
        "document": 997,
        "excerpt": "Choose A or B: (A) Quarterstaff, Calligrapher's Supplies, Book (history), Parchment (8 sheets), Robe, 8 GP; or"
      },
      {
        "document": 998,
        "excerpt": "Choose one kind of Gaming Set (see \"Equipment\")"
      },
      {
        "document": 1012,
        "excerpt": "a is your spellcasting ability for this feat's spells (choose when you select this feat). Level 1 Spell. Choose a level 1 spell from the same list you selected for t"
      },
      {
        "document": 1151,
        "excerpt": "s: V, S, M (a strip of white cloth) Duration: 8 hours Choose up to three creatures within range. Each target's Hit Point maximum and current Hit Points increase by 5"
      },
      {
        "document": 1152,
        "excerpt": "Duration: 8 hours You set an alarm against intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot Cube. Until the spell ends, a"
      },
      {
        "document": 1153,
        "excerpt": "entration, up to 1 hour You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic actio"
      },
      {
        "document": 1156,
        "excerpt": "on Range: 30 feet Components: V, S Duration: 24 hours Choose any number of willing creatures that you can see within range. Each target shape-shifts into a Large or"
      },
      {
        "document": 1157,
        "excerpt": "sh, and a pinch of bone dust) Duration: Instantaneous Choose a pile of bones or a corpse of a Medium or Small Humanoid within range. The target becomes an Undead cre"
      },
      {
        "document": 1158,
        "excerpt": "tion, up to 1 minute Objects animate at your command. Choose a number of nonmagical objects within range that aren't being worn or carried, aren't fixed to a surface"
      },
      {
        "document": 1161,
        "excerpt": "r and honey) Duration: 10 days As you cast the spell, choose whether it creates antipathy or sympathy, and target one creature or object that is Huge or smaller. The"
      },
      {
        "document": 1166,
        "excerpt": "the illusion lasts until dispelled. Mask (Creature). Choose a creature type other than the target's actual type. Spells and other magical effects treat the target a"
      },
      {
        "document": 1174,
        "excerpt": "ponents: V, S Duration: Concentration, up to 1 minute Choose any number of creatures within range. For the duration, each target has Advantage on Wisdom saving throw"
      },
      {
        "document": 1176,
        "excerpt": "uffers one of the following effects of your choice: - Choose one ability. The target has Disadvantage on ability checks and saving throws made with that ability. - T"
      },
      {
        "document": 1185,
        "excerpt": "tall with a 60-foot radius. When you cast the spell, choose a point you can see under the cloud. A lightning bolt shoots from the cloud to that point. Each creature"
      },
      {
        "document": 1186,
        "excerpt": "oid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (cho"
      },
      {
        "document": 1191,
        "excerpt": "s You hurl an orb of energy at a target within range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder for the type of orb you create, and then make a ranged s"
      },
      {
        "document": 1192,
        "excerpt": "ipples out in a 60-foot-radius Sphere from a point you choose within range. Each creature in that area makes a Constitution saving throw, taking 8d8 Necrotic damage o"
      },
      {
        "document": 1193,
        "excerpt": "s in place for the duration. When you cast the spell, choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As a Bon"
      },
      {
        "document": 1194,
        "excerpt": "ell's casting and finishes growing after 120 days; you choose whether the finished clone is the same age as the creature or younger. The clone remains inert and endur"
      },
      {
        "document": 1197,
        "excerpt": "m saving throw or follow the command on its next turn. Choose the command from these options: Approach. The target moves toward you by the shortest and most direct r"
      },
      {
        "document": 1198,
        "excerpt": "by construction, such as in castles and settlements. Choose three of the following facts; you learn those facts as they pertain to the spell's area: - Locations of"
      },
      {
        "document": 1203,
        "excerpt": "ure in a 10-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw, or that target can't take Bonus Actions or Reactions"
      },
      {
        "document": 1204,
        "excerpt": "within range. The pack lasts for the duration, and you choose the spirits' animal form, such as wolves, serpents, or birds. You have Advantage on Strength saving thr"
      },
      {
        "document": 1205,
        "excerpt": "range. For each creature you can see in the Cylinder, choose which of these lights shines on it: Healing Light. The target regains Hit Points equal to 4d12 plus you"
      },
      {
        "document": 1206,
        "excerpt": "anes that appears in an unoccupied space within range. Choose the spirit's element, which determines its damage type: air (Lightning), earth (Thunder), fire (Fire), o"
      },
      {
        "document": 1211,
        "excerpt": "Necrotic damage and have the Poisoned condition. Also, choose one ability when you cast the spell. While Poisoned, the target has Disadvantage on saving throws made w"
      },
      {
        "document": 1212,
        "excerpt": "tuette of yourself worth 1,500+ GP) Duration: 10 days Choose a spell of level 5 or lower that you can cast, that has a casting time of an action, and that can target"
      },
      {
        "document": 1214,
        "excerpt": "e spell ends, you control any water inside an area you choose that is a Cube up to 100 feet on a side, using one of the following effects. As a Magic action on your l"
      },
      {
        "document": 1219,
        "excerpt": "Instantaneous You can cast this spell only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a Ghoul under your contr"
      },
      {
        "document": 1222,
        "excerpt": "ium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius. As a Bonus Action, you can move the lights up to 60 fe"
      },
      {
        "document": 1236,
        "excerpt": "ge: 120 feet Components: V, S Duration: Instantaneous Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the targe"
      },
      {
        "document": 1245,
        "excerpt": "n, up to 1 minute You touch one willing creature, and choose Acid, Cold, Fire, Lightning, or Poison. Until the spell ends, the target can take a Magic action to exha"
      },
      {
        "document": 1248,
        "excerpt": "actured rock) Duration: Concentration, up to 1 minute Choose a point on the ground that you can see within range. For the duration, an intense tremor rips through th"
      },
      {
        "document": 1250,
        "excerpt": "mbers and colored, scented smoke in a 5-foot Cube. You choose the color and scent, and the embers can light candles, torches, or lamps in that area. The smoke's scent"
      },
      {
        "document": 1251,
        "excerpt": "Concentration, up to 1 hour You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has Advantage on ab"
      },
      {
        "document": 1259,
        "excerpt": "e from a patch of hemp, or clothes from flax or wool. Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained with"
      },
      {
        "document": 1264,
        "excerpt": "(a small feather or piece of down) Duration: 1 minute Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per rou"
      },
      {
        "document": 1265,
        "excerpt": "of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Cha"
      },
      {
        "document": 1266,
        "excerpt": ", a dire wolf, or an elk. Whenever you cast the spell, choose the steed's creature type - Celestial, Fey, or Fiend - which determines certain traits in the stat block"
      },
      {
        "document": 1271,
        "excerpt": "ovide you with a warm shield or a chill shield, as you choose. The warm shield grants you Resistance to Cold damage, and the chill shield grants you Resistance to Fir"
      },
      {
        "document": 1273,
        "excerpt": "neous A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius"
      },
      {
        "document": 1281,
        "excerpt": "ddition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: Aberrations, Celestials, Elementals, Fey, Fiends,"
      },
      {
        "document": 1282,
        "excerpt": "agical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose. A prison in the shape of a cage c"
      },
      {
        "document": 1287,
        "excerpt": "ameter. You can orient the portal in any direction you choose. The portal lasts for the duration, and the portal's destination is visible through it. The portal has"
      },
      {
        "document": 1288,
        "excerpt": "ore than once each day. You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell"
      },
      {
        "document": 1290,
        "excerpt": "nge and uses the Giant Insect stat block. The form you choose determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or w"
      },
      {
        "document": 1293,
        "excerpt": "When you inscribe the glyph, you set its trigger and choose whether it's an explosive rune or a spell glyph, as explained below. Set the Trigger. You decide what t"
      },
      {
        "document": 1300,
        "excerpt": "tion, up to 1 minute You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill."
      },
      {
        "document": 1302,
        "excerpt": "ng and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet"
      },
      {
        "document": 1303,
        "excerpt": "fected area has the following effects. Hallowed Ward. Choose any of these creature types: Aberration, Celestial, Elemental, Fey, Fiend, or Undead. Creatures of the c"
      },
      {
        "document": 1306,
        "excerpt": "icorice root) Duration: Concentration, up to 1 minute Choose a willing creature that you can see within range. Until the spell ends, the target's Speed is doubled, i"
      },
      {
        "document": 1307,
        "excerpt": "nge: 60 feet Components: V, S Duration: Instantaneous Choose a creature that you can see within range. Positive energy washes through the target, restoring 70 Hit Po"
      },
      {
        "document": 1309,
        "excerpt": "and a flame) Duration: Concentration, up to 1 minute Choose a manufactured metal object, such as a metal weapon or a suit of Heavy or Medium metal armor, that you c"
      },
      {
        "document": 1313,
        "excerpt": "target whenever you hit it with an attack roll. Also, choose one ability when you cast the spell. The target has Disadvantage on ability checks made with the chosen"
      },
      {
        "document": 1315,
        "excerpt": "iece of iron) Duration: Concentration, up to 1 minute Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or have the P"
      },
      {
        "document": 1316,
        "excerpt": "iece of iron) Duration: Concentration, up to 1 minute Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the P"
      },
      {
        "document": 1324,
        "excerpt": "t. The trigger can be as simple or as elaborate as you choose, but the GM must agree that it has a high likelihood of happening within the next decade. The trigger mu"
      },
      {
        "document": 1325,
        "excerpt": "e cloud moves 10 feet away from you in a direction you choose at the start of each of your turns."
      },
      {
        "document": 1327,
        "excerpt": "s fill a 20-foot-radius Sphere centered on a point you choose within range. The Sphere remains for the duration, and its area is Lightly Obscured and Difficult Terrai"
      },
      {
        "document": 1332,
        "excerpt": "Range: 60 feet Components: V Duration: Instantaneous Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a"
      },
      {
        "document": 1337,
        "excerpt": "-foot-wide Line blasts out from you in a direction you choose. Each creature in the Line makes a Dexterity saving throw, taking 8d6 Lightning damage on a failed save"
      },
      {
        "document": 1343,
        "excerpt": "nute A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away fr"
      },
      {
        "document": 1344,
        "excerpt": "Cylinder intersects with the floor or other surface. Choose one or more of the following types of creatures: Celestials, Elementals, Fey, Fiends, or Undead. The cir"
      },
      {
        "document": 1347,
        "excerpt": "ssage that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the mess"
      },
      {
        "document": 1349,
        "excerpt": "oot Cubes. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. Furnishings and other"
      },
      {
        "document": 1351,
        "excerpt": "ergy washes out from a point you can see within range. Choose up to six creatures in a 30-foot-radius Sphere centered on that point. Each target regains Hit Points eq"
      },
      {
        "document": 1352,
        "excerpt": "you. You restore up to 700 Hit Points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell also have th"
      },
      {
        "document": 1362,
        "excerpt": "ion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different time"
      },
      {
        "document": 1365,
        "excerpt": "make it gesture, speak, and behave in whatever way you choose. It is intangible and invulnerable. You can see through its eyes and hear through its ears as if you we"
      },
      {
        "document": 1369,
        "excerpt": "iature shovel) Duration: Concentration, up to 2 hours Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in"
      },
      {
        "document": 1371,
        "excerpt": "duration. While in the aura, you and each creature you choose have a +10 bonus to Dexterity (Stealth) checks and leave no tracks."
      },
      {
        "document": 1372,
        "excerpt": "or floor) within range and lasts for the duration. You choose the opening's dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no insta"
      },
      {
        "document": 1375,
        "excerpt": "om the steed. For the duration, you or a creature you choose can ride the steed. The steed uses the Riding Horse stat block (see “Monsters”), except it has a Speed o"
      },
      {
        "document": 1379,
        "excerpt": "vergrowth or the Enrichment effect below. Overgrowth. Choose a point within range. All normal plants in a 100-foot-radius Sphere centered on that point become thick"
      },
      {
        "document": 1381,
        "excerpt": "form for the duration. That form can be any Beast you choose that has a Challenge Rating equal to or less than the target's (or the target's level if it doesn't have"
      },
      {
        "document": 1386,
        "excerpt": "p to 1 hour You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of it"
      },
      {
        "document": 1392,
        "excerpt": "make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly. Physical interaction with the image reveals it to be illusory, si"
      },
      {
        "document": 1405,
        "excerpt": "tion, up to 1 minute You touch a willing creature and choose a damage type: Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison, Radiant, Slashing,"
      },
      {
        "document": 1411,
        "excerpt": "spell must succeed on a Wisdom saving throw or either choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from areas of e"
      },
      {
        "document": 1413,
        "excerpt": "up to 10 minutes You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified"
      },
      {
        "document": 1419,
        "excerpt": "spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include “after 1,000 years” or “w"
      },
      {
        "document": 1427,
        "excerpt": "hrough a 20-foot-radius Sphere centered on a point you choose within range. Any creature or object entirely inside the Sphere has Immunity to Thunder damage, and crea"
      },
      {
        "document": 1431,
        "excerpt": "-tall, 20-foot-radius Cylinder centered on a point you choose within range. The area is Heavily Obscured, and exposed flames in the area are doused. Ground in the Cy"
      },
      {
        "document": 1433,
        "excerpt": "t. On a hit, the target takes 1d8 damage of a type you choose: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder. If you roll an 8 on a d8 for this spell, you"
      },
      {
        "document": 1434,
        "excerpt": "nge: 15 feet Components: V, S Duration: Instantaneous Choose a creature within range that has 0 Hit Points and isn't dead. The creature becomes Stable. Cantrip Upgr"
      },
      {
        "document": 1448,
        "excerpt": "raits Shared Resistances. When you summon the spirit, choose one of its Resistances. You have Resistance to the chosen damage type until the spell ends. Actions Mu"
      },
      {
        "document": 1450,
        "excerpt": "hes in a 60-foot-radius Sphere centered on a point you choose within range. Each creature in the Sphere makes a Constitution saving throw. On a failed save, a creatur"
      },
      {
        "document": 1451,
        "excerpt": "ver an area no larger than 10 feet in diameter. If you choose an object, it must remain in place; if it is moved more than 10 feet from where you cast this spell, the"
      },
      {
        "document": 1452,
        "excerpt": "w. You can affect the same target round after round or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell. Crea"
      },
      {
        "document": 1454,
        "excerpt": "carried by an unwilling creature. The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the de"
      },
      {
        "document": 1459,
        "excerpt": "nation is opaque from the outside and of any color you choose, but it's transparent from the inside. The spell ends early if you leave the Emanation or if you cast i"
      },
      {
        "document": 1463,
        "excerpt": "wisp of smoke) Duration: Concentration, up to 1 hour Choose one creature or nonmagical object that you can see within range. The creature shape-shifts into a differ"
      },
      {
        "document": 1464,
        "excerpt": ". The creature then appears in an unoccupied space you choose within 10 feet of you."
      },
      {
        "document": 1467,
        "excerpt": "A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall last"
      },
      {
        "document": 1473,
        "excerpt": "le wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at"
      },
      {
        "document": 1474,
        "excerpt": "s, the creature is pushed to one side of the wall (you choose which side) and makes a Dexterity saving throw, taking 10d6 Cold damage on a failed save or half as much"
      },
      {
        "document": 1475,
        "excerpt": "l of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel mu"
      },
      {
        "document": 1476,
        "excerpt": "nge on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diam"
      },
      {
        "document": 1483,
        "excerpt": "ll of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape th"
      },
      {
        "document": 1484,
        "excerpt": "hat you can see Resistance to one damage type that you choose. This Resistance is permanent. Spell Immunity. You grant up to ten creatures you can see immunity to a"
      },
      {
        "document": 1515,
        "excerpt": "later from the ground where it was planted. The GM can choose an effect from the following table or determine it randomly."
      },
      {
        "document": 1523,
        "excerpt": "your enemy. If there are multiple possible creatures, choose one at random. On each of your turns, you must move as close to the creature as possible and take the At"
      },
      {
        "document": 1556,
        "excerpt": "ater stops pouring out at the start of your next turn. Choose from the following command words: Splash. The decanter produces 1 gallon of water. Fountain. The decan"
      },
      {
        "document": 1627,
        "excerpt": "that has a score of 5 or lower. Alternatively, you can choose not to adjust your ability scores, in which case this card has no effect. Comet. The next time you ente"
      },
      {
        "document": 1632,
        "excerpt": "n enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn. When you make a ranged attack roll with this weapon against your sworn e"
      },
      {
        "document": 1666,
        "excerpt": "of Air. The djinni appears in an unoccupied space you choose within 120 feet of yourself. It remains as long as you maintain Concentration, to a maximum of 1 hour, o"
      },
      {
        "document": 1667,
        "excerpt": "While wearing the ring, you can cast a spell from it. Choose the spell from the list of available spells based on the Elemental Plane the ring is linked to, as shown"
      },
      {
        "document": 1697,
        "excerpt": "ther willing creatures you can see to a demiplane. You choose the form the demiplane takes. It could be a tranquil garden, a cheery tavern, an immense palace, a trop"
      },
      {
        "document": 1698,
        "excerpt": "the rope to animate and move toward a destination you choose, up to the rope's length away from you. That end moves 10 feet on your turn when you first command it an"
      },
      {
        "document": 1724,
        "excerpt": "ntal. The elemental appears in an unoccupied space you choose within 30 feet of yourself, obeys your commands, and takes its turn immediately after you on your Initia"
      },
      {
        "document": 1760,
        "excerpt": "in Lair). If the aboleth fails a saving throw, it can choose to succeed instead. Mucus Cloud. While underwater, the aboleth is surrounded by mucus. Constitution Sav"
      },
      {
        "document": 1761,
        "excerpt": "y in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1762,
        "excerpt": "y in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1763,
        "excerpt": "y in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1764,
        "excerpt": "y in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1765,
        "excerpt": "y in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1766,
        "excerpt": "y in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1767,
        "excerpt": "y in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1768,
        "excerpt": "y in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1769,
        "excerpt": "y in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1770,
        "excerpt": "y in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1773,
        "excerpt": "y in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1774,
        "excerpt": "y in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1775,
        "excerpt": "y in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1776,
        "excerpt": "y in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1777,
        "excerpt": "y in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1778,
        "excerpt": "y in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1779,
        "excerpt": "y in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1780,
        "excerpt": "y in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1781,
        "excerpt": "y in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1782,
        "excerpt": "y in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1799,
        "excerpt": "nce (3/Day). If the balor fails a saving throw, it can choose to succeed instead. Magic Resistance. The balor has Advantage on saving throws against spells and other"
      },
      {
        "document": 1946,
        "excerpt": "y in Lair). If the kraken fails a saving throw, it can choose to succeed instead. Siege Monster. The kraken deals double damage to objects and structures."
      },
      {
        "document": 1949,
        "excerpt": "Day in Lair). If the lich fails a saving throw, it can choose to succeed instead. Spirit Jar. If destroyed, the lich reforms in 1d10 days if it has a spirit jar, rev"
      },
      {
        "document": 1966,
        "excerpt": "ay in Lair). If the mummy fails a saving throw, it can choose to succeed instead. Magic Resistance. The mummy has Advantage on saving throws against spells and other"
      },
      {
        "document": 1986,
        "excerpt": "(4/Day). If the pit fiend fails a saving throw, it can choose to succeed instead. Magic Resistance. The pit fiend has Advantage on saving throws against spells and o"
      },
      {
        "document": 2022,
        "excerpt": "nce (4/Day). If the solar fails a saving throw, it can choose to succeed instead. Magic Resistance. The solar has Advantage on saving throws against spells and other"
      },
      {
        "document": 2024,
        "excerpt": "y in Lair). If the sphinx fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 2025,
        "excerpt": "y in Lair). If the sphinx fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 2044,
        "excerpt": "(6/Day). If the tarrasque fails a saving throw, it can choose to succeed instead. Magic Resistance. The tarrasque has Advantage on saving throws against spells and o"
      },
      {
        "document": 2053,
        "excerpt": "e (3/Day). If the unicorn fails a saving throw, it can choose to succeed instead. Magic Resistance. The unicorn has Advantage on saving throws against spells and oth"
      },
      {
        "document": 2056,
        "excerpt": "in Lair). If the vampire fails a saving throw, it can choose to succeed instead. Misty Escape. If the vampire drops to 0 Hit Points outside its resting place, the v"
      }
    ],
    "chooses": [
      {
        "document": 123,
        "excerpt": "user has more than one spellcasting ability, the user chooses which one to use with the item. If the user doesn't have a spellcasting ability, their spellcasting abi"
      },
      {
        "document": 568,
        "excerpt": "st succeed on a Strength or Dexterity saving throw (it chooses which), or it has the Grappled condition. The DC for the saving throw and any escape attempts equals 8 p"
      },
      {
        "document": 594,
        "excerpt": "ines from a point of origin in a direction its creator chooses. A Cone's width at any point along its length is equal to that point's distance from the point of origin"
      },
      {
        "document": 651,
        "excerpt": "sed on how you're interacting with the monster. The GM chooses the check, which has a default DC equal to 15 or the monster's Intelligence score, whichever is higher."
      },
      {
        "document": 756,
        "excerpt": "1–3, Common; on a 4–5, Uncommon; on a 6, Rare. The GM chooses the item, which disappears after 1 hour if it’s not consumed or destroyed before then."
      },
      {
        "document": 793,
        "excerpt": "height of the GM’s choice. The top leads where the GM chooses, such as to a great view, a cloud giant’s castle, or another plane of existence."
      },
      {
        "document": 968,
        "excerpt": "om only one Aura of Protection at a time; the creature chooses which aura while in them."
      },
      {
        "document": 1168,
        "excerpt": "at you plan to take within the next 30 minutes. The GM chooses the omen from the Omens table. Omens | Omen | For Results That Will Be ... | | :----------- |"
      },
      {
        "document": 1170,
        "excerpt": "orth, and it gains senses similar to a human's. The GM chooses statistics appropriate for the awakened Plant, such as the statistics for the Awakened Shrub or Awakene"
      },
      {
        "document": 1203,
        "excerpt": "reach, the target takes no action. | 9–10 The target chooses its behavior. At the end of each of its turns, an affected target repeats the save, ending the spell on"
      },
      {
        "document": 1299,
        "excerpt": "it is going in the opposite direction from the one it chooses. Doors. All doors in the warded area are magically locked, as if sealed by the Arcane Lock spell. In ad"
      },
      {
        "document": 1402,
        "excerpt": "table below to determine the body's species, or the GM chooses another playable species. | 1d10 | Species | 1d10 | Species | | :--- | :---------- | :--- | :-----"
      },
      {
        "document": 1504,
        "excerpt": "t to slay creatures of a particular type, which the GM chooses or determines randomly by rolling on the table below. If a creature of that type takes damage from the a"
      },
      {
        "document": 1512,
        "excerpt": "o one type of damage while you wear this armor. The GM chooses the type or determines it randomly by rolling on the following table."
      },
      {
        "document": 1513,
        "excerpt": "mage types: Bludgeoning, Piercing, or Slashing. The GM chooses the type or determines it randomly. Curse. This armor is cursed, a fact that is revealed only when the"
      },
      {
        "document": 1537,
        "excerpt": "t of it. Four sizes of Carpet of Flying exist. The GM chooses the size of a given carpet or determines it randomly by rolling on the following table. A carpet can car"
      },
      {
        "document": 1579,
        "excerpt": "exist, each with a different single-use effect. The GM chooses the kind of token or determines it randomly by rolling on the Feather Tokens table. The type of token de"
      },
      {
        "document": 1604,
        "excerpt": "ummons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly by rolling on the following table. If you blow the horn witho"
      },
      {
        "document": 1621,
        "excerpt": "s necessary to make a particular type of golem. The GM chooses the type or determines it randomly by rolling on the accompanying table. To decipher and use the manual,"
      },
      {
        "document": 1627,
        "excerpt": "hich you are proficient appears on your person. The GM chooses the weapon. Knight. You gain the service of a Knight, who magically appears in an unoccupied space you"
      },
      {
        "document": 1659,
        "excerpt": "ve Resistance to one type of damage for 1 hour. The GM chooses the type or determines it randomly by rolling on the following table."
      },
      {
        "document": 1667,
        "excerpt": "is linked to one of the four Elemental Planes. The GM chooses or randomly determines the linked plane. For example, a Ring of Elemental Command (air) is linked to the"
      },
      {
        "document": 1676,
        "excerpt": "gemstone in the ring indicates the type, which the GM chooses or determines randomly by rolling on the following table."
      },
      {
        "document": 1691,
        "excerpt": ") In addition, the robe has 4d4 other patches. The GM chooses the patches or determines them randomly by rolling on the following table. 1d100 Patch 01-08 Bag of 10"
      },
      {
        "document": 1907,
        "excerpt": "makes an attack roll against it. Response: The goblin chooses a Small or Medium ally within 5 feet of itself. The goblin and that ally swap places, and the ally becom"
      }
    ],
    "choosing": [
      {
        "document": 270,
        "excerpt": "Determining your character's origin involves choosing a background, a species, and two languages. A character's background represents the place and occupatio"
      },
      {
        "document": 271,
        "excerpt": "r character's ability scores. If you're having trouble choosing, the Ability Scores and Backgrounds table shows which backgrounds benefit which ability scores. Look for"
      },
      {
        "document": 793,
        "excerpt": "ntly increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature takes 10d6 Force damage from an internal explos"
      },
      {
        "document": 965,
        "excerpt": "el 8, you can adopt a form that has a Fly Speed. When choosing known forms, you may look in other sources for eligible Beasts if the Game Master permits you to do so."
      },
      {
        "document": 968,
        "excerpt": "eat of your choice (see “Feats” for feats). Instead of choosing one of those feats, you can choose the option below. Blessed Warrior. You learn two Cleric cantrips of"
      },
      {
        "document": 969,
        "excerpt": "ng Style feat of your choice (see \"Feats\"). Instead of choosing one of those feats, you can choose the option below. Druidic Warrior. You learn two Druid cantrips of y"
      },
      {
        "document": 989,
        "excerpt": "n you create the device, you determine its function by choosing one effect from Prestidigitation; the device produces that effect whenever you or another creature take"
      },
      {
        "document": 1389,
        "excerpt": ", you decide what sort of security the spell provides, choosing any of the following properties: - Sound can't pass through the barrier at the edge of the warded area."
      },
      {
        "document": 1753,
        "excerpt": ", you can take a Magic action to expend 1 charge while choosing a point within 120 feet of yourself. That location becomes the point of origin of a spell or other magic"
      }
    ],
    "chose": [
      {
        "document": 964,
        "excerpt": "The option you chose for Blessed Strikes grows more powerful. Divine Strike. The extra damage of your Divine Strike increase"
      },
      {
        "document": 965,
        "excerpt": "The option you chose for Elemental Fury grows more powerful, as detailed below. Potent Spellcasting. When you cast a Druid c"
      },
      {
        "document": 966,
        "excerpt": "you gain a Fighter level, you can replace the feat you chose with a different Fighting Style feat."
      },
      {
        "document": 968,
        "excerpt": "h a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Halberds and Flails."
      },
      {
        "document": 969,
        "excerpt": "h a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Longswords."
      },
      {
        "document": 970,
        "excerpt": "h a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords."
      },
      {
        "document": 1012,
        "excerpt": "ain a new level, you can replace one of the spells you chose for this feat with a different spell of the same level from the chosen spell list. Repeatable. You can"
      },
      {
        "document": 1153,
        "excerpt": "you can take a Magic action to replace the option you chose with a different one. Aquatic Adaptation. You sprout gills and grow webs between your fingers. You can"
      },
      {
        "document": 1157,
        "excerpt": "e target becomes an Undead creature: a Skeleton if you chose bones or a Zombie if you chose a corpse (see “Monsters” for the stat blocks). On each of your turns, yo"
      },
      {
        "document": 1214,
        "excerpt": "rain. The water continues to move in the direction you chose until the spell ends or you choose a different effect. Whirlpool. You cause a whirlpool to form in the"
      },
      {
        "document": 1333,
        "excerpt": "try, as determined by the GM. If the famous thing you chose isn't actually famous, you hear sad musical notes played on a trombone, and the spell fails."
      },
      {
        "document": 1347,
        "excerpt": "ce and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth"
      }
    ],
    "chosen": [
      {
        "document": 226,
        "excerpt": "liath, Halfling, Human, Orc, and Tiefling. Once you’ve chosen a species, write it on your character sheet. Then record your species’ traits. Your character's size an"
      },
      {
        "document": 268,
        "excerpt": "r level. If you start at level 3 or higher, write your chosen subclass on your character sheet. See the “Starting at Higher Levels” section later in “Character Creati"
      },
      {
        "document": 272,
        "excerpt": "tely spent on equipment from \"Equipment.\" Record your chosen equipment on your character sheet. Equipment is described in “Equipment,” but for now you can just write"
      },
      {
        "document": 295,
        "excerpt": "ficiency with one tool - either a specific tool or one chosen from the Artisan's Tools category. Tools are detailed in \"Equipment.\" ---"
      },
      {
        "document": 637,
        "excerpt": "Advantage on the next ability check they make with the chosen skill or tool. This benefit expires if the ally doesn't use it before the start of your next turn. The G"
      },
      {
        "document": 783,
        "excerpt": "You cast a spell originating from the chosen point. Roll 1d10 to determine the spell: on a 1–2, Darkness; on a 3–4, Faerie Fire; on a 5–6, Fireball;"
      },
      {
        "document": 962,
        "excerpt": "gth-based attack roll of your choice on your turn. The chosen attack roll mustn't have Disadvantage. If the chosen attack roll hits, the target takes an extra 1d10 da"
      },
      {
        "document": 963,
        "excerpt": "ells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Bard, your li"
      },
      {
        "document": 964,
        "excerpt": "ells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Cleric, your"
      },
      {
        "document": 965,
        "excerpt": "ells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Druid, your l"
      },
      {
        "document": 967,
        "excerpt": "pear, 5 Daggers, Artisan’s Tools or Musical Instrument chosen for the tool proficiency above, Explorer’s Pack, and 11 GP; or (B) 50 GP"
      },
      {
        "document": 968,
        "excerpt": "matches the number in the Paladin Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 5 Paladin, your"
      },
      {
        "document": 969,
        "excerpt": "t matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 5 Ranger, your"
      },
      {
        "document": 971,
        "excerpt": "matches the number in the Sorcerer Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Sorcerer, you"
      },
      {
        "document": 972,
        "excerpt": "ells on your list matches the number in the table. The chosen spells must be of a level no higher than what's shown in the table's Slot Level column for your level. W"
      },
      {
        "document": 973,
        "excerpt": "To do so, choose four spells from your spellbook. The chosen spells must be of a level for which you have spell slots. The number of spells on your list increases a"
      },
      {
        "document": 975,
        "excerpt": "pical. Consult the table below that corresponds to the chosen type; you have the spells listed for your Druid level and lower prepared. Arid Land Polar Land Temper"
      },
      {
        "document": 976,
        "excerpt": "shown in the Bard Features table. You always have the chosen spells prepared, and whenever you gain a Bard level, you can replace one of the spells with another spel"
      },
      {
        "document": 978,
        "excerpt": "m the Evocation school to your spellbook for free. The chosen spell must be of a level for which you have spell slots."
      },
      {
        "document": 980,
        "excerpt": "r you finish a Short or Long Rest, you can replace the chosen option with the other one. Colossus Slayer: Your tenacity can wear down even the most resilient foes. W"
      },
      {
        "document": 989,
        "excerpt": "kes a Bonus Action to activate it with a touch. If the chosen effect has options within it, you choose one of those options for the device when you create it. For exa"
      },
      {
        "document": 990,
        "excerpt": "supernatural boon from your ancestry; you can use the chosen benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you fin"
      },
      {
        "document": 992,
        "excerpt": "(about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this species"
      },
      {
        "document": 994,
        "excerpt": "(about 4–7 feet tall) or Small (about 3–4 feet tall), chosen when you select this species"
      },
      {
        "document": 1012,
        "excerpt": "feat with a different spell of the same level from the chosen spell list. Repeatable. You can take this feat more than once, but you must choose a different spell li"
      },
      {
        "document": 1156,
        "excerpt": "again. A target's game statistics are replaced by the chosen Beast's statistics, but the target retains its creature type; Hit Points; Hit Point Dice; alignment; abi"
      },
      {
        "document": 1161,
        "excerpt": "s red dragons, goblins, or vampires. A creature of the chosen kind makes a Wisdom saving throw when it comes within 120 feet of the target. Your choice of antipathy o"
      },
      {
        "document": 1166,
        "excerpt": "fects treat the target as if it were a creature of the chosen type. False Aura (Object). You change the way the target appears to spells and magical effects that det"
      },
      {
        "document": 1191,
        "excerpt": "e target. On a hit, the target takes 3d8 damage of the chosen type. If you roll the same number on two or more of the d8s, the orb leaps to a different target of you"
      },
      {
        "document": 1193,
        "excerpt": "t the spell, choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As a Bonus Action, you can switch between seeing a"
      },
      {
        "document": 1211,
        "excerpt": "target has Disadvantage on saving throws made with the chosen ability. The target must repeat the saving throw at the end of each of its turns until it gets three su"
      },
      {
        "document": 1227,
        "excerpt": "of yellow light flashes from you, then condenses at a chosen point within range as a glowing bead for the duration. When the spell ends, the bead explodes, and each"
      },
      {
        "document": 1245,
        "excerpt": "kes a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. The"
      },
      {
        "document": 1251,
        "excerpt": ", the target has Advantage on ability checks using the chosen ability. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot le"
      },
      {
        "document": 1252,
        "excerpt": "eature or an object you can see within range (see the chosen effect below). A targeted object must be neither worn nor carried. If the target is an unwilling creatur"
      },
      {
        "document": 1265,
        "excerpt": "e within range, the familiar has the statistics of the chosen form (see “Monsters”), though it is a Celestial, Fey, or Fiend (your choice) instead of a Beast. Your fa"
      },
      {
        "document": 1281,
        "excerpt": "mentals, Fey, Fiends, and Undead. When a creature of a chosen type enters the spell's area for the first time on a turn or ends its turn there, the creature takes 5d1"
      },
      {
        "document": 1290,
        "excerpt": "inutes You summon a giant centipede, spider, or wasp (chosen when you cast the spell). It manifests in an unoccupied space you can see within range and uses the Gian"
      },
      {
        "document": 1300,
        "excerpt": ", the creature adds 1d4 to any ability check using the chosen skill."
      },
      {
        "document": 1303,
        "excerpt": "al, Elemental, Fey, Fiend, or Undead. Creatures of the chosen types can't willingly enter the area, and any creature that is possessed by or that has the Charmed or F"
      },
      {
        "document": 1313,
        "excerpt": "arget has Disadvantage on ability checks made with the chosen ability. If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action on a l"
      },
      {
        "document": 1344,
        "excerpt": "iends, or Undead. The circle affects a creature of the chosen type in the following ways: - The creature can't willingly enter the Cylinder by nonmagical means. If t"
      },
      {
        "document": 1381,
        "excerpt": "game statistics are replaced by the stat block of the chosen Beast, but the target retains its alignment, personality, creature type, Hit Points, and Hit Point Dice."
      },
      {
        "document": 1405,
        "excerpt": "ing, or Thunder. When the creature takes damage of the chosen type before the spell ends, the creature reduces the total damage taken by 1d4. A creature can benefit f"
      },
      {
        "document": 1420,
        "excerpt": "game statistics are replaced by the stat block of the chosen form, but you retain your creature type; alignment; personality; Intelligence, Wisdom, and Charisma scor"
      },
      {
        "document": 1448,
        "excerpt": "ose one of its Resistances. You have Resistance to the chosen damage type until the spell ends. Actions Multiattack. The spirit makes a number of Rend attacks equal"
      },
      {
        "document": 1535,
        "excerpt": "reated by the spell links to a particular Outer Plane chosen by the GM or determined by rolling on the following table."
      },
      {
        "document": 1609,
        "excerpt": "e. When found, it contains 1d4 levels of stored spells chosen by the GM. Any creature can cast a spell of level 1 through 4 into the stone by touching it as the spel"
      },
      {
        "document": 1611,
        "excerpt": "discovered Iron Flask might already contain a creature chosen by the GM."
      },
      {
        "document": 1627,
        "excerpt": "hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once. Once"
      },
      {
        "document": 1678,
        "excerpt": "hen found, it contains 1d6 - 1 levels of stored spells chosen by the GM. Any creature can cast a spell of level 1 through 5 into the ring by touching the ring as the"
      },
      {
        "document": 1760,
        "excerpt": "ll its Hit Points in the Far Realm or another location chosen by the GM. Legendary Resistance (3/Day, or 4/Day in Lair). If the aboleth fails a saving throw, it can"
      },
      {
        "document": 1921,
        "excerpt": "Damage type chosen for the Draconic Origin trait below"
      }
    ],
    "chromatic": [
      {
        "document": 857,
        "excerpt": "Alter Self, Chromatic Orb, Command, Dragon’s Breath"
      },
      {
        "document": 860,
        "excerpt": "Chromatic Orb"
      },
      {
        "document": 886,
        "excerpt": "Chromatic Orb"
      },
      {
        "document": 1191,
        "excerpt": "Chromatic Orb"
      },
      {
        "document": 1561,
        "excerpt": "thic call that extends in all directions for 40 miles. Chromatic dragons in range feel compelled to come to the orb as soon as possible by the most direct route. Dragon"
      },
      {
        "document": 1761,
        "excerpt": "Huge Dragon (Chromatic), Chaotic Evil"
      },
      {
        "document": 1762,
        "excerpt": "Huge Dragon (Chromatic), Lawful Evil"
      },
      {
        "document": 1767,
        "excerpt": "Huge Dragon (Chromatic), Lawful Evil"
      },
      {
        "document": 1768,
        "excerpt": "Huge Dragon (Chromatic), Chaotic Evil"
      },
      {
        "document": 1770,
        "excerpt": "Huge Dragon (Chromatic), Chaotic Evil"
      },
      {
        "document": 1773,
        "excerpt": "Gargantuan Dragon (Chromatic), Chaotic Evil"
      },
      {
        "document": 1774,
        "excerpt": "Gargantuan Dragon (Chromatic), Lawful Evil"
      },
      {
        "document": 1779,
        "excerpt": "Gargantuan Dragon (Chromatic), Lawful Evil"
      },
      {
        "document": 1780,
        "excerpt": "Gargantuan Dragon (Chromatic), Chaotic Evil"
      },
      {
        "document": 1782,
        "excerpt": "Gargantuan Dragon (Chromatic), Chaotic Evil"
      },
      {
        "document": 1809,
        "excerpt": "Medium Dragon (Chromatic), Chaotic Evil"
      },
      {
        "document": 1813,
        "excerpt": "Medium Dragon (Chromatic), Lawful Evil"
      },
      {
        "document": 1913,
        "excerpt": "Medium Dragon (Chromatic), Lawful Evil"
      },
      {
        "document": 2000,
        "excerpt": "Medium Dragon (Chromatic), Chaotic Evil"
      },
      {
        "document": 2072,
        "excerpt": "Medium Dragon (Chromatic), Chaotic Evil"
      },
      {
        "document": 2081,
        "excerpt": "Large Dragon (Chromatic), Chaotic Evil"
      },
      {
        "document": 2082,
        "excerpt": "Large Dragon (Chromatic), Lawful Evil"
      },
      {
        "document": 2087,
        "excerpt": "Large Dragon (Chromatic), Lawful Evil"
      },
      {
        "document": 2088,
        "excerpt": "Large Dragon (Chromatic), Chaotic Evil"
      },
      {
        "document": 2090,
        "excerpt": "Large Dragon (Chromatic), Chaotic Evil"
      }
    ],
    "chthonic": [
      {
        "document": 992,
        "excerpt": "cantrip. | Ray of Sickness | Hold Person | | Chthonic | You have Resistance to Necrotic damage.You also know the Chill Touch cantrip. | False Life | Ray"
      }
    ],
    "churning": [
      {
        "document": 1446,
        "excerpt": "nents: V, S Duration: Concentration, up to 1 minute A churning storm cloud forms for the duration, centered on a point within range and spreading to a radius of 300 fe"
      }
    ],
    "chuul": [
      {
        "document": 1827,
        "excerpt": "Chuul"
      }
    ],
    "cinders": [
      {
        "document": 1713,
        "excerpt": "ast charge, roll 1d20. On a 1, the staff crumbles into cinders and is destroyed."
      }
    ],
    "cipher": [
      {
        "document": 103,
        "excerpt": "picking a lock, entertaining a crowd, or deciphering a cipher. The GM and the rules often call for an ability check when a creature attempts something other than an a"
      },
      {
        "document": 1709,
        "excerpt": "ars the words of a single spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material compone"
      }
    ],
    "ciphers": [
      {
        "document": 940,
        "excerpt": "Traps, ciphers, riddles, and gadgetry"
      }
    ],
    "circle": [
      {
        "document": 783,
        "excerpt": "Grass covers a 60-foot-radius circle of ground, with the center of that circle as close to the chosen point of origin as possible. Grass that"
      },
      {
        "document": 822,
        "excerpt": "Circle Spells"
      },
      {
        "document": 826,
        "excerpt": "Circle Spells"
      },
      {
        "document": 827,
        "excerpt": "Circle Spells"
      },
      {
        "document": 828,
        "excerpt": "Circle Spells"
      },
      {
        "document": 845,
        "excerpt": "Magic Circle"
      },
      {
        "document": 865,
        "excerpt": "Teleportation Circle"
      },
      {
        "document": 866,
        "excerpt": "Circle of Death"
      },
      {
        "document": 875,
        "excerpt": "Magic Circle"
      },
      {
        "document": 878,
        "excerpt": "Teleportation Circle"
      },
      {
        "document": 879,
        "excerpt": "Circle of Death"
      },
      {
        "document": 888,
        "excerpt": "Magic Circle"
      },
      {
        "document": 891,
        "excerpt": "Teleportation Circle"
      },
      {
        "document": 892,
        "excerpt": "Circle of Death"
      },
      {
        "document": 903,
        "excerpt": "Teleportation Circle"
      },
      {
        "document": 913,
        "excerpt": "Magic Circle"
      },
      {
        "document": 965,
        "excerpt": "You gain a Druid subclass of your choice. The Circle of the Land subclass is detailed after this class's description. A subclass is a specialization that gra"
      },
      {
        "document": 975,
        "excerpt": "Circle of the Land"
      },
      {
        "document": 1192,
        "excerpt": "Circle of Death"
      },
      {
        "document": 1248,
        "excerpt": "se tremor rips through the ground in a 100-foot-radius circle centered on that point. The ground there is Difficult Terrain. When you cast this spell and at the end"
      },
      {
        "document": 1344,
        "excerpt": "Magic Circle"
      },
      {
        "document": 1345,
        "excerpt": "res warded by a Protection from Evil and Good or Magic Circle spell can't be possessed). The target makes a Charisma saving throw. On a failed save, your soul enters"
      },
      {
        "document": 1377,
        "excerpt": "d into the center of the inverted version of the Magic Circle spell to trap it while this spell is cast.) At the completion of the casting, the target must succeed on"
      },
      {
        "document": 1378,
        "excerpt": "and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms"
      },
      {
        "document": 1454,
        "excerpt": "| :----------- | :--------- | :-------- | | Permanent circle | - | - | - | 01–00 | | Linked object | - | -"
      },
      {
        "document": 1455,
        "excerpt": "Teleportation Circle"
      },
      {
        "document": 1476,
        "excerpt": "to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight."
      },
      {
        "document": 1733,
        "excerpt": "ate an intense seismic disturbance in a 50-foot-radius circle centered on the point of impact. Structures in contact with the ground in that area take 50 Bludgeoning"
      },
      {
        "document": 1969,
        "excerpt": "Protection from Evil and Good spell or within a Magic Circle spell. If the target takes damage from the Dream spell, the target's Hit Point maximum decreases by an"
      }
    ],
    "circle's": [
      {
        "document": 975,
        "excerpt": "nding stones to whisper primal secrets in Druidic. The circle's wisest members preside as the chief priests of their communities."
      }
    ],
    "circles": [
      {
        "document": 975,
        "excerpt": "t knowledge and rites. These Druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle's wisest members preside as"
      },
      {
        "document": 1455,
        "excerpt": "nd other important places have permanent teleportation circles. Each circle includes a unique sigil sequence - a string of runes arranged in a particular pattern. Whe"
      }
    ],
    "circlet": [
      {
        "document": 1420,
        "excerpt": "V, S, M (a jade circlet worth 1,500+ GP)"
      },
      {
        "document": 1540,
        "excerpt": "Circlet of Blasting"
      }
    ],
    "circlets": [
      {
        "document": 116,
        "excerpt": "ms such as boots, belts, capes, amulets, brooches, and circlets. Bags, carpets, figurines, horns, musical instruments, and more also fall into this category."
      }
    ],
    "circular": [
      {
        "document": 603,
        "excerpt": "es from a point of origin located at the center of the circular top or bottom of the Cylinder. The effect that creates a Cylinder specifies the radius of the Cylinder's"
      },
      {
        "document": 1278,
        "excerpt": "rop of mercury) Duration: 1 hour This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in"
      },
      {
        "document": 1287,
        "excerpt": "ion on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you cho"
      },
      {
        "document": 1644,
        "excerpt": "to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. You can take a Magic action to unfold a Portable Hole and place it on or agai"
      },
      {
        "document": 1756,
        "excerpt": "to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. You can take a Magic action to unfold the Well of Many Worlds and place it on"
      }
    ],
    "circumstance": [
      {
        "document": 26,
        "excerpt": "be locked, the floor might hide a trap, or some other circumstance might make it challenging for an adventurer to complete a task. In those cases, the GM might ask the pla"
      },
      {
        "document": 535,
        "excerpt": "You take the Ready action to wait for a particular circumstance before you act. To do so, you take this action on your turn, which lets you act by taking a Reaction bef"
      },
      {
        "document": 604,
        "excerpt": "determines whether a D20 Test is warranted in a given circumstance. See also “Playing the Game” (“D20 Tests”)."
      },
      {
        "document": 1347,
        "excerpt": "red over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message. When that trigger occurs, a magical mouth appears"
      }
    ],
    "circumstances": [
      {
        "document": 29,
        "excerpt": "ntage or Disadvantage. Advantage reflects the positive circumstances surrounding a d20 roll, while Disadvantage reflects negative circumstances. You usually acquire Advanta"
      },
      {
        "document": 32,
        "excerpt": "se Disadvantage on a roll, you roll only two d20s. If circumstances cause a roll to have both Advantage and Disadvantage, the roll has neither of them, and you roll one d20"
      },
      {
        "document": 56,
        "excerpt": "ardian, or set an ambush. The Game Master decides when circumstances are appropriate for hiding. When you try to hide, you take the Hide action."
      },
      {
        "document": 587,
        "excerpt": "is lower, the monster likely poses little threat. But circumstances and the number of player characters can significantly alter how threatening a monster is in actual play."
      },
      {
        "document": 630,
        "excerpt": "Fly Speed is reduced to 0. You can stay aloft in those circumstances if you can hover. See also “Falling” and “Fly Speed.”"
      },
      {
        "document": 645,
        "excerpt": "ring while flying prevents you from falling in certain circumstances. See also \"Flying.\""
      },
      {
        "document": 1168,
        "excerpt": "good nor bad | The spell doesn't account for circumstances, such as other spells, that might change the results. If you cast the spell more than once before finis"
      },
      {
        "document": 1238,
        "excerpt": "phrase or cryptic rhyme. The spell doesn't account for circumstances that might change the answer, such as the casting of other spells. If you cast the spell more than once"
      },
      {
        "document": 1376,
        "excerpt": "per day. The GM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature's ethos, the payment might be h"
      },
      {
        "document": 1437,
        "excerpt": "n about creatures that have passed, weather, and other circumstances. You can also turn Difficult Terrain caused by plant growth (such as thickets and undergrowth) into ord"
      }
    ],
    "circumstantial": [
      {
        "document": 92,
        "excerpt": "ency. See “Proficiency” later in “Playing the Game.” - Circumstantial Bonuses and Penalties. A class feature, a spell, or another rule might give a bonus or penalty to the di"
      }
    ],
    "cities": [
      {
        "document": 119,
        "excerpt": "ncommon and Rare magic items are usually found only in cities, and rarer magic items might be sold only in wondrous locations, such as a city on another plane of exis"
      },
      {
        "document": 246,
        "excerpt": "a round. The characters now face dangers that threaten cities and kingdoms."
      }
    ],
    "citizens": [
      {
        "document": 237,
        "excerpt": "tradition, loyalty, or order. An aristocrat exploiting citizens while scheming for power is probably Lawful Evil. Neutral Evil (NE). Neutral Evil is the alignment of t"
      }
    ],
    "citrine": [
      {
        "document": 768,
        "excerpt": "Citrine"
      },
      {
        "document": 1630,
        "excerpt": "ical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic."
      }
    ],
    "city": [
      {
        "document": 119,
        "excerpt": "Common magic items can often be bought in a town or city. Uncommon and Rare magic items are usually found only in cities, and rarer magic items might be sold onl"
      },
      {
        "document": 133,
        "excerpt": "whether appropriate raw materials are available. In a city, there is a 75 percent chance that the materials are available, and in any other settlement, that chance"
      },
      {
        "document": 267,
        "excerpt": "sh cap 84 A receipt of deposit at a bank in a far-off city 85 A diary with seven missing pages 86 An empty silver snuffbox bearing the inscription “dreams” on it"
      },
      {
        "document": 364,
        "excerpt": "ere supplies and skilled labor are abundant, such as a city shipyard, the repair time and cost are halved."
      },
      {
        "document": 925,
        "excerpt": "Village, town, or city"
      },
      {
        "document": 1378,
        "excerpt": "arget destination in general terms, such as a specific city on the Elemental Plane of Fire or palace on the second level of the Nine Hells, and you appear in or nea"
      },
      {
        "document": 1454,
        "excerpt": "ight appear in another person's laboratory in the same city. Off Target. You and your group (or the target object) appear 2d12 miles away from the destination in a"
      }
    ],
    "civilizations": [
      {
        "document": 940,
        "excerpt": "Historic events and people, ancient civilizations, wars, and certain creatures (Giants and Humanoids)"
      }
    ],
    "clad": [
      {
        "document": 1627,
        "excerpt": "you with its attacks, appearing as a ghostly skeleton clad in a tattered black robe and carrying a spectral scythe. The avatar disappears when it drops to 0 Hit Po"
      }
    ],
    "claim": [
      {
        "document": 1627,
        "excerpt": "ore monsters, which must be cleared out before you can claim the keep as yours. Void. Your soul is drawn from your body and contained in an object in a place of the"
      }
    ],
    "clairvoyance": [
      {
        "document": 863,
        "excerpt": "Clairvoyance"
      },
      {
        "document": 889,
        "excerpt": "Clairvoyance"
      },
      {
        "document": 901,
        "excerpt": "Clairvoyance"
      },
      {
        "document": 913,
        "excerpt": "Clairvoyance"
      },
      {
        "document": 1193,
        "excerpt": "Clairvoyance"
      },
      {
        "document": 1646,
        "excerpt": "Potion of Clairvoyance"
      },
      {
        "document": 1890,
        "excerpt": "y: At Will: Detect Evil and Good, Detect Magic 1/Day: Clairvoyance"
      },
      {
        "document": 1920,
        "excerpt": "(spell save DC 16): At Will: Thaumaturgy 1/Day Each: Clairvoyance, Cure Wounds (level 6 version), Flame Strike (level 6 version), Geas, True Seeing"
      }
    ],
    "clap": [
      {
        "document": 1593,
        "excerpt": "et. If the attack hits, the weapon unleashes a thunder-clap audible out to 300 feet. The target and every creature within 30 feet of it other than you must succeed"
      },
      {
        "document": 1733,
        "excerpt": "The weapon has the following additional properties. Clap of Thunder. As a Magic action, you can strike the weapon against a hard surface to create a loud clap of"
      }
    ],
    "clapper": [
      {
        "document": 266,
        "excerpt": "ia from a lost legionnaire 43 A silver bell without a clapper 44 A mechanical canary inside a lamp 45 A miniature chest carved to look like it has numerous feet on"
      }
    ],
    "clarity": [
      {
        "document": 1367,
        "excerpt": "ent, allow the target to recall the event with perfect clarity, change its memory of the event's details, or create a memory of some other event. You must speak to th"
      }
    ],
    "clash": [
      {
        "document": 71,
        "excerpt": "A typical combat encounter is a clash between two sides: a flurry of weapon swings, feints, parries, footwork, and spellcasting. The game orga"
      }
    ],
    "class": [
      {
        "document": 18,
        "excerpt": "Difficulty Class"
      },
      {
        "document": 22,
        "excerpt": "Difficulty Class"
      },
      {
        "document": 23,
        "excerpt": "hits if the roll equals or exceeds the target's Armor Class. Attack rolls usually occur in battle, described in “Combat” later in “Playing the Game,” but the GM mig"
      },
      {
        "document": 27,
        "excerpt": "Armor Class"
      },
      {
        "document": 37,
        "excerpt": "itly say otherwise. The game also includes elements - class features, feats, weapon properties, spells, magic items, monster abilities, and the like - that sometime"
      },
      {
        "document": 40,
        "excerpt": "ow proficiencies, as noted in their stat blocks. Each class gives proficiency in at least two saving throws, representing that class's training in evading or resist"
      },
      {
        "document": 41,
        "excerpt": "proficiency with various weapons and tools from their class and background. There are two categories of equipment proficiency: Weapons. Anyone can wield a weapon,"
      },
      {
        "document": 42,
        "excerpt": "can also do things not covered by these actions. Many class features and other abilities provide additional action options, and you can improvise other actions. Whe"
      },
      {
        "document": 44,
        "excerpt": "Various class features, spells, and other abilities let you take an additional action on your turn called a Bonus Acti"
      },
      {
        "document": 92,
        "excerpt": "g the Game.” - Circumstantial Bonuses and Penalties. A class feature, a spell, or another rule might give a bonus or penalty to the die roll. 6: Compare the Total to"
      },
      {
        "document": 117,
        "excerpt": "elow. Attunement Prerequisites. If a magic item has a class prerequisite, a creature must be a member of that class to attune to the item. If a creature must be a s"
      },
      {
        "document": 160,
        "excerpt": "magic items as noted in “Equipment.” A monster with a class tag after its creature type is considered a member of that class for Attunement purposes."
      },
      {
        "document": 161,
        "excerpt": "iptive tags), and alignment. Combat Highlights. Armor Class, Hit Points, Speed, and Initiative are provided here. Ability Scores. A monster's ability scores, abili"
      },
      {
        "document": 181,
        "excerpt": "e type of creature it is. Certain spells, magic items, class features, and other effects in the game interact in special ways with creatures of a particular type. T"
      },
      {
        "document": 184,
        "excerpt": "Armor Class"
      },
      {
        "document": 228,
        "excerpt": "ter can communicate in it, read it, and write it. Your class and other features might also give you languages. The Standard Languages table lists languages that are"
      },
      {
        "document": 231,
        "excerpt": "e Standard Array option, consult the Standard Array by Class table for suggestions on where to assign scores for your character's class. The table puts the highest s"
      },
      {
        "document": 239,
        "excerpt": "Record Class Features"
      },
      {
        "document": 241,
        "excerpt": "isdom modifier + 2 for proficiency). Hit Points. Your class and Constitution modifier determine your Hit Point maximum at level 1, as shown on the Level 1 Hit Point"
      },
      {
        "document": 243,
        "excerpt": "hen you gain a level, follow these steps: 1: Choose a Class. Most characters advance in the same class. However, you might decide to gain a level in another class u"
      },
      {
        "document": 245,
        "excerpt": "eir extraordinary abilities. They learn their starting class features and choose a subclass. The threats they face usually pose a danger to local farmsteads or villa"
      },
      {
        "document": 247,
        "excerpt": "aracter; each step is explored in detail: 1: Choose a Class. Every adventurer is a member of a class. A class broadly describes a character's vocation, special tale"
      },
      {
        "document": 249,
        "excerpt": "At tier 4, characters achieve the pinnacle of their class features, becoming heroic archetypes. The fate of the world or even the order of the multiverse might ha"
      },
      {
        "document": 254,
        "excerpt": "rule, you have the option of gaining a level in a new class whenever you advance in level instead of gaining a level in your current class. Doing so lets you mix th"
      },
      {
        "document": 255,
        "excerpt": "To qualify for a new class, you must have a score of at least 13 in the primary ability of the new class and your current classes."
      },
      {
        "document": 256,
        "excerpt": "total character level, not your level in a particular class, as shown in the Character Advancement table in “Character Creation.” For example, if you are a level 6"
      },
      {
        "document": 257,
        "excerpt": "You gain the Hit Points from your new class as described for levels after 1. You gain the level 1 Hit Points for a class only when your total charac"
      },
      {
        "document": 258,
        "excerpt": "Step 1: Choose Class"
      },
      {
        "document": 259,
        "excerpt": "total character level, not your level in a particular class, as shown in the Character Advancement table. For example, if you are a level 3 Fighter / level 2 Rogue,"
      },
      {
        "document": 260,
        "excerpt": "When you gain your first level in a class other than your initial class, you gain only some of the new class's starting proficiencies, as detailed"
      },
      {
        "document": 261,
        "excerpt": "Class Features"
      },
      {
        "document": 262,
        "excerpt": "Armor Class"
      },
      {
        "document": 263,
        "excerpt": "f you gain the Extra Attack feature from more than one class, the features don't stack. You can't make more than two attacks with this feature unless you have a feat"
      },
      {
        "document": 264,
        "excerpt": "e you have the Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, follow th"
      },
      {
        "document": 269,
        "excerpt": "Your class might give you training with certain categories of armor. Note your armor training on your character she"
      },
      {
        "document": 271,
        "excerpt": "Record this information on your character sheet. Your class also gives proficiencies. Check your class description in “Classes” and note the proficiencies on your c"
      },
      {
        "document": 272,
        "excerpt": "Your background and class both provide starting equipment. Any coins that you gain at this step can be immediately spent on equipm"
      },
      {
        "document": 302,
        "excerpt": "without the prerequisite. If a prerequisite includes a class, you must have at least 1 level in that class to take the feat. Benefit. The benefits of a feat are det"
      },
      {
        "document": 406,
        "excerpt": "don or doff the armor (as shown in the table). Armor Class (AC). The table's Armor Class column tells you what your base AC is when you wear a type of armor. For e"
      },
      {
        "document": 407,
        "excerpt": "se them effectively, as explained below. A character's class and other features determine the character's armor training. A monster has training with any armor in it"
      },
      {
        "document": 410,
        "excerpt": "You gain the Armor Class benefit of a Shield only if you have training with it."
      },
      {
        "document": 489,
        "excerpt": "Class Spell Lists"
      },
      {
        "document": 508,
        "excerpt": "can change, as summarized in the Spell Preparation by Class table. Spell Preparation by Class Most spellcasting monsters don't change their lists of prepared spel"
      },
      {
        "document": 512,
        "excerpt": "by rote - are level 0. The rules for each spellcasting class say when its members gain access to spells of certain levels."
      },
      {
        "document": 513,
        "excerpt": "'s magical potential is represented. Each spellcasting class gives its members a limited number of spell slots of certain spell levels. For example, a level 3 Wizard"
      },
      {
        "document": 534,
        "excerpt": "Armor Class"
      },
      {
        "document": 554,
        "excerpt": "iative, and HP. These entries give the monster's Armor Class, Initiative, and Hit Points, which are detailed in \"Playing the Game.\" In parentheses after the Hit Poin"
      },
      {
        "document": 580,
        "excerpt": "utomatically with the Attack or Utilize action. Armor Class. The Object Armor Class table suggests ACs for various substances. Object Armor Class Hit Points. An o"
      },
      {
        "document": 617,
        "excerpt": "Difficulty Class"
      },
      {
        "document": 662,
        "excerpt": "al weapons or armor, as characters get them from their class choices."
      },
      {
        "document": 811,
        "excerpt": "Standard Array by Class"
      },
      {
        "document": 813,
        "excerpt": "Level 1 Hit Points by Class"
      },
      {
        "document": 815,
        "excerpt": "Fixed Hit Points by Class"
      },
      {
        "document": 817,
        "excerpt": "Class Overview"
      },
      {
        "document": 818,
        "excerpt": "Class Overview"
      },
      {
        "document": 824,
        "excerpt": "Class Features"
      },
      {
        "document": 839,
        "excerpt": "Class Features"
      },
      {
        "document": 840,
        "excerpt": "Class Features"
      },
      {
        "document": 842,
        "excerpt": "Class Features"
      },
      {
        "document": 848,
        "excerpt": "Class Features"
      },
      {
        "document": 849,
        "excerpt": "Class Features"
      },
      {
        "document": 855,
        "excerpt": "Class Features"
      },
      {
        "document": 858,
        "excerpt": "Class Features"
      },
      {
        "document": 871,
        "excerpt": "Class Features"
      },
      {
        "document": 883,
        "excerpt": "Class Features"
      },
      {
        "document": 896,
        "excerpt": "Class Features"
      },
      {
        "document": 908,
        "excerpt": "Class Features"
      },
      {
        "document": 929,
        "excerpt": "Armor Class (AC)"
      },
      {
        "document": 937,
        "excerpt": "Spell Preparation by Class"
      },
      {
        "document": 941,
        "excerpt": "Armor Class"
      },
      {
        "document": 943,
        "excerpt": "Object Armor Class"
      },
      {
        "document": 962,
        "excerpt": "While you aren't wearing any armor, your base Armor Class equals 10 plus your Dexterity and Constitution modifiers. You can use a Shield and still gain this benef"
      },
      {
        "document": 963,
        "excerpt": "ells, which appear in the Bard spell list later in the class’s description. Cantrips. You know two cantrips of your choice from the Bard spell list. Dancing Lights"
      },
      {
        "document": 964,
        "excerpt": "ls, which appear on the Cleric spell list later in the class’s description. Cantrips. You know three cantrips of your choice from the Cleric spell list. Guidance, S"
      },
      {
        "document": 965,
        "excerpt": "Point Dice; Intelligence, Wisdom, and Charisma scores; class features; languages; and feats. You also retain your skill and saving throw proficiencies and use your P"
      },
      {
        "document": 966,
        "excerpt": "ich are listed in the Fighter Features table. Fighter Class Features As a Fighter, you gain the following class features when you reach the specified Fighter level"
      },
      {
        "document": 967,
        "excerpt": "'t wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers."
      },
      {
        "document": 968,
        "excerpt": "s, which appear in the Paladin spell list later in the class’s description. Spell Slots. The Paladin Features table shows how many spell slots you have to cast your"
      },
      {
        "document": 969,
        "excerpt": "ls, which appear in the Ranger spell list later in the class’s description. Spell Slots. The Ranger Features table shows how many spell slots you have to cast your"
      },
      {
        "document": 970,
        "excerpt": ", which are listed in the Rogue Features table. Rogue Class Features As a Rogue, you gain the following class features when you reach the specified Rogue levels. T"
      },
      {
        "document": 971,
        "excerpt": ", which appear in the Sorcerer spell list later in the class’s description. Cantrips. You know four Sorcerer cantrips of your choice. Light, Prestidigitation, Shock"
      },
      {
        "document": 972,
        "excerpt": "he “Eldritch Invocation Options” section later in this class’s description. Prerequisites. If an invocation has a prerequisite, you must meet it to learn that invoc"
      },
      {
        "document": 973,
        "excerpt": "ls, which appear in the Wizard spell list later in the class’s description. Cantrips. You know three Wizard cantrips of your choice. Light, Mage Hand, and Ray of Fr"
      },
      {
        "document": 977,
        "excerpt": "cales. While you aren't wearing armor, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers."
      },
      {
        "document": 978,
        "excerpt": "you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Evocation school to your spellbook for free. The chosen spell mus"
      },
      {
        "document": 1009,
        "excerpt": ", Medium, or Heavy armor, you gain a +1 bonus to Armor Class."
      },
      {
        "document": 1173,
        "excerpt": "es a bark-like appearance, and the target has an Armor Class of 17 if its AC is lower than that."
      },
      {
        "document": 1306,
        "excerpt": "arget's Speed is doubled, it gains a +2 bonus to Armor Class, it has Advantage on Dexterity saving throws, and it gains an additional action on each of its turns. Th"
      },
      {
        "document": 1510,
        "excerpt": "are (+2), or Legendary (+3) You have a bonus to Armor Class while wearing this armor. The bonus is determined by its rarity."
      },
      {
        "document": 1514,
        "excerpt": "re (Requires Attunement) You gain a +2 bonus to Armor Class against ranged attack rolls while you wield this Shield. This bonus is in addition to the Shield's norma"
      },
      {
        "document": 1531,
        "excerpt": "le wearing these bracers, you gain a +2 bonus to Armor Class if you are wearing no armor and using no Shield."
      },
      {
        "document": 1545,
        "excerpt": "on (Requires Attunement) You gain a +1 bonus to Armor Class and saving throws while you wear this cloak."
      },
      {
        "document": 1558,
        "excerpt": "ansfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus"
      },
      {
        "document": 1559,
        "excerpt": "While wearing this armor, you gain a +1 bonus to Armor Class, and you know Abyssal. In addition, the armor's clawed gauntlets allow your Unarmed Strikes to deal 1d8"
      },
      {
        "document": 1562,
        "excerpt": "While wearing this armor, you gain a +1 bonus to Armor Class, you have Advantage on saving throws against the breath weapons of Dragons, and you have Resistance to o"
      },
      {
        "document": 1567,
        "excerpt": "While wearing this armor, you gain a +2 bonus to Armor Class. In addition, if an effect moves you against your will along the ground, you can take a Reaction to redu"
      },
      {
        "document": 1573,
        "excerpt": "il or Chain Shirt), Rare You gain a +1 bonus to Armor Class while you wear this armor. You are considered trained with this armor even if you lack training with Med"
      },
      {
        "document": 1588,
        "excerpt": "While wearing this armor, you gain a +1 bonus to Armor Class. You can also take a Bonus Action to cause the armor to assume the appearance of a normal set of clothin"
      },
      {
        "document": 1602,
        "excerpt": "effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet."
      },
      {
        "document": 1609,
        "excerpt": "head. Protection (Rare). You gain a +1 bonus to Armor Class while this dusty-rose prism orbits your head. Regeneration (Legendary). You regain 15 Hit Points at the"
      },
      {
        "document": 1664,
        "excerpt": "he weapon around you, gaining a +5 bonus to your Armor Class against the triggering attack, potentially causing the attack to miss you. You can't use this property a"
      },
      {
        "document": 1674,
        "excerpt": "re (Requires Attunement) You gain a +1 bonus to Armor Class and saving throws while wearing this ring."
      },
      {
        "document": 1690,
        "excerpt": ". Armor. If you aren't wearing armor, your base Armor Class is 15 plus your Dexterity modifier. Magic Resistance. You have Advantage on saving throws against spell"
      },
      {
        "document": 1693,
        "excerpt": "t Light, you and your allies gain a +1 bonus to Armor Class and saving throws and can sense the location of any Invisible creature that is also in the Bright Light."
      },
      {
        "document": 1700,
        "excerpt": "on your person. Defense. You gain a +1 bonus to Armor Class. Preservation. The scarab has 12 charges. If you fail a saving throw against a Necromancy spell or a ha"
      },
      {
        "document": 1704,
        "excerpt": "While holding this Shield, you have a bonus to Armor Class determined by the Shield's rarity, in addition to the Shield's normal bonus to AC."
      },
      {
        "document": 1706,
        "excerpt": "hile holding this Shield, you have a +2 bonus to Armor Class. This bonus is in addition to the Shield's normal bonus to AC. The Shield has the following additional"
      },
      {
        "document": 1716,
        "excerpt": "ith it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. Spells. While holding the staff, you can cast one of the spells"
      }
    ],
    "class's": [
      {
        "document": 40,
        "excerpt": "iency in at least two saving throws, representing that class's training in evading or resisting certain threats. Wizards, for example, are proficient in Intelligence a"
      },
      {
        "document": 231,
        "excerpt": "telligence, Wisdom, and Charisma, keeping in mind your class's primary ability. Fill in the ability modifiers as well. If you're using the Standard Array option, cons"
      },
      {
        "document": 232,
        "excerpt": "a score above 20. Some players like to increase their class's primary ability, while others prefer to increase a low score."
      },
      {
        "document": 239,
        "excerpt": "Look at your class's feature table in \"Classes,\" and write down the level 1 features. The class features are detailed there t"
      },
      {
        "document": 241,
        "excerpt": "ce to track Death Saving Throws. Hit Point Dice. Your class's description tells you the die type of your character's Hit Point Dice (or Hit Dice for short); write thi"
      },
      {
        "document": 260,
        "excerpt": "than your initial class, you gain only some of the new class's starting proficiencies, as detailed in each class's description in “Classes.”"
      },
      {
        "document": 271,
        "excerpt": "ackgrounds benefit which ability scores. Look for your class's primary ability there. Ability Scores and Backgrounds Record Your Feat. A background gives you a feat,"
      },
      {
        "document": 344,
        "excerpt": "mined by the scroll's creator. If the spell is on your class's spell list, you can read the scroll and cast the spell using its normal casting time and without providi"
      },
      {
        "document": 489,
        "excerpt": "If a spell is on a class's spell list, the class's name appears in parentheses after the spell's school of magic. Some features add"
      },
      {
        "document": 962,
        "excerpt": "Path of the Berserker subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Barbarian levels. For th"
      },
      {
        "document": 963,
        "excerpt": "e. The College of Lore subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Bard levels. For the res"
      },
      {
        "document": 964,
        "excerpt": "ch of which is described below. Each time you use this class's Channel Divinity, choose which Channel Divinity effect from this class to create. You gain additional ef"
      },
      {
        "document": 965,
        "excerpt": "lls, which appear on the Druid spell list later in the class's description. Cantrips. You know two cantrips of your choice from the Druid spell list. Druidcraft and P"
      },
      {
        "document": 966,
        "excerpt": "r choice. The Champion subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Fighter levels. For the"
      },
      {
        "document": 967,
        "excerpt": "rrior of the Open Hand subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Monk levels. For the res"
      },
      {
        "document": 968,
        "excerpt": "arn two Cleric cantrips of your choice (see the Cleric class's section for a list of Cleric spells). Guidance and Sacred Flame are recommended. The chosen cantrips cou"
      },
      {
        "document": 969,
        "excerpt": "learn two Druid cantrips of your choice (see the Druid class's section for a list of Druid spells). Guidance and Starry Wisp are recommended. The chosen cantrips count"
      },
      {
        "document": 970,
        "excerpt": "your choice. The Thief subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Rogue levels. For the re"
      },
      {
        "document": 971,
        "excerpt": ". The Draconic Sorcery subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Sorcerer levels. For the"
      },
      {
        "document": 972,
        "excerpt": "oice. The Fiend Patron subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Warlock levels. For the"
      },
      {
        "document": 973,
        "excerpt": "our choice. The Evoker subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Wizard levels. For the r"
      },
      {
        "document": 976,
        "excerpt": "or Wizard spell list or any combination thereof (see a class's section for its spell list). A spell you choose must be a cantrip or a spell for which you have spell sl"
      }
    ],
    "classed": [
      {
        "document": 264,
        "excerpt": "e for each class individually, as if you were a single-classed member of that class. If you are a level 4 Ranger / level 3 Sorcerer, for example, you can prepare five"
      }
    ],
    "classes": [
      {
        "document": 18,
        "excerpt": "ut the GM ultimately sets them. The Typical Difficulty Classes table presents a range of possible DCs for ability checks. Typical Difficulty Classes"
      },
      {
        "document": 239,
        "excerpt": "Look at your class's feature table in \"Classes,\" and write down the level 1 features. The class features are detailed there too. Some class features o"
      },
      {
        "document": 243,
        "excerpt": "Class Features. Look at your class features table in \"Classes,\" and note the features you gain at your new level in that class. Make any choices offered by a new feat"
      },
      {
        "document": 246,
        "excerpt": "l, Lightning Bolt, and Raise Dead. Most weapon-focused classes gain the ability to make multiple attacks in a round. The characters now face dangers that threaten citi"
      },
      {
        "document": 254,
        "excerpt": "Multiclassing allows you to gain levels in multiple classes. With this rule, you have the option of gaining a level in a new class whenever you advance in level ins"
      },
      {
        "document": 255,
        "excerpt": "the primary ability of the new class and your current classes. For example, a Barbarian who decides to multiclass into the Druid class must have Strength and Wisdom s"
      },
      {
        "document": 257,
        "excerpt": "l is 1. Add together the Hit Dice granted by all your classes to form your pool of Hit Dice. If these dice are the same die type, you can pool them together. For exam"
      },
      {
        "document": 258,
        "excerpt": "aracter sheet. The Class Overview table summarizes the classes. See “Classes” for the classes’ details. Class Overview"
      },
      {
        "document": 260,
        "excerpt": "iciencies, as detailed in each class's description in “Classes.”"
      },
      {
        "document": 264,
        "excerpt": "artly on your combined levels in all your spellcasting classes and partly on your individual levels in those classes. Once you have the Spellcasting feature from more"
      },
      {
        "document": 271,
        "excerpt": "gives proficiencies. Check your class description in “Classes” and note the proficiencies on your character sheet. The features table in your class description shows"
      },
      {
        "document": 273,
        "excerpt": "Classes"
      },
      {
        "document": 551,
        "excerpt": "med by the spell and don't have a cost specified. Some classes allow its members to use certain types of Spellcasting Focuses. See also \"Spells\" (\"Casting Spells\")."
      },
      {
        "document": 725,
        "excerpt": "their abilities - just like characters with different classes and origins. A diverse force is more powerful. Reasons to Move. Use features that encourage characters"
      },
      {
        "document": 740,
        "excerpt": "Typical Difficulty Classes"
      }
    ],
    "classes'": [
      {
        "document": 261,
        "excerpt": "formation about multiclassing included in each of your classes' descriptions. Special rules apply to Extra Attack, Spellcasting, and features (such as Unarmored Defens"
      }
    ],
    "classic": [
      {
        "document": 984,
        "excerpt": "Hunt for Treasure as a Classic Adventurer A mix of burglar, treasure hunter, and explorer, you are the epitome of an adventurer. In ad"
      }
    ],
    "classified": [
      {
        "document": 409,
        "excerpt": "ncy with Simple weapons. Melee or Ranged. A weapon is classified as either Melee or Ranged. A Melee weapon is used to attack a target within 5 feet, whereas a Ranged wea"
      }
    ],
    "clause": [
      {
        "document": 2006,
        "excerpt": "attack hit clause contained no recognized damage component"
      }
    ],
    "claw": [
      {
        "document": 221,
        "excerpt": "Crawling Claw"
      },
      {
        "document": 791,
        "excerpt": "Each extended claw makes the following melee attack: +8 to hit, reach 5 ft. Hit: 7 (2d6) Bludgeoning damage."
      },
      {
        "document": 1645,
        "excerpt": "into view: a fish scale, a hummingbird feather, a cat claw, or a squirrel hair."
      },
      {
        "document": 1815,
        "excerpt": "Multiattack. The devil makes two Claw attacks and one Infernal Sting attack. Claw. Melee Attack Roll: +8, reach 10 ft. Hit: 13 (2d8 + 4) Slas"
      },
      {
        "document": 1818,
        "excerpt": "Multiattack. The bear makes one Bite attack and one Claw attack. Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage. Claw. Melee Attack"
      },
      {
        "document": 1826,
        "excerpt": "chimera makes one Ram attack, one Bite attack, and one Claw attack. It can replace the Claw attack with a use of Fire Breath if available. Bite. Melee Attack Roll:"
      },
      {
        "document": 1836,
        "excerpt": "Claw. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Bludgeoning damage."
      },
      {
        "document": 1853,
        "excerpt": "Claw. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Slashing damage. Blinding Breath (Recharge 6). Dex"
      },
      {
        "document": 1860,
        "excerpt": "ultiattack. The ettercap makes one Bite attack and one Claw attack. Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 2 (1d4) Poison d"
      },
      {
        "document": 1868,
        "excerpt": "Multiattack. The gargoyle makes two Claw attacks. Claw. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2) Slashing damage."
      },
      {
        "document": 1870,
        "excerpt": "d8 + 3) Piercing damage plus 9 (2d8) Necrotic damage. Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage. If the target is a non-Undead cre"
      },
      {
        "document": 1872,
        "excerpt": "d6 + 2) Piercing damage plus 3 (1d6) Necrotic damage. Claw. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Slashing damage. If the target is a creature that i"
      },
      {
        "document": 1879,
        "excerpt": "Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Bludgeoning damage. If the target is a Medium or sm"
      },
      {
        "document": 1892,
        "excerpt": "Multiattack. The scorpion makes two Claw attacks and one Sting attack. Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning dam"
      },
      {
        "document": 1914,
        "excerpt": "Multiattack. The hag makes two Claw attacks. Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) Slashing damage plus 3 (1d6) Poison"
      },
      {
        "document": 1921,
        "excerpt": "Multiattack. The half-dragon makes two Claw attacks. Claw. Melee Attack Roll: +7, reach 10 ft. Hit: 6 (1d4 + 4) Slashing damage plus 7 (2d6) damage"
      },
      {
        "document": 1922,
        "excerpt": "Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 6 (2d4 + 1) Slashing damage. Luring Song. The harpy sings a ma"
      },
      {
        "document": 1937,
        "excerpt": "Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Slashing damage plus 2 (1d4) Cold damage. Fog Clou"
      },
      {
        "document": 1947,
        "excerpt": "Multiattack. The lamia makes two Claw attacks. It can replace one attack with a use of Corrupting Touch. Claw. Melee Attack Roll: +5, reach 5"
      },
      {
        "document": 1953,
        "excerpt": "Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Slashing damage plus 3 (1d6) Fire damage. Fire Bre"
      },
      {
        "document": 1959,
        "excerpt": "Multiattack. The medusa makes two Claw attacks and one Snake Hair attack, or it makes three Poison Ray attacks. Claw. Melee Attack Roll: +6, r"
      },
      {
        "document": 1961,
        "excerpt": "Multiattack. The merrow makes two attacks, using Bite, Claw, or Harpoon in any combination. Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 6 (1d4 + 4) Piercing dama"
      },
      {
        "document": 1969,
        "excerpt": "Multiattack. The hag makes two Claw attacks. Claw. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Slashing damage. Nightmare Hauntin"
      },
      {
        "document": 1976,
        "excerpt": "Multiattack. The oni makes two Claw or Nightmare Ray attacks. It can replace one attack with a use of Spellcasting. Claw. Melee Attack Roll"
      },
      {
        "document": 1986,
        "excerpt": "ack. The pit fiend makes one Bite attack, two Devilish Claw attacks, and one Fiery Mace attack. Bite. Melee Attack Roll: +14, reach 10 ft. Hit: 18 (3d6 + 8) Pierci"
      },
      {
        "document": 2009,
        "excerpt": "Multiattack. The sahuagin makes two Claw attacks. Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Slashing damage."
      },
      {
        "document": 2014,
        "excerpt": "Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage. Death Glare (Recharge 5–6). Wisd"
      },
      {
        "document": 2024,
        "excerpt": "Multiattack. The sphinx makes three Claw attacks. Claw. Melee Attack Roll: +8, reach 5 ft. Hit: 14 (3d6 + 4) Slashing damage. Mind-Rending Roar"
      },
      {
        "document": 2025,
        "excerpt": "Multiattack. The sphinx makes two Claw attacks and uses Roar. Claw. Melee Attack Roll: +12, reach 5 ft. Hit: 20 (4d6 + 6) Slashing damage. Ro"
      },
      {
        "document": 2031,
        "excerpt": "Claw. Melee Attack Roll: +2, reach 5 ft. Hit: 2 (1d4) Slashing damage plus 2 (1d4) Fire damage. Steam Breath"
      },
      {
        "document": 2044,
        "excerpt": "e makes one Bite attack and three other attacks, using Claw or Tail in any combination. Bite. Melee Attack Roll: +19, reach 15 ft. Hit: 36 (4d12 + 10) Piercing dam"
      },
      {
        "document": 2055,
        "excerpt": "Multiattack. The vampire makes two Claw attacks and uses Bite. Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (2d4 + 3) Slashing damage. If th"
      },
      {
        "document": 2080,
        "excerpt": "Multiattack. The xorn makes one Bite attack and three Claw attacks. Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 17 (4d6 + 3) Piercing damage. Claw. Melee Attac"
      }
    ],
    "clawed": [
      {
        "document": 1559,
        "excerpt": "Class, and you know Abyssal. In addition, the armor's clawed gauntlets allow your Unarmed Strikes to deal 1d8 Slashing damage instead of the usual Bludgeoning damage"
      }
    ],
    "claws": [
      {
        "document": 90,
        "excerpt": "Unarmed Strike. Many monsters make melee attacks with claws, teeth, or other body parts. A few spells also involve melee attacks."
      },
      {
        "document": 791,
        "excerpt": "Two claws extend from the front side of the apparatus."
      },
      {
        "document": 948,
        "excerpt": "Claws, cutting objects"
      },
      {
        "document": 1153,
        "excerpt": "pearance in this way again. Natural Weapons. You grow claws (Slashing), fangs (Piercing), horns (Piercing), or hooves (Bludgeoning). When you use your Unarmed Strik"
      },
      {
        "document": 1772,
        "excerpt": ": +6, reach 5 ft. Hit: 15 (2d10 + 4) Piercing damage. Claws. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) Slashing damage. If the target is a Large or smalle"
      },
      {
        "document": 1802,
        "excerpt": "Multiattack. The devil makes one Claws attack and one Tail attack, or it makes two Hurl Flame attacks. Claws. Melee Attack Roll: +6, reach 5 f"
      },
      {
        "document": 1879,
        "excerpt": "the Grappled condition (escape DC 11) from one of two claws."
      },
      {
        "document": 1892,
        "excerpt": "the Grappled condition (escape DC 13) from one of two claws. Sting. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 11 (2d10) Poison damag"
      },
      {
        "document": 1916,
        "excerpt": "dition (escape DC 14) from both of the griffon's front claws."
      },
      {
        "document": 2038,
        "excerpt": "Swarm of Crawling Claws"
      },
      {
        "document": 2055,
        "excerpt": "the Grappled condition (escape DC 13) from one of two claws. Bite. Constitution Saving Throw: DC 14, one creature within 5 feet that is willing or that has the Gra"
      }
    ],
    "clay": [
      {
        "document": 759,
        "excerpt": "Clay Golem"
      },
      {
        "document": 1369,
        "excerpt": "on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation, crea"
      },
      {
        "document": 1444,
        "excerpt": "V, S, M (soft clay)"
      },
      {
        "document": 1828,
        "excerpt": "Clay Golem"
      }
    ],
    "clean": [
      {
        "document": 1217,
        "excerpt": "and looks like a food of your choice, and the water is clean. The food spoils after 24 hours if uneaten."
      },
      {
        "document": 1218,
        "excerpt": "llowing: Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within"
      },
      {
        "document": 1250,
        "excerpt": "s in a 5-foot Cube. Alternatively, you create 1 cup of clean water either in an open container or on a surface, and the water evaporates in 1 minute. Sculpt Element"
      },
      {
        "document": 1349,
        "excerpt": "numerous chambers beyond. The dwelling's atmosphere is clean, fresh, and warm. You can create any floor plan you like for the dwelling, but it can't exceed 50 conti"
      },
      {
        "document": 1386,
        "excerpt": "or snuff out a candle, a torch, or a small campfire. Clean or Soil. You instantaneously clean or soil an object no larger than 1 cubic foot. Minor Sensation. You"
      }
    ],
    "cleaning": [
      {
        "document": 1468,
        "excerpt": "tasks that a human could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring drinks. Once you give the command,"
      }
    ],
    "clear": [
      {
        "document": 266,
        "excerpt": "numerous feet on the bottom 46 A dead sprite inside a clear glass bottle 47 A metal can that has no opening but sounds as if it is filled with liquid, sand, spider"
      },
      {
        "document": 502,
        "excerpt": "pell targets creatures, objects, or something else. A Clear Path to the Target. To target something with a spell, a caster must have a clear path to it, so it can't"
      },
      {
        "document": 657,
        "excerpt": "must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump's distance), such as a hedge or low wall. Otherwise"
      },
      {
        "document": 1215,
        "excerpt": ":----------------------------------------- | | 1 | Clear | | 2 | Light clouds | | 3 |"
      },
      {
        "document": 1247,
        "excerpt": "4 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round. Bloo"
      },
      {
        "document": 1363,
        "excerpt": "isual, tactile, and olfactory elements, so it can turn clear ground into Difficult Terrain (or vice versa) or otherwise impede movement through the area. Any piece"
      },
      {
        "document": 1539,
        "excerpt": "he spell's customary knocking sound is replaced by the clear, ringing tone of the chime, which is audible out to 300 feet. The chime can be used 10 times. After the"
      },
      {
        "document": 1572,
        "excerpt": "you: Blinded, Deafened, Paralyzed, and Poisoned. The clear, red liquid has tiny bubbles of light in it."
      },
      {
        "document": 1578,
        "excerpt": "erception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet"
      },
      {
        "document": 1608,
        "excerpt": "area that aren't being worn or carried are also pushed clear of the tower. The tower is 20 feet on a side and 30 feet high, with arrow slits on all sides and a batt"
      },
      {
        "document": 1609,
        "excerpt": "ance (Rare). You don't need to eat or drink while this clear spindle orbits your head."
      },
      {
        "document": 1634,
        "excerpt": "pon or the coated ammunition into +3 Ammunition. This clear, gelatinous oil sparkles with tiny, ultrathin silver shards."
      },
      {
        "document": 1648,
        "excerpt": "contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process."
      },
      {
        "document": 1649,
        "excerpt": "have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it."
      },
      {
        "document": 1652,
        "excerpt": "uid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process."
      },
      {
        "document": 1734,
        "excerpt": "Tome of Clear Thought"
      }
    ],
    "cleared": [
      {
        "document": 1627,
        "excerpt": "currently home to one or more monsters, which must be cleared out before you can claim the keep as yours. Void. Your soul is drawn from your body and contained in an"
      }
    ],
    "cleave": [
      {
        "document": 397,
        "excerpt": "Cleave"
      },
      {
        "document": 928,
        "excerpt": "Cleave"
      },
      {
        "document": 1062,
        "excerpt": "Cleave"
      },
      {
        "document": 1065,
        "excerpt": "Cleave"
      }
    ],
    "clenched": [
      {
        "document": 1163,
        "excerpt": "60 feet and then cause one of the following effects: Clenched Fist. The hand strikes a target within 5 feet of it. Make a melee spell attack. On a hit, the target tak"
      }
    ],
    "cleric": [
      {
        "document": 256,
        "excerpt": "Character Creation.” For example, if you are a level 6 Cleric / level 1 Fighter, you must gain enough XP to reach level 8 before you can take your second level as a F"
      },
      {
        "document": 257,
        "excerpt": "ent types, track them separately. If you are a level 5 Cleric / level 5 Paladin, for example, you have five d8 Hit Dice and five d10 Hit Dice."
      },
      {
        "document": 264,
        "excerpt": "ogether the following: - All your levels in the Bard, Cleric, Druid, Sorcerer, and Wizard classes - Half your levels (round up) in the Paladin and Ranger classes Th"
      },
      {
        "document": 281,
        "excerpt": "Cleric Spell List"
      },
      {
        "document": 485,
        "excerpt": "nd is be jeweled or painted to channel divine magic. A Cleric or Paladin can use a Holy Symbol as a Spellcasting Focus. The table indicates whether a Holy Symbol nee"
      },
      {
        "document": 811,
        "excerpt": "Cleric"
      },
      {
        "document": 813,
        "excerpt": "Bard, Cleric, Druid, Monk, Rogue, or Warlock"
      },
      {
        "document": 815,
        "excerpt": "Bard, Cleric, Druid, Monk, Rogue, or Warlock"
      },
      {
        "document": 818,
        "excerpt": "Cleric"
      },
      {
        "document": 908,
        "excerpt": "Cleric Features"
      },
      {
        "document": 909,
        "excerpt": "Cleric Level"
      },
      {
        "document": 910,
        "excerpt": "Cantrips (Level 0 Cleric Spells)"
      },
      {
        "document": 911,
        "excerpt": "Level 1 Cleric Spells"
      },
      {
        "document": 912,
        "excerpt": "Level 2 Cleric Spells"
      },
      {
        "document": 913,
        "excerpt": "Level 3 Cleric Spells"
      },
      {
        "document": 914,
        "excerpt": "Level 4 Cleric Spells"
      },
      {
        "document": 915,
        "excerpt": "Level 5 Cleric Spells"
      },
      {
        "document": 916,
        "excerpt": "Level 6 Cleric Spells"
      },
      {
        "document": 917,
        "excerpt": "Level 7 Cleric Spells"
      },
      {
        "document": 918,
        "excerpt": "Level 8 Cleric Spells"
      },
      {
        "document": 919,
        "excerpt": "Level 9 Cleric Spells"
      },
      {
        "document": 937,
        "excerpt": "Cleric"
      },
      {
        "document": 963,
        "excerpt": "choose any of your new prepared spells from the Bard, Cleric, Druid, and Wizard spell lists, and the chosen spells count as Bard spells for you (see a class's sectio"
      },
      {
        "document": 964,
        "excerpt": "Cleric"
      },
      {
        "document": 968,
        "excerpt": "oose the option below. Blessed Warrior. You learn two Cleric cantrips of your choice (see the Cleric class's section for a list of Cleric spells). Guidance and Sacre"
      },
      {
        "document": 976,
        "excerpt": "spells of your choice. These spells can come from the Cleric, Druid, or Wizard spell list or any combination thereof (see a class's section for its spell list). A sp"
      },
      {
        "document": 981,
        "excerpt": "Cleric"
      },
      {
        "document": 995,
        "excerpt": "Magic Initiate (Cleric) (see “Feats”)"
      },
      {
        "document": 1012,
        "excerpt": "ntrips. You learn two cantrips of your choice from the Cleric, Druid, or Wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this fe"
      },
      {
        "document": 1151,
        "excerpt": "Cleric"
      },
      {
        "document": 1157,
        "excerpt": "Cleric"
      },
      {
        "document": 1160,
        "excerpt": "Cleric"
      },
      {
        "document": 1167,
        "excerpt": "Cleric"
      },
      {
        "document": 1168,
        "excerpt": "Cleric"
      },
      {
        "document": 1169,
        "excerpt": "Cleric"
      },
      {
        "document": 1171,
        "excerpt": "Cleric"
      },
      {
        "document": 1172,
        "excerpt": "Cleric"
      },
      {
        "document": 1174,
        "excerpt": "Cleric"
      },
      {
        "document": 1176,
        "excerpt": "Cleric"
      },
      {
        "document": 1178,
        "excerpt": "Cleric"
      },
      {
        "document": 1179,
        "excerpt": "Cleric"
      },
      {
        "document": 1181,
        "excerpt": "Cleric"
      },
      {
        "document": 1186,
        "excerpt": "Cleric"
      },
      {
        "document": 1193,
        "excerpt": "Cleric"
      },
      {
        "document": 1197,
        "excerpt": "Cleric"
      },
      {
        "document": 1199,
        "excerpt": "Cleric"
      },
      {
        "document": 1205,
        "excerpt": "Cleric"
      },
      {
        "document": 1211,
        "excerpt": "Cleric"
      },
      {
        "document": 1213,
        "excerpt": "Cleric"
      },
      {
        "document": 1214,
        "excerpt": "Cleric"
      },
      {
        "document": 1215,
        "excerpt": "Cleric"
      },
      {
        "document": 1217,
        "excerpt": "Cleric"
      },
      {
        "document": 1218,
        "excerpt": "Cleric"
      },
      {
        "document": 1219,
        "excerpt": "Cleric"
      },
      {
        "document": 1221,
        "excerpt": "Cleric"
      },
      {
        "document": 1225,
        "excerpt": "Cleric"
      },
      {
        "document": 1226,
        "excerpt": "Cleric"
      },
      {
        "document": 1229,
        "excerpt": "Cleric"
      },
      {
        "document": 1230,
        "excerpt": "Cleric"
      },
      {
        "document": 1231,
        "excerpt": "Cleric"
      },
      {
        "document": 1236,
        "excerpt": "Cleric"
      },
      {
        "document": 1238,
        "excerpt": "Cleric"
      },
      {
        "document": 1241,
        "excerpt": "Cleric"
      },
      {
        "document": 1248,
        "excerpt": "Cleric"
      },
      {
        "document": 1251,
        "excerpt": "Cleric"
      },
      {
        "document": 1256,
        "excerpt": "Cleric"
      },
      {
        "document": 1267,
        "excerpt": "Cleric"
      },
      {
        "document": 1268,
        "excerpt": "Cleric"
      },
      {
        "document": 1272,
        "excerpt": "Cleric"
      },
      {
        "document": 1275,
        "excerpt": "Cleric"
      },
      {
        "document": 1281,
        "excerpt": "Cleric"
      },
      {
        "document": 1284,
        "excerpt": "Cleric"
      },
      {
        "document": 1287,
        "excerpt": "Cleric"
      },
      {
        "document": 1288,
        "excerpt": "Cleric"
      },
      {
        "document": 1289,
        "excerpt": "Cleric"
      },
      {
        "document": 1293,
        "excerpt": "Cleric"
      },
      {
        "document": 1297,
        "excerpt": "Cleric"
      },
      {
        "document": 1298,
        "excerpt": "Cleric"
      },
      {
        "document": 1300,
        "excerpt": "Cleric"
      },
      {
        "document": 1301,
        "excerpt": "Cleric"
      },
      {
        "document": 1303,
        "excerpt": "Cleric"
      },
      {
        "document": 1305,
        "excerpt": "Cleric"
      },
      {
        "document": 1307,
        "excerpt": "Cleric"
      },
      {
        "document": 1308,
        "excerpt": "Cleric"
      },
      {
        "document": 1311,
        "excerpt": "Cleric"
      },
      {
        "document": 1316,
        "excerpt": "Cleric"
      },
      {
        "document": 1317,
        "excerpt": "Cleric"
      },
      {
        "document": 1326,
        "excerpt": "Cleric"
      },
      {
        "document": 1327,
        "excerpt": "Cleric"
      },
      {
        "document": 1333,
        "excerpt": "Cleric"
      },
      {
        "document": 1334,
        "excerpt": "Cleric"
      },
      {
        "document": 1336,
        "excerpt": "Cleric"
      },
      {
        "document": 1339,
        "excerpt": "Cleric"
      },
      {
        "document": 1340,
        "excerpt": "Cleric"
      },
      {
        "document": 1344,
        "excerpt": "Cleric"
      },
      {
        "document": 1351,
        "excerpt": "Cleric"
      },
      {
        "document": 1352,
        "excerpt": "Cleric"
      },
      {
        "document": 1353,
        "excerpt": "Cleric"
      },
      {
        "document": 1356,
        "excerpt": "Cleric"
      },
      {
        "document": 1357,
        "excerpt": "Cleric"
      },
      {
        "document": 1376,
        "excerpt": "Cleric"
      },
      {
        "document": 1377,
        "excerpt": "Cleric"
      },
      {
        "document": 1378,
        "excerpt": "Cleric"
      },
      {
        "document": 1382,
        "excerpt": "Cleric"
      },
      {
        "document": 1385,
        "excerpt": "Cleric"
      },
      {
        "document": 1393,
        "excerpt": "Cleric"
      },
      {
        "document": 1394,
        "excerpt": "Cleric"
      },
      {
        "document": 1395,
        "excerpt": "Cleric"
      },
      {
        "document": 1396,
        "excerpt": "Cleric"
      },
      {
        "document": 1397,
        "excerpt": "Cleric"
      },
      {
        "document": 1401,
        "excerpt": "Cleric"
      },
      {
        "document": 1403,
        "excerpt": "Cleric"
      },
      {
        "document": 1405,
        "excerpt": "Cleric"
      },
      {
        "document": 1406,
        "excerpt": "Cleric"
      },
      {
        "document": 1408,
        "excerpt": "Cleric"
      },
      {
        "document": 1410,
        "excerpt": "Cleric"
      },
      {
        "document": 1411,
        "excerpt": "Cleric"
      },
      {
        "document": 1413,
        "excerpt": "Cleric"
      },
      {
        "document": 1418,
        "excerpt": "Cleric"
      },
      {
        "document": 1422,
        "excerpt": "Cleric"
      },
      {
        "document": 1427,
        "excerpt": "Cleric"
      },
      {
        "document": 1434,
        "excerpt": "Cleric"
      },
      {
        "document": 1436,
        "excerpt": "Cleric"
      },
      {
        "document": 1440,
        "excerpt": "Cleric"
      },
      {
        "document": 1441,
        "excerpt": "Cleric"
      },
      {
        "document": 1444,
        "excerpt": "Cleric"
      },
      {
        "document": 1449,
        "excerpt": "Cleric"
      },
      {
        "document": 1450,
        "excerpt": "Cleric"
      },
      {
        "document": 1451,
        "excerpt": "Cleric"
      },
      {
        "document": 1456,
        "excerpt": "Cleric"
      },
      {
        "document": 1460,
        "excerpt": "Cleric"
      },
      {
        "document": 1464,
        "excerpt": "Cleric"
      },
      {
        "document": 1465,
        "excerpt": "Cleric"
      },
      {
        "document": 1477,
        "excerpt": "Cleric"
      },
      {
        "document": 1479,
        "excerpt": "Cleric"
      },
      {
        "document": 1485,
        "excerpt": "Cleric"
      },
      {
        "document": 1486,
        "excerpt": "Cleric"
      },
      {
        "document": 1535,
        "excerpt": "light, you have Advantage on D20 Tests. In addition, a Cleric or Druid in the light can cast level 1 spells they have prepared without expending spell slots. Alterna"
      },
      {
        "document": 1630,
        "excerpt": "Requires Attunement by a Cleric, Druid, or Paladin"
      },
      {
        "document": 1712,
        "excerpt": "Requires Attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard"
      },
      {
        "document": 1715,
        "excerpt": "Requires Attunement by a Bard, Cleric, or Druid"
      },
      {
        "document": 1718,
        "excerpt": "Requires Attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard"
      },
      {
        "document": 1730,
        "excerpt": "Requires Attunement by a Cleric or Paladin"
      },
      {
        "document": 1966,
        "excerpt": "Medium or Small Undead (Cleric), Lawful Evil"
      },
      {
        "document": 1991,
        "excerpt": "Medium or Small Humanoid (Cleric), Neutral"
      },
      {
        "document": 1992,
        "excerpt": "Medium or Small Humanoid (Cleric), Neutral"
      }
    ],
    "cleric's": [
      {
        "document": 964,
        "excerpt": "the traits in the Core Cleric Traits table. - Gain the Cleric's level 1 features, which are listed in the Cleric Features table. As a Multiclass Character - Gain the"
      }
    ],
    "clerics": [
      {
        "document": 505,
        "excerpt": "otent and their durations overlap. For example, if two Clerics cast Bless on the same target, that target gains the spell's benefit only once; the target doesn't recei"
      },
      {
        "document": 981,
        "excerpt": "energy that helps sustain all life in the multiverse. Clerics who tap into this domain are masters of healing, using that life force to cure many hurts. Existence it"
      }
    ],
    "clever": [
      {
        "document": 725,
        "excerpt": "stacks of empty crates, ledges, and balconies) reward clever positioning and encourage characters to jump, climb, fly, or teleport. Defensive Positions. Enemies in"
      }
    ],
    "click": [
      {
        "document": 1526,
        "excerpt": "e you wear these boots, you can take a Bonus Action to click the boots' heels together. If you do, the boots double your Speed, and any creature that makes an Opport"
      }
    ],
    "cliff": [
      {
        "document": 36,
        "excerpt": "cy Bonus. For example, if a character tries to climb a cliff, the GM might ask for a Strength (Athletics) check. If the character has Athletics proficiency, the char"
      }
    ],
    "climb": [
      {
        "document": 36,
        "excerpt": "roficiency Bonus. For example, if a character tries to climb a cliff, the GM might ask for a Strength (Athletics) check. If the character has Athletics proficiency,"
      },
      {
        "document": 77,
        "excerpt": "about Speed as well as about special speeds, such as a Climb Speed, Fly Speed, or Swim Speed."
      },
      {
        "document": 152,
        "excerpt": "ters have one or more of the following speeds: Burrow, Climb, Fly, Swim. Rules for Speed and these specials speeds appear in “Rules Glossary.”"
      },
      {
        "document": 312,
        "excerpt": "A Ladder is 10 feet tall. You must climb to move up or down it."
      },
      {
        "document": 483,
        "excerpt": "s) check. If you tied a Rope to the hook, you can then climb it."
      },
      {
        "document": 548,
        "excerpt": "creatures have special speeds, such as a Burrow Speed, Climb Speed, Fly Speed, or Swim Speed, each of which is defined in this glossary. If you have more than one sp"
      },
      {
        "document": 554,
        "excerpt": "ong with any special speeds. See also \"Burrow Speed,\" \"Climb Speed,\" \"Fly Speed,\" and \"Swim Speed.\" Ability Scores. A table provides the monster's ability scores, m"
      },
      {
        "document": 590,
        "excerpt": "ult Terrain). You ignore this extra cost if you have a Climb Speed and use it to climb. At the GM's option, climbing a slippery surface or one with few handholds mi"
      },
      {
        "document": 591,
        "excerpt": "Climb Speed"
      },
      {
        "document": 719,
        "excerpt": "ane Lock or similar magic. Escape. A creature needs a Climb Speed, climbing gear, or magic such as Spider Climb to scale the pit's smooth walls. You can make the pi"
      },
      {
        "document": 723,
        "excerpt": "ck spell or similar magic. Escape. A creature needs a Climb Speed, climbing gear, or magic such as a Spider Climb spell to scale the pit's smooth walls. You can mak"
      },
      {
        "document": 725,
        "excerpt": "d clever positioning and encourage characters to jump, climb, fly, or teleport. Defensive Positions. Enemies in hard-to-reach locations or defensive positions force"
      },
      {
        "document": 861,
        "excerpt": "Spider Climb"
      },
      {
        "document": 874,
        "excerpt": "Spider Climb"
      },
      {
        "document": 887,
        "excerpt": "Spider Climb"
      },
      {
        "document": 969,
        "excerpt": "while you aren't wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed."
      },
      {
        "document": 984,
        "excerpt": "ces, granting you these benefits. Climber. You gain a Climb Speed equal to your Speed. Jumper. You can determine your jump distance using your Dexterity rather tha"
      },
      {
        "document": 1290,
        "excerpt": "HP 30 + 10 for each spell level above 4 Speed 40 ft., Climb 40 ft., Fly 40 ft. (Wasp only) | STR | DEX | CON | INT | WIS | CHA | | :---: | :---: | :---: | :---: |"
      },
      {
        "document": 1438,
        "excerpt": "Spider Climb"
      },
      {
        "document": 1541,
        "excerpt": "istance. You have Resistance to Poison damage. Spider Climb. You have a Climb Speed equal to your Speed and can move up, down, and across vertical surfaces and alon"
      },
      {
        "document": 1590,
        "excerpt": "es Attunement) While wearing these gloves, you have a Climb Speed and a Swim Speed equal to your Speed, and you gain a +5 bonus to Strength (Athletics) checks made"
      },
      {
        "document": 1647,
        "excerpt": "Potion, Common When you drink this potion, you gain a Climb Speed equal to your Speed for 1 hour. During this time, you have Advantage on Strength (Athletics) check"
      },
      {
        "document": 1698,
        "excerpt": "length and grants Advantage on ability checks made to climb using the rope. The rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. It regains 1 Hit"
      },
      {
        "document": 1707,
        "excerpt": "ng ceilings, while leaving your hands free. You have a Climb Speed equal to your Speed. However, the slippers don't allow you to move this way on a slippery surface,"
      },
      {
        "document": 1765,
        "excerpt": "40 ft., Climb 40 ft., Fly 80 ft."
      },
      {
        "document": 1768,
        "excerpt": "40 ft., Climb 40 ft., Fly 80 ft."
      },
      {
        "document": 1770,
        "excerpt": "Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice o"
      },
      {
        "document": 1777,
        "excerpt": "40 ft., Climb 40 ft., Fly 80 ft."
      },
      {
        "document": 1780,
        "excerpt": "40 ft., Climb 40 ft., Fly 80 ft."
      },
      {
        "document": 1782,
        "excerpt": "Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice o"
      },
      {
        "document": 1788,
        "excerpt": "30 ft., Climb 30 ft."
      },
      {
        "document": 1797,
        "excerpt": "30 ft., Climb 30 ft."
      },
      {
        "document": 1802,
        "excerpt": "30 ft., Climb 30 ft."
      },
      {
        "document": 1806,
        "excerpt": "50 ft., Climb 50 ft."
      },
      {
        "document": 1808,
        "excerpt": "30 ft., Climb 30 ft., Swim 30 ft."
      },
      {
        "document": 1810,
        "excerpt": "20 ft., Climb 20 ft."
      },
      {
        "document": 1818,
        "excerpt": "40 ft., Climb 30 ft."
      },
      {
        "document": 1823,
        "excerpt": "40 ft., Climb 40 ft."
      },
      {
        "document": 1834,
        "excerpt": "30 ft., Climb 30 ft., Fly 60 ft."
      },
      {
        "document": 1850,
        "excerpt": "30 ft., Climb 30 ft."
      },
      {
        "document": 1860,
        "excerpt": "30 ft., Climb 30 ft."
      },
      {
        "document": 1873,
        "excerpt": "40 ft., Climb 40 ft."
      },
      {
        "document": 1877,
        "excerpt": "30 ft., Climb 30 ft."
      },
      {
        "document": 1883,
        "excerpt": "30 ft., Climb 30 ft."
      },
      {
        "document": 1886,
        "excerpt": "40 ft., Climb 30 ft."
      },
      {
        "document": 1888,
        "excerpt": "40 ft., Climb 40 ft."
      },
      {
        "document": 1891,
        "excerpt": "30 ft., Climb 30 ft."
      },
      {
        "document": 1895,
        "excerpt": "30 ft., Climb 30 ft."
      },
      {
        "document": 1900,
        "excerpt": "40 ft., Climb 30 ft."
      },
      {
        "document": 1901,
        "excerpt": "40 ft., Climb 40 ft."
      },
      {
        "document": 1906,
        "excerpt": "40 ft., Climb 30 ft."
      },
      {
        "document": 1912,
        "excerpt": "10 ft., Climb 10 ft."
      },
      {
        "document": 1915,
        "excerpt": "30 ft., Climb 30 ft."
      },
      {
        "document": 1917,
        "excerpt": "30 ft., Climb 30 ft."
      },
      {
        "document": 1920,
        "excerpt": "40 ft., Climb 40 ft., Swim 40 ft."
      },
      {
        "document": 1938,
        "excerpt": ".), a raven (20 ft., Fly 60 ft.), or a spider (20 ft., Climb 20 ft.), or it returns to its true form. Its game statistics are the same in each form, except for its S"
      },
      {
        "document": 1951,
        "excerpt": "20 ft., Climb 20 ft."
      },
      {
        "document": 1957,
        "excerpt": "40 ft., Climb 40 ft."
      },
      {
        "document": 1972,
        "excerpt": "20 ft., Climb 20 ft."
      },
      {
        "document": 1979,
        "excerpt": "40 ft., Climb 40 ft."
      },
      {
        "document": 1980,
        "excerpt": "50 ft., Climb 40 ft."
      },
      {
        "document": 1982,
        "excerpt": "30 ft., Climb 30 ft."
      },
      {
        "document": 1996,
        "excerpt": "a bat (Speed 10 ft., Fly 40 ft.), a centipede (40 ft., Climb 40 ft.), or a toad (40 ft., Swim 40 ft.), or it returns to its true form. Its game statistics are the sa"
      },
      {
        "document": 1998,
        "excerpt": "20 ft., Climb 20 ft."
      },
      {
        "document": 2000,
        "excerpt": "30 ft., Climb 30 ft., Fly 60 ft."
      },
      {
        "document": 2006,
        "excerpt": "10 ft., Climb 20 ft."
      },
      {
        "document": 2010,
        "excerpt": "30 ft., Climb 30 ft."
      },
      {
        "document": 2027,
        "excerpt": "20 ft., Climb 20 ft."
      },
      {
        "document": 2030,
        "excerpt": "30 ft., Climb 30 ft."
      },
      {
        "document": 2038,
        "excerpt": "30 ft., Climb 30 ft."
      },
      {
        "document": 2039,
        "excerpt": "20 ft., Climb or Fly 20 ft. (GM's choice)"
      },
      {
        "document": 2041,
        "excerpt": "30 ft., Climb 30 ft."
      },
      {
        "document": 2044,
        "excerpt": "60 ft., Burrow 40 ft., Climb 60 ft."
      },
      {
        "document": 2054,
        "excerpt": "30 ft., Climb 30 ft."
      },
      {
        "document": 2055,
        "excerpt": "Spider Climb. The vampire can climb difficult surfaces, including along ceilings, without needing to make an ability"
      },
      {
        "document": 2056,
        "excerpt": "40 ft., Climb 40 ft."
      },
      {
        "document": 2066,
        "excerpt": "30 ft., Climb 30 ft."
      },
      {
        "document": 2067,
        "excerpt": "30 ft., 40 ft. (bear form only), Climb 30 ft. (bear form only)"
      },
      {
        "document": 2069,
        "excerpt": "30 ft., Climb 30 ft."
      },
      {
        "document": 2072,
        "excerpt": "Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice o"
      },
      {
        "document": 2085,
        "excerpt": "40 ft., Climb 40 ft., Fly 80 ft."
      },
      {
        "document": 2088,
        "excerpt": "40 ft., Climb 40 ft., Fly 80 ft."
      },
      {
        "document": 2090,
        "excerpt": "Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice o"
      }
    ],
    "climber": [
      {
        "document": 931,
        "excerpt": "Climber’s Kit"
      },
      {
        "document": 984,
        "excerpt": "ly hard-to-reach places, granting you these benefits. Climber. You gain a Climb Speed equal to your Speed. Jumper. You can determine your jump distance using your De"
      },
      {
        "document": 1044,
        "excerpt": "Climber’s Kit"
      }
    ],
    "climber's": [
      {
        "document": 421,
        "excerpt": "er's next Dexterity (Acrobatics) check (DC 10) Craft: Climber's Kit"
      },
      {
        "document": 470,
        "excerpt": "Climber's Kit (25 GP)"
      }
    ],
    "climbing": [
      {
        "document": 77,
        "excerpt": "you can decide not to move. Your movement can include climbing, crawling, jumping, and swimming (each explained in “Rules Glossary”). These different modes of movement"
      },
      {
        "document": 548,
        "excerpt": "reature can cover when it moves on its turn. See also “Climbing,” “Crawling,” “Flying,” “Jumping,” “Swimming” and “Playing the Game” (“Combat”). Special Speeds. Some c"
      },
      {
        "document": 590,
        "excerpt": "Climbing"
      },
      {
        "document": 591,
        "excerpt": "expending the extra movement normally associated with climbing. See also “Climbing” and “Speed.”"
      },
      {
        "document": 719,
        "excerpt": "imilar magic. Escape. A creature needs a Climb Speed, climbing gear, or magic such as Spider Climb to scale the pit's smooth walls. You can make the pit easier to esca"
      },
      {
        "document": 723,
        "excerpt": "imilar magic. Escape. A creature needs a Climb Speed, climbing gear, or magic such as a Spider Climb spell to scale the pit's smooth walls. You can make the pit easier"
      },
      {
        "document": 1335,
        "excerpt": "l or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the"
      },
      {
        "document": 1409,
        "excerpt": "sts until the spell ends. That space can be reached by climbing the rope, which can be pulled into or dropped out of it. The space can hold up to eight Medium or small"
      },
      {
        "document": 1590,
        "excerpt": "Gloves of Swimming and Climbing"
      },
      {
        "document": 1644,
        "excerpt": "ture inside an open Portable Hole can exit the hole by climbing out of it. You can take a Magic action to close a Portable Hole by taking hold of the edges of the clot"
      },
      {
        "document": 1647,
        "excerpt": "Potion of Climbing"
      },
      {
        "document": 1694,
        "excerpt": "olls made with it. Button 4. The rod transforms into a climbing pole up to 50 feet long (you specify the length), though the rod's buttons remain within your reach. In"
      },
      {
        "document": 1698,
        "excerpt": "Rope of Climbing"
      },
      {
        "document": 1707,
        "excerpt": "Slippers of Spider Climbing"
      }
    ],
    "clippings": [
      {
        "document": 820,
        "excerpt": "A glass vial filled with nail clippings"
      }
    ],
    "cloak": [
      {
        "document": 384,
        "excerpt": "armor must be donned, a Shield strapped to the arm, a cloak fastened about the shoulders. A weapon must be held. In most cases, a magic item that's meant to be wor"
      },
      {
        "document": 385,
        "excerpt": "acers, one suit of armor, one item of headwear, or one cloak. The GM might make exceptions."
      },
      {
        "document": 1357,
        "excerpt": "broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend"
      },
      {
        "document": 1541,
        "excerpt": "Cloak of Arachnida"
      },
      {
        "document": 1542,
        "excerpt": "Cloak of Displacement"
      },
      {
        "document": 1543,
        "excerpt": "Cloak of Elvenkind"
      },
      {
        "document": 1544,
        "excerpt": "Cloak of Invisibility"
      },
      {
        "document": 1545,
        "excerpt": "Cloak of Protection"
      },
      {
        "document": 1546,
        "excerpt": "Cloak of the Bat"
      },
      {
        "document": 1547,
        "excerpt": "Cloak of the Manta Ray"
      },
      {
        "document": 1618,
        "excerpt": "ge on saving throws against spells while you wear this cloak."
      },
      {
        "document": 1759,
        "excerpt": "s Item, Rare (Requires Attunement) While wearing this cloak, you can take a Magic action to turn the cloak into a pair of wings on your back. The wings lasts for 1"
      }
    ],
    "cloak's": [
      {
        "document": 1546,
        "excerpt": "n a Fly Speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in Dim Light or Darkness, you lose this Fly Spee"
      }
    ],
    "cloaked": [
      {
        "document": 1762,
        "excerpt": "all expended uses at the start of each of its turns. Cloaked Flight. The dragon uses Spellcasting to cast Invisibility on itself, and it can fly up to half its Fly S"
      },
      {
        "document": 1774,
        "excerpt": "all expended uses at the start of each of its turns. Cloaked Flight. The dragon uses Spellcasting to cast Invisibility on itself, and it can fly up to half its Fly S"
      }
    ],
    "cloaker": [
      {
        "document": 1829,
        "excerpt": "Cloaker"
      }
    ],
    "cloaker's": [
      {
        "document": 1829,
        "excerpt": "rget has the Frightened condition until the end of the cloaker's next turn. Success: The target is immune to this cloaker's Moan for the next 24 hours. Phantasms (Recha"
      }
    ],
    "cloakers": [
      {
        "document": 181,
        "excerpt": "rations are utterly alien beings, such as aboleths and cloakers. Beasts are non-Humanoid natural creatures, like horses and wolves, as well as most giant animals. Cel"
      }
    ],
    "clockwise": [
      {
        "document": 791,
        "excerpt": "The apparatus turns 90 degrees clockwise provided its legs are extended."
      }
    ],
    "clockwork": [
      {
        "document": 266,
        "excerpt": "e) 48 A glass orb filled with water, in which swims a clockwork goldfish 49 A silver spoon with an M engraved on the handle 50 A whistle made from gold-colored wood"
      },
      {
        "document": 989,
        "excerpt": "d 10 minutes casting Prestidigitation to create a Tiny clockwork device (AC 5, 1 HP), such as a toy, fire starter, or music box. When you create the device, you determin"
      }
    ],
    "clone": [
      {
        "document": 894,
        "excerpt": "Clone"
      },
      {
        "document": 1194,
        "excerpt": "Clone"
      }
    ],
    "cloned": [
      {
        "document": 1194,
        "excerpt": "00+ GP that is large enough to hold the creature being cloned)"
      }
    ],
    "close": [
      {
        "document": 89,
        "excerpt": "Ranged Attacks in Close Combat"
      },
      {
        "document": 142,
        "excerpt": "The item demands to be given to someone else. Keep Me Close. The item insists on being carried or worn at all times. If its bearer refuses to comply with the item'"
      },
      {
        "document": 756,
        "excerpt": "A creature appears in an unoccupied space as close to you as possible. The creature isn’t under your control and acts as it normally would, and it disappea"
      },
      {
        "document": 783,
        "excerpt": "ally formed creature appears in an unoccupied space as close to the chosen point of origin as possible. The creature isn’t under your control, acts as it normally wo"
      },
      {
        "document": 791,
        "excerpt": "Side window shutters close (two per side)."
      },
      {
        "document": 1160,
        "excerpt": "into or out of it or use planar travel there. Portals close temporarily while in the aura. Ongoing spells, except those cast by an Artifact or a deity, are suppres"
      },
      {
        "document": 1161,
        "excerpt": "creature must use its movement on its turns to get as close as possible to the target, moving by the safest route. If the creature is within 5 feet of the target, t"
      },
      {
        "document": 1164,
        "excerpt": "res you designate when you cast the spell can open and close the object despite the lock. You can also set a password that, when spoken within 5 feet of the object,"
      },
      {
        "document": 1250,
        "excerpt": "enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot Cube. Doors and shutters being held open by someone or somethin"
      },
      {
        "document": 1293,
        "excerpt": "es or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires Concentration, it lasts until the end o"
      },
      {
        "document": 1339,
        "excerpt": "uman or a unicorn) if you have seen such a creature up close - within 30 feet - at least once. If the creature you described or named is in a different form, such as"
      },
      {
        "document": 1340,
        "excerpt": "a specific object known to you if you have seen it up close - within 30 feet - at least once. Alternatively, the spell can locate the nearest object of a particular"
      },
      {
        "document": 1349,
        "excerpt": "ling as long as the door remains open. You can open or close it (no action required) if you are within 30 feet of it. While closed, the door is imperceptible. Beyon"
      },
      {
        "document": 1523,
        "excerpt": "one at random. On each of your turns, you must move as close to the creature as possible and take the Attack action, targeting the creature. If you're unable to get"
      },
      {
        "document": 1529,
        "excerpt": "ental. The elemental appears in an unoccupied space as close to the bowl as possible, understands your languages, obeys your commands, and takes its turn immediately"
      },
      {
        "document": 1532,
        "excerpt": "ental. The elemental appears in an unoccupied space as close to the brazier as possible, understands your languages, obeys your commands, and takes its turn immediat"
      },
      {
        "document": 1538,
        "excerpt": "ental. The elemental appears in an unoccupied space as close to the censer as possible, understands your languages, obeys your commands, and takes its turn immediate"
      },
      {
        "document": 1555,
        "excerpt": "he weapon has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or are more than"
      },
      {
        "document": 1571,
        "excerpt": "gical. The elemental appears in an unoccupied space as close to the broken gem as possible, understands your languages, obeys your commands, and takes its turn immed"
      },
      {
        "document": 1575,
        "excerpt": "ous Item, Uncommon As a Magic action, you can open or close this bottle. Opening the bottle causes thick smoke to billow out, forming a cloud that fills a 60-foot"
      },
      {
        "document": 1623,
        "excerpt": "uch as a large pile of gold), they look authentic, but close inspection reveals they're made from paste, cookies, or some other worthless material. If you paint a f"
      },
      {
        "document": 1627,
        "excerpt": "mpanying stat block) appears in an unoccupied space as close to you as possible. The avatar targets only you with its attacks, appearing as a ghostly skeleton clad i"
      },
      {
        "document": 1644,
        "excerpt": "by climbing out of it. You can take a Magic action to close a Portable Hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the"
      },
      {
        "document": 1756,
        "excerpt": "a creature within 5 feet of it takes a Magic action to close it by taking hold of the edges of the cloth and folding it up. Once the Well of Many Worlds has opened"
      }
    ],
    "closed": [
      {
        "document": 1164,
        "excerpt": "spell consumes) Duration: Until dispelled You touch a closed door, window, gate, container, or hatch and magically lock it for the duration. This lock can't be unloc"
      },
      {
        "document": 1228,
        "excerpt": "you can see within range. This door can be opened and closed, and it leads to a demiplane that is an empty room 30 feet in each dimension, made of wood or stone (you"
      },
      {
        "document": 1293,
        "excerpt": "or a section of floor) or within an object that can be closed (such as a book or chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in di"
      },
      {
        "document": 1332,
        "excerpt": "inutes, during which time the target can be opened and closed. When you cast the spell, a loud knock, audible up to 300 feet away, emanates from the target."
      },
      {
        "document": 1349,
        "excerpt": "ction required) if you are within 30 feet of it. While closed, the door is imperceptible. Beyond the door is a magnificent foyer with numerous chambers beyond. The d"
      },
      {
        "document": 1451,
        "excerpt": "tion of floor or wall) or within an object that can be closed (such as a book or chest). The glyph can cover an area no larger than 10 feet in diameter. If you choose"
      },
      {
        "document": 1509,
        "excerpt": "tus requires one pilot. While the apparatus's hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing,"
      },
      {
        "document": 1644,
        "excerpt": "out and appears within 5 feet of the Portable Hole. A closed Portable Hole holds enough air for 1 hour of breathing, divided by the number of breathing creatures ins"
      }
    ],
    "closer": [
      {
        "document": 10,
        "excerpt": "ke a Death Saving Throw to determine whether you creep closer to death or hang on to life. Unlike other saving throws, this one isn't tied to an ability score. You're"
      },
      {
        "document": 1302,
        "excerpt": "feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles and similar unprotected flames in"
      },
      {
        "document": 1491,
        "excerpt": "ne of sight. Can't Approach. You can't willingly move closer to the source of fear."
      }
    ],
    "closes": [
      {
        "document": 791,
        "excerpt": "Forward window shutter closes."
      },
      {
        "document": 1397,
        "excerpt": "ffected the creature at the time of death. This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or o"
      },
      {
        "document": 1406,
        "excerpt": "affected the creature at the time of death. This spell closes all mortal wounds and restores any missing body parts. Coming back from the dead is an ordeal. The targ"
      },
      {
        "document": 1464,
        "excerpt": "eature is revived with all its Hit Points. This spell closes all wounds, neutralizes any poison, cures all magical contagions, and lifts any curses affecting the cre"
      },
      {
        "document": 1516,
        "excerpt": "extradimensional creature. Turning the bag inside out closes the orifice. The extradimensional creature attached to the bag can sense whatever is placed inside the"
      },
      {
        "document": 1517,
        "excerpt": "o a random location on the Astral Plane. The gate then closes. The gate is one-way and can't be reopened."
      },
      {
        "document": 1594,
        "excerpt": "n a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened."
      },
      {
        "document": 1625,
        "excerpt": "o a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened."
      },
      {
        "document": 1644,
        "excerpt": "dges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in"
      },
      {
        "document": 1730,
        "excerpt": "mage from the ordeal. In either case, the fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes o"
      },
      {
        "document": 1732,
        "excerpt": "mage from the ordeal. In either case, the fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman dissolves into foul-sm"
      },
      {
        "document": 1805,
        "excerpt": "it Points at the start of each of its turns. The wound closes after 1 minute, after a spell restores Hit Points to the target, or after the target or a creature withi"
      },
      {
        "document": 1932,
        "excerpt": "it Points at the start of each of its turns. The wound closes after 1 minute, after a spell restores Hit Points to the target, or after the target or a creature withi"
      }
    ],
    "closest": [
      {
        "document": 64,
        "excerpt": "h ones can spot hidden enemies, and which ones are the closest to those enemies if a fight breaks out. You can change your marching order outside combat and record the"
      },
      {
        "document": 783,
        "excerpt": "The creature closest to the chosen point of origin is enlarged as if you had cast Enlarge/Reduce on it. If the target isn’t y"
      },
      {
        "document": 1228,
        "excerpt": "ding with the Prone condition in the unoccupied spaces closest to the door's former space. Each time you cast this spell, you can create a new demiplane or connect th"
      },
      {
        "document": 1338,
        "excerpt": "cal plant. You learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present."
      },
      {
        "document": 1356,
        "excerpt": "to you. If expelled, you move into an unoccupied space closest to where you first entered and have the Prone condition."
      },
      {
        "document": 1378,
        "excerpt": "all the creatures you transported, they appear in the closest unoccupied spaces next to the circle."
      },
      {
        "document": 1454,
        "excerpt": "atically similar to the target area. You appear in the closest similar place. If you are heading for your home laboratory, for example, you might appear in another per"
      },
      {
        "document": 1562,
        "excerpt": "ic action to discern the distance and direction to the closest dragon within 30 miles of yourself that is of the same type as the armor. This action can't be used agai"
      }
    ],
    "closing": [
      {
        "document": 1575,
        "excerpt": "0 feet until it reaches its maximum size of 120 feet. Closing the bottle causes the cloud to become fixed in place until it disperses after 10 minutes. A strong wind"
      }
    ],
    "closure": [
      {
        "document": 1639,
        "excerpt": "Periapt of Wound Closure"
      }
    ],
    "cloth": [
      {
        "document": 266,
        "excerpt": "of coal when examined by anyone but you 41 A scrap of cloth from an old banner 42 A rank insignia from a lost legionnaire 43 A silver bell without a clapper 44 A"
      },
      {
        "document": 267,
        "excerpt": "le, a castle, or another structure 83 A bit of folded cloth that, when unfolded, turns into a stylish cap 84 A receipt of deposit at a bank in a far-off city 85 A"
      },
      {
        "document": 349,
        "excerpt": "ner holding flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a Candle, Lamp, Lantern, or Torch - or any"
      },
      {
        "document": 580,
        "excerpt": "well for smashing things but not for cutting. Paper or cloth objects might have Vulnerability to Fire damage. Damage Threshold. Big objects, such as castle walls, o"
      },
      {
        "document": 720,
        "excerpt": "n a successful check. Plugging all the holes with wax, cloth, or detritus prevents the darts from firing. As a Search action, a creature can examine the section of"
      },
      {
        "document": 820,
        "excerpt": "A small cloth doll skewered with needles"
      },
      {
        "document": 943,
        "excerpt": "Cloth, paper, rope"
      },
      {
        "document": 1151,
        "excerpt": "V, S, M (a strip of white cloth)"
      },
      {
        "document": 1250,
        "excerpt": "eckon Air. You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot Cube. Doors and shutters b"
      },
      {
        "document": 1515,
        "excerpt": "Wondrous Item, Rare This heavy cloth bag contains 3d4 dry beans when found. The bag weighs half a pound regardless of how many beans it conta"
      },
      {
        "document": 1518,
        "excerpt": "Item, Uncommon This bag made from gray, rust, or tan cloth appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. You can"
      },
      {
        "document": 1644,
        "excerpt": "Wondrous Item, Rare This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet"
      },
      {
        "document": 1690,
        "excerpt": "r Wizard) This elegant garment is made from exquisite cloth and adorned with runes. You gain these benefits while wearing the robe. Armor. If you aren't wearing a"
      },
      {
        "document": 1691,
        "excerpt": "Wondrous Item, Uncommon This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can take a Magic action to"
      },
      {
        "document": 1756,
        "excerpt": "Wondrous Item, Legendary This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet"
      }
    ],
    "clothes": [
      {
        "document": 158,
        "excerpt": "monster's equipment. For example, a monster that wears clothes is assumed to be dressed appropriately, and those clothes aren't in this entry. Equipment mentioned out"
      },
      {
        "document": 432,
        "excerpt": ") Craft: Padded Armor, Basket, Bedroll, Blanket, Fine Clothes, Net, Robe, Rope, Sack, String, Tent, Traveler's Clothes"
      },
      {
        "document": 471,
        "excerpt": "Clothes, Fine (15 GP)"
      },
      {
        "document": 472,
        "excerpt": "Clothes, Traveler's (2 GP)"
      },
      {
        "document": 477,
        "excerpt": "lomat's Pack contains the following items: Chest, Fine Clothes, Ink, 5 Ink Pens, Lamp, 2 Map or Scroll Cases, 4 flasks of Oil, 5 sheets of Paper, 5 sheets of Parchment"
      },
      {
        "document": 931,
        "excerpt": "Clothes, Fine"
      },
      {
        "document": 996,
        "excerpt": "aggers, Thieves' Tools, Crowbar, 2 Pouches, Traveler's Clothes, 16 GP; or (B) 50 GP"
      },
      {
        "document": 998,
        "excerpt": "Set (same as above), Healer's Kit, Quiver, Traveler's Clothes, 14 GP; or (B) 50 GP"
      },
      {
        "document": 1045,
        "excerpt": "Clothes, Fine"
      },
      {
        "document": 1046,
        "excerpt": "Clothes, Traveler’s"
      },
      {
        "document": 1259,
        "excerpt": "from a clump of trees, a rope from a patch of hemp, or clothes from flax or wool. Choose raw materials that you can see within range. You can fabricate a Large or sma"
      },
      {
        "document": 1349,
        "excerpt": "Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can't leave the dwelling. When the spell e"
      },
      {
        "document": 1468,
        "excerpt": "o, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring drinks. Once you give the command, the servant performs the t"
      },
      {
        "document": 1626,
        "excerpt": "Armor made of this substance can be worn under normal clothes. If the armor normally imposes Disadvantage on Dexterity (Stealth) checks or has a Strength requirement,"
      }
    ],
    "clothing": [
      {
        "document": 432,
        "excerpt": "ity: Dexterity Weight: 5 lb. Utilize: Mend a tear in clothing (DC 10), or sew a Tiny design (DC 10) Craft: Padded Armor, Basket, Bedroll, Blanket, Fine Clothes, Net,"
      },
      {
        "document": 1234,
        "excerpt": "S Duration: 1 hour You make yourself - including your clothing, armor, weapons, and other belongings on your person - look different until the spell ends. You can seem"
      },
      {
        "document": 1588,
        "excerpt": "the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like - including color, style, and accessories - b"
      }
    ],
    "cloud": [
      {
        "document": 693,
        "excerpt": "reatures in a 5-foot Cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they a"
      },
      {
        "document": 756,
        "excerpt": "Phantasmal Force; on a 9, Polymorph; on a 10, Stinking Cloud."
      },
      {
        "document": 763,
        "excerpt": "Potion of Giant Strength (cloud)"
      },
      {
        "document": 774,
        "excerpt": "Fog Cloud"
      },
      {
        "document": 783,
        "excerpt": "n a 5–6, Fireball; on a 7–8, Slow; on a 9–10, Stinking Cloud."
      },
      {
        "document": 793,
        "excerpt": "leads where the GM chooses, such as to a great view, a cloud giant’s castle, or another plane of existence."
      },
      {
        "document": 797,
        "excerpt": "Belt of Giant Strength (cloud)"
      },
      {
        "document": 801,
        "excerpt": "Cloud Giant"
      },
      {
        "document": 826,
        "excerpt": "Fog Cloud, Hold Person, Ray of Frost"
      },
      {
        "document": 828,
        "excerpt": "Stinking Cloud"
      },
      {
        "document": 830,
        "excerpt": "Fog Cloud"
      },
      {
        "document": 837,
        "excerpt": "Incendiary Cloud"
      },
      {
        "document": 850,
        "excerpt": "Fog Cloud"
      },
      {
        "document": 860,
        "excerpt": "Fog Cloud"
      },
      {
        "document": 863,
        "excerpt": "Stinking Cloud"
      },
      {
        "document": 868,
        "excerpt": "Incendiary Cloud"
      },
      {
        "document": 870,
        "excerpt": "Fireball, Stinking Cloud"
      },
      {
        "document": 886,
        "excerpt": "Fog Cloud"
      },
      {
        "document": 888,
        "excerpt": "Stinking Cloud"
      },
      {
        "document": 894,
        "excerpt": "Incendiary Cloud"
      },
      {
        "document": 901,
        "excerpt": "Stinking Cloud"
      },
      {
        "document": 990,
        "excerpt": "nded uses when you finish a Long Rest: Cloud's Jaunt (Cloud Giant). As a Bonus Action, you magically teleport up to 30 feet to an unoccupied space you can see. Fir"
      },
      {
        "document": 1185,
        "excerpt": ", S Duration: Concentration, up to 10 minutes A storm cloud appears at a point within range that you can see above yourself. It takes the shape of a Cylinder that i"
      },
      {
        "document": 1247,
        "excerpt": "fect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round. Bloom. You instantl"
      },
      {
        "document": 1250,
        "excerpt": "patch of dirt or sand. Beckon Fire. You create a thin cloud of harmless embers and colored, scented smoke in a 5-foot Cube. You choose the color and scent, and the"
      },
      {
        "document": 1280,
        "excerpt": "Fog Cloud"
      },
      {
        "document": 1286,
        "excerpt": "ith everything it's wearing and carrying, into a misty cloud for the duration. The spell ends on the target if it drops to 0 Hit Points or if it takes a Magic action"
      },
      {
        "document": 1299,
        "excerpt": "Wards lasts - Magic Mouth in two locations - Stinking Cloud in two locations (the vapors return within 10 minutes if dispersed while Guards and Wards lasts) - Gust"
      },
      {
        "document": 1325,
        "excerpt": "Incendiary Cloud"
      },
      {
        "document": 1443,
        "excerpt": "Stinking Cloud"
      },
      {
        "document": 1446,
        "excerpt": "ation: Concentration, up to 1 minute A churning storm cloud forms for the duration, centered on a point within range and spreading to a radius of 300 feet. Each cre"
      },
      {
        "document": 1482,
        "excerpt": "gaseous forms for the duration, appearing as wisps of cloud. While in this cloud form, a target has a Fly Speed of 300 feet and can hover; it has Immunity to the Pr"
      },
      {
        "document": 1536,
        "excerpt": "When you teleport with that spell, you leave behind a cloud of smoke. The space you left is Lightly Obscured by that smoke until the end of your next turn."
      },
      {
        "document": 1570,
        "excerpt": "to remove the stopper of this painted brass bottle, a cloud of thick smoke flows out of it. At the end of your turn, the smoke disappears with a flash of harmless f"
      },
      {
        "document": 1575,
        "excerpt": "the bottle causes thick smoke to billow out, forming a cloud that fills a 60-foot Emanation originating from the bottle. The area within the smoke is Heavily Obscure"
      },
      {
        "document": 1657,
        "excerpt": "red). This potion's dense, purple liquid has an ovoid cloud of pink floating in it."
      },
      {
        "document": 1718,
        "excerpt": "arlock, or Wizard) This staff has 10 charges. Insect Cloud. While holding the staff, you can take a Magic action and expend 1 charge to cause a swarm of harmless f"
      },
      {
        "document": 1760,
        "excerpt": "saving throw, it can choose to succeed instead. Mucus Cloud. While underwater, the aboleth is surrounded by mucus. Constitution Saving Throw: DC 14, each creature i"
      },
      {
        "document": 1761,
        "excerpt": "all expended uses at the start of each of its turns. Cloud of Insects. Dexterity Saving Throw: DC 17, one creature the dragon can see within 120 feet. Failure: 22"
      },
      {
        "document": 1773,
        "excerpt": "all expended uses at the start of each of its turns. Cloud of Insects. Dexterity Saving Throw: DC 21, one creature the dragon can see within 120 feet. Failure: 33"
      },
      {
        "document": 1830,
        "excerpt": "Cloud Giant"
      },
      {
        "document": 1849,
        "excerpt": ", reach 5 ft. Hit: 4 (1d6 + 1) Slashing damage. Fetid Cloud (1/Day). Constitution Saving Throw: DC 11, each creature in a 10-foot Emanation originating from the dre"
      },
      {
        "document": 1889,
        "excerpt": "Ink Cloud (1/Day). Trigger: The octopus takes damage while underwater. Response: The octopus releases ink that fil"
      },
      {
        "document": 1937,
        "excerpt": "d4 + 1) Slashing damage plus 2 (1d4) Cold damage. Fog Cloud (1/Day). The mephit casts Fog Cloud, requiring no spell components and using Charisma as the spellcastin"
      },
      {
        "document": 1973,
        "excerpt": "Ink Cloud (1/Day). Trigger: A creature ends its turn within 5 feet of the octopus while underwater. Response: The"
      },
      {
        "document": 2056,
        "excerpt": "a Tiny bat (Speed 5 ft., Fly Speed 30 ft.) or a Medium cloud of mist (Speed 5 ft., Fly Speed 20 ft. [hover]), or it returns to its vampire form. Anything it is weari"
      }
    ],
    "cloud's": [
      {
        "document": 990,
        "excerpt": "regain all expended uses when you finish a Long Rest: Cloud's Jaunt (Cloud Giant). As a Bonus Action, you magically teleport up to 30 feet to an unoccupied space you"
      },
      {
        "document": 1325,
        "excerpt": "ot-radius Sphere centered on a point within range. The cloud's area is Heavily Obscured. It lasts for the duration or until a strong wind (like that created by Gust of"
      }
    ],
    "cloudkill": [
      {
        "document": 865,
        "excerpt": "Cloudkill"
      },
      {
        "document": 891,
        "excerpt": "Cloudkill"
      },
      {
        "document": 1195,
        "excerpt": "Cloudkill"
      }
    ],
    "clouds": [
      {
        "document": 1215,
        "excerpt": "| | 2 | Light clouds | | 3 | Overcast or ground fog | | 4 | Rain, h"
      }
    ],
    "cloudy": [
      {
        "document": 1633,
        "excerpt": "t of the Etherealness spell for 1 hour. Beads of this cloudy, gray oil form on the outside of its container and quickly evaporate."
      },
      {
        "document": 1649,
        "excerpt": "lear liquid floats at the top of its container and has cloudy white impurities drifting in it."
      },
      {
        "document": 1662,
        "excerpt": "or 24 hours after drinking this potion. This potion's cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it."
      }
    ],
    "clover": [
      {
        "document": 267,
        "excerpt": "s a sleepy cat 75 A set of bone pipes 76 A four-leaf clover pressed inside a book discussing manners and etiquette 77 A sheet of parchment upon which is drawn a me"
      }
    ],
    "club": [
      {
        "document": 418,
        "excerpt": ": Seal or pry open a door or container (DC 20) Craft: Club, Greatclub, Quarterstaff, Barrel, Chest, Ladder, Pole, Portable Ram, Torch"
      },
      {
        "document": 429,
        "excerpt": "or container (DC 20) Craft: Any Melee weapon (except Club, Greatclub, Quarterstaff, and Whip), Medium armor (except Hide), Heavy armor, Ball Bearings, Bucket, Cal"
      },
      {
        "document": 433,
        "excerpt": "lb. Utilize: Carve a pattern in wood (DC 10) Craft: Club, Greatclub, Quarterstaff, Ranged weapons (except Pistol, Musket, and Sling), Arcane Focus, Arrows, Bolts"
      },
      {
        "document": 648,
        "excerpt": "ules. For example, the GM could treat a table leg as a Club."
      },
      {
        "document": 928,
        "excerpt": "Club"
      },
      {
        "document": 1047,
        "excerpt": "Club"
      },
      {
        "document": 1424,
        "excerpt": "Components: V, S, M (mistletoe) Duration: 1 minute A Club or Quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellc"
      },
      {
        "document": 1832,
        "excerpt": "Club"
      },
      {
        "document": 1926,
        "excerpt": "Multiattack. The giant makes two attacks, using Tree Club or Trash Lob in any combination. Tree Club. Melee Attack Roll: +8, reach 10 ft. Hit: 18 (3d8 + 5) Bludg"
      },
      {
        "document": 2033,
        "excerpt": "Multiattack. The giant makes two attacks, using Stone Club or Boulder in any combination. Stone Club. Melee Attack Roll: +9, reach 15 ft. Hit: 22 (3d10 + 6) Bludg"
      }
    ],
    "clue": [
      {
        "document": 378,
        "excerpt": "he item might bear). Sometimes a magic item carries a clue to its properties. The command word to activate a ring might be etched inside the band, or a feathered d"
      },
      {
        "document": 556,
        "excerpt": "an Intelligence check to study your memory, a book, a clue, or another source of knowledge and call to mind an important piece of information about it. The Areas"
      }
    ],
    "clump": [
      {
        "document": 1259,
        "excerpt": "For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, or clothes from flax or wool. Choose raw materials that you can"
      }
    ],
    "coal": [
      {
        "document": 266,
        "excerpt": "ls of perfume 40 A gemstone that looks like a lump of coal when examined by anyone but you 41 A scrap of cloth from an old banner 42 A rank insignia from a lost"
      },
      {
        "document": 1223,
        "excerpt": "V, M (bat fur and a piece of coal)"
      }
    ],
    "coast": [
      {
        "document": 0,
        "excerpt": "Wizards of the Coast LLC"
      }
    ],
    "coastal": [
      {
        "document": 961,
        "excerpt": "Coastal"
      }
    ],
    "coat": [
      {
        "document": 327,
        "excerpt": "a Bonus Action, you can use a vial of Basic Poison to coat one weapon or up to three pieces of ammunition. A creature that takes Piercing or Slashing damage from t"
      },
      {
        "document": 1554,
        "excerpt": "agic weapon. You can take a Bonus Action to magically coat the blade with poison. The poison remains for 1 minute or until an attack using this weapon hits a creat"
      },
      {
        "document": 1634,
        "excerpt": "Potion, Very Rare One vial of this oil can coat one Melee weapon or twenty pieces of ammunition, but only ammunition and Melee weapons that are nonmagic"
      }
    ],
    "coated": [
      {
        "document": 693,
        "excerpt": "that takes Piercing or Slashing damage from an object coated with the poison is exposed to its effects."
      },
      {
        "document": 1634,
        "excerpt": "il magically seeps into whatever it coats, turning the coated weapon into a +3 Weapon or the coated ammunition into +3 Ammunition. This clear, gelatinous oil sparkle"
      },
      {
        "document": 1708,
        "excerpt": "cts. It must be stored in a jar or flask that has been coated inside with Oil of Slipperiness. When found, a container contains 1d6 + 1 ounces. One ounce of the glue"
      }
    ],
    "coats": [
      {
        "document": 982,
        "excerpt": "orporate images of angelic wings into their helmets or coats of arms. These paladins share the following tenets: - Let your word be your promise. - Protect the wea"
      },
      {
        "document": 1634,
        "excerpt": ", after which the oil magically seeps into whatever it coats, turning the coated weapon into a +3 Weapon or the coated ammunition into +3 Ammunition. This clear, ge"
      }
    ],
    "coaxing": [
      {
        "document": 952,
        "excerpt": "Gently coaxing a Beast or Monstrosity"
      }
    ],
    "cobbler's": [
      {
        "document": 421,
        "excerpt": "Cobbler's Tools (5 GP)"
      }
    ],
    "cobwebs": [
      {
        "document": 720,
        "excerpt": "holes that house these tubes are obscured by dust and cobwebs or skillfully hidden amid bas-reliefs, murals, or frescoes. Each creature in the darts' path must succe"
      }
    ],
    "cockatrice": [
      {
        "document": 1277,
        "excerpt": "V, S, M (a cockatrice feather)"
      },
      {
        "document": 1831,
        "excerpt": "Cockatrice"
      }
    ],
    "cocoon": [
      {
        "document": 1381,
        "excerpt": "V, S, M (a caterpillar cocoon)"
      }
    ],
    "code": [
      {
        "document": 237,
        "excerpt": "ethodically take what they want within the limits of a code of tradition, loyalty, or order. An aristocrat exploiting citizens while scheming for power is probably"
      }
    ],
    "codes": [
      {
        "document": 235,
        "excerpt": "als act in accordance with law, tradition, or personal codes. Someone who follows a disciplined rule of life - and isn’t swayed either by the demands of those in nee"
      }
    ],
    "coffer": [
      {
        "document": 1444,
        "excerpt": "you could shape a large rock into a weapon, statue, or coffer, or you could make a small passage through a wall that is 5 feet thick. You could also shape a stone doo"
      },
      {
        "document": 1691,
        "excerpt": "table. 1d100 Patch 01-08 Bag of 100 GP 09–15 Silver coffer (1 foot long, 6 inches wide and deep) worth 500 GP 16–22 Iron door (up to 10 feet wide and 10 feet high"
      }
    ],
    "coil": [
      {
        "document": 1698,
        "excerpt": "or to unfasten itself, to knot or unknot itself, or to coil itself for carrying. If you tell the rope to knot, large knots appear at 1-foot intervals along the rop"
      },
      {
        "document": 1699,
        "excerpt": "etting go of your end of the rope (causing the rope to coil up in the target's space) or by using a Bonus Action to repeat the command (causing the rope to coil up"
      }
    ],
    "coiled": [
      {
        "document": 1691,
        "excerpt": "e following patches: - Dagger - Mirror - Pole - Rope (coiled) - Sack - Bullseye Lantern (filled and lit) In addition, the robe has 4d4 other patches. The GM choose"
      }
    ],
    "coils": [
      {
        "document": 1699,
        "excerpt": "the rope to coil up in your hand; otherwise, the rope coils up in the target's space. The rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. It rega"
      }
    ],
    "coin": [
      {
        "document": 119,
        "excerpt": "e, though a seller might ask for a service rather than coin as payment. If a magic item incorporates an item that has a purchase cost in “Equipment” (such as a wea"
      },
      {
        "document": 266,
        "excerpt": "o of a hideous person 62 A silver skull the size of a coin 63 An alabaster mask 64 A cone of sticky black incense that stinks 65 A nightcap that gives you pleas"
      },
      {
        "document": 398,
        "excerpt": "ons based on the relative worth of their material. The Coin Values table lists coins and how much they're worth relative to the Gold Piece, which is the game's main"
      },
      {
        "document": 820,
        "excerpt": "A gold coin minted in an unknown land"
      },
      {
        "document": 927,
        "excerpt": "Coin Values"
      }
    ],
    "coins": [
      {
        "document": 272,
        "excerpt": "kground and class both provide starting equipment. Any coins that you gain at this step can be immediately spent on equipment from \"Equipment.\" Record your chosen e"
      },
      {
        "document": 398,
        "excerpt": "Coins"
      }
    ],
    "cold": [
      {
        "document": 111,
        "excerpt": "ed against you. For example, if you have Resistance to Cold damage, such damage is halved against you, and if you have Vulnerability to Fire damage, such damage is"
      },
      {
        "document": 455,
        "excerpt": "automatically succeed on saving throws against extreme cold (see “Gameplay Toolbox”)."
      },
      {
        "document": 457,
        "excerpt": "t, you have Advantage on saving throws against extreme cold (see “Gameplay Toolbox”)."
      },
      {
        "document": 678,
        "excerpt": "itional challenges because of the water's pressure and cold temperature. After each hour of swimming in deep water, a creature that lacks a Swim Speed must succeed"
      },
      {
        "document": 679,
        "excerpt": "Extreme Cold"
      },
      {
        "document": 682,
        "excerpt": "ustion level. Creatures with Resistance or Immunity to Cold damage automatically succeed on the save, as do creatures that are naturally adapted to living in ice-co"
      },
      {
        "document": 765,
        "excerpt": "Cold"
      },
      {
        "document": 768,
        "excerpt": "Cold"
      },
      {
        "document": 774,
        "excerpt": "Cone of Cold"
      },
      {
        "document": 776,
        "excerpt": "Cone of Cold"
      },
      {
        "document": 792,
        "excerpt": "Cold"
      },
      {
        "document": 803,
        "excerpt": "Cold"
      },
      {
        "document": 825,
        "excerpt": "Cold"
      },
      {
        "document": 826,
        "excerpt": "Cone of Cold"
      },
      {
        "document": 834,
        "excerpt": "Cone of Cold"
      },
      {
        "document": 865,
        "excerpt": "Cone of Cold"
      },
      {
        "document": 891,
        "excerpt": "Cone of Cold"
      },
      {
        "document": 949,
        "excerpt": "Cold"
      },
      {
        "document": 965,
        "excerpt": "d Shape, you can cause the target to take an extra 1d8 Cold, Fire, Lightning, or Thunder damage (choose when you hit)."
      },
      {
        "document": 971,
        "excerpt": "at damage type to one of the other listed types: Acid, Cold, Fire, Lightning, Poison, Thunder. Twinned Spell Cost: 1 Sorcery Point When you cast a spell, such as"
      },
      {
        "document": 977,
        "excerpt": "ociated with dragons. Choose one of those types: Acid, Cold, Fire, Lightning, or Poison. You have Resistance to that damage type, and when you cast a spell that de"
      },
      {
        "document": 978,
        "excerpt": "that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some Evokers find employment in"
      },
      {
        "document": 986,
        "excerpt": "d | Fire | | Bronze | Lightning | Silver | Cold | | Copper | Acid | White | Cold |"
      },
      {
        "document": 990,
        "excerpt": "tack roll and deal damage to it, you can also deal 1d6 Cold damage to that target and reduce its Speed by 10 feet until the start of your next turn. Hill's Tumble"
      },
      {
        "document": 1191,
        "excerpt": "n orb of energy at a target within range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder for the type of orb you create, and then make a ranged spell attack"
      },
      {
        "document": 1202,
        "excerpt": "Cone of Cold"
      },
      {
        "document": 1206,
        "excerpt": "r (Lightning), earth (Thunder), fire (Fire), or water (Cold). The spirit lasts for the duration. Whenever a creature you can see enters the spirit's space or start"
      },
      {
        "document": 1208,
        "excerpt": "hit a creature in the Emanation. This damage is Acid, Cold, Fire, or Lightning (your choice when you make the attack). In addition, the ground in the Emanation is"
      },
      {
        "document": 1215,
        "excerpt": "| Cool | 4 | Gale | | 5 | Cold | 5 | Storm | | 6 | Freezing | | |"
      },
      {
        "document": 1245,
        "excerpt": "nute You touch one willing creature, and choose Acid, Cold, Fire, Lightning, or Poison. Until the spell ends, the target can take a Magic action to exhale a 15-foo"
      },
      {
        "document": 1271,
        "excerpt": "s you choose. The warm shield grants you Resistance to Cold damage, and the chill shield grants you Resistance to Fire damage. In addition, whenever a creature wit"
      },
      {
        "document": 1285,
        "excerpt": "at area makes a Constitution saving throw, taking 10d6 Cold damage on failed save or half as much damage on a successful one. If the globe strikes a body of water,"
      },
      {
        "document": 1293,
        "excerpt": "s a Dexterity saving throw. A creature takes 5d8 Acid, Cold, Fire, Lightning, or Thunder damage (your choice when you create the glyph) on a failed save or half as"
      },
      {
        "document": 1320,
        "excerpt": "t must succeed on a Dexterity saving throw or take 2d6 Cold damage. Using a Higher-Level Spell Slot. The Cold damage increases by 1d6 for each spell slot level abo"
      },
      {
        "document": 1321,
        "excerpt": "hrow. A creature takes 2d10 Bludgeoning damage and 4d6 Cold damage on a failed save or half as much damage on a successful one. Hailstones turn ground in the Cylin"
      },
      {
        "document": 1387,
        "excerpt": "much damage. | 1d8 Ray 5 Blue. Failed Save: 12d6 Cold damage. Successful Save: Half as much damage. 6 Indigo. Failed Save: The target has the Restrained cond"
      },
      {
        "document": 1388,
        "excerpt": "this layer, which is destroyed if it takes at least 25 Cold damage."
      },
      {
        "document": 1393,
        "excerpt": "as Resistance to one damage type of your choice: Acid, Cold, Fire, Lightning, or Thunder."
      },
      {
        "document": 1399,
        "excerpt": "pell attack against the target. On a hit, it takes 1d8 Cold damage, and its Speed is reduced by 10 feet until the start of your next turn. Cantrip Upgrade. The dam"
      },
      {
        "document": 1405,
        "excerpt": "creature and choose a damage type: Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison, Radiant, Slashing, or Thunder. When the creature takes dam"
      },
      {
        "document": 1433,
        "excerpt": "he target takes 1d8 damage of a type you choose: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder. If you roll an 8 on a d8 for this spell, you can roll an"
      },
      {
        "document": 1446,
        "excerpt": "he area under the cloud. Each creature there takes 1d6 Cold damage. Until the spell ends, the area is Difficult Terrain and Heavily Obscured, ranged attacks with we"
      },
      {
        "document": 1448,
        "excerpt": "| Save: +0 | Save: +2 | Save: +2 | Resistances Acid, Cold, Fire, Lightning, Poison Immunities Charmed, Frightened, Poisoned Senses Blindsight 30 ft., Darkvision 6"
      },
      {
        "document": 1474,
        "excerpt": "side) and makes a Dexterity saving throw, taking 10d6 Cold damage on a failed save or half as much damage on a successful one. The wall is an object that can be d"
      },
      {
        "document": 1528,
        "excerpt": "While wearing them, you gain the following benefits. Cold Resistance. You have Resistance to Cold damage and can tolerate temperatures of 0 degrees Fahrenheit or"
      },
      {
        "document": 1583,
        "excerpt": "using this magic weapon, the target takes an extra 1d6 Cold damage. In addition, while you hold the weapon, you have Resistance to Fire damage. In freezing tempera"
      },
      {
        "document": 1684,
        "excerpt": "Ring, Uncommon (Requires Attunement) If you take Cold damage while wearing this ring, the ring reduces the damage you take by 2d8. In addition, while wearing"
      },
      {
        "document": 1714,
        "excerpt": "Sorcerer, Warlock, or Wizard) You have Resistance to Cold damage while you hold this staff. Spells. The staff has 10 charges. While holding the staff, you can ca"
      },
      {
        "document": 1769,
        "excerpt": "Cold"
      },
      {
        "document": 1770,
        "excerpt": "Cold"
      },
      {
        "document": 1781,
        "excerpt": "Cold"
      },
      {
        "document": 1782,
        "excerpt": "Cold"
      },
      {
        "document": 1790,
        "excerpt": "Lightning Bolt (level 7 version) 1/Day Each: Cone of Cold (level 9 version), Mind Blank (cast before combat), Scrying, Teleport"
      },
      {
        "document": 1799,
        "excerpt": "Cold, Lightning"
      },
      {
        "document": 1802,
        "excerpt": "Cold"
      },
      {
        "document": 1805,
        "excerpt": "Cold"
      },
      {
        "document": 1810,
        "excerpt": "Acid, Cold, Lightning, Slashing; Charmed, Deafened, Exhaustion, Frightened, Grappled, Prone, Restrained"
      },
      {
        "document": 1815,
        "excerpt": "Cold"
      },
      {
        "document": 1825,
        "excerpt": "Bludgeoning, Cold, Piercing, Slashing"
      },
      {
        "document": 1849,
        "excerpt": "Cold, Fire, Lightning"
      },
      {
        "document": 1859,
        "excerpt": "Cold"
      },
      {
        "document": 1862,
        "excerpt": "et. Water Susceptibility. The elemental takes 3 (1d6) Cold damage for every 5 feet the elemental moves in water or for every gallon of water splashed on it."
      },
      {
        "document": 1867,
        "excerpt": "Cold"
      },
      {
        "document": 1871,
        "excerpt": "Acid, Bludgeoning, Cold, Fire, Lightning, Piercing, Slashing, Thunder"
      },
      {
        "document": 1903,
        "excerpt": "Cold, Fire, Lightning"
      },
      {
        "document": 1912,
        "excerpt": "Acid, Cold, Fire"
      },
      {
        "document": 1921,
        "excerpt": "one of the following damage types (GM's choice): Acid, Cold, Fire, Lightning, or Poison. This choice affects other aspects of the stat block."
      },
      {
        "document": 1925,
        "excerpt": "Cold, Fire, Lightning"
      },
      {
        "document": 1932,
        "excerpt": "Cold"
      },
      {
        "document": 1936,
        "excerpt": "Cold, Fire, Poison; Poisoned"
      },
      {
        "document": 1937,
        "excerpt": "Cold, Poison; Exhaustion, Poisoned"
      },
      {
        "document": 1938,
        "excerpt": "Cold"
      },
      {
        "document": 1939,
        "excerpt": "Cold, Fire, Poison, Psychic"
      },
      {
        "document": 1946,
        "excerpt": "Cold, Lightning; Frightened, Grappled, Paralyzed, Restrained"
      },
      {
        "document": 1948,
        "excerpt": "Cold"
      },
      {
        "document": 1949,
        "excerpt": "Cold, Lightning"
      },
      {
        "document": 1952,
        "excerpt": "l (level 4 version), Invisibility 1/Day Each: Cone of Cold, Fly"
      },
      {
        "document": 1953,
        "excerpt": "Cold"
      },
      {
        "document": 1957,
        "excerpt": "Cold, Fire, Lightning"
      },
      {
        "document": 1960,
        "excerpt": "ge 20/60 ft. Hit: 3 (1d6) Piercing damage plus 2 (1d4) Cold damage. If the target is a creature, its Speed decreases by 10 feet until the end of its next turn. Hit"
      },
      {
        "document": 1968,
        "excerpt": "Cold, Fire, Lightning"
      },
      {
        "document": 1969,
        "excerpt": "Cold, Fire"
      },
      {
        "document": 1976,
        "excerpt": "Cold"
      },
      {
        "document": 1986,
        "excerpt": "Cold"
      },
      {
        "document": 1989,
        "excerpt": "Cold"
      },
      {
        "document": 1996,
        "excerpt": "Cold, Fire, Lightning"
      },
      {
        "document": 2002,
        "excerpt": "Cold, Fire"
      },
      {
        "document": 2009,
        "excerpt": "Acid, Cold"
      },
      {
        "document": 2010,
        "excerpt": "Cold"
      },
      {
        "document": 2016,
        "excerpt": "Acid, Cold, Fire, Lightning, Thunder"
      },
      {
        "document": 2017,
        "excerpt": "Cold, Fire"
      },
      {
        "document": 2020,
        "excerpt": "Cold"
      },
      {
        "document": 2023,
        "excerpt": "Acid, Bludgeoning, Cold, Fire, Lightning, Piercing, Slashing, Thunder"
      },
      {
        "document": 2035,
        "excerpt": "Cold"
      },
      {
        "document": 2036,
        "excerpt": "Cold, Fire, Poison, Psychic"
      },
      {
        "document": 2059,
        "excerpt": "Cold, Fire, Lightning"
      },
      {
        "document": 2065,
        "excerpt": "Freeze. If the elemental takes Cold damage, its Speed decreases by 20 feet until the end of its next turn. Water Form. The elemental can en"
      },
      {
        "document": 2072,
        "excerpt": "Cold"
      },
      {
        "document": 2074,
        "excerpt": "Acid, Bludgeoning, Cold, Fire, Necrotic, Piercing, Slashing"
      },
      {
        "document": 2075,
        "excerpt": "Cold"
      },
      {
        "document": 2078,
        "excerpt": "Acid, Bludgeoning, Cold, Fire, Piercing, Slashing"
      },
      {
        "document": 2089,
        "excerpt": "Cold"
      },
      {
        "document": 2090,
        "excerpt": "Cold"
      }
    ],
    "collapse": [
      {
        "document": 580,
        "excerpt": "destroying part of an object causes the whole thing to collapse. Object Hit Points Damage Types and Objects. Objects have Immunity to Poison and Psychic damage. The G"
      },
      {
        "document": 716,
        "excerpt": "Duration: Instantaneous This trap uses a trip wire to collapse an unstable section of ceiling. The trip wire is 3 inches off the ground and stretches between two weak"
      },
      {
        "document": 1369,
        "excerpt": "the terrain would make a structure unstable, it might collapse. Similarly, this spell doesn't directly affect plant growth. The moved earth carries any plants along w"
      },
      {
        "document": 1475,
        "excerpt": "Points destroys it and might cause connected panels to collapse at the GM's discretion. If you maintain your Concentration on this spell for its full duration, the wal"
      }
    ],
    "collapses": [
      {
        "document": 1248,
        "excerpt": "e spell ends. If a structure drops to 0 Hit Points, it collapses. A creature within a distance from a collapsing structure equal to half the structure's height makes a"
      },
      {
        "document": 1480,
        "excerpt": ") or layered across a floor, wall, or ceiling, the web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a de"
      },
      {
        "document": 1733,
        "excerpt": "l one. Any structure on a spot where the fissure opens collapses into the fissure. Once you use this property, it can't be used again until the next dawn."
      }
    ],
    "collapsing": [
      {
        "document": 716,
        "excerpt": "Collapsing Roof"
      },
      {
        "document": 955,
        "excerpt": "Collapsing Roof Table 1"
      },
      {
        "document": 1248,
        "excerpt": "ts, it collapses. A creature within a distance from a collapsing structure equal to half the structure's height makes a Dexterity saving throw. On a failed save, the cre"
      }
    ],
    "collect": [
      {
        "document": 10,
        "excerpt": "t need to be consecutive; keep track of both until you collect three of a kind. The number of both is reset to zero when you regain any Hit Points or become Stable. R"
      },
      {
        "document": 976,
        "excerpt": "ths of Magical Knowledge Bards of the College of Lore collect spells and secrets from diverse sources, such as scholarly tomes, mystical rites, and peasant tales. The"
      },
      {
        "document": 1330,
        "excerpt": "On each of its turns, the target can take an action to collect itself and repeat the save, ending the spell on itself on a success."
      },
      {
        "document": 1562,
        "excerpt": "of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them. Other times, hunters carefully preserve the hide of a dead dragon."
      }
    ],
    "collection": [
      {
        "document": 289,
        "excerpt": "Your character's background is a collection of characteristics that represent the place and occupation that were most formative before your characte"
      },
      {
        "document": 973,
        "excerpt": "pearance and materials, such as a gilt-edged tome or a collection of vellum bound with twine. The book contains the level 1+ spells you know. It starts with six level 1"
      }
    ],
    "collectors": [
      {
        "document": 235,
        "excerpt": "others expect. A rebel who waylays a cruel baron's tax collectors and uses the stolen money to help the poor is probably Chaotic Good. Lawful Neutral (LN). Lawful Neutra"
      }
    ],
    "collects": [
      {
        "document": 1277,
        "excerpt": "'t be consecutive; keep track of both until the target collects three of a kind. If you maintain your Concentration on this spell for the entire possible duration, the"
      },
      {
        "document": 1387,
        "excerpt": "'t be consecutive; keep track of both until the target collects three of a kind. 7 Violet. Failed Save: The target has the Blinded condition and makes a Wisdom saving"
      },
      {
        "document": 1388,
        "excerpt": "’t be consecutive; keep track of both until the target collects three of a kind. Additional Effects: Spells can’t be cast through this layer, which is destroyed by Brig"
      }
    ],
    "college": [
      {
        "document": 963,
        "excerpt": "You gain a Bard subclass of your choice. The College of Lore subclass is detailed after this class's description. A subclass is a specialization that grants"
      },
      {
        "document": 976,
        "excerpt": "College of Lore"
      }
    ],
    "college's": [
      {
        "document": 976,
        "excerpt": "cholarly tomes, mystical rites, and peasant tales. The college's members gather in libraries and universities to share their lore with one another. They also meet at fes"
      }
    ],
    "collides": [
      {
        "document": 1227,
        "excerpt": "feet. If the thrown bead enters a creature's space or collides with a solid object, the spell ends, and the bead explodes. When the bead explodes, flammable objects i"
      }
    ],
    "collisions": [
      {
        "document": 1609,
        "excerpt": "er creatures and objects, adjusting its orbit to avoid collisions and thwarting all attempts by other creatures to attack or snatch it. As a Utilize action, you can seiz"
      }
    ],
    "color": [
      {
        "document": 266,
        "excerpt": "hout the lens 68 A l-inch cube, each side a different color 69 A crystal doorknob 70 A packet filled with pink dust 71 A fragment of a beautiful song, written as"
      },
      {
        "document": 860,
        "excerpt": "Color Spray"
      },
      {
        "document": 886,
        "excerpt": "Color Spray"
      },
      {
        "document": 899,
        "excerpt": "Color Spray"
      },
      {
        "document": 963,
        "excerpt": "level 1 spells from the Bard spell list. Charm Person, Color Spray, Dissonant Whispers, and Healing Word are recommended. The number of spells on your list increase"
      },
      {
        "document": 1196,
        "excerpt": "Color Spray"
      },
      {
        "document": 1250,
        "excerpt": "olored, scented smoke in a 5-foot Cube. You choose the color and scent, and the embers can light candles, torches, or lamps in that area. The smoke's scent lingers f"
      },
      {
        "document": 1386,
        "excerpt": "nonliving material for 1 hour. Magic Mark. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. Minor Creation. You create a no"
      },
      {
        "document": 1387,
        "excerpt": "ng throw. For each target, roll 1d8 to determine which color ray affects it, consulting the Prismatic Rays table. Prismatic Rays | 1d8 | Ray"
      },
      {
        "document": 1388,
        "excerpt": "e wall consists of seven layers, each with a different color. When a creature reaches into or passes through the wall, it does so one layer at a time through all the"
      },
      {
        "document": 1456,
        "excerpt": "You cause flames to flicker, brighten, dim, or change color for 1 minute. Invisible Hand. You instantaneously cause an unlocked door or window to fly open or slam"
      },
      {
        "document": 1459,
        "excerpt": "). The Emanation is opaque from the outside and of any color you choose, but it's transparent from the inside. The spell ends early if you leave the Emanation or if"
      },
      {
        "document": 1518,
        "excerpt": "by rolling on the table that corresponds to the bag's color. See “Monsters” for the creature's stat block. The creature vanishes at the next dawn or when it is redu"
      },
      {
        "document": 1588,
        "excerpt": "nd of armor. You decide what it looks like - including color, style, and accessories - but the armor retains its normal bulk and weight. The illusory appearance last"
      },
      {
        "document": 1609,
        "excerpt": "s exist, each type a distinct combination of shape and color. When you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a dista"
      },
      {
        "document": 1648,
        "excerpt": "tinuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process."
      },
      {
        "document": 1652,
        "excerpt": "tion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process."
      }
    ],
    "coloration": [
      {
        "document": 1153,
        "excerpt": "ht, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a member of another species,"
      }
    ],
    "colored": [
      {
        "document": 266,
        "excerpt": "M engraved on the handle 50 A whistle made from gold-colored wood 51 A dead scarab beetle the size of your hand 52 Two toy soldiers, one missing a head 53 A small"
      },
      {
        "document": 793,
        "excerpt": "A nest of 1d4 + 3 rainbow-colored eggs springs up. Any creature that eats an egg makes a DC 20 Constitution saving throw. On a successful"
      },
      {
        "document": 1250,
        "excerpt": "n Fire. You create a thin cloud of harmless embers and colored, scented smoke in a 5-foot Cube. You choose the color and scent, and the embers can light candles, torch"
      },
      {
        "document": 1336,
        "excerpt": "Dim Light for an additional 20 feet. The light can be colored as you like. Covering the object with something opaque blocks the light. The spell ends if you cast it"
      }
    ],
    "colorful": [
      {
        "document": 783,
        "excerpt": "ens at the chosen point of origin. Instead, a burst of colorful, shimmering light extends from you in a 30-foot Emanation. Each creature in the area must succeed on a D"
      },
      {
        "document": 1196,
        "excerpt": "V, S, M (a pinch of colorful sand)"
      }
    ],
    "colors": [
      {
        "document": 337,
        "excerpt": "tions admit only people wearing a Robe bearing certain colors or symbols."
      },
      {
        "document": 611,
        "excerpt": "within that range as if it were Dim Light. You discern colors in that Darkness only as shades of gray. See also “Playing the Game” (“Exploration”)."
      },
      {
        "document": 1319,
        "excerpt": "tion, up to 1 minute You create a twisting pattern of colors in a 30-foot Cube within range. The pattern appears for a moment and vanishes. Each creature in the area"
      },
      {
        "document": 1647,
        "excerpt": "ng bands of stone. Shaking the bottle fails to mix the colors."
      },
      {
        "document": 1688,
        "excerpt": "Robe of Scintillating Colors"
      },
      {
        "document": 1691,
        "excerpt": "mon This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can take a Magic action to detach one of the patches, causing i"
      }
    ],
    "colossus": [
      {
        "document": 980,
        "excerpt": "you can replace the chosen option with the other one. Colossus Slayer: Your tenacity can wear down even the most resilient foes. When you hit a creature with a weapon,"
      }
    ],
    "column": [
      {
        "document": 242,
        "excerpt": "al equals or exceeds a number in the Experience Points column, you reach the corresponding level. Character Advancement"
      },
      {
        "document": 264,
        "excerpt": "er classes Then look up this total level in the Level column of the Multiclass Spellcaster table. You use the slots for that level to cast spells of an appropriate l"
      },
      {
        "document": 274,
        "excerpt": "each spell's school of magic is listed. In the Special column, C means the spell requires Concentration, R means it's a Ritual, and M means it requires a specific Mat"
      },
      {
        "document": 275,
        "excerpt": "each spell's school of magic is listed. In the Special column, C means the spell requires Concentration, R means it's a Ritual, and M means it requires a specific Mat"
      },
      {
        "document": 276,
        "excerpt": "each spell's school of magic is listed. In the Special column, C means the spell requires Concentration, R means it's a Ritual, and M means it requires a specific Mat"
      },
      {
        "document": 277,
        "excerpt": "each spell's school of magic is listed. In the Special column, C means the spell requires Concentration, R means it's a Ritual, and M means it requires a specific Mat"
      },
      {
        "document": 278,
        "excerpt": "each spell's school of magic is listed. In the Special column, C means the spell requires Concentration, R means it's a Ritual, and M means it requires a specific Mat"
      },
      {
        "document": 279,
        "excerpt": "each spell's school of magic is listed. In the Special column, C means the spell requires Concentration, R means it's a Ritual, and M means it requires a specific Mat"
      },
      {
        "document": 280,
        "excerpt": "each spell's school of magic is listed. In the Special column, C means the spell requires Concentration, R means it's a Ritual, and M means it requires a specific Mat"
      },
      {
        "document": 281,
        "excerpt": "each spell's school of magic is listed. In the Special column, C means the spell requires Concentration, R means it's a Ritual, and M means it requires a specific Mat"
      },
      {
        "document": 406,
        "excerpt": "the table). Armor Class (AC). The table's Armor Class column tells you what your base AC is when you wear a type of armor. For example, if you wear Leather Armor, yo"
      },
      {
        "document": 409,
        "excerpt": "y properties a weapon has are listed in the Properties column. Each property is defined in the “Properties” section. Mastery. Each weapon has a mastery property, whi"
      },
      {
        "document": 442,
        "excerpt": "re are definitions of the properties in the Properties column of the Weapons table."
      },
      {
        "document": 669,
        "excerpt": "ers’ maximum travel pace, as shown in the Maximum Pace column of the Travel Terrain table. Certain factors can affect a group’s travel pace."
      },
      {
        "document": 962,
        "excerpt": "r of times shown for your Barbarian level in the Rages column of the Barbarian Features table. You regain one expended use when you finish a Short Rest, and you regai"
      },
      {
        "document": 963,
        "excerpt": "reach certain Bard levels, as shown in the Bardic Die column of the Bard Features table. The die becomes a d8 at level 5, a d10 at level 10, and a d12 at level 15."
      },
      {
        "document": 964,
        "excerpt": "e from the Cleric spell list, as shown in the Cantrips column of the Cleric Features table. Spell Slots. The Cleric Features table shows how many spell slots you hav"
      },
      {
        "document": 965,
        "excerpt": "ce from the Druid spell list, as shown in the Cantrips column of the Druid Features table. Spell Slots. The Druid Features table shows how many spell slots you have"
      },
      {
        "document": 966,
        "excerpt": "more uses of this feature, as shown in the Second Wind column of the Fighter Features table."
      },
      {
        "document": 967,
        "excerpt": "as you gain Monk levels, as shown in the Martial Arts column of the Monk Features table. Dexterous Attacks. You can use your Dexterity modifier instead of your Stre"
      },
      {
        "document": 968,
        "excerpt": "u gain Paladin levels, as shown in the Prepared Spells column of the Paladin Features table. Whenever that number increases, choose additional Paladin spells until th"
      },
      {
        "document": 969,
        "excerpt": "ou gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the"
      },
      {
        "document": 970,
        "excerpt": "as you gain Rogue levels, as shown in the Sneak Attack column of the Rogue Features table."
      },
      {
        "document": 971,
        "excerpt": "cerer cantrip of your choice, as shown in the Cantrips column of the Sorcerer Features table. Spell Slots. The Sorcerer Features table shows how many spell slots you"
      },
      {
        "document": 972,
        "excerpt": "nvocations of your choice, as shown in the Invocations column of the Warlock Features table. You can't pick the same invocation more than once unless its description"
      },
      {
        "document": 973,
        "excerpt": "izard cantrip of your choice, as shown in the Cantrips column of the Wizard Features table. Spellbook. Your wizardly apprenticeship culminated in the creation of a u"
      },
      {
        "document": 1275,
        "excerpt": "a pinch of sulfur) Duration: Instantaneous A vertical column of brilliant fire roars down from above. Each creature in a 10-foot-radius, 40-foot-high Cylinder center"
      },
      {
        "document": 1454,
        "excerpt": "e the meanings of the terms in the table's Familiarity column: - “Permanent circle” means a permanent teleportation circle whose sigil sequence you know. - “Linked o"
      },
      {
        "document": 1627,
        "excerpt": "n cards, but some have twenty-two. Use the appropriate column of the Mysterious Deck table when randomly determining cards drawn from the deck. Before you draw a car"
      }
    ],
    "columns": [
      {
        "document": 717,
        "excerpt": "e is 3 inches off the ground and stretches between two columns or trees. The first creature that crosses the trip wire causes the Net to fall on it. The target must s"
      }
    ],
    "com": [
      {
        "document": 0,
        "excerpt": "s of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, availab"
      }
    ],
    "combat": [
      {
        "document": 23,
        "excerpt": "s. Attack rolls usually occur in battle, described in “Combat” later in “Playing the Game,” but the GM might also ask for an attack roll in other situations, such as"
      },
      {
        "document": 26,
        "excerpt": "s of D&D play are social interaction, exploration, and combat. Whichever one you're experiencing, the game unfolds according to this basic pattern: 1: The Game Maste"
      },
      {
        "document": 27,
        "excerpt": "presents how well the creature avoids being wounded in combat. The AC of a character is determined at character creation (see “Character Creation”), whereas the AC of"
      },
      {
        "document": 28,
        "excerpt": "r the target’s AC. This is called a Critical Hit (see “Combat” later in “Playing the Game”). If you roll a 1 on the d20 (a “natural 1”) for an attack roll, the attac"
      },
      {
        "document": 37,
        "excerpt": "l rules govern each part of the game. For example, the combat rules tell you that melee attacks use Strength and ranged attacks use Dexterity. That's a general rule,"
      },
      {
        "document": 43,
        "excerpt": "action at a time. This principle is most important in combat, as explained in “Combat” later in “Playing the Game.” Actions can come up in other situations, too: in"
      },
      {
        "document": 60,
        "excerpt": "When time is short, such as in combat, interactions with objects are limited: one free interaction per turn. That interaction must occur durin"
      },
      {
        "document": 64,
        "excerpt": "breaks out. You can change your marching order outside combat and record the order any way you like: write it down, for example, or arrange miniatures to show it."
      },
      {
        "document": 66,
        "excerpt": "when every second matters, see the movement rules in “Combat” later in “Playing the Game.”"
      },
      {
        "document": 67,
        "excerpt": "While traveling outside combat, a group can move at a Fast, Normal, or Slow pace, as shown on the Travel Pace table. The table states h"
      },
      {
        "document": 69,
        "excerpt": "Combat"
      },
      {
        "document": 71,
        "excerpt": "The Order of Combat"
      },
      {
        "document": 72,
        "excerpt": "Combat Step by Step"
      },
      {
        "document": 73,
        "excerpt": "Initiative determines the order of turns during combat. When combat starts, every participant rolls Initiative; they make a Dexterity check that determines the"
      },
      {
        "document": 76,
        "excerpt": "Ending Combat"
      },
      {
        "document": 82,
        "excerpt": "re's space is the area that it effectively controls in combat and the area it needs to fight effectively. A character's size is determined by species, and a monster'"
      },
      {
        "document": 89,
        "excerpt": "Ranged Attacks in Close Combat"
      },
      {
        "document": 94,
        "excerpt": "Mounted Combat"
      },
      {
        "document": 98,
        "excerpt": "Underwater Combat"
      },
      {
        "document": 156,
        "excerpt": "e with its Challenge Rating, follow these rules during combat: Special Abilities. If the monster has a special ability that deals a lot of damage but has a limited n"
      },
      {
        "document": 160,
        "excerpt": "equipment is still usable. Beware of giving a monster combat-oriented magic items, since those might alter the monster's Challenge Rating. If you do give a monster a"
      },
      {
        "document": 161,
        "excerpt": "ype (along with any descriptive tags), and alignment. Combat Highlights. Armor Class, Hit Points, Speed, and Initiative are provided here. Ability Scores. A monster"
      },
      {
        "document": 165,
        "excerpt": "lossary,” while guidance on using CR to plan potential combat encounters is in “Gameplay Toolbox.”"
      },
      {
        "document": 166,
        "excerpt": "ting table. XP is awarded for defeating the monster in combat or otherwise neutralizing it. Unless a rule says otherwise, a monster summoned by a spell or another ma"
      },
      {
        "document": 185,
        "excerpt": "se the Initiative score as the monster's Initiative in combat. Initiative is further detailed in “Playing the Game.”"
      },
      {
        "document": 516,
        "excerpt": "f your adventuring party, your friend, on your side in combat, or a creature that the rules or the GM designates as your ally."
      },
      {
        "document": 525,
        "excerpt": "ature leaves your reach. See also “Playing the Game” (“Combat”)."
      },
      {
        "document": 546,
        "excerpt": "ize determines how much space the creature occupies in combat. An object's size affects its Hit Points. See also \"Breaking Objects\" and \"Playing the Game\" (\"Combat\")."
      },
      {
        "document": 548,
        "excerpt": "lying,” “Jumping,” “Swimming” and “Playing the Game” (“Combat”). Special Speeds. Some creatures have special speeds, such as a Burrow Speed, Climb Speed, Fly Speed,"
      },
      {
        "document": 558,
        "excerpt": "If a creature is caught unawares by the start of combat, that creature is surprised, which causes it to have Disadvantage on its Initiative roll. See also “Play"
      },
      {
        "document": 587,
        "excerpt": "ning a monster is in actual play. \"Gameplay Toolbox\" (\"Combat Encounters\") provides guidance to the GM on using CR while planning potential combat encounters. See als"
      },
      {
        "document": 595,
        "excerpt": "most protective degree. See also “Playing the Game” (“Combat”)."
      },
      {
        "document": 624,
        "excerpt": "e's three pillars: social interaction, exploration, or combat. See also \"Playing the Game\" (\"Social Interaction,\" \"Exploration,\" and \"Combat\")."
      },
      {
        "document": 625,
        "excerpt": "A creature is your enemy if it fights against you in combat, actively works to harm you, or is designated as your enemy by the rules or GM."
      },
      {
        "document": 652,
        "excerpt": "Initiative determines the order of turns during combat. The combat rules in “Playing the Game” explain how to roll Initiative. Sometimes a GM might have comba"
      },
      {
        "document": 725,
        "excerpt": "Combat Encounters"
      },
      {
        "document": 726,
        "excerpt": "Combat Encounter Difficulty"
      },
      {
        "document": 729,
        "excerpt": "lue in its stat block. When you add a creature to your combat encounter, deduct its XP from your XP budget to determine how many XP you have left to spend. Spend as m"
      },
      {
        "document": 730,
        "excerpt": "When creating and running combat encounters, keep the following in mind."
      },
      {
        "document": 734,
        "excerpt": "The best combat encounters often pair one kind of creature with another, such as fire giants paired with hell hounds. Be"
      },
      {
        "document": 736,
        "excerpt": "If your combat encounter includes a creature whose CR is higher than the party's level, be aware that such a creature m"
      },
      {
        "document": 818,
        "excerpt": "Unarmed combat"
      },
      {
        "document": 966,
        "excerpt": "her feat of your choice for which you qualify. Boon of Combat Prowess is recommended."
      },
      {
        "document": 967,
        "excerpt": "Your practice of martial arts gives you mastery of combat styles that use your Unarmed Strike and Monk weapons, which are the following: - Simple Melee weapons -"
      },
      {
        "document": 974,
        "excerpt": "Pursue Physical Excellence in Combat A Champion focuses on the development of martial prowess in a relentless pursuit of victory. Champions"
      },
      {
        "document": 984,
        "excerpt": ". You can take two turns during the first round of any combat. You take your first turn at your normal Initiative and your second turn at your Initiative minus 10."
      },
      {
        "document": 985,
        "excerpt": "Master Unarmed Combat Techniques Warriors of the Open Hand are masters of unarmed combat. They learn techniques to push and t"
      },
      {
        "document": 1000,
        "excerpt": "ve with the Initiative of one willing ally in the same combat. You can't make this swap if you or the ally has the Incapacitated condition."
      },
      {
        "document": 1002,
        "excerpt": "Boon of Combat Prowess"
      },
      {
        "document": 1158,
        "excerpt": "with this spell is an ally to you and your allies. In combat, it shares your Initiative count and takes its turn immediately after yours. Until the spell ends, you"
      },
      {
        "document": 1176,
        "excerpt": "get has Disadvantage on attack rolls against you. - In combat, the target must succeed on a Wisdom saving throw at the start of each of its turns or be forced to take"
      },
      {
        "document": 1265,
        "excerpt": "eaction to deliver the touch when you cast the spell. Combat. The familiar is an ally to you and your allies. It rolls its own Initiative and acts on its own turn. A"
      },
      {
        "document": 1266,
        "excerpt": "- which determines certain traits in the stat block. Combat. The steed is an ally to you and your allies. In combat, it shares your Initiative count, and it functio"
      },
      {
        "document": 1290,
        "excerpt": "s. The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your"
      },
      {
        "document": 1429,
        "excerpt": "gnate. It obeys your commands and acts on your turn in combat. The simulacrum can't gain levels, and it can't take Short or Long Rests. If the simulacrum takes damag"
      },
      {
        "document": 1448,
        "excerpt": "s. The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your"
      },
      {
        "document": 1463,
        "excerpt": "r. The creature is Friendly to you and your allies. In combat, it takes its turns immediately after yours, and it obeys your commands. If the spell lasts more than a"
      },
      {
        "document": 1627,
        "excerpt": "is card has no effect. Comet. The next time you enter combat against one or more Hostile creatures, you can select one of them as your foe when you roll Initiative."
      },
      {
        "document": 1755,
        "excerpt": "ly awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep. Supernatural Readiness. Each"
      },
      {
        "document": 1790,
        "excerpt": "one of Cold (level 9 version), Mind Blank (cast before combat), Scrying, Teleport"
      },
      {
        "document": 1846,
        "excerpt": "oll: +6 (with Advantage during the first round of each combat), reach 5 ft. Hit: 11 (2d6 + 4) Bludgeoning damage. Read Thoughts. The doppelganger casts Detect Though"
      },
      {
        "document": 1957,
        "excerpt": "e. The marilith can take one Reaction on every turn of combat."
      }
    ],
    "combatant": [
      {
        "document": 73,
        "excerpt": "of the group has the same Initiative. Surprise. If a combatant is surprised by combat starting, that combatant has Disadvantage on their Initiative roll. For example,"
      }
    ],
    "combatant's": [
      {
        "document": 73,
        "excerpt": "starting, that foe is surprised. Initiative Order. A combatant's check total is called their Initiative count, or Initiative for short. The GM ranks the combatants, from"
      }
    ],
    "combatants": [
      {
        "document": 73,
        "excerpt": "ative count, or Initiative for short. The GM ranks the combatants, from highest to lowest Initiative. This is the order in which they act during each round. The Initiativ"
      },
      {
        "document": 78,
        "excerpt": "Combatants are often slowed down by Difficult Terrain. Low furniture, rubble, undergrowth, steep stairs, snow, and"
      },
      {
        "document": 93,
        "excerpt": "Combatants watch for enemies to drop their guard. If you move heedlessly past your foes, you put yourself in danger"
      },
      {
        "document": 652,
        "excerpt": "ain how to roll Initiative. Sometimes a GM might have combatants use their Initiative scores instead of rolling Initiative. Your Initiative score equals 10 plus your Dex"
      }
    ],
    "combatants'": [
      {
        "document": 72,
        "excerpt": "t encounter rolls Initiative, determining the order of combatants' turns. 3: Take Turns. Each participant in the battle takes a turn in Initiative order. When everyone inv"
      }
    ],
    "combination": [
      {
        "document": 235,
        "excerpt": "ribes its ethical attitudes and ideals. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes towa"
      },
      {
        "document": 270,
        "excerpt": "pation that were most formative for the character. The combination of background, species, and languages provides fertile soil for your imagination as you ponder your char"
      },
      {
        "document": 496,
        "excerpt": "he source of the spell's power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. Thus, a creature who"
      },
      {
        "document": 649,
        "excerpt": "ribes its ethical attitudes and ideals. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes towa"
      },
      {
        "document": 744,
        "excerpt": "Using a combination of senses, notice something that’s easy to miss."
      },
      {
        "document": 963,
        "excerpt": "spells can include six spells of levels 1 and 2 in any combination. If another Bard feature gives you spells that you always have prepared, those spells don't count again"
      },
      {
        "document": 964,
        "excerpt": "spells can include six spells of levels 1 and 2 in any combination. If another Cleric feature gives you spells that you always have prepared, those spells don't count aga"
      },
      {
        "document": 965,
        "excerpt": "spells can include six spells of levels 1 and 2 in any combination. If another Druid feature gives you spells that you always have prepared, those spells don't count agai"
      },
      {
        "document": 968,
        "excerpt": "can include six Paladin spells of level 1 or 2 in any combination. If another Paladin feature gives you spells that you always have prepared, those spells don't count ag"
      },
      {
        "document": 969,
        "excerpt": "s can include six Ranger spells of level 1 or 2 in any combination. If another Ranger feature gives you spells that you always have prepared, those spells don't count aga"
      },
      {
        "document": 971,
        "excerpt": "can include six Sorcerer spells of level 1 or 2 in any combination. If another Sorcerer feature gives you spells that you always have prepared, those spells don't count"
      },
      {
        "document": 973,
        "excerpt": "spells can include six spells of levels 1 and 2 in any combination, chosen from your spellbook. If another Wizard feature gives you spells that you always have prepared,"
      },
      {
        "document": 976,
        "excerpt": "me from the Cleric, Druid, or Wizard spell list or any combination thereof (see a class's section for its spell list). A spell you choose must be a cantrip or a spell for"
      },
      {
        "document": 1014,
        "excerpt": "Origin Feat You gain proficiency in any combination of three skills or tools of your choice. Repeatable. You can take this feat more than once."
      },
      {
        "document": 1609,
        "excerpt": "Many types of Ioun Stones exist, each type a distinct combination of shape and color. When you take a Magic action to toss an Ioun Stone into the air, the stone orbits y"
      },
      {
        "document": 1791,
        "excerpt": "ree attacks, using Shortsword or Light Crossbow in any combination. Shortsword. Melee Attack Roll: +7, reach 5 ft. Hit: 7 (1d6 + 4) Piercing damage plus 17 (5d6) Poison d"
      },
      {
        "document": 1800,
        "excerpt": "it makes two attacks, using Scimitar and Pistol in any combination. Scimitar. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Slashing damage. Pistol. Ranged Attack"
      },
      {
        "document": 1824,
        "excerpt": "entaur makes two attacks, using Pike or Longbow in any combination. Pike. Melee Attack Roll: +6, reach 10 ft. Hit: 9 (1d10 + 4) Piercing damage. Longbow. Ranged Attack R"
      },
      {
        "document": 1830,
        "excerpt": "attacks, using Thunderous Mace or Thundercloud in any combination. It can replace one attack with a use of Spellcasting to cast Fog Cloud. Thunderous Mace. Melee Attack"
      },
      {
        "document": 1845,
        "excerpt": "three attacks, using Storm Blade or Storm Bolt in any combination. Storm Blade. Melee Attack Roll: +9, reach 5 feet. Hit: 12 (2d6 + 5) Slashing damage plus 7 (2d6) Light"
      },
      {
        "document": 1850,
        "excerpt": "es three attacks, using Foreleg or Poison Burst in any combination. Foreleg. Melee Attack Roll: +7, reach 10 ft. Hit: 13 (2d8 + 4) Piercing damage. Poison Burst. Ranged"
      },
      {
        "document": 1851,
        "excerpt": "s two attacks, using Vine Staff or Verdant Wisp in any combination. Vine Staff. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Bludgeoning damage plus 2 (1d4) Poison"
      },
      {
        "document": 1855,
        "excerpt": "al makes two attacks, using Slam or Rock Launch in any combination. Slam. Melee Attack Roll: +8, reach 10 ft. Hit: 14 (2d8 + 5) Bludgeoning damage. Rock Launch. Ranged A"
      },
      {
        "document": 1856,
        "excerpt": "three attacks, using Heated Blade or Hurl Flame in any combination. Heated Blade. Melee Attack Roll: +10, reach 5 ft. Hit: 13 (2d6 + 6) Slashing damage plus 13 (2d12) Fir"
      },
      {
        "document": 1863,
        "excerpt": "two attacks, using Flame Sword or Hammer Throw in any combination. Flame Sword. Melee Attack Roll: +11, reach 10 ft. Hit: 21 (4d6 + 7) Slashing damage plus 10 (3d6) Fire"
      },
      {
        "document": 1867,
        "excerpt": "makes two attacks, using Frost Axe or Great Bow in any combination. Frost Axe. Melee Attack Roll: +9, reach 10 ft. Hit: 19 (2d12 + 6) Slashing damage plus 9 (2d8) Cold da"
      },
      {
        "document": 1907,
        "excerpt": "n makes two attacks, using Scimitar or Shortbow in any combination. Scimitar. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage, plus 2 (1d4) Slashing d"
      },
      {
        "document": 1918,
        "excerpt": "d makes two attacks, using Javelin or Longsword in any combination. Javelin. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 30/120 ft. Hit: 14 (3d6 + 4) Piercing d"
      },
      {
        "document": 1926,
        "excerpt": "makes two attacks, using Tree Club or Trash Lob in any combination. Tree Club. Melee Attack Roll: +8, reach 10 ft. Hit: 18 (3d8 + 5) Bludgeoning damage. If the target is"
      },
      {
        "document": 1929,
        "excerpt": "makes two attacks, using Greatsword or Longbow in any combination. Greatsword. Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) Slashing damage plus 3 (1d6) Poison da"
      },
      {
        "document": 1932,
        "excerpt": "three attacks, using Searing Fork or Hurl Flame in any combination. It can replace one attack with a use of Infernal Tail. Searing Fork. Melee Attack Roll: +10, reach 10"
      },
      {
        "document": 1941,
        "excerpt": "kes two attacks, using Bladed Arm or Fiery Bolt in any combination. Bladed Arm. Melee Attack Roll: +12, reach 10 ft. Hit: 20 (3d8 + 7) Slashing damage plus 10 (3d6) Fire"
      },
      {
        "document": 1944,
        "excerpt": "two attacks, using Greatsword or Heavy Crossbow in any combination. Greatsword. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage plus 4 (1d8) Radiant"
      },
      {
        "document": 1949,
        "excerpt": "acks, using El-dritch Burst or Paralyzing Touch in any combination. Eldritch Burst. Melee or Ranged Attack Roll: +12, reach 5 ft. or range 120 ft. Hit: 31 (4d12 + 5) Forc"
      },
      {
        "document": 1956,
        "excerpt": "e makes three attacks, using Rend or Tail Spike in any combination. Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage. Tail Spike. Ranged Attack"
      },
      {
        "document": 1961,
        "excerpt": "makes two attacks, using Bite, Claw, or Harpoon in any combination. Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 6 (1d4 + 4) Piercing damage, and the target has the Pois"
      },
      {
        "document": 1984,
        "excerpt": "ate makes three attacks, using Rapier or Pistol in any combination. Rapier. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Piercing damage, and the pirate has Advan"
      },
      {
        "document": 1992,
        "excerpt": "makes two attacks, using Mace or Radiant Flame in any combination. Mace. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage plus 5 (2d4) Radiant dama"
      },
      {
        "document": 2013,
        "excerpt": "makes two attacks, using Short-word and Longbow in any combination. Shortsword. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage. Longbow. Ranged Atta"
      },
      {
        "document": 2028,
        "excerpt": "makes three attacks, using Bite or Necrotic Ray in any combination. Bite. Melee Attack Roll: +7, reach 10 ft. Hit: 7 (1d6 + 4) Piercing damage plus 14 (4d6) Poison damage"
      },
      {
        "document": 2033,
        "excerpt": "makes two attacks, using Stone Club or Boulder in any combination. Stone Club. Melee Attack Roll: +9, reach 15 ft. Hit: 22 (3d10 + 6) Bludgeoning damage. Boulder. Range"
      },
      {
        "document": 2034,
        "excerpt": "lem makes two attacks, using Slam or Force Bolt in any combination. Slam. Melee Attack Roll: +10, reach 5 ft. Hit: 15 (2d8 + 6) Bludgeoning damage plus 9 (2d8) Force dama"
      },
      {
        "document": 2035,
        "excerpt": "s two attacks, using Storm Sword or Thunderbolt in any combination. Storm Sword. Melee Attack Roll: +14, reach 10 ft. Hit: 23 (4d6 + 9) Slashing damage plus 13 (3d8) Ligh"
      },
      {
        "document": 2044,
        "excerpt": "ack and three other attacks, using Claw or Tail in any combination. Bite. Melee Attack Roll: +19, reach 15 ft. Hit: 36 (4d12 + 10) Piercing damage, and the target has the"
      },
      {
        "document": 2046,
        "excerpt": "two attacks, using Warhammer or Heavy Crossbow in any combination. Warhammer. Melee Attack Roll: +5, reach 5 ft. Hit: 12 (2d8 + 3) Bludgeoning damage. If the target is a"
      },
      {
        "document": 2067,
        "excerpt": "rebear makes two attacks, using Handaxe or Rend in any combination. It can replace one attack with a Bite attack. Bite (Bear or Hybrid Form Only). Melee Attack Roll: +7,"
      },
      {
        "document": 2068,
        "excerpt": "reboar makes two attacks, using Javelin or Tusk in any combination. It can replace one attack with a Gore attack. Gore (Boar or Hybrid Form Only). Melee Attack Roll: +5,"
      },
      {
        "document": 2069,
        "excerpt": "kes two attacks, using Scratch or Hand Crossbow in any combination. It can replace one attack with a Bite attack. Bite (Rat or Hybrid Form Only). Melee Attack Roll: +5, r"
      },
      {
        "document": 2070,
        "excerpt": "ger makes two attacks, using Scratch or Longbow in any combination. It can replace one attack with a Bite attack. Bite (Tiger or Hybrid Form Only). Melee Attack Roll: +5,"
      },
      {
        "document": 2071,
        "excerpt": "olf makes two attacks, using Scratch or Longbow in any combination. It can replace one attack with a Bite attack. Bite (Wolf or Hybrid Form Only). Melee Attack Roll: +5,"
      },
      {
        "document": 2073,
        "excerpt": "o attacks, using Necrotic Sword or Necrotic Bow in any combination. It can replace one attack with a use of Life Drain. Necrotic Sword. Melee Attack Roll: +4, reach 5 ft."
      }
    ],
    "combinations": [
      {
        "document": 649,
        "excerpt": "ic, or neutral). These factors allow for nine possible combinations, such as Lawful Good and Neutral Evil. See also “Character Creation” (“Create Your Character”)."
      }
    ],
    "combine": [
      {
        "document": 133,
        "excerpt": "ys needn't be consecutive. Assistants. Characters can combine their efforts to shorten the crafting time. Divide the time needed to create an item by the number of ch"
      },
      {
        "document": 390,
        "excerpt": "days, the days needn't be consecutive. Characters can combine their efforts to shorten the crafting time. Divide the time needed to create an item by the number of ch"
      },
      {
        "document": 505,
        "excerpt": "he effects of the same spell cast multiple times don't combine. Instead, the most potent effect - such as the highest bonus - from those castings applies while their d"
      },
      {
        "document": 725,
        "excerpt": "en different types of monsters work together, they can combine their abilities - just like characters with different classes and origins. A diverse force is more power"
      },
      {
        "document": 974,
        "excerpt": "prowess in a relentless pursuit of victory. Champions combine rigorous training with physical excellence to deal devastating blows, withstand peril, and garner glory."
      },
      {
        "document": 1222,
        "excerpt": "g orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form that is vaguely humanlike. Whichever form you choose, each"
      }
    ],
    "combined": [
      {
        "document": 77,
        "excerpt": "s Glossary”). These different modes of movement can be combined with your regular movement, or they can constitute your entire move. However you're moving with your Sp"
      },
      {
        "document": 144,
        "excerpt": "on the Potion Miscibility table. If more than two are combined, roll again for each subsequent potion, combining the results. Unless the effects are immediately obviou"
      },
      {
        "document": 264,
        "excerpt": "Your capacity for spellcasting depends partly on your combined levels in all your spellcasting classes and partly on your individual levels in those classes. Once you"
      },
      {
        "document": 973,
        "excerpt": "ded spell slots to recover. The spell slots can have a combined level equal to no more than half your Wizard level (round up), and none of the slots can be level 6 or h"
      },
      {
        "document": 975,
        "excerpt": "ded spell slots to recover. The spell slots can have a combined level that is equal to or less than half your Druid level (round up), and none of them can be level 6+."
      }
    ],
    "combining": [
      {
        "document": 144,
        "excerpt": "o are combined, roll again for each subsequent potion, combining the results. Unless the effects are immediately obvious, reveal them only when they become evident. Pot"
      },
      {
        "document": 505,
        "excerpt": "Combining Spell Effects"
      }
    ],
    "come": [
      {
        "document": 43,
        "excerpt": "in “Combat” later in “Playing the Game.” Actions can come up in other situations, too: in a social interaction, you can try to Influence a creature or use the Sea"
      },
      {
        "document": 92,
        "excerpt": "or failure. These rolls are called D20 Tests, and they come in three kinds: ability checks, saving throws, and attack rolls. They follow these steps: 4: Roll 1d20."
      },
      {
        "document": 345,
        "excerpt": "Iron Spikes come in bundles of ten. As a Utilize action, you can use a blunt object, such as a Light Hammer, to hammer a"
      },
      {
        "document": 386,
        "excerpt": "Items that come in pairs - such as boots, bracers, gauntlets, and gloves - impart their benefits only if both items of t"
      },
      {
        "document": 398,
        "excerpt": "hose coins in shops, inns, and other businesses. Coins come in different denominations based on the relative worth of their material. The Coin Values table lists co"
      },
      {
        "document": 693,
        "excerpt": "orite tool among assassins and evil creatures. Poisons come in the following four types: Contact. Contact poison can be smeared on an object and remains potent unt"
      },
      {
        "document": 793,
        "excerpt": "verbal threats against you. If you leave it and others come near, it describes you as the most heinous of villains and directs the newcomers to find and attack you."
      },
      {
        "document": 976,
        "excerpt": "You learn two spells of your choice. These spells can come from the Cleric, Druid, or Wizard spell list or any combination thereof (see a class's section for its s"
      },
      {
        "document": 1157,
        "excerpt": "h spell slot level above 3. Each of the creatures must come from a different corpse or pile of bones."
      },
      {
        "document": 1212,
        "excerpt": "spell slots for both, but the contingent spell doesn’t come into effect. Instead, it takes effect when a certain trigger occurs. You describe that trigger when you"
      },
      {
        "document": 1347,
        "excerpt": "he magical mouth appears there, so the words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its mess"
      },
      {
        "document": 1561,
        "excerpt": "40 miles. Chromatic dragons in range feel compelled to come to the orb as soon as possible by the most direct route. Dragon deities such as Tiamat are unaffected by"
      },
      {
        "document": 1605,
        "excerpt": "Wondrous Item, Very Rare These horseshoes come in a set of four. As a Magic action, you can touch one of the horseshoes to the hoof of a horse or simil"
      },
      {
        "document": 1606,
        "excerpt": "Wondrous Item, Rare These horseshoes come in a set of four. As a Magic action, you can touch one of the horseshoes to the hoof of a horse or simil"
      },
      {
        "document": 1702,
        "excerpt": "Wondrous Item, Uncommon Sending Stones come in pairs, with each stone carved to match the other so the pairing is easily recognized. While you touch"
      }
    ],
    "comes": [
      {
        "document": 47,
        "excerpt": "oleplaying is part of every aspect of the game, and it comes to the fore during social interactions. As you roleplay, consider whether you prefer an active approach"
      },
      {
        "document": 77,
        "excerpt": "it is used up or until you are done moving, whichever comes first. A character's Speed is determined during character creation. A monster's Speed is noted in the m"
      },
      {
        "document": 309,
        "excerpt": "Ink comes in a 1-ounce bottle, which provides enough ink to write about 500 pages."
      },
      {
        "document": 316,
        "excerpt": "A Lock comes with a key. Without the key, a creature can use Thieves' Tools to pick this Lock with a successful DC 15"
      },
      {
        "document": 319,
        "excerpt": "(Athletics) check as an action. Each set of Manacles comes with a key. Without the key, a creature can use Thieves' Tools to pick the Manacles' lock with a success"
      },
      {
        "document": 326,
        "excerpt": "Perfume comes in a 4-ounce vial. For 1 hour after applying Perfume to yourself, you have Advantage on Charisma (Persua"
      },
      {
        "document": 327,
        "excerpt": "y for 1 minute or until its damage is dealt, whichever comes first."
      },
      {
        "document": 357,
        "excerpt": "A saddle comes with a bit, a bridle, reins, and any other equipment needed to use the saddle. A Military Saddle gives A"
      },
      {
        "document": 526,
        "excerpt": "etween the creator and that point, the point of origin comes into being on the near side of the obstruction."
      },
      {
        "document": 676,
        "excerpt": "unded by a creature that carries the contagion or that comes into contact with contaminated filth or offal must succeed on a DC 11 Constitution saving throw or becom"
      },
      {
        "document": 977,
        "excerpt": "Breathe the Magic of Dragons Your innate magic comes from the gift of a dragon. Perhaps an ancient dragon facing death bequeathed some of its magical power t"
      },
      {
        "document": 1161,
        "excerpt": "of the chosen kind makes a Wisdom saving throw when it comes within 120 feet of the target. Your choice of antipathy or sympathy determines what happens to a creatur"
      },
      {
        "document": 1212,
        "excerpt": "h Water Breathing might stipulate that Water Breathing comes into effect when you are engulfed in water or a similar liquid. The contingent spell takes effect immed"
      },
      {
        "document": 1261,
        "excerpt": "ible and invulnerable. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the"
      },
      {
        "document": 1534,
        "excerpt": "name the location and are familiar with it. The broom comes back to you when you take a Magic action and use a command word if the broom is still within 1 mile of y"
      },
      {
        "document": 1627,
        "excerpt": "r has left the deck, re-roll on the table if that card comes up again.) Mysterious Deck Each card's effect is described below. Balance. You can increase one of yo"
      },
      {
        "document": 1642,
        "excerpt": "rm of Rats that isn't under another creature's control comes within 30 feet of you while you are playing the pipes, the swarm makes a DC 15 Wisdom saving throw. On a"
      },
      {
        "document": 1677,
        "excerpt": "120 feet away from yourself. The first time the sphere comes within 5 feet of a creature other than you that isn't behind Total Cover, the sphere discharges lightnin"
      },
      {
        "document": 1711,
        "excerpt": "physical remains. Sphere Interactions. If the sphere comes into contact with a planar portal (such as that created by the Gate spell) or an extradimensional space"
      }
    ],
    "comet": [
      {
        "document": 761,
        "excerpt": "Comet"
      },
      {
        "document": 1627,
        "excerpt": "bility scores, in which case this card has no effect. Comet. The next time you enter combat against one or more Hostile creatures, you can select one of them as you"
      }
    ],
    "comfortable": [
      {
        "document": 365,
        "excerpt": "e a lifestyle below - Wretched, Squalid, Poor, Modest, Comfortable, Wealthy, or Aristocratic - and pay the price to sustain that lifestyle. Lifestyles have no inherent co"
      },
      {
        "document": 370,
        "excerpt": "Comfortable (2 GP per Day)"
      },
      {
        "document": 923,
        "excerpt": "Comfortable"
      },
      {
        "document": 1459,
        "excerpt": "xtend into it. The atmosphere inside the Emanation is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to have D"
      }
    ],
    "comically": [
      {
        "document": 1330,
        "excerpt": "saving throw. On a successful save, the target dances comically until the end of its next turn, during which it must spend all its movement to dance in place. On a fai"
      }
    ],
    "coming": [
      {
        "document": 1397,
        "excerpt": "s head, for instance - the spell automatically fails. Coming back from the dead is an ordeal. The target takes a -4 penalty to D20 Tests. Every time the target finis"
      },
      {
        "document": 1406,
        "excerpt": "ll mortal wounds and restores any missing body parts. Coming back from the dead is an ordeal. The target takes a -4 penalty to D20 Tests. Every time the target finis"
      },
      {
        "document": 1810,
        "excerpt": "ls immediately after dealing damage to the pudding and coming into contact with it. The weapon is destroyed if the penalty reaches -5. The penalty can be removed by c"
      },
      {
        "document": 1912,
        "excerpt": "rolls immediately after dealing damage to the ooze and coming into contact with it. The weapon is destroyed if the penalty reaches -5. The penalty can be removed by c"
      }
    ],
    "command": [
      {
        "document": 121,
        "excerpt": "Command Word"
      },
      {
        "document": 378,
        "excerpt": "mes a magic item carries a clue to its properties. The command word to activate a ring might be etched inside the band, or a feathered design might hint that it's a Ri"
      },
      {
        "document": 767,
        "excerpt": "Ring of Elemental Command Table 1"
      },
      {
        "document": 782,
        "excerpt": "Command (“flee” or “grovel” only)"
      },
      {
        "document": 843,
        "excerpt": "Command"
      },
      {
        "document": 857,
        "excerpt": "Alter Self, Chromatic Orb, Command, Dragon’s Breath"
      },
      {
        "document": 870,
        "excerpt": "Burning Hands, Command,Scorching Ray, Suggestion"
      },
      {
        "document": 899,
        "excerpt": "Command"
      },
      {
        "document": 911,
        "excerpt": "Command"
      },
      {
        "document": 972,
        "excerpt": "of 40 feet. Quick Attack. As a Bonus Action, you can command the familiar to take the Attack action. Necrotic or Radiant Damage. Whenever the familiar deals Bludgeo"
      },
      {
        "document": 1157,
        "excerpt": "of your turns, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple"
      },
      {
        "document": 1158,
        "excerpt": "Concentration, up to 1 minute Objects animate at your command. Choose a number of nonmagical objects within range that aren't being worn or carried, aren't fixed to a"
      },
      {
        "document": 1163,
        "excerpt": "The hand lasts for the duration, and it moves at your command, mimicking the movements of your own hand. The hand is an object that has AC 20 and Hit Points equal to"
      },
      {
        "document": 1197,
        "excerpt": "Command"
      },
      {
        "document": 1219,
        "excerpt": "a Bonus Action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control mult"
      },
      {
        "document": 1242,
        "excerpt": "s as it likes, focusing on protecting itself. You can command the target to take a Reaction but must take your own Reaction to do so. Using a Higher-Level Spell Slot"
      },
      {
        "document": 1243,
        "excerpt": "s as it likes, focusing on protecting itself. You can command the target to take a Reaction but must take your own Reaction to do so. Using a Higher-Level Spell Slot"
      },
      {
        "document": 1244,
        "excerpt": "s as it likes, focusing on protecting itself. You can command the target to take a Reaction but must take your own Reaction to do so. Using a Higher-Level Spell Slot"
      },
      {
        "document": 1288,
        "excerpt": "eet Components: V Duration: 30 days You give a verbal command to a creature that you can see within range, ordering it to carry out some service or refrain from an ac"
      },
      {
        "document": 1377,
        "excerpt": "ow your commands to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. If the crea"
      },
      {
        "document": 1459,
        "excerpt": "of the weather outside. Until the spell ends, you can command the interior to have Dim Light or Darkness (no action required). The Emanation is opaque from the outsid"
      },
      {
        "document": 1468,
        "excerpt": "eless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within ran"
      },
      {
        "document": 1518,
        "excerpt": "your Initiative count. You can take a Bonus Action to command how the creature moves and what action it takes on its next turn, such as attacking an enemy. In the abs"
      },
      {
        "document": 1534,
        "excerpt": "mes back to you when you take a Magic action and use a command word if the broom is still within 1 mile of you."
      },
      {
        "document": 1537,
        "excerpt": "nd fly by taking a Magic action and using the carpet's command word. It moves according to your directions if you are within 30 feet of it. Four sizes of Carpet of Fl"
      },
      {
        "document": 1556,
        "excerpt": "ic action to remove the stopper and issue one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water"
      },
      {
        "document": 1579,
        "excerpt": "hour. You can take a Magic action while on the boat to command it to move or to turn up to 90 degrees. The boat remains for 24 hours and then disappears. You can dismi"
      },
      {
        "document": 1581,
        "excerpt": "is magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in"
      },
      {
        "document": 1582,
        "excerpt": "opened to store items inside. This item also has three command words, each requiring a Magic action to use: First Command Word. The box unfolds into a Rowboat. Secon"
      },
      {
        "document": 1585,
        "excerpt": "g it, you can take a Magic action and use one of three command words to cause one of the following effects: First Command Word. The gem sheds Bright Light in a 30-foo"
      },
      {
        "document": 1608,
        "excerpt": "1-inch adamantine statuette on the ground and, using a command word, cause it to grow rapidly into a square adamantine tower. Repeating the command word causes the tow"
      },
      {
        "document": 1610,
        "excerpt": "ned condition until you take a Bonus Action to issue a command that releases it. Doing so or missing with the attack causes the bands to contract and become a sphere o"
      },
      {
        "document": 1611,
        "excerpt": "given. If you issue no commands or give the creature a command that is likely to result in its death or imprisonment, it defends itself but otherwise takes no actions."
      },
      {
        "document": 1625,
        "excerpt": "in 5 feet of it, you can take a Magic action and use a command word to activate it. It remains activated until you take a Magic action and repeat the command word to d"
      },
      {
        "document": 1632,
        "excerpt": "e a ranged attack, you can utter or sign the following command words: “Swift death to you who have wronged me.” The target of your attack becomes your sworn enemy unti"
      },
      {
        "document": 1643,
        "excerpt": "ring this armor, you can take a Magic action and use a command word to gain the effect of the Etherealness spell. The spell ends immediately if you remove the armor or"
      },
      {
        "document": 1666,
        "excerpt": "our allies, and it obeys your commands. If you fail to command it, the djinni defends itself against attackers but takes no other actions. After the djinni departs, i"
      },
      {
        "document": 1667,
        "excerpt": "Ring of Elemental Command"
      },
      {
        "document": 1696,
        "excerpt": "t) You can take a Magic action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of yourself. Each target mu"
      },
      {
        "document": 1698,
        "excerpt": "ng one end of the rope, you can take a Magic action to command the other end of the rope to animate and move toward a destination you choose, up to the rope's length a"
      },
      {
        "document": 1699,
        "excerpt": "ng one end of the rope, you can take a Magic action to command the other end to dart forward and entangle one creature you can see within 20 feet of yourself. The targ"
      },
      {
        "document": 1712,
        "excerpt": "expend 1 of the staff's charges to cast Charm Person, Command, or Comprehend Languages from it using your spell save DC. Reflect Enchantment. If you succeed on a sav"
      },
      {
        "document": 1720,
        "excerpt": "mediately after yours. On your turn, you can mentally command the snake (no action required) if it is within 60 feet of you and you don't have the Incapacitated condi"
      },
      {
        "document": 1737,
        "excerpt": "Trident of Fish Command"
      },
      {
        "document": 1768,
        "excerpt": "save DC 20, +12 to hit with spell attacks): At Will: Command (level 2 version), Detect Magic, Scorching Ray 1/Day: Fireball"
      },
      {
        "document": 1780,
        "excerpt": "save DC 23, +15 to hit with spell attacks): At Will: Command (level 2 version), Detect Magic, Scorching Ray (level 3 version) 1/Day Each: Fireball (level 6 version)"
      },
      {
        "document": 1838,
        "excerpt": "h spell attacks): At Will: Light, Thaumaturgy 2/Day: Command 1/Day: Hold Person"
      },
      {
        "document": 1884,
        "excerpt": "ach time you use it to ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nig"
      },
      {
        "document": 1966,
        "excerpt": "xpended uses at the start of each of its turns. Dread Command. The mummy casts Command (level 2 version), using the same spellcasting ability as Spellcasting. The mum"
      },
      {
        "document": 1997,
        "excerpt": "benefit from finishing a Short or Long Rest. Baleful Command (Recharge 5–6). Wisdom Saving Throw: DC 18, each enemy in a 30-foot Emanation originating from the raksh"
      },
      {
        "document": 2056,
        "excerpt": "tart of each of its turns. Beguile. The vampire casts Command, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 17). The va"
      }
    ],
    "commanded": [
      {
        "document": 1696,
        "excerpt": "its trusted leader. If harmed by you or your allies or commanded to do something contrary to its nature, a target ceases to be Charmed in this way. Once used, this prope"
      }
    ],
    "commanding": [
      {
        "document": 1529,
        "excerpt": "Bowl of Commanding Water Elementals"
      },
      {
        "document": 1532,
        "excerpt": "Brazier of Commanding Fire Elementals"
      },
      {
        "document": 1768,
        "excerpt": "all expended uses at the start of each of its turns. Commanding Presence. The dragon uses Spellcasting to cast Command (level 2 version). The dragon can't take this act"
      },
      {
        "document": 1780,
        "excerpt": "all expended uses at the start of each of its turns. Commanding Presence. The dragon uses Spellcasting to cast Command (level 2 version). The dragon can't take this act"
      }
    ],
    "commands": [
      {
        "document": 142,
        "excerpt": "in this way, the bearer must try to follow the item's commands. If the bearer takes damage, it repeats the save, ending the effect on a success. Whether or not the att"
      },
      {
        "document": 753,
        "excerpt": "The efreeti understands your languages and obeys your commands for 1 hour, after which it returns to the bottle, and a new stopper contains it. The stopper can’t be re"
      },
      {
        "document": 1157,
        "excerpt": "uch as to guard a chamber or corridor. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature con"
      },
      {
        "document": 1158,
        "excerpt": "issuing the same command to each one). If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. When the creature drops to 0 Hit Poin"
      },
      {
        "document": 1219,
        "excerpt": ", such as to guard a particular place. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature con"
      },
      {
        "document": 1242,
        "excerpt": "xistence. On your turn, you can use this link to issue commands to the target (no action required), such as “Attack that creature,” “Move over there,” or “Fetch that ob"
      },
      {
        "document": 1243,
        "excerpt": "xistence. On your turn, you can use this link to issue commands to the target (no action required), such as “Attack that creature,” “Move over there,” or “Fetch that ob"
      },
      {
        "document": 1244,
        "excerpt": "xistence. On your turn, you can use this link to issue commands to the target (no action required), such as “Attack that creature,” “Move over there,” or “Fetch that ob"
      },
      {
        "document": 1265,
        "excerpt": "familiar acts independently of you, but it obeys your commands. Telepathic Connection. While your familiar is within 100 feet of you, you can communicate with it tele"
      },
      {
        "document": 1290,
        "excerpt": "its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to"
      },
      {
        "document": 1349,
        "excerpt": "and their attire. They are invulnerable and obey your commands. Each servant can perform tasks that a human could perform, but they can't attack or take any action tha"
      },
      {
        "document": 1377,
        "excerpt": "tion of this spell. A bound creature must follow your commands to the best of its ability. You might command the creature to accompany you on an adventure, to guard a"
      },
      {
        "document": 1429,
        "excerpt": "ndly to you and creatures you designate. It obeys your commands and acts on your turn in combat. The simulacrum can't gain levels, and it can't take Short or Long Rests"
      },
      {
        "document": 1437,
        "excerpt": "ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about"
      },
      {
        "document": 1448,
        "excerpt": "its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to"
      },
      {
        "document": 1463,
        "excerpt": "s its turns immediately after yours, and it obeys your commands. If the spell lasts more than an hour, you no longer control the creature. It might remain Friendly to"
      },
      {
        "document": 1529,
        "excerpt": "wl as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hou"
      },
      {
        "document": 1532,
        "excerpt": "er as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hou"
      },
      {
        "document": 1538,
        "excerpt": "er as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hou"
      },
      {
        "document": 1571,
        "excerpt": "em as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hou"
      },
      {
        "document": 1579,
        "excerpt": "cs of a Roc, but it can't attack. It obeys your simple commands and can carry up to 500 pounds while flying at its maximum speed (16 miles per hour for a maximum of 144"
      },
      {
        "document": 1580,
        "excerpt": "your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. If you issue no commands, the creatu"
      },
      {
        "document": 1604,
        "excerpt": "ey are Friendly to you and your allies and follow your commands."
      },
      {
        "document": 1611,
        "excerpt": "he creature in the flask. The creature then obeys your commands for 1 hour, understanding those commands even if it doesn't know the language in which the commands are"
      },
      {
        "document": 1621,
        "excerpt": "under your control, and it understands and obeys your commands."
      },
      {
        "document": 1642,
        "excerpt": "h round as a Magic action. A Friendly swarm obeys your commands. If you issue no commands to a Friendly swarm, it defends itself but otherwise takes no actions. If a Fr"
      },
      {
        "document": 1666,
        "excerpt": "is Friendly to you and your allies, and it obeys your commands. If you fail to command it, the djinni defends itself against attackers but takes no other actions. Aft"
      },
      {
        "document": 1720,
        "excerpt": "as to attack your enemies or guard a location. Absent commands from you, the snake defends itself. As a Bonus Action, you can command the snake to revert to staff for"
      },
      {
        "document": 1724,
        "excerpt": "pace you choose within 30 feet of yourself, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hou"
      },
      {
        "document": 2018,
        "excerpt": "Understands commands given in any language but can't speak"
      }
    ],
    "commit": [
      {
        "document": 1455,
        "excerpt": "tional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute. You can create a permanent teleportation"
      }
    ],
    "committed": [
      {
        "document": 670,
        "excerpt": "curse, likely by symbolically righting the wrong they committed. How a spell like Remove Curse affects a curse that's part of your adventure is up to you - the spell mi"
      }
    ],
    "common": [
      {
        "document": 45,
        "excerpt": "ck, described later in \"Playing the Game,\" is the most common type of Reaction. When you take a Reaction, you can't take another one until the start of your next tur"
      },
      {
        "document": 118,
        "excerpt": "re shown in the Magic Item Rarities and Values table. Common magic items, such as a Potion of Healing, are the most plentiful. Artifacts, such as the Dragon Orb, are"
      },
      {
        "document": 119,
        "excerpt": "Common magic items can often be bought in a town or city. Uncommon and Rare magic items are usually found only"
      },
      {
        "document": 179,
        "excerpt": "he number of times they can be used. Here are the most common ways that usage is limited: X/Day. This notation means the stat block part can be used a certain number"
      },
      {
        "document": 228,
        "excerpt": "Your character knows at least three languages: Common plus two languages you roll or choose from the Standard Languages table. Knowledge of a language means y"
      },
      {
        "document": 688,
        "excerpt": "to be less susceptible to fear and mental stress than common folk. Whereas a farmer might flee in terror from a bear or an apparition, adventurers are made of sterne"
      },
      {
        "document": 756,
        "excerpt": "at. Roll 1d6 to determine the item’s rarity: on a 1–3, Common; on a 4–5, Uncommon; on a 6, Rare. The GM chooses the item, which disappears after 1 hour if it’s not co"
      },
      {
        "document": 757,
        "excerpt": "Common"
      },
      {
        "document": 764,
        "excerpt": "Common"
      },
      {
        "document": 770,
        "excerpt": "Common"
      },
      {
        "document": 780,
        "excerpt": "Common"
      },
      {
        "document": 809,
        "excerpt": "Common"
      },
      {
        "document": 816,
        "excerpt": "1 Common"
      },
      {
        "document": 923,
        "excerpt": "Common"
      },
      {
        "document": 1293,
        "excerpt": "you cast the spell. For glyphs inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching"
      },
      {
        "document": 1303,
        "excerpt": "other creature in the area even if they don't share a common language. Vulnerability. Creatures of any types you choose have Vulnerability to one damage type of you"
      },
      {
        "document": 1437,
        "excerpt": "e area, you can communicate with it as if you shared a common language."
      },
      {
        "document": 1451,
        "excerpt": "you cast the spell. For glyphs inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching"
      },
      {
        "document": 1520,
        "excerpt": "Common"
      },
      {
        "document": 1647,
        "excerpt": "Common"
      },
      {
        "document": 1686,
        "excerpt": ". The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances or a thin sheet of lead block the vision. Wh"
      },
      {
        "document": 1761,
        "excerpt": "Common, Draconic"
      },
      {
        "document": 1762,
        "excerpt": "Common, Draconic"
      },
      {
        "document": 1763,
        "excerpt": "Common, Draconic"
      },
      {
        "document": 1764,
        "excerpt": "Common, Draconic"
      },
      {
        "document": 1765,
        "excerpt": "Common, Draconic"
      },
      {
        "document": 1766,
        "excerpt": "Common, Draconic"
      },
      {
        "document": 1767,
        "excerpt": "Common, Draconic"
      },
      {
        "document": 1768,
        "excerpt": "Common, Draconic"
      },
      {
        "document": 1769,
        "excerpt": "Common, Draconic"
      },
      {
        "document": 1770,
        "excerpt": "Common, Draconic"
      },
      {
        "document": 1773,
        "excerpt": "Common, Draconic"
      },
      {
        "document": 1774,
        "excerpt": "Common, Draconic"
      },
      {
        "document": 1775,
        "excerpt": "Common, Draconic"
      },
      {
        "document": 1776,
        "excerpt": "Common, Draconic"
      },
      {
        "document": 1777,
        "excerpt": "Common, Draconic"
      },
      {
        "document": 1778,
        "excerpt": "Common, Draconic"
      },
      {
        "document": 1779,
        "excerpt": "Common, Draconic"
      },
      {
        "document": 1780,
        "excerpt": "Common, Draconic"
      },
      {
        "document": 1781,
        "excerpt": "Common, Draconic"
      },
      {
        "document": 1782,
        "excerpt": "Common, Draconic"
      },
      {
        "document": 1790,
        "excerpt": "Common plus five other languages"
      },
      {
        "document": 1791,
        "excerpt": "Common, Thieves' Cant"
      },
      {
        "document": 1793,
        "excerpt": "Common plus one other language"
      },
      {
        "document": 1794,
        "excerpt": "Common plus one other language"
      },
      {
        "document": 1800,
        "excerpt": "Common, Thieves' Cant"
      },
      {
        "document": 1801,
        "excerpt": "Common, Thieves' Cant"
      },
      {
        "document": 1807,
        "excerpt": "Common"
      },
      {
        "document": 1819,
        "excerpt": "Common, Goblin"
      },
      {
        "document": 1820,
        "excerpt": "Common, Goblin"
      },
      {
        "document": 1828,
        "excerpt": "Common plus one other language"
      },
      {
        "document": 1830,
        "excerpt": "Common, Giant"
      },
      {
        "document": 1832,
        "excerpt": "Common"
      },
      {
        "document": 1838,
        "excerpt": "Common"
      },
      {
        "document": 1839,
        "excerpt": "Common"
      },
      {
        "document": 1846,
        "excerpt": "Common plus three other languages"
      },
      {
        "document": 1851,
        "excerpt": "Common, Druidic, Sylvan"
      },
      {
        "document": 1864,
        "excerpt": "Understands Common plus one other language but can't speak"
      },
      {
        "document": 1870,
        "excerpt": "Common"
      },
      {
        "document": 1871,
        "excerpt": "Common plus one other language"
      },
      {
        "document": 1872,
        "excerpt": "Common"
      },
      {
        "document": 1881,
        "excerpt": "Celestial; understands Common and Primordial (Auran) but can't speak them"
      },
      {
        "document": 1882,
        "excerpt": "Celestial; understands Common, Elvish, and Sylvan but can't speak them"
      },
      {
        "document": 1884,
        "excerpt": "rs. The mastiff has an Intelligence of 8 and can speak Common. It also has Blindsight with a range of 60 feet. Once it has been used, it can't be used again until 7 d"
      },
      {
        "document": 1890,
        "excerpt": "Celestial; understands Common, Elvish, and Sylvan but can't speak them"
      },
      {
        "document": 1898,
        "excerpt": "Understands Common but can't speak"
      },
      {
        "document": 1904,
        "excerpt": "Common"
      },
      {
        "document": 1907,
        "excerpt": "Common, Goblin"
      },
      {
        "document": 1908,
        "excerpt": "Common, Goblin"
      },
      {
        "document": 1909,
        "excerpt": "Common, Goblin"
      },
      {
        "document": 1914,
        "excerpt": "Common, Elvish, Sylvan"
      },
      {
        "document": 1918,
        "excerpt": "Common"
      },
      {
        "document": 1919,
        "excerpt": "Common"
      },
      {
        "document": 1920,
        "excerpt": "Celestial, Common"
      },
      {
        "document": 1921,
        "excerpt": "Common, Draconic"
      },
      {
        "document": 1922,
        "excerpt": "Common"
      },
      {
        "document": 1929,
        "excerpt": "Common, Goblin"
      },
      {
        "document": 1930,
        "excerpt": "Common, Goblin"
      },
      {
        "document": 1931,
        "excerpt": "Understands Common plus one other language but can't speak"
      },
      {
        "document": 1938,
        "excerpt": "Common, Infernal"
      },
      {
        "document": 1939,
        "excerpt": "Abyssal, Common, Infernal; telepathy 60 ft."
      },
      {
        "document": 1940,
        "excerpt": "Common, Primordial (Auran)"
      },
      {
        "document": 1941,
        "excerpt": "Understands Common plus two other languages but can't speak"
      },
      {
        "document": 1944,
        "excerpt": "Common plus one other language"
      },
      {
        "document": 1945,
        "excerpt": "Common, Draconic"
      },
      {
        "document": 1947,
        "excerpt": "Abyssal, Common"
      },
      {
        "document": 1952,
        "excerpt": "Common plus three other languages"
      },
      {
        "document": 1956,
        "excerpt": "Common"
      },
      {
        "document": 1959,
        "excerpt": "Common plus one other language"
      },
      {
        "document": 1960,
        "excerpt": "Common, Primordial (Aquan)"
      },
      {
        "document": 1966,
        "excerpt": "Common plus three other languages"
      },
      {
        "document": 1967,
        "excerpt": "Common plus two other languages"
      },
      {
        "document": 1969,
        "excerpt": "Abyssal, Common, Infernal, Primordial"
      },
      {
        "document": 1970,
        "excerpt": "Understands Abyssal, Common, and Infernal but can't speak"
      },
      {
        "document": 1971,
        "excerpt": "Common plus two other languages"
      },
      {
        "document": 1974,
        "excerpt": "Understands Common and Giant but can't speak"
      },
      {
        "document": 1975,
        "excerpt": "Common, Giant"
      },
      {
        "document": 1976,
        "excerpt": "Common, Giant"
      },
      {
        "document": 1981,
        "excerpt": "Understands Celestial, Common, Elvish, and Sylvan but can't speak"
      },
      {
        "document": 1984,
        "excerpt": "Common plus one other language"
      },
      {
        "document": 1985,
        "excerpt": "Common plus one other language"
      },
      {
        "document": 1991,
        "excerpt": "Common"
      },
      {
        "document": 1992,
        "excerpt": "Common plus one other language"
      },
      {
        "document": 1993,
        "excerpt": "Understands Common and Draconic but can't speak"
      },
      {
        "document": 1996,
        "excerpt": "Abyssal, Common"
      },
      {
        "document": 1997,
        "excerpt": "Common, Infernal"
      },
      {
        "document": 2011,
        "excerpt": "Common, Elvish, Sylvan"
      },
      {
        "document": 2013,
        "excerpt": "Common plus one other language"
      },
      {
        "document": 2014,
        "excerpt": "Common, Giant, Primordial (Aquan)"
      },
      {
        "document": 2021,
        "excerpt": "Understands Common plus one other language but can't speak"
      },
      {
        "document": 2023,
        "excerpt": "Understands Common plus one other language but can't speak"
      },
      {
        "document": 2024,
        "excerpt": "Celestial, Common"
      },
      {
        "document": 2025,
        "excerpt": "Celestial, Common"
      },
      {
        "document": 2026,
        "excerpt": "Celestial, Common"
      },
      {
        "document": 2028,
        "excerpt": "Abyssal, Common"
      },
      {
        "document": 2029,
        "excerpt": "Common, Elvish, Sylvan"
      },
      {
        "document": 2030,
        "excerpt": "Common plus one other language"
      },
      {
        "document": 2034,
        "excerpt": "Understands Common plus two other languages but can't speak"
      },
      {
        "document": 2035,
        "excerpt": "Common, Giant"
      },
      {
        "document": 2036,
        "excerpt": "Abyssal, Common, Infernal; telepathy 60 ft."
      },
      {
        "document": 2038,
        "excerpt": "Understands Common but can't speak"
      },
      {
        "document": 2046,
        "excerpt": "Common plus one other language"
      },
      {
        "document": 2047,
        "excerpt": "Common"
      },
      {
        "document": 2048,
        "excerpt": "Common, Druidic, Elvish, Sylvan"
      },
      {
        "document": 2054,
        "excerpt": "Common plus one other language"
      },
      {
        "document": 2055,
        "excerpt": "Common plus one other language"
      },
      {
        "document": 2056,
        "excerpt": "Common plus two other languages"
      },
      {
        "document": 2063,
        "excerpt": "Common"
      },
      {
        "document": 2064,
        "excerpt": "Common plus one other language"
      },
      {
        "document": 2067,
        "excerpt": "Common (can't speak in bear form)"
      },
      {
        "document": 2068,
        "excerpt": "Common (can't speak in boar form)"
      },
      {
        "document": 2069,
        "excerpt": "Common (can't speak in rat form)"
      },
      {
        "document": 2070,
        "excerpt": "Common (can't speak in tiger form)"
      },
      {
        "document": 2071,
        "excerpt": "Common (can't speak in wolf form)"
      },
      {
        "document": 2073,
        "excerpt": "Common plus one other language"
      },
      {
        "document": 2074,
        "excerpt": "Common plus one other language"
      },
      {
        "document": 2075,
        "excerpt": "Common, Giant"
      },
      {
        "document": 2078,
        "excerpt": "Common plus two other languages"
      },
      {
        "document": 2081,
        "excerpt": "Common, Draconic"
      },
      {
        "document": 2082,
        "excerpt": "Common, Draconic"
      },
      {
        "document": 2083,
        "excerpt": "Common, Draconic"
      },
      {
        "document": 2084,
        "excerpt": "Common, Draconic"
      },
      {
        "document": 2085,
        "excerpt": "Common, Draconic"
      },
      {
        "document": 2086,
        "excerpt": "Common, Draconic"
      },
      {
        "document": 2087,
        "excerpt": "Common, Draconic"
      },
      {
        "document": 2088,
        "excerpt": "Common, Draconic"
      },
      {
        "document": 2089,
        "excerpt": "Common, Draconic"
      },
      {
        "document": 2090,
        "excerpt": "Common, Draconic"
      },
      {
        "document": 2091,
        "excerpt": "Understands Common plus one other language but can't speak"
      }
    ],
    "commoner": [
      {
        "document": 1832,
        "excerpt": "Commoner"
      }
    ],
    "commonly": [
      {
        "document": 671,
        "excerpt": "ession arises from the chaos and evil of the Abyss and commonly besets creatures that interact with demonic objects or linger in desecrated locations, where demonic spi"
      }
    ],
    "commons": [
      {
        "document": 0,
        "excerpt": ".com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcod"
      }
    ],
    "commune": [
      {
        "document": 834,
        "excerpt": "Commune with Nature"
      },
      {
        "document": 841,
        "excerpt": "Commune, Flame Strike"
      },
      {
        "document": 854,
        "excerpt": "Commune with Nature"
      },
      {
        "document": 915,
        "excerpt": "Commune"
      },
      {
        "document": 1198,
        "excerpt": "Commune with Nature"
      },
      {
        "document": 1199,
        "excerpt": "Commune"
      },
      {
        "document": 1843,
        "excerpt": "it Points required to maintain the spell) 1/Day Each: Commune, Raise Dead"
      },
      {
        "document": 1987,
        "excerpt": "ve DC 20): At Will: Detect Evil and Good 1/Day Each: Commune, Control Weather, Dispel Evil and Good, Raise Dead"
      },
      {
        "document": 2022,
        "excerpt": "ve DC 25): At Will: Detect Evil and Good 1/Day Each: Commune, Control Weather, Dispel Evil and Good, Resurrection"
      }
    ],
    "communicate": [
      {
        "document": 74,
        "excerpt": "gives the rules for movement. Communicating. You can communicate however you are able - through brief utterances and gestures - as you take your turn. Doing so uses neit"
      },
      {
        "document": 163,
        "excerpt": "This entry lists languages that the monster can use to communicate. Sometimes a monster can understand a language but can't communicate with it, which is noted in its entr"
      },
      {
        "document": 164,
        "excerpt": "lepathy is a magical ability that allows a creature to communicate mentally with another creature within a specified range. See “Rules Glossary” for more information."
      },
      {
        "document": 228,
        "excerpt": "able. Knowledge of a language means your character can communicate in it, read it, and write it. Your class and other features might also give you languages. The Standard"
      },
      {
        "document": 562,
        "excerpt": "lepathy is a magical ability that allows a creature to communicate mentally with another creature within a specified range. Unless a rule states otherwise, the contacted c"
      },
      {
        "document": 710,
        "excerpt": "tion for 1 hour. The Poisoned creature can't knowingly communicate a lie."
      },
      {
        "document": 785,
        "excerpt": "peaks one or more languages. In addition, the item can communicate telepathically with any creature that carries or wields it."
      },
      {
        "document": 972,
        "excerpt": "tacted your patron through intermediaries. Now you can communicate directly; you always have the Contact Other Plane spell prepared. With this feature, you can cast the sp"
      },
      {
        "document": 1155,
        "excerpt": "r “a red-haired dwarf wearing a pointed hat.” You also communicate a message of up to twenty-five words. The Beast travels for the duration toward the specified location,"
      },
      {
        "document": 1156,
        "excerpt": "ype; Hit Points; Hit Point Dice; alignment; ability to communicate; and Intelligence, Wisdom, and Charisma scores. The target's actions are limited by the Beast form's ana"
      },
      {
        "document": 1265,
        "excerpt": "While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as a Bonus Action, you can see through the familiar's eyes and hea"
      },
      {
        "document": 1303,
        "excerpt": "to it. Tongues. Creatures of any types you choose can communicate with any other creature in the area even if they don't share a common language. Vulnerability. Creature"
      },
      {
        "document": 1376,
        "excerpt": "uring our foray into the dungeon). You must be able to communicate with the creature to bargain for its services. Payment can take a variety of forms. A Celestial might r"
      },
      {
        "document": 1420,
        "excerpt": "Points; Hit Point Dice; proficiencies; and ability to communicate. If you have the Spellcasting feature, you retain it too. Upon shape-shifting, you determine whether yo"
      },
      {
        "document": 1435,
        "excerpt": "tes For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action's skill options with them. Most Beasts have li"
      },
      {
        "document": 1437,
        "excerpt": "ed sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area withi"
      },
      {
        "document": 1453,
        "excerpt": "all the others for the duration. Creatures that can't communicate in any languages aren't affected by this spell. Until the spell ends, the targets can communicate telep"
      },
      {
        "document": 1549,
        "excerpt": "ast Scrying (save DC 17) with it. In addition, you can communicate telepathically with creatures you can see within 30 feet of the spell's sensor. You can also cast Sugges"
      },
      {
        "document": 1625,
        "excerpt": "on the mirror's surface. You and the creature can then communicate. In a similar way, you can take a Magic action and use a second command word to free one creature trapp"
      },
      {
        "document": 1673,
        "excerpt": "know your creature type. Creatures can telepathically communicate with you only if you allow it. You can take a Magic action to cause the ring to become imperceptible un"
      },
      {
        "document": 1760,
        "excerpt": "eet of it. In addition, the aboleth and the target can communicate telepathically with each other over any distance. The target repeats the save whenever it takes damage"
      },
      {
        "document": 1835,
        "excerpt": "ts can't be read by any means, and other creatures can communicate with it telepathically only if it allows them."
      },
      {
        "document": 1852,
        "excerpt": "effects. Speak with Beasts and Plants. The dryad can communicate with Beasts and Plants as if they shared a language."
      },
      {
        "document": 1884,
        "excerpt": "can become a Giant Owl for up to 8 hours. The owl can communicate telepathically with you at any range if you and it are on the same plane of existence. Once it has been"
      },
      {
        "document": 1931,
        "excerpt": "plane of existence as its master, the two of them can communicate telepathically with each other."
      },
      {
        "document": 2054,
        "excerpt": "er are on the same plane of existence, the vampire can communicate with the familiar telepathically, and the vampire can perceive through the familiar's senses."
      }
    ],
    "communicates": [
      {
        "document": 139,
        "excerpt": "A sentient item communicates by sharing its emotions, broadcasting its thoughts telepathically, or speaking aloud. You can choose how"
      },
      {
        "document": 785,
        "excerpt": "The item communicates by transmitting emotion to the creature carrying or wielding it."
      },
      {
        "document": 1460,
        "excerpt": "guage that it hears or sees. Moreover, when the target communicates by speaking or signing, any creature that knows at least one language can understand it if that creatur"
      },
      {
        "document": 1760,
        "excerpt": "Probing Telepathy. If a creature the aboleth can see communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires."
      },
      {
        "document": 1845,
        "excerpt": "can cast it only on behalf of a non-genie creature who communicates a wish in a way the djinni can understand. If the djinni casts the spell for the creature, the djinni su"
      },
      {
        "document": 1856,
        "excerpt": "can cast it only on behalf of a non-genie creature who communicates a wish in a way the efreeti can understand. If the efreeti casts the spell for the creature, the efreeti"
      }
    ],
    "communicating": [
      {
        "document": 42,
        "excerpt": "When you do something other than moving or communicating, you typically take an action. The Action table lists the game's main actions, which are defined in more"
      },
      {
        "document": 74,
        "excerpt": "r in “Playing the Game” gives the rules for movement. Communicating. You can communicate however you are able - through brief utterances and gestures - as you take your tur"
      },
      {
        "document": 651,
        "excerpt": "nster to do something. Describe or roleplay how you're communicating with the monster. Are you trying to deceive, intimidate, amuse, or gently persuade? The GM then determin"
      },
      {
        "document": 965,
        "excerpt": "ng this ancient tongue, you also unlocked the magic of communicating with animals; you always have the Speak with Animals spell prepared. You can use Druidic to leave hidde"
      }
    ],
    "communication": [
      {
        "document": 74,
        "excerpt": "g so uses neither your action nor your move. Extended communication, such as a detailed explanation of something or an attempt to persuade a foe, requires an action. The In"
      },
      {
        "document": 139,
        "excerpt": "Communication"
      },
      {
        "document": 141,
        "excerpt": "ose table. Sentient Item's Alignment Sentient Item's Communication Sentient Item's Senses Sentient Item's Special Purpose"
      },
      {
        "document": 562,
        "excerpt": "share a language with the telepath to understand this communication, but the contacted creature must be able to understand at least one language or be telepathic itself to"
      },
      {
        "document": 785,
        "excerpt": "Sentient Item's Communication"
      },
      {
        "document": 1155,
        "excerpt": "age to the creature that you described, mimicking your communication. If the Beast doesn't reach its destination before the spell ends, the message is lost, and the Beast re"
      },
      {
        "document": 1451,
        "excerpt": "inute. During this time, it is incapable of meaningful communication and has Disadvantage on attack rolls and ability checks. Fear. Each target must succeed on a Wisdom sav"
      },
      {
        "document": 1453,
        "excerpt": "ugh the bond whether or not they share a language. The communication is possible over any distance, though it can't extend to other planes of existence."
      },
      {
        "document": 1673,
        "excerpt": "ure wearing it. A wearer can't prevent this telepathic communication."
      }
    ],
    "communities": [
      {
        "document": 970,
        "excerpt": "You picked up various languages in the communities where you plied your roguish talents. You know Thieves' Cant and one other language of your choice, whic"
      },
      {
        "document": 975,
        "excerpt": "s wisest members preside as the chief priests of their communities."
      }
    ],
    "community": [
      {
        "document": 981,
        "excerpt": "es, gods of healing or endurance, and gods of home and community. Religious orders of healing also seek the magic of this domain."
      },
      {
        "document": 1484,
        "excerpt": "granted and its effects have consequences for a whole community, region, or world, you are likely to attract powerful foes. If your wish would affect a god, the god's d"
      }
    ],
    "companion": [
      {
        "document": 824,
        "excerpt": "Wild Shape, Wild Companion"
      },
      {
        "document": 965,
        "excerpt": "Wild Companion"
      },
      {
        "document": 977,
        "excerpt": "Dragon Companion"
      }
    ],
    "companions": [
      {
        "document": 1255,
        "excerpt": "o make a Wisdom saving throw. Any creature you or your companions are fighting automatically succeeds on this save. On a failed save, a target has a -10 penalty to Wisdom"
      }
    ],
    "companionship": [
      {
        "document": 1435,
        "excerpt": "to say about topics that don't pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whateve"
      }
    ],
    "compare": [
      {
        "document": 92,
        "excerpt": "rule might give a bonus or penalty to the die roll. 6: Compare the Total to a Target Number. If the total of the d20 and its modifiers equals or exceeds the target num"
      },
      {
        "document": 587,
        "excerpt": "a monster poses to a group of four player characters. Compare a monster's CR to the characters' level. If the CR is higher, the monster is likely a danger. If the CR"
      }
    ],
    "compartment": [
      {
        "document": 722,
        "excerpt": "ot-radius orb of solid stone is released from a secret compartment and begins to roll. The stone and all creatures nearby roll Initiative; the stone gets a +8 bonus on its"
      },
      {
        "document": 1509,
        "excerpt": "one pilot. While the apparatus's hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the n"
      },
      {
        "document": 1569,
        "excerpt": "while never weighing more than 2 pounds. The shortest compartment can hold up to 60 Arrows, Bolts, or similar objects. The mid-size compartment holds up to 18 Javelins or"
      }
    ],
    "compartments": [
      {
        "document": 473,
        "excerpt": "A Component Pouch is watertight and filled with compartments that hold all the free Material components of your spells."
      },
      {
        "document": 1569,
        "excerpt": "Wondrous Item, Uncommon Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing"
      }
    ],
    "compass": [
      {
        "document": 247,
        "excerpt": "t. Alignment is a shorthand for your character's moral compass. 5: Fill in Details. Using the choices you've made, fill in the remaining details on your character shee"
      }
    ],
    "compel": [
      {
        "document": 1383,
        "excerpt": "ge: 60 feet Components: V Duration: Instantaneous You compel one creature you can see within range to die. If the target has 100 Hit Points or fewer, it dies. Otherw"
      },
      {
        "document": 1667,
        "excerpt": "earing the ring, you can take a Magic action to try to compel an Elemental you see within 60 feet of yourself. The Elemental makes a DC 18 Wisdom saving throw. On a f"
      }
    ],
    "compelled": [
      {
        "document": 1561,
        "excerpt": "rections for 40 miles. Chromatic dragons in range feel compelled to come to the orb as soon as possible by the most direct route. Dragon deities such as Tiamat are unaff"
      }
    ],
    "compelling": [
      {
        "document": 1561,
        "excerpt": "agons drawn to the orb might be Hostile toward you for compelling them against their will. Once you have used this property, it can't be used again for 1 hour. Destroyin"
      }
    ],
    "competence": [
      {
        "document": 976,
        "excerpt": "istract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of yourself makes a damage roll or succeeds o"
      }
    ],
    "competition": [
      {
        "document": 23,
        "excerpt": "an attack roll in other situations, such as an archery competition."
      }
    ],
    "complement": [
      {
        "document": 114,
        "excerpt": "ities a character could rarely have otherwise, or they complement their owner's capabilities in wondrous ways."
      }
    ],
    "complete": [
      {
        "document": 26,
        "excerpt": "mstance might make it challenging for an adventurer to complete a task. In those cases, the GM might ask the player to roll a die to help determine what happens. Descri"
      },
      {
        "document": 395,
        "excerpt": "s Material components, they are consumed only when you complete the scroll. The scroll's spell uses your spell save DC and spell attack bonus."
      },
      {
        "document": 626,
        "excerpt": "As they overcome challenges and complete adventures, characters earn Experience Points (XP), which are awarded by the Game Master. When a charact"
      },
      {
        "document": 1157,
        "excerpt": "the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you've given"
      },
      {
        "document": 1219,
        "excerpt": "eature continues to follow the order until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you've given"
      },
      {
        "document": 1356,
        "excerpt": "els you and deals 6d6 Force damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 Force damage to you. I"
      },
      {
        "document": 1369,
        "excerpt": "p, and so on. It takes 10 minutes for these changes to complete. Because the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or i"
      },
      {
        "document": 1623,
        "excerpt": "ire or lightning, the energy dissipates as soon as you complete the painting, doing no harm."
      }
    ],
    "completed": [
      {
        "document": 344,
        "excerpt": "us is +5. The scroll disintegrates when the casting is completed."
      },
      {
        "document": 1354,
        "excerpt": "entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for a target upon completing it. Using a Higher-Level Spell Slot. The"
      },
      {
        "document": 1447,
        "excerpt": "entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for the target upon completing it."
      }
    ],
    "completely": [
      {
        "document": 524,
        "excerpt": "A space is occupied if a creature is in it or if it is completely filled by objects."
      },
      {
        "document": 569,
        "excerpt": "e is unoccupied if no creatures are in it and it isn't completely filled by objects."
      },
      {
        "document": 1233,
        "excerpt": "both would arrive in a space occupied by a creature or completely filled by one or more objects, you and any creature traveling with you each take 4d6 Force damage, and t"
      },
      {
        "document": 1282,
        "excerpt": "e area. When you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit i"
      },
      {
        "document": 1377,
        "excerpt": "objectives. If the creature carries out your commands completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence."
      },
      {
        "document": 1519,
        "excerpt": "for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save or are partially wit"
      }
    ],
    "completes": [
      {
        "document": 1242,
        "excerpt": ".” The target does its best to obey on its turn. If it completes an order and doesn’t receive further direction from you, it acts and moves as it likes, focusing on prot"
      },
      {
        "document": 1243,
        "excerpt": ".” The target does its best to obey on its turn. If it completes an order and doesn’t receive further direction from you, it acts and moves as it likes, focusing on prot"
      },
      {
        "document": 1244,
        "excerpt": ".” The target does its best to obey on its turn. If it completes an order and doesn’t receive further direction from you, it acts and moves as it likes, focusing on prot"
      },
      {
        "document": 1376,
        "excerpt": "y accept tasks that seem suicidal. After the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane af"
      },
      {
        "document": 1468,
        "excerpt": "performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would mov"
      }
    ],
    "completing": [
      {
        "document": 1285,
        "excerpt": "eak free. You can refrain from firing the globe after completing the spell's casting. If you do so, a globe about the size of a sling bullet, cool to the touch, appears"
      },
      {
        "document": 1354,
        "excerpt": "ed in a shorter time, the spell ends for a target upon completing it. Using a Higher-Level Spell Slot. The duration is longer with a spell slot of level 7 (10 days), 8 ("
      },
      {
        "document": 1447,
        "excerpt": "in a shorter time, the spell ends for the target upon completing it."
      }
    ],
    "completion": [
      {
        "document": 128,
        "excerpt": "o destroy an Artifact usually requires research or the completion of a quest."
      },
      {
        "document": 1377,
        "excerpt": "cle spell to trap it while this spell is cast.) At the completion of the casting, the target must succeed on a Charisma saving throw or be bound to serve you for the dura"
      }
    ],
    "complex": [
      {
        "document": 734,
        "excerpt": "ter can be daunting, particularly if the creatures are complex."
      },
      {
        "document": 1376,
        "excerpt": "fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate w"
      }
    ],
    "complexity": [
      {
        "document": 817,
        "excerpt": "Complexity"
      },
      {
        "document": 818,
        "excerpt": "Complexity"
      }
    ],
    "comply": [
      {
        "document": 142,
        "excerpt": "arried or worn at all times. If its bearer refuses to comply with the item's demands, the item can do any of the following: - Make it impossible for its bearer to a"
      },
      {
        "document": 651,
        "excerpt": "s alignment, no ability check is necessary; it doesn't comply. Hesitant. If you urge the monster to do something that it is hesitant to do, you must make an ability"
      }
    ],
    "component": [
      {
        "document": 274,
        "excerpt": "a Ritual, and M means it requires a specific Material component. Cantrips (Level 0 Druid Spells) Level 1 Druid Spells Level 2 Druid Spells Level 3 Druid Spells Lev"
      },
      {
        "document": 275,
        "excerpt": "a Ritual, and M means it requires a specific Material component. Level 1 Paladin Spells Level 2 Paladin Spells Level 3 Paladin Spells Level 4 Paladin Spells Level"
      },
      {
        "document": 276,
        "excerpt": "a Ritual, and M means it requires a specific Material component. Level 1 Ranger Spells Level 2 Ranger Spells Level 3 Ranger Spells Level 4 Ranger Spells Level 5 Ra"
      },
      {
        "document": 277,
        "excerpt": "a Ritual, and M means it requires a specific Material component. Cantrips (Level 0 Sorcerer Spells) Level 1 Sorcerer Spells Level 2 Sorcerer Spells Level 3 Sorcerer"
      },
      {
        "document": 278,
        "excerpt": "a Ritual, and M means it requires a specific Material component. Cantrips (Level 0 Warlock Spells) Level 1 Warlock Spells Level 2 Warlock Spells Level 3 Warlock Spe"
      },
      {
        "document": 279,
        "excerpt": "a Ritual, and M means it requires a specific Material component. Cantrips (Level 0 Wizard Spells) Level 1 Wizard Spells Level 2 Wizard Spells Level 3 Wizard Spells"
      },
      {
        "document": 280,
        "excerpt": "a Ritual, and M means it requires a specific Material component. Cantrips (Level 0 Bard Spells) Level 1 Bard Spells Level 2 Bard Spells Level 3 Bard Spells Level 4"
      },
      {
        "document": 281,
        "excerpt": "a Ritual, and M means it requires a specific Material component. Cantrips (Level 0 Cleric Spells) Level 1 Cleric Spells Level 2 Cleric Spells Level 3 Cleric Spells"
      },
      {
        "document": 415,
        "excerpt": "r start a fire (DC 15) Craft: Acid, Alchemist's Fire, Component Pouch, Oil, Paper, Perfume"
      },
      {
        "document": 473,
        "excerpt": "Component Pouch (25 GP)"
      },
      {
        "document": 496,
        "excerpt": "A Verbal component is the chanting of esoteric words that sound like nonsense to the uninitiated. The words must be uttered"
      },
      {
        "document": 498,
        "excerpt": "A Somatic component is a forceful gesticulation or an intricate set of gestures. A spellcaster must use at least one of thei"
      },
      {
        "document": 499,
        "excerpt": "A Material component is a particular material used in a spell's casting, as specified in parentheses in the Components entry."
      },
      {
        "document": 640,
        "excerpt": "make an attack roll, or you cast a spell with a Verbal component."
      },
      {
        "document": 931,
        "excerpt": "Component Pouch"
      },
      {
        "document": 942,
        "excerpt": "Material component"
      },
      {
        "document": 965,
        "excerpt": "n Beast form, except for any spell that has a Material component with a cost specified or that consumes its Material component."
      },
      {
        "document": 977,
        "excerpt": "You can cast Summon Dragon without a Material component. You can also cast it once without a spell slot, and you regain the ability to cast it in this way when"
      },
      {
        "document": 1048,
        "excerpt": "Component Pouch"
      },
      {
        "document": 1212,
        "excerpt": "ou ends. Also, Contingency ends on you if its material component is ever not on your person."
      },
      {
        "document": 1220,
        "excerpt": "ject created by this spell as another spell's Material component causes the other spell to fail. Materials | Material | Duration | | :------------------"
      },
      {
        "document": 1324,
        "excerpt": "level 9 spell slot, targeting either the prison or the component used to create it."
      },
      {
        "document": 1345,
        "excerpt": "enters the container you used for the spell's Material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the contai"
      },
      {
        "document": 1427,
        "excerpt": "rely inside it. Casting a spell that includes a Verbal component is impossible there."
      },
      {
        "document": 1432,
        "excerpt": "the Attack action. If it casts a spell with a Somatic component, there is a 25 percent chance the spell fails as a result of the target making the spell's gestures too"
      },
      {
        "document": 1596,
        "excerpt": "y spell you cast using the hat gains a special Somatic component: you must reach into the hat and “pull” the spell out of it. Unknown Spell. While holding the hat, you"
      },
      {
        "document": 1598,
        "excerpt": "sing one of the helm's gems of the specified type as a component: Daylight (opal), Fireball (fire opal), Prismatic Spray (diamond), or Wall of Fire (ruby). The gem is de"
      },
      {
        "document": 1869,
        "excerpt": "target is suffocating, can't cast spells with a Verbal component, has the Restrained condition, and takes 10 (3d6) Acid damage at the start of each of the cube's turns."
      },
      {
        "document": 1940,
        "excerpt": "apple ends, the target can't cast spells with a Verbal component and takes 7 (2d6) Thunder damage at the start of each of the stalker's turns."
      },
      {
        "document": 1949,
        "excerpt": "Component Pouch"
      },
      {
        "document": 2006,
        "excerpt": "attack hit clause contained no recognized damage component"
      }
    ],
    "components": [
      {
        "document": 123,
        "excerpt": "expend any of the user's spell slots, and requires no components unless the item's description notes otherwise. The spell uses its normal casting time, range, and durati"
      },
      {
        "document": 175,
        "excerpt": "on, which means the spell affects only the hag. Spell Components. The Spellcasting trait notes whether the monster's spellcasting ignores the need for certain spell comp"
      },
      {
        "document": 344,
        "excerpt": "normal casting time and without providing any Material components. If the spell requires a saving throw or an attack roll, the spell save DC is 13, and the attack bonus"
      },
      {
        "document": 376,
        "excerpt": "ells in exchange for payment. If a spell has expensive components, add the cost of those components to the cost listed in the Spellcasting Services table. The higher the"
      },
      {
        "document": 395,
        "excerpt": "e inscription. You must also have at hand any Material components required by the spell; if the spell consumes its Material components, they are consumed only when you co"
      },
      {
        "document": 473,
        "excerpt": "lled with compartments that hold all the free Material components of your spells."
      },
      {
        "document": 495,
        "excerpt": "Components"
      },
      {
        "document": 499,
        "excerpt": "a spell's casting, as specified in parentheses in the Components entry. These materials aren't consumed by the spell unless the spell's description states otherwise. The"
      },
      {
        "document": 551,
        "excerpt": "rtain creatures can use in place of a spell's Material components if those materials aren't consumed by the spell and don't have a cost specified. Some classes allow its"
      },
      {
        "document": 717,
        "excerpt": "A creature that has Thieves' Tools and all the trap's components (including a Net) can try to set a falling net trap, doing so with a successful DC 13 Dexterity (Sleight"
      },
      {
        "document": 964,
        "excerpt": "ell without expending a spell slot or needing Material components. You can't use this feature again until you finish a Long Rest."
      },
      {
        "document": 965,
        "excerpt": "Shape to cast the Find Familiar spell without Material components. When you cast the spell in this way, the familiar is Fey and disappears when you finish a Long Rest."
      },
      {
        "document": 971,
        "excerpt": "nt to cast it without any Verbal, Somatic, or Material components, except Material components that are consumed by the spell or that have a cost specified in the spell."
      },
      {
        "document": 1149,
        "excerpt": "vocation (Wizard) Casting Time: Action Range: 90 feet Components: V, S, M (powdered rhubarb leaf) Duration: Instantaneous A shimmering green arrow streaks toward a targ"
      },
      {
        "document": 1150,
        "excerpt": "Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous You create an acidic bubble at a point within range, where it explodes in"
      },
      {
        "document": 1151,
        "excerpt": "Paladin, Ranger) Casting Time: Action Range: 30 feet Components: V, S, M (a strip of white cloth) Duration: 8 hours Choose up to three creatures within range. Each tar"
      },
      {
        "document": 1152,
        "excerpt": "zard) Casting Time: 1 minute or Ritual Range: 30 feet Components: V, S, M (a bell and silver wire) Duration: 8 hours You set an alarm against intrusion. Choose a door,"
      },
      {
        "document": 1153,
        "excerpt": "n (Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S Duration: Concentration, up to 1 hour You alter your physical form. Choose one of the following o"
      },
      {
        "document": 1154,
        "excerpt": "d, Druid, Ranger) Casting Time: Action Range: 30 feet Components: V, S, M (a morsel of food) Duration: 24 hours Target a Beast that you can see within range. The target"
      },
      {
        "document": 1155,
        "excerpt": "Ranger) Casting Time: Action or Ritual Range: 30 feet Components: V, S, M (a morsel of food) Duration: 24 hours A Tiny Beast of your choice that you can see within rang"
      },
      {
        "document": 1156,
        "excerpt": "smutation (Druid) Casting Time: Action Range: 30 feet Components: V, S Duration: 24 hours Choose any number of willing creatures that you can see within range. Each tar"
      },
      {
        "document": 1157,
        "excerpt": "Cleric, Wizard) Casting Time: 1 minute Range: 10 feet Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust) Duration: Instantaneous Choose a"
      },
      {
        "document": 1158,
        "excerpt": "orcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S Duration: Concentration, up to 1 minute Objects animate at your command. Choose a number of nonma"
      },
      {
        "document": 1159,
        "excerpt": "5 Abjuration (Druid) Casting Time: Action Range: Self Components: V, S Duration: Concentration, up to 1 hour An aura extends from you in a 10-foot Emanation for the dur"
      },
      {
        "document": 1160,
        "excerpt": "ion (Cleric, Wizard) Casting Time: Action Range: Self Components: V, S, M (iron filings) Duration: Concentration, up to 1 hour An aura of antimagic surrounds you in 10-"
      },
      {
        "document": 1161,
        "excerpt": "d, Druid, Wizard) Casting Time: 1 hour Range: 60 feet Components: V, S, M (a mix of vinegar and honey) Duration: 10 days As you cast the spell, choose whether it create"
      },
      {
        "document": 1162,
        "excerpt": "vination (Wizard) Casting Time: Action Range: 30 feet Components: V, S, M (a bit of bat fur) Duration: Concentration, up to 1 hour You create an Invisible, invulnerable"
      },
      {
        "document": 1163,
        "excerpt": "orcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S, M (an eggshell and a glove) Duration: Concentration, up to 1 minute You create a Large hand of s"
      },
      {
        "document": 1164,
        "excerpt": "Abjuration (Wizard) Casting Time: Action Range: Touch Components: V, S, M (gold dust worth 25+ GP, which the spell consumes) Duration: Until dispelled You touch a close"
      },
      {
        "document": 1165,
        "excerpt": "on (Bard, Wizard) Casting Time: Action Range: 90 feet Components: V, S, M (a miniature sword worth 250+ GP) Duration: Concentration, up to 1 minute You create a spectra"
      },
      {
        "document": 1166,
        "excerpt": "2 Illusion (Wizard) Casting Time: Action Range: Touch Components: V, S, M (a small square of silk) Duration: 24 hours With a touch, you place an illusion on a willing c"
      },
      {
        "document": 1167,
        "excerpt": "Warlock, Wizard) Casting Time: 1 hour Range: 10 feet Components: V, S, M (for each of the spell's targets, one jacinth worth 1,000+ GP and one silver bar worth 100+ GP,"
      },
      {
        "document": 1168,
        "excerpt": "Wizard) Casting Time: 1 minute or Ritual Range: Self Components: V, S, M (specially marked sticks, bones, cards, or other divinatory tokens worth 25+ GP) Duration: Inst"
      },
      {
        "document": 1169,
        "excerpt": "on (Cleric, Paladin) Casting Time: Action Range: Self Components: V Duration: Concentration, up to 10 minutes An aura radiates from you in a 30-foot Emanation for the d"
      },
      {
        "document": 1170,
        "excerpt": "tion (Bard, Druid) Casting Time: 8 hours Range: Touch Components: V, S, M (an agate worth 1,000+ GP, which the spell consumes) Duration: Instantaneous You spend the cas"
      },
      {
        "document": 1171,
        "excerpt": "Cleric, Warlock) Casting Time: Action Range: 30 feet Components: V, S, M (a drop of blood) Duration: Concentration, up to 1 minute Up to three creatures of your choice"
      },
      {
        "document": 1172,
        "excerpt": "Warlock, Wizard) Casting Time: Action Range: 30 feet Components: V, S, M (a pentacle) Duration: Concentration, up to 1 minute One creature that you can see within rang"
      },
      {
        "document": 1173,
        "excerpt": "ruid, Ranger) Casting Time: Bonus Action Range: Touch Components: V, S, M (a handful of bark) Duration: 1 hour You touch a willing creature. Until the spell ends, the t"
      },
      {
        "document": 1174,
        "excerpt": "juration (Cleric) Casting Time: Action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute Choose any number of creatures within range. For the dura"
      },
      {
        "document": 1175,
        "excerpt": "Warlock, Wizard) Casting Time: Action Range: 150 feet Components: V, S, M (a key ring with no keys) Duration: Instantaneous You blast the mind of a creature that you ca"
      },
      {
        "document": 1176,
        "excerpt": "rd, Cleric, Wizard) Casting Time: Action Range: Touch Components: V, S Duration: Concentration, up to 1 minute You touch a creature, which must succeed on a Wisdom savi"
      },
      {
        "document": 1177,
        "excerpt": "juration (Wizard) Casting Time: Action Range: 90 feet Components: V, S, M (a tentacle) Duration: Concentration, up to 1 minute Squirming, ebony tentacles fill a 20-foot"
      },
      {
        "document": 1178,
        "excerpt": "vocation (Cleric) Casting Time: Action Range: 90 feet Components: V, S Duration: Concentration, up to 10 minutes You create a wall of whirling blades made of magical en"
      },
      {
        "document": 1179,
        "excerpt": "(Cleric, Paladin) Casting Time: Action Range: 30 feet Components: V, S, M (a Holy Symbol worth 5+ GP) Duration: Concentration, up to 1 minute You bless up to three crea"
      },
      {
        "document": 1180,
        "excerpt": "Warlock, Wizard) Casting Time: Action Range: 30 feet Components: V, S Duration: Instantaneous A creature that you can see within range makes a Constitution saving thro"
      },
      {
        "document": 1181,
        "excerpt": "orcerer, Wizard) Casting Time: Action Range: 120 feet Components: V Duration: 1 minute One creature that you can see within range must succeed on a Constitution saving"
      },
      {
        "document": 1182,
        "excerpt": "n (Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S Duration: 1 minute Roll 1d6 at the end of each of your turns for the duration. On a roll of 4–6,"
      },
      {
        "document": 1183,
        "excerpt": "n (Sorcerer, Wizard) Casting Time: Action Range: Self Components: V Duration: Concentration, up to 1 minute Your body becomes blurred. For the duration, any creature ha"
      },
      {
        "document": 1184,
        "excerpt": "n (Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S Duration: Instantaneous A thin sheet of flames shoots forth from you. Each creature in a 15-foot"
      },
      {
        "document": 1185,
        "excerpt": "juration (Druid) Casting Time: Action Range: 120 feet Components: V, S Duration: Concentration, up to 10 minutes A storm cloud appears at a point within range that you"
      },
      {
        "document": 1186,
        "excerpt": "nt (Bard, Cleric) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute Each Humanoid in a 20-foot-radius Sphere centered on a po"
      },
      {
        "document": 1187,
        "excerpt": "orcerer, Wizard) Casting Time: Action Range: 150 feet Components: V, S, M (three silver pins) Duration: Instantaneous You launch a lightning bolt toward a target you ca"
      },
      {
        "document": 1188,
        "excerpt": "Warlock, Wizard) Casting Time: Action Range: 30 feet Components: V, S Duration: 1 hour One creature you can see within range makes a Wisdom saving throw. It does so wi"
      },
      {
        "document": 1189,
        "excerpt": "Warlock, Wizard) Casting Time: Action Range: 30 feet Components: V, S Duration: 1 hour One Humanoid you can see within range makes a Wisdom saving throw. It does so wi"
      },
      {
        "document": 1190,
        "excerpt": "r, Warlock, Wizard) Casting Time: Action Range: Touch Components: V, S Duration: Instantaneous Channeling the chill of the grave, make a melee spell attack against a ta"
      },
      {
        "document": 1191,
        "excerpt": "Sorcerer, Wizard) Casting Time: Action Range: 90 feet Components: V, S, M (a diamond worth 50+ GP) Duration: Instantaneous You hurl an orb of energy at a target within"
      },
      {
        "document": 1192,
        "excerpt": "Warlock, Wizard) Casting Time: Action Range: 150 feet Components: V, S, M (the powder of a crushed black pearl worth 500+ GP) Duration: Instantaneous Negative energy ri"
      },
      {
        "document": 1193,
        "excerpt": "cerer, Wizard) Casting Time: 10 minutes Range: 1 mile Components: V, S, M (a focus worth 100+ GP, either a jeweled horn for hearing or a glass eye for seeing) Duration:"
      },
      {
        "document": 1194,
        "excerpt": "Necromancy (Wizard) Casting Time: 1 hour Range: Touch Components: V, S, M (a diamond worth 1,000+ GP, which the spell consumes, and a sealable vessel worth 2,000+ GP tha"
      },
      {
        "document": 1195,
        "excerpt": "orcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S Duration: Concentration, up to 10 minutes You create a 20-foot-radius Sphere of yellow-green fog"
      },
      {
        "document": 1196,
        "excerpt": "d, Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S, M (a pinch of colorful sand) Duration: Instantaneous You launch a dazzling array of flashing, co"
      },
      {
        "document": 1197,
        "excerpt": "Cleric, Paladin) Casting Time: Action Range: 60 feet Components: V Duration: Instantaneous You speak a one-word command to a creature you can see within range. The tar"
      },
      {
        "document": 1198,
        "excerpt": "Ranger) Casting Time: 1 minute or Ritual Range: Self Components: V, S Duration: Instantaneous You commune with nature spirits and gain knowledge of the surrounding are"
      },
      {
        "document": 1199,
        "excerpt": "(Cleric) Casting Time: 1 minute or Ritual Range: Self Components: V, S, M (incense) Duration: 1 minute You contact a deity or a divine proxy and ask up to three questio"
      },
      {
        "document": 1200,
        "excerpt": "k, Wizard) Casting Time: Action or Ritual Range: Self Components: V, S, M (a pinch of soot and salt) Duration: 1 hour For the duration, you understand the literal meani"
      },
      {
        "document": 1201,
        "excerpt": "nchantment (Bard) Casting Time: Action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute Each creature of your choice that you can see within rang"
      },
      {
        "document": 1202,
        "excerpt": "d, Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S, M (a small crystal or glass cone) Duration: Instantaneous You unleash a blast of cold air. Each"
      },
      {
        "document": 1203,
        "excerpt": "Sorcerer, Wizard) Casting Time: Action Range: 90 feet Components: V, S, M (three nut shells) Duration: Concentration, up to 1 minute Each creature in a 10-foot-radius S"
      },
      {
        "document": 1204,
        "excerpt": "n (Druid, Ranger) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 10 minutes You conjure nature spirits that appear as a Large pack"
      },
      {
        "document": 1205,
        "excerpt": "juration (Cleric) Casting Time: Action Range: 90 feet Components: V, S Duration: Concentration, up to 10 minutes You conjure a spirit from the Upper Planes, which manif"
      },
      {
        "document": 1206,
        "excerpt": "n (Druid, Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 10 minutes You conjure a Large, intangible spirit from the Element"
      },
      {
        "document": 1207,
        "excerpt": "njuration (Druid) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 10 minutes You conjure a Medium spirit from the Feywild in an unoc"
      },
      {
        "document": 1208,
        "excerpt": "tion (Druid, Wizard) Casting Time: Action Range: Self Components: V, S Duration: Concentration, up to 10 minutes You conjure spirits from the Elemental Planes that flit"
      },
      {
        "document": 1209,
        "excerpt": "tion (Druid, Ranger) Casting Time: Action Range: Self Components: V, S Duration: Concentration, up to 10 minutes You conjure nature spirits that flit around you in a 10"
      },
      {
        "document": 1210,
        "excerpt": "Wizard) Casting Time: 1 minute or Ritual Range: Self Components: V Duration: 1 minute You mentally contact a demigod, the spirit of a long-dead sage, or some other kno"
      },
      {
        "document": 1211,
        "excerpt": "ncy (Cleric, Druid) Casting Time: Action Range: Touch Components: V, S Duration: 7 days Your touch inflicts a magical contagion. The target must succeed on a Constituti"
      },
      {
        "document": 1212,
        "excerpt": "uration (Wizard) Casting Time: 10 minutes Range: Self Components: V, S, M (a gem-encrusted statuette of yourself worth 1,500+ GP) Duration: 10 days Choose a spell of le"
      },
      {
        "document": 1213,
        "excerpt": "ric, Druid, Wizard) Casting Time: Action Range: Touch Components: V, S, M (ruby dust worth 50+ GP, which the spell consumes) Duration: Until dispelled A flame springs f"
      },
      {
        "document": 1214,
        "excerpt": ", Druid, Wizard) Casting Time: Action Range: 300 feet Components: V, S, M (a mixture of water and dust) Duration: Concentration, up to 10 minutes Until the spell ends,"
      },
      {
        "document": 1215,
        "excerpt": ", Druid, Wizard) Casting Time: 10 minutes Range: Self Components: V, S, M (burning incense) Duration: Concentration, up to 8 hours You take control of the weather withi"
      },
      {
        "document": 1216,
        "excerpt": "self casting a spell with Verbal, Somatic, or Material components"
      },
      {
        "document": 1217,
        "excerpt": "(Cleric, Paladin) Casting Time: Action Range: 30 feet Components: V, S Duration: Instantaneous You create 45 pounds of food and 30 gallons of fresh water on the ground"
      },
      {
        "document": 1218,
        "excerpt": "n (Cleric, Druid) Casting Time: Action Range: 30 feet Components: V, S, M (a mix of water and sand) Duration: Instantaneous You do one of the following: Create Water."
      },
      {
        "document": 1219,
        "excerpt": "arlock, Wizard) Casting Time: 1 minute Range: 10 feet Components: V, S, M (one 150+ GP black onyx stone for each corpse) Duration: Instantaneous You can cast this spell"
      },
      {
        "document": 1220,
        "excerpt": "rcerer, Wizard) Casting Time: 1 minute Range: 30 feet Components: V, S, M (a paintbrush) Duration: Special You pull wisps of shadow material from the Shadowfell to crea"
      },
      {
        "document": 1221,
        "excerpt": "d, Paladin, Ranger) Casting Time: Action Range: Touch Components: V, S Duration: Instantaneous A creature you touch regains a number of Hit Points equal to 2d8 plus you"
      },
      {
        "document": 1222,
        "excerpt": "orcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S, M (a bit of phosphorus) Duration: Concentration, up to 1 minute You create up to four torch-size"
      },
      {
        "document": 1223,
        "excerpt": "Warlock, Wizard) Casting Time: Action Range: 60 feet Components: V, M (bat fur and a piece of coal) Duration: Concentration, up to 10 minutes For the duration, magical"
      },
      {
        "document": 1224,
        "excerpt": ", Sorcerer, Wizard) Casting Time: Action Range: Touch Components: V, S, M (a dried carrot) Duration: 8 hours For the duration, a willing creature you touch has Darkvisi"
      },
      {
        "document": 1225,
        "excerpt": "Ranger, Sorcerer) Casting Time: Action Range: 60 feet Components: V, S Duration: 1 hour For the duration, sunlight spreads from a point within range and fills a 60-foot"
      },
      {
        "document": 1226,
        "excerpt": "n (Cleric, Paladin) Casting Time: Action Range: Touch Components: V, S Duration: 8 hours You touch a creature and grant it a measure of protection from death. The first"
      },
      {
        "document": 1227,
        "excerpt": "orcerer, Wizard) Casting Time: Action Range: 150 feet Components: V, S, M (a ball of bat guano and sulfur) Duration: Concentration, up to 1 minute A beam of yellow ligh"
      },
      {
        "document": 1228,
        "excerpt": "Warlock, Wizard) Casting Time: Action Range: 60 feet Components: S Duration: 1 hour You create a shadowy Medium door on a flat solid surface that you can see within ra"
      },
      {
        "document": 1229,
        "excerpt": "on (Cleric, Paladin) Casting Time: Action Range: Self Components: V, S Duration: Concentration, up to 10 minutes For the duration, you sense the location of any Aberrat"
      },
      {
        "document": 1230,
        "excerpt": "k, Wizard) Casting Time: Action or Ritual Range: Self Components: V, S Duration: Concentration, up to 10 minutes For the duration, you sense the presence of magical eff"
      },
      {
        "document": 1231,
        "excerpt": "n, Ranger) Casting Time: Action or Ritual Range: Self Components: V, S, M (a yew leaf) Duration: Concentration, up to 10 minutes For the duration, you sense the locatio"
      },
      {
        "document": 1232,
        "excerpt": "d, Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S, M (I Copper Piece) Duration: Concentration, up to 1 minute You activate one of the effects below"
      },
      {
        "document": 1233,
        "excerpt": "Warlock, Wizard) Casting Time: Action Range: 500 feet Components: V Duration: Instantaneous You teleport to a location within range. You arrive at exactly the spot desi"
      },
      {
        "document": 1234,
        "excerpt": "d, Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S Duration: 1 hour You make yourself - including your clothing, armor, weapons, and other belonging"
      },
      {
        "document": 1235,
        "excerpt": "Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a lodestone and dust) Duration: Instantaneous You launch a green ray at a target you can see"
      },
      {
        "document": 1236,
        "excerpt": "on (Cleric, Paladin) Casting Time: Action Range: Self Components: V, S, M (powdered silver and iron) Duration: Concentration, up to 1 minute For the duration, Celestial"
      },
      {
        "document": 1237,
        "excerpt": "nchantment (Bard) Casting Time: Action Range: 60 feet Components: V Duration: Instantaneous One creature of your choice that you can see within range hears a discordant"
      },
      {
        "document": 1238,
        "excerpt": "d, Wizard) Casting Time: Action or Ritual Range: Self Components: V, S, M (incense worth 25+ GP, which the spell consumes) Duration: Instantaneous This spell puts you i"
      },
      {
        "document": 1239,
        "excerpt": "tion (Paladin) Casting Time: Bonus Action Range: Self Components: V, S Duration: 1 minute Until the spell ends, your attacks with weapons deal an extra 1d4 Radiant dama"
      },
      {
        "document": 1240,
        "excerpt": "t with a Melee weapon or an Unarmed Strike Range: Self Components: V Duration: Instantaneous The target takes an extra 2d8 Radiant damage from the attack. The damage inc"
      },
      {
        "document": 1241,
        "excerpt": "on (Cleric) Casting Time: Bonus Action Range: 30 feet Components: V Duration: Instantaneous You utter a word imbued with power from the Upper Planes. Each creature of y"
      },
      {
        "document": 1242,
        "excerpt": "Ranger, Sorcerer) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute One Beast you can see within range must succeed on a Wisd"
      },
      {
        "document": 1243,
        "excerpt": "Warlock, Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 1 hour One creature you can see within range must succeed on a Wis"
      },
      {
        "document": 1244,
        "excerpt": "Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute One Humanoid you can see within range must succeed on a W"
      },
      {
        "document": 1245,
        "excerpt": "erer, Wizard) Casting Time: Bonus Action Range: Touch Components: V, S, M (a hot pepper) Duration: Concentration, up to 1 minute You touch one willing creature, and cho"
      },
      {
        "document": 1246,
        "excerpt": "arlock, Wizard) Casting Time: 1 minute Range: Special Components: V, S, M (a handful of sand) Duration: 8 hours You target a creature you know on the same plane of exis"
      },
      {
        "document": 1247,
        "excerpt": "n Cantrip (Druid) Casting Time: Action Range: 30 feet Components: V, S Duration: Instantaneous Whispering to the spirits of nature, you create one of the following effe"
      },
      {
        "document": 1248,
        "excerpt": "Druid, Sorcerer) Casting Time: Action Range: 500 feet Components: V, S, M (a fractured rock) Duration: Concentration, up to 1 minute Choose a point on the ground that y"
      },
      {
        "document": 1249,
        "excerpt": "antrip (Warlock) Casting Time: Action Range: 120 feet Components: V, S Duration: Instantaneous You hurl a beam of crackling energy. Make a ranged spell attack against o"
      },
      {
        "document": 1250,
        "excerpt": "Sorcerer, Wizard) Casting Time: Action Range: 30 feet Components: V, S Duration: Instantaneous You exert control over the elements, creating one of the following effect"
      },
      {
        "document": 1251,
        "excerpt": ", Sorcerer, Wizard) Casting Time: Action Range: Touch Components: V, S, M (fur or a feather) Duration: Concentration, up to 1 hour You touch a creature and choose Stren"
      },
      {
        "document": 1252,
        "excerpt": "Sorcerer, Wizard) Casting Time: Action Range: 30 feet Components: V, S, M (a pinch of powdered iron) Duration: Concentration, up to 1 minute For the duration, the spell"
      },
      {
        "document": 1253,
        "excerpt": "ely after hitting a creature with a weapon Range: Self Components: V Duration: Concentration, up to 1 minute As you hit the target, grasping vines appear on it, and it m"
      },
      {
        "document": 1254,
        "excerpt": "n (Druid, Ranger) Casting Time: Action Range: 90 feet Components: V, S Duration: Concentration, up to 1 minute Grasping plants sprout from the ground in a 20-foot squar"
      },
      {
        "document": 1255,
        "excerpt": "t (Bard, Warlock) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You weave a distracting string of words, causing creature"
      },
      {
        "document": 1256,
        "excerpt": "er, Warlock, Wizard) Casting Time: Action Range: Self Components: V, S Duration: Up to 8 hours You step into the border regions of the Ethereal Plane, where it overlaps"
      },
      {
        "document": 1257,
        "excerpt": "rlock, Wizard) Casting Time: Bonus Action Range: Self Components: V, S Duration: Concentration, up to 10 minutes You take the Dash action, and until the spell ends, you"
      },
      {
        "document": 1258,
        "excerpt": "er, Warlock, Wizard) Casting Time: Action Range: Self Components: V, S Duration: Concentration, up to 1 minute For the duration, your eyes become an inky void. One crea"
      },
      {
        "document": 1259,
        "excerpt": "ion (Wizard) Casting Time: 10 minutes Range: 120 feet Components: V, S Duration: Instantaneous You convert raw materials into products of the same material. For example"
      },
      {
        "document": 1260,
        "excerpt": "ion (Bard, Druid) Casting Time: Action Range: 60 feet Components: V Duration: Concentration, up to 1 minute Objects in a 20-foot Cube within range are outlined in blue,"
      },
      {
        "document": 1261,
        "excerpt": "juration (Wizard) Casting Time: Action Range: 30 feet Components: V, S, M (a silver whistle) Duration: 8 hours You conjure a phantom watchdog in an unoccupied space tha"
      },
      {
        "document": 1262,
        "excerpt": "y (Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S, M (a drop of alcohol) Duration: Instantaneous You gain 2d4 + 4 Temporary Hit Points. Using a Hi"
      },
      {
        "document": 1263,
        "excerpt": "er, Warlock, Wizard) Casting Time: Action Range: Self Components: V, S, M (a white feather) Duration: Concentration, up to 1 minute Each creature in a 30-foot Cone must"
      },
      {
        "document": 1264,
        "excerpt": "you can see within 60 feet of you falls Range: 60 feet Components: V, M (a small feather or piece of down) Duration: 1 minute Choose up to five falling creatures within"
      },
      {
        "document": 1265,
        "excerpt": "Wizard) Casting Time: 1 hour or Ritual Range: 10 feet Components: V, S, M (burning incense worth 10+ GP, which the spell consumes) Duration: Instantaneous You gain the"
      },
      {
        "document": 1266,
        "excerpt": "uration (Paladin) Casting Time: Action Range: 30 feet Components: V, S Duration: Instantaneous You summon an otherworldly being that appears as a loyal steed in an unoc"
      },
      {
        "document": 1267,
        "excerpt": "rd, Cleric, Druid) Casting Time: 1 minute Range: Self Components: V, S, M (a set of divination tools - such as cards or runes - worth 100+ GP) Duration: Concentration, u"
      },
      {
        "document": 1268,
        "excerpt": ", Druid, Ranger) Casting Time: Action Range: 120 feet Components: V, S Duration: Instantaneous You sense any trap within range that is within line of sight. A trap, for"
      },
      {
        "document": 1269,
        "excerpt": "Warlock, Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous You unleash negative energy toward a creature you can see within range. T"
      },
      {
        "document": 1270,
        "excerpt": "orcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S Duration: Instantaneous You hurl a mote of fire at a creature or an object within range. Make a r"
      },
      {
        "document": 1271,
        "excerpt": "d, Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S, M (a bit of phosphorus or a firefly) Duration: 10 minutes Wispy flames wreathe your body for the"
      },
      {
        "document": 1272,
        "excerpt": "Druid, Sorcerer) Casting Time: Action Range: 150 feet Components: V, S Duration: Instantaneous A storm of fire appears within range. The area of the storm consists of u"
      },
      {
        "document": 1273,
        "excerpt": "orcerer, Wizard) Casting Time: Action Range: 150 feet Components: V, S, M (a ball of bat guano and sulfur) Duration: Instantaneous A bright streak flashes from you to a"
      },
      {
        "document": 1274,
        "excerpt": "uid, Sorcerer) Casting Time: Bonus Action Range: Self Components: V, S, M (a sumac leaf) Duration: Concentration, up to 10 minutes You evoke a fiery blade in your free"
      },
      {
        "document": 1275,
        "excerpt": "vocation (Cleric) Casting Time: Action Range: 60 feet Components: V, S, M (a pinch of sulfur) Duration: Instantaneous A vertical column of brilliant fire roars down fro"
      },
      {
        "document": 1276,
        "excerpt": "Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a ball of wax) Duration: Concentration, up to 1 minute You create a 5-foot-diameter sphere of"
      },
      {
        "document": 1277,
        "excerpt": "Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a cockatrice feather) Duration: Concentration, up to 1 minute You attempt to turn one creatur"
      },
      {
        "document": 1278,
        "excerpt": "Wizard) Casting Time: Action or Ritual Range: 30 feet Components: V, S, M (a drop of mercury) Duration: 1 hour This spell creates a circular, horizontal plane of force,"
      },
      {
        "document": 1279,
        "excerpt": "r, Warlock, Wizard) Casting Time: Action Range: Touch Components: V, S, M (a feather) Duration: Concentration, up to 10 minutes You touch a willing creature. For the du"
      },
      {
        "document": 1280,
        "excerpt": "orcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S Duration: Concentration, up to 1 hour You create a 20-foot-radius Sphere of fog centered on a poi"
      },
      {
        "document": 1281,
        "excerpt": "eric) Casting Time: 10 minutes or Ritual Range: Touch Components: V, S, M (ruby dust worth 1,000+ GP) Duration: 1 day You create a ward against magical travel that prot"
      },
      {
        "document": 1282,
        "excerpt": "Warlock, Wizard) Casting Time: Action Range: 100 feet Components: V, S, M (ruby dust worth 1,500+ GP, which the spell consumes) Duration: Concentration, up to 1 hour An"
      },
      {
        "document": 1283,
        "excerpt": "Warlock, Wizard) Casting Time: 1 minute Range: Touch Components: V, S, M (a hummingbird feather) Duration: 8 hours You touch a willing creature and bestow a limited ab"
      },
      {
        "document": 1284,
        "excerpt": "ric, Druid, Ranger) Casting Time: Action Range: Touch Components: V, S, M (a leather strap) Duration: 1 hour You touch a willing creature. For the duration, the target'"
      },
      {
        "document": 1285,
        "excerpt": "orcerer, Wizard) Casting Time: Action Range: 300 feet Components: V, S, M (a miniature crystal sphere) Duration: Instantaneous A frigid globe streaks from you to a poin"
      },
      {
        "document": 1286,
        "excerpt": "r, Warlock, Wizard) Casting Time: Action Range: Touch Components: V, S, M (a bit of gauze) Duration: Concentration, up to 1 hour A willing creature you touch shape-shif"
      },
      {
        "document": 1287,
        "excerpt": "Warlock, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a diamond worth 5,000+ GP) Duration: Concentration, up to 1 minute You conjure a portal linki"
      },
      {
        "document": 1288,
        "excerpt": "aladin, Wizard) Casting Time: 1 minute Range: 60 feet Components: V Duration: 30 days You give a verbal command to a creature that you can see within range, ordering it"
      },
      {
        "document": 1289,
        "excerpt": ", Wizard) Casting Time: Action or Ritual Range: Touch Components: V, S, M (2 Copper Pieces, which the spell consumes) Duration: 10 days You touch a corpse or other rema"
      },
      {
        "document": 1290,
        "excerpt": "njuration (Druid) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 10 minutes You summon a giant centipede, spider, or wasp (chosen w"
      },
      {
        "document": 1291,
        "excerpt": "ment (Bard, Warlock) Casting Time: Action Range: Self Components: V Duration: 1 hour Until the spell ends, when you make a Charisma check, you can replace the number yo"
      },
      {
        "document": 1292,
        "excerpt": "n (Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S, M (a glass bead) Duration: Concentration, up to 1 minute An immobile, shimmering barrier appears"
      },
      {
        "document": 1293,
        "excerpt": "rd, Cleric, Wizard) Casting Time: 1 hour Range: Touch Components: V, S, M (powdered diamond worth 200+ GP, which the spell consumes) Duration: Until dispelled or trigger"
      },
      {
        "document": 1294,
        "excerpt": "tion (Druid, Ranger) Casting Time: Action Range: Self Components: V, S, M (a sprig of mistletoe) Duration: 24 hours Ten berries appear in your hand and are infused with"
      },
      {
        "document": 1295,
        "excerpt": "Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a bit of pork rind or butter) Duration: 1 minute Nonflammable grease covers the ground in a 1"
      },
      {
        "document": 1296,
        "excerpt": ", Sorcerer, Wizard) Casting Time: Action Range: Touch Components: V, S Duration: Concentration, up to 1 minute A creature you touch has the Invisible condition until th"
      },
      {
        "document": 1297,
        "excerpt": "d, Paladin, Ranger) Casting Time: Action Range: Touch Components: V, S, M (diamond dust worth 100+ GP, which the spell consumes) Duration: Instantaneous You touch a cre"
      },
      {
        "document": 1298,
        "excerpt": "juration (Cleric) Casting Time: Action Range: 30 feet Components: V Duration: 8 hours A Large spectral guardian appears and hovers for the duration in an unoccupied spa"
      },
      {
        "document": 1299,
        "excerpt": "tion (Bard, Wizard) Casting Time: 1 hour Range: Touch Components: V, S, M (a silver rod worth 10+ GP) Duration: 24 hours You create a ward that protects up to 2,500 squ"
      },
      {
        "document": 1300,
        "excerpt": "rip (Cleric, Druid) Casting Time: Action Range: Touch Components: V, S Duration: Concentration, up to 1 minute You touch a willing creature and choose a skill. Until th"
      },
      {
        "document": 1301,
        "excerpt": "ocation (Cleric) Casting Time: Action Range: 120 feet Components: V, S Duration: 1 round You hurl a bolt of light toward a creature within range. Make a ranged spell at"
      },
      {
        "document": 1302,
        "excerpt": "r, Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S, M (a legume seed) Duration: Concentration, up to 1 minute A Line of strong wind 60 feet long and"
      },
      {
        "document": 1303,
        "excerpt": "juration (Cleric) Casting Time: 24 hours Range: Touch Components: V, S, M (incense worth 1,000+ GP, which the spell consumes) Duration: Until dispelled You touch a poin"
      },
      {
        "document": 1304,
        "excerpt": "ock, Wizard) Casting Time: 10 minutes Range: 300 feet Components: V, S, M (a mushroom) Duration: 24 hours You make natural terrain in a 150-foot Cube in range look, sou"
      },
      {
        "document": 1305,
        "excerpt": "cromancy (Cleric) Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous You unleash virulent magic on a creature you can see within range. The ta"
      },
      {
        "document": 1306,
        "excerpt": "Sorcerer, Wizard) Casting Time: Action Range: 30 feet Components: V, S, M (a shaving of licorice root) Duration: Concentration, up to 1 minute Choose a willing creature"
      },
      {
        "document": 1307,
        "excerpt": "n (Cleric, Druid) Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous Choose a creature that you can see within range. Positive energy washes t"
      },
      {
        "document": 1308,
        "excerpt": "ric, Druid) Casting Time: Bonus Action Range: 60 feet Components: V Duration: Instantaneous A creature of your choice that you can see within range regains Hit Points e"
      },
      {
        "document": 1309,
        "excerpt": "ion (Bard, Druid) Casting Time: Action Range: 60 feet Components: V, S, M (a piece of iron and a flame) Duration: Concentration, up to 1 minute Choose a manufactured me"
      },
      {
        "document": 1310,
        "excerpt": "you can see within 60 feet of yourself Range: 60 feet Components: V, S Duration: Instantaneous The creature that damaged you is momentarily surrounded by green flames."
      },
      {
        "document": 1311,
        "excerpt": ", Cleric, Druid) Casting Time: 10 minutes Range: Self Components: V, S, M (a gem-encrusted bowl worth 1,000+ GP, which the spell consumes) Duration: Instantaneous You c"
      },
      {
        "document": 1312,
        "excerpt": "ent (Bard, Paladin) Casting Time: Action Range: Touch Components: V, S Duration: Concentration, up to 1 minute A willing creature you touch is imbued with bravery. Unti"
      },
      {
        "document": 1313,
        "excerpt": "t (Warlock) Casting Time: Bonus Action Range: 90 feet Components: V, S, M (the petrified eye of a newt) Duration: Concentration, up to 1 hour You place a curse on a cre"
      },
      {
        "document": 1314,
        "excerpt": "Warlock, Wizard) Casting Time: Action Range: 30 feet Components: V, S, M (a tart and a feather) Duration: Concentration, up to 1 minute One creature of your choice tha"
      },
      {
        "document": 1315,
        "excerpt": "Warlock, Wizard) Casting Time: Action Range: 90 feet Components: V, S, M (a straight piece of iron) Duration: Concentration, up to 1 minute Choose a creature that you"
      },
      {
        "document": 1316,
        "excerpt": "Warlock, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a straight piece of iron) Duration: Concentration, up to 1 minute Choose a Humanoid that you"
      },
      {
        "document": 1317,
        "excerpt": "Abjuration (Cleric) Casting Time: Action Range: Self Components: V, S, M (a reliquary worth 1,000+ GP) Duration: Concentration, up to 1 minute For the duration, you em"
      },
      {
        "document": 1318,
        "excerpt": "on (Ranger) Casting Time: Bonus Action Range: 90 feet Components: V Duration: Concentration, up to 1 hour You magically mark one creature you can see within range as yo"
      },
      {
        "document": 1319,
        "excerpt": "Warlock, Wizard) Casting Time: Action Range: 120 feet Components: S, M (a pinch of confetti) Duration: Concentration, up to 1 minute You create a twisting pattern of co"
      },
      {
        "document": 1320,
        "excerpt": "Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: S, M (a drop of water or a piece of ice) Duration: Instantaneous You create a shard of ice and fling i"
      },
      {
        "document": 1321,
        "excerpt": "orcerer, Wizard) Casting Time: Action Range: 300 feet Components: V, S, M (a mitten) Duration: Instantaneous Hail falls in a 20-foot-radius, 40-foot-high Cylinder cente"
      },
      {
        "document": 1322,
        "excerpt": "Wizard) Casting Time: 1 minute or Ritual Range: Touch Components: V, S, M (a pearl worth 100+ GP) Duration: Instantaneous You touch an object throughout the spell's cas"
      },
      {
        "document": 1323,
        "excerpt": "Wizard) Casting Time: 1 minute or Ritual Range: Touch Components: S, M (ink worth 10+ GP, which the spell consumes) Duration: 10 days You write on parchment, paper, or"
      },
      {
        "document": 1324,
        "excerpt": "arlock, Wizard) Casting Time: 1 minute Range: 30 feet Components: V, S, M (a statuette of the target worth 5,000+ GP) Duration: Until dispelled You create a magical res"
      },
      {
        "document": 1325,
        "excerpt": "orcerer, Wizard) Casting Time: Action Range: 150 feet Components: V, S Duration: Concentration, up to 1 minute A swirling cloud of embers and smoke fills a 20-foot-radi"
      },
      {
        "document": 1326,
        "excerpt": "Necromancy (Cleric) Casting Time: Action Range: Touch Components: V, S Duration: Instantaneous A creature you touch makes a Constitution saving throw, taking 2d10 Necro"
      },
      {
        "document": 1327,
        "excerpt": "Druid, Sorcerer) Casting Time: Action Range: 300 feet Components: V, S, M (a locust) Duration: Concentration, up to 10 minutes Swarming locusts fill a 20-foot-radius Sp"
      },
      {
        "document": 1328,
        "excerpt": "Wizard) Casting Time: 1 minute or Ritual Range: Touch Components: V, S, M (a sapphire worth 1,000+ GP) Duration: Until dispelled You touch the sapphire used in the cast"
      },
      {
        "document": 1329,
        "excerpt": "r, Warlock, Wizard) Casting Time: Action Range: Touch Components: V, S, M (an eyelash in gum arabic) Duration: Concentration, up to 1 hour A creature you touch has the"
      },
      {
        "document": 1330,
        "excerpt": "nt (Bard, Wizard) Casting Time: Action Range: 30 feet Components: V Duration: Concentration, up to 1 minute One creature that you can see within range must make a Wisdo"
      },
      {
        "document": 1331,
        "excerpt": "erer, Wizard) Casting Time: Bonus Action Range: Touch Components: V, S, M (a grasshopper's hind leg) Duration: 1 minute You touch a willing creature. Once on each of it"
      },
      {
        "document": 1332,
        "excerpt": "Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V Duration: Instantaneous Choose an object that you can see within range. The object can be a door, a"
      },
      {
        "document": 1333,
        "excerpt": "Cleric, Wizard) Casting Time: 10 minutes Range: Self Components: V, S, M (incense worth 250+ GP, which the spell consumes, and four ivory strips worth 50+ GP each) Dura"
      },
      {
        "document": 1334,
        "excerpt": "adin, Ranger) Casting Time: Bonus Action Range: Touch Components: V, S Duration: Instantaneous You touch a creature and end one condition on it: Blinded, Deafened, Para"
      },
      {
        "document": 1335,
        "excerpt": "Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a metal spring) Duration: Concentration, up to 10 minutes One creature or loose object of you"
      },
      {
        "document": 1336,
        "excerpt": ", Sorcerer, Wizard) Casting Time: Action Range: Touch Components: V, M (a firefly or phosphorescent moss) Duration: 1 hour You touch one Large or smaller object that is"
      },
      {
        "document": 1337,
        "excerpt": "n (Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S, M (a bit of fur and a crystal rod) Duration: Instantaneous A stroke of lightning forming a 100-f"
      },
      {
        "document": 1338,
        "excerpt": "d, Ranger) Casting Time: Action or Ritual Range: Self Components: V, S, M (fur from a bloodhound) Duration: Instantaneous Describe or name a specific kind of Beast, Pla"
      },
      {
        "document": 1339,
        "excerpt": "din, Ranger, Wizard) Casting Time: Action Range: Self Components: V, S, M (fur from a bloodhound) Duration: Concentration, up to 1 hour Describe or name a creature that"
      },
      {
        "document": 1340,
        "excerpt": "din, Ranger, Wizard) Casting Time: Action Range: Self Components: V, S, M (a forked twig) Duration: Concentration, up to 10 minutes Describe or name an object that is f"
      },
      {
        "document": 1341,
        "excerpt": "id, Ranger, Wizard) Casting Time: Action Range: Touch Components: V, S, M (a pinch of dirt) Duration: 1 hour You touch a creature. The target's Speed increases by 10 fe"
      },
      {
        "document": 1342,
        "excerpt": "(Sorcerer, Wizard) Casting Time: Action Range: Touch Components: V, S, M (a piece of cured leather) Duration: 8 hours You touch a willing creature who isn't wearing ar"
      },
      {
        "document": 1343,
        "excerpt": "Warlock, Wizard) Casting Time: Action Range: 30 feet Components: V, S Duration: 1 minute A spectral, floating hand appears at a point you choose within range. The hand"
      },
      {
        "document": 1344,
        "excerpt": "arlock, Wizard) Casting Time: 1 minute Range: 10 feet Components: V, S, M (salt and powdered silver worth 100+ GP, which the spell consumes) Duration: 1 hour You create"
      },
      {
        "document": 1345,
        "excerpt": "ecromancy (Wizard) Casting Time: 1 minute Range: Self Components: V, S, M (a gem, crystal, or reliquary worth 500+ GP) Duration: Until dispelled Your body falls into a"
      },
      {
        "document": 1346,
        "excerpt": "orcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S Duration: Instantaneous You create three glowing darts of magical force. Each dart strikes a crea"
      },
      {
        "document": 1347,
        "excerpt": "zard) Casting Time: 1 minute or Ritual Range: 30 feet Components: V, S, M (jade dust worth 10+ GP, which the spell consumes) Duration: Until dispelled You implant a mes"
      },
      {
        "document": 1348,
        "excerpt": "erer, Wizard) Casting Time: Bonus Action Range: Touch Components: V, S Duration: 1 hour You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic"
      },
      {
        "document": 1349,
        "excerpt": "(Bard, Wizard) Casting Time: 1 minute Range: 300 feet Components: V, S, M (a miniature door worth 15+ GP) Duration: 24 hours You conjure a shimmering door in range that"
      },
      {
        "document": 1350,
        "excerpt": "Warlock, Wizard) Casting Time: Action Range: 120 feet Components: V, S, M (a bit of fleece) Duration: Concentration, up to 10 minutes You create the image of an object,"
      },
      {
        "document": 1351,
        "excerpt": "d, Cleric, Druid) Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous A wave of healing energy washes out from a point you can see within range"
      },
      {
        "document": 1352,
        "excerpt": "juration (Cleric) Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous A flood of healing energy flows from you into creatures around you. You r"
      },
      {
        "document": 1353,
        "excerpt": "rd, Cleric) Casting Time: Bonus Action Range: 60 feet Components: V Duration: Instantaneous Up to six creatures of your choice that you can see within range regain Hit"
      },
      {
        "document": 1354,
        "excerpt": "Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, M (a snake's tongue) Duration: 24 hours You suggest a course of activity - described in no more tha"
      },
      {
        "document": 1355,
        "excerpt": "juration (Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 10 minutes You banish a creature that you can see within range int"
      },
      {
        "document": 1356,
        "excerpt": ", Ranger) Casting Time: Action or Ritual Range: Touch Components: V, S Duration: 8 hours You step into a stone object or surface large enough to fully contain your body"
      },
      {
        "document": 1357,
        "excerpt": "Sorcerer, Wizard) Casting Time: 1 minute Range: Touch Components: V, S, M (two lodestones) Duration: Instantaneous This spell repairs a single break or tear in an objec"
      },
      {
        "document": 1358,
        "excerpt": "orcerer, Wizard) Casting Time: Action Range: 120 feet Components: S, M (a copper wire) Duration: 1 round You point toward a creature within range and whisper a message."
      },
      {
        "document": 1359,
        "excerpt": "(Sorcerer, Wizard) Casting Time: Action Range: 1 mile Components: V, S Duration: Instantaneous Blazing orbs of fire plummet to the ground at four different points you c"
      },
      {
        "document": 1360,
        "excerpt": "tion (Bard, Wizard) Casting Time: Action Range: Touch Components: V, S Duration: 24 hours Until the spell ends, one willing creature you touch has Immunity to Psychic d"
      },
      {
        "document": 1361,
        "excerpt": "Warlock, Wizard) Casting Time: Action Range: 120 feet Components: S Duration: Concentration, up to 1 hour You drive a spike of psionic energy into the mind of one creat"
      },
      {
        "document": 1362,
        "excerpt": "Warlock, Wizard) Casting Time: Action Range: 30 feet Components: S, M (a bit of fleece) Duration: 1 minute You create a sound or an image of an object within range tha"
      },
      {
        "document": 1363,
        "excerpt": "Druid, Wizard) Casting Time: 10 minutes Range: Sight Components: V, S Duration: 10 days You make terrain in an area up to 1 mile square look, sound, smell, and even fe"
      },
      {
        "document": 1364,
        "excerpt": "er, Warlock, Wizard) Casting Time: Action Range: Self Components: V, S Duration: 1 minute Three illusory duplicates of yourself appear in your space. Until the spell en"
      },
      {
        "document": 1365,
        "excerpt": "rd, Warlock, Wizard) Casting Time: Action Range: Self Components: S Duration: Concentration, up to 1 hour You gain the Invisible condition at the same time that an illu"
      },
      {
        "document": 1366,
        "excerpt": "rlock, Wizard) Casting Time: Bonus Action Range: Self Components: V Duration: Instantaneous Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccup"
      },
      {
        "document": 1367,
        "excerpt": "nt (Bard, Wizard) Casting Time: Action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute You attempt to reshape another creature's memories. One c"
      },
      {
        "document": 1368,
        "excerpt": "vocation (Druid) Casting Time: Action Range: 120 feet Components: V, S, M (a moonseed leaf) Duration: Concentration, up to 1 minute A silvery beam of pale light shines"
      },
      {
        "document": 1369,
        "excerpt": "orcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S, M (a miniature shovel) Duration: Concentration, up to 2 hours Choose an area of terrain no large"
      },
      {
        "document": 1370,
        "excerpt": "rd, Ranger, Wizard) Casting Time: Action Range: Touch Components: V, S, M (a pinch of diamond dust worth 25+ GP, which the spell consumes) Duration: 8 hours For the dur"
      },
      {
        "document": 1371,
        "excerpt": "tion (Druid, Ranger) Casting Time: Action Range: Self Components: V, S, M (ashes from burned mistletoe) Duration: Concentration, up to 1 hour You radiate a concealing a"
      },
      {
        "document": 1372,
        "excerpt": "mutation (Wizard) Casting Time: Action Range: 30 feet Components: V, S, M (a pinch of sesame seeds) Duration: 1 hour A passage appears at a point that you can see on a"
      },
      {
        "document": 1373,
        "excerpt": "Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a bit of fleece) Duration: Concentration, up to 1 minute You attempt to craft an illusion in"
      },
      {
        "document": 1374,
        "excerpt": "n (Bard, Wizard) Casting Time: Action Range: 120 feet Components: V, S Duration: Concentration, up to 1 minute You tap into the nightmares of a creature you can see wit"
      },
      {
        "document": 1375,
        "excerpt": "zard) Casting Time: 1 minute or Ritual Range: 30 feet Components: V, S Duration: 1 hour A Large, quasi-real, horselike creature appears on the ground in an unoccupied s"
      },
      {
        "document": 1376,
        "excerpt": "tion (Cleric) Casting Time: 10 minutes Range: 60 feet Components: V, S Duration: Instantaneous You beseech an otherworldly entity for aid. The being must be known to yo"
      },
      {
        "document": 1377,
        "excerpt": "Warlock, Wizard) Casting Time: 1 hour Range: 60 feet Components: V, S, M (a jewel worth 1,000+ GP, which the spell consumes) Duration: 24 hours You attempt to bind a C"
      },
      {
        "document": 1378,
        "excerpt": "r, Warlock, Wizard) Casting Time: Action Range: Touch Components: V, S, M (a forked, metal rod worth 250+ GP and attuned to a plane of existence) Duration: Instantaneous"
      },
      {
        "document": 1379,
        "excerpt": "n (Overgrowth) or 8 hours (Enrichment) Range: 150 feet Components: V, S Duration: Instantaneous This spell channels vitality into plants. The casting time you use determ"
      },
      {
        "document": 1380,
        "excerpt": "Warlock, Wizard) Casting Time: Action Range: 30 feet Components: V, S Duration: Instantaneous You spray toxic mist at a creature within range. Make a ranged spell atta"
      },
      {
        "document": 1381,
        "excerpt": "Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a caterpillar cocoon) Duration: Concentration, up to 1 hour You attempt to transform a creatu"
      },
      {
        "document": 1382,
        "excerpt": "nt (Bard, Cleric) Casting Time: Action Range: 60 feet Components: V Duration: Instantaneous A wave of healing energy washes over one creature you can see within range."
      },
      {
        "document": 1383,
        "excerpt": "Warlock, Wizard) Casting Time: Action Range: 60 feet Components: V Duration: Instantaneous You compel one creature you can see within range to die. If the target has 1"
      },
      {
        "document": 1384,
        "excerpt": "Warlock, Wizard) Casting Time: Action Range: 60 feet Components: V Duration: Instantaneous You overwhelm the mind of one creature you can see within range. If the targ"
      },
      {
        "document": 1385,
        "excerpt": "ric, Paladin) Casting Time: 10 minutes Range: 30 feet Components: V Duration: Instantaneous Up to five creatures of your choice who remain within range for the spell's"
      },
      {
        "document": 1386,
        "excerpt": "Warlock, Wizard) Casting Time: Action Range: 10 feet Components: V, S Duration: Up to 1 hour You create a magical effect within range. Choose the effect from the optio"
      },
      {
        "document": 1387,
        "excerpt": "d, Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S Duration: Instantaneous Eight rays of light flash from you in a 60-foot Cone. Each creature in th"
      },
      {
        "document": 1388,
        "excerpt": "on (Bard, Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: 10 minutes A shimmering, multicolored plane of light forms a vertical opaque wall - up"
      },
      {
        "document": 1389,
        "excerpt": "ion (Wizard) Casting Time: 10 minutes Range: 120 feet Components: V, S, M (a thin sheet of lead) Duration: 24 hours You make an area within range magically secure. The"
      },
      {
        "document": 1390,
        "excerpt": "antrip (Druid) Casting Time: Bonus Action Range: Self Components: V, S Duration: 10 minutes A flickering flame appears in your hand and remains there for the duration."
      },
      {
        "document": 1391,
        "excerpt": "n (Bard, Wizard) Casting Time: Action Range: 120 feet Components: V, S, M (jade dust worth 25+ GP) Duration: Until dispelled You create an illusion of an object, a crea"
      },
      {
        "document": 1392,
        "excerpt": "(Bard, Wizard) Casting Time: Action Range: 500 miles Components: V, S, M (a statuette of yourself worth 5+ GP) Duration: Concentration, up to 1 day You create an illus"
      },
      {
        "document": 1393,
        "excerpt": ", Sorcerer, Wizard) Casting Time: Action Range: Touch Components: V, S Duration: Concentration, up to 1 hour For the duration, the willing creature you touch has Resist"
      },
      {
        "document": 1394,
        "excerpt": "n, Warlock, Wizard) Casting Time: Action Range: Touch Components: V, S, M (a flask of Holy Water worth 25+ GP, which the spell consumes) Duration: Concentration up to 10"
      },
      {
        "document": 1395,
        "excerpt": "d, Paladin, Ranger) Casting Time: Action Range: Touch Components: V, S Duration: 1 hour You touch a creature and end the Poisoned condition on it. For the duration, the"
      },
      {
        "document": 1396,
        "excerpt": "aladin) Casting Time: Action or Ritual Range: 10 feet Components: V, S Duration: Instantaneous You remove poison and rot from nonmagical food and drink in a 5-foot-radi"
      },
      {
        "document": 1397,
        "excerpt": "d, Cleric, Paladin) Casting Time: 1 hour Range: Touch Components: V, S, M (a diamond worth 500+ GP, which the spell consumes) Duration: Instantaneous With a touch, you"
      },
      {
        "document": 1398,
        "excerpt": "(Warlock, Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute A beam of enervating energy shoots from you toward a crea"
      },
      {
        "document": 1399,
        "excerpt": "Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous A frigid beam of blue-white light streaks toward a creature within range."
      },
      {
        "document": 1400,
        "excerpt": "Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous You shoot a greenish ray at a creature within range. Make a ranged spell"
      },
      {
        "document": 1401,
        "excerpt": "d, Cleric, Druid) Casting Time: 1 minute Range: Touch Components: V, S, M (a prayer wheel) Duration: 1 hour A creature you touch regains 4d8 + 15 Hit Points. For the du"
      },
      {
        "document": 1402,
        "excerpt": "Necromancy (Druid) Casting Time: 1 hour Range: Touch Components: V, S, M (rare oils worth 1,000+ GP, which the spell consumes) Duration: Instantaneous You touch a dead"
      },
      {
        "document": 1403,
        "excerpt": "n, Warlock, Wizard) Casting Time: Action Range: Touch Components: V, S Duration: Instantaneous At your touch, all curses affecting one creature or object end. If the ob"
      },
      {
        "document": 1404,
        "excerpt": "juration (Wizard) Casting Time: Action Range: 30 feet Components: V, S, M (a glass sphere) Duration: Concentration, up to 1 minute A shimmering sphere encloses a Large"
      },
      {
        "document": 1405,
        "excerpt": "rip (Cleric, Druid) Casting Time: Action Range: Touch Components: V, S Duration: Concentration, up to 1 minute You touch a willing creature and choose a damage type: Ac"
      },
      {
        "document": 1406,
        "excerpt": "ancy (Bard, Cleric) Casting Time: 1 hour Range: Touch Components: V, S, M (a diamond worth 1,000+ GP, which the spell consumes) Duration: Instantaneous With a touch, yo"
      },
      {
        "document": 1407,
        "excerpt": "orcerer, Wizard) Casting Time: Action Range: 100 feet Components: V, S, M (a lodestone and iron filings) Duration: Concentration, up to 1 minute This spell reverses gra"
      },
      {
        "document": 1408,
        "excerpt": "d, Paladin, Ranger) Casting Time: Action Range: Touch Components: V, S, M (a diamond worth 300+ GP, which the spell consumes) Duration: Instantaneous You touch a creatu"
      },
      {
        "document": 1409,
        "excerpt": "nsmutation (Wizard) Casting Time: Action Range: Touch Components: V, S, M (a segment of rope) Duration: 1 hour You touch a rope. One end of it hovers upward until the r"
      },
      {
        "document": 1410,
        "excerpt": "Cantrip (Cleric) Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous Flame-like radiance descends on a creature that you can see within range."
      },
      {
        "document": 1411,
        "excerpt": "on (Cleric) Casting Time: Bonus Action Range: 30 feet Components: V, S, M (a shard of glass from a mirror) Duration: 1 minute You ward a creature within range. Until th"
      },
      {
        "document": 1412,
        "excerpt": "orcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S Duration: Instantaneous You hurl three fiery rays. You can hurl them at one target within range o"
      },
      {
        "document": 1413,
        "excerpt": "Warlock, Wizard) Casting Time: 10 minutes Range: Self Components: V, S, M (a focus worth 1,000+ GP, such as a crystal ball, mirror, or water-filled font) Duration: Conce"
      },
      {
        "document": 1414,
        "excerpt": "t with a Melee weapon or an Unarmed Strike Range: Self Components: V Duration: 1 minute As you hit the target, it takes an extra 1d6 Fire damage from the attack. At the"
      },
      {
        "document": 1415,
        "excerpt": "onjuration (Wizard) Casting Time: Action Range: Touch Components: V, S, M (a chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth 5,000+ GP, and a Ti"
      },
      {
        "document": 1416,
        "excerpt": "d, Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S, M (a pinch of talc) Duration: 1 hour For the duration, you see creatures and objects that have t"
      },
      {
        "document": 1417,
        "excerpt": "Sorcerer, Wizard) Casting Time: Action Range: 30 feet Components: V, S Duration: 8 hours You give an illusory appearance to each creature of your choice that you can se"
      },
      {
        "document": 1418,
        "excerpt": "Cleric, Wizard) Casting Time: Action Range: Unlimited Components: V, S, M (a copper wire) Duration: Instantaneous You send a short message of 25 words or fewer to a cre"
      },
      {
        "document": 1419,
        "excerpt": "nsmutation (Wizard) Casting Time: Action Range: Touch Components: V, S, M (gem dust worth 5,000+ GP, which the spell consumes) Duration: Until dispelled With a touch, y"
      },
      {
        "document": 1420,
        "excerpt": "tion (Druid, Wizard) Casting Time: Action Range: Self Components: V, S, M (a jade circlet worth 1,500+ GP) Duration: Concentration, up to 1 hour You shape-shift into an"
      },
      {
        "document": 1421,
        "excerpt": "Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a chip of mica) Duration: Instantaneous A loud noise erupts from a point of your choice withi"
      },
      {
        "document": 1422,
        "excerpt": "c, Paladin) Casting Time: Bonus Action Range: 60 feet Components: V, S, M (a prayer scroll) Duration: Concentration, up to 10 minutes A shimmering field surrounds a cre"
      },
      {
        "document": 1423,
        "excerpt": "oll or targeted by the Magic Missile spell Range: Self Components: V, S Duration: 1 round An imperceptible barrier of magical force protects you. Until the start of your"
      },
      {
        "document": 1424,
        "excerpt": "antrip (Druid) Casting Time: Bonus Action Range: Self Components: V, S, M (mistletoe) Duration: 1 minute A Club or Quarterstaff you are holding is imbued with nature's"
      },
      {
        "document": 1425,
        "excerpt": "e with a Melee weapon or an Unarmed Strike Range: Self Components: V Duration: Concentration, up to 1 minute The target hit by the strike takes an extra 2d6 Radiant dama"
      },
      {
        "document": 1426,
        "excerpt": "(Sorcerer, Wizard) Casting Time: Action Range: Touch Components: V, S Duration: Instantaneous Lightning springs from you to a creature that you try to touch. Make a me"
      },
      {
        "document": 1427,
        "excerpt": "anger) Casting Time: Action or Ritual Range: 120 feet Components: V, S Duration: Concentration, up to 10 minutes For the duration, no sound can be created within or pas"
      },
      {
        "document": 1428,
        "excerpt": "Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a bit of fleece) Duration: Concentration, up to 10 minutes You create the image of an object,"
      },
      {
        "document": 1429,
        "excerpt": "Illusion (Wizard) Casting Time: 12 hours Range: Touch Components: V, S, M (powdered ruby worth 1,500+ GP, which the spell consumes) Duration: Until dispelled You create"
      },
      {
        "document": 1430,
        "excerpt": "Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a pinch of sand or rose petals) Duration: Concentration, up to 1 minute Each creature of your"
      },
      {
        "document": 1431,
        "excerpt": "orcerer, Wizard) Casting Time: Action Range: 150 feet Components: V, S, M (a miniature umbrella) Duration: Concentration, up to 1 minute Until the spell ends, sleet fal"
      },
      {
        "document": 1432,
        "excerpt": "orcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S, M (a drop of molasses) Duration: Concentration, up to 1 minute You alter time around up to six c"
      },
      {
        "document": 1433,
        "excerpt": "ntrip (Sorcerer) Casting Time: Action Range: 120 feet Components: V, S Duration: Instantaneous You cast sorcerous energy at one creature or object within range. Make a"
      },
      {
        "document": 1434,
        "excerpt": "p (Cleric, Druid) Casting Time: Action Range: 15 feet Components: V, S Duration: Instantaneous Choose a creature within range that has 0 Hit Points and isn't dead. The"
      },
      {
        "document": 1435,
        "excerpt": ", Warlock) Casting Time: Action or Ritual Range: Self Components: V, S Duration: 10 minutes For the duration, you can comprehend and verbally communicate with Beasts, a"
      },
      {
        "document": 1436,
        "excerpt": ", Cleric, Wizard) Casting Time: Action Range: 10 feet Components: V, S, M (burning incense) Duration: 10 minutes You grant the semblance of life to a corpse of your cho"
      },
      {
        "document": 1437,
        "excerpt": "Bard, Druid, Ranger) Casting Time: Action Range: Self Components: V, S Duration: 10 minutes You imbue plants in an immobile 30-foot Emanation with limited sentience and"
      },
      {
        "document": 1438,
        "excerpt": "r, Warlock, Wizard) Casting Time: Action Range: Touch Components: V, S, M (a drop of bitumen and a spider) Duration: Concentration, up to 1 hour Until the spell ends, o"
      },
      {
        "document": 1439,
        "excerpt": "(Druid, Ranger) Casting Time: Action Range: 150 feet Components: V, S, M (seven thorns) Duration: Concentration, up to 10 minutes The ground in a 20-foot-radius Sphere"
      },
      {
        "document": 1440,
        "excerpt": "Conjuration (Cleric) Casting Time: Action Range: Self Components: V, S, M (a prayer scroll) Duration: Concentration, up to 10 minutes Protective spirits flit around you"
      },
      {
        "document": 1441,
        "excerpt": "on (Cleric) Casting Time: Bonus Action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You create a floating, spectral force that resembles a we"
      },
      {
        "document": 1442,
        "excerpt": "rip (Bard, Druid) Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous You launch a mote of light at one creature or object within range. Make a"
      },
      {
        "document": 1443,
        "excerpt": "Sorcerer, Wizard) Casting Time: Action Range: 90 feet Components: V, S, M (a rotten egg) Duration: Concentration, up to 1 minute You create a 20-foot-radius Sphere of y"
      },
      {
        "document": 1444,
        "excerpt": "ric, Druid, Wizard) Casting Time: Action Range: Touch Components: V, S, M (soft clay) Duration: Instantaneous You touch a stone object of Medium size or smaller or a se"
      },
      {
        "document": 1445,
        "excerpt": ", Sorcerer, Wizard) Casting Time: Action Range: Touch Components: V, S, M (diamond dust worth 100+ GP, which the spell consumes) Duration: Concentration, up to 1 hour U"
      },
      {
        "document": 1446,
        "excerpt": "onjuration (Druid) Casting Time: Action Range: 1 mile Components: V, S Duration: Concentration, up to 1 minute A churning storm cloud forms for the duration, centered o"
      },
      {
        "document": 1447,
        "excerpt": "Warlock, Wizard) Casting Time: Action Range: 30 feet Components: V, M (a drop of honey) Duration: Concentration, up to 8 hours You suggest a course of activity - descr"
      },
      {
        "document": 1448,
        "excerpt": "juration (Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (an object with the image of a dragon engraved on it worth 500+ GP) Duration: Concentration, up"
      },
      {
        "document": 1449,
        "excerpt": "d, Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S, M (a magnifying glass) Duration: Concentration, up to 1 minute You launch a sunbeam in a 5-foot-"
      },
      {
        "document": 1450,
        "excerpt": "orcerer, Wizard) Casting Time: Action Range: 150 feet Components: V, S, M (a piece of sunstone) Duration: Instantaneous Brilliant sunlight flashes in a 60-foot-radius S"
      },
      {
        "document": 1451,
        "excerpt": "c, Druid, Wizard) Casting Time: 1 minute Range: Touch Components: V, S, M (powdered diamond worth 1,000+ GP, which the spell consumes) Duration: Until dispelled or trigg"
      },
      {
        "document": 1452,
        "excerpt": "Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 10 minutes You gain the ability to move or manipulate creatures or"
      },
      {
        "document": 1453,
        "excerpt": "Wizard) Casting Time: Action or Ritual Range: 30 feet Components: V, S, M (two eggs) Duration: 1 hour You forge a telepathic link among up to eight willing creatures of"
      },
      {
        "document": 1454,
        "excerpt": "Sorcerer, Wizard) Casting Time: Action Range: 10 feet Components: V Duration: Instantaneous This spell instantly transports you and up to eight willing creatures that y"
      },
      {
        "document": 1455,
        "excerpt": "arlock, Wizard) Casting Time: 1 minute Range: 10 feet Components: V, M (rare inks worth 50+ GP, which the spell consumes) Duration: 1 round As you cast the spell, you d"
      },
      {
        "document": 1456,
        "excerpt": "Cantrip (Cleric) Casting Time: Action Range: 30 feet Components: V Duration: Up to 1 minute You manifest a minor wonder within range. You create one of the effects bel"
      },
      {
        "document": 1457,
        "excerpt": "d, Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S Duration: Instantaneous You unleash a wave of thunderous energy. Each creature in a 15-foot Cube"
      },
      {
        "document": 1458,
        "excerpt": "n (Sorcerer, Wizard) Casting Time: Action Range: Self Components: V Duration: Instantaneous You briefly stop the flow of time for everyone but yourself. No time passes"
      },
      {
        "document": 1459,
        "excerpt": "Wizard) Casting Time: 1 minute or Ritual Range: Self Components: V, S, M (a crystal bead) Duration: 8 hours A 10-foot Emanation springs into existence around you and r"
      },
      {
        "document": 1460,
        "excerpt": "r, Warlock, Wizard) Casting Time: Action Range: Touch Components: V, M (a miniature ziggurat) Duration: 1 hour This spell grants the creature you touch the ability to u"
      },
      {
        "document": 1461,
        "excerpt": "njuration (Druid) Casting Time: Action Range: 10 feet Components: V, S Duration: 1 minute This spell creates a magical link between a Large or larger inanimate plant wi"
      },
      {
        "document": 1462,
        "excerpt": "tion (Druid, Ranger) Casting Time: Action Range: Self Components: V, S Duration: Concentration, up to 1 minute You gain the ability to enter a tree and move from inside"
      },
      {
        "document": 1463,
        "excerpt": "Warlock, Wizard) Casting Time: Action Range: 30 feet Components: V, S, M (a drop of mercury, a dollop of gum arabic, and a wisp of smoke) Duration: Concentration, up to"
      },
      {
        "document": 1464,
        "excerpt": "ncy (Cleric, Druid) Casting Time: 1 hour Range: Touch Components: V, S, M (diamonds worth 25,000+ GP, which the spell consumes) Duration: Instantaneous You touch a crea"
      },
      {
        "document": 1465,
        "excerpt": "r, Warlock, Wizard) Casting Time: Action Range: Touch Components: V, S, M (mushroom powder worth 25+ GP, which the spell consumes) Duration: 1 hour For the duration, th"
      },
      {
        "document": 1466,
        "excerpt": "er, Warlock, Wizard) Casting Time: Action Range: Self Components: S, M (a weapon with which you have proficiency and that is worth I+ CP) Duration: Instantaneous Guided"
      },
      {
        "document": 1467,
        "excerpt": "juration (Druid) Casting Time: 1 minute Range: 1 mile Components: V, S Duration: Concentration, up to 6 rounds A wall of water springs into existence at a point you cho"
      },
      {
        "document": 1468,
        "excerpt": "Wizard) Casting Time: Action or Ritual Range: 60 feet Components: V, S, M (a bit of string and of wood) Duration: 1 hour This spell creates an Invisible, mindless, shap"
      },
      {
        "document": 1469,
        "excerpt": "er, Warlock, Wizard) Casting Time: Action Range: Self Components: V, S Duration: Concentration, up to 1 minute The touch of your shadow-wreathed hand can siphon life fo"
      },
      {
        "document": 1470,
        "excerpt": "nt Cantrip (Bard) Casting Time: Action Range: 60 feet Components: V Duration: Instantaneous You unleash a string of insults laced with subtle enchantments at one creatu"
      },
      {
        "document": 1471,
        "excerpt": "rcerer, Wizard) Casting Time: Action Range: 150 feet Components: V, S, M (a drop of bile) Duration: Instantaneous You point at a location within range, and a glowing,"
      },
      {
        "document": 1472,
        "excerpt": "rcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S, M (a piece of charcoal) Duration: Concentration, up to 1 minute You create a wall of fire on a s"
      },
      {
        "document": 1473,
        "excerpt": "cation (Wizard) Casting Time: Action Range: 120 feet Components: V, S, M (a shard of glass) Duration: Concentration, up to 10 minutes An Invisible wall of force spring"
      },
      {
        "document": 1474,
        "excerpt": "cation (Wizard) Casting Time: Action Range: 120 feet Components: V, S, M (a piece of quartz) Duration: Concentration, up to 10 minutes You create a wall of ice on a so"
      },
      {
        "document": 1475,
        "excerpt": "orcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S, M (a cube of granite) Duration: Concentration, up to 10 minutes A nonmagical wall of solid stone"
      },
      {
        "document": 1476,
        "excerpt": "juration (Druid) Casting Time: Action Range: 120 feet Components: V, S, M (a handful of thorns) Duration: Concentration, up to 10 minutes You create a wall of tangled b"
      },
      {
        "document": 1477,
        "excerpt": "n (Cleric, Paladin) Casting Time: Action Range: Touch Components: V, S, M (a pair of platinum rings worth 50+ GP each, which you and the target must wear for the duratio"
      },
      {
        "document": 1478,
        "excerpt": "Wizard) Casting Time: Action or Ritual Range: 30 feet Components: V, S, M (a short reed) Duration: 24 hours This spell grants up to ten willing creatures of your choice"
      },
      {
        "document": 1479,
        "excerpt": "rcerer) Casting Time: Action or Ritual Range: 30 feet Components: V, S, M (a piece of cork) Duration: 1 hour This spell grants the ability to move across any liquid sur"
      },
      {
        "document": 1480,
        "excerpt": "Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a bit of spiderweb) Duration: Concentration, up to 1 hour You conjure a mass of sticky webbin"
      },
      {
        "document": 1481,
        "excerpt": "Warlock, Wizard) Casting Time: Action Range: 120 feet Components: V, S Duration: Concentration, up to 1 minute You try to create illusory terrors in others' minds. Each"
      },
      {
        "document": 1482,
        "excerpt": "utation (Druid) Casting Time: 1 minute Range: 30 feet Components: V, S, M (a candle) Duration: 8 hours You and up to ten willing creatures of your choice within range a"
      },
      {
        "document": 1483,
        "excerpt": "(Druid, Ranger) Casting Time: Action Range: 120 feet Components: V, S, M (a fan and a feather) Duration: Concentration, up to 1 minute A wall of strong wind rises from"
      },
      {
        "document": 1484,
        "excerpt": "n (Sorcerer, Wizard) Casting Time: Action Range: Self Components: V Duration: Instantaneous Wish is the mightiest spell a mortal can cast. By simply speaking aloud, you"
      },
      {
        "document": 1485,
        "excerpt": "njuration (Cleric) Casting Time: Action Range: 5 feet Components: V Duration: Instantaneous You and up to five willing creatures within 5 feet of you instantly teleport"
      },
      {
        "document": 1486,
        "excerpt": "Cleric, Paladin) Casting Time: Action Range: 60 feet Components: V, S Duration: 10 minutes You create a magical zone that guards against deception in a 15-foot-radius"
      },
      {
        "document": 1596,
        "excerpt": "be of a level you can cast, and it can't have Material components costing more than 1,000 GP. Once you decide on the spell, you must expend a spell slot of the spell's le"
      },
      {
        "document": 1709,
        "excerpt": "an read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's n"
      },
      {
        "document": 1761,
        "excerpt": "sts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17, +9 to hit with spell attacks): At Wil"
      },
      {
        "document": 1762,
        "excerpt": "sts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 18): At Will: Detect Magic, Invisibility,"
      },
      {
        "document": 1763,
        "excerpt": "sts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 16): At Will: Detect Magic, Minor Illusio"
      },
      {
        "document": 1764,
        "excerpt": "sts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17, +10 to hit with spell attacks): At Wi"
      },
      {
        "document": 1765,
        "excerpt": "sts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17): At Will: Detect Magic, Mind Spike (l"
      },
      {
        "document": 1766,
        "excerpt": "sts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21, +13 to hit with spell attacks): At Wi"
      },
      {
        "document": 1767,
        "excerpt": "sts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17): At Will: Detect Magic, Mind Spike (l"
      },
      {
        "document": 1768,
        "excerpt": "sts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 20, +12 to hit with spell attacks): At Wi"
      },
      {
        "document": 1769,
        "excerpt": "sts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 19, +11 to hit with spell attacks): At Wi"
      },
      {
        "document": 1770,
        "excerpt": "Presence. The dragon casts Fear, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 14). The dragon can't take this action aga"
      },
      {
        "document": 1773,
        "excerpt": "sts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21, +13 to hit with spell attacks): At Wi"
      },
      {
        "document": 1774,
        "excerpt": "sts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 22): At Will: Detect Magic, Invisibility,"
      },
      {
        "document": 1775,
        "excerpt": "sts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 20): At Will: Detect Magic, Minor Illusio"
      },
      {
        "document": 1776,
        "excerpt": "sts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 22, +14 to hit with spell attacks): At Wi"
      },
      {
        "document": 1777,
        "excerpt": "sts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21): At Will: Detect Magic, Mind Spike (l"
      },
      {
        "document": 1778,
        "excerpt": "sts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 24, +16 to hit with spell attacks): At W"
      },
      {
        "document": 1779,
        "excerpt": "sts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21): At Will: Detect Magic, Mind Spike (l"
      },
      {
        "document": 1780,
        "excerpt": "sts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 23, +15 to hit with spell attacks): At Wi"
      },
      {
        "document": 1781,
        "excerpt": "sts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 23, +15 to hit with spell attacks): At Wi"
      },
      {
        "document": 1782,
        "excerpt": "Presence. The dragon casts Fear, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 18). The dragon can't take this action aga"
      },
      {
        "document": 1829,
        "excerpt": "oaker casts the Mirror Image spell, requiring no spell components and using Wisdom as the spellcasting ability. The spell ends early if the cloaker starts or ends its tur"
      },
      {
        "document": 1830,
        "excerpt": "sts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 15): At Will: Detect Magic, Fog Cloud, Li"
      },
      {
        "document": 1835,
        "excerpt": "casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 15): At Will: Detect Evil and Good, Detect"
      },
      {
        "document": 1843,
        "excerpt": "sts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17): At Will: Detect Evil and Good, Shape"
      },
      {
        "document": 1845,
        "excerpt": "sts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17): At Will: Detect Evil and Good, Detec"
      },
      {
        "document": 1846,
        "excerpt": "doppelganger casts Detect Thoughts, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 12). Unsettling Visage (Recharge 6). Wisd"
      },
      {
        "document": 1850,
        "excerpt": "s Darkness, Faerie Fire, or Web, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 14)."
      },
      {
        "document": 1852,
        "excerpt": "sts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 14): At Will: Animal Friendship, Charm Mo"
      },
      {
        "document": 1853,
        "excerpt": ". The mephit casts the Sleep spell, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 10)."
      },
      {
        "document": 1856,
        "excerpt": "sts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 16): At Will: Detect Magic, Elementalism"
      },
      {
        "document": 1871,
        "excerpt": "ghost casts the Etherealness spell, requiring no spell components and using Charisma as the spellcasting ability. The ghost is visible on the Material Plane while on the"
      },
      {
        "document": 1890,
        "excerpt": "casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability: At Will: Detect Evil and Good, Detect Magic 1/Day: Clairv"
      },
      {
        "document": 1903,
        "excerpt": "sts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 16): At Will: Darkness, Detect Magic,"
      },
      {
        "document": 1914,
        "excerpt": "ast one of the following spells, requiring no Material components, using the spell's normal casting time, and using Intelligence as the spellcasting ability (spell save D"
      },
      {
        "document": 1920,
        "excerpt": "the following spells, requiring no Somatic or Material components and using Wisdom as the spellcasting ability (spell save DC 16): At Will: Thaumaturgy 1/Day Each: Clai"
      },
      {
        "document": 1936,
        "excerpt": "asts Wall of Ice (level 8 version), requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 17)."
      },
      {
        "document": 1937,
        "excerpt": "1/Day). The mephit casts Fog Cloud, requiring no spell components and using Charisma as the spellcasting ability. Frost Breath (Recharge 6). Constitution Saving Throw: D"
      },
      {
        "document": 1938,
        "excerpt": "e imp casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability. Shape-Shift. The imp shape-shifts to resemble a rat (Sp"
      },
      {
        "document": 1939,
        "excerpt": "sts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 15): At Will: Disguise Self, Etherealness"
      },
      {
        "document": 1947,
        "excerpt": "sts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 13): At Will: Disguise Self (can appear a"
      },
      {
        "document": 1966,
        "excerpt": "sts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 17, +9 to hit with spell attacks): At Will:"
      },
      {
        "document": 1969,
        "excerpt": "ast one of the following spells, requiring no Material components, using the spell's normal casting time, and using Intelligence as the spellcasting ability (spell save D"
      },
      {
        "document": 1976,
        "excerpt": "sts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 13): 1/Day Each: Charm Person (level 2 ve"
      },
      {
        "document": 1986,
        "excerpt": "ireball (level 5 version) twice, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21). It can replace one Fireball with Hold"
      },
      {
        "document": 1987,
        "excerpt": "sts one of the following spells, requiring no Material components and using Charisma as spellcasting ability (spell save DC 20): At Will: Detect Evil and Good 1/Day Eac"
      },
      {
        "document": 1996,
        "excerpt": "uasit casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability. Scare (1/Day). Wisdom Saving Throw: DC 10, one creature"
      },
      {
        "document": 1997,
        "excerpt": "sts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 18): At Will: Detect Magic, Detect Though"
      },
      {
        "document": 2014,
        "excerpt": "ast one of the following spells, requiring no Material components, using the spell's normal casting time, and using Intelligence as the spellcasting ability (spell save D"
      },
      {
        "document": 2018,
        "excerpt": "ameters set by the original caster, requiring no spell components and using the caster's spellcasting ability. The stored spell is then lost."
      },
      {
        "document": 2022,
        "excerpt": "sts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 25): At Will: Detect Evil and Good 1/Day"
      },
      {
        "document": 2024,
        "excerpt": "sts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 16): At Will: Detect Magic, Identify,"
      },
      {
        "document": 2025,
        "excerpt": "sts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 20): At Will: Detect Evil and Good, Thaumat"
      },
      {
        "document": 2028,
        "excerpt": "the following spells, requiring no Somatic or Material components and using Intelligence as the spellcasting ability (spell save DC 14): At Will: Detect Magic, Mage Hand"
      },
      {
        "document": 2029,
        "excerpt": "prite casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability."
      },
      {
        "document": 2034,
        "excerpt": "6). The golem casts the Slow spell, requiring no spell components and using Constitution as the spellcasting ability (spell save DC 17)."
      },
      {
        "document": 2035,
        "excerpt": "sts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 18): At Will: Detect Magic, Light 1/Day: C"
      },
      {
        "document": 2036,
        "excerpt": "Dominate Person (level 8 version), requiring no spell components and using Charisma as the spellcasting ability (spell save DC 15). Draining Kiss. Constitution Saving T"
      },
      {
        "document": 2053,
        "excerpt": "casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 14): At Will: Detect Evil and Good, Druid"
      },
      {
        "document": 2056,
        "excerpt": "6). The vampire casts Charm Person, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 17), and the duration is 24 hours. The Cha"
      }
    ],
    "composed": [
      {
        "document": 58,
        "excerpt": "or stone. It isn't a building or a vehicle, which are composed of many objects."
      },
      {
        "document": 148,
        "excerpt": "led and twisted, some are made of wood, and others are composed of polished metal or crystal. A staff weighs between 2 and 7 pounds and serves well as a walking stick o"
      },
      {
        "document": 250,
        "excerpt": "larly recommended to start at level 3 if your group is composed of seasoned D&D players."
      },
      {
        "document": 430,
        "excerpt": "xterity Weight: 10 lb. Utilize: Assemble a Tiny item composed of scrap, which falls apart in 1 minute (DC 20) Craft: Musket, Pistol, Bell, Bullseye Lantern, Flask, H"
      },
      {
        "document": 1220,
        "excerpt": "ial, as shown in the Materials table. If the object is composed of multiple materials, use the shortest duration. Using any object created by this spell as another spel"
      },
      {
        "document": 1282,
        "excerpt": "to 1 hour An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage"
      },
      {
        "document": 1475,
        "excerpt": "choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. Alternatively, you c"
      },
      {
        "document": 1565,
        "excerpt": "ust on an Elemental within 5 feet of yourself that is composed mostly of water (such as a Water Elemental). Such a creature exposed to a pinch of the dust makes a DC 1"
      },
      {
        "document": 1667,
        "excerpt": "erran, and you have Resistance to Acid damage. Terrain composed of rubble, rocks, or dirt isn't Difficult Terrain for you. In addition, you can move through solid earth"
      },
      {
        "document": 1770,
        "excerpt": "make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn't cost it extra movement. Legendary Resistance (3/Day, or 4/Day in Lair). If the d"
      },
      {
        "document": 1782,
        "excerpt": "make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn't cost it extra movement. Legendary Resistance (4/Day, or 5/Day in Lair). If the d"
      },
      {
        "document": 2072,
        "excerpt": "make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn't cost it extra movement."
      },
      {
        "document": 2090,
        "excerpt": "make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn't cost it extra movement."
      }
    ],
    "composite": [
      {
        "document": 523,
        "excerpt": "An object is a nonliving, distinct thing. Composite things, like buildings, comprise more than one object. See also “Breaking Objects.”"
      }
    ],
    "comprehend": [
      {
        "document": 163,
        "excerpt": "in its entry. \"None\" indicates that a creature doesn't comprehend any language."
      },
      {
        "document": 860,
        "excerpt": "Comprehend Languages"
      },
      {
        "document": 873,
        "excerpt": "Comprehend Languages"
      },
      {
        "document": 886,
        "excerpt": "Comprehend Languages"
      },
      {
        "document": 899,
        "excerpt": "Comprehend Languages"
      },
      {
        "document": 1200,
        "excerpt": "Comprehend Languages"
      },
      {
        "document": 1435,
        "excerpt": ": V, S Duration: 10 minutes For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action's skill options with t"
      },
      {
        "document": 1436,
        "excerpt": "Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events."
      },
      {
        "document": 1599,
        "excerpt": "Item, Uncommon While wearing this helm, you can cast Comprehend Languages from it."
      },
      {
        "document": 1712,
        "excerpt": "the staff's charges to cast Charm Person, Command, or Comprehend Languages from it using your spell save DC. Reflect Enchantment. If you succeed on a saving throw again"
      }
    ],
    "comprehending": [
      {
        "document": 1599,
        "excerpt": "Helm of Comprehending Languages"
      }
    ],
    "compression": [
      {
        "document": 1973,
        "excerpt": "Compression. The octopus can move through a space as narrow as 1 inch without expending extra movement to do so. Wa"
      }
    ],
    "comprise": [
      {
        "document": 523,
        "excerpt": "ing, distinct thing. Composite things, like buildings, comprise more than one object. See also “Breaking Objects.”"
      }
    ],
    "comprises": [
      {
        "document": 975,
        "excerpt": "onnection to the Natural World The Circle of the Land comprises mystics and sages who safeguard ancient knowledge and rites. These Druids meet within sacred circles of"
      }
    ],
    "compulsion": [
      {
        "document": 902,
        "excerpt": "Compulsion"
      },
      {
        "document": 1201,
        "excerpt": "Compulsion"
      },
      {
        "document": 1376,
        "excerpt": "'s choice). When the creature appears, it is under no compulsion to behave a particular way. You can ask it to perform a service in exchange for payment, but it isn't ob"
      },
      {
        "document": 1436,
        "excerpt": "ef, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are antagonistic toward it or it recognizes you as an enemy. This spel"
      },
      {
        "document": 1667,
        "excerpt": "e Disadvantage on attack rolls against you. Elemental Compulsion. While wearing the ring, you can take a Magic action to try to compel an Elemental you see within 60 fee"
      }
    ],
    "con": [
      {
        "document": 811,
        "excerpt": "Con."
      },
      {
        "document": 813,
        "excerpt": "12 + Con. modifier"
      },
      {
        "document": 815,
        "excerpt": "7 + Con. modifier"
      },
      {
        "document": 941,
        "excerpt": "Con."
      },
      {
        "document": 1158,
        "excerpt": "er), 20 (Large), 40 (Huge) Speed 30 ft. | STR | DEX | CON | INT | WIS | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 14 (+2) | 11 (+0) | 13 (+1) | 1"
      },
      {
        "document": 1266,
        "excerpt": "., Fly 60 ft. (requires level 4+ spell) | STR | DEX | CON | INT | WIS | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 18 (+4) | 12 (+1) | 14 (+2) | 6"
      },
      {
        "document": 1290,
        "excerpt": "., Climb 40 ft., Fly 40 ft. (Wasp only) | STR | DEX | CON | INT | WIS | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 17 (+3) | 13 (+1) | 15 (+2) | 4"
      },
      {
        "document": 1448,
        "excerpt": "5 Speed 30 ft., Fly 60 ft., Swim 30 ft. | STR | DEX | CON | INT | WIS | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 19 (+4) | 14 (+2) | 17 (+3) | 10"
      }
    ],
    "conceal": [
      {
        "document": 744,
        "excerpt": "Pick a pocket, conceal a handheld object, or perform legerdemain."
      },
      {
        "document": 1293,
        "excerpt": "object that can be closed (such as a book or chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is m"
      },
      {
        "document": 1363,
        "excerpt": "em where none are present. The spell doesn't disguise, conceal, or add creatures. The illusion includes audible, visual, tactile, and olfactory elements, so it can tu"
      }
    ],
    "concealed": [
      {
        "document": 939,
        "excerpt": "Concealed creature or object"
      },
      {
        "document": 1494,
        "excerpt": "you roll Initiative, you have Advantage on the roll. Concealed. You aren't affected by any effect that requires its target to be seen unless the effect's creator can s"
      }
    ],
    "concealing": [
      {
        "document": 1371,
        "excerpt": ") Duration: Concentration, up to 1 hour You radiate a concealing aura in a 30-foot Emanation for the duration. While in the aura, you and each creature you choose have a"
      }
    ],
    "concentrate": [
      {
        "document": 123,
        "excerpt": "me, range, and duration, and the user of the item must concentrate if the spell requires Concentration. Many items, such as Potions, bypass the casting of a spell and conf"
      },
      {
        "document": 592,
        "excerpt": "ffect's description specifies how long the creator can concentrate on it: up to 1 minute, 1 hour, or some other duration. The creator can end Concentration at any time (no"
      },
      {
        "document": 1548,
        "excerpt": "ithin 30 feet of the spell's sensor. You don't need to concentrate on this Detect Thoughts spell to maintain it during its duration, but it ends if the Scrying spell ends."
      },
      {
        "document": 1549,
        "excerpt": "he sensor on one of those creatures. You don't need to concentrate on this Suggestion to maintain it during its duration, but it ends if Scrying ends. You can't cast Sugge"
      }
    ],
    "concentrating": [
      {
        "document": 1369,
        "excerpt": "'s movement. At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect within range. This spell can't manipulate"
      },
      {
        "document": 1733,
        "excerpt": "or have the Prone condition. If that creature is also concentrating, it must succeed on a DC 20 Constitution saving throw, or its Concentration is broken. In addition, you"
      }
    ],
    "concentration": [
      {
        "document": 123,
        "excerpt": "ser of the item must concentrate if the spell requires Concentration. Many items, such as Potions, bypass the casting of a spell and confer the spell's effects with its usua"
      },
      {
        "document": 175,
        "excerpt": "ake the Magic action on each of its turns and maintain Concentration to cast the spell, as described in \"Rules Glossary.\""
      },
      {
        "document": 274,
        "excerpt": "ted. In the Special column, C means the spell requires Concentration, R means it's a Ritual, and M means it requires a specific Material component. Cantrips (Level 0 Druid"
      },
      {
        "document": 275,
        "excerpt": "ted. In the Special column, C means the spell requires Concentration, R means it's a Ritual, and M means it requires a specific Material component. Level 1 Paladin Spells"
      },
      {
        "document": 276,
        "excerpt": "ted. In the Special column, C means the spell requires Concentration, R means it's a Ritual, and M means it requires a specific Material component. Level 1 Ranger Spells L"
      },
      {
        "document": 277,
        "excerpt": "ted. In the Special column, C means the spell requires Concentration, R means it's a Ritual, and M means it requires a specific Material component. Cantrips (Level 0 Sorcer"
      },
      {
        "document": 278,
        "excerpt": "ted. In the Special column, C means the spell requires Concentration, R means it's a Ritual, and M means it requires a specific Material component. Cantrips (Level 0 Warloc"
      },
      {
        "document": 279,
        "excerpt": "ted. In the Special column, C means the spell requires Concentration, R means it's a Ritual, and M means it requires a specific Material component. Cantrips (Level 0 Wizard"
      },
      {
        "document": 280,
        "excerpt": "ted. In the Special column, C means the spell requires Concentration, R means it's a Ritual, and M means it requires a specific Material component. Cantrips (Level 0 Bard S"
      },
      {
        "document": 281,
        "excerpt": "ted. In the Special column, C means the spell requires Concentration, R means it's a Ritual, and M means it requires a specific Material component. Cantrips (Level 0 Cleric"
      },
      {
        "document": 493,
        "excerpt": "ic action on each of your turns, and you must maintain Concentration (see “Rules Glossary”) while you do so. If your Concentration is broken, the spell fails, but you don't"
      },
      {
        "document": 500,
        "excerpt": "duration typically takes one of the following forms: Concentration. A duration that requires Concentration follows the Concentration rules (see “Rules Glossary”). Instant"
      },
      {
        "document": 518,
        "excerpt": "on on each turn of that casting, and you must maintain Concentration while you do so. If your Concentration is broken, the spell fails, but you don't expend a spell slot. Se"
      },
      {
        "document": 535,
        "excerpt": "n action, and holding on to the spell's magic requires Concentration, which you can maintain up to the start of your next turn. If your Concentration is broken, the spell di"
      },
      {
        "document": 592,
        "excerpt": "Concentration"
      },
      {
        "document": 941,
        "excerpt": "Concentration"
      },
      {
        "document": 962,
        "excerpt": "age on Strength checks and Strength saving throws. No Concentration or Spells. You can't maintain Concentration, and you can't cast spells. Duration. The Rage lasts until"
      },
      {
        "document": 965,
        "excerpt": "n't cast spells, but shape-shifting doesn't break your Concentration or otherwise interfere with a spell you've already cast. Objects. Your ability to handle objects is det"
      },
      {
        "document": 969,
        "excerpt": "Taking damage can't break your Concentration on Hunter's Mark."
      },
      {
        "document": 971,
        "excerpt": "duration of 24 hours. If the affected spell requires Concentration, you have Advantage on any saving throw you make to maintain that Concentration. Heightened Spell Cost"
      },
      {
        "document": 972,
        "excerpt": "n Constitution saving throws that you make to maintain Concentration. Eldritch Smite Prerequisite: Level 5+ Warlock, Pact of the Blade Invocation Once per turn when you h"
      },
      {
        "document": 977,
        "excerpt": "he spell, you can modify it so that it doesn't require Concentration. If you do so, the spell's duration becomes 1 minute for that casting."
      },
      {
        "document": 1153,
        "excerpt": "Concentration, up to 1 hour"
      },
      {
        "document": 1158,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1159,
        "excerpt": "Concentration, up to 1 hour"
      },
      {
        "document": 1160,
        "excerpt": "Concentration, up to 1 hour"
      },
      {
        "document": 1162,
        "excerpt": "Concentration, up to 1 hour"
      },
      {
        "document": 1163,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1165,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1169,
        "excerpt": "Concentration, up to 10 minutes"
      },
      {
        "document": 1171,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1172,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1174,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1176,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1177,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1178,
        "excerpt": "Concentration, up to 10 minutes"
      },
      {
        "document": 1179,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1183,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1185,
        "excerpt": "Concentration, up to 10 minutes"
      },
      {
        "document": 1186,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1193,
        "excerpt": "Concentration, up to 10 minutes"
      },
      {
        "document": 1195,
        "excerpt": "Concentration, up to 10 minutes"
      },
      {
        "document": 1201,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1203,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1204,
        "excerpt": "Concentration, up to 10 minutes"
      },
      {
        "document": 1205,
        "excerpt": "Concentration, up to 10 minutes"
      },
      {
        "document": 1206,
        "excerpt": "Concentration, up to 10 minutes"
      },
      {
        "document": 1207,
        "excerpt": "Concentration, up to 10 minutes"
      },
      {
        "document": 1208,
        "excerpt": "Concentration, up to 10 minutes"
      },
      {
        "document": 1209,
        "excerpt": "Concentration, up to 10 minutes"
      },
      {
        "document": 1214,
        "excerpt": "Concentration, up to 10 minutes"
      },
      {
        "document": 1215,
        "excerpt": "Concentration, up to 8 hours"
      },
      {
        "document": 1222,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1223,
        "excerpt": "Concentration, up to 10 minutes"
      },
      {
        "document": 1227,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1229,
        "excerpt": "Concentration, up to 10 minutes"
      },
      {
        "document": 1230,
        "excerpt": "Concentration, up to 10 minutes"
      },
      {
        "document": 1231,
        "excerpt": "Concentration, up to 10 minutes"
      },
      {
        "document": 1232,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1236,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1242,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1243,
        "excerpt": "Concentration, up to 1 hour"
      },
      {
        "document": 1244,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1245,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1248,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1251,
        "excerpt": "Concentration, up to 1 hour"
      },
      {
        "document": 1252,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1253,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1254,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1255,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1257,
        "excerpt": "Concentration, up to 10 minutes"
      },
      {
        "document": 1258,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1260,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1263,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1267,
        "excerpt": "Concentration, up to 1 day"
      },
      {
        "document": 1274,
        "excerpt": "Concentration, up to 10 minutes"
      },
      {
        "document": 1276,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1277,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1279,
        "excerpt": "Concentration, up to 10 minutes"
      },
      {
        "document": 1280,
        "excerpt": "Concentration, up to 1 hour"
      },
      {
        "document": 1282,
        "excerpt": "Concentration, up to 1 hour"
      },
      {
        "document": 1286,
        "excerpt": "Concentration, up to 1 hour"
      },
      {
        "document": 1287,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1290,
        "excerpt": "Concentration, up to 10 minutes"
      },
      {
        "document": 1292,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1293,
        "excerpt": "e to the intruder and attack it. If the spell requires Concentration, it lasts until the end of its full duration. Using a Higher-Level Spell Slot. The damage of an explosi"
      },
      {
        "document": 1296,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1300,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1302,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1306,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1309,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1312,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1313,
        "excerpt": "Concentration, up to 1 hour"
      },
      {
        "document": 1314,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1315,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1316,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1317,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1318,
        "excerpt": "Concentration, up to 1 hour"
      },
      {
        "document": 1319,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1325,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1327,
        "excerpt": "Concentration, up to 10 minutes"
      },
      {
        "document": 1329,
        "excerpt": "Concentration, up to 1 hour"
      },
      {
        "document": 1330,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1335,
        "excerpt": "Concentration, up to 10 minutes"
      },
      {
        "document": 1339,
        "excerpt": "Concentration, up to 1 hour"
      },
      {
        "document": 1340,
        "excerpt": "Concentration, up to 10 minutes"
      },
      {
        "document": 1350,
        "excerpt": "Concentration, up to 10 minutes"
      },
      {
        "document": 1355,
        "excerpt": "Concentration, up to 10 minutes"
      },
      {
        "document": 1361,
        "excerpt": "Concentration, up to 1 hour"
      },
      {
        "document": 1365,
        "excerpt": "Concentration, up to 1 hour"
      },
      {
        "document": 1367,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1368,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1369,
        "excerpt": "Concentration, up to 2 hours"
      },
      {
        "document": 1371,
        "excerpt": "Concentration, up to 1 hour"
      },
      {
        "document": 1373,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1374,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1381,
        "excerpt": "Concentration, up to 1 hour"
      },
      {
        "document": 1392,
        "excerpt": "Concentration, up to 1 day"
      },
      {
        "document": 1393,
        "excerpt": "Concentration, up to 1 hour"
      },
      {
        "document": 1394,
        "excerpt": "Concentration up to 10 minutes"
      },
      {
        "document": 1398,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1404,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1405,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1407,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1413,
        "excerpt": "Concentration, up to 10 minutes"
      },
      {
        "document": 1420,
        "excerpt": "Concentration, up to 1 hour"
      },
      {
        "document": 1422,
        "excerpt": "Concentration, up to 10 minutes"
      },
      {
        "document": 1425,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1427,
        "excerpt": "Concentration, up to 10 minutes"
      },
      {
        "document": 1428,
        "excerpt": "Concentration, up to 10 minutes"
      },
      {
        "document": 1430,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1431,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1432,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1438,
        "excerpt": "Concentration, up to 1 hour"
      },
      {
        "document": 1439,
        "excerpt": "Concentration, up to 10 minutes"
      },
      {
        "document": 1440,
        "excerpt": "Concentration, up to 10 minutes"
      },
      {
        "document": 1441,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1443,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1445,
        "excerpt": "Concentration, up to 1 hour"
      },
      {
        "document": 1446,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1447,
        "excerpt": "Concentration, up to 8 hours"
      },
      {
        "document": 1448,
        "excerpt": "Concentration, up to 1 hour"
      },
      {
        "document": 1449,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1452,
        "excerpt": "Concentration, up to 10 minutes"
      },
      {
        "document": 1462,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1463,
        "excerpt": "Concentration, up to 1 hour"
      },
      {
        "document": 1467,
        "excerpt": "Concentration, up to 6 rounds"
      },
      {
        "document": 1469,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1472,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1473,
        "excerpt": "Concentration, up to 10 minutes"
      },
      {
        "document": 1474,
        "excerpt": "Concentration, up to 10 minutes"
      },
      {
        "document": 1475,
        "excerpt": "Concentration, up to 10 minutes"
      },
      {
        "document": 1476,
        "excerpt": "Concentration, up to 10 minutes"
      },
      {
        "document": 1480,
        "excerpt": "Concentration, up to 1 hour"
      },
      {
        "document": 1481,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1483,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1493,
        "excerpt": "can't take any action, Bonus Action, or Reaction. No Concentration. Your Concentration is broken. Speechless. You can't speak. Surprised. If you're Incapacitated when yo"
      },
      {
        "document": 1623,
        "excerpt": "g which time you must remain in the Cube, and requires Concentration. If your Concentration is broken or you leave the Cube before the work is done, all the painted elements"
      },
      {
        "document": 1646,
        "excerpt": "ion, you gain the effect of the Clairvoyance spell (no Concentration required). An eyeball bobs in this potion's yellowish liquid but vanishes when the potion is opened."
      },
      {
        "document": 1648,
        "excerpt": "” effect of the Enlarge/Reduce spell for 1d4 hours (no Concentration required). The red in the potion's liquid continuously contracts to a tiny bead and then expands to col"
      },
      {
        "document": 1650,
        "excerpt": "in the effect of the Gaseous Form spell for 1 hour (no Concentration required) or until you end the effect as a Bonus Action. This potion's container seems to hold fog that"
      },
      {
        "document": 1652,
        "excerpt": "effect of the Enlarge/Reduce spell for 10 minutes (no Concentration required). The red in the potion's liquid continuously expands from a tiny bead to color the clear liqu"
      },
      {
        "document": 1653,
        "excerpt": "ation, you are under the effect of the Bless spell (no Concentration required). This potion's blue liquid bubbles and steams as if boiling."
      },
      {
        "document": 1657,
        "excerpt": "Detect Thoughts spell (save DC 13) for 10 minutes (no Concentration required). This potion's dense, purple liquid has an ovoid cloud of pink floating in it."
      },
      {
        "document": 1660,
        "excerpt": "ou gain the effect of the Haste spell for 1 minute (no Concentration required) without suffering the wave of lethargy that typically occurs when the effect ends. This potio"
      },
      {
        "document": 1666,
        "excerpt": "0 feet of yourself. It remains as long as you maintain Concentration, to a maximum of 1 hour, or until it drops to 0 Hit Points. While summoned, the djinni is Friendly to y"
      },
      {
        "document": 1677,
        "excerpt": "of yourself. The spheres last as long as you maintain Concentration, up to 1 minute. Each sphere sheds Dim Light in a 30-foot radius. As a Bonus Action, you can move each"
      },
      {
        "document": 1706,
        "excerpt": "ide the Emanation, which lasts as long as you maintain Concentration, up to 1 minute. Nothing can pass into or out of the Emanation. A creature or object inside the Emanatio"
      },
      {
        "document": 1733,
        "excerpt": "t succeed on a DC 20 Constitution saving throw, or its Concentration is broken. In addition, you can cause a 30-foot-deep, 10-foot-wide fissure to open up on the ground anyw"
      },
      {
        "document": 1761,
        "excerpt": "e target has Disadvantage on saving throws to maintain Concentration until the end of its next turn. Failure or Success: The dragon can't take this action again until the st"
      },
      {
        "document": 1763,
        "excerpt": "no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell), Speak with Animals 1/Day Each: Detect Thoughts"
      },
      {
        "document": 1764,
        "excerpt": "no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell), Speak with Animals, Thaumaturgy 1/Day Each: De"
      },
      {
        "document": 1765,
        "excerpt": "no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell) 1/Day Each: Greater Restoration, Major Image"
      },
      {
        "document": 1766,
        "excerpt": "no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell) 1/Day Each: Flame Strike, Zone of Truth Weaken"
      },
      {
        "document": 1769,
        "excerpt": "no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell) 1/Day Each: Ice Storm (level 5 version), Zone o"
      },
      {
        "document": 1773,
        "excerpt": "e target has Disadvantage on saving throws to maintain Concentration until the end of its next turn. Failure or Success: The dragon can't take this action again until the st"
      },
      {
        "document": 1775,
        "excerpt": "no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell), Speak with Animals 1/Day Each: Control Weather"
      },
      {
        "document": 1776,
        "excerpt": "no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell), Speak with Animals, Thaumaturgy 1/Day Each: De"
      },
      {
        "document": 1777,
        "excerpt": "no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell) 1/Day Each: Greater Restoration, Major Image, P"
      },
      {
        "document": 1778,
        "excerpt": "no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell) 1/Day Each: Flame Strike (level 6 version), Wor"
      },
      {
        "document": 1781,
        "excerpt": "no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell) 1/Day Each: Control Weather, Ice Storm (level 7"
      },
      {
        "document": 1835,
        "excerpt": "no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell) 1/Day Each: Create Food and Water, Dream, Great"
      },
      {
        "document": 1840,
        "excerpt": "ntle. This effect lasts while the darkmantle maintains Concentration on it, up to 10 minutes. Darkvision can't penetrate this area, and no light can illuminate it."
      },
      {
        "document": 1843,
        "excerpt": "no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell) 1/Day Each: Commune, Raise Dead"
      },
      {
        "document": 1845,
        "excerpt": "on that point. The whirlwind lasts until the djinni's Concentration on it ends. The djinni can move the whirlwind up to 20 feet at the start of each of its turns. Whenever"
      },
      {
        "document": 1922,
        "excerpt": "sings a magical melody, which lasts until the harpy's Concentration ends on it. Wisdom Saving Throw: DC 11, each Humanoid and Giant in a 300-foot Emanation originating from"
      },
      {
        "document": 2044,
        "excerpt": "n originating from itself. Creatures in that area lose Concentration and, if Medium or smaller, have the Prone condition. The tarrasque can't take this action again until th"
      },
      {
        "document": 2074,
        "excerpt": "ts light have the Invisible condition until the wisp's Concentration ends on this effect, which ends early immediately after the wisp makes an attack roll or uses Consume Li"
      }
    ],
    "concept": [
      {
        "document": 254,
        "excerpt": "the abilities of those classes to realize a character concept that might not be reflected in a single class."
      }
    ],
    "concern": [
      {
        "document": 962,
        "excerpt": "You can throw aside all concern for defense to attack with increased ferocity. When you make your first attack roll on your turn, you ca"
      }
    ],
    "concoction": [
      {
        "document": 1658,
        "excerpt": "Potion, Uncommon This concoction looks, smells, and tastes like a Potion of Healing or another beneficial potion. However, it is actually"
      }
    ],
    "concrete": [
      {
        "document": 972,
        "excerpt": "hadows - its identity unclear - but its boon to you is concrete: the ability to cast spells. See “Spells” for the rules on spellcasting. The information below details h"
      }
    ],
    "concussive": [
      {
        "document": 948,
        "excerpt": "Concussive sound"
      }
    ],
    "condenses": [
      {
        "document": 1227,
        "excerpt": "minute A beam of yellow light flashes from you, then condenses at a chosen point within range as a glowing bead for the duration. When the spell ends, the bead explode"
      }
    ],
    "condition": [
      {
        "document": 3,
        "excerpt": "you don't take damage of that type, and Immunity to a condition means you aren't affected by it."
      },
      {
        "document": 5,
        "excerpt": "he creature to 1 Hit Point and give it the Unconscious condition. It then starts a Short Rest, at the end of which that condition ends on it. The condition ends early if"
      },
      {
        "document": 9,
        "excerpt": "ints and don't die instantly, you have the Unconscious condition (see “Rules Glossary”) until you regain any Hit Points, and you now face making Death Saving Throws (see"
      },
      {
        "document": 11,
        "excerpt": "it has 0 Hit Points, but it still has the Unconscious condition. If the creature takes damage, it stops being Stable and starts making Death Saving Throws again. A Stab"
      },
      {
        "document": 53,
        "excerpt": "og, or dense foliage - is opaque. You have the Blinded condition (see “Rules Glossary”) when trying to see something there."
      },
      {
        "document": 80,
        "excerpt": "On your turn, you can give yourself the Prone condition (see “Rules Glossary”) without using an action or any of your Speed, but you can’t do so if your Speed i"
      },
      {
        "document": 83,
        "excerpt": "pace of an ally, a creature that has the Incapacitated condition (see “Rules Glossary”), a Tiny creature, or a creature that is two sizes larger or smaller than you. An"
      },
      {
        "document": 89,
        "excerpt": "emy who can see you and doesn't have the Incapacitated condition (see “Rules Glossary”)."
      },
      {
        "document": 97,
        "excerpt": "erity saving throw or fall off, landing with the Prone condition (see “Rules Glossary”) in an unoccupied space within 5 feet of the mount. While mounted, you must make"
      },
      {
        "document": 142,
        "excerpt": "odifier). On a failed save, the bearer has the Charmed condition for 1d12 hours. While Charmed in this way, the bearer must try to follow the item's commands. If the bea"
      },
      {
        "document": 157,
        "excerpt": "er's Immunities, if any. If the monster has damage and condition Immunities, the damage types are listed before the conditions. See “Playing the Game” for details."
      },
      {
        "document": 178,
        "excerpt": "'t take a Legendary Action if it has the Incapacitated condition or is otherwise unable to take actions. The monster has a limited number of Legendary Action uses, and"
      },
      {
        "document": 319,
        "excerpt": "lf that has the Grappled, Incapacitated, or Restrained condition if you succeed on a DC 13 Dexterity (Sleight of Hand) check. While bound, a creature has Disadvantage o"
      },
      {
        "document": 322,
        "excerpt": "modifier and Proficiency Bonus) or have the Restrained condition until it escapes. The target succeeds automatically if it is Huge or larger. To escape, the target or a"
      },
      {
        "document": 338,
        "excerpt": "reature has the Grappled, Incapacitated, or Restrained condition. If the creature's legs are bound, the creature has the Restrained condition until it escapes. Escaping"
      },
      {
        "document": 404,
        "excerpt": "y Bonus). On a failed save, the creature has the Prone condition."
      },
      {
        "document": 448,
        "excerpt": "dvantage on saving throws to avoid or end the Poisoned condition for 1 hour."
      },
      {
        "document": 451,
        "excerpt": "ed on a DC 10 Dexterity saving throw or have the Prone condition. It takes 10 minutes to recover the Ball Bearings."
      },
      {
        "document": 468,
        "excerpt": "lf that has the Grappled, Incapacitated, or Restrained condition if you succeed on a DC 13 Strength (Athletics) check. If the creature's legs are bound, the creature has"
      },
      {
        "document": 500,
        "excerpt": "o action required) if you don’t have the Incapacitated condition."
      },
      {
        "document": 517,
        "excerpt": "tanding watch. During sleep, you have the Unconscious condition. After you finish a Long Rest, you must wait at least 16 hours before starting another one. Benefits of"
      },
      {
        "document": 554,
        "excerpt": "mmunities. This section lists the monster's damage and condition Immunities, if any. See also \"Immunity.\" Gear. If the monster has any equipment that can be given away"
      },
      {
        "document": 562,
        "excerpt": "e telepath or the other creature has the Incapacitated condition. Telepathic contact is also broken if the contacted creature is no longer within the telepathy's range o"
      },
      {
        "document": 567,
        "excerpt": "You see creatures and objects that have the Invisible condition. Visual Illusions. Visual illusions appear transparent to you, and you automatically succeed on saving"
      },
      {
        "document": 568,
        "excerpt": "aving throw (it chooses which), or it has the Grappled condition. The DC for the saving throw and any escape attempts equals 8 plus your Strength modifier and Proficienc"
      },
      {
        "document": 576,
        "excerpt": "isn't behind Total Cover even if you have the Blinded condition or are in Darkness. Moreover, in that range, you can see something that has the Invisible condition."
      },
      {
        "document": 577,
        "excerpt": "k [Action].\" A tag - Action, Area of Effect, Attitude, Condition, or Hazard - indicates that a rule is part of a family of rules. The tags also have glossary entries. \""
      },
      {
        "document": 582,
        "excerpt": "tinguish fire on yourself by giving yourself the Prone condition and rolling on the ground. The fire also goes out if it is doused, submerged, or suffocated."
      },
      {
        "document": 592,
        "excerpt": "Your Concentration ends if you have the Incapacitated condition or you die."
      },
      {
        "document": 593,
        "excerpt": "Condition"
      },
      {
        "document": 622,
        "excerpt": "You lose these benefits if you have the Incapacitated condition or if your Speed is 0."
      },
      {
        "document": 628,
        "excerpt": "mum of 20d6. When the creature lands, it has the Prone condition unless it avoids taking any damage from the fall. A creature that falls into water or another liquid ca"
      },
      {
        "document": 630,
        "excerpt": "lying, you fall if you have the Incapacitated or Prone condition or your Fly Speed is reduced to 0. You can stay aloft in those circumstances if you can hover. See also"
      },
      {
        "document": 633,
        "excerpt": "s. See also “Unarmed Strike” and “Grappled.” Grappled Condition. Successfully grappling a creature gives it the Grappled condition. One Grapple per Hand. A creature mu"
      },
      {
        "document": 636,
        "excerpt": "You have the Blinded condition while trying to see something in a Heavily Obscured space. See also “Blinded,” “Darkness,” and “Playing"
      },
      {
        "document": 640,
        "excerpt": "ee you. On a successful check, you have the Invisible condition while hidden. Make note of your check's total, which is the DC for a creature to find you with a Wisdom"
      },
      {
        "document": 647,
        "excerpt": "If you have Immunity to a damage type or a condition, it doesn't affect you in any way."
      },
      {
        "document": 654,
        "excerpt": "to 1 Hit Point. The creature then has the Unconscious condition and starts a Short Rest. The creature remains Unconscious until it regains any Hit Points or until some"
      },
      {
        "document": 657,
        "excerpt": "a DC 10 Dexterity (Acrobatics) check or have the Prone condition. This Long Jump rule assumes that the height of the jump doesn't matter, such as a jump across a stream"
      },
      {
        "document": 675,
        "excerpt": "llable Laughter. While the creature has the Exhaustion condition, the creature makes a DC 13 Constitution saving throw each time it takes damage other than Psychic damag"
      },
      {
        "document": 677,
        "excerpt": "a DC 15 Constitution saving throw or have the Blinded condition until the contagion ends. Fighting the Contagion. Magic such as a Heal or Lesser Restoration spell ends"
      },
      {
        "document": 685,
        "excerpt": "ed on a DC 10 Dexterity saving throw or have the Prone condition."
      },
      {
        "document": 689,
        "excerpt": "g that is supernaturally frightful, use the Frightened condition as the baseline effect. Fear effects typically require a Wisdom saving throw, with a save DC based on ho"
      },
      {
        "document": 692,
        "excerpt": "haracter has the Frightened, Incapacitated, or Stunned condition for 1d10 minutes. This condition might be accompanied by alarming behavior or hallucinations. These effe"
      },
      {
        "document": 695,
        "excerpt": "enomous creature that is dead or has the Incapacitated condition. The effort takes 1d6 minutes, after which the character makes a DC 20 Intelligence (Nature) check using"
      },
      {
        "document": 697,
        "excerpt": "ture takes 6 (1d12) Poison damage and has the Poisoned condition for 24 hours. On a successful save, the creature takes half as much damage only."
      },
      {
        "document": 699,
        "excerpt": "a DC 13 Constitution saving throw or have the Poisoned condition for 1 minute. The creature also has the Paralyzed condition while Poisoned in this way. The creature rep"
      },
      {
        "document": 700,
        "excerpt": "a DC 15 Constitution saving throw or have the Poisoned condition for 8 hours. The creature also has the Unconscious condition while Poisoned in this way. The creature wa"
      },
      {
        "document": 701,
        "excerpt": "a DC 15 Constitution saving throw or have the Poisoned condition for 1 hour. The creature also has the Blinded condition while Poisoned in this way."
      },
      {
        "document": 703,
        "excerpt": "stroke of midnight. Any effect that ends the Poisoned condition neutralizes this poison. If the poison hasn't been neutralized before midnight, the creature makes a DC"
      },
      {
        "document": 704,
        "excerpt": "a DC 13 Constitution saving throw or have the Poisoned condition for 24 hours. The creature also has the Unconscious condition while Poisoned in this way. It wakes up if"
      },
      {
        "document": 705,
        "excerpt": "ow or take 3 (1d6) Poison damage and have the Poisoned condition. The Poisoned creature repeats the save every 24 hours, taking 3 (1d6) Poison damage on a failed save. T"
      },
      {
        "document": 708,
        "excerpt": "a DC 13 Constitution saving throw or have the Poisoned condition for 1 hour. If the creature fails the save by 5 or more, the creature also has the Unconscious condition"
      },
      {
        "document": 709,
        "excerpt": "a DC 15 Constitution saving throw or have the Poisoned condition for 4d6 hours. The creature's Speed is halved while the creature is Poisoned in this way."
      },
      {
        "document": 710,
        "excerpt": "a DC 11 Constitution saving throw or have the Poisoned condition for 1 hour. The Poisoned creature can't knowingly communicate a lie."
      },
      {
        "document": 717,
        "excerpt": "a DC 10 Dexterity saving throw or have the Restrained condition until it escapes. The target succeeds automatically if it's Huge or larger. A creature can take an actio"
      },
      {
        "document": 721,
        "excerpt": "ure takes 5 (1d10) Poison damage and has the Poisoned condition for 1 hour. On a successful save, the creature takes half as much damage only. Avoid. The trap doesn't"
      },
      {
        "document": 722,
        "excerpt": "take 55 (10d10) Bludgeoning damage and have the Prone condition. The stone stops when it hits a wall or similar barrier. It can't go around corners, but creative dunge"
      },
      {
        "document": 745,
        "excerpt": "e. You lose this benefit if you have the Incapacitated condition or if your Speed is 0."
      },
      {
        "document": 756,
        "excerpt": "You have the Stunned condition until the end of your next turn, believing something awesome just happened."
      },
      {
        "document": 783,
        "excerpt": "chosen point of origin. Instead, you have the Stunned condition until the start of your next turn, believing something awesome just happened."
      },
      {
        "document": 789,
        "excerpt": "n of Invisibility might give the drinker the Invisible condition indefinitely. At your discretion, a Dispel Magic spell or similar magic might end this lasting effect."
      },
      {
        "document": 791,
        "excerpt": "8 to hit, reach 5 ft. Hit: The target has the Grappled condition (escape DC 15)."
      },
      {
        "document": 793,
        "excerpt": "throw or take 5d6 Poison damage and have the Poisoned condition for 1 hour. On an even roll, the eater gains 5d6 Temporary Hit Points for 1 hour."
      },
      {
        "document": 946,
        "excerpt": "Condition Table 1"
      },
      {
        "document": 962,
        "excerpt": "early if you don Heavy armor or have the Incapacitated condition. If your Rage is still active on your next turn, you can extend the Rage for another round by doing one"
      },
      {
        "document": 963,
        "excerpt": "ainst an effect that applies the Charmed or Frightened condition, you can take a Reaction to cause the save to be rerolled, and the new roll has Advantage."
      },
      {
        "document": 964,
        "excerpt": "if it takes any damage, if you have the Incapacitated condition, or if you die."
      },
      {
        "document": 965,
        "excerpt": "until you use Wild Shape again, have the Incapacitated condition, or die. You can also leave the form early as a Bonus Action. Number of Uses. You can use Wild Shape tw"
      },
      {
        "document": 967,
        "excerpt": "ng throw. On a failed save, the target has the Stunned condition until the start of your next turn. On a successful save, the target's Speed is halved until the start of"
      },
      {
        "document": 968,
        "excerpt": "from the pool of healing power to remove the Poisoned condition from the creature; those points don't also restore Hit Points to the creature."
      },
      {
        "document": 969,
        "excerpt": "As a Bonus Action, you can give yourself the Invisible condition until the end of your next turn. You can use this feature a number of times equal to your Wisdom modifi"
      },
      {
        "document": 970,
        "excerpt": "of the target, the ally doesn't have the Incapacitated condition, and you don't have Disadvantage on the attack roll. The extra damage increases as you gain Rogue level"
      },
      {
        "document": 972,
        "excerpt": "the spell slot, and you can give the target the Prone condition if it is Huge or smaller. Eldritch Spear Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals"
      },
      {
        "document": 975,
        "excerpt": "You are immune to the Poisoned condition, and you have Resistance to a damage type associated with your current land choice in the Circle Spells"
      },
      {
        "document": 979,
        "excerpt": "mage if it isn't a Fiend, and it has the Incapacitated condition until the end of your next turn, when it returns to the space it previously occupied or the nearest unoc"
      },
      {
        "document": 982,
        "excerpt": "You and your allies have Immunity to the Charmed condition while in your Aura of Protection. If a Charmed ally enters the aura, that condition has no effect on tha"
      },
      {
        "document": 983,
        "excerpt": "re Charmed or Frightened when you enter your Rage, the condition ends on you."
      },
      {
        "document": 984,
        "excerpt": "k (Cost: 1d6). If you have the Hide action's Invisible condition, this attack doesn't end that condition on you if you end the turn behind Three-Quarters Cover or Total"
      },
      {
        "document": 985,
        "excerpt": "succeed on a Dexterity saving throw or have the Prone condition."
      },
      {
        "document": 986,
        "excerpt": "e wings (no action required) or have the Incapacitated condition. During that time, you have a Fly Speed equal to your Speed. Your wings appear to be made of the same en"
      },
      {
        "document": 987,
        "excerpt": "on saving throws you make to avoid or end the Poisoned condition."
      },
      {
        "document": 988,
        "excerpt": "on saving throws you make to avoid or end the Charmed condition."
      },
      {
        "document": 990,
        "excerpt": "deal damage to it, you can give that target the Prone condition. Stone's Endurance (Stone Giant). When you take damage, you can take a Reaction to roll 1d12. Add your"
      },
      {
        "document": 991,
        "excerpt": "saving throws you make to avoid or end the Frightened condition."
      },
      {
        "document": 1000,
        "excerpt": "ake this swap if you or the ally has the Incapacitated condition."
      },
      {
        "document": 1007,
        "excerpt": "Light or Darkness, you can give yourself the Invisible condition as a Bonus Action. The condition ends on you immediately after you take an action, a Bonus Action, or a"
      },
      {
        "document": 1154,
        "excerpt": "t succeed on a Wisdom saving throw or have the Charmed condition for the duration. If you or one of your allies deals damage to the target, the spells ends. Using a Hi"
      },
      {
        "document": 1161,
        "excerpt": "that save: Antipathy. The creature has the Frightened condition. The Frightened creature must use its movement on its turns to get as far away as possible from the targ"
      },
      {
        "document": 1163,
        "excerpt": "Dexterity saving throw, or the target has the Grappled condition, with an escape DC equal to your spell save DC. While the hand grapples the target, you can take a Bonus"
      },
      {
        "document": 1167,
        "excerpt": "a state of suspended animation; it has the Unconscious condition, doesn't need food or air, and doesn't age. A target's astral form resembles its body in almost every w"
      },
      {
        "document": 1170,
        "excerpt": "ee in \"Monsters.\" The awakened target has the Charmed condition for 30 days or until you or your allies deal damage to it. When that condition ends, the awakened creatu"
      },
      {
        "document": 1172,
        "excerpt": "uration. While there, the target has the Incapacitated condition. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if th"
      },
      {
        "document": 1177,
        "excerpt": "akes 3d6 Bludgeoning damage, and it has the Restrained condition until the spell ends. A creature also makes that save if it enters the area or ends it turn there. A cre"
      },
      {
        "document": 1181,
        "excerpt": "tution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns, the target repeats the save, ending the"
      },
      {
        "document": 1188,
        "excerpt": "hting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. Whe"
      },
      {
        "document": 1189,
        "excerpt": "hting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. Whe"
      },
      {
        "document": 1196,
        "excerpt": "eed on a Constitution saving throw or have the Blinded condition until the end of your next turn."
      },
      {
        "document": 1197,
        "excerpt": "est available means. Grovel. The target has the Prone condition and then ends its turn. Halt. On its turn, the target doesn't move and takes no action or Bonus Action."
      },
      {
        "document": 1201,
        "excerpt": "t succeed on a Wisdom saving throw or have the Charmed condition until the spell ends. For the duration, you can take a Bonus Action to designate a direction that is ho"
      },
      {
        "document": 1206,
        "excerpt": "f the spirit's type, and the target has the Restrained condition until the spell ends. At the start of each of its turns, the Restrained target repeats the save. On a f"
      },
      {
        "document": 1207,
        "excerpt": "ng ability modifier, and the target has the Frightened condition until the start of your next turn, with both you and the spirit as the source of the fear. As a Bonus A"
      },
      {
        "document": 1210,
        "excerpt": "you take 6d6 Psychic damage and have the Incapacitated condition until you finish a Long Rest. A Greater Restoration spell cast on you ends this effect."
      },
      {
        "document": 1211,
        "excerpt": "row or take 11d8 Necrotic damage and have the Poisoned condition. Also, choose one ability when you cast the spell. While Poisoned, the target has Disadvantage on saving"
      },
      {
        "document": 1215,
        "excerpt": "When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change"
      },
      {
        "document": 1228,
        "excerpt": "hrough the door as it vanishes, landing with the Prone condition in the unoccupied spaces closest to the door's former space. Each time you cast this spell, you can cre"
      },
      {
        "document": 1236,
        "excerpt": "that is possessed by or has the Charmed or Frightened condition from one or more creatures of the types above. The target is no longer possessed, Charmed, or Frightened"
      },
      {
        "document": 1241,
        "excerpt": "es. | | 41–50 | The target has the Deafened condition for 1 minute. |"
      },
      {
        "document": 1242,
        "excerpt": "t succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever t"
      },
      {
        "document": 1243,
        "excerpt": "t succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever t"
      },
      {
        "document": 1244,
        "excerpt": "t succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever t"
      },
      {
        "document": 1248,
        "excerpt": "ving throw. On a failed save, a creature has the Prone condition, and its Concentration is broken. You can also cause the effects below. Fissures. A total of 1d6 fissu"
      },
      {
        "document": 1253,
        "excerpt": "save. On a failed save, the target has the Restrained condition until the spell ends. On a successful save, the vines shrivel away, and the spell ends. While Restraine"
      },
      {
        "document": 1254,
        "excerpt": "eed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to make a Strength (Athletics) check agai"
      },
      {
        "document": 1258,
        "excerpt": "of the spell. Asleep. The target has the Unconscious condition. It wakes up if it takes any damage or if another creature takes an action to shake it awake. Panicked."
      },
      {
        "document": 1260,
        "excerpt": "a 10-foot radius and can't benefit from the Invisible condition. Attack rolls against an affected creature or object have Advantage if the attacker can see it."
      },
      {
        "document": 1263,
        "excerpt": "or drop whatever it is holding and have the Frightened condition for the duration. A Frightened creature takes the Dash action and moves away from you by the safest rou"
      },
      {
        "document": 1266,
        "excerpt": "ules on mounted combat). If you have the Incapacitated condition, the steed takes its turn immediately after yours and acts independently, focusing on protecting you. D"
      },
      {
        "document": 1277,
        "excerpt": "saving throw. On a failed save, it has the Restrained condition for the duration. On a successful save, its Speed is 0 until the start of your next turn. Constructs aut"
      },
      {
        "document": 1284,
        "excerpt": ", such as manacles or a creature imposing the Grappled condition on it. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot leve"
      },
      {
        "document": 1285,
        "excerpt": "n water are trapped in the ice and have the Restrained condition. A trapped creature can take an action to make a Strength (Athletics) check against your spell save DC t"
      },
      {
        "document": 1286,
        "excerpt": "ing, and Slashing damage; it has Immunity to the Prone condition; and it has Advantage on Strength, Dexterity, and Constitution saving throws. The target can pass throug"
      },
      {
        "document": 1288,
        "excerpt": "t succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target automatically succeeds if it can't understand your command. While Charmed,"
      },
      {
        "document": 1290,
        "excerpt": "e within 10 feet. Failure: The target has the Poisoned condition until the start of the insect's next turn."
      },
      {
        "document": 1295,
        "excerpt": "succeed on a Dexterity saving throw or have the Prone condition. A creature that enters the area or ends its turn there must also succeed on that save or fall Prone."
      },
      {
        "document": 1296,
        "excerpt": "up to 1 minute A creature you touch has the Invisible condition until the spell ends."
      },
      {
        "document": 1297,
        "excerpt": "m it: - 1 Exhaustion level - The Charmed or Petrified condition - A curse, including the target's Attunement to a cursed magic item - Any reduction to one of the target"
      },
      {
        "document": 1303,
        "excerpt": "is possessed by or that has the Charmed or Frightened condition from such creatures isn't possessed, Charmed, or Frightened by them while in the area. Extra Effect. Yo"
      },
      {
        "document": 1312,
        "excerpt": "e spell ends, the creature is immune to the Frightened condition and gains Temporary Hit Points equal to your spellcasting ability modifier at the start of each of its t"
      },
      {
        "document": 1314,
        "excerpt": "f it's capable of laughter, and it can't end the Prone condition on itself. At the end of each of its turns and each time it takes damage, it makes another Wisdom savin"
      },
      {
        "document": 1315,
        "excerpt": "succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itse"
      },
      {
        "document": 1316,
        "excerpt": "succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itse"
      },
      {
        "document": 1317,
        "excerpt": "eed on a Constitution saving throw or have the Blinded condition until the end of its next turn."
      },
      {
        "document": 1319,
        "excerpt": "t succeed on a Wisdom saving throw or have the Charmed condition for the duration. While Charmed, the creature has the Incapacitated condition and a Speed of 0. The spe"
      },
      {
        "document": 1324,
        "excerpt": "old the target in place. The target has the Restrained condition and can't be moved by any means. Hedged Prison. The target is trapped in a demi-plane that is warded ag"
      },
      {
        "document": 1329,
        "excerpt": ", up to 1 hour A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals dama"
      },
      {
        "document": 1330,
        "excerpt": "n place. On a failed save, the target has the Charmed condition for the duration. While Charmed, the target dances comically, must use all its movement to dance in plac"
      },
      {
        "document": 1334,
        "excerpt": "ation: Instantaneous You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned."
      },
      {
        "document": 1344,
        "excerpt": "an't be possessed by or gain the Charmed or Frightened condition from the creature. Each time you cast this spell, you can cause its magic to operate in the reverse dir"
      },
      {
        "document": 1347,
        "excerpt": "ct in range - a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then"
      },
      {
        "document": 1354,
        "excerpt": "t succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. Each Charmed target pursues the"
      },
      {
        "document": 1356,
        "excerpt": "closest to where you first entered and have the Prone condition."
      },
      {
        "document": 1360,
        "excerpt": "u touch has Immunity to Psychic damage and the Charmed condition. The target is also unaffected by anything that would sense its emotions or alignment, read its thoughts"
      },
      {
        "document": 1361,
        "excerpt": "'t become hidden from you, and if it has the Invisible condition, it gains no benefit from that condition against you. Using a Higher-Level Spell Slot. The damage incre"
      },
      {
        "document": 1364,
        "excerpt": "ture is unaffected by this spell if it has the Blinded condition, Blindsight, or Truesight."
      },
      {
        "document": 1365,
        "excerpt": "n: Concentration, up to 1 hour You gain the Invisible condition at the same time that an illusory double of you appears where you are standing. The double lasts for the"
      },
      {
        "document": 1367,
        "excerpt": "the save. On a failed save, the target has the Charmed condition for the duration. While Charmed in this way, the target also has the Incapacitated condition and is unaw"
      },
      {
        "document": 1382,
        "excerpt": "e Charmed, Frightened, Paralyzed, Poisoned, or Stunned condition, the condition ends. If the creature has the Prone condition, it can use its Reaction to stand up."
      },
      {
        "document": 1384,
        "excerpt": "target has 150 Hit Points or fewer, it has the Stunned condition. Otherwise, its Speed is 0 until the start of your next turn. The Stunned target makes a Constitution s"
      },
      {
        "document": 1387,
        "excerpt": "6 Indigo. Failed Save: The target has the Restrained condition and makes a Constitution saving throw at the end of each of its turns. If it successfully saves three ti"
      },
      {
        "document": 1388,
        "excerpt": "eed on a Constitution saving throw or have the Blinded condition for 1 minute. The wall consists of seven layers, each with a different color. When a creature reaches i"
      },
      {
        "document": 1395,
        "excerpt": "ion: 1 hour You touch a creature and end the Poisoned condition on it. For the duration, the target has Advantage on saving throws to avoid or end the Poisoned conditio"
      },
      {
        "document": 1400,
        "excerpt": "he target takes 2d8 Poison damage and has the Poisoned condition until the end of your next turn. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each"
      },
      {
        "document": 1416,
        "excerpt": "you see creatures and objects that have the Invisible condition as if they were visible, and you can see into the Ethereal Plane. Creatures and objects there appear gho"
      },
      {
        "document": 1419,
        "excerpt": "eature. For the duration, the target has the Invisible condition and can't be targeted by Divination spells, detected by magic, or viewed remotely with magic. If the ta"
      },
      {
        "document": 1425,
        "excerpt": "ave Advantage, and it can't benefit from the Invisible condition. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2."
      },
      {
        "document": 1427,
        "excerpt": "ity to Thunder damage, and creatures have the Deafened condition while entirely inside it. Casting a spell that includes a Verbal component is impossible there."
      },
      {
        "document": 1430,
        "excerpt": "eed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn, at which point it must repeat the save. If the target fails the second s"
      },
      {
        "document": 1431,
        "excerpt": "succeed on a Dexterity saving throw or have the Prone condition and lose Concentration."
      },
      {
        "document": 1442,
        "excerpt": "a 10-foot radius and can't benefit from the Invisible condition. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8)."
      },
      {
        "document": 1443,
        "excerpt": "ed on a Constitution saving throw or have the Poisoned condition until the end of the current turn. While Poisoned in this way, the creature can't take an action or a Bo"
      },
      {
        "document": 1446,
        "excerpt": "throw or take 2d6 Thunder damage and have the Deafened condition for the duration. At the start of each of your later turns, the storm produces different effects, as de"
      },
      {
        "document": 1447,
        "excerpt": "t succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. The Charmed target pursues the s"
      },
      {
        "document": 1449,
        "excerpt": "creature takes 6d8 Radiant damage and has the Blinded condition until the start of your next turn. On a successful save, it takes half as much damage only. Until the s"
      },
      {
        "document": 1450,
        "excerpt": "creature takes 12d6 Radiant damage and has the Blinded condition for 1 minute. On a successful save, it takes half as much damage only. A creature Blinded by this spell"
      },
      {
        "document": 1451,
        "excerpt": "ucceed on a Wisdom saving throw or have the Frightened condition for 1 minute. While Frightened, the target must move at least 30 feet away from the glyph on each of its"
      },
      {
        "document": 1452,
        "excerpt": "end of your next turn, the creature has the Restrained condition, and if you lift it into the air, it is suspended there. It falls at the end of your next turn unless yo"
      },
      {
        "document": 1480,
        "excerpt": "eed on a Dexterity saving throw or have the Restrained condition while in the webs or until it breaks free. A creature Restrained by the webs can take an action to make"
      },
      {
        "document": 1481,
        "excerpt": "rget takes 10d10 Psychic damage and has the Frightened condition for the duration. On a successful save, a target takes half as much damage only. A Frightened target ma"
      },
      {
        "document": 1482,
        "excerpt": "f 300 feet and can hover; it has Immunity to the Prone condition; and it has Resistance to Bludgeoning, Piercing, and Slashing damage. The only actions a target can take"
      },
      {
        "document": 1487,
        "excerpt": "While you have the Blinded condition, you experience the following effects. Can't See. You can't see and automatically fail any ability chec"
      },
      {
        "document": 1488,
        "excerpt": "While you have the Charmed condition, you experience the following effects. Can't Harm the Charmer. You can't attack the charmer or target t"
      },
      {
        "document": 1489,
        "excerpt": "While you have the Deafened condition, you experience the following effect. Can't Hear. You can't hear and automatically fail any ability che"
      },
      {
        "document": 1490,
        "excerpt": "While you have the Exhaustion condition, you experience the following effects. Exhaustion Levels. This condition is cumulative. Each time you r"
      },
      {
        "document": 1491,
        "excerpt": "While you have the Frightened condition, you experience the following effects. Ability Checks and Attacks Affected. You have Disadvantage on ab"
      },
      {
        "document": 1492,
        "excerpt": "While you have the Grappled condition, you experience the following effects. Speed 0. Your Speed is 0 and can't increase. Attacks Affected."
      },
      {
        "document": 1493,
        "excerpt": "While you have the Incapacitated condition, you experience the following effects. Inactive. You can't take any action, Bonus Action, or Reaction."
      },
      {
        "document": 1494,
        "excerpt": "While you have the Invisible condition, you experience the following effects. Surprise. If you're Invisible when you roll Initiative, you have"
      },
      {
        "document": 1495,
        "excerpt": "While you have the Paralyzed condition, you experience the following effects. Incapacitated. You have the Incapacitated condition. Speed 0. Y"
      },
      {
        "document": 1496,
        "excerpt": "While you have the Petrified condition, you experience the following effects. Turned to Inanimate Substance. You are transformed, along with a"
      },
      {
        "document": 1497,
        "excerpt": "While you have the Poisoned condition, you experience the following effect. Ability Checks and Attacks Affected. You have Disadvantage on att"
      },
      {
        "document": 1498,
        "excerpt": "While you have the Prone condition, you experience the following effects. Restricted Movement. Your only movement options are to crawl or"
      },
      {
        "document": 1499,
        "excerpt": "While you have the Restrained condition, you experience the following effects. Speed 0. Your Speed is 0 and can't increase. Attacks Affected."
      },
      {
        "document": 1500,
        "excerpt": "While you have the Stunned condition, you experience the following effects. Incapacitated. You have the Incapacitated condition. Saving Thr"
      },
      {
        "document": 1501,
        "excerpt": "While you have the Unconscious condition, you experience the following effects. Inert. You have the Incapacitated and Prone conditions, and you"
      },
      {
        "document": 1508,
        "excerpt": "his effect, or until you die or have the Incapacitated condition, at which point the Shield falls to the ground or into your hand if you have one free."
      },
      {
        "document": 1521,
        "excerpt": "on saving throws you make to avoid or end the Poisoned condition."
      },
      {
        "document": 1544,
        "excerpt": "ead and expend 1 charge to give yourself the Invisible condition for 1 hour. The effect ends early if you pull the hood down (no action required) or cease wearing the cl"
      },
      {
        "document": 1554,
        "excerpt": "throw or take 2d10 Poison damage and have the Poisoned condition for 1 minute. The weapon can't be used this way again until the next dawn."
      },
      {
        "document": 1556,
        "excerpt": "hrow or take 1d4 Bludgeoning damage and have the Prone condition. Instead of a creature, you can target one object in the Line that isn't being worn or carried and that"
      },
      {
        "document": 1560,
        "excerpt": "hese shackles on a creature that has the Incapacitated condition. The shackles adjust to fit a creature of Small to Large size. The shackles prevent a creature bound by"
      },
      {
        "document": 1561,
        "excerpt": "d to it. On a failed save, the orb imposes the Charmed condition on you for as long as you remain attuned to it. While you are Charmed by the orb, you can't voluntarily"
      },
      {
        "document": 1564,
        "excerpt": "foot Emanation originating from you have the Invisible condition for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic take"
      },
      {
        "document": 1566,
        "excerpt": "gins sneezing uncontrollably; it has the Incapacitated condition and is suffocating. The creature repeats the save at the end of each of its turns, ending the effect on"
      },
      {
        "document": 1574,
        "excerpt": "n a DC 15 Strength saving throw or have the Restrained condition for 1 minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) chec"
      },
      {
        "document": 1579,
        "excerpt": "dismiss it, or when you die or have the Incapacitated condition. Feather Tokens"
      },
      {
        "document": 1585,
        "excerpt": "a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. The creature repeats the save at the end of each of its turns, ending the effect on itself"
      },
      {
        "document": 1587,
        "excerpt": "eed on a DC 15 Strength saving throw or have the Prone condition."
      },
      {
        "document": 1593,
        "excerpt": "a DC 17 Constitution saving throw or have the Stunned condition until the end of your next turn. Immediately after hitting or missing, the weapon flies back to your han"
      },
      {
        "document": 1603,
        "excerpt": "creature takes 5d8 Thunder damage and has the Deafened condition for 1 minute. On a successful save, a creature takes half as much damage only. Glass or crystal objects"
      },
      {
        "document": 1610,
        "excerpt": "iciency Bonus. On a hit, the target has the Restrained condition until you take a Bonus Action to issue a command that releases it. Doing so or missing with the attack c"
      },
      {
        "document": 1614,
        "excerpt": "ne failed D20 Test if you don't have the Incapacitated condition. You must use the second roll. Once used, this property can't be used again until the next dawn. Wish."
      },
      {
        "document": 1615,
        "excerpt": "On a successful save, the creature has the Frightened condition until the end of your next turn. Light. While you hold this weapon, it sheds Bright Light in a 20-foot"
      },
      {
        "document": 1617,
        "excerpt": "on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute. While Frightened in this way, a creature must spend its turns trying to move as far away"
      },
      {
        "document": 1628,
        "excerpt": "age on saving throws made to avoid or end the Poisoned condition."
      },
      {
        "document": 1637,
        "excerpt": "dvantage on saving throws to avoid or end the Poisoned condition while you wear this pendant."
      },
      {
        "document": 1638,
        "excerpt": ". While you wear it, you have Immunity to the Poisoned condition and Poison damage."
      },
      {
        "document": 1640,
        "excerpt": "you are charmed by that creature and have the Charmed condition for 1 hour. This rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart."
      },
      {
        "document": 1641,
        "excerpt": "on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute. A creature that fails the save repeats it at the end of each of its turns, ending the eff"
      },
      {
        "document": 1654,
        "excerpt": "uid. When you drink the potion, you have the Invisible condition for 1 hour. The effect ends early if you make an attack roll, deal damage, or cast a spell."
      },
      {
        "document": 1658,
        "excerpt": "a DC 13 Constitution saving throw or have the Poisoned condition for 1 hour."
      },
      {
        "document": 1661,
        "excerpt": "s any Exhaustion levels you have and ends the Poisoned condition on you. For the next 24 hours, you regain the maximum number of Hit Points for any Hit Point Die you spe"
      },
      {
        "document": 1667,
        "excerpt": "throw. On a failed save, the Elemental has the Charmed condition until the start your next turn, and you determine what it does with its move and action on its next turn"
      },
      {
        "document": 1670,
        "excerpt": "eeds nor cause you to have the Paralyzed or Restrained condition."
      },
      {
        "document": 1671,
        "excerpt": "can take a Magic action to give yourself the Invisible condition. You remain Invisible until the ring is removed or until you take a Bonus Action to become visible again"
      },
      {
        "document": 1687,
        "excerpt": "l cast within 5 feet of the robe gives you the Blinded condition for 1 minute. At the end of each of your turns, you make a Constitution saving throw (DC 11 for Light or"
      },
      {
        "document": 1688,
        "excerpt": "eed on a DC 15 Wisdom saving throw or have the Stunned condition until the effect ends."
      },
      {
        "document": 1694,
        "excerpt": "throw. On a failed save, the target has the Paralyzed condition for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on a succes"
      },
      {
        "document": 1696,
        "excerpt": "eed on a DC 15 Wisdom saving throw or have the Charmed condition for 8 hours. While Charmed in this way, the creature regards you as its trusted leader. If harmed by you"
      },
      {
        "document": 1699,
        "excerpt": "a DC 15 Dexterity saving throw or have the Restrained condition. You can release the target by letting go of your end of the rope (causing the rope to coil up in the ta"
      },
      {
        "document": 1706,
        "excerpt": "aller, you can also knock it down, giving it the Prone condition. Protective Field. As a Reaction, when you or an ally you can see within 5 feet of you is targeted by a"
      },
      {
        "document": 1720,
        "excerpt": "in 60 feet of you and you don't have the Incapacitated condition. You decide what action the snake takes and where it moves during its turn, or you can issue it a genera"
      },
      {
        "document": 1722,
        "excerpt": "a DC 17 Constitution saving throw or have the Stunned condition until the end of your next turn. Thunder and Lightning. Immediately after you hit with a melee attack u"
      },
      {
        "document": 1733,
        "excerpt": "eed on a DC 15 Strength saving throw or have the Prone condition. Nonmagical objects in the Cone that aren't being worn or carried take 3d8 Thunder damage. Earthquake."
      },
      {
        "document": 1748,
        "excerpt": "DC 15 Constitution saving throw or have the Paralyzed condition for 1 minute. At the end of each of the target's turns, it repeats the save, ending the effect on itself"
      },
      {
        "document": 1760,
        "excerpt": "et is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of four tentacles. Consume Memories. Intelligence Saving Throw: DC 16, one crea"
      },
      {
        "document": 1763,
        "excerpt": "0-foot Cone. Failure: The target has the Incapacitated condition until the end of its next turn, at which point it repeats the save. Second Failure: The target has the U"
      },
      {
        "document": 1764,
        "excerpt": "0 feet straight away from the dragon and has the Prone condition. Spellcasting. The dragon casts one of the following spells, requiring no Material components and using"
      },
      {
        "document": 1766,
        "excerpt": "d6) Force damage, and the target has the Incapacitated condition and is transported to a harmless demiplane until the start of the dragon's next turn, at which point it"
      },
      {
        "document": 1769,
        "excerpt": "Cone. First Failure: The target has the Incapacitated condition until the end of its next turn, when it repeats the save. Second Failure: The target has the Paralyzed c"
      },
      {
        "document": 1771,
        "excerpt": "eet straight away from the elemental and has the Prone condition. Success: Half damage only."
      },
      {
        "document": 1772,
        "excerpt": "t immediately before the hit, the target has the Prone condition, and the allosaurus can make one Bite attack against it."
      },
      {
        "document": 1775,
        "excerpt": "0-foot Cone. Failure: The target has the Incapacitated condition until the end of its next turn, at which point it repeats the save. Second Failure: The target has the U"
      },
      {
        "document": 1776,
        "excerpt": "0 feet straight away from the dragon and has the Prone condition. Spellcasting. The dragon casts one of the following spells, requiring no Material components and using"
      },
      {
        "document": 1778,
        "excerpt": "d6) Force damage, and the target has the Incapacitated condition and is transported to a harmless demiplane until the start of the dragon's next turn, at which point it"
      },
      {
        "document": 1781,
        "excerpt": "Cone. First Failure: The target has the Incapacitated condition until the end of its next turn, when it repeats the save. Second Failure: The target has the Paralyzed c"
      },
      {
        "document": 1785,
        "excerpt": "or smaller creature, the rug can give it the Grappled condition (escape DC 13) instead of dealing damage. Until the grapple ends, the target has the Blinded and Restrai"
      },
      {
        "document": 1786,
        "excerpt": "et is a Large or smaller creature, it has the Grappled condition (escape DC 13). Acid Spray (Recharge 6). Dexterity Saving Throw: DC 12, each creature in a 30-foot-long"
      },
      {
        "document": 1787,
        "excerpt": "target is a Huge or smaller creature, it has the Prone condition."
      },
      {
        "document": 1791,
        "excerpt": "s. It can't use this trait if it has the Incapacitated condition."
      },
      {
        "document": 1796,
        "excerpt": "d10) Fire damage unless the azer has the Incapacitated condition. Illumination. The azer sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet."
      },
      {
        "document": 1797,
        "excerpt": "e creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 1799,
        "excerpt": "t straight toward itself, and the target has the Prone condition. Lightning Blade. Melee Attack Roll: +14, reach 10 ft. Hit: 21 (3d8 + 8) Force damage plus 22 (4d10) Li"
      },
      {
        "document": 1802,
        "excerpt": "et is a Large or smaller creature, it has the Grappled condition (escape DC 13) from both claws. Tail. Melee Attack Roll: +6, reach 10 ft. Hit: 14 (2d10 + 3) Slashing d"
      },
      {
        "document": 1803,
        "excerpt": "his save. First Failure: The target has the Restrained condition and repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself"
      },
      {
        "document": 1805,
        "excerpt": "+ 3) Piercing damage, and the target has the Poisoned condition until the start of the devil's next turn. Until this poison ends, the target can't regain Hit Points. I"
      },
      {
        "document": 1806,
        "excerpt": "8 + 6) Bludgeoning damage. The target has the Grappled condition (escape DC 16), and it has the Restrained condition until the grapple ends. Lightning Breath (Recharge"
      },
      {
        "document": 1812,
        "excerpt": "e creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 1814,
        "excerpt": "kes an extra 3 (1d6) Piercing damage and has the Prone condition."
      },
      {
        "document": 1815,
        "excerpt": "(4d8) Poison damage, and the target has the Poisoned condition until the start of the devil's next turn. While Poisoned, the target can't regain Hit Points."
      },
      {
        "document": 1816,
        "excerpt": "5-foot Cone. Failure: The target has the Incapacitated condition until the end of its next turn, at which point it repeats the save. Second Failure: The target has the U"
      },
      {
        "document": 1817,
        "excerpt": "0 feet straight away from the dragon and has the Prone condition."
      },
      {
        "document": 1818,
        "excerpt": "arget is a Large or smaller creature, it has the Prone condition."
      },
      {
        "document": 1819,
        "excerpt": "e within 10 feet. Failure: The target has the Grappled condition (escape DC 13)."
      },
      {
        "document": 1820,
        "excerpt": "t is a Medium or smaller creature, it has the Grappled condition (escape DC 12). Light Hammer. Melee or Ranged Attack Roll: +4 (with Advantage if the target is Grappled"
      },
      {
        "document": 1821,
        "excerpt": "3d12) Bludgeoning damage, and the target has the Prone condition. Success: Half damage, and the target is pushed 5 feet straight away from the bulette."
      },
      {
        "document": 1824,
        "excerpt": "+ 4) Bludgeoning damage, and the target has the Prone condition."
      },
      {
        "document": 1825,
        "excerpt": "et is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two chains, and it has the Restrained condition until the grapple ends. Conj"
      },
      {
        "document": 1826,
        "excerpt": "rget is a Medium or smaller creature, it has the Prone condition. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 15, each creature in a 15-foot Cone. Failure: 3"
      },
      {
        "document": 1827,
        "excerpt": "et is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two pincers. Paralyzing Tentacles. Constitution Saving Throw: DC 13, one cre"
      },
      {
        "document": 1829,
        "excerpt": "le the cloaker is attached, the target has the Blinded condition, and the cloaker can't make Attach attacks against other targets. In addition, the cloaker halves the da"
      },
      {
        "document": 1830,
        "excerpt": ") Thunder damage, and the target has the Incapacitated condition until the end of its next turn. Spellcasting. The giant casts one of the following spells, requiring no"
      },
      {
        "document": 1831,
        "excerpt": "w: DC 11. First Failure: The target has the Restrained condition. The target repeats the save at the end of its next turn if it is still Restrained, ending the effect on"
      },
      {
        "document": 1833,
        "excerpt": "4) Bludgeoning damage, and the target has the Grappled condition (escape DC 12)."
      },
      {
        "document": 1835,
        "excerpt": "+ 5) Piercing damage, and the target has the Poisoned condition until the end of the couatl's next turn. Constrict. Strength Saving Throw: DC 15, one Medium or smaller"
      },
      {
        "document": 1837,
        "excerpt": "t is a Medium or smaller creature, it has the Grappled condition (escape DC 12). While Grappled, the target has the Restrained condition."
      },
      {
        "document": 1840,
        "excerpt": "tack roll, it covers the target, which has the Blinded condition and is suffocating while the darkmantle is attached in this way. While attached to a target, the darkma"
      },
      {
        "document": 1841,
        "excerpt": "row: DC 12. First Failure: The target has the Poisoned condition. While Poisoned, the target's Hit Point maximum doesn't return to normal when finishing a Long Rest, and"
      },
      {
        "document": 1844,
        "excerpt": "e creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 1845,
        "excerpt": "arget is a Large or smaller creature, it has the Prone condition. Create Whirlwind. The djinni conjures a whirlwind at a point it can see within 120 feet. The whirlwind"
      },
      {
        "document": 1846,
        "excerpt": "e doppelganger. Failure: The target has the Frightened condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1"
      },
      {
        "document": 1848,
        "excerpt": "target is a Huge or smaller creature, it has the Prone condition. Steam Breath (Recharge 5–6). Constitution Saving Throw: DC 19, each creature in a 60-foot Cone. Failur"
      },
      {
        "document": 1849,
        "excerpt": "from the dretch. Failure: The target has the Poisoned condition until the end of its next turn. While Poisoned, the creature can take either an action or a Bonus Action"
      },
      {
        "document": 1853,
        "excerpt": "in a 15-foot Cone. Failure: The target has the Blinded condition until the end of the mephit's next turn. Sleep (1/Day). The mephit casts the Sleep spell, requiring no"
      },
      {
        "document": 1855,
        "excerpt": "arget is a Large or smaller creature, it has the Prone condition."
      },
      {
        "document": 1857,
        "excerpt": "t immediately before the hit, the target has the Prone condition."
      },
      {
        "document": 1858,
        "excerpt": "an extra 3 (1d6) Bludgeoning damage and has the Prone condition."
      },
      {
        "document": 1859,
        "excerpt": "(4d6) Force damage, and the target has the Restrained condition until the rope is destroyed, the erinyes uses a Bonus Action to release the target, or the erinyes uses"
      },
      {
        "document": 1860,
        "excerpt": "2 (1d4) Poison damage, and the target has the Poisoned condition until the start of the ettercap's next turn. Claw. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2)"
      },
      {
        "document": 1861,
        "excerpt": "arget is a Large or smaller creature, it has the Prone condition. Morningstar. Melee Attack Roll: +7, reach 5 ft. Hit: 14 (2d8 + 5) Piercing damage, and the target has"
      },
      {
        "document": 1869,
        "excerpt": "ast spells with a Verbal component, has the Restrained condition, and takes 10 (3d6) Acid damage at the start of each of the cube's turns. When the cube moves, the engul"
      },
      {
        "document": 1870,
        "excerpt": "g from the ghast. Failure: The target has the Poisoned condition until the start of its next turn. Success: The target is immune to this ghast's Stench for 24 hours."
      },
      {
        "document": 1871,
        "excerpt": "+ 3) Psychic damage, and the target has the Frightened condition until the start of the ghost's next turn. Success: The target is immune to this ghost's Horrific Visage"
      },
      {
        "document": 1872,
        "excerpt": "ng Throw: DC 10. Failure: The target has the Paralyzed condition until the end of its next turn."
      },
      {
        "document": 1873,
        "excerpt": "arget is a Large or smaller creature, it has the Prone condition. Success: Half damage only."
      },
      {
        "document": 1876,
        "excerpt": "kes an extra 7 (2d6) Piercing damage and has the Prone condition."
      },
      {
        "document": 1877,
        "excerpt": "+ 2) Piercing damage, and the target has the Poisoned condition until the start of the centipede's next turn."
      },
      {
        "document": 1878,
        "excerpt": "4) Bludgeoning damage, and the target has the Grappled condition (escape DC 14)."
      },
      {
        "document": 1879,
        "excerpt": "t is a Medium or smaller creature, it has the Grappled condition (escape DC 11) from one of two claws."
      },
      {
        "document": 1880,
        "excerpt": "et is a Large or smaller creature, it has the Grappled condition (escape DC 15). While Grappled, the target has the Restrained condition and can't be targeted by the cro"
      },
      {
        "document": 1882,
        "excerpt": "an extra 5 (2d4) Bludgeoning damage and has the Prone condition."
      },
      {
        "document": 1884,
        "excerpt": "on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute, until you are no longer riding the goat, or until the goat reverts to figurine form. The F"
      },
      {
        "document": 1885,
        "excerpt": "t is a Medium or smaller creature, it has the Grappled condition (escape DC 11). Swallow. The frog swallows a Small or smaller target it is grappling. While swallowed,"
      },
      {
        "document": 1886,
        "excerpt": "an extra 5 (2d4) Bludgeoning damage and has the Prone condition."
      },
      {
        "document": 1889,
        "excerpt": "t is a Medium or smaller creature, it has the Grappled condition (escape DC 13) from all eight tentacles. While Grappled, the target has the Restrained condition."
      },
      {
        "document": 1891,
        "excerpt": "e creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 1892,
        "excerpt": "et is a Large or smaller creature, it has the Grappled condition (escape DC 13) from one of two claws. Sting. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Pierci"
      },
      {
        "document": 1895,
        "excerpt": "within 60 feet. Failure: The target has the Restrained condition until the web is destroyed (AC 10; HP 5; Vulnerability to Fire damage; Immunity to Poison and Psychic da"
      },
      {
        "document": 1896,
        "excerpt": "t is a Medium or smaller creature, it has the Grappled condition (escape DC 12). Swallow. The toad swallows a Medium or smaller target it is grappling. While swallowed,"
      },
      {
        "document": 1898,
        "excerpt": "e creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 1902,
        "excerpt": "s incoherently while it doesn't have the Incapacitated condition. Wisdom Saving Throw: DC 10, any creature that starts its turn within 20 feet of the mouther while it is"
      },
      {
        "document": 1903,
        "excerpt": "t is a Medium or smaller creature, it has the Grappled condition (escape DC 15) from one of two pincers. Pummel. Dexterity Saving Throw: DC 17, one creature Grappled by"
      },
      {
        "document": 1904,
        "excerpt": "rget is a Medium or smaller creature, it has the Prone condition."
      },
      {
        "document": 1911,
        "excerpt": "t immediately before the hit, the target has the Prone condition. Petrifying Breath (Recharge 5–6). Constitution Saving Throw: DC 15, each creature in a 30-foot Cone. F"
      },
      {
        "document": 1915,
        "excerpt": "t is a Medium or smaller creature, it has the Grappled condition (escape DC 12) from all four tentacles."
      },
      {
        "document": 1916,
        "excerpt": "t is a Medium or smaller creature, it has the Grappled condition (escape DC 14) from both of the griffon's front claws."
      },
      {
        "document": 1920,
        "excerpt": "31 (7d8) Poison damage, and the target has the Blinded condition until the start of the naga's next turn. Success: Half damage only. Spellcasting. The naga casts one of"
      },
      {
        "document": 1922,
        "excerpt": "n the song starts. Failure: The target has the Charmed condition until the song ends and repeats the save at the end of each of its turns. While Charmed, the target has"
      },
      {
        "document": 1924,
        "excerpt": "e creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 1925,
        "excerpt": "from the hezrou. Failure: The target has the Poisoned condition until the start of its next turn."
      },
      {
        "document": 1926,
        "excerpt": "arget is a Large or smaller creature, it has the Prone condition. Trash Lob. Ranged Attack Roll: +8, range 60/240 ft. Hit: 16 (2d10 + 5) Bludgeoning damage, and the tar"
      },
      {
        "document": 1929,
        "excerpt": "provided the hobgoblin doesn't have the Incapacitated condition."
      },
      {
        "document": 1930,
        "excerpt": "e creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 1931,
        "excerpt": "ing Throw: DC 12. Failure: The target has the Poisoned condition until the end of the homunculus's next turn. Failure by 5 or More: The target has the Poisoned condition"
      },
      {
        "document": 1935,
        "excerpt": "e creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 1939,
        "excerpt": "get has 20 Hit Points or fewer, it has the Unconscious condition for 1 hour, until it takes damage, or until a creature within 5 feet of it takes an action to wake it. O"
      },
      {
        "document": 1940,
        "excerpt": "to do so. Invisibility. The stalker has the Invisible condition."
      },
      {
        "document": 1945,
        "excerpt": "e creature and the ally doesn't have the Incapacitated condition. Sunlight Sensitivity. While in sunlight, the kobold has Disadvantage on ability checks and attack roll"
      },
      {
        "document": 1946,
        "excerpt": "+ 10) Bludgeoning damage. The target has the Grappled condition (escape DC 20) from one of ten tentacles, and it has the Restrained condition until the grapple ends. F"
      },
      {
        "document": 1949,
        "excerpt": "3d6 + 5) Cold damage, and the target has the Paralyzed condition until the start of the lich's next turn. Spellcasting. The lich casts one of the following spells, usin"
      },
      {
        "document": 1950,
        "excerpt": "e creature and the ally doesn't have the Incapacitated condition. Running Leap. With a 10-foot running start, the lion can Long Jump up to 25 feet."
      },
      {
        "document": 1955,
        "excerpt": "t immediately before the hit, the target has the Prone condition."
      },
      {
        "document": 1957,
        "excerpt": "0 + 4) Bludgeoning damage. The target has the Grappled condition (escape DC 14), and it has the Restrained condition until the grapple ends."
      },
      {
        "document": 1958,
        "excerpt": "rget is a Medium or smaller creature, it has the Prone condition."
      },
      {
        "document": 1959,
        "excerpt": "his save. First Failure: The target has the Restrained condition and repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself"
      },
      {
        "document": 1961,
        "excerpt": "+ 4) Piercing damage, and the target has the Poisoned condition until the end of the merrow's next turn. Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (2d4 + 4) Slas"
      },
      {
        "document": 1962,
        "excerpt": "smaller creature adhered to the mimic has the Grappled condition (escape DC 13). Ability checks made to escape this grapple have Disadvantage."
      },
      {
        "document": 1963,
        "excerpt": "es an extra 10 (3d6) Piercing damage and has the Prone condition."
      },
      {
        "document": 1964,
        "excerpt": "kes an extra 9 (2d8) Piercing damage and has the Prone condition. Slam. Melee Attack Roll: +6, reach 5 ft. Hit: 15 (2d10 + 4) Bludgeoning damage."
      },
      {
        "document": 1966,
        "excerpt": "+ 4) Psychic damage, and the target has the Paralyzed condition until the end of the mummy's next turn. Spellcasting. The mummy casts one of the following spells, requ"
      },
      {
        "document": 1967,
        "excerpt": "within 60 feet. Failure: The target has the Frightened condition until the end of the mummy's next turn. Success: The target is immune to this mummy's Dreadful Glare for"
      },
      {
        "document": 1968,
        "excerpt": "8d6) Psychic damage, and the target has the Frightened condition for 1 minute, until it takes damage, or until it ends its turn with the nalfeshnee out of line of sight."
      },
      {
        "document": 1976,
        "excerpt": "+ 2) Psychic damage, and the target has the Frightened condition until the start of the oni's next turn. Shape-Shift. The oni shape-shifts into a Small or Medium Humano"
      },
      {
        "document": 1977,
        "excerpt": "+ 3) Piercing damage, and the target has the Poisoned condition. Whenever the Poisoned target finishes a Long Rest, it is subjected to the following effect. Constitutio"
      },
      {
        "document": 1982,
        "excerpt": "ts, the target becomes Stable, and it has the Poisoned condition for 1 hour. While Poisoned, the target also has the Paralyzed condition."
      },
      {
        "document": 1984,
        "excerpt": "ee within 30 feet. Failure: The target has the Charmed condition until the start of the pirate's next turn."
      },
      {
        "document": 1985,
        "excerpt": "ee within 30 feet. Failure: The target has the Charmed condition until the start of the pirate's next turn."
      },
      {
        "document": 1986,
        "excerpt": "foot Emanation while it doesn't have the Incapacitated condition. Wisdom Saving Throw: DC 21, any enemy that starts its turn in the aura. Failure: The target has the Fri"
      },
      {
        "document": 1993,
        "excerpt": "5 (2d4) Poison damage, and the target has the Poisoned condition for 1 hour. Failure by 5 or More: While Poisoned, the target also has the Unconscious condition, which e"
      },
      {
        "document": 1995,
        "excerpt": "et is a Large or smaller creature, it has the Grappled condition (escape DC 19), and it has the Restrained condition until the grapple ends. Tail Stinger. Melee Attack"
      },
      {
        "document": 1996,
        "excerpt": "+ 3) Slashing damage, and the target has the Poisoned condition until the start of the quasit's next turn. Invisibility. The quasit casts Invisibility on itself, requi"
      },
      {
        "document": 2001,
        "excerpt": "e creature and the ally doesn't have the Incapacitated condition. Water Breathing. The shark can breathe only underwater."
      },
      {
        "document": 2002,
        "excerpt": "et is a Large or smaller creature, it has the Grappled condition (escape DC 17), and it has the Restrained condition until the grapple ends."
      },
      {
        "document": 2003,
        "excerpt": "kes an extra 9 (2d8) Piercing damage and has the Prone condition."
      },
      {
        "document": 2005,
        "excerpt": "get is a Huge or smaller creature, it has the Grappled condition (escape DC 19) from both talons, and it has the Restrained condition until the grapple ends."
      },
      {
        "document": 2006,
        "excerpt": "oll: +7, reach 60 ft. Hit: The target has the Grappled condition (escape DC 14) from one of six tentacles, and the target has the Poisoned condition until the grapple en"
      },
      {
        "document": 2010,
        "excerpt": "plus 7 (2d6) Fire damage. The target has the Grappled condition (escape DC 14), and it has the Restrained condition until the grapple ends."
      },
      {
        "document": 2014,
        "excerpt": "ag's true form. Failure: The target has the Frightened condition until the start of its next turn. Success: The target is immune to this hag's Vile Appearance for 24 hou"
      },
      {
        "document": 2017,
        "excerpt": "into the shambling mound's space and has the Grappled condition (escape DC 14). Until the grapple ends, the target has the Blinded and Restrained conditions, and it tak"
      },
      {
        "document": 2020,
        "excerpt": "Cone. First Failure: The target has the Incapacitated condition until the end of its next turn, when it repeats the save. Second Failure: The target has the Paralyzed c"
      },
      {
        "document": 2022,
        "excerpt": "e within 120 feet. Failure: The target has the Blinded condition for 1 minute. Failure or Success: The solar can't take this action again until the start of its next tur"
      },
      {
        "document": 2024,
        "excerpt": ") Psychic damage, and the target has the Incapacitated condition until the start of the sphinx's next turn. Spellcasting. The sphinx casts one of the following spells,"
      },
      {
        "document": 2025,
        "excerpt": "rom the sphinx. Failure: The target has the Frightened condition for 1 minute. Second Roar. Wisdom Saving Throw: DC 20, each enemy in a 500-foot Emanation originating f"
      },
      {
        "document": 2029,
        "excerpt": "Hit: 1 Piercing damage, and the target has the Charmed condition until the start of the sprite's next turn. Heart Sight. Charisma Saving Throw: DC 10, one creature with"
      },
      {
        "document": 2031,
        "excerpt": "h Disadvantage unless the mephit has the Incapacitated condition. Death Burst. The mephit explodes when it dies. Dexterity Saving Throw: DC 10, each creature in a 5-foo"
      },
      {
        "document": 2033,
        "excerpt": "arget is a Large or smaller creature, it has the Prone condition."
      },
      {
        "document": 2038,
        "excerpt": "rget is a Medium or smaller creature, it has the Prone condition."
      },
      {
        "document": 2042,
        "excerpt": "he swarm's space. Failure: The target has the Deafened condition until the start of the swarm's next turn. While Deafened, the target also has Disadvantage on ability ch"
      },
      {
        "document": 2044,
        "excerpt": "10) Piercing damage, and the target has the Grappled condition (escape DC 20). Until the grapple ends, the target has the Restrained condition and can't teleport. Cla"
      },
      {
        "document": 2045,
        "excerpt": "arget is a Large or smaller creature, it has the Prone condition."
      },
      {
        "document": 2046,
        "excerpt": "e creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 2047,
        "excerpt": "e creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 2049,
        "excerpt": "kes an extra 9 (2d8) Piercing damage and has the Prone condition."
      },
      {
        "document": 2052,
        "excerpt": "et is a Large or smaller creature, it has the Grappled condition (escape DC 17). While Grappled, the target has the Restrained condition and can't be targeted by the tyr"
      },
      {
        "document": 2054,
        "excerpt": "attack, the target becomes Stable but has the Poisoned condition for 1 hour. While it has the Poisoned condition, the target has the Paralyzed condition."
      },
      {
        "document": 2055,
        "excerpt": "ampire's heart while the vampire has the Incapacitated condition. Sunlight. The vampire takes 20 Radiant damage if it starts its turn in sunlight. While in sunlight, it"
      },
      {
        "document": 2056,
        "excerpt": ", it returns to its vampire form and has the Paralyzed condition until it regains any Hit Points, and it regains 1 Hit Point after spending 1 hour there. Spider Climb."
      },
      {
        "document": 2059,
        "excerpt": "g from the vrock. Failure: The target has the Poisoned condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. While Po"
      },
      {
        "document": 2060,
        "excerpt": "e creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 2061,
        "excerpt": "t immediately before the hit, the target has the Prone condition."
      },
      {
        "document": 2062,
        "excerpt": "an extra 5 (2d4) Bludgeoning damage and has the Prone condition."
      },
      {
        "document": 2063,
        "excerpt": "e creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 2065,
        "excerpt": "rget is a Medium or smaller creature, it has the Prone condition. Whelm (Recharge 4–6). Strength Saving Throw: DC 15, each creature in the elemental's space. Failure: 2"
      },
      {
        "document": 2068,
        "excerpt": "kes an extra 7 (2d6) Piercing damage and has the Prone condition."
      },
      {
        "document": 2071,
        "excerpt": "e creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 2074,
        "excerpt": "ts. Vanish. The wisp and its light have the Invisible condition until the wisp's Concentration ends on this effect, which ends early immediately after the wisp makes an"
      },
      {
        "document": 2075,
        "excerpt": "e creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 2076,
        "excerpt": "e creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 2079,
        "excerpt": "4 (7d6) Poison damage, and the target has the Poisoned condition until the start of the wyvern's next turn."
      },
      {
        "document": 2083,
        "excerpt": "0-foot Cone. Failure: The target has the Incapacitated condition until the end of its next turn, at which point it repeats the save. Second Failure: The target has the U"
      },
      {
        "document": 2084,
        "excerpt": "0 feet straight away from the dragon and has the Prone condition."
      },
      {
        "document": 2089,
        "excerpt": "Cone. First Failure: The target has the Incapacitated condition until the end of its next turn, when it repeats the save. Second Failure: The target has the Paralyzed c"
      }
    ],
    "conditions": [
      {
        "document": 3,
        "excerpt": "and objects have Immunity to certain damage types and conditions. Immunity to a damage type means you don't take damage of that type, and Immunity to a condition means y"
      },
      {
        "document": 157,
        "excerpt": "ion Immunities, the damage types are listed before the conditions. See “Playing the Game” for details."
      },
      {
        "document": 367,
        "excerpt": "or your necessities. You might be exposed to unhealthy conditions and opportunistic criminals."
      },
      {
        "document": 542,
        "excerpt": "scription says otherwise, any ongoing effects on you - conditions, spells, curses, and the like - carry over from one form to the other. You revert to your true form if y"
      },
      {
        "document": 593,
        "excerpt": "ne how to end a condition. This glossary defines these conditions: A condition doesn't stack with itself; a recipient either has a condition or doesn't. The Exhaustion c"
      },
      {
        "document": 613,
        "excerpt": "therwise stated, the creature returns to life with any conditions, magical contagions, or curses that were affecting it at death if the durations of those effects are sti"
      },
      {
        "document": 964,
        "excerpt": "ails its save, it has the Frightened and Incapacitated conditions for 1 minute. For that duration, it tries to move as far from you as it can on its turns. This effect en"
      },
      {
        "document": 967,
        "excerpt": "eer force of will, you can remove one of the following conditions from yourself at the end of each of your turns: Charmed, Frightened, or Poisoned. In addition, forgoing"
      },
      {
        "document": 968,
        "excerpt": "ture, you can also remove one or more of the following conditions from the creature: Blinded, Charmed, Deafened, Frightened, Paralyzed, or Stunned. You must expend 5 Hit"
      },
      {
        "document": 983,
        "excerpt": "You have Immunity to the Charmed and Frightened conditions while your Rage is active. If you're Charmed or Frightened when you enter your Rage, the condition ends"
      },
      {
        "document": 1185,
        "excerpt": "r that storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10. Using a Higher-Level Spell Slot. The damage increases by 1d10 fo"
      },
      {
        "document": 1186,
        "excerpt": "he creature has Immunity to the Charmed and Frightened conditions until the spell ends. If the creature was already Charmed or Frightened, those conditions are suppressed"
      },
      {
        "document": 1215,
        "excerpt": "hen you cast the spell, you change the current weather conditions, which are determined by the GM. You can change precipitation, temperature, and wind. It takes 1d4 × 10"
      },
      {
        "document": 1241,
        "excerpt": "| The target has the Blinded, Deafened, and Stunned conditions for 1 hour. | | 31–40 | The target has the Blinded and Deafened conditions for 10 minutes. |"
      },
      {
        "document": 1284,
        "excerpt": "r cause the target to have the Paralyzed or Restrained conditions. The target also has a Swim Speed equal to its Speed. In addition, the target can spend 5 feet of movem"
      },
      {
        "document": 1293,
        "excerpt": "could be set to affect Aberrations). You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password. Explosive Rune. W"
      },
      {
        "document": 1307,
        "excerpt": "is spell also ends the Blinded, Deafened, and Poisoned conditions on the target. Using a Higher-Level Spell Slot. The healing increases by 10 for each spell slot level a"
      },
      {
        "document": 1311,
        "excerpt": "ge, and it has Immunity to the Frightened and Poisoned conditions. Its Hit Point maximum also increases by 2d10, and it gains the same number of Hit Points."
      },
      {
        "document": 1314,
        "excerpt": ". On a failed save, it has the Prone and Incapacitated conditions for the duration. During that time, it laughs uncontrollably if it's capable of laughter, and it can't e"
      },
      {
        "document": 1347,
        "excerpt": "you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any cre"
      },
      {
        "document": 1350,
        "excerpt": "the thing depicted, but it can't deal damage or cause conditions. If you are within range of the illusion, you can take a Magic action to cause the image to move to any"
      },
      {
        "document": 1352,
        "excerpt": "is spell also have the Blinded, Deafened, and Poisoned conditions removed from them."
      },
      {
        "document": 1394,
        "excerpt": "an't be possessed by or gain the Charmed or Frightened conditions from them. If the target is already possessed, Charmed, or Frightened by such a creature, the target has"
      },
      {
        "document": 1451,
        "excerpt": "could be set to affect Aberrations). You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password. Once triggered, t"
      },
      {
        "document": 1501,
        "excerpt": "effects. Inert. You have the Incapacitated and Prone conditions, and you drop whatever you're holding. When this condition ends, you remain Prone. Speed 0. Your Speed"
      },
      {
        "document": 1572,
        "excerpt": "of all magical contagions. In addition, the following conditions end on you: Blinded, Deafened, Paralyzed, and Poisoned. The clear, red liquid has tiny bubbles of light"
      },
      {
        "document": 1578,
        "excerpt": "e on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small a"
      },
      {
        "document": 1604,
        "excerpt": ", and they have Immunity to the Charmed and Frightened conditions. Once you use the horn, it can't be used again until 7 days have passed. Four types of Horn of Valhalla"
      },
      {
        "document": 1785,
        "excerpt": "rapple ends, the target has the Blinded and Restrained conditions, is suffocating, and takes 10 (2d6 + 3) Bludgeoning damage at the start of each of its turns. The rug ca"
      },
      {
        "document": 1806,
        "excerpt": "e swallowed, a creature has the Blinded and Restrained conditions, has Total Cover against attacks and other effects outside the behir, and takes 21 (6d6) Acid damage at"
      },
      {
        "document": 1885,
        "excerpt": "rget isn't Grappled but has the Blinded and Restrained conditions, and it has Total Cover against attacks and other effects outside the frog. While swallowing the target,"
      },
      {
        "document": 1896,
        "excerpt": "rget isn't Grappled but has the Blinded and Restrained conditions, and it has Total Cover against attacks and other effects outside the toad. In addition, the target take"
      },
      {
        "document": 1946,
        "excerpt": "ater. Failure: The target has the Blinded and Poisoned conditions until the end of the kraken's next turn. The kraken then moves up to its Speed. Failure or Success: The"
      },
      {
        "document": 1947,
        "excerpt": "he curse ends, the target has the Charmed and Poisoned conditions. Spellcasting. The lamia casts one of the following spells, requiring no Material components and using"
      },
      {
        "document": 1995,
        "excerpt": "s. A swallowed creature has the Blinded and Restrained conditions, has Total Cover against attacks and other effects outside the worm, and takes 17 (5d6) Acid damage at t"
      },
      {
        "document": 1997,
        "excerpt": "e, and the target has the Frightened and Incapacitated conditions until the start of the rakshasa's next turn. Spellcasting. The rakshasa casts one of the following spel"
      },
      {
        "document": 2002,
        "excerpt": ". A swallowed creature has the Blinded and Restrained conditions, it has Total Cover against attacks and other effects outside the remorhaz, and it takes 10 (3d6) Acid d"
      },
      {
        "document": 2017,
        "excerpt": "rapple ends, the target has the Blinded and Restrained conditions, and it takes 10 (3d6) Lightning damage at the start of each of its turns. When the shambling mound move"
      },
      {
        "document": 2035,
        "excerpt": "ng damage, and the target has the Blinded and Deafened conditions until the start of the giant's next turn. Lightning Storm (Recharge 5–6). Dexterity Saving Throw: DC 18"
      },
      {
        "document": 2044,
        "excerpt": "damage, and the target has the Deafened and Frightened conditions until the end of its next turn. Success: Half damage only."
      }
    ],
    "conduct": [
      {
        "document": 968,
        "excerpt": "H A Paladin tries to hold to the highest standards of conduct, but even the most dedicated are fallible. Sometimes a Paladin transgresses their oath. A Paladin who h"
      },
      {
        "document": 982,
        "excerpt": "rmor. They hold themselves to the highest standards of conduct, and some - for better or worse - hold the rest of the world to the same standards. Many who swear this"
      }
    ],
    "cone": [
      {
        "document": 266,
        "excerpt": "r skull the size of a coin 63 An alabaster mask 64 A cone of sticky black incense that stinks 65 A nightcap that gives you pleasant dreams when you wear it 66 A"
      },
      {
        "document": 314,
        "excerpt": "rn burns Oil as fuel to cast Bright Light in a 60-foot Cone and Dim Light for an additional 60 feet."
      },
      {
        "document": 502,
        "excerpt": "rea of effect, which is typically one of these shapes: Cone, Cube, Cylinder, Emanation, Line, or Sphere. Awareness of Being Targeted. Unless a spell has a percepti"
      },
      {
        "document": 526,
        "excerpt": "These shapes are defined elsewhere in this glossary: Cone Cylinder Line Cube Emanation Sphere An area of effect has a point of origin, a location from which"
      },
      {
        "document": 594,
        "excerpt": "Cone [Area of Effect]"
      },
      {
        "document": 718,
        "excerpt": "arts its turn there, a nearby statue exhales a 15-foot Cone of magical flame. The statue can look like anything, such as a dragon or a wizard. Each creature in the"
      },
      {
        "document": 774,
        "excerpt": "Cone of Cold"
      },
      {
        "document": 776,
        "excerpt": "Cone of Cold"
      },
      {
        "document": 782,
        "excerpt": "Fear (60-foot Cone)"
      },
      {
        "document": 826,
        "excerpt": "Cone of Cold"
      },
      {
        "document": 834,
        "excerpt": "Cone of Cold"
      },
      {
        "document": 865,
        "excerpt": "Cone of Cold"
      },
      {
        "document": 891,
        "excerpt": "Cone of Cold"
      },
      {
        "document": 956,
        "excerpt": "30-foot Cone"
      },
      {
        "document": 986,
        "excerpt": "th an exhalation of magical energy in either a 15-foot Cone or a 30-foot Line that is 5 feet wide (choose the shape each time). Each creature in that area must make"
      },
      {
        "document": 1184,
        "excerpt": "ames shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a succ"
      },
      {
        "document": 1196,
        "excerpt": "f flashing, colorful light. Each creature in a 15-foot Cone originating from you must succeed on a Constitution saving throw or have the Blinded condition until the"
      },
      {
        "document": 1202,
        "excerpt": "Cone of Cold"
      },
      {
        "document": 1245,
        "excerpt": "the target can take a Magic action to exhale a 15-foot Cone. Each creature in that area makes a Dexterity saving throw, taking 3d6 damage of the chosen type on a fa"
      },
      {
        "document": 1263,
        "excerpt": "centration, up to 1 minute Each creature in a 30-foot Cone must succeed on a Wisdom saving throw or drop whatever it is holding and have the Frightened condition f"
      },
      {
        "document": 1387,
        "excerpt": "neous Eight rays of light flash from you in a 60-foot Cone. Each creature in the Cone makes a Dexterity saving throw. For each target, roll 1d8 to determine which"
      },
      {
        "document": 1448,
        "excerpt": "equals your spell save DC, each creature in a 30-foot Cone. Failure: 2d6 damage of a type this spirit has Resistance to (your choice when you cast the spell). Succ"
      },
      {
        "document": 1585,
        "excerpt": "cause the gem to flare with intense light in a 30-foot Cone. Each creature in the Cone makes a saving throw as if struck by the beam created with the second command"
      },
      {
        "document": 1603,
        "excerpt": "the horn, which emits a thunderous blast in a 30-foot Cone that is audible out to 600 feet. Each creature in the Cone makes a DC 15 Constitution saving throw. On a"
      },
      {
        "document": 1733,
        "excerpt": "der audible out to 300 feet. You also create a 30-foot Cone of thunderous energy. Each creature in the Cone must succeed on a DC 15 Strength saving throw or have th"
      },
      {
        "document": 1763,
        "excerpt": "tution Saving Throw: DC 18, each creature in a 60-foot Cone. Failure: The target has the Incapacitated condition until the end of its next turn, at which point it r"
      },
      {
        "document": 1764,
        "excerpt": "rength Saving Throw: DC 19, each creature in a 30-foot Cone. Failure: The target is pushed up to 60 feet straight away from the dragon and has the Prone condition."
      },
      {
        "document": 1765,
        "excerpt": "tution Saving Throw: DC 18, each creature in a 60-foot Cone. Failure: The target can't take Reactions; its Speed is halved; and it can take either an action or a Bo"
      },
      {
        "document": 1766,
        "excerpt": "terity Saving Throw: DC 21, each creature in a 60-foot Cone. Failure: 66 (12d10) Fire damage. Success: Half damage. Spellcasting. The dragon casts one of the follo"
      },
      {
        "document": 1767,
        "excerpt": "tution Saving Throw: DC 18, each creature in a 60-foot Cone. Failure: 56 (16d6) Poison damage. Success: Half damage. Spellcasting. The dragon casts one of the foll"
      },
      {
        "document": 1768,
        "excerpt": "terity Saving Throw: DC 21, each creature in a 60-foot Cone. Failure: 59 (17d6) Fire damage. Success: Half damage. Spellcasting. The dragon casts one of the follow"
      },
      {
        "document": 1769,
        "excerpt": "tution Saving Throw: DC 20, each creature in a 60-foot Cone. Failure: 54 (12d8) Cold damage. Success: Half damage. Paralyzing Breath. Constitution Saving Throw: DC"
      },
      {
        "document": 1770,
        "excerpt": "tution Saving Throw: DC 19, each creature in a 60-foot Cone. Failure: 54 (12d8) Cold damage. Success: Half damage."
      },
      {
        "document": 1775,
        "excerpt": "tution Saving Throw: DC 21, each creature in a 90-foot Cone. Failure: The target has the Incapacitated condition until the end of its next turn, at which point it r"
      },
      {
        "document": 1776,
        "excerpt": "rength Saving Throw: DC 23, each creature in a 30-foot Cone. Failure: The target is pushed up to 60 feet straight away from the dragon and has the Prone condition."
      },
      {
        "document": 1777,
        "excerpt": "tution Saving Throw: DC 22, each creature in a 90-foot Cone. Failure: The target can't take Reactions; its Speed is halved; and it can take either an action or a Bo"
      },
      {
        "document": 1778,
        "excerpt": "terity Saving Throw: DC 24, each creature in a 90-foot Cone. Failure: 71 (13d10) Fire damage. Success: Half damage. Spellcasting. The dragon casts one of the follo"
      },
      {
        "document": 1779,
        "excerpt": "tution Saving Throw: DC 22, each creature in a 90-foot Cone. Failure: 77 (22d6) Poison damage. Success: Half damage. Spellcasting. The dragon casts one of the foll"
      },
      {
        "document": 1780,
        "excerpt": "terity Saving Throw: DC 24, each creature in a 90-foot Cone. Failure: 91 (26d6) Fire damage. Success: Half damage. Spellcasting. The dragon casts one of the follow"
      },
      {
        "document": 1781,
        "excerpt": "tution Saving Throw: DC 24, each creature in a 90-foot Cone. Failure: 67 (15d8) Cold damage. Success: Half damage. Paralyzing Breath. Constitution Saving Throw: DC"
      },
      {
        "document": 1782,
        "excerpt": "tution Saving Throw: DC 22, each creature in a 90-foot Cone. Failure: 63 (14d8) Cold damage. Success: Half damage."
      },
      {
        "document": 1790,
        "excerpt": "ch: Fly, Lightning Bolt (level 7 version) 1/Day Each: Cone of Cold (level 9 version), Mind Blank (cast before combat), Scrying, Teleport"
      },
      {
        "document": 1803,
        "excerpt": "tution Saving Throw: DC 12, each creature in a 30-foot Cone. If the basilisk sees its reflection in the Cone, the basilisk must make this save. First Failure: The t"
      },
      {
        "document": 1816,
        "excerpt": "tution Saving Throw: DC 11, each creature in a 15-foot Cone. Failure: The target has the Incapacitated condition until the end of its next turn, at which point it r"
      },
      {
        "document": 1817,
        "excerpt": "rength Saving Throw: DC 12, each creature in a 30-foot Cone. Failure: The target is pushed up to 30 feet straight away from the dragon and has the Prone condition."
      },
      {
        "document": 1826,
        "excerpt": "terity Saving Throw: DC 15, each creature in a 15-foot Cone. Failure: 31(7d8) Fire damage. Success: Half damage."
      },
      {
        "document": 1834,
        "excerpt": "tution Saving Throw: DC 11, each creature in a 15-foot Cone. Failure: The target can't take Reactions; its Speed is halved; and it can take either an action or a Bo"
      },
      {
        "document": 1848,
        "excerpt": "tution Saving Throw: DC 19, each creature in a 60-foot Cone. Failure: 56 (16d6) Fire damage. Success: Half damage. Failure or Success: Being underwater doesn't gran"
      },
      {
        "document": 1853,
        "excerpt": "terity Saving Throw: DC 10, each creature in a 15-foot Cone. Failure: The target has the Blinded condition until the end of the mephit's next turn. Sleep (1/Day)."
      },
      {
        "document": 1871,
        "excerpt": "Wisdom Saving Throw: DC 13, each creature in a 60-foot Cone that can see the ghost and isn't an Undead. Failure: 10 (2d6 + 3) Psychic damage, and the target has the"
      },
      {
        "document": 1910,
        "excerpt": "terity Saving Throw: DC 13, each creature in a 15-foot Cone. Failure: 22 (4d10) Fire damage. Success: Half damage. Weakening Breath. Strength Saving Throw: DC 13,"
      },
      {
        "document": 1911,
        "excerpt": "tution Saving Throw: DC 15, each creature in a 30-foot Cone. First Failure: The target has the Restrained condition and repeats the save at the end of its next turn"
      },
      {
        "document": 1913,
        "excerpt": "tution Saving Throw: DC 11, each creature in a 15-foot Cone. Failure: 21 (6d6) Poison damage. Success: Half damage."
      },
      {
        "document": 1921,
        "excerpt": "terity Saving Throw: DC 14, each creature in a 30-foot Cone. Failure: 28 (8d6) damage of the type chosen for the Draconic Origin trait. Success: Half damage."
      },
      {
        "document": 1924,
        "excerpt": "terity Saving Throw: DC 12, each creature in a 15-foot Cone. Failure: 17 (5d6) Fire damage. Success: Half damage."
      },
      {
        "document": 1937,
        "excerpt": "tution Saving Throw: DC 10, each creature in a 15-foot Cone. Failure: 7 (3d4) Cold damage. Success: Half damage."
      },
      {
        "document": 1941,
        "excerpt": "tution Saving Throw: DC 18, each creature in a 60-foot Cone. Failure: 55 (10d10) Poison damage. Success: Half damage."
      },
      {
        "document": 1952,
        "excerpt": "Fireball (level 4 version), Invisibility 1/Day Each: Cone of Cold, Fly"
      },
      {
        "document": 1953,
        "excerpt": "terity Saving Throw: DC 11, each creature in a 15-foot Cone. Failure: 7 (2d6) Fire damage. Success: Half damage."
      },
      {
        "document": 1959,
        "excerpt": "tution Saving Throw: DC 13, each creature in a 30-foot Cone. If the medusa sees its reflection in the Cone, the medusa must make this save. First Failure: The targe"
      },
      {
        "document": 2000,
        "excerpt": "terity Saving Throw: DC 13, each creature in a 15-foot Cone. Failure: 24 (7d6) Fire damage. Success: Half damage."
      },
      {
        "document": 2020,
        "excerpt": "tution Saving Throw: DC 13, each creature in a 15-foot Cone. Failure: 18 (4d8) Cold damage. Success: Half damage. Paralyzing Breath. Constitution Saving Throw: DC"
      },
      {
        "document": 2031,
        "excerpt": "tution Saving Throw: DC 10, each creature in a 15-foot Cone. Failure: 5 (2d4) Fire damage, and the target's Speed decreases by 10 feet until the end of the mephit's"
      },
      {
        "document": 2044,
        "excerpt": "object that isn't being worn or carried in a 150-foot Cone. Failure: 78 (12d12) Thunder damage, and the target has the Deafened and Frightened conditions until the"
      },
      {
        "document": 2072,
        "excerpt": "tution Saving Throw: DC 12, each creature in a 15-foot Cone. Failure: 22 (5d8) Cold damage. Success: Half damage."
      },
      {
        "document": 2075,
        "excerpt": "tution Saving Throw: DC 12, each creature in a 15-foot Cone. Failure: 18 (4d8) Cold damage. Success: Half damage."
      },
      {
        "document": 2083,
        "excerpt": "tution Saving Throw: DC 14, each creature in a 30-foot Cone. Failure: The target has the Incapacitated condition until the end of its next turn, at which point it r"
      },
      {
        "document": 2084,
        "excerpt": "rength Saving Throw: DC 15, each creature in a 30-foot Cone. Failure: The target is pushed up to 40 feet straight away from the dragon and has the Prone condition."
      },
      {
        "document": 2085,
        "excerpt": "tution Saving Throw: DC 14, each creature in a 30-foot Cone. Failure: The target can't take Reactions; its Speed is halved; and it can take either an action or a Bo"
      },
      {
        "document": 2086,
        "excerpt": "terity Saving Throw: DC 17, each creature in a 30-foot Cone. Failure: 55 (10d10) Fire damage. Success: Half damage. Weakening Breath. Strength Saving Throw: DC 17,"
      },
      {
        "document": 2087,
        "excerpt": "tution Saving Throw: DC 14, each creature in a 30-foot Cone. Failure: 42 (12d6) Poison damage. Success: Half damage."
      },
      {
        "document": 2088,
        "excerpt": "terity Saving Throw: DC 17, each creature in a 30-foot Cone. Failure: 56 (16d6) Fire damage. Success: Half damage."
      },
      {
        "document": 2089,
        "excerpt": "tution Saving Throw: DC 17, each creature in a 30-foot Cone. Failure: 49 (11d8) Cold damage. Success: Half damage. Paralyzing Breath. Constitution Saving Throw: DC"
      },
      {
        "document": 2090,
        "excerpt": "tution Saving Throw: DC 15, each creature in a 30-foot Cone. Failure: 40 (9d8) Cold damage. Success: Half damage."
      }
    ],
    "cone's": [
      {
        "document": 594,
        "excerpt": "point of origin in a direction its creator chooses. A Cone's width at any point along its length is equal to that point's distance from the point of origin. For exam"
      }
    ],
    "confer": [
      {
        "document": 12,
        "excerpt": "Some spells and other effects confer Temporary Hit Points, which are a buffer against losing actual Hit Points, as explained below."
      },
      {
        "document": 123,
        "excerpt": "ms, such as Potions, bypass the casting of a spell and confer the spell's effects with its usual duration. Certain items make exceptions to these rules, changing the"
      },
      {
        "document": 963,
        "excerpt": "is expended when it's rolled. Number of Uses. You can confer a Bardic Inspiration die a number of times equal to your Charisma modifier (minimum of once), and you re"
      },
      {
        "document": 1970,
        "excerpt": "Confer Fire Resistance. The nightmare can grant Resistance to Fire damage to a rider while it is on the nightma"
      }
    ],
    "conferring": [
      {
        "document": 1609,
        "excerpt": "the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing so. You can have up to three Ioun Stones orbiting your head at the same t"
      }
    ],
    "confers": [
      {
        "document": 543,
        "excerpt": "cantrip - Taking any damage An interrupted Short Rest confers no benefits."
      },
      {
        "document": 602,
        "excerpt": "effects curse a creature or an object. The effect that confers a curse defines what the curse does. Curses can be removed by the Remove Curse and Greater Restoration s"
      },
      {
        "document": 972,
        "excerpt": "n The Extra Attack of your Thirsting Blade invocation confers two extra attacks rather than one. Eldritch Mind You have Advantage on Constitution saving throws that"
      }
    ],
    "confess": [
      {
        "document": 46,
        "excerpt": "s. For example, you might try to convince a burglar to confess to wrongdoing or try to flatter a guard. The Game Master assumes the roles of any nonplayer characters w"
      }
    ],
    "confetti": [
      {
        "document": 1319,
        "excerpt": "S, M (a pinch of confetti)"
      }
    ],
    "confidence": [
      {
        "document": 746,
        "excerpt": "Confidence, poise, and charm"
      },
      {
        "document": 976,
        "excerpt": "upernaturally distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of yourself makes a damage rol"
      }
    ],
    "confined": [
      {
        "document": 1623,
        "excerpt": "pons, webs, and pits), provided these elements are all confined to a 20-foot Cube. The effort takes 10 minutes (regardless of the number of elements you create), during"
      },
      {
        "document": 1625,
        "excerpt": "that permits planar travel. Otherwise, the creature is confined to the cell until freed. If the mirror traps a creature but its twelve extradimensional cells are alrea"
      }
    ],
    "confines": [
      {
        "document": 54,
        "excerpt": "tdoors at night (even most moonlit nights), within the confines of an unlit dungeon, or in an area of magical Darkness."
      }
    ],
    "conflict": [
      {
        "document": 134,
        "excerpt": "s those properties. If the relationship is strained, a conflict can ensue (see “Conflict” below)."
      },
      {
        "document": 141,
        "excerpt": "ns cooperative. Deviating from this course might cause conflict between the wielder and the item (see “Conflict” below). You can pick a special purpose or roll on the S"
      },
      {
        "document": 142,
        "excerpt": "Conflict"
      }
    ],
    "conforms": [
      {
        "document": 1691,
        "excerpt": "), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself 23–30 10 gems worth 100 GP each 31–44 Wooden ladder ("
      }
    ],
    "confront": [
      {
        "document": 248,
        "excerpt": "ive things with those attacks. These adventurers often confront threats to whole regions."
      }
    ],
    "confuse": [
      {
        "document": 976,
        "excerpt": "You learn to use your wit to supernaturally distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 f"
      }
    ],
    "confusion": [
      {
        "document": 833,
        "excerpt": "Confusion"
      },
      {
        "document": 864,
        "excerpt": "Confusion"
      },
      {
        "document": 890,
        "excerpt": "Confusion"
      },
      {
        "document": 902,
        "excerpt": "Confusion"
      },
      {
        "document": 1203,
        "excerpt": "Confusion"
      },
      {
        "document": 1903,
        "excerpt": "ill: Darkness, Detect Magic, Dispel Magic 1/Day Each: Confusion, Fly, Power Word Stun"
      }
    ],
    "conjuration": [
      {
        "document": 829,
        "excerpt": "Conjuration"
      },
      {
        "document": 830,
        "excerpt": "Conjuration"
      },
      {
        "document": 832,
        "excerpt": "Conjuration"
      },
      {
        "document": 833,
        "excerpt": "Conjuration"
      },
      {
        "document": 834,
        "excerpt": "Conjuration"
      },
      {
        "document": 835,
        "excerpt": "Conjuration"
      },
      {
        "document": 836,
        "excerpt": "Conjuration"
      },
      {
        "document": 837,
        "excerpt": "Conjuration"
      },
      {
        "document": 838,
        "excerpt": "Conjuration"
      },
      {
        "document": 844,
        "excerpt": "Conjuration"
      },
      {
        "document": 845,
        "excerpt": "Conjuration"
      },
      {
        "document": 850,
        "excerpt": "Conjuration"
      },
      {
        "document": 852,
        "excerpt": "Conjuration"
      },
      {
        "document": 853,
        "excerpt": "Conjuration"
      },
      {
        "document": 854,
        "excerpt": "Conjuration"
      },
      {
        "document": 859,
        "excerpt": "Conjuration"
      },
      {
        "document": 860,
        "excerpt": "Conjuration"
      },
      {
        "document": 861,
        "excerpt": "Conjuration"
      },
      {
        "document": 863,
        "excerpt": "Conjuration"
      },
      {
        "document": 864,
        "excerpt": "Conjuration"
      },
      {
        "document": 865,
        "excerpt": "Conjuration"
      },
      {
        "document": 867,
        "excerpt": "Conjuration"
      },
      {
        "document": 868,
        "excerpt": "Conjuration"
      },
      {
        "document": 869,
        "excerpt": "Conjuration"
      },
      {
        "document": 872,
        "excerpt": "Conjuration"
      },
      {
        "document": 873,
        "excerpt": "Conjuration"
      },
      {
        "document": 874,
        "excerpt": "Conjuration"
      },
      {
        "document": 877,
        "excerpt": "Conjuration"
      },
      {
        "document": 878,
        "excerpt": "Conjuration"
      },
      {
        "document": 880,
        "excerpt": "Conjuration"
      },
      {
        "document": 881,
        "excerpt": "Conjuration"
      },
      {
        "document": 882,
        "excerpt": "Conjuration"
      },
      {
        "document": 884,
        "excerpt": "Conjuration"
      },
      {
        "document": 886,
        "excerpt": "Conjuration"
      },
      {
        "document": 887,
        "excerpt": "Conjuration"
      },
      {
        "document": 888,
        "excerpt": "Conjuration"
      },
      {
        "document": 890,
        "excerpt": "Conjuration"
      },
      {
        "document": 891,
        "excerpt": "Conjuration"
      },
      {
        "document": 892,
        "excerpt": "Conjuration"
      },
      {
        "document": 893,
        "excerpt": "Conjuration"
      },
      {
        "document": 894,
        "excerpt": "Conjuration"
      },
      {
        "document": 895,
        "excerpt": "Conjuration"
      },
      {
        "document": 898,
        "excerpt": "Conjuration"
      },
      {
        "document": 899,
        "excerpt": "Conjuration"
      },
      {
        "document": 901,
        "excerpt": "Conjuration"
      },
      {
        "document": 902,
        "excerpt": "Conjuration"
      },
      {
        "document": 903,
        "excerpt": "Conjuration"
      },
      {
        "document": 904,
        "excerpt": "Conjuration"
      },
      {
        "document": 905,
        "excerpt": "Conjuration"
      },
      {
        "document": 913,
        "excerpt": "Conjuration"
      },
      {
        "document": 914,
        "excerpt": "Conjuration"
      },
      {
        "document": 915,
        "excerpt": "Conjuration"
      },
      {
        "document": 916,
        "excerpt": "Conjuration"
      },
      {
        "document": 917,
        "excerpt": "Conjuration"
      },
      {
        "document": 919,
        "excerpt": "Conjuration"
      },
      {
        "document": 936,
        "excerpt": "Conjuration"
      },
      {
        "document": 1177,
        "excerpt": "Conjuration"
      },
      {
        "document": 1185,
        "excerpt": "Conjuration"
      },
      {
        "document": 1195,
        "excerpt": "Conjuration"
      },
      {
        "document": 1204,
        "excerpt": "Conjuration"
      },
      {
        "document": 1205,
        "excerpt": "Conjuration"
      },
      {
        "document": 1206,
        "excerpt": "Conjuration"
      },
      {
        "document": 1207,
        "excerpt": "Conjuration"
      },
      {
        "document": 1208,
        "excerpt": "Conjuration"
      },
      {
        "document": 1209,
        "excerpt": "Conjuration"
      },
      {
        "document": 1217,
        "excerpt": "Conjuration"
      },
      {
        "document": 1228,
        "excerpt": "Conjuration"
      },
      {
        "document": 1233,
        "excerpt": "Conjuration"
      },
      {
        "document": 1253,
        "excerpt": "Conjuration"
      },
      {
        "document": 1254,
        "excerpt": "Conjuration"
      },
      {
        "document": 1256,
        "excerpt": "Conjuration"
      },
      {
        "document": 1261,
        "excerpt": "Conjuration"
      },
      {
        "document": 1265,
        "excerpt": "Conjuration"
      },
      {
        "document": 1266,
        "excerpt": "Conjuration"
      },
      {
        "document": 1276,
        "excerpt": "Conjuration"
      },
      {
        "document": 1278,
        "excerpt": "Conjuration"
      },
      {
        "document": 1280,
        "excerpt": "Conjuration"
      },
      {
        "document": 1287,
        "excerpt": "Conjuration"
      },
      {
        "document": 1290,
        "excerpt": "Conjuration"
      },
      {
        "document": 1294,
        "excerpt": "Conjuration"
      },
      {
        "document": 1295,
        "excerpt": "Conjuration"
      },
      {
        "document": 1298,
        "excerpt": "Conjuration"
      },
      {
        "document": 1311,
        "excerpt": "Conjuration"
      },
      {
        "document": 1320,
        "excerpt": "Conjuration"
      },
      {
        "document": 1325,
        "excerpt": "Conjuration"
      },
      {
        "document": 1327,
        "excerpt": "Conjuration"
      },
      {
        "document": 1328,
        "excerpt": "Conjuration"
      },
      {
        "document": 1343,
        "excerpt": "Conjuration"
      },
      {
        "document": 1349,
        "excerpt": "Conjuration"
      },
      {
        "document": 1355,
        "excerpt": "Conjuration"
      },
      {
        "document": 1366,
        "excerpt": "Conjuration"
      },
      {
        "document": 1376,
        "excerpt": "Conjuration"
      },
      {
        "document": 1378,
        "excerpt": "Conjuration"
      },
      {
        "document": 1390,
        "excerpt": "Conjuration"
      },
      {
        "document": 1415,
        "excerpt": "Conjuration"
      },
      {
        "document": 1431,
        "excerpt": "Conjuration"
      },
      {
        "document": 1440,
        "excerpt": "Conjuration"
      },
      {
        "document": 1443,
        "excerpt": "Conjuration"
      },
      {
        "document": 1446,
        "excerpt": "Conjuration"
      },
      {
        "document": 1448,
        "excerpt": "Conjuration"
      },
      {
        "document": 1454,
        "excerpt": "Conjuration"
      },
      {
        "document": 1455,
        "excerpt": "Conjuration"
      },
      {
        "document": 1461,
        "excerpt": "Conjuration"
      },
      {
        "document": 1462,
        "excerpt": "Conjuration"
      },
      {
        "document": 1467,
        "excerpt": "Conjuration"
      },
      {
        "document": 1468,
        "excerpt": "Conjuration"
      },
      {
        "document": 1476,
        "excerpt": "Conjuration"
      },
      {
        "document": 1480,
        "excerpt": "Conjuration"
      },
      {
        "document": 1484,
        "excerpt": "Conjuration"
      },
      {
        "document": 1485,
        "excerpt": "Conjuration"
      }
    ],
    "conjure": [
      {
        "document": 778,
        "excerpt": "Conjure Elemental"
      },
      {
        "document": 832,
        "excerpt": "Conjure Animals"
      },
      {
        "document": 833,
        "excerpt": "Conjure Minor Elementals"
      },
      {
        "document": 834,
        "excerpt": "Conjure Elemental"
      },
      {
        "document": 835,
        "excerpt": "Conjure Fey"
      },
      {
        "document": 852,
        "excerpt": "Conjure Animals"
      },
      {
        "document": 853,
        "excerpt": "Conjure Woodland Beings"
      },
      {
        "document": 890,
        "excerpt": "Conjure Minor Elementals"
      },
      {
        "document": 891,
        "excerpt": "Conjure Elemental"
      },
      {
        "document": 917,
        "excerpt": "Conjure Celestial"
      },
      {
        "document": 972,
        "excerpt": "n A new page appears in your Book of Shadows when you conjure it. With your permission, a creature can take an action to write its name on that page, which can contai"
      },
      {
        "document": 1204,
        "excerpt": "Conjure Animals"
      },
      {
        "document": 1205,
        "excerpt": "Conjure Celestial"
      },
      {
        "document": 1206,
        "excerpt": "Conjure Elemental"
      },
      {
        "document": 1207,
        "excerpt": "Conjure Fey"
      },
      {
        "document": 1208,
        "excerpt": "Conjure Minor Elementals"
      },
      {
        "document": 1209,
        "excerpt": "Conjure Woodland Beings"
      },
      {
        "document": 1261,
        "excerpt": "nts: V, S, M (a silver whistle) Duration: 8 hours You conjure a phantom watchdog in an unoccupied space that you can see within range. The hound remains for the durat"
      },
      {
        "document": 1287,
        "excerpt": ",000+ GP) Duration: Concentration, up to 1 minute You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane"
      },
      {
        "document": 1311,
        "excerpt": "which the spell consumes) Duration: Instantaneous You conjure a feast that appears on a surface in an unoccupied 10-foot Cube next to you. The feast takes 1 hour to c"
      },
      {
        "document": 1349,
        "excerpt": "a miniature door worth 15+ GP) Duration: 24 hours You conjure a shimmering door in range that lasts for the duration. The door leads to an extradimensional dwelling a"
      },
      {
        "document": 1480,
        "excerpt": "spiderweb) Duration: Concentration, up to 1 hour You conjure a mass of sticky webbing at a point within range. The webs fill a 20-foot Cube there for the duration. T"
      },
      {
        "document": 1825,
        "excerpt": "ultiattack. The devil makes two Chain attacks and uses Conjure Infernal Chain. Chain. Melee Attack Roll: +7, reach 10 ft. Hit: 11 (2d6 + 4) Slashing damage. If the ta"
      }
    ],
    "conjured": [
      {
        "document": 972,
        "excerpt": "t away from you for 1 minute or more, or if you die. A conjured weapon disappears when the bond ends. Pact of the Chain You learn the Find Familiar spell and can cast"
      }
    ],
    "conjures": [
      {
        "document": 1825,
        "excerpt": "l the grapple ends. Conjure Infernal Chain. The devil conjures a fiery chain to bind a creature. Dexterity Saving Throw: DC 15, one creature the devil can see within 6"
      },
      {
        "document": 1845,
        "excerpt": "has the Prone condition. Create Whirlwind. The djinni conjures a whirlwind at a point it can see within 120 feet. The whirlwind fills a 20-foot-radius, 60-foot-high Cy"
      }
    ],
    "connect": [
      {
        "document": 1228,
        "excerpt": "you cast this spell, you can create a new demiplane or connect the shadowy door to a demiplane you created with a previous casting of this spell. Additionally, if you"
      }
    ],
    "connected": [
      {
        "document": 271,
        "excerpt": "on your character sheet. You’ll fill in other numbers connected to these proficiencies in step 5."
      },
      {
        "document": 1259,
        "excerpt": "aller object (contained within a 10-foot Cube or eight connected 5-foot Cubes) given a sufficient quantity of material. If you're working with metal, stone, or another m"
      },
      {
        "document": 1475,
        "excerpt": "ng a panel to 0 Hit Points destroys it and might cause connected panels to collapse at the GM's discretion. If you maintain your Concentration on this spell for its ful"
      },
      {
        "document": 1477,
        "excerpt": "also ends if the spell is cast again on either of the connected creatures."
      }
    ],
    "connecting": [
      {
        "document": 1608,
        "excerpt": "loors, with a ladder, staircase, or ramp (your choice) connecting them. This ladder, staircase, or ramp ends at a trap-door leading to the roof. When created, the tower h"
      }
    ],
    "connection": [
      {
        "document": 562,
        "excerpt": "municate mentally to the telepath until the telepathic connection ends."
      },
      {
        "document": 964,
        "excerpt": "from the Cleric spell list. In addition, your mystical connection to the divine gives you a bonus to your Intelligence (Arcana or Religion) checks. The bonus equals your"
      },
      {
        "document": 965,
        "excerpt": "from the Druid spell list. In addition, your mystical connection to nature gives you a bonus to your Intelligence (Arcana or Nature) checks. The bonus equals your Wisdom"
      },
      {
        "document": 969,
        "excerpt": "Your connection to the forces of nature grants you Blindsight with a range of 30 feet."
      },
      {
        "document": 972,
        "excerpt": "ke a Bonus Action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. The connection ends if you don't maintain it in"
      },
      {
        "document": 975,
        "excerpt": "Celebrate Connection to the Natural World The Circle of the Land comprises mystics and sages who safeguard ancient knowledge"
      },
      {
        "document": 981,
        "excerpt": "Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specif"
      },
      {
        "document": 1265,
        "excerpt": "dently of you, but it obeys your commands. Telepathic Connection. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally"
      },
      {
        "document": 1413,
        "excerpt": "how well you know the target and the sort of physical connection you have to it. The target doesn't know what it is making the save against, only that it feels uneasy."
      },
      {
        "document": 1477,
        "excerpt": "h another creature that is willing and create a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +"
      },
      {
        "document": 2054,
        "excerpt": "Vampiric Connection. While the familiar and its vampire master are on the same plane of existence, the vampire can communica"
      }
    ],
    "connects": [
      {
        "document": 1569,
        "excerpt": "tem, Uncommon Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more tha"
      }
    ],
    "conscience": [
      {
        "document": 235,
        "excerpt": "Chaotic Good (CG). Chaotic Good creatures act as their conscience directs with little regard for what others expect. A rebel who waylays a cruel baron's tax collectors an"
      }
    ],
    "consciously": [
      {
        "document": 527,
        "excerpt": "termining whether a creature notices something without consciously making a Wisdom (Perception) check. A creature's Passive Perception equals 10 plus the creature's Wisdo"
      }
    ],
    "consciousness": [
      {
        "document": 17,
        "excerpt": "receiving Temporary Hit Points doesn't restore you to consciousness. Only true healing can save you. ---"
      },
      {
        "document": 988,
        "excerpt": "rs in a trancelike meditation, during which you retain consciousness."
      }
    ],
    "consecrated": [
      {
        "document": 968,
        "excerpt": "tect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell."
      }
    ],
    "consecutive": [
      {
        "document": 10,
        "excerpt": "you die. The successes and failures don't need to be consecutive; keep track of both until you collect three of a kind. The number of both is reset to zero when you rega"
      },
      {
        "document": 133,
        "excerpt": "an item requires multiple days, those days needn't be consecutive. Assistants. Characters can combine their efforts to shorten the crafting time. Divide the time needed"
      },
      {
        "document": 323,
        "excerpt": "in a Lamp or Lantern. That duration doesn't need to be consecutive; you can extinguish the burning Oil (as a Utilize action) and rekindle it again until it has burned for"
      },
      {
        "document": 390,
        "excerpt": "If an item requires multiple days, the days needn't be consecutive. Characters can combine their efforts to shorten the crafting time. Divide the time needed to create an"
      },
      {
        "document": 393,
        "excerpt": "a scroll requires multiple days, those days needn't be consecutive."
      },
      {
        "document": 1277,
        "excerpt": "or the duration. The successes and failures needn't be consecutive; keep track of both until the target collects three of a kind. If you maintain your Concentration on th"
      },
      {
        "document": 1387,
        "excerpt": "storation spell. The successes and failures needn't be consecutive; keep track of both until the target collects three of a kind. 7 Violet. Failed Save: The target has th"
      },
      {
        "document": 1388,
        "excerpt": "storation spell. The successes and failures needn’t be consecutive; keep track of both until the target collects three of a kind. Additional Effects: Spells can’t be cast"
      }
    ],
    "consequence": [
      {
        "document": 1484,
        "excerpt": "hieved only in part, or you might suffer an unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you f"
      },
      {
        "document": 1627,
        "excerpt": "u and your allies can each summon only one avatar as a consequence of this draw. A creature slain by an avatar can't be restored to life. Star. Increase one of your abili"
      }
    ],
    "consequences": [
      {
        "document": 365,
        "excerpt": "o sustain that lifestyle. Lifestyles have no inherent consequences, but the GM might take them into account when determining risks or how others perceive your character."
      },
      {
        "document": 1484,
        "excerpt": "nt owner. If your wish is granted and its effects have consequences for a whole community, region, or world, you are likely to attract powerful foes. If your wish would aff"
      }
    ],
    "consider": [
      {
        "document": 47,
        "excerpt": "the fore during social interactions. As you roleplay, consider whether you prefer an active approach or a descriptive approach. The GM uses an NPC's personality and y"
      },
      {
        "document": 75,
        "excerpt": "et translates into 6 squares. If you use a grid often, consider writing your Speed in squares on your character sheet. Entering a Square. To enter a square, you must h"
      },
      {
        "document": 183,
        "excerpt": "alignment, in particular, is an invitation for you to consider whether an individual leans toward one of the other alignments. \"Character Creation\" describes the nine"
      },
      {
        "document": 227,
        "excerpt": "t fed into the character's present. With that in mind, consider answers to the following questions as your character: - Who raised you? - Who was your dearest childhoo"
      },
      {
        "document": 689,
        "excerpt": "her effects as long as the Frightened condition lasts. Consider these examples: - The Frightened creature must take the Dash action on each of its turns and uses its m"
      },
      {
        "document": 692,
        "excerpt": "Exposure to mental stress can cause prolonged effects. Consider the following possibilities. Short-Term Effects. The character has the Frightened, Incapacitated, or St"
      },
      {
        "document": 737,
        "excerpt": "ure that lower-level characters can't easily overcome, consider not adding that monster to an encounter for characters whose level is lower than the monster's Challenge"
      }
    ],
    "considerably": [
      {
        "document": 1517,
        "excerpt": "ondrous Item, Uncommon This bag has an interior space considerably larger than its outside dimensions - roughly 2 feet square and 4 feet deep on the inside. The bag can ho"
      }
    ],
    "considered": [
      {
        "document": 115,
        "excerpt": "s the Ammunition property, ammunition fired from it is considered magical for the purpose of any rule that cares whether a weapon is magical or not."
      },
      {
        "document": 158,
        "excerpt": "entry. Equipment mentioned outside the Gear entry is considered to be supernatural or highly specialized, and it is unusable when the monster is defeated."
      },
      {
        "document": 160,
        "excerpt": "A monster with a class tag after its creature type is considered a member of that class for Attunement purposes."
      },
      {
        "document": 1573,
        "excerpt": "onus to Armor Class while you wear this armor. You are considered trained with this armor even if you lack training with Medium or Heavy armor."
      },
      {
        "document": 1609,
        "excerpt": "the same time. Each Ioun Stone orbiting your head is considered to be an object you are wearing. The orbiting stone avoids contact with other creatures and objects, adj"
      }
    ],
    "consist": [
      {
        "document": 336,
        "excerpt": "Rations consist of travel-ready food, including jerky, dried fruit, hardtack, and nuts. See “Malnutrition” in “Rules Glo"
      },
      {
        "document": 1333,
        "excerpt": "famous thing, as described by the GM. The lore might consist of important details, amusing revelations, or even secret lore that has never been widely known. The mor"
      }
    ],
    "consists": [
      {
        "document": 144,
        "excerpt": "e applied to a creature or an object. A typical potion consists of 1 ounce of liquid in a vial. Using a Potion. Potions are consumable items. Drinking a potion or admi"
      },
      {
        "document": 1272,
        "excerpt": "rm of fire appears within range. The area of the storm consists of up to ten 10-foot Cubes, which you arrange as you like. Each Cube must be contiguous with at least on"
      },
      {
        "document": 1388,
        "excerpt": "or have the Blinded condition for 1 minute. The wall consists of seven layers, each with a different color. When a creature reaches into or passes through the wall, i"
      }
    ],
    "conspicuously": [
      {
        "document": 378,
        "excerpt": "e from their nonmagical counterparts, while others are conspicuously magical. Handling a magic item is enough to give you a sense that it is extraordinary, but learning a m"
      }
    ],
    "constantly": [
      {
        "document": 965,
        "excerpt": "The vitality of nature constantly blooms within you, granting you the following benefits. Evergreen Wild Shape. Whenever you roll Initiat"
      }
    ],
    "constitute": [
      {
        "document": 77,
        "excerpt": "an be combined with your regular movement, or they can constitute your entire move. However you're moving with your Speed, you deduct the distance of each part of your m"
      }
    ],
    "constitution": [
      {
        "document": 20,
        "excerpt": "throws are named for the ability modifiers they use: a Constitution saving throw, a Wisdom saving throw, and so on. Different saving throws are used to resist different kin"
      },
      {
        "document": 151,
        "excerpt": "ice are provided, along with any contribution from its Constitution. Either use the number for the monster's Hit Points or roll the die expression in parentheses to determi"
      },
      {
        "document": 231,
        "excerpt": "erated six scores, assign them to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma, keeping in mind your class's primary ability. Fill in the ability m"
      },
      {
        "document": 241,
        "excerpt": "fier + 2 for proficiency). Hit Points. Your class and Constitution modifier determine your Hit Point maximum at level 1, as shown on the Level 1 Hit Points by Class table."
      },
      {
        "document": 243,
        "excerpt": "ou gain an additional Hit Die. Roll that die, add your Constitution modifier to the roll, and add the total (minimum of 1) to your Hit Point maximum. Instead of rolling, yo"
      },
      {
        "document": 404,
        "excerpt": "with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). O"
      },
      {
        "document": 520,
        "excerpt": "lf the required food for a day must succeed on a DC 10 Constitution saving throw or gain 1 Exhaustion level at the day's end. A creature that eats nothing for 5 days automa"
      },
      {
        "document": 543,
        "excerpt": "t Die you spend in this way, roll the die and add your Constitution modifier to it. You regain Hit Points equal to the total (minimum of 1 Hit Point). You can decide to spe"
      },
      {
        "document": 554,
        "excerpt": "Dice are provided, along with the contribution of its Constitution, if any, to its Hit Points. Following the Initiative modifier is an Initiative score. Some creatures tha"
      },
      {
        "document": 557,
        "excerpt": "its breath for a number of minutes equal to 1 plus its Constitution modifier (minimum of 30 seconds) before suffocation begins. When a creature runs out of breath or is cho"
      },
      {
        "document": 592,
        "excerpt": "on. Damage. If you take damage, you must succeed on a Constitution saving throw to maintain Concentration. The DC equals 10 or half the damage taken (round down), whicheve"
      },
      {
        "document": 609,
        "excerpt": "creature has six ability scores - Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma - each of which has a corresponding modifier. Add the modifier when"
      },
      {
        "document": 673,
        "excerpt": "uld interrupt a Long Rest - the creature makes a DC 15 Constitution saving throw at the end of the recuperation period. On a successful save, the creature has Advantage on"
      },
      {
        "document": 675,
        "excerpt": "s the Exhaustion condition, the creature makes a DC 13 Constitution saving throw each time it takes damage other than Psychic damage. On a failed save, the creature takes 5"
      },
      {
        "document": 676,
        "excerpt": "th contaminated filth or offal must succeed on a DC 11 Constitution saving throw or become infected with Sewer Plague. A creature suffers the following effects 1d4 days aft"
      },
      {
        "document": 677,
        "excerpt": "nks water tainted by Sight Rot must succeed on a DC 15 Constitution saving throw or have the Blinded condition until the contagion ends. Fighting the Contagion. Magic such"
      },
      {
        "document": 678,
        "excerpt": "eature that lacks a Swim Speed must succeed on a DC 10 Constitution saving throw or gain 1 Exhaustion level."
      },
      {
        "document": 679,
        "excerpt": "re exposed to the extreme cold must succeed on a DC 10 Constitution saving throw at the end of each hour or gain 1 Exhaustion level. Creatures that have Resistance or Immun"
      },
      {
        "document": 681,
        "excerpt": "nd without access to drinkable water must succeed on a Constitution saving throw at the end of each hour or gain 1 Exhaustion level. The DC is 5 for the first hour and incr"
      },
      {
        "document": 682,
        "excerpt": "d in frigid water for a number of minutes equal to its Constitution score before suffering any ill effects. Each additional minute spent in frigid water requires the creatu"
      },
      {
        "document": 697,
        "excerpt": "A creature subjected to Assassin's Blood makes a DC 10 Constitution saving throw. On a failed save, the creature takes 6 (1d12) Poison damage and has the Poisoned condition"
      },
      {
        "document": 698,
        "excerpt": "subjected to Burnt Othur Fumes must succeed on a DC 13 Constitution saving throw or take 10 (3d6) Poison damage, and it must repeat the save at the start of each of its tur"
      },
      {
        "document": 699,
        "excerpt": "ure subjected to Crawler Mucus must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 1 minute. The creature also has the Paralyzed condition"
      },
      {
        "document": 700,
        "excerpt": "subjected to Essence of Ether must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 8 hours. The creature also has the Unconscious condition"
      },
      {
        "document": 701,
        "excerpt": "A creature subjected to Malice must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 1 hour. The creature also has the Blinded condition whil"
      },
      {
        "document": 702,
        "excerpt": "ravel beyond 8 hours, each character must succeed on a Constitution saving throw or gain 1 Exhaustion level. The DC is 10 plus 1 for each hour past 8 hours."
      },
      {
        "document": 703,
        "excerpt": "eutralized before midnight, the creature makes a DC 17 Constitution saving throw, taking 31 (9d6) Poison damage on a failed save or half as much damage on a successful one."
      },
      {
        "document": 704,
        "excerpt": "ure subjected to Oil of Taggit must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 24 hours. The creature also has the Unconscious conditio"
      },
      {
        "document": 705,
        "excerpt": "ure subjected to Pale Tincture must succeed on a DC 16 Constitution saving throw or take 3 (1d6) Poison damage and have the Poisoned condition. The Poisoned creature repeat"
      },
      {
        "document": 706,
        "excerpt": "creature subjected to Purple Worm Poison makes a DC 21 Constitution saving throw, taking 35 (10d6) Poison damage on a failed save or half as much damage on a successful one"
      },
      {
        "document": 707,
        "excerpt": "ure subjected to Serpent Venom must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) Poison damage on a failed save or half as much damage on a successful one"
      },
      {
        "document": 708,
        "excerpt": "re subjected to Spider's Sting must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 1 hour. If the creature fails the save by 5 or more, the"
      },
      {
        "document": 709,
        "excerpt": "ure subjected to Torpor poison must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 4d6 hours. The creature's Speed is halved while the crea"
      },
      {
        "document": 710,
        "excerpt": "ature subjected to Truth Serum must succeed on a DC 11 Constitution saving throw or have the Poisoned condition for 1 hour. The Poisoned creature can't knowingly communicat"
      },
      {
        "document": 711,
        "excerpt": "n A creature subjected to Wyvern Poison makes a DC 14 Constitution saving throw, taking 24 (7d6) Poisson damage on a failed save or half as much damage on a successful one"
      },
      {
        "document": 721,
        "excerpt": "out and stabs the creature. The creature makes a DC 11 Constitution saving throw. On a failed save, the creature takes 5 (1d10) Poison damage and has the Poisoned conditio"
      },
      {
        "document": 738,
        "excerpt": "e ideal for a background involving physical exertion. Constitution. This ability is ideal for a background that involves endurance or long hours of activity. Travel Terra"
      },
      {
        "document": 739,
        "excerpt": "Constitution"
      },
      {
        "document": 741,
        "excerpt": "Constitution"
      },
      {
        "document": 746,
        "excerpt": "Constitution"
      },
      {
        "document": 783,
        "excerpt": "ion. Each creature in the area must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. A creature repeats the save at the end of each"
      },
      {
        "document": 793,
        "excerpt": "die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take 5d6 Poison damage and have the Poisoned condition for 1 hour. On an even roll, the"
      },
      {
        "document": 821,
        "excerpt": "Constitution"
      },
      {
        "document": 941,
        "excerpt": "Constitution"
      },
      {
        "document": 962,
        "excerpt": "Strength and Constitution"
      },
      {
        "document": 964,
        "excerpt": "re equal to that total or force the creature to make a Constitution saving throw. On a failed save, the creature takes Necrotic or Radiant damage (your choice) equal to tha"
      },
      {
        "document": 966,
        "excerpt": "Strength and Constitution"
      },
      {
        "document": 967,
        "excerpt": "t to attempt a stunning strike. The target must make a Constitution saving throw. On a failed save, the target has the Stunned condition until the start of your next turn."
      },
      {
        "document": 970,
        "excerpt": "d a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each o"
      },
      {
        "document": 971,
        "excerpt": "Constitution and Charisma"
      },
      {
        "document": 972,
        "excerpt": "rather than one. Eldritch Mind You have Advantage on Constitution saving throws that you make to maintain Concentration. Eldritch Smite Prerequisite: Level 5+ Warlock,"
      },
      {
        "document": 974,
        "excerpt": "your turns, you regain Hit Points equal to 5 plus your Constitution modifier if you are Bloodied and have at least 1 Hit Point."
      },
      {
        "document": 975,
        "excerpt": "Each creature of your choice in the Sphere must make a Constitution saving throw against your spell save DC, taking 2d6 Necrotic damage on a failed save or half as much dam"
      },
      {
        "document": 985,
        "excerpt": "f existence. When you end them, the target must make a Constitution saving throw, taking 10d12 Force damage on a failed save or half as much damage on a successful one. Yo"
      },
      {
        "document": 986,
        "excerpt": "rea must make a Dexterity saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus). On a failed save, a creature takes 1d10 damage of the type determined b"
      },
      {
        "document": 990,
        "excerpt": "damage, you can take a Reaction to roll 1d12. Add your Constitution modifier to the number rolled and reduce the damage by that total. Storm's Thunder (Storm Giant). When"
      },
      {
        "document": 996,
        "excerpt": "Dexterity, Constitution, Intelligence"
      },
      {
        "document": 997,
        "excerpt": "Constitution, Intelligence, Wisdom"
      },
      {
        "document": 998,
        "excerpt": "Strength, Dexterity, Constitution"
      },
      {
        "document": 1180,
        "excerpt": "eous A creature that you can see within range makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one. A"
      },
      {
        "document": 1181,
        "excerpt": "eature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of"
      },
      {
        "document": 1192,
        "excerpt": "hoose within range. Each creature in that area makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one. U"
      },
      {
        "document": 1195,
        "excerpt": "Heavily Obscured. Each creature in the Sphere makes a Constitution saving throw, taking 5d8 Poison damage on a failed save or half as much damage on a successful one. A cr"
      },
      {
        "document": 1196,
        "excerpt": "a 15-foot Cone originating from you must succeed on a Constitution saving throw or have the Blinded condition until the end of your next turn."
      },
      {
        "document": 1202,
        "excerpt": "eature in a 60-foot Cone originating from you makes a Constitution saving throw, taking 8d8 Cold damage on a failed save or half as much damage on a successful one. A crea"
      },
      {
        "document": 1211,
        "excerpt": "icts a magical contagion. The target must succeed on a Constitution saving throw or take 11d8 Necrotic damage and have the Poisoned condition. Also, choose one ability when"
      },
      {
        "document": 1216,
        "excerpt": "n the process of casting a spell. The creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Re"
      },
      {
        "document": 1252,
        "excerpt": "If the target is an unwilling creature, it can make a Constitution saving throw. On a successful save, the spell has no effect. Everything that a targeted creature is wea"
      },
      {
        "document": 1269,
        "excerpt": "creature you can see within range. The target makes a Constitution saving throw, taking 7d8 + 30 Necrotic damage on a failed save or half as much damage on a successful on"
      },
      {
        "document": 1277,
        "excerpt": "ou can see within range into stone. The target makes a Constitution saving throw. On a failed save, it has the Restrained condition for the duration. On a successful save,"
      },
      {
        "document": 1285,
        "excerpt": "foot-radius Sphere. Each creature in that area makes a Constitution saving throw, taking 10d6 Cold damage on failed save or half as much damage on a successful one. If the"
      },
      {
        "document": 1286,
        "excerpt": "tion; and it has Advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through narrow openings, but it treats liquids as though they were so"
      },
      {
        "document": 1290,
        "excerpt": "turn. Bonus Actions Venomous Spew (Centipede Only). Constitution Saving Throw: Your spell save DC, one creature the insect can see within 10 feet. Failure: The target ha"
      },
      {
        "document": 1305,
        "excerpt": "creature you can see within range. The target makes a Constitution saving throw. On a failed save, it takes 14d6 Necrotic damage, and its Hit Point maximum is reduced by"
      },
      {
        "document": 1309,
        "excerpt": "kes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has Disadvantage on attack"
      },
      {
        "document": 1317,
        "excerpt": "th a melee attack roll, the attacker must succeed on a Constitution saving throw or have the Blinded condition until the end of its next turn."
      },
      {
        "document": 1326,
        "excerpt": "Duration: Instantaneous A creature you touch makes a Constitution saving throw, taking 2d10 Necrotic damage on a failed save or half as much damage on a successful one."
      },
      {
        "document": 1327,
        "excerpt": ". When the swarm appears, each creature in it makes a Constitution saving throw, taking 4d10 Piercing damage on a failed save or half as much damage on a successful one. A"
      },
      {
        "document": 1335,
        "excerpt": "o 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected. The target can move only by pushing or pulling against a fixed object or su"
      },
      {
        "document": 1345,
        "excerpt": "Your Hit Points, Hit Point Dice, Strength, Dexterity, Constitution, Speed, and senses are replaced by the creature's. You otherwise keep your game statistics. Meanwhile,"
      },
      {
        "document": 1368,
        "excerpt": "When the Cylinder appears, each creature in it makes a Constitution saving throw. On a failed save, a creature takes 2d10 Radiant damage, and if the creature is shape-shift"
      },
      {
        "document": 1384,
        "excerpt": "e start of your next turn. The Stunned target makes a Constitution saving throw at the end of each of its turns, ending the condition on itself on a success."
      },
      {
        "document": 1387,
        "excerpt": "e: The target has the Restrained condition and makes a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the condition ends."
      },
      {
        "document": 1388,
        "excerpt": "starts its turn there, the creature must succeed on a Constitution saving throw or have the Blinded condition for 1 minute. The wall consists of seven layers, each with a"
      },
      {
        "document": 1398,
        "excerpt": "toward a creature within range. The target must make a Constitution saving throw. On a successful save, the target has Disadvantage on the next attack roll it makes until t"
      },
      {
        "document": 1414,
        "excerpt": "nds, the target takes 1d6 Fire damage and then makes a Constitution saving throw. On a failed save, the spell continues. On a successful save, the spell ends. Using a High"
      },
      {
        "document": 1421,
        "excerpt": "ture in a 10-foot-radius Sphere centered there makes a Constitution saving throw, taking 3d8 Thunder damage on a failed save or half as much damage on a successful one. A C"
      },
      {
        "document": 1443,
        "excerpt": "e that starts its turn in the Sphere must succeed on a Constitution saving throw or have the Poisoned condition until the end of the current turn. While Poisoned in this wa"
      },
      {
        "document": 1446,
        "excerpt": "ture under the cloud when it appears must succeed on a Constitution saving throw or take 2d6 Thunder damage and have the Deafened condition for the duration. At the start"
      },
      {
        "document": 1449,
        "excerpt": ", 60-foot-long Line. Each creature in the Line makes a Constitution saving throw. On a failed save, a creature takes 6d8 Radiant damage and has the Blinded condition until"
      },
      {
        "document": 1450,
        "excerpt": "oose within range. Each creature in the Sphere makes a Constitution saving throw. On a failed save, a creature takes 12d6 Radiant damage and has the Blinded condition for 1"
      },
      {
        "document": 1451,
        "excerpt": "rgeted only once per turn. Death. Each target makes a Constitution saving throw, taking 10d10 Necrotic damage on a failed save or half as much damage on a successful save."
      },
      {
        "document": 1457,
        "excerpt": "reature in a 15-foot Cube originating from you makes a Constitution saving throw. On a failed save, a creature takes 2d8 Thunder damage and is pushed 10 feet away from you."
      },
      {
        "document": 1474,
        "excerpt": "eet of frigid air for the first time on a turn makes a Constitution saving throw, taking 5d6 Cold damage on a failed save or half as much damage on a successful one. Using"
      },
      {
        "document": 1504,
        "excerpt": "damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a succe"
      },
      {
        "document": 1505,
        "excerpt": "Wondrous Item, Rare (Requires Attunement) Your Constitution is 19 while you wear this amulet. It has no effect on you if your Constitution is 19 or higher without i"
      },
      {
        "document": 1521,
        "excerpt": "to interact with dwarves and duergar. Toughness. Your Constitution increases by 2, to a maximum of 20. In addition, while attuned to the belt, you have a 50 percent chanc"
      },
      {
        "document": 1554,
        "excerpt": "hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 Poison damage and have the Poisoned condition for 1 minute. The weapon can't b"
      },
      {
        "document": 1565,
        "excerpt": "creature exposed to a pinch of the dust makes a DC 13 Constitution saving throw, taking 10d6 Necrotic damage on a failed save or half as much damage on a successful one."
      },
      {
        "document": 1566,
        "excerpt": "30-foot Emanation originating from you to make a DC 15 Constitution saving throw. Constructs, Elementals, Oozes, Plants, and Undead succeed on the save automatically. On a"
      },
      {
        "document": 1585,
        "excerpt": "feet of yourself. The creature must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. The creature repeats the save at the end of eac"
      },
      {
        "document": 1593,
        "excerpt": "n 30 feet of it other than you must succeed on a DC 17 Constitution saving throw or have the Stunned condition until the end of your next turn. Immediately after hitting or"
      },
      {
        "document": 1603,
        "excerpt": "t to 600 feet. Each creature in the Cone makes a DC 15 Constitution saving throw. On a failed save, a creature takes 5d8 Thunder damage and has the Deafened condition for 1"
      },
      {
        "document": 1609,
        "excerpt": "sdom (Perception) checks. Fortitude (Very Rare). Your Constitution increases by 2, to a maximum of 20, while this pink rhomboid orbits your head. Greater Absorption (Lege"
      },
      {
        "document": 1619,
        "excerpt": "he book's contents and practicing its guidelines, your Constitution increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century."
      },
      {
        "document": 1631,
        "excerpt": "the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undea"
      },
      {
        "document": 1658,
        "excerpt": "you take 4d6 Poison damage and must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 1 hour."
      },
      {
        "document": 1686,
        "excerpt": "before taking a Long Rest, you must succeed on a DC 15 Constitution saving throw or gain 1 Exhaustion level."
      },
      {
        "document": 1687,
        "excerpt": "1 minute. At the end of each of your turns, you make a Constitution saving throw (DC 11 for Light or DC 15 for Daylight), ending the condition on yourself on a success."
      },
      {
        "document": 1694,
        "excerpt": "sing the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed save, the target takes an extra 4d6 Necrotic damage, and you regain a number o"
      },
      {
        "document": 1722,
        "excerpt": "required). The target you hit must succeed on a DC 17 Constitution saving throw or have the Stunned condition until the end of your next turn. Thunder and Lightning. Imme"
      },
      {
        "document": 1723,
        "excerpt": "otic damage to the target and force it to make a DC 15 Constitution saving throw. On a failed save, the target has Disadvantage for 1 hour on any ability check or saving th"
      },
      {
        "document": 1729,
        "excerpt": "extra 2d6 Necrotic damage and must succeed on a DC 15 Constitution saving throw or be unable to regain Hit Points for 1 hour. The target repeats the save at the end of eac"
      },
      {
        "document": 1733,
        "excerpt": "ture is also concentrating, it must succeed on a DC 20 Constitution saving throw, or its Concentration is broken. In addition, you can cause a 30-foot-deep, 10-foot-wide fi"
      },
      {
        "document": 1748,
        "excerpt": "0 feet of yourself. The target must succeed on a DC 15 Constitution saving throw or have the Paralyzed condition for 1 minute. At the end of each of the target's turns, it"
      },
      {
        "document": 1760,
        "excerpt": "While underwater, the aboleth is surrounded by mucus. Constitution Saving Throw: DC 14, each creature in a 5-foot Emanation originating from the aboleth at the end of the"
      },
      {
        "document": 1763,
        "excerpt": "0d8) Fire damage. Success: Half damage. Sleep Breath. Constitution Saving Throw: DC 18, each creature in a 60-foot Cone. Failure: The target has the Incapacitated conditio"
      },
      {
        "document": 1764,
        "excerpt": "its Speed, and it makes one Rend attack. Thunderclap. Constitution Saving Throw: DC 17, each creature in a 20-foot-radius Sphere centered on a point the dragon can see wit"
      },
      {
        "document": 1765,
        "excerpt": "8) Acid damage. Success: Half damage. Slowing Breath. Constitution Saving Throw: DC 18, each creature in a 60-foot Cone. Failure: The target can't take Reactions; its Spee"
      },
      {
        "document": 1767,
        "excerpt": "7 (2d6) Poison damage. Poison Breath (Recharge 5–6). Constitution Saving Throw: DC 18, each creature in a 60-foot Cone. Failure: 56 (16d6) Poison damage. Success: Half da"
      },
      {
        "document": 1769,
        "excerpt": "plus 4 (1d8) Cold damage. Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 20, each creature in a 60-foot Cone. Failure: 54 (12d8) Cold damage. Success: Half dama"
      },
      {
        "document": 1770,
        "excerpt": "plus 4 (1d8) Cold damage. Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 19, each creature in a 60-foot Cone. Failure: 54 (12d8) Cold damage. Success: Half dama"
      },
      {
        "document": 1775,
        "excerpt": "3d8) Fire damage. Success: Half damage. Sleep Breath. Constitution Saving Throw: DC 21, each creature in a 90-foot Cone. Failure: The target has the Incapacitated conditio"
      },
      {
        "document": 1776,
        "excerpt": "its Speed, and it makes one Rend attack. Thunderclap. Constitution Saving Throw: DC 22, each creature in a 20-foot-radius Sphere centered on a point the dragon can see wit"
      },
      {
        "document": 1777,
        "excerpt": "8) Acid damage. Success: Half damage. Slowing Breath. Constitution Saving Throw: DC 22, each creature in a 90-foot Cone. Failure: The target can't take Reactions; its Spee"
      },
      {
        "document": 1779,
        "excerpt": "10 (3d6) Poison damage. Poison Breath (Recharge 5–6). Constitution Saving Throw: DC 22, each creature in a 90-foot Cone. Failure: 77 (22d6) Poison damage. Success: Half da"
      },
      {
        "document": 1781,
        "excerpt": "plus 9 (2d8) Cold damage. Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 24, each creature in a 90-foot Cone. Failure: 67 (15d8) Cold damage. Success: Half dama"
      },
      {
        "document": 1782,
        "excerpt": "plus 7 (2d6) Cold damage. Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 22, each creature in a 90-foot Cone. Failure: 63 (14d8) Cold damage. Success: Half dama"
      },
      {
        "document": 1803,
        "excerpt": "Petrifying Gaze (Recharge 4–6). Constitution Saving Throw: DC 12, each creature in a 30-foot Cone. If the basilisk sees its reflection in the Cone, t"
      },
      {
        "document": 1805,
        "excerpt": "fernal wound, it is subjected to the following effect. Constitution Saving Throw: DC 12. Failure: The target receives an infernal wound. While wounded, the target loses 5 ("
      },
      {
        "document": 1806,
        "excerpt": "swallowed creature, the behir must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls in a space within 10 feet"
      },
      {
        "document": 1816,
        "excerpt": "4d6) Fire damage. Success: Half damage. Sleep Breath. Constitution Saving Throw: DC 11, each creature in a 15-foot Cone. Failure: The target has the Incapacitated conditio"
      },
      {
        "document": 1827,
        "excerpt": "DC 14) from one of two pincers. Paralyzing Tentacles. Constitution Saving Throw: DC 13, one creature Grappled by the chuul. Failure: The target has the Poisoned condition"
      },
      {
        "document": 1831,
        "excerpt": "s a creature, it is subjected to the following effect. Constitution Saving Throw: DC 11. First Failure: The target has the Restrained condition. The target repeats the save"
      },
      {
        "document": 1834,
        "excerpt": "8) Acid damage. Success: Half damage. Slowing Breath. Constitution Saving Throw: DC 11, each creature in a 15-foot Cone. Failure: The target can't take Reactions; its Spee"
      },
      {
        "document": 1841,
        "excerpt": "s a creature, it is subjected to the following effect. Constitution Saving Throw: DC 12. First Failure: The target has the Poisoned condition. While Poisoned, the target's"
      },
      {
        "document": 1848,
        "excerpt": "has the Prone condition. Steam Breath (Recharge 5–6). Constitution Saving Throw: DC 19, each creature in a 60-foot Cone. Failure: 56 (16d6) Fire damage. Success: Half dama"
      },
      {
        "document": 1849,
        "excerpt": "it: 4 (1d6 + 1) Slashing damage. Fetid Cloud (1/Day). Constitution Saving Throw: DC 11, each creature in a 10-foot Emanation originating from the dretch. Failure: The targ"
      },
      {
        "document": 1870,
        "excerpt": "Stench. Constitution Saving Throw: DC 10, any creature that starts its turn in a 5-foot Emanation originating from the ghast."
      },
      {
        "document": 1871,
        "excerpt": "peed, as well as the target's Strength, Dexterity, and Constitution modifiers. The possession lasts until the body drops to 0 Hit Points or the ghost leaves as a Bonus Act"
      },
      {
        "document": 1872,
        "excerpt": "ndead or elf, it is subjected to the following effect. Constitution Saving Throw: DC 10. Failure: The target has the Paralyzed condition until the end of its next turn."
      },
      {
        "document": 1911,
        "excerpt": "he Prone condition. Petrifying Breath (Recharge 5–6). Constitution Saving Throw: DC 15, each creature in a 30-foot Cone. First Failure: The target has the Restrained condi"
      },
      {
        "document": 1913,
        "excerpt": "3 (1d6) Poison damage. Poison Breath (Recharge 5–6). Constitution Saving Throw: DC 11, each creature in a 15-foot Cone. Failure: 21 (6d6) Poison damage. Success: Half dam"
      },
      {
        "document": 1920,
        "excerpt": "mage plus 22 (4d10) Poison damage. Poisonous Spittle. Constitution Saving Throw: DC 16, one creature the naga can see within 60 feet. Failure: 31 (7d8) Poison damage, and"
      },
      {
        "document": 1925,
        "excerpt": "ows against spells and other magical effects. Stench. Constitution Saving Throw: DC 16, any creature that starts its turn in a 10-foot Emanation originating from the hezro"
      },
      {
        "document": 1931,
        "excerpt": ", and the target is subjected to the following effect. Constitution Saving Throw: DC 12. Failure: The target has the Poisoned condition until the end of the homunculus's ne"
      },
      {
        "document": 1937,
        "excerpt": "Death Burst. The mephit explodes when it dies. Constitution Saving Throw: DC 10, each creature in a 5-foot Emanation originating from the mephit. Failure: 5 (2d4) C"
      },
      {
        "document": 1940,
        "excerpt": ", reach 5 ft. Hit: 11 (2d6 + 4) Force damage. Vortex. Constitution Saving Throw: DC 14, one Large or smaller creature in the stalker's space. Failure: 7 (1d8 + 3) Thunder"
      },
      {
        "document": 1941,
        "excerpt": "it: 36 (8d8) Fire damage. Poison Breath (Recharge 6). Constitution Saving Throw: DC 18, each creature in a 60-foot Cone. Failure: 55 (10d10) Poison damage. Success: Half d"
      },
      {
        "document": 1946,
        "excerpt": "creature inside it, the kraken must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls in a sp"
      },
      {
        "document": 1949,
        "excerpt": "t left takes 11 (2d10) Necrotic damage. Disrupt Life. Constitution Saving Throw: DC 20, each creature that isn't an Undead in a 20-foot Emanation originating from the lich"
      },
      {
        "document": 1959,
        "excerpt": "Petrifying Gaze (Recharge 5–6). Constitution Saving Throw: DC 13, each creature in a 30-foot Cone. If the medusa sees its reflection in the Cone, the"
      },
      {
        "document": 1974,
        "excerpt": "damage reduces the zombie to 0 Hit Points, it makes a Constitution saving throw (DC 5 plus the damage taken) unless the damage is Radiant or from a Critical Hit. On a succ"
      },
      {
        "document": 1977,
        "excerpt": "a Long Rest, it is subjected to the following effect. Constitution Saving Throw: DC 15. Failure: The target's Hit Point maximum decreases by 5 (1d10) and doesn't return to"
      },
      {
        "document": 1986,
        "excerpt": "s a creature, it must make the following saving throw. Constitution Saving Throw: DC 21. Failure: The target has the Poisoned condition. While Poisoned, the target can't re"
      },
      {
        "document": 1993,
        "excerpt": "reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage. Sting. Constitution Saving Throw: DC 12, one creature the pseudodragon can see within 5 feet. Failure: 5 (2d4) Poison damage"
      },
      {
        "document": 1995,
        "excerpt": "a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls in a sp"
      },
      {
        "document": 2002,
        "excerpt": "eature inside it, the remorhaz must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls in a sp"
      },
      {
        "document": 2014,
        "excerpt": "llusory Appearance. The hag casts Disguise Self, using Constitution as the spellcasting ability (spell save DC 13). The spell's duration is 24 hours."
      },
      {
        "document": 2020,
        "excerpt": "d10 + 4) Piercing damage. Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 13, each creature in a 15-foot Cone. Failure: 18 (4d8) Cold damage. Success: Half damag"
      },
      {
        "document": 2022,
        "excerpt": "ses at the start of each of its turns. Blinding Gaze. Constitution Saving Throw: DC 25, one creature the solar can see within 120 feet. Failure: The target has the Blinded"
      },
      {
        "document": 2024,
        "excerpt": "n see, and it makes one Claw attack. Weight of Years. Constitution Saving Throw: DC 16, one creature the sphinx can see within 120 feet. Failure: The target gains 1 Exhaus"
      },
      {
        "document": 2025,
        "excerpt": "fter 1 minute, it succeeds automatically. Third Roar. Constitution Saving Throw: DC 20, each enemy in a 500-foot Emanation originating from the sphinx. Failure: 44 (8d10)"
      },
      {
        "document": 2031,
        "excerpt": "plus 2 (1d4) Fire damage. Steam Breath (Recharge 6). Constitution Saving Throw: DC 10, each creature in a 15-foot Cone. Failure: 5 (2d4) Fire damage, and the target's Spe"
      },
      {
        "document": 2034,
        "excerpt": "he Slow spell, requiring no spell components and using Constitution as the spellcasting ability (spell save DC 17)."
      },
      {
        "document": 2036,
        "excerpt": "ellcasting ability (spell save DC 15). Draining Kiss. Constitution Saving Throw: DC 15, one creature Charmed by the succubus within 5 feet. Failure: 13 (3d8) Psychic damag"
      },
      {
        "document": 2044,
        "excerpt": "he Prone condition. Thunderous Bellow (Recharge 5–6). Constitution Saving Throw: DC 27, each creature and each object that isn't being worn or carried in a 150-foot Cone."
      },
      {
        "document": 2055,
        "excerpt": "condition (escape DC 13) from one of two claws. Bite. Constitution Saving Throw: DC 14, one creature within 5 feet that is willing or that has the Grappled, Incapacitated,"
      },
      {
        "document": 2056,
        "excerpt": "om one of two hands. Bite (Bat or Vampire Form Only). Constitution Saving Throw: DC 17, one creature within 5 feet that is willing or that has the Grappled, Incapacitated,"
      },
      {
        "document": 2059,
        "excerpt": "age plus 10 (3d6) Poison damage. Spores (Recharge 6). Constitution Saving Throw: DC 15, each creature in a 20-foot Emanation originating from the vrock. Failure: The targe"
      },
      {
        "document": 2067,
        "excerpt": "s a Humanoid, it is subjected to the following effect. Constitution Saving Throw: DC 14. Failure: The target is cursed. If the cursed target drops to 0 Hit Points, it inste"
      },
      {
        "document": 2068,
        "excerpt": "s a Humanoid, it is subjected to the following effect. Constitution Saving Throw: DC 12. Failure: The target is cursed. If the cursed target drops to 0 Hit Points, it inste"
      },
      {
        "document": 2069,
        "excerpt": "s a Humanoid, it is subjected to the following effect. Constitution Saving Throw: DC 11. Failure: The target is cursed. If the cursed target drops to 0 Hit Points, it inste"
      },
      {
        "document": 2070,
        "excerpt": "s a Humanoid, it is subjected to the following effect. Constitution Saving Throw: DC 13. Failure: The target is cursed. If the cursed target drops to 0 Hit Points, it inste"
      },
      {
        "document": 2071,
        "excerpt": "s a Humanoid, it is subjected to the following effect. Constitution Saving Throw: DC 12. Failure: The target is cursed. If the cursed target drops to 0 Hit Points, it inste"
      },
      {
        "document": 2072,
        "excerpt": "plus 2 (1d4) Cold damage. Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 12, each creature in a 15-foot Cone. Failure: 22 (5d8) Cold damage. Success: Half damag"
      },
      {
        "document": 2073,
        "excerpt": "cing damage plus 4 (1d8) Necrotic damage. Life Drain. Constitution Saving Throw: DC 13, one creature within 5 feet. Failure: 6 (1d8 + 2) Necrotic damage, and the target's"
      },
      {
        "document": 2074,
        "excerpt": "Consume Life. Constitution Saving Throw: DC 10, one living creature the wisp can see within 5 feet that has 0 Hit Points. Failure:"
      },
      {
        "document": 2075,
        "excerpt": "has the Prone condition. Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 12, each creature in a 15-foot Cone. Failure: 18 (4d8) Cold damage. Success: Half damag"
      },
      {
        "document": 2083,
        "excerpt": "1d6) Fire damage. Success: Half damage. Sleep Breath. Constitution Saving Throw: DC 14, each creature in a 30-foot Cone. Failure: The target has the Incapacitated conditio"
      },
      {
        "document": 2085,
        "excerpt": "8) Acid damage. Success: Half damage. Slowing Breath. Constitution Saving Throw: DC 14, each creature in a 30-foot Cone. Failure: The target can't take Reactions; its Spee"
      },
      {
        "document": 2087,
        "excerpt": "7 (2d6) Poison damage. Poison Breath (Recharge 5–6). Constitution Saving Throw: DC 14, each creature in a 30-foot Cone. Failure: 42 (12d6) Poison damage. Success: Half da"
      },
      {
        "document": 2089,
        "excerpt": "2d8 + 6) Slashing damage. Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 17, each creature in a 30-foot Cone. Failure: 49 (11d8) Cold damage. Success: Half dama"
      },
      {
        "document": 2090,
        "excerpt": "plus 2 (1d4) Cold damage. Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 15, each creature in a 30-foot Cone. Failure: 40 (9d8) Cold damage. Success: Half damag"
      },
      {
        "document": 2091,
        "excerpt": "damage reduces the zombie to 0 Hit Points, it makes a Constitution saving throw (DC 5 plus the damage taken) unless the damage is Radiant or from a Critical Hit. On a succ"
      }
    ],
    "constrict": [
      {
        "document": 1806,
        "excerpt": "Multiattack. The behir makes one Bite attack and uses Constrict. Bite. Melee Attack Roll: +10, reach 10 ft. Hit: 19 (2d12 + 6) Piercing damage plus 11 (2d10) Lightning"
      },
      {
        "document": 1833,
        "excerpt": "ll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Piercing damage. Constrict. Strength Saving Throw: DC 12, one Medium or smaller creature the snake can see within 5 feet. Failure:"
      },
      {
        "document": 1835,
        "excerpt": "ed condition until the end of the couatl's next turn. Constrict. Strength Saving Throw: DC 15, one Medium or smaller creature the couatl can see within 5 feet. Failure:"
      },
      {
        "document": 1878,
        "excerpt": "Multiattack. The snake makes one Bite attack and uses Constrict. Bite. Melee Attack Roll: +6, reach 10 ft. Hit: 11 (2d6 + 4) Piercing damage. Constrict. Strength Savi"
      },
      {
        "document": 1957,
        "excerpt": "ck. The marilith makes six Pact Blade attacks and uses Constrict. Pact Blade. Melee Attack Roll: +10, reach 5 ft. Hit: 10 (1d10 + 5) Slashing damage plus 7 (2d6) Necrot"
      },
      {
        "document": 2010,
        "excerpt": "Spear attacks. It can replace one attack with a use of Constrict. Flame Spear. Melee or Ranged Attack Roll: +7, reach 5 ft. or range 20/60 ft. Hit: 13 (2d8 + 4) Piercin"
      }
    ],
    "constriction": [
      {
        "document": 949,
        "excerpt": "Blunt objects, constriction, falling"
      }
    ],
    "constrictor": [
      {
        "document": 756,
        "excerpt": "to determine the creature: on a 1, a Camel; on a 2, a Constrictor Snake; on a 3, an Elephant; on a 4, a Mule."
      },
      {
        "document": 1720,
        "excerpt": "in 10 feet of you, causing the staff to become a Giant Constrictor Snake in that space. The snake is under your control and shares your Initiative count, taking its turn"
      },
      {
        "document": 1833,
        "excerpt": "Constrictor Snake"
      },
      {
        "document": 1878,
        "excerpt": "Giant Constrictor Snake"
      }
    ],
    "construct": [
      {
        "document": 947,
        "excerpt": "Construct"
      },
      {
        "document": 1158,
        "excerpt": "ee. Each target animates, sprouts legs, and becomes a Construct that uses the Animated Object stat block; this creature is under your control until the spell ends or un"
      },
      {
        "document": 1420,
        "excerpt": "ve seen the sort of creature before, and it can't be a Construct or an Undead. When you cast the spell, you gain a number of Temporary Hit Points equal to the Hit Point"
      },
      {
        "document": 1421,
        "excerpt": "led save or half as much damage on a successful one. A Construct has Disadvantage on the save. A nonmagical object that isn't being worn or carried also takes the damag"
      },
      {
        "document": 1429,
        "excerpt": "iginal creature at the time of casting, except it is a Construct, its Hit Point maximum is half as much, and it can't cast this spell. The simulacrum is Friendly to you"
      },
      {
        "document": 1616,
        "excerpt": "us increases to +3 when you use the weapon to attack a Construct. When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 Bludgeoning da"
      },
      {
        "document": 1727,
        "excerpt": "target takes an extra 15 Necrotic damage if it isn't a Construct or an Undead, and you gain Temporary Hit Points equal to the amount of Necrotic damage taken."
      },
      {
        "document": 1783,
        "excerpt": "Medium Construct, Unaligned"
      },
      {
        "document": 1784,
        "excerpt": "Small Construct, Unaligned"
      },
      {
        "document": 1785,
        "excerpt": "Large Construct, Unaligned"
      },
      {
        "document": 1828,
        "excerpt": "Large Construct, Unaligned"
      },
      {
        "document": 1864,
        "excerpt": "Medium Construct, Neutral"
      },
      {
        "document": 1911,
        "excerpt": "Large Construct, Unaligned"
      },
      {
        "document": 1931,
        "excerpt": "Tiny Construct, Neutral"
      },
      {
        "document": 1941,
        "excerpt": "Large Construct, Unaligned"
      },
      {
        "document": 2018,
        "excerpt": "Large Construct, Unaligned"
      },
      {
        "document": 2034,
        "excerpt": "Large Construct, Unaligned"
      }
    ],
    "constructed": [
      {
        "document": 719,
        "excerpt": "Instantaneous This 10-foot-deep pit has a hinged lid constructed from material identical to the surrounding floor. When a creature moves onto the lid, it swings open lik"
      },
      {
        "document": 723,
        "excerpt": "on: Instantaneous A 10-foot-deep pit has a hinged lid constructed from material identical to the surrounding floor. When a creature moves onto the lid, it swings open lik"
      },
      {
        "document": 1415,
        "excerpt": "V, S, M (a chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth 5,000+ GP, and a Tiny replica of the chest made from the same materials worth"
      }
    ],
    "construction": [
      {
        "document": 1198,
        "excerpt": "ll doesn't function where nature has been replaced by construction, such as in castles and settlements. Choose three of the following facts; you learn those facts as they"
      },
      {
        "document": 1369,
        "excerpt": "e. This spell can't manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make"
      }
    ],
    "constructs": [
      {
        "document": 181,
        "excerpt": "as angels and pegasi, with ties to the Upper Planes. Constructs are magically created creatures such as homunculi and shield guardians. Dragons are scaly beings of anc"
      },
      {
        "document": 787,
        "excerpt": "art or destroy creatures of a particular type, such as Constructs, Fiends, or Undead."
      },
      {
        "document": 788,
        "excerpt": "Constructs"
      },
      {
        "document": 940,
        "excerpt": "anes of existence, and certain creatures (Aberrations, Constructs, Elementals, Fey, and Monstrosities)"
      },
      {
        "document": 1159,
        "excerpt": "r the duration. The aura prevents creatures other than Constructs and Undead from passing or reaching through it. An affected creature can cast spells or make attacks wi"
      },
      {
        "document": 1277,
        "excerpt": "ave, its Speed is 0 until the start of your next turn. Constructs automatically succeed on the save. A Restrained target makes another Constitution saving throw at the e"
      },
      {
        "document": 1566,
        "excerpt": "ng from you to make a DC 15 Constitution saving throw. Constructs, Elementals, Oozes, Plants, and Undead succeed on the save automatically. On a failed save, a creature"
      },
      {
        "document": 1625,
        "excerpt": "the mirror's nature makes the save with Advantage, and Constructs succeed on the save automatically. An extradimensional cell is an infinite expanse filled with thick fo"
      },
      {
        "document": 1631,
        "excerpt": "antly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When t"
      }
    ],
    "consult": [
      {
        "document": 231,
        "excerpt": "s as well. If you're using the Standard Array option, consult the Standard Array by Class table for suggestions on where to assign scores for your character's class."
      },
      {
        "document": 320,
        "excerpt": "If you consult an accurate Map, you gain a +5 bonus to Wisdom (Survival) checks you make to find your way in the place"
      },
      {
        "document": 459,
        "excerpt": "A Book contains fiction or nonfiction. If you consult an accurate nonfiction Book about its topic, you gain a +5 bonus to Intelligence (Arcana, History, Natur"
      },
      {
        "document": 577,
        "excerpt": "rm from an earlier version of the fifth edition rules, consult the index. Abbreviations. The abbreviations listed below appear in this glossary and elsewhere in the r"
      },
      {
        "document": 975,
        "excerpt": "one type of land: arid, polar, temperate, or tropical. Consult the table below that corresponds to the chosen type; you have the spells listed for your Druid level and"
      },
      {
        "document": 1402,
        "excerpt": "t and calls the soul to enter that body. Roll 1d10 and consult the table below to determine the body's species, or the GM chooses another playable species. | 1d10 | S"
      }
    ],
    "consulting": [
      {
        "document": 1203,
        "excerpt": "of its turns to determine its behavior for that turn, consulting the table below. | 1d10 | Behavior for the Turn"
      },
      {
        "document": 1387,
        "excerpt": "get, roll 1d8 to determine which color ray affects it, consulting the Prismatic Rays table. Prismatic Rays | 1d8 | Ray"
      },
      {
        "document": 1507,
        "excerpt": "o a random destination determined by rolling 1d100 and consulting the following table."
      }
    ],
    "consults": [
      {
        "document": 1454,
        "excerpt": "you arrive there successfully. The GM rolls 1d100 and consults the Teleportation Outcome table and the explanations after it. Teleportation Outcome | Familiarity"
      }
    ],
    "consumable": [
      {
        "document": 119,
        "excerpt": "Magic Item Rarities and Values *Halve the value for a consumable item other than a Spell Scroll. The value of a Spell Scroll is double what it costs to scribe the scroll"
      },
      {
        "document": 122,
        "excerpt": "Consumable Items"
      },
      {
        "document": 133,
        "excerpt": "ing Time and Cost *The time and cost are halved for a consumable item other than a Spell Scroll, whose crafting time and cost are given in “Equipment.”"
      },
      {
        "document": 144,
        "excerpt": "unce of liquid in a vial. Using a Potion. Potions are consumable items. Drinking a potion or administering it to another creature requires a Bonus Action. Applying an oi"
      },
      {
        "document": 147,
        "excerpt": "l stored in written form. Using a Scroll. Scrolls are consumable items. Unleashing the magic in a scroll requires the user to read the scroll. When its magic has been in"
      }
    ],
    "consume": [
      {
        "document": 499,
        "excerpt": "erform Somatic components, if any. If a spell doesn't consume its materials and doesn't specify a cost for them, a spellcaster can use a Component Pouch (see \"Equipme"
      },
      {
        "document": 1311,
        "excerpt": "ed 10-foot Cube next to you. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over."
      },
      {
        "document": 1760,
        "excerpt": "The aboleth makes two Tentacle attacks and uses either Consume Memories or Dominate Mind if available. Tentacle. Melee Attack Roll: +9, reach 15 ft. Hit: 12 (2d6 + 5)"
      },
      {
        "document": 2074,
        "excerpt": "Consume Life. Constitution Saving Throw: DC 10, one living creature the wisp can see within 5 feet that has 0 Hi"
      }
    ],
    "consumed": [
      {
        "document": 122,
        "excerpt": "Some items are consumed - used up, in other words - when they are activated. A Potion of Healing must be swallowed, for example,"
      },
      {
        "document": 395,
        "excerpt": "f the spell consumes its Material components, they are consumed only when you complete the scroll. The scroll's spell uses your spell save DC and spell attack bonus."
      },
      {
        "document": 499,
        "excerpt": "theses in the Components entry. These materials aren't consumed by the spell unless the spell's description states otherwise. The spellcaster must have a hand free to a"
      },
      {
        "document": 551,
        "excerpt": "spell's Material components if those materials aren't consumed by the spell and don't have a cost specified. Some classes allow its members to use certain types of Spe"
      },
      {
        "document": 756,
        "excerpt": "es the item, which disappears after 1 hour if it’s not consumed or destroyed before then."
      },
      {
        "document": 971,
        "excerpt": "terial components, except Material components that are consumed by the spell or that have a cost specified in the spell. Transmuted Spell Cost: 1 Sorcery Point When"
      },
      {
        "document": 1281,
        "excerpt": "until it is dispelled, and the Material components are consumed on the last casting."
      },
      {
        "document": 1564,
        "excerpt": "duration is the same for all subjects, and the dust is consumed when its magic takes effect. Immediately after an affected creature makes an attack roll, deals damage,"
      },
      {
        "document": 1621,
        "excerpt": "lies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. See “Mon"
      }
    ],
    "consumes": [
      {
        "document": 395,
        "excerpt": "aterial components required by the spell; if the spell consumes its Material components, they are consumed only when you complete the scroll. The scroll's spell uses yo"
      },
      {
        "document": 520,
        "excerpt": "the Food Needs per Day table. A creature that eats but consumes less than half the required food for a day must succeed on a DC 10 Constitution saving throw or gain 1 E"
      },
      {
        "document": 965,
        "excerpt": "has a Material component with a cost specified or that consumes its Material component."
      },
      {
        "document": 1164,
        "excerpt": "V, S, M (gold dust worth 25+ GP, which the spell consumes)"
      },
      {
        "document": 1167,
        "excerpt": "d one silver bar worth 100+ GP, all of which the spell consumes)"
      },
      {
        "document": 1170,
        "excerpt": "V, S, M (an agate worth 1,000+ GP, which the spell consumes)"
      },
      {
        "document": 1194,
        "excerpt": "V, S, M (a diamond worth 1,000+ GP, which the spell consumes, and a sealable vessel worth 2,000+ GP that is large enough to hold the creature being cloned)"
      },
      {
        "document": 1213,
        "excerpt": "V, S, M (ruby dust worth 50+ GP, which the spell consumes)"
      },
      {
        "document": 1238,
        "excerpt": "V, S, M (incense worth 25+ GP, which the spell consumes)"
      },
      {
        "document": 1265,
        "excerpt": "V, S, M (burning incense worth 10+ GP, which the spell consumes)"
      },
      {
        "document": 1282,
        "excerpt": "V, S, M (ruby dust worth 1,500+ GP, which the spell consumes)"
      },
      {
        "document": 1289,
        "excerpt": "V, S, M (2 Copper Pieces, which the spell consumes)"
      },
      {
        "document": 1293,
        "excerpt": "S, M (powdered diamond worth 200+ GP, which the spell consumes)"
      },
      {
        "document": 1297,
        "excerpt": "V, S, M (diamond dust worth 100+ GP, which the spell consumes)"
      },
      {
        "document": 1303,
        "excerpt": "V, S, M (incense worth 1,000+ GP, which the spell consumes)"
      },
      {
        "document": 1311,
        "excerpt": "(a gem-encrusted bowl worth 1,000+ GP, which the spell consumes)"
      },
      {
        "document": 1323,
        "excerpt": "S, M (ink worth 10+ GP, which the spell consumes)"
      },
      {
        "document": 1333,
        "excerpt": "V, S, M (incense worth 250+ GP, which the spell consumes, and four ivory strips worth 50+ GP each)"
      },
      {
        "document": 1344,
        "excerpt": "alt and powdered silver worth 100+ GP, which the spell consumes)"
      },
      {
        "document": 1347,
        "excerpt": "V, S, M (jade dust worth 10+ GP, which the spell consumes)"
      },
      {
        "document": 1370,
        "excerpt": "(a pinch of diamond dust worth 25+ GP, which the spell consumes)"
      },
      {
        "document": 1377,
        "excerpt": "V, S, M (a jewel worth 1,000+ GP, which the spell consumes)"
      },
      {
        "document": 1394,
        "excerpt": "M (a flask of Holy Water worth 25+ GP, which the spell consumes)"
      },
      {
        "document": 1397,
        "excerpt": "V, S, M (a diamond worth 500+ GP, which the spell consumes)"
      },
      {
        "document": 1402,
        "excerpt": "V, S, M (rare oils worth 1,000+ GP, which the spell consumes)"
      },
      {
        "document": 1406,
        "excerpt": "V, S, M (a diamond worth 1,000+ GP, which the spell consumes)"
      },
      {
        "document": 1408,
        "excerpt": "V, S, M (a diamond worth 300+ GP, which the spell consumes)"
      },
      {
        "document": 1419,
        "excerpt": "V, S, M (gem dust worth 5,000+ GP, which the spell consumes)"
      },
      {
        "document": 1429,
        "excerpt": ", S, M (powdered ruby worth 1,500+ GP, which the spell consumes)"
      },
      {
        "document": 1445,
        "excerpt": "V, S, M (diamond dust worth 100+ GP, which the spell consumes)"
      },
      {
        "document": 1451,
        "excerpt": ", M (powdered diamond worth 1,000+ GP, which the spell consumes)"
      },
      {
        "document": 1455,
        "excerpt": "V, M (rare inks worth 50+ GP, which the spell consumes)"
      },
      {
        "document": 1464,
        "excerpt": "V, S, M (diamonds worth 25,000+ GP, which the spell consumes)"
      },
      {
        "document": 1465,
        "excerpt": "V, S, M (mushroom powder worth 25+ GP, which the spell consumes)"
      },
      {
        "document": 1718,
        "excerpt": "the last charge, roll 1d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses."
      }
    ],
    "contact": [
      {
        "document": 378,
        "excerpt": "magic item during a Short Rest while being in physical contact with the item. At the end of the rest, you learn its properties and how to use them (but not any curse t"
      },
      {
        "document": 380,
        "excerpt": "Rest focused on only that item while being in physical contact with it (this can't be the same Short Rest used to learn the item's properties). This focus can take the"
      },
      {
        "document": 562,
        "excerpt": "ture, and the telepath can start or end the telepathic contact at any time (no action required). Telepathic contact can't be initiated and is immediately broken if eit"
      },
      {
        "document": 566,
        "excerpt": "h Tremorsense and anything it is detecting are both in contact with the same surface (such as the ground, a wall, or a ceiling) or the same liquid. Tremorsense can't"
      },
      {
        "document": 676,
        "excerpt": "creature that carries the contagion or that comes into contact with contaminated filth or offal must succeed on a DC 11 Constitution saving throw or become infected wi"
      },
      {
        "document": 677,
        "excerpt": "Spreading the Contagion. Any Humanoid that makes skin contact with a creature infected with Sight Rot must succeed on a DC 15 Constitution saving throw or also become"
      },
      {
        "document": 693,
        "excerpt": "creatures. Poisons come in the following four types: Contact. Contact poison can be smeared on an object and remains potent until it is touched or washed off. A crea"
      },
      {
        "document": 696,
        "excerpt": "ested price for a single dose of the poison, its type (contact, ingested, inhaled, or injury), and a description of the poison's debilitating effects."
      },
      {
        "document": 699,
        "excerpt": "Contact Poison A creature subjected to Crawler Mucus must succeed on a DC 13 Constitution saving throw or have"
      },
      {
        "document": 704,
        "excerpt": "Contact Poison A creature subjected to Oil of Taggit must succeed on a DC 13 Constitution saving throw or have"
      },
      {
        "document": 871,
        "excerpt": "Contact Patron"
      },
      {
        "document": 878,
        "excerpt": "Contact Other Plane"
      },
      {
        "document": 891,
        "excerpt": "Contact Other Plane"
      },
      {
        "document": 972,
        "excerpt": "Contact Patron"
      },
      {
        "document": 1199,
        "excerpt": "Components: V, S, M (incense) Duration: 1 minute You contact a deity or a divine proxy and ask up to three questions that can be answered with yes or no. You must as"
      },
      {
        "document": 1210,
        "excerpt": "Contact Other Plane"
      },
      {
        "document": 1238,
        "excerpt": "sumes) Duration: Instantaneous This spell puts you in contact with a god or a god's servants. You ask one question about a specific goal, event, or activity to occur"
      },
      {
        "document": 1248,
        "excerpt": "tremor deals 50 Bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the end of each of your turns until the spell"
      },
      {
        "document": 1309,
        "excerpt": "e the object to glow red-hot. Any creature in physical contact with the object takes 2d8 Fire damage when you cast the spell. Until the spell ends, you can take a Bonu"
      },
      {
        "document": 1609,
        "excerpt": "e an object you are wearing. The orbiting stone avoids contact with other creatures and objects, adjusting its orbit to avoid collisions and thwarting all attempts by"
      },
      {
        "document": 1711,
        "excerpt": "emains. Sphere Interactions. If the sphere comes into contact with a planar portal (such as that created by the Gate spell) or an extradimensional space (such as that"
      },
      {
        "document": 1733,
        "excerpt": "circle centered on the point of impact. Structures in contact with the ground in that area take 50 Bludgeoning damage, and each creature on the ground in that area mu"
      },
      {
        "document": 1810,
        "excerpt": "ly after dealing damage to the pudding and coming into contact with it. The weapon is destroyed if the penalty reaches -5. The penalty can be removed by casting the Me"
      },
      {
        "document": 1850,
        "excerpt": "the drider knows the location of any other creature in contact with the same web."
      },
      {
        "document": 1860,
        "excerpt": "e ettercap knows the location of any other creature in contact with the same web."
      },
      {
        "document": 1895,
        "excerpt": "bs, and it knows the location of any other creature in contact with the same web."
      },
      {
        "document": 1912,
        "excerpt": "ately after dealing damage to the ooze and coming into contact with it. The weapon is destroyed if the penalty reaches -5. The penalty can be removed by casting the Me"
      },
      {
        "document": 1982,
        "excerpt": "the spider knows the location of any other creature in contact with the same web."
      },
      {
        "document": 2027,
        "excerpt": "the spider knows the location of any other creature in contact with the same web."
      }
    ],
    "contacted": [
      {
        "document": 562,
        "excerpt": "a specified range. Unless a rule states otherwise, the contacted creature doesn't need to share a language with the telepath to understand this communication, but the co"
      },
      {
        "document": 972,
        "excerpt": "In the past, you usually contacted your patron through intermediaries. Now you can communicate directly; you always have the Contact Other"
      }
    ],
    "contacting": [
      {
        "document": 1210,
        "excerpt": "or some other knowledgeable entity from another plane. Contacting this otherworldly intelligence can break your mind. When you cast this spell, make a DC 15 Intelligence"
      }
    ],
    "contacts": [
      {
        "document": 562,
        "excerpt": "longer within the telepathy's range or if the telepath contacts a different creature within range. A creature without telepathy can receive telepathic messages but can"
      },
      {
        "document": 694,
        "excerpt": "ry might keep a hidden stash. Characters with criminal contacts might be able to acquire poison easily. Other characters might have to make extensive inquiries and pay"
      }
    ],
    "contagion": [
      {
        "document": 664,
        "excerpt": "ied time or until it is ended by some means. A magical contagion is an adverse effect of magical origin that is contagious by definition. The following sections discuss"
      },
      {
        "document": 672,
        "excerpt": "ng the first magical contagions. An outbreak of such a contagion can form the basis of an adventure as characters search for a cure and try to stop the contagion's sprea"
      },
      {
        "document": 673,
        "excerpt": "If a creature infected with a magical contagion spends 3 days recuperating - engaging in no activities that would interrupt a Long Rest - the creature m"
      },
      {
        "document": 675,
        "excerpt": "Magical Contagion Cheaply made potions and elixirs are sometimes tainted by Cackle Fever, which affects Humanoids only (g"
      },
      {
        "document": 676,
        "excerpt": "Magical Contagion Fouled potions and alchemical waste can give rise to Sewer Plague, which incubates in sewers and refuse"
      },
      {
        "document": 677,
        "excerpt": "Magical Contagion Any Beast or Humanoid that drinks water tainted by Sight Rot must succeed on a DC 15 Constitution savin"
      },
      {
        "document": 834,
        "excerpt": "Contagion"
      },
      {
        "document": 915,
        "excerpt": "Contagion"
      },
      {
        "document": 1211,
        "excerpt": "Contagion"
      },
      {
        "document": 1231,
        "excerpt": "f yourself. You sense the kind of poison, creature, or contagion in each case. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet"
      }
    ],
    "contagion's": [
      {
        "document": 672,
        "excerpt": "re as characters search for a cure and try to stop the contagion's spread."
      }
    ],
    "contagions": [
      {
        "document": 613,
        "excerpt": "creature returns to life with any conditions, magical contagions, or curses that were affecting it at death if the durations of those effects are still ongoing. If the c"
      },
      {
        "document": 664,
        "excerpt": "Magical Contagions"
      },
      {
        "document": 672,
        "excerpt": "Magical Contagions"
      },
      {
        "document": 674,
        "excerpt": "Example Contagions"
      },
      {
        "document": 1231,
        "excerpt": "poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case. The spel"
      },
      {
        "document": 1464,
        "excerpt": "all wounds, neutralizes any poison, cures all magical contagions, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs"
      },
      {
        "document": 1572,
        "excerpt": "en you drink this potion, you are cured of all magical contagions. In addition, the following conditions end on you: Blinded, Deafened, Paralyzed, and Poisoned. The clea"
      }
    ],
    "contagious": [
      {
        "document": 664,
        "excerpt": "ntagion is an adverse effect of magical origin that is contagious by definition. The following sections discuss curses and magical contagions in detail."
      }
    ],
    "contain": [
      {
        "document": 376,
        "excerpt": "Most settlements contain individuals who are willing to cast spells in exchange for payment. If a spell has expensive components,"
      },
      {
        "document": 514,
        "excerpt": "Magic Items. Spell Scrolls and some other magic items contain spells that can be cast without a spell slot. The description of such an item specifies how many times a"
      },
      {
        "document": 972,
        "excerpt": "ke an action to write its name on that page, which can contain a number of names equal to your Charisma modifier (minimum of one name). When any creature whose name i"
      },
      {
        "document": 1324,
        "excerpt": "ow globe of magical force that is just large enough to contain the target. Nothing can pass into or out of the globe. Chaining. Chains firmly rooted in the ground hol"
      },
      {
        "document": 1356,
        "excerpt": "p into a stone object or surface large enough to fully contain your body, merging yourself and your equipment with the stone for the duration. You must touch the stone"
      },
      {
        "document": 1404,
        "excerpt": "it. The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can take an action to push against the sphere's wall"
      },
      {
        "document": 1415,
        "excerpt": "ve as Material components for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet). While the chest remains on the"
      },
      {
        "document": 1611,
        "excerpt": "the flask. A newly discovered Iron Flask might already contain a creature chosen by the GM."
      },
      {
        "document": 1869,
        "excerpt": "e or smaller creatures if it has room inside itself to contain them (see the Ooze Cube trait). Dexterity Saving Throw: DC 12, each creature whose space the cube enters"
      }
    ],
    "contained": [
      {
        "document": 1259,
        "excerpt": "in range. You can fabricate a Large or smaller object (contained within a 10-foot Cube or eight connected 5-foot Cubes) given a sufficient quantity of material. If you'r"
      },
      {
        "document": 1516,
        "excerpt": "bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane."
      },
      {
        "document": 1625,
        "excerpt": "out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirror's surface. You and the creature can then communicate"
      },
      {
        "document": 1627,
        "excerpt": "as yours. Void. Your soul is drawn from your body and contained in an object in a place of the GM's choice. One or more powerful beings guard the place. While your soul"
      },
      {
        "document": 1706,
        "excerpt": "Emanation appears, any creatures or objects not fully contained within it are pushed into the nearest unoccupied spaces outside it. The attack or area of effect that tr"
      },
      {
        "document": 2006,
        "excerpt": "attack hit clause contained no recognized damage component"
      }
    ],
    "container": [
      {
        "document": 63,
        "excerpt": "destroy a fragile, nonmagical object, such as a glass container or a piece of paper. If you try to damage something more resilient, the GM might use the rules on breaki"
      },
      {
        "document": 144,
        "excerpt": "fects of another or pour several potions into a single container. The strange ingredients used in creating potions can result in unpredictable interactions. When a char"
      },
      {
        "document": 349,
        "excerpt": "A Tinderbox is a small container holding flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Usi"
      },
      {
        "document": 418,
        "excerpt": "gth Weight: 6 lb. Utilize: Seal or pry open a door or container (DC 20) Craft: Club, Greatclub, Quarterstaff, Barrel, Chest, Ladder, Pole, Portable Ram, Torch"
      },
      {
        "document": 429,
        "excerpt": "y: Strength Weight: 8 lb. Utilize: Pry open a door or container (DC 20) Craft: Any Melee weapon (except Club, Greatclub, Quarterstaff, and Whip), Medium armor (except"
      },
      {
        "document": 1164,
        "excerpt": "ntil dispelled You touch a closed door, window, gate, container, or hatch and magically lock it for the duration. This lock can't be unlocked by any nonmagical means."
      },
      {
        "document": 1218,
        "excerpt": "p to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames the"
      },
      {
        "document": 1250,
        "excerpt": "ely, you create 1 cup of clean water either in an open container or on a surface, and the water evaporates in 1 minute. Sculpt Element. You cause dirt, sand, fire, smok"
      },
      {
        "document": 1343,
        "excerpt": "hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. As a Magic action"
      },
      {
        "document": 1345,
        "excerpt": "catatonic state as your soul leaves it and enters the container you used for the spell's Material component. While your soul inhabits the container, you are aware of yo"
      },
      {
        "document": 1566,
        "excerpt": "Wondrous Item, Uncommon Found in a small container, this powder resembles Dust of Disappearance, and Identify reveals it to be such. There is enough of it"
      },
      {
        "document": 1633,
        "excerpt": "ds of this cloudy, gray oil form on the outside of its container and quickly evaporate."
      },
      {
        "document": 1649,
        "excerpt": ". This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it."
      },
      {
        "document": 1650,
        "excerpt": "l you end the effect as a Bonus Action. This potion's container seems to hold fog that moves and pours like water."
      },
      {
        "document": 1654,
        "excerpt": "Potion, Rare This potion's container looks empty but feels as though it holds liquid. When you drink the potion, you have the Invisible condi"
      },
      {
        "document": 1708,
        "excerpt": "coated inside with Oil of Slipperiness. When found, a container contains 1d6 + 1 ounces. One ounce of the glue can cover a 1-foot square surface. Applying an ounce of"
      }
    ],
    "container's": [
      {
        "document": 1345,
        "excerpt": "u are aware of your surroundings as if you were in the container's space. You can't move or take Reactions. The only action you can take is to project your soul up to 100"
      }
    ],
    "containers": [
      {
        "document": 51,
        "excerpt": "Torch or another light source, bypass locked doors and containers with Thieves' Tools, and create obstacles for pursuers with Caltrops. See “Equipment” for rules on many"
      },
      {
        "document": 1217,
        "excerpt": "food and 30 gallons of fresh water on the ground or in containers within range - both useful in fending off the hazards of malnutrition and dehydration. The food is bland"
      }
    ],
    "containing": [
      {
        "document": 266,
        "excerpt": "two pieces of parchment 72 A silver teardrop earring containing a real teardrop"
      },
      {
        "document": 267,
        "excerpt": "ves about when it's not being observed 98 A glass jar containing lard with a label that reads, \"Griffon Grease\" 99 A wooden box with a ceramic bottom that holds a livin"
      },
      {
        "document": 793,
        "excerpt": "-square base bursts upward. Inside is a burial chamber containing a Mummy, a Mummy Lord, or some other Undead of the GM’s choice. Its sarcophagus contains treasure of the"
      },
      {
        "document": 820,
        "excerpt": "A glass jar containing a bit of flesh floating in pickling fluid"
      },
      {
        "document": 1691,
        "excerpt": "ling 69–75 Rowboat (12 feet long) 76–83 Spell Scroll containing one spell of level 1, 2, or 3 (your choice) 1d100 Patch 84–90 2 Mastiffs 91–96 Window (2 feet by 4 fe"
      }
    ],
    "containment": [
      {
        "document": 1324,
        "excerpt": "of a labyrinth, a cage, a tower, or the like. Minimus Containment. The target becomes 1 inch tall and is trapped inside an indestructible gemstone or a similar object. Li"
      }
    ],
    "contains": [
      {
        "document": 129,
        "excerpt": "“Equipment” contains rules on brewing Potions of Healing and scribing Spell Scrolls. To create other magic items, follow the"
      },
      {
        "document": 161,
        "excerpt": "A monster has a stat block that contains the rules necessary to use it in the game. Stat blocks are divided into the following parts: Name and G"
      },
      {
        "document": 302,
        "excerpt": "The description of a feat contains the following parts, which are presented after the feat's name. Category. A feat is a member of a categ"
      },
      {
        "document": 333,
        "excerpt": "A Priest's Pack contains the following items: Backpack, Blanket, Holy Water, Lamp, 7 days of Rations, Robe, and Tinderbox."
      },
      {
        "document": 341,
        "excerpt": "A Scholar's Pack contains the following items: Backpack, Book, Ink, Ink Pen, Lamp, 10 flasks of Oil, 10 sheets of Parchment, and T"
      },
      {
        "document": 459,
        "excerpt": "A Book contains fiction or nonfiction. If you consult an accurate nonfiction Book about its topic, you gain a +5 bonus t"
      },
      {
        "document": 462,
        "excerpt": "A Burglar's Pack contains the following items: Backpack, Ball Bearings, Bell, 10 Candles, Crowbar, Hooded Lantern, 7 flasks of Oil"
      },
      {
        "document": 477,
        "excerpt": "A Diplomat's Pack contains the following items: Chest, Fine Clothes, Ink, 5 Ink Pens, Lamp, 2 Map or Scroll Cases, 4 flasks of Oil,"
      },
      {
        "document": 479,
        "excerpt": "A Dungeoneer's Pack contains the following items: Backpack, Caltrops, Crowbar, 2 flasks of Oil, 10 days of Rations, Rope, Tinderbox,"
      },
      {
        "document": 480,
        "excerpt": "An Entertainer's Pack contains the following items: Backpack, Bedroll, Bell, Bullseye Lantern, 3 Costumes, Mirror, 8 flasks of Oil, 9 d"
      },
      {
        "document": 481,
        "excerpt": "An Explorer's Pack contains the following items: Backpack, Bedroll, 2 flasks of Oil, 10 days of Rations, Rope, Tinderbox, 10 Torches"
      },
      {
        "document": 554,
        "excerpt": "A stat block contains the game statistics of a monster. Each stat block includes the following information presented after the"
      },
      {
        "document": 577,
        "excerpt": "is document, or both. No Obsolete Terms. The glossary contains definitions of current rules terms only. If you're looking for a term from an earlier version of the fif"
      },
      {
        "document": 616,
        "excerpt": "r it isn't. A space is Difficult Terrain if the space contains any of the following or something similar: - A creature that isn’t Tiny or your ally - Furniture that i"
      },
      {
        "document": 753,
        "excerpt": "fter which it returns to the bottle, and a new stopper contains it. The stopper can’t be removed for 24 hours. The next two times the bottle is opened, the same effect"
      },
      {
        "document": 793,
        "excerpt": "some other Undead of the GM’s choice. Its sarcophagus contains treasure of the GM’s choice."
      },
      {
        "document": 972,
        "excerpt": "t. This Book of Shadows (you determine its appearance) contains eldritch magic that only you can access, granting you the benefits below. The book disappears if you co"
      },
      {
        "document": 973,
        "excerpt": "r spellbook. It is a Tiny object that weighs 3 pounds, contains 100 pages, and can be read only by you or someone casting Identify. You determine the book's appearance"
      },
      {
        "document": 984,
        "excerpt": "level 1 spell, you can cast it reliably. If the scroll contains a higher-level spell, you must first succeed on an Intelligence (Arcana) check (DC 10 plus the spell's l"
      },
      {
        "document": 1332,
        "excerpt": ", a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access. A target that is held shut by a mundane lock or that i"
      },
      {
        "document": 1349,
        "excerpt": "The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. Furnishings and other objects creat"
      },
      {
        "document": 1515,
        "excerpt": "Wondrous Item, Rare This heavy cloth bag contains 3d4 dry beans when found. The bag weighs half a pound regardless of how many beans it contains and becom"
      },
      {
        "document": 1556,
        "excerpt": "on This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. You can take a Magic action to remove the stopper and issue one of"
      },
      {
        "document": 1557,
        "excerpt": "Wondrous Item, Uncommon This box contains a set of cards. A full deck has 34 cards: 32 depicting specific creatures and two with a mirrored surfac"
      },
      {
        "document": 1565,
        "excerpt": "Wondrous Item, Uncommon This small packet contains 1d6 + 4 pinches of dust. As a Utilize action, you can sprinkle a pinch of the dust over water, turning u"
      },
      {
        "document": 1569,
        "excerpt": "erstaffs, or Spears. You can draw any item the quiver contains as if doing so from a regular quiver or scabbard."
      },
      {
        "document": 1571,
        "excerpt": "Wondrous Item, Uncommon This gem contains a mote of elemental energy. When you take a Utilize action to break the gem, an elemental is summoned (s"
      },
      {
        "document": 1609,
        "excerpt": "ore up to 4 levels of spells at a time. When found, it contains 1d4 levels of stored spells chosen by the GM. Any creature can cast a spell of level 1 through 4 into t"
      },
      {
        "document": 1611,
        "excerpt": "and alignment. An Identify spell reveals if the flask contains a creature, but the only way to determine the type of creature is to open the flask. A newly discovered"
      },
      {
        "document": 1619,
        "excerpt": "Wondrous Item, Very Rare This book contains health and nutrition tips, and its words are charged with magic. If you spend 48 hours over a period of"
      },
      {
        "document": 1621,
        "excerpt": "Wondrous Item, Very Rare This tome contains information and incantations necessary to make a particular type of golem. The GM chooses the type or de"
      },
      {
        "document": 1622,
        "excerpt": "Wondrous Item, Very Rare This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a p"
      },
      {
        "document": 1623,
        "excerpt": "Wondrous Item, Very Rare This fine wooden box contains 1d4 pots of pigment and a brush (weighing 1 pound in total). Using the brush and expending 1 pot of pig"
      },
      {
        "document": 1625,
        "excerpt": "from it. If the mirror is shattered, all creatures it contains are freed and appear in unoccupied spaces near it. While within 5 feet of the mirror, you can take a Ma"
      },
      {
        "document": 1627,
        "excerpt": "Legendary Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have thirteen cards, but som"
      },
      {
        "document": 1630,
        "excerpt": "o use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a Bonus Action (using your spell save DC if a save is necessary). O"
      },
      {
        "document": 1640,
        "excerpt": "ition for 1 hour. This rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart."
      },
      {
        "document": 1678,
        "excerpt": "to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the GM. Any creature can cast a spell of level 1 through 5 in"
      },
      {
        "document": 1697,
        "excerpt": "u can imagine. Regardless of its nature, the demiplane contains enough water and food to sustain its visitors, and the demiplane's environment can't harm its occupants."
      },
      {
        "document": 1708,
        "excerpt": "side with Oil of Slipperiness. When found, a container contains 1d6 + 1 ounces. One ounce of the glue can cover a 1-foot square surface. Applying an ounce of Sovereign"
      },
      {
        "document": 1734,
        "excerpt": "Wondrous Item, Very Rare This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of"
      },
      {
        "document": 1735,
        "excerpt": "Wondrous Item, Very Rare This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 ho"
      },
      {
        "document": 1736,
        "excerpt": "Wondrous Item, Very Rare This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a peri"
      },
      {
        "document": 1738,
        "excerpt": "liquid with a strong alcohol smell. When found, a tube contains 1d6 + 1 ounces. You can take a Utilize action to pour 1 or more ounces of solvent from the tube onto a"
      },
      {
        "document": 1821,
        "excerpt": "eet of movement to jump to a space within 15 feet that contains one or more Large or smaller creatures. Dexterity Saving Throw: DC 15, each creature in the bulette's de"
      }
    ],
    "contaminated": [
      {
        "document": 676,
        "excerpt": "carries the contagion or that comes into contact with contaminated filth or offal must succeed on a DC 11 Constitution saving throw or become infected with Sewer Plague. A"
      }
    ],
    "contents": [
      {
        "document": 461,
        "excerpt": "A Bucket holds up to half a cubic foot of contents."
      },
      {
        "document": 469,
        "excerpt": "A Chest holds up to 12 cubic feet of contents."
      },
      {
        "document": 1228,
        "excerpt": "f this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can connect the shadowy door"
      },
      {
        "document": 1343,
        "excerpt": "r retrieve an item from an open container, or pour the contents out of a vial. As a Magic action on your later turns, you can control the hand thus again. As part of t"
      },
      {
        "document": 1415,
        "excerpt": "uration: Until dispelled You hide a chest and all its contents on the Ethereal Plane. You must touch the chest and the miniature replica that serve as Material compone"
      },
      {
        "document": 1517,
        "excerpt": "cubic feet. The bag weighs 5 pounds, regardless of its contents. Retrieving an item from the bag requires a Utilize action. If the bag is overloaded, pierced, or torn,"
      },
      {
        "document": 1594,
        "excerpt": "he haversack always weighs 5 pounds, regardless of its contents. Retrieving an item from the haversack requires a Utilize action or a Bonus Action (your choice). When"
      },
      {
        "document": 1619,
        "excerpt": "s over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Constitution increases by 2, to a maximum of 30. The manual then los"
      },
      {
        "document": 1620,
        "excerpt": "s over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Strength increases by 2, to a maximum of 30. The manual then loses i"
      },
      {
        "document": 1622,
        "excerpt": "s over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Dexterity increases by 2, to a maximum of 30. The manual then loses"
      },
      {
        "document": 1734,
        "excerpt": "s over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Intelligence increases by 2, to a maximum of 30. The manual then los"
      },
      {
        "document": 1735,
        "excerpt": "s over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma increases by 2, to a maximum of 30. The manual then loses i"
      },
      {
        "document": 1736,
        "excerpt": "s over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Wisdom increases by 2, to a maximum of 30. The manual then loses its"
      }
    ],
    "contests": [
      {
        "document": 974,
        "excerpt": "withstand peril, and garner glory. Whether in athletic contests or bloody battle, Champions strive for the crown of the victor."
      }
    ],
    "contiguous": [
      {
        "document": 1272,
        "excerpt": "ubes, which you arrange as you like. Each Cube must be contiguous with at least one other Cube. Each creature in the area makes a Dexterity saving throw, taking 7d10 Fire"
      },
      {
        "document": 1299,
        "excerpt": "ne 50-foot square, one hundred 5-foot squares that are contiguous, or twenty-five 10-foot squares that are contiguous. When you cast this spell, you can specify individu"
      },
      {
        "document": 1349,
        "excerpt": "plan you like for the dwelling, but it can't exceed 50 contiguous 10-foot Cubes. The place is furnished and decorated as you choose. It contains sufficient food to serve"
      },
      {
        "document": 1473,
        "excerpt": "p of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick and lasts for the duration. If the wall cuts"
      },
      {
        "document": 1474,
        "excerpt": "de up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration. If the wall cuts"
      },
      {
        "document": 1475,
        "excerpt": "d of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick"
      }
    ],
    "contingency": [
      {
        "document": 892,
        "excerpt": "Contingency"
      },
      {
        "document": 1212,
        "excerpt": "Contingency"
      }
    ],
    "contingent": [
      {
        "document": 1212,
        "excerpt": "that can target you. You cast that spell - called the contingent spell - as part of casting Contingency, expending spell slots for both, but the contingent spell doesn’t"
      }
    ],
    "continual": [
      {
        "document": 134,
        "excerpt": "ent item might be a cherished ally to its wielder or a continual thorn in the side. Most sentient items are weapons, but other kinds of items can manifest sentience. Si"
      },
      {
        "document": 831,
        "excerpt": "Continual Flame"
      },
      {
        "document": 887,
        "excerpt": "Continual Flame"
      },
      {
        "document": 912,
        "excerpt": "Continual Flame"
      },
      {
        "document": 1213,
        "excerpt": "Continual Flame"
      }
    ],
    "continue": [
      {
        "document": 45,
        "excerpt": "interrupts another creature's turn, that creature can continue its turn right after the Reaction. In terms of timing, a Reaction takes place immediately after its tri"
      },
      {
        "document": 1354,
        "excerpt": "to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell end"
      },
      {
        "document": 1447,
        "excerpt": "to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell end"
      },
      {
        "document": 1642,
        "excerpt": "mes Friendly to you and your allies for as long as you continue to play the pipes each round as a Magic action. A Friendly swarm obeys your commands. If you issue no co"
      }
    ],
    "continues": [
      {
        "document": 71,
        "excerpt": "Initiative. Once everyone has taken a turn, the fight continues to the next round if neither side is defeated."
      },
      {
        "document": 505,
        "excerpt": "But if the durations of the spells overlap, the effect continues until the duration of the second Bless ends."
      },
      {
        "document": 1157,
        "excerpt": "only to avoid harm. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which i"
      },
      {
        "document": 1214,
        "excerpt": "a, it resumes its flow based on the terrain. The water continues to move in the direction you chose until the spell ends or you choose a different effect. Whirlpool. Yo"
      },
      {
        "document": 1219,
        "excerpt": "only to avoid harm. Once given an order, the creature continues to follow the order until its task is complete. The creature is under your control for 24 hours, after"
      },
      {
        "document": 1362,
        "excerpt": "ing of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell en"
      },
      {
        "document": 1414,
        "excerpt": "Constitution saving throw. On a failed save, the spell continues. On a successful save, the spell ends. Using a Higher-Level Spell Slot. All the damage increases by 1d6"
      },
      {
        "document": 1828,
        "excerpt": "lem attacks an object. Once the golem goes berserk, it continues to be berserk until it is destroyed or it is no longer Bloodied. Immutable Form. The golem can't shape-"
      }
    ],
    "continuous": [
      {
        "document": 1483,
        "excerpt": "the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration. When the wall appears, each creature in its are"
      }
    ],
    "continuously": [
      {
        "document": 1299,
        "excerpt": "- Gust of Wind in one corridor or room (the wind blows continuously while the spell lasts) - Suggestion in one 5-foot square; any creature that enters that square receives"
      },
      {
        "document": 1648,
        "excerpt": "ncentration required). The red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails"
      },
      {
        "document": 1652,
        "excerpt": "ncentration required). The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fail"
      }
    ],
    "contract": [
      {
        "document": 1610,
        "excerpt": "oing so or missing with the attack causes the bands to contract and become a sphere once more. A creature that can touch the bands, including the one Restrained, can t"
      }
    ],
    "contracts": [
      {
        "document": 1648,
        "excerpt": "equired). The red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interru"
      },
      {
        "document": 1652,
        "excerpt": "tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process."
      }
    ],
    "contradict": [
      {
        "document": 37,
        "excerpt": "tems, monster abilities, and the like - that sometimes contradict a general rule. When an exception and a general rule disagree, the exception wins. For example, if a fea"
      }
    ],
    "contradicts": [
      {
        "document": 1367,
        "excerpt": "ect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as a fals"
      }
    ],
    "contraption": [
      {
        "document": 267,
        "excerpt": "A sheet of parchment upon which is drawn a mechanical contraption 78 An ornate scabbard that fits no blade you have found 79 An invitation to a party where a murder hap"
      }
    ],
    "contrary": [
      {
        "document": 648,
        "excerpt": "ounts as an improvised weapon if it's wielded in a way contrary to its design; if you use a Ranged weapon to make a melee attack or throw a Melee weapon that lacks the"
      },
      {
        "document": 1199,
        "excerpt": "a case where a one-word answer could be misleading or contrary to the deity's interests, the GM might offer a short phrase as an answer instead. If you cast the spell"
      },
      {
        "document": 1696,
        "excerpt": "med by you or your allies or commanded to do something contrary to its nature, a target ceases to be Charmed in this way. Once used, this property can't be used again u"
      }
    ],
    "contrast": [
      {
        "document": 96,
        "excerpt": "n move and act even on the turn that you mount it. In contrast, an independent mount - one that lets you ride but ignores your control - retains its place in the Initi"
      },
      {
        "document": 420,
        "excerpt": "Equipment fetches half its cost when sold. In contrast, trade goods and valuables - like gems and art objects - retain their full value in the marketplace. \"Ma"
      },
      {
        "document": 505,
        "excerpt": "spells add together while their durations overlap. In contrast, the effects of the same spell cast multiple times don't combine. Instead, the most potent effect - such"
      }
    ],
    "contribute": [
      {
        "document": 283,
        "excerpt": "sis, its members have spread across the multiverse and contribute to many different cultures. Members of most species live for about 80 years, with exceptions noted in t"
      }
    ],
    "contributing": [
      {
        "document": 965,
        "excerpt": "d convert them into a single spell slot, with each use contributing 2 spell levels. For example, if you convert two uses of Wild Shape, you produce a level 4 spell slot. On"
      }
    ],
    "contribution": [
      {
        "document": 151,
        "excerpt": "monster's Hit Point Dice are provided, along with any contribution from its Constitution. Either use the number for the monster's Hit Points or roll the die expression in"
      },
      {
        "document": 554,
        "excerpt": "monster's Hit Point Dice are provided, along with the contribution of its Constitution, if any, to its Hit Points. Following the Initiative modifier is an Initiative score"
      }
    ],
    "control": [
      {
        "document": 96,
        "excerpt": "You can control a mount only if it has been trained to accept a rider. Domesticated horses, mules, and similar creatures"
      },
      {
        "document": 142,
        "excerpt": "or more of its activated properties. - Attempt to take control of its bearer, whereupon the bearer makes a Charisma saving throw (DC 12 plus the item's Charisma modifi"
      },
      {
        "document": 671,
        "excerpt": "ture rolls a 1 on a D20 Test, the demonic entity takes control of the creature and determines the creature's behavior thereafter. At the end of each of the possessed c"
      },
      {
        "document": 756,
        "excerpt": "lose to you as possible. The creature isn’t under your control and acts as it normally would, and it disappears after 1 hour or when it drops to 0 Hit Points. Roll 1d4"
      },
      {
        "document": 783,
        "excerpt": "t of origin as possible. The creature isn’t under your control, acts as it normally would, and disappears after 1 hour or when it drops to 0 Hit Points. Roll 1d4 to de"
      },
      {
        "document": 833,
        "excerpt": "Control Water"
      },
      {
        "document": 837,
        "excerpt": "Control Weather"
      },
      {
        "document": 890,
        "excerpt": "Control Water"
      },
      {
        "document": 894,
        "excerpt": "Control Weather"
      },
      {
        "document": 914,
        "excerpt": "Control Water"
      },
      {
        "document": 918,
        "excerpt": "Control Weather"
      },
      {
        "document": 970,
        "excerpt": "Your cunning mind is exceptionally difficult to control. You gain proficiency in Wisdom and Charisma saving throws."
      },
      {
        "document": 1157,
        "excerpt": "spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to each one)."
      },
      {
        "document": 1158,
        "excerpt": "nimated Object stat block; this creature is under your control until the spell ends or until it is reduced to 0 Hit Points. Each creature you make with this spell is a"
      },
      {
        "document": 1185,
        "excerpt": "a storm when you cast this spell, the spell gives you control over that storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d"
      },
      {
        "document": 1214,
        "excerpt": "Control Water"
      },
      {
        "document": 1215,
        "excerpt": "Control Weather"
      },
      {
        "document": 1219,
        "excerpt": "oids within range. Each one becomes a Ghoul under your control (see “Monsters” for its stat block). As a Bonus Action on each of your turns, you can mentally command"
      },
      {
        "document": 1250,
        "excerpt": "et Components: V, S Duration: Instantaneous You exert control over the elements, creating one of the following effects within range. Beckon Air. You create a breeze"
      },
      {
        "document": 1343,
        "excerpt": "vial. As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet. The hand can't attack"
      },
      {
        "document": 1345,
        "excerpt": "for 24 hours. Once you possess a creature's body, you control it. Your Hit Points, Hit Point Dice, Strength, Dexterity, Constitution, Speed, and senses are replaced b"
      },
      {
        "document": 1360,
        "excerpt": "information about the target, observe it remotely, or control its mind."
      },
      {
        "document": 1452,
        "excerpt": "irection within the spell's range. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool,"
      },
      {
        "document": 1463,
        "excerpt": ". If the spell lasts more than an hour, you no longer control the creature. It might remain Friendly to you, depending on how you have treated it. Creature into Obje"
      },
      {
        "document": 1561,
        "excerpt": "DC 15 Charisma saving throw. On a successful save, you control the orb for as long as you remain attuned to it. On a failed save, the orb imposes the Charmed condition"
      },
      {
        "document": 1621,
        "excerpt": "s” for the golem’s stat block. The golem is under your control, and it understands and obeys your commands."
      },
      {
        "document": 1642,
        "excerpt": "by the shortest available route but aren't under your control otherwise. Whenever a Swarm of Rats that isn't under another creature's control comes within 30 feet of"
      },
      {
        "document": 1711,
        "excerpt": "here of Annihilation is stationary until someone takes control of it. If you are within 60 feet of a sphere, you can take a Magic action to make a DC 25 Intelligence ("
      },
      {
        "document": 1720,
        "excerpt": "strictor Snake in that space. The snake is under your control and shares your Initiative count, taking its turn immediately after yours. On your turn, you can mental"
      },
      {
        "document": 1731,
        "excerpt": "vantage on any Intelligence (Arcana) check you make to control a Sphere of Annihilation. In addition, when you start your turn in control of a Sphere of Annihilation,"
      },
      {
        "document": 1760,
        "excerpt": "target acts as an ally to the aboleth and is under its control while within 60 feet of it. In addition, the aboleth and the target can communicate telepathically with"
      },
      {
        "document": 1763,
        "excerpt": "ell), Speak with Animals 1/Day Each: Detect Thoughts, Control Weather"
      },
      {
        "document": 1775,
        "excerpt": "o maintain the spell), Speak with Animals 1/Day Each: Control Weather, Detect Thoughts"
      },
      {
        "document": 1776,
        "excerpt": "ith Animals, Thaumaturgy 1/Day Each: Detect Thoughts, Control Water, Scrying, Water Breathing"
      },
      {
        "document": 1781,
        "excerpt": "it Points required to maintain the spell) 1/Day Each: Control Weather, Ice Storm (level 7 version), Teleport, Zone of Truth"
      },
      {
        "document": 1830,
        "excerpt": "At Will: Detect Magic, Fog Cloud, Light 1/Day Each: Control Weather, Gaseous Form, Telekinesis"
      },
      {
        "document": 1871,
        "excerpt": "d the target has the Incapacitated condition and loses control of its body. The ghost now controls the body, but the target retains awareness. The ghost can't be targe"
      },
      {
        "document": 1987,
        "excerpt": ": At Will: Detect Evil and Good 1/Day Each: Commune, Control Weather, Dispel Evil and Good, Raise Dead"
      },
      {
        "document": 2009,
        "excerpt": "de water. Shark Telepathy. The sahuagin can magically control sharks within 120 feet of itself, using a special telepathy."
      },
      {
        "document": 2022,
        "excerpt": ": At Will: Detect Evil and Good 1/Day Each: Commune, Control Weather, Dispel Evil and Good, Resurrection"
      },
      {
        "document": 2035,
        "excerpt": "ell save DC 18): At Will: Detect Magic, Light 1/Day: Control Weather"
      },
      {
        "document": 2056,
        "excerpt": "ollowing sunset as a Vampire Spawn under the vampire's control."
      },
      {
        "document": 2067,
        "excerpt": "Points, it instead becomes a Werebear under the GM's control and has 10 Hit Points. Success: The target is immune to this werebear's curse for 24 hours. Handaxe (Hu"
      },
      {
        "document": 2068,
        "excerpt": "t Points, it instead becomes a Wereboar under the GM's control and has 10 Hit Points. Success: The target is immune to this wereboar's curse for 24 hours. Javelin (Hu"
      },
      {
        "document": 2069,
        "excerpt": "it Points, it instead becomes a Wererat under the GM's control and has 10 Hit Points. Success: The target is immune to this wererat's curse for 24 hours. Scratch. Mel"
      },
      {
        "document": 2070,
        "excerpt": "Points, it instead becomes a Weretiger under the GM's control and has 10 Hit Points. Success: The target is immune to this weretiger's curse for 24 hours. Scratch. M"
      },
      {
        "document": 2071,
        "excerpt": "t Points, it instead becomes a Werewolf under the GM's control and has 10 Hit Points. Success: The target is immune to this werewolf's curse for 24 hours. Scratch. Me"
      },
      {
        "document": 2073,
        "excerpt": "ack rises 24 hours later as a Zombie under the wight's control, unless the Humanoid is restored to life or its body is destroyed. The wight can have no more than twelv"
      },
      {
        "document": 2078,
        "excerpt": "st unoccupied space. The specter is under the wraith's control. The wraith can have no more than seven specters under its control at a time."
      }
    ],
    "controlled": [
      {
        "document": 96,
        "excerpt": "lar creatures have such training. The Initiative of a controlled mount changes to match yours when you mount it. It moves on your turn as you direct it, and it has only"
      },
      {
        "document": 521,
        "excerpt": "A monster is a creature controlled by the GM, even if the creature is benevolent. See also “Creature” and “NPC.”"
      },
      {
        "document": 529,
        "excerpt": "A player character is a character controlled by a player. See also “Character Creation.”"
      },
      {
        "document": 1266,
        "excerpt": "it shares your Initiative count, and it functions as a controlled mount while you ride it (as defined in the rules on mounted combat). If you have the Incapacitated condi"
      }
    ],
    "controlling": [
      {
        "document": 96,
        "excerpt": "Controlling a Mount"
      },
      {
        "document": 1538,
        "excerpt": "Censer of Controlling Air Elementals"
      },
      {
        "document": 1711,
        "excerpt": "gulfed and obliterated by it takes 8d10 Force damage. Controlling the Sphere. A Sphere of Annihilation is stationary until someone takes control of it. If you are within"
      },
      {
        "document": 1724,
        "excerpt": "Stone of Controlling Earth Elementals"
      }
    ],
    "controls": [
      {
        "document": 82,
        "excerpt": "n). A creature's space is the area that it effectively controls in combat and the area it needs to fight effectively. A character's size is determined by species, and"
      },
      {
        "document": 134,
        "excerpt": "uch as potions and scrolls are never sentient. The GM controls sentient magic items and their activated properties. A bearer who maintains a good relationship with the"
      },
      {
        "document": 1871,
        "excerpt": "condition and loses control of its body. The ghost now controls the body, but the target retains awareness. The ghost can't be targeted by any attack, spell, or other e"
      }
    ],
    "conventions": [
      {
        "document": 577,
        "excerpt": "Glossary Conventions"
      },
      {
        "document": 941,
        "excerpt": "Glossary Conventions Table 1"
      },
      {
        "document": 942,
        "excerpt": "Glossary Conventions Table 2"
      }
    ],
    "conversation": [
      {
        "document": 562,
        "excerpt": "ve telepathic messages but can't initiate a telepathic conversation. Once a telepathic conversation starts, the non-telepath can communicate mentally to the telepath until"
      },
      {
        "document": 1350,
        "excerpt": "t sounds at different times, even making it carry on a conversation, for example. Physical interaction with the image reveals it to be an illusion, for things can pass thr"
      }
    ],
    "converse": [
      {
        "document": 1246,
        "excerpt": ", the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the spell's duration. The messenger can also shape"
      }
    ],
    "convert": [
      {
        "document": 965,
        "excerpt": "gain one expended use of it. Nature Magician. You can convert uses of Wild Shape into a spell slot (no action required). Choose a number of your unexpended uses of Wi"
      },
      {
        "document": 1259,
        "excerpt": "120 feet Components: V, S Duration: Instantaneous You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a"
      },
      {
        "document": 1692,
        "excerpt": "ed. If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slot"
      }
    ],
    "converting": [
      {
        "document": 971,
        "excerpt": "r features, such as Metamagic, that use those points. Converting Spell Slots to Sorcery Points. You can expend a spell slot to gain a number of Sorcery Points equal to t"
      }
    ],
    "conveys": [
      {
        "document": 1323,
        "excerpt": "appears normal, seems to be written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were"
      }
    ],
    "convince": [
      {
        "document": 46,
        "excerpt": "which takes many forms. For example, you might try to convince a burglar to confess to wrongdoing or try to flatter a guard. The Game Master assumes the roles of any n"
      },
      {
        "document": 47,
        "excerpt": "rior or speak ill of a noble's allies, your efforts to convince or deceive will likely fail."
      },
      {
        "document": 744,
        "excerpt": "Honestly and graciously convince someone of something."
      }
    ],
    "convincing": [
      {
        "document": 744,
        "excerpt": "Tell a convincing lie, or wear a disguise convincingly."
      }
    ],
    "convincingly": [
      {
        "document": 744,
        "excerpt": "Tell a convincing lie, or wear a disguise convincingly."
      }
    ],
    "cook's": [
      {
        "document": 422,
        "excerpt": "Cook's Utensils (1 GP)"
      }
    ],
    "cookies": [
      {
        "document": 1623,
        "excerpt": "but close inspection reveals they're made from paste, cookies, or some other worthless material. If you paint a form of energy such as fire or lightning, the energy"
      }
    ],
    "cool": [
      {
        "document": 1215,
        "excerpt": "| Warm | 3 | Strong wind | | 4 | Cool | 4 | Gale | | 5 | Cold | 5 | Storm | | 6 | Freez"
      },
      {
        "document": 1250,
        "excerpt": "ers for 1 minute. Beckon Water. You create a spray of cool mist that lightly dampens creatures and objects in a 5-foot Cube. Alternatively, you create 1 cup of cle"
      },
      {
        "document": 1285,
        "excerpt": "f you do so, a globe about the size of a sling bullet, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the g"
      }
    ],
    "cooperative": [
      {
        "document": 141,
        "excerpt": "tem aligns with that special purpose, the item remains cooperative. Deviating from this course might cause conflict between the wielder and the item (see “Conflict” below)"
      }
    ],
    "coordination": [
      {
        "document": 1622,
        "excerpt": "Wondrous Item, Very Rare This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 da"
      }
    ],
    "copied": [
      {
        "document": 973,
        "excerpt": "need spend only 1 hour and 10 GP for each level of the copied spell. If you lose your spellbook, you can use the same procedure to transcribe the Wizard spells that"
      },
      {
        "document": 1709,
        "excerpt": "o a Spellbook. A Wizard spell on a Spell Scroll can be copied into a spellbook. When a spell is copied in this way, the copier must succeed on an Intelligence (Arcana"
      }
    ],
    "copier": [
      {
        "document": 1709,
        "excerpt": "o a spellbook. When a spell is copied in this way, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 plus the spell's level. On a succes"
      }
    ],
    "copper": [
      {
        "document": 220,
        "excerpt": "Copper Dragons"
      },
      {
        "document": 398,
        "excerpt": "Piece, which is the game's main coin. For example, 100 Copper Pieces are worth 1 Gold Piece. A coin weighs about a third of an ounce, so fifty coins weigh a pound."
      },
      {
        "document": 803,
        "excerpt": "Copper"
      },
      {
        "document": 927,
        "excerpt": "Copper Piece (CP)"
      },
      {
        "document": 941,
        "excerpt": "Copper Piece(s)"
      },
      {
        "document": 986,
        "excerpt": "| | Bronze | Lightning | Silver | Cold | | Copper | Acid | White | Cold |"
      },
      {
        "document": 1232,
        "excerpt": "V, S, M (I Copper Piece)"
      },
      {
        "document": 1289,
        "excerpt": "V, S, M (2 Copper Pieces, which the spell consumes)"
      },
      {
        "document": 1358,
        "excerpt": "S, M (a copper wire)"
      },
      {
        "document": 1418,
        "excerpt": "V, S, M (a copper wire)"
      },
      {
        "document": 1765,
        "excerpt": "Adult Copper Dragon"
      },
      {
        "document": 1777,
        "excerpt": "Ancient Copper Dragon"
      },
      {
        "document": 1834,
        "excerpt": "Copper Dragon Wyrmling"
      },
      {
        "document": 2085,
        "excerpt": "Young Copper Dragon"
      }
    ],
    "copy": [
      {
        "document": 381,
        "excerpt": "first. Additionally, you can't attune to more than one copy of an item. For example, you can't attune to more than one Ring of Protection at a time."
      },
      {
        "document": 973,
        "excerpt": "Wizard spell on a Spell Scroll, for example, and then copy it into your spellbook. Copying a Spell into the Book. When you find a level I+ Wizard spell, you can c"
      },
      {
        "document": 1392,
        "excerpt": "on: Concentration, up to 1 day You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have"
      }
    ],
    "copying": [
      {
        "document": 973,
        "excerpt": "l, for example, and then copy it into your spellbook. Copying a Spell into the Book. When you find a level I+ Wizard spell, you can copy it into your spellbook if it'"
      },
      {
        "document": 1709,
        "excerpt": "the scroll's rarity, as shown in the following table. Copying a Scroll into a Spellbook. A Wizard spell on a Spell Scroll can be copied into a spellbook. When a spell"
      }
    ],
    "coral": [
      {
        "document": 1630,
        "excerpt": "s made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six t"
      }
    ],
    "cord": [
      {
        "document": 1167,
        "excerpt": "The principal difference is the addition of a silvery cord that trails from between the shoulder blades of the astral form. The cord fades from view after 1 foot."
      }
    ],
    "core": [
      {
        "document": 962,
        "excerpt": "Core Barbarian Traits Becoming a Barbarian ... As a Level 1 Character - Gain all the traits in the Core Ba"
      },
      {
        "document": 963,
        "excerpt": "Core Bard Traits Becoming a Bard ... As a Level 1 Character - Gain all the traits in the Core Bard Traits"
      },
      {
        "document": 964,
        "excerpt": "Core Cleric Traits Becoming a Cleric ... As a Level 1 Character - Gain all the traits in the Core Cleric T"
      },
      {
        "document": 965,
        "excerpt": "Core Druid Traits Becoming a Druid ... As a Level 1 Character - Gain all the traits in the Core Druid Trai"
      },
      {
        "document": 966,
        "excerpt": "Core Fighter Traits Becoming a Fighter ... As a Level 1 Character - Gain all the traits in the Core Fighte"
      },
      {
        "document": 967,
        "excerpt": "Core Monk Traits Becoming a Monk ... As a Level 1 Character - Gain all the traits in the Core Monk Traits"
      },
      {
        "document": 968,
        "excerpt": "Core Paladin Traits Becoming a Paladin ... As a Level 1 Character - Gain all the traits in the Core Paladi"
      },
      {
        "document": 969,
        "excerpt": "Core Ranger Traits Becoming a Ranger ... As a Level 1 Character - Gain all the traits in the Core Ranger T"
      },
      {
        "document": 970,
        "excerpt": "Core Rogue Traits Becoming a Rogue ... As a Level 1 Character - Gain all the traits in the Core Rogue Trai"
      },
      {
        "document": 971,
        "excerpt": "Core Sorcerer Traits Becoming a Sorcerer ... As a Level 1 Character - Gain all the traits in the Core Sorc"
      },
      {
        "document": 972,
        "excerpt": "Core Warlock Traits Becoming a Warlock ... As a Level 1 Character - Gain all the traits in the Core Warloc"
      },
      {
        "document": 973,
        "excerpt": "Core Wizard Traits Becoming a Wizard ... As a Level 1 Character - Gain all the traits in the Core Wizard T"
      }
    ],
    "cork": [
      {
        "document": 1479,
        "excerpt": "V, S, M (a piece of cork)"
      }
    ],
    "corner": [
      {
        "document": 75,
        "excerpt": "even more. Corners. Diagonal movement can't cross the corner of a wall, a large tree, or another terrain feature that fills its space. Ranges. To determine the rang"
      },
      {
        "document": 1193,
        "excerpt": "is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The intangible, invulnerable sensor remains in place for the duration. When y"
      }
    ],
    "corners": [
      {
        "document": 75,
        "excerpt": "er. Other effects might make a square cost even more. Corners. Diagonal movement can't cross the corner of a wall, a large tree, or another terrain feature that fills"
      },
      {
        "document": 321,
        "excerpt": "ful for personal cosmetics but also for peeking around corners and reflecting light as a signal."
      },
      {
        "document": 722,
        "excerpt": "it hits a wall or similar barrier. It can't go around corners, but creative dungeon builders incorporate curving turns into nearby passages that allow the stone to ke"
      }
    ],
    "corpse": [
      {
        "document": 667,
        "excerpt": "troyed permanently only by casting Remove Curse on its corpse."
      },
      {
        "document": 1157,
        "excerpt": ") Duration: Instantaneous Choose a pile of bones or a corpse of a Medium or Small Humanoid within range. The target becomes an Undead creature: a Skeleton if you cho"
      },
      {
        "document": 1219,
        "excerpt": "V, S, M (one 150+ GP black onyx stone for each corpse)"
      },
      {
        "document": 1289,
        "excerpt": "ich the spell consumes) Duration: 10 days You touch a corpse or other remains. For the duration, the target is protected from decay and can't become Undead. The spe"
      },
      {
        "document": 1436,
        "excerpt": "tion: 10 minutes You grant the semblance of life to a corpse of your choice within range, allowing it to answer questions you pose. The corpse must have a mouth, and"
      },
      {
        "document": 1806,
        "excerpt": "eature is no longer Restrained and can escape from the corpse by using 15 feet of movement, exiting Prone."
      },
      {
        "document": 1885,
        "excerpt": "target is no longer Restrained and can escape from the corpse using 5 feet of movement, exiting with the Prone condition. At the end of the frog's next turn, the swa"
      },
      {
        "document": 1896,
        "excerpt": "eature is no longer Restrained and can escape from the corpse using 5 feet of movement, exiting with the Prone condition."
      },
      {
        "document": 1946,
        "excerpt": "r has the Restrained condition and can escape from the corpse using 15 feet of movement, exiting Prone."
      },
      {
        "document": 1995,
        "excerpt": "r has the Restrained condition and can escape from the corpse using 20 feet of movement, exiting Prone."
      },
      {
        "document": 2002,
        "excerpt": "r has the Restrained condition and can escape from the corpse by using 15 feet of movement, exiting Prone."
      },
      {
        "document": 2016,
        "excerpt": "anoid is slain by this attack, a Shadow rises from the corpse 1d4 hours later."
      },
      {
        "document": 2044,
        "excerpt": "r has the Restrained condition and can escape from the corpse using 20 feet of movement, exiting Prone."
      },
      {
        "document": 2078,
        "excerpt": "taken. Create Specter. The wraith targets a Humanoid corpse within 10 feet of itself that has been dead for no longer than 1 minute. The target's spirit rises as a"
      }
    ],
    "corpses": [
      {
        "document": 1219,
        "excerpt": "can cast this spell only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a Ghoul under your control (see “Monsters” f"
      }
    ],
    "correct": [
      {
        "document": 1199,
        "excerpt": "sk your questions before the spell ends. You receive a correct answer for each question. Divine beings aren't necessarily omniscient, so you might receive “unclear” a"
      }
    ],
    "corresponding": [
      {
        "document": 153,
        "excerpt": "Every monster has six ability scores along with corresponding ability score modifiers and saving throw modifiers. For more information on ability scores and saving th"
      },
      {
        "document": 242,
        "excerpt": "number in the Experience Points column, you reach the corresponding level. Character Advancement"
      },
      {
        "document": 609,
        "excerpt": "telligence, Wisdom, and Charisma - each of which has a corresponding modifier. Add the modifier when you make a D20 Test with the corresponding ability or when a rule asks y"
      },
      {
        "document": 1667,
        "excerpt": "aring the ring, you benefit from additional properties corresponding to the ring's linked Elemental Plane: Air. You know Auran, you have Resistance to Lightning damage, and"
      }
    ],
    "corresponds": [
      {
        "document": 975,
        "excerpt": ", temperate, or tropical. Consult the table below that corresponds to the chosen type; you have the spells listed for your Druid level and lower prepared. Arid Land Pola"
      },
      {
        "document": 1256,
        "excerpt": "nds, you return to the plane you left in the spot that corresponds to your space in the Border Ethereal. If you appear in an occupied space, you are shunted to the nearest"
      },
      {
        "document": 1518,
        "excerpt": "a creature you determine by rolling on the table that corresponds to the bag's color. See “Monsters” for the creature's stat block. The creature vanishes at the next dawn"
      }
    ],
    "corridor": [
      {
        "document": 1157,
        "excerpt": "issue a general command, such as to guard a chamber or corridor. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given"
      },
      {
        "document": 1299,
        "excerpt": "ed while Guards and Wards lasts) - Gust of Wind in one corridor or room (the wind blows continuously while the spell lasts) - Suggestion in one 5-foot square; any creat"
      }
    ],
    "corridors": [
      {
        "document": 1299,
        "excerpt": "thereafter lasts until all its effects are dispelled. Corridors. Fog fills all the warded corridors, making them Heavily Obscured. In addition, at each intersection or"
      }
    ],
    "corrosive": [
      {
        "document": 949,
        "excerpt": "Corrosive liquids, digestive enzymes"
      },
      {
        "document": 1810,
        "excerpt": "as 1 inch without expending extra movement to do so. Corrosive Form. A creature that hits the pudding with a melee attack roll takes 4 (1d8) Acid damage. Nonmagical am"
      },
      {
        "document": 1912,
        "excerpt": "as 1 inch without expending extra movement to do so. Corrosive Form. Nonmagical ammunition is destroyed immediately after hitting the ooze and dealing any damage. Any"
      }
    ],
    "corrupting": [
      {
        "document": 1947,
        "excerpt": "Claw attacks. It can replace one attack with a use of Corrupting Touch. Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage plus 7 (2d6) Psychic d"
      }
    ],
    "corruption": [
      {
        "document": 976,
        "excerpt": "t festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority."
      },
      {
        "document": 979,
        "excerpt": "s especially mighty. That patron's aims are evil - the corruption or destruction of all things, ultimately including you - and your path is defined by the extent to which"
      }
    ],
    "corundum": [
      {
        "document": 754,
        "excerpt": "Red corundum"
      }
    ],
    "cosmetics": [
      {
        "document": 321,
        "excerpt": "A handheld steel Mirror is useful for personal cosmetics but also for peeking around corners and reflecting light as a signal."
      }
    ],
    "cosmic": [
      {
        "document": 1376,
        "excerpt": "to you: a god, a demon prince, or some other being of cosmic power. That entity sends a Celestial, an Elemental, or a Fiend loyal to it to aid you, making the creatu"
      }
    ],
    "cost": [
      {
        "document": 75,
        "excerpt": "2 squares to enter. Other effects might make a square cost even more. Corners. Diagonal movement can't cross the corner of a wall, a large tree, or another terrai"
      },
      {
        "document": 119,
        "excerpt": "a magic item incorporates an item that has a purchase cost in “Equipment” (such as a weapon or a suit of armor), add that item’s cost to the magic item’s value. Fo"
      },
      {
        "document": 133,
        "excerpt": "Time and Cost"
      },
      {
        "document": 230,
        "excerpt": "this five more times, so you have six numbers. Point Cost. You have 27 points to spend on your ability scores. The cost of each score is shown on the Ability Scor"
      },
      {
        "document": 256,
        "excerpt": "The Experience Point cost to gain a level is based on your total character level, not your level in a particular class, as shown i"
      },
      {
        "document": 356,
        "excerpt": "table in “Equipment” can be purchased as barding. The cost is four times the normal cost, and it weighs twice as much."
      },
      {
        "document": 364,
        "excerpt": "abundant, such as a city shipyard, the repair time and cost are halved."
      },
      {
        "document": 365,
        "excerpt": "Lifestyle expenses summarize the cost of living in a fantasy world. They cover lodging, food, equipment maintenance, and other necessities. A"
      },
      {
        "document": 376,
        "excerpt": "payment. If a spell has expensive components, add the cost of those components to the cost listed in the Spellcasting Services table. The higher the level of a des"
      },
      {
        "document": 389,
        "excerpt": "n item, you need raw materials worth half its purchase cost (round down). For example, you need 750 GP of raw materials to make Plate Armor, which sells for 1,500 G"
      },
      {
        "document": 390,
        "excerpt": "s a day) it takes to make an item, divide its purchase cost in GP by 10 (round a fraction up to a day). For example, you need 5 days to make a Heavy Crossbow, whic"
      },
      {
        "document": 393,
        "excerpt": "Time and Cost"
      },
      {
        "document": 406,
        "excerpt": "le lists the game's main armor. The table includes the cost and weight of armor, as well as the following details: Category. Every type of armor falls into a categ"
      },
      {
        "document": 409,
        "excerpt": "ion shows the game's main weapons. The table lists the cost and weight of each weapon, as well as the following details: Category. Every weapon falls into a catego"
      },
      {
        "document": 412,
        "excerpt": "ems, or both. A tool's description includes the tool's cost and weight, as well as the following entries: Ability. This entry lists the ability to use when making"
      },
      {
        "document": 420,
        "excerpt": "Equipment fetches half its cost when sold. In contrast, trade goods and valuables - like gems and art objects - retain their full value"
      },
      {
        "document": 499,
        "excerpt": "ll doesn't consume its materials and doesn't specify a cost for them, a spellcaster can use a Component Pouch (see \"Equipment\") instead of providing the materials s"
      },
      {
        "document": 551,
        "excerpt": "aterials aren't consumed by the spell and don't have a cost specified. Some classes allow its members to use certain types of Spellcasting Focuses. See also \"Spells"
      },
      {
        "document": 559,
        "excerpt": "xtra feet in Difficult Terrain). You ignore this extra cost if you have a Swim Speed and use it to swim. At the GM's option, moving any distance in rough water migh"
      },
      {
        "document": 590,
        "excerpt": "xtra feet in Difficult Terrain). You ignore this extra cost if you have a Climb Speed and use it to climb. At the GM's option, climbing a slippery surface or one w"
      },
      {
        "document": 759,
        "excerpt": "Cost"
      },
      {
        "document": 773,
        "excerpt": "Charge Cost"
      },
      {
        "document": 774,
        "excerpt": "Charge Cost"
      },
      {
        "document": 775,
        "excerpt": "Charge Cost"
      },
      {
        "document": 776,
        "excerpt": "Charge Cost"
      },
      {
        "document": 777,
        "excerpt": "Charge Cost"
      },
      {
        "document": 778,
        "excerpt": "Charge Cost"
      },
      {
        "document": 779,
        "excerpt": "Charge Cost"
      },
      {
        "document": 780,
        "excerpt": "Magic Item Crafting Time and Cost"
      },
      {
        "document": 781,
        "excerpt": "Charge Cost"
      },
      {
        "document": 782,
        "excerpt": "Charge Cost"
      },
      {
        "document": 800,
        "excerpt": "Charge Cost"
      },
      {
        "document": 802,
        "excerpt": "Charge Cost"
      },
      {
        "document": 810,
        "excerpt": "Cost"
      },
      {
        "document": 856,
        "excerpt": "Sorcery Point Cost"
      },
      {
        "document": 920,
        "excerpt": "Cost"
      },
      {
        "document": 921,
        "excerpt": "Cost"
      },
      {
        "document": 922,
        "excerpt": "Cost"
      },
      {
        "document": 923,
        "excerpt": "Cost"
      },
      {
        "document": 924,
        "excerpt": "Cost"
      },
      {
        "document": 925,
        "excerpt": "Cost"
      },
      {
        "document": 926,
        "excerpt": "Cost"
      },
      {
        "document": 928,
        "excerpt": "Cost"
      },
      {
        "document": 929,
        "excerpt": "Cost"
      },
      {
        "document": 930,
        "excerpt": "Cost"
      },
      {
        "document": 931,
        "excerpt": "Cost"
      },
      {
        "document": 932,
        "excerpt": "Cost"
      },
      {
        "document": 933,
        "excerpt": "Cost"
      },
      {
        "document": 934,
        "excerpt": "Cost"
      },
      {
        "document": 935,
        "excerpt": "Cost"
      },
      {
        "document": 965,
        "excerpt": "ept for any spell that has a Material component with a cost specified or that consumes its Material component."
      },
      {
        "document": 970,
        "excerpt": "ollowing Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die be"
      },
      {
        "document": 971,
        "excerpt": "e spell slot. The Creating Spell Slots table shows the cost of creating a spell slot of a given level, and it lists the minimum Sorcerer level you must be to create"
      },
      {
        "document": 984,
        "excerpt": "the following Cunning Strike option. Stealth Attack (Cost: 1d6). If you have the Hide action's Invisible condition, this attack doesn't end that condition on you"
      },
      {
        "document": 1621,
        "excerpt": "than 8 hours per day. You must also pay the specified cost to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The"
      },
      {
        "document": 1670,
        "excerpt": ") While you wear this ring, Difficult Terrain doesn't cost you extra movement. In addition, magic can neither reduce any of your Speeds nor cause you to have the P"
      },
      {
        "document": 1770,
        "excerpt": "lly, Difficult Terrain composed of ice or snow doesn't cost it extra movement. Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw,"
      },
      {
        "document": 1782,
        "excerpt": "lly, Difficult Terrain composed of ice or snow doesn't cost it extra movement. Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw,"
      },
      {
        "document": 2072,
        "excerpt": "lly, Difficult Terrain composed of ice or snow doesn't cost it extra movement."
      },
      {
        "document": 2090,
        "excerpt": "lly, Difficult Terrain composed of ice or snow doesn't cost it extra movement."
      }
    ],
    "costing": [
      {
        "document": 1596,
        "excerpt": "el you can cast, and it can't have Material components costing more than 1,000 GP. Once you decide on the spell, you must expend a spell slot of the spell's level. The"
      },
      {
        "document": 2017,
        "excerpt": "mbling mound moves, the Grappled target moves with it, costing it no extra movement. The shambling mound can have only one creature Grappled by this action at a time."
      }
    ],
    "costly": [
      {
        "document": 1484,
        "excerpt": "to meet any requirements to cast that spell, including costly components. The spell simply takes effect. Alternatively, you can create one of the following effects o"
      }
    ],
    "costs": [
      {
        "document": 75,
        "excerpt": "must have enough movement left to pay for entering. It costs 1 square of movement to enter an unoccupied square that's adjacent to your space (orthogonally or diagon"
      },
      {
        "document": 78,
        "excerpt": "Terrain. Every foot of movement in Difficult Terrain costs 1 extra foot, even if multiple things in a space count as Difficult Terrain."
      },
      {
        "document": 95,
        "excerpt": "ure that is within 5 feet of you or dismount. Doing so costs an amount of movement equal to half your Speed (round down). For example, if your Speed is 30 feet, you"
      },
      {
        "document": 119,
        "excerpt": "Scroll. The value of a Spell Scroll is double what it costs to scribe the scroll (as specified in the “Scribing Spell Scrolls” section of “Equipment”)."
      },
      {
        "document": 230,
        "excerpt": "cost of each score is shown on the Ability Score Point Costs table. For example, a score of 14 costs 7 of your 27 points. Ability Score Point Costs"
      },
      {
        "document": 362,
        "excerpt": "vary from ship to ship. A small private cabin usually costs 2 GP per day."
      },
      {
        "document": 364,
        "excerpt": "ed. Repairing 1 Hit Point of damage requires 1 day and costs 20 GP for materials and labor. If the repairs are made in a location where supplies and skilled labor ar"
      },
      {
        "document": 393,
        "excerpt": "n the level of the spell, as shown in the Spell Scroll Costs table. For each day of inscription, you must work for 8 hours. If a scroll requires multiple days, those"
      },
      {
        "document": 396,
        "excerpt": "works as if the caster were your level. Spell Scroll Costs ---"
      },
      {
        "document": 559,
        "excerpt": "While you're swimming, each foot of movement costs 1 extra foot (2 extra feet in Difficult Terrain). You ignore this extra cost if you have a Swim Speed an"
      },
      {
        "document": 590,
        "excerpt": "While you're climbing, each foot of movement costs 1 extra foot (2 extra feet in Difficult Terrain). You ignore this extra cost if you have a Climb Speed a"
      },
      {
        "document": 596,
        "excerpt": "While you're crawling, each foot of movement costs 1 extra foot (2 extra feet in Difficult Terrain). See also \"Speed.\""
      },
      {
        "document": 616,
        "excerpt": "ifficult Terrain, every foot of movement in that space costs 1 extra foot. For example, moving 5 feet through Difficult Terrain costs 10 feet of movement. Difficult"
      },
      {
        "document": 641,
        "excerpt": "half that distance. Either way, each foot of the jump costs a foot of movement. You can extend your arms half your height above yourself during the jump. Thus, you"
      },
      {
        "document": 657,
        "excerpt": "nly half that distance. Either way, each foot you jump costs a foot of movement. If you land in Difficult Terrain, you must succeed on a DC 10 Dexterity (Acrobatics"
      },
      {
        "document": 810,
        "excerpt": "Ability Score Point Costs"
      },
      {
        "document": 926,
        "excerpt": "Spell Scroll Costs"
      },
      {
        "document": 971,
        "excerpt": "n, you must spend the number of Sorcery Points that it costs. You can use only one Metamagic option on a spell when you cast it unless otherwise noted in one of tho"
      },
      {
        "document": 973,
        "excerpt": "evel of the spell, the transcription takes 2 hours and costs 50 GP. Afterward you can prepare the spell like the other spells in your spellbook. Copying the Book. Y"
      },
      {
        "document": 1256,
        "excerpt": "ection. If you move up or down, every foot of movement costs an extra foot. You can perceive the plane you left, which looks gray, and you can't see anything there m"
      },
      {
        "document": 1492,
        "excerpt": "or carry you when it moves, but every foot of movement costs it 1 extra foot unless you are Tiny or two or more sizes smaller than it."
      },
      {
        "document": 1884,
        "excerpt": "nd each hour or portion thereof it spends in goat form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it rev"
      }
    ],
    "costume": [
      {
        "document": 435,
        "excerpt": "Weight: 3 lb. Utilize: Apply makeup (DC 10) Craft: Costume"
      },
      {
        "document": 474,
        "excerpt": "Costume (5 GP)"
      },
      {
        "document": 931,
        "excerpt": "Costume"
      },
      {
        "document": 1049,
        "excerpt": "Costume"
      }
    ],
    "costumes": [
      {
        "document": 480,
        "excerpt": "ng items: Backpack, Bedroll, Bell, Bullseye Lantern, 3 Costumes, Mirror, 8 flasks of Oil, 9 days of Rations, Tinderbox, and Waterskin."
      }
    ],
    "couatl": [
      {
        "document": 1835,
        "excerpt": "Couatl"
      }
    ],
    "couatl's": [
      {
        "document": 1835,
        "excerpt": "Shielded Mind. The couatl's thoughts can't be read by any means, and other creatures can communicate with it telepathically only if"
      }
    ],
    "couched": [
      {
        "document": 1333,
        "excerpt": "receive is. That information is accurate but might be couched in figurative language or poetry, as determined by the GM. If the famous thing you chose isn't actually"
      }
    ],
    "could": [
      {
        "document": 33,
        "excerpt": "ability check that has Advantage or Disadvantage, you could expend your Heroic Inspiration to reroll one of those dice, not both of them."
      },
      {
        "document": 51,
        "excerpt": "“Equipment” can also be used for more than battle; you could use a Quarterstaff, for example, to push a sinister-looking button that you’re reluctant to touch."
      },
      {
        "document": 66,
        "excerpt": "e characters might travel long distances on trips that could take hours or days. The GM can summarize this travel without calculating exact distances or travel times"
      },
      {
        "document": 74,
        "excerpt": "e, during either your move or action. For example, you could open a door during your move as you stride toward a foe. If you want to interact with a second object,"
      },
      {
        "document": 79,
        "excerpt": "turn. For example, if you have a Speed of 30 feet, you could go 10 feet, take an action, and then go 20 feet."
      },
      {
        "document": 114,
        "excerpt": "lost vaults. Such items grant capabilities a character could rarely have otherwise, or they complement their owner's capabilities in wondrous ways."
      },
      {
        "document": 548,
        "excerpt": ", if you have a Speed of 30 and a Fly Speed of 40, you could fly 10 feet, walk 10 feet, and leap into the air to fly 20 feet more. Changes to Your Speeds. If an eff"
      },
      {
        "document": 648,
        "excerpt": "apon and uses that weapon's rules. For example, the GM could treat a table leg as a Club."
      },
      {
        "document": 714,
        "excerpt": "el range. A trap that is a nuisance at one level range could be deadly to characters of a lower level range."
      },
      {
        "document": 727,
        "excerpt": "d other resources, an encounter of moderate difficulty could go badly for the adventurers. Weaker characters might get taken out of the fight, and there's a slim cha"
      },
      {
        "document": 729,
        "excerpt": "dget of 50 × 4 , for a total of 200 XP. With that, you could build any of the following encounters: - 1 Bugbear Warrior (200 XP) - 2 Giant Wasps (100 XP each), for"
      },
      {
        "document": 731,
        "excerpt": "the higher the risk that a lucky streak on their part could deal more damage to the characters than you expect. If your encounter includes more than two creatures p"
      },
      {
        "document": 968,
        "excerpt": "l. As a Bonus Action, you can touch a creature (which could be yourself) and draw power from the pool of healing to restore a number of Hit Points to that creature,"
      },
      {
        "document": 969,
        "excerpt": "hange the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Longswords."
      },
      {
        "document": 970,
        "excerpt": "hange the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords."
      },
      {
        "document": 973,
        "excerpt": "ring your adventures that you can add to the book. You could discover a Wizard spell on a Spell Scroll, for example, and then copy it into your spellbook. Copying a"
      },
      {
        "document": 1198,
        "excerpt": "earn) - Locations of bodies of water For example, you could determine the location of a powerful monster in the area, the locations of bodies of water, and the loca"
      },
      {
        "document": 1199,
        "excerpt": "e deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the GM might offer a short phrase as an answer inste"
      },
      {
        "document": 1278,
        "excerpt": "le, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom. If you move more than 100 feet from the disk (typi"
      },
      {
        "document": 1293,
        "excerpt": "s of certain types activate it (for example, the glyph could be set to affect Aberrations). You can also set conditions for creatures that don't trigger the glyph, s"
      },
      {
        "document": 1347,
        "excerpt": "t occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell r"
      },
      {
        "document": 1349,
        "excerpt": "commands. Each servant can perform tasks that a human could perform, but they can't attack or take any action that would directly harm another creature. Thus the se"
      },
      {
        "document": 1354,
        "excerpt": "o any of the targets or their allies. For example, you could say, “Walk to the village down that road, and help the villagers there harvest crops until sunset.” Or y"
      },
      {
        "document": 1363,
        "excerpt": "like some other sort of terrain. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other rough or impassable terrain. A pond can be ma"
      },
      {
        "document": 1376,
        "excerpt": "ent, but it isn't obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, o"
      },
      {
        "document": 1391,
        "excerpt": "hat occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door. Physic"
      },
      {
        "document": 1444,
        "excerpt": "and form it into any shape you like. For example, you could shape a large rock into a weapon, statue, or coffer, or you could make a small passage through a wall th"
      },
      {
        "document": 1447,
        "excerpt": "l damage to the target or its allies. For example, you could say, “Fetch the key to the cult’s treasure vault, and give the key to me.” Or you could say, “Stop fight"
      },
      {
        "document": 1451,
        "excerpt": "s of certain types activate it (for example, the glyph could be set to affect Aberrations). You can also set conditions for creatures that don't trigger the glyph, s"
      },
      {
        "document": 1468,
        "excerpt": "ect. The servant can perform simple tasks that a human could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouri"
      },
      {
        "document": 1484,
        "excerpt": "accommodate the new result. For example, a Wish spell could undo an ally's failed saving throw or a foe's Critical Hit. You can force the reroll to be made with Adv"
      },
      {
        "document": 1558,
        "excerpt": "e weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adj"
      },
      {
        "document": 1697,
        "excerpt": "emiplane. You choose the form the demiplane takes. It could be a tranquil garden, a cheery tavern, an immense palace, a tropical island, a fantastic carnival, or wh"
      }
    ],
    "count": [
      {
        "document": 17,
        "excerpt": "store them, and receiving Temporary Hit Points doesn't count as healing. Because Temporary Hit Points aren't Hit Points, a creature can be at full Hit Points and rec"
      },
      {
        "document": 73,
        "excerpt": ". A combatant's check total is called their Initiative count, or Initiative for short. The GM ranks the combatants, from highest to lowest Initiative. This is the or"
      },
      {
        "document": 75,
        "excerpt": "id between two things - whether creatures or objects - count squares from a square adjacent to one of them and stop counting in the space of the other one. Count by"
      },
      {
        "document": 78,
        "excerpt": "costs 1 extra foot, even if multiple things in a space count as Difficult Terrain."
      },
      {
        "document": 112,
        "excerpt": "ance or Vulnerability that affect the same damage type count as only one instance. For example, if you have Resistance to Necrotic damage as well as Resistance to al"
      },
      {
        "document": 264,
        "excerpt": "e, if you are a level 4 Ranger / level 3 Sorcerer, you count as a level 5 character when determining your spell slots, counting all your levels as a Sorcerer and hal"
      },
      {
        "document": 509,
        "excerpt": "change, a spell that you always have prepared doesn't count against the number of spells on that list."
      },
      {
        "document": 566,
        "excerpt": "detect creatures or objects in the air, and it doesn't count as a form of sight."
      },
      {
        "document": 963,
        "excerpt": "ells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Bard"
      },
      {
        "document": 964,
        "excerpt": "ells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Cler"
      },
      {
        "document": 965,
        "excerpt": "ells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Drui"
      },
      {
        "document": 968,
        "excerpt": "ells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Pala"
      },
      {
        "document": 969,
        "excerpt": "ells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Rang"
      },
      {
        "document": 971,
        "excerpt": "ells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Sor"
      },
      {
        "document": 972,
        "excerpt": "ells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as War"
      },
      {
        "document": 973,
        "excerpt": "ells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Wiza"
      },
      {
        "document": 990,
        "excerpt": "check you make to end the Grappled condition. You also count as one size larger when determining your carrying capacity."
      },
      {
        "document": 1158,
        "excerpt": "and your allies. In combat, it shares your Initiative count and takes its turn immediately after yours. Until the spell ends, you can take a Bonus Action to mental"
      },
      {
        "document": 1266,
        "excerpt": "and your allies. In combat, it shares your Initiative count, and it functions as a controlled mount while you ride it (as defined in the rules on mounted combat). I"
      },
      {
        "document": 1289,
        "excerpt": "nce days spent under the influence of this spell don't count against the time limit of spells such as Raise Dead."
      },
      {
        "document": 1290,
        "excerpt": "allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you"
      },
      {
        "document": 1448,
        "excerpt": "allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you"
      },
      {
        "document": 1518,
        "excerpt": ", and it acts immediately after you on your Initiative count. You can take a Bonus Action to command how the creature moves and what action it takes on its next turn"
      },
      {
        "document": 1529,
        "excerpt": "akes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The bowl"
      },
      {
        "document": 1532,
        "excerpt": "akes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The braz"
      },
      {
        "document": 1538,
        "excerpt": "akes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The cens"
      },
      {
        "document": 1571,
        "excerpt": "akes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The type"
      },
      {
        "document": 1580,
        "excerpt": "akes its turn immediately after you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions. The creature exists"
      },
      {
        "document": 1627,
        "excerpt": "he next 72 hours. Draw another card; this draw doesn't count as one of your declared draws. Gem. Twenty-five pieces of jewelry worth 2,000 GP each or fifty gems wor"
      },
      {
        "document": 1720,
        "excerpt": "snake is under your control and shares your Initiative count, taking its turn immediately after yours. On your turn, you can mentally command the snake (no action r"
      },
      {
        "document": 1724,
        "excerpt": "akes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The ston"
      },
      {
        "document": 2048,
        "excerpt": "rn immediately after the treant on the same Initiative count, and it obeys the treant. A tree remains animate for 1 day or until it dies, the treant dies, or it is m"
      }
    ],
    "counter": [
      {
        "document": 651,
        "excerpt": "willing. If your urging is repugnant to the monster or counter to its alignment, no ability check is necessary; it doesn't comply. Hesitant. If you urge the monster t"
      },
      {
        "document": 1288,
        "excerpt": "es 5d10 Psychic damage if it acts in a manner directly counter to your command. It takes this damage no more than once each day. You can issue any command you choose,"
      }
    ],
    "countercharm": [
      {
        "document": 896,
        "excerpt": "Countercharm"
      },
      {
        "document": 963,
        "excerpt": "Countercharm"
      }
    ],
    "counterclockwise": [
      {
        "document": 791,
        "excerpt": "The apparatus turns 90 degrees counterclockwise provided its legs are extended."
      }
    ],
    "counterparts": [
      {
        "document": 378,
        "excerpt": "agic items are indistinguishable from their nonmagical counterparts, while others are conspicuously magical. Handling a magic item is enough to give you a sense that it is"
      }
    ],
    "counterspell": [
      {
        "document": 863,
        "excerpt": "Counterspell"
      },
      {
        "document": 876,
        "excerpt": "Counterspell"
      },
      {
        "document": 889,
        "excerpt": "Counterspell"
      },
      {
        "document": 1216,
        "excerpt": "Counterspell"
      },
      {
        "document": 1790,
        "excerpt": "Protective Magic (3/Day). The archmage casts Counterspell or Shield in response to the spell's trigger, using the same spellcasting ability as Spellcasting."
      },
      {
        "document": 1949,
        "excerpt": "Protective Magic. The lich casts Counterspell or Shield in response to the spell's trigger, using the same spellcasting ability as Spellcasting."
      },
      {
        "document": 1952,
        "excerpt": "Protective Magic (3/Day). The mage casts Counterspell or Shield in response to the spell's trigger, using the same spellcasting ability as Spellcasting."
      }
    ],
    "counting": [
      {
        "document": 75,
        "excerpt": "squares from a square adjacent to one of them and stop counting in the space of the other one. Count by the shortest route. The GM might require you to use an action f"
      },
      {
        "document": 264,
        "excerpt": "a level 5 character when determining your spell slots, counting all your levels as a Sorcerer and half your Ranger levels. As shown in the Multiclass Spellcaster table"
      }
    ],
    "counts": [
      {
        "document": 54,
        "excerpt": "ing Darkness. The soft light of twilight and dawn also counts as Dim Light. A full moon might bathe the land in Dim Light. Darkness. Darkness creates a Heavily Obscu"
      },
      {
        "document": 648,
        "excerpt": "leg, or a frying pan. A Simple or Martial weapon also counts as an improvised weapon if it's wielded in a way contrary to its design; if you use a Ranged weapon to m"
      },
      {
        "document": 684,
        "excerpt": "hour such a creature spends traveling at high altitude counts as 2 hours for the purpose of determining how long that creature can travel (see “Travel Pace”). Creatu"
      },
      {
        "document": 1158,
        "excerpt": "modifier; for this number, a Medium or smaller target counts as one object, a Large target counts as two, and a Huge target counts as three. Each target animates,"
      },
      {
        "document": 1160,
        "excerpt": "it doesn't function, but the time it spends suppressed counts against its duration. Dispel Magic has no effect on the aura, and the auras created by different Antima"
      },
      {
        "document": 1163,
        "excerpt": "space or that pass through it. In addition, its space counts as Difficult Terrain for your enemies. Using a Higher-Level Spell Slot. The damage of the Clenched Fist"
      },
      {
        "document": 1608,
        "excerpt": "Wish spell can repair the tower (this use of the spell counts as replicating a spell of level 8 or lower). Each casting of Wish causes the tower to regain all its Hit"
      },
      {
        "document": 1965,
        "excerpt": "Beast of Burden. The mule counts as one size larger for the purpose of determining its carrying capacity."
      }
    ],
    "courage": [
      {
        "document": 842,
        "excerpt": "Aura of Courage"
      },
      {
        "document": 968,
        "excerpt": "Aura of Courage"
      },
      {
        "document": 1303,
        "excerpt": "bind an extra effect to the area from the list below: Courage. Creatures of any types you choose can't gain the Frightened condition while in the area. Darkness. Dar"
      }
    ],
    "course": [
      {
        "document": 141,
        "excerpt": "ose, the item remains cooperative. Deviating from this course might cause conflict between the wielder and the item (see “Conflict” below). You can pick a special pur"
      },
      {
        "document": 391,
        "excerpt": "ires using that kit and 25 GP of raw material over the course of 1 day (8 hours of work)."
      },
      {
        "document": 440,
        "excerpt": "Ability: Wisdom Weight: 2 lb. Utilize: Plot a course (DC 10), or determine position by stargazing (DC 15)"
      },
      {
        "document": 722,
        "excerpt": "rn, the stone moves 60 feet in one direction, changing course if redirected by an obstacle. The stone can move through creatures' spaces, and creatures can move throu"
      },
      {
        "document": 1168,
        "excerpt": "men from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The GM chooses the omen from the Omens table"
      },
      {
        "document": 1214,
        "excerpt": "ct. The water then slowly fills in the trench over the course of the next round until the normal water level is restored. Redirect Flow. You cause flowing water in t"
      },
      {
        "document": 1288,
        "excerpt": "carry out some service or refrain from an action or a course of activity as you decide. The target must succeed on a Wisdom saving throw or have the Charmed conditio"
      },
      {
        "document": 1349,
        "excerpt": "ou choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. Furnishings and other objects created by this spell dissipate into smoke i"
      },
      {
        "document": 1354,
        "excerpt": "M (a snake's tongue) Duration: 24 hours You suggest a course of activity - described in no more than 25 words - to twelve or fewer creatures you can see within range"
      },
      {
        "document": 1447,
        "excerpt": "Duration: Concentration, up to 8 hours You suggest a course of activity - described in no more than 25 words - to one creature you can see within range that can hea"
      },
      {
        "document": 1692,
        "excerpt": "an absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by"
      }
    ],
    "coursing": [
      {
        "document": 962,
        "excerpt": "se this ability, your Strength represents primal power coursing through you, honing your agility, bearing, and senses."
      }
    ],
    "coven": [
      {
        "document": 1914,
        "excerpt": "Amphibious. The hag can breathe air and water. Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, re"
      },
      {
        "document": 1969,
        "excerpt": "Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, re"
      },
      {
        "document": 2014,
        "excerpt": "Amphibious. The hag can breathe air and water. Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, re"
      }
    ],
    "cover": [
      {
        "document": 85,
        "excerpt": "ne Modifiers. The GM determines whether the target has Cover (see the next section) and whether you have Advantage or Disadvantage against the target. In addition, s"
      },
      {
        "document": 86,
        "excerpt": "Cover"
      },
      {
        "document": 286,
        "excerpt": "nes the character's size. Individuals within a species cover a wide range of heights, and some species include such diversity of size that you can choose whether yo"
      },
      {
        "document": 323,
        "excerpt": "Utilize action to pour an Oil flask on level ground to cover a 5-foot-square area within 5 feet of yourself. If lit, the oil burns until the end of the turn 2 rounds"
      },
      {
        "document": 365,
        "excerpt": "summarize the cost of living in a fantasy world. They cover lodging, food, equipment maintenance, and other necessities. At the start of each week or month (GM's c"
      },
      {
        "document": 451,
        "excerpt": "n spill Ball Bearings from their pouch. They spread to cover a level, 10-foot-square area within 10 feet of yourself. A creature that enters this area for the first"
      },
      {
        "document": 463,
        "excerpt": "lize action, you can spread Caltrops from their bag to cover a 5-foot-square area within 5 feet of yourself. A creature that enters this area for the first time on a"
      },
      {
        "document": 502,
        "excerpt": "t have a clear path to it, so it can't be behind Total Cover. Targeting Yourself. If a spell targets a creature of your choice, you can choose yourself unless the c"
      },
      {
        "document": 526,
        "excerpt": "ct. To block a line, an obstruction must provide Total Cover. See also \"Cover.\" If the creator of an area of effect places it at an unseen point and an obstruction"
      },
      {
        "document": 548,
        "excerpt": "Speed, which is the distance in feet the creature can cover when it moves on its turn. See also “Climbing,” “Crawling,” “Flying,” “Jumping,” “Swimming” and “Playing"
      },
      {
        "document": 576,
        "excerpt": "at range, you can see anything that isn't behind Total Cover even if you have the Blinded condition or are in Darkness. Moreover, in that range, you can see somethin"
      },
      {
        "document": 595,
        "excerpt": "Cover"
      },
      {
        "document": 640,
        "excerpt": "while you're Heavily Obscured or behind Three-Quarters Cover or Total Cover, and you must be out of any enemy's line of sight; if you can see a creature, you can dis"
      },
      {
        "document": 719,
        "excerpt": "lid from opening, thereby making it safe to cross. The cover can also be held shut using Arcane Lock or similar magic. Escape. A creature needs a Climb Speed, climb"
      },
      {
        "document": 723,
        "excerpt": "lid from opening, thereby making it safe to cross. The cover can also be held shut using an Arcane Lock spell or similar magic. Escape. A creature needs a Climb Spe"
      },
      {
        "document": 752,
        "excerpt": "Cover"
      },
      {
        "document": 967,
        "excerpt": "see within 60 feet of yourself that isn't behind Total Cover if the attack was a ranged attack. That creature must succeed on a Dexterity saving throw or take damage"
      },
      {
        "document": 975,
        "excerpt": "itated condition or die. You and your allies have Half Cover while in that area, and your allies gain the current Resistance of your Nature's Ward while there. As a"
      },
      {
        "document": 982,
        "excerpt": "r you cast Divine Smite, you and your allies have Half Cover while in your Aura of Protection. The aura has this benefit until the start of your next turn."
      },
      {
        "document": 984,
        "excerpt": "ition on you if you end the turn behind Three-Quarters Cover or Total Cover."
      },
      {
        "document": 1163,
        "excerpt": "modifier. Interposing Hand. The hand grants you Half Cover against attacks and other effects that originate from its space or that pass through it. In addition, it"
      },
      {
        "document": 1178,
        "excerpt": "gh, and 5 feet thick. The wall provides Three-Quarters Cover, and its space is Difficult Terrain. Any creature in the wall's space makes a Dexterity saving throw, t"
      },
      {
        "document": 1293,
        "excerpt": "s a book or chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from whe"
      },
      {
        "document": 1299,
        "excerpt": "sealed by the Arcane Lock spell. In addition, you can cover up to ten doors with an illusion to make them appear as plain sections of wall. Stairs. Webs fill all s"
      },
      {
        "document": 1410,
        "excerpt": "Radiant damage. The target gains no benefit from Half Cover or Three-Quarters Cover for this save. Cantrip Upgrade. The damage increases by 1d8 when you reach leve"
      },
      {
        "document": 1451,
        "excerpt": "can be closed (such as a book or chest). The glyph can cover an area no larger than 10 feet in diameter. If you choose an object, it must remain in place; if it is m"
      },
      {
        "document": 1594,
        "excerpt": "eature within 10 feet of the gate and not behind Total Cover is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The g"
      },
      {
        "document": 1625,
        "excerpt": "eature within 10 feet of the gate and not behind Total Cover is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way"
      },
      {
        "document": 1632,
        "excerpt": "l. In addition, your target gains no benefit from Half Cover or Three-Quarters Cover, and you suffer no Disadvantage due to long range. If the attack hits, your swor"
      },
      {
        "document": 1633,
        "excerpt": "Potion, Rare One vial of this oil can cover one Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial"
      },
      {
        "document": 1635,
        "excerpt": "Potion, Uncommon One vial of this oil can cover one Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial"
      },
      {
        "document": 1644,
        "excerpt": "eature within 10 feet of the gate and not behind Total Cover is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The g"
      },
      {
        "document": 1677,
        "excerpt": "t of a creature other than you that isn't behind Total Cover, the sphere discharges lightning at that creature and disappears. That creature makes a DC 15 Dexterity"
      },
      {
        "document": 1708,
        "excerpt": "er contains 1d6 + 1 ounces. One ounce of the glue can cover a 1-foot square surface. Applying an ounce of Sovereign Glue takes a Utilize action, and the applied glu"
      },
      {
        "document": 1751,
        "excerpt": "ned by the wand's rarity. In addition, you ignore Half Cover when making a spell attack roll."
      },
      {
        "document": 1806,
        "excerpt": "e has the Blinded and Restrained conditions, has Total Cover against attacks and other effects outside the behir, and takes 21 (6d6) Acid damage at the start of each"
      },
      {
        "document": 1869,
        "excerpt": "he saving throw. Creatures inside the cube have Total Cover, and the cube can hold one Large creature or up to four Medium or Small creatures inside itself at a tim"
      },
      {
        "document": 1885,
        "excerpt": "he Blinded and Restrained conditions, and it has Total Cover against attacks and other effects outside the frog. While swallowing the target, the frog can't use Bite"
      },
      {
        "document": 1896,
        "excerpt": "he Blinded and Restrained conditions, and it has Total Cover against attacks and other effects outside the toad. In addition, the target takes 10 (3d6) Acid damage a"
      },
      {
        "document": 1946,
        "excerpt": "lowed creature has the Restrained condition, has Total Cover against attacks and other effects outside the kraken, and takes 24 (7d6) Acid damage at the start of eac"
      },
      {
        "document": 1995,
        "excerpt": "e has the Blinded and Restrained conditions, has Total Cover against attacks and other effects outside the worm, and takes 17 (5d6) Acid damage at the start of each"
      },
      {
        "document": 2002,
        "excerpt": "s the Blinded and Restrained conditions, it has Total Cover against attacks and other effects outside the remorhaz, and it takes 10 (3d6) Acid damage plus 10 (3d6)"
      },
      {
        "document": 2044,
        "excerpt": "Restrained conditions and can't teleport, it has Total Cover against attacks and other effects outside the tarrasque, and it takes 56 (16d6) Acid damage at the start"
      }
    ],
    "covered": [
      {
        "document": 42,
        "excerpt": "Player characters and monsters can also do things not covered by these actions. Many class features and other abilities provide additional action options, and you can"
      },
      {
        "document": 323,
        "excerpt": "s your Dexterity modifier and Proficiency Bonus) or be covered in oil. If the target takes Fire damage before the oil dries (after 1 minute), the target takes an extra"
      },
      {
        "document": 977,
        "excerpt": "ou gain another Sorcerer level. Parts of you are also covered by dragon-like scales. While you aren't wearing armor, your base Armor Class equals 10 plus your Dexteri"
      },
      {
        "document": 1213,
        "excerpt": "creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched."
      },
      {
        "document": 1707,
        "excerpt": "ou to move this way on a slippery surface, such as one covered by ice or oil."
      }
    ],
    "covering": [
      {
        "document": 1155,
        "excerpt": "ravels for the duration toward the specified location, covering about 25 miles per 24 hours or 50 miles if the Beast can fly. When the Beast arrives, it delivers your"
      },
      {
        "document": 1223,
        "excerpt": "fill a 15-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the Darkness. If any of this spell's"
      },
      {
        "document": 1225,
        "excerpt": "ill a 60-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the sunlight. If any of this spell's"
      },
      {
        "document": 1293,
        "excerpt": "hing or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common trigge"
      },
      {
        "document": 1336,
        "excerpt": "tional 20 feet. The light can be colored as you like. Covering the object with something opaque blocks the light. The spell ends if you cast it again."
      },
      {
        "document": 1451,
        "excerpt": "hing or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common trigge"
      },
      {
        "document": 1691,
        "excerpt": "is robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can take a Magic action to detach one of the patches, causing it to beco"
      }
    ],
    "covers": [
      {
        "document": 656,
        "excerpt": "oint of origin in a straight path along its length and covers an area defined by its width. The effect that creates a Line specifies its length and width. A Line's p"
      },
      {
        "document": 752,
        "excerpt": "Another creature or an object that covers at least half of the target"
      },
      {
        "document": 783,
        "excerpt": "Grass covers a 60-foot-radius circle of ground, with the center of that circle as close to the chosen point of origin"
      },
      {
        "document": 1250,
        "excerpt": "n Earth. You create a thin shroud of dust or sand that covers surfaces in a 5-foot-square area, or you cause a single word to appear in your handwriting in a patch of"
      },
      {
        "document": 1295,
        "excerpt": "ind or butter) Duration: 1 minute Nonflammable grease covers the ground in a 10-foot square centered on a point within range and turns it into Difficult Terrain for"
      },
      {
        "document": 1635,
        "excerpt": "an be poured on the ground as a Magic action, where it covers a 10-foot square, duplicating the effect of the Grease spell in that area for 8 hours. This sticky, bl"
      },
      {
        "document": 1840,
        "excerpt": "nd the darkmantle had Advantage on the attack roll, it covers the target, which has the Blinded condition and is suffocating while the darkmantle is attached in this"
      }
    ],
    "cowardly": [
      {
        "document": 47,
        "excerpt": "tions and attitudes to determine how an NPC reacts. A cowardly bandit might buckle under threats of imprisonment. A stubborn merchant refuses to help if the characters"
      }
    ],
    "crab": [
      {
        "document": 267,
        "excerpt": "a dragon's skull and crossbones 97 A tiny mechanical crab or spider that moves about when it's not being observed 98 A glass jar containing lard with a label tha"
      },
      {
        "document": 791,
        "excerpt": "Apparatus of the Crab Levers"
      },
      {
        "document": 1509,
        "excerpt": "Apparatus of the Crab"
      },
      {
        "document": 1836,
        "excerpt": "Crab"
      },
      {
        "document": 1879,
        "excerpt": "Giant Crab"
      }
    ],
    "crack": [
      {
        "document": 1722,
        "excerpt": "ack using the staff, you can cause the staff to emit a crack of thunder audible out to 300 feet (no action required). The target you hit must succeed on a DC 17 Cons"
      }
    ],
    "crackling": [
      {
        "document": 978,
        "excerpt": "s such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some Evokers find employment in military forces, serving as artillery to bl"
      },
      {
        "document": 1249,
        "excerpt": "ents: V, S Duration: Instantaneous You hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1"
      }
    ],
    "cracks": [
      {
        "document": 719,
        "excerpt": "walls. You can make the pit easier to escape by adding cracks in the walls big enough to serve as handholds and footholds. At Higher Levels. You can scale the trap f"
      },
      {
        "document": 723,
        "excerpt": "walls. You can make the pit easier to escape by adding cracks in the walls big enough to serve as handholds and footholds. At Higher Levels. You can scale the trap f"
      },
      {
        "document": 1539,
        "excerpt": "e chime can be used 10 times. After the tenth time, it cracks and becomes useless."
      }
    ],
    "craft": [
      {
        "document": 130,
        "excerpt": "To craft a magic item, you and any assistants must have proficiency in the Arcana skill."
      },
      {
        "document": 133,
        "excerpt": "suit of armor), you must also pay that entire cost or craft that item using the rules in “Equipment.” For example, to make +1 Armor (Plate Armor), you must pay 3,50"
      },
      {
        "document": 387,
        "excerpt": "To craft a nonmagical item, you need tools, raw materials, and time, each of which is detailed below. If you meet"
      },
      {
        "document": 412,
        "excerpt": "A tool helps you make specialized ability checks, craft certain items, or both. A tool's description includes the tool's cost and weight, as well as the followi"
      },
      {
        "document": 415,
        "excerpt": "Identify a substance (DC 15), or start a fire (DC 15) Craft: Acid, Alchemist's Fire, Component Pouch, Oil, Paper, Perfume"
      },
      {
        "document": 416,
        "excerpt": "t poisoned drink (DC 15), or identify alcohol (DC 10) Craft: Antitoxin"
      },
      {
        "document": 417,
        "excerpt": "ressive flourishes that guard against forgery (DC 15) Craft: Ink, Spell Scroll"
      },
      {
        "document": 418,
        "excerpt": "Utilize: Seal or pry open a door or container (DC 20) Craft: Club, Greatclub, Quarterstaff, Barrel, Chest, Ladder, Pole, Portable Ram, Torch"
      },
      {
        "document": 419,
        "excerpt": ": 6 lb. Utilize: Draft a map of a small area (DC 15) Craft: Map"
      },
      {
        "document": 421,
        "excerpt": "he wearer's next Dexterity (Acrobatics) check (DC 10) Craft: Climber's Kit"
      },
      {
        "document": 422,
        "excerpt": "r (DC 10), or detect spoiled or poisoned food (DC 15) Craft: Rations"
      },
      {
        "document": 423,
        "excerpt": "what a glass object held in the past 24 hours (DC 15) Craft: Glass Bottle, Magnifying Glass, Spyglass, Vial"
      },
      {
        "document": 424,
        "excerpt": "Weight: 2 lb. Utilize: Discern a gem's value (DC 15) Craft: Arcane Focus, Holy Symbol"
      },
      {
        "document": 425,
        "excerpt": "lb. Utilize: Add a design to a leather item (DC 10) Craft: Sling, Whip, Hide Armor, Leather Armor, Studded Leather Armor, Backpack, Crossbow Bolt Case, Map or Scr"
      },
      {
        "document": 426,
        "excerpt": "b. Utilize: Chisel a symbol or hole in stone (DC 10) Craft: Block and Tackle"
      },
      {
        "document": 427,
        "excerpt": "a recognizable image of something you've seen (DC 10) Craft: Druidic Focus, Holy Symbol"
      },
      {
        "document": 428,
        "excerpt": "at a ceramic object held in the past 24 hours (DC 15) Craft: Jug, Lamp"
      },
      {
        "document": 429,
        "excerpt": "8 lb. Utilize: Pry open a door or container (DC 20) Craft: Any Melee weapon (except Club, Greatclub, Quarterstaff, and Whip), Medium armor (except Hide), Heavy ar"
      },
      {
        "document": 430,
        "excerpt": "posed of scrap, which falls apart in 1 minute (DC 20) Craft: Musket, Pistol, Bell, Bullseye Lantern, Flask, Hooded Lantern, Hunting Trap, Lock, Manacles, Mirror, Sh"
      },
      {
        "document": 432,
        "excerpt": "ear in clothing (DC 10), or sew a Tiny design (DC 10) Craft: Padded Armor, Basket, Bedroll, Blanket, Fine Clothes, Net, Robe, Rope, Sack, String, Tent, Traveler's C"
      },
      {
        "document": 433,
        "excerpt": "ight: 5 lb. Utilize: Carve a pattern in wood (DC 10) Craft: Club, Greatclub, Quarterstaff, Ranged weapons (except Pistol, Musket, and Sling), Arcane Focus, Arrows,"
      },
      {
        "document": 435,
        "excerpt": "harisma Weight: 3 lb. Utilize: Apply makeup (DC 10) Craft: Costume"
      },
      {
        "document": 438,
        "excerpt": "nce Weight: 3 lb. Utilize: Identify a plant (DC 10) Craft: Antitoxin, Candle, Healer's Kit, Potion of Healing"
      },
      {
        "document": 441,
        "excerpt": "ght: 2 lb. Utilize: Detect a poisoned object (DC 10) Craft: Basic Poison"
      },
      {
        "document": 735,
        "excerpt": "rld. You can also create a background to help a player craft the story they have in mind for their character. This section describes, step by step, how you can crea"
      },
      {
        "document": 1259,
        "excerpt": "e proficiency with the type of Artisan's Tools used to craft such objects."
      },
      {
        "document": 1373,
        "excerpt": "uration: Concentration, up to 1 minute You attempt to craft an illusion in the mind of a creature you can see within range. The target makes an Intelligence saving"
      },
      {
        "document": 1484,
        "excerpt": "stantly intervene to prevent it or to encourage you to craft the wish in a particular way. If your wish would undo the multiverse itself, your wish fails. The stres"
      }
    ],
    "crafted": [
      {
        "document": 149,
        "excerpt": "he Wand category is typically 12 to 15 inches long and crafted of metal, bone, or wood. It is tipped with metal, crystal, stone, or some other material. Unless its de"
      },
      {
        "document": 471,
        "excerpt": "re made of expensive fabrics and adorned with expertly crafted details. Some events and locations admit only people wearing these clothes."
      },
      {
        "document": 820,
        "excerpt": "A gnome-crafted music box that plays a song you dimly remember from your childhood"
      }
    ],
    "crafting": [
      {
        "document": 129,
        "excerpt": "Crafting Magic Items"
      },
      {
        "document": 132,
        "excerpt": "ust have all those spells prepared every day you spend crafting the item."
      },
      {
        "document": 133,
        "excerpt": "Crafting a magic item takes an amount of time and money based on the item's rarity as shown in the Magic Item Cra"
      },
      {
        "document": 387,
        "excerpt": "Crafting Nonmagical Items"
      },
      {
        "document": 390,
        "excerpt": ". Characters can combine their efforts to shorten the crafting time. Divide the time needed to create an item by the number of characters working on it. Normally, only"
      },
      {
        "document": 412,
        "excerpt": "ts what, if anything, you can craft with the tool. For crafting rules, see \"Crafting Nonmagical Items,\" \"Brewing Potions of Healing,\" and \"Scribing Spell Scrolls\" later"
      },
      {
        "document": 414,
        "excerpt": "Artisan's Tools are each focused on crafting items and pursuing a trade. Each of these tools requires a separate proficiency."
      },
      {
        "document": 780,
        "excerpt": "Magic Item Crafting Time and Cost"
      }
    ],
    "crank": [
      {
        "document": 75,
        "excerpt": "take the Utilize action to open a stuck door or turn a crank to lower a drawbridge. Doing Nothing on Your Turn. You can forgo moving, taking an action, or doing any"
      }
    ],
    "crashes": [
      {
        "document": 1214,
        "excerpt": "ravels from one side of the area to the other and then crashes. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smal"
      }
    ],
    "crates": [
      {
        "document": 725,
        "excerpt": "provide a change of elevation (such as stacks of empty crates, ledges, and balconies) reward clever positioning and encourage characters to jump, climb, fly, or telep"
      }
    ],
    "craves": [
      {
        "document": 787,
        "excerpt": "Destroyer. The item craves destruction and goads its user to fight arbitrarily."
      }
    ],
    "crawl": [
      {
        "document": 793,
        "excerpt": "1d4 + 4 bright-pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the GM’s choice that"
      },
      {
        "document": 1498,
        "excerpt": "Restricted Movement. Your only movement options are to crawl or to spend an amount of movement equal to half your Speed (round down) to right yourself and thereby en"
      },
      {
        "document": 1509,
        "excerpt": "he barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move up or down."
      }
    ],
    "crawler": [
      {
        "document": 699,
        "excerpt": "Crawler Mucus (200 GP)"
      }
    ],
    "crawling": [
      {
        "document": 77,
        "excerpt": "cide not to move. Your movement can include climbing, crawling, jumping, and swimming (each explained in “Rules Glossary”). These different modes of movement can be co"
      },
      {
        "document": 221,
        "excerpt": "Crawling Claw"
      },
      {
        "document": 548,
        "excerpt": "cover when it moves on its turn. See also “Climbing,” “Crawling,” “Flying,” “Jumping,” “Swimming” and “Playing the Game” (“Combat”). Special Speeds. Some creatures hav"
      },
      {
        "document": 596,
        "excerpt": "Crawling"
      },
      {
        "document": 2038,
        "excerpt": "Swarm of Crawling Claws"
      }
    ],
    "create": [
      {
        "document": 51,
        "excerpt": "s locked doors and containers with Thieves' Tools, and create obstacles for pursuers with Caltrops. See “Equipment” for rules on many items that are useful on advent"
      },
      {
        "document": 108,
        "excerpt": "When you create a damaging effect that forces two or more targets to make saving throws against it at the same time, rol"
      },
      {
        "document": 129,
        "excerpt": "wing Potions of Healing and scribing Spell Scrolls. To create other magic items, follow the rules below. In these rules, “you” refers to the character crafting the ma"
      },
      {
        "document": 133,
        "excerpt": "o shorten the crafting time. Divide the time needed to create an item by the number of characters working on it. Normally, only one other character can assist you, bu"
      },
      {
        "document": 134,
        "excerpt": "vious owner, or self-aware thanks to the magic used to create it. A sentient item might be a cherished ally to its wielder or a continual thorn in the side. Most sen"
      },
      {
        "document": 135,
        "excerpt": "When you make a sentient magic item, you create the item's persona much as you would create an NPC, with these exceptions."
      },
      {
        "document": 247,
        "excerpt": "Create Your Character"
      },
      {
        "document": 390,
        "excerpt": "o shorten the crafting time. Divide the time needed to create an item by the number of characters working on it. Normally, only one other character can assist you, bu"
      },
      {
        "document": 391,
        "excerpt": "aracter who has proficiency with the Herbalism Kit can create a Potion of Healing. Doing so requires using that kit and 25 GP of raw material over the course of 1 day"
      },
      {
        "document": 392,
        "excerpt": "A spellcaster can transfer a spell to a scroll and create a Spell Scroll, using the rules below."
      },
      {
        "document": 646,
        "excerpt": "Spells and other effects sometimes create magical illusions. Such an effect defines what the illusion does and which senses or mental faculties it"
      },
      {
        "document": 649,
        "excerpt": "Good and Neutral Evil. See also “Character Creation” (“Create Your Character”)."
      },
      {
        "document": 677,
        "excerpt": "who is proficient with an Herbalism Kit can use it to create one dose of nonmagical ointment, which takes 1 hour. When applied to the eyes of a creature suffering fr"
      },
      {
        "document": 686,
        "excerpt": "nd of its turn or fall. A strong wind in a desert can create a sandstorm that imposes Disadvantage on Wisdom (Perception) checks."
      },
      {
        "document": 726,
        "excerpt": "Use the following guidelines to create a combat encounter of a desired level of difficulty."
      },
      {
        "document": 735,
        "excerpt": "your campaign or elements of your world. You can also create a background to help a player craft the story they have in mind for their character. This section descr"
      },
      {
        "document": 767,
        "excerpt": "Create or Destroy Water (1 charge), Ice Storm (2 charges), Tsunami (5 charges), Wall of Ice (3 charges), Water"
      },
      {
        "document": 830,
        "excerpt": "Create or Destroy Water"
      },
      {
        "document": 845,
        "excerpt": "Create Food and Water"
      },
      {
        "document": 879,
        "excerpt": "Create Undead"
      },
      {
        "document": 892,
        "excerpt": "Create Undead"
      },
      {
        "document": 911,
        "excerpt": "Create or Destroy Water"
      },
      {
        "document": 913,
        "excerpt": "Create Food and Water"
      },
      {
        "document": 916,
        "excerpt": "Create Undead"
      },
      {
        "document": 936,
        "excerpt": "Channels energy to create effects that are often destructive"
      },
      {
        "document": 964,
        "excerpt": "hoose which Channel Divinity effect from this class to create. You gain additional effect options at higher Cleric levels. You can use this class's Channel Divinity"
      },
      {
        "document": 968,
        "excerpt": "l Divinity, you choose which effect from this class to create. You can use this class's Channel Divinity twice. You regain one of its expended uses when you finish a"
      },
      {
        "document": 971,
        "excerpt": "g is represented by Sorcery Points, which allow you to create a variety of magical effects. You have 2 Sorcery Points, and you gain more as you reach higher levels,"
      },
      {
        "document": 972,
        "excerpt": "l Melee weapon of your choice with which you bond - or create a bond with a magic weapon you touch; you can't bond with a magic weapon if someone else is attuned to i"
      },
      {
        "document": 978,
        "excerpt": "Create Explosive Elemental Effects Your studies focus on magic that creates powerful elemental effects such as"
      },
      {
        "document": 989,
        "excerpt": ", you can spend 10 minutes casting Prestidigitation to create a Tiny clockwork device (AC 5, 1 HP), such as a toy, fire starter, or music box. When you create the dev"
      },
      {
        "document": 1150,
        "excerpt": "60 feet Components: V, S Duration: Instantaneous You create an acidic bubble at a point within range, where it explodes in a 5-foot-radius Sphere. Each creature in"
      },
      {
        "document": 1160,
        "excerpt": "nation. No one can cast spells, take Magic actions, or create other magical effects inside the aura, and those things can't target or otherwise affect anything inside"
      },
      {
        "document": 1162,
        "excerpt": "of bat fur) Duration: Concentration, up to 1 hour You create an Invisible, invulnerable eye within range that hovers for the duration. You mentally receive visual in"
      },
      {
        "document": 1163,
        "excerpt": "a glove) Duration: Concentration, up to 1 minute You create a Large hand of shimmering magical energy in an unoccupied space that you can see within range. The hand"
      },
      {
        "document": 1165,
        "excerpt": "250+ GP) Duration: Concentration, up to 1 minute You create a spectral sword that hovers within range. It lasts for the duration. When the sword appears, you make"
      },
      {
        "document": 1178,
        "excerpt": "s: V, S Duration: Concentration, up to 10 minutes You create a wall of whirling blades made of magical energy. The wall appears within range and lasts for the durati"
      },
      {
        "document": 1191,
        "excerpt": "Lightning, Poison, or Thunder for the type of orb you create, and then make a ranged spell attack against the target. On a hit, the target takes 3d8 damage of the ch"
      },
      {
        "document": 1193,
        "excerpt": "seeing) Duration: Concentration, up to 10 minutes You create an Invisible sensor within range in a location familiar to you (a place you have visited or seen before)"
      },
      {
        "document": 1195,
        "excerpt": "s: V, S Duration: Concentration, up to 10 minutes You create a 20-foot-radius Sphere of yellow-green fog centered on a point within range. The fog lasts for the dura"
      },
      {
        "document": 1214,
        "excerpt": "choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes. Any Huge or sm"
      },
      {
        "document": 1217,
        "excerpt": "Create Food and Water"
      },
      {
        "document": 1218,
        "excerpt": "Create or Destroy Water"
      },
      {
        "document": 1219,
        "excerpt": "Create Undead"
      },
      {
        "document": 1220,
        "excerpt": "u pull wisps of shadow material from the Shadowfell to create an object within range. It is either an object of vegetable matter (soft goods, rope, wood, and the like"
      },
      {
        "document": 1222,
        "excerpt": "osphorus) Duration: Concentration, up to 1 minute You create up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that"
      },
      {
        "document": 1228,
        "excerpt": "ion Range: 60 feet Components: S Duration: 1 hour You create a shadowy Medium door on a flat solid surface that you can see within range. This door can be opened and"
      },
      {
        "document": 1247,
        "excerpt": "nstantaneous Whispering to the spirits of nature, you create one of the following effects within range. Weather Sensor. You create a Tiny, harmless sensory effect t"
      },
      {
        "document": 1250,
        "excerpt": "f the following effects within range. Beckon Air. You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all"
      },
      {
        "document": 1259,
        "excerpt": "n't be created by this spell. You also can't use it to create items that require a high degree of skill - such as weapons and armor - unless you have proficiency with"
      },
      {
        "document": 1276,
        "excerpt": "l of wax) Duration: Concentration, up to 1 minute You create a 5-foot-diameter sphere of fire in an unoccupied space on the ground within range. It lasts for the dur"
      },
      {
        "document": 1280,
        "excerpt": "nents: V, S Duration: Concentration, up to 1 hour You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It last"
      },
      {
        "document": 1281,
        "excerpt": "S, M (ruby dust worth 1,000+ GP) Duration: 1 day You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 fe"
      },
      {
        "document": 1293,
        "excerpt": "e, Lightning, or Thunder damage (your choice when you create the glyph) on a failed save or half as much damage on a successful one. Spell Glyph. You can store a pr"
      },
      {
        "document": 1299,
        "excerpt": "M (a silver rod worth 10+ GP) Duration: 24 hours You create a ward that protects up to 2,500 square feet of floor space. The warded area can be up to 20 feet tall,"
      },
      {
        "document": 1319,
        "excerpt": "confetti) Duration: Concentration, up to 1 minute You create a twisting pattern of colors in a 30-foot Cube within range. The pattern appears for a moment and vanish"
      },
      {
        "document": 1320,
        "excerpt": "water or a piece of ice) Duration: Instantaneous You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target."
      },
      {
        "document": 1324,
        "excerpt": "target worth 5,000+ GP) Duration: Until dispelled You create a magical restraint to hold a creature that you can see within range. The target must make a Wisdom savi"
      },
      {
        "document": 1344,
        "excerpt": "0+ GP, which the spell consumes) Duration: 1 hour You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can"
      },
      {
        "document": 1346,
        "excerpt": "120 feet Components: V, S Duration: Instantaneous You create three glowing darts of magical force. Each dart strikes a creature of your choice that you can see withi"
      },
      {
        "document": 1349,
        "excerpt": "lling's atmosphere is clean, fresh, and warm. You can create any floor plan you like for the dwelling, but it can't exceed 50 contiguous 10-foot Cubes. The place is"
      },
      {
        "document": 1350,
        "excerpt": "fleece) Duration: Concentration, up to 10 minutes You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot C"
      },
      {
        "document": 1362,
        "excerpt": "onents: S, M (a bit of fleece) Duration: 1 minute You create a sound or an image of an object within range that lasts for the duration. See the descriptions below fo"
      },
      {
        "document": 1367,
        "excerpt": "clarity, change its memory of the event's details, or create a memory of some other event. You must speak to the target to describe how its memories are affected, a"
      },
      {
        "document": 1369,
        "excerpt": "duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exc"
      },
      {
        "document": 1373,
        "excerpt": "es an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other phenomenon that is no larger than a 10-foot Cube and that is per"
      },
      {
        "document": 1374,
        "excerpt": "nightmares of a creature you can see within range and create an illusion of its deepest fears, visible only to that creature. The target makes a Wisdom saving throw."
      },
      {
        "document": 1386,
        "excerpt": ": 10 feet Components: V, S Duration: Up to 1 hour You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple"
      },
      {
        "document": 1391,
        "excerpt": "jade dust worth 25+ GP) Duration: Until dispelled You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when"
      },
      {
        "document": 1392,
        "excerpt": "worth 5+ GP) Duration: Concentration, up to 1 day You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within ran"
      },
      {
        "document": 1412,
        "excerpt": "2d6 Fire damage. Using a Higher-Level Spell Slot. You create one additional ray for each spell slot level above 2."
      },
      {
        "document": 1428,
        "excerpt": "fleece) Duration: Concentration, up to 10 minutes You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot Cu"
      },
      {
        "document": 1429,
        "excerpt": "ich the spell consumes) Duration: Until dispelled You create a simulacrum of one Beast or Humanoid that is within 10 feet of you for the entire casting of the spell."
      },
      {
        "document": 1441,
        "excerpt": "nts: V, S Duration: Concentration, up to 1 minute You create a floating, spectral force that resembles a weapon of your choice and lasts for the duration. The force"
      },
      {
        "document": 1443,
        "excerpt": "tten egg) Duration: Concentration, up to 1 minute You create a 20-foot-radius Sphere of yellow, nauseating gas centered on a point within range. The cloud is Heavily"
      },
      {
        "document": 1444,
        "excerpt": "oor or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible."
      },
      {
        "document": 1449,
        "excerpt": "Until the spell ends, you can take a Magic action to create a new Line of radiance. For the duration, a mote of brilliant radiance shines above you. It sheds Brigh"
      },
      {
        "document": 1455,
        "excerpt": "nce to memory after studying it for 1 minute. You can create a permanent teleportation circle by casting this spell in the same location every day for 365 days."
      },
      {
        "document": 1456,
        "excerpt": "minute You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three o"
      },
      {
        "document": 1458,
        "excerpt": "ns you use during this period, or any effects that you create during it, affects a creature other than you or an object being worn or carried by someone other than yo"
      },
      {
        "document": 1472,
        "excerpt": "charcoal) Duration: Concentration, up to 1 minute You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high,"
      },
      {
        "document": 1474,
        "excerpt": "quartz) Duration: Concentration, up to 10 minutes You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a globe with"
      },
      {
        "document": 1475,
        "excerpt": "contiguous with another panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick. If the wall cuts through a creature's space whe"
      },
      {
        "document": 1476,
        "excerpt": "thorns) Duration: Concentration, up to 10 minutes You create a wall of tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid sur"
      },
      {
        "document": 1477,
        "excerpt": "1 hour You touch another creature that is willing and create a mystic connection between you and the target until the spell ends. While the target is within 60 feet"
      },
      {
        "document": 1481,
        "excerpt": "S Duration: Concentration, up to 1 minute You try to create illusory terrors in others' minds. Each creature of your choice in a 30-foot-radius Sphere centered on a"
      },
      {
        "document": 1484,
        "excerpt": "The spell simply takes effect. Alternatively, you can create one of the following effects of your choice: Object Creation. You create one object of up to 25,000 GP"
      },
      {
        "document": 1486,
        "excerpt": "ge: 60 feet Components: V, S Duration: 10 minutes You create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point within range"
      },
      {
        "document": 1621,
        "excerpt": "and attempts to read it takes 6d6 Psychic damage. To create a golem, you must spend the time shown on the table, working without interruption with the manual at han"
      },
      {
        "document": 1623,
        "excerpt": "s 10 minutes (regardless of the number of elements you create), during which time you must remain in the Cube, and requires Concentration. If your Concentration is br"
      },
      {
        "document": 1627,
        "excerpt": "have been drawn together by fate. Work with your GM to create a name and backstory for this NPC. The GM can use a different stat block to represent the knight, as des"
      },
      {
        "document": 1641,
        "excerpt": "ake a Magic action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature of your choice within 30 feet of you must succeed on a DC 15"
      },
      {
        "document": 1644,
        "excerpt": "a different plane of existence, so it can't be used to create open passages. Any creature inside an open Portable Hole can exit the hole by climbing out of it. You c"
      },
      {
        "document": 1677,
        "excerpt": "Spheres. You can expend 2 charges as a Magic action to create up to four 3-foot-diameter spheres of lightning. Each sphere appears in an unoccupied space you can see"
      },
      {
        "document": 1679,
        "excerpt": "ect on you. If that spell targeted only you and didn't create an area of effect, you can take a Reaction to deflect the spell back at the spell's caster; the caster m"
      },
      {
        "document": 1692,
        "excerpt": "absorb a spell that is targeting only you and doesn't create an area of effect. The absorbed spell's effect is canceled, and the spell's energy - not the spell itsel"
      },
      {
        "document": 1706,
        "excerpt": "w against an area of effect, you can use the Shield to create an immobile 5-foot Emanation originating from you. When the Emanation appears, any creatures or objects"
      },
      {
        "document": 1733,
        "excerpt": "n, you can strike the weapon against a hard surface to create a loud clap of thunder audible out to 300 feet. You also create a 30-foot Cone of thunderous energy. Eac"
      },
      {
        "document": 1773,
        "excerpt": "row (level 4 version), Detect Magic, Fear 1/Day Each: Create Undead, Speak with Dead, Vitriolic Sphere (level 5 version)"
      },
      {
        "document": 1835,
        "excerpt": "it Points required to maintain the spell) 1/Day Each: Create Food and Water, Dream, Greater Restoration, Scrying, Sleep"
      },
      {
        "document": 1845,
        "excerpt": "arge or smaller creature, it has the Prone condition. Create Whirlwind. The djinni conjures a whirlwind at a point it can see within 120 feet. The whirlwind fills a"
      },
      {
        "document": 1969,
        "excerpt": "any souls the bag is holding are released. The bag can create a new bag after 7 days."
      },
      {
        "document": 2078,
        "excerpt": "mum decreases by an amount equal to the damage taken. Create Specter. The wraith targets a Humanoid corpse within 10 feet of itself that has been dead for no longer"
      }
    ],
    "created": [
      {
        "document": 181,
        "excerpt": "th ties to the Upper Planes. Constructs are magically created creatures such as homunculi and shield guardians. Dragons are scaly beings of ancient origin, such as r"
      },
      {
        "document": 519,
        "excerpt": "An effect is magical if it is created by a spell, a magic item, or a phenomenon that a rule labels as magical."
      },
      {
        "document": 554,
        "excerpt": "difier is an Initiative score. Some creatures that are created by magic lack Hit Dice and Initiative information. Speed. Here the monster's Speed is provided, along w"
      },
      {
        "document": 646,
        "excerpt": "nt as if the illusion were real unless the effect that created it specifies otherwise. For example, a visual illusion of a creature casts shadows and reflections, and"
      },
      {
        "document": 666,
        "excerpt": "The simplest curses are created by the Bestow Curse spell. The effects of such curses are limited and can be ended by the Remove Curse s"
      },
      {
        "document": 667,
        "excerpt": "rigins. For example, you might decide that a mummy was created through a curse and it can be destroyed permanently only by casting Remove Curse on its corpse."
      },
      {
        "document": 668,
        "excerpt": "Cursed magic items are created deliberately or originate as the result of supernatural events. Such items are detailed in “Magic Items."
      },
      {
        "document": 783,
        "excerpt": "You cast Gust of Wind. The Line created by the spell extends from you to the chosen point of origin."
      },
      {
        "document": 787,
        "excerpt": "m seeks its creator and wants to understand why it was created."
      },
      {
        "document": 1160,
        "excerpt": "de the aura or on anything inside it. Areas of effect created by spells or other magic can't extend into the aura, and no one can teleport into or out of it or use pl"
      },
      {
        "document": 1195,
        "excerpt": "for the duration or until strong wind (such as the one created by Gust of Wind) disperses it, ending the spell. Its area is Heavily Obscured. Each creature in the Sph"
      },
      {
        "document": 1220,
        "excerpt": "materials, use the shortest duration. Using any object created by this spell as another spell's Material component causes the other spell to fail. Materials | Materi"
      },
      {
        "document": 1222,
        "excerpt": "range. A light must be within 20 feet of another light created by this spell, and a light vanishes if it exceeds the spell's range."
      },
      {
        "document": 1223,
        "excerpt": "rea overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled."
      },
      {
        "document": 1225,
        "excerpt": "of this spell's area overlaps with an area of Darkness created by a spell of level 3 or lower, that other spell is dispelled."
      },
      {
        "document": 1228,
        "excerpt": "miplane or connect the shadowy door to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane"
      },
      {
        "document": 1230,
        "excerpt": "in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic. The spell is blocked by 1 foot of stone, dirt, or wo"
      },
      {
        "document": 1235,
        "excerpt": "ject, or a creation of magical force, such as the wall created by Wall of Force. A creature targeted by this spell makes a Dexterity saving throw. On a failed save, t"
      },
      {
        "document": 1259,
        "excerpt": "the raw materials. Creatures and magic items can't be created by this spell. You also can't use it to create items that require a high degree of skill - such as weapo"
      },
      {
        "document": 1268,
        "excerpt": "this spell, includes any object or mechanism that was created to cause damage or other danger. Thus, the spell would sense the Alarm or Glyph of Warding spell or a me"
      },
      {
        "document": 1278,
        "excerpt": "foot-deep pit, nor could it leave such a pit if it was created at the bottom. If you move more than 100 feet from the disk (typically because it can't move around an"
      },
      {
        "document": 1280,
        "excerpt": "s for the duration or until a strong wind (such as one created by Gust of Wind) disperses it. Using a Higher-Level Spell Slot. The fog's radius increases by 20 feet f"
      },
      {
        "document": 1281,
        "excerpt": "t teleport into the area or use portals, such as those created by the Gate spell, to enter the area. The spell proofs the area against planar travel, and therefore pre"
      },
      {
        "document": 1287,
        "excerpt": ". Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains. When you cast this spell"
      },
      {
        "document": 1292,
        "excerpt": "ea within the barrier is excluded from areas of effect created by such spells. Using a Higher-Level Spell Slot. The barrier blocks spells of 1 level higher for each s"
      },
      {
        "document": 1303,
        "excerpt": "fills the area. Normal light, as well as magical light created by spells of a level lower than this spell, can't illuminate the area. Daylight. Bright light fills the"
      },
      {
        "document": 1322,
        "excerpt": "affecting the item and what they are. If the item was created by a spell, you learn that spell's name. If you instead touch a creature throughout the casting, you le"
      },
      {
        "document": 1325,
        "excerpt": "sts for the duration or until a strong wind (like that created by Gust of Wind) disperses it. When the cloud appears, each creature in it makes a Dexterity saving thr"
      },
      {
        "document": 1349,
        "excerpt": "et for up to 100 people. Furnishings and other objects created by this spell dissipate into smoke if removed from it. A staff of 100 near-transparent servants attends"
      },
      {
        "document": 1372,
        "excerpt": "appears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spel"
      },
      {
        "document": 1375,
        "excerpt": "d with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed. For th"
      },
      {
        "document": 1377,
        "excerpt": "you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell. A bound creatu"
      },
      {
        "document": 1388,
        "excerpt": ", which is destroyed by a strong wind (such as the one created by Gust of Wind)."
      },
      {
        "document": 1389,
        "excerpt": "ng vision (including Darkvision) through it. - Sensors created by Divination spells can't appear inside the protected area or pass through the barrier at its perimeter"
      },
      {
        "document": 1427,
        "excerpt": "n, up to 10 minutes For the duration, no sound can be created within or pass through a 20-foot-radius Sphere centered on a point you choose within range. Any creature"
      },
      {
        "document": 1429,
        "excerpt": "away. If you cast this spell again, any simulacrum you created with this spell is instantly destroyed."
      },
      {
        "document": 1443,
        "excerpt": "r the duration or until a strong wind (such as the one created by Gust of Wind) disperses it. Each creature that starts its turn in the Sphere must succeed on a Const"
      },
      {
        "document": 1450,
        "excerpt": "ess. This spell dispels Darkness in its area that was created by any spell."
      },
      {
        "document": 1517,
        "excerpt": "cing a Bag of Holding inside an extradimensional space created by a Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to t"
      },
      {
        "document": 1528,
        "excerpt": "tection. Winter Strider. You ignore Difficult Terrain created by ice or snow."
      },
      {
        "document": 1535,
        "excerpt": "Gate with it. Doing so destroys the candle. The portal created by the spell links to a particular Outer Plane chosen by the GM or determined by rolling on the followi"
      },
      {
        "document": 1541,
        "excerpt": "Terrain. Web. You can cast Web (save DC 13). The web created by the spell fills twice its normal area. Once used, this property can't be used again until the next da"
      },
      {
        "document": 1557,
        "excerpt": "ard and remains until dispelled. The illusory creature created by the card looks and behaves like a real creature of its kind, except that it can do no harm. While you"
      },
      {
        "document": 1575,
        "excerpt": "isperses after 10 minutes. A strong wind (such as that created by the Gust of Wind spell) disperses the cloud after 1 minute."
      },
      {
        "document": 1585,
        "excerpt": "the Cone makes a saving throw as if struck by the beam created with the second command word. When all of the gem's charges are expended, the gem becomes a nonmagical"
      },
      {
        "document": 1594,
        "excerpt": "Placing the haversack inside an extradimensional space created by a Bag of Holding, Portable Hole, or similar item instantly destroys both items and opens a gate to th"
      },
      {
        "document": 1608,
        "excerpt": "or ramp ends at a trap-door leading to the roof. When created, the tower has a single door at ground level on the side facing you. The door opens only at your command"
      },
      {
        "document": 1623,
        "excerpt": "of which must lie within the 20-foot Cube. No object created by a pot of pigment can have a value greater than 25 GP, and the total value of all objects created by a"
      },
      {
        "document": 1625,
        "excerpt": ". Placing the mirror inside an extradimensional space created by a Bag of Holding, Portable Hole, or similar item instantly destroys both items and opens a gate to th"
      },
      {
        "document": 1644,
        "excerpt": "acing a Portable Hole inside an extradimensional space created by a Bag of Holding, Handy Haversack, or similar item instantly destroys both items and opens a gate to"
      },
      {
        "document": 1666,
        "excerpt": "the djinni dies. Rings of Djinni Summoning are often created by the djinn they summon and given to mortals as gifts of friendship or tokens of esteem."
      },
      {
        "document": 1677,
        "excerpt": "es Lightning damage based on the number of spheres you created, as shown in the following table. On a successful save, the creature takes half as much damage. Shootin"
      },
      {
        "document": 1711,
        "excerpt": "comes into contact with a planar portal (such as that created by the Gate spell) or an extradimensional space (such as that within a Portable Hole), the GM determines"
      },
      {
        "document": 1718,
        "excerpt": "for creatures other than you. A strong wind (like that created by Gust of Wind) disperses the swarm and ends the effect. Spells. While holding the staff, you can cast"
      },
      {
        "document": 1884,
        "excerpt": "ions (Rare). These gold statuettes of lions are always created in pairs. You can use one figurine or both simultaneously. Each can become a Lion for up to 1 hour. Once"
      }
    ],
    "creates": [
      {
        "document": 54,
        "excerpt": "ic radius. Dim Light. Dim Light, also called shadows, creates a Lightly Obscured area. An area of Dim Light is usually a boundary between Bright Light and surrounding"
      },
      {
        "document": 552,
        "excerpt": "t of origin outward in all directions. The effect that creates a Sphere specifies the distance it extends as the radius of the Sphere. A Sphere's point of origin is i"
      },
      {
        "document": 594,
        "excerpt": "t is 15 feet from the point of origin. The effect that creates a Cone specifies its maximum length. A Cone's point of origin isn't included in the area of effect unle"
      },
      {
        "document": 601,
        "excerpt": "ocated anywhere on a face of the Cube. The effect that creates a Cube specifies its size, which is the length of each side. A Cube's point of origin isn't included in"
      },
      {
        "document": 603,
        "excerpt": "ircular top or bottom of the Cylinder. The effect that creates a Cylinder specifies the radius of the Cylinder's base and the Cylinder's height. A Cylinder's point of"
      },
      {
        "document": 623,
        "excerpt": "eature or an object in all directions. The effect that creates an Emanation specifies the distance it extends. An Emanation moves with the creature or object that is"
      },
      {
        "document": 656,
        "excerpt": "d covers an area defined by its width. The effect that creates a Line specifies its length and width. A Line's point of origin isn't included in the area of effect un"
      },
      {
        "document": 789,
        "excerpt": "Both potions lose their effects, and the mixture creates a magical explosion in a 5-foot-radius Sphere centered on itself. Each creature in that area takes 4d10"
      },
      {
        "document": 953,
        "excerpt": "A character triggers a magical trap that creates an illusory manifestation of that character’s worst fears, visible only to that character."
      },
      {
        "document": 978,
        "excerpt": "ve Elemental Effects Your studies focus on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and"
      },
      {
        "document": 1161,
        "excerpt": "ion: 10 days As you cast the spell, choose whether it creates antipathy or sympathy, and target one creature or object that is Huge or smaller. Then specify a kind of"
      },
      {
        "document": 1213,
        "excerpt": "itional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched."
      },
      {
        "document": 1249,
        "excerpt": "t takes 1d10 Force damage. Cantrip Upgrade. The spell creates two beams at level 5, three beams at level 11, and four beams at level 17. You can direct the beams at t"
      },
      {
        "document": 1278,
        "excerpt": "S, M (a drop of mercury) Duration: 1 hour This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the"
      },
      {
        "document": 1293,
        "excerpt": "at creature. If the spell summons Hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell r"
      },
      {
        "document": 1299,
        "excerpt": "a, makes the speaker immune to its effects. The spell creates the effects below within the warded area. Dispel Magic has no effect on Guards and Wards itself, but eac"
      },
      {
        "document": 1346,
        "excerpt": "r several. Using a Higher-Level Spell Slot. The spell creates one more dart for each spell slot level above 1."
      },
      {
        "document": 1372,
        "excerpt": "feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it. When the opening disappears, any creatures or objects sti"
      },
      {
        "document": 1413,
        "excerpt": "on it again for 24 hours. On a failed save, the spell creates an Invisible, intangible sensor within 10 feet of the target. You can see and hear through the sensor as"
      },
      {
        "document": 1461,
        "excerpt": "0 feet Components: V, S Duration: 1 minute This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance"
      },
      {
        "document": 1468,
        "excerpt": "it of string and of wood) Duration: 1 hour This spell creates an Invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spe"
      },
      {
        "document": 1579,
        "excerpt": "giant flapping fan takes its place. The fan floats and creates a strong wind. This wind can fill the sails of one ship, increasing its speed by 5 miles per hour for 8"
      },
      {
        "document": 1602,
        "excerpt": "0 Radiant damage. While you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Ad"
      },
      {
        "document": 1623,
        "excerpt": "features become real. Thus, painting a door on a wall creates an actual door, which can be opened to whatever is beyond. Painting a pit creates a real pit, the entire"
      },
      {
        "document": 1644,
        "excerpt": "r against a solid surface, whereupon the Portable Hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane"
      },
      {
        "document": 1708,
        "excerpt": "akes 1 minute to set. Once it has done so, the bond it creates can be broken only by the application of Universal Solvent or Oil of Etherealness, or with a Wish spell."
      },
      {
        "document": 2044,
        "excerpt": "its Speed. At the end of this movement, the tarrasque creates an instantaneous shock wave in a 60-foot Emanation originating from itself. Creatures in that area lose"
      }
    ],
    "creating": [
      {
        "document": 144,
        "excerpt": "to a single container. The strange ingredients used in creating potions can result in unpredictable interactions. When a character mixes two potions together, roll on"
      },
      {
        "document": 236,
        "excerpt": "hever style of sheet works for you, and then embark on creating a character!"
      },
      {
        "document": 251,
        "excerpt": "Creating Your Character"
      },
      {
        "document": 672,
        "excerpt": "ion brewers, and areas of wild magic are credited with creating the first magical contagions. An outbreak of such a contagion can form the basis of an adventure as char"
      },
      {
        "document": 730,
        "excerpt": "When creating and running combat encounters, keep the following in mind."
      },
      {
        "document": 735,
        "excerpt": "Creating a Background"
      },
      {
        "document": 856,
        "excerpt": "Creating Spell Slots"
      },
      {
        "document": 971,
        "excerpt": "oints equal to the slot's level (no action required). Creating Spell Slots. As a Bonus Action, you can transform unexpended Sorcery Points into one spell slot. The Cre"
      },
      {
        "document": 1185,
        "excerpt": "the spell gives you control over that storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10. Using a Higher-Level Spell Slot"
      },
      {
        "document": 1246,
        "excerpt": "The messenger can also shape the dream's environment, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the"
      },
      {
        "document": 1250,
        "excerpt": "n: Instantaneous You exert control over the elements, creating one of the following effects within range. Beckon Air. You create a breeze strong enough to ripple clot"
      },
      {
        "document": 1282,
        "excerpt": "in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or ou"
      },
      {
        "document": 1293,
        "excerpt": "level 3 or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate e"
      },
      {
        "document": 1621,
        "excerpt": "specified cost to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manu"
      }
    ],
    "creation": [
      {
        "document": 27,
        "excerpt": "mbat. The AC of a character is determined at character creation (see “Character Creation”), whereas the AC of a monster appears in its stat block. Calculating AC. All"
      },
      {
        "document": 34,
        "excerpt": "as the character gains levels (described in “Character Creation”). A monster's Proficiency Bonus is based on its Challenge Rating (see “Rules Glossary”). The Proficienc"
      },
      {
        "document": 39,
        "excerpt": "arting skill proficiencies are determined at character creation, and a monster's skill proficiencies appear in its stat block."
      },
      {
        "document": 77,
        "excerpt": "t. A character's Speed is determined during character creation. A monster's Speed is noted in the monster's stat block. See “Rules Glossary” for more about Speed as we"
      },
      {
        "document": 183,
        "excerpt": "leans toward one of the other alignments. \"Character Creation\" describes the nine alignments and unaligned creatures."
      },
      {
        "document": 225,
        "excerpt": "Character Creation"
      },
      {
        "document": 238,
        "excerpt": "Step 5: Character Creation Details"
      },
      {
        "document": 251,
        "excerpt": "ating a higher-level character uses the same character-creation steps outlined in this chapter and the rules for advancing beyond level 1 provided Starting Equipment a"
      },
      {
        "document": 256,
        "excerpt": "shown in the Character Advancement table in “Character Creation.” For example, if you are a level 6 Cleric / level 1 Fighter, you must gain enough XP to reach level 8 b"
      },
      {
        "document": 268,
        "excerpt": "Starting at Higher Levels” section later in “Character Creation” for more information."
      },
      {
        "document": 529,
        "excerpt": "character controlled by a player. See also “Character Creation.”"
      },
      {
        "document": 589,
        "excerpt": "rack your character's information. See also \"Character Creation.\""
      },
      {
        "document": 642,
        "excerpt": "racter's Hit Point maximum, as explained in “Character Creation.” Most monsters also have Hit Dice. A creature can spend Hit Dice during a Short Rest to regain Hit Poin"
      },
      {
        "document": 649,
        "excerpt": "h as Lawful Good and Neutral Evil. See also “Character Creation” (“Create Your Character”)."
      },
      {
        "document": 865,
        "excerpt": "Creation"
      },
      {
        "document": 891,
        "excerpt": "Creation"
      },
      {
        "document": 896,
        "excerpt": "Words of Creation"
      },
      {
        "document": 963,
        "excerpt": "Words of Creation"
      },
      {
        "document": 964,
        "excerpt": "tures table. See the multiclassing rules in “Character Creation” to determine your available spell slots. Cleric Class Features As a Cleric, you gain the following cl"
      },
      {
        "document": 965,
        "excerpt": "tures table. See the multiclassing rules in “Character Creation” to determine your available spell slots. Druid Class Features As a Druid, you gain the following clas"
      },
      {
        "document": 968,
        "excerpt": "tures table. See the multiclassing rules in “Character Creation” to determine your available spell slots. Paladin Class Features As a Paladin, you gain the following"
      },
      {
        "document": 969,
        "excerpt": "of your choice from the language tables in “Character Creation.”"
      },
      {
        "document": 970,
        "excerpt": "hich you choose from the language tables in \"Character Creation.\""
      },
      {
        "document": 971,
        "excerpt": "tures table. See the multiclassing rules in “Character Creation” to determine your available spell slots. Sorcerer Class Features As a Sorcerer, you gain the followin"
      },
      {
        "document": 972,
        "excerpt": "tures table. See the multiclassing rules in “Character Creation” to determine your available spell slots. Warlock Class Features As a Warlock, you gain the following"
      },
      {
        "document": 973,
        "excerpt": "llbook. Your wizardly apprenticeship culminated in the creation of a unique book: your spellbook. It is a Tiny object that weighs 3 pounds, contains 100 pages, and can"
      },
      {
        "document": 989,
        "excerpt": "ence at a time, and each falls apart 8 hours after its creation or when you dismantle it with a touch as a Utilize action."
      },
      {
        "document": 1220,
        "excerpt": "Creation"
      },
      {
        "document": 1235,
        "excerpt": "e target can be a creature, a non-magical object, or a creation of magical force, such as the wall created by Wall of Force. A creature targeted by this spell makes a"
      },
      {
        "document": 1386,
        "excerpt": "ol appear on an object or a surface for 1 hour. Minor Creation. You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end"
      },
      {
        "document": 1484,
        "excerpt": "e one of the following effects of your choice: Object Creation. You create one object of up to 25,000 GP in value that isn't a magic item. The object can be no more th"
      },
      {
        "document": 1845,
        "excerpt": "ine instead of water), Tongues, Wind Walk 1/Day Each: Creation, Gaseous Form, Invisibility, Major Image, Plane Shift"
      }
    ],
    "creative": [
      {
        "document": 0,
        "excerpt": "dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/"
      },
      {
        "document": 722,
        "excerpt": "ll or similar barrier. It can't go around corners, but creative dungeon builders incorporate curving turns into nearby passages that allow the stone to keep moving. De"
      }
    ],
    "creativecommons": [
      {
        "document": 0,
        "excerpt": "bution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode."
      }
    ],
    "creator": [
      {
        "document": 138,
        "excerpt": "A sentient magic item has an alignment. Its creator or nature might suggest an alignment. Otherwise, pick an alignment or roll on the Sentient Item's Alignm"
      },
      {
        "document": 344,
        "excerpt": "evel 1 spell, respectively, determined by the scroll's creator. If the spell is on your class's spell list, you can read the scroll and cast the spell using its normal"
      },
      {
        "document": 526,
        "excerpt": "on must provide Total Cover. See also \"Cover.\" If the creator of an area of effect places it at an unseen point and an obstruction - such as a wall - is between the c"
      },
      {
        "document": 592,
        "excerpt": "e, as specified in their descriptions. If the effect's creator loses Concentration, the effect ends. If the effect has a maximum duration, the effect's description spe"
      },
      {
        "document": 594,
        "excerpt": "raight lines from a point of origin in a direction its creator chooses. A Cone's width at any point along its length is equal to that point's distance from the point o"
      },
      {
        "document": 601,
        "excerpt": "origin isn't included in the area of effect unless its creator decides otherwise."
      },
      {
        "document": 623,
        "excerpt": "bject) isn't included in the area of effect unless its creator decides otherwise."
      },
      {
        "document": 656,
        "excerpt": "origin isn't included in the area of effect unless its creator decides otherwise."
      },
      {
        "document": 787,
        "excerpt": "Creator Seeker. The item seeks its creator and wants to understand why it was created."
      },
      {
        "document": 1494,
        "excerpt": "hat requires its target to be seen unless the effect's creator can somehow see you. Any equipment you are wearing or carrying is also concealed. Attacks Affected. Att"
      },
      {
        "document": 1864,
        "excerpt": "is destroyed or it is no longer Bloodied. The golem's creator, if within 60 feet of the berserk golem, can try to calm it by taking an action to make a DC 15 Charisma"
      }
    ],
    "creature": [
      {
        "document": 5,
        "excerpt": "Knocking Out a Creature"
      },
      {
        "document": 6,
        "excerpt": "When a creature drops to 0 Hit Points, it either dies outright or falls unconscious, as explained below."
      },
      {
        "document": 7,
        "excerpt": "Here are the main ways a creature can die instantly. Monster Death. A monster dies the instant it drops to 0 Hit Points, although a Game"
      },
      {
        "document": 11,
        "excerpt": "You can take the Help action to try to stabilize a creature with 0 Hit Points, which requires a successful DC 10 Wisdom (Medicine) check. A Stable creature doesn't"
      },
      {
        "document": 17,
        "excerpt": "ing. Because Temporary Hit Points aren't Hit Points, a creature can be at full Hit Points and receive Temporary Hit Points. If you have 0 Hit Points, receiving Tempora"
      },
      {
        "document": 27,
        "excerpt": "A creature's Armor Class represents how well the creature avoids being wounded in combat. The AC of a character is determined at character creation (see “Characte"
      },
      {
        "document": 34,
        "excerpt": "ermined. This bonus is applied to a D20 Test when the creature has proficiency in a skill, in a saving throw, or with an item that the creature uses to make the D20 Te"
      },
      {
        "document": 36,
        "excerpt": "y on whether a skill is relevant in a situation. If a creature is proficient in a skill, the creature applies its Proficiency Bonus to ability checks involving that sk"
      },
      {
        "document": 43,
        "excerpt": "o: in a social interaction, you can try to Influence a creature or use the Search action to read the creature's body language, but you can't do both at the same time. A"
      },
      {
        "document": 45,
        "excerpt": "the reaction interrupts another creature's turn, that creature can continue its turn right after the Reaction. In terms of timing, a Reaction takes place immediately"
      },
      {
        "document": 82,
        "excerpt": "Creature Size"
      },
      {
        "document": 83,
        "excerpt": "our move, you can pass through the space of an ally, a creature that has the Incapacitated condition (see “Rules Glossary”), a Tiny creature, or a creature that is two"
      },
      {
        "document": 85,
        "excerpt": "r you're guessing the target's location or targeting a creature you can hear but not see. If the target isn't in the location you targeted, you miss. When a creature c"
      },
      {
        "document": 86,
        "excerpt": "t added together. For example, if a target is behind a creature that gives Half Cover and a tree trunk that gives Three-Quarters Cover, the target has Three-Quarters Co"
      },
      {
        "document": 91,
        "excerpt": "A creature has a 5-foot reach and can thus attack targets within 5 feet when making a melee attack. Certain creatur"
      },
      {
        "document": 92,
        "excerpt": "D20 Tests. - Your Proficiency Bonus If Relevant. Each creature has a Proficiency Bonus, a number added when making a D20 Test that uses something, such as a skill, in"
      },
      {
        "document": 93,
        "excerpt": "nity Attack. You can make an Opportunity Attack when a creature that you can see leaves your reach. To make the attack, take a Reaction to make one melee attack with a"
      },
      {
        "document": 94,
        "excerpt": "A willing creature that is at least one size larger than a rider and that has an appropriate anatomy can serve as a mount,"
      },
      {
        "document": 95,
        "excerpt": "During your move, you can mount a creature that is within 5 feet of you or dismount. Doing so costs an amount of movement equal to half your Speed"
      },
      {
        "document": 99,
        "excerpt": "making a melee attack roll with a weapon underwater, a creature that lacks a Swim Speed has Disadvantage on the attack roll unless the weapon deals Piercing damage. A"
      },
      {
        "document": 103,
        "excerpt": "An ability check represents a creature using talent and training to try to overcome a challenge, such as forcing open a stuck door, picking a l"
      },
      {
        "document": 104,
        "excerpt": "an't spend every hour adventuring. They need rest. Any creature can take hour-long Short Rests in the midst of a day and an 8-hour Long Rest to end it. Regaining Hit Po"
      },
      {
        "document": 113,
        "excerpt": "d; and Vulnerability is applied third. For example, a creature has Resistance to all damage and Vulnerability to Fire damage, and it's within a magical aura that reduc"
      },
      {
        "document": 117,
        "excerpt": "equisites. If a magic item has a class prerequisite, a creature must be a member of that class to attune to the item. If a creature must be a spellcaster to attune to a"
      },
      {
        "document": 124,
        "excerpt": "g is revealed when the Identify spell is cast on it. A creature attuned to an item knows how many charges the item has and how many it regains."
      },
      {
        "document": 144,
        "excerpt": "at must be imbibed or an oil that must be applied to a creature or an object. A typical potion consists of 1 ounce of liquid in a vial. Using a Potion. Potions are con"
      },
      {
        "document": 147,
        "excerpt": "again. Its words fade, or it crumbles into dust. Any creature that can understand a written language can read a scroll and attempt to activate it unless its descripti"
      },
      {
        "document": 160,
        "excerpt": "much of a monster’s equipment is recoverable after the creature is slain and whether any of that equipment is still usable. Beware of giving a monster combat-oriented"
      },
      {
        "document": 161,
        "excerpt": "ails. The name of the monster is followed by its size, creature type (along with any descriptive tags), and alignment. Combat Highlights. Armor Class, Hit Points, Spee"
      },
      {
        "document": 163,
        "excerpt": ", which is noted in its entry. \"None\" indicates that a creature doesn't comprehend any language."
      },
      {
        "document": 164,
        "excerpt": "Telepathy is a magical ability that allows a creature to communicate mentally with another creature within a specified range. See “Rules Glossary” for more in"
      },
      {
        "document": 174,
        "excerpt": "of their stat block. This entry details the attacks a creature can make, as well as any additional abilities it can use, as part of the Attack action."
      },
      {
        "document": 181,
        "excerpt": "Creature Type"
      },
      {
        "document": 235,
        "excerpt": "he alignments below describe the typical behavior of a creature with that alignment; individuals can vary from that behavior. Lawful Good (LG). Lawful Good creatures e"
      },
      {
        "document": 285,
        "excerpt": "Creature Type"
      },
      {
        "document": 307,
        "excerpt": "ttacks with throwing a flask of Holy Water. Target one creature you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus y"
      },
      {
        "document": 308,
        "excerpt": "which is a sawtooth steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, su"
      },
      {
        "document": 316,
        "excerpt": "A Lock comes with a key. Without the key, a creature can use Thieves' Tools to pick this Lock with a successful DC 15 Dexterity (Sleight of Hand) check."
      },
      {
        "document": 319,
        "excerpt": "can use Manacles to bind an unwilling Small or Medium creature within 5 feet of yourself that has the Grappled, Incapacitated, or Restrained condition if you succeed o"
      },
      {
        "document": 322,
        "excerpt": "lace one of your attacks with throwing a Net. Target a creature you can see within 15 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus y"
      },
      {
        "document": 323,
        "excerpt": "You can douse a creature, object, or space with Oil or use it as fuel, as detailed below. Dousing a Creature or an Object. When"
      },
      {
        "document": 327,
        "excerpt": "coat one weapon or up to three pieces of ammunition. A creature that takes Piercing or Slashing damage from the poisoned weapon or ammunition takes an extra 1d4 Poison"
      },
      {
        "document": 331,
        "excerpt": "s Action, you can drink it or administer it to another creature within 5 feet of yourself. The creature that drinks the magical red fluid in this vial regains 2d4 + 2 H"
      },
      {
        "document": 338,
        "excerpt": "Strength (Athletics) check. You can bind an unwilling creature with the Rope only if the creature has the Grappled, Incapacitated, or Restrained condition. If the crea"
      },
      {
        "document": 379,
        "excerpt": "Some magic items require a creature to form a bond - called Attunement - with them before the creature can use an item's magical properties."
      },
      {
        "document": 382,
        "excerpt": "away for at least 24 hours, if you die, or if another creature attunes to the item. You can also voluntarily end Attunement by spending another Short Rest focused on"
      },
      {
        "document": 384,
        "excerpt": "cases, a magic item that's meant to be worn can fit a creature regardless of size or build. Magic garments are made to be easily adjustable, or they magically adjust t"
      },
      {
        "document": 397,
        "excerpt": "If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a s"
      },
      {
        "document": 399,
        "excerpt": "If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. Th"
      },
      {
        "document": 401,
        "excerpt": "If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or"
      },
      {
        "document": 402,
        "excerpt": "If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next t"
      },
      {
        "document": 403,
        "excerpt": "If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next"
      },
      {
        "document": 404,
        "excerpt": "If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability"
      },
      {
        "document": 405,
        "excerpt": "If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against th"
      },
      {
        "document": 411,
        "excerpt": "A creature can wear only one suit of armor at a time and wield only one Shield at a time. Armor"
      },
      {
        "document": 445,
        "excerpt": "your attacks with throwing a vial of Acid. Target one creature or object you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (D"
      },
      {
        "document": 446,
        "excerpt": "with throwing a flask of Alchemist's Fire. Target one creature or object you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (D"
      },
      {
        "document": 451,
        "excerpt": "vel, 10-foot-square area within 10 feet of yourself. A creature that enters this area for the first time on a turn must succeed on a DC 10 Dexterity saving throw or hav"
      },
      {
        "document": 455,
        "excerpt": "A Bedroll sleeps one Small or Medium creature. While in a Bedroll, you automatically succeed on saving throws against extreme cold (see “Gameplay Tool"
      },
      {
        "document": 463,
        "excerpt": "over a 5-foot-square area within 5 feet of yourself. A creature that enters this area for the first time on a turn must succeed on a DC 15 Dexterity saving throw or tak"
      },
      {
        "document": 468,
        "excerpt": "ilize action, you can wrap a Chain around an unwilling creature within 5 feet of yourself that has the Grappled, Incapacitated, or Restrained condition if you succeed o"
      },
      {
        "document": 484,
        "excerpt": "can expend one of its uses to stabilize an Unconscious creature that has 0 Hit Points without needing to make a Wisdom (Medicine) check."
      },
      {
        "document": 496,
        "excerpt": "esonance, sets the threads of magic in motion. Thus, a creature who is gagged or in an area of magical silence can't cast a spell with a Verbal component."
      },
      {
        "document": 502,
        "excerpt": "Total Cover. Targeting Yourself. If a spell targets a creature of your choice, you can choose yourself unless the creature must be Hostile or specifically a creature o"
      },
      {
        "document": 516,
        "excerpt": "A creature is your ally if it is a member of your adventuring party, your friend, on your side in combat, or a crea"
      },
      {
        "document": 517,
        "excerpt": "xtended downtime - at least 8 hours - available to any creature. During a Long Rest, you sleep for at least 6 hours and perform no more than 2 hours of light activity,"
      },
      {
        "document": 520,
        "excerpt": "A creature needs an amount of food per day based on its size, as shown in the Food Needs per Day table. A creature"
      },
      {
        "document": 521,
        "excerpt": "A monster is a creature controlled by the GM, even if the creature is benevolent. See also “Creature” and “NPC.”"
      },
      {
        "document": 524,
        "excerpt": "A space is occupied if a creature is in it or if it is completely filled by objects."
      },
      {
        "document": 525,
        "excerpt": "You can make an Opportunity Attack when a creature that you can see leaves your reach using its action, its Bonus Action, its Reaction, or one of its speed"
      },
      {
        "document": 527,
        "excerpt": "ngs. The GM uses this score when determining whether a creature notices something without consciously making a Wisdom (Perception) check. A creature's Passive Percepti"
      },
      {
        "document": 530,
        "excerpt": "Some effects cause a creature to be possessed by another creature or entity. A possessing effect defines how the possession operates."
      },
      {
        "document": 531,
        "excerpt": "ncy Bonus to any D20 Test you make using that thing. A creature might have proficiency in a skill or saving throw or with a weapon or tool. See also “Playing the Game”"
      },
      {
        "document": 532,
        "excerpt": "A creature has a reach of 5 feet unless a rule says otherwise."
      },
      {
        "document": 543,
        "excerpt": "rt Rest is a 1-hour period of downtime, during which a creature does nothing more strenuous than reading, talking, eating, or standing watch. To start a Short Rest, you"
      },
      {
        "document": 546,
        "excerpt": "A creature or an object belongs to a size category: Tiny, Small, Medium, Large, Huge, or Gargantuan. A creature's s"
      },
      {
        "document": 548,
        "excerpt": "A creature has a Speed, which is the distance in feet the creature can cover when it moves on its turn. See also “C"
      },
      {
        "document": 553,
        "excerpt": "A creature is Stable if it has 0 Hit Points but isn't required to make Death Saving Throws. See also \"Playing the G"
      },
      {
        "document": 554,
        "excerpt": "Medium, Large, Huge, or Gargantuan. See also \"Size.\" Creature Type. This entry notes the family of beings a monster belongs to, along with any descriptive tags. See a"
      },
      {
        "document": 557,
        "excerpt": "A creature can hold its breath for a number of minutes equal to 1 plus its Constitution modifier (minimum of 30 sec"
      },
      {
        "document": 558,
        "excerpt": "If a creature is caught unawares by the start of combat, that creature is surprised, which causes it to have Disadvant"
      },
      {
        "document": 561,
        "excerpt": "A target is the creature or object targeted by an attack roll, forced to make a saving throw by an effect, or selected to receive"
      },
      {
        "document": 562,
        "excerpt": "Telepathy is a magical ability that allows a creature to communicate mentally with another creature within a specified range. Unless a rule states otherwise,"
      },
      {
        "document": 563,
        "excerpt": "arrying teleports with you. If you're touching another creature when you teleport, that creature doesn't teleport with you unless the teleportation effect says otherwis"
      },
      {
        "document": 566,
        "excerpt": "A creature with Tremorsense can pinpoint the location of creatures and moving objects within a specific range, prov"
      },
      {
        "document": 567,
        "excerpt": "em. Transformations. You discern the true form of any creature or object you see that has been transformed by magic. Ethereal Plane. You see into the Ethereal Plane."
      },
      {
        "document": 575,
        "excerpt": "Some magic items require a creature to form a bond - called Attunement - with them before the creature can use an item's magical properties."
      },
      {
        "document": 577,
        "excerpt": "ing to you in the game world. That \"you\" refers to the creature or object that the rule applies to in a particular moment of play. For example, the \"you\" in the Prone c"
      },
      {
        "document": 578,
        "excerpt": "A creature is Bloodied while it has half its Hit Points or fewer remaining."
      },
      {
        "document": 580,
        "excerpt": "f an object is exceedingly fragile, the GM may allow a creature to break it automatically with the Attack or Utilize action. Armor Class. The Object Armor Class table"
      },
      {
        "document": 582,
        "excerpt": "A burning creature or object takes 1d4 Fire damage at the start of each of its turns. As an action, you can extinguish fire"
      },
      {
        "document": 583,
        "excerpt": "A creature that has a Burrow Speed can use that speed to move through sand, earth, mud, or ice. The creature can't"
      },
      {
        "document": 597,
        "excerpt": "Creature"
      },
      {
        "document": 599,
        "excerpt": "Creature Type"
      },
      {
        "document": 602,
        "excerpt": "Some game effects curse a creature or an object. The effect that confers a curse defines what the curse does. Curses can be removed by the"
      },
      {
        "document": 605,
        "excerpt": "Damage represents harm that causes a creature or an object to lose Hit Points."
      },
      {
        "document": 607,
        "excerpt": "A creature or an object that has a damage threshold has Immunity to all damage unless it takes an amount of damage"
      },
      {
        "document": 609,
        "excerpt": "A creature has six ability scores - Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma - each of"
      },
      {
        "document": 613,
        "excerpt": "A dead creature has no Hit Points and can't regain them unless it is first revived by magic such as the Raise Dead or Re"
      },
      {
        "document": 615,
        "excerpt": "A creature requires an amount of water per day based on its size, as shown in the Water Needs per Day table. A crea"
      },
      {
        "document": 616,
        "excerpt": "ntains any of the following or something similar: - A creature that isn’t Tiny or your ally - Furniture that is sized for creatures of your size or larger - Heavy snow"
      },
      {
        "document": 623,
        "excerpt": "n area of effect that extends in straight lines from a creature or an object in all directions. The effect that creates an Emanation specifies the distance it extends."
      },
      {
        "document": 625,
        "excerpt": "A creature is your enemy if it fights against you in combat, actively works to harm you, or is designated as your e"
      },
      {
        "document": 628,
        "excerpt": "A creature that falls takes 1d6 Bludgeoning damage at the end of the fall for every 10 feet it fell, to a maximum o"
      },
      {
        "document": 630,
        "excerpt": "A variety of effects allow a creature to fly. While flying, you fall if you have the Incapacitated or Prone condition or your Fly Speed is red"
      },
      {
        "document": 632,
        "excerpt": "A Friendly creature views you favorably. You have Advantage on an ability check to influence a Friendly creature. See also “"
      },
      {
        "document": 633,
        "excerpt": "A creature can grapple another creature. Characters typically grapple by using an Unarmed Strike. Many monsters hav"
      },
      {
        "document": 640,
        "excerpt": "be out of any enemy's line of sight; if you can see a creature, you can discern whether it can see you. On a successful check, you have the Invisible condition while"
      },
      {
        "document": 642,
        "excerpt": "aracter Creation.” Most monsters also have Hit Dice. A creature can spend Hit Dice during a Short Rest to regain Hit Points. See also “Short Rest.”"
      },
      {
        "document": 643,
        "excerpt": "a measure of how difficult it is to kill or destroy a creature or an object. Damage reduces Hit Points, and healing restores them. You can't have more Hit Points than"
      },
      {
        "document": 644,
        "excerpt": "A Hostile creature views you unfavorably. You have Disadvantage on an ability check to influence a Hostile creature. See al"
      },
      {
        "document": 646,
        "excerpt": "ecifies otherwise. For example, a visual illusion of a creature casts shadows and reflections, and wind appears to affect the illusory creature. Similarly, an audible i"
      },
      {
        "document": 650,
        "excerpt": "An Indifferent creature has no desire to help or hinder you. Indifferent is the default attitude of a monster. See also “Influen"
      },
      {
        "document": 654,
        "excerpt": "Knocking Out a Creature"
      },
      {
        "document": 667,
        "excerpt": "e. You decide how a spell like Remove Curse affects a creature with accursed origins. For example, you might decide that a mummy was created through a curse and it can"
      },
      {
        "document": 670,
        "excerpt": "of another type of curse discussed in this section. A creature affected by such a curse should know why they're being punished and be able to learn how to end their cu"
      },
      {
        "document": 671,
        "excerpt": "ted locations, where demonic spirits await victims. A creature that becomes the target of Demonic Possession must succeed on a DC 15 Charisma saving throw or be posses"
      },
      {
        "document": 673,
        "excerpt": "If a creature infected with a magical contagion spends 3 days recuperating - engaging in no activities that would inte"
      },
      {
        "document": 675,
        "excerpt": "ffects Humanoids only (gnomes are strangely immune). A creature suffers the following effects 1d4 days after infection: Fever. The creature gains 1 Exhaustion level, w"
      },
      {
        "document": 676,
        "excerpt": "g otyu-ghs and rats. Any Humanoid that is wounded by a creature that carries the contagion or that comes into contact with contaminated filth or offal must succeed on a"
      },
      {
        "document": 677,
        "excerpt": "ent, which takes 1 hour. When applied to the eyes of a creature suffering from Sight Rot, the ointment suppresses the contagion on that creature for 24 hours. If the co"
      },
      {
        "document": 678,
        "excerpt": "perature. After each hour of swimming in deep water, a creature that lacks a Swim Speed must succeed on a DC 10 Constitution saving throw or gain 1 Exhaustion level."
      },
      {
        "document": 679,
        "excerpt": "en the temperature is 0 degrees Fahrenheit or lower, a creature exposed to the extreme cold must succeed on a DC 10 Constitution saving throw at the end of each hour or"
      },
      {
        "document": 681,
        "excerpt": "the temperature is 100 degrees Fahrenheit or higher, a creature exposed to the extreme heat and without access to drinkable water must succeed on a Constitution saving"
      },
      {
        "document": 682,
        "excerpt": "A creature can be immersed in frigid water for a number of minutes equal to its Constitution score before suffering"
      },
      {
        "document": 684,
        "excerpt": "reduced amount of oxygen in the air. Each hour such a creature spends traveling at high altitude counts as 2 hours for the purpose of determining how long that creatur"
      },
      {
        "document": 685,
        "excerpt": "Slippery ice is Difficult Terrain. A creature that moves onto slippery ice for the first time on a turn or starts its turn there must succeed on a DC"
      },
      {
        "document": 686,
        "excerpt": "o extinguishes open flames and disperses fog. A flying creature in a strong wind must land at the end of its turn or fall. A strong wind in a desert can create a sands"
      },
      {
        "document": 689,
        "excerpt": "me examples. Sample Fear DCs Typically, a Frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. At"
      },
      {
        "document": 693,
        "excerpt": "nd remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects. Ingested. A creature must swallow an"
      },
      {
        "document": 695,
        "excerpt": "haracter can attempt to harvest poison from a venomous creature that is dead or has the Incapacitated condition. The effort takes 1d6 minutes, after which the character"
      },
      {
        "document": 697,
        "excerpt": "Ingested Poison A creature subjected to Assassin's Blood makes a DC 10 Constitution saving throw. On a failed save, the creature ta"
      },
      {
        "document": 698,
        "excerpt": "Inhaled Poison A creature subjected to Burnt Othur Fumes must succeed on a DC 13 Constitution saving throw or take 10 (3d6) Poison"
      },
      {
        "document": 699,
        "excerpt": "Contact Poison A creature subjected to Crawler Mucus must succeed on a DC 13 Constitution saving throw or have the Poisoned condit"
      },
      {
        "document": 700,
        "excerpt": "Inhaled Poison A creature subjected to Essence of Ether must succeed on a DC 15 Constitution saving throw or have the Poisoned con"
      },
      {
        "document": 701,
        "excerpt": "Inhaled Poison A creature subjected to Malice must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for"
      },
      {
        "document": 703,
        "excerpt": "Ingested Poison A creature that ingests Midnight Tears suffers no effect until the stroke of midnight. Any effect that ends the Po"
      },
      {
        "document": 704,
        "excerpt": "Contact Poison A creature subjected to Oil of Taggit must succeed on a DC 13 Constitution saving throw or have the Poisoned condit"
      },
      {
        "document": 705,
        "excerpt": "Ingested Poison A creature subjected to Pale Tincture must succeed on a DC 16 Constitution saving throw or take 3 (1d6) Poison dama"
      },
      {
        "document": 706,
        "excerpt": "Injury Poison A creature subjected to Purple Worm Poison makes a DC 21 Constitution saving throw, taking 35 (10d6) Poison damage"
      },
      {
        "document": 707,
        "excerpt": "Injury Poison A creature subjected to Serpent Venom must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) Poison da"
      },
      {
        "document": 708,
        "excerpt": "Injury Poison A creature subjected to Spider's Sting must succeed on a DC 13 Constitution saving throw or have the Poisoned condi"
      },
      {
        "document": 709,
        "excerpt": "Ingested Poison A creature subjected to Torpor poison must succeed on a DC 15 Constitution saving throw or have the Poisoned condit"
      },
      {
        "document": 710,
        "excerpt": "Ingested Poison A creature subjected to Truth Serum must succeed on a DC 11 Constitution saving throw or have the Poisoned conditio"
      },
      {
        "document": 711,
        "excerpt": "Injury Poison A creature subjected to Wyvern Poison makes a DC 14 Constitution saving throw, taking 24 (7d6) Poisson damage on a"
      },
      {
        "document": 714,
        "excerpt": "levels. Trigger. Traps are often set to go off when a creature enters an area or touches an object. Examples of triggers include stepping on a pressure plate, crossing"
      },
      {
        "document": 716,
        "excerpt": "Deadly Trap (Levels 1–4) Trigger: A creature crosses a trip wire Duration: Instantaneous This trap uses a trip wire to collapse an unstable section"
      },
      {
        "document": 717,
        "excerpt": "Nuisance Trap (Levels 1–4) Trigger: A creature crosses a trip wire Duration: Instantaneous A falling net trap uses a trip wire to release a weighted,"
      },
      {
        "document": 718,
        "excerpt": "Deadly Trap (Levels 1-4) Trigger: A creature moves onto a pressure plate Duration: Instantaneous, and the trap resets at the start of the next turn"
      },
      {
        "document": 719,
        "excerpt": "Nuisance Trap (Levels 1–4) Trigger: A creature moves onto the pit's lid Duration: Instantaneous This 10-foot-deep pit has a hinged lid constructed fro"
      },
      {
        "document": 720,
        "excerpt": "Deadly Trap (Levels 1–4) Trigger: A creature moves onto a pressure plate Duration: Instantaneous, and the trap resets at the start of the next turn i"
      },
      {
        "document": 721,
        "excerpt": "Nuisance Trap (Levels 1–4) Trigger: A creature opens the trap's lock improperly or fails to disarm the trap Duration: Instantaneous A poisoned needle"
      },
      {
        "document": 722,
        "excerpt": "els 11–16) or Nuisance Trap (Levels 17–20) Trigger: A creature moves onto a pressure plate Duration: Until the stone stops rolling When a creature moves onto a hidden"
      },
      {
        "document": 723,
        "excerpt": "Deadly Trap (Levels 1–4) Trigger: A creature moves onto the pit's lid Duration: Instantaneous A 10-foot-deep pit has a hinged lid constructed from m"
      },
      {
        "document": 729,
        "excerpt": "Every creature has an XP value in its stat block. When you add a creature to your combat encounter, deduct its XP from"
      },
      {
        "document": 734,
        "excerpt": "The best combat encounters often pair one kind of creature with another, such as fire giants paired with hell hounds. Be mindful of the number of stat blocks you n"
      },
      {
        "document": 736,
        "excerpt": "If your combat encounter includes a creature whose CR is higher than the party's level, be aware that such a creature might deal enough damage with a"
      },
      {
        "document": 745,
        "excerpt": "Help another creature’s ability check or attack roll, or administer first aid."
      },
      {
        "document": 751,
        "excerpt": "Creature Size and Space"
      },
      {
        "document": 752,
        "excerpt": "Another creature or an object that covers at least half of the target"
      },
      {
        "document": 756,
        "excerpt": "A creature appears in an unoccupied space as close to you as possible. The creature isn’t under your control and ac"
      },
      {
        "document": 783,
        "excerpt": "The creature closest to the chosen point of origin is enlarged as if you had cast Enlarge/Reduce on it. If the target"
      },
      {
        "document": 785,
        "excerpt": "The item communicates by transmitting emotion to the creature carrying or wielding it."
      },
      {
        "document": 787,
        "excerpt": "otector. The item seeks to defend a particular kind of creature, such as elves or werewolves."
      },
      {
        "document": 788,
        "excerpt": "Creature Type"
      },
      {
        "document": 789,
        "excerpt": "ion in a 5-foot-radius Sphere centered on itself. Each creature in that area takes 4d10 Force damage."
      },
      {
        "document": 793,
        "excerpt": "5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving th"
      },
      {
        "document": 794,
        "excerpt": "Creature"
      },
      {
        "document": 795,
        "excerpt": "Creature"
      },
      {
        "document": 796,
        "excerpt": "Creature"
      },
      {
        "document": 820,
        "excerpt": "A small idol depicting a nightmarish creature that gives you unsettling dreams when you sleep near it"
      },
      {
        "document": 833,
        "excerpt": "Locate Creature"
      },
      {
        "document": 846,
        "excerpt": "Locate Creature"
      },
      {
        "document": 853,
        "excerpt": "Locate Creature"
      },
      {
        "document": 890,
        "excerpt": "Locate Creature"
      },
      {
        "document": 902,
        "excerpt": "Locate Creature"
      },
      {
        "document": 914,
        "excerpt": "Locate Creature"
      },
      {
        "document": 939,
        "excerpt": "Creature’s state of mind"
      },
      {
        "document": 945,
        "excerpt": "Creature Size"
      },
      {
        "document": 947,
        "excerpt": "Creature Type Table 1"
      },
      {
        "document": 962,
        "excerpt": "f your next turn, the next attack roll made by another creature against the target gains a +5 bonus to the roll. An attack roll can gain only one Sundering Blow bonus."
      },
      {
        "document": 963,
        "excerpt": "nspiration. As a Bonus Action, you can inspire another creature within 60 feet of yourself who can see or hear you. That creature gains one of your Bardic Inspiration d"
      },
      {
        "document": 964,
        "excerpt": "a Magic action, you point your Holy Symbol at another creature you can see within 30 feet of yourself and focus divine energy at it. Roll 1d8 and add your Wisdom modif"
      },
      {
        "document": 965,
        "excerpt": "eplaced by the Beast's stat block, but you retain your creature type; Hit Points; Hit Point Dice; Intelligence, Wisdom, and Charisma scores; class features; languages;"
      },
      {
        "document": 966,
        "excerpt": "attack you make. If you make an attack roll against a creature and miss, you have Advantage on your next attack roll against that creature before the end of your next"
      },
      {
        "document": 967,
        "excerpt": "ect some of the attack's force. If you do so, choose a creature you can see within 5 feet of yourself if the attack was a melee attack or a creature you can see within"
      },
      {
        "document": 968,
        "excerpt": "our Paladin level. As a Bonus Action, you can touch a creature (which could be yourself) and draw power from the pool of healing to restore a number of Hit Points to t"
      },
      {
        "document": 969,
        "excerpt": "You have Advantage on attack rolls against the creature currently marked by your Hunter's Mark."
      },
      {
        "document": 970,
        "excerpt": "Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged"
      },
      {
        "document": 971,
        "excerpt": "creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell, and it takes no damag"
      },
      {
        "document": 972,
        "excerpt": "of the Blade Invocation Once per turn when you hit a creature with your pact weapon, you can expend a Pact Magic spell slot to deal an extra 1d8 Force damage to the t"
      },
      {
        "document": 975,
        "excerpt": "n a 10-foot-radius Sphere centered on that point. Each creature of your choice in the Sphere must make a Constitution saving throw against your spell save DC, taking 2d"
      },
      {
        "document": 976,
        "excerpt": "se sap the confidence and competence of others. When a creature that you can see within 60 feet of yourself makes a damage roll or succeeds on an ability check or attac"
      },
      {
        "document": 978,
        "excerpt": "the brunt of the effect. When you cast a can-trip at a creature and you miss with the attack roll or the target succeeds on a saving throw against the cantrip, the targ"
      },
      {
        "document": 979,
        "excerpt": "Once per turn when you hit a creature with an attack roll, you can try to instantly transport the target through the Lower Planes. The target"
      },
      {
        "document": 980,
        "excerpt": "certain strengths and weaknesses of your prey. While a creature is marked by your Hunter's Mark, you know whether that creature has any Immunities, Resistances, or Vuln"
      },
      {
        "document": 981,
        "excerpt": "ll you cast with a spell slot restores Hit Points to a creature, that creature regains additional Hit Points on the turn you cast the spell. The additional Hit Points e"
      },
      {
        "document": 982,
        "excerpt": "e. Whenever an enemy starts its turn in the aura, that creature takes Radiant damage equal to your Charisma modifier plus your Proficiency Bonus. Sunlight. The aura is"
      },
      {
        "document": 983,
        "excerpt": "When you take damage from a creature that is within 5 feet of you, you can take a Reaction to make one melee attack against that creature, us"
      },
      {
        "document": 985,
        "excerpt": "Whenever you hit a creature with an attack granted by your Flurry of Blows, you can impose one of the following effects on that targ"
      },
      {
        "document": 986,
        "excerpt": "that is 5 feet wide (choose the shape each time). Each creature in that area must make a Dexterity saving throw (DC 8 plus your Constitution modifier and Proficiency Bo"
      },
      {
        "document": 987,
        "excerpt": "Creature Type: Humanoid Size: Medium (about 4–5 feet tall) Speed: 30 feet As a Dwarf, you have these special t"
      },
      {
        "document": 988,
        "excerpt": "Creature Type: Humanoid Size: Medium (about 5–6 feet tall) Speed: 30 feet As an Elf, you have these special tr"
      },
      {
        "document": 989,
        "excerpt": "e device produces that effect whenever you or another creature takes a Bonus Action to activate it with a touch. If the chosen effect has options within it, you choose"
      },
      {
        "document": 990,
        "excerpt": "s Tumble (Hill Giant). When you hit a Large or smaller creature with an attack roll and deal damage to it, you can give that target the Prone condition. Stone's Endura"
      },
      {
        "document": 991,
        "excerpt": "You can move through the space of any creature that is a size larger than you, but you can't stop in the same space."
      },
      {
        "document": 992,
        "excerpt": "Creature Type: Humanoid Size: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you selec"
      },
      {
        "document": 993,
        "excerpt": "Creature Type: Humanoid Size: Medium (about 6–7 feet tall) Speed: 30 feet As an Orc, you have these special tr"
      },
      {
        "document": 994,
        "excerpt": "Creature Type: Humanoid Size: Medium (about 4–7 feet tall) or Small (about 3–4 feet tall), chosen when you selec"
      },
      {
        "document": 1004,
        "excerpt": "to a maximum of 30. Improve Fate. When you or another creature within 60 feet of you succeeds on or fails a D20 Test, you can roll 2d4 and apply the total rolled as a"
      },
      {
        "document": 1010,
        "excerpt": "1, to a maximum of 20. Punch and Grab. When you hit a creature with an Unarmed Strike as part of the Attack action on your turn, you can use both the Damage and the Gr"
      },
      {
        "document": 1150,
        "excerpt": "nge, where it explodes in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage. Cantrip Upgrade. The d"
      },
      {
        "document": 1152,
        "excerpt": "Until the spell ends, an alarm alerts you whenever a creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set o"
      },
      {
        "document": 1153,
        "excerpt": "none of your statistics change. You can't appear as a creature of a different size, and your basic shape stays the same; if you're bipedal, you can't use this spell to"
      },
      {
        "document": 1155,
        "excerpt": "hen the Beast arrives, it delivers your message to the creature that you described, mimicking your communication. If the Beast doesn't reach its destination before the"
      },
      {
        "document": 1156,
        "excerpt": "chosen Beast's statistics, but the target retains its creature type; Hit Points; Hit Point Dice; alignment; ability to communicate; and Intelligence, Wisdom, and Chari"
      },
      {
        "document": 1157,
        "excerpt": "ll Humanoid within range. The target becomes an Undead creature: a Skeleton if you chose bones or a Zombie if you chose a corpse (see “Monsters” for the stat blocks)."
      },
      {
        "document": 1158,
        "excerpt": "nstruct that uses the Animated Object stat block; this creature is under your control until the spell ends or until it is reduced to 0 Hit Points. Each creature you mak"
      },
      {
        "document": 1159,
        "excerpt": "ndead from passing or reaching through it. An affected creature can cast spells or make attacks with Ranged or Reach weapons through the barrier. If you move so that"
      },
      {
        "document": 1161,
        "excerpt": "ether it creates antipathy or sympathy, and target one creature or object that is Huge or smaller. Then specify a kind of creature, such as red dragons, goblins, or vam"
      },
      {
        "document": 1163,
        "excerpt": "eful Hand. The hand attempts to push a Huge or smaller creature within 5 feet of it. The target must succeed on a Strength saving throw, or the hand pushes the target u"
      },
      {
        "document": 1166,
        "excerpt": "ours With a touch, you place an illusion on a willing creature or an object that isn't being worn or carried. A creature gains the Mask effect below, and an object gai"
      },
      {
        "document": 1170,
        "excerpt": "the target. The target must be either a Beast or Plant creature with an Intelligence of 3 or less or a natural plant that isn't a creature. The target gains an Intelli"
      },
      {
        "document": 1171,
        "excerpt": "Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1."
      },
      {
        "document": 1172,
        "excerpt": "pentacle) Duration: Concentration, up to 1 minute One creature that you can see within range must succeed on a Charisma saving throw or be transported to a harmless de"
      },
      {
        "document": 1173,
        "excerpt": "handful of bark) Duration: 1 hour You touch a willing creature. Until the spell ends, the target's skin assumes a bark-like appearance, and the target has an Armor Cla"
      },
      {
        "document": 1175,
        "excerpt": "keys) Duration: Instantaneous You blast the mind of a creature that you can see within range. The target makes an Intelligence saving throw. On a failed save, the tar"
      },
      {
        "document": 1176,
        "excerpt": "S Duration: Concentration, up to 1 minute You touch a creature, which must succeed on a Wisdom saving throw or become cursed for the duration. Until the curse ends, th"
      },
      {
        "document": 1177,
        "excerpt": "the ground in that area into Difficult Terrain. Each creature in that area makes a Strength saving throw. On a failed save, it takes 3d6 Bludgeoning damage, and it ha"
      },
      {
        "document": 1178,
        "excerpt": "arters Cover, and its space is Difficult Terrain. Any creature in the wall's space makes a Dexterity saving throw, taking 6d10 Force damage on a failed save or half as"
      },
      {
        "document": 1179,
        "excerpt": "Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1."
      },
      {
        "document": 1180,
        "excerpt": "e: 30 feet Components: V, S Duration: Instantaneous A creature that you can see within range makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed"
      },
      {
        "document": 1181,
        "excerpt": "Range: 120 feet Components: V Duration: 1 minute One creature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deaf"
      },
      {
        "document": 1183,
        "excerpt": "nute Your body becomes blurred. For the duration, any creature has Disadvantage on attack rolls against you. An attacker is immune to this effect if it perceives you w"
      },
      {
        "document": 1184,
        "excerpt": "us A thin sheet of flames shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as muc"
      },
      {
        "document": 1185,
        "excerpt": "ghtning bolt shoots from the cloud to that point. Each creature within 5 feet of that point makes a Dexterity saving throw, taking 3d10 Lightning damage on a failed sav"
      },
      {
        "document": 1186,
        "excerpt": "ected by one of the following effects (choose for each creature): - The creature has Immunity to the Charmed and Frightened conditions until the spell ends. If the cre"
      },
      {
        "document": 1187,
        "excerpt": "within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. Each target makes a Dexterity saving throw,"
      },
      {
        "document": 1188,
        "excerpt": "Range: 30 feet Components: V, S Duration: 1 hour One creature you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies ar"
      },
      {
        "document": 1189,
        "excerpt": "nds or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you. Using a Higher-Level S"
      },
      {
        "document": 1191,
        "excerpt": "f times equal to the level of the slot expended, and a creature can be targeted only once by each casting of this spell."
      },
      {
        "document": 1192,
        "excerpt": "dius Sphere from a point you choose within range. Each creature in that area makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as m"
      },
      {
        "document": 1193,
        "excerpt": "Action, you can switch between seeing and hearing. A creature that sees the sensor (such as a creature benefiting from See Invisibility or Truesight) sees a luminous"
      },
      {
        "document": 1194,
        "excerpt": "essel worth 2,000+ GP that is large enough to hold the creature being cloned)"
      },
      {
        "document": 1195,
        "excerpt": "ending the spell. Its area is Heavily Obscured. Each creature in the Sphere makes a Constitution saving throw, taking 5d8 Poison damage on a failed save or half as mu"
      },
      {
        "document": 1196,
        "excerpt": "nch a dazzling array of flashing, colorful light. Each creature in a 15-foot Cone originating from you must succeed on a Constitution saving throw or have the Blinded c"
      },
      {
        "document": 1197,
        "excerpt": "tion: Instantaneous You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its"
      },
      {
        "document": 1198,
        "excerpt": "es of existence - Location of one Challenge Rating 10+ creature (GM's choice) that is a Celestial, an Elemental, a Fey, a Fiend, or an Undead - The most prevalent kind"
      },
      {
        "document": 1201,
        "excerpt": "ts: V, S Duration: Concentration, up to 1 minute Each creature of your choice that you can see within range must succeed on a Wisdom saving throw or have the Charmed c"
      },
      {
        "document": 1202,
        "excerpt": ": Instantaneous You unleash a blast of cold air. Each creature in a 60-foot Cone originating from you makes a Constitution saving throw, taking 8d8 Cold damage on a f"
      },
      {
        "document": 1203,
        "excerpt": "shells) Duration: Concentration, up to 1 minute Each creature in a 10-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving t"
      },
      {
        "document": 1204,
        "excerpt": "can see. Whenever the pack moves within 10 feet of a creature you can see and whenever a creature you can see enters a space within 10 feet of the pack or ends its t"
      },
      {
        "document": 1205,
        "excerpt": "gh Cylinder centered on a point within range. For each creature you can see in the Cylinder, choose which of these lights shines on it: Healing Light. The target regai"
      },
      {
        "document": 1206,
        "excerpt": "(Cold). The spirit lasts for the duration. Whenever a creature you can see enters the spirit's space or starts its turn within 5 feet of the spirit, you can force that"
      },
      {
        "document": 1207,
        "excerpt": "spirit lasts for the duration, and it looks like a Fey creature of your choice. When the spirit appears, you can make one melee spell attack against a creature within 5"
      },
      {
        "document": 1208,
        "excerpt": "tack you make deals an extra 2d8 damage when you hit a creature in the Emanation. This damage is Acid, Cold, Fire, or Lightning (your choice when you make the attack)."
      },
      {
        "document": 1209,
        "excerpt": "duration. Whenever the Emanation enters the space of a creature you can see and whenever a creature you can see enters the Emanation or ends its turn there, you can fo"
      },
      {
        "document": 1214,
        "excerpt": ", up to 50 feet wide at the top, and 25 feet tall. Any creature in the water and within 25 feet of the whirlpool is pulled 10 feet toward it. When a creature enters the"
      },
      {
        "document": 1216,
        "excerpt": "Reaction, which you take when you see a creature within 60 feet of yourself casting a spell with Verbal, Somatic, or Material components"
      },
      {
        "document": 1219,
        "excerpt": "on on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creature"
      },
      {
        "document": 1221,
        "excerpt": "nge: Touch Components: V, S Duration: Instantaneous A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier. Using a"
      },
      {
        "document": 1224,
        "excerpt": "carrot) Duration: 8 hours For the duration, a willing creature you touch has Darkvision with a range of 150 feet."
      },
      {
        "document": 1226,
        "excerpt": "Touch Components: V, S Duration: 8 hours You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 Hit Points be"
      },
      {
        "document": 1227,
        "excerpt": "tion. When the spell ends, the bead explodes, and each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw. A creature takes Fire"
      },
      {
        "document": 1228,
        "excerpt": "emiplane created by a casting of this spell by another creature, you can connect the shadowy door to that demiplane instead."
      },
      {
        "document": 1230,
        "excerpt": "he Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell"
      },
      {
        "document": 1231,
        "excerpt": "hin 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or"
      },
      {
        "document": 1232,
        "excerpt": "don't read the thoughts, but you know that a thinking creature is present. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of"
      },
      {
        "document": 1233,
        "excerpt": "a 45-degree angle.” You can also teleport one willing creature. The creature must be within 5 feet of you when you teleport, and it teleports to a space within 5 feet"
      },
      {
        "document": 1234,
        "excerpt": "ld feel nothing. To discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) che"
      },
      {
        "document": 1235,
        "excerpt": "a target you can see within range. The target can be a creature, a non-magical object, or a creation of magical force, such as the wall created by Wall of Force. A cre"
      },
      {
        "document": 1236,
        "excerpt": "ns. Break Enchantment. As a Magic action, you touch a creature that is possessed by or has the Charmed or Frightened condition from one or more creatures of the types"
      },
      {
        "document": 1237,
        "excerpt": "ge: 60 feet Components: V Duration: Instantaneous One creature of your choice that you can see within range hears a discordant melody in its mind. The target makes a W"
      },
      {
        "document": 1241,
        "excerpt": "r a word imbued with power from the Upper Planes. Each creature of your choice in range makes a Charisma saving throw. On a failed save, a target that has 50 Hit Points"
      },
      {
        "document": 1242,
        "excerpt": "the target (no action required), such as “Attack that creature,” “Move over there,” or “Fetch that object.” The target does its best to obey on its turn. If it complet"
      },
      {
        "document": 1243,
        "excerpt": "nents: V, S Duration: Concentration, up to 1 hour One creature you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the dur"
      },
      {
        "document": 1244,
        "excerpt": "the target (no action required), such as “Attack that creature,” “Move over there,” or “Fetch that object.” The target does its best to obey on its turn. If it complet"
      },
      {
        "document": 1245,
        "excerpt": ": Concentration, up to 1 minute You touch one willing creature, and choose Acid, Cold, Fire, Lightning, or Poison. Until the spell ends, the target can take a Magic ac"
      },
      {
        "document": 1246,
        "excerpt": "M (a handful of sand) Duration: 8 hours You target a creature you know on the same plane of existence. You or a willing creature you touch enters a trance state to ac"
      },
      {
        "document": 1248,
        "excerpt": "t the end of each of your turns for the duration, each creature on the ground in the area makes a Dexterity saving throw. On a failed save, a creature has the Prone con"
      },
      {
        "document": 1249,
        "excerpt": "ackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10 Force damage. Cantrip Upgrade. The spell creates tw"
      },
      {
        "document": 1250,
        "excerpt": "1-foot Cube to assume a crude shape (such as that of a creature) for 1 hour."
      },
      {
        "document": 1251,
        "excerpt": "er) Duration: Concentration, up to 1 hour You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has Adva"
      },
      {
        "document": 1252,
        "excerpt": "ute For the duration, the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A targeted object must be neither"
      },
      {
        "document": 1253,
        "excerpt": "nus Action, which you take immediately after hitting a creature with a weapon"
      },
      {
        "document": 1254,
        "excerpt": "ult Terrain. They disappear when the spell ends. Each creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have th"
      },
      {
        "document": 1255,
        "excerpt": "an see within range to make a Wisdom saving throw. Any creature you or your companions are fighting automatically succeeds on this save. On a failed save, a target has"
      },
      {
        "document": 1258,
        "excerpt": "For the duration, your eyes become an inky void. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affect"
      },
      {
        "document": 1260,
        "excerpt": "ed in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration, objects and affecte"
      },
      {
        "document": 1261,
        "excerpt": "s in-tangible and invulnerable. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell"
      },
      {
        "document": 1263,
        "excerpt": "feather) Duration: Concentration, up to 1 minute Each creature in a 30-foot Cone must succeed on a Wisdom saving throw or drop whatever it is holding and have the Frig"
      },
      {
        "document": 1264,
        "excerpt": "Reaction, which you take when you or a creature you can see within 60 feet of you falls"
      },
      {
        "document": 1266,
        "excerpt": "an unoccupied space of your choice within range. This creature uses the Otherworldly Steed stat block. If you already have a steed from this spell, the steed is replac"
      },
      {
        "document": 1269,
        "excerpt": "n: Instantaneous You unleash negative energy toward a creature you can see within range. The target makes a Constitution saving throw, taking 7d8 + 30 Necrotic damage"
      },
      {
        "document": 1270,
        "excerpt": "Duration: Instantaneous You hurl a mote of fire at a creature or an object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d1"
      },
      {
        "document": 1271,
        "excerpt": "ou Resistance to Fire damage. In addition, whenever a creature within 5 feet of you hits you with a melee attack roll, the shield erupts with flame. The attacker takes"
      },
      {
        "document": 1272,
        "excerpt": "must be contiguous with at least one other Cube. Each creature in the area makes a Dexterity saving throw, taking 7d10 Fire damage on a failed save or half as much dam"
      },
      {
        "document": 1273,
        "excerpt": "blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 8d6 Fire damage"
      },
      {
        "document": 1275,
        "excerpt": "l column of brilliant fire roars down from above. Each creature in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range makes a Dexterity saving thr"
      },
      {
        "document": 1276,
        "excerpt": "he ground within range. It lasts for the duration. Any creature that ends its turn within 5 feet of the sphere makes a Dexterity saving throw, taking 2d6 Fire damage on"
      },
      {
        "document": 1277,
        "excerpt": "Concentration, up to 1 minute You attempt to turn one creature that you can see within range into stone. The target makes a Constitution saving throw. On a failed save"
      },
      {
        "document": 1279,
        "excerpt": ": Concentration, up to 10 minutes You touch a willing creature. For the duration, the target gains a Fly Speed of 60 feet and can hover. When the spell ends, the targe"
      },
      {
        "document": 1281,
        "excerpt": "elestials, Elementals, Fey, Fiends, and Undead. When a creature of a chosen type enters the spell's area for the first time on a turn or ends its turn there, the creatu"
      },
      {
        "document": 1282,
        "excerpt": "to or out from the area. When you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those"
      },
      {
        "document": 1283,
        "excerpt": "ngbird feather) Duration: 8 hours You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target has Advantag"
      },
      {
        "document": 1284,
        "excerpt": "a leather strap) Duration: 1 hour You touch a willing creature. For the duration, the target's movement is unaffected by Difficult Terrain, and spells and other magica"
      },
      {
        "document": 1285,
        "excerpt": "ge, where it explodes in a 60-foot-radius Sphere. Each creature in that area makes a Constitution saving throw, taking 10d6 Cold damage on failed save or half as much d"
      },
      {
        "document": 1286,
        "excerpt": "auze) Duration: Concentration, up to 1 hour A willing creature you touch shape-shifts, along with everything it's wearing and carrying, into a misty cloud for the dura"
      },
      {
        "document": 1287,
        "excerpt": "cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn't work). If that creature is on a plane other than the one you ar"
      },
      {
        "document": 1288,
        "excerpt": "s: V Duration: 30 days You give a verbal command to a creature that you can see within range, ordering it to carry out some service or refrain from an action or a cour"
      },
      {
        "document": 1290,
        "excerpt": "oose determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends. The creature is an ally to you and you"
      },
      {
        "document": 1293,
        "excerpt": "in a 20-foot-radius Sphere centered on the glyph. Each creature in the area makes a Dexterity saving throw. A creature takes 5d8 Acid, Cold, Fire, Lightning, or Thunder"
      },
      {
        "document": 1294,
        "excerpt": "ur hand and are infused with magic for the duration. A creature can take a Bonus Action to eat one berry. Eating a berry restores 1 Hit Point, and the berry provides en"
      },
      {
        "document": 1295,
        "excerpt": "rrain for the duration. When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or have the Prone condition. A creature th"
      },
      {
        "document": 1296,
        "excerpt": "nents: V, S Duration: Concentration, up to 1 minute A creature you touch has the Invisible condition until the spell ends."
      },
      {
        "document": 1297,
        "excerpt": "e spell consumes) Duration: Instantaneous You touch a creature and magically remove one of the following effects from it: - 1 Exhaustion level - The Charmed or Petrif"
      },
      {
        "document": 1299,
        "excerpt": "oice of direction, there is a 50 percent chance that a creature other than you believes it is going in the opposite direction from the one it chooses. Doors. All doors"
      },
      {
        "document": 1300,
        "excerpt": "on: Concentration, up to 1 minute You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen sk"
      },
      {
        "document": 1301,
        "excerpt": "S Duration: 1 round You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and"
      },
      {
        "document": 1302,
        "excerpt": "m you in a direction you choose for the duration. Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction fo"
      },
      {
        "document": 1303,
        "excerpt": "following effects. Hallowed Ward. Choose any of these creature types: Aberration, Celestial, Elemental, Fey, Fiend, or Undead. Creatures of the chosen types can't will"
      },
      {
        "document": 1304,
        "excerpt": "illusion. If the difference isn't obvious by touch, a creature examining the illusion can take the Study action to make an Intelligence (Investigation) check against y"
      },
      {
        "document": 1305,
        "excerpt": "ration: Instantaneous You unleash virulent magic on a creature you can see within range. The target makes a Constitution saving throw. On a failed save, it takes 14d6"
      },
      {
        "document": 1306,
        "excerpt": "ation: Concentration, up to 1 minute Choose a willing creature that you can see within range. Until the spell ends, the target's Speed is doubled, it gains a +2 bonus"
      },
      {
        "document": 1307,
        "excerpt": "eet Components: V, S Duration: Instantaneous Choose a creature that you can see within range. Positive energy washes through the target, restoring 70 Hit Points. This"
      },
      {
        "document": 1308,
        "excerpt": "ange: 60 feet Components: V Duration: Instantaneous A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting abil"
      },
      {
        "document": 1309,
        "excerpt": "ithin range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 Fire damage when you cast the spell. Until the spell ends,"
      },
      {
        "document": 1310,
        "excerpt": "on, which you take in response to taking damage from a creature that you can see within 60 feet of yourself"
      },
      {
        "document": 1311,
        "excerpt": "r. Up to twelve creatures can partake of the feast. A creature that partakes gains several benefits, which last for 24 hours. The creature has Resistance to Poison dam"
      },
      {
        "document": 1312,
        "excerpt": ", S Duration: Concentration, up to 1 minute A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to the Frightened conditi"
      },
      {
        "document": 1313,
        "excerpt": "n: Concentration, up to 1 hour You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 Necrotic damage to the target"
      },
      {
        "document": 1314,
        "excerpt": "feather) Duration: Concentration, up to 1 minute One creature of your choice that you can see within range makes a Wisdom saving throw. On a failed save, it has the P"
      },
      {
        "document": 1315,
        "excerpt": "ron) Duration: Concentration, up to 1 minute Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed co"
      },
      {
        "document": 1317,
        "excerpt": "n addition, when a Fiend or an Undead hits an affected creature with a melee attack roll, the attacker must succeed on a Constitution saving throw or have the Blinded c"
      },
      {
        "document": 1318,
        "excerpt": "n: Concentration, up to 1 hour You magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the"
      },
      {
        "document": 1319,
        "excerpt": "e. The pattern appears for a moment and vanishes. Each creature in the area who can see the pattern must succeed on a Wisdom saving throw or have the Charmed condition"
      },
      {
        "document": 1320,
        "excerpt": "taneous You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Piercing da"
      },
      {
        "document": 1321,
        "excerpt": "t-high Cylinder centered on a point within range. Each creature in the Cylinder makes a Dexterity saving throw. A creature takes 2d10 Bludgeoning damage and 4d6 Cold da"
      },
      {
        "document": 1322,
        "excerpt": ", you learn that spell's name. If you instead touch a creature throughout the casting, you learn which ongoing spells, if any, are currently affecting it."
      },
      {
        "document": 1323,
        "excerpt": "he original script and the illusion both disappear. A creature that has Truesight can read the hidden message."
      },
      {
        "document": 1324,
        "excerpt": "il dispelled You create a magical restraint to hold a creature that you can see within range. The target must make a Wisdom saving throw. On a successful save, the tar"
      },
      {
        "document": 1325,
        "excerpt": "t of Wind) disperses it. When the cloud appears, each creature in it makes a Dexterity saving throw, taking 10d8 Fire damage on a failed save or half as much damage on"
      },
      {
        "document": 1326,
        "excerpt": "nge: Touch Components: V, S Duration: Instantaneous A creature you touch makes a Constitution saving throw, taking 2d10 Necrotic damage on a failed save or half as muc"
      },
      {
        "document": 1327,
        "excerpt": "d and Difficult Terrain. When the swarm appears, each creature in it makes a Constitution saving throw, taking 4d10 Piercing damage on a failed save or half as much da"
      },
      {
        "document": 1328,
        "excerpt": "l or planar distances, and the spell ends. If another creature is holding or carrying the object, crushing the sapphire doesn't transport it, but instead you learn who"
      },
      {
        "document": 1329,
        "excerpt": "n gum arabic) Duration: Concentration, up to 1 hour A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the t"
      },
      {
        "document": 1330,
        "excerpt": "onents: V Duration: Concentration, up to 1 minute One creature that you can see within range must make a Wisdom saving throw. On a successful save, the target dances c"
      },
      {
        "document": 1331,
        "excerpt": "er's hind leg) Duration: 1 minute You touch a willing creature. Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 fee"
      },
      {
        "document": 1334,
        "excerpt": "Components: V, S Duration: Instantaneous You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned."
      },
      {
        "document": 1335,
        "excerpt": "spring) Duration: Concentration, up to 10 minutes One creature or loose object of your choice that you can see within range rises vertically up to 20 feet and remains"
      },
      {
        "document": 1337,
        "excerpt": "ne blasts out from you in a direction you choose. Each creature in the Line makes a Dexterity saving throw, taking 8d6 Lightning damage on a failed save or half as much"
      },
      {
        "document": 1338,
        "excerpt": "eous Describe or name a specific kind of Beast, Plant creature, or nonmagical plant. You learn the direction and distance to the closest creature or plant of that kind"
      },
      {
        "document": 1339,
        "excerpt": "Locate Creature"
      },
      {
        "document": 1341,
        "excerpt": ", S, M (a pinch of dirt) Duration: 1 hour You touch a creature. The target's Speed increases by 10 feet until the spell ends. Using a Higher-Level Spell Slot. You can"
      },
      {
        "document": 1342,
        "excerpt": "cured leather) Duration: 8 hours You touch a willing creature who isn't wearing armor. Until the spell ends, the target's base AC becomes 13 plus its Dexterity modifi"
      },
      {
        "document": 1344,
        "excerpt": "ementals, Fey, Fiends, or Undead. The circle affects a creature of the chosen type in the following ways: - The creature can't willingly enter the Cylinder by nonmagic"
      },
      {
        "document": 1345,
        "excerpt": "ts body. If the host body dies while you're in it, the creature dies, and you make a Charisma saving throw against your own spellcasting DC. On a success, you return to"
      },
      {
        "document": 1346,
        "excerpt": "ee glowing darts of magical force. Each dart strikes a creature of your choice that you can see within range. A dart deals 1d4 + 1 Force damage to its target. The darts"
      },
      {
        "document": 1347,
        "excerpt": "an see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or fewer, though it can be delivered over as long as 10"
      },
      {
        "document": 1349,
        "excerpt": "lling and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the door remain"
      },
      {
        "document": 1350,
        "excerpt": "up to 10 minutes You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot Cube. The image appears at a spot th"
      },
      {
        "document": 1355,
        "excerpt": "uration: Concentration, up to 10 minutes You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration o"
      },
      {
        "document": 1358,
        "excerpt": "(a copper wire) Duration: 1 round You point toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in"
      },
      {
        "document": 1359,
        "excerpt": "t four different points you can see within range. Each creature in a 40-foot-radius Sphere centered on each of those points makes a Dexterity saving throw. A creature t"
      },
      {
        "document": 1360,
        "excerpt": "Duration: 24 hours Until the spell ends, one willing creature you touch has Immunity to Psychic damage and the Charmed condition. The target is also unaffected by any"
      },
      {
        "document": 1361,
        "excerpt": "u drive a spike of psionic energy into the mind of one creature you can see within range. The target makes a Wisdom saving throw, taking 3d8 Psychic damage on a failed"
      },
      {
        "document": 1362,
        "excerpt": "The illusion ends if you cast this spell again. If a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion wi"
      },
      {
        "document": 1363,
        "excerpt": "ll other elements of the illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion."
      },
      {
        "document": 1364,
        "excerpt": "impossible to track which image is real. Each time a creature hits you with an attack roll during the spell's duration, roll a d6 for each of your remaining duplicate"
      },
      {
        "document": 1367,
        "excerpt": "ou attempt to reshape another creature's memories. One creature that you can see within range makes a Wisdom saving throw. If you are fighting the creature, it has Adva"
      },
      {
        "document": 1368,
        "excerpt": "linder up to 60 feet. When the Cylinder appears, each creature in it makes a Constitution saving throw. On a failed save, a creature takes 2d10 Radiant damage, and if"
      },
      {
        "document": 1370,
        "excerpt": "ch from Divination spells. The target can be a willing creature, or it can be a place or an object no larger than 10 feet in any dimension. The target can't be targeted"
      },
      {
        "document": 1371,
        "excerpt": "tion for the duration. While in the aura, you and each creature you choose have a +10 bonus to Dexterity (Stealth) checks and leave no tracks."
      },
      {
        "document": 1373,
        "excerpt": "ute You attempt to craft an illusion in the mind of a creature you can see within range. The target makes an Intelligence saving throw. On a failed save, you create a"
      },
      {
        "document": 1374,
        "excerpt": "tion, up to 1 minute You tap into the nightmares of a creature you can see within range and create an illusion of its deepest fears, visible only to that creature. The"
      },
      {
        "document": 1375,
        "excerpt": "V, S Duration: 1 hour A Large, quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appe"
      },
      {
        "document": 1376,
        "excerpt": "emental, or a Fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature's name, you can speak that n"
      },
      {
        "document": 1377,
        "excerpt": ", an Elemental, a Fey, or a Fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned int"
      },
      {
        "document": 1379,
        "excerpt": "e centered on that point become thick and overgrown. A creature moving through that area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or"
      },
      {
        "document": 1380,
        "excerpt": ", S Duration: Instantaneous You spray toxic mist at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 Poison dama"
      },
      {
        "document": 1381,
        "excerpt": "oncentration, up to 1 hour You attempt to transform a creature that you can see within range into a Beast. The target must succeed on a Wisdom saving throw or shape-sh"
      },
      {
        "document": 1382,
        "excerpt": "nstantaneous A wave of healing energy washes over one creature you can see within range. The target regains all its Hit Points. If the creature has the Charmed, Fright"
      },
      {
        "document": 1383,
        "excerpt": "Components: V Duration: Instantaneous You compel one creature you can see within range to die. If the target has 100 Hit Points or fewer, it dies. Otherwise, it takes"
      },
      {
        "document": 1384,
        "excerpt": "Duration: Instantaneous You overwhelm the mind of one creature you can see within range. If the target has 150 Hit Points or fewer, it has the Stunned condition. Other"
      },
      {
        "document": 1385,
        "excerpt": "fits of a Short Rest and also regain 2d8 Hit Points. A creature can't be affected by this spell again until that creature finishes a Long Rest. Using a Higher-Level Sp"
      },
      {
        "document": 1387,
        "excerpt": "t rays of light flash from you in a 60-foot Cone. Each creature in the Cone makes a Dexterity saving throw. For each target, roll 1d8 to determine which color ray affec"
      },
      {
        "document": 1388,
        "excerpt": "ion. If you position the wall in a space occupied by a creature, the spell ends instantly without effect. The wall sheds Bright Light within 100 feet and Dim Light for"
      },
      {
        "document": 1390,
        "excerpt": "ll ends, you can take a Magic action to hurl fire at a creature or an object within 60 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 Fire dama"
      },
      {
        "document": 1391,
        "excerpt": "ntil dispelled You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific trigger occurs. The illusi"
      },
      {
        "document": 1392,
        "excerpt": "it to be illusory, since things can pass through it. A creature that takes the Study action to examine the image can determine that it is an illusion with a successful"
      },
      {
        "document": 1393,
        "excerpt": "entration, up to 1 hour For the duration, the willing creature you touch has Resistance to one damage type of your choice: Acid, Cold, Fire, Lightning, or Thunder."
      },
      {
        "document": 1394,
        "excerpt": "on up to 10 minutes Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or U"
      },
      {
        "document": 1395,
        "excerpt": ": Touch Components: V, S Duration: 1 hour You touch a creature and end the Poisoned condition on it. For the duration, the target has Advantage on saving throws to avo"
      },
      {
        "document": 1397,
        "excerpt": "ration: Instantaneous With a touch, you revive a dead creature if it has been dead no longer than 10 days and it wasn't Undead when it died. The creature returns to l"
      },
      {
        "document": 1398,
        "excerpt": "A beam of enervating energy shoots from you toward a creature within range. The target must make a Constitution saving throw. On a successful save, the target has Dis"
      },
      {
        "document": 1399,
        "excerpt": "us A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 Cold damage, and its"
      },
      {
        "document": 1400,
        "excerpt": "Duration: Instantaneous You shoot a greenish ray at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 Poison damag"
      },
      {
        "document": 1401,
        "excerpt": "mponents: V, S, M (a prayer wheel) Duration: 1 hour A creature you touch regains 4d8 + 15 Hit Points. For the duration, the target regains 1 Hit Point at the start of"
      },
      {
        "document": 1402,
        "excerpt": "s You touch a dead Humanoid or a piece of one. If the creature has been dead no longer than 10 days, the spell forms a new body for it and calls the soul to enter that"
      },
      {
        "document": 1403,
        "excerpt": "Instantaneous At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's"
      },
      {
        "document": 1404,
        "excerpt": "inute A shimmering sphere encloses a Large or smaller creature or object within range. An unwilling creature must succeed on a Dexterity saving throw or be enclosed fo"
      },
      {
        "document": 1405,
        "excerpt": "on: Concentration, up to 1 minute You touch a willing creature and choose a damage type: Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison, Radiant,"
      },
      {
        "document": 1406,
        "excerpt": "ration: Instantaneous With a touch, you revive a dead creature that has been dead for no more than a century, didn't die of old age, and wasn't Undead when it died. T"
      },
      {
        "document": 1407,
        "excerpt": "round fall upward and reach the top of the Cylinder. A creature can make a Dexterity saving throw to grab a fixed object it can reach, thus avoiding the fall upward. I"
      },
      {
        "document": 1408,
        "excerpt": "e spell consumes) Duration: Instantaneous You touch a creature that has died within the last minute. That creature revives with 1 Hit Point. This spell can't revive a"
      },
      {
        "document": 1410,
        "excerpt": "tion: Instantaneous Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 Radiant d"
      },
      {
        "document": 1411,
        "excerpt": "of glass from a mirror) Duration: 1 minute You ward a creature within range. Until the spell ends, any creature who targets the warded creature with an attack roll or"
      },
      {
        "document": 1413,
        "excerpt": "oncentration, up to 10 minutes You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which"
      },
      {
        "document": 1417,
        "excerpt": "tion: 8 hours You give an illusory appearance to each creature of your choice that you can see within range. An unwilling target can make a Charisma saving throw, and"
      },
      {
        "document": 1418,
        "excerpt": "us You send a short message of 25 words or fewer to a creature you have met or a creature described to you by someone who has met it. The target hears the message in i"
      },
      {
        "document": 1419,
        "excerpt": "touch, you magically sequester an object or a willing creature. For the duration, the target has the Invisible condition and can't be targeted by Divination spells, de"
      },
      {
        "document": 1420,
        "excerpt": "centration, up to 1 hour You shape-shift into another creature for the duration or until you take a Magic action to shape-shift into a different eligible form. The new"
      },
      {
        "document": 1421,
        "excerpt": "erupts from a point of your choice within range. Each creature in a 10-foot-radius Sphere centered there makes a Constitution saving throw, taking 3d8 Thunder damage o"
      },
      {
        "document": 1422,
        "excerpt": "tion, up to 10 minutes A shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration."
      },
      {
        "document": 1425,
        "excerpt": "nus Action, which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike"
      },
      {
        "document": 1426,
        "excerpt": "ration: Instantaneous Lightning springs from you to a creature that you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d8 Ligh"
      },
      {
        "document": 1427,
        "excerpt": "phere centered on a point you choose within range. Any creature or object entirely inside the Sphere has Immunity to Thunder damage, and creatures have the Deafened con"
      },
      {
        "document": 1428,
        "excerpt": "up to 10 minutes You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot Cube. The image appears at a spot wit"
      },
      {
        "document": 1429,
        "excerpt": "the spell. You finish the casting by touching both the creature and a pile of ice or snow that is the same size as that creature, and the pile turns into the simulacrum"
      },
      {
        "document": 1430,
        "excerpt": "petals) Duration: Concentration, up to 1 minute Each creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom savin"
      },
      {
        "document": 1431,
        "excerpt": ". Ground in the Cylinder is Difficult Terrain. When a creature enters the Cylinder for the first time on a turn or starts its turn there, it must succeed on a Dexterit"
      },
      {
        "document": 1433,
        "excerpt": "ation: Instantaneous You cast sorcerous energy at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 da"
      },
      {
        "document": 1434,
        "excerpt": "eet Components: V, S Duration: Instantaneous Choose a creature within range that has 0 Hit Points and isn't dead. The creature becomes Stable. Cantrip Upgrade. The ra"
      },
      {
        "document": 1436,
        "excerpt": "ust have a mouth, and this spell fails if the deceased creature was Undead when it died. The spell also fails if the corpse was the target of this spell within the past"
      },
      {
        "document": 1437,
        "excerpt": "ir branches, tendrils, and stalks for you. If a Plant creature is in the area, you can communicate with it as if you shared a common language."
      },
      {
        "document": 1438,
        "excerpt": "ation, up to 1 hour Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and along ceilings, while lea"
      },
      {
        "document": 1439,
        "excerpt": "rea becomes Difficult Terrain for the duration. When a creature moves into or within the area, it takes 2d4 Piercing damage for every 5 feet it travels. The transforma"
      },
      {
        "document": 1440,
        "excerpt": "he Emanation enters a creature's space and whenever a creature enters the Emanation or ends its turn there, the creature must make a Wisdom saving throw. On a failed s"
      },
      {
        "document": 1441,
        "excerpt": "an immediately make one melee spell attack against one creature within 5 feet of the force. On a hit, the target takes Force damage equal to 1d8 plus your spellcasting"
      },
      {
        "document": 1442,
        "excerpt": "tion: Instantaneous You launch a mote of light at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Ra"
      },
      {
        "document": 1443,
        "excerpt": "s the one created by Gust of Wind) disperses it. Each creature that starts its turn in the Sphere must succeed on a Constitution saving throw or have the Poisoned cond"
      },
      {
        "document": 1445,
        "excerpt": "ation, up to 1 hour Until the spell ends, one willing creature you touch has Resistance to Bludgeoning, Piercing, and Slashing damage."
      },
      {
        "document": 1446,
        "excerpt": "thin range and spreading to a radius of 300 feet. Each creature under the cloud when it appears must succeed on a Constitution saving throw or take 2d6 Thunder damage a"
      },
      {
        "document": 1447,
        "excerpt": "activity - described in no more than 25 words - to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not"
      },
      {
        "document": 1448,
        "excerpt": "hin range and uses the Draconic Spirit stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends. The creature is an ally to you and you"
      },
      {
        "document": 1449,
        "excerpt": "ch a sunbeam in a 5-foot-wide, 60-foot-long Line. Each creature in the Line makes a Constitution saving throw. On a failed save, a creature takes 6d8 Radiant damage and"
      },
      {
        "document": 1450,
        "excerpt": "here centered on a point you choose within range. Each creature in the Sphere makes a Constitution saving throw. On a failed save, a creature takes 12d6 Radiant damage"
      },
      {
        "document": 1451,
        "excerpt": "for 10 minutes, after which time the spell ends. Each creature in the Sphere when the glyph activates is targeted by its effect, as is a creature that enters the Spher"
      },
      {
        "document": 1452,
        "excerpt": "before the spell ends, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same t"
      },
      {
        "document": 1453,
        "excerpt": "of your choice within range, psychically linking each creature to all the others for the duration. Creatures that can't communicate in any languages aren't affected by"
      },
      {
        "document": 1454,
        "excerpt": "aller, and it can't be held or carried by an unwilling creature. The destination you choose must be known to you, and it must be on the same plane of existence as you."
      },
      {
        "document": 1455,
        "excerpt": "and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unocc"
      },
      {
        "document": 1457,
        "excerpt": "taneous You unleash a wave of thunderous energy. Each creature in a 15-foot Cube originating from you makes a Constitution saving throw. On a failed save, a creature t"
      },
      {
        "document": 1458,
        "excerpt": "d, or any effects that you create during it, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends"
      },
      {
        "document": 1460,
        "excerpt": "ture ziggurat) Duration: 1 hour This spell grants the creature you touch the ability to understand any spoken or signed language that it hears or sees. Moreover, when"
      },
      {
        "document": 1461,
        "excerpt": "tion plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement."
      },
      {
        "document": 1463,
        "excerpt": "oke) Duration: Concentration, up to 1 hour Choose one creature or nonmagical object that you can see within range. The creature shape-shifts into a different creature"
      },
      {
        "document": 1464,
        "excerpt": "e spell consumes) Duration: Instantaneous You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. The creatur"
      },
      {
        "document": 1465,
        "excerpt": "sumes) Duration: 1 hour For the duration, the willing creature you touch has Truesight with a range of 120 feet."
      },
      {
        "document": 1467,
        "excerpt": "l lasts for the duration. When the wall appears, each creature in its area makes a Strength saving throw, taking 6d10 Bludgeoning damage on a failed save or half as mu"
      },
      {
        "document": 1469,
        "excerpt": "al your wounds. Make a melee spell attack against one creature within reach. On a hit, the target takes 3d6 Necrotic damage, and you regain Hit Points equal to half th"
      },
      {
        "document": 1470,
        "excerpt": "tring of insults laced with subtle enchantments at one creature you can see or hear within range. The target must succeed on a Wisdom saving throw or take 1d6 Psychic d"
      },
      {
        "document": 1471,
        "excerpt": "ks there and explodes in a 20-foot-radius Sphere. Each creature in that area makes a Dexterity saving throw. On a failed save, a creature takes 10d4 Acid damage and ano"
      },
      {
        "document": 1472,
        "excerpt": "d lasts for the duration. When the wall appears, each creature in its area makes a Dexterity saving throw, taking 5d8 Fire damage on a failed save or half as much dama"
      },
      {
        "document": 1473,
        "excerpt": "l cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side). Nothing can physically pass through the wall"
      },
      {
        "document": 1474,
        "excerpt": "l cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side) and makes a Dexterity saving throw, taking 10d"
      },
      {
        "document": 1475,
        "excerpt": "l cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side). If a creature would be surrounded on all side"
      },
      {
        "document": 1476,
        "excerpt": "all blocks line of sight. When the wall appears, each creature in its area makes a Dexterity saving throw, taking 7d8 Piercing damage on a failed save or half as much"
      },
      {
        "document": 1477,
        "excerpt": "for the duration) Duration: 1 hour You touch another creature that is willing and create a mystic connection between you and the target until the spell ends. While th"
      },
      {
        "document": 1480,
        "excerpt": "flat surface have a depth of 5 feet. The first time a creature enters the webs on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have"
      },
      {
        "document": 1481,
        "excerpt": "try to create illusory terrors in others' minds. Each creature of your choice in a 30-foot-radius Sphere centered on a point within range makes a Wisdom saving throw."
      },
      {
        "document": 1483,
        "excerpt": "l lasts for the duration. When the wall appears, each creature in its area makes a Strength saving throw, taking 4d8 Bludgeoning damage on a failed save or half as muc"
      },
      {
        "document": 1486,
        "excerpt": "tered on a point within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there makes a Charisma savi"
      },
      {
        "document": 1494,
        "excerpt": "sadvantage, and your attack rolls have Advantage. If a creature can somehow see you, you don't gain this benefit against that creature."
      },
      {
        "document": 1504,
        "excerpt": "etermines randomly by rolling on the table below. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, tak"
      },
      {
        "document": 1507,
        "excerpt": "you cast Plane Shift. On a failed check, you and each creature and object within 15 feet of you travel to a random destination determined by rolling 1d100 and consulti"
      },
      {
        "document": 1509,
        "excerpt": "s 2d6 Bludgeoning damage each minute from pressure. A creature in the compartment can take a Utilize action to move as many as two of the apparatus's levers up or down"
      },
      {
        "document": 1515,
        "excerpt": "dumped beans are destroyed in the explosion, and each creature in the Sphere, including you, makes a DC 15 Dexterity saving throw, taking 5d4 Force damage on a failed"
      },
      {
        "document": 1516,
        "excerpt": "t is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice. The extradimensional creature attached to the bag can s"
      },
      {
        "document": 1517,
        "excerpt": "es where the one item was placed inside the other. Any creature within a 10-foot-radius Sphere centered on the gate is sucked through it to a random location on the Ast"
      },
      {
        "document": 1518,
        "excerpt": "o 20 feet. When the object lands, it transforms into a creature you determine by rolling on the table that corresponds to the bag's color. See “Monsters” for the creatu"
      },
      {
        "document": 1519,
        "excerpt": "10-foot-radius Sphere on impact and is destroyed. Each creature in the Sphere must succeed on a DC 15 Dexterity saving throw or take 5d4 Force damage. A sphere of tran"
      },
      {
        "document": 1523,
        "excerpt": "ls with weapons other than this one. Whenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving throw or g"
      },
      {
        "document": 1526,
        "excerpt": "ether. If you do, the boots double your Speed, and any creature that makes an Opportunity Attack against you has Disadvantage on the attack roll. If you click your heel"
      },
      {
        "document": 1542,
        "excerpt": "ding in a place near your actual location, causing any creature to have Disadvantage on attack rolls against you. If you take damage, the property ceases to function un"
      },
      {
        "document": 1554,
        "excerpt": "r 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 Poison damage and have the"
      },
      {
        "document": 1555,
        "excerpt": "begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of itself. The weapon uses your attack roll and adds your ability modifier"
      },
      {
        "document": 1556,
        "excerpt": "the geyser in one direction (no action required). One creature of your choice in the Line must succeed on a DC 13 Strength saving throw or take 1d4 Bludgeoning damage"
      },
      {
        "document": 1557,
        "excerpt": "t a point within 30 feet of yourself. An illusion of a creature, determined by rolling on the Deck of Illusions table, forms over the thrown card and remains until disp"
      },
      {
        "document": 1560,
        "excerpt": "can take a Utilize action to place these shackles on a creature that has the Incapacitated condition. The shackles adjust to fit a creature of Small to Large size. The"
      },
      {
        "document": 1564,
        "excerpt": "ze action to throw the dust into the air, you and each creature and object within a 10-foot Emanation originating from you have the Invisible condition for 2d4 minutes."
      },
      {
        "document": 1565,
        "excerpt": "st was sprinkled. The pellet's weight is negligible. A creature can take a Utilize action to smash the pellet against a hard surface, causing the pellet to shatter and"
      },
      {
        "document": 1566,
        "excerpt": "hrow the dust into the air, forcing yourself and every creature in a 30-foot Emanation originating from you to make a DC 15 Constitution saving throw. Constructs, Eleme"
      },
      {
        "document": 1568,
        "excerpt": "Requires Attunement by a Dwarf or a Creature Attuned to a Belt of Dwarvenkind"
      },
      {
        "document": 1574,
        "excerpt": "you use this weapon to make a ranged attack against a creature, you can try to restrain the target instead of dealing damage to it. If the arrow hits, the target must"
      },
      {
        "document": 1579,
        "excerpt": "a Bonus Action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6 + 5 Force damage."
      },
      {
        "document": 1580,
        "excerpt": "hin 60 feet of yourself, the figurine becomes a living creature specified in the figurine's description below. If the space where the creature would appear is occupied"
      },
      {
        "document": 1585,
        "excerpt": "cause the gem to fire a brilliant beam of light at one creature you can see within 60 feet of yourself. The creature must succeed on a DC 15 Constitution saving throw o"
      },
      {
        "document": 1593,
        "excerpt": "der-clap audible out to 300 feet. The target and every creature within 30 feet of it other than you must succeed on a DC 17 Constitution saving throw or have the Stunne"
      },
      {
        "document": 1594,
        "excerpt": "es where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total Cover is sucked through it and deposited in a random loc"
      },
      {
        "document": 1598,
        "excerpt": "ht from its remaining gems and is then destroyed. Each creature within a 60-foot Emanation originating from you must succeed on a DC 17 Dexterity saving throw or be str"
      },
      {
        "document": 1602,
        "excerpt": "eapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage. While you hold the drawn weapon, it creates a 10-foot Emanation ori"
      },
      {
        "document": 1603,
        "excerpt": "n a 30-foot Cone that is audible out to 600 feet. Each creature in the Cone makes a DC 15 Constitution saving throw. On a failed save, a creature takes 5d8 Thunder dama"
      },
      {
        "document": 1605,
        "excerpt": "ne of the horseshoes to the hoof of a horse or similar creature, whereupon the horseshoe affixes itself to the hoof. Removing a horseshoe also takes a Magic action. Wh"
      },
      {
        "document": 1606,
        "excerpt": "ne of the horseshoes to the hoof of a horse or similar creature, whereupon the horseshoe affixes itself to the hoof. Removing a horseshoe also takes a Magic action. Wh"
      },
      {
        "document": 1607,
        "excerpt": "become magically fixed in place. Until you or another creature takes a Utilize action to push the button again, the rod doesn't move, even if it defies gravity. The ro"
      },
      {
        "document": 1608,
        "excerpt": "tte form, which works only if the tower is empty. Each creature in the area where the tower appears is pushed to an unoccupied space outside but next to the tower. Obje"
      },
      {
        "document": 1609,
        "excerpt": "action to cancel a spell of level 4 or lower cast by a creature you can see. A canceled spell has no effect, and any resources used to cast it are wasted. Once the ston"
      },
      {
        "document": 1610,
        "excerpt": "Magic action to throw the sphere at a Huge or smaller creature you can see within 60 feet of yourself. As the sphere moves through the air, it opens into a tangle of m"
      },
      {
        "document": 1611,
        "excerpt": "ed iron flask, you can take a Magic action to target a creature that you can see within 60 feet of yourself. If the flask is empty and the target is native to a plane o"
      },
      {
        "document": 1612,
        "excerpt": "between you and the target. The target and each other creature in the Line (excluding you) makes a DC 13 Dexterity saving throw, taking 4d6 Lightning damage on a faile"
      },
      {
        "document": 1615,
        "excerpt": "hit a Fiend or an Undead with this magic weapon, that creature takes an extra 2d6 Radiant damage. If the target has 25 Hit Points or fewer after taking this damage, it"
      },
      {
        "document": 1617,
        "excerpt": "end 1 charge to release a wave of terror from it. Each creature of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the Frightened"
      },
      {
        "document": 1621,
        "excerpt": "a spellcaster with at least two level 5 spell slots. A creature that can't use a Manual of Golems and attempts to read it takes 6d6 Psychic damage. To create a golem,"
      },
      {
        "document": 1625,
        "excerpt": "ion and repeat the command word to deactivate it. Any creature other than you that sees its reflection in the activated mirror while within 30 feet of the mirror must"
      },
      {
        "document": 1627,
        "excerpt": "ummon only one avatar as a consequence of this draw. A creature slain by an avatar can't be restored to life. Star. Increase one of your ability scores by 2, to a maxi"
      },
      {
        "document": 1631,
        "excerpt": "ing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the cr"
      },
      {
        "document": 1633,
        "excerpt": "One vial of this oil can cover one Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size categ"
      },
      {
        "document": 1635,
        "excerpt": "One vial of this oil can cover one Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size categ"
      },
      {
        "document": 1640,
        "excerpt": "Potion, Uncommon The next time you see a creature within 10 minutes after drinking this philter, you are charmed by that creature and have the Charmed con"
      },
      {
        "document": 1641,
        "excerpt": "d 1 charge to create an eerie, spellbinding tune. Each creature of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the Frightened"
      },
      {
        "document": 1644,
        "excerpt": "ence, so it can't be used to create open passages. Any creature inside an open Portable Hole can exit the hole by climbing out of it. You can take a Magic action to cl"
      },
      {
        "document": 1673,
        "excerpt": "ether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. You can take a Magic acti"
      },
      {
        "document": 1677,
        "excerpt": "lf. The first time the sphere comes within 5 feet of a creature other than you that isn't behind Total Cover, the sphere discharges lightning at that creature and disap"
      },
      {
        "document": 1678,
        "excerpt": "1d6 - 1 levels of stored spells chosen by the GM. Any creature can cast a spell of level 1 through 5 into the ring by touching the ring as the spell is cast. The spell"
      },
      {
        "document": 1682,
        "excerpt": "to 3 charges to make a ranged spell attack against one creature you can see within 60 feet of yourself. The ring produces a spectral ram's head and makes its attack rol"
      },
      {
        "document": 1688,
        "excerpt": "you have Disadvantage on attack rolls against you. Any creature in the Bright Light that can see you when the robe's power is activated must succeed on a DC 15 Wisdom s"
      },
      {
        "document": 1691,
        "excerpt": "one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment. The robe has two o"
      },
      {
        "document": 1693,
        "excerpt": "ing throws and can sense the location of any Invisible creature that is also in the Bright Light. The rod's head stops glowing and the effect ends after 10 minutes or"
      },
      {
        "document": 1694,
        "excerpt": "d or your height above it. Drain Life. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. O"
      },
      {
        "document": 1696,
        "excerpt": "ion to present the rod and command obedience from each creature of your choice that you can see within 120 feet of yourself. Each target must succeed on a DC 15 Wisdom"
      },
      {
        "document": 1699,
        "excerpt": "command the other end to dart forward and entangle one creature you can see within 20 feet of yourself. The target must succeed on a DC 15 Dexterity saving throw or hav"
      },
      {
        "document": 1702,
        "excerpt": "it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone, and you don't cast the spell. O"
      },
      {
        "document": 1705,
        "excerpt": "you. Whenever an attack with a Ranged weapon targets a creature within 10 feet of you, the curse causes you to become the target instead."
      },
      {
        "document": 1706,
        "excerpt": "2 plus your Strength modifier, and if the target is a creature, you can push it up to 10 feet directly away from yourself. If the creature is your size or smaller, you"
      },
      {
        "document": 1711,
        "excerpt": ", and if it was under another creature's control, that creature loses control of the sphere. On a failed check, the sphere moves 10 feet toward you in a straight line."
      },
      {
        "document": 1716,
        "excerpt": "6 times the number of charges in the staff. Each other creature in the area makes a DC 17 Dexterity saving throw. On a failed save, a creature takes Force damage equal"
      },
      {
        "document": 1719,
        "excerpt": "lls. In addition, you can take a Reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its"
      },
      {
        "document": 1721,
        "excerpt": "c action, you return the staff to its normal form. Any creature in the tree falls when the tree reverts to a staff. Regaining Charges. The staff regains 1d6 expended c"
      },
      {
        "document": 1722,
        "excerpt": "in a Line that is 5 feet wide and 120 feet long. Each creature in that Line makes a DC 17 Dexterity saving throw, taking 9d6 Lightning damage on a failed save or half"
      },
      {
        "document": 1727,
        "excerpt": "rtsword), Rare (Requires Attunement) When you attack a creature with this magic weapon and roll a 20 on the d20 for the attack roll, that target takes an extra 15 Necro"
      },
      {
        "document": 1728,
        "excerpt": "pon damage dice against the target. When you attack a creature with this weapon and roll a 20 on the d20 for the attack roll, that target takes an extra 14 Slashing da"
      },
      {
        "document": 1729,
        "excerpt": "Shortsword), Rare (Requires Attunement) When you hit a creature with an attack using this magic weapon, the target takes an extra 2d6 Necrotic damage and must succeed o"
      },
      {
        "document": 1730,
        "excerpt": "take a Magic action to expend 1 charge and target one creature you can see on the ground within 120 feet of yourself. A flaming fissure opens under the target, and the"
      },
      {
        "document": 1732,
        "excerpt": "Attunement) This item symbolizes unrepentant evil. A creature that isn't a Fiend or an Undead that touches the talisman takes 8d6 Necrotic damage and takes the damage"
      },
      {
        "document": 1733,
        "excerpt": "e. The weapon deals an extra 1d8 Thunder damage to any creature it hits and an extra 3d8 Thunder damage to objects it hits that aren't being worn or carried. The weapo"
      },
      {
        "document": 1739,
        "excerpt": "re This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage."
      },
      {
        "document": 1740,
        "excerpt": "Slashing damage. When you use this weapon to attack a creature that has at least one head and roll a 20 on the d20 for the attack roll, you cut off one of the creature"
      },
      {
        "document": 1742,
        "excerpt": "e. For 1 minute, you know the direction of the nearest creature Hostile to you within 60 feet, but not its distance from you. The wand can sense the presence of Hostile"
      },
      {
        "document": 1748,
        "excerpt": "cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of yourself. The target must succeed on a DC 15 Constitution saving throw or"
      },
      {
        "document": 1756,
        "excerpt": "ecides where it leads. The portal remains open until a creature within 5 feet of it takes a Magic action to close it by taking hold of the edges of the cloth and foldin"
      },
      {
        "document": 1760,
        "excerpt": "unded by mucus. Constitution Saving Throw: DC 14, each creature in a 5-foot Emanation originating from the aboleth at the end of the aboleth's turn. Failure: The target"
      },
      {
        "document": 1761,
        "excerpt": "th (Recharge 5–6). Dexterity Saving Throw: DC 18, each creature in a 60-foot-long, 5-foot-wide Line. Failure: 54 (12d8) Acid damage. Success: Half damage. Spellcasting"
      },
      {
        "document": 1762,
        "excerpt": "th (Recharge 5–6). Dexterity Saving Throw: DC 19, each creature in a 90-foot-long, 5-foot-wide Line. Failure: 60 (11d10) Lightning damage. Success: Half damage. Spellc"
      },
      {
        "document": 1763,
        "excerpt": "th (Recharge 5–6). Dexterity Saving Throw: DC 18, each creature in a 60-foot-long, 5-foot-wide Line. Failure: 45 (10d8) Fire damage. Success: Half damage. Sleep Breath"
      },
      {
        "document": 1764,
        "excerpt": "th (Recharge 5–6). Dexterity Saving Throw: DC 19, each creature in a 90-foot-long, 5-foot-wide Line. Failure: 55 (10d10) Lightning damage. Success: Half damage. Repuls"
      },
      {
        "document": 1765,
        "excerpt": "th (Recharge 5–6). Dexterity Saving Throw: DC 18, each creature in an 60-foot-long, 5-foot-wide Line. Failure: 54 (12d8) Acid damage. Success: Half damage. Slowing Bre"
      },
      {
        "document": 1766,
        "excerpt": "th (Recharge 5–6). Dexterity Saving Throw: DC 21, each creature in a 60-foot Cone. Failure: 66 (12d10) Fire damage. Success: Half damage. Spellcasting. The dragon cast"
      },
      {
        "document": 1767,
        "excerpt": "(Recharge 5–6). Constitution Saving Throw: DC 18, each creature in a 60-foot Cone. Failure: 56 (16d6) Poison damage. Success: Half damage. Spellcasting. The dragon cas"
      },
      {
        "document": 1768,
        "excerpt": "th (Recharge 5–6). Dexterity Saving Throw: DC 21, each creature in a 60-foot Cone. Failure: 59 (17d6) Fire damage. Success: Half damage. Spellcasting. The dragon casts"
      },
      {
        "document": 1769,
        "excerpt": "(Recharge 5–6). Constitution Saving Throw: DC 20, each creature in a 60-foot Cone. Failure: 54 (12d8) Cold damage. Success: Half damage. Paralyzing Breath. Constitutio"
      },
      {
        "document": 1770,
        "excerpt": "(Recharge 5–6). Constitution Saving Throw: DC 19, each creature in a 60-foot Cone. Failure: 54 (12d8) Cold damage. Success: Half damage."
      },
      {
        "document": 1771,
        "excerpt": "). Strength Saving Throw: DC 13, one Medium or smaller creature in the elemental's space. Failure: 24 (4d10 + 2) Thunder damage, and the target is pushed up to 20 feet"
      },
      {
        "document": 1772,
        "excerpt": ") Slashing damage. If the target is a Large or smaller creature and the allosaurus moved 30+ feet straight toward it immediately before the hit, the target has the Pron"
      },
      {
        "document": 1773,
        "excerpt": "th (Recharge 5–6). Dexterity Saving Throw: DC 22, each creature in a 90-foot-long, 10-foot-wide Line. Failure: 67 (15d8) Acid damage. Success: Half damage. Spellcastin"
      },
      {
        "document": 1774,
        "excerpt": "th (Recharge 5–6). Dexterity Saving Throw: DC 23, each creature in a 120-foot-long, 10-foot-wide Line. Failure: 88 (16d10) Lightning damage. Success: Half damage. Spel"
      },
      {
        "document": 1775,
        "excerpt": "th (Recharge 5–6). Dexterity Saving Throw: DC 21, each creature in a 90-foot-long, 5-foot-wide Line. Failure: 58 (13d8) Fire damage. Success: Half damage. Sleep Breath"
      },
      {
        "document": 1776,
        "excerpt": "th (Recharge 5–6). Dexterity Saving Throw: DC 23, each creature in a 120-foot-long, 10-foot-wide Line. Failure: 82 (15d10) Lightning damage. Success: Half damage. Repu"
      },
      {
        "document": 1777,
        "excerpt": "th (Recharge 5–6). Dexterity Saving Throw: DC 22, each creature in an 90-foot-long, 10-foot-wide Line. Failure: 63 (14d8) Acid damage. Success: Half damage. Slowing Br"
      },
      {
        "document": 1778,
        "excerpt": "th (Recharge 5–6). Dexterity Saving Throw: DC 24, each creature in a 90-foot Cone. Failure: 71 (13d10) Fire damage. Success: Half damage. Spellcasting. The dragon cast"
      },
      {
        "document": 1779,
        "excerpt": "(Recharge 5–6). Constitution Saving Throw: DC 22, each creature in a 90-foot Cone. Failure: 77 (22d6) Poison damage. Success: Half damage. Spellcasting. The dragon cas"
      },
      {
        "document": 1780,
        "excerpt": "th (Recharge 5–6). Dexterity Saving Throw: DC 24, each creature in a 90-foot Cone. Failure: 91 (26d6) Fire damage. Success: Half damage. Spellcasting. The dragon casts"
      },
      {
        "document": 1781,
        "excerpt": "(Recharge 5–6). Constitution Saving Throw: DC 24, each creature in a 90-foot Cone. Failure: 67 (15d8) Cold damage. Success: Half damage. Paralyzing Breath. Constitutio"
      },
      {
        "document": 1782,
        "excerpt": "(Recharge 5–6). Constitution Saving Throw: DC 22, each creature in a 90-foot Cone. Failure: 63 (14d8) Cold damage. Success: Half damage."
      },
      {
        "document": 1785,
        "excerpt": "udgeoning damage. If the target is a Medium or smaller creature, the rug can give it the Grappled condition (escape DC 13) instead of dealing damage. Until the grapple"
      },
      {
        "document": 1786,
        "excerpt": "(1d6) Acid damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 13). Acid Spray (Recharge 6). Dexterity Saving Throw: DC 12,"
      },
      {
        "document": 1787,
        "excerpt": "Bludgeoning damage. If the target is a Huge or smaller creature, it has the Prone condition."
      },
      {
        "document": 1796,
        "excerpt": "ire Aura. At the end of each of the azer's turns, each creature of the azer's choice in a 5-foot Emanation originating from the azer takes 5 (1d10) Fire damage unless t"
      },
      {
        "document": 1797,
        "excerpt": ". The baboon has Advantage on an attack roll against a creature if at least one of the baboon's allies is within 5 feet of the creature and the ally doesn't have the In"
      },
      {
        "document": 1799,
        "excerpt": "odes when it dies. Dexterity Saving Throw: DC 20, each creature in a 30-foot Emanation originating from the balor. Failure: 31 (9d6) Fire damage plus 31 (9d6) Force dam"
      },
      {
        "document": 1802,
        "excerpt": "turns, the devil deals 5 (1d10) Piercing damage to any creature it is grappling or any creature grappling it. Diabolical Restoration. If the devil dies outside the Nin"
      },
      {
        "document": 1803,
        "excerpt": "(Recharge 4–6). Constitution Saving Throw: DC 12, each creature in a 30-foot Cone. If the basilisk sees its reflection in the Cone, the basilisk must make this save. Fi"
      },
      {
        "document": 1805,
        "excerpt": "Hit: 8 (1d10 + 3) Slashing damage. If the target is a creature and doesn't already have an infernal wound, it is subjected to the following effect. Constitution Saving"
      },
      {
        "document": 1806,
        "excerpt": "ct. Strength Saving Throw: DC 18, one Large or smaller creature the behir can see within 5 feet. Failure: 28 (5d8 + 6) Bludgeoning damage. The target has the Grappled c"
      },
      {
        "document": 1809,
        "excerpt": "th (Recharge 5–6). Dexterity Saving Throw: DC 11, each creature in a 15-foot-long, 5-foot-wide Line. Failure: 22 (5d8) Acid damage. Success: Half damage."
      },
      {
        "document": 1810,
        "excerpt": "expending extra movement to do so. Corrosive Form. A creature that hits the pudding with a melee attack roll takes 4 (1d8) Acid damage. Nonmagical ammunition is destr"
      },
      {
        "document": 1812,
        "excerpt": "cs. The hawk has Advantage on an attack roll against a creature if at least one of the hawk's allies is within 5 feet of the creature and the ally doesn't have the Inca"
      },
      {
        "document": 1813,
        "excerpt": "th (Recharge 5–6). Dexterity Saving Throw: DC 12, each creature in a 30-foot-long, 5-foot-wide Line. Failure: 21 (6d6) Lightning damage. Success: Half damage."
      },
      {
        "document": 1814,
        "excerpt": "Piercing damage. If the target is a Medium or smaller creature and the boar moved 20+ feet straight toward it immediately before the hit, the target takes an extra 3 ("
      },
      {
        "document": 1816,
        "excerpt": "th (Recharge 5–6). Dexterity Saving Throw: DC 11, each creature in a 20-foot-long, 5-foot-wide Line. Failure: 14 (4d6) Fire damage. Success: Half damage. Sleep Breath."
      },
      {
        "document": 1817,
        "excerpt": "th (Recharge 5–6). Dexterity Saving Throw: DC 12, each creature in a 40-foot-long, 5-foot-wide Line. Failure: 16 (3d10) Lightning damage. Success: Half damage. Repulsi"
      },
      {
        "document": 1818,
        "excerpt": ") Slashing damage. If the target is a Large or smaller creature, it has the Prone condition."
      },
      {
        "document": 1819,
        "excerpt": "ct. The bugbear needn't spend extra movement to move a creature it is grappling."
      },
      {
        "document": 1820,
        "excerpt": "ct. The bugbear needn't spend extra movement to move a creature it is grappling."
      },
      {
        "document": 1821,
        "excerpt": "smaller creatures. Dexterity Saving Throw: DC 15, each creature in the bulette's destination space. Failure: 19 (3d12) Bludgeoning damage, and the target has the Prone"
      },
      {
        "document": 1824,
        "excerpt": "hrough the spaces of Medium or smaller creatures. Each creature whose space the centaur enters is targeted once by the following effect. Strength Saving Throw: DC 14. F"
      },
      {
        "document": 1825,
        "excerpt": ") Slashing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two chains, and it has the Restrained conditio"
      },
      {
        "document": 1826,
        "excerpt": "udgeoning damage. If the target is a Medium or smaller creature, it has the Prone condition. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 15, each creature i"
      },
      {
        "document": 1827,
        "excerpt": "ludgeoning damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two pincers. Paralyzing Tentacles. Constituti"
      },
      {
        "document": 1828,
        "excerpt": "its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object. Once the g"
      },
      {
        "document": 1829,
        "excerpt": ") Piercing damage. If the target is a Large or smaller creature, the cloaker attaches to it. While the cloaker is attached, the target has the Blinded condition, and th"
      },
      {
        "document": 1831,
        "excerpt": ". Hit: 3 (1d4 + 1) Piercing damage. If the target is a creature, it is subjected to the following effect. Constitution Saving Throw: DC 11. First Failure: The target ha"
      },
      {
        "document": 1833,
        "excerpt": "t. Strength Saving Throw: DC 12, one Medium or smaller creature the snake can see within 5 feet. Failure: 7 (3d4) Bludgeoning damage, and the target has the Grappled co"
      },
      {
        "document": 1834,
        "excerpt": "th (Recharge 5–6). Dexterity Saving Throw: DC 11, each creature in a 20-foot-long, 5-foot-wide Line. Failure: 18 (4d8) Acid damage. Success: Half damage. Slowing Breat"
      },
      {
        "document": 1835,
        "excerpt": "t. Strength Saving Throw: DC 15, one Medium or smaller creature the couatl can see within 5 feet. Failure: 8 (1d6 + 5) Bludgeoning damage. The target has the Grappled c"
      },
      {
        "document": 1837,
        "excerpt": "Piercing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 12). While Grappled, the target has the Restrained condition."
      },
      {
        "document": 1840,
        "excerpt": "es to the target. If the target is a Medium or smaller creature and the darkmantle had Advantage on the attack roll, it covers the target, which has the Blinded conditi"
      },
      {
        "document": 1841,
        "excerpt": ". Hit: 4 (1d4 + 2) Piercing damage. If the target is a creature, it is subjected to the following effect. Constitution Saving Throw: DC 12. First Failure: The target ha"
      },
      {
        "document": 1844,
        "excerpt": "cs. The wolf has Advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally doesn't have the Inca"
      },
      {
        "document": 1845,
        "excerpt": ", the djinni can cast it only on behalf of a non-genie creature who communicates a wish in a way the djinni can understand. If the djinni casts the spell for the creatu"
      },
      {
        "document": 1846,
        "excerpt": "Visage (Recharge 6). Wisdom Saving Throw: DC 12, each creature in a 15-foot Emanation originating from the doppelganger that can see the doppelganger. Failure: The tar"
      },
      {
        "document": 1848,
        "excerpt": "Bludgeoning damage. If the target is a Huge or smaller creature, it has the Prone condition. Steam Breath (Recharge 5–6). Constitution Saving Throw: DC 19, each creatu"
      },
      {
        "document": 1849,
        "excerpt": "Cloud (1/Day). Constitution Saving Throw: DC 11, each creature in a 10-foot Emanation originating from the dretch. Failure: The target has the Poisoned condition until"
      },
      {
        "document": 1850,
        "excerpt": "y webs, and the drider knows the location of any other creature in contact with the same web."
      },
      {
        "document": 1853,
        "excerpt": "odes when it dies. Dexterity Saving Throw: DC 10, each creature in a 5-foot Emanation originating from the mephit. Failure: 5 (2d4) Bludgeoning damage. Success: Half da"
      },
      {
        "document": 1855,
        "excerpt": "ludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition."
      },
      {
        "document": 1856,
        "excerpt": "the efreeti can cast it only on behalf of a non-genie creature who communicates a wish in a way the efreeti can understand. If the efreeti casts the spell for the crea"
      },
      {
        "document": 1857,
        "excerpt": "6) Piercing damage. If the target is a Huge or smaller creature and the elephant moved 20+ feet straight toward it immediately before the hit, the target has the Prone"
      },
      {
        "document": 1858,
        "excerpt": "ludgeoning damage. If the target is a Large or smaller creature and the elk moved 20+ feet straight toward it immediately before the hit, the target takes an extra 3 (1"
      },
      {
        "document": 1859,
        "excerpt": "equires Magic Rope). Strength Saving Throw: DC 16, one creature the erinyes can see within 120 feet. Failure: 14 (4d6) Force damage, and the target has the Restrained c"
      },
      {
        "document": 1860,
        "excerpt": "webs, and the ettercap knows the location of any other creature in contact with the same web."
      },
      {
        "document": 1861,
        "excerpt": ") Slashing damage. If the target is a Large or smaller creature, it has the Prone condition. Morningstar. Melee Attack Roll: +7, reach 5 ft. Hit: 14 (2d8 + 5) Piercing"
      },
      {
        "document": 1862,
        "excerpt": "ura. At the end of each of the elemental's turns, each creature in a 10-foot Emanation originating from the elemental takes 5 (1d10) Fire damage. Creatures and flammabl"
      },
      {
        "document": 1864,
        "excerpt": "its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object. Once the g"
      },
      {
        "document": 1867,
        "excerpt": "War Cry (Recharge 5–6). The giant or one creature of its choice that can see or hear it gains 16 (2d10 + 5) Temporary Hit Points and has Advantage on atta"
      },
      {
        "document": 1869,
        "excerpt": "ansparent. Other creatures can enter that space, but a creature that does so is subjected to the cube's Engulf and has Disadvantage on the saving throw. Creatures insi"
      },
      {
        "document": 1870,
        "excerpt": "Stench. Constitution Saving Throw: DC 10, any creature that starts its turn in a 5-foot Emanation originating from the ghast. Failure: The target has the Poiso"
      },
      {
        "document": 1871,
        "excerpt": "ne. Horrific Visage. Wisdom Saving Throw: DC 13, each creature in a 60-foot Cone that can see the ghost and isn't an Undead. Failure: 10 (2d6 + 3) Psychic damage, and"
      },
      {
        "document": 1872,
        "excerpt": ". Hit: 4 (1d4 + 2) Slashing damage. If the target is a creature that isn't an Undead or elf, it is subjected to the following effect. Constitution Saving Throw: DC 10."
      },
      {
        "document": 1873,
        "excerpt": "ee within 90 feet. Dexterity Saving Throw: DC 17, each creature in a 5-foot-radius Sphere centered on that point. Failure: 24 (7d6) Bludgeoning damage. If the target is"
      },
      {
        "document": 1876,
        "excerpt": ") Piercing damage. If the target is a Large or smaller creature and the boar moved 20+ feet straight toward it immediately before the hit, the target takes an extra 7 ("
      },
      {
        "document": 1878,
        "excerpt": "ct. Strength Saving Throw: DC 14, one Large or smaller creature the snake can see within 10 feet. Failure: 13 (2d8 + 4) Bludgeoning damage, and the target has the Grapp"
      },
      {
        "document": 1879,
        "excerpt": "udgeoning damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 11) from one of two claws."
      },
      {
        "document": 1880,
        "excerpt": ") Piercing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 15). While Grappled, the target has the Restrained condition a"
      },
      {
        "document": 1882,
        "excerpt": "d4) Radiant damage. If the target is a Huge or smaller creature and the elk moved 20+ feet straight toward it immediately before the hit, the target takes an extra 5 (2"
      },
      {
        "document": 1884,
        "excerpt": "to figurine form. While you ride the goat, any Hostile creature that starts its turn within a 30-foot Emanation originating from the goat must succeed on a DC 15 Wisdo"
      },
      {
        "document": 1885,
        "excerpt": "Piercing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 11). Swallow. The frog swallows a Small or smaller target it"
      },
      {
        "document": 1886,
        "excerpt": "ludgeoning damage. If the target is a Large or smaller creature and the goat moved 20+ feet straight toward it immediately before the hit, the target takes an extra 5 ("
      },
      {
        "document": 1887,
        "excerpt": "Rampage (1/Day). Immediately after dealing damage to a creature that was already Bloodied, the hyena can move up to half its Speed, and it makes one Bite attack."
      },
      {
        "document": 1889,
        "excerpt": "udgeoning damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 13) from all eight tentacles. While Grappled, the target has t"
      },
      {
        "document": 1891,
        "excerpt": "ics. The rat has Advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally doesn't have the Incap"
      },
      {
        "document": 1892,
        "excerpt": "ludgeoning damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 13) from one of two claws. Sting. Melee Attack Roll: +5, reac"
      },
      {
        "document": 1895,
        "excerpt": "caused by webs, and it knows the location of any other creature in contact with the same web."
      },
      {
        "document": 1896,
        "excerpt": "4) Poison damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 12). Swallow. The toad swallows a Medium or smaller target it"
      },
      {
        "document": 1898,
        "excerpt": "The vulture has Advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally doesn't have the I"
      },
      {
        "document": 1902,
        "excerpt": "capacitated condition. Wisdom Saving Throw: DC 10, any creature that starts its turn within 20 feet of the mouther while it is babbling. Failure: The target rolls 1d8"
      },
      {
        "document": 1903,
        "excerpt": "Slashing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 15) from one of two pincers. Pummel. Dexterity Saving Throw:"
      },
      {
        "document": 1904,
        "excerpt": "amage. Shield Bash. Strength Saving Throw: DC 15, one creature within 5 feet that the gladiator can see. Failure: 9 (2d4 + 4) Bludgeoning damage. If the target is a Me"
      },
      {
        "document": 1905,
        "excerpt": "Rampage (1/Day). Immediately after dealing damage to a creature that is already Bloodied, the gnoll moves up to half its Speed, and it makes one Rend attack."
      },
      {
        "document": 1907,
        "excerpt": "Redirect Attack. Trigger: A creature the goblin can see makes an attack roll against it. Response: The goblin chooses a Small or Medium ally"
      },
      {
        "document": 1910,
        "excerpt": "th (Recharge 5–6). Dexterity Saving Throw: DC 13, each creature in a 15-foot Cone. Failure: 22 (4d10) Fire damage. Success: Half damage. Weakening Breath. Strength Sav"
      },
      {
        "document": 1911,
        "excerpt": ") Piercing damage. If the target is a Large or smaller creature and the gorgon moved 20+ feet straight toward it immediately before the hit, the target has the Prone co"
      },
      {
        "document": 1913,
        "excerpt": "(Recharge 5–6). Constitution Saving Throw: DC 11, each creature in a 15-foot Cone. Failure: 21 (6d6) Poison damage. Success: Half damage."
      },
      {
        "document": 1914,
        "excerpt": "The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations only with a successful DC 14 Wisdom (Insight) check."
      },
      {
        "document": 1915,
        "excerpt": "Slashing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 12) from all four tentacles."
      },
      {
        "document": 1916,
        "excerpt": "Piercing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 14) from both of the griffon's front claws."
      },
      {
        "document": 1920,
        "excerpt": "isonous Spittle. Constitution Saving Throw: DC 16, one creature the naga can see within 60 feet. Failure: 31 (7d8) Poison damage, and the target has the Blinded conditi"
      },
      {
        "document": 1921,
        "excerpt": "th (Recharge 5–6). Dexterity Saving Throw: DC 14, each creature in a 30-foot Cone. Failure: 28 (8d6) damage of the type chosen for the Draconic Origin trait. Success: H"
      },
      {
        "document": 1924,
        "excerpt": "s. The hound has Advantage on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally doesn't have the Inc"
      },
      {
        "document": 1925,
        "excerpt": "ffects. Stench. Constitution Saving Throw: DC 16, any creature that starts its turn in a 10-foot Emanation originating from the hezrou. Failure: The target has the Poi"
      },
      {
        "document": 1926,
        "excerpt": "ludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition. Trash Lob. Ranged Attack Roll: +8, range 60/240 ft. Hit: 16 (2d10 + 5) Blu"
      },
      {
        "document": 1930,
        "excerpt": "he hobgoblin has Advantage on an attack roll against a creature if at least one of the hobgoblin's allies is within 5 feet of the creature and the ally doesn't have the"
      },
      {
        "document": 1932,
        "excerpt": "ng. Infernal Tail. Dexterity Saving Throw: DC 17, one creature the devil can see within 10 feet. Failure: 10 (1d8 + 6) Necrotic damage, and the target receives an infe"
      },
      {
        "document": 1935,
        "excerpt": "s. The hyena has Advantage on an attack roll against a creature if at least one of the hyena's allies is within 5 feet of the creature and the ally doesn't have the Inc"
      },
      {
        "document": 1937,
        "excerpt": "s when it dies. Constitution Saving Throw: DC 10, each creature in a 5-foot Emanation originating from the mephit. Failure: 5 (2d4) Cold damage. Success: Half damage."
      },
      {
        "document": 1939,
        "excerpt": "ightmare (Recharge 6). Wisdom Saving Throw: DC 15, one creature the incubus can see within 60 feet. Failure: If the target has 20 Hit Points or fewer, it has the Uncons"
      },
      {
        "document": 1940,
        "excerpt": "Constitution Saving Throw: DC 14, one Large or smaller creature in the stalker's space. Failure: 7 (1d8 + 3) Thunder damage, and the target has the Grappled condition ("
      },
      {
        "document": 1941,
        "excerpt": "h (Recharge 6). Constitution Saving Throw: DC 18, each creature in a 60-foot Cone. Failure: 55 (10d10) Poison damage. Success: Half damage."
      },
      {
        "document": 1945,
        "excerpt": ". The kobold has Advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally doesn't have the In"
      },
      {
        "document": 1946,
        "excerpt": "ple ends. Fling. The kraken throws a Large or smaller creature Grappled by it to a space it can see within 60 feet of itself that isn't in the air. Dexterity Saving Th"
      },
      {
        "document": 1947,
        "excerpt": "ge. Corrupting Touch. Wisdom Saving Throw: DC 13, one creature the lamia can see within 5 feet. Failure: 13 (3d8) Psychic damage, and the target is cursed for 1 hour."
      },
      {
        "document": 1948,
        "excerpt": "l its Hit Points in 1d10 days unless it is killed by a creature under the effects of a Bless spell or its remains are sprinkled with Holy Water."
      },
      {
        "document": 1949,
        "excerpt": "to 60 feet to an unoccupied space it can see, and each creature within 10 feet of the space it left takes 11 (2d10) Necrotic damage. Disrupt Life. Constitution Saving"
      },
      {
        "document": 1950,
        "excerpt": "cs. The lion has Advantage on an attack roll against a creature if at least one of the lion's allies is within 5 feet of the creature and the ally doesn't have the Inca"
      },
      {
        "document": 1953,
        "excerpt": "odes when it dies. Dexterity Saving Throw: DC 11, each creature in a 5-foot Emanation originating from the mephit. Failure: 7 (2d6) Fire damage. Success: Half damage."
      },
      {
        "document": 1954,
        "excerpt": "odes when it dies. Dexterity Saving Throw: DC 11, each creature in a 10-foot Emanation originating from the magmin. Failure: 7 (2d6) Fire damage. Success: Half damage."
      },
      {
        "document": 1955,
        "excerpt": "7) Piercing damage. If the target is a Huge or smaller creature and the mammoth moved 20+ feet straight toward it immediately before the hit, the target has the Prone c"
      },
      {
        "document": 1957,
        "excerpt": "t. Strength Saving Throw: DC 17, one Medium or smaller creature the marilith can see within 5 feet. Failure: 15 (2d10 + 4) Bludgeoning damage. The target has the Grappl"
      },
      {
        "document": 1958,
        "excerpt": "Piercing damage. If the target is a Medium or smaller creature, it has the Prone condition."
      },
      {
        "document": 1959,
        "excerpt": "(Recharge 5–6). Constitution Saving Throw: DC 13, each creature in a 30-foot Cone. If the medusa sees its reflection in the Cone, the medusa must make this save. First"
      },
      {
        "document": 1960,
        "excerpt": "ng damage plus 2 (1d4) Cold damage. If the target is a creature, its Speed decreases by 10 feet until the end of its next turn. Hit or Miss: The spear magically returns"
      },
      {
        "document": 1961,
        "excerpt": ") Piercing damage. If the target is a Large or smaller creature, the merrow pulls the target up to 15 feet straight toward itself."
      },
      {
        "document": 1962,
        "excerpt": "adheres to anything that touches it. A Huge or smaller creature adhered to the mimic has the Grappled condition (escape DC 13). Ability checks made to escape this grapp"
      },
      {
        "document": 1963,
        "excerpt": ") Piercing damage. If the target is a Large or smaller creature and the minotaur moved 10+ feet straight toward it immediately before the hit, the target takes an extra"
      },
      {
        "document": 1964,
        "excerpt": ") Piercing damage. If the target is a Large or smaller creature and the skeleton moved 20+ feet straight toward it immediately before the hit, the target takes an extra"
      },
      {
        "document": 1966,
        "excerpt": "mage plus 10 (3d6) Necrotic damage. If the target is a creature, it is cursed. While cursed, the target can't regain Hit Points, it gains no benefit from finishing a Lo"
      },
      {
        "document": 1967,
        "excerpt": "mage plus 10 (3d6) Necrotic damage. If the target is a creature, it is cursed. While cursed, the target can't regain Hit Points, its Hit Point maximum doesn't return to"
      },
      {
        "document": 1968,
        "excerpt": "imbus (Recharge 5–6). Wisdom Saving Throw: DC 15, each creature in a 15-foot Emanation originating from the nalfeshnee. Failure: 28 (8d6) Psychic damage, and the target"
      },
      {
        "document": 1969,
        "excerpt": "rve as the spell's messenger, and the target must be a creature the hag can see on the Material Plane. The spell fails and is wasted if the target is under the effect o"
      },
      {
        "document": 1973,
        "excerpt": "Ink Cloud (1/Day). Trigger: A creature ends its turn within 5 feet of the octopus while underwater. Response: The octopus releases ink that fil"
      },
      {
        "document": 1977,
        "excerpt": "Otyugh; telepathy 120 ft. (doesn't allow the receiving creature to respond telepathically)"
      },
      {
        "document": 1982,
        "excerpt": "y webs, and the spider knows the location of any other creature in contact with the same web."
      },
      {
        "document": 1984,
        "excerpt": "Captain's Charm. Wisdom Saving Throw: DC 14, one creature the pirate can see within 30 feet. Failure: The target has the Charmed condition until the start of the"
      },
      {
        "document": 1985,
        "excerpt": "Enthralling Panache. Wisdom Saving Throw: DC 12, one creature the pirate can see within 30 feet. Failure: The target has the Charmed condition until the start of the"
      },
      {
        "document": 1986,
        "excerpt": "Hit: 18 (3d6 + 8) Piercing damage. If the target is a creature, it must make the following saving throw. Constitution Saving Throw: DC 21. Failure: The target has the"
      },
      {
        "document": 1993,
        "excerpt": "damage. Sting. Constitution Saving Throw: DC 12, one creature the pseudodragon can see within 5 feet. Failure: 5 (2d4) Poison damage, and the target has the Poisoned"
      },
      {
        "document": 1995,
        "excerpt": ") Piercing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 19), and it has the Restrained condition until the grapple end"
      },
      {
        "document": 1996,
        "excerpt": "ility. Scare (1/Day). Wisdom Saving Throw: DC 10, one creature within 20 feet. Failure: The target has the Frightened condition. At the end of each of its turns, the t"
      },
      {
        "document": 1997,
        "excerpt": "observe the rakshasa remotely or detect its thoughts, creature type, or alignment. Fiendish Restoration. If the rakshasa dies outside the Nine Hells, its body turns t"
      },
      {
        "document": 2000,
        "excerpt": "th (Recharge 5–6). Dexterity Saving Throw: DC 13, each creature in a 15-foot Cone. Failure: 24 (7d6) Fire damage. Success: Half damage."
      },
      {
        "document": 2001,
        "excerpt": "s. The shark has Advantage on an attack roll against a creature if at least one of the shark's allies is within 5 feet of the creature and the ally doesn't have the Inc"
      },
      {
        "document": 2002,
        "excerpt": "Aura. At the end of each of the remorhaz's turns, each creature in a 5-foot Emanation originating from the remorhaz takes 16 (3d10) Fire damage."
      },
      {
        "document": 2003,
        "excerpt": "+ 5) Piercing damage. If target is a Large or smaller creature and the rhinoceros moved 20+ feet straight toward it immediately before the hit, the target takes an ext"
      },
      {
        "document": 2005,
        "excerpt": "9) Slashing damage. If the target is a Huge or smaller creature, it has the Grappled condition (escape DC 19) from both talons, and it has the Restrained condition unti"
      },
      {
        "document": 2006,
        "excerpt": "grapple ends. The tentacle can be damaged, freeing a creature it has Grappled when destroyed (AC 20, HP 10, Immunity to Poison and Psychic damage). Damaging the tenta"
      },
      {
        "document": 2007,
        "excerpt": "etal object - armor or a weapon - worn or carried by a creature within 5 feet of itself. Dexterity Saving Throw: DC 11, the creature with the object. Failure: The objec"
      },
      {
        "document": 2009,
        "excerpt": "The sahuagin has Advantage on attack rolls against any creature that doesn't have all its Hit Points. Limited Amphibiousness. The sahuagin can breathe air and water, b"
      },
      {
        "document": 2010,
        "excerpt": "ra. At the end of each of the salamander's turns, each creature of the salamander's choice in a 5-foot Emanation originating from the salamander takes 7 (2d6) Fire dama"
      },
      {
        "document": 2011,
        "excerpt": "udgeoning damage. If the target is a Medium or smaller creature, the satyr pushes the target up to 10 feet straight away from itself. Mockery. Wisdom Saving Throw: DC"
      },
      {
        "document": 2014,
        "excerpt": "harge 5–6). Wisdom Saving Throw: DC 11, one Frightened creature the hag can see within 30 feet. Failure: If the target has 20 Hit Points or fewer, it drops to 0 Hit Poi"
      },
      {
        "document": 2017,
        "excerpt": "Lightning damage. If the target is a Medium or smaller creature, the shambling mound pulls the target 5 feet straight toward itself. Engulf. Strength Saving Throw: DC"
      },
      {
        "document": 2019,
        "excerpt": "Shriek. Trigger: A creature or a source of Bright Light moves within 30 feet of the shrieker. Response: The shrieker emits a shriek"
      },
      {
        "document": 2020,
        "excerpt": "(Recharge 5–6). Constitution Saving Throw: DC 13, each creature in a 15-foot Cone. Failure: 18 (4d8) Cold damage. Success: Half damage. Paralyzing Breath. Constitution"
      },
      {
        "document": 2022,
        "excerpt": "tack. Slaying Bow. Dexterity Saving Throw: DC 21, one creature the solar can see within 600 feet. Failure: If the creature has 100 Hit Points or fewer, it dies. It oth"
      },
      {
        "document": 2023,
        "excerpt": "5 ft. Hit: 7 (2d6) Necrotic damage. If the target is a creature, its Hit Point maximum decreases by an amount equal to the damage taken."
      },
      {
        "document": 2024,
        "excerpt": "Weight of Years. Constitution Saving Throw: DC 16, one creature the sphinx can see within 120 feet. Failure: The target gains 1 Exhaustion level. While the target has a"
      },
      {
        "document": 2025,
        "excerpt": "Weight of Years. Constitution Saving Throw: DC 16, one creature the sphinx can see within 120 feet. Failure: The target gains 1 Exhaustion level. While the target has a"
      },
      {
        "document": 2026,
        "excerpt": "t of Ingenuity (2/Day). Trigger: The sphinx or another creature within 30 feet makes an ability check or a saving throw. Response: The sphinx adds 2 to the roll."
      },
      {
        "document": 2027,
        "excerpt": "y webs, and the spider knows the location of any other creature in contact with the same web."
      },
      {
        "document": 2029,
        "excerpt": "turn. Heart Sight. Charisma Saving Throw: DC 10, one creature within 5 feet the sprite can see (Celestials, Fiends, and Undead automatically fail the save). Failure:"
      },
      {
        "document": 2031,
        "excerpt": "odes when it dies. Dexterity Saving Throw: DC 10, each creature in a 5-foot Emanation originating from the mephit. Failure: 5 (2d4) Fire damage. Success: Half damage."
      },
      {
        "document": 2032,
        "excerpt": "lf by spending 5 feet of its movement. The target or a creature within 5 feet of it can detach the stirge as an action."
      },
      {
        "document": 2033,
        "excerpt": "ludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition."
      },
      {
        "document": 2035,
        "excerpt": "rm (Recharge 5–6). Dexterity Saving Throw: DC 18, each creature in a 10-foot-radius, 40-foot-high Cylinder originating from a point the giant can see within 500 feet. F"
      },
      {
        "document": 2036,
        "excerpt": "Draining Kiss. Constitution Saving Throw: DC 15, one creature Charmed by the succubus within 5 feet. Failure: 13 (3d8) Psychic damage. Success: Half damage. Failure o"
      },
      {
        "document": 2038,
        "excerpt": "m can move through any opening large enough for a Tiny creature. The swarm can't regain Hit Points or gain Temporary Hit Points."
      },
      {
        "document": 2042,
        "excerpt": "acophony (Recharge 6). Wisdom Saving Throw: DC 10, one creature in the swarm's space. Failure: The target has the Deafened condition until the start of the swarm's next"
      },
      {
        "document": 2044,
        "excerpt": "Bludgeoning damage. If the target is a Huge or smaller creature, it has the Prone condition. Thunderous Bellow (Recharge 5–6). Constitution Saving Throw: DC 27, each c"
      },
      {
        "document": 2045,
        "excerpt": ") Slashing damage. If the target is a Large or smaller creature, it has the Prone condition."
      },
      {
        "document": 2046,
        "excerpt": "s. The tough has Advantage on an attack roll against a creature if at least one of the tough's allies is within 5 feet of the creature and the ally doesn't have the Inc"
      },
      {
        "document": 2047,
        "excerpt": "s. The tough has Advantage on an attack roll against a creature if at least one of the tough's allies is within 5 feet of the creature and the ally doesn't have the Inc"
      },
      {
        "document": 2052,
        "excerpt": ") Piercing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 17). While Grappled, the target has the Restrained condition a"
      },
      {
        "document": 2053,
        "excerpt": "nicorn's Blessing (3/Day). The unicorn touches another creature with its horn and casts Cure Wounds or Lesser Restoration on that creature, using the same spellcasting"
      },
      {
        "document": 2055,
        "excerpt": "Slashing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 13) from one of two claws. Bite. Constitution Saving Throw: D"
      },
      {
        "document": 2056,
        "excerpt": ") Necrotic damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two hands. Bite (Bat or Vampire Form Only). C"
      },
      {
        "document": 2059,
        "excerpt": "s (Recharge 6). Constitution Saving Throw: DC 15, each creature in a 20-foot Emanation originating from the vrock. Failure: The target has the Poisoned condition and re"
      },
      {
        "document": 2060,
        "excerpt": "The vulture has Advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally doesn't have the I"
      },
      {
        "document": 2061,
        "excerpt": "ludgeoning damage. If the target is a Large or smaller creature and the skeleton moved 20+ feet straight toward it immediately before the hit, the target has the Prone"
      },
      {
        "document": 2062,
        "excerpt": "ludgeoning damage. If the target is a Large or smaller creature and the horse moved 20+ feet straight toward it immediately before the hit, the target takes an extra 5"
      },
      {
        "document": 2063,
        "excerpt": "The warrior has Advantage on an attack roll against a creature if at least one of the warrior's allies is within 5 feet of the creature and the ally doesn't have the I"
      },
      {
        "document": 2065,
        "excerpt": "udgeoning damage. If the target is a Medium or smaller creature, it has the Prone condition. Whelm (Recharge 4–6). Strength Saving Throw: DC 15, each creature in the e"
      },
      {
        "document": 2068,
        "excerpt": "Piercing damage. If the target is a Medium or smaller creature and the were-boar moved 20+ feet straight toward it immediately before the hit, the target takes an extr"
      },
      {
        "document": 2071,
        "excerpt": "The werewolf has Advantage on an attack roll against a creature if at least one of the werewolf's allies is within 5 feet of the creature and the ally doesn't have the"
      },
      {
        "document": 2072,
        "excerpt": "(Recharge 5–6). Constitution Saving Throw: DC 12, each creature in a 15-foot Cone. Failure: 22 (5d8) Cold damage. Success: Half damage."
      },
      {
        "document": 2073,
        "excerpt": "ge. Life Drain. Constitution Saving Throw: DC 13, one creature within 5 feet. Failure: 6 (1d8 + 2) Necrotic damage, and the target's Hit Point maximum decreases by an"
      },
      {
        "document": 2074,
        "excerpt": "ume Life. Constitution Saving Throw: DC 10, one living creature the wisp can see within 5 feet that has 0 Hit Points. Failure: The target dies, and the wisp regains 10"
      },
      {
        "document": 2075,
        "excerpt": "cs. The wolf has Advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally doesn't have the Inca"
      },
      {
        "document": 2076,
        "excerpt": "tics. The wolf has Advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally doesn't have the Inca"
      },
      {
        "document": 2078,
        "excerpt": "Hit: 21 (4d8 + 3) Necrotic damage. If the target is a creature, its Hit Point maximum decreases by an amount equal to the damage taken. Create Specter. The wraith tar"
      },
      {
        "document": 2081,
        "excerpt": "th (Recharge 5–6). Dexterity Saving Throw: DC 14, each creature in a 30-foot-long, 5-foot-wide Line. Failure: 49 (14d6) Acid damage. Success: Half damage."
      },
      {
        "document": 2082,
        "excerpt": "th (Recharge 5–6). Dexterity Saving Throw: DC 16, each creature in a 60-foot-long, 5-foot-wide Line. Failure: 55 (10d10) Lightning damage. Success: Half damage."
      },
      {
        "document": 2083,
        "excerpt": "th (Recharge 5–6). Dexterity Saving Throw: DC 14, each creature in a 40-foot-long, 5-foot-wide Line. Failure: 38 (11d6) Fire damage. Success: Half damage. Sleep Breath"
      },
      {
        "document": 2084,
        "excerpt": "th (Recharge 5–6). Dexterity Saving Throw: DC 15, each creature in a 60-foot-long, 5-foot-wide Line. Failure: 49 (9d10) Lightning damage. Success: Half damage. Repulsi"
      },
      {
        "document": 2085,
        "excerpt": "th (Recharge 5–6). Dexterity Saving Throw: DC 14, each creature in a 40-foot-long, 5-foot-wide Line. Failure: 40 (9d8) Acid damage. Success: Half damage. Slowing Breat"
      },
      {
        "document": 2086,
        "excerpt": "th (Recharge 5–6). Dexterity Saving Throw: DC 17, each creature in a 30-foot Cone. Failure: 55 (10d10) Fire damage. Success: Half damage. Weakening Breath. Strength Sa"
      },
      {
        "document": 2087,
        "excerpt": "(Recharge 5–6). Constitution Saving Throw: DC 14, each creature in a 30-foot Cone. Failure: 42 (12d6) Poison damage. Success: Half damage."
      },
      {
        "document": 2088,
        "excerpt": "th (Recharge 5–6). Dexterity Saving Throw: DC 17, each creature in a 30-foot Cone. Failure: 56 (16d6) Fire damage. Success: Half damage."
      },
      {
        "document": 2089,
        "excerpt": "(Recharge 5–6). Constitution Saving Throw: DC 17, each creature in a 30-foot Cone. Failure: 49 (11d8) Cold damage. Success: Half damage. Paralyzing Breath. Constitutio"
      },
      {
        "document": 2090,
        "excerpt": "(Recharge 5–6). Constitution Saving Throw: DC 15, each creature in a 30-foot Cone. Failure: 40 (9d8) Cold damage. Success: Half damage."
      }
    ],
    "creature's": [
      {
        "document": 7,
        "excerpt": "aches 0. Certain effects drain life energy, reducing a creature's Hit Point maximum. Massive Damage. When damage reduces a character to 0 Hit Points and damage remains,"
      },
      {
        "document": 27,
        "excerpt": "A creature's Armor Class represents how well the creature avoids being wounded in combat. The AC of a character is de"
      },
      {
        "document": 34,
        "excerpt": "us, which reflects the impact that training has on the creature's capabilities. A character's Proficiency Bonus increases as the character gains levels (described in “Cha"
      },
      {
        "document": 43,
        "excerpt": "luence a creature or use the Search action to read the creature's body language, but you can't do both at the same time. And when you're exploring a dungeon, you can't si"
      },
      {
        "document": 45,
        "excerpt": "of your next turn. If the reaction interrupts another creature's turn, that creature can continue its turn right after the Reaction. In terms of timing, a Reaction take"
      },
      {
        "document": 60,
        "excerpt": "raction per turn. That interaction must occur during a creature's movement or action. Any additional interactions require the Utilize action, as explained in \"Combat\" lat"
      },
      {
        "document": 82,
        "excerpt": "sizes from smallest (Tiny) to largest (Gargantuan). A creature's space is the area that it effectively controls in combat and the area it needs to fight effectively. A"
      },
      {
        "document": 83,
        "excerpt": "that is two sizes larger or smaller than you. Another creature's space is Difficult Terrain for you unless that creature is Tiny or your ally. You can't willingly end a"
      },
      {
        "document": 113,
        "excerpt": "age is first reduced by 5 (to 23), then halved for the creature's Resistance (and rounded down to 11), then doubled for its Vulnerability (to 22)."
      },
      {
        "document": 143,
        "excerpt": "ical order. If a magic item description capitalizes a creature's name and presents it in bold type, that's a visual cue pointing you to the creature's stat block. Unless"
      },
      {
        "document": 178,
        "excerpt": "tion that a monster can take immediately after another creature's turn. Only one of these actions can be taken at a time and only after another creature's turn ends. The"
      },
      {
        "document": 180,
        "excerpt": "gantuan. If size options are presented, you choose the creature's size from those options. See \"Playing the Game\" for information on size."
      },
      {
        "document": 235,
        "excerpt": "A creature's alignment broadly describes its ethical attitudes and ideals. Alignment is a combination of two factors:"
      },
      {
        "document": 265,
        "excerpt": "table. It can help stock a room in a dungeon or fill a creature's pockets. Trinkets"
      },
      {
        "document": 338,
        "excerpt": "appled, Incapacitated, or Restrained condition. If the creature's legs are bound, the creature has the Restrained condition until it escapes. Escaping the Rope requires t"
      },
      {
        "document": 468,
        "excerpt": "succeed on a DC 13 Strength (Athletics) check. If the creature's legs are bound, the creature has the Restrained condition until it escapes. Escaping the Chain requires"
      },
      {
        "document": 527,
        "excerpt": "Passive Perception is a score that reflects a creature's general awareness of its surroundings. The GM uses this score when determining whether a creature notice"
      },
      {
        "document": 533,
        "excerpt": "tion's description. You can take a Reaction on another creature's turn, and if you take it on your turn, you can do so even if you also take an action, a Bonus Action, or"
      },
      {
        "document": 546,
        "excerpt": "ry: Tiny, Small, Medium, Large, Huge, or Gargantuan. A creature's size determines how much space the creature occupies in combat. An object's size affects its Hit Points."
      },
      {
        "document": 613,
        "excerpt": "ure returns to life, the revival effect determines the creature's current Hit Points. Unless otherwise stated, the creature returns to life with any conditions, magical c"
      },
      {
        "document": 649,
        "excerpt": "A creature's alignment broadly describes its ethical attitudes and ideals. Alignment is a combination of two factors:"
      },
      {
        "document": 670,
        "excerpt": "A curse might manifest during an adventure when a creature's violation of a taboo warrants supernatural punishment, such as breaking a vow, defiling a tomb, or murde"
      },
      {
        "document": 671,
        "excerpt": "ntity takes control of the creature and determines the creature's behavior thereafter. At the end of each of the possessed creature's later turns, the creature makes a DC"
      },
      {
        "document": 676,
        "excerpt": "Rest neither restores lost Hit Points nor reduces the creature's Exhaustion level. Fighting the Contagion. Daily at dawn, an infected creature makes a DC 11 Constitutio"
      },
      {
        "document": 695,
        "excerpt": "check by 5 or more, the character is subjected to the creature's poison."
      },
      {
        "document": 709,
        "excerpt": "hrow or have the Poisoned condition for 4d6 hours. The creature's Speed is halved while the creature is Poisoned in this way."
      },
      {
        "document": 722,
        "excerpt": "g it as Difficult Terrain. Whenever the stone enters a creature's space for the first time on a turn or a creature enters the stone's space while the stone is rolling, th"
      },
      {
        "document": 965,
        "excerpt": "the new form to wear a piece of equipment based on the creature's size and shape. Your equipment doesn't change size or shape to match the new form, and any equipment tha"
      },
      {
        "document": 967,
        "excerpt": "the creature with you until the end of your turn. The creature's movement doesn't provoke Opportunity Attacks."
      },
      {
        "document": 972,
        "excerpt": "in it in this way. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you can cast spells as if yo"
      },
      {
        "document": 976,
        "excerpt": "spiration die, and subtract the number rolled from the creature's roll, reducing the damage or potentially turning the success into a failure."
      },
      {
        "document": 983,
        "excerpt": "ion for 1 minute. At the end of each of the Frightened creature's turns, the creature repeats the save, ending the effect on itself on a success. Once you use this featu"
      },
      {
        "document": 1158,
        "excerpt": "er to that form. Using a Higher-Level Spell Slot. The creature's Slam damage increases by 1d4 (Medium or smaller), 1d6 (Large), or 1d12 (Huge) for each spell slot level"
      },
      {
        "document": 1186,
        "excerpt": "ses its allies taking damage. When the spell ends, the creature's attitude returns to normal."
      },
      {
        "document": 1194,
        "excerpt": "al creature dies after the clone finishes forming, the creature's soul transfers to the clone if the soul is free and willing to return. The clone is physically identical"
      },
      {
        "document": 1227,
        "excerpt": "ow the bead up to 40 feet. If the thrown bead enters a creature's space or collides with a solid object, the spell ends, and the bead explodes. When the bead explodes, f"
      },
      {
        "document": 1264,
        "excerpt": "e up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If a creature lands before the spell en"
      },
      {
        "document": 1276,
        "excerpt": "ing it along the ground. If you move the sphere into a creature's space, that creature makes the save against the sphere, and the sphere stops moving for the turn. When"
      },
      {
        "document": 1339,
        "excerpt": "hat is familiar to you. You sense the direction to the creature's location if that creature is within 1,000 feet of you. If the creature is moving, you know the direction"
      },
      {
        "document": 1345,
        "excerpt": "to possess it again for 24 hours. Once you possess a creature's body, you control it. Your Hit Points, Hit Point Dice, Strength, Dexterity, Constitution, Speed, and sen"
      },
      {
        "document": 1367,
        "excerpt": "ration, up to 1 minute You attempt to reshape another creature's memories. One creature that you can see within range makes a Wisdom saving throw. If you are fighting th"
      },
      {
        "document": 1375,
        "excerpt": "pied space of your choice within range. You decide the creature's appearance, and it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell"
      },
      {
        "document": 1376,
        "excerpt": "unoccupied space within range. If you know a specific creature's name, you can speak that name when you cast this spell to request that creature, though you might get a"
      },
      {
        "document": 1404,
        "excerpt": "ere's walls and thus roll the sphere at up to half the creature's Speed. Similarly, the globe can be picked up and moved by other creatures. A Disintegrate spell targeti"
      },
      {
        "document": 1417,
        "excerpt": ". For example, if you use this spell to add a hat to a creature's outfit, objects pass through the hat. A creature that takes the Study action to examine a target can ma"
      },
      {
        "document": 1436,
        "excerpt": "ognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't compr"
      },
      {
        "document": 1440,
        "excerpt": "designate creatures to be unaffected by it. Any other creature's Speed is halved in the Emanation, and whenever the Emanation enters a creature's space and whenever a c"
      },
      {
        "document": 1463,
        "excerpt": "rn an object into any kind of creature, as long as the creature's size is no larger than the object's size and the creature has a Challenge Rating of 9 or lower. The crea"
      },
      {
        "document": 1464,
        "excerpt": "nal no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you."
      },
      {
        "document": 1473,
        "excerpt": "and lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side). Nothing"
      },
      {
        "document": 1474,
        "excerpt": "nd lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side) and makes"
      },
      {
        "document": 1475,
        "excerpt": "t are only 3 inches thick. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side). If a crea"
      },
      {
        "document": 1518,
        "excerpt": "corresponds to the bag's color. See “Monsters” for the creature's stat block. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points. The creature"
      },
      {
        "document": 1519,
        "excerpt": "st the sphere's wall, moving the sphere up to half the creature's Speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the wei"
      },
      {
        "document": 1642,
        "excerpt": "se. Whenever a Swarm of Rats that isn't under another creature's control comes within 30 feet of you while you are playing the pipes, the swarm makes a DC 15 Wisdom savi"
      },
      {
        "document": 1711,
        "excerpt": "e start of your next turn, and if it was under another creature's control, that creature loses control of the sphere. On a failed check, the sphere moves 10 feet toward y"
      },
      {
        "document": 1740,
        "excerpt": "on the d20 for the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect"
      },
      {
        "document": 1760,
        "excerpt": "elepathically with the aboleth, the aboleth learns the creature's greatest desires."
      },
      {
        "document": 1761,
        "excerpt": "Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended"
      },
      {
        "document": 1762,
        "excerpt": "Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended"
      },
      {
        "document": 1763,
        "excerpt": "Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended"
      },
      {
        "document": 1764,
        "excerpt": "Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended"
      },
      {
        "document": 1765,
        "excerpt": "Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended"
      },
      {
        "document": 1766,
        "excerpt": "Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended"
      },
      {
        "document": 1767,
        "excerpt": "Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended"
      },
      {
        "document": 1768,
        "excerpt": "Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended"
      },
      {
        "document": 1769,
        "excerpt": "Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended"
      },
      {
        "document": 1770,
        "excerpt": "Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended"
      },
      {
        "document": 1771,
        "excerpt": "Air Form. The elemental can enter a creature's space and stop there. It can move through a space as narrow as 1 inch without expending extra movement t"
      },
      {
        "document": 1773,
        "excerpt": "Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended"
      },
      {
        "document": 1774,
        "excerpt": "Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended"
      },
      {
        "document": 1775,
        "excerpt": "Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended"
      },
      {
        "document": 1776,
        "excerpt": "Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended"
      },
      {
        "document": 1777,
        "excerpt": "Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended"
      },
      {
        "document": 1778,
        "excerpt": "Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended"
      },
      {
        "document": 1779,
        "excerpt": "Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended"
      },
      {
        "document": 1780,
        "excerpt": "Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended"
      },
      {
        "document": 1781,
        "excerpt": "Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended"
      },
      {
        "document": 1782,
        "excerpt": "Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended"
      },
      {
        "document": 1845,
        "excerpt": "of each of its turns. Whenever the whirlwind enters a creature's space or a creature enters the whirlwind, that creature is subjected to the following effect. Strength S"
      },
      {
        "document": 1862,
        "excerpt": "expending extra movement to do so, and it can enter a creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10"
      },
      {
        "document": 1946,
        "excerpt": "Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the kraken can expend a use to take one of the following actions. The kraken regains all expended"
      },
      {
        "document": 1949,
        "excerpt": "Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the lich can expend a use to take one of the following actions. The lich regains all expended uses"
      },
      {
        "document": 1966,
        "excerpt": "Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the mummy can expend a use to take one of the following actions. The mummy regains all expended us"
      },
      {
        "document": 2022,
        "excerpt": "Legendary Action Uses: 3. Immediately after another creature's turn, the solar can expend a use to take one of the following actions. The solar regains all expended us"
      },
      {
        "document": 2024,
        "excerpt": "Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the sphinx can expend a use to take one of the following actions. The sphinx regains all expended"
      },
      {
        "document": 2025,
        "excerpt": "Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the sphinx can expend a use to take one of the following actions. The sphinx regains all expended"
      },
      {
        "document": 2037,
        "excerpt": "Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm"
      },
      {
        "document": 2038,
        "excerpt": "Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The s"
      },
      {
        "document": 2039,
        "excerpt": "an ability check. Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swa"
      },
      {
        "document": 2040,
        "excerpt": "Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny piranha. The sw"
      },
      {
        "document": 2041,
        "excerpt": "Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm"
      },
      {
        "document": 2042,
        "excerpt": "Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swar"
      },
      {
        "document": 2043,
        "excerpt": "Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swar"
      },
      {
        "document": 2044,
        "excerpt": "Legendary Action Uses: 3. Immediately after another creature's turn, the tarrasque can expend a use to take one of the following actions. The tarrasque regains all exp"
      },
      {
        "document": 2053,
        "excerpt": "Legendary Action Uses: 3. Immediately after another creature's turn, the unicorn can expend a use to take one of the following actions. The unicorn regains all expende"
      },
      {
        "document": 2056,
        "excerpt": "Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the vampire can expend a use to take one of the following actions. The vampire regains all expende"
      }
    ],
    "creatures": [
      {
        "document": 3,
        "excerpt": "Some creatures and objects have Immunity to certain damage types and conditions. Immunity to a damage type means you do"
      },
      {
        "document": 27,
        "excerpt": "onster appears in its stat block. Calculating AC. All creatures start with the same base AC calculation: Base AC = 10 + the creature's Dexterity modifier A creature's"
      },
      {
        "document": 34,
        "excerpt": "better at unlocking the secrets of the multiverse. All creatures have a Proficiency Bonus, which reflects the impact that training has on the creature's capabilities. A"
      },
      {
        "document": 36,
        "excerpt": "e using a skill, which represents a category of things creatures try to do with an ability check. The descriptions of the actions you take (see “Actions” later in “Playi"
      },
      {
        "document": 48,
        "excerpt": "All creatures - characters and monsters - have six abilities that measure physical and mental characteristics, as show"
      },
      {
        "document": 54,
        "excerpt": "s defined below. Bright Light. Bright Light lets most creatures see normally. Even gloomy days provide Bright Light, as do torches, lanterns, fires, and other sources o"
      },
      {
        "document": 55,
        "excerpt": "Some creatures have special senses that help them perceive things in certain situations. “Rules Glossary” defines the f"
      },
      {
        "document": 73,
        "excerpt": "r. The GM rolls for monsters. For a group of identical creatures, the GM makes a single roll, so each member of the group has the same Initiative. Surprise. If a combat"
      },
      {
        "document": 75,
        "excerpt": "rmine the range on a grid between two things - whether creatures or objects - count squares from a square adjacent to one of them and stop counting in the space of the o"
      },
      {
        "document": 76,
        "excerpt": "one side or the other is defeated, which can mean the creatures are killed or knocked out or have surrendered or fled. Combat can also end when both sides agree to end"
      },
      {
        "document": 83,
        "excerpt": "Moving around Other Creatures"
      },
      {
        "document": 86,
        "excerpt": "Walls, trees, creatures, and other obstacles can provide cover, making a target more difficult to harm. As detailed in the Cover"
      },
      {
        "document": 91,
        "excerpt": "gets within 5 feet when making a melee attack. Certain creatures have melee attacks with a reach greater than 5 feet, as noted in their descriptions."
      },
      {
        "document": 96,
        "excerpt": "ccept a rider. Domesticated horses, mules, and similar creatures have such training. The Initiative of a controlled mount changes to match yours when you mount it. It m"
      },
      {
        "document": 102,
        "excerpt": "Hit Points represent durability and the will to live. Creatures with more Hit Points are more difficult to kill. Your Hit Point maximum is the number of Hit Points you"
      },
      {
        "document": 108,
        "excerpt": "ts Fireball, the spell's damage is rolled once for all creatures caught in the blast."
      },
      {
        "document": 111,
        "excerpt": "Some creatures and objects have Resistance or Vulnerability to certain damage types. If you have Resistance to a damage"
      },
      {
        "document": 117,
        "excerpt": "ing a magic item or the like. Items Made for Specific Creatures. Magic items that are meant to be worn tend to magically adjust themselves to the wearer. However, you c"
      },
      {
        "document": 169,
        "excerpt": "is section or take one of the actions available to all creatures, as described in “Playing the Game.”"
      },
      {
        "document": 171,
        "excerpt": "nd then provides the save's DC, a description of which creatures make the save, and an explanation of what happens on a failed or successful save. “Half damage only” on"
      },
      {
        "document": 174,
        "excerpt": "Some creatures can make more than one attack when they take the Attack action. Such creatures have the Multiattack entr"
      },
      {
        "document": 181,
        "excerpt": "ther effects in the game interact in special ways with creatures of a particular type. The game includes the following creature types, which have no rules of their own:"
      },
      {
        "document": 183,
        "excerpt": "Creation\" describes the nine alignments and unaligned creatures."
      },
      {
        "document": 228,
        "excerpt": "includes the Aquan, Auran, Ignan, and Terran dialects. Creatures that know one of these dialects can communicate with those that know a different one."
      },
      {
        "document": 235,
        "excerpt": "ary from that behavior. Lawful Good (LG). Lawful Good creatures endeavor to do the right thing as expected by society. Someone who fights injustice and protects the inn"
      },
      {
        "document": 237,
        "excerpt": "UNALIGNED CREATURES"
      },
      {
        "document": 348,
        "excerpt": "A Tent sleeps up to two Small or Medium creatures."
      },
      {
        "document": 502,
        "excerpt": ". A spell's description says whether the spell targets creatures, objects, or something else. A Clear Path to the Target. To target something with a spell, a caster mus"
      },
      {
        "document": 533,
        "excerpt": "The Opportunity Attack is a Reaction available to all creatures. See also \"Opportunity Attacks\" and \"Playing the Game\" (\"Actions\")."
      },
      {
        "document": 548,
        "excerpt": "d “Playing the Game” (“Combat”). Special Speeds. Some creatures have special speeds, such as a Burrow Speed, Climb Speed, Fly Speed, or Swim Speed, each of which is def"
      },
      {
        "document": 551,
        "excerpt": "A Spellcasting Focus is an object that certain creatures can use in place of a spell's Material components if those materials aren't consumed by the spell and do"
      },
      {
        "document": 554,
        "excerpt": "g the Initiative modifier is an Initiative score. Some creatures that are created by magic lack Hit Dice and Initiative information. Speed. Here the monster's Speed is"
      },
      {
        "document": 566,
        "excerpt": "creature with Tremorsense can pinpoint the location of creatures and moving objects within a specific range, provided that the creature with Tremorsense and anything it"
      },
      {
        "document": 567,
        "excerpt": "in normal and magical Darkness. Invisibility. You see creatures and objects that have the Invisible condition. Visual Illusions. Visual illusions appear transparent to"
      },
      {
        "document": 569,
        "excerpt": "A space is unoccupied if no creatures are in it and it isn't completely filled by objects."
      },
      {
        "document": 599,
        "excerpt": "ve rules themselves, but some rules in the game affect creatures of certain types in different ways."
      },
      {
        "document": 616,
        "excerpt": "isn’t Tiny or your ally - Furniture that is sized for creatures of your size or larger - Heavy snow, ice, rubble, or undergrowth - Liquid that's between shin- and waist"
      },
      {
        "document": 645,
        "excerpt": "Some creatures can hover, as noted in their stat blocks, and some spells and other effects grant the ability to hover."
      },
      {
        "document": 667,
        "excerpt": "Cursed Creatures"
      },
      {
        "document": 671,
        "excerpt": "om the chaos and evil of the Abyss and commonly besets creatures that interact with demonic objects or linger in desecrated locations, where demonic spirits await victim"
      },
      {
        "document": 676,
        "excerpt": "ewers and refuse heaps and is sometimes transmitted by creatures that dwell in such areas, including otyu-ghs and rats. Any Humanoid that is wounded by a creature that c"
      },
      {
        "document": 679,
        "excerpt": "ow at the end of each hour or gain 1 Exhaustion level. Creatures that have Resistance or Immunity to Cold damage automatically succeed on the save."
      },
      {
        "document": 681,
        "excerpt": "irst hour and increases by 1 for each additional hour. Creatures wearing Medium or Heavy armor have Disadvantage on the save. Creatures that have Resistance or Immunity"
      },
      {
        "document": 682,
        "excerpt": "Constitution saving throw or gain 1 Exhaustion level. Creatures with Resistance or Immunity to Cold damage automatically succeed on the save, as do creatures that are n"
      },
      {
        "document": 683,
        "excerpt": "heavy rain or heavy snowfall is Lightly Obscured, and creatures in the area have Disadvantage on all Wisdom (Perception) checks. Heavy rain also extinguishes open flame"
      },
      {
        "document": 684,
        "excerpt": ",000 feet or higher above sea level is taxing for most creatures because of the reduced amount of oxygen in the air. Each hour such a creature spends traveling at high a"
      },
      {
        "document": 687,
        "excerpt": "xceeds its tolerance, the ice in that area breaks. All creatures on broken ice fall through. Below the ice is frigid water (see “Frigid Water” above)."
      },
      {
        "document": 688,
        "excerpt": "enturers are made of sterner stuff. That said, certain creatures and game effects can terrify or fray the mind of even the most stalwart adventurer. If you plan to use"
      },
      {
        "document": 693,
        "excerpt": ", poisons are a favorite tool among assassins and evil creatures. Poisons come in the following four types: Contact. Contact poison can be smeared on an object and rema"
      },
      {
        "document": 722,
        "excerpt": "cret compartment and begins to roll. The stone and all creatures nearby roll Initiative; the stone gets a +8 bonus on its Initiative roll. On its turn, the stone moves"
      },
      {
        "document": 731,
        "excerpt": "Many Creatures"
      },
      {
        "document": 732,
        "excerpt": "A player's absence might warrant removing creatures from an encounter to keep it at the intended difficulty. Also, die rolls and other factors can result in"
      },
      {
        "document": 733,
        "excerpt": "CR 0 Creatures"
      },
      {
        "document": 734,
        "excerpt": "single encounter can be daunting, particularly if the creatures are complex."
      },
      {
        "document": 736,
        "excerpt": "Powerful Creatures"
      },
      {
        "document": 739,
        "excerpt": "Notice things in the environment or in creatures’ behavior"
      },
      {
        "document": 783,
        "excerpt": "total damage of the gems is divided equally among all creatures in the Line."
      },
      {
        "document": 787,
        "excerpt": "Bane. The item seeks to thwart or destroy creatures of a particular type, such as Constructs, Fiends, or Undead."
      },
      {
        "document": 936,
        "excerpt": "Transports creatures or objects"
      },
      {
        "document": 940,
        "excerpt": ", magical traditions, planes of existence, and certain creatures (Aberrations, Constructs, Elementals, Fey, and Monstrosities)"
      },
      {
        "document": 964,
        "excerpt": "ction, you present your Holy Symbol and censure Undead creatures. Each Undead of your choice within 30 feet of you must make a Wisdom saving throw. If the creature fails"
      },
      {
        "document": 968,
        "excerpt": "your Holy Symbol or weapon, you can target a number of creatures equal to your Charisma modifier (minimum of one creature) that you can see within 60 feet of yourself."
      },
      {
        "document": 971,
        "excerpt": "Sorcery Point When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, s"
      },
      {
        "document": 978,
        "excerpt": "Your damaging cantrips affect even creatures that avoid the brunt of the effect. When you cast a can-trip at a creature and you miss with the attack"
      },
      {
        "document": 981,
        "excerpt": "equal to five times your Cleric level. Choose Bloodied creatures within 30 feet of yourself (which can include you), and divide those Hit Points among them. This feature"
      },
      {
        "document": 1151,
        "excerpt": "of white cloth) Duration: 8 hours Choose up to three creatures within range. Each target's Hit Point maximum and current Hit Points increase by 5 for the duration. Us"
      },
      {
        "document": 1152,
        "excerpt": "arded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is audible or mental: Audible Alarm. Th"
      },
      {
        "document": 1156,
        "excerpt": "V, S Duration: 24 hours Choose any number of willing creatures that you can see within range. Each target shape-shifts into a Large or smaller Beast of your choice tha"
      },
      {
        "document": 1157,
        "excerpt": "ture is within 60 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to each one). You decide what ac"
      },
      {
        "document": 1158,
        "excerpt": "ure is within 500 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to each one). If you issue no co"
      },
      {
        "document": 1159,
        "excerpt": "10-foot Emanation for the duration. The aura prevents creatures other than Constructs and Undead from passing or reaching through it. An affected creature can cast spel"
      },
      {
        "document": 1164,
        "excerpt": "an't be unlocked by any nonmagical means. You and any creatures you designate when you cast the spell can open and close the object despite the lock. You can also set a"
      },
      {
        "document": 1167,
        "excerpt": "Duration: Until dispelled You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell ends instantly if you are alrea"
      },
      {
        "document": 1171,
        "excerpt": ") Duration: Concentration, up to 1 minute Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target t"
      },
      {
        "document": 1174,
        "excerpt": "n: Concentration, up to 1 minute Choose any number of creatures within range. For the duration, each target has Advantage on Wisdom saving throws and Death Saving Throw"
      },
      {
        "document": 1179,
        "excerpt": ": Concentration, up to 1 minute You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target"
      },
      {
        "document": 1182,
        "excerpt": "eet away. You can affect and be affected only by other creatures on the Ethereal Plane, and creatures on the other plane can't perceive you unless they have a special ab"
      },
      {
        "document": 1186,
        "excerpt": "the duration. - The creature becomes Indifferent about creatures of your choice that it's Hostile toward. This indifference ends if the target takes damage or witnesses"
      },
      {
        "document": 1219,
        "excerpt": "ure is within 120 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to them). You decide what action"
      },
      {
        "document": 1228,
        "excerpt": "and any objects inside the demiplane remain there. Any creatures inside also remain unless they opt to be shunted through the door as it vanishes, landing with the Prone"
      },
      {
        "document": 1231,
        "excerpt": "u sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagio"
      },
      {
        "document": 1232,
        "excerpt": "of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creatur"
      },
      {
        "document": 1236,
        "excerpt": "s the Charmed or Frightened condition from one or more creatures of the types above. The target is no longer possessed, Charmed, or Frightened by such creatures. Dismis"
      },
      {
        "document": 1250,
        "excerpt": ". You create a spray of cool mist that lightly dampens creatures and objects in a 5-foot Cube. Alternatively, you create 1 cup of clean water either in an open container"
      },
      {
        "document": 1255,
        "excerpt": "nute You weave a distracting string of words, causing creatures of your choice that you can see within range to make a Wisdom saving throw. Any creature you or your com"
      },
      {
        "document": 1256,
        "excerpt": "Ethereal Plane, you can affect and be affected only by creatures, objects, and effects on that plane. Creatures that aren't on the Ethereal Plane can't perceive or inter"
      },
      {
        "document": 1259,
        "excerpt": "objects is based on the quality of the raw materials. Creatures and magic items can't be created by this spell. You also can't use it to create items that require a hig"
      },
      {
        "document": 1260,
        "excerpt": "y saving throw. For the duration, objects and affected creatures shed Dim Light in a 10-foot radius and can't benefit from the Invisible condition. Attack rolls against"
      },
      {
        "document": 1264,
        "excerpt": "of down) Duration: 1 minute Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If a"
      },
      {
        "document": 1281,
        "excerpt": "a height of 30 feet above the floor. For the duration, creatures can't teleport into the area or use portals, such as those created by the Gate spell, to enter the area."
      },
      {
        "document": 1282,
        "excerpt": "that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside it, are pushed away from the center of"
      },
      {
        "document": 1283,
        "excerpt": "tion, the target has Advantage on D20 Tests, and other creatures have Disadvantage on attack rolls against it. The spell ends early if you cast it again."
      },
      {
        "document": 1285,
        "excerpt": "r an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice and have the Restrained conditi"
      },
      {
        "document": 1292,
        "excerpt": "n't affect anything within it. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barr"
      },
      {
        "document": 1293,
        "excerpt": "s spell ends. You can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect Aberrations). You can also s"
      },
      {
        "document": 1303,
        "excerpt": "erration, Celestial, Elemental, Fey, Fiend, or Undead. Creatures of the chosen types can't willingly enter the area, and any creature that is possessed by or that has th"
      },
      {
        "document": 1304,
        "excerpt": "d smooth road. Manufactured structures, equipment, and creatures within the area aren't changed. The tactile characteristics of the terrain are unchanged, so creatures"
      },
      {
        "document": 1311,
        "excerpt": "cts don't set in until this hour is over. Up to twelve creatures can partake of the feast. A creature that partakes gains several benefits, which last for 24 hours. The"
      },
      {
        "document": 1317,
        "excerpt": "mit an aura in a 30-foot Emanation. While in the aura, creatures of your choice have Advantage on all saving throws, and other creatures have Disadvantage on attack roll"
      },
      {
        "document": 1323,
        "excerpt": "n illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, seems to be written in your hand, and"
      },
      {
        "document": 1324,
        "excerpt": "the gemstone (allowing the target to see out and other creatures to see in), but nothing else can pass through by any means. Slumber. The target has the Unconscious con"
      },
      {
        "document": 1330,
        "excerpt": "on Dexterity saving throws and attack rolls, and other creatures have Advantage on attack rolls against it. On each of its turns, the target can take an action to collec"
      },
      {
        "document": 1344,
        "excerpt": "surface. Choose one or more of the following types of creatures: Celestials, Elementals, Fey, Fiends, or Undead. The circle affects a creature of the chosen type in the"
      },
      {
        "document": 1345,
        "excerpt": "any Humanoid within 100 feet of you that you can see (creatures warded by a Protection from Evil and Good or Magic Circle spell can't be possessed). The target makes a"
      },
      {
        "document": 1349,
        "excerpt": "ts can't leave the dwelling. When the spell ends, any creatures or objects left inside the extradimensional space are expelled into the unoccupied spaces nearest to the"
      },
      {
        "document": 1351,
        "excerpt": "rom a point you can see within range. Choose up to six creatures in a 30-foot-radius Sphere centered on that point. Each target regains Hit Points equal to 5d8 plus your"
      },
      {
        "document": 1352,
        "excerpt": "taneous A flood of healing energy flows from you into creatures around you. You restore up to 700 Hit Points, divided as you choose among any number of creatures that y"
      },
      {
        "document": 1353,
        "excerpt": "feet Components: V Duration: Instantaneous Up to six creatures of your choice that you can see within range regain Hit Points equal to 2d4 plus your spellcasting abili"
      },
      {
        "document": 1354,
        "excerpt": "escribed in no more than 25 words - to twelve or fewer creatures you can see within range that can hear and understand you. The suggestion must sound achievable and not"
      },
      {
        "document": 1363,
        "excerpt": "e present. The spell doesn't disguise, conceal, or add creatures. The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground i"
      },
      {
        "document": 1369,
        "excerpt": "e. Because the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or injured by the ground's movement. At the end of every 10 minute"
      },
      {
        "document": 1372,
        "excerpt": "ture surrounding it. When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest t"
      },
      {
        "document": 1376,
        "excerpt": "demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you. A task that can be measured in minutes requ"
      },
      {
        "document": 1378,
        "excerpt": ") Duration: Instantaneous You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target d"
      },
      {
        "document": 1385,
        "excerpt": "feet Components: V Duration: Instantaneous Up to five creatures of your choice who remain within range for the spell's entire casting gain the benefits of a Short Rest"
      },
      {
        "document": 1388,
        "excerpt": "feet and Dim Light for an additional 100 feet. You and creatures you designate when you cast the spell can pass through and be near the wall without harm. If another cre"
      },
      {
        "document": 1389,
        "excerpt": "d area or pass through the barrier at its perimeter. - Creatures in the area can't be targeted by Divination spells. - Nothing can teleport into or out of the warded are"
      },
      {
        "document": 1394,
        "excerpt": "s, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants several bene"
      },
      {
        "document": 1404,
        "excerpt": "milarly, the globe can be picked up and moved by other creatures. A Disintegrate spell targeting the globe destroys it without harming anything inside."
      },
      {
        "document": 1407,
        "excerpt": "ot high Cylinder centered on a point within range. All creatures and objects in that area that aren't anchored to the ground fall upward and reach the top of the Cylinde"
      },
      {
        "document": 1409,
        "excerpt": "it. The space can hold up to eight Medium or smaller creatures. Attacks, spells, and other effects can't pass into or out of the space, but creatures inside it can see"
      },
      {
        "document": 1416,
        "excerpt": "h of talc) Duration: 1 hour For the duration, you see creatures and objects that have the Invisible condition as if they were visible, and you can see into the Ethereal"
      },
      {
        "document": 1427,
        "excerpt": "inside the Sphere has Immunity to Thunder damage, and creatures have the Deafened condition while entirely inside it. Casting a spell that includes a Verbal component i"
      },
      {
        "document": 1429,
        "excerpt": "ast this spell. The simulacrum is Friendly to you and creatures you designate. It obeys your commands and acts on your turn in combat. The simulacrum can't gain levels,"
      },
      {
        "document": 1430,
        "excerpt": "akes an action to shake it out of the spell's effect. Creatures that don't sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed"
      },
      {
        "document": 1432,
        "excerpt": "ation, up to 1 minute You alter time around up to six creatures of your choice in a 40-foot Cube within range. Each target must succeed on a Wisdom saving throw or be a"
      },
      {
        "document": 1437,
        "excerpt": "'s area within the past day, gaining information about creatures that have passed, weather, and other circumstances. You can also turn Difficult Terrain caused by plant"
      },
      {
        "document": 1440,
        "excerpt": "fiendish. When you cast this spell, you can designate creatures to be unaffected by it. Any other creature's Speed is halved in the Emanation, and whenever the Emanatio"
      },
      {
        "document": 1446,
        "excerpt": "ts of lightning from the cloud to strike six different creatures or objects beneath it. Each target makes a Dexterity saving throw, taking 10d6 Lightning damage on a fai"
      },
      {
        "document": 1451,
        "excerpt": "ng the glyph. You can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect Aberrations). You can also s"
      },
      {
        "document": 1452,
        "excerpt": "10 minutes You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell and as a Magic action on your later turns before the spel"
      },
      {
        "document": 1453,
        "excerpt": "You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creat"
      },
      {
        "document": 1454,
        "excerpt": "spell instantly transports you and up to eight willing creatures that you can see within range, or a single object that you can see within range, to a destination you se"
      },
      {
        "document": 1458,
        "excerpt": "me for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal. This spell"
      },
      {
        "document": 1459,
        "excerpt": "he Emanation isn't big enough to fully encapsulate all creatures in its area. Creatures and objects within the Emanation when you cast the spell can move through it fre"
      },
      {
        "document": 1467,
        "excerpt": "turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall"
      },
      {
        "document": 1477,
        "excerpt": "if the spell is cast again on either of the connected creatures."
      },
      {
        "document": 1478,
        "excerpt": "uration: 24 hours This spell grants up to ten willing creatures of your choice within range the ability to breathe underwater until the spell ends. Affected creatures a"
      },
      {
        "document": 1479,
        "excerpt": "cksand, or lava - as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures of your choice wi"
      },
      {
        "document": 1482,
        "excerpt": "a candle) Duration: 8 hours You and up to ten willing creatures of your choice within range assume gaseous forms for the duration, appearing as wisps of cloud. While in"
      },
      {
        "document": 1483,
        "excerpt": "smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. A"
      },
      {
        "document": 1484,
        "excerpt": ". Instant Health. You allow yourself and up to twenty creatures that you can see to regain all Hit Points, and you end all effects on them listed in the Greater Restora"
      },
      {
        "document": 1485,
        "excerpt": "V Duration: Instantaneous You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that"
      },
      {
        "document": 1504,
        "excerpt": "on), Very Rare This magic ammunition is meant to slay creatures of a particular type, which the GM chooses or determines randomly by rolling on the table below. If a cr"
      },
      {
        "document": 1509,
        "excerpt": "one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move up"
      },
      {
        "document": 1517,
        "excerpt": "nutes of breathing, divided by the number of breathing creatures inside. Placing a Bag of Holding inside an extradimensional space created by a Handy Haversack, Portabl"
      },
      {
        "document": 1519,
        "excerpt": "pletely within the area is trapped inside this sphere. Creatures that succeeded on the save or are partially within the area are pushed away from the center of the spher"
      },
      {
        "document": 1523,
        "excerpt": "k state ends when you start your turn and there are no creatures within 60 feet of you that you can see or hear. While berserk, you regard the creature nearest to you t"
      },
      {
        "document": 1548,
        "excerpt": "n, you can cast Detect Thoughts (save DC 17) targeting creatures you can see within 30 feet of the spell's sensor. You don't need to concentrate on this Detect Thoughts"
      },
      {
        "document": 1549,
        "excerpt": ". In addition, you can communicate telepathically with creatures you can see within 30 feet of the spell's sensor. You can also cast Suggestion (save DC 17) through the"
      },
      {
        "document": 1557,
        "excerpt": "cards. A full deck has 34 cards: 32 depicting specific creatures and two with a mirrored surface. A deck found as treasure is usually missing 1d20 - 1 cards. The magic"
      },
      {
        "document": 1578,
        "excerpt": "ty, you can make out details of even extremely distant creatures and objects as small as 2 feet across."
      },
      {
        "document": 1580,
        "excerpt": "e where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. T"
      },
      {
        "document": 1582,
        "excerpt": "and Word. The Folding Boat folds back into a box if no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds."
      },
      {
        "document": 1594,
        "excerpt": "nutes of breathing, divided by the number of breathing creatures inside. Placing the haversack inside an extradimensional space created by a Bag of Holding, Portable Ho"
      },
      {
        "document": 1602,
        "excerpt": "a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effect"
      },
      {
        "document": 1609,
        "excerpt": "wearing. The orbiting stone avoids contact with other creatures and objects, adjusting its orbit to avoid collisions and thwarting all attempts by other creatures to at"
      },
      {
        "document": 1613,
        "excerpt": "ius and Dim Light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's Bright Light. You can take a Utilize actio"
      },
      {
        "document": 1625,
        "excerpt": "s viewed indirectly, its surface shows faint images of creatures. The mirror weighs 50 pounds, and it has AC 11, HP 10, Immunity to Poison and Psychic damage, and Vulner"
      },
      {
        "document": 1627,
        "excerpt": "next time you enter combat against one or more Hostile creatures, you can select one of them as your foe when you roll Initiative. If you reduce your foe to 0 Hit Points"
      },
      {
        "document": 1644,
        "excerpt": "ding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to"
      },
      {
        "document": 1673,
        "excerpt": "g this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type."
      },
      {
        "document": 1688,
        "excerpt": "ot radius and Dim Light for an additional 30 feet, and creatures that can see you have Disadvantage on attack rolls against you. Any creature in the Bright Light that ca"
      },
      {
        "document": 1697,
        "excerpt": "n instantly transports you and up to 199 other willing creatures you can see to a demiplane. You choose the form the demiplane takes. It could be a tranquil garden, a c"
      },
      {
        "document": 1706,
        "excerpt": "originating from you. When the Emanation appears, any creatures or objects not fully contained within it are pushed into the nearest unoccupied spaces outside it. The a"
      },
      {
        "document": 1718,
        "excerpt": "for 10 minutes, making the area Heavily Obscured for creatures other than you. A strong wind (like that created by Gust of Wind) disperses the swarm and ends the effec"
      },
      {
        "document": 1742,
        "excerpt": "e from you. The wand can sense the presence of Hostile creatures that are Invisible, ethereal, disguised, or hidden, as well as those in plain sight. The effect ends if"
      },
      {
        "document": 1792,
        "excerpt": "ncorporeal Movement. The avatar can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside"
      },
      {
        "document": 1821,
        "excerpt": "hin 15 feet that contains one or more Large or smaller creatures. Dexterity Saving Throw: DC 15, each creature in the bulette's destination space. Failure: 19 (3d12) Blu"
      },
      {
        "document": 1824,
        "excerpt": "s and can move through the spaces of Medium or smaller creatures. Each creature whose space the centaur enters is targeted once by the following effect. Strength Saving"
      },
      {
        "document": 1835,
        "excerpt": "ouatl's thoughts can't be read by any means, and other creatures can communicate with it telepathically only if it allows them."
      },
      {
        "document": 1849,
        "excerpt": "Abyssal; telepathy 60 ft. (works only with creatures that understand Abyssal)"
      },
      {
        "document": 1862,
        "excerpt": "inating from the elemental takes 5 (1d10) Fire damage. Creatures and flammable objects in the Emanation start burning. Fire Form. The elemental can move through a space"
      },
      {
        "document": 1869,
        "excerpt": "cube fills its entire space and is transparent. Other creatures can enter that space, but a creature that does so is subjected to the cube's Engulf and has Disadvantage"
      },
      {
        "document": 1871,
        "excerpt": "Incorporeal Movement. The ghost can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside"
      },
      {
        "document": 1946,
        "excerpt": "reature Grappled by the kraken (it can have up to four creatures swallowed at a time). Failure: 23 (3d8 + 10) Piercing damage. If the target is Large or smaller, it is s"
      },
      {
        "document": 1970,
        "excerpt": "Ethereal Stride. The nightmare and up to three willing creatures within 5 feet of it teleport to the Ethereal Plane from the Material Plane or vice versa."
      },
      {
        "document": 1995,
        "excerpt": "creature Grappled by the worm (it can have up to three creatures swallowed at a time). Failure: The target is swallowed by the worm, and the Grappled condition ends. A s"
      },
      {
        "document": 1997,
        "excerpt": "Piercing damage from weapons wielded by creatures under the effect of a Bless spell"
      },
      {
        "document": 2002,
        "excerpt": "eature Grappled by the remorhaz (it can have up to two creatures swallowed at a time). Failure: The target is swallowed by the remorhaz, and the Grappled condition ends."
      },
      {
        "document": 2023,
        "excerpt": "corporeal Movement. The specter can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside"
      },
      {
        "document": 2044,
        "excerpt": "ature Grappled by the tarrasque (it can have up to six creatures swallowed at a time). Failure: The target is swallowed, and the Grappled condition ends. A swallowed cre"
      },
      {
        "document": 2065,
        "excerpt": "pple one Large creature or up to two Medium or smaller creatures at a time with Whelm. As an action, a creature within 5 feet of the elemental can pull a creature out of"
      },
      {
        "document": 2074,
        "excerpt": "Incorporeal Movement. The wisp can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside"
      },
      {
        "document": 2078,
        "excerpt": "ncorporeal Movement. The wraith can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside"
      }
    ],
    "creatures'": [
      {
        "document": 722,
        "excerpt": "redirected by an obstacle. The stone can move through creatures' spaces, and creatures can move through the stone's space, treating it as Difficult Terrain. Whenever the"
      }
    ],
    "credited": [
      {
        "document": 672,
        "excerpt": "lchemists, potion brewers, and areas of wild magic are credited with creating the first magical contagions. An outbreak of such a contagion can form the basis of an adv"
      }
    ],
    "creep": [
      {
        "document": 10,
        "excerpt": "ust make a Death Saving Throw to determine whether you creep closer to death or hang on to life. Unlike other saving throws, this one isn't tied to an ability score."
      }
    ],
    "creepers": [
      {
        "document": 1170,
        "excerpt": "and gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. The GM chooses statistics appropriate for the a"
      }
    ],
    "crescent": [
      {
        "document": 1694,
        "excerpt": "t. Button 2. The rod's flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic Battleaxe that grants a +3 bonus to attack r"
      }
    ],
    "crevasse": [
      {
        "document": 1304,
        "excerpt": "ields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a preci"
      },
      {
        "document": 1363,
        "excerpt": "lds or a road could be made to resemble a swamp, hill, crevasse, or some other rough or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice"
      }
    ],
    "crew": [
      {
        "document": 68,
        "excerpt": "avel pace. Depending on the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day. \"Equipment\" includes vehicles for sale."
      },
      {
        "document": 360,
        "excerpt": "Crew"
      },
      {
        "document": 922,
        "excerpt": "Crew"
      }
    ],
    "criminal": [
      {
        "document": 237,
        "excerpt": "by the harm they cause as they pursue their desires. A criminal who robs and murders as they please is probably Neutral Evil. Chaotic Evil (CE). Chaotic Evil creatures"
      },
      {
        "document": 694,
        "excerpt": "apothecary might keep a hidden stash. Characters with criminal contacts might be able to acquire poison easily. Other characters might have to make extensive inquiries"
      },
      {
        "document": 996,
        "excerpt": "Criminal"
      }
    ],
    "criminals": [
      {
        "document": 367,
        "excerpt": "t be exposed to unhealthy conditions and opportunistic criminals."
      }
    ],
    "crimson": [
      {
        "document": 1661,
        "excerpt": "Points for any Hit Point Die you spend. This potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat."
      }
    ],
    "critical": [
      {
        "document": 10,
        "excerpt": "a Death Saving Throw failure. If the damage is from a Critical Hit, you suffer two failures instead. If the damage equals or exceeds your Hit Point maximum, you die."
      },
      {
        "document": 28,
        "excerpt": "of any modifiers or the target’s AC. This is called a Critical Hit (see “Combat” later in “Playing the Game”). If you roll a 1 on the d20 (a “natural 1”) for an attac"
      },
      {
        "document": 106,
        "excerpt": "Critical Hits"
      },
      {
        "document": 600,
        "excerpt": "Critical Hit"
      },
      {
        "document": 974,
        "excerpt": "Improved Critical"
      },
      {
        "document": 1484,
        "excerpt": "ll could undo an ally's failed saving throw or a foe's Critical Hit. You can force the reroll to be made with Advantage or Disadvantage, and you choose whether to use t"
      },
      {
        "document": 1495,
        "excerpt": "d. Attack rolls against you have Advantage. Automatic Critical Hits. Any attack roll that hits you is a Critical Hit if the attacker is within 5 feet of you."
      },
      {
        "document": 1501,
        "excerpt": "fail Strength and Dexterity saving throws. Automatic Critical Hits. Any attack roll that hits you is a Critical Hit if the attacker is within 5 feet of you. Unaware."
      },
      {
        "document": 1502,
        "excerpt": "substances in existence. While you're wearing it, any Critical Hit against you becomes a normal hit."
      },
      {
        "document": 1974,
        "excerpt": "e damage taken) unless the damage is Radiant or from a Critical Hit. On a successful save, the zombie drops to 1 Hit Point instead."
      },
      {
        "document": 2091,
        "excerpt": "e damage taken) unless the damage is Radiant or from a Critical Hit. On a successful save, the zombie drops to 1 Hit Point instead."
      }
    ],
    "critters": [
      {
        "document": 733,
        "excerpt": "ld be used sparingly. If you want to include many CR 0 critters in an encounter, use swarms instead."
      }
    ],
    "crocodile": [
      {
        "document": 1837,
        "excerpt": "Crocodile"
      },
      {
        "document": 1880,
        "excerpt": "Giant Crocodile"
      }
    ],
    "crocodile's": [
      {
        "document": 1880,
        "excerpt": "the Restrained condition and can't be targeted by the crocodile's Tail. Tail. Melee Attack Roll: +8, reach 10 ft. Hit: 18 (3d8 + 5) Bludgeoning damage. If the target is"
      }
    ],
    "crops": [
      {
        "document": 1354,
        "excerpt": "e down that road, and help the villagers there harvest crops until sunset.” Or you could say, “Now is not the time for violence. Drop your weapons, and dance! Stop i"
      }
    ],
    "cross": [
      {
        "document": 75,
        "excerpt": "uare cost even more. Corners. Diagonal movement can't cross the corner of a wall, a large tree, or another terrain feature that fills its space. Ranges. To determi"
      },
      {
        "document": 719,
        "excerpt": "revent the lid from opening, thereby making it safe to cross. The cover can also be held shut using Arcane Lock or similar magic. Escape. A creature needs a Climb S"
      },
      {
        "document": 723,
        "excerpt": "revent the lid from opening, thereby making it safe to cross. The cover can also be held shut using an Arcane Lock spell or similar magic. Escape. A creature needs"
      },
      {
        "document": 728,
        "excerpt": "Using the XP Budget per Character table, cross-reference the party's level with the desired encounter difficulty. Multiply the number in the table by t"
      },
      {
        "document": 1278,
        "excerpt": ", up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor"
      },
      {
        "document": 1605,
        "excerpt": "es above a surface. This effect means the creature can cross or stand above nonsolid or unstable surfaces, such as water or lava. The creature leaves no tracks and i"
      }
    ],
    "crossbones": [
      {
        "document": 267,
        "excerpt": "A black pirate flag adorned with a dragon's skull and crossbones 97 A tiny mechanical crab or spider that moves about when it's not being observed 98 A glass jar conta"
      }
    ],
    "crossbow": [
      {
        "document": 390,
        "excerpt": "a day). For example, you need 5 days to make a Heavy Crossbow, which sells for 50 GP. If an item requires multiple days, the days needn't be consecutive. Characters"
      },
      {
        "document": 425,
        "excerpt": "Armor, Leather Armor, Studded Leather Armor, Backpack, Crossbow Bolt Case, Map or Scroll Case, Parchment, Pouch, Quiver, Waterskin"
      },
      {
        "document": 466,
        "excerpt": "Case, Crossbow Bolt (1 GP)"
      },
      {
        "document": 928,
        "excerpt": "Light Crossbow"
      },
      {
        "document": 931,
        "excerpt": "Case, Crossbow Bolt"
      },
      {
        "document": 1038,
        "excerpt": "Case, Crossbow Bolt"
      },
      {
        "document": 1067,
        "excerpt": "Hand Crossbow"
      },
      {
        "document": 1070,
        "excerpt": "Heavy Crossbow"
      },
      {
        "document": 1085,
        "excerpt": "Light Crossbow"
      },
      {
        "document": 1791,
        "excerpt": "Light Crossbow, Shortsword, Studded Leather Armor"
      },
      {
        "document": 1801,
        "excerpt": "Leather Armor, Light Crossbow, Scimitar"
      },
      {
        "document": 1944,
        "excerpt": "Greatsword, Heavy Crossbow, Plate Armor"
      },
      {
        "document": 2030,
        "excerpt": "Hand Crossbow, Shortsword, Thieves' Tools"
      },
      {
        "document": 2046,
        "excerpt": "Chain Mail, Heavy Crossbow, Warhammer"
      },
      {
        "document": 2047,
        "excerpt": "Heavy Crossbow, Leather Armor, Mace"
      },
      {
        "document": 2064,
        "excerpt": "Greatsword, Heavy Crossbow, Splint Armor"
      },
      {
        "document": 2069,
        "excerpt": "Hand Crossbow"
      }
    ],
    "crosses": [
      {
        "document": 626,
        "excerpt": "warded by the Game Master. When a character's XP total crosses certain thresholds, the character's level increases. See also “Level Advancement.”"
      },
      {
        "document": 716,
        "excerpt": "Deadly Trap (Levels 1–4) Trigger: A creature crosses a trip wire Duration: Instantaneous This trap uses a trip wire to collapse an unstable section of ceil"
      },
      {
        "document": 717,
        "excerpt": "Nuisance Trap (Levels 1–4) Trigger: A creature crosses a trip wire Duration: Instantaneous A falling net trap uses a trip wire to release a weighted, 10-foot"
      }
    ],
    "crossing": [
      {
        "document": 714,
        "excerpt": "ples of triggers include stepping on a pressure plate, crossing a trip wire, turning a doorknob, or using the wrong key in a lock. Duration. Some traps have durations"
      },
      {
        "document": 1479,
        "excerpt": "lava - as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures of your choice within rang"
      }
    ],
    "crowbar": [
      {
        "document": 429,
        "excerpt": ", Heavy armor, Ball Bearings, Bucket, Caltrops, Chain, Crowbar, Firearm Bullets, Grappling Hook, Iron Pot, Iron Spikes, Sling Bullets"
      },
      {
        "document": 462,
        "excerpt": "wing items: Backpack, Ball Bearings, Bell, 10 Candles, Crowbar, Hooded Lantern, 7 flasks of Oil, 5 days of Rations, Rope, Tinderbox, and Waterskin."
      },
      {
        "document": 476,
        "excerpt": "Crowbar (2 GP)"
      },
      {
        "document": 479,
        "excerpt": "Pack contains the following items: Backpack, Caltrops, Crowbar, 2 flasks of Oil, 10 days of Rations, Rope, Tinderbox, 10 Torches, and Waterskin."
      },
      {
        "document": 756,
        "excerpt": "f Acid; on a 2, a flask of Alchemist’s Fire; on a 3, a Crowbar; on a 4, a lit Torch."
      },
      {
        "document": 931,
        "excerpt": "Crowbar"
      },
      {
        "document": 996,
        "excerpt": "Choose A or B: (A) 2 Daggers, Thieves' Tools, Crowbar, 2 Pouches, Traveler's Clothes, 16 GP; or (B) 50 GP"
      },
      {
        "document": 1050,
        "excerpt": "Crowbar"
      }
    ],
    "crowbar's": [
      {
        "document": 476,
        "excerpt": "owbar gives you Advantage on Strength checks where the Crowbar's leverage can be applied."
      }
    ],
    "crowd": [
      {
        "document": 103,
        "excerpt": "cing open a stuck door, picking a lock, entertaining a crowd, or deciphering a cipher. The GM and the rules often call for an ability check when a creature attempts"
      }
    ],
    "crown": [
      {
        "document": 974,
        "excerpt": "ic contests or bloody battle, Champions strive for the crown of the victor."
      }
    ],
    "crude": [
      {
        "document": 1250,
        "excerpt": "st, or water that can fit in a 1-foot Cube to assume a crude shape (such as that of a creature) for 1 hour."
      }
    ],
    "crudely": [
      {
        "document": 1475,
        "excerpt": "lve the size of each panel to create supports. You can crudely shape the wall to create battlements and the like. The wall is an object made of stone that can be dama"
      }
    ],
    "cruel": [
      {
        "document": 235,
        "excerpt": "e regard for what others expect. A rebel who waylays a cruel baron's tax collectors and uses the stolen money to help the poor is probably Chaotic Good. Lawful Neut"
      }
    ],
    "crumbles": [
      {
        "document": 147,
        "excerpt": "the scroll can't be used again. Its words fade, or it crumbles into dust. Any creature that can understand a written language can read a scroll and attempt to activat"
      },
      {
        "document": 1598,
        "excerpt": "ire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic. You gain the following b"
      },
      {
        "document": 1700,
        "excerpt": "turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended. Spell Resistance. You have Advantage on"
      },
      {
        "document": 1709,
        "excerpt": "ormal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn't lost. If the spell is on your spell list but o"
      },
      {
        "document": 1712,
        "excerpt": "u expend the last charge, roll 1d20. On a 1, the staff crumbles to dust and is destroyed."
      },
      {
        "document": 1713,
        "excerpt": "u expend the last charge, roll 1d20. On a 1, the staff crumbles into cinders and is destroyed."
      },
      {
        "document": 1741,
        "excerpt": "nd the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1742,
        "excerpt": "nd the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1743,
        "excerpt": "nd the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1744,
        "excerpt": "nd the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1745,
        "excerpt": "nd the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1747,
        "excerpt": "nd the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1748,
        "excerpt": "nd the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1749,
        "excerpt": "nd the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1752,
        "excerpt": "nd the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1753,
        "excerpt": "nd the wand's last charge, roll 1d20. On a 1, the wand crumbles into dust and is destroyed. Wand of Wonder Effects"
      }
    ],
    "crush": [
      {
        "document": 267,
        "excerpt": "bel that says, \"The Wizard of Wines Winery, Red Dragon Crush, 331422-W\" 94 A mosaic tile with a multicolored, glazed surface 95 A petrified mouse 96 A black pirat"
      },
      {
        "document": 1163,
        "excerpt": "rget, you can take a Bonus Action to cause the hand to crush it, dealing Bludgeoning damage to the target equal to 4d6 plus your spellcasting ability modifier. Inte"
      },
      {
        "document": 1328,
        "excerpt": "can take a Magic action to speak the object's name and crush the sapphire. The object instantly appears in your hand regardless of physical or planar distances, and"
      },
      {
        "document": 1840,
        "excerpt": "Crush. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage, and the darkmantle attaches to"
      }
    ],
    "crushed": [
      {
        "document": 1192,
        "excerpt": "V, S, M (the powder of a crushed black pearl worth 500+ GP)"
      }
    ],
    "crushing": [
      {
        "document": 1328,
        "excerpt": "If another creature is holding or carrying the object, crushing the sapphire doesn't transport it, but instead you learn who that creature is and where that creature is"
      }
    ],
    "cry": [
      {
        "document": 1456,
        "excerpt": "choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. Tremors. You cause harmless tremors in the ground for 1 minute."
      },
      {
        "document": 1867,
        "excerpt": "War Cry (Recharge 5–6). The giant or one creature of its choice that can see or hear it gains 16 (2d10 + 5) Temp"
      }
    ],
    "cryptic": [
      {
        "document": 787,
        "excerpt": "mined to solve a mystery, learn a secret, or unravel a cryptic prophecy."
      },
      {
        "document": 1238,
        "excerpt": "ers a truthful reply, which might be a short phrase or cryptic rhyme. The spell doesn't account for circumstances that might change the answer, such as the casting of"
      },
      {
        "document": 1436,
        "excerpt": "ding the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are antagonistic"
      }
    ],
    "crystal": [
      {
        "document": 148,
        "excerpt": "of wood, and others are composed of polished metal or crystal. A staff weighs between 2 and 7 pounds and serves well as a walking stick or cane. Unless its descripti"
      },
      {
        "document": 149,
        "excerpt": "fted of metal, bone, or wood. It is tipped with metal, crystal, stone, or some other material. Unless its description notes otherwise, a wand can be used as an Arcane"
      },
      {
        "document": 266,
        "excerpt": "s 68 A l-inch cube, each side a different color 69 A crystal doorknob 70 A packet filled with pink dust 71 A fragment of a beautiful song, written as musical notes"
      },
      {
        "document": 820,
        "excerpt": "A crystal that faintly glows in moonlight"
      },
      {
        "document": 933,
        "excerpt": "Crystal"
      },
      {
        "document": 943,
        "excerpt": "Crystal, glass, ice"
      },
      {
        "document": 971,
        "excerpt": "Choose A or B: (A) Spear, 2 Daggers, Arcane Focus (crystal), Dungeoneer’s Pack, and 28 GP; or (B) 50 GP"
      },
      {
        "document": 1202,
        "excerpt": "V, S, M (a small crystal or glass cone)"
      },
      {
        "document": 1220,
        "excerpt": "s, rope, wood, and the like) or mineral matter (stone, crystal, metal, and the like). The object must be no larger than a 5-foot Cube, and the object must be of a form"
      },
      {
        "document": 1285,
        "excerpt": "V, S, M (a miniature crystal sphere)"
      },
      {
        "document": 1337,
        "excerpt": "V, S, M (a bit of fur and a crystal rod)"
      },
      {
        "document": 1345,
        "excerpt": "V, S, M (a gem, crystal, or reliquary worth 500+ GP)"
      },
      {
        "document": 1413,
        "excerpt": "V, S, M (a focus worth 1,000+ GP, such as a crystal ball, mirror, or water-filled font)"
      },
      {
        "document": 1459,
        "excerpt": "V, S, M (a crystal bead)"
      },
      {
        "document": 1548,
        "excerpt": "Crystal Ball of Mind Reading"
      },
      {
        "document": 1549,
        "excerpt": "Crystal Ball of Telepathy"
      },
      {
        "document": 1550,
        "excerpt": "Crystal Ball of True Seeing"
      },
      {
        "document": 1551,
        "excerpt": "Crystal Ball"
      },
      {
        "document": 1561,
        "excerpt": "m, Artifact (Requires Attunement) An orb is an etched crystal globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist swirls i"
      },
      {
        "document": 1576,
        "excerpt": "Wondrous Item, Uncommon (Requires Attunement) These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 or more charges to c"
      },
      {
        "document": 1577,
        "excerpt": "Wondrous Item, Uncommon These crystal lenses fit over the eyes. While wearing them, your vision improves significantly out to a range of 1 foo"
      },
      {
        "document": 1578,
        "excerpt": "Wondrous Item, Uncommon These crystal lenses fit over the eyes. While wearing them, you have Advantage on Wisdom (Perception) checks that rely"
      },
      {
        "document": 1603,
        "excerpt": "e, a creature takes half as much damage only. Glass or crystal objects in the Cone that aren't being worn or carried take 10d8 Thunder damage. Each use of the horn's"
      }
    ],
    "cube": [
      {
        "document": 266,
        "excerpt": "67 A gold monocle frame without the lens 68 A l-inch cube, each side a different color 69 A crystal doorknob 70 A packet filled with pink dust 71 A fragment of"
      },
      {
        "document": 502,
        "excerpt": "effect, which is typically one of these shapes: Cone, Cube, Cylinder, Emanation, Line, or Sphere. Awareness of Being Targeted. Unless a spell has a perceptible ef"
      },
      {
        "document": 526,
        "excerpt": "ned elsewhere in this glossary: Cone Cylinder Line Cube Emanation Sphere An area of effect has a point of origin, a location from which the effect's energy e"
      },
      {
        "document": 601,
        "excerpt": "Cube [Area of Effect]"
      },
      {
        "document": 693,
        "excerpt": "er or releasing the gas subjects creatures in a 5-foot Cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective"
      },
      {
        "document": 756,
        "excerpt": "A harmless swarm of butterflies fills a 10-foot Cube within 30 feet of yourself. The swarm disperses after 1 minute."
      },
      {
        "document": 800,
        "excerpt": "Cube of Force Faces"
      },
      {
        "document": 975,
        "excerpt": "cause spectral trees and vines to appear in a 15-foot Cube on the ground within 120 feet of yourself. They last there for 1 minute or until you have the Incapacita"
      },
      {
        "document": 1152,
        "excerpt": "an area within range that is no larger than a 20-foot Cube. Until the spell ends, an alarm alerts you whenever a creature touches or enters the warded area. When"
      },
      {
        "document": 1214,
        "excerpt": "control any water inside an area you choose that is a Cube up to 100 feet on a side, using one of the following effects. As a Magic action on your later turns, you"
      },
      {
        "document": 1218,
        "excerpt": "r. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there. Destroy Water. You destroy up to 10 gallons of water"
      },
      {
        "document": 1220,
        "excerpt": "the like). The object must be no larger than a 5-foot Cube, and the object must be of a form and material that you have seen. The spell's duration depends on the"
      },
      {
        "document": 1235,
        "excerpt": "is Huge or larger, this spell disintegrates a 10-foot-Cube portion of it. Using a Higher-Level Spell Slot. The damage increases by 3d6 for each spell slot level a"
      },
      {
        "document": 1247,
        "excerpt": "e faint odor of skunk. The effect must fit in a 5-foot Cube. Fire Play. You light or snuff out a candle, a torch, or a campfire."
      },
      {
        "document": 1250,
        "excerpt": "es, and close open doors and shutters, all in a 5-foot Cube. Doors and shutters being held open by someone or something aren't affected. Beckon Earth. You create a"
      },
      {
        "document": 1259,
        "excerpt": "a Large or smaller object (contained within a 10-foot Cube or eight connected 5-foot Cubes) given a sufficient quantity of material. If you're working with metal,"
      },
      {
        "document": 1260,
        "excerpt": "n: Concentration, up to 1 minute Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is al"
      },
      {
        "document": 1272,
        "excerpt": "ten 10-foot Cubes, which you arrange as you like. Each Cube must be contiguous with at least one other Cube. Each creature in the area makes a Dexterity saving thro"
      },
      {
        "document": 1282,
        "excerpt": ": Concentration, up to 1 hour An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within range. T"
      },
      {
        "document": 1304,
        "excerpt": "tion: 24 hours You make natural terrain in a 150-foot Cube in range look, sound, and smell like another sort of natural terrain. Thus, open fields or a road can be"
      },
      {
        "document": 1311,
        "excerpt": "ast that appears on a surface in an unoccupied 10-foot Cube next to you. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficia"
      },
      {
        "document": 1319,
        "excerpt": "You create a twisting pattern of colors in a 30-foot Cube within range. The pattern appears for a moment and vanishes. Each creature in the area who can see the p"
      },
      {
        "document": 1350,
        "excerpt": "r visible phenomenon that is no larger than a 20-foot Cube. The image appears at a spot that you can see within range and lasts for the duration. It seems real, in"
      },
      {
        "document": 1362,
        "excerpt": "or a small chest - it must be no larger than a 5-foot Cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the"
      },
      {
        "document": 1373,
        "excerpt": ", or other phenomenon that is no larger than a 10-foot Cube and that is perceivable only to the target for the duration. The phantasm includes sound, temperature, a"
      },
      {
        "document": 1389,
        "excerpt": "an area within range magically secure. The area is a Cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration."
      },
      {
        "document": 1391,
        "excerpt": "ptible until then. It must be no larger than a 30-foot Cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted"
      },
      {
        "document": 1428,
        "excerpt": "er visible phenomenon that is no larger than a 15-foot Cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn"
      },
      {
        "document": 1432,
        "excerpt": "around up to six creatures of your choice in a 40-foot Cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the dur"
      },
      {
        "document": 1457,
        "excerpt": "wave of thunderous energy. Each creature in a 15-foot Cube originating from you makes a Constitution saving throw. On a failed save, a creature takes 2d8 Thunder d"
      },
      {
        "document": 1475,
        "excerpt": "V, S, M (a cube of granite)"
      },
      {
        "document": 1480,
        "excerpt": "bbing at a point within range. The webs fill a 20-foot Cube there for the duration. The webs are Difficult Terrain, and the area within them is Lightly Obscured. I"
      },
      {
        "document": 1552,
        "excerpt": "Cube of Force"
      },
      {
        "document": 1553,
        "excerpt": "Wondrous Item, Legendary This cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each keyed to a d"
      },
      {
        "document": 1565,
        "excerpt": "pinch of the dust over water, turning up to a 15-foot Cube of water into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pell"
      },
      {
        "document": 1574,
        "excerpt": "ided the object is small enough to fit inside a 5-foot Cube. The arrow teleports the target to an unoccupied space you can see within 10 feet of you. Energy Ladder"
      },
      {
        "document": 1623,
        "excerpt": "provided these elements are all confined to a 20-foot Cube. The effort takes 10 minutes (regardless of the number of elements you create), during which time you mu"
      },
      {
        "document": 1677,
        "excerpt": "within 60 feet of yourself. Each creature in a 15-foot Cube originating from that point is showered in sparks and makes a DC 15 Dexterity saving throw, taking 5d4 R"
      },
      {
        "document": 1691,
        "excerpt": "Horse with a Riding Saddle 52–59 Open pit (a 10-foot Cube), which you can place on the ground within 10 feet of yourself 60–68 4 Potions of Healing 69–75 Rowboa"
      },
      {
        "document": 1869,
        "excerpt": "Gelatinous Cube"
      },
      {
        "document": 1889,
        "excerpt": "esponse: The octopus releases ink that fills a 10-foot Cube centered on itself, and the octopus moves up to its Swim Speed. The Cube is Heavily Obscured for 1 minut"
      },
      {
        "document": 1973,
        "excerpt": "Response: The octopus releases ink that fills a 5-foot Cube centered on itself, and the octopus moves up to its Swim Speed. The Cube is Heavily Obscured for 1 minut"
      },
      {
        "document": 2007,
        "excerpt": "n't being worn or carried. The touch destroys a 1-foot Cube of the object."
      }
    ],
    "cube's": [
      {
        "document": 601,
        "excerpt": "ecifies its size, which is the length of each side. A Cube's point of origin isn't included in the area of effect unless its creator decides otherwise."
      },
      {
        "document": 1553,
        "excerpt": "ly at dawn. As a Magic action, you can expend 1 of the cube's charges to cast one of the following spells using the cube. Gate. Pressing one side of the cube, you ca"
      },
      {
        "document": 1869,
        "excerpt": "space, but a creature that does so is subjected to the cube's Engulf and has Disadvantage on the saving throw. Creatures inside the cube have Total Cover, and the cu"
      }
    ],
    "cubes": [
      {
        "document": 181,
        "excerpt": "ous creatures, including black puddings and gelatinous cubes. Plants are sentient vegetation and fungal monsters, such as shambling mounds and treants. Undead are"
      },
      {
        "document": 1259,
        "excerpt": "tained within a 10-foot Cube or eight connected 5-foot Cubes) given a sufficient quantity of material. If you're working with metal, stone, or another mineral substa"
      },
      {
        "document": 1272,
        "excerpt": "e. The area of the storm consists of up to ten 10-foot Cubes, which you arrange as you like. Each Cube must be contiguous with at least one other Cube. Each creature"
      },
      {
        "document": 1349,
        "excerpt": "he dwelling, but it can't exceed 50 contiguous 10-foot Cubes. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course"
      }
    ],
    "cubic": [
      {
        "document": 332,
        "excerpt": "A Pouch holds up to 6 pounds within one-fifth of a cubic foot."
      },
      {
        "document": 340,
        "excerpt": "A Sack holds up to 30 pounds within 1 cubic foot."
      },
      {
        "document": 450,
        "excerpt": "A Backpack holds up to 30 pounds within 1 cubic foot. It can also serve as a saddlebag."
      },
      {
        "document": 452,
        "excerpt": "A Barrel holds up to 40 gallons of liquid or up to 4 cubic feet of dry goods."
      },
      {
        "document": 454,
        "excerpt": "A Basket holds up to 40 pounds within 2 cubic feet."
      },
      {
        "document": 461,
        "excerpt": "A Bucket holds up to half a cubic foot of contents."
      },
      {
        "document": 469,
        "excerpt": "A Chest holds up to 12 cubic feet of contents."
      },
      {
        "document": 1194,
        "excerpt": "ion: Instantaneous You touch a creature or at least 1 cubic inch of its flesh. An inert duplicate of that creature forms inside the vessel used in the spell's casti"
      },
      {
        "document": 1386,
        "excerpt": "stantaneously clean or soil an object no larger than 1 cubic foot. Minor Sensation. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour."
      },
      {
        "document": 1415,
        "excerpt": "mponents for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet). While the chest remains on the Ethereal Plane,"
      },
      {
        "document": 1516,
        "excerpt": "ate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out"
      },
      {
        "document": 1517,
        "excerpt": "an hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 5 pounds, regardless of its contents. Retrieving an item from the bag requires a Ut"
      },
      {
        "document": 1553,
        "excerpt": "Cubic Gate"
      },
      {
        "document": 1594,
        "excerpt": "o 200 pounds of material, not exceeding a volume of 25 cubic feet. The central pouch can hold up to 500 pounds of material, not exceeding a volume of 64 cubic feet."
      }
    ],
    "cudgel": [
      {
        "document": 1917,
        "excerpt": "Bone Cudgel. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage plus 2 (1d4) Psychic damage."
      }
    ],
    "cue": [
      {
        "document": 143,
        "excerpt": "e's name and presents it in bold type, that's a visual cue pointing you to the creature's stat block. Unless the text states otherwise, the stat block is in “Monst"
      }
    ],
    "culminated": [
      {
        "document": 973,
        "excerpt": "atures table. Spellbook. Your wizardly apprenticeship culminated in the creation of a unique book: your spellbook. It is a Tiny object that weighs 3 pounds, contains 100"
      }
    ],
    "culmination": [
      {
        "document": 973,
        "excerpt": "shown in the Wizard Features table. The spells are the culmination of arcane research you do regularly. Spell Slots. The Wizard Features table shows how many spell slots"
      }
    ],
    "cult": [
      {
        "document": 1447,
        "excerpt": "ies. For example, you could say, “Fetch the key to the cult’s treasure vault, and give the key to me.” Or you could say, “Stop fighting, leave this library peaceful"
      }
    ],
    "cultist": [
      {
        "document": 535,
        "excerpt": "your Speed in response to it. Examples include “If the cultist steps on the trapdoor, I'll pull the lever that opens it,\" and \"If the zombie steps next to me, I move a"
      },
      {
        "document": 1838,
        "excerpt": "Cultist Fanatic"
      },
      {
        "document": 1839,
        "excerpt": "Cultist"
      }
    ],
    "cultists": [
      {
        "document": 222,
        "excerpt": "Cultists"
      }
    ],
    "cults": [
      {
        "document": 940,
        "excerpt": "eities, religious hierarchies and rites, holy symbols, cults, and certain creatures (Celestials, Fiends, and Undead)"
      }
    ],
    "cultures": [
      {
        "document": 283,
        "excerpt": "across the multiverse and contribute to many different cultures. Members of most species live for about 80 years, with exceptions noted in the text about the species i"
      },
      {
        "document": 744,
        "excerpt": "all lore about historical events, people, nations, and cultures."
      }
    ],
    "cumulative": [
      {
        "document": 616,
        "excerpt": "ain costs 10 feet of movement. Difficult Terrain isn't cumulative; either a space is Difficult Terrain or it isn't. A space is Difficult Terrain if the space contains an"
      },
      {
        "document": 1168,
        "excerpt": "ore than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer."
      },
      {
        "document": 1199,
        "excerpt": "ore than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer."
      },
      {
        "document": 1238,
        "excerpt": "ore than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer."
      },
      {
        "document": 1415,
        "excerpt": "the chest and the replica. After 60 days, there is a cumulative 5 percent chance at the end of each day that the spell ends. The spell also ends if you cast this spell"
      },
      {
        "document": 1490,
        "excerpt": "llowing effects. Exhaustion Levels. This condition is cumulative. Each time you receive it, you gain 1 Exhaustion level. You die if your Exhaustion level is 6. D20 Test"
      },
      {
        "document": 1656,
        "excerpt": "ently drink a Potion of Longevity, there is 10 percent cumulative chance that you instead age by 1d6 + 6 years. Suspended in this amber liquid is a tiny heart that, agai"
      },
      {
        "document": 1757,
        "excerpt": "nt time the fan is used before the next dawn, it has a cumulative 20 percent chance of not working; if the fan fails to work, it tears into useless, nonmagical tatters."
      },
      {
        "document": 1810,
        "excerpt": "and dealing any damage. Any nonmagical weapon takes a cumulative -1 penalty to attack rolls immediately after dealing damage to the pudding and coming into contact with"
      },
      {
        "document": 1912,
        "excerpt": "and dealing any damage. Any nonmagical weapon takes a cumulative -1 penalty to attack rolls immediately after dealing damage to the ooze and coming into contact with it."
      }
    ],
    "cunning": [
      {
        "document": 44,
        "excerpt": "itional action on your turn called a Bonus Action. The Cunning Action feature, for example, allows a Rogue to take a Bonus Action. You can take a Bonus Action only wh"
      },
      {
        "document": 855,
        "excerpt": "Cunning Action"
      },
      {
        "document": 871,
        "excerpt": "Magical Cunning"
      },
      {
        "document": 970,
        "excerpt": "Cunning Action"
      },
      {
        "document": 972,
        "excerpt": "Magical Cunning"
      },
      {
        "document": 984,
        "excerpt": "You gain the following Cunning Strike option. Stealth Attack (Cost: 1d6). If you have the Hide action's Invisible condition, this atta"
      },
      {
        "document": 989,
        "excerpt": "Gnomish Cunning"
      },
      {
        "document": 1791,
        "excerpt": "Cunning Action. The assassin takes the Dash, Disengage, or Hide action."
      },
      {
        "document": 2030,
        "excerpt": "Cunning Action. The spy takes the Dash, Disengage, or Hide action."
      }
    ],
    "cup": [
      {
        "document": 1250,
        "excerpt": "objects in a 5-foot Cube. Alternatively, you create 1 cup of clean water either in an open container or on a surface, and the water evaporates in 1 minute. Sculp"
      }
    ],
    "cups": [
      {
        "document": 820,
        "excerpt": "A rectangular metal device with two tiny metal cups on one end that throws sparks when wet"
      }
    ],
    "cure": [
      {
        "document": 4,
        "excerpt": "Hit Points can be restored by magic, such as the Cure Wounds spell or a Potion of Healing, or by a Short or Long Rest (see “Rules Glossary”)."
      },
      {
        "document": 487,
        "excerpt": "t is put into. Some spells, such as Magic Missile and Cure Wounds, have more powerful effects when cast at a higher level, as detailed in a spell's description."
      },
      {
        "document": 672,
        "excerpt": "m the basis of an adventure as characters search for a cure and try to stop the contagion's spread."
      },
      {
        "document": 762,
        "excerpt": "Cure Wounds (level 2 version)"
      },
      {
        "document": 775,
        "excerpt": "Cure Wounds"
      },
      {
        "document": 802,
        "excerpt": "Cure Wounds (level 9 version)"
      },
      {
        "document": 830,
        "excerpt": "Cure Wounds"
      },
      {
        "document": 834,
        "excerpt": "Mass Cure Wounds"
      },
      {
        "document": 843,
        "excerpt": "Cure Wounds"
      },
      {
        "document": 850,
        "excerpt": "Cure Wounds"
      },
      {
        "document": 899,
        "excerpt": "Cure Wounds"
      },
      {
        "document": 903,
        "excerpt": "Mass Cure Wounds"
      },
      {
        "document": 909,
        "excerpt": "Aid, Bless, Cure Wounds, Lesser Restoration"
      },
      {
        "document": 911,
        "excerpt": "Cure Wounds"
      },
      {
        "document": 915,
        "excerpt": "Mass Cure Wounds"
      },
      {
        "document": 964,
        "excerpt": "four level 1 spells from the Cleric spell list. Bless, Cure Wounds, Guiding Bolt, and Shield of Faith are recommended. The number of spells on your list increases"
      },
      {
        "document": 965,
        "excerpt": "1 spells from the Druid spell list. Animal Friendship, Cure Wounds, Faerie Fire, and Thunderwave are recommended. The number of spells on your list increases as yo"
      },
      {
        "document": 969,
        "excerpt": "s feature. To start, choose two level 1 Ranger spells. Cure Wounds and Ensnaring Strike are recommended. The number of spells on your list increases as you gain Ra"
      },
      {
        "document": 981,
        "excerpt": "omain are masters of healing, using that life force to cure many hurts. Existence itself relies on the positive energy associated with this domain, so a Cleric of"
      },
      {
        "document": 1221,
        "excerpt": "Cure Wounds"
      },
      {
        "document": 1351,
        "excerpt": "Mass Cure Wounds"
      },
      {
        "document": 1843,
        "excerpt": "Divine Aid (2/Day). The deva casts Cure Wounds, Lesser Restoration, or Remove Curse, using the same spellcasting ability as Spellcasting."
      },
      {
        "document": 1920,
        "excerpt": "16): At Will: Thaumaturgy 1/Day Each: Clairvoyance, Cure Wounds (level 6 version), Flame Strike (level 6 version), Geas, True Seeing"
      },
      {
        "document": 1987,
        "excerpt": "Divine Aid (2/Day). The planetar casts Cure Wounds, Invisibility, Lesser Restoration, or Remove Curse, using the same spellcasting ability as Spellc"
      },
      {
        "document": 2022,
        "excerpt": "Divine Aid (3/Day). The solar casts Cure Wounds (level 2 version), Lesser Restoration, or Remove Curse, using the same spellcasting ability as Sp"
      },
      {
        "document": 2053,
        "excerpt": "icorn touches another creature with its horn and casts Cure Wounds or Lesser Restoration on that creature, using the same spellcasting ability as Spellcasting."
      }
    ],
    "cured": [
      {
        "document": 1342,
        "excerpt": "V, S, M (a piece of cured leather)"
      },
      {
        "document": 1572,
        "excerpt": "Potion, Rare When you drink this potion, you are cured of all magical contagions. In addition, the following conditions end on you: Blinded, Deafened, Paralyze"
      }
    ],
    "cures": [
      {
        "document": 1464,
        "excerpt": "This spell closes all wounds, neutralizes any poison, cures all magical contagions, and lifts any curses affecting the creature when it died. The spell replaces dam"
      }
    ],
    "curing": [
      {
        "document": 762,
        "excerpt": "Bead of Curing"
      }
    ],
    "current": [
      {
        "document": 5,
        "excerpt": "u receive healing, add the restored Hit Points to your current Hit Points. Your Hit Points can't exceed your Hit Point maximum, so any Hit Points regained in excess of"
      },
      {
        "document": 102,
        "excerpt": "the number of Hit Points you have when uninjured. Your current Hit Points can be any number from that maximum down to 0, which is the lowest Hit Points can go. Whenev"
      },
      {
        "document": 241,
        "excerpt": "Class The character sheet includes room to note your current Hit Points when you take damage, as well as any Temporary Hit Points you might gain. There's also space"
      },
      {
        "document": 254,
        "excerpt": "ou advance in level instead of gaining a level in your current class. Doing so lets you mix the abilities of those classes to realize a character concept that might no"
      },
      {
        "document": 255,
        "excerpt": "st 13 in the primary ability of the new class and your current classes. For example, a Barbarian who decides to multiclass into the Druid class must have Strength and"
      },
      {
        "document": 359,
        "excerpt": "and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can't be rowed against any sign"
      },
      {
        "document": 548,
        "excerpt": "t is 0 or less, you can't use the new speed during the current move. For example, if you have a Speed of 30 and a Fly Speed of 40, you could fly 10 feet, walk 10 feet,"
      },
      {
        "document": 577,
        "excerpt": "o Obsolete Terms. The glossary contains definitions of current rules terms only. If you're looking for a term from an earlier version of the fifth edition rules, consu"
      },
      {
        "document": 612,
        "excerpt": "take the Dash action, you gain extra movement for the current turn. The increase equals your Speed after applying any modifiers. With a Speed of 30 feet, for example,"
      },
      {
        "document": 613,
        "excerpt": "to life, the revival effect determines the creature's current Hit Points. Unless otherwise stated, the creature returns to life with any conditions, magical contagion"
      },
      {
        "document": 621,
        "excerpt": "oesn't provoke Opportunity Attacks for the rest of the current turn."
      },
      {
        "document": 970,
        "excerpt": "ive yourself Advantage on your next attack roll on the current turn. You can use this feature only if you haven't moved during this turn, and after you use it, your Sp"
      },
      {
        "document": 971,
        "excerpt": "his way if you've already cast a level 1+ spell on the current turn, nor can you cast a level 1+ spell on this turn after modifying a spell in this way. Seeking Spell"
      },
      {
        "document": 975,
        "excerpt": "have Resistance to a damage type associated with your current land choice in the Circle Spells feature, as shown in the Nature's Ward table. Nature's Ward"
      },
      {
        "document": 980,
        "excerpt": "any other damage of the same type until the end of the current turn."
      },
      {
        "document": 1151,
        "excerpt": "ures within range. Each target's Hit Point maximum and current Hit Points increase by 5 for the duration. Using a Higher-Level Spell Slot. Each target's Hit Points in"
      },
      {
        "document": 1157,
        "excerpt": "must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have ani"
      },
      {
        "document": 1182,
        "excerpt": "r the duration. On a roll of 4–6, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell ends instantly if you are already on that"
      },
      {
        "document": 1215,
        "excerpt": "u go indoors. When you cast the spell, you change the current weather conditions, which are determined by the GM. You can change precipitation, temperature, and wind."
      },
      {
        "document": 1219,
        "excerpt": "s, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have an"
      },
      {
        "document": 1241,
        "excerpt": "50 Hit Points or fewer suffers an effect based on its current Hit Points, as shown in the Divine Word Effects table. Regardless of its Hit Points, a Celestial, an Ele"
      },
      {
        "document": 1256,
        "excerpt": "ons of the Ethereal Plane, where it overlaps with your current plane. You remain in the Border Ethereal for the duration. During this time, you can move in any directi"
      },
      {
        "document": 1443,
        "excerpt": "ow or have the Poisoned condition until the end of the current turn. While Poisoned in this way, the creature can't take an action or a Bonus Action."
      },
      {
        "document": 1484,
        "excerpt": "instantly transport you to the presence of the item's current owner. If your wish is granted and its effects have consequences for a whole community, region, or world"
      },
      {
        "document": 1720,
        "excerpt": "u can command the snake to revert to staff form in its current space, and you can't use the staff's property again for 1 hour. If the snake is reduced to 0 Hit Points,"
      },
      {
        "document": 1889,
        "excerpt": "ube is Heavily Obscured for 1 minute or until a strong current or similar effect disperses the ink."
      },
      {
        "document": 1902,
        "excerpt": "target rolls 1d8 to determine what it does during the current turn: 1-4. The target does nothing. 5–6. The target takes no action or Bonus Action and uses all its m"
      },
      {
        "document": 1973,
        "excerpt": "ube is Heavily Obscured for 1 minute or until a strong current or similar effect disperses the ink."
      }
    ],
    "currently": [
      {
        "document": 7,
        "excerpt": "mple, if your character has a Hit Point maximum of 12, currently has 6 Hit Points, and takes 18 damage, the character drops to 0 Hit Points, but 12 damage remains. The c"
      },
      {
        "document": 577,
        "excerpt": "e, the \"you\" in the Prone condition is a creature that currently has that condition. \"See Also.\" Some glossary entries include a See also section that points to other e"
      },
      {
        "document": 969,
        "excerpt": "ou have Advantage on attack rolls against the creature currently marked by your Hunter's Mark."
      },
      {
        "document": 1322,
        "excerpt": "e casting, you learn which ongoing spells, if any, are currently affecting it."
      },
      {
        "document": 1328,
        "excerpt": "learn who that creature is and where that creature is currently located."
      },
      {
        "document": 1627,
        "excerpt": "mall keep somewhere in the world. However, the keep is currently home to one or more monsters, which must be cleared out before you can claim the keep as yours. Void. Y"
      },
      {
        "document": 1692,
        "excerpt": "f its existence and how many levels of spell energy it currently has stored. If you are a spellcaster holding the rod, you can convert energy stored in it into spell sl"
      },
      {
        "document": 1766,
        "excerpt": "Strength Saving Throw: DC 21, each creature that isn't currently affected by this breath in a 60-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Te"
      },
      {
        "document": 1778,
        "excerpt": "Strength Saving Throw: DC 24, each creature that isn't currently affected by this breath in a 90-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Te"
      },
      {
        "document": 1910,
        "excerpt": "Strength Saving Throw: DC 13, each creature that isn't currently affected by this breath in a 15-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Te"
      },
      {
        "document": 2086,
        "excerpt": "Strength Saving Throw: DC 17, each creature that isn't currently affected by this breath in a 30-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Te"
      }
    ],
    "curse": [
      {
        "document": 127,
        "excerpt": "magic item's description specifies whether it bears a curse. Most methods of identifying items, including the Identify spell, fail to reveal such a curse. Attuneme"
      },
      {
        "document": 378,
        "excerpt": "learn its properties and how to use them (but not any curse the item might bear). Sometimes a magic item carries a clue to its properties. The command word to acti"
      },
      {
        "document": 602,
        "excerpt": "Some game effects curse a creature or an object. The effect that confers a curse defines what the curse does. Curses can be remo"
      },
      {
        "document": 664,
        "excerpt": "A curse is a magical burden that lasts for a specified time or until it is ended by some means. A magical contag"
      },
      {
        "document": 665,
        "excerpt": "A curse typically takes one of the forms detailed below."
      },
      {
        "document": 666,
        "excerpt": "Bestow Curse"
      },
      {
        "document": 667,
        "excerpt": "g a prime example. You decide how a spell like Remove Curse affects a creature with accursed origins. For example, you might decide that a mummy was created through"
      },
      {
        "document": 670,
        "excerpt": "A curse might manifest during an adventure when a creature's violation of a taboo warrants supernatural punishme"
      },
      {
        "document": 671,
        "excerpt": "evil that anyone who lingers there is burdened with a curse. Demonic Possession is one example of an environmental curse. Demonic Possession. Demonic Possession ar"
      },
      {
        "document": 845,
        "excerpt": "Remove Curse"
      },
      {
        "document": 875,
        "excerpt": "Remove Curse"
      },
      {
        "document": 888,
        "excerpt": "Remove Curse"
      },
      {
        "document": 889,
        "excerpt": "Bestow Curse"
      },
      {
        "document": 901,
        "excerpt": "Bestow Curse"
      },
      {
        "document": 913,
        "excerpt": "Bestow Curse"
      },
      {
        "document": 1176,
        "excerpt": "Bestow Curse"
      },
      {
        "document": 1288,
        "excerpt": "ou issue a suicidal command, the spell ends. A Remove Curse, Greater Restoration, or Wish spell ends this spell. Using a Higher-Level Spell Slot. If you use a leve"
      },
      {
        "document": 1297,
        "excerpt": "austion level - The Charmed or Petrified condition - A curse, including the target's Attunement to a cursed magic item - Any reduction to one of the target's ability"
      },
      {
        "document": 1313,
        "excerpt": "wt) Duration: Concentration, up to 1 hour You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 Necrotic damage"
      },
      {
        "document": 1367,
        "excerpt": "memory too nonsensical to affect a creature. A Remove Curse or Greater Restoration spell cast on the target restores the creature's true memory. Using a Higher-Lev"
      },
      {
        "document": 1403,
        "excerpt": "Remove Curse"
      },
      {
        "document": 1513,
        "excerpt": "g. The GM chooses the type or determines it randomly. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you"
      },
      {
        "document": 1523,
        "excerpt": "imum increases by 1 for each level you have attained. Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. As long as you remain curse"
      },
      {
        "document": 1559,
        "excerpt": "the attack and damage rolls of your Unarmed Strikes. Curse. Once you don this cursed armor, you can't doff it unless you are targeted by a Remove Curse spell or si"
      },
      {
        "document": 1627,
        "excerpt": "Only a god or the magic of the Fates card can end this curse. Fates. Reality's fabric unravels and spins anew, allowing you to avoid or erase one event as if it nev"
      },
      {
        "document": 1705,
        "excerpt": "ance to damage from attacks made with Ranged weapons. Curse. This Shield is cursed. Attuning to it curses you until you are targeted by a Remove Curse spell or simi"
      },
      {
        "document": 1760,
        "excerpt": "oleth's turn. Failure: The target is cursed. Until the curse ends, the target's skin becomes slimy, the target can breathe air and water, and it can't regain Hit Poi"
      },
      {
        "document": 1843,
        "excerpt": "deva casts Cure Wounds, Lesser Restoration, or Remove Curse, using the same spellcasting ability as Spellcasting."
      },
      {
        "document": 1939,
        "excerpt": "rsed for 24 hours or until the incubus dies. Until the curse ends, the target gains no benefit from finishing Short Rests. Spellcasting. The incubus casts one of th"
      },
      {
        "document": 1947,
        "excerpt": "damage, and the target is cursed for 1 hour. Until the curse ends, the target has the Charmed and Poisoned conditions. Spellcasting. The lamia casts one of the foll"
      },
      {
        "document": 1987,
        "excerpt": "re Wounds, Invisibility, Lesser Restoration, or Remove Curse, using the same spellcasting ability as Spellcasting."
      },
      {
        "document": 2022,
        "excerpt": "ounds (level 2 version), Lesser Restoration, or Remove Curse, using the same spellcasting ability as Spellcasting."
      },
      {
        "document": 2024,
        "excerpt": "Magic, Legend Lore, Locate Object, Plane Shift, Remove Curse, Tongues"
      },
      {
        "document": 2067,
        "excerpt": "ints. Success: The target is immune to this werebear's curse for 24 hours. Handaxe (Humanoid or Hybrid Form Only). Melee or Ranged Attack Roll: +7, reach 5 ft or ra"
      },
      {
        "document": 2068,
        "excerpt": "ints. Success: The target is immune to this wereboar's curse for 24 hours. Javelin (Humanoid or Hybrid Form Only). Melee or Ranged Attack Roll: +5, reach 5 ft. or r"
      },
      {
        "document": 2069,
        "excerpt": "oints. Success: The target is immune to this wererat's curse for 24 hours. Scratch. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Slashing damage. Hand Cross"
      },
      {
        "document": 2070,
        "excerpt": "nts. Success: The target is immune to this weretiger's curse for 24 hours. Scratch. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage. Longbow ("
      },
      {
        "document": 2071,
        "excerpt": "ints. Success: The target is immune to this werewolf's curse for 24 hours. Scratch. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage. Longbow ("
      }
    ],
    "cursed": [
      {
        "document": 127,
        "excerpt": "Cursed Items"
      },
      {
        "document": 382,
        "excerpt": "ther Short Rest focused on the item unless the item is cursed."
      },
      {
        "document": 667,
        "excerpt": "Cursed Creatures"
      },
      {
        "document": 668,
        "excerpt": "Cursed Magic Items"
      },
      {
        "document": 1176,
        "excerpt": "which must succeed on a Wisdom saving throw or become cursed for the duration. Until the curse ends, the target suffers one of the following effects of your choice:"
      },
      {
        "document": 1297,
        "excerpt": "tion - A curse, including the target's Attunement to a cursed magic item - Any reduction to one of the target's ability scores - Any reduction to the target's Hit Poi"
      },
      {
        "document": 1403,
        "excerpt": "fecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's Attunement to the object so it can be re"
      },
      {
        "document": 1513,
        "excerpt": "type or determines it randomly. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning"
      },
      {
        "document": 1523,
        "excerpt": "r each level you have attained. Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to"
      },
      {
        "document": 1559,
        "excerpt": "lls of your Unarmed Strikes. Curse. Once you don this cursed armor, you can't doff it unless you are targeted by a Remove Curse spell or similar magic. While wearing"
      },
      {
        "document": 1627,
        "excerpt": "rses you. You take a -2 penalty to saving throws while cursed in this way. Only a god or the magic of the Fates card can end this curse. Fates. Reality's fabric unra"
      },
      {
        "document": 1705,
        "excerpt": "tacks made with Ranged weapons. Curse. This Shield is cursed. Attuning to it curses you until you are targeted by a Remove Curse spell or similar magic. Removing the"
      },
      {
        "document": 1760,
        "excerpt": "the end of the aboleth's turn. Failure: The target is cursed. Until the curse ends, the target's skin becomes slimy, the target can breathe air and water, and it can"
      },
      {
        "document": 1939,
        "excerpt": "t. Hit: 15 (3d6 + 5) Psychic damage, and the target is cursed for 24 hours or until the incubus dies. Until the curse ends, the target gains no benefit from finishing"
      },
      {
        "document": 1947,
        "excerpt": "t. Failure: 13 (3d8) Psychic damage, and the target is cursed for 1 hour. Until the curse ends, the target has the Charmed and Poisoned conditions. Spellcasting. The"
      },
      {
        "document": 1966,
        "excerpt": "6) Necrotic damage. If the target is a creature, it is cursed. While cursed, the target can't regain Hit Points, it gains no benefit from finishing a Long Rest, and i"
      },
      {
        "document": 1967,
        "excerpt": "6) Necrotic damage. If the target is a creature, it is cursed. While cursed, the target can't regain Hit Points, its Hit Point maximum doesn't return to normal when f"
      },
      {
        "document": 1997,
        "excerpt": "Multiattack. The rakshasa makes three Cursed Touch attacks. Cursed Touch. Melee Attack Roll: +10, reach 5 ft. Hit: 12 (2d6 + 5) Slashing damage plus"
      },
      {
        "document": 2067,
        "excerpt": "nstitution Saving Throw: DC 14. Failure: The target is cursed. If the cursed target drops to 0 Hit Points, it instead becomes a Werebear under the GM's control and h"
      },
      {
        "document": 2068,
        "excerpt": "nstitution Saving Throw: DC 12. Failure: The target is cursed. If the cursed target drops to 0 Hit Points, it instead becomes a Wereboar under the GM's control and ha"
      },
      {
        "document": 2069,
        "excerpt": "nstitution Saving Throw: DC 11. Failure: The target is cursed. If the cursed target drops to 0 Hit Points, it instead becomes a Wererat under the GM's control and has"
      },
      {
        "document": 2070,
        "excerpt": "nstitution Saving Throw: DC 13. Failure: The target is cursed. If the cursed target drops to 0 Hit Points, it instead becomes a Weretiger under the GM's control and h"
      },
      {
        "document": 2071,
        "excerpt": "nstitution Saving Throw: DC 12. Failure: The target is cursed. If the cursed target drops to 0 Hit Points, it instead becomes a Werewolf under the GM's control and ha"
      }
    ],
    "curses": [
      {
        "document": 542,
        "excerpt": "wise, any ongoing effects on you - conditions, spells, curses, and the like - carry over from one form to the other. You revert to your true form if you die."
      },
      {
        "document": 602,
        "excerpt": "Curses"
      },
      {
        "document": 613,
        "excerpt": "ns to life with any conditions, magical contagions, or curses that were affecting it at death if the durations of those effects are still ongoing. If the creature die"
      },
      {
        "document": 663,
        "excerpt": "Curses and"
      },
      {
        "document": 664,
        "excerpt": "tagious by definition. The following sections discuss curses and magical contagions in detail."
      },
      {
        "document": 665,
        "excerpt": "Curses"
      },
      {
        "document": 666,
        "excerpt": "The simplest curses are created by the Bestow Curse spell. The effects of such curses are limited and can be ended by the Re"
      },
      {
        "document": 667,
        "excerpt": "Some monsters are associated with curses, whether as part of their origins or due to their ability to spread curses - werewolves being a prime ex"
      },
      {
        "document": 670,
        "excerpt": "Narrative Curses"
      },
      {
        "document": 671,
        "excerpt": "Environmental Curses"
      },
      {
        "document": 1403,
        "excerpt": "ents: V, S Duration: Instantaneous At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the s"
      },
      {
        "document": 1464,
        "excerpt": "ny poison, cures all magical contagions, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the crea"
      },
      {
        "document": 1513,
        "excerpt": "n the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the"
      },
      {
        "document": 1627,
        "excerpt": "no more cards. Euryale. The card's medusa-like visage curses you. You take a -2 penalty to saving throws while cursed in this way. Only a god or the magic of the Fat"
      },
      {
        "document": 1705,
        "excerpt": "weapons. Curse. This Shield is cursed. Attuning to it curses you until you are targeted by a Remove Curse spell or similar magic. Removing the Shield fails to end th"
      }
    ],
    "curving": [
      {
        "document": 722,
        "excerpt": "und corners, but creative dungeon builders incorporate curving turns into nearby passages that allow the stone to keep moving. Detect and Disarm. As a Study action, a"
      }
    ],
    "customary": [
      {
        "document": 1539,
        "excerpt": "n, you can strike the chime to cast Knock. The spell's customary knocking sound is replaced by the clear, ringing tone of the chime, which is audible out to 300 feet. T"
      }
    ],
    "customized": [
      {
        "document": 670,
        "excerpt": "urse can have any effects you design, or it might be a customized version of another type of curse discussed in this section. A creature affected by such a curse should"
      }
    ],
    "customizing": [
      {
        "document": 735,
        "excerpt": "ecoming an adventurer. Creating a unique background or customizing an existing one can reflect the particular theme of your campaign or elements of your world. You can als"
      }
    ],
    "cut": [
      {
        "document": 716,
        "excerpt": "sful check. Once detected, the trip wire can be easily cut or avoided (no ability check required). At Higher Levels. You can scale the trap for higher levels by i"
      },
      {
        "document": 717,
        "excerpt": "sful check. Once detected, the trip wire can be easily cut or avoided (no ability check required). Destroy the Net. Reducing the Net to 0 Hit Points frees any cre"
      },
      {
        "document": 1167,
        "excerpt": "The cord fades from view after 1 foot. If the cord is cut - which happens only when an effect states that it does so - the target's body and astral form both die."
      },
      {
        "document": 1638,
        "excerpt": "ttunement) This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, you have Immunity to the Poisoned condition and Poison damage."
      },
      {
        "document": 1740,
        "excerpt": "head and roll a 20 on the d20 for the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature"
      }
    ],
    "cuts": [
      {
        "document": 1473,
        "excerpt": "1/4 inch thick and lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose w"
      },
      {
        "document": 1474,
        "excerpt": "1 foot thick and lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose w"
      },
      {
        "document": 1475,
        "excerpt": "foot panels that are only 3 inches thick. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose w"
      }
    ],
    "cutting": [
      {
        "document": 580,
        "excerpt": "ning damage works well for smashing things but not for cutting. Paper or cloth objects might have Vulnerability to Fire damage. Damage Threshold. Big objects, such as"
      },
      {
        "document": 948,
        "excerpt": "Claws, cutting objects"
      },
      {
        "document": 976,
        "excerpt": "Cutting Words"
      }
    ],
    "cycle": [
      {
        "document": 71,
        "excerpt": "rk, and spellcasting. The game organizes combat into a cycle of rounds and turns. A round represents about 6 seconds in the game world. During a round, each particip"
      }
    ],
    "cylinder": [
      {
        "document": 502,
        "excerpt": "t, which is typically one of these shapes: Cone, Cube, Cylinder, Emanation, Line, or Sphere. Awareness of Being Targeted. Unless a spell has a perceptible effect, a cr"
      },
      {
        "document": 526,
        "excerpt": "shapes are defined elsewhere in this glossary: Cone Cylinder Line Cube Emanation Sphere An area of effect has a point of origin, a location from which the effec"
      },
      {
        "document": 603,
        "excerpt": "Cylinder [Area of Effect]"
      },
      {
        "document": 783,
        "excerpt": "falls for 1 minute in a 120-foot-high, 60-foot-radius Cylinder centered on the chosen point of origin. During that time, the area of effect is Lightly Obscured."
      },
      {
        "document": 1185,
        "excerpt": "at you can see above yourself. It takes the shape of a Cylinder that is 10 feet tall with a 60-foot radius. When you cast the spell, choose a point you can see under t"
      },
      {
        "document": 1205,
        "excerpt": "as a pillar of light in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range. For each creature you can see in the Cylinder, choose which of these l"
      },
      {
        "document": 1275,
        "excerpt": "above. Each creature in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range makes a Dexterity saving throw, taking 5d6 Fire damage and 5d6 Radiant"
      },
      {
        "document": 1321,
        "excerpt": "ntaneous Hail falls in a 20-foot-radius, 40-foot-high Cylinder centered on a point within range. Each creature in the Cylinder makes a Dexterity saving throw. A creatu"
      },
      {
        "document": 1344,
        "excerpt": "ion: 1 hour You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear"
      },
      {
        "document": 1368,
        "excerpt": "ale light shines down in a 5-foot-radius, 40-foot-high Cylinder centered on a point within range. Until the spell ends, Dim Light fills the Cylinder, and you can take a"
      },
      {
        "document": 1407,
        "excerpt": "ll reverses gravity in a 50-foot-radius, 100-foot high Cylinder centered on a point within range. All creatures and objects in that area that aren't anchored to the gro"
      },
      {
        "document": 1431,
        "excerpt": "ll ends, sleet falls in a 40-foot-tall, 20-foot-radius Cylinder centered on a point you choose within range. The area is Heavily Obscured, and exposed flames in the are"
      },
      {
        "document": 1845,
        "excerpt": "et. The whirlwind fills a 20-foot-radius, 60-foot-high Cylinder centered on that point. The whirlwind lasts until the djinni's Concentration on it ends. The djinni can"
      },
      {
        "document": 2035,
        "excerpt": "DC 18, each creature in a 10-foot-radius, 40-foot-high Cylinder originating from a point the giant can see within 500 feet. Failure: 55 (10d10) Lightning damage. Succes"
      }
    ],
    "cylinder's": [
      {
        "document": 603,
        "excerpt": "ct that creates a Cylinder specifies the radius of the Cylinder's base and the Cylinder's height. A Cylinder's point of origin is included in the area of effect."
      },
      {
        "document": 1407,
        "excerpt": "rd fall. If an affected creature or object reaches the Cylinder's top without striking anything, it hovers there for the duration. When the spell ends, affected objects a"
      }
    ],
    "cylindrical": [
      {
        "document": 1644,
        "excerpt": "ole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane of existence, so it can't be used to create open passa"
      }
    ],
    "d10": [
      {
        "document": 257,
        "excerpt": ". For example, both the Fighter and the Paladin have a d10 Hit Die, so if you are a level 5 Fighter / level 5 Paladin, you have ten d10 Hit Dice. If your classes g"
      },
      {
        "document": 804,
        "excerpt": "d10"
      },
      {
        "document": 896,
        "excerpt": "D10"
      },
      {
        "document": 963,
        "excerpt": "ard Features table. The die becomes a d8 at level 5, a d10 at level 10, and a d12 at level 15."
      },
      {
        "document": 966,
        "excerpt": "D10 per Fighter level"
      },
      {
        "document": 968,
        "excerpt": "D10 per Paladin level"
      },
      {
        "document": 969,
        "excerpt": "D10 per Ranger level"
      },
      {
        "document": 1424,
        "excerpt": "grade. The damage die changes when you reach levels 5 (d10), 11 (d12), and 17 (2d6)."
      }
    ],
    "d100": [
      {
        "document": 756,
        "excerpt": "d100"
      },
      {
        "document": 783,
        "excerpt": "d100"
      },
      {
        "document": 793,
        "excerpt": "d100"
      }
    ],
    "d10s": [
      {
        "document": 1266,
        "excerpt": "0 per spell level (the steed has a number of Hit Dice [d10s] equal to the spell's level) Speed 60 ft., Fly 60 ft. (requires level 4+ spell) | STR | DEX | CON | INT"
      }
    ],
    "d12": [
      {
        "document": 804,
        "excerpt": "d12"
      },
      {
        "document": 896,
        "excerpt": "D12"
      },
      {
        "document": 962,
        "excerpt": "D12 per Barbarian level"
      },
      {
        "document": 963,
        "excerpt": "die becomes a d8 at level 5, a d10 at level 10, and a d12 at level 15."
      },
      {
        "document": 1424,
        "excerpt": "damage die changes when you reach levels 5 (d10), 11 (d12), and 17 (2d6)."
      }
    ],
    "d20": [
      {
        "document": 10,
        "excerpt": "e Stable. Rolling a 1 or 20. When you roll a 1 on the d20 for a Death Saving Throw, you suffer two failures. If you roll a 20 on the d20, you regain 1 Hit Point."
      },
      {
        "document": 28,
        "excerpt": "If you roll a 20 on the d20 (called a “natural 20”) for an attack roll, the attack hits regardless of any modifiers or the target’s"
      },
      {
        "document": 29,
        "excerpt": "Sometimes a D20 Test is modified by Advantage or Disadvantage. Advantage reflects the positive circumstances surrounding"
      },
      {
        "document": 31,
        "excerpt": "ll has either Advantage or Disadvantage, roll a second d20 when you make the roll. Use the higher of the two rolls if you have Advantage, and use the lower roll if"
      },
      {
        "document": 32,
        "excerpt": "antage, the roll has neither of them, and you roll one d20. This is true even if multiple circumstances impose Disadvantage and only one grants Advantage or vice v"
      },
      {
        "document": 33,
        "excerpt": "d something in the game lets you reroll or replace the d20, you can reroll or replace only one die, not both. You choose which one. For example, if you have Heroi"
      },
      {
        "document": 34,
        "excerpt": "w the bonus is determined. This bonus is applied to a D20 Test when the creature has proficiency in a skill, in a saving throw, or with an item that the creature"
      },
      {
        "document": 42,
        "excerpt": "s you whether that action is possible and what kind of D20 Test you need to make, if any."
      },
      {
        "document": 70,
        "excerpt": "lity has a modifier that you apply whenever you make a D20 Test with that ability (explained in \"D20 Tests\"). An ability modifier is derived from its score, as sho"
      },
      {
        "document": 92,
        "excerpt": "D20 Tests"
      },
      {
        "document": 408,
        "excerpt": "nd lack training with it, you have Disadvantage on any D20 Test that involves Strength or Dexterity, and you can't cast spells."
      },
      {
        "document": 531,
        "excerpt": "h something, you can add your Proficiency Bonus to any D20 Test you make using that thing. A creature might have proficiency in a skill or saving throw or with a w"
      },
      {
        "document": 540,
        "excerpt": "get automatically fails. See also “Playing the Game” (“D20 Tests”)."
      },
      {
        "document": 544,
        "excerpt": "nd lack training with it, you have Disadvantage on any D20 Test that involves Strength or Dexterity, and you can't cast spells. If you use a Shield and lack traini"
      },
      {
        "document": 565,
        "excerpt": "An attack roll is a D20 Test that represents making an attack with a weapon, an Unarmed Strike, or a spell. See also “Playing th"
      },
      {
        "document": 598,
        "excerpt": "An ability check is a D20 Test that represents using one of the six abilities - or a specific skill associated with an ability - t"
      },
      {
        "document": 600,
        "excerpt": "If you roll a 20 on the d20 for an attack roll, you score a Critical Hit, and the attack hits regardless of any modifiers or the tar"
      },
      {
        "document": 604,
        "excerpt": "D20 Test"
      },
      {
        "document": 609,
        "excerpt": "rresponding modifier. Add the modifier when you make a D20 Test with the corresponding ability or when a rule asks you to do so. See also “Playing the Game” (“The"
      },
      {
        "document": 617,
        "excerpt": "check or a saving throw. See also “Playing the Game” (“D20 Tests”)."
      },
      {
        "document": 620,
        "excerpt": "If you have Disadvantage on a D20 Test, roll two d20s and use the lower roll. A roll can't be affected by more than one Disadvantage, and"
      },
      {
        "document": 629,
        "excerpt": "If you have Advantage on a D20 Test, roll two d20s, and use the higher roll. A roll can't be affected by more than one Advantage, and A"
      },
      {
        "document": 671,
        "excerpt": "entity. Whenever the possessed creature rolls a 1 on a D20 Test, the demonic entity takes control of the creature and determines the creature's behavior thereafter"
      },
      {
        "document": 804,
        "excerpt": "d20"
      },
      {
        "document": 963,
        "excerpt": ". Once within the next hour when the creature fails a D20 Test, the creature can roll the Bardic Inspiration die and add the number rolled to the d20, potentially"
      },
      {
        "document": 970,
        "excerpt": "e of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10."
      },
      {
        "document": 971,
        "excerpt": "and miss, you can spend 1 Sorcery Point to reroll the d20, and you must use the new roll. You can use Seeking Spell even if you've already used a different Metam"
      },
      {
        "document": 974,
        "excerpt": "can score a Critical Hit on a roll of 19 or 20 on the d20."
      },
      {
        "document": 976,
        "excerpt": "rdic Inspiration die, and add the number rolled to the d20, potentially turning a failure into a success. On a failure, the Bardic Inspiration isn't expended."
      },
      {
        "document": 991,
        "excerpt": "When you roll a 1 on the d20 of a D20 Test, you can reroll the die, and you must use the new roll."
      },
      {
        "document": 1004,
        "excerpt": "creature within 60 feet of you succeeds on or fails a D20 Test, you can roll 2d4 and apply the total rolled as a bonus or penalty to the d20 roll. Once you use t"
      },
      {
        "document": 1005,
        "excerpt": "tance. Overwhelming Strike. When you roll a 20 on the d20 for an attack roll, you can deal extra damage to the target equal to the ability score increased by this"
      },
      {
        "document": 1283,
        "excerpt": "future. For the duration, the target has Advantage on D20 Tests, and other creatures have Disadvantage on attack rolls against it. The spell ends early if you cas"
      },
      {
        "document": 1397,
        "excerpt": "he dead is an ordeal. The target takes a -4 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0."
      },
      {
        "document": 1398,
        "excerpt": "ed save, the target has Disadvantage on Strength-based D20 Tests for the duration. During that time, it also subtracts 1d8 from all its damage rolls. The target re"
      },
      {
        "document": 1406,
        "excerpt": "he dead is an ordeal. The target takes a -4 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0. Cast"
      },
      {
        "document": 1490,
        "excerpt": "austion level. You die if your Exhaustion level is 6. D20 Tests Affected. When you make a D20 Test, the roll is reduced by 2 times your Exhaustion level. Speed R"
      },
      {
        "document": 1535,
        "excerpt": "While you are within that light, you have Advantage on D20 Tests. In addition, a Cleric or Druid in the light can cast level 1 spells they have prepared without ex"
      },
      {
        "document": 1593,
        "excerpt": "ing benefits: Giants' Bane. When you roll a 20 on the d20 for an attack roll made with this weapon against a Giant, the creature must succeed on a DC 17 Constitut"
      },
      {
        "document": 1614,
        "excerpt": "on its luck (no action required) to reroll one failed D20 Test if you don't have the Incapacitated condition. You must use the second roll. Once used, this proper"
      },
      {
        "document": 1627,
        "excerpt": "you or the devil dies. Fool. You have Disadvantage on D20 Tests for the next 72 hours. Draw another card; this draw doesn't count as one of your declared draws."
      },
      {
        "document": 1631,
        "excerpt": "n 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantl"
      },
      {
        "document": 1727,
        "excerpt": "a creature with this magic weapon and roll a 20 on the d20 for the attack roll, that target takes an extra 15 Necrotic damage if it isn't a Construct or an Undead,"
      },
      {
        "document": 1728,
        "excerpt": "ttack a creature with this weapon and roll a 20 on the d20 for the attack roll, that target takes an extra 14 Slashing damage and gains 1 Exhaustion level."
      },
      {
        "document": 1740,
        "excerpt": "eature that has at least one head and roll a 20 on the d20 for the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive with"
      },
      {
        "document": 1765,
        "excerpt": "r attack roll and subtracts the number rolled from the D20 Test. Failure or Success: The dragon can't take this action again until the start of its next turn. Min"
      },
      {
        "document": 1766,
        "excerpt": "Failure: The target has Disadvantage on Strength-based D20 Tests and subtracts 3 (1d6) from its damage rolls. It repeats the save at the end of each of its turns,"
      },
      {
        "document": 1777,
        "excerpt": "r attack roll and subtracts the number rolled from the D20 Test. Failure or Success: The dragon can't take this action again until the start of its next turn. Min"
      },
      {
        "document": 1778,
        "excerpt": "Failure: The target has Disadvantage on Strength-based D20 Tests and subtracts 5 (1d10) from its damage rolls. It repeats the save at the end of each of its turns,"
      },
      {
        "document": 1910,
        "excerpt": "Failure: The target has Disadvantage on Strength-based D20 Tests and subtracts 2 (1d4) from its damage rolls. It repeats the save at the end of each of its turns,"
      },
      {
        "document": 2016,
        "excerpt": "ess. While in sunlight, the shadow has Disadvantage on D20 Tests."
      },
      {
        "document": 2086,
        "excerpt": "Failure: The target has Disadvantage on Strength-based D20 Tests and subtracts 3 (1d6) from its damage rolls. It repeats the save at the end of each of its turns,"
      }
    ],
    "d20s": [
      {
        "document": 31,
        "excerpt": "Roll Two D20s"
      },
      {
        "document": 32,
        "excerpt": "hey all grant Advantage on it, you still roll only two d20s. Similarly, if multiple situations impose Disadvantage on a roll, you roll only two d20s. If circumstan"
      },
      {
        "document": 92,
        "excerpt": "(described later in \"Playing the Game\"), you roll two d20s, but you use the number from only one of them - the higher one if you have Advantage or the lower one if"
      },
      {
        "document": 620,
        "excerpt": "If you have Disadvantage on a D20 Test, roll two d20s and use the lower roll. A roll can't be affected by more than one Disadvantage, and Advantage and Disadv"
      },
      {
        "document": 629,
        "excerpt": "If you have Advantage on a D20 Test, roll two d20s, and use the higher roll. A roll can't be affected by more than one Advantage, and Advantage and Disadva"
      }
    ],
    "d6s": [
      {
        "document": 230,
        "excerpt": ": 15, 14, 13, 12, 10, 8. Random Generation. Roll four d6s and record the total of the highest three dice. Do this five more times, so you have six numbers. Point"
      },
      {
        "document": 983,
        "excerpt": "ttack. To determine the extra damage, roll a number of d6s equal to your Rage Damage bonus, and add them together. The damage has the same type as the weapon or Un"
      },
      {
        "document": 1364,
        "excerpt": "6 for each of your remaining duplicates. If any of the d6s rolls a 3 or higher, one of the duplicates is hit instead of you, and the duplicate is destroyed. The du"
      }
    ],
    "d8s": [
      {
        "document": 964,
        "excerpt": "Whenever you use Turn Undead, you can roll a number of d8s equal to your Wisdom modifier (minimum of 1d8) and add the rolls together. Each Undead that fails its sa"
      },
      {
        "document": 1191,
        "excerpt": "pe. If you roll the same number on two or more of the d8s, the orb leaps to a different target of your choice within 30 feet of the target. Make an attack roll a"
      },
      {
        "document": 1433,
        "excerpt": "When you cast this spell, the maximum number of these d8s you can add to the spell's damage equals your spellcasting ability modifier. Cantrip Upgrade. The damag"
      }
    ],
    "dagger": [
      {
        "document": 106,
        "excerpt": "ormal. For example, if you score a Critical Hit with a Dagger, roll 2d4 for the damage rather than 1d4, and add your relevant ability modifier. If the attack involves"
      },
      {
        "document": 306,
        "excerpt": "le, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity mo"
      },
      {
        "document": 756,
        "excerpt": "f the hat. Roll 1d4 to determine the object: on a 1, a Dagger; on a 2, a Rope with a Grappling Hook tied to one end; on a 3, a bag of Caltrops; on a 4, a gem worth 50"
      },
      {
        "document": 928,
        "excerpt": "Dagger"
      },
      {
        "document": 1051,
        "excerpt": "Dagger"
      },
      {
        "document": 1554,
        "excerpt": "Dagger of Venom"
      },
      {
        "document": 1691,
        "excerpt": "The robe has two of each of the following patches: - Dagger - Mirror - Pole - Rope (coiled) - Sack - Bullseye Lantern (filled and lit) In addition, the robe has 4"
      },
      {
        "document": 1908,
        "excerpt": "Dagger. Melee or Ranged Attack Roll: +4, reach 5 ft. or range 20/60 ft. Hit: 4 (1d4 + 2) Piercing damage."
      },
      {
        "document": 1945,
        "excerpt": "Dagger. Melee or Ranged Attack Roll: +4, reach 5 ft. or range 20/60 ft. Hit: 4 (1d4 + 2) Piercing damage."
      },
      {
        "document": 1985,
        "excerpt": "Multiattack. The pirate makes two Dagger attacks. It can replace one attack with a use of Enthralling Panache. Dagger. Melee or Ranged Attack Ro"
      },
      {
        "document": 2054,
        "excerpt": "Multiattack. The familiar makes two Umbral Dagger attacks. Umbral Dagger. Melee or Ranged Attack Roll: +5, reach 5 ft. or range 20/60 ft. Hit: 5 (1d4 + 3"
      }
    ],
    "daggers": [
      {
        "document": 963,
        "excerpt": "Choose A or B: (A) Leather Armor, 2 Daggers, Musical Instrument of your choice, Entertainer’s Pack, and 19 GP; or (B) 90 GP"
      },
      {
        "document": 967,
        "excerpt": "Choose A or B: (A) Spear, 5 Daggers, Artisan’s Tools or Musical Instrument chosen for the tool proficiency above, Explorer’s Pack, and 11 GP"
      },
      {
        "document": 970,
        "excerpt": "Choose A or B: (A) Leather Armor, 2 Daggers, Shortsword, Shortbow, 20 Arrows, Quiver, Thieves’ Tools, Burglar’s Pack, and 8 GP; or (B) 100 GP"
      },
      {
        "document": 971,
        "excerpt": "Choose A or B: (A) Spear, 2 Daggers, Arcane Focus (crystal), Dungeoneer’s Pack, and 28 GP; or (B) 50 GP"
      },
      {
        "document": 972,
        "excerpt": "Choose A or B: (A) Leather Armor, Sickle, 2 Daggers, Arcane Focus (orb), Book (occult lore), Scholar’s Pack, and 15 GP; or (B) 100 GP"
      },
      {
        "document": 973,
        "excerpt": "Choose A or B: (A) 2 Daggers, Arcane Focus (Quarterstaff), Robe, Spellbook, Scholar’s Pack, and 5 GP; or (B) 55 GP"
      },
      {
        "document": 996,
        "excerpt": "Choose A or B: (A) 2 Daggers, Thieves' Tools, Crowbar, 2 Pouches, Traveler's Clothes, 16 GP; or (B) 50 GP"
      },
      {
        "document": 1908,
        "excerpt": "Daggers (3)"
      },
      {
        "document": 1945,
        "excerpt": "Daggers (3)"
      },
      {
        "document": 1985,
        "excerpt": "Daggers (6), Leather Armor"
      },
      {
        "document": 2054,
        "excerpt": "Daggers (10)"
      }
    ],
    "daily": [
      {
        "document": 374,
        "excerpt": "ices for food and a single night's lodging. Prices for daily lodging and meals are included in your lifestyle's expenses. Food, Drink, and Lodging"
      },
      {
        "document": 676,
        "excerpt": "creature's Exhaustion level. Fighting the Contagion. Daily at dawn, an infected creature makes a DC 11 Constitution saving throw. On a failed save, the creature ga"
      },
      {
        "document": 1544,
        "excerpt": "s cloak has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the cloak, you can take a Magic action to pull its hood over your head and expen"
      },
      {
        "document": 1552,
        "excerpt": "s with 10 charges, and it regains 1d6 expended charges daily at dawn. Cube of Force Faces"
      },
      {
        "document": 1553,
        "excerpt": "he cube has 3 charges and regains 1d3 expended charges daily at dawn. As a Magic action, you can expend 1 of the cube's charges to cast one of the following spells u"
      },
      {
        "document": 1561,
        "excerpt": "orb has 7 charges and regains 1d4 + 3 expended charges daily at dawn. If you control the orb, you can cast one of the spells on the following table from it. The tabl"
      },
      {
        "document": 1576,
        "excerpt": "rge you expend. The lenses regain all expended charges daily at dawn."
      },
      {
        "document": 1586,
        "excerpt": "through the gem. The gem regains 1d3 expended charges daily at dawn."
      },
      {
        "document": 1593,
        "excerpt": "your hand. The weapon regains 1d4 + 1 expended charges daily at dawn. Giant's Bane. While you are attuned to the weapon and wearing either a Belt of Giant Strength"
      },
      {
        "document": 1601,
        "excerpt": "eleport from it. The helm regains 1d3 expended charges daily at dawn."
      },
      {
        "document": 1617,
        "excerpt": "weapon has 3 charges and regains 1d3 expended charges daily at dawn. While holding the weapon, you can take a Magic action and expend 1 charge to release a wave of"
      },
      {
        "document": 1624,
        "excerpt": "3) from it. The medallion regains 1d4 expended charges daily at dawn."
      },
      {
        "document": 1627,
        "excerpt": "person. In addition, you gain 10 Temporary Hit Points daily at dawn until you die. Talons. Every magic item you wear or carry disintegrates. Artifacts in your poss"
      },
      {
        "document": 1641,
        "excerpt": "e pipes have 3 charges and regain 1d3 expended charges daily at dawn. You can take a Magic action to play them and expend 1 charge to create an eerie, spellbinding t"
      },
      {
        "document": 1642,
        "excerpt": "e pipes have 3 charges and regain 1d3 expended charges daily at dawn. If you play the pipes as a Magic action, you can take a Bonus Action to expend 1 to 3 charges,"
      },
      {
        "document": 1665,
        "excerpt": "ing has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can expend 1 charge to cast one of the following spells (save DC 13"
      },
      {
        "document": 1667,
        "excerpt": "ng has 5 charges and re-gains 1d4 + 1 expended charges daily at dawn. While wearing the ring, you can cast a spell from it. Choose the spell from the list of availab"
      },
      {
        "document": 1668,
        "excerpt": "ing has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing the ring, you can take a Reaction to expen"
      },
      {
        "document": 1677,
        "excerpt": "he ring has 6 charges and regains 1d6 expended charges daily at dawn. You can expend its charges to use the properties below. Faerie Fire. You can expend 1 charge t"
      },
      {
        "document": 1682,
        "excerpt": "is ring has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the ring, you can take a Magic action to expend 1 to 3 charges to make a ranged s"
      },
      {
        "document": 1688,
        "excerpt": "obe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can take a Magic action and expend 1 charge to cause the garment to disp"
      },
      {
        "document": 1689,
        "excerpt": "xpend it to cast the level 5 version of Magic Missile. Daily at dusk, 1d6 removed stars reappear on the robe. While you wear the robe, you can take a Magic action t"
      },
      {
        "document": 1695,
        "excerpt": "expends 5 charges). The rod regains 1 expended charge daily at dawn. If you expend the last charge, roll 1d20. On a 1, the rod disappears in a harmless burst of rad"
      },
      {
        "document": 1712,
        "excerpt": "ng Charges. The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff crumbles to dust and is destroyed."
      },
      {
        "document": 1713,
        "excerpt": "ng Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff crumbles into cinders and is destro"
      },
      {
        "document": 1714,
        "excerpt": "ng Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff turns to water and is destroyed."
      },
      {
        "document": 1715,
        "excerpt": "ng Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff vanishes in a flash of light, lost"
      },
      {
        "document": 1716,
        "excerpt": "ng Charges. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff retains its +2 bonus to attack roll"
      },
      {
        "document": 1717,
        "excerpt": "ng Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff becomes a nonmagical Quarterstaff."
      },
      {
        "document": 1718,
        "excerpt": "ng Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, a swarm of insects consumes and destroys the"
      },
      {
        "document": 1719,
        "excerpt": "ng Charges. The staff regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 20, the staff regains 1d12 + 1 charges. Retribu"
      },
      {
        "document": 1721,
        "excerpt": "aining Charges. The staff regains 1d6 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff loses its properties and becomes a"
      },
      {
        "document": 1722,
        "excerpt": "e above) at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one. Lightning Strike. You can take a Magic action to cau"
      },
      {
        "document": 1723,
        "excerpt": "s staff has 3 charges and regains 1d3 expended charges daily at dawn. The staff can be wielded as a magic Quarterstaff. On a hit, it deals damage as a normal Quarte"
      },
      {
        "document": 1737,
        "excerpt": "pon has 3 charges, and it regains 1d3 expended charges daily at dawn. While you carry it, you can expend 1 charge to cast Dominate Beast (save DC 15) from it on a Be"
      },
      {
        "document": 1740,
        "excerpt": "e creature has Legendary Resistance, it can expend one daily use of that trait to avoid losing its head, taking the extra damage instead."
      },
      {
        "document": 1741,
        "excerpt": "ing Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is de"
      },
      {
        "document": 1742,
        "excerpt": "ing Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is de"
      },
      {
        "document": 1743,
        "excerpt": "ing Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is de"
      },
      {
        "document": 1744,
        "excerpt": "ing Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is de"
      },
      {
        "document": 1745,
        "excerpt": "ing Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is de"
      },
      {
        "document": 1746,
        "excerpt": "t Magic from it. The wand regains 1d3 expended charges daily at dawn."
      },
      {
        "document": 1747,
        "excerpt": "ing Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is de"
      },
      {
        "document": 1748,
        "excerpt": "ing Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is de"
      },
      {
        "document": 1749,
        "excerpt": "ing Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is de"
      },
      {
        "document": 1750,
        "excerpt": "is wand has 3 charges and regains 1d3 expended charges daily at dawn. While holding it, you can take a Magic action to expend 1 charge, and if a secret door or trap"
      },
      {
        "document": 1752,
        "excerpt": "ing Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is de"
      },
      {
        "document": 1753,
        "excerpt": "ing Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into dust and is des"
      },
      {
        "document": 1758,
        "excerpt": "e boots have 4 charges and regain 1d4 expended charges daily at dawn. While wearing the boots, you can take a Magic action to expend 1 charge, gaining a Fly Speed of"
      }
    ],
    "damage": [
      {
        "document": 3,
        "excerpt": "Some creatures and objects have Immunity to certain damage types and conditions. Immunity to a damage type means you don't take damage of that type, and Immunity t"
      },
      {
        "document": 7,
        "excerpt": "rgy, reducing a creature's Hit Point maximum. Massive Damage. When damage reduces a character to 0 Hit Points and damage remains, the character dies if the remainder"
      },
      {
        "document": 10,
        "excerpt": "If you roll a 20 on the d20, you regain 1 Hit Point. Damage at 0 Hit Points. If you take any damage while you have 0 Hit Points, you suffer a Death Saving Throw fai"
      },
      {
        "document": 11,
        "excerpt": "l has the Unconscious condition. If the creature takes damage, it stops being Stable and starts making Death Saving Throws again. A Stable creature that isn't healed"
      },
      {
        "document": 14,
        "excerpt": "If you have Temporary Hit Points and take damage, those points are lost first, and any leftover damage carries over to your Hit Points. For example, if y"
      },
      {
        "document": 63,
        "excerpt": "s a glass container or a piece of paper. If you try to damage something more resilient, the GM might use the rules on breaking objects in “Rules Glossary.”"
      },
      {
        "document": 85,
        "excerpt": "iled earlier in “Playing the Game.” On a hit, you roll damage unless the particular attack has rules that specify otherwise. Some attacks cause special effects in add"
      },
      {
        "document": 99,
        "excerpt": "ge on the attack roll unless the weapon deals Piercing damage. A ranged attack roll with a weapon underwater automatically misses a target beyond the weapon's normal"
      },
      {
        "document": 100,
        "excerpt": "Anything underwater has Resistance to Fire damage (explained in “Damage and Healing”)."
      },
      {
        "document": 101,
        "excerpt": "Damage and Healing"
      },
      {
        "document": 102,
        "excerpt": "ch is the lowest Hit Points can go. Whenever you take damage, subtract it from your Hit Points. Hit Point loss has no effect on your capabilities until you reach 0 H"
      },
      {
        "document": 105,
        "excerpt": "Damage Rolls"
      },
      {
        "document": 106,
        "excerpt": "When you score a Critical Hit, you deal extra damage. Roll the attack's damage dice twice, add them together, and add any relevant modifiers as normal. For e"
      },
      {
        "document": 107,
        "excerpt": "Saving Throws and Damage"
      },
      {
        "document": 108,
        "excerpt": "Damage against Multiple Targets"
      },
      {
        "document": 109,
        "excerpt": "Half Damage"
      },
      {
        "document": 110,
        "excerpt": "Damage Types"
      },
      {
        "document": 111,
        "excerpt": "nd objects have Resistance or Vulnerability to certain damage types. If you have Resistance to a damage type, damage of that type is halved against you (round down)."
      },
      {
        "document": 112,
        "excerpt": "es of Resistance or Vulnerability that affect the same damage type count as only one instance. For example, if you have Resistance to Necrotic damage as well as Resis"
      },
      {
        "document": 113,
        "excerpt": "Modifiers to damage are applied in the following order: adjustments such as bonuses, penalties, or multipliers are applied f"
      },
      {
        "document": 128,
        "excerpt": "other than Potions and Scrolls, have Resistance to all damage. An Artifact can be destroyed only in some special way. Otherwise, it is impervious to damage. Learning"
      },
      {
        "document": 142,
        "excerpt": "try to follow the item's commands. If the bearer takes damage, it repeats the save, ending the effect on a success. Whether or not the attempt to control its bearer s"
      },
      {
        "document": 156,
        "excerpt": "the monster has a special ability that deals a lot of damage but has a limited number of uses, such as a recharging breath weapon or a spell it can cast only once pe"
      },
      {
        "document": 157,
        "excerpt": "s the monster's Immunities, if any. If the monster has damage and condition Immunities, the damage types are listed before the conditions. See “Playing the Game” for"
      },
      {
        "document": 170,
        "excerpt": "ttacks, see “Playing the Game” and “Spells.” Hit. Any damage dealt or other effects that occur as a result of an attack hitting a target are described after the “Hit"
      },
      {
        "document": 171,
        "excerpt": "of what happens on a failed or successful save. “Half damage only” on a successful save means the target takes half as much damage (round down) as targets that fail"
      },
      {
        "document": 173,
        "excerpt": "Damage Notation"
      },
      {
        "document": 241,
        "excerpt": "des room to note your current Hit Points when you take damage, as well as any Temporary Hit Points you might gain. There's also space to track Death Saving Throws. H"
      },
      {
        "document": 306,
        "excerpt": "don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger"
      },
      {
        "document": 307,
        "excerpt": "ty modifier and Proficiency Bonus) or take 2d8 Radiant damage if it is a Fiend or an Undead."
      },
      {
        "document": 308,
        "excerpt": "on a DC 13 Dexterity saving throw or take 1d4 Piercing damage and have its Speed reduced to 0 until the start of its next turn. Thereafter, until the creature breaks"
      },
      {
        "document": 322,
        "excerpt": "10; 5 HP; Immunity to Bludgeoning, Poison, and Psychic damage) also frees the target, ending the effect."
      },
      {
        "document": 323,
        "excerpt": "Bonus) or be covered in oil. If the target takes Fire damage before the oil dries (after 1 minute), the target takes an extra 5 Fire damage from burning oil. Dousin"
      },
      {
        "document": 327,
        "excerpt": "ammunition. A creature that takes Piercing or Slashing damage from the poisoned weapon or ammunition takes an extra 1d4 Poison damage. Once applied, the poison retain"
      },
      {
        "document": 350,
        "excerpt": "apon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon."
      },
      {
        "document": 351,
        "excerpt": "Simple Melee weapon. On a hit, the target takes 1 Fire damage."
      },
      {
        "document": 363,
        "excerpt": "Damage Threshold"
      },
      {
        "document": 364,
        "excerpt": "while the vessel is berthed. Repairing 1 Hit Point of damage requires 1 day and costs 20 GP for materials and labor. If the repairs are made in a location where supp"
      },
      {
        "document": 372,
        "excerpt": "Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to"
      },
      {
        "document": 397,
        "excerpt": "each. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this"
      },
      {
        "document": 399,
        "excerpt": "roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same"
      },
      {
        "document": 403,
        "excerpt": "If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit mor"
      },
      {
        "document": 405,
        "excerpt": "If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of you"
      },
      {
        "document": 409,
        "excerpt": "anged weapon is used to attack at a greater distance. Damage. The table lists the amount of damage a weapon deals when an attacker hits with it as well as the type o"
      },
      {
        "document": 445,
        "excerpt": "erity modifier and Proficiency Bonus) or take 2d6 Acid damage."
      },
      {
        "document": 446,
        "excerpt": "erity modifier and Proficiency Bonus) or take 1d4 Fire damage and start burning (see “Rules Glossary”)."
      },
      {
        "document": 463,
        "excerpt": "d on a DC 15 Dexterity saving throw or take 1 Piercing damage and have its Speed reduced to 0 until the start of its next turn. It takes 10 minutes to recover the Cal"
      },
      {
        "document": 464,
        "excerpt": "your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls."
      },
      {
        "document": 517,
        "excerpt": "ve - Casting a spell other than a cantrip - Taking any damage - 1 hour of walking or other physical exertion If you rested at least 1 hour before the interruption, y"
      },
      {
        "document": 536,
        "excerpt": "If you have Resistance to a damage type, damage of that type is halved against you (round down). Resistance is applied only once to an inst"
      },
      {
        "document": 543,
        "excerpt": "ve - Casting a spell other than a cantrip - Taking any damage An interrupted Short Rest confers no benefits."
      },
      {
        "document": 553,
        "excerpt": "ake Death Saving Throws. See also \"Playing the Game\" (\"Damage and Healing\")."
      },
      {
        "document": 554,
        "excerpt": "bility.\" Immunities. This section lists the monster's damage and condition Immunities, if any. See also \"Immunity.\" Gear. If the monster has any equipment that can"
      },
      {
        "document": 564,
        "excerpt": "losing real Hit Points. See also “Playing the Game” (“Damage and Healing”)."
      },
      {
        "document": 568,
        "excerpt": "- a melee attack that involves you using your body to damage, grapple, or shove a target within 5 feet of you. Whenever you use your Unarmed Strike, choose one of t"
      },
      {
        "document": 571,
        "excerpt": "If you have Vulnerability to a damage type, damage of that type is doubled against you. Vulnerability is applied only once to an instance of d"
      },
      {
        "document": 580,
        "excerpt": "auses the whole thing to collapse. Object Hit Points Damage Types and Objects. Objects have Immunity to Poison and Psychic damage. The GM might decide that some dam"
      },
      {
        "document": 582,
        "excerpt": "A burning creature or object takes 1d4 Fire damage at the start of each of its turns. As an action, you can extinguish fire on yourself by giving yourself"
      },
      {
        "document": 592,
        "excerpt": "activate another effect that requires Concentration. Damage. If you take damage, you must succeed on a Constitution saving throw to maintain Concentration. The DC e"
      },
      {
        "document": 600,
        "excerpt": "Critical Hit lets you roll extra dice for the attack's damage against the target. Roll all of the attack's damage dice twice and add them together. Then add any relev"
      },
      {
        "document": 605,
        "excerpt": "Damage"
      },
      {
        "document": 606,
        "excerpt": "Damage Roll"
      },
      {
        "document": 607,
        "excerpt": "Damage Threshold"
      },
      {
        "document": 608,
        "excerpt": "Damage Types"
      },
      {
        "document": 614,
        "excerpt": "turn with 0 Hit Points. See also “Playing the Game” (“Damage and Healing”)."
      },
      {
        "document": 628,
        "excerpt": "A creature that falls takes 1d6 Bludgeoning damage at the end of the fall for every 10 feet it fell, to a maximum of 20d6. When the creature lands, it has"
      },
      {
        "document": 635,
        "excerpt": "w you regain Hit Points. See also “Playing the Game” (“Damage and Healing”)."
      },
      {
        "document": 643,
        "excerpt": "cult it is to kill or destroy a creature or an object. Damage reduces Hit Points, and healing restores them. You can't have more Hit Points than your Hit Point maximu"
      },
      {
        "document": 647,
        "excerpt": "If you have Immunity to a damage type or a condition, it doesn't affect you in any way."
      },
      {
        "document": 648,
        "excerpt": "ency Bonus to attack rolls with an improvised weapon. Damage. On a hit, the weapon deals 1d4 damage of a type the GM thinks is appropriate for the object. Range. If"
      },
      {
        "document": 675,
        "excerpt": "s a DC 13 Constitution saving throw each time it takes damage other than Psychic damage. On a failed save, the creature takes 5 (1d10) Psychic damage and has the Inca"
      },
      {
        "document": 679,
        "excerpt": "el. Creatures that have Resistance or Immunity to Cold damage automatically succeed on the save."
      },
      {
        "document": 681,
        "excerpt": "ve. Creatures that have Resistance or Immunity to Fire damage automatically succeed on the save."
      },
      {
        "document": 682,
        "excerpt": "n level. Creatures with Resistance or Immunity to Cold damage automatically succeed on the save, as do creatures that are naturally adapted to living in ice-cold wate"
      },
      {
        "document": 690,
        "excerpt": "o an effect that causes intense mental stress, Psychic damage is the best way to emulate that effect. The Sample Mental Stress Effects table provides a few examples"
      },
      {
        "document": 693,
        "excerpt": "ntage on the saving throw or dealing only half as much damage on a failed save. Inhaled. Poisonous powders and gases take effect when inhaled. Blowing the powder or"
      },
      {
        "document": 697,
        "excerpt": ". On a failed save, the creature takes 6 (1d12) Poison damage and has the Poisoned condition for 24 hours. On a successful save, the creature takes half as much damag"
      },
      {
        "document": 698,
        "excerpt": "C 13 Constitution saving throw or take 10 (3d6) Poison damage, and it must repeat the save at the start of each of its turns. On each successive failed save, the crea"
      },
      {
        "document": 700,
        "excerpt": "oisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake."
      },
      {
        "document": 703,
        "excerpt": "C 17 Constitution saving throw, taking 31 (9d6) Poison damage on a failed save or half as much damage on a successful one."
      },
      {
        "document": 704,
        "excerpt": "on while Poisoned in this way. It wakes up if it takes damage."
      },
      {
        "document": 705,
        "excerpt": "DC 16 Constitution saving throw or take 3 (1d6) Poison damage and have the Poisoned condition. The Poisoned creature repeats the save every 24 hours, taking 3 (1d6) P"
      },
      {
        "document": 706,
        "excerpt": "21 Constitution saving throw, taking 35 (10d6) Poison damage on a failed save or half as much damage on a successful one."
      },
      {
        "document": 707,
        "excerpt": "11 Constitution saving throw, taking 10 (3d6) Poison damage on a failed save or half as much damage on a successful one."
      },
      {
        "document": 708,
        "excerpt": "oisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake."
      },
      {
        "document": 711,
        "excerpt": "14 Constitution saving throw, taking 24 (7d6) Poisson damage on a failed save or half as much damage on a successful one."
      },
      {
        "document": 714,
        "excerpt": "indicated levels, whereas a deadly trap can grievously damage characters of the indicated levels. Trigger. Traps are often set to go off when a creature enters an ar"
      },
      {
        "document": 716,
        "excerpt": "3 Dexterity saving throw, taking 11 (2d10) Bludgeoning damage on a failed save or half as much damage on a successful one. Rubble from the collapse turns the trapped"
      },
      {
        "document": 718,
        "excerpt": "a DC 15 Dexterity saving throw, taking 11 (2d10) Fire damage on a failed save or half as much damage on a successful one. Detect and Disarm. A Detect Magic spell re"
      },
      {
        "document": 719,
        "excerpt": "ture that falls into the pit takes 3 (1d6) Bludgeoning damage from the fall. Detect and Disarm. As a Study action, a creature can examine the section of floor that f"
      },
      {
        "document": 720,
        "excerpt": "throw or be struck by 1d3 darts, taking 3 (1d6) Poison damage per dart. Detect and Disarm. As a Search action, a creature can examine the walls and make a DC 15 Wisd"
      },
      {
        "document": 721,
        "excerpt": ". On a failed save, the creature takes 5 (1d10) Poison damage and has the Poisoned condition for 1 hour. On a successful save, the creature takes half as much damage"
      },
      {
        "document": 722,
        "excerpt": "Dexterity saving throw or take 55 (10d10) Bludgeoning damage and have the Prone condition. The stone stops when it hits a wall or similar barrier. It can't go aroun"
      },
      {
        "document": 723,
        "excerpt": "pit lands at the bottom and takes 3 (1d6) Bludgeoning damage from the fall plus 9 (2d8) Piercing damage from the spikes. Detect and Disarm. As a Study action, a cre"
      },
      {
        "document": 731,
        "excerpt": "risk that a lucky streak on their part could deal more damage to the characters than you expect. If your encounter includes more than two creatures per character, inc"
      },
      {
        "document": 736,
        "excerpt": "level, be aware that such a creature might deal enough damage with a single action to take out one or more characters. For example, an Ogre (CR 2) can kill a level 1"
      },
      {
        "document": 765,
        "excerpt": "Damage Type"
      },
      {
        "document": 768,
        "excerpt": "Damage Type"
      },
      {
        "document": 769,
        "excerpt": "Lightning Damage"
      },
      {
        "document": 783,
        "excerpt": "chosen point of origin. Instead, you take 1d6 Psychic damage."
      },
      {
        "document": 789,
        "excerpt": "on itself. Each creature in that area takes 4d10 Force damage."
      },
      {
        "document": 791,
        "excerpt": "ttack: +8 to hit, reach 5 ft. Hit: 7 (2d6) Bludgeoning damage."
      },
      {
        "document": 792,
        "excerpt": "Damage Type"
      },
      {
        "document": 793,
        "excerpt": "n a DC 15 Constitution saving throw or take 5d6 Poison damage and have the Poisoned condition for 1 hour. On an even roll, the eater gains 5d6 Temporary Hit Points fo"
      },
      {
        "document": 848,
        "excerpt": "Rage Damage"
      },
      {
        "document": 922,
        "excerpt": "Damage Threshold"
      },
      {
        "document": 928,
        "excerpt": "Damage"
      },
      {
        "document": 948,
        "excerpt": "Damage Types"
      },
      {
        "document": 949,
        "excerpt": "Damage Types"
      },
      {
        "document": 954,
        "excerpt": "Psychic Damage"
      },
      {
        "document": 955,
        "excerpt": "Bludgeoning Damage"
      },
      {
        "document": 956,
        "excerpt": "Fire Damage"
      },
      {
        "document": 957,
        "excerpt": "Bludgeoning Damage"
      },
      {
        "document": 958,
        "excerpt": "Poison Damage"
      },
      {
        "document": 959,
        "excerpt": "Damage"
      },
      {
        "document": 962,
        "excerpt": "st. While active, your Rage follows the rules below. Damage Resistance. You have Resistance to Bludgeoning, Piercing, and Slashing damage. Rage Damage. When you ma"
      },
      {
        "document": 964,
        "excerpt": "a failed save, the creature takes Necrotic or Radiant damage (your choice) equal to that total. On a successful save, the creature takes half as much damage (round d"
      },
      {
        "document": 965,
        "excerpt": "Potent Spellcasting. Add your Wisdom modifier to the damage you deal with any Druid cantrip. Primal Strike. Once on each of your turns when you hit a creature with"
      },
      {
        "document": 967,
        "excerpt": "tial Arts Die. You can roll 1d6 in place of the normal damage of your Unarmed Strike or Monk weapons. This die changes as you gain Monk levels, as shown in the Martia"
      },
      {
        "document": 968,
        "excerpt": "rightened condition for 1 minute or until it takes any damage. While Frightened in this way, a target can do only one of the following on its turns: move, take an act"
      },
      {
        "document": 969,
        "excerpt": "Taking damage can't break your Concentration on Hunter's Mark."
      },
      {
        "document": 970,
        "excerpt": "distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack roll if you have Advantage on the roll and the attack uses a Fine"
      },
      {
        "document": 971,
        "excerpt": "n its saving throw against the spell, and it takes no damage if it would normally take half damage on a successful save. Distant Spell Cost: 1 Sorcery Point When"
      },
      {
        "document": 972,
        "excerpt": "uisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage Choose one of your known Warlock cantrips that deals damage. You can add your Charisma modifier to that"
      },
      {
        "document": 975,
        "excerpt": "throw against your spell save DC, taking 2d6 Necrotic damage on a failed save or half as much damage on a successful one. One creature of your choice in that area re"
      },
      {
        "document": 976,
        "excerpt": "re that you can see within 60 feet of yourself makes a damage roll or succeeds on an ability check or attack roll, you can take a Reaction to expend one use of your B"
      },
      {
        "document": 977,
        "excerpt": "Your draconic magic has an affinity with a damage type associated with dragons. Choose one of those types: Acid, Cold, Fire, Lightning, or Poison. You ha"
      },
      {
        "document": 978,
        "excerpt": "ainst the cantrip, the target takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip."
      },
      {
        "document": 979,
        "excerpt": "Choose one damage type, other than Force, whenever you finish a Short or Long Rest. You have Resistance to that damage typ"
      },
      {
        "document": 980,
        "excerpt": "creature with a weapon, the weapon deals an extra 1d8 damage to the target if it's missing any of its Hit Points. You can deal this extra damage only once per turn."
      },
      {
        "document": 982,
        "excerpt": "time you hit with it, you cause it to deal its normal damage type or Radiant damage. The weapon also emits Bright Light in a 20-foot radius and Dim Light 20 feet be"
      },
      {
        "document": 983,
        "excerpt": "kless Attack while your Rage is active, you deal extra damage to the first target you hit on your turn with a Strength-based attack. To determine the extra damage, ro"
      },
      {
        "document": 985,
        "excerpt": "t make a Constitution saving throw, taking 10d12 Force damage on a failed save or half as much damage on a successful one. You can have only one creature under the e"
      },
      {
        "document": 986,
        "excerpt": "tors table. Your choice affects your Breath Weapon and Damage Resistance traits as well as your appearance. Draconic Ancestors | Dragon | Damage Type | Dragon | Dam"
      },
      {
        "document": 987,
        "excerpt": "You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition."
      },
      {
        "document": 990,
        "excerpt": "t). When you hit a target with an attack roll and deal damage to it, you can also deal 1d10 Fire damage to that target. Frost's Chill (Frost Giant). When you hit a t"
      },
      {
        "document": 992,
        "excerpt": "--------- | | Abyssal | You have Resistance to Poison damage.You also know the Poison Spray cantrip. | Ray of Sickness | Hold Person | | Chthonic | You have"
      },
      {
        "document": 1005,
        "excerpt": "come Defenses. The Bludgeoning, Piercing, and Slashing damage you deal always ignores Resistance. Overwhelming Strike. When you roll a 20 on the d20 for an attack ro"
      },
      {
        "document": 1007,
        "excerpt": "thin Dim Light or Darkness, you have Resistance to all damage except Psychic and Radiant."
      },
      {
        "document": 1010,
        "excerpt": "f the Attack action on your turn, you can use both the Damage and the Grapple option. You can use this benefit only once per turn. Attack Advantage. You have Advanta"
      },
      {
        "document": 1011,
        "excerpt": "(Prerequisite: Fighting Style Feature) When you roll damage for an attack you make with a Melee weapon that you are holding with two hands, you can treat any 1 or 2"
      },
      {
        "document": 1013,
        "excerpt": "hit a target with a weapon, you can roll the weapon's damage dice twice and use either roll against the target."
      },
      {
        "document": 1015,
        "excerpt": "ght property, you can add your ability modifier to the damage of that attack if you aren't already adding it to the damage."
      },
      {
        "document": 1149,
        "excerpt": "gainst the target. On a hit, the target takes 4d4 Acid damage and 2d4 Acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for"
      },
      {
        "document": 1150,
        "excerpt": "t succeed on a Dexterity saving throw or take 1d6 Acid damage. Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6)."
      },
      {
        "document": 1153,
        "excerpt": "Bludgeoning). When you use your Unarmed Strike to deal damage with that new growth, it deals 1d6 damage of the type in parentheses instead of dealing the normal damag"
      },
      {
        "document": 1154,
        "excerpt": "for the duration. If you or one of your allies deals damage to the target, the spells ends. Using a Higher-Level Spell Slot. You can target one additional Beast fo"
      },
      {
        "document": 1158,
        "excerpt": "ints, it reverts to its object form, and any remaining damage carries over to that form. Using a Higher-Level Spell Slot. The creature's Slam damage increases by 1d4"
      },
      {
        "document": 1163,
        "excerpt": "lee spell attack. On a hit, the target takes 5d8 Force damage. Forceful Hand. The hand attempts to push a Huge or smaller creature within 5 feet of it. The target mu"
      },
      {
        "document": 1165,
        "excerpt": "5 feet of the sword. On a hit, the target takes Force damage equal to 4d12 plus your spellcasting ability modifier. On your later turns, you can take a Bonus Action"
      },
      {
        "document": 1167,
        "excerpt": "the target to re-enter its body on the new plane. Any damage or other effects that apply to an astral form have no effect on the target's body and vice versa. If a t"
      },
      {
        "document": 1169,
        "excerpt": "aura, you and your allies have Resistance to Necrotic damage, and your Hit Point maximums can't be reduced. If an ally with 0 Hit Points starts its turn in the aura,"
      },
      {
        "document": 1170,
        "excerpt": "condition for 30 days or until you or your allies deal damage to it. When that condition ends, the awakened creature chooses its attitude toward you."
      },
      {
        "document": 1175,
        "excerpt": "row. On a failed save, the target takes 10d12 Psychic damage and can't cast spells or take the Magic action. At the end of every 30 days, the target repeats the save"
      },
      {
        "document": 1176,
        "excerpt": "to take the Dodge action on that turn. - If you deal damage to the target with an attack roll or a spell, the target takes an extra 1d8 Necrotic damage. Using a Hi"
      },
      {
        "document": 1177,
        "excerpt": "ving throw. On a failed save, it takes 3d6 Bludgeoning damage, and it has the Restrained condition until the spell ends. A creature also makes that save if it enters"
      },
      {
        "document": 1178,
        "excerpt": "pace makes a Dexterity saving throw, taking 6d10 Force damage on a failed save or half as much damage on a successful one. A creature also makes that save if it enter"
      },
      {
        "document": 1180,
        "excerpt": "makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one. A Plant creature automatically fails the sa"
      },
      {
        "document": 1184,
        "excerpt": "t Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the Cone that aren't"
      },
      {
        "document": 1185,
        "excerpt": "makes a Dexterity saving throw, taking 3d10 Lightning damage on a failed save or half as much damage on a successful one. Until the spell ends, you can take a Magic"
      },
      {
        "document": 1186,
        "excerpt": "ile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature's attitude returns to normal."
      },
      {
        "document": 1187,
        "excerpt": "makes a Dexterity saving throw, taking 10d8 Lightning damage on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. One addit"
      },
      {
        "document": 1188,
        "excerpt": "ition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you"
      },
      {
        "document": 1189,
        "excerpt": "ition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you"
      },
      {
        "document": 1190,
        "excerpt": "within reach. On a hit, the target takes 1d10 Necrotic damage, and it can't regain Hit Points until the end of your next turn. Cantrip Upgrade. The damage increases"
      },
      {
        "document": 1191,
        "excerpt": "ack against the target. On a hit, the target takes 3d8 damage of the chosen type. If you roll the same number on two or more of the d8s, the orb leaps to a different"
      },
      {
        "document": 1192,
        "excerpt": "makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. The damag"
      },
      {
        "document": 1195,
        "excerpt": "e makes a Constitution saving throw, taking 5d8 Poison damage on a failed save or half as much damage on a successful one. A creature must also make this save when th"
      },
      {
        "document": 1202,
        "excerpt": "ou makes a Constitution saving throw, taking 8d8 Cold damage on a failed save or half as much damage on a successful one. A creature killed by this spell becomes a f"
      },
      {
        "document": 1204,
        "excerpt": "ow. On a failed save, the creature takes 3d10 Slashing damage. A creature makes this save only once per turn. Using a Higher-Level Spell Slot. The damage increases b"
      },
      {
        "document": 1205,
        "excerpt": "et makes a Dexterity saving throw, taking 6d12 Radiant damage on a failed save or half as much damage on a successful one. Until the spell ends, Bright Light fills t"
      },
      {
        "document": 1206,
        "excerpt": "nge. Choose the spirit's element, which determines its damage type: air (Lightning), earth (Thunder), fire (Fire), or water (Cold). The spirit lasts for the duration."
      },
      {
        "document": 1207,
        "excerpt": "ithin 5 feet of it. On a hit, the target takes Psychic damage equal to 3d12 plus your spellcasting ability modifier, and the target has the Frightened condition until"
      },
      {
        "document": 1208,
        "excerpt": "the spell ends, any attack you make deals an extra 2d8 damage when you hit a creature in the Emanation. This damage is Acid, Cold, Fire, or Lightning (your choice whe"
      },
      {
        "document": 1209,
        "excerpt": "ke a Wisdom saving throw. The creature takes 5d8 Force damage on a failed save or half as much damage on a successful one. A creature makes this save only once per tu"
      },
      {
        "document": 1210,
        "excerpt": "as an answer. On a failed save, you take 6d6 Psychic damage and have the Incapacitated condition until you finish a Long Rest. A Greater Restoration spell cast on y"
      },
      {
        "document": 1211,
        "excerpt": "d on a Constitution saving throw or take 11d8 Necrotic damage and have the Poisoned condition. Also, choose one ability when you cast the spell. While Poisoned, the t"
      },
      {
        "document": 1214,
        "excerpt": ". On a failed save, the creature takes 2d8 Bludgeoning damage. On a successful save, the creature takes half as much damage. A creature can swim away from the whirlpo"
      },
      {
        "document": 1226,
        "excerpt": "an effect that would kill it instantly without dealing damage, that effect is negated against the target, and the spell ends."
      },
      {
        "document": 1227,
        "excerpt": "makes a Dexterity saving throw. A creature takes Fire damage equal to the total accumulated damage on a failed save or half as much damage on a successful one. The"
      },
      {
        "document": 1233,
        "excerpt": "nd any creature traveling with you each take 4d6 Force damage, and the teleportation fails."
      },
      {
        "document": 1235,
        "excerpt": "ow. On a failed save, the target takes 10d6 + 40 Force damage. If this damage reduces it to 0 Hit Points, it and everything nonmagical it is wearing and carrying are"
      },
      {
        "document": 1237,
        "excerpt": "m saving throw. On a failed save, it takes 3d6 Psychic damage and must immediately use its Reaction, if available, to move as far away from you as it can, using the s"
      },
      {
        "document": 1239,
        "excerpt": "s, your attacks with weapons deal an extra 1d4 Radiant damage on a hit."
      },
      {
        "document": 1240,
        "excerpt": ": Instantaneous The target takes an extra 2d8 Radiant damage from the attack. The damage increases by 1d8 if the target is a Fiend or an Undead. Using a Higher-Leve"
      },
      {
        "document": 1242,
        "excerpt": "your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success. You have a telepathic link with the Char"
      },
      {
        "document": 1243,
        "excerpt": "your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success. You have a telepathic link with the Char"
      },
      {
        "document": 1244,
        "excerpt": "your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success. You have a telepathic link with the Char"
      },
      {
        "document": 1245,
        "excerpt": "n that area makes a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save or half as much damage on a successful one. Using a Higher-Level Sp"
      },
      {
        "document": 1246,
        "excerpt": "ins no benefit from its rest, and it takes 3d6 Psychic damage when it wakes up."
      },
      {
        "document": 1248,
        "excerpt": "it opens. Structures. The tremor deals 50 Bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the end of each o"
      },
      {
        "document": 1249,
        "excerpt": "object in range. On a hit, the target takes 1d10 Force damage. Cantrip Upgrade. The spell creates two beams at level 5, three beams at level 11, and four beams at le"
      },
      {
        "document": 1252,
        "excerpt": "enlarged weapons or Unarmed Strikes deal an extra 1d4 damage on a hit. Reduce. The target's size decreases by one category - from Medium to Small, for example. The"
      },
      {
        "document": 1253,
        "excerpt": "ends. While Restrained, the target takes 1d6 Piercing damage at the start of each of its turns. The target or a creature within reach of it can take an action to mak"
      },
      {
        "document": 1256,
        "excerpt": "shunted to the nearest unoccupied space and take Force damage equal to twice the number of feet you are moved. This spell ends instantly if you cast it while you are"
      },
      {
        "document": 1258,
        "excerpt": "the Unconscious condition. It wakes up if it takes any damage or if another creature takes an action to shake it awake. Panicked. The target has the Frightened condi"
      },
      {
        "document": 1261,
        "excerpt": "succeed on a Dexterity saving throw or take 4d8 Force damage. On your later turns, you can take a Magic action to move the hound up to 30 feet."
      },
      {
        "document": 1264,
        "excerpt": "ure lands before the spell ends, the creature takes no damage from the fall, and the spell ends for that creature."
      },
      {
        "document": 1266,
        "excerpt": "adiant (Celestial), Psychic (Fey), or Necrotic (Fiend) damage. Bonus Actions Fell Glare (Fiend Only; Recharges after a Long Rest). Wisdom Saving Throw: DC equals y"
      },
      {
        "document": 1268,
        "excerpt": "udes any object or mechanism that was created to cause damage or other danger. Thus, the spell would sense the Alarm or Glyph of Warding spell or a mechanical pit tra"
      },
      {
        "document": 1269,
        "excerpt": "a Constitution saving throw, taking 7d8 + 30 Necrotic damage on a failed save or half as much damage on a successful one. A Humanoid killed by this spell rises at t"
      },
      {
        "document": 1270,
        "excerpt": "ainst the target. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell starts burning if it isn't being worn or carried. Cantrip Upgrade"
      },
      {
        "document": 1271,
        "excerpt": "choose. The warm shield grants you Resistance to Cold damage, and the chill shield grants you Resistance to Fire damage. In addition, whenever a creature within 5 f"
      },
      {
        "document": 1272,
        "excerpt": "area makes a Dexterity saving throw, taking 7d10 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the area that aren't"
      },
      {
        "document": 1273,
        "excerpt": "point makes a Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the area that aren't"
      },
      {
        "document": 1274,
        "excerpt": "with the fiery blade. On a hit, the target takes Fire damage equal to 3d6 plus your spellcasting ability modifier. The flaming blade sheds Bright Light in a 10-foot"
      },
      {
        "document": 1275,
        "excerpt": "range makes a Dexterity saving throw, taking 5d6 Fire damage and 5d6 Radiant damage on a failed save or half as much damage on a successful one. Using a Higher-Leve"
      },
      {
        "document": 1276,
        "excerpt": "sphere makes a Dexterity saving throw, taking 2d6 Fire damage on a failed save or half as much damage on a successful one. As a Bonus Action, you can move the sphere"
      },
      {
        "document": 1281,
        "excerpt": "urn there, the creature takes 5d10 Radiant or Necrotic damage (your choice when you cast this spell). You can designate a password when you cast the spell. A creatur"
      },
      {
        "document": 1285,
        "excerpt": "ea makes a Constitution saving throw, taking 10d6 Cold damage on failed save or half as much damage on a successful one. If the globe strikes a body of water, it fre"
      },
      {
        "document": 1286,
        "excerpt": "has Resistance to Bludgeoning, Piercing, and Slashing damage; it has Immunity to the Prone condition; and it has Advantage on Strength, Dexterity, and Constitution s"
      },
      {
        "document": 1288,
        "excerpt": "mmand. While Charmed, the creature takes 5d10 Psychic damage if it acts in a manner directly counter to your command. It takes this damage no more than once each day"
      },
      {
        "document": 1290,
        "excerpt": "ch 10 ft. Hit: 1d6 + 3 plus the spell's level Piercing damage plus 1d4 Poison damage. Web Bolt (Spider Only). Ranged Attack Roll: Bonus equals your spell attack modi"
      },
      {
        "document": 1293,
        "excerpt": "ture takes 5d8 Acid, Cold, Fire, Lightning, or Thunder damage (your choice when you create the glyph) on a failed save or half as much damage on a successful one. S"
      },
      {
        "document": 1298,
        "excerpt": "here makes a Dexterity saving throw, taking 20 Radiant damage on a failed save or half as much damage on a successful one. The guardian vanishes when it has dealt a t"
      },
      {
        "document": 1301,
        "excerpt": "ack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage. Using a High"
      },
      {
        "document": 1303,
        "excerpt": "eatures of any types you choose have Resistance to one damage type of your choice while in the area. Silence. No sound can emanate from within the area, and no sound"
      },
      {
        "document": 1305,
        "excerpt": "aving throw. On a failed save, it takes 14d6 Necrotic damage, and its Hit Point maximum is reduced by an amount equal to the Necrotic damage it took. On a successful"
      },
      {
        "document": 1309,
        "excerpt": "ure in physical contact with the object takes 2d8 Fire damage when you cast the spell. Until the spell ends, you can take a Bonus Action on each of your later turns t"
      },
      {
        "document": 1310,
        "excerpt": "Reaction, which you take in response to taking damage from a creature that you can see within 60 feet of yourself"
      },
      {
        "document": 1311,
        "excerpt": "st for 24 hours. The creature has Resistance to Poison damage, and it has Immunity to the Frightened and Poisoned conditions. Its Hit Point maximum also increases by"
      },
      {
        "document": 1313,
        "excerpt": ". Until the spell ends, you deal an extra 1d6 Necrotic damage to the target whenever you hit it with an attack roll. Also, choose one ability when you cast the spell."
      },
      {
        "document": 1314,
        "excerpt": "At the end of each of its turns and each time it takes damage, it makes another Wisdom saving throw. The target has Advantage on the save if the save is triggered by"
      },
      {
        "document": 1318,
        "excerpt": "rry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception"
      },
      {
        "document": 1319,
        "excerpt": "he spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor."
      },
      {
        "document": 1320,
        "excerpt": "t the target. On a hit, the target takes 1d10 Piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on"
      },
      {
        "document": 1321,
        "excerpt": "terity saving throw. A creature takes 2d10 Bludgeoning damage and 4d6 Cold damage on a failed save or half as much damage on a successful one. Hailstones turn ground"
      },
      {
        "document": 1325,
        "excerpt": "in it makes a Dexterity saving throw, taking 10d8 Fire damage on a failed save or half as much damage on a successful one. A creature must also make this save when th"
      },
      {
        "document": 1326,
        "excerpt": "akes a Constitution saving throw, taking 2d10 Necrotic damage on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. The damag"
      },
      {
        "document": 1327,
        "excerpt": "akes a Constitution saving throw, taking 4d10 Piercing damage on a failed save or half as much damage on a successful one. A creature also makes this save when it ent"
      },
      {
        "document": 1329,
        "excerpt": "mediately after the target makes an attack roll, deals damage, or casts a spell. Using a Higher-Level Spell Slot. You can target one additional creature for each spe"
      },
      {
        "document": 1337,
        "excerpt": "e makes a Dexterity saving throw, taking 8d6 Lightning damage on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. The damag"
      },
      {
        "document": 1346,
        "excerpt": "t you can see within range. A dart deals 1d4 + 1 Force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or sever"
      },
      {
        "document": 1348,
        "excerpt": "mes a magic weapon with a +1 bonus to attack rolls and damage rolls. The spell ends early if you cast it again. Using a Higher-Level Spell Slot. The bonus increases"
      },
      {
        "document": 1350,
        "excerpt": "e appropriate to the thing depicted, but it can't deal damage or cause conditions. If you are within range of the illusion, you can take a Magic action to cause the"
      },
      {
        "document": 1354,
        "excerpt": "ble and not involve anything that would obviously deal damage to any of the targets or their allies. For example, you could say, “Walk to the village down that road,"
      },
      {
        "document": 1356,
        "excerpt": "s the spell. You otherwise can't move. Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that"
      },
      {
        "document": 1357,
        "excerpt": "dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item, but it can't restore magic to such an object."
      },
      {
        "document": 1359,
        "excerpt": "s a Dexterity saving throw. A creature takes 20d6 Fire damage and 20d6 Bludgeoning damage on a failed save or half as much damage on a successful one. A creature in t"
      },
      {
        "document": 1360,
        "excerpt": "one willing creature you touch has Immunity to Psychic damage and the Charmed condition. The target is also unaffected by anything that would sense its emotions or al"
      },
      {
        "document": 1361,
        "excerpt": "target makes a Wisdom saving throw, taking 3d8 Psychic damage on a failed save or half as much damage on a successful one. On a failed save, you also always know the"
      },
      {
        "document": 1364,
        "excerpt": "s destroyed. The duplicates otherwise ignore all other damage and effects. The spell ends when all three duplicates are destroyed. A creature is unaffected by this s"
      },
      {
        "document": 1365,
        "excerpt": "y ends immediately after you make an attack roll, deal damage, or cast a spell. As a Magic action, you can move the illusory double up to twice your Speed and make i"
      },
      {
        "document": 1367,
        "excerpt": "surroundings, though it can hear you. If it takes any damage or is targeted by another spell, this spell ends, and no memories are modified. While this charm lasts,"
      },
      {
        "document": 1368,
        "excerpt": "throw. On a failed save, a creature takes 2d10 Radiant damage, and if the creature is shape-shifted (as a result of the Polymorph spell, for example), it reverts to i"
      },
      {
        "document": 1373,
        "excerpt": "e caused it to fall. An affected target can even take damage from the illusion if the phantasm represents a dangerous creature or hazard. On each of your turns, such"
      },
      {
        "document": 1374,
        "excerpt": "throw. On a failed save, the target takes 4d10 Psychic damage and has Disadvantage on ability checks and attack rolls for the duration. On a successful save, the targ"
      },
      {
        "document": 1375,
        "excerpt": "dismount. The spell ends early if the steed takes any damage."
      },
      {
        "document": 1380,
        "excerpt": "nst the target. On a hit, the target takes 1d12 Poison damage. Cantrip Upgrade. The damage increases by 1d12 when you reach levels 5 (2d12), 11 (3d12), and 17 (4d12)"
      },
      {
        "document": 1383,
        "excerpt": "s or fewer, it dies. Otherwise, it takes 12d12 Psychic damage."
      },
      {
        "document": 1386,
        "excerpt": "until the end of your next turn. A trinket can deal no damage and has no monetary worth."
      },
      {
        "document": 1387,
        "excerpt": "---------------- | | 1 | Red. Failed Save: 12d6 Fire damage. Successful Save: Half as much damage. | | 2 | Orange. Failed Save: 12d6 Acid damage. Successf"
      },
      {
        "document": 1388,
        "excerpt": "-------------- | | 1 | Red. Failed Save: 12d6 Fire damage. Successful Save: Half as much damage. Additional Effects: Nonmagical ranged attacks can’t pass through"
      },
      {
        "document": 1390,
        "excerpt": "nged spell attack. On a hit, the target takes 1d8 Fire damage. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8)."
      },
      {
        "document": 1392,
        "excerpt": "e you, but it is intangible. If the illusion takes any damage, it disappears, and the spell ends. You can see through the illusion's eyes and hear through its ears a"
      },
      {
        "document": 1393,
        "excerpt": ", the willing creature you touch has Resistance to one damage type of your choice: Acid, Cold, Fire, Lightning, or Thunder."
      },
      {
        "document": 1395,
        "excerpt": "he Poisoned condition, and it has Resistance to Poison damage."
      },
      {
        "document": 1398,
        "excerpt": ". During that time, it also subtracts 1d8 from all its damage rolls. The target repeats the save at the end of each of its turns, ending the spell on a success."
      },
      {
        "document": 1399,
        "excerpt": "attack against the target. On a hit, it takes 1d8 Cold damage, and its Speed is reduced by 10 feet until the start of your next turn. Cantrip Upgrade. The damage inc"
      },
      {
        "document": 1400,
        "excerpt": "inst the target. On a hit, the target takes 2d8 Poison damage and has the Poisoned condition until the end of your next turn. Using a Higher-Level Spell Slot. The da"
      },
      {
        "document": 1404,
        "excerpt": "sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor ca"
      },
      {
        "document": 1405,
        "excerpt": "to 1 minute You touch a willing creature and choose a damage type: Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison, Radiant, Slashing, or Thunde"
      },
      {
        "document": 1410,
        "excerpt": "ucceed on a Dexterity saving throw or take 1d8 Radiant damage. The target gains no benefit from Half Cover or Three-Quarters Cover for this save. Cantrip Upgrade. Th"
      },
      {
        "document": 1411,
        "excerpt": "creature makes an attack roll, casts a spell, or deals damage."
      },
      {
        "document": 1412,
        "excerpt": "tack for each ray. On a hit, the target takes 2d6 Fire damage. Using a Higher-Level Spell Slot. You create one additional ray for each spell slot level above 2."
      },
      {
        "document": 1414,
        "excerpt": "ute As you hit the target, it takes an extra 1d6 Fire damage from the attack. At the start of each of its turns until the spell ends, the target takes 1d6 Fire damag"
      },
      {
        "document": 1419,
        "excerpt": "awakens.” This spell also ends if the target takes any damage."
      },
      {
        "document": 1421,
        "excerpt": "makes a Constitution saving throw, taking 3d8 Thunder damage on a failed save or half as much damage on a successful one. A Construct has Disadvantage on the save."
      },
      {
        "document": 1423,
        "excerpt": "cluding against the triggering attack, and you take no damage from Magic Missile."
      },
      {
        "document": 1424,
        "excerpt": "casting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. If the attack deals"
      },
      {
        "document": 1425,
        "excerpt": "he target hit by the strike takes an extra 2d6 Radiant damage from the attack. Until the spell ends, the target sheds Bright Light in a 5-foot radius, attack rolls ag"
      },
      {
        "document": 1426,
        "excerpt": "t the target. On a hit, the target takes 1d8 Lightning damage, and it can't make Opportunity Attacks until the start of its next turn. Cantrip Upgrade. The damage in"
      },
      {
        "document": 1427,
        "excerpt": "ect entirely inside the Sphere has Immunity to Thunder damage, and creatures have the Deafened condition while entirely inside it. Casting a spell that includes a Ver"
      },
      {
        "document": 1429,
        "excerpt": "n't take Short or Long Rests. If the simulacrum takes damage, the only way to restore its Hit Points is to repair it as you take a Long Rest, during which you expend"
      },
      {
        "document": 1430,
        "excerpt": "r the duration. The spell ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the spell's effect. Creatures that do"
      },
      {
        "document": 1433,
        "excerpt": "ack against the target. On a hit, the target takes 1d8 damage of a type you choose: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder. If you roll an 8 on a d"
      },
      {
        "document": 1439,
        "excerpt": "e moves into or within the area, it takes 2d4 Piercing damage for every 5 feet it travels. The transformation of the ground is camouflaged to look natural. Any creat"
      },
      {
        "document": 1440,
        "excerpt": "hrow. On a failed save, the creature takes 3d8 Radiant damage (if you are good or neutral) or 3d8 Necrotic damage (if you are evil). On a successful save, the creatur"
      },
      {
        "document": 1441,
        "excerpt": "5 feet of the force. On a hit, the target takes Force damage equal to 1d8 plus your spellcasting ability modifier. As a Bonus Action on your later turns, you can mo"
      },
      {
        "document": 1442,
        "excerpt": "nst the target. On a hit, the target takes 1d8 Radiant damage, and until the end of your next turn, it emits Dim Light in a 10-foot radius and can't benefit from the"
      },
      {
        "document": 1445,
        "excerpt": "has Resistance to Bludgeoning, Piercing, and Slashing damage."
      },
      {
        "document": 1446,
        "excerpt": "eed on a Constitution saving throw or take 2d6 Thunder damage and have the Deafened condition for the duration. At the start of each of your later turns, the storm p"
      },
      {
        "document": 1447,
        "excerpt": "ble and not involve anything that would obviously deal damage to the target or its allies. For example, you could say, “Fetch the key to the cult’s treasure vault, an"
      },
      {
        "document": 1448,
        "excerpt": "of its Resistances. You have Resistance to the chosen damage type until the spell ends. Actions Multiattack. The spirit makes a number of Rend attacks equal to hal"
      },
      {
        "document": 1449,
        "excerpt": "throw. On a failed save, a creature takes 6d8 Radiant damage and has the Blinded condition until the start of your next turn. On a successful save, it takes half as"
      },
      {
        "document": 1450,
        "excerpt": "throw. On a failed save, a creature takes 12d6 Radiant damage and has the Blinded condition for 1 minute. On a successful save, it takes half as much damage only. A"
      },
      {
        "document": 1451,
        "excerpt": "kes a Constitution saving throw, taking 10d10 Necrotic damage on a failed save or half as much damage on a successful save. Discord. Each target makes a Wisdom savin"
      },
      {
        "document": 1454,
        "excerpt": "rting creature (or the target object) takes 3d10 Force damage, and the GM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage ea"
      },
      {
        "document": 1457,
        "excerpt": "throw. On a failed save, a creature takes 2d8 Thunder damage and is pushed 10 feet away from you. On a successful save, a creature takes half as much damage only. I"
      },
      {
        "document": 1466,
        "excerpt": "tack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity. If the attack deals damage, it can be Radiant damage or th"
      },
      {
        "document": 1467,
        "excerpt": "makes a Strength saving throw, taking 6d10 Bludgeoning damage on a failed save or half as much damage on a successful one. At the start of each of your turns after t"
      },
      {
        "document": 1469,
        "excerpt": "within reach. On a hit, the target takes 3d6 Necrotic damage, and you regain Hit Points equal to half the amount of Necrotic damage dealt. Until the spell ends, you"
      },
      {
        "document": 1470,
        "excerpt": "t succeed on a Wisdom saving throw or take 1d6 Psychic damage and have Disadvantage on the next attack roll it makes before the end of its next turn. Cantrip Upgrade"
      },
      {
        "document": 1471,
        "excerpt": "ng throw. On a failed save, a creature takes 10d4 Acid damage and another 5d4 Acid damage at the end of its next turn. On a successful save, a creature takes half the"
      },
      {
        "document": 1472,
        "excerpt": "s area makes a Dexterity saving throw, taking 5d8 Fire damage on a failed save or half as much damage on a successful one. One side of the wall, selected by you when"
      },
      {
        "document": 1473,
        "excerpt": "physically pass through the wall. It is immune to all damage and can't be dispelled by Dispel Magic. A Disintegrate spell destroys the wall instantly, however. The w"
      },
      {
        "document": 1474,
        "excerpt": ") and makes a Dexterity saving throw, taking 10d6 Cold damage on a failed save or half as much damage on a successful one. The wall is an object that can be damaged"
      },
      {
        "document": 1475,
        "excerpt": "f thickness, and it has Immunity to Poison and Psychic damage. Reducing a panel to 0 Hit Points destroys it and might cause connected panels to collapse at the GM's d"
      },
      {
        "document": 1476,
        "excerpt": "ea makes a Dexterity saving throw, taking 7d8 Piercing damage on a failed save or half as much damage on a successful one. A creature can move through the wall, albe"
      },
      {
        "document": 1477,
        "excerpt": "to AC and saving throws, and it has Resistance to all damage. Also, each time it takes damage, you take the same amount of damage. The spell ends if you drop to 0 H"
      },
      {
        "document": 1479,
        "excerpt": "ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures of your choice within range gain this ability for the durati"
      },
      {
        "document": 1480,
        "excerpt": "xposed to fire burns away in 1 round, dealing 2d4 Fire damage to any creature that starts its turn in the fire."
      },
      {
        "document": 1481,
        "excerpt": "throw. On a failed save, a target takes 10d10 Psychic damage and has the Frightened condition for the duration. On a successful save, a target takes half as much dam"
      },
      {
        "document": 1482,
        "excerpt": "has Resistance to Bludgeoning, Piercing, and Slashing damage. The only actions a target can take in this form are the Dash action or a Magic action to begin revertin"
      },
      {
        "document": 1483,
        "excerpt": "makes a Strength saving throw, taking 4d8 Bludgeoning damage on a failed save or half as much damage on a successful one. The strong wind keeps fog, smoke, and othe"
      },
      {
        "document": 1484,
        "excerpt": "up to ten creatures that you can see Resistance to one damage type that you choose. This Resistance is permanent. Spell Immunity. You grant up to ten creatures you c"
      },
      {
        "document": 1496,
        "excerpt": "lly fail Strength and Dexterity saving throws. Resist Damage. You have Resistance to all damage. Poison Immunity. You have Immunity to the Poisoned condition."
      },
      {
        "document": 1503,
        "excerpt": "r Very Rare (+3) You have a bonus to attack rolls and damage rolls made with this piece of magic ammunition. The bonus is determined by the rarity of the ammunition."
      },
      {
        "document": 1504,
        "excerpt": "g on the table below. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force da"
      },
      {
        "document": 1509,
        "excerpt": "legs aren't extended); Immunity to Poison and Psychic damage. To be used as a vehicle, the apparatus requires one pilot. While the apparatus's hatch is closed, the"
      },
      {
        "document": 1511,
        "excerpt": "have Resistance to Bludgeoning, Piercing, and Slashing damage while you wear this armor. Metal Shell. You can take a Magic action to give yourself Immunity to Bludge"
      },
      {
        "document": 1512,
        "excerpt": "quires Attunement) You have Resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly by rolling on the following"
      },
      {
        "document": 1513,
        "excerpt": "his armor, you have Resistance to one of the following damage types: Bludgeoning, Piercing, or Slashing. The GM chooses the type or determines it randomly. Curse. Th"
      },
      {
        "document": 1515,
        "excerpt": "makes a DC 15 Dexterity saving throw, taking 5d4 Force damage on a failed save or half as much damage on a successful one. If you remove a bean from the bag, plant i"
      },
      {
        "document": 1519,
        "excerpt": "ed on a DC 15 Dexterity saving throw or take 5d4 Force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save an"
      },
      {
        "document": 1521,
        "excerpt": "of 60 feet. Resilience. You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition."
      },
      {
        "document": 1523,
        "excerpt": "s Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your Hit Point max"
      },
      {
        "document": 1528,
        "excerpt": "enefits. Cold Resistance. You have Resistance to Cold damage and can tolerate temperatures of 0 degrees Fahrenheit or lower without any additional protection. Winte"
      },
      {
        "document": 1530,
        "excerpt": "h the Longbow and Shortbow, and you gain a +2 bonus to damage rolls made with such weapons."
      },
      {
        "document": 1533,
        "excerpt": "hile wearing this brooch, you have Resistance to Force damage, and you have Immunity to damage from the Magic Missile spell."
      },
      {
        "document": 1541,
        "excerpt": "its. Poison Resistance. You have Resistance to Poison damage. Spider Climb. You have a Climb Speed equal to your Speed and can move up, down, and across vertical su"
      },
      {
        "document": 1542,
        "excerpt": "Disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while yo"
      },
      {
        "document": 1554,
        "excerpt": "Dagger), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. You can take a Bonus Action to magically coat the blade with poison."
      },
      {
        "document": 1555,
        "excerpt": "ses your attack roll and adds your ability modifier to damage rolls. While the weapon hovers, you can take a Bonus Action to cause it to fly up to 30 feet to another"
      },
      {
        "document": 1556,
        "excerpt": "a DC 13 Strength saving throw or take 1d4 Bludgeoning damage and have the Prone condition. Instead of a creature, you can target one object in the Line that isn't be"
      },
      {
        "document": 1558,
        "excerpt": "s Attunement) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you"
      },
      {
        "document": 1559,
        "excerpt": "ntlets allow your Unarmed Strikes to deal 1d8 Slashing damage instead of the usual Bludgeoning damage, and you gain a +1 bonus to the attack and damage rolls of your"
      },
      {
        "document": 1561,
        "excerpt": "b. A Dragon Orb has AC 20 and is destroyed if it takes damage from a +3 Weapon or a Disintegrate spell. Nothing else can harm it."
      },
      {
        "document": 1562,
        "excerpt": "ath weapons of Dragons, and you have Resistance to one damage type determined by the kind of dragon that provided the scales (see the accompanying table). Additional"
      },
      {
        "document": 1563,
        "excerpt": "artial), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon deals an extra 3d6 damage of the weapon's type if the tar"
      },
      {
        "document": 1564,
        "excerpt": "after an affected creature makes an attack roll, deals damage, or casts a spell, the Invisible condition ends for that creature."
      },
      {
        "document": 1565,
        "excerpt": "DC 13 Constitution saving throw, taking 10d6 Necrotic damage on a failed save or half as much damage on a successful one."
      },
      {
        "document": 1568,
        "excerpt": "Dwarvenkind) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. It has the Thrown property with a normal range of 20 feet and a long"
      },
      {
        "document": 1574,
        "excerpt": "s Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing mot"
      },
      {
        "document": 1579,
        "excerpt": "bonus of +9. On a hit, the target takes 1d6 + 5 Force damage. As a Bonus Action, you can direct the whip to fly up to 20 feet and repeat the attack against a creatu"
      },
      {
        "document": 1581,
        "excerpt": "n and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an addi"
      },
      {
        "document": 1583,
        "excerpt": "this magic weapon, the target takes an extra 1d6 Cold damage. In addition, while you hold the weapon, you have Resistance to Fire damage. In freezing temperatures,"
      },
      {
        "document": 1587,
        "excerpt": "artial), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6"
      },
      {
        "document": 1589,
        "excerpt": "ng these gloves, you can take a Reaction to reduce the damage by 1d10 plus your Dexterity modifier if you have a free hand. If you reduce the damage to 0, you can cat"
      },
      {
        "document": 1593,
        "excerpt": "s Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon has 5 charges. You can expend 1 charge and make a ranged"
      },
      {
        "document": 1598,
        "excerpt": "ad that starts its turn in that area takes 1d6 Radiant damage. Fire Opal Flames. As long as the helm has at least one fire opal, you can take a Magic action to cause"
      },
      {
        "document": 1602,
        "excerpt": "by a Paladin) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an ext"
      },
      {
        "document": 1603,
        "excerpt": "throw. On a failed save, a creature takes 5d8 Thunder damage and has the Deafened condition for 1 minute. On a successful save, a creature takes half as much damage"
      },
      {
        "document": 1608,
        "excerpt": "P 100; Immunity to Bludgeoning, Piercing, and Slashing damage except that which is dealt by siege equipment; and Resistance to all other damage. Shrinking the tower b"
      },
      {
        "document": 1612,
        "excerpt": "s magic weapon and hit, you can have it deal Lightning damage instead of Piercing damage. Lightning Bolt. When you throw this weapon at a target no farther than 120"
      },
      {
        "document": 1614,
        "excerpt": "s Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. While the weapon is on your person, you also gain a +1 bonus to savin"
      },
      {
        "document": 1615,
        "excerpt": "magic weapon, that creature takes an extra 2d6 Radiant damage. If the target has 25 Hit Points or fewer after taking this damage, it must succeed on a DC 15 Wisdom sa"
      },
      {
        "document": 1616,
        "excerpt": "(Mace), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The bonus increases to +3 when you use the weapon to attack a Constru"
      },
      {
        "document": 1621,
        "excerpt": "al of Golems and attempts to read it takes 6d6 Psychic damage. To create a golem, you must spend the time shown on the table, working without interruption with the m"
      },
      {
        "document": 1625,
        "excerpt": "nd it has AC 11, HP 10, Immunity to Poison and Psychic damage, and Vulnerability to Bludgeoning damage. It shatters and is destroyed when reduced to 0 Hit Points. If"
      },
      {
        "document": 1627,
        "excerpt": "to 0 Hit Points or you die. If an ally of yours deals damage to the avatar, that ally summons another Avatar of Death. The new avatar appears in an unoccupied space"
      },
      {
        "document": 1629,
        "excerpt": "le necklace, at one time. When you do so, increase the damage of the Fireball by 1d6 for each bead after the first (maximum 12d6)."
      },
      {
        "document": 1631,
        "excerpt": "s Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a cre"
      },
      {
        "document": 1632,
        "excerpt": "ack hits, your sworn enemy takes an extra 3d6 Piercing damage. While your sworn enemy lives, you have Disadvantage on attack rolls with all other weapons."
      },
      {
        "document": 1634,
        "excerpt": "pons that are nonmagical and deal Slashing or Piercing damage are affected. Applying the oil takes 1 minute, after which the oil magically seeps into whatever it coat"
      },
      {
        "document": 1638,
        "excerpt": "you have Immunity to the Poisoned condition and Poison damage."
      },
      {
        "document": 1654,
        "excerpt": "The effect ends early if you make an attack roll, deal damage, or cast a spell."
      },
      {
        "document": 1655,
        "excerpt": "fter you drink this potion, you have Resistance to all damage. This potion's syrupy liquid looks like liquefied iron."
      },
      {
        "document": 1658,
        "excerpt": "nature. If you drink this potion, you take 4d6 Poison damage and must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 1 hour."
      },
      {
        "document": 1659,
        "excerpt": "drink this potion, you have Resistance to one type of damage for 1 hour. The GM chooses the type or determines it randomly by rolling on the following table."
      },
      {
        "document": 1664,
        "excerpt": "s Attunement) You have a +2 bonus to attack rolls and damage rolls made with this magic weapon. While holding this weapon, you can cause it to emit green Dim Light"
      },
      {
        "document": 1667,
        "excerpt": "Air. You know Auran, you have Resistance to Lightning damage, and you have a Fly Speed equal to your Speed and can hover. Earth. You know Terran, and you have Resis"
      },
      {
        "document": 1669,
        "excerpt": "g this ring, you descend 60 feet per round and take no damage from falling."
      },
      {
        "document": 1676,
        "excerpt": "Ring, Rare You have Resistance to one damage type while wearing this ring. The gemstone in the ring indicates the type, which the GM chooses or deter"
      },
      {
        "document": 1677,
        "excerpt": "throw. On a failed save, the creature takes Lightning damage based on the number of spheres you created, as shown in the following table. On a successful save, the c"
      },
      {
        "document": 1682,
        "excerpt": "for each charge you spend, the target takes 2d10 Force damage and is pushed 5 feet away from you. Alternatively, you can expend 1 to 3 of the ring's charges as a Mag"
      },
      {
        "document": 1684,
        "excerpt": "Ring, Uncommon (Requires Attunement) If you take Cold damage while wearing this ring, the ring reduces the damage you take by 2d8. In addition, while wearing this r"
      },
      {
        "document": 1694,
        "excerpt": "magic Mace that grants a +3 bonus to attack rolls and damage rolls made with it. The rod has properties associated with six different buttons that are set in a row a"
      },
      {
        "document": 1698,
        "excerpt": "e has AC 20, HP 20, and Immunity to Poison and Psychic damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If the rope drops to 0 H"
      },
      {
        "document": 1699,
        "excerpt": "e has AC 20, HP 20, and Immunity to Poison and Psychic damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If the rope drops to 0 H"
      },
      {
        "document": 1701,
        "excerpt": "s Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. In addition, you can make one attack with it as a Bonus Action on eac"
      },
      {
        "document": 1705,
        "excerpt": "nt) While holding this Shield, you have Resistance to damage from attacks made with Ranged weapons. Curse. This Shield is cursed. Attuning to it curses you until yo"
      },
      {
        "document": 1706,
        "excerpt": "r to the attack roll. On a hit, the Shield deals Force damage to the target equal to 2d6 + 2 plus your Strength modifier, and if the target is a creature, you can pus"
      },
      {
        "document": 1711,
        "excerpt": "re the exception. Unless an Artifact is susceptible to damage from a Sphere of Annihilation, it passes through the sphere unscathed. Anything else that touches the sp"
      },
      {
        "document": 1713,
        "excerpt": "erer, Warlock, or Wizard) You have Resistance to Fire damage while you hold this staff. Spells. The staff has 10 charges. While holding the staff, you can cast one"
      },
      {
        "document": 1714,
        "excerpt": "erer, Warlock, or Wizard) You have Resistance to Cold damage while you hold this staff. Spells. The staff has 10 charges. While holding the staff, you can cast one"
      },
      {
        "document": 1716,
        "excerpt": "uarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attac"
      },
      {
        "document": 1717,
        "excerpt": "uarterstaff that grants a +3 bonus to attack rolls and damage rolls made with it. The staff has 10 charges. When you hit with a melee attack using it, you can expend"
      },
      {
        "document": 1719,
        "excerpt": "uarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls. Spell Absorption. Whi"
      },
      {
        "document": 1721,
        "excerpt": "uarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls. Spells. While holding"
      },
      {
        "document": 1722,
        "excerpt": "uarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. It also has the following additional properties. Once one of these properties is use"
      },
      {
        "document": 1723,
        "excerpt": "be wielded as a magic Quarterstaff. On a hit, it deals damage as a normal Quarterstaff, and you can expend 1 charge to deal an extra 2d10 Necrotic damage to the targe"
      },
      {
        "document": 1726,
        "excerpt": "he Sun Blade. You gain a +2 bonus to attack rolls and damage rolls made with this weapon, which deals Radiant damage instead of Slashing damage. When you hit an Unde"
      },
      {
        "document": 1727,
        "excerpt": "he attack roll, that target takes an extra 15 Necrotic damage if it isn't a Construct or an Undead, and you gain Temporary Hit Points equal to the amount of Necrotic"
      },
      {
        "document": 1728,
        "excerpt": "t with this magic weapon and hit, maximize your weapon damage dice against the target. When you attack a creature with this weapon and roll a 20 on the d20 for the a"
      },
      {
        "document": 1729,
        "excerpt": "s magic weapon, the target takes an extra 2d6 Necrotic damage and must succeed on a DC 15 Constitution saving throw or be unable to regain Hit Points for 1 hour. The"
      },
      {
        "document": 1730,
        "excerpt": "an Undead that touches the talisman takes 8d6 Radiant damage and takes the damage again each time it ends its turn holding or carrying the talisman. Holy Symbol. Yo"
      },
      {
        "document": 1732,
        "excerpt": "an Undead that touches the talisman takes 8d6 Necrotic damage and takes the damage again each time it ends its turn holding or carrying the talisman. Holy Symbol. Yo"
      },
      {
        "document": 1733,
        "excerpt": "than that score. The weapon deals an extra 1d8 Thunder damage to any creature it hits and an extra 3d8 Thunder damage to objects it hits that aren't being worn or car"
      },
      {
        "document": 1739,
        "excerpt": "r Martial), Rare This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage."
      },
      {
        "document": 1740,
        "excerpt": "s Attunement) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. In addition, the weapon ignores Resistance to Slashing damage. When"
      },
      {
        "document": 1754,
        "excerpt": "r Very Rare (+3) You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity."
      },
      {
        "document": 1760,
        "excerpt": "side a body of water, the creature takes 6 (1d12) Acid damage at the end of every 10 minutes unless moisture is applied to its skin before those minutes have passed."
      },
      {
        "document": 1761,
        "excerpt": "ack Roll: +11, reach 10 ft. Hit: 13 (2d6 + 6) Slashing damage plus 4 (1d8) Acid damage. Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 18, each creature in a"
      },
      {
        "document": 1762,
        "excerpt": "ack Roll: +12, reach 10 ft. Hit: 16 (2d8 + 7) Slashing damage plus 5 (1d10) Lightning damage. Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 19, each cr"
      },
      {
        "document": 1763,
        "excerpt": "ck Roll: +11, reach 10 ft. Hit: 17 (2d10 + 6) Slashing damage plus 4 (1d8) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 18, each creature in a"
      },
      {
        "document": 1764,
        "excerpt": "ack Roll: +12, reach 10 ft. Hit: 16 (2d8 + 7) Slashing damage plus 5 (1d10) Lightning damage. Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 19, each cr"
      },
      {
        "document": 1765,
        "excerpt": "ck Roll: +11, reach 10 ft. Hit: 17 (2d10 + 6) Slashing damage plus 4 (1d8) Acid damage. Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 18, each creature in a"
      },
      {
        "document": 1766,
        "excerpt": "ack Roll: +14, reach 10 ft. Hit: 17 (2d8 + 8) Slashing damage plus 4 (1d8) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 21, each creature in a"
      },
      {
        "document": 1767,
        "excerpt": "ack Roll: +11, reach 10 ft. Hit: 15 (2d8 + 6) Slashing damage plus 7 (2d6) Poison damage. Poison Breath (Recharge 5–6). Constitution Saving Throw: DC 18, each creatu"
      },
      {
        "document": 1768,
        "excerpt": "ck Roll: +14, reach 10 ft. Hit: 13 (1d10 + 8) Slashing damage plus 5 (2d4) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 21, each creature in a"
      },
      {
        "document": 1769,
        "excerpt": "ack Roll: +13, reach 10 ft. Hit: 17 (2d8 + 8) Slashing damage plus 4 (1d8) Cold damage. Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 20, each creature i"
      },
      {
        "document": 1770,
        "excerpt": "ack Roll: +11, reach 10 ft. Hit: 13 (2d6 + 6) Slashing damage plus 4 (1d8) Cold damage. Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 19, each creature i"
      },
      {
        "document": 1771,
        "excerpt": "ttack Roll: +8, reach 10 ft. Hit: 14 (2d8 + 5) Thunder damage. Whirlwind (Recharge 4–6). Strength Saving Throw: DC 13, one Medium or smaller creature in the elementa"
      },
      {
        "document": 1772,
        "excerpt": "tack Roll: +6, reach 5 ft. Hit: 15 (2d10 + 4) Piercing damage. Claws. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) Slashing damage. If the target is a Large o"
      },
      {
        "document": 1773,
        "excerpt": "ack Roll: +15, reach 15 ft. Hit: 17 (2d8 + 8) Slashing damage plus 9 (2d8) Acid damage. Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 22, each creature in a"
      },
      {
        "document": 1774,
        "excerpt": "ack Roll: +16, reach 15 ft. Hit: 18 (2d8 + 9) Slashing damage plus 11 (2d10) Lightning damage. Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 23, each c"
      },
      {
        "document": 1775,
        "excerpt": "ck Roll: +14, reach 15 ft. Hit: 19 (2d10 + 8) Slashing damage plus 7 (2d6) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 21, each creature in a"
      },
      {
        "document": 1776,
        "excerpt": "ack Roll: +16, reach 15 ft. Hit: 18 (2d8 + 9) Slashing damage plus 9 (2d8) Lightning damage. Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 23, each cre"
      },
      {
        "document": 1777,
        "excerpt": "ck Roll: +15, reach 15 ft. Hit: 19 (2d10 + 8) Slashing damage plus 9 (2d8) Acid damage. Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 22, each creature in a"
      },
      {
        "document": 1778,
        "excerpt": ": +17 to hit, reach 15 ft. Hit: 19 (2d8 + 10) Slashing damage plus 9 (2d8) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 24, each creature in a"
      },
      {
        "document": 1779,
        "excerpt": "ack Roll: +15, reach 15 ft. Hit: 17 (2d8 + 8) Slashing damage plus 10 (3d6) Poison damage. Poison Breath (Recharge 5–6). Constitution Saving Throw: DC 22, each creat"
      },
      {
        "document": 1780,
        "excerpt": "ck Roll: +17, reach 15 ft. Hit: 19 (2d8 + 10) Slashing damage plus 10 (3d6) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 24, each creature in"
      },
      {
        "document": 1781,
        "excerpt": "ck Roll: +17, reach 15 ft. Hit: 19 (2d8 + 10) Slashing damage plus 9 (2d8) Cold damage. Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 24, each creature i"
      },
      {
        "document": 1782,
        "excerpt": "ack Roll: +14, reach 15 ft. Hit: 17 (2d8 + 8) Slashing damage plus 7 (2d6) Cold damage. Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 22, each creature i"
      },
      {
        "document": 1783,
        "excerpt": "ack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Bludgeoning damage."
      },
      {
        "document": 1784,
        "excerpt": "Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage."
      },
      {
        "document": 1785,
        "excerpt": "ck Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Bludgeoning damage. If the target is a Medium or smaller creature, the rug can give it the Grappled condition (escape DC 13"
      },
      {
        "document": 1786,
        "excerpt": "by the ankheg), reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage plus 3 (1d6) Acid damage. If the target is a Large or smaller creature, it has the Grappled condition (e"
      },
      {
        "document": 1787,
        "excerpt": "k Roll: +6, reach 10 ft. Hit: 9 (1d10 + 4) Bludgeoning damage. If the target is a Huge or smaller creature, it has the Prone condition."
      },
      {
        "document": 1788,
        "excerpt": "ack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Bludgeoning damage. Rock (Recharge 6). Ranged Attack Roll: +5, range 25/50 ft. Hit: 10 (2d6 + 3) Bludgeoning damage."
      },
      {
        "document": 1789,
        "excerpt": "ttack Roll: +6, reach 5 ft. Hit: 14 (3d6 + 4) Piercing damage."
      },
      {
        "document": 1790,
        "excerpt": "reach 5 ft. or range 150 ft. Hit: 27 (4d10 + 5) Force damage. Spellcasting. The archmage casts one of the following spells, using Intelligence as the spellcasting a"
      },
      {
        "document": 1791,
        "excerpt": "it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the save and only half damage if it fails. It ca"
      },
      {
        "document": 1792,
        "excerpt": "f they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object."
      },
      {
        "document": 1793,
        "excerpt": "ke. Melee Attack Roll: +1, reach 5 ft. Hit: 1 Slashing damage."
      },
      {
        "document": 1794,
        "excerpt": "k Roll: +6, reach 10 ft. Hit: 14 (3d6 + 4) Bludgeoning damage."
      },
      {
        "document": 1795,
        "excerpt": "Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage."
      },
      {
        "document": 1796,
        "excerpt": "manation originating from the azer takes 5 (1d10) Fire damage unless the azer has the Incapacitated condition. Illumination. The azer sheds Bright Light in a 10-foot"
      },
      {
        "document": 1797,
        "excerpt": "Attack Roll: +1, reach 5 ft. Hit: 1 (1d4 - 1) Piercing damage."
      },
      {
        "document": 1798,
        "excerpt": "te. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Piercing damage."
      },
      {
        "document": 1799,
        "excerpt": "ion originating from the balor. Failure: 31 (9d6) Fire damage plus 31 (9d6) Force damage. Success: Half damage. Failure or Success: If the balor dies outside the Abys"
      },
      {
        "document": 1800,
        "excerpt": "Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Slashing damage. Pistol. Ranged Attack Roll: +5, range 30/90 ft. Hit: 8 (1d10 + 3) Piercing damage."
      },
      {
        "document": 1801,
        "excerpt": "Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Slashing damage. Light Crossbow. Ranged Attack Roll: +3, range 80/320 ft. Hit: 5 (1d8 + 1) Piercing damage."
      },
      {
        "document": 1802,
        "excerpt": "f each of its turns, the devil deals 5 (1d10) Piercing damage to any creature it is grappling or any creature grappling it. Diabolical Restoration. If the devil dies"
      },
      {
        "document": 1803,
        "excerpt": "ttack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage plus 7 (2d6) Poison damage."
      },
      {
        "document": 1804,
        "excerpt": "te. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Piercing damage."
      },
      {
        "document": 1805,
        "excerpt": "Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage, and the target has the Poisoned condition until the start of the devil's next turn. Until this poison e"
      },
      {
        "document": 1806,
        "excerpt": "ck Roll: +10, reach 10 ft. Hit: 19 (2d12 + 6) Piercing damage plus 11 (2d10) Lightning damage. Constrict. Strength Saving Throw: DC 18, one Large or smaller creature"
      },
      {
        "document": 1807,
        "excerpt": "ttack Roll: +5, reach 5 ft. Hit: 9 (1d12 + 3) Slashing damage."
      },
      {
        "document": 1808,
        "excerpt": "Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage."
      },
      {
        "document": 1809,
        "excerpt": "Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage plus 2 (1d4) Acid damage. Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 11, each creature in a"
      },
      {
        "document": 1810,
        "excerpt": "he pudding with a melee attack roll takes 4 (1d8) Acid damage. Nonmagical ammunition is destroyed immediately after hitting the pudding and dealing any damage. Any no"
      },
      {
        "document": 1811,
        "excerpt": "Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Piercing damage."
      },
      {
        "document": 1812,
        "excerpt": "Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage, or 6 (1d8 + 2) Piercing damage if the target is Bloodied."
      },
      {
        "document": 1813,
        "excerpt": "ttack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Slashing damage plus 3 (1d6) Lightning damage. Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 12, each cre"
      },
      {
        "document": 1814,
        "excerpt": "Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Piercing damage. If the target is a Medium or smaller creature and the boar moved 20+ feet straight toward it immediatel"
      },
      {
        "document": 1815,
        "excerpt": "tack Roll: +8, reach 10 ft. Hit: 13 (2d8 + 4) Slashing damage. Infernal Sting. Melee Attack Roll: +8, reach 10 ft. Hit: 15 (2d10 + 4) Piercing damage plus 18 (4d8) P"
      },
      {
        "document": 1816,
        "excerpt": "ttack Roll: +4, reach 5 ft. Hit: 7 (1d10 + 2) Slashing damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 11, each creature in a 20-foot-long, 5-foot-wid"
      },
      {
        "document": 1817,
        "excerpt": "ttack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Slashing damage. Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 12, each creature in a 40-foot-long, 5-foo"
      },
      {
        "document": 1818,
        "excerpt": "Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage. Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage. If the target is a Large or"
      },
      {
        "document": 1819,
        "excerpt": "10 ft. or range 30/120 ft. Hit: 13 (3d6 + 3) Piercing damage. Morningstar. Melee Attack Roll: +5 (with Advantage if the target is Grappled by the bugbear), reach 10"
      },
      {
        "document": 1820,
        "excerpt": "ck Roll: +4, reach 10 ft. Hit: 9 (2d6 + 2) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 12). Light Ham"
      },
      {
        "document": 1821,
        "excerpt": "tack Roll: +7, reach 5 ft. Hit: 17 (2d12 + 4) Piercing damage. Deadly Leap. The bulette spends 5 feet of movement to jump to a space within 15 feet that contains one"
      },
      {
        "document": 1822,
        "excerpt": "ack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Bludgeoning damage."
      },
      {
        "document": 1823,
        "excerpt": "ch. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Slashing damage."
      },
      {
        "document": 1824,
        "excerpt": "tack Roll: +6, reach 10 ft. Hit: 9 (1d10 + 4) Piercing damage. Longbow. Ranged Attack Roll: +4, range 150/600 ft. Hit: 6 (1d8 + 2) Piercing damage."
      },
      {
        "document": 1825,
        "excerpt": "tack Roll: +7, reach 10 ft. Hit: 11 (2d6 + 4) Slashing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of"
      },
      {
        "document": 1826,
        "excerpt": "ttack Roll: +7, reach 5 ft. Hit: 11 (2d6 + 4) Piercing damage, or 18 (4d6 + 4) Piercing damage if the chimera had Advantage on the attack roll. Claw. Melee Attack Ro"
      },
      {
        "document": 1827,
        "excerpt": "k Roll: +6, reach 10 ft. Hit: 9 (1d10 + 4) Bludgeoning damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of"
      },
      {
        "document": 1828,
        "excerpt": "id Absorption. Whenever the golem is subjected to Acid damage, it takes no damage and instead regains a number of Hit Points equal to the Acid damage dealt. Berserk."
      },
      {
        "document": 1829,
        "excerpt": "ttack Roll: +6, reach 5 ft. Hit: 13 (3d6 + 3) Piercing damage. If the target is a Large or smaller creature, the cloaker attaches to it. While the cloaker is attached"
      },
      {
        "document": 1830,
        "excerpt": "Roll: +12, reach 10 ft. Hit: 21 (3d8 + 8) Bludgeoning damage plus 7 (2d6) Thunder damage. Thundercloud. Ranged Attack Roll: +12, range 240 ft. Hit: 18 (3d6 + 8) Thu"
      },
      {
        "document": 1831,
        "excerpt": "Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Piercing damage. If the target is a creature, it is subjected to the following effect. Constitution Saving Throw: DC 11."
      },
      {
        "document": 1832,
        "excerpt": "Attack Roll: +2, reach 5 ft. Hit: 2 (1d4) Bludgeoning damage."
      },
      {
        "document": 1833,
        "excerpt": "Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Piercing damage. Constrict. Strength Saving Throw: DC 12, one Medium or smaller creature the snake can see within 5 fee"
      },
      {
        "document": 1834,
        "excerpt": "ttack Roll: +4, reach 5 ft. Hit: 7 (1d10 + 2) Slashing damage. Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 11, each creature in a 20-foot-long, 5-foot-wid"
      },
      {
        "document": 1835,
        "excerpt": "tack Roll: +7, reach 5 ft. Hit: 11 (1d12 + 5) Piercing damage, and the target has the Poisoned condition until the end of the couatl's next turn. Constrict. Strength"
      },
      {
        "document": 1836,
        "excerpt": "Melee Attack Roll: +2, reach 5 ft. Hit: 1 Bludgeoning damage."
      },
      {
        "document": 1837,
        "excerpt": "Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Piercing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 12). While Grap"
      },
      {
        "document": 1838,
        "excerpt": "ttack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage plus 7 (2d6) Necrotic damage. Spellcasting. The cultist casts one of the following spells, using Wisdom"
      },
      {
        "document": 1839,
        "excerpt": "Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Slashing damage plus 1 Necrotic damage."
      },
      {
        "document": 1840,
        "excerpt": "ack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage, and the darkmantle attaches to the target. If the target is a Medium or smaller creature and the darkma"
      },
      {
        "document": 1841,
        "excerpt": "Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage. If the target is a creature, it is subjected to the following effect. Constitution Saving Throw: DC 12."
      },
      {
        "document": 1842,
        "excerpt": "Attack Roll: +2, reach 5 ft. Hit: 2 (1d4) Bludgeoning damage."
      },
      {
        "document": 1843,
        "excerpt": "ack Roll: +8, reach 5 ft. Hit: 7 (1d6 + 4) Bludgeoning damage plus 18 (4d8) Radiant damage. Spellcasting. The deva casts one of the following spells, requiring no Ma"
      },
      {
        "document": 1844,
        "excerpt": "ttack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Piercing damage. If the target is a Large or smaller creature, it has the Prone condition."
      },
      {
        "document": 1845,
        "excerpt": "ack Roll: +9, reach 5 feet. Hit: 12 (2d6 + 5) Slashing damage plus 7 (2d6) Lightning damage. Storm Bolt. Ranged Attack Roll: +9, range 120 feet. Hit: 13 (3d8) Thunde"
      },
      {
        "document": 1846,
        "excerpt": "ach combat), reach 5 ft. Hit: 11 (2d6 + 4) Bludgeoning damage. Read Thoughts. The doppelganger casts Detect Thoughts, requiring no spell components and using Charism"
      },
      {
        "document": 1847,
        "excerpt": "ack Roll: +6, reach 5 ft. Hit: 6 (1d4 + 4) Bludgeoning damage."
      },
      {
        "document": 1848,
        "excerpt": "ck Roll: +13, reach 15 ft. Hit: 23 (3d10 + 7) Piercing damage plus 7 (2d6) Fire damage. Being underwater doesn't grant Resistance to this Fire damage. Tail. Melee At"
      },
      {
        "document": 1849,
        "excerpt": "Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Slashing damage. Fetid Cloud (1/Day). Constitution Saving Throw: DC 11, each creature in a 10-foot Emanation originatin"
      },
      {
        "document": 1850,
        "excerpt": "tack Roll: +7, reach 10 ft. Hit: 13 (2d8 + 4) Piercing damage. Poison Burst. Ranged Attack Roll: +6, range 120 ft. Hit: 13 (3d6 + 3) Poison damage."
      },
      {
        "document": 1851,
        "excerpt": "ack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Bludgeoning damage plus 2 (1d4) Poison damage. Verdant Wisp. Ranged Attack Roll: +5, range 90 ft. Hit: 10 (3d6) Radiant da"
      },
      {
        "document": 1852,
        "excerpt": "ttack Roll: +6, reach 10 ft. Hit: 8 (1d8 + 4) Slashing damage. Thorn Burst. Ranged Attack Roll: +6, range 60 ft. Hit: 7 (1d6 + 4) Piercing damage. Spellcasting. The"
      },
      {
        "document": 1853,
        "excerpt": "ginating from the mephit. Failure: 5 (2d4) Bludgeoning damage. Success: Half damage."
      },
      {
        "document": 1854,
        "excerpt": "tack Roll: +4, reach 5 feet. Hit: 4 (1d4 + 2) Slashing damage."
      },
      {
        "document": 1855,
        "excerpt": "es through. Siege Monster. The elemental deals double damage to objects and structures."
      },
      {
        "document": 1856,
        "excerpt": "tack Roll: +10, reach 5 ft. Hit: 13 (2d6 + 6) Slashing damage plus 13 (2d12) Fire damage. Hurl Flame. Ranged Attack Roll: +8, range 120 ft. Hit: 24 (7d6) Fire damage"
      },
      {
        "document": 1857,
        "excerpt": "ttack Roll: +8, reach 5 ft. Hit: 15 (2d8 + 6) Piercing damage. If the target is a Huge or smaller creature and the elephant moved 20+ feet straight toward it immediat"
      },
      {
        "document": 1858,
        "excerpt": "ack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage. If the target is a Large or smaller creature and the elk moved 20+ feet straight toward it immediately"
      },
      {
        "document": 1859,
        "excerpt": "e has AC 20, HP 90, and Immunity to Poison and Psychic damage. The rope turns to dust if reduced to 0 Hit Points, if it is 5+ feet away from the erinyes for 1 hour or"
      },
      {
        "document": 1860,
        "excerpt": "Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 2 (1d4) Poison damage, and the target has the Poisoned condition until the start of the ettercap's"
      },
      {
        "document": 1861,
        "excerpt": "ttack Roll: +7, reach 5 ft. Hit: 14 (2d8 + 5) Slashing damage. If the target is a Large or smaller creature, it has the Prone condition. Morningstar. Melee Attack Ro"
      },
      {
        "document": 1862,
        "excerpt": "ion originating from the elemental takes 5 (1d10) Fire damage. Creatures and flammable objects in the Emanation start burning. Fire Form. The elemental can move thro"
      },
      {
        "document": 1863,
        "excerpt": "ack Roll: +11, reach 10 ft. Hit: 21 (4d6 + 7) Slashing damage plus 10 (3d6) Fire damage. Hammer Throw. Ranged Attack Roll: +11, range 60/240 ft. Hit: 23 (3d10 + 7) B"
      },
      {
        "document": 1864,
        "excerpt": "Aversion to Fire. If the golem takes Fire damage, it has Disadvantage on attack rolls and ability checks until the end of its next turn. Berserk. Whenev"
      },
      {
        "document": 1865,
        "excerpt": "te. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Piercing damage plus 5 (2d4) Poison damage."
      },
      {
        "document": 1866,
        "excerpt": "te. Melee Attack Roll: +3, reach 5 ft. Hit: 1 Piercing damage."
      },
      {
        "document": 1867,
        "excerpt": "ack Roll: +9, reach 10 ft. Hit: 19 (2d12 + 6) Slashing damage plus 9 (2d8) Cold damage. Great Bow. Ranged Attack Roll: +9, range 150/600 ft. Hit: 17 (2d10 + 6) Pierc"
      },
      {
        "document": 1868,
        "excerpt": "Attack Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2) Slashing damage."
      },
      {
        "document": 1869,
        "excerpt": "(Athletics) check, and the puller takes 10 (3d6) Acid damage. Transparent. Even when the cube is in plain sight, a creature must succeed on a DC 15 Wisdom (Percepti"
      },
      {
        "document": 1870,
        "excerpt": "Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 9 (2d8) Necrotic damage. Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damag"
      },
      {
        "document": 1871,
        "excerpt": "f they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object."
      },
      {
        "document": 1872,
        "excerpt": "Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 3 (1d6) Necrotic damage. Claw. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Slashing damage"
      },
      {
        "document": 1873,
        "excerpt": "Roll: +9, reach 10 ft. Hit: 22 (3d10 + 6) Bludgeoning damage. Boulder Toss (Recharge 6). The ape hurls a boulder at a point it can see within 90 feet. Dexterity Sav"
      },
      {
        "document": 1874,
        "excerpt": "Attack Roll: +3, reach 5 ft. Hit: 6 (2d4 + 1) Piercing damage."
      },
      {
        "document": 1875,
        "excerpt": "Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage."
      },
      {
        "document": 1876,
        "excerpt": "ttack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage. If the target is a Large or smaller creature and the boar moved 20+ feet straight toward it immediately"
      },
      {
        "document": 1877,
        "excerpt": "Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage, and the target has the Poisoned condition until the start of the centipede's next turn."
      },
      {
        "document": 1878,
        "excerpt": "tack Roll: +6, reach 10 ft. Hit: 11 (2d6 + 4) Piercing damage. Constrict. Strength Saving Throw: DC 14, one Large or smaller creature the snake can see within 10 fee"
      },
      {
        "document": 1879,
        "excerpt": "ack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 11) from one of"
      },
      {
        "document": 1880,
        "excerpt": "tack Roll: +8, reach 5 ft. Hit: 21 (3d10 + 5) Piercing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 15). While Grapp"
      },
      {
        "document": 1881,
        "excerpt": "Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage plus 3 (1d6) Radiant damage."
      },
      {
        "document": 1882,
        "excerpt": "k Roll: +6, reach 10 ft. Hit: 11 (2d6 + 4) Bludgeoning damage plus 5 (2d4) Radiant damage. If the target is a Huge or smaller creature and the elk moved 20+ feet stra"
      },
      {
        "document": 1883,
        "excerpt": "Bite. Melee Attack Roll: +1, reach 5 ft. Hit: 1 Fire damage."
      },
      {
        "document": 1885,
        "excerpt": "Attack Roll: +3, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 11). Swallow."
      },
      {
        "document": 1886,
        "excerpt": "ack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage. If the target is a Large or smaller creature and the goat moved 20+ feet straight toward it immediately"
      },
      {
        "document": 1887,
        "excerpt": "ttack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage."
      },
      {
        "document": 1888,
        "excerpt": "Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Piercing damage."
      },
      {
        "document": 1889,
        "excerpt": "k Roll: +5, reach 10 ft. Hit: 10 (2d6 + 3) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 13) from all ei"
      },
      {
        "document": 1890,
        "excerpt": "ttack Roll: +4, reach 5 ft. Hit: 7 (1d10 + 2) Slashing damage. Spellcasting. The owl casts one of the following spells, requiring no spell components and using Wisdo"
      },
      {
        "document": 1891,
        "excerpt": "tack Roll: +5, reach 5 feet. Hit: 5 (1d4 + 3) Piercing damage."
      },
      {
        "document": 1892,
        "excerpt": "ack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 13) from one of"
      },
      {
        "document": 1893,
        "excerpt": "ack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) Bludgeoning damage, or 11 (2d8 + 2) Bludgeoning damage if the seahorse moved 20+ feet straight toward the target immediatel"
      },
      {
        "document": 1894,
        "excerpt": "s Hit Points), reach 5 ft. Hit: 22 (3d10 + 6) Piercing damage."
      },
      {
        "document": 1895,
        "excerpt": "Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 7 (2d6) Poison damage. Web (Recharge 5–6). Dexterity Saving Throw: DC 13, one creature the spider"
      },
      {
        "document": 1896,
        "excerpt": "Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 5 (2d4) Poison damage. If the target is a Medium or smaller creature, it has the Grappled condition"
      },
      {
        "document": 1897,
        "excerpt": "ttack Roll: +6, reach 10 ft. Hit: 6 (1d4 + 4) Piercing damage plus 4 (1d8) Poison damage."
      },
      {
        "document": 1898,
        "excerpt": "Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) Piercing damage, and the target has the Poisoned condition until the end of its next turn."
      },
      {
        "document": 1899,
        "excerpt": "Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 5 (2d4) Poison damage."
      },
      {
        "document": 1900,
        "excerpt": "Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Piercing damage."
      },
      {
        "document": 1901,
        "excerpt": "Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Piercing damage plus 5 (2d4) Poison damage."
      },
      {
        "document": 1902,
        "excerpt": "lee Attack Roll: +2, reach 5 ft. Hit: 7 (2d6) Piercing damage. If the target is a Medium or smaller creature, it has the Prone condition. The target dies if it is red"
      },
      {
        "document": 1903,
        "excerpt": "ack Roll: +9, reach 10 ft. Hit: 16 (2d10 + 5) Slashing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 15) from one of"
      },
      {
        "document": 1904,
        "excerpt": "ch 5 ft. or range 20/60 ft. Hit: 11 (2d6 + 4) Piercing damage. Shield Bash. Strength Saving Throw: DC 15, one creature within 5 feet that the gladiator can see. Fail"
      },
      {
        "document": 1905,
        "excerpt": "Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage. Bone Bow. Ranged Attack Roll: +3, range 150/600 ft. Hit: 6 (1d10 + 1) Piercing damage."
      },
      {
        "document": 1906,
        "excerpt": "Melee Attack Roll: +2, reach 5 ft. Hit: 1 Bludgeoning damage, or 2 (1d4) Bludgeoning damage if the goat moved 20+ feet straight toward the target immediately before"
      },
      {
        "document": 1907,
        "excerpt": "Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage, plus 2 (1d4) Slashing damage if the attack roll had Advantage. Shortbow. Ranged Attack Roll: +4, range"
      },
      {
        "document": 1908,
        "excerpt": "ach 5 ft. or range 20/60 ft. Hit: 4 (1d4 + 2) Piercing damage."
      },
      {
        "document": 1909,
        "excerpt": "Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage, plus 2 (1d4) Slashing damage if the attack roll had Advantage. Shortbow. Ranged Attack Roll: +4, range"
      },
      {
        "document": 1910,
        "excerpt": "ttack Roll: +6, reach 5 ft. Hit: 9 (1d10 + 4) Slashing damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 13, each creature in a 15-foot Cone. Failure: 2"
      },
      {
        "document": 1911,
        "excerpt": "tack Roll: +8, reach 5 ft. Hit: 18 (2d12 + 5) Piercing damage. If the target is a Large or smaller creature and the gorgon moved 20+ feet straight toward it immediate"
      },
      {
        "document": 1912,
        "excerpt": "yed immediately after hitting the ooze and dealing any damage. Any nonmagical weapon takes a cumulative -1 penalty to attack rolls immediately after dealing damage to"
      },
      {
        "document": 1913,
        "excerpt": "ttack Roll: +4, reach 5 ft. Hit: 7 (1d10 + 2) Slashing damage plus 3 (1d6) Poison damage. Poison Breath (Recharge 5–6). Constitution Saving Throw: DC 11, each creatu"
      },
      {
        "document": 1914,
        "excerpt": "Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) Slashing damage plus 3 (1d6) Poison damage. Spellcasting. The hag casts one of the following spells, requiring no Mater"
      },
      {
        "document": 1915,
        "excerpt": "Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) Piercing damage. Tentacles. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 + 2) Slashing damage. If the target is a Me"
      },
      {
        "document": 1916,
        "excerpt": "Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) Piercing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 14) from both o"
      },
      {
        "document": 1917,
        "excerpt": "ack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage plus 2 (1d4) Psychic damage."
      },
      {
        "document": 1918,
        "excerpt": "h 5 ft. or range 30/120 ft. Hit: 14 (3d6 + 4) Piercing damage. Longsword. Melee Attack Roll: +6, reach 5 ft. Hit: 15 (2d10 + 4) Slashing damage."
      },
      {
        "document": 1919,
        "excerpt": "ach 5 ft. or range 20/60 ft. Hit: 4 (1d6 + 1) Piercing damage."
      },
      {
        "document": 1920,
        "excerpt": "ack Roll: +8, reach 10 ft. Hit: 17 (2d12 + 4) Piercing damage plus 22 (4d10) Poison damage. Poisonous Spittle. Constitution Saving Throw: DC 16, one creature the nag"
      },
      {
        "document": 1921,
        "excerpt": "Damage type chosen for the Draconic Origin trait below"
      },
      {
        "document": 1922,
        "excerpt": "Attack Roll: +3, reach 5 ft. Hit: 6 (2d4 + 1) Slashing damage. Luring Song. The harpy sings a magical melody, which lasts until the harpy's Concentration ends on it."
      },
      {
        "document": 1923,
        "excerpt": "ns. Melee Attack Roll: +5, reach 5 ft. Hit: 1 Slashing damage."
      },
      {
        "document": 1924,
        "excerpt": "Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 3 (1d6) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 12, each creature in a"
      },
      {
        "document": 1925,
        "excerpt": "Attack Roll: +7, reach 5 ft. Hit: 6 (1d4 + 4) Slashing damage plus 9 (2d8) Poison damage."
      },
      {
        "document": 1926,
        "excerpt": "k Roll: +8, reach 10 ft. Hit: 18 (3d8 + 5) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition. Trash Lob. Ranged Attack Rol"
      },
      {
        "document": 1927,
        "excerpt": "Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage."
      },
      {
        "document": 1928,
        "excerpt": "tack Roll: +7, reach 5 ft. Hit: 16 (2d10 + 5) Piercing damage."
      },
      {
        "document": 1929,
        "excerpt": "Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) Slashing damage plus 3 (1d6) Poison damage. Longbow. Ranged Attack Roll: +4, range 150/600 ft. Hit: 6 (1d8 + 2) Piercin"
      },
      {
        "document": 1930,
        "excerpt": "tack Roll: +3, reach 5 ft. Hit: 12 (2d10 + 1) Slashing damage. Longbow. Ranged Attack Roll: +3, range 150/600 ft. Hit: 5 (1d8 + 1) Piercing damage plus 7 (3d4) Poiso"
      },
      {
        "document": 1931,
        "excerpt": "te. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Piercing damage, and the target is subjected to the following effect. Constitution Saving Throw: DC 12. Failure: The tar"
      },
      {
        "document": 1932,
        "excerpt": "ack Roll: +10, reach 10 ft. Hit: 15 (2d8 + 6) Piercing damage plus 9 (2d8) Fire damage. Hurl Flame. Ranged Attack Roll: +8, range 150 ft. Hit: 26 (5d8 + 4) Fire dama"
      },
      {
        "document": 1933,
        "excerpt": "ts Hit Points), reach 5 ft. Hit: 14 (3d6 + 4) Piercing damage."
      },
      {
        "document": 1934,
        "excerpt": "The hydra has five heads. Whenever the hydra takes 25 damage or more on a single turn, one of its heads dies. The hydra dies if all its heads are dead. At the end of"
      },
      {
        "document": 1935,
        "excerpt": "lee Attack Roll: +2, reach 5 ft. Hit: 3 (1d6) Piercing damage."
      },
      {
        "document": 1936,
        "excerpt": "h 5 ft. or range 30/120 ft. Hit: 14 (2d8 + 5) Piercing damage plus 10 (3d6) Cold damage. Until the end of its next turn, the target can't take a Bonus Action or React"
      },
      {
        "document": 1937,
        "excerpt": "ion originating from the mephit. Failure: 5 (2d4) Cold damage. Success: Half damage."
      },
      {
        "document": 1938,
        "excerpt": "Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage plus 7 (2d6) Poison damage. Invisibility. The imp casts Invisibility on itself, requiring no spell comp"
      },
      {
        "document": 1939,
        "excerpt": "Attack Roll: +7, reach 5 ft. Hit: 15 (3d6 + 5) Psychic damage, and the target is cursed for 24 hours or until the incubus dies. Until the curse ends, the target gains"
      },
      {
        "document": 1940,
        "excerpt": "e Attack Roll: +7, reach 5 ft. Hit: 11 (2d6 + 4) Force damage. Vortex. Constitution Saving Throw: DC 14, one Large or smaller creature in the stalker's space. Failur"
      },
      {
        "document": 1941,
        "excerpt": "re Absorption. Whenever the golem is subjected to Fire damage, it regains a number of Hit Points equal to the Fire damage dealt. Immutable Form. The golem can't shap"
      },
      {
        "document": 1942,
        "excerpt": "ttack Roll: +1, reach 5 ft. Hit: 1 (1d4 - 1) Piercing damage."
      },
      {
        "document": 1943,
        "excerpt": "ttack Roll: +6, reach 5 ft. Hit: 21 (5d6 + 4) Piercing damage."
      },
      {
        "document": 1944,
        "excerpt": "ttack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage plus 4 (1d8) Radiant damage. Heavy Crossbow. Ranged Attack Roll: +2, range 100/400 ft. Hit: 11 (2d10) P"
      },
      {
        "document": 1945,
        "excerpt": "ach 5 ft. or range 20/60 ft. Hit: 4 (1d4 + 2) Piercing damage."
      },
      {
        "document": 1946,
        "excerpt": "cceed instead. Siege Monster. The kraken deals double damage to objects and structures."
      },
      {
        "document": 1947,
        "excerpt": "Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage plus 7 (2d6) Psychic damage. Corrupting Touch. Wisdom Saving Throw: DC 13, one creature the lamia can s"
      },
      {
        "document": 1948,
        "excerpt": "Melee Attack Roll: +2, reach 5 ft. Hit: 2 (1d4) Poison damage."
      },
      {
        "document": 1949,
        "excerpt": "reach 5 ft. or range 120 ft. Hit: 31 (4d12 + 5) Force damage. Paralyzing Touch. Melee Attack Roll: +12, reach 5 ft. Hit: 15 (3d6 + 5) Cold damage, and the target ha"
      },
      {
        "document": 1950,
        "excerpt": "Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage. Roar. Wisdom Saving Throw: DC 11, one creature within 15 feet. Failure: The target has the Frightened"
      },
      {
        "document": 1951,
        "excerpt": "te. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Piercing damage."
      },
      {
        "document": 1952,
        "excerpt": ", reach 5 ft. or range 120 ft. Hit: 16 (3d8 + 3) Force damage. Spellcasting. The mage casts one of the following spells, using Intelligence as the spellcasting abili"
      },
      {
        "document": 1953,
        "excerpt": "ion originating from the mephit. Failure: 7 (2d6) Fire damage. Success: Half damage."
      },
      {
        "document": 1954,
        "excerpt": "ion originating from the magmin. Failure: 7 (2d6) Fire damage. Success: Half damage."
      },
      {
        "document": 1955,
        "excerpt": "ck Roll: +10, reach 10 ft. Hit: 18 (2d10 + 7) Piercing damage. If the target is a Huge or smaller creature and the mammoth moved 20+ feet straight toward it immediate"
      },
      {
        "document": 1956,
        "excerpt": "Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage. Tail Spike. Ranged Attack Roll: +5, range 100/200 ft. Hit: 7 (1d8 + 3) Piercing damage."
      },
      {
        "document": 1957,
        "excerpt": "ack Roll: +10, reach 5 ft. Hit: 10 (1d10 + 5) Slashing damage plus 7 (2d6) Necrotic damage. Constrict. Strength Saving Throw: DC 17, one Medium or smaller creature t"
      },
      {
        "document": 1958,
        "excerpt": "Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Piercing damage. If the target is a Medium or smaller creature, it has the Prone condition."
      },
      {
        "document": 1959,
        "excerpt": "ttack Roll: +6, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage. Snake Hair. Melee Attack Roll: +6, reach 5 ft. Hit: 5 (1d4 + 3) Piercing damage plus 14 (4d6) Poison d"
      },
      {
        "document": 1960,
        "excerpt": ", reach 5 ft. or range 20/60 ft. Hit: 3 (1d6) Piercing damage plus 2 (1d4) Cold damage. If the target is a creature, its Speed decreases by 10 feet until the end of i"
      },
      {
        "document": 1961,
        "excerpt": "Attack Roll: +6, reach 5 ft. Hit: 6 (1d4 + 4) Piercing damage, and the target has the Poisoned condition until the end of the merrow's next turn. Claw. Melee Attack"
      },
      {
        "document": 1962,
        "excerpt": "d by the mimic), reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage - or 12 (2d8 + 3) Piercing damage if the target is Grappled by the mimic - plus 4 (1d8) Acid damage. Ps"
      },
      {
        "document": 1963,
        "excerpt": "ack Roll: +6, reach 10 ft. Hit: 10 (1d12 + 4) Slashing damage plus 10 (3d6) Necrotic damage. Gore (Recharge 5–6). Melee Attack Roll: +6, reach 5 ft. Hit: 18 (4d6 + 4"
      },
      {
        "document": 1964,
        "excerpt": "ttack Roll: +6, reach 5 ft. Hit: 11 (2d6 + 4) Piercing damage. If the target is a Large or smaller creature and the skeleton moved 20+ feet straight toward it immedia"
      },
      {
        "document": 1965,
        "excerpt": "ack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Bludgeoning damage."
      },
      {
        "document": 1966,
        "excerpt": "Tiny object that has AC 17, HP 10, and Immunity to all damage except Fire."
      },
      {
        "document": 1967,
        "excerpt": "ck Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Bludgeoning damage plus 10 (3d6) Necrotic damage. If the target is a creature, it is cursed. While cursed, the target can't"
      },
      {
        "document": 1968,
        "excerpt": "ck Roll: +10, reach 10 ft. Hit: 16 (2d10 + 5) Slashing damage plus 11 (2d10) Force damage. Teleport. The nalfeshnee teleports up to 120 feet to an unoccupied space i"
      },
      {
        "document": 1969,
        "excerpt": "tion. The bag has AC 15, HP 20, and Resistance to all damage. The bag turns to dust if reduced to 0 Hit Points. If the bag is destroyed, any souls the bag is holding"
      },
      {
        "document": 1970,
        "excerpt": "Resistance. The nightmare can grant Resistance to Fire damage to a rider while it is on the nightmare. Illumination. The nightmare sheds Bright Light in a 10-foot ra"
      },
      {
        "document": 1971,
        "excerpt": "Attack Roll: +3, reach 5 ft. Hit: 5 (1d8 + 1) Piercing damage."
      },
      {
        "document": 1972,
        "excerpt": "ee Attack Roll: +4, reach 5 ft. Hit: 12 (3d6 + 2) Acid damage."
      },
      {
        "document": 1973,
        "excerpt": "Melee Attack Roll: +4, reach 5 ft. Hit: 1 Bludgeoning damage."
      },
      {
        "document": 1974,
        "excerpt": "Undead Fortitude. If damage reduces the zombie to 0 Hit Points, it makes a Constitution saving throw (DC 5 plus the damage taken) un"
      },
      {
        "document": 1975,
        "excerpt": "ck Roll: +6, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage. Javelin. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 30/120 ft. Hit: 11 (2d6 + 4) Piercing d"
      },
      {
        "document": 1976,
        "excerpt": "ack Roll: +7, reach 10 ft. Hit: 10 (1d12 + 4) Slashing damage plus 9 (2d8) Necrotic damage. Nightmare Ray. Ranged Attack Roll: +5, range 60 ft. Hit: 9 (2d6 + 2) Psyc"
      },
      {
        "document": 1977,
        "excerpt": "ttack Roll: +6, reach 5 ft. Hit: 12 (2d8 + 3) Piercing damage, and the target has the Poisoned condition. Whenever the Poisoned target finishes a Long Rest, it is sub"
      },
      {
        "document": 1978,
        "excerpt": "ns. Melee Attack Roll: +3, reach 5 ft. Hit: 1 Slashing damage."
      },
      {
        "document": 1979,
        "excerpt": "ttack Roll: +7, reach 5 ft. Hit: 14 (2d8 + 5) Slashing damage."
      },
      {
        "document": 1980,
        "excerpt": "Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Slashing damage."
      },
      {
        "document": 1981,
        "excerpt": "ack Roll: +6, reach 5 ft. Hit: 7 (1d6 + 4) Bludgeoning damage plus 5 (2d4) Radiant damage."
      },
      {
        "document": 1982,
        "excerpt": "ttack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Piercing damage plus 9 (2d8) Poison damage. If this damage reduces the target to 0 Hit Points, the target becomes Stable"
      },
      {
        "document": 1983,
        "excerpt": "have all its Hit Points), reach 5 ft. Hit: 1 Piercing damage."
      },
      {
        "document": 1984,
        "excerpt": "ttack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Piercing damage, and the pirate has Advantage on the next attack roll it makes before the end of this turn. Pistol. Ran"
      },
      {
        "document": 1985,
        "excerpt": "ach 5 ft. or range 20/60 ft. Hit: 5 (1d4 + 3) Piercing damage. Enthralling Panache. Wisdom Saving Throw: DC 12, one creature the pirate can see within 30 feet. Failu"
      },
      {
        "document": 1986,
        "excerpt": "ack Roll: +14, reach 10 ft. Hit: 18 (3d6 + 8) Piercing damage. If the target is a creature, it must make the following saving throw. Constitution Saving Throw: DC 21."
      },
      {
        "document": 1987,
        "excerpt": "ack Roll: +12, reach 10 ft. Hit: 14 (2d6 + 7) Slashing damage plus 18 (4d8) Radiant damage. Holy Burst. Dexterity Saving Throw: DC 20, each enemy in a 20-foot-radius"
      },
      {
        "document": 1988,
        "excerpt": "tack Roll: +6, reach 10 ft. Hit: 11 (2d6 + 4) Piercing damage."
      },
      {
        "document": 1989,
        "excerpt": "Attack Roll: +7, reach 5 ft. Hit: 9 (1d8 + 5) Slashing damage."
      },
      {
        "document": 1990,
        "excerpt": "ack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Bludgeoning damage."
      },
      {
        "document": 1991,
        "excerpt": "ack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Bludgeoning damage plus 2 (1d4) Radiant damage. Radiant Flame. Ranged Attack Roll: +4, range 60 ft. Hit: 7 (2d6) Radiant d"
      },
      {
        "document": 1992,
        "excerpt": "ack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage plus 5 (2d4) Radiant damage. Radiant Flame. Ranged Attack Roll: +5, range 60 ft. Hit: 11 (2d10) Radiant"
      },
      {
        "document": 1993,
        "excerpt": "Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage. Sting. Constitution Saving Throw: DC 12, one creature the pseudodragon can see within 5 feet. Failure:"
      },
      {
        "document": 1994,
        "excerpt": "Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Piercing damage."
      },
      {
        "document": 1995,
        "excerpt": "ack Roll: +14, reach 10 ft. Hit: 22 (3d8 + 9) Piercing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 19), and it has"
      },
      {
        "document": 1996,
        "excerpt": "Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage, and the target has the Poisoned condition until the start of the quasit's next turn. Invisibility. The"
      },
      {
        "document": 1997,
        "excerpt": "Piercing damage from weapons wielded by creatures under the effect of a Bless spell"
      },
      {
        "document": 1998,
        "excerpt": "te. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Piercing damage."
      },
      {
        "document": 1999,
        "excerpt": "ak. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Piercing damage."
      },
      {
        "document": 2000,
        "excerpt": "ttack Roll: +6, reach 5 ft. Hit: 9 (1d10 + 4) Slashing damage plus 3 (1d6) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 13, each creature in a"
      },
      {
        "document": 2001,
        "excerpt": "Attack Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2) Piercing damage."
      },
      {
        "document": 2002,
        "excerpt": "ion originating from the remorhaz takes 16 (3d10) Fire damage."
      },
      {
        "document": 2003,
        "excerpt": "ttack Roll: +7, reach 5 ft. Hit: 14 (2d8 + 5) Piercing damage. If target is a Large or smaller creature and the rhinoceros moved 20+ feet straight toward it immediate"
      },
      {
        "document": 2004,
        "excerpt": "ack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Bludgeoning damage."
      },
      {
        "document": 2005,
        "excerpt": "ck Roll: +13, reach 10 ft. Hit: 28 (3d12 + 9) Piercing damage. Talons. Melee Attack Roll: +13, reach 5 ft. Hit: 23 (4d6 + 9) Slashing damage. If the target is a Huge"
      },
      {
        "document": 2006,
        "excerpt": "ttack Roll: +7, reach 5 ft. Hit: 17 (3d8 + 4) Piercing damage. Tentacle. Melee Attack Roll: +7, reach 60 ft. Hit: The target has the Grappled condition (escape DC 14"
      },
      {
        "document": 2007,
        "excerpt": "Attack Roll: +3, reach 5 ft. Hit: 5 (1d8 + 1) Piercing damage. Antennae. The rust monster targets one nonmagical metal object - armor or a weapon - worn or carried b"
      },
      {
        "document": 2008,
        "excerpt": "ttack Roll: +6, reach 5 ft. Hit: 11 (2d6 + 4) Slashing damage."
      },
      {
        "document": 2009,
        "excerpt": "Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Slashing damage."
      },
      {
        "document": 2010,
        "excerpt": "ion originating from the salamander takes 7 (2d6) Fire damage."
      },
      {
        "document": 2011,
        "excerpt": "ack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Bludgeoning damage. If the target is a Medium or smaller creature, the satyr pushes the target up to 10 feet straight away"
      },
      {
        "document": 2012,
        "excerpt": "ng. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Piercing damage plus 3 (1d6) Poison damage."
      },
      {
        "document": 2013,
        "excerpt": "Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage. Longbow. Ranged Attack Roll: +4, range 150/600 ft. Hit: 6 (1d8 + 2) Piercing damage."
      },
      {
        "document": 2014,
        "excerpt": "ttack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage. Death Glare (Recharge 5–6). Wisdom Saving Throw: DC 11, one Frightened creature the hag can see within"
      },
      {
        "document": 2016,
        "excerpt": "Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Necrotic damage, and the target's Strength score decreases by 1d4. The target dies if this reduces that score to 0. If a"
      },
      {
        "document": 2017,
        "excerpt": "Whenever the shambling mound is subjected to Lightning damage, it regains a number of Hit Points equal to the Lightning damage dealt."
      },
      {
        "document": 2018,
        "excerpt": "is within 60 feet of the amulet's wearer, half of any damage the wearer takes (round up) is transferred to the guardian. Regeneration. The guardian regains 10 Hit P"
      },
      {
        "document": 2020,
        "excerpt": "ttack Roll: +6, reach 5 ft. Hit: 9 (1d10 + 4) Piercing damage. Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 13, each creature in a 15-foot Cone. Failure"
      },
      {
        "document": 2021,
        "excerpt": "Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage. Shortbow. Ranged Attack Roll: +5, range 80/320 ft. Hit: 6 (1d6 + 3) Piercing damage."
      },
      {
        "document": 2022,
        "excerpt": "ach 10 ft. or range 120 ft. Hit: 22 (4d6 + 8) Slashing damage plus 36 (8d8) Radiant damage. Hit or Miss: The sword magically returns to the solar's hand or hovers wit"
      },
      {
        "document": 2023,
        "excerpt": "f they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object. Sunlight Sensitivity. While in sunlight, the specter has Disadvan"
      },
      {
        "document": 2024,
        "excerpt": "ttack Roll: +8, reach 5 ft. Hit: 14 (3d6 + 4) Slashing damage. Mind-Rending Roar (Recharge 5–6). Wisdom Saving Throw: DC 16, each enemy in a 300-foot Emanation origi"
      },
      {
        "document": 2025,
        "excerpt": "tack Roll: +12, reach 5 ft. Hit: 20 (4d6 + 6) Slashing damage. Roar (3/Day). The sphinx emits a magical roar. Whenever it roars, the roar has a different effect, as"
      },
      {
        "document": 2026,
        "excerpt": "Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage plus 7 (2d6) Radiant damage."
      },
      {
        "document": 2027,
        "excerpt": "te. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Piercing damage plus 2 (1d4) Poison damage."
      },
      {
        "document": 2028,
        "excerpt": "ttack Roll: +7, reach 10 ft. Hit: 7 (1d6 + 4) Piercing damage plus 14 (4d6) Poison damage. Necrotic Ray. Ranged Attack Roll: +6, range 60 ft. Hit: 21 (6d6) Necrotic"
      },
      {
        "document": 2029,
        "excerpt": "Attack Roll: +6, reach 5 ft. Hit: 6 (1d4 + 4) Piercing damage. Enchanting Bow. Ranged Attack Roll: +6, range 40/160 ft. Hit: 1 Piercing damage, and the target has th"
      },
      {
        "document": 2030,
        "excerpt": "Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 7 (2d6) Poison damage. Hand Crossbow. Ranged Attack Roll: +4, range 30/120 ft. Hit: 5 (1d6 + 2) Pi"
      },
      {
        "document": 2031,
        "excerpt": "ion originating from the mephit. Failure: 5 (2d4) Fire damage. Success: Half damage."
      },
      {
        "document": 2032,
        "excerpt": "Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage, and the stirge attaches to the target. While attached, the stirge can't make Proboscis attacks, and the"
      },
      {
        "document": 2033,
        "excerpt": "Roll: +9, reach 15 ft. Hit: 22 (3d10 + 6) Bludgeoning damage. Boulder. Ranged Attack Roll: +9, range 60/240 ft. Hit: 15 (2d8 + 6) Bludgeoning damage. If the target"
      },
      {
        "document": 2034,
        "excerpt": "k Roll: +10, reach 5 ft. Hit: 15 (2d8 + 6) Bludgeoning damage plus 9 (2d8) Force damage. Force Bolt. Ranged Attack Roll: +9, range 120 ft. Hit: 22 (4d10) Force damag"
      },
      {
        "document": 2035,
        "excerpt": "ack Roll: +14, reach 10 ft. Hit: 23 (4d6 + 9) Slashing damage plus 13 (3d8) Lightning damage. Thunderbolt. Ranged Attack Roll: +14, range 500 ft. Hit: 22 (2d12 + 9)"
      },
      {
        "document": 2036,
        "excerpt": "ttack Roll: +7, reach 5 ft. Hit: 16 (2d10 + 5) Psychic damage. Charm. The succubus casts Dominate Person (level 8 version), requiring no spell components and using C"
      },
      {
        "document": 2037,
        "excerpt": "lee Attack Roll: +4, reach 5 ft. Hit: 5 (2d4) Piercing damage, or 2 (1d4) Piercing damage if the swarm is Bloodied."
      },
      {
        "document": 2038,
        "excerpt": "ttack Roll: +4, reach 5 ft. Hit: 20 (4d8 + 2) Necrotic damage, or 11 (2d8 + 2) Necrotic damage if the swarm is Bloodied. If the target is a Medium or smaller creature"
      },
      {
        "document": 2039,
        "excerpt": "e Attack Roll: +3, reach 5 ft. Hit: 6 (2d4 + 1) Poison damage, or 3 (1d4 + 1) Poison damage if the swarm is Bloodied."
      },
      {
        "document": 2040,
        "excerpt": "its Hit Points), reach 5 ft. Hit: 8 (2d4 + 3) Piercing damage, or 5 (1d4 + 3) Piercing damage if the swarm is Bloodied."
      },
      {
        "document": 2041,
        "excerpt": "lee Attack Roll: +2, reach 5 ft. Hit: 5 (2d4) Piercing damage, or 2 (1d4) Piercing damage if the swarm is Bloodied."
      },
      {
        "document": 2042,
        "excerpt": "Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage, or 2 (1d4) Piercing damage if the swarm is Bloodied. Cacophony (Recharge 6). Wisdom Saving Throw: DC 1"
      },
      {
        "document": 2043,
        "excerpt": "Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) Piercing damage - or 6 (1d4 + 4) Piercing damage if the swarm is Bloodied - plus 10 (3d6) Poison damage."
      },
      {
        "document": 2044,
        "excerpt": "the target. Siege Monster. The tarrasque deals double damage to objects and structures."
      },
      {
        "document": 2045,
        "excerpt": "ttack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage. If the target is a Large or smaller creature, it has the Prone condition."
      },
      {
        "document": 2046,
        "excerpt": "ck Roll: +5, reach 5 ft. Hit: 12 (2d8 + 3) Bludgeoning damage. If the target is a Large or smaller creature, the tough pushes the target up to 10 feet straight away f"
      },
      {
        "document": 2047,
        "excerpt": "ack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Bludgeoning damage. Heavy Crossbow. Ranged Attack Roll: +3, range 100/400 ft. Hit: 6 (1d10 + 1) Piercing damage."
      },
      {
        "document": 2048,
        "excerpt": "Siege Monster. The treant deals double damage to objects and structures."
      },
      {
        "document": 2049,
        "excerpt": "tack Roll: +9, reach 5 ft. Hit: 19 (2d12 + 6) Piercing damage. If the target is Huge or smaller and the triceratops moved 20+ feet straight toward it immediately befo"
      },
      {
        "document": 2050,
        "excerpt": "t of each of its turns. If the limb takes Acid or Fire damage, this trait doesn't function on the limb's next turn. The limb dies only if it starts its turn with 0 Hi"
      },
      {
        "document": 2051,
        "excerpt": "the troll ends any turn Bloodied and took 15+ Slashing damage during that turn, one of the troll's limbs is severed, falls into the troll's space, and becomes a Troll"
      },
      {
        "document": 2052,
        "excerpt": "ck Roll: +10, reach 10 ft. Hit: 33 (4d12 + 7) Piercing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 17). While Grapp"
      },
      {
        "document": 2053,
        "excerpt": "ck Roll: +7, reach 5 ft. Hit: 11 (2d6 + 4) Bludgeoning damage. Radiant Horn. Melee Attack Roll: +7, reach 5 ft. Hit: 9 (1d10 + 4) Radiant damage. Spellcasting. The"
      },
      {
        "document": 2054,
        "excerpt": "ach 5 ft. or range 20/60 ft. Hit: 5 (1d4 + 3) Piercing damage plus 7 (3d4) Necrotic damage. If the target is reduced to 0 Hit Points by this attack, the target become"
      },
      {
        "document": 2055,
        "excerpt": "an occupant. Running Water. The vampire takes 20 Acid damage if it ends its turn in running water. Stake to the Heart. The vampire is destroyed if a weapon that dea"
      },
      {
        "document": 2056,
        "excerpt": "an occupant. Running Water. The vampire takes 20 Acid damage if it ends its turn in running water. Stake to the Heart. If a weapon that deals Piercing damage is dri"
      },
      {
        "document": 2057,
        "excerpt": "Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage plus 3 (1d6) Poison damage."
      },
      {
        "document": 2058,
        "excerpt": "ee Attack Roll: +2, reach 10 ft. Hit: 4 (1d8) Necrotic damage."
      },
      {
        "document": 2059,
        "excerpt": "ttack Roll: +6, reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage plus 10 (3d6) Poison damage. Spores (Recharge 6). Constitution Saving Throw: DC 15, each creature in a"
      },
      {
        "document": 2060,
        "excerpt": "lee Attack Roll: +2, reach 5 ft. Hit: 2 (1d4) Piercing damage."
      },
      {
        "document": 2061,
        "excerpt": "ack Roll: +6, reach 5 ft. Hit: 7 (1d6 + 4) Bludgeoning damage. If the target is a Large or smaller creature and the skeleton moved 20+ feet straight toward it immedia"
      },
      {
        "document": 2062,
        "excerpt": "ack Roll: +6, reach 5 ft. Hit: 9 (2d4 + 4) Bludgeoning damage. If the target is a Large or smaller creature and the horse moved 20+ feet straight toward it immediatel"
      },
      {
        "document": 2063,
        "excerpt": "ach 5 ft. or range 20/60 ft. Hit: 4 (1d6 + 1) Piercing damage."
      },
      {
        "document": 2064,
        "excerpt": "ttack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage. Heavy Crossbow. Ranged Attack Roll: +3, range 100/400 ft. Hit: 12 (2d10 + 1) Piercing damage."
      },
      {
        "document": 2065,
        "excerpt": "Freeze. If the elemental takes Cold damage, its Speed decreases by 20 feet until the end of its next turn. Water Form. The elemental can enter an"
      },
      {
        "document": 2066,
        "excerpt": "te. Melee Attack Roll: +5, reach 5 ft. Hit: 1 Piercing damage."
      },
      {
        "document": 2067,
        "excerpt": "tack Roll: +7, reach 5 ft. Hit: 17 (2d12 + 4) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw: DC 14."
      },
      {
        "document": 2068,
        "excerpt": "ttack Roll: +5, reach 5 ft. Hit: 12 (2d8 + 3) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw: DC 12."
      },
      {
        "document": 2069,
        "excerpt": "Attack Roll: +5, reach 5 ft. Hit: 8 (2d4 + 3) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw: DC 11."
      },
      {
        "document": 2070,
        "excerpt": "ttack Roll: +5, reach 5 ft. Hit: 12 (2d8 + 3) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw: DC 13."
      },
      {
        "document": 2071,
        "excerpt": "ttack Roll: +5, reach 5 ft. Hit: 12 (2d8 + 3) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw: DC 12."
      },
      {
        "document": 2072,
        "excerpt": "Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage plus 2 (1d4) Cold damage. Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 12, each creature i"
      },
      {
        "document": 2073,
        "excerpt": "Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage plus 4 (1d8) Necrotic damage. Necrotic Bow. Ranged Attack Roll: +4, range 150/600 ft. Hit: 6 (1d8 + 2)"
      },
      {
        "document": 2074,
        "excerpt": "f they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object."
      },
      {
        "document": 2075,
        "excerpt": "ttack Roll: +6, reach 5 ft. Hit: 11 (2d6 + 4) Piercing damage. If the target is a Large or smaller creature, it has the Prone condition. Cold Breath (Recharge 5–6)."
      },
      {
        "document": 2076,
        "excerpt": "Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage. If the target is a Medium or smaller creature, it has the Prone condition."
      },
      {
        "document": 2077,
        "excerpt": "Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage, and the next attack roll made against the target before the start of the worg's next turn has Advantage"
      },
      {
        "document": 2078,
        "excerpt": "f they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object. Sunlight Sensitivity. While in sunlight, the wraith has Disadvant"
      },
      {
        "document": 2079,
        "excerpt": "ttack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Piercing damage. Sting. Melee Attack Roll: +7, reach 10 ft. Hit: 11 (2d6 + 4) Piercing damage plus 24 (7d6) Poison dama"
      },
      {
        "document": 2080,
        "excerpt": "ttack Roll: +6, reach 5 ft. Hit: 17 (4d6 + 3) Piercing damage. Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d10 + 3) Slashing damage."
      },
      {
        "document": 2081,
        "excerpt": "ttack Roll: +7, reach 10 ft. Hit: 9 (2d4 + 4) Slashing damage plus 3 (1d6) Acid damage. Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 14, each creature in a"
      },
      {
        "document": 2082,
        "excerpt": "tack Roll: +9, reach 10 ft. Hit: 12 (2d6 + 5) Slashing damage plus 5 (1d10) Lightning damage. Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 16, each cr"
      },
      {
        "document": 2083,
        "excerpt": "ack Roll: +7, reach 10 ft. Hit: 15 (2d10 + 4) Slashing damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 14, each creature in a 40-foot-long, 5-foot-wid"
      },
      {
        "document": 2084,
        "excerpt": "ack Roll: +8, reach 10 ft. Hit: 16 (2d10 + 5) Slashing damage. Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 15, each creature in a 60-foot-long, 5-foo"
      },
      {
        "document": 2085,
        "excerpt": "ack Roll: +7, reach 10 ft. Hit: 15 (2d10 + 4) Slashing damage. Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 14, each creature in a 40-foot-long, 5-foot-wid"
      },
      {
        "document": 2086,
        "excerpt": "ck Roll: +10, reach 10 ft. Hit: 17 (2d10 + 6) Slashing damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 17, each creature in a 30-foot Cone. Failure: 5"
      },
      {
        "document": 2087,
        "excerpt": "tack Roll: +7, reach 10 ft. Hit: 11 (2d6 + 4) Slashing damage plus 7 (2d6) Poison damage. Poison Breath (Recharge 5–6). Constitution Saving Throw: DC 14, each creatu"
      },
      {
        "document": 2088,
        "excerpt": "ack Roll: +10, reach 10 ft. Hit: 13 (2d6 + 6) Slashing damage plus 3 (1d6) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 17, each creature in a"
      },
      {
        "document": 2089,
        "excerpt": "ack Roll: +10, reach 10 ft. Hit: 15 (2d8 + 6) Slashing damage. Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 17, each creature in a 30-foot Cone. Failure"
      },
      {
        "document": 2090,
        "excerpt": "ttack Roll: +7, reach 10 ft. Hit: 9 (2d4 + 4) Slashing damage plus 2 (1d4) Cold damage. Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 15, each creature i"
      },
      {
        "document": 2091,
        "excerpt": "Undead Fortitude. If damage reduces the zombie to 0 Hit Points, it makes a Constitution saving throw (DC 5 plus the damage taken) un"
      }
    ],
    "damage's": [
      {
        "document": 970,
        "excerpt": "he attack uses a Finesse or a Ranged weapon. The extra damage's type is the same as the weapon's type. You don't need Advantage on the attack roll if at least one of y"
      },
      {
        "document": 1005,
        "excerpt": "to the ability score increased by this feat. The extra damage's type is the same as the attack's type."
      }
    ],
    "damaged": [
      {
        "document": 364,
        "excerpt": "Repairs to a damaged ship can be made while the vessel is berthed. Repairing 1 Hit Point of damage requires 1 day and costs 2"
      },
      {
        "document": 1310,
        "excerpt": "nents: V, S Duration: Instantaneous The creature that damaged you is momentarily surrounded by green flames. It makes a Dexterity saving throw, taking 2d10 Fire damag"
      },
      {
        "document": 1404,
        "excerpt": "o all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything out"
      },
      {
        "document": 1464,
        "excerpt": "ffecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was Undead, it is restored to its non-Undead form. The spe"
      },
      {
        "document": 1474,
        "excerpt": "n a successful one. The wall is an object that can be damaged and thus breached. It has AC 12 and 30 Hit Points per 10-foot section, and it has Immunity to Cold, Pois"
      },
      {
        "document": 1475,
        "excerpt": "like. The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 Hit Points per inch of thickness, and it has Immunity to"
      },
      {
        "document": 1706,
        "excerpt": "on. A creature or object inside the Emanation can't be damaged by attacks or effects originating from outside, nor can a creature inside the Emanation damage anything"
      },
      {
        "document": 1859,
        "excerpt": "1 hour or more, or if the erinyes dies. If the rope is damaged or destroyed, the erinyes can fully restore it when finishing a Short or Long Rest."
      },
      {
        "document": 2006,
        "excerpt": "condition until the grapple ends. The tentacle can be damaged, freeing a creature it has Grappled when destroyed (AC 20, HP 10, Immunity to Poison and Psychic damage)"
      }
    ],
    "damages": [
      {
        "document": 1161,
        "excerpt": "the creature can't willingly move away. If the target damages the Charmed creature, that creature can make a Wisdom saving throw to end the effect, as described belo"
      },
      {
        "document": 1281,
        "excerpt": "ell, or the Plane Shift spell. In addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: Aberrations, C"
      },
      {
        "document": 1523,
        "excerpt": "eapons other than this one. Whenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berser"
      }
    ],
    "damaging": [
      {
        "document": 105,
        "excerpt": "Each weapon, spell, and damaging monster ability specifies the damage it deals. You roll the damage dice, add any modifiers, and deal the"
      },
      {
        "document": 108,
        "excerpt": "When you create a damaging effect that forces two or more targets to make saving throws against it at the same time, roll the damag"
      },
      {
        "document": 978,
        "excerpt": "Your damaging cantrips affect even creatures that avoid the brunt of the effect. When you cast a can-trip at a creatur"
      },
      {
        "document": 1013,
        "excerpt": "Origin Feat You've trained to deal particularly damaging strikes. Once per turn when you hit a target with a weapon, you can roll the weapon's damage dice twice"
      },
      {
        "document": 1411,
        "excerpt": "o targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a new target or lose the attack or spell. T"
      },
      {
        "document": 1488,
        "excerpt": "ou can't attack the charmer or target the charmer with damaging abilities or magical effects. Social Advantage. The charmer has Advantage on any ability check to inter"
      },
      {
        "document": 1922,
        "excerpt": "avoid Opportunity Attacks; however, before moving into damaging terrain (such as lava or a pit) and whenever it takes damage from a source other than the harpy, the tar"
      },
      {
        "document": 2006,
        "excerpt": "(AC 20, HP 10, Immunity to Poison and Psychic damage). Damaging the tentacle deals no damage to the roper, and a destroyed tentacle regrows at the start of the roper's"
      }
    ],
    "dampens": [
      {
        "document": 1250,
        "excerpt": "on Water. You create a spray of cool mist that lightly dampens creatures and objects in a 5-foot Cube. Alternatively, you create 1 cup of clean water either in an open"
      }
    ],
    "dance": [
      {
        "document": 744,
        "excerpt": "Act, tell a story, perform music, or dance."
      },
      {
        "document": 892,
        "excerpt": "Irresistible Dance"
      },
      {
        "document": 904,
        "excerpt": "Irresistible Dance"
      },
      {
        "document": 963,
        "excerpt": "supernaturally inspire others through words, music, or dance. This inspiration is represented by your Bardic Inspiration die, which is a d6. Using Bardic Inspiratio"
      },
      {
        "document": 1302,
        "excerpt": "causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a Bonus Action on your later turns, you can c"
      },
      {
        "document": 1330,
        "excerpt": "Irresistible Dance"
      },
      {
        "document": 1354,
        "excerpt": "w is not the time for violence. Drop your weapons, and dance! Stop in an hour.” Each target must succeed on a Wisdom saving throw or have the Charmed condition for"
      }
    ],
    "dances": [
      {
        "document": 1330,
        "excerpt": "Wisdom saving throw. On a successful save, the target dances comically until the end of its next turn, during which it must spend all its movement to dance in place."
      }
    ],
    "dancing": [
      {
        "document": 859,
        "excerpt": "Dancing Lights"
      },
      {
        "document": 885,
        "excerpt": "Dancing Lights"
      },
      {
        "document": 898,
        "excerpt": "Dancing Lights"
      },
      {
        "document": 963,
        "excerpt": "two cantrips of your choice from the Bard spell list. Dancing Lights and Vicious Mockery are recommended. Whenever you gain a Bard level, you can replace one of your"
      },
      {
        "document": 988,
        "excerpt": "our Darkvision increases to 120 feet.You also know the Dancing Lights cantrip. | Faerie Fire | Darkness"
      },
      {
        "document": 1222,
        "excerpt": "Dancing Lights"
      },
      {
        "document": 1247,
        "excerpt": "mless sensory effect, such as falling leaves, spectral dancing fairies, a gentle breeze, the sound of an animal, or the faint odor of skunk. The effect must fit in a 5"
      },
      {
        "document": 1299,
        "excerpt": "e following magical effects within the warded area: - Dancing Lights in four corridors, with a simple program that the lights repeat as long as Guards and Wards lasts"
      },
      {
        "document": 1555,
        "excerpt": "Dancing Sword"
      },
      {
        "document": 1677,
        "excerpt": "Ring, Very Rare (Requires Attunement) You can cast Dancing Lights or Light from the ring. The ring has 6 charges and regains 1d6 expended charges daily at dawn. Y"
      },
      {
        "document": 1914,
        "excerpt": "l save DC 12, +4 to hit with spell attacks): At Will: Dancing Lights, Disguise Self (24-hour duration), Invisibility (self only, and the hag leaves no tracks while In"
      }
    ],
    "danger": [
      {
        "document": 52,
        "excerpt": "Some adventuring tasks - such as noticing danger, hitting an enemy, and targeting certain spells - are affected by sight, so effects that obscure vision"
      },
      {
        "document": 93,
        "excerpt": "ou move heedlessly past your foes, you put yourself in danger by provoking an Opportunity Attack. Avoiding Opportunity Attacks. You can avoid provoking an Opportunit"
      },
      {
        "document": 245,
        "excerpt": "hoose a subclass. The threats they face usually pose a danger to local farmsteads or villages."
      },
      {
        "document": 587,
        "excerpt": "s' level. If the CR is higher, the monster is likely a danger. If the CR is lower, the monster likely poses little threat. But circumstances and the number of player"
      },
      {
        "document": 634,
        "excerpt": "A hazard is an environmental danger. See also \"Burning,\" \"Dehydration,\" \"Falling,\" \"Malnutrition,\" and \"Suffocation.\""
      },
      {
        "document": 848,
        "excerpt": "Danger Sense, Reckless Attack"
      },
      {
        "document": 962,
        "excerpt": "Danger Sense"
      },
      {
        "document": 984,
        "excerpt": "You are adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal In"
      },
      {
        "document": 1268,
        "excerpt": "or mechanism that was created to cause damage or other danger. Thus, the spell would sense the Alarm or Glyph of Warding spell or a mechanical pit trap, but it wouldn"
      },
      {
        "document": 1290,
        "excerpt": "takes the Dodge action and uses its movement to avoid danger. Using a Higher-Level Spell Slot. Use the spell slot's level for the spell's level in the stat block."
      },
      {
        "document": 1448,
        "excerpt": "takes the Dodge action and uses its movement to avoid danger. Using a Higher-Level Spell Slot. Use the spell slot's level for the spell's level in the stat block."
      }
    ],
    "dangerous": [
      {
        "document": 50,
        "excerpt": "Exploration involves delving into places that are dangerous and full of mystery. The rules in this section detail some of the ways adventurers interact with the env"
      },
      {
        "document": 69,
        "excerpt": "Adventurers encounter many dangerous monsters and nefarious villains. In those moments, combat often breaks out."
      },
      {
        "document": 1373,
        "excerpt": "damage from the illusion if the phantasm represents a dangerous creature or hazard. On each of your turns, such a phantasm can deal 2d8 Psychic damage to the target if"
      },
      {
        "document": 1376,
        "excerpt": "uire only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal. After the creatur"
      }
    ],
    "dangers": [
      {
        "document": 65,
        "excerpt": "onsters are the main perils characters face, but other dangers await. “Rules Glossary” defines the following hazards:"
      },
      {
        "document": 246,
        "excerpt": "e multiple attacks in a round. The characters now face dangers that threaten cities and kingdoms."
      },
      {
        "document": 366,
        "excerpt": "ia chance and charity. You're often exposed to natural dangers as a result of sleeping outside."
      },
      {
        "document": 970,
        "excerpt": "You can nimbly dodge out of the way of certain dangers. When you're subjected to an effect that allows you to make a Dexterity saving throw to take only half d"
      }
    ],
    "dark": [
      {
        "document": 979,
        "excerpt": "Dark One's Blessing"
      },
      {
        "document": 1389,
        "excerpt": "warded area. - The barrier of the warded area appears dark and foggy, preventing vision (including Darkvision) through it. - Sensors created by Divination spells c"
      },
      {
        "document": 1592,
        "excerpt": "Wondrous Item, Uncommon While wearing these dark lenses, you have Darkvision out to 60 feet. If you already have Darkvision, wearing the goggles increase"
      },
      {
        "document": 1609,
        "excerpt": "sphere orbits your head. Awareness (Rare). While this dark-blue rhomboid orbits your head, you have Advantage on Initiative rolls and Wisdom (Perception) checks."
      },
      {
        "document": 1689,
        "excerpt": "s Item, Very Rare (Requires Attunement) This black or dark-blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while yo"
      }
    ],
    "darkmantle": [
      {
        "document": 1840,
        "excerpt": "Darkmantle"
      }
    ],
    "darkness": [
      {
        "document": 53,
        "excerpt": "sight. A Heavily Obscured area - such as an area with Darkness, heavy fog, or dense foliage - is opaque. You have the Blinded condition (see “Rules Glossary”) when try"
      },
      {
        "document": 54,
        "excerpt": "sually a boundary between Bright Light and surrounding Darkness. The soft light of twilight and dawn also counts as Dim Light. A full moon might bathe the land in Dim L"
      },
      {
        "document": 567,
        "excerpt": "hat range, your vision pierces through the following: Darkness. You can see in normal and magical Darkness. Invisibility. You see creatures and objects that have the"
      },
      {
        "document": 576,
        "excerpt": "Cover even if you have the Blinded condition or are in Darkness. Moreover, in that range, you can see something that has the Invisible condition."
      },
      {
        "document": 610,
        "excerpt": "Darkness"
      },
      {
        "document": 611,
        "excerpt": "in a specified range as if it were Bright Light and in Darkness within that range as if it were Dim Light. You discern colors in that Darkness only as shades of gray. S"
      },
      {
        "document": 636,
        "excerpt": "hing in a Heavily Obscured space. See also “Blinded,” “Darkness,” and “Playing the Game” (“Exploration”)."
      },
      {
        "document": 783,
        "excerpt": "sen point. Roll 1d10 to determine the spell: on a 1–2, Darkness; on a 3–4, Faerie Fire; on a 5–6, Fireball; on a 7–8, Slow; on a 9–10, Stinking Cloud."
      },
      {
        "document": 862,
        "excerpt": "Darkness"
      },
      {
        "document": 874,
        "excerpt": "Darkness"
      },
      {
        "document": 887,
        "excerpt": "Darkness"
      },
      {
        "document": 972,
        "excerpt": "evel 2+ Warlock You can see normally in Dim Light and Darkness - both magical and nonmagical - within 120 feet of yourself. Devouring Blade Prerequisite: Level 12+ W"
      },
      {
        "document": 988,
        "excerpt": "| Faerie Fire | Darkness | | High Elf | You know the Prestidigitation cantrip. Whenever you finish a Long Rest, you can"
      },
      {
        "document": 992,
        "excerpt": "know the Fire Bolt cantrip. | Hellish Rebuke | Darkness |"
      },
      {
        "document": 1007,
        "excerpt": "of 30. Merge with Shadows. While within Dim Light or Darkness, you can give yourself the Invisible condition as a Bonus Action. The condition ends on you immediately"
      },
      {
        "document": 1223,
        "excerpt": "Darkness"
      },
      {
        "document": 1225,
        "excerpt": "If any of this spell's area overlaps with an area of Darkness created by a spell of level 3 or lower, that other spell is dispelled."
      },
      {
        "document": 1303,
        "excerpt": "an't gain the Frightened condition while in the area. Darkness. Darkness fills the area. Normal light, as well as magical light created by spells of a level lower than"
      },
      {
        "document": 1450,
        "excerpt": "the effect on itself on a success. This spell dispels Darkness in its area that was created by any spell."
      },
      {
        "document": 1459,
        "excerpt": "nds, you can command the interior to have Dim Light or Darkness (no action required). The Emanation is opaque from the outside and of any color you choose, but it's tra"
      },
      {
        "document": 1546,
        "excerpt": "Dexterity (Stealth) checks. In an area of Dim Light or Darkness, you can grip the edges of the cloak and use it to gain a Fly Speed of 40 feet. If you ever fail to grip"
      },
      {
        "document": 1802,
        "excerpt": "soned Senses Darkvision 120 ft. (unimpeded by magical Darkness); Passive Perception 18 Languages Infernal; telepathy 120 ft. CR 5 (XP 1,800; PB +3) Traits Barbed Hi"
      },
      {
        "document": 1805,
        "excerpt": "Darkvision 120 ft. (unimpeded by magical Darkness); Passive Perception 10"
      },
      {
        "document": 1815,
        "excerpt": "Darkvision 120 ft. (unimpeded by magical Darkness); Passive Perception 12"
      },
      {
        "document": 1825,
        "excerpt": "soned Senses Darkvision 120 ft. (unimpeded by magical Darkness); Passive Perception 11 Languages Infernal; telepathy 120 ft. CR 8 (XP 3,900; PB +3) Traits Diabolica"
      },
      {
        "document": 1840,
        "excerpt": "mantle can detach itself by using 5 feet of movement. Darkness Aura (1/Day). Magical Darkness fills a 15-foot Emanation originating from the darkmantle. This effect la"
      },
      {
        "document": 1850,
        "excerpt": "c of the Spider Queen (Recharge 5–6). The drider casts Darkness, Faerie Fire, or Web, requiring no Material components and using Wisdom as the spellcasting ability (spe"
      },
      {
        "document": 1903,
        "excerpt": "the spellcasting ability (spell save DC 16): At Will: Darkness, Detect Magic, Dispel Magic 1/Day Each: Confusion, Fly, Power Word Stun"
      },
      {
        "document": 1932,
        "excerpt": "Darkvision 150 ft. (unimpeded by magical Darkness); Passive Perception 13"
      },
      {
        "document": 1938,
        "excerpt": "Darkvision 120 ft. (unimpeded by magical Darkness); Passive Perception 11"
      },
      {
        "document": 1948,
        "excerpt": "Darkvision 120 ft. (unimpeded by magical Darkness); Passive Perception 10"
      },
      {
        "document": 1976,
        "excerpt": "e DC 13): 1/Day Each: Charm Person (level 2 version), Darkness, Gaseous Form, Sleep"
      },
      {
        "document": 2016,
        "excerpt": "Shadow Stealth. While in Dim Light or Darkness, the shadow takes the Hide action."
      }
    ],
    "darkvision": [
      {
        "document": 55,
        "excerpt": "ry” defines the following special senses: Blindsight Darkvision Tremorsense Truesight"
      },
      {
        "document": 554,
        "excerpt": "This entry lists the monster's special senses, such as Darkvision, and its Passive Perception. See also \"Passive Perception.\" Languages. This entry lists any languages t"
      },
      {
        "document": 611,
        "excerpt": "Darkvision"
      },
      {
        "document": 786,
        "excerpt": "Hearing and Darkvision out to 120 feet"
      },
      {
        "document": 831,
        "excerpt": "Darkvision"
      },
      {
        "document": 851,
        "excerpt": "Darkvision"
      },
      {
        "document": 862,
        "excerpt": "Darkvision"
      },
      {
        "document": 887,
        "excerpt": "Darkvision"
      },
      {
        "document": 986,
        "excerpt": "Darkvision"
      },
      {
        "document": 987,
        "excerpt": "Darkvision"
      },
      {
        "document": 988,
        "excerpt": "Darkvision"
      },
      {
        "document": 989,
        "excerpt": "Darkvision"
      },
      {
        "document": 993,
        "excerpt": "Darkvision"
      },
      {
        "document": 994,
        "excerpt": "Darkvision"
      },
      {
        "document": 1162,
        "excerpt": "the eye, which can see in every direction. It also has Darkvision with a range of 30 feet. As a Bonus Action, you can move the eye up to 30 feet in any direction. A soli"
      },
      {
        "document": 1223,
        "excerpt": "point within range and fills a 15-foot-radius Sphere. Darkvision can't see through it, and nonmagical light can't illuminate it. Alternatively, you cast the spell on an"
      },
      {
        "document": 1224,
        "excerpt": "Darkvision"
      },
      {
        "document": 1290,
        "excerpt": "| Save: +2 | Save: -3 | Save: +2 | Save: -4 | Senses Darkvision 60 ft.; Passive Perception 12 Languages Understands the languages you know CR None (XP 0; PB equals your"
      },
      {
        "document": 1389,
        "excerpt": "a appears dark and foggy, preventing vision (including Darkvision) through it. - Sensors created by Divination spells can't appear inside the protected area or pass throu"
      },
      {
        "document": 1448,
        "excerpt": "harmed, Frightened, Poisoned Senses Blindsight 30 ft., Darkvision 60 ft.; Passive Perception 12 Languages Draconic, understands the languages you know CR None (XP 0; PB e"
      },
      {
        "document": 1521,
        "excerpt": "following additional benefits while wearing the belt: Darkvision. You have Darkvision with a range of 60 feet. Resilience. You have Resistance to Poison damage. You als"
      },
      {
        "document": 1577,
        "excerpt": "s significantly out to a range of 1 foot, granting you Darkvision within that range and Advantage on Intelligence (Investigation) checks made to examine something within"
      },
      {
        "document": 1592,
        "excerpt": "m, Uncommon While wearing these dark lenses, you have Darkvision out to 60 feet. If you already have Darkvision, wearing the goggles increases its range by 60 feet."
      },
      {
        "document": 1687,
        "excerpt": ") checks that rely on sight. Special Senses. You have Darkvision and Truesight, both with a range of 120 feet. Drawbacks. A Light spell cast on the robe or a Daylight s"
      },
      {
        "document": 1760,
        "excerpt": "Darkvision 120 ft.; Passive Perception 20"
      },
      {
        "document": 1761,
        "excerpt": "Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 21"
      },
      {
        "document": 1762,
        "excerpt": "Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 22"
      },
      {
        "document": 1763,
        "excerpt": "Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 21"
      },
      {
        "document": 1764,
        "excerpt": "Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 22"
      },
      {
        "document": 1765,
        "excerpt": "Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 22"
      },
      {
        "document": 1766,
        "excerpt": "Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 24"
      },
      {
        "document": 1767,
        "excerpt": "Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 22"
      },
      {
        "document": 1768,
        "excerpt": "Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 23"
      },
      {
        "document": 1769,
        "excerpt": "Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 21"
      },
      {
        "document": 1770,
        "excerpt": "Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 21"
      },
      {
        "document": 1771,
        "excerpt": "Darkvision 60 ft.; Passive Perception 10"
      },
      {
        "document": 1773,
        "excerpt": "Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 26"
      },
      {
        "document": 1774,
        "excerpt": "Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 27"
      },
      {
        "document": 1775,
        "excerpt": "Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 24"
      },
      {
        "document": 1776,
        "excerpt": "Blindsight 60 ft., Darkvision 120 ft.;"
      },
      {
        "document": 1777,
        "excerpt": "Blindsight 60 ft., Darkvision 120 ft.;"
      },
      {
        "document": 1778,
        "excerpt": "Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 27"
      },
      {
        "document": 1779,
        "excerpt": "Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 27"
      },
      {
        "document": 1780,
        "excerpt": "Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 26"
      },
      {
        "document": 1781,
        "excerpt": "Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 26"
      },
      {
        "document": 1782,
        "excerpt": "Blindsight 60 ft., Darkvision 120 ft.;"
      },
      {
        "document": 1786,
        "excerpt": "Darkvision 60 ft., Tremorsense 60 ft.;"
      },
      {
        "document": 1798,
        "excerpt": "Darkvision 30 ft.; Passive Perception 13"
      },
      {
        "document": 1802,
        "excerpt": "Darkvision 120 ft. (unimpeded by magical"
      },
      {
        "document": 1803,
        "excerpt": "Darkvision 60 ft.; Passive Perception 9"
      },
      {
        "document": 1805,
        "excerpt": "Darkvision 120 ft. (unimpeded by magical Darkness); Passive Perception 10"
      },
      {
        "document": 1806,
        "excerpt": "Darkvision 90 ft.; Passive Perception 16"
      },
      {
        "document": 1808,
        "excerpt": "Darkvision 60 ft.; Passive Perception 15"
      },
      {
        "document": 1809,
        "excerpt": "Blindsight 10 ft., Darkvision 60 ft.;"
      },
      {
        "document": 1811,
        "excerpt": "Darkvision 60 ft.; Passive Perception 15"
      },
      {
        "document": 1813,
        "excerpt": "Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14"
      },
      {
        "document": 1815,
        "excerpt": "Darkvision 120 ft. (unimpeded by magical Darkness); Passive Perception 12"
      },
      {
        "document": 1816,
        "excerpt": "Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14"
      },
      {
        "document": 1817,
        "excerpt": "Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14"
      },
      {
        "document": 1818,
        "excerpt": "Darkvision 60 ft.; Passive Perception 13"
      },
      {
        "document": 1819,
        "excerpt": "Darkvision 60 ft.; Passive Perception 11"
      },
      {
        "document": 1820,
        "excerpt": "Darkvision 60 ft.; Passive Perception 10"
      },
      {
        "document": 1821,
        "excerpt": "Darkvision 60 ft., Tremorsense 120 ft.; Passive Perception 16"
      },
      {
        "document": 1822,
        "excerpt": "Darkvision 60 ft.; Passive Perception 10"
      },
      {
        "document": 1823,
        "excerpt": "Darkvision 60 ft.; Passive Perception 13"
      },
      {
        "document": 1825,
        "excerpt": "Darkvision 120 ft. (unimpeded by magical"
      },
      {
        "document": 1826,
        "excerpt": "Darkvision 60 ft.; Passive Perception 18"
      },
      {
        "document": 1827,
        "excerpt": "Darkvision 60 ft.; Passive Perception 14"
      },
      {
        "document": 1828,
        "excerpt": "Darkvision 60 ft.; Passive Perception 9"
      },
      {
        "document": 1829,
        "excerpt": "Darkvision 120 ft.; Passive Perception 12"
      },
      {
        "document": 1831,
        "excerpt": "Darkvision 60 ft.; Passive Perception 11"
      },
      {
        "document": 1834,
        "excerpt": "Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14"
      },
      {
        "document": 1840,
        "excerpt": "antle maintains Concentration on it, up to 10 minutes. Darkvision can't penetrate this area, and no light can illuminate it."
      },
      {
        "document": 1841,
        "excerpt": "Darkvision 120 ft.; Passive Perception 15"
      },
      {
        "document": 1842,
        "excerpt": "Darkvision 60 ft.; Passive Perception 14"
      },
      {
        "document": 1843,
        "excerpt": "Darkvision 120 ft.; Passive Perception 19"
      },
      {
        "document": 1844,
        "excerpt": "Darkvision 60 ft.; Passive Perception 15"
      },
      {
        "document": 1845,
        "excerpt": "Darkvision 120 ft.; Passive Perception 13"
      },
      {
        "document": 1846,
        "excerpt": "Darkvision 60 ft.; Passive Perception 11"
      },
      {
        "document": 1848,
        "excerpt": "Darkvision 120 ft.; Passive Perception 11"
      },
      {
        "document": 1849,
        "excerpt": "Darkvision 60 ft.; Passive Perception 9"
      },
      {
        "document": 1850,
        "excerpt": "Darkvision 120 ft.; Passive Perception 16"
      },
      {
        "document": 1852,
        "excerpt": "Darkvision 60 ft.; Passive Perception 14"
      },
      {
        "document": 1853,
        "excerpt": "Darkvision 60 ft.; Passive Perception 12"
      },
      {
        "document": 1855,
        "excerpt": "Darkvision 60 ft., Tremorsense 60 ft.; Passive Perception 10"
      },
      {
        "document": 1856,
        "excerpt": "Darkvision 120 ft.; Passive Perception 12"
      },
      {
        "document": 1858,
        "excerpt": "Darkvision 60 ft.; Passive Perception 12"
      },
      {
        "document": 1860,
        "excerpt": "Darkvision 60 ft.; Passive Perception 13"
      },
      {
        "document": 1861,
        "excerpt": "Darkvision 60 ft.; Passive Perception 14"
      },
      {
        "document": 1862,
        "excerpt": "Darkvision 60 ft.; Passive Perception 10"
      },
      {
        "document": 1864,
        "excerpt": "Darkvision 60 ft.; Passive Perception 10"
      },
      {
        "document": 1866,
        "excerpt": "Darkvision 30 ft.; Passive Perception 11"
      },
      {
        "document": 1868,
        "excerpt": "Darkvision 60 ft.; Passive Perception 10"
      },
      {
        "document": 1870,
        "excerpt": "Darkvision 60 ft.; Passive Perception 10"
      },
      {
        "document": 1871,
        "excerpt": "Darkvision 60 ft.; Passive Perception 11"
      },
      {
        "document": 1872,
        "excerpt": "Darkvision 60 ft.; Passive Perception 10"
      },
      {
        "document": 1874,
        "excerpt": "Darkvision 60 ft.; Passive Perception 13"
      },
      {
        "document": 1882,
        "excerpt": "Darkvision 90 ft.; Passive Perception 14"
      },
      {
        "document": 1884,
        "excerpt": "Darkvision 60 ft., Passive Perception 10"
      },
      {
        "document": 1885,
        "excerpt": "Darkvision 30 ft.; Passive Perception 12"
      },
      {
        "document": 1886,
        "excerpt": "Darkvision 60 ft.; Passive Perception 13"
      },
      {
        "document": 1887,
        "excerpt": "Darkvision 60 ft.; Passive Perception 13"
      },
      {
        "document": 1888,
        "excerpt": "Darkvision 60 ft.; Passive Perception 10"
      },
      {
        "document": 1889,
        "excerpt": "Darkvision 60 ft.; Passive Perception 14"
      },
      {
        "document": 1890,
        "excerpt": "Darkvision 120 ft.; Passive Perception 16"
      },
      {
        "document": 1891,
        "excerpt": "Darkvision 60 ft.; Passive Perception 12"
      },
      {
        "document": 1895,
        "excerpt": "Darkvision 60 ft.; Passive Perception 14"
      },
      {
        "document": 1896,
        "excerpt": "Darkvision 60 ft.; Passive Perception 10"
      },
      {
        "document": 1898,
        "excerpt": "Darkvision 60 ft.; Passive Perception 13"
      },
      {
        "document": 1900,
        "excerpt": "Darkvision 60 ft.; Passive Perception 13"
      },
      {
        "document": 1901,
        "excerpt": "Blindsight 10 ft., Darkvision 60 ft.;"
      },
      {
        "document": 1902,
        "excerpt": "Darkvision 60 ft.; Passive Perception 10"
      },
      {
        "document": 1905,
        "excerpt": "Darkvision 60 ft.; Passive Perception 10"
      },
      {
        "document": 1906,
        "excerpt": "Darkvision 60 ft.; Passive Perception 12"
      },
      {
        "document": 1907,
        "excerpt": "Darkvision 60 ft.; Passive Perception 9"
      },
      {
        "document": 1908,
        "excerpt": "Darkvision 60 ft.; Passive Perception 9"
      },
      {
        "document": 1909,
        "excerpt": "Darkvision 60 ft.; Passive Perception 9"
      },
      {
        "document": 1910,
        "excerpt": "Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14"
      },
      {
        "document": 1911,
        "excerpt": "Darkvision 60 ft.; Passive Perception 17"
      },
      {
        "document": 1913,
        "excerpt": "Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14"
      },
      {
        "document": 1914,
        "excerpt": "Darkvision 60 ft.; Passive Perception 14"
      },
      {
        "document": 1915,
        "excerpt": "Darkvision 60 ft.; Passive Perception 12"
      },
      {
        "document": 1916,
        "excerpt": "Darkvision 60 ft.; Passive Perception 15"
      },
      {
        "document": 1920,
        "excerpt": "Darkvision 60 ft.; Passive Perception 14"
      },
      {
        "document": 1921,
        "excerpt": "Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 15"
      },
      {
        "document": 1924,
        "excerpt": "Darkvision 60 ft.; Passive Perception 15"
      },
      {
        "document": 1925,
        "excerpt": "Darkvision 120 ft.; Passive Perception 11"
      },
      {
        "document": 1929,
        "excerpt": "Darkvision 60 ft.; Passive Perception 10"
      },
      {
        "document": 1930,
        "excerpt": "Darkvision 60 ft.; Passive Perception 10"
      },
      {
        "document": 1931,
        "excerpt": "Darkvision 60 ft.; Passive Perception 10"
      },
      {
        "document": 1932,
        "excerpt": "Darkvision 150 ft. (unimpeded by magical Darkness); Passive Perception 13"
      },
      {
        "document": 1934,
        "excerpt": "Darkvision 60 ft.; Passive Perception 16"
      },
      {
        "document": 1935,
        "excerpt": "Darkvision 60 ft.; Passive Perception 13"
      },
      {
        "document": 1937,
        "excerpt": "Darkvision 60 ft.; Passive Perception 12"
      },
      {
        "document": 1938,
        "excerpt": "Darkvision 120 ft. (unimpeded by magical Darkness); Passive Perception 11"
      },
      {
        "document": 1939,
        "excerpt": "Darkvision 60 ft.; Passive Perception 15"
      },
      {
        "document": 1940,
        "excerpt": "Darkvision 60 ft.; Passive Perception 18"
      },
      {
        "document": 1941,
        "excerpt": "Darkvision 120 ft.; Passive Perception 10"
      },
      {
        "document": 1942,
        "excerpt": "Darkvision 90 ft.; Passive Perception 15"
      },
      {
        "document": 1945,
        "excerpt": "Darkvision 60 ft.; Passive Perception 8"
      },
      {
        "document": 1947,
        "excerpt": "Darkvision 60 ft.; Passive Perception 12"
      },
      {
        "document": 1948,
        "excerpt": "Darkvision 120 ft. (unimpeded by magical Darkness); Passive Perception 10"
      },
      {
        "document": 1950,
        "excerpt": "Darkvision 60 ft.; Passive Perception 13"
      },
      {
        "document": 1951,
        "excerpt": "Darkvision 30 ft.; Passive Perception 9"
      },
      {
        "document": 1953,
        "excerpt": "Darkvision 60 ft.; Passive Perception 10"
      },
      {
        "document": 1954,
        "excerpt": "Darkvision 60 ft.; Passive Perception 10"
      },
      {
        "document": 1956,
        "excerpt": "Darkvision 60 ft.; Passive Perception 11"
      },
      {
        "document": 1958,
        "excerpt": "Darkvision 60 ft.; Passive Perception 15"
      },
      {
        "document": 1959,
        "excerpt": "Darkvision 150 ft.; Passive Perception 14"
      },
      {
        "document": 1961,
        "excerpt": "Darkvision 60 ft.; Passive Perception 10"
      },
      {
        "document": 1962,
        "excerpt": "Darkvision 60 ft.; Passive Perception 11"
      },
      {
        "document": 1963,
        "excerpt": "Darkvision 60 ft.; Passive Perception 17"
      },
      {
        "document": 1964,
        "excerpt": "Darkvision 60 ft.; Passive Perception 9"
      },
      {
        "document": 1967,
        "excerpt": "Darkvision 60 ft.; Passive Perception 11"
      },
      {
        "document": 1969,
        "excerpt": "Darkvision 120 ft.; Passive Perception 15"
      },
      {
        "document": 1973,
        "excerpt": "Darkvision 30 ft.; Passive Perception 12"
      },
      {
        "document": 1974,
        "excerpt": "Darkvision 60 ft.; Passive Perception 8"
      },
      {
        "document": 1975,
        "excerpt": "Darkvision 60 ft.; Passive Perception 8"
      },
      {
        "document": 1976,
        "excerpt": "Darkvision 60 ft.; Passive Perception 14"
      },
      {
        "document": 1977,
        "excerpt": "Darkvision 120 ft.; Passive Perception 11"
      },
      {
        "document": 1978,
        "excerpt": "Darkvision 120 ft.; Passive Perception 15"
      },
      {
        "document": 1979,
        "excerpt": "Darkvision 60 ft.; Passive Perception 15"
      },
      {
        "document": 1980,
        "excerpt": "Darkvision 60 ft.; Passive Perception 14"
      },
      {
        "document": 1982,
        "excerpt": "Darkvision 60 ft.; Passive Perception 10"
      },
      {
        "document": 1983,
        "excerpt": "Darkvision 60 ft.; Passive Perception 8"
      },
      {
        "document": 1989,
        "excerpt": "Darkvision 60 ft.; Passive Perception 15"
      },
      {
        "document": 1993,
        "excerpt": "Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 15"
      },
      {
        "document": 1996,
        "excerpt": "Darkvision 120 ft.; Passive Perception 10"
      },
      {
        "document": 1998,
        "excerpt": "Darkvision 30 ft.; Passive Perception 12"
      },
      {
        "document": 2000,
        "excerpt": "Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14"
      },
      {
        "document": 2002,
        "excerpt": "Darkvision 60 ft., Tremorsense 60 ft.; Passive Perception 10"
      },
      {
        "document": 2006,
        "excerpt": "Darkvision 60 ft.; Passive Perception 16"
      },
      {
        "document": 2007,
        "excerpt": "Darkvision 60 ft.; Passive Perception 11"
      },
      {
        "document": 2008,
        "excerpt": "Darkvision 60 ft.; Passive Perception 15"
      },
      {
        "document": 2009,
        "excerpt": "Darkvision 120 ft.; Passive Perception 15"
      },
      {
        "document": 2010,
        "excerpt": "Darkvision 60 ft.; Passive Perception 10"
      },
      {
        "document": 2014,
        "excerpt": "Darkvision 60 ft.; Passive Perception 11"
      },
      {
        "document": 2016,
        "excerpt": "Darkvision 60 ft.; Passive Perception 10"
      },
      {
        "document": 2018,
        "excerpt": "Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 10"
      },
      {
        "document": 2020,
        "excerpt": "Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14"
      },
      {
        "document": 2021,
        "excerpt": "Darkvision 60 ft.; Passive Perception 9"
      },
      {
        "document": 2023,
        "excerpt": "Darkvision 60 ft.; Passive Perception 10"
      },
      {
        "document": 2026,
        "excerpt": "Darkvision 60 ft.; Passive Perception 11"
      },
      {
        "document": 2027,
        "excerpt": "Darkvision 30 ft.; Passive Perception 10"
      },
      {
        "document": 2028,
        "excerpt": "Darkvision 60 ft.; Passive Perception 12"
      },
      {
        "document": 2031,
        "excerpt": "Darkvision 60 ft.; Passive Perception 10"
      },
      {
        "document": 2032,
        "excerpt": "Darkvision 60 ft.; Passive Perception 9"
      },
      {
        "document": 2033,
        "excerpt": "Darkvision 60 ft.; Passive Perception 14"
      },
      {
        "document": 2034,
        "excerpt": "Darkvision 120 ft.; Passive Perception 10"
      },
      {
        "document": 2035,
        "excerpt": "Darkvision 120 ft., Truesight 30 ft.; Passive Perception 20"
      },
      {
        "document": 2036,
        "excerpt": "Darkvision 60 ft.; Passive Perception 15"
      },
      {
        "document": 2040,
        "excerpt": "Darkvision 60 ft.; Passive Perception 8"
      },
      {
        "document": 2041,
        "excerpt": "Darkvision 30 ft.; Passive Perception 10"
      },
      {
        "document": 2045,
        "excerpt": "Darkvision 60 ft.; Passive Perception 13"
      },
      {
        "document": 2050,
        "excerpt": "Darkvision 60 ft.; Passive Perception 9"
      },
      {
        "document": 2051,
        "excerpt": "Darkvision 60 ft.; Passive Perception 15"
      },
      {
        "document": 2053,
        "excerpt": "Darkvision 60 ft.; Passive Perception 13"
      },
      {
        "document": 2054,
        "excerpt": "Darkvision 60 ft.; Passive Perception 14"
      },
      {
        "document": 2055,
        "excerpt": "Darkvision 60 ft.; Passive Perception 13"
      },
      {
        "document": 2056,
        "excerpt": "Darkvision 120 ft.; Passive Perception 17"
      },
      {
        "document": 2059,
        "excerpt": "Darkvision 120 ft.; Passive Perception 11"
      },
      {
        "document": 2061,
        "excerpt": "Darkvision 60 ft.; Passive Perception 9"
      },
      {
        "document": 2065,
        "excerpt": "Darkvision 60 ft.; Passive Perception 10"
      },
      {
        "document": 2066,
        "excerpt": "Darkvision 60 ft.; Passive Perception 13"
      },
      {
        "document": 2067,
        "excerpt": "Darkvision 60 ft.; Passive Perception 17"
      },
      {
        "document": 2069,
        "excerpt": "Darkvision 60 ft.; Passive Perception 14"
      },
      {
        "document": 2070,
        "excerpt": "Darkvision 60 ft.; Passive Perception 15"
      },
      {
        "document": 2071,
        "excerpt": "Darkvision 60 ft.; Passive Perception 14"
      },
      {
        "document": 2072,
        "excerpt": "Blindsight 10 ft., Darkvision 60 ft.;"
      },
      {
        "document": 2073,
        "excerpt": "Darkvision 60 ft.; Passive Perception 13"
      },
      {
        "document": 2074,
        "excerpt": "Darkvision 120 ft.; Passive Perception 12"
      },
      {
        "document": 2076,
        "excerpt": "Darkvision 60 ft.; Passive Perception 15"
      },
      {
        "document": 2077,
        "excerpt": "Darkvision 60 ft.; Passive Perception 14"
      },
      {
        "document": 2078,
        "excerpt": "Darkvision 60 ft.; Passive Perception 12"
      },
      {
        "document": 2079,
        "excerpt": "Darkvision 120 ft.; Passive Perception 14"
      },
      {
        "document": 2080,
        "excerpt": "Darkvision 60 ft., Tremorsense 60 ft.; Passive Perception 16"
      },
      {
        "document": 2081,
        "excerpt": "Blindsight 30 ft., Darkvision 120 ft.;"
      },
      {
        "document": 2082,
        "excerpt": "Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 19"
      },
      {
        "document": 2083,
        "excerpt": "Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 16"
      },
      {
        "document": 2084,
        "excerpt": "Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 17"
      },
      {
        "document": 2085,
        "excerpt": "Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 17"
      },
      {
        "document": 2086,
        "excerpt": "Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 19"
      },
      {
        "document": 2087,
        "excerpt": "Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 17"
      },
      {
        "document": 2088,
        "excerpt": "Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 18"
      },
      {
        "document": 2089,
        "excerpt": "Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 18"
      },
      {
        "document": 2090,
        "excerpt": "Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 16"
      },
      {
        "document": 2091,
        "excerpt": "Darkvision 60 ft.; Passive Perception 8"
      }
    ],
    "dart": [
      {
        "document": 720,
        "excerpt": "struck by 1d3 darts, taking 3 (1d6) Poison damage per dart. Detect and Disarm. As a Search action, a creature can examine the walls and make a DC 15 Wisdom (Perce"
      },
      {
        "document": 928,
        "excerpt": "Dart"
      },
      {
        "document": 1052,
        "excerpt": "Dart"
      },
      {
        "document": 1346,
        "excerpt": "You create three glowing darts of magical force. Each dart strikes a creature of your choice that you can see within range. A dart deals 1d4 + 1 Force damage to it"
      },
      {
        "document": 1699,
        "excerpt": "ou can take a Magic action to command the other end to dart forward and entangle one creature you can see within 20 feet of yourself. The target must succeed on a D"
      }
    ],
    "dart's": [
      {
        "document": 720,
        "excerpt": "an scale the trap for higher levels by increasing each dart's Poison damage as follows: 7 (2d6) at levels 5-10, 14 (4d6) at levels 11-16, or 24 (7d6) at levels 17-20."
      }
    ],
    "darts": [
      {
        "document": 720,
        "excerpt": "Poisoned Darts"
      },
      {
        "document": 1346,
        "excerpt": "V, S Duration: Instantaneous You create three glowing darts of magical force. Each dart strikes a creature of your choice that you can see within range. A dart deal"
      }
    ],
    "darts'": [
      {
        "document": 720,
        "excerpt": "as-reliefs, murals, or frescoes. Each creature in the darts' path must succeed on a DC 13 Dexterity saving throw or be struck by 1d3 darts, taking 3 (1d6) Poison dam"
      }
    ],
    "dash": [
      {
        "document": 96,
        "excerpt": "and it has only three action options during that turn: Dash, Disengage, and Dodge. A controlled mount can move and act even on the turn that you mount it. In contr"
      },
      {
        "document": 612,
        "excerpt": "Dash [Action]"
      },
      {
        "document": 689,
        "excerpt": "ese examples: - The Frightened creature must take the Dash action on each of its turns and uses its movement to get farther away from the source of its fear. - Att"
      },
      {
        "document": 745,
        "excerpt": "Dash"
      },
      {
        "document": 951,
        "excerpt": "Dash"
      },
      {
        "document": 967,
        "excerpt": "as a Bonus Action. Step of the Wind. You can take the Dash action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and Das"
      },
      {
        "document": 970,
        "excerpt": "n take one of the following actions as a Bonus Action: Dash, Disengage, or Hide."
      },
      {
        "document": 993,
        "excerpt": "You can take the Dash action as a Bonus Action. When you do so, you gain a number of Temporary Hit Points equal to your Profic"
      },
      {
        "document": 1257,
        "excerpt": "uration: Concentration, up to 10 minutes You take the Dash action, and until the spell ends, you can take that action again as a Bonus Action."
      },
      {
        "document": 1258,
        "excerpt": "each of its turns, the Frightened target must take the Dash action and move away from you by the safest and shortest route available. If the target moves to a space"
      },
      {
        "document": 1263,
        "excerpt": "ion for the duration. A Frightened creature takes the Dash action and moves away from you by the safest route on each of its turns unless there is nowhere to move."
      },
      {
        "document": 1306,
        "excerpt": "can be used to take only the Attack (one attack only), Dash, Disengage, Hide, or Utilize action. When the spell ends, the target is Incapacitated and has a Speed o"
      },
      {
        "document": 1482,
        "excerpt": "he only actions a target can take in this form are the Dash action or a Magic action to begin reverting to its normal form. Reverting takes 1 minute, during which t"
      },
      {
        "document": 1617,
        "excerpt": "portunity Attacks. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the"
      },
      {
        "document": 1791,
        "excerpt": "Cunning Action. The assassin takes the Dash, Disengage, or Hide action."
      },
      {
        "document": 1828,
        "excerpt": "Hasten (Recharge 5–6). The golem takes the Dash and Disengage actions."
      },
      {
        "document": 1893,
        "excerpt": "Bubble Dash. While underwater, the seahorse moves up to half its Swim Speed without provoking Opportunity Attacks."
      },
      {
        "document": 2015,
        "excerpt": "Bubble Dash. While underwater, the seahorse moves up to its Swim Speed without provoking Opportunity Attacks."
      },
      {
        "document": 2030,
        "excerpt": "Cunning Action. The spy takes the Dash, Disengage, or Hide action."
      },
      {
        "document": 2054,
        "excerpt": "Deathless Agility. The familiar takes the Dash or Disengage action."
      },
      {
        "document": 2055,
        "excerpt": "Deathless Agility. The vampire takes the Dash or Disengage action."
      }
    ],
    "daunting": [
      {
        "document": 734,
        "excerpt": "two or three stat blocks for a single encounter can be daunting, particularly if the creatures are complex."
      }
    ],
    "dawn": [
      {
        "document": 54,
        "excerpt": "d surrounding Darkness. The soft light of twilight and dawn also counts as Dim Light. A full moon might bathe the land in Dim Light. Darkness. Darkness creates a H"
      },
      {
        "document": 126,
        "excerpt": "\"The Next Dawn\""
      },
      {
        "document": 142,
        "excerpt": "ds, the item can't use this power again until the next dawn."
      },
      {
        "document": 676,
        "excerpt": "'s Exhaustion level. Fighting the Contagion. Daily at dawn, an infected creature makes a DC 11 Constitution saving throw. On a failed save, the creature gains 1 Ex"
      },
      {
        "document": 1511,
        "excerpt": "roperty is used, it can't be used again until the next dawn."
      },
      {
        "document": 1518,
        "excerpt": "eature's stat block. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points. The creature is Friendly to you and your allies, and it acts imm"
      },
      {
        "document": 1521,
        "excerpt": "to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you can grow one, or a thicker beard if you already have one. If you aren't"
      },
      {
        "document": 1529,
        "excerpt": ". The bowl can't be used this way again until the next dawn. The bowl is about 1 foot in diameter and half as deep. It holds about 3 gallons."
      },
      {
        "document": 1532,
        "excerpt": "he brazier can't be used this way again until the next dawn."
      },
      {
        "document": 1536,
        "excerpt": "tion. This property can't be used again until the next dawn. When you teleport with that spell, you leave behind a cloud of smoke. The space you left is Lightly Ob"
      },
      {
        "document": 1538,
        "excerpt": "The censer can't be used this way again until the next dawn."
      },
      {
        "document": 1540,
        "excerpt": "The circlet can't cast this spell again until the next dawn."
      },
      {
        "document": 1541,
        "excerpt": "used, this property can't be used again until the next dawn."
      },
      {
        "document": 1544,
        "excerpt": "as 3 charges and regains 1d3 expended charges daily at dawn. While wearing the cloak, you can take a Magic action to pull its hood over your head and expend 1 char"
      },
      {
        "document": 1546,
        "excerpt": "The cloak can't be used this way again until the next dawn."
      },
      {
        "document": 1549,
        "excerpt": "can't cast Suggestion in this way again until the next dawn."
      },
      {
        "document": 1552,
        "excerpt": "charges, and it regains 1d6 expended charges daily at dawn. Cube of Force Faces"
      },
      {
        "document": 1553,
        "excerpt": "as 3 charges and regains 1d3 expended charges daily at dawn. As a Magic action, you can expend 1 of the cube's charges to cast one of the following spells using the"
      },
      {
        "document": 1554,
        "excerpt": "The weapon can't be used this way again until the next dawn."
      },
      {
        "document": 1561,
        "excerpt": "charges and regains 1d4 + 3 expended charges daily at dawn. If you control the orb, you can cast one of the spells on the following table from it. The table indica"
      },
      {
        "document": 1562,
        "excerpt": "armor. This action can't be used again until the next dawn."
      },
      {
        "document": 1576,
        "excerpt": "xpend. The lenses regain all expended charges daily at dawn."
      },
      {
        "document": 1586,
        "excerpt": "he gem. The gem regains 1d3 expended charges daily at dawn."
      },
      {
        "document": 1593,
        "excerpt": ". The weapon regains 1d4 + 1 expended charges daily at dawn. Giant's Bane. While you are attuned to the weapon and wearing either a Belt of Giant Strength or Gaunt"
      },
      {
        "document": 1600,
        "excerpt": "that spell can't be cast from it again until the next dawn."
      },
      {
        "document": 1601,
        "excerpt": "rom it. The helm regains 1d3 expended charges daily at dawn."
      },
      {
        "document": 1610,
        "excerpt": "ands are used, they can't be used again until the next dawn."
      },
      {
        "document": 1612,
        "excerpt": "hand. This property can't be used again until the next dawn."
      },
      {
        "document": 1614,
        "excerpt": "used, this property can't be used again until the next dawn. Wish. The weapon has 1d3 charges. While holding it, you can expend 1 charge and cast Wish from it. Onc"
      },
      {
        "document": 1617,
        "excerpt": "as 3 charges and regains 1d3 expended charges daily at dawn. While holding the weapon, you can take a Magic action and expend 1 charge to release a wave of terror f"
      },
      {
        "document": 1624,
        "excerpt": "t. The medallion regains 1d4 expended charges daily at dawn."
      },
      {
        "document": 1627,
        "excerpt": "In addition, you gain 10 Temporary Hit Points daily at dawn until you die. Talons. Every magic item you wear or carry disintegrates. Artifacts in your possession v"
      },
      {
        "document": 1630,
        "excerpt": "is cast, that bead can't be used again until the next dawn."
      },
      {
        "document": 1632,
        "excerpt": "attack becomes your sworn enemy until it dies or until dawn 7 days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choo"
      },
      {
        "document": 1636,
        "excerpt": "u use the pearl, it can't be used again until the next dawn."
      },
      {
        "document": 1637,
        "excerpt": "used, this property can't be used again until the next dawn. In addition, you have Advantage on saving throws to avoid or end the Poisoned condition while you wear"
      },
      {
        "document": 1641,
        "excerpt": "ave 3 charges and regain 1d3 expended charges daily at dawn. You can take a Magic action to play them and expend 1 charge to create an eerie, spellbinding tune. Eac"
      },
      {
        "document": 1642,
        "excerpt": "ave 3 charges and regain 1d3 expended charges daily at dawn. If you play the pipes as a Magic action, you can take a Bonus Action to expend 1 to 3 charges, calling"
      },
      {
        "document": 1643,
        "excerpt": "operty of the armor can't be used again until the next dawn."
      },
      {
        "document": 1665,
        "excerpt": "charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can expend 1 charge to cast one of the following spells (save DC 13) from i"
      },
      {
        "document": 1667,
        "excerpt": "charges and re-gains 1d4 + 1 expended charges daily at dawn. While wearing the ring, you can cast a spell from it. Choose the spell from the list of available spell"
      },
      {
        "document": 1668,
        "excerpt": "charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing the ring, you can take a Reaction to expend 1 char"
      },
      {
        "document": 1677,
        "excerpt": "as 6 charges and regains 1d6 expended charges daily at dawn. You can expend its charges to use the properties below. Faerie Fire. You can expend 1 charge to cast F"
      },
      {
        "document": 1682,
        "excerpt": "as 3 charges and regains 1d3 expended charges daily at dawn. While wearing the ring, you can take a Magic action to expend 1 to 3 charges to make a ranged spell att"
      },
      {
        "document": 1688,
        "excerpt": "charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can take a Magic action and expend 1 charge to cause the garment to display a sh"
      },
      {
        "document": 1693,
        "excerpt": "used, this property can't be used again until the next dawn."
      },
      {
        "document": 1694,
        "excerpt": "used, this property can't be used again until the next dawn. Paralyze. When you hit a creature with a melee attack using the rod, you can force the target to make"
      },
      {
        "document": 1695,
        "excerpt": "charges). The rod regains 1 expended charge daily at dawn. If you expend the last charge, roll 1d20. On a 1, the rod disappears in a harmless burst of radiance."
      },
      {
        "document": 1696,
        "excerpt": "used, this property can't be used again until the next dawn."
      },
      {
        "document": 1702,
        "excerpt": "r stone, the stones can't be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical."
      },
      {
        "document": 1706,
        "excerpt": "roperty is used, it can't be used again until the next dawn."
      },
      {
        "document": 1712,
        "excerpt": "'t use this property of the staff again until the next dawn. Regaining Charges. The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last ch"
      },
      {
        "document": 1713,
        "excerpt": "s. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff crumbles into cinders and is destroyed."
      },
      {
        "document": 1714,
        "excerpt": "s. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff turns to water and is destroyed."
      },
      {
        "document": 1715,
        "excerpt": "s. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff vanishes in a flash of light, lost forever."
      },
      {
        "document": 1716,
        "excerpt": "s. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff retains its +2 bonus to attack rolls and da"
      },
      {
        "document": 1717,
        "excerpt": "s. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff becomes a nonmagical Quarterstaff."
      },
      {
        "document": 1718,
        "excerpt": "s. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, a swarm of insects consumes and destroys the staff, t"
      },
      {
        "document": 1719,
        "excerpt": "s. The staff regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 20, the staff regains 1d12 + 1 charges. Retributive Str"
      },
      {
        "document": 1721,
        "excerpt": "arges. The staff regains 1d6 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff loses its properties and becomes a nonmagic"
      },
      {
        "document": 1722,
        "excerpt": "perties is used, it can't be used again until the next dawn. Lightning. When you hit with a melee attack using the staff, you can cause the target to take an extra"
      },
      {
        "document": 1723,
        "excerpt": "as 3 charges and regains 1d3 expended charges daily at dawn. The staff can be wielded as a magic Quarterstaff. On a hit, it deals damage as a normal Quarterstaff,"
      },
      {
        "document": 1724,
        "excerpt": "The stone can't be used this way again until the next dawn."
      },
      {
        "document": 1733,
        "excerpt": "e this property, it can't be used again until the next dawn."
      },
      {
        "document": 1737,
        "excerpt": "charges, and it regains 1d3 expended charges daily at dawn. While you carry it, you can expend 1 charge to cast Dominate Beast (save DC 15) from it on a Beast that"
      },
      {
        "document": 1741,
        "excerpt": "es. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1742,
        "excerpt": "es. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1743,
        "excerpt": "es. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1744,
        "excerpt": "es. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1745,
        "excerpt": "es. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1746,
        "excerpt": "rom it. The wand regains 1d3 expended charges daily at dawn."
      },
      {
        "document": 1747,
        "excerpt": "es. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1748,
        "excerpt": "es. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1749,
        "excerpt": "es. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1750,
        "excerpt": "as 3 charges and regains 1d3 expended charges daily at dawn. While holding it, you can take a Magic action to expend 1 charge, and if a secret door or trap is withi"
      },
      {
        "document": 1752,
        "excerpt": "es. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1753,
        "excerpt": "es. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into dust and is destroyed."
      },
      {
        "document": 1757,
        "excerpt": ". Each subsequent time the fan is used before the next dawn, it has a cumulative 20 percent chance of not working; if the fan fails to work, it tears into useless,"
      },
      {
        "document": 1758,
        "excerpt": "ave 4 charges and regain 1d4 expended charges daily at dawn. While wearing the boots, you can take a Magic action to expend 1 charge, gaining a Fly Speed of 30 feet"
      }
    ],
    "day": [
      {
        "document": 30,
        "excerpt": "M's decision. For example, Human characters start each day with Heroic Inspiration."
      },
      {
        "document": 68,
        "excerpt": ", ships might be able to travel for up to 24 hours per day. \"Equipment\" includes vehicles for sale."
      },
      {
        "document": 104,
        "excerpt": "ature can take hour-long Short Rests in the midst of a day and an 8-hour Long Rest to end it. Regaining Hit Points is one of the main benefits of a rest. “Rules Gl"
      },
      {
        "document": 132,
        "excerpt": "from it, you must have all those spells prepared every day you spend crafting the item."
      },
      {
        "document": 133,
        "excerpt": "the Magic Item Crafting Time and Cost table. Work per Day. For each day of crafting, you must work for 8 hours. If an item requires multiple days, those days need"
      },
      {
        "document": 156,
        "excerpt": "ing breath weapon or a spell it can cast only once per day, have it use that special ability as quickly and as often as possible. Multiattack. If the monster has"
      },
      {
        "document": 179,
        "excerpt": "ere are the most common ways that usage is limited: X/Day. This notation means the stat block part can be used a certain number of times (represented by X) and th"
      },
      {
        "document": 362,
        "excerpt": "as many passengers. A passenger usually pays 5 SP per day for a hammock, but prices can vary from ship to ship. A small private cabin usually costs 2 GP per day."
      },
      {
        "document": 364,
        "excerpt": "is berthed. Repairing 1 Hit Point of damage requires 1 day and costs 20 GP for materials and labor. If the repairs are made in a location where supplies and skille"
      },
      {
        "document": 367,
        "excerpt": "Squalid (1 SP per Day)"
      },
      {
        "document": 368,
        "excerpt": "Poor (2 SP per Day)"
      },
      {
        "document": 369,
        "excerpt": "Modest (1 GP per Day)"
      },
      {
        "document": 370,
        "excerpt": "Comfortable (2 GP per Day)"
      },
      {
        "document": 371,
        "excerpt": "Wealthy (4 GP per Day)"
      },
      {
        "document": 373,
        "excerpt": "Aristocratic (10 GP per Day)"
      },
      {
        "document": 390,
        "excerpt": "To determine how many days (working 8 hours a day) it takes to make an item, divide its purchase cost in GP by 10 (round a fraction up to a day). For exa"
      },
      {
        "document": 391,
        "excerpt": "hat kit and 25 GP of raw material over the course of 1 day (8 hours of work)."
      },
      {
        "document": 393,
        "excerpt": "ll, as shown in the Spell Scroll Costs table. For each day of inscription, you must work for 8 hours. If a scroll requires multiple days, those days needn't be con"
      },
      {
        "document": 395,
        "excerpt": "grapher's Supplies and have the spell prepared on each day of the inscription. You must also have at hand any Material components required by the spell; if the spe"
      },
      {
        "document": 514,
        "excerpt": "g able to cast the spell a limited number of times per day. Magic Items. Spell Scrolls and some other magic items contain spells that can be cast without a spell"
      },
      {
        "document": 520,
        "excerpt": "A creature needs an amount of food per day based on its size, as shown in the Food Needs per Day table. A creature that eats but consumes less than"
      },
      {
        "document": 528,
        "excerpt": "Per Day"
      },
      {
        "document": 615,
        "excerpt": "A creature requires an amount of water per day based on its size, as shown in the Water Needs per Day table. A creature that drinks less than half the"
      },
      {
        "document": 702,
        "excerpt": "an push themselves to travel for more than 8 hours per day, at the risk of tiring. At the end of each additional hour of travel beyond 8 hours, each character must"
      },
      {
        "document": 713,
        "excerpt": "g these rules: Miles per hour = Speed ÷ 10 Miles per day (Normal pace) = Miles per hour × number of hours traveled (typically 8) Fast pace = Miles per day × 1½"
      },
      {
        "document": 749,
        "excerpt": "Day"
      },
      {
        "document": 921,
        "excerpt": "Feed per day"
      },
      {
        "document": 923,
        "excerpt": "Inn Stay per Day"
      },
      {
        "document": 924,
        "excerpt": "2 GP per day"
      },
      {
        "document": 926,
        "excerpt": "1 day"
      },
      {
        "document": 938,
        "excerpt": "Food Needs per Day"
      },
      {
        "document": 950,
        "excerpt": "Water Needs per Day"
      },
      {
        "document": 1166,
        "excerpt": "ration. If you cast the spell on the same target every day for 30 days, the illusion lasts until dispelled. Mask (Creature). Choose a creature type other than the"
      },
      {
        "document": 1267,
        "excerpt": "Concentration, up to 1 day"
      },
      {
        "document": 1281,
        "excerpt": "1 day"
      },
      {
        "document": 1288,
        "excerpt": "r command. It takes this damage no more than once each day. You can issue any command you choose, short of an activity that would result in certain death. Should"
      },
      {
        "document": 1294,
        "excerpt": "vides enough nourishment to sustain a creature for one day. Uneaten berries disappear when the spell ends."
      },
      {
        "document": 1299,
        "excerpt": "ed, Guards and Wards ends. If you cast the spell every day for 365 days on the same area, the spell thereafter lasts until all its effects are dispelled. Corridor"
      },
      {
        "document": 1376,
        "excerpt": "easured in days (up to 10 days) requires 10,000 GP per day. The GM can adjust these payments based on the circumstances under which you cast the spell. If the task"
      },
      {
        "document": 1389,
        "excerpt": "arded area. Casting this spell on the same spot every day for 365 days makes the spell last until dispelled. Using a Higher-Level Spell Slot. You can increase th"
      },
      {
        "document": 1392,
        "excerpt": "Concentration, up to 1 day"
      },
      {
        "document": 1415,
        "excerpt": "re is a cumulative 5 percent chance at the end of each day that the spell ends. The spell also ends if you cast this spell again or if the Tiny replica chest is de"
      },
      {
        "document": 1435,
        "excerpt": "s, including whatever it has perceived within the past day."
      },
      {
        "document": 1437,
        "excerpt": "lants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances. You can also t"
      },
      {
        "document": 1455,
        "excerpt": "ircle by casting this spell in the same location every day for 365 days."
      },
      {
        "document": 1516,
        "excerpt": "hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The GM deter"
      },
      {
        "document": 1520,
        "excerpt": "s on your tongue and provides as much nourishment as 1 day of Rations."
      },
      {
        "document": 1521,
        "excerpt": "attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you can grow one, or a thicker beard if you already have one. If you"
      },
      {
        "document": 1579,
        "excerpt": "peed (16 miles per hour for a maximum of 144 miles per day, with a 1-hour rest for every 3 hours of flying) or 1,000 pounds at half that speed. The bird disappears"
      },
      {
        "document": 1605,
        "excerpt": "addition, the creature can travel for up to 12 hours a day without gaining Exhaustion levels from extended travel."
      },
      {
        "document": 1621,
        "excerpt": "he manual at hand and resting no more than 8 hours per day. You must also pay the specified cost to purchase supplies. Once you finish creating the golem, the boo"
      },
      {
        "document": 1760,
        "excerpt": "er location chosen by the GM. Legendary Resistance (3/Day, or 4/Day in Lair). If the aboleth fails a saving throw, it can choose to succeed instead. Mucus Cloud."
      },
      {
        "document": 1761,
        "excerpt": "on can breathe air and water. Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1762,
        "excerpt": "Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1763,
        "excerpt": "Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1764,
        "excerpt": "on can breathe air and water. Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1765,
        "excerpt": "Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1766,
        "excerpt": "on can breathe air and water. Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1767,
        "excerpt": "on can breathe air and water. Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1768,
        "excerpt": "Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1769,
        "excerpt": "Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1770,
        "excerpt": "esn't cost it extra movement. Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1773,
        "excerpt": "on can breathe air and water. Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1774,
        "excerpt": "Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1775,
        "excerpt": "Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1776,
        "excerpt": "on can breathe air and water. Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1777,
        "excerpt": "Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1778,
        "excerpt": "on can breathe air and water. Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1779,
        "excerpt": "on can breathe air and water. Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1780,
        "excerpt": "Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1781,
        "excerpt": "Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1782,
        "excerpt": "esn't cost it extra movement. Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1790,
        "excerpt": "Armor (included in AC), Mage Hand, Prestidigitation 2/Day Each: Fly, Lightning Bolt (level 7 version) 1/Day Each: Cone of Cold (level 9 version), Mind Blank (cas"
      },
      {
        "document": 1799,
        "excerpt": "r takes 13 (3d8) Fire damage. Legendary Resistance (3/Day). If the balor fails a saving throw, it can choose to succeed instead. Magic Resistance. The balor has"
      },
      {
        "document": 1830,
        "excerpt": "ve DC 15): At Will: Detect Magic, Fog Cloud, Light 1/Day Each: Control Weather, Gaseous Form, Telekinesis"
      },
      {
        "document": 1835,
        "excerpt": "emporary Hit Points required to maintain the spell) 1/Day Each: Create Food and Water, Dream, Greater Restoration, Scrying, Sleep"
      },
      {
        "document": 1838,
        "excerpt": "t with spell attacks): At Will: Light, Thaumaturgy 2/Day: Command 1/Day: Hold Person"
      },
      {
        "document": 1840,
        "excerpt": "itself by using 5 feet of movement. Darkness Aura (1/Day). Magical Darkness fills a 15-foot Emanation originating from the darkmantle. This effect lasts while th"
      },
      {
        "document": 1843,
        "excerpt": "emporary Hit Points required to maintain the spell) 1/Day Each: Commune, Raise Dead"
      },
      {
        "document": 1845,
        "excerpt": "C 17): At Will: Detect Evil and Good, Detect Magic 2/Day Each: Create Food and Water (can create wine instead of water), Tongues, Wind Walk 1/Day Each: Creation"
      },
      {
        "document": 1849,
        "excerpt": "ft. Hit: 4 (1d6 + 1) Slashing damage. Fetid Cloud (1/Day). Constitution Saving Throw: DC 11, each creature in a 10-foot Emanation originating from the dretch. Fa"
      },
      {
        "document": 1851,
        "excerpt": "ve DC 13): At Will: Druidcraft, Speak with Animals 2/Day Each: Entangle, Thunderwave 1/Day Each: Animal Messenger, Long-strider, Moonbeam"
      },
      {
        "document": 1852,
        "excerpt": "rly if the dryad casts the spell again), Druidcraft 1/Day Each: Entangle, Pass without Trace"
      },
      {
        "document": 1853,
        "excerpt": "ion until the end of the mephit's next turn. Sleep (1/Day). The mephit casts the Sleep spell, requiring no spell components and using Charisma as the spellcasting"
      },
      {
        "document": 1856,
        "excerpt": "l save DC 16): At Will: Detect Magic, Elementalism 1/Day Each: Gaseous Form, Invisibility, Major Image, Plane Shift, Tongues, Wall of Fire (level 7 version)"
      },
      {
        "document": 1887,
        "excerpt": "Rampage (1/Day). Immediately after dealing damage to a creature that was already Bloodied, the hyena can move up to hal"
      },
      {
        "document": 1889,
        "excerpt": "Ink Cloud (1/Day). Trigger: The octopus takes damage while underwater. Response: The octopus releases ink that fills a 10"
      },
      {
        "document": 1890,
        "excerpt": "bility: At Will: Detect Evil and Good, Detect Magic 1/Day: Clairvoyance"
      },
      {
        "document": 1903,
        "excerpt": "16): At Will: Darkness, Detect Magic, Dispel Magic 1/Day Each: Confusion, Fly, Power Word Stun"
      },
      {
        "document": 1905,
        "excerpt": "Rampage (1/Day). Immediately after dealing damage to a creature that is already Bloodied, the gnoll moves up to half it"
      },
      {
        "document": 1920,
        "excerpt": "g ability (spell save DC 16): At Will: Thaumaturgy 1/Day Each: Clairvoyance, Cure Wounds (level 6 version), Flame Strike (level 6 version), Geas, True Seeing"
      },
      {
        "document": 1937,
        "excerpt": "lashing damage plus 2 (1d4) Cold damage. Fog Cloud (1/Day). The mephit casts Fog Cloud, requiring no spell components and using Charisma as the spellcasting abili"
      },
      {
        "document": 1939,
        "excerpt": "save DC 15): At Will: Disguise Self, Etherealness 1/Day Each: Dream, Hypnotic Pattern"
      },
      {
        "document": 1946,
        "excerpt": "en can breathe air and water. Legendary Resistance (4/Day, or 5/Day in Lair). If the kraken fails a saving throw, it can choose to succeed instead. Siege Monster"
      },
      {
        "document": 1947,
        "excerpt": "appear as a Large or Medium biped), Minor Illusion 1/Day Each: Geas, Major Image, Scrying"
      },
      {
        "document": 1949,
        "excerpt": "Legendary Resistance (4/Day, or 5/Day in Lair). If the lich fails a saving throw, it can choose to succeed instead. Spirit Jar. If"
      },
      {
        "document": 1952,
        "excerpt": "Armor (included in AC), Mage Hand, Prestidigitation 2/Day Each: Fireball (level 4 version), Invisibility 1/Day Each: Cone of Cold, Fly"
      },
      {
        "document": 1966,
        "excerpt": "Legendary Resistance (3/Day, or 4/Day in Lair). If the mummy fails a saving throw, it can choose to succeed instead. Magic Resistan"
      },
      {
        "document": 1969,
        "excerpt": ": 13 (2d8 + 4) Slashing damage. Nightmare Haunting (1/Day; Requires Soul Bag). While on the Ethereal Plane, the hag casts Dream, using the same spellcasting abil"
      },
      {
        "document": 1973,
        "excerpt": "Ink Cloud (1/Day). Trigger: A creature ends its turn within 5 feet of the octopus while underwater. Response: The octopus"
      },
      {
        "document": 1976,
        "excerpt": "sma as the spellcasting ability (spell save DC 13): 1/Day Each: Charm Person (level 2 version), Darkness, Gaseous Form, Sleep"
      },
      {
        "document": 1986,
        "excerpt": "it fiend's aura for 24 hours. Legendary Resistance (4/Day). If the pit fiend fails a saving throw, it can choose to succeed instead. Magic Resistance. The pit fi"
      },
      {
        "document": 1987,
        "excerpt": "(spell save DC 20): At Will: Detect Evil and Good 1/Day Each: Commune, Control Weather, Dispel Evil and Good, Raise Dead"
      },
      {
        "document": 1991,
        "excerpt": "Divine Aid (1/Day). The priest casts Bless, Healing Word, or Sanctuary, using the same spellcasting ability as Spellcastin"
      },
      {
        "document": 1992,
        "excerpt": "ty (spell save DC 13): At Will: Light, Thaumaturgy 1/Day: Spirit Guardians"
      },
      {
        "document": 1996,
        "excerpt": "using Charisma as the spellcasting ability. Scare (1/Day). Wisdom Saving Throw: DC 10, one creature within 20 feet. Failure: The target has the Frightened condit"
      },
      {
        "document": 1997,
        "excerpt": "Thoughts, Disguise Self, Mage Hand, Minor Illusion 1/Day Each: Fly, Invisibility, Major Image, Plane Shift"
      },
      {
        "document": 2022,
        "excerpt": "somewhere in Mount Celestia. Legendary Resistance (4/Day). If the solar fails a saving throw, it can choose to succeed instead. Magic Resistance. The solar has"
      },
      {
        "document": 2024,
        "excerpt": "y are made with Disadvantage. Legendary Resistance (3/Day, or 4/Day in Lair). If the sphinx fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 2025,
        "excerpt": "y are made with Disadvantage. Legendary Resistance (3/Day, or 4/Day in Lair). If the sphinx fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 2026,
        "excerpt": "Burst of Ingenuity (2/Day). Trigger: The sphinx or another creature within 30 feet makes an ability check or a saving throw. Respo"
      },
      {
        "document": 2028,
        "excerpt": "t Magic, Mage Hand, Minor Illusion, Water Breathing 2/Day Each: Detect Thoughts, Dimension Door, Hold Person (level 3 version), Lightning Bolt (level 4 version)"
      },
      {
        "document": 2035,
        "excerpt": "y (spell save DC 18): At Will: Detect Magic, Light 1/Day: Control Weather"
      },
      {
        "document": 2044,
        "excerpt": "Legendary Resistance (6/Day). If the tarrasque fails a saving throw, it can choose to succeed instead. Magic Resistance. The tarras"
      },
      {
        "document": 2048,
        "excerpt": "Hit: 28 (4d10 + 6) Piercing damage. Animate Trees (1/Day). The treant magically animates up to two trees it can see within 60 feet of itself. Each tree uses the"
      },
      {
        "document": 2051,
        "excerpt": "Loathsome Limbs (4/Day). If the troll ends any turn Bloodied and took 15+ Slashing damage during that turn, one of the troll's"
      },
      {
        "document": 2053,
        "excerpt": "Legendary Resistance (3/Day). If the unicorn fails a saving throw, it can choose to succeed instead. Magic Resistance. The unicorn"
      },
      {
        "document": 2056,
        "excerpt": "Legendary Resistance (3/Day, or 4/Day in Lair). If the vampire fails a saving throw, it can choose to succeed instead. Misty Escape"
      },
      {
        "document": 2059,
        "excerpt": "the target ends the effect early. Stunning Screech (1/Day). Constitution Saving Throw: DC 15, each creature in a 20-foot Emanation originating from the vrock (dem"
      }
    ],
    "day's": [
      {
        "document": 520,
        "excerpt": "itution saving throw or gain 1 Exhaustion level at the day's end. A creature that eats nothing for 5 days automatically gains 1 Exhaustion level at the end of the fi"
      },
      {
        "document": 615,
        "excerpt": "quired water for a day gains 1 Exhaustion level at the day's end. Exhaustion caused by dehydration can't be removed until the creature drinks the full amount of wate"
      }
    ],
    "daylight": [
      {
        "document": 802,
        "excerpt": "Daylight"
      },
      {
        "document": 832,
        "excerpt": "Daylight"
      },
      {
        "document": 845,
        "excerpt": "Daylight"
      },
      {
        "document": 852,
        "excerpt": "Daylight"
      },
      {
        "document": 863,
        "excerpt": "Daylight"
      },
      {
        "document": 913,
        "excerpt": "Daylight"
      },
      {
        "document": 1225,
        "excerpt": "Daylight"
      },
      {
        "document": 1303,
        "excerpt": "vel lower than this spell, can't illuminate the area. Daylight. Bright light fills the area. Magical Darkness created by spells of a level lower than this spell can't"
      },
      {
        "document": 1388,
        "excerpt": "layer, which is destroyed by Bright Light shed by the Daylight spell. | | 7 | Violet. Failed Save: The target has the Blinded condition and makes a Wisdom saving t"
      },
      {
        "document": 1598,
        "excerpt": "the helm's gems of the specified type as a component: Daylight (opal), Fireball (fire opal), Prismatic Spray (diamond), or Wall of Fire (ruby). The gem is destroyed wh"
      },
      {
        "document": 1687,
        "excerpt": "feet. Drawbacks. A Light spell cast on the robe or a Daylight spell cast within 5 feet of the robe gives you the Blinded condition for 1 minute. At the end of each of"
      }
    ],
    "days": [
      {
        "document": 54,
        "excerpt": "ht Light lets most creatures see normally. Even gloomy days provide Bright Light, as do torches, lanterns, fires, and other sources of illumination within a specifi"
      },
      {
        "document": 66,
        "excerpt": "ravel long distances on trips that could take hours or days. The GM can summarize this travel without calculating exact distances or travel times, or the GM might h"
      },
      {
        "document": 133,
        "excerpt": "ou must work for 8 hours. If an item requires multiple days, those days needn't be consecutive. Assistants. Characters can combine their efforts to shorten the cra"
      },
      {
        "document": 270,
        "excerpt": "ur imagination as you ponder your character's earliest days."
      },
      {
        "document": 333,
        "excerpt": "ollowing items: Backpack, Blanket, Holy Water, Lamp, 7 days of Rations, Robe, and Tinderbox."
      },
      {
        "document": 390,
        "excerpt": "To determine how many days (working 8 hours a day) it takes to make an item, divide its purchase cost in GP by 10 (round a fraction"
      },
      {
        "document": 393,
        "excerpt": "u must work for 8 hours. If a scroll requires multiple days, those days needn't be consecutive."
      },
      {
        "document": 462,
        "excerpt": "0 Candles, Crowbar, Hooded Lantern, 7 flasks of Oil, 5 days of Rations, Rope, Tinderbox, and Waterskin."
      },
      {
        "document": 479,
        "excerpt": "ems: Backpack, Caltrops, Crowbar, 2 flasks of Oil, 10 days of Rations, Rope, Tinderbox, 10 Torches, and Waterskin."
      },
      {
        "document": 480,
        "excerpt": "llseye Lantern, 3 Costumes, Mirror, 8 flasks of Oil, 9 days of Rations, Tinderbox, and Waterskin."
      },
      {
        "document": 481,
        "excerpt": "ollowing items: Backpack, Bedroll, 2 flasks of Oil, 10 days of Rations, Rope, Tinderbox, 10 Torches, and Waterskin."
      },
      {
        "document": 520,
        "excerpt": "l at the day's end. A creature that eats nothing for 5 days automatically gains 1 Exhaustion level at the end of the fifth day as well as an additional level at the"
      },
      {
        "document": 673,
        "excerpt": "a creature infected with a magical contagion spends 3 days recuperating - engaging in no activities that would interrupt a Long Rest - the creature makes a DC 15 C"
      },
      {
        "document": 675,
        "excerpt": "immune). A creature suffers the following effects 1d4 days after infection: Fever. The creature gains 1 Exhaustion level, which lasts until the contagion ends on"
      },
      {
        "document": 676,
        "excerpt": "r Plague. A creature suffers the following effects 1d4 days after infection: Fatigue. The creature gains 1 Exhaustion level. Weakness. While the creature has any"
      },
      {
        "document": 684,
        "excerpt": "an become acclimated to a high altitude by spending 30 days or more at this elevation. Creatures can't become acclimated to elevations above 20,000 feet unless they"
      },
      {
        "document": 759,
        "excerpt": "30 days"
      },
      {
        "document": 780,
        "excerpt": "5 days"
      },
      {
        "document": 793,
        "excerpt": "hour. Picked fruit remains, retaining any magic for 30 days."
      },
      {
        "document": 926,
        "excerpt": "3 days"
      },
      {
        "document": 985,
        "excerpt": "e imperceptible vibrations, which last for a number of days equal to your Monk level. The vibrations are harmless unless you take an action to end them. Alternative"
      },
      {
        "document": 1161,
        "excerpt": "10 days"
      },
      {
        "document": 1166,
        "excerpt": "you cast the spell on the same target every day for 30 days, the illusion lasts until dispelled. Mask (Creature). Choose a creature type other than the target's ac"
      },
      {
        "document": 1170,
        "excerpt": "The awakened target has the Charmed condition for 30 days or until you or your allies deal damage to it. When that condition ends, the awakened creature chooses i"
      },
      {
        "document": 1175,
        "excerpt": "pells or take the Magic action. At the end of every 30 days, the target repeats the save, ending the effect on a success. The effect can also be ended by the Greate"
      },
      {
        "document": 1194,
        "excerpt": "in the spell's casting and finishes growing after 120 days; you choose whether the finished clone is the same age as the creature or younger. The clone remains ine"
      },
      {
        "document": 1211,
        "excerpt": "7 days"
      },
      {
        "document": 1212,
        "excerpt": "10 days"
      },
      {
        "document": 1238,
        "excerpt": "a specific goal, event, or activity to occur within 7 days. The GM offers a truthful reply, which might be a short phrase or cryptic rhyme. The spell doesn't accou"
      },
      {
        "document": 1281,
        "excerpt": "ddance spell. If you cast Forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the Material components are consumed on"
      },
      {
        "document": 1288,
        "excerpt": "30 days"
      },
      {
        "document": 1289,
        "excerpt": "10 days"
      },
      {
        "document": 1299,
        "excerpt": "nd Wards ends. If you cast the spell every day for 365 days on the same area, the spell thereafter lasts until all its effects are dispelled. Corridors. Fog fills"
      },
      {
        "document": 1323,
        "excerpt": "10 days"
      },
      {
        "document": 1354,
        "excerpt": "he duration is longer with a spell slot of level 7 (10 days), 8 (30 days), or 9 (366 days)."
      },
      {
        "document": 1363,
        "excerpt": "10 days"
      },
      {
        "document": 1367,
        "excerpt": "target's memories of an event that took place up to 7 days ago (level 6 spell slot), 30 days ago (level 7 spell slot), 365 days ago (level 8 spell slot), or any ti"
      },
      {
        "document": 1376,
        "excerpt": "urs requires 1,000 GP per hour. And a task measured in days (up to 10 days) requires 10,000 GP per day. The GM can adjust these payments based on the circumstances"
      },
      {
        "document": 1377,
        "excerpt": "he duration increases with a spell slot of level 6 (10 days), 7 (30 days), 8 (180 days), and 9 (366 days)."
      },
      {
        "document": 1379,
        "excerpt": "ntered on a point within range become enriched for 365 days. The plants yield twice the normal amount of food when harvested. They can benefit from only one Plant G"
      },
      {
        "document": 1389,
        "excerpt": "Casting this spell on the same spot every day for 365 days makes the spell last until dispelled. Using a Higher-Level Spell Slot. You can increase the size of the"
      },
      {
        "document": 1397,
        "excerpt": "a dead creature if it has been dead no longer than 10 days and it wasn't Undead when it died. The creature returns to life with 1 Hit Point. This spell also neutr"
      },
      {
        "document": 1402,
        "excerpt": "f one. If the creature has been dead no longer than 10 days, the spell forms a new body for it and calls the soul to enter that body. Roll 1d10 and consult the tabl"
      },
      {
        "document": 1406,
        "excerpt": "spell to revive a creature that has been dead for 365 days or longer taxes you. Until you finish a Long Rest, you can't cast spells again, and you have Disadvantag"
      },
      {
        "document": 1415,
        "excerpt": "c action to touch the chest and the replica. After 60 days, there is a cumulative 5 percent chance at the end of each day that the spell ends. The spell also ends"
      },
      {
        "document": 1436,
        "excerpt": "corpse was the target of this spell within the past 10 days. Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew"
      },
      {
        "document": 1455,
        "excerpt": "ting this spell in the same location every day for 365 days."
      },
      {
        "document": 1484,
        "excerpt": "ay. In addition, your Strength score becomes 3 for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remainin"
      },
      {
        "document": 1560,
        "excerpt": "an take a Utilize action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a successful check, the creature br"
      },
      {
        "document": 1580,
        "excerpt": "Once it has been used, it can't be used again until 5 days have passed. Ebony Fly (Rare). This ebony statuette, carved in the likeness of a horsefly, can become a"
      },
      {
        "document": 1604,
        "excerpt": "Once you use the horn, it can't be used again until 7 days have passed. Four types of Horn of Valhalla are known to exist, each made of a different metal. The hor"
      },
      {
        "document": 1619,
        "excerpt": "d with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Constitution increases by 2, t"
      },
      {
        "document": 1620,
        "excerpt": "d with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Strength increases by 2, to a"
      },
      {
        "document": 1622,
        "excerpt": "d with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Dexterity increases by 2, to a"
      },
      {
        "document": 1632,
        "excerpt": "becomes your sworn enemy until it dies or until dawn 7 days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a ne"
      },
      {
        "document": 1675,
        "excerpt": "regrow and return to full functionality after 1d6 + 1 days if you have at least 1 Hit Point the whole time."
      },
      {
        "document": 1697,
        "excerpt": "sses normally. Visitors can remain there for up to 200 days divided by the number of creatures present (round down). When the time runs out or you take a Magic act"
      },
      {
        "document": 1734,
        "excerpt": "d with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Intelligence increases by 2, t"
      },
      {
        "document": 1735,
        "excerpt": "d with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma increases by 2, to a"
      },
      {
        "document": 1736,
        "excerpt": "d with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Wisdom increases by 2, to a ma"
      },
      {
        "document": 1760,
        "excerpt": "on. If destroyed, the aboleth gains a new body in 5d10 days, reviving with all its Hit Points in the Far Realm or another location chosen by the GM. Legendary Resi"
      },
      {
        "document": 1845,
        "excerpt": "dy dissolves into mist, and it gains a new body in 1d4 days, reviving with all its Hit Points somewhere on the Plane of Air. Magic Resistance. The djinni has Advan"
      },
      {
        "document": 1856,
        "excerpt": "ody dissolves into ash, and it gains a new body in 1d4 days, reviving with all its Hit Points somewhere on the Plane of Fire. Magic Resistance. The efreeti has Adv"
      },
      {
        "document": 1884,
        "excerpt": "e a lion has been used, it can't be used again until 7 days have passed. Ivory Goats (Rare). These ivory statuettes of goats are always created in sets of three. E"
      },
      {
        "document": 1920,
        "excerpt": "storation. If the naga dies, it returns to life in 1d6 days and regains all its Hit Points unless Dispel Evil and Good is cast on its remains."
      },
      {
        "document": 1948,
        "excerpt": "Nine Hells, it revives with all its Hit Points in 1d10 days unless it is killed by a creature under the effects of a Bless spell or its remains are sprinkled with H"
      },
      {
        "document": 1949,
        "excerpt": "d. Spirit Jar. If destroyed, the lich reforms in 1d10 days if it has a spirit jar, reviving with all its Hit Points. The new body appears in an unoccupied space wi"
      },
      {
        "document": 1969,
        "excerpt": "ing are released. The bag can create a new bag after 7 days."
      },
      {
        "document": 2028,
        "excerpt": "storation. If it dies, the naga returns to life in 1d6 days and regains all its Hit Points. Only a Wish spell can prevent this trait from functioning."
      }
    ],
    "daze": [
      {
        "document": 970,
        "excerpt": "ng effects are now among your Cunning Strike options. Daze (Cost: 2d6). The target must succeed on a Constitution saving throw, or on its next turn, it can do only"
      }
    ],
    "dazzling": [
      {
        "document": 1196,
        "excerpt": "f colorful sand) Duration: Instantaneous You launch a dazzling array of flashing, colorful light. Each creature in a 15-foot Cone originating from you must succeed on"
      },
      {
        "document": 1688,
        "excerpt": "to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds Bright Light in a 30-foot radius"
      }
    ],
    "dcs": [
      {
        "document": 18,
        "excerpt": "fficult the task, the higher its DC. The rules provide DCs for certain checks, but the GM ultimately sets them. The Typical Difficulty Classes table presents a ran"
      },
      {
        "document": 674,
        "excerpt": "ntagions can work. Feel free to alter the saving throw DCs, effects, and other characteristics of these contagions to suit your campaign."
      },
      {
        "document": 689,
        "excerpt": "ed on how terrifying the situation is. The Sample Fear DCs table provides some examples. Sample Fear DCs Typically, a Frightened creature repeats the saving thro"
      },
      {
        "document": 690,
        "excerpt": "examples of such effects, with suggested saving throw DCs and damage. Mental stress can usually be resisted with a successful Wisdom save, but sometimes an Intell"
      },
      {
        "document": 953,
        "excerpt": "Sample Fear DCs"
      }
    ],
    "deactivate": [
      {
        "document": 1607,
        "excerpt": "8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can take a Utilize action to make a DC 30 Strength (Athletics) check, moving the fi"
      },
      {
        "document": 1625,
        "excerpt": "you take a Magic action and repeat the command word to deactivate it. Any creature other than you that sees its reflection in the activated mirror while within 30 feet o"
      }
    ],
    "dead": [
      {
        "document": 8,
        "excerpt": "l way to revive your character, such as with the Raise Dead spell. Or talk with the GM about making a new character to join the group. “Rules Glossary” has more inf"
      },
      {
        "document": 181,
        "excerpt": "ds and treants. Undead are spirits and the reanimated dead, such as ghosts, vampires, and zombies."
      },
      {
        "document": 246,
        "excerpt": "nic spells such as Fireball, Lightning Bolt, and Raise Dead. Most weapon-focused classes gain the ability to make multiple attacks in a round. The characters now fa"
      },
      {
        "document": 266,
        "excerpt": "to look like it has numerous feet on the bottom 46 A dead sprite inside a clear glass bottle 47 A metal can that has no opening but sounds as if it is filled wit"
      },
      {
        "document": 359,
        "excerpt": "ailing against a strong wind moves at half speed. In a dead calm (no wind), waterborne ships can't move under sail and must be rowed. Keelboats and Rowboats are use"
      },
      {
        "document": 592,
        "excerpt": "is higher, up to a maximum DC of 30. Incapacitated or Dead. Your Concentration ends if you have the Incapacitated condition or you die."
      },
      {
        "document": 613,
        "excerpt": "Dead"
      },
      {
        "document": 695,
        "excerpt": "mpt to harvest poison from a venomous creature that is dead or has the Incapacitated condition. The effort takes 1d6 minutes, after which the character makes a DC 2"
      },
      {
        "document": 847,
        "excerpt": "Raise Dead"
      },
      {
        "document": 888,
        "excerpt": "Speak with Dead"
      },
      {
        "document": 889,
        "excerpt": "Animate Dead"
      },
      {
        "document": 901,
        "excerpt": "Speak with Dead"
      },
      {
        "document": 903,
        "excerpt": "Raise Dead"
      },
      {
        "document": 913,
        "excerpt": "Animate Dead"
      },
      {
        "document": 915,
        "excerpt": "Raise Dead"
      },
      {
        "document": 972,
        "excerpt": "rerequisite: Level 7+ Warlock You can cast Speak with Dead without expending a spell slot. Witch Sight Prerequisite: Level 15+ Warlock You have Truesight with a"
      },
      {
        "document": 1157,
        "excerpt": "Animate Dead"
      },
      {
        "document": 1167,
        "excerpt": "ismiss it. When the spell ends for a target who isn't dead, the target reappears in its body and exits the state of suspended animation."
      },
      {
        "document": 1210,
        "excerpt": "You mentally contact a demigod, the spirit of a long-dead sage, or some other knowledgeable entity from another plane. Contacting this otherworldly intelligence c"
      },
      {
        "document": 1289,
        "excerpt": "extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as"
      },
      {
        "document": 1303,
        "excerpt": "this spell can't extinguish the light. Peaceful Rest. Dead bodies interred in the area can't be turned into Undead. Extradimensional Interference. Creatures of an"
      },
      {
        "document": 1345,
        "excerpt": "is more than 100 feet away from you or if your body is dead, you die. If another creature's soul is in the container when it is destroyed, the creature's soul retur"
      },
      {
        "document": 1397,
        "excerpt": "Raise Dead"
      },
      {
        "document": 1402,
        "excerpt": "e spell consumes) Duration: Instantaneous You touch a dead Humanoid or a piece of one. If the creature has been dead no longer than 10 days, the spell forms a new"
      },
      {
        "document": 1406,
        "excerpt": "s) Duration: Instantaneous With a touch, you revive a dead creature that has been dead for no more than a century, didn't die of old age, and wasn't Undead when it"
      },
      {
        "document": 1434,
        "excerpt": "creature within range that has 0 Hit Points and isn't dead. The creature becomes Stable. Cantrip Upgrade. The range doubles when you reach levels 5 (30 feet), 11"
      },
      {
        "document": 1436,
        "excerpt": "Speak with Dead"
      },
      {
        "document": 1464,
        "excerpt": "ion: Instantaneous You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. The creature is revived with a"
      },
      {
        "document": 1484,
        "excerpt": "ded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing"
      },
      {
        "document": 1562,
        "excerpt": "Other times, hunters carefully preserve the hide of a dead dragon. In either case, Dragon Scale Mail is highly valued. While wearing this armor, you gain a +1 bon"
      },
      {
        "document": 1761,
        "excerpt": "3 version), Detect Magic, Fear 1/Day Each: Speak with Dead, Vitriolic Sphere"
      },
      {
        "document": 1773,
        "excerpt": "ect Magic, Fear 1/Day Each: Create Undead, Speak with Dead, Vitriolic Sphere (level 5 version)"
      },
      {
        "document": 1843,
        "excerpt": "red to maintain the spell) 1/Day Each: Commune, Raise Dead"
      },
      {
        "document": 1934,
        "excerpt": "of its heads dies. The hydra dies if all its heads are dead. At the end of each of its turns when it has at least one living head, the hydra grows two heads for eac"
      },
      {
        "document": 1949,
        "excerpt": "ion), Mage Hand, Prestidigitation 2/Day Each: Animate Dead, Dimension Door, Plane Shift 1/Day Each: Chain Lightning, Finger of Death, Power Word Kill, Scrying"
      },
      {
        "document": 1966,
        "excerpt": "t Will: Dispel Magic, Thaumaturgy 1/Day Each: Animate Dead, Harm, Insect Plague (level 7 version)"
      },
      {
        "document": 1969,
        "excerpt": "ag's soul bag, and the target can't be raised from the dead until its soul is released. Spellcasting. The hag casts one of the following spells, requiring no Mater"
      },
      {
        "document": 1987,
        "excerpt": "Commune, Control Weather, Dispel Evil and Good, Raise Dead"
      },
      {
        "document": 2078,
        "excerpt": "Humanoid corpse within 10 feet of itself that has been dead for no longer than 1 minute. The target's spirit rises as a Specter in the space of its corpse or in the"
      }
    ],
    "deadly": [
      {
        "document": 693,
        "excerpt": "Given their insidious and deadly nature, poisons are a favorite tool among assassins and evil creatures. Poisons come in the following fo"
      },
      {
        "document": 712,
        "excerpt": "d characters can overcome in a short amount of time or deadly puzzles that require quick thinking and teamwork to overcome. Traps that are undetectable and inescapabl"
      },
      {
        "document": 714,
        "excerpt": "y and Levels. A trap is designated as a nuisance or as deadly for characters of certain levels. A nuisance trap is unlikely to seriously harm characters of the indica"
      },
      {
        "document": 716,
        "excerpt": "Deadly Trap (Levels 1–4) Trigger: A creature crosses a trip wire Duration: Instantaneous This trap uses a tr"
      },
      {
        "document": 718,
        "excerpt": "Deadly Trap (Levels 1-4) Trigger: A creature moves onto a pressure plate Duration: Instantaneous, and the tra"
      },
      {
        "document": 720,
        "excerpt": "Deadly Trap (Levels 1–4) Trigger: A creature moves onto a pressure plate Duration: Instantaneous, and the trap"
      },
      {
        "document": 722,
        "excerpt": "Deadly Trap (Levels 11–16) or Nuisance Trap (Levels 17–20) Trigger: A creature moves onto a pressure plate Dur"
      },
      {
        "document": 723,
        "excerpt": "Deadly Trap (Levels 1–4) Trigger: A creature moves onto the pit's lid Duration: Instantaneous A 10-foot-deep"
      },
      {
        "document": 1821,
        "excerpt": ": +7, reach 5 ft. Hit: 17 (2d12 + 4) Piercing damage. Deadly Leap. The bulette spends 5 feet of movement to jump to a space within 15 feet that contains one or more"
      }
    ],
    "deafened": [
      {
        "document": 946,
        "excerpt": "Deafened"
      },
      {
        "document": 968,
        "excerpt": "lowing conditions from the creature: Blinded, Charmed, Deafened, Frightened, Paralyzed, or Stunned. You must expend 5 Hit Points from the healing pool of Lay On Hands f"
      },
      {
        "document": 1181,
        "excerpt": "a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns, the target repeats the save,"
      },
      {
        "document": 1241,
        "excerpt": "| | 21–30 | The target has the Blinded, Deafened, and Stunned conditions for 1 hour. | | 31–40 | The target has the Blinded and Deafened conditions"
      },
      {
        "document": 1307,
        "excerpt": "oring 70 Hit Points. This spell also ends the Blinded, Deafened, and Poisoned conditions on the target. Using a Higher-Level Spell Slot. The healing increases by 10 fo"
      },
      {
        "document": 1334,
        "excerpt": "touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned."
      },
      {
        "document": 1352,
        "excerpt": "Creatures healed by this spell also have the Blinded, Deafened, and Poisoned conditions removed from them."
      },
      {
        "document": 1427,
        "excerpt": "has Immunity to Thunder damage, and creatures have the Deafened condition while entirely inside it. Casting a spell that includes a Verbal component is impossible there"
      },
      {
        "document": 1446,
        "excerpt": "n saving throw or take 2d6 Thunder damage and have the Deafened condition for the duration. At the start of each of your later turns, the storm produces different effe"
      },
      {
        "document": 1489,
        "excerpt": "Deafened"
      },
      {
        "document": 1572,
        "excerpt": "ddition, the following conditions end on you: Blinded, Deafened, Paralyzed, and Poisoned. The clear, red liquid has tiny bubbles of light in it."
      },
      {
        "document": 1603,
        "excerpt": "save, a creature takes 5d8 Thunder damage and has the Deafened condition for 1 minute. On a successful save, a creature takes half as much damage only. Glass or crysta"
      },
      {
        "document": 1722,
        "excerpt": "save, a creature takes 2d6 Thunder damage and has the Deafened condition for 1 minute. On a successful save, a creature takes half as much damage only."
      },
      {
        "document": 1764,
        "excerpt": "lure: 10 (3d6) Thunder damage, and the target has the Deafened condition until the end of its next turn."
      },
      {
        "document": 1776,
        "excerpt": "ilure: 13 (3d8) Thunder damage, and the target has the Deafened condition until the end of its next turn."
      },
      {
        "document": 1783,
        "excerpt": "Poison, Psychic; Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned"
      },
      {
        "document": 1784,
        "excerpt": "Poison, Psychic; Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned"
      },
      {
        "document": 1785,
        "excerpt": "Poison, Psychic; Charmed, Deafened,"
      },
      {
        "document": 1810,
        "excerpt": "Acid, Cold, Lightning, Slashing; Charmed, Deafened, Exhaustion, Frightened, Grappled, Prone, Restrained"
      },
      {
        "document": 1841,
        "excerpt": "Blinded, Charmed, Deafened, Frightened, Stunned, Unconscious"
      },
      {
        "document": 1861,
        "excerpt": "Blinded, Charmed, Deafened, Frightened, Stunned, Unconscious"
      },
      {
        "document": 1869,
        "excerpt": "Acid; Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone"
      },
      {
        "document": 1912,
        "excerpt": "Blinded, Charmed, Deafened, Exhaustion, Frightened, Grappled, Prone, Restrained"
      },
      {
        "document": 1934,
        "excerpt": "Blinded, Charmed, Deafened, Frightened, Stunned, Unconscious"
      },
      {
        "document": 1972,
        "excerpt": "Lightning, Slashing; Charmed, Deafened, Exhaustion, Frightened, Grappled, Prone, Restrained"
      },
      {
        "document": 2017,
        "excerpt": "Lightning; Deafened, Exhaustion"
      },
      {
        "document": 2019,
        "excerpt": "Blinded, Charmed, Deafened, Frightened"
      },
      {
        "document": 2035,
        "excerpt": ") Lightning damage, and the target has the Blinded and Deafened conditions until the start of the giant's next turn. Lightning Storm (Recharge 5–6). Dexterity Saving T"
      },
      {
        "document": 2042,
        "excerpt": "ture in the swarm's space. Failure: The target has the Deafened condition until the start of the swarm's next turn. While Deafened, the target also has Disadvantage on"
      },
      {
        "document": 2044,
        "excerpt": "Fire, Poison; Charmed, Deafened, Frightened, Paralyzed, Poisoned"
      },
      {
        "document": 2058,
        "excerpt": "Blinded, Charmed, Deafened, Frightened"
      }
    ],
    "deafness": [
      {
        "document": 862,
        "excerpt": "Blindness/Deafness"
      },
      {
        "document": 887,
        "excerpt": "Blindness/Deafness"
      },
      {
        "document": 900,
        "excerpt": "Blindness/Deafness"
      },
      {
        "document": 912,
        "excerpt": "Blindness/Deafness"
      },
      {
        "document": 1181,
        "excerpt": "Blindness/Deafness"
      }
    ],
    "deal": [
      {
        "document": 105,
        "excerpt": "eals. You roll the damage dice, add any modifiers, and deal the damage to your target. If there's a penalty to the damage, it's possible to deal 0 damage but not ne"
      },
      {
        "document": 106,
        "excerpt": "When you score a Critical Hit, you deal extra damage. Roll the attack's damage dice twice, add them together, and add any relevant modifiers as"
      },
      {
        "document": 109,
        "excerpt": "Many saving throw effects deal half damage (round down) to a target when the target succeeds on the saving throw. The halved damage is"
      },
      {
        "document": 173,
        "excerpt": "each instance of damage. For example, an attack might deal 4 (1d4 + 2) damage on a hit. You decide whether to use the number or the die expression in parentheses;"
      },
      {
        "document": 399,
        "excerpt": "ttack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is t"
      },
      {
        "document": 403,
        "excerpt": "If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is"
      },
      {
        "document": 405,
        "excerpt": "If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end"
      },
      {
        "document": 501,
        "excerpt": "the GM's purview. Whatever the effects, they typically deal with targets, saving throws, attack rolls, or all three, each of which is detailed below."
      },
      {
        "document": 554,
        "excerpt": "each instance of damage. For example, an attack might deal 4 (1d4 + 2) damage on a hit. The GM determines whether you use the static number or the die expression i"
      },
      {
        "document": 608,
        "excerpt": "Attacks and other harmful effects deal different types of damage. Damage types have no rules of their own, but other rules, such as Resistance,"
      },
      {
        "document": 731,
        "excerpt": "igher the risk that a lucky streak on their part could deal more damage to the characters than you expect. If your encounter includes more than two creatures per ch"
      },
      {
        "document": 736,
        "excerpt": "the party's level, be aware that such a creature might deal enough damage with a single action to take out one or more characters. For example, an Ogre (CR 2) can k"
      },
      {
        "document": 962,
        "excerpt": "ngth - with either a weapon or an Unarmed Strike - and deal damage to the target, you gain a bonus to the damage that increases as you gain levels as a Barbarian, a"
      },
      {
        "document": 964,
        "excerpt": "ellcasting. Add your Wisdom modifier to the damage you deal with any Cleric cantrip."
      },
      {
        "document": 965,
        "excerpt": "ellcasting. Add your Wisdom modifier to the damage you deal with any Druid cantrip. Primal Strike. Once on each of your turns when you hit a creature with an attac"
      },
      {
        "document": 967,
        "excerpt": "Whenever you deal damage with your Unarmed Strike, it can deal your choice of Force damage or its normal damage type."
      },
      {
        "document": 970,
        "excerpt": "nd exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack roll if you have Advantage on the roll and th"
      },
      {
        "document": 972,
        "excerpt": "pact weapon, you can expend a Pact Magic spell slot to deal an extra 1d8 Force damage to the target, plus another 1d8 per level of the spell slot, and you can give"
      },
      {
        "document": 974,
        "excerpt": "combine rigorous training with physical excellence to deal devastating blows, withstand peril, and garner glory. Whether in athletic contests or bloody battle, Cha"
      },
      {
        "document": 978,
        "excerpt": "a spell slot of levels 1–5 that deals damage, you can deal maximum damage with that spell on the turn you cast it. The first time you do so, you suffer no adverse"
      },
      {
        "document": 979,
        "excerpt": "Make a Deal with the Lower Planes Your pact draws on the Lower Planes, the realms of perdition. You might forge a b"
      },
      {
        "document": 980,
        "excerpt": "target if it's missing any of its Hit Points. You can deal this extra damage only once per turn. Horde Breaker. Once on each of your turns when you make an attack"
      },
      {
        "document": 982,
        "excerpt": "of +1), and each time you hit with it, you cause it to deal its normal damage type or Radiant damage. The weapon also emits Bright Light in a 20-foot radius and Di"
      },
      {
        "document": 983,
        "excerpt": "you use Reckless Attack while your Rage is active, you deal extra damage to the first target you hit on your turn with a Strength-based attack. To determine the ext"
      },
      {
        "document": 990,
        "excerpt": "Giant). When you hit a target with an attack roll and deal damage to it, you can also deal 1d10 Fire damage to that target. Frost's Chill (Frost Giant). When you"
      },
      {
        "document": 1005,
        "excerpt": "es. The Bludgeoning, Piercing, and Slashing damage you deal always ignores Resistance. Overwhelming Strike. When you roll a 20 on the d20 for an attack roll, you c"
      },
      {
        "document": 1013,
        "excerpt": "Origin Feat You've trained to deal particularly damaging strikes. Once per turn when you hit a target with a weapon, you can roll the weapo"
      },
      {
        "document": 1153,
        "excerpt": "ves (Bludgeoning). When you use your Unarmed Strike to deal damage with that new growth, it deals 1d6 damage of the type in parentheses instead of dealing the norma"
      },
      {
        "document": 1170,
        "excerpt": "rmed condition for 30 days or until you or your allies deal damage to it. When that condition ends, the awakened creature chooses its attitude toward you."
      },
      {
        "document": 1176,
        "excerpt": "orced to take the Dodge action on that turn. - If you deal damage to the target with an attack roll or a spell, the target takes an extra 1d8 Necrotic damage. Usi"
      },
      {
        "document": 1239,
        "excerpt": "inute Until the spell ends, your attacks with weapons deal an extra 1d4 Radiant damage on a hit."
      },
      {
        "document": 1252,
        "excerpt": "s attacks with its enlarged weapons or Unarmed Strikes deal an extra 1d4 damage on a hit. Reduce. The target's size decreases by one category - from Medium to Smal"
      },
      {
        "document": 1309,
        "excerpt": "can take a Bonus Action on each of your later turns to deal this damage again if the object is within range. If a creature is holding or wearing the object and tak"
      },
      {
        "document": 1313,
        "excerpt": "at you can see within range. Until the spell ends, you deal an extra 1d6 Necrotic damage to the target whenever you hit it with an attack roll. Also, choose one abi"
      },
      {
        "document": 1318,
        "excerpt": "within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage"
      },
      {
        "document": 1350,
        "excerpt": "rature appropriate to the thing depicted, but it can't deal damage or cause conditions. If you are within range of the illusion, you can take a Magic action to cau"
      },
      {
        "document": 1354,
        "excerpt": "hievable and not involve anything that would obviously deal damage to any of the targets or their allies. For example, you could say, “Walk to the village down that"
      },
      {
        "document": 1365,
        "excerpt": "bility ends immediately after you make an attack roll, deal damage, or cast a spell. As a Magic action, you can move the illusory double up to twice your Speed and"
      },
      {
        "document": 1373,
        "excerpt": "or hazard. On each of your turns, such a phantasm can deal 2d8 Psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm. The t"
      },
      {
        "document": 1386,
        "excerpt": "t lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth."
      },
      {
        "document": 1447,
        "excerpt": "hievable and not involve anything that would obviously deal damage to the target or its allies. For example, you could say, “Fetch the key to the cult’s treasure va"
      },
      {
        "document": 1466,
        "excerpt": "mage type (your choice). Cantrip Upgrade. Whether you deal Radiant damage or the weapon's normal damage type, the attack deals extra Radiant damage when you reach"
      },
      {
        "document": 1559,
        "excerpt": "armor's clawed gauntlets allow your Unarmed Strikes to deal 1d8 Slashing damage instead of the usual Bludgeoning damage, and you gain a +1 bonus to the attack and d"
      },
      {
        "document": 1612,
        "excerpt": "k roll with this magic weapon and hit, you can have it deal Lightning damage instead of Piercing damage. Lightning Bolt. When you throw this weapon at a target no"
      },
      {
        "document": 1634,
        "excerpt": "y ammunition and Melee weapons that are nonmagical and deal Slashing or Piercing damage are affected. Applying the oil takes 1 minute, after which the oil magically"
      },
      {
        "document": 1654,
        "excerpt": "our. The effect ends early if you make an attack roll, deal damage, or cast a spell."
      },
      {
        "document": 1723,
        "excerpt": "a normal Quarterstaff, and you can expend 1 charge to deal an extra 2d10 Necrotic damage to the target and force it to make a DC 15 Constitution saving throw. On a"
      }
    ],
    "dealer": [
      {
        "document": 694,
        "excerpt": "hibit the possession and use of poison, but an illicit dealer or unscrupulous apothecary might keep a hidden stash. Characters with criminal contacts might be able to"
      }
    ],
    "dealing": [
      {
        "document": 693,
        "excerpt": "ect, such as allowing Advantage on the saving throw or dealing only half as much damage on a failed save. Inhaled. Poisonous powders and gases take effect when inhale"
      },
      {
        "document": 1153,
        "excerpt": "deals 1d6 damage of the type in parentheses instead of dealing the normal damage for your Unarmed Strike, and you use your spellcasting ability modifier for the attack"
      },
      {
        "document": 1163,
        "excerpt": "can take a Bonus Action to cause the hand to crush it, dealing Bludgeoning damage to the target equal to 4d6 plus your spellcasting ability modifier. Interposing Hand"
      },
      {
        "document": 1226,
        "excerpt": "cted to an effect that would kill it instantly without dealing damage, that effect is negated against the target, and the spell ends."
      },
      {
        "document": 1454,
        "excerpt": "to see where you wind up (multiple mishaps can occur, dealing damage each time). Similar Area. You and your group (or the target object) appear in a different area t"
      },
      {
        "document": 1480,
        "excerpt": "ot Cube of webs exposed to fire burns away in 1 round, dealing 2d4 Fire damage to any creature that starts its turn in the fire."
      },
      {
        "document": 1504,
        "excerpt": "half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical."
      },
      {
        "document": 1574,
        "excerpt": "reature, you can try to restrain the target instead of dealing damage to it. If the arrow hits, the target must succeed on a DC 15 Strength saving throw or have the Re"
      },
      {
        "document": 1581,
        "excerpt": "se a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 4"
      },
      {
        "document": 1612,
        "excerpt": "as much damage on a successful one. Immediately after dealing this damage, the weapon reappears in your hand. This property can't be used again until the next dawn."
      },
      {
        "document": 1785,
        "excerpt": "ve it the Grappled condition (escape DC 13) instead of dealing damage. Until the grapple ends, the target has the Blinded and Restrained conditions, is suffocating, an"
      },
      {
        "document": 1810,
        "excerpt": "is destroyed immediately after hitting the pudding and dealing any damage. Any nonmagical weapon takes a cumulative -1 penalty to attack rolls immediately after dealin"
      },
      {
        "document": 1887,
        "excerpt": "Rampage (1/Day). Immediately after dealing damage to a creature that was already Bloodied, the hyena can move up to half its Speed, and it makes on"
      },
      {
        "document": 1905,
        "excerpt": "Rampage (1/Day). Immediately after dealing damage to a creature that is already Bloodied, the gnoll moves up to half its Speed, and it makes one Re"
      },
      {
        "document": 1912,
        "excerpt": "on is destroyed immediately after hitting the ooze and dealing any damage. Any nonmagical weapon takes a cumulative -1 penalty to attack rolls immediately after dealin"
      }
    ],
    "deals": [
      {
        "document": 99,
        "excerpt": "has Disadvantage on the attack roll unless the weapon deals Piercing damage. A ranged attack roll with a weapon underwater automatically misses a target beyond the"
      },
      {
        "document": 105,
        "excerpt": ", and damaging monster ability specifies the damage it deals. You roll the damage dice, add any modifiers, and deal the damage to your target. If there's a penalty t"
      },
      {
        "document": 156,
        "excerpt": "l Abilities. If the monster has a special ability that deals a lot of damage but has a limited number of uses, such as a recharging breath weapon or a spell it can c"
      },
      {
        "document": 308,
        "excerpt": "ature within its reach on a success. Each failed check deals 1 Piercing damage to the trapped creature."
      },
      {
        "document": 323,
        "excerpt": "2 rounds from when the oil was lit (or 12 seconds) and deals 5 Fire damage to any creature that enters the area or ends its turn there. A creature can take this dama"
      },
      {
        "document": 372,
        "excerpt": "e in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack."
      },
      {
        "document": 409,
        "excerpt": "Damage. The table lists the amount of damage a weapon deals when an attacker hits with it as well as the type of that damage. Properties. Any properties a weapon h"
      },
      {
        "document": 606,
        "excerpt": "a die roll, adjusted by any applicable modifiers, that deals damage to a target. See also \"Playing the Game\" (\"Damage and Healing\")."
      },
      {
        "document": 648,
        "excerpt": "th an improvised weapon. Damage. On a hit, the weapon deals 1d4 damage of a type the GM thinks is appropriate for the object. Range. If you throw the weapon, it ha"
      },
      {
        "document": 705,
        "excerpt": "Poison damage on a failed save. The damage the poison deals can't be healed by any means while the creature remains Poisoned. After seven successful saves against t"
      },
      {
        "document": 783,
        "excerpt": "feet wide toward the chosen point of origin. Each gem deals 1 Bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the Lin"
      },
      {
        "document": 971,
        "excerpt": "ell Cost: 1 Sorcery Point When you cast a spell that deals a type of damage from the following list, you can spend 1 Sorcery Point to change that damage type to on"
      },
      {
        "document": 972,
        "excerpt": "Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage Choose one of your known Warlock cantrips that deals damage. You can add your Charisma modifier"
      },
      {
        "document": 977,
        "excerpt": "ce to that damage type, and when you cast a spell that deals damage of that type, you can add your Charisma modifier to one damage roll of that spell."
      },
      {
        "document": 978,
        "excerpt": "st a Wizard spell with a spell slot of levels 1–5 that deals damage, you can deal maximum damage with that spell on the turn you cast it. The first time you do so,"
      },
      {
        "document": 980,
        "excerpt": "oes. When you hit a creature with a weapon, the weapon deals an extra 1d8 damage to the target if it's missing any of its Hit Points. You can deal this extra damage"
      },
      {
        "document": 1153,
        "excerpt": "Unarmed Strike to deal damage with that new growth, it deals 1d6 damage of the type in parentheses instead of dealing the normal damage for your Unarmed Strike, and"
      },
      {
        "document": 1154,
        "excerpt": "dition for the duration. If you or one of your allies deals damage to the target, the spells ends. Using a Higher-Level Spell Slot. You can target one additional B"
      },
      {
        "document": 1208,
        "excerpt": "he duration. Until the spell ends, any attack you make deals an extra 2d8 damage when you hit a creature in the Emanation. This damage is Acid, Cold, Fire, or Lightn"
      },
      {
        "document": 1248,
        "excerpt": "he fissure's edge as it opens. Structures. The tremor deals 50 Bludgeoning damage to any structure in contact with the ground in the area when you cast the spell an"
      },
      {
        "document": 1329,
        "excerpt": "rly immediately after the target makes an attack roll, deals damage, or casts a spell. Using a Higher-Level Spell Slot. You can target one additional creature for e"
      },
      {
        "document": 1346,
        "excerpt": "e of your choice that you can see within range. A dart deals 1d4 + 1 Force damage to its target. The darts all strike simultaneously, and you can direct them to hit"
      },
      {
        "document": 1356,
        "excerpt": "xtent that you no longer fit within it) expels you and deals 6d6 Force damage to you. The stone's complete destruction (or transmutation into a different substance)"
      },
      {
        "document": 1411,
        "excerpt": "arded creature makes an attack roll, casts a spell, or deals damage."
      },
      {
        "document": 1424,
        "excerpt": "nd the weapon's damage die becomes a d8. If the attack deals damage, it can be Force damage or the weapon's normal damage type (your choice). The spell ends early i"
      },
      {
        "document": 1466,
        "excerpt": "instead of using Strength or Dexterity. If the attack deals damage, it can be Radiant damage or the weapon's normal damage type (your choice). Cantrip Upgrade. Whe"
      },
      {
        "document": 1467,
        "excerpt": "height is reduced by 50 feet, and the damage the wall deals on later rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends. A creature"
      },
      {
        "document": 1472,
        "excerpt": "of the wall, selected by you when you cast this spell, deals 5d8 Fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A cr"
      },
      {
        "document": 1474,
        "excerpt": "Using a Higher-Level Spell Slot. The damage the wall deals when it appears increases by 2d6 and the damage from passing through the sheet of frigid air increases b"
      },
      {
        "document": 1563,
        "excerpt": "damage rolls made with this magic weapon. The weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon."
      },
      {
        "document": 1564,
        "excerpt": "ately after an affected creature makes an attack roll, deals damage, or casts a spell, the Invisible condition ends for that creature."
      },
      {
        "document": 1568,
        "excerpt": "hen you hit with a ranged attack using this weapon, it deals an extra 1d8 Force damage, or an extra 2d8 Force damage if the target is a Giant. Immediately after hitt"
      },
      {
        "document": 1574,
        "excerpt": "ed and ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits or misses its target."
      },
      {
        "document": 1581,
        "excerpt": "an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command ag"
      },
      {
        "document": 1603,
        "excerpt": "t chance of causing the horn to explode. The explosion deals 10d6 Force damage to the user and destroys the horn."
      },
      {
        "document": 1627,
        "excerpt": "drops to 0 Hit Points or you die. If an ally of yours deals damage to the avatar, that ally summons another Avatar of Death. The new avatar appears in an unoccupied"
      },
      {
        "document": 1694,
        "excerpt": "as a magic Longsword or Shortsword (your choice) that deals an extra 2d6 Fire damage on a hit. Button 2. The rod's flanged head folds down and two crescent-shaped b"
      },
      {
        "document": 1706,
        "excerpt": "ngth modifier to the attack roll. On a hit, the Shield deals Force damage to the target equal to 2d6 + 2 plus your Strength modifier, and if the target is a creature"
      },
      {
        "document": 1723,
        "excerpt": "f can be wielded as a magic Quarterstaff. On a hit, it deals damage as a normal Quarterstaff, and you can expend 1 charge to deal an extra 2d10 Necrotic damage to th"
      },
      {
        "document": 1726,
        "excerpt": "ck rolls and damage rolls made with this weapon, which deals Radiant damage instead of Slashing damage. When you hit an Undead with it, that target takes an extra 1d"
      },
      {
        "document": 1733,
        "excerpt": "lready equal to or greater than that score. The weapon deals an extra 1d8 Thunder damage to any creature it hits and an extra 3d8 Thunder damage to objects it hits t"
      },
      {
        "document": 1739,
        "excerpt": "eapon (Any Simple or Martial), Rare This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's norma"
      },
      {
        "document": 1802,
        "excerpt": "bed Hide. At the start of each of its turns, the devil deals 5 (1d10) Piercing damage to any creature it is grappling or any creature grappling it. Diabolical Resto"
      },
      {
        "document": 1855,
        "excerpt": "terial it moves through. Siege Monster. The elemental deals double damage to objects and structures."
      },
      {
        "document": 1946,
        "excerpt": "choose to succeed instead. Siege Monster. The kraken deals double damage to objects and structures."
      },
      {
        "document": 2006,
        "excerpt": "y to Poison and Psychic damage). Damaging the tentacle deals no damage to the roper, and a destroyed tentacle regrows at the start of the roper's next turn. Reel. T"
      },
      {
        "document": 2044,
        "excerpt": "caster into the target. Siege Monster. The tarrasque deals double damage to objects and structures."
      },
      {
        "document": 2048,
        "excerpt": "Siege Monster. The treant deals double damage to objects and structures."
      },
      {
        "document": 2055,
        "excerpt": "o the Heart. The vampire is destroyed if a weapon that deals Piercing damage is driven into the vampire's heart while the vampire has the Incapacitated condition. S"
      },
      {
        "document": 2056,
        "excerpt": "n running water. Stake to the Heart. If a weapon that deals Piercing damage is driven into the vampire's heart while the vampire has the Incapacitated condition in"
      }
    ],
    "dealt": [
      {
        "document": 107,
        "excerpt": "Damage dealt via saving throws uses these rules."
      },
      {
        "document": 109,
        "excerpt": "alved damage is equal to half the damage that would be dealt on a failed save."
      },
      {
        "document": 170,
        "excerpt": "see “Playing the Game” and “Spells.” Hit. Any damage dealt or other effects that occur as a result of an attack hitting a target are described after the “Hit:” not"
      },
      {
        "document": 327,
        "excerpt": "on retains potency for 1 minute or until its damage is dealt, whichever comes first."
      },
      {
        "document": 399,
        "excerpt": "to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier."
      },
      {
        "document": 607,
        "excerpt": "shold of 10, the object takes no damage if 9 damage is dealt to it, since that damage fails to exceed the threshold. If the same object is dealt 11 damage, it takes"
      },
      {
        "document": 962,
        "excerpt": "the target takes an extra 1d10 damage of the same type dealt by the weapon or Unarmed Strike, and you can cause one Brutal Strike effect of your choice. You have the"
      },
      {
        "document": 967,
        "excerpt": "s your Dexterity modifier. The damage is the same type dealt by the attack."
      },
      {
        "document": 970,
        "excerpt": "effect occurs immediately after the attack's damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack's damage before rolling. I"
      },
      {
        "document": 1298,
        "excerpt": "on a successful one. The guardian vanishes when it has dealt a total of 60 damage."
      },
      {
        "document": 1469,
        "excerpt": "Hit Points equal to half the amount of Necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as a Magic action, targeting"
      },
      {
        "document": 1608,
        "excerpt": "ng, Piercing, and Slashing damage except that which is dealt by siege equipment; and Resistance to all other damage. Shrinking the tower back down to statuette form"
      },
      {
        "document": 1828,
        "excerpt": "egains a number of Hit Points equal to the Acid damage dealt. Berserk. Whenever the golem starts its turn Bloodied, roll 1d6. On a 6, the golem goes berserk. On eac"
      },
      {
        "document": 1864,
        "excerpt": "s a number of Hit Points equal to the Lightning damage dealt. Magic Resistance. The golem has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1941,
        "excerpt": "egains a number of Hit Points equal to the Fire damage dealt. Immutable Form. The golem can't shape-shift. Magic Resistance. The golem has Advantage on saving thro"
      },
      {
        "document": 2017,
        "excerpt": "s a number of Hit Points equal to the Lightning damage dealt."
      }
    ],
    "dearest": [
      {
        "document": 227,
        "excerpt": "s as your character: - Who raised you? - Who was your dearest childhood friend? - Did you grow up with a pet? - Have you fallen in love? If so, with whom? - Did you j"
      }
    ],
    "death": [
      {
        "document": 7,
        "excerpt": "Instant Death"
      },
      {
        "document": 9,
        "excerpt": "til you regain any Hit Points, and you now face making Death Saving Throws (see below)."
      },
      {
        "document": 10,
        "excerpt": "Death Saving Throws"
      },
      {
        "document": 11,
        "excerpt": "sdom (Medicine) check. A Stable creature doesn't make Death Saving Throws even though it has 0 Hit Points, but it still has the Unconscious condition. If the creatu"
      },
      {
        "document": 101,
        "excerpt": "Injury and death are frequent threats, as detailed in the following rules."
      },
      {
        "document": 241,
        "excerpt": "Hit Points you might gain. There's also space to track Death Saving Throws. Hit Point Dice. Your class's description tells you the die type of your character's Hit"
      },
      {
        "document": 553,
        "excerpt": "able if it has 0 Hit Points but isn't required to make Death Saving Throws. See also \"Playing the Game\" (\"Damage and Healing\")."
      },
      {
        "document": 613,
        "excerpt": "agical contagions, or curses that were affecting it at death if the durations of those effects are still ongoing. If the creature died with any Exhaustion levels, it"
      },
      {
        "document": 614,
        "excerpt": "Death Saving Throw"
      },
      {
        "document": 802,
        "excerpt": "Death Ward"
      },
      {
        "document": 846,
        "excerpt": "Death Ward"
      },
      {
        "document": 866,
        "excerpt": "Circle of Death"
      },
      {
        "document": 867,
        "excerpt": "Finger of Death"
      },
      {
        "document": 879,
        "excerpt": "Circle of Death"
      },
      {
        "document": 880,
        "excerpt": "Finger of Death"
      },
      {
        "document": 892,
        "excerpt": "Circle of Death"
      },
      {
        "document": 893,
        "excerpt": "Finger of Death"
      },
      {
        "document": 909,
        "excerpt": "Aura of Life, Death Ward"
      },
      {
        "document": 914,
        "excerpt": "Death Ward"
      },
      {
        "document": 936,
        "excerpt": "Manipulates life and death"
      },
      {
        "document": 939,
        "excerpt": "Creature’s ailment or cause of death"
      },
      {
        "document": 963,
        "excerpt": "ed two of the Words of Creation: the words of life and death. You therefore always have the Power Word Heal and Power Word Kill spells prepared. When you cast either"
      },
      {
        "document": 974,
        "excerpt": "resilience in battle, giving you these benefits. Defy Death. You have Advantage on Death Saving Throws. Moreover, when you roll 18–20 on a Death Saving Throw, you g"
      },
      {
        "document": 977,
        "excerpt": "the gift of a dragon. Perhaps an ancient dragon facing death bequeathed some of its magical power to you or your ancestor. You might have absorbed magic from a site"
      },
      {
        "document": 1174,
        "excerpt": "each target has Advantage on Wisdom saving throws and Death Saving Throws and regains the maximum number of Hit Points possible from any healing."
      },
      {
        "document": 1192,
        "excerpt": "Circle of Death"
      },
      {
        "document": 1226,
        "excerpt": "Death Ward"
      },
      {
        "document": 1269,
        "excerpt": "Finger of Death"
      },
      {
        "document": 1288,
        "excerpt": "ose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. A Remove Curse, Greater Restoration, or Wish spel"
      },
      {
        "document": 1397,
        "excerpt": "any poisons that affected the creature at the time of death. This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lac"
      },
      {
        "document": 1406,
        "excerpt": "any poisons that affected the creature at the time of death. This spell closes all mortal wounds and restores any missing body parts. Coming back from the dead is"
      },
      {
        "document": 1451,
        "excerpt": "its trigger and choose which effect the symbol bears: Death, Discord, Fear, Pain, Sleep, or Stunning. Each one is explained below. Set the Trigger. You decide what"
      },
      {
        "document": 1611,
        "excerpt": "the creature a command that is likely to result in its death or imprisonment, it defends itself but otherwise takes no actions. At the end of the duration, the creat"
      },
      {
        "document": 1627,
        "excerpt": "0 Hit Points during that combat, you have Advantage on Death Saving Throws for 1 year. If someone else reduces your chosen foe to 0 Hit Points or you don't choose a"
      },
      {
        "document": 1632,
        "excerpt": "can utter or sign the following command words: “Swift death to you who have wronged me.” The target of your attack becomes your sworn enemy until it dies or until d"
      },
      {
        "document": 1639,
        "excerpt": "wing benefits. Life Preservation. Whenever you make a Death Saving Throw, you can change a roll of 9 or lower to a 10, turning a failed save into a successful one."
      },
      {
        "document": 1792,
        "excerpt": "Avatar of Death"
      },
      {
        "document": 1799,
        "excerpt": "Death Throes. The balor explodes when it dies. Dexterity Saving Throw: DC 20, each creature in a 30-foot Emana"
      },
      {
        "document": 1841,
        "excerpt": "Death Dog"
      },
      {
        "document": 1853,
        "excerpt": "Death Burst. The mephit explodes when it dies. Dexterity Saving Throw: DC 10, each creature in a 5-foot Emanat"
      },
      {
        "document": 1937,
        "excerpt": "Death Burst. The mephit explodes when it dies. Constitution Saving Throw: DC 10, each creature in a 5-foot Ema"
      },
      {
        "document": 1949,
        "excerpt": "r, Plane Shift 1/Day Each: Chain Lightning, Finger of Death, Power Word Kill, Scrying"
      },
      {
        "document": 1953,
        "excerpt": "Death Burst. The mephit explodes when it dies. Dexterity Saving Throw: DC 11, each creature in a 5-foot Emanat"
      },
      {
        "document": 1954,
        "excerpt": "Death Burst. The magmin explodes when it dies. Dexterity Saving Throw: DC 11, each creature in a 10-foot Emana"
      },
      {
        "document": 2014,
        "excerpt": "l: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage. Death Glare (Recharge 5–6). Wisdom Saving Throw: DC 11, one Frightened creature the hag can see within 30 feet"
      },
      {
        "document": 2031,
        "excerpt": "ge unless the mephit has the Incapacitated condition. Death Burst. The mephit explodes when it dies. Dexterity Saving Throw: DC 10, each creature in a 5-foot Emanat"
      }
    ],
    "deathless": [
      {
        "document": 2054,
        "excerpt": "Deathless Agility. The familiar takes the Dash or Disengage action."
      },
      {
        "document": 2055,
        "excerpt": "Deathless Agility. The vampire takes the Dash or Disengage action."
      },
      {
        "document": 2056,
        "excerpt": "e this action again until the start of its next turn. Deathless Strike. The vampire moves up to half its Speed, and it makes one Grave Strike attack."
      }
    ],
    "deathly": [
      {
        "document": 1949,
        "excerpt": "all expended uses at the start of each of its turns. Deathly Teleport. The lich teleports up to 60 feet to an unoccupied space it can see, and each creature within 1"
      }
    ],
    "debate": [
      {
        "document": 237,
        "excerpt": "t seems best at the time. Someone who's bored by moral debate is probably Neutral. Chaotic Neutral (CN). Chaotic Neutral creatures follow their whims, valuing their"
      }
    ],
    "debilitating": [
      {
        "document": 696,
        "excerpt": "inhaled, or injury), and a description of the poison's debilitating effects."
      }
    ],
    "decade": [
      {
        "document": 1324,
        "excerpt": "it has a high likelihood of happening within the next decade. The trigger must be an observable action, such as someone making a particular offering at the temple of"
      }
    ],
    "decanter": [
      {
        "document": 1556,
        "excerpt": "Decanter of Endless Water"
      }
    ],
    "decay": [
      {
        "document": 1289,
        "excerpt": "emains. For the duration, the target is protected from decay and can't become Undead. The spell also effectively extends the time limit on raising the target from t"
      }
    ],
    "deceased": [
      {
        "document": 1436,
        "excerpt": "corpse must have a mouth, and this spell fails if the deceased creature was Undead when it died. The spell also fails if the corpse was the target of this spell within"
      }
    ],
    "deceive": [
      {
        "document": 47,
        "excerpt": "k ill of a noble's allies, your efforts to convince or deceive will likely fail."
      },
      {
        "document": 651,
        "excerpt": "u're communicating with the monster. Are you trying to deceive, intimidate, amuse, or gently persuade? The GM then determines whether the monster feels willing, unwill"
      },
      {
        "document": 739,
        "excerpt": "Influence, entertain, or deceive"
      }
    ],
    "deceives": [
      {
        "document": 646,
        "excerpt": "illusion does and which senses or mental faculties it deceives. If an illusion manifests in space, the illusion is insubstantial and weightless, yet it seems to be af"
      },
      {
        "document": 936,
        "excerpt": "Deceives the mind or senses"
      }
    ],
    "deceiving": [
      {
        "document": 952,
        "excerpt": "Deceiving a monster that understands you"
      }
    ],
    "deception": [
      {
        "document": 35,
        "excerpt": "For example, if a rule allows you to make a Charisma (Deception or Persuasion) check, you add your Proficiency Bonus if you're proficient in either skill, but you don't"
      },
      {
        "document": 49,
        "excerpt": "ing them into a castle, the Rogue who is proficient in Deception should lead the discussion."
      },
      {
        "document": 744,
        "excerpt": "Deception"
      },
      {
        "document": 745,
        "excerpt": "Make a Charisma (Deception, Intimidation, Performance, or Persuasion) or Wisdom (Animal Handling) check to alter a creature’s attit"
      },
      {
        "document": 952,
        "excerpt": "Charisma (Deception)"
      },
      {
        "document": 970,
        "excerpt": "Choose 4: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, or Stealth"
      },
      {
        "document": 971,
        "excerpt": "Choose 2: Arcana, Deception, Insight, Intimidation, Persuasion, or Religion"
      },
      {
        "document": 972,
        "excerpt": "Choose 2: Arcana, Deception, History, Intimidation, Investigation, Nature, or Religion"
      },
      {
        "document": 1486,
        "excerpt": "minutes You create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point within range. Until the spell ends, a creature that enter"
      },
      {
        "document": 1765,
        "excerpt": "Deception +9, Perception +12, Stealth +6"
      },
      {
        "document": 1767,
        "excerpt": "Deception +9, Perception +12, Persuasion +9, Stealth +6"
      },
      {
        "document": 1777,
        "excerpt": "Deception +13, Perception +17, Stealth +8"
      },
      {
        "document": 1779,
        "excerpt": "Deception +13, Perception +17, Persuasion +13, Stealth +8"
      },
      {
        "document": 1800,
        "excerpt": "Athletics +4, Deception +4"
      },
      {
        "document": 1802,
        "excerpt": "Deception +5, Insight +5, Perception +8"
      },
      {
        "document": 1815,
        "excerpt": "Deception +7, Insight +6"
      },
      {
        "document": 1838,
        "excerpt": "Deception +3, Persuasion +3, Religion +2"
      },
      {
        "document": 1839,
        "excerpt": "Deception +2, Religion +2"
      },
      {
        "document": 1846,
        "excerpt": "Deception +6, Insight +3"
      },
      {
        "document": 1903,
        "excerpt": "Deception +7, Perception +7"
      },
      {
        "document": 1914,
        "excerpt": "Arcana +5, Deception +4, Perception +4, Stealth +3"
      },
      {
        "document": 1938,
        "excerpt": "Deception +4, Insight +3, Stealth +5"
      },
      {
        "document": 1939,
        "excerpt": "Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7"
      },
      {
        "document": 1947,
        "excerpt": "Deception +7, Insight +4, Stealth +5"
      },
      {
        "document": 1959,
        "excerpt": "Deception +5, Perception +4, Stealth +6"
      },
      {
        "document": 1969,
        "excerpt": "Deception +6, Insight +5, Perception +5, Stealth +5"
      },
      {
        "document": 1971,
        "excerpt": "Deception +5, Insight +4, Persuasion +5"
      },
      {
        "document": 1976,
        "excerpt": "Arcana +5, Deception +8, Perception +4"
      },
      {
        "document": 1997,
        "excerpt": "Deception +10, Insight +8, Perception +8"
      },
      {
        "document": 2030,
        "excerpt": "Deception +5, Insight +4, Investigation +5, Perception +6, Sleight of Hand +4, Stealth +6"
      },
      {
        "document": 2036,
        "excerpt": "Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7"
      },
      {
        "document": 2085,
        "excerpt": "Deception +5, Perception +7, Stealth +4"
      },
      {
        "document": 2087,
        "excerpt": "Deception +5, Perception +7, Stealth +4"
      }
    ],
    "decide": [
      {
        "document": 16,
        "excerpt": "ave Temporary Hit Points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if a spell grants you 12 Tempora"
      },
      {
        "document": 29,
        "excerpt": "use of special abilities and actions. The GM can also decide that circumstances grant Advantage or impose Disadvantage."
      },
      {
        "document": 73,
        "excerpt": "decides the order among tied monsters, and the players decide the order among tied characters. The GM decides the order if the tie is between a monster and a player"
      },
      {
        "document": 74,
        "excerpt": "e a distance up to your Speed and take one action. You decide whether to move first or take your action first. The main actions you can take are listed in “Actions”"
      },
      {
        "document": 75,
        "excerpt": "n, or doing anything at all on your turn. If you can't decide what to do, consider taking the defensive Dodge action or the Ready action to delay acting."
      },
      {
        "document": 77,
        "excerpt": "ove a distance equal to your Speed or less. Or you can decide not to move. Your movement can include climbing, crawling, jumping, and swimming (each explained in “Ru"
      },
      {
        "document": 117,
        "excerpt": "ally adjust themselves to the wearer. However, you can decide that a magic item doesn't adjust its size to fit any wearer. For example, a particular armorer might mak"
      },
      {
        "document": 160,
        "excerpt": "e, using the items in “Equipment” for inspiration. You decide how much of a monster’s equipment is recoverable after the creature is slain and whether any of that equ"
      },
      {
        "document": 173,
        "excerpt": "an attack might deal 4 (1d4 + 2) damage on a hit. You decide whether to use the number or the die expression in parentheses; don't use both."
      },
      {
        "document": 243,
        "excerpt": "aracters advance in the same class. However, you might decide to gain a level in another class using the rules in the “Multiclassing” section. 2: Adjust Hit Points an"
      },
      {
        "document": 535,
        "excerpt": "action before the start of your next turn. First, you decide what perceivable circumstance will trigger your Reaction. Then, you choose the action you will take in r"
      },
      {
        "document": 540,
        "excerpt": "ow only when a rule requires you to do so, but you can decide to fail the save without rolling. The result of a save is detailed in the effect that allowed it. If a t"
      },
      {
        "document": 543,
        "excerpt": "s equal to the total (minimum of 1 Hit Point). You can decide to spend an additional Hit Point Die after each roll. Special Feature. Some features are recharged by a"
      },
      {
        "document": 580,
        "excerpt": "ve Immunity to Poison and Psychic damage. The GM might decide that some damage types are more or less effective against an object. For example, Bludgeoning damage wor"
      },
      {
        "document": 667,
        "excerpt": "spread curses - werewolves being a prime example. You decide how a spell like Remove Curse affects a creature with accursed origins. For example, you might decide th"
      },
      {
        "document": 693,
        "excerpt": "The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing Advantage on the saving throw or dealing only"
      },
      {
        "document": 962,
        "excerpt": "you make your first attack roll on your turn, you can decide to attack recklessly. Doing so gives you Advantage on attack rolls using Strength until the start of you"
      },
      {
        "document": 1153,
        "excerpt": "ed. Change Appearance. You alter your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, co"
      },
      {
        "document": 1157,
        "excerpt": "same time, issuing the same command to each one). You decide what action the creature will take and where it will move on its next turn, or you can issue a general c"
      },
      {
        "document": 1219,
        "excerpt": "the same time, issuing the same command to them). You decide what action the creature will take and where it will move on its next turn, or you can issue a general c"
      },
      {
        "document": 1266,
        "excerpt": "wearing or carrying. If you cast this spell again, you decide whether you summon the steed that disappeared or a different one. Using a Higher-Level Spell Slot. Use"
      },
      {
        "document": 1288,
        "excerpt": "refrain from an action or a course of activity as you decide. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The ta"
      },
      {
        "document": 1293,
        "excerpt": "spell glyph, as explained below. Set the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, common triggers incl"
      },
      {
        "document": 1375,
        "excerpt": "n an unoccupied space of your choice within range. You decide the creature's appearance, and it is equipped with a saddle, bit, and bridle. Any of the equipment creat"
      },
      {
        "document": 1389,
        "excerpt": "lasts for the duration. When you cast the spell, you decide what sort of security the spell provides, choosing any of the following properties: - Sound can't pass"
      },
      {
        "document": 1391,
        "excerpt": "hen. It must be no larger than a 30-foot Cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can"
      },
      {
        "document": 1451,
        "excerpt": "ng. Each one is explained below. Set the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, common triggers incl"
      },
      {
        "document": 1588,
        "excerpt": "ormal set of clothing or some other kind of armor. You decide what it looks like - including color, style, and accessories - but the armor retains its normal bulk and"
      },
      {
        "document": 1596,
        "excerpt": "terial components costing more than 1,000 GP. Once you decide on the spell, you must expend a spell slot of the spell's level. Then, to determine whether you cast the"
      },
      {
        "document": 1720,
        "excerpt": "ou and you don't have the Incapacitated condition. You decide what action the snake takes and where it moves during its turn, or you can issue it a general command, s"
      }
    ],
    "decides": [
      {
        "document": 26,
        "excerpt": "M ensures that every character has a chance to act and decides how to resolve their activity. In combat, the characters take turns. 3: The GM Narrates the Results of"
      },
      {
        "document": 56,
        "excerpt": "eak past a guardian, or set an ambush. The Game Master decides when circumstances are appropriate for hiding. When you try to hide, you take the Hide action."
      },
      {
        "document": 73,
        "excerpt": "me from round to round. Ties. If a tie occurs, the GM decides the order among tied monsters, and the players decide the order among tied characters. The GM decides th"
      },
      {
        "document": 253,
        "excerpt": "The GM decides whether your character starts with more than the standard equipment for a level 1 character, possibly ev"
      },
      {
        "document": 255,
        "excerpt": "and your current classes. For example, a Barbarian who decides to multiclass into the Druid class must have Strength and Wisdom scores of 13 or higher, since Strength"
      },
      {
        "document": 545,
        "excerpt": "on at the game table - player or GM - whose turn it is decides the order in which those things happen. For example, if two effects occur at the start of a player chara"
      },
      {
        "document": 594,
        "excerpt": "sn't included in the area of effect unless its creator decides otherwise."
      },
      {
        "document": 601,
        "excerpt": "sn't included in the area of effect unless its creator decides otherwise."
      },
      {
        "document": 623,
        "excerpt": "sn't included in the area of effect unless its creator decides otherwise."
      },
      {
        "document": 656,
        "excerpt": "sn't included in the area of effect unless its creator decides otherwise."
      },
      {
        "document": 965,
        "excerpt": "by it. Worn equipment functions as normal, but the GM decides whether it's practical for the new form to wear a piece of equipment based on the creature's size and sh"
      },
      {
        "document": 1561,
        "excerpt": "dvance the worship of Tiamat, or something else the GM decides. Spells. The orb has 7 charges and regains 1d4 + 3 expended charges daily at dawn. If you control the o"
      },
      {
        "document": 1630,
        "excerpt": "ses its magic. Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly by rolling on the table below. A necklac"
      },
      {
        "document": 1740,
        "excerpt": "amage, if it doesn't have or need a head, or if the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes"
      },
      {
        "document": 1756,
        "excerpt": "f existence. Each time the item opens a portal, the GM decides where it leads. The portal remains open until a creature within 5 feet of it takes a Magic action to clo"
      }
    ],
    "decipher": [
      {
        "document": 965,
        "excerpt": "ful DC 15 Intelligence (Investigation) check but can't decipher it without magic."
      },
      {
        "document": 1621,
        "excerpt": "s it randomly by rolling on the accompanying table. To decipher and use the manual, you must be a spellcaster with at least two level 5 spell slots. A creature that can"
      }
    ],
    "deciphering": [
      {
        "document": 103,
        "excerpt": "a stuck door, picking a lock, entertaining a crowd, or deciphering a cipher. The GM and the rules often call for an ability check when a creature attempts something other"
      }
    ],
    "decision": [
      {
        "document": 26,
        "excerpt": "happens. Describing the results often leads to another decision point, which brings the game back to step 1. This pattern holds during every game session (each time yo"
      },
      {
        "document": 30,
        "excerpt": "ter to gain Heroic Inspiration independent of the GM's decision. For example, Human characters start each day with Heroic Inspiration."
      }
    ],
    "deck": [
      {
        "document": 760,
        "excerpt": "Mysterious Deck"
      },
      {
        "document": 761,
        "excerpt": "Mysterious Deck"
      },
      {
        "document": 801,
        "excerpt": "Deck of Illusions"
      },
      {
        "document": 1557,
        "excerpt": "Deck of Illusions"
      },
      {
        "document": 1627,
        "excerpt": "Mysterious Deck"
      }
    ],
    "decks": [
      {
        "document": 1627,
        "excerpt": "ds made of ivory or vellum. Most (75 percent) of these decks have thirteen cards, but some have twenty-two. Use the appropriate column of the Mysterious Deck table w"
      }
    ],
    "declare": [
      {
        "document": 1627,
        "excerpt": "drawn from the deck. Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly. Any cards drawn in excess of this number"
      }
    ],
    "declared": [
      {
        "document": 1627,
        "excerpt": "w another card; this draw doesn't count as one of your declared draws. Gem. Twenty-five pieces of jewelry worth 2,000 GP each or fifty gems worth 1,000 GP each appear"
      }
    ],
    "decode": [
      {
        "document": 1200,
        "excerpt": "1 minute to read one page of text. This spell doesn't decode symbols or secret messages."
      }
    ],
    "decorated": [
      {
        "document": 1349,
        "excerpt": "0 contiguous 10-foot Cubes. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. Furnishi"
      }
    ],
    "decrease": [
      {
        "document": 527,
        "excerpt": "score by 5. If the creature has Disadvantage on them, decrease the score by 5. For example, a level 1 character with a Wisdom of 15 and proficiency in Perception has a"
      },
      {
        "document": 652,
        "excerpt": "e score by 5. If you have Disadvantage on those rolls, decrease that score by 5. See also “Playing the Game” (“Combat”)."
      },
      {
        "document": 969,
        "excerpt": "regain all expended uses when you finish a Long Rest. Decrease Exhaustion. Whenever you finish a Short Rest, your Exhaustion level, if any, decreases by 1."
      },
      {
        "document": 1627,
        "excerpt": "ity scores by 2, to a maximum of 22, provided you also decrease another one of your ability scores by 2. You can't decrease an ability that has a score of 5 or lower. A"
      }
    ],
    "decreases": [
      {
        "document": 517,
        "excerpt": "duced. If you have the Exhaustion condition, its level decreases by 1. Special Feature. Some features are recharged by a Long Rest. If you have such a feature, it recha"
      },
      {
        "document": 548,
        "excerpt": "re. Changes to Your Speeds. If an effect increases or decreases your Speed for a time, any special speed you have increases or decreases by an equal amount for the same"
      },
      {
        "document": 676,
        "excerpt": "On a successful save, the creature's Exhaustion level decreases by 1. If the creature's Exhaustion level is reduced to 0, the contagion ends on the creature."
      },
      {
        "document": 969,
        "excerpt": "ou finish a Short Rest, your Exhaustion level, if any, decreases by 1."
      },
      {
        "document": 1252,
        "excerpt": "extra 1d4 damage on a hit. Reduce. The target's size decreases by one category - from Medium to Small, for example. The target also has Disadvantage on Strength checks"
      },
      {
        "document": 1484,
        "excerpt": "more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast Wish ever again if you suff"
      },
      {
        "document": 1828,
        "excerpt": "(1d12) Acid damage, and the target's Hit Point maximum decreases by an amount equal to the Acid damage taken."
      },
      {
        "document": 1841,
        "excerpt": "uent Failures: The Poisoned target's Hit Point maximum decreases by 5 (1d10)."
      },
      {
        "document": 1867,
        "excerpt": "amage plus 7 (2d6) Cold damage, and the target's Speed decreases by 10 feet until the end of its next turn."
      },
      {
        "document": 1936,
        "excerpt": "arget can't take a Bonus Action or Reaction, its Speed decreases by 10 feet, and it can move or take one action on its turn, not both. Hit or Miss: The spear magically r"
      },
      {
        "document": 1960,
        "excerpt": "4) Cold damage. If the target is a creature, its Speed decreases by 10 feet until the end of its next turn. Hit or Miss: The spear magically returns to the merfolk's han"
      },
      {
        "document": 1966,
        "excerpt": "from finishing a Long Rest, and its Hit Point maximum decreases by 10 (3d6) every 24 hours that elapse. A creature dies and turns to dust if reduced to 0 Hit Points by"
      },
      {
        "document": 1967,
        "excerpt": "when finishing a Long Rest, and its Hit Point maximum decreases by 10 (3d6) every 24 hours that elapse. A creature dies and turns to dust if reduced to 0 Hit Points by"
      },
      {
        "document": 1969,
        "excerpt": "e from the Dream spell, the target's Hit Point maximum decreases by an amount equal to that damage. If the spell kills the target, its soul is trapped in the hag's soul"
      },
      {
        "document": 1977,
        "excerpt": "Throw: DC 15. Failure: The target's Hit Point maximum decreases by 5 (1d10) and doesn't return to normal until the Poisoned condition ends on the target. Success: The P"
      },
      {
        "document": 2016,
        "excerpt": "+ 2) Necrotic damage, and the target's Strength score decreases by 1d4. The target dies if this reduces that score to 0. If a Humanoid is slain by this attack, a Shadow"
      },
      {
        "document": 2023,
        "excerpt": "ge. If the target is a creature, its Hit Point maximum decreases by an amount equal to the damage taken."
      },
      {
        "document": 2031,
        "excerpt": ". Failure: 5 (2d4) Fire damage, and the target's Speed decreases by 10 feet until the end of the mephit's next turn. Success: Half damage only. Failure or Success: Being"
      },
      {
        "document": 2036,
        "excerpt": "ge. Failure or Success: The target's Hit Point maximum decreases by an amount equal to the damage taken."
      },
      {
        "document": 2055,
        "excerpt": "(3d6) Necrotic damage. The target's Hit Point maximum decreases by an amount equal to the Necrotic damage taken, and the vampire regains Hit Points equal to that amount"
      },
      {
        "document": 2056,
        "excerpt": "(3d8) Necrotic damage. The target's Hit Point maximum decreases by an amount equal to the Necrotic damage taken, and the vampire regains Hit Points equal to that amount"
      },
      {
        "document": 2065,
        "excerpt": "Freeze. If the elemental takes Cold damage, its Speed decreases by 20 feet until the end of its next turn. Water Form. The elemental can enter an enemy's space and sto"
      },
      {
        "document": 2073,
        "excerpt": "2) Necrotic damage, and the target's Hit Point maximum decreases by an amount equal to the damage taken. A Humanoid slain by this attack rises 24 hours later as a Zombi"
      },
      {
        "document": 2078,
        "excerpt": "ge. If the target is a creature, its Hit Point maximum decreases by an amount equal to the damage taken. Create Specter. The wraith targets a Humanoid corpse within 10"
      }
    ],
    "dedicated": [
      {
        "document": 964,
        "excerpt": "You have dedicated yourself to one of the following sacred roles of your choice. Protector. Trained for battle, you gain p"
      },
      {
        "document": 965,
        "excerpt": "You have dedicated yourself to one of the following sacred roles of your choice. Magician. You know one extra cantrip from"
      },
      {
        "document": 968,
        "excerpt": "to the highest standards of conduct, but even the most dedicated are fallible. Sometimes a Paladin transgresses their oath. A Paladin who has broken a vow typically see"
      }
    ],
    "deduce": [
      {
        "document": 744,
        "excerpt": "Find obscure information in books, or deduce how something works."
      }
    ],
    "deducing": [
      {
        "document": 722,
        "excerpt": "e and make a DC 15 Intelligence (Investigation) check, deducing the pressure plate's function on a successful check. Wedging an Iron Spike or a similar object under the"
      }
    ],
    "deduct": [
      {
        "document": 77,
        "excerpt": "tire move. However you're moving with your Speed, you deduct the distance of each part of your move from it until it is used up or until you are done moving, whichev"
      },
      {
        "document": 729,
        "excerpt": "ock. When you add a creature to your combat encounter, deduct its XP from your XP budget to determine how many XP you have left to spend. Spend as much of your XP bud"
      },
      {
        "document": 1535,
        "excerpt": "d. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from its total burn time. While lit, the candle sheds Dim"
      }
    ],
    "deed": [
      {
        "document": 820,
        "excerpt": "The deed for a parcel of land in a realm unknown to you"
      }
    ],
    "deeds": [
      {
        "document": 982,
        "excerpt": "t the weak and never fear to act. - Let your honorable deeds be an example."
      }
    ],
    "deem": [
      {
        "document": 1367,
        "excerpt": "ing in acid, is dismissed as a bad dream. The GM might deem a modified memory too nonsensical to affect a creature. A Remove Curse or Greater Restoration spell cas"
      }
    ],
    "deems": [
      {
        "document": 1287,
        "excerpt": "wer over the creature, and it is free to act as the GM deems appropriate. It might leave, attack you, or help you."
      }
    ],
    "deep": [
      {
        "document": 616,
        "excerpt": "or undergrowth - Liquid that's between shin- and waist-deep - A narrow opening sized for a creature one size smaller than you - A slope of 20 degrees or more"
      },
      {
        "document": 678,
        "excerpt": "Environmental Effects Deep Water"
      },
      {
        "document": 719,
        "excerpt": "to the pit's lid Duration: Instantaneous This 10-foot-deep pit has a hinged lid constructed from material identical to the surrounding floor. When a creature moves"
      },
      {
        "document": 723,
        "excerpt": "onto the pit's lid Duration: Instantaneous A 10-foot-deep pit has a hinged lid constructed from material identical to the surrounding floor. When a creature moves"
      },
      {
        "document": 808,
        "excerpt": "Deep Speech"
      },
      {
        "document": 1214,
        "excerpt": "rea, which must be at least 50 feet square and 25 feet deep. The whirlpool lasts until you choose a different effect or the spell ends. The whirlpool is 5 feet wide"
      },
      {
        "document": 1248,
        "excerpt": "'t be under structures. Each fissure is 1d10 × 10 feet deep and 10 feet wide, and it extends from one edge of the spell's area to another edge. A creature in the sa"
      },
      {
        "document": 1278,
        "excerpt": "ore. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom. If you move more than 100 feet from"
      },
      {
        "document": 1369,
        "excerpt": "elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete. Because the terrain's transformation occu"
      },
      {
        "document": 1372,
        "excerpt": "imensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it. When the opening disappears, any cre"
      },
      {
        "document": 1517,
        "excerpt": "outside dimensions - roughly 2 feet square and 4 feet deep on the inside. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weigh"
      },
      {
        "document": 1529,
        "excerpt": "awn. The bowl is about 1 foot in diameter and half as deep. It holds about 3 gallons."
      },
      {
        "document": 1582,
        "excerpt": "t measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command"
      },
      {
        "document": 1609,
        "excerpt": "xterity increases by 2, to a maximum of 20, while this deep-red sphere orbits your head. Awareness (Rare). While this dark-blue rhomboid orbits your head, you have"
      },
      {
        "document": 1644,
        "excerpt": "Portable Hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane of existence, so it can't be used to"
      },
      {
        "document": 1691,
        "excerpt": "P 09–15 Silver coffer (1 foot long, 6 inches wide and deep) worth 500 GP 16–22 Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice),"
      },
      {
        "document": 1733,
        "excerpt": "ration is broken. In addition, you can cause a 30-foot-deep, 10-foot-wide fissure to open up on the ground anywhere in the area. Any creature on a spot where the fi"
      },
      {
        "document": 1760,
        "excerpt": "Deep Speech; telepathy 120 ft."
      },
      {
        "document": 1827,
        "excerpt": "Understands Deep Speech but can't speak"
      },
      {
        "document": 1829,
        "excerpt": "Deep Speech, Undercommon"
      }
    ],
    "deeper": [
      {
        "document": 1232,
        "excerpt": "a Magic action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, y"
      }
    ],
    "deepest": [
      {
        "document": 1374,
        "excerpt": "you can see within range and create an illusion of its deepest fears, visible only to that creature. The target makes a Wisdom saving throw. On a failed save, the targ"
      }
    ],
    "deer": [
      {
        "document": 1842,
        "excerpt": "Deer"
      }
    ],
    "deface": [
      {
        "document": 718,
        "excerpt": "eck. As an action, a character can use a sharp tool to deface the glyph, which disarms the trap. As a Search action, a creature can examine the section of floor that"
      }
    ],
    "default": [
      {
        "document": 183,
        "excerpt": "The alignment specified in a monster's stat block is a default suggestion of how to roleplay the monster, inspired by its traditional role in the game or real-world fo"
      },
      {
        "document": 650,
        "excerpt": "as no desire to help or hinder you. Indifferent is the default attitude of a monster. See also “Influence.”"
      },
      {
        "document": 651,
        "excerpt": "ith the monster. The GM chooses the check, which has a default DC equal to 15 or the monster's Intelligence score, whichever is higher. On a successful check, the mons"
      }
    ],
    "defeat": [
      {
        "document": 787,
        "excerpt": "Aligned. The item seeks to defeat or destroy those of a diametrically opposed alignment.Such an item is never Neutral."
      },
      {
        "document": 1632,
        "excerpt": "ck an arrow on this bow, it whispers in Elvish, “Swift defeat to my enemies.” When you use this weapon to make a ranged attack, you can utter or sign the following co"
      }
    ],
    "defeated": [
      {
        "document": 71,
        "excerpt": "e fight continues to the next round if neither side is defeated."
      },
      {
        "document": 76,
        "excerpt": "Combat ends when one side or the other is defeated, which can mean the creatures are killed or knocked out or have surrendered or fled. Combat can also end"
      },
      {
        "document": 158,
        "excerpt": "ly specialized, and it is unusable when the monster is defeated."
      },
      {
        "document": 731,
        "excerpt": "s per character, include fragile creatures that can be defeated quickly. This guideline is especially important for characters of level 1 or 2."
      }
    ],
    "defeating": [
      {
        "document": 166,
        "excerpt": "ce Points by Challenge Rating table. XP is awarded for defeating the monster in combat or otherwise neutralizing it. Unless a rule says otherwise, a monster summoned by"
      },
      {
        "document": 554,
        "excerpt": "onsters.” The Experience Points characters receive for defeating a monster and its Proficiency Bonus follow. Some creatures that are created by magic have no CR. See als"
      },
      {
        "document": 1324,
        "excerpt": "g at the temple of your god, saving your true love, or defeating a specific monster. A Dispel Magic spell can end the spell only if it is cast with a level 9 spell slot"
      }
    ],
    "defend": [
      {
        "document": 787,
        "excerpt": "Protector. The item seeks to defend a particular kind of creature, such as elves or werewolves."
      },
      {
        "document": 1884,
        "excerpt": "tmare for up to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can't be used again until 5 days have passed. The figurine has a 10 p"
      }
    ],
    "defender": [
      {
        "document": 1558,
        "excerpt": "Defender"
      }
    ],
    "defends": [
      {
        "document": 1580,
        "excerpt": "itiative count. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the"
      },
      {
        "document": 1611,
        "excerpt": "t is likely to result in its death or imprisonment, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with"
      },
      {
        "document": 1642,
        "excerpt": "ands. If you issue no commands to a Friendly swarm, it defends itself but otherwise takes no actions. If a Friendly swarm starts its turn more than 30 feet away from y"
      },
      {
        "document": 1666,
        "excerpt": "s your commands. If you fail to command it, the djinni defends itself against attackers but takes no other actions. After the djinni departs, it can't be summoned aga"
      },
      {
        "document": 1720,
        "excerpt": "guard a location. Absent commands from you, the snake defends itself. As a Bonus Action, you can command the snake to revert to staff form in its current space, and"
      }
    ],
    "defense": [
      {
        "document": 261,
        "excerpt": "Attack, Spellcasting, and features (such as Unarmored Defense) that give you alternative ways to calculate your Armor Class."
      },
      {
        "document": 262,
        "excerpt": "For example, a Monk/Sorcerer with a Monk's Unarmored Defense feature and a Sorcerer's Draconic Resilience feature must choose only one of those features as a way to"
      },
      {
        "document": 818,
        "excerpt": "Defense"
      },
      {
        "document": 840,
        "excerpt": "Martial Arts, Unarmored Defense"
      },
      {
        "document": 848,
        "excerpt": "Rage, Unarmored Defense, Weapon Mastery"
      },
      {
        "document": 962,
        "excerpt": "Unarmored Defense"
      },
      {
        "document": 966,
        "excerpt": "in a Fighting Style feat of your choice (see “Feats”). Defense is recommended. Whenever you gain a Fighter level, you can replace the feat you chose with a different"
      },
      {
        "document": 967,
        "excerpt": "Unarmored Defense"
      },
      {
        "document": 980,
        "excerpt": "ty Attacks have Disadvantage against you. Multiattack Defense. When a creature hits you with an attack roll, that creature has Disadvantage on all other attack rolls"
      },
      {
        "document": 1009,
        "excerpt": "Defense"
      },
      {
        "document": 1531,
        "excerpt": "Bracers of Defense"
      },
      {
        "document": 1700,
        "excerpt": "n provides three benefits while it is on your person. Defense. You gain a +1 bonus to Armor Class. Preservation. The scarab has 12 charges. If you fail a saving thro"
      }
    ],
    "defenses": [
      {
        "document": 184,
        "excerpt": "includes its natural armor, Dexterity, gear, and other defenses. See \"Playing the Game\" for information on Armor Class."
      },
      {
        "document": 1005,
        "excerpt": "or Dexterity score by 1, to a maximum of 30. Overcome Defenses. The Bludgeoning, Piercing, and Slashing damage you deal always ignores Resistance. Overwhelming Strike"
      }
    ],
    "defensive": [
      {
        "document": 75,
        "excerpt": "n. If you can't decide what to do, consider taking the defensive Dodge action or the Ready action to delay acting."
      },
      {
        "document": 269,
        "excerpt": "mor means you can wear that armor effectively, gaining defensive bonuses from it. The categories of armor are described in “Equipment.”"
      },
      {
        "document": 725,
        "excerpt": "ncourage characters to jump, climb, fly, or teleport. Defensive Positions. Enemies in hard-to-reach locations or defensive positions force characters who normally attac"
      },
      {
        "document": 980,
        "excerpt": "Defensive Tactics"
      }
    ],
    "defies": [
      {
        "document": 1607,
        "excerpt": "ush the button again, the rod doesn't move, even if it defies gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fal"
      }
    ],
    "defiling": [
      {
        "document": 670,
        "excerpt": "rants supernatural punishment, such as breaking a vow, defiling a tomb, or murdering an innocent. Such a curse can have any effects you design, or it might be a customi"
      }
    ],
    "define": [
      {
        "document": 593,
        "excerpt": "n says how it affects its recipient, and various rules define how to end a condition. This glossary defines these conditions: A condition doesn't stack with itself;"
      },
      {
        "document": 745,
        "excerpt": "Prepare to take an action in response to a trigger you define."
      }
    ],
    "defined": [
      {
        "document": 42,
        "excerpt": "Action table lists the game's main actions, which are defined in more detail in “Rules Glossary.” Actions Player characters and monsters can also do things not cove"
      },
      {
        "document": 46,
        "excerpt": "our character is Friendly, Indifferent, or Hostile, as defined in “Rules Glossary.” Friendly NPCs are predisposed to help, and Hostile ones are inclined to hinder. So"
      },
      {
        "document": 54,
        "excerpt": "determines the category of illumination in an area, as defined below. Bright Light. Bright Light lets most creatures see normally. Even gloomy days provide Bright Lig"
      },
      {
        "document": 67,
        "excerpt": "aveled Per ... Each travel pace has a game effect, as defined below. Fast. Traveling at a Fast pace imposes Disadvantage on a traveler's Wisdom (Perception or Surviv"
      },
      {
        "document": 165,
        "excerpt": "Challenge Rating is defined in “Rules Glossary,” while guidance on using CR to plan potential combat encounters is in “Gameplay Tool"
      },
      {
        "document": 181,
        "excerpt": "es, like fire giants and trolls. Humanoids are people defined by their roles and professions, such as mages, pirates, and warriors. They include members of varied spe"
      },
      {
        "document": 383,
        "excerpt": "cks the property for the character. The properties are defined below."
      },
      {
        "document": 409,
        "excerpt": "are listed in the Properties column. Each property is defined in the “Properties” section. Mastery. Each weapon has a mastery property, which is defined in the “Mast"
      },
      {
        "document": 492,
        "excerpt": "of a Reaction is cast in response to a trigger that is defined in the spell's Casting Time entry. Some spells that have a casting time of a Bonus Action are also cast"
      },
      {
        "document": 494,
        "excerpt": "Touch. The spell's effect originates on something, as defined by the spell, that the spellcaster must touch within their reach. Self. The spell is cast on the spellc"
      },
      {
        "document": 502,
        "excerpt": "wave, cover an area called an area of effect, which is defined in “Rules Glossary.” The area determines what the spell targets. The description of a spell specifies wh"
      },
      {
        "document": 526,
        "excerpt": "hich typically has one of six shapes. These shapes are defined elsewhere in this glossary: Cone Cylinder Line Cube Emanation Sphere An area of effect has a poin"
      },
      {
        "document": 533,
        "excerpt": "ion is a special action taken in response to a trigger defined in the Reaction's description. You can take a Reaction on another creature's turn, and if you take it on"
      },
      {
        "document": 548,
        "excerpt": "limb Speed, Fly Speed, or Swim Speed, each of which is defined in this glossary. If you have more than one speed, choose which one to use when you move; you can switch"
      },
      {
        "document": 619,
        "excerpt": "also “Playing the Game” (“Actions”). These actions are defined elsewhere in this glossary:"
      },
      {
        "document": 651,
        "excerpt": "e: Indifferent, Friendly, or Hostile, each of which is defined in this glossary. The Influence Checks table suggests which ability check to make based on how you're in"
      },
      {
        "document": 656,
        "excerpt": "in a straight path along its length and covers an area defined by its width. The effect that creates a Line specifies its length and width. A Line's point of origin i"
      },
      {
        "document": 979,
        "excerpt": "ll things, ultimately including you - and your path is defined by the extent to which you strive against those aims."
      },
      {
        "document": 1266,
        "excerpt": "functions as a controlled mount while you ride it (as defined in the rules on mounted combat). If you have the Incapacitated condition, the steed takes its turn immed"
      }
    ],
    "defines": [
      {
        "document": 55,
        "excerpt": "erceive things in certain situations. “Rules Glossary” defines the following special senses: Blindsight Darkvision Tremorsense Truesight"
      },
      {
        "document": 65,
        "excerpt": "acters face, but other dangers await. “Rules Glossary” defines the following hazards:"
      },
      {
        "document": 530,
        "excerpt": "sed by another creature or entity. A possessing effect defines how the possession operates. Possession can be prevented by the Protection from Evil and Good spell and"
      },
      {
        "document": 593,
        "excerpt": "ous rules define how to end a condition. This glossary defines these conditions: A condition doesn't stack with itself; a recipient either has a condition or doesn't."
      },
      {
        "document": 602,
        "excerpt": "creature or an object. The effect that confers a curse defines what the curse does. Curses can be removed by the Remove Curse and Greater Restoration spells or other m"
      },
      {
        "document": 646,
        "excerpt": "cts sometimes create magical illusions. Such an effect defines what the illusion does and which senses or mental faculties it deceives. If an illusion manifests in sp"
      }
    ],
    "definition": [
      {
        "document": 593,
        "excerpt": "A condition is a temporary game state. The definition of a condition says how it affects its recipient, and various rules define how to end a condition. This"
      },
      {
        "document": 664,
        "excerpt": "adverse effect of magical origin that is contagious by definition. The following sections discuss curses and magical contagions in detail."
      }
    ],
    "definitions": [
      {
        "document": 442,
        "excerpt": "Here are definitions of the properties in the Properties column of the Weapons table."
      },
      {
        "document": 577,
        "excerpt": "nt, or both. No Obsolete Terms. The glossary contains definitions of current rules terms only. If you're looking for a term from an earlier version of the fifth edition r"
      },
      {
        "document": 588,
        "excerpt": "Rules Definitions"
      }
    ],
    "deflect": [
      {
        "document": 840,
        "excerpt": "Deflect Attacks, Monk Subclass"
      },
      {
        "document": 967,
        "excerpt": "Deflect Attacks"
      },
      {
        "document": 1679,
        "excerpt": "t create an area of effect, you can take a Reaction to deflect the spell back at the spell's caster; the caster must make a saving throw against the spell using their"
      },
      {
        "document": 2033,
        "excerpt": "Deflect Missile (Recharge 5–6). Trigger: The giant is hit by a ranged attack roll and takes Bludgeoning, Piercin"
      }
    ],
    "deflected": [
      {
        "document": 1483,
        "excerpt": "ry projectiles launched at targets behind the wall are deflected upward and miss automatically. Boulders hurled by Giants or siege engines, and similar projectiles, are"
      }
    ],
    "deflection": [
      {
        "document": 1664,
        "excerpt": "ve Advantage on Dexterity (Acrobatics) checks. Attack Deflection (Quarterstaff Form Only) When you are hit by an attack while holding the weapon, you can take a Reactio"
      }
    ],
    "deft": [
      {
        "document": 849,
        "excerpt": "Deft Explorer, Fighting Style"
      },
      {
        "document": 969,
        "excerpt": "Deft Explorer"
      }
    ],
    "defy": [
      {
        "document": 974,
        "excerpt": "e of resilience in battle, giving you these benefits. Defy Death. You have Advantage on Death Saving Throws. Moreover, when you roll 18–20 on a Death Saving Throw,"
      }
    ],
    "degree": [
      {
        "document": 86,
        "excerpt": "nd multiple sources of cover, only the most protective degree of cover applies; the degrees aren't added together. For example, if a target is behind a creature that"
      },
      {
        "document": 595,
        "excerpt": "Cover provides a degree of protection to a target behind it. There are three degrees of cover, each of which provides a differen"
      },
      {
        "document": 752,
        "excerpt": "Degree"
      },
      {
        "document": 1233,
        "excerpt": "downward” or “300 feet upward to the northwest at a 45-degree angle.” You can also teleport one willing creature. The creature must be within 5 feet of you when you"
      },
      {
        "document": 1259,
        "excerpt": "also can't use it to create items that require a high degree of skill - such as weapons and armor - unless you have proficiency with the type of Artisan's Tools used"
      }
    ],
    "degrees": [
      {
        "document": 86,
        "excerpt": "harm. As detailed in the Cover table, there are three degrees of cover, each of which gives a different benefit to a target. A target can benefit from cover only whe"
      },
      {
        "document": 595,
        "excerpt": "e of protection to a target behind it. There are three degrees of cover, each of which provides a different benefit to a target: Half Cover (+2 bonus to AC and Dexteri"
      },
      {
        "document": 616,
        "excerpt": "r a creature one size smaller than you - A slope of 20 degrees or more"
      },
      {
        "document": 679,
        "excerpt": "When the temperature is 0 degrees Fahrenheit or lower, a creature exposed to the extreme cold must succeed on a DC 10 Constitution saving"
      },
      {
        "document": 681,
        "excerpt": "When the temperature is 100 degrees Fahrenheit or higher, a creature exposed to the extreme heat and without access to drinkable water must"
      },
      {
        "document": 791,
        "excerpt": "The apparatus turns 90 degrees counterclockwise provided its legs are extended."
      },
      {
        "document": 1528,
        "excerpt": "ance to Cold damage and can tolerate temperatures of 0 degrees Fahrenheit or lower without any additional protection. Winter Strider. You ignore Difficult Terrain cre"
      },
      {
        "document": 1579,
        "excerpt": "on the boat to command it to move or to turn up to 90 degrees. The boat remains for 24 hours and then disappears. You can dismiss the boat as a Magic action. Tree (U"
      },
      {
        "document": 1684,
        "excerpt": "g you wear and carry are unharmed by temperatures of 0 degrees Fahrenheit or lower."
      }
    ],
    "dehydration": [
      {
        "document": 353,
        "excerpt": "4 pints. If you don't drink sufficient water, you risk dehydration (see “Rules Glossary”)."
      },
      {
        "document": 615,
        "excerpt": "Dehydration [Hazard]"
      },
      {
        "document": 634,
        "excerpt": "azard is an environmental danger. See also \"Burning,\" \"Dehydration,\" \"Falling,\" \"Malnutrition,\" and \"Suffocation.\""
      },
      {
        "document": 748,
        "excerpt": "Dehydration"
      },
      {
        "document": 1217,
        "excerpt": "useful in fending off the hazards of malnutrition and dehydration. The food is bland but nourishing and looks like a food of your choice, and the water is clean. The food"
      }
    ],
    "deities": [
      {
        "document": 940,
        "excerpt": "Deities, religious hierarchies and rites, holy symbols, cults, and certain creatures (Celestials, Fiends, and Un"
      },
      {
        "document": 981,
        "excerpt": "is domain is particularly associated with agricultural deities, gods of healing or endurance, and gods of home and community. Religious orders of healing also seek the"
      },
      {
        "document": 1287,
        "excerpt": "earing in the unoccupied space nearest to the portal. Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anyw"
      },
      {
        "document": 1561,
        "excerpt": "b as soon as possible by the most direct route. Dragon deities such as Tiamat are unaffected by this call. Chromatic dragons drawn to the orb might be Hostile toward y"
      }
    ],
    "deity": [
      {
        "document": 787,
        "excerpt": "s to defend the servants and interests of a particular deity."
      },
      {
        "document": 964,
        "excerpt": "You can call on your deity or pantheon to intervene on your behalf. As a Magic action, choose any Cleric spell of level 5 or lower"
      },
      {
        "document": 1160,
        "excerpt": "Ongoing spells, except those cast by an Artifact or a deity, are suppressed in the area. While an effect is suppressed, it doesn't function, but the time it spends"
      },
      {
        "document": 1199,
        "excerpt": "s: V, S, M (incense) Duration: 1 minute You contact a deity or a divine proxy and ask up to three questions that can be answered with yes or no. You must ask your q"
      },
      {
        "document": 1298,
        "excerpt": "nerable, and it appears in a form appropriate for your deity or pantheon. Any enemy that moves to a space within 10 feet of the guardian for the first time on a tur"
      }
    ],
    "deity's": [
      {
        "document": 1199,
        "excerpt": "question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, t"
      }
    ],
    "delay": [
      {
        "document": 75,
        "excerpt": "king the defensive Dodge action or the Ready action to delay acting."
      }
    ],
    "delayed": [
      {
        "document": 867,
        "excerpt": "Delayed Blast Fireball"
      },
      {
        "document": 893,
        "excerpt": "Delayed Blast Fireball"
      },
      {
        "document": 1227,
        "excerpt": "Delayed Blast Fireball"
      }
    ],
    "deliberate": [
      {
        "document": 1486,
        "excerpt": "ving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether a creature succeeds or fails on this save. An affected creatu"
      }
    ],
    "deliberately": [
      {
        "document": 668,
        "excerpt": "Cursed magic items are created deliberately or originate as the result of supernatural events. Such items are detailed in “Magic Items.”"
      }
    ],
    "delicate": [
      {
        "document": 1638,
        "excerpt": "Wondrous Item, Rare (Requires Attunement) This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, you have Immunity to the Poisoned"
      }
    ],
    "deliver": [
      {
        "document": 1155,
        "excerpt": "succeed on a Charisma saving throw, or it attempts to deliver a message for you (if the target's Challenge Rating isn't 0, it automatically succeeds). You specify a l"
      },
      {
        "document": 1246,
        "excerpt": "rifying to the target. If you do so, the messenger can deliver a message of no more than ten words, and then the target makes a Wisdom saving throw. On a failed save,"
      },
      {
        "document": 1265,
        "excerpt": "cast a spell with a range of touch, your familiar can deliver the touch. Your familiar must be within 100 feet of you, and it must take a Reaction to deliver the tou"
      },
      {
        "document": 1347,
        "excerpt": "ermine the circumstance that will trigger the spell to deliver your message. When that trigger occurs, a magical mouth appears on the object and recites the message i"
      },
      {
        "document": 1377,
        "excerpt": "ompany you on an adventure, to guard a location, or to deliver a message. If the creature is Hostile, it strives to twist your commands to achieve its own objectives."
      }
    ],
    "delivered": [
      {
        "document": 693,
        "excerpt": "ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing Advantage"
      },
      {
        "document": 1347,
        "excerpt": "age, which must be 25 words or fewer, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver y"
      }
    ],
    "delivers": [
      {
        "document": 1155,
        "excerpt": "iles if the Beast can fly. When the Beast arrives, it delivers your message to the creature that you described, mimicking your communication. If the Beast doesn't reac"
      },
      {
        "document": 1347,
        "excerpt": "u cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs. The trigger can be as"
      }
    ],
    "delivery": [
      {
        "document": 1418,
        "excerpt": "hance that the message doesn't arrive. You know if the delivery fails. Upon receiving your message, a creature can block your ability to reach it again with this spell"
      }
    ],
    "delving": [
      {
        "document": 50,
        "excerpt": "Exploration involves delving into places that are dangerous and full of mystery. The rules in this section detail some of the ways ad"
      },
      {
        "document": 984,
        "excerpt": "our agility and stealth, you gain abilities useful for delving into ruins and getting maximum benefit from the magic items you find there."
      }
    ],
    "demand": [
      {
        "document": 1376,
        "excerpt": "r magic items to an allied temple, while a Fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undert"
      }
    ],
    "demands": [
      {
        "document": 142,
        "excerpt": "iled save, the item makes one or more of the following demands: Chase My Dreams. The item demands that its bearer pursue the item's goals to the exclusion of all othe"
      },
      {
        "document": 235,
        "excerpt": "ciplined rule of life - and isn’t swayed either by the demands of those in need or by the temptations of evil - is probably Lawful Neutral. Neutral (N). Neutral is th"
      }
    ],
    "demi": [
      {
        "document": 1324,
        "excerpt": "any means. Hedged Prison. The target is trapped in a demi-plane that is warded against teleportation and planar travel. The demiplane is your choice of a labyrint"
      }
    ],
    "demigod": [
      {
        "document": 1210,
        "excerpt": "mponents: V Duration: 1 minute You mentally contact a demigod, the spirit of a long-dead sage, or some other knowledgeable entity from another plane. Contacting this"
      }
    ],
    "demiplane": [
      {
        "document": 868,
        "excerpt": "Demiplane"
      },
      {
        "document": 881,
        "excerpt": "Demiplane"
      },
      {
        "document": 894,
        "excerpt": "Demiplane"
      },
      {
        "document": 1172,
        "excerpt": "Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the Incapacitated condition. When the spell ends, the targ"
      },
      {
        "document": 1228,
        "excerpt": "Demiplane"
      },
      {
        "document": 1324,
        "excerpt": "is warded against teleportation and planar travel. The demiplane is your choice of a labyrinth, a cage, a tower, or the like. Minimus Containment. The target becomes 1"
      },
      {
        "document": 1355,
        "excerpt": "ture that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze. The target can take a Study ac"
      },
      {
        "document": 1697,
        "excerpt": "and up to 199 other willing creatures you can see to a demiplane. You choose the form the demiplane takes. It could be a tranquil garden, a cheery tavern, an immense pa"
      },
      {
        "document": 1766,
        "excerpt": "capacitated condition and is transported to a harmless demiplane until the start of the dragon's next turn, at which point it reappears in an unoccupied space of the dra"
      },
      {
        "document": 1778,
        "excerpt": "capacitated condition and is transported to a harmless demiplane until the start of the dragon's next turn, at which point it reappears in an unoccupied space of the dra"
      }
    ],
    "demiplane's": [
      {
        "document": 1697,
        "excerpt": "enough water and food to sustain its visitors, and the demiplane's environment can't harm its occupants. Everything else that can be interacted with there can exist only t"
      }
    ],
    "demise": [
      {
        "document": 8,
        "excerpt": "Character Demise"
      }
    ],
    "demon": [
      {
        "document": 979,
        "excerpt": "realms of perdition. You might forge a bargain with a demon lord, an archdevil, or another fiend that is especially mighty. That patron's aims are evil - the corrup"
      },
      {
        "document": 1376,
        "excerpt": "tity for aid. The being must be known to you: a god, a demon prince, or some other being of cosmic power. That entity sends a Celestial, an Elemental, or a Fiend loy"
      },
      {
        "document": 1559,
        "excerpt": "Demon Armor"
      },
      {
        "document": 1799,
        "excerpt": "Huge Fiend (Demon), Chaotic Evil"
      },
      {
        "document": 1849,
        "excerpt": "Small Fiend (Demon), Chaotic Evil"
      },
      {
        "document": 1903,
        "excerpt": "Large Fiend (Demon), Chaotic Evil"
      },
      {
        "document": 1925,
        "excerpt": "Large Fiend (Demon), Chaotic Evil"
      },
      {
        "document": 1957,
        "excerpt": "Large Fiend (Demon), Chaotic Evil"
      },
      {
        "document": 1968,
        "excerpt": "Large Fiend (Demon), Chaotic Evil"
      },
      {
        "document": 1996,
        "excerpt": "Tiny Fiend (Demon), Chaotic Evil"
      },
      {
        "document": 2059,
        "excerpt": "Large Fiend (Demon), Chaotic Evil"
      }
    ],
    "demonic": [
      {
        "document": 671,
        "excerpt": "hat anyone who lingers there is burdened with a curse. Demonic Possession is one example of an environmental curse. Demonic Possession. Demonic Possession arises from"
      },
      {
        "document": 1903,
        "excerpt": "Demonic Restoration. If the glabrezu dies outside the Abyss, its body dissolves into ichor, and it gains a new b"
      },
      {
        "document": 1925,
        "excerpt": "Demonic Restoration. If the hezrou dies outside the Abyss, its body dissolves into ichor, and it gains a new bod"
      },
      {
        "document": 1957,
        "excerpt": "Demonic Restoration. If the marilith dies outside the Abyss, its body dissolves into ichor, and it gains a new b"
      },
      {
        "document": 1968,
        "excerpt": "Demonic Restoration. If the nalfeshnee dies outside the Abyss, its body dissolves into ichor, and it gains a new"
      },
      {
        "document": 2059,
        "excerpt": "Demonic Restoration. If the vrock dies outside the Abyss, its body dissolves into ichor, and it gains a new body"
      }
    ],
    "demons": [
      {
        "document": 1559,
        "excerpt": "e armor, you have Disadvantage on attack rolls against demons and on saving throws against their spells and special abilities."
      },
      {
        "document": 2059,
        "excerpt": "ure in a 20-foot Emanation originating from the vrock (demons succeed automatically). Failure: 10 (3d6) Thunder damage, and the target has the Stunned condition until"
      }
    ],
    "denominations": [
      {
        "document": 398,
        "excerpt": "s, inns, and other businesses. Coins come in different denominations based on the relative worth of their material. The Coin Values table lists coins and how much they're wo"
      }
    ],
    "dense": [
      {
        "document": 53,
        "excerpt": "ed area - such as an area with Darkness, heavy fog, or dense foliage - is opaque. You have the Blinded condition (see “Rules Glossary”) when trying to see something"
      },
      {
        "document": 1657,
        "excerpt": "10 minutes (no Concentration required). This potion's dense, purple liquid has an ovoid cloud of pink floating in it."
      }
    ],
    "depart": [
      {
        "document": 1673,
        "excerpt": "t already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any crea"
      }
    ],
    "departed": [
      {
        "document": 613,
        "excerpt": "e. The spirit of a dead creature has left the body and departed for the Outer Planes, and reviving the creature requires calling the spirit back. If the creature retur"
      }
    ],
    "departs": [
      {
        "document": 1666,
        "excerpt": "ttackers but takes no other actions. After the djinni departs, it can't be summoned again for 24 hours, and the ring becomes nonmagical if the djinni dies. Rings of"
      }
    ],
    "depending": [
      {
        "document": 2,
        "excerpt": "ability checks are called for in different situations, depending on which ability is most relevant. See the Ability Check Examples table for examples of each check's use"
      },
      {
        "document": 68,
        "excerpt": "ed of the vessel, and they don't choose a travel pace. Depending on the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day. \"Equip"
      },
      {
        "document": 541,
        "excerpt": "which skills are applicable when you take this action, depending on what you're trying to detect. Search"
      },
      {
        "document": 772,
        "excerpt": "eatherworker’s Tools, Smith’s Tools, or Weaver’s Tools depending on the kind of armor as noted in the tools’ descriptions"
      },
      {
        "document": 1463,
        "excerpt": "control the creature. It might remain Friendly to you, depending on how you have treated it. Creature into Object. If you turn a creature into an object, it transforms"
      }
    ],
    "depends": [
      {
        "document": 247,
        "excerpt": "y Scores. Much of what your character does in the game depends on the character's six abilities. 4: Choose an Alignment. Alignment is a shorthand for your character's"
      },
      {
        "document": 264,
        "excerpt": "Your capacity for spellcasting depends partly on your combined levels in all your spellcasting classes and partly on your individual levels in"
      },
      {
        "document": 360,
        "excerpt": "imum number of skilled hirelings needed to crew a ship depends on the type of ship, as shown in the table."
      },
      {
        "document": 738,
        "excerpt": "terrain. † Characters' rate of travel while waterborne depends on the vehicle carrying them; see “Vehicles.” Intelligence or Wisdom. One or both abilities are ideal f"
      },
      {
        "document": 1220,
        "excerpt": "and material that you have seen. The spell's duration depends on the object's material, as shown in the Materials table. If the object is composed of multiple materia"
      },
      {
        "document": 1663,
        "excerpt": "s when you drink this potion. The number of Hit Points depends on the potion's rarity, as shown in the table below. Whatever its potency, the potion's red liquid glim"
      }
    ],
    "depicted": [
      {
        "document": 1350,
        "excerpt": "unds, smells, and temperature appropriate to the thing depicted, but it can't deal damage or cause conditions. If you are within range of the illusion, you can take a"
      }
    ],
    "depicting": [
      {
        "document": 820,
        "excerpt": "A small idol depicting a nightmarish creature that gives you unsettling dreams when you sleep near it"
      },
      {
        "document": 1557,
        "excerpt": "contains a set of cards. A full deck has 34 cards: 32 depicting specific creatures and two with a mirrored surface. A deck found as treasure is usually missing 1d20 - 1"
      }
    ],
    "depleted": [
      {
        "document": 15,
        "excerpt": "Temporary Hit Points last until they're depleted or you finish a Long Rest (see \"Rules Glossary\")."
      }
    ],
    "deposit": [
      {
        "document": 267,
        "excerpt": "en unfolded, turns into a stylish cap 84 A receipt of deposit at a bank in a far-off city 85 A diary with seven missing pages 86 An empty silver snuffbox bearing th"
      }
    ],
    "deposited": [
      {
        "document": 1594,
        "excerpt": "te and not behind Total Cover is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be re"
      },
      {
        "document": 1644,
        "excerpt": "te and not behind Total Cover is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be re"
      }
    ],
    "deprives": [
      {
        "document": 44,
        "excerpt": "the Bonus Action's timing is specified. Anything that deprives you of your ability to take actions also prevents you from taking a Bonus Action."
      }
    ],
    "depth": [
      {
        "document": 719,
        "excerpt": "ale the trap for higher levels by increasing the pit's depth and damage, as shown in the following table."
      },
      {
        "document": 723,
        "excerpt": "ale the trap for higher levels by increasing the pit's depth and damage, as shown in the following table."
      },
      {
        "document": 957,
        "excerpt": "Pit Depth"
      },
      {
        "document": 959,
        "excerpt": "Pit Depth"
      },
      {
        "document": 1285,
        "excerpt": "obe strikes a body of water, it freezes the water to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on th"
      },
      {
        "document": 1480,
        "excerpt": "our next turn. Webs layered over a flat surface have a depth of 5 feet. The first time a creature enters the webs on a turn or starts its turn there, it must succee"
      },
      {
        "document": 1509,
        "excerpt": "aratus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 Bludgeoning damage each minute from pressure. A creature"
      },
      {
        "document": 1623,
        "excerpt": "beyond. Painting a pit creates a real pit, the entire depth of which must lie within the 20-foot Cube. No object created by a pot of pigment can have a value great"
      },
      {
        "document": 1694,
        "excerpt": ") The rod also gives you knowledge of your approximate depth beneath the ground or your height above it. Drain Life. When you hit a creature with a melee attack usi"
      }
    ],
    "depths": [
      {
        "document": 972,
        "excerpt": "of you are within 60 feet of each other. Gift of the Depths Prerequisite: Level 5+ Warlock You can breathe underwater, and you gain a Swim Speed equal to your Spe"
      },
      {
        "document": 976,
        "excerpt": "Plumb the Depths of Magical Knowledge Bards of the College of Lore collect spells and secrets from diverse sources, such"
      },
      {
        "document": 1561,
        "excerpt": "rb, you can take a Magic action to peer into the orb's depths. You must then make a DC 15 Charisma saving throw. On a successful save, you control the orb for as long"
      }
    ],
    "derived": [
      {
        "document": 70,
        "excerpt": "ity (explained in \"D20 Tests\"). An ability modifier is derived from its score, as shown in the Ability Modifiers table."
      },
      {
        "document": 228,
        "excerpt": "guages table lists languages that are either secret or derived from other planes of existence and thus less widespread in the worlds of the Material Plane. Some featur"
      }
    ],
    "descend": [
      {
        "document": 1669,
        "excerpt": "ttunement) When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling."
      },
      {
        "document": 1758,
        "excerpt": "hour. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land."
      }
    ],
    "descended": [
      {
        "document": 990,
        "excerpt": "You are descended from Giants. Choose one of the following benefits - a supernatural boon from your ancestry; you can use"
      }
    ],
    "descends": [
      {
        "document": 1410,
        "excerpt": "nts: V, S Duration: Instantaneous Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take"
      },
      {
        "document": 1482,
        "excerpt": "cloud form and flying when the effect ends, the target descends 60 feet per round for 1 minute until it lands, which it does safely. If it can't land after 1 minute, it"
      }
    ],
    "descent": [
      {
        "document": 1264,
        "excerpt": "g creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If a creature lands before the spell ends, the creature"
      }
    ],
    "describe": [
      {
        "document": 26,
        "excerpt": "a room, what's on a table, and so on). 2: The Players Describe What Their Characters Do. Typically, the characters stick together as they travel through a dungeon or a"
      },
      {
        "document": 42,
        "excerpt": "options, and you can improvise other actions. When you describe an action not detailed elsewhere in the rules, the Game Master tells you whether that action is possible"
      },
      {
        "document": 61,
        "excerpt": "you to make a Wisdom (Perception) check, provided you describe the character searching in the hidden object's vicinity. On a success, you find the object, other import"
      },
      {
        "document": 175,
        "excerpt": "pell components. If any spell components are required, describe the monster's use of Verbal, Somatic, or Material components to signal to characters that it is casting"
      },
      {
        "document": 235,
        "excerpt": "c, or neutral). The summaries of the alignments below describe the typical behavior of a creature with that alignment; individuals can vary from that behavior. Lawful"
      },
      {
        "document": 488,
        "excerpt": "d in the Schools of Magic table. These categories help describe spells but have no rules of their own, although some other rules refer to them. Schools of Magic"
      },
      {
        "document": 651,
        "excerpt": "Influence action, you urge a monster to do something. Describe or roleplay how you're communicating with the monster. Are you trying to deceive, intimidate, amuse, or"
      },
      {
        "document": 727,
        "excerpt": "Three categories describe the range of encounter difficulty: Low Difficulty. An encounter of low difficulty is likely to have one"
      },
      {
        "document": 1212,
        "excerpt": "ad, it takes effect when a certain trigger occurs. You describe that trigger when you cast the two spells. For example, a Contingency cast with Water Breathing might st"
      },
      {
        "document": 1233,
        "excerpt": "ace you can see, one you can visualize, or one you can describe by stating distance and direction, such as “200 feet straight downward” or “300 feet upward to the north"
      },
      {
        "document": 1333,
        "excerpt": "ps worth 50+ GP each) Duration: Instantaneous Name or describe a famous person, place, or object. The spell brings to your mind a brief summary of the significant lore"
      },
      {
        "document": 1338,
        "excerpt": "S, M (fur from a bloodhound) Duration: Instantaneous Describe or name a specific kind of Beast, Plant creature, or nonmagical plant. You learn the direction and dista"
      },
      {
        "document": 1339,
        "excerpt": "m a bloodhound) Duration: Concentration, up to 1 hour Describe or name a creature that is familiar to you. You sense the direction to the creature's location if that c"
      },
      {
        "document": 1340,
        "excerpt": "orked twig) Duration: Concentration, up to 10 minutes Describe or name an object that is familiar to you. You sense the direction to the object's location if that obje"
      },
      {
        "document": 1367,
        "excerpt": "of some other event. You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories"
      }
    ],
    "described": [
      {
        "document": 23,
        "excerpt": "t's Armor Class. Attack rolls usually occur in battle, described in “Combat” later in “Playing the Game,” but the GM might also ask for an attack roll in other situation"
      },
      {
        "document": 34,
        "excerpt": "iciency Bonus increases as the character gains levels (described in “Character Creation”). A monster's Proficiency Bonus is based on its Challenge Rating (see “Rules Glo"
      },
      {
        "document": 45,
        "excerpt": "our turn or on someone else's. The Opportunity Attack, described later in \"Playing the Game,\" is the most common type of Reaction. When you take a Reaction, you can't t"
      },
      {
        "document": 92,
        "excerpt": "roll high. If the roll has Advantage or Disadvantage (described later in \"Playing the Game\"), you roll two d20s, but you use the number from only one of them - the high"
      },
      {
        "document": 162,
        "excerpt": "r possesses. Passive Perception and special senses are described in “Rules Glossary.”"
      },
      {
        "document": 169,
        "excerpt": "take one of the actions available to all creatures, as described in “Playing the Game.”"
      },
      {
        "document": 170,
        "excerpt": "at occur as a result of an attack hitting a target are described after the “Hit:” notation. Miss. If an attack has an effect that occurs on a miss, that information fol"
      },
      {
        "document": 175,
        "excerpt": "turns and maintain Concentration to cast the spell, as described in \"Rules Glossary.\""
      },
      {
        "document": 253,
        "excerpt": "uy with your starting money. For example, the firearms described in “Equipment” are too expensive for level 1 characters, but they might be available for purchase if you"
      },
      {
        "document": 257,
        "excerpt": "You gain the Hit Points from your new class as described for levels after 1. You gain the level 1 Hit Points for a class only when your total character level is"
      },
      {
        "document": 269,
        "excerpt": "defensive bonuses from it. The categories of armor are described in “Equipment.”"
      },
      {
        "document": 271,
        "excerpt": "n your class description shows your Proficiency Bonus (described in “Playing the Game”), which is +2 for a level 1 character. Note this number on your character sheet. Y"
      },
      {
        "document": 272,
        "excerpt": "chosen equipment on your character sheet. Equipment is described in “Equipment,” but for now you can just write it all down and look up the specifics in “Equipment” late"
      },
      {
        "document": 285,
        "excerpt": "ies determines the character's creature type, which is described in “Rules Glossary.” Every species in “Character Origins” is Humanoid; playable non-Humanoid species app"
      },
      {
        "document": 293,
        "excerpt": "ckground gives your character a specified Origin feat (described in \"Feats\")."
      },
      {
        "document": 444,
        "excerpt": "ar that adventurers often find useful. These items are described here in alphabetical order, with an item's price appearing after its name."
      },
      {
        "document": 549,
        "excerpt": "spell is a magical effect that has the characteristics described in “Spells.”"
      },
      {
        "document": 669,
        "excerpt": "an travel overland at a Normal, Fast, or Slow pace, as described in “Playing the Game.” During any journey stage, the predominant terrain determines the characters’ maxi"
      },
      {
        "document": 964,
        "excerpt": "ffects: Divine Spark and Turn Undead, each of which is described below. Each time you use this class's Channel Divinity, choose which Channel Divinity effect from this c"
      },
      {
        "document": 968,
        "excerpt": "You start with one such effect: Divine Sense, which is described below. Other Paladin features give additional Channel Divinity effect options. Each time you use this cl"
      },
      {
        "document": 972,
        "excerpt": "your choice, such as Pact of the Tome. Invocations are described in the “Eldritch Invocation Options” section later in this class’s description. Prerequisites. If an in"
      },
      {
        "document": 1155,
        "excerpt": "ves, it delivers your message to the creature that you described, mimicking your communication. If the Beast doesn't reach its destination before the spell ends, the mes"
      },
      {
        "document": 1161,
        "excerpt": "can make a Wisdom saving throw to end the effect, as described below. Ending the Effect. If the Frightened or Charmed creature ends its turn more than 120 feet away f"
      },
      {
        "document": 1333,
        "excerpt": "ry of the significant lore about that famous thing, as described by the GM. The lore might consist of important details, amusing revelations, or even secret lore that h"
      },
      {
        "document": 1339,
        "excerpt": "- within 30 feet - at least once. If the creature you described or named is in a different form, such as under the effects of a Flesh to Stone or Polymorph spell, this"
      },
      {
        "document": 1354,
        "excerpt": "Duration: 24 hours You suggest a course of activity - described in no more than 25 words - to twelve or fewer creatures you can see within range that can hear and under"
      },
      {
        "document": 1388,
        "excerpt": "ing throw or be affected by that layer's properties as described in the Prismatic Layers table. The wall, which has AC 10, can be destroyed one layer at a time, in orde"
      },
      {
        "document": 1391,
        "excerpt": "springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes, after which th"
      },
      {
        "document": 1418,
        "excerpt": "ords or fewer to a creature you have met or a creature described to you by someone who has met it. The target hears the message in its mind, recognizes you as the sender"
      },
      {
        "document": 1447,
        "excerpt": "ion, up to 8 hours You suggest a course of activity - described in no more than 25 words - to one creature you can see within range that can hear and understand you. Th"
      },
      {
        "document": 1454,
        "excerpt": "–43 | 44–53 | 54–00 | | Viewed once or described | 01–43 | 44–53 | 54–73 | 74–00 | | False destination | 01–50 | 51–00 |"
      },
      {
        "document": 1627,
        "excerpt": "mes up again.) Mysterious Deck Each card's effect is described below. Balance. You can increase one of your ability scores by 2, to a maximum of 22, provided you also"
      }
    ],
    "describes": [
      {
        "document": 26,
        "excerpt": "s according to this basic pattern: 1: The Game Master Describes a Scene. The GM tells the players where their adventurers are and what's around them (how many doors lea"
      },
      {
        "document": 57,
        "excerpt": "such as moving a lever or opening a door, and the GM describes what happens. Sometimes, however, rules govern what you can do with an object, as detailed in the follow"
      },
      {
        "document": 183,
        "excerpt": "ard one of the other alignments. \"Character Creation\" describes the nine alignments and unaligned creatures."
      },
      {
        "document": 235,
        "excerpt": "A creature's alignment broadly describes its ethical attitudes and ideals. Alignment is a combination of two factors: one identifies morality (go"
      },
      {
        "document": 247,
        "excerpt": "ery adventurer is a member of a class. A class broadly describes a character's vocation, special talents, and favored tactics. 2: Determine Origin. A character's origin"
      },
      {
        "document": 649,
        "excerpt": "A creature's alignment broadly describes its ethical attitudes and ideals. Alignment is a combination of two factors: one identifies morality (go"
      },
      {
        "document": 735,
        "excerpt": "y they have in mind for their character. This section describes, step by step, how you can create backgrounds tailored for your world and the heroes in it."
      },
      {
        "document": 793,
        "excerpt": "against you. If you leave it and others come near, it describes you as the most heinous of villains and directs the newcomers to find and attack you. If you are on the"
      },
      {
        "document": 1620,
        "excerpt": "Wondrous Item, Very Rare This book describes fitness exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days o"
      }
    ],
    "describing": [
      {
        "document": 26,
        "excerpt": "e player to roll a die to help determine what happens. Describing the results often leads to another decision point, which brings the game back to step 1. This pattern h"
      },
      {
        "document": 244,
        "excerpt": "and a campaign's) arc in terms of four tiers of play, describing the journey from a level 1 character just beginning an adventuring career to the epic heights of level 2"
      },
      {
        "document": 1367,
        "excerpt": "your description. If the spell ends before you finish describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold w"
      }
    ],
    "description": [
      {
        "document": 45,
        "excerpt": "ce immediately after its trigger unless the Reaction's description says otherwise."
      },
      {
        "document": 120,
        "excerpt": "em's user might also need to do something special. The description of each item category or individual item details how an item is activated. Certain items use the followi"
      },
      {
        "document": 123,
        "excerpt": "ll slots, and requires no components unless the item's description notes otherwise. The spell uses its normal casting time, range, and duration, and the user of the item m"
      },
      {
        "document": 127,
        "excerpt": "A magic item's description specifies whether it bears a curse. Most methods of identifying items, including the Identify spell, fai"
      },
      {
        "document": 136,
        "excerpt": "l version of armor from “Equipment.” Unless an armor’s description notes otherwise, the armor must be worn for its magic to function. Some suits of magic armor specify th"
      },
      {
        "document": 143,
        "excerpt": "are presented in alphabetical order. If a magic item description capitalizes a creature's name and presents it in bold type, that's a visual cue pointing you to the crea"
      },
      {
        "document": 144,
        "excerpt": "Applying an oil might take longer as specified in its description. Once used, a potion takes effect immediately, and it is used up. Mixing Potions. A character might dri"
      },
      {
        "document": 145,
        "excerpt": "must be worn on a finger or a similar digit unless its description notes otherwise."
      },
      {
        "document": 146,
        "excerpt": "bone. A typical rod weighs 2 to 5 pounds. Unless its description notes otherwise, a rod can be used as an Arcane Focus."
      },
      {
        "document": 147,
        "excerpt": "an read a scroll and attempt to activate it unless its description notes otherwise."
      },
      {
        "document": 148,
        "excerpt": "nd serves well as a walking stick or cane. Unless its description notes otherwise, a staff can be used as a nonmagical Quarterstaff and an Arcane Focus."
      },
      {
        "document": 149,
        "excerpt": "l, crystal, stone, or some other material. Unless its description notes otherwise, a wand can be used as an Arcane Focus."
      },
      {
        "document": 171,
        "excerpt": "nd of save required and then provides the save's DC, a description of which creatures make the save, and an explanation of what happens on a failed or successful save. “H"
      },
      {
        "document": 175,
        "excerpt": "cast the spell in just one action unless the action's description states otherwise; the monster must take the Magic action on each of its turns and maintain Concentration"
      },
      {
        "document": 241,
        "excerpt": "ack Death Saving Throws. Hit Point Dice. Your class's description tells you the die type of your character's Hit Point Dice (or Hit Dice for short); write this on your ch"
      },
      {
        "document": 260,
        "excerpt": "'s starting proficiencies, as detailed in each class's description in “Classes.”"
      },
      {
        "document": 271,
        "excerpt": "Your class also gives proficiencies. Check your class description in “Classes” and note the proficiencies on your character sheet. The features table in your class descr"
      },
      {
        "document": 302,
        "excerpt": "The description of a feat contains the following parts, which are presented after the feat's name. Category. A feat is"
      },
      {
        "document": 379,
        "excerpt": "ment, you gain only its nonmagical benefits unless its description states otherwise. For example, a magic Shield that requires Attunement provides the benefits of a normal"
      },
      {
        "document": 412,
        "excerpt": "ability checks, craft certain items, or both. A tool's description includes the tool's cost and weight, as well as the following entries: Ability. This entry lists the ab"
      },
      {
        "document": 447,
        "excerpt": "a weapon that has the Ammunition property. A weapon's description specifies the type of ammunition used by the weapon. The Ammunition table lists the different types and"
      },
      {
        "document": 487,
        "excerpt": "when cast at a higher level, as detailed in a spell's description."
      },
      {
        "document": 494,
        "excerpt": "ster the spell's effect can originate, and the spell's description specifies which part of the effect is limited by the range. A range usually takes one of the following"
      },
      {
        "document": 495,
        "excerpt": "spellcaster must meet to cast the spell. Each spell's description indicates whether it requires Verbal (V), Somatic (S), or Material (M) components. If the spellcaster ca"
      },
      {
        "document": 499,
        "excerpt": "erials aren't consumed by the spell unless the spell's description states otherwise. The spellcaster must have a hand free to access them, but it can be the same hand used"
      },
      {
        "document": 502,
        "excerpt": "targets to be affected by the spell's magic. A spell's description says whether the spell targets creatures, objects, or something else. A Clear Path to the Target. To ta"
      },
      {
        "document": 510,
        "excerpt": "Each spell description has a series of entries that provide the details needed to cast the spell. The following sections explai"
      },
      {
        "document": 512,
        "excerpt": "s a level from 0 to 9, which is indicated in a spell's description. A spell's level is an indicator of how powerful it is. Cantrips - simple spells that can be cast almost"
      },
      {
        "document": 514,
        "excerpt": "tain spells that can be cast without a spell slot. The description of such an item specifies how many times a spell can be cast from it."
      },
      {
        "document": 517,
        "excerpt": "ch a feature, it recharges in the way specified in its description. Interrupting the Rest. A Long Rest is stopped by the following interruptions: - Rolling Initiative -"
      },
      {
        "document": 533,
        "excerpt": "ken in response to a trigger defined in the Reaction's description. You can take a Reaction on another creature's turn, and if you take it on your turn, you can do so even"
      },
      {
        "document": 542,
        "excerpt": "hape or the Polymorph spell, lets you shape-shift, its description specifies what happens to you. Unless that description says otherwise, any ongoing effects on you - cond"
      },
      {
        "document": 543,
        "excerpt": "ch a feature, it recharges in the way specified in its description. Interrupting the Rest. A Short Rest is stopped by the following interruptions: - Rolling Initiative -"
      },
      {
        "document": 554,
        "excerpt": "ving throw required and then provides the save's DC, a description of which creatures must make the save, and what happens on a failed or a successful save. Damage Notati"
      },
      {
        "document": 563,
        "excerpt": "r in the nearest unoccupied space of your choice. The description of a teleportation effect tells you if you must see the teleportation's destination."
      },
      {
        "document": 592,
        "excerpt": "ds. If the effect has a maximum duration, the effect's description specifies how long the creator can concentrate on it: up to 1 minute, 1 hour, or some other duration. Th"
      },
      {
        "document": 696,
        "excerpt": "are detailed here in alphabetical order. Each poison's description includes the suggested price for a single dose of the poison, its type (contact, ingested, inhaled, or i"
      },
      {
        "document": 714,
        "excerpt": "The description of a trap includes the following parts after the trap's name: Severity and Levels. A trap is designated"
      },
      {
        "document": 962,
        "excerpt": "the Berserker subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Barbarian levels. For the rest of yo"
      },
      {
        "document": 963,
        "excerpt": "ich appear in the Bard spell list later in the class’s description. Cantrips. You know two cantrips of your choice from the Bard spell list. Dancing Lights and Vicious Mo"
      },
      {
        "document": 964,
        "excerpt": "h appear on the Cleric spell list later in the class’s description. Cantrips. You know three cantrips of your choice from the Cleric spell list. Guidance, Sacred Flame, a"
      },
      {
        "document": 965,
        "excerpt": "ch appear on the Druid spell list later in the class's description. Cantrips. You know two cantrips of your choice from the Druid spell list. Druidcraft and Produce Flame"
      },
      {
        "document": 966,
        "excerpt": ". The Champion subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Fighter levels. For the rest of your"
      },
      {
        "document": 967,
        "excerpt": "the Open Hand subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Monk levels. For the rest of your ca"
      },
      {
        "document": 968,
        "excerpt": "appear in the Paladin spell list later in the class’s description. Spell Slots. The Paladin Features table shows how many spell slots you have to cast your level 1+ spel"
      },
      {
        "document": 969,
        "excerpt": "h appear in the Ranger spell list later in the class’s description. Spell Slots. The Ranger Features table shows how many spell slots you have to cast your level 1+ spell"
      },
      {
        "document": 970,
        "excerpt": "ice. The Thief subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Rogue levels. For the rest of your c"
      },
      {
        "document": 971,
        "excerpt": "appear in the Sorcerer spell list later in the class’s description. Cantrips. You know four Sorcerer cantrips of your choice. Light, Prestidigitation, Shocking Grasp, and"
      },
      {
        "document": 972,
        "excerpt": "itch Invocation Options” section later in this class’s description. Prerequisites. If an invocation has a prerequisite, you must meet it to learn that invocation. For exa"
      },
      {
        "document": 973,
        "excerpt": "h appear in the Wizard spell list later in the class’s description. Cantrips. You know three Wizard cantrips of your choice. Light, Mage Hand, and Ray of Frost are recomm"
      },
      {
        "document": 1155,
        "excerpt": "you have visited and a recipient who matches a general description, such as “a person dressed in the uniform of the town guard” or “a red-haired dwarf wearing a pointed ha"
      },
      {
        "document": 1367,
        "excerpt": "oot. Its mind fills in any gaps in the details of your description. If the spell ends before you finish describing the modified memories, the creature's memory isn't alter"
      },
      {
        "document": 1402,
        "excerpt": "eincarnated creature makes any choices that a species' description offers, and the creature recalls its former life. It retains the capabilities it had in its original for"
      },
      {
        "document": 1454,
        "excerpt": "sing magic, or a place you know through someone else’s description, perhaps from a map. - “False destination” is a place that doesn’t exist. Perhaps you tried to scry an e"
      },
      {
        "document": 1580,
        "excerpt": "becomes a living creature specified in the figurine's description below. If the space where the creature would appear is occupied by other creatures or objects, or if th"
      }
    ],
    "descriptions": [
      {
        "document": 36,
        "excerpt": "things creatures try to do with an ability check. The descriptions of the actions you take (see “Actions” later in “Playing the Game”) specify which skill applies if you m"
      },
      {
        "document": 48,
        "excerpt": "al and mental characteristics, as shown on the Ability Descriptions table. Ability Descriptions"
      },
      {
        "document": 74,
        "excerpt": "ts always require an action to use, as stated in their descriptions."
      },
      {
        "document": 91,
        "excerpt": "ks with a reach greater than 5 feet, as noted in their descriptions."
      },
      {
        "document": 115,
        "excerpt": "c weapons specify the type of weapon they are in their descriptions, such as a Longsword or Longbow. If no weapon type is specified, you may choose the type or determine it"
      },
      {
        "document": 261,
        "excerpt": "about multiclassing included in each of your classes' descriptions. Special rules apply to Extra Attack, Spellcasting, and features (such as Unarmored Defense) that give"
      },
      {
        "document": 290,
        "excerpt": "Species Descriptions"
      },
      {
        "document": 297,
        "excerpt": "Background Descriptions"
      },
      {
        "document": 301,
        "excerpt": "Feat Descriptions"
      },
      {
        "document": 499,
        "excerpt": "ss its description says otherwise (see “Equipment” for descriptions)."
      },
      {
        "document": 507,
        "excerpt": "Spell Descriptions"
      },
      {
        "document": 526,
        "excerpt": "The descriptions of many spells and other features specify that they have an area of effect, which typically has one of s"
      },
      {
        "document": 592,
        "excerpt": "Concentration to remain active, as specified in their descriptions. If the effect's creator loses Concentration, the effect ends. If the effect has a maximum duration, the"
      },
      {
        "document": 746,
        "excerpt": "Ability Descriptions"
      },
      {
        "document": 772,
        "excerpt": "depending on the kind of armor as noted in the tools’ descriptions"
      },
      {
        "document": 1362,
        "excerpt": "ject within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again. If a creature takes a St"
      }
    ],
    "descriptive": [
      {
        "document": 47,
        "excerpt": "y, consider whether you prefer an active approach or a descriptive approach. The GM uses an NPC's personality and your character's actions and attitudes to determine how"
      },
      {
        "document": 161,
        "excerpt": "is followed by its size, creature type (along with any descriptive tags), and alignment. Combat Highlights. Armor Class, Hit Points, Speed, and Initiative are provided he"
      },
      {
        "document": 182,
        "excerpt": "Descriptive Tags"
      },
      {
        "document": 554,
        "excerpt": "family of beings a monster belongs to, along with any descriptive tags. See also “Creature Type.” Alignment. An alignment is suggested for the monster, with the GM deter"
      }
    ],
    "desecrated": [
      {
        "document": 671,
        "excerpt": "atures that interact with demonic objects or linger in desecrated locations, where demonic spirits await victims. A creature that becomes the target of Demonic Possessio"
      },
      {
        "document": 968,
        "excerpt": "ce of any place or object that has been consecrated or desecrated, as with the Hallow spell."
      }
    ],
    "desert": [
      {
        "document": 686,
        "excerpt": "nd at the end of its turn or fall. A strong wind in a desert can create a sandstorm that imposes Disadvantage on Wisdom (Perception) checks."
      },
      {
        "document": 961,
        "excerpt": "Desert"
      }
    ],
    "design": [
      {
        "document": 267,
        "excerpt": "9 A vial of dragon blood 90 An ancient arrow of elven design 91 A needle that never bends 92 An ornate brooch of dwarven design 93 An empty wine bottle bearing a"
      },
      {
        "document": 378,
        "excerpt": "a ring might be etched inside the band, or a feathered design might hint that it's a Ring of Feather Falling. Wearing or experimenting with an item can also offer hi"
      },
      {
        "document": 425,
        "excerpt": "Ability: Dexterity Weight: 5 lb. Utilize: Add a design to a leather item (DC 10) Craft: Sling, Whip, Hide Armor, Leather Armor, Studded Leather Armor, Backpac"
      },
      {
        "document": 432,
        "excerpt": "tilize: Mend a tear in clothing (DC 10), or sew a Tiny design (DC 10) Craft: Padded Armor, Basket, Bedroll, Blanket, Fine Clothes, Net, Robe, Rope, Sack, String, Ten"
      },
      {
        "document": 648,
        "excerpt": "ovised weapon if it's wielded in a way contrary to its design; if you use a Ranged weapon to make a melee attack or throw a Melee weapon that lacks the Thrown propert"
      },
      {
        "document": 670,
        "excerpt": "ing an innocent. Such a curse can have any effects you design, or it might be a customized version of another type of curse discussed in this section. A creature aff"
      }
    ],
    "designate": [
      {
        "document": 1152,
        "excerpt": "ters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is audible or mental: Audible"
      },
      {
        "document": 1164,
        "excerpt": "ed by any nonmagical means. You and any creatures you designate when you cast the spell can open and close the object despite the lock. You can also set a password that"
      },
      {
        "document": 1201,
        "excerpt": "nds. For the duration, you can take a Bonus Action to designate a direction that is horizontal to you. Each Charmed target must use as much of its movement as possible"
      },
      {
        "document": 1281,
        "excerpt": "amage (your choice when you cast this spell). You can designate a password when you cast the spell. A creature that speaks the password as it enters the area takes no d"
      },
      {
        "document": 1323,
        "excerpt": "t lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, seems to be written in your hand, and conveys whate"
      },
      {
        "document": 1349,
        "excerpt": "5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the door remains open. You ca"
      },
      {
        "document": 1388,
        "excerpt": "ight for an additional 100 feet. You and creatures you designate when you cast the spell can pass through and be near the wall without harm. If another creature that can"
      },
      {
        "document": 1429,
        "excerpt": ". The simulacrum is Friendly to you and creatures you designate. It obeys your commands and acts on your turn in combat. The simulacrum can't gain levels, and it can't"
      },
      {
        "document": 1440,
        "excerpt": "ey appear fiendish. When you cast this spell, you can designate creatures to be unaffected by it. Any other creature's Speed is halved in the Emanation, and whenever th"
      },
      {
        "document": 1485,
        "excerpt": "paring a sanctuary, the spell has no effect. You must designate a location, such as a temple, as a sanctuary by casting this spell there."
      },
      {
        "document": 1560,
        "excerpt": "an interdimensional portal. You and any creature you designate when you use the shackles can take a Utilize action to remove them. Once every 30 days, the bound creatu"
      }
    ],
    "designated": [
      {
        "document": 625,
        "excerpt": "ainst you in combat, actively works to harm you, or is designated as your enemy by the rules or GM."
      },
      {
        "document": 714,
        "excerpt": "after the trap's name: Severity and Levels. A trap is designated as a nuisance or as deadly for characters of certain levels. A nuisance trap is unlikely to seriously ha"
      },
      {
        "document": 1485,
        "excerpt": "ithin 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the sp"
      }
    ],
    "designates": [
      {
        "document": 516,
        "excerpt": "side in combat, or a creature that the rules or the GM designates as your ally."
      }
    ],
    "designed": [
      {
        "document": 356,
        "excerpt": "Barding is armor designed for a mount. Any type of armor on the Armor table in “Equipment” can be purchased as barding. The cost"
      },
      {
        "document": 472,
        "excerpt": "Traveler's Clothes are resilient garments designed for travel in various environments."
      }
    ],
    "desire": [
      {
        "document": 650,
        "excerpt": "An Indifferent creature has no desire to help or hinder you. Indifferent is the default attitude of a monster. See also “Influence.”"
      },
      {
        "document": 1475,
        "excerpt": "enclosed by the wall. The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or"
      },
      {
        "document": 1484,
        "excerpt": "es wrong. This spell might simply fail, the effect you desire might be achieved only in part, or you might suffer an unforeseen consequence as a result of how you wor"
      }
    ],
    "desired": [
      {
        "document": 376,
        "excerpt": "Spellcasting Services table. The higher the level of a desired spell, the harder it is to find someone to cast it. Spellcasting Services ---"
      },
      {
        "document": 726,
        "excerpt": "following guidelines to create a combat encounter of a desired level of difficulty."
      },
      {
        "document": 728,
        "excerpt": "cter table, cross-reference the party's level with the desired encounter difficulty. Multiply the number in the table by the number of characters in the party to get y"
      },
      {
        "document": 1233,
        "excerpt": "location within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and d"
      },
      {
        "document": 1454,
        "excerpt": "ked object” means you possess an object taken from the desired destination within the last six months, such as a book from a wizard’s library. - “Very familiar” is a p"
      },
      {
        "document": 1627,
        "excerpt": "use a different stat block to represent the knight, as desired. Moon. You gain the ability to cast Wish 1d3 times. Puzzle. Permanently reduce your Intelligence or Wi"
      }
    ],
    "desires": [
      {
        "document": 237,
        "excerpt": "untroubled by the harm they cause as they pursue their desires. A criminal who robs and murders as they please is probably Neutral Evil. Chaotic Evil (CE). Chaotic Ev"
      },
      {
        "document": 651,
        "excerpt": "ow. Willing. If your urging aligns with the monster's desires, no ability check is necessary; the monster fulfills your request in a way it prefers. Unwilling. If yo"
      },
      {
        "document": 1561,
        "excerpt": "ave DC 18), urging you to work toward the evil ends it desires. The dragon essence within the orb might want many things: the annihilation of a particular society or o"
      },
      {
        "document": 1760,
        "excerpt": "he aboleth, the aboleth learns the creature's greatest desires."
      }
    ],
    "despite": [
      {
        "document": 962,
        "excerpt": "Your Rage can keep you fighting despite grievous wounds. If you drop to 0 Hit Points while your Rage is active and don't die outright, you can m"
      },
      {
        "document": 1164,
        "excerpt": "when you cast the spell can open and close the object despite the lock. You can also set a password that, when spoken within 5 feet of the object, unlocks it for 1 mi"
      }
    ],
    "destination": [
      {
        "document": 563,
        "excerpt": "nless the teleportation effect says otherwise. If the destination space of your teleportation is occupied by another creature or blocked by a solid obstacle, you instead"
      },
      {
        "document": 790,
        "excerpt": "Destination"
      },
      {
        "document": 1155,
        "excerpt": "ing your communication. If the Beast doesn't reach its destination before the spell ends, the message is lost, and the Beast returns to where you cast the spell. Using a"
      },
      {
        "document": 1233,
        "excerpt": "ort, and it teleports to a space within 5 feet of your destination space. If you, the other creature, or both would arrive in a space occupied by a creature or completely"
      },
      {
        "document": 1267,
        "excerpt": "r with the location, and the spell fails if you name a destination on another plane of existence, a moving destination (such as a mobile fortress), or an unspecific destin"
      },
      {
        "document": 1287,
        "excerpt": "e. The portal lasts for the duration, and the portal's destination is visible through it. The portal has a front and a back on each plane where it appears. Travel through"
      },
      {
        "document": 1378,
        "excerpt": "different plane of existence. You can specify a target destination in general terms, such as a specific city on the Elemental Plane of Fire or palace on the second level o"
      },
      {
        "document": 1454,
        "excerpt": "or a single object that you can see within range, to a destination you select. If you target an object, it must be Large or smaller, and it can't be held or carried by an"
      },
      {
        "document": 1455,
        "excerpt": "ters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied. Many major temples, guildhalls, an"
      },
      {
        "document": 1461,
        "excerpt": "plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from"
      },
      {
        "document": 1462,
        "excerpt": "u appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tr"
      },
      {
        "document": 1507,
        "excerpt": "re and object within 15 feet of you travel to a random destination determined by rolling 1d100 and consulting the following table."
      },
      {
        "document": 1534,
        "excerpt": "ic action, you can send the broom to travel alone to a destination within 1 mile of you if you name the location and are familiar with it. The broom comes back to you when"
      },
      {
        "document": 1698,
        "excerpt": "the other end of the rope to animate and move toward a destination you choose, up to the rope's length away from you. That end moves 10 feet on your turn when you first co"
      },
      {
        "document": 1821,
        "excerpt": "ty Saving Throw: DC 15, each creature in the bulette's destination space. Failure: 19 (3d12) Bludgeoning damage, and the target has the Prone condition. Success: Half dama"
      },
      {
        "document": 1946,
        "excerpt": "w: DC 25, the creature thrown and each creature in the destination space. Failure: 18 (4d8) Bludgeoning damage, and the target has the Prone condition. Success: Half damag"
      },
      {
        "document": 1966,
        "excerpt": "ure of its choice that it can see within 5 feet of its destination space has the Blinded condition until the end of the mummy's next turn."
      },
      {
        "document": 1968,
        "excerpt": "shnee. Response: The nalfeshnee uses Teleport, but its destination space must be within 10 feet of the triggering creature."
      },
      {
        "document": 2022,
        "excerpt": "a 10-foot Emanation originating from the solar at its destination space. Failure: 11 (2d10) Radiant damage. Success: Half damage."
      }
    ],
    "destinations": [
      {
        "document": 1455,
        "excerpt": "cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the GM. You might learn additional sigil sequences during your adve"
      }
    ],
    "destiny": [
      {
        "document": 787,
        "excerpt": "Destiny Seeker. The item believes it and its bearer have key roles to play in future events."
      }
    ],
    "destroy": [
      {
        "document": 63,
        "excerpt": "As an action, you can automatically break or otherwise destroy a fragile, nonmagical object, such as a glass container or a piece of paper. If you try to damage someth"
      },
      {
        "document": 128,
        "excerpt": "Otherwise, it is impervious to damage. Learning how to destroy an Artifact usually requires research or the completion of a quest."
      },
      {
        "document": 643,
        "excerpt": "s (HP) are a measure of how difficult it is to kill or destroy a creature or an object. Damage reduces Hit Points, and healing restores them. You can't have more Hit P"
      },
      {
        "document": 717,
        "excerpt": "be easily cut or avoided (no ability check required). Destroy the Net. Reducing the Net to 0 Hit Points frees any creature trapped in it (see “Adventuring Gear” for t"
      },
      {
        "document": 722,
        "excerpt": "the pressure plate prevents the trap from triggering. Destroy the Stone. The stone is a Large object that has AC 17, HP 100, a Damage Threshold of 10, and Immunity to"
      },
      {
        "document": 767,
        "excerpt": "Create or Destroy Water (1 charge), Ice Storm (2 charges), Tsunami (5 charges), Wall of Ice (3 charges), Water Walk (2 cha"
      },
      {
        "document": 787,
        "excerpt": "Aligned. The item seeks to defeat or destroy those of a diametrically opposed alignment.Such an item is never Neutral."
      },
      {
        "document": 830,
        "excerpt": "Create or Destroy Water"
      },
      {
        "document": 911,
        "excerpt": "Create or Destroy Water"
      },
      {
        "document": 980,
        "excerpt": "ct nature and people everywhere from forces that would destroy them."
      },
      {
        "document": 1218,
        "excerpt": "Create or Destroy Water"
      },
      {
        "document": 2007,
        "excerpt": "by casting the Mending spell on the armor or weapon. Destroy Metal. The rust monster touches a nonmagical metal object within 5 feet of itself that isn't being worn"
      }
    ],
    "destroyed": [
      {
        "document": 128,
        "excerpt": "ls, have Resistance to all damage. An Artifact can be destroyed only in some special way. Otherwise, it is impervious to damage. Learning how to destroy an Artifact usu"
      },
      {
        "document": 580,
        "excerpt": "stances. Object Armor Class Hit Points. An object is destroyed when it has 0 Hit Points. The Object Hit Points table suggests Hit Points for fragile and resilient obje"
      },
      {
        "document": 667,
        "excerpt": "that a mummy was created through a curse and it can be destroyed permanently only by casting Remove Curse on its corpse."
      },
      {
        "document": 714,
        "excerpt": "hers specify that their effects last until the trap is destroyed or dispelled. If a trap's duration is instantaneous, its effect is resolved instantly. If a trap resets"
      },
      {
        "document": 756,
        "excerpt": "which disappears after 1 hour if it’s not consumed or destroyed before then."
      },
      {
        "document": 1299,
        "excerpt": "spell. These strands regrow in 10 minutes if they are destroyed while Guards and Wards lasts. Other Spell Effect. Place one of the following magical effects within the"
      },
      {
        "document": 1345,
        "excerpt": "feet of you. Otherwise, you die. If the container is destroyed or the spell ends, your soul returns to your body. If your body is more than 100 feet away from you or i"
      },
      {
        "document": 1364,
        "excerpt": "duplicates is hit instead of you, and the duplicate is destroyed. The duplicates otherwise ignore all other damage and effects. The spell ends when all three duplicates"
      },
      {
        "document": 1388,
        "excerpt": "matic Layers table. The wall, which has AC 10, can be destroyed one layer at a time, in order from red to violet, by means specific to each layer. If a layer is destro"
      },
      {
        "document": 1415,
        "excerpt": "cast this spell again or if the Tiny replica chest is destroyed. If the spell ends and the larger chest is on the Ethereal Plane, the chest remains there for you or som"
      },
      {
        "document": 1429,
        "excerpt": "ny simulacrum you created with this spell is instantly destroyed."
      },
      {
        "document": 1463,
        "excerpt": "lasts for the duration or until the target dies or is destroyed, but if you maintain Concentration on this spell for the full duration, the spell lasts until dispelled."
      },
      {
        "document": 1515,
        "excerpt": "dius Sphere centered on them. All the dumped beans are destroyed in the explosion, and each creature in the Sphere, including you, makes a DC 15 Dexterity saving throw,"
      },
      {
        "document": 1516,
        "excerpt": "t starts its turn inside the bag is devoured, its body destroyed. Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, onc"
      },
      {
        "document": 1517,
        "excerpt": "on. If the bag is overloaded, pierced, or torn, it is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill"
      },
      {
        "document": 1519,
        "excerpt": "d explodes in a 10-foot-radius Sphere on impact and is destroyed. Each creature in the Sphere must succeed on a DC 15 Dexterity saving throw or take 5d4 Force damage. A"
      },
      {
        "document": 1535,
        "excerpt": "Magic action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute"
      },
      {
        "document": 1561,
        "excerpt": "our. Destroying an Orb. A Dragon Orb has AC 20 and is destroyed if it takes damage from a +3 Weapon or a Disintegrate spell. Nothing else can harm it."
      },
      {
        "document": 1582,
        "excerpt": "vessel is reduced to 0 Hit Points, the Folding Boat is destroyed."
      },
      {
        "document": 1594,
        "excerpt": "oaded, pierced, or torn, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an Artifact always turns up agai"
      },
      {
        "document": 1598,
        "excerpt": "elm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic. You gain the following benefits while wearing the helm. Diamond Light. As l"
      },
      {
        "document": 1610,
        "excerpt": "eak the iron bands. On a successful check, the item is destroyed, and the Restrained creature is freed. On a failed check, any further attempts made by that creature aut"
      },
      {
        "document": 1615,
        "excerpt": ", it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature has the Frightened condition until the end of your next turn. Light"
      },
      {
        "document": 1616,
        "excerpt": "25 Hit Points or fewer after taking this damage, it is destroyed."
      },
      {
        "document": 1625,
        "excerpt": "ulnerability to Bludgeoning damage. It shatters and is destroyed when reduced to 0 Hit Points. If the mirror is hanging on a vertical surface and you are within 5 feet"
      },
      {
        "document": 1698,
        "excerpt": "1 Hit Point. If the rope drops to 0 Hit Points, it is destroyed."
      },
      {
        "document": 1699,
        "excerpt": "1 Hit Point. If the rope drops to 0 Hit Points, it is destroyed."
      },
      {
        "document": 1700,
        "excerpt": "successful one. The scarab crumbles into powder and is destroyed when its last charge is expended. Spell Resistance. You have Advantage on saving throws against spells."
      },
      {
        "document": 1702,
        "excerpt": "until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical."
      },
      {
        "document": 1709,
        "excerpt": "ether the check succeeds or fails, the Spell Scroll is destroyed."
      },
      {
        "document": 1711,
        "excerpt": "he following table. 1d100 Result 01–50 The sphere is destroyed. 51–85 The sphere moves through the portal or into the extradimensional space. 86–00 A spatial rift se"
      },
      {
        "document": 1712,
        "excerpt": ", roll 1d20. On a 1, the staff crumbles to dust and is destroyed."
      },
      {
        "document": 1713,
        "excerpt": "l 1d20. On a 1, the staff crumbles into cinders and is destroyed."
      },
      {
        "document": 1714,
        "excerpt": "ge, roll 1d20. On a 1, the staff turns to water and is destroyed."
      },
      {
        "document": 1716,
        "excerpt": "ver your knee or against a solid surface. The staff is destroyed and releases its magic in an explosion that fills a 30-foot Emanation originating from itself. You have"
      },
      {
        "document": 1719,
        "excerpt": "ver your knee or against a solid surface. The staff is destroyed and releases its magic in an explosion that fills a 30-foot Emanation originating from itself. You have"
      },
      {
        "document": 1720,
        "excerpt": "erts to its staff form; the staff then shatters and is destroyed. If the snake reverts to staff form before losing all its Hit Points, it regains all of them."
      },
      {
        "document": 1730,
        "excerpt": "failed save, the target falls into the fissure and is destroyed, leaving no remains. On a successful save, the target isn't cast into the fissure but takes 4d6 Psychic"
      },
      {
        "document": 1732,
        "excerpt": "failed save, the target falls into the fissure and is destroyed, leaving no remains. On a successful save, the target isn't cast into the fissure but takes 4d6 Psychic"
      },
      {
        "document": 1741,
        "excerpt": "roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1742,
        "excerpt": "roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1743,
        "excerpt": "roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1744,
        "excerpt": "roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1745,
        "excerpt": "roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1747,
        "excerpt": "roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1748,
        "excerpt": "roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1749,
        "excerpt": "roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1752,
        "excerpt": "roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1753,
        "excerpt": "roll 1d20. On a 1, the wand crumbles into dust and is destroyed. Wand of Wonder Effects"
      },
      {
        "document": 1760,
        "excerpt": "h can breathe air and water. Eldritch Restoration. If destroyed, the aboleth gains a new body in 5d10 days, reviving with all its Hit Points in the Far Realm or another"
      },
      {
        "document": 1810,
        "excerpt": "ll takes 4 (1d8) Acid damage. Nonmagical ammunition is destroyed immediately after hitting the pudding and dealing any damage. Any nonmagical weapon takes a cumulative -"
      },
      {
        "document": 1828,
        "excerpt": "m goes berserk, it continues to be berserk until it is destroyed or it is no longer Bloodied. Immutable Form. The golem can't shape-shift. Magic Resistance. The golem"
      },
      {
        "document": 1859,
        "excerpt": "ore, or if the erinyes dies. If the rope is damaged or destroyed, the erinyes can fully restore it when finishing a Short or Long Rest."
      },
      {
        "document": 1860,
        "excerpt": "e target has the Restrained condition until the web is destroyed (AC 10; HP 5; Vulnerability to Fire damage; Immunity to Bludgeoning, Poison, and Psychic damage)."
      },
      {
        "document": 1864,
        "excerpt": "Once the golem goes berserk, it remains so until it is destroyed or it is no longer Bloodied. The golem's creator, if within 60 feet of the berserk golem, can try to ca"
      },
      {
        "document": 1895,
        "excerpt": "e target has the Restrained condition until the web is destroyed (AC 10; HP 5; Vulnerability to Fire damage; Immunity to Poison and Psychic damage)."
      },
      {
        "document": 1912,
        "excerpt": "nt to do so. Corrosive Form. Nonmagical ammunition is destroyed immediately after hitting the ooze and dealing any damage. Any nonmagical weapon takes a cumulative -1 p"
      },
      {
        "document": 1949,
        "excerpt": "row, it can choose to succeed instead. Spirit Jar. If destroyed, the lich reforms in 1d10 days if it has a spirit jar, reviving with all its Hit Points. The new body ap"
      },
      {
        "document": 1966,
        "excerpt": "lls and other magical effects. Undead Restoration. If destroyed, the mummy gains a new body in 24 hours if its heart is intact, reviving with all its Hit Points. The ne"
      },
      {
        "document": 1969,
        "excerpt": "urns to dust if reduced to 0 Hit Points. If the bag is destroyed, any souls the bag is holding are released. The bag can create a new bag after 7 days."
      },
      {
        "document": 2006,
        "excerpt": "an be damaged, freeing a creature it has Grappled when destroyed (AC 20, HP 10, Immunity to Poison and Psychic damage). Damaging the tentacle deals no damage to the rope"
      },
      {
        "document": 2007,
        "excerpt": "fers (armor) or to its attack rolls (weapon). Armor is destroyed if the penalty reduces its AC to 10, and a weapon is destroyed if its penalty reaches -5. The penalty ca"
      },
      {
        "document": 2050,
        "excerpt": "as the same senses as a whole troll. If the limb isn't destroyed within 24 hours, roll 1d12. On a 12, the limb turns into a Troll. Otherwise, the limb withers away."
      },
      {
        "document": 2055,
        "excerpt": "in running water. Stake to the Heart. The vampire is destroyed if a weapon that deals Piercing damage is driven into the vampire's heart while the vampire has the Inca"
      },
      {
        "document": 2056,
        "excerpt": "o action required). If it can't use Shape-Shift, it is destroyed. While it has 0 Hit Points in mist form, it can't return to its vampire form, and it must reach its res"
      },
      {
        "document": 2073,
        "excerpt": "unless the Humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at a time."
      }
    ],
    "destroyer": [
      {
        "document": 787,
        "excerpt": "Destroyer. The item craves destruction and goads its user to fight arbitrarily."
      }
    ],
    "destroying": [
      {
        "document": 322,
        "excerpt": ") check, freeing the Restrained creature on a success. Destroying the Net (AC 10; 5 HP; Immunity to Bludgeoning, Poison, and Psychic damage) also frees the target, ending"
      },
      {
        "document": 580,
        "excerpt": "ion's Hit Points separately. The GM determines whether destroying part of an object causes the whole thing to collapse. Object Hit Points Damage Types and Objects. Obje"
      },
      {
        "document": 1561,
        "excerpt": "sed this property, it can't be used again for 1 hour. Destroying an Orb. A Dragon Orb has AC 20 and is destroyed if it takes damage from a +3 Weapon or a Disintegrate sp"
      }
    ],
    "destroys": [
      {
        "document": 1388,
        "excerpt": "eater level that can open a portal on a solid surface, destroys this layer."
      },
      {
        "document": 1404,
        "excerpt": "r creatures. A Disintegrate spell targeting the globe destroys it without harming anything inside."
      },
      {
        "document": 1473,
        "excerpt": "n't be dispelled by Dispel Magic. A Disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane and blocks ethereal travel th"
      },
      {
        "document": 1474,
        "excerpt": "ge. Reducing a 10-foot section of wall to 0 Hit Points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through th"
      },
      {
        "document": 1475,
        "excerpt": "n and Psychic damage. Reducing a panel to 0 Hit Points destroys it and might cause connected panels to collapse at the GM's discretion. If you maintain your Concentrat"
      },
      {
        "document": 1517,
        "excerpt": "dy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed insid"
      },
      {
        "document": 1535,
        "excerpt": "or the first time, you can cast Gate with it. Doing so destroys the candle. The portal created by the spell links to a particular Outer Plane chosen by the GM or deter"
      },
      {
        "document": 1560,
        "excerpt": "k. On a successful check, the creature breaks free and destroys the shackles."
      },
      {
        "document": 1565,
        "excerpt": "tter and release the water the dust absorbed. Doing so destroys the pellet and ends its magic. As a Utilize action, you can sprinkle a pinch of the dust on an Elementa"
      },
      {
        "document": 1594,
        "excerpt": "g of Holding, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed insid"
      },
      {
        "document": 1603,
        "excerpt": "The explosion deals 10d6 Force damage to the user and destroys the horn."
      },
      {
        "document": 1625,
        "excerpt": "g of Holding, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed insid"
      },
      {
        "document": 1644,
        "excerpt": "of Holding, Handy Haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed insid"
      },
      {
        "document": 1718,
        "excerpt": "ge, roll 1d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses."
      },
      {
        "document": 2007,
        "excerpt": "of itself that isn't being worn or carried. The touch destroys a 1-foot Cube of the object."
      }
    ],
    "destruction": [
      {
        "document": 787,
        "excerpt": "Destroyer. The item craves destruction and goads its user to fight arbitrarily."
      },
      {
        "document": 979,
        "excerpt": "ighty. That patron's aims are evil - the corruption or destruction of all things, ultimately including you - and your path is defined by the extent to which you strive aga"
      },
      {
        "document": 980,
        "excerpt": "Protect Nature and People from Destruction You stalk prey in the wilds and elsewhere, using your abilities as a Hunter to protect nature and peopl"
      },
      {
        "document": 1356,
        "excerpt": "damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 Force"
      }
    ],
    "destructive": [
      {
        "document": 936,
        "excerpt": "Channels energy to create effects that are often destructive"
      }
    ],
    "detach": [
      {
        "document": 1629,
        "excerpt": "beads hanging from it. You can take a Magic action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as"
      },
      {
        "document": 1691,
        "excerpt": "While wearing the robe, you can take a Magic action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is re"
      },
      {
        "document": 1829,
        "excerpt": "rget takes the same amount of damage. The cloaker can detach itself by spending 5 feet of movement. The target or a creature within 5 feet of it can take an action t"
      },
      {
        "document": 1840,
        "excerpt": "h the target. A creature can take an action to try to detach the darkmantle from itself, doing so with a successful DC 13 Strength (Athletics) check. On its turn, th"
      },
      {
        "document": 2032,
        "excerpt": "e start of each of the stirge's turns. The stirge can detach itself by spending 5 feet of its movement. The target or a creature within 5 feet of it can detach the s"
      }
    ],
    "detail": [
      {
        "document": 42,
        "excerpt": "sts the game's main actions, which are defined in more detail in “Rules Glossary.” Actions Player characters and monsters can also do things not covered by these ac"
      },
      {
        "document": 50,
        "excerpt": "ngerous and full of mystery. The rules in this section detail some of the ways adventurers interact with the environment in such places."
      },
      {
        "document": 247,
        "excerpt": "he steps to make a character; each step is explored in detail: 1: Choose a Class. Every adventurer is a member of a class. A class broadly describes a character's vo"
      },
      {
        "document": 267,
        "excerpt": "n eggshell painted with scenes of misery in disturbing detail 74 A fan that, when unfolded, shows a sleepy cat 75 A set of bone pipes 76 A four-leaf clover pressed"
      },
      {
        "document": 664,
        "excerpt": "wing sections discuss curses and magical contagions in detail."
      },
      {
        "document": 1444,
        "excerpt": "ave up to two hinges and a latch, but finer mechanical detail isn't possible."
      }
    ],
    "detailed": [
      {
        "document": 19,
        "excerpt": "ster (if you’re the GM) is at risk. A save’s result is detailed in the effect that caused it. If you don't want to resist the effect, you can choose to fail the save w"
      },
      {
        "document": 42,
        "excerpt": "provise other actions. When you describe an action not detailed elsewhere in the rules, the Game Master tells you whether that action is possible and what kind of D20 T"
      },
      {
        "document": 57,
        "excerpt": "wever, rules govern what you can do with an object, as detailed in the following sections."
      },
      {
        "document": 74,
        "excerpt": "tion nor your move. Extended communication, such as a detailed explanation of something or an attempt to persuade a foe, requires an action. The Influence action is th"
      },
      {
        "document": 85,
        "excerpt": "roll. 3: Resolve the Attack. Make the attack roll, as detailed earlier in “Playing the Game.” On a hit, you roll damage unless the particular attack has rules that spe"
      },
      {
        "document": 86,
        "excerpt": "vide cover, making a target more difficult to harm. As detailed in the Cover table, there are three degrees of cover, each of which gives a different benefit to a targe"
      },
      {
        "document": 101,
        "excerpt": "Injury and death are frequent threats, as detailed in the following rules."
      },
      {
        "document": 166,
        "excerpt": "Points (XP) a monster is worth is based on its CR, as detailed in the Experience Points by Challenge Rating table. XP is awarded for defeating the monster in combat or"
      },
      {
        "document": 172,
        "excerpt": "The rules for a stat block are detailed in “Rules Glossary” and in this section."
      },
      {
        "document": 185,
        "excerpt": "monster's Initiative in combat. Initiative is further detailed in “Playing the Game.”"
      },
      {
        "document": 226,
        "excerpt": "for your character. The following species options are detailed in “Character Origins”: Dragonborn, Dwarf, Elf, Gnome, Goliath, Halfling, Human, Orc, and Tiefling. Once"
      },
      {
        "document": 239,
        "excerpt": "rite down the level 1 features. The class features are detailed there too. Some class features offer choices. Make sure to read all your features and make any offered"
      },
      {
        "document": 260,
        "excerpt": "nly some of the new class's starting proficiencies, as detailed in each class's description in “Classes.”"
      },
      {
        "document": 271,
        "excerpt": "character sheet. You can choose any of the backgrounds detailed in \"Character Origins,\" and your GM might offer additional backgrounds as options. The background you c"
      },
      {
        "document": 295,
        "excerpt": "ne chosen from the Artisan's Tools category. Tools are detailed in \"Equipment.\" ---"
      },
      {
        "document": 302,
        "excerpt": "to take the feat. Benefit. The benefits of a feat are detailed after any prerequisites are listed. If you have a feat, you gain its benefits. Repeatable. A feat can b"
      },
      {
        "document": 318,
        "excerpt": "any ability check made to appraise or inspect a highly detailed item. Lighting a fire with a Magnifying Glass requires light as bright as sunlight to focus, tinder to i"
      },
      {
        "document": 323,
        "excerpt": "ature, object, or space with Oil or use it as fuel, as detailed below. Dousing a Creature or an Object. When you take the Attack action, you can replace one of your at"
      },
      {
        "document": 377,
        "excerpt": "- of finding magic items. Hundreds of magic items are detailed in “Magic Items” later in this document. Here’s what you need to know about using magic items."
      },
      {
        "document": 387,
        "excerpt": "need tools, raw materials, and time, each of which is detailed below. If you meet the requirements, you make the item, and you can use it or sell it at its normal pric"
      },
      {
        "document": 487,
        "excerpt": "more powerful effects when cast at a higher level, as detailed in a spell's description."
      },
      {
        "document": 501,
        "excerpt": "The effects of a spell are detailed after its duration entry. Those details present exactly what the spell does, which ignores mundane physi"
      },
      {
        "document": 540,
        "excerpt": "fail the save without rolling. The result of a save is detailed in the effect that allowed it. If a target is forced to make a save and lacks the ability score used by"
      },
      {
        "document": 554,
        "excerpt": "r's Armor Class, Initiative, and Hit Points, which are detailed in \"Playing the Game.\" In parentheses after the Hit Points, the monster's Hit Point Dice are provided, a"
      },
      {
        "document": 665,
        "excerpt": "A curse typically takes one of the forms detailed below."
      },
      {
        "document": 668,
        "excerpt": "e as the result of supernatural events. Such items are detailed in “Magic Items.”"
      },
      {
        "document": 696,
        "excerpt": "Example poisons are detailed here in alphabetical order. Each poison's description includes the suggested price for a single dose of"
      },
      {
        "document": 962,
        "excerpt": "of your choice. The Path of the Berserker subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Barba"
      },
      {
        "document": 963,
        "excerpt": "bclass of your choice. The College of Lore subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Bard"
      },
      {
        "document": 964,
        "excerpt": "c subclass of your choice. The Life Domain subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Cleri"
      },
      {
        "document": 965,
        "excerpt": "ass of your choice. The Circle of the Land subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Druid"
      },
      {
        "document": 966,
        "excerpt": "hter subclass of your choice. The Champion subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Fight"
      },
      {
        "document": 967,
        "excerpt": "atient Defense, and Step of the Wind, each of which is detailed below. When you expend a Focus Point, it is unavailable until you finish a Short or Long Rest, at the e"
      },
      {
        "document": 968,
        "excerpt": "class of your choice. The Oath of Devotion subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Palad"
      },
      {
        "document": 969,
        "excerpt": "Ranger subclass of your choice. The Hunter subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Range"
      },
      {
        "document": 970,
        "excerpt": "a Rogue subclass of your choice. The Thief subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Rogue"
      },
      {
        "document": 971,
        "excerpt": "class of your choice. The Draconic Sorcery subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Sorce"
      },
      {
        "document": 972,
        "excerpt": "subclass of your choice. The Fiend Patron subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Warlo"
      },
      {
        "document": 973,
        "excerpt": "Wizard subclass of your choice. The Evoker subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Wizar"
      },
      {
        "document": 1333,
        "excerpt": "you already know about the thing, the more precise and detailed the information you receive is. That information is accurate but might be couched in figurative language"
      },
      {
        "document": 1347,
        "excerpt": "e trigger occurs. The trigger can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the ob"
      },
      {
        "document": 1391,
        "excerpt": "activated again. The trigger can be as general or as detailed as you like, though it must be based on visual or audible phenomena that occur within 30 feet of the are"
      },
      {
        "document": 1446,
        "excerpt": "later turns, the storm produces different effects, as detailed below. Turn 2. Acidic rain falls. Each creature and object under the cloud takes 4d6 Acid damage. Turn"
      },
      {
        "document": 1694,
        "excerpt": "along the haft. It has three other properties as well, detailed below. Buttons. You can press one of the following buttons as a Bonus Action; a button's effect lasts u"
      },
      {
        "document": 2025,
        "excerpt": "Whenever it roars, the roar has a different effect, as detailed below (the sequence resets when it takes a Long Rest): First Roar. Wisdom Saving Throw: DC 20, each ene"
      }
    ],
    "details": [
      {
        "document": 61,
        "excerpt": "ty. On a success, you find the object, other important details, or both. If you describe your character searching nowhere near a hidden object, a Wisdom (Perception)"
      },
      {
        "document": 120,
        "excerpt": "e description of each item category or individual item details how an item is activated. Certain items use the following rules for their activation."
      },
      {
        "document": 157,
        "excerpt": "sted before the conditions. See “Playing the Game” for details."
      },
      {
        "document": 161,
        "excerpt": "re divided into the following parts: Name and General Details. The name of the monster is followed by its size, creature type (along with any descriptive tags), and a"
      },
      {
        "document": 170,
        "excerpt": "gainst one target unless its entry says otherwise. For details on different kinds of attacks, see “Playing the Game” and “Spells.” Hit. Any damage dealt or other effe"
      },
      {
        "document": 174,
        "excerpt": "the “Actions” section of their stat block. This entry details the attacks a creature can make, as well as any additional abilities it can use, as part of the Attack a"
      },
      {
        "document": 176,
        "excerpt": "are listed in this section. See “Playing the Game” for details on Bonus Actions."
      },
      {
        "document": 177,
        "excerpt": "along with their triggers. See “Playing the Game” for details on Reactions."
      },
      {
        "document": 236,
        "excerpt": "You'll record the main details of your character on a character sheet. Throughout this chapter, we use the term \"character sheet\" to me"
      },
      {
        "document": 238,
        "excerpt": "Step 5: Character Creation Details"
      },
      {
        "document": 247,
        "excerpt": "orthand for your character's moral compass. 5: Fill in Details. Using the choices you've made, fill in the remaining details on your character sheet."
      },
      {
        "document": 258,
        "excerpt": "summarizes the classes. See “Classes” for the classes’ details. Class Overview"
      },
      {
        "document": 406,
        "excerpt": "the cost and weight of armor, as well as the following details: Category. Every type of armor falls into a category: Light, Medium, or Heavy. The category determines"
      },
      {
        "document": 409,
        "excerpt": "st and weight of each weapon, as well as the following details: Category. Every weapon falls into a category: Simple or Martial. Weapon proficiencies are usually tied"
      },
      {
        "document": 471,
        "excerpt": "of expensive fabrics and adorned with expertly crafted details. Some events and locations admit only people wearing these clothes."
      },
      {
        "document": 501,
        "excerpt": "f a spell are detailed after its duration entry. Those details present exactly what the spell does, which ignores mundane physical laws; any outcomes beyond those effe"
      },
      {
        "document": 510,
        "excerpt": "l description has a series of entries that provide the details needed to cast the spell. The following sections explain each of those entries, which follow a spell's n"
      },
      {
        "document": 963,
        "excerpt": "” for the rules on spellcasting. The information below details how you use those rules with Bard spells, which appear in the Bard spell list later in the class’s descr"
      },
      {
        "document": 964,
        "excerpt": "” for the rules on spellcasting. The information below details how you use those rules with Cleric spells, which appear on the Cleric spell list later in the class’s d"
      },
      {
        "document": 965,
        "excerpt": "” for the rules on spellcasting. The information below details how you use those rules with Druid spells, which appear on the Druid spell list later in the class's de"
      },
      {
        "document": 968,
        "excerpt": "” for the rules on spellcasting. The information below details how you use those rules with Paladin spells, which appear in the Paladin spell list later in the class’s"
      },
      {
        "document": 969,
        "excerpt": "” for the rules on spellcasting. The information below details how you use those rules with Ranger spells, which appear in the Ranger spell list later in the class’s d"
      },
      {
        "document": 971,
        "excerpt": "” for the rules on spellcasting. The information below details how you use those rules with Sorcerer spells, which appear in the Sorcerer spell list later in the class"
      },
      {
        "document": 972,
        "excerpt": "” for the rules on spellcasting. The information below details how you use those rules with Warlock spells, which appear in the Warlock spell list later in the class’s"
      },
      {
        "document": 973,
        "excerpt": "” for the rules on spellcasting. The information below details how you use those rules with Wizard spells, which appear in the Wizard spell list later in the class’s d"
      },
      {
        "document": 1290,
        "excerpt": "ect stat block. The form you choose determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends. The cr"
      },
      {
        "document": 1333,
        "excerpt": "cribed by the GM. The lore might consist of important details, amusing revelations, or even secret lore that has never been widely known. The more information you alr"
      },
      {
        "document": 1367,
        "excerpt": "with perfect clarity, change its memory of the event's details, or create a memory of some other event. You must speak to the target to describe how its memories are"
      },
      {
        "document": 1578,
        "excerpt": "t. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across."
      }
    ],
    "detect": [
      {
        "document": 416,
        "excerpt": "Ability: Intelligence Weight: 9 lb. Utilize: Detect poisoned drink (DC 15), or identify alcohol (DC 10) Craft: Antitoxin"
      },
      {
        "document": 422,
        "excerpt": "ght: 8 lb. Utilize: Improve food's flavor (DC 10), or detect spoiled or poisoned food (DC 15) Craft: Rations"
      },
      {
        "document": 441,
        "excerpt": "Ability: Intelligence Weight: 2 lb. Utilize: Detect a poisoned object (DC 10) Craft: Basic Poison"
      },
      {
        "document": 541,
        "excerpt": "u take this action, depending on what you're trying to detect. Search"
      },
      {
        "document": 566,
        "excerpt": ", or a ceiling) or the same liquid. Tremorsense can't detect creatures or objects in the air, and it doesn't count as a form of sight."
      },
      {
        "document": 716,
        "excerpt": "llapse turns the trapped area into Difficult Terrain. Detect and Disarm. As a Search action, a creature can examine the trapped area and make a DC 11 Wisdom (Percept"
      },
      {
        "document": 717,
        "excerpt": "within its reach from the Net on a successful check. Detect and Disarm. As a Search action, a creature can examine the trapped area and make a DC 11 Wisdom (Percept"
      },
      {
        "document": 718,
        "excerpt": "iled save or half as much damage on a successful one. Detect and Disarm. A Detect Magic spell reveals an aura of Evocation magic around the statue. As a Search actio"
      },
      {
        "document": 719,
        "excerpt": "e pit takes 3 (1d6) Bludgeoning damage from the fall. Detect and Disarm. As a Study action, a creature can examine the section of floor that forms the pit's lid and"
      },
      {
        "document": 720,
        "excerpt": "by 1d3 darts, taking 3 (1d6) Poison damage per dart. Detect and Disarm. As a Search action, a creature can examine the walls and make a DC 15 Wisdom (Perception) ch"
      },
      {
        "document": 721,
        "excerpt": "lock is opened using a Knock spell or similar magic. Detect and Disarm. As a Search action, a creature can examine the trapped lock and make a DC 15 Wisdom (Percept"
      },
      {
        "document": 722,
        "excerpt": "nearby passages that allow the stone to keep moving. Detect and Disarm. As a Study action, a creature can examine the section of floor that forms the pressure plate"
      },
      {
        "document": 723,
        "excerpt": "he fall plus 9 (2d8) Piercing damage from the spikes. Detect and Disarm. As a Study action, a creature can examine the section of floor that forms the pit's lid and"
      },
      {
        "document": 778,
        "excerpt": "Detect Magic"
      },
      {
        "document": 802,
        "excerpt": "Detect Magic"
      },
      {
        "document": 830,
        "excerpt": "Detect Magic"
      },
      {
        "document": 843,
        "excerpt": "Detect Evil and Good"
      },
      {
        "document": 850,
        "excerpt": "Detect Magic"
      },
      {
        "document": 860,
        "excerpt": "Detect Magic"
      },
      {
        "document": 862,
        "excerpt": "Detect Thoughts"
      },
      {
        "document": 873,
        "excerpt": "Detect Magic"
      },
      {
        "document": 886,
        "excerpt": "Detect Magic"
      },
      {
        "document": 887,
        "excerpt": "Detect Thoughts"
      },
      {
        "document": 899,
        "excerpt": "Detect Magic"
      },
      {
        "document": 900,
        "excerpt": "Detect Thoughts"
      },
      {
        "document": 911,
        "excerpt": "Detect Evil and Good"
      },
      {
        "document": 939,
        "excerpt": "Thing to Detect"
      },
      {
        "document": 968,
        "excerpt": "nse. As a Bonus Action, you can open your awareness to detect Celestials, Fiends, and Undead. For the next 10 minutes or until you have the Incapacitated condition, y"
      },
      {
        "document": 971,
        "excerpt": "choose two level 1 Sorcerer spells. Burning Hands and Detect Magic are recommended. The number of spells on your list increases as you gain Sorcerer levels, as show"
      },
      {
        "document": 973,
        "excerpt": "starts with six level 1 Wizard spells of your choice. Detect Magic, Feather Fall, Mage Armor, Magic Missile, Sleep, and Thunderwave are recommended. Whenever you ga"
      },
      {
        "document": 988,
        "excerpt": "with a different cantrip from the Wizard spell list. | Detect Magic | Misty Step | | Wood Elf | Your Speed increases to 35 feet. You also know the Druidcraft"
      },
      {
        "document": 1166,
        "excerpt": "the target appears to spells and magical effects that detect magical auras, such as Detect Magic. You can make a nonmagical object appear magical, make a magic item"
      },
      {
        "document": 1229,
        "excerpt": "Detect Evil and Good"
      },
      {
        "document": 1230,
        "excerpt": "Detect Magic"
      },
      {
        "document": 1231,
        "excerpt": "Detect Poison and Disease"
      },
      {
        "document": 1232,
        "excerpt": "Detect Thoughts"
      },
      {
        "document": 1360,
        "excerpt": "emotions or alignment, read its thoughts, or magically detect its location, and no spell - not even Wish - can gather information about the target, observe it remotel"
      },
      {
        "document": 1548,
        "excerpt": "crying (save DC 17) with it. In addition, you can cast Detect Thoughts (save DC 17) targeting creatures you can see within 30 feet of the spell's sensor. You don't ne"
      },
      {
        "document": 1600,
        "excerpt": "ve telepathy with a range of 30 feet, and you can cast Detect Thoughts or Suggestion (save DC 13) from the helm. Once either spell is cast from the helm, that spell c"
      },
      {
        "document": 1624,
        "excerpt": "ges. While wearing it, you can expend 1 charge to cast Detect Thoughts (save DC 13) from it. The medallion regains 1d4 expended charges daily at dawn."
      },
      {
        "document": 1657,
        "excerpt": "When you drink this potion, you gain the effect of the Detect Thoughts spell (save DC 13) for 10 minutes (no Concentration required). This potion's dense, purple liq"
      },
      {
        "document": 1693,
        "excerpt": "the rod, you can cast the following spells from it: - Detect Evil and Good - Detect Magic - Detect Poison and Disease - See Invisibility Protective Aura. As a Magic"
      },
      {
        "document": 1721,
        "excerpt": "of Transmutation magic that can be discerned with the Detect Magic spell. While touching the tree and using a Magic action, you return the staff to its normal form."
      },
      {
        "document": 1746,
        "excerpt": "ges. While holding it, you can expend 1 charge to cast Detect Magic from it. The wand regains 1d3 expended charges daily at dawn."
      },
      {
        "document": 1761,
        "excerpt": "pell attacks): At Will: Acid Arrow (level 3 version), Detect Magic, Fear 1/Day Each: Speak with Dead, Vitriolic Sphere"
      },
      {
        "document": 1762,
        "excerpt": "the spellcasting ability (spell save DC 18): At Will: Detect Magic, Invisibility, Mage Hand, Shatter 1/Day Each: Scrying, Sending"
      },
      {
        "document": 1763,
        "excerpt": "the spellcasting ability (spell save DC 16): At Will: Detect Magic, Minor Illusion, Scorching Ray, Shapechange (Beast or Humanoid form only, no Temporary Hit Points"
      },
      {
        "document": 1764,
        "excerpt": "save DC 17, +10 to hit with spell attacks): At Will: Detect Magic, Guiding Bolt (level 2 version), Shapechange (Beast or Humanoid form only, no Temporary Hit Points"
      },
      {
        "document": 1765,
        "excerpt": "the spellcasting ability (spell save DC 17): At Will: Detect Magic, Mind Spike (level 4 version), Minor Illusion, Shapechange (Beast or Humanoid form only, no Tempor"
      },
      {
        "document": 1766,
        "excerpt": "save DC 21, +13 to hit with spell attacks): At Will: Detect Magic, Guiding Bolt (level 2 version), Shapechange (Beast or Humanoid form only, no Temporary Hit Points"
      },
      {
        "document": 1767,
        "excerpt": "the spellcasting ability (spell save DC 17): At Will: Detect Magic, Mind Spike (level 3 version) 1/Day: Geas"
      },
      {
        "document": 1768,
        "excerpt": "h spell attacks): At Will: Command (level 2 version), Detect Magic, Scorching Ray 1/Day: Fireball"
      },
      {
        "document": 1769,
        "excerpt": "save DC 19, +11 to hit with spell attacks): At Will: Detect Magic, Hold Monster, Ice Knife, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained"
      },
      {
        "document": 1773,
        "excerpt": "pell attacks): At Will: Acid Arrow (level 4 version), Detect Magic, Fear 1/Day Each: Create Undead, Speak with Dead, Vitriolic Sphere (level 5 version)"
      },
      {
        "document": 1774,
        "excerpt": "the spellcasting ability (spell save DC 22): At Will: Detect Magic, Invisibility, Mage Hand, Shatter (level 3 version) 1/Day Each: Scrying, Sending"
      },
      {
        "document": 1775,
        "excerpt": "the spellcasting ability (spell save DC 20): At Will: Detect Magic, Minor Illusion, Scorching Ray (level 3 version), Shapechange (Beast or Humanoid form only, no Tem"
      },
      {
        "document": 1776,
        "excerpt": "save DC 22, +14 to hit with spell attacks): At Will: Detect Magic, Guiding Bolt (level 2 version), Shapechange (Beast or Humanoid form only, no Temporary Hit Points"
      },
      {
        "document": 1777,
        "excerpt": "the spellcasting ability (spell save DC 21): At Will: Detect Magic, Mind Spike (level 5 version), Minor Illusion, Shapechange (Beast or Humanoid form only, no Tempor"
      },
      {
        "document": 1778,
        "excerpt": "save DC 24, +16 to hit with spell attacks): At Will: Detect Magic, Guiding Bolt (level 4 version), Shapechange (Beast or Humanoid form only, no Temporary Hit Points"
      },
      {
        "document": 1779,
        "excerpt": "the spellcasting ability (spell save DC 21): At Will: Detect Magic, Mind Spike (level 5 version) 1/Day Each: Geas, Modify Memory"
      },
      {
        "document": 1780,
        "excerpt": "h spell attacks): At Will: Command (level 2 version), Detect Magic, Scorching Ray (level 3 version) 1/Day Each: Fireball (level 6 version), Scrying"
      },
      {
        "document": 1781,
        "excerpt": "save DC 23, +15 to hit with spell attacks): At Will: Detect Magic, Hold Monster, Ice Knife (level 2 version), Shapechange (Beast or Humanoid form only, no Temporary"
      },
      {
        "document": 1790,
        "excerpt": "the spellcasting ability (spell save DC 17): At Will: Detect Magic, Detect Thoughts, Disguise Self, Invisibility, Light, Mage Armor (included in AC), Mage Hand, Pres"
      },
      {
        "document": 1827,
        "excerpt": "20 feet of itself. This trait otherwise works like the Detect Magic spell but isn't itself magical."
      },
      {
        "document": 1830,
        "excerpt": "the spellcasting ability (spell save DC 15): At Will: Detect Magic, Fog Cloud, Light 1/Day Each: Control Weather, Gaseous Form, Telekinesis"
      },
      {
        "document": 1835,
        "excerpt": "the spellcasting ability (spell save DC 15): At Will: Detect Evil and Good, Detect Magic, Detect Thoughts, Shapechange (Beast or Humanoid form only, no Temporary Hit"
      },
      {
        "document": 1843,
        "excerpt": "the spellcasting ability (spell save DC 17): At Will: Detect Evil and Good, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell,"
      },
      {
        "document": 1845,
        "excerpt": "the spellcasting ability (spell save DC 17): At Will: Detect Evil and Good, Detect Magic 2/Day Each: Create Food and Water (can create wine instead of water), Tongu"
      },
      {
        "document": 1846,
        "excerpt": "geoning damage. Read Thoughts. The doppelganger casts Detect Thoughts, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 12"
      },
      {
        "document": 1856,
        "excerpt": "the spellcasting ability (spell save DC 16): At Will: Detect Magic, Elementalism 1/Day Each: Gaseous Form, Invisibility, Major Image, Plane Shift, Tongues, Wall of"
      },
      {
        "document": 1890,
        "excerpt": "nd using Wisdom as the spellcasting ability: At Will: Detect Evil and Good, Detect Magic 1/Day: Clairvoyance"
      },
      {
        "document": 1903,
        "excerpt": "asting ability (spell save DC 16): At Will: Darkness, Detect Magic, Dispel Magic 1/Day Each: Confusion, Fly, Power Word Stun"
      },
      {
        "document": 1949,
        "excerpt": "the spellcasting ability (spell save DC 20): At Will: Detect Magic, Detect Thoughts, Dispel Magic, Fireball (level 5 version), Invisibility, Lightning Bolt (level 5"
      },
      {
        "document": 1952,
        "excerpt": "the spellcasting ability (spell save DC 14): At Will: Detect Magic, Light, Mage Armor (included in AC), Mage Hand, Prestidigitation 2/Day Each: Fireball (level 4 ve"
      },
      {
        "document": 1969,
        "excerpt": "the spellcasting ability (spell save DC 14): At Will: Detect Magic, Etherealness, Magic Missile (level 4 version) 2/Day Each: Phantasmal Killer, Plane Shift (self o"
      },
      {
        "document": 1987,
        "excerpt": "as spellcasting ability (spell save DC 20): At Will: Detect Evil and Good 1/Day Each: Commune, Control Weather, Dispel Evil and Good, Raise Dead"
      },
      {
        "document": 1997,
        "excerpt": "mission, no spell can observe the rakshasa remotely or detect its thoughts, creature type, or alignment. Fiendish Restoration. If the rakshasa dies outside the Nine"
      },
      {
        "document": 2022,
        "excerpt": "the spellcasting ability (spell save DC 25): At Will: Detect Evil and Good 1/Day Each: Commune, Control Weather, Dispel Evil and Good, Resurrection"
      },
      {
        "document": 2024,
        "excerpt": "scrutable. No magic can observe the sphinx remotely or detect its thoughts without its permission. Wisdom (Insight) checks made to ascertain its intentions or sinceri"
      },
      {
        "document": 2025,
        "excerpt": "scrutable. No magic can observe the sphinx remotely or detect its thoughts without its permission. Wisdom (Insight) checks made to ascertain its intentions or sinceri"
      },
      {
        "document": 2028,
        "excerpt": "the spellcasting ability (spell save DC 14): At Will: Detect Magic, Mage Hand, Minor Illusion, Water Breathing 2/Day Each: Detect Thoughts, Dimension Door, Hold Per"
      },
      {
        "document": 2035,
        "excerpt": "the spellcasting ability (spell save DC 18): At Will: Detect Magic, Light 1/Day: Control Weather"
      },
      {
        "document": 2053,
        "excerpt": "the spellcasting ability (spell save DC 14): At Will: Detect Evil and Good, Druidcraft 1/Day Each: Calm Emotions, Dispel Evil and Good, Entangle, Pass without Trace"
      }
    ],
    "detectable": [
      {
        "document": 1356,
        "excerpt": "Nothing of your presence remains visible or otherwise detectable by nonmagical senses. While merged with the stone, you can't see what occurs outside it, and any Wisdom"
      }
    ],
    "detected": [
      {
        "document": 716,
        "excerpt": "nstable section of ceiling on a successful check. Once detected, the trip wire can be easily cut or avoided (no ability check required). At Higher Levels. You can scal"
      },
      {
        "document": 717,
        "excerpt": "wire and the suspended Net on a successful check. Once detected, the trip wire can be easily cut or avoided (no ability check required). Destroy the Net. Reducing the"
      },
      {
        "document": 719,
        "excerpt": "tecting the pit on a successful check. Once the pit is detected, an Iron Spike or a similar object can be wedged between the pit's lid and the surrounding floor to prev"
      },
      {
        "document": 721,
        "excerpt": "ing the needle on a successful check. Once the trap is detected, a character can take an action to try to disarm the trap, doing so with a successful DC 15 Dexterity (S"
      },
      {
        "document": 723,
        "excerpt": "the pit on a successful check. Once the hidden pit is detected, an Iron Spike or a similar object can be wedged between the pit's lid and the surrounding floor to prev"
      },
      {
        "document": 1232,
        "excerpt": "lf or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doe"
      },
      {
        "document": 1419,
        "excerpt": "condition and can't be targeted by Divination spells, detected by magic, or viewed remotely with magic. If the target is a creature, it enters a state of suspended an"
      }
    ],
    "detecting": [
      {
        "document": 566,
        "excerpt": "that the creature with Tremorsense and anything it is detecting are both in contact with the same surface (such as the ground, a wall, or a ceiling) or the same liquid."
      },
      {
        "document": 716,
        "excerpt": "apped area and make a DC 11 Wisdom (Perception) check, detecting the trip wire and the unstable section of ceiling on a successful check. Once detected, the trip wire ca"
      },
      {
        "document": 717,
        "excerpt": "apped area and make a DC 11 Wisdom (Perception) check, detecting the trip wire and the suspended Net on a successful check. Once detected, the trip wire can be easily cu"
      },
      {
        "document": 718,
        "excerpt": "examine it and make a DC 10 Wisdom (Perception) check, detecting a tiny glyph on the statue on a successful check. Once the glyph is found, a character can take a Study"
      },
      {
        "document": 719,
        "excerpt": "d and make a DC 15 Intelligence (Investigation) check, detecting the pit on a successful check. Once the pit is detected, an Iron Spike or a similar object can be wedged"
      },
      {
        "document": 720,
        "excerpt": "the walls and make a DC 15 Wisdom (Perception) check, detecting the holes on a successful check. Plugging all the holes with wax, cloth, or detritus prevents the darts"
      },
      {
        "document": 721,
        "excerpt": "apped lock and make a DC 15 Wisdom (Perception) check, detecting the needle on a successful check. Once the trap is detected, a character can take an action to try to di"
      },
      {
        "document": 723,
        "excerpt": "d and make a DC 15 Intelligence (Investigation) check, detecting the pit on a successful check. Once the hidden pit is detected, an Iron Spike or a similar object can be"
      }
    ],
    "detection": [
      {
        "document": 1506,
        "excerpt": "Amulet of Proof against Detection and Location"
      },
      {
        "document": 1742,
        "excerpt": "Wand of Enemy Detection"
      },
      {
        "document": 1746,
        "excerpt": "Wand of Magic Detection"
      }
    ],
    "determination": [
      {
        "document": 651,
        "excerpt": ", unwilling, or hesitant due to your interaction; this determination establishes whether an ability check is necessary, as explained below. Willing. If your urging aligns w"
      }
    ],
    "determine": [
      {
        "document": 10,
        "excerpt": "th 0 Hit Points, you must make a Death Saving Throw to determine whether you creep closer to death or hang on to life. Unlike other saving throws, this one isn't tied to"
      },
      {
        "document": 26,
        "excerpt": "ses, the GM might ask the player to roll a die to help determine what happens. Describing the results often leads to another decision point, which brings the game back t"
      },
      {
        "document": 47,
        "excerpt": "sonality and your character's actions and attitudes to determine how an NPC reacts. A cowardly bandit might buckle under threats of imprisonment. A stubborn merchant re"
      },
      {
        "document": 64,
        "excerpt": "doors or outdoors. A marching order makes it easier to determine which characters are affected by traps, which ones can spot hidden enemies, and which ones are the close"
      },
      {
        "document": 75,
        "excerpt": "ther terrain feature that fills its space. Ranges. To determine the range on a grid between two things - whether creatures or objects - count squares from a square adja"
      },
      {
        "document": 85,
        "excerpt": "tack's range: a creature, an object, or a location. 2: Determine Modifiers. The GM determines whether the target has Cover (see the next section) and whether you have Ad"
      },
      {
        "document": 92,
        "excerpt": "of an action is uncertain, the game uses a d20 roll to determine success or failure. These rolls are called D20 Tests, and they come in three kinds: ability checks, savi"
      },
      {
        "document": 103,
        "excerpt": "ome is uncertain and narratively interesting, the dice determine the result."
      },
      {
        "document": 115,
        "excerpt": "o weapon type is specified, you may choose the type or determine it randomly. Ammunition. If a magic weapon has the Ammunition property, ammunition fired from it is con"
      },
      {
        "document": 136,
        "excerpt": "ate Armor. If no type is specified, choose the type or determine it randomly."
      },
      {
        "document": 137,
        "excerpt": ", and Charisma scores. Choose the item's abilities, or determine them randomly as follows: roll 4d6 for each one, dropping the lowest roll and totaling the rest."
      },
      {
        "document": 151,
        "excerpt": "it Points or roll the die expression in parentheses to determine the monster's Hit Points randomly; don't use both. A monster's size typically determines the die used t"
      },
      {
        "document": 185,
        "excerpt": "core in parentheses. Use the modifier when you roll to determine a monster's Initiative. A monster's Initiative modifier is typically equal to its Dexterity modifier, bu"
      },
      {
        "document": 229,
        "excerpt": "To determine your character's ability scores, you first generate a set of six numbers using the instructions below an"
      },
      {
        "document": 230,
        "excerpt": "Determine your ability scores by using one of the following three methods. Your GM might prefer you to use a parti"
      },
      {
        "document": 233,
        "excerpt": "Determine Ability Modifiers"
      },
      {
        "document": 240,
        "excerpt": "modifier. Passive Perception. Sometimes your GM will determine whether your character notices something without asking you to make a Wisdom (Perception) check; the GM"
      },
      {
        "document": 241,
        "excerpt": "cy). Hit Points. Your class and Constitution modifier determine your Hit Point maximum at level 1, as shown on the Level 1 Hit Points by Class table. Level 1 Hit Point"
      },
      {
        "document": 247,
        "excerpt": "r's vocation, special talents, and favored tactics. 2: Determine Origin. A character's origin includes two elements: background and species. How did the character spend"
      },
      {
        "document": 264,
        "excerpt": "follow the rules for that class. Spells Prepared. You determine what spells you can prepare for each class individually, as if you were a single-classed member of that"
      },
      {
        "document": 271,
        "excerpt": "The background you choose influences step 3, when you determine your character's ability scores. If you're having trouble choosing, the Ability Scores and Backgrounds t"
      },
      {
        "document": 283,
        "excerpt": "When you choose your character's species, you determine whether your character is a human or a member of a fantastical species, such as dragonborn or gnome. Th"
      },
      {
        "document": 390,
        "excerpt": "To determine how many days (working 8 hours a day) it takes to make an item, divide its purchase cost in GP by 10 (ro"
      },
      {
        "document": 407,
        "excerpt": "xplained below. A character's class and other features determine the character's armor training. A monster has training with any armor in its stat block."
      },
      {
        "document": 440,
        "excerpt": "dom Weight: 2 lb. Utilize: Plot a course (DC 10), or determine position by stargazing (DC 15)"
      },
      {
        "document": 504,
        "excerpt": "me spells require the caster to make an attack roll to determine whether the spell hits a target. Here's how to calculate the attack modifier for your spells: Spell att"
      },
      {
        "document": 586,
        "excerpt": "Your size and Strength score determine the maximum weight in pounds that you can carry, as shown in the Carrying Capacity table. The table also"
      },
      {
        "document": 642,
        "excerpt": "Hit Point Dice, or Hit Dice for short, help determine a player character's Hit Point maximum, as explained in “Character Creation.” Most monsters also have Hi"
      },
      {
        "document": 724,
        "excerpt": "s speed in miles per hour (as shown in “Equipment”) to determine their rate of travel, and they don't choose a travel pace."
      },
      {
        "document": 728,
        "excerpt": "Step 2: Determine Your XP Budget"
      },
      {
        "document": 729,
        "excerpt": "combat encounter, deduct its XP from your XP budget to determine how many XP you have left to spend. Spend as much of your XP budget as you can without going over. It's"
      },
      {
        "document": 744,
        "excerpt": "Diagnose an illness, or determine what killed the recently slain."
      },
      {
        "document": 756,
        "excerpt": "u pull a nonmagical object out of the hat. Roll 1d4 to determine the object: on a 1, a vial of Acid; on a 2, a flask of Alchemist’s Fire; on a 3, a Crowbar; on a 4, a li"
      },
      {
        "document": 783,
        "excerpt": "spell originating from the chosen point. Roll 1d10 to determine the spell: on a 1–2, Darkness; on a 3–4, Faerie Fire; on a 5–6, Fireball; on a 7–8, Slow; on a 9–10, Sti"
      },
      {
        "document": 963,
        "excerpt": "See the multiclassing rules in “Character Creation” to determine your available spell slots. Bard Class Features As a Bard, you gain the following class features when"
      },
      {
        "document": 964,
        "excerpt": "See the multiclassing rules in “Character Creation” to determine your available spell slots. Cleric Class Features As a Cleric, you gain the following class features w"
      },
      {
        "document": 965,
        "excerpt": "See the multiclassing rules in “Character Creation” to determine your available spell slots. Druid Class Features As a Druid, you gain the following class features whe"
      },
      {
        "document": 967,
        "excerpt": "exterity modifier instead of your Strength modifier to determine the save DC."
      },
      {
        "document": 968,
        "excerpt": "See the multiclassing rules in “Character Creation” to determine your available spell slots. Paladin Class Features As a Paladin, you gain the following class features"
      },
      {
        "document": 969,
        "excerpt": "See the multiclassing rules in “Character Creation” to determine your available spell slots. Ranger Class Features As a Ranger, you gain the following class features w"
      },
      {
        "document": 971,
        "excerpt": "See the multiclassing rules in “Character Creation” to determine your available spell slots. Sorcerer Class Features As a Sorcerer, you gain the following class featur"
      },
      {
        "document": 972,
        "excerpt": "See the multiclassing rules in “Character Creation” to determine your available spell slots. Warlock Class Features As a Warlock, you gain the following class features"
      },
      {
        "document": 973,
        "excerpt": "n be read only by you or someone casting Identify. You determine the book's appearance and materials, such as a gilt-edged tome or a collection of vellum bound with twin"
      },
      {
        "document": 983,
        "excerpt": "you hit on your turn with a Strength-based attack. To determine the extra damage, roll a number of d6s equal to your Rage Damage bonus, and add them together. The damag"
      },
      {
        "document": 984,
        "excerpt": "in a Climb Speed equal to your Speed. Jumper. You can determine your jump distance using your Dexterity rather than your Strength."
      },
      {
        "document": 989,
        "excerpt": "starter, or music box. When you create the device, you determine its function by choosing one effect from Prestidigitation; the device produces that effect whenever you"
      },
      {
        "document": 1198,
        "excerpt": "- Locations of bodies of water For example, you could determine the location of a powerful monster in the area, the locations of bodies of water, and the locations of a"
      },
      {
        "document": 1203,
        "excerpt": "nd must roll 1d10 at the start of each of its turns to determine its behavior for that turn, consulting the table below. | 1d10 | Behavior for the Turn"
      },
      {
        "document": 1291,
        "excerpt": "Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful."
      },
      {
        "document": 1347,
        "excerpt": "can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message. When that trigger occurs, a magic"
      },
      {
        "document": 1349,
        "excerpt": "0 near-transparent servants attends all who enter. You determine the appearance of these servants and their attire. They are invulnerable and obey your commands. Each se"
      },
      {
        "document": 1350,
        "excerpt": "ure that takes a Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC."
      },
      {
        "document": 1362,
        "excerpt": "action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC."
      },
      {
        "document": 1387,
        "excerpt": "a Dexterity saving throw. For each target, roll 1d8 to determine which color ray affects it, consulting the Prismatic Rays table. Prismatic Rays | 1d8 | Ray"
      },
      {
        "document": 1391,
        "excerpt": "e that takes the Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC."
      },
      {
        "document": 1392,
        "excerpt": "e that takes the Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC."
      },
      {
        "document": 1402,
        "excerpt": "er that body. Roll 1d10 and consult the table below to determine the body's species, or the GM chooses another playable species. | 1d10 | Species | 1d10 | Species"
      },
      {
        "document": 1420,
        "excerpt": "feature, you retain it too. Upon shape-shifting, you determine whether your equipment drops to the ground or changes in size and shape to fit the new form while you're"
      },
      {
        "document": 1428,
        "excerpt": "ure that takes a Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC."
      },
      {
        "document": 1515,
        "excerpt": "he GM can choose an effect from the following table or determine it randomly."
      },
      {
        "document": 1518,
        "excerpt": "en the object lands, it transforms into a creature you determine by rolling on the table that corresponds to the bag's color. See “Monsters” for the creature's stat bloc"
      },
      {
        "document": 1570,
        "excerpt": "ttle is opened, the GM rolls on the following table to determine what happens."
      },
      {
        "document": 1596,
        "excerpt": "ust expend a spell slot of the spell's level. Then, to determine whether you cast the spell, make an Intelligence (Arcana) check (DC 10 plus the spell's level). On a suc"
      },
      {
        "document": 1611,
        "excerpt": "if the flask contains a creature, but the only way to determine the type of creature is to open the flask. A newly discovered Iron Flask might already contain a creatur"
      },
      {
        "document": 1667,
        "excerpt": "rmed condition until the start your next turn, and you determine what it does with its move and action on its next turn. Elemental Focus. While wearing the ring, you be"
      },
      {
        "document": 1673,
        "excerpt": "gic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically com"
      },
      {
        "document": 1709,
        "excerpt": "ke an ability check using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell's level. On a failed check, the spell disapp"
      },
      {
        "document": 1902,
        "excerpt": "hile it is babbling. Failure: The target rolls 1d8 to determine what it does during the current turn: 1-4. The target does nothing. 5–6. The target takes no action or"
      }
    ],
    "determined": [
      {
        "document": 22,
        "excerpt": "The Difficulty Class for a saving throw is determined by the effect that causes it or by the GM. For example, if a spell forces you to make a save, the DC is"
      },
      {
        "document": 27,
        "excerpt": "oids being wounded in combat. The AC of a character is determined at character creation (see “Character Creation”), whereas the AC of a monster appears in its stat block."
      },
      {
        "document": 34,
        "excerpt": "”). The Proficiency Bonus table shows how the bonus is determined. This bonus is applied to a D20 Test when the creature has proficiency in a skill, in a saving throw, o"
      },
      {
        "document": 39,
        "excerpt": "A character's starting skill proficiencies are determined at character creation, and a monster's skill proficiencies appear in its stat block."
      },
      {
        "document": 71,
        "excerpt": "cipant in a battle takes a turn. The order of turns is determined at the beginning of combat when everyone rolls Initiative. Once everyone has taken a turn, the fight con"
      },
      {
        "document": 77,
        "excerpt": "moving, whichever comes first. A character's Speed is determined during character creation. A monster's Speed is noted in the monster's stat block. See “Rules Glossary”"
      },
      {
        "document": 82,
        "excerpt": "it needs to fight effectively. A character's size is determined by species, and a monster's size is specified in the monster's stat block. Creature Size and Space"
      },
      {
        "document": 167,
        "excerpt": "A monster's Proficiency Bonus (PB) is determined by its CR, as shown in the Proficiency Bonus by Challenge Rating table, and is reflected in saving throw"
      },
      {
        "document": 226,
        "excerpt": "species’ traits. Your character's size and Speed are determined by the character's species; record these in the appropriate places on your character sheet as well (you"
      },
      {
        "document": 241,
        "excerpt": "nus Your spellcasting ability modifier for a spell is determined by whatever feature gives you the ability to cast the spell. Spell Slots, Cantrips, and Prepared Spells"
      },
      {
        "document": 344,
        "excerpt": "the words of a cantrip or level 1 spell, respectively, determined by the scroll's creator. If the spell is on your class's spell list, you can read the scroll and cast th"
      },
      {
        "document": 742,
        "excerpt": "Spell attack (the ability used is determined by the spellcaster’s spellcasting feature, as explained in “Spells”)"
      },
      {
        "document": 756,
        "excerpt": "You cast a random spell determined by rolling 1d10: on a 1, Enlarge/Reduce (enlarge effect); on a 2, Enlarge/Reduce (reduce effect); on a 3"
      },
      {
        "document": 787,
        "excerpt": "Lore Seeker. The item craves knowledge or is determined to solve a mystery, learn a secret, or unravel a cryptic prophecy."
      },
      {
        "document": 790,
        "excerpt": "Random location on an Inner Plane determined by rolling 1d6: on a 1, the Plane of Air; on a 2, the Plane of Earth; on a 3, the Plane of Fire; on a 4,"
      },
      {
        "document": 793,
        "excerpt": ". It has 1d10 + 20 fruit, 1d8 of which act as randomly determined potions. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days."
      },
      {
        "document": 965,
        "excerpt": "eady cast. Objects. Your ability to handle objects is determined by the form's limbs rather than your own. In addition, you choose whether your equipment falls in your s"
      },
      {
        "document": 986,
        "excerpt": "failed save, a creature takes 1d10 damage of the type determined by your Draconic Ancestry trait. On a successful save, a creature takes half as much damage. This damage"
      },
      {
        "document": 1215,
        "excerpt": ", you change the current weather conditions, which are determined by the GM. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new c"
      },
      {
        "document": 1333,
        "excerpt": "might be couched in figurative language or poetry, as determined by the GM. If the famous thing you chose isn't actually famous, you hear sad musical notes played on a"
      },
      {
        "document": 1378,
        "excerpt": "Hells, and you appear in or near that destination, as determined by the GM. Alternatively, if you know the sigil sequence of a teleportation circle on another plane of"
      },
      {
        "document": 1455,
        "excerpt": "sequences for two destinations on the Material Plane, determined by the GM. You might learn additional sigil sequences during your adventures. You can commit a new sigil"
      },
      {
        "document": 1503,
        "excerpt": "made with this piece of magic ammunition. The bonus is determined by the rarity of the ammunition. Once it hits a target, the ammunition is no longer magical. This ammun"
      },
      {
        "document": 1507,
        "excerpt": "t within 15 feet of you travel to a random destination determined by rolling 1d100 and consulting the following table."
      },
      {
        "document": 1510,
        "excerpt": "to Armor Class while wearing this armor. The bonus is determined by its rarity."
      },
      {
        "document": 1535,
        "excerpt": "links to a particular Outer Plane chosen by the GM or determined by rolling on the following table."
      },
      {
        "document": 1553,
        "excerpt": "e Material Plane. The other sides are linked to planes determined by the GM. The cube has 3 charges and regains 1d3 expended charges daily at dawn. As a Magic action, yo"
      },
      {
        "document": 1557,
        "excerpt": "within 30 feet of yourself. An illusion of a creature, determined by rolling on the Deck of Illusions table, forms over the thrown card and remains until dispelled. The i"
      },
      {
        "document": 1562,
        "excerpt": "of Dragons, and you have Resistance to one damage type determined by the kind of dragon that provided the scales (see the accompanying table). Additionally, you can focu"
      },
      {
        "document": 1596,
        "excerpt": "to cast the spell and a random effect occurs instead, determined by rolling on the following table. Any spell you cast from the hat uses your spell save DC and spell at"
      },
      {
        "document": 1642,
        "excerpt": "in half a mile of you to be called in this fashion (as determined by the GM). If there aren't enough rats to form a swarm, the charge is wasted. Called swarms move toward"
      },
      {
        "document": 1704,
        "excerpt": "e holding this Shield, you have a bonus to Armor Class determined by the Shield's rarity, in addition to the Shield's normal bonus to AC."
      },
      {
        "document": 1751,
        "excerpt": "ding this wand, you gain a bonus to spell attack rolls determined by the wand's rarity. In addition, you ignore Half Cover when making a spell attack roll."
      },
      {
        "document": 1753,
        "excerpt": "the point of origin of a spell or other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spe"
      },
      {
        "document": 1754,
        "excerpt": "damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity."
      },
      {
        "document": 1823,
        "excerpt": "Jumper. The cat's jump distance is determined using its Dexterity rather than its Strength."
      },
      {
        "document": 1902,
        "excerpt": "–8. The target makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack."
      }
    ],
    "determines": [
      {
        "document": 13,
        "excerpt": "your Proficiency Bonus to an ability check when the GM determines that a skill or tool proficiency is relevant to the check and you have that proficiency. For example, if"
      },
      {
        "document": 23,
        "excerpt": "An attack roll determines whether an attack hits a target. An attack roll hits if the roll equals or exceeds the target's Armor Cl"
      },
      {
        "document": 54,
        "excerpt": "The presence or absence of light determines the category of illumination in an area, as defined below. Bright Light. Bright Light lets most creatur"
      },
      {
        "document": 72,
        "excerpt": "these steps: 1: Establish Positions. The Game Master determines where all the characters and monsters are located. Given the adventurers' marching order or their stated"
      },
      {
        "document": 73,
        "excerpt": "Initiative determines the order of turns during combat. When combat starts, every participant rolls Initiative; they make a De"
      },
      {
        "document": 82,
        "excerpt": "A creature belongs to a size category, which determines the width of the square space the creature occupies on a map, as shown on the Creature Size and Space ta"
      },
      {
        "document": 85,
        "excerpt": "object, or a location. 2: Determine Modifiers. The GM determines whether the target has Cover (see the next section) and whether you have Advantage or Disadvantage again"
      },
      {
        "document": 92,
        "excerpt": "20 Test succeeds. Otherwise, it fails. The Game Master determines target numbers and tells players whether their rolls are successful. The target number for an ability ch"
      },
      {
        "document": 126,
        "excerpt": "stence where the specified event doesn't occur, the GM determines when the item recharges."
      },
      {
        "document": 133,
        "excerpt": "the raw materials needed to make a magic item. The GM determines whether appropriate raw materials are available. In a city, there is a 75 percent chance that the materi"
      },
      {
        "document": 151,
        "excerpt": "randomly; don't use both. A monster's size typically determines the die used to calculate its Hit Points, as shown in the Hit Dice by Size table. Hit Dice by Size A m"
      },
      {
        "document": 285,
        "excerpt": "A character's species determines the character's creature type, which is described in “Rules Glossary.” Every species in “Character Origi"
      },
      {
        "document": 286,
        "excerpt": "Your character's species determines the character's size. Individuals within a species cover a wide range of heights, and some species inclu"
      },
      {
        "document": 287,
        "excerpt": "Your character's species determines the character's Speed."
      },
      {
        "document": 389,
        "excerpt": "to make Plate Armor, which sells for 1,500 GP. The GM determines whether appropriate raw materials are available."
      },
      {
        "document": 406,
        "excerpt": "into a category: Light, Medium, or Heavy. The category determines how long it takes to don or doff the armor (as shown in the table). Armor Class (AC). The table's Armor"
      },
      {
        "document": 502,
        "excerpt": "effect, which is defined in “Rules Glossary.” The area determines what the spell targets. The description of a spell specifies whether it has an area of effect, which is"
      },
      {
        "document": 546,
        "excerpt": "Medium, Large, Huge, or Gargantuan. A creature's size determines how much space the creature occupies in combat. An object's size affects its Hit Points. See also \"Break"
      },
      {
        "document": 548,
        "excerpt": "distance already moved from the new speed. The result determines how much farther you can move. If the result is 0 or less, you can't use the new speed during the curren"
      },
      {
        "document": 554,
        "excerpt": "attack might deal 4 (1d4 + 2) damage on a hit. The GM determines whether you use the static number or the die expression in parentheses; you don't use both."
      },
      {
        "document": 580,
        "excerpt": "and track each section's Hit Points separately. The GM determines whether destroying part of an object causes the whole thing to collapse. Object Hit Points Damage Type"
      },
      {
        "document": 604,
        "excerpt": "D20 Tests, it affects all three of these rolls. The GM determines whether a D20 Test is warranted in a given circumstance. See also “Playing the Game” (“D20 Tests”)."
      },
      {
        "document": 613,
        "excerpt": ". If the creature returns to life, the revival effect determines the creature's current Hit Points. Unless otherwise stated, the creature returns to life with any condit"
      },
      {
        "document": 651,
        "excerpt": "ve, intimidate, amuse, or gently persuade? The GM then determines whether the monster feels willing, unwilling, or hesitant due to your interaction; this determination es"
      },
      {
        "document": 652,
        "excerpt": "Initiative determines the order of turns during combat. The combat rules in “Playing the Game” explain how to roll Initiative."
      },
      {
        "document": 669,
        "excerpt": "me.” During any journey stage, the predominant terrain determines the characters’ maximum travel pace, as shown in the Maximum Pace column of the Travel Terrain table. Ce"
      },
      {
        "document": 671,
        "excerpt": ", the demonic entity takes control of the creature and determines the creature's behavior thereafter. At the end of each of the possessed creature's later turns, the crea"
      },
      {
        "document": 756,
        "excerpt": "d remains open until the end of your next turn. The GM determines where it leads."
      },
      {
        "document": 967,
        "excerpt": "energy is represented by Focus Points. Your Monk level determines the number of points you have, as shown in the Focus Points column of the Monk Features table. You can"
      },
      {
        "document": 1161,
        "excerpt": "et of the target. Your choice of antipathy or sympathy determines what happens to a creature when it fails that save: Antipathy. The creature has the Frightened conditio"
      },
      {
        "document": 1206,
        "excerpt": "space within range. Choose the spirit's element, which determines its damage type: air (Lightning), earth (Thunder), fire (Fire), or water (Cold). The spirit lasts for th"
      },
      {
        "document": 1266,
        "excerpt": "eed's creature type - Celestial, Fey, or Fiend - which determines certain traits in the stat block. Combat. The steed is an ally to you and your allies. In combat, it sh"
      },
      {
        "document": 1290,
        "excerpt": "uses the Giant Insect stat block. The form you choose determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spe"
      },
      {
        "document": 1379,
        "excerpt": "hannels vitality into plants. The casting time you use determines whether the spell has the Overgrowth or the Enrichment effect below. Overgrowth. Choose a point within"
      },
      {
        "document": 1454,
        "excerpt": "xistence as you. Your familiarity with the destination determines whether you arrive there successfully. The GM rolls 1d100 and consults the Teleportation Outcome table a"
      },
      {
        "document": 1504,
        "excerpt": "reatures of a particular type, which the GM chooses or determines randomly by rolling on the table below. If a creature of that type takes damage from the ammunition, the"
      },
      {
        "document": 1512,
        "excerpt": "while you wear this armor. The GM chooses the type or determines it randomly by rolling on the following table."
      },
      {
        "document": 1513,
        "excerpt": "ing, Piercing, or Slashing. The GM chooses the type or determines it randomly. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast"
      },
      {
        "document": 1516,
        "excerpt": "spits them out into another plane of existence. The GM determines the time and plane. If the bag is pierced or torn, it is destroyed, and anything contained within it is"
      },
      {
        "document": 1522,
        "excerpt": "nges to a score granted by the belt. The type of giant determines the score (see the table below). The item has no effect on you if your Strength without the belt is equa"
      },
      {
        "document": 1537,
        "excerpt": "ng exist. The GM chooses the size of a given carpet or determines it randomly by rolling on the following table. A carpet can carry up to twice the weight shown on the ta"
      },
      {
        "document": 1571,
        "excerpt": "when you dismiss it as a Bonus Action. The type of gem determines the elemental, as shown in the following table."
      },
      {
        "document": 1579,
        "excerpt": "single-use effect. The GM chooses the kind of token or determines it randomly by rolling on the Feather Tokens table. The type of token determines its rarity. Anchor (Un"
      },
      {
        "document": 1604,
        "excerpt": "exist, each made of a different metal. The horn's type determines how many spirits it summons, as well as the requirement for its use. The GM chooses the horn's type or d"
      },
      {
        "document": 1609,
        "excerpt": "falls as though you had dropped it. The type of stone determines its rarity and effects. Absorption (Very Rare). While this pale lavender ellipsoid orbits your head, yo"
      },
      {
        "document": 1621,
        "excerpt": "a particular type of golem. The GM chooses the type or determines it randomly by rolling on the accompanying table. To decipher and use the manual, you must be a spellcas"
      },
      {
        "document": 1630,
        "excerpt": "he GM decides the type of each bead on the necklace or determines it randomly by rolling on the table below. A necklace can have more than one bead of the same type. To u"
      },
      {
        "document": 1651,
        "excerpt": "r Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater"
      },
      {
        "document": 1659,
        "excerpt": "type of damage for 1 hour. The GM chooses the type or determines it randomly by rolling on the following table."
      },
      {
        "document": 1667,
        "excerpt": "the four Elemental Planes. The GM chooses or randomly determines the linked plane. For example, a Ring of Elemental Command (air) is linked to the Elemental Plane of Air"
      },
      {
        "document": 1676,
        "excerpt": "n the ring indicates the type, which the GM chooses or determines randomly by rolling on the following table."
      },
      {
        "document": 1678,
        "excerpt": "t effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses th"
      },
      {
        "document": 1691,
        "excerpt": "e has 4d4 other patches. The GM chooses the patches or determines them randomly by rolling on the following table. 1d100 Patch 01-08 Bag of 100 GP 09–15 Silver coffer"
      },
      {
        "document": 1709,
        "excerpt": "no other effect. The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the following"
      },
      {
        "document": 1711,
        "excerpt": "al space (such as that within a Portable Hole), the GM determines randomly what happens using the following table. 1d100 Result 01–50 The sphere is destroyed. 51–85 Th"
      },
      {
        "document": 1753,
        "excerpt": "d. If an effect has multiple possible subjects, the GM determines randomly which among them are affected. Regaining Charges. The wand regains 1d6 + 1 expended charges da"
      }
    ],
    "determining": [
      {
        "document": 39,
        "excerpt": "Determining Skills"
      },
      {
        "document": 47,
        "excerpt": "playing out a role. In this case, it's you as a player determining how your character thinks, acts, and talks. Roleplaying is part of every aspect of the game, and it come"
      },
      {
        "document": 49,
        "excerpt": "Ability checks can be key in determining the outcome of a social interaction. Your roleplaying efforts can alter an NPC's attitude, but there mig"
      },
      {
        "document": 72,
        "excerpt": "one involved in the combat encounter rolls Initiative, determining the order of combatants' turns. 3: Take Turns. Each participant in the battle takes a turn in Initiative"
      },
      {
        "document": 264,
        "excerpt": "evel 3 Sorcerer, you count as a level 5 character when determining your spell slots, counting all your levels as a Sorcerer and half your Ranger levels. As shown in the M"
      },
      {
        "document": 270,
        "excerpt": "Determining your character's origin involves choosing a background, a species, and two languages. A character's bac"
      },
      {
        "document": 339,
        "excerpt": "to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it."
      },
      {
        "document": 365,
        "excerpt": "equences, but the GM might take them into account when determining risks or how others perceive your character."
      },
      {
        "document": 527,
        "excerpt": "eness of its surroundings. The GM uses this score when determining whether a creature notices something without consciously making a Wisdom (Perception) check. A creature"
      },
      {
        "document": 554,
        "excerpt": "An alignment is suggested for the monster, with the GM determining its actual alignment. See also “Alignment.” AC, Initiative, and HP. These entries give the monster's Ar"
      },
      {
        "document": 684,
        "excerpt": "at high altitude counts as 2 hours for the purpose of determining how long that creature can travel (see “Travel Pace”). Creatures can become acclimated to a high altitu"
      },
      {
        "document": 990,
        "excerpt": "pled condition. You also count as one size larger when determining your carrying capacity."
      },
      {
        "document": 1627,
        "excerpt": "iate column of the Mysterious Deck table when randomly determining cards drawn from the deck. Before you draw a card, you must declare how many cards you intend to draw a"
      },
      {
        "document": 1965,
        "excerpt": "The mule counts as one size larger for the purpose of determining its carrying capacity."
      }
    ],
    "detonates": [
      {
        "document": 1629,
        "excerpt": "y. When it reaches the end of its trajectory, the bead detonates as a level 3 Fireball (save DC 15). You can hurl multiple beads, or even the whole necklace, at one tim"
      }
    ],
    "detritus": [
      {
        "document": 720,
        "excerpt": "sful check. Plugging all the holes with wax, cloth, or detritus prevents the darts from firing. As a Search action, a creature can examine the section of floor that fo"
      }
    ],
    "deva": [
      {
        "document": 1843,
        "excerpt": "Deva"
      }
    ],
    "devastating": [
      {
        "document": 974,
        "excerpt": "ine rigorous training with physical excellence to deal devastating blows, withstand peril, and garner glory. Whether in athletic contests or bloody battle, Champions striv"
      }
    ],
    "developed": [
      {
        "document": 967,
        "excerpt": "You have developed your body and mind to new heights. Your Dexterity and Wisdom scores increase by 4, to a maximum of 25."
      },
      {
        "document": 970,
        "excerpt": "You've developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the followi"
      }
    ],
    "development": [
      {
        "document": 974,
        "excerpt": "ysical Excellence in Combat A Champion focuses on the development of martial prowess in a relentless pursuit of victory. Champions combine rigorous training with physical"
      }
    ],
    "deviating": [
      {
        "document": 141,
        "excerpt": "th that special purpose, the item remains cooperative. Deviating from this course might cause conflict between the wielder and the item (see “Conflict” below). You can p"
      }
    ],
    "device": [
      {
        "document": 820,
        "excerpt": "A rectangular metal device with two tiny metal cups on one end that throws sparks when wet"
      },
      {
        "document": 984,
        "excerpt": "Use Magic Device"
      },
      {
        "document": 989,
        "excerpt": "es casting Prestidigitation to create a Tiny clockwork device (AC 5, 1 HP), such as a toy, fire starter, or music box. When you create the device, you determine its f"
      }
    ],
    "devices": [
      {
        "document": 989,
        "excerpt": "e; the device doesn't do both. You can have three such devices in existence at a time, and each falls apart 8 hours after its creation or when you dismantle it with a"
      }
    ],
    "devil": [
      {
        "document": 1627,
        "excerpt": "at any other time before you die. Flames. A powerful devil becomes your enemy. The devil seeks your ruin and torments you, savoring your suffering before attemptin"
      },
      {
        "document": 1802,
        "excerpt": "Barbed Devil"
      },
      {
        "document": 1805,
        "excerpt": "Bearded Devil"
      },
      {
        "document": 1815,
        "excerpt": "Bone Devil"
      },
      {
        "document": 1825,
        "excerpt": "Chain Devil"
      },
      {
        "document": 1859,
        "excerpt": "Medium Fiend (Devil), Lawful Evil"
      },
      {
        "document": 1932,
        "excerpt": "Horned Devil"
      },
      {
        "document": 1936,
        "excerpt": "Ice Devil"
      },
      {
        "document": 1938,
        "excerpt": "Tiny Fiend (Devil), Lawful Evil"
      },
      {
        "document": 1948,
        "excerpt": "Medium Fiend (Devil), Lawful Evil"
      },
      {
        "document": 1986,
        "excerpt": "Large Fiend (Devil), Lawful Evil"
      }
    ],
    "devil's": [
      {
        "document": 972,
        "excerpt": "Levitate on yourself without expending a spell slot. Devil's Sight Prerequisite: Level 2+ Warlock You can see normally in Dim Light and Darkness - both magical and"
      },
      {
        "document": 1805,
        "excerpt": "rget has the Poisoned condition until the start of the devil's next turn. Until this poison ends, the target can't regain Hit Points. Infernal Glaive. Melee Attack Ro"
      },
      {
        "document": 1815,
        "excerpt": "rget has the Poisoned condition until the start of the devil's next turn. While Poisoned, the target can't regain Hit Points."
      },
      {
        "document": 1825,
        "excerpt": "rget has the Restrained condition until the end of the devil's next turn, at which point the chain disappears. If the target is Large or smaller, the devil moves the t"
      },
      {
        "document": 1936,
        "excerpt": "both. Hit or Miss: The spear magically returns to the devil's hand immediately after a ranged attack. Tail. Melee Attack Roll: +10, reach 10 ft. Hit: 15 (3d6 + 5) Bl"
      }
    ],
    "devilish": [
      {
        "document": 1986,
        "excerpt": "Multiattack. The pit fiend makes one Bite attack, two Devilish Claw attacks, and one Fiery Mace attack. Bite. Melee Attack Roll: +14, reach 10 ft. Hit: 18 (3d6 + 8) P"
      }
    ],
    "devious": [
      {
        "document": 855,
        "excerpt": "Devious Strikes"
      },
      {
        "document": 970,
        "excerpt": "Devious Strikes"
      }
    ],
    "deviously": [
      {
        "document": 970,
        "excerpt": "You've practiced new ways to use your Sneak Attack deviously. The following effects are now among your Cunning Strike options. Daze (Cost: 2d6). The target must suc"
      }
    ],
    "devoted": [
      {
        "document": 267,
        "excerpt": "nscription “dreams” on its lid 87 An iron holy symbol devoted to an unknown god 88 A book about a legendary hero's rise and fall, with the last chapter missing 89 A"
      },
      {
        "document": 982,
        "excerpt": "d to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of personal devotion. Others hold ange"
      }
    ],
    "devotion": [
      {
        "document": 841,
        "excerpt": "Oath of Devotion Spells"
      },
      {
        "document": 968,
        "excerpt": "ou gain a Paladin subclass of your choice. The Oath of Devotion subclass is detailed after this class's description. A subclass is a specialization that grants you feat"
      },
      {
        "document": 982,
        "excerpt": "Oath of Devotion"
      }
    ],
    "devoured": [
      {
        "document": 1516,
        "excerpt": "Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches i"
      }
    ],
    "devouring": [
      {
        "document": 972,
        "excerpt": "magical and nonmagical - within 120 feet of yourself. Devouring Blade Prerequisite: Level 12+ Warlock, Thirsting Blade Invocation The Extra Attack of your Thirsting B"
      },
      {
        "document": 1516,
        "excerpt": "Bag of Devouring"
      }
    ],
    "dex": [
      {
        "document": 811,
        "excerpt": "Dex."
      },
      {
        "document": 929,
        "excerpt": "11 + Dex modifier"
      },
      {
        "document": 941,
        "excerpt": "Dex."
      },
      {
        "document": 1033,
        "excerpt": "14 + Dex modifier (max 2)"
      },
      {
        "document": 1041,
        "excerpt": "13 + Dex modifier (max 2)"
      },
      {
        "document": 1066,
        "excerpt": "15 + Dex modifier (max 2)"
      },
      {
        "document": 1071,
        "excerpt": "12 + Dex modifier (max 2)"
      },
      {
        "document": 1084,
        "excerpt": "11 + Dex modifier"
      },
      {
        "document": 1100,
        "excerpt": "11 + Dex modifier"
      },
      {
        "document": 1122,
        "excerpt": "14 + Dex modifier (max 2)"
      },
      {
        "document": 1139,
        "excerpt": "12 + Dex modifier"
      },
      {
        "document": 1158,
        "excerpt": "smaller), 20 (Large), 40 (Huge) Speed 30 ft. | STR | DEX | CON | INT | WIS | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 14 (+2) | 11 (+0) | 13 (+1"
      },
      {
        "document": 1266,
        "excerpt": "60 ft., Fly 60 ft. (requires level 4+ spell) | STR | DEX | CON | INT | WIS | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 18 (+4) | 12 (+1) | 14 (+2"
      },
      {
        "document": 1290,
        "excerpt": "40 ft., Climb 40 ft., Fly 40 ft. (Wasp only) | STR | DEX | CON | INT | WIS | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 17 (+3) | 13 (+1) | 15 (+2"
      },
      {
        "document": 1448,
        "excerpt": "above 5 Speed 30 ft., Fly 60 ft., Swim 30 ft. | STR | DEX | CON | INT | WIS | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 19 (+4) | 14 (+2) | 17 (+3"
      }
    ],
    "dexterity": [
      {
        "document": 24,
        "excerpt": "se property (see “Equipment”) lets you use Strength or Dexterity with a weapon that has that property."
      },
      {
        "document": 27,
        "excerpt": "me base AC calculation: Base AC = 10 + the creature's Dexterity modifier A creature's AC can then be modified by armor, magic items, spells, and more. Only One Base A"
      },
      {
        "document": 37,
        "excerpt": "that melee attacks use Strength and ranged attacks use Dexterity. That's a general rule, and a general rule is in effect as long as something in the game doesn't explici"
      },
      {
        "document": 67,
        "excerpt": "ge on a traveler's Wisdom (Perception or Survival) and Dexterity (Stealth) checks. Normal. Traveling at a Normal pace imposes Disadvantage on Dexterity (Stealth) checks"
      },
      {
        "document": 73,
        "excerpt": "tarts, every participant rolls Initiative; they make a Dexterity check that determines their place in the Initiative order. The GM rolls for monsters. For a group of ide"
      },
      {
        "document": 97,
        "excerpt": "s will while you're on it, you must succeed on a DC 10 Dexterity saving throw or fall off, landing with the Prone condition (see “Rules Glossary”) in an unoccupied space"
      },
      {
        "document": 154,
        "excerpt": "stealthy might have bonuses to Wisdom (Perception) and Dexterity (Stealth) checks. A skill bonus is the sum of a monster's relevant ability modifier and its Proficiency"
      },
      {
        "document": 184,
        "excerpt": "monster's Armor Class (AC) includes its natural armor, Dexterity, gear, and other defenses. See \"Playing the Game\" for information on Armor Class."
      },
      {
        "document": 185,
        "excerpt": "onster's Initiative modifier is typically equal to its Dexterity modifier, but some monsters have additional modifiers, such as Proficiency Bonus, applied to that number"
      },
      {
        "document": 231,
        "excerpt": "you've generated six scores, assign them to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma, keeping in mind your class's primary ability. Fill in"
      },
      {
        "document": 241,
        "excerpt": "ow many Hit Dice you've spent. Initiative. Write your Dexterity modifier in the space for Initiative on your character sheet. Armor Class. Without armor or a shield, y"
      },
      {
        "document": 306,
        "excerpt": "and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative."
      },
      {
        "document": 307,
        "excerpt": "thin 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 2d8 Radiant damage if it"
      },
      {
        "document": 308,
        "excerpt": "eature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 Piercing damage and have its Speed reduced to 0 until the start of its next tur"
      },
      {
        "document": 316,
        "excerpt": "ieves' Tools to pick this Lock with a successful DC 15 Dexterity (Sleight of Hand) check."
      },
      {
        "document": 319,
        "excerpt": "ed, or Restrained condition if you succeed on a DC 13 Dexterity (Sleight of Hand) check. While bound, a creature has Disadvantage on attack rolls, and the creature is R"
      },
      {
        "document": 322,
        "excerpt": "thin 15 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or have the Restrained condition"
      },
      {
        "document": 323,
        "excerpt": "thin 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or be covered in oil. If the targ"
      },
      {
        "document": 338,
        "excerpt": "you can tie a knot with Rope if you succeed on a DC 10 Dexterity (Sleight of Hand) check. The Rope can be burst with a successful DC 20 Strength (Athletics) check. You"
      },
      {
        "document": 406,
        "excerpt": "f you wear Leather Armor, your base AC is 11 plus your Dexterity modifier, whereas your AC is 16 in Chain Mail. Strength. If the table shows a Strength score in the Str"
      },
      {
        "document": 408,
        "excerpt": "Disadvantage on any D20 Test that involves Strength or Dexterity, and you can't cast spells."
      },
      {
        "document": 417,
        "excerpt": "Ability: Dexterity Weight: 5 lb. Utilize: Write text with impressive flourishes that guard against forgery (DC 15) Craft:"
      },
      {
        "document": 421,
        "excerpt": "Ability: Dexterity Weight: 5 lb. Utilize: Modify footwear to give Advantage on the wearer's next Dexterity (Acrobatics) ch"
      },
      {
        "document": 425,
        "excerpt": "Ability: Dexterity Weight: 5 lb. Utilize: Add a design to a leather item (DC 10) Craft: Sling, Whip, Hide Armor, Leather"
      },
      {
        "document": 430,
        "excerpt": "Ability: Dexterity Weight: 10 lb. Utilize: Assemble a Tiny item composed of scrap, which falls apart in 1 minute (DC 20)"
      },
      {
        "document": 432,
        "excerpt": "Ability: Dexterity Weight: 5 lb. Utilize: Mend a tear in clothing (DC 10), or sew a Tiny design (DC 10) Craft: Padded Ar"
      },
      {
        "document": 433,
        "excerpt": "Ability: Dexterity Weight: 5 lb. Utilize: Carve a pattern in wood (DC 10) Craft: Club, Greatclub, Quarterstaff, Ranged w"
      },
      {
        "document": 436,
        "excerpt": "Ability: Dexterity Weight: 5 lb. Utilize: Mimic 10 or fewer words of someone else's handwriting (DC 15), or duplicate a w"
      },
      {
        "document": 443,
        "excerpt": "Ability: Dexterity Weight: 1 lb. Utilize: Pick a lock (DC 15), or disarm a trap (DC 15)"
      },
      {
        "document": 445,
        "excerpt": "thin 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 2d6 Acid damage."
      },
      {
        "document": 446,
        "excerpt": "thin 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 1d4 Fire damage and start"
      },
      {
        "document": 451,
        "excerpt": "a for the first time on a turn must succeed on a DC 10 Dexterity saving throw or have the Prone condition. It takes 10 minutes to recover the Ball Bearings."
      },
      {
        "document": 463,
        "excerpt": "a for the first time on a turn must succeed on a DC 15 Dexterity saving throw or take 1 Piercing damage and have its Speed reduced to 0 until the start of its next turn."
      },
      {
        "document": 464,
        "excerpt": "a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls."
      },
      {
        "document": 468,
        "excerpt": "Chain requires the creature to make a successful DC 18 Dexterity (Acrobatics) check as an action. Bursting the Chain requires a successful DC 20 Strength (Athletics) che"
      },
      {
        "document": 475,
        "excerpt": "isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13."
      },
      {
        "document": 483,
        "excerpt": "elf, and the hook catches on if you succeed on a DC 13 Dexterity (Acrobatics) check. If you tied a Rope to the hook, you can then climb it."
      },
      {
        "document": 534,
        "excerpt": "it a target. Your base AC calculation is 10 plus your Dexterity modifier. If a rule gives you another base AC calculation, you choose which calculation to use; you can'"
      },
      {
        "document": 544,
        "excerpt": "Disadvantage on any D20 Test that involves Strength or Dexterity, and you can't cast spells. If you use a Shield and lack training with it, you don't gain its AC bonus."
      },
      {
        "document": 568,
        "excerpt": "er. Grapple. The target must succeed on a Strength or Dexterity saving throw (it chooses which), or it has the Grappled condition. The DC for the saving throw and any e"
      },
      {
        "document": 595,
        "excerpt": "nt benefit to a target: Half Cover (+2 bonus to AC and Dexterity saving throws), Three-Quarters Cover (+5 bonus to AC and Dexterity saving throws), and Total Cover (can'"
      },
      {
        "document": 609,
        "excerpt": "A creature has six ability scores - Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma - each of which has a corresponding modifier. Add the"
      },
      {
        "document": 622,
        "excerpt": "Disadvantage if you can see the attacker, and you make Dexterity saving throws with Advantage. You lose these benefits if you have the Incapacitated condition or if you"
      },
      {
        "document": 628,
        "excerpt": "e its Reaction to make a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check to hit the surface head or feet first. On a successful check, any damage resulting fr"
      },
      {
        "document": 633,
        "excerpt": "e can use its action to make a Strength (Athletics) or Dexterity (Acrobatics) check against the grapple's escape DC, ending the condition on itself on a success. The con"
      },
      {
        "document": 640,
        "excerpt": "o hide yourself. To do so, you must succeed on a DC 15 Dexterity (Stealth) check while you're Heavily Obscured or behind Three-Quarters Cover or Total Cover, and you mus"
      },
      {
        "document": 652,
        "excerpt": "Initiative. Your Initiative score equals 10 plus your Dexterity modifier. If you have Advantage on Initiative rolls, increase your Initiative score by 5. If you have Di"
      },
      {
        "document": 657,
        "excerpt": "land in Difficult Terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check or have the Prone condition. This Long Jump rule assumes that the height of the jump"
      },
      {
        "document": 685,
        "excerpt": "turn or starts its turn there must succeed on a DC 10 Dexterity saving throw or have the Prone condition."
      },
      {
        "document": 716,
        "excerpt": "he unstable section of ceiling must succeed on a DC 13 Dexterity saving throw, taking 11 (2d10) Bludgeoning damage on a failed save or half as much damage on a successf"
      },
      {
        "document": 717,
        "excerpt": "Net to fall on it. The target must succeed on a DC 10 Dexterity saving throw or have the Restrained condition until it escapes. The target succeeds automatically if it'"
      },
      {
        "document": 718,
        "excerpt": "ard. Each creature in the Cone must succeed on a DC 15 Dexterity saving throw, taking 11 (2d10) Fire damage on a failed save or half as much damage on a successful one."
      },
      {
        "document": 720,
        "excerpt": "ch creature in the darts' path must succeed on a DC 13 Dexterity saving throw or be struck by 1d3 darts, taking 3 (1d6) Poison damage per dart. Detect and Disarm. As a"
      },
      {
        "document": 721,
        "excerpt": "y to disarm the trap, doing so with a successful DC 15 Dexterity (Sleight of Hand) check. On a failed check, the creature triggers the trap. At Higher Levels. You can s"
      },
      {
        "document": 722,
        "excerpt": "tone is rolling, that creature must succeed on a DC 15 Dexterity saving throw or take 55 (10d10) Bludgeoning damage and have the Prone condition. The stone stops when i"
      },
      {
        "document": 738,
        "excerpt": "that seem appropriate for the background: Strength or Dexterity. These abilities are ideal for a background involving physical exertion. Constitution. This ability is"
      },
      {
        "document": 739,
        "excerpt": "Dexterity"
      },
      {
        "document": 741,
        "excerpt": "Dexterity"
      },
      {
        "document": 742,
        "excerpt": "Dexterity"
      },
      {
        "document": 744,
        "excerpt": "Dexterity"
      },
      {
        "document": 745,
        "excerpt": "tack rolls against you have Disadvantage, and you make Dexterity saving throws with Advantage. You lose this benefit if you have the Incapacitated condition or if your S"
      },
      {
        "document": 746,
        "excerpt": "Dexterity"
      },
      {
        "document": 752,
        "excerpt": "+2 bonus to AC and Dexterity saving throws"
      },
      {
        "document": 817,
        "excerpt": "Dexterity"
      },
      {
        "document": 818,
        "excerpt": "Strength or Dexterity"
      },
      {
        "document": 821,
        "excerpt": "Dexterity"
      },
      {
        "document": 941,
        "excerpt": "Dexterity"
      },
      {
        "document": 962,
        "excerpt": "g any armor, your base Armor Class equals 10 plus your Dexterity and Constitution modifiers. You can use a Shield and still gain this benefit."
      },
      {
        "document": 963,
        "excerpt": "Dexterity and Charisma"
      },
      {
        "document": 966,
        "excerpt": "Strength or Dexterity"
      },
      {
        "document": 967,
        "excerpt": "Dexterity and Wisdom"
      },
      {
        "document": 969,
        "excerpt": "Dexterity and Wisdom"
      },
      {
        "document": 970,
        "excerpt": "Dexterity"
      },
      {
        "document": 972,
        "excerpt": "e attack and damage rolls instead of using Strength or Dexterity; and you can cause the weapon to deal Necrotic, Psychic, or Radiant damage or its normal damage type. Y"
      },
      {
        "document": 977,
        "excerpt": "aring armor, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers."
      },
      {
        "document": 984,
        "excerpt": "can do one of the following. Sleight of Hand. Make a Dexterity (Sleight of Hand) check to pick a lock or disarm a trap with Thieves' Tools or to pick a pocket. Use an"
      },
      {
        "document": 985,
        "excerpt": "t away from you. Topple. The target must succeed on a Dexterity saving throw or have the Prone condition."
      },
      {
        "document": 986,
        "excerpt": "ape each time). Each creature in that area must make a Dexterity saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus). On a failed save, a creature"
      },
      {
        "document": 996,
        "excerpt": "Dexterity, Constitution, Intelligence"
      },
      {
        "document": 998,
        "excerpt": "Strength, Dexterity, Constitution"
      },
      {
        "document": 1005,
        "excerpt": "ts. Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 30. Overcome Defenses. The Bludgeoning, Piercing, and Slashing damage you d"
      },
      {
        "document": 1010,
        "excerpt": "Level 4+, Strength or Dexterity 13+"
      },
      {
        "document": 1150,
        "excerpt": "Sphere. Each creature in that Sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage. Cantrip Upgrade. The damage increases by 1d6 when you reach level"
      },
      {
        "document": 1163,
        "excerpt": "ture within 5 feet of it. The target must succeed on a Dexterity saving throw, or the target has the Grappled condition, with an escape DC equal to your spell save DC. W"
      },
      {
        "document": 1178,
        "excerpt": "ult Terrain. Any creature in the wall's space makes a Dexterity saving throw, taking 6d10 Force damage on a failed save or half as much damage on a successful one. A cr"
      },
      {
        "document": 1184,
        "excerpt": "orth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one. Flamm"
      },
      {
        "document": 1185,
        "excerpt": "int. Each creature within 5 feet of that point makes a Dexterity saving throw, taking 3d10 Lightning damage on a failed save or half as much damage on a successful one."
      },
      {
        "document": 1187,
        "excerpt": "argeted by only one of the bolts. Each target makes a Dexterity saving throw, taking 10d8 Lightning damage on a failed save or half as much damage on a successful one."
      },
      {
        "document": 1204,
        "excerpt": "its turn there, you can force that creature to make a Dexterity saving throw. On a failed save, the creature takes 3d10 Slashing damage. A creature makes this save only"
      },
      {
        "document": 1205,
        "excerpt": "g ability modifier. Searing Light. The target makes a Dexterity saving throw, taking 6d12 Radiant damage on a failed save or half as much damage on a successful one. U"
      },
      {
        "document": 1206,
        "excerpt": "t of the spirit, you can force that creature to make a Dexterity saving throw if the spirit has no creature Restrained. On failed save, the target takes 8d8 damage of th"
      },
      {
        "document": 1227,
        "excerpt": "a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw. A creature takes Fire damage equal to the total accumulated damage on a failed save or hal"
      },
      {
        "document": 1235,
        "excerpt": "l of Force. A creature targeted by this spell makes a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 Force damage. If this damage reduces it to 0"
      },
      {
        "document": 1245,
        "excerpt": "ale a 15-foot Cone. Each creature in that area makes a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save or half as much damage on a successf"
      },
      {
        "document": 1248,
        "excerpt": "ation, each creature on the ground in the area makes a Dexterity saving throw. On a failed save, a creature has the Prone condition, and its Concentration is broken. Yo"
      },
      {
        "document": 1251,
        "excerpt": "p to 1 hour You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has Advantage on ability checks using t"
      },
      {
        "document": 1260,
        "excerpt": "ch creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed Dim Light in a 10-foot radius and ca"
      },
      {
        "document": 1261,
        "excerpt": "nemy within 5 feet of it. That enemy must succeed on a Dexterity saving throw or take 4d8 Force damage. On your later turns, you can take a Magic action to move the hou"
      },
      {
        "document": 1272,
        "excerpt": "east one other Cube. Each creature in the area makes a Dexterity saving throw, taking 7d10 Fire damage on a failed save or half as much damage on a successful one. Flam"
      },
      {
        "document": 1273,
        "excerpt": "a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one. Flamm"
      },
      {
        "document": 1275,
        "excerpt": "high Cylinder centered on a point within range makes a Dexterity saving throw, taking 5d6 Fire damage and 5d6 Radiant damage on a failed save or half as much damage on a"
      },
      {
        "document": 1276,
        "excerpt": "that ends its turn within 5 feet of the sphere makes a Dexterity saving throw, taking 2d6 Fire damage on a failed save or half as much damage on a successful one. As a"
      },
      {
        "document": 1286,
        "excerpt": "the Prone condition; and it has Advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through narrow openings, but it treats liquids as t"
      },
      {
        "document": 1293,
        "excerpt": "ntered on the glyph. Each creature in the area makes a Dexterity saving throw. A creature takes 5d8 Acid, Cold, Fire, Lightning, or Thunder damage (your choice when you"
      },
      {
        "document": 1295,
        "excerpt": ", each creature standing in its area must succeed on a Dexterity saving throw or have the Prone condition. A creature that enters the area or ends its turn there must al"
      },
      {
        "document": 1298,
        "excerpt": "first time on a turn or starts its turn there makes a Dexterity saving throw, taking 20 Radiant damage on a failed save or half as much damage on a successful one. The"
      },
      {
        "document": 1306,
        "excerpt": "t gains a +2 bonus to Armor Class, it has Advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used to take o"
      },
      {
        "document": 1310,
        "excerpt": "is momentarily surrounded by green flames. It makes a Dexterity saving throw, taking 2d10 Fire damage on a failed save or half as much damage on a successful one. Usin"
      },
      {
        "document": 1320,
        "excerpt": "nd each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 Cold damage. Using a Higher-Level Spell Slot. The Cold damage increases by 1d6"
      },
      {
        "document": 1321,
        "excerpt": "nt within range. Each creature in the Cylinder makes a Dexterity saving throw. A creature takes 2d10 Bludgeoning damage and 4d6 Cold damage on a failed save or half as m"
      },
      {
        "document": 1325,
        "excerpt": ". When the cloud appears, each creature in it makes a Dexterity saving throw, taking 10d8 Fire damage on a failed save or half as much damage on a successful one. A cre"
      },
      {
        "document": 1330,
        "excerpt": "ts movement to dance in place, and has Disadvantage on Dexterity saving throws and attack rolls, and other creatures have Advantage on attack rolls against it. On each o"
      },
      {
        "document": 1337,
        "excerpt": "irection you choose. Each creature in the Line makes a Dexterity saving throw, taking 8d6 Lightning damage on a failed save or half as much damage on a successful one."
      },
      {
        "document": 1342,
        "excerpt": "e spell ends, the target's base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor."
      },
      {
        "document": 1345,
        "excerpt": "control it. Your Hit Points, Hit Point Dice, Strength, Dexterity, Constitution, Speed, and senses are replaced by the creature's. You otherwise keep your game statistics"
      },
      {
        "document": 1359,
        "excerpt": "radius Sphere centered on each of those points makes a Dexterity saving throw. A creature takes 20d6 Fire damage and 20d6 Bludgeoning damage on a failed save or half as"
      },
      {
        "document": 1371,
        "excerpt": ", you and each creature you choose have a +10 bonus to Dexterity (Stealth) checks and leave no tracks."
      },
      {
        "document": 1387,
        "excerpt": "u in a 60-foot Cone. Each creature in the Cone makes a Dexterity saving throw. For each target, roll 1d8 to determine which color ray affects it, consulting the Prismati"
      },
      {
        "document": 1388,
        "excerpt": "l the layers. Each layer forces the creature to make a Dexterity saving throw or be affected by that layer's properties as described in the Prismatic Layers table. The"
      },
      {
        "document": 1404,
        "excerpt": "within range. An unwilling creature must succeed on a Dexterity saving throw or be enclosed for the duration. Nothing - not physical objects, energy, or other spell ef"
      },
      {
        "document": 1407,
        "excerpt": "d reach the top of the Cylinder. A creature can make a Dexterity saving throw to grab a fixed object it can reach, thus avoiding the fall upward. If a ceiling or an anc"
      },
      {
        "document": 1410,
        "excerpt": "you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 Radiant damage. The target gains no benefit from Half Cover or Three-Quarters C"
      },
      {
        "document": 1431,
        "excerpt": "a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Prone condition and lose Concentration."
      },
      {
        "document": 1432,
        "excerpt": "get's Speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't take Reactions. On its turns, it can take either an action or a Bonus Action"
      },
      {
        "document": 1446,
        "excerpt": "t creatures or objects beneath it. Each target makes a Dexterity saving throw, taking 10d6 Lightning damage on a failed save or half as much damage on a successful one."
      },
      {
        "document": 1448,
        "excerpt": "4 + the spell's level Piercing damage. Breath Weapon. Dexterity Saving Throw: DC equals your spell save DC, each creature in a 30-foot Cone. Failure: 2d6 damage of a ty"
      },
      {
        "document": 1466,
        "excerpt": "e attack and damage rolls instead of using Strength or Dexterity. If the attack deals damage, it can be Radiant damage or the weapon's normal damage type (your choice)."
      },
      {
        "document": 1471,
        "excerpt": "foot-radius Sphere. Each creature in that area makes a Dexterity saving throw. On a failed save, a creature takes 10d4 Acid damage and another 5d4 Acid damage at the end"
      },
      {
        "document": 1472,
        "excerpt": "en the wall appears, each creature in its area makes a Dexterity saving throw, taking 5d8 Fire damage on a failed save or half as much damage on a successful one. One s"
      },
      {
        "document": 1474,
        "excerpt": "e side of the wall (you choose which side) and makes a Dexterity saving throw, taking 10d6 Cold damage on a failed save or half as much damage on a successful one. The"
      },
      {
        "document": 1475,
        "excerpt": "l and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its Reaction to move up to its Speed so that it is no longer encl"
      },
      {
        "document": 1476,
        "excerpt": "en the wall appears, each creature in its area makes a Dexterity saving throw, taking 7d8 Piercing damage on a failed save or half as much damage on a successful one. A"
      },
      {
        "document": 1480,
        "excerpt": "a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Restrained condition while in the webs or until it breaks free. A creature Res"
      },
      {
        "document": 1495,
        "excerpt": "g Throws Affected. You automatically fail Strength and Dexterity saving throws. Attacks Affected. Attack rolls against you have Advantage. Automatic Critical Hits. Any"
      },
      {
        "document": 1496,
        "excerpt": "g Throws Affected. You automatically fail Strength and Dexterity saving throws. Resist Damage. You have Resistance to all damage. Poison Immunity. You have Immunity to"
      },
      {
        "document": 1499,
        "excerpt": "age. Saving Throws Affected. You have Disadvantage on Dexterity saving throws."
      },
      {
        "document": 1500,
        "excerpt": "g Throws Affected. You automatically fail Strength and Dexterity saving throws. Attacks Affected. Attack rolls against you have Advantage."
      },
      {
        "document": 1501,
        "excerpt": "g Throws Affected. You automatically fail Strength and Dexterity saving throws. Automatic Critical Hits. Any attack roll that hits you is a Critical Hit if the attacker"
      },
      {
        "document": 1515,
        "excerpt": "h creature in the Sphere, including you, makes a DC 15 Dexterity saving throw, taking 5d4 Force damage on a failed save or half as much damage on a successful one. If y"
      },
      {
        "document": 1519,
        "excerpt": ". Each creature in the Sphere must succeed on a DC 15 Dexterity saving throw or take 5d4 Force damage. A sphere of transparent force then encloses the area for 1 minute"
      },
      {
        "document": 1524,
        "excerpt": "face you are moving across. You also have Advantage on Dexterity (Stealth) checks."
      },
      {
        "document": 1543,
        "excerpt": "ceive you have Disadvantage, and you have Advantage on Dexterity (Stealth) checks."
      },
      {
        "document": 1546,
        "excerpt": "ment) While wearing this cloak, you have Advantage on Dexterity (Stealth) checks. In an area of Dim Light or Darkness, you can grip the edges of the cloak and use it to"
      },
      {
        "document": 1589,
        "excerpt": "take a Reaction to reduce the damage by 1d10 plus your Dexterity modifier if you have a free hand. If you reduce the damage to 0, you can catch the ammunition or weapon"
      },
      {
        "document": 1591,
        "excerpt": "while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks."
      },
      {
        "document": 1598,
        "excerpt": "Emanation originating from you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking Radiant damage equal to the number of gems in the helm."
      },
      {
        "document": 1609,
        "excerpt": "gray, and loses its magic. Agility (Very Rare). Your Dexterity increases by 2, to a maximum of 20, while this deep-red sphere orbits your head. Awareness (Rare). Whil"
      },
      {
        "document": 1610,
        "excerpt": "ranged attack roll with an attack bonus equal to your Dexterity modifier plus your Proficiency Bonus. On a hit, the target has the Restrained condition until you take a"
      },
      {
        "document": 1612,
        "excerpt": "her creature in the Line (excluding you) makes a DC 13 Dexterity saving throw, taking 4d6 Lightning damage on a failed save or half as much damage on a successful one. I"
      },
      {
        "document": 1622,
        "excerpt": "he book's contents and practicing its guidelines, your Dexterity increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century."
      },
      {
        "document": 1626,
        "excerpt": "clothes. If the armor normally imposes Disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't."
      },
      {
        "document": 1664,
        "excerpt": "nly). While holding this weapon, you have Advantage on Dexterity (Acrobatics) checks. Attack Deflection (Quarterstaff Form Only) When you are hit by an attack while ho"
      },
      {
        "document": 1668,
        "excerpt": "ns 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing the ring, you can take a Reaction to expend 1 charge to succeed on that save"
      },
      {
        "document": 1677,
        "excerpt": "t creature and disappears. That creature makes a DC 15 Dexterity saving throw. On a failed save, the creature takes Lightning damage based on the number of spheres you c"
      },
      {
        "document": 1690,
        "excerpt": "t wearing armor, your base Armor Class is 15 plus your Dexterity modifier. Magic Resistance. You have Advantage on saving throws against spells and other magical effect"
      },
      {
        "document": 1699,
        "excerpt": "0 feet of yourself. The target must succeed on a DC 15 Dexterity saving throw or have the Restrained condition. You can release the target by letting go of your end of t"
      },
      {
        "document": 1711,
        "excerpt": "whose space the sphere enters must succeed on a DC 19 Dexterity saving throw or be touched by it, taking 8d10 Force damage. A creature reduced to 0 Hit Points by this d"
      },
      {
        "document": 1716,
        "excerpt": "e staff. Each other creature in the area makes a DC 17 Dexterity saving throw. On a failed save, a creature takes Force damage equal to 4 times the number of charges in"
      },
      {
        "document": 1719,
        "excerpt": "e staff. Each other creature in the area makes a DC 17 Dexterity saving throw. On a failed save, a creature takes Force damage equal to 6 times the number of charges in"
      },
      {
        "document": 1722,
        "excerpt": "20 feet long. Each creature in that Line makes a DC 17 Dexterity saving throw, taking 9d6 Lightning damage on a failed save or half as much damage on a successful one."
      },
      {
        "document": 1730,
        "excerpt": "e opens under the target, and the target makes a DC 20 Dexterity saving throw. If the target is a Fiend or an Undead, it has Disadvantage on the save. On a failed save,"
      },
      {
        "document": 1732,
        "excerpt": "e opens under the target, and the target makes a DC 20 Dexterity saving throw. If the target is a Celestial, it has Disadvantage on the save. On a failed save, the targe"
      },
      {
        "document": 1733,
        "excerpt": "ure on the ground in that area must succeed on a DC 20 Dexterity saving throw or have the Prone condition. If that creature is also concentrating, it must succeed on a D"
      },
      {
        "document": 1761,
        "excerpt": "plus 4 (1d8) Acid damage. Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 18, each creature in a 60-foot-long, 5-foot-wide Line. Failure: 54 (12d8) Acid damage."
      },
      {
        "document": 1762,
        "excerpt": "0) Lightning damage. Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 19, each creature in a 90-foot-long, 5-foot-wide Line. Failure: 60 (11d10) Lightning da"
      },
      {
        "document": 1763,
        "excerpt": "plus 4 (1d8) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 18, each creature in a 60-foot-long, 5-foot-wide Line. Failure: 45 (10d8) Fire damage."
      },
      {
        "document": 1764,
        "excerpt": "0) Lightning damage. Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 19, each creature in a 90-foot-long, 5-foot-wide Line. Failure: 55 (10d10) Lightning da"
      },
      {
        "document": 1765,
        "excerpt": "plus 4 (1d8) Acid damage. Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 18, each creature in an 60-foot-long, 5-foot-wide Line. Failure: 54 (12d8) Acid damage."
      },
      {
        "document": 1766,
        "excerpt": "plus 4 (1d8) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 21, each creature in a 60-foot Cone. Failure: 66 (12d10) Fire damage. Success: Half dam"
      },
      {
        "document": 1768,
        "excerpt": "plus 5 (2d4) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 21, each creature in a 60-foot Cone. Failure: 59 (17d6) Fire damage. Success: Half dama"
      },
      {
        "document": 1769,
        "excerpt": "on again until the start of its next turn. Cold Gale. Dexterity Saving Throw: DC 19, each creature in a 60-foot-long, 10-foot-wide Line. Failure: 14 (4d6) Cold damage,"
      },
      {
        "document": 1773,
        "excerpt": "plus 9 (2d8) Acid damage. Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 22, each creature in a 90-foot-long, 10-foot-wide Line. Failure: 67 (15d8) Acid damage."
      },
      {
        "document": 1774,
        "excerpt": "0) Lightning damage. Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 23, each creature in a 120-foot-long, 10-foot-wide Line. Failure: 88 (16d10) Lightning"
      },
      {
        "document": 1775,
        "excerpt": "plus 7 (2d6) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 21, each creature in a 90-foot-long, 5-foot-wide Line. Failure: 58 (13d8) Fire damage."
      },
      {
        "document": 1776,
        "excerpt": "8) Lightning damage. Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 23, each creature in a 120-foot-long, 10-foot-wide Line. Failure: 82 (15d10) Lightning"
      },
      {
        "document": 1777,
        "excerpt": "plus 9 (2d8) Acid damage. Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 22, each creature in an 90-foot-long, 10-foot-wide Line. Failure: 63 (14d8) Acid damage"
      },
      {
        "document": 1778,
        "excerpt": "plus 9 (2d8) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 24, each creature in a 90-foot Cone. Failure: 71 (13d10) Fire damage. Success: Half dam"
      },
      {
        "document": 1780,
        "excerpt": "lus 10 (3d6) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 24, each creature in a 90-foot Cone. Failure: 91 (26d6) Fire damage. Success: Half dama"
      },
      {
        "document": 1781,
        "excerpt": "on again until the start of its next turn. Cold Gale. Dexterity Saving Throw: DC 23, each creature in a 60-foot-long, 10-foot-wide Line. Failure: 14 (4d6) Cold damage,"
      },
      {
        "document": 1786,
        "excerpt": "ed condition (escape DC 13). Acid Spray (Recharge 6). Dexterity Saving Throw: DC 12, each creature in a 30-foot-long, 5-foot-wide Line. Failure: 14 (4d6) Acid damage. S"
      },
      {
        "document": 1791,
        "excerpt": "sin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the save a"
      },
      {
        "document": 1799,
        "excerpt": "Death Throes. The balor explodes when it dies. Dexterity Saving Throw: DC 20, each creature in a 30-foot Emanation originating from the balor. Failure: 31 (9d6)"
      },
      {
        "document": 1806,
        "excerpt": "il the grapple ends. Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 16, each creature in a 90-foot-long, 5-foot-wide Line. Failure: 66 (12d10) Lightning da"
      },
      {
        "document": 1809,
        "excerpt": "plus 2 (1d4) Acid damage. Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 11, each creature in a 15-foot-long, 5-foot-wide Line. Failure: 22 (5d8) Acid damage. S"
      },
      {
        "document": 1813,
        "excerpt": "6) Lightning damage. Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 12, each creature in a 30-foot-long, 5-foot-wide Line. Failure: 21 (6d6) Lightning dama"
      },
      {
        "document": 1816,
        "excerpt": "d10 + 2) Slashing damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 11, each creature in a 20-foot-long, 5-foot-wide Line. Failure: 14 (4d6) Fire damage. S"
      },
      {
        "document": 1817,
        "excerpt": "3) Slashing damage. Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 12, each creature in a 40-foot-long, 5-foot-wide Line. Failure: 16 (3d10) Lightning dam"
      },
      {
        "document": 1819,
        "excerpt": "Quick Grapple. Dexterity Saving Throw: DC 13, one Medium or smaller creature the bugbear can see within 10 feet. Failure: The tar"
      },
      {
        "document": 1821,
        "excerpt": "that contains one or more Large or smaller creatures. Dexterity Saving Throw: DC 15, each creature in the bulette's destination space. Failure: 19 (3d12) Bludgeoning da"
      },
      {
        "document": 1823,
        "excerpt": "umper. The cat's jump distance is determined using its Dexterity rather than its Strength."
      },
      {
        "document": 1825,
        "excerpt": ". The devil conjures a fiery chain to bind a creature. Dexterity Saving Throw: DC 15, one creature the devil can see within 60 feet. Failure: 9 (2d4 + 4) Fire damage, an"
      },
      {
        "document": 1826,
        "excerpt": "has the Prone condition. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 15, each creature in a 15-foot Cone. Failure: 31(7d8) Fire damage. Success: Half damage"
      },
      {
        "document": 1834,
        "excerpt": "d10 + 2) Slashing damage. Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 11, each creature in a 20-foot-long, 5-foot-wide Line. Failure: 18 (4d8) Acid damage. S"
      },
      {
        "document": 1853,
        "excerpt": "Death Burst. The mephit explodes when it dies. Dexterity Saving Throw: DC 10, each creature in a 5-foot Emanation originating from the mephit. Failure: 5 (2d4) B"
      },
      {
        "document": 1857,
        "excerpt": "Trample. Dexterity Saving Throw: DC 16, one creature within 5 feet that has the Prone condition. Failure: 17 (2d10 + 6) Blu"
      },
      {
        "document": 1860,
        "excerpt": "(2d4 + 2) Slashing damage. Web Strand (Recharge 5–6). Dexterity Saving Throw: DC 12, one Large or smaller creature the ettercap can see within 30 feet. Failure: The tar"
      },
      {
        "document": 1869,
        "excerpt": "side itself to contain them (see the Ooze Cube trait). Dexterity Saving Throw: DC 12, each creature whose space the cube enters for the first time during this move. Fail"
      },
      {
        "document": 1871,
        "excerpt": "ssed target's Speed, as well as the target's Strength, Dexterity, and Constitution modifiers. The possession lasts until the body drops to 0 Hit Points or the ghost lea"
      },
      {
        "document": 1873,
        "excerpt": "hurls a boulder at a point it can see within 90 feet. Dexterity Saving Throw: DC 17, each creature in a 5-foot-radius Sphere centered on that point. Failure: 24 (7d6) B"
      },
      {
        "document": 1895,
        "excerpt": "amage plus 7 (2d6) Poison damage. Web (Recharge 5–6). Dexterity Saving Throw: DC 13, one creature the spider can see within 60 feet. Failure: The target has the Restrai"
      },
      {
        "document": 1902,
        "excerpt": "ly equipment behind. Blinding Spittle (Recharge 5–6). Dexterity Saving Throw: DC 10, each creature in a 10-foot-radius Sphere centered on a point within 30 feet. Failur"
      },
      {
        "document": 1903,
        "excerpt": "ition (escape DC 15) from one of two pincers. Pummel. Dexterity Saving Throw: DC 17, one creature Grappled by the glabrezu. Failure: 15 (3d6 + 5) Bludgeoning damage. Su"
      },
      {
        "document": 1910,
        "excerpt": "d10 + 4) Slashing damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 13, each creature in a 15-foot Cone. Failure: 22 (4d10) Fire damage. Success: Half dama"
      },
      {
        "document": 1911,
        "excerpt": "Trample. Dexterity Saving Throw: DC 16, one creature within 5 feet that has the Prone condition. Failure: 16 (2d10 + 5) Blu"
      },
      {
        "document": 1921,
        "excerpt": "raconic Origin trait. Dragon's Breath (Recharge 5–6). Dexterity Saving Throw: DC 14, each creature in a 30-foot Cone. Failure: 28 (8d6) damage of the type chosen for th"
      },
      {
        "document": 1924,
        "excerpt": "plus 3 (1d6) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 12, each creature in a 15-foot Cone. Failure: 17 (5d6) Fire damage. Success: Half damag"
      },
      {
        "document": 1932,
        "excerpt": "ng worn or carried, it starts burning. Infernal Tail. Dexterity Saving Throw: DC 17, one creature the devil can see within 10 feet. Failure: 10 (1d8 + 6) Necrotic damag"
      },
      {
        "document": 1946,
        "excerpt": "an see within 60 feet of itself that isn't in the air. Dexterity Saving Throw: DC 25, the creature thrown and each creature in the destination space. Failure: 18 (4d8) B"
      },
      {
        "document": 1953,
        "excerpt": "Death Burst. The mephit explodes when it dies. Dexterity Saving Throw: DC 11, each creature in a 5-foot Emanation originating from the mephit. Failure: 7 (2d6) F"
      },
      {
        "document": 1954,
        "excerpt": "Death Burst. The magmin explodes when it dies. Dexterity Saving Throw: DC 11, each creature in a 10-foot Emanation originating from the magmin. Failure: 7 (2d6)"
      },
      {
        "document": 1955,
        "excerpt": "Trample. Dexterity Saving Throw: DC 18, one creature within 5 feet that has the Prone condition. Failure: 29 (4d10 + 7) Blu"
      },
      {
        "document": 1987,
        "excerpt": "hing damage plus 18 (4d8) Radiant damage. Holy Burst. Dexterity Saving Throw: DC 20, each enemy in a 20-foot-radius Sphere centered on a point the planetar can see with"
      },
      {
        "document": 2000,
        "excerpt": "plus 3 (1d6) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 13, each creature in a 15-foot Cone. Failure: 24 (7d6) Fire damage. Success: Half damag"
      },
      {
        "document": 2007,
        "excerpt": "worn or carried by a creature within 5 feet of itself. Dexterity Saving Throw: DC 11, the creature with the object. Failure: The object takes a -1 penalty to the AC it o"
      },
      {
        "document": 2022,
        "excerpt": "solar immediately after a ranged attack. Slaying Bow. Dexterity Saving Throw: DC 21, one creature the solar can see within 600 feet. Failure: If the creature has 100 Hi"
      },
      {
        "document": 2031,
        "excerpt": "ition. Death Burst. The mephit explodes when it dies. Dexterity Saving Throw: DC 10, each creature in a 5-foot Emanation originating from the mephit. Failure: 5 (2d4) F"
      },
      {
        "document": 2033,
        "excerpt": "0, the giant can redirect some of the attack's force. Dexterity Saving Throw: DC 17, one creature the giant can see within 60 feet. Failure: 11 (1d10 + 6) Force damage."
      },
      {
        "document": 2035,
        "excerpt": "he giant's next turn. Lightning Storm (Recharge 5–6). Dexterity Saving Throw: DC 18, each creature in a 10-foot-radius, 40-foot-high Cylinder originating from a point t"
      },
      {
        "document": 2081,
        "excerpt": "plus 3 (1d6) Acid damage. Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 14, each creature in a 30-foot-long, 5-foot-wide Line. Failure: 49 (14d6) Acid damage."
      },
      {
        "document": 2082,
        "excerpt": "0) Lightning damage. Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 16, each creature in a 60-foot-long, 5-foot-wide Line. Failure: 55 (10d10) Lightning da"
      },
      {
        "document": 2083,
        "excerpt": "d10 + 4) Slashing damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 14, each creature in a 40-foot-long, 5-foot-wide Line. Failure: 38 (11d6) Fire damage."
      },
      {
        "document": 2084,
        "excerpt": "5) Slashing damage. Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 15, each creature in a 60-foot-long, 5-foot-wide Line. Failure: 49 (9d10) Lightning dam"
      },
      {
        "document": 2085,
        "excerpt": "d10 + 4) Slashing damage. Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 14, each creature in a 40-foot-long, 5-foot-wide Line. Failure: 40 (9d8) Acid damage. S"
      },
      {
        "document": 2086,
        "excerpt": "d10 + 6) Slashing damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 17, each creature in a 30-foot Cone. Failure: 55 (10d10) Fire damage. Success: Half dam"
      },
      {
        "document": 2088,
        "excerpt": "plus 3 (1d6) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 17, each creature in a 30-foot Cone. Failure: 56 (16d6) Fire damage. Success: Half dama"
      }
    ],
    "dexterous": [
      {
        "document": 967,
        "excerpt": "n the Martial Arts column of the Monk Features table. Dexterous Attacks. You can use your Dexterity modifier instead of your Strength modifier for the attack and damage"
      }
    ],
    "diabolical": [
      {
        "document": 1802,
        "excerpt": "reature it is grappling or any creature grappling it. Diabolical Restoration. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it ga"
      },
      {
        "document": 1815,
        "excerpt": "Diabolical Restoration. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it ga"
      },
      {
        "document": 1825,
        "excerpt": "Diabolical Restoration. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it ga"
      },
      {
        "document": 1859,
        "excerpt": "Diabolical Restoration. If the erinyes dies outside the Nine Hells, its body disappears in sulfurous smoke, and it"
      },
      {
        "document": 1932,
        "excerpt": "Diabolical Restoration. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it ga"
      },
      {
        "document": 1936,
        "excerpt": "Diabolical Restoration. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it ga"
      },
      {
        "document": 1986,
        "excerpt": "Diabolical Restoration. If the pit fiend dies outside the Nine Hells, its body disappears in sulfurous smoke, and i"
      }
    ],
    "diagnose": [
      {
        "document": 744,
        "excerpt": "Diagnose an illness, or determine what killed the recently slain."
      }
    ],
    "diagonal": [
      {
        "document": 75,
        "excerpt": "effects might make a square cost even more. Corners. Diagonal movement can't cross the corner of a wall, a large tree, or another terrain feature that fills its space"
      }
    ],
    "diagonally": [
      {
        "document": 75,
        "excerpt": "square that's adjacent to your space (orthogonally or diagonally adjacent). A square of Difficult Terrain costs 2 squares to enter. Other effects might make a square cos"
      }
    ],
    "dialects": [
      {
        "document": 228,
        "excerpt": "rimordial includes the Aquan, Auran, Ignan, and Terran dialects. Creatures that know one of these dialects can communicate with those that know a different one."
      }
    ],
    "diameter": [
      {
        "document": 148,
        "excerpt": "ry vary widely in appearance: some are of nearly equal diameter throughout and smooth, others are gnarled and twisted, some are made of wood, and others are composed of"
      },
      {
        "document": 756,
        "excerpt": "A vertical, 10-foot-diameter, two-way portal to another plane of existence opens in an unoccupied space within 30 feet of you and rem"
      },
      {
        "document": 1162,
        "excerpt": "eye can pass through an opening as small as 1 inch in diameter."
      },
      {
        "document": 1178,
        "excerpt": "h, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides Three-Quarters Cover, and its space is Difficult Terr"
      },
      {
        "document": 1276,
        "excerpt": "on: Concentration, up to 1 minute You create a 5-foot-diameter sphere of fire in an unoccupied space on the ground within range. It lasts for the duration. Any creatur"
      },
      {
        "document": 1278,
        "excerpt": "eates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can"
      },
      {
        "document": 1282,
        "excerpt": "n be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a so"
      },
      {
        "document": 1287,
        "excerpt": "a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration, and the porta"
      },
      {
        "document": 1293,
        "excerpt": "The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken"
      },
      {
        "document": 1388,
        "excerpt": "vely, you shape the wall into a globe up to 30 feet in diameter centered on a point within range. The wall lasts for the duration. If you position the wall in a space o"
      },
      {
        "document": 1451,
        "excerpt": "The glyph can cover an area no larger than 10 feet in diameter. If you choose an object, it must remain in place; if it is moved more than 10 feet from where you cast"
      },
      {
        "document": 1471,
        "excerpt": "oint at a location within range, and a glowing, 1-foot-diameter ball of acid streaks there and explodes in a 20-foot-radius Sphere. Each creature in that area makes a D"
      },
      {
        "document": 1472,
        "excerpt": "h, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. When the wall appears,"
      },
      {
        "document": 1476,
        "excerpt": "high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight. When the wall appears, each"
      },
      {
        "document": 1519,
        "excerpt": "re This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 Beads of Force are found together. You can take a Magic action"
      },
      {
        "document": 1529,
        "excerpt": "gain until the next dawn. The bowl is about 1 foot in diameter and half as deep. It holds about 3 gallons."
      },
      {
        "document": 1561,
        "excerpt": "An orb is an etched crystal globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist swirls inside it. While attuned to an orb"
      },
      {
        "document": 1579,
        "excerpt": "touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot-long, 20-foot-wide boat shaped like a swan takes its place. The boa"
      },
      {
        "document": 1610,
        "excerpt": "tem, Rare This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can take a Magic action to throw the sphere at a Huge or smaller creature you ca"
      },
      {
        "document": 1644,
        "excerpt": "ndkerchief. It unfolds into a circular sheet 6 feet in diameter. You can take a Magic action to unfold a Portable Hole and place it on or against a solid surface, wher"
      },
      {
        "document": 1677,
        "excerpt": "charges as a Magic action to create up to four 3-foot-diameter spheres of lightning. Each sphere appears in an unoccupied space you can see within 120 feet of yoursel"
      },
      {
        "document": 1711,
        "excerpt": "Wondrous Item, Legendary This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surroundin"
      },
      {
        "document": 1721,
        "excerpt": "ealthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiate"
      },
      {
        "document": 1756,
        "excerpt": "ndkerchief. It unfolds into a circular sheet 6 feet in diameter. You can take a Magic action to unfold the Well of Many Worlds and place it on a solid surface, whereup"
      },
      {
        "document": 1786,
        "excerpt": "lid rock at half its Burrow Speed and leaves a 10-foot-diameter tunnel in its wake."
      },
      {
        "document": 1995,
        "excerpt": "lid rock at half its Burrow Speed and leaves a 10-foot-diameter tunnel in its wake."
      }
    ],
    "diametrically": [
      {
        "document": 787,
        "excerpt": "ligned. The item seeks to defeat or destroy those of a diametrically opposed alignment.Such an item is never Neutral."
      }
    ],
    "diamond": [
      {
        "document": 754,
        "excerpt": "Yellow diamond"
      },
      {
        "document": 1191,
        "excerpt": "V, S, M (a diamond worth 50+ GP)"
      },
      {
        "document": 1194,
        "excerpt": "V, S, M (a diamond worth 1,000+ GP, which the spell consumes, and a sealable vessel worth 2,000+ GP that is large enough to"
      },
      {
        "document": 1287,
        "excerpt": "V, S, M (a diamond worth 5,000+ GP)"
      },
      {
        "document": 1293,
        "excerpt": "V, S, M (powdered diamond worth 200+ GP, which the spell consumes)"
      },
      {
        "document": 1297,
        "excerpt": "V, S, M (diamond dust worth 100+ GP, which the spell consumes)"
      },
      {
        "document": 1370,
        "excerpt": "V, S, M (a pinch of diamond dust worth 25+ GP, which the spell consumes)"
      },
      {
        "document": 1397,
        "excerpt": "V, S, M (a diamond worth 500+ GP, which the spell consumes)"
      },
      {
        "document": 1406,
        "excerpt": "V, S, M (a diamond worth 1,000+ GP, which the spell consumes)"
      },
      {
        "document": 1408,
        "excerpt": "V, S, M (a diamond worth 300+ GP, which the spell consumes)"
      },
      {
        "document": 1445,
        "excerpt": "V, S, M (diamond dust worth 100+ GP, which the spell consumes)"
      },
      {
        "document": 1451,
        "excerpt": "V, S, M (powdered diamond worth 1,000+ GP, which the spell consumes)"
      },
      {
        "document": 1598,
        "excerpt": "u gain the following benefits while wearing the helm. Diamond Light. As long as it has at least one diamond, the helm emits a 30-foot Emanation. When at least one Und"
      }
    ],
    "diamonds": [
      {
        "document": 1464,
        "excerpt": "V, S, M (diamonds worth 25,000+ GP, which the spell consumes)"
      },
      {
        "document": 1598,
        "excerpt": "Rare (Requires Attunement) This helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all th"
      }
    ],
    "diary": [
      {
        "document": 267,
        "excerpt": "A receipt of deposit at a bank in a far-off city 85 A diary with seven missing pages 86 An empty silver snuffbox bearing the inscription “dreams” on its lid 87 An"
      },
      {
        "document": 820,
        "excerpt": "A diary written in a language you don’t know"
      }
    ],
    "dice": [
      {
        "document": 33,
        "excerpt": "expend your Heroic Inspiration to reroll one of those dice, not both of them."
      },
      {
        "document": 49,
        "excerpt": "re might still be an element of chance if the GM wants dice to play a role in determining an NPC's response to you. In such situations, the GM will typically ask yo"
      },
      {
        "document": 103,
        "excerpt": "outcome is uncertain and narratively interesting, the dice determine the result."
      },
      {
        "document": 105,
        "excerpt": "ity specifies the damage it deals. You roll the damage dice, add any modifiers, and deal the damage to your target. If there's a penalty to the damage, it's possibl"
      },
      {
        "document": 106,
        "excerpt": "l Hit, you deal extra damage. Roll the attack's damage dice twice, add them together, and add any relevant modifiers as normal. For example, if you score a Critical"
      },
      {
        "document": 151,
        "excerpt": "followed by parentheses, where the monster's Hit Point Dice are provided, along with any contribution from its Constitution. Either use the number for the monster's"
      },
      {
        "document": 230,
        "excerpt": "oll four d6s and record the total of the highest three dice. Do this five more times, so you have six numbers. Point Cost. You have 27 points to spend on your abil"
      },
      {
        "document": 241,
        "excerpt": "'s also space to track Death Saving Throws. Hit Point Dice. Your class's description tells you the die type of your character's Hit Point Dice (or Hit Dice for sho"
      },
      {
        "document": 243,
        "excerpt": "iclassing” section. 2: Adjust Hit Points and Hit Point Dice. Each time you gain a level, you gain an additional Hit Die. Roll that die, add your Constitution modifi"
      },
      {
        "document": 257,
        "excerpt": "Hit Points and Hit Point Dice"
      },
      {
        "document": 437,
        "excerpt": "s cheating (DC 10), or win the game (DC 20) Variants: Dice (1 SP), dragonchess (1 GP), playing cards (5 SP), three-dragon ante (1 GP)"
      },
      {
        "document": 505,
        "excerpt": "enefit only once; the target doesn't receive two bonus dice. But if the durations of the spells overlap, the effect continues until the duration of the second Bless"
      },
      {
        "document": 517,
        "excerpt": "You regain all lost Hit Points and all spent Hit Point Dice. If your Hit Point maximum was reduced, it returns to normal. Ability Scores Restored. If any of your a"
      },
      {
        "document": 543,
        "excerpt": "est, you gain the following benefits: Spend Hit Point Dice. You can spend one or more of your Hit Point Dice to regain Hit Points. For each Hit Point Die you spend"
      },
      {
        "document": 554,
        "excerpt": "entheses after the Hit Points, the monster's Hit Point Dice are provided, along with the contribution of its Constitution, if any, to its Hit Points. Following the"
      },
      {
        "document": 600,
        "excerpt": "or the target's AC. A Critical Hit lets you roll extra dice for the attack's damage against the target. Roll all of the attack's damage dice twice and add them toge"
      },
      {
        "document": 642,
        "excerpt": "Hit Point Dice"
      },
      {
        "document": 676,
        "excerpt": "he normal number of Hit Points from spending Hit Point Dice. Restlessness. While the creature has any Exhaustion levels, finishing a Long Rest neither restores los"
      },
      {
        "document": 804,
        "excerpt": "Hit Dice by Size"
      },
      {
        "document": 820,
        "excerpt": "A pair of knucklebone dice, each with a skull symbol on the side that would normally show six pips"
      },
      {
        "document": 963,
        "excerpt": "ou. That creature gains one of your Bardic Inspiration dice. A creature can have only one Bardic Inspiration die at a time. Once within the next hour when the crea"
      },
      {
        "document": 965,
        "excerpt": "t you retain your creature type; Hit Points; Hit Point Dice; Intelligence, Wisdom, and Charisma scores; class features; languages; and feats. You also retain your s"
      },
      {
        "document": 970,
        "excerpt": "a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately a"
      },
      {
        "document": 971,
        "excerpt": "spend 1 Sorcery Point to reroll a number of the damage dice up to your Charisma modifier (minimum of one), and you must use the new rolls. You can use Empowered Sp"
      },
      {
        "document": 972,
        "excerpt": "the creature, and you can expend one of your Hit Point Dice to roll it and regain a number of Hit Points equal to the roll plus your Constitution modifier (minimum"
      },
      {
        "document": 981,
        "excerpt": "When you would normally roll one or more dice to restore Hit Points to a creature with a spell or Channel Divinity, don't roll those dice for the heal"
      },
      {
        "document": 1013,
        "excerpt": "target with a weapon, you can roll the weapon's damage dice twice and use either roll against the target."
      },
      {
        "document": 1156,
        "excerpt": "arget retains its creature type; Hit Points; Hit Point Dice; alignment; ability to communicate; and Intelligence, Wisdom, and Charisma scores. The target's actions"
      },
      {
        "document": 1266,
        "excerpt": "5 + 10 per spell level (the steed has a number of Hit Dice [d10s] equal to the spell's level) Speed 60 ft., Fly 60 ft. (requires level 4+ spell) | STR | DEX | CON"
      },
      {
        "document": 1345,
        "excerpt": "ure's body, you control it. Your Hit Points, Hit Point Dice, Strength, Dexterity, Constitution, Speed, and senses are replaced by the creature's. You otherwise keep"
      },
      {
        "document": 1381,
        "excerpt": "personality, creature type, Hit Points, and Hit Point Dice. See the \"Animals\" section of \"Monsters\" for a sample of Beast stat blocks. The target gains a number o"
      },
      {
        "document": 1420,
        "excerpt": "ce, Wisdom, and Charisma scores; Hit Points; Hit Point Dice; proficiencies; and ability to communicate. If you have the Spellcasting feature, you retain it too. Up"
      },
      {
        "document": 1463,
        "excerpt": "the new form, but it retains its Hit Points, Hit Point Dice, alignment, and personality. The target gains a number of Temporary Hit Points equal to the Hit Points"
      },
      {
        "document": 1728,
        "excerpt": "this magic weapon and hit, maximize your weapon damage dice against the target. When you attack a creature with this weapon and roll a 20 on the d20 for the attack"
      }
    ],
    "did": [
      {
        "document": 227,
        "excerpt": "raised you? - Who was your dearest childhood friend? - Did you grow up with a pet? - Have you fallen in love? If so, with whom? - Did you join an organization, suc"
      },
      {
        "document": 247,
        "excerpt": "gin includes two elements: background and species. How did the character spend the years leading up to a life of adventure? Who are the character's ancestors? You"
      },
      {
        "document": 502,
        "excerpt": "nvalid target). Otherwise, you perceive that the spell did nothing to the target."
      },
      {
        "document": 735,
        "excerpt": "A character's background represents what the character did prior to becoming an adventurer. Creating a unique background or customizing an existing one can reflect"
      }
    ],
    "didn't": [
      {
        "document": 502,
        "excerpt": "to have succeeded on its saving throw, even though it didn't attempt one (giving no hint that the creature is an invalid target). Otherwise, you perceive that the sp"
      },
      {
        "document": 1406,
        "excerpt": "reature that has been dead for no more than a century, didn't die of old age, and wasn't Undead when it died. The creature returns to life with all its Hit Points. T"
      },
      {
        "document": 1679,
        "excerpt": "no effect on you. If that spell targeted only you and didn't create an area of effect, you can take a Reaction to deflect the spell back at the spell's caster; the c"
      }
    ],
    "die": [
      {
        "document": 7,
        "excerpt": "Here are the main ways a creature can die instantly. Monster Death. A monster dies the instant it drops to 0 Hit Points, although a Game Master c"
      },
      {
        "document": 9,
        "excerpt": "If you reach 0 Hit Points and don't die instantly, you have the Unconscious condition (see “Rules Glossary”) until you regain any Hit Points, an"
      },
      {
        "document": 10,
        "excerpt": "lizing a Character” below). On your third failure, you die. The successes and failures don't need to be consecutive; keep track of both until you collect three of"
      },
      {
        "document": 26,
        "excerpt": "In those cases, the GM might ask the player to roll a die to help determine what happens. Describing the results often leads to another decision point, which brin"
      },
      {
        "document": 30,
        "excerpt": "ve Heroic Inspiration, you can expend it to reroll any die immediately after rolling it, and you must use the new roll. Only One at a Time. You can never have mor"
      },
      {
        "document": 33,
        "excerpt": "or replace the d20, you can reroll or replace only one die, not both. You choose which one. For example, if you have Heroic Inspiration (see the sidebar below) an"
      },
      {
        "document": 35,
        "excerpt": "Your Proficiency Bonus can't be added to a die roll or another number more than once. For example, if a rule allows you to make a Charisma (Deception o"
      },
      {
        "document": 92,
        "excerpt": ", or another rule might give a bonus or penalty to the die roll. 6: Compare the Total to a Target Number. If the total of the d20 and its modifiers equals or excee"
      },
      {
        "document": 151,
        "excerpt": "se the number for the monster's Hit Points or roll the die expression in parentheses to determine the monster's Hit Points randomly; don't use both. A monster's s"
      },
      {
        "document": 173,
        "excerpt": "A stat block usually provides both a number and a die expression for each instance of damage. For example, an attack might deal 4 (1d4 + 2) damage on a hit. Y"
      },
      {
        "document": 241,
        "excerpt": "Hit Point Dice. Your class's description tells you the die type of your character's Hit Point Dice (or Hit Dice for short); write this on your character sheet. At"
      },
      {
        "document": 243,
        "excerpt": "Each time you gain a level, you gain an additional Hit Die. Roll that die, add your Constitution modifier to the roll, and add the total (minimum of 1) to your Hit"
      },
      {
        "document": 257,
        "excerpt": "form your pool of Hit Dice. If these dice are the same die type, you can pool them together. For example, both the Fighter and the Paladin have a d10 Hit Die, so i"
      },
      {
        "document": 382,
        "excerpt": "more than 100 feet away for at least 24 hours, if you die, or if another creature attunes to the item. You can also voluntarily end Attunement by spending anothe"
      },
      {
        "document": 542,
        "excerpt": "form to the other. You revert to your true form if you die."
      },
      {
        "document": 543,
        "excerpt": "it Point Dice to regain Hit Points. For each Hit Point Die you spend in this way, roll the die and add your Constitution modifier to it. You regain Hit Points equa"
      },
      {
        "document": 554,
        "excerpt": "stat block usually provides both a static number and a die expression for each instance of damage. For example, an attack might deal 4 (1d4 + 2) damage on a hit. T"
      },
      {
        "document": 592,
        "excerpt": "on ends if you have the Incapacitated condition or you die."
      },
      {
        "document": 606,
        "excerpt": "A damage roll is a die roll, adjusted by any applicable modifiers, that deals damage to a target. See also \"Playing the Game\" ("
      },
      {
        "document": 631,
        "excerpt": "Fly Speed, you can stay aloft until you land, fall, or die. See also “Flying” and “Speed.”"
      },
      {
        "document": 639,
        "excerpt": "ve Heroic Inspiration, you can expend it to reroll any die immediately after rolling it, and you must use the new roll. If you gain Heroic Inspiration but already"
      },
      {
        "document": 727,
        "excerpt": "here's a slim chance that one or more characters might die. High Difficulty. A high-difficulty encounter could be lethal for one or more characters. To survive it"
      },
      {
        "document": 732,
        "excerpt": "encounter to keep it at the intended difficulty. Also, die rolls and other factors can result in an encounter being easier or harder than intended. You can adjust"
      },
      {
        "document": 793,
        "excerpt": "tools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take 5d6 Poison damage a"
      },
      {
        "document": 804,
        "excerpt": "Hit Die"
      },
      {
        "document": 896,
        "excerpt": "Bardic Die"
      },
      {
        "document": 962,
        "excerpt": "Hit Point Die"
      },
      {
        "document": 963,
        "excerpt": "Hit Point Die"
      },
      {
        "document": 964,
        "excerpt": "Hit Point Die"
      },
      {
        "document": 965,
        "excerpt": "Hit Point Die"
      },
      {
        "document": 966,
        "excerpt": "Hit Point Die"
      },
      {
        "document": 967,
        "excerpt": "Hit Point Die"
      },
      {
        "document": 968,
        "excerpt": "Hit Point Die"
      },
      {
        "document": 969,
        "excerpt": "Hit Point Die"
      },
      {
        "document": 970,
        "excerpt": "Hit Point Die"
      },
      {
        "document": 971,
        "excerpt": "Hit Point Die"
      },
      {
        "document": 972,
        "excerpt": "Hit Point Die"
      },
      {
        "document": 973,
        "excerpt": "Hit Point Die"
      },
      {
        "document": 975,
        "excerpt": "inute or until you have the Incapacitated condition or die. You and your allies have Half Cover while in that area, and your allies gain the current Resistance of"
      },
      {
        "document": 976,
        "excerpt": "your Bardic Inspiration; roll your Bardic Inspiration die, and subtract the number rolled from the creature's roll, reducing the damage or potentially turning the"
      },
      {
        "document": 981,
        "excerpt": "ling; instead use the highest number possible for each die. For example, instead of restoring 2d6 Hit Points to a creature with a spell, you restore 12."
      },
      {
        "document": 985,
        "excerpt": "elf. As a Bonus Action, you can roll your Martial Arts die. You regain a number of Hit Points equal to the number rolled plus your Wisdom modifier (minimum of 1 Hi"
      },
      {
        "document": 991,
        "excerpt": "roll a 1 on the d20 of a D20 Test, you can reroll the die, and you must use the new roll."
      },
      {
        "document": 1011,
        "excerpt": "g with two hands, you can treat any 1 or 2 on a damage die as a 3. The weapon must have the Two-Handed or Versatile property to gain this benefit."
      },
      {
        "document": 1167,
        "excerpt": "at it does so - the target's body and astral form both die. A target's astral form can travel through the Astral Plane. The moment an astral form leaves that plan"
      },
      {
        "document": 1266,
        "excerpt": "steed disappears if it drops to 0 Hit Points or if you die. When it disappears, it leaves behind anything it was wearing or carrying. If you cast this spell again,"
      },
      {
        "document": 1345,
        "excerpt": "tainer if it is within 100 feet of you. Otherwise, you die. If the container is destroyed or the spell ends, your soul returns to your body. If your body is more"
      },
      {
        "document": 1383,
        "excerpt": "s You compel one creature you can see within range to die. If the target has 100 Hit Points or fewer, it dies. Otherwise, it takes 12d12 Psychic damage."
      },
      {
        "document": 1406,
        "excerpt": "that has been dead for no more than a century, didn't die of old age, and wasn't Undead when it died. The creature returns to life with all its Hit Points. This"
      },
      {
        "document": 1424,
        "excerpt": "lee attacks using that weapon, and the weapon's damage die becomes a d8. If the attack deals damage, it can be Force damage or the weapon's normal damage type (you"
      },
      {
        "document": 1484,
        "excerpt": "undo a single recent event by forcing a reroll of any die roll made within the last round (including your last turn). Reality reshapes itself to accommodate the n"
      },
      {
        "document": 1490,
        "excerpt": "time you receive it, you gain 1 Exhaustion level. You die if your Exhaustion level is 6. D20 Tests Affected. When you make a D20 Test, the roll is reduced by 2 t"
      },
      {
        "document": 1508,
        "excerpt": "u take a Bonus Action to end this effect, or until you die or have the Incapacitated condition, at which point the Shield falls to the ground or into your hand if"
      },
      {
        "document": 1579,
        "excerpt": "hen you take a Magic action to dismiss it, or when you die or have the Incapacitated condition. Feather Tokens"
      },
      {
        "document": 1593,
        "excerpt": "e must succeed on a DC 17 Constitution saving throw or die. Might of Giants. The Strength score bestowed by your Belt of Giant Strength or Gauntlets of Ogre Power"
      },
      {
        "document": 1627,
        "excerpt": "n as you draw the card or at any other time before you die. Flames. A powerful devil becomes your enemy. The devil seeks your ruin and torments you, savoring your"
      },
      {
        "document": 1639,
        "excerpt": "Natural Healing Boost. Whenever you roll a Hit Point Die to regain Hit Points, double the number of Hit Points it restores."
      },
      {
        "document": 1661,
        "excerpt": "ain the maximum number of Hit Points for any Hit Point Die you spend. This potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat."
      },
      {
        "document": 1673,
        "excerpt": "t perceptible, until you remove the ring, or until you die. If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remai"
      },
      {
        "document": 1697,
        "excerpt": "itor regains Hit Points as if it had spent 1 Hit Point Die. Also, creatures don't age while there, although time passes normally. Visitors can remain there for up"
      }
    ],
    "died": [
      {
        "document": 613,
        "excerpt": "ns of those effects are still ongoing. If the creature died with any Exhaustion levels, it returns with 1 fewer level. If the creature had Attunement to one or more"
      },
      {
        "document": 1397,
        "excerpt": "ad no longer than 10 days and it wasn't Undead when it died. The creature returns to life with 1 Hit Point. This spell also neutralizes any poisons that affected t"
      },
      {
        "document": 1406,
        "excerpt": "tury, didn't die of old age, and wasn't Undead when it died. The creature returns to life with all its Hit Points. This spell also neutralizes any poisons that aff"
      },
      {
        "document": 1408,
        "excerpt": "Duration: Instantaneous You touch a creature that has died within the last minute. That creature revives with 1 Hit Point. This spell can't revive a creature that"
      },
      {
        "document": 1436,
        "excerpt": "pell fails if the deceased creature was Undead when it died. The spell also fails if the corpse was the target of this spell within the past 10 days. Until the spe"
      },
      {
        "document": 1464,
        "excerpt": "at has been dead for no longer than 200 years and that died for any reason except old age. The creature is revived with all its Hit Points. This spell closes all w"
      },
      {
        "document": 1934,
        "excerpt": ", the hydra grows two heads for each of its heads that died since its last turn, unless it has taken Fire damage since its last turn. The hydra regains 20 Hit Point"
      }
    ],
    "dies": [
      {
        "document": 6,
        "excerpt": "When a creature drops to 0 Hit Points, it either dies outright or falls unconscious, as explained below."
      },
      {
        "document": 7,
        "excerpt": "creature can die instantly. Monster Death. A monster dies the instant it drops to 0 Hit Points, although a Game Master can ignore this rule for an individual mons"
      },
      {
        "document": 8,
        "excerpt": "If your character dies, others might find a magical way to revive your character, such as with the Raise Dead spell. Or talk wi"
      },
      {
        "document": 1180,
        "excerpt": "r shrub. It doesn't make a save; it simply withers and dies. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4."
      },
      {
        "document": 1194,
        "excerpt": "vessel remains undisturbed. If the original creature dies after the clone finishes forming, the creature's soul transfers to the clone if the soul is free and wil"
      },
      {
        "document": 1241,
        "excerpt": "-------------------------- | | 0–20 | The target dies. | | 21–30 | The target has the Blinded, De"
      },
      {
        "document": 1345,
        "excerpt": "the host creature's soul to its body. If the host body dies while you're in it, the creature dies, and you make a Charisma saving throw against your own spellcastin"
      },
      {
        "document": 1383,
        "excerpt": "to die. If the target has 100 Hit Points or fewer, it dies. Otherwise, it takes 12d12 Psychic damage."
      },
      {
        "document": 1463,
        "excerpt": "nsformation lasts for the duration or until the target dies or is destroyed, but if you maintain Concentration on this spell for the full duration, the spell lasts"
      },
      {
        "document": 1523,
        "excerpt": "e used up all your available movement. If the creature dies or can no longer be seen or heard by you, the next nearest creature that you can see or hear becomes you"
      },
      {
        "document": 1529,
        "excerpt": "count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The bowl can't be used this way again until the next dawn. T"
      },
      {
        "document": 1532,
        "excerpt": "count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The brazier can't be used this way again until the next dawn."
      },
      {
        "document": 1538,
        "excerpt": "count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The censer can't be used this way again until the next dawn."
      },
      {
        "document": 1571,
        "excerpt": "count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The type of gem determines the elemental, as shown in the fol"
      },
      {
        "document": 1627,
        "excerpt": "y you. This enmity lasts until either you or the devil dies. Fool. You have Disadvantage on D20 Tests for the next 72 hours. Draw another card; this draw doesn't c"
      },
      {
        "document": 1632,
        "excerpt": "arget of your attack becomes your sworn enemy until it dies or until dawn 7 days later. You can have only one such sworn enemy at a time. When your sworn enemy dies"
      },
      {
        "document": 1666,
        "excerpt": "4 hours, and the ring becomes nonmagical if the djinni dies. Rings of Djinni Summoning are often created by the djinn they summon and given to mortals as gifts of"
      },
      {
        "document": 1720,
        "excerpt": "or 1 hour. If the snake is reduced to 0 Hit Points, it dies and reverts to its staff form; the staff then shatters and is destroyed. If the snake reverts to staff f"
      },
      {
        "document": 1724,
        "excerpt": "count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The stone can't be used this way again until the next dawn."
      },
      {
        "document": 1740,
        "excerpt": "you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it has Immunity to Sla"
      },
      {
        "document": 1760,
        "excerpt": "The target has the Charmed condition until the aboleth dies or is on a different plane of existence from the target. While Charmed, the target acts as an ally to th"
      },
      {
        "document": 1799,
        "excerpt": "Death Throes. The balor explodes when it dies. Dexterity Saving Throw: DC 20, each creature in a 30-foot Emanation originating from the balor. Failure"
      },
      {
        "document": 1802,
        "excerpt": "re grappling it. Diabolical Restoration. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviv"
      },
      {
        "document": 1806,
        "excerpt": "of the behir and has the Prone condition. If the behir dies, a swallowed creature is no longer Restrained and can escape from the corpse by using 15 feet of movemen"
      },
      {
        "document": 1815,
        "excerpt": "Diabolical Restoration. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviv"
      },
      {
        "document": 1825,
        "excerpt": "Diabolical Restoration. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviv"
      },
      {
        "document": 1843,
        "excerpt": "Exalted Restoration. If the deva dies outside Mount Celestia, its body disappears, and it gains a new body instantly, reviving with all its Hi"
      },
      {
        "document": 1845,
        "excerpt": "Elemental Restoration. If the djinni dies outside the Elemental Plane of Air, its body dissolves into mist, and it gains a new body in 1d4 days, r"
      },
      {
        "document": 1853,
        "excerpt": "Death Burst. The mephit explodes when it dies. Dexterity Saving Throw: DC 10, each creature in a 5-foot Emanation originating from the mephit. Failure"
      },
      {
        "document": 1856,
        "excerpt": "Elemental Restoration. If the efreeti dies outside the Elemental Plane of Fire, its body dissolves into ash, and it gains a new body in 1d4 days, r"
      },
      {
        "document": 1859,
        "excerpt": "Diabolical Restoration. If the erinyes dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviv"
      },
      {
        "document": 1885,
        "excerpt": "g the target, the frog can't use Bite, and if the frog dies, the swallowed target is no longer Restrained and can escape from the corpse using 5 feet of movement, e"
      },
      {
        "document": 1896,
        "excerpt": "use Bite while it has a swallowed target. If the toad dies, a swallowed creature is no longer Restrained and can escape from the corpse using 5 feet of movement, e"
      },
      {
        "document": 1902,
        "excerpt": "aller creature, it has the Prone condition. The target dies if it is reduced to 0 Hit Points by this attack. Its body is then absorbed into the mouther, leaving onl"
      },
      {
        "document": 1903,
        "excerpt": "Demonic Restoration. If the glabrezu dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all i"
      },
      {
        "document": 1920,
        "excerpt": "Celestial Restoration. If the naga dies, it returns to life in 1d6 days and regains all its Hit Points unless Dispel Evil and Good is cast on it"
      },
      {
        "document": 1925,
        "excerpt": "Demonic Restoration. If the hezrou dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all i"
      },
      {
        "document": 1932,
        "excerpt": "Diabolical Restoration. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviv"
      },
      {
        "document": 1934,
        "excerpt": "s 25 damage or more on a single turn, one of its heads dies. The hydra dies if all its heads are dead. At the end of each of its turns when it has at least one livi"
      },
      {
        "document": 1936,
        "excerpt": "Diabolical Restoration. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviv"
      },
      {
        "document": 1937,
        "excerpt": "Death Burst. The mephit explodes when it dies. Constitution Saving Throw: DC 10, each creature in a 5-foot Emanation originating from the mephit. Fail"
      },
      {
        "document": 1939,
        "excerpt": "the target is cursed for 24 hours or until the incubus dies. Until the curse ends, the target gains no benefit from finishing Short Rests. Spellcasting. The incubu"
      },
      {
        "document": 1946,
        "excerpt": "of the kraken with the Prone condition. If the kraken dies, any swallowed creature no longer has the Restrained condition and can escape from the corpse using 15 f"
      },
      {
        "document": 1948,
        "excerpt": "Hellish Restoration. If the lemure dies in the Nine Hells, it revives with all its Hit Points in 1d10 days unless it is killed by a creature und"
      },
      {
        "document": 1953,
        "excerpt": "Death Burst. The mephit explodes when it dies. Dexterity Saving Throw: DC 11, each creature in a 5-foot Emanation originating from the mephit. Failure"
      },
      {
        "document": 1954,
        "excerpt": "Death Burst. The magmin explodes when it dies. Dexterity Saving Throw: DC 11, each creature in a 10-foot Emanation originating from the magmin. Failur"
      },
      {
        "document": 1957,
        "excerpt": "Demonic Restoration. If the marilith dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all i"
      },
      {
        "document": 1966,
        "excerpt": "ses by 10 (3d6) every 24 hours that elapse. A creature dies and turns to dust if reduced to 0 Hit Points by this attack. Channel Negative Energy. Ranged Attack Rol"
      },
      {
        "document": 1967,
        "excerpt": "ses by 10 (3d6) every 24 hours that elapse. A creature dies and turns to dust if reduced to 0 Hit Points by this attack. Dreadful Glare. Wisdom Saving Throw: DC 11"
      },
      {
        "document": 1968,
        "excerpt": "Demonic Restoration. If the nalfeshnee dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all i"
      },
      {
        "document": 1986,
        "excerpt": "Diabolical Restoration. If the pit fiend dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviv"
      },
      {
        "document": 1987,
        "excerpt": "it hears a lie. Exalted Restoration. If the planetar dies outside Mount Celestia, its body disappears, and it gains a new body instantly, reviving with all its Hi"
      },
      {
        "document": 1995,
        "excerpt": "t of the worm and has the Prone condition. If the worm dies, any swallowed creature no longer has the Restrained condition and can escape from the corpse using 20 f"
      },
      {
        "document": 1997,
        "excerpt": ", or alignment. Fiendish Restoration. If the rakshasa dies outside the Nine Hells, its body turns to ichor, and it gains a new body instantly, reviving with all it"
      },
      {
        "document": 2002,
        "excerpt": "remorhaz and has the Prone condition. If the remorhaz dies, any swallowed creature no longer has the Restrained condition and can escape from the corpse by using 1"
      },
      {
        "document": 2016,
        "excerpt": "e target's Strength score decreases by 1d4. The target dies if this reduces that score to 0. If a Humanoid is slain by this attack, a Shadow rises from the corpse 1"
      },
      {
        "document": 2019,
        "excerpt": "300 feet of itself for 1 minute or until the shrieker dies."
      },
      {
        "document": 2022,
        "excerpt": "if it hears a lie. Exalted Restoration. If the solar dies outside Mount Celestia, its body disappears, and it gains a new body instantly, reviving with all its Hi"
      },
      {
        "document": 2028,
        "excerpt": "Fiendish Restoration. If it dies, the naga returns to life in 1d6 days and regains all its Hit Points. Only a Wish spell can prevent this"
      },
      {
        "document": 2031,
        "excerpt": "d condition. Death Burst. The mephit explodes when it dies. Dexterity Saving Throw: DC 10, each creature in a 5-foot Emanation originating from the mephit. Failure"
      },
      {
        "document": 2044,
        "excerpt": "arrasque and has the Prone condition. If the tarrasque dies, any swallowed creature no longer has the Restrained condition and can escape from the corpse using 20 f"
      },
      {
        "document": 2048,
        "excerpt": "e treant. A tree remains animate for 1 day or until it dies, the treant dies, or it is more than 120 feet from the treant. The tree then takes root if possible."
      },
      {
        "document": 2050,
        "excerpt": "ait doesn't function on the limb's next turn. The limb dies only if it starts its turn with 0 Hit Points and doesn't regenerate. Troll Spawn. The limb uncannily ha"
      },
      {
        "document": 2051,
        "excerpt": "t doesn't function on the troll's next turn. The troll dies only if it starts its turn with 0 Hit Points and doesn't regenerate."
      },
      {
        "document": 2059,
        "excerpt": "Demonic Restoration. If the vrock dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all i"
      },
      {
        "document": 2074,
        "excerpt": "thin 5 feet that has 0 Hit Points. Failure: The target dies, and the wisp regains 10 (3d6) Hit Points. Vanish. The wisp and its light have the Invisible condition"
      }
    ],
    "difference": [
      {
        "document": 1167,
        "excerpt": "ing its game statistics and possessions. The principal difference is the addition of a silvery cord that trails from between the shoulder blades of the astral form. The c"
      },
      {
        "document": 1304,
        "excerpt": "ing the area are likely to notice the illusion. If the difference isn't obvious by touch, a creature examining the illusion can take the Study action to make an Intellige"
      }
    ],
    "different": [
      {
        "document": 2,
        "excerpt": "s: a Strength check, an Intelligence check, and so on. Different ability checks are called for in different situations, depending on which ability is most relevant. See"
      },
      {
        "document": 20,
        "excerpt": "tution saving throw, a Wisdom saving throw, and so on. Different saving throws are used to resist different kinds of effects, as shown on the Saving Throw Examples table"
      },
      {
        "document": 24,
        "excerpt": "bilities table shows which ability modifier to use for different types of attack rolls. Attack Roll Abilities Some features let you use different ability modifiers fro"
      },
      {
        "document": 26,
        "excerpt": "el through a dungeon or another environment. Sometimes different adventurers do different things: one adventurer might search a treasure chest while a second examines a"
      },
      {
        "document": 27,
        "excerpt": "e AC. Some spells and class features give characters a different way to calculate their AC. A character with multiple features that give different ways to calculate AC m"
      },
      {
        "document": 46,
        "excerpt": "During their adventures, player characters meet many different people and face some monsters that would rather talk than fight. In those situations, it's time for soci"
      },
      {
        "document": 77,
        "excerpt": "d swimming (each explained in “Rules Glossary”). These different modes of movement can be combined with your regular movement, or they can constitute your entire move."
      },
      {
        "document": 86,
        "excerpt": "here are three degrees of cover, each of which gives a different benefit to a target. A target can benefit from cover only when an attack or other effect originates on"
      },
      {
        "document": 170,
        "excerpt": "target unless its entry says otherwise. For details on different kinds of attacks, see “Playing the Game” and “Spells.” Hit. Any damage dealt or other effects that occu"
      },
      {
        "document": 228,
        "excerpt": "these dialects can communicate with those that know a different one."
      },
      {
        "document": 231,
        "excerpt": "hest scores in a class's main abilities. If you used a different method to generate the scores, you may still use this table to guide where you place your highest and lo"
      },
      {
        "document": 232,
        "excerpt": "ee abilities; increase one of those scores by 2 and a different one by 1, or increase all three by 1. None of these increases can raise a score above 20. Some players"
      },
      {
        "document": 241,
        "excerpt": "rules in \"Equipment.\" A class feature might give you a different way to calculate your AC. Attacks. In the Weapons & Damage Cantrips section of the character sheet, wri"
      },
      {
        "document": 257,
        "excerpt": "ten d10 Hit Dice. If your classes give you Hit Dice of different types, track them separately. If you are a level 5 Cleric / level 5 Paladin, for example, you have five"
      },
      {
        "document": 266,
        "excerpt": "ldiers, one missing a head 53 A small box filled with different-sized buttons 54 A candle that can't be lit 55 A miniature cage with no door 56 An old key 57 An ind"
      },
      {
        "document": 283,
        "excerpt": "orn or gnome. The peoples of the multiverse hail from different worlds and include many kinds of sapient life forms. A player character's species is the set of game tra"
      },
      {
        "document": 306,
        "excerpt": "n the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier"
      },
      {
        "document": 398,
        "excerpt": "ns in shops, inns, and other businesses. Coins come in different denominations based on the relative worth of their material. The Coin Values table lists coins and how m"
      },
      {
        "document": 447,
        "excerpt": "ion used by the weapon. The Ammunition table lists the different types and the amount you get when you buy them. The table also lists the item that is typically used to"
      },
      {
        "document": 505,
        "excerpt": "The effects of different spells add together while their durations overlap. In contrast, the effects of the same spell cast multi"
      },
      {
        "document": 562,
        "excerpt": "in the telepathy's range or if the telepath contacts a different creature within range. A creature without telepathy can receive telepathic messages but can't initiate"
      },
      {
        "document": 595,
        "excerpt": "e are three degrees of cover, each of which provides a different benefit to a target: Half Cover (+2 bonus to AC and Dexterity saving throws), Three-Quarters Cover (+5 b"
      },
      {
        "document": 599,
        "excerpt": "rules in the game affect creatures of certain types in different ways."
      },
      {
        "document": 608,
        "excerpt": "Attacks and other harmful effects deal different types of damage. Damage types have no rules of their own, but other rules, such as Resistance, rely on t"
      },
      {
        "document": 725,
        "excerpt": "k at range to move around. Mixed Monster Groups. When different types of monsters work together, they can combine their abilities - just like characters with different"
      },
      {
        "document": 962,
        "excerpt": "make it as a Strength check even if it normally uses a different ability: Acrobatics, Intimidation, Perception, Stealth, or Survival. When you use this ability, your Str"
      },
      {
        "document": 966,
        "excerpt": "ghter level, you can replace the feat you chose with a different Fighting Style feat."
      },
      {
        "document": 971,
        "excerpt": "can use Empowered Spell even if you've already used a different Metamagic option during the casting of the spell. Extended Spell Cost: 1 Sorcery Point When you cast"
      },
      {
        "document": 972,
        "excerpt": "vocation more than once. Each time you do so, choose a different eligible cantrip. Armor of Shadows You can cast Mage Armor on yourself without expending a spell slot."
      },
      {
        "document": 979,
        "excerpt": "have Resistance to that damage type until you choose a different one with this feature."
      },
      {
        "document": 980,
        "excerpt": "can make another attack with the same weapon against a different creature that is within 5 feet of the original target, that is within the weapon's range, and that you h"
      },
      {
        "document": 988,
        "excerpt": "inish a Long Rest, you can replace that cantrip with a different cantrip from the Wizard spell list. | Detect Magic | Misty Step | | Wood Elf | Your Speed increa"
      },
      {
        "document": 1012,
        "excerpt": "place one of the spells you chose for this feat with a different spell of the same level from the chosen spell list. Repeatable. You can take this feat more than once,"
      },
      {
        "document": 1153,
        "excerpt": "a Magic action to replace the option you chose with a different one. Aquatic Adaptation. You sprout gills and grow webs between your fingers. You can breathe underwate"
      },
      {
        "document": 1156,
        "excerpt": "has a Challenge Rating of 4 or lower. You can choose a different form for each target. On later turns, you can take a Magic action to transform the targets again. A tar"
      },
      {
        "document": 1157,
        "excerpt": "level above 3. Each of the creatures must come from a different corpse or pile of bones."
      },
      {
        "document": 1160,
        "excerpt": "ic has no effect on the aura, and the auras created by different Antimagic Field spells don't nullify each other."
      },
      {
        "document": 1165,
        "excerpt": "see and repeat the attack against the same target or a different one."
      },
      {
        "document": 1185,
        "excerpt": "tning in that way again, targeting the same point or a different one. If you're outdoors in a storm when you cast this spell, the spell gives you control over that stor"
      },
      {
        "document": 1191,
        "excerpt": "e number on two or more of the d8s, the orb leaps to a different target of your choice within 30 feet of the target. Make an attack roll against the new target, and mak"
      },
      {
        "document": 1214,
        "excerpt": "ater turns, you can repeat the same effect or choose a different one. Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet."
      },
      {
        "document": 1234,
        "excerpt": "r, weapons, and other belongings on your person - look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must"
      },
      {
        "document": 1249,
        "excerpt": "17. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam."
      },
      {
        "document": 1251,
        "excerpt": "re for each spell slot level above 2. You can choose a different ability for each target."
      },
      {
        "document": 1266,
        "excerpt": "ide whether you summon the steed that disappeared or a different one. Using a Higher-Level Spell Slot. Use the spell slot's level for the spell's level in the stat bloc"
      },
      {
        "document": 1287,
        "excerpt": "ce you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You c"
      },
      {
        "document": 1328,
        "excerpt": "apphire. Each time you cast this spell, you must use a different sapphire. Thereafter, you can take a Magic action to speak the object's name and crush the sapphire. Th"
      },
      {
        "document": 1339,
        "excerpt": "t once. If the creature you described or named is in a different form, such as under the effects of a Flesh to Stone or Polymorph spell, this spell doesn't locate the cr"
      },
      {
        "document": 1350,
        "excerpt": "walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example. Physical interaction wi"
      },
      {
        "document": 1356,
        "excerpt": "stone's complete destruction (or transmutation into a different substance) expels you and deals 50 Force damage to you. If expelled, you move into an unoccupied space c"
      },
      {
        "document": 1359,
        "excerpt": "us Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius Sphere centered on each of those poin"
      },
      {
        "document": 1362,
        "excerpt": "ghout the duration, or you can make discrete sounds at different times before the spell ends. Image. If you create an image of an object - such as a chair, muddy footpr"
      },
      {
        "document": 1376,
        "excerpt": "spell to request that creature, though you might get a different creature anyway (GM's choice). When the creature appears, it is under no compulsion to behave a particu"
      },
      {
        "document": 1377,
        "excerpt": "ou are on the same plane of existence. If you are on a different plane, it returns to the place where you bound it and remains there until the spell ends. Using a Highe"
      },
      {
        "document": 1378,
        "excerpt": "atures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as a specific city on th"
      },
      {
        "document": 1388,
        "excerpt": "inute. The wall consists of seven layers, each with a different color. When a creature reaches into or passes through the wall, it does so one layer at a time through a"
      },
      {
        "document": 1417,
        "excerpt": "ed by this spell. You can give the same appearance or different ones to the targets. The spell can change the appearance of the targets' bodies and equipment. You can m"
      },
      {
        "document": 1418,
        "excerpt": "o other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive. You know if the delivery fa"
      },
      {
        "document": 1420,
        "excerpt": "or until you take a Magic action to shape-shift into a different eligible form. The new form must be of a creature that has a Challenge Rating no higher than your level"
      },
      {
        "document": 1446,
        "excerpt": "start of each of your later turns, the storm produces different effects, as detailed below. Turn 2. Acidic rain falls. Each creature and object under the cloud takes 4"
      },
      {
        "document": 1454,
        "excerpt": "You and your group (or the target object) appear in a different area that's visually or thematically similar to the target area. You appear in the closest similar place"
      },
      {
        "document": 1463,
        "excerpt": "can see within range. The creature shape-shifts into a different creature or a nonmagical object, or the object shape-shifts into a creature (the object must be neither"
      },
      {
        "document": 1469,
        "excerpt": "ns as a Magic action, targeting the same creature or a different one. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3."
      },
      {
        "document": 1553,
        "excerpt": "energy. The six sides of the cube are each keyed to a different plane of existence, one of which is the Material Plane. The other sides are linked to planes determined"
      },
      {
        "document": 1560,
        "excerpt": "ional movement, including teleportation or travel to a different plane of existence. They don't prevent the creature from passing through an interdimensional portal. Yo"
      },
      {
        "document": 1579,
        "excerpt": "Item, Rarity Varies This object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The GM chooses the kind of token"
      },
      {
        "document": 1604,
        "excerpt": "of Horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many spirits it summons, as well as the requirement for its use. T"
      },
      {
        "document": 1627,
        "excerpt": "te a name and backstory for this NPC. The GM can use a different stat block to represent the knight, as desired. Moon. You gain the ability to cast Wish 1d3 times. Puz"
      },
      {
        "document": 1644,
        "excerpt": "eep. The cylindrical space within the hole exists on a different plane of existence, so it can't be used to create open passages. Any creature inside an open Portable Ho"
      },
      {
        "document": 1694,
        "excerpt": "de with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below. Bu"
      },
      {
        "document": 1760,
        "excerpt": "he Charmed condition until the aboleth dies or is on a different plane of existence from the target. While Charmed, the target acts as an ally to the aboleth and is unde"
      },
      {
        "document": 2025,
        "excerpt": "mits a magical roar. Whenever it roars, the roar has a different effect, as detailed below (the sequence resets when it takes a Long Rest): First Roar. Wisdom Saving Th"
      }
    ],
    "differently": [
      {
        "document": 1884,
        "excerpt": "in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows: Goat of Terror. This figurine can become a Giant Goa"
      }
    ],
    "difficult": [
      {
        "document": 18,
        "excerpt": "ility check represents the task's difficulty. The more difficult the task, the higher its DC. The rules provide DCs for certain checks, but the GM ultimately sets them."
      },
      {
        "document": 75,
        "excerpt": "ace (orthogonally or diagonally adjacent). A square of Difficult Terrain costs 2 squares to enter. Other effects might make a square cost even more. Corners. Diagonal m"
      },
      {
        "document": 78,
        "excerpt": "Difficult Terrain"
      },
      {
        "document": 83,
        "excerpt": "rger or smaller than you. Another creature's space is Difficult Terrain for you unless that creature is Tiny or your ally. You can't willingly end a move in a space oc"
      },
      {
        "document": 86,
        "excerpt": "ther obstacles can provide cover, making a target more difficult to harm. As detailed in the Cover table, there are three degrees of cover, each of which gives a differe"
      },
      {
        "document": 89,
        "excerpt": "Aiming a ranged attack is more difficult when a foe is next to you. When you make a ranged attack roll with a weapon, a spell, or some other mean"
      },
      {
        "document": 102,
        "excerpt": "will to live. Creatures with more Hit Points are more difficult to kill. Your Hit Point maximum is the number of Hit Points you have when uninjured. Your current Hit Po"
      },
      {
        "document": 118,
        "excerpt": "ts, such as the Dragon Orb, are priceless, unique, and difficult to acquire."
      },
      {
        "document": 534,
        "excerpt": "he target number for an attack roll. AC represents how difficult it is to hit a target. Your base AC calculation is 10 plus your Dexterity modifier. If a rule gives you"
      },
      {
        "document": 559,
        "excerpt": "h foot of movement costs 1 extra foot (2 extra feet in Difficult Terrain). You ignore this extra cost if you have a Swim Speed and use it to swim. At the GM's option, mo"
      },
      {
        "document": 590,
        "excerpt": "h foot of movement costs 1 extra foot (2 extra feet in Difficult Terrain). You ignore this extra cost if you have a Climb Speed and use it to climb. At the GM's option,"
      },
      {
        "document": 596,
        "excerpt": "h foot of movement costs 1 extra foot (2 extra feet in Difficult Terrain). See also \"Speed.\""
      },
      {
        "document": 616,
        "excerpt": "Difficult Terrain"
      },
      {
        "document": 643,
        "excerpt": "Hit Points (HP) are a measure of how difficult it is to kill or destroy a creature or an object. Damage reduces Hit Points, and healing restores them."
      },
      {
        "document": 657,
        "excerpt": "oot you jump costs a foot of movement. If you land in Difficult Terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check or have the Prone condition. This Lon"
      },
      {
        "document": 685,
        "excerpt": "Slippery ice is Difficult Terrain. A creature that moves onto slippery ice for the first time on a turn or starts its turn there m"
      },
      {
        "document": 692,
        "excerpt": "so suspicious of others that Charisma checks are more difficult. These effects can be suppressed with the Calm Emotions spell or removed by the Lesser Restoration spell"
      },
      {
        "document": 713,
        "excerpt": "flying or their special movement allows them to ignore Difficult Terrain, they can move at a Fast pace regardless of the terrain."
      },
      {
        "document": 716,
        "excerpt": ". Rubble from the collapse turns the trapped area into Difficult Terrain. Detect and Disarm. As a Search action, a creature can examine the trapped area and make a DC 1"
      },
      {
        "document": 722,
        "excerpt": "res can move through the stone's space, treating it as Difficult Terrain. Whenever the stone enters a creature's space for the first time on a turn or a creature enters"
      },
      {
        "document": 970,
        "excerpt": "Your cunning mind is exceptionally difficult to control. You gain proficiency in Wisdom and Charisma saving throws."
      },
      {
        "document": 1163,
        "excerpt": "that pass through it. In addition, its space counts as Difficult Terrain for your enemies. Using a Higher-Level Spell Slot. The damage of the Clenched Fist increases by"
      },
      {
        "document": 1177,
        "excerpt": "ion, these tentacles turn the ground in that area into Difficult Terrain. Each creature in that area makes a Strength saving throw. On a failed save, it takes 3d6 Bludg"
      },
      {
        "document": 1178,
        "excerpt": "e wall provides Three-Quarters Cover, and its space is Difficult Terrain. Any creature in the wall's space makes a Dexterity saving throw, taking 6d10 Force damage on a"
      },
      {
        "document": 1208,
        "excerpt": "attack). In addition, the ground in the Emanation is Difficult Terrain for your enemies. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell s"
      },
      {
        "document": 1248,
        "excerpt": "ius circle centered on that point. The ground there is Difficult Terrain. When you cast this spell and at the end of each of your turns for the duration, each creature"
      },
      {
        "document": 1254,
        "excerpt": "uration, these plants turn the ground in the area into Difficult Terrain. They disappear when the spell ends. Each creature (other than you) in the area when you cast t"
      },
      {
        "document": 1284,
        "excerpt": "r the duration, the target's movement is unaffected by Difficult Terrain, and spells and other magical effects can neither reduce the target's Speed nor cause the targe"
      },
      {
        "document": 1290,
        "excerpt": "ncy Bonus) Traits Spider Climb. The insect can climb difficult surfaces, including along ceilings, without needing to make an ability check. Actions Multiattack. The"
      },
      {
        "document": 1295,
        "excerpt": "are centered on a point within range and turns it into Difficult Terrain for the duration. When the grease appears, each creature standing in its area must succeed on a"
      },
      {
        "document": 1304,
        "excerpt": "ade to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope,"
      },
      {
        "document": 1321,
        "excerpt": "sful one. Hailstones turn ground in the Cylinder into Difficult Terrain until the end of your next turn. Using a Higher-Level Spell Slot. The Bludgeoning damage increa"
      },
      {
        "document": 1327,
        "excerpt": "for the duration, and its area is Lightly Obscured and Difficult Terrain. When the swarm appears, each creature in it makes a Constitution saving throw, taking 4d10 Pie"
      },
      {
        "document": 1363,
        "excerpt": "olfactory elements, so it can turn clear ground into Difficult Terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain"
      },
      {
        "document": 1431,
        "excerpt": "mes in the area are doused. Ground in the Cylinder is Difficult Terrain. When a creature enters the Cylinder for the first time on a turn or starts its turn there, it m"
      },
      {
        "document": 1437,
        "excerpt": ", weather, and other circumstances. You can also turn Difficult Terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for t"
      },
      {
        "document": 1439,
        "excerpt": "range sprouts hard spikes and thorns. The area becomes Difficult Terrain for the duration. When a creature moves into or within the area, it takes 2d4 Piercing damage fo"
      },
      {
        "document": 1446,
        "excerpt": "kes 1d6 Cold damage. Until the spell ends, the area is Difficult Terrain and Heavily Obscured, ranged attacks with weapons are impossible there, and strong wind blows th"
      },
      {
        "document": 1454,
        "excerpt": "Mishap. The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 Force damage, and the GM rerolls on"
      },
      {
        "document": 1480,
        "excerpt": "ll a 20-foot Cube there for the duration. The webs are Difficult Terrain, and the area within them is Lightly Obscured. If the webs aren't anchored between two solid ma"
      },
      {
        "document": 1528,
        "excerpt": "any additional protection. Winter Strider. You ignore Difficult Terrain created by ice or snow."
      },
      {
        "document": 1541,
        "excerpt": "of any sort and can move through webs as if they were Difficult Terrain. Web. You can cast Web (save DC 13). The web created by the spell fills twice its normal area."
      },
      {
        "document": 1605,
        "excerpt": "ter or lava. The creature leaves no tracks and ignores Difficult Terrain. In addition, the creature can travel for up to 12 hours a day without gaining Exhaustion levels"
      },
      {
        "document": 1667,
        "excerpt": "mage. Terrain composed of rubble, rocks, or dirt isn't Difficult Terrain for you. In addition, you can move through solid earth or rock as if those areas were Difficult"
      },
      {
        "document": 1670,
        "excerpt": "Rare (Requires Attunement) While you wear this ring, Difficult Terrain doesn't cost you extra movement. In addition, magic can neither reduce any of your Speeds nor ca"
      },
      {
        "document": 1770,
        "excerpt": "ithout needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn't cost it extra movement. Legendary Resistance (3/Day, or 4/Day i"
      },
      {
        "document": 1782,
        "excerpt": "ithout needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn't cost it extra movement. Legendary Resistance (4/Day, or 5/Day i"
      },
      {
        "document": 1792,
        "excerpt": "ve through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object."
      },
      {
        "document": 1810,
        "excerpt": "al wood or metal. Spider Climb. The pudding can climb difficult surfaces, including along ceilings, without needing to make an ability check."
      },
      {
        "document": 1850,
        "excerpt": "Spider Climb. The drider can climb difficult surfaces, including along ceilings, without needing to make an ability check. Sunlight Sensitivity. Whi"
      },
      {
        "document": 1860,
        "excerpt": "Spider Climb. The ettercap can climb difficult surfaces, including along ceilings, without needing to make an ability check. Web Walker. The ettercap"
      },
      {
        "document": 1871,
        "excerpt": "ve through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object."
      },
      {
        "document": 1888,
        "excerpt": "Spider Climb. The lizard can climb difficult surfaces, including along ceilings, without needing to make an ability check."
      },
      {
        "document": 1895,
        "excerpt": "Spider Climb. The spider can climb difficult surfaces, including along ceilings, without needing to make an ability check. Web Walker. The spider ig"
      },
      {
        "document": 1901,
        "excerpt": "Spider Climb. The spider can climb difficult surfaces, including along ceilings, without needing to make an ability check."
      },
      {
        "document": 1902,
        "excerpt": "in a 10-foot Emanation originating from the mouther is Difficult Terrain. Gibbering. The mouther babbles incoherently while it doesn't have the Incapacitated condition."
      },
      {
        "document": 1951,
        "excerpt": "Spider Climb. The lizard can climb difficult surfaces, including along ceilings, without needing to make an ability check."
      },
      {
        "document": 1972,
        "excerpt": "movement to do so. Spider Climb. The jelly can climb difficult surfaces, including along ceilings, without needing to make an ability check."
      },
      {
        "document": 1982,
        "excerpt": "ne and vice versa. Spider Climb. The spider can climb difficult surfaces, including along ceilings, without needing to make an ability check. Web Walker. The spider ig"
      },
      {
        "document": 2006,
        "excerpt": "Spider Climb. The roper can climb difficult surfaces, including along ceilings, without needing to make an ability check."
      },
      {
        "document": 2023,
        "excerpt": "ve through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object. Sunlight Sensitivity. Whi"
      },
      {
        "document": 2027,
        "excerpt": "Spider Climb. The spider can climb difficult surfaces, including along ceilings, without needing to make an ability check. Web Walker. The spider ig"
      },
      {
        "document": 2039,
        "excerpt": "b. If the swarm has a Climb Speed, the swarm can climb difficult surfaces, including along ceilings, without needing to make an ability check. Swarm. The swarm can occu"
      },
      {
        "document": 2055,
        "excerpt": "Spider Climb. The vampire can climb difficult surfaces, including along ceilings, without needing to make an ability check. Vampire Weakness. The vam"
      },
      {
        "document": 2056,
        "excerpt": "ing 1 hour there. Spider Climb. The vampire can climb difficult surfaces, including along ceilings, without needing to make an ability check. Vampire Weakness. The vam"
      },
      {
        "document": 2072,
        "excerpt": "ithout needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn't cost it extra movement."
      },
      {
        "document": 2074,
        "excerpt": "ve through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object."
      },
      {
        "document": 2078,
        "excerpt": "ve through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object. Sunlight Sensitivity. Whi"
      },
      {
        "document": 2090,
        "excerpt": "ithout needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn't cost it extra movement."
      }
    ],
    "difficulty": [
      {
        "document": 18,
        "excerpt": "Difficulty Class"
      },
      {
        "document": 22,
        "excerpt": "Difficulty Class"
      },
      {
        "document": 92,
        "excerpt": "ber for an ability check or a saving throw is called a Difficulty Class (DC). The target number for an attack roll is called an Armor Class (AC), which appears on a chara"
      },
      {
        "document": 617,
        "excerpt": "Difficulty Class"
      },
      {
        "document": 726,
        "excerpt": "Combat Encounter Difficulty"
      },
      {
        "document": 727,
        "excerpt": "Step 1: Choose a Difficulty"
      },
      {
        "document": 728,
        "excerpt": "reference the party's level with the desired encounter difficulty. Multiply the number in the table by the number of characters in the party to get your XP budget for the"
      },
      {
        "document": 729,
        "excerpt": "left over. Examples are given below: Example 1. A low-difficulty encounter for four level 1 characters has an XP budget of 50 × 4 , for a total of 200 XP. With that, you"
      },
      {
        "document": 732,
        "excerpt": "creatures from an encounter to keep it at the intended difficulty. Also, die rolls and other factors can result in an encounter being easier or harder than intended. You"
      },
      {
        "document": 740,
        "excerpt": "Typical Difficulty Classes"
      },
      {
        "document": 941,
        "excerpt": "Difficulty Class"
      },
      {
        "document": 960,
        "excerpt": "Encounter Difficulty"
      }
    ],
    "dig": [
      {
        "document": 342,
        "excerpt": "Working for 1 hour, you can use a Shovel to dig a hole that is 5 feet on each side in soil or similar material."
      },
      {
        "document": 1369,
        "excerpt": "aise or lower the square's elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete. Because the t"
      }
    ],
    "digestive": [
      {
        "document": 949,
        "excerpt": "Corrosive liquids, digestive enzymes"
      }
    ],
    "digit": [
      {
        "document": 145,
        "excerpt": "he Ring category must be worn on a finger or a similar digit unless its description notes otherwise."
      }
    ],
    "digital": [
      {
        "document": 236,
        "excerpt": "r's details, whether it's a printed character sheet, a digital character sheet, or plain paper. Choose whichever style of sheet works for you, and then embark on creat"
      },
      {
        "document": 589,
        "excerpt": "A character sheet is a paper or digital record that you use to track your character's information. See also \"Character Creation.\""
      }
    ],
    "dim": [
      {
        "document": 53,
        "excerpt": "red. In a Lightly Obscured area - such as an area with Dim Light, patchy fog, or moderate foliage - you have Disadvantage on Wisdom (Perception) checks that rely o"
      },
      {
        "document": 54,
        "excerpt": "her sources of illumination within a specific radius. Dim Light. Dim Light, also called shadows, creates a Lightly Obscured area. An area of Dim Light is usually"
      },
      {
        "document": 313,
        "excerpt": "l as fuel to cast Bright Light in a 15-foot radius and Dim Light for an additional 30 feet."
      },
      {
        "document": 314,
        "excerpt": "Oil as fuel to cast Bright Light in a 60-foot Cone and Dim Light for an additional 60 feet."
      },
      {
        "document": 315,
        "excerpt": "l as fuel to cast Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. As a Bonus Action, you can lower the hood, reducing the light to Dim Li"
      },
      {
        "document": 351,
        "excerpt": "r 1 hour, casting Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. When you take the Attack action, you can attack with the Torch, using i"
      },
      {
        "document": 465,
        "excerpt": "a lit Candle sheds Bright Light in a 5-foot radius and Dim Light for an additional 5 feet."
      },
      {
        "document": 611,
        "excerpt": "If you have Darkvision, you can see in Dim Light within a specified range as if it were Bright Light and in Darkness within that range as if it wer"
      },
      {
        "document": 618,
        "excerpt": "Dim Light"
      },
      {
        "document": 655,
        "excerpt": "o see something in a Lightly Obscured space. See also “Dim Light” and “Playing the Game” (“Exploration”)."
      },
      {
        "document": 791,
        "excerpt": "ike fixtures emit Bright Light in a 30-foot radius and Dim Light for an additional 30 feet."
      },
      {
        "document": 972,
        "excerpt": "rerequisite: Level 2+ Warlock You can see normally in Dim Light and Darkness - both magical and nonmagical - within 120 feet of yourself. Devouring Blade Prereq"
      },
      {
        "document": 982,
        "excerpt": "weapon also emits Bright Light in a 20-foot radius and Dim Light 20 feet beyond that. You can end this effect early (no action required). This effect also ends if"
      },
      {
        "document": 1007,
        "excerpt": "to a maximum of 30. Merge with Shadows. While within Dim Light or Darkness, you can give yourself the Invisible condition as a Bonus Action. The condition ends o"
      },
      {
        "document": 1213,
        "excerpt": "The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no f"
      },
      {
        "document": 1222,
        "excerpt": "humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius. As a Bonus Action, you can move the lights up to 60 feet to a space within r"
      },
      {
        "document": 1223,
        "excerpt": "spell's area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled."
      },
      {
        "document": 1225,
        "excerpt": "Sphere. The sunlight's area is Bright Light and sheds Dim Light for an additional 60 feet. Alternatively, you cast the spell on an object that isn't being worn o"
      },
      {
        "document": 1260,
        "excerpt": "For the duration, objects and affected creatures shed Dim Light in a 10-foot radius and can't benefit from the Invisible condition. Attack rolls against an affec"
      },
      {
        "document": 1271,
        "excerpt": "uration, shedding Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. The flames provide you with a warm shield or a chill shield, as you ch"
      },
      {
        "document": 1274,
        "excerpt": "aming blade sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each"
      },
      {
        "document": 1276,
        "excerpt": "ere, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each"
      },
      {
        "document": 1336,
        "excerpt": "the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as you like. Covering the object with somethi"
      },
      {
        "document": 1368,
        "excerpt": "entered on a point within range. Until the spell ends, Dim Light fills the Cylinder, and you can take a Magic action on later turns to move the Cylinder up to 60 f"
      },
      {
        "document": 1388,
        "excerpt": "fect. The wall sheds Bright Light within 100 feet and Dim Light for an additional 100 feet. You and creatures you designate when you cast the spell can pass throu"
      },
      {
        "document": 1390,
        "excerpt": "ing, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The spell ends if you cast it again. Until the spell ends, you can tak"
      },
      {
        "document": 1442,
        "excerpt": "damage, and until the end of your next turn, it emits Dim Light in a 10-foot radius and can't benefit from the Invisible condition. Cantrip Upgrade. The damage i"
      },
      {
        "document": 1449,
        "excerpt": "ove you. It sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. This light is sunlight."
      },
      {
        "document": 1451,
        "excerpt": "the glyph glows, filling a 60-foot-radius Sphere with Dim Light for 10 minutes, after which time the spell ends. Each creature in the Sphere when the glyph activ"
      },
      {
        "document": 1456,
        "excerpt": "ks. Fire Play. You cause flames to flicker, brighten, dim, or change color for 1 minute. Invisible Hand. You instantaneously cause an unlocked door or window to"
      },
      {
        "document": 1459,
        "excerpt": "l the spell ends, you can command the interior to have Dim Light or Darkness (no action required). The Emanation is opaque from the outside and of any color you ch"
      },
      {
        "document": 1535,
        "excerpt": "from its total burn time. While lit, the candle sheds Dim Light in a 30-foot radius. While you are within that light, you have Advantage on D20 Tests. In addition"
      },
      {
        "document": 1546,
        "excerpt": "Advantage on Dexterity (Stealth) checks. In an area of Dim Light or Darkness, you can grip the edges of the cloak and use it to gain a Fly Speed of 40 feet. If you"
      },
      {
        "document": 1574,
        "excerpt": ", the arrow emits Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. This weapon has the following additional properties. Arrow of Restrai"
      },
      {
        "document": 1581,
        "excerpt": "These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit."
      },
      {
        "document": 1583,
        "excerpt": "the weapon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. When you draw this weapon, you can extinguish all nonmagical flames wi"
      },
      {
        "document": 1585,
        "excerpt": "rd. The gem sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you take a Bonus Ac"
      },
      {
        "document": 1598,
        "excerpt": "dead is within that area, the Emanation is filled with Dim Light. Any Undead that starts its turn in that area takes 1d6 Radiant damage. Fire Opal Flames. As long"
      },
      {
        "document": 1613,
        "excerpt": "of oil, shedding Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the"
      },
      {
        "document": 1615,
        "excerpt": "weapon, it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet."
      },
      {
        "document": 1664,
        "excerpt": "le holding this weapon, you can cause it to emit green Dim Light out to 10 feet, either as a Bonus Action or after you roll Initiative, or you can extinguish the l"
      },
      {
        "document": 1677,
        "excerpt": "ntain Concentration, up to 1 minute. Each sphere sheds Dim Light in a 30-foot radius. As a Bonus Action, you can move each sphere up to 30 feet, but no farther th"
      },
      {
        "document": 1688,
        "excerpt": "e, the robe sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet, and creatures that can see you have Disadvantage on attack rolls agains"
      },
      {
        "document": 1693,
        "excerpt": "rod's head sheds Bright Light in a 60-foot radius and Dim Light for an additional 60 feet. While in that Bright Light, you and your allies gain a +1 bonus to Arm"
      },
      {
        "document": 1694,
        "excerpt": ". The flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet, and the blade functions as a magic Longsword or Shortsword (your choice"
      },
      {
        "document": 1726,
        "excerpt": "inous blade emits Bright Light in a 15-foot radius and Dim Light for an additional 15 feet. The light is sunlight. While the blade persists, you can take a Magic a"
      },
      {
        "document": 1796,
        "excerpt": "n. The azer sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet."
      },
      {
        "document": 1862,
        "excerpt": "e elemental sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. Water Susceptibility. The elemental takes 3 (1d6) Cold damage for ever"
      },
      {
        "document": 1883,
        "excerpt": "The beetle sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet."
      },
      {
        "document": 1954,
        "excerpt": "the magmin sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet."
      },
      {
        "document": 1970,
        "excerpt": "e nightmare sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet."
      },
      {
        "document": 2016,
        "excerpt": "Shadow Stealth. While in Dim Light or Darkness, the shadow takes the Hide action."
      },
      {
        "document": 2074,
        "excerpt": "n. The wisp sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. Incorporeal Movement. The wisp can move through other creatures and ob"
      }
    ],
    "dimension": [
      {
        "document": 783,
        "excerpt": "sen point of origin, and no larger than 10 feet in any dimension. If there are no such objects in range, nothing happens."
      },
      {
        "document": 864,
        "excerpt": "Dimension Door"
      },
      {
        "document": 877,
        "excerpt": "Dimension Door"
      },
      {
        "document": 890,
        "excerpt": "Dimension Door"
      },
      {
        "document": 902,
        "excerpt": "Dimension Door"
      },
      {
        "document": 1228,
        "excerpt": "s to a demiplane that is an empty room 30 feet in each dimension, made of wood or stone (your choice). When the spell ends, the door vanishes, and any objects inside th"
      },
      {
        "document": 1233,
        "excerpt": "Dimension Door"
      },
      {
        "document": 1265,
        "excerpt": ", you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As a Magic action while it is temporarily dismissed, you can"
      },
      {
        "document": 1328,
        "excerpt": "and an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an Invisible mark on that object and invisibly inscribes the object'"
      },
      {
        "document": 1357,
        "excerpt": "g as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item, but"
      },
      {
        "document": 1369,
        "excerpt": "any such changes can't exceed half the area's largest dimension. For example, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower"
      },
      {
        "document": 1370,
        "excerpt": "be a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any Divination spell or perceived through magical scrying sensors."
      },
      {
        "document": 1444,
        "excerpt": "aller or a section of stone no more than 5 feet in any dimension and form it into any shape you like. For example, you could shape a large rock into a weapon, statue, or"
      },
      {
        "document": 1484,
        "excerpt": "c item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space that you can see on the ground. Instant Health. You allow yourse"
      },
      {
        "document": 1536,
        "excerpt": "of brimstone. While wearing it, you can use it to cast Dimension Door as a Magic action. This property can't be used again until the next dawn. When you teleport with t"
      },
      {
        "document": 1949,
        "excerpt": "Mage Hand, Prestidigitation 2/Day Each: Animate Dead, Dimension Door, Plane Shift 1/Day Each: Chain Lightning, Finger of Death, Power Word Kill, Scrying"
      },
      {
        "document": 2028,
        "excerpt": "llusion, Water Breathing 2/Day Each: Detect Thoughts, Dimension Door, Hold Person (level 3 version), Lightning Bolt (level 4 version)"
      }
    ],
    "dimensional": [
      {
        "document": 965,
        "excerpt": "her feat of your choice for which you qualify. Boon of Dimensional Travel is recommended."
      },
      {
        "document": 969,
        "excerpt": "her feat of your choice for which you qualify. Boon of Dimensional Travel is recommended."
      },
      {
        "document": 971,
        "excerpt": "her feat of your choice for which you qualify. Boon of Dimensional Travel is recommended."
      },
      {
        "document": 1003,
        "excerpt": "Boon of Dimensional Travel"
      },
      {
        "document": 1409,
        "excerpt": "an Invisible 3-foot-by-5-foot portal opens to an extra-dimensional space that lasts until the spell ends. That space can be reached by climbing the rope, which can be pull"
      },
      {
        "document": 1560,
        "excerpt": "Dimensional Shackles"
      },
      {
        "document": 1623,
        "excerpt": "ng 1 pot of pigment, you can paint any number of three-dimensional objects and terrain features (such as walls, doors, trees, flowers, weapons, webs, and pits), provided t"
      },
      {
        "document": 1627,
        "excerpt": "tombed in a state of suspended animation in an extradi-dimensional sphere. Everything you're wearing and carrying disappears with you except for Artifacts, which stay behi"
      }
    ],
    "dimensions": [
      {
        "document": 1372,
        "excerpt": "e and lasts for the duration. You choose the opening's dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure sur"
      },
      {
        "document": 1517,
        "excerpt": "an interior space considerably larger than its outside dimensions - roughly 2 feet square and 4 feet deep on the inside. The bag can hold up to 500 pounds, not exceeding"
      },
      {
        "document": 1644,
        "excerpt": "is fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. You can take a Magic action to"
      },
      {
        "document": 1756,
        "excerpt": "is fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. You can take a Magic action to"
      }
    ],
    "diminution": [
      {
        "document": 1648,
        "excerpt": "Potion of Diminution"
      }
    ],
    "dimly": [
      {
        "document": 820,
        "excerpt": "A gnome-crafted music box that plays a song you dimly remember from your childhood"
      }
    ],
    "dining": [
      {
        "document": 944,
        "excerpt": "Large (cart, dining table)"
      }
    ],
    "dinosaur": [
      {
        "document": 1772,
        "excerpt": "Large Beast (Dinosaur), Unaligned"
      },
      {
        "document": 1787,
        "excerpt": "Huge Beast (Dinosaur), Unaligned"
      },
      {
        "document": 1789,
        "excerpt": "Huge Beast (Dinosaur), Unaligned"
      },
      {
        "document": 1988,
        "excerpt": "Large Beast (Dinosaur), Unaligned"
      },
      {
        "document": 1994,
        "excerpt": "Medium Beast (Dinosaur), Unaligned"
      },
      {
        "document": 2049,
        "excerpt": "Huge Beast (Dinosaur), Unaligned"
      },
      {
        "document": 2052,
        "excerpt": "Huge Beast (Dinosaur), Unaligned"
      }
    ],
    "diplomat": [
      {
        "document": 931,
        "excerpt": "Diplomat’s Pack"
      },
      {
        "document": 1053,
        "excerpt": "Diplomat’s Pack"
      }
    ],
    "diplomat's": [
      {
        "document": 477,
        "excerpt": "Diplomat's Pack (39 GP)"
      }
    ],
    "dire": [
      {
        "document": 794,
        "excerpt": "Dire Wolf"
      },
      {
        "document": 1266,
        "excerpt": "ble animal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, choose the steed's creature type - Celestial, Fey, or Fien"
      },
      {
        "document": 1844,
        "excerpt": "Dire Wolf"
      }
    ],
    "direct": [
      {
        "document": 96,
        "excerpt": "yours when you mount it. It moves on your turn as you direct it, and it has only three action options during that turn: Dash, Disengage, and Dodge. A controlled moun"
      },
      {
        "document": 741,
        "excerpt": "Physically resist direct force"
      },
      {
        "document": 983,
        "excerpt": "nt Fury Barbarians who walk the Path of the Berserker direct their Rage primarily toward violence. Their path is one of untrammeled fury, and they thrill in the chao"
      },
      {
        "document": 1197,
        "excerpt": ". The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding"
      },
      {
        "document": 1214,
        "excerpt": "nlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain. The water conti"
      },
      {
        "document": 1249,
        "excerpt": "beams at level 11, and four beams at level 17. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam."
      },
      {
        "document": 1267,
        "excerpt": "ncentration, up to 1 day You magically sense the most direct physical route to a location you name. You must be familiar with the location, and the spell fails if yo"
      },
      {
        "document": 1276,
        "excerpt": "oving for the turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. Flammable objects that ar"
      },
      {
        "document": 1339,
        "excerpt": "'t locate a creature if any thickness of lead blocks a direct path between you and the creature."
      },
      {
        "document": 1340,
        "excerpt": "n't locate an object if any thickness of lead blocks a direct path between you and the object."
      },
      {
        "document": 1346,
        "excerpt": "rget. The darts all strike simultaneously, and you can direct them to hit one creature or several. Using a Higher-Level Spell Slot. The spell creates one more dart f"
      },
      {
        "document": 1561,
        "excerpt": "led to come to the orb as soon as possible by the most direct route. Dragon deities such as Tiamat are unaffected by this call. Chromatic dragons drawn to the orb mig"
      },
      {
        "document": 1579,
        "excerpt": "akes 1d6 + 5 Force damage. As a Bonus Action, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of the whip. The w"
      },
      {
        "document": 1922,
        "excerpt": "target moves on its turn toward the harpy by the most direct route, trying to get within 5 feet of the harpy. It doesn't avoid Opportunity Attacks; however, before m"
      }
    ],
    "direction": [
      {
        "document": 72,
        "excerpt": "t where the adversaries are - how far away and in what direction. 2: Roll Initiative. Everyone involved in the combat encounter rolls Initiative, determining the order o"
      },
      {
        "document": 594,
        "excerpt": "extends in straight lines from a point of origin in a direction its creator chooses. A Cone's width at any point along its length is equal to that point's distance from"
      },
      {
        "document": 722,
        "excerpt": "ive roll. On its turn, the stone moves 60 feet in one direction, changing course if redirected by an obstacle. The stone can move through creatures' spaces, and creatur"
      },
      {
        "document": 1162,
        "excerpt": "isual information from the eye, which can see in every direction. It also has Darkvision with a range of 30 feet. As a Bonus Action, you can move the eye up to 30 feet"
      },
      {
        "document": 1201,
        "excerpt": "e duration, you can take a Bonus Action to designate a direction that is horizontal to you. Each Charmed target must use as much of its movement as possible to move in t"
      },
      {
        "document": 1203,
        "excerpt": "and it uses all its movement to move. Roll 1d4 for the direction: 1, north; 2, east; 3, south; or 4, west. | | 2–6 | The target doesn’t"
      },
      {
        "document": 1214,
        "excerpt": "Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The"
      },
      {
        "document": 1215,
        "excerpt": "up or down. When changing the wind, you can change its direction. Precipitation | Stage | Condition | | :---- | :---------------------"
      },
      {
        "document": 1233,
        "excerpt": "alize, or one you can describe by stating distance and direction, such as “200 feet straight downward” or “300 feet upward to the northwest at a 45-degree angle.” You c"
      },
      {
        "document": 1242,
        "excerpt": ". If it completes an order and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself. You can command the target to t"
      },
      {
        "document": 1243,
        "excerpt": ". If it completes an order and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself. You can command the target to t"
      },
      {
        "document": 1244,
        "excerpt": ". If it completes an order and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself. You can command the target to t"
      },
      {
        "document": 1256,
        "excerpt": "or the duration. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can perceive the plane you left"
      },
      {
        "document": 1267,
        "excerpt": "as the destination, you know how far it is and in what direction it lies. Whenever you face a choice of paths along the way there, you know which path is the most direc"
      },
      {
        "document": 1287,
        "excerpt": "20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration, and the portal's destination is visible through it. The"
      },
      {
        "document": 1299,
        "excerpt": "intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you believes it is going in the opposite direct"
      },
      {
        "document": 1302,
        "excerpt": "ind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a Strength saving throw or be pus"
      },
      {
        "document": 1325,
        "excerpt": "per turn. The cloud moves 10 feet away from you in a direction you choose at the start of each of your turns."
      },
      {
        "document": 1335,
        "excerpt": "hange the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can ta"
      },
      {
        "document": 1337,
        "excerpt": "0-foot-long, 5-foot-wide Line blasts out from you in a direction you choose. Each creature in the Line makes a Dexterity saving throw, taking 8d6 Lightning damage on a f"
      },
      {
        "document": 1338,
        "excerpt": "st, Plant creature, or nonmagical plant. You learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present."
      },
      {
        "document": 1339,
        "excerpt": "name a creature that is familiar to you. You sense the direction to the creature's location if that creature is within 1,000 feet of you. If the creature is moving, you"
      },
      {
        "document": 1340,
        "excerpt": "name an object that is familiar to you. You sense the direction to the object's location if that object is within 1,000 feet of you. If the object is in motion, you kno"
      },
      {
        "document": 1344,
        "excerpt": "ell, you can cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the Cylinder and protecting targets outside it"
      },
      {
        "document": 1452,
        "excerpt": "ngth saving throw, or you move it up to 30 feet in any direction within the spell's range. Until the end of your next turn, the creature has the Restrained condition, an"
      },
      {
        "document": 1454,
        "excerpt": "ppear 2d12 miles away from the destination in a random direction. Roll 1d8 for the direction: 1, east; 2, southeast; 3, south; 4, southwest; 5, west; 6, northwest; 7, no"
      },
      {
        "document": 1556,
        "excerpt": "re holding the decanter, you can aim the geyser in one direction (no action required). One creature of your choice in the Line must succeed on a DC 13 Strength saving th"
      },
      {
        "document": 1562,
        "excerpt": "r senses as a Magic action to discern the distance and direction to the closest dragon within 30 miles of yourself that is of the same type as the armor. This action can"
      },
      {
        "document": 1711,
        "excerpt": "you can take a Bonus Action to cause it to move in one direction of your choice, up to a number of feet equal to 5 times your Intelligence modifier (minimum 5 feet). Any"
      },
      {
        "document": 1742,
        "excerpt": "action to expend 1 charge. For 1 minute, you know the direction of the nearest creature Hostile to you within 60 feet, but not its distance from you. The wand can sense"
      },
      {
        "document": 1902,
        "excerpt": "s Action and uses all its movement to move in a random direction. 7–8. The target makes a melee attack against a randomly determined creature within its reach or does n"
      },
      {
        "document": 2018,
        "excerpt": "travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet's wearer, half of any damage the wearer t"
      }
    ],
    "directions": [
      {
        "document": 552,
        "excerpt": "n straight lines from a point of origin outward in all directions. The effect that creates a Sphere specifies the distance it extends as the radius of the Sphere. A Sphe"
      },
      {
        "document": 623,
        "excerpt": "in straight lines from a creature or an object in all directions. The effect that creates an Emanation specifies the distance it extends. An Emanation moves with the cr"
      },
      {
        "document": 1214,
        "excerpt": "to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its"
      },
      {
        "document": 1537,
        "excerpt": "the carpet's command word. It moves according to your directions if you are within 30 feet of it. Four sizes of Carpet of Flying exist. The GM chooses the size of a giv"
      },
      {
        "document": 1561,
        "excerpt": "the orb to issue a telepathic call that extends in all directions for 40 miles. Chromatic dragons in range feel compelled to come to the orb as soon as possible by the mo"
      }
    ],
    "directly": [
      {
        "document": 595,
        "excerpt": "ity saving throws), and Total Cover (can't be targeted directly). If behind more than one degree of cover, a target benefits only from the most protective degree. See a"
      },
      {
        "document": 752,
        "excerpt": "Can’t be targeted directly"
      },
      {
        "document": 964,
        "excerpt": "You can channel divine energy directly from the Outer Planes to fuel magical effects. You start with two such effects: Divine Spark and Turn Un"
      },
      {
        "document": 968,
        "excerpt": "You can channel divine energy directly from the Outer Planes, using it to fuel magical effects. You start with one such effect: Divine Sense, w"
      },
      {
        "document": 972,
        "excerpt": "patron through intermediaries. Now you can communicate directly; you always have the Contact Other Plane spell prepared. With this feature, you can cast the spell witho"
      },
      {
        "document": 1288,
        "excerpt": "ature takes 5d10 Psychic damage if it acts in a manner directly counter to your command. It takes this damage no more than once each day. You can issue any command you"
      },
      {
        "document": 1349,
        "excerpt": "m, but they can't attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve"
      },
      {
        "document": 1369,
        "excerpt": "ble, it might collapse. Similarly, this spell doesn't directly affect plant growth. The moved earth carries any plants along with it."
      },
      {
        "document": 1706,
        "excerpt": "he target is a creature, you can push it up to 10 feet directly away from yourself. If the creature is your size or smaller, you can also knock it down, giving it the P"
      }
    ],
    "directs": [
      {
        "document": 235,
        "excerpt": "d (CG). Chaotic Good creatures act as their conscience directs with little regard for what others expect. A rebel who waylays a cruel baron's tax collectors and uses t"
      },
      {
        "document": 793,
        "excerpt": ", it describes you as the most heinous of villains and directs the newcomers to find and attack you. If you are on the same plane of existence as the statue, it knows"
      }
    ],
    "dirt": [
      {
        "document": 1229,
        "excerpt": "f so, where. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead."
      },
      {
        "document": 1230,
        "excerpt": "ol of magic. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead."
      },
      {
        "document": 1231,
        "excerpt": "n each case. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead."
      },
      {
        "document": 1232,
        "excerpt": "is present. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead. Read Thoughts. Target one creature you can see with"
      },
      {
        "document": 1250,
        "excerpt": "ingle word to appear in your handwriting in a patch of dirt or sand. Beckon Fire. You create a thin cloud of harmless embers and colored, scented smoke in a 5-foot"
      },
      {
        "document": 1341,
        "excerpt": "V, S, M (a pinch of dirt)"
      },
      {
        "document": 1369,
        "excerpt": "r than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area's"
      },
      {
        "document": 1515,
        "excerpt": "l one. If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean disappears as it produces an effect 1 minute later from the ground"
      },
      {
        "document": 1667,
        "excerpt": "to Acid damage. Terrain composed of rubble, rocks, or dirt isn't Difficult Terrain for you. In addition, you can move through solid earth or rock as if those areas"
      },
      {
        "document": 1686,
        "excerpt": "ne, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances or a thin sheet of lead block the vision. Whenever you use the ring again before ta"
      }
    ],
    "disadvantage": [
      {
        "document": 29,
        "excerpt": "Advantage/Disadvantage"
      },
      {
        "document": 31,
        "excerpt": "When a roll has either Advantage or Disadvantage, roll a second d20 when you make the roll. Use the higher of the two rolls if you have Advantage, and us"
      },
      {
        "document": 32,
        "excerpt": "nly two d20s. Similarly, if multiple situations impose Disadvantage on a roll, you roll only two d20s. If circumstances cause a roll to have both Advantage and Disadvantag"
      },
      {
        "document": 33,
        "excerpt": "When you have Advantage or Disadvantage and something in the game lets you reroll or replace the d20, you can reroll or replace only one die, no"
      },
      {
        "document": 53,
        "excerpt": "Dim Light, patchy fog, or moderate foliage - you have Disadvantage on Wisdom (Perception) checks that rely on sight. A Heavily Obscured area - such as an area with Darkne"
      },
      {
        "document": 67,
        "excerpt": "defined below. Fast. Traveling at a Fast pace imposes Disadvantage on a traveler's Wisdom (Perception or Survival) and Dexterity (Stealth) checks. Normal. Traveling at a"
      },
      {
        "document": 73,
        "excerpt": "nt is surprised by combat starting, that combatant has Disadvantage on their Initiative roll. For example, if an ambusher starts combat while hidden from a foe who is unawa"
      },
      {
        "document": 85,
        "excerpt": "n attack roll against a target you can't see, you have Disadvantage on the roll. This is true whether you're guessing the target's location or targeting a creature you can"
      },
      {
        "document": 88,
        "excerpt": "larger number is the long range. Your attack roll has Disadvantage when your target is beyond normal range, and you can't attack a target beyond long range."
      },
      {
        "document": 89,
        "excerpt": "with a weapon, a spell, or some other means, you have Disadvantage on the roll if you are within 5 feet of an enemy who can see you and doesn't have the Incapacitated cond"
      },
      {
        "document": 92,
        "excerpt": "always want to roll high. If the roll has Advantage or Disadvantage (described later in \"Playing the Game\"), you roll two d20s, but you use the number from only one of them"
      },
      {
        "document": 99,
        "excerpt": "pon underwater, a creature that lacks a Swim Speed has Disadvantage on the attack roll unless the weapon deals Piercing damage. A ranged attack roll with a weapon underwat"
      },
      {
        "document": 319,
        "excerpt": "y (Sleight of Hand) check. While bound, a creature has Disadvantage on attack rolls, and the creature is Restrained if the Manacles are attached to a chain or hook that is"
      },
      {
        "document": 328,
        "excerpt": "When attacking a target beyond normal range, you have Disadvantage on the attack roll. You can't attack a target beyond the long range."
      },
      {
        "document": 402,
        "excerpt": "you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn."
      },
      {
        "document": 406,
        "excerpt": "r than the listed score. Stealth. If the table shows “Disadvantage” in the Stealth column for an armor type, the wearer has Disadvantage on Dexterity (Stealth) checks."
      },
      {
        "document": 408,
        "excerpt": "um, or Heavy armor and lack training with it, you have Disadvantage on any D20 Test that involves Strength or Dexterity, and you can't cast spells."
      },
      {
        "document": 475,
        "excerpt": "You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or"
      },
      {
        "document": 527,
        "excerpt": "h checks, increase the score by 5. If the creature has Disadvantage on them, decrease the score by 5. For example, a level 1 character with a Wisdom of 15 and proficiency i"
      },
      {
        "document": 544,
        "excerpt": "um, or Heavy armor and lack training with it, you have Disadvantage on any D20 Test that involves Strength or Dexterity, and you can't cast spells. If you use a Shield and"
      },
      {
        "document": 558,
        "excerpt": "t, that creature is surprised, which causes it to have Disadvantage on its Initiative roll. See also “Playing the Game” (“Combat”)."
      },
      {
        "document": 620,
        "excerpt": "Disadvantage"
      },
      {
        "document": 622,
        "excerpt": "f your next turn, any attack roll made against you has Disadvantage if you can see the attacker, and you make Dexterity saving throws with Advantage. You lose these benefi"
      },
      {
        "document": 629,
        "excerpt": "affected by more than one Advantage, and Advantage and Disadvantage on the same roll cancel each other. See also \"Playing the Game\" (\"D20 Tests\")."
      },
      {
        "document": 644,
        "excerpt": "A Hostile creature views you unfavorably. You have Disadvantage on an ability check to influence a Hostile creature. See also “Influence.”"
      },
      {
        "document": 652,
        "excerpt": "olls, increase your Initiative score by 5. If you have Disadvantage on those rolls, decrease that score by 5. See also “Playing the Game” (“Combat”)."
      },
      {
        "document": 655,
        "excerpt": "You have Disadvantage on Wisdom (Perception) checks to see something in a Lightly Obscured space. See also “Dim Light” and “Pl"
      },
      {
        "document": 681,
        "excerpt": "nal hour. Creatures wearing Medium or Heavy armor have Disadvantage on the save. Creatures that have Resistance or Immunity to Fire damage automatically succeed on the save"
      },
      {
        "document": 683,
        "excerpt": "ll is Lightly Obscured, and creatures in the area have Disadvantage on all Wisdom (Perception) checks. Heavy rain also extinguishes open flames."
      },
      {
        "document": 686,
        "excerpt": "Strong wind imposes Disadvantage on ranged attack rolls with weapons. It also extinguishes open flames and disperses fog. A flying creatu"
      },
      {
        "document": 692,
        "excerpt": "storation spell. Long-Term Effects. The character has Disadvantage on some or all ability checks for 1d10 × 10 hours, stemming from an unwillingness or inability to exert"
      },
      {
        "document": 745,
        "excerpt": "start of your next turn, attack rolls against you have Disadvantage, and you make Dexterity saving throws with Advantage. You lose this benefit if you have the Incapacitate"
      },
      {
        "document": 929,
        "excerpt": "Disadvantage"
      },
      {
        "document": 962,
        "excerpt": "oice on your turn. The chosen attack roll mustn't have Disadvantage. If the chosen attack roll hits, the target takes an extra 1d10 damage of the same type dealt by the wea"
      },
      {
        "document": 970,
        "excerpt": "t have the Incapacitated condition, and you don't have Disadvantage on the attack roll. The extra damage increases as you gain Rogue levels, as shown in the Sneak Attack c"
      },
      {
        "document": 971,
        "excerpt": "spend 2 Sorcery Points to give one target of the spell Disadvantage on saves against the spell. Quickened Spell Cost: 2 Sorcery Points When you cast a spell that has a c"
      },
      {
        "document": 980,
        "excerpt": "other one. Escape the Horde. Opportunity Attacks have Disadvantage against you. Multiattack Defense. When a creature hits you with an attack roll, that creature has Disad"
      },
      {
        "document": 1040,
        "excerpt": "Disadvantage"
      },
      {
        "document": 1066,
        "excerpt": "Disadvantage"
      },
      {
        "document": 1100,
        "excerpt": "Disadvantage"
      },
      {
        "document": 1106,
        "excerpt": "Disadvantage"
      },
      {
        "document": 1118,
        "excerpt": "Disadvantage"
      },
      {
        "document": 1122,
        "excerpt": "Disadvantage"
      },
      {
        "document": 1136,
        "excerpt": "Disadvantage"
      },
      {
        "document": 1176,
        "excerpt": "of your choice: - Choose one ability. The target has Disadvantage on ability checks and saving throws made with that ability. - The target has Disadvantage on attack roll"
      },
      {
        "document": 1183,
        "excerpt": "dy becomes blurred. For the duration, any creature has Disadvantage on attack rolls against you. An attacker is immune to this effect if it perceives you with Blindsight or"
      },
      {
        "document": 1211,
        "excerpt": "hen you cast the spell. While Poisoned, the target has Disadvantage on saving throws made with the chosen ability. The target must repeat the saving throw at the end of ea"
      },
      {
        "document": 1236,
        "excerpt": ", Celestials, Elementals, Fey, Fiends, and Undead have Disadvantage on attack rolls against you. You can end the spell early by using either of the following special functi"
      },
      {
        "document": 1252,
        "excerpt": "from Medium to Small, for example. The target also has Disadvantage on Strength checks and Strength saving throws. The target's attacks with its reduced weapons or Unarmed"
      },
      {
        "document": 1283,
        "excerpt": "t has Advantage on D20 Tests, and other creatures have Disadvantage on attack rolls against it. The spell ends early if you cast it again."
      },
      {
        "document": 1309,
        "excerpt": "bject if it can. If it doesn't drop the object, it has Disadvantage on attack rolls and ability checks until the start of your next turn. Using a Higher-Level Spell Slot."
      },
      {
        "document": 1313,
        "excerpt": "se one ability when you cast the spell. The target has Disadvantage on ability checks made with the chosen ability. If the target drops to 0 Hit Points before this spell e"
      },
      {
        "document": 1317,
        "excerpt": "vantage on all saving throws, and other creatures have Disadvantage on attack rolls against them. In addition, when a Fiend or an Undead hits an affected creature with a me"
      },
      {
        "document": 1330,
        "excerpt": ", must use all its movement to dance in place, and has Disadvantage on Dexterity saving throws and attack rolls, and other creatures have Advantage on attack rolls against"
      },
      {
        "document": 1344,
        "excerpt": "succeed on a Charisma saving throw. - The creature has Disadvantage on attack rolls against targets within the Cylinder. - Targets within the Cylinder can't be possessed b"
      },
      {
        "document": 1356,
        "excerpt": "hecks you make to hear sounds outside it are made with Disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You"
      },
      {
        "document": 1374,
        "excerpt": "led save, the target takes 4d10 Psychic damage and has Disadvantage on ability checks and attack rolls for the duration. On a successful save, the target takes half as much"
      },
      {
        "document": 1394,
        "excerpt": "grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target. The target also can't be possessed by or gain the Charmed or Frighte"
      },
      {
        "document": 1398,
        "excerpt": "ion saving throw. On a successful save, the target has Disadvantage on the next attack roll it makes until the start of your next turn. On a failed save, the target has Di"
      },
      {
        "document": 1406,
        "excerpt": "a Long Rest, you can't cast spells again, and you have Disadvantage on D20 Tests."
      },
      {
        "document": 1421,
        "excerpt": "lf as much damage on a successful one. A Construct has Disadvantage on the save. A nonmagical object that isn't being worn or carried also takes the damage if it's in the"
      },
      {
        "document": 1451,
        "excerpt": "e, it is incapable of meaningful communication and has Disadvantage on attack rolls and ability checks. Fear. Each target must succeed on a Wisdom saving throw or have the"
      },
      {
        "document": 1470,
        "excerpt": "isdom saving throw or take 1d6 Psychic damage and have Disadvantage on the next attack roll it makes before the end of its next turn. Cantrip Upgrade. The damage increases"
      },
      {
        "document": 1484,
        "excerpt": "You can force the reroll to be made with Advantage or Disadvantage, and you choose whether to use the reroll or the original roll. Reshape Reality. You may wish for somet"
      },
      {
        "document": 1487,
        "excerpt": "against you have Advantage, and your attack rolls have Disadvantage."
      },
      {
        "document": 1491,
        "excerpt": "ffects. Ability Checks and Attacks Affected. You have Disadvantage on ability checks and attack rolls while the source of fear is within line of sight. Can't Approach. Yo"
      },
      {
        "document": 1492,
        "excerpt": "d is 0 and can't increase. Attacks Affected. You have Disadvantage on attack rolls against any target other than the grappler. Movable. The grappler can drag or carry you"
      },
      {
        "document": 1493,
        "excerpt": "ou're Incapacitated when you roll Initiative, you have Disadvantage on the roll."
      },
      {
        "document": 1494,
        "excerpt": "aled. Attacks Affected. Attack rolls against you have Disadvantage, and your attack rolls have Advantage. If a creature can somehow see you, you don't gain this benefit ag"
      },
      {
        "document": 1497,
        "excerpt": "effect. Ability Checks and Attacks Affected. You have Disadvantage on attack rolls and ability checks."
      },
      {
        "document": 1498,
        "excerpt": "you can't right yourself. Attacks Affected. You have Disadvantage on attack rolls. An attack roll against you has Advantage if the attacker is within 5 feet of you. Other"
      },
      {
        "document": 1499,
        "excerpt": "against you have Advantage, and your attack rolls have Disadvantage. Saving Throws Affected. You have Disadvantage on Dexterity saving throws."
      },
      {
        "document": 1523,
        "excerpt": "n, keeping it within reach at all times. You also have Disadvantage on attack rolls with weapons other than this one. Whenever another creature damages you while the weapo"
      },
      {
        "document": 1526,
        "excerpt": "ature that makes an Opportunity Attack against you has Disadvantage on the attack roll. If you click your heels together again, you end the effect. When you've used the bo"
      },
      {
        "document": 1542,
        "excerpt": "ear your actual location, causing any creature to have Disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your"
      },
      {
        "document": 1543,
        "excerpt": ", Wisdom (Perception) checks made to perceive you have Disadvantage, and you have Advantage on Dexterity (Stealth) checks."
      },
      {
        "document": 1559,
        "excerpt": "ll or similar magic. While wearing the armor, you have Disadvantage on attack rolls against demons and on saving throws against their spells and special abilities."
      },
      {
        "document": 1626,
        "excerpt": "rn under normal clothes. If the armor normally imposes Disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't."
      },
      {
        "document": 1627,
        "excerpt": "ts until either you or the devil dies. Fool. You have Disadvantage on D20 Tests for the next 72 hours. Draw another card; this draw doesn't count as one of your declared d"
      },
      {
        "document": 1632,
        "excerpt": "Half Cover or Three-Quarters Cover, and you suffer no Disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 Piercing damage. While your"
      },
      {
        "document": 1667,
        "excerpt": "ntage on attack rolls against Elementals and they have Disadvantage on attack rolls against you. Elemental Compulsion. While wearing the ring, you can take a Magic action"
      },
      {
        "document": 1688,
        "excerpt": "dditional 30 feet, and creatures that can see you have Disadvantage on attack rolls against you. Any creature in the Bright Light that can see you when the robe's power is"
      },
      {
        "document": 1710,
        "excerpt": "and other magical effects, and spell attack rolls have Disadvantage against you."
      },
      {
        "document": 1723,
        "excerpt": "itution saving throw. On a failed save, the target has Disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution."
      },
      {
        "document": 1730,
        "excerpt": "g throw. If the target is a Fiend or an Undead, it has Disadvantage on the save. On a failed save, the target falls into the fissure and is destroyed, leaving no remains. O"
      },
      {
        "document": 1732,
        "excerpt": "ity saving throw. If the target is a Celestial, it has Disadvantage on the save. On a failed save, the target falls into the fissure and is destroyed, leaving no remains. O"
      },
      {
        "document": 1761,
        "excerpt": ". Failure: 22 (4d10) Poison damage, and the target has Disadvantage on saving throws to maintain Concentration until the end of its next turn. Failure or Success: The drago"
      },
      {
        "document": 1766,
        "excerpt": "this breath in a 60-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Tests and subtracts 3 (1d6) from its damage rolls. It repeats the save at the end"
      },
      {
        "document": 1773,
        "excerpt": ". Failure: 33 (6d10) Poison damage, and the target has Disadvantage on saving throws to maintain Concentration until the end of its next turn. Failure or Success: The drago"
      },
      {
        "document": 1778,
        "excerpt": "this breath in a 90-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Tests and subtracts 5 (1d10) from its damage rolls. It repeats the save at the end"
      },
      {
        "document": 1829,
        "excerpt": "ht Sensitivity. While in Bright Light, the cloaker has Disadvantage on attack rolls."
      },
      {
        "document": 1850,
        "excerpt": "unlight Sensitivity. While in sunlight, the drider has Disadvantage on ability checks and attack rolls. Web Walker. The drider ignores movement restrictions caused by webs"
      },
      {
        "document": 1861,
        "excerpt": "Hit: 14 (2d8 + 5) Piercing damage, and the target has Disadvantage on the next attack roll it makes before the end of its next turn."
      },
      {
        "document": 1863,
        "excerpt": "hed up to 15 feet straight away from the giant and has Disadvantage on the next attack roll it makes before the end of its next turn."
      },
      {
        "document": 1864,
        "excerpt": "ersion to Fire. If the golem takes Fire damage, it has Disadvantage on attack rolls and ability checks until the end of its next turn. Berserk. Whenever the golem starts i"
      },
      {
        "document": 1869,
        "excerpt": "that does so is subjected to the cube's Engulf and has Disadvantage on the saving throw. Creatures inside the cube have Total Cover, and the cube can hold one Large creatu"
      },
      {
        "document": 1910,
        "excerpt": "this breath in a 15-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Tests and subtracts 2 (1d4) from its damage rolls. It repeats the save at the end"
      },
      {
        "document": 1945,
        "excerpt": "unlight Sensitivity. While in sunlight, the kobold has Disadvantage on ability checks and attack rolls."
      },
      {
        "document": 1962,
        "excerpt": "C 13). Ability checks made to escape this grapple have Disadvantage."
      },
      {
        "document": 2016,
        "excerpt": "Sunlight Weakness. While in sunlight, the shadow has Disadvantage on D20 Tests."
      },
      {
        "document": 2023,
        "excerpt": "nlight Sensitivity. While in sunlight, the specter has Disadvantage on ability checks and attack rolls."
      },
      {
        "document": 2024,
        "excerpt": "to ascertain its intentions or sincerity are made with Disadvantage. Legendary Resistance (3/Day, or 4/Day in Lair). If the sphinx fails a saving throw, it can choose to s"
      },
      {
        "document": 2025,
        "excerpt": "to ascertain its intentions or sincerity are made with Disadvantage. Legendary Resistance (3/Day, or 4/Day in Lair). If the sphinx fails a saving throw, it can choose to s"
      },
      {
        "document": 2031,
        "excerpt": "ed Form. Attack rolls against the mephit are made with Disadvantage unless the mephit has the Incapacitated condition. Death Burst. The mephit explodes when it dies. Dexte"
      },
      {
        "document": 2042,
        "excerpt": "swarm's next turn. While Deafened, the target also has Disadvantage on ability checks and attack rolls."
      },
      {
        "document": 2055,
        "excerpt": "starts its turn in sunlight. While in sunlight, it has Disadvantage on attack rolls and ability checks."
      },
      {
        "document": 2056,
        "excerpt": "starts its turn in sunlight. While in sunlight, it has Disadvantage on attack rolls and ability checks."
      },
      {
        "document": 2073,
        "excerpt": "Sunlight Sensitivity. While in sunlight, the wight has Disadvantage on ability checks and attack rolls."
      },
      {
        "document": 2078,
        "excerpt": "unlight Sensitivity. While in sunlight, the wraith has Disadvantage on ability checks and attack rolls."
      },
      {
        "document": 2086,
        "excerpt": "this breath in a 30-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Tests and subtracts 3 (1d6) from its damage rolls. It repeats the save at the end"
      }
    ],
    "disagree": [
      {
        "document": 37,
        "excerpt": "t a general rule. When an exception and a general rule disagree, the exception wins. For example, if a feature says you can make melee attacks using your Charisma, you"
      }
    ],
    "disagrees": [
      {
        "document": 37,
        "excerpt": "ur Charisma, you can do so, even though that statement disagrees with the general rule."
      }
    ],
    "disappear": [
      {
        "document": 563,
        "excerpt": "l kind of magical transportation. If you teleport, you disappear and reappear elsewhere instantly, without moving through the intervening space. This transportation does"
      },
      {
        "document": 1254,
        "excerpt": "rn the ground in the area into Difficult Terrain. They disappear when the spell ends. Each creature (other than you) in the area when you cast the spell must succeed on"
      },
      {
        "document": 1294,
        "excerpt": "nt to sustain a creature for one day. Uneaten berries disappear when the spell ends."
      },
      {
        "document": 1323,
        "excerpt": "s dispelled, the original script and the illusion both disappear. A creature that has Truesight can read the hidden message."
      },
      {
        "document": 1627,
        "excerpt": "'t choose a foe, this card has no effect. Donjon. You disappear and become entombed in a state of suspended animation in an extradi-dimensional sphere. Everything you'r"
      },
      {
        "document": 1726,
        "excerpt": "re radiance to spring into existence or make the blade disappear. While the blade exists, this magic weapon functions as a Longsword with the Finesse property. If you ar"
      },
      {
        "document": 1759,
        "excerpt": "Fly Speed of 60 feet. If you are aloft when the wings disappear, you fall. When the wings disappear, you can't use them again for 1d12 hours. ---"
      },
      {
        "document": 1884,
        "excerpt": "moving a horn requires a Magic action, and the weapons disappear and the horns return when the goat reverts to figurine form. While you ride the goat, any Hostile creatu"
      }
    ],
    "disappearance": [
      {
        "document": 1265,
        "excerpt": "an't attack, but it can take other actions as normal. Disappearance of the Familiar. When the familiar drops to 0 Hit Points, it disappears. It reappears after you cast thi"
      },
      {
        "document": 1266,
        "excerpt": "s and acts independently, focusing on protecting you. Disappearance of the Steed. The steed disappears if it drops to 0 Hit Points or if you die. When it disappears, it lea"
      },
      {
        "document": 1564,
        "excerpt": "Dust of Disappearance"
      },
      {
        "document": 1566,
        "excerpt": "nd in a small container, this powder resembles Dust of Disappearance, and Identify reveals it to be such. There is enough of it for one use. As a Utilize action, you can th"
      }
    ],
    "disappeared": [
      {
        "document": 1266,
        "excerpt": "ll again, you decide whether you summon the steed that disappeared or a different one. Using a Higher-Level Spell Slot. Use the spell slot's level for the spell's level i"
      },
      {
        "document": 1627,
        "excerpt": ", which stay behind in the space you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can't be located by any Divi"
      }
    ],
    "disappearing": [
      {
        "document": 1574,
        "excerpt": "ong on the wall. This ladder lasts for 1 minute before disappearing."
      }
    ],
    "disappears": [
      {
        "document": 500,
        "excerpt": "s the spell's magic appears only for a moment and then disappears. Time Span. A duration that provides a time span specifies how long the spell lasts in rounds, minutes,"
      },
      {
        "document": 753,
        "excerpt": "attacks you. After fighting for 5 rounds, the efreeti disappears, and the bottle loses its magic."
      },
      {
        "document": 756,
        "excerpt": "der your control and acts as it normally would, and it disappears after 1 hour or when it drops to 0 Hit Points. Roll 1d4 to determine the creature: on a 1, a Camel; on a"
      },
      {
        "document": 783,
        "excerpt": "n’t under your control, acts as it normally would, and disappears after 1 hour or when it drops to 0 Hit Points. Roll 1d4 to determine which creature appears. On a 1, a R"
      },
      {
        "document": 793,
        "excerpt": "ent and nature. The monster remains for 1 minute, then disappears in a puff of bright-pink smoke."
      },
      {
        "document": 965,
        "excerpt": "ou cast the spell in this way, the familiar is Fey and disappears when you finish a Long Rest."
      },
      {
        "document": 972,
        "excerpt": "for 1 minute or more, or if you die. A conjured weapon disappears when the bond ends. Pact of the Chain You learn the Find Familiar spell and can cast it as a Magic act"
      },
      {
        "document": 979,
        "excerpt": "saving throw against your spell save DC, or the target disappears and hurtles through a nightmare landscape. The target takes 8d10 Psychic damage if it isn't a Fiend, and"
      },
      {
        "document": 1265,
        "excerpt": "Familiar. When the familiar drops to 0 Hit Points, it disappears. It reappears after you cast this spell again. As a Magic action, you can temporarily dismiss the famili"
      },
      {
        "document": 1266,
        "excerpt": "protecting you. Disappearance of the Steed. The steed disappears if it drops to 0 Hit Points or if you die. When it disappears, it leaves behind anything it was wearing"
      },
      {
        "document": 1274,
        "excerpt": "lasts for the duration. If you let go of the blade, it disappears, but you can evoke it again as a Bonus Action. As a Magic action, you can make a melee spell attack wit"
      },
      {
        "document": 1290,
        "excerpt": "rmines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends. The creature is an ally to you and your allies. I"
      },
      {
        "document": 1311,
        "excerpt": "ube next to you. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve c"
      },
      {
        "document": 1363,
        "excerpt": "a rock or stick) that is removed from the spell's area disappears immediately. Creatures with Truesight can see through the illusion to the terrain's true form; however,"
      },
      {
        "document": 1372,
        "excerpt": "ility in a structure surrounding it. When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied"
      },
      {
        "document": 1391,
        "excerpt": "u described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes, after which the illusion can be activated again. The trigger can be"
      },
      {
        "document": 1392,
        "excerpt": "it is intangible. If the illusion takes any damage, it disappears, and the spell ends. You can see through the illusion's eyes and hear through its ears as if you were i"
      },
      {
        "document": 1448,
        "excerpt": "and uses the Draconic Spirit stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends. The creature is an ally to you and your allies. I"
      },
      {
        "document": 1475,
        "excerpt": "permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends."
      },
      {
        "document": 1515,
        "excerpt": "plant it in dirt or sand, and then water it, the bean disappears as it produces an effect 1 minute later from the ground where it was planted. The GM can choose an effec"
      },
      {
        "document": 1529,
        "excerpt": "tely after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The bowl can't be used this way ag"
      },
      {
        "document": 1532,
        "excerpt": "tely after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The brazier can't be used this way"
      },
      {
        "document": 1538,
        "excerpt": "tely after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The censer can't be used this way"
      },
      {
        "document": 1557,
        "excerpt": "effect). When the illusion ends, the image on its card disappears, and that card can't be used again. Deck of Illusions *Stat blocks for these creatures (except the car"
      },
      {
        "document": 1570,
        "excerpt": "ke flows out of it. At the end of your turn, the smoke disappears with a flash of harmless fire, and an Efreeti appears in an unoccupied space within 30 feet of you. The"
      },
      {
        "document": 1571,
        "excerpt": "tely after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The type of gem determines the ele"
      },
      {
        "document": 1574,
        "excerpt": "rce damage instead of Piercing damage on a hit, and it disappears after it hits or misses its target. Until it disappears, the arrow emits Bright Light in a 20-foot radiu"
      },
      {
        "document": 1579,
        "excerpt": "again ends the effect. When the effect ends, the token disappears. Bird (Rare). You can take a Magic action to toss the token 5 feet into the air. The token disappears a"
      },
      {
        "document": 1598,
        "excerpt": "ruby). The gem is destroyed when the spell is cast and disappears from the helm. Taking Fire Damage. Roll 1d20 if you are wearing the helm and take Fire damage as a resu"
      },
      {
        "document": 1627,
        "excerpt": "and take effect all at once. Once a card is drawn, it disappears. Unless the card is the Fool or Jester, the card reappears in the deck, making it possible to draw the s"
      },
      {
        "document": 1677,
        "excerpt": ", the sphere discharges lightning at that creature and disappears. That creature makes a DC 15 Dexterity saving throw. On a failed save, the creature takes Lightning dama"
      },
      {
        "document": 1695,
        "excerpt": "you expend the last charge, roll 1d20. On a 1, the rod disappears in a harmless burst of radiance."
      },
      {
        "document": 1697,
        "excerpt": "here. For example, a flower picked from a garden there disappears if it is taken outside the demiplane. For each hour spent in the demiplane, a visitor regains Hit Point"
      },
      {
        "document": 1709,
        "excerpt": "0 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect. The level of the spell on the scroll determines the spell's savin"
      },
      {
        "document": 1724,
        "excerpt": "tely after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The stone can't be used this way a"
      },
      {
        "document": 1802,
        "excerpt": "on. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the"
      },
      {
        "document": 1815,
        "excerpt": "on. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the"
      },
      {
        "document": 1825,
        "excerpt": "on. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the"
      },
      {
        "document": 1843,
        "excerpt": "ion. If the deva dies outside Mount Celestia, its body disappears, and it gains a new body instantly, reviving with all its Hit Points somewhere in Mount Celestia. Magic"
      },
      {
        "document": 1859,
        "excerpt": ". If the erinyes dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the"
      },
      {
        "document": 1871,
        "excerpt": "ilure: The target is possessed by the ghost; the ghost disappears, and the target has the Incapacitated condition and loses control of its body. The ghost now controls th"
      },
      {
        "document": 1932,
        "excerpt": "on. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the"
      },
      {
        "document": 1936,
        "excerpt": "on. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the"
      },
      {
        "document": 1986,
        "excerpt": "If the pit fiend dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the"
      },
      {
        "document": 1987,
        "excerpt": "If the planetar dies outside Mount Celestia, its body disappears, and it gains a new body instantly, reviving with all its Hit Points somewhere in Mount Celestia. Magic"
      },
      {
        "document": 2022,
        "excerpt": "on. If the solar dies outside Mount Celestia, its body disappears, and it gains a new body instantly, reviving with all its Hit Points somewhere in Mount Celestia. Legen"
      }
    ],
    "disarm": [
      {
        "document": 443,
        "excerpt": "erity Weight: 1 lb. Utilize: Pick a lock (DC 15), or disarm a trap (DC 15)"
      },
      {
        "document": 716,
        "excerpt": "s the trapped area into Difficult Terrain. Detect and Disarm. As a Search action, a creature can examine the trapped area and make a DC 11 Wisdom (Perception) check,"
      },
      {
        "document": 717,
        "excerpt": "reach from the Net on a successful check. Detect and Disarm. As a Search action, a creature can examine the trapped area and make a DC 11 Wisdom (Perception) check,"
      },
      {
        "document": 718,
        "excerpt": "r half as much damage on a successful one. Detect and Disarm. A Detect Magic spell reveals an aura of Evocation magic around the statue. As a Search action, a creatu"
      },
      {
        "document": 719,
        "excerpt": "3 (1d6) Bludgeoning damage from the fall. Detect and Disarm. As a Study action, a creature can examine the section of floor that forms the pit's lid and make a DC 1"
      },
      {
        "document": 720,
        "excerpt": "ts, taking 3 (1d6) Poison damage per dart. Detect and Disarm. As a Search action, a creature can examine the walls and make a DC 15 Wisdom (Perception) check, detect"
      },
      {
        "document": 721,
        "excerpt": "creature opens the trap's lock improperly or fails to disarm the trap Duration: Instantaneous A poisoned needle is hidden in a lock. When a creature opens the lock"
      },
      {
        "document": 722,
        "excerpt": "sages that allow the stone to keep moving. Detect and Disarm. As a Study action, a creature can examine the section of floor that forms the pressure plate and make a"
      },
      {
        "document": 723,
        "excerpt": "s 9 (2d8) Piercing damage from the spikes. Detect and Disarm. As a Study action, a creature can examine the section of floor that forms the pit's lid and make a DC 1"
      },
      {
        "document": 984,
        "excerpt": "a Dexterity (Sleight of Hand) check to pick a lock or disarm a trap with Thieves' Tools or to pick a pocket. Use an Object. Take the Utilize action, or take the Mag"
      }
    ],
    "disarms": [
      {
        "document": 718,
        "excerpt": "racter can use a sharp tool to deface the glyph, which disarms the trap. As a Search action, a creature can examine the section of floor that forms the pressure plate"
      }
    ],
    "disbelieve": [
      {
        "document": 1304,
        "excerpt": "ce (Investigation) check against your spell save DC to disbelieve it. If a creature discerns that the terrain is illusory, the creature sees a vague image superimposed on"
      }
    ],
    "discarded": [
      {
        "document": 1403,
        "excerpt": "ner's Attunement to the object so it can be removed or discarded."
      }
    ],
    "discern": [
      {
        "document": 423,
        "excerpt": "Ability: Intelligence Weight: 5 lb. Utilize: Discern what a glass object held in the past 24 hours (DC 15) Craft: Glass Bottle, Magnifying Glass, Spyglass,"
      },
      {
        "document": 424,
        "excerpt": "Ability: Intelligence Weight: 2 lb. Utilize: Discern a gem's value (DC 15) Craft: Arcane Focus, Holy Symbol"
      },
      {
        "document": 428,
        "excerpt": "Ability: Intelligence Weight: 3 lb. Utilize: Discern what a ceramic object held in the past 24 hours (DC 15) Craft: Jug, Lamp"
      },
      {
        "document": 437,
        "excerpt": "Ability: Wisdom Weight: - Utilize: Discern whether someone is cheating (DC 10), or win the game (DC 20) Variants: Dice (1 SP), dragonchess (1 GP),"
      },
      {
        "document": 541,
        "excerpt": "you take the Search action, you make a Wisdom check to discern something that isn't obvious. The Search table suggests which skills are applicable when you take this a"
      },
      {
        "document": 567,
        "excerpt": "d on saving throws against them. Transformations. You discern the true form of any creature or object you see that has been transformed by magic. Ethereal Plane. You"
      },
      {
        "document": 611,
        "excerpt": "arkness within that range as if it were Dim Light. You discern colors in that Darkness only as shades of gray. See also “Playing the Game” (“Exploration”)."
      },
      {
        "document": 640,
        "excerpt": "my's line of sight; if you can see a creature, you can discern whether it can see you. On a successful check, you have the Invisible condition while hidden. Make note"
      },
      {
        "document": 744,
        "excerpt": "Discern a person’s mood and intentions."
      },
      {
        "document": 1232,
        "excerpt": "get makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or"
      },
      {
        "document": 1234,
        "excerpt": "hat, and anyone who touches it would feel nothing. To discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on"
      },
      {
        "document": 1562,
        "excerpt": "onally, you can focus your senses as a Magic action to discern the distance and direction to the closest dragon within 30 miles of yourself that is of the same type as"
      },
      {
        "document": 1999,
        "excerpt": "has heard, such as a whisper or chitter. A hearer can discern the sounds are imitations with a successful DC 10 Wisdom (Insight) check."
      }
    ],
    "discerned": [
      {
        "document": 1721,
        "excerpt": "diates a faint aura of Transmutation magic that can be discerned with the Detect Magic spell. While touching the tree and using a Magic action, you return the staff to i"
      }
    ],
    "discerns": [
      {
        "document": 1304,
        "excerpt": "nst your spell save DC to disbelieve it. If a creature discerns that the terrain is illusory, the creature sees a vague image superimposed on the real terrain."
      },
      {
        "document": 1350,
        "excerpt": "ation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities bec"
      },
      {
        "document": 1362,
        "excerpt": "ation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. Sound. If you create a sound,"
      },
      {
        "document": 1391,
        "excerpt": "ation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollo"
      },
      {
        "document": 1392,
        "excerpt": "ation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds holl"
      },
      {
        "document": 1428,
        "excerpt": "ation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image."
      }
    ],
    "discharges": [
      {
        "document": 1677,
        "excerpt": "her than you that isn't behind Total Cover, the sphere discharges lightning at that creature and disappears. That creature makes a DC 15 Dexterity saving throw. On a fail"
      }
    ],
    "disciple": [
      {
        "document": 981,
        "excerpt": "Disciple of Life"
      }
    ],
    "discipline": [
      {
        "document": 967,
        "excerpt": "Your physical and mental discipline grant you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, yo"
      }
    ],
    "disciplined": [
      {
        "document": 235,
        "excerpt": "w, tradition, or personal codes. Someone who follows a disciplined rule of life - and isn’t swayed either by the demands of those in need or by the temptations of evil - i"
      },
      {
        "document": 840,
        "excerpt": "Disciplined Survivor"
      },
      {
        "document": 967,
        "excerpt": "Disciplined Survivor"
      }
    ],
    "discord": [
      {
        "document": 1451,
        "excerpt": "igger and choose which effect the symbol bears: Death, Discord, Fear, Pain, Sleep, or Stunning. Each one is explained below. Set the Trigger. You decide what triggers"
      }
    ],
    "discordant": [
      {
        "document": 1237,
        "excerpt": "e of your choice that you can see within range hears a discordant melody in its mind. The target makes a Wisdom saving throw. On a failed save, it takes 3d6 Psychic damag"
      }
    ],
    "discover": [
      {
        "document": 973,
        "excerpt": "our adventures that you can add to the book. You could discover a Wizard spell on a Spell Scroll, for example, and then copy it into your spellbook. Copying a Spell in"
      }
    ],
    "discovered": [
      {
        "document": 114,
        "excerpt": "tems are gleaned from the hoards of felled monsters or discovered in long-lost vaults. Such items grant capabilities a character could rarely have otherwise, or they comp"
      },
      {
        "document": 1611,
        "excerpt": "ine the type of creature is to open the flask. A newly discovered Iron Flask might already contain a creature chosen by the GM."
      }
    ],
    "discoveries": [
      {
        "document": 976,
        "excerpt": "Magical Discoveries"
      }
    ],
    "discrete": [
      {
        "document": 58,
        "excerpt": "For the purpose of the rules, an object is a discrete, inanimate item like a window, door, sword, book, table, chair, or stone. It isn't a building or a vehic"
      },
      {
        "document": 1362,
        "excerpt": "nues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. Image. If you create an image of an object - such as a"
      }
    ],
    "discretion": [
      {
        "document": 117,
        "excerpt": "ed and shaped like dwarves. Unusual Anatomy. Use your discretion to decide whether a creature can wear an item not made for its anatomy. A ring placed on a tentacle migh"
      },
      {
        "document": 689,
        "excerpt": "ns, ending the effect on itself on a success. At your discretion, a Frightened creature might be subject to other effects as long as the Frightened condition lasts. Cons"
      },
      {
        "document": 690,
        "excerpt": "take half as much damage instead of no damage, at your discretion. Sample Mental Stress Effects"
      },
      {
        "document": 789,
        "excerpt": "drinker the Invisible condition indefinitely. At your discretion, a Dispel Magic spell or similar magic might end this lasting effect."
      },
      {
        "document": 1475,
        "excerpt": "d might cause connected panels to collapse at the GM's discretion. If you maintain your Concentration on this spell for its full duration, the wall becomes permanent and"
      }
    ],
    "discuss": [
      {
        "document": 664,
        "excerpt": "t is contagious by definition. The following sections discuss curses and magical contagions in detail."
      },
      {
        "document": 688,
        "excerpt": "rt adventurer. If you plan to use any of these rules, discuss them with your players at the start of the campaign."
      }
    ],
    "discussed": [
      {
        "document": 670,
        "excerpt": "might be a customized version of another type of curse discussed in this section. A creature affected by such a curse should know why they're being punished and be able"
      }
    ],
    "discussing": [
      {
        "document": 267,
        "excerpt": "one pipes 76 A four-leaf clover pressed inside a book discussing manners and etiquette 77 A sheet of parchment upon which is drawn a mechanical contraption 78 An ornat"
      }
    ],
    "discussion": [
      {
        "document": 49,
        "excerpt": "e Rogue who is proficient in Deception should lead the discussion."
      }
    ],
    "disease": [
      {
        "document": 830,
        "excerpt": "Detect Poison and Disease"
      },
      {
        "document": 843,
        "excerpt": "Detect Poison and Disease"
      },
      {
        "document": 850,
        "excerpt": "Detect Poison and Disease"
      },
      {
        "document": 911,
        "excerpt": "Detect Poison and Disease"
      },
      {
        "document": 1231,
        "excerpt": "Detect Poison and Disease"
      },
      {
        "document": 1693,
        "excerpt": "etect Evil and Good - Detect Magic - Detect Poison and Disease - See Invisibility Protective Aura. As a Magic action, you can plant the haft end of the rod in the gro"
      }
    ],
    "disengage": [
      {
        "document": 93,
        "excerpt": "an avoid provoking an Opportunity Attack by taking the Disengage action. You also don't provoke an Opportunity Attack when you Teleport or when you are moved without usi"
      },
      {
        "document": 96,
        "excerpt": "has only three action options during that turn: Dash, Disengage, and Dodge. A controlled mount can move and act even on the turn that you mount it. In contrast, an ind"
      },
      {
        "document": 621,
        "excerpt": "Disengage [Action]"
      },
      {
        "document": 745,
        "excerpt": "Disengage"
      },
      {
        "document": 951,
        "excerpt": "Disengage"
      },
      {
        "document": 967,
        "excerpt": "as a Bonus Action. Patient Defense. You can take the Disengage action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and th"
      },
      {
        "document": 970,
        "excerpt": "one of the following actions as a Bonus Action: Dash, Disengage, or Hide."
      },
      {
        "document": 1209,
        "excerpt": "ave only once per turn. In addition, you can take the Disengage action as a Bonus Action for the spell's duration. Using a Higher-Level Spell Slot. The damage increase"
      },
      {
        "document": 1306,
        "excerpt": "used to take only the Attack (one attack only), Dash, Disengage, Hide, or Utilize action. When the spell ends, the target is Incapacitated and has a Speed of 0 until t"
      },
      {
        "document": 1791,
        "excerpt": "Cunning Action. The assassin takes the Dash, Disengage, or Hide action."
      },
      {
        "document": 1828,
        "excerpt": "Hasten (Recharge 5–6). The golem takes the Dash and Disengage actions."
      },
      {
        "document": 1907,
        "excerpt": "Nimble Escape. The goblin takes the Disengage or Hide action."
      },
      {
        "document": 1908,
        "excerpt": "Nimble Escape. The goblin takes the Disengage or Hide action."
      },
      {
        "document": 1909,
        "excerpt": "Nimble Escape. The goblin takes the Disengage or Hide action."
      },
      {
        "document": 1980,
        "excerpt": "Nimble Escape. The panther takes the Disengage or Hide action."
      },
      {
        "document": 2008,
        "excerpt": "Nimble Escape. The tiger takes the Disengage or Hide action."
      },
      {
        "document": 2030,
        "excerpt": "Cunning Action. The spy takes the Dash, Disengage, or Hide action."
      },
      {
        "document": 2045,
        "excerpt": "Nimble Escape. The tiger takes the Disengage or Hide action."
      },
      {
        "document": 2054,
        "excerpt": "Deathless Agility. The familiar takes the Dash or Disengage action."
      },
      {
        "document": 2055,
        "excerpt": "Deathless Agility. The vampire takes the Dash or Disengage action."
      }
    ],
    "disgorges": [
      {
        "document": 1885,
        "excerpt": "Acid damage. If that damage doesn't kill it, the frog disgorges it, causing it to exit Prone."
      }
    ],
    "disguise": [
      {
        "document": 435,
        "excerpt": "Disguise Kit (25 GP)"
      },
      {
        "document": 744,
        "excerpt": "Tell a convincing lie, or wear a disguise convincingly."
      },
      {
        "document": 860,
        "excerpt": "Disguise Self"
      },
      {
        "document": 886,
        "excerpt": "Disguise Self"
      },
      {
        "document": 899,
        "excerpt": "Disguise Self"
      },
      {
        "document": 972,
        "excerpt": "ny Faces Prerequisite: Level 2+ Warlock You can cast Disguise Self without expending a spell slot. Master of Myriad Forms Prerequisite: Level 5+ Warlock You can ca"
      },
      {
        "document": 1234,
        "excerpt": "Disguise Self"
      },
      {
        "document": 1363,
        "excerpt": "or add them where none are present. The spell doesn't disguise, conceal, or add creatures. The illusion includes audible, visual, tactile, and olfactory elements, so"
      },
      {
        "document": 1595,
        "excerpt": "Hat of Disguise"
      },
      {
        "document": 1790,
        "excerpt": "save DC 17): At Will: Detect Magic, Detect Thoughts, Disguise Self, Invisibility, Light, Mage Armor (included in AC), Mage Hand, Prestidigitation 2/Day Each: Fly, Li"
      },
      {
        "document": 1914,
        "excerpt": "to hit with spell attacks): At Will: Dancing Lights, Disguise Self (24-hour duration), Invisibility (self only, and the hag leaves no tracks while Invisible), Minor I"
      },
      {
        "document": 1939,
        "excerpt": "the spellcasting ability (spell save DC 15): At Will: Disguise Self, Etherealness 1/Day Each: Dream, Hypnotic Pattern"
      },
      {
        "document": 1947,
        "excerpt": "the spellcasting ability (spell save DC 13): At Will: Disguise Self (can appear as a Large or Medium biped), Minor Illusion 1/Day Each: Geas, Major Image, Scrying"
      },
      {
        "document": 1997,
        "excerpt": "save DC 18): At Will: Detect Magic, Detect Thoughts, Disguise Self, Mage Hand, Minor Illusion 1/Day Each: Fly, Invisibility, Major Image, Plane Shift"
      },
      {
        "document": 2014,
        "excerpt": "8) Psychic damage. Illusory Appearance. The hag casts Disguise Self, using Constitution as the spellcasting ability (spell save DC 13). The spell's duration is 24 hour"
      }
    ],
    "disguised": [
      {
        "document": 1234,
        "excerpt": "ouches it would feel nothing. To discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Invest"
      },
      {
        "document": 1417,
        "excerpt": "C. If it succeeds, it becomes aware that the target is disguised."
      },
      {
        "document": 1742,
        "excerpt": "nce of Hostile creatures that are Invisible, ethereal, disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding the wand. Regaining Ch"
      }
    ],
    "disintegrate": [
      {
        "document": 866,
        "excerpt": "Disintegrate"
      },
      {
        "document": 892,
        "excerpt": "Disintegrate"
      },
      {
        "document": 1235,
        "excerpt": "Disintegrate"
      },
      {
        "document": 1404,
        "excerpt": "lobe can be picked up and moved by other creatures. A Disintegrate spell targeting the globe destroys it without harming anything inside."
      },
      {
        "document": 1473,
        "excerpt": "o all damage and can't be dispelled by Dispel Magic. A Disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane and blocks eth"
      },
      {
        "document": 1561,
        "excerpt": "is destroyed if it takes damage from a +3 Weapon or a Disintegrate spell. Nothing else can harm it."
      }
    ],
    "disintegrated": [
      {
        "document": 1235,
        "excerpt": "d everything nonmagical it is wearing and carrying are disintegrated into gray dust. The target can be revived only by a True Resurrection or a Wish spell. This spell autom"
      }
    ],
    "disintegrates": [
      {
        "document": 344,
        "excerpt": "save DC is 13, and the attack bonus is +5. The scroll disintegrates when the casting is completed."
      },
      {
        "document": 984,
        "excerpt": "e spell from the scroll. On a failed check, the scroll disintegrates."
      },
      {
        "document": 1235,
        "excerpt": "esurrection or a Wish spell. This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If such a target is Huge or larger,"
      },
      {
        "document": 1627,
        "excerpt": "l you die. Talons. Every magic item you wear or carry disintegrates. Artifacts in your possession vanish instead. Throne. You gain proficiency and Expertise in your choice"
      }
    ],
    "disk": [
      {
        "document": 820,
        "excerpt": "A multicolored stone disk"
      },
      {
        "document": 886,
        "excerpt": "Floating Disk"
      },
      {
        "document": 1278,
        "excerpt": "Floating Disk"
      }
    ],
    "dismantle": [
      {
        "document": 989,
        "excerpt": "ach falls apart 8 hours after its creation or when you dismantle it with a touch as a Utilize action."
      }
    ],
    "dismiss": [
      {
        "document": 500,
        "excerpt": "le a time-span spell that you cast is ongoing, you can dismiss it (no action required) if you don’t have the Incapacitated condition."
      },
      {
        "document": 977,
        "excerpt": "r on your back. The wings last for 1 hour or until you dismiss them (no action required). For the duration, you have a Fly Speed of 60 feet. Once you use this feature"
      },
      {
        "document": 1167,
        "excerpt": "ends for all the targets if you take a Magic action to dismiss it. When the spell ends for a target who isn't dead, the target reappears in its body and exits the sta"
      },
      {
        "document": 1265,
        "excerpt": "is spell again. As a Magic action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As a Magic action while i"
      },
      {
        "document": 1529,
        "excerpt": "tal disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The bowl can't be used this way again until the next dawn. The bowl is about 1 fo"
      },
      {
        "document": 1532,
        "excerpt": "tal disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The brazier can't be used this way again until the next dawn."
      },
      {
        "document": 1538,
        "excerpt": "tal disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The censer can't be used this way again until the next dawn."
      },
      {
        "document": 1571,
        "excerpt": "tal disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The type of gem determines the elemental, as shown in the following table."
      },
      {
        "document": 1579,
        "excerpt": "ance for a day or if it drops to 0 Hit Points. You can dismiss the bird as a Magic action. Fan (Uncommon). If you are on a boat or ship, you can take a Magic action t"
      },
      {
        "document": 1724,
        "excerpt": "tal disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The stone can't be used this way again until the next dawn."
      }
    ],
    "dismissal": [
      {
        "document": 1236,
        "excerpt": "possessed, Charmed, or Frightened by such creatures. Dismissal. As a Magic action, you target one creature you can see within 5 feet of you that has one of the creatur"
      }
    ],
    "dismissed": [
      {
        "document": 1265,
        "excerpt": "it forever. As a Magic action while it is temporarily dismissed, you can cause it to reappear in an unoccupied space within 30 feet of you. Whenever the familiar drops"
      },
      {
        "document": 1367,
        "excerpt": "of how much the creature enjoyed swimming in acid, is dismissed as a bad dream. The GM might deem a modified memory too nonsensical to affect a creature. A Remove Curs"
      }
    ],
    "dismount": [
      {
        "document": 95,
        "excerpt": "u can mount a creature that is within 5 feet of you or dismount. Doing so costs an amount of movement equal to half your Speed (round down). For example, if your Speed"
      },
      {
        "document": 1375,
        "excerpt": "he steed gradually fades, giving the rider 1 minute to dismount. The spell ends early if the steed takes any damage."
      }
    ],
    "dismounting": [
      {
        "document": 95,
        "excerpt": "Mounting and Dismounting"
      }
    ],
    "dispel": [
      {
        "document": 530,
        "excerpt": "e Protection from Evil and Good spell and ended by the Dispel Evil and Good spell."
      },
      {
        "document": 671,
        "excerpt": "a successful save, the effect ends on the creature. A Dispel Evil and Good spell or any magic that removes a curse also ends the effect on it."
      },
      {
        "document": 778,
        "excerpt": "Dispel Magic"
      },
      {
        "document": 789,
        "excerpt": "nvisible condition indefinitely. At your discretion, a Dispel Magic spell or similar magic might end this lasting effect."
      },
      {
        "document": 832,
        "excerpt": "Dispel Magic"
      },
      {
        "document": 841,
        "excerpt": "Beacon of Hope, Dispel Magic"
      },
      {
        "document": 845,
        "excerpt": "Dispel Magic"
      },
      {
        "document": 847,
        "excerpt": "Dispel Evil and Good"
      },
      {
        "document": 852,
        "excerpt": "Dispel Magic"
      },
      {
        "document": 863,
        "excerpt": "Dispel Magic"
      },
      {
        "document": 876,
        "excerpt": "Dispel Magic"
      },
      {
        "document": 889,
        "excerpt": "Dispel Magic"
      },
      {
        "document": 901,
        "excerpt": "Dispel Magic"
      },
      {
        "document": 913,
        "excerpt": "Dispel Magic"
      },
      {
        "document": 915,
        "excerpt": "Dispel Evil and Good"
      },
      {
        "document": 1160,
        "excerpt": "ime it spends suppressed counts against its duration. Dispel Magic has no effect on the aura, and the auras created by different Antimagic Field spells don't nullify"
      },
      {
        "document": 1236,
        "excerpt": "Dispel Evil and Good"
      },
      {
        "document": 1282,
        "excerpt": "ing ethereal travel. This spell can't be dispelled by Dispel Magic."
      },
      {
        "document": 1299,
        "excerpt": "pell creates the effects below within the warded area. Dispel Magic has no effect on Guards and Wards itself, but each of the following effects can be dispelled. If a"
      },
      {
        "document": 1324,
        "excerpt": "ng your true love, or defeating a specific monster. A Dispel Magic spell can end the spell only if it is cast with a level 9 spell slot, targeting either the prison"
      },
      {
        "document": 1388,
        "excerpt": "ration. Antimagic Field has no effect on the wall, and Dispel Magic can affect only the violet layer. Prismatic Layers | Order | Effects"
      },
      {
        "document": 1473,
        "excerpt": ". It is immune to all damage and can't be dispelled by Dispel Magic. A Disintegrate spell destroys the wall instantly, however. The wall also extends into the Etherea"
      },
      {
        "document": 1557,
        "excerpt": "ts card is moved or the illusion is dispelled (using a Dispel Magic spell or a similar effect). When the illusion ends, the image on its card disappears, and that car"
      },
      {
        "document": 1903,
        "excerpt": "(spell save DC 16): At Will: Darkness, Detect Magic, Dispel Magic 1/Day Each: Confusion, Fly, Power Word Stun"
      },
      {
        "document": 1920,
        "excerpt": "life in 1d6 days and regains all its Hit Points unless Dispel Evil and Good is cast on its remains."
      },
      {
        "document": 1949,
        "excerpt": "save DC 20): At Will: Detect Magic, Detect Thoughts, Dispel Magic, Fireball (level 5 version), Invisibility, Lightning Bolt (level 5 version), Mage Hand, Prestidigi"
      },
      {
        "document": 1966,
        "excerpt": "l save DC 17, +9 to hit with spell attacks): At Will: Dispel Magic, Thaumaturgy 1/Day Each: Animate Dead, Harm, Insect Plague (level 7 version)"
      },
      {
        "document": 1987,
        "excerpt": "t Evil and Good 1/Day Each: Commune, Control Weather, Dispel Evil and Good, Raise Dead"
      },
      {
        "document": 1992,
        "excerpt": "Divine Aid (3/Day). The priest casts Bless, Dispel Magic, Healing Word, or Lesser Restoration, using the same spellcasting ability as Spellcasting."
      },
      {
        "document": 2022,
        "excerpt": "t Evil and Good 1/Day Each: Commune, Control Weather, Dispel Evil and Good, Resurrection"
      },
      {
        "document": 2024,
        "excerpt": "ge Hand, Minor Illusion, Prestidigitation 1/Day Each: Dispel Magic, Legend Lore, Locate Object, Plane Shift, Remove Curse, Tongues"
      },
      {
        "document": 2025,
        "excerpt": "Evil and Good, Thaumaturgy 1/Day Each: Detect Magic, Dispel Magic, Greater Restoration, Heroes' Feast, Zone of Truth"
      },
      {
        "document": 2053,
        "excerpt": "Evil and Good, Druidcraft 1/Day Each: Calm Emotions, Dispel Evil and Good, Entangle, Pass without Trace, Word of Recall"
      }
    ],
    "dispelled": [
      {
        "document": 666,
        "excerpt": "equates to a level 3 spell, while one that lasts until dispelled equates to a level 9 spell."
      },
      {
        "document": 714,
        "excerpt": "that their effects last until the trap is destroyed or dispelled. If a trap's duration is instantaneous, its effect is resolved instantly. If a trap resets after activat"
      },
      {
        "document": 1164,
        "excerpt": "Until dispelled"
      },
      {
        "document": 1166,
        "excerpt": "target every day for 30 days, the illusion lasts until dispelled. Mask (Creature). Choose a creature type other than the target's actual type. Spells and other magical"
      },
      {
        "document": 1167,
        "excerpt": "Until dispelled"
      },
      {
        "document": 1176,
        "excerpt": "If you use a level 9 spell slot, the spell lasts until dispelled."
      },
      {
        "document": 1213,
        "excerpt": "Until dispelled"
      },
      {
        "document": 1223,
        "excerpt": "ed by a spell of level 2 or lower, that other spell is dispelled."
      },
      {
        "document": 1225,
        "excerpt": "ed by a spell of level 3 or lower, that other spell is dispelled."
      },
      {
        "document": 1281,
        "excerpt": "days in the same location, the spell lasts until it is dispelled, and the Material components are consumed on the last casting."
      },
      {
        "document": 1282,
        "excerpt": "Plane, blocking ethereal travel. This spell can't be dispelled by Dispel Magic."
      },
      {
        "document": 1293,
        "excerpt": "Until dispelled or triggered"
      },
      {
        "document": 1299,
        "excerpt": "Wards itself, but each of the following effects can be dispelled. If all four are dispelled, Guards and Wards ends. If you cast the spell every day for 365 days on the s"
      },
      {
        "document": 1303,
        "excerpt": "Until dispelled"
      },
      {
        "document": 1323,
        "excerpt": "gh the language must be one you know. If the spell is dispelled, the original script and the illusion both disappear. A creature that has Truesight can read the hidden"
      },
      {
        "document": 1324,
        "excerpt": "Until dispelled"
      },
      {
        "document": 1328,
        "excerpt": "Until dispelled"
      },
      {
        "document": 1345,
        "excerpt": "Until dispelled"
      },
      {
        "document": 1347,
        "excerpt": "Until dispelled"
      },
      {
        "document": 1350,
        "excerpt": "Using a Higher-Level Spell Slot. The spell lasts until dispelled, without requiring Concentration, if cast with a level 4+ spell slot."
      },
      {
        "document": 1389,
        "excerpt": "spot every day for 365 days makes the spell last until dispelled. Using a Higher-Level Spell Slot. You can increase the size of the Cube by 100 feet for each spell slot"
      },
      {
        "document": 1391,
        "excerpt": "Until dispelled"
      },
      {
        "document": 1415,
        "excerpt": "Until dispelled"
      },
      {
        "document": 1419,
        "excerpt": "Until dispelled"
      },
      {
        "document": 1429,
        "excerpt": "Until dispelled"
      },
      {
        "document": 1451,
        "excerpt": "Until dispelled or triggered"
      },
      {
        "document": 1463,
        "excerpt": "his spell for the full duration, the spell lasts until dispelled. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn't affected by this sp"
      },
      {
        "document": 1473,
        "excerpt": "ough the wall. It is immune to all damage and can't be dispelled by Dispel Magic. A Disintegrate spell destroys the wall instantly, however. The wall also extends into t"
      },
      {
        "document": 1475,
        "excerpt": "full duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends."
      },
      {
        "document": 1557,
        "excerpt": "ns table, forms over the thrown card and remains until dispelled. The illusory creature created by the card looks and behaves like a real creature of its kind, except th"
      }
    ],
    "dispels": [
      {
        "document": 1450,
        "excerpt": "ending the effect on itself on a success. This spell dispels Darkness in its area that was created by any spell."
      }
    ],
    "dispersed": [
      {
        "document": 1299,
        "excerpt": "two locations (the vapors return within 10 minutes if dispersed while Guards and Wards lasts) - Gust of Wind in one corridor or room (the wind blows continuously while"
      }
    ],
    "disperses": [
      {
        "document": 686,
        "excerpt": "lls with weapons. It also extinguishes open flames and disperses fog. A flying creature in a strong wind must land at the end of its turn or fall. A strong wind in a de"
      },
      {
        "document": 756,
        "excerpt": "s a 10-foot Cube within 30 feet of yourself. The swarm disperses after 1 minute."
      },
      {
        "document": 1195,
        "excerpt": "strong wind (such as the one created by Gust of Wind) disperses it, ending the spell. Its area is Heavily Obscured. Each creature in the Sphere makes a Constitution sa"
      },
      {
        "document": 1280,
        "excerpt": "il a strong wind (such as one created by Gust of Wind) disperses it. Using a Higher-Level Spell Slot. The fog's radius increases by 20 feet for each spell slot level ab"
      },
      {
        "document": 1302,
        "excerpt": "y 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles and similar unprotected flames in the area. It causes protecte"
      },
      {
        "document": 1325,
        "excerpt": "ntil a strong wind (like that created by Gust of Wind) disperses it. When the cloud appears, each creature in it makes a Dexterity saving throw, taking 10d8 Fire damage"
      },
      {
        "document": 1443,
        "excerpt": "strong wind (such as the one created by Gust of Wind) disperses it. Each creature that starts its turn in the Sphere must succeed on a Constitution saving throw or hav"
      },
      {
        "document": 1575,
        "excerpt": "tle causes the cloud to become fixed in place until it disperses after 10 minutes. A strong wind (such as that created by the Gust of Wind spell) disperses the cloud aft"
      },
      {
        "document": 1718,
        "excerpt": "you. A strong wind (like that created by Gust of Wind) disperses the swarm and ends the effect. Spells. While holding the staff, you can cast one of the spells on the f"
      },
      {
        "document": 1730,
        "excerpt": "istence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed."
      },
      {
        "document": 1889,
        "excerpt": "r 1 minute or until a strong current or similar effect disperses the ink."
      },
      {
        "document": 1973,
        "excerpt": "r 1 minute or until a strong current or similar effect disperses the ink."
      }
    ],
    "displacement": [
      {
        "document": 1542,
        "excerpt": "Cloak of Displacement"
      }
    ],
    "display": [
      {
        "document": 1688,
        "excerpt": "gic action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds Br"
      }
    ],
    "dispose": [
      {
        "document": 142,
        "excerpt": "oals. Get Rid of It. The item demands that its bearer dispose of anything the item finds repugnant. It's Time for a Change. The item demands to be given to someone e"
      }
    ],
    "disposition": [
      {
        "document": 1611,
        "excerpt": "ation, the creature acts in accordance with its normal disposition and alignment. An Identify spell reveals if the flask contains a creature, but the only way to determin"
      }
    ],
    "disrupt": [
      {
        "document": 963,
        "excerpt": "You can use musical notes or words of power to disrupt mind-influencing effects. If you or a creature within 30 feet of you fails a saving throw against an eff"
      },
      {
        "document": 1949,
        "excerpt": "of the space it left takes 11 (2d10) Necrotic damage. Disrupt Life. Constitution Saving Throw: DC 20, each creature that isn't an Undead in a 20-foot Emanation origin"
      }
    ],
    "disruption": [
      {
        "document": 1615,
        "excerpt": "Mace of Disruption"
      }
    ],
    "dissipate": [
      {
        "document": 1349,
        "excerpt": "e. Furnishings and other objects created by this spell dissipate into smoke if removed from it. A staff of 100 near-transparent servants attends all who enter. You dete"
      }
    ],
    "dissipates": [
      {
        "document": 535,
        "excerpt": "next turn. If your Concentration is broken, the spell dissipates without taking effect."
      },
      {
        "document": 693,
        "excerpt": "es in a 5-foot Cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal"
      },
      {
        "document": 1216,
        "excerpt": "Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was c"
      },
      {
        "document": 1623,
        "excerpt": "a form of energy such as fire or lightning, the energy dissipates as soon as you complete the painting, doing no harm."
      },
      {
        "document": 1692,
        "excerpt": "level as the spell when it was cast. A canceled spell dissipates with no effect, and any resources used to cast it are wasted. The rod can absorb and store up to 50 leve"
      }
    ],
    "dissolves": [
      {
        "document": 1520,
        "excerpt": "ondrous Item, Common This flavorless, gelatinous bead dissolves on your tongue and provides as much nourishment as 1 day of Rations."
      },
      {
        "document": 1732,
        "excerpt": "istence. When you expend the last charge, the talisman dissolves into foul-smelling slime and is destroyed."
      },
      {
        "document": 1738,
        "excerpt": "tube onto a surface within reach. Each ounce instantly dissolves up to 1 square foot of adhesive it touches, including Sovereign Glue."
      },
      {
        "document": 1845,
        "excerpt": "inni dies outside the Elemental Plane of Air, its body dissolves into mist, and it gains a new body in 1d4 days, reviving with all its Hit Points somewhere on the Plane"
      },
      {
        "document": 1856,
        "excerpt": "eti dies outside the Elemental Plane of Fire, its body dissolves into ash, and it gains a new body in 1d4 days, reviving with all its Hit Points somewhere on the Plane o"
      },
      {
        "document": 1903,
        "excerpt": "tion. If the glabrezu dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss."
      },
      {
        "document": 1925,
        "excerpt": "ration. If the hezrou dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss."
      },
      {
        "document": 1957,
        "excerpt": "tion. If the marilith dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss."
      },
      {
        "document": 1968,
        "excerpt": "on. If the nalfeshnee dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss."
      },
      {
        "document": 2059,
        "excerpt": "oration. If the vrock dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss."
      }
    ],
    "dissolving": [
      {
        "document": 1810,
        "excerpt": "Dissolving Pseudopod. Melee Attack Roll: +5, reach 10 ft. Hit: 17 (4d6 + 3) Acid damage. Nonmagical armor worn by t"
      }
    ],
    "dissonant": [
      {
        "document": 899,
        "excerpt": "Dissonant Whispers"
      },
      {
        "document": 963,
        "excerpt": "s from the Bard spell list. Charm Person, Color Spray, Dissonant Whispers, and Healing Word are recommended. The number of spells on your list increases as you gain Bar"
      },
      {
        "document": 1237,
        "excerpt": "Dissonant Whispers"
      }
    ],
    "distance": [
      {
        "document": 67,
        "excerpt": "horses or other mounts, the group can move twice that distance for 1 hour, after which the mounts need a Short or Long Rest before they can move at that increased pace"
      },
      {
        "document": 74,
        "excerpt": "On your turn, you can move a distance up to your Speed and take one action. You decide whether to move first or take your action first. The m"
      },
      {
        "document": 77,
        "excerpt": "On your turn, you can move a distance equal to your Speed or less. Or you can decide not to move. Your movement can include climbing, crawlin"
      },
      {
        "document": 87,
        "excerpt": "xe, or otherwise send projectiles to strike a foe at a distance. Many spells also involve making a ranged attack."
      },
      {
        "document": 409,
        "excerpt": "whereas a Ranged weapon is used to attack at a greater distance. Damage. The table lists the amount of damage a weapon deals when an attacker hits with it as well as t"
      },
      {
        "document": 494,
        "excerpt": "e. A range usually takes one of the following forms: Distance. The range is expressed in feet. Touch. The spell's effect originates on something, as defined by the s"
      },
      {
        "document": 548,
        "excerpt": "A creature has a Speed, which is the distance in feet the creature can cover when it moves on its turn. See also “Climbing,” “Crawling,” “Flying,” “Ju"
      },
      {
        "document": 552,
        "excerpt": "ctions. The effect that creates a Sphere specifies the distance it extends as the radius of the Sphere. A Sphere's point of origin is included in the Sphere's area of"
      },
      {
        "document": 559,
        "excerpt": "eed and use it to swim. At the GM's option, moving any distance in rough water might require a successful DC 15 Strength (Athletics) check."
      },
      {
        "document": 594,
        "excerpt": "at any point along its length is equal to that point's distance from the point of origin. For example, a Cone is 15 feet wide at a point along its length that is 15 fee"
      },
      {
        "document": 623,
        "excerpt": "ns. The effect that creates an Emanation specifies the distance it extends. An Emanation moves with the creature or object that is its origin unless it is an instantan"
      },
      {
        "document": 633,
        "excerpt": "the grappler has the Incapacitated condition or if the distance between the Grappled target and the grappler exceeds the grapple's range. In addition, the grappler can"
      },
      {
        "document": 641,
        "excerpt": "make a standing High Jump, you can jump only half that distance. Either way, each foot of the jump costs a foot of movement. You can extend your arms half your height"
      },
      {
        "document": 657,
        "excerpt": "make a standing Long Jump, you can leap only half that distance. Either way, each foot you jump costs a foot of movement. If you land in Difficult Terrain, you must su"
      },
      {
        "document": 722,
        "excerpt": "gth (Athletics) check. If the check is successful, the distance the stone moves on its turn is reduced by 15 feet. If that distance drops to 0, it stops moving and is n"
      },
      {
        "document": 961,
        "excerpt": "Encounter Distance"
      },
      {
        "document": 967,
        "excerpt": "gage and Dash actions as a Bonus Action, and your jump distance is doubled for the turn."
      },
      {
        "document": 984,
        "excerpt": "al to your Speed. Jumper. You can determine your jump distance using your Dexterity rather than your Strength."
      },
      {
        "document": 1233,
        "excerpt": "you can visualize, or one you can describe by stating distance and direction, such as “200 feet straight downward” or “300 feet upward to the northwest at a 45-degree"
      },
      {
        "document": 1248,
        "excerpt": "ps to 0 Hit Points, it collapses. A creature within a distance from a collapsing structure equal to half the structure's height makes a Dexterity saving throw. On a fa"
      },
      {
        "document": 1293,
        "excerpt": "er object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common triggers include opening that object or seeing the"
      },
      {
        "document": 1338,
        "excerpt": "ture, or nonmagical plant. You learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present."
      },
      {
        "document": 1418,
        "excerpt": "of your message. You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5"
      },
      {
        "document": 1451,
        "excerpt": "er object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common triggers include opening that object or seeing the"
      },
      {
        "document": 1453,
        "excerpt": "are a language. The communication is possible over any distance, though it can't extend to other planes of existence."
      },
      {
        "document": 1461,
        "excerpt": "inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once befor"
      },
      {
        "document": 1482,
        "excerpt": "f it can't land after 1 minute, it falls the remaining distance."
      },
      {
        "document": 1562,
        "excerpt": "can focus your senses as a Magic action to discern the distance and direction to the closest dragon within 30 miles of yourself that is of the same type as the armor. T"
      },
      {
        "document": 1567,
        "excerpt": "long the ground, you can take a Reaction to reduce the distance you are moved by up to 10 feet."
      },
      {
        "document": 1579,
        "excerpt": "at speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 Hit Points. You can dismiss the bird as a Magic action. Fan (Uncommon). I"
      },
      {
        "document": 1609,
        "excerpt": "un Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing so. You can have up to three Ioun Stones orbiting"
      },
      {
        "document": 1742,
        "excerpt": "st creature Hostile to you within 60 feet, but not its distance from you. The wand can sense the presence of Hostile creatures that are Invisible, ethereal, disguised,"
      },
      {
        "document": 1760,
        "excerpt": "an communicate telepathically with each other over any distance. The target repeats the save whenever it takes damage as well as after every 24 hours it spends at leas"
      },
      {
        "document": 1823,
        "excerpt": "Jumper. The cat's jump distance is determined using its Dexterity rather than its Strength."
      },
      {
        "document": 2018,
        "excerpt": "e guardian to travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet's wearer, half of any damag"
      }
    ],
    "distances": [
      {
        "document": 66,
        "excerpt": "During an adventure, the characters might travel long distances on trips that could take hours or days. The GM can summarize this travel without calculating exact dista"
      },
      {
        "document": 1328,
        "excerpt": "appears in your hand regardless of physical or planar distances, and the spell ends. If another creature is holding or carrying the object, crushing the sapphire doesn"
      }
    ],
    "distant": [
      {
        "document": 971,
        "excerpt": "would normally take half damage on a successful save. Distant Spell Cost: 1 Sorcery Point When you cast a spell that has a range of at least 5 feet, you can spend 1"
      },
      {
        "document": 972,
        "excerpt": "n you take the Attack action on your turn. Visions of Distant Realms Prerequisite: Level 9+ Warlock You can cast Arcane Eye without expending a spell slot. Whisper"
      },
      {
        "document": 1578,
        "excerpt": "visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across."
      }
    ],
    "distinct": [
      {
        "document": 522,
        "excerpt": "cter (NPC) is a monster that has a personal name and a distinct personality. See also \"Monster.\""
      },
      {
        "document": 523,
        "excerpt": "An object is a nonliving, distinct thing. Composite things, like buildings, comprise more than one object. See also “Breaking Objects.”"
      },
      {
        "document": 1552,
        "excerpt": "t) This cube is about an inch across. Each face has a distinct marking on it. You can press one of those faces, expend the number of charges required for it, and there"
      },
      {
        "document": 1609,
        "excerpt": "e worlds. Many types of Ioun Stones exist, each type a distinct combination of shape and color. When you take a Magic action to toss an Ioun Stone into the air, the st"
      }
    ],
    "distinguishing": [
      {
        "document": 1153,
        "excerpt": "ound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a member of another species, though none of your statis"
      }
    ],
    "distorts": [
      {
        "document": 954,
        "excerpt": "A character ingests a hallucinogenic substance that distorts the character’s perception of reality."
      }
    ],
    "distract": [
      {
        "document": 637,
        "excerpt": "e is possible. Assist an Attack Roll. You momentarily distract an enemy within 5 feet of you, giving Advantage to the next attack roll by one of your allies against th"
      },
      {
        "document": 976,
        "excerpt": "You learn to use your wit to supernaturally distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see wi"
      }
    ],
    "distracting": [
      {
        "document": 1255,
        "excerpt": "S Duration: Concentration, up to 1 minute You weave a distracting string of words, causing creatures of your choice that you can see within range to make a Wisdom saving"
      }
    ],
    "distraction": [
      {
        "document": 970,
        "excerpt": "You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack roll if you have"
      }
    ],
    "distractions": [
      {
        "document": 712,
        "excerpt": "hich slows down the game. The best traps are fleeting distractions that skilled characters can overcome in a short amount of time or deadly puzzles that require quick thin"
      }
    ],
    "disturb": [
      {
        "document": 1855,
        "excerpt": "earth and stone. While doing so, the elemental doesn't disturb the material it moves through. Siege Monster. The elemental deals double damage to objects and structur"
      },
      {
        "document": 2080,
        "excerpt": "rked earth and stone. While doing so, the xorn doesn't disturb the material it moves through. Treasure Sense. The xorn can pinpoint the location of precious metals an"
      }
    ],
    "disturbance": [
      {
        "document": 1733,
        "excerpt": "weapon against the ground to create an intense seismic disturbance in a 50-foot-radius circle centered on the point of impact. Structures in contact with the ground in tha"
      }
    ],
    "disturbing": [
      {
        "document": 267,
        "excerpt": "73 An eggshell painted with scenes of misery in disturbing detail 74 A fan that, when unfolded, shows a sleepy cat 75 A set of bone pipes 76 A four-leaf clover"
      },
      {
        "document": 1667,
        "excerpt": "rock as if those areas were Difficult Terrain without disturbing the matter through which you pass. If you end your turn in solid earth or rock, you are shunted out to t"
      }
    ],
    "dive": [
      {
        "document": 378,
        "excerpt": "Your movement feels strangely fluid.\" Perhaps you then dive into a river to see what happens. The GM would then say you swim unexpectedly well."
      }
    ],
    "diverse": [
      {
        "document": 725,
        "excerpt": "like characters with different classes and origins. A diverse force is more powerful. Reasons to Move. Use features that encourage characters and their enemies to mo"
      },
      {
        "document": 976,
        "excerpt": "of the College of Lore collect spells and secrets from diverse sources, such as scholarly tomes, mystical rites, and peasant tales. The college's members gather in lib"
      }
    ],
    "diversity": [
      {
        "document": 286,
        "excerpt": "a wide range of heights, and some species include such diversity of size that you can choose whether your character is Small or Medium."
      }
    ],
    "divide": [
      {
        "document": 81,
        "excerpt": "Whenever you divide or multiply a number in the game, round down if you end up with a fraction, even if the fraction is one-"
      },
      {
        "document": 133,
        "excerpt": "an combine their efforts to shorten the crafting time. Divide the time needed to create an item by the number of characters working on it. Normally, only one other ch"
      },
      {
        "document": 390,
        "excerpt": "days (working 8 hours a day) it takes to make an item, divide its purchase cost in GP by 10 (round a fraction up to a day). For example, you need 5 days to make a He"
      },
      {
        "document": 538,
        "excerpt": "Whenever you divide or multiply a number in the game, round down if you end up with a fraction, even if the fraction is one-"
      },
      {
        "document": 580,
        "excerpt": ". To track Hit Points for a Huge or Gargantuan object, divide it into Large or smaller sections, and track each section's Hit Points separately. The GM determines whe"
      },
      {
        "document": 981,
        "excerpt": "ithin 30 feet of yourself (which can include you), and divide those Hit Points among them. This feature can restore a creature to no more than half its Hit Point maxi"
      }
    ],
    "divided": [
      {
        "document": 35,
        "excerpt": "casionally, a Proficiency Bonus might be multiplied or divided (doubled or halved, for example) before being added. For example, the Expertise feature (see “Rules Glos"
      },
      {
        "document": 161,
        "excerpt": "rules necessary to use it in the game. Stat blocks are divided into the following parts: Name and General Details. The name of the monster is followed by its size, cr"
      },
      {
        "document": 783,
        "excerpt": "ludgeoning damage, and the total damage of the gems is divided equally among all creatures in the Line."
      },
      {
        "document": 1352,
        "excerpt": "reatures around you. You restore up to 700 Hit Points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spel"
      },
      {
        "document": 1509,
        "excerpt": "ompartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside. The apparatus floats on water. It can also go underwater t"
      },
      {
        "document": 1517,
        "excerpt": "The bag holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside. Placing a Bag of Holding inside an extradimensional space"
      },
      {
        "document": 1594,
        "excerpt": "aversack holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside. Placing the haversack inside an extradimensional space cre"
      },
      {
        "document": 1608,
        "excerpt": "on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder, staircase, or ramp (your choice) connecting them. This ladder, staircase"
      },
      {
        "document": 1644,
        "excerpt": "ortable Hole holds enough air for 1 hour of breathing, divided by the number of breathing creatures inside. Placing a Portable Hole inside an extradimensional space c"
      },
      {
        "document": 1697,
        "excerpt": "normally. Visitors can remain there for up to 200 days divided by the number of creatures present (round down). When the time runs out or you take a Magic action to e"
      },
      {
        "document": 1810,
        "excerpt": "its Initiative. The original pudding's Hit Points are divided evenly between the new puddings (round down)."
      },
      {
        "document": 1972,
        "excerpt": "on its Initiative. The original jelly's Hit Points are divided evenly between the new jellies (round down)."
      }
    ],
    "dividing": [
      {
        "document": 75,
        "excerpt": "segments. You can translate your Speed into squares by dividing it by 5. For example, a Speed of 30 feet translates into 6 squares. If you use a grid often, consider wr"
      }
    ],
    "divination": [
      {
        "document": 820,
        "excerpt": "An old divination card bearing your likeness"
      },
      {
        "document": 829,
        "excerpt": "Divination"
      },
      {
        "document": 830,
        "excerpt": "Divination"
      },
      {
        "document": 831,
        "excerpt": "Divination"
      },
      {
        "document": 833,
        "excerpt": "Divination"
      },
      {
        "document": 834,
        "excerpt": "Divination"
      },
      {
        "document": 835,
        "excerpt": "Divination"
      },
      {
        "document": 838,
        "excerpt": "Divination"
      },
      {
        "document": 843,
        "excerpt": "Divination"
      },
      {
        "document": 844,
        "excerpt": "Divination"
      },
      {
        "document": 846,
        "excerpt": "Divination"
      },
      {
        "document": 850,
        "excerpt": "Divination"
      },
      {
        "document": 851,
        "excerpt": "Divination"
      },
      {
        "document": 853,
        "excerpt": "Divination"
      },
      {
        "document": 854,
        "excerpt": "Divination"
      },
      {
        "document": 859,
        "excerpt": "Divination"
      },
      {
        "document": 860,
        "excerpt": "Divination"
      },
      {
        "document": 861,
        "excerpt": "Divination"
      },
      {
        "document": 862,
        "excerpt": "Divination"
      },
      {
        "document": 863,
        "excerpt": "Divination"
      },
      {
        "document": 866,
        "excerpt": "Divination"
      },
      {
        "document": 872,
        "excerpt": "Divination"
      },
      {
        "document": 873,
        "excerpt": "Divination"
      },
      {
        "document": 874,
        "excerpt": "Divination"
      },
      {
        "document": 875,
        "excerpt": "Divination"
      },
      {
        "document": 878,
        "excerpt": "Divination"
      },
      {
        "document": 879,
        "excerpt": "Divination"
      },
      {
        "document": 882,
        "excerpt": "Divination"
      },
      {
        "document": 884,
        "excerpt": "Divination"
      },
      {
        "document": 886,
        "excerpt": "Divination"
      },
      {
        "document": 887,
        "excerpt": "Divination"
      },
      {
        "document": 888,
        "excerpt": "Divination"
      },
      {
        "document": 889,
        "excerpt": "Divination"
      },
      {
        "document": 890,
        "excerpt": "Divination"
      },
      {
        "document": 891,
        "excerpt": "Divination"
      },
      {
        "document": 892,
        "excerpt": "Divination"
      },
      {
        "document": 895,
        "excerpt": "Divination"
      },
      {
        "document": 897,
        "excerpt": "Divination"
      },
      {
        "document": 899,
        "excerpt": "Divination"
      },
      {
        "document": 900,
        "excerpt": "Divination"
      },
      {
        "document": 901,
        "excerpt": "Divination"
      },
      {
        "document": 902,
        "excerpt": "Divination"
      },
      {
        "document": 903,
        "excerpt": "Divination"
      },
      {
        "document": 904,
        "excerpt": "Divination"
      },
      {
        "document": 907,
        "excerpt": "Divination"
      },
      {
        "document": 910,
        "excerpt": "Divination"
      },
      {
        "document": 911,
        "excerpt": "Divination"
      },
      {
        "document": 912,
        "excerpt": "Divination"
      },
      {
        "document": 913,
        "excerpt": "Divination"
      },
      {
        "document": 914,
        "excerpt": "Divination"
      },
      {
        "document": 915,
        "excerpt": "Divination"
      },
      {
        "document": 916,
        "excerpt": "Divination"
      },
      {
        "document": 936,
        "excerpt": "Divination"
      },
      {
        "document": 1162,
        "excerpt": "Divination"
      },
      {
        "document": 1168,
        "excerpt": "Divination"
      },
      {
        "document": 1193,
        "excerpt": "Divination"
      },
      {
        "document": 1198,
        "excerpt": "Divination"
      },
      {
        "document": 1199,
        "excerpt": "Divination"
      },
      {
        "document": 1200,
        "excerpt": "Divination"
      },
      {
        "document": 1210,
        "excerpt": "Divination"
      },
      {
        "document": 1229,
        "excerpt": "Divination"
      },
      {
        "document": 1230,
        "excerpt": "Divination"
      },
      {
        "document": 1231,
        "excerpt": "Divination"
      },
      {
        "document": 1232,
        "excerpt": "Divination"
      },
      {
        "document": 1238,
        "excerpt": "Divination"
      },
      {
        "document": 1267,
        "excerpt": "Divination"
      },
      {
        "document": 1268,
        "excerpt": "Divination"
      },
      {
        "document": 1283,
        "excerpt": "Divination"
      },
      {
        "document": 1300,
        "excerpt": "Divination"
      },
      {
        "document": 1318,
        "excerpt": "Divination"
      },
      {
        "document": 1322,
        "excerpt": "Divination"
      },
      {
        "document": 1324,
        "excerpt": "'t need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the imprisoned target, and the target can't teleport. Until the spell e"
      },
      {
        "document": 1333,
        "excerpt": "Divination"
      },
      {
        "document": 1338,
        "excerpt": "Divination"
      },
      {
        "document": 1339,
        "excerpt": "Divination"
      },
      {
        "document": 1340,
        "excerpt": "Divination"
      },
      {
        "document": 1361,
        "excerpt": "Divination"
      },
      {
        "document": 1370,
        "excerpt": "or the duration, you hide a target that you touch from Divination spells. The target can be a willing creature, or it can be a place or an object no larger than 10 feet i"
      },
      {
        "document": 1389,
        "excerpt": "including Darkvision) through it. - Sensors created by Divination spells can't appear inside the protected area or pass through the barrier at its perimeter. - Creatures"
      },
      {
        "document": 1413,
        "excerpt": "Divination"
      },
      {
        "document": 1416,
        "excerpt": "Divination"
      },
      {
        "document": 1418,
        "excerpt": "Divination"
      },
      {
        "document": 1419,
        "excerpt": "t has the Invisible condition and can't be targeted by Divination spells, detected by magic, or viewed remotely with magic. If the target is a creature, it enters a stat"
      },
      {
        "document": 1435,
        "excerpt": "Divination"
      },
      {
        "document": 1453,
        "excerpt": "Divination"
      },
      {
        "document": 1460,
        "excerpt": "Divination"
      },
      {
        "document": 1465,
        "excerpt": "Divination"
      },
      {
        "document": 1466,
        "excerpt": "Divination"
      },
      {
        "document": 1506,
        "excerpt": ") While wearing this amulet, you can't be targeted by Divination spells or perceived through magical scrying sensors unless you allow it."
      },
      {
        "document": 1627,
        "excerpt": "d removed from the sphere. You can't be located by any Divination magic, but a Wish spell can reveal the location of your prison. You draw no more cards. Euryale. The ca"
      }
    ],
    "divinatory": [
      {
        "document": 1168,
        "excerpt": "S, M (specially marked sticks, bones, cards, or other divinatory tokens worth 25+ GP)"
      }
    ],
    "divine": [
      {
        "document": 485,
        "excerpt": "y Symbol table and is be jeweled or painted to channel divine magic. A Cleric or Paladin can use a Holy Symbol as a Spellcasting Focus. The table indicates whether a"
      },
      {
        "document": 843,
        "excerpt": "Divine Favor"
      },
      {
        "document": 908,
        "excerpt": "Spellcasting, Divine Order"
      },
      {
        "document": 917,
        "excerpt": "Divine Word"
      },
      {
        "document": 964,
        "excerpt": "Divine Order"
      },
      {
        "document": 968,
        "excerpt": "You always have the Divine Smite spell prepared. In addition, you can cast it without expending a spell slot, but you must finish a"
      },
      {
        "document": 981,
        "excerpt": "Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Life"
      },
      {
        "document": 982,
        "excerpt": "mite now radiates protective energy. Whenever you cast Divine Smite, you and your allies have Half Cover while in your Aura of Protection. The aura has this benefit u"
      },
      {
        "document": 1199,
        "excerpt": "(incense) Duration: 1 minute You contact a deity or a divine proxy and ask up to three questions that can be answered with yes or no. You must ask your questions bef"
      },
      {
        "document": 1239,
        "excerpt": "Divine Favor"
      },
      {
        "document": 1240,
        "excerpt": "Divine Smite"
      },
      {
        "document": 1241,
        "excerpt": "Divine Word"
      },
      {
        "document": 1484,
        "excerpt": "erful foes. If your wish would affect a god, the god's divine servants might instantly intervene to prevent it or to encourage you to craft the wish in a particular w"
      },
      {
        "document": 1627,
        "excerpt": "one else reveals it. Nothing less than a Wish spell or divine intervention can end the NPC's hostility toward you. Ruin. All forms of wealth that you carry or own, o"
      },
      {
        "document": 1835,
        "excerpt": "Divine Aid (2/Day). The couatl casts Bless, Lesser Restoration, or Sanctuary, requiring no spell components and"
      },
      {
        "document": 1843,
        "excerpt": "Divine Aid (2/Day). The deva casts Cure Wounds, Lesser Restoration, or Remove Curse, using the same spellcastin"
      },
      {
        "document": 1987,
        "excerpt": "Divine Awareness. The planetar knows if it hears a lie. Exalted Restoration. If the planetar dies outside Moun"
      },
      {
        "document": 1991,
        "excerpt": "Divine Aid (1/Day). The priest casts Bless, Healing Word, or Sanctuary, using the same spellcasting ability as"
      },
      {
        "document": 1992,
        "excerpt": "Divine Aid (3/Day). The priest casts Bless, Dispel Magic, Healing Word, or Lesser Restoration, using the same s"
      },
      {
        "document": 2022,
        "excerpt": "Divine Awareness. The solar knows if it hears a lie. Exalted Restoration. If the solar dies outside Mount Cele"
      }
    ],
    "divinity": [
      {
        "document": 842,
        "excerpt": "Channel Divinity"
      },
      {
        "document": 908,
        "excerpt": "Channel Divinity"
      },
      {
        "document": 964,
        "excerpt": "Channel Divinity"
      },
      {
        "document": 968,
        "excerpt": "Channel Divinity"
      },
      {
        "document": 981,
        "excerpt": "sent your Holy Symbol and expend a use of your Channel Divinity to evoke healing energy that can restore a number of Hit Points equal to five times your Cleric level. C"
      },
      {
        "document": 982,
        "excerpt": "Attack action, you can expend one use of your Channel Divinity to imbue one Melee weapon that you are holding with positive energy. For 10 minutes or until you use thi"
      }
    ],
    "djinn": [
      {
        "document": 1666,
        "excerpt": "s. Rings of Djinni Summoning are often created by the djinn they summon and given to mortals as gifts of friendship or tokens of esteem."
      }
    ],
    "djinni": [
      {
        "document": 1666,
        "excerpt": "Ring of Djinni Summoning"
      },
      {
        "document": 1845,
        "excerpt": "Djinni"
      }
    ],
    "djinni's": [
      {
        "document": 1845,
        "excerpt": "centered on that point. The whirlwind lasts until the djinni's Concentration on it ends. The djinni can move the whirlwind up to 20 feet at the start of each of its tu"
      }
    ],
    "dndbeyond": [
      {
        "document": 0,
        "excerpt": "by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, ava"
      }
    ],
    "document": [
      {
        "document": 0,
        "excerpt": "System Reference Document 5.2.1"
      },
      {
        "document": 377,
        "excerpt": "agic items are detailed in “Magic Items” later in this document. Here’s what you need to know about using magic items."
      },
      {
        "document": 577,
        "excerpt": "other entries in the glossary, to other parts of this document, or both. No Obsolete Terms. The glossary contains definitions of current rules terms only. If you're l"
      }
    ],
    "documentation": [
      {
        "document": 1627,
        "excerpt": "n are lost in a way that alters reality the least. Any documentation that proves you should own something lost to this card also disappears. Sage. At any time you choose wi"
      }
    ],
    "dodge": [
      {
        "document": 75,
        "excerpt": "can't decide what to do, consider taking the defensive Dodge action or the Ready action to delay acting."
      },
      {
        "document": 96,
        "excerpt": "action options during that turn: Dash, Disengage, and Dodge. A controlled mount can move and act even on the turn that you mount it. In contrast, an independent mo"
      },
      {
        "document": 622,
        "excerpt": "Dodge [Action]"
      },
      {
        "document": 741,
        "excerpt": "Dodge out of harm’s way"
      },
      {
        "document": 745,
        "excerpt": "Dodge"
      },
      {
        "document": 855,
        "excerpt": "Cunning Strike, Uncanny Dodge"
      },
      {
        "document": 951,
        "excerpt": "Dodge"
      },
      {
        "document": 962,
        "excerpt": "aren't as they should be, giving you an edge when you dodge perils. You have Advantage on Dexterity saving throws unless you have the Incapacitated condition."
      },
      {
        "document": 967,
        "excerpt": "xpend 1 Focus Point to take both the Disengage and the Dodge actions as a Bonus Action. Step of the Wind. You can take the Dash action as a Bonus Action. Alternativ"
      },
      {
        "document": 970,
        "excerpt": "Uncanny Dodge"
      },
      {
        "document": 1157,
        "excerpt": "idor. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow it until its"
      },
      {
        "document": 1158,
        "excerpt": "one). If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. When the creature drops to 0 Hit Points, it reverts to its object f"
      },
      {
        "document": 1176,
        "excerpt": "he start of each of its turns or be forced to take the Dodge action on that turn. - If you deal damage to the target with an attack roll or a spell, the target take"
      },
      {
        "document": 1219,
        "excerpt": "lace. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow the order unt"
      },
      {
        "document": 1290,
        "excerpt": "required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger. Using a Higher-Level Spell Slot. Use the spell slot's lev"
      },
      {
        "document": 1448,
        "excerpt": "required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger. Using a Higher-Level Spell Slot. Use the spell slot's lev"
      },
      {
        "document": 1617,
        "excerpt": "it has nowhere it can move, the creature can take the Dodge action. At the end of each of its turns, a creature repeats the save, ending the effect on itself on a s"
      }
    ],
    "does": [
      {
        "document": 247,
        "excerpt": "Determine Ability Scores. Much of what your character does in the game depends on the character's six abilities. 4: Choose an Alignment. Alignment is a shorthand f"
      },
      {
        "document": 378,
        "excerpt": "ittle taste is enough to tell the taster what a potion does. Other items might require more experimentation. For example, if your character puts on a Ring of Swimmi"
      },
      {
        "document": 501,
        "excerpt": "on entry. Those details present exactly what the spell does, which ignores mundane physical laws; any outcomes beyond those effects are under the GM's purview. What"
      },
      {
        "document": 543,
        "excerpt": "s a 1-hour period of downtime, during which a creature does nothing more strenuous than reading, talking, eating, or standing watch. To start a Short Rest, you must"
      },
      {
        "document": 602,
        "excerpt": "The effect that confers a curse defines what the curse does. Curses can be removed by the Remove Curse and Greater Restoration spells or other magic that explicitly"
      },
      {
        "document": 646,
        "excerpt": "al illusions. Such an effect defines what the illusion does and which senses or mental faculties it deceives. If an illusion manifests in space, the illusion is in"
      },
      {
        "document": 651,
        "excerpt": "hichever is higher. On a successful check, the monster does as urged. On a failed check, you must wait 24 hours (or a duration set by the GM) before urging it in th"
      },
      {
        "document": 1167,
        "excerpt": "cut - which happens only when an effect states that it does so - the target's body and astral form both die. A target's astral form can travel through the Astral P"
      },
      {
        "document": 1188,
        "excerpt": "u can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed co"
      },
      {
        "document": 1189,
        "excerpt": "u can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed co"
      },
      {
        "document": 1242,
        "excerpt": "“Move over there,” or “Fetch that object.” The target does its best to obey on its turn. If it completes an order and doesn’t receive further direction from you, i"
      },
      {
        "document": 1243,
        "excerpt": "“Move over there,” or “Fetch that object.” The target does its best to obey on its turn. If it completes an order and doesn’t receive further direction from you, i"
      },
      {
        "document": 1244,
        "excerpt": "“Move over there,” or “Fetch that object.” The target does its best to obey on its turn. If it completes an order and doesn’t receive further direction from you, i"
      },
      {
        "document": 1287,
        "excerpt": "ssible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal."
      },
      {
        "document": 1355,
        "excerpt": "rget can take a Study action to try to escape. When it does so, it makes a DC 20 Intelligence (Investigation) check. If it succeeds, it escapes, and the spell ends."
      },
      {
        "document": 1388,
        "excerpt": "a creature reaches into or passes through the wall, it does so one layer at a time through all the layers. Each layer forces the creature to make a Dexterity saving"
      },
      {
        "document": 1408,
        "excerpt": "can't revive a creature that has died of old age, nor does it restore any missing body parts."
      },
      {
        "document": 1482,
        "excerpt": "0 feet per round for 1 minute until it lands, which it does safely. If it can't land after 1 minute, it falls the remaining distance."
      },
      {
        "document": 1667,
        "excerpt": "il the start your next turn, and you determine what it does with its move and action on its next turn. Elemental Focus. While wearing the ring, you benefit from ad"
      },
      {
        "document": 1869,
        "excerpt": "er creatures can enter that space, but a creature that does so is subjected to the cube's Engulf and has Disadvantage on the saving throw. Creatures inside the cub"
      },
      {
        "document": 1902,
        "excerpt": "g. Failure: The target rolls 1d8 to determine what it does during the current turn: 1-4. The target does nothing. 5–6. The target takes no action or Bonus Action"
      }
    ],
    "doesn": [
      {
        "document": 745,
        "excerpt": "Your movement doesn’t provoke Opportunity Attacks for the rest of the turn."
      },
      {
        "document": 1203,
        "excerpt": "-------------------------------- | | 1 | The target doesn’t take an action, and it uses all its movement to move. Roll 1d4 for the direction: 1, north; 2, east; 3"
      },
      {
        "document": 1210,
        "excerpt": ",” “never,” “ir-relevant,” or “unclear” (if the entity doesn’t know the answer to the question). If a one-word answer would be misleading, the GM might instead offer"
      },
      {
        "document": 1212,
        "excerpt": "pending spell slots for both, but the contingent spell doesn’t come into effect. Instead, it takes effect when a certain trigger occurs. You describe that trigger wh"
      },
      {
        "document": 1242,
        "excerpt": "best to obey on its turn. If it completes an order and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself. You"
      },
      {
        "document": 1243,
        "excerpt": "best to obey on its turn. If it completes an order and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself. You"
      },
      {
        "document": 1244,
        "excerpt": "best to obey on its turn. If it completes an order and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself. You"
      },
      {
        "document": 1454,
        "excerpt": "haps from a map. - “False destination” is a place that doesn’t exist. Perhaps you tried to scry an enemy’s sanctum but instead viewed an illusion, or you are attempt"
      }
    ],
    "doesn't": [
      {
        "document": 11,
        "excerpt": "sful DC 10 Wisdom (Medicine) check. A Stable creature doesn't make Death Saving Throws even though it has 0 Hit Points, but it still has the Unconscious condition. If"
      },
      {
        "document": 17,
        "excerpt": "can't restore them, and receiving Temporary Hit Points doesn't count as healing. Because Temporary Hit Points aren't Hit Points, a creature can be at full Hit Points a"
      },
      {
        "document": 35,
        "excerpt": "The Bonus Doesn't Stack"
      },
      {
        "document": 36,
        "excerpt": "make ability checks involving Skills that skill but doesn't add its Proficiency Bonus. For example, if a character tries to climb a cliff, the GM might ask for a St"
      },
      {
        "document": 37,
        "excerpt": "ral rule is in effect as long as something in the game doesn't explicitly say otherwise. The game also includes elements - class features, feats, weapon properties, s"
      },
      {
        "document": 89,
        "excerpt": "you are within 5 feet of an enemy who can see you and doesn't have the Incapacitated condition (see “Rules Glossary”)."
      },
      {
        "document": 105,
        "excerpt": "dd your ability modifier to a fixed damage amount that doesn't use a roll, such as the damage of a Blowgun. See “Equipment” for weapons' damage dice and “Spells” for s"
      },
      {
        "document": 117,
        "excerpt": "the wearer. However, you can decide that a magic item doesn't adjust its size to fit any wearer. For example, a particular armorer might make items usable only by fol"
      },
      {
        "document": 123,
        "excerpt": "is cast at the lowest possible spell and caster level, doesn't expend any of the user's spell slots, and requires no components unless the item's description notes oth"
      },
      {
        "document": 126,
        "excerpt": "world or plane of existence where the specified event doesn't occur, the GM determines when the item recharges."
      },
      {
        "document": 158,
        "excerpt": "special flourishes in the stat block. The Gear entry doesn't necessarily list all of a monster's equipment. For example, a monster that wears clothes is assumed to b"
      },
      {
        "document": 163,
        "excerpt": "s noted in its entry. \"None\" indicates that a creature doesn't comprehend any language."
      },
      {
        "document": 175,
        "excerpt": "re yet is listed in a spellcasting action, the monster doesn't cast the spell in just one action unless the action's description states otherwise; the monster must tak"
      },
      {
        "document": 263,
        "excerpt": "ts you the Extra Attack feature with your pact weapon, doesn't give you additional attacks if you also have Extra Attack."
      },
      {
        "document": 323,
        "excerpt": "burns for 6 hours in a Lamp or Lantern. That duration doesn't need to be consecutive; you can extinguish the burning Oil (as a Utilize action) and rekindle it again u"
      },
      {
        "document": 403,
        "excerpt": "y weapons that have this property, the Speed reduction doesn't exceed 10 feet."
      },
      {
        "document": 499,
        "excerpt": "sed to perform Somatic components, if any. If a spell doesn't consume its materials and doesn't specify a cost for them, a spellcaster can use a Component Pouch (see"
      },
      {
        "document": 502,
        "excerpt": "d. Unless a spell has a perceptible effect, a creature doesn't know it was targeted by the spell. An effect like lightning is obvious, but a more subtle effect, such a"
      },
      {
        "document": 505,
        "excerpt": "target gains the spell's benefit only once; the target doesn't receive two bonus dice. But if the durations of the spells overlap, the effect continues until the durat"
      },
      {
        "document": 509,
        "excerpt": "you can change, a spell that you always have prepared doesn't count against the number of spells on that list."
      },
      {
        "document": 514,
        "excerpt": "ll takes 10 minutes longer to cast than normal, but it doesn't expend a spell slot. To cast a spell as a Ritual, a spellcaster must have it prepared. Special Abilitie"
      },
      {
        "document": 537,
        "excerpt": "l takes 10 minutes longer to cast than normal. It also doesn't expend a spell slot, which means the ritual version of a spell can't be cast at a higher level. See also"
      },
      {
        "document": 562,
        "excerpt": "Unless a rule states otherwise, the contacted creature doesn't need to share a language with the telepath to understand this communication, but the contacted creature"
      },
      {
        "document": 563,
        "excerpt": "ing through the intervening space. This transportation doesn't expend movement unless a rule tells you otherwise, and teleportation never provokes Opportunity Attacks."
      },
      {
        "document": 566,
        "excerpt": "e can't detect creatures or objects in the air, and it doesn't count as a form of sight."
      },
      {
        "document": 593,
        "excerpt": ". This glossary defines these conditions: A condition doesn't stack with itself; a recipient either has a condition or doesn't. The Exhaustion condition is an excepti"
      },
      {
        "document": 607,
        "excerpt": "meet or exceed the damage threshold is superficial and doesn't reduce Hit Points. For example, if an object has a damage threshold of 10, the object takes no damage if"
      },
      {
        "document": 621,
        "excerpt": "If you take the Disengage action, your movement doesn't provoke Opportunity Attacks for the rest of the current turn."
      },
      {
        "document": 637,
        "excerpt": "chosen skill or tool. This benefit expires if the ally doesn't use it before the start of your next turn. The GM has final say on whether your assistance is possible."
      },
      {
        "document": 647,
        "excerpt": "you have Immunity to a damage type or a condition, it doesn't affect you in any way."
      },
      {
        "document": 651,
        "excerpt": "er to its alignment, no ability check is necessary; it doesn't comply. Hesitant. If you urge the monster to do something that it is hesitant to do, you must make an a"
      },
      {
        "document": 657,
        "excerpt": "his Long Jump rule assumes that the height of the jump doesn't matter, such as a jump across a stream or chasm. At your GM's option, you must succeed on a DC 10 Streng"
      },
      {
        "document": 721,
        "excerpt": "ature takes half as much damage only. Avoid. The trap doesn't trigger if the lock is opened using a Knock spell or similar magic. Detect and Disarm. As a Search acti"
      },
      {
        "document": 963,
        "excerpt": "u make that uses a skill proficiency you lack and that doesn't otherwise use your Proficiency Bonus. For example, if you make a Strength (Athletics) check and lack At"
      },
      {
        "document": 964,
        "excerpt": "Radiant damage equal to the roll's total. This damage doesn't end the turn effect."
      },
      {
        "document": 965,
        "excerpt": "pellcasting. You can't cast spells, but shape-shifting doesn't break your Concentration or otherwise interfere with a spell you've already cast. Objects. Your ability"
      },
      {
        "document": 967,
        "excerpt": "ou until the end of your turn. The creature's movement doesn't provoke Opportunity Attacks."
      },
      {
        "document": 970,
        "excerpt": "f your allies is within 5 feet of the target, the ally doesn't have the Incapacitated condition, and you don't have Disadvantage on the attack roll. The extra damage"
      },
      {
        "document": 977,
        "excerpt": "start casting the spell, you can modify it so that it doesn't require Concentration. If you do so, the spell's duration becomes 1 minute for that casting."
      },
      {
        "document": 984,
        "excerpt": "ave the Hide action's Invisible condition, this attack doesn't end that condition on you if you end the turn behind Three-Quarters Cover or Total Cover."
      },
      {
        "document": 989,
        "excerpt": "er the device ignites or extinguishes fire; the device doesn't do both. You can have three such devices in existence at a time, and each falls apart 8 hours after its"
      },
      {
        "document": 1155,
        "excerpt": "described, mimicking your communication. If the Beast doesn't reach its destination before the spell ends, the message is lost, and the Beast returns to where you cas"
      },
      {
        "document": 1160,
        "excerpt": "pressed in the area. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration. Dispel Magic has no effect on"
      },
      {
        "document": 1163,
        "excerpt": "If it drops to 0 Hit Points, the spell ends. The hand doesn't occupy its space. When you cast the spell and as a Bonus Action on your later turns, you can move the h"
      },
      {
        "document": 1167,
        "excerpt": "suspended animation; it has the Unconscious condition, doesn't need food or air, and doesn't age. A target's astral form resembles its body in almost every way, repli"
      },
      {
        "document": 1168,
        "excerpt": "difference | Neither good nor bad | The spell doesn't account for circumstances, such as other spells, that might change the results. If you cast the spell m"
      },
      {
        "document": 1172,
        "excerpt": "Celestial, an Elemental, a Fey, or a Fiend, the target doesn't return if the spell lasts for 1 minute. The target is instead transported to a random location on a plan"
      },
      {
        "document": 1176,
        "excerpt": "0 minutes. If you use a level 5+ spell slot, the spell doesn't require Concentration, and the duration becomes 8 hours (level 5–6 slot) or 24 hours (level 7–8 slot). I"
      },
      {
        "document": 1180,
        "excerpt": "ant that isn't a creature, such as a tree or shrub. It doesn't make a save; it simply withers and dies. Using a Higher-Level Spell Slot. The damage increases by 1d8 f"
      },
      {
        "document": 1197,
        "excerpt": "and then ends its turn. Halt. On its turn, the target doesn't move and takes no action or Bonus Action. Using a Higher-Level Spell Slot. You can affect one additiona"
      },
      {
        "document": 1198,
        "excerpt": "ettings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in castles and settlements. Choose thr"
      },
      {
        "document": 1200,
        "excerpt": "es about 1 minute to read one page of text. This spell doesn't decode symbols or secret messages."
      },
      {
        "document": 1211,
        "excerpt": "a Constitution saving throw, or the Poisoned condition doesn't end on it."
      },
      {
        "document": 1232,
        "excerpt": "is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing. As a Magic action on your next turn, you ca"
      },
      {
        "document": 1238,
        "excerpt": "ch might be a short phrase or cryptic rhyme. The spell doesn't account for circumstances that might change the answer, such as the casting of other spells. If you cas"
      },
      {
        "document": 1256,
        "excerpt": "it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes. Using a Higher-Level Spell Slot. You can target up to three"
      },
      {
        "document": 1263,
        "excerpt": "ove. If the creature ends its turn in a space where it doesn't have line of sight to you, the creature makes a Wisdom saving throw. On a successful save, the spell end"
      },
      {
        "document": 1282,
        "excerpt": "magic to exit the cage. On a failed save, the creature doesn't exit the cage and wastes the spell or effect. The cage also extends into the Ethereal Plane, blocking et"
      },
      {
        "document": 1287,
        "excerpt": "f a specific creature (a pseudonym, title, or nickname doesn't work). If that creature is on a plane other than the one you are on, the portal opens next to the named"
      },
      {
        "document": 1309,
        "excerpt": "ution saving throw or drop the object if it can. If it doesn't drop the object, it has Disadvantage on attack rolls and ability checks until the start of your next tur"
      },
      {
        "document": 1324,
        "excerpt": "the target is imprisoned. While imprisoned, the target doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the impri"
      },
      {
        "document": 1328,
        "excerpt": "holding or carrying the object, crushing the sapphire doesn't transport it, but instead you learn who that creature is and where that creature is currently located."
      },
      {
        "document": 1339,
        "excerpt": "cts of a Flesh to Stone or Polymorph spell, this spell doesn't locate the creature. This spell can't locate a creature if any thickness of lead blocks a direct path b"
      },
      {
        "document": 1356,
        "excerpt": "erwise can't move. Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit wit"
      },
      {
        "document": 1363,
        "excerpt": "ructures or add them where none are present. The spell doesn't disguise, conceal, or add creatures. The illusion includes audible, visual, tactile, and olfactory elem"
      },
      {
        "document": 1367,
        "excerpt": "ries take hold when the spell ends. A modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural"
      },
      {
        "document": 1369,
        "excerpt": "re unstable, it might collapse. Similarly, this spell doesn't directly affect plant growth. The moved earth carries any plants along with it."
      },
      {
        "document": 1381,
        "excerpt": "or less than the target's (or the target's level if it doesn't have a Challenge Rating). The target's game statistics are replaced by the stat block of the chosen Beas"
      },
      {
        "document": 1397,
        "excerpt": "of death. This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival -"
      },
      {
        "document": 1411,
        "excerpt": "e a new target or lose the attack or spell. This spell doesn't protect the warded creature from areas of effect. The spell ends if the warded creature makes an attack"
      },
      {
        "document": 1413,
        "excerpt": "sort of physical connection you have to it. The target doesn't know what it is making the save against, only that it feels uneasy. | Your Knowledge of the Target Is ."
      },
      {
        "document": 1418,
        "excerpt": "than you, there is a 5 percent chance that the message doesn't arrive. You know if the delivery fails. Upon receiving your message, a creature can block your ability"
      },
      {
        "document": 1419,
        "excerpt": "suspended animation; it has the Unconscious condition, doesn't age, and doesn't need food, water, or air. You can set a condition for the spell to end early. The cond"
      },
      {
        "document": 1436,
        "excerpt": "toward it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new info"
      },
      {
        "document": 1437,
        "excerpt": "ficult Terrain that lasts for the duration. The spell doesn't enable plants to uproot themselves and move about, but they can move their branches, tendrils, and stalk"
      },
      {
        "document": 1475,
        "excerpt": "ccupy the same space as a creature or object. The wall doesn't need to be vertical or rest on a firm foundation. It must, however, merge with and be solidly supported"
      },
      {
        "document": 1580,
        "excerpt": "here isn't enough space for the creature, the figurine doesn't become a creature. The creature is Friendly to you and your allies. It understands your languages, obey"
      },
      {
        "document": 1585,
        "excerpt": "s and Dim Light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you take a Bonus Action to repeat the command word or until you use anot"
      },
      {
        "document": 1607,
        "excerpt": "kes a Utilize action to push the button again, the rod doesn't move, even if it defies gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the r"
      },
      {
        "document": 1608,
        "excerpt": "amage. Shrinking the tower back down to statuette form doesn't repair damage to the tower. Only a Wish spell can repair the tower (this use of the spell counts as repl"
      },
      {
        "document": 1611,
        "excerpt": "ne creature at a time. A creature trapped in the flask doesn't age and doesn't need to breathe, eat, or drink. You can take a Magic action to remove the flask's stopp"
      },
      {
        "document": 1626,
        "excerpt": "Strength requirement, the mithral version of the armor doesn't."
      },
      {
        "document": 1627,
        "excerpt": "ts for the next 72 hours. Draw another card; this draw doesn't count as one of your declared draws. Gem. Twenty-five pieces of jewelry worth 2,000 GP each or fifty ge"
      },
      {
        "document": 1670,
        "excerpt": "tunement) While you wear this ring, Difficult Terrain doesn't cost you extra movement. In addition, magic can neither reduce any of your Speeds nor cause you to have"
      },
      {
        "document": 1692,
        "excerpt": "ction to absorb a spell that is targeting only you and doesn't create an area of effect. The absorbed spell's effect is canceled, and the spell's energy - not the spel"
      },
      {
        "document": 1722,
        "excerpt": "nder properties (see above) at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one. Lightning Strike. You can take a Ma"
      },
      {
        "document": 1731,
        "excerpt": "to 10 times your Intelligence modifier. This movement doesn't have to be in a straight line."
      },
      {
        "document": 1740,
        "excerpt": "is effect if it has Immunity to Slashing damage, if it doesn't have or need a head, or if the GM decides that the creature is too big for its head to be cut off with t"
      },
      {
        "document": 1755,
        "excerpt": "is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage on its"
      },
      {
        "document": 1770,
        "excerpt": "dditionally, Difficult Terrain composed of ice or snow doesn't cost it extra movement. Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving th"
      },
      {
        "document": 1782,
        "excerpt": "dditionally, Difficult Terrain composed of ice or snow doesn't cost it extra movement. Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving th"
      },
      {
        "document": 1797,
        "excerpt": "s allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 1805,
        "excerpt": "+ 3) Slashing damage. If the target is a creature and doesn't already have an infernal wound, it is subjected to the following effect. Constitution Saving Throw: DC 1"
      },
      {
        "document": 1812,
        "excerpt": "s allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 1841,
        "excerpt": "dition. While Poisoned, the target's Hit Point maximum doesn't return to normal when finishing a Long Rest, and it repeats the save every 24 hours that elapse, ending"
      },
      {
        "document": 1842,
        "excerpt": "Agile. The deer doesn't provoke an Opportunity Attack when it moves out of an enemy's reach."
      },
      {
        "document": 1844,
        "excerpt": "s allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 1848,
        "excerpt": "cing damage plus 7 (2d6) Fire damage. Being underwater doesn't grant Resistance to this Fire damage. Tail. Melee Attack Roll: +13, reach 15 ft. Hit: 18 (2d10 + 7) Blu"
      },
      {
        "document": 1855,
        "excerpt": "nworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through. Siege Monster. The elemental deals double damage to objects and"
      },
      {
        "document": 1865,
        "excerpt": "Flyby. The snake doesn't provoke an Opportunity Attack when it flies out of an enemy's reach."
      },
      {
        "document": 1868,
        "excerpt": "Flyby. The gargoyle doesn't provoke an Opportunity Attack when it flies out of an enemy's reach."
      },
      {
        "document": 1885,
        "excerpt": "lowed target takes 5 (2d4) Acid damage. If that damage doesn't kill it, the frog disgorges it, causing it to exit Prone."
      },
      {
        "document": 1890,
        "excerpt": "Flyby. The owl doesn't provoke an Opportunity Attack when it flies out of an enemy's reach."
      },
      {
        "document": 1891,
        "excerpt": "s allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 1894,
        "excerpt": "e. Melee Attack Roll: +9 (with Advantage if the target doesn't have all its Hit Points), reach 5 ft. Hit: 22 (3d10 + 6) Piercing damage."
      },
      {
        "document": 1898,
        "excerpt": "s allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 1899,
        "excerpt": "Flyby. The wasp doesn't provoke an Opportunity Attack when it flies out of an enemy's reach."
      },
      {
        "document": 1902,
        "excerpt": "Gibbering. The mouther babbles incoherently while it doesn't have the Incapacitated condition. Wisdom Saving Throw: DC 10, any creature that starts its turn within 2"
      },
      {
        "document": 1922,
        "excerpt": "ct route, trying to get within 5 feet of the harpy. It doesn't avoid Opportunity Attacks; however, before moving into damaging terrain (such as lava or a pit) and when"
      },
      {
        "document": 1924,
        "excerpt": "s allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 1927,
        "excerpt": "Flyby. The hippogriff doesn't provoke an Opportunity Attack when it flies out of an enemy's reach."
      },
      {
        "document": 1929,
        "excerpt": "attack rolls and saving throws, provided the hobgoblin doesn't have the Incapacitated condition."
      },
      {
        "document": 1930,
        "excerpt": "s allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 1932,
        "excerpt": "amage, and the target receives an infernal wound if it doesn't have one. While wounded, the target loses 10 (3d6) Hit Points at the start of each of its turns. The wou"
      },
      {
        "document": 1933,
        "excerpt": "e. Melee Attack Roll: +6 (with Advantage if the target doesn't have all its Hit Points), reach 5 ft. Hit: 14 (3d6 + 4) Piercing damage."
      },
      {
        "document": 1935,
        "excerpt": "s allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 1945,
        "excerpt": "s allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition. Sunlight Sensitivity. While in sunlight, the kobold has Disadvantage"
      },
      {
        "document": 1950,
        "excerpt": "s allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition. Running Leap. With a 10-foot running start, the lion can Long Jump up"
      },
      {
        "document": 1967,
        "excerpt": "target can't regain Hit Points, its Hit Point maximum doesn't return to normal when finishing a Long Rest, and its Hit Point maximum decreases by 10 (3d6) every 24 ho"
      },
      {
        "document": 1977,
        "excerpt": "Otyugh; telepathy 120 ft. (doesn't allow the receiving creature to respond telepathically)"
      },
      {
        "document": 1978,
        "excerpt": "Flyby. The owl doesn't provoke an Opportunity Attack when it flies out of an enemy's reach."
      },
      {
        "document": 1983,
        "excerpt": "e. Melee Attack Roll: +5 (with Advantage if the target doesn't have all its Hit Points), reach 5 ft. Hit: 1 Piercing damage."
      },
      {
        "document": 1986,
        "excerpt": "fiend emanates an aura in a 20-foot Emanation while it doesn't have the Incapacitated condition. Wisdom Saving Throw: DC 21, any enemy that starts its turn in the aura"
      },
      {
        "document": 1994,
        "excerpt": "Flyby. The pteranodon doesn't provoke an Opportunity Attack when it flies out of an enemy's reach."
      },
      {
        "document": 1998,
        "excerpt": "Agile. The rat doesn't provoke an Opportunity Attack when it moves out of an enemy's reach."
      },
      {
        "document": 2001,
        "excerpt": "s allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition. Water Breathing. The shark can breathe only underwater."
      },
      {
        "document": 2009,
        "excerpt": "as Advantage on attack rolls against any creature that doesn't have all its Hit Points. Limited Amphibiousness. The sahuagin can breathe air and water, but it must be"
      },
      {
        "document": 2031,
        "excerpt": "Half damage only. Failure or Success: Being underwater doesn't grant Resistance to this Fire damage."
      },
      {
        "document": 2040,
        "excerpt": "s. Melee Attack Roll: +5 (with Advantage if the target doesn't have all its Hit Points), reach 5 ft. Hit: 8 (2d4 + 3) Piercing damage, or 5 (1d4 + 3) Piercing damage i"
      },
      {
        "document": 2046,
        "excerpt": "s allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 2047,
        "excerpt": "s allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 2050,
        "excerpt": "rns. If the limb takes Acid or Fire damage, this trait doesn't function on the limb's next turn. The limb dies only if it starts its turn with 0 Hit Points and doesn't"
      },
      {
        "document": 2051,
        "excerpt": "ns. If the troll takes Acid or Fire damage, this trait doesn't function on the troll's next turn. The troll dies only if it starts its turn with 0 Hit Points and doesn"
      },
      {
        "document": 2056,
        "excerpt": "g recipient of the vampire's Bite, the damage of which doesn't end the spell. When the spell ends, the target is unaware it was Charmed by the vampire. Shape-Shift. I"
      },
      {
        "document": 2060,
        "excerpt": "s allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 2063,
        "excerpt": "s allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 2071,
        "excerpt": "s allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 2072,
        "excerpt": "dditionally, Difficult Terrain composed of ice or snow doesn't cost it extra movement."
      },
      {
        "document": 2075,
        "excerpt": "s allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 2076,
        "excerpt": "s allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 2080,
        "excerpt": "al, unworked earth and stone. While doing so, the xorn doesn't disturb the material it moves through. Treasure Sense. The xorn can pinpoint the location of precious m"
      },
      {
        "document": 2090,
        "excerpt": "dditionally, Difficult Terrain composed of ice or snow doesn't cost it extra movement."
      }
    ],
    "doff": [
      {
        "document": 406,
        "excerpt": "y. The category determines how long it takes to don or doff the armor (as shown in the table). Armor Class (AC). The table's Armor Class column tells you what your"
      },
      {
        "document": 929,
        "excerpt": "Light Armor (1 Minute to Don or Doff)"
      },
      {
        "document": 1033,
        "excerpt": "5 Minutes to Don and 1 Minute to Doff"
      },
      {
        "document": 1040,
        "excerpt": "10 Minutes to Don and 5 Minutes to Doff"
      },
      {
        "document": 1041,
        "excerpt": "5 Minutes to Don and 1 Minute to Doff"
      },
      {
        "document": 1066,
        "excerpt": "5 Minutes to Don and 1 Minute to Doff"
      },
      {
        "document": 1071,
        "excerpt": "5 Minutes to Don and 1 Minute to Doff"
      },
      {
        "document": 1084,
        "excerpt": "1 Minute to Don or Doff"
      },
      {
        "document": 1100,
        "excerpt": "1 Minute to Don or Doff"
      },
      {
        "document": 1106,
        "excerpt": "10 Minutes to Don and 5 Minutes to Doff"
      },
      {
        "document": 1118,
        "excerpt": "10 Minutes to Don and 5 Minutes to Doff"
      },
      {
        "document": 1122,
        "excerpt": "5 Minutes to Don and 1 Minute to Doff"
      },
      {
        "document": 1125,
        "excerpt": "Utilize Action to Don or Doff"
      },
      {
        "document": 1136,
        "excerpt": "10 Minutes to Don and 5 Minutes to Doff"
      },
      {
        "document": 1139,
        "excerpt": "1 Minute to Don or Doff"
      },
      {
        "document": 1559,
        "excerpt": "kes. Curse. Once you don this cursed armor, you can't doff it unless you are targeted by a Remove Curse spell or similar magic. While wearing the armor, you have D"
      },
      {
        "document": 1588,
        "excerpt": "appearance lasts until you use this property again or doff the armor."
      }
    ],
    "dog": [
      {
        "document": 1811,
        "excerpt": "Blink Dog"
      },
      {
        "document": 1841,
        "excerpt": "Death Dog"
      },
      {
        "document": 1884,
        "excerpt": "s, where the nightmare reverts to figurine form. Onyx Dog (Rare). This onyx statuette of a dog can become a Mastiff for up to 6 hours. The mastiff has an Intellig"
      }
    ],
    "doing": [
      {
        "document": 57,
        "excerpt": "solve. The player tells the GM that their character is doing something, such as moving a lever or opening a door, and the GM describes what happens. Sometimes, howe"
      },
      {
        "document": 74,
        "excerpt": "brief utterances and gestures - as you take your turn. Doing so uses neither your action nor your move. Extended communication, such as a detailed explanation of so"
      },
      {
        "document": 75,
        "excerpt": "n a stuck door or turn a crank to lower a drawbridge. Doing Nothing on Your Turn. You can forgo moving, taking an action, or doing anything at all on your turn. If"
      },
      {
        "document": 95,
        "excerpt": "t a creature that is within 5 feet of you or dismount. Doing so costs an amount of movement equal to half your Speed (round down). For example, if your Speed is 30 f"
      },
      {
        "document": 237,
        "excerpt": "or example, but they aren't evil; they are unaligned. doing what seems best at the time. Someone who's bored by moral debate is probably Neutral. Chaotic Neutral ("
      },
      {
        "document": 254,
        "excerpt": "evel instead of gaining a level in your current class. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflecte"
      },
      {
        "document": 335,
        "excerpt": "You can use a Portable Ram to break down doors. When doing so, you gain a +4 bonus to the Strength check. One other character can help you use the ram, giving you"
      },
      {
        "document": 391,
        "excerpt": "with the Herbalism Kit can create a Potion of Healing. Doing so requires using that kit and 25 GP of raw material over the course of 1 day (8 hours of work)."
      },
      {
        "document": 570,
        "excerpt": "You normally interact with an object while doing something else, such as when you draw a sword as part of the Attack action. When an object requires an a"
      },
      {
        "document": 717,
        "excerpt": "s (including a Net) can try to set a falling net trap, doing so with a successful DC 13 Dexterity (Sleight of Hand) check. Each attempt to set this trap takes 10 min"
      },
      {
        "document": 721,
        "excerpt": "haracter can take an action to try to disarm the trap, doing so with a successful DC 15 Dexterity (Sleight of Hand) check. On a failed check, the creature triggers t"
      },
      {
        "document": 744,
        "excerpt": "Awe or threaten someone into doing what you want."
      },
      {
        "document": 962,
        "excerpt": "ext turn, you can extend the Rage for another round by doing one of the following: - Make an attack roll against an enemy. - Force an enemy to make a saving throw."
      },
      {
        "document": 1484,
        "excerpt": "ays. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a"
      },
      {
        "document": 1516,
        "excerpt": "re inside the bag can take an action to try to escape, doing so with a successful DC 15 Strength (Athletics) check. Another creature can take an action to reach into"
      },
      {
        "document": 1535,
        "excerpt": "candle for the first time, you can cast Gate with it. Doing so destroys the candle. The portal created by the spell links to a particular Outer Plane chosen by the"
      },
      {
        "document": 1565,
        "excerpt": "et to shatter and release the water the dust absorbed. Doing so destroys the pellet and ends its magic. As a Utilize action, you can sprinkle a pinch of the dust on"
      },
      {
        "document": 1569,
        "excerpt": "ears. You can draw any item the quiver contains as if doing so from a regular quiver or scabbard."
      },
      {
        "document": 1609,
        "excerpt": "tance of 1d3 feet, conferring its benefit to you while doing so. You can have up to three Ioun Stones orbiting your head at the same time. Each Ioun Stone orbiting"
      },
      {
        "document": 1610,
        "excerpt": "ke a Bonus Action to issue a command that releases it. Doing so or missing with the attack causes the bands to contract and become a sphere once more. A creature th"
      },
      {
        "document": 1623,
        "excerpt": "nergy dissipates as soon as you complete the painting, doing no harm."
      },
      {
        "document": 1719,
        "excerpt": "arges equal to the absorbed spell's level. However, if doing so brings the staff's total number of charges above 50, the staff explodes as if you activated its Retri"
      },
      {
        "document": 1722,
        "excerpt": "g and Thunder properties (see above) at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one. Lightning Strike. You ca"
      },
      {
        "document": 1805,
        "excerpt": "thin 5 feet of it takes an action to stanch the wound, doing so by succeeding on a DC 12 Wisdom (Medicine) check."
      },
      {
        "document": 1829,
        "excerpt": "of it can take an action to try to detach the cloaker, doing so by succeeding on a DC 14 Strength (Athletics) check. Tail. Melee Attack Roll: +6, reach 10 ft. Hit:"
      },
      {
        "document": 1840,
        "excerpt": "an action to try to detach the darkmantle from itself, doing so with a successful DC 13 Strength (Athletics) check. On its turn, the darkmantle can detach itself by"
      },
      {
        "document": 1855,
        "excerpt": "ow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through. Siege Monster. The elemental deals dou"
      },
      {
        "document": 1932,
        "excerpt": "thin 5 feet of it takes an action to stanch the wound, doing so by succeeding on a DC 17 Wisdom (Medicine) check."
      },
      {
        "document": 2080,
        "excerpt": "ow through nonmagical, unworked earth and stone. While doing so, the xorn doesn't disturb the material it moves through. Treasure Sense. The xorn can pinpoint the l"
      }
    ],
    "doll": [
      {
        "document": 820,
        "excerpt": "A small cloth doll skewered with needles"
      }
    ],
    "dollop": [
      {
        "document": 1463,
        "excerpt": "V, S, M (a drop of mercury, a dollop of gum arabic, and a wisp of smoke)"
      }
    ],
    "domain": [
      {
        "document": 909,
        "excerpt": "Life Domain Spells"
      },
      {
        "document": 964,
        "excerpt": "You gain a Cleric subclass of your choice. The Life Domain subclass is detailed after this class's description. A subclass is a specialization that grants you feat"
      },
      {
        "document": 981,
        "excerpt": "Life Domain"
      }
    ],
    "domains": [
      {
        "document": 1287,
        "excerpt": "rom opening in their presence or anywhere within their domains. When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickna"
      }
    ],
    "dome": [
      {
        "document": 1473,
        "excerpt": "a solid surface. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-"
      },
      {
        "document": 1474,
        "excerpt": "ace within range. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square"
      }
    ],
    "domesticated": [
      {
        "document": 96,
        "excerpt": "a mount only if it has been trained to accept a rider. Domesticated horses, mules, and similar creatures have such training. The Initiative of a controlled mount changes t"
      }
    ],
    "dominate": [
      {
        "document": 833,
        "excerpt": "Dominate Beast"
      },
      {
        "document": 853,
        "excerpt": "Dominate Beast"
      },
      {
        "document": 864,
        "excerpt": "Dominate Beast"
      },
      {
        "document": 865,
        "excerpt": "Dominate Person"
      },
      {
        "document": 868,
        "excerpt": "Dominate Monster"
      },
      {
        "document": 881,
        "excerpt": "Dominate Monster"
      },
      {
        "document": 891,
        "excerpt": "Dominate Person"
      },
      {
        "document": 894,
        "excerpt": "Dominate Monster"
      },
      {
        "document": 903,
        "excerpt": "Dominate Person"
      },
      {
        "document": 906,
        "excerpt": "Dominate Monster"
      },
      {
        "document": 1242,
        "excerpt": "Dominate Beast"
      },
      {
        "document": 1243,
        "excerpt": "Dominate Monster"
      },
      {
        "document": 1244,
        "excerpt": "Dominate Person"
      },
      {
        "document": 1737,
        "excerpt": "n. While you carry it, you can expend 1 charge to cast Dominate Beast (save DC 15) from it on a Beast that has a Swim Speed."
      },
      {
        "document": 1760,
        "excerpt": "o Tentacle attacks and uses either Consume Memories or Dominate Mind if available. Tentacle. Melee Attack Roll: +9, reach 15 ft. Hit: 12 (2d6 + 5) Bludgeoning damage."
      },
      {
        "document": 2036,
        "excerpt": "(2d10 + 5) Psychic damage. Charm. The succubus casts Dominate Person (level 8 version), requiring no spell components and using Charisma as the spellcasting ability ("
      }
    ],
    "don": [
      {
        "document": 19,
        "excerpt": "sonous gas, or a spell trying to invade your mind. You don’t normally choose to make a save; you must make one because your character or a monster (if you’re the G"
      },
      {
        "document": 406,
        "excerpt": "or Heavy. The category determines how long it takes to don or doff the armor (as shown in the table). Armor Class (AC). The table's Armor Class column tells you w"
      },
      {
        "document": 407,
        "excerpt": "Anyone can don armor or hold a Shield, but only those with training can use them effectively, as explained below. A cha"
      },
      {
        "document": 500,
        "excerpt": "ngoing, you can dismiss it (no action required) if you don’t have the Incapacitated condition."
      },
      {
        "document": 820,
        "excerpt": "A diary written in a language you don’t know"
      },
      {
        "document": 929,
        "excerpt": "Light Armor (1 Minute to Don or Doff)"
      },
      {
        "document": 962,
        "excerpt": "il the end of your next turn, and it ends early if you don Heavy armor or have the Incapacitated condition. If your Rage is still active on your next turn, you can"
      },
      {
        "document": 1033,
        "excerpt": "5 Minutes to Don and 1 Minute to Doff"
      },
      {
        "document": 1040,
        "excerpt": "10 Minutes to Don and 5 Minutes to Doff"
      },
      {
        "document": 1041,
        "excerpt": "5 Minutes to Don and 1 Minute to Doff"
      },
      {
        "document": 1066,
        "excerpt": "5 Minutes to Don and 1 Minute to Doff"
      },
      {
        "document": 1071,
        "excerpt": "5 Minutes to Don and 1 Minute to Doff"
      },
      {
        "document": 1084,
        "excerpt": "1 Minute to Don or Doff"
      },
      {
        "document": 1100,
        "excerpt": "1 Minute to Don or Doff"
      },
      {
        "document": 1106,
        "excerpt": "10 Minutes to Don and 5 Minutes to Doff"
      },
      {
        "document": 1118,
        "excerpt": "10 Minutes to Don and 5 Minutes to Doff"
      },
      {
        "document": 1122,
        "excerpt": "5 Minutes to Don and 1 Minute to Doff"
      },
      {
        "document": 1125,
        "excerpt": "Utilize Action to Don or Doff"
      },
      {
        "document": 1136,
        "excerpt": "10 Minutes to Don and 5 Minutes to Doff"
      },
      {
        "document": 1139,
        "excerpt": "1 Minute to Don or Doff"
      },
      {
        "document": 1447,
        "excerpt": "ay, “Stop fighting, leave this library peacefully, and don’t return.” The target must succeed on a Wisdom saving throw or have the Charmed condition for the durat"
      },
      {
        "document": 1559,
        "excerpt": "damage rolls of your Unarmed Strikes. Curse. Once you don this cursed armor, you can't doff it unless you are targeted by a Remove Curse spell or similar magic. W"
      }
    ],
    "don't": [
      {
        "document": 3,
        "excerpt": "es and conditions. Immunity to a damage type means you don't take damage of that type, and Immunity to a condition means you aren't affected by it."
      },
      {
        "document": 9,
        "excerpt": "If you reach 0 Hit Points and don't die instantly, you have the Unconscious condition (see “Rules Glossary”) until you regain any Hit Points"
      },
      {
        "document": 10,
        "excerpt": "ur third failure, you die. The successes and failures don't need to be consecutive; keep track of both until you collect three of a kind. The number of both is rese"
      },
      {
        "document": 16,
        "excerpt": "They Don't Stack"
      },
      {
        "document": 19,
        "excerpt": "sult is detailed in the effect that caused it. If you don't want to resist the effect, you can choose to fail the save without rolling."
      },
      {
        "document": 32,
        "excerpt": "They Don't Stack"
      },
      {
        "document": 35,
        "excerpt": "cy Bonus if you're proficient in either skill, but you don't add it twice if you're proficient in both skills. Occasionally, a Proficiency Bonus might be multiplied"
      },
      {
        "document": 44,
        "excerpt": "you can do something as a Bonus Action. You otherwise don't have a Bonus Action to take. You can take only one Bonus Action on your turn, so you must choose which"
      },
      {
        "document": 68,
        "excerpt": "essel are limited to the speed of the vessel, and they don't choose a travel pace. Depending on the vessel and the size of the crew, ships might be able to travel fo"
      },
      {
        "document": 93,
        "excerpt": "tunity Attack by taking the Disengage action. You also don't provoke an Opportunity Attack when you Teleport or when you are moved without using your movement, actio"
      },
      {
        "document": 105,
        "excerpt": "o add any modifiers. Unless a rule says otherwise, you don't add your ability modifier to a fixed damage amount that doesn't use a roll, such as the damage of a Blow"
      },
      {
        "document": 151,
        "excerpt": "theses to determine the monster's Hit Points randomly; don't use both. A monster's size typically determines the die used to calculate its Hit Points, as shown in t"
      },
      {
        "document": 161,
        "excerpt": "ar. If a monster lacks those details, entries for them don't appear. Traits. Monster characteristics that are active at all times or during certain situations appea"
      },
      {
        "document": 173,
        "excerpt": "o use the number or the die expression in parentheses; don't use both."
      },
      {
        "document": 185,
        "excerpt": "as Proficiency Bonus, applied to that number. If you don't want to roll a monster's Initiative, use the Initiative score as the monster's Initiative in combat. Ini"
      },
      {
        "document": 235,
        "excerpt": "nment of those who prefer to avoid moral questions and don't take sides,"
      },
      {
        "document": 237,
        "excerpt": "creatures that lack the capacity for rational thought don't have alignments; they are unaligned. Sharks are savage predators, for example, but they aren't evil; the"
      },
      {
        "document": 244,
        "excerpt": "ng career to the epic heights of level 20. These tiers don't have any rules associated with them; they point to the fact that the play experience evolves as characte"
      },
      {
        "document": 263,
        "excerpt": "Attack feature from more than one class, the features don't stack. You can't make more than two attacks with this feature unless you have a feature that says you ca"
      },
      {
        "document": 306,
        "excerpt": "ck must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, yo"
      },
      {
        "document": 353,
        "excerpt": "A Waterskin holds up to 4 pints. If you don't drink sufficient water, you risk dehydration (see “Rules Glossary”)."
      },
      {
        "document": 397,
        "excerpt": "it, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attac"
      },
      {
        "document": 493,
        "excerpt": "your Concentration is broken, the spell fails, but you don't expend a spell slot. To cast the spell again, you must start over."
      },
      {
        "document": 505,
        "excerpt": "ast, the effects of the same spell cast multiple times don't combine. Instead, the most potent effect - such as the highest bonus - from those castings applies while"
      },
      {
        "document": 508,
        "excerpt": "Spell Preparation by Class Most spellcasting monsters don't change their lists of prepared spells, but the GM is free to alter them."
      },
      {
        "document": 518,
        "excerpt": "your Concentration is broken, the spell fails, but you don't expend a spell slot. See also “Concentration.”"
      },
      {
        "document": 544,
        "excerpt": "ls. If you use a Shield and lack training with it, you don't gain its AC bonus. See also \"Disadvantage\" and \"Equipment\" (\"Armor\")."
      },
      {
        "document": 551,
        "excerpt": "ts if those materials aren't consumed by the spell and don't have a cost specified. Some classes allow its members to use certain types of Spellcasting Focuses. See"
      },
      {
        "document": 554,
        "excerpt": "tatic number or the die expression in parentheses; you don't use both."
      },
      {
        "document": 555,
        "excerpt": "he attack. If you equip a weapon before an attack, you don't need to use it for that attack. Equipping a weapon includes drawing it from a sheath or picking it up. U"
      },
      {
        "document": 599,
        "excerpt": "type. These are the game's creature types: The types don't have rules themselves, but some rules in the game affect creatures of certain types in different ways."
      },
      {
        "document": 648,
        "excerpt": "provised weapon follows the rules below. Proficiency. Don't add your Proficiency Bonus to attack rolls with an improvised weapon. Damage. On a hit, the weapon deal"
      },
      {
        "document": 662,
        "excerpt": "age of equipment worth 50 GP (including unspent gold). Don't include Martial weapons or armor, as characters get them from their class choices."
      },
      {
        "document": 724,
        "excerpt": "quipment”) to determine their rate of travel, and they don't choose a travel pace."
      },
      {
        "document": 962,
        "excerpt": "you drop to 0 Hit Points while your Rage is active and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, your Hit Points instead ch"
      },
      {
        "document": 963,
        "excerpt": "you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count a"
      },
      {
        "document": 964,
        "excerpt": "you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count a"
      },
      {
        "document": 965,
        "excerpt": "you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count a"
      },
      {
        "document": 967,
        "excerpt": "he saving throw and only half damage if you fail. You don't benefit from this feature if you have the Incapacitated condition."
      },
      {
        "document": 968,
        "excerpt": "the Poisoned condition from the creature; those points don't also restore Hit Points to the creature."
      },
      {
        "document": 969,
        "excerpt": "you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count a"
      },
      {
        "document": 970,
        "excerpt": "a damage's type is the same as the weapon's type. You don't need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the all"
      },
      {
        "document": 971,
        "excerpt": "you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count"
      },
      {
        "document": 972,
        "excerpt": "you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count"
      },
      {
        "document": 973,
        "excerpt": "you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count a"
      },
      {
        "document": 981,
        "excerpt": "Points to a creature with a spell or Channel Divinity, don't roll those dice for the healing; instead use the highest number possible for each die. For example, inst"
      },
      {
        "document": 988,
        "excerpt": "You don't need to sleep, and magic can't put you to sleep. You can finish a Long Rest in 4 hours if you spend thos"
      },
      {
        "document": 1010,
        "excerpt": "gainst a creature Grappled by you. Fast Wrestler. You don't have to spend extra movement to move a creature Grappled by you if the creature is your size or smaller."
      },
      {
        "document": 1160,
        "excerpt": "anything inside it. Magical properties of magic items don't work inside the aura or on anything inside it. Areas of effect created by spells or other magic can't e"
      },
      {
        "document": 1232,
        "excerpt": "o creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present. The spell is blocked by 1 foot of"
      },
      {
        "document": 1289,
        "excerpt": "ad, since days spent under the influence of this spell don't count against the time limit of spells such as Raise Dead."
      },
      {
        "document": 1290,
        "excerpt": "ur verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger. Using a Higher-Level Spell"
      },
      {
        "document": 1293,
        "excerpt": "tions). You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password. Explosive Rune. When triggered, the glyph"
      },
      {
        "document": 1303,
        "excerpt": "icate with any other creature in the area even if they don't share a common language. Vulnerability. Creatures of any types you choose have Vulnerability to one dam"
      },
      {
        "document": 1311,
        "excerpt": "rs at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve creatures can partake of the feast. A creature that partak"
      },
      {
        "document": 1430,
        "excerpt": "to shake it out of the spell's effect. Creatures that don't sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves a"
      },
      {
        "document": 1435,
        "excerpt": "hem. Most Beasts have little to say about topics that don't pertain to survival or companionship, but at minimum, a Beast can give you information about nearby loca"
      },
      {
        "document": 1448,
        "excerpt": "ur verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger. Using a Higher-Level Spell"
      },
      {
        "document": 1451,
        "excerpt": "tions). You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password. Once triggered, the glyph glows, filling a"
      },
      {
        "document": 1484,
        "excerpt": "spell of level 8 or lower. If you use it this way, you don't need to meet any requirements to cast that spell, including costly components. The spell simply takes ef"
      },
      {
        "document": 1494,
        "excerpt": "have Advantage. If a creature can somehow see you, you don't gain this benefit against that creature."
      },
      {
        "document": 1548,
        "excerpt": "you can see within 30 feet of the spell's sensor. You don't need to concentrate on this Detect Thoughts spell to maintain it during its duration, but it ends if the"
      },
      {
        "document": 1549,
        "excerpt": "17) through the sensor on one of those creatures. You don't need to concentrate on this Suggestion to maintain it during its duration, but it ends if Scrying ends."
      },
      {
        "document": 1560,
        "excerpt": "tion or travel to a different plane of existence. They don't prevent the creature from passing through an interdimensional portal. You and any creature you designat"
      },
      {
        "document": 1596,
        "excerpt": "ding the hat, you can try to cast a level 1+ spell you don't know. The spell must be on the Wizard spell list, it must be of a level you can cast, and it can't have"
      },
      {
        "document": 1609,
        "excerpt": "lue rhomboid orbits your head. Sustenance (Rare). You don't need to eat or drink while this clear spindle orbits your head."
      },
      {
        "document": 1614,
        "excerpt": "action required) to reroll one failed D20 Test if you don't have the Incapacitated condition. You must use the second roll. Once used, this property can't be used a"
      },
      {
        "document": 1625,
        "excerpt": "ty to 10 feet. Creatures trapped in the mirror's cells don't age, and they don't need to eat, drink, or sleep. A creature trapped within a cell can escape using magi"
      },
      {
        "document": 1627,
        "excerpt": "ne else reduces your chosen foe to 0 Hit Points or you don't choose a foe, this card has no effect. Donjon. You disappear and become entombed in a state of suspende"
      },
      {
        "document": 1686,
        "excerpt": "olid objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common met"
      },
      {
        "document": 1697,
        "excerpt": "ts as if it had spent 1 Hit Point Die. Also, creatures don't age while there, although time passes normally. Visitors can remain there for up to 200 days divided by"
      },
      {
        "document": 1702,
        "excerpt": "u know that fact as soon as you use the stone, and you don't cast the spell. Once Sending is cast using either stone, the stones can't be used again until the next"
      },
      {
        "document": 1707,
        "excerpt": "Climb Speed equal to your Speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil."
      },
      {
        "document": 1720,
        "excerpt": "ction required) if it is within 60 feet of you and you don't have the Incapacitated condition. You decide what action the snake takes and where it moves during its t"
      }
    ],
    "donation": [
      {
        "document": 1376,
        "excerpt": "variety of forms. A Celestial might require a sizable donation of gold or magic items to an allied temple, while a Fiend might demand a living sacrifice or a gift of t"
      }
    ],
    "done": [
      {
        "document": 77,
        "excerpt": "your move from it until it is used up or until you are done moving, whichever comes first. A character's Speed is determined during character creation. A monster's"
      },
      {
        "document": 1623,
        "excerpt": "ion is broken or you leave the Cube before the work is done, all the painted elements vanish, and the pot of pigment is wasted. When the work is done, all the pain"
      },
      {
        "document": 1708,
        "excerpt": "nd the applied glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the application of Universal Solvent or Oil of Etherealnes"
      }
    ],
    "donjon": [
      {
        "document": 761,
        "excerpt": "Donjon"
      },
      {
        "document": 1627,
        "excerpt": "s or you don't choose a foe, this card has no effect. Donjon. You disappear and become entombed in a state of suspended animation in an extradi-dimensional sphere. E"
      }
    ],
    "donned": [
      {
        "document": 384,
        "excerpt": "or wielding it. A magic item meant to be worn must be donned in the intended fashion: boots go on feet, gloves on hands, hats and helmets on a head, and rings on a f"
      }
    ],
    "dons": [
      {
        "document": 1342,
        "excerpt": "Dexterity modifier. The spell ends early if the target dons armor."
      }
    ],
    "door": [
      {
        "document": 26,
        "excerpt": "an adventurer walks across a room and tries to open a door, the GM might say the door opens and describe what lies beyond. But the door might be locked, the floor"
      },
      {
        "document": 43,
        "excerpt": "to aid another character who's trying to open a stuck door (with the Utilize action)."
      },
      {
        "document": 57,
        "excerpt": "doing something, such as moving a lever or opening a door, and the GM describes what happens. Sometimes, however, rules govern what you can do with an object, as"
      },
      {
        "document": 58,
        "excerpt": "an object is a discrete, inanimate item like a window, door, sword, book, table, chair, or stone. It isn't a building or a vehicle, which are composed of many objec"
      },
      {
        "document": 61,
        "excerpt": "character searches for hidden things, such as a secret door or a trap, the GM typically asks you to make a Wisdom (Perception) check, provided you describe the char"
      },
      {
        "document": 74,
        "excerpt": "her your move or action. For example, you could open a door during your move as you stride toward a foe. If you want to interact with a second object, you need to"
      },
      {
        "document": 75,
        "excerpt": "require you to take the Utilize action to open a stuck door or turn a crank to lower a drawbridge. Doing Nothing on Your Turn. You can forgo moving, taking an acti"
      },
      {
        "document": 103,
        "excerpt": "to overcome a challenge, such as forcing open a stuck door, picking a lock, entertaining a crowd, or deciphering a cipher. The GM and the rules often call for an a"
      },
      {
        "document": 266,
        "excerpt": "candle that can't be lit 55 A miniature cage with no door 56 An old key 57 An indecipherable treasure map 58 A hilt from a broken sword 59 A rabbit's foot 60"
      },
      {
        "document": 345,
        "excerpt": ", earth, or a similar material. You can do so to jam a door shut or to then tie a Rope or Chain to the Spike."
      },
      {
        "document": 418,
        "excerpt": "y: Strength Weight: 6 lb. Utilize: Seal or pry open a door or container (DC 20) Craft: Club, Greatclub, Quarterstaff, Barrel, Chest, Ladder, Pole, Portable Ram, T"
      },
      {
        "document": 429,
        "excerpt": "Ability: Strength Weight: 8 lb. Utilize: Pry open a door or container (DC 20) Craft: Any Melee weapon (except Club, Greatclub, Quarterstaff, and Whip), Medium a"
      },
      {
        "document": 864,
        "excerpt": "Dimension Door"
      },
      {
        "document": 877,
        "excerpt": "Dimension Door"
      },
      {
        "document": 890,
        "excerpt": "Dimension Door"
      },
      {
        "document": 902,
        "excerpt": "Dimension Door"
      },
      {
        "document": 1152,
        "excerpt": "8 hours You set an alarm against intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot Cube. Until the spell ends, an alarm"
      },
      {
        "document": 1164,
        "excerpt": "onsumes) Duration: Until dispelled You touch a closed door, window, gate, container, or hatch and magically lock it for the duration. This lock can't be unlocked b"
      },
      {
        "document": 1193,
        "excerpt": "s location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The intangible, invulnerable sensor remains in place for the"
      },
      {
        "document": 1228,
        "excerpt": "nents: S Duration: 1 hour You create a shadowy Medium door on a flat solid surface that you can see within range. This door can be opened and closed, and it leads"
      },
      {
        "document": 1233,
        "excerpt": "Dimension Door"
      },
      {
        "document": 1332,
        "excerpt": "ect that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical mean"
      },
      {
        "document": 1343,
        "excerpt": "use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. As a"
      },
      {
        "document": 1349,
        "excerpt": "V, S, M (a miniature door worth 15+ GP)"
      },
      {
        "document": 1391,
        "excerpt": "pear and warn off others who attempt to open a trapped door. Physical interaction with the image reveals it to be illusory, since things can pass through it. A cre"
      },
      {
        "document": 1444,
        "excerpt": "all that is 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but fin"
      },
      {
        "document": 1456,
        "excerpt": "Invisible Hand. You instantaneously cause an unlocked door or window to fly open or slam shut. Phantom Sound. You create an instantaneous sound that originates fr"
      },
      {
        "document": 1536,
        "excerpt": "ne. While wearing it, you can use it to cast Dimension Door as a Magic action. This property can't be used again until the next dawn. When you teleport with that s"
      },
      {
        "document": 1608,
        "excerpt": "g them. This ladder, staircase, or ramp ends at a trap-door leading to the roof. When created, the tower has a single door at ground level on the side facing you. T"
      },
      {
        "document": 1623,
        "excerpt": "cts and terrain features become real. Thus, painting a door on a wall creates an actual door, which can be opened to whatever is beyond. Painting a pit creates a re"
      },
      {
        "document": 1691,
        "excerpt": "long, 6 inches wide and deep) worth 500 GP 16–22 Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an open"
      },
      {
        "document": 1750,
        "excerpt": "ake a Magic action to expend 1 charge, and if a secret door or trap is within 60 feet of you, the wand pulses and points at the one nearest to you."
      },
      {
        "document": 1949,
        "excerpt": "Prestidigitation 2/Day Each: Animate Dead, Dimension Door, Plane Shift 1/Day Each: Chain Lightning, Finger of Death, Power Word Kill, Scrying"
      },
      {
        "document": 2028,
        "excerpt": "ater Breathing 2/Day Each: Detect Thoughts, Dimension Door, Hold Person (level 3 version), Lightning Bolt (level 4 version)"
      }
    ],
    "door's": [
      {
        "document": 1228,
        "excerpt": "rone condition in the unoccupied spaces closest to the door's former space. Each time you cast this spell, you can create a new demiplane or connect the shadowy door"
      }
    ],
    "doorknob": [
      {
        "document": 266,
        "excerpt": "l-inch cube, each side a different color 69 A crystal doorknob 70 A packet filled with pink dust 71 A fragment of a beautiful song, written as musical notes on two p"
      },
      {
        "document": 714,
        "excerpt": "g on a pressure plate, crossing a trip wire, turning a doorknob, or using the wrong key in a lock. Duration. Some traps have durations expressed in rounds, minutes, or"
      }
    ],
    "doors": [
      {
        "document": 26,
        "excerpt": "their adventurers are and what's around them (how many doors lead out of a room, what's on a table, and so on). 2: The Players Describe What Their Characters Do. Ty"
      },
      {
        "document": 51,
        "excerpt": "ce with a Torch or another light source, bypass locked doors and containers with Thieves' Tools, and create obstacles for pursuers with Caltrops. See “Equipment” fo"
      },
      {
        "document": 335,
        "excerpt": "You can use a Portable Ram to break down doors. When doing so, you gain a +4 bonus to the Strength check. One other character can help you use the ram,"
      },
      {
        "document": 1250,
        "excerpt": "ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot Cube. Doors and shutters being held open by someone or something aren't af"
      },
      {
        "document": 1299,
        "excerpt": "ng in the opposite direction from the one it chooses. Doors. All doors in the warded area are magically locked, as if sealed by the Arcane Lock spell. In addition,"
      },
      {
        "document": 1623,
        "excerpt": "mensional objects and terrain features (such as walls, doors, trees, flowers, weapons, webs, and pits), provided these elements are all confined to a 20-foot Cube. T"
      },
      {
        "document": 1694,
        "excerpt": "s to Strength (Athletics) checks made to break through doors, barricades, and other barriers. Button 6. The rod assumes or remains in its normal form and indicates m"
      }
    ],
    "doppelganger": [
      {
        "document": 1846,
        "excerpt": "Doppelganger"
      }
    ],
    "dormant": [
      {
        "document": 1391,
        "excerpt": "llusion finishes performing, it disappears and remains dormant for 10 minutes, after which the illusion can be activated again. The trigger can be as general or as de"
      }
    ],
    "dose": [
      {
        "document": 677,
        "excerpt": "ficient with an Herbalism Kit can use it to create one dose of nonmagical ointment, which takes 1 hour. When applied to the eyes of a creature suffering from Sight"
      },
      {
        "document": 693,
        "excerpt": "effects. Ingested. A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide"
      },
      {
        "document": 695,
        "excerpt": "eck, the character harvests enough poison for a single dose, and no additional poison can be harvested from that creature. On a failed check, the character is unabl"
      },
      {
        "document": 696,
        "excerpt": "description includes the suggested price for a single dose of the poison, its type (contact, ingested, inhaled, or injury), and a description of the poison's debil"
      }
    ],
    "doses": [
      {
        "document": 677,
        "excerpt": "d in this way for a total of 72 hours (requiring three doses and applications of the ointment), the contagion ends on the creature. Spreading the Contagion. Any Hum"
      }
    ],
    "double": [
      {
        "document": 119,
        "excerpt": "er than a Spell Scroll. The value of a Spell Scroll is double what it costs to scribe the scroll (as specified in the “Scribing Spell Scrolls” section of “Equipment”)"
      },
      {
        "document": 789,
        "excerpt": "potion are doubled. If neither potion has anything to double in this way, they work normally."
      },
      {
        "document": 971,
        "excerpt": "e of at least 5 feet, you can spend 1 Sorcery Point to double the spell's range. Or when you cast a spell that has a range of Touch, you can spend 1 Sorcery Point to"
      },
      {
        "document": 1365,
        "excerpt": "Invisible condition at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends imme"
      },
      {
        "document": 1526,
        "excerpt": "click the boots' heels together. If you do, the boots double your Speed, and any creature that makes an Opportunity Attack against you has Disadvantage on the attack"
      },
      {
        "document": 1639,
        "excerpt": "henever you roll a Hit Point Die to regain Hit Points, double the number of Hit Points it restores."
      },
      {
        "document": 1855,
        "excerpt": "it moves through. Siege Monster. The elemental deals double damage to objects and structures."
      },
      {
        "document": 1946,
        "excerpt": "e to succeed instead. Siege Monster. The kraken deals double damage to objects and structures."
      },
      {
        "document": 2044,
        "excerpt": "r into the target. Siege Monster. The tarrasque deals double damage to objects and structures."
      },
      {
        "document": 2048,
        "excerpt": "Siege Monster. The treant deals double damage to objects and structures."
      }
    ],
    "doubled": [
      {
        "document": 35,
        "excerpt": "y, a Proficiency Bonus might be multiplied or divided (doubled or halved, for example) before being added. For example, the Expertise feature (see “Rules Glossary”) do"
      },
      {
        "document": 111,
        "excerpt": "Vulnerability to a damage type, damage of that type is doubled against you. For example, if you have Resistance to Cold damage, such damage is halved against you, and"
      },
      {
        "document": 113,
        "excerpt": "e creature's Resistance (and rounded down to 11), then doubled for its Vulnerability (to 22)."
      },
      {
        "document": 571,
        "excerpt": "Vulnerability to a damage type, damage of that type is doubled against you. Vulnerability is applied only once to an instance of damage. See also \"Playing the Game\" (\""
      },
      {
        "document": 627,
        "excerpt": "in which you have Expertise, your Proficiency Bonus is doubled for that check unless the bonus is doubled by another feature. If you gain Expertise, you gain it in on"
      },
      {
        "document": 789,
        "excerpt": "t the numerical effects and duration of one potion are doubled. If neither potion has anything to double in this way, they work normally."
      },
      {
        "document": 967,
        "excerpt": "h actions as a Bonus Action, and your jump distance is doubled for the turn."
      },
      {
        "document": 1306,
        "excerpt": "hin range. Until the spell ends, the target's Speed is doubled, it gains a +2 bonus to Armor Class, it has Advantage on Dexterity saving throws, and it gains an additi"
      }
    ],
    "doubles": [
      {
        "document": 35,
        "excerpt": "example, the Expertise feature (see “Rules Glossary”) doubles the Proficiency Bonus for certain ability checks. Whenever the bonus is used, it can be multiplied only"
      },
      {
        "document": 1434,
        "excerpt": "e creature becomes Stable. Cantrip Upgrade. The range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet)."
      }
    ],
    "douse": [
      {
        "document": 323,
        "excerpt": "You can douse a creature, object, or space with Oil or use it as fuel, as detailed below. Dousing a Creature or an Ob"
      }
    ],
    "doused": [
      {
        "document": 582,
        "excerpt": "rolling on the ground. The fire also goes out if it is doused, submerged, or suffocated."
      },
      {
        "document": 1431,
        "excerpt": "s Heavily Obscured, and exposed flames in the area are doused. Ground in the Cylinder is Difficult Terrain. When a creature enters the Cylinder for the first time on"
      }
    ],
    "dousing": [
      {
        "document": 323,
        "excerpt": "space with Oil or use it as fuel, as detailed below. Dousing a Creature or an Object. When you take the Attack action, you can replace one of your attacks with throw"
      }
    ],
    "down": [
      {
        "document": 26,
        "excerpt": "ern holds during every game session (each time you sit down to play D&D), whether the adventurers are talking to a noble, exploring a ruin, or fighting a dragon. In"
      },
      {
        "document": 64,
        "excerpt": "combat and record the order any way you like: write it down, for example, or arrange miniatures to show it."
      },
      {
        "document": 78,
        "excerpt": "Combatants are often slowed down by Difficult Terrain. Low furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs are examp"
      },
      {
        "document": 81,
        "excerpt": "Round Down"
      },
      {
        "document": 95,
        "excerpt": "an amount of movement equal to half your Speed (round down). For example, if your Speed is 30 feet, you spend 15 feet of movement to mount a horse."
      },
      {
        "document": 102,
        "excerpt": "current Hit Points can be any number from that maximum down to 0, which is the lowest Hit Points can go. Whenever you take damage, subtract it from your Hit Points"
      },
      {
        "document": 109,
        "excerpt": "Many saving throw effects deal half damage (round down) to a target when the target succeeds on the saving throw. The halved damage is equal to half the damage"
      },
      {
        "document": 111,
        "excerpt": "type, damage of that type is halved against you (round down). If you have Vulnerability to a damage type, damage of that type is doubled against you. For example, i"
      },
      {
        "document": 113,
        "excerpt": "then halved for the creature's Resistance (and rounded down to 11), then doubled for its Vulnerability (to 22)."
      },
      {
        "document": 171,
        "excerpt": "save means the target takes half as much damage (round down) as targets that fail the save, while also ignoring all other parts of the effect."
      },
      {
        "document": 239,
        "excerpt": "at your class's feature table in \"Classes,\" and write down the level 1 features. The class features are detailed there too. Some class features offer choices. Mak"
      },
      {
        "document": 272,
        "excerpt": "in “Equipment,” but for now you can just write it all down and look up the specifics in “Equipment” later. Note any coins you have left after purchasing your equip"
      },
      {
        "document": 312,
        "excerpt": "A Ladder is 10 feet tall. You must climb to move up or down it."
      },
      {
        "document": 335,
        "excerpt": "You can use a Portable Ram to break down doors. When doing so, you gain a +4 bonus to the Strength check. One other character can help you use th"
      },
      {
        "document": 354,
        "excerpt": "purpose is to carry gear that would otherwise slow you down. The Mounts and Other Animals table shows each animal's carrying capacity. See “Monsters” for the animal"
      },
      {
        "document": 389,
        "excerpt": "need raw materials worth half its purchase cost (round down). For example, you need 750 GP of raw materials to make Plate Armor, which sells for 1,500 GP. The GM de"
      },
      {
        "document": 453,
        "excerpt": "n spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost."
      },
      {
        "document": 536,
        "excerpt": "type, damage of that type is halved against you (round down). Resistance is applied only once to an instance of damage. See also “Playing the Game” (“Damage and Hea"
      },
      {
        "document": 538,
        "excerpt": "Round Down"
      },
      {
        "document": 592,
        "excerpt": "tion. The DC equals 10 or half the damage taken (round down), whichever number is higher, up to a maximum DC of 30. Incapacitated or Dead. Your Concentration ends"
      },
      {
        "document": 712,
        "excerpt": "an lead players to become overly cautious, which slows down the game. The best traps are fleeting distractions that skilled characters can overcome in a short amou"
      },
      {
        "document": 713,
        "excerpt": "d (typically 8) Fast pace = Miles per day × 1½ (round down) Slow pace = Miles per day × 2/3 (round down) If the characters are flying or their special movement a"
      },
      {
        "document": 722,
        "excerpt": "ow the Stone. As an action, a creature can try to slow down the stone with a DC 20 Strength (Athletics) check. If the check is successful, the distance the stone mo"
      },
      {
        "document": 791,
        "excerpt": "Down"
      },
      {
        "document": 963,
        "excerpt": "You can add half your Proficiency Bonus (round down) to any ability check you make that uses a skill proficiency you lack and that doesn't otherwise use you"
      },
      {
        "document": 964,
        "excerpt": "ul save, the creature takes half as much damage (round down). You roll an additional d8 when you reach Cleric levels 7 (2d8), 13 (3d8), and 18 (4d8). Turn Undead."
      },
      {
        "document": 970,
        "excerpt": "action to halve the attack's damage against you (round down)."
      },
      {
        "document": 971,
        "excerpt": "than a number equal to half your Sorcerer level (round down). Once you use this feature, you can't do so again until you finish a Long Rest."
      },
      {
        "document": 980,
        "excerpt": "he other one. Colossus Slayer: Your tenacity can wear down even the most resilient foes. When you hit a creature with a weapon, the weapon deals an extra 1d8 damag"
      },
      {
        "document": 1185,
        "excerpt": "il the spell ends, you can take a Magic action to call down lightning in that way again, targeting the same point or a different one. If you're outdoors in a storm"
      },
      {
        "document": 1215,
        "excerpt": "he following tables and change its stage by one, up or down. When changing the wind, you can change its direction. Precipitation | Stage | Condition"
      },
      {
        "document": 1256,
        "excerpt": "time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can perceive the plane you left, which looks gray, and"
      },
      {
        "document": 1264,
        "excerpt": "V, M (a small feather or piece of down)"
      },
      {
        "document": 1275,
        "excerpt": "stantaneous A vertical column of brilliant fire roars down from above. Each creature in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range ma"
      },
      {
        "document": 1278,
        "excerpt": "feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the"
      },
      {
        "document": 1285,
        "excerpt": "ormal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn't already shattered, it explodes. Using a High"
      },
      {
        "document": 1290,
        "excerpt": "ber of attacks equal to half this spell's level (round down). Poison Jab. Melee Attack Roll: Bonus equals your spell attack modifier, reach 10 ft. Hit: 1d6 + 3 plu"
      },
      {
        "document": 1335,
        "excerpt": "n your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can take a Magic action to move the target, which must remain withi"
      },
      {
        "document": 1354,
        "excerpt": "lies. For example, you could say, “Walk to the village down that road, and help the villagers there harvest crops until sunset.” Or you could say, “Now is not the t"
      },
      {
        "document": 1368,
        "excerpt": "n, up to 1 minute A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high Cylinder centered on a point within range. Until the spell ends, Dim Li"
      },
      {
        "document": 1438,
        "excerpt": "lling creature you touch gains the ability to move up, down, and across vertical surfaces and along ceilings, while leaving its hands free. The target also gains a"
      },
      {
        "document": 1446,
        "excerpt": "h damage on a successful one. Turn 4. Hailstones rain down. Each creature under the cloud takes 2d6 Bludgeoning damage. Turns 5-10. Gusts and freezing rain assail"
      },
      {
        "document": 1448,
        "excerpt": "of Rend attacks equal to half the spell's level (round down), and it uses Breath Weapon. Rend. Melee Attack Roll: Bonus equals your spell attack modifier, reach 10"
      },
      {
        "document": 1498,
        "excerpt": "an amount of movement equal to half your Speed (round down) to right yourself and thereby end the condition. If your Speed is 0, you can't right yourself. Attacks"
      },
      {
        "document": 1509,
        "excerpt": "ar end, each in a neutral position, able to move up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster. The Apparatus of t"
      },
      {
        "document": 1541,
        "excerpt": "ave a Climb Speed equal to your Speed and can move up, down, and across vertical surfaces and along ceilings, while leaving your hands free. Spider Walk. You can't"
      },
      {
        "document": 1544,
        "excerpt": "for 1 hour. The effect ends early if you pull the hood down (no action required) or cease wearing the cloak."
      },
      {
        "document": 1608,
        "excerpt": "sistance to all other damage. Shrinking the tower back down to statuette form doesn't repair damage to the tower. Only a Wish spell can repair the tower (this use o"
      },
      {
        "document": 1694,
        "excerpt": "amage on a hit. Button 2. The rod's flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic Battleaxe that grants a +3"
      },
      {
        "document": 1697,
        "excerpt": "days divided by the number of creatures present (round down). When the time runs out or you take a Magic action to end the effect, all visitors reappear in the loc"
      },
      {
        "document": 1706,
        "excerpt": "reature is your size or smaller, you can also knock it down, giving it the Prone condition. Protective Field. As a Reaction, when you or an ally you can see within"
      },
      {
        "document": 1707,
        "excerpt": "t) While you wear these light shoes, you can move up, down, and across vertical surfaces and along ceilings, while leaving your hands free. You have a Climb Speed"
      },
      {
        "document": 1785,
        "excerpt": "this action, the rug halves the damage it takes (round down), and the target takes the same amount of damage."
      },
      {
        "document": 1810,
        "excerpt": "nts are divided evenly between the new puddings (round down)."
      },
      {
        "document": 1829,
        "excerpt": "ddition, the cloaker halves the damage it takes (round down), and the target takes the same amount of damage. The cloaker can detach itself by spending 5 feet of m"
      },
      {
        "document": 1972,
        "excerpt": "ints are divided evenly between the new jellies (round down)."
      }
    ],
    "downstream": [
      {
        "document": 359,
        "excerpt": "ts and Rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles c"
      }
    ],
    "downtime": [
      {
        "document": 517,
        "excerpt": "A Long Rest is a period of extended downtime - at least 8 hours - available to any creature. During a Long Rest, you sleep for at least 6 hours and p"
      },
      {
        "document": 543,
        "excerpt": "A Short Rest is a 1-hour period of downtime, during which a creature does nothing more strenuous than reading, talking, eating, or standing watch. T"
      }
    ],
    "downward": [
      {
        "document": 1233,
        "excerpt": "ing distance and direction, such as “200 feet straight downward” or “300 feet upward to the northwest at a 45-degree angle.” You can also teleport one willing creature"
      },
      {
        "document": 1407,
        "excerpt": "ures and objects strike it just as they would during a downward fall. If an affected creature or object reaches the Cylinder's top without striking anything, it hovers"
      }
    ],
    "draconic": [
      {
        "document": 262,
        "excerpt": "h a Monk's Unarmored Defense feature and a Sorcerer's Draconic Resilience feature must choose only one of those features as a way to calculate Armor Class."
      },
      {
        "document": 809,
        "excerpt": "Draconic"
      },
      {
        "document": 857,
        "excerpt": "Draconic Spells"
      },
      {
        "document": 971,
        "excerpt": "You gain a Sorcerer subclass of your choice. The Draconic Sorcery subclass is detailed after this class's description. A subclass is a specialization that grants"
      },
      {
        "document": 977,
        "excerpt": "Draconic Sorcery"
      },
      {
        "document": 986,
        "excerpt": "Draconic Ancestry"
      },
      {
        "document": 1448,
        "excerpt": "upied space that you can see within range and uses the Draconic Spirit stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends. The cr"
      },
      {
        "document": 1761,
        "excerpt": "Common, Draconic"
      },
      {
        "document": 1762,
        "excerpt": "Common, Draconic"
      },
      {
        "document": 1763,
        "excerpt": "Common, Draconic"
      },
      {
        "document": 1764,
        "excerpt": "Common, Draconic"
      },
      {
        "document": 1765,
        "excerpt": "Common, Draconic"
      },
      {
        "document": 1766,
        "excerpt": "Common, Draconic"
      },
      {
        "document": 1767,
        "excerpt": "Common, Draconic"
      },
      {
        "document": 1768,
        "excerpt": "Common, Draconic"
      },
      {
        "document": 1769,
        "excerpt": "Common, Draconic"
      },
      {
        "document": 1770,
        "excerpt": "Common, Draconic"
      },
      {
        "document": 1773,
        "excerpt": "Common, Draconic"
      },
      {
        "document": 1774,
        "excerpt": "Common, Draconic"
      },
      {
        "document": 1775,
        "excerpt": "Common, Draconic"
      },
      {
        "document": 1776,
        "excerpt": "Common, Draconic"
      },
      {
        "document": 1777,
        "excerpt": "Common, Draconic"
      },
      {
        "document": 1778,
        "excerpt": "Common, Draconic"
      },
      {
        "document": 1779,
        "excerpt": "Common, Draconic"
      },
      {
        "document": 1780,
        "excerpt": "Common, Draconic"
      },
      {
        "document": 1781,
        "excerpt": "Common, Draconic"
      },
      {
        "document": 1782,
        "excerpt": "Common, Draconic"
      },
      {
        "document": 1806,
        "excerpt": "Draconic"
      },
      {
        "document": 1809,
        "excerpt": "Draconic"
      },
      {
        "document": 1813,
        "excerpt": "Draconic"
      },
      {
        "document": 1816,
        "excerpt": "Draconic"
      },
      {
        "document": 1817,
        "excerpt": "Draconic"
      },
      {
        "document": 1826,
        "excerpt": "Understands Draconic but can't speak"
      },
      {
        "document": 1834,
        "excerpt": "Draconic"
      },
      {
        "document": 1848,
        "excerpt": "Draconic, Primordial (Aquan)"
      },
      {
        "document": 1910,
        "excerpt": "Draconic"
      },
      {
        "document": 1913,
        "excerpt": "Draconic"
      },
      {
        "document": 1921,
        "excerpt": "Damage type chosen for the Draconic Origin trait below"
      },
      {
        "document": 1945,
        "excerpt": "Common, Draconic"
      },
      {
        "document": 1993,
        "excerpt": "Understands Common and Draconic but can't speak"
      },
      {
        "document": 2000,
        "excerpt": "Draconic"
      },
      {
        "document": 2020,
        "excerpt": "Draconic"
      },
      {
        "document": 2072,
        "excerpt": "Draconic"
      },
      {
        "document": 2081,
        "excerpt": "Common, Draconic"
      },
      {
        "document": 2082,
        "excerpt": "Common, Draconic"
      },
      {
        "document": 2083,
        "excerpt": "Common, Draconic"
      },
      {
        "document": 2084,
        "excerpt": "Common, Draconic"
      },
      {
        "document": 2085,
        "excerpt": "Common, Draconic"
      },
      {
        "document": 2086,
        "excerpt": "Common, Draconic"
      },
      {
        "document": 2087,
        "excerpt": "Common, Draconic"
      },
      {
        "document": 2088,
        "excerpt": "Common, Draconic"
      },
      {
        "document": 2089,
        "excerpt": "Common, Draconic"
      },
      {
        "document": 2090,
        "excerpt": "Common, Draconic"
      }
    ],
    "draft": [
      {
        "document": 359,
        "excerpt": "ignificant current, but they can be pulled upstream by draft animals on the shores. A Rowboat can be carried and weighs 100 pounds. Airborne and Waterborne Vehicles"
      },
      {
        "document": 419,
        "excerpt": "Ability: Wisdom Weight: 6 lb. Utilize: Draft a map of a small area (DC 15) Craft: Map"
      },
      {
        "document": 920,
        "excerpt": "Horse, Draft"
      },
      {
        "document": 1847,
        "excerpt": "Draft Horse"
      }
    ],
    "drag": [
      {
        "document": 586,
        "excerpt": "table. The table also shows the maximum weight you can drag, lift, or push. While dragging, lifting, or pushing weight in excess of the maximum weight you can carr"
      },
      {
        "document": 945,
        "excerpt": "Drag/Lift/Push"
      },
      {
        "document": 1492,
        "excerpt": "et other than the grappler. Movable. The grappler can drag or carry you when it moves, but every foot of movement costs it 1 extra foot unless you are Tiny or two"
      }
    ],
    "dragging": [
      {
        "document": 586,
        "excerpt": "the maximum weight you can drag, lift, or push. While dragging, lifting, or pushing weight in excess of the maximum weight you can carry, your Speed can be no more tha"
      }
    ],
    "dragon": [
      {
        "document": 26,
        "excerpt": "re talking to a noble, exploring a ruin, or fighting a dragon. In certain situations - particularly combat - the action is more structured, and everyone takes turns."
      },
      {
        "document": 47,
        "excerpt": "t refuses to help if the characters badger her. A vain dragon laps up flattery. When interacting with an NPC, pay attention to the GM's portrayal of the NPC's person"
      },
      {
        "document": 118,
        "excerpt": "ealing, are the most plentiful. Artifacts, such as the Dragon Orb, are priceless, unique, and difficult to acquire."
      },
      {
        "document": 267,
        "excerpt": "and fall, with the last chapter missing 89 A vial of dragon blood 90 An ancient arrow of elven design 91 A needle that never bends 92 An ornate brooch of dwarven"
      },
      {
        "document": 437,
        "excerpt": "1 SP), dragonchess (1 GP), playing cards (5 SP), three-dragon ante (1 GP)"
      },
      {
        "document": 718,
        "excerpt": "al flame. The statue can look like anything, such as a dragon or a wizard. Each creature in the Cone must succeed on a DC 15 Dexterity saving throw, taking 11 (2d10)"
      },
      {
        "document": 801,
        "excerpt": "Adult Red Dragon"
      },
      {
        "document": 802,
        "excerpt": "Dragon Orb Table 1"
      },
      {
        "document": 803,
        "excerpt": "Dragon Scale Mail Table 1"
      },
      {
        "document": 820,
        "excerpt": "An enormous scale, perhaps from a dragon"
      },
      {
        "document": 857,
        "excerpt": "Alter Self, Chromatic Orb, Command, Dragon’s Breath"
      },
      {
        "document": 862,
        "excerpt": "Dragon’s Breath"
      },
      {
        "document": 887,
        "excerpt": "Dragon’s Breath"
      },
      {
        "document": 891,
        "excerpt": "Summon Dragon"
      },
      {
        "document": 947,
        "excerpt": "Dragon"
      },
      {
        "document": 977,
        "excerpt": "of Dragons Your innate magic comes from the gift of a dragon. Perhaps an ancient dragon facing death bequeathed some of its magical power to you or your ancestor. Yo"
      },
      {
        "document": 986,
        "excerpt": "Your lineage stems from a dragon progenitor. Choose the kind of dragon from the Draconic Ancestors table. Your choice affects your Breath"
      },
      {
        "document": 1267,
        "excerpt": "tress), or an unspecific destination (such as “a green dragon’s lair”). For the duration, as long as you are on the same plane of existence as the destination, you k"
      },
      {
        "document": 1448,
        "excerpt": "Summon Dragon"
      },
      {
        "document": 1561,
        "excerpt": "Dragon Orb"
      },
      {
        "document": 1562,
        "excerpt": "Dragon Scale Mail"
      },
      {
        "document": 1563,
        "excerpt": "Dragon Slayer"
      },
      {
        "document": 1761,
        "excerpt": "Adult Black Dragon"
      },
      {
        "document": 1762,
        "excerpt": "Adult Blue Dragon"
      },
      {
        "document": 1763,
        "excerpt": "Adult Brass Dragon"
      },
      {
        "document": 1764,
        "excerpt": "Adult Bronze Dragon"
      },
      {
        "document": 1765,
        "excerpt": "Adult Copper Dragon"
      },
      {
        "document": 1766,
        "excerpt": "Adult Gold Dragon"
      },
      {
        "document": 1767,
        "excerpt": "Adult Green Dragon"
      },
      {
        "document": 1768,
        "excerpt": "Adult Red Dragon"
      },
      {
        "document": 1769,
        "excerpt": "Adult Silver Dragon"
      },
      {
        "document": 1770,
        "excerpt": "Adult White Dragon"
      },
      {
        "document": 1773,
        "excerpt": "Ancient Black Dragon"
      },
      {
        "document": 1774,
        "excerpt": "Ancient Blue Dragon"
      },
      {
        "document": 1775,
        "excerpt": "Ancient Brass Dragon"
      },
      {
        "document": 1776,
        "excerpt": "Ancient Bronze Dragon"
      },
      {
        "document": 1777,
        "excerpt": "Ancient Copper Dragon"
      },
      {
        "document": 1778,
        "excerpt": "Ancient Gold Dragon"
      },
      {
        "document": 1779,
        "excerpt": "Ancient Green Dragon"
      },
      {
        "document": 1780,
        "excerpt": "Ancient Red Dragon"
      },
      {
        "document": 1781,
        "excerpt": "Ancient Silver Dragon"
      },
      {
        "document": 1782,
        "excerpt": "Ancient White Dragon"
      },
      {
        "document": 1809,
        "excerpt": "Black Dragon Wyrmling"
      },
      {
        "document": 1813,
        "excerpt": "Blue Dragon Wyrmling"
      },
      {
        "document": 1816,
        "excerpt": "Brass Dragon Wyrmling"
      },
      {
        "document": 1817,
        "excerpt": "Bronze Dragon Wyrmling"
      },
      {
        "document": 1834,
        "excerpt": "Copper Dragon Wyrmling"
      },
      {
        "document": 1848,
        "excerpt": "Dragon Turtle"
      },
      {
        "document": 1910,
        "excerpt": "Gold Dragon Wyrmling"
      },
      {
        "document": 1913,
        "excerpt": "Green Dragon Wyrmling"
      },
      {
        "document": 1921,
        "excerpt": "Half-Dragon"
      },
      {
        "document": 1945,
        "excerpt": "Small Dragon, Neutral"
      },
      {
        "document": 1993,
        "excerpt": "Tiny Dragon, Neutral Good"
      },
      {
        "document": 2000,
        "excerpt": "Red Dragon Wyrmling"
      },
      {
        "document": 2020,
        "excerpt": "Silver Dragon Wyrmling"
      },
      {
        "document": 2072,
        "excerpt": "White Dragon Wyrmling"
      },
      {
        "document": 2079,
        "excerpt": "Large Dragon, Unaligned"
      },
      {
        "document": 2081,
        "excerpt": "Young Black Dragon"
      },
      {
        "document": 2082,
        "excerpt": "Young Blue Dragon"
      },
      {
        "document": 2083,
        "excerpt": "Young Brass Dragon"
      },
      {
        "document": 2084,
        "excerpt": "Young Bronze Dragon"
      },
      {
        "document": 2085,
        "excerpt": "Young Copper Dragon"
      },
      {
        "document": 2086,
        "excerpt": "Young Gold Dragon"
      },
      {
        "document": 2087,
        "excerpt": "Young Green Dragon"
      },
      {
        "document": 2088,
        "excerpt": "Young Red Dragon"
      },
      {
        "document": 2089,
        "excerpt": "Young Silver Dragon"
      },
      {
        "document": 2090,
        "excerpt": "Young White Dragon"
      }
    ],
    "dragon's": [
      {
        "document": 267,
        "excerpt": "petrified mouse 96 A black pirate flag adorned with a dragon's skull and crossbones 97 A tiny mechanical crab or spider that moves about when it's not being observed"
      },
      {
        "document": 977,
        "excerpt": "power. Or perhaps you handled a treasure taken from a dragon's hoard that was steeped in draconic power. Or you might have a dragon for an ancestor."
      },
      {
        "document": 1245,
        "excerpt": "Dragon's Breath"
      },
      {
        "document": 1766,
        "excerpt": "sported to a harmless demiplane until the start of the dragon's next turn, at which point it reappears in an unoccupied space of the dragon's choice within 120 feet of"
      },
      {
        "document": 1778,
        "excerpt": "sported to a harmless demiplane until the start of the dragon's next turn, at which point it reappears in an unoccupied space of the dragon's choice within 120 feet of"
      },
      {
        "document": 1921,
        "excerpt": "age of the type chosen for the Draconic Origin trait. Dragon's Breath (Recharge 5–6). Dexterity Saving Throw: DC 14, each creature in a 30-foot Cone. Failure: 28 (8d6)"
      }
    ],
    "dragonborn": [
      {
        "document": 226,
        "excerpt": "g species options are detailed in “Character Origins”: Dragonborn, Dwarf, Elf, Gnome, Goliath, Halfling, Human, Orc, and Tiefling. Once you’ve chosen a species, write it"
      },
      {
        "document": 283,
        "excerpt": "a human or a member of a fantastical species, such as dragonborn or gnome. The peoples of the multiverse hail from different worlds and include many kinds of sapient li"
      },
      {
        "document": 986,
        "excerpt": "Dragonborn"
      },
      {
        "document": 1402,
        "excerpt": "-- | | 1 | Roll again. | 6 | Goliath | | 2 | Dragonborn | 7 | Halfling | | 3 | Dwarf | 8 | Human | | 4 | Elf | 9 | Orc | |"
      }
    ],
    "dragonchess": [
      {
        "document": 437,
        "excerpt": "C 10), or win the game (DC 20) Variants: Dice (1 SP), dragonchess (1 GP), playing cards (5 SP), three-dragon ante (1 GP)"
      }
    ],
    "dragons": [
      {
        "document": 181,
        "excerpt": "ted creatures such as homunculi and shield guardians. Dragons are scaly beings of ancient origin, such as red dragons and wyverns. Elementals are beings from the Ele"
      },
      {
        "document": 190,
        "excerpt": "Gold Dragons"
      },
      {
        "document": 191,
        "excerpt": "Green Dragons"
      },
      {
        "document": 203,
        "excerpt": "Red Dragons"
      },
      {
        "document": 205,
        "excerpt": "Silver Dragons"
      },
      {
        "document": 210,
        "excerpt": "Black Dragons"
      },
      {
        "document": 212,
        "excerpt": "White Dragons"
      },
      {
        "document": 214,
        "excerpt": "Blue Dragons"
      },
      {
        "document": 215,
        "excerpt": "Brass Dragons"
      },
      {
        "document": 217,
        "excerpt": "Bronze Dragons"
      },
      {
        "document": 220,
        "excerpt": "Copper Dragons"
      },
      {
        "document": 729,
        "excerpt": "h that, you could build this encounter: - 2 Adult Red Dragons (18,000 XP each) and 2 Fire Giants (5,000 XP each), for 46,000 XP total"
      },
      {
        "document": 788,
        "excerpt": "Dragons"
      },
      {
        "document": 940,
        "excerpt": "errain, flora, weather, and certain creatures (Beasts, Dragons, Oozes, and Plants)"
      },
      {
        "document": 977,
        "excerpt": "Breathe the Magic of Dragons Your innate magic comes from the gift of a dragon. Perhaps an ancient dragon facing death bequeathed so"
      },
      {
        "document": 1161,
        "excerpt": "smaller. Then specify a kind of creature, such as red dragons, goblins, or vampires. A creature of the chosen kind makes a Wisdom saving throw when it comes within 12"
      },
      {
        "document": 1561,
        "excerpt": "many charges you must expend to cast the spell. Call Dragons. While you control the orb, you can take a Magic action to cause the orb to issue a telepathic call that"
      },
      {
        "document": 1562,
        "excerpt": "is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them. Other times, hunters carefully preserve the hide of a dead"
      }
    ],
    "dragons'": [
      {
        "document": 977,
        "excerpt": "You might have absorbed magic from a site infused with dragons' power. Or perhaps you handled a treasure taken from a dragon's hoard that was steeped in draconic power."
      }
    ],
    "drain": [
      {
        "document": 7,
        "excerpt": "es if its Hit Point maximum reaches 0. Certain effects drain life energy, reducing a creature's Hit Point maximum. Massive Damage. When damage reduces a character t"
      },
      {
        "document": 1694,
        "excerpt": "ate depth beneath the ground or your height above it. Drain Life. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 1"
      },
      {
        "document": 1760,
        "excerpt": "Lash. The aboleth makes one Tentacle attack. Psychic Drain. If the aboleth has at least one creature Charmed or Grappled, it uses Consume Memories and regains 5 (1"
      },
      {
        "document": 2023,
        "excerpt": "Life Drain. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d6) Necrotic damage. If the target is a creature, its Hit P"
      },
      {
        "document": 2073,
        "excerpt": "bination. It can replace one attack with a use of Life Drain. Necrotic Sword. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage plus 4 (1d8) Necro"
      },
      {
        "document": 2078,
        "excerpt": "Life Drain. Melee Attack Roll: +6, reach 5 ft. Hit: 21 (4d8 + 3) Necrotic damage. If the target is a creature, its"
      }
    ],
    "draining": [
      {
        "document": 948,
        "excerpt": "Life-draining energy"
      },
      {
        "document": 975,
        "excerpt": "60 feet of yourself. Vitality-giving flowers and life-draining thorns appear for a moment in a 10-foot-radius Sphere centered on that point. Each creature of your choi"
      },
      {
        "document": 2016,
        "excerpt": "Draining Swipe. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Necrotic damage, and the target's Strength sc"
      },
      {
        "document": 2036,
        "excerpt": "ubus makes one Fiendish Touch attack and uses Charm or Draining Kiss. Fiendish Touch. Melee Attack Roll: +7, reach 5 ft. Hit: 16 (2d10 + 5) Psychic damage. Charm. The"
      }
    ],
    "draw": [
      {
        "document": 310,
        "excerpt": "Using Ink, an Ink Pen is used to write or draw."
      },
      {
        "document": 350,
        "excerpt": "throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for th"
      },
      {
        "document": 570,
        "excerpt": "an object while doing something else, such as when you draw a sword as part of the Attack action. When an object requires an action for its use, you take the Utiliz"
      },
      {
        "document": 966,
        "excerpt": "mited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level. You c"
      },
      {
        "document": 968,
        "excerpt": "you can touch a creature (which could be yourself) and draw power from the pool of healing to restore a number of Hit Points to that creature, up to the maximum amo"
      },
      {
        "document": 1455,
        "excerpt": "onsumes) Duration: 1 round As you cast the spell, you draw a 5-foot-radius circle on the ground inscribed with sigils that link your location to a permanent telepo"
      },
      {
        "document": 1557,
        "excerpt": "ds are drawn at random. You can take a Magic action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of yourself. An ill"
      },
      {
        "document": 1569,
        "excerpt": "ects, such as bows, Quarterstaffs, or Spears. You can draw any item the quiver contains as if doing so from a regular quiver or scabbard."
      },
      {
        "document": 1583,
        "excerpt": "ius and Dim Light for an additional 10 feet. When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of yourself. Once used, this proper"
      },
      {
        "document": 1627,
        "excerpt": "mly determining cards drawn from the deck. Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly. Any cards drawn"
      }
    ],
    "drawbacks": [
      {
        "document": 544,
        "excerpt": "use armor of a certain category without the following drawbacks. If you wear Light, Medium, or Heavy armor and lack training with it, you have Disadvantage on any D20 T"
      },
      {
        "document": 1687,
        "excerpt": "kvision and Truesight, both with a range of 120 feet. Drawbacks. A Light spell cast on the robe or a Daylight spell cast within 5 feet of the robe gives you the Blinded"
      }
    ],
    "drawbridge": [
      {
        "document": 75,
        "excerpt": "action to open a stuck door or turn a crank to lower a drawbridge. Doing Nothing on Your Turn. You can forgo moving, taking an action, or doing anything at all on your t"
      }
    ],
    "drawer": [
      {
        "document": 801,
        "excerpt": "The card drawer"
      },
      {
        "document": 1557,
        "excerpt": "ons *Stat blocks for these creatures (except the card drawer) appear in \"Monsters.\""
      }
    ],
    "drawing": [
      {
        "document": 453,
        "excerpt": "'s range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight,"
      },
      {
        "document": 555,
        "excerpt": "to use it for that attack. Equipping a weapon includes drawing it from a sheath or picking it up. Unequipping a weapon includes sheathing, stowing, or dropping it. Mo"
      },
      {
        "document": 971,
        "excerpt": "Drawing from your innate magic, you can cast spells. See “Spells” for the rules on spellcasting. The information"
      },
      {
        "document": 1627,
        "excerpt": "ears. Sage. At any time you choose within one year of drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question."
      }
    ],
    "drawn": [
      {
        "document": 267,
        "excerpt": "s and etiquette 77 A sheet of parchment upon which is drawn a mechanical contraption 78 An ornate scabbard that fits no blade you have found 79 An invitation to a"
      },
      {
        "document": 357,
        "excerpt": "g mount. Mounts and Other Animals Tack, Harness, and Drawn Vehicles"
      },
      {
        "document": 921,
        "excerpt": "Tack, Harness, and Drawn Vehicles"
      },
      {
        "document": 1557,
        "excerpt": "The magic of the deck functions only if its cards are drawn at random. You can take a Magic action to draw a card at random from the deck and throw it to the groun"
      },
      {
        "document": 1561,
        "excerpt": "Tiamat are unaffected by this call. Chromatic dragons drawn to the orb might be Hostile toward you for compelling them against their will. Once you have used this p"
      },
      {
        "document": 1602,
        "excerpt": "akes an extra 2d10 Radiant damage. While you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in th"
      },
      {
        "document": 1627,
        "excerpt": "Mysterious Deck table when randomly determining cards drawn from the deck. Before you draw a card, you must declare how many cards you intend to draw and then draw"
      }
    ],
    "draws": [
      {
        "document": 979,
        "excerpt": "Make a Deal with the Lower Planes Your pact draws on the Lower Planes, the realms of perdition. You might forge a bargain with a demon lord, an archdevil,"
      },
      {
        "document": 1627,
        "excerpt": "card; this draw doesn't count as one of your declared draws. Gem. Twenty-five pieces of jewelry worth 2,000 GP each or fifty gems worth 1,000 GP each appear at you"
      }
    ],
    "dread": [
      {
        "document": 1966,
        "excerpt": "all expended uses at the start of each of its turns. Dread Command. The mummy casts Command (level 2 version), using the same spellcasting ability as Spellcasting."
      }
    ],
    "dreadful": [
      {
        "document": 1966,
        "excerpt": "ng Fist or Channel Negative Energy attack, and it uses Dreadful Glare. Rotting Fist. Melee Attack Roll: +9, reach 5 ft. Hit: 15 (2d10 + 4) Bludgeoning damage plus 10 ("
      },
      {
        "document": 1967,
        "excerpt": "ack. The mummy makes two Rotting Fist attacks and uses Dreadful Glare. Rotting Fist. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Bludgeoning damage plus 10 (3"
      }
    ],
    "dream": [
      {
        "document": 878,
        "excerpt": "Dream"
      },
      {
        "document": 891,
        "excerpt": "Dream"
      },
      {
        "document": 903,
        "excerpt": "Dream"
      },
      {
        "document": 1246,
        "excerpt": "Dream"
      },
      {
        "document": 1367,
        "excerpt": "eature enjoyed swimming in acid, is dismissed as a bad dream. The GM might deem a modified memory too nonsensical to affect a creature. A Remove Curse or Greater Re"
      },
      {
        "document": 1835,
        "excerpt": "aintain the spell) 1/Day Each: Create Food and Water, Dream, Greater Restoration, Scrying, Sleep"
      },
      {
        "document": 1939,
        "excerpt": "5): At Will: Disguise Self, Etherealness 1/Day Each: Dream, Hypnotic Pattern"
      },
      {
        "document": 1969,
        "excerpt": "Soul Bag). While on the Ethereal Plane, the hag casts Dream, using the same spellcasting ability as Spellcasting. Only the hag can serve as the spell's messenger, a"
      }
    ],
    "dream's": [
      {
        "document": 1246,
        "excerpt": "the spell's duration. The messenger can also shape the dream's environment, creating landscapes, objects, and other images. The messenger can emerge from the trance at"
      }
    ],
    "dreams": [
      {
        "document": 142,
        "excerpt": "makes one or more of the following demands: Chase My Dreams. The item demands that its bearer pursue the item's goals to the exclusion of all other goals. Get Rid"
      },
      {
        "document": 266,
        "excerpt": "nse that stinks 65 A nightcap that gives you pleasant dreams when you wear it 66 A single caltrop made from bone 67 A gold monocle frame without the lens 68 A l-i"
      },
      {
        "document": 267,
        "excerpt": "86 An empty silver snuffbox bearing the inscription “dreams” on its lid 87 An iron holy symbol devoted to an unknown god 88 A book about a legendary hero's rise a"
      },
      {
        "document": 820,
        "excerpt": "cting a nightmarish creature that gives you unsettling dreams when you sleep near it"
      },
      {
        "document": 1246,
        "excerpt": "arget is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the spell's duration. The messeng"
      }
    ],
    "dressed": [
      {
        "document": 158,
        "excerpt": "example, a monster that wears clothes is assumed to be dressed appropriately, and those clothes aren't in this entry. Equipment mentioned outside the Gear entry is co"
      },
      {
        "document": 1155,
        "excerpt": "t who matches a general description, such as “a person dressed in the uniform of the town guard” or “a red-haired dwarf wearing a pointed hat.” You also communicate a"
      }
    ],
    "dretch": [
      {
        "document": 1849,
        "excerpt": "Dretch"
      }
    ],
    "drew": [
      {
        "document": 1455,
        "excerpt": "s you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears"
      }
    ],
    "drider": [
      {
        "document": 1850,
        "excerpt": "Drider"
      }
    ],
    "dried": [
      {
        "document": 336,
        "excerpt": "Rations consist of travel-ready food, including jerky, dried fruit, hardtack, and nuts. See “Malnutrition” in “Rules Glossary” for the risks of not eating."
      },
      {
        "document": 1224,
        "excerpt": "V, S, M (a dried carrot)"
      }
    ],
    "dries": [
      {
        "document": 323,
        "excerpt": "in oil. If the target takes Fire damage before the oil dries (after 1 minute), the target takes an extra 5 Fire damage from burning oil. Dousing a Space. You can ta"
      }
    ],
    "drifting": [
      {
        "document": 1649,
        "excerpt": "e top of its container and has cloudy white impurities drifting in it."
      }
    ],
    "drills": [
      {
        "document": 962,
        "excerpt": "enever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices. When you reach certain Barbarian levels, you gain the ability t"
      },
      {
        "document": 966,
        "excerpt": "enever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices. When you reach certain Fighter levels, you gain the ability to"
      }
    ],
    "drink": [
      {
        "document": 144,
        "excerpt": "and it is used up. Mixing Potions. A character might drink one potion while still under the effects of another or pour several potions into a single container. The"
      },
      {
        "document": 331,
        "excerpt": "his potion is a magic item. As a Bonus Action, you can drink it or administer it to another creature within 5 feet of yourself. The creature that drinks the magical"
      },
      {
        "document": 353,
        "excerpt": "A Waterskin holds up to 4 pints. If you don't drink sufficient water, you risk dehydration (see “Rules Glossary”)."
      },
      {
        "document": 374,
        "excerpt": "Food, Drink, and Lodging"
      },
      {
        "document": 416,
        "excerpt": ": Intelligence Weight: 9 lb. Utilize: Detect poisoned drink (DC 15), or identify alcohol (DC 10) Craft: Antitoxin"
      },
      {
        "document": 448,
        "excerpt": "As a Bonus Action, you can drink a vial of Antitoxin to gain Advantage on saving throws to avoid or end the Poisoned condition for 1 hour"
      },
      {
        "document": 830,
        "excerpt": "Purify Food and Drink"
      },
      {
        "document": 843,
        "excerpt": "Purify Food and Drink"
      },
      {
        "document": 911,
        "excerpt": "Purify Food and Drink"
      },
      {
        "document": 923,
        "excerpt": "Food, Drink, and Lodging"
      },
      {
        "document": 967,
        "excerpt": "ightened, or Poisoned. In addition, forgoing food and drink doesn't give you levels of Exhaustion."
      },
      {
        "document": 1324,
        "excerpt": "mprisoned, the target doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the imprisoned target, and the target ca"
      },
      {
        "document": 1396,
        "excerpt": "Purify Food and Drink"
      },
      {
        "document": 1572,
        "excerpt": "Potion, Rare When you drink this potion, you are cured of all magical contagions. In addition, the following conditions end on you:"
      },
      {
        "document": 1609,
        "excerpt": "our head. Sustenance (Rare). You don't need to eat or drink while this clear spindle orbits your head."
      },
      {
        "document": 1611,
        "excerpt": "flask doesn't age and doesn't need to breathe, eat, or drink. You can take a Magic action to remove the flask's stopper and release the creature in the flask. The c"
      },
      {
        "document": 1625,
        "excerpt": "mirror's cells don't age, and they don't need to eat, drink, or sleep. A creature trapped within a cell can escape using magic that permits planar travel. Otherwise"
      },
      {
        "document": 1645,
        "excerpt": "Potion, Uncommon When you drink this potion, you can cast the level 3 version of the Animal Friendship spell (save DC 13). Agitating th"
      },
      {
        "document": 1646,
        "excerpt": "Potion, Rare When you drink this potion, you gain the effect of the Clairvoyance spell (no Concentration required). An eyeball bobs"
      },
      {
        "document": 1647,
        "excerpt": "Potion, Common When you drink this potion, you gain a Climb Speed equal to your Speed for 1 hour. During this time, you have Advantage"
      },
      {
        "document": 1648,
        "excerpt": "Potion, Rare When you drink this potion, you gain the “reduce” effect of the Enlarge/Reduce spell for 1d4 hours (no Concentration re"
      },
      {
        "document": 1649,
        "excerpt": "Potion, Very Rare When you drink this potion, you gain a Fly Speed equal to your Speed for 1 hour and can hover. If you're in the air whe"
      },
      {
        "document": 1650,
        "excerpt": "Potion, Rare When you drink this potion, you gain the effect of the Gaseous Form spell for 1 hour (no Concentration required) or unt"
      },
      {
        "document": 1651,
        "excerpt": "Potion, Rarity Varies When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the tab"
      },
      {
        "document": 1652,
        "excerpt": "Potion, Uncommon When you drink this potion, you gain the “enlarge” effect of the Enlarge/Reduce spell for 10 minutes (no Concentration"
      },
      {
        "document": 1653,
        "excerpt": "Potion, Rare When you drink this potion, you gain 10 Temporary Hit Points that last for 1 hour. For the same duration, you are under"
      },
      {
        "document": 1654,
        "excerpt": "ks empty but feels as though it holds liquid. When you drink the potion, you have the Invisible condition for 1 hour. The effect ends early if you make an attack rol"
      },
      {
        "document": 1655,
        "excerpt": "Potion, Rare For 1 minute after you drink this potion, you have Resistance to all damage. This potion's syrupy liquid looks like liquefied iron."
      },
      {
        "document": 1656,
        "excerpt": "Potion, Very Rare When you drink this potion, your physical age is reduced by 1d6 + 6 years, to a minimum of 13 years. Each time you subs"
      },
      {
        "document": 1657,
        "excerpt": "Potion, Rare When you drink this potion, you gain the effect of the Detect Thoughts spell (save DC 13) for 10 minutes (no Concentrat"
      },
      {
        "document": 1658,
        "excerpt": "usion magic. Identify reveals its true nature. If you drink this potion, you take 4d6 Poison damage and must succeed on a DC 13 Constitution saving throw or have th"
      },
      {
        "document": 1659,
        "excerpt": "Potion, Uncommon When you drink this potion, you have Resistance to one type of damage for 1 hour. The GM chooses the type or determines"
      },
      {
        "document": 1660,
        "excerpt": "Potion, Very Rare When you drink this potion, you gain the effect of the Haste spell for 1 minute (no Concentration required) without suf"
      },
      {
        "document": 1661,
        "excerpt": "Potion, Very Rare When you drink this potion, it removes any Exhaustion levels you have and ends the Poisoned condition on you. For the n"
      },
      {
        "document": 1663,
        "excerpt": "Potion, Rarity Varies You regain Hit Points when you drink this potion. The number of Hit Points depends on the potion's rarity, as shown in the table below. What"
      }
    ],
    "drinkable": [
      {
        "document": 681,
        "excerpt": "ture exposed to the extreme heat and without access to drinkable water must succeed on a Constitution saving throw at the end of each hour or gain 1 Exhaustion level. Th"
      }
    ],
    "drinker": [
      {
        "document": 789,
        "excerpt": "n. For example, a Potion of Healing might increase the drinker’s Hit Point maximum by 2d4 + 2, or a Potion of Invisibility might give the drinker the Invisible conditi"
      }
    ],
    "drinking": [
      {
        "document": 144,
        "excerpt": "a vial. Using a Potion. Potions are consumable items. Drinking a potion or administering it to another creature requires a Bonus Action. Applying an oil might take lon"
      },
      {
        "document": 1640,
        "excerpt": "e next time you see a creature within 10 minutes after drinking this philter, you are charmed by that creature and have the Charmed condition for 1 hour. This rose-hue"
      },
      {
        "document": 1662,
        "excerpt": "ncommon You can breathe underwater for 24 hours after drinking this potion. This potion's cloudy green fluid smells of the sea and has a jellyfish-like bubble floatin"
      }
    ],
    "drinks": [
      {
        "document": 331,
        "excerpt": "creature within 5 feet of yourself. The creature that drinks the magical red fluid in this vial regains 2d4 + 2 Hit Points."
      },
      {
        "document": 615,
        "excerpt": "hown in the Water Needs per Day table. A creature that drinks less than half the required water for a day gains 1 Exhaustion level at the day's end. Exhaustion caused"
      },
      {
        "document": 677,
        "excerpt": "Magical Contagion Any Beast or Humanoid that drinks water tainted by Sight Rot must succeed on a DC 15 Constitution saving throw or have the Blinded conditi"
      },
      {
        "document": 1468,
        "excerpt": "ing clothes, lighting fires, serving food, and pouring drinks. Once you give the command, the servant performs the task to the best of its ability until it completes"
      }
    ],
    "dritch": [
      {
        "document": 1949,
        "excerpt": "Multiattack. The lich makes three attacks, using El-dritch Burst or Paralyzing Touch in any combination. Eldritch Burst. Melee or Ranged Attack Roll: +12, reach 5"
      }
    ],
    "drive": [
      {
        "document": 1361,
        "excerpt": "mponents: S Duration: Concentration, up to 1 hour You drive a spike of psionic energy into the mind of one creature you can see within range. The target makes a Wis"
      }
    ],
    "driven": [
      {
        "document": 308,
        "excerpt": "chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or ta"
      },
      {
        "document": 2055,
        "excerpt": "is destroyed if a weapon that deals Piercing damage is driven into the vampire's heart while the vampire has the Incapacitated condition. Sunlight. The vampire takes"
      },
      {
        "document": 2056,
        "excerpt": "o the Heart. If a weapon that deals Piercing damage is driven into the vampire's heart while the vampire has the Incapacitated condition in its resting place, the vam"
      }
    ],
    "drives": [
      {
        "document": 974,
        "excerpt": "The thrill of battle drives you toward victory. During combat, you can give yourself Heroic Inspiration whenever you start your turn"
      }
    ],
    "driving": [
      {
        "document": 1215,
        "excerpt": "ow | | 5 | Torrential rain, driving hail, or blizzard | | Temperature | | Wind | | | :---------- | :-------- | :--"
      }
    ],
    "drop": [
      {
        "document": 93,
        "excerpt": "Combatants watch for enemies to drop their guard. If you move heedlessly past your foes, you put yourself in danger by provoking an Opportuni"
      },
      {
        "document": 962,
        "excerpt": "can keep you fighting despite grievous wounds. If you drop to 0 Hit Points while your Rage is active and don't die outright, you can make a DC 10 Constitution savi"
      },
      {
        "document": 993,
        "excerpt": "duced to 0 Hit Points but not killed outright, you can drop to 1 Hit Point instead. Once you use this trait, you can't do so again until you finish a Long Rest."
      },
      {
        "document": 1157,
        "excerpt": "V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)"
      },
      {
        "document": 1171,
        "excerpt": "V, S, M (a drop of blood)"
      },
      {
        "document": 1197,
        "excerpt": "te, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn movin"
      },
      {
        "document": 1226,
        "excerpt": "protection from death. The first time the target would drop to 0 Hit Points before the spell ends, the target instead drops to 1 Hit Point, and the spell ends. If"
      },
      {
        "document": 1262,
        "excerpt": "V, S, M (a drop of alcohol)"
      },
      {
        "document": 1263,
        "excerpt": "30-foot Cone must succeed on a Wisdom saving throw or drop whatever it is holding and have the Frightened condition for the duration. A Frightened creature takes"
      },
      {
        "document": 1278,
        "excerpt": "V, S, M (a drop of mercury)"
      },
      {
        "document": 1309,
        "excerpt": "reature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has Disadvantage on attack rolls and ability che"
      },
      {
        "document": 1320,
        "excerpt": "S, M (a drop of water or a piece of ice)"
      },
      {
        "document": 1354,
        "excerpt": "” Or you could say, “Now is not the time for violence. Drop your weapons, and dance! Stop in an hour.” Each target must succeed on a Wisdom saving throw or have th"
      },
      {
        "document": 1432,
        "excerpt": "V, S, M (a drop of molasses)"
      },
      {
        "document": 1438,
        "excerpt": "V, S, M (a drop of bitumen and a spider)"
      },
      {
        "document": 1447,
        "excerpt": "V, M (a drop of honey)"
      },
      {
        "document": 1463,
        "excerpt": "V, S, M (a drop of mercury, a dollop of gum arabic, and a wisp of smoke)"
      },
      {
        "document": 1471,
        "excerpt": "V, S, M (a drop of bile)"
      },
      {
        "document": 1477,
        "excerpt": "take the same amount of damage. The spell ends if you drop to 0 Hit Points or if you and the target become separated by more than 60 feet. It also ends if the spel"
      },
      {
        "document": 1501,
        "excerpt": "u have the Incapacitated and Prone conditions, and you drop whatever you're holding. When this condition ends, you remain Prone. Speed 0. Your Speed is 0 and can't"
      },
      {
        "document": 1581,
        "excerpt": "a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon."
      },
      {
        "document": 1598,
        "excerpt": "ou take a Bonus Action to extinguish them or until you drop or stow the weapon. Ruby Resistance. As long as the helm has at least one ruby, you have Resistance to"
      }
    ],
    "dropped": [
      {
        "document": 1286,
        "excerpt": "s, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. Finally, the target can't attack or cast spells. Using a Higher-Le"
      },
      {
        "document": 1409,
        "excerpt": "ched by climbing the rope, which can be pulled into or dropped out of it. The space can hold up to eight Medium or smaller creatures. Attacks, spells, and other effec"
      },
      {
        "document": 1609,
        "excerpt": "orbiting your head, the stone falls as though you had dropped it. The type of stone determines its rarity and effects. Absorption (Very Rare). While this pale laven"
      }
    ],
    "dropping": [
      {
        "document": 6,
        "excerpt": "Dropping to 0 Hit Points"
      },
      {
        "document": 80,
        "excerpt": "Dropping Prone"
      },
      {
        "document": 137,
        "excerpt": "rmine them randomly as follows: roll 4d6 for each one, dropping the lowest roll and totaling the rest."
      },
      {
        "document": 555,
        "excerpt": ". Unequipping a weapon includes sheathing, stowing, or dropping it. Moving between Attacks. If you move on your turn and have a feature, such as Extra Attack, that giv"
      }
    ],
    "drops": [
      {
        "document": 6,
        "excerpt": "When a creature drops to 0 Hit Points, it either dies outright or falls unconscious, as explained below."
      },
      {
        "document": 7,
        "excerpt": "stantly. Monster Death. A monster dies the instant it drops to 0 Hit Points, although a Game Master can ignore this rule for an individual monster and treat it like"
      },
      {
        "document": 722,
        "excerpt": "es on its turn is reduced by 15 feet. If that distance drops to 0, it stops moving and is no longer a threat."
      },
      {
        "document": 756,
        "excerpt": "mally would, and it disappears after 1 hour or when it drops to 0 Hit Points. Roll 1d4 to determine the creature: on a 1, a Camel; on a 2, a Constrictor Snake; on a"
      },
      {
        "document": 783,
        "excerpt": "normally would, and disappears after 1 hour or when it drops to 0 Hit Points. Roll 1d4 to determine which creature appears. On a 1, a Rhinoceros appears; on a 2, an"
      },
      {
        "document": 972,
        "excerpt": "oints but not killed outright, the creature magically drops to 1 Hit Point instead. Once this magic is triggered, no creature can benefit from it until you finish"
      },
      {
        "document": 1158,
        "excerpt": "action and moves only to avoid harm. When the creature drops to 0 Hit Points, it reverts to its object form, and any remaining damage carries over to that form. Usi"
      },
      {
        "document": 1163,
        "excerpt": "and Hit Points equal to your Hit Point maximum. If it drops to 0 Hit Points, the spell ends. The hand doesn't occupy its space. When you cast the spell and as a Bo"
      },
      {
        "document": 1167,
        "excerpt": "body and vice versa. If a target's body or astral form drops to 0 Hit Points, the spell ends for that target. The spell ends for all the targets if you take a Magic"
      },
      {
        "document": 1197,
        "excerpt": "rn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by"
      },
      {
        "document": 1226,
        "excerpt": "0 Hit Points before the spell ends, the target instead drops to 1 Hit Point, and the spell ends. If the spell is still in effect when the target is subjected to an"
      },
      {
        "document": 1248,
        "excerpt": "ach of your turns until the spell ends. If a structure drops to 0 Hit Points, it collapses. A creature within a distance from a collapsing structure equal to half t"
      },
      {
        "document": 1252,
        "excerpt": "wearing and carrying changes size with it. Any item it drops returns to normal size at once. A thrown weapon or piece of ammunition returns to normal size immediatel"
      },
      {
        "document": 1265,
        "excerpt": "mal. Disappearance of the Familiar. When the familiar drops to 0 Hit Points, it disappears. It reappears after you cast this spell again. As a Magic action, you can"
      },
      {
        "document": 1266,
        "excerpt": "Disappearance of the Steed. The steed disappears if it drops to 0 Hit Points or if you die. When it disappears, it leaves behind anything it was wearing or carrying."
      },
      {
        "document": 1286,
        "excerpt": "d for the duration. The spell ends on the target if it drops to 0 Hit Points or if it takes a Magic action to end the spell on itself. While in this form, the targe"
      },
      {
        "document": 1290,
        "excerpt": "ils in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends. The creature is an ally to you and your allies. In combat, the"
      },
      {
        "document": 1313,
        "excerpt": "ty checks made with the chosen ability. If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action on a later turn to curse a new creat"
      },
      {
        "document": 1318,
        "excerpt": "or Survival) check you make to find it. If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action to move the mark to a new creature y"
      },
      {
        "document": 1409,
        "excerpt": "can see through the portal. Anything inside the space drops out when the spell ends."
      },
      {
        "document": 1420,
        "excerpt": "n shape-shifting, you determine whether your equipment drops to the ground or changes in size and shape to fit the new form while you're in it."
      },
      {
        "document": 1429,
        "excerpt": "of you for the repair. The simulacrum lasts until it drops to 0 Hit Points, at which point it reverts to snow and melts away. If you cast this spell again, any sim"
      },
      {
        "document": 1448,
        "excerpt": "nic Spirit stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends. The creature is an ally to you and your allies. In combat, the"
      },
      {
        "document": 1468,
        "excerpt": "Point, and a Strength of 2, and it can't attack. If it drops to 0 Hit Points, the spell ends. Once on each of your turns as a Bonus Action, you can mentally command"
      },
      {
        "document": 1579,
        "excerpt": "s after flying its maximum distance for a day or if it drops to 0 Hit Points. You can dismiss the bird as a Magic action. Fan (Uncommon). If you are on a boat or sh"
      },
      {
        "document": 1580,
        "excerpt": "m. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine"
      },
      {
        "document": 1604,
        "excerpt": "at block and returns to Ysgard after 1 hour or when it drops to 0 Hit Points. The spirits look like living, breathing warriors, and they have Immunity to the Charmed"
      },
      {
        "document": 1627,
        "excerpt": "rying a spectral scythe. The avatar disappears when it drops to 0 Hit Points or you die. If an ally of yours deals damage to the avatar, that ally summons another Av"
      },
      {
        "document": 1666,
        "excerpt": "ain Concentration, to a maximum of 1 hour, or until it drops to 0 Hit Points. While summoned, the djinni is Friendly to you and your allies, and it obeys your comma"
      },
      {
        "document": 1698,
        "excerpt": "es as long as it has at least 1 Hit Point. If the rope drops to 0 Hit Points, it is destroyed."
      },
      {
        "document": 1699,
        "excerpt": "es as long as it has at least 1 Hit Point. If the rope drops to 0 Hit Points, it is destroyed."
      },
      {
        "document": 1871,
        "excerpt": "tution modifiers. The possession lasts until the body drops to 0 Hit Points or the ghost leaves as a Bonus Action. When the possession ends, the ghost appears in an"
      },
      {
        "document": 1974,
        "excerpt": "from a Critical Hit. On a successful save, the zombie drops to 1 Hit Point instead."
      },
      {
        "document": 2005,
        "excerpt": "ts Fly Speed without provoking Opportunity Attacks and drops that creature."
      },
      {
        "document": 2014,
        "excerpt": "Failure: If the target has 20 Hit Points or fewer, it drops to 0 Hit Points. Otherwise, the target takes 13 (3d8) Psychic damage. Illusory Appearance. The hag cast"
      },
      {
        "document": 2056,
        "excerpt": "oose to succeed instead. Misty Escape. If the vampire drops to 0 Hit Points outside its resting place, the vampire uses Shape-Shift to become mist (no action requir"
      },
      {
        "document": 2067,
        "excerpt": "4. Failure: The target is cursed. If the cursed target drops to 0 Hit Points, it instead becomes a Werebear under the GM's control and has 10 Hit Points. Success: T"
      },
      {
        "document": 2068,
        "excerpt": "2. Failure: The target is cursed. If the cursed target drops to 0 Hit Points, it instead becomes a Wereboar under the GM's control and has 10 Hit Points. Success: Th"
      },
      {
        "document": 2069,
        "excerpt": "1. Failure: The target is cursed. If the cursed target drops to 0 Hit Points, it instead becomes a Wererat under the GM's control and has 10 Hit Points. Success: The"
      },
      {
        "document": 2070,
        "excerpt": "3. Failure: The target is cursed. If the cursed target drops to 0 Hit Points, it instead becomes a Weretiger under the GM's control and has 10 Hit Points. Success: T"
      },
      {
        "document": 2071,
        "excerpt": "2. Failure: The target is cursed. If the cursed target drops to 0 Hit Points, it instead becomes a Werewolf under the GM's control and has 10 Hit Points. Success: Th"
      },
      {
        "document": 2091,
        "excerpt": "from a Critical Hit. On a successful save, the zombie drops to 1 Hit Point instead."
      }
    ],
    "drow": [
      {
        "document": 988,
        "excerpt": "-------------- | :----------- | :----------------- | | Drow | The range of your Darkvision increases to 120 feet.You also know the Dancing Lights cantrip."
      }
    ],
    "druid": [
      {
        "document": 255,
        "excerpt": "xample, a Barbarian who decides to multiclass into the Druid class must have Strength and Wisdom scores of 13 or higher, since Strength is the primary ability for B"
      },
      {
        "document": 264,
        "excerpt": "the following: - All your levels in the Bard, Cleric, Druid, Sorcerer, and Wizard classes - Half your levels (round up) in the Paladin and Ranger classes Then look"
      },
      {
        "document": 274,
        "excerpt": "Druid Spell List"
      },
      {
        "document": 478,
        "excerpt": "ied with ribbon, or painted to channel primal magic. A Druid or Ranger can use such an object as a Spellcasting Focus. Druidic Focuses"
      },
      {
        "document": 801,
        "excerpt": "Druid"
      },
      {
        "document": 811,
        "excerpt": "Druid"
      },
      {
        "document": 813,
        "excerpt": "Bard, Cleric, Druid, Monk, Rogue, or Warlock"
      },
      {
        "document": 815,
        "excerpt": "Bard, Cleric, Druid, Monk, Rogue, or Warlock"
      },
      {
        "document": 818,
        "excerpt": "Druid"
      },
      {
        "document": 822,
        "excerpt": "Druid Level"
      },
      {
        "document": 823,
        "excerpt": "Druid Level"
      },
      {
        "document": 824,
        "excerpt": "Druid Features"
      },
      {
        "document": 826,
        "excerpt": "Druid Level"
      },
      {
        "document": 827,
        "excerpt": "Druid Level"
      },
      {
        "document": 828,
        "excerpt": "Druid Level"
      },
      {
        "document": 829,
        "excerpt": "Cantrips (Level 0 Druid Spells)"
      },
      {
        "document": 830,
        "excerpt": "Level 1 Druid Spells"
      },
      {
        "document": 831,
        "excerpt": "Level 2 Druid Spells"
      },
      {
        "document": 832,
        "excerpt": "Level 3 Druid Spells"
      },
      {
        "document": 833,
        "excerpt": "Level 4 Druid Spells"
      },
      {
        "document": 834,
        "excerpt": "Level 5 Druid Spells"
      },
      {
        "document": 835,
        "excerpt": "Level 6 Druid Spells"
      },
      {
        "document": 836,
        "excerpt": "Level 7 Druid Spells"
      },
      {
        "document": 837,
        "excerpt": "Level 8 Druid Spells"
      },
      {
        "document": 838,
        "excerpt": "Level 9 Druid Spells"
      },
      {
        "document": 937,
        "excerpt": "Druid"
      },
      {
        "document": 963,
        "excerpt": "any of your new prepared spells from the Bard, Cleric, Druid, and Wizard spell lists, and the chosen spells count as Bard spells for you (see a class's section for i"
      },
      {
        "document": 965,
        "excerpt": "Druid"
      },
      {
        "document": 969,
        "excerpt": "oose the option below. Druidic Warrior. You learn two Druid cantrips of your choice (see the Druid class's section for a list of Druid spells). Guidance and Starry"
      },
      {
        "document": 975,
        "excerpt": "Druid"
      },
      {
        "document": 976,
        "excerpt": "of your choice. These spells can come from the Cleric, Druid, or Wizard spell list or any combination thereof (see a class's section for its spell list). A spell you"
      },
      {
        "document": 1012,
        "excerpt": "You learn two cantrips of your choice from the Cleric, Druid, or Wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this feat's sp"
      },
      {
        "document": 1151,
        "excerpt": "Druid"
      },
      {
        "document": 1154,
        "excerpt": "Druid"
      },
      {
        "document": 1155,
        "excerpt": "Druid"
      },
      {
        "document": 1156,
        "excerpt": "Druid"
      },
      {
        "document": 1159,
        "excerpt": "Druid"
      },
      {
        "document": 1161,
        "excerpt": "Druid"
      },
      {
        "document": 1168,
        "excerpt": "Druid"
      },
      {
        "document": 1170,
        "excerpt": "Druid"
      },
      {
        "document": 1173,
        "excerpt": "Druid"
      },
      {
        "document": 1175,
        "excerpt": "Druid"
      },
      {
        "document": 1180,
        "excerpt": "Druid"
      },
      {
        "document": 1185,
        "excerpt": "Druid"
      },
      {
        "document": 1188,
        "excerpt": "Druid"
      },
      {
        "document": 1189,
        "excerpt": "Druid"
      },
      {
        "document": 1198,
        "excerpt": "Druid"
      },
      {
        "document": 1202,
        "excerpt": "Druid"
      },
      {
        "document": 1203,
        "excerpt": "Druid"
      },
      {
        "document": 1204,
        "excerpt": "Druid"
      },
      {
        "document": 1206,
        "excerpt": "Druid"
      },
      {
        "document": 1207,
        "excerpt": "Druid"
      },
      {
        "document": 1208,
        "excerpt": "Druid"
      },
      {
        "document": 1209,
        "excerpt": "Druid"
      },
      {
        "document": 1211,
        "excerpt": "Druid"
      },
      {
        "document": 1213,
        "excerpt": "Druid"
      },
      {
        "document": 1214,
        "excerpt": "Druid"
      },
      {
        "document": 1215,
        "excerpt": "Druid"
      },
      {
        "document": 1218,
        "excerpt": "Druid"
      },
      {
        "document": 1221,
        "excerpt": "Druid"
      },
      {
        "document": 1224,
        "excerpt": "Druid"
      },
      {
        "document": 1225,
        "excerpt": "Druid"
      },
      {
        "document": 1230,
        "excerpt": "Druid"
      },
      {
        "document": 1231,
        "excerpt": "Druid"
      },
      {
        "document": 1236,
        "excerpt": "wild. Dispel Magic Level 3 Abjuration (Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 120 feet Components: V, S Dur"
      },
      {
        "document": 1238,
        "excerpt": "Druid"
      },
      {
        "document": 1242,
        "excerpt": "Druid"
      },
      {
        "document": 1247,
        "excerpt": "Druid"
      },
      {
        "document": 1248,
        "excerpt": "Druid"
      },
      {
        "document": 1250,
        "excerpt": "Druid"
      },
      {
        "document": 1251,
        "excerpt": "Druid"
      },
      {
        "document": 1252,
        "excerpt": "Druid"
      },
      {
        "document": 1254,
        "excerpt": "Druid"
      },
      {
        "document": 1260,
        "excerpt": "Druid"
      },
      {
        "document": 1267,
        "excerpt": "Druid"
      },
      {
        "document": 1268,
        "excerpt": "Druid"
      },
      {
        "document": 1271,
        "excerpt": "Druid"
      },
      {
        "document": 1272,
        "excerpt": "Druid"
      },
      {
        "document": 1274,
        "excerpt": "Druid"
      },
      {
        "document": 1276,
        "excerpt": "Druid"
      },
      {
        "document": 1277,
        "excerpt": "Druid"
      },
      {
        "document": 1280,
        "excerpt": "Druid"
      },
      {
        "document": 1283,
        "excerpt": "Druid"
      },
      {
        "document": 1284,
        "excerpt": "Druid"
      },
      {
        "document": 1288,
        "excerpt": "Druid"
      },
      {
        "document": 1290,
        "excerpt": "Druid"
      },
      {
        "document": 1294,
        "excerpt": "Druid"
      },
      {
        "document": 1297,
        "excerpt": "Druid"
      },
      {
        "document": 1300,
        "excerpt": "Druid"
      },
      {
        "document": 1302,
        "excerpt": "Druid"
      },
      {
        "document": 1304,
        "excerpt": "Druid"
      },
      {
        "document": 1307,
        "excerpt": "Druid"
      },
      {
        "document": 1308,
        "excerpt": "Druid"
      },
      {
        "document": 1309,
        "excerpt": "Druid"
      },
      {
        "document": 1311,
        "excerpt": "Druid"
      },
      {
        "document": 1316,
        "excerpt": "Druid"
      },
      {
        "document": 1320,
        "excerpt": "Druid"
      },
      {
        "document": 1321,
        "excerpt": "Druid"
      },
      {
        "document": 1325,
        "excerpt": "Druid"
      },
      {
        "document": 1327,
        "excerpt": "Druid"
      },
      {
        "document": 1331,
        "excerpt": "Druid"
      },
      {
        "document": 1334,
        "excerpt": "Druid"
      },
      {
        "document": 1338,
        "excerpt": "Druid"
      },
      {
        "document": 1339,
        "excerpt": "Druid"
      },
      {
        "document": 1340,
        "excerpt": "Druid"
      },
      {
        "document": 1341,
        "excerpt": "Druid"
      },
      {
        "document": 1351,
        "excerpt": "Druid"
      },
      {
        "document": 1356,
        "excerpt": "Druid"
      },
      {
        "document": 1357,
        "excerpt": "Druid"
      },
      {
        "document": 1358,
        "excerpt": "Druid"
      },
      {
        "document": 1363,
        "excerpt": "Druid"
      },
      {
        "document": 1368,
        "excerpt": "Druid"
      },
      {
        "document": 1369,
        "excerpt": "Druid"
      },
      {
        "document": 1371,
        "excerpt": "Druid"
      },
      {
        "document": 1377,
        "excerpt": "Druid"
      },
      {
        "document": 1378,
        "excerpt": "Druid"
      },
      {
        "document": 1379,
        "excerpt": "Druid"
      },
      {
        "document": 1380,
        "excerpt": "Druid"
      },
      {
        "document": 1381,
        "excerpt": "Druid"
      },
      {
        "document": 1390,
        "excerpt": "Druid"
      },
      {
        "document": 1393,
        "excerpt": "Druid"
      },
      {
        "document": 1394,
        "excerpt": "Druid"
      },
      {
        "document": 1395,
        "excerpt": "Druid"
      },
      {
        "document": 1396,
        "excerpt": "Druid"
      },
      {
        "document": 1401,
        "excerpt": "Druid"
      },
      {
        "document": 1402,
        "excerpt": "Druid"
      },
      {
        "document": 1405,
        "excerpt": "Druid"
      },
      {
        "document": 1407,
        "excerpt": "Druid"
      },
      {
        "document": 1408,
        "excerpt": "Druid"
      },
      {
        "document": 1413,
        "excerpt": "Druid"
      },
      {
        "document": 1420,
        "excerpt": "Druid"
      },
      {
        "document": 1424,
        "excerpt": "Druid"
      },
      {
        "document": 1431,
        "excerpt": "Druid"
      },
      {
        "document": 1434,
        "excerpt": "Druid"
      },
      {
        "document": 1435,
        "excerpt": "Druid"
      },
      {
        "document": 1437,
        "excerpt": "Druid"
      },
      {
        "document": 1439,
        "excerpt": "Druid"
      },
      {
        "document": 1442,
        "excerpt": "Druid"
      },
      {
        "document": 1444,
        "excerpt": "Druid"
      },
      {
        "document": 1445,
        "excerpt": "Druid"
      },
      {
        "document": 1446,
        "excerpt": "Druid"
      },
      {
        "document": 1449,
        "excerpt": "Druid"
      },
      {
        "document": 1450,
        "excerpt": "Druid"
      },
      {
        "document": 1451,
        "excerpt": "Druid"
      },
      {
        "document": 1457,
        "excerpt": "Druid"
      },
      {
        "document": 1461,
        "excerpt": "Druid"
      },
      {
        "document": 1462,
        "excerpt": "Druid"
      },
      {
        "document": 1464,
        "excerpt": "Druid"
      },
      {
        "document": 1467,
        "excerpt": "Druid"
      },
      {
        "document": 1472,
        "excerpt": "Druid"
      },
      {
        "document": 1475,
        "excerpt": "Druid"
      },
      {
        "document": 1476,
        "excerpt": "Druid"
      },
      {
        "document": 1478,
        "excerpt": "Druid"
      },
      {
        "document": 1479,
        "excerpt": "Druid"
      },
      {
        "document": 1482,
        "excerpt": "Druid"
      },
      {
        "document": 1483,
        "excerpt": "Druid"
      },
      {
        "document": 1535,
        "excerpt": "have Advantage on D20 Tests. In addition, a Cleric or Druid in the light can cast level 1 spells they have prepared without expending spell slots. Alternatively, w"
      },
      {
        "document": 1630,
        "excerpt": "Requires Attunement by a Cleric, Druid, or Paladin"
      },
      {
        "document": 1712,
        "excerpt": "Requires Attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard"
      },
      {
        "document": 1713,
        "excerpt": "Requires Attunement by a Druid, Sorcerer, Warlock, or Wizard"
      },
      {
        "document": 1714,
        "excerpt": "Requires Attunement by a Druid, Sorcerer, Warlock, or Wizard"
      },
      {
        "document": 1715,
        "excerpt": "Requires Attunement by a Bard, Cleric, or Druid"
      },
      {
        "document": 1718,
        "excerpt": "Requires Attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard"
      },
      {
        "document": 1721,
        "excerpt": "Requires Attunement by a Druid"
      },
      {
        "document": 1851,
        "excerpt": "Druid"
      }
    ],
    "druid's": [
      {
        "document": 965,
        "excerpt": "the traits in the Core Druid Traits table. - Gain the Druid's level 1 features, which are listed in the Druid Features table. As a Multiclass Character - Gain the f"
      }
    ],
    "druidcraft": [
      {
        "document": 829,
        "excerpt": "Druidcraft"
      },
      {
        "document": 965,
        "excerpt": "two cantrips of your choice from the Druid spell list. Druidcraft and Produce Flame are recommended. Whenever you gain a Druid level, you can replace one of your cantrip"
      },
      {
        "document": 988,
        "excerpt": "f | Your Speed increases to 35 feet. You also know the Druidcraft cantrip. | Longstride"
      },
      {
        "document": 1247,
        "excerpt": "Druidcraft"
      },
      {
        "document": 1851,
        "excerpt": "the spellcasting ability (spell save DC 13): At Will: Druidcraft, Speak with Animals 2/Day Each: Entangle, Thunderwave 1/Day Each: Animal Messenger, Long-strider, Moon"
      },
      {
        "document": 1852,
        "excerpt": "hours; ends early if the dryad casts the spell again), Druidcraft 1/Day Each: Entangle, Pass without Trace"
      },
      {
        "document": 2053,
        "excerpt": "ty (spell save DC 14): At Will: Detect Evil and Good, Druidcraft 1/Day Each: Calm Emotions, Dispel Evil and Good, Entangle, Pass without Trace, Word of Recall"
      }
    ],
    "druidic": [
      {
        "document": 427,
        "excerpt": "nizable image of something you've seen (DC 10) Craft: Druidic Focus, Holy Symbol"
      },
      {
        "document": 433,
        "excerpt": "stol, Musket, and Sling), Arcane Focus, Arrows, Bolts, Druidic Focus, Ink Pen, Needles"
      },
      {
        "document": 478,
        "excerpt": "Druidic Focus (Varies)"
      },
      {
        "document": 808,
        "excerpt": "Druidic"
      },
      {
        "document": 824,
        "excerpt": "Spellcasting, Druidic, Primal Order"
      },
      {
        "document": 931,
        "excerpt": "Druidic Focus"
      },
      {
        "document": 934,
        "excerpt": "Druidic Focuses"
      },
      {
        "document": 965,
        "excerpt": "Choose A or B: (A) Leather Armor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorer’s Pack, Herbalism Kit, and 9 GP; or (B) 50 GP"
      },
      {
        "document": 969,
        "excerpt": "mor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Druidic Focus (sprig of mistletoe), Explorer’s Pack, and 7 GP; or (B) 150 GP"
      },
      {
        "document": 975,
        "excerpt": "trees or standing stones to whisper primal secrets in Druidic. The circle's wisest members preside as the chief priests of their communities."
      },
      {
        "document": 1054,
        "excerpt": "Druidic Focus"
      },
      {
        "document": 1851,
        "excerpt": "Common, Druidic, Sylvan"
      },
      {
        "document": 2048,
        "excerpt": "Common, Druidic, Elvish, Sylvan"
      }
    ],
    "druids": [
      {
        "document": 255,
        "excerpt": "y for Barbarians and Wisdom is the primary ability for Druids."
      },
      {
        "document": 729,
        "excerpt": "that, you could build either of these encounters: - 2 Druids (450 XP each) and 9 Stirges (25 XP each), for 1,125 XP total - 1 Wight (700 XP), 1 Warhorse Skeleton (10"
      },
      {
        "document": 965,
        "excerpt": "You know Druidic, the secret language of Druids. While learning this ancient tongue, you also unlocked the magic of communicating with animals; you alwa"
      },
      {
        "document": 975,
        "excerpt": "sages who safeguard ancient knowledge and rites. These Druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle'"
      }
    ],
    "drum": [
      {
        "document": 439,
        "excerpt": "ise a song (DC 15) Variants: Bagpipes (30 GP, 6 lb.), drum (6 GP, 3 lb.), dulcimer (25 GP, 10 lb.), flute (2 GP, 1 lb.), horn (3 GP, 2 lb.), lute (35 GP, 2 lb.), l"
      }
    ],
    "drums": [
      {
        "document": 1362,
        "excerpt": "ice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make di"
      }
    ],
    "dry": [
      {
        "document": 349,
        "excerpt": "ntainer holding flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a Candle, Lamp, Lantern, or Torch -"
      },
      {
        "document": 452,
        "excerpt": "ds up to 40 gallons of liquid or up to 4 cubic feet of dry goods."
      },
      {
        "document": 1459,
        "excerpt": "The atmosphere inside the Emanation is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to have Dim Light"
      },
      {
        "document": 1515,
        "excerpt": "Wondrous Item, Rare This heavy cloth bag contains 3d4 dry beans when found. The bag weighs half a pound regardless of how many beans it contains and becomes a non"
      }
    ],
    "dryad": [
      {
        "document": 1852,
        "excerpt": "Dryad"
      }
    ],
    "dryads": [
      {
        "document": 181,
        "excerpt": "s tied to the Feywild or the forces of nature, such as dryads and goblins. Fiends are creatures tied to terrifying Lower Planes, such as balors and hell hounds. Gia"
      }
    ],
    "dryness": [
      {
        "document": 1565,
        "excerpt": "Dust of Dryness"
      }
    ],
    "ducts": [
      {
        "document": 693,
        "excerpt": "inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body. Injury. Injury poison can be applied as a Bonus Action to a weapon, a pie"
      }
    ],
    "due": [
      {
        "document": 651,
        "excerpt": "ther the monster feels willing, unwilling, or hesitant due to your interaction; this determination establishes whether an ability check is necessary, as explained"
      },
      {
        "document": 667,
        "excerpt": "iated with curses, whether as part of their origins or due to their ability to spread curses - werewolves being a prime example. You decide how a spell like Remov"
      },
      {
        "document": 688,
        "excerpt": "Due to the nature of their vocation, adventurers tend to be less susceptible to fear and mental stress than"
      },
      {
        "document": 1632,
        "excerpt": "r Three-Quarters Cover, and you suffer no Disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 Piercing damage. While your swor"
      }
    ],
    "duergar": [
      {
        "document": 1521,
        "excerpt": "(Persuasion) checks made to interact with dwarves and duergar. Toughness. Your Constitution increases by 2, to a maximum of 20. In addition, while attuned to the be"
      }
    ],
    "dulcimer": [
      {
        "document": 439,
        "excerpt": "Variants: Bagpipes (30 GP, 6 lb.), drum (6 GP, 3 lb.), dulcimer (25 GP, 10 lb.), flute (2 GP, 1 lb.), horn (3 GP, 2 lb.), lute (35 GP, 2 lb.), lyre (30 GP, 2 lb.), pan"
      }
    ],
    "dull": [
      {
        "document": 1609,
        "excerpt": "has canceled 20 levels of spells, it burns out, turns dull gray, and loses its magic. Agility (Very Rare). Your Dexterity increases by 2, to a maximum of 20, whil"
      },
      {
        "document": 1661,
        "excerpt": "d. This potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat."
      }
    ],
    "dump": [
      {
        "document": 1515,
        "excerpt": "cal item when it no longer contains any beans. If you dump one or more beans out of the bag, they explode in a 10-foot-radius Sphere centered on them. All the dump"
      }
    ],
    "dumped": [
      {
        "document": 1515,
        "excerpt": "e in a 10-foot-radius Sphere centered on them. All the dumped beans are destroyed in the explosion, and each creature in the Sphere, including you, makes a DC 15 Dext"
      }
    ],
    "dungeon": [
      {
        "document": 26,
        "excerpt": "the characters stick together as they travel through a dungeon or another environment. Sometimes different adventurers do different things: one adventurer might search"
      },
      {
        "document": 43,
        "excerpt": "do both at the same time. And when you're exploring a dungeon, you can't simultaneously use the Search action to look for traps and use the Help action to aid another"
      },
      {
        "document": 54,
        "excerpt": "most moonlit nights), within the confines of an unlit dungeon, or in an area of magical Darkness."
      },
      {
        "document": 265,
        "excerpt": "ght also use this table. It can help stock a room in a dungeon or fill a creature's pockets. Trinkets"
      },
      {
        "document": 722,
        "excerpt": "ilar barrier. It can't go around corners, but creative dungeon builders incorporate curving turns into nearby passages that allow the stone to keep moving. Detect and"
      },
      {
        "document": 1376,
        "excerpt": "n our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services. Payment can take a var"
      }
    ],
    "dungeoneer": [
      {
        "document": 931,
        "excerpt": "Dungeoneer’s Pack"
      },
      {
        "document": 966,
        "excerpt": ", or C: (A) Chain Mail, Greatsword, Flail, 8 Javelins, Dungeoneer’s Pack, and 4 GP; (B) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Dungeonee"
      },
      {
        "document": 971,
        "excerpt": "A or B: (A) Spear, 2 Daggers, Arcane Focus (crystal), Dungeoneer’s Pack, and 28 GP; or (B) 50 GP"
      },
      {
        "document": 1055,
        "excerpt": "Dungeoneer’s Pack"
      }
    ],
    "dungeoneer's": [
      {
        "document": 479,
        "excerpt": "Dungeoneer's Pack (12 GP)"
      }
    ],
    "duplicate": [
      {
        "document": 436,
        "excerpt": "fewer words of someone else's handwriting (DC 15), or duplicate a wax seal (DC 20)"
      },
      {
        "document": 1194,
        "excerpt": "eature or at least 1 cubic inch of its flesh. An inert duplicate of that creature forms inside the vessel used in the spell's casting and finishes growing after 120 days"
      },
      {
        "document": 1364,
        "excerpt": ", one of the duplicates is hit instead of you, and the duplicate is destroyed. The duplicates otherwise ignore all other damage and effects. The spell ends when all thre"
      },
      {
        "document": 1484,
        "excerpt": "ter reality itself. The basic use of this spell is to duplicate any other spell of level 8 or lower. If you use it this way, you don't need to meet any requirements to"
      }
    ],
    "duplicates": [
      {
        "document": 1364,
        "excerpt": "lf Components: V, S Duration: 1 minute Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your acti"
      }
    ],
    "duplicating": [
      {
        "document": 1484,
        "excerpt": "tress of casting Wish to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a Lon"
      },
      {
        "document": 1635,
        "excerpt": "as a Magic action, where it covers a 10-foot square, duplicating the effect of the Grease spell in that area for 8 hours. This sticky, black unguent is thick and heavy,"
      }
    ],
    "durability": [
      {
        "document": 102,
        "excerpt": "Hit Points represent durability and the will to live. Creatures with more Hit Points are more difficult to kill. Your Hit Point maximum"
      }
    ],
    "durable": [
      {
        "document": 128,
        "excerpt": "A magic item is at least as durable as a nonmagical item of its kind. Most magic items, other than Potions and Scrolls, have Resistance to a"
      }
    ],
    "duration": [
      {
        "document": 15,
        "excerpt": "Duration"
      },
      {
        "document": 123,
        "excerpt": "se. The spell uses its normal casting time, range, and duration, and the user of the item must concentrate if the spell requires Concentration. Many items, such as Poti"
      },
      {
        "document": 323,
        "excerpt": "sk of Oil burns for 6 hours in a Lamp or Lantern. That duration doesn't need to be consecutive; you can extinguish the burning Oil (as a Utilize action) and rekindle it"
      },
      {
        "document": 500,
        "excerpt": "Duration"
      },
      {
        "document": 501,
        "excerpt": "The effects of a spell are detailed after its duration entry. Those details present exactly what the spell does, which ignores mundane physical laws; any outco"
      },
      {
        "document": 505,
        "excerpt": "of the spells overlap, the effect continues until the duration of the second Bless ends."
      },
      {
        "document": 506,
        "excerpt": "n-instantaneous spell by its observable effects if its duration is ongoing. To identify it, you must take the Study action and succeed on a DC 15 Intelligence (Arcana)"
      },
      {
        "document": 548,
        "excerpt": "increases or decreases by an equal amount for the same duration. For example, if your Speed is reduced to 0 and you have a Climb Speed, your Climb Speed is also reduced"
      },
      {
        "document": 592,
        "excerpt": "ntration, the effect ends. If the effect has a maximum duration, the effect's description specifies how long the creator can concentrate on it: up to 1 minute, 1 hour,"
      },
      {
        "document": 651,
        "excerpt": "urged. On a failed check, you must wait 24 hours (or a duration set by the GM) before urging it in the same way again. Influence Checks"
      },
      {
        "document": 714,
        "excerpt": "turning a doorknob, or using the wrong key in a lock. Duration. Some traps have durations expressed in rounds, minutes, or hours. Others specify that their effects las"
      },
      {
        "document": 716,
        "excerpt": "(Levels 1–4) Trigger: A creature crosses a trip wire Duration: Instantaneous This trap uses a trip wire to collapse an unstable section of ceiling. The trip wire is"
      },
      {
        "document": 717,
        "excerpt": "(Levels 1–4) Trigger: A creature crosses a trip wire Duration: Instantaneous A falling net trap uses a trip wire to release a weighted, 10-foot-square Net suspended"
      },
      {
        "document": 718,
        "excerpt": "1-4) Trigger: A creature moves onto a pressure plate Duration: Instantaneous, and the trap resets at the start of the next turn When a creature moves onto this trap'"
      },
      {
        "document": 719,
        "excerpt": "els 1–4) Trigger: A creature moves onto the pit's lid Duration: Instantaneous This 10-foot-deep pit has a hinged lid constructed from material identical to the surrou"
      },
      {
        "document": 720,
        "excerpt": "1–4) Trigger: A creature moves onto a pressure plate Duration: Instantaneous, and the trap resets at the start of the next turn if it has activated fewer than three t"
      },
      {
        "document": 721,
        "excerpt": "he trap's lock improperly or fails to disarm the trap Duration: Instantaneous A poisoned needle is hidden in a lock. When a creature opens the lock with any object ot"
      },
      {
        "document": 722,
        "excerpt": "7–20) Trigger: A creature moves onto a pressure plate Duration: Until the stone stops rolling When a creature moves onto a hidden pressure plate, a 5-foot-radius orb"
      },
      {
        "document": 723,
        "excerpt": "els 1–4) Trigger: A creature moves onto the pit's lid Duration: Instantaneous A 10-foot-deep pit has a hinged lid constructed from material identical to the surroundi"
      },
      {
        "document": 789,
        "excerpt": "ons halved. If a potion has no numerical effect and no duration, it instead loses its effect."
      },
      {
        "document": 962,
        "excerpt": "'t maintain Concentration, and you can't cast spells. Duration. The Rage lasts until the end of your next turn, and it ends early if you don Heavy armor or have the In"
      },
      {
        "document": 964,
        "excerpt": "ed and Incapacitated conditions for 1 minute. For that duration, it tries to move as far from you as it can on its turns. This effect ends early on the creature if it t"
      },
      {
        "document": 971,
        "excerpt": "ost: 1 Sorcery Point When you cast a spell that has a duration of 1 minute or longer, you can spend 1 Sorcery Point to double its duration to a maximum duration of 24"
      },
      {
        "document": 972,
        "excerpt": "quent turns to maintain this connection, extending the duration until the end of your next turn. The connection ends if you don't maintain it in this way. While percei"
      },
      {
        "document": 977,
        "excerpt": "r until you dismiss them (no action required). For the duration, you have a Fly Speed of 60 feet. Once you use this feature, you can't use it again until you finish a"
      },
      {
        "document": 990,
        "excerpt": "tes or until you end it (no action required). For that duration, you have Advantage on Strength checks, and your Speed increases by 10 feet. Once you use this trait, yo"
      },
      {
        "document": 1149,
        "excerpt": "e: 90 feet Components: V, S, M (powdered rhubarb leaf) Duration: Instantaneous A shimmering green arrow streaks toward a target within range and bursts in a spray of a"
      },
      {
        "document": 1150,
        "excerpt": "Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous You create an acidic bubble at a point within range, where it explodes in a 5-foot-radiu"
      },
      {
        "document": 1151,
        "excerpt": ": 30 feet Components: V, S, M (a strip of white cloth) Duration: 8 hours Choose up to three creatures within range. Each target's Hit Point maximum and current Hit Poi"
      },
      {
        "document": 1152,
        "excerpt": ": 30 feet Components: V, S, M (a bell and silver wire) Duration: 8 hours You set an alarm against intrusion. Choose a door, a window, or an area within range that is n"
      },
      {
        "document": 1153,
        "excerpt": "rd) Casting Time: Action Range: Self Components: V, S Duration: Concentration, up to 1 hour You alter your physical form. Choose one of the following options. Its eff"
      },
      {
        "document": 1154,
        "excerpt": "Range: 30 feet Components: V, S, M (a morsel of food) Duration: 24 hours Target a Beast that you can see within range. The target must succeed on a Wisdom saving thro"
      },
      {
        "document": 1155,
        "excerpt": "Range: 30 feet Components: V, S, M (a morsel of food) Duration: 24 hours A Tiny Beast of your choice that you can see within range must succeed on a Charisma saving t"
      },
      {
        "document": 1156,
        "excerpt": "Casting Time: Action Range: 30 feet Components: V, S Duration: 24 hours Choose any number of willing creatures that you can see within range. Each target shape-shift"
      },
      {
        "document": 1157,
        "excerpt": "of blood, a piece of flesh, and a pinch of bone dust) Duration: Instantaneous Choose a pile of bones or a corpse of a Medium or Small Humanoid within range. The targe"
      },
      {
        "document": 1158,
        "excerpt": "Casting Time: Action Range: 120 feet Components: V, S Duration: Concentration, up to 1 minute Objects animate at your command. Choose a number of nonmagical objects w"
      },
      {
        "document": 1159,
        "excerpt": "id) Casting Time: Action Range: Self Components: V, S Duration: Concentration, up to 1 hour An aura extends from you in a 10-foot Emanation for the duration. The aura"
      },
      {
        "document": 1160,
        "excerpt": "Action Range: Self Components: V, S, M (iron filings) Duration: Concentration, up to 1 hour An aura of antimagic surrounds you in 10-foot Emanation. No one can cast s"
      },
      {
        "document": 1161,
        "excerpt": "feet Components: V, S, M (a mix of vinegar and honey) Duration: 10 days As you cast the spell, choose whether it creates antipathy or sympathy, and target one creatur"
      },
      {
        "document": 1162,
        "excerpt": "Range: 30 feet Components: V, S, M (a bit of bat fur) Duration: Concentration, up to 1 hour You create an Invisible, invulnerable eye within range that hovers for the"
      },
      {
        "document": 1163,
        "excerpt": "120 feet Components: V, S, M (an eggshell and a glove) Duration: Concentration, up to 1 minute You create a Large hand of shimmering magical energy in an unoccupied sp"
      },
      {
        "document": 1164,
        "excerpt": ", M (gold dust worth 25+ GP, which the spell consumes) Duration: Until dispelled You touch a closed door, window, gate, container, or hatch and magically lock it for t"
      },
      {
        "document": 1165,
        "excerpt": "Components: V, S, M (a miniature sword worth 250+ GP) Duration: Concentration, up to 1 minute You create a spectral sword that hovers within range. It lasts for the d"
      },
      {
        "document": 1166,
        "excerpt": "ge: Touch Components: V, S, M (a small square of silk) Duration: 24 hours With a touch, you place an illusion on a willing creature or an object that isn't being worn"
      },
      {
        "document": 1167,
        "excerpt": "er bar worth 100+ GP, all of which the spell consumes) Duration: Until dispelled You and up to eight willing creatures within range project your astral bodies into the"
      },
      {
        "document": 1168,
        "excerpt": "bones, cards, or other divinatory tokens worth 25+ GP) Duration: Instantaneous You receive an omen from an otherworldly entity about the results of a course of action"
      },
      {
        "document": 1169,
        "excerpt": "ladin) Casting Time: Action Range: Self Components: V Duration: Concentration, up to 10 minutes An aura radiates from you in a 30-foot Emanation for the duration. Whi"
      },
      {
        "document": 1170,
        "excerpt": "M (an agate worth 1,000+ GP, which the spell consumes) Duration: Instantaneous You spend the casting time tracing magical pathways within a precious gemstone, and then"
      },
      {
        "document": 1171,
        "excerpt": "n Range: 30 feet Components: V, S, M (a drop of blood) Duration: Concentration, up to 1 minute Up to three creatures of your choice that you can see within range must"
      },
      {
        "document": 1172,
        "excerpt": "Action Range: 30 feet Components: V, S, M (a pentacle) Duration: Concentration, up to 1 minute One creature that you can see within range must succeed on a Charisma sa"
      },
      {
        "document": 1173,
        "excerpt": "n Range: Touch Components: V, S, M (a handful of bark) Duration: 1 hour You touch a willing creature. Until the spell ends, the target's skin assumes a bark-like appea"
      },
      {
        "document": 1174,
        "excerpt": "Casting Time: Action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute Choose any number of creatures within range. For the duration, each targ"
      },
      {
        "document": 1175,
        "excerpt": "150 feet Components: V, S, M (a key ring with no keys) Duration: Instantaneous You blast the mind of a creature that you can see within range. The target makes an Inte"
      },
      {
        "document": 1176,
        "excerpt": "d) Casting Time: Action Range: Touch Components: V, S Duration: Concentration, up to 1 minute You touch a creature, which must succeed on a Wisdom saving throw or bec"
      },
      {
        "document": 1177,
        "excerpt": "Action Range: 90 feet Components: V, S, M (a tentacle) Duration: Concentration, up to 1 minute Squirming, ebony tentacles fill a 20-foot square on ground that you can"
      },
      {
        "document": 1178,
        "excerpt": "Casting Time: Action Range: 90 feet Components: V, S Duration: Concentration, up to 10 minutes You create a wall of whirling blades made of magical energy. The wall"
      },
      {
        "document": 1179,
        "excerpt": "0 feet Components: V, S, M (a Holy Symbol worth 5+ GP) Duration: Concentration, up to 1 minute You bless up to three creatures within range. Whenever a target makes an"
      },
      {
        "document": 1180,
        "excerpt": "Casting Time: Action Range: 30 feet Components: V, S Duration: Instantaneous A creature that you can see within range makes a Constitution saving throw, taking 8d8 N"
      },
      {
        "document": 1181,
        "excerpt": "d) Casting Time: Action Range: 120 feet Components: V Duration: 1 minute One creature that you can see within range must succeed on a Constitution saving throw, or it"
      },
      {
        "document": 1182,
        "excerpt": "rd) Casting Time: Action Range: Self Components: V, S Duration: 1 minute Roll 1d6 at the end of each of your turns for the duration. On a roll of 4–6, you vanish from"
      },
      {
        "document": 1183,
        "excerpt": "izard) Casting Time: Action Range: Self Components: V Duration: Concentration, up to 1 minute Your body becomes blurred. For the duration, any creature has Disadvanta"
      },
      {
        "document": 1184,
        "excerpt": "rd) Casting Time: Action Range: Self Components: V, S Duration: Instantaneous A thin sheet of flames shoots forth from you. Each creature in a 15-foot Cone makes a De"
      },
      {
        "document": 1185,
        "excerpt": "Casting Time: Action Range: 120 feet Components: V, S Duration: Concentration, up to 10 minutes A storm cloud appears at a point within range that you can see above y"
      },
      {
        "document": 1186,
        "excerpt": "Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute Each Humanoid in a 20-foot-radius Sphere centered on a point you choose"
      },
      {
        "document": 1187,
        "excerpt": "ange: 150 feet Components: V, S, M (three silver pins) Duration: Instantaneous You launch a lightning bolt toward a target you can see within range. Three bolts then l"
      },
      {
        "document": 1188,
        "excerpt": "Casting Time: Action Range: 30 feet Components: V, S Duration: 1 hour One creature you can see within range makes a Wisdom saving throw. It does so with Advantage if"
      },
      {
        "document": 1189,
        "excerpt": "Casting Time: Action Range: 30 feet Components: V, S Duration: 1 hour One Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if"
      },
      {
        "document": 1190,
        "excerpt": "d) Casting Time: Action Range: Touch Components: V, S Duration: Instantaneous Channeling the chill of the grave, make a melee spell attack against a target within rea"
      },
      {
        "document": 1191,
        "excerpt": ": 90 feet Components: V, S, M (a diamond worth 50+ GP) Duration: Instantaneous You hurl an orb of energy at a target within range. Choose Acid, Cold, Fire, Lightning,"
      },
      {
        "document": 1192,
        "excerpt": "M (the powder of a crushed black pearl worth 500+ GP) Duration: Instantaneous Negative energy ripples out in a 60-foot-radius Sphere from a point you choose within ra"
      },
      {
        "document": 1193,
        "excerpt": "a jeweled horn for hearing or a glass eye for seeing) Duration: Concentration, up to 10 minutes You create an Invisible sensor within range in a location familiar to"
      },
      {
        "document": 1194,
        "excerpt": "hat is large enough to hold the creature being cloned) Duration: Instantaneous You touch a creature or at least 1 cubic inch of its flesh. An inert duplicate of that c"
      },
      {
        "document": 1195,
        "excerpt": "Casting Time: Action Range: 120 feet Components: V, S Duration: Concentration, up to 10 minutes You create a 20-foot-radius Sphere of yellow-green fog centered on a p"
      },
      {
        "document": 1196,
        "excerpt": "e: Self Components: V, S, M (a pinch of colorful sand) Duration: Instantaneous You launch a dazzling array of flashing, colorful light. Each creature in a 15-foot Cone"
      },
      {
        "document": 1197,
        "excerpt": "in) Casting Time: Action Range: 60 feet Components: V Duration: Instantaneous You speak a one-word command to a creature you can see within range. The target must suc"
      },
      {
        "document": 1198,
        "excerpt": "Time: 1 minute or Ritual Range: Self Components: V, S Duration: Instantaneous You commune with nature spirits and gain knowledge of the surrounding area. In the outdo"
      },
      {
        "document": 1199,
        "excerpt": "te or Ritual Range: Self Components: V, S, M (incense) Duration: 1 minute You contact a deity or a divine proxy and ask up to three questions that can be answered with"
      },
      {
        "document": 1200,
        "excerpt": "e: Self Components: V, S, M (a pinch of soot and salt) Duration: 1 hour For the duration, you understand the literal meaning of any language that you hear or see signe"
      },
      {
        "document": 1201,
        "excerpt": "Casting Time: Action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute Each creature of your choice that you can see within range must succeed"
      },
      {
        "document": 1202,
        "excerpt": "lf Components: V, S, M (a small crystal or glass cone) Duration: Instantaneous You unleash a blast of cold air. Each creature in a 60-foot Cone originating from you ma"
      },
      {
        "document": 1203,
        "excerpt": "Range: 90 feet Components: V, S, M (three nut shells) Duration: Concentration, up to 1 minute Each creature in a 10-foot-radius Sphere centered on a point you choose"
      },
      {
        "document": 1204,
        "excerpt": "Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 10 minutes You conjure nature spirits that appear as a Large pack of spectral, in"
      },
      {
        "document": 1205,
        "excerpt": "Casting Time: Action Range: 90 feet Components: V, S Duration: Concentration, up to 10 minutes You conjure a spirit from the Upper Planes, which manifests as a pilla"
      },
      {
        "document": 1206,
        "excerpt": "Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 10 minutes You conjure a Large, intangible spirit from the Elemental Planes that"
      },
      {
        "document": 1207,
        "excerpt": "Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 10 minutes You conjure a Medium spirit from the Feywild in an unoccupied space yo"
      },
      {
        "document": 1208,
        "excerpt": "rd) Casting Time: Action Range: Self Components: V, S Duration: Concentration, up to 10 minutes You conjure spirits from the Elemental Planes that flit around you in"
      },
      {
        "document": 1209,
        "excerpt": "er) Casting Time: Action Range: Self Components: V, S Duration: Concentration, up to 10 minutes You conjure nature spirits that flit around you in a 10-foot Emanation"
      },
      {
        "document": 1210,
        "excerpt": "ing Time: 1 minute or Ritual Range: Self Components: V Duration: 1 minute You mentally contact a demigod, the spirit of a long-dead sage, or some other knowledgeable e"
      },
      {
        "document": 1211,
        "excerpt": "d) Casting Time: Action Range: Touch Components: V, S Duration: 7 days Your touch inflicts a magical contagion. The target must succeed on a Constitution saving throw"
      },
      {
        "document": 1212,
        "excerpt": "a gem-encrusted statuette of yourself worth 1,500+ GP) Duration: 10 days Choose a spell of level 5 or lower that you can cast, that has a casting time of an action, an"
      },
      {
        "document": 1213,
        "excerpt": ", M (ruby dust worth 50+ GP, which the spell consumes) Duration: Until dispelled A flame springs from an object that you touch. The effect casts Bright Light in a 20-f"
      },
      {
        "document": 1214,
        "excerpt": "feet Components: V, S, M (a mixture of water and dust) Duration: Concentration, up to 10 minutes Until the spell ends, you control any water inside an area you choose"
      },
      {
        "document": 1215,
        "excerpt": "utes Range: Self Components: V, S, M (burning incense) Duration: Concentration, up to 8 hours You take control of the weather within 5 miles of you for the duration. Y"
      },
      {
        "document": 1216,
        "excerpt": "c, or Material components Range: 60 feet Components: S Duration: Instantaneous You attempt to interrupt a creature in the process of casting a spell. The creature make"
      },
      {
        "document": 1217,
        "excerpt": "Casting Time: Action Range: 30 feet Components: V, S Duration: Instantaneous You create 45 pounds of food and 30 gallons of fresh water on the ground or in container"
      },
      {
        "document": 1218,
        "excerpt": "30 feet Components: V, S, M (a mix of water and sand) Duration: Instantaneous You do one of the following: Create Water. You create up to 10 gallons of clean water w"
      },
      {
        "document": 1219,
        "excerpt": "V, S, M (one 150+ GP black onyx stone for each corpse) Duration: Instantaneous You can cast this spell only at night. Choose up to three corpses of Medium or Small Hum"
      },
      {
        "document": 1220,
        "excerpt": "nute Range: 30 feet Components: V, S, M (a paintbrush) Duration: Special You pull wisps of shadow material from the Shadowfell to create an object within range. It is"
      },
      {
        "document": 1221,
        "excerpt": "r) Casting Time: Action Range: Touch Components: V, S Duration: Instantaneous A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting"
      },
      {
        "document": 1222,
        "excerpt": "ge: 120 feet Components: V, S, M (a bit of phosphorus) Duration: Concentration, up to 1 minute You create up to four torch-size lights within range, making them appear"
      },
      {
        "document": 1223,
        "excerpt": "60 feet Components: V, M (bat fur and a piece of coal) Duration: Concentration, up to 10 minutes For the duration, magical Darkness spreads from a point within range a"
      },
      {
        "document": 1224,
        "excerpt": "tion Range: Touch Components: V, S, M (a dried carrot) Duration: 8 hours For the duration, a willing creature you touch has Darkvision with a range of 150 feet."
      },
      {
        "document": 1225,
        "excerpt": "Casting Time: Action Range: 60 feet Components: V, S Duration: 1 hour For the duration, sunlight spreads from a point within range and fills a 60-foot-radius Sphere."
      },
      {
        "document": 1226,
        "excerpt": "n) Casting Time: Action Range: Touch Components: V, S Duration: 8 hours You touch a creature and grant it a measure of protection from death. The first time the targe"
      },
      {
        "document": 1227,
        "excerpt": "t Components: V, S, M (a ball of bat guano and sulfur) Duration: Concentration, up to 1 minute A beam of yellow light flashes from you, then condenses at a chosen poin"
      },
      {
        "document": 1228,
        "excerpt": "rd) Casting Time: Action Range: 60 feet Components: S Duration: 1 hour You create a shadowy Medium door on a flat solid surface that you can see within range. This do"
      },
      {
        "document": 1229,
        "excerpt": "in) Casting Time: Action Range: Self Components: V, S Duration: Concentration, up to 10 minutes For the duration, you sense the location of any Aberration, Celestial,"
      },
      {
        "document": 1230,
        "excerpt": "ng Time: Action or Ritual Range: Self Components: V, S Duration: Concentration, up to 10 minutes For the duration, you sense the presence of magical effects within 30"
      },
      {
        "document": 1231,
        "excerpt": "or Ritual Range: Self Components: V, S, M (a yew leaf) Duration: Concentration, up to 10 minutes For the duration, you sense the location of poisons, poisonous or veno"
      },
      {
        "document": 1232,
        "excerpt": "ction Range: Self Components: V, S, M (I Copper Piece) Duration: Concentration, up to 1 minute You activate one of the effects below. Until the spell ends, you can act"
      },
      {
        "document": 1233,
        "excerpt": "d) Casting Time: Action Range: 500 feet Components: V Duration: Instantaneous You teleport to a location within range. You arrive at exactly the spot desired. It can"
      },
      {
        "document": 1234,
        "excerpt": "rd) Casting Time: Action Range: Self Components: V, S Duration: 1 hour You make yourself - including your clothing, armor, weapons, and other belongings on your perso"
      },
      {
        "document": 1235,
        "excerpt": "ge: 60 feet Components: V, S, M (a lodestone and dust) Duration: Instantaneous You launch a green ray at a target you can see within range. The target can be a creatur"
      },
      {
        "document": 1236,
        "excerpt": "e: Self Components: V, S, M (powdered silver and iron) Duration: Concentration, up to 1 minute For the duration, Celestials, Elementals, Fey, Fiends, and Undead have D"
      },
      {
        "document": 1237,
        "excerpt": "rd) Casting Time: Action Range: 60 feet Components: V Duration: Instantaneous One creature of your choice that you can see within range hears a discordant melody in i"
      },
      {
        "document": 1238,
        "excerpt": "S, M (incense worth 25+ GP, which the spell consumes) Duration: Instantaneous This spell puts you in contact with a god or a god's servants. You ask one question abou"
      },
      {
        "document": 1239,
        "excerpt": "asting Time: Bonus Action Range: Self Components: V, S Duration: 1 minute Until the spell ends, your attacks with weapons deal an extra 1d4 Radiant damage on a hit."
      },
      {
        "document": 1240,
        "excerpt": "weapon or an Unarmed Strike Range: Self Components: V Duration: Instantaneous The target takes an extra 2d8 Radiant damage from the attack. The damage increases by 1d"
      },
      {
        "document": 1241,
        "excerpt": "asting Time: Bonus Action Range: 30 feet Components: V Duration: Instantaneous You utter a word imbued with power from the Upper Planes. Each creature of your choice i"
      },
      {
        "document": 1242,
        "excerpt": "Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute One Beast you can see within range must succeed on a Wisdom saving throw"
      },
      {
        "document": 1243,
        "excerpt": "Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 1 hour One creature you can see within range must succeed on a Wisdom saving thro"
      },
      {
        "document": 1244,
        "excerpt": "Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute One Humanoid you can see within range must succeed on a Wisdom saving th"
      },
      {
        "document": 1245,
        "excerpt": "Action Range: Touch Components: V, S, M (a hot pepper) Duration: Concentration, up to 1 minute You touch one willing creature, and choose Acid, Cold, Fire, Lightning,"
      },
      {
        "document": 1246,
        "excerpt": "Range: Special Components: V, S, M (a handful of sand) Duration: 8 hours You target a creature you know on the same plane of existence. You or a willing creature you t"
      },
      {
        "document": 1247,
        "excerpt": "Casting Time: Action Range: 30 feet Components: V, S Duration: Instantaneous Whispering to the spirits of nature, you create one of the following effects within rang"
      },
      {
        "document": 1248,
        "excerpt": "Range: 500 feet Components: V, S, M (a fractured rock) Duration: Concentration, up to 1 minute Choose a point on the ground that you can see within range. For the dura"
      },
      {
        "document": 1249,
        "excerpt": "Casting Time: Action Range: 120 feet Components: V, S Duration: Instantaneous You hurl a beam of crackling energy. Make a ranged spell attack against one creature or"
      },
      {
        "document": 1250,
        "excerpt": "Casting Time: Action Range: 30 feet Components: V, S Duration: Instantaneous You exert control over the elements, creating one of the following effects within range."
      },
      {
        "document": 1251,
        "excerpt": "on Range: Touch Components: V, S, M (fur or a feather) Duration: Concentration, up to 1 hour You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom,"
      },
      {
        "document": 1252,
        "excerpt": "30 feet Components: V, S, M (a pinch of powdered iron) Duration: Concentration, up to 1 minute For the duration, the spell enlarges or reduces a creature or an object"
      },
      {
        "document": 1253,
        "excerpt": "ing a creature with a weapon Range: Self Components: V Duration: Concentration, up to 1 minute As you hit the target, grasping vines appear on it, and it makes a Stren"
      },
      {
        "document": 1254,
        "excerpt": "Casting Time: Action Range: 90 feet Components: V, S Duration: Concentration, up to 1 minute Grasping plants sprout from the ground in a 20-foot square within range."
      },
      {
        "document": 1255,
        "excerpt": "Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You weave a distracting string of words, causing creatures of your choic"
      },
      {
        "document": 1256,
        "excerpt": "rd) Casting Time: Action Range: Self Components: V, S Duration: Up to 8 hours You step into the border regions of the Ethereal Plane, where it overlaps with your curr"
      },
      {
        "document": 1257,
        "excerpt": "asting Time: Bonus Action Range: Self Components: V, S Duration: Concentration, up to 10 minutes You take the Dash action, and until the spell ends, you can take that"
      },
      {
        "document": 1258,
        "excerpt": "rd) Casting Time: Action Range: Self Components: V, S Duration: Concentration, up to 1 minute For the duration, your eyes become an inky void. One creature of your ch"
      },
      {
        "document": 1259,
        "excerpt": "ting Time: 10 minutes Range: 120 feet Components: V, S Duration: Instantaneous You convert raw materials into products of the same material. For example, you can fabri"
      },
      {
        "document": 1260,
        "excerpt": "id) Casting Time: Action Range: 60 feet Components: V Duration: Concentration, up to 1 minute Objects in a 20-foot Cube within range are outlined in blue, green, or v"
      },
      {
        "document": 1261,
        "excerpt": "Range: 30 feet Components: V, S, M (a silver whistle) Duration: 8 hours You conjure a phantom watchdog in an unoccupied space that you can see within range. The hound"
      },
      {
        "document": 1262,
        "excerpt": "on Range: Self Components: V, S, M (a drop of alcohol) Duration: Instantaneous You gain 2d4 + 4 Temporary Hit Points. Using a Higher-Level Spell Slot. You gain 5 addi"
      },
      {
        "document": 1263,
        "excerpt": "tion Range: Self Components: V, S, M (a white feather) Duration: Concentration, up to 1 minute Each creature in a 30-foot Cone must succeed on a Wisdom saving throw or"
      },
      {
        "document": 1264,
        "excerpt": "et Components: V, M (a small feather or piece of down) Duration: 1 minute Choose up to five falling creatures within range. A falling creature's rate of descent slows"
      },
      {
        "document": 1265,
        "excerpt": "urning incense worth 10+ GP, which the spell consumes) Duration: Instantaneous You gain the service of a familiar, a spirit that takes an animal form you choose: Bat,"
      },
      {
        "document": 1266,
        "excerpt": "Casting Time: Action Range: 30 feet Components: V, S Duration: Instantaneous You summon an otherworldly being that appears as a loyal steed in an unoccupied space of"
      },
      {
        "document": 1267,
        "excerpt": "nation tools - such as cards or runes - worth 100+ GP) Duration: Concentration, up to 1 day You magically sense the most direct physical route to a location you name."
      },
      {
        "document": 1268,
        "excerpt": "Casting Time: Action Range: 120 feet Components: V, S Duration: Instantaneous You sense any trap within range that is within line of sight. A trap, for the purpose of"
      },
      {
        "document": 1269,
        "excerpt": "Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous You unleash negative energy toward a creature you can see within range. The target makes"
      },
      {
        "document": 1270,
        "excerpt": "Casting Time: Action Range: 120 feet Components: V, S Duration: Instantaneous You hurl a mote of fire at a creature or an object within range. Make a ranged spell att"
      },
      {
        "document": 1271,
        "excerpt": "Components: V, S, M (a bit of phosphorus or a firefly) Duration: 10 minutes Wispy flames wreathe your body for the duration, shedding Bright Light in a 10-foot radius"
      },
      {
        "document": 1272,
        "excerpt": "Casting Time: Action Range: 150 feet Components: V, S Duration: Instantaneous A storm of fire appears within range. The area of the storm consists of up to ten 10-foo"
      },
      {
        "document": 1273,
        "excerpt": "t Components: V, S, M (a ball of bat guano and sulfur) Duration: Instantaneous A bright streak flashes from you to a point you choose within range and then blossoms wi"
      },
      {
        "document": 1274,
        "excerpt": "Action Range: Self Components: V, S, M (a sumac leaf) Duration: Concentration, up to 10 minutes You evoke a fiery blade in your free hand. The blade is similar in siz"
      },
      {
        "document": 1275,
        "excerpt": "Range: 60 feet Components: V, S, M (a pinch of sulfur) Duration: Instantaneous A vertical column of brilliant fire roars down from above. Each creature in a 10-foot-ra"
      },
      {
        "document": 1276,
        "excerpt": "ion Range: 60 feet Components: V, S, M (a ball of wax) Duration: Concentration, up to 1 minute You create a 5-foot-diameter sphere of fire in an unoccupied space on th"
      },
      {
        "document": 1277,
        "excerpt": "ge: 60 feet Components: V, S, M (a cockatrice feather) Duration: Concentration, up to 1 minute You attempt to turn one creature that you can see within range into ston"
      },
      {
        "document": 1278,
        "excerpt": "Range: 30 feet Components: V, S, M (a drop of mercury) Duration: 1 hour This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick,"
      },
      {
        "document": 1279,
        "excerpt": "e: Action Range: Touch Components: V, S, M (a feather) Duration: Concentration, up to 10 minutes You touch a willing creature. For the duration, the target gains a Fly"
      },
      {
        "document": 1280,
        "excerpt": "Casting Time: Action Range: 120 feet Components: V, S Duration: Concentration, up to 1 hour You create a 20-foot-radius Sphere of fog centered on a point within range"
      },
      {
        "document": 1281,
        "excerpt": "Touch Components: V, S, M (ruby dust worth 1,000+ GP) Duration: 1 day You create a ward against magical travel that protects up to 40,000 square feet of floor space t"
      },
      {
        "document": 1282,
        "excerpt": "(ruby dust worth 1,500+ GP, which the spell consumes) Duration: Concentration, up to 1 hour An immobile, Invisible, Cube-shaped prison composed of magical force sprin"
      },
      {
        "document": 1283,
        "excerpt": "nge: Touch Components: V, S, M (a hummingbird feather) Duration: 8 hours You touch a willing creature and bestow a limited ability to see into the immediate future. Fo"
      },
      {
        "document": 1284,
        "excerpt": "ion Range: Touch Components: V, S, M (a leather strap) Duration: 1 hour You touch a willing creature. For the duration, the target's movement is unaffected by Difficul"
      },
      {
        "document": 1285,
        "excerpt": "feet Components: V, S, M (a miniature crystal sphere) Duration: Instantaneous A frigid globe streaks from you to a point of your choice within range, where it explode"
      },
      {
        "document": 1286,
        "excerpt": "tion Range: Touch Components: V, S, M (a bit of gauze) Duration: Concentration, up to 1 hour A willing creature you touch shape-shifts, along with everything it's wear"
      },
      {
        "document": 1287,
        "excerpt": "0 feet Components: V, S, M (a diamond worth 5,000+ GP) Duration: Concentration, up to 1 minute You conjure a portal linking an unoccupied space you can see within rang"
      },
      {
        "document": 1288,
        "excerpt": ") Casting Time: 1 minute Range: 60 feet Components: V Duration: 30 days You give a verbal command to a creature that you can see within range, ordering it to carry ou"
      },
      {
        "document": 1289,
        "excerpt": "s: V, S, M (2 Copper Pieces, which the spell consumes) Duration: 10 days You touch a corpse or other remains. For the duration, the target is protected from decay and"
      },
      {
        "document": 1290,
        "excerpt": "Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 10 minutes You summon a giant centipede, spider, or wasp (chosen when you cast th"
      },
      {
        "document": 1291,
        "excerpt": "rlock) Casting Time: Action Range: Self Components: V Duration: 1 hour Until the spell ends, when you make a Charisma check, you can replace the number you roll with"
      },
      {
        "document": 1292,
        "excerpt": "Action Range: Self Components: V, S, M (a glass bead) Duration: Concentration, up to 1 minute An immobile, shimmering barrier appears in a 10-foot Emanation around yo"
      },
      {
        "document": 1293,
        "excerpt": "dered diamond worth 200+ GP, which the spell consumes) Duration: Until dispelled or triggered You inscribe a glyph that later unleashes a magical effect. You inscribe"
      },
      {
        "document": 1294,
        "excerpt": "Range: Self Components: V, S, M (a sprig of mistletoe) Duration: 24 hours Ten berries appear in your hand and are infused with magic for the duration. A creature can t"
      },
      {
        "document": 1295,
        "excerpt": "eet Components: V, S, M (a bit of pork rind or butter) Duration: 1 minute Nonflammable grease covers the ground in a 10-foot square centered on a point within range an"
      },
      {
        "document": 1296,
        "excerpt": "d) Casting Time: Action Range: Touch Components: V, S Duration: Concentration, up to 1 minute A creature you touch has the Invisible condition until the spell ends."
      },
      {
        "document": 1297,
        "excerpt": "(diamond dust worth 100+ GP, which the spell consumes) Duration: Instantaneous You touch a creature and magically remove one of the following effects from it: - 1 Exh"
      },
      {
        "document": 1298,
        "excerpt": "ic) Casting Time: Action Range: 30 feet Components: V Duration: 8 hours A Large spectral guardian appears and hovers for the duration in an unoccupied space that you"
      },
      {
        "document": 1299,
        "excerpt": "Touch Components: V, S, M (a silver rod worth 10+ GP) Duration: 24 hours You create a ward that protects up to 2,500 square feet of floor space. The warded area can b"
      },
      {
        "document": 1300,
        "excerpt": "d) Casting Time: Action Range: Touch Components: V, S Duration: Concentration, up to 1 minute You touch a willing creature and choose a skill. Until the spell ends, t"
      },
      {
        "document": 1301,
        "excerpt": "Casting Time: Action Range: 120 feet Components: V, S Duration: 1 round You hurl a bolt of light toward a creature within range. Make a ranged spell attack against th"
      },
      {
        "document": 1302,
        "excerpt": "Action Range: Self Components: V, S, M (a legume seed) Duration: Concentration, up to 1 minute A Line of strong wind 60 feet long and 10 feet wide blasts from you in a"
      },
      {
        "document": 1303,
        "excerpt": "M (incense worth 1,000+ GP, which the spell consumes) Duration: Until dispelled You touch a point and infuse an area around it with holy or unholy power. The area can"
      },
      {
        "document": 1304,
        "excerpt": "nutes Range: 300 feet Components: V, S, M (a mushroom) Duration: 24 hours You make natural terrain in a 150-foot Cube in range look, sound, and smell like another sort"
      },
      {
        "document": 1305,
        "excerpt": "Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous You unleash virulent magic on a creature you can see within range. The target makes a Co"
      },
      {
        "document": 1306,
        "excerpt": "feet Components: V, S, M (a shaving of licorice root) Duration: Concentration, up to 1 minute Choose a willing creature that you can see within range. Until the spell"
      },
      {
        "document": 1307,
        "excerpt": "Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous Choose a creature that you can see within range. Positive energy washes through the targ"
      },
      {
        "document": 1308,
        "excerpt": "asting Time: Bonus Action Range: 60 feet Components: V Duration: Instantaneous A creature of your choice that you can see within range regains Hit Points equal to 2d4"
      },
      {
        "document": 1309,
        "excerpt": "feet Components: V, S, M (a piece of iron and a flame) Duration: Concentration, up to 1 minute Choose a manufactured metal object, such as a metal weapon or a suit of"
      },
      {
        "document": 1310,
        "excerpt": "in 60 feet of yourself Range: 60 feet Components: V, S Duration: Instantaneous The creature that damaged you is momentarily surrounded by green flames. It makes a Dext"
      },
      {
        "document": 1311,
        "excerpt": "rusted bowl worth 1,000+ GP, which the spell consumes) Duration: Instantaneous You conjure a feast that appears on a surface in an unoccupied 10-foot Cube next to you."
      },
      {
        "document": 1312,
        "excerpt": "n) Casting Time: Action Range: Touch Components: V, S Duration: Concentration, up to 1 minute A willing creature you touch is imbued with bravery. Until the spell end"
      },
      {
        "document": 1313,
        "excerpt": "feet Components: V, S, M (the petrified eye of a newt) Duration: Concentration, up to 1 hour You place a curse on a creature that you can see within range. Until the s"
      },
      {
        "document": 1314,
        "excerpt": "ge: 30 feet Components: V, S, M (a tart and a feather) Duration: Concentration, up to 1 minute One creature of your choice that you can see within range makes a Wisdom"
      },
      {
        "document": 1315,
        "excerpt": "90 feet Components: V, S, M (a straight piece of iron) Duration: Concentration, up to 1 minute Choose a creature that you can see within range. The target must succeed"
      },
      {
        "document": 1316,
        "excerpt": "60 feet Components: V, S, M (a straight piece of iron) Duration: Concentration, up to 1 minute Choose a Humanoid that you can see within range. The target must succeed"
      },
      {
        "document": 1317,
        "excerpt": "Self Components: V, S, M (a reliquary worth 1,000+ GP) Duration: Concentration, up to 1 minute For the duration, you emit an aura in a 30-foot Emanation. While in the"
      },
      {
        "document": 1318,
        "excerpt": "asting Time: Bonus Action Range: 90 feet Components: V Duration: Concentration, up to 1 hour You magically mark one creature you can see within range as your quarry. U"
      },
      {
        "document": 1319,
        "excerpt": "Range: 120 feet Components: S, M (a pinch of confetti) Duration: Concentration, up to 1 minute You create a twisting pattern of colors in a 30-foot Cube within range."
      },
      {
        "document": 1320,
        "excerpt": "t Components: S, M (a drop of water or a piece of ice) Duration: Instantaneous You create a shard of ice and fling it at one creature within range. Make a ranged spell"
      },
      {
        "document": 1321,
        "excerpt": "Action Range: 300 feet Components: V, S, M (a mitten) Duration: Instantaneous Hail falls in a 20-foot-radius, 40-foot-high Cylinder centered on a point within range."
      },
      {
        "document": 1322,
        "excerpt": "nge: Touch Components: V, S, M (a pearl worth 100+ GP) Duration: Instantaneous You touch an object throughout the spell's casting. If the object is a magic item or som"
      },
      {
        "document": 1323,
        "excerpt": "nts: S, M (ink worth 10+ GP, which the spell consumes) Duration: 10 days You write on parchment, paper, or another suitable material and imbue it with an illusion that"
      },
      {
        "document": 1324,
        "excerpt": "s: V, S, M (a statuette of the target worth 5,000+ GP) Duration: Until dispelled You create a magical restraint to hold a creature that you can see within range. The t"
      },
      {
        "document": 1325,
        "excerpt": "Casting Time: Action Range: 150 feet Components: V, S Duration: Concentration, up to 1 minute A swirling cloud of embers and smoke fills a 20-foot-radius Sphere cente"
      },
      {
        "document": 1326,
        "excerpt": "c) Casting Time: Action Range: Touch Components: V, S Duration: Instantaneous A creature you touch makes a Constitution saving throw, taking 2d10 Necrotic damage on a"
      },
      {
        "document": 1327,
        "excerpt": "Action Range: 300 feet Components: V, S, M (a locust) Duration: Concentration, up to 10 minutes Swarming locusts fill a 20-foot-radius Sphere centered on a point you"
      },
      {
        "document": 1328,
        "excerpt": "Touch Components: V, S, M (a sapphire worth 1,000+ GP) Duration: Until dispelled You touch the sapphire used in the casting and an object weighing 10 pounds or less wh"
      },
      {
        "document": 1329,
        "excerpt": ": Touch Components: V, S, M (an eyelash in gum arabic) Duration: Concentration, up to 1 hour A creature you touch has the Invisible condition until the spell ends. The"
      },
      {
        "document": 1330,
        "excerpt": "rd) Casting Time: Action Range: 30 feet Components: V Duration: Concentration, up to 1 minute One creature that you can see within range must make a Wisdom saving thr"
      },
      {
        "document": 1331,
        "excerpt": ": Touch Components: V, S, M (a grasshopper's hind leg) Duration: 1 minute You touch a willing creature. Once on each of its turns until the spell ends, that creature c"
      },
      {
        "document": 1332,
        "excerpt": "rd) Casting Time: Action Range: 60 feet Components: V Duration: Instantaneous Choose an object that you can see within range. The object can be a door, a box, a chest"
      },
      {
        "document": 1333,
        "excerpt": "ell consumes, and four ivory strips worth 50+ GP each) Duration: Instantaneous Name or describe a famous person, place, or object. The spell brings to your mind a brie"
      },
      {
        "document": 1334,
        "excerpt": "sting Time: Bonus Action Range: Touch Components: V, S Duration: Instantaneous You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poiso"
      },
      {
        "document": 1335,
        "excerpt": "on Range: 60 feet Components: V, S, M (a metal spring) Duration: Concentration, up to 10 minutes One creature or loose object of your choice that you can see within ra"
      },
      {
        "document": 1336,
        "excerpt": "ch Components: V, M (a firefly or phosphorescent moss) Duration: 1 hour You touch one Large or smaller object that isn't being worn or carried by someone else. Until t"
      },
      {
        "document": 1337,
        "excerpt": "f Components: V, S, M (a bit of fur and a crystal rod) Duration: Instantaneous A stroke of lightning forming a 100-foot-long, 5-foot-wide Line blasts out from you in a"
      },
      {
        "document": 1338,
        "excerpt": "ange: Self Components: V, S, M (fur from a bloodhound) Duration: Instantaneous Describe or name a specific kind of Beast, Plant creature, or nonmagical plant. You lear"
      },
      {
        "document": 1339,
        "excerpt": "ange: Self Components: V, S, M (fur from a bloodhound) Duration: Concentration, up to 1 hour Describe or name a creature that is familiar to you. You sense the directi"
      },
      {
        "document": 1340,
        "excerpt": "Action Range: Self Components: V, S, M (a forked twig) Duration: Concentration, up to 10 minutes Describe or name an object that is familiar to you. You sense the dire"
      },
      {
        "document": 1341,
        "excerpt": "ion Range: Touch Components: V, S, M (a pinch of dirt) Duration: 1 hour You touch a creature. The target's Speed increases by 10 feet until the spell ends. Using a Hi"
      },
      {
        "document": 1342,
        "excerpt": ": Touch Components: V, S, M (a piece of cured leather) Duration: 8 hours You touch a willing creature who isn't wearing armor. Until the spell ends, the target's base"
      },
      {
        "document": 1343,
        "excerpt": "Casting Time: Action Range: 30 feet Components: V, S Duration: 1 minute A spectral, floating hand appears at a point you choose within range. The hand lasts for the"
      },
      {
        "document": 1344,
        "excerpt": "wdered silver worth 100+ GP, which the spell consumes) Duration: 1 hour You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the"
      },
      {
        "document": 1345,
        "excerpt": ": V, S, M (a gem, crystal, or reliquary worth 500+ GP) Duration: Until dispelled Your body falls into a catatonic state as your soul leaves it and enters the container"
      },
      {
        "document": 1346,
        "excerpt": "Casting Time: Action Range: 120 feet Components: V, S Duration: Instantaneous You create three glowing darts of magical force. Each dart strikes a creature of your ch"
      },
      {
        "document": 1347,
        "excerpt": ", M (jade dust worth 10+ GP, which the spell consumes) Duration: Until dispelled You implant a message within an object in range - a message that is uttered when a tri"
      },
      {
        "document": 1348,
        "excerpt": "sting Time: Bonus Action Range: Touch Components: V, S Duration: 1 hour You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a"
      },
      {
        "document": 1349,
        "excerpt": "et Components: V, S, M (a miniature door worth 15+ GP) Duration: 24 hours You conjure a shimmering door in range that lasts for the duration. The door leads to an extr"
      },
      {
        "document": 1350,
        "excerpt": "Range: 120 feet Components: V, S, M (a bit of fleece) Duration: Concentration, up to 10 minutes You create the image of an object, a creature, or some other visible p"
      },
      {
        "document": 1351,
        "excerpt": "Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous A wave of healing energy washes out from a point you can see within range. Choose up to"
      },
      {
        "document": 1352,
        "excerpt": "Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous A flood of healing energy flows from you into creatures around you. You restore up to 70"
      },
      {
        "document": 1353,
        "excerpt": "asting Time: Bonus Action Range: 60 feet Components: V Duration: Instantaneous Up to six creatures of your choice that you can see within range regain Hit Points equal"
      },
      {
        "document": 1354,
        "excerpt": "ion Range: 60 feet Components: V, M (a snake's tongue) Duration: 24 hours You suggest a course of activity - described in no more than 25 words - to twelve or fewer cr"
      },
      {
        "document": 1355,
        "excerpt": "Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 10 minutes You banish a creature that you can see within range into a labyrinthin"
      },
      {
        "document": 1356,
        "excerpt": "g Time: Action or Ritual Range: Touch Components: V, S Duration: 8 hours You step into a stone object or surface large enough to fully contain your body, merging yours"
      },
      {
        "document": 1357,
        "excerpt": "nute Range: Touch Components: V, S, M (two lodestones) Duration: Instantaneous This spell repairs a single break or tear in an object you touch, such as a broken chain"
      },
      {
        "document": 1358,
        "excerpt": "ction Range: 120 feet Components: S, M (a copper wire) Duration: 1 round You point toward a creature within range and whisper a message. The target (and only the targe"
      },
      {
        "document": 1359,
        "excerpt": ") Casting Time: Action Range: 1 mile Components: V, S Duration: Instantaneous Blazing orbs of fire plummet to the ground at four different points you can see within r"
      },
      {
        "document": 1360,
        "excerpt": "d) Casting Time: Action Range: Touch Components: V, S Duration: 24 hours Until the spell ends, one willing creature you touch has Immunity to Psychic damage and the C"
      },
      {
        "document": 1361,
        "excerpt": "d) Casting Time: Action Range: 120 feet Components: S Duration: Concentration, up to 1 hour You drive a spike of psionic energy into the mind of one creature you can"
      },
      {
        "document": 1362,
        "excerpt": "tion Range: 30 feet Components: S, M (a bit of fleece) Duration: 1 minute You create a sound or an image of an object within range that lasts for the duration. See the"
      },
      {
        "document": 1363,
        "excerpt": "Casting Time: 10 minutes Range: Sight Components: V, S Duration: 10 days You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some ot"
      },
      {
        "document": 1364,
        "excerpt": "rd) Casting Time: Action Range: Self Components: V, S Duration: 1 minute Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplica"
      },
      {
        "document": 1365,
        "excerpt": "izard) Casting Time: Action Range: Self Components: S Duration: Concentration, up to 1 hour You gain the Invisible condition at the same time that an illusory double"
      },
      {
        "document": 1366,
        "excerpt": "Casting Time: Bonus Action Range: Self Components: V Duration: Instantaneous Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space yo"
      },
      {
        "document": 1367,
        "excerpt": "Casting Time: Action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute You attempt to reshape another creature's memories. One creature that yo"
      },
      {
        "document": 1368,
        "excerpt": "Range: 120 feet Components: V, S, M (a moonseed leaf) Duration: Concentration, up to 1 minute A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-hig"
      },
      {
        "document": 1369,
        "excerpt": "nge: 120 feet Components: V, S, M (a miniature shovel) Duration: Concentration, up to 2 hours Choose an area of terrain no larger than 40 feet on a side within range."
      },
      {
        "document": 1370,
        "excerpt": "f diamond dust worth 25+ GP, which the spell consumes) Duration: 8 hours For the duration, you hide a target that you touch from Divination spells. The target can be a"
      },
      {
        "document": 1371,
        "excerpt": "Self Components: V, S, M (ashes from burned mistletoe) Duration: Concentration, up to 1 hour You radiate a concealing aura in a 30-foot Emanation for the duration. Whi"
      },
      {
        "document": 1372,
        "excerpt": "30 feet Components: V, S, M (a pinch of sesame seeds) Duration: 1 hour A passage appears at a point that you can see on a wooden, plaster, or stone surface (such as a"
      },
      {
        "document": 1373,
        "excerpt": "n Range: 60 feet Components: V, S, M (a bit of fleece) Duration: Concentration, up to 1 minute You attempt to craft an illusion in the mind of a creature you can see w"
      },
      {
        "document": 1374,
        "excerpt": "Casting Time: Action Range: 120 feet Components: V, S Duration: Concentration, up to 1 minute You tap into the nightmares of a creature you can see within range and c"
      },
      {
        "document": 1375,
        "excerpt": "me: 1 minute or Ritual Range: 30 feet Components: V, S Duration: 1 hour A Large, quasi-real, horselike creature appears on the ground in an unoccupied space of your ch"
      },
      {
        "document": 1376,
        "excerpt": "sting Time: 10 minutes Range: 60 feet Components: V, S Duration: Instantaneous You beseech an otherworldly entity for aid. The being must be known to you: a god, a dem"
      },
      {
        "document": 1377,
        "excerpt": "M (a jewel worth 1,000+ GP, which the spell consumes) Duration: 24 hours You attempt to bind a Celestial, an Elemental, a Fey, or a Fiend to your service. The creatur"
      },
      {
        "document": 1378,
        "excerpt": "rod worth 250+ GP and attuned to a plane of existence) Duration: Instantaneous You and up to eight willing creatures who link hands in a circle are transported to a di"
      },
      {
        "document": 1379,
        "excerpt": "8 hours (Enrichment) Range: 150 feet Components: V, S Duration: Instantaneous This spell channels vitality into plants. The casting time you use determines whether th"
      },
      {
        "document": 1380,
        "excerpt": "Casting Time: Action Range: 30 feet Components: V, S Duration: Instantaneous You spray toxic mist at a creature within range. Make a ranged spell attack against the"
      },
      {
        "document": 1381,
        "excerpt": "ge: 60 feet Components: V, S, M (a caterpillar cocoon) Duration: Concentration, up to 1 hour You attempt to transform a creature that you can see within range into a B"
      },
      {
        "document": 1382,
        "excerpt": "ic) Casting Time: Action Range: 60 feet Components: V Duration: Instantaneous A wave of healing energy washes over one creature you can see within range. The target r"
      },
      {
        "document": 1383,
        "excerpt": "rd) Casting Time: Action Range: 60 feet Components: V Duration: Instantaneous You compel one creature you can see within range to die. If the target has 100 Hit Point"
      },
      {
        "document": 1384,
        "excerpt": "rd) Casting Time: Action Range: 60 feet Components: V Duration: Instantaneous You overwhelm the mind of one creature you can see within range. If the target has 150 H"
      },
      {
        "document": 1385,
        "excerpt": "Casting Time: 10 minutes Range: 30 feet Components: V Duration: Instantaneous Up to five creatures of your choice who remain within range for the spell's entire casti"
      },
      {
        "document": 1386,
        "excerpt": "Casting Time: Action Range: 10 feet Components: V, S Duration: Up to 1 hour You create a magical effect within range. Choose the effect from the options below. If yo"
      },
      {
        "document": 1387,
        "excerpt": "rd) Casting Time: Action Range: Self Components: V, S Duration: Instantaneous Eight rays of light flash from you in a 60-foot Cone. Each creature in the Cone makes a"
      },
      {
        "document": 1388,
        "excerpt": "Casting Time: Action Range: 60 feet Components: V, S Duration: 10 minutes A shimmering, multicolored plane of light forms a vertical opaque wall - up to 90 feet long"
      },
      {
        "document": 1389,
        "excerpt": "e: 120 feet Components: V, S, M (a thin sheet of lead) Duration: 24 hours You make an area within range magically secure. The area is a Cube that can be as small as 5"
      },
      {
        "document": 1390,
        "excerpt": "asting Time: Bonus Action Range: Self Components: V, S Duration: 10 minutes A flickering flame appears in your hand and remains there for the duration. While there, th"
      },
      {
        "document": 1391,
        "excerpt": "120 feet Components: V, S, M (jade dust worth 25+ GP) Duration: Until dispelled You create an illusion of an object, a creature, or some other visible phenomenon with"
      },
      {
        "document": 1392,
        "excerpt": "ponents: V, S, M (a statuette of yourself worth 5+ GP) Duration: Concentration, up to 1 day You create an illusory copy of yourself that lasts for the duration. The co"
      },
      {
        "document": 1393,
        "excerpt": "d) Casting Time: Action Range: Touch Components: V, S Duration: Concentration, up to 1 hour For the duration, the willing creature you touch has Resistance to one dam"
      },
      {
        "document": 1394,
        "excerpt": "of Holy Water worth 25+ GP, which the spell consumes) Duration: Concentration up to 10 minutes Until the spell ends, one willing creature you touch is protected again"
      },
      {
        "document": 1395,
        "excerpt": "r) Casting Time: Action Range: Touch Components: V, S Duration: 1 hour You touch a creature and end the Poisoned condition on it. For the duration, the target has Adv"
      },
      {
        "document": 1396,
        "excerpt": "Time: Action or Ritual Range: 10 feet Components: V, S Duration: Instantaneous You remove poison and rot from nonmagical food and drink in a 5-foot-radius Sphere cente"
      },
      {
        "document": 1397,
        "excerpt": "M (a diamond worth 500+ GP, which the spell consumes) Duration: Instantaneous With a touch, you revive a dead creature if it has been dead no longer than 10 days and"
      },
      {
        "document": 1398,
        "excerpt": "Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute A beam of enervating energy shoots from you toward a creature within ran"
      },
      {
        "document": 1399,
        "excerpt": "Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous A frigid beam of blue-white light streaks toward a creature within range. Make a ranged"
      },
      {
        "document": 1400,
        "excerpt": "Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous You shoot a greenish ray at a creature within range. Make a ranged spell attack against"
      },
      {
        "document": 1401,
        "excerpt": "nute Range: Touch Components: V, S, M (a prayer wheel) Duration: 1 hour A creature you touch regains 4d8 + 15 Hit Points. For the duration, the target regains 1 Hit Po"
      },
      {
        "document": 1402,
        "excerpt": "(rare oils worth 1,000+ GP, which the spell consumes) Duration: Instantaneous You touch a dead Humanoid or a piece of one. If the creature has been dead no longer tha"
      },
      {
        "document": 1403,
        "excerpt": "d) Casting Time: Action Range: Touch Components: V, S Duration: Instantaneous At your touch, all curses affecting one creature or object end. If the object is a curse"
      },
      {
        "document": 1404,
        "excerpt": "on Range: 30 feet Components: V, S, M (a glass sphere) Duration: Concentration, up to 1 minute A shimmering sphere encloses a Large or smaller creature or object withi"
      },
      {
        "document": 1405,
        "excerpt": "d) Casting Time: Action Range: Touch Components: V, S Duration: Concentration, up to 1 minute You touch a willing creature and choose a damage type: Acid, Bludgeoning"
      },
      {
        "document": 1406,
        "excerpt": "(a diamond worth 1,000+ GP, which the spell consumes) Duration: Instantaneous With a touch, you revive a dead creature that has been dead for no more than a century,"
      },
      {
        "document": 1407,
        "excerpt": "eet Components: V, S, M (a lodestone and iron filings) Duration: Concentration, up to 1 minute This spell reverses gravity in a 50-foot-radius, 100-foot high Cylinder"
      },
      {
        "document": 1408,
        "excerpt": "M (a diamond worth 300+ GP, which the spell consumes) Duration: Instantaneous You touch a creature that has died within the last minute. That creature revives with 1"
      },
      {
        "document": 1409,
        "excerpt": "n Range: Touch Components: V, S, M (a segment of rope) Duration: 1 hour You touch a rope. One end of it hovers upward until the rope hangs perpendicular to the ground"
      },
      {
        "document": 1410,
        "excerpt": "Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous Flame-like radiance descends on a creature that you can see within range. The target mus"
      },
      {
        "document": 1411,
        "excerpt": "t Components: V, S, M (a shard of glass from a mirror) Duration: 1 minute You ward a creature within range. Until the spell ends, any creature who targets the warded c"
      },
      {
        "document": 1412,
        "excerpt": "Casting Time: Action Range: 120 feet Components: V, S Duration: Instantaneous You hurl three fiery rays. You can hurl them at one target within range or at several. M"
      },
      {
        "document": 1413,
        "excerpt": "such as a crystal ball, mirror, or water-filled font) Duration: Concentration, up to 10 minutes You can see and hear a creature you choose that is on the same plane o"
      },
      {
        "document": 1414,
        "excerpt": "weapon or an Unarmed Strike Range: Self Components: V Duration: 1 minute As you hit the target, it takes an extra 1d6 Fire damage from the attack. At the start of eac"
      },
      {
        "document": 1415,
        "excerpt": "f the chest made from the same materials worth 50+ GP) Duration: Until dispelled You hide a chest and all its contents on the Ethereal Plane. You must touch the chest"
      },
      {
        "document": 1416,
        "excerpt": "tion Range: Self Components: V, S, M (a pinch of talc) Duration: 1 hour For the duration, you see creatures and objects that have the Invisible condition as if they we"
      },
      {
        "document": 1417,
        "excerpt": "Casting Time: Action Range: 30 feet Components: V, S Duration: 8 hours You give an illusory appearance to each creature of your choice that you can see within range."
      },
      {
        "document": 1418,
        "excerpt": "n Range: Unlimited Components: V, S, M (a copper wire) Duration: Instantaneous You send a short message of 25 words or fewer to a creature you have met or a creature d"
      },
      {
        "document": 1419,
        "excerpt": "M (gem dust worth 5,000+ GP, which the spell consumes) Duration: Until dispelled With a touch, you magically sequester an object or a willing creature. For the duratio"
      },
      {
        "document": 1420,
        "excerpt": "f Components: V, S, M (a jade circlet worth 1,500+ GP) Duration: Concentration, up to 1 hour You shape-shift into another creature for the duration or until you take a"
      },
      {
        "document": 1421,
        "excerpt": "on Range: 60 feet Components: V, S, M (a chip of mica) Duration: Instantaneous A loud noise erupts from a point of your choice within range. Each creature in a 10-foot"
      },
      {
        "document": 1422,
        "excerpt": "n Range: 60 feet Components: V, S, M (a prayer scroll) Duration: Concentration, up to 10 minutes A shimmering field surrounds a creature of your choice within range, g"
      },
      {
        "document": 1423,
        "excerpt": "y the Magic Missile spell Range: Self Components: V, S Duration: 1 round An imperceptible barrier of magical force protects you. Until the start of your next turn, you"
      },
      {
        "document": 1424,
        "excerpt": "nus Action Range: Self Components: V, S, M (mistletoe) Duration: 1 minute A Club or Quarterstaff you are holding is imbued with nature's power. For the duration, you c"
      },
      {
        "document": 1425,
        "excerpt": "weapon or an Unarmed Strike Range: Self Components: V Duration: Concentration, up to 1 minute The target hit by the strike takes an extra 2d6 Radiant damage from the"
      },
      {
        "document": 1426,
        "excerpt": "d) Casting Time: Action Range: Touch Components: V, S Duration: Instantaneous Lightning springs from you to a creature that you try to touch. Make a melee spell attac"
      },
      {
        "document": 1427,
        "excerpt": "ime: Action or Ritual Range: 120 feet Components: V, S Duration: Concentration, up to 10 minutes For the duration, no sound can be created within or pass through a 20-"
      },
      {
        "document": 1428,
        "excerpt": "n Range: 60 feet Components: V, S, M (a bit of fleece) Duration: Concentration, up to 10 minutes You create the image of an object, a creature, or some other visible p"
      },
      {
        "document": 1429,
        "excerpt": "wdered ruby worth 1,500+ GP, which the spell consumes) Duration: Until dispelled You create a simulacrum of one Beast or Humanoid that is within 10 feet of you for the"
      },
      {
        "document": 1430,
        "excerpt": "t Components: V, S, M (a pinch of sand or rose petals) Duration: Concentration, up to 1 minute Each creature of your choice in a 5-foot-radius Sphere centered on a poi"
      },
      {
        "document": 1431,
        "excerpt": "e: 150 feet Components: V, S, M (a miniature umbrella) Duration: Concentration, up to 1 minute Until the spell ends, sleet falls in a 40-foot-tall, 20-foot-radius Cyli"
      },
      {
        "document": 1432,
        "excerpt": "nge: 120 feet Components: V, S, M (a drop of molasses) Duration: Concentration, up to 1 minute You alter time around up to six creatures of your choice in a 40-foot Cu"
      },
      {
        "document": 1433,
        "excerpt": "Casting Time: Action Range: 120 feet Components: V, S Duration: Instantaneous You cast sorcerous energy at one creature or object within range. Make a ranged spell at"
      },
      {
        "document": 1434,
        "excerpt": "Casting Time: Action Range: 15 feet Components: V, S Duration: Instantaneous Choose a creature within range that has 0 Hit Points and isn't dead. The creature become"
      },
      {
        "document": 1435,
        "excerpt": "ng Time: Action or Ritual Range: Self Components: V, S Duration: 10 minutes For the duration, you can comprehend and verbally communicate with Beasts, and you can use"
      },
      {
        "document": 1436,
        "excerpt": "n Range: 10 feet Components: V, S, M (burning incense) Duration: 10 minutes You grant the semblance of life to a corpse of your choice within range, allowing it to ans"
      },
      {
        "document": 1437,
        "excerpt": "er) Casting Time: Action Range: Self Components: V, S Duration: 10 minutes You imbue plants in an immobile 30-foot Emanation with limited sentience and animation, giv"
      },
      {
        "document": 1438,
        "excerpt": "h Components: V, S, M (a drop of bitumen and a spider) Duration: Concentration, up to 1 hour Until the spell ends, one willing creature you touch gains the ability to"
      },
      {
        "document": 1439,
        "excerpt": "ion Range: 150 feet Components: V, S, M (seven thorns) Duration: Concentration, up to 10 minutes The ground in a 20-foot-radius Sphere centered on a point within range"
      },
      {
        "document": 1440,
        "excerpt": "tion Range: Self Components: V, S, M (a prayer scroll) Duration: Concentration, up to 10 minutes Protective spirits flit around you in a 15-foot Emanation for the dura"
      },
      {
        "document": 1441,
        "excerpt": "ing Time: Bonus Action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You create a floating, spectral force that resembles a weapon of your ch"
      },
      {
        "document": 1442,
        "excerpt": "Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous You launch a mote of light at one creature or object within range. Make a ranged spell a"
      },
      {
        "document": 1443,
        "excerpt": "tion Range: 90 feet Components: V, S, M (a rotten egg) Duration: Concentration, up to 1 minute You create a 20-foot-radius Sphere of yellow, nauseating gas centered on"
      },
      {
        "document": 1444,
        "excerpt": "e: Action Range: Touch Components: V, S, M (soft clay) Duration: Instantaneous You touch a stone object of Medium size or smaller or a section of stone no more than 5"
      },
      {
        "document": 1445,
        "excerpt": "(diamond dust worth 100+ GP, which the spell consumes) Duration: Concentration, up to 1 hour Until the spell ends, one willing creature you touch has Resistance to Blu"
      },
      {
        "document": 1446,
        "excerpt": ") Casting Time: Action Range: 1 mile Components: V, S Duration: Concentration, up to 1 minute A churning storm cloud forms for the duration, centered on a point withi"
      },
      {
        "document": 1447,
        "excerpt": "tion Range: 30 feet Components: V, M (a drop of honey) Duration: Concentration, up to 8 hours You suggest a course of activity - described in no more than 25 words - t"
      },
      {
        "document": 1448,
        "excerpt": "th the image of a dragon engraved on it worth 500+ GP) Duration: Concentration, up to 1 hour You call forth a Dragon spirit. It manifests in an unoccupied space that y"
      },
      {
        "document": 1449,
        "excerpt": "n Range: Self Components: V, S, M (a magnifying glass) Duration: Concentration, up to 1 minute You launch a sunbeam in a 5-foot-wide, 60-foot-long Line. Each creature"
      },
      {
        "document": 1450,
        "excerpt": "ge: 150 feet Components: V, S, M (a piece of sunstone) Duration: Instantaneous Brilliant sunlight flashes in a 60-foot-radius Sphere centered on a point you choose wit"
      },
      {
        "document": 1451,
        "excerpt": "red diamond worth 1,000+ GP, which the spell consumes) Duration: Until dispelled or triggered You inscribe a harmful glyph either on a surface (such as a section of fl"
      },
      {
        "document": 1452,
        "excerpt": "Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 10 minutes You gain the ability to move or manipulate creatures or objects by tho"
      },
      {
        "document": 1453,
        "excerpt": "r Ritual Range: 30 feet Components: V, S, M (two eggs) Duration: 1 hour You forge a telepathic link among up to eight willing creatures of your choice within range, ps"
      },
      {
        "document": 1454,
        "excerpt": "rd) Casting Time: Action Range: 10 feet Components: V Duration: Instantaneous This spell instantly transports you and up to eight willing creatures that you can see w"
      },
      {
        "document": 1455,
        "excerpt": ", M (rare inks worth 50+ GP, which the spell consumes) Duration: 1 round As you cast the spell, you draw a 5-foot-radius circle on the ground inscribed with sigils tha"
      },
      {
        "document": 1456,
        "excerpt": "ic) Casting Time: Action Range: 30 feet Components: V Duration: Up to 1 minute You manifest a minor wonder within range. You create one of the effects below within ra"
      },
      {
        "document": 1457,
        "excerpt": "rd) Casting Time: Action Range: Self Components: V, S Duration: Instantaneous You unleash a wave of thunderous energy. Each creature in a 15-foot Cube originating fro"
      },
      {
        "document": 1458,
        "excerpt": "izard) Casting Time: Action Range: Self Components: V Duration: Instantaneous You briefly stop the flow of time for everyone but yourself. No time passes for other cr"
      },
      {
        "document": 1459,
        "excerpt": "itual Range: Self Components: V, S, M (a crystal bead) Duration: 8 hours A 10-foot Emanation springs into existence around you and remains stationary for the duration."
      },
      {
        "document": 1460,
        "excerpt": "n Range: Touch Components: V, M (a miniature ziggurat) Duration: 1 hour This spell grants the creature you touch the ability to understand any spoken or signed languag"
      },
      {
        "document": 1461,
        "excerpt": "Casting Time: Action Range: 10 feet Components: V, S Duration: 1 minute This spell creates a magical link between a Large or larger inanimate plant within range and"
      },
      {
        "document": 1462,
        "excerpt": "er) Casting Time: Action Range: Self Components: V, S Duration: Concentration, up to 1 minute You gain the ability to enter a tree and move from inside it to inside a"
      },
      {
        "document": 1463,
        "excerpt": "mercury, a dollop of gum arabic, and a wisp of smoke) Duration: Concentration, up to 1 hour Choose one creature or nonmagical object that you can see within range. Th"
      },
      {
        "document": 1464,
        "excerpt": "(diamonds worth 25,000+ GP, which the spell consumes) Duration: Instantaneous You touch a creature that has been dead for no longer than 200 years and that died for a"
      },
      {
        "document": 1465,
        "excerpt": "ushroom powder worth 25+ GP, which the spell consumes) Duration: 1 hour For the duration, the willing creature you touch has Truesight with a range of 120 feet."
      },
      {
        "document": 1466,
        "excerpt": "th which you have proficiency and that is worth I+ CP) Duration: Instantaneous Guided by a flash of magical insight, you make one attack with the weapon used in the sp"
      },
      {
        "document": 1467,
        "excerpt": "Casting Time: 1 minute Range: 1 mile Components: V, S Duration: Concentration, up to 6 rounds A wall of water springs into existence at a point you choose within rang"
      },
      {
        "document": 1468,
        "excerpt": "feet Components: V, S, M (a bit of string and of wood) Duration: 1 hour This spell creates an Invisible, mindless, shapeless, Medium force that performs simple tasks a"
      },
      {
        "document": 1469,
        "excerpt": "rd) Casting Time: Action Range: Self Components: V, S Duration: Concentration, up to 1 minute The touch of your shadow-wreathed hand can siphon life force from others"
      },
      {
        "document": 1470,
        "excerpt": "rd) Casting Time: Action Range: 60 feet Components: V Duration: Instantaneous You unleash a string of insults laced with subtle enchantments at one creature you can s"
      },
      {
        "document": 1471,
        "excerpt": "Range: 150 feet Components: V, S, M (a drop of bile) Duration: Instantaneous You point at a location within range, and a glowing, 1-foot-diameter ball of acid streak"
      },
      {
        "document": 1472,
        "excerpt": "ge: 120 feet Components: V, S, M (a piece of charcoal) Duration: Concentration, up to 1 minute You create a wall of fire on a solid surface within range. You can make"
      },
      {
        "document": 1473,
        "excerpt": "Range: 120 feet Components: V, S, M (a shard of glass) Duration: Concentration, up to 10 minutes An Invisible wall of force springs into existence at a point you choos"
      },
      {
        "document": 1474,
        "excerpt": "ange: 120 feet Components: V, S, M (a piece of quartz) Duration: Concentration, up to 10 minutes You create a wall of ice on a solid surface within range. You can form"
      },
      {
        "document": 1475,
        "excerpt": "ange: 120 feet Components: V, S, M (a cube of granite) Duration: Concentration, up to 10 minutes A nonmagical wall of solid stone springs into existence at a point you"
      },
      {
        "document": 1476,
        "excerpt": "ge: 120 feet Components: V, S, M (a handful of thorns) Duration: Concentration, up to 10 minutes You create a wall of tangled brush bristling with needle-sharp thorns."
      },
      {
        "document": 1477,
        "excerpt": "0+ GP each, which you and the target must wear for the duration)"
      },
      {
        "document": 1478,
        "excerpt": "tual Range: 30 feet Components: V, S, M (a short reed) Duration: 24 hours This spell grants up to ten willing creatures of your choice within range the ability to brea"
      },
      {
        "document": 1479,
        "excerpt": "l Range: 30 feet Components: V, S, M (a piece of cork) Duration: 1 hour This spell grants the ability to move across any liquid surface - such as water, acid, mud, sno"
      },
      {
        "document": 1480,
        "excerpt": "ange: 60 feet Components: V, S, M (a bit of spiderweb) Duration: Concentration, up to 1 hour You conjure a mass of sticky webbing at a point within range. The webs fil"
      },
      {
        "document": 1481,
        "excerpt": "Casting Time: Action Range: 120 feet Components: V, S Duration: Concentration, up to 1 minute You try to create illusory terrors in others' minds. Each creature of yo"
      },
      {
        "document": 1482,
        "excerpt": "1 minute Range: 30 feet Components: V, S, M (a candle) Duration: 8 hours You and up to ten willing creatures of your choice within range assume gaseous forms for the d"
      },
      {
        "document": 1483,
        "excerpt": "ge: 120 feet Components: V, S, M (a fan and a feather) Duration: Concentration, up to 1 minute A wall of strong wind rises from the ground at a point you choose within"
      },
      {
        "document": 1484,
        "excerpt": "izard) Casting Time: Action Range: Self Components: V Duration: Instantaneous Wish is the mightiest spell a mortal can cast. By simply speaking aloud, you can alter r"
      },
      {
        "document": 1485,
        "excerpt": "ric) Casting Time: Action Range: 5 feet Components: V Duration: Instantaneous You and up to five willing creatures within 5 feet of you instantly teleport to a previo"
      },
      {
        "document": 1486,
        "excerpt": "Casting Time: Action Range: 60 feet Components: V, S Duration: 10 minutes You create a magical zone that guards against deception in a 15-foot-radius Sphere centered"
      },
      {
        "document": 1548,
        "excerpt": "n this Detect Thoughts spell to maintain it during its duration, but it ends if the Scrying spell ends."
      },
      {
        "document": 1549,
        "excerpt": "ncentrate on this Suggestion to maintain it during its duration, but it ends if Scrying ends. You can't cast Suggestion in this way again until the next dawn."
      },
      {
        "document": 1564,
        "excerpt": "you have the Invisible condition for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. Immediately after an"
      },
      {
        "document": 1580,
        "excerpt": "but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It rev"
      },
      {
        "document": 1611,
        "excerpt": "self but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment. An Identify spell reveals i"
      },
      {
        "document": 1653,
        "excerpt": "emporary Hit Points that last for 1 hour. For the same duration, you are under the effect of the Bless spell (no Concentration required). This potion's blue liquid bub"
      },
      {
        "document": 1758,
        "excerpt": "peed of 30 feet for 1 hour. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land."
      },
      {
        "document": 1914,
        "excerpt": "cks): At Will: Dancing Lights, Disguise Self (24-hour duration), Invisibility (self only, and the hag leaves no tracks while Invisible), Minor Illusion, Ray of Sicknes"
      },
      {
        "document": 2014,
        "excerpt": "e spellcasting ability (spell save DC 13). The spell's duration is 24 hours."
      },
      {
        "document": 2056,
        "excerpt": "s the spellcasting ability (spell save DC 17), and the duration is 24 hours. The Charmed target is a willing recipient of the vampire's Bite, the damage of which doesn'"
      }
    ],
    "durations": [
      {
        "document": 505,
        "excerpt": "e effects of different spells add together while their durations overlap. In contrast, the effects of the same spell cast multiple times don't combine. Instead, the most"
      },
      {
        "document": 613,
        "excerpt": "ions, or curses that were affecting it at death if the durations of those effects are still ongoing. If the creature died with any Exhaustion levels, it returns with 1 f"
      },
      {
        "document": 714,
        "excerpt": "ng the wrong key in a lock. Duration. Some traps have durations expressed in rounds, minutes, or hours. Others specify that their effects last until the trap is destroy"
      },
      {
        "document": 789,
        "excerpt": "oth potions work, but with their numerical effects and durations halved. If a potion has no numerical effect and no duration, it instead loses its effect."
      }
    ],
    "during": [
      {
        "document": 26,
        "excerpt": "ch brings the game back to step 1. This pattern holds during every game session (each time you sit down to play D&D), whether the adventurers are talking to a noble,"
      },
      {
        "document": 44,
        "excerpt": "one available. You choose when to take a Bonus Action during your turn unless the Bonus Action's timing is specified. Anything that deprives you of your ability to t"
      },
      {
        "document": 46,
        "excerpt": "During their adventures, player characters meet many different people and face some monsters that would rather"
      },
      {
        "document": 47,
        "excerpt": "of every aspect of the game, and it comes to the fore during social interactions. As you roleplay, consider whether you prefer an active approach or a descriptive a"
      },
      {
        "document": 60,
        "excerpt": "free interaction per turn. That interaction must occur during a creature's movement or action. Any additional interactions require the Utilize action, as explained in"
      },
      {
        "document": 66,
        "excerpt": "During an adventure, the characters might travel long distances on trips that could take hours or days. The GM"
      },
      {
        "document": 71,
        "excerpt": "A round represents about 6 seconds in the game world. During a round, each participant in a battle takes a turn. The order of turns is determined at the beginning of"
      },
      {
        "document": 73,
        "excerpt": "Initiative determines the order of turns during combat. When combat starts, every participant rolls Initiative; they make a Dexterity check that determi"
      },
      {
        "document": 74,
        "excerpt": "ith one object or feature of the environment for free, during either your move or action. For example, you could open a door during your move as you stride toward a f"
      },
      {
        "document": 77,
        "excerpt": "chever comes first. A character's Speed is determined during character creation. A monster's Speed is noted in the monster's stat block. See “Rules Glossary” for mor"
      },
      {
        "document": 83,
        "excerpt": "During your move, you can pass through the space of an ally, a creature that has the Incapacitated condition (s"
      },
      {
        "document": 95,
        "excerpt": "During your move, you can mount a creature that is within 5 feet of you or dismount. Doing so costs an amount o"
      },
      {
        "document": 96,
        "excerpt": "as you direct it, and it has only three action options during that turn: Dash, Disengage, and Dodge. A controlled mount can move and act even on the turn that you mou"
      },
      {
        "document": 156,
        "excerpt": "cordance with its Challenge Rating, follow these rules during combat: Special Abilities. If the monster has a special ability that deals a lot of damage but has a li"
      },
      {
        "document": 161,
        "excerpt": "onster characteristics that are active at all times or during certain situations appear here. Actions. The monster can take the actions here in addition to those in"
      },
      {
        "document": 241,
        "excerpt": ", your character has 1 Hit Die. You can spend Hit Dice during a Short Rest to recover Hit Points. Your character sheet also includes space to note how many Hit Dice y"
      },
      {
        "document": 249,
        "excerpt": "the order of the multiverse might hang in the balance during their adventures."
      },
      {
        "document": 378,
        "excerpt": "erties. Alternatively, you can focus on one magic item during a Short Rest while being in physical contact with the item. At the end of the rest, you learn its proper"
      },
      {
        "document": 380,
        "excerpt": "Attune during a Short Rest"
      },
      {
        "document": 517,
        "excerpt": "wntime - at least 8 hours - available to any creature. During a Long Rest, you sleep for at least 6 hours and perform no more than 2 hours of light activity, such as"
      },
      {
        "document": 543,
        "excerpt": "A Short Rest is a 1-hour period of downtime, during which a creature does nothing more strenuous than reading, talking, eating, or standing watch. To start"
      },
      {
        "document": 548,
        "excerpt": "o use when you move; you can switch between the speeds during your move. Whenever you switch, subtract the distance already moved from the new speed. The result deter"
      },
      {
        "document": 641,
        "excerpt": "u can extend your arms half your height above yourself during the jump. Thus, you can reach a distance equal to the height of the jump plus 1 1/2 times your height."
      },
      {
        "document": 642,
        "excerpt": "ters also have Hit Dice. A creature can spend Hit Dice during a Short Rest to regain Hit Points. See also “Short Rest.”"
      },
      {
        "document": 652,
        "excerpt": "Initiative determines the order of turns during combat. The combat rules in “Playing the Game” explain how to roll Initiative. Sometimes a GM might hav"
      },
      {
        "document": 669,
        "excerpt": "ast, or Slow pace, as described in “Playing the Game.” During any journey stage, the predominant terrain determines the characters’ maximum travel pace, as shown in t"
      },
      {
        "document": 670,
        "excerpt": "A curse might manifest during an adventure when a creature's violation of a taboo warrants supernatural punishment, such as breaking a"
      },
      {
        "document": 783,
        "excerpt": "adius Cylinder centered on the chosen point of origin. During that time, the area of effect is Lightly Obscured."
      },
      {
        "document": 962,
        "excerpt": "ext turn, but attack rolls against you have Advantage during that time."
      },
      {
        "document": 967,
        "excerpt": "rfaces and across liquids on your turn without falling during the movement."
      },
      {
        "document": 970,
        "excerpt": "rn. You can use this feature only if you haven't moved during this turn, and after you use it, your Speed is 0 until the end of the current turn."
      },
      {
        "document": 971,
        "excerpt": "Bonus Action, you can unleash that magic for 1 minute, during which you gain the following benefits: - The spell save DC of your Sorcerer spells increases by 1. - Yo"
      },
      {
        "document": 973,
        "excerpt": "oing magical research, but you might find other spells during your adventures that you can add to the book. You could discover a Wizard spell on a Spell Scroll, for e"
      },
      {
        "document": 974,
        "excerpt": "The thrill of battle drives you toward victory. During combat, you can give yourself Heroic Inspiration whenever you start your turn without it."
      },
      {
        "document": 984,
        "excerpt": "es and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal Initiative and your second turn a"
      },
      {
        "document": 986,
        "excerpt": "action required) or have the Incapacitated condition. During that time, you have a Fly Speed equal to your Speed. Your wings appear to be made of the same energy as"
      },
      {
        "document": 988,
        "excerpt": "s if you spend those hours in a trancelike meditation, during which you retain consciousness."
      },
      {
        "document": 1153,
        "excerpt": "following options. Its effects last for the duration, during which you can take a Magic action to replace the option you chose with a different one. Aquatic Adaptat"
      },
      {
        "document": 1256,
        "excerpt": "e. You remain in the Border Ethereal for the duration. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra"
      },
      {
        "document": 1314,
        "excerpt": "e Prone and Incapacitated conditions for the duration. During that time, it laughs uncontrollably if it's capable of laughter, and it can't end the Prone condition on"
      },
      {
        "document": 1330,
        "excerpt": "arget dances comically until the end of its next turn, during which it must spend all its movement to dance in place. On a failed save, the target has the Charmed co"
      },
      {
        "document": 1332,
        "excerpt": "Arcane Lock, that spell is suppressed for 10 minutes, during which time the target can be opened and closed. When you cast the spell, a loud knock, audible up to 30"
      },
      {
        "document": 1364,
        "excerpt": "al. Each time a creature hits you with an attack roll during the spell's duration, roll a d6 for each of your remaining duplicates. If any of the d6s rolls a 3 or hi"
      },
      {
        "document": 1376,
        "excerpt": "battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its servic"
      },
      {
        "document": 1398,
        "excerpt": "dvantage on Strength-based D20 Tests for the duration. During that time, it also subtracts 1d8 from all its damage rolls. The target repeats the save at the end of ea"
      },
      {
        "document": 1407,
        "excerpt": "ll, creatures and objects strike it just as they would during a downward fall. If an affected creature or object reaches the Cylinder's top without striking anything,"
      },
      {
        "document": 1418,
        "excerpt": "spell for 8 hours. If you try to send another message during that time, you learn that you are blocked, and the spell fails."
      },
      {
        "document": 1429,
        "excerpt": "ts Hit Points is to repair it as you take a Long Rest, during which you expend components worth 100 GP per Hit Point restored. The simulacrum must stay within 5 feet"
      },
      {
        "document": 1451,
        "excerpt": "ve, a target argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has Disadvantage on attack rolls and ability"
      },
      {
        "document": 1455,
        "excerpt": "by the GM. You might learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute. You can"
      },
      {
        "document": 1458,
        "excerpt": "ther creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal. This spell ends if one of the actions you use during this"
      },
      {
        "document": 1482,
        "excerpt": "everting to its normal form. Reverting takes 1 minute, during which the target has the Stunned condition. Until the spell ends, the target can revert to cloud form, w"
      },
      {
        "document": 1548,
        "excerpt": "ncentrate on this Detect Thoughts spell to maintain it during its duration, but it ends if the Scrying spell ends."
      },
      {
        "document": 1549,
        "excerpt": "need to concentrate on this Suggestion to maintain it during its duration, but it ends if Scrying ends. You can't cast Suggestion in this way again until the next da"
      },
      {
        "document": 1623,
        "excerpt": "tes (regardless of the number of elements you create), during which time you must remain in the Cube, and requires Concentration. If your Concentration is broken or y"
      },
      {
        "document": 1627,
        "excerpt": "oll Initiative. If you reduce your foe to 0 Hit Points during that combat, you have Advantage on Death Saving Throws for 1 year. If someone else reduces your chosen f"
      },
      {
        "document": 1647,
        "excerpt": "you gain a Climb Speed equal to your Speed for 1 hour. During this time, you have Advantage on Strength (Athletics) checks to climb. This potion is separated into br"
      },
      {
        "document": 1688,
        "excerpt": "tern of dazzling hues until the end of your next turn. During this time, the robe sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet, and"
      },
      {
        "document": 1720,
        "excerpt": "decide what action the snake takes and where it moves during its turn, or you can issue it a general command, such as to attack your enemies or guard a location. Abs"
      },
      {
        "document": 1846,
        "excerpt": "vailable. Slam. Melee Attack Roll: +6 (with Advantage during the first round of each combat), reach 5 ft. Hit: 11 (2d6 + 4) Bludgeoning damage. Read Thoughts. The d"
      },
      {
        "document": 1869,
        "excerpt": "reature whose space the cube enters for the first time during this move. Failure: 10 (3d6) Acid damage, and the target is engulfed. An engulfed target is suffocating,"
      },
      {
        "document": 1902,
        "excerpt": "ailure: The target rolls 1d8 to determine what it does during the current turn: 1-4. The target does nothing. 5–6. The target takes no action or Bonus Action and us"
      },
      {
        "document": 2051,
        "excerpt": "ll ends any turn Bloodied and took 15+ Slashing damage during that turn, one of the troll's limbs is severed, falls into the troll's space, and becomes a Troll Limb."
      }
    ],
    "dusk": [
      {
        "document": 1689,
        "excerpt": "to cast the level 5 version of Magic Missile. Daily at dusk, 1d6 removed stars reappear on the robe. While you wear the robe, you can take a Magic action to enter"
      }
    ],
    "dust": [
      {
        "document": 147,
        "excerpt": "n't be used again. Its words fade, or it crumbles into dust. Any creature that can understand a written language can read a scroll and attempt to activate it unles"
      },
      {
        "document": 266,
        "excerpt": "r 69 A crystal doorknob 70 A packet filled with pink dust 71 A fragment of a beautiful song, written as musical notes on two pieces of parchment 72 A silver tea"
      },
      {
        "document": 720,
        "excerpt": "alls. The holes that house these tubes are obscured by dust and cobwebs or skillfully hidden amid bas-reliefs, murals, or frescoes. Each creature in the darts' pat"
      },
      {
        "document": 1157,
        "excerpt": "a drop of blood, a piece of flesh, and a pinch of bone dust)"
      },
      {
        "document": 1164,
        "excerpt": "V, S, M (gold dust worth 25+ GP, which the spell consumes)"
      },
      {
        "document": 1213,
        "excerpt": "V, S, M (ruby dust worth 50+ GP, which the spell consumes)"
      },
      {
        "document": 1214,
        "excerpt": "V, S, M (a mixture of water and dust)"
      },
      {
        "document": 1235,
        "excerpt": "V, S, M (a lodestone and dust)"
      },
      {
        "document": 1250,
        "excerpt": "ou create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot Cube. Doors and shutters being held o"
      },
      {
        "document": 1281,
        "excerpt": "V, S, M (ruby dust worth 1,000+ GP)"
      },
      {
        "document": 1282,
        "excerpt": "V, S, M (ruby dust worth 1,500+ GP, which the spell consumes)"
      },
      {
        "document": 1297,
        "excerpt": "V, S, M (diamond dust worth 100+ GP, which the spell consumes)"
      },
      {
        "document": 1347,
        "excerpt": "V, S, M (jade dust worth 10+ GP, which the spell consumes)"
      },
      {
        "document": 1370,
        "excerpt": "V, S, M (a pinch of diamond dust worth 25+ GP, which the spell consumes)"
      },
      {
        "document": 1391,
        "excerpt": "V, S, M (jade dust worth 25+ GP)"
      },
      {
        "document": 1419,
        "excerpt": "V, S, M (gem dust worth 5,000+ GP, which the spell consumes)"
      },
      {
        "document": 1445,
        "excerpt": "V, S, M (diamond dust worth 100+ GP, which the spell consumes)"
      },
      {
        "document": 1564,
        "excerpt": "Dust of Disappearance"
      },
      {
        "document": 1565,
        "excerpt": "Dust of Dryness"
      },
      {
        "document": 1566,
        "excerpt": "Dust of Sneezing and Choking"
      },
      {
        "document": 1598,
        "excerpt": "nd 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic. You gain the following benefits"
      },
      {
        "document": 1709,
        "excerpt": "g time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn't lost. If the spell is on your spell list but of a high"
      },
      {
        "document": 1712,
        "excerpt": "last charge, roll 1d20. On a 1, the staff crumbles to dust and is destroyed."
      },
      {
        "document": 1753,
        "excerpt": "last charge, roll 1d20. On a 1, the wand crumbles into dust and is destroyed. Wand of Wonder Effects"
      },
      {
        "document": 1853,
        "excerpt": "Dust Mephit"
      },
      {
        "document": 1859,
        "excerpt": "munity to Poison and Psychic damage. The rope turns to dust if reduced to 0 Hit Points, if it is 5+ feet away from the erinyes for 1 hour or more, or if the erinyes"
      },
      {
        "document": 1966,
        "excerpt": "ery 24 hours that elapse. A creature dies and turns to dust if reduced to 0 Hit Points by this attack. Channel Negative Energy. Ranged Attack Roll: +9, range 60 ft"
      },
      {
        "document": 1967,
        "excerpt": "ery 24 hours that elapse. A creature dies and turns to dust if reduced to 0 Hit Points by this attack. Dreadful Glare. Wisdom Saving Throw: DC 11, one creature the"
      },
      {
        "document": 1969,
        "excerpt": "HP 20, and Resistance to all damage. The bag turns to dust if reduced to 0 Hit Points. If the bag is destroyed, any souls the bag is holding are released. The bag"
      }
    ],
    "dusty": [
      {
        "document": 1609,
        "excerpt": "(Rare). You gain a +1 bonus to Armor Class while this dusty-rose prism orbits your head. Regeneration (Legendary). You regain 15 Hit Points at the end of each hour"
      }
    ],
    "dwarf": [
      {
        "document": 226,
        "excerpt": "tions are detailed in “Character Origins”: Dragonborn, Dwarf, Elf, Gnome, Goliath, Halfling, Human, Orc, and Tiefling. Once you’ve chosen a species, write it on your"
      },
      {
        "document": 987,
        "excerpt": "Dwarf"
      },
      {
        "document": 1155,
        "excerpt": "sed in the uniform of the town guard” or “a red-haired dwarf wearing a pointed hat.” You also communicate a message of up to twenty-five words. The Beast travels for"
      },
      {
        "document": 1402,
        "excerpt": "h | | 2 | Dragonborn | 7 | Halfling | | 3 | Dwarf | 8 | Human | | 4 | Elf | 9 | Orc | | 5 | Gnome | 10 | Tieflin"
      },
      {
        "document": 1521,
        "excerpt": "hicker beard if you already have one. If you aren't a dwarf or duergar, you gain the following additional benefits while wearing the belt: Darkvision. You have Dar"
      },
      {
        "document": 1568,
        "excerpt": "Requires Attunement by a Dwarf or a Creature Attuned to a Belt of Dwarvenkind"
      }
    ],
    "dwarven": [
      {
        "document": 267,
        "excerpt": "91 A needle that never bends 92 An ornate brooch of dwarven design 93 An empty wine bottle bearing a pretty label that says, \"The Wizard of Wines Winery, Red Drago"
      },
      {
        "document": 987,
        "excerpt": "Dwarven Resilience"
      },
      {
        "document": 1567,
        "excerpt": "Dwarven Plate"
      },
      {
        "document": 1568,
        "excerpt": "Dwarven Thrower"
      }
    ],
    "dwarvenkind": [
      {
        "document": 1521,
        "excerpt": "Belt of Dwarvenkind"
      },
      {
        "document": 1568,
        "excerpt": "tunement by a Dwarf or a Creature Attuned to a Belt of Dwarvenkind"
      }
    ],
    "dwarves": [
      {
        "document": 117,
        "excerpt": "tems usable only by folk who are sized and shaped like dwarves. Unusual Anatomy. Use your discretion to decide whether a creature can wear an item not made for its an"
      },
      {
        "document": 1521,
        "excerpt": "on Charisma (Persuasion) checks made to interact with dwarves and duergar. Toughness. Your Constitution increases by 2, to a maximum of 20. In addition, while attun"
      }
    ],
    "dwarvish": [
      {
        "document": 809,
        "excerpt": "Dwarvish"
      },
      {
        "document": 1521,
        "excerpt": "e wearing this belt, you gain the following benefits: Dwarvish. You know Dwarvish. Friend of Dwarvenkind. You have Advantage on Charisma (Persuasion) checks made to i"
      }
    ],
    "dwell": [
      {
        "document": 676,
        "excerpt": "e heaps and is sometimes transmitted by creatures that dwell in such areas, including otyu-ghs and rats. Any Humanoid that is wounded by a creature that carries the"
      }
    ],
    "dwelling": [
      {
        "document": 1349,
        "excerpt": "or the duration. The door leads to an extradimensional dwelling and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can ente"
      }
    ],
    "dwelling's": [
      {
        "document": 1349,
        "excerpt": "a magnificent foyer with numerous chambers beyond. The dwelling's atmosphere is clean, fresh, and warm. You can create any floor plan you like for the dwelling, but it c"
      }
    ],
    "dying": [
      {
        "document": 829,
        "excerpt": "Spare the Dying"
      },
      {
        "document": 910,
        "excerpt": "Spare the Dying"
      },
      {
        "document": 1434,
        "excerpt": "Spare the Dying"
      }
    ],
    "eagle": [
      {
        "document": 1578,
        "excerpt": "Eyes of the Eagle"
      },
      {
        "document": 1854,
        "excerpt": "Eagle"
      },
      {
        "document": 1881,
        "excerpt": "Giant Eagle"
      }
    ],
    "earlier": [
      {
        "document": 74,
        "excerpt": "The main actions you can take are listed in “Actions” earlier in “Playing the Game.” A character’s features and a monster’s stat block also provide action options. “M"
      },
      {
        "document": 85,
        "excerpt": "Resolve the Attack. Make the attack roll, as detailed earlier in “Playing the Game.” On a hit, you roll damage unless the particular attack has rules that specify oth"
      },
      {
        "document": 577,
        "excerpt": "rules terms only. If you're looking for a term from an earlier version of the fifth edition rules, consult the index. Abbreviations. The abbreviations listed below ap"
      }
    ],
    "earliest": [
      {
        "document": 270,
        "excerpt": "il for your imagination as you ponder your character's earliest days."
      }
    ],
    "early": [
      {
        "document": 5,
        "excerpt": "of which that condition ends on it. The condition ends early if the creature regains any Hit Points or if someone takes an action to administer first aid to it, maki"
      },
      {
        "document": 962,
        "excerpt": "age lasts until the end of your next turn, and it ends early if you don Heavy armor or have the Incapacitated condition. If your Rage is still active on your next tu"
      },
      {
        "document": 964,
        "excerpt": "far from you as it can on its turns. This effect ends early on the creature if it takes any damage, if you have the Incapacitated condition, or if you die."
      },
      {
        "document": 965,
        "excerpt": "citated condition, or die. You can also leave the form early as a Bonus Action. Number of Uses. You can use Wild Shape twice. You regain one expended use when you f"
      },
      {
        "document": 982,
        "excerpt": "im Light 20 feet beyond that. You can end this effect early (no action required). This effect also ends if you aren't carrying the weapon."
      },
      {
        "document": 1215,
        "excerpt": ". You must be outdoors to cast this spell, and it ends early if you go indoors. When you cast the spell, you change the current weather conditions, which are determ"
      },
      {
        "document": 1236,
        "excerpt": "age on attack rolls against you. You can end the spell early by using either of the following special functions. Break Enchantment. As a Magic action, you touch a c"
      },
      {
        "document": 1283,
        "excerpt": "isadvantage on attack rolls against it. The spell ends early if you cast it again."
      },
      {
        "document": 1329,
        "excerpt": "visible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell. Using a Higher-Level"
      },
      {
        "document": 1342,
        "excerpt": "becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor."
      },
      {
        "document": 1348,
        "excerpt": "bonus to attack rolls and damage rolls. The spell ends early if you cast it again. Using a Higher-Level Spell Slot. The bonus increases to +2 with a level 3–5 spell"
      },
      {
        "document": 1375,
        "excerpt": "giving the rider 1 minute to dismount. The spell ends early if the steed takes any damage."
      },
      {
        "document": 1381,
        "excerpt": "nish if any remain when the spell ends. The spell ends early on the target if it has no Temporary Hit Points left. The target is limited in the actions it can perfo"
      },
      {
        "document": 1419,
        "excerpt": "or air. You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target."
      },
      {
        "document": 1424,
        "excerpt": "on's normal damage type (your choice). The spell ends early if you cast it again or if you let go of the weapon. Cantrip Upgrade. The damage die changes when you r"
      },
      {
        "document": 1459,
        "excerpt": "but it's transparent from the inside. The spell ends early if you leave the Emanation or if you cast it again."
      },
      {
        "document": 1535,
        "excerpt": "4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from its total burn time."
      },
      {
        "document": 1544,
        "excerpt": "lf the Invisible condition for 1 hour. The effect ends early if you pull the hood down (no action required) or cease wearing the cloak."
      },
      {
        "document": 1580,
        "excerpt": "reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to"
      },
      {
        "document": 1654,
        "excerpt": "ve the Invisible condition for 1 hour. The effect ends early if you make an attack roll, deal damage, or cast a spell."
      },
      {
        "document": 1759,
        "excerpt": "The wings lasts for 1 hour or until you end the effect early as a Magic action. The wings give you a Fly Speed of 60 feet. If you are aloft when the wings disappear,"
      },
      {
        "document": 1829,
        "excerpt": "ing Wisdom as the spellcasting ability. The spell ends early if the cloaker starts or ends its turn in Bright Light."
      },
      {
        "document": 1852,
        "excerpt": "Animal Friendship, Charm Monster (lasts 24 hours; ends early if the dryad casts the spell again), Druidcraft 1/Day Each: Entangle, Pass without Trace"
      },
      {
        "document": 1931,
        "excerpt": ", the target has the Unconscious condition, which ends early if the target takes any damage."
      },
      {
        "document": 1993,
        "excerpt": "target also has the Unconscious condition, which ends early if the target takes damage or a creature within 5 feet of it takes an action to wake it."
      },
      {
        "document": 2059,
        "excerpt": "ng a flask of Holy Water on the target ends the effect early. Stunning Screech (1/Day). Constitution Saving Throw: DC 15, each creature in a 20-foot Emanation origi"
      },
      {
        "document": 2074,
        "excerpt": "e wisp's Concentration ends on this effect, which ends early immediately after the wisp makes an attack roll or uses Consume Life."
      }
    ],
    "earn": [
      {
        "document": 626,
        "excerpt": "vercome challenges and complete adventures, characters earn Experience Points (XP), which are awarded by the Game Master. When a character's XP total crosses certai"
      }
    ],
    "earns": [
      {
        "document": 252,
        "excerpt": "feat of their choice for every 30,000 XP the character earns above 355,000 XP. Epic Boon feats are especially appropriate for these bonus feats, but a player can cho"
      }
    ],
    "earring": [
      {
        "document": 266,
        "excerpt": "notes on two pieces of parchment 72 A silver teardrop earring containing a real teardrop"
      }
    ],
    "ears": [
      {
        "document": 1365,
        "excerpt": "le. You can see through its eyes and hear through its ears as if you were located where it is."
      },
      {
        "document": 1392,
        "excerpt": "n see through the illusion's eyes and hear through its ears as if you were in its space. As a Magic action, you can move it up to 60 feet and make it gesture, speak"
      }
    ],
    "earth": [
      {
        "document": 345,
        "excerpt": ", such as a Light Hammer, to hammer a spike into wood, earth, or a similar material. You can do so to jam a door shut or to then tie a Rope or Chain to the Spike."
      },
      {
        "document": 583,
        "excerpt": "Burrow Speed can use that speed to move through sand, earth, mud, or ice. The creature can't burrow through solid rock unless the creature has a trait that allows i"
      },
      {
        "document": 754,
        "excerpt": "Earth Elemental"
      },
      {
        "document": 767,
        "excerpt": "Earth"
      },
      {
        "document": 790,
        "excerpt": "ng 1d6: on a 1, the Plane of Air; on a 2, the Plane of Earth; on a 3, the Plane of Fire; on a 4, the Plane of Water; on a 5, the Feywild; on a 6, the Shadowfell"
      },
      {
        "document": 835,
        "excerpt": "Move Earth"
      },
      {
        "document": 866,
        "excerpt": "Move Earth"
      },
      {
        "document": 892,
        "excerpt": "Move Earth"
      },
      {
        "document": 1206,
        "excerpt": "nt, which determines its damage type: air (Lightning), earth (Thunder), fire (Fire), or water (Cold). The spirit lasts for the duration. Whenever a creature you can"
      },
      {
        "document": 1250,
        "excerpt": "open by someone or something aren't affected. Beckon Earth. You create a thin shroud of dust or sand that covers surfaces in a 5-foot-square area, or you cause a s"
      },
      {
        "document": 1324,
        "excerpt": "ur choice: Burial. The target is entombed beneath the earth in a hollow globe of magical force that is just large enough to contain the target. Nothing can pass int"
      },
      {
        "document": 1369,
        "excerpt": "Move Earth"
      },
      {
        "document": 1667,
        "excerpt": "u have a Fly Speed equal to your Speed and can hover. Earth. You know Terran, and you have Resistance to Acid damage. Terrain composed of rubble, rocks, or dirt isn"
      },
      {
        "document": 1721,
        "excerpt": "n take a Magic action to plant one end of the staff in earth in an unoccupied space and expend 1 charge to transform the staff into a healthy tree. The tree is 60 fe"
      },
      {
        "document": 1724,
        "excerpt": "Stone of Controlling Earth Elementals"
      },
      {
        "document": 1855,
        "excerpt": "Earth Elemental"
      },
      {
        "document": 2080,
        "excerpt": "Earth Glide. The xorn can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn'"
      }
    ],
    "earthquake": [
      {
        "document": 767,
        "excerpt": "Earthquake (5 charges), Stone Shape (2 charges), Stoneskin (3 charges), Wall of Stone (3 charges)"
      },
      {
        "document": 837,
        "excerpt": "Earthquake"
      },
      {
        "document": 868,
        "excerpt": "Earthquake"
      },
      {
        "document": 918,
        "excerpt": "Earthquake"
      },
      {
        "document": 1248,
        "excerpt": "Earthquake"
      },
      {
        "document": 1733,
        "excerpt": "aren't being worn or carried take 3d8 Thunder damage. Earthquake. As a Magic action, you can strike the weapon against the ground to create an intense seismic disturbanc"
      }
    ],
    "ease": [
      {
        "document": 1664,
        "excerpt": "n to alter its form, turning it into a 6-inch rod (for ease of storage) or a 10-foot pole, or reverting it a Quarterstaff; the weapon will elongate only as far as t"
      }
    ],
    "easier": [
      {
        "document": 64,
        "excerpt": "whether indoors or outdoors. A marching order makes it easier to determine which characters are affected by traps, which ones can spot hidden enemies, and which ones"
      },
      {
        "document": 719,
        "excerpt": "to scale the pit's smooth walls. You can make the pit easier to escape by adding cracks in the walls big enough to serve as handholds and footholds. At Higher Level"
      },
      {
        "document": 723,
        "excerpt": "to scale the pit's smooth walls. You can make the pit easier to escape by adding cracks in the walls big enough to serve as handholds and footholds. At Higher Level"
      },
      {
        "document": 732,
        "excerpt": "lls and other factors can result in an encounter being easier or harder than intended. You can adjust an encounter on the fly, such as by having creatures flee (makin"
      }
    ],
    "easily": [
      {
        "document": 384,
        "excerpt": "rdless of size or build. Magic garments are made to be easily adjustable, or they magically adjust themselves to the wearer."
      },
      {
        "document": 694,
        "excerpt": "with criminal contacts might be able to acquire poison easily. Other characters might have to make extensive inquiries and pay bribes before they acquire the poison t"
      },
      {
        "document": 716,
        "excerpt": "successful check. Once detected, the trip wire can be easily cut or avoided (no ability check required). At Higher Levels. You can scale the trap for higher levels"
      },
      {
        "document": 717,
        "excerpt": "successful check. Once detected, the trip wire can be easily cut or avoided (no ability check required). Destroy the Net. Reducing the Net to 0 Hit Points frees any"
      },
      {
        "document": 737,
        "excerpt": "onster has a feature that lower-level characters can't easily overcome, consider not adding that monster to an encounter for characters whose level is lower than the"
      },
      {
        "document": 1702,
        "excerpt": "each stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can cast Sending from it. The target is the bearer of the oth"
      }
    ],
    "east": [
      {
        "document": 1203,
        "excerpt": "ment to move. Roll 1d4 for the direction: 1, north; 2, east; 3, south; or 4, west. | | 2–6 | The target doesn’t move or take actio"
      },
      {
        "document": 1454,
        "excerpt": "in a random direction. Roll 1d8 for the direction: 1, east; 2, southeast; 3, south; 4, southwest; 5, west; 6, northwest; 7, north; or 8, northeast. On Target. You"
      }
    ],
    "easy": [
      {
        "document": 26,
        "excerpt": "he Adventurers' Actions. Sometimes resolving a task is easy. If an adventurer walks across a room and tries to open a door, the GM might say the door opens and desc"
      },
      {
        "document": 740,
        "excerpt": "Very easy"
      },
      {
        "document": 744,
        "excerpt": "Using a combination of senses, notice something that’s easy to miss."
      },
      {
        "document": 1640,
        "excerpt": "our. This rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart."
      }
    ],
    "eat": [
      {
        "document": 1294,
        "excerpt": "or the duration. A creature can take a Bonus Action to eat one berry. Eating a berry restores 1 Hit Point, and the berry provides enough nourishment to sustain a c"
      },
      {
        "document": 1324,
        "excerpt": "While imprisoned, the target doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the imprisoned target, and the"
      },
      {
        "document": 1609,
        "excerpt": "rbits your head. Sustenance (Rare). You don't need to eat or drink while this clear spindle orbits your head."
      },
      {
        "document": 1611,
        "excerpt": "in the flask doesn't age and doesn't need to breathe, eat, or drink. You can take a Magic action to remove the flask's stopper and release the creature in the fl"
      },
      {
        "document": 1625,
        "excerpt": "n the mirror's cells don't age, and they don't need to eat, drink, or sleep. A creature trapped within a cell can escape using magic that permits planar travel. Ot"
      },
      {
        "document": 1810,
        "excerpt": "ing spell on the weapon. In 1 minute, the pudding can eat through 2 feet of nonmagical wood or metal. Spider Climb. The pudding can climb difficult surfaces, inc"
      },
      {
        "document": 1912,
        "excerpt": "casting the Mending spell on the weapon. The ooze can eat through 2-inch-thick, nonmagical metal or wood in 1 round."
      }
    ],
    "eater": [
      {
        "document": 793,
        "excerpt": "re eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take 5d6 Poison damage and have the Poisoned condit"
      }
    ],
    "eating": [
      {
        "document": 336,
        "excerpt": "Malnutrition” in “Rules Glossary” for the risks of not eating."
      },
      {
        "document": 517,
        "excerpt": "n 2 hours of light activity, such as reading, talking, eating, or standing watch. During sleep, you have the Unconscious condition. After you finish a Long Rest, you"
      },
      {
        "document": 543,
        "excerpt": "ure does nothing more strenuous than reading, talking, eating, or standing watch. To start a Short Rest, you must have at least 1 Hit Point. Benefits of the Rest. Wh"
      },
      {
        "document": 1294,
        "excerpt": ". A creature can take a Bonus Action to eat one berry. Eating a berry restores 1 Hit Point, and the berry provides enough nourishment to sustain a creature for one da"
      }
    ],
    "eats": [
      {
        "document": 520,
        "excerpt": "shown in the Food Needs per Day table. A creature that eats but consumes less than half the required food for a day must succeed on a DC 10 Constitution saving thro"
      },
      {
        "document": 793,
        "excerpt": "5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw o"
      }
    ],
    "ebony": [
      {
        "document": 1177,
        "excerpt": "e) Duration: Concentration, up to 1 minute Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacl"
      },
      {
        "document": 1580,
        "excerpt": "sed, it can't be used again until 5 days have passed. Ebony Fly (Rare). This ebony statuette, carved in the likeness of a horsefly, can become a Giant Fly (see the"
      }
    ],
    "echoes": [
      {
        "document": 646,
        "excerpt": "the illusory creature. Similarly, an audible illusion echoes in an echoey space."
      }
    ],
    "echoey": [
      {
        "document": 646,
        "excerpt": "creature. Similarly, an audible illusion echoes in an echoey space."
      }
    ],
    "edge": [
      {
        "document": 962,
        "excerpt": "of when things aren't as they should be, giving you an edge when you dodge perils. You have Advantage on Dexterity saving throws unless you have the Incapacitated c"
      },
      {
        "document": 1248,
        "excerpt": "10 feet deep and 10 feet wide, and it extends from one edge of the spell's area to another edge. A creature in the same space as a fissure must succeed on a Dexteri"
      },
      {
        "document": 1389,
        "excerpt": "erties: - Sound can't pass through the barrier at the edge of the warded area. - The barrier of the warded area appears dark and foggy, preventing vision (includin"
      },
      {
        "document": 1733,
        "excerpt": "fissure on a failed save or moving with the fissure's edge on a successful one. Any structure on a spot where the fissure opens collapses into the fissure. Once yo"
      }
    ],
    "edged": [
      {
        "document": 973,
        "excerpt": "ne the book's appearance and materials, such as a gilt-edged tome or a collection of vellum bound with twine. The book contains the level 1+ spells you know. It sta"
      }
    ],
    "edges": [
      {
        "document": 1546,
        "excerpt": "In an area of Dim Light or Darkness, you can grip the edges of the cloak and use it to gain a Fly Speed of 40 feet. If you ever fail to grip the cloak's edges while"
      },
      {
        "document": 1644,
        "excerpt": "action to close a Portable Hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within r"
      },
      {
        "document": 1756,
        "excerpt": "takes a Magic action to close it by taking hold of the edges of the cloth and folding it up. Once the Well of Many Worlds has opened a portal, it can't do so again"
      }
    ],
    "edition": [
      {
        "document": 577,
        "excerpt": "ooking for a term from an earlier version of the fifth edition rules, consult the index. Abbreviations. The abbreviations listed below appear in this glossary and els"
      }
    ],
    "eerie": [
      {
        "document": 1641,
        "excerpt": "c action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature of your choice within 30 feet of you must succeed on a DC 15 Wisdom sa"
      }
    ],
    "effect": [
      {
        "document": 10,
        "excerpt": "ceed. Otherwise, you fail. A success or failure has no effect by itself. On your third success, you become Stable (see “Stabilizing a Character” below). On your third"
      },
      {
        "document": 19,
        "excerpt": "the GM) is at risk. A save’s result is detailed in the effect that caused it. If you don't want to resist the effect, you can choose to fail the save without rolling"
      },
      {
        "document": 22,
        "excerpt": "fficulty Class for a saving throw is determined by the effect that causes it or by the GM. For example, if a spell forces you to make a save, the DC is determined by"
      },
      {
        "document": 27,
        "excerpt": "which one to use; only one base calculation can be in effect for a creature."
      },
      {
        "document": 37,
        "excerpt": "erity. That's a general rule, and a general rule is in effect as long as something in the game doesn't explicitly say otherwise. The game also includes elements - cl"
      },
      {
        "document": 67,
        "excerpt": "Distance Traveled Per ... Each travel pace has a game effect, as defined below. Fast. Traveling at a Fast pace imposes Disadvantage on a traveler's Wisdom (Percepti"
      },
      {
        "document": 86,
        "excerpt": "et can benefit from cover only when an attack or other effect originates on the opposite side of the cover. If a target is behind multiple sources of cover, only the"
      },
      {
        "document": 97,
        "excerpt": "If an effect is about to move your mount against its will while you're on it, you must succeed on a DC 10 Dexterity s"
      },
      {
        "document": 102,
        "excerpt": "ubtract it from your Hit Points. Hit Point loss has no effect on your capabilities until you reach 0 Hit Points. If you have half your Hit Points or fewer, you're Bl"
      },
      {
        "document": 108,
        "excerpt": "When you create a damaging effect that forces two or more targets to make saving throws against it at the same time, roll the damage once"
      },
      {
        "document": 142,
        "excerpt": "e bearer takes damage, it repeats the save, ending the effect on a success. Whether or not the attempt to control its bearer succeeds, the item can't use this power a"
      },
      {
        "document": 144,
        "excerpt": "pecified in its description. Once used, a potion takes effect immediately, and it is used up. Mixing Potions. A character might drink one potion while still under th"
      },
      {
        "document": 170,
        "excerpt": "after the “Hit:” notation. Miss. If an attack has an effect that occurs on a miss, that information follows the “Miss:” notation. Hit or Miss. If an attack has an"
      },
      {
        "document": 171,
        "excerpt": "Saving Throw Effect Notation"
      },
      {
        "document": 264,
        "excerpt": "ell that you cast, like Burning Hands, has an enhanced effect when cast at a higher level, you can use the enhanced effect as normal. For example, if you are a level"
      },
      {
        "document": 322,
        "excerpt": "and Psychic damage) also frees the target, ending the effect."
      },
      {
        "document": 494,
        "excerpt": "nge indicates how far from the spellcaster the spell's effect can originate, and the spell's description specifies which part of the effect is limited by the range."
      },
      {
        "document": 502,
        "excerpt": "e or specifically a creature other than you. Areas of Effect. Some spells, such as Thunder-wave, cover an area called an area of effect, which is defined in “Rules G"
      },
      {
        "document": 505,
        "excerpt": "multiple times don't combine. Instead, the most potent effect - such as the highest bonus - from those castings applies while their durations overlap. The most recent"
      },
      {
        "document": 519,
        "excerpt": "Magical Effect"
      },
      {
        "document": 526,
        "excerpt": "Area of Effect"
      },
      {
        "document": 530,
        "excerpt": "possessed by another creature or entity. A possessing effect defines how the possession operates. Possession can be prevented by the Protection from Evil and Good sp"
      },
      {
        "document": 535,
        "excerpt": "tration is broken, the spell dissipates without taking effect."
      },
      {
        "document": 540,
        "excerpt": "thout rolling. The result of a save is detailed in the effect that allowed it. If a target is forced to make a save and lacks the ability score used by it, the target"
      },
      {
        "document": 542,
        "excerpt": "If an effect, such as Wild Shape or the Polymorph spell, lets you shape-shift, its description specifies what happens"
      },
      {
        "document": 548,
        "excerpt": "ir to fly 20 feet more. Changes to Your Speeds. If an effect increases or decreases your Speed for a time, any special speed you have increases or decreases by an eq"
      },
      {
        "document": 549,
        "excerpt": "A spell is a magical effect that has the characteristics described in “Spells.”"
      },
      {
        "document": 550,
        "excerpt": "attack roll made as part of a spell or another magical effect. See also “Spells” (“Casting Spells”)."
      },
      {
        "document": 552,
        "excerpt": "Sphere [Area of Effect]"
      },
      {
        "document": 554,
        "excerpt": "target unless its entry says otherwise. Saving Throw Effect Notation. If an effect forces a saving throw, the effect's entry starts by identifying the kind of savin"
      },
      {
        "document": 561,
        "excerpt": "by an attack roll, forced to make a saving throw by an effect, or selected to receive the effects of a spell or another phenomenon."
      },
      {
        "document": 563,
        "excerpt": "ure doesn't teleport with you unless the teleportation effect says otherwise. If the destination space of your teleportation is occupied by another creature or block"
      },
      {
        "document": 568,
        "excerpt": "ed Strike, choose one of the following options for its effect. Damage. You make an attack roll against the target. Your bonus to the roll equals your Strength modifi"
      },
      {
        "document": 577,
        "excerpt": "name, as in \"Attack [Action].\" A tag - Action, Area of Effect, Attitude, Condition, or Hazard - indicates that a rule is part of a family of rules. The tags also have"
      },
      {
        "document": 592,
        "excerpt": "ions. If the effect's creator loses Concentration, the effect ends. If the effect has a maximum duration, the effect's description specifies how long the creator can"
      },
      {
        "document": 594,
        "excerpt": "Cone [Area of Effect]"
      },
      {
        "document": 601,
        "excerpt": "Cube [Area of Effect]"
      },
      {
        "document": 602,
        "excerpt": "Some game effects curse a creature or an object. The effect that confers a curse defines what the curse does. Curses can be removed by the Remove Curse and Greater"
      },
      {
        "document": 603,
        "excerpt": "Cylinder [Area of Effect]"
      },
      {
        "document": 607,
        "excerpt": "s it takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, in which case it takes that entire instance of damage. An"
      },
      {
        "document": 608,
        "excerpt": "le offers examples to help a GM assign a type to a new effect. Damage Types"
      },
      {
        "document": 613,
        "excerpt": "it back. If the creature returns to life, the revival effect determines the creature's current Hit Points. Unless otherwise stated, the creature returns to life with"
      },
      {
        "document": 623,
        "excerpt": "Emanation [Area of Effect]"
      },
      {
        "document": 646,
        "excerpt": "er effects sometimes create magical illusions. Such an effect defines what the illusion does and which senses or mental faculties it deceives. If an illusion manifes"
      },
      {
        "document": 656,
        "excerpt": "Line [Area of Effect]"
      },
      {
        "document": 664,
        "excerpt": "ended by some means. A magical contagion is an adverse effect of magical origin that is contagious by definition. The following sections discuss curses and magical c"
      },
      {
        "document": 671,
        "excerpt": "DC 15 Charisma saving throw. On a successful save, the effect ends on the creature. A Dispel Evil and Good spell or any magic that removes a curse also ends the effec"
      },
      {
        "document": 675,
        "excerpt": "f its turns, the creature repeats the save, ending the effect on itself on a success. After 1 minute, it succeeds automatically. Fighting the Contagion. At the end o"
      },
      {
        "document": 689,
        "excerpt": "rightful, use the Frightened condition as the baseline effect. Fear effects typically require a Wisdom saving throw, with a save DC based on how terrifying the situat"
      },
      {
        "document": 690,
        "excerpt": "When a character is subjected to an effect that causes intense mental stress, Psychic damage is the best way to emulate that effect. The Sample Me"
      },
      {
        "document": 692,
        "excerpt": "Restoration spell. Indefinite Effects. An indefinite effect is a long-term effect (see above) that lasts until removed by a Greater Restoration spell. It can be sup"
      },
      {
        "document": 693,
        "excerpt": "quid. You may decide that a partial dose has a reduced effect, such as allowing Advantage on the saving throw or dealing only half as much damage on a failed save. I"
      },
      {
        "document": 699,
        "excerpt": "s the save at the end of each of its turns, ending the effect on itself on a success."
      },
      {
        "document": 703,
        "excerpt": "son A creature that ingests Midnight Tears suffers no effect until the stroke of midnight. Any effect that ends the Poisoned condition neutralizes this poison. If t"
      },
      {
        "document": 714,
        "excerpt": "dispelled. If a trap's duration is instantaneous, its effect is resolved instantly. If a trap resets after activating, that fact is noted in this entry. A trap is ot"
      },
      {
        "document": 718,
        "excerpt": "higher levels by increasing the damage and the area of effect, as shown in the following table."
      },
      {
        "document": 747,
        "excerpt": "This is the lowest a score can normally go. If an effect reduces a score to 0, that effect explains what happens."
      },
      {
        "document": 753,
        "excerpt": "Effect"
      },
      {
        "document": 756,
        "excerpt": "Effect"
      },
      {
        "document": 783,
        "excerpt": "Effect"
      },
      {
        "document": 789,
        "excerpt": "One potion loses its effect."
      },
      {
        "document": 793,
        "excerpt": "Effect"
      },
      {
        "document": 956,
        "excerpt": "Area of Effect"
      },
      {
        "document": 962,
        "excerpt": "or Unarmed Strike, and you can cause one Brutal Strike effect of your choice. You have the following effect options. Forceful Blow. The target is pushed 15 feet stra"
      },
      {
        "document": 963,
        "excerpt": "within 30 feet of you fails a saving throw against an effect that applies the Charmed or Frightened condition, you can take a Reaction to cause the save to be reroll"
      },
      {
        "document": 964,
        "excerpt": "lass's Channel Divinity, choose which Channel Divinity effect from this class to create. You gain additional effect options at higher Cleric levels. You can use this"
      },
      {
        "document": 965,
        "excerpt": "h the form. Equipment that merges with the form has no effect while you're in that form."
      },
      {
        "document": 967,
        "excerpt": "When you're subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if"
      },
      {
        "document": 968,
        "excerpt": "ng it to fuel magical effects. You start with one such effect: Divine Sense, which is described below. Other Paladin features give additional Channel Divinity effect"
      },
      {
        "document": 970,
        "excerpt": "add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You re"
      },
      {
        "document": 978,
        "excerpt": "rips affect even creatures that avoid the brunt of the effect. When you cast a can-trip at a creature and you miss with the attack roll or the target succeeds on a sa"
      },
      {
        "document": 982,
        "excerpt": "s and Dim Light 20 feet beyond that. You can end this effect early (no action required). This effect also ends if you aren't carrying the weapon."
      },
      {
        "document": 983,
        "excerpt": "ure's turns, the creature repeats the save, ending the effect on itself on a success. Once you use this feature, you can't use it again until you finish a Long Rest"
      },
      {
        "document": 985,
        "excerpt": "cessful one. You can have only one creature under the effect of this feature at a time. You can end the vibrations harmlessly (no action required)."
      },
      {
        "document": 989,
        "excerpt": "the device, you determine its function by choosing one effect from Prestidigitation; the device produces that effect whenever you or another creature takes a Bonus A"
      },
      {
        "document": 1160,
        "excerpt": "rk inside the aura or on anything inside it. Areas of effect created by spells or other magic can't extend into the aura, and no one can teleport into or out of it o"
      },
      {
        "document": 1161,
        "excerpt": "at creature can make a Wisdom saving throw to end the effect, as described below. Ending the Effect. If the Frightened or Charmed creature ends its turn more than 1"
      },
      {
        "document": 1166,
        "excerpt": "isn't being worn or carried. A creature gains the Mask effect below, and an object gains the False Aura effect below. The effect lasts for the duration. If you cast t"
      },
      {
        "document": 1167,
        "excerpt": "foot. If the cord is cut - which happens only when an effect states that it does so - the target's body and astral form both die. A target's astral form can travel"
      },
      {
        "document": 1175,
        "excerpt": "every 30 days, the target repeats the save, ending the effect on a success. The effect can also be ended by the Greater Restoration, Heal, or Wish spell. On a succes"
      },
      {
        "document": 1183,
        "excerpt": "ttack rolls against you. An attacker is immune to this effect if it perceives you with Blindsight or Truesight."
      },
      {
        "document": 1210,
        "excerpt": "est. A Greater Restoration spell cast on you ends this effect."
      },
      {
        "document": 1211,
        "excerpt": "days on it. Whenever the Poisoned target receives an effect that would end the Poisoned condition, the target must succeed on a Constitution saving throw, or the Po"
      },
      {
        "document": 1212,
        "excerpt": "s for both, but the contingent spell doesn’t come into effect. Instead, it takes effect when a certain trigger occurs. You describe that trigger when you cast the two"
      },
      {
        "document": 1213,
        "excerpt": "ed A flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular"
      },
      {
        "document": 1214,
        "excerpt": "ic action on your later turns, you can repeat the same effect or choose a different one. Flood. You cause the water level of all standing water in the area to rise b"
      },
      {
        "document": 1215,
        "excerpt": "takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually return"
      },
      {
        "document": 1216,
        "excerpt": "throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spel"
      },
      {
        "document": 1226,
        "excerpt": "t Point, and the spell ends. If the spell is still in effect when the target is subjected to an effect that would kill it instantly without dealing damage, that effe"
      },
      {
        "document": 1230,
        "excerpt": "or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic. The spell is blocked by 1 foot of stone,"
      },
      {
        "document": 1232,
        "excerpt": "s below. Until the spell ends, you can activate either effect as a Magic action on your later turns. Sense Thoughts. You sense the presence of thoughts within 30 fee"
      },
      {
        "document": 1236,
        "excerpt": "Instantaneous Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level"
      },
      {
        "document": 1241,
        "excerpt": "e, a target that has 50 Hit Points or fewer suffers an effect based on its current Hit Points, as shown in the Divine Word Effects table. Regardless of its Hit Points"
      },
      {
        "document": 1247,
        "excerpt": ". Weather Sensor. You create a Tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest"
      },
      {
        "document": 1252,
        "excerpt": "or an object you can see within range (see the chosen effect below). A targeted object must be neither worn nor carried. If the target is an unwilling creature, it c"
      },
      {
        "document": 1258,
        "excerpt": "ast 60 feet away from you where it can't see you, this effect ends. Sickened. The target has the Poisoned condition."
      },
      {
        "document": 1282,
        "excerpt": "creature doesn't exit the cage and wastes the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel. This spell can't be dispelled"
      },
      {
        "document": 1285,
        "excerpt": "'s normal range). It shatters on impact, with the same effect as a normal casting of the spell. You can also set the globe down without shattering it. After 1 minute,"
      },
      {
        "document": 1292,
        "excerpt": "s and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from areas of effect created by such spells."
      },
      {
        "document": 1293,
        "excerpt": "d You inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor) or within an object that ca"
      },
      {
        "document": 1299,
        "excerpt": "ects below within the warded area. Dispel Magic has no effect on Guards and Wards itself, but each of the following effects can be dispelled. If all four are dispelle"
      },
      {
        "document": 1303,
        "excerpt": "fails if the radius includes an area already under the effect of Hallow. The affected area has the following effects. Hallowed Ward. Choose any of these creature typ"
      },
      {
        "document": 1362,
        "excerpt": "can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it."
      },
      {
        "document": 1379,
        "excerpt": "whether the spell has the Overgrowth or the Enrichment effect below. Overgrowth. Choose a point within range. All normal plants in a 100-foot-radius Sphere centered"
      },
      {
        "document": 1386,
        "excerpt": "nts: V, S Duration: Up to 1 hour You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can h"
      },
      {
        "document": 1387,
        "excerpt": "it has the Petrified condition until it is freed by an effect like the Greater Restoration spell. The successes and failures needn't be consecutive; keep track of bot"
      },
      {
        "document": 1388,
        "excerpt": "cupied by a creature, the spell ends instantly without effect. The wall sheds Bright Light within 100 feet and Dim Light for an additional 100 feet. You and creature"
      },
      {
        "document": 1394,
        "excerpt": "Advantage on any new saving throw against the relevant effect."
      },
      {
        "document": 1411,
        "excerpt": "pell doesn't protect the warded creature from areas of effect. The spell ends if the warded creature makes an attack roll, casts a spell, or deals damage."
      },
      {
        "document": 1430,
        "excerpt": "t of it takes an action to shake it out of the spell's effect. Creatures that don't sleep, such as elves, or that have Immunity to the Exhaustion condition automatic"
      },
      {
        "document": 1450,
        "excerpt": "ving throw at the end of each of its turns, ending the effect on itself on a success. This spell dispels Darkness in its area that was created by any spell."
      },
      {
        "document": 1451,
        "excerpt": "scribe the glyph, you set its trigger and choose which effect the symbol bears: Death, Discord, Fear, Pain, Sleep, or Stunning. Each one is explained below. Set the"
      },
      {
        "document": 1452,
        "excerpt": "that you can see within range, causing the appropriate effect below. You can affect the same target round after round or choose a new one at any time. If you switch t"
      },
      {
        "document": 1482,
        "excerpt": "ion. If a target is in cloud form and flying when the effect ends, the target descends 60 feet per round for 1 minute until it lands, which it does safely. If it can"
      },
      {
        "document": 1484,
        "excerpt": "l, including costly components. The spell simply takes effect. Alternatively, you can create one of the following effects of your choice: Object Creation. You creat"
      },
      {
        "document": 1485,
        "excerpt": "without first preparing a sanctuary, the spell has no effect. You must designate a location, such as a temple, as a sanctuary by casting this spell there."
      },
      {
        "document": 1489,
        "excerpt": "e the Deafened condition, you experience the following effect. Can't Hear. You can't hear and automatically fail any ability check that requires hearing."
      },
      {
        "document": 1494,
        "excerpt": "ge on the roll. Concealed. You aren't affected by any effect that requires its target to be seen unless the effect's creator can somehow see you. Any equipment you a"
      },
      {
        "document": 1497,
        "excerpt": "e the Poisoned condition, you experience the following effect. Ability Checks and Attacks Affected. You have Disadvantage on attack rolls and ability checks."
      },
      {
        "document": 1505,
        "excerpt": "nstitution is 19 while you wear this amulet. It has no effect on you if your Constitution is 19 or higher without it."
      },
      {
        "document": 1508,
        "excerpt": "or 1 minute, until you take a Bonus Action to end this effect, or until you die or have the Incapacitated condition, at which point the Shield falls to the ground or"
      },
      {
        "document": 1515,
        "excerpt": "d then water it, the bean disappears as it produces an effect 1 minute later from the ground where it was planted. The GM can choose an effect from the following tabl"
      },
      {
        "document": 1519,
        "excerpt": "can pass through the sphere's wall. No attack or other effect can pass through. An enclosed creature can take a Utilize action to push against the sphere's wall, mov"
      },
      {
        "document": 1522,
        "excerpt": "mines the score (see the table below). The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score."
      },
      {
        "document": 1526,
        "excerpt": "l. If you click your heels together again, you end the effect. When you've used the boots' property for a total of 10 minutes, the magic ceases to function for you u"
      },
      {
        "document": 1544,
        "excerpt": "give yourself the Invisible condition for 1 hour. The effect ends early if you pull the hood down (no action required) or cease wearing the cloak."
      },
      {
        "document": 1557,
        "excerpt": "is dispelled (using a Dispel Magic spell or a similar effect). When the illusion ends, the image on its card disappears, and that card can't be used again. Deck of"
      },
      {
        "document": 1558,
        "excerpt": "2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it."
      },
      {
        "document": 1564,
        "excerpt": "ubjects, and the dust is consumed when its magic takes effect. Immediately after an affected creature makes an attack roll, deals damage, or casts a spell, the Invisi"
      },
      {
        "document": 1566,
        "excerpt": "s the save at the end of each of its turns, ending the effect on itself on a success. The effect also ends on any creature targeted by a Lesser Restoration spell."
      },
      {
        "document": 1567,
        "excerpt": "you gain a +2 bonus to Armor Class. In addition, if an effect moves you against your will along the ground, you can take a Reaction to reduce the distance you are mov"
      },
      {
        "document": 1574,
        "excerpt": "etics) check to try to break the restraint, ending the effect on itself on a successful check. Arrow of Transport. As a Magic action, you can fire one energy arrow f"
      },
      {
        "document": 1579,
        "excerpt": "feather tokens exist, each with a different single-use effect. The GM chooses the kind of token or determines it randomly by rolling on the Feather Tokens table. The"
      },
      {
        "document": 1584,
        "excerpt": "gth is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them."
      },
      {
        "document": 1585,
        "excerpt": "t radius and Dim Light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you take a Bonus Action to repeat the command word or until you"
      },
      {
        "document": 1596,
        "excerpt": "failed check, you fail to cast the spell and a random effect occurs instead, determined by rolling on the following table. Any spell you cast from the hat uses your"
      },
      {
        "document": 1597,
        "excerpt": "lligence is 19 while you wear this headband. It has no effect on you if your Intelligence is 19 or higher without it."
      },
      {
        "document": 1605,
        "excerpt": "normally while floating 4 inches above a surface. This effect means the creature can cross or stand above nonsolid or unstable surfaces, such as water or lava. The cr"
      },
      {
        "document": 1609,
        "excerpt": "ast by a creature you can see. A canceled spell has no effect, and any resources used to cast it are wasted. Once the stone has canceled 20 levels of spells, it burns"
      },
      {
        "document": 1617,
        "excerpt": "can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can take the Dodge action. At"
      },
      {
        "document": 1627,
        "excerpt": "omly. Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no"
      },
      {
        "document": 1633,
        "excerpt": "takes 10 minutes. The affected creature then gains the effect of the Etherealness spell for 1 hour. Beads of this cloudy, gray oil form on the outside of its contain"
      },
      {
        "document": 1635,
        "excerpt": "takes 10 minutes. The affected creature then gains the effect of the Freedom of Movement spell for 8 hours. Alternatively, the oil can be poured on the ground as a M"
      },
      {
        "document": 1641,
        "excerpt": "repeats it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its save is immune to the effect of these pipes for"
      },
      {
        "document": 1643,
        "excerpt": "take a Magic action and use a command word to gain the effect of the Etherealness spell. The spell ends immediately if you remove the armor or take a Magic action to"
      },
      {
        "document": 1646,
        "excerpt": "Potion, Rare When you drink this potion, you gain the effect of the Clairvoyance spell (no Concentration required). An eyeball bobs in this potion's yellowish liqui"
      },
      {
        "document": 1648,
        "excerpt": "are When you drink this potion, you gain the “reduce” effect of the Enlarge/Reduce spell for 1d4 hours (no Concentration required). The red in the potion's liquid c"
      },
      {
        "document": 1650,
        "excerpt": "Potion, Rare When you drink this potion, you gain the effect of the Gaseous Form spell for 1 hour (no Concentration required) or until you end the effect as a Bonus"
      },
      {
        "document": 1651,
        "excerpt": "nes the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score. This potion's transparent liquid has fl"
      },
      {
        "document": 1652,
        "excerpt": "on When you drink this potion, you gain the “enlarge” effect of the Enlarge/Reduce spell for 10 minutes (no Concentration required). The red in the potion's liquid"
      },
      {
        "document": 1653,
        "excerpt": "t for 1 hour. For the same duration, you are under the effect of the Bless spell (no Concentration required). This potion's blue liquid bubbles and steams as if boil"
      },
      {
        "document": 1654,
        "excerpt": "tion, you have the Invisible condition for 1 hour. The effect ends early if you make an attack roll, deal damage, or cast a spell."
      },
      {
        "document": 1657,
        "excerpt": "Potion, Rare When you drink this potion, you gain the effect of the Detect Thoughts spell (save DC 13) for 10 minutes (no Concentration required). This potion's den"
      },
      {
        "document": 1660,
        "excerpt": "n, Very Rare When you drink this potion, you gain the effect of the Haste spell for 1 minute (no Concentration required) without suffering the wave of lethargy that"
      },
      {
        "document": 1678,
        "excerpt": "uching the ring as the spell is cast. The spell has no effect other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without eff"
      },
      {
        "document": 1679,
        "excerpt": "save for a spell of level 7 or lower, the spell has no effect on you. If that spell targeted only you and didn't create an area of effect, you can take a Reaction to"
      },
      {
        "document": 1688,
        "excerpt": "m saving throw or have the Stunned condition until the effect ends."
      },
      {
        "document": 1692,
        "excerpt": "at is targeting only you and doesn't create an area of effect. The absorbed spell's effect is canceled, and the spell's energy - not the spell itself - is stored in t"
      },
      {
        "document": 1693,
        "excerpt": "he Bright Light. The rod's head stops glowing and the effect ends after 10 minutes or when a creature takes a Magic action to pull the rod from the ground. Once used"
      },
      {
        "document": 1694,
        "excerpt": "of the following buttons as a Bonus Action; a button's effect lasts until you push a different button or until you push the same button again, which causes the rod to"
      },
      {
        "document": 1697,
        "excerpt": "he time runs out or you take a Magic action to end the effect, all visitors reappear in the location they occupied when you activated the rod or an unoccupied space n"
      },
      {
        "document": 1700,
        "excerpt": "a saving throw against a Necromancy spell or a harmful effect originating from an Undead, you can take a Reaction to expend 1 charge and turn the failed save into a s"
      },
      {
        "document": 1706,
        "excerpt": "y an attack or makes a saving throw against an area of effect, you can use the Shield to create an immobile 5-foot Emanation originating from you. When the Emanation"
      },
      {
        "document": 1709,
        "excerpt": "ck, the spell disappears from the scroll with no other effect. The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well"
      },
      {
        "document": 1716,
        "excerpt": "ence, avoiding the explosion. If you fail to avoid the effect, you take Force damage equal to 16 times the number of charges in the staff. Each other creature in the"
      },
      {
        "document": 1718,
        "excerpt": "ated by Gust of Wind) disperses the swarm and ends the effect. Spells. While holding the staff, you can cast one of the spells on the following table from it, using"
      },
      {
        "document": 1719,
        "excerpt": "he staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level. However, if doing so brings the sta"
      },
      {
        "document": 1729,
        "excerpt": "s the save at the end of each of its turns, ending the effect on itself on a success."
      },
      {
        "document": 1740,
        "excerpt": "ve without the lost head. A creature is immune to this effect if it has Immunity to Slashing damage, if it doesn't have or need a head, or if the GM decides that the"
      },
      {
        "document": 1742,
        "excerpt": "uised, or hidden, as well as those in plain sight. The effect ends if you stop holding the wand. Regaining Charges. The wand regains 1d6 + 1 expended charges daily a"
      },
      {
        "document": 1748,
        "excerpt": "of the target's turns, it repeats the save, ending the effect on itself on a success. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If"
      },
      {
        "document": 1753,
        "excerpt": "ecomes the point of origin of a spell or other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 1"
      },
      {
        "document": 1759,
        "excerpt": "back. The wings lasts for 1 hour or until you end the effect early as a Magic action. The wings give you a Fly Speed of 60 feet. If you are aloft when the wings disa"
      },
      {
        "document": 1760,
        "excerpt": "ends at least 1 mile away from the aboleth, ending the effect on itself on a success."
      },
      {
        "document": 1763,
        "excerpt": "get has the Unconscious condition for 10 minutes. This effect ends for the target if it takes damage or a creature within 5 feet of it takes an action to wake it. Sp"
      },
      {
        "document": 1765,
        "excerpt": "n action or a Bonus Action on its turn, not both. This effect lasts until the end of its next turn. Spellcasting. The dragon casts one of the following spells, requi"
      },
      {
        "document": 1766,
        "excerpt": "s the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically."
      },
      {
        "document": 1769,
        "excerpt": "s the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. Spellcasting. The dragon casts one o"
      },
      {
        "document": 1775,
        "excerpt": "get has the Unconscious condition for 10 minutes. This effect ends for the target if it takes damage or a creature within 5 feet of it takes an action to wake it. Sp"
      },
      {
        "document": 1777,
        "excerpt": "n action or a Bonus Action on its turn, not both. This effect lasts until the end of its next turn. Spellcasting. The dragon casts one of the following spells, requi"
      },
      {
        "document": 1778,
        "excerpt": "s the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically."
      },
      {
        "document": 1781,
        "excerpt": "s the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. Spellcasting. The dragon casts one o"
      },
      {
        "document": 1791,
        "excerpt": "Evasion. If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no"
      },
      {
        "document": 1803,
        "excerpt": "of its next turn if it is still Restrained, ending the effect on itself on a success. Second Failure: The target has the Petrified condition instead of the Restrained"
      },
      {
        "document": 1805,
        "excerpt": "ve an infernal wound, it is subjected to the following effect. Constitution Saving Throw: DC 12. Failure: The target receives an infernal wound. While wounded, the ta"
      },
      {
        "document": 1816,
        "excerpt": "arget has the Unconscious condition for 1 minute. This effect ends for the target if it takes damage or a creature within 5 feet of it takes an action to wake it."
      },
      {
        "document": 1824,
        "excerpt": "e the centaur enters is targeted once by the following effect. Strength Saving Throw: DC 14. Failure: 7 (1d6 + 4) Bludgeoning damage, and the target has the Prone con"
      },
      {
        "document": 1827,
        "excerpt": "s the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. While Poisoned, the target has the Pa"
      },
      {
        "document": 1831,
        "excerpt": "target is a creature, it is subjected to the following effect. Constitution Saving Throw: DC 11. First Failure: The target has the Restrained condition. The target re"
      },
      {
        "document": 1834,
        "excerpt": "n action or a Bonus Action on its turn, not both. This effect lasts until the end of its next turn."
      },
      {
        "document": 1840,
        "excerpt": "5-foot Emanation originating from the darkmantle. This effect lasts while the darkmantle maintains Concentration on it, up to 10 minutes. Darkvision can't penetrate t"
      },
      {
        "document": 1841,
        "excerpt": "target is a creature, it is subjected to the following effect. Constitution Saving Throw: DC 12. First Failure: The target has the Poisoned condition. While Poisoned,"
      },
      {
        "document": 1845,
        "excerpt": "whirlwind, that creature is subjected to the following effect. Strength Saving Throw: DC 17 (a creature makes this save only once per turn, and the djinni is unaffect"
      },
      {
        "document": 1846,
        "excerpt": "s the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically."
      },
      {
        "document": 1870,
        "excerpt": "non-Undead creature, it is subjected to the following effect. Constitution Saving Throw: DC 10. Failure: The target has the Paralyzed condition until the end of its"
      },
      {
        "document": 1871,
        "excerpt": "ghost can't be targeted by any attack, spell, or other effect, except ones that specifically target Undead. The ghost's game statistics are the same, except it uses t"
      },
      {
        "document": 1872,
        "excerpt": "n't an Undead or elf, it is subjected to the following effect. Constitution Saving Throw: DC 10. Failure: The target has the Paralyzed condition until the end of its"
      },
      {
        "document": 1884,
        "excerpt": "s the save at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the save, a creature is immune to this effect for the next 2"
      },
      {
        "document": 1889,
        "excerpt": "ured for 1 minute or until a strong current or similar effect disperses the ink."
      },
      {
        "document": 1910,
        "excerpt": "s the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically."
      },
      {
        "document": 1911,
        "excerpt": "of its next turn if it is still Restrained, ending the effect on itself on a success. Second Failure: The target has the Petrified condition instead of the Restrained"
      },
      {
        "document": 1931,
        "excerpt": "g damage, and the target is subjected to the following effect. Constitution Saving Throw: DC 12. Failure: The target has the Poisoned condition until the end of the h"
      },
      {
        "document": 1959,
        "excerpt": "of its next turn if it is still Restrained, ending the effect on itself on a success. Second Failure: The target has the Petrified condition instead of the Restrained"
      },
      {
        "document": 1969,
        "excerpt": "e spell fails and is wasted if the target is under the effect of the Protection from Evil and Good spell or within a Magic Circle spell. If the target takes damage f"
      },
      {
        "document": 1973,
        "excerpt": "ured for 1 minute or until a strong current or similar effect disperses the ink."
      },
      {
        "document": 1977,
        "excerpt": "finishes a Long Rest, it is subjected to the following effect. Constitution Saving Throw: DC 15. Failure: The target's Hit Point maximum decreases by 5 (1d10) and doe"
      },
      {
        "document": 1986,
        "excerpt": "s the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. Devilish Claw. Melee Attack Roll: +1"
      },
      {
        "document": 1996,
        "excerpt": "of its turns, the target repeats the save, ending the effect on itself on a success. After 1 minute, it succeeds automatically. Shape-Shift. The quasit shape-shifts"
      },
      {
        "document": 1997,
        "excerpt": "ing damage from weapons wielded by creatures under the effect of a Bless spell"
      },
      {
        "document": 2018,
        "excerpt": "e guardian while within 5 feet of it. The spell has no effect but is stored within the guardian. Any previously stored spell is lost when a new spell is stored. The g"
      },
      {
        "document": 2020,
        "excerpt": "s the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically."
      },
      {
        "document": 2025,
        "excerpt": "ical roar. Whenever it roars, the roar has a different effect, as detailed below (the sequence resets when it takes a Long Rest): First Roar. Wisdom Saving Throw: DC"
      },
      {
        "document": 2059,
        "excerpt": "s the save at the end of each of its turns, ending the effect on itself on a success. While Poisoned, the target takes 5 (1d10) Poison damage at the start of each of"
      },
      {
        "document": 2067,
        "excerpt": "target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw: DC 14. Failure: The target is cursed. If the cursed target drops to 0 Hit Po"
      },
      {
        "document": 2068,
        "excerpt": "target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw: DC 12. Failure: The target is cursed. If the cursed target drops to 0 Hit Po"
      },
      {
        "document": 2069,
        "excerpt": "target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw: DC 11. Failure: The target is cursed. If the cursed target drops to 0 Hit Po"
      },
      {
        "document": 2070,
        "excerpt": "target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw: DC 13. Failure: The target is cursed. If the cursed target drops to 0 Hit Po"
      },
      {
        "document": 2071,
        "excerpt": "target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw: DC 12. Failure: The target is cursed. If the cursed target drops to 0 Hit Po"
      },
      {
        "document": 2074,
        "excerpt": "condition until the wisp's Concentration ends on this effect, which ends early immediately after the wisp makes an attack roll or uses Consume Life."
      },
      {
        "document": 2083,
        "excerpt": "arget has the Unconscious condition for 1 minute. This effect ends for the target if it takes damage or a creature within 5 feet of it takes an action to wake it."
      },
      {
        "document": 2085,
        "excerpt": "n action or a Bonus Action on its turn, not both. This effect lasts until the end of its next turn."
      },
      {
        "document": 2086,
        "excerpt": "s the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically."
      },
      {
        "document": 2089,
        "excerpt": "s the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically."
      }
    ],
    "effect's": [
      {
        "document": 526,
        "excerpt": "ffect has a point of origin, a location from which the effect's energy erupts. The rules for each shape specify how to position its point of origin. If all straight lin"
      },
      {
        "document": 554,
        "excerpt": "fect Notation. If an effect forces a saving throw, the effect's entry starts by identifying the kind of saving throw required and then provides the save's DC, a descrip"
      },
      {
        "document": 592,
        "excerpt": "ain active, as specified in their descriptions. If the effect's creator loses Concentration, the effect ends. If the effect has a maximum duration, the effect's descrip"
      },
      {
        "document": 1494,
        "excerpt": "effect that requires its target to be seen unless the effect's creator can somehow see you. Any equipment you are wearing or carrying is also concealed. Attacks Affec"
      }
    ],
    "effective": [
      {
        "document": 580,
        "excerpt": "M might decide that some damage types are more or less effective against an object. For example, Bludgeoning damage works well for smashing things but not for cutting. P"
      },
      {
        "document": 971,
        "excerpt": "you can spend 1 Sorcery Point to increase the spell's effective level by 1."
      }
    ],
    "effectively": [
      {
        "document": 82,
        "excerpt": "t (Gargantuan). A creature's space is the area that it effectively controls in combat and the area it needs to fight effectively. A character's size is determined by spec"
      },
      {
        "document": 269,
        "excerpt": "ing with a kind of armor means you can wear that armor effectively, gaining defensive bonuses from it. The categories of armor are described in “Equipment.”"
      },
      {
        "document": 407,
        "excerpt": "ld a Shield, but only those with training can use them effectively, as explained below. A character's class and other features determine the character's armor training. A"
      },
      {
        "document": 487,
        "excerpt": "e using a level 2 slot, that Magic Missile is level 2. Effectively, the spell expands to fill the slot it is put into. Some spells, such as Magic Missile and Cure Wounds,"
      },
      {
        "document": 513,
        "excerpt": "ll, you expend a slot of that spell's level or higher, effectively \"filling\" a slot with the spell. Imagine a spell slot is a groove of a certain size - small for a level"
      },
      {
        "document": 1289,
        "excerpt": "ed from decay and can't become Undead. The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this"
      },
      {
        "document": 1484,
        "excerpt": "time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a Legendary magic item or an Artifact might instantl"
      }
    ],
    "effects": [
      {
        "document": 7,
        "excerpt": "ature dies if its Hit Point maximum reaches 0. Certain effects drain life energy, reducing a creature's Hit Point maximum. Massive Damage. When damage reduces a chara"
      },
      {
        "document": 12,
        "excerpt": "Some spells and other effects confer Temporary Hit Points, which are a buffer against losing actual Hit Points, as explained below."
      },
      {
        "document": 20,
        "excerpt": "nt saving throws are used to resist different kinds of effects, as shown on the Saving Throw Examples table. Saving Throw Examples"
      },
      {
        "document": 52,
        "excerpt": "d targeting certain spells - are affected by sight, so effects that obscure vision can hinder you, as explained below."
      },
      {
        "document": 75,
        "excerpt": "e of Difficult Terrain costs 2 squares to enter. Other effects might make a square cost even more. Corners. Diagonal movement can't cross the corner of a wall, a larg"
      },
      {
        "document": 85,
        "excerpt": "get. In addition, spells, special abilities, and other effects can apply penalties or bonuses to your attack roll. 3: Resolve the Attack. Make the attack roll, as deta"
      },
      {
        "document": 102,
        "excerpt": "e effect on its own but which might trigger other game effects."
      },
      {
        "document": 109,
        "excerpt": "Many saving throw effects deal half damage (round down) to a target when the target succeeds on the saving throw. The halved damag"
      },
      {
        "document": 123,
        "excerpt": ", bypass the casting of a spell and confer the spell's effects with its usual duration. Certain items make exceptions to these rules, changing the casting time, durati"
      },
      {
        "document": 144,
        "excerpt": "character might drink one potion while still under the effects of another or pour several potions into a single container. The strange ingredients used in creating pot"
      },
      {
        "document": 170,
        "excerpt": "he Game” and “Spells.” Hit. Any damage dealt or other effects that occur as a result of an attack hitting a target are described after the “Hit:” notation. Miss. If"
      },
      {
        "document": 181,
        "excerpt": "Certain spells, magic items, class features, and other effects in the game interact in special ways with creatures of a particular type. The game includes the followi"
      },
      {
        "document": 182,
        "excerpt": "ation and have no rules of their own, but certain game effects might refer to them."
      },
      {
        "document": 264,
        "excerpt": "spells you do prepare - and potentially enhance their effects. Pact Magic. If you have the Pact Magic feature from the Warlock class and the Spellcasting feature, yo"
      },
      {
        "document": 487,
        "excerpt": "h as Magic Missile and Cure Wounds, have more powerful effects when cast at a higher level, as detailed in a spell's description."
      },
      {
        "document": 494,
        "excerpt": "em, as specified in the spell. If a spell has movable effects, they aren't restricted by its range unless the spell's description says otherwise."
      },
      {
        "document": 501,
        "excerpt": "Effects"
      },
      {
        "document": 503,
        "excerpt": "makes a saving throw to avoid some or all of a spell's effects. The spell specifies the ability that the target uses for the save and what happens on a success or fail"
      },
      {
        "document": 505,
        "excerpt": "Combining Spell Effects"
      },
      {
        "document": 506,
        "excerpt": "o identify a non-instantaneous spell by its observable effects if its duration is ongoing. To identify it, you must take the Study action and succeed on a DC 15 Intell"
      },
      {
        "document": 530,
        "excerpt": "Some effects cause a creature to be possessed by another creature or entity. A possessing effect defines how the poss"
      },
      {
        "document": 542,
        "excerpt": "u. Unless that description says otherwise, any ongoing effects on you - conditions, spells, curses, and the like - carry over from one form to the other. You revert to"
      },
      {
        "document": 545,
        "excerpt": "Simultaneous Effects"
      },
      {
        "document": 561,
        "excerpt": "saving throw by an effect, or selected to receive the effects of a spell or another phenomenon."
      },
      {
        "document": 564,
        "excerpt": "Temporary Hit Points are granted by certain effects and act as a buffer against losing real Hit Points. See also “Playing the Game” (“Damage and Healing”)."
      },
      {
        "document": 592,
        "excerpt": "Some spells and other effects require Concentration to remain active, as specified in their descriptions. If the effect's creator lose"
      },
      {
        "document": 602,
        "excerpt": "Some game effects curse a creature or an object. The effect that confers a curse defines what the curse does. Curses can b"
      },
      {
        "document": 608,
        "excerpt": "Attacks and other harmful effects deal different types of damage. Damage types have no rules of their own, but other rules, such as Resist"
      },
      {
        "document": 613,
        "excerpt": "t were affecting it at death if the durations of those effects are still ongoing. If the creature died with any Exhaustion levels, it returns with 1 fewer level. If th"
      },
      {
        "document": 630,
        "excerpt": "A variety of effects allow a creature to fly. While flying, you fall if you have the Incapacitated or Prone condition or your"
      },
      {
        "document": 633,
        "excerpt": "to grapple another creature. Some stat blocks and game effects allow a creature to grapple using a tentacle, a maw, or another body part. Whatever part a grappler uses"
      },
      {
        "document": 645,
        "excerpt": "noted in their stat blocks, and some spells and other effects grant the ability to hover. Hovering while flying prevents you from falling in certain circumstances. Se"
      },
      {
        "document": 646,
        "excerpt": "Spells and other effects sometimes create magical illusions. Such an effect defines what the illusion does and which senses or me"
      },
      {
        "document": 666,
        "excerpt": "lest curses are created by the Bestow Curse spell. The effects of such curses are limited and can be ended by the Remove Curse spell. Bestow Curse provides useful ben"
      },
      {
        "document": 670,
        "excerpt": "b, or murdering an innocent. Such a curse can have any effects you design, or it might be a customized version of another type of curse discussed in this section. A c"
      },
      {
        "document": 674,
        "excerpt": "ons can work. Feel free to alter the saving throw DCs, effects, and other characteristics of these contagions to suit your campaign."
      },
      {
        "document": 675,
        "excerpt": "re strangely immune). A creature suffers the following effects 1d4 days after infection: Fever. The creature gains 1 Exhaustion level, which lasts until the contagion"
      },
      {
        "document": 676,
        "excerpt": "ed with Sewer Plague. A creature suffers the following effects 1d4 days after infection: Fatigue. The creature gains 1 Exhaustion level. Weakness. While the creature"
      },
      {
        "document": 678,
        "excerpt": "Environmental Effects Deep Water"
      },
      {
        "document": 682,
        "excerpt": "ual to its Constitution score before suffering any ill effects. Each additional minute spent in frigid water requires the creature to succeed on a DC 10 Constitution s"
      },
      {
        "document": 688,
        "excerpt": "f sterner stuff. That said, certain creatures and game effects can terrify or fray the mind of even the most stalwart adventurer. If you plan to use any of these rule"
      },
      {
        "document": 689,
        "excerpt": "Fear Effects"
      },
      {
        "document": 690,
        "excerpt": "Mental Stress Effects"
      },
      {
        "document": 692,
        "excerpt": "Prolonged Effects"
      },
      {
        "document": 693,
        "excerpt": "t touches contact poison with exposed skin suffers its effects. Ingested. A creature must swallow an entire dose of ingested poison to suffer its effects. The dose ca"
      },
      {
        "document": 696,
        "excerpt": "njury), and a description of the poison's debilitating effects."
      },
      {
        "document": 714,
        "excerpt": "n rounds, minutes, or hours. Others specify that their effects last until the trap is destroyed or dispelled. If a trap's duration is instantaneous, its effect is reso"
      },
      {
        "document": 783,
        "excerpt": "Wand of Wonder Effects"
      },
      {
        "document": 789,
        "excerpt": "Both potions lose their effects, and the mixture creates a magical explosion in a 5-foot-radius Sphere centered on itself. Each creature"
      },
      {
        "document": 936,
        "excerpt": "Typical Effects"
      },
      {
        "document": 954,
        "excerpt": "Sample Mental Stress Effects"
      },
      {
        "document": 962,
        "excerpt": "have honed new ways to attack furiously. The following effects are now among your Brutal Strike options. Staggering Blow. The target has Disadvantage on the next savi"
      },
      {
        "document": 963,
        "excerpt": "al notes or words of power to disrupt mind-influencing effects. If you or a creature within 30 feet of you fails a saving throw against an effect that applies the Char"
      },
      {
        "document": 964,
        "excerpt": "energy directly from the Outer Planes to fuel magical effects. You start with two such effects: Divine Spark and Turn Undead, each of which is described below. Each t"
      },
      {
        "document": 968,
        "excerpt": "rectly from the Outer Planes, using it to fuel magical effects. You start with one such effect: Divine Sense, which is described below. Other Paladin features give add"
      },
      {
        "document": 970,
        "excerpt": "amage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the e"
      },
      {
        "document": 971,
        "excerpt": "Points, which allow you to create a variety of magical effects. You have 2 Sorcery Points, and you gain more as you reach higher levels, as shown in the Sorcery Point"
      },
      {
        "document": 978,
        "excerpt": "Create Explosive Elemental Effects Your studies focus on magic that creates powerful elemental effects such as bitter cold, searing flame,"
      },
      {
        "document": 979,
        "excerpt": "so after seeing the roll but before any of the roll's effects occur. You can use this feature a number of times equal to your Charisma modifier (minimum of once), bu"
      },
      {
        "document": 985,
        "excerpt": "r Flurry of Blows, you can impose one of the following effects on that target. Addle. The target can't make Opportunity Attacks until the start of its next turn. Pus"
      },
      {
        "document": 1153,
        "excerpt": "hysical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic action to replace the option you chose with a d"
      },
      {
        "document": 1160,
        "excerpt": "st spells, take Magic actions, or create other magical effects inside the aura, and those things can't target or otherwise affect anything inside it. Magical propertie"
      },
      {
        "document": 1163,
        "excerpt": "hand up to 60 feet and then cause one of the following effects: Clenched Fist. The hand strikes a target within 5 feet of it. Make a melee spell attack. On a hit, the"
      },
      {
        "document": 1166,
        "excerpt": "han the target's actual type. Spells and other magical effects treat the target as if it were a creature of the chosen type. False Aura (Object). You change the way t"
      },
      {
        "document": 1167,
        "excerpt": "-enter its body on the new plane. Any damage or other effects that apply to an astral form have no effect on the target's body and vice versa. If a target's body or a"
      },
      {
        "document": 1176,
        "excerpt": "he curse ends, the target suffers one of the following effects of your choice: - Choose one ability. The target has Disadvantage on ability checks and saving throws m"
      },
      {
        "document": 1186,
        "excerpt": "ma saving throw or be affected by one of the following effects (choose for each creature): - The creature has Immunity to the Charmed and Frightened conditions until"
      },
      {
        "document": 1214,
        "excerpt": "e up to 100 feet on a side, using one of the following effects. As a Magic action on your later turns, you can repeat the same effect or choose a different one. Flood"
      },
      {
        "document": 1230,
        "excerpt": "s For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura"
      },
      {
        "document": 1232,
        "excerpt": "Concentration, up to 1 minute You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns. Sens"
      },
      {
        "document": 1241,
        "excerpt": "on its current Hit Points, as shown in the Divine Word Effects table. Regardless of its Hit Points, a Celestial, an Elemental, a Fey, or a Fiend target that fails its"
      },
      {
        "document": 1247,
        "excerpt": "the spirits of nature, you create one of the following effects within range. Weather Sensor. You create a Tiny, harmless sensory effect that predicts what the weather"
      },
      {
        "document": 1248,
        "excerpt": "d its Concentration is broken. You can also cause the effects below. Fissures. A total of 1d6 fissures open in the spell's area at the end of the turn you cast it. Y"
      },
      {
        "document": 1250,
        "excerpt": "ntrol over the elements, creating one of the following effects within range. Beckon Air. You create a breeze strong enough to ripple cloth, stir dust, rustle leaves,"
      },
      {
        "document": 1256,
        "excerpt": "affect and be affected only by creatures, objects, and effects on that plane. Creatures that aren't on the Ethereal Plane can't perceive or interact with you unless a"
      },
      {
        "document": 1258,
        "excerpt": "om saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can take a Magic actio"
      },
      {
        "document": 1284,
        "excerpt": "ted by Difficult Terrain, and spells and other magical effects can neither reduce the target's Speed nor cause the target to have the Paralyzed or Restrained conditio"
      },
      {
        "document": 1297,
        "excerpt": "h a creature and magically remove one of the following effects from it: - 1 Exhaustion level - The Charmed or Petrified condition - A curse, including the target's At"
      },
      {
        "document": 1299,
        "excerpt": "specify individuals that are unaffected by the spell's effects. You can also specify a password that, when spoken aloud within 5 feet of the warded area, makes the spe"
      },
      {
        "document": 1303,
        "excerpt": "effect of Hallow. The affected area has the following effects. Hallowed Ward. Choose any of these creature types: Aberration, Celestial, Elemental, Fey, Fiend, or Un"
      },
      {
        "document": 1311,
        "excerpt": "disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve creatures can partake of the feast. A creature that"
      },
      {
        "document": 1324,
        "excerpt": "s, the target is also affected by one of the following effects of your choice: Burial. The target is entombed beneath the earth in a hollow globe of magical force tha"
      },
      {
        "document": 1339,
        "excerpt": "bed or named is in a different form, such as under the effects of a Flesh to Stone or Polymorph spell, this spell doesn't locate the creature. This spell can't locate"
      },
      {
        "document": 1362,
        "excerpt": "s for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again. If a creature takes a Study action to examine"
      },
      {
        "document": 1364,
        "excerpt": ". The duplicates otherwise ignore all other damage and effects. The spell ends when all three duplicates are destroyed. A creature is unaffected by this spell if it h"
      },
      {
        "document": 1386,
        "excerpt": "mes, you can have up to three of its non-instantaneous effects active at a time. Sensory Effect. You create an instantaneous, harmless sensory effect, such as a showe"
      },
      {
        "document": 1388,
        "excerpt": "ct only the violet layer. Prismatic Layers | Order | Effects"
      },
      {
        "document": 1404,
        "excerpt": "Nothing - not physical objects, energy, or other spell effects - can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere"
      },
      {
        "document": 1409,
        "excerpt": "edium or smaller creatures. Attacks, spells, and other effects can't pass into or out of the space, but creatures inside it can see through the portal. Anything inside"
      },
      {
        "document": 1428,
        "excerpt": "it isn't accompanied by sound, smell, or other sensory effects. As a Magic action, you can cause the image to move to any spot within range. As the image changes loca"
      },
      {
        "document": 1446,
        "excerpt": "each of your later turns, the storm produces different effects, as detailed below. Turn 2. Acidic rain falls. Each creature and object under the cloud takes 4d6 Acid"
      },
      {
        "document": 1456,
        "excerpt": "est a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effe"
      },
      {
        "document": 1458,
        "excerpt": "one of the actions you use during this period, or any effects that you create during it, affects a creature other than you or an object being worn or carried by someo"
      },
      {
        "document": 1459,
        "excerpt": "of level 3 or lower can't be cast through it, and the effects of such spells can't extend into it. The atmosphere inside the Emanation is comfortable and dry, regard"
      },
      {
        "document": 1484,
        "excerpt": "t. Alternatively, you can create one of the following effects of your choice: Object Creation. You create one object of up to 25,000 GP in value that isn't a magic i"
      },
      {
        "document": 1487,
        "excerpt": "ve the Blinded condition, you experience the following effects. Can't See. You can't see and automatically fail any ability check that requires sight. Attacks Affect"
      },
      {
        "document": 1488,
        "excerpt": "ve the Charmed condition, you experience the following effects. Can't Harm the Charmer. You can't attack the charmer or target the charmer with damaging abilities or"
      },
      {
        "document": 1490,
        "excerpt": "the Exhaustion condition, you experience the following effects. Exhaustion Levels. This condition is cumulative. Each time you receive it, you gain 1 Exhaustion level"
      },
      {
        "document": 1491,
        "excerpt": "the Frightened condition, you experience the following effects. Ability Checks and Attacks Affected. You have Disadvantage on ability checks and attack rolls while th"
      },
      {
        "document": 1492,
        "excerpt": "e the Grappled condition, you experience the following effects. Speed 0. Your Speed is 0 and can't increase. Attacks Affected. You have Disadvantage on attack rolls"
      },
      {
        "document": 1493,
        "excerpt": "Incapacitated condition, you experience the following effects. Inactive. You can't take any action, Bonus Action, or Reaction. No Concentration. Your Concentration"
      },
      {
        "document": 1494,
        "excerpt": "the Invisible condition, you experience the following effects. Surprise. If you're Invisible when you roll Initiative, you have Advantage on the roll. Concealed. Yo"
      },
      {
        "document": 1495,
        "excerpt": "the Paralyzed condition, you experience the following effects. Incapacitated. You have the Incapacitated condition. Speed 0. Your Speed is 0 and can't increase. Sa"
      },
      {
        "document": 1496,
        "excerpt": "the Petrified condition, you experience the following effects. Turned to Inanimate Substance. You are transformed, along with any nonmagical objects you are wearing"
      },
      {
        "document": 1498,
        "excerpt": "have the Prone condition, you experience the following effects. Restricted Movement. Your only movement options are to crawl or to spend an amount of movement equal t"
      },
      {
        "document": 1499,
        "excerpt": "the Restrained condition, you experience the following effects. Speed 0. Your Speed is 0 and can't increase. Attacks Affected. Attack rolls against you have Advantag"
      },
      {
        "document": 1500,
        "excerpt": "ve the Stunned condition, you experience the following effects. Incapacitated. You have the Incapacitated condition. Saving Throws Affected. You automatically fail S"
      },
      {
        "document": 1501,
        "excerpt": "he Unconscious condition, you experience the following effects. Inert. You have the Incapacitated and Prone conditions, and you drop whatever you're holding. When thi"
      },
      {
        "document": 1585,
        "excerpt": "e of three command words to cause one of the following effects: First Command Word. The gem sheds Bright Light in a 30-foot radius and Dim Light for an additional 30"
      },
      {
        "document": 1602,
        "excerpt": "tage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet."
      },
      {
        "document": 1609,
        "excerpt": "opped it. The type of stone determines its rarity and effects. Absorption (Very Rare). While this pale lavender ellipsoid orbits your head, you can take a Reaction t"
      },
      {
        "document": 1690,
        "excerpt": "tage on saving throws against spells and other magical effects. War Mage. Your spell save DC and spell attack bonus each increase by 2."
      },
      {
        "document": 1706,
        "excerpt": "ct inside the Emanation can't be damaged by attacks or effects originating from outside, nor can a creature inside the Emanation damage anything outside it. Once this"
      },
      {
        "document": 1710,
        "excerpt": "tage on saving throws against spells and other magical effects, and spell attack rolls have Disadvantage against you."
      },
      {
        "document": 1753,
        "excerpt": "cal effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell's maximum range is normally less than"
      },
      {
        "document": 1790,
        "excerpt": "tage on saving throws against spells and other magical effects."
      },
      {
        "document": 1799,
        "excerpt": "tage on saving throws against spells and other magical effects."
      },
      {
        "document": 1802,
        "excerpt": "tage on saving throws against spells and other magical effects."
      },
      {
        "document": 1805,
        "excerpt": "tage on saving throws against spells and other magical effects."
      },
      {
        "document": 1806,
        "excerpt": "conditions, has Total Cover against attacks and other effects outside the behir, and takes 21 (6d6) Acid damage at the start of each of the behir's turns. If the beh"
      },
      {
        "document": 1815,
        "excerpt": "tage on saving throws against spells and other magical effects."
      },
      {
        "document": 1825,
        "excerpt": "tage on saving throws against spells and other magical effects."
      },
      {
        "document": 1828,
        "excerpt": "tage on saving throws against spells and other magical effects."
      },
      {
        "document": 1843,
        "excerpt": "tage on saving throws against spells and other magical effects."
      },
      {
        "document": 1845,
        "excerpt": "tage on saving throws against spells and other magical effects. Wishes. The djinni has a 30 percent chance of knowing the Wish spell. If the djinni knows it, the djin"
      },
      {
        "document": 1852,
        "excerpt": "tage on saving throws against spells and other magical effects. Speak with Beasts and Plants. The dryad can communicate with Beasts and Plants as if they shared a lan"
      },
      {
        "document": 1856,
        "excerpt": "tage on saving throws against spells and other magical effects. Wishes. The efreeti has a 30 percent chance of knowing the Wish spell. If the efreeti knows it, the ef"
      },
      {
        "document": 1859,
        "excerpt": "tage on saving throws against spells and other magical effects. Magic Rope. The erinyes has a magic rope. While bearing it, the erinyes can use the Entangling Rope ac"
      },
      {
        "document": 1864,
        "excerpt": "tage on saving throws against spells and other magical effects."
      },
      {
        "document": 1885,
        "excerpt": "ions, and it has Total Cover against attacks and other effects outside the frog. While swallowing the target, the frog can't use Bite, and if the frog dies, the swallo"
      },
      {
        "document": 1896,
        "excerpt": "ions, and it has Total Cover against attacks and other effects outside the toad. In addition, the target takes 10 (3d6) Acid damage at the end of each of the toad's tu"
      },
      {
        "document": 1903,
        "excerpt": "tage on saving throws against spells and other magical effects."
      },
      {
        "document": 1925,
        "excerpt": "tage on saving throws against spells and other magical effects. Stench. Constitution Saving Throw: DC 16, any creature that starts its turn in a 10-foot Emanation ori"
      },
      {
        "document": 1932,
        "excerpt": "tage on saving throws against spells and other magical effects."
      },
      {
        "document": 1936,
        "excerpt": "tage on saving throws against spells and other magical effects."
      },
      {
        "document": 1938,
        "excerpt": "tage on saving throws against spells and other magical effects."
      },
      {
        "document": 1941,
        "excerpt": "tage on saving throws against spells and other magical effects."
      },
      {
        "document": 1946,
        "excerpt": "d condition, has Total Cover against attacks and other effects outside the kraken, and takes 24 (7d6) Acid damage at the start of each of its turns. If the kraken take"
      },
      {
        "document": 1948,
        "excerpt": "1d10 days unless it is killed by a creature under the effects of a Bless spell or its remains are sprinkled with Holy Water."
      },
      {
        "document": 1957,
        "excerpt": "tage on saving throws against spells and other magical effects. Reactive. The marilith can take one Reaction on every turn of combat."
      },
      {
        "document": 1966,
        "excerpt": "tage on saving throws against spells and other magical effects. Undead Restoration. If destroyed, the mummy gains a new body in 24 hours if its heart is intact, reviv"
      },
      {
        "document": 1968,
        "excerpt": "tage on saving throws against spells and other magical effects."
      },
      {
        "document": 1969,
        "excerpt": "tage on saving throws against spells and other magical effects. Soul Bag. The hag has a soul bag. While holding or carrying the bag, the hag can use its Nightmare Hau"
      },
      {
        "document": 1986,
        "excerpt": "tage on saving throws against spells and other magical effects."
      },
      {
        "document": 1987,
        "excerpt": "tage on saving throws against spells and other magical effects."
      },
      {
        "document": 1993,
        "excerpt": "tage on saving throws against spells and other magical effects."
      },
      {
        "document": 1995,
        "excerpt": "conditions, has Total Cover against attacks and other effects outside the worm, and takes 17 (5d6) Acid damage at the start of each of the worm's turns. If the worm"
      },
      {
        "document": 1996,
        "excerpt": "tage on saving throws against spells and other magical effects."
      },
      {
        "document": 1997,
        "excerpt": "eeds on saving throws against spells and other magical effects, and the attack rolls of spells automatically miss it. Without the rakshasa's permission, no spell can o"
      },
      {
        "document": 2002,
        "excerpt": "nditions, it has Total Cover against attacks and other effects outside the remorhaz, and it takes 10 (3d6) Acid damage plus 10 (3d6) Fire damage at the start of each o"
      },
      {
        "document": 2011,
        "excerpt": "tage on saving throws against spells and other magical effects."
      },
      {
        "document": 2022,
        "excerpt": "tage on saving throws against spells and other magical effects."
      },
      {
        "document": 2026,
        "excerpt": "tage on saving throws against spells and other magical effects."
      },
      {
        "document": 2034,
        "excerpt": "tage on saving throws against spells and other magical effects."
      },
      {
        "document": 2044,
        "excerpt": "tage on saving throws against spells and other magical effects. Reflective Carapace. If the tarrasque is targeted by a Magic Missile spell or a spell that requires a"
      },
      {
        "document": 2053,
        "excerpt": "tage on saving throws against spells and other magical effects."
      },
      {
        "document": 2059,
        "excerpt": "tage on saving throws against spells and other magical effects."
      }
    ],
    "effervescent": [
      {
        "document": 1640,
        "excerpt": "ave the Charmed condition for 1 hour. This rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart."
      }
    ],
    "efficient": [
      {
        "document": 1569,
        "excerpt": "Efficient Quiver"
      }
    ],
    "effort": [
      {
        "document": 695,
        "excerpt": "e that is dead or has the Incapacitated condition. The effort takes 1d6 minutes, after which the character makes a DC 20 Intelligence (Nature) check using a Poisoner'"
      },
      {
        "document": 1623,
        "excerpt": "these elements are all confined to a 20-foot Cube. The effort takes 10 minutes (regardless of the number of elements you create), during which time you must remain in"
      }
    ],
    "efforts": [
      {
        "document": 47,
        "excerpt": "a proud warrior or speak ill of a noble's allies, your efforts to convince or deceive will likely fail."
      },
      {
        "document": 49,
        "excerpt": "the outcome of a social interaction. Your roleplaying efforts can alter an NPC's attitude, but there might still be an element of chance if the GM wants dice to play"
      },
      {
        "document": 133,
        "excerpt": "consecutive. Assistants. Characters can combine their efforts to shorten the crafting time. Divide the time needed to create an item by the number of characters worki"
      },
      {
        "document": 390,
        "excerpt": "needn't be consecutive. Characters can combine their efforts to shorten the crafting time. Divide the time needed to create an item by the number of characters worki"
      },
      {
        "document": 1345,
        "excerpt": "ntainer. On a successful save, the target resists your efforts to possess it, and you can't attempt to possess it again for 24 hours. Once you possess a creature's bo"
      }
    ],
    "efreet": [
      {
        "document": 181,
        "excerpt": "ementals are beings from the Elemental Planes, such as efreet and water elementals. Fey are creatures tied to the Feywild or the forces of nature, such as dryads and"
      }
    ],
    "efreeti": [
      {
        "document": 753,
        "excerpt": "Efreeti Bottle Table 1"
      },
      {
        "document": 1570,
        "excerpt": "Efreeti Bottle"
      },
      {
        "document": 1856,
        "excerpt": "Efreeti"
      }
    ],
    "egg": [
      {
        "document": 793,
        "excerpt": "bow-colored eggs springs up. Any creature that eats an egg makes a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowe"
      },
      {
        "document": 820,
        "excerpt": "A l-pound egg with a bright-red shell"
      },
      {
        "document": 1443,
        "excerpt": "V, S, M (a rotten egg)"
      }
    ],
    "eggs": [
      {
        "document": 793,
        "excerpt": "A nest of 1d4 + 3 rainbow-colored eggs springs up. Any creature that eats an egg makes a DC 20 Constitution saving throw. On a successful save,"
      },
      {
        "document": 1453,
        "excerpt": "V, S, M (two eggs)"
      }
    ],
    "eggshell": [
      {
        "document": 267,
        "excerpt": "73 An eggshell painted with scenes of misery in disturbing detail 74 A fan that, when unfolded, shows a sleepy cat 75"
      },
      {
        "document": 1163,
        "excerpt": "V, S, M (an eggshell and a glove)"
      }
    ],
    "eight": [
      {
        "document": 1167,
        "excerpt": "ell consumes) Duration: Until dispelled You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell ends instantl"
      },
      {
        "document": 1259,
        "excerpt": "or smaller object (contained within a 10-foot Cube or eight connected 5-foot Cubes) given a sufficient quantity of material. If you're working with metal, stone, or"
      },
      {
        "document": 1378,
        "excerpt": "e of existence) Duration: Instantaneous You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can"
      },
      {
        "document": 1387,
        "excerpt": "Range: Self Components: V, S Duration: Instantaneous Eight rays of light flash from you in a 60-foot Cone. Each creature in the Cone makes a Dexterity saving throw"
      },
      {
        "document": 1409,
        "excerpt": "d into or dropped out of it. The space can hold up to eight Medium or smaller creatures. Attacks, spells, and other effects can't pass into or out of the space, but"
      },
      {
        "document": 1453,
        "excerpt": "ation: 1 hour You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for t"
      },
      {
        "document": 1454,
        "excerpt": "taneous This spell instantly transports you and up to eight willing creatures that you can see within range, or a single object that you can see within range, to a"
      },
      {
        "document": 1889,
        "excerpt": "it has the Grappled condition (escape DC 13) from all eight tentacles. While Grappled, the target has the Restrained condition."
      }
    ],
    "either": [
      {
        "document": 6,
        "excerpt": "When a creature drops to 0 Hit Points, it either dies outright or falls unconscious, as explained below."
      },
      {
        "document": 31,
        "excerpt": "When a roll has either Advantage or Disadvantage, roll a second d20 when you make the roll. Use the higher of the two rolls if"
      },
      {
        "document": 35,
        "excerpt": "you add your Proficiency Bonus if you're proficient in either skill, but you don't add it twice if you're proficient in both skills. Occasionally, a Proficiency Bonu"
      },
      {
        "document": 74,
        "excerpt": "object or feature of the environment for free, during either your move or action. For example, you could open a door during your move as you stride toward a foe. If"
      },
      {
        "document": 151,
        "excerpt": "ed, along with any contribution from its Constitution. Either use the number for the monster's Hit Points or roll the die expression in parentheses to determine the m"
      },
      {
        "document": 228,
        "excerpt": "ges The Rare Languages table lists languages that are either secret or derived from other planes of existence and thus less widespread in the worlds of the Material"
      },
      {
        "document": 235,
        "excerpt": "follows a disciplined rule of life - and isn’t swayed either by the demands of those in need or by the temptations of evil - is probably Lawful Neutral. Neutral (N)"
      },
      {
        "document": 295,
        "excerpt": "ckground gives a character proficiency with one tool - either a specific tool or one chosen from the Artisan's Tools category. Tools are detailed in \"Equipment.\" ---"
      },
      {
        "document": 373,
        "excerpt": "otice your wealth and might encourage you to share it, either legally or otherwise."
      },
      {
        "document": 386,
        "excerpt": "t of Elvenkind on the other foot gains no benefit from either."
      },
      {
        "document": 409,
        "excerpt": "e weapons. Melee or Ranged. A weapon is classified as either Melee or Ranged. A Melee weapon is used to attack a target within 5 feet, whereas a Ranged weapon is use"
      },
      {
        "document": 535,
        "excerpt": "to me, I move away.\" When the trigger occurs, you can either take your Reaction right after the trigger finishes or ignore the trigger. When you Ready a spell, you"
      },
      {
        "document": 555,
        "excerpt": "ed Strike. Equipping and Unequipping Weapons. You can either equip or unequip one weapon when you make an attack as part of this action. You do so either before or a"
      },
      {
        "document": 562,
        "excerpt": "ontact can't be initiated and is immediately broken if either the telepath or the other creature has the Incapacitated condition. Telepathic contact is also broken if"
      },
      {
        "document": 568,
        "excerpt": "h or Dexterity saving throw (it chooses which), or you either push it 5 feet away or cause it to have the Prone condition. The DC for the saving throw equals 8 plus y"
      },
      {
        "document": 593,
        "excerpt": "s: A condition doesn't stack with itself; a recipient either has a condition or doesn't. The Exhaustion condition is an exception to that rule."
      },
      {
        "document": 616,
        "excerpt": "feet of movement. Difficult Terrain isn't cumulative; either a space is Difficult Terrain or it isn't. A space is Difficult Terrain if the space contains any of the"
      },
      {
        "document": 641,
        "excerpt": "nding High Jump, you can jump only half that distance. Either way, each foot of the jump costs a foot of movement. You can extend your arms half your height above yo"
      },
      {
        "document": 653,
        "excerpt": "When you jump, you make either a Long Jump (horizontal) or a High Jump (vertical). See also “Long Jump” and “High Jump.”"
      },
      {
        "document": 657,
        "excerpt": "nding Long Jump, you can leap only half that distance. Either way, each foot you jump costs a foot of movement. If you land in Difficult Terrain, you must succeed on"
      },
      {
        "document": 729,
        "excerpt": ", for a total of 1,125 XP. With that, you could build either of these encounters: - 2 Druids (450 XP each) and 9 Stirges (25 XP each), for 1,125 XP total - 1 Wight"
      },
      {
        "document": 962,
        "excerpt": "Damage. When you make an attack using Strength - with either a weapon or an Unarmed Strike - and deal damage to the target, you gain a bonus to the damage that incre"
      },
      {
        "document": 963,
        "excerpt": "eal and Power Word Kill spells prepared. When you cast either spell, you can target a second creature with it if that creature is within 10 feet of the first target."
      },
      {
        "document": 964,
        "excerpt": "ergy at it. Roll 1d8 and add your Wisdom modifier. You either restore Hit Points to the creature equal to that total or force the creature to make a Constitution savi"
      },
      {
        "document": 965,
        "excerpt": "m, and any equipment that the new form can't wear must either fall to the ground or merge with the form. Equipment that merges with the form has no effect while you'r"
      },
      {
        "document": 972,
        "excerpt": "owing benefits. Aerial or Aquatic. The familiar gains either a Fly Speed or a Swim Speed (your choice) of 40 feet. Quick Attack. As a Bonus Action, you can command"
      },
      {
        "document": 973,
        "excerpt": "over up to two levels' worth of spell slots, regaining either one level 2 spell slot or two level 1 spell slots. Once you use this feature, you can't do so again unt"
      },
      {
        "document": 986,
        "excerpt": "f your attacks with an exhalation of magical energy in either a 15-foot Cone or a 30-foot Line that is 5 feet wide (choose the shape each time). Each creature in that"
      },
      {
        "document": 1013,
        "excerpt": "n, you can roll the weapon's damage dice twice and use either roll against the target."
      },
      {
        "document": 1170,
        "excerpt": "emstone, and then touch the target. The target must be either a Beast or Plant creature with an Intelligence of 3 or less or a natural plant that isn't a creature. Th"
      },
      {
        "document": 1193,
        "excerpt": "V, S, M (a focus worth 100+ GP, either a jeweled horn for hearing or a glass eye for seeing)"
      },
      {
        "document": 1214,
        "excerpt": "spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fi"
      },
      {
        "document": 1220,
        "excerpt": "the Shadowfell to create an object within range. It is either an object of vegetable matter (soft goods, rope, wood, and the like) or mineral matter (stone, crystal,"
      },
      {
        "document": 1232,
        "excerpt": "effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns. Sense Thoughts. You sense the presence of thoughts within"
      },
      {
        "document": 1236,
        "excerpt": "olls against you. You can end the spell early by using either of the following special functions. Break Enchantment. As a Magic action, you touch a creature that is"
      },
      {
        "document": 1246,
        "excerpt": "hen you cast the spell, the messenger knows it and can either end the trance (and the spell) or wait for the target to sleep, at which point the messenger enters its"
      },
      {
        "document": 1250,
        "excerpt": "t Cube. Alternatively, you create 1 cup of clean water either in an open container or on a surface, and the water evaporates in 1 minute. Sculpt Element. You cause d"
      },
      {
        "document": 1293,
        "excerpt": "that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor) or within an object that can be closed (such as a b"
      },
      {
        "document": 1324,
        "excerpt": "nly if it is cast with a level 9 spell slot, targeting either the prison or the component used to create it."
      },
      {
        "document": 1335,
        "excerpt": "u can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise,"
      },
      {
        "document": 1345,
        "excerpt": "project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a Humanoid's body. You ca"
      },
      {
        "document": 1411,
        "excerpt": "amaging spell must succeed on a Wisdom saving throw or either choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from are"
      },
      {
        "document": 1432,
        "excerpt": "and it can't take Reactions. On its turns, it can take either an action or a Bonus Action, not both, and it can make only one attack if it takes the Attack action. If"
      },
      {
        "document": 1451,
        "excerpt": "l dispelled or triggered You inscribe a harmful glyph either on a surface (such as a section of floor or wall) or within an object that can be closed (such as a book"
      },
      {
        "document": 1462,
        "excerpt": "t and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice with"
      },
      {
        "document": 1477,
        "excerpt": "an 60 feet. It also ends if the spell is cast again on either of the connected creatures."
      },
      {
        "document": 1562,
        "excerpt": "nters carefully preserve the hide of a dead dragon. In either case, Dragon Scale Mail is highly valued. While wearing this armor, you gain a +1 bonus to Armor Class,"
      },
      {
        "document": 1574,
        "excerpt": "can see within 60 feet of yourself. The target can be either a willing Medium or smaller creature or an object that isn't being worn or carried, provided the object"
      },
      {
        "document": 1582,
        "excerpt": "for the Rowboat and Keelboat appear in “Equipment.” If either vessel is reduced to 0 Hit Points, the Folding Boat is destroyed."
      },
      {
        "document": 1593,
        "excerpt": "Bane. While you are attuned to the weapon and wearing either a Belt of Giant Strength or Gauntlets of Ogre Power to which you are also attuned, you gain the followin"
      },
      {
        "document": 1600,
        "excerpt": "houghts or Suggestion (save DC 13) from the helm. Once either spell is cast from the helm, that spell can't be cast from it again until the next dawn."
      },
      {
        "document": 1627,
        "excerpt": "before attempting to slay you. This enmity lasts until either you or the devil dies. Fool. You have Disadvantage on D20 Tests for the next 72 hours. Draw another car"
      },
      {
        "document": 1664,
        "excerpt": "u can cause it to emit green Dim Light out to 10 feet, either as a Bonus Action or after you roll Initiative, or you can extinguish the light as a Bonus Action. Whil"
      },
      {
        "document": 1702,
        "excerpt": "you don't cast the spell. Once Sending is cast using either stone, the stones can't be used again until the next dawn. If one of the stones in a pair is destroyed,"
      },
      {
        "document": 1730,
        "excerpt": "ssure but takes 4d6 Psychic damage from the ordeal. In either case, the fissure then closes, leaving no trace of its existence. When you expend the last charge, the t"
      },
      {
        "document": 1732,
        "excerpt": "ssure but takes 4d6 Psychic damage from the ordeal. In either case, the fissure then closes, leaving no trace of its existence. When you expend the last charge, the t"
      },
      {
        "document": 1760,
        "excerpt": "ttack. The aboleth makes two Tentacle attacks and uses either Consume Memories or Dominate Mind if available. Tentacle. Melee Attack Roll: +9, reach 15 ft. Hit: 12 ("
      },
      {
        "document": 1765,
        "excerpt": "t take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn, not both. This effect lasts until the end of its next turn. Sp"
      },
      {
        "document": 1777,
        "excerpt": "t take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn, not both. This effect lasts until the end of its next turn. Sp"
      },
      {
        "document": 1834,
        "excerpt": "t take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn, not both. This effect lasts until the end of its next turn."
      },
      {
        "document": 1849,
        "excerpt": "f its next turn. While Poisoned, the creature can take either an action or a Bonus Action on its turn, not both, and it can't take Reactions."
      },
      {
        "document": 2085,
        "excerpt": "t take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn, not both. This effect lasts until the end of its next turn."
      }
    ],
    "ejected": [
      {
        "document": 1372,
        "excerpt": "s still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell."
      }
    ],
    "elaborate": [
      {
        "document": 1324,
        "excerpt": "r that will end it. The trigger can be as simple or as elaborate as you choose, but the GM must agree that it has a high likelihood of happening within the next decade."
      }
    ],
    "elapse": [
      {
        "document": 1841,
        "excerpt": "Long Rest, and it repeats the save every 24 hours that elapse, ending the effect on itself on a success. Subsequent Failures: The Poisoned target's Hit Point maximum"
      },
      {
        "document": 1966,
        "excerpt": "oint maximum decreases by 10 (3d6) every 24 hours that elapse. A creature dies and turns to dust if reduced to 0 Hit Points by this attack. Channel Negative Energy."
      },
      {
        "document": 1967,
        "excerpt": "oint maximum decreases by 10 (3d6) every 24 hours that elapse. A creature dies and turns to dust if reduced to 0 Hit Points by this attack. Dreadful Glare. Wisdom Sa"
      }
    ],
    "elapsed": [
      {
        "document": 1610,
        "excerpt": "y that creature automatically fail until 24 hours have elapsed. Once the bands are used, they can't be used again until the next dawn."
      }
    ],
    "elder": [
      {
        "document": 972,
        "excerpt": "Level 2+ Warlock You have received knowledge from an elder entity of the multiverse, allowing you to gain one Origin feat of your choice (see “Feats”). Repeatable"
      }
    ],
    "eldritch": [
      {
        "document": 871,
        "excerpt": "Eldritch Invocations"
      },
      {
        "document": 872,
        "excerpt": "Eldritch Blast"
      },
      {
        "document": 940,
        "excerpt": "Spells, magic items, eldritch symbols, magical traditions, planes of existence, and certain creatures (Aberrations, Constructs, Elemen"
      },
      {
        "document": 972,
        "excerpt": "Eldritch Invocations"
      },
      {
        "document": 1249,
        "excerpt": "Eldritch Blast"
      },
      {
        "document": 1621,
        "excerpt": "you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. See “Monsters” for t"
      },
      {
        "document": 1760,
        "excerpt": "Amphibious. The aboleth can breathe air and water. Eldritch Restoration. If destroyed, the aboleth gains a new body in 5d10 days, reviving with all its Hit Points i"
      },
      {
        "document": 1949,
        "excerpt": "-dritch Burst or Paralyzing Touch in any combination. Eldritch Burst. Melee or Ranged Attack Roll: +12, reach 5 ft. or range 120 ft. Hit: 31 (4d12 + 5) Force damage."
      }
    ],
    "electricity": [
      {
        "document": 949,
        "excerpt": "Electricity"
      }
    ],
    "electrum": [
      {
        "document": 927,
        "excerpt": "Electrum Piece (EP)"
      },
      {
        "document": 941,
        "excerpt": "Electrum Piece(s)"
      }
    ],
    "elegant": [
      {
        "document": 1690,
        "excerpt": "es Attunement by a Sorcerer, Warlock, or Wizard) This elegant garment is made from exquisite cloth and adorned with runes. You gain these benefits while wearing the"
      }
    ],
    "element": [
      {
        "document": 49,
        "excerpt": "n alter an NPC's attitude, but there might still be an element of chance if the GM wants dice to play a role in determining an NPC's response to you. In such situation"
      },
      {
        "document": 1206,
        "excerpt": "an unoccupied space within range. Choose the spirit's element, which determines its damage type: air (Lightning), earth (Thunder), fire (Fire), or water (Cold). The s"
      },
      {
        "document": 1250,
        "excerpt": "surface, and the water evaporates in 1 minute. Sculpt Element. You cause dirt, sand, fire, smoke, mist, or water that can fit in a 1-foot Cube to assume a crude shape"
      }
    ],
    "elemental": [
      {
        "document": 181,
        "excerpt": "d dragons and wyverns. Elementals are beings from the Elemental Planes, such as efreet and water elementals. Fey are creatures tied to the Feywild or the forces of nat"
      },
      {
        "document": 754,
        "excerpt": "Elemental Gem Table 1"
      },
      {
        "document": 767,
        "excerpt": "Ring of Elemental Command Table 1"
      },
      {
        "document": 778,
        "excerpt": "Conjure Elemental"
      },
      {
        "document": 824,
        "excerpt": "Elemental Fury"
      },
      {
        "document": 834,
        "excerpt": "Conjure Elemental"
      },
      {
        "document": 891,
        "excerpt": "Conjure Elemental"
      },
      {
        "document": 947,
        "excerpt": "Elemental"
      },
      {
        "document": 965,
        "excerpt": "Elemental Fury"
      },
      {
        "document": 977,
        "excerpt": "Elemental Affinity"
      },
      {
        "document": 978,
        "excerpt": "Create Explosive Elemental Effects Your studies focus on magic that creates powerful elemental effects such as bitter cold, searin"
      },
      {
        "document": 1172,
        "excerpt": "pied. If the target is an Aberration, a Celestial, an Elemental, a Fey, or a Fiend, the target doesn't return if the spell lasts for 1 minute. The target is instead tra"
      },
      {
        "document": 1198,
        "excerpt": "ing 10+ creature (GM's choice) that is a Celestial, an Elemental, a Fey, a Fiend, or an Undead - The most prevalent kind of plant, mineral, or Beast (you choose which to"
      },
      {
        "document": 1206,
        "excerpt": "Conjure Elemental"
      },
      {
        "document": 1208,
        "excerpt": "ration, up to 10 minutes You conjure spirits from the Elemental Planes that flit around you in a 15-foot Emanation for the duration. Until the spell ends, any attack yo"
      },
      {
        "document": 1229,
        "excerpt": ", you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active the"
      },
      {
        "document": 1241,
        "excerpt": "s table. Regardless of its Hit Points, a Celestial, an Elemental, a Fey, or a Fiend target that fails its save is forced back to its plane of origin (if it isn't there"
      },
      {
        "document": 1303,
        "excerpt": "se any of these creature types: Aberration, Celestial, Elemental, Fey, Fiend, or Undead. Creatures of the chosen types can't willingly enter the area, and any creature t"
      },
      {
        "document": 1376,
        "excerpt": "ing of cosmic power. That entity sends a Celestial, an Elemental, or a Fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If y"
      },
      {
        "document": 1377,
        "excerpt": "uration: 24 hours You attempt to bind a Celestial, an Elemental, a Fey, or a Fiend to your service. The creature must be within range for the entire casting of the spel"
      },
      {
        "document": 1378,
        "excerpt": "ation in general terms, such as a specific city on the Elemental Plane of Fire or palace on the second level of the Nine Hells, and you appear in or near that destinatio"
      },
      {
        "document": 1529,
        "excerpt": "t of it, you can take a Magic action to summon a Water Elemental. The elemental appears in an unoccupied space as close to the bowl as possible, understands your languag"
      },
      {
        "document": 1532,
        "excerpt": "brazier, you can take a Magic action to summon a Fire Elemental. The elemental appears in an unoccupied space as close to the brazier as possible, understands your lang"
      },
      {
        "document": 1538,
        "excerpt": "s censer, you can take a Magic action to summon an Air Elemental. The elemental appears in an unoccupied space as close to the censer as possible, understands your langu"
      },
      {
        "document": 1565,
        "excerpt": "ize action, you can sprinkle a pinch of the dust on an Elemental within 5 feet of yourself that is composed mostly of water (such as a Water Elemental). Such a creature"
      },
      {
        "document": 1571,
        "excerpt": "Elemental Gem"
      },
      {
        "document": 1666,
        "excerpt": "a Magic action to summon a particular Djinni from the Elemental Plane of Air. The djinni appears in an unoccupied space you choose within 120 feet of yourself. It remai"
      },
      {
        "document": 1667,
        "excerpt": "Ring of Elemental Command"
      },
      {
        "document": 1724,
        "excerpt": "ground, you can take a Magic action to summon an Earth Elemental. The elemental appears in an unoccupied space you choose within 30 feet of yourself, obeys your commands"
      },
      {
        "document": 1771,
        "excerpt": "Air Elemental"
      },
      {
        "document": 1796,
        "excerpt": "Medium Elemental, Lawful Neutral"
      },
      {
        "document": 1845,
        "excerpt": "Large Elemental (Genie), Neutral"
      },
      {
        "document": 1853,
        "excerpt": "Small Elemental, Neutral Evil"
      },
      {
        "document": 1855,
        "excerpt": "Earth Elemental"
      },
      {
        "document": 1856,
        "excerpt": "Large Elemental (Genie), Neutral"
      },
      {
        "document": 1862,
        "excerpt": "Fire Elemental"
      },
      {
        "document": 1868,
        "excerpt": "Medium Elemental, Chaotic Evil"
      },
      {
        "document": 1937,
        "excerpt": "Small Elemental, Neutral Evil"
      },
      {
        "document": 1940,
        "excerpt": "Large Elemental, Neutral"
      },
      {
        "document": 1953,
        "excerpt": "Small Elemental, Neutral Evil"
      },
      {
        "document": 1954,
        "excerpt": "Small Elemental, Chaotic Neutral"
      },
      {
        "document": 1960,
        "excerpt": "Medium Elemental, Neutral"
      },
      {
        "document": 2010,
        "excerpt": "Large Elemental, Neutral Evil"
      },
      {
        "document": 2031,
        "excerpt": "Small Elemental, Neutral Evil"
      },
      {
        "document": 2065,
        "excerpt": "Water Elemental"
      },
      {
        "document": 2080,
        "excerpt": "Medium Elemental, Neutral"
      }
    ],
    "elemental's": [
      {
        "document": 1771,
        "excerpt": "ng Throw: DC 13, one Medium or smaller creature in the elemental's space. Failure: 24 (4d10 + 2) Thunder damage, and the target is pushed up to 20 feet straight away from"
      },
      {
        "document": 1862,
        "excerpt": "Fire Aura. At the end of each of the elemental's turns, each creature in a 10-foot Emanation originating from the elemental takes 5 (1d10) Fire damage. C"
      },
      {
        "document": 2065,
        "excerpt": "6). Strength Saving Throw: DC 15, each creature in the elemental's space. Failure: 22 (4d8 + 4) Bludgeoning damage. If the target is a Large or smaller creature, it has th"
      }
    ],
    "elementalism": [
      {
        "document": 829,
        "excerpt": "Elementalism"
      },
      {
        "document": 859,
        "excerpt": "Elementalism"
      },
      {
        "document": 885,
        "excerpt": "Elementalism"
      },
      {
        "document": 1250,
        "excerpt": "Elementalism"
      },
      {
        "document": 1856,
        "excerpt": "ng ability (spell save DC 16): At Will: Detect Magic, Elementalism 1/Day Each: Gaseous Form, Invisibility, Major Image, Plane Shift, Tongues, Wall of Fire (level 7 versio"
      }
    ],
    "elementals": [
      {
        "document": 181,
        "excerpt": "s of ancient origin, such as red dragons and wyverns. Elementals are beings from the Elemental Planes, such as efreet and water elementals. Fey are creatures tied to th"
      },
      {
        "document": 788,
        "excerpt": "Elementals"
      },
      {
        "document": 833,
        "excerpt": "Conjure Minor Elementals"
      },
      {
        "document": 890,
        "excerpt": "Conjure Minor Elementals"
      },
      {
        "document": 940,
        "excerpt": "tence, and certain creatures (Aberrations, Constructs, Elementals, Fey, and Monstrosities)"
      },
      {
        "document": 1208,
        "excerpt": "Conjure Minor Elementals"
      },
      {
        "document": 1236,
        "excerpt": "tration, up to 1 minute For the duration, Celestials, Elementals, Fey, Fiends, and Undead have Disadvantage on attack rolls against you. You can end the spell early by u"
      },
      {
        "document": 1281,
        "excerpt": "one or more of the following: Aberrations, Celestials, Elementals, Fey, Fiends, and Undead. When a creature of a chosen type enters the spell's area for the first time on"
      },
      {
        "document": 1344,
        "excerpt": "more of the following types of creatures: Celestials, Elementals, Fey, Fiends, or Undead. The circle affects a creature of the chosen type in the following ways: - The"
      },
      {
        "document": 1394,
        "excerpt": "ed against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants several benefits. Creatures of those types have Disadvant"
      },
      {
        "document": 1529,
        "excerpt": "Bowl of Commanding Water Elementals"
      },
      {
        "document": 1532,
        "excerpt": "Brazier of Commanding Fire Elementals"
      },
      {
        "document": 1538,
        "excerpt": "Censer of Controlling Air Elementals"
      },
      {
        "document": 1566,
        "excerpt": "to make a DC 15 Constitution saving throw. Constructs, Elementals, Oozes, Plants, and Undead succeed on the save automatically. On a failed save, a creature begins sneez"
      },
      {
        "document": 1667,
        "excerpt": "g the ring, you have Advantage on attack rolls against Elementals and they have Disadvantage on attack rolls against you. Elemental Compulsion. While wearing the ring, y"
      },
      {
        "document": 1724,
        "excerpt": "Stone of Controlling Earth Elementals"
      }
    ],
    "elements": [
      {
        "document": 37,
        "excerpt": "sn't explicitly say otherwise. The game also includes elements - class features, feats, weapon properties, spells, magic items, monster abilities, and the like - that"
      },
      {
        "document": 227,
        "excerpt": "religion? If so, are you still a member of it? - What elements of your past inspire you to go on adventures now?"
      },
      {
        "document": 247,
        "excerpt": "2: Determine Origin. A character's origin includes two elements: background and species. How did the character spend the years leading up to a life of adventure? Who ar"
      },
      {
        "document": 735,
        "excerpt": "e can reflect the particular theme of your campaign or elements of your world. You can also create a background to help a player craft the story they have in mind for t"
      },
      {
        "document": 965,
        "excerpt": "The might of the elements flows through you. You gain one of the following options of your choice. Potent Spellcasting. Add your"
      },
      {
        "document": 1250,
        "excerpt": "S Duration: Instantaneous You exert control over the elements, creating one of the following effects within range. Beckon Air. You create a breeze strong enough to r"
      },
      {
        "document": 1363,
        "excerpt": "usion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into Difficult Terrain (or vice versa) or otherwise impede movement throug"
      },
      {
        "document": 1623,
        "excerpt": "ees, flowers, weapons, webs, and pits), provided these elements are all confined to a 20-foot Cube. The effort takes 10 minutes (regardless of the number of elements yo"
      }
    ],
    "elephant": [
      {
        "document": 756,
        "excerpt": "a 1, a Camel; on a 2, a Constrictor Snake; on a 3, an Elephant; on a 4, a Mule."
      },
      {
        "document": 783,
        "excerpt": "ture appears. On a 1, a Rhinoceros appears; on a 2, an Elephant appears; and on a 3-4, a Rat appears."
      },
      {
        "document": 920,
        "excerpt": "Elephant"
      },
      {
        "document": 1857,
        "excerpt": "Elephant"
      },
      {
        "document": 1884,
        "excerpt": "can't be used again until 30 days have passed. Marble Elephant (Rare). This marble statuette resembles a trumpeting elephant. It can become an Elephant for up to 24 ho"
      }
    ],
    "elevated": [
      {
        "document": 1214,
        "excerpt": "percent chance of capsizing. The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats"
      }
    ],
    "elevation": [
      {
        "document": 684,
        "excerpt": "to a high altitude by spending 30 days or more at this elevation. Creatures can't become acclimated to elevations above 20,000 feet unless they are native to such enviro"
      },
      {
        "document": 725,
        "excerpt": "encounter more interesting or challenging: Changes in Elevation. Terrain features that provide a change of elevation (such as stacks of empty crates, ledges, and balcon"
      },
      {
        "document": 1278,
        "excerpt": "own stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leav"
      },
      {
        "document": 1369,
        "excerpt": "se for the duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes c"
      }
    ],
    "elevations": [
      {
        "document": 684,
        "excerpt": "t this elevation. Creatures can't become acclimated to elevations above 20,000 feet unless they are native to such environments."
      }
    ],
    "elf": [
      {
        "document": 226,
        "excerpt": "re detailed in “Character Origins”: Dragonborn, Dwarf, Elf, Gnome, Goliath, Halfling, Human, Orc, and Tiefling. Once you’ve chosen a species, write it on your char"
      },
      {
        "document": 988,
        "excerpt": "Elf"
      },
      {
        "document": 1402,
        "excerpt": "ng | | 3 | Dwarf | 8 | Human | | 4 | Elf | 9 | Orc | | 5 | Gnome | 10 | Tiefling | The reincarnated creature makes an"
      },
      {
        "document": 1872,
        "excerpt": "e. If the target is a creature that isn't an Undead or elf, it is subjected to the following effect. Constitution Saving Throw: DC 10. Failure: The target has the"
      }
    ],
    "eligible": [
      {
        "document": 965,
        "excerpt": ", you can replace one of your known forms with another eligible form. When you reach certain Druid levels, your number of known forms and the maximum Challenge Rating"
      },
      {
        "document": 972,
        "excerpt": "ne spell on your list with another Warlock spell of an eligible level. Spellcasting Ability. Charisma is the spellcasting ability for your Warlock spells. Spellcastin"
      },
      {
        "document": 973,
        "excerpt": "your spellbook and replace one of those spells with an eligible spell of the same level from the book."
      },
      {
        "document": 1265,
        "excerpt": "u have a familiar, you instead cause it to adopt a new eligible form."
      },
      {
        "document": 1420,
        "excerpt": "ou take a Magic action to shape-shift into a different eligible form. The new form must be of a creature that has a Challenge Rating no higher than your level or Challe"
      },
      {
        "document": 1484,
        "excerpt": "one of your feats with another feat for which you are eligible. You lose all the benefits of the old feat and gain the benefits of the new one. You can't replace a fea"
      }
    ],
    "eliminate": [
      {
        "document": 1367,
        "excerpt": "at lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity, change its memory of"
      }
    ],
    "elixir": [
      {
        "document": 1572,
        "excerpt": "Elixir of Health"
      }
    ],
    "elixirs": [
      {
        "document": 675,
        "excerpt": "Magical Contagion Cheaply made potions and elixirs are sometimes tainted by Cackle Fever, which affects Humanoids only (gnomes are strangely immune). A cre"
      }
    ],
    "elk": [
      {
        "document": 794,
        "excerpt": "Giant Elk"
      },
      {
        "document": 1266,
        "excerpt": "r choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, choose the steed's creature type - Celestial, Fey, or Fiend - which determ"
      },
      {
        "document": 1858,
        "excerpt": "Elk"
      },
      {
        "document": 1882,
        "excerpt": "Giant Elk"
      }
    ],
    "ellipsoid": [
      {
        "document": 1609,
        "excerpt": "cts. Absorption (Very Rare). While this pale lavender ellipsoid orbits your head, you can take a Reaction to cancel a spell of level 4 or lower cast by a creature you c"
      }
    ],
    "elongate": [
      {
        "document": 1664,
        "excerpt": "pole, or reverting it a Quarterstaff; the weapon will elongate only as far as the surrounding space allows. In certain forms, the weapon has the following additional"
      }
    ],
    "else": [
      {
        "document": 141,
        "excerpt": "objective it pursues, perhaps to the exclusion of all else. As long as the wielder's use of the item aligns with that special purpose, the item remains cooperative"
      },
      {
        "document": 142,
        "excerpt": "for a Change. The item demands to be given to someone else. Keep Me Close. The item insists on being carried or worn at all times. If its bearer refuses to compl"
      },
      {
        "document": 158,
        "excerpt": "les in “Equipment” for that item. When used by someone else, a retrievable item uses its “Equipment” rules, ignoring any special flourishes in the stat block. The"
      },
      {
        "document": 237,
        "excerpt": "their whims, valuing their personal freedom above all else. A scoundrel who wanders the land living by their wits is probably Chaotic Neutral. Lawful Evil (LE). L"
      },
      {
        "document": 349,
        "excerpt": "light a Candle, Lamp, Lantern, or Torch - or anything else with exposed fuel - takes a Bonus Action. Lighting any other fire takes 1 minute."
      },
      {
        "document": 502,
        "excerpt": "her the spell targets creatures, objects, or something else. A Clear Path to the Target. To target something with a spell, a caster must have a clear path to it, s"
      },
      {
        "document": 570,
        "excerpt": "normally interact with an object while doing something else, such as when you draw a sword as part of the Attack action. When an object requires an action for its u"
      },
      {
        "document": 972,
        "excerpt": "u touch; you can't bond with a magic weapon if someone else is attuned to it or another Warlock is bonded with it. Until the bond ends, you have proficiency with th"
      },
      {
        "document": 979,
        "excerpt": "rary Hit Point). You also gain this benefit if someone else reduces an enemy within 10 feet of you to 0 Hit Points."
      },
      {
        "document": 1319,
        "excerpt": "affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor."
      },
      {
        "document": 1324,
        "excerpt": "to see out and other creatures to see in), but nothing else can pass through by any means. Slumber. The target has the Unconscious condition and can't be awoken."
      },
      {
        "document": 1336,
        "excerpt": "ler object that isn't being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional"
      },
      {
        "document": 1373,
        "excerpt": "the fall, it believes the bridge exists and something else caused it to fall. An affected target can even take damage from the illusion if the phantasm represents"
      },
      {
        "document": 1415,
        "excerpt": "real Plane, the chest remains there for you or someone else to find."
      },
      {
        "document": 1454,
        "excerpt": "sibly using magic, or a place you know through someone else’s description, perhaps from a map. - “False destination” is a place that doesn’t exist. Perhaps you trie"
      },
      {
        "document": 1561,
        "excerpt": "world, to advance the worship of Tiamat, or something else the GM decides. Spells. The orb has 7 charges and regains 1d4 + 3 expended charges daily at dawn. If yo"
      },
      {
        "document": 1627,
        "excerpt": "dvantage on Death Saving Throws for 1 year. If someone else reduces your chosen foe to 0 Hit Points or you don't choose a foe, this card has no effect. Donjon. You"
      },
      {
        "document": 1697,
        "excerpt": ", a tropical island, a fantastic carnival, or whatever else you can imagine. Regardless of its nature, the demiplane contains enough water and food to sustain its v"
      },
      {
        "document": 1711,
        "excerpt": "tion, it passes through the sphere unscathed. Anything else that touches the sphere but isn't wholly engulfed and obliterated by it takes 8d10 Force damage. Contro"
      }
    ],
    "else's": [
      {
        "document": 45,
        "excerpt": "some kind, which can occur on your turn or on someone else's. The Opportunity Attack, described later in \"Playing the Game,\" is the most common type of Reaction. Wh"
      },
      {
        "document": 436,
        "excerpt": "ht: 5 lb. Utilize: Mimic 10 or fewer words of someone else's handwriting (DC 15), or duplicate a wax seal (DC 20)"
      },
      {
        "document": 1362,
        "excerpt": "m a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated th"
      }
    ],
    "elsewhere": [
      {
        "document": 42,
        "excerpt": "ther actions. When you describe an action not detailed elsewhere in the rules, the Game Master tells you whether that action is possible and what kind of D20 Test you ne"
      },
      {
        "document": 526,
        "excerpt": "ically has one of six shapes. These shapes are defined elsewhere in this glossary: Cone Cylinder Line Cube Emanation Sphere An area of effect has a point of origi"
      },
      {
        "document": 563,
        "excerpt": "portation. If you teleport, you disappear and reappear elsewhere instantly, without moving through the intervening space. This transportation doesn't expend movement unl"
      },
      {
        "document": 577,
        "excerpt": "tries. \"You.\" The game's rules - in this glossary and elsewhere - often talk about something happening to you in the game world. That \"you\" refers to the creature or ob"
      },
      {
        "document": 619,
        "excerpt": "aying the Game” (“Actions”). These actions are defined elsewhere in this glossary:"
      },
      {
        "document": 980,
        "excerpt": "ople from Destruction You stalk prey in the wilds and elsewhere, using your abilities as a Hunter to protect nature and people everywhere from forces that would destroy"
      },
      {
        "document": 1194,
        "excerpt": "ert and can't be revived, since the creature's soul is elsewhere."
      }
    ],
    "elusive": [
      {
        "document": 855,
        "excerpt": "Elusive"
      },
      {
        "document": 970,
        "excerpt": "Elusive"
      }
    ],
    "elven": [
      {
        "document": 267,
        "excerpt": "ing 89 A vial of dragon blood 90 An ancient arrow of elven design 91 A needle that never bends 92 An ornate brooch of dwarven design 93 An empty wine bottle bea"
      },
      {
        "document": 988,
        "excerpt": "Elven Lineage"
      },
      {
        "document": 1573,
        "excerpt": "Elven Chain"
      }
    ],
    "elvenkind": [
      {
        "document": 386,
        "excerpt": "ot of Striding and Springing on one foot and a Boot of Elvenkind on the other foot gains no benefit from either."
      },
      {
        "document": 766,
        "excerpt": "Bag of Holding, Boots of Elvenkind"
      },
      {
        "document": 1524,
        "excerpt": "Boots of Elvenkind"
      },
      {
        "document": 1543,
        "excerpt": "Cloak of Elvenkind"
      }
    ],
    "elves": [
      {
        "document": 787,
        "excerpt": "seeks to defend a particular kind of creature, such as elves or werewolves."
      },
      {
        "document": 1430,
        "excerpt": "e spell's effect. Creatures that don't sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this spell."
      }
    ],
    "elvish": [
      {
        "document": 809,
        "excerpt": "Elvish"
      },
      {
        "document": 1632,
        "excerpt": "t) When you nock an arrow on this bow, it whispers in Elvish, “Swift defeat to my enemies.” When you use this weapon to make a ranged attack, you can utter or sign t"
      },
      {
        "document": 1811,
        "excerpt": "Blink Dog; understands Elvish and Sylvan but can't speak them"
      },
      {
        "document": 1824,
        "excerpt": "Elvish, Sylvan"
      },
      {
        "document": 1850,
        "excerpt": "Elvish, Undercommon"
      },
      {
        "document": 1852,
        "excerpt": "Elvish, Sylvan"
      },
      {
        "document": 1882,
        "excerpt": "Celestial; understands Common, Elvish, and Sylvan but can't speak them"
      },
      {
        "document": 1890,
        "excerpt": "Celestial; understands Common, Elvish, and Sylvan but can't speak them"
      },
      {
        "document": 1914,
        "excerpt": "Common, Elvish, Sylvan"
      },
      {
        "document": 1981,
        "excerpt": "Understands Celestial, Common, Elvish, and Sylvan but can't speak"
      },
      {
        "document": 2011,
        "excerpt": "Common, Elvish, Sylvan"
      },
      {
        "document": 2029,
        "excerpt": "Common, Elvish, Sylvan"
      },
      {
        "document": 2048,
        "excerpt": "Common, Druidic, Elvish, Sylvan"
      },
      {
        "document": 2053,
        "excerpt": "Celestial, Elvish, Sylvan; telepathy 120 ft."
      }
    ],
    "elysium": [
      {
        "document": 790,
        "excerpt": "adia; on a 3, the Beastlands; on a 4, Bytopia; on a 5, Elysium; on a 6, Mechanus; on a 7, Mount Celestia; on an 8, Ysgard"
      },
      {
        "document": 798,
        "excerpt": "Elysium"
      }
    ],
    "emanate": [
      {
        "document": 1303,
        "excerpt": "your choice while in the area. Silence. No sound can emanate from within the area, and no sound can reach into it. Tongues. Creatures of any types you choose can co"
      }
    ],
    "emanates": [
      {
        "document": 494,
        "excerpt": "reach. Self. The spell is cast on the spellcaster or emanates from them, as specified in the spell. If a spell has movable effects, they aren't restricted by its ran"
      },
      {
        "document": 1332,
        "excerpt": "the spell, a loud knock, audible up to 300 feet away, emanates from the target."
      },
      {
        "document": 1986,
        "excerpt": "somewhere in the Nine Hells. Fear Aura. The pit fiend emanates an aura in a 20-foot Emanation while it doesn't have the Incapacitated condition. Wisdom Saving Throw: D"
      }
    ],
    "emanation": [
      {
        "document": 502,
        "excerpt": "s typically one of these shapes: Cone, Cube, Cylinder, Emanation, Line, or Sphere. Awareness of Being Targeted. Unless a spell has a perceptible effect, a creature does"
      },
      {
        "document": 526,
        "excerpt": "sewhere in this glossary: Cone Cylinder Line Cube Emanation Sphere An area of effect has a point of origin, a location from which the effect's energy erupts. The"
      },
      {
        "document": 623,
        "excerpt": "Emanation [Area of Effect]"
      },
      {
        "document": 675,
        "excerpt": "er than a gnome) that starts its turn within a 10-foot Emanation originating from a creature infected with Cackle Fever must succeed on a DC 10 Constitution saving throw"
      },
      {
        "document": 783,
        "excerpt": "lorful, shimmering light extends from you in a 30-foot Emanation. Each creature in the area must succeed on a DC 15 Constitution saving throw or have the Blinded conditi"
      },
      {
        "document": 968,
        "excerpt": "You radiate a protective, unseeable aura in a 10-foot Emanation that originates from you. The aura is inactive while you have the Incapacitated condition. You and your"
      },
      {
        "document": 983,
        "excerpt": "n you do so, each creature of your choice in a 30-foot Emanation originating from you must make a Wisdom saving throw (DC 8 plus your Strength modifier and Proficiency B"
      },
      {
        "document": 1159,
        "excerpt": "n, up to 1 hour An aura extends from you in a 10-foot Emanation for the duration. The aura prevents creatures other than Constructs and Undead from passing or reaching"
      },
      {
        "document": 1160,
        "excerpt": "1 hour An aura of antimagic surrounds you in 10-foot Emanation. No one can cast spells, take Magic actions, or create other magical effects inside the aura, and those"
      },
      {
        "document": 1169,
        "excerpt": "to 10 minutes An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Resistance to Necrotic damage, and your Hi"
      },
      {
        "document": 1208,
        "excerpt": "the Elemental Planes that flit around you in a 15-foot Emanation for the duration. Until the spell ends, any attack you make deals an extra 2d8 damage when you hit a cre"
      },
      {
        "document": 1209,
        "excerpt": "njure nature spirits that flit around you in a 10-foot Emanation for the duration. Whenever the Emanation enters the space of a creature you can see and whenever a crea"
      },
      {
        "document": 1223,
        "excerpt": "orn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks"
      },
      {
        "document": 1225,
        "excerpt": "orn or carried, causing the sunlight to fill a 60-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, block"
      },
      {
        "document": 1292,
        "excerpt": "An immobile, shimmering barrier appears in a 10-foot Emanation around you and remains for the duration. Any spell of level 5 or lower cast from outside the barrier ca"
      },
      {
        "document": 1317,
        "excerpt": "inute For the duration, you emit an aura in a 30-foot Emanation. While in the aura, creatures of your choice have Advantage on all saving throws, and other creatures ha"
      },
      {
        "document": 1371,
        "excerpt": "to 1 hour You radiate a concealing aura in a 30-foot Emanation for the duration. While in the aura, you and each creature you choose have a +10 bonus to Dexterity (Ste"
      },
      {
        "document": 1437,
        "excerpt": "n: 10 minutes You imbue plants in an immobile 30-foot Emanation with limited sentience and animation, giving them the ability to communicate with you and follow your si"
      },
      {
        "document": 1440,
        "excerpt": "nutes Protective spirits flit around you in a 15-foot Emanation for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice)."
      },
      {
        "document": 1459,
        "excerpt": "V, S, M (a crystal bead) Duration: 8 hours A 10-foot Emanation springs into existence around you and remains stationary for the duration. The spell fails when you cast"
      },
      {
        "document": 1564,
        "excerpt": "air, you and each creature and object within a 10-foot Emanation originating from you have the Invisible condition for 2d4 minutes. The duration is the same for all subj"
      },
      {
        "document": 1566,
        "excerpt": "air, forcing yourself and every creature in a 30-foot Emanation originating from you to make a DC 15 Constitution saving throw. Constructs, Elementals, Oozes, Plants, a"
      },
      {
        "document": 1575,
        "excerpt": "ke to billow out, forming a cloud that fills a 60-foot Emanation originating from the bottle. The area within the smoke is Heavily Obscured. Each minute the bottle rema"
      },
      {
        "document": 1598,
        "excerpt": "it has at least one diamond, the helm emits a 30-foot Emanation. When at least one Undead is within that area, the Emanation is filled with Dim Light. Any Undead that s"
      },
      {
        "document": 1602,
        "excerpt": "While you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving th"
      },
      {
        "document": 1706,
        "excerpt": "t, you can use the Shield to create an immobile 5-foot Emanation originating from you. When the Emanation appears, any creatures or objects not fully contained within it"
      },
      {
        "document": 1716,
        "excerpt": "eleases its magic in an explosion that fills a 30-foot Emanation originating from itself. You have a 50 percent chance to instantly travel to a random plane of existence"
      },
      {
        "document": 1718,
        "excerpt": "e a swarm of harmless flying insects to fill a 30-foot Emanation originating from you. The insects remain for 10 minutes, making the area Heavily Obscured for creatures"
      },
      {
        "document": 1719,
        "excerpt": "eleases its magic in an explosion that fills a 30-foot Emanation originating from itself. You have a 50 percent chance to instantly travel to a random plane of existence"
      },
      {
        "document": 1722,
        "excerpt": "dible out to 600 feet. Every creature within a 60-foot Emanation originating from you makes a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 Thu"
      },
      {
        "document": 1760,
        "excerpt": "itution Saving Throw: DC 14, each creature in a 5-foot Emanation originating from the aboleth at the end of the aboleth's turn. Failure: The target is cursed. Until the"
      },
      {
        "document": 1796,
        "excerpt": "turns, each creature of the azer's choice in a 5-foot Emanation originating from the azer takes 5 (1d10) Fire damage unless the azer has the Incapacitated condition. I"
      },
      {
        "document": 1799,
        "excerpt": "terity Saving Throw: DC 20, each creature in a 30-foot Emanation originating from the balor. Failure: 31 (9d6) Fire damage plus 31 (9d6) Force damage. Success: Half dama"
      },
      {
        "document": 1829,
        "excerpt": "Wisdom Saving Throw: DC 13, each creature in a 60-foot Emanation originating from the cloaker. Failure: The target has the Frightened condition until the end of the cloa"
      },
      {
        "document": 1840,
        "excerpt": "arkness Aura (1/Day). Magical Darkness fills a 15-foot Emanation originating from the darkmantle. This effect lasts while the darkmantle maintains Concentration on it, u"
      },
      {
        "document": 1846,
        "excerpt": "Wisdom Saving Throw: DC 12, each creature in a 15-foot Emanation originating from the doppelganger that can see the doppelganger. Failure: The target has the Frightened"
      },
      {
        "document": 1849,
        "excerpt": "tution Saving Throw: DC 11, each creature in a 10-foot Emanation originating from the dretch. Failure: The target has the Poisoned condition until the end of its next tu"
      },
      {
        "document": 1853,
        "excerpt": "xterity Saving Throw: DC 10, each creature in a 5-foot Emanation originating from the mephit. Failure: 5 (2d4) Bludgeoning damage. Success: Half damage."
      },
      {
        "document": 1862,
        "excerpt": "h of the elemental's turns, each creature in a 10-foot Emanation originating from the elemental takes 5 (1d10) Fire damage. Creatures and flammable objects in the Emanat"
      },
      {
        "document": 1870,
        "excerpt": ": DC 10, any creature that starts its turn in a 5-foot Emanation originating from the ghast. Failure: The target has the Poisoned condition until the start of its next t"
      },
      {
        "document": 1884,
        "excerpt": "ostile creature that starts its turn within a 30-foot Emanation originating from the goat must succeed on a DC 15 Wisdom saving throw or have the Frightened condition f"
      },
      {
        "document": 1902,
        "excerpt": "Aberrant Ground. The ground in a 10-foot Emanation originating from the mouther is Difficult Terrain. Gibbering. The mouther babbles incoherently while it"
      },
      {
        "document": 1922,
        "excerpt": "ng Throw: DC 11, each Humanoid and Giant in a 300-foot Emanation originating from the harpy when the song starts. Failure: The target has the Charmed condition until the"
      },
      {
        "document": 1925,
        "excerpt": "DC 16, any creature that starts its turn in a 10-foot Emanation originating from the hezrou. Failure: The target has the Poisoned condition until the start of its next"
      },
      {
        "document": 1929,
        "excerpt": "Aura of Authority. While in a 10-foot Emanation originating from the hobgoblin, the hobgoblin and its allies have Advantage on attack rolls and saving t"
      },
      {
        "document": 1937,
        "excerpt": "itution Saving Throw: DC 10, each creature in a 5-foot Emanation originating from the mephit. Failure: 5 (2d4) Cold damage. Success: Half damage."
      },
      {
        "document": 1946,
        "excerpt": "tution Saving Throw: DC 23, each creature in a 15-foot Emanation originating from the kraken while it is underwater. Failure: The target has the Blinded and Poisoned con"
      },
      {
        "document": 1949,
        "excerpt": "DC 20, each creature that isn't an Undead in a 20-foot Emanation originating from the lich. Failure: 31 (9d6) Necrotic damage. Success: Half damage. Failure or Success:"
      },
      {
        "document": 1953,
        "excerpt": "xterity Saving Throw: DC 11, each creature in a 5-foot Emanation originating from the mephit. Failure: 7 (2d6) Fire damage. Success: Half damage."
      },
      {
        "document": 1954,
        "excerpt": "terity Saving Throw: DC 11, each creature in a 10-foot Emanation originating from the magmin. Failure: 7 (2d6) Fire damage. Success: Half damage."
      },
      {
        "document": 1968,
        "excerpt": "Wisdom Saving Throw: DC 15, each creature in a 15-foot Emanation originating from the nalfeshnee. Failure: 28 (8d6) Psychic damage, and the target has the Frightened con"
      },
      {
        "document": 1986,
        "excerpt": "Fear Aura. The pit fiend emanates an aura in a 20-foot Emanation while it doesn't have the Incapacitated condition. Wisdom Saving Throw: DC 21, any enemy that starts its"
      },
      {
        "document": 1997,
        "excerpt": "). Wisdom Saving Throw: DC 18, each enemy in a 30-foot Emanation originating from the rakshasa. Failure: 28 (8d6) Psychic damage, and the target has the Frightened and I"
      },
      {
        "document": 2002,
        "excerpt": "ach of the remorhaz's turns, each creature in a 5-foot Emanation originating from the remorhaz takes 16 (3d10) Fire damage."
      },
      {
        "document": 2010,
        "excerpt": ", each creature of the salamander's choice in a 5-foot Emanation originating from the salamander takes 7 (2d6) Fire damage."
      },
      {
        "document": 2022,
        "excerpt": "terity Saving Throw: DC 25, each creature in a 10-foot Emanation originating from the solar at its destination space. Failure: 11 (2d10) Radiant damage. Success: Half da"
      },
      {
        "document": 2024,
        "excerpt": ". Wisdom Saving Throw: DC 16, each enemy in a 300-foot Emanation originating from the sphinx. Failure: 35 (10d6) Psychic damage, and the target has the Incapacitated con"
      },
      {
        "document": 2025,
        "excerpt": ". Wisdom Saving Throw: DC 20, each enemy in a 500-foot Emanation originating from the sphinx. Failure: The target has the Frightened condition for 1 minute. Second Roar"
      },
      {
        "document": 2031,
        "excerpt": "xterity Saving Throw: DC 10, each creature in a 5-foot Emanation originating from the mephit. Failure: 5 (2d4) Fire damage. Success: Half damage."
      },
      {
        "document": 2044,
        "excerpt": "asque creates an instantaneous shock wave in a 60-foot Emanation originating from itself. Creatures in that area lose Concentration and, if Medium or smaller, have the P"
      },
      {
        "document": 2059,
        "excerpt": "tution Saving Throw: DC 15, each creature in a 20-foot Emanation originating from the vrock. Failure: The target has the Poisoned condition and repeats the save at the e"
      }
    ],
    "emanation's": [
      {
        "document": 623,
        "excerpt": "ess it is an instantaneous or a stationary effect. An Emanation's origin (creature or object) isn't included in the area of effect unless its creator decides otherwise."
      }
    ],
    "embark": [
      {
        "document": 236,
        "excerpt": "hoose whichever style of sheet works for you, and then embark on creating a character!"
      }
    ],
    "embarked": [
      {
        "document": 289,
        "excerpt": "upation that were most formative before your character embarked on a life of adventure."
      }
    ],
    "embedded": [
      {
        "document": 720,
        "excerpt": "first time on a turn, poisoned darts shoot from tubes embedded in the surrounding walls. The holes that house these tubes are obscured by dust and cobwebs or skillfull"
      }
    ],
    "embers": [
      {
        "document": 1250,
        "excerpt": "and. Beckon Fire. You create a thin cloud of harmless embers and colored, scented smoke in a 5-foot Cube. You choose the color and scent, and the embers can light ca"
      },
      {
        "document": 1325,
        "excerpt": "on: Concentration, up to 1 minute A swirling cloud of embers and smoke fills a 20-foot-radius Sphere centered on a point within range. The cloud's area is Heavily Ob"
      }
    ],
    "emblazoned": [
      {
        "document": 1703,
        "excerpt": "ve rolls and Wisdom (Perception) checks. The Shield is emblazoned with a symbol of an eye."
      }
    ],
    "emblem": [
      {
        "document": 935,
        "excerpt": "Emblem (borne on fabric or a Shield)"
      }
    ],
    "embody": [
      {
        "document": 962,
        "excerpt": "You embody primal power. Your Strength and Constitution scores increase by 4, to a maximum of 25."
      }
    ],
    "embroidered": [
      {
        "document": 267,
        "excerpt": "f a rat's head in its center 81 A purple handkerchief embroidered with the name of an archmage 82 Half a floor plan for a temple, a castle, or another structure 83 A bi"
      },
      {
        "document": 1689,
        "excerpt": "(Requires Attunement) This black or dark-blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it. Six stars, lo"
      }
    ],
    "emerald": [
      {
        "document": 754,
        "excerpt": "Emerald"
      }
    ],
    "emerge": [
      {
        "document": 727,
        "excerpt": "y moments for the players, but their characters should emerge victorious with no casualties. One or more of them might need to use healing resources, however. As a ro"
      },
      {
        "document": 1246,
        "excerpt": "ndscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the spell. The target recalls the dream perfectly upon waking. If t"
      }
    ],
    "emerges": [
      {
        "document": 638,
        "excerpt": "An adventure is a series of encounters. A story emerges through playing them. See also \"Encounter.\""
      }
    ],
    "emit": [
      {
        "document": 791,
        "excerpt": "Eyelike fixtures emit Bright Light in a 30-foot radius and Dim Light for an additional 30 feet."
      },
      {
        "document": 1317,
        "excerpt": ": Concentration, up to 1 minute For the duration, you emit an aura in a 30-foot Emanation. While in the aura, creatures of your choice have Advantage on all saving"
      },
      {
        "document": 1598,
        "excerpt": "eapon you are holding to burst into flames. The flames emit Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. The flames are harmless to you"
      },
      {
        "document": 1664,
        "excerpt": "eapon. While holding this weapon, you can cause it to emit green Dim Light out to 10 feet, either as a Bonus Action or after you roll Initiative, or you can exting"
      },
      {
        "document": 1722,
        "excerpt": "lee attack using the staff, you can cause the staff to emit a crack of thunder audible out to 300 feet (no action required). The target you hit must succeed on a DC"
      }
    ],
    "emits": [
      {
        "document": 982,
        "excerpt": "normal damage type or Radiant damage. The weapon also emits Bright Light in a 20-foot radius and Dim Light 20 feet beyond that. You can end this effect early (no a"
      },
      {
        "document": 1390,
        "excerpt": "remains there for the duration. While there, the flame emits no heat and ignites nothing, and it sheds Bright Light in a 20-foot radius and Dim Light for an addition"
      },
      {
        "document": 1442,
        "excerpt": "adiant damage, and until the end of your next turn, it emits Dim Light in a 10-foot radius and can't benefit from the Invisible condition. Cantrip Upgrade. The dama"
      },
      {
        "document": 1574,
        "excerpt": "s or misses its target. Until it disappears, the arrow emits Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. This weapon has the following"
      },
      {
        "document": 1598,
        "excerpt": "ight. As long as it has at least one diamond, the helm emits a 30-foot Emanation. When at least one Undead is within that area, the Emanation is filled with Dim Ligh"
      },
      {
        "document": 1603,
        "excerpt": "e You can take a Magic action to blow the horn, which emits a thunderous blast in a 30-foot Cone that is audible out to 600 feet. Each creature in the Cone makes a"
      },
      {
        "document": 1726,
        "excerpt": "Radiant damage. Sunlight. The sword's luminous blade emits Bright Light in a 15-foot radius and Dim Light for an additional 15 feet. The light is sunlight. While t"
      },
      {
        "document": 2019,
        "excerpt": "within 30 feet of the shrieker. Response: The shrieker emits a shriek audible within 300 feet of itself for 1 minute or until the shrieker dies."
      },
      {
        "document": 2025,
        "excerpt": "0 (4d6 + 6) Slashing damage. Roar (3/Day). The sphinx emits a magical roar. Whenever it roars, the roar has a different effect, as detailed below (the sequence rese"
      }
    ],
    "emotion": [
      {
        "document": 785,
        "excerpt": "The item communicates by transmitting emotion to the creature carrying or wielding it."
      }
    ],
    "emotions": [
      {
        "document": 139,
        "excerpt": "A sentient item communicates by sharing its emotions, broadcasting its thoughts telepathically, or speaking aloud. You can choose how it communicates or roll"
      },
      {
        "document": 692,
        "excerpt": "nations. These effects can be suppressed with the Calm Emotions spell or removed by the Lesser Restoration spell. Long-Term Effects. The character has Disadvantage on"
      },
      {
        "document": 900,
        "excerpt": "Calm Emotions"
      },
      {
        "document": 912,
        "excerpt": "Calm Emotions"
      },
      {
        "document": 1186,
        "excerpt": "Calm Emotions"
      },
      {
        "document": 1232,
        "excerpt": "On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the"
      },
      {
        "document": 1360,
        "excerpt": "et is also unaffected by anything that would sense its emotions or alignment, read its thoughts, or magically detect its location, and no spell - not even Wish - can ga"
      },
      {
        "document": 2029,
        "excerpt": "fail the save). Failure: The sprite knows the target's emotions and alignment. Invisibility. The sprite casts Invisibility on itself, requiring no spell components and"
      },
      {
        "document": 2053,
        "excerpt": "ll: Detect Evil and Good, Druidcraft 1/Day Each: Calm Emotions, Dispel Evil and Good, Entangle, Pass without Trace, Word of Recall"
      }
    ],
    "employment": [
      {
        "document": 978,
        "excerpt": "ackling lightning, and burning acid. Some Evokers find employment in military forces, serving as artillery to blast armies from afar. Others use their power to protect ot"
      }
    ],
    "empower": [
      {
        "document": 983,
        "excerpt": "chaos of battle as they allow their Rage to seize and empower them."
      }
    ],
    "empowered": [
      {
        "document": 840,
        "excerpt": "Empowered Strikes, Subclass feature"
      },
      {
        "document": 967,
        "excerpt": "Empowered Strikes"
      },
      {
        "document": 971,
        "excerpt": "nd 1 Sorcery Point to make the spell's range 30 feet. Empowered Spell Cost: 1 Sorcery Point When you roll damage for a spell, you can spend 1 Sorcery Point to reroll"
      },
      {
        "document": 978,
        "excerpt": "Empowered Evocation"
      }
    ],
    "empty": [
      {
        "document": 266,
        "excerpt": "37 A weightless stone 38 A sketch of a goblin 39 An empty glass vial that smells of perfume 40 A gemstone that looks like a lump of coal when examined by anyone"
      },
      {
        "document": 267,
        "excerpt": "r-off city 85 A diary with seven missing pages 86 An empty silver snuffbox bearing the inscription “dreams” on its lid 87 An iron holy symbol devoted to an unknow"
      },
      {
        "document": 725,
        "excerpt": "that provide a change of elevation (such as stacks of empty crates, ledges, and balconies) reward clever positioning and encourage characters to jump, climb, fly, o"
      },
      {
        "document": 1228,
        "excerpt": "ned and closed, and it leads to a demiplane that is an empty room 30 feet in each dimension, made of wood or stone (your choice). When the spell ends, the door vani"
      },
      {
        "document": 1518,
        "excerpt": "n This bag made from gray, rust, or tan cloth appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. You can take a Magic"
      },
      {
        "document": 1608,
        "excerpt": "rt to statuette form, which works only if the tower is empty. Each creature in the area where the tower appears is pushed to an unoccupied space outside but next to"
      },
      {
        "document": 1611,
        "excerpt": "ou can see within 60 feet of yourself. If the flask is empty and the target is native to a plane of existence other than the one you're on, the target must succeed o"
      },
      {
        "document": 1654,
        "excerpt": "Potion, Rare This potion's container looks empty but feels as though it holds liquid. When you drink the potion, you have the Invisible condition for 1 h"
      }
    ],
    "emptying": [
      {
        "document": 2059,
        "excerpt": "1d10) Poison damage at the start of each of its turns. Emptying a flask of Holy Water on the target ends the effect early. Stunning Screech (1/Day). Constitution Savin"
      }
    ],
    "emulate": [
      {
        "document": 690,
        "excerpt": "tense mental stress, Psychic damage is the best way to emulate that effect. The Sample Mental Stress Effects table provides a few examples of such effects, with sugge"
      }
    ],
    "enable": [
      {
        "document": 1437,
        "excerpt": "errain that lasts for the duration. The spell doesn't enable plants to uproot themselves and move about, but they can move their branches, tendrils, and stalks for y"
      }
    ],
    "enables": [
      {
        "document": 1418,
        "excerpt": "and can answer in a like manner immediately. The spell enables targets to understand the meaning of your message. You can send the message across any distance and eve"
      }
    ],
    "encapsulate": [
      {
        "document": 1459,
        "excerpt": "you cast it if the Emanation isn't big enough to fully encapsulate all creatures in its area. Creatures and objects within the Emanation when you cast the spell can move"
      }
    ],
    "enchanting": [
      {
        "document": 2029,
        "excerpt": "ll: +6, reach 5 ft. Hit: 6 (1d4 + 4) Piercing damage. Enchanting Bow. Ranged Attack Roll: +6, range 40/160 ft. Hit: 1 Piercing damage, and the target has the Charmed con"
      }
    ],
    "enchantment": [
      {
        "document": 830,
        "excerpt": "Enchantment"
      },
      {
        "document": 831,
        "excerpt": "Enchantment"
      },
      {
        "document": 833,
        "excerpt": "Enchantment"
      },
      {
        "document": 834,
        "excerpt": "Enchantment"
      },
      {
        "document": 837,
        "excerpt": "Enchantment"
      },
      {
        "document": 843,
        "excerpt": "Enchantment"
      },
      {
        "document": 844,
        "excerpt": "Enchantment"
      },
      {
        "document": 847,
        "excerpt": "Enchantment"
      },
      {
        "document": 850,
        "excerpt": "Enchantment"
      },
      {
        "document": 851,
        "excerpt": "Enchantment"
      },
      {
        "document": 853,
        "excerpt": "Enchantment"
      },
      {
        "document": 860,
        "excerpt": "Enchantment"
      },
      {
        "document": 861,
        "excerpt": "Enchantment"
      },
      {
        "document": 864,
        "excerpt": "Enchantment"
      },
      {
        "document": 865,
        "excerpt": "Enchantment"
      },
      {
        "document": 866,
        "excerpt": "Enchantment"
      },
      {
        "document": 868,
        "excerpt": "Enchantment"
      },
      {
        "document": 869,
        "excerpt": "Enchantment"
      },
      {
        "document": 873,
        "excerpt": "Enchantment"
      },
      {
        "document": 874,
        "excerpt": "Enchantment"
      },
      {
        "document": 877,
        "excerpt": "Enchantment"
      },
      {
        "document": 878,
        "excerpt": "Enchantment"
      },
      {
        "document": 881,
        "excerpt": "Enchantment"
      },
      {
        "document": 882,
        "excerpt": "Enchantment"
      },
      {
        "document": 886,
        "excerpt": "Enchantment"
      },
      {
        "document": 887,
        "excerpt": "Enchantment"
      },
      {
        "document": 890,
        "excerpt": "Enchantment"
      },
      {
        "document": 891,
        "excerpt": "Enchantment"
      },
      {
        "document": 892,
        "excerpt": "Enchantment"
      },
      {
        "document": 894,
        "excerpt": "Enchantment"
      },
      {
        "document": 895,
        "excerpt": "Enchantment"
      },
      {
        "document": 897,
        "excerpt": "Enchantment"
      },
      {
        "document": 899,
        "excerpt": "Enchantment"
      },
      {
        "document": 900,
        "excerpt": "Enchantment"
      },
      {
        "document": 902,
        "excerpt": "Enchantment"
      },
      {
        "document": 903,
        "excerpt": "Enchantment"
      },
      {
        "document": 904,
        "excerpt": "Enchantment"
      },
      {
        "document": 906,
        "excerpt": "Enchantment"
      },
      {
        "document": 907,
        "excerpt": "Enchantment"
      },
      {
        "document": 911,
        "excerpt": "Enchantment"
      },
      {
        "document": 912,
        "excerpt": "Enchantment"
      },
      {
        "document": 915,
        "excerpt": "Enchantment"
      },
      {
        "document": 919,
        "excerpt": "Enchantment"
      },
      {
        "document": 936,
        "excerpt": "Enchantment"
      },
      {
        "document": 1154,
        "excerpt": "Enchantment"
      },
      {
        "document": 1155,
        "excerpt": "Enchantment"
      },
      {
        "document": 1161,
        "excerpt": "Enchantment"
      },
      {
        "document": 1171,
        "excerpt": "Enchantment"
      },
      {
        "document": 1175,
        "excerpt": "Enchantment"
      },
      {
        "document": 1179,
        "excerpt": "Enchantment"
      },
      {
        "document": 1186,
        "excerpt": "Enchantment"
      },
      {
        "document": 1188,
        "excerpt": "Enchantment"
      },
      {
        "document": 1189,
        "excerpt": "Enchantment"
      },
      {
        "document": 1197,
        "excerpt": "Enchantment"
      },
      {
        "document": 1201,
        "excerpt": "Enchantment"
      },
      {
        "document": 1203,
        "excerpt": "Enchantment"
      },
      {
        "document": 1236,
        "excerpt": "sing either of the following special functions. Break Enchantment. As a Magic action, you touch a creature that is possessed by or has the Charmed or Frightened condition"
      },
      {
        "document": 1237,
        "excerpt": "Enchantment"
      },
      {
        "document": 1242,
        "excerpt": "Enchantment"
      },
      {
        "document": 1243,
        "excerpt": "Enchantment"
      },
      {
        "document": 1244,
        "excerpt": "Enchantment"
      },
      {
        "document": 1255,
        "excerpt": "Enchantment"
      },
      {
        "document": 1288,
        "excerpt": "Enchantment"
      },
      {
        "document": 1291,
        "excerpt": "Enchantment"
      },
      {
        "document": 1312,
        "excerpt": "Enchantment"
      },
      {
        "document": 1313,
        "excerpt": "Enchantment"
      },
      {
        "document": 1314,
        "excerpt": "Enchantment"
      },
      {
        "document": 1315,
        "excerpt": "Enchantment"
      },
      {
        "document": 1316,
        "excerpt": "Enchantment"
      },
      {
        "document": 1330,
        "excerpt": "Enchantment"
      },
      {
        "document": 1354,
        "excerpt": "Enchantment"
      },
      {
        "document": 1367,
        "excerpt": "Enchantment"
      },
      {
        "document": 1382,
        "excerpt": "Enchantment"
      },
      {
        "document": 1383,
        "excerpt": "Enchantment"
      },
      {
        "document": 1384,
        "excerpt": "Enchantment"
      },
      {
        "document": 1430,
        "excerpt": "Enchantment"
      },
      {
        "document": 1447,
        "excerpt": "Enchantment"
      },
      {
        "document": 1470,
        "excerpt": "Enchantment"
      },
      {
        "document": 1486,
        "excerpt": "Enchantment"
      },
      {
        "document": 1712,
        "excerpt": "d Languages from it using your spell save DC. Reflect Enchantment. If you succeed on a saving throw against an Enchantment spell that targets only you, you can take a Rea"
      }
    ],
    "enchantments": [
      {
        "document": 1470,
        "excerpt": "ous You unleash a string of insults laced with subtle enchantments at one creature you can see or hear within range. The target must succeed on a Wisdom saving throw or ta"
      }
    ],
    "enclosed": [
      {
        "document": 1404,
        "excerpt": "reature must succeed on a Dexterity saving throw or be enclosed for the duration. Nothing - not physical objects, energy, or other spell effects - can pass through the"
      },
      {
        "document": 1475,
        "excerpt": "action to move up to its Speed so that it is no longer enclosed by the wall. The wall can have any shape you desire, though it can't occupy the same space as a creatur"
      },
      {
        "document": 1519,
        "excerpt": "wall. No attack or other effect can pass through. An enclosed creature can take a Utilize action to push against the sphere's wall, moving the sphere up to half the c"
      }
    ],
    "encloses": [
      {
        "document": 1404,
        "excerpt": "on: Concentration, up to 1 minute A shimmering sphere encloses a Large or smaller creature or object within range. An unwilling creature must succeed on a Dexterity sa"
      },
      {
        "document": 1519,
        "excerpt": "e 5d4 Force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped in"
      }
    ],
    "encompass": [
      {
        "document": 604,
        "excerpt": "D20 Tests encompass the three main d20 rolls of the game: ability checks, attack rolls, and saving throws. If something in t"
      }
    ],
    "encounter": [
      {
        "document": 69,
        "excerpt": "Adventurers encounter many dangerous monsters and nefarious villains. In those moments, combat often breaks out."
      },
      {
        "document": 71,
        "excerpt": "A typical combat encounter is a clash between two sides: a flurry of weapon swings, feints, parries, footwork, and spellcasting. Th"
      },
      {
        "document": 72,
        "excerpt": "n. 2: Roll Initiative. Everyone involved in the combat encounter rolls Initiative, determining the order of combatants' turns. 3: Take Turns. Each participant in the bat"
      },
      {
        "document": 624,
        "excerpt": "Encounter"
      },
      {
        "document": 638,
        "excerpt": "nters. A story emerges through playing them. See also \"Encounter.\""
      },
      {
        "document": 689,
        "excerpt": "Whenever the characters encounter something that is supernaturally frightful, use the Frightened condition as the baseline effect. Fear ef"
      },
      {
        "document": 725,
        "excerpt": "The following features can make a combat encounter more interesting or challenging: Changes in Elevation. Terrain features that provide a change of elevat"
      },
      {
        "document": 726,
        "excerpt": "Combat Encounter Difficulty"
      },
      {
        "document": 727,
        "excerpt": "Three categories describe the range of encounter difficulty: Low Difficulty. An encounter of low difficulty is likely to have one or two scary moments f"
      },
      {
        "document": 728,
        "excerpt": "le, cross-reference the party's level with the desired encounter difficulty. Multiply the number in the table by the number of characters in the party to get your XP bud"
      },
      {
        "document": 729,
        "excerpt": "its stat block. When you add a creature to your combat encounter, deduct its XP from your XP budget to determine how many XP you have left to spend. Spend as much of you"
      },
      {
        "document": 731,
        "excerpt": "The more creatures in an encounter, the higher the risk that a lucky streak on their part could deal more damage to the characters than you"
      },
      {
        "document": 732,
        "excerpt": "yer's absence might warrant removing creatures from an encounter to keep it at the intended difficulty. Also, die rolls and other factors can result in an encounter bein"
      },
      {
        "document": 733,
        "excerpt": "ingly. If you want to include many CR 0 critters in an encounter, use swarms instead."
      },
      {
        "document": 734,
        "excerpt": "ndful of the number of stat blocks you need to run the encounter. Referencing more than two or three stat blocks for a single encounter can be daunting, particularly if"
      },
      {
        "document": 736,
        "excerpt": "If your combat encounter includes a creature whose CR is higher than the party's level, be aware that such a creature might deal"
      },
      {
        "document": 737,
        "excerpt": "asily overcome, consider not adding that monster to an encounter for characters whose level is lower than the monster's Challenge Rating. ---"
      },
      {
        "document": 960,
        "excerpt": "Encounter Difficulty"
      },
      {
        "document": 961,
        "excerpt": "Encounter Distance"
      }
    ],
    "encountered": [
      {
        "document": 1407,
        "excerpt": "he fall upward. If a ceiling or an anchored object is encountered in this upward fall, creatures and objects strike it just as they would during a downward fall. If an af"
      }
    ],
    "encounters": [
      {
        "document": 165,
        "excerpt": ",” while guidance on using CR to plan potential combat encounters is in “Gameplay Toolbox.”"
      },
      {
        "document": 587,
        "excerpt": "monster is in actual play. \"Gameplay Toolbox\" (\"Combat Encounters\") provides guidance to the GM on using CR while planning potential combat encounters. See also \"Stat Blo"
      },
      {
        "document": 638,
        "excerpt": "An adventure is a series of encounters. A story emerges through playing them. See also \"Encounter.\""
      },
      {
        "document": 725,
        "excerpt": "Combat Encounters"
      },
      {
        "document": 729,
        "excerpt": "00 XP. With that, you could build any of the following encounters: - 1 Bugbear Warrior (200 XP) - 2 Giant Wasps (100 XP each), for 200 XP total - 6 Giant Rats (25 XP eac"
      },
      {
        "document": 730,
        "excerpt": "When creating and running combat encounters, keep the following in mind."
      },
      {
        "document": 734,
        "excerpt": "The best combat encounters often pair one kind of creature with another, such as fire giants paired with hell hounds. Be mindful of"
      }
    ],
    "encourage": [
      {
        "document": 373,
        "excerpt": "ts your lifestyle. Others notice your wealth and might encourage you to share it, either legally or otherwise."
      },
      {
        "document": 725,
        "excerpt": ", ledges, and balconies) reward clever positioning and encourage characters to jump, climb, fly, or teleport. Defensive Positions. Enemies in hard-to-reach locations or"
      },
      {
        "document": 1484,
        "excerpt": "servants might instantly intervene to prevent it or to encourage you to craft the wish in a particular way. If your wish would undo the multiverse itself, your wish fail"
      }
    ],
    "encrusted": [
      {
        "document": 1212,
        "excerpt": "V, S, M (a gem-encrusted statuette of yourself worth 1,500+ GP)"
      },
      {
        "document": 1311,
        "excerpt": "V, S, M (a gem-encrusted bowl worth 1,000+ GP, which the spell consumes)"
      }
    ],
    "end": [
      {
        "document": 5,
        "excerpt": "nscious condition. It then starts a Short Rest, at the end of which that condition ends on it. The condition ends early if the creature regains any Hit Points or i"
      },
      {
        "document": 76,
        "excerpt": "ocked out or have surrendered or fled. Combat can also end when both sides agree to end it."
      },
      {
        "document": 81,
        "excerpt": "de or multiply a number in the game, round down if you end up with a fraction, even if the fraction is one-half or greater. Some rules make an exception and tell y"
      },
      {
        "document": 83,
        "excerpt": "at creature is Tiny or your ally. You can't willingly end a move in a space occupied by another creature. If you somehow end a turn in a space with another creatu"
      },
      {
        "document": 104,
        "excerpt": "Rests in the midst of a day and an 8-hour Long Rest to end it. Regaining Hit Points is one of the main benefits of a rest. “Rules Glossary” provides the rules for"
      },
      {
        "document": 267,
        "excerpt": "ic bottom that holds a living worm with a head on each end of its body 00 A metal urn containing the ashes of a hero ---"
      },
      {
        "document": 323,
        "excerpt": "in 5 feet of yourself. If lit, the oil burns until the end of the turn 2 rounds from when the oil was lit (or 12 seconds) and deals 5 Fire damage to any creature t"
      },
      {
        "document": 378,
        "excerpt": "while being in physical contact with the item. At the end of the rest, you learn its properties and how to use them (but not any curse the item might bear). Some"
      },
      {
        "document": 380,
        "excerpt": "upted, the Attunement attempt fails. Otherwise, at the end of the Short Rest, you're attuned to the magic item and can access its full magical capabilities."
      },
      {
        "document": 381,
        "excerpt": "Any attempt to attune to a fourth item fails; you must end your Attunement to an item first. Additionally, you can't attune to more than one copy of an item. For e"
      },
      {
        "document": 382,
        "excerpt": "reature attunes to the item. You can also voluntarily end Attunement by spending another Short Rest focused on the item unless the item is cursed."
      },
      {
        "document": 405,
        "excerpt": "your next attack roll against that creature before the end of your next turn. Weapons"
      },
      {
        "document": 448,
        "excerpt": "titoxin to gain Advantage on saving throws to avoid or end the Poisoned condition for 1 hour."
      },
      {
        "document": 520,
        "excerpt": "n saving throw or gain 1 Exhaustion level at the day's end. A creature that eats nothing for 5 days automatically gains 1 Exhaustion level at the end of the fifth"
      },
      {
        "document": 538,
        "excerpt": "de or multiply a number in the game, round down if you end up with a fraction, even if the fraction is one-half or greater. Some rules make an exception and tell y"
      },
      {
        "document": 557,
        "excerpt": "eath or is choking, it gains 1 Exhaustion level at the end of each of its turns. When a creature can breathe again, it removes all levels of Exhaustion it gained f"
      },
      {
        "document": 562,
        "excerpt": "ee a contacted creature, and the telepath can start or end the telepathic contact at any time (no action required). Telepathic contact can't be initiated and is im"
      },
      {
        "document": 592,
        "excerpt": "inute, 1 hour, or some other duration. The creator can end Concentration at any time (no action required). The following factors break Concentration. Another Conc"
      },
      {
        "document": 593,
        "excerpt": "affects its recipient, and various rules define how to end a condition. This glossary defines these conditions: A condition doesn't stack with itself; a recipient"
      },
      {
        "document": 615,
        "excerpt": "water for a day gains 1 Exhaustion level at the day's end. Exhaustion caused by dehydration can't be removed until the creature drinks the full amount of water re"
      },
      {
        "document": 628,
        "excerpt": "reature that falls takes 1d6 Bludgeoning damage at the end of the fall for every 10 feet it fell, to a maximum of 20d6. When the creature lands, it has the Prone c"
      },
      {
        "document": 670,
        "excerpt": "why they're being punished and be able to learn how to end their curse, likely by symbolically righting the wrong they committed. How a spell like Remove Curse aff"
      },
      {
        "document": 671,
        "excerpt": "determines the creature's behavior thereafter. At the end of each of the possessed creature's later turns, the creature makes a DC 15 Charisma saving throw, regai"
      },
      {
        "document": 673,
        "excerpt": "reature makes a DC 15 Constitution saving throw at the end of the recuperation period. On a successful save, the creature has Advantage on saving throws to fight o"
      },
      {
        "document": 675,
        "excerpt": "acitated condition as it laughs uncontrollably. At the end of each of its turns, the creature repeats the save, ending the effect on itself on a success. After 1 m"
      },
      {
        "document": 679,
        "excerpt": "st succeed on a DC 10 Constitution saving throw at the end of each hour or gain 1 Exhaustion level. Creatures that have Resistance or Immunity to Cold damage autom"
      },
      {
        "document": 681,
        "excerpt": "ter must succeed on a Constitution saving throw at the end of each hour or gain 1 Exhaustion level. The DC is 5 for the first hour and increases by 1 for each addi"
      },
      {
        "document": 686,
        "excerpt": "g. A flying creature in a strong wind must land at the end of its turn or fall. A strong wind in a desert can create a sandstorm that imposes Disadvantage on Wisd"
      },
      {
        "document": 689,
        "excerpt": "a Frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. At your discretion, a Frightened creatu"
      },
      {
        "document": 699,
        "excerpt": "oned in this way. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success."
      },
      {
        "document": 702,
        "excerpt": "re than 8 hours per day, at the risk of tiring. At the end of each additional hour of travel beyond 8 hours, each character must succeed on a Constitution saving t"
      },
      {
        "document": 756,
        "excerpt": "You have the Stunned condition until the end of your next turn, believing something awesome just happened."
      },
      {
        "document": 783,
        "excerpt": "ition for 1 minute. A creature repeats the save at the end of each of its turns, ending the effect on itself on a success."
      },
      {
        "document": 789,
        "excerpt": "iscretion, a Dispel Magic spell or similar magic might end this lasting effect."
      },
      {
        "document": 820,
        "excerpt": "ctangular metal device with two tiny metal cups on one end that throws sparks when wet"
      },
      {
        "document": 954,
        "excerpt": "l trap flings a character into the Far Realm until the end of that character’s next turn."
      },
      {
        "document": 962,
        "excerpt": "can't cast spells. Duration. The Rage lasts until the end of your next turn, and it ends early if you don Heavy armor or have the Incapacitated condition. If your"
      },
      {
        "document": 964,
        "excerpt": "damage equal to the roll's total. This damage doesn't end the turn effect."
      },
      {
        "document": 966,
        "excerpt": "your next attack roll against that creature before the end of your next turn."
      },
      {
        "document": 967,
        "excerpt": "vailable until you finish a Short or Long Rest, at the end of which you regain all your expended points. Some features that use Focus Points require your target t"
      },
      {
        "document": 969,
        "excerpt": "ou can give yourself the Invisible condition until the end of your next turn. You can use this feature a number of times equal to your Wisdom modifier (minimum of"
      },
      {
        "document": 970,
        "excerpt": "turn, and after you use it, your Speed is 0 until the end of the current turn."
      },
      {
        "document": 972,
        "excerpt": "You can perform an esoteric rite for 1 minute. At the end of it, you regain expended Pact Magic spell slots but no more than a number equal to half your maximum ("
      },
      {
        "document": 979,
        "excerpt": "iend, and it has the Incapacitated condition until the end of your next turn, when it returns to the space it previously occupied or the nearest unoccupied space."
      },
      {
        "document": 980,
        "excerpt": "damage and any other damage of the same type until the end of the current turn."
      },
      {
        "document": 982,
        "excerpt": "oot radius and Dim Light 20 feet beyond that. You can end this effect early (no action required). This effect also ends if you aren't carrying the weapon."
      },
      {
        "document": 983,
        "excerpt": "ture has the Frightened condition for 1 minute. At the end of each of the Frightened creature's turns, the creature repeats the save, ending the effect on itself o"
      },
      {
        "document": 984,
        "excerpt": "Hide action's Invisible condition, this attack doesn't end that condition on you if you end the turn behind Three-Quarters Cover or Total Cover."
      },
      {
        "document": 985,
        "excerpt": "e vibrations are harmless unless you take an action to end them. Alternatively, when you take the Attack action on your turn, you can forgo one of the attacks to e"
      },
      {
        "document": 987,
        "excerpt": "o have Advantage on saving throws you make to avoid or end the Poisoned condition."
      },
      {
        "document": 988,
        "excerpt": "u have Advantage on saving throws you make to avoid or end the Charmed condition."
      },
      {
        "document": 990,
        "excerpt": "This transformation lasts for 10 minutes or until you end it (no action required). For that duration, you have Advantage on Strength checks, and your Speed increa"
      },
      {
        "document": 991,
        "excerpt": "u have Advantage on saving throws you make to avoid or end the Frightened condition."
      },
      {
        "document": 1149,
        "excerpt": "arget takes 4d4 Acid damage and 2d4 Acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial dam"
      },
      {
        "document": 1161,
        "excerpt": "ture, that creature can make a Wisdom saving throw to end the effect, as described below. Ending the Effect. If the Frightened or Charmed creature ends its turn"
      },
      {
        "document": 1175,
        "excerpt": "and can't cast spells or take the Magic action. At the end of every 30 days, the target repeats the save, ending the effect on a success. The effect can also be en"
      },
      {
        "document": 1181,
        "excerpt": "fened condition (your choice) for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success. Using a Hig"
      },
      {
        "document": 1182,
        "excerpt": "f Components: V, S Duration: 1 minute Roll 1d6 at the end of each of your turns for the duration. On a roll of 4–6, you vanish from your current plane of existenc"
      },
      {
        "document": 1190,
        "excerpt": "rotic damage, and it can't regain Hit Points until the end of your next turn. Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d"
      },
      {
        "document": 1196,
        "excerpt": "n saving throw or have the Blinded condition until the end of your next turn."
      },
      {
        "document": 1203,
        "excerpt": "tion. | 9–10 The target chooses its behavior. At the end of each of its turns, an affected target repeats the save, ending the spell on itself on a success. Usi"
      },
      {
        "document": 1211,
        "excerpt": "ility. The target must repeat the saving throw at the end of each of its turns until it gets three successes or failures. If the target succeeds on three of these"
      },
      {
        "document": 1236,
        "excerpt": "have Disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions. Break Enchantment. As a Magic actio"
      },
      {
        "document": 1246,
        "excerpt": "cast the spell, the messenger knows it and can either end the trance (and the spell) or wait for the target to sleep, at which point the messenger enters its drea"
      },
      {
        "document": 1248,
        "excerpt": "ifficult Terrain. When you cast this spell and at the end of each of your turns for the duration, each creature on the ground in the area makes a Dexterity saving"
      },
      {
        "document": 1266,
        "excerpt": "ure: The target has the Frightened condition until the end of your next turn. Fey Step (Fey Only; Recharges after a Long Rest). The steed teleports, along with it"
      },
      {
        "document": 1277,
        "excerpt": "target makes another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fai"
      },
      {
        "document": 1286,
        "excerpt": "drops to 0 Hit Points or if it takes a Magic action to end the spell on itself. While in this form, the target's only method of movement is a Fly Speed of 10 feet"
      },
      {
        "document": 1293,
        "excerpt": "f the spell requires Concentration, it lasts until the end of its full duration. Using a Higher-Level Spell Slot. The damage of an explosive rune increases by 1d8"
      },
      {
        "document": 1301,
        "excerpt": ", and the next attack roll made against it before the end of your next turn has Advantage. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each"
      },
      {
        "document": 1306,
        "excerpt": "target is Incapacitated and has a Speed of 0 until the end of its next turn, as a wave of lethargy washes over it."
      },
      {
        "document": 1311,
        "excerpt": "he feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve creatures ca"
      },
      {
        "document": 1314,
        "excerpt": "controllably if it's capable of laughter, and it can't end the Prone condition on itself. At the end of each of its turns and each time it takes damage, it makes"
      },
      {
        "document": 1315,
        "excerpt": "have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success. Using a Hig"
      },
      {
        "document": 1316,
        "excerpt": "have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success. Using a Hig"
      },
      {
        "document": 1317,
        "excerpt": "n saving throw or have the Blinded condition until the end of its next turn."
      },
      {
        "document": 1321,
        "excerpt": "round in the Cylinder into Difficult Terrain until the end of your next turn. Using a Higher-Level Spell Slot. The Bludgeoning damage increases by 1d10 for each s"
      },
      {
        "document": 1324,
        "excerpt": ". When you cast the spell, specify a trigger that will end it. The trigger can be as simple or as elaborate as you choose, but the GM must agree that it has a high"
      },
      {
        "document": 1330,
        "excerpt": "successful save, the target dances comically until the end of its next turn, during which it must spend all its movement to dance in place. On a failed save, the"
      },
      {
        "document": 1334,
        "excerpt": "V, S Duration: Instantaneous You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned."
      },
      {
        "document": 1347,
        "excerpt": "outh. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs. The"
      },
      {
        "document": 1369,
        "excerpt": "e trapped or injured by the ground's movement. At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect"
      },
      {
        "document": 1374,
        "excerpt": "uration, the target makes a Wisdom saving throw at the end of each of its turns. On a failed save, it takes the Psychic damage again. On a successful save, the spe"
      },
      {
        "document": 1384,
        "excerpt": "tunned target makes a Constitution saving throw at the end of each of its turns, ending the condition on itself on a success."
      },
      {
        "document": 1386,
        "excerpt": "ry image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth."
      },
      {
        "document": 1387,
        "excerpt": "condition and makes a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the condition ends. If it fails three times,"
      },
      {
        "document": 1388,
        "excerpt": "condition and makes a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the condition ends. If it fails three times,"
      },
      {
        "document": 1395,
        "excerpt": "nents: V, S Duration: 1 hour You touch a creature and end the Poisoned condition on it. For the duration, the target has Advantage on saving throws to avoid or en"
      },
      {
        "document": 1398,
        "excerpt": "l its damage rolls. The target repeats the save at the end of each of its turns, ending the spell on a success."
      },
      {
        "document": 1400,
        "excerpt": "Poison damage and has the Poisoned condition until the end of your next turn. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot lev"
      },
      {
        "document": 1403,
        "excerpt": "our touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's Attunement to"
      },
      {
        "document": 1409,
        "excerpt": "gment of rope) Duration: 1 hour You touch a rope. One end of it hovers upward until the rope hangs perpendicular to the ground or the rope reaches a ceiling. At t"
      },
      {
        "document": 1415,
        "excerpt": "60 days, there is a cumulative 5 percent chance at the end of each day that the spell ends. The spell also ends if you cast this spell again or if the Tiny replica"
      },
      {
        "document": 1419,
        "excerpt": "ter, or air. You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the ta"
      },
      {
        "document": 1430,
        "excerpt": "ng throw or have the Incapacitated condition until the end of its next turn, at which point it must repeat the save. If the target fails the second save, the targe"
      },
      {
        "document": 1432,
        "excerpt": "oo slowly. An affected target repeats the save at the end of each of its turns, ending the spell on itself on a success."
      },
      {
        "document": 1442,
        "excerpt": "it, the target takes 1d8 Radiant damage, and until the end of your next turn, it emits Dim Light in a 10-foot radius and can't benefit from the Invisible condition"
      },
      {
        "document": 1443,
        "excerpt": "saving throw or have the Poisoned condition until the end of the current turn. While Poisoned in this way, the creature can't take an action or a Bonus Action."
      },
      {
        "document": 1450,
        "excerpt": "s spell makes another Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. This spell dispels Darkness in its area"
      },
      {
        "document": 1452,
        "excerpt": "t in any direction within the spell's range. Until the end of your next turn, the creature has the Restrained condition, and if you lift it into the air, it is sus"
      },
      {
        "document": 1455,
        "excerpt": "within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destinatio"
      },
      {
        "document": 1462,
        "excerpt": "tion ability only once on each of your turns. You must end each turn outside a tree."
      },
      {
        "document": 1467,
        "excerpt": "ature can take this damage only once per round. At the end of the turn, the wall's height is reduced by 50 feet, and the damage the wall deals on later rounds is"
      },
      {
        "document": 1470,
        "excerpt": "sadvantage on the next attack roll it makes before the end of its next turn. Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6),"
      },
      {
        "document": 1471,
        "excerpt": "es 10d4 Acid damage and another 5d4 Acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage only. Using a Higher-L"
      },
      {
        "document": 1481,
        "excerpt": "A Frightened target makes a Wisdom saving throw at the end of each of its turns. On a failed save, it takes 5d10 Psychic damage. On a successful save, the spell en"
      },
      {
        "document": 1484,
        "excerpt": "res that you can see to regain all Hit Points, and you end all effects on them listed in the Greater Restoration spell. Resistance. You grant up to ten creatures"
      },
      {
        "document": 1498,
        "excerpt": "your Speed (round down) to right yourself and thereby end the condition. If your Speed is 0, you can't right yourself. Attacks Affected. You have Disadvantage on"
      },
      {
        "document": 1508,
        "excerpt": "animate for 1 minute, until you take a Bonus Action to end this effect, or until you die or have the Incapacitated condition, at which point the Shield falls to th"
      },
      {
        "document": 1509,
        "excerpt": "ion) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at"
      },
      {
        "document": 1513,
        "excerpt": "se spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to two of the three damage types associated with the arm"
      },
      {
        "document": 1521,
        "excerpt": "o have Advantage on saving throws you make to avoid or end the Poisoned condition."
      },
      {
        "document": 1526,
        "excerpt": "tack roll. If you click your heels together again, you end the effect. When you've used the boots' property for a total of 10 minutes, the magic ceases to functio"
      },
      {
        "document": 1536,
        "excerpt": "e you left is Lightly Obscured by that smoke until the end of your next turn."
      },
      {
        "document": 1561,
        "excerpt": "hile you are Charmed by the orb, you can't voluntarily end your Attunement to it, and the orb casts Suggestion on you at will (save DC 18), urging you to work towa"
      },
      {
        "document": 1566,
        "excerpt": "d is suffocating. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success. The effect also ends on any creature tar"
      },
      {
        "document": 1570,
        "excerpt": "bottle, a cloud of thick smoke flows out of it. At the end of your turn, the smoke disappears with a flash of harmless fire, and an Efreeti appears in an unoccupie"
      },
      {
        "document": 1572,
        "excerpt": "ical contagions. In addition, the following conditions end on you: Blinded, Deafened, Paralyzed, and Poisoned. The clear, red liquid has tiny bubbles of light in"
      },
      {
        "document": 1580,
        "excerpt": "xists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creatu"
      },
      {
        "document": 1585,
        "excerpt": "ion for 1 minute. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success. Third Command Word. You expend 5 charge"
      },
      {
        "document": 1593,
        "excerpt": "n saving throw or have the Stunned condition until the end of your next turn. Immediately after hitting or missing, the weapon flies back to your hand. The weapon"
      },
      {
        "document": 1607,
        "excerpt": "Rod, Uncommon This iron rod has a button on one end. You can take a Utilize action to press the button, which causes the rod to become magically fixed in pl"
      },
      {
        "document": 1609,
        "excerpt": "eneration (Legendary). You regain 15 Hit Points at the end of each hour this pearly white spindle orbits your head if you have at least 1 Hit Point. Reserve (Rare"
      },
      {
        "document": 1611,
        "excerpt": "defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment. An Identify"
      },
      {
        "document": 1615,
        "excerpt": "e, the creature has the Frightened condition until the end of your next turn. Light. While you hold this weapon, it sheds Bright Light in a 20-foot radius and Dim"
      },
      {
        "document": 1617,
        "excerpt": "n move, the creature can take the Dodge action. At the end of each of its turns, a creature repeats the save, ending the effect on itself on a success."
      },
      {
        "document": 1627,
        "excerpt": "his way. Only a god or the magic of the Fates card can end this curse. Fates. Reality's fabric unravels and spins anew, allowing you to avoid or erase one event a"
      },
      {
        "document": 1628,
        "excerpt": "d you have Advantage on saving throws made to avoid or end the Poisoned condition."
      },
      {
        "document": 1629,
        "excerpt": "d and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a level 3 Fireball (save DC 15). You can hurl multiple beads,"
      },
      {
        "document": 1637,
        "excerpt": "ition, you have Advantage on saving throws to avoid or end the Poisoned condition while you wear this pendant."
      },
      {
        "document": 1641,
        "excerpt": "ute. A creature that fails the save repeats it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its save is"
      },
      {
        "document": 1650,
        "excerpt": "ll for 1 hour (no Concentration required) or until you end the effect as a Bonus Action. This potion's container seems to hold fog that moves and pours like water"
      },
      {
        "document": 1667,
        "excerpt": "t disturbing the matter through which you pass. If you end your turn in solid earth or rock, you are shunted out to the nearest unoccupied space you last occupied."
      },
      {
        "document": 1687,
        "excerpt": "e gives you the Blinded condition for 1 minute. At the end of each of your turns, you make a Constitution saving throw (DC 11 for Light or DC 15 for Daylight), end"
      },
      {
        "document": 1688,
        "excerpt": "display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds Bright Light in a 30-foot radius and Dim Light for a"
      },
      {
        "document": 1693,
        "excerpt": "ective Aura. As a Magic action, you can plant the haft end of the rod in the ground, whereupon the rod's head sheds Bright Light in a 60-foot radius and Dim Light"
      },
      {
        "document": 1694,
        "excerpt": "normal form: Button 1. A fiery blade sprouts from the end opposite the rod's flanged head. The flames shed Bright Light in a 40-foot radius and Dim Light for an a"
      },
      {
        "document": 1697,
        "excerpt": "When the time runs out or you take a Magic action to end the effect, all visitors reappear in the location they occupied when you activated the rod or an unoccup"
      },
      {
        "document": 1698,
        "excerpt": "of rope can hold up to 3,000 pounds. While holding one end of the rope, you can take a Magic action to command the other end of the rope to animate and move toward"
      },
      {
        "document": 1699,
        "excerpt": "em, Rare This rope is 30 feet long. While holding one end of the rope, you can take a Magic action to command the other end to dart forward and entangle one creat"
      },
      {
        "document": 1705,
        "excerpt": "e spell or similar magic. Removing the Shield fails to end the curse on you. Whenever an attack with a Ranged weapon targets a creature within 10 feet of you, the"
      },
      {
        "document": 1721,
        "excerpt": ". Tree Form. You can take a Magic action to plant one end of the staff in earth in an unoccupied space and expend 1 charge to transform the staff into a healthy t"
      },
      {
        "document": 1722,
        "excerpt": "n saving throw or have the Stunned condition until the end of your next turn. Thunder and Lightning. Immediately after you hit with a melee attack using the staff"
      },
      {
        "document": 1729,
        "excerpt": "Points for 1 hour. The target repeats the save at the end of each of its turns, ending the effect on itself on a success."
      },
      {
        "document": 1732,
        "excerpt": "pell attack rolls while you wear or hold it. Ultimate End. The talisman has 6 charges. While wearing or holding the talisman, you can take a Magic action to expen"
      },
      {
        "document": 1748,
        "excerpt": "w or have the Paralyzed condition for 1 minute. At the end of each of the target's turns, it repeats the save, ending the effect on itself on a success. Regaining"
      },
      {
        "document": 1759,
        "excerpt": "on your back. The wings lasts for 1 hour or until you end the effect early as a Magic action. The wings give you a Fly Speed of 60 feet. If you are aloft when the"
      },
      {
        "document": 1760,
        "excerpt": "a 5-foot Emanation originating from the aboleth at the end of the aboleth's turn. Failure: The target is cursed. Until the curse ends, the target's skin becomes sl"
      },
      {
        "document": 1761,
        "excerpt": "e on saving throws to maintain Concentration until the end of its next turn. Failure or Success: The dragon can't take this action again until the start of its nex"
      },
      {
        "document": 1763,
        "excerpt": ": The target has the Incapacitated condition until the end of its next turn, at which point it repeats the save. Second Failure: The target has the Unconscious con"
      },
      {
        "document": 1764,
        "excerpt": "e, and the target has the Deafened condition until the end of its next turn."
      },
      {
        "document": 1765,
        "excerpt": "ion on its turn, not both. This effect lasts until the end of its next turn. Spellcasting. The dragon casts one of the following spells, requiring no Material com"
      },
      {
        "document": 1766,
        "excerpt": "1d6) from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automaticall"
      },
      {
        "document": 1767,
        "excerpt": "age, and the target takes a -2 penalty to AC until the end of its next turn. Failure or Success: The dragon can't take this action again until the start of its nex"
      },
      {
        "document": 1769,
        "excerpt": ": The target has the Incapacitated condition until the end of its next turn, when it repeats the save. Second Failure: The target has the Paralyzed condition, and"
      },
      {
        "document": 1770,
        "excerpt": "d6) Cold damage, and the target's Speed is 0 until the end of the target's next turn. Failure or Success: The dragon can't take this action again until the start o"
      },
      {
        "document": 1773,
        "excerpt": "e on saving throws to maintain Concentration until the end of its next turn. Failure or Success: The dragon can't take this action again until the start of its nex"
      },
      {
        "document": 1775,
        "excerpt": ": The target has the Incapacitated condition until the end of its next turn, at which point it repeats the save. Second Failure: The target has the Unconscious con"
      },
      {
        "document": 1776,
        "excerpt": "e, and the target has the Deafened condition until the end of its next turn."
      },
      {
        "document": 1777,
        "excerpt": "ion on its turn, not both. This effect lasts until the end of its next turn. Spellcasting. The dragon casts one of the following spells, requiring no Material com"
      },
      {
        "document": 1778,
        "excerpt": "d10) from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automaticall"
      },
      {
        "document": 1779,
        "excerpt": "age, and the target takes a -2 penalty to AC until the end of its next turn. Failure or Success: The dragon can't take this action again until the start of its nex"
      },
      {
        "document": 1781,
        "excerpt": ": The target has the Incapacitated condition until the end of its next turn, when it repeats the save. Second Failure: The target has the Paralyzed condition, and"
      },
      {
        "document": 1782,
        "excerpt": "d6) Cold damage, and the target's Speed is 0 until the end of the target's next turn. Failure or Success: The dragon can't take this action again until the start o"
      },
      {
        "document": 1796,
        "excerpt": "Fire Aura. At the end of each of the azer's turns, each creature of the azer's choice in a 5-foot Emanation originating from t"
      },
      {
        "document": 1799,
        "excerpt": "Hit Points somewhere in the Abyss. Fire Aura. At the end of each of the balor's turns, each creature in a 5-foot Emanation originating from the balor takes 13 (3"
      },
      {
        "document": 1803,
        "excerpt": "s the Restrained condition and repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success. Second Failure: Th"
      },
      {
        "document": 1806,
        "excerpt": "st succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls in a space within 10 feet of the behir and has the"
      },
      {
        "document": 1816,
        "excerpt": ": The target has the Incapacitated condition until the end of its next turn, at which point it repeats the save. Second Failure: The target has the Unconscious con"
      },
      {
        "document": 1825,
        "excerpt": "and the target has the Restrained condition until the end of the devil's next turn, at which point the chain disappears. If the target is Large or smaller, the de"
      },
      {
        "document": 1827,
        "excerpt": "has the Poisoned condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automaticall"
      },
      {
        "document": 1829,
        "excerpt": "ure: The target has the Frightened condition until the end of the cloaker's next turn. Success: The target is immune to this cloaker's Moan for the next 24 hours."
      },
      {
        "document": 1830,
        "excerpt": "d the target has the Incapacitated condition until the end of its next turn. Spellcasting. The giant casts one of the following spells, requiring no Material comp"
      },
      {
        "document": 1831,
        "excerpt": "strained condition. The target repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success. Second Failure: Th"
      },
      {
        "document": 1834,
        "excerpt": "ion on its turn, not both. This effect lasts until the end of its next turn."
      },
      {
        "document": 1835,
        "excerpt": "e, and the target has the Poisoned condition until the end of the couatl's next turn. Constrict. Strength Saving Throw: DC 15, one Medium or smaller creature the"
      },
      {
        "document": 1845,
        "excerpt": "strained target takes 21 (6d6) Thunder damage. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success. Spellcasti"
      },
      {
        "document": 1846,
        "excerpt": "s the Frightened condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automaticall"
      },
      {
        "document": 1849,
        "excerpt": "ilure: The target has the Poisoned condition until the end of its next turn. While Poisoned, the creature can take either an action or a Bonus Action on its turn,"
      },
      {
        "document": 1853,
        "excerpt": "ailure: The target has the Blinded condition until the end of the mephit's next turn. Sleep (1/Day). The mephit casts the Sleep spell, requiring no spell componen"
      },
      {
        "document": 1861,
        "excerpt": "sadvantage on the next attack roll it makes before the end of its next turn."
      },
      {
        "document": 1862,
        "excerpt": "Fire Aura. At the end of each of the elemental's turns, each creature in a 10-foot Emanation originating from the elemental ta"
      },
      {
        "document": 1863,
        "excerpt": "sadvantage on the next attack roll it makes before the end of its next turn."
      },
      {
        "document": 1864,
        "excerpt": "advantage on attack rolls and ability checks until the end of its next turn. Berserk. Whenever the golem starts its turn Bloodied, roll 1d6. On a 6, the golem goe"
      },
      {
        "document": 1867,
        "excerpt": "and the target's Speed decreases by 10 feet until the end of its next turn."
      },
      {
        "document": 1870,
        "excerpt": "lure: The target has the Paralyzed condition until the end of its next turn."
      },
      {
        "document": 1872,
        "excerpt": "lure: The target has the Paralyzed condition until the end of its next turn."
      },
      {
        "document": 1884,
        "excerpt": "form. The Frightened creature repeats the save at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the save, a creature"
      },
      {
        "document": 1885,
        "excerpt": "of movement, exiting with the Prone condition. At the end of the frog's next turn, the swallowed target takes 5 (2d4) Acid damage. If that damage doesn't kill it,"
      },
      {
        "document": 1896,
        "excerpt": "addition, the target takes 10 (3d6) Acid damage at the end of each of the toad's turns. The toad can have only one target swallowed at a time, and it can't use Bit"
      },
      {
        "document": 1898,
        "excerpt": "e, and the target has the Poisoned condition until the end of its next turn."
      },
      {
        "document": 1902,
        "excerpt": "ge, and the target has the Blinded condition until the end of the mouther's next turn."
      },
      {
        "document": 1910,
        "excerpt": "1d4) from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automaticall"
      },
      {
        "document": 1911,
        "excerpt": "s the Restrained condition and repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success. Second Failure: Th"
      },
      {
        "document": 1922,
        "excerpt": "dition until the song ends and repeats the save at the end of each of its turns. While Charmed, the target has the Incapacitated condition and ignores the Luring S"
      },
      {
        "document": 1926,
        "excerpt": "e, and the target has the Poisoned condition until the end of its next turn."
      },
      {
        "document": 1931,
        "excerpt": "ilure: The target has the Poisoned condition until the end of the homunculus's next turn. Failure by 5 or More: The target has the Poisoned condition for 1 minute."
      },
      {
        "document": 1934,
        "excerpt": "dies. The hydra dies if all its heads are dead. At the end of each of its turns when it has at least one living head, the hydra grows two heads for each of its hea"
      },
      {
        "document": 1936,
        "excerpt": ") Piercing damage plus 10 (3d6) Cold damage. Until the end of its next turn, the target can't take a Bonus Action or Reaction, its Speed decreases by 10 feet, and"
      },
      {
        "document": 1946,
        "excerpt": "st succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls in a space within 10 feet of th"
      },
      {
        "document": 1959,
        "excerpt": "s the Restrained condition and repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success. Second Failure: Th"
      },
      {
        "document": 1960,
        "excerpt": "s a creature, its Speed decreases by 10 feet until the end of its next turn. Hit or Miss: The spear magically returns to the merfolk's hand immediately after a ran"
      },
      {
        "document": 1961,
        "excerpt": "e, and the target has the Poisoned condition until the end of the merrow's next turn. Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (2d4 + 4) Slashing damage."
      },
      {
        "document": 1966,
        "excerpt": ", and the target has the Paralyzed condition until the end of the mummy's next turn. Spellcasting. The mummy casts one of the following spells, requiring no Mater"
      },
      {
        "document": 1967,
        "excerpt": "ure: The target has the Frightened condition until the end of the mummy's next turn. Success: The target is immune to this mummy's Dreadful Glare for 24 hours."
      },
      {
        "document": 1984,
        "excerpt": "Advantage on the next attack roll it makes before the end of this turn. Pistol. Ranged Attack Roll: +7, range 30/90 ft. Hit: 15 (2d10 + 4) Piercing damage."
      },
      {
        "document": 1986,
        "excerpt": "t of each of its turns, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automaticall"
      },
      {
        "document": 1995,
        "excerpt": "st succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls in a space within 5 feet of the"
      },
      {
        "document": 1996,
        "excerpt": "ilure: The target has the Frightened condition. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success. After 1 min"
      },
      {
        "document": 2002,
        "excerpt": "Heat Aura. At the end of each of the remorhaz's turns, each creature in a 5-foot Emanation originating from the remorhaz takes"
      },
      {
        "document": 2010,
        "excerpt": "Fire Aura. At the end of each of the salamander's turns, each creature of the salamander's choice in a 5-foot Emanation origin"
      },
      {
        "document": 2020,
        "excerpt": ": The target has the Incapacitated condition until the end of its next turn, when it repeats the save. Second Failure: The target has the Paralyzed condition, and"
      },
      {
        "document": 2025,
        "excerpt": "he Paralyzed condition, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automaticall"
      },
      {
        "document": 2031,
        "excerpt": "and the target's Speed decreases by 10 feet until the end of the mephit's next turn. Success: Half damage only. Failure or Success: Being underwater doesn't grant"
      },
      {
        "document": 2044,
        "excerpt": "t has the Deafened and Frightened conditions until the end of its next turn. Success: Half damage only."
      },
      {
        "document": 2053,
        "excerpt": "porary Hit Points, and its AC increases by 2 until the end of the unicorn's next turn. The unicorn can't take this action again until the start of its next turn."
      },
      {
        "document": 2056,
        "excerpt": "ent of the vampire's Bite, the damage of which doesn't end the spell. When the spell ends, the target is unaware it was Charmed by the vampire. Shape-Shift. If th"
      },
      {
        "document": 2059,
        "excerpt": "has the Poisoned condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. While Poisoned, the target takes 5 (1d10"
      },
      {
        "document": 2065,
        "excerpt": "Cold damage, its Speed decreases by 20 feet until the end of its next turn. Water Form. The elemental can enter an enemy's space and stop there. It can move thro"
      },
      {
        "document": 2070,
        "excerpt": "ts Speed without provoking Opportunity Attacks. At the end of this movement, the weretiger can take the Hide action. Shape-Shift. The weretiger shape-shifts into"
      },
      {
        "document": 2083,
        "excerpt": ": The target has the Incapacitated condition until the end of its next turn, at which point it repeats the save. Second Failure: The target has the Unconscious con"
      },
      {
        "document": 2085,
        "excerpt": "ion on its turn, not both. This effect lasts until the end of its next turn."
      },
      {
        "document": 2086,
        "excerpt": "1d6) from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automaticall"
      },
      {
        "document": 2089,
        "excerpt": ": The target has the Incapacitated condition until the end of its next turn, when it repeats the save. Second Failure: The target has the Paralyzed condition, and"
      }
    ],
    "endeavor": [
      {
        "document": 235,
        "excerpt": "hat behavior. Lawful Good (LG). Lawful Good creatures endeavor to do the right thing as expected by society. Someone who fights injustice and protects the innocent wit"
      }
    ],
    "ended": [
      {
        "document": 127,
        "excerpt": "al such a curse. Attunement to a cursed item can't be ended voluntarily unless the curse is broken first, such as with a Remove Curse spell."
      },
      {
        "document": 530,
        "excerpt": "evented by the Protection from Evil and Good spell and ended by the Dispel Evil and Good spell."
      },
      {
        "document": 664,
        "excerpt": "burden that lasts for a specified time or until it is ended by some means. A magical contagion is an adverse effect of magical origin that is contagious by definiti"
      },
      {
        "document": 666,
        "excerpt": "ell. The effects of such curses are limited and can be ended by the Remove Curse spell. Bestow Curse provides useful benchmarks for gauging the potency of other cur"
      },
      {
        "document": 1175,
        "excerpt": "ending the effect on a success. The effect can also be ended by the Greater Restoration, Heal, or Wish spell. On a successful save, the target takes half as much da"
      },
      {
        "document": 1227,
        "excerpt": "es by 1d6 whenever your turn ends and the spell hasn't ended. If a creature touches the glowing bead before the spell ends, that creature makes a Dexterity saving t"
      },
      {
        "document": 1277,
        "excerpt": "ration, the target is Petrified until the condition is ended by Greater Restoration or similar magic."
      },
      {
        "document": 1288,
        "excerpt": "use a level 9 spell slot, the spell lasts until it is ended by one of the spells mentioned above."
      }
    ],
    "ending": [
      {
        "document": 76,
        "excerpt": "Ending Combat"
      },
      {
        "document": 142,
        "excerpt": "ands. If the bearer takes damage, it repeats the save, ending the effect on a success. Whether or not the attempt to control its bearer succeeds, the item can't use t"
      },
      {
        "document": 322,
        "excerpt": "ng, Poison, and Psychic damage) also frees the target, ending the effect."
      },
      {
        "document": 382,
        "excerpt": "Ending Attunement"
      },
      {
        "document": 633,
        "excerpt": "o target another creature unless it ends the grapple. Ending a Grapple. A Grappled creature can use its action to make a Strength (Athletics) or Dexterity (Acrobatic"
      },
      {
        "document": 675,
        "excerpt": "d of each of its turns, the creature repeats the save, ending the effect on itself on a success. After 1 minute, it succeeds automatically. Fighting the Contagion. A"
      },
      {
        "document": 689,
        "excerpt": "eats the saving throw at the end of each of its turns, ending the effect on itself on a success. At your discretion, a Frightened creature might be subject to other"
      },
      {
        "document": 699,
        "excerpt": "ture repeats the save at the end of each of its turns, ending the effect on itself on a success."
      },
      {
        "document": 783,
        "excerpt": "ture repeats the save at the end of each of its turns, ending the effect on itself on a success."
      },
      {
        "document": 970,
        "excerpt": "ch of its turns, the Poisoned target repeats the save, ending the effect on itself on a success. To use this effect, you must have a Poisoner's Kit on your person."
      },
      {
        "document": 983,
        "excerpt": "tened creature's turns, the creature repeats the save, ending the effect on itself on a success. Once you use this feature, you can't use it again until you finish a"
      },
      {
        "document": 1161,
        "excerpt": "m saving throw to end the effect, as described below. Ending the Effect. If the Frightened or Charmed creature ends its turn more than 120 feet away from the target,"
      },
      {
        "document": 1175,
        "excerpt": "the end of every 30 days, the target repeats the save, ending the effect on a success. The effect can also be ended by the Greater Restoration, Heal, or Wish spell."
      },
      {
        "document": 1177,
        "excerpt": "Strength (Athletics) check against your spell save DC, ending the condition on itself on a success."
      },
      {
        "document": 1181,
        "excerpt": "end of each of its turns, the target repeats the save, ending the spell on itself on a success. Using a Higher-Level Spell Slot. You can target one additional creatu"
      },
      {
        "document": 1195,
        "excerpt": "such as the one created by Gust of Wind) disperses it, ending the spell. Its area is Heavily Obscured. Each creature in the Sphere makes a Constitution saving throw,"
      },
      {
        "document": 1197,
        "excerpt": "oves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends"
      },
      {
        "document": 1201,
        "excerpt": ". After moving in this way, a target repeats the save, ending the spell on itself on a success."
      },
      {
        "document": 1203,
        "excerpt": "ach of its turns, an affected target repeats the save, ending the spell on itself on a success. Using a Higher-Level Spell Slot. The Sphere's radius increases by 5 f"
      },
      {
        "document": 1232,
        "excerpt": "ntelligence (Arcana) check against your spell save DC, ending the spell on a success."
      },
      {
        "document": 1242,
        "excerpt": "Whenever the target takes damage, it repeats the save, ending the spell on itself on a success. You have a telepathic link with the Charmed target while the two of y"
      },
      {
        "document": 1243,
        "excerpt": "Whenever the target takes damage, it repeats the save, ending the spell on itself on a success. You have a telepathic link with the Charmed target while the two of y"
      },
      {
        "document": 1244,
        "excerpt": "Whenever the target takes damage, it repeats the save, ending the spell on itself on a success. You have a telepathic link with the Charmed target while the two of y"
      },
      {
        "document": 1246,
        "excerpt": "The messenger can emerge from the trance at any time, ending the spell. The target recalls the dream perfectly upon waking. If the target is awake when you cast the"
      },
      {
        "document": 1315,
        "excerpt": "end of each of its turns, the target repeats the save, ending the spell on itself on a success. Using a Higher-Level Spell Slot. You can target one additional creatu"
      },
      {
        "document": 1316,
        "excerpt": "end of each of its turns, the target repeats the save, ending the spell on itself on a success. Using a Higher-Level Spell Slot. You can target one additional Humano"
      },
      {
        "document": 1324,
        "excerpt": "et has the Unconscious condition and can't be awoken. Ending the Spell. When you cast the spell, specify a trigger that will end it. The trigger can be as simple or"
      },
      {
        "document": 1330,
        "excerpt": "take an action to collect itself and repeat the save, ending the spell on itself on a success."
      },
      {
        "document": 1345,
        "excerpt": "e container, either returning to your living body (and ending the spell) or attempting to possess a Humanoid's body. You can attempt to possess any Humanoid within 1"
      },
      {
        "document": 1384,
        "excerpt": "titution saving throw at the end of each of its turns, ending the condition on itself on a success."
      },
      {
        "document": 1398,
        "excerpt": "rget repeats the save at the end of each of its turns, ending the spell on a success."
      },
      {
        "document": 1432,
        "excerpt": "rget repeats the save at the end of each of its turns, ending the spell on itself on a success."
      },
      {
        "document": 1450,
        "excerpt": "titution saving throw at the end of each of its turns, ending the effect on itself on a success. This spell dispels Darkness in its area that was created by any spel"
      },
      {
        "document": 1566,
        "excerpt": "ture repeats the save at the end of each of its turns, ending the effect on itself on a success. The effect also ends on any creature targeted by a Lesser Restoration"
      },
      {
        "document": 1574,
        "excerpt": "ength (Athletics) check to try to break the restraint, ending the effect on itself on a successful check. Arrow of Transport. As a Magic action, you can fire one ene"
      },
      {
        "document": 1585,
        "excerpt": "ture repeats the save at the end of each of its turns, ending the effect on itself on a success. Third Command Word. You expend 5 charges and cause the gem to flare"
      },
      {
        "document": 1617,
        "excerpt": "end of each of its turns, a creature repeats the save, ending the effect on itself on a success."
      },
      {
        "document": 1641,
        "excerpt": "the save repeats it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its save is immune to the effect of these"
      },
      {
        "document": 1687,
        "excerpt": "saving throw (DC 11 for Light or DC 15 for Daylight), ending the condition on yourself on a success."
      },
      {
        "document": 1694,
        "excerpt": "rget repeats the save at the end of each of its turns, ending the effect on a success. Once used, this property can't be used again until the next dawn. Terrify. Whi"
      },
      {
        "document": 1729,
        "excerpt": "rget repeats the save at the end of each of its turns, ending the effect on itself on a success."
      },
      {
        "document": 1748,
        "excerpt": "nd of each of the target's turns, it repeats the save, ending the effect on itself on a success. Regaining Charges. The wand regains 1d6 + 1 expended charges daily a"
      },
      {
        "document": 1760,
        "excerpt": "hours it spends at least 1 mile away from the aboleth, ending the effect on itself on a success."
      },
      {
        "document": 1766,
        "excerpt": ". It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically."
      },
      {
        "document": 1769,
        "excerpt": "d it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. Spellcasting. The dragon"
      },
      {
        "document": 1778,
        "excerpt": ". It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically."
      },
      {
        "document": 1781,
        "excerpt": "d it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. Spellcasting. The dragon"
      },
      {
        "document": 1803,
        "excerpt": "at the end of its next turn if it is still Restrained, ending the effect on itself on a success. Second Failure: The target has the Petrified condition instead of the"
      },
      {
        "document": 1827,
        "excerpt": "and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. While Poisoned, the target"
      },
      {
        "document": 1831,
        "excerpt": "at the end of its next turn if it is still Restrained, ending the effect on itself on a success. Second Failure: The target has the Petrified condition, instead of th"
      },
      {
        "document": 1841,
        "excerpt": "t, and it repeats the save every 24 hours that elapse, ending the effect on itself on a success. Subsequent Failures: The Poisoned target's Hit Point maximum decrease"
      },
      {
        "document": 1845,
        "excerpt": "end of each of its turns, the target repeats the save, ending the effect on itself on a success. Spellcasting. The djinni casts one of the following spells, requirin"
      },
      {
        "document": 1846,
        "excerpt": "and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically."
      },
      {
        "document": 1884,
        "excerpt": "ture repeats the save at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the save, a creature is immune to this effect for"
      },
      {
        "document": 1910,
        "excerpt": ". It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically."
      },
      {
        "document": 1911,
        "excerpt": "at the end of its next turn if it is still Restrained, ending the effect on itself on a success. Second Failure: The target has the Petrified condition instead of the"
      },
      {
        "document": 1959,
        "excerpt": "at the end of its next turn if it is still Restrained, ending the effect on itself on a success. Second Failure: The target has the Petrified condition instead of the"
      },
      {
        "document": 1986,
        "excerpt": "d it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. Devilish Claw. Melee Atta"
      },
      {
        "document": 1996,
        "excerpt": "end of each of its turns, the target repeats the save, ending the effect on itself on a success. After 1 minute, it succeeds automatically. Shape-Shift. The quasit s"
      },
      {
        "document": 2020,
        "excerpt": "d it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically."
      },
      {
        "document": 2025,
        "excerpt": "d it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. Third Roar. Constitution"
      },
      {
        "document": 2059,
        "excerpt": "and repeats the save at the end of each of its turns, ending the effect on itself on a success. While Poisoned, the target takes 5 (1d10) Poison damage at the start"
      },
      {
        "document": 2086,
        "excerpt": ". It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically."
      },
      {
        "document": 2089,
        "excerpt": "d it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically."
      }
    ],
    "endless": [
      {
        "document": 1556,
        "excerpt": "Decanter of Endless Water"
      }
    ],
    "ends": [
      {
        "document": 5,
        "excerpt": "tarts a Short Rest, at the end of which that condition ends on it. The condition ends early if the creature regains any Hit Points or if someone takes an action to"
      },
      {
        "document": 72,
        "excerpt": "ryone involved in the combat has had a turn, the round ends. Repeat this step until the fighting stops."
      },
      {
        "document": 76,
        "excerpt": "Combat ends when one side or the other is defeated, which can mean the creatures are killed or knocked out or have s"
      },
      {
        "document": 178,
        "excerpt": "taken at a time and only after another creature's turn ends. The monster can't take a Legendary Action if it has the Incapacitated condition or is otherwise unable"
      },
      {
        "document": 323,
        "excerpt": "5 Fire damage to any creature that enters the area or ends its turn there. A creature can take this damage only once per turn. Fuel. Oil serves as fuel for Lamps"
      },
      {
        "document": 382,
        "excerpt": "Your Attunement to an item ends if you no longer satisfy the prerequisites for Attunement, if the item has been more than 100 feet away"
      },
      {
        "document": 500,
        "excerpt": "Duration entry might say “1 minute,” meaning the spell ends after 1 minute has passed. While a time-span spell that you cast is ongoing, you can dismiss it (no acti"
      },
      {
        "document": 505,
        "excerpt": "ffect continues until the duration of the second Bless ends."
      },
      {
        "document": 562,
        "excerpt": "ntally to the telepath until the telepathic connection ends."
      },
      {
        "document": 592,
        "excerpt": "f the effect's creator loses Concentration, the effect ends. If the effect has a maximum duration, the effect's description specifies how long the creator can conce"
      },
      {
        "document": 602,
        "excerpt": "ater Restoration spells or other magic that explicitly ends curses."
      },
      {
        "document": 633,
        "excerpt": "n't use that part to target another creature unless it ends the grapple. Ending a Grapple. A Grappled creature can use its action to make a Strength (Athletics) or"
      },
      {
        "document": 671,
        "excerpt": "harisma saving throw. On a successful save, the effect ends on the creature. A Dispel Evil and Good spell or any magic that removes a curse also ends the effect on"
      },
      {
        "document": 675,
        "excerpt": "ns 1 Exhaustion level, which lasts until the contagion ends on the creature. Uncontrollable Laughter. While the creature has the Exhaustion condition, the creature"
      },
      {
        "document": 676,
        "excerpt": "ture's Exhaustion level is reduced to 0, the contagion ends on the creature."
      },
      {
        "document": 677,
        "excerpt": "hrow or have the Blinded condition until the contagion ends. Fighting the Contagion. Magic such as a Heal or Lesser Restoration spell ends the contagion immediatel"
      },
      {
        "document": 698,
        "excerpt": "oison damage. After three successful saves, the poison ends."
      },
      {
        "document": 703,
        "excerpt": "effect until the stroke of midnight. Any effect that ends the Poisoned condition neutralizes this poison. If the poison hasn't been neutralized before midnight, t"
      },
      {
        "document": 783,
        "excerpt": "end of its next turn. On a successful save, the effect ends. On a failed save, the creature has the Petrified condition instead of the Restrained condition. The pet"
      },
      {
        "document": 962,
        "excerpt": "The Rage lasts until the end of your next turn, and it ends early if you don Heavy armor or have the Incapacitated condition. If your Rage is still active on your n"
      },
      {
        "document": 964,
        "excerpt": "ve as far from you as it can on its turns. This effect ends early on the creature if it takes any damage, if you have the Incapacitated condition, or if you die."
      },
      {
        "document": 972,
        "excerpt": "ration until the end of your next turn. The connection ends if you don't maintain it in this way. While perceiving through the other creature's senses, you benefit"
      },
      {
        "document": 982,
        "excerpt": "is effect early (no action required). This effect also ends if you aren't carrying the weapon."
      },
      {
        "document": 983,
        "excerpt": "or Frightened when you enter your Rage, the condition ends on you."
      },
      {
        "document": 1007,
        "excerpt": "e Invisible condition as a Bonus Action. The condition ends on you immediately after you take an action, a Bonus Action, or a Reaction. Shadowy Form. While within"
      },
      {
        "document": 1152,
        "excerpt": "that is no larger than a 20-foot Cube. Until the spell ends, an alarm alerts you whenever a creature touches or enters the warded area. When you cast the spell, yo"
      },
      {
        "document": 1154,
        "excerpt": "of your allies deals damage to the target, the spells ends. Using a Higher-Level Spell Slot. You can target one additional Beast for each spell slot level above 1"
      },
      {
        "document": 1155,
        "excerpt": "e Beast doesn't reach its destination before the spell ends, the message is lost, and the Beast returns to where you cast the spell. Using a Higher-Level Spell Slo"
      },
      {
        "document": 1156,
        "excerpt": "mporary Hit Points vanish if any remain when the spell ends. The transformation lasts for the duration or until the target ends it as a Bonus Action."
      },
      {
        "document": 1157,
        "excerpt": "n the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spel"
      },
      {
        "document": 1158,
        "excerpt": "k; this creature is under your control until the spell ends or until it is reduced to 0 Hit Points. Each creature you make with this spell is an ally to you and you"
      },
      {
        "document": 1159,
        "excerpt": "ature is forced to pass through the barrier, the spell ends."
      },
      {
        "document": 1161,
        "excerpt": "ding the Effect. If the Frightened or Charmed creature ends its turn more than 120 feet away from the target, the creature makes a Wisdom saving throw. On a success"
      },
      {
        "document": 1163,
        "excerpt": "Point maximum. If it drops to 0 Hit Points, the spell ends. The hand doesn't occupy its space. When you cast the spell and as a Bonus Action on your later turns,"
      },
      {
        "document": 1167,
        "excerpt": "ct your astral bodies into the Astral Plane (the spell ends instantly if you are already on that plane). Each target's body is left behind in a state of suspended a"
      },
      {
        "document": 1170,
        "excerpt": "or your allies deal damage to it. When that condition ends, the awakened creature chooses its attitude toward you."
      },
      {
        "document": 1171,
        "excerpt": "akes an attack roll or a saving throw before the spell ends, the target must subtract 1d4 from the attack roll or save. Using a Higher-Level Spell Slot. You can ta"
      },
      {
        "document": 1172,
        "excerpt": "target has the Incapacitated condition. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied."
      },
      {
        "document": 1173,
        "excerpt": "1 hour You touch a willing creature. Until the spell ends, the target's skin assumes a bark-like appearance, and the target has an Armor Class of 17 if its AC is"
      },
      {
        "document": 1176,
        "excerpt": "row or become cursed for the duration. Until the curse ends, the target suffers one of the following effects of your choice: - Choose one ability. The target has D"
      },
      {
        "document": 1177,
        "excerpt": "e, and it has the Restrained condition until the spell ends. A creature also makes that save if it enters the area or ends it turn there. A creature makes that save"
      },
      {
        "document": 1178,
        "excerpt": "also makes that save if it enters the wall's space or ends it turn there. A creature makes that save only once per turn."
      },
      {
        "document": 1179,
        "excerpt": "akes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save. Using a Higher-Level Spell Slot. You can target one ad"
      },
      {
        "document": 1182,
        "excerpt": "existence and appear in the Ethereal Plane (the spell ends instantly if you are already on that plane). While on the Ethereal Plane, you can perceive the plane yo"
      },
      {
        "document": 1185,
        "excerpt": "f as much damage on a successful one. Until the spell ends, you can take a Magic action to call down lightning in that way again, targeting the same point or a dif"
      },
      {
        "document": 1186,
        "excerpt": "the Charmed and Frightened conditions until the spell ends. If the creature was already Charmed or Frightened, those conditions are suppressed for the duration. -"
      },
      {
        "document": 1188,
        "excerpt": ", the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the"
      },
      {
        "document": 1189,
        "excerpt": ", the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the"
      },
      {
        "document": 1195,
        "excerpt": "moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn. The Sphere moves 10 feet away from you a"
      },
      {
        "document": 1197,
        "excerpt": "Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel"
      },
      {
        "document": 1199,
        "excerpt": "es or no. You must ask your questions before the spell ends. You receive a correct answer for each question. Divine beings aren't necessarily omniscient, so you mi"
      },
      {
        "document": 1201,
        "excerpt": "ng throw or have the Charmed condition until the spell ends. For the duration, you can take a Bonus Action to designate a direction that is horizontal to you. Each"
      },
      {
        "document": 1204,
        "excerpt": "u can see enters a space within 10 feet of the pack or ends its turn there, you can force that creature to make a Dexterity saving throw. On a failed save, the cre"
      },
      {
        "document": 1205,
        "excerpt": "f as much damage on a successful one. Until the spell ends, Bright Light fills the Cylinder, and when you move on your turn, you can also move the Cylinder up to 3"
      },
      {
        "document": 1206,
        "excerpt": "he target has the Restrained condition until the spell ends. At the start of each of its turns, the Restrained target repeats the save. On a failed save, the targe"
      },
      {
        "document": 1208,
        "excerpt": "a 15-foot Emanation for the duration. Until the spell ends, any attack you make deals an extra 2d8 damage when you hit a creature in the Emanation. This damage is"
      },
      {
        "document": 1209,
        "excerpt": "henever a creature you can see enters the Emanation or ends its turn there, you can force that creature to make a Wisdom saving throw. The creature takes 5d8 Force"
      },
      {
        "document": 1210,
        "excerpt": "uestions. You must ask your questions before the spell ends. The GM answers each question with one word, such as “yes,” “no,” “maybe,” “never,” “ir-relevant,” or “u"
      },
      {
        "document": 1211,
        "excerpt": "the target succeeds on three of these saves, the spell ends on the target. If the target fails three of the saves, the spell lasts for 7 days on it. Whenever the P"
      },
      {
        "document": 1212,
        "excerpt": "e, whether or not you want it to, and then Contingency ends. The contingent spell takes effect only on you, even if it can normally target others. You can use only"
      },
      {
        "document": 1214,
        "excerpt": "tion: Concentration, up to 10 minutes Until the spell ends, you control any water inside an area you choose that is a Cube up to 100 feet on a side, using one of t"
      },
      {
        "document": 1215,
        "excerpt": "ation. You must be outdoors to cast this spell, and it ends early if you go indoors. When you cast the spell, you change the current weather conditions, which are"
      },
      {
        "document": 1219,
        "excerpt": "pell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spe"
      },
      {
        "document": 1226,
        "excerpt": "the target would drop to 0 Hit Points before the spell ends, the target instead drops to 1 Hit Point, and the spell ends. If the spell is still in effect when the"
      },
      {
        "document": 1227,
        "excerpt": "nge as a glowing bead for the duration. When the spell ends, the bead explodes, and each creature in a 20-foot-radius Sphere centered on that point makes a Dexterit"
      },
      {
        "document": 1228,
        "excerpt": ", made of wood or stone (your choice). When the spell ends, the door vanishes, and any objects inside the demiplane remain there. Any creatures inside also remain"
      },
      {
        "document": 1232,
        "excerpt": "You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns. Sense Thoughts. You sense the pr"
      },
      {
        "document": 1234,
        "excerpt": "ngings on your person - look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has"
      },
      {
        "document": 1236,
        "excerpt": "e. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcastin"
      },
      {
        "document": 1239,
        "excerpt": "f Components: V, S Duration: 1 minute Until the spell ends, your attacks with weapons deal an extra 1d4 Radiant damage on a hit."
      },
      {
        "document": 1245,
        "excerpt": "cid, Cold, Fire, Lightning, or Poison. Until the spell ends, the target can take a Magic action to exhale a 15-foot Cone. Each creature in that area makes a Dexteri"
      },
      {
        "document": 1248,
        "excerpt": "l and at the end of each of your turns until the spell ends. If a structure drops to 0 Hit Points, it collapses. A creature within a distance from a collapsing str"
      },
      {
        "document": 1253,
        "excerpt": "he target has the Restrained condition until the spell ends. On a successful save, the vines shrivel away, and the spell ends. While Restrained, the target takes 1"
      },
      {
        "document": 1254,
        "excerpt": "into Difficult Terrain. They disappear when the spell ends. Each creature (other than you) in the area when you cast the spell must succeed on a Strength saving"
      },
      {
        "document": 1255,
        "excerpt": "ception) checks and Passive Perception until the spell ends."
      },
      {
        "document": 1256,
        "excerpt": "ature gives them the ability to do so. When the spell ends, you return to the plane you left in the spot that corresponds to your space in the Border Ethereal. If"
      },
      {
        "document": 1257,
        "excerpt": "minutes You take the Dash action, and until the spell ends, you can take that action again as a Bonus Action."
      },
      {
        "document": 1258,
        "excerpt": "r the duration. On each of your turns until the spell ends, you can take a Magic action to target another creature but can't target a creature again if it has succ"
      },
      {
        "document": 1263,
        "excerpt": "turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn't have line of sight to you, the creature makes a Wisdom saving throw"
      },
      {
        "document": 1264,
        "excerpt": "of descent slows to 60 feet per round until the spell ends. If a creature lands before the spell ends, the creature takes no damage from the fall, and the spell en"
      },
      {
        "document": 1276,
        "excerpt": "in range. It lasts for the duration. Any creature that ends its turn within 5 feet of the sphere makes a Dexterity saving throw, taking 2d6 Fire damage on a failed"
      },
      {
        "document": 1277,
        "excerpt": "sfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and has the Petrified condition for the durati"
      },
      {
        "document": 1278,
        "excerpt": "500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. The disk is immobile while you are within 20 feet of i"
      },
      {
        "document": 1279,
        "excerpt": "s a Fly Speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall. Using a Higher-Level Spell Slot. Yo"
      },
      {
        "document": 1281,
        "excerpt": "nters the spell's area for the first time on a turn or ends its turn there, the creature takes 5d10 Radiant or Necrotic damage (your choice when you cast this spell"
      },
      {
        "document": 1283,
        "excerpt": "ave Disadvantage on attack rolls against it. The spell ends early if you cast it again."
      },
      {
        "document": 1286,
        "excerpt": "rrying, into a misty cloud for the duration. The spell ends on the target if it drops to 0 Hit Points or if it takes a Magic action to end the spell on itself. Whi"
      },
      {
        "document": 1288,
        "excerpt": "death. Should you issue a suicidal command, the spell ends. A Remove Curse, Greater Restoration, or Wish spell ends this spell. Using a Higher-Level Spell Slot."
      },
      {
        "document": 1290,
        "excerpt": "ppears when it drops to 0 Hit Points or when the spell ends. The creature is an ally to you and your allies. In combat, the creature shares your Initiative count,"
      },
      {
        "document": 1291,
        "excerpt": ": Self Components: V Duration: 1 hour Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter"
      },
      {
        "document": 1293,
        "excerpt": "ou cast this spell, the glyph is broken, and the spell ends without being triggered. The glyph is nearly imperceptible and requires a successful Wisdom (Perception"
      },
      {
        "document": 1294,
        "excerpt": "for one day. Uneaten berries disappear when the spell ends."
      },
      {
        "document": 1295,
        "excerpt": "he Prone condition. A creature that enters the area or ends its turn there must also succeed on that save or fall Prone."
      },
      {
        "document": 1296,
        "excerpt": "you touch has the Invisible condition until the spell ends."
      },
      {
        "document": 1299,
        "excerpt": "dispelled. If all four are dispelled, Guards and Wards ends. If you cast the spell every day for 365 days on the same area, the spell thereafter lasts until all its"
      },
      {
        "document": 1300,
        "excerpt": "a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill."
      },
      {
        "document": 1302,
        "excerpt": "you in a direction following the Line. A creature that ends its turn in the Line must make the same save. Any creature in the Line must spend 2 feet of movement fo"
      },
      {
        "document": 1306,
        "excerpt": "reature that you can see within range. Until the spell ends, the target's Speed is doubled, it gains a +2 bonus to Armor Class, it has Advantage on Dexterity saving"
      },
      {
        "document": 1307,
        "excerpt": "h the target, restoring 70 Hit Points. This spell also ends the Blinded, Deafened, and Poisoned conditions on the target. Using a Higher-Level Spell Slot. The heal"
      },
      {
        "document": 1309,
        "excerpt": "8 Fire damage when you cast the spell. Until the spell ends, you can take a Bonus Action on each of your later turns to deal this damage again if the object is with"
      },
      {
        "document": 1312,
        "excerpt": "ture you touch is imbued with bravery. Until the spell ends, the creature is immune to the Frightened condition and gains Temporary Hit Points equal to your spellca"
      },
      {
        "document": 1313,
        "excerpt": "reature that you can see within range. Until the spell ends, you deal an extra 1d6 Necrotic damage to the target whenever you hit it with an attack roll. Also, choo"
      },
      {
        "document": 1314,
        "excerpt": "s triggered by damage. On a successful save, the spell ends. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level abov"
      },
      {
        "document": 1318,
        "excerpt": "u can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have"
      },
      {
        "document": 1319,
        "excerpt": "e Incapacitated condition and a Speed of 0. The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature"
      },
      {
        "document": 1324,
        "excerpt": "arget, and the target can't teleport. Until the spell ends, the target is also affected by one of the following effects of your choice: Burial. The target is ento"
      },
      {
        "document": 1325,
        "excerpt": "moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn. The cloud moves 10 feet away from you in"
      },
      {
        "document": 1327,
        "excerpt": "nters the spell's area for the first time on a turn or ends its turn there. A creature makes this save only once per turn. Using a Higher-Level Spell Slot. The dam"
      },
      {
        "document": 1328,
        "excerpt": "ardless of physical or planar distances, and the spell ends. If another creature is holding or carrying the object, crushing the sapphire doesn't transport it, but"
      },
      {
        "document": 1329,
        "excerpt": "you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell."
      },
      {
        "document": 1331,
        "excerpt": "ng creature. Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement. Using a Higher-Level Spell Slot."
      },
      {
        "document": 1335,
        "excerpt": "must remain within the spell's range. When the spell ends, the target floats gently to the ground if it is still aloft."
      },
      {
        "document": 1336,
        "excerpt": "being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light ca"
      },
      {
        "document": 1341,
        "excerpt": "he target's Speed increases by 10 feet until the spell ends. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level abov"
      },
      {
        "document": 1342,
        "excerpt": "ling creature who isn't wearing armor. Until the spell ends, the target's base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons ar"
      },
      {
        "document": 1345,
        "excerpt": ", you die. If the container is destroyed or the spell ends, your soul returns to your body. If your body is more than 100 feet away from you or if your body is dea"
      },
      {
        "document": 1348,
        "excerpt": "1 hour You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. The spell ends ear"
      },
      {
        "document": 1349,
        "excerpt": "The servants can't leave the dwelling. When the spell ends, any creatures or objects left inside the extradimensional space are expelled into the unoccupied spaces"
      },
      {
        "document": 1354,
        "excerpt": "activity can be completed in a shorter time, the spell ends for a target upon completing it. Using a Higher-Level Spell Slot. The duration is longer with a spell s"
      },
      {
        "document": 1355,
        "excerpt": "tion) check. If it succeeds, it escapes, and the spell ends. When the spell ends, the target reappears in the space it left or, if that space is occupied, in the n"
      },
      {
        "document": 1356,
        "excerpt": "ovement to leave the stone where you entered it, which ends the spell. You otherwise can't move. Minor physical damage to the stone doesn't harm you, but its parti"
      },
      {
        "document": 1360,
        "excerpt": "h Components: V, S Duration: 24 hours Until the spell ends, one willing creature you touch has Immunity to Psychic damage and the Charmed condition. The target is"
      },
      {
        "document": 1361,
        "excerpt": "also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the t"
      },
      {
        "document": 1362,
        "excerpt": "scriptions below for the effects of each. The illusion ends if you cast this spell again. If a creature takes a Study action to examine the sound or image, the cre"
      },
      {
        "document": 1364,
        "excerpt": "ates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track whic"
      },
      {
        "document": 1365,
        "excerpt": "he double lasts for the duration, but the invisibility ends immediately after you make an attack roll, deal damage, or cast a spell. As a Magic action, you can mov"
      },
      {
        "document": 1367,
        "excerpt": "any damage or is targeted by another spell, this spell ends, and no memories are modified. While this charm lasts, you can affect the target's memory of an event t"
      },
      {
        "document": 1368,
        "excerpt": "nder centered on a point within range. Until the spell ends, Dim Light fills the Cylinder, and you can take a Magic action on later turns to move the Cylinder up to"
      },
      {
        "document": 1373,
        "excerpt": "alizes that the phantasm is an illusion, and the spell ends. While affected by the spell, the target treats the phantasm as if it were real and rationalizes any il"
      },
      {
        "document": 1374,
        "excerpt": "e, the target takes half as much damage, and the spell ends. For the duration, the target makes a Wisdom saving throw at the end of each of its turns. On a failed"
      },
      {
        "document": 1375,
        "excerpt": "eet and can travel 13 miles in an hour. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends early if the steed tak"
      },
      {
        "document": 1377,
        "excerpt": "carries out your commands completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a differ"
      },
      {
        "document": 1381,
        "excerpt": "mporary Hit Points vanish if any remain when the spell ends. The spell ends early on the target if it has no Temporary Hit Points left. The target is limited in th"
      },
      {
        "document": 1382,
        "excerpt": "ralyzed, Poisoned, or Stunned condition, the condition ends. If the creature has the Prone condition, it can use its Reaction to stand up."
      },
      {
        "document": 1387,
        "excerpt": "s. If it successfully saves three times, the condition ends. If it fails three times, it has the Petrified condition until it is freed by an effect like the Greater"
      },
      {
        "document": 1388,
        "excerpt": "the wall in a space occupied by a creature, the spell ends instantly without effect. The wall sheds Bright Light within 100 feet and Dim Light for an additional 1"
      },
      {
        "document": 1390,
        "excerpt": "ius and Dim Light for an additional 20 feet. The spell ends if you cast it again. Until the spell ends, you can take a Magic action to hurl fire at a creature or a"
      },
      {
        "document": 1392,
        "excerpt": "llusion takes any damage, it disappears, and the spell ends. You can see through the illusion's eyes and hear through its ears as if you were in its space. As a Ma"
      },
      {
        "document": 1394,
        "excerpt": "ation: Concentration up to 10 minutes Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Element"
      },
      {
        "document": 1405,
        "excerpt": "ature takes damage of the chosen type before the spell ends, the creature reduces the total damage taken by 1d4. A creature can benefit from this spell only once pe"
      },
      {
        "document": 1407,
        "excerpt": "hing, it hovers there for the duration. When the spell ends, affected objects and creatures fall downward."
      },
      {
        "document": 1409,
        "excerpt": "an extra-dimensional space that lasts until the spell ends. That space can be reached by climbing the rope, which can be pulled into or dropped out of it. The spa"
      },
      {
        "document": 1411,
        "excerpt": "ute You ward a creature within range. Until the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a"
      },
      {
        "document": 1414,
        "excerpt": "ack. At the start of each of its turns until the spell ends, the target takes 1d6 Fire damage and then makes a Constitution saving throw. On a failed save, the spel"
      },
      {
        "document": 1415,
        "excerpt": "5 percent chance at the end of each day that the spell ends. The spell also ends if you cast this spell again or if the Tiny replica chest is destroyed. If the spel"
      },
      {
        "document": 1419,
        "excerpt": "ears” or “when the tarrasque awakens.” This spell also ends if the target takes any damage."
      },
      {
        "document": 1420,
        "excerpt": "mporary Hit Points vanish if any remain when the spell ends. Your game statistics are replaced by the stat block of the chosen form, but you retain your creature t"
      },
      {
        "document": 1424,
        "excerpt": "weapon's normal damage type (your choice). The spell ends early if you cast it again or if you let go of the weapon. Cantrip Upgrade. The damage die changes when"
      },
      {
        "document": 1425,
        "excerpt": "ra 2d6 Radiant damage from the attack. Until the spell ends, the target sheds Bright Light in a 5-foot radius, attack rolls against it have Advantage, and it can't"
      },
      {
        "document": 1430,
        "excerpt": "the Unconscious condition for the duration. The spell ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the spe"
      },
      {
        "document": 1431,
        "excerpt": "ration: Concentration, up to 1 minute Until the spell ends, sleet falls in a 40-foot-tall, 20-foot-radius Cylinder centered on a point you choose within range. The"
      },
      {
        "document": 1436,
        "excerpt": "f this spell within the past 10 days. Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the"
      },
      {
        "document": 1438,
        "excerpt": "Duration: Concentration, up to 1 hour Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and alo"
      },
      {
        "document": 1440,
        "excerpt": "space and whenever a creature enters the Emanation or ends its turn there, the creature must make a Wisdom saving throw. On a failed save, the creature takes 3d8 R"
      },
      {
        "document": 1445,
        "excerpt": "Duration: Concentration, up to 1 hour Until the spell ends, one willing creature you touch has Resistance to Bludgeoning, Piercing, and Slashing damage."
      },
      {
        "document": 1446,
        "excerpt": "creature there takes 1d6 Cold damage. Until the spell ends, the area is Difficult Terrain and Heavily Obscured, ranged attacks with weapons are impossible there, a"
      },
      {
        "document": 1447,
        "excerpt": "activity can be completed in a shorter time, the spell ends for the target upon completing it."
      },
      {
        "document": 1448,
        "excerpt": "ppears when it drops to 0 Hit Points or when the spell ends. The creature is an ally to you and your allies. In combat, the creature shares your Initiative count,"
      },
      {
        "document": 1449,
        "excerpt": "e, it takes half as much damage only. Until the spell ends, you can take a Magic action to create a new Line of radiance. For the duration, a mote of brilliant ra"
      },
      {
        "document": 1451,
        "excerpt": "ou cast this spell, the glyph is broken, and the spell ends without being triggered. The glyph is nearly imperceptible and requires a successful Wisdom (Perception"
      },
      {
        "document": 1452,
        "excerpt": "as a Magic action on your later turns before the spell ends, you can exert your will on one creature or object that you can see within range, causing the appropriat"
      },
      {
        "document": 1453,
        "excerpt": "guages aren't affected by this spell. Until the spell ends, the targets can communicate telepathically through the bond whether or not they share a language. The c"
      },
      {
        "document": 1458,
        "excerpt": "ch you can use actions and move as normal. This spell ends if one of the actions you use during this period, or any effects that you create during it, affects a cr"
      },
      {
        "document": 1459,
        "excerpt": "ry, regardless of the weather outside. Until the spell ends, you can command the interior to have Dim Light or Darkness (no action required). The Emanation is opaqu"
      },
      {
        "document": 1463,
        "excerpt": "mporary Hit Points vanish if any remain when the spell ends. The target is limited in the actions it can perform by the anatomy of its new form, and it can't speak"
      },
      {
        "document": 1467,
        "excerpt": "d10. When the wall reaches 0 feet in height, the spell ends. A creature caught in the wall can move by swimming. Because of the wave's force, though, the creature"
      },
      {
        "document": 1468,
        "excerpt": "performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 H"
      },
      {
        "document": 1469,
        "excerpt": "the amount of Necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as a Magic action, targeting the same creature or a"
      },
      {
        "document": 1472,
        "excerpt": "his spell, deals 5d8 Fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters"
      },
      {
        "document": 1475,
        "excerpt": "spelled. Otherwise, the wall disappears when the spell ends."
      },
      {
        "document": 1476,
        "excerpt": "ime a creature enters a space in the wall on a turn or ends its turn there, the creature makes a Dexterity saving throw, taking 7d8 Slashing damage on a failed save"
      },
      {
        "document": 1477,
        "excerpt": "connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has Resi"
      },
      {
        "document": 1478,
        "excerpt": "ange the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration."
      },
      {
        "document": 1480,
        "excerpt": "or ceiling, the web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. The first time"
      },
      {
        "document": 1481,
        "excerpt": "s 5d10 Psychic damage. On a successful save, the spell ends on that target."
      },
      {
        "document": 1482,
        "excerpt": "the target has the Stunned condition. Until the spell ends, the target can revert to cloud form, which also requires a Magic action followed by a 1-minute transfor"
      },
      {
        "document": 1486,
        "excerpt": "here centered on a point within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there makes a C"
      },
      {
        "document": 1490,
        "excerpt": "s. When your Exhaustion level reaches 0, the condition ends."
      },
      {
        "document": 1501,
        "excerpt": "you drop whatever you're holding. When this condition ends, you remain Prone. Speed 0. Your Speed is 0 and can't increase. Attacks Affected. Attack rolls against"
      },
      {
        "document": 1523,
        "excerpt": "Wisdom saving throw or go berserk. This berserk state ends when you start your turn and there are no creatures within 60 feet of you that you can see or hear. Whi"
      },
      {
        "document": 1544,
        "excerpt": "ourself the Invisible condition for 1 hour. The effect ends early if you pull the hood down (no action required) or cease wearing the cloak."
      },
      {
        "document": 1548,
        "excerpt": "ughts spell to maintain it during its duration, but it ends if the Scrying spell ends."
      },
      {
        "document": 1549,
        "excerpt": "Suggestion to maintain it during its duration, but it ends if Scrying ends. You can't cast Suggestion in this way again until the next dawn."
      },
      {
        "document": 1557,
        "excerpt": "el Magic spell or a similar effect). When the illusion ends, the image on its card disappears, and that card can't be used again. Deck of Illusions *Stat blocks f"
      },
      {
        "document": 1561,
        "excerpt": "will (save DC 18), urging you to work toward the evil ends it desires. The dragon essence within the orb might want many things: the annihilation of a particular s"
      },
      {
        "document": 1564,
        "excerpt": "eals damage, or casts a spell, the Invisible condition ends for that creature."
      },
      {
        "document": 1565,
        "excerpt": "er the dust absorbed. Doing so destroys the pellet and ends its magic. As a Utilize action, you can sprinkle a pinch of the dust on an Elemental within 5 feet of y"
      },
      {
        "document": 1566,
        "excerpt": "ing the effect on itself on a success. The effect also ends on any creature targeted by a Lesser Restoration spell."
      },
      {
        "document": 1579,
        "excerpt": "d by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears. Bird (Rare). You can take a Magic action to tos"
      },
      {
        "document": 1595,
        "excerpt": "s hat, you can cast the Disguise Self spell. The spell ends if the hat is removed."
      },
      {
        "document": 1608,
        "excerpt": "oice) connecting them. This ladder, staircase, or ramp ends at a trap-door leading to the roof. When created, the tower has a single door at ground level on the sid"
      },
      {
        "document": 1609,
        "excerpt": "rbiting your head. If your Attunement to an Ioun Stone ends while it's orbiting your head, the stone falls as though you had dropped it. The type of stone determin"
      },
      {
        "document": 1642,
        "excerpt": "an 30 feet away from you, your control over that swarm ends, and the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hour"
      },
      {
        "document": 1643,
        "excerpt": "o gain the effect of the Etherealness spell. The spell ends immediately if you remove the armor or take a Magic action to repeat the command word. This property of"
      },
      {
        "document": 1654,
        "excerpt": "ou have the Invisible condition for 1 hour. The effect ends early if you make an attack roll, deal damage, or cast a spell."
      },
      {
        "document": 1660,
        "excerpt": "wave of lethargy that typically occurs when the effect ends. This potion's yellow fluid is streaked with black and swirls on its own."
      },
      {
        "document": 1661,
        "excerpt": "potion, it removes any Exhaustion levels you have and ends the Poisoned condition on you. For the next 24 hours, you regain the maximum number of Hit Points for an"
      },
      {
        "document": 1688,
        "excerpt": "g throw or have the Stunned condition until the effect ends."
      },
      {
        "document": 1693,
        "excerpt": "ht Light. The rod's head stops glowing and the effect ends after 10 minutes or when a creature takes a Magic action to pull the rod from the ground. Once used, thi"
      },
      {
        "document": 1718,
        "excerpt": "that created by Gust of Wind) disperses the swarm and ends the effect. Spells. While holding the staff, you can cast one of the spells on the following table from"
      },
      {
        "document": 1730,
        "excerpt": "Radiant damage and takes the damage again each time it ends its turn holding or carrying the talisman. Holy Symbol. You can use the talisman as a Holy Symbol. You"
      },
      {
        "document": 1732,
        "excerpt": "ecrotic damage and takes the damage again each time it ends its turn holding or carrying the talisman. Holy Symbol. You can use the talisman as a Holy Symbol. You"
      },
      {
        "document": 1742,
        "excerpt": "or hidden, as well as those in plain sight. The effect ends if you stop holding the wand. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at daw"
      },
      {
        "document": 1760,
        "excerpt": "s turn. Failure: The target is cursed. Until the curse ends, the target's skin becomes slimy, the target can breathe air and water, and it can't regain Hit Points u"
      },
      {
        "document": 1763,
        "excerpt": "the Unconscious condition for 10 minutes. This effect ends for the target if it takes damage or a creature within 5 feet of it takes an action to wake it. Spellca"
      },
      {
        "document": 1775,
        "excerpt": "the Unconscious condition for 10 minutes. This effect ends for the target if it takes damage or a creature within 5 feet of it takes an action to wake it. Spellca"
      },
      {
        "document": 1785,
        "excerpt": "pe DC 13) instead of dealing damage. Until the grapple ends, the target has the Blinded and Restrained conditions, is suffocating, and takes 10 (2d6 + 3) Bludgeonin"
      },
      {
        "document": 1792,
        "excerpt": "ifficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object."
      },
      {
        "document": 1805,
        "excerpt": "the start of the devil's next turn. Until this poison ends, the target can't regain Hit Points. Infernal Glaive. Melee Attack Roll: +5, reach 10 ft. Hit: 8 (1d10"
      },
      {
        "document": 1806,
        "excerpt": "and it has the Restrained condition until the grapple ends. Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 16, each creature in a 90-foot-long, 5-foo"
      },
      {
        "document": 1816,
        "excerpt": "as the Unconscious condition for 1 minute. This effect ends for the target if it takes damage or a creature within 5 feet of it takes an action to wake it."
      },
      {
        "document": 1825,
        "excerpt": "and it has the Restrained condition until the grapple ends. Conjure Infernal Chain. The devil conjures a fiery chain to bind a creature. Dexterity Saving Throw: D"
      },
      {
        "document": 1829,
        "excerpt": "nd using Wisdom as the spellcasting ability. The spell ends early if the cloaker starts or ends its turn in Bright Light."
      },
      {
        "document": 1835,
        "excerpt": "and it has the Restrained condition until the grapple ends. Spellcasting. The couatl casts one of the following spells, requiring no spell components and using Wi"
      },
      {
        "document": 1845,
        "excerpt": "whirlwind lasts until the djinni's Concentration on it ends. The djinni can move the whirlwind up to 20 feet at the start of each of its turns. Whenever the whirlw"
      },
      {
        "document": 1852,
        "excerpt": "ill: Animal Friendship, Charm Monster (lasts 24 hours; ends early if the dryad casts the spell again), Druidcraft 1/Day Each: Entangle, Pass without Trace"
      },
      {
        "document": 1871,
        "excerpt": "ifficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object."
      },
      {
        "document": 1922,
        "excerpt": "al melody, which lasts until the harpy's Concentration ends on it. Wisdom Saving Throw: DC 11, each Humanoid and Giant in a 300-foot Emanation originating from the"
      },
      {
        "document": 1931,
        "excerpt": "soned, the target has the Unconscious condition, which ends early if the target takes any damage."
      },
      {
        "document": 1939,
        "excerpt": "or 24 hours or until the incubus dies. Until the curse ends, the target gains no benefit from finishing Short Rests. Spellcasting. The incubus casts one of the fol"
      },
      {
        "document": 1940,
        "excerpt": "e Grappled condition (escape DC 13). Until the grapple ends, the target can't cast spells with a Verbal component and takes 7 (2d6) Thunder damage at the start of e"
      },
      {
        "document": 1946,
        "excerpt": "and it has the Restrained condition until the grapple ends. Fling. The kraken throws a Large or smaller creature Grappled by it to a space it can see within 60 fe"
      },
      {
        "document": 1947,
        "excerpt": ", and the target is cursed for 1 hour. Until the curse ends, the target has the Charmed and Poisoned conditions. Spellcasting. The lamia casts one of the following"
      },
      {
        "document": 1957,
        "excerpt": "and it has the Restrained condition until the grapple ends."
      },
      {
        "document": 1968,
        "excerpt": "ition for 1 minute, until it takes damage, or until it ends its turn with the nalfeshnee out of line of sight. Success: The target is immune to this nalfeshnee's H"
      },
      {
        "document": 1973,
        "excerpt": "Ink Cloud (1/Day). Trigger: A creature ends its turn within 5 feet of the octopus while underwater. Response: The octopus releases ink that fills a"
      },
      {
        "document": 1977,
        "excerpt": "doesn't return to normal until the Poisoned condition ends on the target. Success: The Poisoned condition ends. Tentacle. Melee Attack Roll: +6, reach 10 ft. Hit:"
      },
      {
        "document": 1993,
        "excerpt": ", the target also has the Unconscious condition, which ends early if the target takes damage or a creature within 5 feet of it takes an action to wake it."
      },
      {
        "document": 1995,
        "excerpt": "and it has the Restrained condition until the grapple ends. Tail Stinger. Melee Attack Roll: +14, reach 10 ft. Hit: 16 (2d6 + 9) Piercing damage plus 35 (10d6) Po"
      },
      {
        "document": 2002,
        "excerpt": "and it has the Restrained condition until the grapple ends."
      },
      {
        "document": 2005,
        "excerpt": "and it has the Restrained condition until the grapple ends."
      },
      {
        "document": 2006,
        "excerpt": "he target has the Poisoned condition until the grapple ends. The tentacle can be damaged, freeing a creature it has Grappled when destroyed (AC 20, HP 10, Immunity"
      },
      {
        "document": 2010,
        "excerpt": "and it has the Restrained condition until the grapple ends."
      },
      {
        "document": 2017,
        "excerpt": "e Grappled condition (escape DC 14). Until the grapple ends, the target has the Blinded and Restrained conditions, and it takes 10 (3d6) Lightning damage at the sta"
      },
      {
        "document": 2023,
        "excerpt": "ifficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object. Sunlight Sensitivity. While in sunlight, the specter has Disadvantage on abi"
      },
      {
        "document": 2044,
        "excerpt": "Grappled condition (escape DC 20). Until the grapple ends, the target has the Restrained condition and can't teleport. Claw. Melee Attack Roll: +19, reach 15 ft."
      },
      {
        "document": 2051,
        "excerpt": "Loathsome Limbs (4/Day). If the troll ends any turn Bloodied and took 15+ Slashing damage during that turn, one of the troll's limbs is severed, fa"
      },
      {
        "document": 2055,
        "excerpt": "Running Water. The vampire takes 20 Acid damage if it ends its turn in running water. Stake to the Heart. The vampire is destroyed if a weapon that deals Piercing"
      },
      {
        "document": 2056,
        "excerpt": "Running Water. The vampire takes 20 Acid damage if it ends its turn in running water. Stake to the Heart. If a weapon that deals Piercing damage is driven into th"
      },
      {
        "document": 2059,
        "excerpt": "ts turns. Emptying a flask of Holy Water on the target ends the effect early. Stunning Screech (1/Day). Constitution Saving Throw: DC 15, each creature in a 20-foo"
      },
      {
        "document": 2065,
        "excerpt": "e Grappled condition (escape DC 14). Until the grapple ends, the target has the Restrained condition, is suffocating unless it can breathe water, and takes 9 (2d8)"
      },
      {
        "document": 2074,
        "excerpt": "ifficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object."
      },
      {
        "document": 2078,
        "excerpt": "ifficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object. Sunlight Sensitivity. While in sunlight, the wraith has Disadvantage on abil"
      },
      {
        "document": 2083,
        "excerpt": "as the Unconscious condition for 1 minute. This effect ends for the target if it takes damage or a creature within 5 feet of it takes an action to wake it."
      }
    ],
    "endurance": [
      {
        "document": 738,
        "excerpt": ". This ability is ideal for a background that involves endurance or long hours of activity. Travel Terrain *Appropriate equipment (such as skis) is necessary to keep u"
      },
      {
        "document": 981,
        "excerpt": "sociated with agricultural deities, gods of healing or endurance, and gods of home and community. Religious orders of healing also seek the magic of this domain."
      },
      {
        "document": 990,
        "excerpt": "you can give that target the Prone condition. Stone's Endurance (Stone Giant). When you take damage, you can take a Reaction to roll 1d12. Add your Constitution modifie"
      },
      {
        "document": 993,
        "excerpt": "Relentless Endurance"
      }
    ],
    "endure": [
      {
        "document": 741,
        "excerpt": "Endure a toxic hazard"
      }
    ],
    "endures": [
      {
        "document": 1194,
        "excerpt": "s the creature or younger. The clone remains inert and endures indefinitely while its vessel remains undisturbed. If the original creature dies after the clone finish"
      }
    ],
    "enduring": [
      {
        "document": 1484,
        "excerpt": "ther than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a Long Rest, you take 1d10 Necrotic damage per"
      }
    ],
    "enemies": [
      {
        "document": 64,
        "excerpt": "ters are affected by traps, which ones can spot hidden enemies, and which ones are the closest to those enemies if a fight breaks out. You can change your marching ord"
      },
      {
        "document": 93,
        "excerpt": "Combatants watch for enemies to drop their guard. If you move heedlessly past your foes, you put yourself in danger by provoking an O"
      },
      {
        "document": 725,
        "excerpt": "o jump, climb, fly, or teleport. Defensive Positions. Enemies in hard-to-reach locations or defensive positions force characters who normally attack at range to move"
      },
      {
        "document": 1163,
        "excerpt": "dition, its space counts as Difficult Terrain for your enemies. Using a Higher-Level Spell Slot. The damage of the Clenched Fist increases by 2d8 and the damage of th"
      },
      {
        "document": 1208,
        "excerpt": "ground in the Emanation is Difficult Terrain for your enemies. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4."
      },
      {
        "document": 1376,
        "excerpt": "asm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to"
      },
      {
        "document": 1632,
        "excerpt": "n this bow, it whispers in Elvish, “Swift defeat to my enemies.” When you use this weapon to make a ranged attack, you can utter or sign the following command words: “"
      },
      {
        "document": 1720,
        "excerpt": "can issue it a general command, such as to attack your enemies or guard a location. Absent commands from you, the snake defends itself. As a Bonus Action, you can com"
      }
    ],
    "enemy": [
      {
        "document": 52,
        "excerpt": "dventuring tasks - such as noticing danger, hitting an enemy, and targeting certain spells - are affected by sight, so effects that obscure vision can hinder you, as"
      },
      {
        "document": 89,
        "excerpt": "isadvantage on the roll if you are within 5 feet of an enemy who can see you and doesn't have the Incapacitated condition (see “Rules Glossary”)."
      },
      {
        "document": 93,
        "excerpt": "hurls you out of a foe's reach or if you fall past an enemy. Making an Opportunity Attack. You can make an Opportunity Attack when a creature that you can see leav"
      },
      {
        "document": 625,
        "excerpt": "Enemy"
      },
      {
        "document": 637,
        "excerpt": "e. Assist an Attack Roll. You momentarily distract an enemy within 5 feet of you, giving Advantage to the next attack roll by one of your allies against that enemy."
      },
      {
        "document": 640,
        "excerpt": "ing occurs: you make a sound louder than a whisper, an enemy finds you, you make an attack roll, or you cast a spell with a Verbal component."
      },
      {
        "document": 849,
        "excerpt": "Favored Enemy"
      },
      {
        "document": 962,
        "excerpt": "ne of the following: - Make an attack roll against an enemy. - Force an enemy to make a saving throw. - Take a Bonus Action to extend your Rage. Each time the Rage"
      },
      {
        "document": 969,
        "excerpt": "Favored Enemy"
      },
      {
        "document": 979,
        "excerpt": "When you reduce an enemy to 0 Hit Points, you gain Temporary Hit Points equal to your Charisma modifier plus your Warlock level ("
      },
      {
        "document": 982,
        "excerpt": "by a Fiend or an Undead. Radiant Damage. Whenever an enemy starts its turn in the aura, that creature takes Radiant damage equal to your Charisma modifier plus you"
      },
      {
        "document": 1261,
        "excerpt": "of each of your turns, the hound attempts to bite one enemy within 5 feet of it. That enemy must succeed on a Dexterity saving throw or take 4d8 Force damage. On y"
      },
      {
        "document": 1298,
        "excerpt": "in a form appropriate for your deity or pantheon. Any enemy that moves to a space within 10 feet of the guardian for the first time on a turn or starts its turn the"
      },
      {
        "document": 1436,
        "excerpt": "are antagonistic toward it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse"
      },
      {
        "document": 1454,
        "excerpt": "place that doesn’t exist. Perhaps you tried to scry an enemy’s sanctum but instead viewed an illusion, or you are attempting to teleport to a location that no longer"
      },
      {
        "document": 1518,
        "excerpt": "action it takes on its next turn, such as attacking an enemy. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fu"
      },
      {
        "document": 1523,
        "excerpt": "eature nearest to you that you can see or hear as your enemy. If there are multiple possible creatures, choose one at random. On each of your turns, you must move as"
      },
      {
        "document": 1627,
        "excerpt": "before you die. Flames. A powerful devil becomes your enemy. The devil seeks your ruin and torments you, savoring your suffering before attempting to slay you. This"
      },
      {
        "document": 1632,
        "excerpt": "nged me.” The target of your attack becomes your sworn enemy until it dies or until dawn 7 days later. You can have only one such sworn enemy at a time. When your sw"
      },
      {
        "document": 1742,
        "excerpt": "Wand of Enemy Detection"
      },
      {
        "document": 1986,
        "excerpt": "capacitated condition. Wisdom Saving Throw: DC 21, any enemy that starts its turn in the aura. Failure: The target has the Frightened condition until the start of it"
      },
      {
        "document": 1987,
        "excerpt": "mage. Holy Burst. Dexterity Saving Throw: DC 20, each enemy in a 20-foot-radius Sphere centered on a point the planetar can see within 120 feet. Failure: 24 (7d6) R"
      },
      {
        "document": 1997,
        "excerpt": "mmand (Recharge 5–6). Wisdom Saving Throw: DC 18, each enemy in a 30-foot Emanation originating from the rakshasa. Failure: 28 (8d6) Psychic damage, and the target h"
      },
      {
        "document": 2009,
        "excerpt": "sahuagin swims up to its Swim Speed straight toward an enemy it can see."
      },
      {
        "document": 2024,
        "excerpt": "Roar (Recharge 5–6). Wisdom Saving Throw: DC 16, each enemy in a 300-foot Emanation originating from the sphinx. Failure: 35 (10d6) Psychic damage, and the target h"
      },
      {
        "document": 2025,
        "excerpt": "g Rest): First Roar. Wisdom Saving Throw: DC 20, each enemy in a 500-foot Emanation originating from the sphinx. Failure: The target has the Frightened condition fo"
      },
      {
        "document": 2051,
        "excerpt": "he troll moves up to half its Speed straight toward an enemy it can see."
      },
      {
        "document": 2080,
        "excerpt": "ves up to its Speed or Burrow Speed straight toward an enemy it can sense."
      }
    ],
    "enemy's": [
      {
        "document": 640,
        "excerpt": "rters Cover or Total Cover, and you must be out of any enemy's line of sight; if you can see a creature, you can discern whether it can see you. On a successful check"
      },
      {
        "document": 1842,
        "excerpt": "provoke an Opportunity Attack when it moves out of an enemy's reach."
      },
      {
        "document": 1865,
        "excerpt": "provoke an Opportunity Attack when it flies out of an enemy's reach."
      },
      {
        "document": 1868,
        "excerpt": "provoke an Opportunity Attack when it flies out of an enemy's reach."
      },
      {
        "document": 1890,
        "excerpt": "provoke an Opportunity Attack when it flies out of an enemy's reach."
      },
      {
        "document": 1899,
        "excerpt": "provoke an Opportunity Attack when it flies out of an enemy's reach."
      },
      {
        "document": 1927,
        "excerpt": "provoke an Opportunity Attack when it flies out of an enemy's reach."
      },
      {
        "document": 1940,
        "excerpt": "Air Form. The stalker can enter an enemy's space and stop there. It can move through a space as narrow as 1 inch without expending extra movement t"
      },
      {
        "document": 1978,
        "excerpt": "provoke an Opportunity Attack when it flies out of an enemy's reach."
      },
      {
        "document": 1994,
        "excerpt": "provoke an Opportunity Attack when it flies out of an enemy's reach."
      },
      {
        "document": 1998,
        "excerpt": "provoke an Opportunity Attack when it moves out of an enemy's reach."
      },
      {
        "document": 2056,
        "excerpt": "manipulate objects. It is weightless and can enter an enemy's space and stop there. If air can pass through a space, the mist can do so, but it can't pass through liq"
      },
      {
        "document": 2065,
        "excerpt": "its next turn. Water Form. The elemental can enter an enemy's space and stop there. It can move through a space as narrow as 1 inch without expending extra movement t"
      }
    ],
    "energy": [
      {
        "document": 7,
        "excerpt": "it Point maximum reaches 0. Certain effects drain life energy, reducing a creature's Hit Point maximum. Massive Damage. When damage reduces a character to 0 Hit Poin"
      },
      {
        "document": 526,
        "excerpt": "a point of origin, a location from which the effect's energy erupts. The rules for each shape specify how to position its point of origin. If all straight lines exte"
      },
      {
        "document": 535,
        "excerpt": "(expending any resources used to cast it) but hold its energy, which you release with your Reaction when the trigger occurs. To be readied, a spell must have a castin"
      },
      {
        "document": 832,
        "excerpt": "Protection from Energy"
      },
      {
        "document": 840,
        "excerpt": "Deflect Energy"
      },
      {
        "document": 852,
        "excerpt": "Protection from Energy"
      },
      {
        "document": 863,
        "excerpt": "Protection from Energy"
      },
      {
        "document": 888,
        "excerpt": "Protection from Energy"
      },
      {
        "document": 913,
        "excerpt": "Protection from Energy"
      },
      {
        "document": 936,
        "excerpt": "Channels energy to create effects that are often destructive"
      },
      {
        "document": 948,
        "excerpt": "Life-draining energy"
      },
      {
        "document": 949,
        "excerpt": "Pure magical energy"
      },
      {
        "document": 964,
        "excerpt": "You can channel divine energy directly from the Outer Planes to fuel magical effects. You start with two such effects: Divine Spark an"
      },
      {
        "document": 967,
        "excerpt": "training allow you to harness a well of extraordinary energy within yourself. This energy is represented by Focus Points. Your Monk level determines the number of po"
      },
      {
        "document": 968,
        "excerpt": "You can channel divine energy directly from the Outer Planes, using it to fuel magical effects. You start with one such effect: Divine"
      },
      {
        "document": 973,
        "excerpt": "You can regain some of your magical energy by studying your spellbook. When you finish a Short Rest, you can choose expended spell slots to recover"
      },
      {
        "document": 981,
        "excerpt": "of the World The Life Domain focuses on the positive energy that helps sustain all life in the multiverse. Clerics who tap into this domain are masters of healing,"
      },
      {
        "document": 982,
        "excerpt": "ue one Melee weapon that you are holding with positive energy. For 10 minutes or until you use this feature again, you add your Charisma modifier to attack rolls you"
      },
      {
        "document": 985,
        "excerpt": "push and trip their opponents and manipulate their own energy to protect themselves from harm."
      },
      {
        "document": 986,
        "excerpt": "lace one of your attacks with an exhalation of magical energy in either a 15-foot Cone or a 30-foot Line that is 5 feet wide (choose the shape each time). Each creatu"
      },
      {
        "document": 1163,
        "excerpt": "minute You create a Large hand of shimmering magical energy in an unoccupied space that you can see within range. The hand lasts for the duration, and it moves at y"
      },
      {
        "document": 1178,
        "excerpt": "You create a wall of whirling blades made of magical energy. The wall appears within range and lasts for the duration. You make a straight wall up to 100 feet long,"
      },
      {
        "document": 1191,
        "excerpt": "th 50+ GP) Duration: Instantaneous You hurl an orb of energy at a target within range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder for the type of orb you"
      },
      {
        "document": 1192,
        "excerpt": "pearl worth 500+ GP) Duration: Instantaneous Negative energy ripples out in a 60-foot-radius Sphere from a point you choose within range. Each creature in that area"
      },
      {
        "document": 1249,
        "excerpt": "Duration: Instantaneous You hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10 For"
      },
      {
        "document": 1269,
        "excerpt": "ts: V, S Duration: Instantaneous You unleash negative energy toward a creature you can see within range. The target makes a Constitution saving throw, taking 7d8 + 3"
      },
      {
        "document": 1293,
        "excerpt": "ve Rune. When triggered, the glyph erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. Each creature in the area makes a Dexterity saving thr"
      },
      {
        "document": 1307,
        "excerpt": "ose a creature that you can see within range. Positive energy washes through the target, restoring 70 Hit Points. This spell also ends the Blinded, Deafened, and Pois"
      },
      {
        "document": 1344,
        "excerpt": "ate a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the Cylin"
      },
      {
        "document": 1351,
        "excerpt": "nents: V, S Duration: Instantaneous A wave of healing energy washes out from a point you can see within range. Choose up to six creatures in a 30-foot-radius Sphere"
      },
      {
        "document": 1352,
        "excerpt": "ents: V, S Duration: Instantaneous A flood of healing energy flows from you into creatures around you. You restore up to 700 Hit Points, divided as you choose among"
      },
      {
        "document": 1361,
        "excerpt": "centration, up to 1 hour You drive a spike of psionic energy into the mind of one creature you can see within range. The target makes a Wisdom saving throw, taking 3"
      },
      {
        "document": 1382,
        "excerpt": "mponents: V Duration: Instantaneous A wave of healing energy washes over one creature you can see within range. The target regains all its Hit Points. If the creatur"
      },
      {
        "document": 1393,
        "excerpt": "Protection from Energy"
      },
      {
        "document": 1398,
        "excerpt": "n: Concentration, up to 1 minute A beam of enervating energy shoots from you toward a creature within range. The target must make a Constitution saving throw. On a s"
      },
      {
        "document": 1404,
        "excerpt": "sed for the duration. Nothing - not physical objects, energy, or other spell effects - can pass through the barrier, in or out, though a creature in the sphere can b"
      },
      {
        "document": 1433,
        "excerpt": "ents: V, S Duration: Instantaneous You cast sorcerous energy at one creature or object within range. Make a ranged spell attack against the target. On a hit, the tar"
      },
      {
        "document": 1457,
        "excerpt": "ation: Instantaneous You unleash a wave of thunderous energy. Each creature in a 15-foot Cube originating from you makes a Constitution saving throw. On a failed sav"
      },
      {
        "document": 1553,
        "excerpt": "cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each keyed to a different plane of existence, one of which is the Materia"
      },
      {
        "document": 1571,
        "excerpt": "Item, Uncommon This gem contains a mote of elemental energy. When you take a Utilize action to break the gem, an elemental is summoned (see “Monsters” for its stat"
      },
      {
        "document": 1574,
        "excerpt": "Energy Bow"
      },
      {
        "document": 1623,
        "excerpt": "some other worthless material. If you paint a form of energy such as fire or lightning, the energy dissipates as soon as you complete the painting, doing no harm."
      },
      {
        "document": 1692,
        "excerpt": "e absorbed spell's effect is canceled, and the spell's energy - not the spell itself - is stored in the rod. The energy has the same level as the spell when it was ca"
      },
      {
        "document": 1733,
        "excerpt": "300 feet. You also create a 30-foot Cone of thunderous energy. Each creature in the Cone must succeed on a DC 15 Strength saving throw or have the Prone condition. No"
      },
      {
        "document": 1966,
        "excerpt": ". The mummy makes one Rotting Fist or Channel Negative Energy attack, and it uses Dreadful Glare. Rotting Fist. Melee Attack Roll: +9, reach 5 ft. Hit: 15 (2d10 + 4)"
      }
    ],
    "enervated": [
      {
        "document": 692,
        "excerpt": "particular set of abilities. The character might feel enervated and unable to exert much Strength, for example, or become so suspicious of others that Charisma checks a"
      }
    ],
    "enervating": [
      {
        "document": 1398,
        "excerpt": ", S Duration: Concentration, up to 1 minute A beam of enervating energy shoots from you toward a creature within range. The target must make a Constitution saving throw."
      }
    ],
    "enfeeblement": [
      {
        "document": 776,
        "excerpt": "Ray of Enfeeblement"
      },
      {
        "document": 874,
        "excerpt": "Ray of Enfeeblement"
      },
      {
        "document": 887,
        "excerpt": "Ray of Enfeeblement"
      },
      {
        "document": 992,
        "excerpt": "ow the Chill Touch cantrip. | False Life | Ray of Enfeeblement | | Infernal | You have Resistance to Fire damage.You also know the Fire Bolt cantrip. | Hellish R"
      },
      {
        "document": 1398,
        "excerpt": "Ray of Enfeeblement"
      }
    ],
    "engaging": [
      {
        "document": 673,
        "excerpt": "with a magical contagion spends 3 days recuperating - engaging in no activities that would interrupt a Long Rest - the creature makes a DC 15 Constitution saving throw"
      }
    ],
    "engines": [
      {
        "document": 1483,
        "excerpt": "miss automatically. Boulders hurled by Giants or siege engines, and similar projectiles, are unaffected. Creatures in gaseous form can't pass through it."
      }
    ],
    "engraved": [
      {
        "document": 26,
        "excerpt": "sure chest while a second examines a mysterious symbol engraved on a wall and a third keeps watch for monsters. Outside combat, the GM ensures that every character has"
      },
      {
        "document": 266,
        "excerpt": "wims a clockwork goldfish 49 A silver spoon with an M engraved on the handle 50 A whistle made from gold-colored wood 51 A dead scarab beetle the size of your hand"
      },
      {
        "document": 1448,
        "excerpt": "V, S, M (an object with the image of a dragon engraved on it worth 500+ GP)"
      }
    ],
    "engulf": [
      {
        "document": 1581,
        "excerpt": "Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light"
      },
      {
        "document": 1869,
        "excerpt": "but a creature that does so is subjected to the cube's Engulf and has Disadvantage on the saving throw. Creatures inside the cube have Total Cover, and the cube can"
      },
      {
        "document": 2017,
        "excerpt": "ndril attacks. It can replace one attack with a use of Engulf. Charged Tendril. Melee Attack Roll: +7, reach 10 ft. Hit: 7 (1d6 + 4) Bludgeoning damage plus 5 (2d4)"
      }
    ],
    "engulfed": [
      {
        "document": 1212,
        "excerpt": "te that Water Breathing comes into effect when you are engulfed in water or a similar liquid. The contingent spell takes effect immediately after the trigger occurs fo"
      },
      {
        "document": 1711,
        "excerpt": "Anything else that touches the sphere but isn't wholly engulfed and obliterated by it takes 8d10 Force damage. Controlling the Sphere. A Sphere of Annihilation is stat"
      },
      {
        "document": 1869,
        "excerpt": "move. Failure: 10 (3d6) Acid damage, and the target is engulfed. An engulfed target is suffocating, can't cast spells with a Verbal component, has the Restrained condit"
      }
    ],
    "enhance": [
      {
        "document": 264,
        "excerpt": "ls to cast the spells you do prepare - and potentially enhance their effects. Pact Magic. If you have the Pact Magic feature from the Warlock class and the Spellcasti"
      },
      {
        "document": 831,
        "excerpt": "Enhance Ability"
      },
      {
        "document": 851,
        "excerpt": "Enhance Ability"
      },
      {
        "document": 862,
        "excerpt": "Enhance Ability"
      },
      {
        "document": 887,
        "excerpt": "Enhance Ability"
      },
      {
        "document": 900,
        "excerpt": "Enhance Ability"
      },
      {
        "document": 912,
        "excerpt": "Enhance Ability"
      },
      {
        "document": 967,
        "excerpt": "e Monk Features table. You can expend these points to enhance or fuel certain Monk features. You start knowing three such features: Flurry of Blows, Patient Defense,"
      },
      {
        "document": 1251,
        "excerpt": "Enhance Ability"
      }
    ],
    "enhanced": [
      {
        "document": 264,
        "excerpt": "-level spell that you cast, like Burning Hands, has an enhanced effect when cast at a higher level, you can use the enhanced effect as normal. For example, if you are"
      },
      {
        "document": 567,
        "excerpt": "If you have Truesight, your vision is enhanced within a specified range. Within that range, your vision pierces through the following: Darkness. You c"
      }
    ],
    "enhances": [
      {
        "document": 627,
        "excerpt": "Expertise is a feature that enhances your use of a skill proficiency. When you make an ability check with a skill proficiency in which you ha"
      }
    ],
    "enjoy": [
      {
        "document": 370,
        "excerpt": "You spend modestly for your necessities and enjoy a few luxuries."
      }
    ],
    "enjoyed": [
      {
        "document": 1367,
        "excerpt": "emory, such as a false memory of how much the creature enjoyed swimming in acid, is dismissed as a bad dream. The GM might deem a modified memory too nonsensical to af"
      }
    ],
    "enlarge": [
      {
        "document": 756,
        "excerpt": "ast a random spell determined by rolling 1d10: on a 1, Enlarge/Reduce (enlarge effect); on a 2, Enlarge/Reduce (reduce effect); on a 3, Faerie Fire; on a 4, Fireball;"
      },
      {
        "document": 778,
        "excerpt": "Enlarge/Reduce"
      },
      {
        "document": 783,
        "excerpt": "chosen point of origin is enlarged as if you had cast Enlarge/Reduce on it. If the target isn’t you and can’t be affected by that spell, you become the target instead"
      },
      {
        "document": 831,
        "excerpt": "Enlarge/Reduce"
      },
      {
        "document": 862,
        "excerpt": "Enlarge/Reduce"
      },
      {
        "document": 887,
        "excerpt": "Enlarge/Reduce"
      },
      {
        "document": 900,
        "excerpt": "Enlarge/Reduce"
      },
      {
        "document": 1252,
        "excerpt": "Enlarge/Reduce"
      },
      {
        "document": 1648,
        "excerpt": "drink this potion, you gain the “reduce” effect of the Enlarge/Reduce spell for 1d4 hours (no Concentration required). The red in the potion's liquid continuously con"
      },
      {
        "document": 1652,
        "excerpt": "n, Uncommon When you drink this potion, you gain the “enlarge” effect of the Enlarge/Reduce spell for 10 minutes (no Concentration required). The red in the potion's"
      }
    ],
    "enlarged": [
      {
        "document": 783,
        "excerpt": "The creature closest to the chosen point of origin is enlarged as if you had cast Enlarge/Reduce on it. If the target isn’t you and can’t be affected by that spell, yo"
      },
      {
        "document": 1252,
        "excerpt": "Strength saving throws. The target's attacks with its enlarged weapons or Unarmed Strikes deal an extra 1d4 damage on a hit. Reduce. The target's size decreases by on"
      }
    ],
    "enlarges": [
      {
        "document": 1252,
        "excerpt": "entration, up to 1 minute For the duration, the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A targeted o"
      }
    ],
    "enmity": [
      {
        "document": 1627,
        "excerpt": "ing your suffering before attempting to slay you. This enmity lasts until either you or the devil dies. Fool. You have Disadvantage on D20 Tests for the next 72 hour"
      }
    ],
    "enormous": [
      {
        "document": 820,
        "excerpt": "An enormous scale, perhaps from a dragon"
      },
      {
        "document": 1579,
        "excerpt": "token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a Roc, but it can't attack. It obeys"
      }
    ],
    "enough": [
      {
        "document": 75,
        "excerpt": ". Entering a Square. To enter a square, you must have enough movement left to pay for entering. It costs 1 square of movement to enter an unoccupied square that's ad"
      },
      {
        "document": 256,
        "excerpt": "are a level 6 Cleric / level 1 Fighter, you must gain enough XP to reach level 8 before you can take your second level as a Fighter or your seventh level as a Cleric"
      },
      {
        "document": 309,
        "excerpt": "Ink comes in a 1-ounce bottle, which provides enough ink to write about 500 pages."
      },
      {
        "document": 378,
        "excerpt": "rs are conspicuously magical. Handling a magic item is enough to give you a sense that it is extraordinary, but learning a magic item's properties isn't automatic."
      },
      {
        "document": 637,
        "excerpt": "skill or tool proficiencies and one ally who is near enough for you to assist verbally or physically when they make an ability check. That ally has Advantage on the"
      },
      {
        "document": 695,
        "excerpt": "r's Kit. On a successful check, the character harvests enough poison for a single dose, and no additional poison can be harvested from that creature. On a failed chec"
      },
      {
        "document": 719,
        "excerpt": "pit easier to escape by adding cracks in the walls big enough to serve as handholds and footholds. At Higher Levels. You can scale the trap for higher levels by incr"
      },
      {
        "document": 723,
        "excerpt": "pit easier to escape by adding cracks in the walls big enough to serve as handholds and footholds. At Higher Levels. You can scale the trap for higher levels by incr"
      },
      {
        "document": 736,
        "excerpt": "arty's level, be aware that such a creature might deal enough damage with a single action to take out one or more characters. For example, an Ogre (CR 2) can kill a l"
      },
      {
        "document": 990,
        "excerpt": "our size to Large as a Bonus Action if you're in a big enough space. This transformation lasts for 10 minutes or until you end it (no action required). For that durat"
      },
      {
        "document": 1194,
        "excerpt": "s, and a sealable vessel worth 2,000+ GP that is large enough to hold the creature being cloned)"
      },
      {
        "document": 1250,
        "excerpt": "within range. Beckon Air. You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot Cube. Door"
      },
      {
        "document": 1294,
        "excerpt": "g a berry restores 1 Hit Point, and the berry provides enough nourishment to sustain a creature for one day. Uneaten berries disappear when the spell ends."
      },
      {
        "document": 1324,
        "excerpt": "in a hollow globe of magical force that is just large enough to contain the target. Nothing can pass into or out of the globe. Chaining. Chains firmly rooted in the"
      },
      {
        "document": 1356,
        "excerpt": "8 hours You step into a stone object or surface large enough to fully contain your body, merging yourself and your equipment with the stone for the duration. You mus"
      },
      {
        "document": 1404,
        "excerpt": "g outside it. The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can take an action to push against the sp"
      },
      {
        "document": 1459,
        "excerpt": "pell fails when you cast it if the Emanation isn't big enough to fully encapsulate all creatures in its area. Creatures and objects within the Emanation when you cas"
      },
      {
        "document": 1509,
        "excerpt": "ment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside. The apparatus float"
      },
      {
        "document": 1517,
        "excerpt": "e put right before it can be used again. The bag holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside. Placing a Bag of"
      },
      {
        "document": 1523,
        "excerpt": "targeting the creature. If you're unable to get close enough to the creature to attack it with the weapon, your turn ends after you've used up all your available mov"
      },
      {
        "document": 1564,
        "excerpt": "m, Uncommon This powder resembles fine sand. There is enough of it for one use. When you take a Utilize action to throw the dust into the air, you and each creature"
      },
      {
        "document": 1566,
        "excerpt": "pearance, and Identify reveals it to be such. There is enough of it for one use. As a Utilize action, you can throw the dust into the air, forcing yourself and every"
      },
      {
        "document": 1574,
        "excerpt": "'t being worn or carried, provided the object is small enough to fit inside a 5-foot Cube. The arrow teleports the target to an unoccupied space you can see within 10"
      },
      {
        "document": 1580,
        "excerpt": "ies A Figurine of Wondrous Power is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60"
      },
      {
        "document": 1589,
        "excerpt": "you can catch the ammunition or weapon if it is small enough for you to hold in that hand."
      },
      {
        "document": 1594,
        "excerpt": "can be used again. Each pouch of the haversack holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside. Placing the haver"
      },
      {
        "document": 1642,
        "excerpt": "g forth one Swarm of Rats with each expended charge if enough rats are within half a mile of you to be called in this fashion (as determined by the GM). If there aren"
      },
      {
        "document": 1644,
        "excerpt": "eet of the Portable Hole. A closed Portable Hole holds enough air for 1 hour of breathing, divided by the number of breathing creatures inside. Placing a Portable Ho"
      },
      {
        "document": 1697,
        "excerpt": "gine. Regardless of its nature, the demiplane contains enough water and food to sustain its visitors, and the demiplane's environment can't harm its occupants. Everyt"
      },
      {
        "document": 1828,
        "excerpt": "he nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object. Once the golem goes berserk, it continues to be bers"
      },
      {
        "document": 1864,
        "excerpt": "he nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object. Once the golem goes berserk, it remains so until it"
      },
      {
        "document": 2037,
        "excerpt": "ersa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't regain Hit Points or gain Temporary Hit Points."
      },
      {
        "document": 2038,
        "excerpt": "ersa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can't regain Hit Points or gain Temporary Hit Points."
      },
      {
        "document": 2039,
        "excerpt": "ersa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain Hit Points or gain Temporary Hit Points."
      },
      {
        "document": 2040,
        "excerpt": "ersa, and the swarm can move through any opening large enough for a Tiny piranha. The swarm can't regain Hit Points or gain Temporary Hit Points. Water Breathing. Th"
      },
      {
        "document": 2041,
        "excerpt": "ersa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain Hit Points or gain Temporary Hit Points."
      },
      {
        "document": 2042,
        "excerpt": "ersa, and the swarm can move through any opening large enough for a Tiny raven. The swarm can't regain Hit Points or gain Temporary Hit Points."
      },
      {
        "document": 2043,
        "excerpt": "ersa, and the swarm can move through any opening large enough for a Tiny snake. The swarm can't regain Hit Points or gain Temporary Hit Points."
      }
    ],
    "enriched": [
      {
        "document": 1379,
        "excerpt": "lf-mile radius centered on a point within range become enriched for 365 days. The plants yield twice the normal amount of food when harvested. They can benefit from onl"
      }
    ],
    "enrichment": [
      {
        "document": 1379,
        "excerpt": "Action (Overgrowth) or 8 hours (Enrichment)"
      }
    ],
    "ensnaring": [
      {
        "document": 850,
        "excerpt": "Ensnaring Strike"
      },
      {
        "document": 969,
        "excerpt": "art, choose two level 1 Ranger spells. Cure Wounds and Ensnaring Strike are recommended. The number of spells on your list increases as you gain Ranger levels, as shown"
      },
      {
        "document": 1253,
        "excerpt": "Ensnaring Strike"
      }
    ],
    "ensue": [
      {
        "document": 134,
        "excerpt": "rties. If the relationship is strained, a conflict can ensue (see “Conflict” below)."
      }
    ],
    "ensure": [
      {
        "document": 156,
        "excerpt": "To ensure a monster acts in accordance with its Challenge Rating, follow these rules during combat: Special Abili"
      }
    ],
    "ensures": [
      {
        "document": 26,
        "excerpt": "third keeps watch for monsters. Outside combat, the GM ensures that every character has a chance to act and decides how to resolve their activity. In combat, the chara"
      },
      {
        "document": 979,
        "excerpt": "The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Fiend Spells table"
      },
      {
        "document": 981,
        "excerpt": "Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Life Domain Spells"
      },
      {
        "document": 982,
        "excerpt": "The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Devotion S"
      }
    ],
    "entangle": [
      {
        "document": 830,
        "excerpt": "Entangle"
      },
      {
        "document": 850,
        "excerpt": "Entangle"
      },
      {
        "document": 1254,
        "excerpt": "Entangle"
      },
      {
        "document": 1699,
        "excerpt": "ic action to command the other end to dart forward and entangle one creature you can see within 20 feet of yourself. The target must succeed on a DC 15 Dexterity saving"
      },
      {
        "document": 1851,
        "excerpt": "At Will: Druidcraft, Speak with Animals 2/Day Each: Entangle, Thunderwave 1/Day Each: Animal Messenger, Long-strider, Moonbeam"
      },
      {
        "document": 1852,
        "excerpt": "dryad casts the spell again), Druidcraft 1/Day Each: Entangle, Pass without Trace"
      },
      {
        "document": 2053,
        "excerpt": "raft 1/Day Each: Calm Emotions, Dispel Evil and Good, Entangle, Pass without Trace, Word of Recall"
      }
    ],
    "entanglement": [
      {
        "document": 1699,
        "excerpt": "Rope of Entanglement"
      }
    ],
    "entangling": [
      {
        "document": 1859,
        "excerpt": "magic rope. While bearing it, the erinyes can use the Entangling Rope action. The rope has AC 20, HP 90, and Immunity to Poison and Psychic damage. The rope turns to dus"
      }
    ],
    "enter": [
      {
        "document": 75,
        "excerpt": "quares on your character sheet. Entering a Square. To enter a square, you must have enough movement left to pay for entering. It costs 1 square of movement to enter"
      },
      {
        "document": 962,
        "excerpt": "grants you extraordinary might and resilience. You can enter it as a Bonus Action if you aren't wearing Heavy armor. You can enter your Rage the number of times sho"
      },
      {
        "document": 983,
        "excerpt": "ge is active. If you're Charmed or Frightened when you enter your Rage, the condition ends on you."
      },
      {
        "document": 1167,
        "excerpt": "travel along the silver cord, causing the target to re-enter its body on the new plane. Any damage or other effects that apply to an astral form have no effect on t"
      },
      {
        "document": 1281,
        "excerpt": "e portals, such as those created by the Gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessi"
      },
      {
        "document": 1286,
        "excerpt": "Fly Speed of 10 feet, and it can hover. The target can enter and occupy the space of another creature. The target has Resistance to Bludgeoning, Piercing, and Slashi"
      },
      {
        "document": 1303,
        "excerpt": "Undead. Creatures of the chosen types can't willingly enter the area, and any creature that is possessed by or that has the Charmed or Frightened condition from suc"
      },
      {
        "document": 1344,
        "excerpt": "in the following ways: - The creature can't willingly enter the Cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do"
      },
      {
        "document": 1349,
        "excerpt": "any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the door remains open. You can open or close it (no action requ"
      },
      {
        "document": 1402,
        "excerpt": "he spell forms a new body for it and calls the soul to enter that body. Roll 1d10 and consult the table below to determine the body's species, or the GM chooses anot"
      },
      {
        "document": 1462,
        "excerpt": "Concentration, up to 1 minute You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must"
      },
      {
        "document": 1627,
        "excerpt": "ase this card has no effect. Comet. The next time you enter combat against one or more Hostile creatures, you can select one of them as your foe when you roll Initi"
      },
      {
        "document": 1689,
        "excerpt": "hile you wear the robe, you can take a Magic action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you take a M"
      },
      {
        "document": 1771,
        "excerpt": "Air Form. The elemental can enter a creature's space and stop there. It can move through a space as narrow as 1 inch without expending ext"
      },
      {
        "document": 1862,
        "excerpt": "without expending extra movement to do so, and it can enter a creature's space and stop there. The first time it enters a creature's space on a turn, that creature"
      },
      {
        "document": 1869,
        "excerpt": "s entire space and is transparent. Other creatures can enter that space, but a creature that does so is subjected to the cube's Engulf and has Disadvantage on the sa"
      },
      {
        "document": 1940,
        "excerpt": "Air Form. The stalker can enter an enemy's space and stop there. It can move through a space as narrow as 1 inch without expending extra"
      },
      {
        "document": 2055,
        "excerpt": "has these weaknesses: Forbiddance. The vampire can't enter a residence without an invitation from an occupant. Running Water. The vampire takes 20 Acid damage if"
      },
      {
        "document": 2056,
        "excerpt": "has these weaknesses: Forbiddance. The vampire can't enter a residence without an invitation from an occupant. Running Water. The vampire takes 20 Acid damage if"
      },
      {
        "document": 2065,
        "excerpt": "e end of its next turn. Water Form. The elemental can enter an enemy's space and stop there. It can move through a space as narrow as 1 inch without expending extra"
      }
    ],
    "entered": [
      {
        "document": 1356,
        "excerpt": "an use 5 feet of movement to leave the stone where you entered it, which ends the spell. You otherwise can't move. Minor physical damage to the stone doesn't harm you"
      },
      {
        "document": 1462,
        "excerpt": "ovement left, you appear within 5 feet of the tree you entered. You can use this transportation ability only once on each of your turns. You must end each turn outsid"
      }
    ],
    "entering": [
      {
        "document": 75,
        "excerpt": "riting your Speed in squares on your character sheet. Entering a Square. To enter a square, you must have enough movement left to pay for entering. It costs 1 square o"
      },
      {
        "document": 1304,
        "excerpt": "acteristics of the terrain are unchanged, so creatures entering the area are likely to notice the illusion. If the difference isn't obvious by touch, a creature examini"
      },
      {
        "document": 1439,
        "excerpt": "l save DC to recognize the terrain as hazardous before entering it."
      }
    ],
    "enters": [
      {
        "document": 323,
        "excerpt": "seconds) and deals 5 Fire damage to any creature that enters the area or ends its turn there. A creature can take this damage only once per turn. Fuel. Oil serves a"
      },
      {
        "document": 451,
        "excerpt": "quare area within 10 feet of yourself. A creature that enters this area for the first time on a turn must succeed on a DC 10 Dexterity saving throw or have the Prone"
      },
      {
        "document": 463,
        "excerpt": "square area within 5 feet of yourself. A creature that enters this area for the first time on a turn must succeed on a DC 15 Dexterity saving throw or take 1 Piercing"
      },
      {
        "document": 714,
        "excerpt": "Trigger. Traps are often set to go off when a creature enters an area or touches an object. Examples of triggers include stepping on a pressure plate, crossing a trip"
      },
      {
        "document": 722,
        "excerpt": ", treating it as Difficult Terrain. Whenever the stone enters a creature's space for the first time on a turn or a creature enters the stone's space while the stone i"
      },
      {
        "document": 968,
        "excerpt": "while in your Aura of Protection. If a Frightened ally enters the aura, that condition has no effect on that ally while there."
      },
      {
        "document": 982,
        "excerpt": "on while in your Aura of Protection. If a Charmed ally enters the aura, that condition has no effect on that ally while there."
      },
      {
        "document": 1152,
        "excerpt": "s, an alarm alerts you whenever a creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You"
      },
      {
        "document": 1177,
        "excerpt": "the spell ends. A creature also makes that save if it enters the area or ends it turn there. A creature makes that save only once per turn. A Restrained creature ca"
      },
      {
        "document": 1178,
        "excerpt": "successful one. A creature also makes that save if it enters the wall's space or ends it turn there. A creature makes that save only once per turn."
      },
      {
        "document": 1195,
        "excerpt": "save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn. The Sphere moves 10 f"
      },
      {
        "document": 1204,
        "excerpt": "eature you can see and whenever a creature you can see enters a space within 10 feet of the pack or ends its turn there, you can force that creature to make a Dexter"
      },
      {
        "document": 1205,
        "excerpt": "eature you can see and whenever a creature you can see enters the Cylinder or ends its turn there, you can bathe it in one of the lights. A creature can be affected b"
      },
      {
        "document": 1206,
        "excerpt": "sts for the duration. Whenever a creature you can see enters the spirit's space or starts its turn within 5 feet of the spirit, you can force that creature to make a"
      },
      {
        "document": 1209,
        "excerpt": "oot Emanation for the duration. Whenever the Emanation enters the space of a creature you can see and whenever a creature you can see enters the Emanation or ends it"
      },
      {
        "document": 1214,
        "excerpt": "whirlpool is pulled 10 feet toward it. When a creature enters the whirlpool for the first time on a turn or ends its turn there, it makes a Strength saving throw. On"
      },
      {
        "document": 1227,
        "excerpt": "e can throw the bead up to 40 feet. If the thrown bead enters a creature's space or collides with a solid object, the spell ends, and the bead explodes. When the bea"
      },
      {
        "document": 1246,
        "excerpt": "lane of existence. You or a willing creature you touch enters a trance state to act as a dream messenger. While in the trance, the messenger is Incapacitated and has"
      },
      {
        "document": 1281,
        "excerpt": ", Fiends, and Undead. When a creature of a chosen type enters the spell's area for the first time on a turn or ends its turn there, the creature takes 5d10 Radiant or"
      },
      {
        "document": 1295,
        "excerpt": "ing throw or have the Prone condition. A creature that enters the area or ends its turn there must also succeed on that save or fall Prone."
      },
      {
        "document": 1299,
        "excerpt": ") - Suggestion in one 5-foot square; any creature that enters that square receives the suggestion mentally"
      },
      {
        "document": 1325,
        "excerpt": "save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn. The cloud moves 10 fe"
      },
      {
        "document": 1327,
        "excerpt": "uccessful one. A creature also makes this save when it enters the spell's area for the first time on a turn or ends its turn there. A creature makes this save only on"
      },
      {
        "document": 1345,
        "excerpt": "alls into a catatonic state as your soul leaves it and enters the container you used for the spell's Material component. While your soul inhabits the container, you a"
      },
      {
        "document": 1368,
        "excerpt": "when the spell's area moves into its space and when it enters the spell's area or ends its turn there. A creature makes this save only once per turn. Using a Higher-"
      },
      {
        "document": 1419,
        "excerpt": "remotely with magic. If the target is a creature, it enters a state of suspended animation; it has the Unconscious condition, doesn't age, and doesn't need food, wa"
      },
      {
        "document": 1431,
        "excerpt": "in the Cylinder is Difficult Terrain. When a creature enters the Cylinder for the first time on a turn or starts its turn there, it must succeed on a Dexterity savin"
      },
      {
        "document": 1440,
        "excerpt": "is halved in the Emanation, and whenever the Emanation enters a creature's space and whenever a creature enters the Emanation or ends its turn there, the creature mu"
      },
      {
        "document": 1451,
        "excerpt": "vates is targeted by its effect, as is a creature that enters the Sphere for the first time on a turn or ends its turn there. A creature is targeted only once per tur"
      },
      {
        "document": 1455,
        "excerpt": "pen until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space"
      },
      {
        "document": 1467,
        "excerpt": "aller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 Bludgeoning damage. A creature can ta"
      },
      {
        "document": 1472,
        "excerpt": "ide the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage"
      },
      {
        "document": 1476,
        "excerpt": "et of movement. Furthermore, the first time a creature enters a space in the wall on a turn or ends its turn there, the creature makes a Dexterity saving throw, takin"
      },
      {
        "document": 1480,
        "excerpt": "ace have a depth of 5 feet. The first time a creature enters the webs on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Res"
      },
      {
        "document": 1486,
        "excerpt": "nt within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there makes a Charisma saving throw. On"
      },
      {
        "document": 1673,
        "excerpt": "you die. If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as"
      },
      {
        "document": 1711,
        "excerpt": "(minimum 5 feet). Any creature whose space the sphere enters must succeed on a DC 19 Dexterity saving throw or be touched by it, taking 8d10 Force damage. A creature"
      },
      {
        "document": 1824,
        "excerpt": "aller creatures. Each creature whose space the centaur enters is targeted once by the following effect. Strength Saving Throw: DC 14. Failure: 7 (1d6 + 4) Bludgeoning"
      },
      {
        "document": 1845,
        "excerpt": "he start of each of its turns. Whenever the whirlwind enters a creature's space or a creature enters the whirlwind, that creature is subjected to the following effec"
      },
      {
        "document": 1862,
        "excerpt": "r a creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) Fire damage. Illumination. The elemental she"
      },
      {
        "document": 1869,
        "excerpt": "aving Throw: DC 12, each creature whose space the cube enters for the first time during this move. Failure: 10 (3d6) Acid damage, and the target is engulfed. An engul"
      }
    ],
    "entertain": [
      {
        "document": 739,
        "excerpt": "Influence, entertain, or deceive"
      }
    ],
    "entertainer": [
      {
        "document": 931,
        "excerpt": "Entertainer’s Pack"
      },
      {
        "document": 963,
        "excerpt": "r Armor, 2 Daggers, Musical Instrument of your choice, Entertainer’s Pack, and 19 GP; or (B) 90 GP"
      },
      {
        "document": 1056,
        "excerpt": "Entertainer’s Pack"
      }
    ],
    "entertainer's": [
      {
        "document": 480,
        "excerpt": "Entertainer's Pack (40 GP)"
      }
    ],
    "entertaining": [
      {
        "document": 30,
        "excerpt": "you do something particularly heroic, in character, or entertaining. It's a reward for making the game more fun for everyone playing. Other rules might allow your characte"
      },
      {
        "document": 103,
        "excerpt": "ge, such as forcing open a stuck door, picking a lock, entertaining a crowd, or deciphering a cipher. The GM and the rules often call for an ability check when a creature a"
      }
    ],
    "enthrall": [
      {
        "document": 874,
        "excerpt": "Enthrall"
      },
      {
        "document": 900,
        "excerpt": "Enthrall"
      },
      {
        "document": 1255,
        "excerpt": "Enthrall"
      }
    ],
    "enthralling": [
      {
        "document": 1985,
        "excerpt": "agger attacks. It can replace one attack with a use of Enthralling Panache. Dagger. Melee or Ranged Attack Roll: +5, reach 5 ft. or range 20/60 ft. Hit: 5 (1d4 + 3) Pierc"
      }
    ],
    "entire": [
      {
        "document": 77,
        "excerpt": "ith your regular movement, or they can constitute your entire move. However you're moving with your Speed, you deduct the distance of each part of your move from it"
      },
      {
        "document": 133,
        "excerpt": "s a weapon or a suit of armor), you must also pay that entire cost or craft that item using the rules in “Equipment.” For example, to make +1 Armor (Plate Armor), you"
      },
      {
        "document": 607,
        "excerpt": "than its damage threshold, in which case it takes that entire instance of damage. Any damage that fails to meet or exceed the damage threshold is superficial and does"
      },
      {
        "document": 693,
        "excerpt": "ers its effects. Ingested. A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may de"
      },
      {
        "document": 1277,
        "excerpt": "you maintain your Concentration on this spell for the entire possible duration, the target is Petrified until the condition is ended by Greater Restoration or simila"
      },
      {
        "document": 1354,
        "excerpt": "s ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for a target"
      },
      {
        "document": 1377,
        "excerpt": "our service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of the inverted version"
      },
      {
        "document": 1385,
        "excerpt": "of your choice who remain within range for the spell's entire casting gain the benefits of a Short Rest and also regain 2d8 Hit Points. A creature can't be affected b"
      },
      {
        "document": 1429,
        "excerpt": "east or Humanoid that is within 10 feet of you for the entire casting of the spell. You finish the casting by touching both the creature and a pile of ice or snow tha"
      },
      {
        "document": 1447,
        "excerpt": "s ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for the targe"
      },
      {
        "document": 1623,
        "excerpt": "ever is beyond. Painting a pit creates a real pit, the entire depth of which must lie within the 20-foot Cube. No object created by a pot of pigment can have a value"
      },
      {
        "document": 1869,
        "excerpt": "Ooze Cube. The cube fills its entire space and is transparent. Other creatures can enter that space, but a creature that does so is subjected"
      }
    ],
    "entirely": [
      {
        "document": 1427,
        "excerpt": "point you choose within range. Any creature or object entirely inside the Sphere has Immunity to Thunder damage, and creatures have the Deafened condition while entire"
      },
      {
        "document": 1457,
        "excerpt": "damage only. In addition, unsecured objects that are entirely within the Cube are pushed 10 feet away from you, and a thunderous boom is audible within 300 feet. Usi"
      }
    ],
    "entity": [
      {
        "document": 530,
        "excerpt": "ause a creature to be possessed by another creature or entity. A possessing effect defines how the possession operates. Possession can be prevented by the Protection"
      },
      {
        "document": 671,
        "excerpt": "sma saving throw or be possessed by a bodiless demonic entity. Whenever the possessed creature rolls a 1 on a D20 Test, the demonic entity takes control of the creatu"
      },
      {
        "document": 972,
        "excerpt": "ult ceremony, you have formed a pact with a mysterious entity to gain magical powers. The entity is a voice in the shadows - its identity unclear - but its boon to yo"
      },
      {
        "document": 1168,
        "excerpt": "nstantaneous You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The GM chooses"
      },
      {
        "document": 1210,
        "excerpt": "pirit of a long-dead sage, or some other knowledgeable entity from another plane. Contacting this otherworldly intelligence can break your mind. When you cast this sp"
      },
      {
        "document": 1376,
        "excerpt": "S Duration: Instantaneous You beseech an otherworldly entity for aid. The being must be known to you: a god, a demon prince, or some other being of cosmic power. Tha"
      }
    ],
    "entombed": [
      {
        "document": 1324,
        "excerpt": "llowing effects of your choice: Burial. The target is entombed beneath the earth in a hollow globe of magical force that is just large enough to contain the target. No"
      },
      {
        "document": 1627,
        "excerpt": "card has no effect. Donjon. You disappear and become entombed in a state of suspended animation in an extradi-dimensional sphere. Everything you're wearing and carryi"
      }
    ],
    "entrance": [
      {
        "document": 1349,
        "excerpt": "are expelled into the unoccupied spaces nearest to the entrance."
      }
    ],
    "entries": [
      {
        "document": 155,
        "excerpt": "These entries list a monster's Resistances and Vulnerabilities, if any. See “Playing the Game” for more information."
      },
      {
        "document": 161,
        "excerpt": "Other Details. The monster's Senses, Languages, and CR entries appear here. Additional details appear in some monsters, such as skill proficiencies, Resistances, Immun"
      },
      {
        "document": 412,
        "excerpt": "s the tool's cost and weight, as well as the following entries: Ability. This entry lists the ability to use when making an ability check with the tool. Utilize. Thi"
      },
      {
        "document": 510,
        "excerpt": "Each spell description has a series of entries that provide the details needed to cast the spell. The following sections explain each of those entries,"
      },
      {
        "document": 554,
        "excerpt": ". See also “Alignment.” AC, Initiative, and HP. These entries give the monster's Armor Class, Initiative, and Hit Points, which are detailed in \"Playing the Game.\" In"
      },
      {
        "document": 577,
        "excerpt": "ses the following conventions: Tags in Brackets. Some entries have a tag in brackets after the entry's name, as in \"Attack [Action].\" A tag - Action, Area of Effect,"
      }
    ],
    "entry": [
      {
        "document": 152,
        "excerpt": "The Speed entry specifies a monster's Speed. Some monsters have one or more of the following speeds: Burrow, Climb, Fly,"
      },
      {
        "document": 154,
        "excerpt": "The Skills entry specifies a monster's skill proficiencies, if any. For example, a monster that is very perceptive and st"
      },
      {
        "document": 157,
        "excerpt": "This entry lists the monster's Immunities, if any. If the monster has damage and condition Immunities, the damage t"
      },
      {
        "document": 158,
        "excerpt": "en away or retrieved, the items are listed in the Gear entry. The monster's stat block might include special flourishes that happen when the monster uses an item, an"
      },
      {
        "document": 162,
        "excerpt": "The Senses entry specifies a monster's Passive Perception score, as well as any special senses the monster possesses. Pas"
      },
      {
        "document": 163,
        "excerpt": "This entry lists languages that the monster can use to communicate. Sometimes a monster can understand a language b"
      },
      {
        "document": 170,
        "excerpt": "The entry for a monster's attack identifies whether the attack is a melee or a ranged attack and then provides the"
      },
      {
        "document": 174,
        "excerpt": "the Attack action. Such creatures have the Multiattack entry in the “Actions” section of their stat block. This entry details the attacks a creature can make, as wel"
      },
      {
        "document": 185,
        "excerpt": "The Initiative entry specifies the monster's Initiative modifier followed by the monster's Initiative score in parentheses. U"
      },
      {
        "document": 412,
        "excerpt": "ight, as well as the following entries: Ability. This entry lists the ability to use when making an ability check with the tool. Utilize. This entry lists things y"
      },
      {
        "document": 490,
        "excerpt": "Reaction, or 1 minute or more. A spell's Casting Time entry specifies which of those is required."
      },
      {
        "document": 492,
        "excerpt": "a trigger that is defined in the spell's Casting Time entry. Some spells that have a casting time of a Bonus Action are also cast in response to a trigger defined i"
      },
      {
        "document": 499,
        "excerpt": "casting, as specified in parentheses in the Components entry. These materials aren't consumed by the spell unless the spell's description states otherwise. The spell"
      },
      {
        "document": 500,
        "excerpt": ", minutes, hours, or the like. For example, a Duration entry might say “1 minute,” meaning the spell ends after 1 minute has passed. While a time-span spell that you"
      },
      {
        "document": 501,
        "excerpt": "The effects of a spell are detailed after its duration entry. Those details present exactly what the spell does, which ignores mundane physical laws; any outcomes be"
      },
      {
        "document": 514,
        "excerpt": "Certain spells have the Ritual tag in the Casting Time entry. Such a spell can be cast following the normal rules for spellcasting, or it can be cast as a Ritual. Th"
      },
      {
        "document": 554,
        "excerpt": ", or Gargantuan. See also \"Size.\" Creature Type. This entry notes the family of beings a monster belongs to, along with any descriptive tags. See also “Creature Typ"
      },
      {
        "document": 714,
        "excerpt": "ap resets after activating, that fact is noted in this entry. A trap is otherwise inert after activation. Use caution when introducing a trap to characters of a lev"
      }
    ],
    "entry's": [
      {
        "document": 577,
        "excerpt": "rackets. Some entries have a tag in brackets after the entry's name, as in \"Attack [Action].\" A tag - Action, Area of Effect, Attitude, Condition, or Hazard - indicate"
      }
    ],
    "environment": [
      {
        "document": 26,
        "excerpt": "k together as they travel through a dungeon or another environment. Sometimes different adventurers do different things: one adventurer might search a treasure chest while"
      },
      {
        "document": 50,
        "excerpt": "detail some of the ways adventurers interact with the environment in such places."
      },
      {
        "document": 74,
        "excerpt": "gs. You can interact with one object or feature of the environment for free, during either your move or action. For example, you could open a door during your move as you"
      },
      {
        "document": 646,
        "excerpt": "ial and weightless, yet it seems to be affected by the environment as if the illusion were real unless the effect that created it specifies otherwise. For example, a visua"
      },
      {
        "document": 739,
        "excerpt": "Notice things in the environment or in creatures’ behavior"
      },
      {
        "document": 1246,
        "excerpt": "l's duration. The messenger can also shape the dream's environment, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, e"
      },
      {
        "document": 1628,
        "excerpt": "wearing this necklace, you can breathe normally in any environment, and you have Advantage on saving throws made to avoid or end the Poisoned condition."
      },
      {
        "document": 1697,
        "excerpt": "and food to sustain its visitors, and the demiplane's environment can't harm its occupants. Everything else that can be interacted with there can exist only there. For ex"
      }
    ],
    "environmental": [
      {
        "document": 634,
        "excerpt": "A hazard is an environmental danger. See also \"Burning,\" \"Dehydration,\" \"Falling,\" \"Malnutrition,\" and \"Suffocation.\""
      },
      {
        "document": 671,
        "excerpt": "Environmental Curses"
      },
      {
        "document": 678,
        "excerpt": "Environmental Effects Deep Water"
      }
    ],
    "environments": [
      {
        "document": 472,
        "excerpt": "are resilient garments designed for travel in various environments."
      },
      {
        "document": 684,
        "excerpt": "tions above 20,000 feet unless they are native to such environments."
      }
    ],
    "enzymes": [
      {
        "document": 949,
        "excerpt": "Corrosive liquids, digestive enzymes"
      }
    ],
    "ephemeral": [
      {
        "document": 2074,
        "excerpt": "Ephemeral. The wisp can't wear or carry anything. Illumination. The wisp sheds Bright Light in a 20-foot radius a"
      }
    ],
    "epic": [
      {
        "document": 244,
        "excerpt": "character just beginning an adventuring career to the epic heights of level 20. These tiers don't have any rules associated with them; they point to the fact that"
      },
      {
        "document": 252,
        "excerpt": "every 30,000 XP the character earns above 355,000 XP. Epic Boon feats are especially appropriate for these bonus feats, but a player can choose any feat for which"
      },
      {
        "document": 300,
        "excerpt": "Epic Boon Feats"
      },
      {
        "document": 301,
        "excerpt": "ized by category - Origin, General, Fighting Style, or Epic Boon - and alphabetized in each category."
      },
      {
        "document": 824,
        "excerpt": "Epic Boon"
      },
      {
        "document": 839,
        "excerpt": "Epic Boon"
      },
      {
        "document": 840,
        "excerpt": "Epic Boon"
      },
      {
        "document": 842,
        "excerpt": "Epic Boon"
      },
      {
        "document": 848,
        "excerpt": "Epic Boon"
      },
      {
        "document": 849,
        "excerpt": "Epic Boon"
      },
      {
        "document": 855,
        "excerpt": "Epic Boon"
      },
      {
        "document": 858,
        "excerpt": "Epic Boon"
      },
      {
        "document": 871,
        "excerpt": "Epic Boon"
      },
      {
        "document": 883,
        "excerpt": "Epic Boon"
      },
      {
        "document": 896,
        "excerpt": "Epic Boon"
      },
      {
        "document": 908,
        "excerpt": "Epic Boon"
      },
      {
        "document": 962,
        "excerpt": "Epic Boon"
      },
      {
        "document": 963,
        "excerpt": "Epic Boon"
      },
      {
        "document": 964,
        "excerpt": "Epic Boon"
      },
      {
        "document": 965,
        "excerpt": "Epic Boon"
      },
      {
        "document": 966,
        "excerpt": "Epic Boon"
      },
      {
        "document": 967,
        "excerpt": "Epic Boon"
      },
      {
        "document": 968,
        "excerpt": "Epic Boon"
      },
      {
        "document": 969,
        "excerpt": "Epic Boon"
      },
      {
        "document": 970,
        "excerpt": "Epic Boon"
      },
      {
        "document": 971,
        "excerpt": "Epic Boon"
      },
      {
        "document": 972,
        "excerpt": "Epic Boon"
      },
      {
        "document": 973,
        "excerpt": "Epic Boon"
      },
      {
        "document": 1002,
        "excerpt": "Epic Boon"
      },
      {
        "document": 1003,
        "excerpt": "Epic Boon"
      },
      {
        "document": 1004,
        "excerpt": "Epic Boon"
      },
      {
        "document": 1005,
        "excerpt": "Epic Boon"
      },
      {
        "document": 1006,
        "excerpt": "Epic Boon"
      },
      {
        "document": 1007,
        "excerpt": "Epic Boon"
      },
      {
        "document": 1008,
        "excerpt": "Epic Boon"
      }
    ],
    "epitome": [
      {
        "document": 984,
        "excerpt": "of burglar, treasure hunter, and explorer, you are the epitome of an adventurer. In addition to improving your agility and stealth, you gain abilities useful for delvi"
      }
    ],
    "equal": [
      {
        "document": 77,
        "excerpt": "On your turn, you can move a distance equal to your Speed or less. Or you can decide not to move. Your movement can include climbing, crawling, jum"
      },
      {
        "document": 95,
        "excerpt": "you or dismount. Doing so costs an amount of movement equal to half your Speed (round down). For example, if your Speed is 30 feet, you spend 15 feet of movement to"
      },
      {
        "document": 109,
        "excerpt": "get succeeds on the saving throw. The halved damage is equal to half the damage that would be dealt on a failed save."
      },
      {
        "document": 148,
        "excerpt": "category vary widely in appearance: some are of nearly equal diameter throughout and smooth, others are gnarled and twisted, some are made of wood, and others are co"
      },
      {
        "document": 185,
        "excerpt": "itiative. A monster's Initiative modifier is typically equal to its Dexterity modifier, but some monsters have additional modifiers, such as Proficiency Bonus, appli"
      },
      {
        "document": 399,
        "excerpt": "isses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weap"
      },
      {
        "document": 406,
        "excerpt": "peed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score. Stealth. If the table shows “Disadvantage” in the Stealth column fo"
      },
      {
        "document": 543,
        "excerpt": "our Constitution modifier to it. You regain Hit Points equal to the total (minimum of 1 Hit Point). You can decide to spend an additional Hit Point Die after each ro"
      },
      {
        "document": 548,
        "excerpt": "ny special speed you have increases or decreases by an equal amount for the same duration. For example, if your Speed is reduced to 0 and you have a Climb Speed, you"
      },
      {
        "document": 557,
        "excerpt": "A creature can hold its breath for a number of minutes equal to 1 plus its Constitution modifier (minimum of 30 seconds) before suffocation begins. When a creature r"
      },
      {
        "document": 568,
        "excerpt": "y Bonus. On a hit, the target takes Bludgeoning damage equal to 1 plus your Strength modifier. Grapple. The target must succeed on a Strength or Dexterity saving th"
      },
      {
        "document": 594,
        "excerpt": "ooses. A Cone's width at any point along its length is equal to that point's distance from the point of origin. For example, a Cone is 15 feet wide at a point along"
      },
      {
        "document": 607,
        "excerpt": "kes an amount of damage from a single attack or effect equal to or greater than its damage threshold, in which case it takes that entire instance of damage. Any dama"
      },
      {
        "document": 641,
        "excerpt": "ke a High Jump, you leap into the air a number of feet equal to 3 plus your Strength modifier (minimum of 0 feet) if you move at least 10 feet on foot immediately be"
      },
      {
        "document": 651,
        "excerpt": "ster. The GM chooses the check, which has a default DC equal to 15 or the monster's Intelligence score, whichever is higher. On a successful check, the monster does"
      },
      {
        "document": 682,
        "excerpt": "an be immersed in frigid water for a number of minutes equal to its Constitution score before suffering any ill effects. Each additional minute spent in frigid water"
      },
      {
        "document": 745,
        "excerpt": "For the rest of the turn, give yourself extra movement equal to your Speed."
      },
      {
        "document": 962,
        "excerpt": "ou succeed, your Hit Points instead change to a number equal to twice your Barbarian level. Each time you use this feature after the first, the DC increases by 5. W"
      },
      {
        "document": 963,
        "excerpt": "can confer a Bardic Inspiration die a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Res"
      },
      {
        "document": 964,
        "excerpt": "odifier. You either restore Hit Points to the creature equal to that total or force the creature to make a Constitution saving throw. On a failed save, the creature"
      },
      {
        "document": 965,
        "excerpt": "s” below). You stay in that form for a number of hours equal to half your Druid level or until you use Wild Shape again, have the Incapacitated condition, or die. Yo"
      },
      {
        "document": 966,
        "excerpt": "As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level. You can use this feature twice. You regain one expended use when you f"
      },
      {
        "document": 967,
        "excerpt": "ur Martial Arts die, and regain a number of Hit Points equal to your Monk level plus the number rolled. Once you use this feature, you can't use it again until you"
      },
      {
        "document": 968,
        "excerpt": "hat pool, you can restore a total number of Hit Points equal to five times your Paladin level. As a Bonus Action, you can touch a creature (which could be yourself)"
      },
      {
        "document": 969,
        "excerpt": "vy armor. You also have a Climb Speed and a Swim Speed equal to your Speed."
      },
      {
        "document": 971,
        "excerpt": "expend a spell slot to gain a number of Sorcery Points equal to the slot's level (no action required). Creating Spell Slots. As a Bonus Action, you can transform un"
      },
      {
        "document": 972,
        "excerpt": "ended Pact Magic spell slots but no more than a number equal to half your maximum (round up). Once you use this feature, you can't do so again until you finish a Lon"
      },
      {
        "document": 973,
        "excerpt": "to recover. The spell slots can have a combined level equal to no more than half your Wizard level (round up), and none of the slots can be level 6 or higher. For e"
      },
      {
        "document": 974,
        "excerpt": "the start of each of your turns, you regain Hit Points equal to 5 plus your Constitution modifier if you are Bloodied and have at least 1 Hit Point."
      },
      {
        "document": 975,
        "excerpt": "ver. The spell slots can have a combined level that is equal to or less than half your Druid level (round up), and none of them can be level 6+. For example, if you'"
      },
      {
        "document": 978,
        "excerpt": "ures that you can see, you can choose a number of them equal to 1 plus the spell's level. The chosen creatures automatically succeed on their saving throws against t"
      },
      {
        "document": 979,
        "excerpt": "n enemy to 0 Hit Points, you gain Temporary Hit Points equal to your Charisma modifier plus your Warlock level (minimum of 1 Temporary Hit Point). You also gain this"
      },
      {
        "document": 981,
        "excerpt": "the turn you cast the spell. The additional Hit Points equal 2 plus the spell slot's level."
      },
      {
        "document": 982,
        "excerpt": "s turn in the aura, that creature takes Radiant damage equal to your Charisma modifier plus your Proficiency Bonus. Sunlight. The aura is filled with Bright Light t"
      },
      {
        "document": 983,
        "excerpt": "k. To determine the extra damage, roll a number of d6s equal to your Rage Damage bonus, and add them together. The damage has the same type as the weapon or Unarmed"
      },
      {
        "document": 984,
        "excerpt": "g you these benefits. Climber. You gain a Climb Speed equal to your Speed. Jumper. You can determine your jump distance using your Dexterity rather than your Stren"
      },
      {
        "document": 985,
        "excerpt": "ur Martial Arts die. You regain a number of Hit Points equal to the number rolled plus your Wisdom modifier (minimum of 1 Hit Point regained). You can use this feat"
      },
      {
        "document": 986,
        "excerpt": "10). You can use this Breath Weapon a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest."
      },
      {
        "document": 987,
        "excerpt": "rked. You can use this Bonus Action a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest."
      },
      {
        "document": 989,
        "excerpt": "You can cast it without a spell slot a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. You can also us"
      },
      {
        "document": 990,
        "excerpt": "stry; you can use the chosen benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest: Cloud's Jaunt"
      },
      {
        "document": 993,
        "excerpt": "n you do so, you gain a number of Temporary Hit Points equal to your Proficiency Bonus. You can use this trait a number of times equal to your Proficiency Bonus, an"
      },
      {
        "document": 1005,
        "excerpt": "n attack roll, you can deal extra damage to the target equal to the ability score increased by this feat. The extra damage's type is the same as the attack's type."
      },
      {
        "document": 1153,
        "excerpt": "gers. You can breathe underwater and gain a Swim Speed equal to your Speed. Change Appearance. You alter your appearance. You decide what you look like, including y"
      },
      {
        "document": 1156,
        "excerpt": "rm. The target gains a number of Temporary Hit Points equal to the Hit Points of the first form into which it shape-shifts. These Temporary Hit Points vanish if an"
      },
      {
        "document": 1158,
        "excerpt": "nd aren't Gargantuan. The maximum number of objects is equal to your spellcasting ability modifier; for this number, a Medium or smaller target counts as one object"
      },
      {
        "document": 1163,
        "excerpt": ". The hand is an object that has AC 20 and Hit Points equal to your Hit Point maximum. If it drops to 0 Hit Points, the spell ends. The hand doesn't occupy its spac"
      },
      {
        "document": 1165,
        "excerpt": "of the sword. On a hit, the target takes Force damage equal to 4d12 plus your spellcasting ability modifier. On your later turns, you can take a Bonus Action to mo"
      },
      {
        "document": 1191,
        "excerpt": "el above 1. The orb can leap a maximum number of times equal to the level of the slot expended, and a creature can be targeted only once by each casting of this spel"
      },
      {
        "document": 1205,
        "excerpt": "s on it: Healing Light. The target regains Hit Points equal to 4d12 plus your spellcasting ability modifier. Searing Light. The target makes a Dexterity saving thr"
      },
      {
        "document": 1207,
        "excerpt": "feet of it. On a hit, the target takes Psychic damage equal to 3d12 plus your spellcasting ability modifier, and the target has the Frightened condition until the s"
      },
      {
        "document": 1221,
        "excerpt": "s A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases"
      },
      {
        "document": 1227,
        "excerpt": "a Dexterity saving throw. A creature takes Fire damage equal to the total accumulated damage on a failed save or half as much damage on a successful one. The spell'"
      },
      {
        "document": 1236,
        "excerpt": "ally end a spell on the target if the spell's level is equal to or less than the level of the spell slot you use."
      },
      {
        "document": 1248,
        "excerpt": "creature within a distance from a collapsing structure equal to half the structure's height makes a Dexterity saving throw. On a failed save, the creature takes 12d6"
      },
      {
        "document": 1256,
        "excerpt": "to the nearest unoccupied space and take Force damage equal to twice the number of feet you are moved. This spell ends instantly if you cast it while you are on th"
      },
      {
        "document": 1266,
        "excerpt": "spell level (the steed has a number of Hit Dice [d10s] equal to the spell's level) Speed 60 ft., Fly 60 ft. (requires level 4+ spell) | STR | DEX | CON | INT | WIS"
      },
      {
        "document": 1274,
        "excerpt": "he fiery blade. On a hit, the target takes Fire damage equal to 3d6 plus your spellcasting ability modifier. The flaming blade sheds Bright Light in a 10-foot radiu"
      },
      {
        "document": 1284,
        "excerpt": "estrained conditions. The target also has a Swim Speed equal to its Speed. In addition, the target can spend 5 feet of movement to automatically escape from nonmagi"
      },
      {
        "document": 1290,
        "excerpt": "ons Multiattack. The insect makes a number of attacks equal to half this spell's level (round down). Poison Jab. Melee Attack Roll: Bonus equals your spell attack"
      },
      {
        "document": 1305,
        "excerpt": "age, and its Hit Point maximum is reduced by an amount equal to the Necrotic damage it took. On a successful save, it takes half as much damage only. This spell can'"
      },
      {
        "document": 1308,
        "excerpt": "hoice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases"
      },
      {
        "document": 1312,
        "excerpt": "he Frightened condition and gains Temporary Hit Points equal to your spellcasting ability modifier at the start of each of its turns. Using a Higher-Level Spell Slo"
      },
      {
        "document": 1351,
        "excerpt": "centered on that point. Each target regains Hit Points equal to 5d8 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases"
      },
      {
        "document": 1353,
        "excerpt": "choice that you can see within range regain Hit Points equal to 2d4 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases"
      },
      {
        "document": 1381,
        "excerpt": "an be any Beast you choose that has a Challenge Rating equal to or less than the target's (or the target's level if it doesn't have a Challenge Rating). The target's"
      },
      {
        "document": 1388,
        "excerpt": "itional Effects: A Passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer."
      },
      {
        "document": 1420,
        "excerpt": "t the spell, you gain a number of Temporary Hit Points equal to the Hit Points of the first form into which you shape-shift. These Temporary Hit Points vanish if any"
      },
      {
        "document": 1438,
        "excerpt": "ng its hands free. The target also gains a Climb Speed equal to its Speed. Using a Higher-Level Spell Slot. You can target one additional creature for each spell sl"
      },
      {
        "document": 1441,
        "excerpt": "of the force. On a hit, the target takes Force damage equal to 1d8 plus your spellcasting ability modifier. As a Bonus Action on your later turns, you can move the"
      },
      {
        "document": 1448,
        "excerpt": "Multiattack. The spirit makes a number of Rend attacks equal to half the spell's level (round down), and it uses Breath Weapon. Rend. Melee Attack Roll: Bonus equal"
      },
      {
        "document": 1463,
        "excerpt": "can be any kind you choose that has a Challenge Rating equal to or less than the target's Challenge Rating or level. The target's game statistics are replaced by the"
      },
      {
        "document": 1469,
        "excerpt": "t takes 3d6 Necrotic damage, and you regain Hit Points equal to half the amount of Necrotic damage dealt. Until the spell ends, you can make the attack again on eac"
      },
      {
        "document": 1490,
        "excerpt": "eed Reduced. Your Speed is reduced by a number of feet equal to 5 times your Exhaustion level. Removing Exhaustion Levels. Finishing a Long Rest removes 1 of your E"
      },
      {
        "document": 1498,
        "excerpt": "options are to crawl or to spend an amount of movement equal to half your Speed (round down) to right yourself and thereby end the condition. If your Speed is 0, you"
      },
      {
        "document": 1522,
        "excerpt": "no effect on you if your Strength without the belt is equal to or greater than the belt's score."
      },
      {
        "document": 1541,
        "excerpt": "o Poison damage. Spider Climb. You have a Climb Speed equal to your Speed and can move up, down, and across vertical surfaces and along ceilings, while leaving your"
      },
      {
        "document": 1590,
        "excerpt": "these gloves, you have a Climb Speed and a Swim Speed equal to your Speed, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim."
      },
      {
        "document": 1598,
        "excerpt": "ng throw or be struck by a beam, taking Radiant damage equal to the number of gems in the helm."
      },
      {
        "document": 1610,
        "excerpt": "bands. Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your Proficiency Bonus. On a hit, the target has the Restrained conditio"
      },
      {
        "document": 1647,
        "excerpt": "on When you drink this potion, you gain a Climb Speed equal to your Speed for 1 hour. During this time, you have Advantage on Strength (Athletics) checks to climb."
      },
      {
        "document": 1649,
        "excerpt": "Rare When you drink this potion, you gain a Fly Speed equal to your Speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless"
      },
      {
        "document": 1651,
        "excerpt": "). The potion has no effect on you if your Strength is equal to or greater than that score. This potion's transparent liquid has floating in it a sliver of light re"
      },
      {
        "document": 1667,
        "excerpt": "sistance to Lightning damage, and you have a Fly Speed equal to your Speed and can hover. Earth. You know Terran, and you have Resistance to Acid damage. Terrain co"
      },
      {
        "document": 1692,
        "excerpt": "ed or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of level 5. You use the stored levels in place of"
      },
      {
        "document": 1694,
        "excerpt": "Necrotic damage, and you regain a number of Hit Points equal to half that Necrotic damage. Once used, this property can't be used again until the next dawn. Paralyz"
      },
      {
        "document": 1706,
        "excerpt": "On a hit, the Shield deals Force damage to the target equal to 2d6 + 2 plus your Strength modifier, and if the target is a creature, you can push it up to 10 feet d"
      },
      {
        "document": 1707,
        "excerpt": "while leaving your hands free. You have a Climb Speed equal to your Speed. However, the slippers don't allow you to move this way on a slippery surface, such as one"
      },
      {
        "document": 1709,
        "excerpt": "st succeed on an Intelligence (Arcana) check with a DC equal to 10 plus the spell's level. On a successful check, the spell is copied. Whether the check succeeds or"
      },
      {
        "document": 1711,
        "excerpt": "n one direction of your choice, up to a number of feet equal to 5 times your Intelligence modifier (minimum 5 feet). Any creature whose space the sphere enters must"
      },
      {
        "document": 1716,
        "excerpt": "If you fail to avoid the effect, you take Force damage equal to 16 times the number of charges in the staff. Each other creature in the area makes a DC 17 Dexterity"
      },
      {
        "document": 1719,
        "excerpt": ", canceling its effect and gaining a number of charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of charges above 50,"
      },
      {
        "document": 1727,
        "excerpt": "struct or an Undead, and you gain Temporary Hit Points equal to the amount of Necrotic damage taken."
      },
      {
        "document": 1731,
        "excerpt": "on to move it 10 feet plus a number of additional feet equal to 10 times your Intelligence modifier. This movement doesn't have to be in a straight line."
      },
      {
        "document": 1733,
        "excerpt": "n, your Strength is 20 unless your Strength is already equal to or greater than that score. The weapon deals an extra 1d8 Thunder damage to any creature it hits and"
      },
      {
        "document": 1792,
        "excerpt": "k. The avatar makes a number of Reaping Scythe attacks equal to half the summoner's Proficiency Bonus (rounded up). Reaping Scythe. Melee Attack Roll: Automatic hit"
      },
      {
        "document": 1828,
        "excerpt": "s no damage and instead regains a number of Hit Points equal to the Acid damage dealt. Berserk. Whenever the golem starts its turn Bloodied, roll 1d6. On a 6, the g"
      },
      {
        "document": 1864,
        "excerpt": "to Lightning damage, it regains a number of Hit Points equal to the Lightning damage dealt. Magic Resistance. The golem has Advantage on saving throws against spell"
      },
      {
        "document": 1941,
        "excerpt": "cted to Fire damage, it regains a number of Hit Points equal to the Fire damage dealt. Immutable Form. The golem can't shape-shift. Magic Resistance. The golem has"
      },
      {
        "document": 1969,
        "excerpt": "the target's Hit Point maximum decreases by an amount equal to that damage. If the spell kills the target, its soul is trapped in the hag's soul bag, and the target"
      },
      {
        "document": 2017,
        "excerpt": "to Lightning damage, it regains a number of Hit Points equal to the Lightning damage dealt."
      },
      {
        "document": 2023,
        "excerpt": "creature, its Hit Point maximum decreases by an amount equal to the damage taken."
      },
      {
        "document": 2036,
        "excerpt": "The target's Hit Point maximum decreases by an amount equal to the damage taken."
      },
      {
        "document": 2055,
        "excerpt": "The target's Hit Point maximum decreases by an amount equal to the Necrotic damage taken, and the vampire regains Hit Points equal to that amount."
      },
      {
        "document": 2056,
        "excerpt": "The target's Hit Point maximum decreases by an amount equal to the Necrotic damage taken, and the vampire regains Hit Points equal to that amount. A Humanoid reduce"
      },
      {
        "document": 2073,
        "excerpt": "the target's Hit Point maximum decreases by an amount equal to the damage taken. A Humanoid slain by this attack rises 24 hours later as a Zombie under the wight's"
      },
      {
        "document": 2078,
        "excerpt": "creature, its Hit Point maximum decreases by an amount equal to the damage taken. Create Specter. The wraith targets a Humanoid corpse within 10 feet of itself that"
      }
    ],
    "equally": [
      {
        "document": 505,
        "excerpt": "ap. The most recent effect applies if the castings are equally potent and their durations overlap. For example, if two Clerics cast Bless on the same target, that targ"
      },
      {
        "document": 783,
        "excerpt": "ng damage, and the total damage of the gems is divided equally among all creatures in the Line."
      },
      {
        "document": 793,
        "excerpt": "its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature takes 10d6 Force damage from an internal explosion."
      }
    ],
    "equals": [
      {
        "document": 7,
        "excerpt": "nd damage remains, the character dies if the remainder equals or exceeds their Hit Point maximum. For example, if your character has a Hit Point maximum of 12, curren"
      },
      {
        "document": 10,
        "excerpt": "al Hit, you suffer two failures instead. If the damage equals or exceeds your Hit Point maximum, you die."
      },
      {
        "document": 23,
        "excerpt": "attack hits a target. An attack roll hits if the roll equals or exceeds the target's Armor Class. Attack rolls usually occur in battle, described in “Combat” later i"
      },
      {
        "document": 92,
        "excerpt": "rget Number. If the total of the d20 and its modifiers equals or exceeds the target number, the D20 Test succeeds. Otherwise, it fails. The Game Master determines tar"
      },
      {
        "document": 242,
        "excerpt": "onus for a character of that level. When your XP total equals or exceeds a number in the Experience Points column, you reach the corresponding level. Character Advan"
      },
      {
        "document": 527,
        "excerpt": "m (Perception) check. A creature's Passive Perception equals 10 plus the creature's Wisdom (Perception) check bonus. If the creature has Advantage on such checks, in"
      },
      {
        "document": 568,
        "excerpt": "attack roll against the target. Your bonus to the roll equals your Strength modifier plus your Proficiency Bonus. On a hit, the target takes Bludgeoning damage equal"
      },
      {
        "document": 592,
        "excerpt": "itution saving throw to maintain Concentration. The DC equals 10 or half the damage taken (round down), whichever number is higher, up to a maximum DC of 30. Incapac"
      },
      {
        "document": 612,
        "excerpt": "gain extra movement for the current turn. The increase equals your Speed after applying any modifiers. With a Speed of 30 feet, for example, you can move up to 60 fee"
      },
      {
        "document": 652,
        "excerpt": "s instead of rolling Initiative. Your Initiative score equals 10 plus your Dexterity modifier. If you have Advantage on Initiative rolls, increase your Initiative sco"
      },
      {
        "document": 727,
        "excerpt": "y challenge for a party of four characters whose level equals the monster's Challenge Rating. Moderate Difficulty. Absent healing and other resources, an encounter o"
      },
      {
        "document": 962,
        "excerpt": "le you aren't wearing any armor, your base Armor Class equals 10 plus your Dexterity and Constitution modifiers. You can use a Shield and still gain this benefit."
      },
      {
        "document": 964,
        "excerpt": "ur Intelligence (Arcana or Religion) checks. The bonus equals your Wisdom modifier (minimum of +1)."
      },
      {
        "document": 965,
        "excerpt": "your Intelligence (Arcana or Nature) checks. The bonus equals your Wisdom modifier (minimum bonus of +1). Warden. Trained for battle, you gain proficiency with Marti"
      },
      {
        "document": 967,
        "excerpt": "ring armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers."
      },
      {
        "document": 968,
        "excerpt": "hannel Divinity effect requires a saving throw, the DC equals the spell save DC from this class's Spellcasting feature. Divine Sense. As a Bonus Action, you can open"
      },
      {
        "document": 970,
        "excerpt": "Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus. Poison (Cost: 1d6). You add a toxin to your strik"
      },
      {
        "document": 977,
        "excerpt": "While you aren't wearing armor, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers."
      },
      {
        "document": 1158,
        "excerpt": "s Understands the languages you know CR None (XP 0; PB equals your Proficiency Bonus) Actions Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reac"
      },
      {
        "document": 1266,
        "excerpt": "lepathy 1 mile (works only with you) CR None (XP 0; PB equals your Proficiency Bonus) Traits Life Bond. When you regain Hit Points from a level 1+ spell, the steed"
      },
      {
        "document": 1290,
        "excerpt": "s Understands the languages you know CR None (XP 0; PB equals your Proficiency Bonus) Traits Spider Climb. The insect can climb difficult surfaces, including along"
      },
      {
        "document": 1433,
        "excerpt": "number of these d8s you can add to the spell's damage equals your spellcasting ability modifier. Cantrip Upgrade. The damage increases by 1d8 when you reach levels"
      },
      {
        "document": 1448,
        "excerpt": ", understands the languages you know CR None (XP 0; PB equals your Proficiency Bonus) Traits Shared Resistances. When you summon the spirit, choose one of its Resis"
      },
      {
        "document": 1709,
        "excerpt": "bility to determine whether you cast the spell. The DC equals 10 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect."
      },
      {
        "document": 1792,
        "excerpt": "None (XP 0; PB equals its summoner's)"
      }
    ],
    "equates": [
      {
        "document": 666,
        "excerpt": "tency of other curses. A curse that lasts for 1 minute equates to a level 3 spell, while one that lasts until dispelled equates to a level 9 spell."
      }
    ],
    "equip": [
      {
        "document": 160,
        "excerpt": "You may equip monsters with additional gear however you like, using the items in “Equipment” for inspiration. You deci"
      },
      {
        "document": 244,
        "excerpt": "ch new level, characters acquire new capabilities that equip them to handle greater challenges. As characters advance in level, the tone of the game also changes, an"
      },
      {
        "document": 555,
        "excerpt": "ke. Equipping and Unequipping Weapons. You can either equip or unequip one weapon when you make an attack as part of this action. You do so either before or after t"
      }
    ],
    "equipment": [
      {
        "document": 24,
        "excerpt": "those listed. For example, the Finesse property (see “Equipment”) lets you use Strength or Dexterity with a weapon that has that property."
      },
      {
        "document": 41,
        "excerpt": "Equipment Proficiencies"
      },
      {
        "document": 51,
        "excerpt": "Adventuring Equipment"
      },
      {
        "document": 67,
        "excerpt": "efore they can move at that increased pace again (see “Equipment” for a selection of mounts for sale). “Gameplay Toolbox” has rules that affect which pace you can choose"
      },
      {
        "document": 68,
        "excerpt": "s might be able to travel for up to 24 hours per day. \"Equipment\" includes vehicles for sale."
      },
      {
        "document": 105,
        "excerpt": "sn't use a roll, such as the damage of a Blowgun. See “Equipment” for weapons' damage dice and “Spells” for spells' damage dice."
      },
      {
        "document": 115,
        "excerpt": "eapon is typically a magical version of a weapon from “Equipment.” Some magic weapons specify the type of weapon they are in their descriptions, such as a Longsword or L"
      },
      {
        "document": 117,
        "excerpt": "tifying, attuning to, and using magic items appear in “Equipment.” Additional rules are presented below. Attunement Prerequisites. If a magic item has a class prerequis"
      },
      {
        "document": 119,
        "excerpt": "item incorporates an item that has a purchase cost in “Equipment” (such as a weapon or a suit of armor), add that item’s cost to the magic item’s value. For example, +1"
      },
      {
        "document": 129,
        "excerpt": "“Equipment” contains rules on brewing Potions of Healing and scribing Spell Scrolls. To create other magic items, f"
      },
      {
        "document": 131,
        "excerpt": "iency with it. For more information on the tools, see “Equipment.” Magic Item Tools ---"
      },
      {
        "document": 133,
        "excerpt": "hat entire cost or craft that item using the rules in “Equipment.” For example, to make +1 Armor (Plate Armor), you must pay 3,500 GP or pay 2,000 GP and craft the armor"
      },
      {
        "document": 136,
        "excerpt": "category is typically a magical version of armor from “Equipment.” Unless an armor’s description notes otherwise, the armor must be worn for its magic to function. Some"
      },
      {
        "document": 158,
        "excerpt": "Monsters have proficiency with their equipment. If a monster has equipment that can be given away or retrieved, the items are listed in the Gear entry."
      },
      {
        "document": 160,
        "excerpt": "additional gear however you like, using the items in “Equipment” for inspiration. You decide how much of a monster’s equipment is recoverable after the creature is slai"
      },
      {
        "document": 241,
        "excerpt": "s is 10 plus your Dexterity modifier. If your starting equipment includes armor or a Shield (or both), calculate your AC using the rules in \"Equipment.\" A class feature"
      },
      {
        "document": 251,
        "excerpt": "rules for advancing beyond level 1 provided Starting Equipment at Higher Levels"
      },
      {
        "document": 253,
        "excerpt": "Starting Equipment"
      },
      {
        "document": 269,
        "excerpt": "ses from it. The categories of armor are described in “Equipment.”"
      },
      {
        "document": 272,
        "excerpt": "Choose Starting Equipment"
      },
      {
        "document": 295,
        "excerpt": "m the Artisan's Tools category. Tools are detailed in \"Equipment.\" ---"
      },
      {
        "document": 296,
        "excerpt": "Equipment"
      },
      {
        "document": 305,
        "excerpt": "Equipment"
      },
      {
        "document": 356,
        "excerpt": "for a mount. Any type of armor on the Armor table in “Equipment” can be purchased as barding. The cost is four times the normal cost, and it weighs twice as much."
      },
      {
        "document": 357,
        "excerpt": "addle comes with a bit, a bridle, reins, and any other equipment needed to use the saddle. A Military Saddle gives Advantage on any ability check you make to remain moun"
      },
      {
        "document": 360,
        "excerpt": "a crew of skilled hirelings (see “Hirelings” later in “Equipment”) to function. The minimum number of skilled hirelings needed to crew a ship depends on the type of ship"
      },
      {
        "document": 365,
        "excerpt": "f living in a fantasy world. They cover lodging, food, equipment maintenance, and other necessities. At the start of each week or month (GM's choice), choose a lifestyl"
      },
      {
        "document": 388,
        "excerpt": "The “Tools” section of “Equipment” lists which tools are required to make certain items. The GM assigns required tools for items not liste"
      },
      {
        "document": 412,
        "excerpt": "ns of Healing,\" and \"Scribing Spell Scrolls\" later in \"Equipment.\" Variants. This entry appears if the tool has variants, which are listed. Each requires a separate pro"
      },
      {
        "document": 420,
        "excerpt": "SELLING EQUIPMENT"
      },
      {
        "document": 499,
        "excerpt": "or them, a spellcaster can use a Component Pouch (see \"Equipment\") instead of providing the materials specified in the spell, or the spellcaster can substitute a Spellc"
      },
      {
        "document": 544,
        "excerpt": "don't gain its AC bonus. See also \"Disadvantage\" and \"Equipment\" (\"Armor\")."
      },
      {
        "document": 554,
        "excerpt": "ny. See also \"Immunity.\" Gear. If the monster has any equipment that can be given away or retrieved, it's listed in this entry. Senses. This entry lists the monster's"
      },
      {
        "document": 563,
        "excerpt": "vokes Opportunity Attacks. When you teleport, all the equipment you're wearing and carrying teleports with you. If you're touching another creature when you teleport, t"
      },
      {
        "document": 572,
        "excerpt": "is in the Simple or Martial weapon category. See also “Equipment” (“Weapons”)."
      },
      {
        "document": 575,
        "excerpt": "th no more than three magic items at a time. See also “Equipment” (“Magic Items”)."
      },
      {
        "document": 662,
        "excerpt": "5: Choose Equipment"
      },
      {
        "document": 724,
        "excerpt": "se the vehicle's speed in miles per hour (as shown in “Equipment”) to determine their rate of travel, and they don't choose a travel pace."
      },
      {
        "document": 738,
        "excerpt": "long hours of activity. Travel Terrain *Appropriate equipment (such as skis) is necessary to keep up a Fast pace in Arctic terrain. † Characters' rate of travel while"
      },
      {
        "document": 816,
        "excerpt": "Starting Equipment at Higher Levels"
      },
      {
        "document": 962,
        "excerpt": "Starting Equipment"
      },
      {
        "document": 963,
        "excerpt": "Choose 3 Musical Instruments (see “Equipment”)"
      },
      {
        "document": 964,
        "excerpt": "Starting Equipment"
      },
      {
        "document": 965,
        "excerpt": "Starting Equipment"
      },
      {
        "document": 966,
        "excerpt": "Starting Equipment"
      },
      {
        "document": 967,
        "excerpt": "ne type of Artisan’s Tools or Musical Instrument (see “Equipment”)"
      },
      {
        "document": 968,
        "excerpt": "Starting Equipment"
      },
      {
        "document": 969,
        "excerpt": "Starting Equipment"
      },
      {
        "document": 970,
        "excerpt": "Starting Equipment"
      },
      {
        "document": 971,
        "excerpt": "Starting Equipment"
      },
      {
        "document": 972,
        "excerpt": "Starting Equipment"
      },
      {
        "document": 973,
        "excerpt": "Starting Equipment"
      },
      {
        "document": 995,
        "excerpt": "d Religion Tool Proficiency: Calligrapher's Supplies Equipment: Choose A or B: (A) Calligrapher's Supplies, Book (prayers), Holy Symbol, Parchment (10 sheets), Robe, 8"
      },
      {
        "document": 996,
        "excerpt": "of Hand and Stealth Tool Proficiency: Thieves' Tools Equipment: Choose A or B: (A) 2 Daggers, Thieves' Tools, Crowbar, 2 Pouches, Traveler's Clothes, 16 GP; or (B) 50"
      },
      {
        "document": 997,
        "excerpt": "nd History Tool Proficiency: Calligrapher's Supplies Equipment: Choose A or B: (A) Quarterstaff, Calligrapher's Supplies, Book (history), Parchment (8 sheets), Robe, 8"
      },
      {
        "document": 998,
        "excerpt": "Choose one kind of Gaming Set (see \"Equipment\")"
      },
      {
        "document": 1156,
        "excerpt": "form's anatomy, and it can't cast spells. The target's equipment melds into the new form, and the target can't use any of that equipment while in that form. The target"
      },
      {
        "document": 1194,
        "excerpt": "y, memories, and abilities, but none of the original's equipment. The creature's original remains, if any, become inert and can't be revived, since the creature's soul i"
      },
      {
        "document": 1304,
        "excerpt": "like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed. The tactile characteristics of the terrain are unchanged"
      },
      {
        "document": 1356,
        "excerpt": "to fully contain your body, merging yourself and your equipment with the stone for the duration. You must touch the stone to do so. Nothing of your presence remains vis"
      },
      {
        "document": 1375,
        "excerpt": "is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed."
      },
      {
        "document": 1381,
        "excerpt": "eature can't use or otherwise benefit from any of that equipment."
      },
      {
        "document": 1417,
        "excerpt": "l can change the appearance of the targets' bodies and equipment. You can make each creature seem 1 foot shorter or taller and appear heavier or lighter. A target's new"
      },
      {
        "document": 1420,
        "excerpt": "too. Upon shape-shifting, you determine whether your equipment drops to the ground or changes in size and shape to fit the new form while you're in it."
      },
      {
        "document": 1463,
        "excerpt": "eature can't use or otherwise benefit from any of that equipment. Object into Creature. You can turn an object into any kind of creature, as long as the creature's size"
      },
      {
        "document": 1494,
        "excerpt": "n unless the effect's creator can somehow see you. Any equipment you are wearing or carrying is also concealed. Attacks Affected. Attack rolls against you have Disadvan"
      },
      {
        "document": 1582,
        "excerpt": "t. Statistics for the Rowboat and Keelboat appear in “Equipment.” If either vessel is reduced to 0 Hit Points, the Folding Boat is destroyed."
      },
      {
        "document": 1608,
        "excerpt": "nd Slashing damage except that which is dealt by siege equipment; and Resistance to all other damage. Shrinking the tower back down to statuette form doesn't repair dama"
      },
      {
        "document": 1633,
        "excerpt": "n cover one Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applyin"
      },
      {
        "document": 1635,
        "excerpt": "n cover one Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applyin"
      },
      {
        "document": 1846,
        "excerpt": "s, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 1902,
        "excerpt": "s body is then absorbed into the mouther, leaving only equipment behind. Blinding Spittle (Recharge 5–6). Dexterity Saving Throw: DC 10, each creature in a 10-foot-radi"
      },
      {
        "document": 1938,
        "excerpt": "s are the same in each form, except for its Speed. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 1939,
        "excerpt": "ccubus, using that stat block instead of this one. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 1962,
        "excerpt": "e statistics, or it returns to its true blob form. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 1969,
        "excerpt": "ze, its game statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 1976,
        "excerpt": "ze, its game statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. Spellcasting. The oni casts one of the following spells, r"
      },
      {
        "document": 1996,
        "excerpt": "s are the same in each form, except for its Speed. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 2036,
        "excerpt": "its Fly Speed is available only in its true form. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 2067,
        "excerpt": "s, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 2068,
        "excerpt": "s, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 2069,
        "excerpt": "s, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 2070,
        "excerpt": "s, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 2071,
        "excerpt": "s, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed."
      }
    ],
    "equipped": [
      {
        "document": 1375,
        "excerpt": "range. You decide the creature's appearance, and it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if"
      }
    ],
    "equipping": [
      {
        "document": 160,
        "excerpt": "Equipping a Monster with Other Items"
      },
      {
        "document": 555,
        "excerpt": "e one attack roll with a weapon or an Unarmed Strike. Equipping and Unequipping Weapons. You can either equip or unequip one weapon when you make an attack as part of t"
      }
    ],
    "equivalent": [
      {
        "document": 1503,
        "excerpt": "en or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity."
      }
    ],
    "equivalents": [
      {
        "document": 648,
        "excerpt": "range of 20 feet and a long range of 60 feet. Weapon Equivalents. If an improvised weapon resembles a Simple or Martial weapon, the GM may say it functions as that weapo"
      }
    ],
    "erase": [
      {
        "document": 972,
        "excerpt": "il you finish a Long Rest. As a Magic action, you can erase a name on the page by touching it. Investment of the Chain Master Prerequisite: Level 5+ Warlock, Pact"
      },
      {
        "document": 1627,
        "excerpt": "bric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card's magic as soon as you draw the card or at any o"
      }
    ],
    "erect": [
      {
        "document": 1369,
        "excerpt": "ower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest"
      }
    ],
    "erinyes": [
      {
        "document": 801,
        "excerpt": "Erinyes"
      },
      {
        "document": 1859,
        "excerpt": "Erinyes"
      }
    ],
    "erupts": [
      {
        "document": 526,
        "excerpt": "t of origin, a location from which the effect's energy erupts. The rules for each shape specify how to position its point of origin. If all straight lines extending f"
      },
      {
        "document": 793,
        "excerpt": "A geyser erupts and spouts water, beer, mayonnaise, tea, vinegar, wine, or oil (GM’s choice) 30 feet into the air for 1d"
      },
      {
        "document": 1271,
        "excerpt": "t of you hits you with a melee attack roll, the shield erupts with flame. The attacker takes 2d8 Fire damage from a warm shield or 2d8 Cold damage from a chill shield"
      },
      {
        "document": 1293,
        "excerpt": "n password. Explosive Rune. When triggered, the glyph erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. Each creature in the area makes a"
      },
      {
        "document": 1421,
        "excerpt": "(a chip of mica) Duration: Instantaneous A loud noise erupts from a point of your choice within range. Each creature in a 10-foot-radius Sphere centered there makes"
      }
    ],
    "escape": [
      {
        "document": 322,
        "excerpt": "et succeeds automatically if it is Huge or larger. To escape, the target or a creature within 5 feet of it must take an action to make a DC 10 Strength (Athletics) c"
      },
      {
        "document": 568,
        "excerpt": "rappled condition. The DC for the saving throw and any escape attempts equals 8 plus your Strength modifier and Proficiency Bonus. This grapple is possible only if th"
      },
      {
        "document": 633,
        "excerpt": "or Dexterity (Acrobatics) check against the grapple's escape DC, ending the condition on itself on a success. The condition also ends if the grappler has the Incapac"
      },
      {
        "document": 719,
        "excerpt": "also be held shut using Arcane Lock or similar magic. Escape. A creature needs a Climb Speed, climbing gear, or magic such as Spider Climb to scale the pit's smooth"
      },
      {
        "document": 723,
        "excerpt": "eld shut using an Arcane Lock spell or similar magic. Escape. A creature needs a Climb Speed, climbing gear, or magic such as a Spider Climb spell to scale the pit's"
      },
      {
        "document": 744,
        "excerpt": "Escape notice by moving quietly and hiding behind things."
      },
      {
        "document": 791,
        "excerpt": "each 5 ft. Hit: The target has the Grappled condition (escape DC 15)."
      },
      {
        "document": 980,
        "excerpt": "you can replace the chosen option with the other one. Escape the Horde. Opportunity Attacks have Disadvantage against you. Multiattack Defense. When a creature hits"
      },
      {
        "document": 1163,
        "excerpt": "row, or the target has the Grappled condition, with an escape DC equal to your spell save DC. While the hand grapples the target, you can take a Bonus Action to cause"
      },
      {
        "document": 1248,
        "excerpt": "ing a DC 20 Strength (Athletics) check as an action to escape. On a successful save, the creature takes half as much damage only."
      },
      {
        "document": 1284,
        "excerpt": "e target can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature imposing the Grappled condition on it. Using"
      },
      {
        "document": 1355,
        "excerpt": "he maze. The target can take a Study action to try to escape. When it does so, it makes a DC 20 Intelligence (Investigation) check. If it succeeds, it escapes, and t"
      },
      {
        "document": 1516,
        "excerpt": "A creature inside the bag can take an action to try to escape, doing so with a successful DC 15 Strength (Athletics) check. Another creature can take an action to rea"
      },
      {
        "document": 1617,
        "excerpt": "its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can take the Do"
      },
      {
        "document": 1625,
        "excerpt": "drink, or sleep. A creature trapped within a cell can escape using magic that permits planar travel. Otherwise, the creature is confined to the cell until freed. If"
      },
      {
        "document": 1760,
        "excerpt": "ge or smaller creature, it has the Grappled condition (escape DC 14) from one of four tentacles. Consume Memories. Intelligence Saving Throw: DC 16, one creature wit"
      },
      {
        "document": 1785,
        "excerpt": "creature, the rug can give it the Grappled condition (escape DC 13) instead of dealing damage. Until the grapple ends, the target has the Blinded and Restrained cond"
      },
      {
        "document": 1786,
        "excerpt": "ge or smaller creature, it has the Grappled condition (escape DC 13). Acid Spray (Recharge 6). Dexterity Saving Throw: DC 12, each creature in a 30-foot-long, 5-foot"
      },
      {
        "document": 1802,
        "excerpt": "ge or smaller creature, it has the Grappled condition (escape DC 13) from both claws. Tail. Melee Attack Roll: +6, reach 10 ft. Hit: 14 (2d10 + 3) Slashing damage."
      },
      {
        "document": 1806,
        "excerpt": "geoning damage. The target has the Grappled condition (escape DC 16), and it has the Restrained condition until the grapple ends. Lightning Breath (Recharge 5–6). De"
      },
      {
        "document": 1819,
        "excerpt": "feet. Failure: The target has the Grappled condition (escape DC 13)."
      },
      {
        "document": 1820,
        "excerpt": "um or smaller creature, it has the Grappled condition (escape DC 12). Light Hammer. Melee or Ranged Attack Roll: +4 (with Advantage if the target is Grappled by the"
      },
      {
        "document": 1825,
        "excerpt": "ge or smaller creature, it has the Grappled condition (escape DC 14) from one of two chains, and it has the Restrained condition until the grapple ends. Conjure Infe"
      },
      {
        "document": 1827,
        "excerpt": "ge or smaller creature, it has the Grappled condition (escape DC 14) from one of two pincers. Paralyzing Tentacles. Constitution Saving Throw: DC 13, one creature Gr"
      },
      {
        "document": 1833,
        "excerpt": "ing damage, and the target has the Grappled condition (escape DC 12)."
      },
      {
        "document": 1835,
        "excerpt": "geoning damage. The target has the Grappled condition (escape DC 13), and it has the Restrained condition until the grapple ends. Spellcasting. The couatl casts one"
      },
      {
        "document": 1837,
        "excerpt": "um or smaller creature, it has the Grappled condition (escape DC 12). While Grappled, the target has the Restrained condition."
      },
      {
        "document": 1869,
        "excerpt": "ed target moves with it. An engulfed target can try to escape by taking an action to make a DC 12 Strength (Athletics) check. On a successful check, the target escape"
      },
      {
        "document": 1878,
        "excerpt": "ing damage, and the target has the Grappled condition (escape DC 14)."
      },
      {
        "document": 1879,
        "excerpt": "um or smaller creature, it has the Grappled condition (escape DC 11) from one of two claws."
      },
      {
        "document": 1880,
        "excerpt": "ge or smaller creature, it has the Grappled condition (escape DC 15). While Grappled, the target has the Restrained condition and can't be targeted by the crocodile's"
      },
      {
        "document": 1885,
        "excerpt": "um or smaller creature, it has the Grappled condition (escape DC 11). Swallow. The frog swallows a Small or smaller target it is grappling. While swallowed, the targ"
      },
      {
        "document": 1889,
        "excerpt": "um or smaller creature, it has the Grappled condition (escape DC 13) from all eight tentacles. While Grappled, the target has the Restrained condition."
      },
      {
        "document": 1892,
        "excerpt": "ge or smaller creature, it has the Grappled condition (escape DC 13) from one of two claws. Sting. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damag"
      },
      {
        "document": 1896,
        "excerpt": "um or smaller creature, it has the Grappled condition (escape DC 12). Swallow. The toad swallows a Medium or smaller target it is grappling. While swallowed, the tar"
      },
      {
        "document": 1903,
        "excerpt": "um or smaller creature, it has the Grappled condition (escape DC 15) from one of two pincers. Pummel. Dexterity Saving Throw: DC 17, one creature Grappled by the gla"
      },
      {
        "document": 1907,
        "excerpt": "Nimble Escape. The goblin takes the Disengage or Hide action."
      },
      {
        "document": 1908,
        "excerpt": "Nimble Escape. The goblin takes the Disengage or Hide action."
      },
      {
        "document": 1909,
        "excerpt": "Nimble Escape. The goblin takes the Disengage or Hide action."
      },
      {
        "document": 1915,
        "excerpt": "um or smaller creature, it has the Grappled condition (escape DC 12) from all four tentacles."
      },
      {
        "document": 1916,
        "excerpt": "um or smaller creature, it has the Grappled condition (escape DC 14) from both of the griffon's front claws."
      },
      {
        "document": 1940,
        "excerpt": "der damage, and the target has the Grappled condition (escape DC 13). Until the grapple ends, the target can't cast spells with a Verbal component and takes 7 (2d6) T"
      },
      {
        "document": 1946,
        "excerpt": "geoning damage. The target has the Grappled condition (escape DC 20) from one of ten tentacles, and it has the Restrained condition until the grapple ends. Fling. Th"
      },
      {
        "document": 1957,
        "excerpt": "geoning damage. The target has the Grappled condition (escape DC 14), and it has the Restrained condition until the grapple ends."
      },
      {
        "document": 1962,
        "excerpt": "ature adhered to the mimic has the Grappled condition (escape DC 13). Ability checks made to escape this grapple have Disadvantage."
      },
      {
        "document": 1977,
        "excerpt": "um or smaller creature, it has the Grappled condition (escape DC 13) from one of two tentacles. Tentacle Slam. Constitution Saving Throw: DC 14, each creature Grappl"
      },
      {
        "document": 1980,
        "excerpt": "Nimble Escape. The panther takes the Disengage or Hide action."
      },
      {
        "document": 1995,
        "excerpt": "ge or smaller creature, it has the Grappled condition (escape DC 19), and it has the Restrained condition until the grapple ends. Tail Stinger. Melee Attack Roll: +1"
      },
      {
        "document": 2002,
        "excerpt": "ge or smaller creature, it has the Grappled condition (escape DC 17), and it has the Restrained condition until the grapple ends."
      },
      {
        "document": 2005,
        "excerpt": "ge or smaller creature, it has the Grappled condition (escape DC 19) from both talons, and it has the Restrained condition until the grapple ends."
      },
      {
        "document": 2006,
        "excerpt": "ach 60 ft. Hit: The target has the Grappled condition (escape DC 14) from one of six tentacles, and the target has the Poisoned condition until the grapple ends. The"
      },
      {
        "document": 2008,
        "excerpt": "Nimble Escape. The tiger takes the Disengage or Hide action."
      },
      {
        "document": 2010,
        "excerpt": "6) Fire damage. The target has the Grappled condition (escape DC 14), and it has the Restrained condition until the grapple ends."
      },
      {
        "document": 2017,
        "excerpt": "hambling mound's space and has the Grappled condition (escape DC 14). Until the grapple ends, the target has the Blinded and Restrained conditions, and it takes 10 (3"
      },
      {
        "document": 2044,
        "excerpt": "ng damage, and the target has the Grappled condition (escape DC 20). Until the grapple ends, the target has the Restrained condition and can't teleport. Claw. Melee"
      },
      {
        "document": 2045,
        "excerpt": "Nimble Escape. The tiger takes the Disengage or Hide action."
      },
      {
        "document": 2052,
        "excerpt": "ge or smaller creature, it has the Grappled condition (escape DC 17). While Grappled, the target has the Restrained condition and can't be targeted by the tyrannosaur"
      },
      {
        "document": 2055,
        "excerpt": "um or smaller creature, it has the Grappled condition (escape DC 13) from one of two claws. Bite. Constitution Saving Throw: DC 14, one creature within 5 feet that i"
      },
      {
        "document": 2056,
        "excerpt": "saving throw, it can choose to succeed instead. Misty Escape. If the vampire drops to 0 Hit Points outside its resting place, the vampire uses Shape-Shift to become"
      },
      {
        "document": 2065,
        "excerpt": "ge or smaller creature, it has the Grappled condition (escape DC 14). Until the grapple ends, the target has the Restrained condition, is suffocating unless it can br"
      }
    ],
    "escapes": [
      {
        "document": 322,
        "excerpt": "iency Bonus) or have the Restrained condition until it escapes. The target succeeds automatically if it is Huge or larger. To escape, the target or a creature within"
      },
      {
        "document": 338,
        "excerpt": "nd, the creature has the Restrained condition until it escapes. Escaping the Rope requires the creature to make a successful DC 15 Dexterity (Ac-robatics) check as an"
      },
      {
        "document": 468,
        "excerpt": "nd, the creature has the Restrained condition until it escapes. Escaping the Chain requires the creature to make a successful DC 18 Dexterity (Acrobatics) check as an"
      },
      {
        "document": 717,
        "excerpt": "saving throw or have the Restrained condition until it escapes. The target succeeds automatically if it's Huge or larger. A creature can take an action to make a DC 10"
      },
      {
        "document": 753,
        "excerpt": "rs. If the bottle is opened a fourth time, the efreeti escapes and disappears, and the bottle loses its magic."
      },
      {
        "document": 1355,
        "excerpt": "The target remains there for the duration or until it escapes the maze. The target can take a Study action to try to escape. When it does so, it makes a DC 20 Intell"
      },
      {
        "document": 1699,
        "excerpt": "e. If you're still holding onto the rope when a target escapes from it, you can take a Reaction to command the rope to coil up in your hand; otherwise, the rope coils"
      },
      {
        "document": 1869,
        "excerpt": "h (Athletics) check. On a successful check, the target escapes and enters the nearest unoccupied space. Success: Half damage, and the target moves to an unoccupied spa"
      }
    ],
    "escaping": [
      {
        "document": 319,
        "excerpt": "re attached to a chain or hook that is fixed in place. Escaping the Manacles requires a successful DC 20 Dexterity (Sleight of Hand) check as an action. Bursting them r"
      },
      {
        "document": 338,
        "excerpt": "reature has the Restrained condition until it escapes. Escaping the Rope requires the creature to make a successful DC 15 Dexterity (Ac-robatics) check as an action."
      },
      {
        "document": 468,
        "excerpt": "reature has the Restrained condition until it escapes. Escaping the Chain requires the creature to make a successful DC 18 Dexterity (Acrobatics) check as an action. Bu"
      },
      {
        "document": 984,
        "excerpt": "You are adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your no"
      }
    ],
    "esoteric": [
      {
        "document": 496,
        "excerpt": "A Verbal component is the chanting of esoteric words that sound like nonsense to the uninitiated. The words must be uttered in a normal speaking voice."
      },
      {
        "document": 972,
        "excerpt": "You can perform an esoteric rite for 1 minute. At the end of it, you regain expended Pact Magic spell slots but no more than a numbe"
      }
    ],
    "especially": [
      {
        "document": 51,
        "excerpt": "ems in the “Tools” and “Adventuring Gear” sections are especially useful. The weapons in “Equipment” can also be used for more than battle; you could use a Quarterstaff,"
      },
      {
        "document": 252,
        "excerpt": "character earns above 355,000 XP. Epic Boon feats are especially appropriate for these bonus feats, but a player can choose any feat for which their level 20 character q"
      },
      {
        "document": 731,
        "excerpt": "atures that can be defeated quickly. This guideline is especially important for characters of level 1 or 2."
      },
      {
        "document": 979,
        "excerpt": "h a demon lord, an archdevil, or another fiend that is especially mighty. That patron's aims are evil - the corruption or destruction of all things, ultimately including"
      },
      {
        "document": 984,
        "excerpt": "You've trained to get into especially hard-to-reach places, granting you these benefits. Climber. You gain a Climb Speed equal to your Speed."
      },
      {
        "document": 1376,
        "excerpt": "pically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal. After t"
      }
    ],
    "essence": [
      {
        "document": 700,
        "excerpt": "Essence of Ether (300 GP)"
      },
      {
        "document": 969,
        "excerpt": "You have learned to channel the magical essence of nature to cast spells. See “Spells” for the rules on spellcasting. The information below details how"
      },
      {
        "document": 1561,
        "excerpt": "ou to work toward the evil ends it desires. The dragon essence within the orb might want many things: the annihilation of a particular society or organization, freedom"
      }
    ],
    "establish": [
      {
        "document": 64,
        "excerpt": "The adventurers should establish a marching order while they travel, whether indoors or outdoors. A marching order makes it easier to det"
      },
      {
        "document": 72,
        "excerpt": "Combat unfolds in these steps: 1: Establish Positions. The Game Master determines where all the characters and monsters are located. Given the adven"
      }
    ],
    "establishes": [
      {
        "document": 651,
        "excerpt": "r hesitant due to your interaction; this determination establishes whether an ability check is necessary, as explained below. Willing. If your urging aligns with the mons"
      }
    ],
    "esteem": [
      {
        "document": 1666,
        "excerpt": "d given to mortals as gifts of friendship or tokens of esteem."
      }
    ],
    "etched": [
      {
        "document": 378,
        "excerpt": "operties. The command word to activate a ring might be etched inside the band, or a feathered design might hint that it's a Ring of Feather Falling. Wearing or exper"
      },
      {
        "document": 820,
        "excerpt": "A brass orb etched with strange runes"
      },
      {
        "document": 1561,
        "excerpt": "ous Item, Artifact (Requires Attunement) An orb is an etched crystal globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist"
      }
    ],
    "etching": [
      {
        "document": 267,
        "excerpt": "where a murder happened 80 A bronze pentacle with an etching of a rat's head in its center 81 A purple handkerchief embroidered with the name of an archmage 82 Hal"
      }
    ],
    "ether": [
      {
        "document": 700,
        "excerpt": "Essence of Ether (300 GP)"
      }
    ],
    "ethereal": [
      {
        "document": 567,
        "excerpt": "or object you see that has been transformed by magic. Ethereal Plane. You see into the Ethereal Plane."
      },
      {
        "document": 783,
        "excerpt": "An object of the GM’s choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the chosen point of origin, and n"
      },
      {
        "document": 1182,
        "excerpt": "from your current plane of existence and appear in the Ethereal Plane (the spell ends instantly if you are already on that plane). While on the Ethereal Plane, you can"
      },
      {
        "document": 1256,
        "excerpt": "Up to 8 hours You step into the border regions of the Ethereal Plane, where it overlaps with your current plane. You remain in the Border Ethereal for the duration. Du"
      },
      {
        "document": 1281,
        "excerpt": "rom accessing the area by way of the Astral Plane, the Ethereal Plane, the Feywild, the Shadowfell, or the Plane Shift spell. In addition, the spell damages types of c"
      },
      {
        "document": 1282,
        "excerpt": "es the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel. This spell can't be dispelled by Dispel Magic."
      },
      {
        "document": 1415,
        "excerpt": "ispelled You hide a chest and all its contents on the Ethereal Plane. You must touch the chest and the miniature replica that serve as Material components for the spel"
      },
      {
        "document": 1416,
        "excerpt": "tion as if they were visible, and you can see into the Ethereal Plane. Creatures and objects there appear ghostly."
      },
      {
        "document": 1473,
        "excerpt": "all instantly, however. The wall also extends into the Ethereal Plane and blocks ethereal travel through the wall."
      },
      {
        "document": 1742,
        "excerpt": "the presence of Hostile creatures that are Invisible, ethereal, disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding the wand. R"
      },
      {
        "document": 1871,
        "excerpt": "Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane. Incorporeal"
      },
      {
        "document": 1969,
        "excerpt": "are Haunting (1/Day; Requires Soul Bag). While on the Ethereal Plane, the hag casts Dream, using the same spellcasting ability as Spellcasting. Only the hag can serve"
      },
      {
        "document": 1970,
        "excerpt": "d8 + 4) Bludgeoning damage plus 10 (3d6) Fire damage. Ethereal Stride. The nightmare and up to three willing creatures within 5 feet of it teleport to the Ethereal Pla"
      },
      {
        "document": 1982,
        "excerpt": "Ethereal Sight. The spider can see 60 feet into the Ethereal Plane while on the Material Plane and vice versa. S"
      }
    ],
    "etherealness": [
      {
        "document": 867,
        "excerpt": "Etherealness"
      },
      {
        "document": 880,
        "excerpt": "Etherealness"
      },
      {
        "document": 893,
        "excerpt": "Etherealness"
      },
      {
        "document": 905,
        "excerpt": "Etherealness"
      },
      {
        "document": 917,
        "excerpt": "Etherealness"
      },
      {
        "document": 1256,
        "excerpt": "Etherealness"
      },
      {
        "document": 1633,
        "excerpt": "Oil of Etherealness"
      },
      {
        "document": 1643,
        "excerpt": "Plate Armor of Etherealness"
      },
      {
        "document": 1708,
        "excerpt": "only by the application of Universal Solvent or Oil of Etherealness, or with a Wish spell."
      },
      {
        "document": 1871,
        "excerpt": ": +5, reach 5 ft. Hit: 19 (3d10 + 3) Necrotic damage. Etherealness. The ghost casts the Etherealness spell, requiring no spell components and using Charisma as the spellca"
      },
      {
        "document": 1939,
        "excerpt": "g ability (spell save DC 15): At Will: Disguise Self, Etherealness 1/Day Each: Dream, Hypnotic Pattern"
      },
      {
        "document": 1969,
        "excerpt": "ng ability (spell save DC 14): At Will: Detect Magic, Etherealness, Magic Missile (level 4 version) 2/Day Each: Phantasmal Killer, Plane Shift (self only)"
      }
    ],
    "ethical": [
      {
        "document": 235,
        "excerpt": "A creature's alignment broadly describes its ethical attitudes and ideals. Alignment is a combination of two factors: one identifies morality (good, evil, or"
      },
      {
        "document": 649,
        "excerpt": "A creature's alignment broadly describes its ethical attitudes and ideals. Alignment is a combination of two factors: one identifies morality (good, evil, or"
      }
    ],
    "ethos": [
      {
        "document": 1376,
        "excerpt": "the spell. If the task is aligned with the creature's ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggeste"
      }
    ],
    "etiquette": [
      {
        "document": 267,
        "excerpt": "af clover pressed inside a book discussing manners and etiquette 77 A sheet of parchment upon which is drawn a mechanical contraption 78 An ornate scabbard that fits n"
      }
    ],
    "ettercap": [
      {
        "document": 1860,
        "excerpt": "Ettercap"
      }
    ],
    "ettercap's": [
      {
        "document": 1860,
        "excerpt": "rget has the Poisoned condition until the start of the ettercap's next turn. Claw. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2) Slashing damage. Web Strand (Rech"
      }
    ],
    "ettin": [
      {
        "document": 801,
        "excerpt": "Ettin"
      },
      {
        "document": 1861,
        "excerpt": "Ettin"
      }
    ],
    "euryale": [
      {
        "document": 761,
        "excerpt": "Euryale"
      },
      {
        "document": 1627,
        "excerpt": "the location of your prison. You draw no more cards. Euryale. The card's medusa-like visage curses you. You take a -2 penalty to saving throws while cursed in this w"
      }
    ],
    "evade": [
      {
        "document": 19,
        "excerpt": "throw - also called a save - represents an attempt to evade or resist a threat, such as a fiery explosion, a blast of poisonous gas, or a spell trying to invade you"
      }
    ],
    "evading": [
      {
        "document": 40,
        "excerpt": "o saving throws, representing that class's training in evading or resisting certain threats. Wizards, for example, are proficient in Intelligence and Wisdom saves; the"
      }
    ],
    "evaporate": [
      {
        "document": 1633,
        "excerpt": "y oil form on the outside of its container and quickly evaporate."
      }
    ],
    "evaporates": [
      {
        "document": 1250,
        "excerpt": "er in an open container or on a surface, and the water evaporates in 1 minute. Sculpt Element. You cause dirt, sand, fire, smoke, mist, or water that can fit in a 1-foot"
      }
    ],
    "evasion": [
      {
        "document": 840,
        "excerpt": "Evasion"
      },
      {
        "document": 855,
        "excerpt": "Evasion, Reliable Talent"
      },
      {
        "document": 967,
        "excerpt": "Evasion"
      },
      {
        "document": 970,
        "excerpt": "Evasion"
      },
      {
        "document": 1668,
        "excerpt": "Ring of Evasion"
      },
      {
        "document": 1791,
        "excerpt": "Evasion. If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only"
      }
    ],
    "evasive": [
      {
        "document": 970,
        "excerpt": "You're so evasive that attackers rarely gain the upper hand against you. No attack roll can have Advantage against you unl"
      },
      {
        "document": 1486,
        "excerpt": "ld normally respond with a lie. Such a creature can be evasive yet must be truthful. ---"
      }
    ],
    "even": [
      {
        "document": 11,
        "excerpt": "k. A Stable creature doesn't make Death Saving Throws even though it has 0 Hit Points, but it still has the Unconscious condition. If the creature takes damage, it"
      },
      {
        "document": 32,
        "excerpt": "as neither of them, and you roll one d20. This is true even if multiple circumstances impose Disadvantage and only one grants Advantage or vice versa. In such a sit"
      },
      {
        "document": 37,
        "excerpt": "make melee attacks using your Charisma, you can do so, even though that statement disagrees with the general rule."
      },
      {
        "document": 54,
        "excerpt": "Light. Bright Light lets most creatures see normally. Even gloomy days provide Bright Light, as do torches, lanterns, fires, and other sources of illumination with"
      },
      {
        "document": 75,
        "excerpt": "uares to enter. Other effects might make a square cost even more. Corners. Diagonal movement can't cross the corner of a wall, a large tree, or another terrain fea"
      },
      {
        "document": 78,
        "excerpt": "t of movement in Difficult Terrain costs 1 extra foot, even if multiple things in a space count as Difficult Terrain."
      },
      {
        "document": 81,
        "excerpt": "in the game, round down if you end up with a fraction, even if the fraction is one-half or greater. Some rules make an exception and tell you to round up. Ability"
      },
      {
        "document": 96,
        "excerpt": "engage, and Dodge. A controlled mount can move and act even on the turn that you mount it. In contrast, an independent mount - one that lets you ride but ignores y"
      },
      {
        "document": 243,
        "excerpt": "r ability modifier also changes if the new score is an even number. When that happens, adjust all the numbers on your character sheet that use that ability modifier"
      },
      {
        "document": 249,
        "excerpt": ", becoming heroic archetypes. The fate of the world or even the order of the multiverse might hang in the balance during their adventures."
      },
      {
        "document": 253,
        "excerpt": "e standard equipment for a level 1 character, possibly even one or more magic items. The Starting Equipment at Higher Levels table is a guide for the GM. Also, che"
      },
      {
        "document": 489,
        "excerpt": "Some features add a spell to a character's spell list even if the character isn't a member of a class in the parentheses."
      },
      {
        "document": 493,
        "excerpt": "st as a Ritual - require more time to cast: minutes or even hours. While you cast a spell with a casting time of 1 minute or more, you must take the Magic action on"
      },
      {
        "document": 502,
        "excerpt": "target appears to have succeeded on its saving throw, even though it didn't attempt one (giving no hint that the creature is an invalid target). Otherwise, you per"
      },
      {
        "document": 521,
        "excerpt": "A monster is a creature controlled by the GM, even if the creature is benevolent. See also “Creature” and “NPC.”"
      },
      {
        "document": 533,
        "excerpt": "s turn, and if you take it on your turn, you can do so even if you also take an action, a Bonus Action, or both. Once you take a Reaction, you can't take another on"
      },
      {
        "document": 538,
        "excerpt": "in the game, round down if you end up with a fraction, even if the fraction is one-half or greater. Some rules make an exception and tell you to round up."
      },
      {
        "document": 576,
        "excerpt": "ge, you can see anything that isn't behind Total Cover even if you have the Blinded condition or are in Darkness. Moreover, in that range, you can see something tha"
      },
      {
        "document": 688,
        "excerpt": "tures and game effects can terrify or fray the mind of even the most stalwart adventurer. If you plan to use any of these rules, discuss them with your players at"
      },
      {
        "document": 727,
        "excerpt": "ers will need smart tactics, quick thinking, and maybe even a little luck."
      },
      {
        "document": 793,
        "excerpt": "mage and have the Poisoned condition for 1 hour. On an even roll, the eater gains 5d6 Temporary Hit Points for 1 hour."
      },
      {
        "document": 962,
        "excerpt": "following skills, you can make it as a Strength check even if it normally uses a different ability: Acrobatics, Intimidation, Perception, Stealth, or Survival. Whe"
      },
      {
        "document": 964,
        "excerpt": "You can call on even more powerful divine intervention. When you use your Divine Intervention feature, you can choose Wish wh"
      },
      {
        "document": 968,
        "excerpt": "tries to hold to the highest standards of conduct, but even the most dedicated are fallible. Sometimes a Paladin transgresses their oath. A Paladin who has broken"
      },
      {
        "document": 971,
        "excerpt": "u must use the new rolls. You can use Empowered Spell even if you've already used a different Metamagic option during the casting of the spell. Extended Spell Co"
      },
      {
        "document": 978,
        "excerpt": "Your damaging cantrips affect even creatures that avoid the brunt of the effect. When you cast a can-trip at a creature and you miss with t"
      },
      {
        "document": 980,
        "excerpt": "her one. Colossus Slayer: Your tenacity can wear down even the most resilient foes. When you hit a creature with a weapon, the weapon deals an extra 1d8 damage to"
      },
      {
        "document": 991,
        "excerpt": "You can take the Hide action even when you are obscured only by a creature that is at least one size larger than you."
      },
      {
        "document": 1212,
        "excerpt": "ends. The contingent spell takes effect only on you, even if it can normally target others. You can use only one Contingency spell at a time. If you cast this spe"
      },
      {
        "document": 1214,
        "excerpt": "g water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the are"
      },
      {
        "document": 1303,
        "excerpt": "se can communicate with any other creature in the area even if they don't share a common language. Vulnerability. Creatures of any types you choose have Vulnerabil"
      },
      {
        "document": 1333,
        "excerpt": "consist of important details, amusing revelations, or even secret lore that has never been widely known. The more information you already know about the thing, the"
      },
      {
        "document": 1350,
        "excerpt": "illusion to make different sounds at different times, even making it carry on a conversation, for example. Physical interaction with the image reveals it to be an"
      },
      {
        "document": 1360,
        "excerpt": ", or magically detect its location, and no spell - not even Wish - can gather information about the target, observe it remotely, or control its mind."
      },
      {
        "document": 1363,
        "excerpt": "in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. Open fields or a road could be made to resemble a swamp, hill, cre"
      },
      {
        "document": 1373,
        "excerpt": "ething else caused it to fall. An affected target can even take damage from the illusion if the phantasm represents a dangerous creature or hazard. On each of your"
      },
      {
        "document": 1376,
        "excerpt": "h the creature's ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous"
      },
      {
        "document": 1418,
        "excerpt": "age. You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent c"
      },
      {
        "document": 1573,
        "excerpt": "this armor. You are considered trained with this armor even if you lack training with Medium or Heavy armor."
      },
      {
        "document": 1578,
        "excerpt": "tions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across."
      },
      {
        "document": 1607,
        "excerpt": "action to push the button again, the rod doesn't move, even if it defies gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deact"
      },
      {
        "document": 1611,
        "excerpt": "your commands for 1 hour, understanding those commands even if it doesn't know the language in which the commands are given. If you issue no commands or give the cr"
      },
      {
        "document": 1629,
        "excerpt": "ireball (save DC 15). You can hurl multiple beads, or even the whole necklace, at one time. When you do so, increase the damage of the Fireball by 1d6 for each bea"
      },
      {
        "document": 1869,
        "excerpt": "d the puller takes 10 (3d6) Acid damage. Transparent. Even when the cube is in plain sight, a creature must succeed on a DC 15 Wisdom (Perception) check to notice"
      }
    ],
    "evenly": [
      {
        "document": 1810,
        "excerpt": "iative. The original pudding's Hit Points are divided evenly between the new puddings (round down)."
      },
      {
        "document": 1972,
        "excerpt": "nitiative. The original jelly's Hit Points are divided evenly between the new jellies (round down)."
      }
    ],
    "event": [
      {
        "document": 126,
        "excerpt": "s on a world or plane of existence where the specified event doesn't occur, the GM determines when the item recharges."
      },
      {
        "document": 971,
        "excerpt": "An event in your past left an indelible mark on you, infusing you with simmering magic. As a Bonus Action, you ca"
      },
      {
        "document": 1238,
        "excerpt": "servants. You ask one question about a specific goal, event, or activity to occur within 7 days. The GM offers a truthful reply, which might be a short phrase or cr"
      },
      {
        "document": 1367,
        "excerpt": "charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanentl"
      },
      {
        "document": 1484,
        "excerpt": "eats or features. Roll Redo. You undo a single recent event by forcing a reroll of any die roll made within the last round (including your last turn). Reality resha"
      },
      {
        "document": 1627,
        "excerpt": "els and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card's magic as soon as you draw the card or at any other time"
      }
    ],
    "event's": [
      {
        "document": 1367,
        "excerpt": "e event with perfect clarity, change its memory of the event's details, or create a memory of some other event. You must speak to the target to describe how its memor"
      }
    ],
    "events": [
      {
        "document": 337,
        "excerpt": "A Robe has vocational or ceremonial significance. Some events and locations admit only people wearing a Robe bearing certain colors or symbols."
      },
      {
        "document": 471,
        "excerpt": "abrics and adorned with expertly crafted details. Some events and locations admit only people wearing these clothes."
      },
      {
        "document": 668,
        "excerpt": "eliberately or originate as the result of supernatural events. Such items are detailed in “Magic Items.”"
      },
      {
        "document": 744,
        "excerpt": "Recall lore about historical events, people, nations, and cultures."
      },
      {
        "document": 787,
        "excerpt": "ves it and its bearer have key roles to play in future events."
      },
      {
        "document": 940,
        "excerpt": "Historic events and people, ancient civilizations, wars, and certain creatures (Giants and Humanoids)"
      },
      {
        "document": 1436,
        "excerpt": "ppened since it died, and can't speculate about future events."
      },
      {
        "document": 1437,
        "excerpt": "ow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather,"
      }
    ],
    "ever": [
      {
        "document": 1212,
        "excerpt": ", Contingency ends on you if its material component is ever not on your person."
      },
      {
        "document": 1343,
        "excerpt": "and lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. When you cast the spell, you can use t"
      },
      {
        "document": 1484,
        "excerpt": "s a 33 percent chance that you are unable to cast Wish ever again if you suffer this stress."
      },
      {
        "document": 1546,
        "excerpt": "loak and use it to gain a Fly Speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in Dim Light or Darknes"
      }
    ],
    "evergreen": [
      {
        "document": 965,
        "excerpt": "ooms within you, granting you the following benefits. Evergreen Wild Shape. Whenever you roll Initiative and have no uses of Wild Shape left, you regain one expended us"
      }
    ],
    "eversmoking": [
      {
        "document": 1575,
        "excerpt": "Eversmoking Bottle"
      }
    ],
    "every": [
      {
        "document": 26,
        "excerpt": "atch for monsters. Outside combat, the GM ensures that every character has a chance to act and decides how to resolve their activity. In combat, the characters take"
      },
      {
        "document": 47,
        "excerpt": "racter thinks, acts, and talks. Roleplaying is part of every aspect of the game, and it comes to the fore during social interactions. As you roleplay, consider whet"
      },
      {
        "document": 66,
        "excerpt": "below. If you need to know how fast you can move when every second matters, see the movement rules in “Combat” later in “Playing the Game.”"
      },
      {
        "document": 73,
        "excerpt": "the order of turns during combat. When combat starts, every participant rolls Initiative; they make a Dexterity check that determines their place in the Initiative"
      },
      {
        "document": 78,
        "excerpt": ", and shallow bogs are examples of Difficult Terrain. Every foot of movement in Difficult Terrain costs 1 extra foot, even if multiple things in a space count as Di"
      },
      {
        "document": 104,
        "excerpt": "Adventurers can't spend every hour adventuring. They need rest. Any creature can take hour-long Short Rests in the midst of a day and"
      },
      {
        "document": 118,
        "excerpt": "Every magic item has a rarity, which provides a rough measure of an item's power relative to other magic items"
      },
      {
        "document": 125,
        "excerpt": "Every magic item belongs to a category. The Magic Item Categories table lists the nine categories and provides"
      },
      {
        "document": 132,
        "excerpt": "pells from it, you must have all those spells prepared every day you spend crafting the item."
      },
      {
        "document": 153,
        "excerpt": "Every monster has six ability scores along with corresponding ability score modifiers and saving throw modifie"
      },
      {
        "document": 228,
        "excerpt": "le lists languages that are widespread in the setting. Every player character knows Common. The other standard languages originated with the first members of the mos"
      },
      {
        "document": 247,
        "excerpt": "; each step is explored in detail: 1: Choose a Class. Every adventurer is a member of a class. A class broadly describes a character's vocation, special talents, an"
      },
      {
        "document": 252,
        "excerpt": "ach, each character gains one feat of their choice for every 30,000 XP the character earns above 355,000 XP. Epic Boon feats are especially appropriate for these bon"
      },
      {
        "document": 285,
        "excerpt": "creature type, which is described in “Rules Glossary.” Every species in “Character Origins” is Humanoid; playable non-Humanoid species appear in other books."
      },
      {
        "document": 406,
        "excerpt": "of armor, as well as the following details: Category. Every type of armor falls into a category: Light, Medium, or Heavy. The category determines how long it takes"
      },
      {
        "document": 409,
        "excerpt": "h weapon, as well as the following details: Category. Every weapon falls into a category: Simple or Martial. Weapon proficiencies are usually tied to one of these c"
      },
      {
        "document": 512,
        "excerpt": "Every spell has a level from 0 to 9, which is indicated in a spell's description. A spell's level is an indica"
      },
      {
        "document": 599,
        "excerpt": "Every creature, including every player character, has a tag in the rules that identifies the type of creature"
      },
      {
        "document": 616,
        "excerpt": "If a space is Difficult Terrain, every foot of movement in that space costs 1 extra foot. For example, moving 5 feet through Difficult Terrain"
      },
      {
        "document": 628,
        "excerpt": "akes 1d6 Bludgeoning damage at the end of the fall for every 10 feet it fell, to a maximum of 20d6. When the creature lands, it has the Prone condition unless it avo"
      },
      {
        "document": 705,
        "excerpt": "oned condition. The Poisoned creature repeats the save every 24 hours, taking 3 (1d6) Poison damage on a failed save. The damage the poison deals can't be healed by"
      },
      {
        "document": 729,
        "excerpt": "Every creature has an XP value in its stat block. When you add a creature to your combat encounter, deduct its"
      },
      {
        "document": 965,
        "excerpt": "agic that you wield causes you to age more slowly. For every ten years that pass, your body ages only one year."
      },
      {
        "document": 1162,
        "excerpt": "eive visual information from the eye, which can see in every direction. It also has Darkvision with a range of 30 feet. As a Bonus Action, you can move the eye up t"
      },
      {
        "document": 1166,
        "excerpt": "the duration. If you cast the spell on the same target every day for 30 days, the illusion lasts until dispelled. Mask (Creature). Choose a creature type other than"
      },
      {
        "document": 1167,
        "excerpt": ". A target's astral form resembles its body in almost every way, replicating its game statistics and possessions. The principal difference is the addition of a silv"
      },
      {
        "document": 1175,
        "excerpt": "'t cast spells or take the Magic action. At the end of every 30 days, the target repeats the save, ending the effect on a success. The effect can also be ended by th"
      },
      {
        "document": 1256,
        "excerpt": "you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can perceive the plane you left, which looks gray, and you can"
      },
      {
        "document": 1281,
        "excerpt": "of another Forbiddance spell. If you cast Forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the Material components"
      },
      {
        "document": 1299,
        "excerpt": "ispelled, Guards and Wards ends. If you cast the spell every day for 365 days on the same area, the spell thereafter lasts until all its effects are dispelled. Corr"
      },
      {
        "document": 1302,
        "excerpt": "creature in the Line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles"
      },
      {
        "document": 1369,
        "excerpt": "ed or injured by the ground's movement. At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect within r"
      },
      {
        "document": 1379,
        "excerpt": "ng through that area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the spell's area from being affect"
      },
      {
        "document": 1389,
        "excerpt": "the warded area. Casting this spell on the same spot every day for 365 days makes the spell last until dispelled. Using a Higher-Level Spell Slot. You can increas"
      },
      {
        "document": 1397,
        "excerpt": "an ordeal. The target takes a -4 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0."
      },
      {
        "document": 1406,
        "excerpt": "an ordeal. The target takes a -4 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0. Casting this spel"
      },
      {
        "document": 1439,
        "excerpt": "o or within the area, it takes 2d4 Piercing damage for every 5 feet it travels. The transformation of the ground is camouflaged to look natural. Any creature that c"
      },
      {
        "document": 1441,
        "excerpt": "gher-Level Spell Slot. The damage increases by 1d8 for every slot level above 2."
      },
      {
        "document": 1455,
        "excerpt": "tion circle by casting this spell in the same location every day for 365 days."
      },
      {
        "document": 1476,
        "excerpt": "ove through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time"
      },
      {
        "document": 1492,
        "excerpt": "The grappler can drag or carry you when it moves, but every foot of movement costs it 1 extra foot unless you are Tiny or two or more sizes smaller than it."
      },
      {
        "document": 1560,
        "excerpt": "hackles can take a Utilize action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a successful check, the cre"
      },
      {
        "document": 1566,
        "excerpt": "can throw the dust into the air, forcing yourself and every creature in a 30-foot Emanation originating from you to make a DC 15 Constitution saving throw. Construc"
      },
      {
        "document": 1579,
        "excerpt": "a maximum of 144 miles per day, with a 1-hour rest for every 3 hours of flying) or 1,000 pounds at half that speed. The bird disappears after flying its maximum dist"
      },
      {
        "document": 1593,
        "excerpt": "a thunder-clap audible out to 300 feet. The target and every creature within 30 feet of it other than you must succeed on a DC 17 Constitution saving throw or have t"
      },
      {
        "document": 1627,
        "excerpt": "orary Hit Points daily at dawn until you die. Talons. Every magic item you wear or carry disintegrates. Artifacts in your possession vanish instead. Throne. You ga"
      },
      {
        "document": 1667,
        "excerpt": "ommand (air) is linked to the Elemental Plane of Air. Every Ring of Elemental Command has the following two properties: Elemental Bane. While wearing the ring, you"
      },
      {
        "document": 1675,
        "excerpt": "t) While wearing this ring, you regain 1d6 Hit Points every 10 minutes if you have at least 1 Hit Point. If you lose a body part, the ring causes the missing part t"
      },
      {
        "document": 1677,
        "excerpt": ". You can expend 1 to 3 charges as a Magic action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 fee"
      },
      {
        "document": 1698,
        "excerpt": "y to Poison and Psychic damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If the rope drops to 0 Hit Points, it is destroyed."
      },
      {
        "document": 1699,
        "excerpt": "y to Poison and Psychic damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If the rope drops to 0 Hit Points, it is destroyed."
      },
      {
        "document": 1722,
        "excerpt": "taff to produce a thunderclap audible out to 600 feet. Every creature within a 60-foot Emanation originating from you makes a DC 17 Constitution saving throw. On a f"
      },
      {
        "document": 1760,
        "excerpt": "the creature takes 6 (1d12) Acid damage at the end of every 10 minutes unless moisture is applied to its skin before those minutes have passed. Probing Telepathy."
      },
      {
        "document": 1841,
        "excerpt": "al when finishing a Long Rest, and it repeats the save every 24 hours that elapse, ending the effect on itself on a success. Subsequent Failures: The Poisoned target"
      },
      {
        "document": 1862,
        "excerpt": "ptibility. The elemental takes 3 (1d6) Cold damage for every 5 feet the elemental moves in water or for every gallon of water splashed on it."
      },
      {
        "document": 1957,
        "excerpt": "ects. Reactive. The marilith can take one Reaction on every turn of combat."
      },
      {
        "document": 1966,
        "excerpt": "Rest, and its Hit Point maximum decreases by 10 (3d6) every 24 hours that elapse. A creature dies and turns to dust if reduced to 0 Hit Points by this attack. Chan"
      },
      {
        "document": 1967,
        "excerpt": "Rest, and its Hit Point maximum decreases by 10 (3d6) every 24 hours that elapse. A creature dies and turns to dust if reduced to 0 Hit Points by this attack. Drea"
      },
      {
        "document": 2009,
        "excerpt": "air and water, but it must be submerged at least once every 4 hours to avoid suffocating outside water. Shark Telepathy. The sahuagin can magically control sharks"
      }
    ],
    "everyone": [
      {
        "document": 26,
        "excerpt": "rticularly combat - the action is more structured, and everyone takes turns."
      },
      {
        "document": 30,
        "excerpt": "aining. It's a reward for making the game more fun for everyone playing. Other rules might allow your character to gain Heroic Inspiration independent of the GM's deci"
      },
      {
        "document": 71,
        "excerpt": "of turns is determined at the beginning of combat when everyone rolls Initiative. Once everyone has taken a turn, the fight continues to the next round if neither side"
      },
      {
        "document": 72,
        "excerpt": "ow far away and in what direction. 2: Roll Initiative. Everyone involved in the combat encounter rolls Initiative, determining the order of combatants' turns. 3: Take T"
      },
      {
        "document": 1458,
        "excerpt": ": Instantaneous You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which yo"
      }
    ],
    "everything": [
      {
        "document": 683,
        "excerpt": "Everything within an area of heavy rain or heavy snowfall is Lightly Obscured, and creatures in the area have Disad"
      },
      {
        "document": 1235,
        "excerpt": "age. If this damage reduces it to 0 Hit Points, it and everything nonmagical it is wearing and carrying are disintegrated into gray dust. The target can be revived only b"
      },
      {
        "document": 1252,
        "excerpt": "throw. On a successful save, the spell has no effect. Everything that a targeted creature is wearing and carrying changes size with it. Any item it drops returns to norm"
      },
      {
        "document": 1278,
        "excerpt": "s. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. The disk is immobile while you are within 20 feet of it. If you move m"
      },
      {
        "document": 1286,
        "excerpt": "A willing creature you touch shape-shifts, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends on the target if it drops"
      },
      {
        "document": 1627,
        "excerpt": "suspended animation in an extradi-dimensional sphere. Everything you're wearing and carrying disappears with you except for Artifacts, which stay behind in the space you"
      },
      {
        "document": 1684,
        "excerpt": "by 2d8. In addition, while wearing this ring, you and everything you wear and carry are unharmed by temperatures of 0 degrees Fahrenheit or lower."
      },
      {
        "document": 1689,
        "excerpt": "ke a Magic action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you take a Magic action to return to the plane you"
      },
      {
        "document": 1697,
        "excerpt": "the demiplane's environment can't harm its occupants. Everything else that can be interacted with there can exist only there. For example, a flower picked from a garden"
      }
    ],
    "everywhere": [
      {
        "document": 980,
        "excerpt": "our abilities as a Hunter to protect nature and people everywhere from forces that would destroy them."
      }
    ],
    "evident": [
      {
        "document": 144,
        "excerpt": "immediately obvious, reveal them only when they become evident. Potion Miscibility"
      }
    ],
    "evil": [
      {
        "document": 234,
        "excerpt": "The game assumes that player characters aren't of an evil alignment. Check with your GM before making an evil character."
      },
      {
        "document": 235,
        "excerpt": "ination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward order (lawful, chaotic, or neutral). The summari"
      },
      {
        "document": 237,
        "excerpt": "rks are savage predators, for example, but they aren't evil; they are unaligned. doing what seems best at the time. Someone who's bored by moral debate is probably"
      },
      {
        "document": 530,
        "excerpt": "es. Possession can be prevented by the Protection from Evil and Good spell and ended by the Dispel Evil and Good spell."
      },
      {
        "document": 649,
        "excerpt": "ination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward order (lawful, chaotic, or neutral). These factor"
      },
      {
        "document": 671,
        "excerpt": "Some locations are so suffused with evil that anyone who lingers there is burdened with a curse. Demonic Possession is one example of an environm"
      },
      {
        "document": 693,
        "excerpt": "ature, poisons are a favorite tool among assassins and evil creatures. Poisons come in the following four types: Contact. Contact poison can be smeared on an objec"
      },
      {
        "document": 778,
        "excerpt": "Protection from Evil and Good"
      },
      {
        "document": 784,
        "excerpt": "Lawful Evil"
      },
      {
        "document": 793,
        "excerpt": "s. Roll any die. On an odd roll, the treant is Chaotic Evil. On an even roll, the treant is Chaotic Good."
      },
      {
        "document": 830,
        "excerpt": "Protection from Evil and Good"
      },
      {
        "document": 841,
        "excerpt": "Protection from Evil and Good,Shield of Faith"
      },
      {
        "document": 843,
        "excerpt": "Detect Evil and Good"
      },
      {
        "document": 847,
        "excerpt": "Dispel Evil and Good"
      },
      {
        "document": 873,
        "excerpt": "Protection from Evil and Good"
      },
      {
        "document": 886,
        "excerpt": "Protection from Evil and Good"
      },
      {
        "document": 911,
        "excerpt": "Detect Evil and Good"
      },
      {
        "document": 915,
        "excerpt": "Dispel Evil and Good"
      },
      {
        "document": 941,
        "excerpt": "Chaotic Evil"
      },
      {
        "document": 942,
        "excerpt": "Neutral Evil"
      },
      {
        "document": 979,
        "excerpt": "iend that is especially mighty. That patron's aims are evil - the corruption or destruction of all things, ultimately including you - and your path is defined by th"
      },
      {
        "document": 1229,
        "excerpt": "Detect Evil and Good"
      },
      {
        "document": 1236,
        "excerpt": "Dispel Evil and Good"
      },
      {
        "document": 1345,
        "excerpt": "hat you can see (creatures warded by a Protection from Evil and Good or Magic Circle spell can't be possessed). The target makes a Charisma saving throw. On a faile"
      },
      {
        "document": 1394,
        "excerpt": "Protection from Evil and Good"
      },
      {
        "document": 1440,
        "excerpt": "form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate creatures to be unaffected by it. An"
      },
      {
        "document": 1561,
        "excerpt": "ou at will (save DC 18), urging you to work toward the evil ends it desires. The dragon essence within the orb might want many things: the annihilation of a particu"
      },
      {
        "document": 1693,
        "excerpt": ", you can cast the following spells from it: - Detect Evil and Good - Detect Magic - Detect Poison and Disease - See Invisibility Protective Aura. As a Magic acti"
      },
      {
        "document": 1732,
        "excerpt": "Talisman of Ultimate Evil"
      },
      {
        "document": 1760,
        "excerpt": "Large Aberration, Lawful Evil"
      },
      {
        "document": 1761,
        "excerpt": "Huge Dragon (Chromatic), Chaotic Evil"
      },
      {
        "document": 1762,
        "excerpt": "Huge Dragon (Chromatic), Lawful Evil"
      },
      {
        "document": 1767,
        "excerpt": "Huge Dragon (Chromatic), Lawful Evil"
      },
      {
        "document": 1768,
        "excerpt": "Huge Dragon (Chromatic), Chaotic Evil"
      },
      {
        "document": 1770,
        "excerpt": "Huge Dragon (Chromatic), Chaotic Evil"
      },
      {
        "document": 1773,
        "excerpt": "Gargantuan Dragon (Chromatic), Chaotic Evil"
      },
      {
        "document": 1774,
        "excerpt": "Gargantuan Dragon (Chromatic), Lawful Evil"
      },
      {
        "document": 1779,
        "excerpt": "Gargantuan Dragon (Chromatic), Lawful Evil"
      },
      {
        "document": 1780,
        "excerpt": "Gargantuan Dragon (Chromatic), Chaotic Evil"
      },
      {
        "document": 1782,
        "excerpt": "Gargantuan Dragon (Chromatic), Chaotic Evil"
      },
      {
        "document": 1792,
        "excerpt": "Medium Undead, Neutral evil"
      },
      {
        "document": 1799,
        "excerpt": "Huge Fiend (Demon), Chaotic Evil"
      },
      {
        "document": 1802,
        "excerpt": "Medium Fiend (Devil), Lawful Evil"
      },
      {
        "document": 1805,
        "excerpt": "Medium Fiend (Devil), Lawful Evil"
      },
      {
        "document": 1806,
        "excerpt": "Huge Monstrosity, Neutral Evil"
      },
      {
        "document": 1809,
        "excerpt": "Medium Dragon (Chromatic), Chaotic Evil"
      },
      {
        "document": 1813,
        "excerpt": "Medium Dragon (Chromatic), Lawful Evil"
      },
      {
        "document": 1815,
        "excerpt": "Large Fiend (Devil), Lawful Evil"
      },
      {
        "document": 1819,
        "excerpt": "Medium Fey (Goblinoid), Chaotic Evil"
      },
      {
        "document": 1820,
        "excerpt": "Medium Fey (Goblinoid), Chaotic Evil"
      },
      {
        "document": 1825,
        "excerpt": "Medium Fiend (Devil), Lawful Evil"
      },
      {
        "document": 1826,
        "excerpt": "Large Monstrosity, Chaotic Evil"
      },
      {
        "document": 1827,
        "excerpt": "Large Aberration, Chaotic Evil"
      },
      {
        "document": 1835,
        "excerpt": "llcasting ability (spell save DC 15): At Will: Detect Evil and Good, Detect Magic, Detect Thoughts, Shapechange (Beast or Humanoid form only, no Temporary Hit Poin"
      },
      {
        "document": 1841,
        "excerpt": "Medium Monstrosity, Neutral Evil"
      },
      {
        "document": 1843,
        "excerpt": "llcasting ability (spell save DC 17): At Will: Detect Evil and Good, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and n"
      },
      {
        "document": 1845,
        "excerpt": "llcasting ability (spell save DC 17): At Will: Detect Evil and Good, Detect Magic 2/Day Each: Create Food and Water (can create wine instead of water), Tongues, W"
      },
      {
        "document": 1849,
        "excerpt": "Small Fiend (Demon), Chaotic Evil"
      },
      {
        "document": 1850,
        "excerpt": "Large Monstrosity, Chaotic Evil"
      },
      {
        "document": 1853,
        "excerpt": "Small Elemental, Neutral Evil"
      },
      {
        "document": 1859,
        "excerpt": "Medium Fiend (Devil), Lawful Evil"
      },
      {
        "document": 1860,
        "excerpt": "Medium Monstrosity, Neutral Evil"
      },
      {
        "document": 1861,
        "excerpt": "Large Giant, Chaotic Evil"
      },
      {
        "document": 1863,
        "excerpt": "Huge Giant, Lawful Evil"
      },
      {
        "document": 1867,
        "excerpt": "Huge Giant, Neutral Evil"
      },
      {
        "document": 1868,
        "excerpt": "Medium Elemental, Chaotic Evil"
      },
      {
        "document": 1870,
        "excerpt": "Medium Undead, Chaotic Evil"
      },
      {
        "document": 1872,
        "excerpt": "Medium Undead, Chaotic Evil"
      },
      {
        "document": 1890,
        "excerpt": "g Wisdom as the spellcasting ability: At Will: Detect Evil and Good, Detect Magic 1/Day: Clairvoyance"
      },
      {
        "document": 1898,
        "excerpt": "Large Monstrosity, Neutral Evil"
      },
      {
        "document": 1903,
        "excerpt": "Large Fiend (Demon), Chaotic Evil"
      },
      {
        "document": 1905,
        "excerpt": "Medium Fiend, Chaotic Evil"
      },
      {
        "document": 1913,
        "excerpt": "Medium Dragon (Chromatic), Lawful Evil"
      },
      {
        "document": 1914,
        "excerpt": "Medium Fey, Neutral Evil"
      },
      {
        "document": 1917,
        "excerpt": "Medium Aberration, Neutral Evil"
      },
      {
        "document": 1920,
        "excerpt": "1d6 days and regains all its Hit Points unless Dispel Evil and Good is cast on its remains."
      },
      {
        "document": 1922,
        "excerpt": "Medium Monstrosity, Chaotic Evil"
      },
      {
        "document": 1924,
        "excerpt": "Medium Fiend, Lawful Evil"
      },
      {
        "document": 1925,
        "excerpt": "Large Fiend (Demon), Chaotic Evil"
      },
      {
        "document": 1926,
        "excerpt": "Huge Giant, Chaotic Evil"
      },
      {
        "document": 1929,
        "excerpt": "Medium Fey (Goblinoid), Lawful Evil"
      },
      {
        "document": 1930,
        "excerpt": "Medium Fey (Goblinoid), Lawful Evil"
      },
      {
        "document": 1932,
        "excerpt": "Large Fiend (Devil), Lawful Evil"
      },
      {
        "document": 1936,
        "excerpt": "Large Fiend (Devil), Lawful Evil"
      },
      {
        "document": 1937,
        "excerpt": "Small Elemental, Neutral Evil"
      },
      {
        "document": 1938,
        "excerpt": "Tiny Fiend (Devil), Lawful Evil"
      },
      {
        "document": 1939,
        "excerpt": "Medium Fiend, Neutral Evil"
      },
      {
        "document": 1946,
        "excerpt": "Gargantuan Monstrosity (Titan), Chaotic Evil"
      },
      {
        "document": 1947,
        "excerpt": "Large Fiend, Chaotic Evil"
      },
      {
        "document": 1948,
        "excerpt": "Medium Fiend (Devil), Lawful Evil"
      },
      {
        "document": 1949,
        "excerpt": "Medium Undead (Wizard), Neutral Evil"
      },
      {
        "document": 1953,
        "excerpt": "Small Elemental, Neutral Evil"
      },
      {
        "document": 1956,
        "excerpt": "Large Monstrosity, Lawful Evil"
      },
      {
        "document": 1957,
        "excerpt": "Large Fiend (Demon), Chaotic Evil"
      },
      {
        "document": 1959,
        "excerpt": "Medium Monstrosity, Lawful Evil"
      },
      {
        "document": 1961,
        "excerpt": "Large Monstrosity, Chaotic Evil"
      },
      {
        "document": 1963,
        "excerpt": "Large Monstrosity, Chaotic Evil"
      },
      {
        "document": 1964,
        "excerpt": "Large Undead, Lawful Evil"
      },
      {
        "document": 1966,
        "excerpt": "Medium or Small Undead (Cleric), Lawful Evil"
      },
      {
        "document": 1967,
        "excerpt": "Medium or Small Undead, Lawful Evil"
      },
      {
        "document": 1968,
        "excerpt": "Large Fiend (Demon), Chaotic Evil"
      },
      {
        "document": 1969,
        "excerpt": "Medium Fiend, Neutral Evil"
      },
      {
        "document": 1970,
        "excerpt": "Large Fiend, Neutral Evil"
      },
      {
        "document": 1974,
        "excerpt": "Large Undead, Neutral Evil"
      },
      {
        "document": 1975,
        "excerpt": "Large Giant, Chaotic Evil"
      },
      {
        "document": 1976,
        "excerpt": "Large Fiend, Lawful Evil"
      },
      {
        "document": 1986,
        "excerpt": "Large Fiend (Devil), Lawful Evil"
      },
      {
        "document": 1987,
        "excerpt": "llcasting ability (spell save DC 20): At Will: Detect Evil and Good 1/Day Each: Commune, Control Weather, Dispel Evil and Good, Raise Dead"
      },
      {
        "document": 1996,
        "excerpt": "Tiny Fiend (Demon), Chaotic Evil"
      },
      {
        "document": 1997,
        "excerpt": "Medium Fiend, Lawful Evil"
      },
      {
        "document": 2000,
        "excerpt": "Medium Dragon (Chromatic), Chaotic Evil"
      },
      {
        "document": 2006,
        "excerpt": "Large Aberration, Neutral Evil"
      },
      {
        "document": 2009,
        "excerpt": "Medium Fiend, Lawful Evil"
      },
      {
        "document": 2010,
        "excerpt": "Large Elemental, Neutral Evil"
      },
      {
        "document": 2014,
        "excerpt": "Medium Fey, Chaotic Evil"
      },
      {
        "document": 2016,
        "excerpt": "Medium Undead, Chaotic Evil"
      },
      {
        "document": 2021,
        "excerpt": "Medium Undead, Lawful Evil"
      },
      {
        "document": 2022,
        "excerpt": "llcasting ability (spell save DC 25): At Will: Detect Evil and Good 1/Day Each: Commune, Control Weather, Dispel Evil and Good, Resurrection"
      },
      {
        "document": 2023,
        "excerpt": "Medium Undead, Chaotic Evil"
      },
      {
        "document": 2025,
        "excerpt": "llcasting ability (spell save DC 20): At Will: Detect Evil and Good, Thaumaturgy 1/Day Each: Detect Magic, Dispel Magic, Greater Restoration, Heroes' Feast, Zone"
      },
      {
        "document": 2028,
        "excerpt": "Large Fiend, Chaotic Evil"
      },
      {
        "document": 2031,
        "excerpt": "Small Elemental, Neutral Evil"
      },
      {
        "document": 2036,
        "excerpt": "Medium Fiend, Neutral Evil"
      },
      {
        "document": 2038,
        "excerpt": "Medium Swarm of Tiny Undead, Neutral Evil"
      },
      {
        "document": 2050,
        "excerpt": "Small Giant, Chaotic Evil"
      },
      {
        "document": 2051,
        "excerpt": "Large Giant, Chaotic Evil"
      },
      {
        "document": 2053,
        "excerpt": "llcasting ability (spell save DC 14): At Will: Detect Evil and Good, Druidcraft 1/Day Each: Calm Emotions, Dispel Evil and Good, Entangle, Pass without Trace, Wor"
      },
      {
        "document": 2054,
        "excerpt": "Medium or Small Humanoid, Neutral Evil"
      },
      {
        "document": 2055,
        "excerpt": "Medium or Small Undead, Neutral Evil"
      },
      {
        "document": 2056,
        "excerpt": "Medium or Small Undead, Lawful Evil"
      },
      {
        "document": 2059,
        "excerpt": "Large Fiend (Demon), Chaotic Evil"
      },
      {
        "document": 2061,
        "excerpt": "Large Undead, Lawful Evil"
      },
      {
        "document": 2068,
        "excerpt": "Medium or Small Monstrosity (Lycanthrope), Neutral Evil"
      },
      {
        "document": 2069,
        "excerpt": "Medium or Small Monstrosity (Lycanthrope), Lawful Evil"
      },
      {
        "document": 2071,
        "excerpt": "Medium or Small Monstrosity (Lycanthrope), Chaotic Evil"
      },
      {
        "document": 2072,
        "excerpt": "Medium Dragon (Chromatic), Chaotic Evil"
      },
      {
        "document": 2073,
        "excerpt": "Medium Undead, Neutral Evil"
      },
      {
        "document": 2074,
        "excerpt": "Tiny Undead, Chaotic Evil"
      },
      {
        "document": 2075,
        "excerpt": "Large Monstrosity, Neutral Evil"
      },
      {
        "document": 2077,
        "excerpt": "Large Fey, Neutral Evil"
      },
      {
        "document": 2078,
        "excerpt": "Medium or Small Undead, Neutral Evil"
      },
      {
        "document": 2081,
        "excerpt": "Large Dragon (Chromatic), Chaotic Evil"
      },
      {
        "document": 2082,
        "excerpt": "Large Dragon (Chromatic), Lawful Evil"
      },
      {
        "document": 2087,
        "excerpt": "Large Dragon (Chromatic), Lawful Evil"
      },
      {
        "document": 2088,
        "excerpt": "Large Dragon (Chromatic), Chaotic Evil"
      },
      {
        "document": 2090,
        "excerpt": "Large Dragon (Chromatic), Chaotic Evil"
      },
      {
        "document": 2091,
        "excerpt": "Medium Undead, Neutral Evil"
      }
    ],
    "evocation": [
      {
        "document": 718,
        "excerpt": "ct and Disarm. A Detect Magic spell reveals an aura of Evocation magic around the statue. As a Search action, a creature within 5 feet of the statue can examine it and m"
      },
      {
        "document": 829,
        "excerpt": "Evocation"
      },
      {
        "document": 830,
        "excerpt": "Evocation"
      },
      {
        "document": 831,
        "excerpt": "Evocation"
      },
      {
        "document": 832,
        "excerpt": "Evocation"
      },
      {
        "document": 833,
        "excerpt": "Evocation"
      },
      {
        "document": 834,
        "excerpt": "Evocation"
      },
      {
        "document": 835,
        "excerpt": "Evocation"
      },
      {
        "document": 836,
        "excerpt": "Evocation"
      },
      {
        "document": 837,
        "excerpt": "Evocation"
      },
      {
        "document": 843,
        "excerpt": "Evocation"
      },
      {
        "document": 845,
        "excerpt": "Evocation"
      },
      {
        "document": 851,
        "excerpt": "Evocation"
      },
      {
        "document": 852,
        "excerpt": "Evocation"
      },
      {
        "document": 859,
        "excerpt": "Evocation"
      },
      {
        "document": 860,
        "excerpt": "Evocation"
      },
      {
        "document": 861,
        "excerpt": "Evocation"
      },
      {
        "document": 862,
        "excerpt": "Evocation"
      },
      {
        "document": 863,
        "excerpt": "Evocation"
      },
      {
        "document": 864,
        "excerpt": "Evocation"
      },
      {
        "document": 865,
        "excerpt": "Evocation"
      },
      {
        "document": 866,
        "excerpt": "Evocation"
      },
      {
        "document": 867,
        "excerpt": "Evocation"
      },
      {
        "document": 868,
        "excerpt": "Evocation"
      },
      {
        "document": 869,
        "excerpt": "Evocation"
      },
      {
        "document": 872,
        "excerpt": "Evocation"
      },
      {
        "document": 873,
        "excerpt": "Evocation"
      },
      {
        "document": 874,
        "excerpt": "Evocation"
      },
      {
        "document": 880,
        "excerpt": "Evocation"
      },
      {
        "document": 884,
        "excerpt": "Evocation"
      },
      {
        "document": 885,
        "excerpt": "Evocation"
      },
      {
        "document": 886,
        "excerpt": "Evocation"
      },
      {
        "document": 887,
        "excerpt": "Evocation"
      },
      {
        "document": 888,
        "excerpt": "Evocation"
      },
      {
        "document": 890,
        "excerpt": "Evocation"
      },
      {
        "document": 891,
        "excerpt": "Evocation"
      },
      {
        "document": 892,
        "excerpt": "Evocation"
      },
      {
        "document": 893,
        "excerpt": "Evocation"
      },
      {
        "document": 894,
        "excerpt": "Evocation"
      },
      {
        "document": 895,
        "excerpt": "Evocation"
      },
      {
        "document": 897,
        "excerpt": "Evocation"
      },
      {
        "document": 898,
        "excerpt": "Evocation"
      },
      {
        "document": 899,
        "excerpt": "Evocation"
      },
      {
        "document": 900,
        "excerpt": "Evocation"
      },
      {
        "document": 901,
        "excerpt": "Evocation"
      },
      {
        "document": 905,
        "excerpt": "Evocation"
      },
      {
        "document": 910,
        "excerpt": "Evocation"
      },
      {
        "document": 911,
        "excerpt": "Evocation"
      },
      {
        "document": 912,
        "excerpt": "Evocation"
      },
      {
        "document": 913,
        "excerpt": "Evocation"
      },
      {
        "document": 915,
        "excerpt": "Evocation"
      },
      {
        "document": 916,
        "excerpt": "Evocation"
      },
      {
        "document": 917,
        "excerpt": "Evocation"
      },
      {
        "document": 918,
        "excerpt": "Evocation"
      },
      {
        "document": 936,
        "excerpt": "Evocation"
      },
      {
        "document": 978,
        "excerpt": "Evocation Savant"
      },
      {
        "document": 1149,
        "excerpt": "Evocation"
      },
      {
        "document": 1150,
        "excerpt": "Evocation"
      },
      {
        "document": 1163,
        "excerpt": "Evocation"
      },
      {
        "document": 1165,
        "excerpt": "Evocation"
      },
      {
        "document": 1178,
        "excerpt": "Evocation"
      },
      {
        "document": 1184,
        "excerpt": "Evocation"
      },
      {
        "document": 1187,
        "excerpt": "Evocation"
      },
      {
        "document": 1191,
        "excerpt": "Evocation"
      },
      {
        "document": 1202,
        "excerpt": "Evocation"
      },
      {
        "document": 1213,
        "excerpt": "Evocation"
      },
      {
        "document": 1223,
        "excerpt": "Evocation"
      },
      {
        "document": 1225,
        "excerpt": "Evocation"
      },
      {
        "document": 1227,
        "excerpt": "Evocation"
      },
      {
        "document": 1240,
        "excerpt": "Evocation"
      },
      {
        "document": 1241,
        "excerpt": "Evocation"
      },
      {
        "document": 1249,
        "excerpt": "Evocation"
      },
      {
        "document": 1260,
        "excerpt": "Evocation"
      },
      {
        "document": 1270,
        "excerpt": "Evocation"
      },
      {
        "document": 1271,
        "excerpt": "Evocation"
      },
      {
        "document": 1272,
        "excerpt": "Evocation"
      },
      {
        "document": 1273,
        "excerpt": "Evocation"
      },
      {
        "document": 1274,
        "excerpt": "Evocation"
      },
      {
        "document": 1275,
        "excerpt": "Evocation"
      },
      {
        "document": 1282,
        "excerpt": "Evocation"
      },
      {
        "document": 1285,
        "excerpt": "Evocation"
      },
      {
        "document": 1301,
        "excerpt": "Evocation"
      },
      {
        "document": 1302,
        "excerpt": "Evocation"
      },
      {
        "document": 1310,
        "excerpt": "Evocation"
      },
      {
        "document": 1321,
        "excerpt": "Evocation"
      },
      {
        "document": 1336,
        "excerpt": "Evocation"
      },
      {
        "document": 1337,
        "excerpt": "Evocation"
      },
      {
        "document": 1346,
        "excerpt": "Evocation"
      },
      {
        "document": 1359,
        "excerpt": "Evocation"
      },
      {
        "document": 1368,
        "excerpt": "Evocation"
      },
      {
        "document": 1387,
        "excerpt": "Evocation"
      },
      {
        "document": 1399,
        "excerpt": "Evocation"
      },
      {
        "document": 1410,
        "excerpt": "Evocation"
      },
      {
        "document": 1412,
        "excerpt": "Evocation"
      },
      {
        "document": 1414,
        "excerpt": "Evocation"
      },
      {
        "document": 1421,
        "excerpt": "Evocation"
      },
      {
        "document": 1426,
        "excerpt": "Evocation"
      },
      {
        "document": 1433,
        "excerpt": "Evocation"
      },
      {
        "document": 1441,
        "excerpt": "Evocation"
      },
      {
        "document": 1442,
        "excerpt": "Evocation"
      },
      {
        "document": 1449,
        "excerpt": "Evocation"
      },
      {
        "document": 1450,
        "excerpt": "Evocation"
      },
      {
        "document": 1457,
        "excerpt": "Evocation"
      },
      {
        "document": 1459,
        "excerpt": "Evocation"
      },
      {
        "document": 1471,
        "excerpt": "Evocation"
      },
      {
        "document": 1472,
        "excerpt": "Evocation"
      },
      {
        "document": 1473,
        "excerpt": "Evocation"
      },
      {
        "document": 1474,
        "excerpt": "Evocation"
      },
      {
        "document": 1475,
        "excerpt": "Evocation"
      },
      {
        "document": 1483,
        "excerpt": "Evocation"
      }
    ],
    "evocations": [
      {
        "document": 978,
        "excerpt": "pockets of relative safety within the effects of your evocations. When you cast an Evocation spell that affects other creatures that you can see, you can choose a number"
      }
    ],
    "evoke": [
      {
        "document": 981,
        "excerpt": "ly Symbol and expend a use of your Channel Divinity to evoke healing energy that can restore a number of Hit Points equal to five times your Cleric level. Choose Blo"
      },
      {
        "document": 1274,
        "excerpt": "c leaf) Duration: Concentration, up to 10 minutes You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for"
      }
    ],
    "evoker": [
      {
        "document": 973,
        "excerpt": "You gain a Wizard subclass of your choice. The Evoker subclass is detailed after this class's description. A subclass is a specialization that grants you feat"
      },
      {
        "document": 978,
        "excerpt": "Evoker"
      }
    ],
    "evokers": [
      {
        "document": 978,
        "excerpt": "g thunder, crackling lightning, and burning acid. Some Evokers find employment in military forces, serving as artillery to blast armies from afar. Others use their pow"
      }
    ],
    "evolves": [
      {
        "document": 244,
        "excerpt": "them; they point to the fact that the play experience evolves as characters gain levels."
      }
    ],
    "exact": [
      {
        "document": 66,
        "excerpt": ". The GM can summarize this travel without calculating exact distances or travel times, or the GM might have you use the travel pace rules below. If you need to kno"
      }
    ],
    "exactly": [
      {
        "document": 501,
        "excerpt": "tailed after its duration entry. Those details present exactly what the spell does, which ignores mundane physical laws; any outcomes beyond those effects are under th"
      },
      {
        "document": 1233,
        "excerpt": "You teleport to a location within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stati"
      }
    ],
    "exalted": [
      {
        "document": 1843,
        "excerpt": "Exalted Restoration. If the deva dies outside Mount Celestia, its body disappears, and it gains a new body insta"
      },
      {
        "document": 1987,
        "excerpt": "vine Awareness. The planetar knows if it hears a lie. Exalted Restoration. If the planetar dies outside Mount Celestia, its body disappears, and it gains a new body i"
      },
      {
        "document": 2022,
        "excerpt": "Divine Awareness. The solar knows if it hears a lie. Exalted Restoration. If the solar dies outside Mount Celestia, its body disappears, and it gains a new body inst"
      }
    ],
    "examine": [
      {
        "document": 716,
        "excerpt": "Detect and Disarm. As a Search action, a creature can examine the trapped area and make a DC 11 Wisdom (Perception) check, detecting the trip wire and the unstable se"
      },
      {
        "document": 717,
        "excerpt": "Detect and Disarm. As a Search action, a creature can examine the trapped area and make a DC 11 Wisdom (Perception) check, detecting the trip wire and the suspended N"
      },
      {
        "document": 718,
        "excerpt": "rch action, a creature within 5 feet of the statue can examine it and make a DC 10 Wisdom (Perception) check, detecting a tiny glyph on the statue on a successful chec"
      },
      {
        "document": 719,
        "excerpt": "Detect and Disarm. As a Study action, a creature can examine the section of floor that forms the pit's lid and make a DC 15 Intelligence (Investigation) check, detec"
      },
      {
        "document": 720,
        "excerpt": "Detect and Disarm. As a Search action, a creature can examine the walls and make a DC 15 Wisdom (Perception) check, detecting the holes on a successful check. Pluggin"
      },
      {
        "document": 721,
        "excerpt": "Detect and Disarm. As a Search action, a creature can examine the trapped lock and make a DC 15 Wisdom (Perception) check, detecting the needle on a successful check."
      },
      {
        "document": 722,
        "excerpt": "Detect and Disarm. As a Study action, a creature can examine the section of floor that forms the pressure plate and make a DC 15 Intelligence (Investigation) check,"
      },
      {
        "document": 723,
        "excerpt": "Detect and Disarm. As a Study action, a creature can examine the section of floor that forms the pit's lid and make a DC 15 Intelligence (Investigation) check, detec"
      },
      {
        "document": 1350,
        "excerpt": "ss through it. A creature that takes a Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check agai"
      },
      {
        "document": 1362,
        "excerpt": "is spell again. If a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (In"
      },
      {
        "document": 1373,
        "excerpt": "other stimuli. The target can take a Study action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeed"
      },
      {
        "document": 1391,
        "excerpt": "through it. A creature that takes the Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check agai"
      },
      {
        "document": 1392,
        "excerpt": "through it. A creature that takes the Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check agai"
      },
      {
        "document": 1417,
        "excerpt": "gh the hat. A creature that takes the Study action to examine a target can make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it b"
      },
      {
        "document": 1428,
        "excerpt": "ss through it. A creature that takes a Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check agai"
      },
      {
        "document": 1577,
        "excerpt": "vantage on Intelligence (Investigation) checks made to examine something within that range."
      }
    ],
    "examined": [
      {
        "document": 266,
        "excerpt": "ume 40 A gemstone that looks like a lump of coal when examined by anyone but you 41 A scrap of cloth from an old banner 42 A rank insignia from a lost legionnaire 4"
      }
    ],
    "examines": [
      {
        "document": 26,
        "excerpt": "dventurer might search a treasure chest while a second examines a mysterious symbol engraved on a wall and a third keeps watch for monsters. Outside combat, the GM ensu"
      }
    ],
    "examining": [
      {
        "document": 1304,
        "excerpt": ". If the difference isn't obvious by touch, a creature examining the illusion can take the Study action to make an Intelligence (Investigation) check against your spell"
      }
    ],
    "example": [
      {
        "document": 5,
        "excerpt": "Points regained in excess of the maximum are lost. For example, if you receive 8 Hit Points of healing and have 14 Hit Points and a Hit Point maximum of 20, you regain"
      },
      {
        "document": 7,
        "excerpt": "mainder equals or exceeds their Hit Point maximum. For example, if your character has a Hit Point maximum of 12, currently has 6 Hit Points, and takes 18 damage, the c"
      },
      {
        "document": 13,
        "excerpt": "levant to the check and you have that proficiency. For example, if a rule refers to a Strength (Acrobatics or Athletics) check, you can add your Proficiency Bonus to t"
      },
      {
        "document": 14,
        "excerpt": "y leftover damage carries over to your Hit Points. For example, if you have 5 Temporary Hit Points and take 7 damage, you lose those points and then lose 2 Hit Points."
      },
      {
        "document": 16,
        "excerpt": "to keep the ones you have or to gain the new ones. For example, if a spell grants you 12 Temporary Hit Points when you already have 10, you can have 12 or 10, not 22."
      },
      {
        "document": 22,
        "excerpt": "ermined by the effect that causes it or by the GM. For example, if a spell forces you to make a save, the DC is determined by the caster's spellcasting ability and Pro"
      },
      {
        "document": 24,
        "excerpt": "use different ability modifiers from those listed. For example, the Finesse property (see “Equipment”) lets you use Strength or Dexterity with a weapon that has that p"
      },
      {
        "document": 30,
        "excerpt": "roic Inspiration independent of the GM's decision. For example, Human characters start each day with Heroic Inspiration."
      },
      {
        "document": 31,
        "excerpt": ", and use the lower roll if you have Disadvantage. For example, if you have Disadvantage and roll an 18 and a 3, use the 3. If you instead have Advantage and roll thos"
      },
      {
        "document": 33,
        "excerpt": "ace only one die, not both. You choose which one. For example, if you have Heroic Inspiration (see the sidebar below) and roll a 3 and an 18 on an ability check that"
      },
      {
        "document": 35,
        "excerpt": "ed to a die roll or another number more than once. For example, if a rule allows you to make a Charisma (Deception or Persuasion) check, you add your Proficiency Bonus"
      },
      {
        "document": 36,
        "excerpt": "that skill but doesn't add its Proficiency Bonus. For example, if a character tries to climb a cliff, the GM might ask for a Strength (Athletics) check. If the charac"
      },
      {
        "document": 37,
        "excerpt": "General rules govern each part of the game. For example, the combat rules tell you that melee attacks use Strength and ranged attacks use Dexterity. That's a ge"
      },
      {
        "document": 38,
        "excerpt": "The skills are shown on the Skills table, which notes example uses for each skill proficiency as well as the ability check the skill most often applies to."
      },
      {
        "document": 40,
        "excerpt": "ency Bonus to saves that use a particular ability. For example, proficiency in Wisdom saves lets you add your Proficiency Bonus to your Wisdom saves. Some monsters als"
      },
      {
        "document": 44,
        "excerpt": "alled a Bonus Action. The Cunning Action feature, for example, allows a Rogue to take a Bonus Action. You can take a Bonus Action only when a special ability, a spell"
      },
      {
        "document": 46,
        "excerpt": "me for social interaction, which takes many forms. For example, you might try to convince a burglar to confess to wrongdoing or try to flatter a guard. The Game Master"
      },
      {
        "document": 49,
        "excerpt": "h that relies on your group's skill proficiencies. For example, if the group needs to trick a guard into letting them into a castle, the Rogue who is proficient in Dec"
      },
      {
        "document": 51,
        "excerpt": "plore, their equipment can help them in many ways. For example, they can reach out-of-the-way places with a Ladder, perceive things they wouldn't otherwise notice with"
      },
      {
        "document": 64,
        "excerpt": "record the order any way you like: write it down, for example, or arrange miniatures to show it."
      },
      {
        "document": 73,
        "excerpt": "mbatant has Disadvantage on their Initiative roll. For example, if an ambusher starts combat while hidden from a foe who is unaware that combat is starting, that foe i"
      },
      {
        "document": 74,
        "excerpt": "nment for free, during either your move or action. For example, you could open a door during your move as you stride toward a foe. If you want to interact with a seco"
      },
      {
        "document": 75,
        "excerpt": "slate your Speed into squares by dividing it by 5. For example, a Speed of 30 feet translates into 6 squares. If you use a grid often, consider writing your Speed in s"
      },
      {
        "document": 79,
        "excerpt": "nus Action, or Reaction you take on the same turn. For example, if you have a Speed of 30 feet, you could go 10 feet, take an action, and then go 20 feet."
      },
      {
        "document": 86,
        "excerpt": "cover applies; the degrees aren't added together. For example, if a target is behind a creature that gives Half Cover and a tree trunk that gives Three-Quarters Cover"
      },
      {
        "document": 93,
        "excerpt": "your movement, action, Bonus Action, or Reaction. For example, you don't provoke an Opportunity Attack if an explosion hurls you out of a foe's reach or if you fall p"
      },
      {
        "document": 95,
        "excerpt": "of movement equal to half your Speed (round down). For example, if your Speed is 30 feet, you spend 15 feet of movement to mount a horse."
      },
      {
        "document": 106,
        "excerpt": "ogether, and add any relevant modifiers as normal. For example, if you score a Critical Hit with a Dagger, roll 2d4 for the damage rather than 1d4, and add your releva"
      },
      {
        "document": 108,
        "excerpt": "me time, roll the damage once for all the targets. For example, when a wizard casts Fireball, the spell's damage is rolled once for all creatures caught in the blast."
      },
      {
        "document": 111,
        "excerpt": "type, damage of that type is doubled against you. For example, if you have Resistance to Cold damage, such damage is halved against you, and if you have Vulnerability"
      },
      {
        "document": 112,
        "excerpt": "t the same damage type count as only one instance. For example, if you have Resistance to Necrotic damage as well as Resistance to all damage, Necrotic damage is reduc"
      },
      {
        "document": 113,
        "excerpt": "plied second; and Vulnerability is applied third. For example, a creature has Resistance to all damage and Vulnerability to Fire damage, and it's within a magical aur"
      },
      {
        "document": 117,
        "excerpt": "ic item doesn't adjust its size to fit any wearer. For example, a particular armorer might make items usable only by folk who are sized and shaped like dwarves. Unusu"
      },
      {
        "document": 119,
        "excerpt": "), add that item’s cost to the magic item’s value. For example, +1 Armor (Plate Armor) has a value of 5,500 GP, which is the sum of a Rare magic item's value (4,000 G"
      },
      {
        "document": 122,
        "excerpt": "activated. A Potion of Healing must be swallowed, for example, while the writing vanishes from a scroll when it is read. Once used, a consumable item loses its magic."
      },
      {
        "document": 133,
        "excerpt": "or craft that item using the rules in “Equipment.” For example, to make +1 Armor (Plate Armor), you must pay 3,500 GP or pay 2,000 GP and craft the armor. Magic Item"
      },
      {
        "document": 151,
        "excerpt": "sesses, and the result is added to its Hit Points. For example, if a monster has a Constitution of 12 (+1 modifier) and 2d8 Hit Dice, it has 2d8 + 2 Hit Points (averag"
      },
      {
        "document": 154,
        "excerpt": "specifies a monster's skill proficiencies, if any. For example, a monster that is very perceptive and stealthy might have bonuses to Wisdom (Perception) and Dexterity"
      },
      {
        "document": 158,
        "excerpt": "n't necessarily list all of a monster's equipment. For example, a monster that wears clothes is assumed to be dressed appropriately, and those clothes aren't in this e"
      },
      {
        "document": 173,
        "excerpt": "and a die expression for each instance of damage. For example, an attack might deal 4 (1d4 + 2) damage on a hit. You decide whether to use the number or the die expre"
      },
      {
        "document": 175,
        "excerpt": "er's spell can have special rules or restrictions. For example, a green hag can cast the Invisibility spell, but the spell has a “self only” restriction, which means t"
      },
      {
        "document": 179,
        "excerpt": "r must finish a Long Rest to regain expended uses. For example, a Reaction that includes “1/Day” means the Reaction can be taken once and that the monster must finish"
      },
      {
        "document": 230,
        "excerpt": "e is shown on the Ability Score Point Costs table. For example, a score of 14 costs 7 of your 27 points. Ability Score Point Costs"
      },
      {
        "document": 237,
        "excerpt": "; they are unaligned. Sharks are savage predators, for example, but they aren't evil; they are unaligned. doing what seems best at the time. Someone who's bored by mo"
      },
      {
        "document": 241,
        "excerpt": "ers that apply to your Wisdom (Perception) checks. For example, if your character has a Wisdom of 15 and proficiency in the Perception skill, you have a Passive Percep"
      },
      {
        "document": 243,
        "excerpt": "m increases by 1 for each level you have attained. For example, if a character reaches level 8 and increases their Constitution score from 17 to 18, the Constitution m"
      },
      {
        "document": 252,
        "excerpt": "mount of XP required to reach your starting level. For example, if the GM starts you at level 10, you have 64,000 XP."
      },
      {
        "document": 253,
        "excerpt": "available for you to buy with your starting money. For example, the firearms described in “Equipment” are too expensive for level 1 characters, but they might be avail"
      },
      {
        "document": 255,
        "excerpt": "ability of the new class and your current classes. For example, a Barbarian who decides to multiclass into the Druid class must have Strength and Wisdom scores of 13 o"
      },
      {
        "document": 256,
        "excerpt": "aracter Advancement table in “Character Creation.” For example, if you are a level 6 Cleric / level 1 Fighter, you must gain enough XP to reach level 8 before you can"
      },
      {
        "document": 257,
        "excerpt": "are the same die type, you can pool them together. For example, both the Fighter and the Paladin have a d10 Hit Die, so if you are a level 5 Fighter / level 5 Paladin,"
      },
      {
        "document": 259,
        "excerpt": "lass, as shown in the Character Advancement table. For example, if you are a level 3 Fighter / level 2 Rogue, you have the Proficiency Bonus of a level 5 character, wh"
      },
      {
        "document": 262,
        "excerpt": "or Class, you can benefit from only one at a time. For example, a Monk/Sorcerer with a Monk's Unarmored Defense feature and a Sorcerer's Draconic Resilience feature m"
      },
      {
        "document": 264,
        "excerpt": "s. If you are a level 4 Ranger / level 3 Sorcerer, for example, you can prepare five level 1 Ranger spells, and you can prepare six Sorcerer spells of level 1 or 2 (as"
      },
      {
        "document": 306,
        "excerpt": "attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bo"
      },
      {
        "document": 378,
        "excerpt": "s. Other items might require more experimentation. For example, if your character puts on a Ring of Swimming, the GM might say, \"Your movement feels strangely fluid.\""
      },
      {
        "document": 379,
        "excerpt": "benefits unless its description states otherwise. For example, a magic Shield that requires Attunement provides the benefits of a normal Shield if you aren't attuned"
      },
      {
        "document": 381,
        "excerpt": "you can't attune to more than one copy of an item. For example, you can't attune to more than one Ring of Protection at a time."
      },
      {
        "document": 386,
        "excerpt": "benefits only if both items of the pair are worn. For example, a character wearing a Boot of Striding and Springing on one foot and a Boot of Elvenkind on the other f"
      },
      {
        "document": 389,
        "excerpt": "terials worth half its purchase cost (round down). For example, you need 750 GP of raw materials to make Plate Armor, which sells for 1,500 GP. The GM determines wheth"
      },
      {
        "document": 390,
        "excerpt": "cost in GP by 10 (round a fraction up to a day). For example, you need 5 days to make a Heavy Crossbow, which sells for 50 GP. If an item requires multiple days, th"
      },
      {
        "document": 398,
        "excerpt": "to the Gold Piece, which is the game's main coin. For example, 100 Copper Pieces are worth 1 Gold Piece. A coin weighs about a third of an ounce, so fifty coins weig"
      },
      {
        "document": 406,
        "excerpt": "hat your base AC is when you wear a type of armor. For example, if you wear Leather Armor, your base AC is 11 plus your Dexterity modifier, whereas your AC is 16 in Ch"
      },
      {
        "document": 409,
        "excerpt": "ncies are usually tied to one of these categories. For example, you might have proficiency with Simple weapons. Melee or Ranged. A weapon is classified as either Mele"
      },
      {
        "document": 491,
        "excerpt": "l slot to cast a spell. This rule means you can't, for example, cast a spell with a spell slot using the Magic action and another one using a Bonus Action on the same"
      },
      {
        "document": 500,
        "excerpt": "pell lasts in rounds, minutes, hours, or the like. For example, a Duration entry might say “1 minute,” meaning the spell ends after 1 minute has passed. While a time-s"
      },
      {
        "document": 505,
        "excerpt": "gs are equally potent and their durations overlap. For example, if two Clerics cast Bless on the same target, that target gains the spell's benefit only once; the targ"
      },
      {
        "document": 513,
        "excerpt": "ted number of spell slots of certain spell levels. For example, a level 3 Wizard has four level 1 spell slots and two level 2 slots. When you cast a spell, you expend"
      },
      {
        "document": 527,
        "excerpt": "has Disadvantage on them, decrease the score by 5. For example, a level 1 character with a Wisdom of 15 and proficiency in Perception has a Passive Perception of 14 ("
      },
      {
        "document": 545,
        "excerpt": "is decides the order in which those things happen. For example, if two effects occur at the start of a player character's turn, the player decides which of the effects"
      },
      {
        "document": 548,
        "excerpt": "u can't use the new speed during the current move. For example, if you have a Speed of 30 and a Fly Speed of 40, you could fly 10 feet, walk 10 feet, and leap into the"
      },
      {
        "document": 554,
        "excerpt": "and a die expression for each instance of damage. For example, an attack might deal 4 (1d4 + 2) damage on a hit. The GM determines whether you use the static number o"
      },
      {
        "document": 577,
        "excerpt": "he rule applies to in a particular moment of play. For example, the \"you\" in the Prone condition is a creature that currently has that condition. \"See Also.\" Some glo"
      },
      {
        "document": 580,
        "excerpt": "ypes are more or less effective against an object. For example, Bludgeoning damage works well for smashing things but not for cutting. Paper or cloth objects might hav"
      },
      {
        "document": 594,
        "excerpt": "to that point's distance from the point of origin. For example, a Cone is 15 feet wide at a point along its length that is 15 feet from the point of origin. The effect"
      },
      {
        "document": 607,
        "excerpt": "hold is superficial and doesn't reduce Hit Points. For example, if an object has a damage threshold of 10, the object takes no damage if 9 damage is dealt to it, since"
      },
      {
        "document": 612,
        "excerpt": "r applying any modifiers. With a Speed of 30 feet, for example, you can move up to 60 feet on your turn if you Dash. If your Speed of 30 feet is reduced to 15 feet, yo"
      },
      {
        "document": 616,
        "excerpt": "foot of movement in that space costs 1 extra foot. For example, moving 5 feet through Difficult Terrain costs 10 feet of movement. Difficult Terrain isn't cumulative;"
      },
      {
        "document": 646,
        "excerpt": "ss the effect that created it specifies otherwise. For example, a visual illusion of a creature casts shadows and reflections, and wind appears to affect the illusory"
      },
      {
        "document": 648,
        "excerpt": "tions as that weapon and uses that weapon's rules. For example, the GM could treat a table leg as a Club."
      },
      {
        "document": 667,
        "excerpt": "ir ability to spread curses - werewolves being a prime example. You decide how a spell like Remove Curse affects a creature with accursed origins. For example, you mi"
      },
      {
        "document": 671,
        "excerpt": "re is burdened with a curse. Demonic Possession is one example of an environmental curse. Demonic Possession. Demonic Possession arises from the chaos and evil of the"
      },
      {
        "document": 674,
        "excerpt": "Example Contagions"
      },
      {
        "document": 692,
        "excerpt": "feel enervated and unable to exert much Strength, for example, or become so suspicious of others that Charisma checks are more difficult. These effects can be suppres"
      },
      {
        "document": 696,
        "excerpt": "Example poisons are detailed here in alphabetical order. Each poison's description includes the suggested price"
      },
      {
        "document": 715,
        "excerpt": "Example Traps"
      },
      {
        "document": 729,
        "excerpt": "a few unspent XP left over. Examples are given below: Example 1. A low-difficulty encounter for four level 1 characters has an XP budget of 50 × 4 , for a total of 20"
      },
      {
        "document": 736,
        "excerpt": "single action to take out one or more characters. For example, an Ogre (CR 2) can kill a level 1 Wizard with a single blow."
      },
      {
        "document": 744,
        "excerpt": "Example Uses"
      },
      {
        "document": 789,
        "excerpt": "make permanent or the one that seems the most fun. For example, a Potion of Healing might increase the drinker’s Hit Point maximum by 2d4 + 2, or a Potion of Invisibil"
      },
      {
        "document": 953,
        "excerpt": "Example"
      },
      {
        "document": 954,
        "excerpt": "Example"
      },
      {
        "document": 963,
        "excerpt": "must be of a level for which you have spell slots. For example, if you're a level 3 Bard, your list of prepared spells can include six spells of levels 1 and 2 in any"
      },
      {
        "document": 964,
        "excerpt": "must be of a level for which you have spell slots. For example, if you're a level 3 Cleric, your list of prepared spells can include six spells of levels 1 and 2 in an"
      },
      {
        "document": 965,
        "excerpt": "must be of a level for which you have spell slots. For example, if you're a level 3 Druid, your list of prepared spells can include six spells of levels 1 and 2 in any"
      },
      {
        "document": 968,
        "excerpt": "must be of a level for which you have spell slots. For example, if you're a level 5 Paladin, your list of prepared spells can include six Paladin spells of level 1 or"
      },
      {
        "document": 969,
        "excerpt": "must be of a level for which you have spell slots. For example, if you're a level 5 Ranger, your list of prepared spells can include six Ranger spells of level 1 or 2"
      },
      {
        "document": 970,
        "excerpt": "st, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords."
      },
      {
        "document": 971,
        "excerpt": "must be of a level for which you have spell slots. For example, if you're a level 3 Sorcerer, your list of prepared spells can include six Sorcerer spells of level 1 o"
      },
      {
        "document": 972,
        "excerpt": "uisite, you must meet it to learn that invocation. For example, if an invocation requires you to be a level 5+ Warlock, you can select the invocation once you reach Wa"
      },
      {
        "document": 973,
        "excerpt": "must be of a level for which you have spell slots. For example, if you're a level 3 Wizard, your list of prepared spells can include six spells of levels 1 and 2 in an"
      },
      {
        "document": 975,
        "excerpt": "evel (round up), and none of them can be level 6+. For example, if you're a level 6 Druid, you can recover up to three levels' worth of spell slots. You can recover a"
      },
      {
        "document": 981,
        "excerpt": "tead use the highest number possible for each die. For example, instead of restoring 2d6 Hit Points to a creature with a spell, you restore 12."
      },
      {
        "document": 982,
        "excerpt": "nd never fear to act. - Let your honorable deeds be an example."
      },
      {
        "document": 989,
        "excerpt": "f those options for the device when you create it. For example, if you choose the spell's ignite-extinguish effect, you determine whether the device ignites or extingu"
      },
      {
        "document": 1198,
        "excerpt": "se which to learn) - Locations of bodies of water For example, you could determine the location of a powerful monster in the area, the locations of bodies of water, a"
      },
      {
        "document": 1212,
        "excerpt": "escribe that trigger when you cast the two spells. For example, a Contingency cast with Water Breathing might stipulate that Water Breathing comes into effect when you"
      },
      {
        "document": 1234,
        "excerpt": "this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches"
      },
      {
        "document": 1252,
        "excerpt": "increases by one category - from Medium to Large, for example. The target also has Advantage on Strength checks and Strength saving throws. The target's attacks with"
      },
      {
        "document": 1259,
        "excerpt": "raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, or clothes from f"
      },
      {
        "document": 1278,
        "excerpt": "an't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the b"
      },
      {
        "document": 1293,
        "excerpt": "that only creatures of certain types activate it (for example, the glyph could be set to affect Aberrations). You can also set conditions for creatures that don't tri"
      },
      {
        "document": 1347,
        "excerpt": "has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there, so the words appear to come from the object's"
      },
      {
        "document": 1350,
        "excerpt": "o that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walk"
      },
      {
        "document": 1354,
        "excerpt": "deal damage to any of the targets or their allies. For example, you could say, “Walk to the village down that road, and help the villagers there harvest crops until su"
      },
      {
        "document": 1368,
        "excerpt": "shape-shifted (as a result of the Polymorph spell, for example), it reverts to its true form and can't shape-shift until it leaves the Cylinder. On a successful save,"
      },
      {
        "document": 1369,
        "excerpt": "es can't exceed half the area's largest dimension. For example, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square's"
      },
      {
        "document": 1373,
        "excerpt": "s any illogical outcomes from interacting with it. For example, if the target steps through a phantasmal bridge and survives the fall, it believes the bridge exists an"
      },
      {
        "document": 1391,
        "excerpt": "e phenomena that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped do"
      },
      {
        "document": 1417,
        "excerpt": "this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature's outfit, objects pass through the hat. A creature th"
      },
      {
        "document": 1428,
        "excerpt": "o that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walk"
      },
      {
        "document": 1444,
        "excerpt": "any dimension and form it into any shape you like. For example, you could shape a large rock into a weapon, statue, or coffer, or you could make a small passage throug"
      },
      {
        "document": 1447,
        "excerpt": "obviously deal damage to the target or its allies. For example, you could say, “Fetch the key to the cult’s treasure vault, and give the key to me.” Or you could say,"
      },
      {
        "document": 1451,
        "excerpt": "that only creatures of certain types activate it (for example, the glyph could be set to affect Aberrations). You can also set conditions for creatures that don't tri"
      },
      {
        "document": 1454,
        "excerpt": "lace. If you are heading for your home laboratory, for example, you might appear in another person's laboratory in the same city. Off Target. You and your group (or t"
      },
      {
        "document": 1484,
        "excerpt": "ity reshapes itself to accommodate the new result. For example, a Wish spell could undo an ally's failed saving throw or a foe's Critical Hit. You can force the reroll"
      },
      {
        "document": 1558,
        "excerpt": "or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Cla"
      },
      {
        "document": 1667,
        "excerpt": "M chooses or randomly determines the linked plane. For example, a Ring of Elemental Command (air) is linked to the Elemental Plane of Air. Every Ring of Elemental Com"
      },
      {
        "document": 1692,
        "excerpt": "your slots but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a level 3 spell slot. A newly found rod typically has 1d10 l"
      },
      {
        "document": 1697,
        "excerpt": "can be interacted with there can exist only there. For example, a flower picked from a garden there disappears if it is taken outside the demiplane. For each hour spe"
      }
    ],
    "examples": [
      {
        "document": 2,
        "excerpt": "which ability is most relevant. See the Ability Check Examples table for examples of each check's use. Ability Check Examples"
      },
      {
        "document": 20,
        "excerpt": "fferent kinds of effects, as shown on the Saving Throw Examples table. Saving Throw Examples"
      },
      {
        "document": 78,
        "excerpt": "undergrowth, steep stairs, snow, and shallow bogs are examples of Difficult Terrain. Every foot of movement in Difficult Terrain costs 1 extra foot, even if multiple"
      },
      {
        "document": 125,
        "excerpt": "ategories table lists the nine categories and provides examples. Rules for the categories appear after the table. Magic Item Categories"
      },
      {
        "document": 535,
        "excerpt": "you choose to move up to your Speed in response to it. Examples include “If the cultist steps on the trapdoor, I'll pull the lever that opens it,\" and \"If the zombie st"
      },
      {
        "document": 608,
        "excerpt": "ance, rely on the types. The Damage Types table offers examples to help a GM assign a type to a new effect. Damage Types"
      },
      {
        "document": 659,
        "excerpt": "feat from the Origin category. See “Origin Feats” for examples of Origin feats."
      },
      {
        "document": 674,
        "excerpt": "The following examples show how magical contagions can work. Feel free to alter the saving throw DCs, effects, and other charac"
      },
      {
        "document": 689,
        "excerpt": "situation is. The Sample Fear DCs table provides some examples. Sample Fear DCs Typically, a Frightened creature repeats the saving throw at the end of each of its t"
      },
      {
        "document": 690,
        "excerpt": "The Sample Mental Stress Effects table provides a few examples of such effects, with suggested saving throw DCs and damage. Mental stress can usually be resisted with"
      },
      {
        "document": 714,
        "excerpt": "f when a creature enters an area or touches an object. Examples of triggers include stepping on a pressure plate, crossing a trip wire, turning a doorknob, or using the"
      },
      {
        "document": 729,
        "excerpt": "over. It's OK if you have a few unspent XP left over. Examples are given below: Example 1. A low-difficulty encounter for four level 1 characters has an XP budget of"
      },
      {
        "document": 739,
        "excerpt": "Ability Check Examples"
      },
      {
        "document": 741,
        "excerpt": "Saving Throw Examples"
      },
      {
        "document": 766,
        "excerpt": "Examples"
      },
      {
        "document": 948,
        "excerpt": "Examples"
      },
      {
        "document": 949,
        "excerpt": "Examples"
      },
      {
        "document": 1419,
        "excerpt": "must occur or be visible within 1 mile of the target. Examples include “after 1,000 years” or “when the tarrasque awakens.” This spell also ends if the target takes an"
      }
    ],
    "exceed": [
      {
        "document": 5,
        "excerpt": "ints to your current Hit Points. Your Hit Points can't exceed your Hit Point maximum, so any Hit Points regained in excess of the maximum are lost. For example, if yo"
      },
      {
        "document": 403,
        "excerpt": "s that have this property, the Speed reduction doesn't exceed 10 feet."
      },
      {
        "document": 607,
        "excerpt": "e instance of damage. Any damage that fails to meet or exceed the damage threshold is superficial and doesn't reduce Hit Points. For example, if an object has a damag"
      },
      {
        "document": 1349,
        "excerpt": "any floor plan you like for the dwelling, but it can't exceed 50 contiguous 10-foot Cubes. The place is furnished and decorated as you choose. It contains sufficient"
      },
      {
        "document": 1369,
        "excerpt": "or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. For example, if you affect a 40-foot square, you can create a pillar"
      },
      {
        "document": 1623,
        "excerpt": "value of all objects created by a pot of pigment can't exceed 500 GP. If you paint objects of greater value (such as a large pile of gold), they look authentic, but c"
      }
    ],
    "exceeding": [
      {
        "document": 1517,
        "excerpt": "on the inside. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 5 pounds, regardless of its contents. Retrieving an item from"
      },
      {
        "document": 1594,
        "excerpt": "side pouch can hold up to 200 pounds of material, not exceeding a volume of 25 cubic feet. The central pouch can hold up to 500 pounds of material, not exceeding a volu"
      }
    ],
    "exceedingly": [
      {
        "document": 580,
        "excerpt": "by some spells, using the rules below. If an object is exceedingly fragile, the GM may allow a creature to break it automatically with the Attack or Utilize action. Armor"
      }
    ],
    "exceeds": [
      {
        "document": 7,
        "excerpt": "remains, the character dies if the remainder equals or exceeds their Hit Point maximum. For example, if your character has a Hit Point maximum of 12, currently has 6 H"
      },
      {
        "document": 10,
        "excerpt": "u suffer two failures instead. If the damage equals or exceeds your Hit Point maximum, you die."
      },
      {
        "document": 23,
        "excerpt": "ts a target. An attack roll hits if the roll equals or exceeds the target's Armor Class. Attack rolls usually occur in battle, described in “Combat” later in “Playing"
      },
      {
        "document": 92,
        "excerpt": "r. If the total of the d20 and its modifiers equals or exceeds the target number, the D20 Test succeeds. Otherwise, it fails. The Game Master determines target numbers"
      },
      {
        "document": 242,
        "excerpt": "character of that level. When your XP total equals or exceeds a number in the Experience Points column, you reach the corresponding level. Character Advancement"
      },
      {
        "document": 633,
        "excerpt": "distance between the Grappled target and the grappler exceeds the grapple's range. In addition, the grappler can release the target at any time (no action required)."
      },
      {
        "document": 687,
        "excerpt": "area. Whenever the total weight on an area of thin ice exceeds its tolerance, the ice in that area breaks. All creatures on broken ice fall through. Below the ice is f"
      },
      {
        "document": 1222,
        "excerpt": "ight created by this spell, and a light vanishes if it exceeds the spell's range."
      }
    ],
    "excellence": [
      {
        "document": 974,
        "excerpt": "Pursue Physical Excellence in Combat A Champion focuses on the development of martial prowess in a relentless pursuit of victory."
      }
    ],
    "except": [
      {
        "document": 429,
        "excerpt": "a door or container (DC 20) Craft: Any Melee weapon (except Club, Greatclub, Quarterstaff, and Whip), Medium armor (except Hide), Heavy armor, Ball Bearings, Bucket"
      },
      {
        "document": 433,
        "excerpt": "Craft: Club, Greatclub, Quarterstaff, Ranged weapons (except Pistol, Musket, and Sling), Arcane Focus, Arrows, Bolts, Druidic Focus, Ink Pen, Needles"
      },
      {
        "document": 965,
        "excerpt": "e using Wild Shape, you can cast spells in Beast form, except for any spell that has a Material component with a cost specified or that consumes its Material componen"
      },
      {
        "document": 966,
        "excerpt": "ent. On your turn, you can take one additional action, except the Magic action. Once you use this feature, you can't do so again until you finish a Short or Long Res"
      },
      {
        "document": 967,
        "excerpt": "n. During that time, you have Resistance to all damage except Force damage."
      },
      {
        "document": 971,
        "excerpt": "t without any Verbal, Somatic, or Material components, except Material components that are consumed by the spell or that have a cost specified in the spell. Transmut"
      },
      {
        "document": 1007,
        "excerpt": "m Light or Darkness, you have Resistance to all damage except Psychic and Radiant."
      },
      {
        "document": 1160,
        "excerpt": "close temporarily while in the aura. Ongoing spells, except those cast by an Artifact or a deity, are suppressed in the area. While an effect is suppressed, it does"
      },
      {
        "document": 1375,
        "excerpt": "eed uses the Riding Horse stat block (see “Monsters”), except it has a Speed of 100 feet and can travel 13 miles in an hour. When the spell ends, the steed gradually"
      },
      {
        "document": 1402,
        "excerpt": "retains the capabilities it had in its original form, except it loses the traits of its previous species and gains the traits of its new one."
      },
      {
        "document": 1429,
        "excerpt": "stics of the original creature at the time of casting, except it is a Construct, its Hit Point maximum is half as much, and it can't cast this spell. The simulacrum"
      },
      {
        "document": 1464,
        "excerpt": "no longer than 200 years and that died for any reason except old age. The creature is revived with all its Hit Points. This spell closes all wounds, neutralizes any"
      },
      {
        "document": 1502,
        "excerpt": "Any Medium or Heavy, Except Hide Armor"
      },
      {
        "document": 1557,
        "excerpt": "rd looks and behaves like a real creature of its kind, except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can t"
      },
      {
        "document": 1608,
        "excerpt": "Immunity to Bludgeoning, Piercing, and Slashing damage except that which is dealt by siege equipment; and Resistance to all other damage. Shrinking the tower back dow"
      },
      {
        "document": 1626,
        "excerpt": "Any Medium or Heavy, Except Hide Armor"
      },
      {
        "document": 1627,
        "excerpt": "ything you're wearing and carrying disappears with you except for Artifacts, which stay behind in the space you occupied when you disappeared. You remain imprisoned u"
      },
      {
        "document": 1871,
        "excerpt": "n't be targeted by any attack, spell, or other effect, except ones that specifically target Undead. The ghost's game statistics are the same, except it uses the posse"
      },
      {
        "document": 1938,
        "excerpt": "e form. Its game statistics are the same in each form, except for its Speed. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 1966,
        "excerpt": "ject that has AC 17, HP 10, and Immunity to all damage except Fire."
      },
      {
        "document": 1996,
        "excerpt": "e form. Its game statistics are the same in each form, except for its Speed. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 2036,
        "excerpt": "e form. Its game statistics are the same in each form, except its Fly Speed is available only in its true form. Any equipment it is wearing or carrying isn't transfor"
      },
      {
        "document": 2048,
        "excerpt": "feet of itself. Each tree uses the Treant stat block, except it has Intelligence and Charisma scores of 1, it can't speak, and it lacks this action. The tree takes i"
      },
      {
        "document": 2054,
        "excerpt": "Charmed (except from its vampire master)"
      },
      {
        "document": 2056,
        "excerpt": "pass through liquid. It has Resistance to all damage, except the damage it takes from sunlight."
      }
    ],
    "exception": [
      {
        "document": 37,
        "excerpt": "ke - that sometimes contradict a general rule. When an exception and a general rule disagree, the exception wins. For example, if a feature says you can make melee attac"
      },
      {
        "document": 81,
        "excerpt": "he fraction is one-half or greater. Some rules make an exception and tell you to round up. Ability Modifiers"
      },
      {
        "document": 538,
        "excerpt": "he fraction is one-half or greater. Some rules make an exception and tell you to round up."
      },
      {
        "document": 593,
        "excerpt": "a condition or doesn't. The Exhaustion condition is an exception to that rule."
      },
      {
        "document": 1711,
        "excerpt": "d all matter that passes through it. Artifacts are the exception. Unless an Artifact is susceptible to damage from a Sphere of Annihilation, it passes through the sphere"
      }
    ],
    "exceptional": [
      {
        "document": 167,
        "excerpt": "rows, skills, and other statistics where the monster's exceptional aptitude is a factor. Proficiency Bonus by Challenge Rating"
      }
    ],
    "exceptionally": [
      {
        "document": 970,
        "excerpt": "Your cunning mind is exceptionally difficult to control. You gain proficiency in Wisdom and Charisma saving throws."
      }
    ],
    "exceptions": [
      {
        "document": 37,
        "excerpt": "Exceptions Supersede General Rules"
      },
      {
        "document": 117,
        "excerpt": "s can't wear magic boots. Paired Items. You can allow exceptions to the rule that paired items must both be worn. For example, a character with only one arm might be abl"
      },
      {
        "document": 123,
        "excerpt": "'s effects with its usual duration. Certain items make exceptions to these rules, changing the casting time, duration, or other parts of a spell. A magic item may requir"
      },
      {
        "document": 135,
        "excerpt": "'s persona much as you would create an NPC, with these exceptions."
      },
      {
        "document": 283,
        "excerpt": "Members of most species live for about 80 years, with exceptions noted in the text about the species in “Character Origins.” Regardless of life span, members of all spec"
      },
      {
        "document": 385,
        "excerpt": "one item of headwear, or one cloak. The GM might make exceptions."
      }
    ],
    "excess": [
      {
        "document": 5,
        "excerpt": "your Hit Point maximum, so any Hit Points regained in excess of the maximum are lost. For example, if you receive 8 Hit Points of healing and have 14 Hit Points and"
      },
      {
        "document": 586,
        "excerpt": "r push. While dragging, lifting, or pushing weight in excess of the maximum weight you can carry, your Speed can be no more than 5 feet. Carrying Capacity"
      },
      {
        "document": 1527,
        "excerpt": "and your Speed isn't reduced by you carrying weight in excess of your carrying capacity or wearing Heavy Armor. Once on each of your turns, you can jump up to 30 fee"
      },
      {
        "document": 1627,
        "excerpt": "o draw and then draw them randomly. Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effe"
      }
    ],
    "exchange": [
      {
        "document": 376,
        "excerpt": "contain individuals who are willing to cast spells in exchange for payment. If a spell has expensive components, add the cost of those components to the cost listed in"
      },
      {
        "document": 1376,
        "excerpt": "particular way. You can ask it to perform a service in exchange for payment, but it isn't obliged to do so. The requested task could range from simple (fly us across th"
      }
    ],
    "exclude": [
      {
        "document": 1379,
        "excerpt": "4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the spell's area from being affected. Enrichment. All plants in a"
      }
    ],
    "excluded": [
      {
        "document": 1292,
        "excerpt": "ect on them. Similarly, the area within the barrier is excluded from areas of effect created by such spells. Using a Higher-Level Spell Slot. The barrier blocks spells"
      }
    ],
    "excluding": [
      {
        "document": 1612,
        "excerpt": "arget. The target and each other creature in the Line (excluding you) makes a DC 13 Dexterity saving throw, taking 4d6 Lightning damage on a failed save or half as much"
      }
    ],
    "exclusion": [
      {
        "document": 141,
        "excerpt": "sentient item an objective it pursues, perhaps to the exclusion of all else. As long as the wielder's use of the item aligns with that special purpose, the item remains"
      },
      {
        "document": 142,
        "excerpt": "demands that its bearer pursue the item's goals to the exclusion of all other goals. Get Rid of It. The item demands that its bearer dispose of anything the item finds"
      }
    ],
    "exercise": [
      {
        "document": 1620,
        "excerpt": "Manual of Gainful Exercise"
      }
    ],
    "exercises": [
      {
        "document": 1620,
        "excerpt": "Wondrous Item, Very Rare This book describes fitness exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying t"
      },
      {
        "document": 1622,
        "excerpt": "Very Rare This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying t"
      },
      {
        "document": 1734,
        "excerpt": "s Item, Very Rare This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying t"
      },
      {
        "document": 1736,
        "excerpt": "m, Very Rare This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying t"
      }
    ],
    "exert": [
      {
        "document": 692,
        "excerpt": "hours, stemming from an unwillingness or inability to exert a particular set of abilities. The character might feel enervated and unable to exert much Strength, for"
      },
      {
        "document": 1250,
        "excerpt": "30 feet Components: V, S Duration: Instantaneous You exert control over the elements, creating one of the following effects within range. Beckon Air. You create a"
      },
      {
        "document": 1452,
        "excerpt": "ion on your later turns before the spell ends, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below."
      }
    ],
    "exertion": [
      {
        "document": 517,
        "excerpt": "aking any damage - 1 hour of walking or other physical exertion If you rested at least 1 hour before the interruption, you gain the benefits of a Short Rest. See also"
      },
      {
        "document": 738,
        "excerpt": "bilities are ideal for a background involving physical exertion. Constitution. This ability is ideal for a background that involves endurance or long hours of activity"
      }
    ],
    "exhalation": [
      {
        "document": 986,
        "excerpt": "your turn, you can replace one of your attacks with an exhalation of magical energy in either a 15-foot Cone or a 30-foot Line that is 5 feet wide (choose the shape each"
      }
    ],
    "exhale": [
      {
        "document": 1245,
        "excerpt": "the spell ends, the target can take a Magic action to exhale a 15-foot Cone. Each creature in that area makes a Dexterity saving throw, taking 3d6 damage of the chos"
      }
    ],
    "exhales": [
      {
        "document": 718,
        "excerpt": "me on a turn or starts its turn there, a nearby statue exhales a 15-foot Cone of magical flame. The statue can look like anything, such as a dragon or a wizard. Each c"
      }
    ],
    "exhaustion": [
      {
        "document": 517,
        "excerpt": "r ability scores were reduced, they return to normal. Exhaustion Reduced. If you have the Exhaustion condition, its level decreases by 1. Special Feature. Some features"
      },
      {
        "document": 520,
        "excerpt": "succeed on a DC 10 Constitution saving throw or gain 1 Exhaustion level at the day's end. A creature that eats nothing for 5 days automatically gains 1 Exhaustion level a"
      },
      {
        "document": 557,
        "excerpt": "creature runs out of breath or is choking, it gains 1 Exhaustion level at the end of each of its turns. When a creature can breathe again, it removes all levels of Exhau"
      },
      {
        "document": 593,
        "excerpt": "lf; a recipient either has a condition or doesn't. The Exhaustion condition is an exception to that rule."
      },
      {
        "document": 613,
        "excerpt": "fects are still ongoing. If the creature died with any Exhaustion levels, it returns with 1 fewer level. If the creature had Attunement to one or more magic items, it is"
      },
      {
        "document": 615,
        "excerpt": "ks less than half the required water for a day gains 1 Exhaustion level at the day's end. Exhaustion caused by dehydration can't be removed until the creature drinks the"
      },
      {
        "document": 675,
        "excerpt": "1d4 days after infection: Fever. The creature gains 1 Exhaustion level, which lasts until the contagion ends on the creature. Uncontrollable Laughter. While the creatur"
      },
      {
        "document": 676,
        "excerpt": "4 days after infection: Fatigue. The creature gains 1 Exhaustion level. Weakness. While the creature has any Exhaustion levels, it regains only half the normal number o"
      },
      {
        "document": 678,
        "excerpt": "succeed on a DC 10 Constitution saving throw or gain 1 Exhaustion level."
      },
      {
        "document": 679,
        "excerpt": "itution saving throw at the end of each hour or gain 1 Exhaustion level. Creatures that have Resistance or Immunity to Cold damage automatically succeed on the save."
      },
      {
        "document": 681,
        "excerpt": "itution saving throw at the end of each hour or gain 1 Exhaustion level. The DC is 5 for the first hour and increases by 1 for each additional hour. Creatures wearing Med"
      },
      {
        "document": 682,
        "excerpt": "succeed on a DC 10 Constitution saving throw or gain 1 Exhaustion level. Creatures with Resistance or Immunity to Cold damage automatically succeed on the save, as do cre"
      },
      {
        "document": 702,
        "excerpt": "must succeed on a Constitution saving throw or gain 1 Exhaustion level. The DC is 10 plus 1 for each hour past 8 hours."
      },
      {
        "document": 946,
        "excerpt": "Exhaustion"
      },
      {
        "document": 967,
        "excerpt": "on, forgoing food and drink doesn't give you levels of Exhaustion."
      },
      {
        "document": 969,
        "excerpt": "l expended uses when you finish a Long Rest. Decrease Exhaustion. Whenever you finish a Short Rest, your Exhaustion level, if any, decreases by 1."
      },
      {
        "document": 1158,
        "excerpt": "-4 | Save: -5 | Immunities Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned Senses Blindsight 30 ft.; Passive Perception 6 Languages Understands th"
      },
      {
        "document": 1297,
        "excerpt": "ally remove one of the following effects from it: - 1 Exhaustion level - The Charmed or Petrified condition - A curse, including the target's Attunement to a cursed magi"
      },
      {
        "document": 1430,
        "excerpt": "n't sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this spell."
      },
      {
        "document": 1490,
        "excerpt": "Exhaustion"
      },
      {
        "document": 1605,
        "excerpt": "re can travel for up to 12 hours a day without gaining Exhaustion levels from extended travel."
      },
      {
        "document": 1661,
        "excerpt": "Very Rare When you drink this potion, it removes any Exhaustion levels you have and ends the Poisoned condition on you. For the next 24 hours, you regain the maximum nu"
      },
      {
        "document": 1686,
        "excerpt": "succeed on a DC 15 Constitution saving throw or gain 1 Exhaustion level."
      },
      {
        "document": 1728,
        "excerpt": "t target takes an extra 14 Slashing damage and gains 1 Exhaustion level."
      },
      {
        "document": 1771,
        "excerpt": "Poison, Thunder; Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious"
      },
      {
        "document": 1783,
        "excerpt": "Poison, Psychic; Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned"
      },
      {
        "document": 1784,
        "excerpt": "Poison, Psychic; Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned"
      },
      {
        "document": 1785,
        "excerpt": "0 ft. Immunities Poison, Psychic; Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Senses Blindsight 60 ft.; Passive Perception 6 Languages No"
      },
      {
        "document": 1792,
        "excerpt": "Necrotic, Poison; Charmed, Exhaustion,"
      },
      {
        "document": 1810,
        "excerpt": "Acid, Cold, Lightning, Slashing; Charmed, Deafened, Exhaustion, Frightened, Grappled, Prone, Restrained"
      },
      {
        "document": 1828,
        "excerpt": "Acid, Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned"
      },
      {
        "document": 1843,
        "excerpt": "Charmed, Exhaustion, Frightened"
      },
      {
        "document": 1853,
        "excerpt": "Poison; Exhaustion, Poisoned"
      },
      {
        "document": 1855,
        "excerpt": "Poison; Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious"
      },
      {
        "document": 1862,
        "excerpt": "Fire, Poison; Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious"
      },
      {
        "document": 1864,
        "excerpt": "Lightning, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned"
      },
      {
        "document": 1868,
        "excerpt": "Poison; Exhaustion, Petrified, Poisoned"
      },
      {
        "document": 1869,
        "excerpt": "Acid; Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone"
      },
      {
        "document": 1870,
        "excerpt": "Poison; Charmed, Exhaustion, Poisoned"
      },
      {
        "document": 1871,
        "excerpt": "Necrotic, Poison; Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained"
      },
      {
        "document": 1872,
        "excerpt": "Poison; Charmed, Exhaustion, Poisoned"
      },
      {
        "document": 1911,
        "excerpt": "Exhaustion, Petrified"
      },
      {
        "document": 1912,
        "excerpt": "Blinded, Charmed, Deafened, Exhaustion, Frightened, Grappled, Prone, Restrained"
      },
      {
        "document": 1937,
        "excerpt": "Cold, Poison; Exhaustion, Poisoned"
      },
      {
        "document": 1940,
        "excerpt": "Poison; Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious"
      },
      {
        "document": 1941,
        "excerpt": "Fire, Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned"
      },
      {
        "document": 1949,
        "excerpt": "Necrotic, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned"
      },
      {
        "document": 1953,
        "excerpt": "Fire, Poison; Exhaustion, Poisoned"
      },
      {
        "document": 1964,
        "excerpt": "Poison; Exhaustion, Poisoned"
      },
      {
        "document": 1966,
        "excerpt": "Necrotic, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned"
      },
      {
        "document": 1967,
        "excerpt": "Necrotic, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned"
      },
      {
        "document": 1972,
        "excerpt": "Lightning, Slashing; Charmed, Deafened, Exhaustion, Frightened, Grappled, Prone, Restrained"
      },
      {
        "document": 1974,
        "excerpt": "Poison; Exhaustion, Poisoned"
      },
      {
        "document": 1987,
        "excerpt": "Charmed, Exhaustion, Frightened"
      },
      {
        "document": 2016,
        "excerpt": "Necrotic, Poison; Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious"
      },
      {
        "document": 2017,
        "excerpt": "Lightning; Deafened, Exhaustion"
      },
      {
        "document": 2018,
        "excerpt": "Poison; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned"
      },
      {
        "document": 2021,
        "excerpt": "Poison; Exhaustion, Poisoned"
      },
      {
        "document": 2022,
        "excerpt": "Poison, Radiant; Charmed, Exhaustion, Frightened, Poisoned"
      },
      {
        "document": 2023,
        "excerpt": "Necrotic, Poison; Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious"
      },
      {
        "document": 2024,
        "excerpt": "x can see within 120 feet. Failure: The target gains 1 Exhaustion level. While the target has any Exhaustion levels, it appears 3d10 years older. Failure or Success: The"
      },
      {
        "document": 2025,
        "excerpt": "x can see within 120 feet. Failure: The target gains 1 Exhaustion level. While the target has any Exhaustion levels, it appears 3d10 years older. Failure or Success: The"
      },
      {
        "document": 2031,
        "excerpt": "Fire, Poison; Exhaustion, Poisoned"
      },
      {
        "document": 2034,
        "excerpt": "Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned"
      },
      {
        "document": 2038,
        "excerpt": "Necrotic, Poison; Charmed, Exhaustion, Frightened, Grappled, Incapacitated, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned"
      },
      {
        "document": 2051,
        "excerpt": "ts immediately after the troll's turn. The troll has 1 Exhaustion level for each missing limb, and it grows replacement limbs the next time it regains Hit Points. Regene"
      },
      {
        "document": 2061,
        "excerpt": "Poison; Exhaustion, Poisoned"
      },
      {
        "document": 2065,
        "excerpt": "Poison; Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious"
      },
      {
        "document": 2073,
        "excerpt": "Poison; Exhaustion, Poisoned"
      },
      {
        "document": 2074,
        "excerpt": "Lightning, Poison; Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious"
      },
      {
        "document": 2078,
        "excerpt": "Necrotic, Poison; Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious"
      },
      {
        "document": 2091,
        "excerpt": "Poison; Exhaustion, Poisoned"
      }
    ],
    "exist": [
      {
        "document": 1454,
        "excerpt": "m a map. - “False destination” is a place that doesn’t exist. Perhaps you tried to scry an enemy’s sanctum but instead viewed an illusion, or you are attempting to t"
      },
      {
        "document": 1537,
        "excerpt": "within 30 feet of it. Four sizes of Carpet of Flying exist. The GM chooses the size of a given carpet or determines it randomly by rolling on the following table."
      },
      {
        "document": 1579,
        "excerpt": "ooks like a feather. Different types of feather tokens exist, each with a different single-use effect. The GM chooses the kind of token or determines it randomly by"
      },
      {
        "document": 1604,
        "excerpt": "e passed. Four types of Horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many spirits it summons, as well as the"
      },
      {
        "document": 1609,
        "excerpt": "hecy revered on some worlds. Many types of Ioun Stones exist, each type a distinct combination of shape and color. When you take a Magic action to toss an Ioun Ston"
      },
      {
        "document": 1630,
        "excerpt": ", that bead loses its magic. Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly by rolling on the table"
      },
      {
        "document": 1697,
        "excerpt": "Everything else that can be interacted with there can exist only there. For example, a flower picked from a garden there disappears if it is taken outside the demip"
      }
    ],
    "existence": [
      {
        "document": 119,
        "excerpt": "wondrous locations, such as a city on another plane of existence. If you allow characters to buy and sell magic items in your campaign, rarity can help you set prices fo"
      },
      {
        "document": 126,
        "excerpt": "cified time. If such an item is on a world or plane of existence where the specified event doesn't occur, the GM determines when the item recharges."
      },
      {
        "document": 228,
        "excerpt": "that are either secret or derived from other planes of existence and thus less widespread in the worlds of the Material Plane. Some features let a character learn a rare"
      },
      {
        "document": 283,
        "excerpt": "ies can trace their origin to a single world, plane of existence, or god, while other species first appeared in multiple realms at once. Whatever a species' genesis, its"
      },
      {
        "document": 744,
        "excerpt": "call lore about spells, magic items, and the planes of existence."
      },
      {
        "document": 756,
        "excerpt": ", 10-foot-diameter, two-way portal to another plane of existence opens in an unoccupied space within 30 feet of you and remains open until the end of your next turn. The"
      },
      {
        "document": 793,
        "excerpt": "o find and attack you. If you are on the same plane of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours."
      },
      {
        "document": 940,
        "excerpt": "items, eldritch symbols, magical traditions, planes of existence, and certain creatures (Aberrations, Constructs, Elementals, Fey, and Monstrosities)"
      },
      {
        "document": 972,
        "excerpt": "turn. As long as the creature is on the same plane of existence as you, you can take a Bonus Action on subsequent turns to maintain this connection, extending the durat"
      },
      {
        "document": 981,
        "excerpt": "of healing, using that life force to cure many hurts. Existence itself relies on the positive energy associated with this domain, so a Cleric of almost any religious tr"
      },
      {
        "document": 985,
        "excerpt": "them, you and the target must be on the same plane of existence. When you end them, the target must make a Constitution saving throw, taking 10d12 Force damage on a fai"
      },
      {
        "document": 989,
        "excerpt": "ce doesn't do both. You can have three such devices in existence at a time, and each falls apart 8 hours after its creation or when you dismantle it with a touch as a Ut"
      },
      {
        "document": 1182,
        "excerpt": "n a roll of 4–6, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell ends instantly if you are already on that plane). While on t"
      },
      {
        "document": 1198,
        "excerpt": "settlements - Locations of portals to other planes of existence - Location of one Challenge Rating 10+ creature (GM's choice) that is a Celestial, an Elemental, a Fey,"
      },
      {
        "document": 1242,
        "excerpt": "d target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as “Atta"
      },
      {
        "document": 1243,
        "excerpt": "d target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as “Atta"
      },
      {
        "document": 1244,
        "excerpt": "d target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as “Atta"
      },
      {
        "document": 1246,
        "excerpt": "s You target a creature you know on the same plane of existence. You or a willing creature you touch enters a trance state to act as a dream messenger. While in the tra"
      },
      {
        "document": 1267,
        "excerpt": "ll fails if you name a destination on another plane of existence, a moving destination (such as a mobile fortress), or an unspecific destination (such as “a green dragon"
      },
      {
        "document": 1282,
        "excerpt": "e-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose. A priso"
      },
      {
        "document": 1287,
        "excerpt": "in range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the porta"
      },
      {
        "document": 1361,
        "excerpt": "ut only while the two of you are on the same plane of existence. While you have this knowledge, the target can't become hidden from you, and if it has the Invisible con"
      },
      {
        "document": 1377,
        "excerpt": "ou to report this fact if you are on the same plane of existence. If you are on a different plane, it returns to the place where you bound it and remains there until the"
      },
      {
        "document": 1378,
        "excerpt": "ked, metal rod worth 250+ GP and attuned to a plane of existence)"
      },
      {
        "document": 1387,
        "excerpt": "n ends, and the creature teleports to another plane of existence (GM's choice). 8 Special. The target is struck by two rays. Roll twice, rerolling any 8."
      },
      {
        "document": 1388,
        "excerpt": "n ends, and the creature teleports to another plane of existence (GM’s choice). Additional Effects: This layer is destroyed by Dispel Magic."
      },
      {
        "document": 1391,
        "excerpt": "trigger you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remai"
      },
      {
        "document": 1413,
        "excerpt": "ear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you"
      },
      {
        "document": 1418,
        "excerpt": "essage across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn'"
      },
      {
        "document": 1453,
        "excerpt": "ny distance, though it can't extend to other planes of existence."
      },
      {
        "document": 1454,
        "excerpt": "t be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The GM r"
      },
      {
        "document": 1455,
        "excerpt": "gil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next"
      },
      {
        "document": 1459,
        "excerpt": "d) Duration: 8 hours A 10-foot Emanation springs into existence around you and remains stationary for the duration. The spell fails when you cast it if the Emanation is"
      },
      {
        "document": 1461,
        "excerpt": "d another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creatur"
      },
      {
        "document": 1467,
        "excerpt": "ntration, up to 6 rounds A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 fee"
      },
      {
        "document": 1468,
        "excerpt": "command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 Hit Point, and a Strength of 2, and i"
      },
      {
        "document": 1473,
        "excerpt": "to 10 minutes An Invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or v"
      },
      {
        "document": 1475,
        "excerpt": "minutes A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot"
      },
      {
        "document": 1502,
        "excerpt": "rced with adamantine, one of the hardest substances in existence. While you're wearing it, any Critical Hit against you becomes a normal hit."
      },
      {
        "document": 1507,
        "excerpt": "ocation that you are familiar with on another plane of existence. Then make a DC 15 Intelligence (Arcana) check. On a successful check, you cast Plane Shift. On a failed"
      },
      {
        "document": 1516,
        "excerpt": "cts inside it and spits them out into another plane of existence. The GM determines the time and plane. If the bag is pierced or torn, it is destroyed, and anything con"
      },
      {
        "document": 1553,
        "excerpt": "des of the cube are each keyed to a different plane of existence, one of which is the Material Plane. The other sides are linked to planes determined by the GM. The cub"
      },
      {
        "document": 1560,
        "excerpt": "luding teleportation or travel to a different plane of existence. They don't prevent the creature from passing through an interdimensional portal. You and any creature"
      },
      {
        "document": 1579,
        "excerpt": "s, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 2"
      },
      {
        "document": 1611,
        "excerpt": "flask is empty and the target is native to a plane of existence other than the one you're on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in th"
      },
      {
        "document": 1644,
        "excerpt": "l space within the hole exists on a different plane of existence, so it can't be used to create open passages. Any creature inside an open Portable Hole can exit the hol"
      },
      {
        "document": 1692,
        "excerpt": "store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the"
      },
      {
        "document": 1711,
        "excerpt": "ect within 180 feet of the sphere to a random plane of existence."
      },
      {
        "document": 1716,
        "excerpt": "ercent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take Force damage equal to 16 times the nu"
      },
      {
        "document": 1719,
        "excerpt": "ercent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take Force damage equal to 16 times the nu"
      },
      {
        "document": 1726,
        "excerpt": "ction to cause a blade of pure radiance to spring into existence or make the blade disappear. While the blade exists, this magic weapon functions as a Longsword with the"
      },
      {
        "document": 1730,
        "excerpt": "case, the fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed."
      },
      {
        "document": 1732,
        "excerpt": "case, the fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman dissolves into foul-smelling slime and is destroyed."
      },
      {
        "document": 1756,
        "excerpt": "diameter, circular portal to another world or plane of existence. Each time the item opens a portal, the GM decides where it leads. The portal remains open until a creat"
      },
      {
        "document": 1760,
        "excerpt": "n until the aboleth dies or is on a different plane of existence from the target. While Charmed, the target acts as an ally to the aboleth and is under its control while"
      },
      {
        "document": 1884,
        "excerpt": "ou at any range if you and it are on the same plane of existence. Once it has been used, it can't be used again until 2 days have passed. Silver Raven (Uncommon). This"
      },
      {
        "document": 1931,
        "excerpt": "hic Bond. While the homunculus is on the same plane of existence as its master, the two of them can communicate telepathically with each other."
      },
      {
        "document": 2018,
        "excerpt": "e the guardian and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the guardian to travel to it, and the guardian knows the di"
      },
      {
        "document": 2054,
        "excerpt": "miliar and its vampire master are on the same plane of existence, the vampire can communicate with the familiar telepathically, and the vampire can perceive through the"
      }
    ],
    "existing": [
      {
        "document": 735,
        "excerpt": "nturer. Creating a unique background or customizing an existing one can reflect the particular theme of your campaign or elements of your world. You can also create a b"
      },
      {
        "document": 1475,
        "excerpt": "must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp. If you create a span greater th"
      }
    ],
    "exists": [
      {
        "document": 1373,
        "excerpt": "l bridge and survives the fall, it believes the bridge exists and something else caused it to fall. An affected target can even take damage from the illusion if the"
      },
      {
        "document": 1454,
        "excerpt": "re attempting to teleport to a location that no longer exists. Mishap. The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or"
      },
      {
        "document": 1464,
        "excerpt": "spell can provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you"
      },
      {
        "document": 1580,
        "excerpt": "fends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figuri"
      },
      {
        "document": 1644,
        "excerpt": "le 10 feet deep. The cylindrical space within the hole exists on a different plane of existence, so it can't be used to create open passages. Any creature inside an o"
      },
      {
        "document": 1726,
        "excerpt": "existence or make the blade disappear. While the blade exists, this magic weapon functions as a Longsword with the Finesse property. If you are proficient with Longsw"
      }
    ],
    "exit": [
      {
        "document": 1282,
        "excerpt": "a successful save, the creature can use that magic to exit the cage. On a failed save, the creature doesn't exit the cage and wastes the spell or effect. The cage"
      },
      {
        "document": 1303,
        "excerpt": "ence. Creatures of any types you choose can't enter or exit the area using teleportation or interplanar travel. Fear. Creatures of any types you choose have the Fr"
      },
      {
        "document": 1461,
        "excerpt": "ation, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement."
      },
      {
        "document": 1644,
        "excerpt": "assages. Any creature inside an open Portable Hole can exit the hole by climbing out of it. You can take a Magic action to close a Portable Hole by taking hold of"
      },
      {
        "document": 1885,
        "excerpt": "doesn't kill it, the frog disgorges it, causing it to exit Prone."
      }
    ],
    "exiting": [
      {
        "document": 1806,
        "excerpt": "n escape from the corpse by using 15 feet of movement, exiting Prone."
      },
      {
        "document": 1885,
        "excerpt": "d can escape from the corpse using 5 feet of movement, exiting with the Prone condition. At the end of the frog's next turn, the swallowed target takes 5 (2d4) Acid d"
      },
      {
        "document": 1896,
        "excerpt": "d can escape from the corpse using 5 feet of movement, exiting with the Prone condition."
      },
      {
        "document": 1946,
        "excerpt": "can escape from the corpse using 15 feet of movement, exiting Prone."
      },
      {
        "document": 1995,
        "excerpt": "can escape from the corpse using 20 feet of movement, exiting Prone."
      },
      {
        "document": 2002,
        "excerpt": "n escape from the corpse by using 15 feet of movement, exiting Prone."
      },
      {
        "document": 2044,
        "excerpt": "can escape from the corpse using 20 feet of movement, exiting Prone."
      }
    ],
    "exits": [
      {
        "document": 1167,
        "excerpt": "t who isn't dead, the target reappears in its body and exits the state of suspended animation."
      }
    ],
    "exotic": [
      {
        "document": 357,
        "excerpt": "ge on any ability check you make to remain mounted. An Exotic Saddle is required for riding an aquatic or a flying mount. Mounts and Other Animals Tack, Harness, an"
      },
      {
        "document": 921,
        "excerpt": "Exotic"
      }
    ],
    "expand": [
      {
        "document": 1726,
        "excerpt": "ile the blade persists, you can take a Magic action to expand or reduce its radius of Bright Light and Dim Light by 5 feet each, to a maximum of 30 feet each or a min"
      }
    ],
    "expanding": [
      {
        "document": 973,
        "excerpt": "listed in the Wizard Features table. Wizard Features EXPANDING AND REPLACING A SPELLBOOK The spells you add to your spellbook as you gain levels reflect your ongoing"
      }
    ],
    "expands": [
      {
        "document": 487,
        "excerpt": "that Magic Missile is level 2. Effectively, the spell expands to fill the slot it is put into. Some spells, such as Magic Missile and Cure Wounds, have more powerful"
      },
      {
        "document": 1648,
        "excerpt": "liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process."
      },
      {
        "document": 1652,
        "excerpt": "equired). The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to int"
      }
    ],
    "expanse": [
      {
        "document": 1625,
        "excerpt": "utomatically. An extradimensional cell is an infinite expanse filled with thick fog that reduces visibility to 10 feet. Creatures trapped in the mirror's cells don't"
      }
    ],
    "expansion": [
      {
        "document": 842,
        "excerpt": "Aura Expansion"
      },
      {
        "document": 968,
        "excerpt": "Aura Expansion"
      }
    ],
    "expect": [
      {
        "document": 235,
        "excerpt": "conscience directs with little regard for what others expect. A rebel who waylays a cruel baron's tax collectors and uses the stolen money to help the poor is probab"
      },
      {
        "document": 731,
        "excerpt": "part could deal more damage to the characters than you expect. If your encounter includes more than two creatures per character, include fragile creatures that can be"
      }
    ],
    "expected": [
      {
        "document": 235,
        "excerpt": "awful Good creatures endeavor to do the right thing as expected by society. Someone who fights injustice and protects the innocent without hesitation is probably Lawful"
      }
    ],
    "expeditious": [
      {
        "document": 860,
        "excerpt": "Expeditious Retreat"
      },
      {
        "document": 873,
        "excerpt": "Expeditious Retreat"
      },
      {
        "document": 886,
        "excerpt": "Expeditious Retreat"
      },
      {
        "document": 1257,
        "excerpt": "Expeditious Retreat"
      }
    ],
    "expelled": [
      {
        "document": 1349,
        "excerpt": "or objects left inside the extradimensional space are expelled into the unoccupied spaces nearest to the entrance."
      },
      {
        "document": 1356,
        "excerpt": "tance) expels you and deals 50 Force damage to you. If expelled, you move into an unoccupied space closest to where you first entered and have the Prone condition."
      }
    ],
    "expels": [
      {
        "document": 1356,
        "excerpt": "shape (to the extent that you no longer fit within it) expels you and deals 6d6 Force damage to you. The stone's complete destruction (or transmutation into a differe"
      }
    ],
    "expend": [
      {
        "document": 30,
        "excerpt": "c Inspiration. If you have Heroic Inspiration, you can expend it to reroll any die immediately after rolling it, and you must use the new roll. Only One at a Time. Y"
      },
      {
        "document": 33,
        "excerpt": "ty check that has Advantage or Disadvantage, you could expend your Heroic Inspiration to reroll one of those dice, not both of them."
      },
      {
        "document": 123,
        "excerpt": "at the lowest possible spell and caster level, doesn't expend any of the user's spell slots, and requires no components unless the item's description notes otherwise."
      },
      {
        "document": 484,
        "excerpt": "ealer's Kit has ten uses. As a Utilize action, you can expend one of its uses to stabilize an Unconscious creature that has 0 Hit Points without needing to make a Wis"
      },
      {
        "document": 491,
        "excerpt": "On a turn, you can expend only one spell slot to cast a spell. This rule means you can't, for example, cast a spell with a spell s"
      },
      {
        "document": 493,
        "excerpt": "oncentration is broken, the spell fails, but you don't expend a spell slot. To cast the spell again, you must start over."
      },
      {
        "document": 513,
        "excerpt": "ots and two level 2 slots. When you cast a spell, you expend a slot of that spell's level or higher, effectively \"filling\" a slot with the spell. Imagine a spell slo"
      },
      {
        "document": 514,
        "excerpt": "10 minutes longer to cast than normal, but it doesn't expend a spell slot. To cast a spell as a Ritual, a spellcaster must have it prepared. Special Abilities. Some"
      },
      {
        "document": 518,
        "excerpt": "oncentration is broken, the spell fails, but you don't expend a spell slot. See also “Concentration.”"
      },
      {
        "document": 537,
        "excerpt": "10 minutes longer to cast than normal. It also doesn't expend a spell slot, which means the ritual version of a spell can't be cast at a higher level. See also \"Spell"
      },
      {
        "document": 563,
        "excerpt": "ugh the intervening space. This transportation doesn't expend movement unless a rule tells you otherwise, and teleportation never provokes Opportunity Attacks. When"
      },
      {
        "document": 639,
        "excerpt": "(a player character) have Heroic Inspiration, you can expend it to reroll any die immediately after rolling it, and you must use the new roll. If you gain Heroic In"
      },
      {
        "document": 963,
        "excerpt": "you finish a Short or Long Rest. In addition, you can expend a spell slot (no action required) to regain one expended use of Bardic Inspiration."
      },
      {
        "document": 965,
        "excerpt": "an animal form to aid you. As a Magic action, you can expend a spell slot or a use of Wild Shape to cast the Find Familiar spell without Material components. When y"
      },
      {
        "document": 966,
        "excerpt": "e battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d"
      },
      {
        "document": 967,
        "excerpt": "cus Points column of the Monk Features table. You can expend these points to enhance or fuel certain Monk features. You start knowing three such features: Flurry of"
      },
      {
        "document": 968,
        "excerpt": "he maximum amount remaining in the pool. You can also expend 5 Hit Points from the pool of healing power to remove the Poisoned condition from the creature; those po"
      },
      {
        "document": 971,
        "excerpt": "ts. Converting Spell Slots to Sorcery Points. You can expend a spell slot to gain a number of Sorcery Points equal to the slot's level (no action required). Creatin"
      },
      {
        "document": 972,
        "excerpt": "when you hit a creature with your pact weapon, you can expend a Pact Magic spell slot to deal an extra 1d8 Force damage to the target, plus another 1d8 per level of"
      },
      {
        "document": 973,
        "excerpt": "slot. To cast either spell at a higher level, you must expend a spell slot. Whenever you finish a Long Rest, you can study your spellbook and replace one of those sp"
      },
      {
        "document": 975,
        "excerpt": "As a Magic action, you can expend a use of your Wild Shape and choose a point within 60 feet of yourself. Vitality-giving flowers and life"
      },
      {
        "document": 976,
        "excerpt": "ility check or attack roll, you can take a Reaction to expend one use of your Bardic Inspiration; roll your Bardic Inspiration die, and subtract the number rolled fro"
      },
      {
        "document": 979,
        "excerpt": "t use it again until you finish a Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it."
      },
      {
        "document": 981,
        "excerpt": "As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to evoke healing energy that can restore a number of Hit Points equal to"
      },
      {
        "document": 982,
        "excerpt": "When you take the Attack action, you can expend one use of your Channel Divinity to imbue one Melee weapon that you are holding with positive energy. Fo"
      },
      {
        "document": 983,
        "excerpt": "t use it again until you finish a Long Rest unless you expend a use of your Rage (no action required) to restore your use of it."
      },
      {
        "document": 985,
        "excerpt": "hen you hit a creature with an Unarmed Strike, you can expend 4 Focus Points to start these imperceptible vibrations, which last for a number of days equal to your Mo"
      },
      {
        "document": 1429,
        "excerpt": "to repair it as you take a Long Rest, during which you expend components worth 100 GP per Hit Point restored. The simulacrum must stay within 5 feet of you for the re"
      },
      {
        "document": 1544,
        "excerpt": "ke a Magic action to pull its hood over your head and expend 1 charge to give yourself the Invisible condition for 1 hour. The effect ends early if you pull the hood"
      },
      {
        "document": 1552,
        "excerpt": "tinct marking on it. You can press one of those faces, expend the number of charges required for it, and thereby cast the spell associated with it (save DC 17), as sh"
      },
      {
        "document": 1553,
        "excerpt": "nded charges daily at dawn. As a Magic action, you can expend 1 of the cube's charges to cast one of the following spells using the cube. Gate. Pressing one side of"
      },
      {
        "document": 1561,
        "excerpt": "from it. The table indicates how many charges you must expend to cast the spell. Call Dragons. While you control the orb, you can take a Magic action to cause the or"
      },
      {
        "document": 1576,
        "excerpt": "eyes. They have 3 charges. While wearing them, you can expend 1 or more charges to cast Charm Person (save DC 13). For 1 charge, you cast the level 1 version of the s"
      },
      {
        "document": 1585,
        "excerpt": "m Light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you take a Bonus Action to repeat the command word or until you use another fun"
      },
      {
        "document": 1586,
        "excerpt": "t) This gem has 3 charges. As a Magic action, you can expend 1 charge. For the next 10 minutes, you have Truesight out to 120 feet when you peer through the gem. Th"
      },
      {
        "document": 1593,
        "excerpt": "this magic weapon. The weapon has 5 charges. You can expend 1 charge and make a ranged attack with the weapon, hurling it as if it had the Thrown property with a no"
      },
      {
        "document": 1596,
        "excerpt": "than 1,000 GP. Once you decide on the spell, you must expend a spell slot of the spell's level. Then, to determine whether you cast the spell, make an Intelligence ("
      },
      {
        "document": 1601,
        "excerpt": "t) This helm has 3 charges. While wearing it, you can expend 1 charge to cast Teleport from it. The helm regains 1d3 expended charges daily at dawn."
      },
      {
        "document": 1614,
        "excerpt": "The weapon has 1d3 charges. While holding it, you can expend 1 charge and cast Wish from it. Once used, this property can't be used again until the next dawn. The we"
      },
      {
        "document": 1617,
        "excerpt": "le holding the weapon, you can take a Magic action and expend 1 charge to release a wave of terror from it. Each creature of your choice within 30 feet of you must su"
      },
      {
        "document": 1624,
        "excerpt": "The medallion has 5 charges. While wearing it, you can expend 1 charge to cast Detect Thoughts (save DC 13) from it. The medallion regains 1d4 expended charges daily"
      },
      {
        "document": 1641,
        "excerpt": "at dawn. You can take a Magic action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature of your choice within 30 feet of you must"
      },
      {
        "document": 1642,
        "excerpt": "ipes as a Magic action, you can take a Bonus Action to expend 1 to 3 charges, calling forth one Swarm of Rats with each expended charge if enough rats are within half"
      },
      {
        "document": 1665,
        "excerpt": "charges daily at dawn. While wearing the ring, you can expend 1 charge to cast one of the following spells (save DC 13) from it: - Animal Friendship - Fear (affects"
      },
      {
        "document": 1667,
        "excerpt": "g table. The table indicates how many charges you must expend to cast the spell, which has a save DC of 18."
      },
      {
        "document": 1668,
        "excerpt": "row while wearing the ring, you can take a Reaction to expend 1 charge to succeed on that save instead."
      },
      {
        "document": 1677,
        "excerpt": "nd regains 1d6 expended charges daily at dawn. You can expend its charges to use the properties below. Faerie Fire. You can expend 1 charge to cast Faerie Fire from"
      },
      {
        "document": 1682,
        "excerpt": "While wearing the ring, you can take a Magic action to expend 1 to 3 charges to make a ranged spell attack against one creature you can see within 60 feet of yourself"
      },
      {
        "document": 1683,
        "excerpt": "Ring, Legendary While wearing this ring, you can expend 1 of its 3 charges to cast Wish from it. The ring becomes non-magical when you use the last charge."
      },
      {
        "document": 1688,
        "excerpt": "wn. While you wear it, you can take a Magic action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next"
      },
      {
        "document": 1689,
        "excerpt": "can take a Magic action to remove one of the stars and expend it to cast the level 5 version of Magic Missile. Daily at dusk, 1d6 removed stars reappear on the robe."
      },
      {
        "document": 1695,
        "excerpt": "he rod regains 1 expended charge daily at dawn. If you expend the last charge, roll 1d20. On a 1, the rod disappears in a harmless burst of radiance."
      },
      {
        "document": 1700,
        "excerpt": "originating from an Undead, you can take a Reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroye"
      },
      {
        "document": 1712,
        "excerpt": "ou can use any of its properties: Cast Spell. You can expend 1 of the staff's charges to cast Charm Person, Command, or Comprehend Languages from it using your spell"
      },
      {
        "document": 1713,
        "excerpt": "save DC. The table indicates how many charges you must expend to cast the spell. Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you"
      },
      {
        "document": 1714,
        "excerpt": "save DC. The table indicates how many charges you must expend to cast the spell. Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you"
      },
      {
        "document": 1715,
        "excerpt": "odifier. The table indicates how many charges you must expend to cast the spell. Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you"
      },
      {
        "document": 1716,
        "excerpt": "save DC. The table indicates how many charges you must expend to cast the spell. Regaining Charges. The staff regains 2d8 + 4 expended charges daily at dawn. If you"
      },
      {
        "document": 1717,
        "excerpt": "es. When you hit with a melee attack using it, you can expend up to 3 charges. For each charge you expend, the target takes an extra 1d6 Force damage. Regaining Char"
      },
      {
        "document": 1718,
        "excerpt": "ile holding the staff, you can take a Magic action and expend 1 charge to cause a swarm of harmless flying insects to fill a 30-foot Emanation originating from you. T"
      },
      {
        "document": 1719,
        "excerpt": "save DC. The table indicates how many charges you must expend to cast the spell. Regaining Charges. The staff regains 4d6 + 2 expended charges daily at dawn. If you"
      },
      {
        "document": 1721,
        "excerpt": "save DC. The table indicates how many charges you must expend to cast the spell. Tree Form. You can take a Magic action to plant one end of the staff in earth in an"
      },
      {
        "document": 1722,
        "excerpt": "perties (see above) at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one. Lightning Strike. You can take a Magic act"
      },
      {
        "document": 1723,
        "excerpt": "it deals damage as a normal Quarterstaff, and you can expend 1 charge to deal an extra 2d10 Necrotic damage to the target and force it to make a DC 15 Constitution s"
      },
      {
        "document": 1730,
        "excerpt": "r holding the talisman, you can take a Magic action to expend 1 charge and target one creature you can see on the ground within 120 feet of yourself. A flaming fissur"
      },
      {
        "document": 1732,
        "excerpt": "r holding the talisman, you can take a Magic action to expend 1 charge and target one creature you can see on the ground within 120 feet of yourself. A flaming fissur"
      },
      {
        "document": 1737,
        "excerpt": "ded charges daily at dawn. While you carry it, you can expend 1 charge to cast Dominate Beast (save DC 15) from it on a Beast that has a Swim Speed."
      },
      {
        "document": 1740,
        "excerpt": "hit. If the creature has Legendary Resistance, it can expend one daily use of that trait to avoid losing its head, taking the extra damage instead."
      },
      {
        "document": 1741,
        "excerpt": "from it. The table indicates how many charges you must expend to cast the spell. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you e"
      },
      {
        "document": 1742,
        "excerpt": "rges. While holding it, you can take a Magic action to expend 1 charge. For 1 minute, you know the direction of the nearest creature Hostile to you within 60 feet, bu"
      },
      {
        "document": 1743,
        "excerpt": "from it. The table indicates how many charges you must expend to cast the spell. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you e"
      },
      {
        "document": 1744,
        "excerpt": "r) This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Fireball (save DC 15) from it. For 1 charge, you cast the level 3 version"
      },
      {
        "document": 1745,
        "excerpt": "r) This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Lightning Bolt (save DC 15) from it. For 1 charge, you cast the level 3 v"
      },
      {
        "document": 1746,
        "excerpt": "on This wand has 3 charges. While holding it, you can expend 1 charge to cast Detect Magic from it. The wand regains 1d3 expended charges daily at dawn."
      },
      {
        "document": 1747,
        "excerpt": "on This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Magic Missile from it. For 1 charge, you cast the level 1 version of the"
      },
      {
        "document": 1748,
        "excerpt": "rges. While holding it, you can take a Magic action to expend 1 charge to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of"
      },
      {
        "document": 1749,
        "excerpt": "r) This wand has 7 charges. While holding it, you can expend 1 charge to cast Polymorph (save DC 15) from it. Regaining Charges. The wand regains 1d6 + 1 expended c"
      },
      {
        "document": 1750,
        "excerpt": "dawn. While holding it, you can take a Magic action to expend 1 charge, and if a secret door or trap is within 60 feet of you, the wand pulses and points at the one n"
      },
      {
        "document": 1752,
        "excerpt": "r) This wand has 7 charges. While holding it, you can expend 1 charge to cast Web (save DC 13) from it. Regaining Charges. The wand regains 1d6 + 1 expended charges"
      },
      {
        "document": 1753,
        "excerpt": "rges. While holding it, you can take a Magic action to expend 1 charge while choosing a point within 120 feet of yourself. That location becomes the point of origin o"
      },
      {
        "document": 1758,
        "excerpt": "hile wearing the boots, you can take a Magic action to expend 1 charge, gaining a Fly Speed of 30 feet for 1 hour. If you are flying when the duration expires, you de"
      },
      {
        "document": 1760,
        "excerpt": "diately after another creature's turn, the aboleth can expend a use to take one of the following actions. The aboleth regains all expended uses at the start of each o"
      },
      {
        "document": 1761,
        "excerpt": "ediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of"
      },
      {
        "document": 1762,
        "excerpt": "ediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of"
      },
      {
        "document": 1763,
        "excerpt": "ediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of"
      },
      {
        "document": 1764,
        "excerpt": "ediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of"
      },
      {
        "document": 1765,
        "excerpt": "ediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of"
      },
      {
        "document": 1766,
        "excerpt": "ediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of"
      },
      {
        "document": 1767,
        "excerpt": "ediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of"
      },
      {
        "document": 1768,
        "excerpt": "ediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of"
      },
      {
        "document": 1769,
        "excerpt": "ediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of"
      },
      {
        "document": 1770,
        "excerpt": "ediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of"
      },
      {
        "document": 1773,
        "excerpt": "ediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of"
      },
      {
        "document": 1774,
        "excerpt": "ediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of"
      },
      {
        "document": 1775,
        "excerpt": "ediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of"
      },
      {
        "document": 1776,
        "excerpt": "ediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of"
      },
      {
        "document": 1777,
        "excerpt": "ediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of"
      },
      {
        "document": 1778,
        "excerpt": "ediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of"
      },
      {
        "document": 1779,
        "excerpt": "ediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of"
      },
      {
        "document": 1780,
        "excerpt": "ediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of"
      },
      {
        "document": 1781,
        "excerpt": "ediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of"
      },
      {
        "document": 1782,
        "excerpt": "ediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of"
      },
      {
        "document": 1946,
        "excerpt": "ediately after another creature's turn, the kraken can expend a use to take one of the following actions. The kraken regains all expended uses at the start of each of"
      },
      {
        "document": 1949,
        "excerpt": "mmediately after another creature's turn, the lich can expend a use to take one of the following actions. The lich regains all expended uses at the start of each of i"
      },
      {
        "document": 1966,
        "excerpt": "mediately after another creature's turn, the mummy can expend a use to take one of the following actions. The mummy regains all expended uses at the start of each of"
      },
      {
        "document": 2022,
        "excerpt": "mediately after another creature's turn, the solar can expend a use to take one of the following actions. The solar regains all expended uses at the start of each of"
      },
      {
        "document": 2024,
        "excerpt": "ediately after another creature's turn, the sphinx can expend a use to take one of the following actions. The sphinx regains all expended uses at the start of each of"
      },
      {
        "document": 2025,
        "excerpt": "ediately after another creature's turn, the sphinx can expend a use to take one of the following actions. The sphinx regains all expended uses at the start of each of"
      },
      {
        "document": 2044,
        "excerpt": "ately after another creature's turn, the tarrasque can expend a use to take one of the following actions. The tarrasque regains all expended uses at the start of each"
      },
      {
        "document": 2053,
        "excerpt": "diately after another creature's turn, the unicorn can expend a use to take one of the following actions. The unicorn regains all expended uses at the start of each o"
      },
      {
        "document": 2056,
        "excerpt": "diately after another creature's turn, the vampire can expend a use to take one of the following actions. The vampire regains all expended uses at the start of each o"
      }
    ],
    "expended": [
      {
        "document": 124,
        "excerpt": "Some magic items have charges that must be expended to activate their properties. The number of charges an item has remaining is revealed when the Identify"
      },
      {
        "document": 178,
        "excerpt": "enever it takes a Legendary Action, and it regains all expended uses at the start of each of its turns."
      },
      {
        "document": 179,
        "excerpt": ") and that a monster must finish a Long Rest to regain expended uses. For example, a Reaction that includes “1/Day” means the Reaction can be taken once and that the mo"
      },
      {
        "document": 502,
        "excerpt": "used a spell slot to cast the spell, the slot is still expended. If the spell normally has no effect on a target that succeeds on a saving throw, the invalid target ap"
      },
      {
        "document": 513,
        "excerpt": "s three remaining. Finishing a Long Rest restores any expended spell slots."
      },
      {
        "document": 962,
        "excerpt": "column of the Barbarian Features table. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. While a"
      },
      {
        "document": 963,
        "excerpt": "he failure into a success. A Bardic Inspiration die is expended when it's rolled. Number of Uses. You can confer a Bardic Inspiration die a number of times equal to yo"
      },
      {
        "document": 964,
        "excerpt": "you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest. Prepared Spells of Level 1+. You prepare the list of level 1+ spells"
      },
      {
        "document": 965,
        "excerpt": "you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest. Prepared Spells of Level 1+. You prepare the list of level 1+ spells"
      },
      {
        "document": 966,
        "excerpt": "level. You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. When yo"
      },
      {
        "document": 967,
        "excerpt": "or Long Rest, at the end of which you regain all your expended points. Some features that use Focus Points require your target to make a saving throw. The save DC equ"
      },
      {
        "document": 968,
        "excerpt": "you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest. Prepared Spells of Level 1+. You prepare the list of level 1+ spells"
      },
      {
        "document": 969,
        "excerpt": "you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest. Prepared Spells of Level 1+. You prepare the list of level 1+ spells"
      },
      {
        "document": 971,
        "excerpt": "you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest. Prepared Spells of Level 1+. You prepare the list of level 1+ spells"
      },
      {
        "document": 972,
        "excerpt": "slots, all of which are the same level. You regain all expended Pact Magic spell slots when you finish a Short or Long Rest. For example, when you're a level 5 Warlock"
      },
      {
        "document": 973,
        "excerpt": "you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest. Prepared Spells of Level 1+. You prepare the list of level 1+ spells"
      },
      {
        "document": 975,
        "excerpt": "addition, when you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half you"
      },
      {
        "document": 976,
        "excerpt": "a success. On a failure, the Bardic Inspiration isn't expended."
      },
      {
        "document": 979,
        "excerpt": "can use it no more than once per roll. You regain all expended uses when you finish a Long Rest."
      },
      {
        "document": 985,
        "excerpt": "Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest."
      },
      {
        "document": 986,
        "excerpt": "es equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest."
      },
      {
        "document": 987,
        "excerpt": "es equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest."
      },
      {
        "document": 989,
        "excerpt": "es equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. You can also use any spell slots you have to cast the spell."
      },
      {
        "document": 990,
        "excerpt": "es equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest: Cloud's Jaunt (Cloud Giant). As a Bonus Action, you magically telepor"
      },
      {
        "document": 993,
        "excerpt": "es equal to your Proficiency Bonus, and you regain all expended uses when you finish a Short or Long Rest."
      },
      {
        "document": 1006,
        "excerpt": "u roll is the same as the slot's level, the slot isn't expended."
      },
      {
        "document": 1191,
        "excerpt": "maximum number of times equal to the level of the slot expended, and a creature can be targeted only once by each casting of this spell."
      },
      {
        "document": 1216,
        "excerpt": "that spell was cast with a spell slot, the slot isn't expended."
      },
      {
        "document": 1544,
        "excerpt": "Attunement) This cloak has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the cloak, you can take a Magic action to pull its hood over your"
      },
      {
        "document": 1552,
        "excerpt": ". The cube starts with 10 charges, and it regains 1d6 expended charges daily at dawn. Cube of Force Faces"
      },
      {
        "document": 1553,
        "excerpt": "ned by the GM. The cube has 3 charges and regains 1d3 expended charges daily at dawn. As a Magic action, you can expend 1 of the cube's charges to cast one of the foll"
      },
      {
        "document": 1561,
        "excerpt": "es. Spells. The orb has 7 charges and regains 1d4 + 3 expended charges daily at dawn. If you control the orb, you can cast one of the spells on the following table fro"
      },
      {
        "document": 1576,
        "excerpt": "ch additional charge you expend. The lenses regain all expended charges daily at dawn."
      },
      {
        "document": 1585,
        "excerpt": "econd command word. When all of the gem's charges are expended, the gem becomes a nonmagical jewel worth 50 GP."
      },
      {
        "document": 1586,
        "excerpt": "et when you peer through the gem. The gem regains 1d3 expended charges daily at dawn."
      },
      {
        "document": 1593,
        "excerpt": "on flies back to your hand. The weapon regains 1d4 + 1 expended charges daily at dawn. Giant's Bane. While you are attuned to the weapon and wearing either a Belt of G"
      },
      {
        "document": 1601,
        "excerpt": "charge to cast Teleport from it. The helm regains 1d3 expended charges daily at dawn."
      },
      {
        "document": 1609,
        "excerpt": "stone. If the stone can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While t"
      },
      {
        "document": 1617,
        "excerpt": "ment) This magic weapon has 3 charges and regains 1d3 expended charges daily at dawn. While holding the weapon, you can take a Magic action and expend 1 charge to rele"
      },
      {
        "document": 1624,
        "excerpt": "oughts (save DC 13) from it. The medallion regains 1d4 expended charges daily at dawn."
      },
      {
        "document": 1636,
        "excerpt": "your person, you can take a Magic action to regain one expended spell slot of level 3 or lower. Once you use the pearl, it can't be used again until the next dawn."
      },
      {
        "document": 1641,
        "excerpt": "m, Uncommon These pipes have 3 charges and regain 1d3 expended charges daily at dawn. You can take a Magic action to play them and expend 1 charge to create an eerie,"
      },
      {
        "document": 1642,
        "excerpt": "or harm them. The pipes have 3 charges and regain 1d3 expended charges daily at dawn. If you play the pipes as a Magic action, you can take a Bonus Action to expend 1"
      },
      {
        "document": 1665,
        "excerpt": "ing, Rare This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can expend 1 charge to cast one of the following spel"
      },
      {
        "document": 1667,
        "excerpt": "llcasting. The ring has 5 charges and re-gains 1d4 + 1 expended charges daily at dawn. While wearing the ring, you can cast a spell from it. Choose the spell from the l"
      },
      {
        "document": 1668,
        "excerpt": "tunement) This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing the ring, you can take a Rea"
      },
      {
        "document": 1677,
        "excerpt": "from the ring. The ring has 6 charges and regains 1d6 expended charges daily at dawn. You can expend its charges to use the properties below. Faerie Fire. You can exp"
      },
      {
        "document": 1678,
        "excerpt": "e ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While w"
      },
      {
        "document": 1682,
        "excerpt": "s Attunement) This ring has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the ring, you can take a Magic action to expend 1 to 3 charges to m"
      },
      {
        "document": 1688,
        "excerpt": "tunement) This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can take a Magic action and expend 1 charge to cause the g"
      },
      {
        "document": 1695,
        "excerpt": "r Resurrection (expends 5 charges). The rod regains 1 expended charge daily at dawn. If you expend the last charge, roll 1d20. On a 1, the rod disappears in a harmless"
      },
      {
        "document": 1700,
        "excerpt": "s into powder and is destroyed when its last charge is expended. Spell Resistance. You have Advantage on saving throws against spells."
      },
      {
        "document": 1712,
        "excerpt": "xt dawn. Regaining Charges. The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff crumbles to dust and"
      },
      {
        "document": 1713,
        "excerpt": "e spell. Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff crumbles into cinders"
      },
      {
        "document": 1714,
        "excerpt": "e spell. Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff turns to water and is"
      },
      {
        "document": 1715,
        "excerpt": "e spell. Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff vanishes in a flash o"
      },
      {
        "document": 1716,
        "excerpt": "e spell. Regaining Charges. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff retains its +2 bonus"
      },
      {
        "document": 1717,
        "excerpt": "damage. Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff becomes a nonmagical"
      },
      {
        "document": 1718,
        "excerpt": "e spell. Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, a swarm of insects consumes and"
      },
      {
        "document": 1719,
        "excerpt": "e spell. Regaining Charges. The staff regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 20, the staff regains 1d12 + 1 cha"
      },
      {
        "document": 1721,
        "excerpt": "to a staff. Regaining Charges. The staff regains 1d6 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff loses its properties"
      },
      {
        "document": 1723,
        "excerpt": "Attunement) This staff has 3 charges and regains 1d3 expended charges daily at dawn. The staff can be wielded as a magic Quarterstaff. On a hit, it deals damage as a"
      },
      {
        "document": 1737,
        "excerpt": ") This magic weapon has 3 charges, and it regains 1d3 expended charges daily at dawn. While you carry it, you can expend 1 charge to cast Dominate Beast (save DC 15) f"
      },
      {
        "document": 1741,
        "excerpt": "he spell. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into a"
      },
      {
        "document": 1742,
        "excerpt": "the wand. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into a"
      },
      {
        "document": 1743,
        "excerpt": "he spell. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into a"
      },
      {
        "document": 1744,
        "excerpt": "u expend. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into a"
      },
      {
        "document": 1745,
        "excerpt": "u expend. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into a"
      },
      {
        "document": 1746,
        "excerpt": "rge to cast Detect Magic from it. The wand regains 1d3 expended charges daily at dawn."
      },
      {
        "document": 1747,
        "excerpt": "u expend. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into a"
      },
      {
        "document": 1748,
        "excerpt": "success. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into a"
      },
      {
        "document": 1749,
        "excerpt": "from it. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into a"
      },
      {
        "document": 1750,
        "excerpt": "and, Uncommon This wand has 3 charges and regains 1d3 expended charges daily at dawn. While holding it, you can take a Magic action to expend 1 charge, and if a secret"
      },
      {
        "document": 1752,
        "excerpt": "from it. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into a"
      },
      {
        "document": 1753,
        "excerpt": "affected. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into d"
      },
      {
        "document": 1758,
        "excerpt": "Attunement) These boots have 4 charges and regain 1d4 expended charges daily at dawn. While wearing the boots, you can take a Magic action to expend 1 charge, gaining"
      },
      {
        "document": 1760,
        "excerpt": "one of the following actions. The aboleth regains all expended uses at the start of each of its turns. Lash. The aboleth makes one Tentacle attack. Psychic Drain. If"
      },
      {
        "document": 1761,
        "excerpt": "e one of the following actions. The dragon regains all expended uses at the start of each of its turns. Cloud of Insects. Dexterity Saving Throw: DC 17, one creature t"
      },
      {
        "document": 1762,
        "excerpt": "e one of the following actions. The dragon regains all expended uses at the start of each of its turns. Cloaked Flight. The dragon uses Spellcasting to cast Invisibili"
      },
      {
        "document": 1763,
        "excerpt": "e one of the following actions. The dragon regains all expended uses at the start of each of its turns. Blazing Light. The dragon uses Spellcasting to cast Scorching R"
      },
      {
        "document": 1764,
        "excerpt": "e one of the following actions. The dragon regains all expended uses at the start of each of its turns. Guiding Light. The dragon uses Spellcasting to cast Guiding Bol"
      },
      {
        "document": 1765,
        "excerpt": "e one of the following actions. The dragon regains all expended uses at the start of each of its turns. Giggling Magic. Charisma Saving Throw: DC 17, one creature the"
      },
      {
        "document": 1766,
        "excerpt": "e one of the following actions. The dragon regains all expended uses at the start of each of its turns. Banish. Charisma Saving Throw: DC 21, one creature the dragon c"
      },
      {
        "document": 1767,
        "excerpt": "e one of the following actions. The dragon regains all expended uses at the start of each of its turns. Mind Invasion. The dragon uses Spellcasting to cast Mind Spike"
      },
      {
        "document": 1768,
        "excerpt": "e one of the following actions. The dragon regains all expended uses at the start of each of its turns. Commanding Presence. The dragon uses Spellcasting to cast Comma"
      },
      {
        "document": 1769,
        "excerpt": "e one of the following actions. The dragon regains all expended uses at the start of each of its turns. Chill. The dragon uses Spellcasting to cast Hold Monster. The d"
      },
      {
        "document": 1770,
        "excerpt": "e one of the following actions. The dragon regains all expended uses at the start of each of its turns. Freezing Burst. Constitution Saving Throw: DC 14, each creature"
      },
      {
        "document": 1773,
        "excerpt": "e one of the following actions. The dragon regains all expended uses at the start of each of its turns. Cloud of Insects. Dexterity Saving Throw: DC 21, one creature t"
      },
      {
        "document": 1774,
        "excerpt": "e one of the following actions. The dragon regains all expended uses at the start of each of its turns. Cloaked Flight. The dragon uses Spellcasting to cast Invisibili"
      },
      {
        "document": 1775,
        "excerpt": "e one of the following actions. The dragon regains all expended uses at the start of each of its turns. Blazing Light. The dragon uses Spellcasting to cast Scorching R"
      },
      {
        "document": 1776,
        "excerpt": "e one of the following actions. The dragon regains all expended uses at the start of each of its turns. Guiding Light. The dragon uses Spellcasting to cast Guiding Bol"
      },
      {
        "document": 1777,
        "excerpt": "e one of the following actions. The dragon regains all expended uses at the start of each of its turns. Giggling Magic. Charisma Saving Throw: DC 21, one creature the"
      },
      {
        "document": 1778,
        "excerpt": "e one of the following actions. The dragon regains all expended uses at the start of each of its turns. Banish. Charisma Saving Throw: DC 24, one creature the dragon c"
      },
      {
        "document": 1779,
        "excerpt": "e one of the following actions. The dragon regains all expended uses at the start of each of its turns. Mind Invasion. The dragon uses Spellcasting to cast Mind Spike"
      },
      {
        "document": 1780,
        "excerpt": "e one of the following actions. The dragon regains all expended uses at the start of each of its turns. Commanding Presence. The dragon uses Spellcasting to cast Comma"
      },
      {
        "document": 1781,
        "excerpt": "e one of the following actions. The dragon regains all expended uses at the start of each of its turns. Chill. The dragon uses Spellcasting to cast Hold Monster. The d"
      },
      {
        "document": 1782,
        "excerpt": "e one of the following actions. The dragon regains all expended uses at the start of each of its turns. Freezing Burst. Constitution Saving Throw: DC 20, each creature"
      },
      {
        "document": 1884,
        "excerpt": "ed again until 7 days have passed, when it regains all expended charges. Goat of Travail. This figurine can become a Giant Goat for up to 3 hours. Once it has been use"
      },
      {
        "document": 1946,
        "excerpt": "e one of the following actions. The kraken regains all expended uses at the start of each of its turns. Storm Bolt. The kraken uses Lightning Strike. Toxic Ink. Const"
      },
      {
        "document": 1949,
        "excerpt": "ake one of the following actions. The lich regains all expended uses at the start of each of its turns. Deathly Teleport. The lich teleports up to 60 feet to an unoccu"
      },
      {
        "document": 1966,
        "excerpt": "ke one of the following actions. The mummy regains all expended uses at the start of each of its turns. Dread Command. The mummy casts Command (level 2 version), using"
      },
      {
        "document": 2022,
        "excerpt": "ke one of the following actions. The solar regains all expended uses at the start of each of its turns. Blinding Gaze. Constitution Saving Throw: DC 25, one creature t"
      },
      {
        "document": 2024,
        "excerpt": "e one of the following actions. The sphinx regains all expended uses at the start of each of its turns. Arcane Prowl. The sphinx can teleport up to 30 feet to an unocc"
      },
      {
        "document": 2025,
        "excerpt": "e one of the following actions. The sphinx regains all expended uses at the start of each of its turns. Arcane Prowl. The sphinx can teleport up to 30 feet to an unocc"
      },
      {
        "document": 2044,
        "excerpt": "ne of the following actions. The tarrasque regains all expended uses at the start of each of its turns. Onslaught. The tarrasque moves up to half its Speed, and it mak"
      },
      {
        "document": 2053,
        "excerpt": "one of the following actions. The unicorn regains all expended uses at the start of each of its turns. Charging Horn. The unicorn moves up to half its Speed without p"
      },
      {
        "document": 2056,
        "excerpt": "one of the following actions. The vampire regains all expended uses at the start of each of its turns. Beguile. The vampire casts Command, requiring no spell componen"
      }
    ],
    "expending": [
      {
        "document": 514,
        "excerpt": "There are several ways to cast a spell without expending a spell slot: Cantrips. A cantrip is cast without a spell slot. Rituals. Certain spells have the Ritua"
      },
      {
        "document": 535,
        "excerpt": "igger. When you Ready a spell, you cast it as normal (expending any resources used to cast it) but hold its energy, which you release with your Reaction when the trigge"
      },
      {
        "document": 560,
        "excerpt": "A Swim Speed can be used to swim without expending the extra movement normally associated with swimming. See also “Swimming” and “Speed.”"
      },
      {
        "document": 591,
        "excerpt": "place of Speed to traverse a vertical surface without expending the extra movement normally associated with climbing. See also “Climbing” and “Speed.”"
      },
      {
        "document": 964,
        "excerpt": "s part of the same action, you cast that spell without expending a spell slot or needing Material components. You can't use this feature again until you finish a Long Re"
      },
      {
        "document": 965,
        "excerpt": "s of Wild Shape left, you can give yourself one use by expending a spell slot (no action required). In addition, you can expend one use of Wild Shape (no action require"
      },
      {
        "document": 968,
        "excerpt": "e spell prepared. In addition, you can cast it without expending a spell slot, but you must finish a Long Rest before you can cast it in this way again."
      },
      {
        "document": 969,
        "excerpt": "r's Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest. The number"
      },
      {
        "document": 972,
        "excerpt": "red. With this feature, you can cast the spell without expending a spell slot to contact your patron, and you automatically succeed on the spell's saving throw. Once yo"
      },
      {
        "document": 973,
        "excerpt": "d, and you can cast them at their lowest level without expending a spell slot. To cast either spell at a higher level, you must expend a spell slot. Whenever you finish"
      },
      {
        "document": 975,
        "excerpt": "have prepared from your Circle Spells feature without expending a spell slot, and you must finish a Long Rest before you do so again. In addition, when you finish a Sh"
      },
      {
        "document": 982,
        "excerpt": "sh a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required). Holy Ward. You have Advantage on any saving throw you are fo"
      },
      {
        "document": 984,
        "excerpt": "roll 1d6. On a roll of 6, you use the property without expending the charges. Scrolls. You can use any Spell Scroll, using Intelligence as your spellcasting ability for"
      },
      {
        "document": 1212,
        "excerpt": "the contingent spell - as part of casting Contingency, expending spell slots for both, but the contingent spell doesn’t come into effect. Instead, it takes effect when a"
      },
      {
        "document": 1535,
        "excerpt": "ght can cast level 1 spells they have prepared without expending spell slots. Alternatively, when you light the candle for the first time, you can cast Gate with it. Do"
      },
      {
        "document": 1623,
        "excerpt": "rush (weighing 1 pound in total). Using the brush and expending 1 pot of pigment, you can paint any number of three-dimensional objects and terrain features (such as wa"
      },
      {
        "document": 1771,
        "excerpt": "t can move through a space as narrow as 1 inch without expending extra movement to do so."
      },
      {
        "document": 1810,
        "excerpt": "g can move through a space as narrow as 1 inch without expending extra movement to do so. Corrosive Form. A creature that hits the pudding with a melee attack roll take"
      },
      {
        "document": 1862,
        "excerpt": "l can move through a space as narrow as 1 inch without expending extra movement to do so, and it can enter a creature's space and stop there. The first time it enters a"
      },
      {
        "document": 1912,
        "excerpt": "e can move through a space as narrow as 1 inch without expending extra movement to do so. Corrosive Form. Nonmagical ammunition is destroyed immediately after hitting t"
      },
      {
        "document": 1940,
        "excerpt": "t can move through a space as narrow as 1 inch without expending extra movement to do so. Invisibility. The stalker has the Invisible condition."
      },
      {
        "document": 1972,
        "excerpt": "y can move through a space as narrow as 1 inch without expending extra movement to do so. Spider Climb. The jelly can climb difficult surfaces, including along ceilings"
      },
      {
        "document": 1973,
        "excerpt": "s can move through a space as narrow as 1 inch without expending extra movement to do so. Water Breathing. The octopus can breathe only underwater."
      },
      {
        "document": 2016,
        "excerpt": "w can move through a space as narrow as 1 inch without expending extra movement to do so. Sunlight Weakness. While in sunlight, the shadow has Disadvantage on D20 Tests"
      },
      {
        "document": 2065,
        "excerpt": "t can move through a space as narrow as 1 inch without expending extra movement to do so."
      }
    ],
    "expends": [
      {
        "document": 178,
        "excerpt": "hat number is specified in the stat block. The monster expends one use whenever it takes a Legendary Action, and it regains all expended uses at the start of each of i"
      },
      {
        "document": 453,
        "excerpt": "ired is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a on"
      },
      {
        "document": 984,
        "excerpt": "Charges. Whenever you use a magic item property that expends charges, roll 1d6. On a roll of 6, you use the property without expending the charges. Scrolls. You can"
      },
      {
        "document": 1695,
        "excerpt": "ou can cast one of the following spells from it: Heal (expends 1 charge) or Resurrection (expends 5 charges). The rod regains 1 expended charge daily at dawn. If you"
      }
    ],
    "expenses": [
      {
        "document": 365,
        "excerpt": "Lifestyle Expenses"
      },
      {
        "document": 374,
        "excerpt": "ily lodging and meals are included in your lifestyle's expenses. Food, Drink, and Lodging"
      }
    ],
    "expensive": [
      {
        "document": 253,
        "excerpt": "example, the firearms described in “Equipment” are too expensive for level 1 characters, but they might be available for purchase if your GM allows them."
      },
      {
        "document": 376,
        "excerpt": "to cast spells in exchange for payment. If a spell has expensive components, add the cost of those components to the cost listed in the Spellcasting Services table. The"
      },
      {
        "document": 471,
        "excerpt": "Fine Clothes are made of expensive fabrics and adorned with expertly crafted details. Some events and locations admit only people wearing t"
      }
    ],
    "experience": [
      {
        "document": 166,
        "excerpt": "Experience Points"
      },
      {
        "document": 242,
        "excerpt": "While going on adventures, your character gains experience, represented by Experience Points (XP). A character who reaches a specified Experience Point total advan"
      },
      {
        "document": 244,
        "excerpt": "ciated with them; they point to the fact that the play experience evolves as characters gain levels."
      },
      {
        "document": 256,
        "excerpt": "Experience Points"
      },
      {
        "document": 268,
        "excerpt": "vel 1 and advances in level by adventuring and gaining Experience Points (XP). Write Your XP. Also record your Experience Points. A level 1 character has 0 XP. Starting"
      },
      {
        "document": 554,
        "excerpt": "eat a monster poses and is detailed in “Monsters.” The Experience Points characters receive for defeating a monster and its Proficiency Bonus follow. Some creatures that"
      },
      {
        "document": 626,
        "excerpt": "Experience Points"
      },
      {
        "document": 805,
        "excerpt": "Experience Points by Challenge Rating"
      },
      {
        "document": 806,
        "excerpt": "Experience Points by Challenge Rating"
      },
      {
        "document": 814,
        "excerpt": "Experience Points"
      },
      {
        "document": 942,
        "excerpt": "Experience Point(s)"
      },
      {
        "document": 1487,
        "excerpt": "While you have the Blinded condition, you experience the following effects. Can't See. You can't see and automatically fail any ability check that requires"
      },
      {
        "document": 1488,
        "excerpt": "While you have the Charmed condition, you experience the following effects. Can't Harm the Charmer. You can't attack the charmer or target the charmer with"
      },
      {
        "document": 1489,
        "excerpt": "While you have the Deafened condition, you experience the following effect. Can't Hear. You can't hear and automatically fail any ability check that requires"
      },
      {
        "document": 1490,
        "excerpt": "While you have the Exhaustion condition, you experience the following effects. Exhaustion Levels. This condition is cumulative. Each time you receive it, you g"
      },
      {
        "document": 1491,
        "excerpt": "While you have the Frightened condition, you experience the following effects. Ability Checks and Attacks Affected. You have Disadvantage on ability checks and"
      },
      {
        "document": 1492,
        "excerpt": "While you have the Grappled condition, you experience the following effects. Speed 0. Your Speed is 0 and can't increase. Attacks Affected. You have Disadva"
      },
      {
        "document": 1493,
        "excerpt": "While you have the Incapacitated condition, you experience the following effects. Inactive. You can't take any action, Bonus Action, or Reaction. No Concentratio"
      },
      {
        "document": 1494,
        "excerpt": "While you have the Invisible condition, you experience the following effects. Surprise. If you're Invisible when you roll Initiative, you have Advantage on th"
      },
      {
        "document": 1495,
        "excerpt": "While you have the Paralyzed condition, you experience the following effects. Incapacitated. You have the Incapacitated condition. Speed 0. Your Speed is 0 a"
      },
      {
        "document": 1496,
        "excerpt": "While you have the Petrified condition, you experience the following effects. Turned to Inanimate Substance. You are transformed, along with any nonmagical ob"
      },
      {
        "document": 1497,
        "excerpt": "While you have the Poisoned condition, you experience the following effect. Ability Checks and Attacks Affected. You have Disadvantage on attack rolls and ab"
      },
      {
        "document": 1498,
        "excerpt": "While you have the Prone condition, you experience the following effects. Restricted Movement. Your only movement options are to crawl or to spend an amou"
      },
      {
        "document": 1499,
        "excerpt": "While you have the Restrained condition, you experience the following effects. Speed 0. Your Speed is 0 and can't increase. Attacks Affected. Attack rolls aga"
      },
      {
        "document": 1500,
        "excerpt": "While you have the Stunned condition, you experience the following effects. Incapacitated. You have the Incapacitated condition. Saving Throws Affected. Yo"
      },
      {
        "document": 1501,
        "excerpt": "While you have the Unconscious condition, you experience the following effects. Inert. You have the Incapacitated and Prone conditions, and you drop whatever yo"
      }
    ],
    "experienced": [
      {
        "document": 1367,
        "excerpt": "you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memo"
      }
    ],
    "experiencing": [
      {
        "document": 26,
        "excerpt": "raction, exploration, and combat. Whichever one you're experiencing, the game unfolds according to this basic pattern: 1: The Game Master Describes a Scene. The GM tells t"
      }
    ],
    "experimentation": [
      {
        "document": 378,
        "excerpt": "ter what a potion does. Other items might require more experimentation. For example, if your character puts on a Ring of Swimming, the GM might say, \"Your movement feels stran"
      }
    ],
    "experimenting": [
      {
        "document": 378,
        "excerpt": "hint that it's a Ring of Feather Falling. Wearing or experimenting with an item can also offer hints about its properties. In the specific case of Potions, a little taste"
      }
    ],
    "expert": [
      {
        "document": 375,
        "excerpt": "he pay shown on the Hirelings table is a minimum; some expert hirelings require more pay. Untrained hirelings are hired for work that requires no particular proficien"
      }
    ],
    "expertise": [
      {
        "document": 35,
        "excerpt": "ved, for example) before being added. For example, the Expertise feature (see “Rules Glossary”) doubles the Proficiency Bonus for certain ability checks. Whenever the bo"
      },
      {
        "document": 627,
        "excerpt": "Expertise"
      },
      {
        "document": 849,
        "excerpt": "Expertise"
      },
      {
        "document": 855,
        "excerpt": "Expertise, Sneak Attack, Thieves’ Cant, Weapon Mastery"
      },
      {
        "document": 896,
        "excerpt": "Expertise, Jack of All Trades"
      },
      {
        "document": 963,
        "excerpt": "Expertise"
      },
      {
        "document": 969,
        "excerpt": "nks to your travels, you gain the following benefits. Expertise. Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill."
      },
      {
        "document": 970,
        "excerpt": "Expertise"
      },
      {
        "document": 973,
        "excerpt": "Investigation, Medicine, Nature, or Religion. You have Expertise in the chosen skill."
      },
      {
        "document": 1627,
        "excerpt": "sion vanish instead. Throne. You gain proficiency and Expertise in your choice of History, Insight, Intimidation, or Persuasion. In addition, you gain rightful ownershi"
      }
    ],
    "expertly": [
      {
        "document": 471,
        "excerpt": "Clothes are made of expensive fabrics and adorned with expertly crafted details. Some events and locations admit only people wearing these clothes."
      }
    ],
    "expires": [
      {
        "document": 637,
        "excerpt": "they make with the chosen skill or tool. This benefit expires if the ally doesn't use it before the start of your next turn. The GM has final say on whether your assi"
      },
      {
        "document": 1376,
        "excerpt": "the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you if possible. If you are unable to ag"
      },
      {
        "document": 1758,
        "excerpt": "0 feet for 1 hour. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land."
      }
    ],
    "explain": [
      {
        "document": 92,
        "excerpt": "lity Modifier. “Playing the Game” and “Rules Glossary” explain which ability modifiers to use for various D20 Tests. - Your Proficiency Bonus If Relevant. Each creatur"
      },
      {
        "document": 510,
        "excerpt": "tails needed to cast the spell. The following sections explain each of those entries, which follow a spell's name."
      },
      {
        "document": 652,
        "excerpt": "during combat. The combat rules in “Playing the Game” explain how to roll Initiative. Sometimes a GM might have combatants use their Initiative scores instead of rol"
      }
    ],
    "explained": [
      {
        "document": 6,
        "excerpt": "ints, it either dies outright or falls unconscious, as explained below."
      },
      {
        "document": 12,
        "excerpt": "hich are a buffer against losing actual Hit Points, as explained below."
      },
      {
        "document": 43,
        "excerpt": "a time. This principle is most important in combat, as explained in “Combat” later in “Playing the Game.” Actions can come up in other situations, too: in a social inte"
      },
      {
        "document": 52,
        "excerpt": "ght, so effects that obscure vision can hinder you, as explained below."
      },
      {
        "document": 60,
        "excerpt": "additional interactions require the Utilize action, as explained in \"Combat\" later in \"Playing the Game.\""
      },
      {
        "document": 70,
        "excerpt": "apply whenever you make a D20 Test with that ability (explained in \"D20 Tests\"). An ability modifier is derived from its score, as shown in the Ability Modifiers table."
      },
      {
        "document": 77,
        "excerpt": "nclude climbing, crawling, jumping, and swimming (each explained in “Rules Glossary”). These different modes of movement can be combined with your regular movement, or t"
      },
      {
        "document": 100,
        "excerpt": "Anything underwater has Resistance to Fire damage (explained in “Damage and Healing”)."
      },
      {
        "document": 143,
        "excerpt": "is in “Monsters.” How to read and use a stat block is explained in “Monsters.”"
      },
      {
        "document": 407,
        "excerpt": "only those with training can use them effectively, as explained below. A character's class and other features determine the character's armor training. A monster has tr"
      },
      {
        "document": 642,
        "excerpt": "p determine a player character's Hit Point maximum, as explained in “Character Creation.” Most monsters also have Hit Dice. A creature can spend Hit Dice during a Short"
      },
      {
        "document": 651,
        "excerpt": "establishes whether an ability check is necessary, as explained below. Willing. If your urging aligns with the monster's desires, no ability check is necessary; the mo"
      },
      {
        "document": 742,
        "excerpt": "termined by the spellcaster’s spellcasting feature, as explained in “Spells”)"
      },
      {
        "document": 1293,
        "excerpt": "se whether it's an explosive rune or a spell glyph, as explained below. Set the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribe"
      },
      {
        "document": 1451,
        "excerpt": ", Discord, Fear, Pain, Sleep, or Stunning. Each one is explained below. Set the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribe"
      }
    ],
    "explains": [
      {
        "document": 229,
        "excerpt": "assign them to your six abilities. \"Playing the Game\" explains what each ability means."
      },
      {
        "document": 747,
        "excerpt": "lly go. If an effect reduces a score to 0, that effect explains what happens."
      }
    ],
    "explanation": [
      {
        "document": 74,
        "excerpt": "your move. Extended communication, such as a detailed explanation of something or an attempt to persuade a foe, requires an action. The Influence action is the main way y"
      },
      {
        "document": 171,
        "excerpt": "a description of which creatures make the save, and an explanation of what happens on a failed or successful save. “Half damage only” on a successful save means the targe"
      }
    ],
    "explanations": [
      {
        "document": 1454,
        "excerpt": "0 and consults the Teleportation Outcome table and the explanations after it. Teleportation Outcome | Familiarity | Mishap | Similar Area | Off Target | On T"
      }
    ],
    "explicitly": [
      {
        "document": 37,
        "excerpt": "is in effect as long as something in the game doesn't explicitly say otherwise. The game also includes elements - class features, feats, weapon properties, spells, magi"
      },
      {
        "document": 579,
        "excerpt": "rn, and you have a Bonus Action to take only if a rule explicitly says so. See also \"Playing the Game\" (\"Actions\")."
      },
      {
        "document": 602,
        "excerpt": "rse and Greater Restoration spells or other magic that explicitly ends curses."
      }
    ],
    "explode": [
      {
        "document": 1227,
        "excerpt": "On a failed save, the spell ends, causing the bead to explode. On a successful save, the creature can throw the bead up to 40 feet. If the thrown bead enters a creatu"
      },
      {
        "document": 1515,
        "excerpt": "s. If you dump one or more beans out of the bag, they explode in a 10-foot-radius Sphere centered on them. All the dumped beans are destroyed in the explosion, and ea"
      },
      {
        "document": 1603,
        "excerpt": "s magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 Force damage to the user and destroys the horn."
      }
    ],
    "explodes": [
      {
        "document": 1150,
        "excerpt": "ate an acidic bubble at a point within range, where it explodes in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexterity saving throw or take"
      },
      {
        "document": 1227,
        "excerpt": "g bead for the duration. When the spell ends, the bead explodes, and each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw. A c"
      },
      {
        "document": 1285,
        "excerpt": "m you to a point of your choice within range, where it explodes in a 60-foot-radius Sphere. Each creature in that area makes a Constitution saving throw, taking 10d6 Co"
      },
      {
        "document": 1320,
        "excerpt": "akes 1d10 Piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 C"
      },
      {
        "document": 1471,
        "excerpt": "lowing, 1-foot-diameter ball of acid streaks there and explodes in a 20-foot-radius Sphere. Each creature in that area makes a Dexterity saving throw. On a failed save,"
      },
      {
        "document": 1519,
        "excerpt": "Magic action to throw the bead up to 60 feet. The bead explodes in a 10-foot-radius Sphere on impact and is destroyed. Each creature in the Sphere must succeed on a DC"
      },
      {
        "document": 1719,
        "excerpt": "he staff's total number of charges above 50, the staff explodes as if you activated its Retributive Strike (see below). Spells. While holding the staff, you can cast o"
      },
      {
        "document": 1799,
        "excerpt": "Death Throes. The balor explodes when it dies. Dexterity Saving Throw: DC 20, each creature in a 30-foot Emanation originating from the b"
      },
      {
        "document": 1853,
        "excerpt": "Death Burst. The mephit explodes when it dies. Dexterity Saving Throw: DC 10, each creature in a 5-foot Emanation originating from the me"
      },
      {
        "document": 1937,
        "excerpt": "Death Burst. The mephit explodes when it dies. Constitution Saving Throw: DC 10, each creature in a 5-foot Emanation originating from the"
      },
      {
        "document": 1953,
        "excerpt": "Death Burst. The mephit explodes when it dies. Dexterity Saving Throw: DC 11, each creature in a 5-foot Emanation originating from the me"
      },
      {
        "document": 1954,
        "excerpt": "Death Burst. The magmin explodes when it dies. Dexterity Saving Throw: DC 11, each creature in a 10-foot Emanation originating from the m"
      },
      {
        "document": 2031,
        "excerpt": "the Incapacitated condition. Death Burst. The mephit explodes when it dies. Dexterity Saving Throw: DC 10, each creature in a 5-foot Emanation originating from the me"
      }
    ],
    "exploit": [
      {
        "document": 970,
        "excerpt": "You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an att"
      }
    ],
    "exploiting": [
      {
        "document": 237,
        "excerpt": "a code of tradition, loyalty, or order. An aristocrat exploiting citizens while scheming for power is probably Lawful Evil. Neutral Evil (NE). Neutral Evil is the align"
      }
    ],
    "exploration": [
      {
        "document": 26,
        "excerpt": "three main pillars of D&D play are social interaction, exploration, and combat. Whichever one you're experiencing, the game unfolds according to this basic pattern: 1: Th"
      },
      {
        "document": 50,
        "excerpt": "Exploration"
      },
      {
        "document": 581,
        "excerpt": "is normal illumination. See also “Playing the Game” (“Exploration”)."
      },
      {
        "document": 610,
        "excerpt": ". See also “Heavily Obscured” and “Playing the Game” (“Exploration”)."
      },
      {
        "document": 611,
        "excerpt": "only as shades of gray. See also “Playing the Game” (“Exploration”)."
      },
      {
        "document": 618,
        "excerpt": ". See also “Lightly Obscured” and “Playing the Game” (“Exploration”)."
      },
      {
        "document": 624,
        "excerpt": "t one of the game's three pillars: social interaction, exploration, or combat. See also \"Playing the Game\" (\"Social Interaction,\" \"Exploration,\" and \"Combat\")."
      },
      {
        "document": 636,
        "excerpt": "e also “Blinded,” “Darkness,” and “Playing the Game” (“Exploration”)."
      },
      {
        "document": 655,
        "excerpt": "d space. See also “Dim Light” and “Playing the Game” (“Exploration”)."
      }
    ],
    "explore": [
      {
        "document": 51,
        "excerpt": "As adventurers explore, their equipment can help them in many ways. For example, they can reach out-of-the-way places with a La"
      }
    ],
    "explored": [
      {
        "document": 247,
        "excerpt": "Here are the steps to make a character; each step is explored in detail: 1: Choose a Class. Every adventurer is a member of a class. A class broadly describes a char"
      }
    ],
    "explorer": [
      {
        "document": 849,
        "excerpt": "Deft Explorer, Fighting Style"
      },
      {
        "document": 931,
        "excerpt": "Explorer’s Pack"
      },
      {
        "document": 962,
        "excerpt": "Choose A or B: (A) Greataxe, 4 Handaxes, Explorer’s Pack, and 15 GP; or (B) 75 GP"
      },
      {
        "document": 965,
        "excerpt": "r Armor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorer’s Pack, Herbalism Kit, and 9 GP; or (B) 50 GP"
      },
      {
        "document": 967,
        "excerpt": "ical Instrument chosen for the tool proficiency above, Explorer’s Pack, and 11 GP; or (B) 50 GP"
      },
      {
        "document": 969,
        "excerpt": "20 Arrows, Quiver, Druidic Focus (sprig of mistletoe), Explorer’s Pack, and 7 GP; or (B) 150 GP"
      },
      {
        "document": 984,
        "excerpt": "sic Adventurer A mix of burglar, treasure hunter, and explorer, you are the epitome of an adventurer. In addition to improving your agility and stealth, you gain abili"
      },
      {
        "document": 1057,
        "excerpt": "Explorer’s Pack"
      }
    ],
    "explorer's": [
      {
        "document": 481,
        "excerpt": "Explorer's Pack (10 GP)"
      }
    ],
    "exploring": [
      {
        "document": 26,
        "excerpt": "D&D), whether the adventurers are talking to a noble, exploring a ruin, or fighting a dragon. In certain situations - particularly combat - the action is more structure"
      },
      {
        "document": 43,
        "excerpt": "ut you can't do both at the same time. And when you're exploring a dungeon, you can't simultaneously use the Search action to look for traps and use the Help action to a"
      }
    ],
    "explosion": [
      {
        "document": 19,
        "excerpt": "n attempt to evade or resist a threat, such as a fiery explosion, a blast of poisonous gas, or a spell trying to invade your mind. You don’t normally choose to make a sa"
      },
      {
        "document": 93,
        "excerpt": "example, you don't provoke an Opportunity Attack if an explosion hurls you out of a foe's reach or if you fall past an enemy. Making an Opportunity Attack. You can make"
      },
      {
        "document": 789,
        "excerpt": "lose their effects, and the mixture creates a magical explosion in a 5-foot-radius Sphere centered on itself. Each creature in that area takes 4d10 Force damage."
      },
      {
        "document": 793,
        "excerpt": "the creature takes 10d6 Force damage from an internal explosion."
      },
      {
        "document": 1227,
        "excerpt": "des. When the bead explodes, flammable objects in the explosion that aren't being worn or carried start burning. Using a Higher-Level Spell Slot. The base damage incre"
      },
      {
        "document": 1273,
        "excerpt": "n range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking"
      },
      {
        "document": 1515,
        "excerpt": "red on them. All the dumped beans are destroyed in the explosion, and each creature in the Sphere, including you, makes a DC 15 Dexterity saving throw, taking 5d4 Force"
      },
      {
        "document": 1603,
        "excerpt": "20 percent chance of causing the horn to explode. The explosion deals 10d6 Force damage to the user and destroys the horn."
      },
      {
        "document": 1716,
        "excerpt": "e. The staff is destroyed and releases its magic in an explosion that fills a 30-foot Emanation originating from itself. You have a 50 percent chance to instantly travel"
      },
      {
        "document": 1719,
        "excerpt": "e. The staff is destroyed and releases its magic in an explosion that fills a 30-foot Emanation originating from itself. You have a 50 percent chance to instantly travel"
      }
    ],
    "explosive": [
      {
        "document": 978,
        "excerpt": "Create Explosive Elemental Effects Your studies focus on magic that creates powerful elemental effects such as bitter co"
      },
      {
        "document": 1293,
        "excerpt": "glyph, you set its trigger and choose whether it's an explosive rune or a spell glyph, as explained below. Set the Trigger. You decide what triggers the glyph when you"
      }
    ],
    "expose": [
      {
        "document": 976,
        "excerpt": "meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority."
      }
    ],
    "exposed": [
      {
        "document": 349,
        "excerpt": "andle, Lamp, Lantern, or Torch - or anything else with exposed fuel - takes a Bonus Action. Lighting any other fire takes 1 minute."
      },
      {
        "document": 366,
        "excerpt": "You survive via chance and charity. You're often exposed to natural dangers as a result of sleeping outside."
      },
      {
        "document": 367,
        "excerpt": "nd the bare minimum for your necessities. You might be exposed to unhealthy conditions and opportunistic criminals."
      },
      {
        "document": 679,
        "excerpt": "mperature is 0 degrees Fahrenheit or lower, a creature exposed to the extreme cold must succeed on a DC 10 Constitution saving throw at the end of each hour or gain 1"
      },
      {
        "document": 681,
        "excerpt": "rature is 100 degrees Fahrenheit or higher, a creature exposed to the extreme heat and without access to drinkable water must succeed on a Constitution saving throw at"
      },
      {
        "document": 693,
        "excerpt": "ashed off. A creature that touches contact poison with exposed skin suffers its effects. Ingested. A creature must swallow an entire dose of ingested poison to suffer"
      },
      {
        "document": 1218,
        "excerpt": "as rain in a 30-foot Cube within range, extinguishing exposed flames there. Destroy Water. You destroy up to 10 gallons of water in an open container within range. A"
      },
      {
        "document": 1431,
        "excerpt": "choose within range. The area is Heavily Obscured, and exposed flames in the area are doused. Ground in the Cylinder is Difficult Terrain. When a creature enters the"
      },
      {
        "document": 1480,
        "excerpt": "ined. The webs are flammable. Any 5-foot Cube of webs exposed to fire burns away in 1 round, dealing 2d4 Fire damage to any creature that starts its turn in the fire."
      },
      {
        "document": 1565,
        "excerpt": "of water (such as a Water Elemental). Such a creature exposed to a pinch of the dust makes a DC 13 Constitution saving throw, taking 10d6 Necrotic damage on a failed"
      }
    ],
    "exposure": [
      {
        "document": 692,
        "excerpt": "Exposure to mental stress can cause prolonged effects. Consider the following possibilities. Short-Term Effects."
      }
    ],
    "expressed": [
      {
        "document": 494,
        "excerpt": "es one of the following forms: Distance. The range is expressed in feet. Touch. The spell's effect originates on something, as defined by the spell, that the spellcast"
      },
      {
        "document": 714,
        "excerpt": "ng key in a lock. Duration. Some traps have durations expressed in rounds, minutes, or hours. Others specify that their effects last until the trap is destroyed or disp"
      }
    ],
    "expression": [
      {
        "document": 151,
        "excerpt": "he number for the monster's Hit Points or roll the die expression in parentheses to determine the monster's Hit Points randomly; don't use both. A monster's size typical"
      },
      {
        "document": 173,
        "excerpt": "A stat block usually provides both a number and a die expression for each instance of damage. For example, an attack might deal 4 (1d4 + 2) damage on a hit. You decide w"
      },
      {
        "document": 554,
        "excerpt": "block usually provides both a static number and a die expression for each instance of damage. For example, an attack might deal 4 (1d4 + 2) damage on a hit. The GM deter"
      }
    ],
    "exquisite": [
      {
        "document": 1690,
        "excerpt": "Warlock, or Wizard) This elegant garment is made from exquisite cloth and adorned with runes. You gain these benefits while wearing the robe. Armor. If you aren't wea"
      }
    ],
    "extend": [
      {
        "document": 641,
        "excerpt": "ch foot of the jump costs a foot of movement. You can extend your arms half your height above yourself during the jump. Thus, you can reach a distance equal to the h"
      },
      {
        "document": 791,
        "excerpt": "Legs extend, allowing the apparatus to walk and swim."
      },
      {
        "document": 962,
        "excerpt": "f your Rage is still active on your next turn, you can extend the Rage for another round by doing one of the following: - Make an attack roll against an enemy. - For"
      },
      {
        "document": 1160,
        "excerpt": "Areas of effect created by spells or other magic can't extend into the aura, and no one can teleport into or out of it or use planar travel there. Portals close tempo"
      },
      {
        "document": 1453,
        "excerpt": "ication is possible over any distance, though it can't extend to other planes of existence."
      },
      {
        "document": 1459,
        "excerpt": "cast through it, and the effects of such spells can't extend into it. The atmosphere inside the Emanation is comfortable and dry, regardless of the weather outside."
      }
    ],
    "extended": [
      {
        "document": 74,
        "excerpt": "urn. Doing so uses neither your action nor your move. Extended communication, such as a detailed explanation of something or an attempt to persuade a foe, requires an"
      },
      {
        "document": 517,
        "excerpt": "A Long Rest is a period of extended downtime - at least 8 hours - available to any creature. During a Long Rest, you sleep for at least 6 ho"
      },
      {
        "document": 702,
        "excerpt": "Extended Travel"
      },
      {
        "document": 713,
        "excerpt": "If a party can travel at a high Speed for an extended time, as with a spell such as Wind Walk or a magic item such as a Carpet of Flying, translate the party'"
      },
      {
        "document": 791,
        "excerpt": "Each extended claw makes the following melee attack: +8 to hit, reach 5 ft. Hit: 7 (2d6) Bludgeoning damage."
      },
      {
        "document": 962,
        "excerpt": "nus Action to extend your Rage. Each time the Rage is extended, it lasts until the end of your next turn. You can maintain a Rage for up to 10 minutes."
      },
      {
        "document": 971,
        "excerpt": "ent Metamagic option during the casting of the spell. Extended Spell Cost: 1 Sorcery Point When you cast a spell that has a duration of 1 minute or longer, you can s"
      },
      {
        "document": 1377,
        "excerpt": "or created by another spell, that spell's duration is extended to match the duration of this spell. A bound creature must follow your commands to the best of its abil"
      },
      {
        "document": 1509,
        "excerpt": "ft., Swim 30 ft. (or 0 ft. for both if the legs aren't extended); Immunity to Poison and Psychic damage. To be used as a vehicle, the apparatus requires one pilot. Whi"
      },
      {
        "document": 1605,
        "excerpt": "12 hours a day without gaining Exhaustion levels from extended travel."
      }
    ],
    "extending": [
      {
        "document": 526,
        "excerpt": "to position its point of origin. If all straight lines extending from the point of origin to a location in the area of effect are blocked, that location isn't included i"
      },
      {
        "document": 972,
        "excerpt": "ction on subsequent turns to maintain this connection, extending the duration until the end of your next turn. The connection ends if you don't maintain it in this way."
      }
    ],
    "extends": [
      {
        "document": 552,
        "excerpt": "A Sphere is an area of effect that extends in straight lines from a point of origin outward in all directions. The effect that creates a Sphere spe"
      },
      {
        "document": 594,
        "excerpt": "A Cone is an area of effect that extends in straight lines from a point of origin in a direction its creator chooses. A Cone's width at any point"
      },
      {
        "document": 601,
        "excerpt": "A Cube is an area of effect that extends in straight lines from a point of origin located anywhere on a face of the Cube. The effect that creates"
      },
      {
        "document": 603,
        "excerpt": "A Cylinder is an area of effect that extends in straight lines from a point of origin located at the center of the circular top or bottom of the Cyli"
      },
      {
        "document": 623,
        "excerpt": "An Emanation is an area of effect that extends in straight lines from a creature or an object in all directions. The effect that creates an Emanation s"
      },
      {
        "document": 656,
        "excerpt": "A Line is an area of effect that extends from a point of origin in a straight path along its length and covers an area defined by its width. The"
      },
      {
        "document": 783,
        "excerpt": "You cast Gust of Wind. The Line created by the spell extends from you to the chosen point of origin."
      },
      {
        "document": 1159,
        "excerpt": "s: V, S Duration: Concentration, up to 1 hour An aura extends from you in a 10-foot Emanation for the duration. The aura prevents creatures other than Constructs and"
      },
      {
        "document": 1214,
        "excerpt": "part water in the area and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until t"
      },
      {
        "document": 1248,
        "excerpt": "issure is 1d10 × 10 feet deep and 10 feet wide, and it extends from one edge of the spell's area to another edge. A creature in the same space as a fissure must succee"
      },
      {
        "document": 1282,
        "excerpt": "the cage and wastes the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel. This spell can't be dispelled by Dispel Magic."
      },
      {
        "document": 1289,
        "excerpt": "y and can't become Undead. The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell d"
      },
      {
        "document": 1473,
        "excerpt": "ll destroys the wall instantly, however. The wall also extends into the Ethereal Plane and blocks ethereal travel through the wall."
      },
      {
        "document": 1523,
        "excerpt": "rse. This weapon is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it wi"
      },
      {
        "document": 1561,
        "excerpt": "ction to cause the orb to issue a telepathic call that extends in all directions for 40 miles. Chromatic dragons in range feel compelled to come to the orb as soon as"
      }
    ],
    "extensive": [
      {
        "document": 694,
        "excerpt": "ire poison easily. Other characters might have to make extensive inquiries and pay bribes before they acquire the poison they seek."
      },
      {
        "document": 1413,
        "excerpt": "irsthand (met the target) | +0 | | Extensive (know the target well) | -5 | | You Have the Target’s ... | Save Modifier |"
      }
    ],
    "extent": [
      {
        "document": 979,
        "excerpt": "mately including you - and your path is defined by the extent to which you strive against those aims."
      },
      {
        "document": 1234,
        "excerpt": "basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection."
      },
      {
        "document": 1356,
        "excerpt": "s partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 Force damage to you. The stone's complete des"
      },
      {
        "document": 1369,
        "excerpt": "trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. For example, if you affect a 40-foot"
      },
      {
        "document": 1417,
        "excerpt": "same basic arrangement of limbs as the target, but the extent of the illusion is otherwise up to you. The spell lasts for the duration. The changes wrought by this"
      }
    ],
    "extinguish": [
      {
        "document": 323,
        "excerpt": "That duration doesn't need to be consecutive; you can extinguish the burning Oil (as a Utilize action) and rekindle it again until it has burned for a total of 6 hours."
      },
      {
        "document": 582,
        "excerpt": "the start of each of its turns. As an action, you can extinguish fire on yourself by giving yourself the Prone condition and rolling on the ground. The fire also goes ou"
      },
      {
        "document": 989,
        "excerpt": "eate it. For example, if you choose the spell's ignite-extinguish effect, you determine whether the device ignites or extinguishes fire; the device doesn't do both. You c"
      },
      {
        "document": 1302,
        "excerpt": "nterns, to dance wildly and has a 50 percent chance to extinguish them. As a Bonus Action on your later turns, you can change the direction in which the Line blasts from"
      },
      {
        "document": 1303,
        "excerpt": "eated by spells of a level lower than this spell can't extinguish the light. Peaceful Rest. Dead bodies interred in the area can't be turned into Undead. Extradimension"
      },
      {
        "document": 1583,
        "excerpt": "dditional 10 feet. When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of yourself. Once used, this property can't be used again for 1 hou"
      },
      {
        "document": 1598,
        "excerpt": "mage. The flames last until you take a Bonus Action to extinguish them or until you drop or stow the weapon. Ruby Resistance. As long as the helm has at least one ruby,"
      },
      {
        "document": 1664,
        "excerpt": "Bonus Action or after you roll Initiative, or you can extinguish the light as a Bonus Action. While holding this weapon, you can take a Bonus Action to alter its form,"
      }
    ],
    "extinguished": [
      {
        "document": 793,
        "excerpt": "es springs forth and burns for 24 hours or until it is extinguished."
      }
    ],
    "extinguishes": [
      {
        "document": 683,
        "excerpt": "age on all Wisdom (Perception) checks. Heavy rain also extinguishes open flames."
      },
      {
        "document": 686,
        "excerpt": "advantage on ranged attack rolls with weapons. It also extinguishes open flames and disperses fog. A flying creature in a strong wind must land at the end of its turn or fa"
      },
      {
        "document": 989,
        "excerpt": "sh effect, you determine whether the device ignites or extinguishes fire; the device doesn't do both. You can have three such devices in existence at a time, and each falls"
      },
      {
        "document": 1302,
        "excerpt": "loser to you. The gust disperses gas or vapor, and it extinguishes candles and similar unprotected flames in the area. It causes protected flames, such as those of lantern"
      },
      {
        "document": 1954,
        "excerpt": "Ignited Illumination. The magmin sets itself ablaze or extinguishes its flames. While ablaze, the magmin sheds Bright Light in a 10-foot radius and Dim Light for an additio"
      }
    ],
    "extinguishing": [
      {
        "document": 1218,
        "excerpt": "he water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there. Destroy Water. You destroy up to 10 gallons of water in an open container within"
      }
    ],
    "extra": [
      {
        "document": 78,
        "excerpt": ". Every foot of movement in Difficult Terrain costs 1 extra foot, even if multiple things in a space count as Difficult Terrain."
      },
      {
        "document": 106,
        "excerpt": "When you score a Critical Hit, you deal extra damage. Roll the attack's damage dice twice, add them together, and add any relevant modifiers as normal"
      },
      {
        "document": 261,
        "excerpt": "of your classes' descriptions. Special rules apply to Extra Attack, Spellcasting, and features (such as Unarmored Defense) that give you alternative ways to calcula"
      },
      {
        "document": 263,
        "excerpt": "Extra Attack"
      },
      {
        "document": 306,
        "excerpt": "turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light w"
      },
      {
        "document": 323,
        "excerpt": "re the oil dries (after 1 minute), the target takes an extra 5 Fire damage from burning oil. Dousing a Space. You can take the Utilize action to pour an Oil flask o"
      },
      {
        "document": 327,
        "excerpt": "damage from the poisoned weapon or ammunition takes an extra 1d4 Poison damage. Once applied, the poison retains potency for 1 minute or until its damage is dealt, w"
      },
      {
        "document": 397,
        "excerpt": "ge unless that modifier is negative. You can make this extra attack only once per turn."
      },
      {
        "document": 400,
        "excerpt": "When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action."
      },
      {
        "document": 555,
        "excerpt": ". If you move on your turn and have a feature, such as Extra Attack, that gives you more than one attack as part of the Attack action, you can use some or all of tha"
      },
      {
        "document": 559,
        "excerpt": "While you're swimming, each foot of movement costs 1 extra foot (2 extra feet in Difficult Terrain). You ignore this extra cost if you have a Swim Speed and use it"
      },
      {
        "document": 560,
        "excerpt": "A Swim Speed can be used to swim without expending the extra movement normally associated with swimming. See also “Swimming” and “Speed.”"
      },
      {
        "document": 580,
        "excerpt": "reshold. Big objects, such as castle walls, often have extra resilience represented by a damage threshold. See also “Damage Threshold.” No Ability Scores. An object"
      },
      {
        "document": 590,
        "excerpt": "While you're climbing, each foot of movement costs 1 extra foot (2 extra feet in Difficult Terrain). You ignore this extra cost if you have a Climb Speed and use i"
      },
      {
        "document": 591,
        "excerpt": "d to traverse a vertical surface without expending the extra movement normally associated with climbing. See also “Climbing” and “Speed.”"
      },
      {
        "document": 596,
        "excerpt": "While you're crawling, each foot of movement costs 1 extra foot (2 extra feet in Difficult Terrain). See also \"Speed.\""
      },
      {
        "document": 600,
        "excerpt": "fiers or the target's AC. A Critical Hit lets you roll extra dice for the attack's damage against the target. Roll all of the attack's damage dice twice and add them"
      },
      {
        "document": 612,
        "excerpt": "When you take the Dash action, you gain extra movement for the current turn. The increase equals your Speed after applying any modifiers. With a Speed"
      },
      {
        "document": 616,
        "excerpt": "Terrain, every foot of movement in that space costs 1 extra foot. For example, moving 5 feet through Difficult Terrain costs 10 feet of movement. Difficult Terrain"
      },
      {
        "document": 745,
        "excerpt": "For the rest of the turn, give yourself extra movement equal to your Speed."
      },
      {
        "document": 839,
        "excerpt": "Extra Attack, Tactical Shift"
      },
      {
        "document": 840,
        "excerpt": "Extra Attack, Stunning Strike"
      },
      {
        "document": 842,
        "excerpt": "Extra Attack, Faithful Steed"
      },
      {
        "document": 848,
        "excerpt": "Extra Attack, Fast Movement"
      },
      {
        "document": 849,
        "excerpt": "Extra Attack"
      },
      {
        "document": 962,
        "excerpt": "Extra Attack"
      },
      {
        "document": 964,
        "excerpt": "training with Heavy armor. Thaumaturge. You know one extra cantrip from the Cleric spell list. In addition, your mystical connection to the divine gives you a bonu"
      },
      {
        "document": 965,
        "excerpt": "g sacred roles of your choice. Magician. You know one extra cantrip from the Druid spell list. In addition, your mystical connection to nature gives you a bonus to"
      },
      {
        "document": 966,
        "excerpt": "Extra Attack"
      },
      {
        "document": 967,
        "excerpt": "Extra Attack"
      },
      {
        "document": 968,
        "excerpt": "Extra Attack"
      },
      {
        "document": 969,
        "excerpt": "Extra Attack"
      },
      {
        "document": 970,
        "excerpt": "it a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack roll if you have Advantage on the roll and the attack"
      },
      {
        "document": 972,
        "excerpt": "te: Level 12+ Warlock, Thirsting Blade Invocation The Extra Attack of your Thirsting Blade invocation confers two extra attacks rather than one. Eldritch Mind You"
      },
      {
        "document": 980,
        "excerpt": "you hit a creature with a weapon, the weapon deals an extra 1d8 damage to the target if it's missing any of its Hit Points. You can deal this extra damage only once"
      },
      {
        "document": 983,
        "excerpt": "se Reckless Attack while your Rage is active, you deal extra damage to the first target you hit on your turn with a Strength-based attack. To determine the extra dam"
      },
      {
        "document": 1005,
        "excerpt": "roll a 20 on the d20 for an attack roll, you can deal extra damage to the target equal to the ability score increased by this feat. The extra damage's type is the s"
      },
      {
        "document": 1010,
        "excerpt": "appled by you. Fast Wrestler. You don't have to spend extra movement to move a creature Grappled by you if the creature is your size or smaller."
      },
      {
        "document": 1015,
        "excerpt": "rerequisite: Fighting Style Feature) When you make an extra attack as a result of using a weapon that has the Light property, you can add your ability modifier to t"
      },
      {
        "document": 1176,
        "excerpt": "et with an attack roll or a spell, the target takes an extra 1d8 Necrotic damage. Using a Higher-Level Spell Slot. If you cast this spell using a level 4 spell slot"
      },
      {
        "document": 1208,
        "excerpt": "on. Until the spell ends, any attack you make deals an extra 2d8 damage when you hit a creature in the Emanation. This damage is Acid, Cold, Fire, or Lightning (your"
      },
      {
        "document": 1239,
        "excerpt": "ntil the spell ends, your attacks with weapons deal an extra 1d4 Radiant damage on a hit."
      },
      {
        "document": 1240,
        "excerpt": "onents: V Duration: Instantaneous The target takes an extra 2d8 Radiant damage from the attack. The damage increases by 1d8 if the target is a Fiend or an Undead."
      },
      {
        "document": 1252,
        "excerpt": "s with its enlarged weapons or Unarmed Strikes deal an extra 1d4 damage on a hit. Reduce. The target's size decreases by one category - from Medium to Small, for ex"
      },
      {
        "document": 1256,
        "excerpt": "f you move up or down, every foot of movement costs an extra foot. You can perceive the plane you left, which looks gray, and you can't see anything there more than"
      },
      {
        "document": 1303,
        "excerpt": "ed, Charmed, or Frightened by them while in the area. Extra Effect. You bind an extra effect to the area from the list below: Courage. Creatures of any types you c"
      },
      {
        "document": 1313,
        "excerpt": "an see within range. Until the spell ends, you deal an extra 1d6 Necrotic damage to the target whenever you hit it with an attack roll. Also, choose one ability when"
      },
      {
        "document": 1318,
        "excerpt": "ange as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any W"
      },
      {
        "document": 1409,
        "excerpt": "end, an Invisible 3-foot-by-5-foot portal opens to an extra-dimensional space that lasts until the spell ends. That space can be reached by climbing the rope, which"
      },
      {
        "document": 1414,
        "excerpt": "Duration: 1 minute As you hit the target, it takes an extra 1d6 Fire damage from the attack. At the start of each of its turns until the spell ends, the target take"
      },
      {
        "document": 1425,
        "excerpt": "up to 1 minute The target hit by the strike takes an extra 2d6 Radiant damage from the attack. Until the spell ends, the target sheds Bright Light in a 5-foot radi"
      },
      {
        "document": 1466,
        "excerpt": "e or the weapon's normal damage type, the attack deals extra Radiant damage when you reach levels 5 (1d6), 11 (2d6), and 17 (3d6)."
      },
      {
        "document": 1492,
        "excerpt": "u when it moves, but every foot of movement costs it 1 extra foot unless you are Tiny or two or more sizes smaller than it."
      },
      {
        "document": 1504,
        "excerpt": "ure makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its"
      },
      {
        "document": 1563,
        "excerpt": "olls made with this magic weapon. The weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon."
      },
      {
        "document": 1568,
        "excerpt": "it with a ranged attack using this weapon, it deals an extra 1d8 Force damage, or an extra 2d8 Force damage if the target is a Giant. Immediately after hitting or mi"
      },
      {
        "document": 1581,
        "excerpt": "ional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or un"
      },
      {
        "document": 1583,
        "excerpt": "tack roll using this magic weapon, the target takes an extra 1d6 Cold damage. In addition, while you hold the weapon, you have Resistance to Fire damage. In freezin"
      },
      {
        "document": 1587,
        "excerpt": "n you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone cond"
      },
      {
        "document": 1598,
        "excerpt": "n attack using the blazing weapon, the target takes an extra 1d6 Fire damage. The flames last until you take a Bonus Action to extinguish them or until you drop or s"
      },
      {
        "document": 1602,
        "excerpt": "t a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage. While you hold the drawn weapon, it creates a 10-foot Emanation originating from y"
      },
      {
        "document": 1615,
        "excerpt": "Undead with this magic weapon, that creature takes an extra 2d6 Radiant damage. If the target has 25 Hit Points or fewer after taking this damage, it must succeed o"
      },
      {
        "document": 1616,
        "excerpt": "attack roll made with this weapon, the target takes an extra 7 Bludgeoning damage, or 14 Bludgeoning damage if it's a Construct. If a Construct has 25 Hit Points or"
      },
      {
        "document": 1632,
        "excerpt": "g range. If the attack hits, your sworn enemy takes an extra 3d6 Piercing damage. While your sworn enemy lives, you have Disadvantage on attack rolls with all other"
      },
      {
        "document": 1670,
        "excerpt": "you wear this ring, Difficult Terrain doesn't cost you extra movement. In addition, magic can neither reduce any of your Speeds nor cause you to have the Paralyzed o"
      },
      {
        "document": 1694,
        "excerpt": "ic Longsword or Shortsword (your choice) that deals an extra 2d6 Fire damage on a hit. Button 2. The rod's flanged head folds down and two crescent-shaped blades spr"
      },
      {
        "document": 1717,
        "excerpt": "arges. For each charge you expend, the target takes an extra 1d6 Force damage. Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you e"
      },
      {
        "document": 1722,
        "excerpt": "k using the staff, you can cause the target to take an extra 2d6 Lightning damage (no action required). Thunder. When you hit with a melee attack using the staff, y"
      },
      {
        "document": 1723,
        "excerpt": "l Quarterstaff, and you can expend 1 charge to deal an extra 2d10 Necrotic damage to the target and force it to make a DC 15 Constitution saving throw. On a failed s"
      },
      {
        "document": 1726,
        "excerpt": ". When you hit an Undead with it, that target takes an extra 1d8 Radiant damage. Sunlight. The sword's luminous blade emits Bright Light in a 15-foot radius and Dim"
      },
      {
        "document": 1727,
        "excerpt": "0 on the d20 for the attack roll, that target takes an extra 15 Necrotic damage if it isn't a Construct or an Undead, and you gain Temporary Hit Points equal to the"
      },
      {
        "document": 1728,
        "excerpt": "0 on the d20 for the attack roll, that target takes an extra 14 Slashing damage and gains 1 Exhaustion level."
      },
      {
        "document": 1729,
        "excerpt": "an attack using this magic weapon, the target takes an extra 2d6 Necrotic damage and must succeed on a DC 15 Constitution saving throw or be unable to regain Hit Poi"
      },
      {
        "document": 1733,
        "excerpt": "ual to or greater than that score. The weapon deals an extra 1d8 Thunder damage to any creature it hits and an extra 3d8 Thunder damage to objects it hits that aren'"
      },
      {
        "document": 1739,
        "excerpt": "y Simple or Martial), Rare This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage."
      },
      {
        "document": 1740,
        "excerpt": "off with this weapon. Such a creature instead takes an extra 30 Slashing damage from the hit. If the creature has Legendary Resistance, it can expend one daily use o"
      },
      {
        "document": 1770,
        "excerpt": "ficult Terrain composed of ice or snow doesn't cost it extra movement. Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can ch"
      },
      {
        "document": 1771,
        "excerpt": "through a space as narrow as 1 inch without expending extra movement to do so."
      },
      {
        "document": 1782,
        "excerpt": "ficult Terrain composed of ice or snow doesn't cost it extra movement. Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can ch"
      },
      {
        "document": 1810,
        "excerpt": "through a space as narrow as 1 inch without expending extra movement to do so. Corrosive Form. A creature that hits the pudding with a melee attack roll takes 4 (1"
      },
      {
        "document": 1814,
        "excerpt": "ard it immediately before the hit, the target takes an extra 3 (1d6) Piercing damage and has the Prone condition."
      },
      {
        "document": 1819,
        "excerpt": "Abduct. The bugbear needn't spend extra movement to move a creature it is grappling."
      },
      {
        "document": 1820,
        "excerpt": "Abduct. The bugbear needn't spend extra movement to move a creature it is grappling."
      },
      {
        "document": 1858,
        "excerpt": "ard it immediately before the hit, the target takes an extra 3 (1d6) Bludgeoning damage and has the Prone condition."
      },
      {
        "document": 1862,
        "excerpt": "through a space as narrow as 1 inch without expending extra movement to do so, and it can enter a creature's space and stop there. The first time it enters a creatu"
      },
      {
        "document": 1876,
        "excerpt": "ard it immediately before the hit, the target takes an extra 7 (2d6) Piercing damage and has the Prone condition."
      },
      {
        "document": 1882,
        "excerpt": "ard it immediately before the hit, the target takes an extra 5 (2d4) Bludgeoning damage and has the Prone condition."
      },
      {
        "document": 1886,
        "excerpt": "ard it immediately before the hit, the target takes an extra 5 (2d4) Bludgeoning damage and has the Prone condition."
      },
      {
        "document": 1912,
        "excerpt": "through a space as narrow as 1 inch without expending extra movement to do so. Corrosive Form. Nonmagical ammunition is destroyed immediately after hitting the ooz"
      },
      {
        "document": 1934,
        "excerpt": "ds. For each head the hydra has beyond one, it gets an extra Reaction that can be used only for Opportunity Attacks."
      },
      {
        "document": 1940,
        "excerpt": "through a space as narrow as 1 inch without expending extra movement to do so. Invisibility. The stalker has the Invisible condition."
      },
      {
        "document": 1963,
        "excerpt": "ard it immediately before the hit, the target takes an extra 10 (3d6) Piercing damage and has the Prone condition."
      },
      {
        "document": 1964,
        "excerpt": "ard it immediately before the hit, the target takes an extra 9 (2d8) Piercing damage and has the Prone condition. Slam. Melee Attack Roll: +6, reach 5 ft. Hit: 15 ("
      },
      {
        "document": 1972,
        "excerpt": "through a space as narrow as 1 inch without expending extra movement to do so. Spider Climb. The jelly can climb difficult surfaces, including along ceilings, with"
      },
      {
        "document": 1973,
        "excerpt": "through a space as narrow as 1 inch without expending extra movement to do so. Water Breathing. The octopus can breathe only underwater."
      },
      {
        "document": 2003,
        "excerpt": "ard it immediately before the hit, the target takes an extra 9 (2d8) Piercing damage and has the Prone condition."
      },
      {
        "document": 2016,
        "excerpt": "through a space as narrow as 1 inch without expending extra movement to do so. Sunlight Weakness. While in sunlight, the shadow has Disadvantage on D20 Tests."
      },
      {
        "document": 2017,
        "excerpt": "oves, the Grappled target moves with it, costing it no extra movement. The shambling mound can have only one creature Grappled by this action at a time."
      },
      {
        "document": 2049,
        "excerpt": "ard it immediately before the hit, the target takes an extra 9 (2d8) Piercing damage and has the Prone condition."
      },
      {
        "document": 2062,
        "excerpt": "ard it immediately before the hit, the target takes an extra 5 (2d4) Bludgeoning damage and has the Prone condition."
      },
      {
        "document": 2065,
        "excerpt": "through a space as narrow as 1 inch without expending extra movement to do so."
      },
      {
        "document": 2068,
        "excerpt": "ard it immediately before the hit, the target takes an extra 7 (2d6) Piercing damage and has the Prone condition."
      },
      {
        "document": 2072,
        "excerpt": "ficult Terrain composed of ice or snow doesn't cost it extra movement."
      },
      {
        "document": 2090,
        "excerpt": "ficult Terrain composed of ice or snow doesn't cost it extra movement."
      }
    ],
    "extract": [
      {
        "document": 695,
        "excerpt": "reature. On a failed check, the character is unable to extract any poison. If the character fails the check by 5 or more, the character is subjected to the creature's"
      }
    ],
    "extradi": [
      {
        "document": 1627,
        "excerpt": "ecome entombed in a state of suspended animation in an extradi-dimensional sphere. Everything you're wearing and carrying disappears with you except for Artifacts, whi"
      }
    ],
    "extradimensional": [
      {
        "document": 1303,
        "excerpt": "ies interred in the area can't be turned into Undead. Extradimensional Interference. Creatures of any types you choose can't enter or exit the area using teleportation or inte"
      },
      {
        "document": 1349,
        "excerpt": "ange that lasts for the duration. The door leads to an extradimensional dwelling and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell"
      },
      {
        "document": 1516,
        "excerpt": "Bag of Holding but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice. The extradimensional creature attached to the"
      },
      {
        "document": 1517,
        "excerpt": "creatures inside. Placing a Bag of Holding inside an extradimensional space created by a Handy Haversack, Portable Hole, or similar item instantly destroys both items and ope"
      },
      {
        "document": 1560,
        "excerpt": "vent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don't prevent the cr"
      },
      {
        "document": 1569,
        "excerpt": "Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortes"
      },
      {
        "document": 1594,
        "excerpt": "entral pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 200 pounds of material, not exceeding a volume of 25 cubic feet. T"
      },
      {
        "document": 1625,
        "excerpt": "is wearing or carrying, in one of the mirror's twelve extradimensional cells. A creature that knows the mirror's nature makes the save with Advantage, and Constructs succeed o"
      },
      {
        "document": 1644,
        "excerpt": "solid surface, whereupon the Portable Hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane of existence, so it"
      },
      {
        "document": 1711,
        "excerpt": "portal (such as that created by the Gate spell) or an extradimensional space (such as that within a Portable Hole), the GM determines randomly what happens using the following"
      }
    ],
    "extraordinary": [
      {
        "document": 245,
        "excerpt": "set apart from the broader populace by virtue of their extraordinary abilities. They learn their starting class features and choose a subclass. The threats they face usually"
      },
      {
        "document": 378,
        "excerpt": "a magic item is enough to give you a sense that it is extraordinary, but learning a magic item's properties isn't automatic. The Identify spell is the fastest way to revea"
      },
      {
        "document": 747,
        "excerpt": "This represents an extraordinary capability."
      },
      {
        "document": 962,
        "excerpt": "th a primal power called Rage, a force that grants you extraordinary might and resilience. You can enter it as a Bonus Action if you aren't wearing Heavy armor. You can ent"
      },
      {
        "document": 967,
        "excerpt": "us and martial training allow you to harness a well of extraordinary energy within yourself. This energy is represented by Focus Points. Your Monk level determines the numbe"
      }
    ],
    "extreme": [
      {
        "document": 455,
        "excerpt": "ll, you automatically succeed on saving throws against extreme cold (see “Gameplay Toolbox”)."
      },
      {
        "document": 457,
        "excerpt": "a blanket, you have Advantage on saving throws against extreme cold (see “Gameplay Toolbox”)."
      },
      {
        "document": 679,
        "excerpt": "Extreme Cold"
      },
      {
        "document": 681,
        "excerpt": "Extreme Heat"
      }
    ],
    "extremely": [
      {
        "document": 1578,
        "excerpt": "of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across."
      }
    ],
    "eye": [
      {
        "document": 266,
        "excerpt": "lt from a broken sword 59 A rabbit's foot 60 A glass eye 61 A cameo of a hideous person 62 A silver skull the size of a coin 63 An alabaster mask 64 A cone o"
      },
      {
        "document": 857,
        "excerpt": "Arcane Eye, Charm Monster"
      },
      {
        "document": 890,
        "excerpt": "Arcane Eye"
      },
      {
        "document": 972,
        "excerpt": "s Prerequisite: Level 9+ Warlock You can cast Arcane Eye without expending a spell slot. Whispers of the Grave Prerequisite: Level 7+ Warlock You can cast Spe"
      },
      {
        "document": 1162,
        "excerpt": "Arcane Eye"
      },
      {
        "document": 1193,
        "excerpt": "100+ GP, either a jeweled horn for hearing or a glass eye for seeing)"
      },
      {
        "document": 1313,
        "excerpt": "V, S, M (the petrified eye of a newt)"
      },
      {
        "document": 1703,
        "excerpt": ") checks. The Shield is emblazoned with a symbol of an eye."
      }
    ],
    "eye's": [
      {
        "document": 1162,
        "excerpt": "o 30 feet in any direction. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter."
      }
    ],
    "eyeball": [
      {
        "document": 1646,
        "excerpt": "he Clairvoyance spell (no Concentration required). An eyeball bobs in this potion's yellowish liquid but vanishes when the potion is opened."
      }
    ],
    "eyebite": [
      {
        "document": 866,
        "excerpt": "Eyebite"
      },
      {
        "document": 879,
        "excerpt": "Eyebite"
      },
      {
        "document": 892,
        "excerpt": "Eyebite"
      },
      {
        "document": 904,
        "excerpt": "Eyebite"
      },
      {
        "document": 1258,
        "excerpt": "Eyebite"
      }
    ],
    "eyelash": [
      {
        "document": 1329,
        "excerpt": "V, S, M (an eyelash in gum arabic)"
      }
    ],
    "eyelike": [
      {
        "document": 791,
        "excerpt": "Eyelike fixtures emit Bright Light in a 30-foot radius and Dim Light for an additional 30 feet."
      },
      {
        "document": 1687,
        "excerpt": "Rare (Requires Attunement) This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits: All-Around Vision. The robe gives y"
      }
    ],
    "eyes": [
      {
        "document": 677,
        "excerpt": "ical ointment, which takes 1 hour. When applied to the eyes of a creature suffering from Sight Rot, the ointment suppresses the contagion on that creature for 24 ho"
      },
      {
        "document": 1258,
        "excerpt": "Concentration, up to 1 minute For the duration, your eyes become an inky void. One creature of your choice within 60 feet of you that you can see must succeed on"
      },
      {
        "document": 1265,
        "excerpt": "as a Bonus Action, you can see through the familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it"
      },
      {
        "document": 1365,
        "excerpt": "intangible and invulnerable. You can see through its eyes and hear through its ears as if you were located where it is."
      },
      {
        "document": 1392,
        "excerpt": "nd the spell ends. You can see through the illusion's eyes and hear through its ears as if you were in its space. As a Magic action, you can move it up to 60 feet"
      },
      {
        "document": 1456,
        "excerpt": "ree of its 1-minute effects active at a time. Altered Eyes. You alter the appearance of your eyes for 1 minute. Booming Voice. Your voice booms up to three times"
      },
      {
        "document": 1576,
        "excerpt": "Eyes of Charming"
      },
      {
        "document": 1577,
        "excerpt": "Eyes of Minute Seeing"
      },
      {
        "document": 1578,
        "excerpt": "Eyes of the Eagle"
      },
      {
        "document": 1687,
        "excerpt": "Robe of Eyes"
      }
    ],
    "fabric": [
      {
        "document": 485,
        "excerpt": "ther a Holy Symbol needs to be held, worn, or borne on fabric (such as a tab-ard or banner) or a Shield. Holy Symbols"
      },
      {
        "document": 935,
        "excerpt": "Emblem (borne on fabric or a Shield)"
      },
      {
        "document": 1627,
        "excerpt": "f the Fates card can end this curse. Fates. Reality's fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use t"
      }
    ],
    "fabricate": [
      {
        "document": 890,
        "excerpt": "Fabricate"
      },
      {
        "document": 1259,
        "excerpt": "Fabricate"
      }
    ],
    "fabricated": [
      {
        "document": 1259,
        "excerpt": "tal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a 5-foot Cube). The quality of any fabricated obje"
      }
    ],
    "fabrics": [
      {
        "document": 471,
        "excerpt": "Fine Clothes are made of expensive fabrics and adorned with expertly crafted details. Some events and locations admit only people wearing these clo"
      }
    ],
    "face": [
      {
        "document": 9,
        "excerpt": "lossary”) until you regain any Hit Points, and you now face making Death Saving Throws (see below)."
      },
      {
        "document": 46,
        "excerpt": "ures, player characters meet many different people and face some monsters that would rather talk than fight. In those situations, it's time for social interaction,"
      },
      {
        "document": 54,
        "excerpt": ". Darkness creates a Heavily Obscured area. Characters face Darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon, or in an"
      },
      {
        "document": 65,
        "excerpt": "Monsters are the main perils characters face, but other dangers await. “Rules Glossary” defines the following hazards:"
      },
      {
        "document": 245,
        "excerpt": "class features and choose a subclass. The threats they face usually pose a danger to local farmsteads or villages."
      },
      {
        "document": 246,
        "excerpt": "o make multiple attacks in a round. The characters now face dangers that threaten cities and kingdoms."
      },
      {
        "document": 601,
        "excerpt": "ght lines from a point of origin located anywhere on a face of the Cube. The effect that creates a Cube specifies its size, which is the length of each side. A Cub"
      },
      {
        "document": 1267,
        "excerpt": "far it is and in what direction it lies. Whenever you face a choice of paths along the way there, you know which path is the most direct."
      },
      {
        "document": 1552,
        "excerpt": "s Attunement) This cube is about an inch across. Each face has a distinct marking on it. You can press one of those faces, expend the number of charges required fo"
      }
    ],
    "faces": [
      {
        "document": 800,
        "excerpt": "Cube of Force Faces"
      },
      {
        "document": 972,
        "excerpt": "ution modifier (minimum of 1 Hit Point). Mask of Many Faces Prerequisite: Level 2+ Warlock You can cast Disguise Self without expending a spell slot. Master of M"
      },
      {
        "document": 1552,
        "excerpt": "s a distinct marking on it. You can press one of those faces, expend the number of charges required for it, and thereby cast the spell associated with it (save DC 17"
      }
    ],
    "facial": [
      {
        "document": 1153,
        "excerpt": "ide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You ca"
      }
    ],
    "facing": [
      {
        "document": 977,
        "excerpt": "s from the gift of a dragon. Perhaps an ancient dragon facing death bequeathed some of its magical power to you or your ancestor. You might have absorbed magic from a"
      },
      {
        "document": 1608,
        "excerpt": "he tower has a single door at ground level on the side facing you. The door opens only at your command, which you can issue as a Bonus Action. It is immune to the Kno"
      },
      {
        "document": 1625,
        "excerpt": "in an unoccupied space within sight of the mirror but facing away from it. If the mirror is shattered, all creatures it contains are freed and appear in unoccupied s"
      }
    ],
    "fact": [
      {
        "document": 244,
        "excerpt": "have any rules associated with them; they point to the fact that the play experience evolves as characters gain levels."
      },
      {
        "document": 714,
        "excerpt": "ved instantly. If a trap resets after activating, that fact is noted in this entry. A trap is otherwise inert after activation. Use caution when introducing a trap"
      },
      {
        "document": 1377,
        "excerpt": "efore the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane, it returns to the place wher"
      },
      {
        "document": 1513,
        "excerpt": "etermines it randomly. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the"
      },
      {
        "document": 1702,
        "excerpt": "e. If no creature bears the other stone, you know that fact as soon as you use the stone, and you don't cast the spell. Once Sending is cast using either stone, th"
      }
    ],
    "factor": [
      {
        "document": 167,
        "excerpt": "atistics where the monster's exceptional aptitude is a factor. Proficiency Bonus by Challenge Rating"
      },
      {
        "document": 1496,
        "excerpt": "substance (usually stone). Your weight increases by a factor of ten, and you cease aging. Incapacitated. You have the Incapacitated condition. Speed 0. Your Speed"
      }
    ],
    "factors": [
      {
        "document": 235,
        "excerpt": "ttitudes and ideals. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward order (lawfu"
      },
      {
        "document": 592,
        "excerpt": "ration at any time (no action required). The following factors break Concentration. Another Concentration Effect. You lose Concentration on an effect the moment you s"
      },
      {
        "document": 649,
        "excerpt": "ttitudes and ideals. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward order (lawfu"
      },
      {
        "document": 669,
        "excerpt": "ximum Pace column of the Travel Terrain table. Certain factors can affect a group’s travel pace."
      },
      {
        "document": 732,
        "excerpt": "at the intended difficulty. Also, die rolls and other factors can result in an encounter being easier or harder than intended. You can adjust an encounter on the fly,"
      }
    ],
    "facts": [
      {
        "document": 1198,
        "excerpt": "astles and settlements. Choose three of the following facts; you learn those facts as they pertain to the spell's area: - Locations of settlements - Locations of p"
      }
    ],
    "faculties": [
      {
        "document": 646,
        "excerpt": "ines what the illusion does and which senses or mental faculties it deceives. If an illusion manifests in space, the illusion is insubstantial and weightless, yet it se"
      }
    ],
    "fade": [
      {
        "document": 147,
        "excerpt": "een invoked, the scroll can't be used again. Its words fade, or it crumbles into dust. Any creature that can understand a written language can read a scroll and at"
      }
    ],
    "fades": [
      {
        "document": 1167,
        "excerpt": "tween the shoulder blades of the astral form. The cord fades from view after 1 foot. If the cord is cut - which happens only when an effect states that it does so -"
      },
      {
        "document": 1375,
        "excerpt": "s in an hour. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends early if the steed takes any damage."
      }
    ],
    "faerie": [
      {
        "document": 756,
        "excerpt": "fect); on a 2, Enlarge/Reduce (reduce effect); on a 3, Faerie Fire; on a 4, Fireball; on a 5, Gust of Wind; on a 6, Invisibility (cast on yourself); on a 7, Lightning"
      },
      {
        "document": 783,
        "excerpt": "to determine the spell: on a 1–2, Darkness; on a 3–4, Faerie Fire; on a 5–6, Fireball; on a 7–8, Slow; on a 9–10, Stinking Cloud."
      },
      {
        "document": 830,
        "excerpt": "Faerie Fire"
      },
      {
        "document": 899,
        "excerpt": "Faerie Fire"
      },
      {
        "document": 965,
        "excerpt": "the Druid spell list. Animal Friendship, Cure Wounds, Faerie Fire, and Thunderwave are recommended. The number of spells on your list increases as you gain Druid le"
      },
      {
        "document": 988,
        "excerpt": "| Faerie Fire | Darkness | | High Elf | You know the Prestidigitation cantrip. Whenever you finish a L"
      },
      {
        "document": 1260,
        "excerpt": "Faerie Fire"
      },
      {
        "document": 1677,
        "excerpt": "u can expend its charges to use the properties below. Faerie Fire. You can expend 1 charge to cast Faerie Fire from the ring. Lightning Spheres. You can expend 2 ch"
      },
      {
        "document": 1850,
        "excerpt": "pider Queen (Recharge 5–6). The drider casts Darkness, Faerie Fire, or Web, requiring no Material components and using Wisdom as the spellcasting ability (spell save"
      }
    ],
    "fahrenheit": [
      {
        "document": 679,
        "excerpt": "When the temperature is 0 degrees Fahrenheit or lower, a creature exposed to the extreme cold must succeed on a DC 10 Constitution saving throw at th"
      },
      {
        "document": 681,
        "excerpt": "When the temperature is 100 degrees Fahrenheit or higher, a creature exposed to the extreme heat and without access to drinkable water must succeed on"
      },
      {
        "document": 1528,
        "excerpt": "Cold damage and can tolerate temperatures of 0 degrees Fahrenheit or lower without any additional protection. Winter Strider. You ignore Difficult Terrain created by ice"
      },
      {
        "document": 1684,
        "excerpt": "ar and carry are unharmed by temperatures of 0 degrees Fahrenheit or lower."
      }
    ],
    "fail": [
      {
        "document": 10,
        "excerpt": "the roll is 10 or higher, you succeed. Otherwise, you fail. A success or failure has no effect by itself. On your third success, you become Stable (see “Stabilizin"
      },
      {
        "document": 19,
        "excerpt": "you don't want to resist the effect, you can choose to fail the save without rolling."
      },
      {
        "document": 47,
        "excerpt": "llies, your efforts to convince or deceive will likely fail."
      },
      {
        "document": 121,
        "excerpt": "item to work. Spoken command words must be audible and fail to work in areas where all sound is suppressed, as in the area of the Silence spell."
      },
      {
        "document": 127,
        "excerpt": "ds of identifying items, including the Identify spell, fail to reveal such a curse. Attunement to a cursed item can't be ended voluntarily unless the curse is brok"
      },
      {
        "document": 171,
        "excerpt": "takes half as much damage (round down) as targets that fail the save, while also ignoring all other parts of the effect."
      },
      {
        "document": 540,
        "excerpt": "en a rule requires you to do so, but you can decide to fail the save without rolling. The result of a save is detailed in the effect that allowed it. If a target is"
      },
      {
        "document": 966,
        "excerpt": "mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than"
      },
      {
        "document": 967,
        "excerpt": "ucceed on the saving throw and only half damage if you fail. You don't benefit from this feature if you have the Incapacitated condition."
      },
      {
        "document": 970,
        "excerpt": "ucceed on the saving throw and only half damage if you fail. You can't use this feature if you have the Incapacitated condition."
      },
      {
        "document": 976,
        "excerpt": "When you make an ability check or attack roll and fail, you can expend one use of Bardic Inspiration; roll the Bardic Inspiration die, and add the number rolle"
      },
      {
        "document": 1220,
        "excerpt": "r spell's Material component causes the other spell to fail. Materials | Material | Duration | | :-------------------- | :--------- | | Vegetable m"
      },
      {
        "document": 1234,
        "excerpt": "usion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objec"
      },
      {
        "document": 1417,
        "excerpt": "s for the duration. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature's outfi"
      },
      {
        "document": 1484,
        "excerpt": "ood that something goes wrong. This spell might simply fail, the effect you desire might be achieved only in part, or you might suffer an unforeseen consequence as"
      },
      {
        "document": 1487,
        "excerpt": "g effects. Can't See. You can't see and automatically fail any ability check that requires sight. Attacks Affected. Attack rolls against you have Advantage, and y"
      },
      {
        "document": 1489,
        "excerpt": "effect. Can't Hear. You can't hear and automatically fail any ability check that requires hearing."
      },
      {
        "document": 1495,
        "excerpt": "t increase. Saving Throws Affected. You automatically fail Strength and Dexterity saving throws. Attacks Affected. Attack rolls against you have Advantage. Autom"
      },
      {
        "document": 1496,
        "excerpt": "Advantage. Saving Throws Affected. You automatically fail Strength and Dexterity saving throws. Resist Damage. You have Resistance to all damage. Poison Immunit"
      },
      {
        "document": 1500,
        "excerpt": "condition. Saving Throws Affected. You automatically fail Strength and Dexterity saving throws. Attacks Affected. Attack rolls against you have Advantage."
      },
      {
        "document": 1501,
        "excerpt": "Advantage. Saving Throws Affected. You automatically fail Strength and Dexterity saving throws. Automatic Critical Hits. Any attack roll that hits you is a Criti"
      },
      {
        "document": 1546,
        "excerpt": "and use it to gain a Fly Speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in Dim Light or Darkness, yo"
      },
      {
        "document": 1596,
        "excerpt": "ou finish a Short or Long Rest. On a failed check, you fail to cast the spell and a random effect occurs instead, determined by rolling on the following table. Any"
      },
      {
        "document": 1610,
        "excerpt": "y further attempts made by that creature automatically fail until 24 hours have elapsed. Once the bands are used, they can't be used again until the next dawn."
      },
      {
        "document": 1627,
        "excerpt": "rd no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect"
      },
      {
        "document": 1666,
        "excerpt": "ou and your allies, and it obeys your commands. If you fail to command it, the djinni defends itself against attackers but takes no other actions. After the djinni"
      },
      {
        "document": 1668,
        "excerpt": "t regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing the ring, you can take a Reaction to expend 1 charge to succeed o"
      },
      {
        "document": 1700,
        "excerpt": "lass. Preservation. The scarab has 12 charges. If you fail a saving throw against a Necromancy spell or a harmful effect originating from an Undead, you can take a"
      },
      {
        "document": 1712,
        "excerpt": "if you had cast the spell. Resist Enchantment. If you fail a saving throw against an Enchantment spell that targets only you, you can turn your failed save into a"
      },
      {
        "document": 1716,
        "excerpt": "dom plane of existence, avoiding the explosion. If you fail to avoid the effect, you take Force damage equal to 16 times the number of charges in the staff. Each ot"
      },
      {
        "document": 1719,
        "excerpt": "dom plane of existence, avoiding the explosion. If you fail to avoid the effect, you take Force damage equal to 16 times the number of charges in the staff. Each ot"
      },
      {
        "document": 2029,
        "excerpt": "can see (Celestials, Fiends, and Undead automatically fail the save). Failure: The sprite knows the target's emotions and alignment. Invisibility. The sprite cast"
      }
    ],
    "failed": [
      {
        "document": 109,
        "excerpt": "e is equal to half the damage that would be dealt on a failed save."
      },
      {
        "document": 142,
        "excerpt": "throw (DC 12 plus the item's Charisma modifier). On a failed save, the item makes one or more of the following demands: Chase My Dreams. The item demands that its b"
      },
      {
        "document": 171,
        "excerpt": "make the save, and an explanation of what happens on a failed or successful save. “Half damage only” on a successful save means the target takes half as much damage"
      },
      {
        "document": 308,
        "excerpt": "r another creature within its reach on a success. Each failed check deals 1 Piercing damage to the trapped creature."
      },
      {
        "document": 404,
        "excerpt": "make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition."
      },
      {
        "document": 554,
        "excerpt": "ch creatures must make the save, and what happens on a failed or a successful save. Damage Notation. A stat block usually provides both a static number and a die exp"
      },
      {
        "document": 651,
        "excerpt": "On a successful check, the monster does as urged. On a failed check, you must wait 24 hours (or a duration set by the GM) before urging it in the same way again. Inf"
      },
      {
        "document": 675,
        "excerpt": "h time it takes damage other than Psychic damage. On a failed save, the creature takes 5 (1d10) Psychic damage and has the Incapacitated condition as it laughs uncont"
      },
      {
        "document": 676,
        "excerpt": "creature makes a DC 11 Constitution saving throw. On a failed save, the creature gains 1 Exhaustion level as its fatigue worsens. On a successful save, the creature's"
      },
      {
        "document": 693,
        "excerpt": "saving throw or dealing only half as much damage on a failed save. Inhaled. Poisonous powders and gases take effect when inhaled. Blowing the powder or releasing th"
      },
      {
        "document": 695,
        "excerpt": "ional poison can be harvested from that creature. On a failed check, the character is unable to extract any poison. If the character fails the check by 5 or more, the"
      },
      {
        "document": 697,
        "excerpt": "'s Blood makes a DC 10 Constitution saving throw. On a failed save, the creature takes 6 (1d12) Poison damage and has the Poisoned condition for 24 hours. On a succes"
      },
      {
        "document": 698,
        "excerpt": "at the start of each of its turns. On each successive failed save, the creature takes 3 (1d6) Poison damage. After three successful saves, the poison ends."
      },
      {
        "document": 703,
        "excerpt": "ution saving throw, taking 31 (9d6) Poison damage on a failed save or half as much damage on a successful one."
      },
      {
        "document": 705,
        "excerpt": "save every 24 hours, taking 3 (1d6) Poison damage on a failed save. The damage the poison deals can't be healed by any means while the creature remains Poisoned. Afte"
      },
      {
        "document": 706,
        "excerpt": "tion saving throw, taking 35 (10d6) Poison damage on a failed save or half as much damage on a successful one."
      },
      {
        "document": 707,
        "excerpt": "tion saving throw, taking 10 (3d6) Poison damage on a failed save or half as much damage on a successful one."
      },
      {
        "document": 711,
        "excerpt": "tion saving throw, taking 24 (7d6) Poisson damage on a failed save or half as much damage on a successful one."
      },
      {
        "document": 716,
        "excerpt": "saving throw, taking 11 (2d10) Bludgeoning damage on a failed save or half as much damage on a successful one. Rubble from the collapse turns the trapped area into D"
      },
      {
        "document": 718,
        "excerpt": "terity saving throw, taking 11 (2d10) Fire damage on a failed save or half as much damage on a successful one. Detect and Disarm. A Detect Magic spell reveals an aur"
      },
      {
        "document": 721,
        "excerpt": "creature makes a DC 11 Constitution saving throw. On a failed save, the creature takes 5 (1d10) Poison damage and has the Poisoned condition for 1 hour. On a success"
      },
      {
        "document": 783,
        "excerpt": "f origin makes a DC 15 Constitution saving throw. On a failed save, the creature has the Restrained condition and begins to turn to stone. While Restrained in this wa"
      },
      {
        "document": 793,
        "excerpt": "by 1, randomly choosing among equally low scores. On a failed save, the creature takes 10d6 Force damage from an internal explosion."
      },
      {
        "document": 964,
        "excerpt": "the creature to make a Constitution saving throw. On a failed save, the creature takes Necrotic or Radiant damage (your choice) equal to that total. On a successful s"
      },
      {
        "document": 967,
        "excerpt": "The target must make a Constitution saving throw. On a failed save, the target has the Stunned condition until the start of your next turn. On a successful save, the"
      },
      {
        "document": 970,
        "excerpt": "g the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned"
      },
      {
        "document": 975,
        "excerpt": "st your spell save DC, taking 2d6 Necrotic damage on a failed save or half as much damage on a successful one. One creature of your choice in that area regains 2d6 Hi"
      },
      {
        "document": 983,
        "excerpt": "us your Strength modifier and Proficiency Bonus). On a failed save, a creature has the Frightened condition for 1 minute. At the end of each of the Frightened creatur"
      },
      {
        "document": 984,
        "excerpt": "essful check, you cast the spell from the scroll. On a failed check, the scroll disintegrates."
      },
      {
        "document": 985,
        "excerpt": "stitution saving throw, taking 10d12 Force damage on a failed save or half as much damage on a successful one. You can have only one creature under the effect of thi"
      },
      {
        "document": 986,
        "excerpt": "our Constitution modifier and Proficiency Bonus). On a failed save, a creature takes 1d10 damage of the type determined by your Draconic Ancestry trait. On a successf"
      },
      {
        "document": 1175,
        "excerpt": ". The target makes an Intelligence saving throw. On a failed save, the target takes 10d12 Psychic damage and can't cast spells or take the Magic action. At the end o"
      },
      {
        "document": 1177,
        "excerpt": "ature in that area makes a Strength saving throw. On a failed save, it takes 3d6 Bludgeoning damage, and it has the Restrained condition until the spell ends. A creat"
      },
      {
        "document": 1178,
        "excerpt": "Dexterity saving throw, taking 6d10 Force damage on a failed save or half as much damage on a successful one. A creature also makes that save if it enters the wall's"
      },
      {
        "document": 1180,
        "excerpt": "titution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one. A Plant creature automatically fails the save. Alterna"
      },
      {
        "document": 1184,
        "excerpt": "a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the Cone that aren't being worn o"
      },
      {
        "document": 1185,
        "excerpt": "terity saving throw, taking 3d10 Lightning damage on a failed save or half as much damage on a successful one. Until the spell ends, you can take a Magic action to c"
      },
      {
        "document": 1187,
        "excerpt": "terity saving throw, taking 10d8 Lightning damage on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. One additional bolt l"
      },
      {
        "document": 1188,
        "excerpt": "Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. T"
      },
      {
        "document": 1189,
        "excerpt": "Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. T"
      },
      {
        "document": 1192,
        "excerpt": "titution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. The damage increases"
      },
      {
        "document": 1195,
        "excerpt": "nstitution saving throw, taking 5d8 Poison damage on a failed save or half as much damage on a successful one. A creature must also make this save when the Sphere mov"
      },
      {
        "document": 1202,
        "excerpt": "Constitution saving throw, taking 8d8 Cold damage on a failed save or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue"
      },
      {
        "document": 1204,
        "excerpt": "e that creature to make a Dexterity saving throw. On a failed save, the creature takes 3d10 Slashing damage. A creature makes this save only once per turn. Using a H"
      },
      {
        "document": 1205,
        "excerpt": "exterity saving throw, taking 6d12 Radiant damage on a failed save or half as much damage on a successful one. Until the spell ends, Bright Light fills the Cylinder,"
      },
      {
        "document": 1206,
        "excerpt": "ing throw if the spirit has no creature Restrained. On failed save, the target takes 8d8 damage of the spirit's type, and the target has the Restrained condition unti"
      },
      {
        "document": 1209,
        "excerpt": "saving throw. The creature takes 5d8 Force damage on a failed save or half as much damage on a successful one. A creature makes this save only once per turn. In addi"
      },
      {
        "document": 1210,
        "excerpt": "might instead offer a short phrase as an answer. On a failed save, you take 6d6 Psychic damage and have the Incapacitated condition until you finish a Long Rest. A G"
      },
      {
        "document": 1214,
        "excerpt": "its turn there, it makes a Strength saving throw. On a failed save, the creature takes 2d8 Bludgeoning damage. On a successful save, the creature takes half as much d"
      },
      {
        "document": 1216,
        "excerpt": ". The creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is"
      },
      {
        "document": 1227,
        "excerpt": "Fire damage equal to the total accumulated damage on a failed save or half as much damage on a successful one. The spell's base damage is 12d6, and the damage increa"
      },
      {
        "document": 1232,
        "excerpt": "e deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind (such as"
      },
      {
        "document": 1235,
        "excerpt": "ted by this spell makes a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 Force damage. If this damage reduces it to 0 Hit Points, it and everyth"
      },
      {
        "document": 1237,
        "excerpt": "its mind. The target makes a Wisdom saving throw. On a failed save, it takes 3d6 Psychic damage and must immediately use its Reaction, if available, to move as far aw"
      },
      {
        "document": 1241,
        "excerpt": "ur choice in range makes a Charisma saving throw. On a failed save, a target that has 50 Hit Points or fewer suffers an effect based on its current Hit Points, as sho"
      },
      {
        "document": 1245,
        "excerpt": "aving throw, taking 3d6 damage of the chosen type on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. The damage increases"
      },
      {
        "document": 1246,
        "excerpt": "and then the target makes a Wisdom saving throw. On a failed save, the target gains no benefit from its rest, and it takes 3d6 Psychic damage when it wakes up."
      },
      {
        "document": 1248,
        "excerpt": "round in the area makes a Dexterity saving throw. On a failed save, a creature has the Prone condition, and its Concentration is broken. You can also cause the effec"
      },
      {
        "document": 1253,
        "excerpt": "ge or larger creature has Advantage on this save. On a failed save, the target has the Restrained condition until the spell ends. On a successful save, the vines shri"
      },
      {
        "document": 1255,
        "excerpt": "are fighting automatically succeeds on this save. On a failed save, a target has a -10 penalty to Wisdom (Perception) checks and Passive Perception until the spell en"
      },
      {
        "document": 1269,
        "excerpt": "ion saving throw, taking 7d8 + 30 Necrotic damage on a failed save or half as much damage on a successful one. A Humanoid killed by this spell rises at the start of"
      },
      {
        "document": 1272,
        "excerpt": "a Dexterity saving throw, taking 7d10 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the area that aren't being worn o"
      },
      {
        "document": 1273,
        "excerpt": "a Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the area that aren't being worn o"
      },
      {
        "document": 1275,
        "excerpt": "ow, taking 5d6 Fire damage and 5d6 Radiant damage on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. The Fire damage and t"
      },
      {
        "document": 1276,
        "excerpt": "a Dexterity saving throw, taking 2d6 Fire damage on a failed save or half as much damage on a successful one. As a Bonus Action, you can move the sphere up to 30 fe"
      },
      {
        "document": 1277,
        "excerpt": "ne. The target makes a Constitution saving throw. On a failed save, it has the Restrained condition for the duration. On a successful save, its Speed is 0 until the s"
      },
      {
        "document": 1282,
        "excerpt": "the creature can use that magic to exit the cage. On a failed save, the creature doesn't exit the cage and wastes the spell or effect. The cage also extends into the"
      },
      {
        "document": 1285,
        "excerpt": "Constitution saving throw, taking 10d6 Cold damage on failed save or half as much damage on a successful one. If the globe strikes a body of water, it freezes the w"
      },
      {
        "document": 1293,
        "excerpt": "r damage (your choice when you create the glyph) on a failed save or half as much damage on a successful one. Spell Glyph. You can store a prepared spell of level 3"
      },
      {
        "document": 1298,
        "excerpt": "Dexterity saving throw, taking 20 Radiant damage on a failed save or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 d"
      },
      {
        "document": 1305,
        "excerpt": "ge. The target makes a Constitution saving throw. On a failed save, it takes 14d6 Necrotic damage, and its Hit Point maximum is reduced by an amount equal to the Nec"
      },
      {
        "document": 1310,
        "excerpt": "a Dexterity saving throw, taking 2d10 Fire damage on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. The damage increases"
      },
      {
        "document": 1314,
        "excerpt": "can see within range makes a Wisdom saving throw. On a failed save, it has the Prone and Incapacitated conditions for the duration. During that time, it laughs uncont"
      },
      {
        "document": 1321,
        "excerpt": "takes 2d10 Bludgeoning damage and 4d6 Cold damage on a failed save or half as much damage on a successful one. Hailstones turn ground in the Cylinder into Difficult"
      },
      {
        "document": 1324,
        "excerpt": "t is immune to this spell for the next 24 hours. On a failed save, the target is imprisoned. While imprisoned, the target doesn't need to breathe, eat, or drink, and"
      },
      {
        "document": 1325,
        "excerpt": "a Dexterity saving throw, taking 10d8 Fire damage on a failed save or half as much damage on a successful one. A creature must also make this save when the Sphere mov"
      },
      {
        "document": 1326,
        "excerpt": "itution saving throw, taking 2d10 Necrotic damage on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. The damage increases"
      },
      {
        "document": 1327,
        "excerpt": "itution saving throw, taking 4d10 Piercing damage on a failed save or half as much damage on a successful one. A creature also makes this save when it enters the spel"
      },
      {
        "document": 1330,
        "excerpt": "t must spend all its movement to dance in place. On a failed save, the target has the Charmed condition for the duration. While Charmed, the target dances comically,"
      },
      {
        "document": 1337,
        "excerpt": "xterity saving throw, taking 8d6 Lightning damage on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. The damage increases"
      },
      {
        "document": 1345,
        "excerpt": "essed). The target makes a Charisma saving throw. On a failed save, your soul enters the target's body, and the target's soul becomes trapped in the container. On a s"
      },
      {
        "document": 1359,
        "excerpt": "akes 20d6 Fire damage and 20d6 Bludgeoning damage on a failed save or half as much damage on a successful one. A creature in the area of more than one fiery Sphere is"
      },
      {
        "document": 1361,
        "excerpt": "a Wisdom saving throw, taking 3d8 Psychic damage on a failed save or half as much damage on a successful one. On a failed save, you also always know the target's loc"
      },
      {
        "document": 1367,
        "excerpt": "hting the creature, it has Advantage on the save. On a failed save, the target has the Charmed condition for the duration. While Charmed in this way, the target also"
      },
      {
        "document": 1368,
        "excerpt": "creature in it makes a Constitution saving throw. On a failed save, a creature takes 2d10 Radiant damage, and if the creature is shape-shifted (as a result of the Pol"
      },
      {
        "document": 1373,
        "excerpt": "e. The target makes an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other phenomenon that is no larger than a 10-foot Cub"
      },
      {
        "document": 1374,
        "excerpt": "creature. The target makes a Wisdom saving throw. On a failed save, the target takes 4d10 Psychic damage and has Disadvantage on ability checks and attack rolls for t"
      },
      {
        "document": 1387,
        "excerpt": "--------------------------------------- | | 1 | Red. Failed Save: 12d6 Fire damage. Successful Save: Half as much damage. | | 2 | Orange. Failed Save: 12d"
      },
      {
        "document": 1388,
        "excerpt": "------------------------------------- | | 1 | Red. Failed Save: 12d6 Fire damage. Successful Save: Half as much damage. Additional Effects: Nonmagical ranged atta"
      },
      {
        "document": 1398,
        "excerpt": "roll it makes until the start of your next turn. On a failed save, the target has Disadvantage on Strength-based D20 Tests for the duration. During that time, it als"
      },
      {
        "document": 1413,
        "excerpt": "u can't use this spell on it again for 24 hours. On a failed save, the spell creates an Invisible, intangible sensor within 10 feet of the target. You can see and he"
      },
      {
        "document": 1414,
        "excerpt": "amage and then makes a Constitution saving throw. On a failed save, the spell continues. On a successful save, the spell ends. Using a Higher-Level Spell Slot. All t"
      },
      {
        "document": 1421,
        "excerpt": "stitution saving throw, taking 3d8 Thunder damage on a failed save or half as much damage on a successful one. A Construct has Disadvantage on the save. A nonmagical"
      },
      {
        "document": 1440,
        "excerpt": "re, the creature must make a Wisdom saving throw. On a failed save, the creature takes 3d8 Radiant damage (if you are good or neutral) or 3d8 Necrotic damage (if you"
      },
      {
        "document": 1446,
        "excerpt": "terity saving throw, taking 10d6 Lightning damage on a failed save or half as much damage on a successful one. Turn 4. Hailstones rain down. Each creature under the"
      },
      {
        "document": 1449,
        "excerpt": "re in the Line makes a Constitution saving throw. On a failed save, a creature takes 6d8 Radiant damage and has the Blinded condition until the start of your next tur"
      },
      {
        "document": 1450,
        "excerpt": "in the Sphere makes a Constitution saving throw. On a failed save, a creature takes 12d6 Radiant damage and has the Blinded condition for 1 minute. On a successful s"
      },
      {
        "document": 1451,
        "excerpt": "tution saving throw, taking 10d10 Necrotic damage on a failed save or half as much damage on a successful save. Discord. Each target makes a Wisdom saving throw. On"
      },
      {
        "document": 1457,
        "excerpt": "ating from you makes a Constitution saving throw. On a failed save, a creature takes 2d8 Thunder damage and is pushed 10 feet away from you. On a successful save, a c"
      },
      {
        "document": 1467,
        "excerpt": "ngth saving throw, taking 6d10 Bludgeoning damage on a failed save or half as much damage on a successful one. At the start of each of your turns after the wall appe"
      },
      {
        "document": 1471,
        "excerpt": "ture in that area makes a Dexterity saving throw. On a failed save, a creature takes 10d4 Acid damage and another 5d4 Acid damage at the end of its next turn. On a su"
      },
      {
        "document": 1472,
        "excerpt": "a Dexterity saving throw, taking 5d8 Fire damage on a failed save or half as much damage on a successful one. One side of the wall, selected by you when you cast th"
      },
      {
        "document": 1474,
        "excerpt": "a Dexterity saving throw, taking 10d6 Cold damage on a failed save or half as much damage on a successful one. The wall is an object that can be damaged and thus bre"
      },
      {
        "document": 1476,
        "excerpt": "exterity saving throw, taking 7d8 Piercing damage on a failed save or half as much damage on a successful one. A creature can move through the wall, albeit slowly an"
      },
      {
        "document": 1481,
        "excerpt": "a point within range makes a Wisdom saving throw. On a failed save, a target takes 10d10 Psychic damage and has the Frightened condition for the duration. On a succes"
      },
      {
        "document": 1483,
        "excerpt": "ength saving throw, taking 4d8 Bludgeoning damage on a failed save or half as much damage on a successful one. The strong wind keeps fog, smoke, and other gases at b"
      },
      {
        "document": 1484,
        "excerpt": "result. For example, a Wish spell could undo an ally's failed saving throw or a foe's Critical Hit. You can force the reroll to be made with Advantage or Disadvantage"
      },
      {
        "document": 1486,
        "excerpt": "rts its turn there makes a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether a creature succeeds"
      },
      {
        "document": 1504,
        "excerpt": "n saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, th"
      },
      {
        "document": 1507,
        "excerpt": "eck. On a successful check, you cast Plane Shift. On a failed check, you and each creature and object within 15 feet of you travel to a random destination determined"
      },
      {
        "document": 1515,
        "excerpt": "5 Dexterity saving throw, taking 5d4 Force damage on a failed save or half as much damage on a successful one. If you remove a bean from the bag, plant it in dirt or"
      },
      {
        "document": 1519,
        "excerpt": "then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on th"
      },
      {
        "document": 1561,
        "excerpt": "the orb for as long as you remain attuned to it. On a failed save, the orb imposes the Charmed condition on you for as long as you remain attuned to it. While you a"
      },
      {
        "document": 1565,
        "excerpt": "itution saving throw, taking 10d6 Necrotic damage on a failed save or half as much damage on a successful one."
      },
      {
        "document": 1566,
        "excerpt": "s, and Undead succeed on the save automatically. On a failed save, a creature begins sneezing uncontrollably; it has the Incapacitated condition and is suffocating."
      },
      {
        "document": 1596,
        "excerpt": "erty again until you finish a Short or Long Rest. On a failed check, you fail to cast the spell and a random effect occurs instead, determined by rolling on the follo"
      },
      {
        "document": 1603,
        "excerpt": "the Cone makes a DC 15 Constitution saving throw. On a failed save, a creature takes 5d8 Thunder damage and has the Deafened condition for 1 minute. On a successful s"
      },
      {
        "document": 1610,
        "excerpt": "destroyed, and the Restrained creature is freed. On a failed check, any further attempts made by that creature automatically fail until 24 hours have elapsed. Once"
      },
      {
        "document": 1612,
        "excerpt": "xterity saving throw, taking 4d6 Lightning damage on a failed save or half as much damage on a successful one. Immediately after dealing this damage, the weapon reapp"
      },
      {
        "document": 1614,
        "excerpt": "an call on its luck (no action required) to reroll one failed D20 Test if you don't have the Incapacitated condition. You must use the second roll. Once used, this pr"
      },
      {
        "document": 1639,
        "excerpt": "you can change a roll of 9 or lower to a 10, turning a failed save into a successful one. Natural Healing Boost. Whenever you roll a Hit Point Die to regain Hit Poin"
      },
      {
        "document": 1642,
        "excerpt": "swayed by the pipes' music for the next 24 hours. On a failed save, the swarm is swayed by the pipes' music and becomes Friendly to you and your allies for as long as"
      },
      {
        "document": 1667,
        "excerpt": "The Elemental makes a DC 18 Wisdom saving throw. On a failed save, the Elemental has the Charmed condition until the start your next turn, and you determine what it"
      },
      {
        "document": 1677,
        "excerpt": "at creature makes a DC 15 Dexterity saving throw. On a failed save, the creature takes Lightning damage based on the number of spheres you created, as shown in the fo"
      },
      {
        "document": 1694,
        "excerpt": "target to make a DC 17 Constitution saving throw. On a failed save, the target takes an extra 4d6 Necrotic damage, and you regain a number of Hit Points equal to half"
      },
      {
        "document": 1700,
        "excerpt": "ou can take a Reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is exp"
      },
      {
        "document": 1709,
        "excerpt": "e spell. The DC equals 10 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect. The level of the spell on the scroll"
      },
      {
        "document": 1711,
        "excerpt": "ntrol, that creature loses control of the sphere. On a failed check, the sphere moves 10 feet toward you in a straight line. While in control of the sphere, you can"
      },
      {
        "document": 1712,
        "excerpt": "antment spell that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn. Regaini"
      },
      {
        "document": 1716,
        "excerpt": "in the area makes a DC 17 Dexterity saving throw. On a failed save, a creature takes Force damage equal to 4 times the number of charges in the staff. On a successful"
      },
      {
        "document": 1719,
        "excerpt": "in the area makes a DC 17 Dexterity saving throw. On a failed save, a creature takes Force damage equal to 6 times the number of charges in the staff. On a successful"
      },
      {
        "document": 1722,
        "excerpt": "xterity saving throw, taking 9d6 Lightning damage on a failed save or half as much damage on a successful one. Thunderclap. You can take a Magic action to cause the"
      },
      {
        "document": 1723,
        "excerpt": "rce it to make a DC 15 Constitution saving throw. On a failed save, the target has Disadvantage for 1 hour on any ability check or saving throw that uses Strength or"
      },
      {
        "document": 1730,
        "excerpt": "nd or an Undead, it has Disadvantage on the save. On a failed save, the target falls into the fissure and is destroyed, leaving no remains. On a successful save, the"
      },
      {
        "document": 1732,
        "excerpt": "is a Celestial, it has Disadvantage on the save. On a failed save, the target falls into the fissure and is destroyed, leaving no remains. On a successful save, the"
      },
      {
        "document": 1733,
        "excerpt": "Dexterity saving throw, falling into the fissure on a failed save or moving with the fissure's edge on a successful one. Any structure on a spot where the fissure op"
      }
    ],
    "failing": [
      {
        "document": 1598,
        "excerpt": "e wearing the helm and take Fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems a"
      }
    ],
    "fails": [
      {
        "document": 92,
        "excerpt": "he target number, the D20 Test succeeds. Otherwise, it fails. The Game Master determines target numbers and tells players whether their rolls are successful. The tar"
      },
      {
        "document": 380,
        "excerpt": "the Short Rest is interrupted, the Attunement attempt fails. Otherwise, at the end of the Short Rest, you're attuned to the magic item and can access its full magic"
      },
      {
        "document": 381,
        "excerpt": "tems at a time. Any attempt to attune to a fourth item fails; you must end your Attunement to an item first. Additionally, you can't attune to more than one copy of"
      },
      {
        "document": 493,
        "excerpt": "you do so. If your Concentration is broken, the spell fails, but you don't expend a spell slot. To cast the spell again, you must start over."
      },
      {
        "document": 518,
        "excerpt": "you do so. If your Concentration is broken, the spell fails, but you don't expend a spell slot. See also “Concentration.”"
      },
      {
        "document": 540,
        "excerpt": "the ability score used by it, the target automatically fails. See also “Playing the Game” (“D20 Tests”)."
      },
      {
        "document": 580,
        "excerpt": "ty scores, an object can't make ability checks, and it fails all saving throws."
      },
      {
        "document": 607,
        "excerpt": "takes that entire instance of damage. Any damage that fails to meet or exceed the damage threshold is superficial and doesn't reduce Hit Points. For example, if an"
      },
      {
        "document": 695,
        "excerpt": "cter is unable to extract any poison. If the character fails the check by 5 or more, the character is subjected to the creature's poison."
      },
      {
        "document": 708,
        "excerpt": "ave the Poisoned condition for 1 hour. If the creature fails the save by 5 or more, the creature also has the Unconscious condition while Poisoned in this way. The c"
      },
      {
        "document": 721,
        "excerpt": "rigger: A creature opens the trap's lock improperly or fails to disarm the trap Duration: Instantaneous A poisoned needle is hidden in a lock. When a creature open"
      },
      {
        "document": 963,
        "excerpt": "t a time. Once within the next hour when the creature fails a D20 Test, the creature can roll the Bardic Inspiration die and add the number rolled to the d20, poten"
      },
      {
        "document": 964,
        "excerpt": "f you must make a Wisdom saving throw. If the creature fails its save, it has the Frightened and Incapacitated conditions for 1 minute. For that duration, it tries t"
      },
      {
        "document": 966,
        "excerpt": "entially turning it into a success. If the check still fails, this use of Second Wind isn't expended."
      },
      {
        "document": 1004,
        "excerpt": "another creature within 60 feet of you succeeds on or fails a D20 Test, you can roll 2d4 and apply the total rolled as a bonus or penalty to the d20 roll. Once you"
      },
      {
        "document": 1161,
        "excerpt": "sympathy determines what happens to a creature when it fails that save: Antipathy. The creature has the Frightened condition. The Frightened creature must use its m"
      },
      {
        "document": 1171,
        "excerpt": "h make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, the target must subtract 1d4 fro"
      },
      {
        "document": 1180,
        "excerpt": "ge on a successful one. A Plant creature automatically fails the save. Alternatively, target a nonmagical plant that isn't a creature, such as a tree or shrub. It d"
      },
      {
        "document": 1211,
        "excerpt": "ese saves, the spell ends on the target. If the target fails three of the saves, the spell lasts for 7 days on it. Whenever the Poisoned target receives an effect t"
      },
      {
        "document": 1233,
        "excerpt": "you each take 4d6 Force damage, and the teleportation fails."
      },
      {
        "document": 1241,
        "excerpt": "elestial, an Elemental, a Fey, or a Fiend target that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to the curre"
      },
      {
        "document": 1260,
        "excerpt": "ice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed Dim Light in a 10-foot r"
      },
      {
        "document": 1267,
        "excerpt": "You must be familiar with the location, and the spell fails if you name a destination on another plane of existence, a moving destination (such as a mobile fortress"
      },
      {
        "document": 1277,
        "excerpt": "against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and has the Petrified condition for the duration. The succe"
      },
      {
        "document": 1303,
        "excerpt": "he area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect of Hallow. The affected area has the following e"
      },
      {
        "document": 1333,
        "excerpt": "sad musical notes played on a trombone, and the spell fails."
      },
      {
        "document": 1387,
        "excerpt": "cessfully saves three times, the condition ends. If it fails three times, it has the Petrified condition until it is freed by an effect like the Greater Restoration"
      },
      {
        "document": 1388,
        "excerpt": "cessfully saves three times, the condition ends. If it fails three times, it has the Petrified condition until it is freed by an effect like the Greater Restoration"
      },
      {
        "document": 1397,
        "excerpt": "val - its head, for instance - the spell automatically fails. Coming back from the dead is an ordeal. The target takes a -4 penalty to D20 Tests. Every time the tar"
      },
      {
        "document": 1418,
        "excerpt": "t the message doesn't arrive. You know if the delivery fails. Upon receiving your message, a creature can block your ability to reach it again with this spell for 8"
      },
      {
        "document": 1430,
        "excerpt": "at which point it must repeat the save. If the target fails the second save, the target has the Unconscious condition for the duration. The spell ends on a target i"
      },
      {
        "document": 1432,
        "excerpt": "atic component, there is a 25 percent chance the spell fails as a result of the target making the spell's gestures too slowly. An affected target repeats the save a"
      },
      {
        "document": 1436,
        "excerpt": "you pose. The corpse must have a mouth, and this spell fails if the deceased creature was Undead when it died. The spell also fails if the corpse was the target of t"
      },
      {
        "document": 1452,
        "excerpt": "ext turn unless you use this option on it again and it fails the save. Object. You can try to move a Huge or smaller object. If the object isn't being worn or carri"
      },
      {
        "document": 1459,
        "excerpt": "you and remains stationary for the duration. The spell fails when you cast it if the Emanation isn't big enough to fully encapsulate all creatures in its area. Crea"
      },
      {
        "document": 1467,
        "excerpt": "check against your spell save DC to move at all. If it fails the check, it can't move. A creature that moves out of the wall falls to the ground."
      },
      {
        "document": 1484,
        "excerpt": "your wish would undo the multiverse itself, your wish fails. The stress of casting Wish to produce any effect other than duplicating another spell weakens you. Aft"
      },
      {
        "document": 1486,
        "excerpt": "in the radius. You know whether a creature succeeds or fails on this save. An affected creature is aware of the spell and can avoid answering questions to which it"
      },
      {
        "document": 1513,
        "excerpt": "emove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to two of the three damage types associated with"
      },
      {
        "document": 1641,
        "excerpt": "the Frightened condition for 1 minute. A creature that fails the save repeats it at the end of each of its turns, ending the effect on itself on a success. A creatu"
      },
      {
        "document": 1647,
        "excerpt": "y layers resembling bands of stone. Shaking the bottle fails to mix the colors."
      },
      {
        "document": 1648,
        "excerpt": "o color the clear liquid around it. Shaking the bottle fails to interrupt this process."
      },
      {
        "document": 1652,
        "excerpt": "iquid around it and then contracts. Shaking the bottle fails to interrupt this process."
      },
      {
        "document": 1705,
        "excerpt": "move Curse spell or similar magic. Removing the Shield fails to end the curse on you. Whenever an attack with a Ranged weapon targets a creature within 10 feet of yo"
      },
      {
        "document": 1709,
        "excerpt": "ck, the spell is copied. Whether the check succeeds or fails, the Spell Scroll is destroyed."
      },
      {
        "document": 1757,
        "excerpt": "umulative 20 percent chance of not working; if the fan fails to work, it tears into useless, nonmagical tatters."
      },
      {
        "document": 1760,
        "excerpt": "y Resistance (3/Day, or 4/Day in Lair). If the aboleth fails a saving throw, it can choose to succeed instead. Mucus Cloud. While underwater, the aboleth is surroun"
      },
      {
        "document": 1761,
        "excerpt": "ry Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1762,
        "excerpt": "ry Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1763,
        "excerpt": "ry Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1764,
        "excerpt": "ry Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1765,
        "excerpt": "ry Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1766,
        "excerpt": "ry Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1767,
        "excerpt": "ry Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1768,
        "excerpt": "ry Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1769,
        "excerpt": "ry Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1770,
        "excerpt": "ry Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1773,
        "excerpt": "ry Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1774,
        "excerpt": "ry Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1775,
        "excerpt": "ry Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1776,
        "excerpt": "ry Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1777,
        "excerpt": "ry Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1778,
        "excerpt": "ry Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1779,
        "excerpt": "ry Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1780,
        "excerpt": "ry Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1781,
        "excerpt": "ry Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1782,
        "excerpt": "ry Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1791,
        "excerpt": "if it succeeds on the save and only half damage if it fails. It can't use this trait if it has the Incapacitated condition."
      },
      {
        "document": 1799,
        "excerpt": "re damage. Legendary Resistance (3/Day). If the balor fails a saving throw, it can choose to succeed instead. Magic Resistance. The balor has Advantage on saving t"
      },
      {
        "document": 1869,
        "excerpt": "the cube. If there is no unoccupied space, the target fails the save instead."
      },
      {
        "document": 1946,
        "excerpt": "ry Resistance (4/Day, or 5/Day in Lair). If the kraken fails a saving throw, it can choose to succeed instead. Siege Monster. The kraken deals double damage to obje"
      },
      {
        "document": 1949,
        "excerpt": "dary Resistance (4/Day, or 5/Day in Lair). If the lich fails a saving throw, it can choose to succeed instead. Spirit Jar. If destroyed, the lich reforms in 1d10 da"
      },
      {
        "document": 1966,
        "excerpt": "ary Resistance (3/Day, or 4/Day in Lair). If the mummy fails a saving throw, it can choose to succeed instead. Magic Resistance. The mummy has Advantage on saving t"
      },
      {
        "document": 1969,
        "excerpt": "ature the hag can see on the Material Plane. The spell fails and is wasted if the target is under the effect of the Protection from Evil and Good spell or within a M"
      },
      {
        "document": 1986,
        "excerpt": "hours. Legendary Resistance (4/Day). If the pit fiend fails a saving throw, it can choose to succeed instead. Magic Resistance. The pit fiend has Advantage on savi"
      },
      {
        "document": 2022,
        "excerpt": "Celestia. Legendary Resistance (4/Day). If the solar fails a saving throw, it can choose to succeed instead. Magic Resistance. The solar has Advantage on saving t"
      },
      {
        "document": 2024,
        "excerpt": "ry Resistance (3/Day, or 4/Day in Lair). If the sphinx fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 2025,
        "excerpt": "ry Resistance (3/Day, or 4/Day in Lair). If the sphinx fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 2044,
        "excerpt": "Legendary Resistance (6/Day). If the tarrasque fails a saving throw, it can choose to succeed instead. Magic Resistance. The tarrasque has Advantage on savi"
      },
      {
        "document": 2053,
        "excerpt": "Legendary Resistance (3/Day). If the unicorn fails a saving throw, it can choose to succeed instead. Magic Resistance. The unicorn has Advantage on saving"
      },
      {
        "document": 2056,
        "excerpt": "y Resistance (3/Day, or 4/Day in Lair). If the vampire fails a saving throw, it can choose to succeed instead. Misty Escape. If the vampire drops to 0 Hit Points ou"
      }
    ],
    "failure": [
      {
        "document": 10,
        "excerpt": "higher, you succeed. Otherwise, you fail. A success or failure has no effect by itself. On your third success, you become Stable (see “Stabilizing a Character” below)."
      },
      {
        "document": 92,
        "excerpt": "tain, the game uses a d20 roll to determine success or failure. These rolls are called D20 Tests, and they come in three kinds: ability checks, saving throws, and atta"
      },
      {
        "document": 103,
        "excerpt": "g other than an attack that has a chance of meaningful failure. When the outcome is uncertain and narratively interesting, the dice determine the result."
      },
      {
        "document": 503,
        "excerpt": "get uses for the save and what happens on a success or failure. Here's how to calculate the DC for your spells: Spell save DC = 8 + your spellcasting ability modifier"
      },
      {
        "document": 963,
        "excerpt": "the number rolled to the d20, potentially turning the failure into a success. A Bardic Inspiration die is expended when it's rolled. Number of Uses. You can confer a"
      },
      {
        "document": 976,
        "excerpt": "g the damage or potentially turning the success into a failure."
      },
      {
        "document": 1266,
        "excerpt": "ave DC, one creature within 60 feet the steed can see. Failure: The target has the Frightened condition until the end of your next turn. Fey Step (Fey Only; Recharges"
      },
      {
        "document": 1290,
        "excerpt": "ve DC, one creature the insect can see within 10 feet. Failure: The target has the Poisoned condition until the start of the insect's next turn."
      },
      {
        "document": 1448,
        "excerpt": "s your spell save DC, each creature in a 30-foot Cone. Failure: 2d6 damage of a type this spirit has Resistance to (your choice when you cast the spell). Success: Half"
      },
      {
        "document": 1760,
        "excerpt": "ing from the aboleth at the end of the aboleth's turn. Failure: The target is cursed. Until the curse ends, the target's skin becomes slimy, the target can breathe air"
      },
      {
        "document": 1761,
        "excerpt": "18, each creature in a 60-foot-long, 5-foot-wide Line. Failure: 54 (12d8) Acid damage. Success: Half damage. Spellcasting. The dragon casts one of the following spell"
      },
      {
        "document": 1762,
        "excerpt": "19, each creature in a 90-foot-long, 5-foot-wide Line. Failure: 60 (11d10) Lightning damage. Success: Half damage. Spellcasting. The dragon casts one of the following"
      },
      {
        "document": 1763,
        "excerpt": "18, each creature in a 60-foot-long, 5-foot-wide Line. Failure: 45 (10d8) Fire damage. Success: Half damage. Sleep Breath. Constitution Saving Throw: DC 18, each crea"
      },
      {
        "document": 1764,
        "excerpt": "19, each creature in a 90-foot-long, 5-foot-wide Line. Failure: 55 (10d10) Lightning damage. Success: Half damage. Repulsion Breath. Strength Saving Throw: DC 19, eac"
      },
      {
        "document": 1765,
        "excerpt": "8, each creature in an 60-foot-long, 5-foot-wide Line. Failure: 54 (12d8) Acid damage. Success: Half damage. Slowing Breath. Constitution Saving Throw: DC 18, each cr"
      },
      {
        "document": 1766,
        "excerpt": "Saving Throw: DC 21, each creature in a 60-foot Cone. Failure: 66 (12d10) Fire damage. Success: Half damage. Spellcasting. The dragon casts one of the following spel"
      },
      {
        "document": 1767,
        "excerpt": "Saving Throw: DC 18, each creature in a 60-foot Cone. Failure: 56 (16d6) Poison damage. Success: Half damage. Spellcasting. The dragon casts one of the following spe"
      },
      {
        "document": 1768,
        "excerpt": "Saving Throw: DC 21, each creature in a 60-foot Cone. Failure: 59 (17d6) Fire damage. Success: Half damage. Spellcasting. The dragon casts one of the following spell"
      },
      {
        "document": 1769,
        "excerpt": "Saving Throw: DC 20, each creature in a 60-foot Cone. Failure: 54 (12d8) Cold damage. Success: Half damage. Paralyzing Breath. Constitution Saving Throw: DC 20, each"
      },
      {
        "document": 1770,
        "excerpt": "Saving Throw: DC 19, each creature in a 60-foot Cone. Failure: 54 (12d8) Cold damage. Success: Half damage."
      },
      {
        "document": 1771,
        "excerpt": "e Medium or smaller creature in the elemental's space. Failure: 24 (4d10 + 2) Thunder damage, and the target is pushed up to 20 feet straight away from the elemental a"
      },
      {
        "document": 1773,
        "excerpt": "2, each creature in a 90-foot-long, 10-foot-wide Line. Failure: 67 (15d8) Acid damage. Success: Half damage. Spellcasting. The dragon casts one of the following spell"
      },
      {
        "document": 1774,
        "excerpt": ", each creature in a 120-foot-long, 10-foot-wide Line. Failure: 88 (16d10) Lightning damage. Success: Half damage. Spellcasting. The dragon casts one of the following"
      },
      {
        "document": 1775,
        "excerpt": "21, each creature in a 90-foot-long, 5-foot-wide Line. Failure: 58 (13d8) Fire damage. Success: Half damage. Sleep Breath. Constitution Saving Throw: DC 21, each crea"
      },
      {
        "document": 1776,
        "excerpt": ", each creature in a 120-foot-long, 10-foot-wide Line. Failure: 82 (15d10) Lightning damage. Success: Half damage. Repulsion Breath. Strength Saving Throw: DC 23, eac"
      },
      {
        "document": 1777,
        "excerpt": ", each creature in an 90-foot-long, 10-foot-wide Line. Failure: 63 (14d8) Acid damage. Success: Half damage. Slowing Breath. Constitution Saving Throw: DC 22, each cr"
      },
      {
        "document": 1778,
        "excerpt": "Saving Throw: DC 24, each creature in a 90-foot Cone. Failure: 71 (13d10) Fire damage. Success: Half damage. Spellcasting. The dragon casts one of the following spel"
      },
      {
        "document": 1779,
        "excerpt": "Saving Throw: DC 22, each creature in a 90-foot Cone. Failure: 77 (22d6) Poison damage. Success: Half damage. Spellcasting. The dragon casts one of the following spe"
      },
      {
        "document": 1780,
        "excerpt": "Saving Throw: DC 24, each creature in a 90-foot Cone. Failure: 91 (26d6) Fire damage. Success: Half damage. Spellcasting. The dragon casts one of the following spell"
      },
      {
        "document": 1781,
        "excerpt": "Saving Throw: DC 24, each creature in a 90-foot Cone. Failure: 67 (15d8) Cold damage. Success: Half damage. Paralyzing Breath. Constitution Saving Throw: DC 24, each"
      },
      {
        "document": 1782,
        "excerpt": "Saving Throw: DC 22, each creature in a 90-foot Cone. Failure: 63 (14d8) Cold damage. Success: Half damage."
      },
      {
        "document": 1786,
        "excerpt": "12, each creature in a 30-foot-long, 5-foot-wide Line. Failure: 14 (4d6) Acid damage. Success: Half damage."
      },
      {
        "document": 1799,
        "excerpt": "ure in a 30-foot Emanation originating from the balor. Failure: 31 (9d6) Fire damage plus 31 (9d6) Force damage. Success: Half damage. Failure or Success: If the balor"
      },
      {
        "document": 1803,
        "excerpt": "n in the Cone, the basilisk must make this save. First Failure: The target has the Restrained condition and repeats the save at the end of its next turn if it is still"
      },
      {
        "document": 1805,
        "excerpt": "he following effect. Constitution Saving Throw: DC 12. Failure: The target receives an infernal wound. While wounded, the target loses 5 (1d10) Hit Points at the start"
      },
      {
        "document": 1806,
        "excerpt": "e or smaller creature the behir can see within 5 feet. Failure: 28 (5d8 + 6) Bludgeoning damage. The target has the Grappled condition (escape DC 16), and it has the R"
      },
      {
        "document": 1809,
        "excerpt": "11, each creature in a 15-foot-long, 5-foot-wide Line. Failure: 22 (5d8) Acid damage. Success: Half damage."
      },
      {
        "document": 1813,
        "excerpt": "12, each creature in a 30-foot-long, 5-foot-wide Line. Failure: 21 (6d6) Lightning damage. Success: Half damage."
      },
      {
        "document": 1816,
        "excerpt": "11, each creature in a 20-foot-long, 5-foot-wide Line. Failure: 14 (4d6) Fire damage. Success: Half damage. Sleep Breath. Constitution Saving Throw: DC 11, each creat"
      },
      {
        "document": 1817,
        "excerpt": "12, each creature in a 40-foot-long, 5-foot-wide Line. Failure: 16 (3d10) Lightning damage. Success: Half damage. Repulsion Breath. Strength Saving Throw: DC 12, each"
      },
      {
        "document": 1819,
        "excerpt": "r smaller creature the bugbear can see within 10 feet. Failure: The target has the Grappled condition (escape DC 13)."
      },
      {
        "document": 1821,
        "excerpt": "15, each creature in the bulette's destination space. Failure: 19 (3d12) Bludgeoning damage, and the target has the Prone condition. Success: Half damage, and the tar"
      },
      {
        "document": 1824,
        "excerpt": "by the following effect. Strength Saving Throw: DC 14. Failure: 7 (1d6 + 4) Bludgeoning damage, and the target has the Prone condition."
      },
      {
        "document": 1825,
        "excerpt": "DC 15, one creature the devil can see within 60 feet. Failure: 9 (2d4 + 4) Fire damage, and the target has the Restrained condition until the end of the devil's next"
      },
      {
        "document": 1826,
        "excerpt": "Saving Throw: DC 15, each creature in a 15-foot Cone. Failure: 31(7d8) Fire damage. Success: Half damage."
      },
      {
        "document": 1827,
        "excerpt": "ving Throw: DC 13, one creature Grappled by the chuul. Failure: The target has the Poisoned condition and repeats the save at the end of each of its turns, ending the"
      },
      {
        "document": 1829,
        "excerpt": "e in a 60-foot Emanation originating from the cloaker. Failure: The target has the Frightened condition until the end of the cloaker's next turn. Success: The target i"
      },
      {
        "document": 1831,
        "excerpt": "lowing effect. Constitution Saving Throw: DC 11. First Failure: The target has the Restrained condition. The target repeats the save at the end of its next turn if it"
      },
      {
        "document": 1833,
        "excerpt": "m or smaller creature the snake can see within 5 feet. Failure: 7 (3d4) Bludgeoning damage, and the target has the Grappled condition (escape DC 12)."
      },
      {
        "document": 1834,
        "excerpt": "11, each creature in a 20-foot-long, 5-foot-wide Line. Failure: 18 (4d8) Acid damage. Success: Half damage. Slowing Breath. Constitution Saving Throw: DC 11, each cre"
      },
      {
        "document": 1835,
        "excerpt": "or smaller creature the couatl can see within 5 feet. Failure: 8 (1d6 + 5) Bludgeoning damage. The target has the Grappled condition (escape DC 13), and it has the Re"
      },
      {
        "document": 1841,
        "excerpt": "lowing effect. Constitution Saving Throw: DC 12. First Failure: The target has the Poisoned condition. While Poisoned, the target's Hit Point maximum doesn't return to"
      },
      {
        "document": 1845,
        "excerpt": "ave only once per turn, and the djinni is unaffected). Failure: While in the whirlwind, the target has the Restrained condition and moves with the whirlwind. At the st"
      },
      {
        "document": 1846,
        "excerpt": "g from the doppelganger that can see the doppelganger. Failure: The target has the Frightened condition and repeats the save at the end of each of its turns, ending th"
      },
      {
        "document": 1848,
        "excerpt": "Saving Throw: DC 19, each creature in a 60-foot Cone. Failure: 56 (16d6) Fire damage. Success: Half damage. Failure or Success: Being underwater doesn't grant Resista"
      },
      {
        "document": 1849,
        "excerpt": "re in a 10-foot Emanation originating from the dretch. Failure: The target has the Poisoned condition until the end of its next turn. While Poisoned, the creature can"
      },
      {
        "document": 1853,
        "excerpt": "ure in a 5-foot Emanation originating from the mephit. Failure: 5 (2d4) Bludgeoning damage. Success: Half damage."
      },
      {
        "document": 1857,
        "excerpt": "e creature within 5 feet that has the Prone condition. Failure: 17 (2d10 + 6) Bludgeoning damage. Success: Half damage."
      },
      {
        "document": 1859,
        "excerpt": "16, one creature the erinyes can see within 120 feet. Failure: 14 (4d6) Force damage, and the target has the Restrained condition until the rope is destroyed, the eri"
      },
      {
        "document": 1860,
        "excerpt": "smaller creature the ettercap can see within 30 feet. Failure: The target has the Restrained condition until the web is destroyed (AC 10; HP 5; Vulnerability to Fire"
      },
      {
        "document": 1869,
        "excerpt": "e the cube enters for the first time during this move. Failure: 10 (3d6) Acid damage, and the target is engulfed. An engulfed target is suffocating, can't cast spells"
      },
      {
        "document": 1870,
        "excerpt": "turn in a 5-foot Emanation originating from the ghast. Failure: The target has the Poisoned condition until the start of its next turn. Success: The target is immune t"
      },
      {
        "document": 1871,
        "excerpt": "-foot Cone that can see the ghost and isn't an Undead. Failure: 10 (2d6 + 3) Psychic damage, and the target has the Frightened condition until the start of the ghost's"
      },
      {
        "document": 1872,
        "excerpt": "he following effect. Constitution Saving Throw: DC 10. Failure: The target has the Paralyzed condition until the end of its next turn."
      },
      {
        "document": 1873,
        "excerpt": "ture in a 5-foot-radius Sphere centered on that point. Failure: 24 (7d6) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition."
      },
      {
        "document": 1878,
        "excerpt": "or smaller creature the snake can see within 10 feet. Failure: 13 (2d8 + 4) Bludgeoning damage, and the target has the Grappled condition (escape DC 14)."
      },
      {
        "document": 1895,
        "excerpt": "DC 13, one creature the spider can see within 60 feet. Failure: The target has the Restrained condition until the web is destroyed (AC 10; HP 5; Vulnerability to Fire"
      },
      {
        "document": 1902,
        "excerpt": "n within 20 feet of the mouther while it is babbling. Failure: The target rolls 1d8 to determine what it does during the current turn: 1-4. The target does nothing."
      },
      {
        "document": 1903,
        "excerpt": "g Throw: DC 17, one creature Grappled by the glabrezu. Failure: 15 (3d6 + 5) Bludgeoning damage. Success: Half damage. Spellcasting. The glabrezu casts one of the fol"
      },
      {
        "document": 1904,
        "excerpt": "one creature within 5 feet that the gladiator can see. Failure: 9 (2d4 + 4) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Prone conditi"
      },
      {
        "document": 1910,
        "excerpt": "Saving Throw: DC 13, each creature in a 15-foot Cone. Failure: 22 (4d10) Fire damage. Success: Half damage. Weakening Breath. Strength Saving Throw: DC 13, each crea"
      },
      {
        "document": 1911,
        "excerpt": "g Throw: DC 15, each creature in a 30-foot Cone. First Failure: The target has the Restrained condition and repeats the save at the end of its next turn if it is still"
      },
      {
        "document": 1913,
        "excerpt": "Saving Throw: DC 11, each creature in a 15-foot Cone. Failure: 21 (6d6) Poison damage. Success: Half damage."
      },
      {
        "document": 1920,
        "excerpt": ": DC 16, one creature the naga can see within 60 feet. Failure: 31 (7d8) Poison damage, and the target has the Blinded condition until the start of the naga's next tur"
      },
      {
        "document": 1921,
        "excerpt": "Saving Throw: DC 14, each creature in a 30-foot Cone. Failure: 28 (8d6) damage of the type chosen for the Draconic Origin trait. Success: Half damage."
      },
      {
        "document": 1922,
        "excerpt": "ation originating from the harpy when the song starts. Failure: The target has the Charmed condition until the song ends and repeats the save at the end of each of its"
      },
      {
        "document": 1924,
        "excerpt": "Saving Throw: DC 12, each creature in a 15-foot Cone. Failure: 17 (5d6) Fire damage. Success: Half damage."
      },
      {
        "document": 1925,
        "excerpt": "rn in a 10-foot Emanation originating from the hezrou. Failure: The target has the Poisoned condition until the start of its next turn."
      },
      {
        "document": 1931,
        "excerpt": "he following effect. Constitution Saving Throw: DC 12. Failure: The target has the Poisoned condition until the end of the homunculus's next turn. Failure by 5 or More"
      },
      {
        "document": 1932,
        "excerpt": "DC 17, one creature the devil can see within 10 feet. Failure: 10 (1d8 + 6) Necrotic damage, and the target receives an infernal wound if it doesn't have one. While w"
      },
      {
        "document": 1937,
        "excerpt": "ure in a 5-foot Emanation originating from the mephit. Failure: 5 (2d4) Cold damage. Success: Half damage."
      },
      {
        "document": 1939,
        "excerpt": "C 15, one creature the incubus can see within 60 feet. Failure: If the target has 20 Hit Points or fewer, it has the Unconscious condition for 1 hour, until it takes d"
      },
      {
        "document": 1940,
        "excerpt": "one Large or smaller creature in the stalker's space. Failure: 7 (1d8 + 3) Thunder damage, and the target has the Grappled condition (escape DC 13). Until the grapple"
      },
      {
        "document": 1941,
        "excerpt": "Saving Throw: DC 18, each creature in a 60-foot Cone. Failure: 55 (10d10) Poison damage. Success: Half damage."
      },
      {
        "document": 1946,
        "excerpt": "ure thrown and each creature in the destination space. Failure: 18 (4d8) Bludgeoning damage, and the target has the Prone condition. Success: Half damage only. Lightn"
      },
      {
        "document": 1947,
        "excerpt": ": DC 13, one creature the lamia can see within 5 feet. Failure: 13 (3d8) Psychic damage, and the target is cursed for 1 hour. Until the curse ends, the target has the"
      },
      {
        "document": 1949,
        "excerpt": "dead in a 20-foot Emanation originating from the lich. Failure: 31 (9d6) Necrotic damage. Success: Half damage. Failure or Success: The lich can't take this action aga"
      },
      {
        "document": 1950,
        "excerpt": "sdom Saving Throw: DC 11, one creature within 15 feet. Failure: The target has the Frightened condition until the start of the lion's next turn."
      },
      {
        "document": 1953,
        "excerpt": "ure in a 5-foot Emanation originating from the mephit. Failure: 7 (2d6) Fire damage. Success: Half damage."
      },
      {
        "document": 1954,
        "excerpt": "re in a 10-foot Emanation originating from the magmin. Failure: 7 (2d6) Fire damage. Success: Half damage."
      },
      {
        "document": 1955,
        "excerpt": "e creature within 5 feet that has the Prone condition. Failure: 29 (4d10 + 7) Bludgeoning damage. Success: Half damage."
      },
      {
        "document": 1957,
        "excerpt": "r smaller creature the marilith can see within 5 feet. Failure: 15 (2d10 + 4) Bludgeoning damage. The target has the Grappled condition (escape DC 14), and it has the"
      },
      {
        "document": 1959,
        "excerpt": "ion in the Cone, the medusa must make this save. First Failure: The target has the Restrained condition and repeats the save at the end of its next turn if it is still"
      },
      {
        "document": 1966,
        "excerpt": "DC 17, one creature the mummy can see within 60 feet. Failure: 25 (6d6 + 4) Psychic damage, and the target has the Paralyzed condition until the end of the mummy's ne"
      },
      {
        "document": 1967,
        "excerpt": "DC 11, one creature the mummy can see within 60 feet. Failure: The target has the Frightened condition until the end of the mummy's next turn. Success: The target is"
      },
      {
        "document": 1968,
        "excerpt": "n a 15-foot Emanation originating from the nalfeshnee. Failure: 28 (8d6) Psychic damage, and the target has the Frightened condition for 1 minute, until it takes damag"
      },
      {
        "document": 1977,
        "excerpt": "he following effect. Constitution Saving Throw: DC 15. Failure: The target's Hit Point maximum decreases by 5 (1d10) and doesn't return to normal until the Poisoned co"
      },
      {
        "document": 1984,
        "excerpt": "DC 14, one creature the pirate can see within 30 feet. Failure: The target has the Charmed condition until the start of the pirate's next turn."
      },
      {
        "document": 1985,
        "excerpt": "DC 12, one creature the pirate can see within 30 feet. Failure: The target has the Charmed condition until the start of the pirate's next turn."
      },
      {
        "document": 1986,
        "excerpt": "ow: DC 21, any enemy that starts its turn in the aura. Failure: The target has the Frightened condition until the start of its next turn. Success: The target is immune"
      },
      {
        "document": 1987,
        "excerpt": "tered on a point the planetar can see within 120 feet. Failure: 24 (7d6) Radiant damage. Success: Half damage. Spellcasting. The planetar casts one of the following s"
      },
      {
        "document": 1993,
        "excerpt": ", one creature the pseudodragon can see within 5 feet. Failure: 5 (2d4) Poison damage, and the target has the Poisoned condition for 1 hour. Failure by 5 or More: Whil"
      },
      {
        "document": 1995,
        "excerpt": "t can have up to three creatures swallowed at a time). Failure: The target is swallowed by the worm, and the Grappled condition ends. A swallowed creature has the Blin"
      },
      {
        "document": 1996,
        "excerpt": "sdom Saving Throw: DC 10, one creature within 20 feet. Failure: The target has the Frightened condition. At the end of each of its turns, the target repeats the save,"
      },
      {
        "document": 1997,
        "excerpt": "in a 30-foot Emanation originating from the rakshasa. Failure: 28 (8d6) Psychic damage, and the target has the Frightened and Incapacitated conditions until the start"
      },
      {
        "document": 2000,
        "excerpt": "Saving Throw: DC 13, each creature in a 15-foot Cone. Failure: 24 (7d6) Fire damage. Success: Half damage."
      },
      {
        "document": 2002,
        "excerpt": "(it can have up to two creatures swallowed at a time). Failure: The target is swallowed by the remorhaz, and the Grappled condition ends. A swallowed creature has the"
      },
      {
        "document": 2007,
        "excerpt": "ity Saving Throw: DC 11, the creature with the object. Failure: The object takes a -1 penalty to the AC it offers (armor) or to its attack rolls (weapon). Armor is des"
      },
      {
        "document": 2010,
        "excerpt": "maller creature the salamander can see within 10 feet. Failure: 11 (2d6 + 4) Bludgeoning damage plus 7 (2d6) Fire damage. The target has the Grappled condition (escape"
      },
      {
        "document": 2011,
        "excerpt": "DC 12, one creature the satyr can see within 90 feet. Failure: 5 (1d6 + 2) Psychic damage."
      },
      {
        "document": 2014,
        "excerpt": "in 30 feet of the hag and can see the hag's true form. Failure: The target has the Frightened condition until the start of its next turn. Success: The target is immune"
      },
      {
        "document": 2017,
        "excerpt": ": DC 15, one Medium or smaller creature within 5 feet. Failure: The target is pulled into the shambling mound's space and has the Grappled condition (escape DC 14). Un"
      },
      {
        "document": 2020,
        "excerpt": "Saving Throw: DC 13, each creature in a 15-foot Cone. Failure: 18 (4d8) Cold damage. Success: Half damage. Paralyzing Breath. Constitution Saving Throw: DC 13, each"
      },
      {
        "document": 2022,
        "excerpt": "DC 21, one creature the solar can see within 600 feet. Failure: If the creature has 100 Hit Points or fewer, it dies. It otherwise takes 24 (4d8 + 6) Piercing damage p"
      },
      {
        "document": 2024,
        "excerpt": "y in a 300-foot Emanation originating from the sphinx. Failure: 35 (10d6) Psychic damage, and the target has the Incapacitated condition until the start of the sphinx'"
      },
      {
        "document": 2025,
        "excerpt": "y in a 500-foot Emanation originating from the sphinx. Failure: The target has the Frightened condition for 1 minute. Second Roar. Wisdom Saving Throw: DC 20, each en"
      },
      {
        "document": 2029,
        "excerpt": "ials, Fiends, and Undead automatically fail the save). Failure: The sprite knows the target's emotions and alignment. Invisibility. The sprite casts Invisibility on i"
      },
      {
        "document": 2031,
        "excerpt": "ure in a 5-foot Emanation originating from the mephit. Failure: 5 (2d4) Fire damage. Success: Half damage."
      },
      {
        "document": 2033,
        "excerpt": "DC 17, one creature the giant can see within 60 feet. Failure: 11 (1d10 + 6) Force damage."
      },
      {
        "document": 2035,
        "excerpt": "nating from a point the giant can see within 500 feet. Failure: 55 (10d10) Lightning damage. Success: Half damage. Spellcasting. The giant casts one of the following"
      },
      {
        "document": 2036,
        "excerpt": "5, one creature Charmed by the succubus within 5 feet. Failure: 13 (3d8) Psychic damage. Success: Half damage. Failure or Success: The target's Hit Point maximum decre"
      },
      {
        "document": 2042,
        "excerpt": "aving Throw: DC 10, one creature in the swarm's space. Failure: The target has the Deafened condition until the start of the swarm's next turn. While Deafened, the tar"
      },
      {
        "document": 2044,
        "excerpt": "t that isn't being worn or carried in a 150-foot Cone. Failure: 78 (12d12) Thunder damage, and the target has the Deafened and Frightened conditions until the end of i"
      },
      {
        "document": 2055,
        "excerpt": "the Grappled, Incapacitated, or Restrained condition. Failure: 5 (1d4 + 3) Piercing damage plus 10 (3d6) Necrotic damage. The target's Hit Point maximum decreases by"
      },
      {
        "document": 2056,
        "excerpt": "the Grappled, Incapacitated, or Restrained condition. Failure: 6 (1d4 + 4) Piercing damage plus 13 (3d8) Necrotic damage. The target's Hit Point maximum decreases by"
      },
      {
        "document": 2059,
        "excerpt": "ure in a 20-foot Emanation originating from the vrock. Failure: The target has the Poisoned condition and repeats the save at the end of each of its turns, ending the"
      },
      {
        "document": 2065,
        "excerpt": "Throw: DC 15, each creature in the elemental's space. Failure: 22 (4d8 + 4) Bludgeoning damage. If the target is a Large or smaller creature, it has the Grappled cond"
      },
      {
        "document": 2067,
        "excerpt": "he following effect. Constitution Saving Throw: DC 14. Failure: The target is cursed. If the cursed target drops to 0 Hit Points, it instead becomes a Werebear under t"
      },
      {
        "document": 2068,
        "excerpt": "he following effect. Constitution Saving Throw: DC 12. Failure: The target is cursed. If the cursed target drops to 0 Hit Points, it instead becomes a Wereboar under t"
      },
      {
        "document": 2069,
        "excerpt": "he following effect. Constitution Saving Throw: DC 11. Failure: The target is cursed. If the cursed target drops to 0 Hit Points, it instead becomes a Wererat under th"
      },
      {
        "document": 2070,
        "excerpt": "he following effect. Constitution Saving Throw: DC 13. Failure: The target is cursed. If the cursed target drops to 0 Hit Points, it instead becomes a Weretiger under"
      },
      {
        "document": 2071,
        "excerpt": "he following effect. Constitution Saving Throw: DC 12. Failure: The target is cursed. If the cursed target drops to 0 Hit Points, it instead becomes a Werewolf under t"
      },
      {
        "document": 2072,
        "excerpt": "Saving Throw: DC 12, each creature in a 15-foot Cone. Failure: 22 (5d8) Cold damage. Success: Half damage."
      },
      {
        "document": 2073,
        "excerpt": "ution Saving Throw: DC 13, one creature within 5 feet. Failure: 6 (1d8 + 2) Necrotic damage, and the target's Hit Point maximum decreases by an amount equal to the dam"
      },
      {
        "document": 2074,
        "excerpt": "the wisp can see within 5 feet that has 0 Hit Points. Failure: The target dies, and the wisp regains 10 (3d6) Hit Points. Vanish. The wisp and its light have the Inv"
      },
      {
        "document": 2075,
        "excerpt": "Saving Throw: DC 12, each creature in a 15-foot Cone. Failure: 18 (4d8) Cold damage. Success: Half damage."
      },
      {
        "document": 2081,
        "excerpt": "14, each creature in a 30-foot-long, 5-foot-wide Line. Failure: 49 (14d6) Acid damage. Success: Half damage."
      },
      {
        "document": 2082,
        "excerpt": "16, each creature in a 60-foot-long, 5-foot-wide Line. Failure: 55 (10d10) Lightning damage. Success: Half damage."
      },
      {
        "document": 2083,
        "excerpt": "14, each creature in a 40-foot-long, 5-foot-wide Line. Failure: 38 (11d6) Fire damage. Success: Half damage. Sleep Breath. Constitution Saving Throw: DC 14, each crea"
      },
      {
        "document": 2084,
        "excerpt": "15, each creature in a 60-foot-long, 5-foot-wide Line. Failure: 49 (9d10) Lightning damage. Success: Half damage. Repulsion Breath. Strength Saving Throw: DC 15, each"
      },
      {
        "document": 2085,
        "excerpt": "14, each creature in a 40-foot-long, 5-foot-wide Line. Failure: 40 (9d8) Acid damage. Success: Half damage. Slowing Breath. Constitution Saving Throw: DC 14, each cre"
      },
      {
        "document": 2086,
        "excerpt": "Saving Throw: DC 17, each creature in a 30-foot Cone. Failure: 55 (10d10) Fire damage. Success: Half damage. Weakening Breath. Strength Saving Throw: DC 17, each cre"
      },
      {
        "document": 2087,
        "excerpt": "Saving Throw: DC 14, each creature in a 30-foot Cone. Failure: 42 (12d6) Poison damage. Success: Half damage."
      },
      {
        "document": 2088,
        "excerpt": "Saving Throw: DC 17, each creature in a 30-foot Cone. Failure: 56 (16d6) Fire damage. Success: Half damage."
      },
      {
        "document": 2089,
        "excerpt": "Saving Throw: DC 17, each creature in a 30-foot Cone. Failure: 49 (11d8) Cold damage. Success: Half damage. Paralyzing Breath. Constitution Saving Throw: DC 17, each"
      },
      {
        "document": 2090,
        "excerpt": "Saving Throw: DC 15, each creature in a 30-foot Cone. Failure: 40 (9d8) Cold damage. Success: Half damage."
      }
    ],
    "failures": [
      {
        "document": 10,
        "excerpt": "ore. You're in the hands of fate now. Three Successes/Failures. Roll 1d20. If the roll is 10 or higher, you succeed. Otherwise, you fail. A success or failure has no e"
      },
      {
        "document": 1211,
        "excerpt": "of each of its turns until it gets three successes or failures. If the target succeeds on three of these saves, the spell ends on the target. If the target fails three"
      },
      {
        "document": 1277,
        "excerpt": "etrified condition for the duration. The successes and failures needn't be consecutive; keep track of both until the target collects three of a kind. If you maintain y"
      },
      {
        "document": 1387,
        "excerpt": "like the Greater Restoration spell. The successes and failures needn't be consecutive; keep track of both until the target collects three of a kind. 7 Violet. Failed"
      },
      {
        "document": 1388,
        "excerpt": "like the Greater Restoration spell. The successes and failures needn’t be consecutive; keep track of both until the target collects three of a kind. Additional Effects"
      },
      {
        "document": 1841,
        "excerpt": ", ending the effect on itself on a success. Subsequent Failures: The Poisoned target's Hit Point maximum decreases by 5 (1d10)."
      }
    ],
    "faint": [
      {
        "document": 1230,
        "excerpt": "e such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was create"
      },
      {
        "document": 1247,
        "excerpt": "iries, a gentle breeze, the sound of an animal, or the faint odor of skunk. The effect must fit in a 5-foot Cube. Fire Play. You light or snuff out a candle, a torc"
      },
      {
        "document": 1350,
        "excerpt": "ough the image, and its other sensory qualities become faint to the creature. Using a Higher-Level Spell Slot. The spell lasts until dispelled, without requiring Co"
      },
      {
        "document": 1362,
        "excerpt": "erns the illusion for what it is, the illusion becomes faint to the creature. Sound. If you create a sound, its volume can range from a whisper to a scream. It can"
      },
      {
        "document": 1386,
        "excerpt": "ry effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. Fire Play. You instantaneously light or snuff out a candle, a torch, or"
      },
      {
        "document": 1541,
        "excerpt": "his fine garment is made of black silk interwoven with faint, silvery threads. While wearing it, you gain the following benefits. Poison Resistance. You have Resist"
      },
      {
        "document": 1625,
        "excerpt": "ot-wide mirror is viewed indirectly, its surface shows faint images of creatures. The mirror weighs 50 pounds, and it has AC 11, HP 10, Immunity to Poison and Psychi"
      },
      {
        "document": 1721,
        "excerpt": "-foot radius. The tree appears ordinary but radiates a faint aura of Transmutation magic that can be discerned with the Detect Magic spell. While touching the tree a"
      }
    ],
    "faintly": [
      {
        "document": 820,
        "excerpt": "A crystal that faintly glows in moonlight"
      },
      {
        "document": 1536,
        "excerpt": "Wondrous Item, Rare This cape smells faintly of brimstone. While wearing it, you can use it to cast Dimension Door as a Magic action. This property c"
      }
    ],
    "fairies": [
      {
        "document": 1247,
        "excerpt": "nsory effect, such as falling leaves, spectral dancing fairies, a gentle breeze, the sound of an animal, or the faint odor of skunk. The effect must fit in a 5-foot Cu"
      }
    ],
    "faith": [
      {
        "document": 762,
        "excerpt": "Guardian of Faith"
      },
      {
        "document": 841,
        "excerpt": "Protection from Evil and Good,Shield of Faith"
      },
      {
        "document": 843,
        "excerpt": "Shield of Faith"
      },
      {
        "document": 911,
        "excerpt": "Shield of Faith"
      },
      {
        "document": 914,
        "excerpt": "Guardian of Faith"
      },
      {
        "document": 964,
        "excerpt": "list. Bless, Cure Wounds, Guiding Bolt, and Shield of Faith are recommended. The number of spells on your list increases as you gain Cleric levels, as shown in the"
      },
      {
        "document": 1298,
        "excerpt": "Guardian of Faith"
      },
      {
        "document": 1422,
        "excerpt": "Shield of Faith"
      }
    ],
    "faithful": [
      {
        "document": 842,
        "excerpt": "Extra Attack, Faithful Steed"
      },
      {
        "document": 890,
        "excerpt": "Faithful Hound"
      },
      {
        "document": 968,
        "excerpt": "Faithful Steed"
      },
      {
        "document": 1261,
        "excerpt": "Faithful Hound"
      }
    ],
    "fake": [
      {
        "document": 741,
        "excerpt": "Recognize an illusion as fake"
      }
    ],
    "fall": [
      {
        "document": 93,
        "excerpt": "an explosion hurls you out of a foe's reach or if you fall past an enemy. Making an Opportunity Attack. You can make an Opportunity Attack when a creature that yo"
      },
      {
        "document": 97,
        "excerpt": "you must succeed on a DC 10 Dexterity saving throw or fall off, landing with the Prone condition (see “Rules Glossary”) in an unoccupied space within 5 feet of the"
      },
      {
        "document": 116,
        "excerpt": ", figurines, horns, musical instruments, and more also fall into this category."
      },
      {
        "document": 267,
        "excerpt": "known god 88 A book about a legendary hero's rise and fall, with the last chapter missing 89 A vial of dragon blood 90 An ancient arrow of elven design 91 A nee"
      },
      {
        "document": 470,
        "excerpt": "imber's Kit to anchor yourself; when you do, you can't fall more than 25 feet from the anchor point, and you can't move more than 25 feet from there without undoing"
      },
      {
        "document": 628,
        "excerpt": "t falls takes 1d6 Bludgeoning damage at the end of the fall for every 10 feet it fell, to a maximum of 20d6. When the creature lands, it has the Prone condition unl"
      },
      {
        "document": 630,
        "excerpt": "of effects allow a creature to fly. While flying, you fall if you have the Incapacitated or Prone condition or your Fly Speed is reduced to 0. You can stay aloft i"
      },
      {
        "document": 631,
        "excerpt": "u have a Fly Speed, you can stay aloft until you land, fall, or die. See also “Flying” and “Speed.”"
      },
      {
        "document": 686,
        "excerpt": "e in a strong wind must land at the end of its turn or fall. A strong wind in a desert can create a sandstorm that imposes Disadvantage on Wisdom (Perception) chec"
      },
      {
        "document": 687,
        "excerpt": "e ice in that area breaks. All creatures on broken ice fall through. Below the ice is frigid water (see “Frigid Water” above)."
      },
      {
        "document": 717,
        "excerpt": "creature that crosses the trip wire causes the Net to fall on it. The target must succeed on a DC 10 Dexterity saving throw or have the Restrained condition until"
      },
      {
        "document": 719,
        "excerpt": "t swings open like a trapdoor, causing the creature to fall into the pit. The lid remains open thereafter. A creature that falls into the pit takes 3 (1d6) Bludgeo"
      },
      {
        "document": 723,
        "excerpt": "t swings open like a trapdoor, causing the creature to fall into the pit, which has sharpened wooden or metal spikes at the bottom. The lid remains open thereafter."
      },
      {
        "document": 767,
        "excerpt": "Chain Lightning (3 charges), Feather Fall (0 charges), Gust of Wind (2 charges), Wind Wall (1 charge)"
      },
      {
        "document": 783,
        "excerpt": "Unless they are picked off, the leaves turn brown and fall off after 24 hours."
      },
      {
        "document": 840,
        "excerpt": "Ability Score Improvement, Slow Fall"
      },
      {
        "document": 860,
        "excerpt": "Feather Fall"
      },
      {
        "document": 886,
        "excerpt": "Feather Fall"
      },
      {
        "document": 899,
        "excerpt": "Feather Fall"
      },
      {
        "document": 965,
        "excerpt": "any equipment that the new form can't wear must either fall to the ground or merge with the form. Equipment that merges with the form has no effect while you're in"
      },
      {
        "document": 967,
        "excerpt": "Slow Fall"
      },
      {
        "document": 973,
        "excerpt": "1 Wizard spells of your choice. Detect Magic, Feather Fall, Mage Armor, Magic Missile, Sleep, and Thunderwave are recommended. Whenever you gain a Wizard level af"
      },
      {
        "document": 1248,
        "excerpt": "a fissure must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens. Structures. The tremo"
      },
      {
        "document": 1264,
        "excerpt": "Feather Fall"
      },
      {
        "document": 1279,
        "excerpt": "rget falls if it is still aloft unless it can stop the fall. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level abov"
      },
      {
        "document": 1295,
        "excerpt": "ends its turn there must also succeed on that save or fall Prone."
      },
      {
        "document": 1373,
        "excerpt": "get steps through a phantasmal bridge and survives the fall, it believes the bridge exists and something else caused it to fall. An affected target can even take d"
      },
      {
        "document": 1407,
        "excerpt": "bjects in that area that aren't anchored to the ground fall upward and reach the top of the Cylinder. A creature can make a Dexterity saving throw to grab a fixed o"
      },
      {
        "document": 1607,
        "excerpt": "f weight. More weight causes the rod to deactivate and fall. A creature can take a Utilize action to make a DC 30 Strength (Athletics) check, moving the fixed rod u"
      },
      {
        "document": 1649,
        "excerpt": "r. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its"
      },
      {
        "document": 1669,
        "excerpt": "Ring, Rare (Requires Attunement) When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling."
      },
      {
        "document": 1759,
        "excerpt": "0 feet. If you are aloft when the wings disappear, you fall. When the wings disappear, you can't use them again for 1d12 hours. ---"
      }
    ],
    "fallen": [
      {
        "document": 227,
        "excerpt": "dhood friend? - Did you grow up with a pet? - Have you fallen in love? If so, with whom? - Did you join an organization, such as a guild or religion? If so, are you s"
      }
    ],
    "fallible": [
      {
        "document": 968,
        "excerpt": "standards of conduct, but even the most dedicated are fallible. Sometimes a Paladin transgresses their oath. A Paladin who has broken a vow typically seeks absolution"
      }
    ],
    "falling": [
      {
        "document": 9,
        "excerpt": "Falling Unconscious"
      },
      {
        "document": 97,
        "excerpt": "Falling Off"
      },
      {
        "document": 378,
        "excerpt": "eathered design might hint that it's a Ring of Feather Falling. Wearing or experimenting with an item can also offer hints about its properties. In the specific case"
      },
      {
        "document": 628,
        "excerpt": "Falling [Hazard]"
      },
      {
        "document": 630,
        "excerpt": "oft in those circumstances if you can hover. See also “Falling” and “Fly Speed.”"
      },
      {
        "document": 634,
        "excerpt": "ironmental danger. See also \"Burning,\" \"Dehydration,\" \"Falling,\" \"Malnutrition,\" and \"Suffocation.\""
      },
      {
        "document": 645,
        "excerpt": "lity to hover. Hovering while flying prevents you from falling in certain circumstances. See also \"Flying.\""
      },
      {
        "document": 717,
        "excerpt": "Falling Net"
      },
      {
        "document": 748,
        "excerpt": "Falling"
      },
      {
        "document": 949,
        "excerpt": "Blunt objects, constriction, falling"
      },
      {
        "document": 967,
        "excerpt": "tical surfaces and across liquids on your turn without falling during the movement."
      },
      {
        "document": 1247,
        "excerpt": "est as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round. Bloom. You instantly make a flower bl"
      },
      {
        "document": 1264,
        "excerpt": "r piece of down) Duration: 1 minute Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell"
      },
      {
        "document": 1669,
        "excerpt": "Ring of Feather Falling"
      },
      {
        "document": 1733,
        "excerpt": "issure opens must make a DC 20 Dexterity saving throw, falling into the fissure on a failed save or moving with the fissure's edge on a successful one. Any structure o"
      }
    ],
    "falls": [
      {
        "document": 6,
        "excerpt": "ture drops to 0 Hit Points, it either dies outright or falls unconscious, as explained below."
      },
      {
        "document": 406,
        "excerpt": "the following details: Category. Every type of armor falls into a category: Light, Medium, or Heavy. The category determines how long it takes to don or doff the a"
      },
      {
        "document": 409,
        "excerpt": "well as the following details: Category. Every weapon falls into a category: Simple or Martial. Weapon proficiencies are usually tied to one of these categories. Fo"
      },
      {
        "document": 430,
        "excerpt": "Utilize: Assemble a Tiny item composed of scrap, which falls apart in 1 minute (DC 20) Craft: Musket, Pistol, Bell, Bullseye Lantern, Flask, Hooded Lantern, Hunting"
      },
      {
        "document": 628,
        "excerpt": "A creature that falls takes 1d6 Bludgeoning damage at the end of the fall for every 10 feet it fell, to a maximum of 20d6. Whe"
      },
      {
        "document": 719,
        "excerpt": "pit. The lid remains open thereafter. A creature that falls into the pit takes 3 (1d6) Bludgeoning damage from the fall. Detect and Disarm. As a Study action, a cr"
      },
      {
        "document": 723,
        "excerpt": "tom. The lid remains open thereafter. A creature that falls into the pit lands at the bottom and takes 3 (1d6) Bludgeoning damage from the fall plus 9 (2d8) Piercin"
      },
      {
        "document": 783,
        "excerpt": "Heavy rain falls for 1 minute in a 120-foot-high, 60-foot-radius Cylinder centered on the chosen point of origin. During"
      },
      {
        "document": 965,
        "excerpt": "ur own. In addition, you choose whether your equipment falls in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the"
      },
      {
        "document": 989,
        "excerpt": "ve three such devices in existence at a time, and each falls apart 8 hours after its creation or when you dismantle it with a touch as a Utilize action."
      },
      {
        "document": 1218,
        "excerpt": "n range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there. Destroy Water. You destroy"
      },
      {
        "document": 1264,
        "excerpt": "en you or a creature you can see within 60 feet of you falls"
      },
      {
        "document": 1278,
        "excerpt": "aced on it, the spell ends, and everything on the disk falls to the ground. The disk is immobile while you are within 20 feet of it. If you move more than 20 feet a"
      },
      {
        "document": 1279,
        "excerpt": "60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall. Using a Higher-Level Spell Slot. You can target one a"
      },
      {
        "document": 1321,
        "excerpt": "ents: V, S, M (a mitten) Duration: Instantaneous Hail falls in a 20-foot-radius, 40-foot-high Cylinder centered on a point within range. Each creature in the Cylind"
      },
      {
        "document": 1345,
        "excerpt": "ry worth 500+ GP) Duration: Until dispelled Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's Material"
      },
      {
        "document": 1431,
        "excerpt": "entration, up to 1 minute Until the spell ends, sleet falls in a 40-foot-tall, 20-foot-radius Cylinder centered on a point you choose within range. The area is Heav"
      },
      {
        "document": 1446,
        "excerpt": "erent effects, as detailed below. Turn 2. Acidic rain falls. Each creature and object under the cloud takes 4d6 Acid damage. Turn 3. You call six bolts of lightnin"
      },
      {
        "document": 1452,
        "excerpt": "if you lift it into the air, it is suspended there. It falls at the end of your next turn unless you use this option on it again and it fails the save. Object. You"
      },
      {
        "document": 1467,
        "excerpt": ", it can't move. A creature that moves out of the wall falls to the ground."
      },
      {
        "document": 1479,
        "excerpt": "to the liquid itself and vice versa, but if the target falls into the liquid, the target passes through the surface into the liquid below."
      },
      {
        "document": 1482,
        "excerpt": "ch it does safely. If it can't land after 1 minute, it falls the remaining distance."
      },
      {
        "document": 1508,
        "excerpt": "the Incapacitated condition, at which point the Shield falls to the ground or into your hand if you have one free."
      },
      {
        "document": 1555,
        "excerpt": "urn to your hand. If you have no hand free, the weapon falls to the ground in your space. If the weapon has no unobstructed path to you, it moves as close to you as"
      },
      {
        "document": 1609,
        "excerpt": "un Stone ends while it's orbiting your head, the stone falls as though you had dropped it. The type of stone determines its rarity and effects. Absorption (Very Ra"
      },
      {
        "document": 1721,
        "excerpt": "the staff to its normal form. Any creature in the tree falls when the tree reverts to a staff. Regaining Charges. The staff regains 1d6 expended charges daily at da"
      },
      {
        "document": 1730,
        "excerpt": "Disadvantage on the save. On a failed save, the target falls into the fissure and is destroyed, leaving no remains. On a successful save, the target isn't cast into"
      },
      {
        "document": 1732,
        "excerpt": "Disadvantage on the save. On a failed save, the target falls into the fissure and is destroyed, leaving no remains. On a successful save, the target isn't cast into"
      },
      {
        "document": 1806,
        "excerpt": "he end of that turn or regurgitate the creature, which falls in a space within 10 feet of the behir and has the Prone condition. If the behir dies, a swallowed creat"
      },
      {
        "document": 1946,
        "excerpt": "or regurgitate all swallowed creatures, each of which falls in a space within 10 feet of the kraken with the Prone condition. If the kraken dies, any swallowed crea"
      },
      {
        "document": 1995,
        "excerpt": "or regurgitate all swallowed creatures, each of which falls in a space within 5 feet of the worm and has the Prone condition. If the worm dies, any swallowed creatu"
      },
      {
        "document": 2002,
        "excerpt": "or regurgitate all swallowed creatures, each of which falls in a space within 5 feet of the remorhaz and has the Prone condition. If the remorhaz dies, any swallowe"
      },
      {
        "document": 2044,
        "excerpt": "or regurgitate all swallowed creatures, each of which falls in a space within 10 feet of the tarrasque and has the Prone condition. If the tarrasque dies, any swall"
      },
      {
        "document": 2051,
        "excerpt": "during that turn, one of the troll's limbs is severed, falls into the troll's space, and becomes a Troll Limb. The limb acts immediately after the troll's turn. The"
      }
    ],
    "false": [
      {
        "document": 860,
        "excerpt": "False Life"
      },
      {
        "document": 886,
        "excerpt": "False Life"
      },
      {
        "document": 972,
        "excerpt": "sh Vigor Prerequisite: Level 2+ Warlock You can cast False Life on yourself without expending a spell slot. When you cast the spell with this feature, you don't ro"
      },
      {
        "document": 992,
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        "document": 1433,
        "excerpt": "False"
      },
      {
        "document": 1434,
        "excerpt": "False"
      },
      {
        "document": 1435,
        "excerpt": "False"
      },
      {
        "document": 1436,
        "excerpt": "False"
      },
      {
        "document": 1437,
        "excerpt": "False"
      },
      {
        "document": 1438,
        "excerpt": "False"
      },
      {
        "document": 1439,
        "excerpt": "False"
      },
      {
        "document": 1440,
        "excerpt": "False"
      },
      {
        "document": 1441,
        "excerpt": "False"
      },
      {
        "document": 1442,
        "excerpt": "False"
      },
      {
        "document": 1443,
        "excerpt": "False"
      },
      {
        "document": 1444,
        "excerpt": "False"
      },
      {
        "document": 1445,
        "excerpt": "False"
      },
      {
        "document": 1446,
        "excerpt": "False"
      },
      {
        "document": 1447,
        "excerpt": "False"
      },
      {
        "document": 1448,
        "excerpt": "False"
      },
      {
        "document": 1449,
        "excerpt": "False"
      },
      {
        "document": 1450,
        "excerpt": "False"
      },
      {
        "document": 1451,
        "excerpt": "False"
      },
      {
        "document": 1452,
        "excerpt": "False"
      },
      {
        "document": 1453,
        "excerpt": "False"
      },
      {
        "document": 1454,
        "excerpt": "d | 01–43 | 44–53 | 54–73 | 74–00 | | False destination | 01–50 | 51–00 | - | - | Familiarity. Here are the meaning"
      },
      {
        "document": 1455,
        "excerpt": "False"
      },
      {
        "document": 1456,
        "excerpt": "False"
      },
      {
        "document": 1457,
        "excerpt": "False"
      },
      {
        "document": 1458,
        "excerpt": "False"
      },
      {
        "document": 1459,
        "excerpt": "False"
      },
      {
        "document": 1460,
        "excerpt": "False"
      },
      {
        "document": 1461,
        "excerpt": "False"
      },
      {
        "document": 1462,
        "excerpt": "False"
      },
      {
        "document": 1463,
        "excerpt": "False"
      },
      {
        "document": 1464,
        "excerpt": "False"
      },
      {
        "document": 1465,
        "excerpt": "False"
      },
      {
        "document": 1466,
        "excerpt": "False"
      },
      {
        "document": 1467,
        "excerpt": "False"
      },
      {
        "document": 1468,
        "excerpt": "False"
      },
      {
        "document": 1469,
        "excerpt": "False"
      },
      {
        "document": 1470,
        "excerpt": "False"
      },
      {
        "document": 1471,
        "excerpt": "False"
      },
      {
        "document": 1472,
        "excerpt": "False"
      },
      {
        "document": 1473,
        "excerpt": "False"
      },
      {
        "document": 1474,
        "excerpt": "False"
      },
      {
        "document": 1475,
        "excerpt": "False"
      },
      {
        "document": 1476,
        "excerpt": "False"
      },
      {
        "document": 1477,
        "excerpt": "False"
      },
      {
        "document": 1478,
        "excerpt": "False"
      },
      {
        "document": 1479,
        "excerpt": "False"
      },
      {
        "document": 1480,
        "excerpt": "False"
      },
      {
        "document": 1481,
        "excerpt": "False"
      },
      {
        "document": 1482,
        "excerpt": "False"
      },
      {
        "document": 1483,
        "excerpt": "False"
      },
      {
        "document": 1484,
        "excerpt": "False"
      },
      {
        "document": 1485,
        "excerpt": "False"
      },
      {
        "document": 1486,
        "excerpt": "False"
      },
      {
        "document": 1502,
        "excerpt": "False"
      },
      {
        "document": 1503,
        "excerpt": "False"
      },
      {
        "document": 1504,
        "excerpt": "False"
      },
      {
        "document": 1509,
        "excerpt": "False"
      },
      {
        "document": 1510,
        "excerpt": "False"
      },
      {
        "document": 1515,
        "excerpt": "False"
      },
      {
        "document": 1516,
        "excerpt": "False"
      },
      {
        "document": 1517,
        "excerpt": "False"
      },
      {
        "document": 1518,
        "excerpt": "False"
      },
      {
        "document": 1519,
        "excerpt": "False"
      },
      {
        "document": 1520,
        "excerpt": "False"
      },
      {
        "document": 1524,
        "excerpt": "False"
      },
      {
        "document": 1529,
        "excerpt": "False"
      },
      {
        "document": 1532,
        "excerpt": "False"
      },
      {
        "document": 1536,
        "excerpt": "False"
      },
      {
        "document": 1537,
        "excerpt": "False"
      },
      {
        "document": 1538,
        "excerpt": "False"
      },
      {
        "document": 1539,
        "excerpt": "False"
      },
      {
        "document": 1540,
        "excerpt": "False"
      },
      {
        "document": 1553,
        "excerpt": "False"
      },
      {
        "document": 1554,
        "excerpt": "False"
      },
      {
        "document": 1556,
        "excerpt": "False"
      },
      {
        "document": 1557,
        "excerpt": "False"
      },
      {
        "document": 1560,
        "excerpt": "False"
      },
      {
        "document": 1563,
        "excerpt": "False"
      },
      {
        "document": 1564,
        "excerpt": "False"
      },
      {
        "document": 1565,
        "excerpt": "False"
      },
      {
        "document": 1566,
        "excerpt": "False"
      },
      {
        "document": 1567,
        "excerpt": "False"
      },
      {
        "document": 1569,
        "excerpt": "False"
      },
      {
        "document": 1570,
        "excerpt": "False"
      },
      {
        "document": 1571,
        "excerpt": "False"
      },
      {
        "document": 1572,
        "excerpt": "False"
      },
      {
        "document": 1573,
        "excerpt": "False"
      },
      {
        "document": 1575,
        "excerpt": "False"
      },
      {
        "document": 1577,
        "excerpt": "False"
      },
      {
        "document": 1578,
        "excerpt": "False"
      },
      {
        "document": 1579,
        "excerpt": "False"
      },
      {
        "document": 1580,
        "excerpt": "False"
      },
      {
        "document": 1582,
        "excerpt": "False"
      },
      {
        "document": 1585,
        "excerpt": "False"
      },
      {
        "document": 1587,
        "excerpt": "False"
      },
      {
        "document": 1588,
        "excerpt": "False"
      },
      {
        "document": 1591,
        "excerpt": "False"
      },
      {
        "document": 1592,
        "excerpt": "False"
      },
      {
        "document": 1594,
        "excerpt": "False"
      },
      {
        "document": 1599,
        "excerpt": "False"
      },
      {
        "document": 1603,
        "excerpt": "False"
      },
      {
        "document": 1604,
        "excerpt": "False"
      },
      {
        "document": 1605,
        "excerpt": "False"
      },
      {
        "document": 1606,
        "excerpt": "False"
      },
      {
        "document": 1607,
        "excerpt": "False"
      },
      {
        "document": 1610,
        "excerpt": "False"
      },
      {
        "document": 1611,
        "excerpt": "False"
      },
      {
        "document": 1612,
        "excerpt": "False"
      },
      {
        "document": 1613,
        "excerpt": "False"
      },
      {
        "document": 1616,
        "excerpt": "False"
      },
      {
        "document": 1619,
        "excerpt": "False"
      },
      {
        "document": 1620,
        "excerpt": "False"
      },
      {
        "document": 1621,
        "excerpt": "False"
      },
      {
        "document": 1622,
        "excerpt": "False"
      },
      {
        "document": 1623,
        "excerpt": "False"
      },
      {
        "document": 1625,
        "excerpt": "False"
      },
      {
        "document": 1626,
        "excerpt": "False"
      },
      {
        "document": 1627,
        "excerpt": "False"
      },
      {
        "document": 1629,
        "excerpt": "False"
      },
      {
        "document": 1633,
        "excerpt": "False"
      },
      {
        "document": 1634,
        "excerpt": "False"
      },
      {
        "document": 1635,
        "excerpt": "False"
      },
      {
        "document": 1640,
        "excerpt": "False"
      },
      {
        "document": 1641,
        "excerpt": "False"
      },
      {
        "document": 1644,
        "excerpt": "False"
      },
      {
        "document": 1645,
        "excerpt": "False"
      },
      {
        "document": 1646,
        "excerpt": "False"
      },
      {
        "document": 1647,
        "excerpt": "False"
      },
      {
        "document": 1648,
        "excerpt": "False"
      },
      {
        "document": 1649,
        "excerpt": "False"
      },
      {
        "document": 1650,
        "excerpt": "False"
      },
      {
        "document": 1651,
        "excerpt": "False"
      },
      {
        "document": 1652,
        "excerpt": "False"
      },
      {
        "document": 1653,
        "excerpt": "False"
      },
      {
        "document": 1654,
        "excerpt": "False"
      },
      {
        "document": 1655,
        "excerpt": "False"
      },
      {
        "document": 1656,
        "excerpt": "False"
      },
      {
        "document": 1657,
        "excerpt": "False"
      },
      {
        "document": 1658,
        "excerpt": "False"
      },
      {
        "document": 1659,
        "excerpt": "False"
      },
      {
        "document": 1660,
        "excerpt": "False"
      },
      {
        "document": 1661,
        "excerpt": "False"
      },
      {
        "document": 1662,
        "excerpt": "False"
      },
      {
        "document": 1663,
        "excerpt": "False"
      },
      {
        "document": 1665,
        "excerpt": "False"
      },
      {
        "document": 1676,
        "excerpt": "False"
      },
      {
        "document": 1680,
        "excerpt": "False"
      },
      {
        "document": 1683,
        "excerpt": "False"
      },
      {
        "document": 1685,
        "excerpt": "False"
      },
      {
        "document": 1691,
        "excerpt": "False"
      },
      {
        "document": 1697,
        "excerpt": "False"
      },
      {
        "document": 1698,
        "excerpt": "False"
      },
      {
        "document": 1699,
        "excerpt": "False"
      },
      {
        "document": 1702,
        "excerpt": "False"
      },
      {
        "document": 1703,
        "excerpt": "False"
      },
      {
        "document": 1704,
        "excerpt": "False"
      },
      {
        "document": 1708,
        "excerpt": "False"
      },
      {
        "document": 1709,
        "excerpt": "False"
      },
      {
        "document": 1711,
        "excerpt": "False"
      },
      {
        "document": 1724,
        "excerpt": "False"
      },
      {
        "document": 1734,
        "excerpt": "False"
      },
      {
        "document": 1735,
        "excerpt": "False"
      },
      {
        "document": 1736,
        "excerpt": "False"
      },
      {
        "document": 1738,
        "excerpt": "False"
      },
      {
        "document": 1739,
        "excerpt": "False"
      },
      {
        "document": 1746,
        "excerpt": "False"
      },
      {
        "document": 1747,
        "excerpt": "False"
      },
      {
        "document": 1750,
        "excerpt": "False"
      },
      {
        "document": 1754,
        "excerpt": "False"
      },
      {
        "document": 1756,
        "excerpt": "False"
      },
      {
        "document": 1757,
        "excerpt": "False"
      }
    ],
    "fame": [
      {
        "document": 787,
        "excerpt": "own as the greatest magic item in the world by winning fame or notoriety for its user."
      }
    ],
    "familiar": [
      {
        "document": 886,
        "excerpt": "Find Familiar"
      },
      {
        "document": 965,
        "excerpt": "d a spell slot or a use of Wild Shape to cast the Find Familiar spell without Material components. When you cast the spell in this way, the familiar is Fey and disappe"
      },
      {
        "document": 972,
        "excerpt": "lock, Pact of the Chain Invocation When you cast Find Familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the follo"
      },
      {
        "document": 1193,
        "excerpt": "create an Invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (su"
      },
      {
        "document": 1265,
        "excerpt": "Find Familiar"
      },
      {
        "document": 1267,
        "excerpt": "ect physical route to a location you name. You must be familiar with the location, and the spell fails if you name a destination on another plane of existence, a moving"
      },
      {
        "document": 1339,
        "excerpt": "ion, up to 1 hour Describe or name a creature that is familiar to you. You sense the direction to the creature's location if that creature is within 1,000 feet of you."
      },
      {
        "document": 1340,
        "excerpt": ", up to 10 minutes Describe or name an object that is familiar to you. You sense the direction to the object's location if that object is within 1,000 feet of you. If"
      },
      {
        "document": 1358,
        "excerpt": "u can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence; 1 foot of stone, metal, or wood; or"
      },
      {
        "document": 1454,
        "excerpt": "- | - | - | 01–00 | | Very familiar | 01–05 | 06–13 | 14–24 | 25–00 | | Seen casually | 01–33 | 34–4"
      },
      {
        "document": 1507,
        "excerpt": "an take a Magic action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence (Arcana) check. On a successful check"
      },
      {
        "document": 1534,
        "excerpt": "within 1 mile of you if you name the location and are familiar with it. The broom comes back to you when you take a Magic action and use a command word if the broom is"
      },
      {
        "document": 1914,
        "excerpt": "spellcasting ability (spell save DC 11): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this"
      },
      {
        "document": 1969,
        "excerpt": "spellcasting ability (spell save DC 14): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this"
      },
      {
        "document": 2014,
        "excerpt": "spellcasting ability (spell save DC 11): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this"
      },
      {
        "document": 2054,
        "excerpt": "Vampire Familiar"
      }
    ],
    "familiar's": [
      {
        "document": 1265,
        "excerpt": "ditionally, as a Bonus Action, you can see through the familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special sense"
      },
      {
        "document": 2054,
        "excerpt": "lepathically, and the vampire can perceive through the familiar's senses."
      }
    ],
    "familiarity": [
      {
        "document": 1454,
        "excerpt": "it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The GM rolls 1d100 and consults t"
      }
    ],
    "family": [
      {
        "document": 554,
        "excerpt": "See also \"Size.\" Creature Type. This entry notes the family of beings a monster belongs to, along with any descriptive tags. See also “Creature Type.” Alignment. A"
      },
      {
        "document": 577,
        "excerpt": "dition, or Hazard - indicates that a rule is part of a family of rules. The tags also have glossary entries. \"You.\" The game's rules - in this glossary and elsewhere"
      }
    ],
    "famous": [
      {
        "document": 1333,
        "excerpt": "+ GP each) Duration: Instantaneous Name or describe a famous person, place, or object. The spell brings to your mind a brief summary of the significant lore about th"
      }
    ],
    "fan": [
      {
        "document": 267,
        "excerpt": "inted with scenes of misery in disturbing detail 74 A fan that, when unfolded, shows a sleepy cat 75 A set of bone pipes 76 A four-leaf clover pressed inside a"
      },
      {
        "document": 755,
        "excerpt": "Fan"
      },
      {
        "document": 1483,
        "excerpt": "V, S, M (a fan and a feather)"
      },
      {
        "document": 1579,
        "excerpt": "t Points. You can dismiss the bird as a Magic action. Fan (Uncommon). If you are on a boat or ship, you can take a Magic action to toss the token up to 10 feet in"
      },
      {
        "document": 1757,
        "excerpt": "Wind Fan"
      }
    ],
    "fanatic": [
      {
        "document": 1838,
        "excerpt": "Cultist Fanatic"
      }
    ],
    "fangs": [
      {
        "document": 948,
        "excerpt": "Fangs, puncturing objects"
      },
      {
        "document": 1153,
        "excerpt": "ay again. Natural Weapons. You grow claws (Slashing), fangs (Piercing), horns (Piercing), or hooves (Bludgeoning). When you use your Unarmed Strike to deal damage w"
      }
    ],
    "fantastic": [
      {
        "document": 1697,
        "excerpt": "cheery tavern, an immense palace, a tropical island, a fantastic carnival, or whatever else you can imagine. Regardless of its nature, the demiplane contains enough wate"
      }
    ],
    "fantastical": [
      {
        "document": 283,
        "excerpt": "ine whether your character is a human or a member of a fantastical species, such as dragonborn or gnome. The peoples of the multiverse hail from different worlds and incl"
      }
    ],
    "fantasy": [
      {
        "document": 365,
        "excerpt": "Lifestyle expenses summarize the cost of living in a fantasy world. They cover lodging, food, equipment maintenance, and other necessities. At the start of each wee"
      }
    ],
    "far": [
      {
        "document": 67,
        "excerpt": "s shown on the Travel Pace table. The table states how far the party can move in a period of time; if riding horses or other mounts, the group can move twice that"
      },
      {
        "document": 72,
        "excerpt": "on, the GM figures out where the adversaries are - how far away and in what direction. 2: Roll Initiative. Everyone involved in the combat encounter rolls Initiati"
      },
      {
        "document": 267,
        "excerpt": "a stylish cap 84 A receipt of deposit at a bank in a far-off city 85 A diary with seven missing pages 86 An empty silver snuffbox bearing the inscription “drea"
      },
      {
        "document": 494,
        "excerpt": "A spell's range indicates how far from the spellcaster the spell's effect can originate, and the spell's description specifies which part"
      },
      {
        "document": 954,
        "excerpt": "A magical trap flings a character into the Far Realm until the end of that character’s next turn."
      },
      {
        "document": 964,
        "excerpt": "s for 1 minute. For that duration, it tries to move as far from you as it can on its turns. This effect ends early on the creature if it takes any damage, if you h"
      },
      {
        "document": 1161,
        "excerpt": "creature must use its movement on its turns to get as far away as possible from the target, moving by the safest route. Sympathy. The creature has the Charmed co"
      },
      {
        "document": 1237,
        "excerpt": "immediately use its Reaction, if available, to move as far away from you as it can, using the safest route. On a successful save, the target takes half as much dam"
      },
      {
        "document": 1267,
        "excerpt": "me plane of existence as the destination, you know how far it is and in what direction it lies. Whenever you face a choice of paths along the way there, you know"
      },
      {
        "document": 1509,
        "excerpt": "es to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move up or down. When certain levers are used, the apparatus tr"
      },
      {
        "document": 1617,
        "excerpt": "way, a creature must spend its turns trying to move as far away from you as it can, and it can't make Opportunity Attacks. For its action, it can use only the Dash"
      },
      {
        "document": 1664,
        "excerpt": "ng it a Quarterstaff; the weapon will elongate only as far as the surrounding space allows. In certain forms, the weapon has the following additional properties."
      },
      {
        "document": 1760,
        "excerpt": "in 5d10 days, reviving with all its Hit Points in the Far Realm or another location chosen by the GM. Legendary Resistance (3/Day, or 4/Day in Lair). If the abol"
      }
    ],
    "farmer": [
      {
        "document": 688,
        "excerpt": "to fear and mental stress than common folk. Whereas a farmer might flee in terror from a bear or an apparition, adventurers are made of sterner stuff. That said, cer"
      }
    ],
    "farmsteads": [
      {
        "document": 245,
        "excerpt": ". The threats they face usually pose a danger to local farmsteads or villages."
      }
    ],
    "farther": [
      {
        "document": 548,
        "excerpt": "ved from the new speed. The result determines how much farther you can move. If the result is 0 or less, you can't use the new speed during the current move. For examp"
      },
      {
        "document": 689,
        "excerpt": "tion on each of its turns and uses its movement to get farther away from the source of its fear. - Attack rolls against the Frightened creature have Advantage. - The F"
      },
      {
        "document": 744,
        "excerpt": "Jump farther than normal, stay afloat in rough water, or break something."
      },
      {
        "document": 1612,
        "excerpt": "htning Bolt. When you throw this weapon at a target no farther than 120 feet from you, you can forgo making a ranged attack roll and instead turn the weapon into a bol"
      },
      {
        "document": 1677,
        "excerpt": "Action, you can move each sphere up to 30 feet, but no farther than 120 feet away from yourself. The first time the sphere comes within 5 feet of a creature other than"
      }
    ],
    "fashion": [
      {
        "document": 384,
        "excerpt": "c item meant to be worn must be donned in the intended fashion: boots go on feet, gloves on hands, hats and helmets on a head, and rings on a finger. Magic armor must"
      },
      {
        "document": 1518,
        "excerpt": "In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can't be use"
      },
      {
        "document": 1642,
        "excerpt": "ats are within half a mile of you to be called in this fashion (as determined by the GM). If there aren't enough rats to form a swarm, the charge is wasted. Called swa"
      }
    ],
    "fast": [
      {
        "document": 66,
        "excerpt": "the travel pace rules below. If you need to know how fast you can move when every second matters, see the movement rules in “Combat” later in “Playing the Game.”"
      },
      {
        "document": 67,
        "excerpt": "While traveling outside combat, a group can move at a Fast, Normal, or Slow pace, as shown on the Travel Pace table. The table states how far the party can move in"
      },
      {
        "document": 669,
        "excerpt": "A group of characters can travel overland at a Normal, Fast, or Slow pace, as described in “Playing the Game.” During any journey stage, the predominant terrain det"
      },
      {
        "document": 680,
        "excerpt": "ace by one step (from Slow to Normal or from Normal to Fast)."
      },
      {
        "document": 713,
        "excerpt": "les per hour × number of hours traveled (typically 8) Fast pace = Miles per day × 1½ (round down) Slow pace = Miles per day × 2/3 (round down) If the characters"
      },
      {
        "document": 738,
        "excerpt": "ate equipment (such as skis) is necessary to keep up a Fast pace in Arctic terrain. † Characters' rate of travel while waterborne depends on the vehicle carrying th"
      },
      {
        "document": 749,
        "excerpt": "Fast"
      },
      {
        "document": 848,
        "excerpt": "Extra Attack, Fast Movement"
      },
      {
        "document": 961,
        "excerpt": "Fast*"
      },
      {
        "document": 962,
        "excerpt": "Fast Movement"
      },
      {
        "document": 968,
        "excerpt": "ll-night vigil as a sign of penitence or undertaking a fast. After a rite of forgiveness, the Paladin starts fresh. If your Paladin unrepentantly violates their oa"
      },
      {
        "document": 984,
        "excerpt": "Fast Hands"
      },
      {
        "document": 1010,
        "excerpt": "e on attack rolls against a creature Grappled by you. Fast Wrestler. You don't have to spend extra movement to move a creature Grappled by you if the creature is y"
      }
    ],
    "fasten": [
      {
        "document": 1698,
        "excerpt": "til you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carr"
      }
    ],
    "fastened": [
      {
        "document": 384,
        "excerpt": "must be donned, a Shield strapped to the arm, a cloak fastened about the shoulders. A weapon must be held. In most cases, a magic item that's meant to be worn can fit"
      }
    ],
    "faster": [
      {
        "document": 973,
        "excerpt": "is is like copying a new spell into your spellbook but faster, since you already know how to cast the spell. You need spend only 1 hour and 10 GP for each level of th"
      }
    ],
    "fastest": [
      {
        "document": 378,
        "excerpt": "properties isn't automatic. The Identify spell is the fastest way to reveal an item's properties. Alternatively, you can focus on one magic item during a Short Rest w"
      },
      {
        "document": 1197,
        "excerpt": "The target spends its turn moving away from you by the fastest available means. Grovel. The target has the Prone condition and then ends its turn. Halt. On its turn,"
      }
    ],
    "fate": [
      {
        "document": 10,
        "excerpt": "isn't tied to an ability score. You're in the hands of fate now. Three Successes/Failures. Roll 1d20. If the roll is 10 or higher, you succeed. Otherwise, you fail"
      },
      {
        "document": 249,
        "excerpt": "their class features, becoming heroic archetypes. The fate of the world or even the order of the multiverse might hang in the balance during their adventures."
      },
      {
        "document": 964,
        "excerpt": "her feat of your choice for which you qualify. Boon of Fate is recommended."
      },
      {
        "document": 972,
        "excerpt": "her feat of your choice for which you qualify. Boon of Fate is recommended."
      },
      {
        "document": 979,
        "excerpt": "You can call on your fiendish patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add 1d10 to"
      },
      {
        "document": 1004,
        "excerpt": "Boon of Fate"
      },
      {
        "document": 1627,
        "excerpt": ", believing the two of you have been drawn together by fate. Work with your GM to create a name and backstory for this NPC. The GM can use a different stat block to"
      }
    ],
    "fates": [
      {
        "document": 761,
        "excerpt": "Fates"
      },
      {
        "document": 1627,
        "excerpt": "ile cursed in this way. Only a god or the magic of the Fates card can end this curse. Fates. Reality's fabric unravels and spins anew, allowing you to avoid or eras"
      }
    ],
    "fatigue": [
      {
        "document": 676,
        "excerpt": "ffers the following effects 1d4 days after infection: Fatigue. The creature gains 1 Exhaustion level. Weakness. While the creature has any Exhaustion levels, it rega"
      }
    ],
    "favor": [
      {
        "document": 762,
        "excerpt": "Bead of Favor"
      },
      {
        "document": 843,
        "excerpt": "Divine Favor"
      },
      {
        "document": 979,
        "excerpt": "can call on your fiendish patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add 1d10 to your roll. Yo"
      },
      {
        "document": 1239,
        "excerpt": "Divine Favor"
      }
    ],
    "favorably": [
      {
        "document": 632,
        "excerpt": "A Friendly creature views you favorably. You have Advantage on an ability check to influence a Friendly creature. See also “Influence.”"
      }
    ],
    "favored": [
      {
        "document": 247,
        "excerpt": "describes a character's vocation, special talents, and favored tactics. 2: Determine Origin. A character's origin includes two elements: background and species. How di"
      },
      {
        "document": 849,
        "excerpt": "Favored Enemy"
      },
      {
        "document": 969,
        "excerpt": "Favored Enemy"
      }
    ],
    "favorite": [
      {
        "document": 693,
        "excerpt": "Given their insidious and deadly nature, poisons are a favorite tool among assassins and evil creatures. Poisons come in the following four types: Contact. Contact poi"
      }
    ],
    "fear": [
      {
        "document": 688,
        "excerpt": "Fear and Mental Stress"
      },
      {
        "document": 689,
        "excerpt": "Fear Effects"
      },
      {
        "document": 782,
        "excerpt": "Wand of Fear Table 1"
      },
      {
        "document": 857,
        "excerpt": "Fear, Fly"
      },
      {
        "document": 863,
        "excerpt": "Fear"
      },
      {
        "document": 876,
        "excerpt": "Fear"
      },
      {
        "document": 888,
        "excerpt": "Fear"
      },
      {
        "document": 901,
        "excerpt": "Fear"
      },
      {
        "document": 953,
        "excerpt": "Sample Fear DCs"
      },
      {
        "document": 982,
        "excerpt": "our word be your promise. - Protect the weak and never fear to act. - Let your honorable deeds be an example."
      },
      {
        "document": 1207,
        "excerpt": "urn, with both you and the spirit as the source of the fear. As a Bonus Action on your later turns, you can teleport the spirit to an unoccupied space you can see"
      },
      {
        "document": 1263,
        "excerpt": "Fear"
      },
      {
        "document": 1303,
        "excerpt": "t the area using teleportation or interplanar travel. Fear. Creatures of any types you choose have the Frightened condition while in the area. Resistance. Creatur"
      },
      {
        "document": 1451,
        "excerpt": "choose which effect the symbol bears: Death, Discord, Fear, Pain, Sleep, or Stunning. Each one is explained below. Set the Trigger. You decide what triggers the g"
      },
      {
        "document": 1491,
        "excerpt": "on ability checks and attack rolls while the source of fear is within line of sight. Can't Approach. You can't willingly move closer to the source of fear."
      },
      {
        "document": 1665,
        "excerpt": "ng spells (save DC 13) from it: - Animal Friendship - Fear (affects Beasts only) - Speak with Animals"
      },
      {
        "document": 1743,
        "excerpt": "Wand of Fear"
      },
      {
        "document": 1761,
        "excerpt": "At Will: Acid Arrow (level 3 version), Detect Magic, Fear 1/Day Each: Speak with Dead, Vitriolic Sphere"
      },
      {
        "document": 1770,
        "excerpt": "f its next turn. Frightful Presence. The dragon casts Fear, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 14). The"
      },
      {
        "document": 1773,
        "excerpt": "At Will: Acid Arrow (level 4 version), Detect Magic, Fear 1/Day Each: Create Undead, Speak with Dead, Vitriolic Sphere (level 5 version)"
      },
      {
        "document": 1782,
        "excerpt": "f its next turn. Frightful Presence. The dragon casts Fear, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 18). The"
      },
      {
        "document": 1949,
        "excerpt": "rt of its next turn. Frightening Gaze. The lich casts Fear, using the same spellcasting ability as Spellcasting. The lich can't take this action again until the st"
      },
      {
        "document": 1986,
        "excerpt": "with all its Hit Points somewhere in the Nine Hells. Fear Aura. The pit fiend emanates an aura in a 20-foot Emanation while it doesn't have the Incapacitated cond"
      }
    ],
    "fears": [
      {
        "document": 47,
        "excerpt": "NPCs something they want or play on their sympathies, fears, or goals, you can form friendships, ward off violence, or learn a key piece of information. On the othe"
      },
      {
        "document": 953,
        "excerpt": "es an illusory manifestation of that character’s worst fears, visible only to that character."
      },
      {
        "document": 1374,
        "excerpt": "see within range and create an illusion of its deepest fears, visible only to that creature. The target makes a Wisdom saving throw. On a failed save, the target tak"
      }
    ],
    "feast": [
      {
        "document": 835,
        "excerpt": "Heroes’ Feast"
      },
      {
        "document": 904,
        "excerpt": "Heroes’ Feast"
      },
      {
        "document": 916,
        "excerpt": "Heroes’ Feast"
      },
      {
        "document": 1311,
        "excerpt": "Heroes' Feast"
      },
      {
        "document": 2025,
        "excerpt": "tect Magic, Dispel Magic, Greater Restoration, Heroes' Feast, Zone of Truth"
      }
    ],
    "feat": [
      {
        "document": 243,
        "excerpt": "y Bonus. 5: Adjust Ability Modifiers. If you choose a feat that increases one or more of your ability scores, your ability modifier also changes if the new score i"
      },
      {
        "document": 252,
        "excerpt": "to gain. With this approach, each character gains one feat of their choice for every 30,000 XP the character earns above 355,000 XP. Epic Boon feats are especially"
      },
      {
        "document": 271,
        "excerpt": "ty there. Ability Scores and Backgrounds Record Your Feat. A background gives you a feat, which grants your character particular capabilities. Feats are detailed"
      },
      {
        "document": 293,
        "excerpt": "Feat"
      },
      {
        "document": 301,
        "excerpt": "Feat Descriptions"
      },
      {
        "document": 302,
        "excerpt": "Parts of a Feat"
      },
      {
        "document": 659,
        "excerpt": "2: Choose a Feat"
      },
      {
        "document": 962,
        "excerpt": "You gain the Ability Score Improvement feat (see \"Feats\") or another feat of your choice for which you qualify. You gain this feature again at Barba"
      },
      {
        "document": 963,
        "excerpt": "You gain the Ability Score Improvement feat (see \"Feats\") or another feat of your choice for which you qualify. You gain this feature again at Bard"
      },
      {
        "document": 964,
        "excerpt": "You gain the Ability Score Improvement feat (see \"Feats\") or another feat of your choice for which you qualify. You gain this feature again at Cleri"
      },
      {
        "document": 965,
        "excerpt": "You gain the Ability Score Improvement feat (see \"Feats\") or another feat of your choice for which you qualify. You gain this feature again at Druid"
      },
      {
        "document": 966,
        "excerpt": "e honed your martial prowess and gain a Fighting Style feat of your choice (see “Feats”). Defense is recommended. Whenever you gain a Fighter level, you can replac"
      },
      {
        "document": 967,
        "excerpt": "You gain the Ability Score Improvement feat (see \"Feats\") or another feat of your choice for which you qualify. You gain this feature again at Monk"
      },
      {
        "document": 968,
        "excerpt": "You gain a Fighting Style feat of your choice (see “Feats” for feats). Instead of choosing one of those feats, you can choose the optio"
      },
      {
        "document": 969,
        "excerpt": "You gain a Fighting Style feat of your choice (see \"Feats\"). Instead of choosing one of those feats, you can choose the option below."
      },
      {
        "document": 970,
        "excerpt": "You gain the Ability Score Improvement feat (see \"Feats\") or another feat of your choice for which you qualify. You gain this feature again at Rogue"
      },
      {
        "document": 971,
        "excerpt": "You gain the Ability Score Improvement feat (see \"Feats\") or another feat of your choice for which you qualify. You gain this feature again at Sorce"
      },
      {
        "document": 972,
        "excerpt": "You gain the Ability Score Improvement feat (see \"Feats\") or another feat of your choice for which you qualify. You gain this feature again at Warlo"
      },
      {
        "document": 973,
        "excerpt": "You gain the Ability Score Improvement feat (see \"Feats\") or another feat of your choice for which you qualify. You gain this feature again at Wizar"
      },
      {
        "document": 974,
        "excerpt": "You gain another Fighting Style feat of your choice."
      },
      {
        "document": 992,
        "excerpt": "You gain an Origin feat of your choice (see \"Feats\"). Skilled is recommended. Fiendish Legacies | Legacy | Level 1"
      },
      {
        "document": 995,
        "excerpt": "Ability Scores: Intelligence, Wisdom, Charisma Feat: Magic Initiate (Cleric) (see “Feats”) Skill Proficiencies: Insight and Religion Tool Proficiency: Cal"
      },
      {
        "document": 996,
        "excerpt": "Ability Scores: Dexterity, Constitution, Intelligence Feat: Alert (see “Feats”) Skill Proficiencies: Sleight of Hand and Stealth Tool Proficiency: Thieves' Tools"
      },
      {
        "document": 997,
        "excerpt": "Ability Scores: Constitution, Intelligence, Wisdom Feat: Magic Initiate (Wizard) (see “Feats”) Skill Proficiencies: Arcana and History Tool Proficiency: Calli"
      },
      {
        "document": 998,
        "excerpt": "Ability Scores: Strength, Dexterity, Constitution Feat: Savage Attacker (see “Feats”) Skill Proficiencies: Athletics and Intimidation Tool Proficiency: Choos"
      },
      {
        "document": 999,
        "excerpt": "General Feat (Prerequisite: Level 4+) Increase one ability score of your choice by 2, or increase two ability scores"
      },
      {
        "document": 1000,
        "excerpt": "Origin Feat You gain the following benefits. Initiative Proficiency. When you roll Initiative, you can add your Pr"
      },
      {
        "document": 1001,
        "excerpt": "Fighting Style Feat (Prerequisite: Fighting Style Feature) You gain a +2 bonus to attack rolls you make with Ranged weapons"
      },
      {
        "document": 1002,
        "excerpt": "Epic Boon Feat (Prerequisite: Level 19+) You gain the following benefits. Ability Score Increase. Increase one abilit"
      },
      {
        "document": 1003,
        "excerpt": "Epic Boon Feat (Prerequisite: Level 19+) You gain the following benefits. Ability Score Increase. Increase one abilit"
      },
      {
        "document": 1004,
        "excerpt": "Epic Boon Feat (Prerequisite: Level 19+) You gain the following benefits. Ability Score Increase. Increase one abilit"
      },
      {
        "document": 1005,
        "excerpt": "Epic Boon Feat (Prerequisite: Level 19+) You gain the following benefits. Ability Score Increase. Increase your Stren"
      },
      {
        "document": 1006,
        "excerpt": "Epic Boon Feat (Prerequisite: Level 19+, Spellcasting Feature) You gain the following benefits. Ability Score Increas"
      },
      {
        "document": 1007,
        "excerpt": "Epic Boon Feat (Prerequisite: Level 19+) You gain the following benefits. Ability Score Increase. Increase one abilit"
      },
      {
        "document": 1008,
        "excerpt": "Epic Boon Feat (Prerequisite: Level 19+) You gain the following benefits. Ability Score Increase. Increase one abilit"
      },
      {
        "document": 1009,
        "excerpt": "Fighting Style Feat (Prerequisite: Fighting Style Feature) While you're wearing Light, Medium, or Heavy armor, you gain a +"
      },
      {
        "document": 1010,
        "excerpt": "General Feat (Prerequisite: Level 4+, Strength or Dexterity 13+) You gain the following benefits. Ability Score Inc"
      },
      {
        "document": 1011,
        "excerpt": "Fighting Style Feat (Prerequisite: Fighting Style Feature) When you roll damage for an attack you make with a Melee weapon"
      },
      {
        "document": 1012,
        "excerpt": "Origin Feat You gain the following benefits. Two Cantrips. You learn two cantrips of your choice from the Cleric,"
      },
      {
        "document": 1013,
        "excerpt": "Origin Feat You've trained to deal particularly damaging strikes. Once per turn when you hit a target with a weapon"
      },
      {
        "document": 1014,
        "excerpt": "Origin Feat You gain proficiency in any combination of three skills or tools of your choice. Repeatable. You can t"
      },
      {
        "document": 1015,
        "excerpt": "Fighting Style Feat (Prerequisite: Fighting Style Feature) When you make an extra attack as a result of using a weapon that"
      },
      {
        "document": 1484,
        "excerpt": "n Learning. You replace one of your feats with another feat for which you are eligible. You lose all the benefits of the old feat and gain the benefits of the new o"
      }
    ],
    "feat's": [
      {
        "document": 302,
        "excerpt": "ins the following parts, which are presented after the feat's name. Category. A feat is a member of a category, which is noted in the feat. If you're instructed to c"
      },
      {
        "document": 1012,
        "excerpt": "dom, or Charisma is your spellcasting ability for this feat's spells (choose when you select this feat). Level 1 Spell. Choose a level 1 spell from the same list you"
      }
    ],
    "feather": [
      {
        "document": 378,
        "excerpt": ", or a feathered design might hint that it's a Ring of Feather Falling. Wearing or experimenting with an item can also offer hints about its properties. In the specif"
      },
      {
        "document": 755,
        "excerpt": "Feather Tokens"
      },
      {
        "document": 767,
        "excerpt": "Chain Lightning (3 charges), Feather Fall (0 charges), Gust of Wind (2 charges), Wind Wall (1 charge)"
      },
      {
        "document": 820,
        "excerpt": "A bright-green feather"
      },
      {
        "document": 860,
        "excerpt": "Feather Fall"
      },
      {
        "document": 886,
        "excerpt": "Feather Fall"
      },
      {
        "document": 899,
        "excerpt": "Feather Fall"
      },
      {
        "document": 973,
        "excerpt": "ix level 1 Wizard spells of your choice. Detect Magic, Feather Fall, Mage Armor, Magic Missile, Sleep, and Thunderwave are recommended. Whenever you gain a Wizard lev"
      },
      {
        "document": 1251,
        "excerpt": "V, S, M (fur or a feather)"
      },
      {
        "document": 1263,
        "excerpt": "V, S, M (a white feather)"
      },
      {
        "document": 1264,
        "excerpt": "Feather Fall"
      },
      {
        "document": 1277,
        "excerpt": "V, S, M (a cockatrice feather)"
      },
      {
        "document": 1279,
        "excerpt": "V, S, M (a feather)"
      },
      {
        "document": 1283,
        "excerpt": "V, S, M (a hummingbird feather)"
      },
      {
        "document": 1314,
        "excerpt": "V, S, M (a tart and a feather)"
      },
      {
        "document": 1483,
        "excerpt": "V, S, M (a fan and a feather)"
      },
      {
        "document": 1579,
        "excerpt": "Feather Token"
      },
      {
        "document": 1645,
        "excerpt": "ngs little bits into view: a fish scale, a hummingbird feather, a cat claw, or a squirrel hair."
      },
      {
        "document": 1669,
        "excerpt": "Ring of Feather Falling"
      }
    ],
    "feathered": [
      {
        "document": 378,
        "excerpt": "activate a ring might be etched inside the band, or a feathered design might hint that it's a Ring of Feather Falling. Wearing or experimenting with an item can also o"
      }
    ],
    "feats": [
      {
        "document": 37,
        "excerpt": "se. The game also includes elements - class features, feats, weapon properties, spells, magic items, monster abilities, and the like - that sometimes contradict a g"
      },
      {
        "document": 252,
        "excerpt": "Bonus Feats at Level 20"
      },
      {
        "document": 271,
        "excerpt": ", which grants your character particular capabilities. Feats are detailed in “Feats.” Write the feat on your character sheet. Note Proficiencies. Your background gi"
      },
      {
        "document": 293,
        "excerpt": "your character a specified Origin feat (described in \"Feats\")."
      },
      {
        "document": 298,
        "excerpt": "Feats"
      },
      {
        "document": 299,
        "excerpt": "Fighting Style Feats"
      },
      {
        "document": 300,
        "excerpt": "Epic Boon Feats"
      },
      {
        "document": 301,
        "excerpt": "The feats that follow are organized by category - Origin, General, Fighting Style, or Epic Boon - and alphabetized"
      },
      {
        "document": 303,
        "excerpt": "Origin Feats"
      },
      {
        "document": 304,
        "excerpt": "General Feats"
      },
      {
        "document": 659,
        "excerpt": "Choose one feat from the Origin category. See “Origin Feats” for examples of Origin feats."
      },
      {
        "document": 962,
        "excerpt": "You gain the Ability Score Improvement feat (see \"Feats\") or another feat of your choice for which you qualify. You gain this feature again at Barbarian levels"
      },
      {
        "document": 963,
        "excerpt": "You gain the Ability Score Improvement feat (see \"Feats\") or another feat of your choice for which you qualify. You gain this feature again at Bard levels 8, 12"
      },
      {
        "document": 964,
        "excerpt": "You gain the Ability Score Improvement feat (see \"Feats\") or another feat of your choice for which you qualify. You gain this feature again at Cleric levels 8,"
      },
      {
        "document": 965,
        "excerpt": "m, and Charisma scores; class features; languages; and feats. You also retain your skill and saving throw proficiencies and use your Proficiency Bonus for them, in a"
      },
      {
        "document": 966,
        "excerpt": "ss and gain a Fighting Style feat of your choice (see “Feats”). Defense is recommended. Whenever you gain a Fighter level, you can replace the feat you chose with a"
      },
      {
        "document": 967,
        "excerpt": "You gain the Ability Score Improvement feat (see \"Feats\") or another feat of your choice for which you qualify. You gain this feature again at Monk levels 8, 1"
      },
      {
        "document": 968,
        "excerpt": "You gain a Fighting Style feat of your choice (see “Feats” for feats). Instead of choosing one of those feats, you can choose the option below. Blessed Warrior."
      },
      {
        "document": 969,
        "excerpt": "You gain a Fighting Style feat of your choice (see \"Feats\"). Instead of choosing one of those feats, you can choose the option below. Druidic Warrior. You learn"
      },
      {
        "document": 970,
        "excerpt": "You gain the Ability Score Improvement feat (see \"Feats\") or another feat of your choice for which you qualify. You gain this feature again at Rogue levels 8, 1"
      },
      {
        "document": 971,
        "excerpt": "You gain the Ability Score Improvement feat (see \"Feats\") or another feat of your choice for which you qualify. You gain this feature again at Sorcerer levels 8"
      },
      {
        "document": 972,
        "excerpt": "You gain the Ability Score Improvement feat (see \"Feats\") or another feat of your choice for which you qualify. You gain this feature again at Warlock levels 8,"
      },
      {
        "document": 973,
        "excerpt": "You gain the Ability Score Improvement feat (see \"Feats\") or another feat of your choice for which you qualify. You gain this feature again at Wizard levels 8,"
      },
      {
        "document": 992,
        "excerpt": "You gain an Origin feat of your choice (see \"Feats\"). Skilled is recommended. Fiendish Legacies | Legacy | Level 1"
      },
      {
        "document": 995,
        "excerpt": "Magic Initiate (Cleric) (see “Feats”)"
      },
      {
        "document": 996,
        "excerpt": "Alert (see “Feats”)"
      },
      {
        "document": 997,
        "excerpt": "Magic Initiate (Wizard) (see “Feats”)"
      },
      {
        "document": 998,
        "excerpt": "Savage Attacker (see “Feats”)"
      },
      {
        "document": 1484,
        "excerpt": "for 8 hours. Sudden Learning. You replace one of your feats with another feat for which you are eligible. You lose all the benefits of the old feat and gain the ben"
      }
    ],
    "feature": [
      {
        "document": 35,
        "excerpt": "xample) before being added. For example, the Expertise feature (see “Rules Glossary”) doubles the Proficiency Bonus for certain ability checks. Whenever the bonus is u"
      },
      {
        "document": 37,
        "excerpt": "l rule disagree, the exception wins. For example, if a feature says you can make melee attacks using your Charisma, you can do so, even though that statement disagrees"
      },
      {
        "document": 44,
        "excerpt": "on your turn called a Bonus Action. The Cunning Action feature, for example, allows a Rogue to take a Bonus Action. You can take a Bonus Action only when a special ab"
      },
      {
        "document": 74,
        "excerpt": "cting with Things. You can interact with one object or feature of the environment for free, during either your move or action. For example, you could open a door durin"
      },
      {
        "document": 75,
        "excerpt": "the corner of a wall, a large tree, or another terrain feature that fills its space. Ranges. To determine the range on a grid between two things - whether creatures o"
      },
      {
        "document": 92,
        "excerpt": "Game.” - Circumstantial Bonuses and Penalties. A class feature, a spell, or another rule might give a bonus or penalty to the die roll. 6: Compare the Total to a Targe"
      },
      {
        "document": 106,
        "excerpt": "her damage dice, such as from the Rogue's Sneak Attack feature, you also roll those dice twice."
      },
      {
        "document": 239,
        "excerpt": "Look at your class's feature table in \"Classes,\" and write down the level 1 features. The class features are detailed there too. Som"
      },
      {
        "document": 241,
        "excerpt": "culate your AC using the rules in \"Equipment.\" A class feature might give you a different way to calculate your AC. Attacks. In the Weapons & Damage Cantrips section"
      },
      {
        "document": 243,
        "excerpt": "level in that class. Make any choices offered by a new feature. 4: Adjust Proficiency Bonus. A character's Proficiency Bonus increases at certain levels, as shown in"
      },
      {
        "document": 262,
        "excerpt": "mple, a Monk/Sorcerer with a Monk's Unarmored Defense feature and a Sorcerer's Draconic Resilience feature must choose only one of those features as a way to calculat"
      },
      {
        "document": 263,
        "excerpt": "If you gain the Extra Attack feature from more than one class, the features don't stack. You can't make more than two attacks with this featu"
      },
      {
        "document": 264,
        "excerpt": "evels in those classes. Once you have the Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from"
      },
      {
        "document": 302,
        "excerpt": "must meet any prerequisite in its description unless a feature allows you to take the feat without the prerequisite. If a prerequisite includes a class, you must have"
      },
      {
        "document": 383,
        "excerpt": "roperty, which is usable only by a character who has a feature, such as Weapon Mastery, that unlocks the property for the character. The properties are defined below."
      },
      {
        "document": 409,
        "excerpt": "erties” section. To use that property, you must have a feature that lets you use it."
      },
      {
        "document": 499,
        "excerpt": "an substitute a Spellcasting Focus if the caster has a feature that allows that substitution. To use a Component Pouch, you must have a hand free to reach into it, and"
      },
      {
        "document": 508,
        "excerpt": "list of level 1+ spells you prepare, your spellcasting feature specifies when you can change the list and the number of spells you can change, as summarized in the Spe"
      },
      {
        "document": 517,
        "excerpt": "haustion condition, its level decreases by 1. Special Feature. Some features are recharged by a Long Rest. If you have such a feature, it recharges in the way specifi"
      },
      {
        "document": 518,
        "excerpt": "a spell that has a casting time of an action or use a feature or magic item that requires a Magic action to be activated. If you cast a spell that has a casting time"
      },
      {
        "document": 543,
        "excerpt": "an additional Hit Point Die after each roll. Special Feature. Some features are recharged by a Short Rest. If you have such a feature, it recharges in the way specif"
      },
      {
        "document": 555,
        "excerpt": "g between Attacks. If you move on your turn and have a feature, such as Extra Attack, that gives you more than one attack as part of the Attack action, you can use som"
      },
      {
        "document": 627,
        "excerpt": "Expertise is a feature that enhances your use of a skill proficiency. When you make an ability check with a skill proficiency i"
      },
      {
        "document": 737,
        "excerpt": "If a monster has a feature that lower-level characters can't easily overcome, consider not adding that monster to an encounter for"
      },
      {
        "document": 742,
        "excerpt": "y used is determined by the spellcaster’s spellcasting feature, as explained in “Spells”)"
      },
      {
        "document": 745,
        "excerpt": "Cast a spell, use a magic item, or use a magical feature."
      },
      {
        "document": 747,
        "excerpt": "s is the highest an adventurer’s score can go unless a feature says otherwise."
      },
      {
        "document": 824,
        "excerpt": "Subclass feature"
      },
      {
        "document": 839,
        "excerpt": "Subclass feature"
      },
      {
        "document": 840,
        "excerpt": "Empowered Strikes, Subclass feature"
      },
      {
        "document": 842,
        "excerpt": "Subclass feature"
      },
      {
        "document": 848,
        "excerpt": "Subclass feature"
      },
      {
        "document": 849,
        "excerpt": "Subclass feature"
      },
      {
        "document": 855,
        "excerpt": "Subclass feature"
      },
      {
        "document": 858,
        "excerpt": "Subclass feature"
      },
      {
        "document": 871,
        "excerpt": "Subclass feature"
      },
      {
        "document": 883,
        "excerpt": "Subclass feature"
      },
      {
        "document": 896,
        "excerpt": "Subclass feature"
      },
      {
        "document": 908,
        "excerpt": "Subclass feature"
      },
      {
        "document": 962,
        "excerpt": "at of your choice for which you qualify. You gain this feature again at Barbarian levels 8, 12, and 16."
      },
      {
        "document": 963,
        "excerpt": "1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Bard spell list. Charm Person, Color Spray, Dissonant Whi"
      },
      {
        "document": 964,
        "excerpt": "1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Cleric spell list. Bless, Cure Wounds, Guiding Bolt, and"
      },
      {
        "document": 965,
        "excerpt": "1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Druid spell list. Animal Friendship, Cure Wounds, Faerie"
      },
      {
        "document": 966,
        "excerpt": "ual to 1d10 plus your Fighter level. You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when y"
      },
      {
        "document": 967,
        "excerpt": "Monk level plus the number rolled. Once you use this feature, you can't use it again until you finish a Long Rest."
      },
      {
        "document": 968,
        "excerpt": "1+ spells that are available for you to cast with this feature. To start, choose two level 1 Paladin spells. Heroism and Searing Smite are recommended. The number of"
      },
      {
        "document": 969,
        "excerpt": "1+ spells that are available for you to cast with this feature. To start, choose two level 1 Ranger spells. Cure Wounds and Ensnaring Strike are recommended. The numb"
      },
      {
        "document": 970,
        "excerpt": "next attack roll on the current turn. You can use this feature only if you haven't moved during this turn, and after you use it, your Speed is 0 until the end of the c"
      },
      {
        "document": 971,
        "excerpt": "level, you can replace one of your cantrips from this feature with another Sorcerer cantrip of your choice. When you reach Sorcerer levels 4 and 10, you learn anothe"
      },
      {
        "document": 972,
        "excerpt": "level, you can replace one of your cantrips from this feature with another Warlock cantrip of your choice. When you reach Warlock levels 4 and 10, you learn another"
      },
      {
        "document": 973,
        "excerpt": "g Rest, you can replace one of your cantrips from this feature with another Wizard cantrip of your choice. When you reach Wizard levels 4 and 10, you learn another Wi"
      },
      {
        "document": 975,
        "excerpt": "spells that you have prepared from your Circle Spells feature without expending a spell slot, and you must finish a Long Rest before you do so again. In addition, wh"
      },
      {
        "document": 977,
        "excerpt": "n, you have a Fly Speed of 60 feet. Once you use this feature, you can't use it again until you finish a Long Rest unless you spend 3 Sorcery Points (no action requir"
      },
      {
        "document": 978,
        "excerpt": "u do so, you suffer no adverse effect. If you use this feature again before you finish a Long Rest, you take 2d12 Necrotic damage for each level of the spell slot imme"
      },
      {
        "document": 979,
        "excerpt": "e an ability check or a saving throw, you can use this feature to add 1d10 to your roll. You can do so after seeing the roll but before any of the roll's effects occur"
      },
      {
        "document": 980,
        "excerpt": "You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with"
      },
      {
        "document": 981,
        "excerpt": "ude you), and divide those Hit Points among them. This feature can restore a creature to no more than half its Hit Point maximum."
      },
      {
        "document": 982,
        "excerpt": "positive energy. For 10 minutes or until you use this feature again, you add your Charisma modifier to attack rolls you make with that weapon (minimum bonus of +1), a"
      },
      {
        "document": 983,
        "excerpt": "the effect on itself on a success. Once you use this feature, you can't use it again until you finish a Long Rest unless you expend a use of your Rage (no action req"
      },
      {
        "document": 985,
        "excerpt": "r (minimum of 1 Hit Point regained). You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when"
      },
      {
        "document": 1001,
        "excerpt": "Fighting Style Feature"
      },
      {
        "document": 1006,
        "excerpt": "Level 19+, Spellcasting Feature"
      },
      {
        "document": 1009,
        "excerpt": "Fighting Style Feature"
      },
      {
        "document": 1011,
        "excerpt": "Fighting Style Feature"
      },
      {
        "document": 1015,
        "excerpt": "Fighting Style Feature"
      },
      {
        "document": 1256,
        "excerpt": "eal Plane can't perceive or interact with you unless a feature gives them the ability to do so. When the spell ends, you return to the plane you left in the spot that"
      },
      {
        "document": 1420,
        "excerpt": "d ability to communicate. If you have the Spellcasting feature, you retain it too. Upon shape-shifting, you determine whether your equipment drops to the ground or ch"
      }
    ],
    "feature's": [
      {
        "document": 972,
        "excerpt": "type. Your bond with the weapon ends if you use this feature's Bonus Action again, if the weapon is more than 5 feet away from you for 1 minute or more, or if you die."
      }
    ],
    "features": [
      {
        "document": 24,
        "excerpt": "nt types of attack rolls. Attack Roll Abilities Some features let you use different ability modifiers from those listed. For example, the Finesse property (see “Equip"
      },
      {
        "document": 27,
        "excerpt": "ls, and more. Only One Base AC. Some spells and class features give characters a different way to calculate their AC. A character with multiple features that give diff"
      },
      {
        "document": 37,
        "excerpt": "ay otherwise. The game also includes elements - class features, feats, weapon properties, spells, magic items, monster abilities, and the like - that sometimes contrad"
      },
      {
        "document": 42,
        "excerpt": "lso do things not covered by these actions. Many class features and other abilities provide additional action options, and you can improvise other actions. When you des"
      },
      {
        "document": 44,
        "excerpt": "Various class features, spells, and other abilities let you take an additional action on your turn called a Bonus Action. The C"
      },
      {
        "document": 74,
        "excerpt": "“Actions” earlier in “Playing the Game.” A character’s features and a monster’s stat block also provide action options. “Movement and Position” later in “Playing the Ga"
      },
      {
        "document": 117,
        "excerpt": "if it can cast at least one spell using its traits or features, not by using a magic item or the like. Items Made for Specific Creatures. Magic items that are meant t"
      },
      {
        "document": 168,
        "excerpt": "A monster's traits, if any, are features that are active at all times or in certain situations."
      },
      {
        "document": 181,
        "excerpt": "of creature it is. Certain spells, magic items, class features, and other effects in the game interact in special ways with creatures of a particular type. The game i"
      },
      {
        "document": 228,
        "excerpt": "ate in it, read it, and write it. Your class and other features might also give you languages. The Standard Languages table lists languages that are widespread in the"
      },
      {
        "document": 239,
        "excerpt": "Record Class Features"
      },
      {
        "document": 241,
        "excerpt": "you the Spellcasting or Pact Magic feature, your class features table shows the number of spell slots you have available, how many cantrips you know, and how many spell"
      },
      {
        "document": 243,
        "excerpt": "table. Fixed Hit Points by Class 3: Record New Class Features. Look at your class features table in \"Classes,\" and note the features you gain at your new level in tha"
      },
      {
        "document": 245,
        "excerpt": "traordinary abilities. They learn their starting class features and choose a subclass. The threats they face usually pose a danger to local farmsteads or villages."
      },
      {
        "document": 248,
        "excerpt": "s learn reality-altering spells. Other characters gain features that allow them to make more attacks or to do more impressive things with those attacks. These adventure"
      },
      {
        "document": 249,
        "excerpt": "tier 4, characters achieve the pinnacle of their class features, becoming heroic archetypes. The fate of the world or even the order of the multiverse might hang in the"
      },
      {
        "document": 261,
        "excerpt": "Class Features"
      },
      {
        "document": 262,
        "excerpt": "conic Resilience feature must choose only one of those features as a way to calculate Armor Class."
      },
      {
        "document": 263,
        "excerpt": "the Extra Attack feature from more than one class, the features don't stack. You can't make more than two attacks with this feature unless you have a feature that says"
      },
      {
        "document": 271,
        "excerpt": "d note the proficiencies on your character sheet. The features table in your class description shows your Proficiency Bonus (described in “Playing the Game”), which is"
      },
      {
        "document": 407,
        "excerpt": "ely, as explained below. A character's class and other features determine the character's armor training. A monster has training with any armor in its stat block."
      },
      {
        "document": 413,
        "excerpt": "that check, you have Advantage on the check too. Your features might give you proficiency with a tool. A monster has proficiency with any tool in its stat block."
      },
      {
        "document": 431,
        "excerpt": "an attack roll you make with it. A player character's features can provide weapon proficiencies. A monster is proficient with any weapon in its stat block."
      },
      {
        "document": 489,
        "excerpt": "in parentheses after the spell's school of magic. Some features add a spell to a character's spell list even if the character isn't a member of a class in the parenthes"
      },
      {
        "document": 497,
        "excerpt": "spell from a magic item, such as a Spell Scroll. Your features specify which spells you have access to, if any; whether you always have certain spells prepared; and wh"
      },
      {
        "document": 509,
        "excerpt": "Certain features might give you a spell that you always have prepared. If you also have a list of prepared spells that yo"
      },
      {
        "document": 517,
        "excerpt": "tion, its level decreases by 1. Special Feature. Some features are recharged by a Long Rest. If you have such a feature, it recharges in the way specified in its descr"
      },
      {
        "document": 526,
        "excerpt": "The descriptions of many spells and other features specify that they have an area of effect, which typically has one of six shapes. These shapes are define"
      },
      {
        "document": 543,
        "excerpt": "Hit Point Die after each roll. Special Feature. Some features are recharged by a Short Rest. If you have such a feature, it recharges in the way specified in its desc"
      },
      {
        "document": 554,
        "excerpt": "ce Points.” Traits. The monster's traits, if any, are features that are active at all times or in certain situations. Actions. The monster can take these actions in a"
      },
      {
        "document": 619,
        "excerpt": "ose below or from the special actions provided by your features. See also “Playing the Game” (“Actions”). These actions are defined elsewhere in this glossary:"
      },
      {
        "document": 725,
        "excerpt": "The following features can make a combat encounter more interesting or challenging: Changes in Elevation. Terrain features tha"
      },
      {
        "document": 737,
        "excerpt": "Unusual Features"
      },
      {
        "document": 824,
        "excerpt": "Druid Features"
      },
      {
        "document": 839,
        "excerpt": "Fighter Features"
      },
      {
        "document": 840,
        "excerpt": "Monk Features"
      },
      {
        "document": 842,
        "excerpt": "Paladin Features"
      },
      {
        "document": 848,
        "excerpt": "Barbarian Features"
      },
      {
        "document": 849,
        "excerpt": "Ranger Features"
      },
      {
        "document": 855,
        "excerpt": "Rogue Features"
      },
      {
        "document": 858,
        "excerpt": "Sorcerer Features"
      },
      {
        "document": 871,
        "excerpt": "Warlock Features"
      },
      {
        "document": 883,
        "excerpt": "Wizard Features"
      },
      {
        "document": 896,
        "excerpt": "Bard Features"
      },
      {
        "document": 908,
        "excerpt": "Cleric Features"
      },
      {
        "document": 962,
        "excerpt": "r Barbarian level in the Rages column of the Barbarian Features table. You regain one expended use when you finish a Short Rest, and you regain all expended uses when y"
      },
      {
        "document": 963,
        "excerpt": "levels, as shown in the Bardic Die column of the Bard Features table. The die becomes a d8 at level 5, a d10 at level 10, and a d12 at level 15."
      },
      {
        "document": 964,
        "excerpt": "ll list, as shown in the Cantrips column of the Cleric Features table. Spell Slots. The Cleric Features table shows how many spell slots you have to cast your level 1+"
      },
      {
        "document": 965,
        "excerpt": "ell list, as shown in the Cantrips column of the Druid Features table. Spell Slots. The Druid Features table shows how many spell slots you have to cast your level 1+"
      },
      {
        "document": 966,
        "excerpt": "ure, as shown in the Second Wind column of the Fighter Features table."
      },
      {
        "document": 967,
        "excerpt": "evels, as shown in the Martial Arts column of the Monk Features table. Dexterous Attacks. You can use your Dexterity modifier instead of your Strength modifier for the"
      },
      {
        "document": 968,
        "excerpt": "in the class’s description. Spell Slots. The Paladin Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots wh"
      },
      {
        "document": 969,
        "excerpt": "r in the class’s description. Spell Slots. The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots wh"
      },
      {
        "document": 970,
        "excerpt": "vels, as shown in the Sneak Attack column of the Rogue Features table."
      },
      {
        "document": 971,
        "excerpt": "hoice, as shown in the Cantrips column of the Sorcerer Features table. Spell Slots. The Sorcerer Features table shows how many spell slots you have to cast your level"
      },
      {
        "document": 972,
        "excerpt": "ice, as shown in the Invocations column of the Warlock Features table. You can't pick the same invocation more than once unless its description says otherwise."
      },
      {
        "document": 973,
        "excerpt": "choice, as shown in the Cantrips column of the Wizard Features table. Spellbook. Your wizardly apprenticeship culminated in the creation of a unique book: your spellb"
      },
      {
        "document": 976,
        "excerpt": "l for which you have spell slots, as shown in the Bard Features table. You always have the chosen spells prepared, and whenever you gain a Bard level, you can replace"
      },
      {
        "document": 1153,
        "excerpt": "t you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yo"
      },
      {
        "document": 1484,
        "excerpt": "that is a prerequisite for any of your other feats or features. Roll Redo. You undo a single recent event by forcing a reroll of any die roll made within the last rou"
      },
      {
        "document": 1623,
        "excerpt": "nt any number of three-dimensional objects and terrain features (such as walls, doors, trees, flowers, weapons, webs, and pits), provided these elements are all confine"
      }
    ],
    "fed": [
      {
        "document": 227,
        "excerpt": "species inspire how you imagine their past. That past fed into the character's present. With that in mind, consider answers to the following questions as your cha"
      }
    ],
    "feed": [
      {
        "document": 921,
        "excerpt": "Feed per day"
      }
    ],
    "feeding": [
      {
        "document": 1516,
        "excerpt": "ery Rare This bag resembles a Bag of Holding but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice. The ex"
      }
    ],
    "feel": [
      {
        "document": 670,
        "excerpt": "curse for a time. Regardless, narrative curses should feel like rare, potent magic rooted in the lore of your campaign."
      },
      {
        "document": 674,
        "excerpt": "llowing examples show how magical contagions can work. Feel free to alter the saving throw DCs, effects, and other characteristics of these contagions to suit your"
      },
      {
        "document": 692,
        "excerpt": "ert a particular set of abilities. The character might feel enervated and unable to exert much Strength, for example, or become so suspicious of others that Charism"
      },
      {
        "document": 1234,
        "excerpt": "pass through the hat, and anyone who touches it would feel nothing. To discern that you are disguised, a creature must take the Study action to inspect your appea"
      },
      {
        "document": 1363,
        "excerpt": "area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. Open fields or a road could be made to resemble a swamp, hill, crevasse"
      },
      {
        "document": 1528,
        "excerpt": "(Requires Attunement) These furred boots are snug and feel warm. While wearing them, you gain the following benefits. Cold Resistance. You have Resistance to Cold"
      },
      {
        "document": 1561,
        "excerpt": "ll directions for 40 miles. Chromatic dragons in range feel compelled to come to the orb as soon as possible by the most direct route. Dragon deities such as Tiamat"
      }
    ],
    "feeling": [
      {
        "document": 235,
        "excerpt": "res do the best they can, working within rules but not feeling bound by them. A kindly person who helps others according to their needs is probably Neutral Good. Chao"
      }
    ],
    "feels": [
      {
        "document": 378,
        "excerpt": "n a Ring of Swimming, the GM might say, \"Your movement feels strangely fluid.\" Perhaps you then dive into a river to see what happens. The GM would then say you swim"
      },
      {
        "document": 651,
        "excerpt": "y persuade? The GM then determines whether the monster feels willing, unwilling, or hesitant due to your interaction; this determination establishes whether an abili"
      },
      {
        "document": 820,
        "excerpt": "A shard of obsidian that always feels warm to the touch"
      },
      {
        "document": 1413,
        "excerpt": "know what it is making the save against, only that it feels uneasy. | Your Knowledge of the Target Is ... | Save Modifier | | :---------------------------------- |"
      },
      {
        "document": 1654,
        "excerpt": "Potion, Rare This potion's container looks empty but feels as though it holds liquid. When you drink the potion, you have the Invisible condition for 1 hour. The e"
      }
    ],
    "feet": [
      {
        "document": 75,
        "excerpt": "follow these rules. Squares. Each square represents 5 feet. Speed. Rather than moving foot by foot, move square by square on the grid, using your Speed in 5-foot"
      },
      {
        "document": 79,
        "excerpt": "the same turn. For example, if you have a Speed of 30 feet, you could go 10 feet, take an action, and then go 20 feet."
      },
      {
        "document": 89,
        "excerpt": "you have Disadvantage on the roll if you are within 5 feet of an enemy who can see you and doesn't have the Incapacitated condition (see “Rules Glossary”)."
      },
      {
        "document": 91,
        "excerpt": "as a 5-foot reach and can thus attack targets within 5 feet when making a melee attack. Certain creatures have melee attacks with a reach greater than 5 feet, as no"
      },
      {
        "document": 95,
        "excerpt": "g your move, you can mount a creature that is within 5 feet of you or dismount. Doing so costs an amount of movement equal to half your Speed (round down). For exam"
      },
      {
        "document": 97,
        "excerpt": "(see “Rules Glossary”) in an unoccupied space within 5 feet of the mount. While mounted, you must make the same save if you're knocked Prone or the mount is."
      },
      {
        "document": 266,
        "excerpt": "A miniature chest carved to look like it has numerous feet on the bottom 46 A dead sprite inside a clear glass bottle 47 A metal can that has no opening but soun"
      },
      {
        "document": 307,
        "excerpt": "Holy Water. Target one creature you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and"
      },
      {
        "document": 308,
        "excerpt": "ent is limited by the length of the chain (typically 3 feet). A creature can use its action to make a DC 13 Strength (Athletics) check, freeing itself or another cr"
      },
      {
        "document": 312,
        "excerpt": "A Ladder is 10 feet tall. You must climb to move up or down it."
      },
      {
        "document": 313,
        "excerpt": "in a 15-foot radius and Dim Light for an additional 30 feet."
      },
      {
        "document": 314,
        "excerpt": "t in a 60-foot Cone and Dim Light for an additional 60 feet."
      },
      {
        "document": 315,
        "excerpt": "in a 30-foot radius and Dim Light for an additional 30 feet. As a Bonus Action, you can lower the hood, reducing the light to Dim Light in a 5-foot radius, or raise"
      },
      {
        "document": 319,
        "excerpt": "to bind an unwilling Small or Medium creature within 5 feet of yourself that has the Grappled, Incapacitated, or Restrained condition if you succeed on a DC 13 Dex"
      },
      {
        "document": 322,
        "excerpt": "hrowing a Net. Target a creature you can see within 15 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and"
      },
      {
        "document": 323,
        "excerpt": "an Oil flask. Target one creature or object within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and"
      },
      {
        "document": 326,
        "excerpt": "cks made to influence an Indifferent Humanoid within 5 feet of yourself."
      },
      {
        "document": 328,
        "excerpt": "two numbers. The first is the weapon's normal range in feet, and the second is the weapon's long range. When attacking a target beyond normal range, you have Disadv"
      },
      {
        "document": 329,
        "excerpt": "A Pole is 10 feet long. You can use it to touch something up to 10 feet away. If you must make a Strength (Athletics) chec"
      },
      {
        "document": 331,
        "excerpt": "drink it or administer it to another creature within 5 feet of yourself. The creature that drinks the magical red fluid in this vial regains 2d4 + 2 Hit Points."
      },
      {
        "document": 339,
        "excerpt": "A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks wi"
      },
      {
        "document": 342,
        "excerpt": "r 1 hour, you can use a Shovel to dig a hole that is 5 feet on each side in soil or similar material."
      },
      {
        "document": 343,
        "excerpt": "l Whistle produces a sound that can be heard up to 600 feet away."
      },
      {
        "document": 347,
        "excerpt": "String is 10 feet long. You can tie a knot in it as a Utilize action."
      },
      {
        "document": 351,
        "excerpt": "in a 20-foot radius and Dim Light for an additional 20 feet. When you take the Attack action, you can attack with the Torch, using it as a Simple Melee weapon. On a"
      },
      {
        "document": 382,
        "excerpt": "tes for Attunement, if the item has been more than 100 feet away for at least 24 hours, if you die, or if another creature attunes to the item. You can also volunt"
      },
      {
        "document": 384,
        "excerpt": "rn must be donned in the intended fashion: boots go on feet, gloves on hands, hats and helmets on a head, and rings on a finger. Magic armor must be donned, a Shiel"
      },
      {
        "document": 397,
        "excerpt": "oll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, bu"
      },
      {
        "document": 401,
        "excerpt": "e with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller."
      },
      {
        "document": 403,
        "excerpt": "and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this prope"
      },
      {
        "document": 406,
        "excerpt": "rmor type, that armor reduces the wearer's speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score. Stealth. If the table"
      },
      {
        "document": 409,
        "excerpt": "ed. A Melee weapon is used to attack a target within 5 feet, whereas a Ranged weapon is used to attack at a greater distance. Damage. The table lists the amount of"
      },
      {
        "document": 445,
        "excerpt": "d. Target one creature or object you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and"
      },
      {
        "document": 446,
        "excerpt": "e. Target one creature or object you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and"
      },
      {
        "document": 451,
        "excerpt": "spread to cover a level, 10-foot-square area within 10 feet of yourself. A creature that enters this area for the first time on a turn must succeed on a DC 10 Dexte"
      },
      {
        "document": 452,
        "excerpt": "rrel holds up to 40 gallons of liquid or up to 4 cubic feet of dry goods."
      },
      {
        "document": 454,
        "excerpt": "A Basket holds up to 40 pounds within 2 cubic feet."
      },
      {
        "document": 456,
        "excerpt": "on, a Bell produces a sound that can be heard up to 60 feet away."
      },
      {
        "document": 463,
        "excerpt": "from their bag to cover a 5-foot-square area within 5 feet of yourself. A creature that enters this area for the first time on a turn must succeed on a DC 15 Dexte"
      },
      {
        "document": 465,
        "excerpt": "t in a 5-foot radius and Dim Light for an additional 5 feet."
      },
      {
        "document": 468,
        "excerpt": "can wrap a Chain around an unwilling creature within 5 feet of yourself that has the Grappled, Incapacitated, or Restrained condition if you succeed on a DC 13 Stre"
      },
      {
        "document": 469,
        "excerpt": "A Chest holds up to 12 cubic feet of contents."
      },
      {
        "document": 470,
        "excerpt": "hor yourself; when you do, you can't fall more than 25 feet from the anchor point, and you can't move more than 25 feet from there without undoing the anchor as a B"
      },
      {
        "document": 483,
        "excerpt": "Hook at a railing, a ledge, or another catch within 50 feet of yourself, and the hook catches on if you succeed on a DC 13 Dexterity (Acrobatics) check. If you tied"
      },
      {
        "document": 494,
        "excerpt": "following forms: Distance. The range is expressed in feet. Touch. The spell's effect originates on something, as defined by the spell, that the spellcaster must"
      },
      {
        "document": 532,
        "excerpt": "A creature has a reach of 5 feet unless a rule says otherwise."
      },
      {
        "document": 548,
        "excerpt": "A creature has a Speed, which is the distance in feet the creature can cover when it moves on its turn. See also “Climbing,” “Crawling,” “Flying,” “Jumping,”"
      },
      {
        "document": 559,
        "excerpt": "ing, each foot of movement costs 1 extra foot (2 extra feet in Difficult Terrain). You ignore this extra cost if you have a Swim Speed and use it to swim. At the GM"
      },
      {
        "document": 568,
        "excerpt": "ur body to damage, grapple, or shove a target within 5 feet of you. Whenever you use your Unarmed Strike, choose one of the following options for its effect. Dama"
      },
      {
        "document": 586,
        "excerpt": "weight you can carry, your Speed can be no more than 5 feet. Carrying Capacity"
      },
      {
        "document": 590,
        "excerpt": "ing, each foot of movement costs 1 extra foot (2 extra feet in Difficult Terrain). You ignore this extra cost if you have a Climb Speed and use it to climb. At the"
      },
      {
        "document": 594,
        "excerpt": "ce from the point of origin. For example, a Cone is 15 feet wide at a point along its length that is 15 feet from the point of origin. The effect that creates a Con"
      },
      {
        "document": 596,
        "excerpt": "ing, each foot of movement costs 1 extra foot (2 extra feet in Difficult Terrain). See also \"Speed.\""
      },
      {
        "document": 612,
        "excerpt": "Speed after applying any modifiers. With a Speed of 30 feet, for example, you can move up to 60 feet on your turn if you Dash. If your Speed of 30 feet is reduced t"
      },
      {
        "document": 616,
        "excerpt": "n that space costs 1 extra foot. For example, moving 5 feet through Difficult Terrain costs 10 feet of movement. Difficult Terrain isn't cumulative; either a space"
      },
      {
        "document": 628,
        "excerpt": "Bludgeoning damage at the end of the fall for every 10 feet it fell, to a maximum of 20d6. When the creature lands, it has the Prone condition unless it avoids taki"
      },
      {
        "document": 637,
        "excerpt": "ttack Roll. You momentarily distract an enemy within 5 feet of you, giving Advantage to the next attack roll by one of your allies against that enemy. This benefit"
      },
      {
        "document": 641,
        "excerpt": "ou make a High Jump, you leap into the air a number of feet equal to 3 plus your Strength modifier (minimum of 0 feet) if you move at least 10 feet on foot immediat"
      },
      {
        "document": 648,
        "excerpt": ". If you throw the weapon, it has a normal range of 20 feet and a long range of 60 feet. Weapon Equivalents. If an improvised weapon resembles a Simple or Martial"
      },
      {
        "document": 657,
        "excerpt": "ou make a Long Jump, you leap horizontally a number of feet up to your Strength score if you move at least 10 feet immediately before the jump. When you make a sta"
      },
      {
        "document": 678,
        "excerpt": "Swimming through deep water (more than 100 feet deep) presents additional challenges because of the water's pressure and cold temperature. After each ho"
      },
      {
        "document": 684,
        "excerpt": "Traveling at altitudes of 10,000 feet or higher above sea level is taxing for most creatures because of the reduced amount of oxygen in the ai"
      },
      {
        "document": 718,
        "excerpt": "nd the statue. As a Search action, a creature within 5 feet of the statue can examine it and make a DC 10 Wisdom (Perception) check, detecting a tiny glyph on the s"
      },
      {
        "document": 722,
        "excerpt": "its Initiative roll. On its turn, the stone moves 60 feet in one direction, changing course if redirected by an obstacle. The stone can move through creatures' sp"
      },
      {
        "document": 744,
        "excerpt": "Stay on your feet in a tricky situation, or perform an acrobatic stunt."
      },
      {
        "document": 749,
        "excerpt": "400 feet"
      },
      {
        "document": 751,
        "excerpt": "Space (Feet)"
      },
      {
        "document": 756,
        "excerpt": "ss swarm of butterflies fills a 10-foot Cube within 30 feet of yourself. The swarm disperses after 1 minute."
      },
      {
        "document": 783,
        "excerpt": "he object must be neither worn nor carried, within 120 feet of the chosen point of origin, and no larger than 10 feet in any dimension. If there are no such objects"
      },
      {
        "document": 786,
        "excerpt": "Hearing and standard vision out to 30 feet"
      },
      {
        "document": 791,
        "excerpt": "in a 30-foot radius and Dim Light for an additional 30 feet."
      },
      {
        "document": 793,
        "excerpt": "ayonnaise, tea, vinegar, wine, or oil (GM’s choice) 30 feet into the air for 1d4 minutes."
      },
      {
        "document": 799,
        "excerpt": "80 feet"
      },
      {
        "document": 957,
        "excerpt": "30 feet"
      },
      {
        "document": 959,
        "excerpt": "30 feet"
      },
      {
        "document": 961,
        "excerpt": "6d6 × 10 feet"
      },
      {
        "document": 962,
        "excerpt": "Your speed increases by 10 feet while you aren't wearing Heavy armor."
      },
      {
        "document": 963,
        "excerpt": "nus Action, you can inspire another creature within 60 feet of yourself who can see or hear you. That creature gains one of your Bardic Inspiration dice. A creature"
      },
      {
        "document": 964,
        "excerpt": "Holy Symbol at another creature you can see within 30 feet of yourself and focus divine energy at it. Roll 1d8 and add your Wisdom modifier. You either restore Hit"
      },
      {
        "document": 965,
        "excerpt": "ing. When you cast a Druid can-trip with a range of 10 feet or greater, the spell's range increases by 300 feet. Primal Strike. The extra damage of your Primal Str"
      },
      {
        "document": 967,
        "excerpt": "Your speed increases by 10 feet while you aren't wearing armor or wielding a Shield. This bonus increases when you reach certain Monk le"
      },
      {
        "document": 968,
        "excerpt": "r (minimum of one creature) that you can see within 60 feet of yourself. Each target must succeed on a Wisdom saving throw or have the Frightened condition for 1 mi"
      },
      {
        "document": 969,
        "excerpt": "Your Speed increases by 10 feet while you aren't wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed."
      },
      {
        "document": 970,
        "excerpt": "attack roll if at least one of your allies is within 5 feet of the target, the ally doesn't have the Incapacitated condition, and you don't have Disadvantage on the"
      },
      {
        "document": 971,
        "excerpt": "When you cast a spell that has a range of at least 5 feet, you can spend 1 Sorcery Point to double the spell's range. Or when you cast a spell that has a range of"
      },
      {
        "document": 972,
        "excerpt": "nd Darkness - both magical and nonmagical - within 120 feet of yourself. Devouring Blade Prerequisite: Level 12+ Warlock, Thirsting Blade Invocation The Extra At"
      },
      {
        "document": 975,
        "excerpt": "a use of your Wild Shape and choose a point within 60 feet of yourself. Vitality-giving flowers and life-draining thorns appear for a moment in a 10-foot-radius Sp"
      },
      {
        "document": 976,
        "excerpt": "of others. When a creature that you can see within 60 feet of yourself makes a damage roll or succeeds on an ability check or attack roll, you can take a Reaction"
      },
      {
        "document": 977,
        "excerpt": "equired). For the duration, you have a Fly Speed of 60 feet. Once you use this feature, you can't use it again until you finish a Long Rest unless you spend 3 Sorc"
      },
      {
        "document": 979,
        "excerpt": "his benefit if someone else reduces an enemy within 10 feet of you to 0 Hit Points."
      },
      {
        "document": 980,
        "excerpt": "e weapon against a different creature that is within 5 feet of the original target, that is within the weapon's range, and that you haven't attacked this turn."
      },
      {
        "document": 981,
        "excerpt": "your Cleric level. Choose Bloodied creatures within 30 feet of yourself (which can include you), and divide those Hit Points among them. This feature can restore a"
      },
      {
        "document": 982,
        "excerpt": "mits Bright Light in a 20-foot radius and Dim Light 20 feet beyond that. You can end this effect early (no action required). This effect also ends if you aren't ca"
      },
      {
        "document": 983,
        "excerpt": "When you take damage from a creature that is within 5 feet of you, you can take a Reaction to make one melee attack against that creature, using a weapon or an Una"
      },
      {
        "document": 985,
        "excerpt": "cceed on a Strength saving throw or be pushed up to 15 feet away from you. Topple. The target must succeed on a Dexterity saving throw or have the Prone condition."
      },
      {
        "document": 986,
        "excerpt": "Medium (about 5–7 feet tall)"
      },
      {
        "document": 987,
        "excerpt": "Medium (about 4–5 feet tall)"
      },
      {
        "document": 988,
        "excerpt": "Medium (about 5–6 feet tall)"
      },
      {
        "document": 989,
        "excerpt": "Small (about 3–4 feet tall)"
      },
      {
        "document": 990,
        "excerpt": "Medium (about 7–8 feet tall)"
      },
      {
        "document": 991,
        "excerpt": "Small (about 2–3 feet tall)"
      },
      {
        "document": 992,
        "excerpt": "Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this species"
      },
      {
        "document": 993,
        "excerpt": "Medium (about 6–7 feet tall)"
      },
      {
        "document": 994,
        "excerpt": "Medium (about 4–7 feet tall) or Small (about 3–4 feet tall), chosen when you select this species"
      },
      {
        "document": 1003,
        "excerpt": "action or the Magic action, you can teleport up to 30 feet to an unoccupied space you can see."
      },
      {
        "document": 1004,
        "excerpt": "Improve Fate. When you or another creature within 60 feet of you succeeds on or fails a D20 Test, you can roll 2d4 and apply the total rolled as a bonus or penal"
      },
      {
        "document": 1008,
        "excerpt": "30. Truesight. You have Truesight with a range of 60 feet. ---"
      },
      {
        "document": 1149,
        "excerpt": "90 feet"
      },
      {
        "document": 1150,
        "excerpt": "60 feet"
      },
      {
        "document": 1151,
        "excerpt": "30 feet"
      },
      {
        "document": 1152,
        "excerpt": "30 feet"
      },
      {
        "document": 1154,
        "excerpt": "30 feet"
      },
      {
        "document": 1155,
        "excerpt": "30 feet"
      },
      {
        "document": 1156,
        "excerpt": "30 feet"
      },
      {
        "document": 1157,
        "excerpt": "10 feet"
      },
      {
        "document": 1158,
        "excerpt": "120 feet"
      },
      {
        "document": 1161,
        "excerpt": "60 feet"
      },
      {
        "document": 1162,
        "excerpt": "30 feet"
      },
      {
        "document": 1163,
        "excerpt": "120 feet"
      },
      {
        "document": 1164,
        "excerpt": "You can also set a password that, when spoken within 5 feet of the object, unlocks it for 1 minute."
      },
      {
        "document": 1165,
        "excerpt": "90 feet"
      },
      {
        "document": 1167,
        "excerpt": "10 feet"
      },
      {
        "document": 1171,
        "excerpt": "30 feet"
      },
      {
        "document": 1172,
        "excerpt": "30 feet"
      },
      {
        "document": 1174,
        "excerpt": "30 feet"
      },
      {
        "document": 1175,
        "excerpt": "150 feet"
      },
      {
        "document": 1177,
        "excerpt": "90 feet"
      },
      {
        "document": 1178,
        "excerpt": "90 feet"
      },
      {
        "document": 1179,
        "excerpt": "30 feet"
      },
      {
        "document": 1180,
        "excerpt": "30 feet"
      },
      {
        "document": 1181,
        "excerpt": "120 feet"
      },
      {
        "document": 1182,
        "excerpt": "of gray, but you can't see anything there more than 60 feet away. You can affect and be affected only by other creatures on the Ethereal Plane, and creatures on the"
      },
      {
        "document": 1185,
        "excerpt": "120 feet"
      },
      {
        "document": 1186,
        "excerpt": "60 feet"
      },
      {
        "document": 1187,
        "excerpt": "150 feet"
      },
      {
        "document": 1188,
        "excerpt": "30 feet"
      },
      {
        "document": 1189,
        "excerpt": "30 feet"
      },
      {
        "document": 1191,
        "excerpt": "90 feet"
      },
      {
        "document": 1192,
        "excerpt": "150 feet"
      },
      {
        "document": 1195,
        "excerpt": "120 feet"
      },
      {
        "document": 1197,
        "excerpt": "60 feet"
      },
      {
        "document": 1198,
        "excerpt": "ral underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in castles and sett"
      },
      {
        "document": 1201,
        "excerpt": "30 feet"
      },
      {
        "document": 1203,
        "excerpt": "90 feet"
      },
      {
        "document": 1204,
        "excerpt": "60 feet"
      },
      {
        "document": 1205,
        "excerpt": "90 feet"
      },
      {
        "document": 1206,
        "excerpt": "60 feet"
      },
      {
        "document": 1207,
        "excerpt": "60 feet"
      },
      {
        "document": 1213,
        "excerpt": "in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or"
      },
      {
        "document": 1214,
        "excerpt": "300 feet"
      },
      {
        "document": 1216,
        "excerpt": "tion, which you take when you see a creature within 60 feet of yourself casting a spell with Verbal, Somatic, or Material components"
      },
      {
        "document": 1217,
        "excerpt": "30 feet"
      },
      {
        "document": 1218,
        "excerpt": "30 feet"
      },
      {
        "document": 1219,
        "excerpt": "10 feet"
      },
      {
        "document": 1220,
        "excerpt": "30 feet"
      },
      {
        "document": 1222,
        "excerpt": "120 feet"
      },
      {
        "document": 1223,
        "excerpt": "60 feet"
      },
      {
        "document": 1224,
        "excerpt": "creature you touch has Darkvision with a range of 150 feet."
      },
      {
        "document": 1225,
        "excerpt": "60 feet"
      },
      {
        "document": 1227,
        "excerpt": "150 feet"
      },
      {
        "document": 1228,
        "excerpt": "60 feet"
      },
      {
        "document": 1229,
        "excerpt": "Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where. The spell is bl"
      },
      {
        "document": 1230,
        "excerpt": "n, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any vis"
      },
      {
        "document": 1231,
        "excerpt": "venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case. The spell is blocked by"
      },
      {
        "document": 1232,
        "excerpt": "Thoughts. You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts,"
      },
      {
        "document": 1233,
        "excerpt": "500 feet"
      },
      {
        "document": 1235,
        "excerpt": "60 feet"
      },
      {
        "document": 1236,
        "excerpt": "c action, you target one creature you can see within 5 feet of you that has one of the creature types above. The target must succeed on a Charisma saving throw or b"
      },
      {
        "document": 1237,
        "excerpt": "60 feet"
      },
      {
        "document": 1241,
        "excerpt": "30 feet"
      },
      {
        "document": 1242,
        "excerpt": "60 feet"
      },
      {
        "document": 1243,
        "excerpt": "60 feet"
      },
      {
        "document": 1244,
        "excerpt": "60 feet"
      },
      {
        "document": 1247,
        "excerpt": "30 feet"
      },
      {
        "document": 1248,
        "excerpt": "500 feet"
      },
      {
        "document": 1249,
        "excerpt": "120 feet"
      },
      {
        "document": 1250,
        "excerpt": "30 feet"
      },
      {
        "document": 1252,
        "excerpt": "30 feet"
      },
      {
        "document": 1254,
        "excerpt": "90 feet"
      },
      {
        "document": 1255,
        "excerpt": "60 feet"
      },
      {
        "document": 1256,
        "excerpt": "ks gray, and you can't see anything there more than 60 feet away. While on the Ethereal Plane, you can affect and be affected only by creatures, objects, and effec"
      },
      {
        "document": 1258,
        "excerpt": "me an inky void. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following eff"
      },
      {
        "document": 1259,
        "excerpt": "120 feet"
      },
      {
        "document": 1260,
        "excerpt": "60 feet"
      },
      {
        "document": 1261,
        "excerpt": "30 feet"
      },
      {
        "document": 1264,
        "excerpt": "you take when you or a creature you can see within 60 feet of you falls"
      },
      {
        "document": 1265,
        "excerpt": "10 feet"
      },
      {
        "document": 1266,
        "excerpt": "30 feet"
      },
      {
        "document": 1268,
        "excerpt": "120 feet"
      },
      {
        "document": 1269,
        "excerpt": "60 feet"
      },
      {
        "document": 1270,
        "excerpt": "120 feet"
      },
      {
        "document": 1271,
        "excerpt": "in a 10-foot radius and Dim Light for an additional 10 feet. The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you"
      },
      {
        "document": 1272,
        "excerpt": "150 feet"
      },
      {
        "document": 1273,
        "excerpt": "150 feet"
      },
      {
        "document": 1274,
        "excerpt": "in a 10-foot radius and Dim Light for an additional 10 feet. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2."
      },
      {
        "document": 1275,
        "excerpt": "60 feet"
      },
      {
        "document": 1276,
        "excerpt": "60 feet"
      },
      {
        "document": 1277,
        "excerpt": "60 feet"
      },
      {
        "document": 1278,
        "excerpt": "30 feet"
      },
      {
        "document": 1279,
        "excerpt": ". For the duration, the target gains a Fly Speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall."
      },
      {
        "document": 1280,
        "excerpt": "120 feet"
      },
      {
        "document": 1281,
        "excerpt": "ainst magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can't teleport into t"
      },
      {
        "document": 1282,
        "excerpt": "100 feet"
      },
      {
        "document": 1284,
        "excerpt": "ual to its Speed. In addition, the target can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature imposing"
      },
      {
        "document": 1285,
        "excerpt": "300 feet"
      },
      {
        "document": 1286,
        "excerpt": "target's only method of movement is a Fly Speed of 10 feet, and it can hover. The target can enter and occupy the space of another creature. The target has Resista"
      },
      {
        "document": 1287,
        "excerpt": "60 feet"
      },
      {
        "document": 1288,
        "excerpt": "60 feet"
      },
      {
        "document": 1290,
        "excerpt": "60 feet"
      },
      {
        "document": 1293,
        "excerpt": "e glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the gly"
      },
      {
        "document": 1295,
        "excerpt": "60 feet"
      },
      {
        "document": 1298,
        "excerpt": "30 feet"
      },
      {
        "document": 1299,
        "excerpt": "rs You create a ward that protects up to 2,500 square feet of floor space. The warded area can be up to 20 feet tall, and you shape it as one 50-foot square, one h"
      },
      {
        "document": 1301,
        "excerpt": "120 feet"
      },
      {
        "document": 1302,
        "excerpt": "oncentration, up to 1 minute A Line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the L"
      },
      {
        "document": 1303,
        "excerpt": "y or unholy power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect of Hallow. The affected are"
      },
      {
        "document": 1304,
        "excerpt": "300 feet"
      },
      {
        "document": 1305,
        "excerpt": "60 feet"
      },
      {
        "document": 1306,
        "excerpt": "30 feet"
      },
      {
        "document": 1307,
        "excerpt": "60 feet"
      },
      {
        "document": 1308,
        "excerpt": "60 feet"
      },
      {
        "document": 1309,
        "excerpt": "60 feet"
      },
      {
        "document": 1310,
        "excerpt": "king damage from a creature that you can see within 60 feet of yourself"
      },
      {
        "document": 1313,
        "excerpt": "90 feet"
      },
      {
        "document": 1314,
        "excerpt": "30 feet"
      },
      {
        "document": 1315,
        "excerpt": "90 feet"
      },
      {
        "document": 1316,
        "excerpt": "60 feet"
      },
      {
        "document": 1318,
        "excerpt": "90 feet"
      },
      {
        "document": 1319,
        "excerpt": "120 feet"
      },
      {
        "document": 1320,
        "excerpt": "60 feet"
      },
      {
        "document": 1321,
        "excerpt": "300 feet"
      },
      {
        "document": 1324,
        "excerpt": "30 feet"
      },
      {
        "document": 1325,
        "excerpt": "150 feet"
      },
      {
        "document": 1327,
        "excerpt": "300 feet"
      },
      {
        "document": 1328,
        "excerpt": "eighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an Invisible mark on that object and invisibly inscribes the object's name on"
      },
      {
        "document": 1330,
        "excerpt": "30 feet"
      },
      {
        "document": 1331,
        "excerpt": "until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement. Using a Higher-Level Spell Slot. You can target one additional creatur"
      },
      {
        "document": 1332,
        "excerpt": "60 feet"
      },
      {
        "document": 1335,
        "excerpt": "60 feet"
      },
      {
        "document": 1336,
        "excerpt": "in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as you like. Covering the object with something opaque blocks the light. The"
      },
      {
        "document": 1339,
        "excerpt": "e creature's location if that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement. The spell can locate a speci"
      },
      {
        "document": 1340,
        "excerpt": "o the object's location if that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement. The spell can locate a spec"
      },
      {
        "document": 1341,
        "excerpt": "u touch a creature. The target's Speed increases by 10 feet until the spell ends. Using a Higher-Level Spell Slot. You can target one additional creature for each"
      },
      {
        "document": 1343,
        "excerpt": "30 feet"
      },
      {
        "document": 1344,
        "excerpt": "10 feet"
      },
      {
        "document": 1345,
        "excerpt": "action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to posse"
      },
      {
        "document": 1346,
        "excerpt": "120 feet"
      },
      {
        "document": 1347,
        "excerpt": "30 feet"
      },
      {
        "document": 1349,
        "excerpt": "300 feet"
      },
      {
        "document": 1350,
        "excerpt": "120 feet"
      },
      {
        "document": 1351,
        "excerpt": "60 feet"
      },
      {
        "document": 1352,
        "excerpt": "60 feet"
      },
      {
        "document": 1353,
        "excerpt": "60 feet"
      },
      {
        "document": 1354,
        "excerpt": "60 feet"
      },
      {
        "document": 1355,
        "excerpt": "60 feet"
      },
      {
        "document": 1356,
        "excerpt": "s on yourself while merged in the stone. You can use 5 feet of movement to leave the stone where you entered it, which ends the spell. You otherwise can't move. Mi"
      },
      {
        "document": 1358,
        "excerpt": "120 feet"
      },
      {
        "document": 1361,
        "excerpt": "120 feet"
      },
      {
        "document": 1362,
        "excerpt": "30 feet"
      },
      {
        "document": 1366,
        "excerpt": "efly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see."
      },
      {
        "document": 1367,
        "excerpt": "30 feet"
      },
      {
        "document": 1368,
        "excerpt": "120 feet"
      },
      {
        "document": 1369,
        "excerpt": "120 feet"
      },
      {
        "document": 1370,
        "excerpt": "e, or it can be a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any Divination spell or perceived through magical scry"
      },
      {
        "document": 1372,
        "excerpt": "30 feet"
      },
      {
        "document": 1373,
        "excerpt": "60 feet"
      },
      {
        "document": 1374,
        "excerpt": "120 feet"
      },
      {
        "document": 1375,
        "excerpt": "30 feet"
      },
      {
        "document": 1376,
        "excerpt": "60 feet"
      },
      {
        "document": 1377,
        "excerpt": "60 feet"
      },
      {
        "document": 1379,
        "excerpt": "150 feet"
      },
      {
        "document": 1380,
        "excerpt": "30 feet"
      },
      {
        "document": 1381,
        "excerpt": "60 feet"
      },
      {
        "document": 1382,
        "excerpt": "60 feet"
      },
      {
        "document": 1383,
        "excerpt": "60 feet"
      },
      {
        "document": 1384,
        "excerpt": "60 feet"
      },
      {
        "document": 1385,
        "excerpt": "30 feet"
      },
      {
        "document": 1386,
        "excerpt": "10 feet"
      },
      {
        "document": 1388,
        "excerpt": "60 feet"
      },
      {
        "document": 1389,
        "excerpt": "120 feet"
      },
      {
        "document": 1390,
        "excerpt": "in a 20-foot radius and Dim Light for an additional 20 feet. The spell ends if you cast it again. Until the spell ends, you can take a Magic action to hurl fire at"
      },
      {
        "document": 1391,
        "excerpt": "120 feet"
      },
      {
        "document": 1392,
        "excerpt": "its space. As a Magic action, you can move it up to 60 feet and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly."
      },
      {
        "document": 1396,
        "excerpt": "10 feet"
      },
      {
        "document": 1398,
        "excerpt": "60 feet"
      },
      {
        "document": 1399,
        "excerpt": "60 feet"
      },
      {
        "document": 1400,
        "excerpt": "60 feet"
      },
      {
        "document": 1404,
        "excerpt": "30 feet"
      },
      {
        "document": 1407,
        "excerpt": "100 feet"
      },
      {
        "document": 1410,
        "excerpt": "60 feet"
      },
      {
        "document": 1411,
        "excerpt": "30 feet"
      },
      {
        "document": 1412,
        "excerpt": "120 feet"
      },
      {
        "document": 1413,
        "excerpt": "pell creates an Invisible, intangible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the t"
      },
      {
        "document": 1415,
        "excerpt": "V, S, M (a chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth 5,000+ GP, and a Tiny replica of the chest ma"
      },
      {
        "document": 1417,
        "excerpt": "30 feet"
      },
      {
        "document": 1421,
        "excerpt": "60 feet"
      },
      {
        "document": 1422,
        "excerpt": "60 feet"
      },
      {
        "document": 1427,
        "excerpt": "120 feet"
      },
      {
        "document": 1428,
        "excerpt": "60 feet"
      },
      {
        "document": 1429,
        "excerpt": "simulacrum of one Beast or Humanoid that is within 10 feet of you for the entire casting of the spell. You finish the casting by touching both the creature and a p"
      },
      {
        "document": 1430,
        "excerpt": "60 feet"
      },
      {
        "document": 1431,
        "excerpt": "150 feet"
      },
      {
        "document": 1432,
        "excerpt": "120 feet"
      },
      {
        "document": 1433,
        "excerpt": "120 feet"
      },
      {
        "document": 1434,
        "excerpt": "15 feet"
      },
      {
        "document": 1436,
        "excerpt": "10 feet"
      },
      {
        "document": 1439,
        "excerpt": "150 feet"
      },
      {
        "document": 1441,
        "excerpt": "60 feet"
      },
      {
        "document": 1442,
        "excerpt": "60 feet"
      },
      {
        "document": 1443,
        "excerpt": "90 feet"
      },
      {
        "document": 1444,
        "excerpt": "m size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape you like. For example, you could shape a large rock into a w"
      },
      {
        "document": 1446,
        "excerpt": "a point within range and spreading to a radius of 300 feet. Each creature under the cloud when it appears must succeed on a Constitution saving throw or take 2d6 T"
      },
      {
        "document": 1447,
        "excerpt": "30 feet"
      },
      {
        "document": 1448,
        "excerpt": "60 feet"
      },
      {
        "document": 1449,
        "excerpt": "in a 30-foot radius and Dim Light for an additional 30 feet. This light is sunlight."
      },
      {
        "document": 1450,
        "excerpt": "150 feet"
      },
      {
        "document": 1451,
        "excerpt": "chest). The glyph can cover an area no larger than 10 feet in diameter. If you choose an object, it must remain in place; if it is moved more than 10 feet from whe"
      },
      {
        "document": 1452,
        "excerpt": "60 feet"
      },
      {
        "document": 1453,
        "excerpt": "30 feet"
      },
      {
        "document": 1454,
        "excerpt": "10 feet"
      },
      {
        "document": 1455,
        "excerpt": "10 feet"
      },
      {
        "document": 1456,
        "excerpt": "30 feet"
      },
      {
        "document": 1457,
        "excerpt": ", a creature takes 2d8 Thunder damage and is pushed 10 feet away from you. On a successful save, a creature takes half as much damage only. In addition, unsecured"
      },
      {
        "document": 1458,
        "excerpt": "the spell ends if you move to a place more than 1,000 feet from the location where you cast it."
      },
      {
        "document": 1461,
        "excerpt": "10 feet"
      },
      {
        "document": 1462,
        "excerpt": "it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a"
      },
      {
        "document": 1463,
        "excerpt": "30 feet"
      },
      {
        "document": 1464,
        "excerpt": "en appears in an unoccupied space you choose within 10 feet of you."
      },
      {
        "document": 1465,
        "excerpt": "g creature you touch has Truesight with a range of 120 feet."
      },
      {
        "document": 1467,
        "excerpt": "u choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration. When the wall appears, each cr"
      },
      {
        "document": 1468,
        "excerpt": "60 feet"
      },
      {
        "document": 1470,
        "excerpt": "60 feet"
      },
      {
        "document": 1471,
        "excerpt": "150 feet"
      },
      {
        "document": 1472,
        "excerpt": "120 feet"
      },
      {
        "document": 1473,
        "excerpt": "120 feet"
      },
      {
        "document": 1474,
        "excerpt": "120 feet"
      },
      {
        "document": 1475,
        "excerpt": "120 feet"
      },
      {
        "document": 1476,
        "excerpt": "120 feet"
      },
      {
        "document": 1477,
        "excerpt": "et until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has Resistance to all damage. Also, each tim"
      },
      {
        "document": 1478,
        "excerpt": "30 feet"
      },
      {
        "document": 1479,
        "excerpt": "30 feet"
      },
      {
        "document": 1480,
        "excerpt": "60 feet"
      },
      {
        "document": 1481,
        "excerpt": "120 feet"
      },
      {
        "document": 1482,
        "excerpt": "30 feet"
      },
      {
        "document": 1483,
        "excerpt": "120 feet"
      },
      {
        "document": 1484,
        "excerpt": "isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space that you can see on the ground. Instant Health."
      },
      {
        "document": 1485,
        "excerpt": "5 feet"
      },
      {
        "document": 1486,
        "excerpt": "60 feet"
      },
      {
        "document": 1490,
        "excerpt": ". Speed Reduced. Your Speed is reduced by a number of feet equal to 5 times your Exhaustion level. Removing Exhaustion Levels. Finishing a Long Rest removes 1 of"
      },
      {
        "document": 1495,
        "excerpt": "hits you is a Critical Hit if the attacker is within 5 feet of you."
      },
      {
        "document": 1498,
        "excerpt": "against you has Advantage if the attacker is within 5 feet of you. Otherwise, that attack roll has Disadvantage."
      },
      {
        "document": 1501,
        "excerpt": "hits you is a Critical Hit if the attacker is within 5 feet of you. Unaware. You're unaware of your surroundings."
      },
      {
        "document": 1507,
        "excerpt": "iled check, you and each creature and object within 15 feet of you travel to a random destination determined by rolling 1d100 and consulting the following table."
      },
      {
        "document": 1509,
        "excerpt": "on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 Bludgeoning damage each minute from pressure. A creature in the comp"
      },
      {
        "document": 1514,
        "excerpt": "r makes a ranged attack roll against a target within 5 feet of you, you can take a Reaction to become the target of the attack instead."
      },
      {
        "document": 1517,
        "excerpt": "derably larger than its outside dimensions - roughly 2 feet square and 4 feet deep on the inside. The bag can hold up to 500 pounds, not exceeding a volume of 64 cu"
      },
      {
        "document": 1518,
        "excerpt": "ll the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling on the table that corresp"
      },
      {
        "document": 1519,
        "excerpt": "You can take a Magic action to throw the bead up to 60 feet. The bead explodes in a 10-foot-radius Sphere on impact and is destroyed. Each creature in the Sphere m"
      },
      {
        "document": 1521,
        "excerpt": "t: Darkvision. You have Darkvision with a range of 60 feet. Resilience. You have Resistance to Poison damage. You also have Advantage on saving throws you make to"
      },
      {
        "document": 1523,
        "excerpt": "u start your turn and there are no creatures within 60 feet of you that you can see or hear. While berserk, you regard the creature nearest to you that you can see"
      },
      {
        "document": 1527,
        "excerpt": "nt) While you wear these boots, your Speed becomes 30 feet unless your Speed is higher, and your Speed isn't reduced by you carrying weight in excess of your carry"
      },
      {
        "document": 1529,
        "excerpt": "le this bowl is filled with water and you are within 5 feet of it, you can take a Magic action to summon a Water Elemental. The elemental appears in an unoccupied s"
      },
      {
        "document": 1532,
        "excerpt": "Wondrous Item, Rare While you are within 5 feet of this brazier, you can take a Magic action to summon a Fire Elemental. The elemental appears in an uno"
      },
      {
        "document": 1534,
        "excerpt": "it can be ridden in the air. It has a Fly Speed of 50 feet. It can carry up to 400 pounds, but its Fly Speed becomes 30 feet while carrying over 200 pounds. The br"
      },
      {
        "document": 1537,
        "excerpt": "oves according to your directions if you are within 30 feet of it. Four sizes of Carpet of Flying exist. The GM chooses the size of a given carpet or determines it"
      },
      {
        "document": 1539,
        "excerpt": "ringing tone of the chime, which is audible out to 300 feet. The chime can be used 10 times. After the tenth time, it cracks and becomes useless."
      },
      {
        "document": 1546,
        "excerpt": "dges of the cloak and use it to gain a Fly Speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in Dim Lig"
      },
      {
        "document": 1547,
        "excerpt": "an breathe underwater, and you have a Swim Speed of 60 feet."
      },
      {
        "document": 1548,
        "excerpt": "(save DC 17) targeting creatures you can see within 30 feet of the spell's sensor. You don't need to concentrate on this Detect Thoughts spell to maintain it during"
      },
      {
        "document": 1549,
        "excerpt": "te telepathically with creatures you can see within 30 feet of the spell's sensor. You can also cast Suggestion (save DC 17) through the sensor on one of those crea"
      },
      {
        "document": 1550,
        "excerpt": "t. In addition, you have Truesight with a range of 120 feet centered on the spell's sensor."
      },
      {
        "document": 1555,
        "excerpt": "you do so, the weapon begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of itself. The weapon uses your attack roll and a"
      },
      {
        "document": 1556,
        "excerpt": "ces 30 gallons of water that gushes forth in a Line 30 feet long and 1 foot wide. If you're holding the decanter, you can aim the geyser in one direction (no action"
      },
      {
        "document": 1557,
        "excerpt": "deck and throw it to the ground at a point within 30 feet of yourself. An illusion of a creature, determined by rolling on the Deck of Illusions table, forms over"
      },
      {
        "document": 1565,
        "excerpt": "sprinkle a pinch of the dust on an Elemental within 5 feet of yourself that is composed mostly of water (such as a Water Elemental). Such a creature exposed to a"
      },
      {
        "document": 1567,
        "excerpt": "ction to reduce the distance you are moved by up to 10 feet."
      },
      {
        "document": 1568,
        "excerpt": ". It has the Thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8"
      },
      {
        "document": 1570,
        "excerpt": "nd an Efreeti appears in an unoccupied space within 30 feet of you. The first time the bottle is opened, the GM rolls on the following table to determine what happ"
      },
      {
        "document": 1574,
        "excerpt": "in a 20-foot radius and Dim Light for an additional 20 feet. This weapon has the following additional properties. Arrow of Restraint. Whenever you use this weapon"
      },
      {
        "document": 1575,
        "excerpt": "emains open, the size of the Emanation increases by 10 feet until it reaches its maximum size of 120 feet. Closing the bottle causes the cloud to become fixed in p"
      },
      {
        "document": 1578,
        "excerpt": "extremely distant creatures and objects as small as 2 feet across."
      },
      {
        "document": 1579,
        "excerpt": "Rare). You can take a Magic action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the"
      },
      {
        "document": 1580,
        "excerpt": "throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine's description below. If th"
      },
      {
        "document": 1581,
        "excerpt": "in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take"
      },
      {
        "document": 1583,
        "excerpt": "in a 10-foot radius and Dim Light for an additional 10 feet. When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of yourself. Once u"
      },
      {
        "document": 1585,
        "excerpt": "in a 30-foot radius and Dim Light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you take a Bonus Action to repeat the command word"
      },
      {
        "document": 1586,
        "excerpt": "For the next 10 minutes, you have Truesight out to 120 feet when you peer through the gem. The gem regains 1d3 expended charges daily at dawn."
      },
      {
        "document": 1592,
        "excerpt": "aring these dark lenses, you have Darkvision out to 60 feet. If you already have Darkvision, wearing the goggles increases its range by 60 feet."
      },
      {
        "document": 1593,
        "excerpt": "f it had the Thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the weapon unleashes a thunder-clap audible out to 300"
      },
      {
        "document": 1594,
        "excerpt": "pounds of material, not exceeding a volume of 25 cubic feet. The central pouch can hold up to 500 pounds of material, not exceeding a volume of 64 cubic feet. The h"
      },
      {
        "document": 1598,
        "excerpt": "in a 10-foot radius and Dim Light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, th"
      },
      {
        "document": 1600,
        "excerpt": "aring this helm, you have telepathy with a range of 30 feet, and you can cast Detect Thoughts or Suggestion (save DC 13) from the helm. Once either spell is cast fr"
      },
      {
        "document": 1602,
        "excerpt": "ladin class, the size of the Emanation increases to 30 feet."
      },
      {
        "document": 1603,
        "excerpt": "ous blast in a 30-foot Cone that is audible out to 600 feet. Each creature in the Cone makes a DC 15 Constitution saving throw. On a failed save, a creature takes 5"
      },
      {
        "document": 1604,
        "excerpt": "plane of Ysgard appear in unoccupied spaces within 60 feet of you. Each spirit uses the Berserker stat block and returns to Ysgard after 1 hour or when it drops to"
      },
      {
        "document": 1606,
        "excerpt": "hed to the same creature, its Speed is increased by 30 feet."
      },
      {
        "document": 1607,
        "excerpt": "ength (Athletics) check, moving the fixed rod up to 10 feet on a successful check."
      },
      {
        "document": 1608,
        "excerpt": "d are also pushed clear of the tower. The tower is 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divi"
      },
      {
        "document": 1609,
        "excerpt": "e air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing so. You can have up to three Ioun Stones orbiting your head a"
      },
      {
        "document": 1610,
        "excerpt": "re at a Huge or smaller creature you can see within 60 feet of yourself. As the sphere moves through the air, it opens into a tangle of metal bands. Make a ranged"
      },
      {
        "document": 1611,
        "excerpt": "action to target a creature that you can see within 60 feet of yourself. If the flask is empty and the target is native to a plane of existence other than the one y"
      },
      {
        "document": 1612,
        "excerpt": "you throw this weapon at a target no farther than 120 feet from you, you can forgo making a ranged attack roll and instead turn the weapon into a bolt of lightning"
      },
      {
        "document": 1613,
        "excerpt": "in a 30-foot radius and Dim Light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's Bright Light. You can"
      },
      {
        "document": 1615,
        "excerpt": "in a 20-foot radius and Dim Light for an additional 20 feet."
      },
      {
        "document": 1617,
        "excerpt": "terror from it. Each creature of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute. While"
      },
      {
        "document": 1625,
        "excerpt": "is hanging on a vertical surface and you are within 5 feet of it, you can take a Magic action and use a command word to activate it. It remains activated until you"
      },
      {
        "document": 1627,
        "excerpt": "each or fifty gems worth 1,000 GP each appear at your feet. Jester. You have Advantage on D20 Tests for the next 72 hours, or you can draw two additional cards be"
      },
      {
        "document": 1629,
        "excerpt": "a Magic action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a level 3 Fireball (save DC 15)."
      },
      {
        "document": 1641,
        "excerpt": "llbinding tune. Each creature of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute. A crea"
      },
      {
        "document": 1642,
        "excerpt": "isn't under another creature's control comes within 30 feet of you while you are playing the pipes, the swarm makes a DC 15 Wisdom saving throw. On a successful sav"
      },
      {
        "document": 1644,
        "excerpt": "of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. You can take a Magic action to unfold a Portable Hole and place it on or against a solid s"
      },
      {
        "document": 1664,
        "excerpt": "on, you can cause it to emit green Dim Light out to 10 feet, either as a Bonus Action or after you roll Initiative, or you can extinguish the light as a Bonus Actio"
      },
      {
        "document": 1666,
        "excerpt": "i appears in an unoccupied space you choose within 120 feet of yourself. It remains as long as you maintain Concentration, to a maximum of 1 hour, or until it drops"
      },
      {
        "document": 1667,
        "excerpt": "action to try to compel an Elemental you see within 60 feet of yourself. The Elemental makes a DC 18 Wisdom saving throw. On a failed save, the Elemental has the Ch"
      },
      {
        "document": 1669,
        "excerpt": "When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling."
      },
      {
        "document": 1677,
        "excerpt": "appears in an unoccupied space you can see within 120 feet of yourself. The spheres last as long as you maintain Concentration, up to 1 minute. Each sphere sheds"
      },
      {
        "document": 1680,
        "excerpt": "Ring, Uncommon You have a Swim Speed of 40 feet while wearing this ring."
      },
      {
        "document": 1682,
        "excerpt": "pell attack against one creature you can see within 60 feet of yourself. The ring produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit"
      },
      {
        "document": 1686,
        "excerpt": "a Magic action to gain X-ray vision with a range of 30 feet for 1 minute. To you, solid objects within that radius appear transparent and don't prevent light from p"
      },
      {
        "document": 1687,
        "excerpt": "ave Darkvision and Truesight, both with a range of 120 feet. Drawbacks. A Light spell cast on the robe or a Daylight spell cast within 5 feet of the robe gives you"
      },
      {
        "document": 1688,
        "excerpt": "in a 30-foot radius and Dim Light for an additional 30 feet, and creatures that can see you have Disadvantage on attack rolls against you. Any creature in the Brigh"
      },
      {
        "document": 1691,
        "excerpt": "wide and deep) worth 500 GP 16–22 Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can rea"
      },
      {
        "document": 1693,
        "excerpt": "in a 60-foot radius and Dim Light for an additional 60 feet. While in that Bright Light, you and your allies gain a +1 bonus to Armor Class and saving throws and c"
      },
      {
        "document": 1694,
        "excerpt": "in a 40-foot radius and Dim Light for an additional 40 feet, and the blade functions as a magic Longsword or Shortsword (your choice) that deals an extra 2d6 Fire d"
      },
      {
        "document": 1696,
        "excerpt": "ch creature of your choice that you can see within 120 feet of yourself. Each target must succeed on a DC 15 Wisdom saving throw or have the Charmed condition for 8"
      },
      {
        "document": 1698,
        "excerpt": "to the rope's length away from you. That end moves 10 feet on your turn when you first command it and 10 feet at the start of each of your subsequent turns until r"
      },
      {
        "document": 1699,
        "excerpt": "Wondrous Item, Rare This rope is 30 feet long. While holding one end of the rope, you can take a Magic action to command the other end to dart fo"
      },
      {
        "document": 1705,
        "excerpt": "tack with a Ranged weapon targets a creature within 10 feet of you, the curse causes you to become the target instead."
      },
      {
        "document": 1706,
        "excerpt": "ttack rolls using the Shield against a target within 5 feet of yourself. Apply your Proficiency Bonus and Strength modifier to the attack roll. On a hit, the Shield"
      },
      {
        "document": 1711,
        "excerpt": "ntil someone takes control of it. If you are within 60 feet of a sphere, you can take a Magic action to make a DC 25 Intelligence (Arcana) check. On a successful ch"
      },
      {
        "document": 1720,
        "excerpt": "taff so that it lands in an unoccupied space within 10 feet of you, causing the staff to become a Giant Constrictor Snake in that space. The snake is under your co"
      },
      {
        "document": 1721,
        "excerpt": "ransform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tr"
      },
      {
        "document": 1722,
        "excerpt": "he staff to emit a crack of thunder audible out to 300 feet (no action required). The target you hit must succeed on a DC 17 Constitution saving throw or have the S"
      },
      {
        "document": 1724,
        "excerpt": "al appears in an unoccupied space you choose within 30 feet of yourself, obeys your commands, and takes its turn immediately after you on your Initiative count. The"
      },
      {
        "document": 1726,
        "excerpt": "in a 15-foot radius and Dim Light for an additional 15 feet. The light is sunlight. While the blade persists, you can take a Magic action to expand or reduce its ra"
      },
      {
        "document": 1730,
        "excerpt": "rget one creature you can see on the ground within 120 feet of yourself. A flaming fissure opens under the target, and the target makes a DC 20 Dexterity saving thr"
      },
      {
        "document": 1731,
        "excerpt": "nnihilation, you can take a Magic action to move it 10 feet plus a number of additional feet equal to 10 times your Intelligence modifier. This movement doesn't hav"
      },
      {
        "document": 1732,
        "excerpt": "rget one creature you can see on the ground within 120 feet of yourself. A flaming fissure opens under the target, and the target makes a DC 20 Dexterity saving thr"
      },
      {
        "document": 1733,
        "excerpt": "ce to create a loud clap of thunder audible out to 300 feet. You also create a 30-foot Cone of thunderous energy. Each creature in the Cone must succeed on a DC 15"
      },
      {
        "document": 1742,
        "excerpt": "ction of the nearest creature Hostile to you within 60 feet, but not its distance from you. The wand can sense the presence of Hostile creatures that are Invisible,"
      },
      {
        "document": 1748,
        "excerpt": "k from the tip toward a creature you can see within 60 feet of yourself. The target must succeed on a DC 15 Constitution saving throw or have the Paralyzed conditio"
      },
      {
        "document": 1750,
        "excerpt": "nd 1 charge, and if a secret door or trap is within 60 feet of you, the wand pulses and points at the one nearest to you."
      },
      {
        "document": 1753,
        "excerpt": "n to expend 1 charge while choosing a point within 120 feet of yourself. That location becomes the point of origin of a spell or other magical effect determined by"
      },
      {
        "document": 1755,
        "excerpt": "ch and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping na"
      },
      {
        "document": 1756,
        "excerpt": "of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. You can take a Magic action to unfold the Well of Many Worlds and place it on a solid surf"
      },
      {
        "document": 1758,
        "excerpt": "c action to expend 1 charge, gaining a Fly Speed of 30 feet for 1 hour. If you are flying when the duration expires, you descend at a rate of 30 feet per round unti"
      },
      {
        "document": 1759,
        "excerpt": "s a Magic action. The wings give you a Fly Speed of 60 feet. If you are aloft when the wings disappear, you fall. When the wings disappear, you can't use them again"
      },
      {
        "document": 1760,
        "excerpt": "telligence Saving Throw: DC 16, one creature within 30 feet that is Charmed or Grappled by the aboleth. Failure: 10 (3d6) Psychic damage. Success: Half damage. Fai"
      },
      {
        "document": 1761,
        "excerpt": "row: DC 17, one creature the dragon can see within 120 feet. Failure: 22 (4d10) Poison damage, and the target has Disadvantage on saving throws to maintain Concentr"
      },
      {
        "document": 1763,
        "excerpt": "r the target if it takes damage or a creature within 5 feet of it takes an action to wake it. Spellcasting. The dragon casts one of the following spells, requiring"
      },
      {
        "document": 1764,
        "excerpt": "a 30-foot Cone. Failure: The target is pushed up to 60 feet straight away from the dragon and has the Prone condition. Spellcasting. The dragon casts one of the fo"
      },
      {
        "document": 1765,
        "excerpt": "hrow: DC 17, one creature the dragon can see within 90 feet. Failure: 24 (7d6) Psychic damage. Until the end of its next turn, the target rolls 1d6 whenever it make"
      },
      {
        "document": 1766,
        "excerpt": "row: DC 21, one creature the dragon can see within 120 feet. Failure: 10 (3d6) Force damage, and the target has the Incapacitated condition and is transported to a"
      },
      {
        "document": 1767,
        "excerpt": "phere centered on a point the dragon can see within 90 feet. Failure: 7 (2d6) Poison damage, and the target takes a -2 penalty to AC until the end of its next turn."
      },
      {
        "document": 1769,
        "excerpt": "4 (4d6) Cold damage, and the target is pushed up to 30 feet straight away from the dragon. Success: Half damage only. Failure or Success: The dragon can't take this"
      },
      {
        "document": 1770,
        "excerpt": "here centered on a point the dragon can see within 120 feet. Failure: 7 (2d6) Cold damage, and the target's Speed is 0 until the end of the target's next turn. Fail"
      },
      {
        "document": 1771,
        "excerpt": "+ 2) Thunder damage, and the target is pushed up to 20 feet straight away from the elemental and has the Prone condition. Success: Half damage only."
      },
      {
        "document": 1772,
        "excerpt": "Large or smaller creature and the allosaurus moved 30+ feet straight toward it immediately before the hit, the target has the Prone condition, and the allosaurus ca"
      },
      {
        "document": 1773,
        "excerpt": "row: DC 21, one creature the dragon can see within 120 feet. Failure: 33 (6d10) Poison damage, and the target has Disadvantage on saving throws to maintain Concentr"
      },
      {
        "document": 1775,
        "excerpt": "r the target if it takes damage or a creature within 5 feet of it takes an action to wake it. Spellcasting. The dragon casts one of the following spells, requiring"
      },
      {
        "document": 1776,
        "excerpt": "a 30-foot Cone. Failure: The target is pushed up to 60 feet straight away from the dragon and has the Prone condition. Spellcasting. The dragon casts one of the fo"
      },
      {
        "document": 1777,
        "excerpt": "row: DC 21, one creature the dragon can see within 120 feet. Failure: 31 (9d6) Psychic damage. Until the end of its next turn, the target rolls 1d8 whenever it make"
      },
      {
        "document": 1778,
        "excerpt": "row: DC 24, one creature the dragon can see within 120 feet. Failure: 24 (7d6) Force damage, and the target has the Incapacitated condition and is transported to a"
      },
      {
        "document": 1779,
        "excerpt": "phere centered on a point the dragon can see within 90 feet. Failure: 17 (5d6) Poison damage, and the target takes a -2 penalty to AC until the end of its next turn"
      },
      {
        "document": 1781,
        "excerpt": "4 (4d6) Cold damage, and the target is pushed up to 30 feet straight away from the dragon. Success: Half damage only. Failure or Success: The dragon can't take this"
      },
      {
        "document": 1782,
        "excerpt": "here centered on a point the dragon can see within 120 feet. Failure: 14 (4d6) Cold damage, and the target's Speed is 0 until the end of the target's next turn. Fai"
      },
      {
        "document": 1796,
        "excerpt": "in a 10-foot radius and Dim Light for an additional 10 feet."
      },
      {
        "document": 1797,
        "excerpt": "ure if at least one of the baboon's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 1799,
        "excerpt": "smaller creature, the balor pulls the target up to 25 feet straight toward itself, and the target has the Prone condition. Lightning Blade. Melee Attack Roll: +14"
      },
      {
        "document": 1805,
        "excerpt": "the target, or after the target or a creature within 5 feet of it takes an action to stanch the wound, doing so by succeeding on a DC 12 Wisdom (Medicine) check."
      },
      {
        "document": 1806,
        "excerpt": "e Large or smaller creature the behir can see within 5 feet. Failure: 28 (5d8 + 6) Bludgeoning damage. The target has the Grappled condition (escape DC 16), and it"
      },
      {
        "document": 1810,
        "excerpt": "he weapon. In 1 minute, the pudding can eat through 2 feet of nonmagical wood or metal. Spider Climb. The pudding can climb difficult surfaces, including along ce"
      },
      {
        "document": 1811,
        "excerpt": "Teleport (Recharge 4–6). The dog teleports up to 40 feet to an unoccupied space it can see."
      },
      {
        "document": 1812,
        "excerpt": "ature if at least one of the hawk's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 1814,
        "excerpt": "is a Medium or smaller creature and the boar moved 20+ feet straight toward it immediately before the hit, the target takes an extra 3 (1d6) Piercing damage and has"
      },
      {
        "document": 1816,
        "excerpt": "r the target if it takes damage or a creature within 5 feet of it takes an action to wake it."
      },
      {
        "document": 1817,
        "excerpt": "a 30-foot Cone. Failure: The target is pushed up to 30 feet straight away from the dragon and has the Prone condition."
      },
      {
        "document": 1819,
        "excerpt": "dium or smaller creature the bugbear can see within 10 feet. Failure: The target has the Grappled condition (escape DC 13)."
      },
      {
        "document": 1821,
        "excerpt": "4) Piercing damage. Deadly Leap. The bulette spends 5 feet of movement to jump to a space within 15 feet that contains one or more Large or smaller creatures. Dext"
      },
      {
        "document": 1825,
        "excerpt": "Throw: DC 15, one creature the devil can see within 60 feet. Failure: 9 (2d4 + 4) Fire damage, and the target has the Restrained condition until the end of the devi"
      },
      {
        "document": 1827,
        "excerpt": "water. Sense Magic. The chuul senses magic within 120 feet of itself. This trait otherwise works like the Detect Magic spell but isn't itself magical."
      },
      {
        "document": 1829,
        "excerpt": "f damage. The cloaker can detach itself by spending 5 feet of movement. The target or a creature within 5 feet of it can take an action to try to detach the cloake"
      },
      {
        "document": 1833,
        "excerpt": "Medium or smaller creature the snake can see within 5 feet. Failure: 7 (3d4) Bludgeoning damage, and the target has the Grappled condition (escape DC 12)."
      },
      {
        "document": 1835,
        "excerpt": "Medium or smaller creature the couatl can see within 5 feet. Failure: 8 (1d6 + 5) Bludgeoning damage. The target has the Grappled condition (escape DC 13), and it h"
      },
      {
        "document": 1840,
        "excerpt": "its turn, the darkmantle can detach itself by using 5 feet of movement. Darkness Aura (1/Day). Magical Darkness fills a 15-foot Emanation originating from the dar"
      },
      {
        "document": 1844,
        "excerpt": "ature if at least one of the wolf's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 1845,
        "excerpt": "bination. Storm Blade. Melee Attack Roll: +9, reach 5 feet. Hit: 12 (2d6 + 5) Slashing damage plus 7 (2d6) Lightning damage. Storm Bolt. Ranged Attack Roll: +9, r"
      },
      {
        "document": 1852,
        "excerpt": "Tree Stride. If within 5 feet of a Large or bigger tree, the dryad teleports to an unoccupied space within 5 feet of a second Large or"
      },
      {
        "document": 1854,
        "excerpt": "Talons. Melee Attack Roll: +4, reach 5 feet. Hit: 4 (1d4 + 2) Slashing damage."
      },
      {
        "document": 1857,
        "excerpt": "a Huge or smaller creature and the elephant moved 20+ feet straight toward it immediately before the hit, the target has the Prone condition."
      },
      {
        "document": 1858,
        "excerpt": "t is a Large or smaller creature and the elk moved 20+ feet straight toward it immediately before the hit, the target takes an extra 3 (1d6) Bludgeoning damage and"
      },
      {
        "document": 1859,
        "excerpt": "turns to dust if reduced to 0 Hit Points, if it is 5+ feet away from the erinyes for 1 hour or more, or if the erinyes dies. If the rope is damaged or destroyed, t"
      },
      {
        "document": 1860,
        "excerpt": "rge or smaller creature the ettercap can see within 30 feet. Failure: The target has the Restrained condition until the web is destroyed (AC 10; HP 5; Vulnerability"
      },
      {
        "document": 1862,
        "excerpt": "in a 30-foot radius and Dim Light for an additional 30 feet. Water Susceptibility. The elemental takes 3 (1d6) Cold damage for every 5 feet the elemental moves in"
      },
      {
        "document": 1863,
        "excerpt": "4 (1d8) Fire damage, and the target is pushed up to 15 feet straight away from the giant and has Disadvantage on the next attack roll it makes before the end of its"
      },
      {
        "document": 1864,
        "excerpt": "no longer Bloodied. The golem's creator, if within 60 feet of the berserk golem, can try to calm it by taking an action to make a DC 15 Charisma (Persuasion) check"
      },
      {
        "document": 1866,
        "excerpt": "ater. Standing Leap. The frog's Long Jump is up to 10 feet and its High Jump is up to 5 feet with or without a running start."
      },
      {
        "document": 1867,
        "excerpt": "6) Cold damage, and the target's Speed decreases by 10 feet until the end of its next turn."
      },
      {
        "document": 1869,
        "excerpt": "e itself at a time. As an action, a creature within 5 feet of the cube can pull a creature or an object out of the cube by succeeding on a DC 12 Strength (Athletic"
      },
      {
        "document": 1871,
        "excerpt": "Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane. Incorporeal Movement. The ghost can move thro"
      },
      {
        "document": 1873,
        "excerpt": "he ape hurls a boulder at a point it can see within 90 feet. Dexterity Saving Throw: DC 17, each creature in a 5-foot-radius Sphere centered on that point. Failure:"
      },
      {
        "document": 1876,
        "excerpt": "is a Large or smaller creature and the boar moved 20+ feet straight toward it immediately before the hit, the target takes an extra 7 (2d6) Piercing damage and has"
      },
      {
        "document": 1878,
        "excerpt": "Large or smaller creature the snake can see within 10 feet. Failure: 13 (2d8 + 4) Bludgeoning damage, and the target has the Grappled condition (escape DC 14)."
      },
      {
        "document": 1882,
        "excerpt": "et is a Huge or smaller creature and the elk moved 20+ feet straight toward it immediately before the hit, the target takes an extra 5 (2d4) Bludgeoning damage and"
      },
      {
        "document": 1883,
        "excerpt": "in a 10-foot radius and Dim Light for an additional 10 feet."
      },
      {
        "document": 1884,
        "excerpt": "peak Common. It also has Blindsight with a range of 60 feet. Once it has been used, it can't be used again until 7 days have passed. Serpentine Owl (Rare). This se"
      },
      {
        "document": 1885,
        "excerpt": "ater. Standing Leap. The frog's Long Jump is up to 20 feet and its High Jump is up to 10 feet with or without a running start."
      },
      {
        "document": 1886,
        "excerpt": "is a Large or smaller creature and the goat moved 20+ feet straight toward it immediately before the hit, the target takes an extra 5 (2d4) Bludgeoning damage and"
      },
      {
        "document": 1891,
        "excerpt": "eature if at least one of the rat's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 1893,
        "excerpt": "(2d8 + 2) Bludgeoning damage if the seahorse moved 20+ feet straight toward the target immediately before the hit."
      },
      {
        "document": 1895,
        "excerpt": "hrow: DC 13, one creature the spider can see within 60 feet. Failure: The target has the Restrained condition until the web is destroyed (AC 10; HP 5; Vulnerability"
      },
      {
        "document": 1896,
        "excerpt": "ater. Standing Leap. The toad's Long Jump is up to 20 feet and its High Jump is up to 10 feet with or without a running start."
      },
      {
        "document": 1898,
        "excerpt": "re if at least one of the vulture's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 1902,
        "excerpt": "ow: DC 10, any creature that starts its turn within 20 feet of the mouther while it is babbling. Failure: The target rolls 1d8 to determine what it does during the"
      },
      {
        "document": 1904,
        "excerpt": "h. Strength Saving Throw: DC 15, one creature within 5 feet that the gladiator can see. Failure: 9 (2d4 + 4) Bludgeoning damage. If the target is a Medium or smalle"
      },
      {
        "document": 1906,
        "excerpt": "e, or 2 (1d4) Bludgeoning damage if the goat moved 20+ feet straight toward the target immediately before the hit."
      },
      {
        "document": 1907,
        "excerpt": "se: The goblin chooses a Small or Medium ally within 5 feet of itself. The goblin and that ally swap places, and the ally becomes the target of the attack instead."
      },
      {
        "document": 1911,
        "excerpt": "s a Large or smaller creature and the gorgon moved 20+ feet straight toward it immediately before the hit, the target has the Prone condition. Petrifying Breath (R"
      },
      {
        "document": 1914,
        "excerpt": "n breathe air and water. Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material componen"
      },
      {
        "document": 1920,
        "excerpt": "Throw: DC 16, one creature the naga can see within 60 feet. Failure: 31 (7d8) Poison damage, and the target has the Blinded condition until the start of the naga's"
      },
      {
        "document": 1921,
        "excerpt": "Leap. The half-dragon jumps up to 30 feet by spending 10 feet of movement."
      },
      {
        "document": 1922,
        "excerpt": "ng Song of other harpies. If the target is more than 5 feet from the harpy, the target moves on its turn toward the harpy by the most direct route, trying to get wi"
      },
      {
        "document": 1924,
        "excerpt": "ture if at least one of the hound's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 1925,
        "excerpt": "Leap. The hezrou jumps up to 30 feet by spending 10 feet of movement."
      },
      {
        "document": 1930,
        "excerpt": "if at least one of the hobgoblin's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 1932,
        "excerpt": "Throw: DC 17, one creature the devil can see within 10 feet. Failure: 10 (1d8 + 6) Necrotic damage, and the target receives an infernal wound if it doesn't have one"
      },
      {
        "document": 1935,
        "excerpt": "ture if at least one of the hyena's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 1936,
        "excerpt": "a Bonus Action or Reaction, its Speed decreases by 10 feet, and it can move or take one action on its turn, not both. Hit or Miss: The spear magically returns to t"
      },
      {
        "document": 1939,
        "excerpt": "row: DC 15, one creature the incubus can see within 60 feet. Failure: If the target has 20 Hit Points or fewer, it has the Unconscious condition for 1 hour, until i"
      },
      {
        "document": 1945,
        "excerpt": "ure if at least one of the kobold's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition. Sunlight Sensitivity. While in s"
      },
      {
        "document": 1946,
        "excerpt": "reature Grappled by it to a space it can see within 60 feet of itself that isn't in the air. Dexterity Saving Throw: DC 25, the creature thrown and each creature in"
      },
      {
        "document": 1947,
        "excerpt": "Throw: DC 13, one creature the lamia can see within 5 feet. Failure: 13 (3d8) Psychic damage, and the target is cursed for 1 hour. Until the curse ends, the target"
      },
      {
        "document": 1949,
        "excerpt": "turns. Deathly Teleport. The lich teleports up to 60 feet to an unoccupied space it can see, and each creature within 10 feet of the space it left takes 11 (2d10)"
      },
      {
        "document": 1950,
        "excerpt": "ature if at least one of the lion's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition. Running Leap. With a 10-foot run"
      },
      {
        "document": 1954,
        "excerpt": "in a 10-foot radius and Dim Light for an additional 10 feet."
      },
      {
        "document": 1955,
        "excerpt": "s a Huge or smaller creature and the mammoth moved 20+ feet straight toward it immediately before the hit, the target has the Prone condition."
      },
      {
        "document": 1957,
        "excerpt": "dium or smaller creature the marilith can see within 5 feet. Failure: 15 (2d10 + 4) Bludgeoning damage. The target has the Grappled condition (escape DC 14), and it"
      },
      {
        "document": 1960,
        "excerpt": "If the target is a creature, its Speed decreases by 10 feet until the end of its next turn. Hit or Miss: The spear magically returns to the merfolk's hand immediate"
      },
      {
        "document": 1961,
        "excerpt": "smaller creature, the merrow pulls the target up to 15 feet straight toward itself."
      },
      {
        "document": 1963,
        "excerpt": "a Large or smaller creature and the minotaur moved 10+ feet straight toward it immediately before the hit, the target takes an extra 10 (3d6) Piercing damage and ha"
      },
      {
        "document": 1964,
        "excerpt": "a Large or smaller creature and the skeleton moved 20+ feet straight toward it immediately before the hit, the target takes an extra 9 (2d8) Piercing damage and has"
      },
      {
        "document": 1966,
        "excerpt": "Throw: DC 17, one creature the mummy can see within 60 feet. Failure: 25 (6d6 + 4) Psychic damage, and the target has the Paralyzed condition until the end of the m"
      },
      {
        "document": 1967,
        "excerpt": "Throw: DC 11, one creature the mummy can see within 60 feet. Failure: The target has the Frightened condition until the end of the mummy's next turn. Success: The t"
      },
      {
        "document": 1968,
        "excerpt": "damage. Teleport. The nalfeshnee teleports up to 120 feet to an unoccupied space it can see."
      },
      {
        "document": 1969,
        "excerpt": "Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material componen"
      },
      {
        "document": 1970,
        "excerpt": "in a 10-foot radius and Dim Light for an additional 10 feet."
      },
      {
        "document": 1973,
        "excerpt": "ud (1/Day). Trigger: A creature ends its turn within 5 feet of the octopus while underwater. Response: The octopus releases ink that fills a 5-foot Cube centered on"
      },
      {
        "document": 1982,
        "excerpt": "Ethereal Sight. The spider can see 60 feet into the Ethereal Plane while on the Material Plane and vice versa. Spider Climb. The spider can climb"
      },
      {
        "document": 1984,
        "excerpt": "hrow: DC 14, one creature the pirate can see within 30 feet. Failure: The target has the Charmed condition until the start of the pirate's next turn."
      },
      {
        "document": 1985,
        "excerpt": "hrow: DC 12, one creature the pirate can see within 30 feet. Failure: The target has the Charmed condition until the start of the pirate's next turn."
      },
      {
        "document": 1987,
        "excerpt": "re centered on a point the planetar can see within 120 feet. Failure: 24 (7d6) Radiant damage. Success: Half damage. Spellcasting. The planetar casts one of the fo"
      },
      {
        "document": 1993,
        "excerpt": "DC 12, one creature the pseudodragon can see within 5 feet. Failure: 5 (2d4) Poison damage, and the target has the Poisoned condition for 1 hour. Failure by 5 or M"
      },
      {
        "document": 1995,
        "excerpt": "wed creatures, each of which falls in a space within 5 feet of the worm and has the Prone condition. If the worm dies, any swallowed creature no longer has the Rest"
      },
      {
        "document": 1996,
        "excerpt": "y). Wisdom Saving Throw: DC 10, one creature within 20 feet. Failure: The target has the Frightened condition. At the end of each of its turns, the target repeats t"
      },
      {
        "document": 2001,
        "excerpt": "ture if at least one of the shark's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition. Water Breathing. The shark can b"
      },
      {
        "document": 2002,
        "excerpt": "wed creatures, each of which falls in a space within 5 feet of the remorhaz and has the Prone condition. If the remorhaz dies, any swallowed creature no longer has"
      },
      {
        "document": 2003,
        "excerpt": "Large or smaller creature and the rhinoceros moved 20+ feet straight toward it immediately before the hit, the target takes an extra 9 (2d8) Piercing damage and has"
      },
      {
        "document": 2006,
        "excerpt": "The roper pulls each creature Grappled by it up to 30 feet straight toward it."
      },
      {
        "document": 2007,
        "excerpt": "r can pinpoint the location of ferrous metal within 30 feet of itself."
      },
      {
        "document": 2008,
        "excerpt": "0-foot running start, the tiger can Long Jump up to 25 feet."
      },
      {
        "document": 2009,
        "excerpt": ". The sahuagin can magically control sharks within 120 feet of itself, using a special telepathy."
      },
      {
        "document": 2010,
        "excerpt": "e or smaller creature the salamander can see within 10 feet. Failure: 11 (2d6 + 4) Bludgeoning damage plus 7 (2d6) Fire damage. The target has the Grappled conditio"
      },
      {
        "document": 2011,
        "excerpt": "smaller creature, the satyr pushes the target up to 10 feet straight away from itself. Mockery. Wisdom Saving Throw: DC 12, one creature the satyr can see within 9"
      },
      {
        "document": 2014,
        "excerpt": "n breathe air and water. Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material componen"
      },
      {
        "document": 2017,
        "excerpt": "aller creature, the shambling mound pulls the target 5 feet straight toward itself. Engulf. Strength Saving Throw: DC 15, one Medium or smaller creature within 5 f"
      },
      {
        "document": 2018,
        "excerpt": "direction to the amulet. If the guardian is within 60 feet of the amulet's wearer, half of any damage the wearer takes (round up) is transferred to the guardian."
      },
      {
        "document": 2019,
        "excerpt": "A creature or a source of Bright Light moves within 30 feet of the shrieker. Response: The shrieker emits a shriek audible within 300 feet of itself for 1 minute or"
      },
      {
        "document": 2022,
        "excerpt": "gically returns to the solar's hand or hovers within 5 feet of the solar immediately after a ranged attack. Slaying Bow. Dexterity Saving Throw: DC 21, one creatur"
      },
      {
        "document": 2024,
        "excerpt": "turns. Arcane Prowl. The sphinx can teleport up to 30 feet to an unoccupied space it can see, and it makes one Claw attack. Weight of Years. Constitution Saving T"
      },
      {
        "document": 2025,
        "excerpt": "turns. Arcane Prowl. The sphinx can teleport up to 30 feet to an unoccupied space it can see, and it makes one Claw attack. Weight of Years. Constitution Saving T"
      },
      {
        "document": 2026,
        "excerpt": "ay). Trigger: The sphinx or another creature within 30 feet makes an ability check or a saving throw. Response: The sphinx adds 2 to the roll."
      },
      {
        "document": 2029,
        "excerpt": "t. Charisma Saving Throw: DC 10, one creature within 5 feet the sprite can see (Celestials, Fiends, and Undead automatically fail the save). Failure: The sprite kno"
      },
      {
        "document": 2031,
        "excerpt": "4) Fire damage, and the target's Speed decreases by 10 feet until the end of the mephit's next turn. Success: Half damage only. Failure or Success: Being underwater"
      },
      {
        "document": 2032,
        "excerpt": "e's turns. The stirge can detach itself by spending 5 feet of its movement. The target or a creature within 5 feet of it can detach the stirge as an action."
      },
      {
        "document": 2033,
        "excerpt": "Throw: DC 17, one creature the giant can see within 60 feet. Failure: 11 (1d10 + 6) Force damage."
      },
      {
        "document": 2035,
        "excerpt": "originating from a point the giant can see within 500 feet. Failure: 55 (10d10) Lightning damage. Success: Half damage. Spellcasting. The giant casts one of the f"
      },
      {
        "document": 2036,
        "excerpt": ": DC 15, one creature Charmed by the succubus within 5 feet. Failure: 13 (3d8) Psychic damage. Success: Half damage. Failure or Success: The target's Hit Point maxi"
      },
      {
        "document": 2044,
        "excerpt": "ed creatures, each of which falls in a space within 10 feet of the tarrasque and has the Prone condition. If the tarrasque dies, any swallowed creature no longer ha"
      },
      {
        "document": 2046,
        "excerpt": "ture if at least one of the tough's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 2047,
        "excerpt": "ture if at least one of the tough's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 2048,
        "excerpt": "agically animates up to two trees it can see within 60 feet of itself. Each tree uses the Treant stat block, except it has Intelligence and Charisma scores of 1, it"
      },
      {
        "document": 2049,
        "excerpt": "arget is Huge or smaller and the triceratops moved 20+ feet straight toward it immediately before the hit, the target takes an extra 9 (2d8) Piercing damage and has"
      },
      {
        "document": 2053,
        "excerpt": "rn targets itself or one creature it can see within 60 feet of itself. The target gains 10 (3d6) Temporary Hit Points, and its AC increases by 2 until the end of th"
      },
      {
        "document": 2055,
        "excerpt": "onstitution Saving Throw: DC 14, one creature within 5 feet that is willing or that has the Grappled, Incapacitated, or Restrained condition. Failure: 5 (1d4 + 3) P"
      },
      {
        "document": 2056,
        "excerpt": "onstitution Saving Throw: DC 17, one creature within 5 feet that is willing or that has the Grappled, Incapacitated, or Restrained condition. Failure: 6 (1d4 + 4) P"
      },
      {
        "document": 2060,
        "excerpt": "re if at least one of the vulture's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 2061,
        "excerpt": "a Large or smaller creature and the skeleton moved 20+ feet straight toward it immediately before the hit, the target has the Prone condition."
      },
      {
        "document": 2062,
        "excerpt": "is a Large or smaller creature and the horse moved 20+ feet straight toward it immediately before the hit, the target takes an extra 5 (2d4) Bludgeoning damage and"
      },
      {
        "document": 2063,
        "excerpt": "re if at least one of the warrior's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 2065,
        "excerpt": "elemental takes Cold damage, its Speed decreases by 20 feet until the end of its next turn. Water Form. The elemental can enter an enemy's space and stop there. It"
      },
      {
        "document": 2068,
        "excerpt": "Medium or smaller creature and the were-boar moved 20+ feet straight toward it immediately before the hit, the target takes an extra 7 (2d6) Piercing damage and has"
      },
      {
        "document": 2071,
        "excerpt": "e if at least one of the werewolf's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 2073,
        "excerpt": "onstitution Saving Throw: DC 13, one creature within 5 feet. Failure: 6 (1d8 + 2) Necrotic damage, and the target's Hit Point maximum decreases by an amount equal t"
      },
      {
        "document": 2074,
        "excerpt": "in a 20-foot radius and Dim Light for an additional 20 feet. Incorporeal Movement. The wisp can move through other creatures and objects as if they were Difficult"
      },
      {
        "document": 2075,
        "excerpt": "ature if at least one of the wolf's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 2076,
        "excerpt": "ature if at least one of the wolf's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 2078,
        "excerpt": "pecter. The wraith targets a Humanoid corpse within 10 feet of itself that has been dead for no longer than 1 minute. The target's spirit rises as a Specter in the"
      },
      {
        "document": 2080,
        "excerpt": "t the location of precious metals and stones within 60 feet of itself."
      },
      {
        "document": 2083,
        "excerpt": "r the target if it takes damage or a creature within 5 feet of it takes an action to wake it."
      },
      {
        "document": 2084,
        "excerpt": "a 30-foot Cone. Failure: The target is pushed up to 40 feet straight away from the dragon and has the Prone condition."
      }
    ],
    "feints": [
      {
        "document": 71,
        "excerpt": "a clash between two sides: a flurry of weapon swings, feints, parries, footwork, and spellcasting. The game organizes combat into a cycle of rounds and turns. A roun"
      }
    ],
    "fell": [
      {
        "document": 628,
        "excerpt": "ing damage at the end of the fall for every 10 feet it fell, to a maximum of 20d6. When the creature lands, it has the Prone condition unless it avoids taking any d"
      },
      {
        "document": 1266,
        "excerpt": "hic (Fey), or Necrotic (Fiend) damage. Bonus Actions Fell Glare (Fiend Only; Recharges after a Long Rest). Wisdom Saving Throw: DC equals your spell save DC, one"
      }
    ],
    "felled": [
      {
        "document": 114,
        "excerpt": "Magic items are gleaned from the hoards of felled monsters or discovered in long-lost vaults. Such items grant capabilities a character could rarely have"
      }
    ],
    "fending": [
      {
        "document": 1217,
        "excerpt": "ground or in containers within range - both useful in fending off the hazards of malnutrition and dehydration. The food is bland but nourishing and looks like a food"
      }
    ],
    "feral": [
      {
        "document": 848,
        "excerpt": "Feral Instinct, Instinctive Pounce"
      },
      {
        "document": 849,
        "excerpt": "Feral Senses"
      },
      {
        "document": 962,
        "excerpt": "Feral Instinct"
      },
      {
        "document": 969,
        "excerpt": "Feral Senses"
      }
    ],
    "ferocity": [
      {
        "document": 962,
        "excerpt": "aside all concern for defense to attack with increased ferocity. When you make your first attack roll on your turn, you can decide to attack recklessly. Doing so gives"
      }
    ],
    "ferrous": [
      {
        "document": 2007,
        "excerpt": "n Scent. The rust monster can pinpoint the location of ferrous metal within 30 feet of itself."
      }
    ],
    "fertile": [
      {
        "document": 270,
        "excerpt": "ination of background, species, and languages provides fertile soil for your imagination as you ponder your character's earliest days."
      }
    ],
    "festivals": [
      {
        "document": 976,
        "excerpt": "o share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figu"
      }
    ],
    "fetch": [
      {
        "document": 1242,
        "excerpt": "such as “Attack that creature,” “Move over there,” or “Fetch that object.” The target does its best to obey on its turn. If it completes an order and doesn’t receive"
      },
      {
        "document": 1243,
        "excerpt": "such as “Attack that creature,” “Move over there,” or “Fetch that object.” The target does its best to obey on its turn. If it completes an order and doesn’t receive"
      },
      {
        "document": 1244,
        "excerpt": "such as “Attack that creature,” “Move over there,” or “Fetch that object.” The target does its best to obey on its turn. If it completes an order and doesn’t receive"
      },
      {
        "document": 1349,
        "excerpt": "directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can't lea"
      },
      {
        "document": 1447,
        "excerpt": "the target or its allies. For example, you could say, “Fetch the key to the cult’s treasure vault, and give the key to me.” Or you could say, “Stop fighting, leave t"
      }
    ],
    "fetches": [
      {
        "document": 420,
        "excerpt": "Equipment fetches half its cost when sold. In contrast, trade goods and valuables - like gems and art objects - retain the"
      }
    ],
    "fetching": [
      {
        "document": 1468,
        "excerpt": "an perform simple tasks that a human could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring drinks. Once you g"
      }
    ],
    "fetid": [
      {
        "document": 1849,
        "excerpt": "ll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Slashing damage. Fetid Cloud (1/Day). Constitution Saving Throw: DC 11, each creature in a 10-foot Emanation originating from t"
      }
    ],
    "fever": [
      {
        "document": 675,
        "excerpt": "Cackle Fever"
      }
    ],
    "few": [
      {
        "document": 34,
        "excerpt": "skilled with many weapons, while others can use only a few. Some are better at understanding people's motives, and others are better at unlocking the secrets of th"
      },
      {
        "document": 90,
        "excerpt": "elee attacks with claws, teeth, or other body parts. A few spells also involve melee attacks."
      },
      {
        "document": 261,
        "excerpt": "vel in a class, you get its features for that level. A few features have additional rules when you're multiclassing. Check the information about multiclassing incl"
      },
      {
        "document": 370,
        "excerpt": "You spend modestly for your necessities and enjoy a few luxuries."
      },
      {
        "document": 590,
        "excerpt": "e GM's option, climbing a slippery surface or one with few handholds might require a successful DC 15 Strength (Athletics) check."
      },
      {
        "document": 690,
        "excerpt": "ct. The Sample Mental Stress Effects table provides a few examples of such effects, with suggested saving throw DCs and damage. Mental stress can usually be resis"
      },
      {
        "document": 729,
        "excerpt": "t as you can without going over. It's OK if you have a few unspent XP left over. Examples are given below: Example 1. A low-difficulty encounter for four level 1"
      }
    ],
    "fewer": [
      {
        "document": 102,
        "excerpt": "ach 0 Hit Points. If you have half your Hit Points or fewer, you're Bloodied, which has no game effect on its own but which might trigger other game effects."
      },
      {
        "document": 436,
        "excerpt": "bility: Dexterity Weight: 5 lb. Utilize: Mimic 10 or fewer words of someone else's handwriting (DC 15), or duplicate a wax seal (DC 20)"
      },
      {
        "document": 578,
        "excerpt": "eature is Bloodied while it has half its Hit Points or fewer remaining."
      },
      {
        "document": 613,
        "excerpt": "ure died with any Exhaustion levels, it returns with 1 fewer level. If the creature had Attunement to one or more magic items, it is no longer attuned to them."
      },
      {
        "document": 720,
        "excerpt": "sets at the start of the next turn if it has activated fewer than three times When a creature moves onto this trap's pressure plate for the first time on a turn, po"
      },
      {
        "document": 963,
        "excerpt": "s of Bardic Inspiration until you have two if you have fewer than that."
      },
      {
        "document": 967,
        "excerpt": "xpended Focus Points until you have 4 if you have 3 or fewer."
      },
      {
        "document": 1241,
        "excerpt": ". On a failed save, a target that has 50 Hit Points or fewer suffers an effect based on its current Hit Points, as shown in the Divine Word Effects table. Regardless"
      },
      {
        "document": 1347,
        "excerpt": "ure. Then speak the message, which must be 25 words or fewer, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will tr"
      },
      {
        "document": 1354,
        "excerpt": "ty - described in no more than 25 words - to twelve or fewer creatures you can see within range that can hear and understand you. The suggestion must sound achievabl"
      },
      {
        "document": 1383,
        "excerpt": "thin range to die. If the target has 100 Hit Points or fewer, it dies. Otherwise, it takes 12d12 Psychic damage."
      },
      {
        "document": 1384,
        "excerpt": "see within range. If the target has 150 Hit Points or fewer, it has the Stunned condition. Otherwise, its Speed is 0 until the start of your next turn. The Stunned"
      },
      {
        "document": 1418,
        "excerpt": "Instantaneous You send a short message of 25 words or fewer to a creature you have met or a creature described to you by someone who has met it. The target hears th"
      },
      {
        "document": 1615,
        "excerpt": "2d6 Radiant damage. If the target has 25 Hit Points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successfu"
      },
      {
        "document": 1616,
        "excerpt": "it's a Construct. If a Construct has 25 Hit Points or fewer after taking this damage, it is destroyed."
      },
      {
        "document": 1619,
        "excerpt": "agic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Constitution increases by 2, to a maxim"
      },
      {
        "document": 1620,
        "excerpt": "agic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Strength increases by 2, to a maximum o"
      },
      {
        "document": 1622,
        "excerpt": "agic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Dexterity increases by 2, to a maximum"
      },
      {
        "document": 1631,
        "excerpt": "s 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must suc"
      },
      {
        "document": 1734,
        "excerpt": "agic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Intelligence increases by 2, to a maxim"
      },
      {
        "document": 1735,
        "excerpt": "agic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma increases by 2, to a maximum o"
      },
      {
        "document": 1736,
        "excerpt": "agic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Wisdom increases by 2, to a maximum of"
      },
      {
        "document": 1939,
        "excerpt": "n 60 feet. Failure: If the target has 20 Hit Points or fewer, it has the Unconscious condition for 1 hour, until it takes damage, or until a creature within 5 feet o"
      },
      {
        "document": 2014,
        "excerpt": "n 30 feet. Failure: If the target has 20 Hit Points or fewer, it drops to 0 Hit Points. Otherwise, the target takes 13 (3d8) Psychic damage. Illusory Appearance. Th"
      },
      {
        "document": 2022,
        "excerpt": "0 feet. Failure: If the creature has 100 Hit Points or fewer, it dies. It otherwise takes 24 (4d8 + 6) Piercing damage plus 36 (8d8) Radiant damage. Spellcasting. T"
      }
    ],
    "fey": [
      {
        "document": 181,
        "excerpt": "lemental Planes, such as efreet and water elementals. Fey are creatures tied to the Feywild or the forces of nature, such as dryads and goblins. Fiends are creat"
      },
      {
        "document": 788,
        "excerpt": "Fey"
      },
      {
        "document": 835,
        "excerpt": "Conjure Fey"
      },
      {
        "document": 940,
        "excerpt": "ertain creatures (Aberrations, Constructs, Elementals, Fey, and Monstrosities)"
      },
      {
        "document": 947,
        "excerpt": "Fey"
      },
      {
        "document": 965,
        "excerpt": "When you cast the spell in this way, the familiar is Fey and disappears when you finish a Long Rest."
      },
      {
        "document": 988,
        "excerpt": "Fey Ancestry"
      },
      {
        "document": 1172,
        "excerpt": "target is an Aberration, a Celestial, an Elemental, a Fey, or a Fiend, the target doesn't return if the spell lasts for 1 minute. The target is instead transporte"
      },
      {
        "document": 1198,
        "excerpt": "ure (GM's choice) that is a Celestial, an Elemental, a Fey, a Fiend, or an Undead - The most prevalent kind of plant, mineral, or Beast (you choose which to learn)"
      },
      {
        "document": 1207,
        "excerpt": "Conjure Fey"
      },
      {
        "document": 1229,
        "excerpt": "the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there an"
      },
      {
        "document": 1236,
        "excerpt": "to 1 minute For the duration, Celestials, Elementals, Fey, Fiends, and Undead have Disadvantage on attack rolls against you. You can end the spell early by using"
      },
      {
        "document": 1241,
        "excerpt": "rdless of its Hit Points, a Celestial, an Elemental, a Fey, or a Fiend target that fails its save is forced back to its plane of origin (if it isn't there already"
      },
      {
        "document": 1265,
        "excerpt": "hosen form (see “Monsters”), though it is a Celestial, Fey, or Fiend (your choice) instead of a Beast. Your familiar acts independently of you, but it obeys your c"
      },
      {
        "document": 1266,
        "excerpt": "e spell, choose the steed's creature type - Celestial, Fey, or Fiend - which determines certain traits in the stat block. Combat. The steed is an ally to you and"
      },
      {
        "document": 1281,
        "excerpt": "of the following: Aberrations, Celestials, Elementals, Fey, Fiends, and Undead. When a creature of a chosen type enters the spell's area for the first time on a tu"
      },
      {
        "document": 1303,
        "excerpt": "hese creature types: Aberration, Celestial, Elemental, Fey, Fiend, or Undead. Creatures of the chosen types can't willingly enter the area, and any creature that i"
      },
      {
        "document": 1344,
        "excerpt": "following types of creatures: Celestials, Elementals, Fey, Fiends, or Undead. The circle affects a creature of the chosen type in the following ways: - The creat"
      },
      {
        "document": 1377,
        "excerpt": "ours You attempt to bind a Celestial, an Elemental, a Fey, or a Fiend to your service. The creature must be within range for the entire casting of the spell. (Typ"
      },
      {
        "document": 1394,
        "excerpt": "reatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants several benefits. Creatures of those types have Disadvantage o"
      },
      {
        "document": 1440,
        "excerpt": "ood or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate creat"
      },
      {
        "document": 1811,
        "excerpt": "Medium Fey, Lawful Good"
      },
      {
        "document": 1819,
        "excerpt": "Medium Fey (Goblinoid), Chaotic Evil"
      },
      {
        "document": 1820,
        "excerpt": "Medium Fey (Goblinoid), Chaotic Evil"
      },
      {
        "document": 1824,
        "excerpt": "Large Fey, Neutral Good"
      },
      {
        "document": 1852,
        "excerpt": "Medium Fey, Neutral"
      },
      {
        "document": 1907,
        "excerpt": "Small Fey (Goblinoid), Chaotic Neutral"
      },
      {
        "document": 1908,
        "excerpt": "Small Fey (Goblinoid), Chaotic Neutral"
      },
      {
        "document": 1909,
        "excerpt": "Small Fey (Goblinoid), Chaotic Neutral"
      },
      {
        "document": 1914,
        "excerpt": "Medium Fey, Neutral Evil"
      },
      {
        "document": 1929,
        "excerpt": "Medium Fey (Goblinoid), Lawful Evil"
      },
      {
        "document": 1930,
        "excerpt": "Medium Fey (Goblinoid), Lawful Evil"
      },
      {
        "document": 2011,
        "excerpt": "Medium Fey, Chaotic Neutral"
      },
      {
        "document": 2014,
        "excerpt": "Medium Fey, Chaotic Evil"
      },
      {
        "document": 2029,
        "excerpt": "Tiny Fey, Neutral Good"
      },
      {
        "document": 2077,
        "excerpt": "Large Fey, Neutral Evil"
      }
    ],
    "feywild": [
      {
        "document": 181,
        "excerpt": "t and water elementals. Fey are creatures tied to the Feywild or the forces of nature, such as dryads and goblins. Fiends are creatures tied to terrifying Lower Plan"
      },
      {
        "document": 790,
        "excerpt": "Plane of Fire; on a 4, the Plane of Water; on a 5, the Feywild; on a 6, the Shadowfell"
      },
      {
        "document": 1207,
        "excerpt": "up to 10 minutes You conjure a Medium spirit from the Feywild in an unoccupied space you can see within range. The spirit lasts for the duration, and it looks like a"
      },
      {
        "document": 1236,
        "excerpt": "ad are sent to the Shadowfell, and Fey are sent to the Feywild. Dispel Magic Level 3 Abjuration (Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard) C"
      },
      {
        "document": 1281,
        "excerpt": "ea by way of the Astral Plane, the Ethereal Plane, the Feywild, the Shadowfell, or the Plane Shift spell. In addition, the spell damages types of creatures that you c"
      }
    ],
    "fiction": [
      {
        "document": 459,
        "excerpt": "A Book contains fiction or nonfiction. If you consult an accurate nonfiction Book about its topic, you gain a +5 bonus to Intell"
      }
    ],
    "field": [
      {
        "document": 894,
        "excerpt": "Antimagic Field"
      },
      {
        "document": 918,
        "excerpt": "Antimagic Field"
      },
      {
        "document": 973,
        "excerpt": "While studying magic, you also specialized in another field of study. Choose one of the following skills in which you have proficiency: Arcana, History, Investigati"
      },
      {
        "document": 1160,
        "excerpt": "Antimagic Field"
      },
      {
        "document": 1388,
        "excerpt": "r is destroyed, it is gone for the duration. Antimagic Field has no effect on the wall, and Dispel Magic can affect only the violet layer. Prismatic Layers | Order"
      },
      {
        "document": 1422,
        "excerpt": "uration: Concentration, up to 10 minutes A shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration."
      },
      {
        "document": 1706,
        "excerpt": "ck it down, giving it the Prone condition. Protective Field. As a Reaction, when you or an ally you can see within 5 feet of you is targeted by an attack or makes a"
      },
      {
        "document": 1711,
        "excerpt": "tiverse, hovering in space and stabilized by a magical field surrounding it. The sphere obliterates all matter it passes through and all matter that passes through"
      }
    ],
    "fields": [
      {
        "document": 1304,
        "excerpt": "smell like another sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain"
      },
      {
        "document": 1363,
        "excerpt": "l, and even feel like some other sort of terrain. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other rough or impassable terrain."
      }
    ],
    "fiend": [
      {
        "document": 307,
        "excerpt": "oficiency Bonus) or take 2d8 Radiant damage if it is a Fiend or an Undead."
      },
      {
        "document": 870,
        "excerpt": "Fiend Spells"
      },
      {
        "document": 947,
        "excerpt": "Fiend"
      },
      {
        "document": 972,
        "excerpt": "You gain a Warlock subclass of your choice. The Fiend Patron subclass is detailed after this class's description. A subclass is a specialization that grants y"
      },
      {
        "document": 979,
        "excerpt": "Fiend Patron"
      },
      {
        "document": 982,
        "excerpt": "antage on any saving throw you are forced to make by a Fiend or an Undead. Radiant Damage. Whenever an enemy starts its turn in the aura, that creature takes Radian"
      },
      {
        "document": 1172,
        "excerpt": "an Aberration, a Celestial, an Elemental, a Fey, or a Fiend, the target doesn't return if the spell lasts for 1 minute. The target is instead transported to a rando"
      },
      {
        "document": 1198,
        "excerpt": "'s choice) that is a Celestial, an Elemental, a Fey, a Fiend, or an Undead - The most prevalent kind of plant, mineral, or Beast (you choose which to learn) - Locati"
      },
      {
        "document": 1229,
        "excerpt": "location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if s"
      },
      {
        "document": 1240,
        "excerpt": "attack. The damage increases by 1d8 if the target is a Fiend or an Undead. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level ab"
      },
      {
        "document": 1241,
        "excerpt": "its Hit Points, a Celestial, an Elemental, a Fey, or a Fiend target that fails its save is forced back to its plane of origin (if it isn't there already) and can't"
      },
      {
        "document": 1265,
        "excerpt": "rm (see “Monsters”), though it is a Celestial, Fey, or Fiend (your choice) instead of a Beast. Your familiar acts independently of you, but it obeys your commands."
      },
      {
        "document": 1266,
        "excerpt": "choose the steed's creature type - Celestial, Fey, or Fiend - which determines certain traits in the stat block. Combat. The steed is an ally to you and your allie"
      },
      {
        "document": 1303,
        "excerpt": "creature types: Aberration, Celestial, Elemental, Fey, Fiend, or Undead. Creatures of the chosen types can't willingly enter the area, and any creature that is posse"
      },
      {
        "document": 1317,
        "excerpt": "tage on attack rolls against them. In addition, when a Fiend or an Undead hits an affected creature with a melee attack roll, the attacker must succeed on a Constitu"
      },
      {
        "document": 1376,
        "excerpt": "wer. That entity sends a Celestial, an Elemental, or a Fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a sp"
      },
      {
        "document": 1377,
        "excerpt": "attempt to bind a Celestial, an Elemental, a Fey, or a Fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the"
      },
      {
        "document": 1602,
        "excerpt": "mage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage. While you hold the drawn weapon"
      },
      {
        "document": 1615,
        "excerpt": "pon (Mace), Rare (Requires Attunement) When you hit a Fiend or an Undead with this magic weapon, that creature takes an extra 2d6 Radiant damage. If the target has"
      },
      {
        "document": 1730,
        "excerpt": "adin) This talisman is a mighty symbol of goodness. A Fiend or an Undead that touches the talisman takes 8d6 Radiant damage and takes the damage again each time it"
      },
      {
        "document": 1732,
        "excerpt": "m symbolizes unrepentant evil. A creature that isn't a Fiend or an Undead that touches the talisman takes 8d6 Necrotic damage and takes the damage again each time it"
      },
      {
        "document": 1799,
        "excerpt": "Huge Fiend (Demon), Chaotic Evil"
      },
      {
        "document": 1802,
        "excerpt": "Medium Fiend (Devil), Lawful Evil"
      },
      {
        "document": 1805,
        "excerpt": "Medium Fiend (Devil), Lawful Evil"
      },
      {
        "document": 1815,
        "excerpt": "Large Fiend (Devil), Lawful Evil"
      },
      {
        "document": 1825,
        "excerpt": "Medium Fiend (Devil), Lawful Evil"
      },
      {
        "document": 1849,
        "excerpt": "Small Fiend (Demon), Chaotic Evil"
      },
      {
        "document": 1859,
        "excerpt": "Medium Fiend (Devil), Lawful Evil"
      },
      {
        "document": 1903,
        "excerpt": "Large Fiend (Demon), Chaotic Evil"
      },
      {
        "document": 1905,
        "excerpt": "Medium Fiend, Chaotic Evil"
      },
      {
        "document": 1924,
        "excerpt": "Medium Fiend, Lawful Evil"
      },
      {
        "document": 1925,
        "excerpt": "Large Fiend (Demon), Chaotic Evil"
      },
      {
        "document": 1932,
        "excerpt": "Large Fiend (Devil), Lawful Evil"
      },
      {
        "document": 1936,
        "excerpt": "Large Fiend (Devil), Lawful Evil"
      },
      {
        "document": 1938,
        "excerpt": "Tiny Fiend (Devil), Lawful Evil"
      },
      {
        "document": 1939,
        "excerpt": "Medium Fiend, Neutral Evil"
      },
      {
        "document": 1947,
        "excerpt": "Large Fiend, Chaotic Evil"
      },
      {
        "document": 1948,
        "excerpt": "Medium Fiend (Devil), Lawful Evil"
      },
      {
        "document": 1957,
        "excerpt": "Large Fiend (Demon), Chaotic Evil"
      },
      {
        "document": 1968,
        "excerpt": "Large Fiend (Demon), Chaotic Evil"
      },
      {
        "document": 1969,
        "excerpt": "Medium Fiend, Neutral Evil"
      },
      {
        "document": 1970,
        "excerpt": "Large Fiend, Neutral Evil"
      },
      {
        "document": 1976,
        "excerpt": "Large Fiend, Lawful Evil"
      },
      {
        "document": 1986,
        "excerpt": "Pit Fiend"
      },
      {
        "document": 1996,
        "excerpt": "Tiny Fiend (Demon), Chaotic Evil"
      },
      {
        "document": 1997,
        "excerpt": "Medium Fiend, Lawful Evil"
      },
      {
        "document": 2009,
        "excerpt": "Medium Fiend, Lawful Evil"
      },
      {
        "document": 2028,
        "excerpt": "Large Fiend, Chaotic Evil"
      },
      {
        "document": 2036,
        "excerpt": "Medium Fiend, Neutral Evil"
      },
      {
        "document": 2059,
        "excerpt": "Large Fiend (Demon), Chaotic Evil"
      }
    ],
    "fiend's": [
      {
        "document": 1986,
        "excerpt": "s next turn. Success: The target is immune to this pit fiend's aura for 24 hours. Legendary Resistance (4/Day). If the pit fiend fails a saving throw, it can choose t"
      }
    ],
    "fiendish": [
      {
        "document": 954,
        "excerpt": "A character touches a fiendish idol that tears at the character’s mind, threatening to shatter it."
      },
      {
        "document": 972,
        "excerpt": "time you do so, choose a different eligible cantrip. Fiendish Vigor Prerequisite: Level 2+ Warlock You can cast False Life on yourself without expending a spell slo"
      },
      {
        "document": 979,
        "excerpt": "You can call on your fiendish patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this f"
      },
      {
        "document": 992,
        "excerpt": "of your choice (see \"Feats\"). Skilled is recommended. Fiendish Legacies | Legacy | Level 1 | L"
      },
      {
        "document": 994,
        "excerpt": "Fiendish Legacy"
      },
      {
        "document": 1440,
        "excerpt": "lic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate creatures to be unaffected by it. Any other creature's Spe"
      },
      {
        "document": 1997,
        "excerpt": "or detect its thoughts, creature type, or alignment. Fiendish Restoration. If the rakshasa dies outside the Nine Hells, its body turns to ichor, and it gains a new bo"
      },
      {
        "document": 2028,
        "excerpt": "Fiendish Restoration. If it dies, the naga returns to life in 1d6 days and regains all its Hit Points. Only a Wis"
      },
      {
        "document": 2036,
        "excerpt": "Multiattack. The succubus makes one Fiendish Touch attack and uses Charm or Draining Kiss. Fiendish Touch. Melee Attack Roll: +7, reach 5 ft. Hit: 1"
      }
    ],
    "fiends": [
      {
        "document": 181,
        "excerpt": "or the forces of nature, such as dryads and goblins. Fiends are creatures tied to terrifying Lower Planes, such as balors and hell hounds. Giants are towering bein"
      },
      {
        "document": 787,
        "excerpt": "oy creatures of a particular type, such as Constructs, Fiends, or Undead."
      },
      {
        "document": 788,
        "excerpt": "Fiends"
      },
      {
        "document": 940,
        "excerpt": "oly symbols, cults, and certain creatures (Celestials, Fiends, and Undead)"
      },
      {
        "document": 968,
        "excerpt": "ion, you can open your awareness to detect Celestials, Fiends, and Undead. For the next 10 minutes or until you have the Incapacitated condition, you know the locatio"
      },
      {
        "document": 1236,
        "excerpt": "minute For the duration, Celestials, Elementals, Fey, Fiends, and Undead have Disadvantage on attack rolls against you. You can end the spell early by using either o"
      },
      {
        "document": 1281,
        "excerpt": "e following: Aberrations, Celestials, Elementals, Fey, Fiends, and Undead. When a creature of a chosen type enters the spell's area for the first time on a turn or en"
      },
      {
        "document": 1344,
        "excerpt": "owing types of creatures: Celestials, Elementals, Fey, Fiends, or Undead. The circle affects a creature of the chosen type in the following ways: - The creature can'"
      },
      {
        "document": 1394,
        "excerpt": "res that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants several benefits. Creatures of those types have Disadvantage on attack"
      },
      {
        "document": 2029,
        "excerpt": "creature within 5 feet the sprite can see (Celestials, Fiends, and Undead automatically fail the save). Failure: The sprite knows the target's emotions and alignment."
      }
    ],
    "fierce": [
      {
        "document": 962,
        "excerpt": "you finish a Long Rest. In addition, your Rage is so fierce that it now lasts for 10 minutes without you needing to do anything to extend it from round to round. Yo"
      }
    ],
    "fiery": [
      {
        "document": 19,
        "excerpt": "ents an attempt to evade or resist a threat, such as a fiery explosion, a blast of poisonous gas, or a spell trying to invade your mind. You don’t normally choose to"
      },
      {
        "document": 1273,
        "excerpt": "within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving thro"
      },
      {
        "document": 1274,
        "excerpt": "Duration: Concentration, up to 10 minutes You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the dura"
      },
      {
        "document": 1359,
        "excerpt": "uccessful one. A creature in the area of more than one fiery Sphere is affected only once. A nonmagical object that isn't being worn or carried also takes the damag"
      },
      {
        "document": 1412,
        "excerpt": "mponents: V, S Duration: Instantaneous You hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ra"
      },
      {
        "document": 1694,
        "excerpt": "ses the rod to revert to its normal form: Button 1. A fiery blade sprouts from the end opposite the rod's flanged head. The flames shed Bright Light in a 40-foot ra"
      },
      {
        "document": 1768,
        "excerpt": "e this action again until the start of its next turn. Fiery Rays. The dragon uses Spellcasting to cast Scorching Ray. The dragon can't take this action again until"
      },
      {
        "document": 1780,
        "excerpt": "e this action again until the start of its next turn. Fiery Rays. The dragon uses Spellcasting to cast Scorching Ray (level 3 version). The dragon can't take this a"
      },
      {
        "document": 1825,
        "excerpt": "le ends. Conjure Infernal Chain. The devil conjures a fiery chain to bind a creature. Dexterity Saving Throw: DC 15, one creature the devil can see within 60 feet."
      },
      {
        "document": 1941,
        "excerpt": "tack. The golem makes two attacks, using Bladed Arm or Fiery Bolt in any combination. Bladed Arm. Melee Attack Roll: +12, reach 10 ft. Hit: 20 (3d8 + 7) Slashing da"
      },
      {
        "document": 1986,
        "excerpt": "es one Bite attack, two Devilish Claw attacks, and one Fiery Mace attack. Bite. Melee Attack Roll: +14, reach 10 ft. Hit: 18 (3d6 + 8) Piercing damage. If the targe"
      }
    ],
    "fifth": [
      {
        "document": 332,
        "excerpt": "A Pouch holds up to 6 pounds within one-fifth of a cubic foot."
      },
      {
        "document": 362,
        "excerpt": "ip outfitted with private accommodations can carry one-fifth as many passengers. A passenger usually pays 5 SP per day for a hammock, but prices can vary from ship t"
      },
      {
        "document": 520,
        "excerpt": "tomatically gains 1 Exhaustion level at the end of the fifth day as well as an additional level at the end of each subsequent day without food. Exhaustion caused by"
      },
      {
        "document": 577,
        "excerpt": "u're looking for a term from an earlier version of the fifth edition rules, consult the index. Abbreviations. The abbreviations listed below appear in this glossary"
      }
    ],
    "fifty": [
      {
        "document": 398,
        "excerpt": "ld Piece. A coin weighs about a third of an ounce, so fifty coins weigh a pound. Coin Values"
      },
      {
        "document": 1627,
        "excerpt": ". Twenty-five pieces of jewelry worth 2,000 GP each or fifty gems worth 1,000 GP each appear at your feet. Jester. You have Advantage on D20 Tests for the next 72 h"
      }
    ],
    "fight": [
      {
        "document": 46,
        "excerpt": "ple and face some monsters that would rather talk than fight. In those situations, it's time for social interaction, which takes many forms. For example, you might t"
      },
      {
        "document": 64,
        "excerpt": ", and which ones are the closest to those enemies if a fight breaks out. You can change your marching order outside combat and record the order any way you like: wri"
      },
      {
        "document": 71,
        "excerpt": "rolls Initiative. Once everyone has taken a turn, the fight continues to the next round if neither side is defeated."
      },
      {
        "document": 82,
        "excerpt": "ffectively controls in combat and the area it needs to fight effectively. A character's size is determined by species, and a monster's size is specified in the mons"
      },
      {
        "document": 98,
        "excerpt": "A fight underwater follows these rules."
      },
      {
        "document": 453,
        "excerpt": "need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is l"
      },
      {
        "document": 673,
        "excerpt": "l save, the creature has Advantage on saving throws to fight off the magical contagion for the next 24 hours."
      },
      {
        "document": 727,
        "excerpt": "enturers. Weaker characters might get taken out of the fight, and there's a slim chance that one or more characters might die. High Difficulty. A high-difficulty en"
      },
      {
        "document": 787,
        "excerpt": "yer. The item craves destruction and goads its user to fight arbitrarily."
      },
      {
        "document": 1376,
        "excerpt": "range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be"
      }
    ],
    "fighter": [
      {
        "document": 256,
        "excerpt": "n.” For example, if you are a level 6 Cleric / level 1 Fighter, you must gain enough XP to reach level 8 before you can take your second level as a Fighter or your sev"
      },
      {
        "document": 257,
        "excerpt": "ype, you can pool them together. For example, both the Fighter and the Paladin have a d10 Hit Die, so if you are a level 5 Fighter / level 5 Paladin, you have ten d10"
      },
      {
        "document": 259,
        "excerpt": "r Advancement table. For example, if you are a level 3 Fighter / level 2 Rogue, you have the Proficiency Bonus of a level 5 character, which is +3."
      },
      {
        "document": 811,
        "excerpt": "Fighter"
      },
      {
        "document": 813,
        "excerpt": "Fighter, Paladin, or Ranger"
      },
      {
        "document": 815,
        "excerpt": "Fighter, Paladin, or Ranger"
      },
      {
        "document": 818,
        "excerpt": "Fighter"
      },
      {
        "document": 839,
        "excerpt": "Fighter Features"
      },
      {
        "document": 966,
        "excerpt": "Fighter"
      },
      {
        "document": 974,
        "excerpt": "Fighter"
      }
    ],
    "fighter's": [
      {
        "document": 263,
        "excerpt": "less you have a feature that says you can (such as the Fighter's Two Extra Attacks feature). Similarly, the Warlock's Thirsting Blade invocation, which grants you the E"
      },
      {
        "document": 966,
        "excerpt": "he traits in the Core Fighter Traits table. - Gain the Fighter's level 1 features, which are listed in the Fighter Features table. As a Multiclass Character - Gain the"
      }
    ],
    "fighting": [
      {
        "document": 26,
        "excerpt": "venturers are talking to a noble, exploring a ruin, or fighting a dragon. In certain situations - particularly combat - the action is more structured, and everyone take"
      },
      {
        "document": 72,
        "excerpt": "had a turn, the round ends. Repeat this step until the fighting stops."
      },
      {
        "document": 299,
        "excerpt": "Fighting Style Feats"
      },
      {
        "document": 301,
        "excerpt": "at follow are organized by category - Origin, General, Fighting Style, or Epic Boon - and alphabetized in each category."
      },
      {
        "document": 675,
        "excerpt": "a success. After 1 minute, it succeeds automatically. Fighting the Contagion. At the end of each Long Rest, an infected creature makes a DC 13 Constitution saving thro"
      },
      {
        "document": 676,
        "excerpt": "t Points nor reduces the creature's Exhaustion level. Fighting the Contagion. Daily at dawn, an infected creature makes a DC 11 Constitution saving throw. On a failed"
      },
      {
        "document": 677,
        "excerpt": "have the Blinded condition until the contagion ends. Fighting the Contagion. Magic such as a Heal or Lesser Restoration spell ends the contagion immediately. A charac"
      },
      {
        "document": 753,
        "excerpt": "The efreeti attacks you. After fighting for 5 rounds, the efreeti disappears, and the bottle loses its magic."
      },
      {
        "document": 839,
        "excerpt": "Fighting Style, Second Wind, Weapon Mastery"
      },
      {
        "document": 842,
        "excerpt": "Fighting Style, Paladin’s Smite"
      },
      {
        "document": 849,
        "excerpt": "Deft Explorer, Fighting Style"
      },
      {
        "document": 962,
        "excerpt": "Your Rage can keep you fighting despite grievous wounds. If you drop to 0 Hit Points while your Rage is active and don't die outright, y"
      },
      {
        "document": 966,
        "excerpt": "Fighting Style"
      },
      {
        "document": 968,
        "excerpt": "Fighting Style"
      },
      {
        "document": 969,
        "excerpt": "Fighting Style"
      },
      {
        "document": 974,
        "excerpt": "Additional Fighting Style"
      },
      {
        "document": 1001,
        "excerpt": "Fighting Style"
      },
      {
        "document": 1009,
        "excerpt": "Fighting Style"
      },
      {
        "document": 1011,
        "excerpt": "Great Weapon Fighting"
      },
      {
        "document": 1015,
        "excerpt": "Two-Weapon Fighting"
      },
      {
        "document": 1188,
        "excerpt": "w. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your all"
      },
      {
        "document": 1189,
        "excerpt": "w. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your all"
      },
      {
        "document": 1242,
        "excerpt": "et has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success. You"
      },
      {
        "document": 1243,
        "excerpt": "et has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success. You"
      },
      {
        "document": 1244,
        "excerpt": "et has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success. You"
      },
      {
        "document": 1255,
        "excerpt": "saving throw. Any creature you or your companions are fighting automatically succeeds on this save. On a failed save, a target has a -10 penalty to Wisdom (Perception)"
      },
      {
        "document": 1367,
        "excerpt": "e within range makes a Wisdom saving throw. If you are fighting the creature, it has Advantage on the save. On a failed save, the target has the Charmed condition for t"
      },
      {
        "document": 1447,
        "excerpt": "ault, and give the key to me.” Or you could say, “Stop fighting, leave this library peacefully, and don’t return.” The target must succeed on a Wisdom saving throw or"
      }
    ],
    "fights": [
      {
        "document": 235,
        "excerpt": "do the right thing as expected by society. Someone who fights injustice and protects the innocent without hesitation is probably Lawful Good. Neutral Good (NG). Neut"
      },
      {
        "document": 625,
        "excerpt": "A creature is your enemy if it fights against you in combat, actively works to harm you, or is designated as your enemy by the rules or GM."
      },
      {
        "document": 1884,
        "excerpt": "n become a Nightmare for up to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can't be used again until 5 days have passed. The figu"
      }
    ],
    "figurative": [
      {
        "document": 1333,
        "excerpt": ". That information is accurate but might be couched in figurative language or poetry, as determined by the GM. If the famous thing you chose isn't actually famous, you h"
      }
    ],
    "figures": [
      {
        "document": 72,
        "excerpt": "stated positions in the room or other location, the GM figures out where the adversaries are - how far away and in what direction. 2: Roll Initiative. Everyone involve"
      },
      {
        "document": 976,
        "excerpt": "rruption, unravel lies, and poke fun at self-important figures of authority."
      }
    ],
    "figurine": [
      {
        "document": 1580,
        "excerpt": "Figurine of Wondrous Power"
      },
      {
        "document": 1884,
        "excerpt": "of lions are always created in pairs. You can use one figurine or both simultaneously. Each can become a Lion for up to 1 hour. Once a lion has been used, it can't be"
      }
    ],
    "figurine's": [
      {
        "document": 1580,
        "excerpt": "he figurine becomes a living creature specified in the figurine's description below. If the space where the creature would appear is occupied by other creatures or object"
      }
    ],
    "figurines": [
      {
        "document": 116,
        "excerpt": "capes, amulets, brooches, and circlets. Bags, carpets, figurines, horns, musical instruments, and more also fall into this category."
      }
    ],
    "filings": [
      {
        "document": 1160,
        "excerpt": "V, S, M (iron filings)"
      },
      {
        "document": 1407,
        "excerpt": "V, S, M (a lodestone and iron filings)"
      }
    ],
    "fill": [
      {
        "document": 231,
        "excerpt": "harisma, keeping in mind your class's primary ability. Fill in the ability modifiers as well. If you're using the Standard Array option, consult the Standard Array"
      },
      {
        "document": 238,
        "excerpt": "Now fill in the rest of your character sheet."
      },
      {
        "document": 240,
        "excerpt": "Fill In Numbers"
      },
      {
        "document": 247,
        "excerpt": "is a shorthand for your character's moral compass. 5: Fill in Details. Using the choices you've made, fill in the remaining details on your character sheet."
      },
      {
        "document": 265,
        "excerpt": "e this table. It can help stock a room in a dungeon or fill a creature's pockets. Trinkets"
      },
      {
        "document": 271,
        "excerpt": "cter. Note this number on your character sheet. You’ll fill in other numbers connected to these proficiencies in step 5."
      },
      {
        "document": 487,
        "excerpt": "Missile is level 2. Effectively, the spell expands to fill the slot it is put into. Some spells, such as Magic Missile and Cure Wounds, have more powerful effects"
      },
      {
        "document": 1177,
        "excerpt": "centration, up to 1 minute Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the gro"
      },
      {
        "document": 1223,
        "excerpt": "t isn't being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object. Covering that object with something opaque, such as a"
      },
      {
        "document": 1225,
        "excerpt": "t isn't being worn or carried, causing the sunlight to fill a 60-foot Emanation originating from that object. Covering that object with something opaque, such as a"
      },
      {
        "document": 1299,
        "excerpt": "e them appear as plain sections of wall. Stairs. Webs fill all stairs in the warded area from top to bottom, as in the Web spell. These strands regrow in 10 minute"
      },
      {
        "document": 1327,
        "excerpt": "ion: Concentration, up to 10 minutes Swarming locusts fill a 20-foot-radius Sphere centered on a point you choose within range. The Sphere remains for the duration"
      },
      {
        "document": 1369,
        "excerpt": "You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half"
      },
      {
        "document": 1480,
        "excerpt": "ss of sticky webbing at a point within range. The webs fill a 20-foot Cube there for the duration. The webs are Difficult Terrain, and the area within them is Light"
      },
      {
        "document": 1579,
        "excerpt": "he fan floats and creates a strong wind. This wind can fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as"
      },
      {
        "document": 1718,
        "excerpt": "charge to cause a swarm of harmless flying insects to fill a 30-foot Emanation originating from you. The insects remain for 10 minutes, making the area Heavily Ob"
      }
    ],
    "filled": [
      {
        "document": 266,
        "excerpt": "A metal can that has no opening but sounds as if it is filled with liquid, sand, spiders, or broken glass (your choice) 48 A glass orb filled with water, in which sw"
      },
      {
        "document": 473,
        "excerpt": "A Component Pouch is watertight and filled with compartments that hold all the free Material components of your spells."
      },
      {
        "document": 524,
        "excerpt": "occupied if a creature is in it or if it is completely filled by objects."
      },
      {
        "document": 569,
        "excerpt": "pied if no creatures are in it and it isn't completely filled by objects."
      },
      {
        "document": 820,
        "excerpt": "A glass orb filled with moving smoke"
      },
      {
        "document": 982,
        "excerpt": "er plus your Proficiency Bonus. Sunlight. The aura is filled with Bright Light that is sunlight."
      },
      {
        "document": 1233,
        "excerpt": "arrive in a space occupied by a creature or completely filled by one or more objects, you and any creature traveling with you each take 4d6 Force damage, and the tele"
      },
      {
        "document": 1413,
        "excerpt": "th 1,000+ GP, such as a crystal ball, mirror, or water-filled font)"
      },
      {
        "document": 1529,
        "excerpt": "Wondrous Item, Rare While this bowl is filled with water and you are within 5 feet of it, you can take a Magic action to summon a Water Elemental. The"
      },
      {
        "document": 1598,
        "excerpt": "least one Undead is within that area, the Emanation is filled with Dim Light. Any Undead that starts its turn in that area takes 1d6 Radiant damage. Fire Opal Flames"
      },
      {
        "document": 1625,
        "excerpt": "ally. An extradimensional cell is an infinite expanse filled with thick fog that reduces visibility to 10 feet. Creatures trapped in the mirror's cells don't age, an"
      },
      {
        "document": 1691,
        "excerpt": "ror - Pole - Rope (coiled) - Sack - Bullseye Lantern (filled and lit) In addition, the robe has 4d4 other patches. The GM chooses the patches or determines them ran"
      }
    ],
    "filling": [
      {
        "document": 513,
        "excerpt": "d a slot of that spell's level or higher, effectively \"filling\" a slot with the spell. Imagine a spell slot is a groove of a certain size - small for a level 1 slot an"
      },
      {
        "document": 973,
        "excerpt": "rd spells that you have prepared into a new spellbook. Filling out the remainder of the new book requires you to find new spells to do so. For this reason, many wizard"
      },
      {
        "document": 1451,
        "excerpt": "a certain password. Once triggered, the glyph glows, filling a 60-foot-radius Sphere with Dim Light for 10 minutes, after which time the spell ends. Each creature i"
      }
    ],
    "fills": [
      {
        "document": 75,
        "excerpt": "a wall, a large tree, or another terrain feature that fills its space. Ranges. To determine the range on a grid between two things - whether creatures or objects -"
      },
      {
        "document": 756,
        "excerpt": "A harmless swarm of butterflies fills a 10-foot Cube within 30 feet of yourself. The swarm disperses after 1 minute."
      },
      {
        "document": 783,
        "excerpt": "A cloud of 600 oversized butterflies fills a 60-foot-high, 30-foot-radius Cylinder centered on the chosen point of origin. The butterflies remain f"
      },
      {
        "document": 1205,
        "excerpt": "a successful one. Until the spell ends, Bright Light fills the Cylinder, and when you move on your turn, you can also move the Cylinder up to 30 feet. Whenever th"
      },
      {
        "document": 1214,
        "excerpt": "r you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored. Redirect Flow"
      },
      {
        "document": 1223,
        "excerpt": "magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere. Darkvision can't see through it, and nonmagical light can't illuminate it. Alt"
      },
      {
        "document": 1225,
        "excerpt": "ration, sunlight spreads from a point within range and fills a 60-foot-radius Sphere. The sunlight's area is Bright Light and sheds Dim Light for an additional 60 fe"
      },
      {
        "document": 1299,
        "excerpt": "s until all its effects are dispelled. Corridors. Fog fills all the warded corridors, making them Heavily Obscured. In addition, at each intersection or branching p"
      },
      {
        "document": 1303,
        "excerpt": "tened condition while in the area. Darkness. Darkness fills the area. Normal light, as well as magical light created by spells of a level lower than this spell, can"
      },
      {
        "document": 1325,
        "excerpt": ", up to 1 minute A swirling cloud of embers and smoke fills a 20-foot-radius Sphere centered on a point within range. The cloud's area is Heavily Obscured. It lasts"
      },
      {
        "document": 1367,
        "excerpt": "guage for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you finish describing the modif"
      },
      {
        "document": 1368,
        "excerpt": "a point within range. Until the spell ends, Dim Light fills the Cylinder, and you can take a Magic action on later turns to move the Cylinder up to 60 feet. When t"
      },
      {
        "document": 1541,
        "excerpt": "an cast Web (save DC 13). The web created by the spell fills twice its normal area. Once used, this property can't be used again until the next dawn."
      },
      {
        "document": 1575,
        "excerpt": "causes thick smoke to billow out, forming a cloud that fills a 60-foot Emanation originating from the bottle. The area within the smoke is Heavily Obscured. Each mi"
      },
      {
        "document": 1716,
        "excerpt": "destroyed and releases its magic in an explosion that fills a 30-foot Emanation originating from itself. You have a 50 percent chance to instantly travel to a rando"
      },
      {
        "document": 1719,
        "excerpt": "destroyed and releases its magic in an explosion that fills a 30-foot Emanation originating from itself. You have a 50 percent chance to instantly travel to a rando"
      },
      {
        "document": 1840,
        "excerpt": "of movement. Darkness Aura (1/Day). Magical Darkness fills a 15-foot Emanation originating from the darkmantle. This effect lasts while the darkmantle maintains Co"
      },
      {
        "document": 1845,
        "excerpt": "d at a point it can see within 120 feet. The whirlwind fills a 20-foot-radius, 60-foot-high Cylinder centered on that point. The whirlwind lasts until the djinni's C"
      },
      {
        "document": 1869,
        "excerpt": "Ooze Cube. The cube fills its entire space and is transparent. Other creatures can enter that space, but a creature that does so i"
      },
      {
        "document": 1889,
        "excerpt": "le underwater. Response: The octopus releases ink that fills a 10-foot Cube centered on itself, and the octopus moves up to its Swim Speed. The Cube is Heavily Obscu"
      },
      {
        "document": 1973,
        "excerpt": "le underwater. Response: The octopus releases ink that fills a 5-foot Cube centered on itself, and the octopus moves up to its Swim Speed. The Cube is Heavily Obscur"
      }
    ],
    "filth": [
      {
        "document": 676,
        "excerpt": "contagion or that comes into contact with contaminated filth or offal must succeed on a DC 11 Constitution saving throw or become infected with Sewer Plague. A creat"
      }
    ],
    "final": [
      {
        "document": 637,
        "excerpt": "use it before the start of your next turn. The GM has final say on whether your assistance is possible. Assist an Attack Roll. You momentarily distract an enemy wi"
      }
    ],
    "finally": [
      {
        "document": 233,
        "excerpt": "Finally, determine your ability modifiers using the Ability Scores and Modifiers table. Write the modifier next"
      },
      {
        "document": 1265,
        "excerpt": "n, gaining the benefits of any special senses it has. Finally, when you cast a spell with a range of touch, your familiar can deliver the touch. Your familiar must be"
      },
      {
        "document": 1286,
        "excerpt": "can't be dropped, used, or otherwise interacted with. Finally, the target can't attack or cast spells. Using a Higher-Level Spell Slot. You can target one additional"
      },
      {
        "document": 1347,
        "excerpt": "though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message. When that trigger occu"
      },
      {
        "document": 1484,
        "excerpt": "ity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast Wish ever again if you suffer this stress."
      }
    ],
    "find": [
      {
        "document": 8,
        "excerpt": "If your character dies, others might find a magical way to revive your character, such as with the Raise Dead spell. Or talk with the GM about mak"
      },
      {
        "document": 61,
        "excerpt": "ing in the hidden object's vicinity. On a success, you find the object, other important details, or both. If you describe your character searching nowhere near a h"
      },
      {
        "document": 320,
        "excerpt": "ain a +5 bonus to Wisdom (Survival) checks you make to find your way in the place represented on it."
      },
      {
        "document": 376,
        "excerpt": "gher the level of a desired spell, the harder it is to find someone to cast it. Spellcasting Services ---"
      },
      {
        "document": 398,
        "excerpt": "Characters often find coins on their adventures and can spend those coins in shops, inns, and other businesses. Coins come in"
      },
      {
        "document": 444,
        "excerpt": "e in this section includes gear that adventurers often find useful. These items are described here in alphabetical order, with an item's price appearing after its n"
      },
      {
        "document": 640,
        "excerpt": "your check's total, which is the DC for a creature to find you with a Wisdom (Perception) check. You stop being hidden immediately after any of the following occu"
      },
      {
        "document": 744,
        "excerpt": "Find obscure information in books, or deduce how something works."
      },
      {
        "document": 793,
        "excerpt": "most heinous of villains and directs the newcomers to find and attack you. If you are on the same plane of existence as the statue, it knows where you are. The sta"
      },
      {
        "document": 831,
        "excerpt": "Find Traps"
      },
      {
        "document": 835,
        "excerpt": "Find the Path"
      },
      {
        "document": 844,
        "excerpt": "Find Steed"
      },
      {
        "document": 851,
        "excerpt": "Find Traps"
      },
      {
        "document": 886,
        "excerpt": "Find Familiar"
      },
      {
        "document": 904,
        "excerpt": "Find the Path"
      },
      {
        "document": 912,
        "excerpt": "Find Traps"
      },
      {
        "document": 916,
        "excerpt": "Find the Path"
      },
      {
        "document": 965,
        "excerpt": "expend a spell slot or a use of Wild Shape to cast the Find Familiar spell without Material components. When you cast the spell in this way, the familiar is Fey an"
      },
      {
        "document": 968,
        "excerpt": "the aid of an otherworldly steed. You always have the Find Steed spell prepared. You can also cast the spell once without expending a spell slot, and you regain t"
      },
      {
        "document": 972,
        "excerpt": "+ Warlock, Pact of the Chain Invocation When you cast Find Familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature"
      },
      {
        "document": 973,
        "excerpt": "s reflect your ongoing magical research, but you might find other spells during your adventures that you can add to the book. You could discover a Wizard spell on a"
      },
      {
        "document": 978,
        "excerpt": "r, crackling lightning, and burning acid. Some Evokers find employment in military forces, serving as artillery to blast armies from afar. Others use their power to"
      },
      {
        "document": 984,
        "excerpt": "s and getting maximum benefit from the magic items you find there."
      },
      {
        "document": 1215,
        "excerpt": "ns to normal. When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the w"
      },
      {
        "document": 1265,
        "excerpt": "Find Familiar"
      },
      {
        "document": 1266,
        "excerpt": "Find Steed"
      },
      {
        "document": 1267,
        "excerpt": "Find the Path"
      },
      {
        "document": 1268,
        "excerpt": "Find Traps"
      },
      {
        "document": 1318,
        "excerpt": "any Wisdom (Perception or Survival) check you make to find it. If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action to move the"
      },
      {
        "document": 1415,
        "excerpt": "ne, the chest remains there for you or someone else to find."
      },
      {
        "document": 1914,
        "excerpt": "s the spellcasting ability (spell save DC 11): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before us"
      },
      {
        "document": 1969,
        "excerpt": "s the spellcasting ability (spell save DC 14): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before us"
      },
      {
        "document": 2014,
        "excerpt": "s the spellcasting ability (spell save DC 11): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before us"
      }
    ],
    "finding": [
      {
        "document": 61,
        "excerpt": "Finding Hidden Objects"
      },
      {
        "document": 377,
        "excerpt": "Adventures hold the promise - but not a guarantee - of finding magic items. Hundreds of magic items are detailed in “Magic Items” later in this document. Here’s what y"
      }
    ],
    "finds": [
      {
        "document": 142,
        "excerpt": "m demands that its bearer dispose of anything the item finds repugnant. It's Time for a Change. The item demands to be given to someone else. Keep Me Close. The it"
      },
      {
        "document": 640,
        "excerpt": "curs: you make a sound louder than a whisper, an enemy finds you, you make an attack roll, or you cast a spell with a Verbal component."
      }
    ],
    "fine": [
      {
        "document": 432,
        "excerpt": "DC 10) Craft: Padded Armor, Basket, Bedroll, Blanket, Fine Clothes, Net, Robe, Rope, Sack, String, Tent, Traveler's Clothes"
      },
      {
        "document": 471,
        "excerpt": "Clothes, Fine (15 GP)"
      },
      {
        "document": 477,
        "excerpt": "A Diplomat's Pack contains the following items: Chest, Fine Clothes, Ink, 5 Ink Pens, Lamp, 2 Map or Scroll Cases, 4 flasks of Oil, 5 sheets of Paper, 5 sheets of P"
      },
      {
        "document": 923,
        "excerpt": "Fine"
      },
      {
        "document": 931,
        "excerpt": "Clothes, Fine"
      },
      {
        "document": 1045,
        "excerpt": "Clothes, Fine"
      },
      {
        "document": 1452,
        "excerpt": "any direction within the spell's range. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool,"
      },
      {
        "document": 1541,
        "excerpt": "Wondrous Item, Very Rare (Requires Attunement) This fine garment is made of black silk interwoven with faint, silvery threads. While wearing it, you gain the fol"
      },
      {
        "document": 1564,
        "excerpt": "Wondrous Item, Uncommon This powder resembles fine sand. There is enough of it for one use. When you take a Utilize action to throw the dust into the air,"
      },
      {
        "document": 1623,
        "excerpt": "Wondrous Item, Very Rare This fine wooden box contains 1d4 pots of pigment and a brush (weighing 1 pound in total). Using the brush and ex"
      },
      {
        "document": 1644,
        "excerpt": "Wondrous Item, Rare This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular"
      },
      {
        "document": 1756,
        "excerpt": "Wondrous Item, Legendary This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular"
      }
    ],
    "finer": [
      {
        "document": 371,
        "excerpt": "You're accustomed to the finer things in life and might have servants."
      },
      {
        "document": 1444,
        "excerpt": "you create can have up to two hinges and a latch, but finer mechanical detail isn't possible."
      }
    ],
    "finesse": [
      {
        "document": 24,
        "excerpt": "ability modifiers from those listed. For example, the Finesse property (see “Equipment”) lets you use Strength or Dexterity with a weapon that has that property."
      },
      {
        "document": 464,
        "excerpt": "Finesse"
      },
      {
        "document": 928,
        "excerpt": "Finesse, Light, Thrown (Range 20/60)"
      },
      {
        "document": 970,
        "excerpt": "Simple weapons and Martial weapons that have the Finesse or Light property"
      },
      {
        "document": 1051,
        "excerpt": "Finesse"
      },
      {
        "document": 1052,
        "excerpt": "Finesse"
      },
      {
        "document": 1116,
        "excerpt": "Finesse"
      },
      {
        "document": 1124,
        "excerpt": "Finesse"
      },
      {
        "document": 1127,
        "excerpt": "Finesse"
      },
      {
        "document": 1148,
        "excerpt": "Finesse"
      },
      {
        "document": 1726,
        "excerpt": "s, this magic weapon functions as a Longsword with the Finesse property. If you are proficient with Longswords or Shortswords, you are proficient with the Sun Blade."
      }
    ],
    "finger": [
      {
        "document": 145,
        "excerpt": "nction, an item in the Ring category must be worn on a finger or a similar digit unless its description notes otherwise."
      },
      {
        "document": 384,
        "excerpt": "s on hands, hats and helmets on a head, and rings on a finger. Magic armor must be donned, a Shield strapped to the arm, a cloak fastened about the shoulders. A weapo"
      },
      {
        "document": 867,
        "excerpt": "Finger of Death"
      },
      {
        "document": 880,
        "excerpt": "Finger of Death"
      },
      {
        "document": 893,
        "excerpt": "Finger of Death"
      },
      {
        "document": 1269,
        "excerpt": "Finger of Death"
      },
      {
        "document": 1949,
        "excerpt": "ension Door, Plane Shift 1/Day Each: Chain Lightning, Finger of Death, Power Word Kill, Scrying"
      }
    ],
    "fingernail": [
      {
        "document": 1651,
        "excerpt": "floating in it a sliver of light resembling a giant's fingernail."
      }
    ],
    "fingers": [
      {
        "document": 1153,
        "excerpt": "daptation. You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed. Change Appearance. You alter you"
      }
    ],
    "finish": [
      {
        "document": 15,
        "excerpt": "emporary Hit Points last until they're depleted or you finish a Long Rest (see \"Rules Glossary\")."
      },
      {
        "document": 179,
        "excerpt": "er of times (represented by X) and that a monster must finish a Long Rest to regain expended uses. For example, a Reaction that includes “1/Day” means the Reaction ca"
      },
      {
        "document": 517,
        "excerpt": "g sleep, you have the Unconscious condition. After you finish a Long Rest, you must wait at least 16 hours before starting another one. Benefits of the Rest. To star"
      },
      {
        "document": 528,
        "excerpt": "a certain number of times per day, that means you must finish a Long Rest to use it again after you run out of uses."
      },
      {
        "document": 543,
        "excerpt": "at least 1 Hit Point. Benefits of the Rest. When you finish the rest, you gain the following benefits: Spend Hit Point Dice. You can spend one or more of your Hit"
      },
      {
        "document": 937,
        "excerpt": "Finish a Long Rest"
      },
      {
        "document": 962,
        "excerpt": "n Features table. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. While active, your Rage fol"
      },
      {
        "document": 963,
        "excerpt": "um of once), and you regain all expended uses when you finish a Long Rest. At Higher Levels. Your Bardic Inspiration die changes when you reach certain Bard levels,"
      },
      {
        "document": 964,
        "excerpt": "evel 1+ spells. You regain all expended slots when you finish a Long Rest. Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available fo"
      },
      {
        "document": 965,
        "excerpt": "evel 1+ spells. You regain all expended slots when you finish a Long Rest. Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available fo"
      },
      {
        "document": 966,
        "excerpt": "is feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. When you reach certain Figh"
      },
      {
        "document": 967,
        "excerpt": "you expend a Focus Point, it is unavailable until you finish a Short or Long Rest, at the end of which you regain all your expended points. Some features that use F"
      },
      {
        "document": 968,
        "excerpt": "have a pool of healing power that replenishes when you finish a Long Rest. With that pool, you can restore a total number of Hit Points equal to five times your Palad"
      },
      {
        "document": 969,
        "excerpt": "evel 1+ spells. You regain all expended slots when you finish a Long Rest. Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available fo"
      },
      {
        "document": 970,
        "excerpt": "ficiency, such as Daggers and Shortbows. Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the m"
      },
      {
        "document": 971,
        "excerpt": "evel 1+ spells. You regain all expended slots when you finish a Long Rest. Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available fo"
      },
      {
        "document": 972,
        "excerpt": "ou regain all expended Pact Magic spell slots when you finish a Short or Long Rest. For example, when you're a level 5 Warlock, you have two level 3 spell slots. To"
      },
      {
        "document": 973,
        "excerpt": "e Hand, and Ray of Frost are recommended. Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Wizard cantrip of your"
      },
      {
        "document": 975,
        "excerpt": "Whenever you finish a Long Rest, choose one type of land: arid, polar, temperate, or tropical. Consult the table below that"
      },
      {
        "document": 977,
        "excerpt": "you use this feature, you can't use it again until you finish a Long Rest unless you spend 3 Sorcery Points (no action required) to restore your use of it."
      },
      {
        "document": 978,
        "excerpt": "verse effect. If you use this feature again before you finish a Long Rest, you take 2d12 Necrotic damage for each level of the spell slot immediately after you cast i"
      },
      {
        "document": 979,
        "excerpt": "n once per roll. You regain all expended uses when you finish a Long Rest."
      },
      {
        "document": 980,
        "excerpt": "following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one. Colossus Slayer: Your tenac"
      },
      {
        "document": 982,
        "excerpt": "you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required)."
      },
      {
        "document": 983,
        "excerpt": "you use this feature, you can't use it again until you finish a Long Rest unless you expend a use of your Rage (no action required) to restore your use of it."
      },
      {
        "document": 985,
        "excerpt": "um of once), and you regain all expended uses when you finish a Long Rest."
      },
      {
        "document": 986,
        "excerpt": "iency Bonus, and you regain all expended uses when you finish a Long Rest."
      },
      {
        "document": 987,
        "excerpt": "iency Bonus, and you regain all expended uses when you finish a Long Rest."
      },
      {
        "document": 988,
        "excerpt": "you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level. Elven"
      },
      {
        "document": 989,
        "excerpt": "iency Bonus, and you regain all expended uses when you finish a Long Rest. You can also use any spell slots you have to cast the spell."
      },
      {
        "document": 990,
        "excerpt": "iency Bonus, and you regain all expended uses when you finish a Long Rest: Cloud's Jaunt (Cloud Giant). As a Bonus Action, you magically teleport up to 30 feet to an"
      },
      {
        "document": 992,
        "excerpt": "You gain Heroic Inspiration whenever you finish a Long Rest."
      },
      {
        "document": 993,
        "excerpt": "iency Bonus, and you regain all expended uses when you finish a Short or Long Rest."
      },
      {
        "document": 994,
        "excerpt": "you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level. Intel"
      },
      {
        "document": 1004,
        "excerpt": "t, you can't use it again until you roll Initiative or finish a Short or Long Rest."
      },
      {
        "document": 1012,
        "excerpt": "you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have. Spell Change. Whenever you gai"
      },
      {
        "document": 1210,
        "excerpt": "damage and have the Incapacitated condition until you finish a Long Rest. A Greater Restoration spell cast on you ends this effect."
      },
      {
        "document": 1367,
        "excerpt": "ails of your description. If the spell ends before you finish describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories"
      },
      {
        "document": 1406,
        "excerpt": "been dead for 365 days or longer taxes you. Until you finish a Long Rest, you can't cast spells again, and you have Disadvantage on D20 Tests."
      },
      {
        "document": 1429,
        "excerpt": "0 feet of you for the entire casting of the spell. You finish the casting by touching both the creature and a pile of ice or snow that is the same size as that creatu"
      },
      {
        "document": 1484,
        "excerpt": "ring that stress, each time you cast a spell until you finish a Long Rest, you take 1d10 Necrotic damage per level of that spell. This damage can't be reduced or prev"
      },
      {
        "document": 1526,
        "excerpt": "inutes, the magic ceases to function for you until you finish a Long Rest."
      },
      {
        "document": 1596,
        "excerpt": "time, and you can't use this property again until you finish a Short or Long Rest. On a failed check, you fail to cast the spell and a random effect occurs instead,"
      },
      {
        "document": 1621,
        "excerpt": "pay the specified cost to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of"
      },
      {
        "document": 1664,
        "excerpt": "miss you. You can't use this property again until you finish a Short or Long Rest. Ranged Weapon (Quarterstaff Form Only). This weapon has the Thrown property with"
      },
      {
        "document": 1914,
        "excerpt": "ocate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast that spell again. Mimicry. The hag can mimic animal sounds"
      },
      {
        "document": 1969,
        "excerpt": "ocate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast that spell again. Magic Resistance. The hag has Advantage o"
      },
      {
        "document": 2014,
        "excerpt": "ocate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast that spell again. Vile Appearance. Wisdom Saving Throw: DC"
      }
    ],
    "finished": [
      {
        "document": 1194,
        "excerpt": "inishes growing after 120 days; you choose whether the finished clone is the same age as the creature or younger. The clone remains inert and endures indefinitely while"
      }
    ],
    "finishes": [
      {
        "document": 179,
        "excerpt": "se of that part, which also recharges when the monster finishes a Short or Long Rest. For example, \"Recharge 5–6\" in an action means a monster can take the action once."
      },
      {
        "document": 535,
        "excerpt": "can either take your Reaction right after the trigger finishes or ignore the trigger. When you Ready a spell, you cast it as normal (expending any resources used to c"
      },
      {
        "document": 1194,
        "excerpt": "orms inside the vessel used in the spell's casting and finishes growing after 120 days; you choose whether the finished clone is the same age as the creature or younger"
      },
      {
        "document": 1385,
        "excerpt": "'t be affected by this spell again until that creature finishes a Long Rest. Using a Higher-Level Spell Slot. The healing increases by 1d8 for each spell slot level ab"
      },
      {
        "document": 1391,
        "excerpt": "erforms in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes, after which the illusion can be activated"
      },
      {
        "document": 1397,
        "excerpt": "takes a -4 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0."
      },
      {
        "document": 1406,
        "excerpt": "takes a -4 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0. Casting this spell to revive a creature th"
      },
      {
        "document": 1939,
        "excerpt": "Succubus Form. When the incubus finishes a Long Rest, it can shape-shift into a Succubus, using that stat block instead of this one. Any equipmen"
      },
      {
        "document": 1977,
        "excerpt": "s the Poisoned condition. Whenever the Poisoned target finishes a Long Rest, it is subjected to the following effect. Constitution Saving Throw: DC 15. Failure: The tar"
      },
      {
        "document": 2036,
        "excerpt": "Incubus Form. When the succubus finishes a Long Rest, it can shape-shift into an Incubus, using that stat block instead of this one."
      }
    ],
    "finishing": [
      {
        "document": 513,
        "excerpt": "ds one of four level 1 slots and has three remaining. Finishing a Long Rest restores any expended spell slots."
      },
      {
        "document": 671,
        "excerpt": "hrow, regaining control of itself on a success. After finishing a Long Rest, a creature with Demonic Possession makes a DC 15 Charisma saving throw. On a successful sav"
      },
      {
        "document": 676,
        "excerpt": "essness. While the creature has any Exhaustion levels, finishing a Long Rest neither restores lost Hit Points nor reduces the creature's Exhaustion level. Fighting the"
      },
      {
        "document": 978,
        "excerpt": "Immunity. Each time you use this feature again before finishing a Long Rest, the Necrotic damage per spell level increases by 1d12. ---"
      },
      {
        "document": 1168,
        "excerpt": "results. If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no an"
      },
      {
        "document": 1199,
        "excerpt": "instead. If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no an"
      },
      {
        "document": 1238,
        "excerpt": "r spells. If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no an"
      },
      {
        "document": 1490,
        "excerpt": "es your Exhaustion level. Removing Exhaustion Levels. Finishing a Long Rest removes 1 of your Exhaustion levels. When your Exhaustion level reaches 0, the condition end"
      },
      {
        "document": 1841,
        "excerpt": "rget's Hit Point maximum doesn't return to normal when finishing a Long Rest, and it repeats the save every 24 hours that elapse, ending the effect on itself on a succes"
      },
      {
        "document": 1859,
        "excerpt": "ed or destroyed, the erinyes can fully restore it when finishing a Short or Long Rest."
      },
      {
        "document": 1939,
        "excerpt": "Until the curse ends, the target gains no benefit from finishing Short Rests. Spellcasting. The incubus casts one of the following spells, requiring no Material compone"
      },
      {
        "document": 1966,
        "excerpt": "rget can't regain Hit Points, it gains no benefit from finishing a Long Rest, and its Hit Point maximum decreases by 10 (3d6) every 24 hours that elapse. A creature dies"
      },
      {
        "document": 1967,
        "excerpt": "s, its Hit Point maximum doesn't return to normal when finishing a Long Rest, and its Hit Point maximum decreases by 10 (3d6) every 24 hours that elapse. A creature dies"
      },
      {
        "document": 1997,
        "excerpt": "cursed. While cursed, the target gains no benefit from finishing a Short or Long Rest. Baleful Command (Recharge 5–6). Wisdom Saving Throw: DC 18, each enemy in a 30-fo"
      }
    ],
    "fire": [
      {
        "document": 84,
        "excerpt": "ake an attack. Whether you strike with a Melee weapon, fire a Ranged weapon,"
      },
      {
        "document": 87,
        "excerpt": "When you make a ranged attack, you fire a bow, hurl an axe, or otherwise send projectiles to strike a foe at a distance. Many spells also involv"
      },
      {
        "document": 100,
        "excerpt": "Fire Resistance"
      },
      {
        "document": 110,
        "excerpt": "Each instance of damage has a type, like Fire or Slashing. Damage types are listed in “Rules Glossary\" and have no rules of their own, but other rule"
      },
      {
        "document": 111,
        "excerpt": "s halved against you, and if you have Vulnerability to Fire damage, such damage is doubled against you."
      },
      {
        "document": 113,
        "excerpt": "ture has Resistance to all damage and Vulnerability to Fire damage, and it's within a magical aura that reduces all damage by 5. If it takes 28 Fire damage, the dam"
      },
      {
        "document": 181,
        "excerpt": "Giants are towering beings with humanlike shapes, like fire giants and trolls. Humanoids are people defined by their roles and professions, such as mages, pirates,"
      },
      {
        "document": 317,
        "excerpt": "You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction"
      },
      {
        "document": 318,
        "excerpt": "appraise or inspect a highly detailed item. Lighting a fire with a Magnifying Glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 min"
      },
      {
        "document": 323,
        "excerpt": "iency Bonus) or be covered in oil. If the target takes Fire damage before the oil dries (after 1 minute), the target takes an extra 5 Fire damage from burning oil."
      },
      {
        "document": 349,
        "excerpt": "A Tinderbox is a small container holding flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a Can"
      },
      {
        "document": 351,
        "excerpt": "as a Simple Melee weapon. On a hit, the target takes 1 Fire damage."
      },
      {
        "document": 415,
        "excerpt": "lb. Utilize: Identify a substance (DC 15), or start a fire (DC 15) Craft: Acid, Alchemist's Fire, Component Pouch, Oil, Paper, Perfume"
      },
      {
        "document": 446,
        "excerpt": "Alchemist's Fire (50 GP)"
      },
      {
        "document": 453,
        "excerpt": "to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one p"
      },
      {
        "document": 580,
        "excerpt": "ng. Paper or cloth objects might have Vulnerability to Fire damage. Damage Threshold. Big objects, such as castle walls, often have extra resilience represented by"
      },
      {
        "document": 582,
        "excerpt": "A burning creature or object takes 1d4 Fire damage at the start of each of its turns. As an action, you can extinguish fire on yourself by giving yo"
      },
      {
        "document": 681,
        "excerpt": "he save. Creatures that have Resistance or Immunity to Fire damage automatically succeed on the save."
      },
      {
        "document": 718,
        "excerpt": "Fire-Casting Statue"
      },
      {
        "document": 729,
        "excerpt": "counter: - 2 Adult Red Dragons (18,000 XP each) and 2 Fire Giants (5,000 XP each), for 46,000 XP total"
      },
      {
        "document": 734,
        "excerpt": "often pair one kind of creature with another, such as fire giants paired with hell hounds. Be mindful of the number of stat blocks you need to run the encounter. R"
      },
      {
        "document": 754,
        "excerpt": "Fire Elemental"
      },
      {
        "document": 756,
        "excerpt": "on a 2, Enlarge/Reduce (reduce effect); on a 3, Faerie Fire; on a 4, Fireball; on a 5, Gust of Wind; on a 6, Invisibility (cast on yourself); on a 7, Lightning Bolt"
      },
      {
        "document": 763,
        "excerpt": "Potion of Giant Strength (fire)"
      },
      {
        "document": 765,
        "excerpt": "Fire"
      },
      {
        "document": 767,
        "excerpt": "Fire"
      },
      {
        "document": 768,
        "excerpt": "Fire"
      },
      {
        "document": 773,
        "excerpt": "Staff of Fire Table 1"
      },
      {
        "document": 778,
        "excerpt": "Wall of Fire"
      },
      {
        "document": 783,
        "excerpt": "ermine the spell: on a 1–2, Darkness; on a 3–4, Faerie Fire; on a 5–6, Fireball; on a 7–8, Slow; on a 9–10, Stinking Cloud."
      },
      {
        "document": 790,
        "excerpt": "Air; on a 2, the Plane of Earth; on a 3, the Plane of Fire; on a 4, the Plane of Water; on a 5, the Feywild; on a 6, the Shadowfell"
      },
      {
        "document": 792,
        "excerpt": "Fire"
      },
      {
        "document": 797,
        "excerpt": "Belt of Giant Strength (fire)"
      },
      {
        "document": 801,
        "excerpt": "Fire Giant"
      },
      {
        "document": 803,
        "excerpt": "Fire"
      },
      {
        "document": 822,
        "excerpt": "Blur, Burning Hands, Fire Bolt"
      },
      {
        "document": 825,
        "excerpt": "Fire"
      },
      {
        "document": 830,
        "excerpt": "Faerie Fire"
      },
      {
        "document": 833,
        "excerpt": "Fire Shield"
      },
      {
        "document": 836,
        "excerpt": "Fire Storm"
      },
      {
        "document": 859,
        "excerpt": "Fire Bolt"
      },
      {
        "document": 864,
        "excerpt": "Fire Shield"
      },
      {
        "document": 867,
        "excerpt": "Fire Storm"
      },
      {
        "document": 870,
        "excerpt": "Fire Shield, Wall of Fire"
      },
      {
        "document": 885,
        "excerpt": "Fire Bolt"
      },
      {
        "document": 890,
        "excerpt": "Fire Shield"
      },
      {
        "document": 899,
        "excerpt": "Faerie Fire"
      },
      {
        "document": 917,
        "excerpt": "Fire Storm"
      },
      {
        "document": 931,
        "excerpt": "Alchemist’s Fire"
      },
      {
        "document": 949,
        "excerpt": "Fire"
      },
      {
        "document": 956,
        "excerpt": "Fire-Casting Statue Table 1"
      },
      {
        "document": 965,
        "excerpt": "uid spell list. Animal Friendship, Cure Wounds, Faerie Fire, and Thunderwave are recommended. The number of spells on your list increases as you gain Druid levels,"
      },
      {
        "document": 971,
        "excerpt": "age type to one of the other listed types: Acid, Cold, Fire, Lightning, Poison, Thunder. Twinned Spell Cost: 1 Sorcery Point When you cast a spell, such as Charm"
      },
      {
        "document": 977,
        "excerpt": "d with dragons. Choose one of those types: Acid, Cold, Fire, Lightning, or Poison. You have Resistance to that damage type, and when you cast a spell that deals da"
      },
      {
        "document": 986,
        "excerpt": "---- | :---------- | | Black | Acid | Gold | Fire | | Blue | Lightning | Green | Poison | | Brass | Fire | Red | Fire |"
      },
      {
        "document": 988,
        "excerpt": "| Faerie Fire | Darkness | | High Elf | You know the Prestidigitation cantrip. Whenever you finish a Long R"
      },
      {
        "document": 989,
        "excerpt": "e a Tiny clockwork device (AC 5, 1 HP), such as a toy, fire starter, or music box. When you create the device, you determine its function by choosing one effect fro"
      },
      {
        "document": 990,
        "excerpt": "feet to an unoccupied space you can see. Fire's Burn (Fire Giant). When you hit a target with an attack roll and deal damage to it, you can also deal 1d10 Fire dam"
      },
      {
        "document": 992,
        "excerpt": "of Enfeeblement | | Infernal | You have Resistance to Fire damage.You also know the Fire Bolt cantrip. | Hellish Rebuke | Darkness |"
      },
      {
        "document": 1017,
        "excerpt": "Alchemist’s Fire"
      },
      {
        "document": 1184,
        "excerpt": "5-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the Cone that"
      },
      {
        "document": 1191,
        "excerpt": "of energy at a target within range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder for the type of orb you create, and then make a ranged spell attack again"
      },
      {
        "document": 1206,
        "excerpt": "nes its damage type: air (Lightning), earth (Thunder), fire (Fire), or water (Cold). The spirit lasts for the duration. Whenever a creature you can see enters the"
      },
      {
        "document": 1208,
        "excerpt": "creature in the Emanation. This damage is Acid, Cold, Fire, or Lightning (your choice when you make the attack). In addition, the ground in the Emanation is Diffi"
      },
      {
        "document": 1227,
        "excerpt": "point makes a Dexterity saving throw. A creature takes Fire damage equal to the total accumulated damage on a failed save or half as much damage on a successful one"
      },
      {
        "document": 1245,
        "excerpt": "You touch one willing creature, and choose Acid, Cold, Fire, Lightning, or Poison. Until the spell ends, the target can take a Magic action to exhale a 15-foot Cone"
      },
      {
        "document": 1247,
        "excerpt": "odor of skunk. The effect must fit in a 5-foot Cube. Fire Play. You light or snuff out a candle, a torch, or a campfire."
      },
      {
        "document": 1250,
        "excerpt": "n your handwriting in a patch of dirt or sand. Beckon Fire. You create a thin cloud of harmless embers and colored, scented smoke in a 5-foot Cube. You choose the"
      },
      {
        "document": 1260,
        "excerpt": "Faerie Fire"
      },
      {
        "document": 1270,
        "excerpt": "Fire Bolt"
      },
      {
        "document": 1271,
        "excerpt": "Fire Shield"
      },
      {
        "document": 1272,
        "excerpt": "Fire Storm"
      },
      {
        "document": 1273,
        "excerpt": "that point makes a Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the area that"
      },
      {
        "document": 1274,
        "excerpt": "ttack with the fiery blade. On a hit, the target takes Fire damage equal to 3d6 plus your spellcasting ability modifier. The flaming blade sheds Bright Light in a"
      },
      {
        "document": 1275,
        "excerpt": "uration: Instantaneous A vertical column of brilliant fire roars down from above. Each creature in a 10-foot-radius, 40-foot-high Cylinder centered on a point with"
      },
      {
        "document": 1276,
        "excerpt": "up to 1 minute You create a 5-foot-diameter sphere of fire in an unoccupied space on the ground within range. It lasts for the duration. Any creature that ends its"
      },
      {
        "document": 1293,
        "excerpt": "xterity saving throw. A creature takes 5d8 Acid, Cold, Fire, Lightning, or Thunder damage (your choice when you create the glyph) on a failed save or half as much"
      },
      {
        "document": 1309,
        "excerpt": "creature in physical contact with the object takes 2d8 Fire damage when you cast the spell. Until the spell ends, you can take a Bonus Action on each of your later"
      },
      {
        "document": 1310,
        "excerpt": "flames. It makes a Dexterity saving throw, taking 2d10 Fire damage on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. Th"
      },
      {
        "document": 1325,
        "excerpt": "ture in it makes a Dexterity saving throw, taking 10d8 Fire damage on a failed save or half as much damage on a successful one. A creature must also make this save"
      },
      {
        "document": 1359,
        "excerpt": "ponents: V, S Duration: Instantaneous Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radi"
      },
      {
        "document": 1378,
        "excerpt": "rms, such as a specific city on the Elemental Plane of Fire or palace on the second level of the Nine Hells, and you appear in or near that destination, as determin"
      },
      {
        "document": 1386,
        "excerpt": "a puff of wind, faint musical notes, or an odd odor. Fire Play. You instantaneously light or snuff out a candle, a torch, or a small campfire. Clean or Soil. You"
      },
      {
        "document": 1387,
        "excerpt": "--------------------- | | 1 | Red. Failed Save: 12d6 Fire damage. Successful Save: Half as much damage. | | 2 | Orange. Failed Save: 12d6 Acid damage. S"
      },
      {
        "document": 1388,
        "excerpt": "------------------- | | 1 | Red. Failed Save: 12d6 Fire damage. Successful Save: Half as much damage. Additional Effects: Nonmagical ranged attacks can’t pass t"
      },
      {
        "document": 1390,
        "excerpt": "il the spell ends, you can take a Magic action to hurl fire at a creature or an object within 60 feet of you. Make a ranged spell attack. On a hit, the target takes"
      },
      {
        "document": 1393,
        "excerpt": "istance to one damage type of your choice: Acid, Cold, Fire, Lightning, or Thunder."
      },
      {
        "document": 1405,
        "excerpt": "ure and choose a damage type: Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison, Radiant, Slashing, or Thunder. When the creature takes damage of"
      },
      {
        "document": 1412,
        "excerpt": "ll attack for each ray. On a hit, the target takes 2d6 Fire damage. Using a Higher-Level Spell Slot. You create one additional ray for each spell slot level above"
      },
      {
        "document": 1414,
        "excerpt": "1 minute As you hit the target, it takes an extra 1d6 Fire damage from the attack. At the start of each of its turns until the spell ends, the target takes 1d6 Fir"
      },
      {
        "document": 1433,
        "excerpt": "get takes 1d8 damage of a type you choose: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder. If you roll an 8 on a d8 for this spell, you can roll another"
      },
      {
        "document": 1448,
        "excerpt": "e: +0 | Save: +2 | Save: +2 | Resistances Acid, Cold, Fire, Lightning, Poison Immunities Charmed, Frightened, Poisoned Senses Blindsight 30 ft., Darkvision 60 ft.;"
      },
      {
        "document": 1456,
        "excerpt": "you have Advantage on Charisma (Intimidation) checks. Fire Play. You cause flames to flicker, brighten, dim, or change color for 1 minute. Invisible Hand. You ins"
      },
      {
        "document": 1472,
        "excerpt": "Wall of Fire"
      },
      {
        "document": 1474,
        "excerpt": "Cold, Poison, and Psychic damage and Vulnerability to Fire damage. Reducing a 10-foot section of wall to 0 Hit Points destroys it and leaves behind a sheet of frig"
      },
      {
        "document": 1480,
        "excerpt": "webs are flammable. Any 5-foot Cube of webs exposed to fire burns away in 1 round, dealing 2d4 Fire damage to any creature that starts its turn in the fire."
      },
      {
        "document": 1532,
        "excerpt": "Brazier of Commanding Fire Elementals"
      },
      {
        "document": 1570,
        "excerpt": "ur turn, the smoke disappears with a flash of harmless fire, and an Efreeti appears in an unoccupied space within 30 feet of you. The first time the bottle is open"
      },
      {
        "document": 1574,
        "excerpt": "rrow made of golden energy appears nocked and ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it disappe"
      },
      {
        "document": 1581,
        "excerpt": "eet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you d"
      },
      {
        "document": 1583,
        "excerpt": "ion, while you hold the weapon, you have Resistance to Fire damage. In freezing temperatures, the weapon sheds Bright Light in a 10-foot radius and Dim Light for a"
      },
      {
        "document": 1585,
        "excerpt": "Command Word. You expend 1 charge and cause the gem to fire a brilliant beam of light at one creature you can see within 60 feet of yourself. The creature must succ"
      },
      {
        "document": 1598,
        "excerpt": "This helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or de"
      },
      {
        "document": 1623,
        "excerpt": "hless material. If you paint a form of energy such as fire or lightning, the energy dissipates as soon as you complete the painting, doing no harm."
      },
      {
        "document": 1667,
        "excerpt": "ut to the nearest unoccupied space you last occupied. Fire. You know Ignan, and you have Immunity to Fire damage. Water. You know Aquan, you gain a Swim Speed of"
      },
      {
        "document": 1677,
        "excerpt": "xpend its charges to use the properties below. Faerie Fire. You can expend 1 charge to cast Faerie Fire from the ring. Lightning Spheres. You can expend 2 charges"
      },
      {
        "document": 1694,
        "excerpt": "rd or Shortsword (your choice) that deals an extra 2d6 Fire damage on a hit. Button 2. The rod's flanged head folds down and two crescent-shaped blades spring out,"
      },
      {
        "document": 1713,
        "excerpt": "Staff of Fire"
      },
      {
        "document": 1763,
        "excerpt": "Fire"
      },
      {
        "document": 1766,
        "excerpt": "Fire"
      },
      {
        "document": 1768,
        "excerpt": "Fire"
      },
      {
        "document": 1775,
        "excerpt": "Fire"
      },
      {
        "document": 1778,
        "excerpt": "Fire"
      },
      {
        "document": 1780,
        "excerpt": "Fire"
      },
      {
        "document": 1793,
        "excerpt": "Fire"
      },
      {
        "document": 1794,
        "excerpt": "Fire"
      },
      {
        "document": 1796,
        "excerpt": "Fire, Poison; Poisoned"
      },
      {
        "document": 1799,
        "excerpt": "Fire, Poison; Charmed, Frightened, Poisoned"
      },
      {
        "document": 1802,
        "excerpt": "Fire, Poison; Poisoned"
      },
      {
        "document": 1805,
        "excerpt": "Fire, Poison; Frightened, Poisoned"
      },
      {
        "document": 1815,
        "excerpt": "Fire, Poison; Poisoned"
      },
      {
        "document": 1816,
        "excerpt": "Fire"
      },
      {
        "document": 1825,
        "excerpt": "Fire, Poison; Poisoned"
      },
      {
        "document": 1826,
        "excerpt": "w attack. It can replace the Claw attack with a use of Fire Breath if available. Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (2d6 + 4) Piercing damage, or 18"
      },
      {
        "document": 1848,
        "excerpt": "Fire"
      },
      {
        "document": 1849,
        "excerpt": "Cold, Fire, Lightning"
      },
      {
        "document": 1850,
        "excerpt": "ueen (Recharge 5–6). The drider casts Darkness, Faerie Fire, or Web, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 14"
      },
      {
        "document": 1853,
        "excerpt": "Fire"
      },
      {
        "document": 1856,
        "excerpt": "Fire"
      },
      {
        "document": 1859,
        "excerpt": "Fire, Poison; Poisoned"
      },
      {
        "document": 1860,
        "excerpt": "il the web is destroyed (AC 10; HP 5; Vulnerability to Fire damage; Immunity to Bludgeoning, Poison, and Psychic damage)."
      },
      {
        "document": 1862,
        "excerpt": "Fire Elemental"
      },
      {
        "document": 1863,
        "excerpt": "Fire Giant"
      },
      {
        "document": 1864,
        "excerpt": "Aversion to Fire. If the golem takes Fire damage, it has Disadvantage on attack rolls and ability checks until the end of"
      },
      {
        "document": 1871,
        "excerpt": "Acid, Bludgeoning, Cold, Fire, Lightning, Piercing, Slashing, Thunder"
      },
      {
        "document": 1883,
        "excerpt": "Giant Fire Beetle"
      },
      {
        "document": 1895,
        "excerpt": "il the web is destroyed (AC 10; HP 5; Vulnerability to Fire damage; Immunity to Poison and Psychic damage)."
      },
      {
        "document": 1903,
        "excerpt": "Cold, Fire, Lightning"
      },
      {
        "document": 1910,
        "excerpt": "Fire"
      },
      {
        "document": 1912,
        "excerpt": "Acid, Cold, Fire"
      },
      {
        "document": 1921,
        "excerpt": "the following damage types (GM's choice): Acid, Cold, Fire, Lightning, or Poison. This choice affects other aspects of the stat block."
      },
      {
        "document": 1924,
        "excerpt": "Fire"
      },
      {
        "document": 1925,
        "excerpt": "Cold, Fire, Lightning"
      },
      {
        "document": 1932,
        "excerpt": "Fire, Poison; Poisoned"
      },
      {
        "document": 1934,
        "excerpt": "ads that died since its last turn, unless it has taken Fire damage since its last turn. The hydra regains 20 Hit Points when it grows new heads. Reactive Heads. Fo"
      },
      {
        "document": 1936,
        "excerpt": "Cold, Fire, Poison; Poisoned"
      },
      {
        "document": 1937,
        "excerpt": "Fire"
      },
      {
        "document": 1938,
        "excerpt": "Fire, Poison; Poisoned"
      },
      {
        "document": 1939,
        "excerpt": "Cold, Fire, Poison, Psychic"
      },
      {
        "document": 1941,
        "excerpt": "Fire, Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned"
      },
      {
        "document": 1948,
        "excerpt": "Fire, Poison; Charmed, Frightened, Poisoned"
      },
      {
        "document": 1953,
        "excerpt": "Fire, Poison; Exhaustion, Poisoned"
      },
      {
        "document": 1954,
        "excerpt": "Fire"
      },
      {
        "document": 1957,
        "excerpt": "Cold, Fire, Lightning"
      },
      {
        "document": 1966,
        "excerpt": "Fire"
      },
      {
        "document": 1967,
        "excerpt": "Fire"
      },
      {
        "document": 1968,
        "excerpt": "Cold, Fire, Lightning"
      },
      {
        "document": 1969,
        "excerpt": "Cold, Fire"
      },
      {
        "document": 1970,
        "excerpt": "Fire"
      },
      {
        "document": 1986,
        "excerpt": "Fire, Poison; Poisoned"
      },
      {
        "document": 1996,
        "excerpt": "Cold, Fire, Lightning"
      },
      {
        "document": 2000,
        "excerpt": "Fire"
      },
      {
        "document": 2002,
        "excerpt": "Cold, Fire"
      },
      {
        "document": 2010,
        "excerpt": "Fire"
      },
      {
        "document": 2016,
        "excerpt": "Acid, Cold, Fire, Lightning, Thunder"
      },
      {
        "document": 2017,
        "excerpt": "Cold, Fire"
      },
      {
        "document": 2023,
        "excerpt": "Acid, Bludgeoning, Cold, Fire, Lightning, Piercing, Slashing, Thunder"
      },
      {
        "document": 2031,
        "excerpt": "Fire, Poison; Exhaustion, Poisoned"
      },
      {
        "document": 2036,
        "excerpt": "Cold, Fire, Poison, Psychic"
      },
      {
        "document": 2044,
        "excerpt": "Fire, Poison; Charmed, Deafened, Frightened, Paralyzed, Poisoned"
      },
      {
        "document": 2048,
        "excerpt": "Fire"
      },
      {
        "document": 2050,
        "excerpt": "start of each of its turns. If the limb takes Acid or Fire damage, this trait doesn't function on the limb's next turn. The limb dies only if it starts its turn wi"
      },
      {
        "document": 2051,
        "excerpt": "start of each of its turns. If the troll takes Acid or Fire damage, this trait doesn't function on the troll's next turn. The troll dies only if it starts its turn"
      },
      {
        "document": 2059,
        "excerpt": "Cold, Fire, Lightning"
      },
      {
        "document": 2065,
        "excerpt": "Acid, Fire"
      },
      {
        "document": 2074,
        "excerpt": "Acid, Bludgeoning, Cold, Fire, Necrotic, Piercing, Slashing"
      },
      {
        "document": 2078,
        "excerpt": "Acid, Bludgeoning, Cold, Fire, Piercing, Slashing"
      },
      {
        "document": 2083,
        "excerpt": "Fire"
      },
      {
        "document": 2086,
        "excerpt": "Fire"
      },
      {
        "document": 2088,
        "excerpt": "Fire"
      }
    ],
    "fire's": [
      {
        "document": 990,
        "excerpt": "ort up to 30 feet to an unoccupied space you can see. Fire's Burn (Fire Giant). When you hit a target with an attack roll and deal damage to it, you can also deal 1d"
      }
    ],
    "firearm": [
      {
        "document": 429,
        "excerpt": "rmor, Ball Bearings, Bucket, Caltrops, Chain, Crowbar, Firearm Bullets, Grappling Hook, Iron Pot, Iron Spikes, Sling Bullets"
      },
      {
        "document": 932,
        "excerpt": "Bullets, Firearm"
      }
    ],
    "firearms": [
      {
        "document": 253,
        "excerpt": "you to buy with your starting money. For example, the firearms described in “Equipment” are too expensive for level 1 characters, but they might be available for purch"
      }
    ],
    "fireball": [
      {
        "document": 108,
        "excerpt": "for all the targets. For example, when a wizard casts Fireball, the spell's damage is rolled once for all creatures caught in the blast."
      },
      {
        "document": 246,
        "excerpt": "d adventurers. Spellcasters gain iconic spells such as Fireball, Lightning Bolt, and Raise Dead. Most weapon-focused classes gain the ability to make multiple attacks i"
      },
      {
        "document": 756,
        "excerpt": "e/Reduce (reduce effect); on a 3, Faerie Fire; on a 4, Fireball; on a 5, Gust of Wind; on a 6, Invisibility (cast on yourself); on a 7, Lightning Bolt; on an 8, Phantas"
      },
      {
        "document": 767,
        "excerpt": "Burning Hands (1 charge), Fireball (2 charges), Fire Storm (4 charges), Wall of Fire (3 charges)"
      },
      {
        "document": 773,
        "excerpt": "Fireball"
      },
      {
        "document": 776,
        "excerpt": "Fireball (level 5 version)"
      },
      {
        "document": 778,
        "excerpt": "Fireball (level 7 version)"
      },
      {
        "document": 783,
        "excerpt": ": on a 1–2, Darkness; on a 3–4, Faerie Fire; on a 5–6, Fireball; on a 7–8, Slow; on a 9–10, Stinking Cloud."
      },
      {
        "document": 822,
        "excerpt": "Fireball"
      },
      {
        "document": 863,
        "excerpt": "Fireball"
      },
      {
        "document": 867,
        "excerpt": "Delayed Blast Fireball"
      },
      {
        "document": 870,
        "excerpt": "Fireball, Stinking Cloud"
      },
      {
        "document": 888,
        "excerpt": "Fireball"
      },
      {
        "document": 893,
        "excerpt": "Delayed Blast Fireball"
      },
      {
        "document": 1227,
        "excerpt": "Delayed Blast Fireball"
      },
      {
        "document": 1273,
        "excerpt": "Fireball"
      },
      {
        "document": 1598,
        "excerpt": "of the specified type as a component: Daylight (opal), Fireball (fire opal), Prismatic Spray (diamond), or Wall of Fire (ruby). The gem is destroyed when the spell is c"
      },
      {
        "document": 1629,
        "excerpt": "end of its trajectory, the bead detonates as a level 3 Fireball (save DC 15). You can hurl multiple beads, or even the whole necklace, at one time. When you do so, inc"
      },
      {
        "document": 1744,
        "excerpt": "ding it, you can expend no more than 3 charges to cast Fireball (save DC 15) from it. For 1 charge, you cast the level 3 version of the spell. You can increase the spel"
      },
      {
        "document": 1768,
        "excerpt": "(level 2 version), Detect Magic, Scorching Ray 1/Day: Fireball"
      },
      {
        "document": 1780,
        "excerpt": "ct Magic, Scorching Ray (level 3 version) 1/Day Each: Fireball (level 6 version), Scrying"
      },
      {
        "document": 1949,
        "excerpt": "At Will: Detect Magic, Detect Thoughts, Dispel Magic, Fireball (level 5 version), Invisibility, Lightning Bolt (level 5 version), Mage Hand, Prestidigitation 2/Day Ea"
      },
      {
        "document": 1952,
        "excerpt": "luded in AC), Mage Hand, Prestidigitation 2/Day Each: Fireball (level 4 version), Invisibility 1/Day Each: Cone of Cold, Fly"
      },
      {
        "document": 1986,
        "excerpt": "lfire Spellcasting (Recharge 4–6). The pit fiend casts Fireball (level 5 version) twice, requiring no Material components and using Charisma as the spellcasting ability"
      }
    ],
    "fireballs": [
      {
        "document": 766,
        "excerpt": "Wand of Fireballs"
      },
      {
        "document": 1629,
        "excerpt": "Necklace of Fireballs"
      },
      {
        "document": 1744,
        "excerpt": "Wand of Fireballs"
      }
    ],
    "fired": [
      {
        "document": 115,
        "excerpt": "a magic weapon has the Ammunition property, ammunition fired from it is considered magical for the purpose of any rule that cares whether a weapon is magical or not."
      }
    ],
    "firefly": [
      {
        "document": 1271,
        "excerpt": "V, S, M (a bit of phosphorus or a firefly)"
      },
      {
        "document": 1336,
        "excerpt": "V, M (a firefly or phosphorescent moss)"
      }
    ],
    "fires": [
      {
        "document": 54,
        "excerpt": "my days provide Bright Light, as do torches, lanterns, fires, and other sources of illumination within a specific radius. Dim Light. Dim Light, also called shadows,"
      },
      {
        "document": 1349,
        "excerpt": "nts can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can't leave the dwelling. When the spell ends, any crea"
      },
      {
        "document": 1468,
        "excerpt": "g things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring drinks. Once you give the command, the servant performs the task to the best"
      }
    ],
    "firing": [
      {
        "document": 720,
        "excerpt": "s with wax, cloth, or detritus prevents the darts from firing. As a Search action, a creature can examine the section of floor that forms the pressure plate and make"
      },
      {
        "document": 1285,
        "excerpt": "our spell save DC to break free. You can refrain from firing the globe after completing the spell's casting. If you do so, a globe about the size of a sling bullet,"
      },
      {
        "document": 1574,
        "excerpt": "h has no string. Each time you pull your arm back in a firing motion, a magical arrow made of golden energy appears nocked and ready to fire. An arrow produced by thi"
      }
    ],
    "firm": [
      {
        "document": 1475,
        "excerpt": "ect. The wall doesn't need to be vertical or rest on a firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use t"
      }
    ],
    "firmly": [
      {
        "document": 1324,
        "excerpt": "g can pass into or out of the globe. Chaining. Chains firmly rooted in the ground hold the target in place. The target has the Restrained condition and can't be move"
      }
    ],
    "first": [
      {
        "document": 5,
        "excerpt": "Hit Points or if someone takes an action to administer first aid to it, making a successful DC 10 Wisdom (Medicine) check. When you receive healing, add the restore"
      },
      {
        "document": 14,
        "excerpt": "Lose Temporary Hit Points First"
      },
      {
        "document": 74,
        "excerpt": "Speed and take one action. You decide whether to move first or take your action first. The main actions you can take are listed in “Actions” earlier in “Playing th"
      },
      {
        "document": 77,
        "excerpt": "used up or until you are done moving, whichever comes first. A character's Speed is determined during character creation. A monster's Speed is noted in the monster"
      },
      {
        "document": 113,
        "excerpt": "such as bonuses, penalties, or multipliers are applied first; Resistance is applied second; and Vulnerability is applied third. For example, a creature has Resistan"
      },
      {
        "document": 127,
        "excerpt": "can't be ended voluntarily unless the curse is broken first, such as with a Remove Curse spell."
      },
      {
        "document": 226,
        "excerpt": "n your character sheet as well (you may write just the first letter of your size)."
      },
      {
        "document": 228,
        "excerpt": "mmon. The other standard languages originated with the first members of the most prominent species in the setting and have since spread widely. Standard Languages"
      },
      {
        "document": 229,
        "excerpt": "To determine your character's ability scores, you first generate a set of six numbers using the instructions below and then assign them to your six abilities. \""
      },
      {
        "document": 260,
        "excerpt": "When you gain your first level in a class other than your initial class, you gain only some of the new class's starting proficien"
      },
      {
        "document": 283,
        "excerpt": "world, plane of existence, or god, while other species first appeared in multiple realms at once. Whatever a species' genesis, its members have spread across the mul"
      },
      {
        "document": 327,
        "excerpt": "1 minute or until its damage is dealt, whichever comes first."
      },
      {
        "document": 328,
        "excerpt": "n or Thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second is the weapon's long range. When attacking a target"
      },
      {
        "document": 381,
        "excerpt": "th item fails; you must end your Attunement to an item first. Additionally, you can't attune to more than one copy of an item. For example, you can't attune to more"
      },
      {
        "document": 397,
        "excerpt": "weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add y"
      },
      {
        "document": 451,
        "excerpt": "of yourself. A creature that enters this area for the first time on a turn must succeed on a DC 10 Dexterity saving throw or have the Prone condition. It takes 10 m"
      },
      {
        "document": 463,
        "excerpt": "of yourself. A creature that enters this area for the first time on a turn must succeed on a DC 15 Dexterity saving throw or take 1 Piercing damage and have its Spe"
      },
      {
        "document": 535,
        "excerpt": "taking a Reaction before the start of your next turn. First, you decide what perceivable circumstance will trigger your Reaction. Then, you choose the action you wi"
      },
      {
        "document": 545,
        "excerpt": "turn, the player decides which of the effects happens first."
      },
      {
        "document": 613,
        "excerpt": "e has no Hit Points and can't regain them unless it is first revived by magic such as the Raise Dead or Revivify spell. When such a spell is cast, the spirit knows w"
      },
      {
        "document": 628,
        "excerpt": "ity (Acrobatics) check to hit the surface head or feet first. On a successful check, any damage resulting from the fall is halved."
      },
      {
        "document": 654,
        "excerpt": "t Points or until someone uses an action to administer first aid to it, which requires a successful DC 10 Wisdom (Medicine) check."
      },
      {
        "document": 672,
        "excerpt": "and areas of wild magic are credited with creating the first magical contagions. An outbreak of such a contagion can form the basis of an adventure as characters sea"
      },
      {
        "document": 681,
        "excerpt": "h hour or gain 1 Exhaustion level. The DC is 5 for the first hour and increases by 1 for each additional hour. Creatures wearing Medium or Heavy armor have Disadvant"
      },
      {
        "document": 685,
        "excerpt": "rrain. A creature that moves onto slippery ice for the first time on a turn or starts its turn there must succeed on a DC 10 Dexterity saving throw or have the Prone"
      },
      {
        "document": 716,
        "excerpt": "upports that topple when the trip wire is pulled. The first creature that crosses the trip wire causes the supports to topple and the unstable section of ceiling to"
      },
      {
        "document": 717,
        "excerpt": "round and stretches between two columns or trees. The first creature that crosses the trip wire causes the Net to fall on it. The target must succeed on a DC 10 Dex"
      },
      {
        "document": 718,
        "excerpt": "creature moves onto this trap's pressure plate for the first time on a turn or starts its turn there, a nearby statue exhales a 15-foot Cone of magical flame. The st"
      },
      {
        "document": 720,
        "excerpt": "creature moves onto this trap's pressure plate for the first time on a turn, poisoned darts shoot from tubes embedded in the surrounding walls. The holes that house"
      },
      {
        "document": 722,
        "excerpt": ". Whenever the stone enters a creature's space for the first time on a turn or a creature enters the stone's space while the stone is rolling, that creature must suc"
      },
      {
        "document": 745,
        "excerpt": "creature’s ability check or attack roll, or administer first aid."
      },
      {
        "document": 962,
        "excerpt": "to attack with increased ferocity. When you make your first attack roll on your turn, you can decide to attack recklessly. Doing so gives you Advantage on attack ro"
      },
      {
        "document": 963,
        "excerpt": "ture with it if that creature is within 10 feet of the first target."
      },
      {
        "document": 972,
        "excerpt": "ant it Resistance against that damage. Lessons of the First Ones Prerequisite: Level 2+ Warlock You have received knowledge from an elder entity of the multiverse"
      },
      {
        "document": 978,
        "excerpt": "m damage with that spell on the turn you cast it. The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a Long Res"
      },
      {
        "document": 980,
        "excerpt": "ferent creature that you can see within 30 feet of the first creature."
      },
      {
        "document": 983,
        "excerpt": "hile your Rage is active, you deal extra damage to the first target you hit on your turn with a Strength-based attack. To determine the extra damage, roll a number o"
      },
      {
        "document": 984,
        "excerpt": "If the scroll contains a higher-level spell, you must first succeed on an Intelligence (Arcana) check (DC 10 plus the spell's level). On a successful check, you cas"
      },
      {
        "document": 1156,
        "excerpt": "of Temporary Hit Points equal to the Hit Points of the first form into which it shape-shifts. These Temporary Hit Points vanish if any remain when the spell ends. T"
      },
      {
        "document": 1168,
        "excerpt": "umulative 25 percent chance for each casting after the first that you get no answer."
      },
      {
        "document": 1187,
        "excerpt": "ur choice, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. Each targ"
      },
      {
        "document": 1199,
        "excerpt": "umulative 25 percent chance for each casting after the first that you get no answer."
      },
      {
        "document": 1212,
        "excerpt": "es effect immediately after the trigger occurs for the first time, whether or not you want it to, and then Contingency ends. The contingent spell takes effect only"
      },
      {
        "document": 1214,
        "excerpt": "oward it. When a creature enters the whirlpool for the first time on a turn or ends its turn there, it makes a Strength saving throw. On a failed save, the creature"
      },
      {
        "document": 1226,
        "excerpt": "e and grant it a measure of protection from death. The first time the target would drop to 0 Hit Points before the spell ends, the target instead drops to 1 Hit Poin"
      },
      {
        "document": 1238,
        "excerpt": "umulative 25 percent chance for each casting after the first that you get no answer."
      },
      {
        "document": 1261,
        "excerpt": "or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The ho"
      },
      {
        "document": 1281,
        "excerpt": "ature of a chosen type enters the spell's area for the first time on a turn or ends its turn there, the creature takes 5d10 Radiant or Necrotic damage (your choice w"
      },
      {
        "document": 1282,
        "excerpt": "teleportation or interplanar travel to leave, it must first make a Charisma saving throw. On a successful save, the creature can use that magic to exit the cage. On"
      },
      {
        "document": 1298,
        "excerpt": "oves to a space within 10 feet of the guardian for the first time on a turn or starts its turn there makes a Dexterity saving throw, taking 20 Radiant damage on a fa"
      },
      {
        "document": 1327,
        "excerpt": "akes this save when it enters the spell's area for the first time on a turn or ends its turn there. A creature makes this save only once per turn. Using a Higher-Le"
      },
      {
        "document": 1344,
        "excerpt": "teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw. - The creature has Disadvantage on attack rolls against targets with"
      },
      {
        "document": 1356,
        "excerpt": "you move into an unoccupied space closest to where you first entered and have the Prone condition."
      },
      {
        "document": 1377,
        "excerpt": "tire casting of the spell. (Typically, the creature is first summoned into the center of the inverted version of the Magic Circle spell to trap it while this spell i"
      },
      {
        "document": 1420,
        "excerpt": "of Temporary Hit Points equal to the Hit Points of the first form into which you shape-shift. These Temporary Hit Points vanish if any remain when the spell ends. Y"
      },
      {
        "document": 1431,
        "excerpt": "t Terrain. When a creature enters the Cylinder for the first time on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Prone c"
      },
      {
        "document": 1451,
        "excerpt": "ffect, as is a creature that enters the Sphere for the first time on a turn or ends its turn there. A creature is targeted only once per turn. Death. Each target ma"
      },
      {
        "document": 1455,
        "excerpt": "g of runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material"
      },
      {
        "document": 1472,
        "excerpt": "takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage. Using a Higher-Level"
      },
      {
        "document": 1474,
        "excerpt": "reature moving through the sheet of frigid air for the first time on a turn makes a Constitution saving throw, taking 5d6 Cold damage on a failed save or half as muc"
      },
      {
        "document": 1476,
        "excerpt": "ll, it must spend 4 feet of movement. Furthermore, the first time a creature enters a space in the wall on a turn or ends its turn there, the creature makes a Dexter"
      },
      {
        "document": 1480,
        "excerpt": "yered over a flat surface have a depth of 5 feet. The first time a creature enters the webs on a turn or starts its turn there, it must succeed on a Dexterity savin"
      },
      {
        "document": 1485,
        "excerpt": "sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect. You must designate a location, such as a temple, as a s"
      },
      {
        "document": 1486,
        "excerpt": "ends, a creature that enters the spell's area for the first time on a turn or starts its turn there makes a Charisma saving throw. On a failed save, a creature can'"
      },
      {
        "document": 1509,
        "excerpt": "Wondrous Item, Legendary This item first appears to be a sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be foun"
      },
      {
        "document": 1516,
        "excerpt": "check, provided the puller isn't pulled inside the bag first. Any creature that starts its turn inside the bag is devoured, its body destroyed. Inanimate objects ca"
      },
      {
        "document": 1535,
        "excerpt": "ots. Alternatively, when you light the candle for the first time, you can cast Gate with it. Doing so destroys the candle. The portal created by the spell links to"
      },
      {
        "document": 1558,
        "excerpt": "lls and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonu"
      },
      {
        "document": 1570,
        "excerpt": "ars in an unoccupied space within 30 feet of you. The first time the bottle is opened, the GM rolls on the following table to determine what happens."
      },
      {
        "document": 1582,
        "excerpt": "command words, each requiring a Magic action to use: First Command Word. The box unfolds into a Rowboat. Second Command Word. The box unfolds into a Keelboat. Th"
      },
      {
        "document": 1585,
        "excerpt": "command words to cause one of the following effects: First Command Word. The gem sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. Th"
      },
      {
        "document": 1629,
        "excerpt": "damage of the Fireball by 1d6 for each bead after the first (maximum 12d6)."
      },
      {
        "document": 1677,
        "excerpt": ", but no farther than 120 feet away from yourself. The first time the sphere comes within 5 feet of a creature other than you that isn't behind Total Cover, the sphe"
      },
      {
        "document": 1698,
        "excerpt": "from you. That end moves 10 feet on your turn when you first command it and 10 feet at the start of each of your subsequent turns until reaching its destination or u"
      },
      {
        "document": 1769,
        "excerpt": "Saving Throw: DC 20, each creature in a 60-foot Cone. First Failure: The target has the Incapacitated condition until the end of its next turn, when it repeats the"
      },
      {
        "document": 1781,
        "excerpt": "Saving Throw: DC 24, each creature in a 90-foot Cone. First Failure: The target has the Incapacitated condition until the end of its next turn, when it repeats the"
      },
      {
        "document": 1803,
        "excerpt": "lection in the Cone, the basilisk must make this save. First Failure: The target has the Restrained condition and repeats the save at the end of its next turn if it"
      },
      {
        "document": 1831,
        "excerpt": "he following effect. Constitution Saving Throw: DC 11. First Failure: The target has the Restrained condition. The target repeats the save at the end of its next tur"
      },
      {
        "document": 1841,
        "excerpt": "he following effect. Constitution Saving Throw: DC 12. First Failure: The target has the Poisoned condition. While Poisoned, the target's Hit Point maximum doesn't r"
      },
      {
        "document": 1846,
        "excerpt": "Slam. Melee Attack Roll: +6 (with Advantage during the first round of each combat), reach 5 ft. Hit: 11 (2d6 + 4) Bludgeoning damage. Read Thoughts. The doppelgange"
      },
      {
        "document": 1862,
        "excerpt": "nd it can enter a creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) Fire damage. Illumination. Th"
      },
      {
        "document": 1869,
        "excerpt": "12, each creature whose space the cube enters for the first time during this move. Failure: 10 (3d6) Acid damage, and the target is engulfed. An engulfed target is"
      },
      {
        "document": 1911,
        "excerpt": "Saving Throw: DC 15, each creature in a 30-foot Cone. First Failure: The target has the Restrained condition and repeats the save at the end of its next turn if it"
      },
      {
        "document": 1959,
        "excerpt": "eflection in the Cone, the medusa must make this save. First Failure: The target has the Restrained condition and repeats the save at the end of its next turn if it"
      },
      {
        "document": 2020,
        "excerpt": "Saving Throw: DC 13, each creature in a 15-foot Cone. First Failure: The target has the Incapacitated condition until the end of its next turn, when it repeats the"
      },
      {
        "document": 2025,
        "excerpt": "elow (the sequence resets when it takes a Long Rest): First Roar. Wisdom Saving Throw: DC 20, each enemy in a 500-foot Emanation originating from the sphinx. Failur"
      },
      {
        "document": 2089,
        "excerpt": "Saving Throw: DC 17, each creature in a 30-foot Cone. First Failure: The target has the Incapacitated condition until the end of its next turn, when it repeats the"
      }
    ],
    "firsthand": [
      {
        "document": 1413,
        "excerpt": "econdhand (heard of the target) | +5 | | Firsthand (met the target) | +0 | | Extensive (know the target well) | -5 | | Y"
      }
    ],
    "fish": [
      {
        "document": 1645,
        "excerpt": "potion's muddy liquid brings little bits into view: a fish scale, a hummingbird feather, a cat claw, or a squirrel hair."
      },
      {
        "document": 1737,
        "excerpt": "Trident of Fish Command"
      }
    ],
    "fissure": [
      {
        "document": 1248,
        "excerpt": "ures' locations, which can't be under structures. Each fissure is 1d10 × 10 feet deep and 10 feet wide, and it extends from one edge of the spell's area to another edg"
      },
      {
        "document": 1730,
        "excerpt": "e on the ground within 120 feet of yourself. A flaming fissure opens under the target, and the target makes a DC 20 Dexterity saving throw. If the target is a Fiend or"
      },
      {
        "document": 1732,
        "excerpt": "e on the ground within 120 feet of yourself. A flaming fissure opens under the target, and the target makes a DC 20 Dexterity saving throw. If the target is a Celestia"
      },
      {
        "document": 1733,
        "excerpt": "n addition, you can cause a 30-foot-deep, 10-foot-wide fissure to open up on the ground anywhere in the area. Any creature on a spot where the fissure opens must make"
      }
    ],
    "fissure's": [
      {
        "document": 1248,
        "excerpt": "in. A creature that successfully saves moves with the fissure's edge as it opens. Structures. The tremor deals 50 Bludgeoning damage to any structure in contact with t"
      },
      {
        "document": 1733,
        "excerpt": "g into the fissure on a failed save or moving with the fissure's edge on a successful one. Any structure on a spot where the fissure opens collapses into the fissure. On"
      }
    ],
    "fissures": [
      {
        "document": 1248,
        "excerpt": "ion is broken. You can also cause the effects below. Fissures. A total of 1d6 fissures open in the spell's area at the end of the turn you cast it. You choose the fis"
      }
    ],
    "fissures'": [
      {
        "document": 1248,
        "excerpt": "rea at the end of the turn you cast it. You choose the fissures' locations, which can't be under structures. Each fissure is 1d10 × 10 feet deep and 10 feet wide, and it"
      }
    ],
    "fist": [
      {
        "document": 1163,
        "excerpt": "and then cause one of the following effects: Clenched Fist. The hand strikes a target within 5 feet of it. Make a melee spell attack. On a hit, the target takes 5d"
      },
      {
        "document": 1193,
        "excerpt": "Truesight) sees a luminous orb about the size of your fist."
      },
      {
        "document": 1413,
        "excerpt": "r, it appears as a luminous orb about the size of your fist. Instead of targeting a creature, you can target a location you have seen. When you do so, the sensor a"
      },
      {
        "document": 1788,
        "excerpt": "Multiattack. The ape makes two Fist attacks. Fist. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Bludgeoning damage. Rock (Recharge"
      },
      {
        "document": 1873,
        "excerpt": "Multiattack. The ape makes two Fist attacks. Fist. Melee Attack Roll: +9, reach 10 ft. Hit: 22 (3d10 + 6) Bludgeoning damage. Boulder Toss"
      },
      {
        "document": 1966,
        "excerpt": "Multiattack. The mummy makes one Rotting Fist or Channel Negative Energy attack, and it uses Dreadful Glare. Rotting Fist. Melee Attack Roll: +9, rea"
      },
      {
        "document": 1967,
        "excerpt": "Multiattack. The mummy makes two Rotting Fist attacks and uses Dreadful Glare. Rotting Fist. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Blu"
      },
      {
        "document": 2018,
        "excerpt": "Multiattack. The guardian makes two Fist attacks. Fist. Melee Attack Roll: +7, reach 10 ft. Hit: 11 (2d6 + 4) Bludgeoning damage plus 7 (2d6) Fo"
      }
    ],
    "fit": [
      {
        "document": 117,
        "excerpt": "an decide that a magic item doesn't adjust its size to fit any wearer. For example, a particular armorer might make items usable only by folk who are sized and sha"
      },
      {
        "document": 384,
        "excerpt": "n most cases, a magic item that's meant to be worn can fit a creature regardless of size or build. Magic garments are made to be easily adjustable, or they magical"
      },
      {
        "document": 1247,
        "excerpt": "an animal, or the faint odor of skunk. The effect must fit in a 5-foot Cube. Fire Play. You light or snuff out a candle, a torch, or a campfire."
      },
      {
        "document": 1250,
        "excerpt": "cause dirt, sand, fire, smoke, mist, or water that can fit in a 1-foot Cube to assume a crude shape (such as that of a creature) for 1 hour."
      },
      {
        "document": 1282,
        "excerpt": "only partially within the area, or those too large to fit inside it, are pushed away from the center of the area until they are completely outside it. A creature"
      },
      {
        "document": 1356,
        "excerpt": "change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 Force damage to you. The stone's complete destruction (or transmutat"
      },
      {
        "document": 1386,
        "excerpt": "ate a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary"
      },
      {
        "document": 1420,
        "excerpt": "nt drops to the ground or changes in size and shape to fit the new form while you're in it."
      },
      {
        "document": 1560,
        "excerpt": "as the Incapacitated condition. The shackles adjust to fit a creature of Small to Large size. The shackles prevent a creature bound by them from using any method o"
      },
      {
        "document": 1574,
        "excerpt": "orn or carried, provided the object is small enough to fit inside a 5-foot Cube. The arrow teleports the target to an unoccupied space you can see within 10 feet o"
      },
      {
        "document": 1576,
        "excerpt": ", Uncommon (Requires Attunement) These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 or more charges to cast Charm P"
      },
      {
        "document": 1577,
        "excerpt": "Wondrous Item, Uncommon These crystal lenses fit over the eyes. While wearing them, your vision improves significantly out to a range of 1 foot, granting"
      },
      {
        "document": 1578,
        "excerpt": "Wondrous Item, Uncommon These crystal lenses fit over the eyes. While wearing them, you have Advantage on Wisdom (Perception) checks that rely on sight."
      },
      {
        "document": 1580,
        "excerpt": "urine of Wondrous Power is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of"
      },
      {
        "document": 1582,
        "excerpt": "tures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box"
      },
      {
        "document": 1691,
        "excerpt": "can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself 23–30 10 gems worth 100 GP each 31–44 Wooden ladder (24 feet"
      }
    ],
    "fitness": [
      {
        "document": 1620,
        "excerpt": "Wondrous Item, Very Rare This book describes fitness exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer"
      }
    ],
    "fits": [
      {
        "document": 267,
        "excerpt": "n a mechanical contraption 78 An ornate scabbard that fits no blade you have found 79 An invitation to a party where a murder happened 80 A bronze pentacle with"
      },
      {
        "document": 513,
        "excerpt": "t and larger for a higher-level spell. A level 1 spell fits into a slot of any size, but a level 2 spell fits only into a slot that's at least level 2. So when a le"
      }
    ],
    "five": [
      {
        "document": 230,
        "excerpt": "nd record the total of the highest three dice. Do this five more times, so you have six numbers. Point Cost. You have 27 points to spend on your ability scores. Th"
      },
      {
        "document": 257,
        "excerpt": "evel 5 Cleric / level 5 Paladin, for example, you have five d8 Hit Dice and five d10 Hit Dice."
      },
      {
        "document": 264,
        "excerpt": "anger / level 3 Sorcerer, for example, you can prepare five level 1 Ranger spells, and you can prepare six Sorcerer spells of level 1 or 2 (as well as four Sorcerer"
      },
      {
        "document": 355,
        "excerpt": "e, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same"
      },
      {
        "document": 729,
        "excerpt": "total Example 2. A moderate-difficulty encounter for five level 3 characters has an XP budget of 225 × 5 , for a total of 1,125 XP. With that, you could build eit"
      },
      {
        "document": 820,
        "excerpt": "A silver badge that is a five-pointed star"
      },
      {
        "document": 967,
        "excerpt": "ny damage you take from the fall by an amount equal to five times your Monk level."
      },
      {
        "document": 968,
        "excerpt": "you can restore a total number of Hit Points equal to five times your Paladin level. As a Bonus Action, you can touch a creature (which could be yourself) and dra"
      },
      {
        "document": 981,
        "excerpt": "nergy that can restore a number of Hit Points equal to five times your Cleric level. Choose Bloodied creatures within 30 feet of yourself (which can include you), a"
      },
      {
        "document": 1155,
        "excerpt": "d hat.” You also communicate a message of up to twenty-five words. The Beast travels for the duration toward the specified location, covering about 25 miles per 24"
      },
      {
        "document": 1163,
        "excerpt": "the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target, remaining within 5 feet of it."
      },
      {
        "document": 1210,
        "excerpt": "ow. On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The GM answers each question with one word"
      },
      {
        "document": 1219,
        "excerpt": "8 spell slot, you can animate or reassert control over five Ghouls or two Ghasts or Wights. If you use a level 9 spell slot, you can animate or reassert control ov"
      },
      {
        "document": 1264,
        "excerpt": "her or piece of down) Duration: 1 minute Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until th"
      },
      {
        "document": 1299,
        "excerpt": "hundred 5-foot squares that are contiguous, or twenty-five 10-foot squares that are contiguous. When you cast this spell, you can specify individuals that are una"
      },
      {
        "document": 1385,
        "excerpt": ": 30 feet Components: V Duration: Instantaneous Up to five creatures of your choice who remain within range for the spell's entire casting gain the benefits of a S"
      },
      {
        "document": 1436,
        "excerpt": "s. Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usua"
      },
      {
        "document": 1485,
        "excerpt": "t Components: V Duration: Instantaneous You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and"
      },
      {
        "document": 1627,
        "excerpt": "sn't count as one of your declared draws. Gem. Twenty-five pieces of jewelry worth 2,000 GP each or fifty gems worth 1,000 GP each appear at your feet. Jester. Yo"
      },
      {
        "document": 1790,
        "excerpt": "Common plus five other languages"
      },
      {
        "document": 1934,
        "excerpt": "its breath for 1 hour. Multiple Heads. The hydra has five heads. Whenever the hydra takes 25 damage or more on a single turn, one of its heads dies. The hydra die"
      }
    ],
    "fixed": [
      {
        "document": 105,
        "excerpt": "ys otherwise, you don't add your ability modifier to a fixed damage amount that doesn't use a roll, such as the damage of a Blowgun. See “Equipment” for weapons' dam"
      },
      {
        "document": 243,
        "excerpt": "Hit Point maximum. Instead of rolling, you can use the fixed value shown in the Fixed Hit Points by Class table. Fixed Hit Points by Class 3: Record New Class Feat"
      },
      {
        "document": 319,
        "excerpt": "f the Manacles are attached to a chain or hook that is fixed in place. Escaping the Manacles requires a successful DC 20 Dexterity (Sleight of Hand) check as an acti"
      },
      {
        "document": 815,
        "excerpt": "Fixed Hit Points by Class"
      },
      {
        "document": 1158,
        "excerpt": "within range that aren't being worn or carried, aren't fixed to a surface, and aren't Gargantuan. The maximum number of objects is equal to your spellcasting ability"
      },
      {
        "document": 1335,
        "excerpt": "e target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were clim"
      },
      {
        "document": 1407,
        "excerpt": "A creature can make a Dexterity saving throw to grab a fixed object it can reach, thus avoiding the fall upward. If a ceiling or an anchored object is encountered i"
      },
      {
        "document": 1575,
        "excerpt": "0 feet. Closing the bottle causes the cloud to become fixed in place until it disperses after 10 minutes. A strong wind (such as that created by the Gust of Wind sp"
      },
      {
        "document": 1607,
        "excerpt": "s the button, which causes the rod to become magically fixed in place. Until you or another creature takes a Utilize action to push the button again, the rod doesn't"
      }
    ],
    "fixtures": [
      {
        "document": 791,
        "excerpt": "Eyelike fixtures emit Bright Light in a 30-foot radius and Dim Light for an additional 30 feet."
      }
    ],
    "flag": [
      {
        "document": 267,
        "excerpt": "lazed surface 95 A petrified mouse 96 A black pirate flag adorned with a dragon's skull and crossbones 97 A tiny mechanical crab or spider that moves about when"
      }
    ],
    "flail": [
      {
        "document": 928,
        "excerpt": "Flail"
      },
      {
        "document": 966,
        "excerpt": "Choose A, B, or C: (A) Chain Mail, Greatsword, Flail, 8 Javelins, Dungeoneer’s Pack, and 4 GP; (B) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 A"
      },
      {
        "document": 1058,
        "excerpt": "Flail"
      }
    ],
    "flails": [
      {
        "document": 968,
        "excerpt": "switch to using the mastery properties of Halberds and Flails."
      }
    ],
    "flame": [
      {
        "document": 718,
        "excerpt": "ere, a nearby statue exhales a 15-foot Cone of magical flame. The statue can look like anything, such as a dragon or a wizard. Each creature in the Cone must succeed"
      },
      {
        "document": 829,
        "excerpt": "Produce Flame"
      },
      {
        "document": 831,
        "excerpt": "Continual Flame"
      },
      {
        "document": 841,
        "excerpt": "Commune, Flame Strike"
      },
      {
        "document": 862,
        "excerpt": "Flame Blade"
      },
      {
        "document": 887,
        "excerpt": "Continual Flame"
      },
      {
        "document": 910,
        "excerpt": "Sacred Flame"
      },
      {
        "document": 912,
        "excerpt": "Continual Flame"
      },
      {
        "document": 915,
        "excerpt": "Flame Strike"
      },
      {
        "document": 964,
        "excerpt": "ur choice from the Cleric spell list. Guidance, Sacred Flame, and Thaumaturgy are recommended. Whenever you gain a Cleric level, you can replace one of your cantrip"
      },
      {
        "document": 965,
        "excerpt": "oice from the Druid spell list. Druidcraft and Produce Flame are recommended. Whenever you gain a Druid level, you can replace one of your cantrips with another can"
      },
      {
        "document": 968,
        "excerpt": "tion for a list of Cleric spells). Guidance and Sacred Flame are recommended. The chosen cantrips count as Paladin spells for you, and Charisma is your spellcasting"
      },
      {
        "document": 978,
        "excerpt": "owerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some Evokers find employment in military forces"
      },
      {
        "document": 1213,
        "excerpt": "Continual Flame"
      },
      {
        "document": 1271,
        "excerpt": "s you with a melee attack roll, the shield erupts with flame. The attacker takes 2d8 Fire damage from a warm shield or 2d8 Cold damage from a chill shield."
      },
      {
        "document": 1274,
        "excerpt": "Flame Blade"
      },
      {
        "document": 1275,
        "excerpt": "Flame Strike"
      },
      {
        "document": 1309,
        "excerpt": "V, S, M (a piece of iron and a flame)"
      },
      {
        "document": 1390,
        "excerpt": "Produce Flame"
      },
      {
        "document": 1410,
        "excerpt": "Sacred Flame"
      },
      {
        "document": 1581,
        "excerpt": "Flame Tongue"
      },
      {
        "document": 1766,
        "excerpt": "it Points required to maintain the spell) 1/Day Each: Flame Strike, Zone of Truth Weakening Breath. Strength Saving Throw: DC 21, each creature that isn't currentl"
      },
      {
        "document": 1778,
        "excerpt": "it Points required to maintain the spell) 1/Day Each: Flame Strike (level 6 version), Word of Recall, Zone of Truth Weakening Breath. Strength Saving Throw: DC 24,"
      },
      {
        "document": 1799,
        "excerpt": "Multiattack. The balor makes one Flame Whip attack and one Lightning Blade attack. Flame Whip. Melee Attack Roll: +14, reach 30 ft. Hit: 18 (3"
      },
      {
        "document": 1802,
        "excerpt": "Claws attack and one Tail attack, or it makes two Hurl Flame attacks. Claws. Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage. If the target is"
      },
      {
        "document": 1856,
        "excerpt": "freeti makes three attacks, using Heated Blade or Hurl Flame in any combination. Heated Blade. Melee Attack Roll: +10, reach 5 ft. Hit: 13 (2d6 + 6) Slashing damage"
      },
      {
        "document": 1863,
        "excerpt": "Multiattack. The giant makes two attacks, using Flame Sword or Hammer Throw in any combination. Flame Sword. Melee Attack Roll: +11, reach 10 ft. Hit: 21 (4d"
      },
      {
        "document": 1920,
        "excerpt": "Day Each: Clairvoyance, Cure Wounds (level 6 version), Flame Strike (level 6 version), Geas, True Seeing"
      },
      {
        "document": 1932,
        "excerpt": "devil makes three attacks, using Searing Fork or Hurl Flame in any combination. It can replace one attack with a use of Infernal Tail. Searing Fork. Melee Attack R"
      },
      {
        "document": 1991,
        "excerpt": "udgeoning damage plus 2 (1d4) Radiant damage. Radiant Flame. Ranged Attack Roll: +4, range 60 ft. Hit: 7 (2d6) Radiant damage. Spellcasting. The priest casts one o"
      },
      {
        "document": 1992,
        "excerpt": "k. The priest makes two attacks, using Mace or Radiant Flame in any combination. Mace. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage plus 5"
      },
      {
        "document": 2010,
        "excerpt": "Multiattack. The salamander makes two Flame Spear attacks. It can replace one attack with a use of Constrict. Flame Spear. Melee or Ranged Attack R"
      }
    ],
    "flames": [
      {
        "document": 683,
        "excerpt": "(Perception) checks. Heavy rain also extinguishes open flames."
      },
      {
        "document": 686,
        "excerpt": "d attack rolls with weapons. It also extinguishes open flames and disperses fog. A flying creature in a strong wind must land at the end of its turn or fall. A stron"
      },
      {
        "document": 761,
        "excerpt": "Flames"
      },
      {
        "document": 793,
        "excerpt": "A campfire with green flames springs forth and burns for 24 hours or until it is extinguished."
      },
      {
        "document": 949,
        "excerpt": "Flames, unbearable heat"
      },
      {
        "document": 1184,
        "excerpt": "ponents: V, S Duration: Instantaneous A thin sheet of flames shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire d"
      },
      {
        "document": 1218,
        "excerpt": "in a 30-foot Cube within range, extinguishing exposed flames there. Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternat"
      },
      {
        "document": 1271,
        "excerpt": "f phosphorus or a firefly) Duration: 10 minutes Wispy flames wreathe your body for the duration, shedding Bright Light in a 10-foot radius and Dim Light for an addit"
      },
      {
        "document": 1302,
        "excerpt": "r, and it extinguishes candles and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent"
      },
      {
        "document": 1310,
        "excerpt": "re that damaged you is momentarily surrounded by green flames. It makes a Dexterity saving throw, taking 2d10 Fire damage on a failed save or half as much damage on a"
      },
      {
        "document": 1431,
        "excerpt": "ithin range. The area is Heavily Obscured, and exposed flames in the area are doused. Ground in the Cylinder is Difficult Terrain. When a creature enters the Cylinde"
      },
      {
        "document": 1456,
        "excerpt": "Charisma (Intimidation) checks. Fire Play. You cause flames to flicker, brighten, dim, or change color for 1 minute. Invisible Hand. You instantaneously cause an u"
      },
      {
        "document": 1581,
        "excerpt": "an take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and"
      },
      {
        "document": 1583,
        "excerpt": "ou draw this weapon, you can extinguish all nonmagical flames within 30 feet of yourself. Once used, this property can't be used again for 1 hour."
      },
      {
        "document": 1598,
        "excerpt": "turn in that area takes 1d6 Radiant damage. Fire Opal Flames. As long as the helm has at least one fire opal, you can take a Magic action to cause one weapon you are"
      },
      {
        "document": 1621,
        "excerpt": "h creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. See “Monsters” for the gole"
      },
      {
        "document": 1627,
        "excerpt": "ou draw the card or at any other time before you die. Flames. A powerful devil becomes your enemy. The devil seeks your ruin and torments you, savoring your sufferin"
      },
      {
        "document": 1694,
        "excerpt": "outs from the end opposite the rod's flanged head. The flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet, and the blade functions a"
      },
      {
        "document": 1954,
        "excerpt": "ion. The magmin sets itself ablaze or extinguishes its flames. While ablaze, the magmin sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet"
      }
    ],
    "flaming": [
      {
        "document": 778,
        "excerpt": "Flaming Sphere"
      },
      {
        "document": 831,
        "excerpt": "Flaming Sphere"
      },
      {
        "document": 862,
        "excerpt": "Flaming Sphere"
      },
      {
        "document": 887,
        "excerpt": "Flaming Sphere"
      },
      {
        "document": 1274,
        "excerpt": "l to 3d6 plus your spellcasting ability modifier. The flaming blade sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. Using a Higher-Le"
      },
      {
        "document": 1276,
        "excerpt": "Flaming Sphere"
      },
      {
        "document": 1730,
        "excerpt": "u can see on the ground within 120 feet of yourself. A flaming fissure opens under the target, and the target makes a DC 20 Dexterity saving throw. If the target is a"
      },
      {
        "document": 1732,
        "excerpt": "u can see on the ground within 120 feet of yourself. A flaming fissure opens under the target, and the target makes a DC 20 Dexterity saving throw. If the target is a"
      }
    ],
    "flammable": [
      {
        "document": 1184,
        "excerpt": "iled save or half as much damage on a successful one. Flammable objects in the Cone that aren't being worn or carried start burning. Using a Higher-Level Spell Slot. T"
      },
      {
        "document": 1227,
        "excerpt": "ends, and the bead explodes. When the bead explodes, flammable objects in the explosion that aren't being worn or carried start burning. Using a Higher-Level Spell Sl"
      },
      {
        "document": 1270,
        "excerpt": "target. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell starts burning if it isn't being worn or carried. Cantrip Upgrade. The damage"
      },
      {
        "document": 1272,
        "excerpt": "iled save or half as much damage on a successful one. Flammable objects in the area that aren't being worn or carried start burning."
      },
      {
        "document": 1273,
        "excerpt": "iled save or half as much damage on a successful one. Flammable objects in the area that aren't being worn or carried start burning. Using a Higher-Level Spell Slot. T"
      },
      {
        "document": 1276,
        "excerpt": "feet tall and jump it across pits up to 10 feet wide. Flammable objects that aren't being worn or carried start burning if touched by the sphere, and it sheds Bright Li"
      },
      {
        "document": 1359,
        "excerpt": "he spell's area, and the object starts burning if it's flammable."
      },
      {
        "document": 1480,
        "excerpt": "it succeeds, it is no longer Restrained. The webs are flammable. Any 5-foot Cube of webs exposed to fire burns away in 1 round, dealing 2d4 Fire damage to any creature"
      },
      {
        "document": 1802,
        "excerpt": "150 ft. Hit: 17 (5d6) Fire damage. If the target is a flammable object that isn't being worn or carried, it starts burning."
      },
      {
        "document": 1862,
        "excerpt": "he elemental takes 5 (1d10) Fire damage. Creatures and flammable objects in the Emanation start burning. Fire Form. The elemental can move through a space as narrow as"
      },
      {
        "document": 1932,
        "excerpt": "ft. Hit: 26 (5d8 + 4) Fire damage. If the target is a flammable object that isn't being worn or carried, it starts burning. Infernal Tail. Dexterity Saving Throw: DC 1"
      },
      {
        "document": 1954,
        "excerpt": "2d4 + 2) Fire damage. If the target is a creature or a flammable object that isn't being worn or carried, it starts burning."
      }
    ],
    "flanged": [
      {
        "document": 1694,
        "excerpt": "Rod, Legendary (Requires Attunement) This rod has a flanged head, and it functions as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made with"
      }
    ],
    "flapping": [
      {
        "document": 1579,
        "excerpt": "10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a strong wind. This wind can fill the sails of one ship,"
      }
    ],
    "flare": [
      {
        "document": 1585,
        "excerpt": "ommand Word. You expend 5 charges and cause the gem to flare with intense light in a 30-foot Cone. Each creature in the Cone makes a saving throw as if struck by the"
      }
    ],
    "flash": [
      {
        "document": 1387,
        "excerpt": "nts: V, S Duration: Instantaneous Eight rays of light flash from you in a 60-foot Cone. Each creature in the Cone makes a Dexterity saving throw. For each target, r"
      },
      {
        "document": 1466,
        "excerpt": "t is worth I+ CP) Duration: Instantaneous Guided by a flash of magical insight, you make one attack with the weapon used in the spell's casting. The attack uses you"
      },
      {
        "document": 1570,
        "excerpt": ". At the end of your turn, the smoke disappears with a flash of harmless fire, and an Efreeti appears in an unoccupied space within 30 feet of you. The first time t"
      },
      {
        "document": 1715,
        "excerpt": "ast charge, roll 1d20. On a 1, the staff vanishes in a flash of light, lost forever."
      }
    ],
    "flashes": [
      {
        "document": 1227,
        "excerpt": "Concentration, up to 1 minute A beam of yellow light flashes from you, then condenses at a chosen point within range as a glowing bead for the duration. When the spe"
      },
      {
        "document": 1273,
        "excerpt": "o and sulfur) Duration: Instantaneous A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Ea"
      },
      {
        "document": 1450,
        "excerpt": "sunstone) Duration: Instantaneous Brilliant sunlight flashes in a 60-foot-radius Sphere centered on a point you choose within range. Each creature in the Sphere make"
      }
    ],
    "flashing": [
      {
        "document": 1196,
        "excerpt": "uration: Instantaneous You launch a dazzling array of flashing, colorful light. Each creature in a 15-foot Cone originating from you must succeed on a Constitution sav"
      }
    ],
    "flask": [
      {
        "document": 307,
        "excerpt": "n, you can replace one of your attacks with throwing a flask of Holy Water. Target one creature you can see within 20 feet of yourself. The target must succeed on a"
      },
      {
        "document": 323,
        "excerpt": "u can replace one of your attacks with throwing an Oil flask. Target one creature or object within 20 feet of yourself. The target must succeed on a Dexterity saving"
      },
      {
        "document": 430,
        "excerpt": "DC 20) Craft: Musket, Pistol, Bell, Bullseye Lantern, Flask, Hooded Lantern, Hunting Trap, Lock, Manacles, Mirror, Shovel, Signal Whistle, Tinderbox"
      },
      {
        "document": 446,
        "excerpt": "n, you can replace one of your attacks with throwing a flask of Alchemist's Fire. Target one creature or object you can see within 20 feet of yourself. The target mu"
      },
      {
        "document": 482,
        "excerpt": "Flask (2 CP)"
      },
      {
        "document": 756,
        "excerpt": "etermine the object: on a 1, a vial of Acid; on a 2, a flask of Alchemist’s Fire; on a 3, a Crowbar; on a 4, a lit Torch."
      },
      {
        "document": 931,
        "excerpt": "Flask"
      },
      {
        "document": 1059,
        "excerpt": "Flask"
      },
      {
        "document": 1394,
        "excerpt": "V, S, M (a flask of Holy Water worth 25+ GP, which the spell consumes)"
      },
      {
        "document": 1556,
        "excerpt": "Wondrous Item, Uncommon This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. You can take a Magic action"
      },
      {
        "document": 1611,
        "excerpt": "Iron Flask"
      },
      {
        "document": 1708,
        "excerpt": "between any two objects. It must be stored in a jar or flask that has been coated inside with Oil of Slipperiness. When found, a container contains 1d6 + 1 ounces."
      },
      {
        "document": 2059,
        "excerpt": "n damage at the start of each of its turns. Emptying a flask of Holy Water on the target ends the effect early. Stunning Screech (1/Day). Constitution Saving Throw:"
      }
    ],
    "flask's": [
      {
        "document": 1611,
        "excerpt": ", or drink. You can take a Magic action to remove the flask's stopper and release the creature in the flask. The creature then obeys your commands for 1 hour, underst"
      }
    ],
    "flasks": [
      {
        "document": 341,
        "excerpt": "ollowing items: Backpack, Book, Ink, Ink Pen, Lamp, 10 flasks of Oil, 10 sheets of Parchment, and Tinderbox."
      },
      {
        "document": 462,
        "excerpt": "Bearings, Bell, 10 Candles, Crowbar, Hooded Lantern, 7 flasks of Oil, 5 days of Rations, Rope, Tinderbox, and Waterskin."
      },
      {
        "document": 477,
        "excerpt": "othes, Ink, 5 Ink Pens, Lamp, 2 Map or Scroll Cases, 4 flasks of Oil, 5 sheets of Paper, 5 sheets of Parchment, Perfume, and Tinderbox."
      },
      {
        "document": 479,
        "excerpt": "ns the following items: Backpack, Caltrops, Crowbar, 2 flasks of Oil, 10 days of Rations, Rope, Tinderbox, 10 Torches, and Waterskin."
      },
      {
        "document": 480,
        "excerpt": "Bedroll, Bell, Bullseye Lantern, 3 Costumes, Mirror, 8 flasks of Oil, 9 days of Rations, Tinderbox, and Waterskin."
      },
      {
        "document": 481,
        "excerpt": "ack contains the following items: Backpack, Bedroll, 2 flasks of Oil, 10 days of Rations, Rope, Tinderbox, 10 Torches, and Waterskin."
      }
    ],
    "flat": [
      {
        "document": 1228,
        "excerpt": "uration: 1 hour You create a shadowy Medium door on a flat solid surface that you can see within range. This door can be opened and closed, and it leads to a demip"
      },
      {
        "document": 1473,
        "excerpt": "obe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In a"
      },
      {
        "document": 1474,
        "excerpt": "obe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any f"
      },
      {
        "document": 1480,
        "excerpt": "ds at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. The first time a creature enters the webs on a turn or starts its turn"
      }
    ],
    "flatten": [
      {
        "document": 1369,
        "excerpt": "area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension."
      }
    ],
    "flatter": [
      {
        "document": 46,
        "excerpt": "convince a burglar to confess to wrongdoing or try to flatter a guard. The Game Master assumes the roles of any nonplayer characters who are participating. An NPC's"
      }
    ],
    "flattery": [
      {
        "document": 47,
        "excerpt": "lp if the characters badger her. A vain dragon laps up flattery. When interacting with an NPC, pay attention to the GM's portrayal of the NPC's personality. You might"
      }
    ],
    "flavor": [
      {
        "document": 422,
        "excerpt": "Ability: Wisdom Weight: 8 lb. Utilize: Improve food's flavor (DC 10), or detect spoiled or poisoned food (DC 15) Craft: Rations"
      },
      {
        "document": 1386,
        "excerpt": "an 1 cubic foot. Minor Sensation. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. Magic Mark. You make a color, a small mark, or a s"
      }
    ],
    "flavorless": [
      {
        "document": 1520,
        "excerpt": "Wondrous Item, Common This flavorless, gelatinous bead dissolves on your tongue and provides as much nourishment as 1 day of Rations."
      }
    ],
    "flax": [
      {
        "document": 1259,
        "excerpt": "of trees, a rope from a patch of hemp, or clothes from flax or wool. Choose raw materials that you can see within range. You can fabricate a Large or smaller objec"
      }
    ],
    "fled": [
      {
        "document": 76,
        "excerpt": "tures are killed or knocked out or have surrendered or fled. Combat can also end when both sides agree to end it."
      }
    ],
    "fledged": [
      {
        "document": 246,
        "excerpt": "In tier 2, characters are full-fledged adventurers. Spellcasters gain iconic spells such as Fireball, Lightning Bolt, and Raise Dead. Most weap"
      }
    ],
    "flee": [
      {
        "document": 688,
        "excerpt": "mental stress than common folk. Whereas a farmer might flee in terror from a bear or an apparition, adventurers are made of sterner stuff. That said, certain creatu"
      },
      {
        "document": 732,
        "excerpt": "t an encounter on the fly, such as by having creatures flee (making the encounter easier) or adding reinforcements (making the encounter harder)."
      },
      {
        "document": 782,
        "excerpt": "Command (“flee” or “grovel” only)"
      },
      {
        "document": 1197,
        "excerpt": "drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target has"
      }
    ],
    "fleece": [
      {
        "document": 1350,
        "excerpt": "V, S, M (a bit of fleece)"
      },
      {
        "document": 1362,
        "excerpt": "S, M (a bit of fleece)"
      },
      {
        "document": 1373,
        "excerpt": "V, S, M (a bit of fleece)"
      },
      {
        "document": 1428,
        "excerpt": "V, S, M (a bit of fleece)"
      }
    ],
    "fleet": [
      {
        "document": 985,
        "excerpt": "Fleet Step"
      }
    ],
    "fleeting": [
      {
        "document": 712,
        "excerpt": "utious, which slows down the game. The best traps are fleeting distractions that skilled characters can overcome in a short amount of time or deadly puzzles that requi"
      }
    ],
    "flesh": [
      {
        "document": 759,
        "excerpt": "Flesh Golem"
      },
      {
        "document": 820,
        "excerpt": "A glass jar containing a bit of flesh floating in pickling fluid"
      },
      {
        "document": 835,
        "excerpt": "Flesh to Stone"
      },
      {
        "document": 866,
        "excerpt": "Flesh to Stone"
      },
      {
        "document": 892,
        "excerpt": "Flesh to Stone"
      },
      {
        "document": 1157,
        "excerpt": "V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)"
      },
      {
        "document": 1194,
        "excerpt": "You touch a creature or at least 1 cubic inch of its flesh. An inert duplicate of that creature forms inside the vessel used in the spell's casting and finishes gr"
      },
      {
        "document": 1277,
        "excerpt": "Flesh to Stone"
      },
      {
        "document": 1339,
        "excerpt": "is in a different form, such as under the effects of a Flesh to Stone or Polymorph spell, this spell doesn't locate the creature. This spell can't locate a creature"
      },
      {
        "document": 1864,
        "excerpt": "Flesh Golem"
      }
    ],
    "flexible": [
      {
        "document": 1626,
        "excerpt": "avy, Except Hide Armor), Uncommon Mithral is a light, flexible metal. Armor made of this substance can be worn under normal clothes. If the armor normally imposes Disa"
      }
    ],
    "flicker": [
      {
        "document": 1456,
        "excerpt": "(Intimidation) checks. Fire Play. You cause flames to flicker, brighten, dim, or change color for 1 minute. Invisible Hand. You instantaneously cause an unlocked doo"
      }
    ],
    "flickering": [
      {
        "document": 1390,
        "excerpt": "n Range: Self Components: V, S Duration: 10 minutes A flickering flame appears in your hand and remains there for the duration. While there, the flame emits no heat and"
      }
    ],
    "flies": [
      {
        "document": 756,
        "excerpt": "A Hostile Swarm of Bats flies out of the hat, occupies your space, and attacks you."
      },
      {
        "document": 1555,
        "excerpt": "o the air. When you do so, the weapon begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of itself. The weapon uses your att"
      },
      {
        "document": 1568,
        "excerpt": "iant. Immediately after hitting or missing, the weapon flies back to your hand."
      },
      {
        "document": 1593,
        "excerpt": "turn. Immediately after hitting or missing, the weapon flies back to your hand. The weapon regains 1d4 + 1 expended charges daily at dawn. Giant's Bane. While you a"
      },
      {
        "document": 1664,
        "excerpt": "ely after you make a ranged attack with the weapon, it flies back to your hand."
      },
      {
        "document": 1865,
        "excerpt": "he snake doesn't provoke an Opportunity Attack when it flies out of an enemy's reach."
      },
      {
        "document": 1868,
        "excerpt": "gargoyle doesn't provoke an Opportunity Attack when it flies out of an enemy's reach."
      },
      {
        "document": 1890,
        "excerpt": "The owl doesn't provoke an Opportunity Attack when it flies out of an enemy's reach."
      },
      {
        "document": 1899,
        "excerpt": "The wasp doesn't provoke an Opportunity Attack when it flies out of an enemy's reach."
      },
      {
        "document": 1927,
        "excerpt": "ppogriff doesn't provoke an Opportunity Attack when it flies out of an enemy's reach."
      },
      {
        "document": 1978,
        "excerpt": "The owl doesn't provoke an Opportunity Attack when it flies out of an enemy's reach."
      },
      {
        "document": 1994,
        "excerpt": "eranodon doesn't provoke an Opportunity Attack when it flies out of an enemy's reach."
      },
      {
        "document": 2005,
        "excerpt": "arge 5–6). If the roc has a creature Grappled, the roc flies up to half its Fly Speed without provoking Opportunity Attacks and drops that creature."
      }
    ],
    "flight": [
      {
        "document": 986,
        "excerpt": "Draconic Flight"
      },
      {
        "document": 1762,
        "excerpt": "ended uses at the start of each of its turns. Cloaked Flight. The dragon uses Spellcasting to cast Invisibility on itself, and it can fly up to half its Fly Speed. T"
      },
      {
        "document": 1774,
        "excerpt": "ended uses at the start of each of its turns. Cloaked Flight. The dragon uses Spellcasting to cast Invisibility on itself, and it can fly up to half its Fly Speed. T"
      }
    ],
    "fling": [
      {
        "document": 1320,
        "excerpt": "Duration: Instantaneous You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target tak"
      },
      {
        "document": 1946,
        "excerpt": "attack. The kraken makes two Tentacle attacks and uses Fling, Lightning Strike, or Swallow. Tentacle. Melee Attack Roll: +17, reach 30 ft. Hit: 24 (4d6 + 10) Bludge"
      }
    ],
    "flings": [
      {
        "document": 954,
        "excerpt": "A magical trap flings a character into the Far Realm until the end of that character’s next turn."
      }
    ],
    "flint": [
      {
        "document": 349,
        "excerpt": "A Tinderbox is a small container holding flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light"
      }
    ],
    "flit": [
      {
        "document": 1208,
        "excerpt": "es You conjure spirits from the Elemental Planes that flit around you in a 15-foot Emanation for the duration. Until the spell ends, any attack you make deals an e"
      },
      {
        "document": 1209,
        "excerpt": "ion, up to 10 minutes You conjure nature spirits that flit around you in a 10-foot Emanation for the duration. Whenever the Emanation enters the space of a creatur"
      },
      {
        "document": 1440,
        "excerpt": "n: Concentration, up to 10 minutes Protective spirits flit around you in a 15-foot Emanation for the duration. If you are good or neutral, their spectral form appe"
      }
    ],
    "floating": [
      {
        "document": 820,
        "excerpt": "A glass jar containing a bit of flesh floating in pickling fluid"
      },
      {
        "document": 886,
        "excerpt": "Floating Disk"
      },
      {
        "document": 1278,
        "excerpt": "Floating Disk"
      },
      {
        "document": 1343,
        "excerpt": "feet Components: V, S Duration: 1 minute A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if i"
      },
      {
        "document": 1441,
        "excerpt": "Duration: Concentration, up to 1 minute You create a floating, spectral force that resembles a weapon of your choice and lasts for the duration. The force appears wit"
      },
      {
        "document": 1473,
        "excerpt": "tal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a globe with a radius of up"
      },
      {
        "document": 1579,
        "excerpt": "ithin 10 feet of yourself. The token disappears, and a floating whip takes its place. You can then take a Bonus Action to make a melee spell attack against a creature w"
      },
      {
        "document": 1605,
        "excerpt": "eature, they allow the creature to move normally while floating 4 inches above a surface. This effect means the creature can cross or stand above nonsolid or unstable s"
      },
      {
        "document": 1651,
        "excerpt": "than that score. This potion's transparent liquid has floating in it a sliver of light resembling a giant's fingernail."
      },
      {
        "document": 1657,
        "excerpt": "tion's dense, purple liquid has an ovoid cloud of pink floating in it."
      },
      {
        "document": 1662,
        "excerpt": "luid smells of the sea and has a jellyfish-like bubble floating in it."
      }
    ],
    "floats": [
      {
        "document": 1278,
        "excerpt": "ne of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk re"
      },
      {
        "document": 1335,
        "excerpt": "in the spell's range. When the spell ends, the target floats gently to the ground if it is still aloft."
      },
      {
        "document": 1509,
        "excerpt": "e number of breathing creatures inside. The apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 Bludgeonin"
      },
      {
        "document": 1565,
        "excerpt": "foot Cube of water into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet's weight is negligible. A creature can take a Uti"
      },
      {
        "document": 1579,
        "excerpt": "ars, and a giant flapping fan takes its place. The fan floats and creates a strong wind. This wind can fill the sails of one ship, increasing its speed by 5 miles per"
      },
      {
        "document": 1582,
        "excerpt": "inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring a Magic"
      },
      {
        "document": 1649,
        "excerpt": "er means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it."
      }
    ],
    "flood": [
      {
        "document": 1214,
        "excerpt": "can repeat the same effect or choose a different one. Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If you choo"
      },
      {
        "document": 1352,
        "excerpt": "e: 60 feet Components: V, S Duration: Instantaneous A flood of healing energy flows from you into creatures around you. You restore up to 700 Hit Points, divided as"
      }
    ],
    "floor": [
      {
        "document": 26,
        "excerpt": "be what lies beyond. But the door might be locked, the floor might hide a trap, or some other circumstance might make it challenging for an adventurer to complete a"
      },
      {
        "document": 267,
        "excerpt": "ef embroidered with the name of an archmage 82 Half a floor plan for a temple, a castle, or another structure 83 A bit of folded cloth that, when unfolded, turns i"
      },
      {
        "document": 718,
        "excerpt": "a Search action, a creature can examine the section of floor that forms the pressure plate and make a DC 15 Wisdom (Perception) check, detecting the pressure plate o"
      },
      {
        "document": 719,
        "excerpt": "constructed from material identical to the surrounding floor. When a creature moves onto the lid, it swings open like a trapdoor, causing the creature to fall into t"
      },
      {
        "document": 720,
        "excerpt": "a Search action, a creature can examine the section of floor that forms the pressure plate and make a DC 15 Wisdom (Perception) check, detecting the pressure plate o"
      },
      {
        "document": 722,
        "excerpt": "a Study action, a creature can examine the section of floor that forms the pressure plate and make a DC 15 Intelligence (Investigation) check, deducing the pressure"
      },
      {
        "document": 723,
        "excerpt": "constructed from material identical to the surrounding floor. When a creature moves onto the lid, it swings open like a trapdoor, causing the creature to fall into t"
      },
      {
        "document": 1268,
        "excerpt": "trap, but it wouldn't reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. This spell reveals that a trap is present but not its locat"
      },
      {
        "document": 1281,
        "excerpt": "gical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can't teleport into the area o"
      },
      {
        "document": 1293,
        "excerpt": "t either on a surface (such as a table or a section of floor) or within an object that can be closed (such as a book or chest) to conceal the glyph. The glyph can co"
      },
      {
        "document": 1299,
        "excerpt": "create a ward that protects up to 2,500 square feet of floor space. The warded area can be up to 20 feet tall, and you shape it as one 50-foot square, one hundred 5-"
      },
      {
        "document": 1344,
        "excerpt": "runes appear wherever the Cylinder intersects with the floor or other surface. Choose one or more of the following types of creatures: Celestials, Elementals, Fey,"
      },
      {
        "document": 1349,
        "excerpt": "osphere is clean, fresh, and warm. You can create any floor plan you like for the dwelling, but it can't exceed 50 contiguous 10-foot Cubes. The place is furnished"
      },
      {
        "document": 1372,
        "excerpt": "plaster, or stone surface (such as a wall, ceiling, or floor) within range and lasts for the duration. You choose the opening's dimensions: up to 5 feet wide, 8 feet"
      },
      {
        "document": 1451,
        "excerpt": "armful glyph either on a surface (such as a section of floor or wall) or within an object that can be closed (such as a book or chest). The glyph can cover an area n"
      },
      {
        "document": 1480,
        "excerpt": "id masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and the spell ends at the start of your next turn. Webs"
      }
    ],
    "floors": [
      {
        "document": 1608,
        "excerpt": "a battlement atop it. Its interior is divided into two floors, with a ladder, staircase, or ramp (your choice) connecting them. This ladder, staircase, or ramp ends a"
      }
    ],
    "flora": [
      {
        "document": 940,
        "excerpt": "Terrain, flora, weather, and certain creatures (Beasts, Dragons, Oozes, and Plants)"
      }
    ],
    "flourishes": [
      {
        "document": 158,
        "excerpt": "entry. The monster's stat block might include special flourishes that happen when the monster uses an item, and the stat block might ignore the rules in “Equipment” for"
      },
      {
        "document": 417,
        "excerpt": "ity Weight: 5 lb. Utilize: Write text with impressive flourishes that guard against forgery (DC 15) Craft: Ink, Spell Scroll"
      }
    ],
    "flow": [
      {
        "document": 1214,
        "excerpt": "nd until the normal water level is restored. Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow ov"
      },
      {
        "document": 1458,
        "excerpt": "nents: V Duration: Instantaneous You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a"
      }
    ],
    "flower": [
      {
        "document": 1247,
        "excerpt": "ect persists for 1 round. Bloom. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. Sensory Effect. You create a harmless sensory effect, su"
      },
      {
        "document": 1697,
        "excerpt": "racted with there can exist only there. For example, a flower picked from a garden there disappears if it is taken outside the demiplane. For each hour spent in the"
      }
    ],
    "flowers": [
      {
        "document": 975,
        "excerpt": "se a point within 60 feet of yourself. Vitality-giving flowers and life-draining thorns appear for a moment in a 10-foot-radius Sphere centered on that point. Each cre"
      },
      {
        "document": 1623,
        "excerpt": "cts and terrain features (such as walls, doors, trees, flowers, weapons, webs, and pits), provided these elements are all confined to a 20-foot Cube. The effort takes"
      }
    ],
    "flowing": [
      {
        "document": 1214,
        "excerpt": "mal water level is restored. Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up wa"
      }
    ],
    "flows": [
      {
        "document": 965,
        "excerpt": "The might of the elements flows through you. You gain one of the following options of your choice. Potent Spellcasting. Add your Wisdom"
      },
      {
        "document": 971,
        "excerpt": "Because your magic flows from within, you can alter your spells to suit your needs; you gain two Metamagic options of your choice"
      },
      {
        "document": 1352,
        "excerpt": ", S Duration: Instantaneous A flood of healing energy flows from you into creatures around you. You restore up to 700 Hit Points, divided as you choose among any nu"
      },
      {
        "document": 1570,
        "excerpt": "r of this painted brass bottle, a cloud of thick smoke flows out of it. At the end of your turn, the smoke disappears with a flash of harmless fire, and an Efreeti a"
      },
      {
        "document": 1635,
        "excerpt": "This sticky, black unguent is thick and heavy, but it flows quickly when poured."
      }
    ],
    "fluid": [
      {
        "document": 331,
        "excerpt": "of yourself. The creature that drinks the magical red fluid in this vial regains 2d4 + 2 Hit Points."
      },
      {
        "document": 378,
        "excerpt": "ming, the GM might say, \"Your movement feels strangely fluid.\" Perhaps you then dive into a river to see what happens. The GM would then say you swim unexpectedly we"
      },
      {
        "document": 820,
        "excerpt": "ass jar containing a bit of flesh floating in pickling fluid"
      },
      {
        "document": 1660,
        "excerpt": "lly occurs when the effect ends. This potion's yellow fluid is streaked with black and swirls on its own."
      },
      {
        "document": 1662,
        "excerpt": "fter drinking this potion. This potion's cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it."
      }
    ],
    "flurry": [
      {
        "document": 71,
        "excerpt": "pical combat encounter is a clash between two sides: a flurry of weapon swings, feints, parries, footwork, and spellcasting. The game organizes combat into a cycle of"
      },
      {
        "document": 967,
        "excerpt": "Monk features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind, each of which is detailed below. When you expend a Foc"
      },
      {
        "document": 985,
        "excerpt": "ever you hit a creature with an attack granted by your Flurry of Blows, you can impose one of the following effects on that target. Addle. The target can't make Oppo"
      },
      {
        "document": 1574,
        "excerpt": "ou. Energy Ladder. As a Magic action, you can loose a flurry of energy arrows from this weapon at a wall up to 60 feet away from yourself. The arrows become glowing"
      }
    ],
    "flute": [
      {
        "document": 439,
        "excerpt": "6 lb.), drum (6 GP, 3 lb.), dulcimer (25 GP, 10 lb.), flute (2 GP, 1 lb.), horn (3 GP, 2 lb.), lute (35 GP, 2 lb.), lyre (30 GP, 2 lb.), pan flute (12 GP, 2 lb.), s"
      }
    ],
    "fly": [
      {
        "document": 77,
        "excerpt": "s well as about special speeds, such as a Climb Speed, Fly Speed, or Swim Speed."
      },
      {
        "document": 152,
        "excerpt": "ve one or more of the following speeds: Burrow, Climb, Fly, Swim. Rules for Speed and these specials speeds appear in “Rules Glossary.”"
      },
      {
        "document": 548,
        "excerpt": "e special speeds, such as a Burrow Speed, Climb Speed, Fly Speed, or Swim Speed, each of which is defined in this glossary. If you have more than one speed, choose"
      },
      {
        "document": 554,
        "excerpt": "ecial speeds. See also \"Burrow Speed,\" \"Climb Speed,\" \"Fly Speed,\" and \"Swim Speed.\" Ability Scores. A table provides the monster's ability scores, modifiers, and"
      },
      {
        "document": 612,
        "excerpt": "n if you Dash. If you have a special speed, such as a Fly Speed or Swim Speed, you can use that speed instead of your Speed when you take this action. You choose"
      },
      {
        "document": 630,
        "excerpt": "A variety of effects allow a creature to fly. While flying, you fall if you have the Incapacitated or Prone condition or your Fly Speed is reduced to"
      },
      {
        "document": 631,
        "excerpt": "Fly Speed"
      },
      {
        "document": 725,
        "excerpt": "r positioning and encourage characters to jump, climb, fly, or teleport. Defensive Positions. Enemies in hard-to-reach locations or defensive positions force char"
      },
      {
        "document": 732,
        "excerpt": "rder than intended. You can adjust an encounter on the fly, such as by having creatures flee (making the encounter easier) or adding reinforcements (making the enc"
      },
      {
        "document": 799,
        "excerpt": "Fly Speed"
      },
      {
        "document": 823,
        "excerpt": "Fly Speed"
      },
      {
        "document": 857,
        "excerpt": "Fear, Fly"
      },
      {
        "document": 863,
        "excerpt": "Fly"
      },
      {
        "document": 876,
        "excerpt": "Fly"
      },
      {
        "document": 888,
        "excerpt": "Fly"
      },
      {
        "document": 965,
        "excerpt": "have a maximum Challenge Rating of 1/4 and that lack a Fly Speed (see “Animals” in “Monsters” for stat block options). The Rat, Riding Horse, Spider, and Wolf are"
      },
      {
        "document": 972,
        "excerpt": "efits. Aerial or Aquatic. The familiar gains either a Fly Speed or a Swim Speed (your choice) of 40 feet. Quick Attack. As a Bonus Action, you can command the fa"
      },
      {
        "document": 977,
        "excerpt": "hem (no action required). For the duration, you have a Fly Speed of 60 feet. Once you use this feature, you can't use it again until you finish a Long Rest unless"
      },
      {
        "document": 986,
        "excerpt": "Incapacitated condition. During that time, you have a Fly Speed equal to your Speed. Your wings appear to be made of the same energy as your Breath Weapon. Once y"
      },
      {
        "document": 1155,
        "excerpt": "out 25 miles per 24 hours or 50 miles if the Beast can fly. When the Beast arrives, it delivers your message to the creature that you described, mimicking your co"
      },
      {
        "document": 1266,
        "excerpt": "Dice [d10s] equal to the spell's level) Speed 60 ft., Fly 60 ft. (requires level 4+ spell) | STR | DEX | CON | INT | WIS | CHA | | :---: | :---: | :---: | :---:"
      },
      {
        "document": 1279,
        "excerpt": "Fly"
      },
      {
        "document": 1286,
        "excerpt": "n this form, the target's only method of movement is a Fly Speed of 10 feet, and it can hover. The target can enter and occupy the space of another creature. The t"
      },
      {
        "document": 1290,
        "excerpt": "r each spell level above 4 Speed 40 ft., Climb 40 ft., Fly 40 ft. (Wasp only) | STR | DEX | CON | INT | WIS | CHA | | :---: | :---: | :---: | :---: | :---: | :---"
      },
      {
        "document": 1376,
        "excerpt": "to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our"
      },
      {
        "document": 1448,
        "excerpt": "HP 50 + 10 for each spell level above 5 Speed 30 ft., Fly 60 ft., Swim 30 ft. | STR | DEX | CON | INT | WIS | CHA | | :---: | :---: | :---: | :---: | :---: | :--"
      },
      {
        "document": 1456,
        "excerpt": "ou instantaneously cause an unlocked door or window to fly open or slam shut. Phantom Sound. You create an instantaneous sound that originates from a point of you"
      },
      {
        "document": 1482,
        "excerpt": "sps of cloud. While in this cloud form, a target has a Fly Speed of 300 feet and can hover; it has Immunity to the Prone condition; and it has Resistance to Bludge"
      },
      {
        "document": 1483,
        "excerpt": "ll. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected"
      },
      {
        "document": 1534,
        "excerpt": "u, at which time it can be ridden in the air. It has a Fly Speed of 50 feet. It can carry up to 400 pounds, but its Fly Speed becomes 30 feet while carrying over 2"
      },
      {
        "document": 1537,
        "excerpt": "us Item, Very Rare You can make this carpet hover and fly by taking a Magic action and using the carpet's command word. It moves according to your directions if y"
      },
      {
        "document": 1546,
        "excerpt": "u can grip the edges of the cloak and use it to gain a Fly Speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no"
      },
      {
        "document": 1555,
        "excerpt": "pon hovers, you can take a Bonus Action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same Bonus Action, you can cause the"
      },
      {
        "document": 1579,
        "excerpt": "damage. As a Bonus Action, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of the whip. The whip disappears a"
      },
      {
        "document": 1580,
        "excerpt": "t can't be used again until 5 days have passed. Ebony Fly (Rare). This ebony statuette, carved in the likeness of a horsefly, can become a Giant Fly (see the acco"
      },
      {
        "document": 1627,
        "excerpt": "draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once. Once a card is drawn, it disappears. Unless the"
      },
      {
        "document": 1649,
        "excerpt": "ion, Very Rare When you drink this potion, you gain a Fly Speed equal to your Speed for 1 hour and can hover. If you're in the air when the potion wears off, you"
      },
      {
        "document": 1667,
        "excerpt": "ou have Resistance to Lightning damage, and you have a Fly Speed equal to your Speed and can hover. Earth. You know Terran, and you have Resistance to Acid damage"
      },
      {
        "document": 1758,
        "excerpt": "can take a Magic action to expend 1 charge, gaining a Fly Speed of 30 feet for 1 hour. If you are flying when the duration expires, you descend at a rate of 30 fe"
      },
      {
        "document": 1759,
        "excerpt": "e effect early as a Magic action. The wings give you a Fly Speed of 60 feet. If you are aloft when the wings disappear, you fall. When the wings disappear, you can"
      },
      {
        "document": 1761,
        "excerpt": "40 ft., Fly 80 ft., Swim 40 ft."
      },
      {
        "document": 1762,
        "excerpt": "40 ft., Burrow 30 ft., Fly 80 ft."
      },
      {
        "document": 1763,
        "excerpt": "40 ft., Burrow 30 ft., Fly 80 ft."
      },
      {
        "document": 1764,
        "excerpt": "40 ft., Fly 80 ft., Swim 40 ft."
      },
      {
        "document": 1765,
        "excerpt": "40 ft., Climb 40 ft., Fly 80 ft."
      },
      {
        "document": 1766,
        "excerpt": "40 ft., Fly 80 ft., Swim 40 ft."
      },
      {
        "document": 1767,
        "excerpt": "40 ft., Fly 80 ft., Swim 40 ft."
      },
      {
        "document": 1768,
        "excerpt": "40 ft., Climb 40 ft., Fly 80 ft."
      },
      {
        "document": 1769,
        "excerpt": "40 ft., Fly 80 ft."
      },
      {
        "document": 1770,
        "excerpt": "40 ft., Burrow 30 ft., Fly 80 ft., Swim 40 ft."
      },
      {
        "document": 1771,
        "excerpt": "10 ft., Fly 90 ft. (hover)"
      },
      {
        "document": 1773,
        "excerpt": "40 ft., Fly 80 ft., Swim 40 ft."
      },
      {
        "document": 1774,
        "excerpt": "40 ft., Burrow 40 ft., Fly 80 ft."
      },
      {
        "document": 1775,
        "excerpt": "40 ft., Burrow 40 ft., Fly 80 ft."
      },
      {
        "document": 1776,
        "excerpt": "40 ft., Fly 80 ft., Swim 40 ft."
      },
      {
        "document": 1777,
        "excerpt": "40 ft., Climb 40 ft., Fly 80 ft."
      },
      {
        "document": 1778,
        "excerpt": "40 ft., Fly 80 ft., Swim 40 ft."
      },
      {
        "document": 1779,
        "excerpt": "40 ft., Fly 80 ft., Swim 40 ft."
      },
      {
        "document": 1780,
        "excerpt": "40 ft., Climb 40 ft., Fly 80 ft."
      },
      {
        "document": 1781,
        "excerpt": "40 ft., Fly 80 ft."
      },
      {
        "document": 1782,
        "excerpt": "40 ft., Burrow 40 ft., Fly 80 ft., Swim 40 ft."
      },
      {
        "document": 1784,
        "excerpt": "5 ft., Fly 50 ft. (hover)"
      },
      {
        "document": 1790,
        "excerpt": "luded in AC), Mage Hand, Prestidigitation 2/Day Each: Fly, Lightning Bolt (level 7 version) 1/Day Each: Cone of Cold (level 9 version), Mind Blank (cast before c"
      },
      {
        "document": 1792,
        "excerpt": "60 ft., Fly 60 ft. (hover)"
      },
      {
        "document": 1799,
        "excerpt": "40 ft., Fly 80 ft."
      },
      {
        "document": 1804,
        "excerpt": "5 ft., Fly 30 ft."
      },
      {
        "document": 1809,
        "excerpt": "30 ft., Fly 60 ft., Swim 30 ft."
      },
      {
        "document": 1812,
        "excerpt": "10 ft., Fly 60 ft."
      },
      {
        "document": 1813,
        "excerpt": "30 ft., Burrow 15 ft., Fly 60 ft."
      },
      {
        "document": 1815,
        "excerpt": "40 ft., Fly 40 ft."
      },
      {
        "document": 1816,
        "excerpt": "30 ft., Burrow 15 ft., Fly 60 ft."
      },
      {
        "document": 1817,
        "excerpt": "30 ft., Fly 60 ft., Swim 30 ft."
      },
      {
        "document": 1826,
        "excerpt": "30 ft., Fly 60 ft."
      },
      {
        "document": 1829,
        "excerpt": "10 ft., Fly 40 ft."
      },
      {
        "document": 1830,
        "excerpt": "40 ft., Fly 20 ft. (hover)"
      },
      {
        "document": 1831,
        "excerpt": "20 ft., Fly 40 ft."
      },
      {
        "document": 1834,
        "excerpt": "30 ft., Climb 30 ft., Fly 60 ft."
      },
      {
        "document": 1835,
        "excerpt": "30 ft., Fly 90 ft."
      },
      {
        "document": 1840,
        "excerpt": "10 ft., Fly 30 ft."
      },
      {
        "document": 1843,
        "excerpt": "30 ft., Fly 90 ft. (hover)"
      },
      {
        "document": 1845,
        "excerpt": "30 ft., Fly 90 ft. (hover)"
      },
      {
        "document": 1853,
        "excerpt": "30 ft., Fly 30 ft."
      },
      {
        "document": 1854,
        "excerpt": "10 ft., Fly 60 ft."
      },
      {
        "document": 1856,
        "excerpt": "40 ft., Fly 60 ft. (hover)"
      },
      {
        "document": 1859,
        "excerpt": "30 ft., Fly 60 ft."
      },
      {
        "document": 1865,
        "excerpt": "30 ft., Fly 60 ft., Swim 30 ft."
      },
      {
        "document": 1868,
        "excerpt": "30 ft., Fly 60 ft."
      },
      {
        "document": 1871,
        "excerpt": "5 ft., Fly 40 ft. (hover)"
      },
      {
        "document": 1875,
        "excerpt": "10 ft., Fly 60 ft."
      },
      {
        "document": 1881,
        "excerpt": "10 ft., Fly 80 ft."
      },
      {
        "document": 1884,
        "excerpt": "Giant Fly"
      },
      {
        "document": 1890,
        "excerpt": "5 ft., Fly 60 ft."
      },
      {
        "document": 1898,
        "excerpt": "10 ft., Fly 60 ft."
      },
      {
        "document": 1899,
        "excerpt": "10 ft., Fly 50 ft."
      },
      {
        "document": 1903,
        "excerpt": "ss, Detect Magic, Dispel Magic 1/Day Each: Confusion, Fly, Power Word Stun"
      },
      {
        "document": 1910,
        "excerpt": "30 ft., Fly 60 ft., Swim 30 ft."
      },
      {
        "document": 1913,
        "excerpt": "30 ft., Fly 60 ft., Swim 30 ft."
      },
      {
        "document": 1916,
        "excerpt": "30 ft., Fly 80 ft."
      },
      {
        "document": 1922,
        "excerpt": "20 ft., Fly 40 ft."
      },
      {
        "document": 1923,
        "excerpt": "10 ft., Fly 60 ft."
      },
      {
        "document": 1927,
        "excerpt": "40 ft., Fly 60 ft."
      },
      {
        "document": 1931,
        "excerpt": "20 ft., Fly 40 ft."
      },
      {
        "document": 1932,
        "excerpt": "30 ft., Fly 60 ft."
      },
      {
        "document": 1937,
        "excerpt": "30 ft., Fly 30 ft."
      },
      {
        "document": 1938,
        "excerpt": "20 ft., Fly 40 ft."
      },
      {
        "document": 1939,
        "excerpt": "30 ft., Fly 60 ft."
      },
      {
        "document": 1940,
        "excerpt": "50 ft., Fly 50 ft. (hover)"
      },
      {
        "document": 1952,
        "excerpt": "el 4 version), Invisibility 1/Day Each: Cone of Cold, Fly"
      },
      {
        "document": 1953,
        "excerpt": "30 ft., Fly 30 ft."
      },
      {
        "document": 1956,
        "excerpt": "30 ft., Fly 50 ft."
      },
      {
        "document": 1968,
        "excerpt": "20 ft., Fly 30 ft."
      },
      {
        "document": 1970,
        "excerpt": "60 ft., Fly 90 ft. (hover)"
      },
      {
        "document": 1976,
        "excerpt": "30 ft., Fly 30 ft. (hover)"
      },
      {
        "document": 1978,
        "excerpt": "5 ft., Fly 60 ft."
      },
      {
        "document": 1981,
        "excerpt": "60 ft., Fly 90 ft."
      },
      {
        "document": 1986,
        "excerpt": "30 ft., Fly 60 ft."
      },
      {
        "document": 1987,
        "excerpt": "40 ft., Fly 120 ft. (hover)"
      },
      {
        "document": 1993,
        "excerpt": "15 ft., Fly 60 ft."
      },
      {
        "document": 1994,
        "excerpt": "10 ft., Fly 60 ft."
      },
      {
        "document": 1996,
        "excerpt": "e quasit shape-shifts to resemble a bat (Speed 10 ft., Fly 40 ft.), a centipede (40 ft., Climb 40 ft.), or a toad (40 ft., Swim 40 ft.), or it returns to its true"
      },
      {
        "document": 1997,
        "excerpt": "Disguise Self, Mage Hand, Minor Illusion 1/Day Each: Fly, Invisibility, Major Image, Plane Shift"
      },
      {
        "document": 1999,
        "excerpt": "10 ft., Fly 50 ft."
      },
      {
        "document": 2000,
        "excerpt": "30 ft., Climb 30 ft., Fly 60 ft."
      },
      {
        "document": 2005,
        "excerpt": "20 ft., Fly 120 ft."
      },
      {
        "document": 2020,
        "excerpt": "30 ft., Fly 60 ft."
      },
      {
        "document": 2022,
        "excerpt": "50 ft., Fly 150 ft. (hover)"
      },
      {
        "document": 2023,
        "excerpt": "30 ft., Fly 50 ft. (hover)"
      },
      {
        "document": 2024,
        "excerpt": "40 ft., Fly 60 ft."
      },
      {
        "document": 2025,
        "excerpt": "40 ft., Fly 60 ft."
      },
      {
        "document": 2026,
        "excerpt": "20 ft., Fly 40 ft."
      },
      {
        "document": 2029,
        "excerpt": "10 ft., Fly 40 ft."
      },
      {
        "document": 2031,
        "excerpt": "30 ft., Fly 30 ft."
      },
      {
        "document": 2032,
        "excerpt": "10 ft., Fly 40 ft."
      },
      {
        "document": 2035,
        "excerpt": "50 ft., Fly 25 ft. (hover), Swim 50 ft."
      },
      {
        "document": 2036,
        "excerpt": "30 ft., Fly 60 ft."
      },
      {
        "document": 2037,
        "excerpt": "5 ft., Fly 30 ft."
      },
      {
        "document": 2039,
        "excerpt": "20 ft., Climb or Fly 20 ft. (GM's choice)"
      },
      {
        "document": 2042,
        "excerpt": "10 ft., Fly 50 ft."
      },
      {
        "document": 2056,
        "excerpt": "g water, it shape-shifts into a Tiny bat (Speed 5 ft., Fly Speed 30 ft.) or a Medium cloud of mist (Speed 5 ft., Fly Speed 20 ft. [hover]), or it returns to its va"
      },
      {
        "document": 2059,
        "excerpt": "40 ft., Fly 60 ft."
      },
      {
        "document": 2060,
        "excerpt": "10 ft., Fly 50 ft."
      },
      {
        "document": 2072,
        "excerpt": "30 ft., Burrow 15 ft., Fly 60 ft., Swim 30 ft."
      },
      {
        "document": 2074,
        "excerpt": "5 ft., Fly 50 ft. (hover)"
      },
      {
        "document": 2078,
        "excerpt": "5 ft., Fly 60 ft. (hover)"
      },
      {
        "document": 2079,
        "excerpt": "30 ft., Fly 80 ft."
      },
      {
        "document": 2081,
        "excerpt": "40 ft., Fly 80 ft., Swim 40 ft."
      },
      {
        "document": 2082,
        "excerpt": "40 ft., Burrow 20 ft., Fly 80 ft."
      },
      {
        "document": 2083,
        "excerpt": "40 ft., Burrow 20 ft., Fly 80 ft."
      },
      {
        "document": 2084,
        "excerpt": "40 ft., Fly 80 ft., Swim 40 ft."
      },
      {
        "document": 2085,
        "excerpt": "40 ft., Climb 40 ft., Fly 80 ft."
      },
      {
        "document": 2086,
        "excerpt": "40 ft., Fly 80 ft., Swim 40 ft."
      },
      {
        "document": 2087,
        "excerpt": "40 ft., Fly 80 ft., Swim 40 ft."
      },
      {
        "document": 2088,
        "excerpt": "40 ft., Climb 40 ft., Fly 80 ft."
      },
      {
        "document": 2089,
        "excerpt": "40 ft., Fly 80 ft."
      },
      {
        "document": 2090,
        "excerpt": "40 ft., Burrow 20 ft., Fly 80 ft., Swim 40 ft."
      }
    ],
    "flyby": [
      {
        "document": 1865,
        "excerpt": "Flyby. The snake doesn't provoke an Opportunity Attack when it flies out of an enemy's reach."
      },
      {
        "document": 1868,
        "excerpt": "Flyby. The gargoyle doesn't provoke an Opportunity Attack when it flies out of an enemy's reach."
      },
      {
        "document": 1890,
        "excerpt": "Flyby. The owl doesn't provoke an Opportunity Attack when it flies out of an enemy's reach."
      },
      {
        "document": 1899,
        "excerpt": "Flyby. The wasp doesn't provoke an Opportunity Attack when it flies out of an enemy's reach."
      },
      {
        "document": 1927,
        "excerpt": "Flyby. The hippogriff doesn't provoke an Opportunity Attack when it flies out of an enemy's reach."
      },
      {
        "document": 1978,
        "excerpt": "Flyby. The owl doesn't provoke an Opportunity Attack when it flies out of an enemy's reach."
      },
      {
        "document": 1994,
        "excerpt": "Flyby. The pteranodon doesn't provoke an Opportunity Attack when it flies out of an enemy's reach."
      }
    ],
    "flying": [
      {
        "document": 357,
        "excerpt": "n Exotic Saddle is required for riding an aquatic or a flying mount. Mounts and Other Animals Tack, Harness, and Drawn Vehicles"
      },
      {
        "document": 548,
        "excerpt": "t moves on its turn. See also “Climbing,” “Crawling,” “Flying,” “Jumping,” “Swimming” and “Playing the Game” (“Combat”). Special Speeds. Some creatures have special"
      },
      {
        "document": 630,
        "excerpt": "Flying"
      },
      {
        "document": 631,
        "excerpt": "can stay aloft until you land, fall, or die. See also “Flying” and “Speed.”"
      },
      {
        "document": 645,
        "excerpt": "her effects grant the ability to hover. Hovering while flying prevents you from falling in certain circumstances. See also \"Flying.\""
      },
      {
        "document": 686,
        "excerpt": "It also extinguishes open flames and disperses fog. A flying creature in a strong wind must land at the end of its turn or fall. A strong wind in a desert can creat"
      },
      {
        "document": 713,
        "excerpt": "such as Wind Walk or a magic item such as a Carpet of Flying, translate the party's Speed into travel rates using these rules: Miles per hour = Speed ÷ 10 Miles pe"
      },
      {
        "document": 799,
        "excerpt": "Carpet of Flying Table 1"
      },
      {
        "document": 1482,
        "excerpt": "nute transformation. If a target is in cloud form and flying when the effect ends, the target descends 60 feet per round for 1 minute until it lands, which it does s"
      },
      {
        "document": 1483,
        "excerpt": "s fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly"
      },
      {
        "document": 1534,
        "excerpt": "Broom of Flying"
      },
      {
        "document": 1537,
        "excerpt": "Carpet of Flying"
      },
      {
        "document": 1546,
        "excerpt": "feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in Dim Light or Darkness, you lose this Fly Speed. While wearing t"
      },
      {
        "document": 1579,
        "excerpt": "r simple commands and can carry up to 500 pounds while flying at its maximum speed (16 miles per hour for a maximum of 144 miles per day, with a 1-hour rest for every"
      },
      {
        "document": 1649,
        "excerpt": "Potion of Flying"
      },
      {
        "document": 1718,
        "excerpt": "ction and expend 1 charge to cause a swarm of harmless flying insects to fill a 30-foot Emanation originating from you. The insects remain for 10 minutes, making the"
      },
      {
        "document": 1758,
        "excerpt": "gaining a Fly Speed of 30 feet for 1 hour. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land."
      },
      {
        "document": 1759,
        "excerpt": "Wings of Flying"
      },
      {
        "document": 1784,
        "excerpt": "Animated Flying Sword"
      },
      {
        "document": 1865,
        "excerpt": "Flying Snake"
      },
      {
        "document": 2022,
        "excerpt": "Multiattack. The solar makes two Flying Sword attacks. It can replace one attack with a use of Slaying Bow. Flying Sword. Melee or Ranged Attac"
      }
    ],
    "focus": [
      {
        "document": 146,
        "excerpt": "iption notes otherwise, a rod can be used as an Arcane Focus."
      },
      {
        "document": 148,
        "excerpt": "can be used as a nonmagical Quarterstaff and an Arcane Focus."
      },
      {
        "document": 149,
        "excerpt": "ption notes otherwise, a wand can be used as an Arcane Focus."
      },
      {
        "document": 318,
        "excerpt": "gnifying Glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite."
      },
      {
        "document": 378,
        "excerpt": "to reveal an item's properties. Alternatively, you can focus on one magic item during a Short Rest while being in physical contact with the item. At the end of the r"
      },
      {
        "document": 380,
        "excerpt": "Short Rest used to learn the item's properties). This focus can take the form of weapon practice (for a Weapon), meditation (for a Wand), or some other appropriate"
      },
      {
        "document": 424,
        "excerpt": "Utilize: Discern a gem's value (DC 15) Craft: Arcane Focus, Holy Symbol"
      },
      {
        "document": 427,
        "excerpt": "image of something you've seen (DC 10) Craft: Druidic Focus, Holy Symbol"
      },
      {
        "document": 433,
        "excerpt": "ged weapons (except Pistol, Musket, and Sling), Arcane Focus, Arrows, Bolts, Druidic Focus, Ink Pen, Needles"
      },
      {
        "document": 449,
        "excerpt": "Arcane Focus (Varies)"
      },
      {
        "document": 478,
        "excerpt": "Druidic Focus (Varies)"
      },
      {
        "document": 485,
        "excerpt": "ric or Paladin can use a Holy Symbol as a Spellcasting Focus. The table indicates whether a Holy Symbol needs to be held, worn, or borne on fabric (such as a tab-ar"
      },
      {
        "document": 499,
        "excerpt": "ell, or the spellcaster can substitute a Spellcasting Focus if the caster has a feature that allows that substitution. To use a Component Pouch, you must have a han"
      },
      {
        "document": 551,
        "excerpt": "Spellcasting Focus"
      },
      {
        "document": 840,
        "excerpt": "Focus Points"
      },
      {
        "document": 931,
        "excerpt": "Arcane Focus"
      },
      {
        "document": 933,
        "excerpt": "Focus"
      },
      {
        "document": 934,
        "excerpt": "Focus"
      },
      {
        "document": 963,
        "excerpt": "ellcasting ability for your Bard spells. Spellcasting Focus. You can use a Musical Instrument as a Spellcasting Focus for your Bard spells."
      },
      {
        "document": 964,
        "excerpt": "lcasting ability for your Cleric spells. Spellcasting Focus. You can use a Holy Symbol as a Spellcasting Focus for your Cleric spells."
      },
      {
        "document": 965,
        "excerpt": "ose A or B: (A) Leather Armor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorer’s Pack, Herbalism Kit, and 9 GP; or (B) 50 GP"
      },
      {
        "document": 967,
        "excerpt": "Monk's Focus"
      },
      {
        "document": 968,
        "excerpt": "casting ability for your Paladin spells. Spellcasting Focus. You can use a Holy Symbol as a Spellcasting Focus for your Paladin spells."
      },
      {
        "document": 969,
        "excerpt": "mitar, Shortsword, Longbow, 20 Arrows, Quiver, Druidic Focus (sprig of mistletoe), Explorer’s Pack, and 7 GP; or (B) 150 GP"
      },
      {
        "document": 971,
        "excerpt": "Choose A or B: (A) Spear, 2 Daggers, Arcane Focus (crystal), Dungeoneer’s Pack, and 28 GP; or (B) 50 GP"
      },
      {
        "document": 972,
        "excerpt": "e A or B: (A) Leather Armor, Sickle, 2 Daggers, Arcane Focus (orb), Book (occult lore), Scholar’s Pack, and 15 GP; or (B) 100 GP"
      },
      {
        "document": 973,
        "excerpt": "Choose A or B: (A) 2 Daggers, Arcane Focus (Quarterstaff), Robe, Spellbook, Scholar’s Pack, and 5 GP; or (B) 55 GP"
      },
      {
        "document": 978,
        "excerpt": "Create Explosive Elemental Effects Your studies focus on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, cr"
      },
      {
        "document": 985,
        "excerpt": "it a creature with an Unarmed Strike, you can expend 4 Focus Points to start these imperceptible vibrations, which last for a number of days equal to your Monk level"
      },
      {
        "document": 1020,
        "excerpt": "Arcane Focus"
      },
      {
        "document": 1054,
        "excerpt": "Druidic Focus"
      },
      {
        "document": 1193,
        "excerpt": "V, S, M (a focus worth 100+ GP, either a jeweled horn for hearing or a glass eye for seeing)"
      },
      {
        "document": 1413,
        "excerpt": "V, S, M (a focus worth 1,000+ GP, such as a crystal ball, mirror, or water-filled font)"
      },
      {
        "document": 1562,
        "excerpt": "s (see the accompanying table). Additionally, you can focus your senses as a Magic action to discern the distance and direction to the closest dragon within 30 mile"
      },
      {
        "document": 1596,
        "excerpt": "ointed hat has the following properties. Spellcasting Focus. While holding the hat, you can use it as a Spellcasting Focus for your Wizard spells. Any spell you cas"
      },
      {
        "document": 1667,
        "excerpt": "with its move and action on its next turn. Elemental Focus. While wearing the ring, you benefit from additional properties corresponding to the ring's linked Eleme"
      }
    ],
    "focused": [
      {
        "document": 246,
        "excerpt": "Fireball, Lightning Bolt, and Raise Dead. Most weapon-focused classes gain the ability to make multiple attacks in a round. The characters now face dangers that threa"
      },
      {
        "document": 380,
        "excerpt": "Attuning to an item requires you to spend a Short Rest focused on only that item while being in physical contact with it (this can't be the same Short Rest used to lea"
      },
      {
        "document": 382,
        "excerpt": "untarily end Attunement by spending another Short Rest focused on the item unless the item is cursed."
      },
      {
        "document": 414,
        "excerpt": "Artisan's Tools are each focused on crafting items and pursuing a trade. Each of these tools requires a separate proficiency."
      }
    ],
    "focuses": [
      {
        "document": 449,
        "excerpt": "An Arcane Focus takes one of the forms in the Arcane Focuses table and is be jeweled or carved to channel arcane magic. A Sorcerer, Warlock, or Wizard can use such a"
      },
      {
        "document": 478,
        "excerpt": "A Druidic Focus takes one of the forms in the Druidic Focuses table and is carved, tied with ribbon, or painted to channel primal magic. A Druid or Ranger can use suc"
      },
      {
        "document": 551,
        "excerpt": "allow its members to use certain types of Spellcasting Focuses. See also \"Spells\" (\"Casting Spells\")."
      },
      {
        "document": 738,
        "excerpt": "One or both abilities are ideal for a background that focuses on cerebral or spiritual matters. Charisma. This ability is ideal for a background that involves perfor"
      },
      {
        "document": 933,
        "excerpt": "Arcane Focuses"
      },
      {
        "document": 934,
        "excerpt": "Druidic Focuses"
      },
      {
        "document": 974,
        "excerpt": "Pursue Physical Excellence in Combat A Champion focuses on the development of martial prowess in a relentless pursuit of victory. Champions combine rigorous tra"
      },
      {
        "document": 981,
        "excerpt": "Soothe the Hurts of the World The Life Domain focuses on the positive energy that helps sustain all life in the multiverse. Clerics who tap into this domain a"
      }
    ],
    "focusing": [
      {
        "document": 1242,
        "excerpt": "her direction from you, it acts and moves as it likes, focusing on protecting itself. You can command the target to take a Reaction but must take your own Reaction to"
      },
      {
        "document": 1243,
        "excerpt": "her direction from you, it acts and moves as it likes, focusing on protecting itself. You can command the target to take a Reaction but must take your own Reaction to"
      },
      {
        "document": 1244,
        "excerpt": "her direction from you, it acts and moves as it likes, focusing on protecting itself. You can command the target to take a Reaction but must take your own Reaction to"
      },
      {
        "document": 1266,
        "excerpt": "s turn immediately after yours and acts independently, focusing on protecting you. Disappearance of the Steed. The steed disappears if it drops to 0 Hit Points or if y"
      }
    ],
    "foe": [
      {
        "document": 73,
        "excerpt": "mple, if an ambusher starts combat while hidden from a foe who is unaware that combat is starting, that foe is surprised. Initiative Order. A combatant's check to"
      },
      {
        "document": 74,
        "excerpt": "d explanation of something or an attempt to persuade a foe, requires an action. The Influence action is the main way you try to influence a monster. Interacting w"
      },
      {
        "document": 87,
        "excerpt": "hurl an axe, or otherwise send projectiles to strike a foe at a distance. Many spells also involve making a ranged attack."
      },
      {
        "document": 89,
        "excerpt": "Aiming a ranged attack is more difficult when a foe is next to you. When you make a ranged attack roll with a weapon, a spell, or some other means, you have"
      },
      {
        "document": 849,
        "excerpt": "Foe Slayer"
      },
      {
        "document": 969,
        "excerpt": "Foe Slayer"
      },
      {
        "document": 1627,
        "excerpt": "Hostile creatures, you can select one of them as your foe when you roll Initiative. If you reduce your foe to 0 Hit Points during that combat, you have Advantage"
      }
    ],
    "foe's": [
      {
        "document": 93,
        "excerpt": "Opportunity Attack if an explosion hurls you out of a foe's reach or if you fall past an enemy. Making an Opportunity Attack. You can make an Opportunity Attack wh"
      },
      {
        "document": 970,
        "excerpt": "You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack roll"
      },
      {
        "document": 1484,
        "excerpt": "sh spell could undo an ally's failed saving throw or a foe's Critical Hit. You can force the reroll to be made with Advantage or Disadvantage, and you choose whether"
      }
    ],
    "foes": [
      {
        "document": 93,
        "excerpt": "to drop their guard. If you move heedlessly past your foes, you put yourself in danger by provoking an Opportunity Attack. Avoiding Opportunity Attacks. You can a"
      },
      {
        "document": 842,
        "excerpt": "Abjure Foes"
      },
      {
        "document": 968,
        "excerpt": "Abjure Foes"
      },
      {
        "document": 980,
        "excerpt": "r: Your tenacity can wear down even the most resilient foes. When you hit a creature with a weapon, the weapon deals an extra 1d8 damage to the target if it's missi"
      },
      {
        "document": 1484,
        "excerpt": ", region, or world, you are likely to attract powerful foes. If your wish would affect a god, the god's divine servants might instantly intervene to prevent it or t"
      }
    ],
    "fog": [
      {
        "document": 53,
        "excerpt": "Obscured area - such as an area with Dim Light, patchy fog, or moderate foliage - you have Disadvantage on Wisdom (Perception) checks that rely on sight. A Heavil"
      },
      {
        "document": 686,
        "excerpt": "eapons. It also extinguishes open flames and disperses fog. A flying creature in a strong wind must land at the end of its turn or fall. A strong wind in a desert"
      },
      {
        "document": 774,
        "excerpt": "Fog Cloud"
      },
      {
        "document": 826,
        "excerpt": "Fog Cloud, Hold Person, Ray of Frost"
      },
      {
        "document": 830,
        "excerpt": "Fog Cloud"
      },
      {
        "document": 850,
        "excerpt": "Fog Cloud"
      },
      {
        "document": 860,
        "excerpt": "Fog Cloud"
      },
      {
        "document": 886,
        "excerpt": "Fog Cloud"
      },
      {
        "document": 1195,
        "excerpt": "es You create a 20-foot-radius Sphere of yellow-green fog centered on a point within range. The fog lasts for the duration or until strong wind (such as the one c"
      },
      {
        "document": 1215,
        "excerpt": "| | 3 | Overcast or ground fog | | 4 | Rain, hail, or snow | | 5 | Torrential rain,"
      },
      {
        "document": 1218,
        "excerpt": "pen container within range. Alternatively, you destroy fog in a 30-foot Cube within range. Using a Higher-Level Spell Slot. You create or destroy 10 additional ga"
      },
      {
        "document": 1280,
        "excerpt": "Fog Cloud"
      },
      {
        "document": 1299,
        "excerpt": "lasts until all its effects are dispelled. Corridors. Fog fills all the warded corridors, making them Heavily Obscured. In addition, at each intersection or branc"
      },
      {
        "document": 1483,
        "excerpt": "uch damage on a successful one. The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall"
      },
      {
        "document": 1625,
        "excerpt": "ensional cell is an infinite expanse filled with thick fog that reduces visibility to 10 feet. Creatures trapped in the mirror's cells don't age, and they don't ne"
      },
      {
        "document": 1650,
        "excerpt": "a Bonus Action. This potion's container seems to hold fog that moves and pours like water."
      },
      {
        "document": 1830,
        "excerpt": "replace one attack with a use of Spellcasting to cast Fog Cloud. Thunderous Mace. Melee Attack Roll: +12, reach 10 ft. Hit: 21 (3d8 + 8) Bludgeoning damage plus"
      },
      {
        "document": 1937,
        "excerpt": "3 (1d4 + 1) Slashing damage plus 2 (1d4) Cold damage. Fog Cloud (1/Day). The mephit casts Fog Cloud, requiring no spell components and using Charisma as the spell"
      }
    ],
    "fog's": [
      {
        "document": 1280,
        "excerpt": "d) disperses it. Using a Higher-Level Spell Slot. The fog's radius increases by 20 feet for each spell slot level above 1."
      }
    ],
    "foggy": [
      {
        "document": 1389,
        "excerpt": "rea. - The barrier of the warded area appears dark and foggy, preventing vision (including Darkvision) through it. - Sensors created by Divination spells can't appea"
      }
    ],
    "fold": [
      {
        "document": 1349,
        "excerpt": "ture. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can't leave the dwelling. When the"
      },
      {
        "document": 1694,
        "excerpt": "the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or"
      }
    ],
    "folded": [
      {
        "document": 267,
        "excerpt": "a temple, a castle, or another structure 83 A bit of folded cloth that, when unfolded, turns into a stylish cap 84 A receipt of deposit at a bank in a far-off city"
      },
      {
        "document": 1644,
        "excerpt": "us Item, Rare This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. You can ta"
      },
      {
        "document": 1756,
        "excerpt": "em, Legendary This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. You can ta"
      }
    ],
    "folding": [
      {
        "document": 1468,
        "excerpt": "could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring drinks. Once you give the command, the servant perfor"
      },
      {
        "document": 1582,
        "excerpt": "Folding Boat"
      },
      {
        "document": 1644,
        "excerpt": "able Hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensi"
      },
      {
        "document": 1756,
        "excerpt": "close it by taking hold of the edges of the cloth and folding it up. Once the Well of Many Worlds has opened a portal, it can't do so again for 1d8 hours."
      }
    ],
    "folds": [
      {
        "document": 1582,
        "excerpt": "into a Keelboat. Third Command Word. The Folding Boat folds back into a box if no creatures are aboard. Any objects in the vessel that can't fit inside the box rema"
      },
      {
        "document": 1694,
        "excerpt": "Fire damage on a hit. Button 2. The rod's flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic Battleaxe that grants"
      }
    ],
    "foliage": [
      {
        "document": 53,
        "excerpt": "uch as an area with Dim Light, patchy fog, or moderate foliage - you have Disadvantage on Wisdom (Perception) checks that rely on sight. A Heavily Obscured area - suc"
      }
    ],
    "folk": [
      {
        "document": 117,
        "excerpt": ", a particular armorer might make items usable only by folk who are sized and shaped like dwarves. Unusual Anatomy. Use your discretion to decide whether a creatur"
      },
      {
        "document": 688,
        "excerpt": "less susceptible to fear and mental stress than common folk. Whereas a farmer might flee in terror from a bear or an apparition, adventurers are made of sterner stu"
      }
    ],
    "folklore": [
      {
        "document": 183,
        "excerpt": "ired by its traditional role in the game or real-world folklore. Change a monster's alignment to suit your storytelling needs. The Neutral alignment, in particular, is"
      }
    ],
    "follow": [
      {
        "document": 75,
        "excerpt": "ay using a square grid and miniatures or other tokens, follow these rules. Squares. Each square represents 5 feet. Speed. Rather than moving foot by foot, move squa"
      },
      {
        "document": 92,
        "excerpt": "ability checks, saving throws, and attack rolls. They follow these steps: 4: Roll 1d20. You always want to roll high. If the roll has Advantage or Disadvantage (des"
      },
      {
        "document": 129,
        "excerpt": "d scribing Spell Scrolls. To create other magic items, follow the rules below. In these rules, “you” refers to the character crafting the magic item."
      },
      {
        "document": 142,
        "excerpt": "urs. While Charmed in this way, the bearer must try to follow the item's commands. If the bearer takes damage, it repeats the save, ending the effect on a success. Wh"
      },
      {
        "document": 156,
        "excerpt": "monster acts in accordance with its Challenge Rating, follow these rules during combat: Special Abilities. If the monster has a special ability that deals a lot of"
      },
      {
        "document": 237,
        "excerpt": "tral. Chaotic Neutral (CN). Chaotic Neutral creatures follow their whims, valuing their personal freedom above all else. A scoundrel who wanders the land living by t"
      },
      {
        "document": 243,
        "excerpt": "When you gain a level, follow these steps: 1: Choose a Class. Most characters advance in the same class. However, you might decide to"
      },
      {
        "document": 264,
        "excerpt": "but have the Spellcasting feature from only one class, follow the rules for that class. Spells Prepared. You determine what spells you can prepare for each class ind"
      },
      {
        "document": 301,
        "excerpt": "The feats that follow are organized by category - Origin, General, Fighting Style, or Epic Boon - and alphabetized in each cat"
      },
      {
        "document": 510,
        "excerpt": "ollowing sections explain each of those entries, which follow a spell's name."
      },
      {
        "document": 554,
        "excerpt": "eive for defeating a monster and its Proficiency Bonus follow. Some creatures that are created by magic have no CR. See also “Challenge Rating” and “Experience Points"
      },
      {
        "document": 744,
        "excerpt": "Follow tracks, forage, find a trail, or avoid natural hazards."
      },
      {
        "document": 1157,
        "excerpt": "d harm. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops ob"
      },
      {
        "document": 1197,
        "excerpt": "e. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options: Approach. The target moves toward"
      },
      {
        "document": 1219,
        "excerpt": "d harm. Once given an order, the creature continues to follow the order until its task is complete. The creature is under your control for 24 hours, after which it s"
      },
      {
        "document": 1278,
        "excerpt": "(typically because it can't move around an obstacle to follow you), the spell ends."
      },
      {
        "document": 1377,
        "excerpt": "tch the duration of this spell. A bound creature must follow your commands to the best of its ability. You might command the creature to accompany you on an adventur"
      },
      {
        "document": 1437,
        "excerpt": "n, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gain"
      },
      {
        "document": 1604,
        "excerpt": "uirement, they are Friendly to you and your allies and follow your commands."
      }
    ],
    "followed": [
      {
        "document": 151,
        "excerpt": "A monster's Hit Points are presented as a number followed by parentheses, where the monster's Hit Point Dice are provided, along with any contribution from its Co"
      },
      {
        "document": 161,
        "excerpt": "Name and General Details. The name of the monster is followed by its size, creature type (along with any descriptive tags), and alignment. Combat Highlights. Armor C"
      },
      {
        "document": 185,
        "excerpt": "tive entry specifies the monster's Initiative modifier followed by the monster's Initiative score in parentheses. Use the modifier when you roll to determine a monster'"
      },
      {
        "document": 1482,
        "excerpt": "vert to cloud form, which also requires a Magic action followed by a 1-minute transformation. If a target is in cloud form and flying when the effect ends, the target"
      }
    ],
    "following": [
      {
        "document": 55,
        "excerpt": "gs in certain situations. “Rules Glossary” defines the following special senses: Blindsight Darkvision Tremorsense Truesight"
      },
      {
        "document": 57,
        "excerpt": "ern what you can do with an object, as detailed in the following sections."
      },
      {
        "document": 65,
        "excerpt": "but other dangers await. “Rules Glossary” defines the following hazards:"
      },
      {
        "document": 85,
        "excerpt": "e an attack roll as part of a spell, an attack has the following structure: 1: Choose a Target. Pick a target within your attack's range: a creature, an object, or a lo"
      },
      {
        "document": 94,
        "excerpt": "an appropriate anatomy can serve as a mount, using the following rules."
      },
      {
        "document": 101,
        "excerpt": "ury and death are frequent threats, as detailed in the following rules."
      },
      {
        "document": 113,
        "excerpt": "Modifiers to damage are applied in the following order: adjustments such as bonuses, penalties, or multipliers are applied first; Resistance is applied s"
      },
      {
        "document": 120,
        "excerpt": "etails how an item is activated. Certain items use the following rules for their activation."
      },
      {
        "document": 142,
        "excerpt": "). On a failed save, the item makes one or more of the following demands: Chase My Dreams. The item demands that its bearer pursue the item's goals to the exclusion of"
      },
      {
        "document": 152,
        "excerpt": "monster's Speed. Some monsters have one or more of the following speeds: Burrow, Climb, Fly, Swim. Rules for Speed and these specials speeds appear in “Rules Glossary.”"
      },
      {
        "document": 161,
        "excerpt": "o use it in the game. Stat blocks are divided into the following parts: Name and General Details. The name of the monster is followed by its size, creature type (along"
      },
      {
        "document": 181,
        "excerpt": "creatures of a particular type. The game includes the following creature types, which have no rules of their own: Aberrations are utterly alien beings, such as aboleth"
      },
      {
        "document": 182,
        "excerpt": "A monster might have one or more tags in parentheses following its type. Such tags provide additional categorization and have no rules of their own, but certain game e"
      },
      {
        "document": 226,
        "excerpt": "Choose a species for your character. The following species options are detailed in “Character Origins”: Dragonborn, Dwarf, Elf, Gnome, Goliath, Halfling, H"
      },
      {
        "document": 227,
        "excerpt": "'s present. With that in mind, consider answers to the following questions as your character: - Who raised you? - Who was your dearest childhood friend? - Did you grow"
      },
      {
        "document": 230,
        "excerpt": "Determine your ability scores by using one of the following three methods. Your GM might prefer you to use a particular one. Standard Array. Use the following six"
      },
      {
        "document": 241,
        "excerpt": "a weapon with which you have proficiency is one of the following unless a weapon's property says otherwise: Melee attack bonus = Strength modifier + Proficiency Bonus"
      },
      {
        "document": 264,
        "excerpt": "mine your available spell slots by adding together the following: - All your levels in the Bard, Cleric, Druid, Sorcerer, and Wizard classes - Half your levels (round u"
      },
      {
        "document": 284,
        "excerpt": "A species includes the following parts."
      },
      {
        "document": 291,
        "excerpt": "A background includes the following parts."
      },
      {
        "document": 302,
        "excerpt": "The description of a feat contains the following parts, which are presented after the feat's name. Category. A feat is a member of a category, which is"
      },
      {
        "document": 333,
        "excerpt": "A Priest's Pack contains the following items: Backpack, Blanket, Holy Water, Lamp, 7 days of Rations, Robe, and Tinderbox."
      },
      {
        "document": 341,
        "excerpt": "A Scholar's Pack contains the following items: Backpack, Book, Ink, Ink Pen, Lamp, 10 flasks of Oil, 10 sheets of Parchment, and Tinderbox."
      },
      {
        "document": 358,
        "excerpt": "es statistics for various types of large vehicles. The following notes apply."
      },
      {
        "document": 406,
        "excerpt": "includes the cost and weight of armor, as well as the following details: Category. Every type of armor falls into a category: Light, Medium, or Heavy. The category det"
      },
      {
        "document": 409,
        "excerpt": "sts the cost and weight of each weapon, as well as the following details: Category. Every weapon falls into a category: Simple or Martial. Weapon proficiencies are usua"
      },
      {
        "document": 412,
        "excerpt": "on includes the tool's cost and weight, as well as the following entries: Ability. This entry lists the ability to use when making an ability check with the tool. Util"
      },
      {
        "document": 462,
        "excerpt": "A Burglar's Pack contains the following items: Backpack, Ball Bearings, Bell, 10 Candles, Crowbar, Hooded Lantern, 7 flasks of Oil, 5 days of Ra"
      },
      {
        "document": 477,
        "excerpt": "A Diplomat's Pack contains the following items: Chest, Fine Clothes, Ink, 5 Ink Pens, Lamp, 2 Map or Scroll Cases, 4 flasks of Oil, 5 sheets of P"
      },
      {
        "document": 479,
        "excerpt": "A Dungeoneer's Pack contains the following items: Backpack, Caltrops, Crowbar, 2 flasks of Oil, 10 days of Rations, Rope, Tinderbox, 10 Torches, a"
      },
      {
        "document": 480,
        "excerpt": "An Entertainer's Pack contains the following items: Backpack, Bedroll, Bell, Bullseye Lantern, 3 Costumes, Mirror, 8 flasks of Oil, 9 days of Rations"
      },
      {
        "document": 481,
        "excerpt": "An Explorer's Pack contains the following items: Backpack, Bedroll, 2 flasks of Oil, 10 days of Rations, Rope, Tinderbox, 10 Torches, and Waterski"
      },
      {
        "document": 494,
        "excerpt": "imited by the range. A range usually takes one of the following forms: Distance. The range is expressed in feet. Touch. The spell's effect originates on something, as"
      },
      {
        "document": 500,
        "excerpt": "fter it is cast. A duration typically takes one of the following forms: Concentration. A duration that requires Concentration follows the Concentration rules (see “Rule"
      },
      {
        "document": 510,
        "excerpt": "that provide the details needed to cast the spell. The following sections explain each of those entries, which follow a spell's name."
      },
      {
        "document": 514,
        "excerpt": "ag in the Casting Time entry. Such a spell can be cast following the normal rules for spellcasting, or it can be cast as a Ritual. The Ritual version of a spell takes 10"
      },
      {
        "document": 517,
        "excerpt": "st 1 Hit Point. When you finish the rest, you gain the following benefits: Regain All HP. You regain all lost Hit Points and all spent Hit Point Dice. If your Hit Point"
      },
      {
        "document": 543,
        "excerpt": "ts of the Rest. When you finish the rest, you gain the following benefits: Spend Hit Point Dice. You can spend one or more of your Hit Point Dice to regain Hit Points."
      },
      {
        "document": 544,
        "excerpt": "ows you to use armor of a certain category without the following drawbacks. If you wear Light, Medium, or Heavy armor and lack training with it, you have Disadvantage on"
      },
      {
        "document": 554,
        "excerpt": "statistics of a monster. Each stat block includes the following information presented after the monster's name. Size. A monster is Tiny, Small, Medium, Large, Huge, or"
      },
      {
        "document": 567,
        "excerpt": "ge. Within that range, your vision pierces through the following: Darkness. You can see in normal and magical Darkness. Invisibility. You see creatures and objects tha"
      },
      {
        "document": 568,
        "excerpt": "henever you use your Unarmed Strike, choose one of the following options for its effect. Damage. You make an attack roll against the target. Your bonus to the roll equa"
      },
      {
        "document": 577,
        "excerpt": "The glossary uses the following conventions: Tags in Brackets. Some entries have a tag in brackets after the entry's name, as in \"Attac"
      },
      {
        "document": 592,
        "excerpt": "nd Concentration at any time (no action required). The following factors break Concentration. Another Concentration Effect. You lose Concentration on an effect the mome"
      },
      {
        "document": 616,
        "excerpt": "is Difficult Terrain if the space contains any of the following or something similar: - A creature that isn’t Tiny or your ally - Furniture that is sized for creatures"
      },
      {
        "document": 622,
        "excerpt": "If you take the Dodge action, you gain the following benefits: until the start of your next turn, any attack roll made against you has Disadvantage if you ca"
      },
      {
        "document": 637,
        "excerpt": "When you take the Help action, you do one of the following. Assist an Ability Check. Choose one of your skill or tool proficiencies and one ally who is near enou"
      },
      {
        "document": 640,
        "excerpt": "k. You stop being hidden immediately after any of the following occurs: you make a sound louder than a whisper, an enemy finds you, you make an attack roll, or you cast"
      },
      {
        "document": 664,
        "excerpt": "magical origin that is contagious by definition. The following sections discuss curses and magical contagions in detail."
      },
      {
        "document": 674,
        "excerpt": "The following examples show how magical contagions can work. Feel free to alter the saving throw DCs, effects, and oth"
      },
      {
        "document": 675,
        "excerpt": "(gnomes are strangely immune). A creature suffers the following effects 1d4 days after infection: Fever. The creature gains 1 Exhaustion level, which lasts until the c"
      },
      {
        "document": 676,
        "excerpt": "ome infected with Sewer Plague. A creature suffers the following effects 1d4 days after infection: Fatigue. The creature gains 1 Exhaustion level. Weakness. While the"
      },
      {
        "document": 689,
        "excerpt": "tage. - The Frightened creature can do only one of the following on each of its turns: move, take an action, or take a Bonus Action."
      },
      {
        "document": 692,
        "excerpt": "ental stress can cause prolonged effects. Consider the following possibilities. Short-Term Effects. The character has the Frightened, Incapacitated, or Stunned conditio"
      },
      {
        "document": 693,
        "excerpt": "mong assassins and evil creatures. Poisons come in the following four types: Contact. Contact poison can be smeared on an object and remains potent until it is touched"
      },
      {
        "document": 714,
        "excerpt": "The description of a trap includes the following parts after the trap's name: Severity and Levels. A trap is designated as a nuisance or as deadly for c"
      },
      {
        "document": 716,
        "excerpt": "increasing the damage and the save DC, as shown in the following table."
      },
      {
        "document": 718,
        "excerpt": "ing the damage and the area of effect, as shown in the following table."
      },
      {
        "document": 719,
        "excerpt": "increasing the pit's depth and damage, as shown in the following table."
      },
      {
        "document": 721,
        "excerpt": "increasing the damage and the save DC, as shown in the following table."
      },
      {
        "document": 723,
        "excerpt": "increasing the pit's depth and damage, as shown in the following table."
      },
      {
        "document": 725,
        "excerpt": "The following features can make a combat encounter more interesting or challenging: Changes in Elevation. Terrain fea"
      },
      {
        "document": 726,
        "excerpt": "Use the following guidelines to create a combat encounter of a desired level of difficulty."
      },
      {
        "document": 729,
        "excerpt": "total of 200 XP. With that, you could build any of the following encounters: - 1 Bugbear Warrior (200 XP) - 2 Giant Wasps (100 XP each), for 200 XP total - 6 Giant Rats"
      },
      {
        "document": 730,
        "excerpt": "When creating and running combat encounters, keep the following in mind."
      },
      {
        "document": 791,
        "excerpt": "Each extended claw makes the following melee attack: +8 to hit, reach 5 ft. Hit: 7 (2d6) Bludgeoning damage."
      },
      {
        "document": 962,
        "excerpt": "extend the Rage for another round by doing one of the following: - Make an attack roll against an enemy. - Force an enemy to make a saving throw. - Take a Bonus Action"
      },
      {
        "document": 963,
        "excerpt": "Features table. As a Multiclass Character - Gain the following traits from the Core Bard Traits table: Hit Point Die, proficiency in one skill of your choice, proficie"
      },
      {
        "document": 964,
        "excerpt": "You have dedicated yourself to one of the following sacred roles of your choice. Protector. Trained for battle, you gain proficiency with Martial weapons a"
      },
      {
        "document": 965,
        "excerpt": "You have dedicated yourself to one of the following sacred roles of your choice. Magician. You know one extra cantrip from the Druid spell list. In additio"
      },
      {
        "document": 966,
        "excerpt": "Features table. As a Multiclass Character - Gain the following traits from the Core Fighter Traits table: Hit Point Die, proficiency with Martial weapons, and training"
      },
      {
        "document": 967,
        "excerpt": "se your Unarmed Strike and Monk weapons, which are the following: - Simple Melee weapons - Martial Melee weapons that have the Light property You gain the following be"
      },
      {
        "document": 968,
        "excerpt": "rightened in this way, a target can do only one of the following on its turns: move, take an action, or take a Bonus Action."
      },
      {
        "document": 969,
        "excerpt": "Thanks to your travels, you gain the following benefits. Expertise. Choose one of your skill proficiencies with which you lack Expertise. You gain Exp"
      },
      {
        "document": 970,
        "excerpt": "and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide."
      },
      {
        "document": 971,
        "excerpt": "ash that magic for 1 minute, during which you gain the following benefits: - The spell save DC of your Sorcerer spells increases by 1. - You have Advantage on the attac"
      },
      {
        "document": 972,
        "excerpt": "Features table. As a Multiclass Character - Gain the following traits from the Core Warlock Traits table: Hit Point Die and training with Light armor. - Gain the Warlo"
      },
      {
        "document": 973,
        "excerpt": "ecialized in another field of study. Choose one of the following skills in which you have proficiency: Arcana, History, Investigation, Medicine, Nature, or Religion. You"
      },
      {
        "document": 980,
        "excerpt": "You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen opt"
      },
      {
        "document": 982,
        "excerpt": "ir helmets or coats of arms. These paladins share the following tenets: - Let your word be your promise. - Protect the weak and never fear to act. - Let your honorable"
      },
      {
        "document": 984,
        "excerpt": "As a Bonus Action, you can do one of the following. Sleight of Hand. Make a Dexterity (Sleight of Hand) check to pick a lock or disarm a trap with Thieves"
      },
      {
        "document": 985,
        "excerpt": "ted by your Flurry of Blows, you can impose one of the following effects on that target. Addle. The target can't make Opportunity Attacks until the start of its next tu"
      },
      {
        "document": 989,
        "excerpt": "t grants you supernatural abilities. Choose one of the following options; whichever one you choose, Intelligence, Wisdom, or Charisma is your spellcasting ability for th"
      },
      {
        "document": 990,
        "excerpt": "You are descended from Giants. Choose one of the following benefits - a supernatural boon from your ancestry; you can use the chosen benefit a number of times equa"
      },
      {
        "document": 994,
        "excerpt": "s species Speed: 30 feet As a Tiefling, you have the following special traits. Darkvision. You have Darkvision with a range of 60 feet. Fiendish Legacy. You are the"
      },
      {
        "document": 1000,
        "excerpt": "Origin Feat You gain the following benefits. Initiative Proficiency. When you roll Initiative, you can add your Proficiency Bonus to the r"
      },
      {
        "document": 1002,
        "excerpt": "Epic Boon Feat (Prerequisite: Level 19+) You gain the following benefits. Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30."
      },
      {
        "document": 1003,
        "excerpt": "Epic Boon Feat (Prerequisite: Level 19+) You gain the following benefits. Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30."
      },
      {
        "document": 1004,
        "excerpt": "Epic Boon Feat (Prerequisite: Level 19+) You gain the following benefits. Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30."
      },
      {
        "document": 1005,
        "excerpt": "Epic Boon Feat (Prerequisite: Level 19+) You gain the following benefits. Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 30."
      },
      {
        "document": 1006,
        "excerpt": "uisite: Level 19+, Spellcasting Feature) You gain the following benefits. Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maxi"
      },
      {
        "document": 1007,
        "excerpt": "Epic Boon Feat (Prerequisite: Level 19+) You gain the following benefits. Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30."
      },
      {
        "document": 1008,
        "excerpt": "Epic Boon Feat (Prerequisite: Level 19+) You gain the following benefits. Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30."
      },
      {
        "document": 1010,
        "excerpt": "te: Level 4+, Strength or Dexterity 13+) You gain the following benefits. Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20."
      },
      {
        "document": 1012,
        "excerpt": "Origin Feat You gain the following benefits. Two Cantrips. You learn two cantrips of your choice from the Cleric, Druid, or Wizard spell l"
      },
      {
        "document": 1153,
        "excerpt": "hour You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic action to replace the opti"
      },
      {
        "document": 1163,
        "excerpt": "move the hand up to 60 feet and then cause one of the following effects: Clenched Fist. The hand strikes a target within 5 feet of it. Make a melee spell attack. On a"
      },
      {
        "document": 1176,
        "excerpt": "n. Until the curse ends, the target suffers one of the following effects of your choice: - Choose one ability. The target has Disadvantage on ability checks and saving"
      },
      {
        "document": 1186,
        "excerpt": "n a Charisma saving throw or be affected by one of the following effects (choose for each creature): - The creature has Immunity to the Charmed and Frightened condition"
      },
      {
        "document": 1198,
        "excerpt": "ch as in castles and settlements. Choose three of the following facts; you learn those facts as they pertain to the spell's area: - Locations of settlements - Location"
      },
      {
        "document": 1214,
        "excerpt": "t is a Cube up to 100 feet on a side, using one of the following effects. As a Magic action on your later turns, you can repeat the same effect or choose a different one"
      },
      {
        "document": 1215,
        "excerpt": "he weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction. P"
      },
      {
        "document": 1218,
        "excerpt": "r and sand) Duration: Instantaneous You do one of the following: Create Water. You create up to 10 gallons of clean water within range in an open container. Alternativ"
      },
      {
        "document": 1236,
        "excerpt": "ou. You can end the spell early by using either of the following special functions. Break Enchantment. As a Magic action, you touch a creature that is possessed by or h"
      },
      {
        "document": 1247,
        "excerpt": "pering to the spirits of nature, you create one of the following effects within range. Weather Sensor. You create a Tiny, harmless sensory effect that predicts what the"
      },
      {
        "document": 1250,
        "excerpt": "u exert control over the elements, creating one of the following effects within range. Beckon Air. You create a breeze strong enough to ripple cloth, stir dust, rustle"
      },
      {
        "document": 1258,
        "excerpt": "on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can take a Mag"
      },
      {
        "document": 1281,
        "excerpt": "you choose when you cast it. Choose one or more of the following: Aberrations, Celestials, Elementals, Fey, Fiends, and Undead. When a creature of a chosen type enters t"
      },
      {
        "document": 1297,
        "excerpt": "You touch a creature and magically remove one of the following effects from it: - 1 Exhaustion level - The Charmed or Petrified condition - A curse, including the tar"
      },
      {
        "document": 1299,
        "excerpt": "no effect on Guards and Wards itself, but each of the following effects can be dispelled. If all four are dispelled, Guards and Wards ends. If you cast the spell every"
      },
      {
        "document": 1302,
        "excerpt": "hrow or be pushed 15 feet away from you in a direction following the Line. A creature that ends its turn in the Line must make the same save. Any creature in the Line m"
      },
      {
        "document": 1303,
        "excerpt": "under the effect of Hallow. The affected area has the following effects. Hallowed Ward. Choose any of these creature types: Aberration, Celestial, Elemental, Fey, Fien"
      },
      {
        "document": 1324,
        "excerpt": "spell ends, the target is also affected by one of the following effects of your choice: Burial. The target is entombed beneath the earth in a hollow globe of magical f"
      },
      {
        "document": 1344,
        "excerpt": "the floor or other surface. Choose one or more of the following types of creatures: Celestials, Elementals, Fey, Fiends, or Undead. The circle affects a creature of the"
      },
      {
        "document": 1389,
        "excerpt": "rt of security the spell provides, choosing any of the following properties: - Sound can't pass through the barrier at the edge of the warded area. - The barrier of the"
      },
      {
        "document": 1484,
        "excerpt": "akes effect. Alternatively, you can create one of the following effects of your choice: Object Creation. You create one object of up to 25,000 GP in value that isn't a"
      },
      {
        "document": 1487,
        "excerpt": "ile you have the Blinded condition, you experience the following effects. Can't See. You can't see and automatically fail any ability check that requires sight. Attack"
      },
      {
        "document": 1488,
        "excerpt": "ile you have the Charmed condition, you experience the following effects. Can't Harm the Charmer. You can't attack the charmer or target the charmer with damaging abili"
      },
      {
        "document": 1489,
        "excerpt": "le you have the Deafened condition, you experience the following effect. Can't Hear. You can't hear and automatically fail any ability check that requires hearing."
      },
      {
        "document": 1490,
        "excerpt": "you have the Exhaustion condition, you experience the following effects. Exhaustion Levels. This condition is cumulative. Each time you receive it, you gain 1 Exhausti"
      },
      {
        "document": 1491,
        "excerpt": "you have the Frightened condition, you experience the following effects. Ability Checks and Attacks Affected. You have Disadvantage on ability checks and attack rolls"
      },
      {
        "document": 1492,
        "excerpt": "le you have the Grappled condition, you experience the following effects. Speed 0. Your Speed is 0 and can't increase. Attacks Affected. You have Disadvantage on attac"
      },
      {
        "document": 1493,
        "excerpt": "u have the Incapacitated condition, you experience the following effects. Inactive. You can't take any action, Bonus Action, or Reaction. No Concentration. Your Concen"
      },
      {
        "document": 1494,
        "excerpt": "e you have the Invisible condition, you experience the following effects. Surprise. If you're Invisible when you roll Initiative, you have Advantage on the roll. Conce"
      },
      {
        "document": 1495,
        "excerpt": "e you have the Paralyzed condition, you experience the following effects. Incapacitated. You have the Incapacitated condition. Speed 0. Your Speed is 0 and can't incre"
      },
      {
        "document": 1496,
        "excerpt": "e you have the Petrified condition, you experience the following effects. Turned to Inanimate Substance. You are transformed, along with any nonmagical objects you are"
      },
      {
        "document": 1497,
        "excerpt": "le you have the Poisoned condition, you experience the following effect. Ability Checks and Attacks Affected. You have Disadvantage on attack rolls and ability checks."
      },
      {
        "document": 1498,
        "excerpt": "While you have the Prone condition, you experience the following effects. Restricted Movement. Your only movement options are to crawl or to spend an amount of movement"
      },
      {
        "document": 1499,
        "excerpt": "you have the Restrained condition, you experience the following effects. Speed 0. Your Speed is 0 and can't increase. Attacks Affected. Attack rolls against you have"
      },
      {
        "document": 1500,
        "excerpt": "ile you have the Stunned condition, you experience the following effects. Incapacitated. You have the Incapacitated condition. Saving Throws Affected. You automaticall"
      },
      {
        "document": 1501,
        "excerpt": "you have the Unconscious condition, you experience the following effects. Inert. You have the Incapacitated and Prone conditions, and you drop whatever you're holding."
      },
      {
        "document": 1507,
        "excerpt": "ination determined by rolling 1d100 and consulting the following table."
      },
      {
        "document": 1509,
        "excerpt": "The Apparatus of the Crab is a Large object with the following statistics: AC 20; HP 200; Speed 30 ft., Swim 30 ft. (or 0 ft. for both if the legs aren't extended); Im"
      },
      {
        "document": 1512,
        "excerpt": "s the type or determines it randomly by rolling on the following table."
      },
      {
        "document": 1513,
        "excerpt": "wearing this armor, you have Resistance to one of the following damage types: Bludgeoning, Piercing, or Slashing. The GM chooses the type or determines it randomly. Cu"
      },
      {
        "document": 1515,
        "excerpt": "e it was planted. The GM can choose an effect from the following table or determine it randomly."
      },
      {
        "document": 1521,
        "excerpt": "res Attunement) While wearing this belt, you gain the following benefits: Dwarvish. You know Dwarvish. Friend of Dwarvenkind. You have Advantage on Charisma (Persuasi"
      },
      {
        "document": 1528,
        "excerpt": "e snug and feel warm. While wearing them, you gain the following benefits. Cold Resistance. You have Resistance to Cold damage and can tolerate temperatures of 0 degree"
      },
      {
        "document": 1535,
        "excerpt": "Plane chosen by the GM or determined by rolling on the following table."
      },
      {
        "document": 1537,
        "excerpt": "ven carpet or determines it randomly by rolling on the following table. A carpet can carry up to twice the weight shown on the table, but its Fly Speed is halved if it c"
      },
      {
        "document": 1541,
        "excerpt": "faint, silvery threads. While wearing it, you gain the following benefits. Poison Resistance. You have Resistance to Poison damage. Spider Climb. You have a Climb Spee"
      },
      {
        "document": 1553,
        "excerpt": "can expend 1 of the cube's charges to cast one of the following spells using the cube. Gate. Pressing one side of the cube, you cast Gate, opening a portal to the plan"
      },
      {
        "document": 1556,
        "excerpt": "ng out at the start of your next turn. Choose from the following command words: Splash. The decanter produces 1 gallon of water. Fountain. The decanter produces 5 gall"
      },
      {
        "document": 1561,
        "excerpt": "control the orb, you can cast one of the spells on the following table from it. The table indicates how many charges you must expend to cast the spell. Call Dragons. Wh"
      },
      {
        "document": 1570,
        "excerpt": "e first time the bottle is opened, the GM rolls on the following table to determine what happens."
      },
      {
        "document": 1571,
        "excerpt": "type of gem determines the elemental, as shown in the following table."
      },
      {
        "document": 1572,
        "excerpt": "are cured of all magical contagions. In addition, the following conditions end on you: Blinded, Deafened, Paralyzed, and Poisoned. The clear, red liquid has tiny bubbl"
      },
      {
        "document": 1574,
        "excerpt": "Light for an additional 20 feet. This weapon has the following additional properties. Arrow of Restraint. Whenever you use this weapon to make a ranged attack against"
      },
      {
        "document": 1585,
        "excerpt": "and use one of three command words to cause one of the following effects: First Command Word. The gem sheds Bright Light in a 30-foot radius and Dim Light for an additi"
      },
      {
        "document": 1593,
        "excerpt": "Ogre Power to which you are also attuned, you gain the following benefits: Giants' Bane. When you roll a 20 on the d20 for an attack roll made with this weapon against"
      },
      {
        "document": 1596,
        "excerpt": "ires Attunement by a Wizard) This pointed hat has the following properties. Spellcasting Focus. While holding the hat, you can use it as a Spellcasting Focus for your"
      },
      {
        "document": 1598,
        "excerpt": "or destroyed, the helm loses its magic. You gain the following benefits while wearing the helm. Diamond Light. As long as it has at least one diamond, the helm emits"
      },
      {
        "document": 1604,
        "excerpt": "orn's type or determines it randomly by rolling on the following table. If you blow the horn without meeting its requirement, the summoned spirits attack you. If you me"
      },
      {
        "document": 1632,
        "excerpt": "pon to make a ranged attack, you can utter or sign the following command words: “Swift death to you who have wronged me.” The target of your attack becomes your sworn en"
      },
      {
        "document": 1639,
        "excerpt": "Attunement) While wearing this pendant, you gain the following benefits. Life Preservation. Whenever you make a Death Saving Throw, you can change a roll of 9 or lowe"
      },
      {
        "document": 1659,
        "excerpt": "s the type or determines it randomly by rolling on the following table."
      },
      {
        "document": 1664,
        "excerpt": "ng space allows. In certain forms, the weapon has the following additional properties. Acrobatic Assist (Quarterstaff and 10-Foot Pole Forms Only). While holding this"
      },
      {
        "document": 1665,
        "excerpt": "g the ring, you can expend 1 charge to cast one of the following spells (save DC 13) from it: - Animal Friendship - Fear (affects Beasts only) - Speak with Animals"
      },
      {
        "document": 1667,
        "excerpt": "Plane of Air. Every Ring of Elemental Command has the following two properties: Elemental Bane. While wearing the ring, you have Advantage on attack rolls against Elem"
      },
      {
        "document": 1676,
        "excerpt": "he GM chooses or determines randomly by rolling on the following table."
      },
      {
        "document": 1677,
        "excerpt": "on the number of spheres you created, as shown in the following table. On a successful save, the creature takes half as much damage. Shooting Stars. You can expend 1 t"
      },
      {
        "document": 1687,
        "excerpt": "yelike patterns. While you wear the robe, you gain the following benefits: All-Around Vision. The robe gives you Advantage on Wisdom (Perception) checks that rely on si"
      },
      {
        "document": 1691,
        "excerpt": "an ordinary garment. The robe has two of each of the following patches: - Dagger - Mirror - Pole - Rope (coiled) - Sack - Bullseye Lantern (filled and lit) In addit"
      },
      {
        "document": 1693,
        "excerpt": "Rod, Very Rare (Requires Attunement) This rod has the following properties. Alertness. While holding the rod, you have Advantage on Wisdom (Perception) checks and on I"
      },
      {
        "document": 1694,
        "excerpt": "ll, detailed below. Buttons. You can press one of the following buttons as a Bonus Action; a button's effect lasts until you push a different button or until you push t"
      },
      {
        "document": 1695,
        "excerpt": "5 charges. While you hold it, you can cast one of the following spells from it: Heal (expends 1 charge) or Resurrection (expends 5 charges). The rod regains 1 expended"
      },
      {
        "document": 1706,
        "excerpt": "o the Shield's normal bonus to AC. The Shield has the following additional properties that you can use while holding it. Forceful Bash. When you take the Attack action"
      },
      {
        "document": 1709,
        "excerpt": "bonus, as well as the scroll's rarity, as shown in the following table. Copying a Scroll into a Spellbook. A Wizard spell on a Spell Scroll can be copied into a spellbo"
      },
      {
        "document": 1711,
        "excerpt": "le), the GM determines randomly what happens using the following table. 1d100 Result 01–50 The sphere is destroyed. 51–85 The sphere moves through the portal or into"
      },
      {
        "document": 1713,
        "excerpt": "lding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast th"
      },
      {
        "document": 1714,
        "excerpt": "lding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast th"
      },
      {
        "document": 1715,
        "excerpt": "lding the staff, you can cast one of the spells on the following table from it, using your spellcasting ability modifier. The table indicates how many charges you must e"
      },
      {
        "document": 1716,
        "excerpt": "lding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast th"
      },
      {
        "document": 1718,
        "excerpt": "lding the staff, you can cast one of the spells on the following table from it, using your spell save DC and spell attack modifier. The table indicates how many charges"
      },
      {
        "document": 1719,
        "excerpt": "lding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast th"
      },
      {
        "document": 1721,
        "excerpt": "lding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast th"
      },
      {
        "document": 1722,
        "excerpt": "k rolls and damage rolls made with it. It also has the following additional properties. Once one of these properties is used, it can't be used again until the next dawn."
      },
      {
        "document": 1733,
        "excerpt": "that aren't being worn or carried. The weapon has the following additional properties. Clap of Thunder. As a Magic action, you can strike the weapon against a hard sur"
      },
      {
        "document": 1741,
        "excerpt": "nd, you can cast one of the spells (save DC 17) on the following table from it. The table indicates how many charges you must expend to cast the spell. Regaining Charge"
      },
      {
        "document": 1743,
        "excerpt": "nd, you can cast one of the spells (save DC 15) on the following table from it. The table indicates how many charges you must expend to cast the spell. Regaining Charge"
      },
      {
        "document": 1755,
        "excerpt": "d to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins"
      },
      {
        "document": 1760,
        "excerpt": "turn, the aboleth can expend a use to take one of the following actions. The aboleth regains all expended uses at the start of each of its turns. Lash. The aboleth mak"
      },
      {
        "document": 1761,
        "excerpt": "alf damage. Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 1"
      },
      {
        "document": 1762,
        "excerpt": "alf damage. Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 1"
      },
      {
        "document": 1763,
        "excerpt": "to wake it. Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 1"
      },
      {
        "document": 1764,
        "excerpt": "condition. Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 1"
      },
      {
        "document": 1765,
        "excerpt": "next turn. Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 1"
      },
      {
        "document": 1766,
        "excerpt": "alf damage. Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 2"
      },
      {
        "document": 1767,
        "excerpt": "alf damage. Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 1"
      },
      {
        "document": 1768,
        "excerpt": "alf damage. Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 2"
      },
      {
        "document": 1769,
        "excerpt": "omatically. Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 1"
      },
      {
        "document": 1770,
        "excerpt": "s turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns. Freezing Burst. Consti"
      },
      {
        "document": 1773,
        "excerpt": "alf damage. Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 2"
      },
      {
        "document": 1774,
        "excerpt": "alf damage. Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 2"
      },
      {
        "document": 1775,
        "excerpt": "to wake it. Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 2"
      },
      {
        "document": 1776,
        "excerpt": "condition. Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 2"
      },
      {
        "document": 1777,
        "excerpt": "next turn. Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 2"
      },
      {
        "document": 1778,
        "excerpt": "alf damage. Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC"
      },
      {
        "document": 1779,
        "excerpt": "alf damage. Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 2"
      },
      {
        "document": 1780,
        "excerpt": "alf damage. Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 2"
      },
      {
        "document": 1781,
        "excerpt": "omatically. Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 2"
      },
      {
        "document": 1782,
        "excerpt": "s turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns. Freezing Burst. Consti"
      },
      {
        "document": 1790,
        "excerpt": "e damage. Spellcasting. The archmage casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 17): At Will: Detect Magic, Detec"
      },
      {
        "document": 1805,
        "excerpt": "already have an infernal wound, it is subjected to the following effect. Constitution Saving Throw: DC 12. Failure: The target receives an infernal wound. While wounded,"
      },
      {
        "document": 1824,
        "excerpt": "whose space the centaur enters is targeted once by the following effect. Strength Saving Throw: DC 14. Failure: 7 (1d6 + 4) Bludgeoning damage, and the target has the Pr"
      },
      {
        "document": 1830,
        "excerpt": "s next turn. Spellcasting. The giant casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 1"
      },
      {
        "document": 1831,
        "excerpt": "e. If the target is a creature, it is subjected to the following effect. Constitution Saving Throw: DC 11. First Failure: The target has the Restrained condition. The ta"
      },
      {
        "document": 1835,
        "excerpt": "apple ends. Spellcasting. The couatl casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 15):"
      },
      {
        "document": 1838,
        "excerpt": "ic damage. Spellcasting. The cultist casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 12, +4 to hit with spell attacks): At W"
      },
      {
        "document": 1841,
        "excerpt": "e. If the target is a creature, it is subjected to the following effect. Constitution Saving Throw: DC 12. First Failure: The target has the Poisoned condition. While Po"
      },
      {
        "document": 1843,
        "excerpt": "diant damage. Spellcasting. The deva casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 1"
      },
      {
        "document": 1845,
        "excerpt": "nters the whirlwind, that creature is subjected to the following effect. Strength Saving Throw: DC 17 (a creature makes this save only once per turn, and the djinni is u"
      },
      {
        "document": 1851,
        "excerpt": "iant damage. Spellcasting. The druid casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13): At Will: Druidcraft, Speak with An"
      },
      {
        "document": 1852,
        "excerpt": "cing damage. Spellcasting. The dryad casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 1"
      },
      {
        "document": 1856,
        "excerpt": "re damage. Spellcasting. The efreeti casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 1"
      },
      {
        "document": 1870,
        "excerpt": "arget is a non-Undead creature, it is subjected to the following effect. Constitution Saving Throw: DC 10. Failure: The target has the Paralyzed condition until the end"
      },
      {
        "document": 1872,
        "excerpt": "re that isn't an Undead or elf, it is subjected to the following effect. Constitution Saving Throw: DC 10. Failure: The target has the Paralyzed condition until the end"
      },
      {
        "document": 1890,
        "excerpt": "ashing damage. Spellcasting. The owl casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability: At Will: Detect Evi"
      },
      {
        "document": 1903,
        "excerpt": "f damage. Spellcasting. The glabrezu casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save"
      },
      {
        "document": 1914,
        "excerpt": "f at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the spell's normal casting time, and using Intelligence"
      },
      {
        "document": 1920,
        "excerpt": "damage only. Spellcasting. The naga casts one of the following spells, requiring no Somatic or Material components and using Wisdom as the spellcasting ability (spell"
      },
      {
        "document": 1921,
        "excerpt": "related to a type of dragon associated with one of the following damage types (GM's choice): Acid, Cold, Fire, Lightning, or Poison. This choice affects other aspects of"
      },
      {
        "document": 1931,
        "excerpt": "1 Piercing damage, and the target is subjected to the following effect. Constitution Saving Throw: DC 12. Failure: The target has the Poisoned condition until the end o"
      },
      {
        "document": 1939,
        "excerpt": "ort Rests. Spellcasting. The incubus casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 1"
      },
      {
        "document": 1946,
        "excerpt": "s turn, the kraken can expend a use to take one of the following actions. The kraken regains all expended uses at the start of each of its turns. Storm Bolt. The kraken"
      },
      {
        "document": 1947,
        "excerpt": "conditions. Spellcasting. The lamia casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 1"
      },
      {
        "document": 1949,
        "excerpt": "'s next turn. Spellcasting. The lich casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 20): At Will: Detect Magic, Detec"
      },
      {
        "document": 1952,
        "excerpt": "Force damage. Spellcasting. The mage casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14): At Will: Detect Magic, Light"
      },
      {
        "document": 1966,
        "excerpt": "s next turn. Spellcasting. The mummy casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 17,"
      },
      {
        "document": 1969,
        "excerpt": "f at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the spell's normal casting time, and using Intelligence"
      },
      {
        "document": 1976,
        "excerpt": "t transformed. Spellcasting. The oni casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 1"
      },
      {
        "document": 1977,
        "excerpt": "ed target finishes a Long Rest, it is subjected to the following effect. Constitution Saving Throw: DC 15. Failure: The target's Hit Point maximum decreases by 5 (1d10)"
      },
      {
        "document": 1986,
        "excerpt": "damage. If the target is a creature, it must make the following saving throw. Constitution Saving Throw: DC 21. Failure: The target has the Poisoned condition. While Po"
      },
      {
        "document": 1987,
        "excerpt": "f damage. Spellcasting. The planetar casts one of the following spells, requiring no Material components and using Charisma as spellcasting ability (spell save DC 20):"
      },
      {
        "document": 1991,
        "excerpt": "ant damage. Spellcasting. The priest casts one of the following spells, using Wisdom as the spellcasting ability: At Will: Light, Thaumaturgy"
      },
      {
        "document": 1992,
        "excerpt": "ant damage. Spellcasting. The priest casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13): At Will: Light, Thaumaturgy 1/Day"
      },
      {
        "document": 1997,
        "excerpt": "ext turn. Spellcasting. The rakshasa casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 1"
      },
      {
        "document": 2014,
        "excerpt": "f at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the spell's normal casting time, and using Intelligence"
      },
      {
        "document": 2022,
        "excerpt": "iant damage. Spellcasting. The solar casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 2"
      },
      {
        "document": 2024,
        "excerpt": "next turn. Spellcasting. The sphinx casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save"
      },
      {
        "document": 2025,
        "excerpt": "amage only. Spellcasting. The sphinx casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 20)"
      },
      {
        "document": 2028,
        "excerpt": "rotic damage. Spellcasting. The naga casts one of the following spells, requiring no Somatic or Material components and using Intelligence as the spellcasting ability ("
      },
      {
        "document": 2035,
        "excerpt": "Half damage. Spellcasting. The giant casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 18)"
      },
      {
        "document": 2044,
        "excerpt": "urn, the tarrasque can expend a use to take one of the following actions. The tarrasque regains all expended uses at the start of each of its turns. Onslaught. The tarr"
      },
      {
        "document": 2053,
        "excerpt": "nt damage. Spellcasting. The unicorn casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 14):"
      },
      {
        "document": 2056,
        "excerpt": "0 Hit Points by this damage and then buried rises the following sunset as a Vampire Spawn under the vampire's control."
      },
      {
        "document": 2067,
        "excerpt": "e. If the target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw: DC 14. Failure: The target is cursed. If the cursed target drops to 0"
      },
      {
        "document": 2068,
        "excerpt": "e. If the target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw: DC 12. Failure: The target is cursed. If the cursed target drops to 0"
      },
      {
        "document": 2069,
        "excerpt": "e. If the target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw: DC 11. Failure: The target is cursed. If the cursed target drops to 0"
      },
      {
        "document": 2070,
        "excerpt": "e. If the target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw: DC 13. Failure: The target is cursed. If the cursed target drops to 0"
      },
      {
        "document": 2071,
        "excerpt": "e. If the target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw: DC 12. Failure: The target is cursed. If the cursed target drops to 0"
      }
    ],
    "follows": [
      {
        "document": 98,
        "excerpt": "A fight underwater follows these rules."
      },
      {
        "document": 137,
        "excerpt": "se the item's abilities, or determine them randomly as follows: roll 4d6 for each one, dropping the lowest roll and totaling the rest."
      },
      {
        "document": 170,
        "excerpt": "has an effect that occurs on a miss, that information follows the “Miss:” notation. Hit or Miss. If an attack has an effect that occurs regardless of whether it hits"
      },
      {
        "document": 235,
        "excerpt": "ce with law, tradition, or personal codes. Someone who follows a disciplined rule of life - and isn’t swayed either by the demands of those in need or by the temptatio"
      },
      {
        "document": 500,
        "excerpt": "Concentration. A duration that requires Concentration follows the Concentration rules (see “Rules Glossary”). Instantaneous. An instantaneous duration means the spel"
      },
      {
        "document": 633,
        "excerpt": "ickly grapple prey. However a grapple is initiated, it follows these rules. See also “Unarmed Strike” and “Grappled.” Grappled Condition. Successfully grappling a cre"
      },
      {
        "document": 648,
        "excerpt": "n counts as an improvised weapon. An improvised weapon follows the rules below. Proficiency. Don't add your Proficiency Bonus to attack rolls with an improvised weapo"
      },
      {
        "document": 717,
        "excerpt": "ave DC and the DC of the Strength (Athletics) check as follows: DC 12 at levels 5–10, DC 14 at levels 11–16, or DC 16 at levels 17–20."
      },
      {
        "document": 720,
        "excerpt": "gher levels by increasing each dart's Poison damage as follows: 7 (2d6) at levels 5-10, 14 (4d6) at levels 11-16, or 24 (7d6) at levels 17-20."
      },
      {
        "document": 962,
        "excerpt": "when you finish a Long Rest. While active, your Rage follows the rules below. Damage Resistance. You have Resistance to Bludgeoning, Piercing, and Slashing damage."
      },
      {
        "document": 1269,
        "excerpt": "rt of your next turn as a Zombie (see “Monsters”) that follows your verbal orders."
      },
      {
        "document": 1278,
        "excerpt": ". If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slop"
      },
      {
        "document": 1884,
        "excerpt": "s differently from the others. Their properties are as follows: Goat of Terror. This figurine can become a Giant Goat for up to 3 hours. The goat can't attack, but y"
      }
    ],
    "font": [
      {
        "document": 858,
        "excerpt": "Font of Magic, Metamagic"
      },
      {
        "document": 896,
        "excerpt": "Font of Inspiration"
      },
      {
        "document": 963,
        "excerpt": "Font of Inspiration"
      },
      {
        "document": 971,
        "excerpt": "Font of Magic"
      },
      {
        "document": 1413,
        "excerpt": "0+ GP, such as a crystal ball, mirror, or water-filled font)"
      }
    ],
    "food": [
      {
        "document": 336,
        "excerpt": "Rations consist of travel-ready food, including jerky, dried fruit, hardtack, and nuts. See “Malnutrition” in “Rules Glossary” for the risks"
      },
      {
        "document": 365,
        "excerpt": "cost of living in a fantasy world. They cover lodging, food, equipment maintenance, and other necessities. At the start of each week or month (GM's choice), choose"
      },
      {
        "document": 374,
        "excerpt": "Food, Drink, and Lodging"
      },
      {
        "document": 422,
        "excerpt": "e food's flavor (DC 10), or detect spoiled or poisoned food (DC 15) Craft: Rations"
      },
      {
        "document": 520,
        "excerpt": "A creature needs an amount of food per day based on its size, as shown in the Food Needs per Day table. A creature that eats but consumes l"
      },
      {
        "document": 693,
        "excerpt": "on to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing Advantage on the"
      },
      {
        "document": 830,
        "excerpt": "Purify Food and Drink"
      },
      {
        "document": 843,
        "excerpt": "Purify Food and Drink"
      },
      {
        "document": 845,
        "excerpt": "Create Food and Water"
      },
      {
        "document": 911,
        "excerpt": "Purify Food and Drink"
      },
      {
        "document": 913,
        "excerpt": "Create Food and Water"
      },
      {
        "document": 923,
        "excerpt": "Food, Drink, and Lodging"
      },
      {
        "document": 938,
        "excerpt": "Food Needs per Day"
      },
      {
        "document": 939,
        "excerpt": "Tracks or food"
      },
      {
        "document": 967,
        "excerpt": "armed, Frightened, or Poisoned. In addition, forgoing food and drink doesn't give you levels of Exhaustion."
      },
      {
        "document": 1154,
        "excerpt": "V, S, M (a morsel of food)"
      },
      {
        "document": 1155,
        "excerpt": "V, S, M (a morsel of food)"
      },
      {
        "document": 1167,
        "excerpt": "mation; it has the Unconscious condition, doesn't need food or air, and doesn't age. A target's astral form resembles its body in almost every way, replicating its"
      },
      {
        "document": 1217,
        "excerpt": "Create Food and Water"
      },
      {
        "document": 1349,
        "excerpt": "ed and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. Furnishings and other objects created by this spell"
      },
      {
        "document": 1379,
        "excerpt": "365 days. The plants yield twice the normal amount of food when harvested. They can benefit from only one Plant Growth per year."
      },
      {
        "document": 1396,
        "excerpt": "Purify Food and Drink"
      },
      {
        "document": 1419,
        "excerpt": "e Unconscious condition, doesn't age, and doesn't need food, water, or air. You can set a condition for the spell to end early. The condition can be anything you c"
      },
      {
        "document": 1468,
        "excerpt": "ing, mending, folding clothes, lighting fires, serving food, and pouring drinks. Once you give the command, the servant performs the task to the best of its ability"
      },
      {
        "document": 1627,
        "excerpt": "way, your body is inert, ceases aging, and requires no food, air, or water. A Wish spell can't return your soul to your body, but the spell reveals the location of"
      },
      {
        "document": 1697,
        "excerpt": "of its nature, the demiplane contains enough water and food to sustain its visitors, and the demiplane's environment can't harm its occupants. Everything else that"
      },
      {
        "document": 1835,
        "excerpt": "ts required to maintain the spell) 1/Day Each: Create Food and Water, Dream, Greater Restoration, Scrying, Sleep"
      },
      {
        "document": 1845,
        "excerpt": "Detect Evil and Good, Detect Magic 2/Day Each: Create Food and Water (can create wine instead of water), Tongues, Wind Walk 1/Day Each: Creation, Gaseous Form, In"
      }
    ],
    "food's": [
      {
        "document": 422,
        "excerpt": "Ability: Wisdom Weight: 8 lb. Utilize: Improve food's flavor (DC 10), or detect spoiled or poisoned food (DC 15) Craft: Rations"
      }
    ],
    "fool": [
      {
        "document": 761,
        "excerpt": "Fool"
      },
      {
        "document": 1627,
        "excerpt": "a card is drawn, it disappears. Unless the card is the Fool or Jester, the card reappears in the deck, making it possible to draw the same card twice. (Once the Foo"
      }
    ],
    "foot": [
      {
        "document": 75,
        "excerpt": "h square represents 5 feet. Speed. Rather than moving foot by foot, move square by square on the grid, using your Speed in 5-foot segments. You can translate your"
      },
      {
        "document": 78,
        "excerpt": "shallow bogs are examples of Difficult Terrain. Every foot of movement in Difficult Terrain costs 1 extra foot, even if multiple things in a space count as Difficu"
      },
      {
        "document": 91,
        "excerpt": "A creature has a 5-foot reach and can thus attack targets within 5 feet when making a melee attack. Certain creatures have melee"
      },
      {
        "document": 266,
        "excerpt": "sure map 58 A hilt from a broken sword 59 A rabbit's foot 60 A glass eye 61 A cameo of a hideous person 62 A silver skull the size of a coin 63 An alabaster m"
      },
      {
        "document": 313,
        "excerpt": "A Lamp burns Oil as fuel to cast Bright Light in a 15-foot radius and Dim Light for an additional 30 feet."
      },
      {
        "document": 314,
        "excerpt": "Lantern burns Oil as fuel to cast Bright Light in a 60-foot Cone and Dim Light for an additional 60 feet."
      },
      {
        "document": 315,
        "excerpt": "Lantern burns Oil as fuel to cast Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. As a Bonus Action, you can lower the hood, reducing the"
      },
      {
        "document": 323,
        "excerpt": "tion to pour an Oil flask on level ground to cover a 5-foot-square area within 5 feet of yourself. If lit, the oil burns until the end of the turn 2 rounds from whe"
      },
      {
        "document": 332,
        "excerpt": "Pouch holds up to 6 pounds within one-fifth of a cubic foot."
      },
      {
        "document": 340,
        "excerpt": "A Sack holds up to 30 pounds within 1 cubic foot."
      },
      {
        "document": 351,
        "excerpt": "A Torch burns for 1 hour, casting Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. When you take the Attack action, you can attack with the"
      },
      {
        "document": 386,
        "excerpt": "racter wearing a Boot of Striding and Springing on one foot and a Boot of Elvenkind on the other foot gains no benefit from either."
      },
      {
        "document": 450,
        "excerpt": "A Backpack holds up to 30 pounds within 1 cubic foot. It can also serve as a saddlebag."
      },
      {
        "document": 451,
        "excerpt": "ngs from their pouch. They spread to cover a level, 10-foot-square area within 10 feet of yourself. A creature that enters this area for the first time on a turn mu"
      },
      {
        "document": 461,
        "excerpt": "A Bucket holds up to half a cubic foot of contents."
      },
      {
        "document": 463,
        "excerpt": "n, you can spread Caltrops from their bag to cover a 5-foot-square area within 5 feet of yourself. A creature that enters this area for the first time on a turn mus"
      },
      {
        "document": 465,
        "excerpt": "For 1 hour, a lit Candle sheds Bright Light in a 5-foot radius and Dim Light for an additional 5 feet."
      },
      {
        "document": 559,
        "excerpt": "While you're swimming, each foot of movement costs 1 extra foot (2 extra feet in Difficult Terrain). You ignore this extra cost if you ha"
      },
      {
        "document": 590,
        "excerpt": "While you're climbing, each foot of movement costs 1 extra foot (2 extra feet in Difficult Terrain). You ignore this extra cost if you ha"
      },
      {
        "document": 596,
        "excerpt": "While you're crawling, each foot of movement costs 1 extra foot (2 extra feet in Difficult Terrain). See also \"Speed.\""
      },
      {
        "document": 616,
        "excerpt": "If a space is Difficult Terrain, every foot of movement in that space costs 1 extra foot. For example, moving 5 feet through Difficult Terrain costs"
      },
      {
        "document": 641,
        "excerpt": "er (minimum of 0 feet) if you move at least 10 feet on foot immediately before the jump. When you make a standing High Jump, you can jump only half that distance. E"
      },
      {
        "document": 657,
        "excerpt": "you can leap only half that distance. Either way, each foot you jump costs a foot of movement. If you land in Difficult Terrain, you must succeed on a DC 10 Dexter"
      },
      {
        "document": 675,
        "excerpt": "(other than a gnome) that starts its turn within a 10-foot Emanation originating from a creature infected with Cackle Fever must succeed on a DC 10 Constitution sa"
      },
      {
        "document": 687,
        "excerpt": "ice has a weight tolerance of 3d10 × 10 pounds per 10-foot-square area. Whenever the total weight on an area of thin ice exceeds its tolerance, the ice in that are"
      },
      {
        "document": 693,
        "excerpt": "powder or releasing the gas subjects creatures in a 5-foot Cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffe"
      },
      {
        "document": 717,
        "excerpt": "ng net trap uses a trip wire to release a weighted, 10-foot-square Net suspended from the ceiling. The trip wire is 3 inches off the ground and stretches between tw"
      },
      {
        "document": 718,
        "excerpt": "or starts its turn there, a nearby statue exhales a 15-foot Cone of magical flame. The statue can look like anything, such as a dragon or a wizard. Each creature in"
      },
      {
        "document": 719,
        "excerpt": "es onto the pit's lid Duration: Instantaneous This 10-foot-deep pit has a hinged lid constructed from material identical to the surrounding floor. When a creature"
      },
      {
        "document": 722,
        "excerpt": "hen a creature moves onto a hidden pressure plate, a 5-foot-radius orb of solid stone is released from a secret compartment and begins to roll. The stone and all cr"
      },
      {
        "document": 723,
        "excerpt": "moves onto the pit's lid Duration: Instantaneous A 10-foot-deep pit has a hinged lid constructed from material identical to the surrounding floor. When a creature"
      },
      {
        "document": 756,
        "excerpt": "A harmless swarm of butterflies fills a 10-foot Cube within 30 feet of yourself. The swarm disperses after 1 minute."
      },
      {
        "document": 782,
        "excerpt": "Fear (60-foot Cone)"
      },
      {
        "document": 783,
        "excerpt": "Heavy rain falls for 1 minute in a 120-foot-high, 60-foot-radius Cylinder centered on the chosen point of origin. During that time, the area of effe"
      },
      {
        "document": 789,
        "excerpt": "ts, and the mixture creates a magical explosion in a 5-foot-radius Sphere centered on itself. Each creature in that area takes 4d10 Force damage."
      },
      {
        "document": 791,
        "excerpt": "Eyelike fixtures emit Bright Light in a 30-foot radius and Dim Light for an additional 30 feet."
      },
      {
        "document": 793,
        "excerpt": "A pyramid with a 60-foot-square base bursts upward. Inside is a burial chamber containing a Mummy, a Mummy Lord, or some other Un"
      },
      {
        "document": 956,
        "excerpt": "30-foot Cone"
      },
      {
        "document": 968,
        "excerpt": "You radiate a protective, unseeable aura in a 10-foot Emanation that originates from you. The aura is inactive while you have the Incapacitated condition. Yo"
      },
      {
        "document": 975,
        "excerpt": "s and life-draining thorns appear for a moment in a 10-foot-radius Sphere centered on that point. Each creature of your choice in the Sphere must make a Constitutio"
      },
      {
        "document": 982,
        "excerpt": "nt damage. The weapon also emits Bright Light in a 20-foot radius and Dim Light 20 feet beyond that. You can end this effect early (no action required). This effe"
      },
      {
        "document": 983,
        "excerpt": ". When you do so, each creature of your choice in a 30-foot Emanation originating from you must make a Wisdom saving throw (DC 8 plus your Strength modifier and Pro"
      },
      {
        "document": 986,
        "excerpt": "ks with an exhalation of magical energy in either a 15-foot Cone or a 30-foot Line that is 5 feet wide (choose the shape each time). Each creature in that area must"
      },
      {
        "document": 1150,
        "excerpt": "bble at a point within range, where it explodes in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexterity saving throw or take 1d6 Acid da"
      },
      {
        "document": 1152,
        "excerpt": "w, or an area within range that is no larger than a 20-foot Cube. Until the spell ends, an alarm alerts you whenever a creature touches or enters the warded area."
      },
      {
        "document": 1159,
        "excerpt": "ration, up to 1 hour An aura extends from you in a 10-foot Emanation for the duration. The aura prevents creatures other than Constructs and Undead from passing or"
      },
      {
        "document": 1160,
        "excerpt": "up to 1 hour An aura of antimagic surrounds you in 10-foot Emanation. No one can cast spells, take Magic actions, or create other magical effects inside the aura,"
      },
      {
        "document": 1167,
        "excerpt": "s of the astral form. The cord fades from view after 1 foot. If the cord is cut - which happens only when an effect states that it does so - the target's body and a"
      },
      {
        "document": 1169,
        "excerpt": "n, up to 10 minutes An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Resistance to Necrotic damage, a"
      },
      {
        "document": 1177,
        "excerpt": ", up to 1 minute Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in tha"
      },
      {
        "document": 1184,
        "excerpt": "of flames shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a"
      },
      {
        "document": 1185,
        "excerpt": "the shape of a Cylinder that is 10 feet tall with a 60-foot radius. When you cast the spell, choose a point you can see under the cloud. A lightning bolt shoots fr"
      },
      {
        "document": 1186,
        "excerpt": ": Concentration, up to 1 minute Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be"
      },
      {
        "document": 1192,
        "excerpt": "on: Instantaneous Negative energy ripples out in a 60-foot-radius Sphere from a point you choose within range. Each creature in that area makes a Constitution savi"
      },
      {
        "document": 1195,
        "excerpt": "tion: Concentration, up to 10 minutes You create a 20-foot-radius Sphere of yellow-green fog centered on a point within range. The fog lasts for the duration or un"
      },
      {
        "document": 1196,
        "excerpt": "ray of flashing, colorful light. Each creature in a 15-foot Cone originating from you must succeed on a Constitution saving throw or have the Blinded condition unti"
      },
      {
        "document": 1202,
        "excerpt": "You unleash a blast of cold air. Each creature in a 60-foot Cone originating from you makes a Constitution saving throw, taking 8d8 Cold damage on a failed save or"
      },
      {
        "document": 1203,
        "excerpt": ": Concentration, up to 1 minute Each creature in a 10-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw, or that"
      },
      {
        "document": 1205,
        "excerpt": "r Planes, which manifests as a pillar of light in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range. For each creature you can see in the Cyl"
      },
      {
        "document": 1208,
        "excerpt": "from the Elemental Planes that flit around you in a 15-foot Emanation for the duration. Until the spell ends, any attack you make deals an extra 2d8 damage when you"
      },
      {
        "document": 1209,
        "excerpt": "ou conjure nature spirits that flit around you in a 10-foot Emanation for the duration. Whenever the Emanation enters the space of a creature you can see and whene"
      },
      {
        "document": 1213,
        "excerpt": "that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat an"
      },
      {
        "document": 1214,
        "excerpt": "area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes. Any Huge or smaller vehi"
      },
      {
        "document": 1218,
        "excerpt": "tainer. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there. Destroy Water. You destroy up to 10 gallons of w"
      },
      {
        "document": 1220,
        "excerpt": ", and the like). The object must be no larger than a 5-foot Cube, and the object must be of a form and material that you have seen. The spell's duration depends on"
      },
      {
        "document": 1222,
        "excerpt": "er form you choose, each light sheds Dim Light in a 10-foot radius. As a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must"
      },
      {
        "document": 1223,
        "excerpt": "kness spreads from a point within range and fills a 15-foot-radius Sphere. Darkvision can't see through it, and nonmagical light can't illuminate it. Alternatively"
      },
      {
        "document": 1225,
        "excerpt": "light spreads from a point within range and fills a 60-foot-radius Sphere. The sunlight's area is Bright Light and sheds Dim Light for an additional 60 feet. Alter"
      },
      {
        "document": 1227,
        "excerpt": "ell ends, the bead explodes, and each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw. A creature takes Fire damage equal"
      },
      {
        "document": 1229,
        "excerpt": "ve there and, if so, where. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead."
      },
      {
        "document": 1230,
        "excerpt": "he spell's school of magic. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead."
      },
      {
        "document": 1231,
        "excerpt": "or contagion in each case. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead."
      },
      {
        "document": 1232,
        "excerpt": "inking creature is present. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead. Read Thoughts. Target one creature y"
      },
      {
        "document": 1234,
        "excerpt": "- look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arran"
      },
      {
        "document": 1235,
        "excerpt": "arget is Huge or larger, this spell disintegrates a 10-foot-Cube portion of it. Using a Higher-Level Spell Slot. The damage increases by 3d6 for each spell slot le"
      },
      {
        "document": 1245,
        "excerpt": "nds, the target can take a Magic action to exhale a 15-foot Cone. Each creature in that area makes a Dexterity saving throw, taking 3d6 damage of the chosen type on"
      },
      {
        "document": 1247,
        "excerpt": "or the faint odor of skunk. The effect must fit in a 5-foot Cube. Fire Play. You light or snuff out a candle, a torch, or a campfire."
      },
      {
        "document": 1248,
        "excerpt": "on, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point. The ground there is Difficult Terrain. When you cast this spell a"
      },
      {
        "document": 1250,
        "excerpt": "leaves, and close open doors and shutters, all in a 5-foot Cube. Doors and shutters being held open by someone or something aren't affected. Beckon Earth. You cre"
      },
      {
        "document": 1254,
        "excerpt": "minute Grasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the area into Difficult Terrain."
      },
      {
        "document": 1256,
        "excerpt": "n move in any direction. If you move up or down, every foot of movement costs an extra foot. You can perceive the plane you left, which looks gray, and you can't se"
      },
      {
        "document": 1259,
        "excerpt": "icate a Large or smaller object (contained within a 10-foot Cube or eight connected 5-foot Cubes) given a sufficient quantity of material. If you're working with me"
      },
      {
        "document": 1260,
        "excerpt": "ration: Concentration, up to 1 minute Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube"
      },
      {
        "document": 1263,
        "excerpt": ": Concentration, up to 1 minute Each creature in a 30-foot Cone must succeed on a Wisdom saving throw or drop whatever it is holding and have the Frightened condit"
      },
      {
        "document": 1271,
        "excerpt": "r body for the duration, shedding Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. The flames provide you with a warm shield or a chill sh"
      },
      {
        "document": 1272,
        "excerpt": "range. The area of the storm consists of up to ten 10-foot Cubes, which you arrange as you like. Each Cube must be contiguous with at least one other Cube. Each cr"
      },
      {
        "document": 1273,
        "excerpt": "low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 8d6 Fire damage on a failed"
      },
      {
        "document": 1274,
        "excerpt": "odifier. The flaming blade sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. Using a Higher-Level Spell Slot. The damage increases b"
      },
      {
        "document": 1275,
        "excerpt": "iant fire roars down from above. Each creature in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range makes a Dexterity saving throw, taking 5d"
      },
      {
        "document": 1276,
        "excerpt": "uration: Concentration, up to 1 minute You create a 5-foot-diameter sphere of fire in an unoccupied space on the ground within range. It lasts for the duration. An"
      },
      {
        "document": 1278,
        "excerpt": "or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom. If you move more than 100 feet"
      },
      {
        "document": 1280,
        "excerpt": "Duration: Concentration, up to 1 hour You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the"
      },
      {
        "document": 1285,
        "excerpt": "of your choice within range, where it explodes in a 60-foot-radius Sphere. Each creature in that area makes a Constitution saving throw, taking 10d6 Cold damage on"
      },
      {
        "document": 1292,
        "excerpt": "inute An immobile, shimmering barrier appears in a 10-foot Emanation around you and remains for the duration. Any spell of level 5 or lower cast from outside the"
      },
      {
        "document": 1293,
        "excerpt": "riggered, the glyph erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. Each creature in the area makes a Dexterity saving throw. A creatur"
      },
      {
        "document": 1295,
        "excerpt": "minute Nonflammable grease covers the ground in a 10-foot square centered on a point within range and turns it into Difficult Terrain for the duration. When the"
      },
      {
        "document": 1299,
        "excerpt": "can be up to 20 feet tall, and you shape it as one 50-foot square, one hundred 5-foot squares that are contiguous, or twenty-five 10-foot squares that are contiguo"
      },
      {
        "document": 1302,
        "excerpt": "in the Line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles and si"
      },
      {
        "document": 1304,
        "excerpt": "Duration: 24 hours You make natural terrain in a 150-foot Cube in range look, sound, and smell like another sort of natural terrain. Thus, open fields or a road c"
      },
      {
        "document": 1311,
        "excerpt": "a feast that appears on a surface in an unoccupied 10-foot Cube next to you. The feast takes 1 hour to consume and disappears at the end of that time, and the bene"
      },
      {
        "document": 1317,
        "excerpt": "o 1 minute For the duration, you emit an aura in a 30-foot Emanation. While in the aura, creatures of your choice have Advantage on all saving throws, and other cr"
      },
      {
        "document": 1319,
        "excerpt": "inute You create a twisting pattern of colors in a 30-foot Cube within range. The pattern appears for a moment and vanishes. Each creature in the area who can see"
      },
      {
        "document": 1321,
        "excerpt": "(a mitten) Duration: Instantaneous Hail falls in a 20-foot-radius, 40-foot-high Cylinder centered on a point within range. Each creature in the Cylinder makes a De"
      },
      {
        "document": 1325,
        "excerpt": "inute A swirling cloud of embers and smoke fills a 20-foot-radius Sphere centered on a point within range. The cloud's area is Heavily Obscured. It lasts for the d"
      },
      {
        "document": 1327,
        "excerpt": "ntration, up to 10 minutes Swarming locusts fill a 20-foot-radius Sphere centered on a point you choose within range. The Sphere remains for the duration, and its"
      },
      {
        "document": 1336,
        "excerpt": "the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as you like. Covering the obje"
      },
      {
        "document": 1337,
        "excerpt": "on: Instantaneous A stroke of lightning forming a 100-foot-long, 5-foot-wide Line blasts out from you in a direction you choose. Each creature in the Line makes a"
      },
      {
        "document": 1344,
        "excerpt": "the spell consumes) Duration: 1 hour You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see withi"
      },
      {
        "document": 1349,
        "excerpt": "for the dwelling, but it can't exceed 50 contiguous 10-foot Cubes. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-c"
      },
      {
        "document": 1350,
        "excerpt": "other visible phenomenon that is no larger than a 20-foot Cube. The image appears at a spot that you can see within range and lasts for the duration. It seems rea"
      },
      {
        "document": 1351,
        "excerpt": "n see within range. Choose up to six creatures in a 30-foot-radius Sphere centered on that point. Each target regains Hit Points equal to 5d8 plus your spellcasting"
      },
      {
        "document": 1357,
        "excerpt": "skin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair"
      },
      {
        "document": 1358,
        "excerpt": "and know it is beyond the barrier. Magical silence; 1 foot of stone, metal, or wood; or a thin sheet of lead blocks the spell."
      },
      {
        "document": 1359,
        "excerpt": "points you can see within range. Each creature in a 40-foot-radius Sphere centered on each of those points makes a Dexterity saving throw. A creature takes 20d6 Fir"
      },
      {
        "document": 1362,
        "excerpt": "ints, or a small chest - it must be no larger than a 5-foot Cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with"
      },
      {
        "document": 1368,
        "excerpt": "inute A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high Cylinder centered on a point within range. Until the spell ends, Dim Light fills th"
      },
      {
        "document": 1369,
        "excerpt": "a's largest dimension. For example, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square's elevation by up to 20 fe"
      },
      {
        "document": 1371,
        "excerpt": "n, up to 1 hour You radiate a concealing aura in a 30-foot Emanation for the duration. While in the aura, you and each creature you choose have a +10 bonus to Dext"
      },
      {
        "document": 1373,
        "excerpt": "ature, or other phenomenon that is no larger than a 10-foot Cube and that is perceivable only to the target for the duration. The phantasm includes sound, temperatu"
      },
      {
        "document": 1379,
        "excerpt": "hoose a point within range. All normal plants in a 100-foot-radius Sphere centered on that point become thick and overgrown. A creature moving through that area mus"
      },
      {
        "document": 1386,
        "excerpt": "neously clean or soil an object no larger than 1 cubic foot. Minor Sensation. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. Magi"
      },
      {
        "document": 1387,
        "excerpt": "tantaneous Eight rays of light flash from you in a 60-foot Cone. Each creature in the Cone makes a Dexterity saving throw. For each target, roll 1d8 to determine w"
      },
      {
        "document": 1390,
        "excerpt": "and ignites nothing, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The spell ends if you cast it again. Until the spell en"
      },
      {
        "document": 1391,
        "excerpt": "perceptible until then. It must be no larger than a 30-foot Cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scr"
      },
      {
        "document": 1396,
        "excerpt": "e poison and rot from nonmagical food and drink in a 5-foot-radius Sphere centered on a point within range."
      },
      {
        "document": 1407,
        "excerpt": "n, up to 1 minute This spell reverses gravity in a 50-foot-radius, 100-foot high Cylinder centered on a point within range. All creatures and objects in that area"
      },
      {
        "document": 1409,
        "excerpt": "hes a ceiling. At the rope's upper end, an Invisible 3-foot-by-5-foot portal opens to an extra-dimensional space that lasts until the spell ends. That space can be"
      },
      {
        "document": 1417,
        "excerpt": "odies and equipment. You can make each creature seem 1 foot shorter or taller and appear heavier or lighter. A target's new appearance must have the same basic arra"
      },
      {
        "document": 1421,
        "excerpt": "int of your choice within range. Each creature in a 10-foot-radius Sphere centered there makes a Constitution saving throw, taking 3d8 Thunder damage on a failed sa"
      },
      {
        "document": 1425,
        "excerpt": "l the spell ends, the target sheds Bright Light in a 5-foot radius, attack rolls against it have Advantage, and it can't benefit from the Invisible condition. Usin"
      },
      {
        "document": 1427,
        "excerpt": "n, no sound can be created within or pass through a 20-foot-radius Sphere centered on a point you choose within range. Any creature or object entirely inside the Sp"
      },
      {
        "document": 1428,
        "excerpt": "e other visible phenomenon that is no larger than a 15-foot Cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; i"
      },
      {
        "document": 1430,
        "excerpt": "n, up to 1 minute Each creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapac"
      },
      {
        "document": 1431,
        "excerpt": "to 1 minute Until the spell ends, sleet falls in a 40-foot-tall, 20-foot-radius Cylinder centered on a point you choose within range. The area is Heavily Obscured,"
      },
      {
        "document": 1432,
        "excerpt": "time around up to six creatures of your choice in a 40-foot Cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for th"
      },
      {
        "document": 1437,
        "excerpt": "ration: 10 minutes You imbue plants in an immobile 30-foot Emanation with limited sentience and animation, giving them the ability to communicate with you and foll"
      },
      {
        "document": 1439,
        "excerpt": "n: Concentration, up to 10 minutes The ground in a 20-foot-radius Sphere centered on a point within range sprouts hard spikes and thorns. The area becomes Difficul"
      },
      {
        "document": 1440,
        "excerpt": "10 minutes Protective spirits flit around you in a 15-foot Emanation for the duration. If you are good or neutral, their spectral form appears angelic or fey (your"
      },
      {
        "document": 1442,
        "excerpt": "the end of your next turn, it emits Dim Light in a 10-foot radius and can't benefit from the Invisible condition. Cantrip Upgrade. The damage increases by 1d8 whe"
      },
      {
        "document": 1443,
        "excerpt": "ration: Concentration, up to 1 minute You create a 20-foot-radius Sphere of yellow, nauseating gas centered on a point within range. The cloud is Heavily Obscured."
      },
      {
        "document": 1448,
        "excerpt": "w: DC equals your spell save DC, each creature in a 30-foot Cone. Failure: 2d6 damage of a type this spirit has Resistance to (your choice when you cast the spell)."
      },
      {
        "document": 1449,
        "excerpt": "entration, up to 1 minute You launch a sunbeam in a 5-foot-wide, 60-foot-long Line. Each creature in the Line makes a Constitution saving throw. On a failed save,"
      },
      {
        "document": 1450,
        "excerpt": "ion: Instantaneous Brilliant sunlight flashes in a 60-foot-radius Sphere centered on a point you choose within range. Each creature in the Sphere makes a Constitut"
      },
      {
        "document": 1451,
        "excerpt": "ssword. Once triggered, the glyph glows, filling a 60-foot-radius Sphere with Dim Light for 10 minutes, after which time the spell ends. Each creature in the Sphe"
      },
      {
        "document": 1455,
        "excerpt": "Duration: 1 round As you cast the spell, you draw a 5-foot-radius circle on the ground inscribed with sigils that link your location to a permanent teleportation c"
      },
      {
        "document": 1457,
        "excerpt": "ash a wave of thunderous energy. Each creature in a 15-foot Cube originating from you makes a Constitution saving throw. On a failed save, a creature takes 2d8 Thun"
      },
      {
        "document": 1459,
        "excerpt": "ents: V, S, M (a crystal bead) Duration: 8 hours A 10-foot Emanation springs into existence around you and remains stationary for the duration. The spell fails whe"
      },
      {
        "document": 1471,
        "excerpt": "You point at a location within range, and a glowing, 1-foot-diameter ball of acid streaks there and explodes in a 20-foot-radius Sphere. Each creature in that area"
      },
      {
        "document": 1472,
        "excerpt": "make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque an"
      },
      {
        "document": 1473,
        "excerpt": "eet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch t"
      },
      {
        "document": 1474,
        "excerpt": "eet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick a"
      },
      {
        "document": 1475,
        "excerpt": ". The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. Alternatively, you can create 10-fo"
      },
      {
        "document": 1476,
        "excerpt": "feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight. When the wall appea"
      },
      {
        "document": 1480,
        "excerpt": "ky webbing at a point within range. The webs fill a 20-foot Cube there for the duration. The webs are Difficult Terrain, and the area within them is Lightly Obscure"
      },
      {
        "document": 1481,
        "excerpt": "in others' minds. Each creature of your choice in a 30-foot-radius Sphere centered on a point within range makes a Wisdom saving throw. On a failed save, a target t"
      },
      {
        "document": 1483,
        "excerpt": "make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the gr"
      },
      {
        "document": 1486,
        "excerpt": "e a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point within range. Until the spell ends, a creature that enters the spell's"
      },
      {
        "document": 1492,
        "excerpt": "rappler can drag or carry you when it moves, but every foot of movement costs it 1 extra foot unless you are Tiny or two or more sizes smaller than it."
      },
      {
        "document": 1515,
        "excerpt": "one or more beans out of the bag, they explode in a 10-foot-radius Sphere centered on them. All the dumped beans are destroyed in the explosion, and each creature i"
      },
      {
        "document": 1516,
        "excerpt": "jects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into"
      },
      {
        "document": 1517,
        "excerpt": "was placed inside the other. Any creature within a 10-foot-radius Sphere centered on the gate is sucked through it to a random location on the Astral Plane. The ga"
      },
      {
        "document": 1519,
        "excerpt": "hrow the bead up to 60 feet. The bead explodes in a 10-foot-radius Sphere on impact and is destroyed. Each creature in the Sphere must succeed on a DC 15 Dexterity"
      },
      {
        "document": 1529,
        "excerpt": "is way again until the next dawn. The bowl is about 1 foot in diameter and half as deep. It holds about 3 gallons."
      },
      {
        "document": 1535,
        "excerpt": "n time. While lit, the candle sheds Dim Light in a 30-foot radius. While you are within that light, you have Advantage on D20 Tests. In addition, a Cleric or Druid"
      },
      {
        "document": 1539,
        "excerpt": "us Item, Rare This hollow metal tube measures about 1 foot long and weighs 1 pound. As a Magic action, you can strike the chime to cast Knock. The spell's customar"
      },
      {
        "document": 1556,
        "excerpt": "f water that gushes forth in a Line 30 feet long and 1 foot wide. If you're holding the decanter, you can aim the geyser in one direction (no action required). One"
      },
      {
        "document": 1564,
        "excerpt": "the air, you and each creature and object within a 10-foot Emanation originating from you have the Invisible condition for 2d4 minutes. The duration is the same fo"
      },
      {
        "document": 1565,
        "excerpt": "kle a pinch of the dust over water, turning up to a 15-foot Cube of water into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The"
      },
      {
        "document": 1566,
        "excerpt": "o the air, forcing yourself and every creature in a 30-foot Emanation originating from you to make a DC 15 Constitution saving throw. Constructs, Elementals, Oozes,"
      },
      {
        "document": 1574,
        "excerpt": "il it disappears, the arrow emits Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. This weapon has the following additional properties. A"
      },
      {
        "document": 1575,
        "excerpt": "k smoke to billow out, forming a cloud that fills a 60-foot Emanation originating from the bottle. The area within the smoke is Heavily Obscured. Each minute the b"
      },
      {
        "document": 1577,
        "excerpt": "your vision improves significantly out to a range of 1 foot, granting you Darkvision within that range and Advantage on Intelligence (Investigation) checks made to"
      },
      {
        "document": 1579,
        "excerpt": "st 60 feet in diameter. The token disappears, and a 50-foot-long, 20-foot-wide boat shaped like a swan takes its place. The boat is self-propelled and moves across"
      },
      {
        "document": 1581,
        "excerpt": "of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire d"
      },
      {
        "document": 1583,
        "excerpt": "ng temperatures, the weapon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. When you draw this weapon, you can extinguish all nonma"
      },
      {
        "document": 1585,
        "excerpt": "First Command Word. The gem sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you"
      },
      {
        "document": 1598,
        "excerpt": "ng as it has at least one diamond, the helm emits a 30-foot Emanation. When at least one Undead is within that area, the Emanation is filled with Dim Light. Any Und"
      },
      {
        "document": 1602,
        "excerpt": "age. While you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on"
      },
      {
        "document": 1603,
        "excerpt": "blow the horn, which emits a thunderous blast in a 30-foot Cone that is audible out to 600 feet. Each creature in the Cone makes a DC 15 Constitution saving throw."
      },
      {
        "document": 1612,
        "excerpt": "e weapon into a bolt of lightning. This bolt forms a 5-foot-wide Line between you and the target. The target and each other creature in the Line (excluding you) mak"
      },
      {
        "document": 1613,
        "excerpt": "hours on 1 pint of oil, shedding Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. Invisible creatures and objects are visible as long as t"
      },
      {
        "document": 1615,
        "excerpt": "le you hold this weapon, it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet."
      },
      {
        "document": 1623,
        "excerpt": "its), provided these elements are all confined to a 20-foot Cube. The effort takes 10 minutes (regardless of the number of elements you create), during which time y"
      },
      {
        "document": 1625,
        "excerpt": "Wondrous Item, Very Rare When this 4-foot-tall, 2-foot-wide mirror is viewed indirectly, its surface shows faint images of creatures. The mirror w"
      },
      {
        "document": 1635,
        "excerpt": "on the ground as a Magic action, where it covers a 10-foot square, duplicating the effect of the Grease spell in that area for 8 hours. This sticky, black unguen"
      },
      {
        "document": 1664,
        "excerpt": "ing it into a 6-inch rod (for ease of storage) or a 10-foot pole, or reverting it a Quarterstaff; the weapon will elongate only as far as the surrounding space allo"
      },
      {
        "document": 1677,
        "excerpt": "end 2 charges as a Magic action to create up to four 3-foot-diameter spheres of lightning. Each sphere appears in an unoccupied space you can see within 120 feet o"
      },
      {
        "document": 1686,
        "excerpt": "from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances or a thin sheet of"
      },
      {
        "document": 1688,
        "excerpt": "During this time, the robe sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet, and creatures that can see you have Disadvantage on atta"
      },
      {
        "document": 1691,
        "excerpt": "100 Patch 01-08 Bag of 100 GP 09–15 Silver coffer (1 foot long, 6 inches wide and deep) worth 500 GP 16–22 Iron door (up to 10 feet wide and 10 feet high, barred"
      },
      {
        "document": 1693,
        "excerpt": "d, whereupon the rod's head sheds Bright Light in a 60-foot radius and Dim Light for an additional 60 feet. While in that Bright Light, you and your allies gain a +"
      },
      {
        "document": 1694,
        "excerpt": "d's flanged head. The flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet, and the blade functions as a magic Longsword or Shortswo"
      },
      {
        "document": 1698,
        "excerpt": "Wondrous Item, Uncommon This 60-foot length of rope can hold up to 3,000 pounds. While holding one end of the rope, you can take a Magic acti"
      },
      {
        "document": 1706,
        "excerpt": "effect, you can use the Shield to create an immobile 5-foot Emanation originating from you. When the Emanation appears, any creatures or objects not fully contained"
      },
      {
        "document": 1708,
        "excerpt": "s 1d6 + 1 ounces. One ounce of the glue can cover a 1-foot square surface. Applying an ounce of Sovereign Glue takes a Utilize action, and the applied glue takes 1"
      },
      {
        "document": 1711,
        "excerpt": "Wondrous Item, Legendary This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field s"
      },
      {
        "document": 1716,
        "excerpt": "and releases its magic in an explosion that fills a 30-foot Emanation originating from itself. You have a 50 percent chance to instantly travel to a random plane of"
      },
      {
        "document": 1718,
        "excerpt": "cause a swarm of harmless flying insects to fill a 30-foot Emanation originating from you. The insects remain for 10 minutes, making the area Heavily Obscured for"
      },
      {
        "document": 1719,
        "excerpt": "and releases its magic in an explosion that fills a 30-foot Emanation originating from itself. You have a 50 percent chance to instantly travel to a random plane of"
      },
      {
        "document": 1721,
        "excerpt": "o a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary bu"
      },
      {
        "document": 1722,
        "excerpt": "ap audible out to 600 feet. Every creature within a 60-foot Emanation originating from you makes a DC 17 Constitution saving throw. On a failed save, a creature tak"
      },
      {
        "document": 1726,
        "excerpt": "The sword's luminous blade emits Bright Light in a 15-foot radius and Dim Light for an additional 15 feet. The light is sunlight. While the blade persists, you can"
      },
      {
        "document": 1733,
        "excerpt": "thunder audible out to 300 feet. You also create a 30-foot Cone of thunderous energy. Each creature in the Cone must succeed on a DC 15 Strength saving throw or ha"
      },
      {
        "document": 1738,
        "excerpt": "n reach. Each ounce instantly dissolves up to 1 square foot of adhesive it touches, including Sovereign Glue."
      },
      {
        "document": 1756,
        "excerpt": "it on a solid surface, whereupon it forms a two-way, 6-foot-diameter, circular portal to another world or plane of existence. Each time the item opens a portal, the"
      },
      {
        "document": 1760,
        "excerpt": "Constitution Saving Throw: DC 14, each creature in a 5-foot Emanation originating from the aboleth at the end of the aboleth's turn. Failure: The target is cursed."
      },
      {
        "document": 1761,
        "excerpt": ". Dexterity Saving Throw: DC 18, each creature in a 60-foot-long, 5-foot-wide Line. Failure: 54 (12d8) Acid damage. Success: Half damage. Spellcasting. The dragon"
      },
      {
        "document": 1762,
        "excerpt": ". Dexterity Saving Throw: DC 19, each creature in a 90-foot-long, 5-foot-wide Line. Failure: 60 (11d10) Lightning damage. Success: Half damage. Spellcasting. The d"
      },
      {
        "document": 1763,
        "excerpt": ". Dexterity Saving Throw: DC 18, each creature in a 60-foot-long, 5-foot-wide Line. Failure: 45 (10d8) Fire damage. Success: Half damage. Sleep Breath. Constitutio"
      },
      {
        "document": 1764,
        "excerpt": ". Dexterity Saving Throw: DC 19, each creature in a 90-foot-long, 5-foot-wide Line. Failure: 55 (10d10) Lightning damage. Success: Half damage. Repulsion Breath. S"
      },
      {
        "document": 1765,
        "excerpt": "Dexterity Saving Throw: DC 18, each creature in an 60-foot-long, 5-foot-wide Line. Failure: 54 (12d8) Acid damage. Success: Half damage. Slowing Breath. Constitut"
      },
      {
        "document": 1766,
        "excerpt": ". Dexterity Saving Throw: DC 21, each creature in a 60-foot Cone. Failure: 66 (12d10) Fire damage. Success: Half damage. Spellcasting. The dragon casts one of the"
      },
      {
        "document": 1767,
        "excerpt": "onstitution Saving Throw: DC 18, each creature in a 60-foot Cone. Failure: 56 (16d6) Poison damage. Success: Half damage. Spellcasting. The dragon casts one of the"
      },
      {
        "document": 1768,
        "excerpt": ". Dexterity Saving Throw: DC 21, each creature in a 60-foot Cone. Failure: 59 (17d6) Fire damage. Success: Half damage. Spellcasting. The dragon casts one of the f"
      },
      {
        "document": 1769,
        "excerpt": "onstitution Saving Throw: DC 20, each creature in a 60-foot Cone. Failure: 54 (12d8) Cold damage. Success: Half damage. Paralyzing Breath. Constitution Saving Thro"
      },
      {
        "document": 1770,
        "excerpt": "onstitution Saving Throw: DC 19, each creature in a 60-foot Cone. Failure: 54 (12d8) Cold damage. Success: Half damage."
      },
      {
        "document": 1773,
        "excerpt": ". Dexterity Saving Throw: DC 22, each creature in a 90-foot-long, 10-foot-wide Line. Failure: 67 (15d8) Acid damage. Success: Half damage. Spellcasting. The dragon"
      },
      {
        "document": 1774,
        "excerpt": "Dexterity Saving Throw: DC 23, each creature in a 120-foot-long, 10-foot-wide Line. Failure: 88 (16d10) Lightning damage. Success: Half damage. Spellcasting. The"
      },
      {
        "document": 1775,
        "excerpt": ". Dexterity Saving Throw: DC 21, each creature in a 90-foot-long, 5-foot-wide Line. Failure: 58 (13d8) Fire damage. Success: Half damage. Sleep Breath. Constitutio"
      },
      {
        "document": 1776,
        "excerpt": "Dexterity Saving Throw: DC 23, each creature in a 120-foot-long, 10-foot-wide Line. Failure: 82 (15d10) Lightning damage. Success: Half damage. Repulsion Breath."
      },
      {
        "document": 1777,
        "excerpt": "Dexterity Saving Throw: DC 22, each creature in an 90-foot-long, 10-foot-wide Line. Failure: 63 (14d8) Acid damage. Success: Half damage. Slowing Breath. Constitu"
      },
      {
        "document": 1778,
        "excerpt": ". Dexterity Saving Throw: DC 24, each creature in a 90-foot Cone. Failure: 71 (13d10) Fire damage. Success: Half damage. Spellcasting. The dragon casts one of the"
      },
      {
        "document": 1779,
        "excerpt": "onstitution Saving Throw: DC 22, each creature in a 90-foot Cone. Failure: 77 (22d6) Poison damage. Success: Half damage. Spellcasting. The dragon casts one of the"
      },
      {
        "document": 1780,
        "excerpt": ". Dexterity Saving Throw: DC 24, each creature in a 90-foot Cone. Failure: 91 (26d6) Fire damage. Success: Half damage. Spellcasting. The dragon casts one of the f"
      },
      {
        "document": 1781,
        "excerpt": "onstitution Saving Throw: DC 24, each creature in a 90-foot Cone. Failure: 67 (15d8) Cold damage. Success: Half damage. Paralyzing Breath. Constitution Saving Thro"
      },
      {
        "document": 1782,
        "excerpt": "onstitution Saving Throw: DC 22, each creature in a 90-foot Cone. Failure: 63 (14d8) Cold damage. Success: Half damage."
      },
      {
        "document": 1786,
        "excerpt": "gh solid rock at half its Burrow Speed and leaves a 10-foot-diameter tunnel in its wake."
      },
      {
        "document": 1796,
        "excerpt": "zer's turns, each creature of the azer's choice in a 5-foot Emanation originating from the azer takes 5 (1d10) Fire damage unless the azer has the Incapacitated con"
      },
      {
        "document": 1799,
        "excerpt": ". Dexterity Saving Throw: DC 20, each creature in a 30-foot Emanation originating from the balor. Failure: 31 (9d6) Fire damage plus 31 (9d6) Force damage. Success:"
      },
      {
        "document": 1803,
        "excerpt": "onstitution Saving Throw: DC 12, each creature in a 30-foot Cone. If the basilisk sees its reflection in the Cone, the basilisk must make this save. First Failure:"
      },
      {
        "document": 1806,
        "excerpt": ". Dexterity Saving Throw: DC 16, each creature in a 90-foot-long, 5-foot-wide Line. Failure: 66 (12d10) Lightning damage. Success: Half damage."
      },
      {
        "document": 1809,
        "excerpt": ". Dexterity Saving Throw: DC 11, each creature in a 15-foot-long, 5-foot-wide Line. Failure: 22 (5d8) Acid damage. Success: Half damage."
      },
      {
        "document": 1813,
        "excerpt": ". Dexterity Saving Throw: DC 12, each creature in a 30-foot-long, 5-foot-wide Line. Failure: 21 (6d6) Lightning damage. Success: Half damage."
      },
      {
        "document": 1816,
        "excerpt": ". Dexterity Saving Throw: DC 11, each creature in a 20-foot-long, 5-foot-wide Line. Failure: 14 (4d6) Fire damage. Success: Half damage. Sleep Breath. Constitution"
      },
      {
        "document": 1817,
        "excerpt": ". Dexterity Saving Throw: DC 12, each creature in a 40-foot-long, 5-foot-wide Line. Failure: 16 (3d10) Lightning damage. Success: Half damage. Repulsion Breath. St"
      },
      {
        "document": 1826,
        "excerpt": ". Dexterity Saving Throw: DC 15, each creature in a 15-foot Cone. Failure: 31(7d8) Fire damage. Success: Half damage."
      },
      {
        "document": 1829,
        "excerpt": "oan. Wisdom Saving Throw: DC 13, each creature in a 60-foot Emanation originating from the cloaker. Failure: The target has the Frightened condition until the end o"
      },
      {
        "document": 1834,
        "excerpt": ". Dexterity Saving Throw: DC 11, each creature in a 20-foot-long, 5-foot-wide Line. Failure: 18 (4d8) Acid damage. Success: Half damage. Slowing Breath. Constituti"
      },
      {
        "document": 1840,
        "excerpt": "t. Darkness Aura (1/Day). Magical Darkness fills a 15-foot Emanation originating from the darkmantle. This effect lasts while the darkmantle maintains Concentratio"
      },
      {
        "document": 1845,
        "excerpt": "t it can see within 120 feet. The whirlwind fills a 20-foot-radius, 60-foot-high Cylinder centered on that point. The whirlwind lasts until the djinni's Concentrati"
      },
      {
        "document": 1846,
        "excerpt": "6). Wisdom Saving Throw: DC 12, each creature in a 15-foot Emanation originating from the doppelganger that can see the doppelganger. Failure: The target has the F"
      },
      {
        "document": 1848,
        "excerpt": "onstitution Saving Throw: DC 19, each creature in a 60-foot Cone. Failure: 56 (16d6) Fire damage. Success: Half damage. Failure or Success: Being underwater doesn't"
      },
      {
        "document": 1849,
        "excerpt": "onstitution Saving Throw: DC 11, each creature in a 10-foot Emanation originating from the dretch. Failure: The target has the Poisoned condition until the end of i"
      },
      {
        "document": 1853,
        "excerpt": "s. Dexterity Saving Throw: DC 10, each creature in a 5-foot Emanation originating from the mephit. Failure: 5 (2d4) Bludgeoning damage. Success: Half damage."
      },
      {
        "document": 1862,
        "excerpt": "f each of the elemental's turns, each creature in a 10-foot Emanation originating from the elemental takes 5 (1d10) Fire damage. Creatures and flammable objects in"
      },
      {
        "document": 1870,
        "excerpt": "Throw: DC 10, any creature that starts its turn in a 5-foot Emanation originating from the ghast. Failure: The target has the Poisoned condition until the start of"
      },
      {
        "document": 1871,
        "excerpt": "age. Wisdom Saving Throw: DC 13, each creature in a 60-foot Cone that can see the ghost and isn't an Undead. Failure: 10 (2d6 + 3) Psychic damage, and the target ha"
      },
      {
        "document": 1873,
        "excerpt": "t. Dexterity Saving Throw: DC 17, each creature in a 5-foot-radius Sphere centered on that point. Failure: 24 (7d6) Bludgeoning damage. If the target is a Large or"
      },
      {
        "document": 1883,
        "excerpt": "Illumination. The beetle sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet."
      },
      {
        "document": 1884,
        "excerpt": "any Hostile creature that starts its turn within a 30-foot Emanation originating from the goat must succeed on a DC 15 Wisdom saving throw or have the Frightened c"
      },
      {
        "document": 1889,
        "excerpt": "er. Response: The octopus releases ink that fills a 10-foot Cube centered on itself, and the octopus moves up to its Swim Speed. The Cube is Heavily Obscured for 1"
      },
      {
        "document": 1902,
        "excerpt": "Aberrant Ground. The ground in a 10-foot Emanation originating from the mouther is Difficult Terrain. Gibbering. The mouther babbles incoherentl"
      },
      {
        "document": 1910,
        "excerpt": ". Dexterity Saving Throw: DC 13, each creature in a 15-foot Cone. Failure: 22 (4d10) Fire damage. Success: Half damage. Weakening Breath. Strength Saving Throw: DC"
      },
      {
        "document": 1911,
        "excerpt": "onstitution Saving Throw: DC 15, each creature in a 30-foot Cone. First Failure: The target has the Restrained condition and repeats the save at the end of its next"
      },
      {
        "document": 1913,
        "excerpt": "onstitution Saving Throw: DC 11, each creature in a 15-foot Cone. Failure: 21 (6d6) Poison damage. Success: Half damage."
      },
      {
        "document": 1921,
        "excerpt": ". Dexterity Saving Throw: DC 14, each creature in a 30-foot Cone. Failure: 28 (8d6) damage of the type chosen for the Draconic Origin trait. Success: Half damage."
      },
      {
        "document": 1922,
        "excerpt": "Saving Throw: DC 11, each Humanoid and Giant in a 300-foot Emanation originating from the harpy when the song starts. Failure: The target has the Charmed condition"
      },
      {
        "document": 1924,
        "excerpt": ". Dexterity Saving Throw: DC 12, each creature in a 15-foot Cone. Failure: 17 (5d6) Fire damage. Success: Half damage."
      },
      {
        "document": 1925,
        "excerpt": "hrow: DC 16, any creature that starts its turn in a 10-foot Emanation originating from the hezrou. Failure: The target has the Poisoned condition until the start of"
      },
      {
        "document": 1929,
        "excerpt": "Aura of Authority. While in a 10-foot Emanation originating from the hobgoblin, the hobgoblin and its allies have Advantage on attack rolls an"
      },
      {
        "document": 1937,
        "excerpt": "Constitution Saving Throw: DC 10, each creature in a 5-foot Emanation originating from the mephit. Failure: 5 (2d4) Cold damage. Success: Half damage."
      },
      {
        "document": 1941,
        "excerpt": "onstitution Saving Throw: DC 18, each creature in a 60-foot Cone. Failure: 55 (10d10) Poison damage. Success: Half damage."
      },
      {
        "document": 1946,
        "excerpt": "onstitution Saving Throw: DC 23, each creature in a 15-foot Emanation originating from the kraken while it is underwater. Failure: The target has the Blinded and Po"
      },
      {
        "document": 1949,
        "excerpt": "row: DC 20, each creature that isn't an Undead in a 20-foot Emanation originating from the lich. Failure: 31 (9d6) Necrotic damage. Success: Half damage. Failure or"
      },
      {
        "document": 1950,
        "excerpt": "the Incapacitated condition. Running Leap. With a 10-foot running start, the lion can Long Jump up to 25 feet."
      },
      {
        "document": 1953,
        "excerpt": "s. Dexterity Saving Throw: DC 11, each creature in a 5-foot Emanation originating from the mephit. Failure: 7 (2d6) Fire damage. Success: Half damage."
      },
      {
        "document": 1954,
        "excerpt": ". Dexterity Saving Throw: DC 11, each creature in a 10-foot Emanation originating from the magmin. Failure: 7 (2d6) Fire damage. Success: Half damage."
      },
      {
        "document": 1959,
        "excerpt": "onstitution Saving Throw: DC 13, each creature in a 30-foot Cone. If the medusa sees its reflection in the Cone, the medusa must make this save. First Failure: The"
      },
      {
        "document": 1968,
        "excerpt": "–6). Wisdom Saving Throw: DC 15, each creature in a 15-foot Emanation originating from the nalfeshnee. Failure: 28 (8d6) Psychic damage, and the target has the Frig"
      },
      {
        "document": 1970,
        "excerpt": "Illumination. The nightmare sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet."
      },
      {
        "document": 1973,
        "excerpt": "ter. Response: The octopus releases ink that fills a 5-foot Cube centered on itself, and the octopus moves up to its Swim Speed. The Cube is Heavily Obscured for 1"
      },
      {
        "document": 1986,
        "excerpt": "ls. Fear Aura. The pit fiend emanates an aura in a 20-foot Emanation while it doesn't have the Incapacitated condition. Wisdom Saving Throw: DC 21, any enemy that"
      },
      {
        "document": 1987,
        "excerpt": "rst. Dexterity Saving Throw: DC 20, each enemy in a 20-foot-radius Sphere centered on a point the planetar can see within 120 feet. Failure: 24 (7d6) Radiant damage"
      },
      {
        "document": 1995,
        "excerpt": "gh solid rock at half its Burrow Speed and leaves a 10-foot-diameter tunnel in its wake."
      },
      {
        "document": 1997,
        "excerpt": "e 5–6). Wisdom Saving Throw: DC 18, each enemy in a 30-foot Emanation originating from the rakshasa. Failure: 28 (8d6) Psychic damage, and the target has the Fright"
      },
      {
        "document": 2000,
        "excerpt": ". Dexterity Saving Throw: DC 13, each creature in a 15-foot Cone. Failure: 24 (7d6) Fire damage. Success: Half damage."
      },
      {
        "document": 2002,
        "excerpt": "of each of the remorhaz's turns, each creature in a 5-foot Emanation originating from the remorhaz takes 16 (3d10) Fire damage."
      },
      {
        "document": 2007,
        "excerpt": "at isn't being worn or carried. The touch destroys a 1-foot Cube of the object."
      },
      {
        "document": 2008,
        "excerpt": "Running Leap. With a 10-foot running start, the tiger can Long Jump up to 25 feet."
      },
      {
        "document": 2010,
        "excerpt": "turns, each creature of the salamander's choice in a 5-foot Emanation originating from the salamander takes 7 (2d6) Fire damage."
      },
      {
        "document": 2020,
        "excerpt": "onstitution Saving Throw: DC 13, each creature in a 15-foot Cone. Failure: 18 (4d8) Cold damage. Success: Half damage. Paralyzing Breath. Constitution Saving Throw"
      },
      {
        "document": 2022,
        "excerpt": ". Dexterity Saving Throw: DC 25, each creature in a 10-foot Emanation originating from the solar at its destination space. Failure: 11 (2d10) Radiant damage. Succes"
      },
      {
        "document": 2024,
        "excerpt": "5–6). Wisdom Saving Throw: DC 16, each enemy in a 300-foot Emanation originating from the sphinx. Failure: 35 (10d6) Psychic damage, and the target has the Incapac"
      },
      {
        "document": 2025,
        "excerpt": "Roar. Wisdom Saving Throw: DC 20, each enemy in a 500-foot Emanation originating from the sphinx. Failure: The target has the Frightened condition for 1 minute. S"
      },
      {
        "document": 2031,
        "excerpt": "s. Dexterity Saving Throw: DC 10, each creature in a 5-foot Emanation originating from the mephit. Failure: 5 (2d4) Fire damage. Success: Half damage."
      },
      {
        "document": 2035,
        "excerpt": ". Dexterity Saving Throw: DC 18, each creature in a 10-foot-radius, 40-foot-high Cylinder originating from a point the giant can see within 500 feet. Failure: 55 (1"
      },
      {
        "document": 2044,
        "excerpt": "each object that isn't being worn or carried in a 150-foot Cone. Failure: 78 (12d12) Thunder damage, and the target has the Deafened and Frightened conditions unti"
      },
      {
        "document": 2059,
        "excerpt": "onstitution Saving Throw: DC 15, each creature in a 20-foot Emanation originating from the vrock. Failure: The target has the Poisoned condition and repeats the sav"
      },
      {
        "document": 2072,
        "excerpt": "onstitution Saving Throw: DC 12, each creature in a 15-foot Cone. Failure: 22 (5d8) Cold damage. Success: Half damage."
      },
      {
        "document": 2074,
        "excerpt": "ng. Illumination. The wisp sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. Incorporeal Movement. The wisp can move through other c"
      },
      {
        "document": 2075,
        "excerpt": "onstitution Saving Throw: DC 12, each creature in a 15-foot Cone. Failure: 18 (4d8) Cold damage. Success: Half damage."
      },
      {
        "document": 2081,
        "excerpt": ". Dexterity Saving Throw: DC 14, each creature in a 30-foot-long, 5-foot-wide Line. Failure: 49 (14d6) Acid damage. Success: Half damage."
      },
      {
        "document": 2082,
        "excerpt": ". Dexterity Saving Throw: DC 16, each creature in a 60-foot-long, 5-foot-wide Line. Failure: 55 (10d10) Lightning damage. Success: Half damage."
      },
      {
        "document": 2083,
        "excerpt": ". Dexterity Saving Throw: DC 14, each creature in a 40-foot-long, 5-foot-wide Line. Failure: 38 (11d6) Fire damage. Success: Half damage. Sleep Breath. Constitutio"
      },
      {
        "document": 2084,
        "excerpt": ". Dexterity Saving Throw: DC 15, each creature in a 60-foot-long, 5-foot-wide Line. Failure: 49 (9d10) Lightning damage. Success: Half damage. Repulsion Breath. St"
      },
      {
        "document": 2085,
        "excerpt": ". Dexterity Saving Throw: DC 14, each creature in a 40-foot-long, 5-foot-wide Line. Failure: 40 (9d8) Acid damage. Success: Half damage. Slowing Breath. Constituti"
      },
      {
        "document": 2086,
        "excerpt": ". Dexterity Saving Throw: DC 17, each creature in a 30-foot Cone. Failure: 55 (10d10) Fire damage. Success: Half damage. Weakening Breath. Strength Saving Throw: D"
      },
      {
        "document": 2087,
        "excerpt": "onstitution Saving Throw: DC 14, each creature in a 30-foot Cone. Failure: 42 (12d6) Poison damage. Success: Half damage."
      },
      {
        "document": 2088,
        "excerpt": ". Dexterity Saving Throw: DC 17, each creature in a 30-foot Cone. Failure: 56 (16d6) Fire damage. Success: Half damage."
      },
      {
        "document": 2089,
        "excerpt": "onstitution Saving Throw: DC 17, each creature in a 30-foot Cone. Failure: 49 (11d8) Cold damage. Success: Half damage. Paralyzing Breath. Constitution Saving Thro"
      },
      {
        "document": 2090,
        "excerpt": "onstitution Saving Throw: DC 15, each creature in a 30-foot Cone. Failure: 40 (9d8) Cold damage. Success: Half damage."
      }
    ],
    "footholds": [
      {
        "document": 719,
        "excerpt": "acks in the walls big enough to serve as handholds and footholds. At Higher Levels. You can scale the trap for higher levels by increasing the pit's depth and damage, a"
      },
      {
        "document": 723,
        "excerpt": "acks in the walls big enough to serve as handholds and footholds. At Higher Levels. You can scale the trap for higher levels by increasing the pit's depth and damage, a"
      }
    ],
    "footprints": [
      {
        "document": 1362,
        "excerpt": "create an image of an object - such as a chair, muddy footprints, or a small chest - it must be no larger than a 5-foot Cube. The image can't create sound, light, smell,"
      }
    ],
    "footwear": [
      {
        "document": 385,
        "excerpt": "c items. You can't normally wear more than one pair of footwear, one pair of gloves or gauntlets, one pair of bracers, one suit of armor, one item of headwear, or one c"
      },
      {
        "document": 421,
        "excerpt": "Ability: Dexterity Weight: 5 lb. Utilize: Modify footwear to give Advantage on the wearer's next Dexterity (Acrobatics) check (DC 10) Craft: Climber's Kit"
      }
    ],
    "footwork": [
      {
        "document": 71,
        "excerpt": "two sides: a flurry of weapon swings, feints, parries, footwork, and spellcasting. The game organizes combat into a cycle of rounds and turns. A round represents about"
      }
    ],
    "forage": [
      {
        "document": 744,
        "excerpt": "Follow tracks, forage, find a trail, or avoid natural hazards."
      }
    ],
    "foraging": [
      {
        "document": 961,
        "excerpt": "Foraging DC"
      }
    ],
    "foray": [
      {
        "document": 1376,
        "excerpt": "complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services. Payme"
      }
    ],
    "forbiddance": [
      {
        "document": 916,
        "excerpt": "Forbiddance"
      },
      {
        "document": 1281,
        "excerpt": "Forbiddance"
      },
      {
        "document": 2055,
        "excerpt": "Vampire Weakness. The vampire has these weaknesses: Forbiddance. The vampire can't enter a residence without an invitation from an occupant. Running Water. The vampire"
      },
      {
        "document": 2056,
        "excerpt": "Vampire Weakness. The vampire has these weaknesses: Forbiddance. The vampire can't enter a residence without an invitation from an occupant. Running Water. The vampire"
      }
    ],
    "forbidden": [
      {
        "document": 972,
        "excerpt": "You have unearthed Eldritch Invocations, pieces of forbidden knowledge that imbue you with an abiding magical ability or other lessons. You gain one invocation of yo"
      }
    ],
    "force": [
      {
        "document": 404,
        "excerpt": "If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack"
      },
      {
        "document": 725,
        "excerpt": "mies in hard-to-reach locations or defensive positions force characters who normally attack at range to move around. Mixed Monster Groups. When different types of m"
      },
      {
        "document": 741,
        "excerpt": "Physically resist direct force"
      },
      {
        "document": 756,
        "excerpt": "yourself); on a 7, Lightning Bolt; on an 8, Phantasmal Force; on a 9, Polymorph; on a 10, Stinking Cloud."
      },
      {
        "document": 765,
        "excerpt": "Force"
      },
      {
        "document": 768,
        "excerpt": "Force"
      },
      {
        "document": 776,
        "excerpt": "Wall of Force"
      },
      {
        "document": 789,
        "excerpt": "tered on itself. Each creature in that area takes 4d10 Force damage."
      },
      {
        "document": 792,
        "excerpt": "Force"
      },
      {
        "document": 793,
        "excerpt": "low scores. On a failed save, the creature takes 10d6 Force damage from an internal explosion."
      },
      {
        "document": 800,
        "excerpt": "Cube of Force Faces"
      },
      {
        "document": 891,
        "excerpt": "Wall of Force"
      },
      {
        "document": 949,
        "excerpt": "Force"
      },
      {
        "document": 962,
        "excerpt": "can imbue yourself with a primal power called Rage, a force that grants you extraordinary might and resilience. You can enter it as a Bonus Action if you aren't wea"
      },
      {
        "document": 964,
        "excerpt": "tore Hit Points to the creature equal to that total or force the creature to make a Constitution saving throw. On a failed save, the creature takes Necrotic or Radia"
      },
      {
        "document": 967,
        "excerpt": "expend 1 Focus Point to redirect some of the attack's force. If you do so, choose a creature you can see within 5 feet of yourself if the attack was a melee attack"
      },
      {
        "document": 971,
        "excerpt": "protect some of those creatures from the spell's full force. To do so, spend 1 Sorcery Point and choose a number of those creatures up to your Charisma modifier (mi"
      },
      {
        "document": 972,
        "excerpt": "an expend a Pact Magic spell slot to deal an extra 1d8 Force damage to the target, plus another 1d8 per level of the spell slot, and you can give the target the Pro"
      },
      {
        "document": 979,
        "excerpt": "Choose one damage type, other than Force, whenever you finish a Short or Long Rest. You have Resistance to that damage type until you choose a di"
      },
      {
        "document": 981,
        "excerpt": "to this domain are masters of healing, using that life force to cure many hurts. Existence itself relies on the positive energy associated with this domain, so a Cl"
      },
      {
        "document": 985,
        "excerpt": "et must make a Constitution saving throw, taking 10d12 Force damage on a failed save or half as much damage on a successful one. You can have only one creature unde"
      },
      {
        "document": 1158,
        "excerpt": "us equals your spell attack modifier, reach 5 ft. Hit: Force damage equal to 1d4 + 3 (Medium or smaller), 2d6 + 3 + your spellcasting ability modifier (Large), or 2d"
      },
      {
        "document": 1163,
        "excerpt": "e a melee spell attack. On a hit, the target takes 5d8 Force damage. Forceful Hand. The hand attempts to push a Huge or smaller creature within 5 feet of it. The ta"
      },
      {
        "document": 1165,
        "excerpt": "within 5 feet of the sword. On a hit, the target takes Force damage equal to 4d12 plus your spellcasting ability modifier. On your later turns, you can take a Bonus"
      },
      {
        "document": 1178,
        "excerpt": "ll's space makes a Dexterity saving throw, taking 6d10 Force damage on a failed save or half as much damage on a successful one. A creature also makes that save if i"
      },
      {
        "document": 1204,
        "excerpt": "n 10 feet of the pack or ends its turn there, you can force that creature to make a Dexterity saving throw. On a failed save, the creature takes 3d10 Slashing damag"
      },
      {
        "document": 1206,
        "excerpt": "r starts its turn within 5 feet of the spirit, you can force that creature to make a Dexterity saving throw if the spirit has no creature Restrained. On failed save,"
      },
      {
        "document": 1209,
        "excerpt": "e enters the Emanation or ends its turn there, you can force that creature to make a Wisdom saving throw. The creature takes 5d8 Force damage on a failed save or hal"
      },
      {
        "document": 1233,
        "excerpt": "you and any creature traveling with you each take 4d6 Force damage, and the teleportation fails."
      },
      {
        "document": 1235,
        "excerpt": "eature, a non-magical object, or a creation of magical force, such as the wall created by Wall of Force. A creature targeted by this spell makes a Dexterity saving"
      },
      {
        "document": 1249,
        "excerpt": "re or object in range. On a hit, the target takes 1d10 Force damage. Cantrip Upgrade. The spell creates two beams at level 5, three beams at level 11, and four beam"
      },
      {
        "document": 1256,
        "excerpt": "u are shunted to the nearest unoccupied space and take Force damage equal to twice the number of feet you are moved. This spell ends instantly if you cast it while"
      },
      {
        "document": 1261,
        "excerpt": "y must succeed on a Dexterity saving throw or take 4d8 Force damage. On your later turns, you can take a Magic action to move the hound up to 30 feet."
      },
      {
        "document": 1278,
        "excerpt": "ur This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your"
      },
      {
        "document": 1282,
        "excerpt": "ile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box,"
      },
      {
        "document": 1318,
        "excerpt": "ur quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Per"
      },
      {
        "document": 1324,
        "excerpt": "ntombed beneath the earth in a hollow globe of magical force that is just large enough to contain the target. Nothing can pass into or out of the globe. Chaining. C"
      },
      {
        "document": 1346,
        "excerpt": "stantaneous You create three glowing darts of magical force. Each dart strikes a creature of your choice that you can see within range. A dart deals 1d4 + 1 Force d"
      },
      {
        "document": 1356,
        "excerpt": "you no longer fit within it) expels you and deals 6d6 Force damage to you. The stone's complete destruction (or transmutation into a different substance) expels you"
      },
      {
        "document": 1373,
        "excerpt": "Phantasmal Force"
      },
      {
        "document": 1388,
        "excerpt": "ffects: The layer is destroyed if it takes at least 60 Force damage."
      },
      {
        "document": 1423,
        "excerpt": "Duration: 1 round An imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the trigg"
      },
      {
        "document": 1424,
        "excerpt": "ie becomes a d8. If the attack deals damage, it can be Force damage or the weapon's normal damage type (your choice). The spell ends early if you cast it again or i"
      },
      {
        "document": 1441,
        "excerpt": "ation, up to 1 minute You create a floating, spectral force that resembles a weapon of your choice and lasts for the duration. The force appears within range in a s"
      },
      {
        "document": 1454,
        "excerpt": "teleporting creature (or the target object) takes 3d10 Force damage, and the GM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing da"
      },
      {
        "document": 1467,
        "excerpt": "n the wall can move by swimming. Because of the wave's force, though, the creature must succeed on a Strength (Athletics) check against your spell save DC to move at"
      },
      {
        "document": 1468,
        "excerpt": "pell creates an Invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in a"
      },
      {
        "document": 1469,
        "excerpt": "The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against one creature within reach. On a hit,"
      },
      {
        "document": 1473,
        "excerpt": "Wall of Force"
      },
      {
        "document": 1484,
        "excerpt": "s failed saving throw or a foe's Critical Hit. You can force the reroll to be made with Advantage or Disadvantage, and you choose whether to use the reroll or the or"
      },
      {
        "document": 1504,
        "excerpt": "DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damag"
      },
      {
        "document": 1515,
        "excerpt": "you, makes a DC 15 Dexterity saving throw, taking 5d4 Force damage on a failed save or half as much damage on a successful one. If you remove a bean from the bag,"
      },
      {
        "document": 1519,
        "excerpt": "Bead of Force"
      },
      {
        "document": 1533,
        "excerpt": "nt) While wearing this brooch, you have Resistance to Force damage, and you have Immunity to damage from the Magic Missile spell."
      },
      {
        "document": 1552,
        "excerpt": "Cube of Force"
      },
      {
        "document": 1568,
        "excerpt": "ranged attack using this weapon, it deals an extra 1d8 Force damage, or an extra 2d8 Force damage if the target is a Giant. Immediately after hitting or missing, the"
      },
      {
        "document": 1574,
        "excerpt": "ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits or misses its target. Until"
      },
      {
        "document": 1579,
        "excerpt": "attack bonus of +9. On a hit, the target takes 1d6 + 5 Force damage. As a Bonus Action, you can direct the whip to fly up to 20 feet and repeat the attack against a"
      },
      {
        "document": 1603,
        "excerpt": "causing the horn to explode. The explosion deals 10d6 Force damage to the user and destroys the horn."
      },
      {
        "document": 1631,
        "excerpt": "hrow or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the"
      },
      {
        "document": 1682,
        "excerpt": "hit, for each charge you spend, the target takes 2d10 Force damage and is pushed 5 feet away from you. Alternatively, you can expend 1 to 3 of the ring's charges a"
      },
      {
        "document": 1694,
        "excerpt": "a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed save, the target takes an extra 4d6 Ne"
      },
      {
        "document": 1706,
        "excerpt": "odifier to the attack roll. On a hit, the Shield deals Force damage to the target equal to 2d6 + 2 plus your Strength modifier, and if the target is a creature, you"
      },
      {
        "document": 1711,
        "excerpt": "isn't wholly engulfed and obliterated by it takes 8d10 Force damage. Controlling the Sphere. A Sphere of Annihilation is stationary until someone takes control of i"
      },
      {
        "document": 1716,
        "excerpt": "e explosion. If you fail to avoid the effect, you take Force damage equal to 16 times the number of charges in the staff. Each other creature in the area makes a DC"
      },
      {
        "document": 1717,
        "excerpt": "each charge you expend, the target takes an extra 1d6 Force damage. Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the"
      },
      {
        "document": 1719,
        "excerpt": "e explosion. If you fail to avoid the effect, you take Force damage equal to 16 times the number of charges in the staff. Each other creature in the area makes a DC"
      },
      {
        "document": 1723,
        "excerpt": "o deal an extra 2d10 Necrotic damage to the target and force it to make a DC 15 Constitution saving throw. On a failed save, the target has Disadvantage for 1 hour o"
      },
      {
        "document": 1766,
        "excerpt": "the dragon can see within 120 feet. Failure: 10 (3d6) Force damage, and the target has the Incapacitated condition and is transported to a harmless demiplane until"
      },
      {
        "document": 1778,
        "excerpt": "the dragon can see within 120 feet. Failure: 24 (7d6) Force damage, and the target has the Incapacitated condition and is transported to a harmless demiplane until"
      },
      {
        "document": 1790,
        "excerpt": "l: +9, reach 5 ft. or range 150 ft. Hit: 27 (4d10 + 5) Force damage. Spellcasting. The archmage casts one of the following spells, using Intelligence as the spellca"
      },
      {
        "document": 1792,
        "excerpt": "s as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object."
      },
      {
        "document": 1799,
        "excerpt": "the balor. Failure: 31 (9d6) Fire damage plus 31 (9d6) Force damage. Success: Half damage. Failure or Success: If the balor dies outside the Abyss, it gains a new bo"
      },
      {
        "document": 1859,
        "excerpt": "the erinyes can see within 120 feet. Failure: 14 (4d6) Force damage, and the target has the Restrained condition until the rope is destroyed, the erinyes uses a Bonu"
      },
      {
        "document": 1871,
        "excerpt": "s as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object."
      },
      {
        "document": 1940,
        "excerpt": ". Melee Attack Roll: +7, reach 5 ft. Hit: 11 (2d6 + 4) Force damage. Vortex. Constitution Saving Throw: DC 14, one Large or smaller creature in the stalker's space."
      },
      {
        "document": 1949,
        "excerpt": ": +12, reach 5 ft. or range 120 ft. Hit: 31 (4d12 + 5) Force damage. Paralyzing Touch. Melee Attack Roll: +12, reach 5 ft. Hit: 15 (3d6 + 5) Cold damage, and the ta"
      },
      {
        "document": 1952,
        "excerpt": "ll: +6, reach 5 ft. or range 120 ft. Hit: 16 (3d8 + 3) Force damage. Spellcasting. The mage casts one of the following spells, using Intelligence as the spellcastin"
      },
      {
        "document": 1968,
        "excerpt": "ft. Hit: 16 (2d10 + 5) Slashing damage plus 11 (2d10) Force damage. Teleport. The nalfeshnee teleports up to 120 feet to an unoccupied space it can see."
      },
      {
        "document": 1986,
        "excerpt": "Melee Attack Roll: +14, reach 10 ft. Hit: 22 (4d6 + 8) Force damage plus 21 (6d6) Fire damage. Hellfire Spellcasting (Recharge 4–6). The pit fiend casts Fireball (l"
      },
      {
        "document": 2018,
        "excerpt": "ft. Hit: 11 (2d6 + 4) Bludgeoning damage plus 7 (2d6) Force damage."
      },
      {
        "document": 2023,
        "excerpt": "s as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object. Sunlight Sensitivity. While in sunlight, the specter has D"
      },
      {
        "document": 2033,
        "excerpt": "uced to 0, the giant can redirect some of the attack's force. Dexterity Saving Throw: DC 17, one creature the giant can see within 60 feet. Failure: 11 (1d10 + 6) Fo"
      },
      {
        "document": 2034,
        "excerpt": "ultiattack. The golem makes two attacks, using Slam or Force Bolt in any combination. Slam. Melee Attack Roll: +10, reach 5 ft. Hit: 15 (2d8 + 6) Bludgeoning damage"
      },
      {
        "document": 2074,
        "excerpt": "s as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object."
      },
      {
        "document": 2078,
        "excerpt": "s as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object. Sunlight Sensitivity. While in sunlight, the wraith has Di"
      }
    ],
    "forcecage": [
      {
        "document": 880,
        "excerpt": "Forcecage"
      },
      {
        "document": 893,
        "excerpt": "Forcecage"
      },
      {
        "document": 905,
        "excerpt": "Forcecage"
      },
      {
        "document": 1282,
        "excerpt": "Forcecage"
      }
    ],
    "forced": [
      {
        "document": 540,
        "excerpt": "detailed in the effect that allowed it. If a target is forced to make a save and lacks the ability score used by it, the target automatically fails. See also “Playing"
      },
      {
        "document": 561,
        "excerpt": "is the creature or object targeted by an attack roll, forced to make a saving throw by an effect, or selected to receive the effects of a spell or another phenomenon"
      },
      {
        "document": 982,
        "excerpt": "y Ward. You have Advantage on any saving throw you are forced to make by a Fiend or an Undead. Radiant Damage. Whenever an enemy starts its turn in the aura, that cr"
      },
      {
        "document": 1159,
        "excerpt": "barrier. If you move so that an affected creature is forced to pass through the barrier, the spell ends."
      },
      {
        "document": 1176,
        "excerpt": "m saving throw at the start of each of its turns or be forced to take the Dodge action on that turn. - If you deal damage to the target with an attack roll or a spel"
      },
      {
        "document": 1241,
        "excerpt": "ntal, a Fey, or a Fiend target that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to the current plane for 24 hou"
      }
    ],
    "forceful": [
      {
        "document": 498,
        "excerpt": "A Somatic component is a forceful gesticulation or an intricate set of gestures. A spellcaster must use at least one of their hands to per"
      },
      {
        "document": 568,
        "excerpt": "ttack, you can use a punch, kick, headbutt, or similar forceful blow. In game terms, this is an Unarmed Strike - a melee attack that involves you using your body to dam"
      },
      {
        "document": 962,
        "excerpt": "f your choice. You have the following effect options. Forceful Blow. The target is pushed 15 feet straight away from you. You can then move up to half your Speed strai"
      },
      {
        "document": 1163,
        "excerpt": "attack. On a hit, the target takes 5d8 Force damage. Forceful Hand. The hand attempts to push a Huge or smaller creature within 5 feet of it. The target must succeed"
      },
      {
        "document": 1706,
        "excerpt": "itional properties that you can use while holding it. Forceful Bash. When you take the Attack action, you can make one of the attack rolls using the Shield against a t"
      }
    ],
    "forces": [
      {
        "document": 22,
        "excerpt": "t that causes it or by the GM. For example, if a spell forces you to make a save, the DC is determined by the caster's spellcasting ability and Proficiency Bonus. Mon"
      },
      {
        "document": 108,
        "excerpt": "When you create a damaging effect that forces two or more targets to make saving throws against it at the same time, roll the damage once for all the"
      },
      {
        "document": 171,
        "excerpt": "If an effect forces a saving throw, the effect identifies the kind of save required and then provides the save's DC, a descr"
      },
      {
        "document": 181,
        "excerpt": "mentals. Fey are creatures tied to the Feywild or the forces of nature, such as dryads and goblins. Fiends are creatures tied to terrifying Lower Planes, such as ba"
      },
      {
        "document": 554,
        "excerpt": "otherwise. Saving Throw Effect Notation. If an effect forces a saving throw, the effect's entry starts by identifying the kind of saving throw required and then prov"
      },
      {
        "document": 965,
        "excerpt": "e learned to cast spells through studying the mystical forces of nature. See “Spells” for the rules on spellcasting. The information below details how you use those"
      },
      {
        "document": 969,
        "excerpt": "Primal forces now help fuel you on your journeys, granting you the following benefits. Temporary Hit Points. As a Mag"
      },
      {
        "document": 971,
        "excerpt": "ell Cost: 1 Sorcery Point When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full fo"
      },
      {
        "document": 972,
        "excerpt": "Radiant damage instead. Your Save DC. If the familiar forces a creature to make a saving throw, it uses your spell save DC. Resistance. When the familiar takes dama"
      },
      {
        "document": 978,
        "excerpt": "burning acid. Some Evokers find employment in military forces, serving as artillery to blast armies from afar. Others use their power to protect others, while some se"
      },
      {
        "document": 980,
        "excerpt": "a Hunter to protect nature and people everywhere from forces that would destroy them."
      },
      {
        "document": 1388,
        "excerpt": "one layer at a time through all the layers. Each layer forces the creature to make a Dexterity saving throw or be affected by that layer's properties as described in"
      },
      {
        "document": 1644,
        "excerpt": "(Athletics) check. On a successful check, the creature forces its way out and appears within 5 feet of the Portable Hole. A closed Portable Hole holds enough air for"
      }
    ],
    "forcing": [
      {
        "document": 103,
        "excerpt": "t and training to try to overcome a challenge, such as forcing open a stuck door, picking a lock, entertaining a crowd, or deciphering a cipher. The GM and the rules o"
      },
      {
        "document": 970,
        "excerpt": ". Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition"
      },
      {
        "document": 1484,
        "excerpt": "eatures. Roll Redo. You undo a single recent event by forcing a reroll of any die roll made within the last round (including your last turn). Reality reshapes itself"
      },
      {
        "document": 1566,
        "excerpt": "a Utilize action, you can throw the dust into the air, forcing yourself and every creature in a 30-foot Emanation originating from you to make a DC 15 Constitution sav"
      }
    ],
    "fore": [
      {
        "document": 47,
        "excerpt": "part of every aspect of the game, and it comes to the fore during social interactions. As you roleplay, consider whether you prefer an active approach or a descri"
      }
    ],
    "foreleg": [
      {
        "document": 1850,
        "excerpt": "Multiattack. The drider makes three attacks, using Foreleg or Poison Burst in any combination. Foreleg. Melee Attack Roll: +7, reach 10 ft. Hit: 13 (2d8 + 4) Pier"
      }
    ],
    "foresight": [
      {
        "document": 838,
        "excerpt": "Foresight"
      },
      {
        "document": 882,
        "excerpt": "Foresight"
      },
      {
        "document": 895,
        "excerpt": "Foresight"
      },
      {
        "document": 907,
        "excerpt": "Foresight"
      },
      {
        "document": 1283,
        "excerpt": "Foresight"
      }
    ],
    "forest": [
      {
        "document": 961,
        "excerpt": "Forest"
      },
      {
        "document": 989,
        "excerpt": "Forest Gnome"
      }
    ],
    "forever": [
      {
        "document": 1265,
        "excerpt": "a pocket dimension. Alternatively, you can dismiss it forever. As a Magic action while it is temporarily dismissed, you can cause it to reappear in an unoccupied spac"
      },
      {
        "document": 1516,
        "excerpt": "e matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there i"
      },
      {
        "document": 1594,
        "excerpt": ". If the haversack is destroyed, its contents are lost forever, although an Artifact always turns up again somewhere. If the haversack is turned inside out, its conten"
      },
      {
        "document": 1715,
        "excerpt": ". On a 1, the staff vanishes in a flash of light, lost forever."
      }
    ],
    "forge": [
      {
        "document": 979,
        "excerpt": "n the Lower Planes, the realms of perdition. You might forge a bargain with a demon lord, an archdevil, or another fiend that is especially mighty. That patron's aim"
      },
      {
        "document": 1453,
        "excerpt": "t Components: V, S, M (two eggs) Duration: 1 hour You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking e"
      }
    ],
    "forgery": [
      {
        "document": 417,
        "excerpt": "ite text with impressive flourishes that guard against forgery (DC 15) Craft: Ink, Spell Scroll"
      },
      {
        "document": 436,
        "excerpt": "Forgery Kit (15 GP)"
      }
    ],
    "forgiveness": [
      {
        "document": 968,
        "excerpt": "gn of penitence or undertaking a fast. After a rite of forgiveness, the Paladin starts fresh. If your Paladin unrepentantly violates their oath, talk to your GM. Your Pal"
      }
    ],
    "forgo": [
      {
        "document": 75,
        "excerpt": "wer a drawbridge. Doing Nothing on Your Turn. You can forgo moving, taking an action, or doing anything at all on your turn. If you can't decide what to do, conside"
      },
      {
        "document": 962,
        "excerpt": "If you use Reckless Attack, you can forgo any Advantage on one Strength-based attack roll of your choice on your turn. The chosen attack roll must"
      },
      {
        "document": 970,
        "excerpt": "ich is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack"
      },
      {
        "document": 972,
        "excerpt": "Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its Reaction. Pact of"
      },
      {
        "document": 985,
        "excerpt": "when you take the Attack action on your turn, you can forgo one of the attacks to end the vibrations. To end them, you and the target must be on the same plane of e"
      },
      {
        "document": 1612,
        "excerpt": "at a target no farther than 120 feet from you, you can forgo making a ranged attack roll and instead turn the weapon into a bolt of lightning. This bolt forms a 5-fo"
      }
    ],
    "forgoing": [
      {
        "document": 967,
        "excerpt": "turns: Charmed, Frightened, or Poisoned. In addition, forgoing food and drink doesn't give you levels of Exhaustion."
      }
    ],
    "fork": [
      {
        "document": 1932,
        "excerpt": "tiattack. The devil makes three attacks, using Searing Fork or Hurl Flame in any combination. It can replace one attack with a use of Infernal Tail. Searing Fork."
      }
    ],
    "forked": [
      {
        "document": 1340,
        "excerpt": "V, S, M (a forked twig)"
      },
      {
        "document": 1378,
        "excerpt": "V, S, M (a forked, metal rod worth 250+ GP and attuned to a plane of existence)"
      }
    ],
    "form": [
      {
        "document": 47,
        "excerpt": "or play on their sympathies, fears, or goals, you can form friendships, ward off violence, or learn a key piece of information. On the other hand, if you insult a"
      },
      {
        "document": 147,
        "excerpt": "scroll is the Spell Scroll, a spell stored in written form. Using a Scroll. Scrolls are consumable items. Unleashing the magic in a scroll requires the user to re"
      },
      {
        "document": 252,
        "excerpt": "A GM can use feats as a form of advancement after characters reach level 20 to provide greater power to characters who have no more l"
      },
      {
        "document": 257,
        "excerpt": "d together the Hit Dice granted by all your classes to form your pool of Hit Dice. If these dice are the same die type, you can pool them together. For example, bot"
      },
      {
        "document": 379,
        "excerpt": "Some magic items require a creature to form a bond - called Attunement - with them before the creature can use an item's magical properties. Without"
      },
      {
        "document": 380,
        "excerpt": "learn the item's properties). This focus can take the form of weapon practice (for a Weapon), meditation (for a Wand), or some other appropriate activity. If the S"
      },
      {
        "document": 542,
        "excerpt": "ns, spells, curses, and the like - carry over from one form to the other. You revert to your true form if you die."
      },
      {
        "document": 566,
        "excerpt": "tures or objects in the air, and it doesn't count as a form of sight."
      },
      {
        "document": 567,
        "excerpt": "s against them. Transformations. You discern the true form of any creature or object you see that has been transformed by magic. Ethereal Plane. You see into the"
      },
      {
        "document": 575,
        "excerpt": "Some magic items require a creature to form a bond - called Attunement - with them before the creature can use an item's magical properties. A creat"
      },
      {
        "document": 672,
        "excerpt": "agical contagions. An outbreak of such a contagion can form the basis of an adventure as characters search for a cure and try to stop the contagion's spread."
      },
      {
        "document": 783,
        "excerpt": "oint of origin. Roll 1d4 to determine the target’s new form. On a 1, the new form is a Black Bear; on a 2, the new form is a Giant Wasp; on a 3–4, the new form is a"
      },
      {
        "document": 863,
        "excerpt": "Gaseous Form"
      },
      {
        "document": 875,
        "excerpt": "Gaseous Form"
      },
      {
        "document": 888,
        "excerpt": "Gaseous Form"
      },
      {
        "document": 965,
        "excerpt": "The power of nature allows you to assume the form of an animal. As a Bonus Action, you shape-shift into a Beast form that you have learned for this featur"
      },
      {
        "document": 990,
        "excerpt": "Large Form"
      },
      {
        "document": 1007,
        "excerpt": "ake an action, a Bonus Action, or a Reaction. Shadowy Form. While within Dim Light or Darkness, you have Resistance to all damage except Psychic and Radiant."
      },
      {
        "document": 1153,
        "excerpt": ": Concentration, up to 1 hour You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Mag"
      },
      {
        "document": 1156,
        "excerpt": "lenge Rating of 4 or lower. You can choose a different form for each target. On later turns, you can take a Magic action to transform the targets again. A target's"
      },
      {
        "document": 1158,
        "excerpt": "eature drops to 0 Hit Points, it reverts to its object form, and any remaining damage carries over to that form. Using a Higher-Level Spell Slot. The creature's Sl"
      },
      {
        "document": 1167,
        "excerpt": "need food or air, and doesn't age. A target's astral form resembles its body in almost every way, replicating its game statistics and possessions. The principal d"
      },
      {
        "document": 1204,
        "excerpt": "s for the duration, and you choose the spirits' animal form, such as wolves, serpents, or birds. You have Advantage on Strength saving throws while you're within 5"
      },
      {
        "document": 1214,
        "excerpt": "different effect. Whirlpool. You cause a whirlpool to form in the center of the area, which must be at least 50 feet square and 25 feet deep. The whirlpool lasts u"
      },
      {
        "document": 1220,
        "excerpt": "larger than a 5-foot Cube, and the object must be of a form and material that you have seen. The spell's duration depends on the object's material, as shown in the"
      },
      {
        "document": 1222,
        "excerpt": "y, you combine the four lights into one glowing Medium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius. A"
      },
      {
        "document": 1234,
        "excerpt": "er and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to"
      },
      {
        "document": 1265,
        "excerpt": "e service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast tha"
      },
      {
        "document": 1286,
        "excerpt": "Gaseous Form"
      },
      {
        "document": 1290,
        "excerpt": "within range and uses the Giant Insect stat block. The form you choose determines certain details in its stat block. The creature disappears when it drops to 0 Hit"
      },
      {
        "document": 1298,
        "excerpt": "es that space and is invulnerable, and it appears in a form appropriate for your deity or pantheon. Any enemy that moves to a space within 10 feet of the guardian"
      },
      {
        "document": 1339,
        "excerpt": "the creature you described or named is in a different form, such as under the effects of a Flesh to Stone or Polymorph spell, this spell doesn't locate the creatur"
      },
      {
        "document": 1363,
        "excerpt": "ght can see through the illusion to the terrain's true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion's pr"
      },
      {
        "document": 1368,
        "excerpt": "Polymorph spell, for example), it reverts to its true form and can't shape-shift until it leaves the Cylinder. On a successful save, a creature takes half as much"
      },
      {
        "document": 1369,
        "excerpt": "reate or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. For example, if"
      },
      {
        "document": 1381,
        "excerpt": "d on a Wisdom saving throw or shape-shift into a Beast form for the duration. That form can be any Beast you choose that has a Challenge Rating equal to or less tha"
      },
      {
        "document": 1402,
        "excerpt": "fe. It retains the capabilities it had in its original form, except it loses the traits of its previous species and gains the traits of its new one."
      },
      {
        "document": 1420,
        "excerpt": "Magic action to shape-shift into a different eligible form. The new form must be of a creature that has a Challenge Rating no higher than your level or Challenge R"
      },
      {
        "document": 1440,
        "excerpt": "e duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell,"
      },
      {
        "document": 1444,
        "excerpt": "tion of stone no more than 5 feet in any dimension and form it into any shape you like. For example, you could shape a large rock into a weapon, statue, or coffer,"
      },
      {
        "document": 1463,
        "excerpt": "turn a creature into another kind of creature, the new form can be any kind you choose that has a Challenge Rating equal to or less than the target's Challenge Rati"
      },
      {
        "document": 1464,
        "excerpt": "creature was Undead, it is restored to its non-Undead form. The spell can provide a new body if the original no longer exists, in which case you must speak the cr"
      },
      {
        "document": 1473,
        "excerpt": "e free floating or resting on a solid surface. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface"
      },
      {
        "document": 1474,
        "excerpt": "a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface"
      },
      {
        "document": 1482,
        "excerpt": "tion, appearing as wisps of cloud. While in this cloud form, a target has a Fly Speed of 300 feet and can hover; it has Immunity to the Prone condition; and it has"
      },
      {
        "document": 1483,
        "excerpt": "ilar projectiles, are unaffected. Creatures in gaseous form can't pass through it."
      },
      {
        "document": 1546,
        "excerpt": "on yourself, shape-shifting into a Bat. While in that form, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until"
      },
      {
        "document": 1580,
        "excerpt": "of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action"
      },
      {
        "document": 1608,
        "excerpt": "e command word causes the tower to revert to statuette form, which works only if the tower is empty. Each creature in the area where the tower appears is pushed to"
      },
      {
        "document": 1623,
        "excerpt": "ies, or some other worthless material. If you paint a form of energy such as fire or lightning, the energy dissipates as soon as you complete the painting, doing n"
      },
      {
        "document": 1633,
        "excerpt": "ness spell for 1 hour. Beads of this cloudy, gray oil form on the outside of its container and quickly evaporate."
      },
      {
        "document": 1642,
        "excerpt": "determined by the GM). If there aren't enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but a"
      },
      {
        "document": 1650,
        "excerpt": "Potion of Gaseous Form"
      },
      {
        "document": 1664,
        "excerpt": "this weapon, you can take a Bonus Action to alter its form, turning it into a 6-inch rod (for ease of storage) or a 10-foot pole, or reverting it a Quarterstaff; t"
      },
      {
        "document": 1694,
        "excerpt": "on again, which causes the rod to revert to its normal form: Button 1. A fiery blade sprouts from the end opposite the rod's flanged head. The flames shed Bright L"
      },
      {
        "document": 1697,
        "excerpt": "g creatures you can see to a demiplane. You choose the form the demiplane takes. It could be a tranquil garden, a cheery tavern, an immense palace, a tropical isla"
      },
      {
        "document": 1708,
        "excerpt": "em, Legendary This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coa"
      },
      {
        "document": 1720,
        "excerpt": "s Action, you can command the snake to revert to staff form in its current space, and you can't use the staff's property again for 1 hour. If the snake is reduced t"
      },
      {
        "document": 1721,
        "excerpt": "many charges you must expend to cast the spell. Tree Form. You can take a Magic action to plant one end of the staff in earth in an unoccupied space and expend 1"
      },
      {
        "document": 1763,
        "excerpt": "llusion, Scorching Ray, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points requir"
      },
      {
        "document": 1764,
        "excerpt": "Bolt (level 2 version), Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points requir"
      },
      {
        "document": 1765,
        "excerpt": "rsion), Minor Illusion, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points requir"
      },
      {
        "document": 1766,
        "excerpt": "Bolt (level 2 version), Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points requir"
      },
      {
        "document": 1769,
        "excerpt": "old Monster, Ice Knife, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points requir"
      },
      {
        "document": 1771,
        "excerpt": "Air Form. The elemental can enter a creature's space and stop there. It can move through a space as narrow as 1 i"
      },
      {
        "document": 1775,
        "excerpt": "Ray (level 3 version), Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points requir"
      },
      {
        "document": 1776,
        "excerpt": "Bolt (level 2 version), Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points requir"
      },
      {
        "document": 1777,
        "excerpt": "rsion), Minor Illusion, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points requir"
      },
      {
        "document": 1778,
        "excerpt": "Bolt (level 4 version), Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points requir"
      },
      {
        "document": 1781,
        "excerpt": "nife (level 2 version), Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points requir"
      },
      {
        "document": 1810,
        "excerpt": "without expending extra movement to do so. Corrosive Form. A creature that hits the pudding with a melee attack roll takes 4 (1d8) Acid damage. Nonmagical ammunit"
      },
      {
        "document": 1828,
        "excerpt": "t is destroyed or it is no longer Bloodied. Immutable Form. The golem can't shape-shift. Magic Resistance. The golem has Advantage on saving throws against spells"
      },
      {
        "document": 1830,
        "excerpt": "Fog Cloud, Light 1/Day Each: Control Weather, Gaseous Form, Telekinesis"
      },
      {
        "document": 1835,
        "excerpt": "Magic, Detect Thoughts, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points requi"
      },
      {
        "document": 1843,
        "excerpt": ": Detect Evil and Good, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points requir"
      },
      {
        "document": 1845,
        "excerpt": "er), Tongues, Wind Walk 1/Day Each: Creation, Gaseous Form, Invisibility, Major Image, Plane Shift"
      },
      {
        "document": 1846,
        "excerpt": "a Medium or Small Humanoid, or it returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or car"
      },
      {
        "document": 1856,
        "excerpt": "Will: Detect Magic, Elementalism 1/Day Each: Gaseous Form, Invisibility, Major Image, Plane Shift, Tongues, Wall of Fire (level 7 version)"
      },
      {
        "document": 1862,
        "excerpt": "lammable objects in the Emanation start burning. Fire Form. The elemental can move through a space as narrow as 1 inch without expending extra movement to do so, a"
      },
      {
        "document": 1864,
        "excerpt": "erserk trait again if it is still Bloodied. Immutable Form. The golem can't shape-shift. Lightning Absorption. Whenever the golem is subjected to Lightning damage"
      },
      {
        "document": 1884,
        "excerpt": "and the horns return when the goat reverts to figurine form. While you ride the goat, any Hostile creature that starts its turn within a 30-foot Emanation originat"
      },
      {
        "document": 1912,
        "excerpt": "without expending extra movement to do so. Corrosive Form. Nonmagical ammunition is destroyed immediately after hitting the ooze and dealing any damage. Any nonma"
      },
      {
        "document": 1938,
        "excerpt": "ider (20 ft., Climb 20 ft.), or it returns to its true form. Its game statistics are the same in each form, except for its Speed. Any equipment it is wearing or car"
      },
      {
        "document": 1939,
        "excerpt": "Succubus Form. When the incubus finishes a Long Rest, it can shape-shift into a Succubus, using that stat block instea"
      },
      {
        "document": 1940,
        "excerpt": "Air Form. The stalker can enter an enemy's space and stop there. It can move through a space as narrow as 1 inch"
      },
      {
        "document": 1941,
        "excerpt": "Hit Points equal to the Fire damage dealt. Immutable Form. The golem can't shape-shift. Magic Resistance. The golem has Advantage on saving throws against spells"
      },
      {
        "document": 1962,
        "excerpt": "Adhesive (Object Form Only). The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic ha"
      },
      {
        "document": 1969,
        "excerpt": "a Small or Medium Humanoid, or it returns to its true form. Other than its size, its game statistics are the same in each form. Any equipment it is wearing or carr"
      },
      {
        "document": 1976,
        "excerpt": "m Humanoid or a Large Giant, or it returns to its true form. Other than its size, its game statistics are the same in each form. Any equipment it is wearing or carr"
      },
      {
        "document": 1996,
        "excerpt": "toad (40 ft., Swim 40 ft.), or it returns to its true form. Its game statistics are the same in each form, except for its Speed. Any equipment it is wearing or car"
      },
      {
        "document": 2014,
        "excerpt": "n within 30 feet of the hag and can see the hag's true form. Failure: The target has the Frightened condition until the start of its next turn. Success: The target"
      },
      {
        "document": 2031,
        "excerpt": "Blurred Form. Attack rolls against the mephit are made with Disadvantage unless the mephit has the Incapacitated cond"
      },
      {
        "document": 2034,
        "excerpt": "Immutable Form. The golem can't shape-shift. Magic Resistance. The golem has Advantage on saving throws against spells"
      },
      {
        "document": 2036,
        "excerpt": "Incubus Form. When the succubus finishes a Long Rest, it can shape-shift into an Incubus, using that stat block inste"
      },
      {
        "document": 2056,
        "excerpt": "t, it is destroyed. While it has 0 Hit Points in mist form, it can't return to its vampire form, and it must reach its resting place within 2 hours or be destroyed"
      },
      {
        "document": 2065,
        "excerpt": "ases by 20 feet until the end of its next turn. Water Form. The elemental can enter an enemy's space and stop there. It can move through a space as narrow as 1 inc"
      },
      {
        "document": 2067,
        "excerpt": "30 ft., 40 ft. (bear form only), Climb 30 ft. (bear form only)"
      },
      {
        "document": 2068,
        "excerpt": "30 ft., 40 ft. (boar form only)"
      },
      {
        "document": 2069,
        "excerpt": "Common (can't speak in rat form)"
      },
      {
        "document": 2070,
        "excerpt": "30 ft., 40 ft. (tiger form only)"
      },
      {
        "document": 2071,
        "excerpt": "30 ft., 40 ft. (wolf form only)"
      }
    ],
    "form's": [
      {
        "document": 965,
        "excerpt": "s. Your ability to handle objects is determined by the form's limbs rather than your own. In addition, you choose whether your equipment falls in your space, merges i"
      },
      {
        "document": 1156,
        "excerpt": "scores. The target's actions are limited by the Beast form's anatomy, and it can't cast spells. The target's equipment melds into the new form, and the target can't"
      }
    ],
    "formative": [
      {
        "document": 270,
        "excerpt": "und represents the place and occupation that were most formative for the character. The combination of background, species, and languages provides fertile soil for your"
      },
      {
        "document": 289,
        "excerpt": "that represent the place and occupation that were most formative before your character embarked on a life of adventure."
      }
    ],
    "formed": [
      {
        "document": 783,
        "excerpt": "A magically formed creature appears in an unoccupied space as close to the chosen point of origin as possible. The creature"
      },
      {
        "document": 972,
        "excerpt": "Through occult ceremony, you have formed a pact with a mysterious entity to gain magical powers. The entity is a voice in the shadows - its ident"
      }
    ],
    "former": [
      {
        "document": 1228,
        "excerpt": "ndition in the unoccupied spaces closest to the door's former space. Each time you cast this spell, you can create a new demiplane or connect the shadowy door to a d"
      },
      {
        "document": 1357,
        "excerpt": "in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item, but it can't restore magic to such an object."
      },
      {
        "document": 1402,
        "excerpt": "cies' description offers, and the creature recalls its former life. It retains the capabilities it had in its original form, except it loses the traits of its previou"
      }
    ],
    "forming": [
      {
        "document": 1194,
        "excerpt": "If the original creature dies after the clone finishes forming, the creature's soul transfers to the clone if the soul is free and willing to return. The clone is phys"
      },
      {
        "document": 1337,
        "excerpt": "al rod) Duration: Instantaneous A stroke of lightning forming a 100-foot-long, 5-foot-wide Line blasts out from you in a direction you choose. Each creature in the Li"
      },
      {
        "document": 1574,
        "excerpt": "rrows become glowing rungs that stick out of the wall, forming a magical ladder up to 60 feet long on the wall. This ladder lasts for 1 minute before disappearing."
      },
      {
        "document": 1575,
        "excerpt": "Opening the bottle causes thick smoke to billow out, forming a cloud that fills a 60-foot Emanation originating from the bottle. The area within the smoke is Heavily"
      },
      {
        "document": 1694,
        "excerpt": "s 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to"
      }
    ],
    "forms": [
      {
        "document": 46,
        "excerpt": "ns, it's time for social interaction, which takes many forms. For example, you might try to convince a burglar to confess to wrongdoing or try to flatter a guard. Th"
      },
      {
        "document": 283,
        "excerpt": "ifferent worlds and include many kinds of sapient life forms. A player character's species is the set of game traits that an adventurer gains from being one of those"
      },
      {
        "document": 449,
        "excerpt": "An Arcane Focus takes one of the forms in the Arcane Focuses table and is be jeweled or carved to channel arcane magic. A Sorcerer, Warlock, or"
      },
      {
        "document": 478,
        "excerpt": "A Druidic Focus takes one of the forms in the Druidic Focuses table and is carved, tied with ribbon, or painted to channel primal magic. A Drui"
      },
      {
        "document": 485,
        "excerpt": "A Holy Symbol takes one of the forms in the Holy Symbol table and is be jeweled or painted to channel divine magic. A Cleric or Paladin can u"
      },
      {
        "document": 494,
        "excerpt": "the range. A range usually takes one of the following forms: Distance. The range is expressed in feet. Touch. The spell's effect originates on something, as defin"
      },
      {
        "document": 500,
        "excerpt": "cast. A duration typically takes one of the following forms: Concentration. A duration that requires Concentration follows the Concentration rules (see “Rules Glos"
      },
      {
        "document": 665,
        "excerpt": "A curse typically takes one of the forms detailed below."
      },
      {
        "document": 718,
        "excerpt": "tion, a creature can examine the section of floor that forms the pressure plate and make a DC 15 Wisdom (Perception) check, detecting the pressure plate on a success"
      },
      {
        "document": 719,
        "excerpt": "tion, a creature can examine the section of floor that forms the pit's lid and make a DC 15 Intelligence (Investigation) check, detecting the pit on a successful che"
      },
      {
        "document": 720,
        "excerpt": "tion, a creature can examine the section of floor that forms the pressure plate and make a DC 15 Wisdom (Perception) check, detecting the pressure plate on a success"
      },
      {
        "document": 722,
        "excerpt": "tion, a creature can examine the section of floor that forms the pressure plate and make a DC 15 Intelligence (Investigation) check, deducing the pressure plate's fu"
      },
      {
        "document": 723,
        "excerpt": "tion, a creature can examine the section of floor that forms the pit's lid and make a DC 15 Intelligence (Investigation) check, detecting the pit on a successful che"
      },
      {
        "document": 823,
        "excerpt": "Known Forms"
      },
      {
        "document": 965,
        "excerpt": "orm that you have learned for this feature (see “Known Forms” below). You stay in that form for a number of hours equal to half your Druid level or until you use Wil"
      },
      {
        "document": 972,
        "excerpt": "Self without expending a spell slot. Master of Myriad Forms Prerequisite: Level 5+ Warlock You can cast Alter Self without expending a spell slot. Misty Visions"
      },
      {
        "document": 1194,
        "excerpt": "inch of its flesh. An inert duplicate of that creature forms inside the vessel used in the spell's casting and finishes growing after 120 days; you choose whether th"
      },
      {
        "document": 1214,
        "excerpt": "tends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The wat"
      },
      {
        "document": 1376,
        "excerpt": "rgain for its services. Payment can take a variety of forms. A Celestial might require a sizable donation of gold or magic items to an allied temple, while a Fiend"
      },
      {
        "document": 1388,
        "excerpt": "10 minutes A shimmering, multicolored plane of light forms a vertical opaque wall - up to 90 feet long, 30 feet high, and 1 inch thick - centered on a point within"
      },
      {
        "document": 1402,
        "excerpt": "eature has been dead no longer than 10 days, the spell forms a new body for it and calls the soul to enter that body. Roll 1d10 and consult the table below to determ"
      },
      {
        "document": 1446,
        "excerpt": "Concentration, up to 1 minute A churning storm cloud forms for the duration, centered on a point within range and spreading to a radius of 300 feet. Each creature"
      },
      {
        "document": 1482,
        "excerpt": "g creatures of your choice within range assume gaseous forms for the duration, appearing as wisps of cloud. While in this cloud form, a target has a Fly Speed of 300"
      },
      {
        "document": 1557,
        "excerpt": "determined by rolling on the Deck of Illusions table, forms over the thrown card and remains until dispelled. The illusory creature created by the card looks and be"
      },
      {
        "document": 1612,
        "excerpt": "ad turn the weapon into a bolt of lightning. This bolt forms a 5-foot-wide Line between you and the target. The target and each other creature in the Line (excluding"
      },
      {
        "document": 1627,
        "excerpt": "ion can end the NPC's hostility toward you. Ruin. All forms of wealth that you carry or own, other than magic items, are lost to you. Portable property vanishes. Bu"
      },
      {
        "document": 1664,
        "excerpt": "ly as far as the surrounding space allows. In certain forms, the weapon has the following additional properties. Acrobatic Assist (Quarterstaff and 10-Foot Pole Fo"
      },
      {
        "document": 1756,
        "excerpt": "y Worlds and place it on a solid surface, whereupon it forms a two-way, 6-foot-diameter, circular portal to another world or plane of existence. Each time the item o"
      }
    ],
    "formula": [
      {
        "document": 240,
        "excerpt": "en you're not actively looking for something. Use this formula to determine your Passive Perception score:"
      }
    ],
    "formulas": [
      {
        "document": 241,
        "excerpt": "tack bonus for attacks you make with them, using these formulas: Spell save DC = 8 + spellcasting ability modifier + Proficiency Bonus Spell attack bonus = spellcasti"
      }
    ],
    "forth": [
      {
        "document": 793,
        "excerpt": "A campfire with green flames springs forth and burns for 24 hours or until it is extinguished."
      },
      {
        "document": 972,
        "excerpt": "ome Stitching together strands of shadow, you conjure forth a book in your hand at the end of a Short or Long Rest. This Book of Shadows (you determine its appearan"
      },
      {
        "document": 1170,
        "excerpt": "lity to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. The GM chooses statistics appropriate for the awakened Plant,"
      },
      {
        "document": 1184,
        "excerpt": "Duration: Instantaneous A thin sheet of flames shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a fa"
      },
      {
        "document": 1448,
        "excerpt": "0+ GP) Duration: Concentration, up to 1 hour You call forth a Dragon spirit. It manifests in an unoccupied space that you can see within range and uses the Draconic"
      },
      {
        "document": 1517,
        "excerpt": "e. If the bag is turned inside out, its contents spill forth unharmed, but the bag must be put right before it can be used again. The bag holds enough air for 10 min"
      },
      {
        "document": 1556,
        "excerpt": "The decanter produces 30 gallons of water that gushes forth in a Line 30 feet long and 1 foot wide. If you're holding the decanter, you can aim the geyser in one di"
      },
      {
        "document": 1594,
        "excerpt": "the haversack is turned inside out, its contents spill forth unharmed, and the haversack must be put right before it can be used again. Each pouch of the haversack"
      },
      {
        "document": 1642,
        "excerpt": "take a Bonus Action to expend 1 to 3 charges, calling forth one Swarm of Rats with each expended charge if enough rats are within half a mile of you to be called in"
      }
    ],
    "fortitude": [
      {
        "document": 746,
        "excerpt": "Perceptiveness and mental fortitude"
      },
      {
        "document": 1609,
        "excerpt": "e on Initiative rolls and Wisdom (Perception) checks. Fortitude (Very Rare). Your Constitution increases by 2, to a maximum of 20, while this pink rhomboid orbits your"
      },
      {
        "document": 1974,
        "excerpt": "Undead Fortitude. If damage reduces the zombie to 0 Hit Points, it makes a Constitution saving throw (DC 5 plus the damag"
      },
      {
        "document": 2091,
        "excerpt": "Undead Fortitude. If damage reduces the zombie to 0 Hit Points, it makes a Constitution saving throw (DC 5 plus the damag"
      }
    ],
    "fortress": [
      {
        "document": 1267,
        "excerpt": "e of existence, a moving destination (such as a mobile fortress), or an unspecific destination (such as “a green dragon’s lair”). For the duration, as long as you are"
      },
      {
        "document": 1608,
        "excerpt": "Instant Fortress"
      }
    ],
    "forty": [
      {
        "document": 820,
        "excerpt": "A bag containing forty-seven teeth, one of which is rotten"
      }
    ],
    "forward": [
      {
        "document": 791,
        "excerpt": "Forward window shutter opens."
      },
      {
        "document": 1484,
        "excerpt": "ple, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Simil"
      },
      {
        "document": 1699,
        "excerpt": "n take a Magic action to command the other end to dart forward and entangle one creature you can see within 20 feet of yourself. The target must succeed on a DC 15 Dex"
      }
    ],
    "foul": [
      {
        "document": 1732,
        "excerpt": "ou expend the last charge, the talisman dissolves into foul-smelling slime and is destroyed."
      }
    ],
    "fouled": [
      {
        "document": 676,
        "excerpt": "Magical Contagion Fouled potions and alchemical waste can give rise to Sewer Plague, which incubates in sewers and refuse heaps a"
      }
    ],
    "found": [
      {
        "document": 119,
        "excerpt": "own or city. Uncommon and Rare magic items are usually found only in cities, and rarer magic items might be sold only in wondrous locations, such as a city on anothe"
      },
      {
        "document": 267,
        "excerpt": "ion 78 An ornate scabbard that fits no blade you have found 79 An invitation to a party where a murder happened 80 A bronze pentacle with an etching of a rat's he"
      },
      {
        "document": 718,
        "excerpt": "on the statue on a successful check. Once the glyph is found, a character can take a Study action to examine it and make a DC 15 Intelligence (Arcana) check, ascerta"
      },
      {
        "document": 1503,
        "excerpt": "on is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to"
      },
      {
        "document": 1509,
        "excerpt": "00 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one e"
      },
      {
        "document": 1515,
        "excerpt": "Rare This heavy cloth bag contains 3d4 dry beans when found. The bag weighs half a pound regardless of how many beans it contains and becomes a non-magical item whe"
      },
      {
        "document": 1519,
        "excerpt": "weighs an ounce. Typically, 1d4 + 4 Beads of Force are found together. You can take a Magic action to throw the bead up to 60 feet. The bead explodes in a 10-foot-r"
      },
      {
        "document": 1557,
        "excerpt": "ific creatures and two with a mirrored surface. A deck found as treasure is usually missing 1d20 - 1 cards. The magic of the deck functions only if its cards are dr"
      },
      {
        "document": 1566,
        "excerpt": "Wondrous Item, Uncommon Found in a small container, this powder resembles Dust of Disappearance, and Identify reveals it to be such. T"
      },
      {
        "document": 1609,
        "excerpt": "one can store up to 4 levels of spells at a time. When found, it contains 1d4 levels of stored spells chosen by the GM. Any creature can cast a spell of level 1 thr"
      },
      {
        "document": 1627,
        "excerpt": "Wondrous Item, Legendary Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of th"
      },
      {
        "document": 1678,
        "excerpt": "n store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the GM. Any creature can cast a spell of level 1"
      },
      {
        "document": 1692,
        "excerpt": "ls stored in the rod as a level 3 spell slot. A newly found rod typically has 1d10 levels of spell energy stored in it. A rod that can no longer absorb spell energy"
      },
      {
        "document": 1708,
        "excerpt": "has been coated inside with Oil of Slipperiness. When found, a container contains 1d6 + 1 ounces. One ounce of the glue can cover a 1-foot square surface. Applying"
      },
      {
        "document": 1738,
        "excerpt": "e holds milky liquid with a strong alcohol smell. When found, a tube contains 1d6 + 1 ounces. You can take a Utilize action to pour 1 or more ounces of solvent from"
      }
    ],
    "foundation": [
      {
        "document": 1475,
        "excerpt": "The wall doesn't need to be vertical or rest on a firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell t"
      }
    ],
    "fountain": [
      {
        "document": 1556,
        "excerpt": "ds: Splash. The decanter produces 1 gallon of water. Fountain. The decanter produces 5 gallons of water. Geyser. The decanter produces 30 gallons of water that gushe"
      }
    ],
    "four": [
      {
        "document": 230,
        "excerpt": "ities: 15, 14, 13, 12, 10, 8. Random Generation. Roll four d6s and record the total of the highest three dice. Do this five more times, so you have six numbers. P"
      },
      {
        "document": 244,
        "excerpt": "nk of a character's (and a campaign's) arc in terms of four tiers of play, describing the journey from a level 1 character just beginning an adventuring career to"
      },
      {
        "document": 264,
        "excerpt": "repare six Sorcerer spells of level 1 or 2 (as well as four Sorcerer cantrips). Each spell you prepare is associated with one of your classes, and you use the spel"
      },
      {
        "document": 267,
        "excerpt": "lded, shows a sleepy cat 75 A set of bone pipes 76 A four-leaf clover pressed inside a book discussing manners and etiquette 77 A sheet of parchment upon which i"
      },
      {
        "document": 356,
        "excerpt": "“Equipment” can be purchased as barding. The cost is four times the normal cost, and it weighs twice as much."
      },
      {
        "document": 458,
        "excerpt": "A Block and Tackle allows you to hoist up to four times the weight you can normally lift."
      },
      {
        "document": 513,
        "excerpt": "ertain spell levels. For example, a level 3 Wizard has four level 1 spell slots and two level 2 slots. When you cast a spell, you expend a slot of that spell's lev"
      },
      {
        "document": 587,
        "excerpt": "R) summarizes the threat a monster poses to a group of four player characters. Compare a monster's CR to the characters' level. If the CR is higher, the monster is"
      },
      {
        "document": 693,
        "excerpt": "sins and evil creatures. Poisons come in the following four types: Contact. Contact poison can be smeared on an object and remains potent until it is touched or wa"
      },
      {
        "document": 727,
        "excerpt": "lly presents a low-difficulty challenge for a party of four characters whose level equals the monster's Challenge Rating. Moderate Difficulty. Absent healing and o"
      },
      {
        "document": 729,
        "excerpt": "iven below: Example 1. A low-difficulty encounter for four level 1 characters has an XP budget of 50 × 4 , for a total of 200 XP. With that, you could build any of"
      },
      {
        "document": 963,
        "excerpt": "le for you to cast with this feature. To start, choose four level 1 spells from the Bard spell list. Charm Person, Color Spray, Dissonant Whispers, and Healing Word"
      },
      {
        "document": 964,
        "excerpt": "le for you to cast with this feature. To start, choose four level 1 spells from the Cleric spell list. Bless, Cure Wounds, Guiding Bolt, and Shield of Faith are rec"
      },
      {
        "document": 965,
        "excerpt": "le for you to cast with this feature. To start, choose four level 1 spells from the Druid spell list. Animal Friendship, Cure Wounds, Faerie Fire, and Thunderwave a"
      },
      {
        "document": 966,
        "excerpt": "You can attack four times instead of once whenever you take the Attack action on your turn."
      },
      {
        "document": 971,
        "excerpt": "later in the class’s description. Cantrips. You know four Sorcerer cantrips of your choice. Light, Prestidigitation, Shocking Grasp, and Sorcerous Burst are recom"
      },
      {
        "document": 973,
        "excerpt": "le for you to cast with this feature. To do so, choose four spells from your spellbook. The chosen spells must be of a level for which you have spell slots. The nu"
      },
      {
        "document": 984,
        "excerpt": "llowing benefits. Attunement. You can attune to up to four magic items at once. Charges. Whenever you use a magic item property that expends charges, roll 1d6. On"
      },
      {
        "document": 1157,
        "excerpt": "his use of the spell reasserts your control over up to four creatures you have animated with this spell rather than animating a new creature. Using a Higher-Level"
      },
      {
        "document": 1219,
        "excerpt": "7 spell slot, you can animate or reassert control over four Ghouls. If you use a level 8 spell slot, you can animate or reassert control over five Ghouls or two Gh"
      },
      {
        "document": 1222,
        "excerpt": "ation: Concentration, up to 1 minute You create up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for"
      },
      {
        "document": 1249,
        "excerpt": "tes two beams at level 5, three beams at level 11, and four beams at level 17. You can direct the beams at the same target or at different ones. Make a separate att"
      },
      {
        "document": 1299,
        "excerpt": "each of the following effects can be dispelled. If all four are dispelled, Guards and Wards ends. If you cast the spell every day for 365 days on the same area, the"
      },
      {
        "document": 1333,
        "excerpt": "(incense worth 250+ GP, which the spell consumes, and four ivory strips worth 50+ GP each)"
      },
      {
        "document": 1359,
        "excerpt": "taneous Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius Sphere centered on each of"
      },
      {
        "document": 1537,
        "excerpt": "g to your directions if you are within 30 feet of it. Four sizes of Carpet of Flying exist. The GM chooses the size of a given carpet or determines it randomly by"
      },
      {
        "document": 1604,
        "excerpt": "orn, it can't be used again until 7 days have passed. Four types of Horn of Valhalla are known to exist, each made of a different metal. The horn's type determines"
      },
      {
        "document": 1605,
        "excerpt": "ous Item, Very Rare These horseshoes come in a set of four. As a Magic action, you can touch one of the horseshoes to the hoof of a horse or similar creature, wher"
      },
      {
        "document": 1606,
        "excerpt": "Wondrous Item, Rare These horseshoes come in a set of four. As a Magic action, you can touch one of the horseshoes to the hoof of a horse or similar creature, wher"
      },
      {
        "document": 1667,
        "excerpt": "Each Ring of Elemental Command is linked to one of the four Elemental Planes. The GM chooses or randomly determines the linked plane. For example, a Ring of Element"
      },
      {
        "document": 1677,
        "excerpt": "can expend 2 charges as a Magic action to create up to four 3-foot-diameter spheres of lightning. Each sphere appears in an unoccupied space you can see within 120"
      },
      {
        "document": 1760,
        "excerpt": "has the Grappled condition (escape DC 14) from one of four tentacles. Consume Memories. Intelligence Saving Throw: DC 16, one creature within 30 feet that is Char"
      },
      {
        "document": 1790,
        "excerpt": "Multiattack. The archmage makes four Arcane Burst attacks. Arcane Burst. Melee or Ranged Attack Roll: +9, reach 5 ft. or range 150 ft. Hit:"
      },
      {
        "document": 1869,
        "excerpt": "ver, and the cube can hold one Large creature or up to four Medium or Small creatures inside itself at a time. As an action, a creature within 5 feet of the cube c"
      },
      {
        "document": 1915,
        "excerpt": "it has the Grappled condition (escape DC 12) from all four tentacles."
      },
      {
        "document": 1946,
        "excerpt": "one creature Grappled by the kraken (it can have up to four creatures swallowed at a time). Failure: 23 (3d8 + 10) Piercing damage. If the target is Large or smalle"
      }
    ],
    "fourth": [
      {
        "document": 381,
        "excerpt": "hree magic items at a time. Any attempt to attune to a fourth item fails; you must end your Attunement to an item first. Additionally, you can't attune to more than o"
      },
      {
        "document": 753,
        "excerpt": "ned, the same effect occurs. If the bottle is opened a fourth time, the efreeti escapes and disappears, and the bottle loses its magic."
      },
      {
        "document": 1555,
        "excerpt": "the weapon. After the hovering weapon attacks for the fourth time, it flies back to you and tries to return to your hand. If you have no hand free, the weapon falls"
      }
    ],
    "foyer": [
      {
        "document": 1349,
        "excerpt": "or is imperceptible. Beyond the door is a magnificent foyer with numerous chambers beyond. The dwelling's atmosphere is clean, fresh, and warm. You can create any"
      }
    ],
    "fraction": [
      {
        "document": 81,
        "excerpt": "a number in the game, round down if you end up with a fraction, even if the fraction is one-half or greater. Some rules make an exception and tell you to round up. Ab"
      },
      {
        "document": 390,
        "excerpt": "an item, divide its purchase cost in GP by 10 (round a fraction up to a day). For example, you need 5 days to make a Heavy Crossbow, which sells for 50 GP. If an item"
      },
      {
        "document": 538,
        "excerpt": "a number in the game, round down if you end up with a fraction, even if the fraction is one-half or greater. Some rules make an exception and tell you to round up."
      }
    ],
    "fractured": [
      {
        "document": 1248,
        "excerpt": "V, S, M (a fractured rock)"
      }
    ],
    "fragile": [
      {
        "document": 63,
        "excerpt": "on, you can automatically break or otherwise destroy a fragile, nonmagical object, such as a glass container or a piece of paper. If you try to damage something more r"
      },
      {
        "document": 580,
        "excerpt": "ls, using the rules below. If an object is exceedingly fragile, the GM may allow a creature to break it automatically with the Attack or Utilize action. Armor Class."
      },
      {
        "document": 731,
        "excerpt": "ncludes more than two creatures per character, include fragile creatures that can be defeated quickly. This guideline is especially important for characters of level 1"
      },
      {
        "document": 944,
        "excerpt": "Fragile"
      }
    ],
    "fragment": [
      {
        "document": 266,
        "excerpt": "stal doorknob 70 A packet filled with pink dust 71 A fragment of a beautiful song, written as musical notes on two pieces of parchment 72 A silver teardrop earring c"
      }
    ],
    "frame": [
      {
        "document": 266,
        "excerpt": "66 A single caltrop made from bone 67 A gold monocle frame without the lens 68 A l-inch cube, each side a different color 69 A crystal doorknob 70 A packet fill"
      },
      {
        "document": 1444,
        "excerpt": "5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical"
      }
    ],
    "fray": [
      {
        "document": 688,
        "excerpt": "aid, certain creatures and game effects can terrify or fray the mind of even the most stalwart adventurer. If you plan to use any of these rules, discuss them with"
      }
    ],
    "free": [
      {
        "document": 60,
        "excerpt": "in combat, interactions with objects are limited: one free interaction per turn. That interaction must occur during a creature's movement or action. Any additional"
      },
      {
        "document": 74,
        "excerpt": "ract with one object or feature of the environment for free, during either your move or action. For example, you could open a door during your move as you stride to"
      },
      {
        "document": 308,
        "excerpt": "f its next turn. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet). A creature can use i"
      },
      {
        "document": 366,
        "excerpt": "Wretched (Free)"
      },
      {
        "document": 453,
        "excerpt": "awing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition"
      },
      {
        "document": 473,
        "excerpt": "ertight and filled with compartments that hold all the free Material components of your spells."
      },
      {
        "document": 499,
        "excerpt": "ion states otherwise. The spellcaster must have a hand free to access them, but it can be the same hand used to perform Somatic components, if any. If a spell does"
      },
      {
        "document": 508,
        "excerpt": "t change their lists of prepared spells, but the GM is free to alter them."
      },
      {
        "document": 568,
        "excerpt": "e than one size larger than you and if you have a hand free to grab it. See also “Grappling.” Shove. The target must succeed on a Strength or Dexterity saving thro"
      },
      {
        "document": 633,
        "excerpt": "on. One Grapple per Hand. A creature must have a hand free to grapple another creature. Some stat blocks and game effects allow a creature to grapple using a tenta"
      },
      {
        "document": 674,
        "excerpt": "ng examples show how magical contagions can work. Feel free to alter the saving throw DCs, effects, and other characteristics of these contagions to suit your campa"
      },
      {
        "document": 978,
        "excerpt": "igher than level 2, and add them to your spellbook for free. In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wiz"
      },
      {
        "document": 1006,
        "excerpt": ", Wisdom, or Charisma score by 1, to a maximum of 30. Free Casting. Whenever you cast a spell with a level 1–4 spell slot, roll 1d4. If the number you roll is the"
      },
      {
        "document": 1194,
        "excerpt": "creature's soul transfers to the clone if the soul is free and willing to return. The clone is physically identical to the original and has the same personality, m"
      },
      {
        "document": 1274,
        "excerpt": "ion, up to 10 minutes You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go"
      },
      {
        "document": 1285,
        "excerpt": "(Athletics) check against your spell save DC to break free. You can refrain from firing the globe after completing the spell's casting. If you do so, a globe abou"
      },
      {
        "document": 1287,
        "excerpt": "You gain no special power over the creature, and it is free to act as the GM deems appropriate. It might leave, attack you, or help you."
      },
      {
        "document": 1438,
        "excerpt": "l surfaces and along ceilings, while leaving its hands free. The target also gains a Climb Speed equal to its Speed. Using a Higher-Level Spell Slot. You can targe"
      },
      {
        "document": 1473,
        "excerpt": "rizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a globe with a radi"
      },
      {
        "document": 1480,
        "excerpt": "trained condition while in the webs or until it breaks free. A creature Restrained by the webs can take an action to make a Strength (Athletics) check against your"
      },
      {
        "document": 1508,
        "excerpt": "ect you as if you were wielding it, leaving your hands free. The Shield remains animate for 1 minute, until you take a Bonus Action to end this effect, or until you"
      },
      {
        "document": 1541,
        "excerpt": "surfaces and along ceilings, while leaving your hands free. Spider Walk. You can't be caught in webs of any sort and can move through webs as if they were Difficu"
      },
      {
        "document": 1555,
        "excerpt": "and tries to return to your hand. If you have no hand free, the weapon falls to the ground in your space. If the weapon has no unobstructed path to you, it moves a"
      },
      {
        "document": 1560,
        "excerpt": "ics) check. On a successful check, the creature breaks free and destroys the shackles."
      },
      {
        "document": 1589,
        "excerpt": "age by 1d10 plus your Dexterity modifier if you have a free hand. If you reduce the damage to 0, you can catch the ammunition or weapon if it is small enough for yo"
      },
      {
        "document": 1625,
        "excerpt": "n take a Magic action and use a second command word to free one creature trapped in the mirror. The freed creature appears, along with its possessions, in the unocc"
      },
      {
        "document": 1670,
        "excerpt": "Ring of Free Action"
      },
      {
        "document": 1707,
        "excerpt": "surfaces and along ceilings, while leaving your hands free. You have a Climb Speed equal to your Speed. However, the slippers don't allow you to move this way on a"
      }
    ],
    "freed": [
      {
        "document": 783,
        "excerpt": "ndition. The petrification lasts until the creature is freed by the Greater Restoration spell or similar magic."
      },
      {
        "document": 1387,
        "excerpt": "hree times, it has the Petrified condition until it is freed by an effect like the Greater Restoration spell. The successes and failures needn't be consecutive; keep"
      },
      {
        "document": 1388,
        "excerpt": "hree times, it has the Petrified condition until it is freed by an effect like the Greater Restoration spell. The successes and failures needn’t be consecutive; keep"
      },
      {
        "document": 1610,
        "excerpt": "the item is destroyed, and the Restrained creature is freed. On a failed check, any further attempts made by that creature automatically fail until 24 hours have el"
      },
      {
        "document": 1625,
        "excerpt": "Otherwise, the creature is confined to the cell until freed. If the mirror traps a creature but its twelve extradimensional cells are already occupied, the mirror"
      }
    ],
    "freedom": [
      {
        "document": 237,
        "excerpt": "l creatures follow their whims, valuing their personal freedom above all else. A scoundrel who wanders the land living by their wits is probably Chaotic Neutral. Lawf"
      },
      {
        "document": 827,
        "excerpt": "Freedom of Movement"
      },
      {
        "document": 833,
        "excerpt": "Freedom of Movement"
      },
      {
        "document": 841,
        "excerpt": "Freedom of Movement,Guardian of Faith"
      },
      {
        "document": 853,
        "excerpt": "Freedom of Movement"
      },
      {
        "document": 902,
        "excerpt": "Freedom of Movement"
      },
      {
        "document": 914,
        "excerpt": "Freedom of Movement"
      },
      {
        "document": 1284,
        "excerpt": "Freedom of Movement"
      },
      {
        "document": 1561,
        "excerpt": "annihilation of a particular society or organization, freedom from the orb, to spread suffering in the world, to advance the worship of Tiamat, or something else the"
      },
      {
        "document": 1635,
        "excerpt": "es. The affected creature then gains the effect of the Freedom of Movement spell for 8 hours. Alternatively, the oil can be poured on the ground as a Magic action, wh"
      }
    ],
    "freeing": [
      {
        "document": 308,
        "excerpt": "its action to make a DC 13 Strength (Athletics) check, freeing itself or another creature within its reach on a success. Each failed check deals 1 Piercing damage to t"
      },
      {
        "document": 322,
        "excerpt": "an action to make a DC 10 Strength (Athletics) check, freeing the Restrained creature on a success. Destroying the Net (AC 10; 5 HP; Immunity to Bludgeoning, Poison,"
      },
      {
        "document": 717,
        "excerpt": "an action to make a DC 10 Strength (Athletics) check, freeing itself or another creature within its reach from the Net on a successful check. Detect and Disarm. As a"
      },
      {
        "document": 1609,
        "excerpt": "e spell cast from the stone is no longer stored in it, freeing up space. Strength (Very Rare). Your Strength increases by 2, to a maximum of 20, while this pale blue"
      },
      {
        "document": 1678,
        "excerpt": "he spell cast from the ring is no longer stored in it, freeing up space."
      },
      {
        "document": 2006,
        "excerpt": "until the grapple ends. The tentacle can be damaged, freeing a creature it has Grappled when destroyed (AC 20, HP 10, Immunity to Poison and Psychic damage). Damagin"
      }
    ],
    "freely": [
      {
        "document": 1459,
        "excerpt": "Emanation when you cast the spell can move through it freely. All other creatures and objects are barred from passing through it. Spells of level 3 or lower can't be"
      }
    ],
    "frees": [
      {
        "document": 322,
        "excerpt": "unity to Bludgeoning, Poison, and Psychic damage) also frees the target, ending the effect."
      },
      {
        "document": 717,
        "excerpt": "d). Destroy the Net. Reducing the Net to 0 Hit Points frees any creature trapped in it (see “Adventuring Gear” for the Net’s statistics). Set the Trap. A creature"
      },
      {
        "document": 1254,
        "excerpt": "cs) check against your spell save DC. On a success, it frees itself from the grasping plants and is no longer Restrained by them."
      },
      {
        "document": 1625,
        "excerpt": "xtradimensional cells are already occupied, the mirror frees one trapped creature at random to accommodate the new prisoner. A freed creature appears in an unoccupie"
      }
    ],
    "freeze": [
      {
        "document": 2065,
        "excerpt": "Freeze. If the elemental takes Cold damage, its Speed decreases by 20 feet until the end of its next turn. Wat"
      }
    ],
    "freezes": [
      {
        "document": 1285,
        "excerpt": "cessful one. If the globe strikes a body of water, it freezes the water to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures tha"
      }
    ],
    "freezing": [
      {
        "document": 866,
        "excerpt": "Freezing Sphere"
      },
      {
        "document": 892,
        "excerpt": "Freezing Sphere"
      },
      {
        "document": 949,
        "excerpt": "Freezing water, icy blasts"
      },
      {
        "document": 1215,
        "excerpt": "| Cold | 5 | Storm | | 6 | Freezing | | |"
      },
      {
        "document": 1285,
        "excerpt": "Freezing Sphere"
      },
      {
        "document": 1446,
        "excerpt": "d takes 2d6 Bludgeoning damage. Turns 5-10. Gusts and freezing rain assail the area under the cloud. Each creature there takes 1d6 Cold damage. Until the spell ends, t"
      },
      {
        "document": 1583,
        "excerpt": "ld the weapon, you have Resistance to Fire damage. In freezing temperatures, the weapon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet."
      },
      {
        "document": 1770,
        "excerpt": "all expended uses at the start of each of its turns. Freezing Burst. Constitution Saving Throw: DC 14, each creature in a 30-foot-radius Sphere centered on a point th"
      },
      {
        "document": 1782,
        "excerpt": "all expended uses at the start of each of its turns. Freezing Burst. Constitution Saving Throw: DC 20, each creature in a 30-foot-radius Sphere centered on a point th"
      }
    ],
    "frenzy": [
      {
        "document": 983,
        "excerpt": "Frenzy"
      },
      {
        "document": 1807,
        "excerpt": "Bloodied Frenzy. While Bloodied, the berserker has Advantage on attack rolls and saving throws."
      },
      {
        "document": 2009,
        "excerpt": "Blood Frenzy. The sahuagin has Advantage on attack rolls against any creature that doesn't have all its Hit Points."
      }
    ],
    "frequent": [
      {
        "document": 101,
        "excerpt": "Injury and death are frequent threats, as detailed in the following rules."
      }
    ],
    "frescoes": [
      {
        "document": 720,
        "excerpt": "webs or skillfully hidden amid bas-reliefs, murals, or frescoes. Each creature in the darts' path must succeed on a DC 13 Dexterity saving throw or be struck by 1d3 da"
      }
    ],
    "fresh": [
      {
        "document": 968,
        "excerpt": "fast. After a rite of forgiveness, the Paladin starts fresh. If your Paladin unrepentantly violates their oath, talk to your GM. Your Paladin should probably take"
      },
      {
        "document": 1217,
        "excerpt": "aneous You create 45 pounds of food and 30 gallons of fresh water on the ground or in containers within range - both useful in fending off the hazards of malnutriti"
      },
      {
        "document": 1349,
        "excerpt": "s chambers beyond. The dwelling's atmosphere is clean, fresh, and warm. You can create any floor plan you like for the dwelling, but it can't exceed 50 contiguous 1"
      },
      {
        "document": 1556,
        "excerpt": "sue one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of yo"
      }
    ],
    "friend": [
      {
        "document": 227,
        "excerpt": "r: - Who raised you? - Who was your dearest childhood friend? - Did you grow up with a pet? - Have you fallen in love? If so, with whom? - Did you join an organizati"
      },
      {
        "document": 516,
        "excerpt": "ally if it is a member of your adventuring party, your friend, on your side in combat, or a creature that the rules or the GM designates as your ally."
      },
      {
        "document": 1521,
        "excerpt": "the following benefits: Dwarvish. You know Dwarvish. Friend of Dwarvenkind. You have Advantage on Charisma (Persuasion) checks made to interact with dwarves and due"
      }
    ],
    "friendly": [
      {
        "document": 46,
        "excerpt": "icipating. An NPC's attitude toward your character is Friendly, Indifferent, or Hostile, as defined in “Rules Glossary.” Friendly NPCs are predisposed to help, and Hos"
      },
      {
        "document": 574,
        "excerpt": "ter has a starting attitude toward a player character: Friendly, Hostile, or Indifferent. See also \"Friendly,\" \"Hostile,\" \"Indifferent,\" and \"Influence.\""
      },
      {
        "document": 632,
        "excerpt": "Friendly [Attitude]"
      },
      {
        "document": 651,
        "excerpt": "ch is affected by the monster's attitude: Indifferent, Friendly, or Hostile, each of which is defined in this glossary. The Influence Checks table suggests which abilit"
      },
      {
        "document": 1188,
        "excerpt": "you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you. Using a Higher-Level Spell Slot. Y"
      },
      {
        "document": 1189,
        "excerpt": "you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you. Using a Higher-Level Spell Slot. Y"
      },
      {
        "document": 1429,
        "excerpt": "much, and it can't cast this spell. The simulacrum is Friendly to you and creatures you designate. It obeys your commands and acts on your turn in combat. The simulacr"
      },
      {
        "document": 1463,
        "excerpt": "has a Challenge Rating of 9 or lower. The creature is Friendly to you and your allies. In combat, it takes its turns immediately after yours, and it obeys your command"
      },
      {
        "document": 1518,
        "excerpt": "r when it is reduced to 0 Hit Points. The creature is Friendly to you and your allies, and it acts immediately after you on your Initiative count. You can take a Bonus"
      },
      {
        "document": 1580,
        "excerpt": "e figurine doesn't become a creature. The creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediate"
      },
      {
        "document": 1602,
        "excerpt": "Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you"
      },
      {
        "document": 1604,
        "excerpt": "rits attack you. If you meet the requirement, they are Friendly to you and your allies and follow your commands."
      },
      {
        "document": 1642,
        "excerpt": "e, the swarm is swayed by the pipes' music and becomes Friendly to you and your allies for as long as you continue to play the pipes each round as a Magic action. A Fri"
      },
      {
        "document": 1666,
        "excerpt": "drops to 0 Hit Points. While summoned, the djinni is Friendly to you and your allies, and it obeys your commands. If you fail to command it, the djinni defends itself"
      }
    ],
    "friendship": [
      {
        "document": 779,
        "excerpt": "Animal Friendship"
      },
      {
        "document": 830,
        "excerpt": "Animal Friendship"
      },
      {
        "document": 850,
        "excerpt": "Animal Friendship"
      },
      {
        "document": 899,
        "excerpt": "Animal Friendship"
      },
      {
        "document": 965,
        "excerpt": "four level 1 spells from the Druid spell list. Animal Friendship, Cure Wounds, Faerie Fire, and Thunderwave are recommended. The number of spells on your list increases"
      },
      {
        "document": 1154,
        "excerpt": "Animal Friendship"
      },
      {
        "document": 1645,
        "excerpt": "Potion of Animal Friendship"
      },
      {
        "document": 1665,
        "excerpt": "f the following spells (save DC 13) from it: - Animal Friendship - Fear (affects Beasts only) - Speak with Animals"
      },
      {
        "document": 1666,
        "excerpt": "the djinn they summon and given to mortals as gifts of friendship or tokens of esteem."
      },
      {
        "document": 1852,
        "excerpt": "llcasting ability (spell save DC 14): At Will: Animal Friendship, Charm Monster (lasts 24 hours; ends early if the dryad casts the spell again), Druidcraft 1/Day Each:"
      }
    ],
    "friendships": [
      {
        "document": 47,
        "excerpt": "lay on their sympathies, fears, or goals, you can form friendships, ward off violence, or learn a key piece of information. On the other hand, if you insult a proud warrio"
      }
    ],
    "frightened": [
      {
        "document": 689,
        "excerpt": "er something that is supernaturally frightful, use the Frightened condition as the baseline effect. Fear effects typically require a Wisdom saving throw, with a save DC b"
      },
      {
        "document": 692,
        "excerpt": "sibilities. Short-Term Effects. The character has the Frightened, Incapacitated, or Stunned condition for 1d10 minutes. This condition might be accompanied by alarming b"
      },
      {
        "document": 946,
        "excerpt": "Frightened"
      },
      {
        "document": 963,
        "excerpt": "ng throw against an effect that applies the Charmed or Frightened condition, you can take a Reaction to cause the save to be rerolled, and the new roll has Advantage."
      },
      {
        "document": 964,
        "excerpt": "ving throw. If the creature fails its save, it has the Frightened and Incapacitated conditions for 1 minute. For that duration, it tries to move as far from you as it can"
      },
      {
        "document": 967,
        "excerpt": "om yourself at the end of each of your turns: Charmed, Frightened, or Poisoned. In addition, forgoing food and drink doesn't give you levels of Exhaustion."
      },
      {
        "document": 968,
        "excerpt": "rget must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute or until it takes any damage. While Frightened in this way, a target can do only"
      },
      {
        "document": 983,
        "excerpt": "You have Immunity to the Charmed and Frightened conditions while your Rage is active. If you're Charmed or Frightened when you enter your Rage, the cond"
      },
      {
        "document": 991,
        "excerpt": "dvantage on saving throws you make to avoid or end the Frightened condition."
      },
      {
        "document": 1158,
        "excerpt": "-5 | Immunities Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned Senses Blindsight 30 ft.; Passive Perception 6 Languages Understands the languages"
      },
      {
        "document": 1161,
        "excerpt": "n it fails that save: Antipathy. The creature has the Frightened condition. The Frightened creature must use its movement on its turns to get as far away as possible fro"
      },
      {
        "document": 1186,
        "excerpt": "ture): - The creature has Immunity to the Charmed and Frightened conditions until the spell ends. If the creature was already Charmed or Frightened, those conditions are"
      },
      {
        "document": 1207,
        "excerpt": "spellcasting ability modifier, and the target has the Frightened condition until the start of your next turn, with both you and the spirit as the source of the fear. As"
      },
      {
        "document": 1236,
        "excerpt": "a creature that is possessed by or has the Charmed or Frightened condition from one or more creatures of the types above. The target is no longer possessed, Charmed, or"
      },
      {
        "document": 1258,
        "excerpt": "ction to shake it awake. Panicked. The target has the Frightened condition. On each of its turns, the Frightened target must take the Dash action and move away from you"
      },
      {
        "document": 1263,
        "excerpt": "ving throw or drop whatever it is holding and have the Frightened condition for the duration. A Frightened creature takes the Dash action and moves away from you by the"
      },
      {
        "document": 1266,
        "excerpt": "60 feet the steed can see. Failure: The target has the Frightened condition until the end of your next turn. Fey Step (Fey Only; Recharges after a Long Rest). The steed"
      },
      {
        "document": 1303,
        "excerpt": "eature that is possessed by or that has the Charmed or Frightened condition from such creatures isn't possessed, Charmed, or Frightened by them while in the area. Extra"
      },
      {
        "document": 1311,
        "excerpt": "esistance to Poison damage, and it has Immunity to the Frightened and Poisoned conditions. Its Hit Point maximum also increases by 2d10, and it gains the same number of H"
      },
      {
        "document": 1312,
        "excerpt": "y. Until the spell ends, the creature is immune to the Frightened condition and gains Temporary Hit Points equal to your spellcasting ability modifier at the start of eac"
      },
      {
        "document": 1344,
        "excerpt": "Cylinder can't be possessed by or gain the Charmed or Frightened condition from the creature. Each time you cast this spell, you can cause its magic to operate in the r"
      },
      {
        "document": 1382,
        "excerpt": "s all its Hit Points. If the creature has the Charmed, Frightened, Paralyzed, Poisoned, or Stunned condition, the condition ends. If the creature has the Prone condition,"
      },
      {
        "document": 1394,
        "excerpt": "rget also can't be possessed by or gain the Charmed or Frightened conditions from them. If the target is already possessed, Charmed, or Frightened by such a creature, the"
      },
      {
        "document": 1448,
        "excerpt": "cid, Cold, Fire, Lightning, Poison Immunities Charmed, Frightened, Poisoned Senses Blindsight 30 ft., Darkvision 60 ft.; Passive Perception 12 Languages Draconic, underst"
      },
      {
        "document": 1451,
        "excerpt": "rget must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute. While Frightened, the target must move at least 30 feet away from the glyph on e"
      },
      {
        "document": 1481,
        "excerpt": "save, a target takes 10d10 Psychic damage and has the Frightened condition for the duration. On a successful save, a target takes half as much damage only. A Frightened"
      },
      {
        "document": 1491,
        "excerpt": "Frightened"
      },
      {
        "document": 1604,
        "excerpt": "ng warriors, and they have Immunity to the Charmed and Frightened conditions. Once you use the horn, it can't be used again until 7 days have passed. Four types of Horn"
      },
      {
        "document": 1615,
        "excerpt": "destroyed. On a successful save, the creature has the Frightened condition until the end of your next turn. Light. While you hold this weapon, it sheds Bright Light in"
      },
      {
        "document": 1617,
        "excerpt": "ust succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute. While Frightened in this way, a creature must spend its turns trying to move as"
      },
      {
        "document": 1641,
        "excerpt": "ust succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute. A creature that fails the save repeats it at the end of each of its turns, endi"
      },
      {
        "document": 1694,
        "excerpt": "isdom saving throw. On a failed save, a target has the Frightened condition for 1 minute. A Frightened target repeats the save at the end of each of its turns, ending the"
      },
      {
        "document": 1783,
        "excerpt": "Poison, Psychic; Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned"
      },
      {
        "document": 1784,
        "excerpt": "Poison, Psychic; Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned"
      },
      {
        "document": 1785,
        "excerpt": "ities Poison, Psychic; Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Senses Blindsight 60 ft.; Passive Perception 6 Languages None CR 2 (XP"
      },
      {
        "document": 1792,
        "excerpt": "r) Immunities Necrotic, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Unconscious Senses Truesight 60 ft., Passive Perception 13 Languages A"
      },
      {
        "document": 1799,
        "excerpt": "Fire, Poison; Charmed, Frightened, Poisoned"
      },
      {
        "document": 1805,
        "excerpt": "Fire, Poison; Frightened, Poisoned"
      },
      {
        "document": 1810,
        "excerpt": "d, Lightning, Slashing; Charmed, Deafened, Exhaustion, Frightened, Grappled, Prone, Restrained"
      },
      {
        "document": 1825,
        "excerpt": ", the triggering creature. Failure: The target has the Frightened condition until the end of its turn. Success: The target is immune to this devil's Unnerving Gaze for 24"
      },
      {
        "document": 1828,
        "excerpt": "Acid, Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned"
      },
      {
        "document": 1829,
        "excerpt": "Frightened"
      },
      {
        "document": 1841,
        "excerpt": "Blinded, Charmed, Deafened, Frightened, Stunned, Unconscious"
      },
      {
        "document": 1843,
        "excerpt": "Charmed, Exhaustion, Frightened"
      },
      {
        "document": 1846,
        "excerpt": "can see the doppelganger. Failure: The target has the Frightened condition and repeats the save at the end of each of its turns, ending the effect on itself on a success"
      },
      {
        "document": 1861,
        "excerpt": "Blinded, Charmed, Deafened, Frightened, Stunned, Unconscious"
      },
      {
        "document": 1864,
        "excerpt": "Lightning, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned"
      },
      {
        "document": 1869,
        "excerpt": "Acid; Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone"
      },
      {
        "document": 1871,
        "excerpt": "Necrotic, Poison; Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained"
      },
      {
        "document": 1884,
        "excerpt": "ust succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute, until you are no longer riding the goat, or until the goat reverts to figurine f"
      },
      {
        "document": 1912,
        "excerpt": "Blinded, Charmed, Deafened, Exhaustion, Frightened, Grappled, Prone, Restrained"
      },
      {
        "document": 1934,
        "excerpt": "Blinded, Charmed, Deafened, Frightened, Stunned, Unconscious"
      },
      {
        "document": 1941,
        "excerpt": "Fire, Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned"
      },
      {
        "document": 1944,
        "excerpt": "Frightened"
      },
      {
        "document": 1946,
        "excerpt": "Cold, Lightning; Frightened, Grappled, Paralyzed, Restrained"
      },
      {
        "document": 1948,
        "excerpt": "Fire, Poison; Charmed, Frightened, Poisoned"
      },
      {
        "document": 1949,
        "excerpt": "Necrotic, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned"
      },
      {
        "document": 1950,
        "excerpt": "e creature within 15 feet. Failure: The target has the Frightened condition until the start of the lion's next turn."
      },
      {
        "document": 1966,
        "excerpt": "Necrotic, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned"
      },
      {
        "document": 1967,
        "excerpt": "Necrotic, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned"
      },
      {
        "document": 1968,
        "excerpt": "Poison; Frightened, Poisoned"
      },
      {
        "document": 1972,
        "excerpt": "Lightning, Slashing; Charmed, Deafened, Exhaustion, Frightened, Grappled, Prone, Restrained"
      },
      {
        "document": 1976,
        "excerpt": "it: 9 (2d6 + 2) Psychic damage, and the target has the Frightened condition until the start of the oni's next turn. Shape-Shift. The oni shape-shifts into a Small or Med"
      },
      {
        "document": 1986,
        "excerpt": "arts its turn in the aura. Failure: The target has the Frightened condition until the start of its next turn. Success: The target is immune to this pit fiend's aura for 2"
      },
      {
        "document": 1987,
        "excerpt": "Charmed, Exhaustion, Frightened"
      },
      {
        "document": 1996,
        "excerpt": "e creature within 20 feet. Failure: The target has the Frightened condition. At the end of each of its turns, the target repeats the save, ending the effect on itself on"
      },
      {
        "document": 1997,
        "excerpt": "Charmed, Frightened"
      },
      {
        "document": 2014,
        "excerpt": "n see the hag's true form. Failure: The target has the Frightened condition until the start of its next turn. Success: The target is immune to this hag's Vile Appearance"
      },
      {
        "document": 2016,
        "excerpt": "Necrotic, Poison; Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious"
      },
      {
        "document": 2018,
        "excerpt": "Poison; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned"
      },
      {
        "document": 2019,
        "excerpt": "Blinded, Charmed, Deafened, Frightened"
      },
      {
        "document": 2022,
        "excerpt": "Poison, Radiant; Charmed, Exhaustion, Frightened, Poisoned"
      },
      {
        "document": 2024,
        "excerpt": "Psychic; Charmed, Frightened"
      },
      {
        "document": 2025,
        "excerpt": "Psychic; Charmed, Frightened"
      },
      {
        "document": 2034,
        "excerpt": "Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned"
      },
      {
        "document": 2037,
        "excerpt": "Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned"
      },
      {
        "document": 2038,
        "excerpt": "Necrotic, Poison; Charmed, Exhaustion, Frightened, Grappled, Incapacitated, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned"
      },
      {
        "document": 2039,
        "excerpt": "Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned"
      },
      {
        "document": 2040,
        "excerpt": "Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned"
      },
      {
        "document": 2041,
        "excerpt": "Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned"
      },
      {
        "document": 2042,
        "excerpt": "Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned"
      },
      {
        "document": 2043,
        "excerpt": "Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned"
      },
      {
        "document": 2044,
        "excerpt": "Fire, Poison; Charmed, Deafened, Frightened, Paralyzed, Poisoned"
      },
      {
        "document": 2058,
        "excerpt": "Blinded, Charmed, Deafened, Frightened"
      }
    ],
    "frightening": [
      {
        "document": 1949,
        "excerpt": "e this action again until the start of its next turn. Frightening Gaze. The lich casts Fear, using the same spellcasting ability as Spellcasting. The lich can't take this"
      }
    ],
    "frightful": [
      {
        "document": 689,
        "excerpt": "characters encounter something that is supernaturally frightful, use the Frightened condition as the baseline effect. Fear effects typically require a Wisdom saving thr"
      },
      {
        "document": 1761,
        "excerpt": "e this action again until the start of its next turn. Frightful Presence. The dragon uses Spellcasting to cast Fear. The dragon can't take this action again until the s"
      },
      {
        "document": 1770,
        "excerpt": "e this action again until the start of its next turn. Frightful Presence. The dragon casts Fear, requiring no Material components and using Charisma as the spellcasting"
      },
      {
        "document": 1773,
        "excerpt": "e this action again until the start of its next turn. Frightful Presence. The dragon uses Spellcasting to cast Fear. The dragon can't take this action again until the s"
      },
      {
        "document": 1782,
        "excerpt": "e this action again until the start of its next turn. Frightful Presence. The dragon casts Fear, requiring no Material components and using Charisma as the spellcasting"
      }
    ],
    "frigid": [
      {
        "document": 682,
        "excerpt": "Frigid Water"
      },
      {
        "document": 687,
        "excerpt": "creatures on broken ice fall through. Below the ice is frigid water (see “Frigid Water” above)."
      },
      {
        "document": 1285,
        "excerpt": "a miniature crystal sphere) Duration: Instantaneous A frigid globe streaks from you to a point of your choice within range, where it explodes in a 60-foot-radius Sph"
      },
      {
        "document": 1399,
        "excerpt": "e: 60 feet Components: V, S Duration: Instantaneous A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the"
      },
      {
        "document": 1474,
        "excerpt": "0 Hit Points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first tim"
      }
    ],
    "frog": [
      {
        "document": 783,
        "excerpt": "new form is a Giant Wasp; on a 3–4, the new form is a Frog."
      },
      {
        "document": 1265,
        "excerpt": "spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating of"
      },
      {
        "document": 1866,
        "excerpt": "Frog"
      },
      {
        "document": 1885,
        "excerpt": "Giant Frog"
      }
    ],
    "frog's": [
      {
        "document": 1866,
        "excerpt": "he frog can breathe air and water. Standing Leap. The frog's Long Jump is up to 10 feet and its High Jump is up to 5 feet with or without a running start."
      },
      {
        "document": 1885,
        "excerpt": "he frog can breathe air and water. Standing Leap. The frog's Long Jump is up to 20 feet and its High Jump is up to 10 feet with or without a running start."
      }
    ],
    "from": [
      {
        "document": 0,
        "excerpt": "This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www."
      },
      {
        "document": 10,
        "excerpt": "suffer a Death Saving Throw failure. If the damage is from a Critical Hit, you suffer two failures instead. If the damage equals or exceeds your Hit Point maximum,"
      },
      {
        "document": 24,
        "excerpt": "Some features let you use different ability modifiers from those listed. For example, the Finesse property (see “Equipment”) lets you use Strength or Dexterity wit"
      },
      {
        "document": 41,
        "excerpt": "acter gains proficiency with various weapons and tools from their class and background. There are two categories of equipment proficiency: Weapons. Anyone can wiel"
      },
      {
        "document": 44,
        "excerpt": "you of your ability to take actions also prevents you from taking a Bonus Action."
      },
      {
        "document": 59,
        "excerpt": "Each ability has a score from 1 to 20, although some monsters have a score as high as 30. The score represents the magnitude of an abi"
      },
      {
        "document": 70,
        "excerpt": "lained in \"D20 Tests\"). An ability modifier is derived from its score, as shown in the Ability Modifiers table."
      },
      {
        "document": 73,
        "excerpt": "For example, if an ambusher starts combat while hidden from a foe who is unaware that combat is starting, that foe is surprised. Initiative Order. A combatant's ch"
      },
      {
        "document": 75,
        "excerpt": "things - whether creatures or objects - count squares from a square adjacent to one of them and stop counting in the space of the other one. Count by the shortest"
      },
      {
        "document": 77,
        "excerpt": "eed, you deduct the distance of each part of your move from it until it is used up or until you are done moving, whichever comes first. A character's Speed is dete"
      },
      {
        "document": 82,
        "excerpt": "ature Size and Space table. That table lists the sizes from smallest (Tiny) to largest (Gargantuan). A creature's space is the area that it effectively controls in"
      },
      {
        "document": 86,
        "excerpt": "a different benefit to a target. A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover. If a target is b"
      },
      {
        "document": 92,
        "excerpt": "the Game\"), you roll two d20s, but you use the number from only one of them - the higher one if you have Advantage or the lower one if you have Disadvantage. 5: Ad"
      },
      {
        "document": 102,
        "excerpt": "n uninjured. Your current Hit Points can be any number from that maximum down to 0, which is the lowest Hit Points can go. Whenever you take damage, subtract it fr"
      },
      {
        "document": 106,
        "excerpt": "ier. If the attack involves other damage dice, such as from the Rogue's Sneak Attack feature, you also roll those dice twice."
      },
      {
        "document": 114,
        "excerpt": "Magic items are gleaned from the hoards of felled monsters or discovered in long-lost vaults. Such items grant capabilities a charact"
      },
      {
        "document": 115,
        "excerpt": "agic weapon is typically a magical version of a weapon from “Equipment.” Some magic weapons specify the type of weapon they are in their descriptions, such as a Lon"
      },
      {
        "document": 122,
        "excerpt": "be swallowed, for example, while the writing vanishes from a scroll when it is read. Once used, a consumable item loses its magic."
      },
      {
        "document": 123,
        "excerpt": "Spells Cast from Items"
      },
      {
        "document": 132,
        "excerpt": "If a magic item allows its user to cast any spells from it, you must have all those spells prepared every day you spend crafting the item."
      },
      {
        "document": 136,
        "excerpt": "Armor category is typically a magical version of armor from “Equipment.” Unless an armor’s description notes otherwise, the armor must be worn for its magic to func"
      },
      {
        "document": 141,
        "excerpt": "ecial purpose, the item remains cooperative. Deviating from this course might cause conflict between the wielder and the item (see “Conflict” below). You can pick a"
      },
      {
        "document": 151,
        "excerpt": "t Point Dice are provided, along with any contribution from its Constitution. Either use the number for the monster's Hit Points or roll the die expression in paren"
      },
      {
        "document": 180,
        "excerpt": "options are presented, you choose the creature's size from those options. See \"Playing the Game\" for information on size."
      },
      {
        "document": 181,
        "excerpt": "uch as red dragons and wyverns. Elementals are beings from the Elemental Planes, such as efreet and water elementals. Fey are creatures tied to the Feywild or the"
      },
      {
        "document": 228,
        "excerpt": "anguages: Common plus two languages you roll or choose from the Standard Languages table. Knowledge of a language means your character can communicate in it, read i"
      },
      {
        "document": 234,
        "excerpt": "Choose your character's alignment from the options below, and note it on your character sheet. The game assumes that player characters aren't"
      },
      {
        "document": 235,
        "excerpt": "f a creature with that alignment; individuals can vary from that behavior. Lawful Good (LG). Lawful Good creatures endeavor to do the right thing as expected by so"
      },
      {
        "document": 243,
        "excerpt": "reaches level 8 and increases their Constitution score from 17 to 18, the Constitution modifier increases to +4. The character's Hit Point maximum then increases by"
      },
      {
        "document": 244,
        "excerpt": "n terms of four tiers of play, describing the journey from a level 1 character just beginning an adventuring career to the epic heights of level 20. These tiers do"
      },
      {
        "document": 245,
        "excerpt": "rentice adventurers, though they are already set apart from the broader populace by virtue of their extraordinary abilities. They learn their starting class feature"
      },
      {
        "document": 257,
        "excerpt": "You gain the Hit Points from your new class as described for levels after 1. You gain the level 1 Hit Points for a class only when yo"
      },
      {
        "document": 262,
        "excerpt": "le ways to calculate your Armor Class, you can benefit from only one at a time. For example, a Monk/Sorcerer with a Monk's Unarmored Defense feature and a Sorcerer"
      },
      {
        "document": 263,
        "excerpt": "If you gain the Extra Attack feature from more than one class, the features don't stack. You can't make more than two attacks with this feature un"
      },
      {
        "document": 264,
        "excerpt": "those classes. Once you have the Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only"
      },
      {
        "document": 266,
        "excerpt": "l when examined by anyone but you 41 A scrap of cloth from an old banner 42 A rank insignia from a lost legionnaire 43 A silver bell without a clapper 44 A mech"
      },
      {
        "document": 269,
        "excerpt": "wear that armor effectively, gaining defensive bonuses from it. The categories of armor are described in “Equipment.”"
      },
      {
        "document": 272,
        "excerpt": "ain at this step can be immediately spent on equipment from \"Equipment.\" Record your chosen equipment on your character sheet. Equipment is described in “Equipment"
      },
      {
        "document": 283,
        "excerpt": "agonborn or gnome. The peoples of the multiverse hail from different worlds and include many kinds of sapient life forms. A player character's species is the set o"
      },
      {
        "document": 288,
        "excerpt": "its listed for it. Some traits involve making a choice from a handful of options."
      },
      {
        "document": 295,
        "excerpt": "y with one tool - either a specific tool or one chosen from the Artisan's Tools category. Tools are detailed in \"Equipment.\" ---"
      },
      {
        "document": 302,
        "excerpt": "ted in the feat. If you're instructed to choose a feat from a specific category, such as the Origin category, that category must appear under the feat's name. If yo"
      },
      {
        "document": 317,
        "excerpt": "You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the num"
      },
      {
        "document": 323,
        "excerpt": "ter 1 minute), the target takes an extra 5 Fire damage from burning oil. Dousing a Space. You can take the Utilize action to pour an Oil flask on level ground to c"
      },
      {
        "document": 327,
        "excerpt": "ion. A creature that takes Piercing or Slashing damage from the poisoned weapon or ammunition takes an extra 1d4 Poison damage. Once applied, the poison retains pot"
      },
      {
        "document": 362,
        "excerpt": "y pays 5 SP per day for a hammock, but prices can vary from ship to ship. A small private cabin usually costs 2 GP per day."
      },
      {
        "document": 378,
        "excerpt": "Some magic items are indistinguishable from their nonmagical counterparts, while others are conspicuously magical. Handling a magic item is enough t"
      },
      {
        "document": 386,
        "excerpt": "a Boot of Elvenkind on the other foot gains no benefit from either."
      },
      {
        "document": 401,
        "excerpt": "you can push the creature up to 10 feet straight away from yourself if it is Large or smaller."
      },
      {
        "document": 451,
        "excerpt": "As a Utilize action, you can spill Ball Bearings from their pouch. They spread to cover a level, 10-foot-square area within 10 feet of yourself. A creature th"
      },
      {
        "document": 453,
        "excerpt": "ke a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece"
      },
      {
        "document": 463,
        "excerpt": "As a Utilize action, you can spread Caltrops from their bag to cover a 5-foot-square area within 5 feet of yourself. A creature that enters this area for"
      },
      {
        "document": 470,
        "excerpt": "ourself; when you do, you can't fall more than 25 feet from the anchor point, and you can't move more than 25 feet from there without undoing the anchor as a Bonus"
      },
      {
        "document": 494,
        "excerpt": "A spell's range indicates how far from the spellcaster the spell's effect can originate, and the spell's description specifies which part of th"
      },
      {
        "document": 497,
        "excerpt": "pell prepared in your mind or have access to the spell from a magic item, such as a Spell Scroll. Your features specify which spells you have access to, if any; whe"
      },
      {
        "document": 505,
        "excerpt": ", the most potent effect - such as the highest bonus - from those castings applies while their durations overlap. The most recent effect applies if the castings are"
      },
      {
        "document": 512,
        "excerpt": "Every spell has a level from 0 to 9, which is indicated in a spell's description. A spell's level is an indicator of how powerful it"
      },
      {
        "document": 514,
        "excerpt": "h an item specifies how many times a spell can be cast from it."
      },
      {
        "document": 526,
        "excerpt": "e An area of effect has a point of origin, a location from which the effect's energy erupts. The rules for each shape specify how to position its point of origin."
      },
      {
        "document": 530,
        "excerpt": "perates. Possession can be prevented by the Protection from Evil and Good spell and ended by the Dispel Evil and Good spell."
      },
      {
        "document": 542,
        "excerpt": "conditions, spells, curses, and the like - carry over from one form to the other. You revert to your true form if you die."
      },
      {
        "document": 548,
        "excerpt": "enever you switch, subtract the distance already moved from the new speed. The result determines how much farther you can move. If the result is 0 or less, you can'"
      },
      {
        "document": 552,
        "excerpt": "re is an area of effect that extends in straight lines from a point of origin outward in all directions. The effect that creates a Sphere specifies the distance it"
      },
      {
        "document": 555,
        "excerpt": "or that attack. Equipping a weapon includes drawing it from a sheath or picking it up. Unequipping a weapon includes sheathing, stowing, or dropping it. Moving bet"
      },
      {
        "document": 557,
        "excerpt": "e again, it removes all levels of Exhaustion it gained from suffocating."
      },
      {
        "document": 577,
        "excerpt": "current rules terms only. If you're looking for a term from an earlier version of the fifth edition rules, consult the index. Abbreviations. The abbreviations list"
      },
      {
        "document": 594,
        "excerpt": "ne is an area of effect that extends in straight lines from a point of origin in a direction its creator chooses. A Cone's width at any point along its length is eq"
      },
      {
        "document": 595,
        "excerpt": "more than one degree of cover, a target benefits only from the most protective degree. See also “Playing the Game” (“Combat”)."
      },
      {
        "document": 601,
        "excerpt": "be is an area of effect that extends in straight lines from a point of origin located anywhere on a face of the Cube. The effect that creates a Cube specifies its s"
      },
      {
        "document": 603,
        "excerpt": "er is an area of effect that extends in straight lines from a point of origin located at the center of the circular top or bottom of the Cylinder. The effect that c"
      },
      {
        "document": 607,
        "excerpt": "nity to all damage unless it takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, in which case it takes that ent"
      },
      {
        "document": 619,
        "excerpt": ", you can take one action. Choose which action to take from those below or from the special actions provided by your features. See also “Playing the Game” (“Actions"
      },
      {
        "document": 623,
        "excerpt": "on is an area of effect that extends in straight lines from a creature or an object in all directions. The effect that creates an Emanation specifies the distance i"
      },
      {
        "document": 628,
        "excerpt": "the Prone condition unless it avoids taking any damage from the fall. A creature that falls into water or another liquid can use its Reaction to make a DC 15 Stren"
      },
      {
        "document": 645,
        "excerpt": "e ability to hover. Hovering while flying prevents you from falling in certain circumstances. See also \"Flying.\""
      },
      {
        "document": 656,
        "excerpt": "A Line is an area of effect that extends from a point of origin in a straight path along its length and covers an area defined by its width. The effec"
      },
      {
        "document": 659,
        "excerpt": "Choose one feat from the Origin category. See “Origin Feats” for examples of Origin feats."
      },
      {
        "document": 662,
        "excerpt": "clude Martial weapons or armor, as characters get them from their class choices."
      },
      {
        "document": 671,
        "excerpt": "curse. Demonic Possession. Demonic Possession arises from the chaos and evil of the Abyss and commonly besets creatures that interact with demonic objects or ling"
      },
      {
        "document": 675,
        "excerpt": "starts its turn within a 10-foot Emanation originating from a creature infected with Cackle Fever must succeed on a DC 10 Constitution saving throw or also become i"
      },
      {
        "document": 676,
        "excerpt": ", it regains only half the normal number of Hit Points from spending Hit Point Dice. Restlessness. While the creature has any Exhaustion levels, finishing a Long R"
      },
      {
        "document": 677,
        "excerpt": "hour. When applied to the eyes of a creature suffering from Sight Rot, the ointment suppresses the contagion on that creature for 24 hours. If the contagion is supp"
      },
      {
        "document": 680,
        "excerpt": "d road increases the group's maximum pace by one step (from Slow to Normal or from Normal to Fast)."
      },
      {
        "document": 688,
        "excerpt": "han common folk. Whereas a farmer might flee in terror from a bear or an apparition, adventurers are made of sterner stuff. That said, certain creatures and game ef"
      },
      {
        "document": 689,
        "excerpt": "of its turns and uses its movement to get farther away from the source of its fear. - Attack rolls against the Frightened creature have Advantage. - The Frightened"
      },
      {
        "document": 692,
        "excerpt": "me or all ability checks for 1d10 × 10 hours, stemming from an unwillingness or inability to exert a particular set of abilities. The character might feel enervated"
      },
      {
        "document": 693,
        "excerpt": "off. A creature that takes Piercing or Slashing damage from an object coated with the poison is exposed to its effects."
      },
      {
        "document": 695,
        "excerpt": "A character can attempt to harvest poison from a venomous creature that is dead or has the Incapacitated condition. The effort takes 1d6 minutes, after"
      },
      {
        "document": 716,
        "excerpt": "ve or half as much damage on a successful one. Rubble from the collapse turns the trapped area into Difficult Terrain. Detect and Disarm. As a Search action, a cr"
      },
      {
        "document": 717,
        "excerpt": "re to release a weighted, 10-foot-square Net suspended from the ceiling. The trip wire is 3 inches off the ground and stretches between two columns or trees. The f"
      },
      {
        "document": 718,
        "excerpt": "ilar object under the pressure plate prevents the trap from triggering. At Higher Levels. You can scale the trap for higher levels by increasing the damage and the"
      },
      {
        "document": 719,
        "excerpt": "us This 10-foot-deep pit has a hinged lid constructed from material identical to the surrounding floor. When a creature moves onto the lid, it swings open like a t"
      },
      {
        "document": 720,
        "excerpt": "ate for the first time on a turn, poisoned darts shoot from tubes embedded in the surrounding walls. The holes that house these tubes are obscured by dust and cobwe"
      },
      {
        "document": 722,
        "excerpt": "plate, a 5-foot-radius orb of solid stone is released from a secret compartment and begins to roll. The stone and all creatures nearby roll Initiative; the stone g"
      },
      {
        "document": 723,
        "excerpt": "neous A 10-foot-deep pit has a hinged lid constructed from material identical to the surrounding floor. When a creature moves onto the lid, it swings open like a t"
      },
      {
        "document": 729,
        "excerpt": "add a creature to your combat encounter, deduct its XP from your XP budget to determine how many XP you have left to spend. Spend as much of your XP budget as you c"
      },
      {
        "document": 732,
        "excerpt": "A player's absence might warrant removing creatures from an encounter to keep it at the intended difficulty. Also, die rolls and other factors can result in an e"
      },
      {
        "document": 778,
        "excerpt": "Protection from Evil and Good"
      },
      {
        "document": 783,
        "excerpt": "You cast a spell originating from the chosen point. Roll 1d10 to determine the spell: on a 1–2, Darkness; on a 3–4, Faerie Fire; on a 5–6,"
      },
      {
        "document": 791,
        "excerpt": "ed and Swim Speed to 0 and making it unable to benefit from bonuses to speed."
      },
      {
        "document": 793,
        "excerpt": "On a failed save, the creature takes 10d6 Force damage from an internal explosion."
      },
      {
        "document": 820,
        "excerpt": "An old chess piece made from glass"
      },
      {
        "document": 830,
        "excerpt": "Protection from Evil and Good"
      },
      {
        "document": 831,
        "excerpt": "Protection from Poison"
      },
      {
        "document": 832,
        "excerpt": "Protection from Energy"
      },
      {
        "document": 841,
        "excerpt": "Protection from Evil and Good,Shield of Faith"
      },
      {
        "document": 843,
        "excerpt": "Protection from Evil and Good"
      },
      {
        "document": 844,
        "excerpt": "Protection from Poison"
      },
      {
        "document": 851,
        "excerpt": "Protection from Poison"
      },
      {
        "document": 852,
        "excerpt": "Protection from Energy"
      },
      {
        "document": 863,
        "excerpt": "Protection from Energy"
      },
      {
        "document": 873,
        "excerpt": "Protection from Evil and Good"
      },
      {
        "document": 886,
        "excerpt": "Protection from Evil and Good"
      },
      {
        "document": 888,
        "excerpt": "Protection from Energy"
      },
      {
        "document": 911,
        "excerpt": "Protection from Evil and Good"
      },
      {
        "document": 912,
        "excerpt": "Protection from Poison"
      },
      {
        "document": 913,
        "excerpt": "Protection from Energy"
      },
      {
        "document": 962,
        "excerpt": "You gain proficiency in another skill of your choice from the skill list available to Barbarians at level 1. In addition, while your Rage is active, you can chan"
      },
      {
        "document": 963,
        "excerpt": "ption. Cantrips. You know two cantrips of your choice from the Bard spell list. Dancing Lights and Vicious Mockery are recommended. Whenever you gain a Bard level"
      },
      {
        "document": 964,
        "excerpt": "ion. Cantrips. You know three cantrips of your choice from the Cleric spell list. Guidance, Sacred Flame, and Thaumaturgy are recommended. Whenever you gain a Cle"
      },
      {
        "document": 965,
        "excerpt": "ption. Cantrips. You know two cantrips of your choice from the Druid spell list. Druidcraft and Produce Flame are recommended. Whenever you gain a Druid level, yo"
      },
      {
        "document": 966,
        "excerpt": "You study your opponents and learn from each attack you make. If you make an attack roll against a creature and miss, you have Advantage on your"
      },
      {
        "document": 967,
        "excerpt": "a Reaction when you fall to reduce any damage you take from the fall by an amount equal to five times your Monk level."
      },
      {
        "document": 968,
        "excerpt": "ch a creature (which could be yourself) and draw power from the pool of healing to restore a number of Hit Points to that creature, up to the maximum amount remaini"
      },
      {
        "document": 969,
        "excerpt": "ill. Languages. You know two languages of your choice from the language tables in “Character Creation.”"
      },
      {
        "document": 970,
        "excerpt": "nd one other language of your choice, which you choose from the language tables in \"Character Creation.\""
      },
      {
        "document": 971,
        "excerpt": "Drawing from your innate magic, you can cast spells. See “Spells” for the rules on spellcasting. The information belo"
      },
      {
        "document": 972,
        "excerpt": "a Warlock level, you can replace one of your cantrips from this feature with another Warlock cantrip of your choice. When you reach Warlock levels 4 and 10, you l"
      },
      {
        "document": 973,
        "excerpt": "nish a Long Rest, you can replace one of your cantrips from this feature with another Wizard cantrip of your choice. When you reach Wizard levels 4 and 10, you lea"
      },
      {
        "document": 975,
        "excerpt": "cast one of the level 1+ spells that you have prepared from your Circle Spells feature without expending a spell slot, and you must finish a Long Rest before you do"
      },
      {
        "document": 976,
        "excerpt": "ards of the College of Lore collect spells and secrets from diverse sources, such as scholarly tomes, mystical rites, and peasant tales. The college's members gathe"
      },
      {
        "document": 977,
        "excerpt": "Breathe the Magic of Dragons Your innate magic comes from the gift of a dragon. Perhaps an ancient dragon facing death bequeathed some of its magical power to you"
      },
      {
        "document": 978,
        "excerpt": "military forces, serving as artillery to blast armies from afar. Others use their power to protect others, while some seek their own gain."
      },
      {
        "document": 980,
        "excerpt": "Protect Nature and People from Destruction You stalk prey in the wilds and elsewhere, using your abilities as a Hunter to protect natu"
      },
      {
        "document": 983,
        "excerpt": "When you take damage from a creature that is within 5 feet of you, you can take a Reaction to make one melee attack against that c"
      },
      {
        "document": 984,
        "excerpt": "ful for delving into ruins and getting maximum benefit from the magic items you find there."
      },
      {
        "document": 985,
        "excerpt": "and manipulate their own energy to protect themselves from harm."
      },
      {
        "document": 986,
        "excerpt": "Your lineage stems from a dragon progenitor. Choose the kind of dragon from the Draconic Ancestors table. Your choice affects yo"
      },
      {
        "document": 988,
        "excerpt": "at grants you supernatural abilities. Choose a lineage from the Elven Lineages table. You gain the level 1 benefit of that lineage. When you reach character levels"
      },
      {
        "document": 989,
        "excerpt": "ice, you determine its function by choosing one effect from Prestidigitation; the device produces that effect whenever you or another creature takes a Bonus Action"
      },
      {
        "document": 990,
        "excerpt": "You are descended from Giants. Choose one of the following benefits - a supernatural boon from your ancestry; you can use the c"
      },
      {
        "document": 994,
        "excerpt": "hat grants you supernatural abilities. Choose a legacy from the Fiendish Legacies table. You gain the level 1 benefit of the chosen legacy. When you reach characte"
      },
      {
        "document": 1012,
        "excerpt": ". Two Cantrips. You learn two cantrips of your choice from the Cleric, Druid, or Wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability"
      },
      {
        "document": 1157,
        "excerpt": "ll slot level above 3. Each of the creatures must come from a different corpse or pile of bones."
      },
      {
        "document": 1159,
        "excerpt": "Duration: Concentration, up to 1 hour An aura extends from you in a 10-foot Emanation for the duration. The aura prevents creatures other than Constructs and Undea"
      },
      {
        "document": 1161,
        "excerpt": "s movement on its turns to get as far away as possible from the target, moving by the safest route. Sympathy. The creature has the Charmed condition. The Charmed c"
      },
      {
        "document": 1162,
        "excerpt": "the duration. You mentally receive visual information from the eye, which can see in every direction. It also has Darkvision with a range of 30 feet. As a Bonus A"
      },
      {
        "document": 1163,
        "excerpt": "Cover against attacks and other effects that originate from its space or that pass through it. In addition, its space counts as Difficult Terrain for your enemies."
      },
      {
        "document": 1167,
        "excerpt": "fference is the addition of a silvery cord that trails from between the shoulder blades of the astral form. The cord fades from view after 1 foot. If the cord is cu"
      },
      {
        "document": 1168,
        "excerpt": "h 25+ GP) Duration: Instantaneous You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30"
      },
      {
        "document": 1169,
        "excerpt": "ion: Concentration, up to 10 minutes An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Resistance to N"
      },
      {
        "document": 1171,
        "excerpt": "ow before the spell ends, the target must subtract 1d4 from the attack roll or save. Using a Higher-Level Spell Slot. You can target one additional creature for ea"
      },
      {
        "document": 1174,
        "excerpt": "and regains the maximum number of Hit Points possible from any healing."
      },
      {
        "document": 1182,
        "excerpt": "r turns for the duration. On a roll of 4–6, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell ends instantly if you are al"
      },
      {
        "document": 1184,
        "excerpt": "on: Instantaneous A thin sheet of flames shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed"
      },
      {
        "document": 1185,
        "excerpt": "t you can see under the cloud. A lightning bolt shoots from the cloud to that point. Each creature within 5 feet of that point makes a Dexterity saving throw, takin"
      },
      {
        "document": 1187,
        "excerpt": "target you can see within range. Three bolts then leap from that target to as many as three other targets of your choice, each of which must be within 30 feet of th"
      },
      {
        "document": 1192,
        "excerpt": "Negative energy ripples out in a 60-foot-radius Sphere from a point you choose within range. Each creature in that area makes a Constitution saving throw, taking 8d"
      },
      {
        "document": 1193,
        "excerpt": "re that sees the sensor (such as a creature benefiting from See Invisibility or Truesight) sees a luminous orb about the size of your fist."
      },
      {
        "document": 1195,
        "excerpt": "ave only once per turn. The Sphere moves 10 feet away from you at the start of each of your turns. Using a Higher-Level Spell Slot. The damage increases by 1d8 fo"
      },
      {
        "document": 1196,
        "excerpt": "ful light. Each creature in a 15-foot Cone originating from you must succeed on a Constitution saving throw or have the Blinded condition until the end of your next"
      },
      {
        "document": 1197,
        "excerpt": "ollow the command on its next turn. Choose the command from these options: Approach. The target moves toward you by the shortest and most direct route, ending its"
      },
      {
        "document": 1202,
        "excerpt": "cold air. Each creature in a 60-foot Cone originating from you makes a Constitution saving throw, taking 8d8 Cold damage on a failed save or half as much damage o"
      },
      {
        "document": 1205,
        "excerpt": "Concentration, up to 10 minutes You conjure a spirit from the Upper Planes, which manifests as a pillar of light in a 10-foot-radius, 40-foot-high Cylinder center"
      },
      {
        "document": 1206,
        "excerpt": "to 10 minutes You conjure a Large, intangible spirit from the Elemental Planes that appears in an unoccupied space within range. Choose the spirit's element, whic"
      },
      {
        "document": 1207,
        "excerpt": "tration, up to 10 minutes You conjure a Medium spirit from the Feywild in an unoccupied space you can see within range. The spirit lasts for the duration, and it l"
      },
      {
        "document": 1208,
        "excerpt": ": Concentration, up to 10 minutes You conjure spirits from the Elemental Planes that flit around you in a 15-foot Emanation for the duration. Until the spell ends,"
      },
      {
        "document": 1210,
        "excerpt": "f a long-dead sage, or some other knowledgeable entity from another plane. Contacting this otherworldly intelligence can break your mind. When you cast this spell,"
      },
      {
        "document": 1213,
        "excerpt": "l consumes) Duration: Until dispelled A flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additio"
      },
      {
        "document": 1214,
        "excerpt": "r, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes. Any Huge or smaller vehicles in the wave's path are"
      },
      {
        "document": 1220,
        "excerpt": ") Duration: Special You pull wisps of shadow material from the Shadowfell to create an object within range. It is either an object of vegetable matter (soft goods,"
      },
      {
        "document": 1223,
        "excerpt": "10 minutes For the duration, magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere. Darkvision can't see through it, and nonmagical"
      },
      {
        "document": 1225,
        "excerpt": "S Duration: 1 hour For the duration, sunlight spreads from a point within range and fills a 60-foot-radius Sphere. The sunlight's area is Bright Light and sheds Di"
      },
      {
        "document": 1226,
        "excerpt": "touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 Hit Points before the spell ends, the target instead dr"
      },
      {
        "document": 1227,
        "excerpt": "ration, up to 1 minute A beam of yellow light flashes from you, then condenses at a chosen point within range as a glowing bead for the duration. When the spell en"
      },
      {
        "document": 1232,
        "excerpt": "into its mind, and until you shift your attention away from the target's mind, the target can take an action on its turn to make an Intelligence (Arcana) check agai"
      },
      {
        "document": 1236,
        "excerpt": "ossessed by or has the Charmed or Frightened condition from one or more creatures of the types above. The target is no longer possessed, Charmed, or Frightened by s"
      },
      {
        "document": 1237,
        "excerpt": "ly use its Reaction, if available, to move as far away from you as it can, using the safest route. On a successful save, the target takes half as much damage only."
      },
      {
        "document": 1240,
        "excerpt": "ntaneous The target takes an extra 2d8 Radiant damage from the attack. The damage increases by 1d8 if the target is a Fiend or an Undead. Using a Higher-Level Spe"
      },
      {
        "document": 1241,
        "excerpt": "ion: Instantaneous You utter a word imbued with power from the Upper Planes. Each creature of your choice in range makes a Charisma saving throw. On a failed save,"
      },
      {
        "document": 1242,
        "excerpt": "mpletes an order and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself. You can command the target to take a"
      },
      {
        "document": 1243,
        "excerpt": "mpletes an order and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself. You can command the target to take a"
      },
      {
        "document": 1244,
        "excerpt": "mpletes an order and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself. You can command the target to take a"
      },
      {
        "document": 1246,
        "excerpt": "s, objects, and other images. The messenger can emerge from the trance at any time, ending the spell. The target recalls the dream perfectly upon waking. If the ta"
      },
      {
        "document": 1248,
        "excerpt": "s 1d10 × 10 feet deep and 10 feet wide, and it extends from one edge of the spell's area to another edge. A creature in the same space as a fissure must succeed on"
      },
      {
        "document": 1252,
        "excerpt": "Enlarge. The target's size increases by one category - from Medium to Large, for example. The target also has Advantage on Strength checks and Strength saving throw"
      },
      {
        "document": 1254,
        "excerpt": "Concentration, up to 1 minute Grasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the area"
      },
      {
        "document": 1258,
        "excerpt": "ghtened target must take the Dash action and move away from you by the safest and shortest route available. If the target moves to a space at least 60 feet away fro"
      },
      {
        "document": 1259,
        "excerpt": "terial. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, or clothes from flax or wool. Choose raw materials that"
      },
      {
        "document": 1260,
        "excerpt": "s shed Dim Light in a 10-foot radius and can't benefit from the Invisible condition. Attack rolls against an affected creature or object have Advantage if the atta"
      },
      {
        "document": 1261,
        "excerpt": "n or until the two of you are more than 300 feet apart from each other. No one but you can see the hound, and it is in-tangible and invulnerable. When a Small or l"
      },
      {
        "document": 1263,
        "excerpt": "ightened creature takes the Dash action and moves away from you by the safest route on each of its turns unless there is nowhere to move. If the creature ends its t"
      },
      {
        "document": 1264,
        "excerpt": "ds before the spell ends, the creature takes no damage from the fall, and the spell ends for that creature."
      },
      {
        "document": 1266,
        "excerpt": "rworldly Steed stat block. If you already have a steed from this spell, the steed is replaced by the new one. The steed resembles a Large, rideable animal of your"
      },
      {
        "document": 1271,
        "excerpt": "erupts with flame. The attacker takes 2d8 Fire damage from a warm shield or 2d8 Cold damage from a chill shield."
      },
      {
        "document": 1273,
        "excerpt": "lfur) Duration: Instantaneous A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each cr"
      },
      {
        "document": 1275,
        "excerpt": "aneous A vertical column of brilliant fire roars down from above. Each creature in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range makes a"
      },
      {
        "document": 1278,
        "excerpt": "thin 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up"
      },
      {
        "document": 1281,
        "excerpt": "gainst planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, the Ethereal Plane, the Feywild, the Shadowfell, or the P"
      },
      {
        "document": 1282,
        "excerpt": "e of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a s"
      },
      {
        "document": 1284,
        "excerpt": "t can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature imposing the Grappled condition on it. Using a Hi"
      },
      {
        "document": 1285,
        "excerpt": "phere) Duration: Instantaneous A frigid globe streaks from you to a point of your choice within range, where it explodes in a 60-foot-radius Sphere. Each creature"
      },
      {
        "document": 1287,
        "excerpt": "lanar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains. When you cast this spell, you can speak the"
      },
      {
        "document": 1288,
        "excerpt": "ange, ordering it to carry out some service or refrain from an action or a course of activity as you decide. The target must succeed on a Wisdom saving throw or hav"
      },
      {
        "document": 1289,
        "excerpt": "her remains. For the duration, the target is protected from decay and can't become Undead. The spell also effectively extends the time limit on raising the target"
      },
      {
        "document": 1292,
        "excerpt": "for the duration. Any spell of level 5 or lower cast from outside the barrier can't affect anything within it. Such a spell can target creatures and objects withi"
      },
      {
        "document": 1293,
        "excerpt": "r. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. The glyph i"
      },
      {
        "document": 1297,
        "excerpt": "ture and magically remove one of the following effects from it: - 1 Exhaustion level - The Charmed or Petrified condition - A curse, including the target's Attunem"
      },
      {
        "document": 1299,
        "excerpt": "han you believes it is going in the opposite direction from the one it chooses. Doors. All doors in the warded area are magically locked, as if sealed by the Arcan"
      },
      {
        "document": 1302,
        "excerpt": "ne of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a Strength sav"
      },
      {
        "document": 1303,
        "excerpt": "sed by or that has the Charmed or Frightened condition from such creatures isn't possessed, Charmed, or Frightened by them while in the area. Extra Effect. You bin"
      },
      {
        "document": 1309,
        "excerpt": "is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't"
      },
      {
        "document": 1310,
        "excerpt": "Reaction, which you take in response to taking damage from a creature that you can see within 60 feet of yourself"
      },
      {
        "document": 1325,
        "excerpt": "save only once per turn. The cloud moves 10 feet away from you in a direction you choose at the start of each of your turns."
      },
      {
        "document": 1332,
        "excerpt": "l, a loud knock, audible up to 300 feet away, emanates from the target."
      },
      {
        "document": 1337,
        "excerpt": "g forming a 100-foot-long, 5-foot-wide Line blasts out from you in a direction you choose. Each creature in the Line makes a Dexterity saving throw, taking 8d6 Ligh"
      },
      {
        "document": 1338,
        "excerpt": "V, S, M (fur from a bloodhound)"
      },
      {
        "document": 1339,
        "excerpt": "V, S, M (fur from a bloodhound)"
      },
      {
        "document": 1343,
        "excerpt": "The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. When you cast the spell, you can use the hand to manipulate an obj"
      },
      {
        "document": 1344,
        "excerpt": "ssessed by or gain the Charmed or Frightened condition from the creature. Each time you cast this spell, you can cause its magic to operate in the reverse directio"
      },
      {
        "document": 1345,
        "excerpt": "you that you can see (creatures warded by a Protection from Evil and Good or Magic Circle spell can't be possessed). The target makes a Charisma saving throw. On a"
      },
      {
        "document": 1347,
        "excerpt": "gical mouth appears there, so the words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message,"
      },
      {
        "document": 1349,
        "excerpt": "created by this spell dissipate into smoke if removed from it. A staff of 100 near-transparent servants attends all who enter. You determine the appearance of the"
      },
      {
        "document": 1351,
        "excerpt": "on: Instantaneous A wave of healing energy washes out from a point you can see within range. Choose up to six creatures in a 30-foot-radius Sphere centered on that"
      },
      {
        "document": 1352,
        "excerpt": "ration: Instantaneous A flood of healing energy flows from you into creatures around you. You restore up to 700 Hit Points, divided as you choose among any number"
      },
      {
        "document": 1361,
        "excerpt": "ou have this knowledge, the target can't become hidden from you, and if it has the Invisible condition, it gains no benefit from that condition against you. Using"
      },
      {
        "document": 1362,
        "excerpt": "e. Sound. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or"
      },
      {
        "document": 1363,
        "excerpt": "sory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately. Creatures with Truesight can see through the illusion to the t"
      },
      {
        "document": 1370,
        "excerpt": "rs For the duration, you hide a target that you touch from Divination spells. The target can be a willing creature, or it can be a place or an object no larger tha"
      },
      {
        "document": 1371,
        "excerpt": "V, S, M (ashes from burned mistletoe)"
      },
      {
        "document": 1373,
        "excerpt": "f it were real and rationalizes any illogical outcomes from interacting with it. For example, if the target steps through a phantasmal bridge and survives the fall,"
      },
      {
        "document": 1375,
        "excerpt": "puff of smoke if it is carried more than 10 feet away from the steed. For the duration, you or a creature you choose can ride the steed. The steed uses the Riding"
      },
      {
        "document": 1376,
        "excerpt": "isn't obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect u"
      },
      {
        "document": 1379,
        "excerpt": "one or more areas of any size within the spell's area from being affected. Enrichment. All plants in a half-mile radius centered on a point within range become en"
      },
      {
        "document": 1381,
        "excerpt": "new form. The creature can't use or otherwise benefit from any of that equipment."
      },
      {
        "document": 1386,
        "excerpt": "reate a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantane"
      },
      {
        "document": 1387,
        "excerpt": ", S Duration: Instantaneous Eight rays of light flash from you in a 60-foot Cone. Each creature in the Cone makes a Dexterity saving throw. For each target, roll 1"
      },
      {
        "document": 1388,
        "excerpt": "AC 10, can be destroyed one layer at a time, in order from red to violet, by means specific to each layer. If a layer is destroyed, it is gone for the duration. A"
      },
      {
        "document": 1393,
        "excerpt": "Protection from Energy"
      },
      {
        "document": 1394,
        "excerpt": "Protection from Evil and Good"
      },
      {
        "document": 1395,
        "excerpt": "Protection from Poison"
      },
      {
        "document": 1396,
        "excerpt": ", S Duration: Instantaneous You remove poison and rot from nonmagical food and drink in a 5-foot-radius Sphere centered on a point within range."
      },
      {
        "document": 1397,
        "excerpt": "instance - the spell automatically fails. Coming back from the dead is an ordeal. The target takes a -4 penalty to D20 Tests. Every time the target finishes a Long"
      },
      {
        "document": 1398,
        "excerpt": "on, up to 1 minute A beam of enervating energy shoots from you toward a creature within range. The target must make a Constitution saving throw. On a successful sa"
      },
      {
        "document": 1404,
        "excerpt": "ide can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it. The sphere is weightless and"
      },
      {
        "document": 1405,
        "excerpt": "the total damage taken by 1d4. A creature can benefit from this spell only once per turn."
      },
      {
        "document": 1406,
        "excerpt": "unds and restores any missing body parts. Coming back from the dead is an ordeal. The target takes a -4 penalty to D20 Tests. Every time the target finishes a Long"
      },
      {
        "document": 1410,
        "excerpt": "r take 1d8 Radiant damage. The target gains no benefit from Half Cover or Three-Quarters Cover for this save. Cantrip Upgrade. The damage increases by 1d8 when you"
      },
      {
        "document": 1411,
        "excerpt": "V, S, M (a shard of glass from a mirror)"
      },
      {
        "document": 1414,
        "excerpt": "you hit the target, it takes an extra 1d6 Fire damage from the attack. At the start of each of its turns until the spell ends, the target takes 1d6 Fire damage and"
      },
      {
        "document": 1415,
        "excerpt": "S, M (a chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth 5,000+ GP, and a Tiny replica of the chest made from the same materials worth 50+ G"
      },
      {
        "document": 1421,
        "excerpt": "of mica) Duration: Instantaneous A loud noise erupts from a point of your choice within range. Each creature in a 10-foot-radius Sphere centered there makes a Con"
      },
      {
        "document": 1423,
        "excerpt": "against the triggering attack, and you take no damage from Magic Missile."
      },
      {
        "document": 1425,
        "excerpt": "et hit by the strike takes an extra 2d6 Radiant damage from the attack. Until the spell ends, the target sheds Bright Light in a 5-foot radius, attack rolls against"
      },
      {
        "document": 1426,
        "excerpt": "nents: V, S Duration: Instantaneous Lightning springs from you to a creature that you try to touch. Make a melee spell attack against the target. On a hit, the tar"
      },
      {
        "document": 1442,
        "excerpt": "emits Dim Light in a 10-foot radius and can't benefit from the Invisible condition. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11"
      },
      {
        "document": 1446,
        "excerpt": "Acid damage. Turn 3. You call six bolts of lightning from the cloud to strike six different creatures or objects beneath it. Each target makes a Dexterity saving"
      },
      {
        "document": 1451,
        "excerpt": "must remain in place; if it is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. The glyph i"
      },
      {
        "document": 1454,
        "excerpt": "w. - “Linked object” means you possess an object taken from the desired destination within the last six months, such as a book from a wizard’s library. - “Very fami"
      },
      {
        "document": 1456,
        "excerpt": "und. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whisper"
      },
      {
        "document": 1457,
        "excerpt": "us energy. Each creature in a 15-foot Cube originating from you makes a Constitution saving throw. On a failed save, a creature takes 2d8 Thunder damage and is push"
      },
      {
        "document": 1458,
        "excerpt": "spell ends if you move to a place more than 1,000 feet from the location where you cast it."
      },
      {
        "document": 1459,
        "excerpt": "it freely. All other creatures and objects are barred from passing through it. Spells of level 3 or lower can't be cast through it, and the effects of such spells"
      },
      {
        "document": 1461,
        "excerpt": ", any creature can step into the target plant and exit from the destination plant by using 5 feet of movement."
      },
      {
        "document": 1462,
        "excerpt": "minute You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at leas"
      },
      {
        "document": 1463,
        "excerpt": "new form. The creature can't use or otherwise benefit from any of that equipment. Object into Creature. You can turn an object into any kind of creature, as long"
      },
      {
        "document": 1467,
        "excerpt": "ll, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succ"
      },
      {
        "document": 1468,
        "excerpt": "rform a task that would move it more than 60 feet away from you, the spell ends."
      },
      {
        "document": 1469,
        "excerpt": "uch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against one creature within reach. On a hit, the"
      },
      {
        "document": 1474,
        "excerpt": "deals when it appears increases by 2d6 and the damage from passing through the sheet of frigid air increases by 1d6 for each spell slot level above 6."
      },
      {
        "document": 1479,
        "excerpt": "(creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures of your choice within range gain this ability for the duration."
      },
      {
        "document": 1483,
        "excerpt": "entration, up to 1 minute A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, a"
      },
      {
        "document": 1484,
        "excerpt": "t villain is no longer alive, effectively removing you from the game. Similarly, wishing for a Legendary magic item or an Artifact might instantly transport you to"
      },
      {
        "document": 1504,
        "excerpt": "e table below. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage"
      },
      {
        "document": 1509,
        "excerpt": ", the vehicle takes 2d6 Bludgeoning damage each minute from pressure. A creature in the compartment can take a Utilize action to move as many as two of the apparat"
      },
      {
        "document": 1515,
        "excerpt": "much damage on a successful one. If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean disappears as it produces an effect 1 min"
      },
      {
        "document": 1517,
        "excerpt": "pounds, regardless of its contents. Retrieving an item from the bag requires a Utilize action. If the bag is overloaded, pierced, or torn, it is destroyed, and its"
      },
      {
        "document": 1518,
        "excerpt": "Wondrous Item, Uncommon This bag made from gray, rust, or tan cloth appears empty. Reaching inside the bag, however, reveals the presence of a smal"
      },
      {
        "document": 1519,
        "excerpt": "save or are partially within the area are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sp"
      },
      {
        "document": 1533,
        "excerpt": "tance to Force damage, and you have Immunity to damage from the Magic Missile spell."
      },
      {
        "document": 1535,
        "excerpt": "e. Deduct the time it burned in increments of 1 minute from its total burn time. While lit, the candle sheds Dim Light in a 30-foot radius. While you are within th"
      },
      {
        "document": 1555,
        "excerpt": "to hover if you grasp it or are more than 30 feet away from it."
      },
      {
        "document": 1556,
        "excerpt": "ops pouring out at the start of your next turn. Choose from the following command words: Splash. The decanter produces 1 gallon of water. Fountain. The decanter p"
      },
      {
        "document": 1557,
        "excerpt": ". You can take a Magic action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of yourself. An illusion of a creature, d"
      },
      {
        "document": 1558,
        "excerpt": "lthough you must hold the weapon to gain a bonus to AC from it."
      },
      {
        "document": 1560,
        "excerpt": "ge size. The shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of"
      },
      {
        "document": 1561,
        "excerpt": "ation of a particular society or organization, freedom from the orb, to spread suffering in the world, to advance the worship of Tiamat, or something else the GM de"
      },
      {
        "document": 1564,
        "excerpt": "ture and object within a 10-foot Emanation originating from you have the Invisible condition for 2d4 minutes. The duration is the same for all subjects, and the dus"
      },
      {
        "document": 1566,
        "excerpt": "and every creature in a 30-foot Emanation originating from you to make a DC 15 Constitution saving throw. Constructs, Elementals, Oozes, Plants, and Undead succeed"
      },
      {
        "document": 1569,
        "excerpt": "u can draw any item the quiver contains as if doing so from a regular quiver or scabbard."
      },
      {
        "document": 1574,
        "excerpt": "port. As a Magic action, you can fire one energy arrow from this weapon at a target you can see within 60 feet of yourself. The target can be either a willing Mediu"
      },
      {
        "document": 1575,
        "excerpt": "ing a cloud that fills a 60-foot Emanation originating from the bottle. The area within the smoke is Heavily Obscured. Each minute the bottle remains open, the siz"
      },
      {
        "document": 1594,
        "excerpt": "ounds, regardless of its contents. Retrieving an item from the haversack requires a Utilize action or a Bonus Action (your choice). When you reach into the haversa"
      },
      {
        "document": 1596,
        "excerpt": "by rolling on the following table. Any spell you cast from the hat uses your spell save DC and spell attack bonus."
      },
      {
        "document": 1598,
        "excerpt": "rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic. You ga"
      },
      {
        "document": 1599,
        "excerpt": "e wearing this helm, you can cast Comprehend Languages from it."
      },
      {
        "document": 1600,
        "excerpt": "ou can cast Detect Thoughts or Suggestion (save DC 13) from the helm. Once either spell is cast from the helm, that spell can't be cast from it again until the next"
      },
      {
        "document": 1601,
        "excerpt": "e wearing it, you can expend 1 charge to cast Teleport from it. The helm regains 1d3 expended charges daily at dawn."
      },
      {
        "document": 1602,
        "excerpt": "awn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spel"
      },
      {
        "document": 1604,
        "excerpt": "action to blow this horn. In response, warrior spirits from the plane of Ysgard appear in unoccupied spaces within 60 feet of you. Each spirit uses the Berserker st"
      },
      {
        "document": 1605,
        "excerpt": "up to 12 hours a day without gaining Exhaustion levels from extended travel."
      },
      {
        "document": 1608,
        "excerpt": "ock spell and similar magic. Magic prevents the tower from being tipped over. The roof, the door, and the walls each have AC 20; HP 100; Immunity to Bludgeoning, P"
      },
      {
        "document": 1609,
        "excerpt": "rwise treated as if you cast the spell. The spell cast from the stone is no longer stored in it, freeing up space. Strength (Very Rare). Your Strength increases by"
      },
      {
        "document": 1612,
        "excerpt": "throw this weapon at a target no farther than 120 feet from you, you can forgo making a ranged attack roll and instead turn the weapon into a bolt of lightning. Thi"
      },
      {
        "document": 1614,
        "excerpt": "hile holding it, you can expend 1 charge and cast Wish from it. Once used, this property can't be used again until the next dawn. The weapon loses this property if"
      },
      {
        "document": 1617,
        "excerpt": "action and expend 1 charge to release a wave of terror from it. Each creature of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or ha"
      },
      {
        "document": 1623,
        "excerpt": "k authentic, but close inspection reveals they're made from paste, cookies, or some other worthless material. If you paint a form of energy such as fire or lightni"
      },
      {
        "document": 1624,
        "excerpt": "n expend 1 charge to cast Detect Thoughts (save DC 13) from it. The medallion regains 1d4 expended charges daily at dawn."
      },
      {
        "document": 1625,
        "excerpt": "upied space within sight of the mirror but facing away from it. If the mirror is shattered, all creatures it contains are freed and appear in unoccupied spaces near"
      },
      {
        "document": 1627,
        "excerpt": "rious Deck table when randomly determining cards drawn from the deck. Before you draw a card, you must declare how many cards you intend to draw and then draw them"
      },
      {
        "document": 1629,
        "excerpt": "us Item, Rare This necklace has 1d6 + 3 beads hanging from it. You can take a Magic action to detach a bead and throw it up to 60 feet away. When it reaches the en"
      },
      {
        "document": 1630,
        "excerpt": "r Paladin) This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, blo"
      },
      {
        "document": 1631,
        "excerpt": "r be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the crea"
      },
      {
        "document": 1632,
        "excerpt": "on the roll. In addition, your target gains no benefit from Half Cover or Three-Quarters Cover, and you suffer no Disadvantage due to long range. If the attack hits"
      },
      {
        "document": 1642,
        "excerpt": "Friendly swarm starts its turn more than 30 feet away from you, your control over that swarm ends, and the swarm behaves as it normally would and can't be swayed b"
      },
      {
        "document": 1652,
        "excerpt": ". The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrup"
      },
      {
        "document": 1665,
        "excerpt": "harge to cast one of the following spells (save DC 13) from it: - Animal Friendship - Fear (affects Beasts only) - Speak with Animals"
      },
      {
        "document": 1666,
        "excerpt": "can take a Magic action to summon a particular Djinni from the Elemental Plane of Air. The djinni appears in an unoccupied space you choose within 120 feet of your"
      },
      {
        "document": 1667,
        "excerpt": "Elemental Focus. While wearing the ring, you benefit from additional properties corresponding to the ring's linked Elemental Plane: Air. You know Auran, you have"
      },
      {
        "document": 1669,
        "excerpt": "ring, you descend 60 feet per round and take no damage from falling."
      },
      {
        "document": 1672,
        "excerpt": "ttunement) While wearing this ring, you can cast Jump from it, but can target only yourself when you do so."
      },
      {
        "document": 1677,
        "excerpt": "ires Attunement) You can cast Dancing Lights or Light from the ring. The ring has 6 charges and regains 1d6 expended charges daily at dawn. You can expend its cha"
      },
      {
        "document": 1678,
        "excerpt": "rwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space."
      },
      {
        "document": 1681,
        "excerpt": "nt) While wearing this ring, you can cast Telekinesis from it."
      },
      {
        "document": 1682,
        "excerpt": "rget takes 2d10 Force damage and is pushed 5 feet away from you. Alternatively, you can expend 1 to 3 of the ring's charges as a Magic action to try to break a non"
      },
      {
        "document": 1683,
        "excerpt": "s ring, you can expend 1 of its 3 charges to cast Wish from it. The ring becomes non-magical when you use the last charge."
      },
      {
        "document": 1685,
        "excerpt": "Uncommon While wearing this ring, you cast Water Walk from it, targeting only yourself."
      },
      {
        "document": 1686,
        "excerpt": "that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet"
      },
      {
        "document": 1690,
        "excerpt": "rer, Warlock, or Wizard) This elegant garment is made from exquisite cloth and adorned with runes. You gain these benefits while wearing the robe. Armor. If you"
      },
      {
        "document": 1693,
        "excerpt": "ile holding the rod, you can cast the following spells from it: - Detect Evil and Good - Detect Magic - Detect Poison and Disease - See Invisibility Protective Au"
      },
      {
        "document": 1694,
        "excerpt": "t to its normal form: Button 1. A fiery blade sprouts from the end opposite the rod's flanged head. The flames shed Bright Light in a 40-foot radius and Dim Light"
      },
      {
        "document": 1695,
        "excerpt": "you hold it, you can cast one of the following spells from it: Heal (expends 1 charge) or Resurrection (expends 5 charges). The rod regains 1 expended charge dail"
      },
      {
        "document": 1696,
        "excerpt": "Magic action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of yourself. Each target must succeed on a"
      },
      {
        "document": 1697,
        "excerpt": "ere can exist only there. For example, a flower picked from a garden there disappears if it is taken outside the demiplane. For each hour spent in the demiplane, a"
      },
      {
        "document": 1698,
        "excerpt": "a destination you choose, up to the rope's length away from you. That end moves 10 feet on your turn when you first command it and 10 feet at the start of each of y"
      },
      {
        "document": 1699,
        "excerpt": "u're still holding onto the rope when a target escapes from it, you can take a Reaction to command the rope to coil up in your hand; otherwise, the rope coils up in"
      },
      {
        "document": 1700,
        "excerpt": "nst a Necromancy spell or a harmful effect originating from an Undead, you can take a Reaction to expend 1 charge and turn the failed save into a successful one. Th"
      },
      {
        "document": 1702,
        "excerpt": "nized. While you touch one stone, you can cast Sending from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fac"
      },
      {
        "document": 1705,
        "excerpt": "ile holding this Shield, you have Resistance to damage from attacks made with Ranged weapons. Curse. This Shield is cursed. Attuning to it curses you until you are"
      },
      {
        "document": 1706,
        "excerpt": "creature, you can push it up to 10 feet directly away from yourself. If the creature is your size or smaller, you can also knock it down, giving it the Prone condi"
      },
      {
        "document": 1709,
        "excerpt": "spell's level. On a failed check, the spell disappears from the scroll with no other effect. The level of the spell on the scroll determines the spell's saving thr"
      },
      {
        "document": 1711,
        "excerpt": "exception. Unless an Artifact is susceptible to damage from a Sphere of Annihilation, it passes through the sphere unscathed. Anything else that touches the sphere"
      },
      {
        "document": 1712,
        "excerpt": "to cast Charm Person, Command, or Comprehend Languages from it using your spell save DC. Reflect Enchantment. If you succeed on a saving throw against an Enchantme"
      },
      {
        "document": 1713,
        "excerpt": "you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell. R"
      },
      {
        "document": 1714,
        "excerpt": "you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell. R"
      },
      {
        "document": 1715,
        "excerpt": "you can cast one of the spells on the following table from it, using your spellcasting ability modifier. The table indicates how many charges you must expend to ca"
      },
      {
        "document": 1716,
        "excerpt": "you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell. R"
      },
      {
        "document": 1718,
        "excerpt": "flying insects to fill a 30-foot Emanation originating from you. The insects remain for 10 minutes, making the area Heavily Obscured for creatures other than you."
      },
      {
        "document": 1719,
        "excerpt": "you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell. R"
      },
      {
        "document": 1720,
        "excerpt": "tack your enemies or guard a location. Absent commands from you, the snake defends itself. As a Bonus Action, you can command the snake to revert to staff form in"
      },
      {
        "document": 1721,
        "excerpt": "you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell. T"
      },
      {
        "document": 1722,
        "excerpt": "ke a Magic action to cause a bolt of lightning to leap from the staff's tip in a Line that is 5 feet wide and 120 feet long. Each creature in that Line makes a DC 1"
      },
      {
        "document": 1730,
        "excerpt": "n't cast into the fissure but takes 4d6 Psychic damage from the ordeal. In either case, the fissure then closes, leaving no trace of its existence. When you expend"
      },
      {
        "document": 1732,
        "excerpt": "n't cast into the fissure but takes 4d6 Psychic damage from the ordeal. In either case, the fissure then closes, leaving no trace of its existence. When you expend"
      },
      {
        "document": 1737,
        "excerpt": "an expend 1 charge to cast Dominate Beast (save DC 15) from it on a Beast that has a Swim Speed."
      },
      {
        "document": 1738,
        "excerpt": "e a Utilize action to pour 1 or more ounces of solvent from the tube onto a surface within reach. Each ounce instantly dissolves up to 1 square foot of adhesive it"
      },
      {
        "document": 1740,
        "excerpt": "h a creature instead takes an extra 30 Slashing damage from the hit. If the creature has Legendary Resistance, it can expend one daily use of that trait to avoid lo"
      },
      {
        "document": 1741,
        "excerpt": "one of the spells (save DC 17) on the following table from it. The table indicates how many charges you must expend to cast the spell. Regaining Charges. The wand"
      },
      {
        "document": 1742,
        "excerpt": "re Hostile to you within 60 feet, but not its distance from you. The wand can sense the presence of Hostile creatures that are Invisible, ethereal, disguised, or hi"
      },
      {
        "document": 1743,
        "excerpt": "one of the spells (save DC 15) on the following table from it. The table indicates how many charges you must expend to cast the spell. Regaining Charges. The wand"
      },
      {
        "document": 1744,
        "excerpt": "d no more than 3 charges to cast Fireball (save DC 15) from it. For 1 charge, you cast the level 3 version of the spell. You can increase the spell's level by 1 for"
      },
      {
        "document": 1745,
        "excerpt": "ore than 3 charges to cast Lightning Bolt (save DC 15) from it. For 1 charge, you cast the level 3 version of the spell. You can increase the spell's level by 1 for"
      },
      {
        "document": 1746,
        "excerpt": "lding it, you can expend 1 charge to cast Detect Magic from it. The wand regains 1d3 expended charges daily at dawn."
      },
      {
        "document": 1747,
        "excerpt": "an expend no more than 3 charges to cast Magic Missile from it. For 1 charge, you cast the level 1 version of the spell. You can increase the spell's level by 1 for"
      },
      {
        "document": 1748,
        "excerpt": "to expend 1 charge to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of yourself. The target must succeed on a DC 15 Con"
      },
      {
        "document": 1749,
        "excerpt": "you can expend 1 charge to cast Polymorph (save DC 15) from it. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand'"
      },
      {
        "document": 1752,
        "excerpt": "g it, you can expend 1 charge to cast Web (save DC 13) from it. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand'"
      },
      {
        "document": 1753,
        "excerpt": "lling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell's maximum range is normally less than 120 feet, it becomes 120"
      },
      {
        "document": 1755,
        "excerpt": "hen combat begins. This benefit doesn't wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage on its Initiative rolls."
      },
      {
        "document": 1757,
        "excerpt": "lding this fan, you can cast Gust of Wind (save DC 13) from it. Each subsequent time the fan is used before the next dawn, it has a cumulative 20 percent chance of"
      },
      {
        "document": 1760,
        "excerpt": "DC 14, each creature in a 5-foot Emanation originating from the aboleth at the end of the aboleth's turn. Failure: The target is cursed. Until the curse ends, the t"
      },
      {
        "document": 1763,
        "excerpt": "or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell), Speak with Anim"
      },
      {
        "document": 1764,
        "excerpt": "lure: The target is pushed up to 60 feet straight away from the dragon and has the Prone condition. Spellcasting. The dragon casts one of the following spells, req"
      },
      {
        "document": 1765,
        "excerpt": "or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell) 1/Day Each: Gre"
      },
      {
        "document": 1766,
        "excerpt": "or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell) 1/Day Each: Fla"
      },
      {
        "document": 1769,
        "excerpt": "or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell) 1/Day Each: Ice"
      },
      {
        "document": 1771,
        "excerpt": ", and the target is pushed up to 20 feet straight away from the elemental and has the Prone condition. Success: Half damage only."
      },
      {
        "document": 1775,
        "excerpt": "or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell), Speak with Anim"
      },
      {
        "document": 1776,
        "excerpt": "lure: The target is pushed up to 60 feet straight away from the dragon and has the Prone condition. Spellcasting. The dragon casts one of the following spells, req"
      },
      {
        "document": 1777,
        "excerpt": "or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell) 1/Day Each: Gre"
      },
      {
        "document": 1778,
        "excerpt": "or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell) 1/Day Each: Fla"
      },
      {
        "document": 1781,
        "excerpt": "or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell) 1/Day Each: Con"
      },
      {
        "document": 1796,
        "excerpt": "of the azer's choice in a 5-foot Emanation originating from the azer takes 5 (1d10) Fire damage unless the azer has the Incapacitated condition. Illumination. The"
      },
      {
        "document": 1799,
        "excerpt": "C 20, each creature in a 30-foot Emanation originating from the balor. Failure: 31 (9d6) Fire damage plus 31 (9d6) Force damage. Success: Half damage. Failure or Su"
      },
      {
        "document": 1802,
        "excerpt": "creature, it has the Grappled condition (escape DC 13) from both claws. Tail. Melee Attack Roll: +6, reach 10 ft. Hit: 14 (2d10 + 3) Slashing damage. Hurl Flame."
      },
      {
        "document": 1806,
        "excerpt": "If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a DC 14 Constitution saving throw at the end of that t"
      },
      {
        "document": 1817,
        "excerpt": "lure: The target is pushed up to 30 feet straight away from the dragon and has the Prone condition."
      },
      {
        "document": 1821,
        "excerpt": "damage, and the target is pushed 5 feet straight away from the bulette."
      },
      {
        "document": 1825,
        "excerpt": "creature, it has the Grappled condition (escape DC 14) from one of two chains, and it has the Restrained condition until the grapple ends. Conjure Infernal Chain."
      },
      {
        "document": 1827,
        "excerpt": "creature, it has the Grappled condition (escape DC 14) from one of two pincers. Paralyzing Tentacles. Constitution Saving Throw: DC 13, one creature Grappled by th"
      },
      {
        "document": 1829,
        "excerpt": "C 13, each creature in a 60-foot Emanation originating from the cloaker. Failure: The target has the Frightened condition until the end of the cloaker's next turn."
      },
      {
        "document": 1835,
        "excerpt": "or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell) 1/Day Each: Cr"
      },
      {
        "document": 1840,
        "excerpt": "ts attack rolls. Its Speed becomes 0, it can't benefit from any bonus to its Speed, and it moves with the target. A creature can take an action to try to detach th"
      },
      {
        "document": 1843,
        "excerpt": "or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell) 1/Day Each: Com"
      },
      {
        "document": 1846,
        "excerpt": "C 12, each creature in a 15-foot Emanation originating from the doppelganger that can see the doppelganger. Failure: The target has the Frightened condition and rep"
      },
      {
        "document": 1849,
        "excerpt": "C 11, each creature in a 10-foot Emanation originating from the dretch. Failure: The target has the Poisoned condition until the end of its next turn. While Poisone"
      },
      {
        "document": 1853,
        "excerpt": "DC 10, each creature in a 5-foot Emanation originating from the mephit. Failure: 5 (2d4) Bludgeoning damage. Success: Half damage."
      },
      {
        "document": 1859,
        "excerpt": "dust if reduced to 0 Hit Points, if it is 5+ feet away from the erinyes for 1 hour or more, or if the erinyes dies. If the rope is damaged or destroyed, the erinyes"
      },
      {
        "document": 1862,
        "excerpt": "urns, each creature in a 10-foot Emanation originating from the elemental takes 5 (1d10) Fire damage. Creatures and flammable objects in the Emanation start burning"
      },
      {
        "document": 1863,
        "excerpt": ", and the target is pushed up to 15 feet straight away from the giant and has Disadvantage on the next attack roll it makes before the end of its next turn."
      },
      {
        "document": 1870,
        "excerpt": "that starts its turn in a 5-foot Emanation originating from the ghast. Failure: The target has the Poisoned condition until the start of its next turn. Success: The"
      },
      {
        "document": 1879,
        "excerpt": "creature, it has the Grappled condition (escape DC 11) from one of two claws."
      },
      {
        "document": 1884,
        "excerpt": "hree. Each goat looks unique and functions differently from the others. Their properties are as follows: Goat of Terror. This figurine can become a Giant Goat for"
      },
      {
        "document": 1885,
        "excerpt": "wallowed target is no longer Restrained and can escape from the corpse using 5 feet of movement, exiting with the Prone condition. At the end of the frog's next tu"
      },
      {
        "document": 1889,
        "excerpt": "creature, it has the Grappled condition (escape DC 13) from all eight tentacles. While Grappled, the target has the Restrained condition."
      },
      {
        "document": 1892,
        "excerpt": "creature, it has the Grappled condition (escape DC 13) from one of two claws. Sting. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 11 (2"
      },
      {
        "document": 1896,
        "excerpt": "llowed creature is no longer Restrained and can escape from the corpse using 5 feet of movement, exiting with the Prone condition."
      },
      {
        "document": 1902,
        "excerpt": "Ground. The ground in a 10-foot Emanation originating from the mouther is Difficult Terrain. Gibbering. The mouther babbles incoherently while it doesn't have the"
      },
      {
        "document": 1903,
        "excerpt": "creature, it has the Grappled condition (escape DC 15) from one of two pincers. Pummel. Dexterity Saving Throw: DC 17, one creature Grappled by the glabrezu. Failu"
      },
      {
        "document": 1910,
        "excerpt": "tage on Strength-based D20 Tests and subtracts 2 (1d4) from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a"
      },
      {
        "document": 1915,
        "excerpt": "creature, it has the Grappled condition (escape DC 12) from all four tentacles."
      },
      {
        "document": 1916,
        "excerpt": "creature, it has the Grappled condition (escape DC 14) from both of the griffon's front claws."
      },
      {
        "document": 1922,
        "excerpt": "Humanoid and Giant in a 300-foot Emanation originating from the harpy when the song starts. Failure: The target has the Charmed condition until the song ends and re"
      },
      {
        "document": 1925,
        "excerpt": "hat starts its turn in a 10-foot Emanation originating from the hezrou. Failure: The target has the Poisoned condition until the start of its next turn."
      },
      {
        "document": 1929,
        "excerpt": "of Authority. While in a 10-foot Emanation originating from the hobgoblin, the hobgoblin and its allies have Advantage on attack rolls and saving throws, provided t"
      },
      {
        "document": 1937,
        "excerpt": "DC 10, each creature in a 5-foot Emanation originating from the mephit. Failure: 5 (2d4) Cold damage. Success: Half damage."
      },
      {
        "document": 1939,
        "excerpt": "ies. Until the curse ends, the target gains no benefit from finishing Short Rests. Spellcasting. The incubus casts one of the following spells, requiring no Materi"
      },
      {
        "document": 1946,
        "excerpt": ". The target has the Grappled condition (escape DC 20) from one of ten tentacles, and it has the Restrained condition until the grapple ends. Fling. The kraken thr"
      },
      {
        "document": 1949,
        "excerpt": "hat isn't an Undead in a 20-foot Emanation originating from the lich. Failure: 31 (9d6) Necrotic damage. Success: Half damage. Failure or Success: The lich can't ta"
      },
      {
        "document": 1953,
        "excerpt": "DC 11, each creature in a 5-foot Emanation originating from the mephit. Failure: 7 (2d6) Fire damage. Success: Half damage."
      },
      {
        "document": 1954,
        "excerpt": "C 11, each creature in a 10-foot Emanation originating from the magmin. Failure: 7 (2d6) Fire damage. Success: Half damage."
      },
      {
        "document": 1966,
        "excerpt": "he target can't regain Hit Points, it gains no benefit from finishing a Long Rest, and its Hit Point maximum decreases by 10 (3d6) every 24 hours that elapse. A cre"
      },
      {
        "document": 1968,
        "excerpt": "C 15, each creature in a 15-foot Emanation originating from the nalfeshnee. Failure: 28 (8d6) Psychic damage, and the target has the Frightened condition for 1 minu"
      },
      {
        "document": 1969,
        "excerpt": "ed if the target is under the effect of the Protection from Evil and Good spell or within a Magic Circle spell. If the target takes damage from the Dream spell, th"
      },
      {
        "document": 1970,
        "excerpt": "res within 5 feet of it teleport to the Ethereal Plane from the Material Plane or vice versa."
      },
      {
        "document": 1974,
        "excerpt": "plus the damage taken) unless the damage is Radiant or from a Critical Hit. On a successful save, the zombie drops to 1 Hit Point instead."
      },
      {
        "document": 1977,
        "excerpt": "creature, it has the Grappled condition (escape DC 13) from one of two tentacles. Tentacle Slam. Constitution Saving Throw: DC 14, each creature Grappled by the ot"
      },
      {
        "document": 1982,
        "excerpt": "Ethereal Jaunt. The spider teleports from the Material Plane to the Ethereal Plane or vice versa."
      },
      {
        "document": 1995,
        "excerpt": "If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn"
      },
      {
        "document": 1997,
        "excerpt": "Piercing damage from weapons wielded by creatures under the effect of a Bless spell"
      },
      {
        "document": 2002,
        "excerpt": "turns, each creature in a 5-foot Emanation originating from the remorhaz takes 16 (3d10) Fire damage."
      },
      {
        "document": 2005,
        "excerpt": "creature, it has the Grappled condition (escape DC 19) from both talons, and it has the Restrained condition until the grapple ends."
      },
      {
        "document": 2006,
        "excerpt": ": The target has the Grappled condition (escape DC 14) from one of six tentacles, and the target has the Poisoned condition until the grapple ends. The tentacle ca"
      },
      {
        "document": 2010,
        "excerpt": "salamander's choice in a 5-foot Emanation originating from the salamander takes 7 (2d6) Fire damage."
      },
      {
        "document": 2011,
        "excerpt": "he satyr pushes the target up to 10 feet straight away from itself. Mockery. Wisdom Saving Throw: DC 12, one creature the satyr can see within 90 feet. Failure: 5"
      },
      {
        "document": 2016,
        "excerpt": "If a Humanoid is slain by this attack, a Shadow rises from the corpse 1d4 hours later."
      },
      {
        "document": 2022,
        "excerpt": "C 25, each creature in a 10-foot Emanation originating from the solar at its destination space. Failure: 11 (2d10) Radiant damage. Success: Half damage."
      },
      {
        "document": 2024,
        "excerpt": "DC 16, each enemy in a 300-foot Emanation originating from the sphinx. Failure: 35 (10d6) Psychic damage, and the target has the Incapacitated condition until the"
      },
      {
        "document": 2025,
        "excerpt": "DC 20, each enemy in a 500-foot Emanation originating from the sphinx. Failure: The target has the Frightened condition for 1 minute. Second Roar. Wisdom Saving T"
      },
      {
        "document": 2028,
        "excerpt": "s Hit Points. Only a Wish spell can prevent this trait from functioning."
      },
      {
        "document": 2031,
        "excerpt": "DC 10, each creature in a 5-foot Emanation originating from the mephit. Failure: 5 (2d4) Fire damage. Success: Half damage."
      },
      {
        "document": 2033,
        "excerpt": "ll and takes Bludgeoning, Piercing, or Slashing damage from it. Response: The giant reduces the damage it takes from the attack by 11 (1d10 + 6), and if that damage"
      },
      {
        "document": 2035,
        "excerpt": "in a 10-foot-radius, 40-foot-high Cylinder originating from a point the giant can see within 500 feet. Failure: 55 (10d10) Lightning damage. Success: Half damage."
      },
      {
        "document": 2044,
        "excerpt": "the tarrasque takes 60 damage or more on a single turn from a creature inside it, the tarrasque must succeed on a DC 20 Constitution saving throw at the end of that"
      },
      {
        "document": 2046,
        "excerpt": "he tough pushes the target up to 10 feet straight away from itself. Heavy Crossbow. Ranged Attack Roll: +4, range 100/400 ft. Hit: 13 (2d10 + 2) Piercing damage."
      },
      {
        "document": 2048,
        "excerpt": "it dies, the treant dies, or it is more than 120 feet from the treant. The tree then takes root if possible."
      },
      {
        "document": 2054,
        "excerpt": "Charmed (except from its vampire master)"
      },
      {
        "document": 2055,
        "excerpt": "vampire can't enter a residence without an invitation from an occupant. Running Water. The vampire takes 20 Acid damage if it ends its turn in running water. Sta"
      },
      {
        "document": 2056,
        "excerpt": "vampire can't enter a residence without an invitation from an occupant. Running Water. The vampire takes 20 Acid damage if it ends its turn in running water. Sta"
      },
      {
        "document": 2059,
        "excerpt": "C 15, each creature in a 20-foot Emanation originating from the vrock. Failure: The target has the Poisoned condition and repeats the save at the end of each of its"
      },
      {
        "document": 2084,
        "excerpt": "lure: The target is pushed up to 40 feet straight away from the dragon and has the Prone condition."
      },
      {
        "document": 2086,
        "excerpt": "tage on Strength-based D20 Tests and subtracts 3 (1d6) from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a"
      },
      {
        "document": 2091,
        "excerpt": "plus the damage taken) unless the damage is Radiant or from a Critical Hit. On a successful save, the zombie drops to 1 Hit Point instead."
      }
    ],
    "front": [
      {
        "document": 791,
        "excerpt": "Two claws extend from the front side of the apparatus."
      },
      {
        "document": 1287,
        "excerpt": "s destination is visible through it. The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through"
      },
      {
        "document": 1689,
        "excerpt": "e you wear it. Six stars, located on the robe's upper-front portion, are particularly large. While wearing this robe, you can take a Magic action to remove one of t"
      },
      {
        "document": 1916,
        "excerpt": "ed condition (escape DC 14) from both of the griffon's front claws."
      }
    ],
    "frost": [
      {
        "document": 763,
        "excerpt": "Potion of Giant Strength (frost or stone)"
      },
      {
        "document": 774,
        "excerpt": "Staff of Frost Table 1"
      },
      {
        "document": 797,
        "excerpt": "Belt of Giant Strength (frost or stone)"
      },
      {
        "document": 801,
        "excerpt": "Frost Giant"
      },
      {
        "document": 826,
        "excerpt": "Fog Cloud, Hold Person, Ray of Frost"
      },
      {
        "document": 859,
        "excerpt": "Ray of Frost"
      },
      {
        "document": 884,
        "excerpt": "Ray of Frost"
      },
      {
        "document": 973,
        "excerpt": "cantrips of your choice. Light, Mage Hand, and Ray of Frost are recommended. Whenever you finish a Long Rest, you can replace one of your cantrips from this feature"
      },
      {
        "document": 990,
        "excerpt": "deal 1d10 Fire damage to that target. Frost's Chill (Frost Giant). When you hit a target with an attack roll and deal damage to it, you can also deal 1d6 Cold dama"
      },
      {
        "document": 1399,
        "excerpt": "Ray of Frost"
      },
      {
        "document": 1583,
        "excerpt": "Frost Brand"
      },
      {
        "document": 1714,
        "excerpt": "Staff of Frost"
      },
      {
        "document": 1867,
        "excerpt": "Frost Giant"
      },
      {
        "document": 1937,
        "excerpt": "nents and using Charisma as the spellcasting ability. Frost Breath (Recharge 6). Constitution Saving Throw: DC 10, each creature in a 15-foot Cone. Failure: 7 (3d4)"
      }
    ],
    "frost's": [
      {
        "document": 990,
        "excerpt": "t, you can also deal 1d10 Fire damage to that target. Frost's Chill (Frost Giant). When you hit a target with an attack roll and deal damage to it, you can also deal"
      }
    ],
    "frozen": [
      {
        "document": 1202,
        "excerpt": "cessful one. A creature killed by this spell becomes a frozen statue until it thaws. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot"
      },
      {
        "document": 1285,
        "excerpt": "minute. Creatures that were swimming on the surface of frozen water are trapped in the ice and have the Restrained condition. A trapped creature can take an action to"
      }
    ],
    "frugally": [
      {
        "document": 368,
        "excerpt": "You spend frugally for your necessities."
      }
    ],
    "fruit": [
      {
        "document": 336,
        "excerpt": "s consist of travel-ready food, including jerky, dried fruit, hardtack, and nuts. See “Malnutrition” in “Rules Glossary” for the risks of not eating."
      },
      {
        "document": 793,
        "excerpt": "A fruit tree grows. It has 1d10 + 20 fruit, 1d8 of which act as randomly determined potions. The tree vanishes a"
      }
    ],
    "frying": [
      {
        "document": 394,
        "excerpt": "If you use an object - such as a table leg, frying pan, or bottle - as a makeshift weapon, see “Improvised Weapons” in “Rules Glossary.” Also see those rul"
      },
      {
        "document": 648,
        "excerpt": "eshift weapon, such as broken glass, a table leg, or a frying pan. A Simple or Martial weapon also counts as an improvised weapon if it's wielded in a way contrary to"
      }
    ],
    "fuel": [
      {
        "document": 313,
        "excerpt": "A Lamp burns Oil as fuel to cast Bright Light in a 15-foot radius and Dim Light for an additional 30 feet."
      },
      {
        "document": 314,
        "excerpt": "A Bullseye Lantern burns Oil as fuel to cast Bright Light in a 60-foot Cone and Dim Light for an additional 60 feet."
      },
      {
        "document": 315,
        "excerpt": "A Hooded Lantern burns Oil as fuel to cast Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. As a Bonus Action, you"
      },
      {
        "document": 323,
        "excerpt": "use a creature, object, or space with Oil or use it as fuel, as detailed below. Dousing a Creature or an Object. When you take the Attack action, you can replace o"
      },
      {
        "document": 349,
        "excerpt": "amp, Lantern, or Torch - or anything else with exposed fuel - takes a Bonus Action. Lighting any other fire takes 1 minute."
      },
      {
        "document": 964,
        "excerpt": "hannel divine energy directly from the Outer Planes to fuel magical effects. You start with two such effects: Divine Spark and Turn Undead, each of which is describ"
      },
      {
        "document": 967,
        "excerpt": "ures table. You can expend these points to enhance or fuel certain Monk features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step"
      },
      {
        "document": 968,
        "excerpt": "ine energy directly from the Outer Planes, using it to fuel magical effects. You start with one such effect: Divine Sense, which is described below. Other Paladin f"
      },
      {
        "document": 969,
        "excerpt": "Primal forces now help fuel you on your journeys, granting you the following benefits. Temporary Hit Points. As a Magic action, you"
      },
      {
        "document": 971,
        "excerpt": "inish a Long Rest. You can use your Sorcery Points to fuel the options below, along with other features, such as Metamagic, that use those points. Converting Spel"
      },
      {
        "document": 1213,
        "excerpt": "regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched."
      }
    ],
    "fulfills": [
      {
        "document": 651,
        "excerpt": "'s desires, no ability check is necessary; the monster fulfills your request in a way it prefers. Unwilling. If your urging is repugnant to the monster or counter to i"
      }
    ],
    "full": [
      {
        "document": 17,
        "excerpt": "ary Hit Points aren't Hit Points, a creature can be at full Hit Points and receive Temporary Hit Points. If you have 0 Hit Points, receiving Temporary Hit Points d"
      },
      {
        "document": 50,
        "excerpt": "on involves delving into places that are dangerous and full of mystery. The rules in this section detail some of the ways adventurers interact with the environment"
      },
      {
        "document": 54,
        "excerpt": "light of twilight and dawn also counts as Dim Light. A full moon might bathe the land in Dim Light. Darkness. Darkness creates a Heavily Obscured area. Characters"
      },
      {
        "document": 246,
        "excerpt": "In tier 2, characters are full-fledged adventurers. Spellcasters gain iconic spells such as Fireball, Lightning Bolt, and Raise Dead. M"
      },
      {
        "document": 380,
        "excerpt": "t, you're attuned to the magic item and can access its full magical capabilities."
      },
      {
        "document": 420,
        "excerpt": "d valuables - like gems and art objects - retain their full value in the marketplace. \"Magic Items\" has prices for magic items."
      },
      {
        "document": 520,
        "excerpt": "nutrition can't be removed until the creature eats the full amount of food required for a day. See also \"Exhaustion.\" Food Needs per Day"
      },
      {
        "document": 615,
        "excerpt": "dration can't be removed until the creature drinks the full amount of water required for a day. See also \"Exhaustion.\" Water Needs per Day"
      },
      {
        "document": 930,
        "excerpt": "5 lb. (full)"
      },
      {
        "document": 971,
        "excerpt": "u can protect some of those creatures from the spell's full force. To do so, spend 1 Sorcery Point and choose a number of those creatures up to your Charisma modifi"
      },
      {
        "document": 1147,
        "excerpt": "5 lb. (full)"
      },
      {
        "document": 1293,
        "excerpt": "requires Concentration, it lasts until the end of its full duration. Using a Higher-Level Spell Slot. The damage of an explosive rune increases by 1d8 for each sp"
      },
      {
        "document": 1463,
        "excerpt": "ut if you maintain Concentration on this spell for the full duration, the spell lasts until dispelled. An unwilling creature can make a Wisdom saving throw, and if"
      },
      {
        "document": 1475,
        "excerpt": "you maintain your Concentration on this spell for its full duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spe"
      },
      {
        "document": 1521,
        "excerpt": "have a 50 percent chance each day at dawn of growing a full beard if you can grow one, or a thicker beard if you already have one. If you aren't a dwarf or duergar"
      },
      {
        "document": 1557,
        "excerpt": "us Item, Uncommon This box contains a set of cards. A full deck has 34 cards: 32 depicting specific creatures and two with a mirrored surface. A deck found as trea"
      },
      {
        "document": 1675,
        "excerpt": "e ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 Hit Point the whole time."
      }
    ],
    "fully": [
      {
        "document": 1356,
        "excerpt": "ou step into a stone object or surface large enough to fully contain your body, merging yourself and your equipment with the stone for the duration. You must touch t"
      },
      {
        "document": 1459,
        "excerpt": "when you cast it if the Emanation isn't big enough to fully encapsulate all creatures in its area. Creatures and objects within the Emanation when you cast the spe"
      },
      {
        "document": 1706,
        "excerpt": "en the Emanation appears, any creatures or objects not fully contained within it are pushed into the nearest unoccupied spaces outside it. The attack or area of effe"
      },
      {
        "document": 1859,
        "excerpt": ". If the rope is damaged or destroyed, the erinyes can fully restore it when finishing a Short or Long Rest."
      }
    ],
    "fumes": [
      {
        "document": 698,
        "excerpt": "Burnt Othur Fumes (500 GP)"
      }
    ],
    "fun": [
      {
        "document": 30,
        "excerpt": "r entertaining. It's a reward for making the game more fun for everyone playing. Other rules might allow your character to gain Heroic Inspiration independent of"
      },
      {
        "document": 712,
        "excerpt": "gly, lest they lose their charm. A hidden pit can be a fun surprise, but too many traps in an adventure can lead players to become overly cautious, which slows dow"
      },
      {
        "document": 789,
        "excerpt": "ffect to make permanent or the one that seems the most fun. For example, a Potion of Healing might increase the drinker’s Hit Point maximum by 2d4 + 2, or a Potion"
      },
      {
        "document": 976,
        "excerpt": "ere they can expose corruption, unravel lies, and poke fun at self-important figures of authority."
      }
    ],
    "function": [
      {
        "document": 136,
        "excerpt": "tes otherwise, the armor must be worn for its magic to function. Some suits of magic armor specify the type of armor they are, such as Chain Mail or Plate Armor. If no"
      },
      {
        "document": 145,
        "excerpt": "For its magic to function, an item in the Ring category must be worn on a finger or a similar digit unless its description notes o"
      },
      {
        "document": 360,
        "excerpt": "ed hirelings (see “Hirelings” later in “Equipment”) to function. The minimum number of skilled hirelings needed to crew a ship depends on the type of ship, as shown in"
      },
      {
        "document": 722,
        "excerpt": "e (Investigation) check, deducing the pressure plate's function on a successful check. Wedging an Iron Spike or a similar object under the pressure plate prevents the t"
      },
      {
        "document": 972,
        "excerpt": "person, you have the chosen spells prepared, and they function as Warlock spells for you. Spellcasting Focus. You can use the book as a Spellcasting Focus. Repelling"
      },
      {
        "document": 989,
        "excerpt": "sic box. When you create the device, you determine its function by choosing one effect from Prestidigitation; the device produces that effect whenever you or another c"
      },
      {
        "document": 1160,
        "excerpt": "in the area. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration. Dispel Magic has no effect on the aura,"
      },
      {
        "document": 1198,
        "excerpt": "the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in castles and settlements. Choose three of the"
      },
      {
        "document": 1526,
        "excerpt": "roperty for a total of 10 minutes, the magic ceases to function for you until you finish a Long Rest."
      },
      {
        "document": 1542,
        "excerpt": "gainst you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while your Speed is 0."
      },
      {
        "document": 1585,
        "excerpt": "on to repeat the command word or until you use another function of the gem. Second Command Word. You expend 1 charge and cause the gem to fire a brilliant beam of ligh"
      },
      {
        "document": 1694,
        "excerpt": "and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your a"
      },
      {
        "document": 2050,
        "excerpt": "the limb takes Acid or Fire damage, this trait doesn't function on the limb's next turn. The limb dies only if it starts its turn with 0 Hit Points and doesn't regenera"
      },
      {
        "document": 2051,
        "excerpt": "he troll takes Acid or Fire damage, this trait doesn't function on the troll's next turn. The troll dies only if it starts its turn with 0 Hit Points and doesn't regene"
      }
    ],
    "functionality": [
      {
        "document": 1675,
        "excerpt": "g causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 Hit Point the whole time."
      }
    ],
    "functioning": [
      {
        "document": 2028,
        "excerpt": "Points. Only a Wish spell can prevent this trait from functioning."
      }
    ],
    "functions": [
      {
        "document": 648,
        "excerpt": "esembles a Simple or Martial weapon, the GM may say it functions as that weapon and uses that weapon's rules. For example, the GM could treat a table leg as a Club."
      },
      {
        "document": 965,
        "excerpt": "s into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it's practical for the new form to wear a piece of equipment based"
      },
      {
        "document": 1236,
        "excerpt": "e spell early by using either of the following special functions. Break Enchantment. As a Magic action, you touch a creature that is possessed by or has the Charmed or"
      },
      {
        "document": 1266,
        "excerpt": "es. In combat, it shares your Initiative count, and it functions as a controlled mount while you ride it (as defined in the rules on mounted combat). If you have the Inc"
      },
      {
        "document": 1509,
        "excerpt": "its neutral position. Each lever, from left to right, functions as shown in the Apparatus of the Crab Levers table. Apparatus of the Crab Levers"
      },
      {
        "document": 1534,
        "excerpt": "tem, Uncommon (Requires Attunement) This wooden broom functions like a mundane broom until you stand astride it and take a Magic action to make it hover beneath you, at"
      },
      {
        "document": 1557,
        "excerpt": "usually missing 1d20 - 1 cards. The magic of the deck functions only if its cards are drawn at random. You can take a Magic action to draw a card at random from the dec"
      },
      {
        "document": 1694,
        "excerpt": "uires Attunement) This rod has a flanged head, and it functions as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made with it. The rod has proper"
      },
      {
        "document": 1726,
        "excerpt": "e disappear. While the blade exists, this magic weapon functions as a Longsword with the Finesse property. If you are proficient with Longswords or Shortswords, you are"
      },
      {
        "document": 1884,
        "excerpt": "s created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows: Goat of Terror. This figurine can become"
      }
    ],
    "fungal": [
      {
        "document": 181,
        "excerpt": "gelatinous cubes. Plants are sentient vegetation and fungal monsters, such as shambling mounds and treants. Undead are spirits and the reanimated dead, such as gho"
      }
    ],
    "fungi": [
      {
        "document": 223,
        "excerpt": "Fungi"
      },
      {
        "document": 793,
        "excerpt": "Three Shrieker Fungi sprout."
      }
    ],
    "fungus": [
      {
        "document": 2019,
        "excerpt": "Shrieker Fungus"
      },
      {
        "document": 2058,
        "excerpt": "Violet Fungus"
      }
    ],
    "fur": [
      {
        "document": 1162,
        "excerpt": "V, S, M (a bit of bat fur)"
      },
      {
        "document": 1223,
        "excerpt": "V, M (bat fur and a piece of coal)"
      },
      {
        "document": 1251,
        "excerpt": "V, S, M (fur or a feather)"
      },
      {
        "document": 1337,
        "excerpt": "V, S, M (a bit of fur and a crystal rod)"
      },
      {
        "document": 1338,
        "excerpt": "V, S, M (fur from a bloodhound)"
      },
      {
        "document": 1339,
        "excerpt": "V, S, M (fur from a bloodhound)"
      }
    ],
    "furiously": [
      {
        "document": 962,
        "excerpt": "You have honed new ways to attack furiously. The following effects are now among your Brutal Strike options. Staggering Blow. The target has Disadv"
      }
    ],
    "furnished": [
      {
        "document": 1349,
        "excerpt": "can't exceed 50 contiguous 10-foot Cubes. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 pe"
      }
    ],
    "furnishings": [
      {
        "document": 1349,
        "excerpt": "d to serve a nine-course banquet for up to 100 people. Furnishings and other objects created by this spell dissipate into smoke if removed from it. A staff of 100 near-tr"
      }
    ],
    "furniture": [
      {
        "document": 78,
        "excerpt": "atants are often slowed down by Difficult Terrain. Low furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs are examples of Difficult Terrain. Every foo"
      },
      {
        "document": 616,
        "excerpt": "similar: - A creature that isn’t Tiny or your ally - Furniture that is sized for creatures of your size or larger - Heavy snow, ice, rubble, or undergrowth - Liquid th"
      },
      {
        "document": 1340,
        "excerpt": "ular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon. This spell can't locate an object if any thickness of lead blocks a direct path betwe"
      }
    ],
    "furred": [
      {
        "document": 1528,
        "excerpt": "Wondrous Item, Uncommon (Requires Attunement) These furred boots are snug and feel warm. While wearing them, you gain the following benefits. Cold Resistance. You"
      }
    ],
    "further": [
      {
        "document": 185,
        "excerpt": "e as the monster's Initiative in combat. Initiative is further detailed in “Playing the Game.”"
      },
      {
        "document": 1242,
        "excerpt": "its turn. If it completes an order and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself. You can command the t"
      },
      {
        "document": 1243,
        "excerpt": "its turn. If it completes an order and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself. You can command the t"
      },
      {
        "document": 1244,
        "excerpt": "its turn. If it completes an order and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself. You can command the t"
      },
      {
        "document": 1610,
        "excerpt": "e Restrained creature is freed. On a failed check, any further attempts made by that creature automatically fail until 24 hours have elapsed. Once the bands are used,"
      }
    ],
    "furthermore": [
      {
        "document": 1476,
        "excerpt": "es through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters a space in the wall on a turn or ends its turn there, the creature mak"
      }
    ],
    "fury": [
      {
        "document": 824,
        "excerpt": "Elemental Fury"
      },
      {
        "document": 965,
        "excerpt": "Elemental Fury"
      },
      {
        "document": 983,
        "excerpt": "Channel Rage into Violent Fury Barbarians who walk the Path of the Berserker direct their Rage primarily toward violence. Their path i"
      },
      {
        "document": 1814,
        "excerpt": "Bloodied Fury. While Bloodied, the boar has Advantage on attack rolls."
      },
      {
        "document": 1876,
        "excerpt": "Bloodied Fury. The boar has Advantage on melee attack rolls while it is Bloodied."
      }
    ],
    "future": [
      {
        "document": 787,
        "excerpt": "m believes it and its bearer have key roles to play in future events."
      },
      {
        "document": 1283,
        "excerpt": "and bestow a limited ability to see into the immediate future. For the duration, the target has Advantage on D20 Tests, and other creatures have Disadvantage on attac"
      },
      {
        "document": 1436,
        "excerpt": "has happened since it died, and can't speculate about future events."
      }
    ],
    "fuzzy": [
      {
        "document": 1518,
        "excerpt": "ide the bag, however, reveals the presence of a small, fuzzy object. You can take a Magic action to pull the fuzzy object from the bag and throw it up to 20 feet. W"
      }
    ],
    "gadgetry": [
      {
        "document": 940,
        "excerpt": "Traps, ciphers, riddles, and gadgetry"
      }
    ],
    "gagged": [
      {
        "document": 496,
        "excerpt": "he threads of magic in motion. Thus, a creature who is gagged or in an area of magical silence can't cast a spell with a Verbal component."
      }
    ],
    "gain": [
      {
        "document": 16,
        "excerpt": "em, you decide whether to keep the ones you have or to gain the new ones. For example, if a spell grants you 12 Temporary Hit Points when you already have 10, you c"
      },
      {
        "document": 30,
        "excerpt": "ne playing. Other rules might allow your character to gain Heroic Inspiration independent of the GM's decision. For example, Human characters start each day with H"
      },
      {
        "document": 241,
        "excerpt": "damage, as well as any Temporary Hit Points you might gain. There's also space to track Death Saving Throws. Hit Point Dice. Your class's description tells you th"
      },
      {
        "document": 243,
        "excerpt": "When you gain a level, follow these steps: 1: Choose a Class. Most characters advance in the same class. However, you"
      },
      {
        "document": 244,
        "excerpt": "he fact that the play experience evolves as characters gain levels."
      },
      {
        "document": 246,
        "excerpt": "characters are full-fledged adventurers. Spellcasters gain iconic spells such as Fireball, Lightning Bolt, and Raise Dead. Most weapon-focused classes gain the abi"
      },
      {
        "document": 248,
        "excerpt": "asters learn reality-altering spells. Other characters gain features that allow them to make more attacks or to do more impressive things with those attacks. These"
      },
      {
        "document": 252,
        "excerpt": "greater power to characters who have no more levels to gain. With this approach, each character gains one feat of their choice for every 30,000 XP the character ear"
      },
      {
        "document": 254,
        "excerpt": "Multiclassing allows you to gain levels in multiple classes. With this rule, you have the option of gaining a level in a new class whenev"
      },
      {
        "document": 256,
        "excerpt": "The Experience Point cost to gain a level is based on your total character level, not your level in a particular class, as shown in the Ch"
      },
      {
        "document": 257,
        "excerpt": "You gain the Hit Points from your new class as described for levels after 1. You gain the level 1 Hit Points for"
      },
      {
        "document": 260,
        "excerpt": "When you gain your first level in a class other than your initial class, you gain only some of the new class's startin"
      },
      {
        "document": 261,
        "excerpt": "When you gain a new level in a class, you get its features for that level. A few features have additional rules when y"
      },
      {
        "document": 263,
        "excerpt": "If you gain the Extra Attack feature from more than one class, the features don't stack. You can't make more than tw"
      },
      {
        "document": 264,
        "excerpt": "Spellcasting feature, you can use the spell slots you gain from Pact Magic to cast spells you have prepared from classes with the Spellcasting feature, and you can"
      },
      {
        "document": 265,
        "excerpt": "character, you can roll once on the Trinkets table to gain a Tiny trinket, a simple item lightly touched by mystery. The GM might also use this table. It can help"
      },
      {
        "document": 272,
        "excerpt": "ss both provide starting equipment. Any coins that you gain at this step can be immediately spent on equipment from \"Equipment.\" Record your chosen equipment on yo"
      },
      {
        "document": 302,
        "excerpt": "any prerequisites are listed. If you have a feat, you gain its benefits. Repeatable. A feat can be taken only once unless its description states otherwise in a “R"
      },
      {
        "document": 320,
        "excerpt": "If you consult an accurate Map, you gain a +5 bonus to Wisdom (Survival) checks you make to find your way in the place represented on it."
      },
      {
        "document": 335,
        "excerpt": "a Portable Ram to break down doors. When doing so, you gain a +4 bonus to the Strength check. One other character can help you use the ram, giving you Advantage on"
      },
      {
        "document": 379,
        "excerpt": "oming attuned to an item that requires Attunement, you gain only its nonmagical benefits unless its description states otherwise. For example, a magic Shield that r"
      },
      {
        "document": 410,
        "excerpt": "You gain the Armor Class benefit of a Shield only if you have training with it."
      },
      {
        "document": 448,
        "excerpt": "s a Bonus Action, you can drink a vial of Antitoxin to gain Advantage on saving throws to avoid or end the Poisoned condition for 1 hour."
      },
      {
        "document": 459,
        "excerpt": "nsult an accurate nonfiction Book about its topic, you gain a +5 bonus to Intelligence (Arcana, History, Nature, or Religion) checks you make about that topic."
      },
      {
        "document": 512,
        "excerpt": "rules for each spellcasting class say when its members gain access to spells of certain levels."
      },
      {
        "document": 517,
        "excerpt": "ve at least 1 Hit Point. When you finish the rest, you gain the following benefits: Regain All HP. You regain all lost Hit Points and all spent Hit Point Dice. If"
      },
      {
        "document": 520,
        "excerpt": "y must succeed on a DC 10 Constitution saving throw or gain 1 Exhaustion level at the day's end. A creature that eats nothing for 5 days automatically gains 1 Exhau"
      },
      {
        "document": 543,
        "excerpt": ". Benefits of the Rest. When you finish the rest, you gain the following benefits: Spend Hit Point Dice. You can spend one or more of your Hit Point Dice to regai"
      },
      {
        "document": 544,
        "excerpt": "you use a Shield and lack training with it, you don't gain its AC bonus. See also \"Disadvantage\" and \"Equipment\" (\"Armor\")."
      },
      {
        "document": 612,
        "excerpt": "When you take the Dash action, you gain extra movement for the current turn. The increase equals your Speed after applying any modifiers. With a"
      },
      {
        "document": 622,
        "excerpt": "If you take the Dodge action, you gain the following benefits: until the start of your next turn, any attack roll made against you has Disadvan"
      },
      {
        "document": 627,
        "excerpt": "nless the bonus is doubled by another feature. If you gain Expertise, you gain it in one skill in which you have proficiency. You can't have Expertise in the same"
      },
      {
        "document": 639,
        "excerpt": "ter rolling it, and you must use the new roll. If you gain Heroic Inspiration but already have it, it's lost unless you give it to a player character who lacks it."
      },
      {
        "document": 678,
        "excerpt": "d must succeed on a DC 10 Constitution saving throw or gain 1 Exhaustion level."
      },
      {
        "document": 679,
        "excerpt": "0 Constitution saving throw at the end of each hour or gain 1 Exhaustion level. Creatures that have Resistance or Immunity to Cold damage automatically succeed on t"
      },
      {
        "document": 681,
        "excerpt": "a Constitution saving throw at the end of each hour or gain 1 Exhaustion level. The DC is 5 for the first hour and increases by 1 for each additional hour. Creature"
      },
      {
        "document": 682,
        "excerpt": "ure to succeed on a DC 10 Constitution saving throw or gain 1 Exhaustion level. Creatures with Resistance or Immunity to Cold damage automatically succeed on the sa"
      },
      {
        "document": 702,
        "excerpt": "aracter must succeed on a Constitution saving throw or gain 1 Exhaustion level. The DC is 10 plus 1 for each hour past 8 hours."
      },
      {
        "document": 937,
        "excerpt": "Gain a level"
      },
      {
        "document": 962,
        "excerpt": "an Unarmed Strike - and deal damage to the target, you gain a bonus to the damage that increases as you gain levels as a Barbarian, as shown in the Rage Damage colu"
      },
      {
        "document": 963,
        "excerpt": "hts and Vicious Mockery are recommended. Whenever you gain a Bard level, you can replace one of your cantrips with another cantrip of your choice from the Bard spe"
      },
      {
        "document": 964,
        "excerpt": "Flame, and Thaumaturgy are recommended. Whenever you gain a Cleric level, you can replace one of your cantrips with another cantrip of your choice from the Cleric"
      },
      {
        "document": 965,
        "excerpt": "craft and Produce Flame are recommended. Whenever you gain a Druid level, you can replace one of your cantrips with another cantrip of your choice from the Druid s"
      },
      {
        "document": 966,
        "excerpt": "You have honed your martial prowess and gain a Fighting Style feat of your choice (see “Feats”). Defense is recommended. Whenever you gain a Fighter"
      },
      {
        "document": 967,
        "excerpt": "artial Melee weapons that have the Light property You gain the following benefits while you are unarmed or wielding only Monk weapons and you aren't wearing armor"
      },
      {
        "document": 968,
        "excerpt": "d. The number of spells on your list increases as you gain Paladin levels, as shown in the Prepared Spells column of the Paladin Features table. Whenever that numb"
      },
      {
        "document": 969,
        "excerpt": "d. The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number"
      },
      {
        "document": 970,
        "excerpt": "You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended"
      },
      {
        "document": 971,
        "excerpt": "asp, and Sorcerous Burst are recommended. Whenever you gain a Sorcerer level, you can replace one of your cantrips from this feature with another Sorcerer cantrip o"
      },
      {
        "document": 972,
        "excerpt": "with an abiding magical ability or other lessons. You gain one invocation of your choice, such as Pact of the Tome. Invocations are described in the “Eldritch Invo"
      },
      {
        "document": 973,
        "excerpt": "Sleep, and Thunderwave are recommended. Whenever you gain a Wizard level after 1, add two Wizard spells of your choice to your spellbook. Each of these spells mus"
      },
      {
        "document": 974,
        "excerpt": "You gain another Fighting Style feat of your choice."
      },
      {
        "document": 975,
        "excerpt": "es have Half Cover while in that area, and your allies gain the current Resistance of your Nature's Ward while there. As a Bonus Action, you can move the Cube up t"
      },
      {
        "document": 976,
        "excerpt": "You gain proficiency with three skills of your choice."
      },
      {
        "document": 977,
        "excerpt": "mum increases by 3, and it increases by 1 whenever you gain another Sorcerer level. Parts of you are also covered by dragon-like scales. While you aren't wearing a"
      },
      {
        "document": 978,
        "excerpt": "eir power to protect others, while some seek their own gain."
      },
      {
        "document": 979,
        "excerpt": "When you reduce an enemy to 0 Hit Points, you gain Temporary Hit Points equal to your Charisma modifier plus your Warlock level (minimum of 1 Temporary Hit"
      },
      {
        "document": 980,
        "excerpt": "You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can r"
      },
      {
        "document": 984,
        "excerpt": "In addition to improving your agility and stealth, you gain abilities useful for delving into ruins and getting maximum benefit from the magic items you find there."
      },
      {
        "document": 985,
        "excerpt": "You gain the ability to heal yourself. As a Bonus Action, you can roll your Martial Arts die. You regain a number"
      },
      {
        "document": 987,
        "excerpt": "creases by 1, and it increases by 1 again whenever you gain a level."
      },
      {
        "document": 988,
        "excerpt": "s. Choose a lineage from the Elven Lineages table. You gain the level 1 benefit of that lineage. When you reach character levels 3 and 5, you learn a higher-level"
      },
      {
        "document": 992,
        "excerpt": "You gain Heroic Inspiration whenever you finish a Long Rest."
      },
      {
        "document": 993,
        "excerpt": "the Dash action as a Bonus Action. When you do so, you gain a number of Temporary Hit Points equal to your Proficiency Bonus. You can use this trait a number of ti"
      },
      {
        "document": 994,
        "excerpt": "Choose a legacy from the Fiendish Legacies table. You gain the level 1 benefit of the chosen legacy. When you reach character levels 3 and 5, you learn a higher-l"
      },
      {
        "document": 1000,
        "excerpt": "Origin Feat You gain the following benefits. Initiative Proficiency. When you roll Initiative, you can add your Proficiency"
      },
      {
        "document": 1001,
        "excerpt": "Style Feat (Prerequisite: Fighting Style Feature) You gain a +2 bonus to attack rolls you make with Ranged weapons."
      },
      {
        "document": 1002,
        "excerpt": "Epic Boon Feat (Prerequisite: Level 19+) You gain the following benefits. Ability Score Increase. Increase one ability score of your choice by 1, to a ma"
      },
      {
        "document": 1003,
        "excerpt": "Epic Boon Feat (Prerequisite: Level 19+) You gain the following benefits. Ability Score Increase. Increase one ability score of your choice by 1, to a ma"
      },
      {
        "document": 1004,
        "excerpt": "Epic Boon Feat (Prerequisite: Level 19+) You gain the following benefits. Ability Score Increase. Increase one ability score of your choice by 1, to a ma"
      },
      {
        "document": 1005,
        "excerpt": "Epic Boon Feat (Prerequisite: Level 19+) You gain the following benefits. Ability Score Increase. Increase your Strength or Dexterity score by 1, to a ma"
      },
      {
        "document": 1006,
        "excerpt": "t (Prerequisite: Level 19+, Spellcasting Feature) You gain the following benefits. Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score b"
      },
      {
        "document": 1007,
        "excerpt": "Epic Boon Feat (Prerequisite: Level 19+) You gain the following benefits. Ability Score Increase. Increase one ability score of your choice by 1, to a ma"
      },
      {
        "document": 1008,
        "excerpt": "Epic Boon Feat (Prerequisite: Level 19+) You gain the following benefits. Ability Score Increase. Increase one ability score of your choice by 1, to a ma"
      },
      {
        "document": 1009,
        "excerpt": "hile you're wearing Light, Medium, or Heavy armor, you gain a +1 bonus to Armor Class."
      },
      {
        "document": 1010,
        "excerpt": "rerequisite: Level 4+, Strength or Dexterity 13+) You gain the following benefits. Ability Score Increase. Increase your Strength or Dexterity score by 1, to a ma"
      },
      {
        "document": 1011,
        "excerpt": "apon must have the Two-Handed or Versatile property to gain this benefit."
      },
      {
        "document": 1012,
        "excerpt": "Origin Feat You gain the following benefits. Two Cantrips. You learn two cantrips of your choice from the Cleric, Druid, or"
      },
      {
        "document": 1014,
        "excerpt": "Origin Feat You gain proficiency in any combination of three skills or tools of your choice. Repeatable. You can take this f"
      },
      {
        "document": 1153,
        "excerpt": "s between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed. Change Appearance. You alter your appearance. You decide what you loo"
      },
      {
        "document": 1198,
        "excerpt": "on: Instantaneous You commune with nature spirits and gain knowledge of the surrounding area. In the outdoors, the spell gives you knowledge of the area within 3 m"
      },
      {
        "document": 1262,
        "excerpt": "S, M (a drop of alcohol) Duration: Instantaneous You gain 2d4 + 4 Temporary Hit Points. Using a Higher-Level Spell Slot. You gain 5 additional Temporary Hit Poin"
      },
      {
        "document": 1265,
        "excerpt": "which the spell consumes) Duration: Instantaneous You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard,"
      },
      {
        "document": 1287,
        "excerpt": "arest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the GM deems appropriate. It might leave, a"
      },
      {
        "document": 1303,
        "excerpt": "low: Courage. Creatures of any types you choose can't gain the Frightened condition while in the area. Darkness. Darkness fills the area. Normal light, as well as"
      },
      {
        "document": 1344,
        "excerpt": "- Targets within the Cylinder can't be possessed by or gain the Charmed or Frightened condition from the creature. Each time you cast this spell, you can cause its"
      },
      {
        "document": 1365,
        "excerpt": "mponents: S Duration: Concentration, up to 1 hour You gain the Invisible condition at the same time that an illusory double of you appears where you are standing."
      },
      {
        "document": 1385,
        "excerpt": "who remain within range for the spell's entire casting gain the benefits of a Short Rest and also regain 2d8 Hit Points. A creature can't be affected by this spell"
      },
      {
        "document": 1394,
        "excerpt": "t the target. The target also can't be possessed by or gain the Charmed or Frightened conditions from them. If the target is already possessed, Charmed, or Frighten"
      },
      {
        "document": 1420,
        "excerpt": "Construct or an Undead. When you cast the spell, you gain a number of Temporary Hit Points equal to the Hit Points of the first form into which you shape-shift. T"
      },
      {
        "document": 1429,
        "excerpt": "and acts on your turn in combat. The simulacrum can't gain levels, and it can't take Short or Long Rests. If the simulacrum takes damage, the only way to restore"
      },
      {
        "document": 1452,
        "excerpt": "s: V, S Duration: Concentration, up to 10 minutes You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell and as a Magi"
      },
      {
        "document": 1455,
        "excerpt": "unes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane"
      },
      {
        "document": 1462,
        "excerpt": "nts: V, S Duration: Concentration, up to 1 minute You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 f"
      },
      {
        "document": 1479,
        "excerpt": "p to ten willing creatures of your choice within range gain this ability for the duration. An affected target must take a Bonus Action to pass from the liquid's su"
      },
      {
        "document": 1484,
        "excerpt": "ligible. You lose all the benefits of the old feat and gain the benefits of the new one. You can't replace a feat that is a prerequisite for any of your other feats"
      },
      {
        "document": 1490,
        "excerpt": "condition is cumulative. Each time you receive it, you gain 1 Exhaustion level. You die if your Exhaustion level is 6. D20 Tests Affected. When you make a D20 Test"
      },
      {
        "document": 1494,
        "excerpt": "dvantage. If a creature can somehow see you, you don't gain this benefit against that creature."
      },
      {
        "document": 1514,
        "excerpt": "Armor (Shield), Rare (Requires Attunement) You gain a +2 bonus to Armor Class against ranged attack rolls while you wield this Shield. This bonus is in addi"
      },
      {
        "document": 1521,
        "excerpt": "re (Requires Attunement) While wearing this belt, you gain the following benefits: Dwarvish. You know Dwarvish. Friend of Dwarvenkind. You have Advantage on Char"
      },
      {
        "document": 1523,
        "excerpt": "Greataxe, or Halberd), Rare (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. In addition, while you are attu"
      },
      {
        "document": 1528,
        "excerpt": "boots are snug and feel warm. While wearing them, you gain the following benefits. Cold Resistance. You have Resistance to Cold damage and can tolerate temperatur"
      },
      {
        "document": 1530,
        "excerpt": "ave proficiency with the Longbow and Shortbow, and you gain a +2 bonus to damage rolls made with such weapons."
      },
      {
        "document": 1531,
        "excerpt": "Requires Attunement) While wearing these bracers, you gain a +2 bonus to Armor Class if you are wearing no armor and using no Shield."
      },
      {
        "document": 1541,
        "excerpt": "ven with faint, silvery threads. While wearing it, you gain the following benefits. Poison Resistance. You have Resistance to Poison damage. Spider Climb. You hav"
      },
      {
        "document": 1545,
        "excerpt": "Wondrous Item, Uncommon (Requires Attunement) You gain a +1 bonus to Armor Class and saving throws while you wear this cloak."
      },
      {
        "document": 1546,
        "excerpt": "ess, you can grip the edges of the cloak and use it to gain a Fly Speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you a"
      },
      {
        "document": 1554,
        "excerpt": "Weapon (Dagger), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. You can take a Bonus Action to"
      },
      {
        "document": 1558,
        "excerpt": "ny Melee Weapon), Legendary (Requires Attunement) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. The first time you attack with"
      },
      {
        "document": 1559,
        "excerpt": "e (Requires Attunement) While wearing this armor, you gain a +1 bonus to Armor Class, and you know Abyssal. In addition, the armor's clawed gauntlets allow your Un"
      },
      {
        "document": 1562,
        "excerpt": "Mail is highly valued. While wearing this armor, you gain a +1 bonus to Armor Class, you have Advantage on saving throws against the breath weapons of Dragons, an"
      },
      {
        "document": 1563,
        "excerpt": "Weapon (Any Simple or Martial), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon deals an extra 3d6"
      },
      {
        "document": 1567,
        "excerpt": "Plate Armor), Very Rare While wearing this armor, you gain a +2 bonus to Armor Class. In addition, if an effect moves you against your will along the ground, you c"
      },
      {
        "document": 1568,
        "excerpt": "f or a Creature Attuned to a Belt of Dwarvenkind) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. It has the Thrown property with"
      },
      {
        "document": 1573,
        "excerpt": "Armor (Chain Mail or Chain Shirt), Rare You gain a +1 bonus to Armor Class while you wear this armor. You are considered trained with this armor even if"
      },
      {
        "document": 1574,
        "excerpt": "bow or Shortbow), Very Rare (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time"
      },
      {
        "document": 1587,
        "excerpt": "Weapon (Any Simple or Martial), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this"
      },
      {
        "document": 1588,
        "excerpt": "ed Leather Armor), Rare While wearing this armor, you gain a +1 bonus to Armor Class. You can also take a Bonus Action to cause the armor to assume the appearance"
      },
      {
        "document": 1590,
        "excerpt": "mb Speed and a Swim Speed equal to your Speed, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim."
      },
      {
        "document": 1591,
        "excerpt": "are imperceptible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks."
      },
      {
        "document": 1593,
        "excerpt": "ul or Warhammer), Legendary (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon has 5 charges. You"
      },
      {
        "document": 1598,
        "excerpt": "e removed or destroyed, the helm loses its magic. You gain the following benefits while wearing the helm. Diamond Light. As long as it has at least one diamond, t"
      },
      {
        "document": 1602,
        "excerpt": "al), Legendary (Requires Attunement by a Paladin) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Unde"
      },
      {
        "document": 1609,
        "excerpt": "green prism orbits your head. Protection (Rare). You gain a +1 bonus to Armor Class while this dusty-rose prism orbits your head. Regeneration (Legendary). You r"
      },
      {
        "document": 1614,
        "excerpt": ", or Shortsword), Legendary (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. While the weapon is on your per"
      },
      {
        "document": 1616,
        "excerpt": "Weapon (Mace), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The bonus increases to +3 when"
      },
      {
        "document": 1627,
        "excerpt": "n your person. The GM chooses the weapon. Knight. You gain the service of a Knight, who magically appears in an unoccupied space you choose within 30 feet of yours"
      },
      {
        "document": 1631,
        "excerpt": "mple or Martial), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has"
      },
      {
        "document": 1639,
        "excerpt": "(Requires Attunement) While wearing this pendant, you gain the following benefits. Life Preservation. Whenever you make a Death Saving Throw, you can change a rol"
      },
      {
        "document": 1643,
        "excerpt": "you can take a Magic action and use a command word to gain the effect of the Etherealness spell. The spell ends immediately if you remove the armor or take a Magic"
      },
      {
        "document": 1646,
        "excerpt": "Potion, Rare When you drink this potion, you gain the effect of the Clairvoyance spell (no Concentration required). An eyeball bobs in this potion's yell"
      },
      {
        "document": 1647,
        "excerpt": "Potion, Common When you drink this potion, you gain a Climb Speed equal to your Speed for 1 hour. During this time, you have Advantage on Strength (Athletic"
      },
      {
        "document": 1648,
        "excerpt": "Potion, Rare When you drink this potion, you gain the “reduce” effect of the Enlarge/Reduce spell for 1d4 hours (no Concentration required). The red in t"
      },
      {
        "document": 1649,
        "excerpt": "Potion, Very Rare When you drink this potion, you gain a Fly Speed equal to your Speed for 1 hour and can hover. If you're in the air when the potion wears off"
      },
      {
        "document": 1650,
        "excerpt": "Potion, Rare When you drink this potion, you gain the effect of the Gaseous Form spell for 1 hour (no Concentration required) or until you end the effect"
      },
      {
        "document": 1652,
        "excerpt": "Potion, Uncommon When you drink this potion, you gain the “enlarge” effect of the Enlarge/Reduce spell for 10 minutes (no Concentration required). The red in"
      },
      {
        "document": 1653,
        "excerpt": "Potion, Rare When you drink this potion, you gain 10 Temporary Hit Points that last for 1 hour. For the same duration, you are under the effect of the Ble"
      },
      {
        "document": 1657,
        "excerpt": "Potion, Rare When you drink this potion, you gain the effect of the Detect Thoughts spell (save DC 13) for 10 minutes (no Concentration required). This p"
      },
      {
        "document": 1660,
        "excerpt": "Potion, Very Rare When you drink this potion, you gain the effect of the Haste spell for 1 minute (no Concentration required) without suffering the wave of let"
      },
      {
        "document": 1667,
        "excerpt": "e Immunity to Fire damage. Water. You know Aquan, you gain a Swim Speed of 60 feet, and you can breathe underwater. Spellcasting. The ring has 5 charges and re-ga"
      },
      {
        "document": 1674,
        "excerpt": "Ring, Rare (Requires Attunement) You gain a +1 bonus to Armor Class and saving throws while wearing this ring."
      },
      {
        "document": 1686,
        "excerpt": "hile wearing this ring, you can take a Magic action to gain X-ray vision with a range of 30 feet for 1 minute. To you, solid objects within that radius appear trans"
      },
      {
        "document": 1687,
        "excerpt": "ed with eyelike patterns. While you wear the robe, you gain the following benefits: All-Around Vision. The robe gives you Advantage on Wisdom (Perception) checks t"
      },
      {
        "document": 1689,
        "excerpt": "e is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it. Six stars, located on the robe's upper-front portion, ar"
      },
      {
        "document": 1690,
        "excerpt": "made from exquisite cloth and adorned with runes. You gain these benefits while wearing the robe. Armor. If you aren't wearing armor, your base Armor Class is 15"
      },
      {
        "document": 1693,
        "excerpt": "feet. While in that Bright Light, you and your allies gain a +1 bonus to Armor Class and saving throws and can sense the location of any Invisible creature that i"
      },
      {
        "document": 1700,
        "excerpt": "ree benefits while it is on your person. Defense. You gain a +1 bonus to Armor Class. Preservation. The scarab has 12 charges. If you fail a saving throw against"
      },
      {
        "document": 1701,
        "excerpt": "eapon (Scimitar), Very Rare (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. In addition, you can make one a"
      },
      {
        "document": 1716,
        "excerpt": "s and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. Spells. While holding the staff, you"
      },
      {
        "document": 1719,
        "excerpt": "and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls. Spell Absorption. While holding the staff, you have Advantage on savi"
      },
      {
        "document": 1725,
        "excerpt": "ent) While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws."
      },
      {
        "document": 1726,
        "excerpt": "ortswords, you are proficient with the Sun Blade. You gain a +2 bonus to attack rolls and damage rolls made with this weapon, which deals Radiant damage instead of"
      },
      {
        "document": 1727,
        "excerpt": "c damage if it isn't a Construct or an Undead, and you gain Temporary Hit Points equal to the amount of Necrotic damage taken."
      },
      {
        "document": 1730,
        "excerpt": "Symbol. You can use the talisman as a Holy Symbol. You gain a +2 bonus to spell attack rolls while you wear or hold it. Pure Rebuke. The talisman has 7 charges. Wh"
      },
      {
        "document": 1732,
        "excerpt": "Symbol. You can use the talisman as a Holy Symbol. You gain a +2 bonus to spell attack rolls while you wear or hold it. Ultimate End. The talisman has 6 charges. W"
      },
      {
        "document": 1740,
        "excerpt": "rd, or Scimitar), Legendary (Requires Attunement) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. In addition, the weapon ignores"
      },
      {
        "document": 1751,
        "excerpt": "nement by a Spellcaster) While holding this wand, you gain a bonus to spell attack rolls determined by the wand's rarity. In addition, you ignore Half Cover when m"
      },
      {
        "document": 1755,
        "excerpt": "re attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when"
      },
      {
        "document": 2037,
        "excerpt": "h for a Tiny bat. The swarm can't regain Hit Points or gain Temporary Hit Points."
      },
      {
        "document": 2038,
        "excerpt": "a Tiny creature. The swarm can't regain Hit Points or gain Temporary Hit Points."
      },
      {
        "document": 2039,
        "excerpt": "or a Tiny insect. The swarm can't regain Hit Points or gain Temporary Hit Points."
      },
      {
        "document": 2040,
        "excerpt": "r a Tiny piranha. The swarm can't regain Hit Points or gain Temporary Hit Points. Water Breathing. The swarm can breathe only underwater."
      },
      {
        "document": 2041,
        "excerpt": "h for a Tiny rat. The swarm can't regain Hit Points or gain Temporary Hit Points."
      },
      {
        "document": 2042,
        "excerpt": "for a Tiny raven. The swarm can't regain Hit Points or gain Temporary Hit Points."
      },
      {
        "document": 2043,
        "excerpt": "for a Tiny snake. The swarm can't regain Hit Points or gain Temporary Hit Points."
      }
    ],
    "gained": [
      {
        "document": 243,
        "excerpt": "mum then increases by 8, in addition to the Hit Points gained for reaching level 8."
      },
      {
        "document": 557,
        "excerpt": "breathe again, it removes all levels of Exhaustion it gained from suffocating."
      },
      {
        "document": 1763,
        "excerpt": "(Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell), Speak with"
      },
      {
        "document": 1764,
        "excerpt": "(Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell), Speak with"
      },
      {
        "document": 1765,
        "excerpt": "(Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell) 1/Day Each"
      },
      {
        "document": 1766,
        "excerpt": "(Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell) 1/Day Each"
      },
      {
        "document": 1769,
        "excerpt": "(Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell) 1/Day Each"
      },
      {
        "document": 1775,
        "excerpt": "(Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell), Speak with"
      },
      {
        "document": 1776,
        "excerpt": "(Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell), Speak with"
      },
      {
        "document": 1777,
        "excerpt": "(Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell) 1/Day Each"
      },
      {
        "document": 1778,
        "excerpt": "(Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell) 1/Day Each"
      },
      {
        "document": 1781,
        "excerpt": "(Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell) 1/Day Each"
      },
      {
        "document": 1835,
        "excerpt": "(Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell) 1/Day Eac"
      },
      {
        "document": 1843,
        "excerpt": "(Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell) 1/Day Each"
      }
    ],
    "gainful": [
      {
        "document": 1620,
        "excerpt": "Manual of Gainful Exercise"
      }
    ],
    "gaining": [
      {
        "document": 30,
        "excerpt": "it to a player character in your group who lacks it. Gaining Heroic Inspiration. Your GM can give you Heroic Inspiration for a variety of reasons. Typically, GMs awa"
      },
      {
        "document": 242,
        "excerpt": "tal advances in capability. This advancement is called gaining a level. The Character Advancement table lists the XP you need to advance to a level and the Proficienc"
      },
      {
        "document": 243,
        "excerpt": "Gaining a Level"
      },
      {
        "document": 254,
        "excerpt": "ltiple classes. With this rule, you have the option of gaining a level in a new class whenever you advance in level instead of gaining a level in your current class. D"
      },
      {
        "document": 268,
        "excerpt": "ts at level 1 and advances in level by adventuring and gaining Experience Points (XP). Write Your XP. Also record your Experience Points. A level 1 character has 0 XP"
      },
      {
        "document": 269,
        "excerpt": "nd of armor means you can wear that armor effectively, gaining defensive bonuses from it. The categories of armor are described in “Equipment.”"
      },
      {
        "document": 497,
        "excerpt": "Gaining Spells"
      },
      {
        "document": 965,
        "excerpt": "nd use your Proficiency Bonus for them, in addition to gaining the proficiencies of the creature. If a skill or saving throw modifier in the Beast's stat block is high"
      },
      {
        "document": 972,
        "excerpt": "ocation once you reach Warlock level 5. Replacing and Gaining Invocations. Whenever you gain a Warlock level, you can replace one of your invocations with another one"
      },
      {
        "document": 1265,
        "excerpt": "hear what it hears until the start of your next turn, gaining the benefits of any special senses it has. Finally, when you cast a spell with a range of touch, your f"
      },
      {
        "document": 1437,
        "excerpt": "about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances. You can also turn Diffi"
      },
      {
        "document": 1605,
        "excerpt": "e creature can travel for up to 12 hours a day without gaining Exhaustion levels from extended travel."
      },
      {
        "document": 1664,
        "excerpt": "ou can take a Reaction to twirl the weapon around you, gaining a +5 bonus to your Armor Class against the triggering attack, potentially causing the attack to miss you"
      },
      {
        "document": 1719,
        "excerpt": "sorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level. However, if doing so brings the staff's total n"
      },
      {
        "document": 1758,
        "excerpt": "boots, you can take a Magic action to expend 1 charge, gaining a Fly Speed of 30 feet for 1 hour. If you are flying when the duration expires, you descend at a rate of"
      }
    ],
    "gains": [
      {
        "document": 34,
        "excerpt": "aracter's Proficiency Bonus increases as the character gains levels (described in “Character Creation”). A monster's Proficiency Bonus is based on its Challenge Rati"
      },
      {
        "document": 41,
        "excerpt": "A character gains proficiency with various weapons and tools from their class and background. There are two categories of"
      },
      {
        "document": 242,
        "excerpt": "While going on adventures, your character gains experience, represented by Experience Points (XP). A character who reaches a specified Experience Point"
      },
      {
        "document": 252,
        "excerpt": "ore levels to gain. With this approach, each character gains one feat of their choice for every 30,000 XP the character earns above 355,000 XP. Epic Boon feats are e"
      },
      {
        "document": 283,
        "excerpt": "s species is the set of game traits that an adventurer gains from being one of those life forms. Some species can trace their origin to a single world, plane of exi"
      },
      {
        "document": 386,
        "excerpt": "on one foot and a Boot of Elvenkind on the other foot gains no benefit from either."
      },
      {
        "document": 505,
        "excerpt": "two Clerics cast Bless on the same target, that target gains the spell's benefit only once; the target doesn't receive two bonus dice. But if the durations of the sp"
      },
      {
        "document": 520,
        "excerpt": "A creature that eats nothing for 5 days automatically gains 1 Exhaustion level at the end of the fifth day as well as an additional level at the end of each subsequ"
      },
      {
        "document": 557,
        "excerpt": ". When a creature runs out of breath or is choking, it gains 1 Exhaustion level at the end of each of its turns. When a creature can breathe again, it removes all le"
      },
      {
        "document": 615,
        "excerpt": "hat drinks less than half the required water for a day gains 1 Exhaustion level at the day's end. Exhaustion caused by dehydration can't be removed until the creatur"
      },
      {
        "document": 675,
        "excerpt": "effects 1d4 days after infection: Fever. The creature gains 1 Exhaustion level, which lasts until the contagion ends on the creature. Uncontrollable Laughter. Whil"
      },
      {
        "document": 676,
        "excerpt": "fects 1d4 days after infection: Fatigue. The creature gains 1 Exhaustion level. Weakness. While the creature has any Exhaustion levels, it regains only half the no"
      },
      {
        "document": 793,
        "excerpt": "soned condition for 1 hour. On an even roll, the eater gains 5d6 Temporary Hit Points for 1 hour."
      },
      {
        "document": 962,
        "excerpt": "ttack roll made by another creature against the target gains a +5 bonus to the roll. An attack roll can gain only one Sundering Blow bonus."
      },
      {
        "document": 963,
        "excerpt": "eet of yourself who can see or hear you. That creature gains one of your Bardic Inspiration dice. A creature can have only one Bardic Inspiration die at a time. Onc"
      },
      {
        "document": 972,
        "excerpt": "e following benefits. Aerial or Aquatic. The familiar gains either a Fly Speed or a Swim Speed (your choice) of 40 feet. Quick Attack. As a Bonus Action, you can c"
      },
      {
        "document": 1156,
        "excerpt": "any of that equipment while in that form. The target gains a number of Temporary Hit Points equal to the Hit Points of the first form into which it shape-shifts."
      },
      {
        "document": 1166,
        "excerpt": "an object that isn't being worn or carried. A creature gains the Mask effect below, and an object gains the False Aura effect below. The effect lasts for the duratio"
      },
      {
        "document": 1170,
        "excerpt": "s or a natural plant that isn't a creature. The target gains an Intelligence of 10 and the ability to speak one language you know. If the target is a natural plant,"
      },
      {
        "document": 1246,
        "excerpt": "es a Wisdom saving throw. On a failed save, the target gains no benefit from its rest, and it takes 3d6 Psychic damage when it wakes up."
      },
      {
        "document": 1279,
        "excerpt": "touch a willing creature. For the duration, the target gains a Fly Speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless"
      },
      {
        "document": 1306,
        "excerpt": "ntil the spell ends, the target's Speed is doubled, it gains a +2 bonus to Armor Class, it has Advantage on Dexterity saving throws, and it gains an additional actio"
      },
      {
        "document": 1311,
        "excerpt": "es can partake of the feast. A creature that partakes gains several benefits, which last for 24 hours. The creature has Resistance to Poison damage, and it has Immu"
      },
      {
        "document": 1312,
        "excerpt": "the creature is immune to the Frightened condition and gains Temporary Hit Points equal to your spellcasting ability modifier at the start of each of its turns. Usi"
      },
      {
        "document": 1361,
        "excerpt": "en from you, and if it has the Invisible condition, it gains no benefit from that condition against you. Using a Higher-Level Spell Slot. The damage increases by 1d"
      },
      {
        "document": 1381,
        "excerpt": "nsters\" for a sample of Beast stat blocks. The target gains a number of Temporary Hit Points equal to the Hit Points of the Beast form. These Temporary Hit Points v"
      },
      {
        "document": 1402,
        "excerpt": "except it loses the traits of its previous species and gains the traits of its new one."
      },
      {
        "document": 1410,
        "excerpt": "ty saving throw or take 1d8 Radiant damage. The target gains no benefit from Half Cover or Three-Quarters Cover for this save. Cantrip Upgrade. The damage increases"
      },
      {
        "document": 1438,
        "excerpt": "Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and along ceilings, while leaving its hands f"
      },
      {
        "document": 1463,
        "excerpt": "it Point Dice, alignment, and personality. The target gains a number of Temporary Hit Points equal to the Hit Points of the new form. These Temporary Hit Points van"
      },
      {
        "document": 1477,
        "excerpt": "ll ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has Resistance to all damage. Also, each time it takes damage"
      },
      {
        "document": 1596,
        "excerpt": "r your Wizard spells. Any spell you cast using the hat gains a special Somatic component: you must reach into the hat and “pull” the spell out of it. Unknown Spell."
      },
      {
        "document": 1632,
        "excerpt": "u have Advantage on the roll. In addition, your target gains no benefit from Half Cover or Three-Quarters Cover, and you suffer no Disadvantage due to long range. If"
      },
      {
        "document": 1633,
        "excerpt": "g the oil takes 10 minutes. The affected creature then gains the effect of the Etherealness spell for 1 hour. Beads of this cloudy, gray oil form on the outside of"
      },
      {
        "document": 1635,
        "excerpt": "g the oil takes 10 minutes. The affected creature then gains the effect of the Freedom of Movement spell for 8 hours. Alternatively, the oil can be poured on the gr"
      },
      {
        "document": 1667,
        "excerpt": "derwater. Spellcasting. The ring has 5 charges and re-gains 1d4 + 1 expended charges daily at dawn. While wearing the ring, you can cast a spell from it. Choose the"
      },
      {
        "document": 1728,
        "excerpt": "oll, that target takes an extra 14 Slashing damage and gains 1 Exhaustion level."
      },
      {
        "document": 1760,
        "excerpt": "ater. Eldritch Restoration. If destroyed, the aboleth gains a new body in 5d10 days, reviving with all its Hit Points in the Far Realm or another location chosen by"
      },
      {
        "document": 1799,
        "excerpt": "re or Success: If the balor dies outside the Abyss, it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss. Fire Aura. At the end of"
      },
      {
        "document": 1802,
        "excerpt": "Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells. Magic Resistance. T"
      },
      {
        "document": 1815,
        "excerpt": "Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells. Magic Resistance. T"
      },
      {
        "document": 1825,
        "excerpt": "Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells. Magic Resistance. T"
      },
      {
        "document": 1843,
        "excerpt": "es outside Mount Celestia, its body disappears, and it gains a new body instantly, reviving with all its Hit Points somewhere in Mount Celestia. Magic Resistance. T"
      },
      {
        "document": 1845,
        "excerpt": "tal Plane of Air, its body dissolves into mist, and it gains a new body in 1d4 days, reviving with all its Hit Points somewhere on the Plane of Air. Magic Resistanc"
      },
      {
        "document": 1856,
        "excerpt": "tal Plane of Fire, its body dissolves into ash, and it gains a new body in 1d4 days, reviving with all its Hit Points somewhere on the Plane of Fire. Magic Resistan"
      },
      {
        "document": 1859,
        "excerpt": "Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells. Magic Resistance. T"
      },
      {
        "document": 1867,
        "excerpt": "or one creature of its choice that can see or hear it gains 16 (2d10 + 5) Temporary Hit Points and has Advantage on attack rolls until the start of the giant's next"
      },
      {
        "document": 1903,
        "excerpt": "tside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss. Magic Resistance. The gl"
      },
      {
        "document": 1925,
        "excerpt": "tside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss. Magic Resistance. The he"
      },
      {
        "document": 1932,
        "excerpt": "Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells. Magic Resistance. T"
      },
      {
        "document": 1936,
        "excerpt": "Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells. Magic Resistance. T"
      },
      {
        "document": 1939,
        "excerpt": "til the incubus dies. Until the curse ends, the target gains no benefit from finishing Short Rests. Spellcasting. The incubus casts one of the following spells, req"
      },
      {
        "document": 1957,
        "excerpt": "tside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss. Magic Resistance. The ma"
      },
      {
        "document": 1966,
        "excerpt": "effects. Undead Restoration. If destroyed, the mummy gains a new body in 24 hours if its heart is intact, reviving with all its Hit Points. The new body appears in"
      },
      {
        "document": 1968,
        "excerpt": "tside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss. Magic Resistance. The na"
      },
      {
        "document": 1986,
        "excerpt": "Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells. Fear Aura. The pit"
      },
      {
        "document": 1987,
        "excerpt": "es outside Mount Celestia, its body disappears, and it gains a new body instantly, reviving with all its Hit Points somewhere in Mount Celestia. Magic Resistance. T"
      },
      {
        "document": 1997,
        "excerpt": "utside the Nine Hells, its body turns to ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells."
      },
      {
        "document": 2018,
        "excerpt": "is within 5 feet of the guardian. Response: The wearer gains a +5 bonus to AC, including against the triggering attack and possibly causing it to miss, until the sta"
      },
      {
        "document": 2022,
        "excerpt": "es outside Mount Celestia, its body disappears, and it gains a new body instantly, reviving with all its Hit Points somewhere in Mount Celestia. Legendary Resistanc"
      },
      {
        "document": 2024,
        "excerpt": "he sphinx can see within 120 feet. Failure: The target gains 1 Exhaustion level. While the target has any Exhaustion levels, it appears 3d10 years older. Failure or"
      },
      {
        "document": 2025,
        "excerpt": "he sphinx can see within 120 feet. Failure: The target gains 1 Exhaustion level. While the target has any Exhaustion levels, it appears 3d10 years older. Failure or"
      },
      {
        "document": 2053,
        "excerpt": "eature it can see within 60 feet of itself. The target gains 10 (3d6) Temporary Hit Points, and its AC increases by 2 until the end of the unicorn's next turn. The"
      },
      {
        "document": 2059,
        "excerpt": "tside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss. Magic Resistance. The vr"
      }
    ],
    "gale": [
      {
        "document": 1215,
        "excerpt": "| Strong wind | | 4 | Cool | 4 | Gale | | 5 | Cold | 5 | Storm | | 6 | Freezing | |"
      },
      {
        "document": 1769,
        "excerpt": "s action again until the start of its next turn. Cold Gale. Dexterity Saving Throw: DC 19, each creature in a 60-foot-long, 10-foot-wide Line. Failure: 14 (4d6) Co"
      },
      {
        "document": 1781,
        "excerpt": "s action again until the start of its next turn. Cold Gale. Dexterity Saving Throw: DC 23, each creature in a 60-foot-long, 10-foot-wide Line. Failure: 14 (4d6) Co"
      }
    ],
    "galley": [
      {
        "document": 922,
        "excerpt": "Galley"
      }
    ],
    "gallon": [
      {
        "document": 311,
        "excerpt": "A Jug holds up to 1 gallon."
      },
      {
        "document": 330,
        "excerpt": "An Iron Pot holds up to 1 gallon."
      },
      {
        "document": 950,
        "excerpt": "1/4 gallon"
      },
      {
        "document": 1556,
        "excerpt": "lowing command words: Splash. The decanter produces 1 gallon of water. Fountain. The decanter produces 5 gallons of water. Geyser. The decanter produces 30 gallons"
      },
      {
        "document": 1862,
        "excerpt": "every 5 feet the elemental moves in water or for every gallon of water splashed on it."
      }
    ],
    "gallons": [
      {
        "document": 452,
        "excerpt": "A Barrel holds up to 40 gallons of liquid or up to 4 cubic feet of dry goods."
      },
      {
        "document": 950,
        "excerpt": "4 gallons"
      },
      {
        "document": 1217,
        "excerpt": "on: Instantaneous You create 45 pounds of food and 30 gallons of fresh water on the ground or in containers within range - both useful in fending off the hazards of m"
      },
      {
        "document": 1218,
        "excerpt": "e of the following: Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cu"
      },
      {
        "document": 1529,
        "excerpt": "1 foot in diameter and half as deep. It holds about 3 gallons."
      },
      {
        "document": 1556,
        "excerpt": "1 gallon of water. Fountain. The decanter produces 5 gallons of water. Geyser. The decanter produces 30 gallons of water that gushes forth in a Line 30 feet long an"
      }
    ],
    "game": [
      {
        "document": 1,
        "excerpt": "Playing the Game"
      },
      {
        "document": 7,
        "excerpt": "dies the instant it drops to 0 Hit Points, although a Game Master can ignore this rule for an individual monster and treat it like a character. Hit Point Maximum"
      },
      {
        "document": 13,
        "excerpt": "hletics skill. See “Proficiency” later in “Playing the Game” for more information about skill and tool proficiencies."
      },
      {
        "document": 21,
        "excerpt": "kind of save. See “Proficiency” later in “Playing the Game.”"
      },
      {
        "document": 23,
        "excerpt": "in battle, described in “Combat” later in “Playing the Game,” but the GM might also ask for an attack roll in other situations, such as an archery competition."
      },
      {
        "document": 25,
        "excerpt": "with a spell. See “Proficiency” later in “Playing the Game” for more information about weapon proficiencies."
      },
      {
        "document": 26,
        "excerpt": "on, and combat. Whichever one you're experiencing, the game unfolds according to this basic pattern: 1: The Game Master Describes a Scene. The GM tells the players"
      },
      {
        "document": 28,
        "excerpt": "led a Critical Hit (see “Combat” later in “Playing the Game”). If you roll a 1 on the d20 (a “natural 1”) for an attack roll, the attack misses regardless of any m"
      },
      {
        "document": 30,
        "excerpt": "aracter, or entertaining. It's a reward for making the game more fun for everyone playing. Other rules might allow your character to gain Heroic Inspiration indepe"
      },
      {
        "document": 33,
        "excerpt": "ou have Advantage or Disadvantage and something in the game lets you reroll or replace the d20, you can reroll or replace only one die, not both. You choose which o"
      },
      {
        "document": 36,
        "excerpt": "actions you take (see “Actions” later in “Playing the Game”) specify which skill applies if you make an ability check for that action, and many other rules note wh"
      },
      {
        "document": 37,
        "excerpt": "General rules govern each part of the game. For example, the combat rules tell you that melee attacks use Strength and ranged attacks use Dexterity"
      },
      {
        "document": 42,
        "excerpt": "ibe an action not detailed elsewhere in the rules, the Game Master tells you whether that action is possible and what kind of D20 Test you need to make, if any."
      },
      {
        "document": 43,
        "excerpt": "The game uses actions to govern how much you can do at one time. You can take only one action at a time. This pri"
      },
      {
        "document": 44,
        "excerpt": "a special ability, a spell, or another feature of the game states that you can do something as a Bonus Action. You otherwise don't have a Bonus Action to take. Yo"
      },
      {
        "document": 45,
        "excerpt": "he Opportunity Attack, described later in \"Playing the Game,\" is the most common type of Reaction. When you take a Reaction, you can't take another one until the s"
      },
      {
        "document": 46,
        "excerpt": "o confess to wrongdoing or try to flatter a guard. The Game Master assumes the roles of any nonplayer characters who are participating. An NPC's attitude toward yo"
      },
      {
        "document": 47,
        "excerpt": "and talks. Roleplaying is part of every aspect of the game, and it comes to the fore during social interactions. As you roleplay, consider whether you prefer an a"
      },
      {
        "document": 56,
        "excerpt": "another, sneak past a guardian, or set an ambush. The Game Master decides when circumstances are appropriate for hiding. When you try to hide, you take the Hide ac"
      },
      {
        "document": 60,
        "excerpt": "action, as explained in \"Combat\" later in \"Playing the Game.\""
      },
      {
        "document": 66,
        "excerpt": "e the movement rules in “Combat” later in “Playing the Game.”"
      },
      {
        "document": 67,
        "excerpt": "Pace Distance Traveled Per ... Each travel pace has a game effect, as defined below. Fast. Traveling at a Fast pace imposes Disadvantage on a traveler's Wisdom (P"
      },
      {
        "document": 71,
        "excerpt": "ings, feints, parries, footwork, and spellcasting. The game organizes combat into a cycle of rounds and turns. A round represents about 6 seconds in the game world."
      },
      {
        "document": 72,
        "excerpt": "t unfolds in these steps: 1: Establish Positions. The Game Master determines where all the characters and monsters are located. Given the adventurers' marching ord"
      },
      {
        "document": 74,
        "excerpt": "n take are listed in “Actions” earlier in “Playing the Game.” A character’s features and a monster’s stat block also provide action options. “Movement and Position”"
      },
      {
        "document": 81,
        "excerpt": "Whenever you divide or multiply a number in the game, round down if you end up with a fraction, even if the fraction is one-half or greater. Some rules make"
      },
      {
        "document": 85,
        "excerpt": "e the attack roll, as detailed earlier in “Playing the Game.” On a hit, you roll damage unless the particular attack has rules that specify otherwise. Some attacks"
      },
      {
        "document": 92,
        "excerpt": "When the outcome of an action is uncertain, the game uses a d20 roll to determine success or failure. These rolls are called D20 Tests, and they come in thre"
      },
      {
        "document": 102,
        "excerpt": "our Hit Points or fewer, you're Bloodied, which has no game effect on its own but which might trigger other game effects."
      },
      {
        "document": 151,
        "excerpt": "average 11). For more on Hit Points, see “Playing the Game.”"
      },
      {
        "document": 153,
        "excerpt": "on ability scores and saving throws, see “Playing the Game.”"
      },
      {
        "document": 155,
        "excerpt": "istances and Vulnerabilities, if any. See “Playing the Game” for more information."
      },
      {
        "document": 157,
        "excerpt": "pes are listed before the conditions. See “Playing the Game” for details."
      },
      {
        "document": 161,
        "excerpt": "ock that contains the rules necessary to use it in the game. Stat blocks are divided into the following parts: Name and General Details. The name of the monster is"
      },
      {
        "document": 169,
        "excerpt": "ailable to all creatures, as described in “Playing the Game.”"
      },
      {
        "document": 170,
        "excerpt": "etails on different kinds of attacks, see “Playing the Game” and “Spells.” Hit. Any damage dealt or other effects that occur as a result of an attack hitting a tar"
      },
      {
        "document": 176,
        "excerpt": "ons, they are listed in this section. See “Playing the Game” for details on Bonus Actions."
      },
      {
        "document": 177,
        "excerpt": "is section along with their triggers. See “Playing the Game” for details on Reactions."
      },
      {
        "document": 180,
        "excerpt": "e creature's size from those options. See \"Playing the Game\" for information on size."
      },
      {
        "document": 181,
        "excerpt": "magic items, class features, and other effects in the game interact in special ways with creatures of a particular type. The game includes the following creature"
      },
      {
        "document": 182,
        "excerpt": "gorization and have no rules of their own, but certain game effects might refer to them."
      },
      {
        "document": 183,
        "excerpt": "y the monster, inspired by its traditional role in the game or real-world folklore. Change a monster's alignment to suit your storytelling needs. The Neutral alignm"
      },
      {
        "document": 184,
        "excerpt": "Dexterity, gear, and other defenses. See \"Playing the Game\" for information on Armor Class."
      },
      {
        "document": 185,
        "excerpt": "combat. Initiative is further detailed in “Playing the Game.”"
      },
      {
        "document": 229,
        "excerpt": "d then assign them to your six abilities. \"Playing the Game\" explains what each ability means."
      },
      {
        "document": 234,
        "excerpt": "tions below, and note it on your character sheet. The game assumes that player characters aren't of an evil alignment. Check with your GM before making an evil cha"
      },
      {
        "document": 244,
        "excerpt": "enges. As characters advance in level, the tone of the game also changes, and the stakes of the campaign get higher. It's helpful to think of a character's (and a c"
      },
      {
        "document": 247,
        "excerpt": "bility Scores. Much of what your character does in the game depends on the character's six abilities. 4: Choose an Alignment. Alignment is a shorthand for your char"
      },
      {
        "document": 271,
        "excerpt": "hows your Proficiency Bonus (described in “Playing the Game”), which is +2 for a level 1 character. Note this number on your character sheet. You’ll fill in other n"
      },
      {
        "document": 283,
        "excerpt": "life forms. A player character's species is the set of game traits that an adventurer gains from being one of those life forms. Some species can trace their origin"
      },
      {
        "document": 437,
        "excerpt": "iscern whether someone is cheating (DC 10), or win the game (DC 20) Variants: Dice (1 SP), dragonchess (1 GP), playing cards (5 SP), three-dragon ante (1 GP)"
      },
      {
        "document": 525,
        "excerpt": "the creature leaves your reach. See also “Playing the Game” (“Combat”)."
      },
      {
        "document": 531,
        "excerpt": "throw or with a weapon or tool. See also “Playing the Game” (“Proficiency”)."
      },
      {
        "document": 533,
        "excerpt": "tures. See also \"Opportunity Attacks\" and \"Playing the Game\" (\"Actions\")."
      },
      {
        "document": 536,
        "excerpt": "y once to an instance of damage. See also “Playing the Game” (“Damage and Healing”)."
      },
      {
        "document": 538,
        "excerpt": "Whenever you divide or multiply a number in the game, round down if you end up with a fraction, even if the fraction is one-half or greater. Some rules make"
      },
      {
        "document": 540,
        "excerpt": "the target automatically fails. See also “Playing the Game” (“D20 Tests”)."
      },
      {
        "document": 545,
        "excerpt": "s happen at the same time on a turn, the person at the game table - player or GM - whose turn it is decides the order in which those things happen. For example, if"
      },
      {
        "document": 546,
        "excerpt": "t Points. See also \"Breaking Objects\" and \"Playing the Game\" (\"Combat\")."
      },
      {
        "document": 547,
        "excerpt": "heck associated with that skill. See also “Playing the Game” (“Proficiency”)."
      },
      {
        "document": 548,
        "excerpt": "ing,” “Flying,” “Jumping,” “Swimming” and “Playing the Game” (“Combat”). Special Speeds. Some creatures have special speeds, such as a Burrow Speed, Climb Speed, F"
      },
      {
        "document": 553,
        "excerpt": "red to make Death Saving Throws. See also \"Playing the Game\" (\"Damage and Healing\")."
      },
      {
        "document": 554,
        "excerpt": "A stat block contains the game statistics of a monster. Each stat block includes the following information presented after the monster'"
      },
      {
        "document": 558,
        "excerpt": "dvantage on its Initiative roll. See also “Playing the Game” (“Combat”)."
      },
      {
        "document": 564,
        "excerpt": "against losing real Hit Points. See also “Playing the Game” (“Damage and Healing”)."
      },
      {
        "document": 565,
        "excerpt": ", an Unarmed Strike, or a spell. See also “Playing the Game” (“D20 Tests”)."
      },
      {
        "document": 568,
        "excerpt": "a punch, kick, headbutt, or similar forceful blow. In game terms, this is an Unarmed Strike - a melee attack that involves you using your body to damage, grapple,"
      },
      {
        "document": 571,
        "excerpt": "y once to an instance of damage. See also \"Playing the Game\" (\"Damage and Healing\")."
      },
      {
        "document": 577,
        "excerpt": "e - often talk about something happening to you in the game world. That \"you\" refers to the creature or object that the rule applies to in a particular moment of pl"
      },
      {
        "document": 579,
        "excerpt": "ly if a rule explicitly says so. See also \"Playing the Game\" (\"Actions\")."
      },
      {
        "document": 581,
        "excerpt": "ht Light is normal illumination. See also “Playing the Game” (“Exploration”)."
      },
      {
        "document": 593,
        "excerpt": "A condition is a temporary game state. The definition of a condition says how it affects its recipient, and various rules define how to"
      },
      {
        "document": 595,
        "excerpt": "from the most protective degree. See also “Playing the Game” (“Combat”)."
      },
      {
        "document": 597,
        "excerpt": "Any being in the game, including a player's character, is a creature. See also \"Creature Type.\""
      },
      {
        "document": 598,
        "excerpt": "ility - to overcome a challenge. See also “Playing the Game” (“D20 Tests” and “Proficiency”)."
      },
      {
        "document": 599,
        "excerpt": "pes don't have rules themselves, but some rules in the game affect creatures of certain types in different ways."
      },
      {
        "document": 600,
        "excerpt": "Then add any relevant modifiers. See also \"Playing the Game\" (\"Damage and Healing\")."
      },
      {
        "document": 602,
        "excerpt": "Some game effects curse a creature or an object. The effect that confers a curse defines what the curse does. Curs"
      },
      {
        "document": 604,
        "excerpt": "D20 Tests encompass the three main d20 rolls of the game: ability checks, attack rolls, and saving throws. If something in the game affects D20 Tests, it affects"
      },
      {
        "document": 606,
        "excerpt": ", that deals damage to a target. See also \"Playing the Game\" (\"Damage and Healing\")."
      },
      {
        "document": 609,
        "excerpt": "r when a rule asks you to do so. See also “Playing the Game” (“The Six Abilities”)."
      },
      {
        "document": 610,
        "excerpt": "Obscured. See also “Heavily Obscured” and “Playing the Game” (“Exploration”)."
      },
      {
        "document": 611,
        "excerpt": "Darkness only as shades of gray. See also “Playing the Game” (“Exploration”)."
      },
      {
        "document": 614,
        "excerpt": "rt their turn with 0 Hit Points. See also “Playing the Game” (“Damage and Healing”)."
      },
      {
        "document": 617,
        "excerpt": "ability check or a saving throw. See also “Playing the Game” (“D20 Tests”)."
      },
      {
        "document": 618,
        "excerpt": "Obscured. See also “Lightly Obscured” and “Playing the Game” (“Exploration”)."
      },
      {
        "document": 619,
        "excerpt": "tions provided by your features. See also “Playing the Game” (“Actions”). These actions are defined elsewhere in this glossary:"
      },
      {
        "document": 620,
        "excerpt": "the same roll cancel each other. See also \"Playing the Game\" (\"D20 Tests\")."
      },
      {
        "document": 624,
        "excerpt": "raction, exploration, or combat. See also \"Playing the Game\" (\"Social Interaction,\" \"Exploration,\" and \"Combat\")."
      },
      {
        "document": 626,
        "excerpt": "earn Experience Points (XP), which are awarded by the Game Master. When a character's XP total crosses certain thresholds, the character's level increases. See als"
      },
      {
        "document": 627,
        "excerpt": "ill proficiency more than once. See also “Playing the Game” (“Proficiency”)."
      },
      {
        "document": 629,
        "excerpt": "the same roll cancel each other. See also \"Playing the Game\" (\"D20 Tests\")."
      },
      {
        "document": 633,
        "excerpt": "free to grapple another creature. Some stat blocks and game effects allow a creature to grapple using a tentacle, a maw, or another body part. Whatever part a grapp"
      },
      {
        "document": 635,
        "excerpt": "ng is how you regain Hit Points. See also “Playing the Game” (“Damage and Healing”)."
      },
      {
        "document": 636,
        "excerpt": "pace. See also “Blinded,” “Darkness,” and “Playing the Game” (“Exploration”)."
      },
      {
        "document": 643,
        "excerpt": "s than 0. See also \"Breaking Objects\" and \"Playing the Game\" (\"Damage and Healing\")."
      },
      {
        "document": 652,
        "excerpt": "turns during combat. The combat rules in “Playing the Game” explain how to roll Initiative. Sometimes a GM might have combatants use their Initiative scores inste"
      },
      {
        "document": 655,
        "excerpt": "Obscured space. See also “Dim Light” and “Playing the Game” (“Exploration”)."
      },
      {
        "document": 669,
        "excerpt": "rmal, Fast, or Slow pace, as described in “Playing the Game.” During any journey stage, the predominant terrain determines the characters’ maximum travel pace, as s"
      },
      {
        "document": 688,
        "excerpt": "ade of sterner stuff. That said, certain creatures and game effects can terrify or fray the mind of even the most stalwart adventurer. If you plan to use any of th"
      },
      {
        "document": 712,
        "excerpt": "layers to become overly cautious, which slows down the game. The best traps are fleeting distractions that skilled characters can overcome in a short amount of tim"
      },
      {
        "document": 941,
        "excerpt": "Game Master"
      },
      {
        "document": 963,
        "excerpt": "Choose any 3 skills (see “Playing the Game”)"
      },
      {
        "document": 965,
        "excerpt": "u may look in other sources for eligible Beasts if the Game Master permits you to do so. Beast Shapes Rules While Shape-Shifted. While in a form, you retain your"
      },
      {
        "document": 1156,
        "excerpt": "gic action to transform the targets again. A target's game statistics are replaced by the chosen Beast's statistics, but the target retains its creature type; Hit"
      },
      {
        "document": 1167,
        "excerpt": "esembles its body in almost every way, replicating its game statistics and possessions. The principal difference is the addition of a silvery cord that trails from"
      },
      {
        "document": 1345,
        "excerpt": "re replaced by the creature's. You otherwise keep your game statistics. Meanwhile, the possessed creature's soul can perceive from the container using its own sens"
      },
      {
        "document": 1381,
        "excerpt": "l if it doesn't have a Challenge Rating). The target's game statistics are replaced by the stat block of the chosen Beast, but the target retains its alignment, per"
      },
      {
        "document": 1420,
        "excerpt": "Points vanish if any remain when the spell ends. Your game statistics are replaced by the stat block of the chosen form, but you retain your creature type; alignme"
      },
      {
        "document": 1429,
        "excerpt": "into the simulacrum, which is a creature. It uses the game statistics of the original creature at the time of casting, except it is a Construct, its Hit Point maxi"
      },
      {
        "document": 1463,
        "excerpt": "n the target's Challenge Rating or level. The target's game statistics are replaced by the stat block of the new form, but it retains its Hit Points, Hit Point Dice"
      },
      {
        "document": 1484,
        "excerpt": "is no longer alive, effectively removing you from the game. Similarly, wishing for a Legendary magic item or an Artifact might instantly transport you to the pres"
      },
      {
        "document": 1846,
        "excerpt": "or Small Humanoid, or it returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn'"
      },
      {
        "document": 1871,
        "excerpt": "cept ones that specifically target Undead. The ghost's game statistics are the same, except it uses the possessed target's Speed, as well as the target's Strength,"
      },
      {
        "document": 1938,
        "excerpt": "t., Climb 20 ft.), or it returns to its true form. Its game statistics are the same in each form, except for its Speed. Any equipment it is wearing or carrying isn'"
      },
      {
        "document": 1962,
        "excerpt": "resemble a Medium or Small object while retaining its game statistics, or it returns to its true blob form. Any equipment it is wearing or carrying isn't transform"
      },
      {
        "document": 1969,
        "excerpt": "it returns to its true form. Other than its size, its game statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 1976,
        "excerpt": "it returns to its true form. Other than its size, its game statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. Spellc"
      },
      {
        "document": 1996,
        "excerpt": "ft., Swim 40 ft.), or it returns to its true form. Its game statistics are the same in each form, except for its Speed. Any equipment it is wearing or carrying isn'"
      },
      {
        "document": 2036,
        "excerpt": "or Small Humanoid, or it returns to its true form. Its game statistics are the same in each form, except its Fly Speed is available only in its true form. Any equip"
      },
      {
        "document": 2056,
        "excerpt": "h it. While in bat form, the vampire can't speak. Its game statistics, other than its size and Speed, are unchanged. While in mist form, the vampire can't take an"
      },
      {
        "document": 2067,
        "excerpt": "rge bear, or it returns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn'"
      },
      {
        "document": 2068,
        "excerpt": "all boar, or it returns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn'"
      },
      {
        "document": 2069,
        "excerpt": "mall rat, or it returns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn'"
      },
      {
        "document": 2070,
        "excerpt": "ge tiger, or it returns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn'"
      },
      {
        "document": 2071,
        "excerpt": "ium wolf, or it returns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn'"
      }
    ],
    "game's": [
      {
        "document": 42,
        "excerpt": "u typically take an action. The Action table lists the game's main actions, which are defined in more detail in “Rules Glossary.” Actions Player characters and mons"
      },
      {
        "document": 398,
        "excerpt": "they're worth relative to the Gold Piece, which is the game's main coin. For example, 100 Copper Pieces are worth 1 Gold Piece. A coin weighs about a third of an oun"
      },
      {
        "document": 406,
        "excerpt": "The Armor table lists the game's main armor. The table includes the cost and weight of armor, as well as the following details: Category"
      },
      {
        "document": 409,
        "excerpt": "The Weapons table in this section shows the game's main weapons. The table lists the cost and weight of each weapon, as well as the following details: Cat"
      },
      {
        "document": 577,
        "excerpt": "ules. The tags also have glossary entries. \"You.\" The game's rules - in this glossary and elsewhere - often talk about something happening to you in the game world."
      },
      {
        "document": 599,
        "excerpt": "yer characters are of the Humanoid type. These are the game's creature types: The types don't have rules themselves, but some rules in the game affect creatures of c"
      },
      {
        "document": 624,
        "excerpt": "ne in an adventure that is part of at least one of the game's three pillars: social interaction, exploration, or combat. See also \"Playing the Game\" (\"Social Interact"
      }
    ],
    "gameplay": [
      {
        "document": 67,
        "excerpt": "(see “Equipment” for a selection of mounts for sale). “Gameplay Toolbox” has rules that affect which pace you can choose in certain types of terrain. Travel Pace Dista"
      },
      {
        "document": 165,
        "excerpt": "on using CR to plan potential combat encounters is in “Gameplay Toolbox.”"
      },
      {
        "document": 455,
        "excerpt": "ly succeed on saving throws against extreme cold (see “Gameplay Toolbox”)."
      },
      {
        "document": 457,
        "excerpt": "Advantage on saving throws against extreme cold (see “Gameplay Toolbox”)."
      },
      {
        "document": 587,
        "excerpt": "ly alter how threatening a monster is in actual play. \"Gameplay Toolbox\" (\"Combat Encounters\") provides guidance to the GM on using CR while planning potential combat e"
      },
      {
        "document": 658,
        "excerpt": "Gameplay Toolbox"
      },
      {
        "document": 789,
        "excerpt": "es an ingested poison of your choice (see “Poison” in “Gameplay Toolbox”)."
      }
    ],
    "gaming": [
      {
        "document": 437,
        "excerpt": "Gaming Set (Varies)"
      },
      {
        "document": 998,
        "excerpt": "Choose one kind of Gaming Set (see \"Equipment\")"
      }
    ],
    "gaps": [
      {
        "document": 1367,
        "excerpt": "modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you finish describing the modified memories"
      }
    ],
    "garden": [
      {
        "document": 1697,
        "excerpt": "the form the demiplane takes. It could be a tranquil garden, a cheery tavern, an immense palace, a tropical island, a fantastic carnival, or whatever else you can i"
      }
    ],
    "gargantuan": [
      {
        "document": 82,
        "excerpt": "table lists the sizes from smallest (Tiny) to largest (Gargantuan). A creature's space is the area that it effectively controls in combat and the area it needs to fight e"
      },
      {
        "document": 180,
        "excerpt": "A monster is Tiny, Small, Medium, Large, Huge, or Gargantuan. If size options are presented, you choose the creature's size from those options. See \"Playing the Game"
      },
      {
        "document": 546,
        "excerpt": "a size category: Tiny, Small, Medium, Large, Huge, or Gargantuan. A creature's size determines how much space the creature occupies in combat. An object's size affects i"
      },
      {
        "document": 554,
        "excerpt": "ize. A monster is Tiny, Small, Medium, Large, Huge, or Gargantuan. See also \"Size.\" Creature Type. This entry notes the family of beings a monster belongs to, along with"
      },
      {
        "document": 580,
        "excerpt": "re Large or smaller. To track Hit Points for a Huge or Gargantuan object, divide it into Large or smaller sections, and track each section's Hit Points separately. The GM"
      },
      {
        "document": 751,
        "excerpt": "Gargantuan"
      },
      {
        "document": 804,
        "excerpt": "Gargantuan"
      },
      {
        "document": 938,
        "excerpt": "Gargantuan"
      },
      {
        "document": 945,
        "excerpt": "Gargantuan"
      },
      {
        "document": 950,
        "excerpt": "Gargantuan"
      },
      {
        "document": 1158,
        "excerpt": "worn or carried, aren't fixed to a surface, and aren't Gargantuan. The maximum number of objects is equal to your spellcasting ability modifier; for this number, a Medium"
      },
      {
        "document": 1773,
        "excerpt": "Gargantuan Dragon (Chromatic), Chaotic Evil"
      },
      {
        "document": 1774,
        "excerpt": "Gargantuan Dragon (Chromatic), Lawful Evil"
      },
      {
        "document": 1775,
        "excerpt": "Gargantuan Dragon (Metallic), Chaotic Good"
      },
      {
        "document": 1776,
        "excerpt": "Gargantuan Dragon (Metallic), Lawful Good"
      },
      {
        "document": 1777,
        "excerpt": "Gargantuan Dragon (Metallic), Chaotic Good"
      },
      {
        "document": 1778,
        "excerpt": "Gargantuan Dragon (Metallic), Lawful Good"
      },
      {
        "document": 1779,
        "excerpt": "Gargantuan Dragon (Chromatic), Lawful Evil"
      },
      {
        "document": 1780,
        "excerpt": "Gargantuan Dragon (Chromatic), Chaotic Evil"
      },
      {
        "document": 1781,
        "excerpt": "Gargantuan Dragon (Metallic), Lawful Good"
      },
      {
        "document": 1782,
        "excerpt": "Gargantuan Dragon (Chromatic), Chaotic Evil"
      },
      {
        "document": 1848,
        "excerpt": "Gargantuan Dragon, Neutral"
      },
      {
        "document": 1946,
        "excerpt": "Gargantuan Monstrosity (Titan), Chaotic Evil"
      },
      {
        "document": 1995,
        "excerpt": "Gargantuan Monstrosity, Unaligned"
      },
      {
        "document": 2005,
        "excerpt": "Gargantuan Monstrosity, Unaligned"
      },
      {
        "document": 2044,
        "excerpt": "Gargantuan Monstrosity (Titan), Unaligned"
      }
    ],
    "gargoyle": [
      {
        "document": 1868,
        "excerpt": "Gargoyle"
      }
    ],
    "garment": [
      {
        "document": 1413,
        "excerpt": "re or other likeness | -2 | | Garment or other possession | -4 | | Body part, lock of hair, or bit of nail | -10"
      },
      {
        "document": 1541,
        "excerpt": "drous Item, Very Rare (Requires Attunement) This fine garment is made of black silk interwoven with faint, silvery threads. While wearing it, you gain the following b"
      },
      {
        "document": 1688,
        "excerpt": "n take a Magic action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the ro"
      },
      {
        "document": 1690,
        "excerpt": "ement by a Sorcerer, Warlock, or Wizard) This elegant garment is made from exquisite cloth and adorned with runes. You gain these benefits while wearing the robe. A"
      },
      {
        "document": 1691,
        "excerpt": "he last patch is removed, the robe becomes an ordinary garment. The robe has two of each of the following patches: - Dagger - Mirror - Pole - Rope (coiled) - Sack -"
      }
    ],
    "garments": [
      {
        "document": 384,
        "excerpt": "can fit a creature regardless of size or build. Magic garments are made to be easily adjustable, or they magically adjust themselves to the wearer."
      },
      {
        "document": 472,
        "excerpt": "Traveler's Clothes are resilient garments designed for travel in various environments."
      }
    ],
    "garner": [
      {
        "document": 974,
        "excerpt": "llence to deal devastating blows, withstand peril, and garner glory. Whether in athletic contests or bloody battle, Champions strive for the crown of the victor."
      }
    ],
    "garnet": [
      {
        "document": 768,
        "excerpt": "Garnet"
      }
    ],
    "gas": [
      {
        "document": 19,
        "excerpt": "hreat, such as a fiery explosion, a blast of poisonous gas, or a spell trying to invade your mind. You don’t normally choose to make a save; you must make one beca"
      },
      {
        "document": 693,
        "excerpt": "fect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot Cube to its effect. The resulting cloud dissipates immediately afterward."
      },
      {
        "document": 948,
        "excerpt": "Toxic gas, venom"
      },
      {
        "document": 1302,
        "excerpt": "t moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles and similar unprotected flames in the area. It causes protected fl"
      },
      {
        "document": 1443,
        "excerpt": "u create a 20-foot-radius Sphere of yellow, nauseating gas centered on a point within range. The cloud is Heavily Obscured. The cloud lingers in the air for the du"
      }
    ],
    "gaseous": [
      {
        "document": 863,
        "excerpt": "Gaseous Form"
      },
      {
        "document": 875,
        "excerpt": "Gaseous Form"
      },
      {
        "document": 888,
        "excerpt": "Gaseous Form"
      },
      {
        "document": 1286,
        "excerpt": "Gaseous Form"
      },
      {
        "document": 1482,
        "excerpt": "n willing creatures of your choice within range assume gaseous forms for the duration, appearing as wisps of cloud. While in this cloud form, a target has a Fly Speed"
      },
      {
        "document": 1483,
        "excerpt": "and similar projectiles, are unaffected. Creatures in gaseous form can't pass through it."
      },
      {
        "document": 1650,
        "excerpt": "Potion of Gaseous Form"
      },
      {
        "document": 1830,
        "excerpt": "Magic, Fog Cloud, Light 1/Day Each: Control Weather, Gaseous Form, Telekinesis"
      },
      {
        "document": 1845,
        "excerpt": "d of water), Tongues, Wind Walk 1/Day Each: Creation, Gaseous Form, Invisibility, Major Image, Plane Shift"
      },
      {
        "document": 1856,
        "excerpt": "16): At Will: Detect Magic, Elementalism 1/Day Each: Gaseous Form, Invisibility, Major Image, Plane Shift, Tongues, Wall of Fire (level 7 version)"
      },
      {
        "document": 1976,
        "excerpt": "1/Day Each: Charm Person (level 2 version), Darkness, Gaseous Form, Sleep"
      }
    ],
    "gases": [
      {
        "document": 693,
        "excerpt": "mage on a failed save. Inhaled. Poisonous powders and gases take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot Cube to"
      },
      {
        "document": 1483,
        "excerpt": "sful one. The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight mat"
      }
    ],
    "gate": [
      {
        "document": 869,
        "excerpt": "Gate"
      },
      {
        "document": 882,
        "excerpt": "Gate"
      },
      {
        "document": 895,
        "excerpt": "Gate"
      },
      {
        "document": 919,
        "excerpt": "Gate"
      },
      {
        "document": 1164,
        "excerpt": "ion: Until dispelled You touch a closed door, window, gate, container, or hatch and magically lock it for the duration. This lock can't be unlocked by any nonmagic"
      },
      {
        "document": 1281,
        "excerpt": "the area or use portals, such as those created by the Gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatu"
      },
      {
        "document": 1287,
        "excerpt": "Gate"
      },
      {
        "document": 1517,
        "excerpt": "similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature wi"
      },
      {
        "document": 1535,
        "excerpt": "you light the candle for the first time, you can cast Gate with it. Doing so destroys the candle. The portal created by the spell links to a particular Outer Plan"
      },
      {
        "document": 1553,
        "excerpt": "Cubic Gate"
      },
      {
        "document": 1594,
        "excerpt": "similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature wi"
      },
      {
        "document": 1625,
        "excerpt": "similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature wi"
      },
      {
        "document": 1644,
        "excerpt": "similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature wi"
      },
      {
        "document": 1711,
        "excerpt": "tact with a planar portal (such as that created by the Gate spell) or an extradimensional space (such as that within a Portable Hole), the GM determines randomly wh"
      }
    ],
    "gather": [
      {
        "document": 976,
        "excerpt": "stical rites, and peasant tales. The college's members gather in libraries and universities to share their lore with one another. They also meet at festivals or affai"
      },
      {
        "document": 1360,
        "excerpt": "etect its location, and no spell - not even Wish - can gather information about the target, observe it remotely, or control its mind."
      }
    ],
    "gauging": [
      {
        "document": 666,
        "excerpt": "se spell. Bestow Curse provides useful benchmarks for gauging the potency of other curses. A curse that lasts for 1 minute equates to a level 3 spell, while one that"
      }
    ],
    "gauntlets": [
      {
        "document": 385,
        "excerpt": "more than one pair of footwear, one pair of gloves or gauntlets, one pair of bracers, one suit of armor, one item of headwear, or one cloak. The GM might make exception"
      },
      {
        "document": 386,
        "excerpt": "Items that come in pairs - such as boots, bracers, gauntlets, and gloves - impart their benefits only if both items of the pair are worn. For example, a character we"
      },
      {
        "document": 1559,
        "excerpt": "and you know Abyssal. In addition, the armor's clawed gauntlets allow your Unarmed Strikes to deal 1d8 Slashing damage instead of the usual Bludgeoning damage, and you"
      },
      {
        "document": 1584,
        "excerpt": "Gauntlets of Ogre Power"
      },
      {
        "document": 1593,
        "excerpt": "weapon and wearing either a Belt of Giant Strength or Gauntlets of Ogre Power to which you are also attuned, you gain the following benefits: Giants' Bane. When you ro"
      }
    ],
    "gauze": [
      {
        "document": 1286,
        "excerpt": "V, S, M (a bit of gauze)"
      }
    ],
    "gaze": [
      {
        "document": 972,
        "excerpt": "you automatically get the highest number on the die. Gaze of Two Minds Prerequisite: Level 5+ Warlock You can use a Bonus Action to touch a willing creature and"
      },
      {
        "document": 1803,
        "excerpt": "Petrifying Gaze (Recharge 4–6). Constitution Saving Throw: DC 12, each creature in a 30-foot Cone. If the basilisk sees"
      },
      {
        "document": 1825,
        "excerpt": "Unnerving Gaze. Trigger: A creature the devil can see starts its turn within 30 feet of the devil and can see the devil"
      },
      {
        "document": 1949,
        "excerpt": "n again until the start of its next turn. Frightening Gaze. The lich casts Fear, using the same spellcasting ability as Spellcasting. The lich can't take this acti"
      },
      {
        "document": 1959,
        "excerpt": "Petrifying Gaze (Recharge 5–6). Constitution Saving Throw: DC 13, each creature in a 30-foot Cone. If the medusa sees it"
      },
      {
        "document": 2022,
        "excerpt": "nded uses at the start of each of its turns. Blinding Gaze. Constitution Saving Throw: DC 25, one creature the solar can see within 120 feet. Failure: The target h"
      }
    ],
    "gear": [
      {
        "document": 51,
        "excerpt": "adventures. The items in the “Tools” and “Adventuring Gear” sections are especially useful. The weapons in “Equipment” can also be used for more than battle; you c"
      },
      {
        "document": 62,
        "excerpt": "You can usually carry your gear and treasure without worrying about the weight of those objects. If you try to haul an unusually heavy o"
      },
      {
        "document": 158,
        "excerpt": "Gear"
      },
      {
        "document": 160,
        "excerpt": "You may equip monsters with additional gear however you like, using the items in “Equipment” for inspiration. You decide how much of a monster’s equ"
      },
      {
        "document": 161,
        "excerpt": "h as skill proficiencies, Resistances, Immunities, and Gear. If a monster lacks those details, entries for them don't appear. Traits. Monster characteristics that"
      },
      {
        "document": 184,
        "excerpt": "rmor Class (AC) includes its natural armor, Dexterity, gear, and other defenses. See \"Playing the Game\" for information on Armor Class."
      },
      {
        "document": 354,
        "excerpt": "gh the wilderness, but its primary purpose is to carry gear that would otherwise slow you down. The Mounts and Other Animals table shows each animal's carrying capa"
      },
      {
        "document": 444,
        "excerpt": "Adventuring Gear"
      },
      {
        "document": 447,
        "excerpt": "type; storage must be bought separately. Adventuring Gear Ammunition"
      },
      {
        "document": 554,
        "excerpt": "nd condition Immunities, if any. See also \"Immunity.\" Gear. If the monster has any equipment that can be given away or retrieved, it's listed in this entry. Sense"
      },
      {
        "document": 717,
        "excerpt": "nts frees any creature trapped in it (see “Adventuring Gear” for the Net’s statistics). Set the Trap. A creature that has Thieves' Tools and all the trap's compone"
      },
      {
        "document": 719,
        "excerpt": "gic. Escape. A creature needs a Climb Speed, climbing gear, or magic such as Spider Climb to scale the pit's smooth walls. You can make the pit easier to escape by"
      },
      {
        "document": 723,
        "excerpt": "gic. Escape. A creature needs a Climb Speed, climbing gear, or magic such as a Spider Climb spell to scale the pit's smooth walls. You can make the pit easier to e"
      },
      {
        "document": 930,
        "excerpt": "Adventuring Gear"
      },
      {
        "document": 931,
        "excerpt": "Adventuring Gear"
      },
      {
        "document": 1016,
        "excerpt": "gear"
      },
      {
        "document": 1017,
        "excerpt": "gear"
      },
      {
        "document": 1018,
        "excerpt": "gear"
      },
      {
        "document": 1019,
        "excerpt": "gear"
      },
      {
        "document": 1020,
        "excerpt": "gear"
      },
      {
        "document": 1021,
        "excerpt": "gear"
      },
      {
        "document": 1022,
        "excerpt": "gear"
      },
      {
        "document": 1023,
        "excerpt": "gear"
      },
      {
        "document": 1024,
        "excerpt": "gear"
      },
      {
        "document": 1026,
        "excerpt": "gear"
      },
      {
        "document": 1027,
        "excerpt": "gear"
      },
      {
        "document": 1028,
        "excerpt": "gear"
      },
      {
        "document": 1029,
        "excerpt": "gear"
      },
      {
        "document": 1031,
        "excerpt": "gear"
      },
      {
        "document": 1032,
        "excerpt": "gear"
      },
      {
        "document": 1034,
        "excerpt": "gear"
      },
      {
        "document": 1035,
        "excerpt": "gear"
      },
      {
        "document": 1036,
        "excerpt": "gear"
      },
      {
        "document": 1037,
        "excerpt": "gear"
      },
      {
        "document": 1038,
        "excerpt": "gear"
      },
      {
        "document": 1039,
        "excerpt": "gear"
      },
      {
        "document": 1042,
        "excerpt": "gear"
      },
      {
        "document": 1043,
        "excerpt": "gear"
      },
      {
        "document": 1044,
        "excerpt": "gear"
      },
      {
        "document": 1045,
        "excerpt": "gear"
      },
      {
        "document": 1046,
        "excerpt": "gear"
      },
      {
        "document": 1048,
        "excerpt": "gear"
      },
      {
        "document": 1049,
        "excerpt": "gear"
      },
      {
        "document": 1050,
        "excerpt": "gear"
      },
      {
        "document": 1053,
        "excerpt": "gear"
      },
      {
        "document": 1054,
        "excerpt": "gear"
      },
      {
        "document": 1055,
        "excerpt": "gear"
      },
      {
        "document": 1056,
        "excerpt": "gear"
      },
      {
        "document": 1057,
        "excerpt": "gear"
      },
      {
        "document": 1059,
        "excerpt": "gear"
      },
      {
        "document": 1061,
        "excerpt": "gear"
      },
      {
        "document": 1069,
        "excerpt": "gear"
      },
      {
        "document": 1072,
        "excerpt": "gear"
      },
      {
        "document": 1073,
        "excerpt": "gear"
      },
      {
        "document": 1074,
        "excerpt": "gear"
      },
      {
        "document": 1075,
        "excerpt": "gear"
      },
      {
        "document": 1076,
        "excerpt": "gear"
      },
      {
        "document": 1078,
        "excerpt": "gear"
      },
      {
        "document": 1079,
        "excerpt": "gear"
      },
      {
        "document": 1080,
        "excerpt": "gear"
      },
      {
        "document": 1082,
        "excerpt": "gear"
      },
      {
        "document": 1083,
        "excerpt": "gear"
      },
      {
        "document": 1087,
        "excerpt": "gear"
      },
      {
        "document": 1091,
        "excerpt": "gear"
      },
      {
        "document": 1092,
        "excerpt": "gear"
      },
      {
        "document": 1093,
        "excerpt": "gear"
      },
      {
        "document": 1095,
        "excerpt": "gear"
      },
      {
        "document": 1098,
        "excerpt": "gear"
      },
      {
        "document": 1099,
        "excerpt": "gear"
      },
      {
        "document": 1101,
        "excerpt": "gear"
      },
      {
        "document": 1102,
        "excerpt": "gear"
      },
      {
        "document": 1103,
        "excerpt": "gear"
      },
      {
        "document": 1107,
        "excerpt": "gear"
      },
      {
        "document": 1108,
        "excerpt": "gear"
      },
      {
        "document": 1109,
        "excerpt": "gear"
      },
      {
        "document": 1110,
        "excerpt": "gear"
      },
      {
        "document": 1111,
        "excerpt": "gear"
      },
      {
        "document": 1112,
        "excerpt": "gear"
      },
      {
        "document": 1114,
        "excerpt": "gear"
      },
      {
        "document": 1115,
        "excerpt": "gear"
      },
      {
        "document": 1117,
        "excerpt": "gear"
      },
      {
        "document": 1119,
        "excerpt": "gear"
      },
      {
        "document": 1120,
        "excerpt": "gear"
      },
      {
        "document": 1121,
        "excerpt": "gear"
      },
      {
        "document": 1123,
        "excerpt": "gear"
      },
      {
        "document": 1128,
        "excerpt": "gear"
      },
      {
        "document": 1130,
        "excerpt": "gear"
      },
      {
        "document": 1133,
        "excerpt": "gear"
      },
      {
        "document": 1134,
        "excerpt": "gear"
      },
      {
        "document": 1135,
        "excerpt": "gear"
      },
      {
        "document": 1137,
        "excerpt": "gear"
      },
      {
        "document": 1138,
        "excerpt": "gear"
      },
      {
        "document": 1140,
        "excerpt": "gear"
      },
      {
        "document": 1141,
        "excerpt": "gear"
      },
      {
        "document": 1142,
        "excerpt": "gear"
      },
      {
        "document": 1144,
        "excerpt": "gear"
      },
      {
        "document": 1147,
        "excerpt": "gear"
      },
      {
        "document": 1381,
        "excerpt": "form, and it can't speak or cast spells. The target's gear melds into the new form. The creature can't use or otherwise benefit from any of that equipment."
      },
      {
        "document": 1463,
        "excerpt": "form, and it can't speak or cast spells. The target's gear melds into the new form. The creature can't use or otherwise benefit from any of that equipment. Object"
      },
      {
        "document": 1790,
        "excerpt": "ption +6 Immunities Psychic; Charmed (with Mind Blank) Gear Wand Senses Passive Perception 16 Languages Common plus five other languages CR 12 (XP 8,000; PB +4) Tr"
      },
      {
        "document": 1791,
        "excerpt": "tics +7, Perception +6, Stealth +10 Resistances Poison Gear Light Crossbow, Shortsword, Studded Leather Armor Senses Passive Perception 16 Languages Common, Thieves"
      },
      {
        "document": 1800,
        "excerpt": "+ 16) Speed 30 ft. Skills Athletics +4, Deception +4 Gear Pistol, Scimitar, Studded Leather Armor Senses Passive Perception 10 Languages Common, Thieves' Cant CR"
      },
      {
        "document": 1801,
        "excerpt": "AC 12 Initiative +1 (11) HP 11 (2d8 + 2) Speed 30 ft. Gear Leather Armor, Light Crossbow, Scimitar Senses Passive Perception 10 Languages Common, Thieves' Cant CR"
      },
      {
        "document": 1807,
        "excerpt": "C 13 Initiative +1 (11) HP 67 (9d8 + 27) Speed 30 ft. Gear Greataxe, Hide Armor Senses Passive Perception 10 Languages Common CR 2 (XP 450; PB +2) Traits Bloodie"
      },
      {
        "document": 1819,
        "excerpt": "0d8 + 20) Speed 30 ft. Skills Stealth +6, Survival +3 Gear Chain Shirt, Javelins (6), Morningstar Senses Darkvision 60 ft.; Passive Perception 11 Languages Common,"
      },
      {
        "document": 1820,
        "excerpt": "(6d8 + 6) Speed 30 ft. Skills Stealth +6, Survival +2 Gear Hide Armor, Light Hammers (3) Senses Darkvision 60 ft.; Passive Perception 10 Languages Common, Goblin C"
      },
      {
        "document": 1824,
        "excerpt": "+ 12) Speed 50 ft. Skills Athletics +6, Perception +3 Gear Breastplate, Longbow, Pike Senses Passive Perception 13 Languages Elvish, Sylvan CR 2 (XP 450; PB +2) A"
      },
      {
        "document": 1832,
        "excerpt": "ral AC 10 Initiative +0 (10) HP 4 (1d8) Speed 30 ft. Gear Club Senses Passive Perception 10 Languages Common CR 0 (XP 10; PB +2) Traits Training. The commoner h"
      },
      {
        "document": 1838,
        "excerpt": "0 ft. Skills Deception +3, Persuasion +3, Religion +2 Gear Holy Symbol, Leather Armor Senses Passive Perception 12 Languages Common CR 2 (XP 450; PB +2) Actions"
      },
      {
        "document": 1839,
        "excerpt": "9 (2d8) Speed 30 ft. Skills Deception +2, Religion +2 Gear Leather Armor, Sickle Senses Passive Perception 10 Languages Common CR 1/8 (XP 25; PB +2) Actions Ritu"
      },
      {
        "document": 1851,
        "excerpt": "d 30 ft. Skills Medicine +5, Nature +3, Perception +5 Gear Studded Leather Armor Senses Passive Perception 15 Languages Common, Druidic, Sylvan CR 2 (XP 450; PB +2"
      },
      {
        "document": 1861,
        "excerpt": "d, Charmed, Deafened, Frightened, Stunned, Unconscious Gear Battleaxe, Morningstar Senses Darkvision 60 ft.; Passive Perception 14 Languages Giant CR 4 (XP 1,100; P"
      },
      {
        "document": 1904,
        "excerpt": "45) Speed 30 ft. Skills Athletics +10, Performance +5 Gear Shield, Spears (3), Studded Leather Armor Senses Passive Perception 11 Languages Common CR 5 (XP 1,800;"
      },
      {
        "document": 1907,
        "excerpt": "ve +2 (12) HP 21 (6d6) Speed 30 ft. Skills Stealth +6 Gear Chain Shirt, Scimitar, Shield, Shortbow Senses Darkvision 60 ft.; Passive Perception 9 Languages Common,"
      },
      {
        "document": 1908,
        "excerpt": "ive +2 (12) HP 7 (2d6) Speed 30 ft. Skills Stealth +6 Gear Daggers (3) Senses Darkvision 60 ft.; Passive Perception 9 Languages Common, Goblin CR 1/8 (XP 25; PB +2"
      },
      {
        "document": 1909,
        "excerpt": "ve +2 (12) HP 10 (3d6) Speed 30 ft. Skills Stealth +6 Gear Leather Armor, Scimitar, Shield, Shortbow Senses Darkvision 60 ft.; Passive Perception 9 Languages Commo"
      },
      {
        "document": 1918,
        "excerpt": "+ 30) Speed 30 ft. Skills Athletics +6, Perception +4 Gear Breastplate, Javelins (6), Longsword, Shield Senses Passive Perception 14 Languages Common CR 4 (XP 1,10"
      },
      {
        "document": 1919,
        "excerpt": "11) HP 11 (2d8 + 2) Speed 30 ft. Skills Perception +2 Gear Chain Shirt, Shield, Spear Senses Passive Perception 12 Languages Common CR 1/8 (XP 25; PB +2) Actions"
      },
      {
        "document": 1929,
        "excerpt": "C 17 Initiative +4 (14) HP 58 (9d8 + 18) Speed 30 ft. Gear Greatsword, Half Plate Armor, Longbow Senses Darkvision 60 ft.; Passive Perception 10 Languages Common,"
      },
      {
        "document": 1930,
        "excerpt": "AC 18 Initiative +3 (13) HP 11 (2d8 + 2) Speed 30 ft. Gear Half Plate Armor, Longbow, Longsword, Shield Senses Darkvision 60 ft.; Passive Perception 10 Languages C"
      },
      {
        "document": 1944,
        "excerpt": ") HP 52 (8d8 + 16) Speed 30 ft. Immunities Frightened Gear Greatsword, Heavy Crossbow, Plate Armor Senses Passive Perception 10 Languages Common plus one other lan"
      },
      {
        "document": 1945,
        "excerpt": "AC 14 Initiative +2 (12) HP 7 (3d6 - 3) Speed 30 ft. Gear Daggers (3) Senses Darkvision 60 ft.; Passive Perception 8 Languages Common, Draconic CR 1/8 (XP 25; PB"
      },
      {
        "document": 1949,
        "excerpt": "; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned Gear Component Pouch Senses Truesight 120 ft.; Passive Perception 19 Languages All CR 21 (XP 33,000, or 41,00"
      },
      {
        "document": 1952,
        "excerpt": "ed 30 ft. Skills Arcana +6, History +6, Perception +4 Gear Wand Senses Passive Perception 14 Languages Common plus three other languages CR 6 (XP 2,300; PB +3) Ac"
      },
      {
        "document": 1971,
        "excerpt": "30 ft. Skills Deception +5, Insight +4, Persuasion +5 Gear Breastplate, Rapier Senses Passive Perception 12 Languages Common plus two other languages CR 1/8 (XP 25"
      },
      {
        "document": 1975,
        "excerpt": "C 11 Initiative -1 (9) HP 68 (8d10 + 24) Speed 40 ft. Gear Greatclub, Javelins (3) Senses Darkvision 60 ft.; Passive Perception 8 Languages Common, Giant CR 2 (XP"
      },
      {
        "document": 1984,
        "excerpt": "26) Speed 30 ft. Skills Acrobatics +7, Perception +5 Gear Pistol, Rapier Senses Passive Perception 15 Languages Common plus one other language CR 6 (XP 2,300; PB"
      },
      {
        "document": 1985,
        "excerpt": "AC 14 Initiative +5 (15) HP 33 (6d8 + 6) Speed 30 ft. Gear Daggers (6), Leather Armor Senses Passive Perception 11 Languages Common plus one other language CR 1 (X"
      },
      {
        "document": 1991,
        "excerpt": "2d8 + 2) Speed 30 ft. Skills Medicine +4, Religion +2 Gear Chain Shirt, Holy Symbol, Mace Senses Passive Perception 12 Languages Common CR 1/4 (XP 50; PB +2) Acti"
      },
      {
        "document": 1992,
        "excerpt": "30 ft. Skills Medicine +7, Perception +5, Religion +5 Gear Chain Shirt, Holy Symbol, Mace Senses Passive Perception 15 Languages Common plus one other language CR"
      },
      {
        "document": 2013,
        "excerpt": "ills Nature +4, Perception +5, Stealth +6, Survival +5 Gear Leather Armor, Longbow, Shortsword Senses Passive Perception 15 Languages Common plus one other language"
      },
      {
        "document": 2021,
        "excerpt": "es Bludgeoning Immunities Poison; Exhaustion, Poisoned Gear Shortbow, Shortsword Senses Darkvision 60 ft.; Passive Perception 9 Languages Understands Common plus on"
      },
      {
        "document": 2030,
        "excerpt": "tion +5, Perception +6, Sleight of Hand +4, Stealth +6 Gear Hand Crossbow, Shortsword, Thieves' Tools Senses Passive Perception 16 Languages Common plus one other l"
      },
      {
        "document": 2046,
        "excerpt": "16 Initiative +2 (12) HP 82 (11d8 + 33) Speed 30 ft. Gear Chain Mail, Heavy Crossbow, Warhammer Senses Passive Perception 10 Languages Common plus one other langu"
      },
      {
        "document": 2047,
        "excerpt": "C 12 Initiative +1 (11) HP 32 (5d8 + 10) Speed 30 ft. Gear Heavy Crossbow, Leather Armor, Mace Senses Passive Perception 10 Languages Common CR 1/2 (XP 100; PB +2)"
      },
      {
        "document": 2054,
        "excerpt": "ic Immunities Charmed (except from its vampire master) Gear Daggers (10) Senses Darkvision 60 ft.; Passive Perception 14 Languages Common plus one other language CR"
      },
      {
        "document": 2063,
        "excerpt": "ral AC 13 Initiative +0 (10) HP 9 (2d8) Speed 30 ft. Gear Chain Shirt, Spear Senses Passive Perception 10 Languages Common CR 1/8 (XP 25; PB +2) Traits Pack Tac"
      },
      {
        "document": 2064,
        "excerpt": "+ 20) Speed 30 ft. Skills Athletics +5, Perception +2 Gear Greatsword, Heavy Crossbow, Splint Armor Senses Passive Perception 12 Languages Common plus one other la"
      },
      {
        "document": 2067,
        "excerpt": "), Climb 30 ft. (bear form only) Skills Perception +7 Gear Handaxes (4) Senses Darkvision 60 ft.; Passive Perception 17 Languages Common (can't speak in bear form)"
      },
      {
        "document": 2068,
        "excerpt": "30 ft., 40 ft. (boar form only) Skills Perception +2 Gear Javelins (6) Senses Passive Perception 12 Languages Common (can't speak in boar form) CR 4 (XP 1,100; PB"
      },
      {
        "document": 2069,
        "excerpt": "30 ft., Climb 30 ft. Skills Perception +4, Stealth +5 Gear Hand Crossbow Senses Darkvision 60 ft.; Passive Perception 14 Languages Common (can't speak in rat form)"
      },
      {
        "document": 2070,
        "excerpt": "t. (tiger form only) Skills Perception +5, Stealth +4 Gear Longbow Senses Darkvision 60 ft.; Passive Perception 15 Languages Common (can't speak in tiger form) CR"
      },
      {
        "document": 2071,
        "excerpt": "ft. (wolf form only) Skills Perception +4, Stealth +4 Gear Longbow Senses Darkvision 60 ft.; Passive Perception 14 Languages Common (can't speak in wolf form) CR 3"
      },
      {
        "document": 2073,
        "excerpt": "ances Necrotic Immunities Poison; Exhaustion, Poisoned Gear Studded Leather Armor Senses Darkvision 60 ft.; Passive Perception 13 Languages Common plus one other la"
      }
    ],
    "geas": [
      {
        "document": 834,
        "excerpt": "Geas"
      },
      {
        "document": 847,
        "excerpt": "Geas"
      },
      {
        "document": 870,
        "excerpt": "Geas, Insect Plague"
      },
      {
        "document": 891,
        "excerpt": "Geas"
      },
      {
        "document": 903,
        "excerpt": "Geas"
      },
      {
        "document": 915,
        "excerpt": "Geas"
      },
      {
        "document": 1288,
        "excerpt": "Geas"
      },
      {
        "document": 1767,
        "excerpt": "ill: Detect Magic, Mind Spike (level 3 version) 1/Day: Geas"
      },
      {
        "document": 1779,
        "excerpt": "Detect Magic, Mind Spike (level 5 version) 1/Day Each: Geas, Modify Memory"
      },
      {
        "document": 1920,
        "excerpt": "nds (level 6 version), Flame Strike (level 6 version), Geas, True Seeing"
      },
      {
        "document": 1947,
        "excerpt": "a Large or Medium biped), Minor Illusion 1/Day Each: Geas, Major Image, Scrying"
      }
    ],
    "gehenna": [
      {
        "document": 790,
        "excerpt": ", the Abyss; on a 2, Acheron; on a 3, Carceri; on a 4, Gehenna; on a 5, Hades; on a 6, Limbo; on a 7, the Nine Hells; on an 8, Pandemonium"
      },
      {
        "document": 798,
        "excerpt": "Gehenna"
      }
    ],
    "gelatinous": [
      {
        "document": 181,
        "excerpt": "range origins, such as mimics and owlbears. Oozes are gelatinous creatures, including black puddings and gelatinous cubes. Plants are sentient vegetation and fungal mon"
      },
      {
        "document": 1520,
        "excerpt": "Wondrous Item, Common This flavorless, gelatinous bead dissolves on your tongue and provides as much nourishment as 1 day of Rations."
      },
      {
        "document": 1634,
        "excerpt": "the coated ammunition into +3 Ammunition. This clear, gelatinous oil sparkles with tiny, ultrathin silver shards."
      },
      {
        "document": 1869,
        "excerpt": "Gelatinous Cube"
      }
    ],
    "gem": [
      {
        "document": 754,
        "excerpt": "Elemental Gem Table 1"
      },
      {
        "document": 756,
        "excerpt": "tied to one end; on a 3, a bag of Caltrops; on a 4, a gem worth 50 GP."
      },
      {
        "document": 761,
        "excerpt": "Gem"
      },
      {
        "document": 783,
        "excerpt": "nd 5 feet wide toward the chosen point of origin. Each gem deals 1 Bludgeoning damage, and the total damage of the gems is divided equally among all creatures in t"
      },
      {
        "document": 1212,
        "excerpt": "V, S, M (a gem-encrusted statuette of yourself worth 1,500+ GP)"
      },
      {
        "document": 1311,
        "excerpt": "V, S, M (a gem-encrusted bowl worth 1,000+ GP, which the spell consumes)"
      },
      {
        "document": 1345,
        "excerpt": "V, S, M (a gem, crystal, or reliquary worth 500+ GP)"
      },
      {
        "document": 1419,
        "excerpt": "V, S, M (gem dust worth 5,000+ GP, which the spell consumes)"
      },
      {
        "document": 1571,
        "excerpt": "Elemental Gem"
      },
      {
        "document": 1585,
        "excerpt": "Gem of Brightness"
      },
      {
        "document": 1586,
        "excerpt": "Gem of Seeing"
      },
      {
        "document": 1598,
        "excerpt": "nds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its mag"
      },
      {
        "document": 1627,
        "excerpt": "his draw doesn't count as one of your declared draws. Gem. Twenty-five pieces of jewelry worth 2,000 GP each or fifty gems worth 1,000 GP each appear at your feet"
      },
      {
        "document": 1638,
        "excerpt": "This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, you have Immunity to the Poisoned condition and Poison damage."
      }
    ],
    "gem's": [
      {
        "document": 424,
        "excerpt": "bility: Intelligence Weight: 2 lb. Utilize: Discern a gem's value (DC 15) Craft: Arcane Focus, Holy Symbol"
      },
      {
        "document": 1585,
        "excerpt": "created with the second command word. When all of the gem's charges are expended, the gem becomes a nonmagical jewel worth 50 GP."
      }
    ],
    "gems": [
      {
        "document": 420,
        "excerpt": "en sold. In contrast, trade goods and valuables - like gems and art objects - retain their full value in the marketplace. \"Magic Items\" has prices for magic items."
      },
      {
        "document": 783,
        "excerpt": "chosen point of origin. Instead, a stream of 1d4 × 10 gems, each worth 1 GP, shoots from the wand’s tip in a Line 30 feet long and 5 feet wide toward the chosen po"
      },
      {
        "document": 1220,
        "excerpt": "12 hours | | Precious metals | 1 hour | | Gems | 10 minutes | | Adamantine or mithral | 1 minute | Using a Higher-Level Spell Slot."
      },
      {
        "document": 1598,
        "excerpt": "gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic. You gain the following benefits while wearing the h"
      },
      {
        "document": 1627,
        "excerpt": "ty-five pieces of jewelry worth 2,000 GP each or fifty gems worth 1,000 GP each appear at your feet. Jester. You have Advantage on D20 Tests for the next 72 hours,"
      },
      {
        "document": 1691,
        "excerpt": "it the opening, attaching and hinging itself 23–30 10 gems worth 100 GP each 31–44 Wooden ladder (24 feet long) 45–51 Riding Horse with a Riding Saddle 52–59 Op"
      }
    ],
    "gemstone": [
      {
        "document": 266,
        "excerpt": "n 39 An empty glass vial that smells of perfume 40 A gemstone that looks like a lump of coal when examined by anyone but you 41 A scrap of cloth from an old banner"
      },
      {
        "document": 768,
        "excerpt": "Gemstone"
      },
      {
        "document": 1170,
        "excerpt": "asting time tracing magical pathways within a precious gemstone, and then touch the target. The target must be either a Beast or Plant creature with an Intelligence of"
      },
      {
        "document": 1324,
        "excerpt": "es 1 inch tall and is trapped inside an indestructible gemstone or a similar object. Light can pass through the gemstone (allowing the target to see out and other creat"
      },
      {
        "document": 1676,
        "excerpt": "stance to one damage type while wearing this ring. The gemstone in the ring indicates the type, which the GM chooses or determines randomly by rolling on the following"
      }
    ],
    "general": [
      {
        "document": 37,
        "excerpt": "Exceptions Supersede General Rules"
      },
      {
        "document": 161,
        "excerpt": "blocks are divided into the following parts: Name and General Details. The name of the monster is followed by its size, creature type (along with any descriptive tags"
      },
      {
        "document": 240,
        "excerpt": "instead. Passive Perception is a score that reflects a general awareness of your surroundings when you're not actively looking for something. Use this formula to deter"
      },
      {
        "document": 301,
        "excerpt": "feats that follow are organized by category - Origin, General, Fighting Style, or Epic Boon - and alphabetized in each category."
      },
      {
        "document": 304,
        "excerpt": "General Feats"
      },
      {
        "document": 527,
        "excerpt": "ssive Perception is a score that reflects a creature's general awareness of its surroundings. The GM uses this score when determining whether a creature notices someth"
      },
      {
        "document": 999,
        "excerpt": "General"
      },
      {
        "document": 1010,
        "excerpt": "General"
      },
      {
        "document": 1155,
        "excerpt": "ocation you have visited and a recipient who matches a general description, such as “a person dressed in the uniform of the town guard” or “a red-haired dwarf wearing"
      },
      {
        "document": 1157,
        "excerpt": "here it will move on its next turn, or you can issue a general command, such as to guard a chamber or corridor. If you issue no commands, the creature takes the Dodge"
      },
      {
        "document": 1219,
        "excerpt": "here it will move on its next turn, or you can issue a general command, such as to guard a particular place. If you issue no commands, the creature takes the Dodge act"
      },
      {
        "document": 1268,
        "excerpt": "trap is present but not its location. You do learn the general nature of the danger posed by a trap you sense."
      },
      {
        "document": 1347,
        "excerpt": "ge whenever the trigger occurs. The trigger can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30"
      },
      {
        "document": 1378,
        "excerpt": "of existence. You can specify a target destination in general terms, such as a specific city on the Elemental Plane of Fire or palace on the second level of the Nine"
      },
      {
        "document": 1391,
        "excerpt": "llusion can be activated again. The trigger can be as general or as detailed as you like, though it must be based on visual or audible phenomena that occur within 30"
      },
      {
        "document": 1720,
        "excerpt": "where it moves during its turn, or you can issue it a general command, such as to attack your enemies or guard a location. Absent commands from you, the snake defends"
      }
    ],
    "generally": [
      {
        "document": 727,
        "excerpt": "urces, however. As a rough guideline, a single monster generally presents a low-difficulty challenge for a party of four characters whose level equals the monster's Chal"
      }
    ],
    "generate": [
      {
        "document": 229,
        "excerpt": "o determine your character's ability scores, you first generate a set of six numbers using the instructions below and then assign them to your six abilities. \"Playing t"
      },
      {
        "document": 230,
        "excerpt": "Generate Your Scores"
      },
      {
        "document": 231,
        "excerpt": "ss's main abilities. If you used a different method to generate the scores, you may still use this table to guide where you place your highest and lowest scores. Stand"
      }
    ],
    "generated": [
      {
        "document": 231,
        "excerpt": "Once you've generated six scores, assign them to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma, keepin"
      }
    ],
    "generation": [
      {
        "document": 230,
        "excerpt": "res for your abilities: 15, 14, 13, 12, 10, 8. Random Generation. Roll four d6s and record the total of the highest three dice. Do this five more times, so you have six"
      }
    ],
    "genesis": [
      {
        "document": 283,
        "excerpt": "peared in multiple realms at once. Whatever a species' genesis, its members have spread across the multiverse and contribute to many different cultures. Members of mo"
      }
    ],
    "genie": [
      {
        "document": 1845,
        "excerpt": "Large Elemental (Genie), Neutral"
      },
      {
        "document": 1856,
        "excerpt": "Large Elemental (Genie), Neutral"
      }
    ],
    "gentle": [
      {
        "document": 844,
        "excerpt": "Gentle Repose"
      },
      {
        "document": 887,
        "excerpt": "Gentle Repose"
      },
      {
        "document": 912,
        "excerpt": "Gentle Repose"
      },
      {
        "document": 1247,
        "excerpt": "t, such as falling leaves, spectral dancing fairies, a gentle breeze, the sound of an animal, or the faint odor of skunk. The effect must fit in a 5-foot Cube. Fire"
      },
      {
        "document": 1289,
        "excerpt": "Gentle Repose"
      },
      {
        "document": 1304,
        "excerpt": "made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creat"
      },
      {
        "document": 1363,
        "excerpt": "made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Similarly, you can alter the appearance of s"
      }
    ],
    "gently": [
      {
        "document": 651,
        "excerpt": "ster. Are you trying to deceive, intimidate, amuse, or gently persuade? The GM then determines whether the monster feels willing, unwilling, or hesitant due to your i"
      },
      {
        "document": 952,
        "excerpt": "Gently coaxing a Beast or Monstrosity"
      },
      {
        "document": 1335,
        "excerpt": "spell's range. When the spell ends, the target floats gently to the ground if it is still aloft."
      },
      {
        "document": 1538,
        "excerpt": "Wondrous Item, Rare While gently swinging this censer, you can take a Magic action to summon an Air Elemental. The elemental appears in a"
      }
    ],
    "gesticulation": [
      {
        "document": 498,
        "excerpt": "A Somatic component is a forceful gesticulation or an intricate set of gestures. A spellcaster must use at least one of their hands to perform these mov"
      }
    ],
    "gesture": [
      {
        "document": 1365,
        "excerpt": "the illusory double up to twice your Speed and make it gesture, speak, and behave in whatever way you choose. It is intangible and invulnerable. You can see through i"
      },
      {
        "document": 1392,
        "excerpt": "agic action, you can move it up to 60 feet and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly. Physical interactio"
      }
    ],
    "gestures": [
      {
        "document": 74,
        "excerpt": "te however you are able - through brief utterances and gestures - as you take your turn. Doing so uses neither your action nor your move. Extended communication, such"
      },
      {
        "document": 498,
        "excerpt": "ent is a forceful gesticulation or an intricate set of gestures. A spellcaster must use at least one of their hands to perform these movements."
      },
      {
        "document": 1432,
        "excerpt": "ell fails as a result of the target making the spell's gestures too slowly. An affected target repeats the save at the end of each of its turns, ending the spell on it"
      }
    ],
    "get": [
      {
        "document": 142,
        "excerpt": "the item's goals to the exclusion of all other goals. Get Rid of It. The item demands that its bearer dispose of anything the item finds repugnant. It's Time for"
      },
      {
        "document": 244,
        "excerpt": "the game also changes, and the stakes of the campaign get higher. It's helpful to think of a character's (and a campaign's) arc in terms of four tiers of play, d"
      },
      {
        "document": 261,
        "excerpt": "When you gain a new level in a class, you get its features for that level. A few features have additional rules when you're multiclassing. Check the i"
      },
      {
        "document": 447,
        "excerpt": "ion table lists the different types and the amount you get when you buy them. The table also lists the item that is typically used to store each type; storage must"
      },
      {
        "document": 662,
        "excerpt": "Don't include Martial weapons or armor, as characters get them from their class choices."
      },
      {
        "document": 689,
        "excerpt": "h action on each of its turns and uses its movement to get farther away from the source of its fear. - Attack rolls against the Frightened creature have Advantage."
      },
      {
        "document": 727,
        "excerpt": "go badly for the adventurers. Weaker characters might get taken out of the fight, and there's a slim chance that one or more characters might die. High Difficult"
      },
      {
        "document": 728,
        "excerpt": "the table by the number of characters in the party to get your XP budget for the encounter. XP Budget per Character"
      },
      {
        "document": 744,
        "excerpt": "Calm or train an animal, or get an animal to behave in a certain way."
      },
      {
        "document": 964,
        "excerpt": "in one of the following options of your choice (if you get either option from a Cleric subclass in an older book, use only the option you choose for this feature)."
      },
      {
        "document": 972,
        "excerpt": "he die for the Temporary Hit Points; you automatically get the highest number on the die. Gaze of Two Minds Prerequisite: Level 5+ Warlock You can use a Bonus A"
      },
      {
        "document": 984,
        "excerpt": "You've trained to get into especially hard-to-reach places, granting you these benefits. Climber. You gain a Climb Speed equa"
      },
      {
        "document": 1161,
        "excerpt": "ghtened creature must use its movement on its turns to get as far away as possible from the target, moving by the safest route. Sympathy. The creature has the Cha"
      },
      {
        "document": 1168,
        "excerpt": "rcent chance for each casting after the first that you get no answer."
      },
      {
        "document": 1199,
        "excerpt": "rcent chance for each casting after the first that you get no answer."
      },
      {
        "document": 1238,
        "excerpt": "rcent chance for each casting after the first that you get no answer."
      },
      {
        "document": 1376,
        "excerpt": "this spell to request that creature, though you might get a different creature anyway (GM's choice). When the creature appears, it is under no compulsion to beha"
      },
      {
        "document": 1523,
        "excerpt": "ck action, targeting the creature. If you're unable to get close enough to the creature to attack it with the weapon, your turn ends after you've used up all your"
      },
      {
        "document": 1922,
        "excerpt": "n toward the harpy by the most direct route, trying to get within 5 feet of the harpy. It doesn't avoid Opportunity Attacks; however, before moving into damaging t"
      }
    ],
    "gets": [
      {
        "document": 288,
        "excerpt": "ical nature. When you choose a species, your character gets all the special traits listed for it. Some traits involve making a choice from a handful of options."
      },
      {
        "document": 722,
        "excerpt": "ne and all creatures nearby roll Initiative; the stone gets a +8 bonus on its Initiative roll. On its turn, the stone moves 60 feet in one direction, changing cour"
      },
      {
        "document": 1211,
        "excerpt": "saving throw at the end of each of its turns until it gets three successes or failures. If the target succeeds on three of these saves, the spell ends on the targe"
      },
      {
        "document": 1934,
        "excerpt": "tive Heads. For each head the hydra has beyond one, it gets an extra Reaction that can be used only for Opportunity Attacks."
      }
    ],
    "getting": [
      {
        "document": 984,
        "excerpt": ", you gain abilities useful for delving into ruins and getting maximum benefit from the magic items you find there."
      }
    ],
    "geyser": [
      {
        "document": 793,
        "excerpt": "A geyser erupts and spouts water, beer, mayonnaise, tea, vinegar, wine, or oil (GM’s choice) 30 feet into the air"
      },
      {
        "document": 1556,
        "excerpt": "Fountain. The decanter produces 5 gallons of water. Geyser. The decanter produces 30 gallons of water that gushes forth in a Line 30 feet long and 1 foot wide. If"
      }
    ],
    "ghast": [
      {
        "document": 1870,
        "excerpt": "Ghast"
      }
    ],
    "ghast's": [
      {
        "document": 1870,
        "excerpt": "f its next turn. Success: The target is immune to this ghast's Stench for 24 hours."
      }
    ],
    "ghasts": [
      {
        "document": 1219,
        "excerpt": "n animate or reassert control over five Ghouls or two Ghasts or Wights. If you use a level 9 spell slot, you can animate or reassert control over six Ghouls, three G"
      }
    ],
    "ghost": [
      {
        "document": 1871,
        "excerpt": "Ghost"
      }
    ],
    "ghost's": [
      {
        "document": 1871,
        "excerpt": "et has the Frightened condition until the start of the ghost's next turn. Success: The target is immune to this ghost's Horrific Visage for 24 hours. Possession (Rech"
      }
    ],
    "ghostly": [
      {
        "document": 1416,
        "excerpt": "the Ethereal Plane. Creatures and objects there appear ghostly."
      },
      {
        "document": 1627,
        "excerpt": "atar targets only you with its attacks, appearing as a ghostly skeleton clad in a tattered black robe and carrying a spectral scythe. The avatar disappears when it dro"
      }
    ],
    "ghosts": [
      {
        "document": 181,
        "excerpt": ". Undead are spirits and the reanimated dead, such as ghosts, vampires, and zombies."
      }
    ],
    "ghoul": [
      {
        "document": 1219,
        "excerpt": "um or Small Humanoids within range. Each one becomes a Ghoul under your control (see “Monsters” for its stat block). As a Bonus Action on each of your turns, you ca"
      },
      {
        "document": 1872,
        "excerpt": "Ghoul"
      }
    ],
    "ghouls": [
      {
        "document": 1219,
        "excerpt": "ll slot, you can animate or reassert control over four Ghouls. If you use a level 8 spell slot, you can animate or reassert control over five Ghouls or two Ghasts or"
      }
    ],
    "ghs": [
      {
        "document": 676,
        "excerpt": "by creatures that dwell in such areas, including otyu-ghs and rats. Any Humanoid that is wounded by a creature that carries the contagion or that comes into conta"
      }
    ],
    "giant": [
      {
        "document": 181,
        "excerpt": "ral creatures, like horses and wolves, as well as most giant animals. Celestials are magical creatures, such as angels and pegasi, with ties to the Upper Planes. C"
      },
      {
        "document": 729,
        "excerpt": "ollowing encounters: - 1 Bugbear Warrior (200 XP) - 2 Giant Wasps (100 XP each), for 200 XP total - 6 Giant Rats (25 XP each), for 150 XP total Example 2. A modera"
      },
      {
        "document": 763,
        "excerpt": "Potion of Giant Strength Table 1"
      },
      {
        "document": 777,
        "excerpt": "Giant Insect"
      },
      {
        "document": 783,
        "excerpt": "he new form is a Black Bear; on a 2, the new form is a Giant Wasp; on a 3–4, the new form is a Frog."
      },
      {
        "document": 793,
        "excerpt": "A giant beanstalk sprouts, growing to a height of the GM’s choice. The top leads where the GM chooses, such as t"
      },
      {
        "document": 794,
        "excerpt": "Giant Rat"
      },
      {
        "document": 795,
        "excerpt": "Giant Goat"
      },
      {
        "document": 796,
        "excerpt": "Giant Weasel"
      },
      {
        "document": 797,
        "excerpt": "Belt of Giant Strength Table 1"
      },
      {
        "document": 801,
        "excerpt": "Cloud Giant"
      },
      {
        "document": 809,
        "excerpt": "Giant"
      },
      {
        "document": 833,
        "excerpt": "Giant Insect"
      },
      {
        "document": 947,
        "excerpt": "Giant"
      },
      {
        "document": 990,
        "excerpt": "Giant Ancestry"
      },
      {
        "document": 1290,
        "excerpt": "Giant Insect"
      },
      {
        "document": 1509,
        "excerpt": "evers are used, the apparatus transforms to resemble a giant lobster. The Apparatus of the Crab is a Large object with the following statistics: AC 20; HP 200; Spee"
      },
      {
        "document": 1522,
        "excerpt": "Belt of Giant Strength"
      },
      {
        "document": 1568,
        "excerpt": "amage, or an extra 2d8 Force damage if the target is a Giant. Immediately after hitting or missing, the weapon flies back to your hand."
      },
      {
        "document": 1579,
        "excerpt": "up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a strong wind. This wind can fill the sails of"
      },
      {
        "document": 1580,
        "excerpt": "te, carved in the likeness of a horsefly, can become a Giant Fly (see the accompanying stat block) for up to 12 hours and can be ridden as a mount. Once it has been"
      },
      {
        "document": 1587,
        "excerpt": "Giant Slayer"
      },
      {
        "document": 1593,
        "excerpt": "are attuned to the weapon and wearing either a Belt of Giant Strength or Gauntlets of Ogre Power to which you are also attuned, you gain the following benefits: Gia"
      },
      {
        "document": 1642,
        "excerpt": "hile these pipes are on your person, ordinary rats and giant rats are Indifferent toward you and won't attack you unless you threaten or harm them. The pipes have 3"
      },
      {
        "document": 1651,
        "excerpt": "Potion of Giant Strength"
      },
      {
        "document": 1720,
        "excerpt": "e within 10 feet of you, causing the staff to become a Giant Constrictor Snake in that space. The snake is under your control and shares your Initiative count, taki"
      },
      {
        "document": 1830,
        "excerpt": "Cloud Giant"
      },
      {
        "document": 1861,
        "excerpt": "Large Giant, Chaotic Evil"
      },
      {
        "document": 1863,
        "excerpt": "Fire Giant"
      },
      {
        "document": 1867,
        "excerpt": "Frost Giant"
      },
      {
        "document": 1873,
        "excerpt": "Giant Ape"
      },
      {
        "document": 1874,
        "excerpt": "Giant Badger"
      },
      {
        "document": 1875,
        "excerpt": "Giant Bat"
      },
      {
        "document": 1876,
        "excerpt": "Giant Boar"
      },
      {
        "document": 1877,
        "excerpt": "Giant Centipede"
      },
      {
        "document": 1878,
        "excerpt": "Giant Constrictor Snake"
      },
      {
        "document": 1879,
        "excerpt": "Giant Crab"
      },
      {
        "document": 1880,
        "excerpt": "Giant Crocodile"
      },
      {
        "document": 1881,
        "excerpt": "Giant Eagle"
      },
      {
        "document": 1882,
        "excerpt": "Giant Elk"
      },
      {
        "document": 1883,
        "excerpt": "Giant Fire Beetle"
      },
      {
        "document": 1884,
        "excerpt": "Giant Fly"
      },
      {
        "document": 1885,
        "excerpt": "Giant Frog"
      },
      {
        "document": 1886,
        "excerpt": "Giant Goat"
      },
      {
        "document": 1887,
        "excerpt": "Giant Hyena"
      },
      {
        "document": 1888,
        "excerpt": "Giant Lizard"
      },
      {
        "document": 1889,
        "excerpt": "Giant Octopus"
      },
      {
        "document": 1890,
        "excerpt": "Giant Owl"
      },
      {
        "document": 1891,
        "excerpt": "Giant Rat"
      },
      {
        "document": 1892,
        "excerpt": "Giant Scorpion"
      },
      {
        "document": 1893,
        "excerpt": "Giant Seahorse"
      },
      {
        "document": 1894,
        "excerpt": "Giant Shark"
      },
      {
        "document": 1895,
        "excerpt": "Giant Spider"
      },
      {
        "document": 1896,
        "excerpt": "Giant Toad"
      },
      {
        "document": 1897,
        "excerpt": "Giant Venomous Snake"
      },
      {
        "document": 1898,
        "excerpt": "Giant Vulture"
      },
      {
        "document": 1899,
        "excerpt": "Giant Wasp"
      },
      {
        "document": 1900,
        "excerpt": "Giant Weasel"
      },
      {
        "document": 1901,
        "excerpt": "Giant Wolf Spider"
      },
      {
        "document": 1922,
        "excerpt": "s on it. Wisdom Saving Throw: DC 11, each Humanoid and Giant in a 300-foot Emanation originating from the harpy when the song starts. Failure: The target has the Cha"
      },
      {
        "document": 1926,
        "excerpt": "Hill Giant"
      },
      {
        "document": 1974,
        "excerpt": "Understands Common and Giant but can't speak"
      },
      {
        "document": 1975,
        "excerpt": "Large Giant, Chaotic Evil"
      },
      {
        "document": 1976,
        "excerpt": "Common, Giant"
      },
      {
        "document": 2014,
        "excerpt": "Common, Giant, Primordial (Aquan)"
      },
      {
        "document": 2033,
        "excerpt": "Stone Giant"
      },
      {
        "document": 2035,
        "excerpt": "Storm Giant"
      },
      {
        "document": 2050,
        "excerpt": "Small Giant, Chaotic Evil"
      },
      {
        "document": 2051,
        "excerpt": "Large Giant, Chaotic Evil"
      },
      {
        "document": 2075,
        "excerpt": "Common, Giant"
      }
    ],
    "giant's": [
      {
        "document": 1593,
        "excerpt": "eapon regains 1d4 + 1 expended charges daily at dawn. Giant's Bane. While you are attuned to the weapon and wearing either a Belt of Giant Strength or Gauntlets of Og"
      },
      {
        "document": 1651,
        "excerpt": "quid has floating in it a sliver of light resembling a giant's fingernail."
      },
      {
        "document": 1867,
        "excerpt": "d has Advantage on attack rolls until the start of the giant's next turn."
      },
      {
        "document": 2035,
        "excerpt": "Blinded and Deafened conditions until the start of the giant's next turn. Lightning Storm (Recharge 5–6). Dexterity Saving Throw: DC 18, each creature in a 10-foot-ra"
      }
    ],
    "giants": [
      {
        "document": 181,
        "excerpt": "rifying Lower Planes, such as balors and hell hounds. Giants are towering beings with humanlike shapes, like fire giants and trolls. Humanoids are people defined by"
      },
      {
        "document": 729,
        "excerpt": "er: - 2 Adult Red Dragons (18,000 XP each) and 2 Fire Giants (5,000 XP each), for 46,000 XP total"
      },
      {
        "document": 734,
        "excerpt": "n pair one kind of creature with another, such as fire giants paired with hell hounds. Be mindful of the number of stat blocks you need to run the encounter. Referenc"
      },
      {
        "document": 788,
        "excerpt": "Giants"
      },
      {
        "document": 940,
        "excerpt": "e, ancient civilizations, wars, and certain creatures (Giants and Humanoids)"
      },
      {
        "document": 990,
        "excerpt": "You are descended from Giants. Choose one of the following benefits - a supernatural boon from your ancestry; you can use the chosen b"
      },
      {
        "document": 1483,
        "excerpt": "cted upward and miss automatically. Boulders hurled by Giants or siege engines, and similar projectiles, are unaffected. Creatures in gaseous form can't pass through"
      },
      {
        "document": 1593,
        "excerpt": "on a DC 17 Constitution saving throw or die. Might of Giants. The Strength score bestowed by your Belt of Giant Strength or Gauntlets of Ogre Power increases by 4, t"
      }
    ],
    "giants'": [
      {
        "document": 1593,
        "excerpt": "ou are also attuned, you gain the following benefits: Giants' Bane. When you roll a 20 on the d20 for an attack roll made with this weapon against a Giant, the creatu"
      }
    ],
    "gibbering": [
      {
        "document": 1902,
        "excerpt": "Gibbering Mouther"
      }
    ],
    "gift": [
      {
        "document": 972,
        "excerpt": "e if the two of you are within 60 feet of each other. Gift of the Depths Prerequisite: Level 5+ Warlock You can breathe underwater, and you gain a Swim Speed equ"
      },
      {
        "document": 977,
        "excerpt": "the Magic of Dragons Your innate magic comes from the gift of a dragon. Perhaps an ancient dragon facing death bequeathed some of its magical power to you or your"
      },
      {
        "document": 1376,
        "excerpt": "le, while a Fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you. A task that can"
      },
      {
        "document": 1562,
        "excerpt": ". Sometimes dragons collect their cast-off scales and gift them. Other times, hunters carefully preserve the hide of a dead dragon. In either case, Dragon Scale Ma"
      }
    ],
    "gifts": [
      {
        "document": 1666,
        "excerpt": "eated by the djinn they summon and given to mortals as gifts of friendship or tokens of esteem."
      }
    ],
    "gigantic": [
      {
        "document": 1516,
        "excerpt": "embles a Bag of Holding but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice. The extradimensional creature"
      }
    ],
    "giggling": [
      {
        "document": 1765,
        "excerpt": "all expended uses at the start of each of its turns. Giggling Magic. Charisma Saving Throw: DC 17, one creature the dragon can see within 90 feet. Failure: 24 (7d6) P"
      },
      {
        "document": 1777,
        "excerpt": "all expended uses at the start of each of its turns. Giggling Magic. Charisma Saving Throw: DC 21, one creature the dragon can see within 120 feet. Failure: 31 (9d6)"
      }
    ],
    "gills": [
      {
        "document": 1153,
        "excerpt": "with a different one. Aquatic Adaptation. You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed"
      }
    ],
    "gilt": [
      {
        "document": 973,
        "excerpt": "termine the book's appearance and materials, such as a gilt-edged tome or a collection of vellum bound with twine. The book contains the level 1+ spells you know."
      }
    ],
    "give": [
      {
        "document": 5,
        "excerpt": "you can instead reduce the creature to 1 Hit Point and give it the Unconscious condition. It then starts a Short Rest, at the end of which that condition ends on it"
      },
      {
        "document": 27,
        "excerpt": "ore. Only One Base AC. Some spells and class features give characters a different way to calculate their AC. A character with multiple features that give different"
      },
      {
        "document": 30,
        "excerpt": "ou Heroic Inspiration and you already have it, you can give it to a player character in your group who lacks it. Gaining Heroic Inspiration. Your GM can give you H"
      },
      {
        "document": 80,
        "excerpt": "On your turn, you can give yourself the Prone condition (see “Rules Glossary”) without using an action or any of your Speed, but yo"
      },
      {
        "document": 85,
        "excerpt": ". If you are hidden when you make an attack roll, you give away your location when the attack hits or misses. or make an attack roll as part of a spell, an attack"
      },
      {
        "document": 92,
        "excerpt": "lties. A class feature, a spell, or another rule might give a bonus or penalty to the die roll. 6: Compare the Total to a Target Number. If the total of the d20 and"
      },
      {
        "document": 141,
        "excerpt": "You can give a sentient item an objective it pursues, perhaps to the exclusion of all else. As long as the wielder's"
      },
      {
        "document": 160,
        "excerpt": "might alter the monster's Challenge Rating. If you do give a monster a magic item, the monster can have Attunement with magic items as noted in “Equipment.” A mons"
      },
      {
        "document": 228,
        "excerpt": "and write it. Your class and other features might also give you languages. The Standard Languages table lists languages that are widespread in the setting. Every p"
      },
      {
        "document": 241,
        "excerpt": "using the rules in \"Equipment.\" A class feature might give you a different way to calculate your AC. Attacks. In the Weapons & Damage Cantrips section of the char"
      },
      {
        "document": 257,
        "excerpt": "5 Paladin, you have ten d10 Hit Dice. If your classes give you Hit Dice of different types, track them separately. If you are a level 5 Cleric / level 5 Paladin, f"
      },
      {
        "document": 261,
        "excerpt": "casting, and features (such as Unarmored Defense) that give you alternative ways to calculate your Armor Class."
      },
      {
        "document": 263,
        "excerpt": "he Extra Attack feature with your pact weapon, doesn't give you additional attacks if you also have Extra Attack."
      },
      {
        "document": 264,
        "excerpt": "whose Spellcasting feature you have. This table might give you spell slots of a higher level than the spells you prepare. You can use those slots but only to cast"
      },
      {
        "document": 269,
        "excerpt": "Your class might give you training with certain categories of armor. Note your armor training on your character sheet. Armor t"
      },
      {
        "document": 378,
        "excerpt": "picuously magical. Handling a magic item is enough to give you a sense that it is extraordinary, but learning a magic item's properties isn't automatic. The Ident"
      },
      {
        "document": 413,
        "excerpt": "have Advantage on the check too. Your features might give you proficiency with a tool. A monster has proficiency with any tool in its stat block."
      },
      {
        "document": 421,
        "excerpt": ": Dexterity Weight: 5 lb. Utilize: Modify footwear to give Advantage on the wearer's next Dexterity (Acrobatics) check (DC 10) Craft: Climber's Kit"
      },
      {
        "document": 509,
        "excerpt": "Certain features might give you a spell that you always have prepared. If you also have a list of prepared spells that you can chang"
      },
      {
        "document": 554,
        "excerpt": "so “Alignment.” AC, Initiative, and HP. These entries give the monster's Armor Class, Initiative, and Hit Points, which are detailed in \"Playing the Game.\" In pare"
      },
      {
        "document": 639,
        "excerpt": "Inspiration but already have it, it's lost unless you give it to a player character who lacks it."
      },
      {
        "document": 676,
        "excerpt": "cal Contagion Fouled potions and alchemical waste can give rise to Sewer Plague, which incubates in sewers and refuse heaps and is sometimes transmitted by creatur"
      },
      {
        "document": 745,
        "excerpt": "For the rest of the turn, give yourself extra movement equal to your Speed."
      },
      {
        "document": 789,
        "excerpt": "maximum by 2d4 + 2, or a Potion of Invisibility might give the drinker the Invisible condition indefinitely. At your discretion, a Dispel Magic spell or similar ma"
      },
      {
        "document": 964,
        "excerpt": "an-trip and deal damage to a creature with it, you can give vitality to yourself or another creature within 60 feet of yourself, granting a number of Temporary Hit"
      },
      {
        "document": 965,
        "excerpt": "turns, if you have no uses of Wild Shape left, you can give yourself one use by expending a spell slot (no action required). In addition, you can expend one use of"
      },
      {
        "document": 967,
        "excerpt": "oisoned. In addition, forgoing food and drink doesn't give you levels of Exhaustion."
      },
      {
        "document": 968,
        "excerpt": "ense, which is described below. Other Paladin features give additional Channel Divinity effect options. Each time you use this class's Channel Divinity, you choose"
      },
      {
        "document": 969,
        "excerpt": "its. Temporary Hit Points. As a Magic action, you can give yourself a number of Temporary Hit Points equal to 1d8 plus your Wisdom modifier (minimum of 1). You can"
      },
      {
        "document": 970,
        "excerpt": "As a Bonus Action, you give yourself Advantage on your next attack roll on the current turn. You can use this feature only if you ha"
      },
      {
        "document": 971,
        "excerpt": "make a saving throw, you can spend 2 Sorcery Points to give one target of the spell Disadvantage on saves against the spell. Quickened Spell Cost: 2 Sorcery Point"
      },
      {
        "document": 972,
        "excerpt": "s another 1d8 per level of the spell slot, and you can give the target the Prone condition if it is Huge or smaller. Eldritch Spear Prerequisite: Level 2+ Warlock"
      },
      {
        "document": 974,
        "excerpt": "ttle drives you toward victory. During combat, you can give yourself Heroic Inspiration whenever you start your turn without it."
      },
      {
        "document": 980,
        "excerpt": "When you take damage, you can take a Reaction to give yourself Resistance to that damage and any other damage of the same type until the end of the current tu"
      },
      {
        "document": 986,
        "excerpt": "h character level 5, you can channel draconic magic to give yourself temporary flight. As a Bonus Action, you sprout spectral wings on your back that last for 10 mi"
      },
      {
        "document": 990,
        "excerpt": "ure with an attack roll and deal damage to it, you can give that target the Prone condition. Stone's Endurance (Stone Giant). When you take damage, you can take a"
      },
      {
        "document": 1007,
        "excerpt": "h Shadows. While within Dim Light or Darkness, you can give yourself the Invisible condition as a Bonus Action. The condition ends on you immediately after you take"
      },
      {
        "document": 1285,
        "excerpt": "pears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling's normal"
      },
      {
        "document": 1288,
        "excerpt": "te Range: 60 feet Components: V Duration: 30 days You give a verbal command to a creature that you can see within range, ordering it to carry out some service or r"
      },
      {
        "document": 1417,
        "excerpt": "Range: 30 feet Components: V, S Duration: 8 hours You give an illusory appearance to each creature of your choice that you can see within range. An unwilling targe"
      },
      {
        "document": 1435,
        "excerpt": "survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past"
      },
      {
        "document": 1447,
        "excerpt": "say, “Fetch the key to the cult’s treasure vault, and give the key to me.” Or you could say, “Stop fighting, leave this library peacefully, and don’t return.” The"
      },
      {
        "document": 1468,
        "excerpt": "ting fires, serving food, and pouring drinks. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then"
      },
      {
        "document": 1511,
        "excerpt": "is armor. Metal Shell. You can take a Magic action to give yourself Immunity to Bludgeoning, Piercing, and Slashing damage for 10 minutes or until you are no longe"
      },
      {
        "document": 1544,
        "excerpt": "o pull its hood over your head and expend 1 charge to give yourself the Invisible condition for 1 hour. The effect ends early if you pull the hood down (no action"
      },
      {
        "document": 1611,
        "excerpt": "ch the commands are given. If you issue no commands or give the creature a command that is likely to result in its death or imprisonment, it defends itself but othe"
      },
      {
        "document": 1671,
        "excerpt": "hile wearing this ring, you can take a Magic action to give yourself the Invisible condition. You remain Invisible until the ring is removed or until you take a Bon"
      },
      {
        "document": 1759,
        "excerpt": "you end the effect early as a Magic action. The wings give you a Fly Speed of 60 feet. If you are aloft when the wings disappear, you fall. When the wings disappea"
      },
      {
        "document": 1785,
        "excerpt": "he target is a Medium or smaller creature, the rug can give it the Grappled condition (escape DC 13) instead of dealing damage. Until the grapple ends, the target h"
      }
    ],
    "given": [
      {
        "document": 72,
        "excerpt": "nes where all the characters and monsters are located. Given the adventurers' marching order or their stated positions in the room or other location, the GM figures"
      },
      {
        "document": 133,
        "excerpt": "than a Spell Scroll, whose crafting time and cost are given in “Equipment.”"
      },
      {
        "document": 142,
        "excerpt": "gnant. It's Time for a Change. The item demands to be given to someone else. Keep Me Close. The item insists on being carried or worn at all times. If its bearer"
      },
      {
        "document": 158,
        "excerpt": "heir equipment. If a monster has equipment that can be given away or retrieved, the items are listed in the Gear entry. The monster's stat block might include specia"
      },
      {
        "document": 179,
        "excerpt": "urns, roll 1d6. If the roll is within the number range given in the notation (represented by X–Y), the monster regains the use of that part, which also recharges whe"
      },
      {
        "document": 554,
        "excerpt": ".\" Gear. If the monster has any equipment that can be given away or retrieved, it's listed in this entry. Senses. This entry lists the monster's special senses, su"
      },
      {
        "document": 604,
        "excerpt": "The GM determines whether a D20 Test is warranted in a given circumstance. See also “Playing the Game” (“D20 Tests”)."
      },
      {
        "document": 693,
        "excerpt": "Given their insidious and deadly nature, poisons are a favorite tool among assassins and evil creatures. Poiso"
      },
      {
        "document": 729,
        "excerpt": "K if you have a few unspent XP left over. Examples are given below: Example 1. A low-difficulty encounter for four level 1 characters has an XP budget of 50 × 4 , f"
      },
      {
        "document": 971,
        "excerpt": "ots table shows the cost of creating a spell slot of a given level, and it lists the minimum Sorcerer level you must be to create a slot. You can create a spell slot"
      },
      {
        "document": 1157,
        "excerpt": "es the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow it until its task is complete. The creature is under your co"
      },
      {
        "document": 1219,
        "excerpt": "es the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow the order until its task is complete. The creature is under"
      },
      {
        "document": 1259,
        "excerpt": "within a 10-foot Cube or eight connected 5-foot Cubes) given a sufficient quantity of material. If you're working with metal, stone, or another mineral substance, ho"
      },
      {
        "document": 1537,
        "excerpt": "f Carpet of Flying exist. The GM chooses the size of a given carpet or determines it randomly by rolling on the following table. A carpet can carry up to twice the w"
      },
      {
        "document": 1611,
        "excerpt": "it doesn't know the language in which the commands are given. If you issue no commands or give the creature a command that is likely to result in its death or impris"
      },
      {
        "document": 1666,
        "excerpt": "mmoning are often created by the djinn they summon and given to mortals as gifts of friendship or tokens of esteem."
      },
      {
        "document": 2018,
        "excerpt": "Understands commands given in any language but can't speak"
      }
    ],
    "gives": [
      {
        "document": 30,
        "excerpt": "Sometimes the GM or a rule gives you Heroic Inspiration. If you have Heroic Inspiration, you can expend it to reroll any die immediately"
      },
      {
        "document": 40,
        "excerpt": "ficiencies, as noted in their stat blocks. Each class gives proficiency in at least two saving throws, representing that class's training in evading or resisting ce"
      },
      {
        "document": 74,
        "excerpt": "s. “Movement and Position” later in “Playing the Game” gives the rules for movement. Communicating. You can communicate however you are able - through brief utteran"
      },
      {
        "document": 86,
        "excerpt": "table, there are three degrees of cover, each of which gives a different benefit to a target. A target can benefit from cover only when an attack or other effect or"
      },
      {
        "document": 241,
        "excerpt": "modifier for a spell is determined by whatever feature gives you the ability to cast the spell. Spell Slots, Cantrips, and Prepared Spells. If your class gives you"
      },
      {
        "document": 266,
        "excerpt": "f sticky black incense that stinks 65 A nightcap that gives you pleasant dreams when you wear it 66 A single caltrop made from bone 67 A gold monocle frame withou"
      },
      {
        "document": 271,
        "excerpt": "Scores and Backgrounds Record Your Feat. A background gives you a feat, which grants your character particular capabilities. Feats are detailed in “Feats.” Write th"
      },
      {
        "document": 288,
        "excerpt": "Each species gives a character special traits - unique characteristics based on the species' physiology or magical nature."
      },
      {
        "document": 293,
        "excerpt": "A background gives your character a specified Origin feat (described in \"Feats\")."
      },
      {
        "document": 294,
        "excerpt": "A background gives your character proficiency in two specified skills."
      },
      {
        "document": 295,
        "excerpt": "Each background gives a character proficiency with one tool - either a specific tool or one chosen from the Artisan's Tools ca"
      },
      {
        "document": 357,
        "excerpt": "equipment needed to use the saddle. A Military Saddle gives Advantage on any ability check you make to remain mounted. An Exotic Saddle is required for riding an aq"
      },
      {
        "document": 374,
        "excerpt": "The Food, Drink, and Lodging table gives prices for food and a single night's lodging. Prices for daily lodging and meals are included in your li"
      },
      {
        "document": 476,
        "excerpt": "Using a Crowbar gives you Advantage on Strength checks where the Crowbar's leverage can be applied."
      },
      {
        "document": 513,
        "excerpt": "ical potential is represented. Each spellcasting class gives its members a limited number of spell slots of certain spell levels. For example, a level 3 Wizard has f"
      },
      {
        "document": 534,
        "excerpt": "culation is 10 plus your Dexterity modifier. If a rule gives you another base AC calculation, you choose which calculation to use; you can't use more than one. See a"
      },
      {
        "document": 555,
        "excerpt": "ur turn and have a feature, such as Extra Attack, that gives you more than one attack as part of the Attack action, you can use some or all of that movement to move"
      },
      {
        "document": 633,
        "excerpt": "Grappled Condition. Successfully grappling a creature gives it the Grappled condition. One Grapple per Hand. A creature must have a hand free to grapple another cr"
      },
      {
        "document": 820,
        "excerpt": "A small idol depicting a nightmarish creature that gives you unsettling dreams when you sleep near it"
      },
      {
        "document": 962,
        "excerpt": "ur turn, you can decide to attack recklessly. Doing so gives you Advantage on attack rolls using Strength until the start of your next turn, but attack rolls agains"
      },
      {
        "document": 963,
        "excerpt": "s 1 and 2 in any combination. If another Bard feature gives you spells that you always have prepared, those spells don't count against the number of spells you can"
      },
      {
        "document": 964,
        "excerpt": "1 and 2 in any combination. If another Cleric feature gives you spells that you always have prepared, those spells don't count against the number of spells you can"
      },
      {
        "document": 965,
        "excerpt": "1 and 2 in any combination. If another Druid feature gives you spells that you always have prepared, those spells don't count against the number of spells you can"
      },
      {
        "document": 967,
        "excerpt": "Your practice of martial arts gives you mastery of combat styles that use your Unarmed Strike and Monk weapons, which are the following: -"
      },
      {
        "document": 968,
        "excerpt": "1 or 2 in any combination. If another Paladin feature gives you spells that you always have prepared, those spells don't count against the number of spells you can"
      },
      {
        "document": 969,
        "excerpt": "1 or 2 in any combination. If another Ranger feature gives you spells that you always have prepared, those spells don't count against the number of spells you can"
      },
      {
        "document": 971,
        "excerpt": "or 2 in any combination. If another Sorcerer feature gives you spells that you always have prepared, those spells don't count against the number of spells you can"
      },
      {
        "document": 972,
        "excerpt": "hich can be of levels 1–3. If another Warlock feature gives you spells that you always have prepared, those spells don't count against the number of spells you can"
      },
      {
        "document": 973,
        "excerpt": "chosen from your spellbook. If another Wizard feature gives you spells that you always have prepared, those spells don't count against the number of spells you can"
      },
      {
        "document": 1185,
        "excerpt": "utdoors in a storm when you cast this spell, the spell gives you control over that storm instead of creating a new one. Under such conditions, the spell's damage inc"
      },
      {
        "document": 1198,
        "excerpt": "ge of the surrounding area. In the outdoors, the spell gives you knowledge of the area within 3 miles of you. In caves and other natural underground settings, the ra"
      },
      {
        "document": 1256,
        "excerpt": "e can't perceive or interact with you unless a feature gives them the ability to do so. When the spell ends, you return to the plane you left in the spot that corre"
      },
      {
        "document": 1687,
        "excerpt": "n the following benefits: All-Around Vision. The robe gives you Advantage on Wisdom (Perception) checks that rely on sight. Special Senses. You have Darkvision and"
      },
      {
        "document": 1694,
        "excerpt": "n a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it. Drain Life. When yo"
      }
    ],
    "giving": [
      {
        "document": 160,
        "excerpt": "ther any of that equipment is still usable. Beware of giving a monster combat-oriented magic items, since those might alter the monster's Challenge Rating. If you do"
      },
      {
        "document": 329,
        "excerpt": "of a High or Long Jump, you can use the Pole to vault, giving yourself Advantage on the check."
      },
      {
        "document": 335,
        "excerpt": "h check. One other character can help you use the ram, giving you Advantage on this check."
      },
      {
        "document": 502,
        "excerpt": "n its saving throw, even though it didn't attempt one (giving no hint that the creature is an invalid target). Otherwise, you perceive that the spell did nothing to t"
      },
      {
        "document": 582,
        "excerpt": ". As an action, you can extinguish fire on yourself by giving yourself the Prone condition and rolling on the ground. The fire also goes out if it is doused, submerge"
      },
      {
        "document": 637,
        "excerpt": "ou momentarily distract an enemy within 5 feet of you, giving Advantage to the next attack roll by one of your allies against that enemy. This benefit expires at the"
      },
      {
        "document": 962,
        "excerpt": "uncanny sense of when things aren't as they should be, giving you an edge when you dodge perils. You have Advantage on Dexterity saving throws unless you have the Inc"
      },
      {
        "document": 974,
        "excerpt": "You attain the pinnacle of resilience in battle, giving you these benefits. Defy Death. You have Advantage on Death Saving Throws. Moreover, when you roll 18–2"
      },
      {
        "document": 975,
        "excerpt": "nd choose a point within 60 feet of yourself. Vitality-giving flowers and life-draining thorns appear for a moment in a 10-foot-radius Sphere centered on that point."
      },
      {
        "document": 1375,
        "excerpt": "hour. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends early if the steed takes any damage."
      },
      {
        "document": 1437,
        "excerpt": "0-foot Emanation with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about"
      },
      {
        "document": 1706,
        "excerpt": "e is your size or smaller, you can also knock it down, giving it the Prone condition. Protective Field. As a Reaction, when you or an ally you can see within 5 feet"
      }
    ],
    "glabrezu": [
      {
        "document": 1903,
        "excerpt": "Glabrezu"
      }
    ],
    "gladiator": [
      {
        "document": 1904,
        "excerpt": "Gladiator"
      }
    ],
    "glaive": [
      {
        "document": 928,
        "excerpt": "Glaive"
      },
      {
        "document": 1060,
        "excerpt": "Glaive"
      },
      {
        "document": 1583,
        "excerpt": "Glaive, Greatsword, Longsword, Rapier, Scimitar, or Shortsword"
      },
      {
        "document": 1614,
        "excerpt": "Glaive, Greatsword, Longsword, Rapier, Scimitar, Sickle, or Shortsword"
      },
      {
        "document": 1727,
        "excerpt": "Glaive, Greatsword, Longsword, Rapier, Scimitar, or Shortsword"
      },
      {
        "document": 1728,
        "excerpt": "Glaive, Greatsword, Longsword, or Scimitar"
      },
      {
        "document": 1729,
        "excerpt": "Glaive, Greatsword, Longsword, Rapier, Scimitar, or Shortsword"
      },
      {
        "document": 1740,
        "excerpt": "Glaive, Greatsword, Longsword, or Scimitar"
      },
      {
        "document": 1805,
        "excerpt": "ack. The devil makes one Beard attack and one Infernal Glaive attack. Beard. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage, and the target has"
      },
      {
        "document": 1963,
        "excerpt": "Abyssal Glaive. Melee Attack Roll: +6, reach 10 ft. Hit: 10 (1d12 + 4) Slashing damage plus 10 (3d6) Necrotic damage."
      }
    ],
    "glamoured": [
      {
        "document": 1588,
        "excerpt": "Glamoured Studded Leather"
      }
    ],
    "glare": [
      {
        "document": 1266,
        "excerpt": "Fey), or Necrotic (Fiend) damage. Bonus Actions Fell Glare (Fiend Only; Recharges after a Long Rest). Wisdom Saving Throw: DC equals your spell save DC, one creat"
      },
      {
        "document": 1966,
        "excerpt": "r Channel Negative Energy attack, and it uses Dreadful Glare. Rotting Fist. Melee Attack Roll: +9, reach 5 ft. Hit: 15 (2d10 + 4) Bludgeoning damage plus 10 (3d6) N"
      },
      {
        "document": 1967,
        "excerpt": "mummy makes two Rotting Fist attacks and uses Dreadful Glare. Rotting Fist. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Bludgeoning damage plus 10 (3d6) Ne"
      },
      {
        "document": 2014,
        "excerpt": "reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage. Death Glare (Recharge 5–6). Wisdom Saving Throw: DC 11, one Frightened creature the hag can see within 30 feet. Fail"
      }
    ],
    "glass": [
      {
        "document": 63,
        "excerpt": "erwise destroy a fragile, nonmagical object, such as a glass container or a piece of paper. If you try to damage something more resilient, the GM might use the rules"
      },
      {
        "document": 266,
        "excerpt": "weightless stone 38 A sketch of a goblin 39 An empty glass vial that smells of perfume 40 A gemstone that looks like a lump of coal when examined by anyone but yo"
      },
      {
        "document": 267,
        "excerpt": "er that moves about when it's not being observed 98 A glass jar containing lard with a label that reads, \"Griffon Grease\" 99 A wooden box with a ceramic bottom tha"
      },
      {
        "document": 318,
        "excerpt": "Magnifying Glass (100 GP)"
      },
      {
        "document": 423,
        "excerpt": "y: Intelligence Weight: 5 lb. Utilize: Discern what a glass object held in the past 24 hours (DC 15) Craft: Glass Bottle, Magnifying Glass, Spyglass, Vial"
      },
      {
        "document": 460,
        "excerpt": "Bottle, Glass (2 GP)"
      },
      {
        "document": 648,
        "excerpt": "n object wielded as a makeshift weapon, such as broken glass, a table leg, or a frying pan. A Simple or Martial weapon also counts as an improvised weapon if it's wi"
      },
      {
        "document": 820,
        "excerpt": "An old chess piece made from glass"
      },
      {
        "document": 930,
        "excerpt": "Magnifying Glass"
      },
      {
        "document": 931,
        "excerpt": "Bottle, Glass"
      },
      {
        "document": 943,
        "excerpt": "Crystal, glass, ice"
      },
      {
        "document": 1032,
        "excerpt": "Bottle, Glass"
      },
      {
        "document": 1091,
        "excerpt": "Magnifying Glass"
      },
      {
        "document": 1193,
        "excerpt": "worth 100+ GP, either a jeweled horn for hearing or a glass eye for seeing)"
      },
      {
        "document": 1202,
        "excerpt": "V, S, M (a small crystal or glass cone)"
      },
      {
        "document": 1292,
        "excerpt": "V, S, M (a glass bead)"
      },
      {
        "document": 1404,
        "excerpt": "V, S, M (a glass sphere)"
      },
      {
        "document": 1411,
        "excerpt": "V, S, M (a shard of glass from a mirror)"
      },
      {
        "document": 1449,
        "excerpt": "V, S, M (a magnifying glass)"
      },
      {
        "document": 1473,
        "excerpt": "V, S, M (a shard of glass)"
      },
      {
        "document": 1603,
        "excerpt": "ssful save, a creature takes half as much damage only. Glass or crystal objects in the Cone that aren't being worn or carried take 10d8 Thunder damage. Each use of"
      }
    ],
    "glassblower's": [
      {
        "document": 423,
        "excerpt": "Glassblower's Tools (30 GP)"
      }
    ],
    "glazed": [
      {
        "document": 267,
        "excerpt": "rush, 331422-W\" 94 A mosaic tile with a multicolored, glazed surface 95 A petrified mouse 96 A black pirate flag adorned with a dragon's skull and crossbones 97 A"
      }
    ],
    "gleaned": [
      {
        "document": 114,
        "excerpt": "Magic items are gleaned from the hoards of felled monsters or discovered in long-lost vaults. Such items grant capabilities a ch"
      }
    ],
    "glibness": [
      {
        "document": 881,
        "excerpt": "Glibness"
      },
      {
        "document": 906,
        "excerpt": "Glibness"
      },
      {
        "document": 1291,
        "excerpt": "Glibness"
      }
    ],
    "glide": [
      {
        "document": 1855,
        "excerpt": "Earth Glide. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental do"
      },
      {
        "document": 2080,
        "excerpt": "Earth Glide. The xorn can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn't dist"
      }
    ],
    "glimmers": [
      {
        "document": 1663,
        "excerpt": "below. Whatever its potency, the potion's red liquid glimmers when agitated."
      }
    ],
    "globe": [
      {
        "document": 776,
        "excerpt": "Globe of Invulnerability"
      },
      {
        "document": 866,
        "excerpt": "Globe of Invulnerability"
      },
      {
        "document": 892,
        "excerpt": "Globe of Invulnerability"
      },
      {
        "document": 1285,
        "excerpt": "ture crystal sphere) Duration: Instantaneous A frigid globe streaks from you to a point of your choice within range, where it explodes in a 60-foot-radius Sphere. E"
      },
      {
        "document": 1292,
        "excerpt": "Globe of Invulnerability"
      },
      {
        "document": 1324,
        "excerpt": ". The target is entombed beneath the earth in a hollow globe of magical force that is just large enough to contain the target. Nothing can pass into or out of the gl"
      },
      {
        "document": 1388,
        "excerpt": "within range. Alternatively, you shape the wall into a globe up to 30 feet in diameter centered on a point within range. The wall lasts for the duration. If you posi"
      },
      {
        "document": 1404,
        "excerpt": "ere at up to half the creature's Speed. Similarly, the globe can be picked up and moved by other creatures. A Disintegrate spell targeting the globe destroys it wit"
      },
      {
        "document": 1473,
        "excerpt": "urface. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels"
      },
      {
        "document": 1474,
        "excerpt": "range. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Ea"
      },
      {
        "document": 1561,
        "excerpt": "act (Requires Attunement) An orb is an etched crystal globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist swirls inside"
      }
    ],
    "gloomy": [
      {
        "document": 54,
        "excerpt": "t. Bright Light lets most creatures see normally. Even gloomy days provide Bright Light, as do torches, lanterns, fires, and other sources of illumination within a sp"
      }
    ],
    "glory": [
      {
        "document": 787,
        "excerpt": "Glory Seeker. The item seeks renown as the greatest magic item in the world by winning fame or notoriety for i"
      },
      {
        "document": 974,
        "excerpt": "to deal devastating blows, withstand peril, and garner glory. Whether in athletic contests or bloody battle, Champions strive for the crown of the victor."
      }
    ],
    "glossary": [
      {
        "document": 4,
        "excerpt": "ion of Healing, or by a Short or Long Rest (see “Rules Glossary”)."
      },
      {
        "document": 8,
        "excerpt": "about making a new character to join the group. “Rules Glossary” has more information on being dead."
      },
      {
        "document": 9,
        "excerpt": "tantly, you have the Unconscious condition (see “Rules Glossary”) until you regain any Hit Points, and you now face making Death Saving Throws (see below)."
      },
      {
        "document": 15,
        "excerpt": "they're depleted or you finish a Long Rest (see \"Rules Glossary\")."
      },
      {
        "document": 34,
        "excerpt": "ncy Bonus is based on its Challenge Rating (see “Rules Glossary”). The Proficiency Bonus table shows how the bonus is determined. This bonus is applied to a D20 Test w"
      },
      {
        "document": 35,
        "excerpt": "added. For example, the Expertise feature (see “Rules Glossary”) doubles the Proficiency Bonus for certain ability checks. Whenever the bonus is used, it can be multip"
      },
      {
        "document": 42,
        "excerpt": "in actions, which are defined in more detail in “Rules Glossary.” Actions Player characters and monsters can also do things not covered by these actions. Many class f"
      },
      {
        "document": 46,
        "excerpt": "riendly, Indifferent, or Hostile, as defined in “Rules Glossary.” Friendly NPCs are predisposed to help, and Hostile ones are inclined to hinder. Social interactions p"
      },
      {
        "document": 53,
        "excerpt": "is opaque. You have the Blinded condition (see “Rules Glossary”) when trying to see something there."
      },
      {
        "document": 55,
        "excerpt": "elp them perceive things in certain situations. “Rules Glossary” defines the following special senses: Blindsight Darkvision Tremorsense Truesight"
      },
      {
        "document": 62,
        "excerpt": "to abide by the rules for carrying capacity in \"Rules Glossary.\""
      },
      {
        "document": 63,
        "excerpt": "e GM might use the rules on breaking objects in “Rules Glossary.”"
      },
      {
        "document": 65,
        "excerpt": "erils characters face, but other dangers await. “Rules Glossary” defines the following hazards:"
      },
      {
        "document": 77,
        "excerpt": "wling, jumping, and swimming (each explained in “Rules Glossary”). These different modes of movement can be combined with your regular movement, or they can constitute"
      },
      {
        "document": 80,
        "excerpt": "you can give yourself the Prone condition (see “Rules Glossary”) without using an action or any of your Speed, but you can’t do so if your Speed is 0."
      },
      {
        "document": 83,
        "excerpt": "ature that has the Incapacitated condition (see “Rules Glossary”), a Tiny creature, or a creature that is two sizes larger or smaller than you. Another creature's spac"
      },
      {
        "document": 89,
        "excerpt": "d doesn't have the Incapacitated condition (see “Rules Glossary”)."
      },
      {
        "document": 92,
        "excerpt": "levant Ability Modifier. “Playing the Game” and “Rules Glossary” explain which ability modifiers to use for various D20 Tests. - Your Proficiency Bonus If Relevant. Eac"
      },
      {
        "document": 97,
        "excerpt": "fall off, landing with the Prone condition (see “Rules Glossary”) in an unoccupied space within 5 feet of the mount. While mounted, you must make the same save if you'"
      },
      {
        "document": 104,
        "excerpt": "t Points is one of the main benefits of a rest. “Rules Glossary” provides the rules for Short and Long Rests."
      },
      {
        "document": 110,
        "excerpt": "e Fire or Slashing. Damage types are listed in “Rules Glossary\" and have no rules of their own, but other rules, such as Resistance, rely on damage types."
      },
      {
        "document": 152,
        "excerpt": "s for Speed and these specials speeds appear in “Rules Glossary.”"
      },
      {
        "document": 162,
        "excerpt": "Perception and special senses are described in “Rules Glossary.”"
      },
      {
        "document": 164,
        "excerpt": "another creature within a specified range. See “Rules Glossary” for more information."
      },
      {
        "document": 165,
        "excerpt": "Challenge Rating is defined in “Rules Glossary,” while guidance on using CR to plan potential combat encounters is in “Gameplay Toolbox.”"
      },
      {
        "document": 172,
        "excerpt": "The rules for a stat block are detailed in “Rules Glossary” and in this section."
      },
      {
        "document": 175,
        "excerpt": "oncentration to cast the spell, as described in \"Rules Glossary.\""
      },
      {
        "document": 285,
        "excerpt": "haracter's creature type, which is described in “Rules Glossary.” Every species in “Character Origins” is Humanoid; playable non-Humanoid species appear in other books."
      },
      {
        "document": 336,
        "excerpt": "ruit, hardtack, and nuts. See “Malnutrition” in “Rules Glossary” for the risks of not eating."
      },
      {
        "document": 353,
        "excerpt": "ink sufficient water, you risk dehydration (see “Rules Glossary”)."
      },
      {
        "document": 363,
        "excerpt": "If a vehicle has a damage threshold (see “Rules Glossary”), it’s noted in the table."
      },
      {
        "document": 394,
        "excerpt": "a makeshift weapon, see “Improvised Weapons” in “Rules Glossary.” Also see those rules if you wield a weapon in an unusual way, such as using a Ranged weapon to make a"
      },
      {
        "document": 446,
        "excerpt": "or take 1d4 Fire damage and start burning (see “Rules Glossary”)."
      },
      {
        "document": 493,
        "excerpt": "turns, and you must maintain Concentration (see “Rules Glossary”) while you do so. If your Concentration is broken, the spell fails, but you don't expend a spell slot."
      },
      {
        "document": 500,
        "excerpt": "centration follows the Concentration rules (see “Rules Glossary”). Instantaneous. An instantaneous duration means the spell's magic appears only for a moment and then"
      },
      {
        "document": 502,
        "excerpt": "a called an area of effect, which is defined in “Rules Glossary.” The area determines what the spell targets. The description of a spell specifies whether it has an are"
      },
      {
        "document": 515,
        "excerpt": "Rules Glossary"
      },
      {
        "document": 526,
        "excerpt": "six shapes. These shapes are defined elsewhere in this glossary: Cone Cylinder Line Cube Emanation Sphere An area of effect has a point of origin, a location fro"
      },
      {
        "document": 548,
        "excerpt": "Speed, or Swim Speed, each of which is defined in this glossary. If you have more than one speed, choose which one to use when you move; you can switch between the spee"
      },
      {
        "document": 554,
        "excerpt": "ke these actions in addition to those detailed in this glossary. See also \"Playing the Game\" (\"Actions\"). Bonus Actions. If the monster has Bonus Action options, they"
      },
      {
        "document": 577,
        "excerpt": "Glossary Conventions"
      },
      {
        "document": 593,
        "excerpt": "and various rules define how to end a condition. This glossary defines these conditions: A condition doesn't stack with itself; a recipient either has a condition or"
      },
      {
        "document": 619,
        "excerpt": "Actions”). These actions are defined elsewhere in this glossary:"
      },
      {
        "document": 651,
        "excerpt": "Friendly, or Hostile, each of which is defined in this glossary. The Influence Checks table suggests which ability check to make based on how you're interacting with th"
      },
      {
        "document": 742,
        "excerpt": "attack with a weapon or an Unarmed Strike (see “Rules Glossary”)"
      },
      {
        "document": 941,
        "excerpt": "Glossary Conventions Table 1"
      },
      {
        "document": 942,
        "excerpt": "Glossary Conventions Table 2"
      },
      {
        "document": 963,
        "excerpt": "You gain Expertise (see “Rules Glossary”) in two of your skill proficiencies of your choice. Performance and Persuasion are recommended if you h"
      }
    ],
    "glove": [
      {
        "document": 117,
        "excerpt": "racter with only one arm might be able to use a single Glove of Missile Snaring so long as the matching glove is on their person."
      },
      {
        "document": 266,
        "excerpt": "35 A white, sequined glove sized for a human 36 A vest with one hundred tiny pockets 37 A weightless stone 38 A sketch of a gobl"
      },
      {
        "document": 1163,
        "excerpt": "V, S, M (an eggshell and a glove)"
      }
    ],
    "gloves": [
      {
        "document": 384,
        "excerpt": "t be donned in the intended fashion: boots go on feet, gloves on hands, hats and helmets on a head, and rings on a finger. Magic armor must be donned, a Shield strapp"
      },
      {
        "document": 385,
        "excerpt": "mally wear more than one pair of footwear, one pair of gloves or gauntlets, one pair of bracers, one suit of armor, one item of headwear, or one cloak. The GM might m"
      },
      {
        "document": 386,
        "excerpt": "come in pairs - such as boots, bracers, gauntlets, and gloves - impart their benefits only if both items of the pair are worn. For example, a character wearing a Boot"
      },
      {
        "document": 470,
        "excerpt": "A Climber's Kit includes boot tips, gloves, pitons, and a harness. As a Utilize action, you can use the Climber's Kit to anchor yourself; when you"
      },
      {
        "document": 1589,
        "excerpt": "Gloves of Missile Snaring"
      },
      {
        "document": 1590,
        "excerpt": "Gloves of Swimming and Climbing"
      },
      {
        "document": 1591,
        "excerpt": "Gloves of Thievery"
      }
    ],
    "glow": [
      {
        "document": 1309,
        "excerpt": "that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 Fire damage when you cast the spell."
      }
    ],
    "glowing": [
      {
        "document": 1222,
        "excerpt": "hin range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium for"
      },
      {
        "document": 1227,
        "excerpt": "ou, then condenses at a chosen point within range as a glowing bead for the duration. When the spell ends, the bead explodes, and each creature in a 20-foot-radius Sph"
      },
      {
        "document": 1344,
        "excerpt": "n a point on the ground that you can see within range. Glowing runes appear wherever the Cylinder intersects with the floor or other surface. Choose one or more of th"
      },
      {
        "document": 1346,
        "excerpt": "onents: V, S Duration: Instantaneous You create three glowing darts of magical force. Each dart strikes a creature of your choice that you can see within range. A dar"
      },
      {
        "document": 1471,
        "excerpt": "antaneous You point at a location within range, and a glowing, 1-foot-diameter ball of acid streaks there and explodes in a 20-foot-radius Sphere. Each creature in th"
      },
      {
        "document": 1574,
        "excerpt": "ll up to 60 feet away from yourself. The arrows become glowing rungs that stick out of the wall, forming a magical ladder up to 60 feet long on the wall. This ladder l"
      },
      {
        "document": 1677,
        "excerpt": "agic action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of yourself. Each creature in a 15-foo"
      },
      {
        "document": 1693,
        "excerpt": "hat is also in the Bright Light. The rod's head stops glowing and the effect ends after 10 minutes or when a creature takes a Magic action to pull the rod from the gr"
      }
    ],
    "glows": [
      {
        "document": 820,
        "excerpt": "A crystal that faintly glows in moonlight"
      },
      {
        "document": 1451,
        "excerpt": "who say a certain password. Once triggered, the glyph glows, filling a 60-foot-radius Sphere with Dim Light for 10 minutes, after which time the spell ends. Each c"
      }
    ],
    "glue": [
      {
        "document": 1708,
        "excerpt": "Sovereign Glue"
      },
      {
        "document": 1738,
        "excerpt": "quare foot of adhesive it touches, including Sovereign Glue."
      }
    ],
    "glyph": [
      {
        "document": 718,
        "excerpt": "ke a DC 10 Wisdom (Perception) check, detecting a tiny glyph on the statue on a successful check. Once the glyph is found, a character can take a Study action to exa"
      },
      {
        "document": 888,
        "excerpt": "Glyph of Warding"
      },
      {
        "document": 901,
        "excerpt": "Glyph of Warding"
      },
      {
        "document": 913,
        "excerpt": "Glyph of Warding"
      },
      {
        "document": 1268,
        "excerpt": "other danger. Thus, the spell would sense the Alarm or Glyph of Warding spell or a mechanical pit trap, but it wouldn't reveal a natural weakness in the floor, an un"
      },
      {
        "document": 1293,
        "excerpt": "Glyph of Warding"
      },
      {
        "document": 1451,
        "excerpt": ": Until dispelled or triggered You inscribe a harmful glyph either on a surface (such as a section of floor or wall) or within an object that can be closed (such as"
      }
    ],
    "glyphs": [
      {
        "document": 1293,
        "excerpt": "e what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, common triggers include touching or stepping on the glyph, removing another obje"
      },
      {
        "document": 1451,
        "excerpt": "e what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, common triggers include touching or stepping on the glyph, removing another obje"
      }
    ],
    "gm's": [
      {
        "document": 30,
        "excerpt": "haracter to gain Heroic Inspiration independent of the GM's decision. For example, Human characters start each day with Heroic Inspiration."
      },
      {
        "document": 47,
        "excerpt": "y. When interacting with an NPC, pay attention to the GM's portrayal of the NPC's personality. You might be able to learn an NPC's goals and then use that informat"
      },
      {
        "document": 365,
        "excerpt": "ther necessities. At the start of each week or month (GM's choice), choose a lifestyle below - Wretched, Squalid, Poor, Modest, Comfortable, Wealthy, or Aristocrat"
      },
      {
        "document": 501,
        "excerpt": "laws; any outcomes beyond those effects are under the GM's purview. Whatever the effects, they typically deal with targets, saving throws, attack rolls, or all thr"
      },
      {
        "document": 559,
        "excerpt": "st if you have a Swim Speed and use it to swim. At the GM's option, moving any distance in rough water might require a successful DC 15 Strength (Athletics) check."
      },
      {
        "document": 590,
        "excerpt": "if you have a Climb Speed and use it to climb. At the GM's option, climbing a slippery surface or one with few handholds might require a successful DC 15 Strength"
      },
      {
        "document": 657,
        "excerpt": "tter, such as a jump across a stream or chasm. At your GM's option, you must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a"
      },
      {
        "document": 1172,
        "excerpt": "s instead transported to a random location on a plane (GM's choice) associated with its creature type. Using a Higher-Level Spell Slot. You can target one addition"
      },
      {
        "document": 1198,
        "excerpt": "tence - Location of one Challenge Rating 10+ creature (GM's choice) that is a Celestial, an Elemental, a Fey, a Fiend, or an Undead - The most prevalent kind of pla"
      },
      {
        "document": 1376,
        "excerpt": "ure, though you might get a different creature anyway (GM's choice). When the creature appears, it is under no compulsion to behave a particular way. You can ask i"
      },
      {
        "document": 1387,
        "excerpt": "the creature teleports to another plane of existence (GM's choice). 8 Special. The target is struck by two rays. Roll twice, rerolling any 8."
      },
      {
        "document": 1475,
        "excerpt": "it and might cause connected panels to collapse at the GM's discretion. If you maintain your Concentration on this spell for its full duration, the wall becomes pe"
      },
      {
        "document": 1627,
        "excerpt": "card beyond your declared draws. Rogue. An NPC of the GM's choice becomes Hostile toward you. You don't know the identity of this NPC until they or someone else re"
      },
      {
        "document": 1832,
        "excerpt": "ning. The commoner has proficiency in one skill of the GM's choice and has Advantage whenever it makes an ability check using that skill."
      },
      {
        "document": 1921,
        "excerpt": "gon associated with one of the following damage types (GM's choice): Acid, Cold, Fire, Lightning, or Poison. This choice affects other aspects of the stat block."
      },
      {
        "document": 2039,
        "excerpt": "20 ft., Climb or Fly 20 ft. (GM's choice)"
      },
      {
        "document": 2067,
        "excerpt": "0 Hit Points, it instead becomes a Werebear under the GM's control and has 10 Hit Points. Success: The target is immune to this werebear's curse for 24 hours. Ha"
      },
      {
        "document": 2068,
        "excerpt": "0 Hit Points, it instead becomes a Wereboar under the GM's control and has 10 Hit Points. Success: The target is immune to this wereboar's curse for 24 hours. Jav"
      },
      {
        "document": 2069,
        "excerpt": "o 0 Hit Points, it instead becomes a Wererat under the GM's control and has 10 Hit Points. Success: The target is immune to this wererat's curse for 24 hours. Scra"
      },
      {
        "document": 2070,
        "excerpt": "0 Hit Points, it instead becomes a Weretiger under the GM's control and has 10 Hit Points. Success: The target is immune to this weretiger's curse for 24 hours. Sc"
      },
      {
        "document": 2071,
        "excerpt": "0 Hit Points, it instead becomes a Werewolf under the GM's control and has 10 Hit Points. Success: The target is immune to this werewolf's curse for 24 hours. Scr"
      }
    ],
    "gms": [
      {
        "document": 30,
        "excerpt": "eroic Inspiration for a variety of reasons. Typically, GMs award it when you do something particularly heroic, in character, or entertaining. It's a reward for mak"
      }
    ],
    "gnarled": [
      {
        "document": 148,
        "excerpt": "early equal diameter throughout and smooth, others are gnarled and twisted, some are made of wood, and others are composed of polished metal or crystal. A staff weighs"
      }
    ],
    "gnoll": [
      {
        "document": 188,
        "excerpt": "Gnoll"
      },
      {
        "document": 801,
        "excerpt": "Gnoll Warrior"
      },
      {
        "document": 1905,
        "excerpt": "Gnoll Warrior"
      }
    ],
    "gnome": [
      {
        "document": 226,
        "excerpt": "tailed in “Character Origins”: Dragonborn, Dwarf, Elf, Gnome, Goliath, Halfling, Human, Orc, and Tiefling. Once you’ve chosen a species, write it on your character s"
      },
      {
        "document": 283,
        "excerpt": "member of a fantastical species, such as dragonborn or gnome. The peoples of the multiverse hail from different worlds and include many kinds of sapient life forms."
      },
      {
        "document": 675,
        "excerpt": ". Spreading the Contagion. Any Humanoid (other than a gnome) that starts its turn within a 10-foot Emanation originating from a creature infected with Cackle Fever"
      },
      {
        "document": 820,
        "excerpt": "A gnome-crafted music box that plays a song you dimly remember from your childhood"
      },
      {
        "document": 989,
        "excerpt": "Gnome"
      },
      {
        "document": 1402,
        "excerpt": "| | 4 | Elf | 9 | Orc | | 5 | Gnome | 10 | Tiefling | The reincarnated creature makes any choices that a species' description offer"
      }
    ],
    "gnomes": [
      {
        "document": 675,
        "excerpt": "tainted by Cackle Fever, which affects Humanoids only (gnomes are strangely immune). A creature suffers the following effects 1d4 days after infection: Fever. The cr"
      }
    ],
    "gnomish": [
      {
        "document": 809,
        "excerpt": "Gnomish"
      },
      {
        "document": 989,
        "excerpt": "Gnomish Cunning"
      }
    ],
    "goads": [
      {
        "document": 787,
        "excerpt": "Destroyer. The item craves destruction and goads its user to fight arbitrarily."
      }
    ],
    "goal": [
      {
        "document": 1238,
        "excerpt": "god's servants. You ask one question about a specific goal, event, or activity to occur within 7 days. The GM offers a truthful reply, which might be a short phras"
      }
    ],
    "goals": [
      {
        "document": 47,
        "excerpt": "NPC's personality. You might be able to learn an NPC's goals and then use that information to influence the NPC. If you offer NPCs something they want or play on th"
      },
      {
        "document": 142,
        "excerpt": "ms. The item demands that its bearer pursue the item's goals to the exclusion of all other goals. Get Rid of It. The item demands that its bearer dispose of anythin"
      }
    ],
    "goat": [
      {
        "document": 795,
        "excerpt": "Giant Goat"
      },
      {
        "document": 1884,
        "excerpt": "tes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows: Goat of Terror"
      },
      {
        "document": 1886,
        "excerpt": "Giant Goat"
      },
      {
        "document": 1906,
        "excerpt": "Goat"
      }
    ],
    "goats": [
      {
        "document": 1884,
        "excerpt": "t can't be used again until 7 days have passed. Ivory Goats (Rare). These ivory statuettes of goats are always created in sets of three. Each goat looks unique and"
      }
    ],
    "goblin": [
      {
        "document": 266,
        "excerpt": "tiny pockets 37 A weightless stone 38 A sketch of a goblin 39 An empty glass vial that smells of perfume 40 A gemstone that looks like a lump of coal when examin"
      },
      {
        "document": 801,
        "excerpt": "Goblin Warrior"
      },
      {
        "document": 809,
        "excerpt": "Goblin"
      },
      {
        "document": 820,
        "excerpt": "A mummified goblin hand"
      },
      {
        "document": 1819,
        "excerpt": "Common, Goblin"
      },
      {
        "document": 1820,
        "excerpt": "Common, Goblin"
      },
      {
        "document": 1907,
        "excerpt": "Goblin Boss"
      },
      {
        "document": 1908,
        "excerpt": "Goblin Minion"
      },
      {
        "document": 1909,
        "excerpt": "Goblin Warrior"
      },
      {
        "document": 1929,
        "excerpt": "Common, Goblin"
      },
      {
        "document": 1930,
        "excerpt": "Common, Goblin"
      },
      {
        "document": 2077,
        "excerpt": "Goblin, Worg"
      }
    ],
    "goblinoid": [
      {
        "document": 1819,
        "excerpt": "Medium Fey (Goblinoid), Chaotic Evil"
      },
      {
        "document": 1820,
        "excerpt": "Medium Fey (Goblinoid), Chaotic Evil"
      },
      {
        "document": 1907,
        "excerpt": "Small Fey (Goblinoid), Chaotic Neutral"
      },
      {
        "document": 1908,
        "excerpt": "Small Fey (Goblinoid), Chaotic Neutral"
      },
      {
        "document": 1909,
        "excerpt": "Small Fey (Goblinoid), Chaotic Neutral"
      },
      {
        "document": 1929,
        "excerpt": "Medium Fey (Goblinoid), Lawful Evil"
      },
      {
        "document": 1930,
        "excerpt": "Medium Fey (Goblinoid), Lawful Evil"
      }
    ],
    "goblins": [
      {
        "document": 181,
        "excerpt": "he Feywild or the forces of nature, such as dryads and goblins. Fiends are creatures tied to terrifying Lower Planes, such as balors and hell hounds. Giants are towe"
      },
      {
        "document": 189,
        "excerpt": "Goblins"
      },
      {
        "document": 1161,
        "excerpt": "Then specify a kind of creature, such as red dragons, goblins, or vampires. A creature of the chosen kind makes a Wisdom saving throw when it comes within 120 feet of"
      }
    ],
    "god": [
      {
        "document": 267,
        "excerpt": "its lid 87 An iron holy symbol devoted to an unknown god 88 A book about a legendary hero's rise and fall, with the last chapter missing 89 A vial of dragon bl"
      },
      {
        "document": 283,
        "excerpt": "their origin to a single world, plane of existence, or god, while other species first appeared in multiple realms at once. Whatever a species' genesis, its members"
      },
      {
        "document": 1238,
        "excerpt": ": Instantaneous This spell puts you in contact with a god or a god's servants. You ask one question about a specific goal, event, or activity to occur within 7 da"
      },
      {
        "document": 1324,
        "excerpt": "one making a particular offering at the temple of your god, saving your true love, or defeating a specific monster. A Dispel Magic spell can end the spell only if"
      },
      {
        "document": 1376,
        "excerpt": "ldly entity for aid. The being must be known to you: a god, a demon prince, or some other being of cosmic power. That entity sends a Celestial, an Elemental, or a"
      },
      {
        "document": 1484,
        "excerpt": "to attract powerful foes. If your wish would affect a god, the god's divine servants might instantly intervene to prevent it or to encourage you to craft the wish"
      },
      {
        "document": 1609,
        "excerpt": "ghly marble sized, Ioun Stones are named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun Stones exist, each type a distinct"
      },
      {
        "document": 1627,
        "excerpt": "alty to saving throws while cursed in this way. Only a god or the magic of the Fates card can end this curse. Fates. Reality's fabric unravels and spins anew, all"
      }
    ],
    "god's": [
      {
        "document": 1238,
        "excerpt": "aneous This spell puts you in contact with a god or a god's servants. You ask one question about a specific goal, event, or activity to occur within 7 days. The GM"
      },
      {
        "document": 1484,
        "excerpt": "ct powerful foes. If your wish would affect a god, the god's divine servants might instantly intervene to prevent it or to encourage you to craft the wish in a parti"
      }
    ],
    "gods": [
      {
        "document": 744,
        "excerpt": "Recall lore about gods, religious rituals, and holy symbols."
      },
      {
        "document": 818,
        "excerpt": "Gods"
      },
      {
        "document": 981,
        "excerpt": "is particularly associated with agricultural deities, gods of healing or endurance, and gods of home and community. Religious orders of healing also seek the magic"
      },
      {
        "document": 982,
        "excerpt": "me standards. Many who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of personal devotion. Others hold angels as th"
      }
    ],
    "gods'": [
      {
        "document": 982,
        "excerpt": "oath are devoted to gods of law and good and use their gods' tenets as the measure of personal devotion. Others hold angels as their ideals and incorporate images of"
      }
    ],
    "goes": [
      {
        "document": 502,
        "excerpt": "re subtle effect, such as an attempt to read thoughts, goes unnoticed unless a spell's description says otherwise. Invalid Targets. If you cast a spell on someone"
      },
      {
        "document": 582,
        "excerpt": "one condition and rolling on the ground. The fire also goes out if it is doused, submerged, or suffocated."
      },
      {
        "document": 1484,
        "excerpt": "er the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might be achieved only in part, or you might"
      },
      {
        "document": 1509,
        "excerpt": "apparatus's levers up or down. After each use, a lever goes back to its neutral position. Each lever, from left to right, functions as shown in the Apparatus of the"
      },
      {
        "document": 1828,
        "excerpt": "starts its turn Bloodied, roll 1d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no cr"
      },
      {
        "document": 1864,
        "excerpt": "starts its turn Bloodied, roll 1d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no cr"
      }
    ],
    "goggles": [
      {
        "document": 1592,
        "excerpt": "Goggles of Night"
      }
    ],
    "going": [
      {
        "document": 242,
        "excerpt": "While going on adventures, your character gains experience, represented by Experience Points (XP). A character who r"
      },
      {
        "document": 359,
        "excerpt": "eelboats and Rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These"
      },
      {
        "document": 729,
        "excerpt": "nd. Spend as much of your XP budget as you can without going over. It's OK if you have a few unspent XP left over. Examples are given below: Example 1. A low-diffic"
      },
      {
        "document": 1299,
        "excerpt": "t chance that a creature other than you believes it is going in the opposite direction from the one it chooses. Doors. All doors in the warded area are magically lo"
      }
    ],
    "gold": [
      {
        "document": 119,
        "excerpt": "paign, rarity can help you set prices for those items. Gold Piece values are provided in the Magic Item Rarities and Values table, though a seller might ask for a s"
      },
      {
        "document": 190,
        "excerpt": "Gold Dragons"
      },
      {
        "document": 266,
        "excerpt": "th an M engraved on the handle 50 A whistle made from gold-colored wood 51 A dead scarab beetle the size of your hand 52 Two toy soldiers, one missing a head 53"
      },
      {
        "document": 398,
        "excerpt": "lists coins and how much they're worth relative to the Gold Piece, which is the game's main coin. For example, 100 Copper Pieces are worth 1 Gold Piece. A coin wei"
      },
      {
        "document": 662,
        "excerpt": "a package of equipment worth 50 GP (including unspent gold). Don't include Martial weapons or armor, as characters get them from their class choices."
      },
      {
        "document": 803,
        "excerpt": "Gold"
      },
      {
        "document": 820,
        "excerpt": "A gold coin minted in an unknown land"
      },
      {
        "document": 927,
        "excerpt": "Gold Piece (GP)"
      },
      {
        "document": 941,
        "excerpt": "Gold Piece(s)"
      },
      {
        "document": 986,
        "excerpt": "---- | :----- | :---------- | | Black | Acid | Gold | Fire | | Blue | Lightning | Green | Poison | | Brass | Fire | Red | Fire"
      },
      {
        "document": 1164,
        "excerpt": "V, S, M (gold dust worth 25+ GP, which the spell consumes)"
      },
      {
        "document": 1376,
        "excerpt": "forms. A Celestial might require a sizable donation of gold or magic items to an allied temple, while a Fiend might demand a living sacrifice or a gift of treasure."
      },
      {
        "document": 1623,
        "excerpt": "aint objects of greater value (such as a large pile of gold), they look authentic, but close inspection reveals they're made from paste, cookies, or some other wort"
      },
      {
        "document": 1766,
        "excerpt": "Adult Gold Dragon"
      },
      {
        "document": 1778,
        "excerpt": "Ancient Gold Dragon"
      },
      {
        "document": 1884,
        "excerpt": "es None CR 0 (XP 0; PB +2) Golden Lions (Rare). These gold statuettes of lions are always created in pairs. You can use one figurine or both simultaneously. Each c"
      },
      {
        "document": 1910,
        "excerpt": "Gold Dragon Wyrmling"
      },
      {
        "document": 2086,
        "excerpt": "Young Gold Dragon"
      }
    ],
    "golden": [
      {
        "document": 1247,
        "excerpt": "for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for"
      },
      {
        "document": 1574,
        "excerpt": "r arm back in a firing motion, a magical arrow made of golden energy appears nocked and ready to fire. An arrow produced by this weapon deals Force damage instead of"
      },
      {
        "document": 1730,
        "excerpt": "the last charge, the talisman disperses into motes of golden light and is destroyed."
      },
      {
        "document": 1884,
        "excerpt": "ssive Perception 10 Languages None CR 0 (XP 0; PB +2) Golden Lions (Rare). These gold statuettes of lions are always created in pairs. You can use one figurine or bo"
      }
    ],
    "goldfish": [
      {
        "document": 266,
        "excerpt": "lass orb filled with water, in which swims a clockwork goldfish 49 A silver spoon with an M engraved on the handle 50 A whistle made from gold-colored wood 51 A dead"
      }
    ],
    "golem": [
      {
        "document": 759,
        "excerpt": "Golem"
      },
      {
        "document": 801,
        "excerpt": "Iron Golem"
      },
      {
        "document": 1621,
        "excerpt": "nd incantations necessary to make a particular type of golem. The GM chooses the type or determines it randomly by rolling on the accompanying table. To decipher and"
      },
      {
        "document": 1828,
        "excerpt": "Clay Golem"
      },
      {
        "document": 1864,
        "excerpt": "Flesh Golem"
      },
      {
        "document": 1941,
        "excerpt": "Iron Golem"
      },
      {
        "document": 2034,
        "excerpt": "Stone Golem"
      }
    ],
    "golem's": [
      {
        "document": 1864,
        "excerpt": "ntil it is destroyed or it is no longer Bloodied. The golem's creator, if within 60 feet of the berserk golem, can try to calm it by taking an action to make a DC 15"
      }
    ],
    "golems": [
      {
        "document": 759,
        "excerpt": "Manual of Golems Table 1"
      },
      {
        "document": 1621,
        "excerpt": "Manual of Golems"
      }
    ],
    "goliath": [
      {
        "document": 226,
        "excerpt": "in “Character Origins”: Dragonborn, Dwarf, Elf, Gnome, Goliath, Halfling, Human, Orc, and Tiefling. Once you’ve chosen a species, write it on your character sheet. The"
      },
      {
        "document": 990,
        "excerpt": "Goliath"
      },
      {
        "document": 1402,
        "excerpt": "---- | :--- | :------- | | 1 | Roll again. | 6 | Goliath | | 2 | Dragonborn | 7 | Halfling | | 3 | Dwarf | 8 | Human | | 4 | Elf"
      }
    ],
    "gone": [
      {
        "document": 1388,
        "excerpt": "specific to each layer. If a layer is destroyed, it is gone for the duration. Antimagic Field has no effect on the wall, and Dispel Magic can affect only the violet"
      }
    ],
    "good": [
      {
        "document": 34,
        "excerpt": "Characters and monsters are good at various things. Some are skilled with many weapons, while others can use only a few. Some are better"
      },
      {
        "document": 134,
        "excerpt": "d their activated properties. A bearer who maintains a good relationship with the item can access those properties. If the relationship is strained, a conflict can"
      },
      {
        "document": 235,
        "excerpt": "a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward order (lawful, chaotic, or neutral). The s"
      },
      {
        "document": 530,
        "excerpt": "ssion can be prevented by the Protection from Evil and Good spell and ended by the Dispel Evil and Good spell."
      },
      {
        "document": 649,
        "excerpt": "a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward order (lawful, chaotic, or neutral). These"
      },
      {
        "document": 671,
        "excerpt": "ve, the effect ends on the creature. A Dispel Evil and Good spell or any magic that removes a curse also ends the effect on it."
      },
      {
        "document": 680,
        "excerpt": "Good Roads"
      },
      {
        "document": 778,
        "excerpt": "Protection from Evil and Good"
      },
      {
        "document": 784,
        "excerpt": "Lawful Good"
      },
      {
        "document": 793,
        "excerpt": "s Chaotic Evil. On an even roll, the treant is Chaotic Good."
      },
      {
        "document": 830,
        "excerpt": "Protection from Evil and Good"
      },
      {
        "document": 841,
        "excerpt": "Protection from Evil and Good,Shield of Faith"
      },
      {
        "document": 843,
        "excerpt": "Detect Evil and Good"
      },
      {
        "document": 847,
        "excerpt": "Dispel Evil and Good"
      },
      {
        "document": 873,
        "excerpt": "Protection from Evil and Good"
      },
      {
        "document": 886,
        "excerpt": "Protection from Evil and Good"
      },
      {
        "document": 911,
        "excerpt": "Detect Evil and Good"
      },
      {
        "document": 915,
        "excerpt": "Dispel Evil and Good"
      },
      {
        "document": 941,
        "excerpt": "Chaotic Good"
      },
      {
        "document": 942,
        "excerpt": "Neutral Good"
      },
      {
        "document": 982,
        "excerpt": "any who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of personal devotion. Others hold angels as their ideals and i"
      },
      {
        "document": 1168,
        "excerpt": "---- | :--------------------------- | | Weal | Good | | Woe | Bad | | Weal and woe | Good and bad"
      },
      {
        "document": 1229,
        "excerpt": "Detect Evil and Good"
      },
      {
        "document": 1236,
        "excerpt": "Dispel Evil and Good"
      },
      {
        "document": 1345,
        "excerpt": "an see (creatures warded by a Protection from Evil and Good or Magic Circle spell can't be possessed). The target makes a Charisma saving throw. On a failed save, y"
      },
      {
        "document": 1394,
        "excerpt": "Protection from Evil and Good"
      },
      {
        "document": 1440,
        "excerpt": "ou in a 15-foot Emanation for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiend"
      },
      {
        "document": 1693,
        "excerpt": "cast the following spells from it: - Detect Evil and Good - Detect Magic - Detect Poison and Disease - See Invisibility Protective Aura. As a Magic action, you c"
      },
      {
        "document": 1725,
        "excerpt": "Stone of Good Luck (Luckstone)"
      },
      {
        "document": 1730,
        "excerpt": "Talisman of Pure Good"
      },
      {
        "document": 1763,
        "excerpt": "Huge Dragon (Metallic), Chaotic Good"
      },
      {
        "document": 1764,
        "excerpt": "Huge Dragon (Metallic), Lawful Good"
      },
      {
        "document": 1765,
        "excerpt": "Huge Dragon (Metallic), Chaotic Good"
      },
      {
        "document": 1766,
        "excerpt": "Huge Dragon (Metallic), Lawful Good"
      },
      {
        "document": 1769,
        "excerpt": "Huge Dragon (Metallic), Lawful Good"
      },
      {
        "document": 1775,
        "excerpt": "Gargantuan Dragon (Metallic), Chaotic Good"
      },
      {
        "document": 1776,
        "excerpt": "Gargantuan Dragon (Metallic), Lawful Good"
      },
      {
        "document": 1777,
        "excerpt": "Gargantuan Dragon (Metallic), Chaotic Good"
      },
      {
        "document": 1778,
        "excerpt": "Gargantuan Dragon (Metallic), Lawful Good"
      },
      {
        "document": 1781,
        "excerpt": "Gargantuan Dragon (Metallic), Lawful Good"
      },
      {
        "document": 1811,
        "excerpt": "Medium Fey, Lawful Good"
      },
      {
        "document": 1816,
        "excerpt": "Medium Dragon (Metallic), Chaotic Good"
      },
      {
        "document": 1817,
        "excerpt": "Medium Dragon (Metallic), Lawful Good"
      },
      {
        "document": 1824,
        "excerpt": "Large Fey, Neutral Good"
      },
      {
        "document": 1834,
        "excerpt": "Medium Dragon (Metallic), Chaotic Good"
      },
      {
        "document": 1835,
        "excerpt": "Medium Celestial, Lawful Good"
      },
      {
        "document": 1843,
        "excerpt": "Medium Celestial (Angel), Lawful Good"
      },
      {
        "document": 1845,
        "excerpt": "ability (spell save DC 17): At Will: Detect Evil and Good, Detect Magic 2/Day Each: Create Food and Water (can create wine instead of water), Tongues, Wind Walk"
      },
      {
        "document": 1881,
        "excerpt": "Large Celestial, Neutral Good"
      },
      {
        "document": 1882,
        "excerpt": "Huge Celestial, Neutral Good"
      },
      {
        "document": 1890,
        "excerpt": "as the spellcasting ability: At Will: Detect Evil and Good, Detect Magic 1/Day: Clairvoyance"
      },
      {
        "document": 1910,
        "excerpt": "Medium Dragon (Metallic), Lawful Good"
      },
      {
        "document": 1920,
        "excerpt": "Large Celestial, Lawful Good"
      },
      {
        "document": 1969,
        "excerpt": "et is under the effect of the Protection from Evil and Good spell or within a Magic Circle spell. If the target takes damage from the Dream spell, the target's Hit"
      },
      {
        "document": 1981,
        "excerpt": "Large Celestial, Chaotic Good"
      },
      {
        "document": 1987,
        "excerpt": "Large Celestial (Angel), Lawful Good"
      },
      {
        "document": 1993,
        "excerpt": "Tiny Dragon, Neutral Good"
      },
      {
        "document": 2020,
        "excerpt": "Medium Dragon (Metallic), Lawful Good"
      },
      {
        "document": 2022,
        "excerpt": "Large Celestial (Angel), Lawful Good"
      },
      {
        "document": 2025,
        "excerpt": "ability (spell save DC 20): At Will: Detect Evil and Good, Thaumaturgy 1/Day Each: Detect Magic, Dispel Magic, Greater Restoration, Heroes' Feast, Zone of Truth"
      },
      {
        "document": 2026,
        "excerpt": "Tiny Celestial, Lawful Good"
      },
      {
        "document": 2029,
        "excerpt": "Tiny Fey, Neutral Good"
      },
      {
        "document": 2035,
        "excerpt": "Huge Giant, Chaotic Good"
      },
      {
        "document": 2048,
        "excerpt": "Huge Plant, Chaotic Good"
      },
      {
        "document": 2053,
        "excerpt": "Large Celestial, Lawful Good"
      },
      {
        "document": 2067,
        "excerpt": "Medium or Small Monstrosity (Lycanthrope), Neutral Good"
      },
      {
        "document": 2083,
        "excerpt": "Large Dragon (Metallic), Chaotic Good"
      },
      {
        "document": 2084,
        "excerpt": "Large Dragon (Metallic), Lawful Good"
      },
      {
        "document": 2085,
        "excerpt": "Large Dragon (Metallic), Chaotic Good"
      },
      {
        "document": 2086,
        "excerpt": "Large Dragon (Metallic), Lawful Good"
      },
      {
        "document": 2089,
        "excerpt": "Large Dragon (Metallic), Lawful Good"
      }
    ],
    "goodberry": [
      {
        "document": 830,
        "excerpt": "Goodberry"
      },
      {
        "document": 850,
        "excerpt": "Goodberry"
      },
      {
        "document": 1294,
        "excerpt": "Goodberry"
      }
    ],
    "goodness": [
      {
        "document": 1730,
        "excerpt": "leric or Paladin) This talisman is a mighty symbol of goodness. A Fiend or an Undead that touches the talisman takes 8d6 Radiant damage and takes the damage again each"
      }
    ],
    "goods": [
      {
        "document": 420,
        "excerpt": "nt fetches half its cost when sold. In contrast, trade goods and valuables - like gems and art objects - retain their full value in the marketplace. \"Magic Items\" ha"
      },
      {
        "document": 452,
        "excerpt": "p to 40 gallons of liquid or up to 4 cubic feet of dry goods."
      },
      {
        "document": 1220,
        "excerpt": "ange. It is either an object of vegetable matter (soft goods, rope, wood, and the like) or mineral matter (stone, crystal, metal, and the like). The object must be n"
      }
    ],
    "gore": [
      {
        "document": 1814,
        "excerpt": "Gore. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Piercing damage. If the target is a Medium or small"
      },
      {
        "document": 1857,
        "excerpt": "Multiattack. The elephant makes two Gore attacks. Gore. Melee Attack Roll: +8, reach 5 ft. Hit: 15 (2d8 + 6) Piercing damage. If the target is a"
      },
      {
        "document": 1876,
        "excerpt": "Gore. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage. If the target is a Large or small"
      },
      {
        "document": 1911,
        "excerpt": "Gore. Melee Attack Roll: +8, reach 5 ft. Hit: 18 (2d12 + 5) Piercing damage. If the target is a Large or smal"
      },
      {
        "document": 1955,
        "excerpt": "Multiattack. The mammoth makes two Gore attacks. Gore. Melee Attack Roll: +10, reach 10 ft. Hit: 18 (2d10 + 7) Piercing damage. If the target i"
      },
      {
        "document": 1963,
        "excerpt": "2 + 4) Slashing damage plus 10 (3d6) Necrotic damage. Gore (Recharge 5–6). Melee Attack Roll: +6, reach 5 ft. Hit: 18 (4d6 + 4) Piercing damage. If the target is a"
      },
      {
        "document": 1964,
        "excerpt": "Gore. Melee Attack Roll: +6, reach 5 ft. Hit: 11 (2d6 + 4) Piercing damage. If the target is a Large or small"
      },
      {
        "document": 2003,
        "excerpt": "Gore. Melee Attack Roll: +7, reach 5 ft. Hit: 14 (2d8 + 5) Piercing damage. If target is a Large or smaller c"
      },
      {
        "document": 2049,
        "excerpt": "Multiattack. The triceratops makes two Gore attacks. Gore. Melee Attack Roll: +9, reach 5 ft. Hit: 19 (2d12 + 6) Piercing damage. If the target is"
      },
      {
        "document": 2068,
        "excerpt": "k in any combination. It can replace one attack with a Gore attack. Gore (Boar or Hybrid Form Only). Melee Attack Roll: +5, reach 5 ft. Hit: 12 (2d8 + 3) Piercing"
      }
    ],
    "gorgon": [
      {
        "document": 1911,
        "excerpt": "Gorgon"
      }
    ],
    "gouge": [
      {
        "document": 1898,
        "excerpt": "Gouge. Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) Piercing damage, and the target has the Poisoned co"
      }
    ],
    "govern": [
      {
        "document": 37,
        "excerpt": "General rules govern each part of the game. For example, the combat rules tell you that melee attacks use Strength and ranged"
      },
      {
        "document": 43,
        "excerpt": "The game uses actions to govern how much you can do at one time. You can take only one action at a time. This principle is most importan"
      },
      {
        "document": 57,
        "excerpt": "e GM describes what happens. Sometimes, however, rules govern what you can do with an object, as detailed in the following sections."
      }
    ],
    "grab": [
      {
        "document": 568,
        "excerpt": "ne size larger than you and if you have a hand free to grab it. See also “Grappling.” Shove. The target must succeed on a Strength or Dexterity saving throw (it ch"
      },
      {
        "document": 1010,
        "excerpt": "r Dexterity score by 1, to a maximum of 20. Punch and Grab. When you hit a creature with an Unarmed Strike as part of the Attack action on your turn, you can use b"
      },
      {
        "document": 1407,
        "excerpt": "inder. A creature can make a Dexterity saving throw to grab a fixed object it can reach, thus avoiding the fall upward. If a ceiling or an anchored object is encou"
      },
      {
        "document": 1820,
        "excerpt": "Grab. Melee Attack Roll: +4, reach 10 ft. Hit: 9 (2d6 + 2) Bludgeoning damage. If the target is a Medium or s"
      }
    ],
    "graciously": [
      {
        "document": 744,
        "excerpt": "Honestly and graciously convince someone of something."
      }
    ],
    "gradually": [
      {
        "document": 1215,
        "excerpt": "the conditions again. When the spell ends, the weather gradually returns to normal. When you change the weather conditions, find a current condition on the following ta"
      },
      {
        "document": 1375,
        "excerpt": "el 13 miles in an hour. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends early if the steed takes any damage."
      }
    ],
    "granite": [
      {
        "document": 1475,
        "excerpt": "V, S, M (a cube of granite)"
      },
      {
        "document": 1694,
        "excerpt": "ttons remain within your reach. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold ou"
      }
    ],
    "grant": [
      {
        "document": 29,
        "excerpt": "and actions. The GM can also decide that circumstances grant Advantage or impose Disadvantage."
      },
      {
        "document": 32,
        "excerpt": "If multiple situations affect a roll and they all grant Advantage on it, you still roll only two d20s. Similarly, if multiple situations impose Disadvantage on"
      },
      {
        "document": 114,
        "excerpt": "monsters or discovered in long-lost vaults. Such items grant capabilities a character could rarely have otherwise, or they complement their owner's capabilities in w"
      },
      {
        "document": 645,
        "excerpt": "n their stat blocks, and some spells and other effects grant the ability to hover. Hovering while flying prevents you from falling in certain circumstances. See also"
      },
      {
        "document": 967,
        "excerpt": "Your physical and mental discipline grant you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can"
      },
      {
        "document": 972,
        "excerpt": "the familiar takes damage, you can take a Reaction to grant it Resistance against that damage. Lessons of the First Ones Prerequisite: Level 2+ Warlock You have"
      },
      {
        "document": 1226,
        "excerpt": "ents: V, S Duration: 8 hours You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 Hit Points before the s"
      },
      {
        "document": 1436,
        "excerpt": "s: V, S, M (burning incense) Duration: 10 minutes You grant the semblance of life to a corpse of your choice within range, allowing it to answer questions you pose."
      },
      {
        "document": 1484,
        "excerpt": "ted in the Greater Restoration spell. Resistance. You grant up to ten creatures that you can see Resistance to one damage type that you choose. This Resistance is p"
      },
      {
        "document": 1848,
        "excerpt": "age plus 7 (2d6) Fire damage. Being underwater doesn't grant Resistance to this Fire damage. Tail. Melee Attack Roll: +13, reach 15 ft. Hit: 18 (2d10 + 7) Bludgeoni"
      },
      {
        "document": 1970,
        "excerpt": "Confer Fire Resistance. The nightmare can grant Resistance to Fire damage to a rider while it is on the nightmare. Illumination. The nightmare sheds Br"
      },
      {
        "document": 2031,
        "excerpt": "age only. Failure or Success: Being underwater doesn't grant Resistance to this Fire damage."
      }
    ],
    "granted": [
      {
        "document": 257,
        "excerpt": "total character level is 1. Add together the Hit Dice granted by all your classes to form your pool of Hit Dice. If these dice are the same die type, you can pool the"
      },
      {
        "document": 564,
        "excerpt": "Temporary Hit Points are granted by certain effects and act as a buffer against losing real Hit Points. See also “Playing the Game” (“Dam"
      },
      {
        "document": 985,
        "excerpt": "Whenever you hit a creature with an attack granted by your Flurry of Blows, you can impose one of the following effects on that target. Addle. The target"
      },
      {
        "document": 1484,
        "excerpt": "presence of the item's current owner. If your wish is granted and its effects have consequences for a whole community, region, or world, you are likely to attract pow"
      },
      {
        "document": 1522,
        "excerpt": "le wearing this belt, your Strength changes to a score granted by the belt. The type of giant determines the score (see the table below). The item has no effect on you"
      }
    ],
    "granting": [
      {
        "document": 964,
        "excerpt": "urself or another creature within 60 feet of yourself, granting a number of Temporary Hit Points equal to twice your Wisdom modifier."
      },
      {
        "document": 965,
        "excerpt": "The vitality of nature constantly blooms within you, granting you the following benefits. Evergreen Wild Shape. Whenever you roll Initiative and have no uses of Wild"
      },
      {
        "document": 969,
        "excerpt": "Primal forces now help fuel you on your journeys, granting you the following benefits. Temporary Hit Points. As a Magic action, you can give yourself a number of"
      },
      {
        "document": 972,
        "excerpt": "mmoned familiar with a measure of your eldritch power, granting the creature the following benefits. Aerial or Aquatic. The familiar gains either a Fly Speed or a Swim"
      },
      {
        "document": 982,
        "excerpt": "you can imbue your Aura of Protection with holy power, granting the benefits below for 10 minutes or until you end them (no action required). Once you use this feature,"
      },
      {
        "document": 984,
        "excerpt": "e trained to get into especially hard-to-reach places, granting you these benefits. Climber. You gain a Climb Speed equal to your Speed. Jumper. You can determine you"
      },
      {
        "document": 1422,
        "excerpt": "ield surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration."
      },
      {
        "document": 1577,
        "excerpt": "ision improves significantly out to a range of 1 foot, granting you Darkvision within that range and Advantage on Intelligence (Investigation) checks made to examine so"
      }
    ],
    "grants": [
      {
        "document": 16,
        "excerpt": "have or to gain the new ones. For example, if a spell grants you 12 Temporary Hit Points when you already have 10, you can have 12 or 10, not 22."
      },
      {
        "document": 32,
        "excerpt": "ultiple circumstances impose Disadvantage and only one grants Advantage or vice versa. In such a situation, you have neither Advantage nor Disadvantage."
      },
      {
        "document": 67,
        "excerpt": "rity (Stealth) checks. Slow. Traveling at a Slow pace grants Advantage on Wisdom (Perception or Survival) checks."
      },
      {
        "document": 263,
        "excerpt": "larly, the Warlock's Thirsting Blade invocation, which grants you the Extra Attack feature with your pact weapon, doesn't give you additional attacks if you also have"
      },
      {
        "document": 271,
        "excerpt": "Record Your Feat. A background gives you a feat, which grants your character particular capabilities. Feats are detailed in “Feats.” Write the feat on your character"
      },
      {
        "document": 318,
        "excerpt": "A Magnifying Glass grants Advantage on any ability check made to appraise or inspect a highly detailed item. Lighting a fire with"
      },
      {
        "document": 660,
        "excerpt": "ationship between the skill proficiencies a background grants and the ability scores it increases."
      },
      {
        "document": 753,
        "excerpt": "and can cast Wish once for you. It disappears when it grants the wish or after 1 hour, and the bottle loses its magic."
      },
      {
        "document": 962,
        "excerpt": "yourself with a primal power called Rage, a force that grants you extraordinary might and resilience. You can enter it as a Bonus Action if you aren't wearing Heavy a"
      },
      {
        "document": 963,
        "excerpt": "ass's description. A subclass is a specialization that grants you features at certain Bard levels. For the rest of your career, you gain each of your subclass's featu"
      },
      {
        "document": 964,
        "excerpt": "ass's description. A subclass is a specialization that grants you features at certain Cleric levels. For the rest of your career, you gain each of your subclass's fea"
      },
      {
        "document": 965,
        "excerpt": "ass's description. A subclass is a specialization that grants you features at certain Druid levels. For the rest of your career, you gain each of your subclass's feat"
      },
      {
        "document": 966,
        "excerpt": "ass's description. A subclass is a specialization that grants you features at certain Fighter levels. For the rest of your career, you gain each of your subclass's fe"
      },
      {
        "document": 967,
        "excerpt": "ass's description. A subclass is a specialization that grants you features at certain Monk levels. For the rest of your career, you gain each of your subclass's featu"
      },
      {
        "document": 968,
        "excerpt": "ass's description. A subclass is a specialization that grants you features at certain Paladin levels. For the rest of your career, you gain each of your subclass's fe"
      },
      {
        "document": 969,
        "excerpt": "ass's description. A subclass is a specialization that grants you features at certain Ranger levels. For the rest of your career, you gain each of your subclass's fea"
      },
      {
        "document": 970,
        "excerpt": "ass's description. A subclass is a specialization that grants you features at certain Rogue levels. For the rest of your career, you gain each of your subclass's feat"
      },
      {
        "document": 971,
        "excerpt": "ass's description. A subclass is a specialization that grants you features at certain Sorcerer levels. For the rest of your career, you gain each of your subclass's f"
      },
      {
        "document": 972,
        "excerpt": "ass's description. A subclass is a specialization that grants you features at certain Warlock levels. For the rest of your career, you gain each of your subclass's fe"
      },
      {
        "document": 973,
        "excerpt": "ass's description. A subclass is a specialization that grants you features at certain Wizard levels. For the rest"
      },
      {
        "document": 988,
        "excerpt": "You are part of a lineage that grants you supernatural abilities. Choose a lineage from the Elven Lineages table. You gain the level 1 benefit"
      },
      {
        "document": 989,
        "excerpt": "You are part of a lineage that grants you supernatural abilities. Choose one of the following options; whichever one you choose, Intelligence,"
      },
      {
        "document": 994,
        "excerpt": "You are the recipient of a legacy that grants you supernatural abilities. Choose a legacy from the Fiendish Legacies table. You gain the level 1 benef"
      },
      {
        "document": 1163,
        "excerpt": "lcasting ability modifier. Interposing Hand. The hand grants you Half Cover against attacks and other effects that originate from its space or that pass through it."
      },
      {
        "document": 1271,
        "excerpt": "ield or a chill shield, as you choose. The warm shield grants you Resistance to Cold damage, and the chill shield grants you Resistance to Fire damage. In addition,"
      },
      {
        "document": 1394,
        "excerpt": "ls, Elementals, Fey, Fiends, or Undead. The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target. The tar"
      },
      {
        "document": 1460,
        "excerpt": "M (a miniature ziggurat) Duration: 1 hour This spell grants the creature you touch the ability to understand any spoken or signed language that it hears or sees. Mo"
      },
      {
        "document": 1478,
        "excerpt": "V, S, M (a short reed) Duration: 24 hours This spell grants up to ten willing creatures of your choice within range the ability to breathe underwater until the spel"
      },
      {
        "document": 1479,
        "excerpt": "V, S, M (a piece of cork) Duration: 1 hour This spell grants the ability to move across any liquid surface - such as water, acid, mud, snow, quicksand, or lava - as"
      },
      {
        "document": 1513,
        "excerpt": "pes associated with the armor (not the one to which it grants Resistance)."
      },
      {
        "document": 1694,
        "excerpt": "a flanged head, and it functions as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made with it. The rod has properties associated with six dif"
      },
      {
        "document": 1698,
        "excerpt": "ile knotted, the rope shortens to a 50-foot length and grants Advantage on ability checks made to climb using the rope. The rope has AC 20, HP 20, and Immunity to Po"
      },
      {
        "document": 1716,
        "excerpt": "harges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you gain a +2 bonus to Armor"
      },
      {
        "document": 1717,
        "excerpt": "This staff can be wielded as a magic Quarterstaff that grants a +3 bonus to attack rolls and damage rolls made with it. The staff has 10 charges. When you hit with a"
      },
      {
        "document": 1719,
        "excerpt": "harges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While you hold it, you gain a +2 bonus to spel"
      },
      {
        "document": 1721,
        "excerpt": "harges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you have a +2 bonus to spell"
      },
      {
        "document": 1722,
        "excerpt": "This staff can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. It also has the following additional propertie"
      },
      {
        "document": 1884,
        "excerpt": "2 days have passed. While in raven form, the figurine grants you the ability to cast Animal Messenger on it."
      }
    ],
    "graphite": [
      {
        "document": 820,
        "excerpt": "A blank book whose pages refuse to hold ink, chalk, graphite, or any other marking"
      }
    ],
    "grapple": [
      {
        "document": 568,
        "excerpt": "ee attack that involves you using your body to damage, grapple, or shove a target within 5 feet of you. Whenever you use your Unarmed Strike, choose one of the follow"
      },
      {
        "document": 633,
        "excerpt": "A creature can grapple another creature. Characters typically grapple by using an Unarmed Strike. Many monsters have special at"
      },
      {
        "document": 967,
        "excerpt": "trikes and Monk weapons. In addition, when you use the Grapple or Shove option of your Unarmed Strike, you can use your Dexterity modifier instead of your Strength mod"
      },
      {
        "document": 1010,
        "excerpt": "tion on your turn, you can use both the Damage and the Grapple option. You can use this benefit only once per turn. Attack Advantage. You have Advantage on attack rol"
      },
      {
        "document": 1163,
        "excerpt": "hin 5 feet of it. Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. The target must succeed on a Dexterity saving throw, or"
      },
      {
        "document": 1785,
        "excerpt": "on (escape DC 13) instead of dealing damage. Until the grapple ends, the target has the Blinded and Restrained conditions, is suffocating, and takes 10 (2d6 + 3) Bludg"
      },
      {
        "document": 1806,
        "excerpt": "DC 16), and it has the Restrained condition until the grapple ends. Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 16, each creature in a 90-foot-long,"
      },
      {
        "document": 1819,
        "excerpt": "Quick Grapple. Dexterity Saving Throw: DC 13, one Medium or smaller creature the bugbear can see within 10 feet. Failu"
      },
      {
        "document": 1825,
        "excerpt": "chains, and it has the Restrained condition until the grapple ends. Conjure Infernal Chain. The devil conjures a fiery chain to bind a creature. Dexterity Saving Thr"
      },
      {
        "document": 1835,
        "excerpt": "DC 13), and it has the Restrained condition until the grapple ends. Spellcasting. The couatl casts one of the following spells, requiring no spell components and usi"
      },
      {
        "document": 1940,
        "excerpt": "t has the Grappled condition (escape DC 13). Until the grapple ends, the target can't cast spells with a Verbal component and takes 7 (2d6) Thunder damage at the start"
      },
      {
        "document": 1946,
        "excerpt": "ntacles, and it has the Restrained condition until the grapple ends. Fling. The kraken throws a Large or smaller creature Grappled by it to a space it can see within"
      },
      {
        "document": 1957,
        "excerpt": "DC 14), and it has the Restrained condition until the grapple ends."
      },
      {
        "document": 1962,
        "excerpt": "ion (escape DC 13). Ability checks made to escape this grapple have Disadvantage."
      },
      {
        "document": 1995,
        "excerpt": "DC 19), and it has the Restrained condition until the grapple ends. Tail Stinger. Melee Attack Roll: +14, reach 10 ft. Hit: 16 (2d6 + 9) Piercing damage plus 35 (10d"
      },
      {
        "document": 2002,
        "excerpt": "DC 17), and it has the Restrained condition until the grapple ends."
      },
      {
        "document": 2005,
        "excerpt": "talons, and it has the Restrained condition until the grapple ends."
      },
      {
        "document": 2006,
        "excerpt": "s, and the target has the Poisoned condition until the grapple ends. The tentacle can be damaged, freeing a creature it has Grappled when destroyed (AC 20, HP 10, Imm"
      },
      {
        "document": 2010,
        "excerpt": "DC 14), and it has the Restrained condition until the grapple ends."
      },
      {
        "document": 2017,
        "excerpt": "d has the Grappled condition (escape DC 14). Until the grapple ends, the target has the Blinded and Restrained conditions, and it takes 10 (3d6) Lightning damage at th"
      },
      {
        "document": 2044,
        "excerpt": "has the Grappled condition (escape DC 20). Until the grapple ends, the target has the Restrained condition and can't teleport. Claw. Melee Attack Roll: +19, reach 1"
      },
      {
        "document": 2065,
        "excerpt": "t has the Grappled condition (escape DC 14). Until the grapple ends, the target has the Restrained condition, is suffocating unless it can breathe water, and takes 9 ("
      }
    ],
    "grapple's": [
      {
        "document": 633,
        "excerpt": "Athletics) or Dexterity (Acrobatics) check against the grapple's escape DC, ending the condition on itself on a success. The condition also ends if the grappler has the"
      }
    ],
    "grappled": [
      {
        "document": 319,
        "excerpt": "Medium creature within 5 feet of yourself that has the Grappled, Incapacitated, or Restrained condition if you succeed on a DC 13 Dexterity (Sleight of Hand) check. Wh"
      },
      {
        "document": 338,
        "excerpt": "ng creature with the Rope only if the creature has the Grappled, Incapacitated, or Restrained condition. If the creature's legs are bound, the creature has the Restrain"
      },
      {
        "document": 468,
        "excerpt": "illing creature within 5 feet of yourself that has the Grappled, Incapacitated, or Restrained condition if you succeed on a DC 13 Strength (Athletics) check. If the cre"
      },
      {
        "document": 568,
        "excerpt": "xterity saving throw (it chooses which), or it has the Grappled condition. The DC for the saving throw and any escape attempts equals 8 plus your Strength modifier and"
      },
      {
        "document": 633,
        "excerpt": "it follows these rules. See also “Unarmed Strike” and “Grappled.” Grappled Condition. Successfully grappling a creature gives it the Grappled condition. One Grapple p"
      },
      {
        "document": 791,
        "excerpt": "attack: +8 to hit, reach 5 ft. Hit: The target has the Grappled condition (escape DC 15)."
      },
      {
        "document": 946,
        "excerpt": "Grappled"
      },
      {
        "document": 990,
        "excerpt": "ave Advantage on any ability check you make to end the Grappled condition. You also count as one size larger when determining your carrying capacity."
      },
      {
        "document": 1010,
        "excerpt": "You have Advantage on attack rolls against a creature Grappled by you. Fast Wrestler. You don't have to spend extra movement to move a creature Grappled by you if the"
      },
      {
        "document": 1163,
        "excerpt": "eed on a Dexterity saving throw, or the target has the Grappled condition, with an escape DC equal to your spell save DC. While the hand grapples the target, you can ta"
      },
      {
        "document": 1284,
        "excerpt": "estraints, such as manacles or a creature imposing the Grappled condition on it. Using a Higher-Level Spell Slot. You can target one additional creature for each spell"
      },
      {
        "document": 1492,
        "excerpt": "Grappled"
      },
      {
        "document": 1760,
        "excerpt": "the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of four tentacles. Consume Memories. Intelligence Saving Throw: DC 16"
      },
      {
        "document": 1771,
        "excerpt": "Poison, Thunder; Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious"
      },
      {
        "document": 1785,
        "excerpt": "a Medium or smaller creature, the rug can give it the Grappled condition (escape DC 13) instead of dealing damage. Until the grapple ends, the target has the Blinded a"
      },
      {
        "document": 1786,
        "excerpt": "Melee Attack Roll: +5 (with Advantage if the target is Grappled by the ankheg), reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage plus 3 (1d6) Acid damage. If the target is"
      },
      {
        "document": 1802,
        "excerpt": "the target is a Large or smaller creature, it has the Grappled condition (escape DC 13) from both claws. Tail. Melee Attack Roll: +6, reach 10 ft. Hit: 14 (2d10 + 3)"
      },
      {
        "document": 1806,
        "excerpt": "e: 28 (5d8 + 6) Bludgeoning damage. The target has the Grappled condition (escape DC 16), and it has the Restrained condition until the grapple ends. Lightning Breath"
      },
      {
        "document": 1810,
        "excerpt": ", Slashing; Charmed, Deafened, Exhaustion, Frightened, Grappled, Prone, Restrained"
      },
      {
        "document": 1819,
        "excerpt": "Melee Attack Roll: +5 (with Advantage if the target is Grappled by the bugbear), reach 10 ft. Hit: 12 (2d8 + 3) Piercing damage."
      },
      {
        "document": 1820,
        "excerpt": "the target is a Medium or smaller creature, it has the Grappled condition (escape DC 12). Light Hammer. Melee or Ranged Attack Roll: +4 (with Advantage if the target i"
      },
      {
        "document": 1825,
        "excerpt": "the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two chains, and it has the Restrained condition until the grapple e"
      },
      {
        "document": 1827,
        "excerpt": "the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two pincers. Paralyzing Tentacles. Constitution Saving Throw: DC 1"
      },
      {
        "document": 1833,
        "excerpt": "re: 7 (3d4) Bludgeoning damage, and the target has the Grappled condition (escape DC 12)."
      },
      {
        "document": 1835,
        "excerpt": "re: 8 (1d6 + 5) Bludgeoning damage. The target has the Grappled condition (escape DC 13), and it has the Restrained condition until the grapple ends. Spellcasting. The"
      },
      {
        "document": 1837,
        "excerpt": "the target is a Medium or smaller creature, it has the Grappled condition (escape DC 12). While Grappled, the target has the Restrained condition."
      },
      {
        "document": 1862,
        "excerpt": "Fire, Poison; Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious"
      },
      {
        "document": 1871,
        "excerpt": "Necrotic, Poison; Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained"
      },
      {
        "document": 1878,
        "excerpt": "3 (2d8 + 4) Bludgeoning damage, and the target has the Grappled condition (escape DC 14)."
      },
      {
        "document": 1879,
        "excerpt": "the target is a Medium or smaller creature, it has the Grappled condition (escape DC 11) from one of two claws."
      },
      {
        "document": 1880,
        "excerpt": "the target is a Large or smaller creature, it has the Grappled condition (escape DC 15). While Grappled, the target has the Restrained condition and can't be targeted"
      },
      {
        "document": 1885,
        "excerpt": "the target is a Medium or smaller creature, it has the Grappled condition (escape DC 11). Swallow. The frog swallows a Small or smaller target it is grappling. While s"
      },
      {
        "document": 1889,
        "excerpt": "the target is a Medium or smaller creature, it has the Grappled condition (escape DC 13) from all eight tentacles. While Grappled, the target has the Restrained conditi"
      },
      {
        "document": 1892,
        "excerpt": "the target is a Large or smaller creature, it has the Grappled condition (escape DC 13) from one of two claws. Sting. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 +"
      },
      {
        "document": 1896,
        "excerpt": "the target is a Medium or smaller creature, it has the Grappled condition (escape DC 12). Swallow. The toad swallows a Medium or smaller target it is grappling. While"
      },
      {
        "document": 1903,
        "excerpt": "the target is a Medium or smaller creature, it has the Grappled condition (escape DC 15) from one of two pincers. Pummel. Dexterity Saving Throw: DC 17, one creature G"
      },
      {
        "document": 1912,
        "excerpt": "Blinded, Charmed, Deafened, Exhaustion, Frightened, Grappled, Prone, Restrained"
      },
      {
        "document": 1915,
        "excerpt": "the target is a Medium or smaller creature, it has the Grappled condition (escape DC 12) from all four tentacles."
      },
      {
        "document": 1916,
        "excerpt": "the target is a Medium or smaller creature, it has the Grappled condition (escape DC 14) from both of the griffon's front claws."
      },
      {
        "document": 1940,
        "excerpt": "Poison; Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious"
      },
      {
        "document": 1946,
        "excerpt": "Cold, Lightning; Frightened, Grappled, Paralyzed, Restrained"
      },
      {
        "document": 1957,
        "excerpt": ": 15 (2d10 + 4) Bludgeoning damage. The target has the Grappled condition (escape DC 14), and it has the Restrained condition until the grapple ends."
      },
      {
        "document": 1962,
        "excerpt": "Huge or smaller creature adhered to the mimic has the Grappled condition (escape DC 13). Ability checks made to escape this grapple have Disadvantage."
      },
      {
        "document": 1972,
        "excerpt": ", Slashing; Charmed, Deafened, Exhaustion, Frightened, Grappled, Prone, Restrained"
      },
      {
        "document": 1977,
        "excerpt": "the target is a Medium or smaller creature, it has the Grappled condition (escape DC 13) from one of two tentacles. Tentacle Slam. Constitution Saving Throw: DC 14, ea"
      },
      {
        "document": 1995,
        "excerpt": "the target is a Large or smaller creature, it has the Grappled condition (escape DC 19), and it has the Restrained condition until the grapple ends. Tail Stinger. Mel"
      },
      {
        "document": 2002,
        "excerpt": "the target is a Large or smaller creature, it has the Grappled condition (escape DC 17), and it has the Restrained condition until the grapple ends."
      },
      {
        "document": 2005,
        "excerpt": "f the target is a Huge or smaller creature, it has the Grappled condition (escape DC 19) from both talons, and it has the Restrained condition until the grapple ends."
      },
      {
        "document": 2006,
        "excerpt": "Attack Roll: +7, reach 60 ft. Hit: The target has the Grappled condition (escape DC 14) from one of six tentacles, and the target has the Poisoned condition until the"
      },
      {
        "document": 2010,
        "excerpt": "ng damage plus 7 (2d6) Fire damage. The target has the Grappled condition (escape DC 14), and it has the Restrained condition until the grapple ends."
      },
      {
        "document": 2016,
        "excerpt": "Necrotic, Poison; Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious"
      },
      {
        "document": 2017,
        "excerpt": "is pulled into the shambling mound's space and has the Grappled condition (escape DC 14). Until the grapple ends, the target has the Blinded and Restrained conditions,"
      },
      {
        "document": 2023,
        "excerpt": "Necrotic, Poison; Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious"
      },
      {
        "document": 2037,
        "excerpt": "Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned"
      },
      {
        "document": 2038,
        "excerpt": "Necrotic, Poison; Charmed, Exhaustion, Frightened, Grappled, Incapacitated, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned"
      },
      {
        "document": 2039,
        "excerpt": "Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned"
      },
      {
        "document": 2040,
        "excerpt": "Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned"
      },
      {
        "document": 2041,
        "excerpt": "Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned"
      },
      {
        "document": 2042,
        "excerpt": "Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned"
      },
      {
        "document": 2043,
        "excerpt": "Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned"
      },
      {
        "document": 2044,
        "excerpt": "36 (4d12 + 10) Piercing damage, and the target has the Grappled condition (escape DC 20). Until the grapple ends, the target has the Restrained condition and can't tel"
      },
      {
        "document": 2052,
        "excerpt": "the target is a Large or smaller creature, it has the Grappled condition (escape DC 17). While Grappled, the target has the Restrained condition and can't be targeted"
      },
      {
        "document": 2055,
        "excerpt": "the target is a Medium or smaller creature, it has the Grappled condition (escape DC 13) from one of two claws. Bite. Constitution Saving Throw: DC 14, one creature wi"
      },
      {
        "document": 2056,
        "excerpt": "the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two hands. Bite (Bat or Vampire Form Only). Constitution Saving Th"
      },
      {
        "document": 2065,
        "excerpt": "Poison; Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious"
      },
      {
        "document": 2074,
        "excerpt": "Lightning, Poison; Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious"
      },
      {
        "document": 2078,
        "excerpt": "Necrotic, Poison; Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious"
      }
    ],
    "grappler": [
      {
        "document": 633,
        "excerpt": "tentacle, a maw, or another body part. Whatever part a grappler uses, it can grapple only one creature at a time with that part, and the grappler can't use that part to"
      },
      {
        "document": 1010,
        "excerpt": "Grappler"
      },
      {
        "document": 1492,
        "excerpt": "tage on attack rolls against any target other than the grappler. Movable. The grappler can drag or carry you when it moves, but every foot of movement costs it 1 extra"
      }
    ],
    "grapples": [
      {
        "document": 1163,
        "excerpt": "escape DC equal to your spell save DC. While the hand grapples the target, you can take a Bonus Action to cause the hand to crush it, dealing Bludgeoning damage to the"
      }
    ],
    "grappling": [
      {
        "document": 429,
        "excerpt": "gs, Bucket, Caltrops, Chain, Crowbar, Firearm Bullets, Grappling Hook, Iron Pot, Iron Spikes, Sling Bullets"
      },
      {
        "document": 483,
        "excerpt": "Grappling Hook (2 GP)"
      },
      {
        "document": 568,
        "excerpt": "you and if you have a hand free to grab it. See also “Grappling.” Shove. The target must succeed on a Strength or Dexterity saving throw (it chooses which), or you eit"
      },
      {
        "document": 633,
        "excerpt": "Grappling"
      },
      {
        "document": 756,
        "excerpt": "ne the object: on a 1, a Dagger; on a 2, a Rope with a Grappling Hook tied to one end; on a 3, a bag of Caltrops; on a 4, a gem worth 50 GP."
      },
      {
        "document": 931,
        "excerpt": "Grappling Hook"
      },
      {
        "document": 1061,
        "excerpt": "Grappling Hook"
      },
      {
        "document": 1785,
        "excerpt": "he rug can smother only one creature at a time. While grappling the target, the rug can't take this action, the rug halves the damage it takes (round down), and the tar"
      },
      {
        "document": 1802,
        "excerpt": "l deals 5 (1d10) Piercing damage to any creature it is grappling or any creature grappling it. Diabolical Restoration. If the devil dies outside the Nine Hells, its bod"
      },
      {
        "document": 1819,
        "excerpt": "needn't spend extra movement to move a creature it is grappling."
      },
      {
        "document": 1820,
        "excerpt": "needn't spend extra movement to move a creature it is grappling."
      },
      {
        "document": 1885,
        "excerpt": "low. The frog swallows a Small or smaller target it is grappling. While swallowed, the target isn't Grappled but has the Blinded and Restrained conditions, and it has To"
      },
      {
        "document": 1896,
        "excerpt": "ow. The toad swallows a Medium or smaller target it is grappling. While swallowed, the target isn't Grappled but has the Blinded and Restrained conditions, and it has To"
      }
    ],
    "grasp": [
      {
        "document": 827,
        "excerpt": "Misty Step, Shocking Grasp, Sleep"
      },
      {
        "document": 859,
        "excerpt": "Shocking Grasp"
      },
      {
        "document": 884,
        "excerpt": "Shocking Grasp"
      },
      {
        "document": 971,
        "excerpt": "rips of your choice. Light, Prestidigitation, Shocking Grasp, and Sorcerous Burst are recommended. Whenever you gain a Sorcerer level, you can replace one of your ca"
      },
      {
        "document": 1426,
        "excerpt": "Shocking Grasp"
      },
      {
        "document": 1555,
        "excerpt": "en falls to the ground. It also ceases to hover if you grasp it or are more than 30 feet away from it."
      }
    ],
    "grasping": [
      {
        "document": 1163,
        "excerpt": "moves with the target, remaining within 5 feet of it. Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. The target must succe"
      },
      {
        "document": 1253,
        "excerpt": "Concentration, up to 1 minute As you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on th"
      },
      {
        "document": 1254,
        "excerpt": "ponents: V, S Duration: Concentration, up to 1 minute Grasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the"
      },
      {
        "document": 1726,
        "excerpt": "appears to be a sword hilt. Blade of Radiance. While grasping the hilt, you can take a Bonus Action to cause a blade of pure radiance to spring into existence or make"
      },
      {
        "document": 2038,
        "excerpt": "Swarm of Grasping Hands. Melee Attack Roll: +4, reach 5 ft. Hit: 20 (4d8 + 2) Necrotic damage, or 11 (2d8 + 2) Necrotic da"
      }
    ],
    "grass": [
      {
        "document": 783,
        "excerpt": "Grass covers a 60-foot-radius circle of ground, with the center of that circle as close to the chosen point of"
      }
    ],
    "grasshopper's": [
      {
        "document": 1331,
        "excerpt": "V, S, M (a grasshopper's hind leg)"
      }
    ],
    "grassland": [
      {
        "document": 961,
        "excerpt": "Grassland"
      }
    ],
    "grassy": [
      {
        "document": 1304,
        "excerpt": "impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufacture"
      },
      {
        "document": 1363,
        "excerpt": "impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Similarly,"
      }
    ],
    "grave": [
      {
        "document": 972,
        "excerpt": "e Eye without expending a spell slot. Whispers of the Grave Prerequisite: Level 7+ Warlock You can cast Speak with Dead without expending a spell slot. Witch Sig"
      },
      {
        "document": 1190,
        "excerpt": "S Duration: Instantaneous Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damag"
      },
      {
        "document": 2056,
        "excerpt": "Multiattack (Vampire Form Only). The vampire makes two Grave Strike attacks and uses Bite. Grave Strike (Vampire Form Only). Melee Attack Roll: +9, reach 5 ft. Hit:"
      }
    ],
    "gravity": [
      {
        "document": 836,
        "excerpt": "Reverse Gravity"
      },
      {
        "document": 867,
        "excerpt": "Reverse Gravity"
      },
      {
        "document": 893,
        "excerpt": "Reverse Gravity"
      },
      {
        "document": 1407,
        "excerpt": "Reverse Gravity"
      },
      {
        "document": 1607,
        "excerpt": "button again, the rod doesn't move, even if it defies gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A cre"
      }
    ],
    "gray": [
      {
        "document": 611,
        "excerpt": "You discern colors in that Darkness only as shades of gray. See also “Playing the Game” (“Exploration”)."
      },
      {
        "document": 794,
        "excerpt": "Gray Bag of Tricks"
      },
      {
        "document": 1182,
        "excerpt": "erceive the plane you left, which is cast in shades of gray, but you can't see anything there more than 60 feet away. You can affect and be affected only by other c"
      },
      {
        "document": 1235,
        "excerpt": "ical it is wearing and carrying are disintegrated into gray dust. The target can be revived only by a True Resurrection or a Wish spell. This spell automatically d"
      },
      {
        "document": 1256,
        "excerpt": "foot. You can perceive the plane you left, which looks gray, and you can't see anything there more than 60 feet away. While on the Ethereal Plane, you can affect a"
      },
      {
        "document": 1518,
        "excerpt": "Wondrous Item, Uncommon This bag made from gray, rust, or tan cloth appears empty. Reaching inside the bag, however, reveals the presence of a small, fu"
      },
      {
        "document": 1609,
        "excerpt": "canceled 20 levels of spells, it burns out, turns dull gray, and loses its magic. Agility (Very Rare). Your Dexterity increases by 2, to a maximum of 20, while thi"
      },
      {
        "document": 1633,
        "excerpt": "Etherealness spell for 1 hour. Beads of this cloudy, gray oil form on the outside of its container and quickly evaporate."
      },
      {
        "document": 1647,
        "excerpt": "imb. This potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors."
      },
      {
        "document": 1912,
        "excerpt": "Gray Ooze"
      }
    ],
    "graze": [
      {
        "document": 399,
        "excerpt": "Graze"
      },
      {
        "document": 928,
        "excerpt": "Graze"
      },
      {
        "document": 1060,
        "excerpt": "Graze"
      },
      {
        "document": 1064,
        "excerpt": "Graze"
      }
    ],
    "grease": [
      {
        "document": 267,
        "excerpt": "jar containing lard with a label that reads, \"Griffon Grease\" 99 A wooden box with a ceramic bottom that holds a living worm with a head on each end of its body 00"
      },
      {
        "document": 860,
        "excerpt": "Grease"
      },
      {
        "document": 886,
        "excerpt": "Grease"
      },
      {
        "document": 1295,
        "excerpt": "Grease"
      },
      {
        "document": 1635,
        "excerpt": "overs a 10-foot square, duplicating the effect of the Grease spell in that area for 8 hours. This sticky, black unguent is thick and heavy, but it flows quickly whe"
      }
    ],
    "great": [
      {
        "document": 793,
        "excerpt": "oice. The top leads where the GM chooses, such as to a great view, a cloud giant’s castle, or another plane of existence."
      },
      {
        "document": 962,
        "excerpt": "imple or Martial Melee weapons of your choice, such as Great-axes and Handaxes. Whenever you finish a Long Rest, you can practice weapon drills and change one of tho"
      },
      {
        "document": 1011,
        "excerpt": "Great Weapon Fighting"
      },
      {
        "document": 1484,
        "excerpt": "ur wish to the GM as precisely as possible. The GM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood tha"
      },
      {
        "document": 1867,
        "excerpt": "ttack. The giant makes two attacks, using Frost Axe or Great Bow in any combination. Frost Axe. Melee Attack Roll: +9, reach 10 ft. Hit: 19 (2d12 + 6) Slashing dama"
      }
    ],
    "greataxe": [
      {
        "document": 928,
        "excerpt": "Greataxe"
      },
      {
        "document": 962,
        "excerpt": "Choose A or B: (A) Greataxe, 4 Handaxes, Explorer’s Pack, and 15 GP; or (B) 75 GP"
      },
      {
        "document": 1062,
        "excerpt": "Greataxe"
      },
      {
        "document": 1523,
        "excerpt": "Battleaxe, Greataxe, or Halberd"
      },
      {
        "document": 1807,
        "excerpt": "Greataxe, Hide Armor"
      }
    ],
    "greatclub": [
      {
        "document": 418,
        "excerpt": "or pry open a door or container (DC 20) Craft: Club, Greatclub, Quarterstaff, Barrel, Chest, Ladder, Pole, Portable Ram, Torch"
      },
      {
        "document": 429,
        "excerpt": "ntainer (DC 20) Craft: Any Melee weapon (except Club, Greatclub, Quarterstaff, and Whip), Medium armor (except Hide), Heavy armor, Ball Bearings, Bucket, Caltrops, Chai"
      },
      {
        "document": 433,
        "excerpt": "Utilize: Carve a pattern in wood (DC 10) Craft: Club, Greatclub, Quarterstaff, Ranged weapons (except Pistol, Musket, and Sling), Arcane Focus, Arrows, Bolts, Druidic F"
      },
      {
        "document": 928,
        "excerpt": "Greatclub"
      },
      {
        "document": 1063,
        "excerpt": "Greatclub"
      },
      {
        "document": 1733,
        "excerpt": "Thunderous Greatclub"
      },
      {
        "document": 1975,
        "excerpt": "Greatclub, Javelins (3)"
      }
    ],
    "greater": [
      {
        "document": 81,
        "excerpt": "p with a fraction, even if the fraction is one-half or greater. Some rules make an exception and tell you to round up. Ability Modifiers"
      },
      {
        "document": 91,
        "excerpt": "ack. Certain creatures have melee attacks with a reach greater than 5 feet, as noted in their descriptions."
      },
      {
        "document": 244,
        "excerpt": "ers acquire new capabilities that equip them to handle greater challenges. As characters advance in level, the tone of the game also changes, and the stakes of the cam"
      },
      {
        "document": 252,
        "excerpt": "advancement after characters reach level 20 to provide greater power to characters who have no more levels to gain. With this approach, each character gains one feat o"
      },
      {
        "document": 409,
        "excerpt": "5 feet, whereas a Ranged weapon is used to attack at a greater distance. Damage. The table lists the amount of damage a weapon deals when an attacker hits with it as"
      },
      {
        "document": 538,
        "excerpt": "p with a fraction, even if the fraction is one-half or greater. Some rules make an exception and tell you to round up."
      },
      {
        "document": 602,
        "excerpt": "se does. Curses can be removed by the Remove Curse and Greater Restoration spells or other magic that explicitly ends curses."
      },
      {
        "document": 607,
        "excerpt": "t of damage from a single attack or effect equal to or greater than its damage threshold, in which case it takes that entire instance of damage. Any damage that fails"
      },
      {
        "document": 692,
        "excerpt": "-term effect (see above) that lasts until removed by a Greater Restoration spell. It can be suppressed by a Calm Emotions spell."
      },
      {
        "document": 762,
        "excerpt": "Greater Restoration"
      },
      {
        "document": 764,
        "excerpt": "Potion of Healing (greater)"
      },
      {
        "document": 783,
        "excerpt": "petrification lasts until the creature is freed by the Greater Restoration spell or similar magic."
      },
      {
        "document": 834,
        "excerpt": "Greater Restoration"
      },
      {
        "document": 847,
        "excerpt": "Greater Restoration"
      },
      {
        "document": 854,
        "excerpt": "Greater Restoration"
      },
      {
        "document": 864,
        "excerpt": "Greater Invisibility"
      },
      {
        "document": 890,
        "excerpt": "Greater Invisibility"
      },
      {
        "document": 902,
        "excerpt": "Greater Invisibility"
      },
      {
        "document": 903,
        "excerpt": "Greater Restoration"
      },
      {
        "document": 908,
        "excerpt": "Greater Divine Intervention"
      },
      {
        "document": 909,
        "excerpt": "Greater Restoration, Mass Cure Wounds"
      },
      {
        "document": 915,
        "excerpt": "Greater Restoration"
      },
      {
        "document": 964,
        "excerpt": "Greater Divine Intervention"
      },
      {
        "document": 965,
        "excerpt": "n you cast a Druid can-trip with a range of 10 feet or greater, the spell's range increases by 300 feet. Primal Strike. The extra damage of your Primal Strike increas"
      },
      {
        "document": 1175,
        "excerpt": "fect on a success. The effect can also be ended by the Greater Restoration, Heal, or Wish spell. On a successful save, the target takes half as much damage only."
      },
      {
        "document": 1210,
        "excerpt": "ncapacitated condition until you finish a Long Rest. A Greater Restoration spell cast on you ends this effect."
      },
      {
        "document": 1277,
        "excerpt": "he target is Petrified until the condition is ended by Greater Restoration or similar magic."
      },
      {
        "document": 1288,
        "excerpt": "e a suicidal command, the spell ends. A Remove Curse, Greater Restoration, or Wish spell ends this spell. Using a Higher-Level Spell Slot. If you use a level 7 or 8"
      },
      {
        "document": 1296,
        "excerpt": "Greater Invisibility"
      },
      {
        "document": 1297,
        "excerpt": "Greater Restoration"
      },
      {
        "document": 1367,
        "excerpt": "o nonsensical to affect a creature. A Remove Curse or Greater Restoration spell cast on the target restores the creature's true memory. Using a Higher-Level Spell Sl"
      },
      {
        "document": 1376,
        "excerpt": "ment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal. After the creature completes the task, or when"
      },
      {
        "document": 1387,
        "excerpt": "fied condition until it is freed by an effect like the Greater Restoration spell. The successes and failures needn't be consecutive; keep track of both until the targe"
      },
      {
        "document": 1388,
        "excerpt": "ffects: A Passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer."
      },
      {
        "document": 1475,
        "excerpt": "bridge a chasm or create a ramp. If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape"
      },
      {
        "document": 1484,
        "excerpt": "Points, and you end all effects on them listed in the Greater Restoration spell. Resistance. You grant up to ten creatures that you can see Resistance to one damage"
      },
      {
        "document": 1522,
        "excerpt": "n you if your Strength without the belt is equal to or greater than the belt's score."
      },
      {
        "document": 1609,
        "excerpt": "mum of 20, while this pink rhomboid orbits your head. Greater Absorption (Legendary). While this marbled lavender and green ellipsoid orbits your head, you can take a"
      },
      {
        "document": 1623,
        "excerpt": "No object created by a pot of pigment can have a value greater than 25 GP, and the total value of all objects created by a pot of pigment can't exceed 500 GP. If you p"
      },
      {
        "document": 1651,
        "excerpt": "n has no effect on you if your Strength is equal to or greater than that score. This potion's transparent liquid has floating in it a sliver of light resembling a gia"
      },
      {
        "document": 1733,
        "excerpt": "ngth is 20 unless your Strength is already equal to or greater than that score. The weapon deals an extra 1d8 Thunder damage to any creature it hits and an extra 3d8 T"
      },
      {
        "document": 1765,
        "excerpt": "it Points required to maintain the spell) 1/Day Each: Greater Restoration, Major Image"
      },
      {
        "document": 1777,
        "excerpt": "it Points required to maintain the spell) 1/Day Each: Greater Restoration, Major Image, Project Image"
      },
      {
        "document": 1835,
        "excerpt": "the spell) 1/Day Each: Create Food and Water, Dream, Greater Restoration, Scrying, Sleep"
      },
      {
        "document": 1997,
        "excerpt": "Greater Magic Resistance. The rakshasa automatically succeeds on saving throws against spells and other magical"
      },
      {
        "document": 2025,
        "excerpt": ", Thaumaturgy 1/Day Each: Detect Magic, Dispel Magic, Greater Restoration, Heroes' Feast, Zone of Truth"
      }
    ],
    "greatest": [
      {
        "document": 787,
        "excerpt": "Glory Seeker. The item seeks renown as the greatest magic item in the world by winning fame or notoriety for its user."
      },
      {
        "document": 1760,
        "excerpt": "ly with the aboleth, the aboleth learns the creature's greatest desires."
      }
    ],
    "greatsword": [
      {
        "document": 928,
        "excerpt": "Greatsword"
      },
      {
        "document": 966,
        "excerpt": "Choose A, B, or C: (A) Chain Mail, Greatsword, Flail, 8 Javelins, Dungeoneer’s Pack, and 4 GP; (B) Studded Leather Armor, Scimitar, Shortsword, Longbo"
      },
      {
        "document": 1064,
        "excerpt": "Greatsword"
      },
      {
        "document": 1555,
        "excerpt": "Greatsword, Longsword, Rapier, Scimitar, or Shortsword"
      },
      {
        "document": 1583,
        "excerpt": "Glaive, Greatsword, Longsword, Rapier, Scimitar, or Shortsword"
      },
      {
        "document": 1614,
        "excerpt": "Glaive, Greatsword, Longsword, Rapier, Scimitar, Sickle, or Shortsword"
      },
      {
        "document": 1727,
        "excerpt": "Glaive, Greatsword, Longsword, Rapier, Scimitar, or Shortsword"
      },
      {
        "document": 1728,
        "excerpt": "Glaive, Greatsword, Longsword, or Scimitar"
      },
      {
        "document": 1729,
        "excerpt": "Glaive, Greatsword, Longsword, Rapier, Scimitar, or Shortsword"
      },
      {
        "document": 1740,
        "excerpt": "Glaive, Greatsword, Longsword, or Scimitar"
      },
      {
        "document": 1929,
        "excerpt": "Greatsword, Half Plate Armor, Longbow"
      },
      {
        "document": 1944,
        "excerpt": "Greatsword, Heavy Crossbow, Plate Armor"
      },
      {
        "document": 2064,
        "excerpt": "Greatsword, Heavy Crossbow, Splint Armor"
      }
    ],
    "green": [
      {
        "document": 175,
        "excerpt": "can have special rules or restrictions. For example, a green hag can cast the Invisibility spell, but the spell has a “self only” restriction, which means the spell"
      },
      {
        "document": 191,
        "excerpt": "Green Dragons"
      },
      {
        "document": 793,
        "excerpt": "A campfire with green flames springs forth and burns for 24 hours or until it is extinguished."
      },
      {
        "document": 803,
        "excerpt": "Green"
      },
      {
        "document": 820,
        "excerpt": "A bright-green feather"
      },
      {
        "document": 986,
        "excerpt": "| Gold | Fire | | Blue | Lightning | Green | Poison | | Brass | Fire | Red | Fire | | Bronze | Lightning | Silver | Cold"
      },
      {
        "document": 1149,
        "excerpt": "ed rhubarb leaf) Duration: Instantaneous A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack aga"
      },
      {
        "document": 1195,
        "excerpt": "minutes You create a 20-foot-radius Sphere of yellow-green fog centered on a point within range. The fog lasts for the duration or until strong wind (such as the o"
      },
      {
        "document": 1235,
        "excerpt": "estone and dust) Duration: Instantaneous You launch a green ray at a target you can see within range. The target can be a creature, a non-magical object, or a creat"
      },
      {
        "document": 1260,
        "excerpt": "s in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity savin"
      },
      {
        "document": 1267,
        "excerpt": "le fortress), or an unspecific destination (such as “a green dragon’s lair”). For the duration, as long as you are on the same plane of existence as the destination"
      },
      {
        "document": 1310,
        "excerpt": "creature that damaged you is momentarily surrounded by green flames. It makes a Dexterity saving throw, taking 2d10 Fire damage on a failed save or half as much dama"
      },
      {
        "document": 1387,
        "excerpt": "amage. Successful Save: Half as much damage. | | 4 | Green. Failed Save: 12d6 Poison damage. Successful Save: Half as much damage. | 1d8 Ray 5 Blue. Failed S"
      },
      {
        "document": 1388,
        "excerpt": "| | 4 | Green. Failed Save: 12d6 Poison damage. Successful Save: Half as much damage. Additional Effects: A Passwall s"
      },
      {
        "document": 1609,
        "excerpt": "bsorption (Legendary). While this marbled lavender and green ellipsoid orbits your head, you can take a Reaction to cancel a spell of level 8 or lower cast by a crea"
      },
      {
        "document": 1662,
        "excerpt": "ours after drinking this potion. This potion's cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it."
      },
      {
        "document": 1664,
        "excerpt": ". While holding this weapon, you can cause it to emit green Dim Light out to 10 feet, either as a Bonus Action or after you roll Initiative, or you can extinguish t"
      },
      {
        "document": 1767,
        "excerpt": "Adult Green Dragon"
      },
      {
        "document": 1779,
        "excerpt": "Ancient Green Dragon"
      },
      {
        "document": 1913,
        "excerpt": "Green Dragon Wyrmling"
      },
      {
        "document": 1914,
        "excerpt": "Green Hag"
      },
      {
        "document": 2087,
        "excerpt": "Young Green Dragon"
      }
    ],
    "greenish": [
      {
        "document": 1400,
        "excerpt": "Components: V, S Duration: Instantaneous You shoot a greenish ray at a creature within range. Make a ranged spell attack against the target. On a hit, the target take"
      }
    ],
    "grick": [
      {
        "document": 1915,
        "excerpt": "Grick"
      }
    ],
    "grid": [
      {
        "document": 75,
        "excerpt": "PLAYING ON A GRID"
      }
    ],
    "grievous": [
      {
        "document": 962,
        "excerpt": "Your Rage can keep you fighting despite grievous wounds. If you drop to 0 Hit Points while your Rage is active and don't die outright, you can make a DC"
      }
    ],
    "grievously": [
      {
        "document": 714,
        "excerpt": "ers of the indicated levels, whereas a deadly trap can grievously damage characters of the indicated levels. Trigger. Traps are often set to go off when a creature enter"
      }
    ],
    "griffon": [
      {
        "document": 267,
        "excerpt": "A glass jar containing lard with a label that reads, \"Griffon Grease\" 99 A wooden box with a ceramic bottom that holds a living worm with a head on each end of its b"
      },
      {
        "document": 1580,
        "excerpt": "d, as specified in the figurine's description. Bronze Griffon (Rare). This bronze statuette is of a griffon rampant. It can become a Griffon for up to 6 hours. Once i"
      },
      {
        "document": 1916,
        "excerpt": "Griffon"
      }
    ],
    "griffon's": [
      {
        "document": 1916,
        "excerpt": "the Grappled condition (escape DC 14) from both of the griffon's front claws."
      }
    ],
    "grimlock": [
      {
        "document": 1917,
        "excerpt": "Grimlock"
      }
    ],
    "grip": [
      {
        "document": 1452,
        "excerpt": "an exert fine control on objects with your telekinetic grip, such as manipulating a simple tool,"
      },
      {
        "document": 1546,
        "excerpt": ") checks. In an area of Dim Light or Darkness, you can grip the edges of the cloak and use it to gain a Fly Speed of 40 feet. If you ever fail to grip the cloak's e"
      }
    ],
    "groove": [
      {
        "document": 513,
        "excerpt": "ling\" a slot with the spell. Imagine a spell slot is a groove of a certain size - small for a level 1 slot and larger for a higher-level spell. A level 1 spell fits i"
      }
    ],
    "ground": [
      {
        "document": 308,
        "excerpt": "bile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 Piercing"
      },
      {
        "document": 323,
        "excerpt": "take the Utilize action to pour an Oil flask on level ground to cover a 5-foot-square area within 5 feet of yourself. If lit, the oil burns until the end of the turn"
      },
      {
        "document": 566,
        "excerpt": "are both in contact with the same surface (such as the ground, a wall, or a ceiling) or the same liquid. Tremorsense can't detect creatures or objects in the air, an"
      },
      {
        "document": 582,
        "excerpt": "giving yourself the Prone condition and rolling on the ground. The fire also goes out if it is doused, submerged, or suffocated."
      },
      {
        "document": 716,
        "excerpt": "section of ceiling. The trip wire is 3 inches off the ground and stretches between two weak supports that topple when the trip wire is pulled. The first creature th"
      },
      {
        "document": 717,
        "excerpt": "ed from the ceiling. The trip wire is 3 inches off the ground and stretches between two columns or trees. The first creature that crosses the trip wire causes the Ne"
      },
      {
        "document": 783,
        "excerpt": "Grass covers a 60-foot-radius circle of ground, with the center of that circle as close to the chosen point of origin as possible. Grass that’s already"
      },
      {
        "document": 965,
        "excerpt": "t that the new form can't wear must either fall to the ground or merge with the form. Equipment that merges with the form has no effect while you're in that form."
      },
      {
        "document": 975,
        "excerpt": "ral trees and vines to appear in a 15-foot Cube on the ground within 120 feet of yourself. They last there for 1 minute or until you have the Incapacitated condition"
      },
      {
        "document": 1177,
        "excerpt": "e Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in that area into Diffi"
      },
      {
        "document": 1208,
        "excerpt": "ur choice when you make the attack). In addition, the ground in the Emanation is Difficult Terrain for your enemies. Using a Higher-Level Spell Slot. The damage inc"
      },
      {
        "document": 1215,
        "excerpt": "| | 3 | Overcast or ground fog | | 4 | Rain, hail, or snow | | 5 | Torrential ra"
      },
      {
        "document": 1217,
        "excerpt": "45 pounds of food and 30 gallons of fresh water on the ground or in containers within range - both useful in fending off the hazards of malnutrition and dehydration."
      },
      {
        "document": 1248,
        "excerpt": ": Concentration, up to 1 minute Choose a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot"
      },
      {
        "document": 1254,
        "excerpt": "ation, up to 1 minute Grasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the area into Diffic"
      },
      {
        "document": 1276,
        "excerpt": "-diameter sphere of fire in an unoccupied space on the ground within range. It lasts for the duration. Any creature that ends its turn within 5 feet of the sphere mak"
      },
      {
        "document": 1278,
        "excerpt": "iameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration a"
      },
      {
        "document": 1295,
        "excerpt": "er) Duration: 1 minute Nonflammable grease covers the ground in a 10-foot square centered on a point within range and turns it into Difficult Terrain for the duratio"
      },
      {
        "document": 1321,
        "excerpt": "f as much damage on a successful one. Hailstones turn ground in the Cylinder into Difficult Terrain until the end of your next turn. Using a Higher-Level Spell Slot"
      },
      {
        "document": 1324,
        "excerpt": "t of the globe. Chaining. Chains firmly rooted in the ground hold the target in place. The target has the Restrained condition and can't be moved by any means. Hedg"
      },
      {
        "document": 1335,
        "excerpt": "When the spell ends, the target floats gently to the ground if it is still aloft."
      },
      {
        "document": 1344,
        "excerpt": "Cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the Cylinder intersects with the floor or o"
      },
      {
        "document": 1359,
        "excerpt": "on: Instantaneous Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius Sphere centered on"
      },
      {
        "document": 1363,
        "excerpt": "tactile, and olfactory elements, so it can turn clear ground into Difficult Terrain (or vice versa) or otherwise impede movement through the area. Any piece of the"
      },
      {
        "document": 1375,
        "excerpt": "A Large, quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, and it is equi"
      },
      {
        "document": 1407,
        "excerpt": "s and objects in that area that aren't anchored to the ground fall upward and reach the top of the Cylinder. A creature can make a Dexterity saving throw to grab a fi"
      },
      {
        "document": 1409,
        "excerpt": "overs upward until the rope hangs perpendicular to the ground or the rope reaches a ceiling. At the rope's upper end, an Invisible 3-foot-by-5-foot portal opens to an"
      },
      {
        "document": 1415,
        "excerpt": "ll the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by taking a Magic action to touc"
      },
      {
        "document": 1420,
        "excerpt": "ing, you determine whether your equipment drops to the ground or changes in size and shape to fit the new form while you're in it."
      },
      {
        "document": 1431,
        "excerpt": "Obscured, and exposed flames in the area are doused. Ground in the Cylinder is Difficult Terrain. When a creature enters the Cylinder for the first time on a turn o"
      },
      {
        "document": 1439,
        "excerpt": "thorns) Duration: Concentration, up to 10 minutes The ground in a 20-foot-radius Sphere centered on a point within range sprouts hard spikes and thorns. The area bec"
      },
      {
        "document": 1455,
        "excerpt": "cast the spell, you draw a 5-foot-radius circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose s"
      },
      {
        "document": 1456,
        "excerpt": "whispers. Tremors. You cause harmless tremors in the ground for 1 minute."
      },
      {
        "document": 1467,
        "excerpt": "ve. A creature that moves out of the wall falls to the ground."
      },
      {
        "document": 1468,
        "excerpt": "t springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 Hit Point, and a Strength of 2, and it can't attack. If it drops to 0 Hit"
      },
      {
        "document": 1479,
        "excerpt": "now, quicksand, or lava - as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures of you"
      },
      {
        "document": 1483,
        "excerpt": ", up to 1 minute A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot t"
      },
      {
        "document": 1484,
        "excerpt": "appears in an unoccupied space that you can see on the ground. Instant Health. You allow yourself and up to twenty creatures that you can see to regain all Hit Point"
      },
      {
        "document": 1508,
        "excerpt": "ated condition, at which point the Shield falls to the ground or into your hand if you have one free."
      },
      {
        "document": 1515,
        "excerpt": "pears as it produces an effect 1 minute later from the ground where it was planted. The GM can choose an effect from the following table or determine it randomly."
      },
      {
        "document": 1555,
        "excerpt": "and. If you have no hand free, the weapon falls to the ground in your space. If the weapon has no unobstructed path to you, it moves as close to you as it can and the"
      },
      {
        "document": 1557,
        "excerpt": "aw a card at random from the deck and throw it to the ground at a point within 30 feet of yourself. An illusion of a creature, determined by rolling on the Deck of I"
      },
      {
        "document": 1567,
        "excerpt": "on, if an effect moves you against your will along the ground, you can take a Reaction to reduce the distance you are moved by up to 10 feet."
      },
      {
        "document": 1579,
        "excerpt": "Magic action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 fee"
      },
      {
        "document": 1580,
        "excerpt": "a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine's descripti"
      },
      {
        "document": 1608,
        "excerpt": "you can place this 1-inch adamantine statuette on the ground and, using a command word, cause it to grow rapidly into a square adamantine tower. Repeating the comman"
      },
      {
        "document": 1635,
        "excerpt": "8 hours. Alternatively, the oil can be poured on the ground as a Magic action, where it covers a 10-foot square, duplicating the effect of the Grease spell in that"
      },
      {
        "document": 1691,
        "excerpt": "Open pit (a 10-foot Cube), which you can place on the ground within 10 feet of yourself 60–68 4 Potions of Healing 69–75 Rowboat (12 feet long) 76–83 Spell Scroll"
      },
      {
        "document": 1693,
        "excerpt": "c action, you can plant the haft end of the rod in the ground, whereupon the rod's head sheds Bright Light in a 60-foot radius and Dim Light for an additional 60 feet"
      },
      {
        "document": 1694,
        "excerpt": "es you knowledge of your approximate depth beneath the ground or your height above it. Drain Life. When you hit a creature with a melee attack using the rod, you can"
      },
      {
        "document": 1724,
        "excerpt": "s Item, Rare While touching this 5-pound stone to the ground, you can take a Magic action to summon an Earth Elemental. The elemental appears in an unoccupied space"
      },
      {
        "document": 1730,
        "excerpt": "nd 1 charge and target one creature you can see on the ground within 120 feet of yourself. A flaming fissure opens under the target, and the target makes a DC 20 Dext"
      },
      {
        "document": 1732,
        "excerpt": "nd 1 charge and target one creature you can see on the ground within 120 feet of yourself. A flaming fissure opens under the target, and the target makes a DC 20 Dext"
      },
      {
        "document": 1733,
        "excerpt": "a Magic action, you can strike the weapon against the ground to create an intense seismic disturbance in a 50-foot-radius circle centered on the point of impact. Str"
      },
      {
        "document": 1902,
        "excerpt": "Aberrant Ground. The ground in a 10-foot Emanation originating from the mouther is Difficult Terrain. Gibbering. The mo"
      }
    ],
    "ground's": [
      {
        "document": 1369,
        "excerpt": "in the area can't usually be trapped or injured by the ground's movement. At the end of every 10 minutes you spend concentrating on the spell, you can choose a new are"
      }
    ],
    "group": [
      {
        "document": 8,
        "excerpt": "k with the GM about making a new character to join the group. “Rules Glossary” has more information on being dead."
      },
      {
        "document": 30,
        "excerpt": "have it, you can give it to a player character in your group who lacks it. Gaining Heroic Inspiration. Your GM can give you Heroic Inspiration for a variety of reas"
      },
      {
        "document": 49,
        "excerpt": "your group's skill proficiencies. For example, if the group needs to trick a guard into letting them into a castle, the Rogue who is proficient in Deception should"
      },
      {
        "document": 67,
        "excerpt": "While traveling outside combat, a group can move at a Fast, Normal, or Slow pace, as shown on the Travel Pace table. The table states how far th"
      },
      {
        "document": 73,
        "excerpt": "the Initiative order. The GM rolls for monsters. For a group of identical creatures, the GM makes a single roll, so each member of the group has the same Initiative."
      },
      {
        "document": 250,
        "excerpt": "s particularly recommended to start at level 3 if your group is composed of seasoned D&D players."
      },
      {
        "document": 587,
        "excerpt": "Rating (CR) summarizes the threat a monster poses to a group of four player characters. Compare a monster's CR to the characters' level. If the CR is higher, the mon"
      },
      {
        "document": 669,
        "excerpt": "A group of characters can travel overland at a Normal, Fast, or Slow pace, as described in “Playing the Game.” D"
      },
      {
        "document": 691,
        "excerpt": "The group must move at a Slow pace if any group member's Speed is reduced to half or less of normal."
      },
      {
        "document": 1454,
        "excerpt": "dealing damage each time). Similar Area. You and your group (or the target object) appear in a different area that's visually or thematically similar to the target"
      }
    ],
    "group's": [
      {
        "document": 49,
        "excerpt": "eract with an NPC; use an approach that relies on your group's skill proficiencies. For example, if the group needs to trick a guard into letting them into a castle, t"
      },
      {
        "document": 250,
        "excerpt": "Your GM might start your group's characters at a level higher than 1. It is particularly recommended to start at level 3 if your group is"
      },
      {
        "document": 680,
        "excerpt": "The presence of a good road increases the group's maximum pace by one step (from Slow to Normal or from Normal to Fast)."
      }
    ],
    "groups": [
      {
        "document": 725,
        "excerpt": "ormally attack at range to move around. Mixed Monster Groups. When different types of monsters work together, they can combine their abilities - just like characters"
      }
    ],
    "grove": [
      {
        "document": 1193,
        "excerpt": "o you (such as behind a door, around a corner, or in a grove of trees). The intangible, invulnerable sensor remains in place for the duration. When you cast the spe"
      }
    ],
    "grovel": [
      {
        "document": 782,
        "excerpt": "Command (“flee” or “grovel” only)"
      },
      {
        "document": 1197,
        "excerpt": "moving away from you by the fastest available means. Grovel. The target has the Prone condition and then ends its turn. Halt. On its turn, the target doesn't move"
      }
    ],
    "grow": [
      {
        "document": 227,
        "excerpt": "ou? - Who was your dearest childhood friend? - Did you grow up with a pet? - Have you fallen in love? If so, with whom? - Did you join an organization, such as a gu"
      },
      {
        "document": 783,
        "excerpt": "Leaves grow from the creature nearest to the chosen point of origin. Unless they are picked off, the leaves turn bro"
      },
      {
        "document": 1153,
        "excerpt": "fferent one. Aquatic Adaptation. You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed. Change"
      },
      {
        "document": 1521,
        "excerpt": "ce each day at dawn of growing a full beard if you can grow one, or a thicker beard if you already have one. If you aren't a dwarf or duergar, you gain the followi"
      },
      {
        "document": 1608,
        "excerpt": "e on the ground and, using a command word, cause it to grow rapidly into a square adamantine tower. Repeating the command word causes the tower to revert to statuet"
      }
    ],
    "growing": [
      {
        "document": 793,
        "excerpt": "A giant beanstalk sprouts, growing to a height of the GM’s choice. The top leads where the GM chooses, such as to a great view, a cloud gia"
      },
      {
        "document": 1194,
        "excerpt": "de the vessel used in the spell's casting and finishes growing after 120 days; you choose whether the finished clone is the same age as the creature or younger. The cl"
      },
      {
        "document": 1521,
        "excerpt": "belt, you have a 50 percent chance each day at dawn of growing a full beard if you can grow one, or a thicker beard if you already have one. If you aren't a dwarf or"
      }
    ],
    "grows": [
      {
        "document": 783,
        "excerpt": "oint of origin as possible. Grass that’s already there grows to ten times its normal size and remains overgrown for 1 minute."
      },
      {
        "document": 793,
        "excerpt": "A fruit tree grows. It has 1d10 + 20 fruit, 1d8 of which act as randomly determined potions. The tree vanishes after 1 hour"
      },
      {
        "document": 964,
        "excerpt": "The option you chose for Blessed Strikes grows more powerful. Divine Strike. The extra damage of your Divine Strike increases to 2d8. Potent Spellcas"
      },
      {
        "document": 965,
        "excerpt": "The option you chose for Elemental Fury grows more powerful, as detailed below. Potent Spellcasting. When you cast a Druid can-trip with a range of 1"
      },
      {
        "document": 1561,
        "excerpt": "ystal globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist swirls inside it. While attuned to an orb, you can take a Magi"
      },
      {
        "document": 1934,
        "excerpt": "turns when it has at least one living head, the hydra grows two heads for each of its heads that died since its last turn, unless it has taken Fire damage since its"
      },
      {
        "document": 2051,
        "excerpt": "l has 1 Exhaustion level for each missing limb, and it grows replacement limbs the next time it regains Hit Points. Regeneration. The troll regains 15 Hit Points at"
      }
    ],
    "growth": [
      {
        "document": 831,
        "excerpt": "Spike Growth"
      },
      {
        "document": 832,
        "excerpt": "Plant Growth"
      },
      {
        "document": 851,
        "excerpt": "Spike Growth"
      },
      {
        "document": 852,
        "excerpt": "Plant Growth"
      },
      {
        "document": 901,
        "excerpt": "Plant Growth"
      },
      {
        "document": 1153,
        "excerpt": "u use your Unarmed Strike to deal damage with that new growth, it deals 1d6 damage of the type in parentheses instead of dealing the normal damage for your Unarmed St"
      },
      {
        "document": 1369,
        "excerpt": ". Similarly, this spell doesn't directly affect plant growth. The moved earth carries any plants along with it."
      },
      {
        "document": 1379,
        "excerpt": "Plant Growth"
      },
      {
        "document": 1437,
        "excerpt": ". You can also turn Difficult Terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn o"
      },
      {
        "document": 1439,
        "excerpt": "Spike Growth"
      },
      {
        "document": 1652,
        "excerpt": "Potion of Growth"
      }
    ],
    "guano": [
      {
        "document": 1227,
        "excerpt": "V, S, M (a ball of bat guano and sulfur)"
      },
      {
        "document": 1273,
        "excerpt": "V, S, M (a ball of bat guano and sulfur)"
      }
    ],
    "guarantee": [
      {
        "document": 377,
        "excerpt": "Adventures hold the promise - but not a guarantee - of finding magic items. Hundreds of magic items are detailed in “Magic Items” later in this document."
      }
    ],
    "guard": [
      {
        "document": 46,
        "excerpt": "a burglar to confess to wrongdoing or try to flatter a guard. The Game Master assumes the roles of any nonplayer characters who are participating. An NPC's attitude"
      },
      {
        "document": 49,
        "excerpt": "ficiencies. For example, if the group needs to trick a guard into letting them into a castle, the Rogue who is proficient in Deception should lead the discussion."
      },
      {
        "document": 93,
        "excerpt": "Combatants watch for enemies to drop their guard. If you move heedlessly past your foes, you put yourself in danger by provoking an Opportunity Attack."
      },
      {
        "document": 417,
        "excerpt": ". Utilize: Write text with impressive flourishes that guard against forgery (DC 15) Craft: Ink, Spell Scroll"
      },
      {
        "document": 1155,
        "excerpt": ", such as “a person dressed in the uniform of the town guard” or “a red-haired dwarf wearing a pointed hat.” You also communicate a message of up to twenty-five word"
      },
      {
        "document": 1157,
        "excerpt": "t turn, or you can issue a general command, such as to guard a chamber or corridor. If you issue no commands, the creature takes the Dodge action and moves only to a"
      },
      {
        "document": 1219,
        "excerpt": "t turn, or you can issue a general command, such as to guard a particular place. If you issue no commands, the creature takes the Dodge action and moves only to avoi"
      },
      {
        "document": 1377,
        "excerpt": "mand the creature to accompany you on an adventure, to guard a location, or to deliver a message. If the creature is Hostile, it strives to twist your commands to ac"
      },
      {
        "document": 1627,
        "excerpt": "place of the GM's choice. One or more powerful beings guard the place. While your soul is trapped in this way, your body is inert, ceases aging, and requires no foo"
      },
      {
        "document": 1720,
        "excerpt": "t a general command, such as to attack your enemies or guard a location. Absent commands from you, the snake defends itself. As a Bonus Action, you can command the"
      },
      {
        "document": 1918,
        "excerpt": "Guard Captain"
      },
      {
        "document": 1919,
        "excerpt": "Guard"
      }
    ],
    "guardian": [
      {
        "document": 56,
        "excerpt": "ften hide, whether to spy on one another, sneak past a guardian, or set an ambush. The Game Master decides when circumstances are appropriate for hiding. When you try t"
      },
      {
        "document": 762,
        "excerpt": "Guardian of Faith"
      },
      {
        "document": 801,
        "excerpt": "Guardian Naga"
      },
      {
        "document": 841,
        "excerpt": "Freedom of Movement,Guardian of Faith"
      },
      {
        "document": 914,
        "excerpt": "Guardian of Faith"
      },
      {
        "document": 1298,
        "excerpt": "Guardian of Faith"
      },
      {
        "document": 1920,
        "excerpt": "Guardian Naga"
      },
      {
        "document": 2018,
        "excerpt": "Shield Guardian"
      }
    ],
    "guardian's": [
      {
        "document": 2018,
        "excerpt": "Hit Point. Spell Storing. A spellcaster who wears the guardian's amulet can cause the guardian to store one spell of level 4 or lower. To do so, the wearer must cast the"
      }
    ],
    "guardians": [
      {
        "document": 181,
        "excerpt": "gically created creatures such as homunculi and shield guardians. Dragons are scaly beings of ancient origin, such as red dragons and wyverns. Elementals are beings fr"
      },
      {
        "document": 913,
        "excerpt": "Spirit Guardians"
      },
      {
        "document": 1440,
        "excerpt": "Spirit Guardians"
      },
      {
        "document": 1992,
        "excerpt": "ve DC 13): At Will: Light, Thaumaturgy 1/Day: Spirit Guardians"
      }
    ],
    "guards": [
      {
        "document": 192,
        "excerpt": "Guards"
      },
      {
        "document": 892,
        "excerpt": "Guards and Wards"
      },
      {
        "document": 904,
        "excerpt": "Guards and Wards"
      },
      {
        "document": 1299,
        "excerpt": "Guards and Wards"
      },
      {
        "document": 1486,
        "excerpt": "S Duration: 10 minutes You create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point within range. Until the spell ends, a c"
      }
    ],
    "guessing": [
      {
        "document": 85,
        "excerpt": "Disadvantage on the roll. This is true whether you're guessing the target's location or targeting a creature you can hear but not see. If the target isn't in the locat"
      }
    ],
    "guidance": [
      {
        "document": 165,
        "excerpt": "Challenge Rating is defined in “Rules Glossary,” while guidance on using CR to plan potential combat encounters is in “Gameplay Toolbox.”"
      },
      {
        "document": 587,
        "excerpt": "lay. \"Gameplay Toolbox\" (\"Combat Encounters\") provides guidance to the GM on using CR while planning potential combat encounters. See also \"Stat Block.\""
      },
      {
        "document": 829,
        "excerpt": "Guidance"
      },
      {
        "document": 910,
        "excerpt": "Guidance"
      },
      {
        "document": 964,
        "excerpt": "ee cantrips of your choice from the Cleric spell list. Guidance, Sacred Flame, and Thaumaturgy are recommended. Whenever you gain a Cleric level, you can replace one o"
      },
      {
        "document": 968,
        "excerpt": "e Cleric class's section for a list of Cleric spells). Guidance and Sacred Flame are recommended. The chosen cantrips count as Paladin spells for you, and Charisma is y"
      },
      {
        "document": 969,
        "excerpt": "the Druid class's section for a list of Druid spells). Guidance and Starry Wisp are recommended. The chosen cantrips count as Ranger spells for you, and Wisdom is your"
      },
      {
        "document": 1300,
        "excerpt": "Guidance"
      }
    ],
    "guide": [
      {
        "document": 231,
        "excerpt": "o generate the scores, you may still use this table to guide where you place your highest and lowest scores. Standard Array by Class"
      },
      {
        "document": 253,
        "excerpt": "ms. The Starting Equipment at Higher Levels table is a guide for the GM. Also, check with your GM about what equipment is available for you to buy with your startin"
      }
    ],
    "guided": [
      {
        "document": 1466,
        "excerpt": "ency and that is worth I+ CP) Duration: Instantaneous Guided by a flash of magical insight, you make one attack with the weapon used in the spell's casting. The atta"
      }
    ],
    "guideline": [
      {
        "document": 727,
        "excerpt": "ght need to use healing resources, however. As a rough guideline, a single monster generally presents a low-difficulty challenge for a party of four characters whose lev"
      },
      {
        "document": 731,
        "excerpt": "e fragile creatures that can be defeated quickly. This guideline is especially important for characters of level 1 or 2."
      }
    ],
    "guidelines": [
      {
        "document": 726,
        "excerpt": "Use the following guidelines to create a combat encounter of a desired level of difficulty."
      },
      {
        "document": 1619,
        "excerpt": "fewer studying the book's contents and practicing its guidelines, your Constitution increases by 2, to a maximum of 30. The manual then loses its magic but regains it in"
      },
      {
        "document": 1620,
        "excerpt": "fewer studying the book's contents and practicing its guidelines, your Strength increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a c"
      },
      {
        "document": 1622,
        "excerpt": "fewer studying the book's contents and practicing its guidelines, your Dexterity increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a"
      },
      {
        "document": 1734,
        "excerpt": "fewer studying the book's contents and practicing its guidelines, your Intelligence increases by 2, to a maximum of 30. The manual then loses its magic but regains it in"
      },
      {
        "document": 1735,
        "excerpt": "Wondrous Item, Very Rare This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a"
      },
      {
        "document": 1736,
        "excerpt": "fewer studying the book's contents and practicing its guidelines, your Wisdom increases by 2, to a maximum of 30. The manual then loses its magic, but regains it in a ce"
      }
    ],
    "guiding": [
      {
        "document": 911,
        "excerpt": "Guiding Bolt"
      },
      {
        "document": 964,
        "excerpt": "spells from the Cleric spell list. Bless, Cure Wounds, Guiding Bolt, and Shield of Faith are recommended. The number of spells on your list increases as you gain Cler"
      },
      {
        "document": 1301,
        "excerpt": "Guiding Bolt"
      },
      {
        "document": 1764,
        "excerpt": "se of (A) Repulsion Breath or (B) Spellcasting to cast Guiding Bolt (level 2 version). Rend. Melee Attack Roll: +12, reach 10 ft. Hit: 16 (2d8 + 7) Slashing damage pl"
      },
      {
        "document": 1766,
        "excerpt": "lace one attack with a use of (A) Spellcasting to cast Guiding Bolt (level 2 version) or (B) Weakening Breath. Rend. Melee Attack Roll: +14, reach 10 ft. Hit: 17 (2d8"
      },
      {
        "document": 1776,
        "excerpt": "se of (A) Repulsion Breath or (B) Spellcasting to cast Guiding Bolt (level 2 version). Rend. Melee Attack Roll: +16, reach 15 ft. Hit: 18 (2d8 + 9) Slashing damage pl"
      },
      {
        "document": 1778,
        "excerpt": "lace one attack with a use of (A) Spellcasting to cast Guiding Bolt (level 4 version) or (B) Weakening Breath. Rend. Melee Attack Roll: +17 to hit, reach 15 ft. Hit:"
      }
    ],
    "guild": [
      {
        "document": 227,
        "excerpt": ", with whom? - Did you join an organization, such as a guild or religion? If so, are you still a member of it? - What elements of your past inspire you to go on adve"
      }
    ],
    "guildhalls": [
      {
        "document": 1455,
        "excerpt": "space if that space is occupied. Many major temples, guildhalls, and other important places have permanent teleportation circles. Each circle includes a unique sigil se"
      }
    ],
    "gully": [
      {
        "document": 1304,
        "excerpt": "dow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't ch"
      },
      {
        "document": 1363,
        "excerpt": "dow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Similarly, you can alter the appearance of structures or add them where no"
      }
    ],
    "gum": [
      {
        "document": 1329,
        "excerpt": "V, S, M (an eyelash in gum arabic)"
      },
      {
        "document": 1463,
        "excerpt": "V, S, M (a drop of mercury, a dollop of gum arabic, and a wisp of smoke)"
      }
    ],
    "gunpowder": [
      {
        "document": 725,
        "excerpt": "r enemies to move around, such as chandeliers, kegs of gunpowder or oil, and rolling stone traps."
      }
    ],
    "gushes": [
      {
        "document": 1556,
        "excerpt": "Geyser. The decanter produces 30 gallons of water that gushes forth in a Line 30 feet long and 1 foot wide. If you're holding the decanter, you can aim the geyser in"
      }
    ],
    "gust": [
      {
        "document": 756,
        "excerpt": "ffect); on a 3, Faerie Fire; on a 4, Fireball; on a 5, Gust of Wind; on a 6, Invisibility (cast on yourself); on a 7, Lightning Bolt; on an 8, Phantasmal Force; on"
      },
      {
        "document": 767,
        "excerpt": "Chain Lightning (3 charges), Feather Fall (0 charges), Gust of Wind (2 charges), Wind Wall (1 charge)"
      },
      {
        "document": 783,
        "excerpt": "You cast Gust of Wind. The Line created by the spell extends from you to the chosen point of origin."
      },
      {
        "document": 831,
        "excerpt": "Gust of Wind"
      },
      {
        "document": 851,
        "excerpt": "Gust of Wind"
      },
      {
        "document": 862,
        "excerpt": "Gust of Wind"
      },
      {
        "document": 887,
        "excerpt": "Gust of Wind"
      },
      {
        "document": 1195,
        "excerpt": "ation or until strong wind (such as the one created by Gust of Wind) disperses it, ending the spell. Its area is Heavily Obscured. Each creature in the Sphere make"
      },
      {
        "document": 1280,
        "excerpt": "uration or until a strong wind (such as one created by Gust of Wind) disperses it. Using a Higher-Level Spell Slot. The fog's radius increases by 20 feet for each"
      },
      {
        "document": 1299,
        "excerpt": "0 minutes if dispersed while Guards and Wards lasts) - Gust of Wind in one corridor or room (the wind blows continuously while the spell lasts) - Suggestion in one"
      },
      {
        "document": 1302,
        "excerpt": "Gust of Wind"
      },
      {
        "document": 1325,
        "excerpt": "duration or until a strong wind (like that created by Gust of Wind) disperses it. When the cloud appears, each creature in it makes a Dexterity saving throw, taki"
      },
      {
        "document": 1388,
        "excerpt": "destroyed by a strong wind (such as the one created by Gust of Wind)."
      },
      {
        "document": 1443,
        "excerpt": "ion or until a strong wind (such as the one created by Gust of Wind) disperses it. Each creature that starts its turn in the Sphere must succeed on a Constitution"
      },
      {
        "document": 1575,
        "excerpt": "10 minutes. A strong wind (such as that created by the Gust of Wind spell) disperses the cloud after 1 minute."
      },
      {
        "document": 1718,
        "excerpt": "es other than you. A strong wind (like that created by Gust of Wind) disperses the swarm and ends the effect. Spells. While holding the staff, you can cast one of"
      },
      {
        "document": 1757,
        "excerpt": "s Item, Uncommon While holding this fan, you can cast Gust of Wind (save DC 13) from it. Each subsequent time the fan is used before the next dawn, it has a cumula"
      }
    ],
    "gusts": [
      {
        "document": 1446,
        "excerpt": "r the cloud takes 2d6 Bludgeoning damage. Turns 5-10. Gusts and freezing rain assail the area under the cloud. Each creature there takes 1d6 Cold damage. Until the"
      }
    ],
    "had": [
      {
        "document": 72,
        "excerpt": "iative order. When everyone involved in the combat has had a turn, the round ends. Repeat this step until the fighting stops."
      },
      {
        "document": 613,
        "excerpt": "levels, it returns with 1 fewer level. If the creature had Attunement to one or more magic items, it is no longer attuned to them."
      },
      {
        "document": 783,
        "excerpt": "st to the chosen point of origin is enlarged as if you had cast Enlarge/Reduce on it. If the target isn’t you and can’t be affected by that spell, you become the t"
      },
      {
        "document": 1402,
        "excerpt": "ecalls its former life. It retains the capabilities it had in its original form, except it loses the traits of its previous species and gains the traits of its new"
      },
      {
        "document": 1593,
        "excerpt": "e a ranged attack with the weapon, hurling it as if it had the Thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the"
      },
      {
        "document": 1609,
        "excerpt": "it's orbiting your head, the stone falls as though you had dropped it. The type of stone determines its rarity and effects. Absorption (Very Rare). While this pa"
      },
      {
        "document": 1697,
        "excerpt": "n the demiplane, a visitor regains Hit Points as if it had spent 1 Hit Point Die. Also, creatures don't age while there, although time passes normally. Visitors ca"
      },
      {
        "document": 1712,
        "excerpt": "staff and turn the spell back on its caster as if you had cast the spell. Resist Enchantment. If you fail a saving throw against an Enchantment spell that target"
      },
      {
        "document": 1826,
        "excerpt": "damage, or 18 (4d6 + 4) Piercing damage if the chimera had Advantage on the attack roll. Claw. Melee Attack Roll: +7, reach 5 ft. Hit: 7 (1d6 + 4) Slashing damage"
      },
      {
        "document": 1840,
        "excerpt": "get is a Medium or smaller creature and the darkmantle had Advantage on the attack roll, it covers the target, which has the Blinded condition and is suffocating w"
      },
      {
        "document": 1907,
        "excerpt": "amage, plus 2 (1d4) Slashing damage if the attack roll had Advantage. Shortbow. Ranged Attack Roll: +4, range 80/320 ft. Hit: 5 (1d6 + 2) Piercing damage, plus 2"
      },
      {
        "document": 1909,
        "excerpt": "amage, plus 2 (1d4) Slashing damage if the attack roll had Advantage. Shortbow. Ranged Attack Roll: +4, range 80/320 ft. Hit: 5 (1d6 + 2) Piercing damage, plus 2"
      }
    ],
    "hades": [
      {
        "document": 790,
        "excerpt": "2, Acheron; on a 3, Carceri; on a 4, Gehenna; on a 5, Hades; on a 6, Limbo; on a 7, the Nine Hells; on an 8, Pandemonium"
      },
      {
        "document": 798,
        "excerpt": "Hades"
      },
      {
        "document": 1884,
        "excerpt": "antly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form. Onyx Dog (Rare). This onyx statuette of a dog can become"
      }
    ],
    "haft": [
      {
        "document": 1693,
        "excerpt": "Protective Aura. As a Magic action, you can plant the haft end of the rod in the ground, whereupon the rod's head sheds Bright Light in a 60-foot radius and Dim Li"
      },
      {
        "document": 1694,
        "excerpt": "six different buttons that are set in a row along the haft. It has three other properties as well, detailed below. Buttons. You can press one of the following but"
      }
    ],
    "hag": [
      {
        "document": 175,
        "excerpt": "ve special rules or restrictions. For example, a green hag can cast the Invisibility spell, but the spell has a “self only” restriction, which means the spell affe"
      },
      {
        "document": 801,
        "excerpt": "Night Hag"
      },
      {
        "document": 1914,
        "excerpt": "Green Hag"
      },
      {
        "document": 1969,
        "excerpt": "Night Hag"
      },
      {
        "document": 2014,
        "excerpt": "Sea Hag"
      }
    ],
    "hag's": [
      {
        "document": 1969,
        "excerpt": "the spell kills the target, its soul is trapped in the hag's soul bag, and the target can't be raised from the dead until its soul is released. Spellcasting. The ha"
      },
      {
        "document": 2014,
        "excerpt": "rts its turn within 30 feet of the hag and can see the hag's true form. Failure: The target has the Frightened condition until the start of its next turn. Success: T"
      }
    ],
    "hail": [
      {
        "document": 283,
        "excerpt": "as dragonborn or gnome. The peoples of the multiverse hail from different worlds and include many kinds of sapient life forms. A player character's species is the"
      },
      {
        "document": 1215,
        "excerpt": "st or ground fog | | 4 | Rain, hail, or snow | | 5 | Torrential rain, driving hail, or blizzard | | Temperature"
      },
      {
        "document": 1321,
        "excerpt": "omponents: V, S, M (a mitten) Duration: Instantaneous Hail falls in a 20-foot-radius, 40-foot-high Cylinder centered on a point within range. Each creature in the"
      },
      {
        "document": 2048,
        "excerpt": "10, reach 5 ft. Hit: 16 (3d6 + 6) Bludgeoning damage. Hail of Bark. Ranged Attack Roll: +10, range 180 ft. Hit: 28 (4d10 + 6) Piercing damage. Animate Trees (1/Da"
      }
    ],
    "hailstones": [
      {
        "document": 1321,
        "excerpt": "iled save or half as much damage on a successful one. Hailstones turn ground in the Cylinder into Difficult Terrain until the end of your next turn. Using a Higher-Leve"
      },
      {
        "document": 1446,
        "excerpt": "e or half as much damage on a successful one. Turn 4. Hailstones rain down. Each creature under the cloud takes 2d6 Bludgeoning damage. Turns 5-10. Gusts and freezing r"
      }
    ],
    "hair": [
      {
        "document": 820,
        "excerpt": "A lock of someone’s hair"
      },
      {
        "document": 1153,
        "excerpt": "height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a member o"
      },
      {
        "document": 1413,
        "excerpt": "ion | -4 | | Body part, lock of hair, or bit of nail | -10 | On a successful save, the target isn't affected, and you can't use th"
      },
      {
        "document": 1645,
        "excerpt": "cale, a hummingbird feather, a cat claw, or a squirrel hair."
      },
      {
        "document": 1959,
        "excerpt": "ttack. The medusa makes two Claw attacks and one Snake Hair attack, or it makes three Poison Ray attacks. Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 + 3"
      }
    ],
    "haired": [
      {
        "document": 1155,
        "excerpt": "on dressed in the uniform of the town guard” or “a red-haired dwarf wearing a pointed hat.” You also communicate a message of up to twenty-five words. The Beast trave"
      }
    ],
    "halberd": [
      {
        "document": 928,
        "excerpt": "Halberd"
      },
      {
        "document": 1065,
        "excerpt": "Halberd"
      },
      {
        "document": 1523,
        "excerpt": "Battleaxe, Greataxe, or Halberd"
      }
    ],
    "halberds": [
      {
        "document": 968,
        "excerpt": "e, you could switch to using the mastery properties of Halberds and Flails."
      }
    ],
    "half": [
      {
        "document": 81,
        "excerpt": "ou end up with a fraction, even if the fraction is one-half or greater. Some rules make an exception and tell you to round up. Ability Modifiers"
      },
      {
        "document": 86,
        "excerpt": "r example, if a target is behind a creature that gives Half Cover and a tree trunk that gives Three-Quarters Cover, the target has Three-Quarters Cover. Cover"
      },
      {
        "document": 95,
        "excerpt": "ismount. Doing so costs an amount of movement equal to half your Speed (round down). For example, if your Speed is 30 feet, you spend 15 feet of movement to mount a"
      },
      {
        "document": 102,
        "excerpt": "apabilities until you reach 0 Hit Points. If you have half your Hit Points or fewer, you're Bloodied, which has no game effect on its own but which might trigger o"
      },
      {
        "document": 109,
        "excerpt": "Half Damage"
      },
      {
        "document": 112,
        "excerpt": "esistance to all damage, Necrotic damage is reduced by half against you."
      },
      {
        "document": 171,
        "excerpt": "tion of what happens on a failed or successful save. “Half damage only” on a successful save means the target takes half as much damage (round down) as targets tha"
      },
      {
        "document": 264,
        "excerpt": "he Bard, Cleric, Druid, Sorcerer, and Wizard classes - Half your levels (round up) in the Paladin and Ranger classes Then look up this total level in the Level col"
      },
      {
        "document": 267,
        "excerpt": "dkerchief embroidered with the name of an archmage 82 Half a floor plan for a temple, a castle, or another structure 83 A bit of folded cloth that, when unfolded,"
      },
      {
        "document": 359,
        "excerpt": "A ship sailing against a strong wind moves at half speed. In a dead calm (no wind), waterborne ships can't move under sail and must be rowed. Keelboats and"
      },
      {
        "document": 389,
        "excerpt": "To make an item, you need raw materials worth half its purchase cost (round down). For example, you need 750 GP of raw materials to make Plate Armor, which"
      },
      {
        "document": 420,
        "excerpt": "Equipment fetches half its cost when sold. In contrast, trade goods and valuables - like gems and art objects - retain their fu"
      },
      {
        "document": 453,
        "excerpt": "pon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost."
      },
      {
        "document": 461,
        "excerpt": "A Bucket holds up to half a cubic foot of contents."
      },
      {
        "document": 520,
        "excerpt": "Day table. A creature that eats but consumes less than half the required food for a day must succeed on a DC 10 Constitution saving throw or gain 1 Exhaustion level"
      },
      {
        "document": 538,
        "excerpt": "ou end up with a fraction, even if the fraction is one-half or greater. Some rules make an exception and tell you to round up."
      },
      {
        "document": 578,
        "excerpt": "A creature is Bloodied while it has half its Hit Points or fewer remaining."
      },
      {
        "document": 592,
        "excerpt": "g throw to maintain Concentration. The DC equals 10 or half the damage taken (round down), whichever number is higher, up to a maximum DC of 30. Incapacitated or D"
      },
      {
        "document": 595,
        "excerpt": "ach of which provides a different benefit to a target: Half Cover (+2 bonus to AC and Dexterity saving throws), Three-Quarters Cover (+5 bonus to AC and Dexterity s"
      },
      {
        "document": 615,
        "excerpt": "Needs per Day table. A creature that drinks less than half the required water for a day gains 1 Exhaustion level at the day's end. Exhaustion caused by dehydration"
      },
      {
        "document": 641,
        "excerpt": "When you make a standing High Jump, you can jump only half that distance. Either way, each foot of the jump costs a foot of movement. You can extend your arms hal"
      },
      {
        "document": 657,
        "excerpt": "When you make a standing Long Jump, you can leap only half that distance. Either way, each foot you jump costs a foot of movement. If you land in Difficult Terrai"
      },
      {
        "document": 676,
        "excerpt": "he creature has any Exhaustion levels, it regains only half the normal number of Hit Points from spending Hit Point Dice. Restlessness. While the creature has any"
      },
      {
        "document": 690,
        "excerpt": "ropriate. On a successful save, a character might take half as much damage instead of no damage, at your discretion. Sample Mental Stress Effects"
      },
      {
        "document": 691,
        "excerpt": "a Slow pace if any group member's Speed is reduced to half or less of normal."
      },
      {
        "document": 693,
        "excerpt": "allowing Advantage on the saving throw or dealing only half as much damage on a failed save. Inhaled. Poisonous powders and gases take effect when inhaled. Blowing"
      },
      {
        "document": 697,
        "excerpt": "for 24 hours. On a successful save, the creature takes half as much damage only."
      },
      {
        "document": 703,
        "excerpt": "row, taking 31 (9d6) Poison damage on a failed save or half as much damage on a successful one."
      },
      {
        "document": 706,
        "excerpt": "ow, taking 35 (10d6) Poison damage on a failed save or half as much damage on a successful one."
      },
      {
        "document": 707,
        "excerpt": "ow, taking 10 (3d6) Poison damage on a failed save or half as much damage on a successful one."
      },
      {
        "document": 711,
        "excerpt": "ow, taking 24 (7d6) Poisson damage on a failed save or half as much damage on a successful one."
      },
      {
        "document": 716,
        "excerpt": "aking 11 (2d10) Bludgeoning damage on a failed save or half as much damage on a successful one. Rubble from the collapse turns the trapped area into Difficult Terr"
      },
      {
        "document": 718,
        "excerpt": "hrow, taking 11 (2d10) Fire damage on a failed save or half as much damage on a successful one. Detect and Disarm. A Detect Magic spell reveals an aura of Evocatio"
      },
      {
        "document": 721,
        "excerpt": "n for 1 hour. On a successful save, the creature takes half as much damage only. Avoid. The trap doesn't trigger if the lock is opened using a Knock spell or simil"
      },
      {
        "document": 752,
        "excerpt": "Half"
      },
      {
        "document": 929,
        "excerpt": "Half Plate Armor"
      },
      {
        "document": 962,
        "excerpt": "Action you take to enter your Rage, you can move up to half your Speed."
      },
      {
        "document": 963,
        "excerpt": "You can add half your Proficiency Bonus (round down) to any ability check you make that uses a skill proficiency you lack"
      },
      {
        "document": 964,
        "excerpt": "o that total. On a successful save, the creature takes half as much damage (round down). You roll an additional d8 when you reach Cleric levels 7 (2d8), 13 (3d8),"
      },
      {
        "document": 965,
        "excerpt": ". You stay in that form for a number of hours equal to half your Druid level or until you use Wild Shape again, have the Incapacitated condition, or die. You can al"
      },
      {
        "document": 966,
        "excerpt": "ur Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks."
      },
      {
        "document": 967,
        "excerpt": "lows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail."
      },
      {
        "document": 970,
        "excerpt": "st: 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks."
      },
      {
        "document": 971,
        "excerpt": "ded Sorcery Points, but no more than a number equal to half your Sorcerer level (round down). Once you use this feature, you can't do so again until you finish a Lo"
      },
      {
        "document": 972,
        "excerpt": "t Magic spell slots but no more than a number equal to half your maximum (round up). Once you use this feature, you can't do so again until you finish a Long Rest."
      },
      {
        "document": 973,
        "excerpt": "slots can have a combined level equal to no more than half your Wizard level (round up), and none of the slots can be level 6 or higher. For example, if you're a l"
      },
      {
        "document": 974,
        "excerpt": "ely after you score a Critical Hit, you can move up to half your Speed without provoking Opportunity Attacks."
      },
      {
        "document": 975,
        "excerpt": "ave DC, taking 2d6 Necrotic damage on a failed save or half as much damage on a successful one. One creature of your choice in that area regains 2d6 Hit Points. Th"
      },
      {
        "document": 978,
        "excerpt": "n a saving throw against the cantrip, the target takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip."
      },
      {
        "document": 981,
        "excerpt": "m. This feature can restore a creature to no more than half its Hit Point maximum."
      },
      {
        "document": 982,
        "excerpt": "enever you cast Divine Smite, you and your allies have Half Cover while in your Aura of Protection. The aura has this benefit until the start of your next turn."
      },
      {
        "document": 985,
        "excerpt": "g throw, taking 10d12 Force damage on a failed save or half as much damage on a successful one. You can have only one creature under the effect of this feature at"
      },
      {
        "document": 986,
        "excerpt": "Ancestry trait. On a successful save, a creature takes half as much damage. This damage increases by 1d10 when you reach character levels 5 (2d10), 11 (3d10), and 1"
      },
      {
        "document": 1066,
        "excerpt": "Half Plate Armor"
      },
      {
        "document": 1149,
        "excerpt": "On a miss, the arrow splashes the target with acid for half as much of the initial damage only. Using a Higher-Level Spell Slot. The damage (both initial and later"
      },
      {
        "document": 1163,
        "excerpt": "ility modifier. Interposing Hand. The hand grants you Half Cover against attacks and other effects that originate from its space or that pass through it. In additi"
      },
      {
        "document": 1175,
        "excerpt": "or Wish spell. On a successful save, the target takes half as much damage only."
      },
      {
        "document": 1178,
        "excerpt": "ng throw, taking 6d10 Force damage on a failed save or half as much damage on a successful one. A creature also makes that save if it enters the wall's space or end"
      },
      {
        "document": 1180,
        "excerpt": "throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one. A Plant creature automatically fails the save. Alternatively, targe"
      },
      {
        "document": 1184,
        "excerpt": "ving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the Cone that aren't being worn or carried sta"
      },
      {
        "document": 1185,
        "excerpt": "hrow, taking 3d10 Lightning damage on a failed save or half as much damage on a successful one. Until the spell ends, you can take a Magic action to call down ligh"
      },
      {
        "document": 1187,
        "excerpt": "hrow, taking 10d8 Lightning damage on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. One additional bolt leaps from the"
      },
      {
        "document": 1192,
        "excerpt": "throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. The damage increases by 2d8 for ea"
      },
      {
        "document": 1195,
        "excerpt": "ng throw, taking 5d8 Poison damage on a failed save or half as much damage on a successful one. A creature must also make this save when the Sphere moves into its s"
      },
      {
        "document": 1202,
        "excerpt": "ving throw, taking 8d8 Cold damage on a failed save or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it tha"
      },
      {
        "document": 1205,
        "excerpt": "throw, taking 6d12 Radiant damage on a failed save or half as much damage on a successful one. Until the spell ends, Bright Light fills the Cylinder, and when you"
      },
      {
        "document": 1209,
        "excerpt": "he creature takes 5d8 Force damage on a failed save or half as much damage on a successful one. A creature makes this save only once per turn. In addition, you can"
      },
      {
        "document": 1214,
        "excerpt": "oning damage. On a successful save, the creature takes half as much damage. A creature can swim away from the whirlpool only if it first takes an action to pull awa"
      },
      {
        "document": 1227,
        "excerpt": "al to the total accumulated damage on a failed save or half as much damage on a successful one. The spell's base damage is 12d6, and the damage increases by 1d6 wh"
      },
      {
        "document": 1237,
        "excerpt": "e safest route. On a successful save, the target takes half as much damage only. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot l"
      },
      {
        "document": 1245,
        "excerpt": "king 3d6 damage of the chosen type on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. The damage increases by 1d6 for ea"
      },
      {
        "document": 1248,
        "excerpt": "within a distance from a collapsing structure equal to half the structure's height makes a Dexterity saving throw. On a failed save, the creature takes 12d6 Bludgeo"
      },
      {
        "document": 1269,
        "excerpt": "w, taking 7d8 + 30 Necrotic damage on a failed save or half as much damage on a successful one. A Humanoid killed by this spell rises at the start of your next tur"
      },
      {
        "document": 1272,
        "excerpt": "ing throw, taking 7d10 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the area that aren't being worn or carried sta"
      },
      {
        "document": 1273,
        "excerpt": "ving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the area that aren't being worn or carried sta"
      },
      {
        "document": 1275,
        "excerpt": "Fire damage and 5d6 Radiant damage on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. The Fire damage and the Radiant da"
      },
      {
        "document": 1276,
        "excerpt": "ving throw, taking 2d6 Fire damage on a failed save or half as much damage on a successful one. As a Bonus Action, you can move the sphere up to 30 feet, rolling i"
      },
      {
        "document": 1285,
        "excerpt": "aving throw, taking 10d6 Cold damage on failed save or half as much damage on a successful one. If the globe strikes a body of water, it freezes the water to a dep"
      },
      {
        "document": 1290,
        "excerpt": "iattack. The insect makes a number of attacks equal to half this spell's level (round down). Poison Jab. Melee Attack Roll: Bonus equals your spell attack modifier"
      },
      {
        "document": 1293,
        "excerpt": "choice when you create the glyph) on a failed save or half as much damage on a successful one. Spell Glyph. You can store a prepared spell of level 3 or lower in"
      },
      {
        "document": 1298,
        "excerpt": "ng throw, taking 20 Radiant damage on a failed save or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage."
      },
      {
        "document": 1305,
        "excerpt": "ecrotic damage it took. On a successful save, it takes half as much damage only. This spell can't reduce a target's Hit Point maximum below 1."
      },
      {
        "document": 1310,
        "excerpt": "ing throw, taking 2d10 Fire damage on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. The damage increases by 1d10 for e"
      },
      {
        "document": 1321,
        "excerpt": "geoning damage and 4d6 Cold damage on a failed save or half as much damage on a successful one. Hailstones turn ground in the Cylinder into Difficult Terrain until"
      },
      {
        "document": 1325,
        "excerpt": "ing throw, taking 10d8 Fire damage on a failed save or half as much damage on a successful one. A creature must also make this save when the Sphere moves into its s"
      },
      {
        "document": 1326,
        "excerpt": "throw, taking 2d10 Necrotic damage on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. The damage increases by 1d10 for e"
      },
      {
        "document": 1327,
        "excerpt": "throw, taking 4d10 Piercing damage on a failed save or half as much damage on a successful one. A creature also makes this save when it enters the spell's area for"
      },
      {
        "document": 1337,
        "excerpt": "throw, taking 8d6 Lightning damage on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. The damage increases by 1d6 for ea"
      },
      {
        "document": 1359,
        "excerpt": "damage and 20d6 Bludgeoning damage on a failed save or half as much damage on a successful one. A creature in the area of more than one fiery Sphere is affected onl"
      },
      {
        "document": 1361,
        "excerpt": "g throw, taking 3d8 Psychic damage on a failed save or half as much damage on a successful one. On a failed save, you also always know the target's location until t"
      },
      {
        "document": 1368,
        "excerpt": "s the Cylinder. On a successful save, a creature takes half as much damage only. A creature also makes this save when the spell's area moves into its space and when"
      },
      {
        "document": 1369,
        "excerpt": "a pillar. The extent of any such changes can't exceed half the area's largest dimension. For example, if you affect a 40-foot square, you can create a pillar up to"
      },
      {
        "document": 1374,
        "excerpt": "r the duration. On a successful save, the target takes half as much damage, and the spell ends. For the duration, the target makes a Wisdom saving throw at the end"
      },
      {
        "document": 1376,
        "excerpt": "even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely a"
      },
      {
        "document": 1379,
        "excerpt": "area from being affected. Enrichment. All plants in a half-mile radius centered on a point within range become enriched for 365 days. The plants yield twice the no"
      },
      {
        "document": 1387,
        "excerpt": "| Red. Failed Save: 12d6 Fire damage. Successful Save: Half as much damage. | | 2 | Orange. Failed Save: 12d6 Acid damage. Successful Save: Half as much d"
      },
      {
        "document": 1388,
        "excerpt": "| Red. Failed Save: 12d6 Fire damage. Successful Save: Half as much damage. Additional Effects: Nonmagical ranged attacks can’t pass through this layer, which is de"
      },
      {
        "document": 1404,
        "excerpt": "t the sphere's walls and thus roll the sphere at up to half the creature's Speed. Similarly, the globe can be picked up and moved by other creatures. A Disintegrat"
      },
      {
        "document": 1410,
        "excerpt": "e 1d8 Radiant damage. The target gains no benefit from Half Cover or Three-Quarters Cover for this save. Cantrip Upgrade. The damage increases by 1d8 when you reac"
      },
      {
        "document": 1421,
        "excerpt": "g throw, taking 3d8 Thunder damage on a failed save or half as much damage on a successful one. A Construct has Disadvantage on the save. A nonmagical object that"
      },
      {
        "document": 1429,
        "excerpt": "ng, except it is a Construct, its Hit Point maximum is half as much, and it can't cast this spell. The simulacrum is Friendly to you and creatures you designate. I"
      },
      {
        "document": 1440,
        "excerpt": "ou are evil). On a successful save, the creature takes half as much damage. A creature makes this save only once per turn. Using a Higher-Level Spell Slot. The dam"
      },
      {
        "document": 1446,
        "excerpt": "hrow, taking 10d6 Lightning damage on a failed save or half as much damage on a successful one. Turn 4. Hailstones rain down. Each creature under the cloud takes 2"
      },
      {
        "document": 1448,
        "excerpt": "ck. The spirit makes a number of Rend attacks equal to half the spell's level (round down), and it uses Breath Weapon. Rend. Melee Attack Roll: Bonus equals your s"
      },
      {
        "document": 1449,
        "excerpt": "tart of your next turn. On a successful save, it takes half as much damage only. Until the spell ends, you can take a Magic action to create a new Line of radiance"
      },
      {
        "document": 1450,
        "excerpt": "condition for 1 minute. On a successful save, it takes half as much damage only. A creature Blinded by this spell makes another Constitution saving throw at the en"
      },
      {
        "document": 1451,
        "excerpt": "hrow, taking 10d10 Necrotic damage on a failed save or half as much damage on a successful save. Discord. Each target makes a Wisdom saving throw. On a failed save"
      },
      {
        "document": 1457,
        "excerpt": "away from you. On a successful save, a creature takes half as much damage only. In addition, unsecured objects that are entirely within the Cube are pushed 10 fee"
      },
      {
        "document": 1467,
        "excerpt": "ow, taking 6d10 Bludgeoning damage on a failed save or half as much damage on a successful one. At the start of each of your turns after the wall appears, the wall"
      },
      {
        "document": 1469,
        "excerpt": "d6 Necrotic damage, and you regain Hit Points equal to half the amount of Necrotic damage dealt. Until the spell ends, you can make the attack again on each of you"
      },
      {
        "document": 1471,
        "excerpt": "its next turn. On a successful save, a creature takes half the initial damage only. Using a Higher-Level Spell Slot. The initial damage increases by 2d4 for each"
      },
      {
        "document": 1472,
        "excerpt": "ving throw, taking 5d8 Fire damage on a failed save or half as much damage on a successful one. One side of the wall, selected by you when you cast this spell, dea"
      },
      {
        "document": 1474,
        "excerpt": "ing throw, taking 10d6 Cold damage on a failed save or half as much damage on a successful one. The wall is an object that can be damaged and thus breached. It has"
      },
      {
        "document": 1476,
        "excerpt": "throw, taking 7d8 Piercing damage on a failed save or half as much damage on a successful one. A creature can move through the wall, albeit slowly and painfully."
      },
      {
        "document": 1481,
        "excerpt": "for the duration. On a successful save, a target takes half as much damage only. A Frightened target makes a Wisdom saving throw at the end of each of its turns. O"
      },
      {
        "document": 1483,
        "excerpt": "row, taking 4d8 Bludgeoning damage on a failed save or half as much damage on a successful one. The strong wind keeps fog, smoke, and other gases at bay. Small or"
      },
      {
        "document": 1498,
        "excerpt": "re to crawl or to spend an amount of movement equal to half your Speed (round down) to right yourself and thereby end the condition. If your Speed is 0, you can't r"
      },
      {
        "document": 1504,
        "excerpt": "taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition"
      },
      {
        "document": 1515,
        "excerpt": "bag contains 3d4 dry beans when found. The bag weighs half a pound regardless of how many beans it contains and becomes a non-magical item when it no longer contai"
      },
      {
        "document": 1519,
        "excerpt": "ush against the sphere's wall, moving the sphere up to half the creature's Speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regard"
      },
      {
        "document": 1529,
        "excerpt": "e next dawn. The bowl is about 1 foot in diameter and half as deep. It holds about 3 gallons."
      },
      {
        "document": 1565,
        "excerpt": "throw, taking 10d6 Necrotic damage on a failed save or half as much damage on a successful one."
      },
      {
        "document": 1567,
        "excerpt": "Half Plate Armor or Plate Armor"
      },
      {
        "document": 1579,
        "excerpt": "r rest for every 3 hours of flying) or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 Hit Poin"
      },
      {
        "document": 1603,
        "excerpt": "n for 1 minute. On a successful save, a creature takes half as much damage only. Glass or crystal objects in the Cone that aren't being worn or carried take 10d8 Th"
      },
      {
        "document": 1612,
        "excerpt": "throw, taking 4d6 Lightning damage on a failed save or half as much damage on a successful one. Immediately after dealing this damage, the weapon reappears in your"
      },
      {
        "document": 1632,
        "excerpt": "e roll. In addition, your target gains no benefit from Half Cover or Three-Quarters Cover, and you suffer no Disadvantage due to long range. If the attack hits, you"
      },
      {
        "document": 1642,
        "excerpt": "ts with each expended charge if enough rats are within half a mile of you to be called in this fashion (as determined by the GM). If there aren't enough rats to for"
      },
      {
        "document": 1643,
        "excerpt": "Half Plate Armor or Plate Armor"
      },
      {
        "document": 1677,
        "excerpt": "lowing table. On a successful save, the creature takes half as much damage. Shooting Stars. You can expend 1 to 3 charges as a Magic action. For every charge you e"
      },
      {
        "document": 1694,
        "excerpt": "damage, and you regain a number of Hit Points equal to half that Necrotic damage. Once used, this property can't be used again until the next dawn. Paralyze. When"
      },
      {
        "document": 1716,
        "excerpt": "s in the staff. On a successful save, a creature takes half as much damage."
      },
      {
        "document": 1719,
        "excerpt": "s in the staff. On a successful save, a creature takes half as much damage."
      },
      {
        "document": 1722,
        "excerpt": "throw, taking 9d6 Lightning damage on a failed save or half as much damage on a successful one. Thunderclap. You can take a Magic action to cause the staff to prod"
      },
      {
        "document": 1751,
        "excerpt": "termined by the wand's rarity. In addition, you ignore Half Cover when making a spell attack roll."
      },
      {
        "document": 1760,
        "excerpt": "e aboleth. Failure: 10 (3d6) Psychic damage. Success: Half damage. Failure or Success: The aboleth gains the target's memories if the target is a Humanoid and is r"
      },
      {
        "document": 1761,
        "excerpt": "ot-wide Line. Failure: 54 (12d8) Acid damage. Success: Half damage. Spellcasting. The dragon casts one of the following spells, requiring no Material components an"
      },
      {
        "document": 1762,
        "excerpt": "e Line. Failure: 60 (11d10) Lightning damage. Success: Half damage. Spellcasting. The dragon casts one of the following spells, requiring no Material components an"
      },
      {
        "document": 1763,
        "excerpt": "ot-wide Line. Failure: 45 (10d8) Fire damage. Success: Half damage. Sleep Breath. Constitution Saving Throw: DC 18, each creature in a 60-foot Cone. Failure: The t"
      },
      {
        "document": 1764,
        "excerpt": "e Line. Failure: 55 (10d10) Lightning damage. Success: Half damage. Repulsion Breath. Strength Saving Throw: DC 19, each creature in a 30-foot Cone. Failure: The t"
      },
      {
        "document": 1765,
        "excerpt": "ot-wide Line. Failure: 54 (12d8) Acid damage. Success: Half damage. Slowing Breath. Constitution Saving Throw: DC 18, each creature in a 60-foot Cone. Failure: The"
      },
      {
        "document": 1766,
        "excerpt": "0-foot Cone. Failure: 66 (12d10) Fire damage. Success: Half damage. Spellcasting. The dragon casts one of the following spells, requiring no Material components an"
      },
      {
        "document": 1767,
        "excerpt": "-foot Cone. Failure: 56 (16d6) Poison damage. Success: Half damage. Spellcasting. The dragon casts one of the following spells, requiring no Material components an"
      },
      {
        "document": 1768,
        "excerpt": "60-foot Cone. Failure: 59 (17d6) Fire damage. Success: Half damage. Spellcasting. The dragon casts one of the following spells, requiring no Material components an"
      },
      {
        "document": 1769,
        "excerpt": "60-foot Cone. Failure: 54 (12d8) Cold damage. Success: Half damage. Paralyzing Breath. Constitution Saving Throw: DC 20, each creature in a 60-foot Cone. First Fai"
      },
      {
        "document": 1770,
        "excerpt": "60-foot Cone. Failure: 54 (12d8) Cold damage. Success: Half damage."
      },
      {
        "document": 1771,
        "excerpt": "om the elemental and has the Prone condition. Success: Half damage only."
      },
      {
        "document": 1773,
        "excerpt": "ot-wide Line. Failure: 67 (15d8) Acid damage. Success: Half damage. Spellcasting. The dragon casts one of the following spells, requiring no Material components an"
      },
      {
        "document": 1774,
        "excerpt": "e Line. Failure: 88 (16d10) Lightning damage. Success: Half damage. Spellcasting. The dragon casts one of the following spells, requiring no Material components an"
      },
      {
        "document": 1775,
        "excerpt": "ot-wide Line. Failure: 58 (13d8) Fire damage. Success: Half damage. Sleep Breath. Constitution Saving Throw: DC 21, each creature in a 90-foot Cone. Failure: The t"
      },
      {
        "document": 1776,
        "excerpt": "e Line. Failure: 82 (15d10) Lightning damage. Success: Half damage. Repulsion Breath. Strength Saving Throw: DC 23, each creature in a 30-foot Cone. Failure: The t"
      },
      {
        "document": 1777,
        "excerpt": "ot-wide Line. Failure: 63 (14d8) Acid damage. Success: Half damage. Slowing Breath. Constitution Saving Throw: DC 22, each creature in a 90-foot Cone. Failure: The"
      },
      {
        "document": 1778,
        "excerpt": "0-foot Cone. Failure: 71 (13d10) Fire damage. Success: Half damage. Spellcasting. The dragon casts one of the following spells, requiring no Material components an"
      },
      {
        "document": 1779,
        "excerpt": "-foot Cone. Failure: 77 (22d6) Poison damage. Success: Half damage. Spellcasting. The dragon casts one of the following spells, requiring no Material components an"
      },
      {
        "document": 1780,
        "excerpt": "90-foot Cone. Failure: 91 (26d6) Fire damage. Success: Half damage. Spellcasting. The dragon casts one of the following spells, requiring no Material components an"
      },
      {
        "document": 1781,
        "excerpt": "90-foot Cone. Failure: 67 (15d8) Cold damage. Success: Half damage. Paralyzing Breath. Constitution Saving Throw: DC 24, each creature in a 90-foot Cone. First Fai"
      },
      {
        "document": 1782,
        "excerpt": "90-foot Cone. Failure: 63 (14d8) Cold damage. Success: Half damage."
      },
      {
        "document": 1786,
        "excerpt": "Tunneler. The ankheg can burrow through solid rock at half its Burrow Speed and leaves a 10-foot-diameter tunnel in its wake."
      },
      {
        "document": 1791,
        "excerpt": "llows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the save and only half damage if it fails"
      },
      {
        "document": 1792,
        "excerpt": "Half the HP maximum of its summoner"
      },
      {
        "document": 1799,
        "excerpt": "(9d6) Fire damage plus 31 (9d6) Force damage. Success: Half damage. Failure or Success: If the balor dies outside the Abyss, it gains a new body instantly, reviving"
      },
      {
        "document": 1806,
        "excerpt": "e Line. Failure: 66 (12d10) Lightning damage. Success: Half damage."
      },
      {
        "document": 1809,
        "excerpt": "oot-wide Line. Failure: 22 (5d8) Acid damage. Success: Half damage."
      },
      {
        "document": 1813,
        "excerpt": "ide Line. Failure: 21 (6d6) Lightning damage. Success: Half damage."
      },
      {
        "document": 1816,
        "excerpt": "oot-wide Line. Failure: 14 (4d6) Fire damage. Success: Half damage. Sleep Breath. Constitution Saving Throw: DC 11, each creature in a 15-foot Cone. Failure: The t"
      },
      {
        "document": 1817,
        "excerpt": "de Line. Failure: 16 (3d10) Lightning damage. Success: Half damage. Repulsion Breath. Strength Saving Throw: DC 12, each creature in a 30-foot Cone. Failure: The t"
      },
      {
        "document": 1821,
        "excerpt": "mage, and the target has the Prone condition. Success: Half damage, and the target is pushed 5 feet straight away from the bulette."
      },
      {
        "document": 1826,
        "excerpt": "a 15-foot Cone. Failure: 31(7d8) Fire damage. Success: Half damage."
      },
      {
        "document": 1834,
        "excerpt": "oot-wide Line. Failure: 18 (4d8) Acid damage. Success: Half damage. Slowing Breath. Constitution Saving Throw: DC 11, each creature in a 15-foot Cone. Failure: The"
      },
      {
        "document": 1848,
        "excerpt": "60-foot Cone. Failure: 56 (16d6) Fire damage. Success: Half damage. Failure or Success: Being underwater doesn't grant Resistance to this Fire damage."
      },
      {
        "document": 1853,
        "excerpt": "mephit. Failure: 5 (2d4) Bludgeoning damage. Success: Half damage."
      },
      {
        "document": 1857,
        "excerpt": "n. Failure: 17 (2d10 + 6) Bludgeoning damage. Success: Half damage."
      },
      {
        "document": 1869,
        "excerpt": "apes and enters the nearest unoccupied space. Success: Half damage, and the target moves to an unoccupied space within 5 feet of the cube. If there is no unoccupied"
      },
      {
        "document": 1873,
        "excerpt": "smaller creature, it has the Prone condition. Success: Half damage only."
      },
      {
        "document": 1887,
        "excerpt": "re that was already Bloodied, the hyena can move up to half its Speed, and it makes one Bite attack."
      },
      {
        "document": 1893,
        "excerpt": "ubble Dash. While underwater, the seahorse moves up to half its Swim Speed without provoking Opportunity Attacks."
      },
      {
        "document": 1903,
        "excerpt": "zu. Failure: 15 (3d6 + 5) Bludgeoning damage. Success: Half damage. Spellcasting. The glabrezu casts one of the following spells, requiring no Material components"
      },
      {
        "document": 1905,
        "excerpt": "eature that is already Bloodied, the gnoll moves up to half its Speed, and it makes one Rend attack."
      },
      {
        "document": 1910,
        "excerpt": "15-foot Cone. Failure: 22 (4d10) Fire damage. Success: Half damage. Weakening Breath. Strength Saving Throw: DC 13, each creature that isn't currently affected by"
      },
      {
        "document": 1911,
        "excerpt": "n. Failure: 16 (2d10 + 5) Bludgeoning damage. Success: Half damage."
      },
      {
        "document": 1913,
        "excerpt": "5-foot Cone. Failure: 21 (6d6) Poison damage. Success: Half damage."
      },
      {
        "document": 1920,
        "excerpt": "tion until the start of the naga's next turn. Success: Half damage only. Spellcasting. The naga casts one of the following spells, requiring no Somatic or Material"
      },
      {
        "document": 1921,
        "excerpt": "Half-Dragon"
      },
      {
        "document": 1924,
        "excerpt": "15-foot Cone. Failure: 17 (5d6) Fire damage. Success: Half damage."
      },
      {
        "document": 1929,
        "excerpt": "Greatsword, Half Plate Armor, Longbow"
      },
      {
        "document": 1930,
        "excerpt": "Half Plate Armor, Longbow, Longsword, Shield"
      },
      {
        "document": 1937,
        "excerpt": "rom the mephit. Failure: 5 (2d4) Cold damage. Success: Half damage."
      },
      {
        "document": 1941,
        "excerpt": "foot Cone. Failure: 55 (10d10) Poison damage. Success: Half damage."
      },
      {
        "document": 1946,
        "excerpt": "mage, and the target has the Prone condition. Success: Half damage only. Lightning Strike. Dexterity Saving Throw: DC 23, one creature the kraken can see within 12"
      },
      {
        "document": 1949,
        "excerpt": "the lich. Failure: 31 (9d6) Necrotic damage. Success: Half damage. Failure or Success: The lich can't take this action again until the start of its next turn. Fri"
      },
      {
        "document": 1953,
        "excerpt": "rom the mephit. Failure: 7 (2d6) Fire damage. Success: Half damage."
      },
      {
        "document": 1954,
        "excerpt": "rom the magmin. Failure: 7 (2d6) Fire damage. Success: Half damage."
      },
      {
        "document": 1955,
        "excerpt": "n. Failure: 29 (4d10 + 7) Bludgeoning damage. Success: Half damage."
      },
      {
        "document": 1977,
        "excerpt": "on until the start of the otyugh's next turn. Success: Half damage only."
      },
      {
        "document": 1987,
        "excerpt": "n 120 feet. Failure: 24 (7d6) Radiant damage. Success: Half damage. Spellcasting. The planetar casts one of the following spells, requiring no Material components"
      },
      {
        "document": 1995,
        "excerpt": "Tunneler. The worm can burrow through solid rock at half its Burrow Speed and leaves a 10-foot-diameter tunnel in its wake."
      },
      {
        "document": 2000,
        "excerpt": "15-foot Cone. Failure: 24 (7d6) Fire damage. Success: Half damage."
      },
      {
        "document": 2005,
        "excerpt": "f the roc has a creature Grappled, the roc flies up to half its Fly Speed without provoking Opportunity Attacks and drops that creature."
      },
      {
        "document": 2018,
        "excerpt": "the guardian is within 60 feet of the amulet's wearer, half of any damage the wearer takes (round up) is transferred to the guardian. Regeneration. The guardian re"
      },
      {
        "document": 2020,
        "excerpt": "15-foot Cone. Failure: 18 (4d8) Cold damage. Success: Half damage. Paralyzing Breath. Constitution Saving Throw: DC 13, each creature in a 15-foot Cone. First Fai"
      },
      {
        "document": 2022,
        "excerpt": "ion space. Failure: 11 (2d10) Radiant damage. Success: Half damage."
      },
      {
        "document": 2025,
        "excerpt": "mage, and the target has the Prone condition. Success: Half damage only. Spellcasting. The sphinx casts one of the following spells, requiring no Material componen"
      },
      {
        "document": 2031,
        "excerpt": "rom the mephit. Failure: 5 (2d4) Fire damage. Success: Half damage."
      },
      {
        "document": 2035,
        "excerpt": "0 feet. Failure: 55 (10d10) Lightning damage. Success: Half damage. Spellcasting. The giant casts one of the following spells, requiring no Material components and"
      },
      {
        "document": 2036,
        "excerpt": "hin 5 feet. Failure: 13 (3d8) Psychic damage. Success: Half damage. Failure or Success: The target's Hit Point maximum decreases by an amount equal to the damage ta"
      },
      {
        "document": 2044,
        "excerpt": "ed conditions until the end of its next turn. Success: Half damage only."
      },
      {
        "document": 2051,
        "excerpt": "Charge. The troll moves up to half its Speed straight toward an enemy it can see."
      },
      {
        "document": 2053,
        "excerpt": "of its turns. Charging Horn. The unicorn moves up to half its Speed without provoking Opportunity Attacks, and it makes one Radiant Horn attack. Shimmering Shiel"
      },
      {
        "document": 2056,
        "excerpt": "next turn. Deathless Strike. The vampire moves up to half its Speed, and it makes one Grave Strike attack."
      },
      {
        "document": 2065,
        "excerpt": "eeding on a DC 14 Strength (Athletics) check. Success: Half damage only."
      },
      {
        "document": 2072,
        "excerpt": "15-foot Cone. Failure: 22 (5d8) Cold damage. Success: Half damage."
      },
      {
        "document": 2075,
        "excerpt": "15-foot Cone. Failure: 18 (4d8) Cold damage. Success: Half damage."
      },
      {
        "document": 2081,
        "excerpt": "ot-wide Line. Failure: 49 (14d6) Acid damage. Success: Half damage."
      },
      {
        "document": 2082,
        "excerpt": "e Line. Failure: 55 (10d10) Lightning damage. Success: Half damage."
      },
      {
        "document": 2083,
        "excerpt": "ot-wide Line. Failure: 38 (11d6) Fire damage. Success: Half damage. Sleep Breath. Constitution Saving Throw: DC 14, each creature in a 30-foot Cone. Failure: The t"
      },
      {
        "document": 2084,
        "excerpt": "de Line. Failure: 49 (9d10) Lightning damage. Success: Half damage. Repulsion Breath. Strength Saving Throw: DC 15, each creature in a 30-foot Cone. Failure: The t"
      },
      {
        "document": 2085,
        "excerpt": "oot-wide Line. Failure: 40 (9d8) Acid damage. Success: Half damage. Slowing Breath. Constitution Saving Throw: DC 14, each creature in a 30-foot Cone. Failure: The"
      },
      {
        "document": 2086,
        "excerpt": "0-foot Cone. Failure: 55 (10d10) Fire damage. Success: Half damage. Weakening Breath. Strength Saving Throw: DC 17, each creature that isn't currently affected by"
      },
      {
        "document": 2087,
        "excerpt": "-foot Cone. Failure: 42 (12d6) Poison damage. Success: Half damage."
      },
      {
        "document": 2088,
        "excerpt": "30-foot Cone. Failure: 56 (16d6) Fire damage. Success: Half damage."
      },
      {
        "document": 2089,
        "excerpt": "30-foot Cone. Failure: 49 (11d8) Cold damage. Success: Half damage. Paralyzing Breath. Constitution Saving Throw: DC 17, each creature in a 30-foot Cone. First Fai"
      },
      {
        "document": 2090,
        "excerpt": "30-foot Cone. Failure: 40 (9d8) Cold damage. Success: Half damage."
      }
    ],
    "halfling": [
      {
        "document": 226,
        "excerpt": "cter Origins”: Dragonborn, Dwarf, Elf, Gnome, Goliath, Halfling, Human, Orc, and Tiefling. Once you’ve chosen a species, write it on your character sheet. Then record y"
      },
      {
        "document": 809,
        "excerpt": "Halfling"
      },
      {
        "document": 820,
        "excerpt": "A wooden statuette of a smug halfling"
      },
      {
        "document": 991,
        "excerpt": "Halfling"
      },
      {
        "document": 1402,
        "excerpt": "ain. | 6 | Goliath | | 2 | Dragonborn | 7 | Halfling | | 3 | Dwarf | 8 | Human | | 4 | Elf | 9 | Orc | | 5 | Gnome"
      }
    ],
    "hallow": [
      {
        "document": 915,
        "excerpt": "Hallow"
      },
      {
        "document": 968,
        "excerpt": "t that has been consecrated or desecrated, as with the Hallow spell."
      },
      {
        "document": 1229,
        "excerpt": "within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch"
      },
      {
        "document": 1303,
        "excerpt": "Hallow"
      }
    ],
    "hallowed": [
      {
        "document": 1303,
        "excerpt": "Hallow. The affected area has the following effects. Hallowed Ward. Choose any of these creature types: Aberration, Celestial, Elemental, Fey, Fiend, or Undead. Creat"
      }
    ],
    "hallucinations": [
      {
        "document": 692,
        "excerpt": "condition might be accompanied by alarming behavior or hallucinations. These effects can be suppressed with the Calm Emotions spell or removed by the Lesser Restoration spell"
      }
    ],
    "hallucinatory": [
      {
        "document": 833,
        "excerpt": "Hallucinatory Terrain"
      },
      {
        "document": 877,
        "excerpt": "Hallucinatory Terrain"
      },
      {
        "document": 890,
        "excerpt": "Hallucinatory Terrain"
      },
      {
        "document": 902,
        "excerpt": "Hallucinatory Terrain"
      },
      {
        "document": 1304,
        "excerpt": "Hallucinatory Terrain"
      }
    ],
    "hallucinogenic": [
      {
        "document": 954,
        "excerpt": "A character ingests a hallucinogenic substance that distorts the character’s perception of reality."
      }
    ],
    "halt": [
      {
        "document": 1197,
        "excerpt": "arget has the Prone condition and then ends its turn. Halt. On its turn, the target doesn't move and takes no action or Bonus Action. Using a Higher-Level Spell S"
      }
    ],
    "halve": [
      {
        "document": 119,
        "excerpt": "te Armor (1,500 GP). Magic Item Rarities and Values *Halve the value for a consumable item other than a Spell Scroll. The value of a Spell Scroll is double what it"
      },
      {
        "document": 970,
        "excerpt": "ts you with an attack roll, you can take a Reaction to halve the attack's damage against you (round down)."
      },
      {
        "document": 1475,
        "excerpt": "create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create battlements and the"
      }
    ],
    "halved": [
      {
        "document": 35,
        "excerpt": "iency Bonus might be multiplied or divided (doubled or halved, for example) before being added. For example, the Expertise feature (see “Rules Glossary”) doubles the"
      },
      {
        "document": 109,
        "excerpt": "rget when the target succeeds on the saving throw. The halved damage is equal to half the damage that would be dealt on a failed save."
      },
      {
        "document": 111,
        "excerpt": "ve Resistance to a damage type, damage of that type is halved against you (round down). If you have Vulnerability to a damage type, damage of that type is doubled aga"
      },
      {
        "document": 113,
        "excerpt": "damage, the damage is first reduced by 5 (to 23), then halved for the creature's Resistance (and rounded down to 11), then doubled for its Vulnerability (to 22)."
      },
      {
        "document": 133,
        "excerpt": "ic Item Crafting Time and Cost *The time and cost are halved for a consumable item other than a Spell Scroll, whose crafting time and cost are given in “Equipment.”"
      },
      {
        "document": 364,
        "excerpt": "such as a city shipyard, the repair time and cost are halved."
      },
      {
        "document": 536,
        "excerpt": "ve Resistance to a damage type, damage of that type is halved against you (round down). Resistance is applied only once to an instance of damage. See also “Playing th"
      },
      {
        "document": 548,
        "excerpt": "peed is also reduced to 0. Similarly, if your Speed is halved and you have a Fly Speed, your Fly Speed is also halved."
      },
      {
        "document": 628,
        "excerpt": "uccessful check, any damage resulting from the fall is halved."
      },
      {
        "document": 709,
        "excerpt": "soned condition for 4d6 hours. The creature's Speed is halved while the creature is Poisoned in this way."
      },
      {
        "document": 789,
        "excerpt": "s work, but with their numerical effects and durations halved. If a potion has no numerical effect and no duration, it instead loses its effect."
      },
      {
        "document": 967,
        "excerpt": "next turn. On a successful save, the target's Speed is halved until the start of your next turn, and the next attack roll made against the target before then has Adva"
      },
      {
        "document": 1376,
        "excerpt": "ligned with the creature's ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially d"
      },
      {
        "document": 1432,
        "excerpt": "spell for the duration. An affected target's Speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't take Reactions. On its turns, it"
      },
      {
        "document": 1440,
        "excerpt": "to be unaffected by it. Any other creature's Speed is halved in the Emanation, and whenever the Emanation enters a creature's space and whenever a creature enters t"
      },
      {
        "document": 1537,
        "excerpt": "ce the weight shown on the table, but its Fly Speed is halved if it carries more than its normal capacity."
      },
      {
        "document": 1763,
        "excerpt": "ilure: 27 (6d8) Fire damage, and the target's Speed is halved until the end of its next turn. Failure or Success: The dragon can't take this action again until the st"
      },
      {
        "document": 1765,
        "excerpt": "Failure: The target can't take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn, not both. This effect lasts until the e"
      },
      {
        "document": 1775,
        "excerpt": "ilure: 36 (8d8) Fire damage, and the target's Speed is halved until the end of its next turn. Failure or Success: The dragon can't take this action again until the st"
      },
      {
        "document": 1777,
        "excerpt": "Failure: The target can't take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn, not both. This effect lasts until the e"
      },
      {
        "document": 1834,
        "excerpt": "Failure: The target can't take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn, not both. This effect lasts until the e"
      },
      {
        "document": 2085,
        "excerpt": "Failure: The target can't take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn, not both. This effect lasts until the e"
      }
    ],
    "halves": [
      {
        "document": 1357,
        "excerpt": "an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 f"
      },
      {
        "document": 1785,
        "excerpt": "ng the target, the rug can't take this action, the rug halves the damage it takes (round down), and the target takes the same amount of damage."
      },
      {
        "document": 1829,
        "excerpt": "ttacks against other targets. In addition, the cloaker halves the damage it takes (round down), and the target takes the same amount of damage. The cloaker can detac"
      }
    ],
    "hammer": [
      {
        "document": 345,
        "excerpt": "ze action, you can use a blunt object, such as a Light Hammer, to hammer a spike into wood, earth, or a similar material. You can do so to jam a door shut or to then"
      },
      {
        "document": 928,
        "excerpt": "Light Hammer"
      },
      {
        "document": 1086,
        "excerpt": "Light Hammer"
      },
      {
        "document": 1593,
        "excerpt": "Hammer of Thunderbolts"
      },
      {
        "document": 1796,
        "excerpt": "Burning Hammer. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Bludgeoning damage plus 3 (1d6) Fire damage."
      },
      {
        "document": 1820,
        "excerpt": ", it has the Grappled condition (escape DC 12). Light Hammer. Melee or Ranged Attack Roll: +4 (with Advantage if the target is Grappled by the bugbear), reach 10 ft."
      },
      {
        "document": 1863,
        "excerpt": "ack. The giant makes two attacks, using Flame Sword or Hammer Throw in any combination. Flame Sword. Melee Attack Roll: +11, reach 10 ft. Hit: 21 (4d6 + 7) Slashing"
      }
    ],
    "hammers": [
      {
        "document": 1820,
        "excerpt": "Hide Armor, Light Hammers (3)"
      }
    ],
    "hammock": [
      {
        "document": 362,
        "excerpt": "assengers. A passenger usually pays 5 SP per day for a hammock, but prices can vary from ship to ship. A small private cabin usually costs 2 GP per day."
      }
    ],
    "hammocks": [
      {
        "document": 362,
        "excerpt": "l and Medium passengers the ship can accommodate using hammocks. A ship outfitted with private accommodations can carry one-fifth as many passengers. A passenger usuall"
      }
    ],
    "hampered": [
      {
        "document": 511,
        "excerpt": "to cast spells while wearing it. You are otherwise too hampered by the armor for spellcasting."
      }
    ],
    "hamstring": [
      {
        "document": 962,
        "excerpt": "ard the target without provoking Opportunity Attacks. Hamstring Blow. The target's Speed is reduced by 15 feet until the start of your next turn. A target can be affect"
      }
    ],
    "hand": [
      {
        "document": 47,
        "excerpt": "nce, or learn a key piece of information. On the other hand, if you insult a proud warrior or speak ill of a noble's allies, your efforts to convince or deceive wil"
      },
      {
        "document": 90,
        "excerpt": "get within your reach. A melee attack typically uses a hand-held weapon or an Unarmed Strike. Many monsters make melee attacks with claws, teeth, or other body part"
      },
      {
        "document": 266,
        "excerpt": "colored wood 51 A dead scarab beetle the size of your hand 52 Two toy soldiers, one missing a head 53 A small box filled with different-sized buttons 54 A candl"
      },
      {
        "document": 306,
        "excerpt": ". For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or"
      },
      {
        "document": 316,
        "excerpt": "his Lock with a successful DC 15 Dexterity (Sleight of Hand) check."
      },
      {
        "document": 319,
        "excerpt": "ition if you succeed on a DC 13 Dexterity (Sleight of Hand) check. While bound, a creature has Disadvantage on attack rolls, and the creature is Restrained if the"
      },
      {
        "document": 338,
        "excerpt": "h Rope if you succeed on a DC 10 Dexterity (Sleight of Hand) check. The Rope can be burst with a successful DC 20 Strength (Athletics) check. You can bind an unwil"
      },
      {
        "document": 395,
        "excerpt": "on each day of the inscription. You must also have at hand any Material components required by the spell; if the spell consumes its Material components, they are c"
      },
      {
        "document": 453,
        "excerpt": "the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (roun"
      },
      {
        "document": 499,
        "excerpt": "cription states otherwise. The spellcaster must have a hand free to access them, but it can be the same hand used to perform Somatic components, if any. If a spell"
      },
      {
        "document": 568,
        "excerpt": "o more than one size larger than you and if you have a hand free to grab it. See also “Grappling.” Shove. The target must succeed on a Strength or Dexterity saving"
      },
      {
        "document": 633,
        "excerpt": "ture gives it the Grappled condition. One Grapple per Hand. A creature must have a hand free to grapple another creature. Some stat blocks and game effects allow a"
      },
      {
        "document": 717,
        "excerpt": "doing so with a successful DC 13 Dexterity (Sleight of Hand) check. Each attempt to set this trap takes 10 minutes. At Higher Levels. You can scale the trap for hi"
      },
      {
        "document": 721,
        "excerpt": "doing so with a successful DC 15 Dexterity (Sleight of Hand) check. On a failed check, the creature triggers the trap. At Higher Levels. You can scale the trap for"
      },
      {
        "document": 744,
        "excerpt": "Sleight of Hand"
      },
      {
        "document": 778,
        "excerpt": "Mage Hand"
      },
      {
        "document": 820,
        "excerpt": "A mummified goblin hand"
      },
      {
        "document": 859,
        "excerpt": "Mage Hand"
      },
      {
        "document": 865,
        "excerpt": "Arcane Hand"
      },
      {
        "document": 872,
        "excerpt": "Mage Hand"
      },
      {
        "document": 884,
        "excerpt": "Mage Hand"
      },
      {
        "document": 891,
        "excerpt": "Arcane Hand"
      },
      {
        "document": 898,
        "excerpt": "Mage Hand"
      },
      {
        "document": 928,
        "excerpt": "Hand Crossbow"
      },
      {
        "document": 967,
        "excerpt": "Monk subclass of your choice. The Warrior of the Open Hand subclass is detailed after this class's description. A subclass is a specialization that grants you feat"
      },
      {
        "document": 970,
        "excerpt": "ion, Investigation, Perception, Persuasion, Sleight of Hand, or Stealth"
      },
      {
        "document": 972,
        "excerpt": "a Bonus Action, you can conjure a pact weapon in your hand - a Simple or Martial Melee weapon of your choice with which you bond - or create a bond with a magic we"
      },
      {
        "document": 973,
        "excerpt": "know three Wizard cantrips of your choice. Light, Mage Hand, and Ray of Frost are recommended. Whenever you finish a Long Rest, you can replace one of your cantrips"
      },
      {
        "document": 984,
        "excerpt": "s Action, you can do one of the following. Sleight of Hand. Make a Dexterity (Sleight of Hand) check to pick a lock or disarm a trap with Thieves' Tools or to pick"
      },
      {
        "document": 985,
        "excerpt": "Warrior of the Open Hand"
      },
      {
        "document": 996,
        "excerpt": "Sleight of Hand and Stealth"
      },
      {
        "document": 1067,
        "excerpt": "Hand Crossbow"
      },
      {
        "document": 1163,
        "excerpt": "Arcane Hand"
      },
      {
        "document": 1274,
        "excerpt": "up to 10 minutes You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of t"
      },
      {
        "document": 1285,
        "excerpt": "of a sling bullet, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hur"
      },
      {
        "document": 1294,
        "excerpt": "tletoe) Duration: 24 hours Ten berries appear in your hand and are infused with magic for the duration. A creature can take a Bonus Action to eat one berry. Eating"
      },
      {
        "document": 1323,
        "excerpt": "he writing appears normal, seems to be written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears a"
      },
      {
        "document": 1328,
        "excerpt": "ush the sapphire. The object instantly appears in your hand regardless of physical or planar distances, and the spell ends. If another creature is holding or carry"
      },
      {
        "document": 1343,
        "excerpt": "Mage Hand"
      },
      {
        "document": 1386,
        "excerpt": "ical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth."
      },
      {
        "document": 1390,
        "excerpt": "ration: 10 minutes A flickering flame appears in your hand and remains there for the duration. While there, the flame emits no heat and ignites nothing, and it she"
      },
      {
        "document": 1456,
        "excerpt": "righten, dim, or change color for 1 minute. Invisible Hand. You instantaneously cause an unlocked door or window to fly open or slam shut. Phantom Sound. You crea"
      },
      {
        "document": 1469,
        "excerpt": "ion, up to 1 minute The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against one creature w"
      },
      {
        "document": 1508,
        "excerpt": "hich point the Shield falls to the ground or into your hand if you have one free."
      },
      {
        "document": 1555,
        "excerpt": "time, it flies back to you and tries to return to your hand. If you have no hand free, the weapon falls to the ground in your space. If the weapon has no unobstruct"
      },
      {
        "document": 1568,
        "excerpt": "fter hitting or missing, the weapon flies back to your hand."
      },
      {
        "document": 1589,
        "excerpt": "y 1d10 plus your Dexterity modifier if you have a free hand. If you reduce the damage to 0, you can catch the ammunition or weapon if it is small enough for you to"
      },
      {
        "document": 1591,
        "excerpt": "ing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks."
      },
      {
        "document": 1593,
        "excerpt": "fter hitting or missing, the weapon flies back to your hand. The weapon regains 1d4 + 1 expended charges daily at dawn. Giant's Bane. While you are attuned to the"
      },
      {
        "document": 1612,
        "excerpt": "fter dealing this damage, the weapon reappears in your hand. This property can't be used again until the next dawn."
      },
      {
        "document": 1621,
        "excerpt": "table, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the specified cost to purchase supplies. On"
      },
      {
        "document": 1664,
        "excerpt": "a ranged attack with the weapon, it flies back to your hand."
      },
      {
        "document": 1699,
        "excerpt": "epeat the command (causing the rope to coil up in your hand). A target Restrained by the rope can take an action to make its choice of a DC 15 Strength (Athletics)"
      },
      {
        "document": 1762,
        "excerpt": "ave DC 18): At Will: Detect Magic, Invisibility, Mage Hand, Shatter 1/Day Each: Scrying, Sending"
      },
      {
        "document": 1774,
        "excerpt": "ave DC 22): At Will: Detect Magic, Invisibility, Mage Hand, Shatter (level 3 version) 1/Day Each: Scrying, Sending"
      },
      {
        "document": 1790,
        "excerpt": "Invisibility, Light, Mage Armor (included in AC), Mage Hand, Prestidigitation 2/Day Each: Fly, Lightning Bolt (level 7 version) 1/Day Each: Cone of Cold (level 9"
      },
      {
        "document": 1936,
        "excerpt": "it or Miss: The spear magically returns to the devil's hand immediately after a ranged attack. Tail. Melee Attack Roll: +10, reach 10 ft. Hit: 15 (3d6 + 5) Bludgeo"
      },
      {
        "document": 1949,
        "excerpt": ", Invisibility, Lightning Bolt (level 5 version), Mage Hand, Prestidigitation 2/Day Each: Animate Dead, Dimension Door, Plane Shift 1/Day Each: Chain Lightning, F"
      },
      {
        "document": 1952,
        "excerpt": "Detect Magic, Light, Mage Armor (included in AC), Mage Hand, Prestidigitation 2/Day Each: Fireball (level 4 version), Invisibility 1/Day Each: Cone of Cold, Fly"
      },
      {
        "document": 1960,
        "excerpt": "or Miss: The spear magically returns to the merfolk's hand immediately after a ranged attack."
      },
      {
        "document": 1997,
        "excerpt": "ll: Detect Magic, Detect Thoughts, Disguise Self, Mage Hand, Minor Illusion 1/Day Each: Fly, Invisibility, Major Image, Plane Shift"
      },
      {
        "document": 2010,
        "excerpt": "Miss: The spear magically returns to the salamander's hand immediately after a ranged attack. Constrict. Strength Saving Throw: DC 15, one Large or smaller creatu"
      },
      {
        "document": 2022,
        "excerpt": "it or Miss: The sword magically returns to the solar's hand or hovers within 5 feet of the solar immediately after a ranged attack. Slaying Bow. Dexterity Saving T"
      },
      {
        "document": 2024,
        "excerpt": "ll save DC 16): At Will: Detect Magic, Identify, Mage Hand, Minor Illusion, Prestidigitation 1/Day Each: Dispel Magic, Legend Lore, Locate Object, Plane Shift, Re"
      },
      {
        "document": 2028,
        "excerpt": "ility (spell save DC 14): At Will: Detect Magic, Mage Hand, Minor Illusion, Water Breathing 2/Day Each: Detect Thoughts, Dimension Door, Hold Person (level 3 vers"
      },
      {
        "document": 2030,
        "excerpt": "nsight +4, Investigation +5, Perception +6, Sleight of Hand +4, Stealth +6"
      },
      {
        "document": 2069,
        "excerpt": "Hand Crossbow"
      }
    ],
    "handaxe": [
      {
        "document": 928,
        "excerpt": "Handaxe"
      },
      {
        "document": 1068,
        "excerpt": "Handaxe"
      },
      {
        "document": 2067,
        "excerpt": "Multiattack. The werebear makes two attacks, using Handaxe or Rend in any combination. It can replace one attack with a Bite attack. Bite (Bear or Hybrid Form Onl"
      }
    ],
    "handaxes": [
      {
        "document": 962,
        "excerpt": "Choose A or B: (A) Greataxe, 4 Handaxes, Explorer’s Pack, and 15 GP; or (B) 75 GP"
      },
      {
        "document": 2067,
        "excerpt": "Handaxes (4)"
      }
    ],
    "handbell": [
      {
        "document": 1152,
        "excerpt": "tal: Audible Alarm. The alarm produces the sound of a handbell for 10 seconds within 60 feet of the warded area. Mental Alarm. You are alerted by a mental ping if you"
      }
    ],
    "handed": [
      {
        "document": 361,
        "excerpt": "Two-Handed"
      },
      {
        "document": 453,
        "excerpt": "part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in t"
      },
      {
        "document": 928,
        "excerpt": "Two-Handed"
      },
      {
        "document": 1011,
        "excerpt": "2 on a damage die as a 3. The weapon must have the Two-Handed or Versatile property to gain this benefit."
      },
      {
        "document": 1060,
        "excerpt": "Two-Handed"
      },
      {
        "document": 1062,
        "excerpt": "Two-Handed"
      },
      {
        "document": 1063,
        "excerpt": "Two-Handed"
      },
      {
        "document": 1064,
        "excerpt": "Two-Handed"
      },
      {
        "document": 1065,
        "excerpt": "Two-Handed"
      },
      {
        "document": 1070,
        "excerpt": "Two-Handed"
      },
      {
        "document": 1081,
        "excerpt": "Two-Handed (unless mounted)"
      },
      {
        "document": 1085,
        "excerpt": "Two-Handed"
      },
      {
        "document": 1088,
        "excerpt": "Two-Handed"
      },
      {
        "document": 1094,
        "excerpt": "Two-Handed"
      },
      {
        "document": 1097,
        "excerpt": "Two-Handed"
      },
      {
        "document": 1104,
        "excerpt": "Two-Handed"
      },
      {
        "document": 1126,
        "excerpt": "Two-Handed"
      }
    ],
    "handful": [
      {
        "document": 288,
        "excerpt": "ted for it. Some traits involve making a choice from a handful of options."
      },
      {
        "document": 1173,
        "excerpt": "V, S, M (a handful of bark)"
      },
      {
        "document": 1246,
        "excerpt": "V, S, M (a handful of sand)"
      },
      {
        "document": 1476,
        "excerpt": "V, S, M (a handful of thorns)"
      }
    ],
    "handheld": [
      {
        "document": 321,
        "excerpt": "A handheld steel Mirror is useful for personal cosmetics but also for peeking around corners and reflecting light a"
      },
      {
        "document": 744,
        "excerpt": "Pick a pocket, conceal a handheld object, or perform legerdemain."
      },
      {
        "document": 1694,
        "excerpt": "o its normal form. Button 5. The rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through doors"
      }
    ],
    "handholds": [
      {
        "document": 590,
        "excerpt": "'s option, climbing a slippery surface or one with few handholds might require a successful DC 15 Strength (Athletics) check."
      },
      {
        "document": 719,
        "excerpt": "e by adding cracks in the walls big enough to serve as handholds and footholds. At Higher Levels. You can scale the trap for higher levels by increasing the pit's depth"
      },
      {
        "document": 723,
        "excerpt": "e by adding cracks in the walls big enough to serve as handholds and footholds. At Higher Levels. You can scale the trap for higher levels by increasing the pit's depth"
      }
    ],
    "handkerchief": [
      {
        "document": 267,
        "excerpt": "an etching of a rat's head in its center 81 A purple handkerchief embroidered with the name of an archmage 82 Half a floor plan for a temple, a castle, or another struct"
      },
      {
        "document": 1644,
        "excerpt": "oth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. You can take a Magic action to unfold a Portable"
      },
      {
        "document": 1756,
        "excerpt": "oth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. You can take a Magic action to unfold the Well of"
      }
    ],
    "handle": [
      {
        "document": 244,
        "excerpt": "characters acquire new capabilities that equip them to handle greater challenges. As characters advance in level, the tone of the game also changes, and the stakes of"
      },
      {
        "document": 266,
        "excerpt": "goldfish 49 A silver spoon with an M engraved on the handle 50 A whistle made from gold-colored wood 51 A dead scarab beetle the size of your hand 52 Two toy sol"
      },
      {
        "document": 965,
        "excerpt": "a spell you've already cast. Objects. Your ability to handle objects is determined by the form's limbs rather than your own. In addition, you choose whether your equ"
      },
      {
        "document": 1694,
        "excerpt": "spear point springs from the rod's tip, and the rod's handle lengthens into a 6-foot haft, transforming the rod into a magic Spear that grants a +3 bonus to attack r"
      }
    ],
    "handled": [
      {
        "document": 977,
        "excerpt": "rom a site infused with dragons' power. Or perhaps you handled a treasure taken from a dragon's hoard that was steeped in draconic power. Or you might have a dragon fo"
      }
    ],
    "handling": [
      {
        "document": 378,
        "excerpt": "counterparts, while others are conspicuously magical. Handling a magic item is enough to give you a sense that it is extraordinary, but learning a magic item's proper"
      },
      {
        "document": 744,
        "excerpt": "Animal Handling"
      },
      {
        "document": 745,
        "excerpt": "idation, Performance, or Persuasion) or Wisdom (Animal Handling) check to alter a creature’s attitude."
      },
      {
        "document": 952,
        "excerpt": "Wisdom (Animal Handling)"
      },
      {
        "document": 962,
        "excerpt": "Choose 2: Animal Handling, Athletics, Intimidation, Nature, Perception, or Survival"
      },
      {
        "document": 965,
        "excerpt": "Choose 2: Animal Handling, Arcana, Insight, Medicine, Nature, Perception, Religion, or Survival"
      },
      {
        "document": 966,
        "excerpt": "Choose 2: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Persuasion, Perception, or Survival"
      },
      {
        "document": 969,
        "excerpt": "Choose 3: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, or Survival"
      }
    ],
    "hands": [
      {
        "document": 10,
        "excerpt": "this one isn't tied to an ability score. You're in the hands of fate now. Three Successes/Failures. Roll 1d20. If the roll is 10 or higher, you succeed. Otherwise,"
      },
      {
        "document": 264,
        "excerpt": "ls. If a lower-level spell that you cast, like Burning Hands, has an enhanced effect when cast at a higher level, you can use the enhanced effect as normal. For exa"
      },
      {
        "document": 361,
        "excerpt": "A Two-Handed weapon requires two hands when you attack with it."
      },
      {
        "document": 372,
        "excerpt": "A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with tw"
      },
      {
        "document": 384,
        "excerpt": "d in the intended fashion: boots go on feet, gloves on hands, hats and helmets on a head, and rings on a finger. Magic armor must be donned, a Shield strapped to the"
      },
      {
        "document": 498,
        "excerpt": "gestures. A spellcaster must use at least one of their hands to perform these movements."
      },
      {
        "document": 767,
        "excerpt": "Burning Hands (1 charge), Fireball (2 charges), Fire Storm (4 charges), Wall of Fire (3 charges)"
      },
      {
        "document": 773,
        "excerpt": "Burning Hands"
      },
      {
        "document": 822,
        "excerpt": "Blur, Burning Hands, Fire Bolt"
      },
      {
        "document": 842,
        "excerpt": "Lay On Hands, Spellcasting, Weapon Mastery"
      },
      {
        "document": 860,
        "excerpt": "Burning Hands"
      },
      {
        "document": 870,
        "excerpt": "Burning Hands, Command,Scorching Ray, Suggestion"
      },
      {
        "document": 886,
        "excerpt": "Burning Hands"
      },
      {
        "document": 968,
        "excerpt": "Lay On Hands"
      },
      {
        "document": 971,
        "excerpt": "To start, choose two level 1 Sorcerer spells. Burning Hands and Detect Magic are recommended. The number of spells on your list increases as you gain Sorcerer leve"
      },
      {
        "document": 984,
        "excerpt": "Fast Hands"
      },
      {
        "document": 1011,
        "excerpt": "make with a Melee weapon that you are holding with two hands, you can treat any 1 or 2 on a damage die as a 3. The weapon must have the Two-Handed or Versatile prope"
      },
      {
        "document": 1184,
        "excerpt": "Burning Hands"
      },
      {
        "document": 1378,
        "excerpt": "aneous You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in g"
      },
      {
        "document": 1438,
        "excerpt": "ertical surfaces and along ceilings, while leaving its hands free. The target also gains a Climb Speed equal to its Speed. Using a Higher-Level Spell Slot. You can"
      },
      {
        "document": 1508,
        "excerpt": "o protect you as if you were wielding it, leaving your hands free. The Shield remains animate for 1 minute, until you take a Bonus Action to end this effect, or unti"
      },
      {
        "document": 1541,
        "excerpt": "rtical surfaces and along ceilings, while leaving your hands free. Spider Walk. You can't be caught in webs of any sort and can move through webs as if they were Di"
      },
      {
        "document": 1707,
        "excerpt": "rtical surfaces and along ceilings, while leaving your hands free. You have a Climb Speed equal to your Speed. However, the slippers don't allow you to move this way"
      },
      {
        "document": 2038,
        "excerpt": "Swarm of Grasping Hands. Melee Attack Roll: +4, reach 5 ft. Hit: 20 (4d8 + 2) Necrotic damage, or 11 (2d8 + 2) Necrotic damage i"
      },
      {
        "document": 2056,
        "excerpt": "the Grappled condition (escape DC 14) from one of two hands. Bite (Bat or Vampire Form Only). Constitution Saving Throw: DC 17, one creature within 5 feet that is"
      }
    ],
    "handwriting": [
      {
        "document": 436,
        "excerpt": "b. Utilize: Mimic 10 or fewer words of someone else's handwriting (DC 15), or duplicate a wax seal (DC 20)"
      },
      {
        "document": 1250,
        "excerpt": "are area, or you cause a single word to appear in your handwriting in a patch of dirt or sand. Beckon Fire. You create a thin cloud of harmless embers and colored, scente"
      },
      {
        "document": 1323,
        "excerpt": "le. Alternatively, the illusion can alter the meaning, handwriting, and language of the text, though the language must be one you know. If the spell is dispelled, the ori"
      }
    ],
    "handwritten": [
      {
        "document": 324,
        "excerpt": "One sheet of Paper can hold about 250 handwritten words."
      },
      {
        "document": 325,
        "excerpt": "One sheet of Parchment can hold about 250 handwritten words."
      }
    ],
    "handy": [
      {
        "document": 1517,
        "excerpt": "Holding inside an extradimensional space created by a Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral P"
      },
      {
        "document": 1594,
        "excerpt": "Handy Haversack"
      },
      {
        "document": 1644,
        "excerpt": "an extradimensional space created by a Bag of Holding, Handy Haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate"
      }
    ],
    "hang": [
      {
        "document": 10,
        "excerpt": "hrow to determine whether you creep closer to death or hang on to life. Unlike other saving throws, this one isn't tied to an ability score. You're in the hands of"
      },
      {
        "document": 249,
        "excerpt": "of the world or even the order of the multiverse might hang in the balance during their adventures."
      }
    ],
    "hanging": [
      {
        "document": 1625,
        "excerpt": "troyed when reduced to 0 Hit Points. If the mirror is hanging on a vertical surface and you are within 5 feet of it, you can take a Magic action and use a command wor"
      },
      {
        "document": 1629,
        "excerpt": "Wondrous Item, Rare This necklace has 1d6 + 3 beads hanging from it. You can take a Magic action to detach a bead and throw it up to 60 feet away. When it reaches t"
      }
    ],
    "hangs": [
      {
        "document": 1409,
        "excerpt": "uch a rope. One end of it hovers upward until the rope hangs perpendicular to the ground or the rope reaches a ceiling. At the rope's upper end, an Invisible 3-foot-"
      }
    ],
    "happen": [
      {
        "document": 158,
        "excerpt": "ter's stat block might include special flourishes that happen when the monster uses an item, and the stat block might ignore the rules in “Equipment” for that item. W"
      },
      {
        "document": 545,
        "excerpt": "If two or more things happen at the same time on a turn, the person at the game table - player or GM - whose turn it is decides the o"
      }
    ],
    "happened": [
      {
        "document": 267,
        "excerpt": "have found 79 An invitation to a party where a murder happened 80 A bronze pentacle with an etching of a rat's head in its center 81 A purple handkerchief embroidere"
      },
      {
        "document": 756,
        "excerpt": "nd of your next turn, believing something awesome just happened."
      },
      {
        "document": 783,
        "excerpt": "rt of your next turn, believing something awesome just happened."
      },
      {
        "document": 1436,
        "excerpt": "new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events."
      },
      {
        "document": 1627,
        "excerpt": "llowing you to avoid or erase one event as if it never happened. You can use the card's magic as soon as you draw the card or at any other time before you die. Flames."
      }
    ],
    "happening": [
      {
        "document": 577,
        "excerpt": "is glossary and elsewhere - often talk about something happening to you in the game world. That \"you\" refers to the creature or object that the rule applies to in a part"
      },
      {
        "document": 1324,
        "excerpt": "but the GM must agree that it has a high likelihood of happening within the next decade. The trigger must be an observable action, such as someone making a particular of"
      }
    ],
    "happens": [
      {
        "document": 26,
        "excerpt": "ht ask the player to roll a die to help determine what happens. Describing the results often leads to another decision point, which brings the game back to step 1. Th"
      },
      {
        "document": 57,
        "excerpt": "a lever or opening a door, and the GM describes what happens. Sometimes, however, rules govern what you can do with an object, as detailed in the following sections."
      },
      {
        "document": 170,
        "excerpt": "the attack roll's bonus, its reach or range, and what happens on a hit. An attack is against one target unless its entry says otherwise. For details on different kind"
      },
      {
        "document": 171,
        "excerpt": "ch creatures make the save, and an explanation of what happens on a failed or successful save. “Half damage only” on a successful save means the target takes half as"
      },
      {
        "document": 243,
        "excerpt": "changes if the new score is an even number. When that happens, adjust all the numbers on your character sheet that use that ability modifier. When your Constitution m"
      },
      {
        "document": 378,
        "excerpt": "fluid.\" Perhaps you then dive into a river to see what happens. The GM would then say you swim unexpectedly well."
      },
      {
        "document": 502,
        "excerpt": "one or something that can't be affected by it, nothing happens to that target, but if you used a spell slot to cast the spell, the slot is still expended. If the spel"
      },
      {
        "document": 503,
        "excerpt": "the ability that the target uses for the save and what happens on a success or failure. Here's how to calculate the DC for your spells: Spell save DC = 8 + your spell"
      },
      {
        "document": 542,
        "excerpt": ", lets you shape-shift, its description specifies what happens to you. Unless that description says otherwise, any ongoing effects on you - conditions, spells, curses,"
      },
      {
        "document": 545,
        "excerpt": "racter's turn, the player decides which of the effects happens first."
      },
      {
        "document": 554,
        "excerpt": "the attack roll's bonus, its reach or range, and what happens on a hit. An attack is against one target unless its entry says otherwise. Saving Throw Effect Notation"
      },
      {
        "document": 747,
        "excerpt": "effect reduces a score to 0, that effect explains what happens."
      },
      {
        "document": 783,
        "excerpt": "Nothing happens at the chosen point of origin. Instead, you have the Stunned condition until the start of your next turn"
      },
      {
        "document": 1161,
        "excerpt": ". Your choice of antipathy or sympathy determines what happens to a creature when it fails that save: Antipathy. The creature has the Frightened condition. The Fright"
      },
      {
        "document": 1167,
        "excerpt": "des from view after 1 foot. If the cord is cut - which happens only when an effect states that it does so - the target's body and astral form both die. A target's ast"
      },
      {
        "document": 1516,
        "excerpt": "hen part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag."
      },
      {
        "document": 1570,
        "excerpt": "the GM rolls on the following table to determine what happens."
      },
      {
        "document": 1694,
        "excerpt": "its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you kn"
      },
      {
        "document": 1711,
        "excerpt": "thin a Portable Hole), the GM determines randomly what happens using the following table. 1d100 Result 01–50 The sphere is destroyed. 51–85 The sphere moves through"
      }
    ],
    "hard": [
      {
        "document": 725,
        "excerpt": "mb, fly, or teleport. Defensive Positions. Enemies in hard-to-reach locations or defensive positions force characters who normally attack at range to move around."
      },
      {
        "document": 740,
        "excerpt": "Very hard"
      },
      {
        "document": 984,
        "excerpt": "You've trained to get into especially hard-to-reach places, granting you these benefits. Climber. You gain a Climb Speed equal to your Speed. Jum"
      },
      {
        "document": 1439,
        "excerpt": "radius Sphere centered on a point within range sprouts hard spikes and thorns. The area becomes Difficult Terrain for the duration. When a creature moves into or wi"
      },
      {
        "document": 1565,
        "excerpt": "an take a Utilize action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so destroys the pe"
      },
      {
        "document": 1694,
        "excerpt": "rod's buttons remain within your reach. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches l"
      },
      {
        "document": 1733,
        "excerpt": "As a Magic action, you can strike the weapon against a hard surface to create a loud clap of thunder audible out to 300 feet. You also create a 30-foot Cone of thun"
      }
    ],
    "harder": [
      {
        "document": 376,
        "excerpt": "es table. The higher the level of a desired spell, the harder it is to find someone to cast it. Spellcasting Services ---"
      },
      {
        "document": 732,
        "excerpt": "her factors can result in an encounter being easier or harder than intended. You can adjust an encounter on the fly, such as by having creatures flee (making the enco"
      }
    ],
    "hardest": [
      {
        "document": 1502,
        "excerpt": "uit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any Critical Hit against you becomes a normal hit."
      }
    ],
    "hardtack": [
      {
        "document": 336,
        "excerpt": "st of travel-ready food, including jerky, dried fruit, hardtack, and nuts. See “Malnutrition” in “Rules Glossary” for the risks of not eating."
      }
    ],
    "harm": [
      {
        "document": 86,
        "excerpt": "s can provide cover, making a target more difficult to harm. As detailed in the Cover table, there are three degrees of cover, each of which gives a different benef"
      },
      {
        "document": 237,
        "excerpt": "il is the alignment of those who are untroubled by the harm they cause as they pursue their desires. A criminal who robs and murders as they please is probably Neut"
      },
      {
        "document": 605,
        "excerpt": "Damage represents harm that causes a creature or an object to lose Hit Points."
      },
      {
        "document": 625,
        "excerpt": "if it fights against you in combat, actively works to harm you, or is designated as your enemy by the rules or GM."
      },
      {
        "document": 714,
        "excerpt": "rtain levels. A nuisance trap is unlikely to seriously harm characters of the indicated levels, whereas a deadly trap can grievously damage characters of the indica"
      },
      {
        "document": 741,
        "excerpt": "Dodge out of harm’s way"
      },
      {
        "document": 916,
        "excerpt": "Harm"
      },
      {
        "document": 967,
        "excerpt": "can expend 3 Focus Points to bolster yourself against harm for 1 minute or until you have the Incapacitated condition. During that time, you have Resistance to all"
      },
      {
        "document": 985,
        "excerpt": "manipulate their own energy to protect themselves from harm."
      },
      {
        "document": 1157,
        "excerpt": "reature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow it until its task is complete. The creature is u"
      },
      {
        "document": 1158,
        "excerpt": "reature takes the Dodge action and moves only to avoid harm. When the creature drops to 0 Hit Points, it reverts to its object form, and any remaining damage carrie"
      },
      {
        "document": 1219,
        "excerpt": "reature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow the order until its task is complete. The creatu"
      },
      {
        "document": 1305,
        "excerpt": "Harm"
      },
      {
        "document": 1349,
        "excerpt": "ey can't attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food"
      },
      {
        "document": 1356,
        "excerpt": "an't move. Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within i"
      },
      {
        "document": 1388,
        "excerpt": "he spell can pass through and be near the wall without harm. If another creature that can see the wall moves within 20 feet of it or starts its turn there, the crea"
      },
      {
        "document": 1488,
        "excerpt": "ondition, you experience the following effects. Can't Harm the Charmer. You can't attack the charmer or target the charmer with damaging abilities or magical effec"
      },
      {
        "document": 1557,
        "excerpt": "a real creature of its kind, except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can take a Magic action to m"
      },
      {
        "document": 1561,
        "excerpt": "a +3 Weapon or a Disintegrate spell. Nothing else can harm it."
      },
      {
        "document": 1623,
        "excerpt": "sipates as soon as you complete the painting, doing no harm."
      },
      {
        "document": 1642,
        "excerpt": "toward you and won't attack you unless you threaten or harm them. The pipes have 3 charges and regain 1d3 expended charges daily at dawn. If you play the pipes as"
      },
      {
        "document": 1697,
        "excerpt": "in its visitors, and the demiplane's environment can't harm its occupants. Everything else that can be interacted with there can exist only there. For example, a fl"
      },
      {
        "document": 1966,
        "excerpt": ": Dispel Magic, Thaumaturgy 1/Day Each: Animate Dead, Harm, Insect Plague (level 7 version)"
      }
    ],
    "harmed": [
      {
        "document": 580,
        "excerpt": "Objects can be harmed by attacks and by some spells, using the rules below. If an object is exceedingly fragile, the GM may al"
      },
      {
        "document": 1696,
        "excerpt": "ay, the creature regards you as its trusted leader. If harmed by you or your allies or commanded to do something contrary to its nature, a target ceases to be Charmed"
      }
    ],
    "harmful": [
      {
        "document": 608,
        "excerpt": "Attacks and other harmful effects deal different types of damage. Damage types have no rules of their own, but other rules, such a"
      },
      {
        "document": 936,
        "excerpt": "Prevents or reverses harmful effects"
      },
      {
        "document": 1293,
        "excerpt": "ure. If the spell summons Hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires"
      },
      {
        "document": 1451,
        "excerpt": "Duration: Until dispelled or triggered You inscribe a harmful glyph either on a surface (such as a section of floor or wall) or within an object that can be closed (s"
      },
      {
        "document": 1700,
        "excerpt": "ou fail a saving throw against a Necromancy spell or a harmful effect originating from an Undead, you can take a Reaction to expend 1 charge and turn the failed save i"
      }
    ],
    "harming": [
      {
        "document": 1404,
        "excerpt": "ntegrate spell targeting the globe destroys it without harming anything inside."
      }
    ],
    "harmless": [
      {
        "document": 756,
        "excerpt": "A harmless swarm of butterflies fills a 10-foot Cube within 30 feet of yourself. The swarm disperses after 1 minute"
      },
      {
        "document": 953,
        "excerpt": "When the characters open a sarcophagus, a harmless yet terrifying apparition appears."
      },
      {
        "document": 985,
        "excerpt": "r of days equal to your Monk level. The vibrations are harmless unless you take an action to end them. Alternatively, when you take the Attack action on your turn, you"
      },
      {
        "document": 1172,
        "excerpt": "ceed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the Incapacitated condition. When the spell ends"
      },
      {
        "document": 1247,
        "excerpt": "ects within range. Weather Sensor. You create a Tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect"
      },
      {
        "document": 1250,
        "excerpt": "dirt or sand. Beckon Fire. You create a thin cloud of harmless embers and colored, scented smoke in a 5-foot Cube. You choose the color and scent, and the embers can l"
      },
      {
        "document": 1386,
        "excerpt": "a time. Sensory Effect. You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. Fire P"
      },
      {
        "document": 1456,
        "excerpt": "y of a raven, or ominous whispers. Tremors. You cause harmless tremors in the ground for 1 minute."
      },
      {
        "document": 1479,
        "excerpt": "r, acid, mud, snow, quicksand, or lava - as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing cre"
      },
      {
        "document": 1570,
        "excerpt": "end of your turn, the smoke disappears with a flash of harmless fire, and an Efreeti appears in an unoccupied space within 30 feet of you. The first time the bottle is"
      },
      {
        "document": 1598,
        "excerpt": "nd Dim Light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1"
      },
      {
        "document": 1695,
        "excerpt": "ast charge, roll 1d20. On a 1, the rod disappears in a harmless burst of radiance."
      },
      {
        "document": 1718,
        "excerpt": "a Magic action and expend 1 charge to cause a swarm of harmless flying insects to fill a 30-foot Emanation originating from you. The insects remain for 10 minutes, maki"
      },
      {
        "document": 1766,
        "excerpt": "as the Incapacitated condition and is transported to a harmless demiplane until the start of the dragon's next turn, at which point it reappears in an unoccupied space"
      },
      {
        "document": 1778,
        "excerpt": "as the Incapacitated condition and is transported to a harmless demiplane until the start of the dragon's next turn, at which point it reappears in an unoccupied space"
      }
    ],
    "harmlessly": [
      {
        "document": 985,
        "excerpt": "of this feature at a time. You can end the vibrations harmlessly (no action required)."
      },
      {
        "document": 1884,
        "excerpt": "for up to 3 hours. The goat can't attack, but you can (harmlessly) remove its horns and use them as weapons. One horn becomes a +1 Lance, and the other becomes a +2 Longs"
      }
    ],
    "harness": [
      {
        "document": 357,
        "excerpt": "ic or a flying mount. Mounts and Other Animals Tack, Harness, and Drawn Vehicles"
      },
      {
        "document": 470,
        "excerpt": "limber's Kit includes boot tips, gloves, pitons, and a harness. As a Utilize action, you can use the Climber's Kit to anchor yourself; when you do, you can't fall more"
      },
      {
        "document": 921,
        "excerpt": "Tack, Harness, and Drawn Vehicles"
      },
      {
        "document": 967,
        "excerpt": "Your focus and martial training allow you to harness a well of extraordinary energy within yourself. This energy is represented by Focus Points. Your Monk le"
      }
    ],
    "harpies": [
      {
        "document": 1922,
        "excerpt": "citated condition and ignores the Luring Song of other harpies. If the target is more than 5 feet from the harpy, the target moves on its turn toward the harpy by the"
      }
    ],
    "harpoon": [
      {
        "document": 1961,
        "excerpt": "ck. The merrow makes two attacks, using Bite, Claw, or Harpoon in any combination. Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 6 (1d4 + 4) Piercing damage, and the"
      }
    ],
    "harpy": [
      {
        "document": 1922,
        "excerpt": "Harpy"
      }
    ],
    "harpy's": [
      {
        "document": 1922,
        "excerpt": "he harpy sings a magical melody, which lasts until the harpy's Concentration ends on it. Wisdom Saving Throw: DC 11, each Humanoid and Giant in a 300-foot Emanation or"
      }
    ],
    "harvest": [
      {
        "document": 695,
        "excerpt": "A character can attempt to harvest poison from a venomous creature that is dead or has the Incapacitated condition. The effort takes 1d6 mi"
      },
      {
        "document": 1354,
        "excerpt": "e village down that road, and help the villagers there harvest crops until sunset.” Or you could say, “Now is not the time for violence. Drop your weapons, and dance!"
      }
    ],
    "harvested": [
      {
        "document": 695,
        "excerpt": "son for a single dose, and no additional poison can be harvested from that creature. On a failed check, the character is unable to extract any poison. If the character f"
      },
      {
        "document": 1379,
        "excerpt": "The plants yield twice the normal amount of food when harvested. They can benefit from only one Plant Growth per year."
      }
    ],
    "harvesting": [
      {
        "document": 695,
        "excerpt": "Harvesting Poison"
      }
    ],
    "harvests": [
      {
        "document": 695,
        "excerpt": "a Poisoner's Kit. On a successful check, the character harvests enough poison for a single dose, and no additional poison can be harvested from that creature. On a fail"
      }
    ],
    "hasn't": [
      {
        "document": 703,
        "excerpt": "soned condition neutralizes this poison. If the poison hasn't been neutralized before midnight, the creature makes a DC 17 Constitution saving throw, taking 31 (9d6)"
      },
      {
        "document": 1227,
        "excerpt": "increases by 1d6 whenever your turn ends and the spell hasn't ended. If a creature touches the glowing bead before the spell ends, that creature makes a Dexterity sa"
      },
      {
        "document": 1285,
        "excerpt": "wn without shattering it. After 1 minute, if the globe hasn't already shattered, it explodes. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each s"
      },
      {
        "document": 1869,
        "excerpt": "(Perception) check to notice the cube if the creature hasn't witnessed the cube move or otherwise act."
      }
    ],
    "haste": [
      {
        "document": 863,
        "excerpt": "Haste"
      },
      {
        "document": 888,
        "excerpt": "Haste"
      },
      {
        "document": 1306,
        "excerpt": "Haste"
      },
      {
        "document": 1660,
        "excerpt": "When you drink this potion, you gain the effect of the Haste spell for 1 minute (no Concentration required) without suffering the wave of lethargy that typically occ"
      }
    ],
    "hasten": [
      {
        "document": 1828,
        "excerpt": "lam attacks, or it makes three Slam attacks if it used Hasten this turn. Slam. Melee Attack Roll: +9, reach 5 ft. Hit: 10 (1d10 + 5) Bludgeoning damage plus 6 (1d12)"
      }
    ],
    "hat": [
      {
        "document": 756,
        "excerpt": "Hat of Many Spells Table 1"
      },
      {
        "document": 1155,
        "excerpt": "e town guard” or “a red-haired dwarf wearing a pointed hat.” You also communicate a message of up to twenty-five words. The Beast travels for the duration toward t"
      },
      {
        "document": 1234,
        "excerpt": "nspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing. To discern"
      },
      {
        "document": 1417,
        "excerpt": "nspection. For example, if you use this spell to add a hat to a creature's outfit, objects pass through the hat. A creature that takes the Study action to examine"
      },
      {
        "document": 1595,
        "excerpt": "Hat of Disguise"
      },
      {
        "document": 1596,
        "excerpt": "Hat of Many Spells"
      }
    ],
    "hatch": [
      {
        "document": 791,
        "excerpt": "The rear hatch unseals and opens."
      },
      {
        "document": 1164,
        "excerpt": "You touch a closed door, window, gate, container, or hatch and magically lock it for the duration. This lock can't be unlocked by any nonmagical means. You and an"
      },
      {
        "document": 1509,
        "excerpt": "e (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set i"
      }
    ],
    "hate": [
      {
        "document": 1232,
        "excerpt": "hat looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind,"
      }
    ],
    "hatred": [
      {
        "document": 237,
        "excerpt": "reatures act with arbitrary violence, spurred by their hatred or bloodlust. A villain pursuing schemes of vengeance and havoc is probably Chaotic Evil."
      }
    ],
    "hats": [
      {
        "document": 384,
        "excerpt": "e intended fashion: boots go on feet, gloves on hands, hats and helmets on a head, and rings on a finger. Magic armor must be donned, a Shield strapped to the arm,"
      }
    ],
    "haul": [
      {
        "document": 62,
        "excerpt": "rying about the weight of those objects. If you try to haul an unusually heavy object or a massive number of lighter objects, the GM might require you to abide by t"
      }
    ],
    "haunted": [
      {
        "document": 134,
        "excerpt": "ence and personality. Such an item might be possessed, haunted by the spirit of a previous owner, or self-aware thanks to the magic used to create it. A sentient item"
      }
    ],
    "haunting": [
      {
        "document": 1641,
        "excerpt": "Pipes of Haunting"
      },
      {
        "document": 1969,
        "excerpt": "ing or carrying the bag, the hag can use its Nightmare Haunting action. The bag has AC 15, HP 20, and Resistance to all damage. The bag turns to dust if reduced to 0 H"
      }
    ],
    "haven't": [
      {
        "document": 970,
        "excerpt": "the current turn. You can use this feature only if you haven't moved during this turn, and after you use it, your Speed is 0 until the end of the current turn."
      },
      {
        "document": 980,
        "excerpt": "arget, that is within the weapon's range, and that you haven't attacked this turn."
      }
    ],
    "haversack": [
      {
        "document": 1517,
        "excerpt": "ng inside an extradimensional space created by a Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The"
      },
      {
        "document": 1594,
        "excerpt": "Handy Haversack"
      },
      {
        "document": 1644,
        "excerpt": "radimensional space created by a Bag of Holding, Handy Haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates"
      }
    ],
    "having": [
      {
        "document": 271,
        "excerpt": "u determine your character's ability scores. If you're having trouble choosing, the Ability Scores and Backgrounds table shows which backgrounds benefit which ability"
      },
      {
        "document": 732,
        "excerpt": "ed. You can adjust an encounter on the fly, such as by having creatures flee (making the encounter easier) or adding reinforcements (making the encounter harder)."
      }
    ],
    "havoc": [
      {
        "document": 237,
        "excerpt": "bloodlust. A villain pursuing schemes of vengeance and havoc is probably Chaotic Evil."
      }
    ],
    "hawk": [
      {
        "document": 1265,
        "excerpt": "that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating of 0. Ap"
      },
      {
        "document": 1812,
        "excerpt": "Blood Hawk"
      },
      {
        "document": 1923,
        "excerpt": "Hawk"
      }
    ],
    "hawk's": [
      {
        "document": 1812,
        "excerpt": "attack roll against a creature if at least one of the hawk's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      }
    ],
    "hazard": [
      {
        "document": 520,
        "excerpt": "Malnutrition [Hazard]"
      },
      {
        "document": 557,
        "excerpt": "Suffocation [Hazard]"
      },
      {
        "document": 577,
        "excerpt": "tag - Action, Area of Effect, Attitude, Condition, or Hazard - indicates that a rule is part of a family of rules. The tags also have glossary entries. \"You.\" The g"
      },
      {
        "document": 582,
        "excerpt": "Burning [Hazard]"
      },
      {
        "document": 615,
        "excerpt": "Dehydration [Hazard]"
      },
      {
        "document": 628,
        "excerpt": "Falling [Hazard]"
      },
      {
        "document": 634,
        "excerpt": "Hazard"
      },
      {
        "document": 741,
        "excerpt": "Endure a toxic hazard"
      },
      {
        "document": 1373,
        "excerpt": "ion if the phantasm represents a dangerous creature or hazard. On each of your turns, such a phantasm can deal 2d8 Psychic damage to the target if it is in the phanta"
      }
    ],
    "hazardous": [
      {
        "document": 1439,
        "excerpt": "against your spell save DC to recognize the terrain as hazardous before entering it."
      }
    ],
    "hazards": [
      {
        "document": 65,
        "excerpt": "Hazards"
      },
      {
        "document": 744,
        "excerpt": "Follow tracks, forage, find a trail, or avoid natural hazards."
      },
      {
        "document": 748,
        "excerpt": "Hazards Table 1"
      },
      {
        "document": 1217,
        "excerpt": "ntainers within range - both useful in fending off the hazards of malnutrition and dehydration. The food is bland but nourishing and looks like a food of your choice,"
      }
    ],
    "head": [
      {
        "document": 266,
        "excerpt": "size of your hand 52 Two toy soldiers, one missing a head 53 A small box filled with different-sized buttons 54 A candle that can't be lit 55 A miniature cage"
      },
      {
        "document": 267,
        "excerpt": "pened 80 A bronze pentacle with an etching of a rat's head in its center 81 A purple handkerchief embroidered with the name of an archmage 82 Half a floor plan f"
      },
      {
        "document": 384,
        "excerpt": "ots go on feet, gloves on hands, hats and helmets on a head, and rings on a finger. Magic armor must be donned, a Shield strapped to the arm, a cloak fastened about"
      },
      {
        "document": 628,
        "excerpt": "cs) or Dexterity (Acrobatics) check to hit the surface head or feet first. On a successful check, any damage resulting from the fall is halved."
      },
      {
        "document": 1397,
        "excerpt": "g body parts or organs integral for its survival - its head, for instance - the spell automatically fails. Coming back from the dead is an ordeal. The target takes"
      },
      {
        "document": 1544,
        "excerpt": "ou can take a Magic action to pull its hood over your head and expend 1 charge to give yourself the Invisible condition for 1 hour. The effect ends early if you pu"
      },
      {
        "document": 1609,
        "excerpt": "toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing so. You can have up to three Ioun S"
      },
      {
        "document": 1682,
        "excerpt": "0 feet of yourself. The ring produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 Fo"
      },
      {
        "document": 1693,
        "excerpt": "haft end of the rod in the ground, whereupon the rod's head sheds Bright Light in a 60-foot radius and Dim Light for an additional 60 feet. While in that Bright Lig"
      },
      {
        "document": 1694,
        "excerpt": "egendary (Requires Attunement) This rod has a flanged head, and it functions as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made with it."
      },
      {
        "document": 1740,
        "excerpt": "this weapon to attack a creature that has at least one head and roll a 20 on the d20 for the attack roll, you cut off one of the creature's heads. The creature dies"
      },
      {
        "document": 1934,
        "excerpt": "d of each of its turns when it has at least one living head, the hydra grows two heads for each of its heads that died since its last turn, unless it has taken Fire"
      }
    ],
    "headband": [
      {
        "document": 1597,
        "excerpt": "Headband of Intellect"
      }
    ],
    "headbutt": [
      {
        "document": 568,
        "excerpt": "pon to make a melee attack, you can use a punch, kick, headbutt, or similar forceful blow. In game terms, this is an Unarmed Strike - a melee attack that involves you u"
      }
    ],
    "heading": [
      {
        "document": 1454,
        "excerpt": "a. You appear in the closest similar place. If you are heading for your home laboratory, for example, you might appear in another person's laboratory in the same city."
      }
    ],
    "heads": [
      {
        "document": 1740,
        "excerpt": "for the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it"
      },
      {
        "document": 1934,
        "excerpt": "h. The hydra can hold its breath for 1 hour. Multiple Heads. The hydra has five heads. Whenever the hydra takes 25 damage or more on a single turn, one of its heads"
      }
    ],
    "headwear": [
      {
        "document": 385,
        "excerpt": "s, one pair of bracers, one suit of armor, one item of headwear, or one cloak. The GM might make exceptions."
      }
    ],
    "heal": [
      {
        "document": 677,
        "excerpt": "ntagion ends. Fighting the Contagion. Magic such as a Heal or Lesser Restoration spell ends the contagion immediately. A character who is proficient with an Herbal"
      },
      {
        "document": 835,
        "excerpt": "Heal"
      },
      {
        "document": 907,
        "excerpt": "Power Word Heal"
      },
      {
        "document": 916,
        "excerpt": "Heal"
      },
      {
        "document": 919,
        "excerpt": "Mass Heal"
      },
      {
        "document": 963,
        "excerpt": "fe and death. You therefore always have the Power Word Heal and Power Word Kill spells prepared. When you cast either spell, you can target a second creature with i"
      },
      {
        "document": 968,
        "excerpt": "Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you finish a Long Rest. With that pool, y"
      },
      {
        "document": 981,
        "excerpt": "The healing spells you cast on others heal you as well. Immediately after you cast a spell with a spell slot that restores Hit Points to one or mor"
      },
      {
        "document": 985,
        "excerpt": "You gain the ability to heal yourself. As a Bonus Action, you can roll your Martial Arts die. You regain a number of Hit Points equal"
      },
      {
        "document": 1175,
        "excerpt": "e effect can also be ended by the Greater Restoration, Heal, or Wish spell. On a successful save, the target takes half as much damage only."
      },
      {
        "document": 1307,
        "excerpt": "Heal"
      },
      {
        "document": 1352,
        "excerpt": "Mass Heal"
      },
      {
        "document": 1382,
        "excerpt": "Power Word Heal"
      },
      {
        "document": 1469,
        "excerpt": "dow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against one creature within reach. On a hit, the target takes 3d"
      },
      {
        "document": 1695,
        "excerpt": "it, you can cast one of the following spells from it: Heal (expends 1 charge) or Resurrection (expends 5 charges). The rod regains 1 expended charge daily at dawn"
      }
    ],
    "healed": [
      {
        "document": 11,
        "excerpt": "eath Saving Throws again. A Stable creature that isn't healed regains 1 Hit Point after 1d4 hours."
      },
      {
        "document": 705,
        "excerpt": "on a failed save. The damage the poison deals can't be healed by any means while the creature remains Poisoned. After seven successful saves against the poison, the c"
      },
      {
        "document": 1352,
        "excerpt": "of creatures that you can see within range. Creatures healed by this spell also have the Blinded, Deafened, and Poisoned conditions removed from them."
      }
    ],
    "healer": [
      {
        "document": 931,
        "excerpt": "Healer’s Kit"
      },
      {
        "document": 981,
        "excerpt": "Blessed Healer"
      },
      {
        "document": 1069,
        "excerpt": "Healer’s Kit"
      }
    ],
    "healer's": [
      {
        "document": 438,
        "excerpt": "e: Identify a plant (DC 10) Craft: Antitoxin, Candle, Healer's Kit, Potion of Healing"
      },
      {
        "document": 484,
        "excerpt": "Healer's Kit (5 GP)"
      },
      {
        "document": 998,
        "excerpt": "pear, Shortbow, 20 Arrows, Gaming Set (same as above), Healer's Kit, Quiver, Traveler's Clothes, 14 GP; or (B) 50 GP"
      }
    ],
    "healing": [
      {
        "document": 4,
        "excerpt": "Healing"
      },
      {
        "document": 5,
        "excerpt": "ssful DC 10 Wisdom (Medicine) check. When you receive healing, add the restored Hit Points to your current Hit Points. Your Hit Points can't exceed your Hit Point max"
      },
      {
        "document": 17,
        "excerpt": "They're Not Hit Points or Healing"
      },
      {
        "document": 100,
        "excerpt": "as Resistance to Fire damage (explained in “Damage and Healing”)."
      },
      {
        "document": 101,
        "excerpt": "Damage and Healing"
      },
      {
        "document": 118,
        "excerpt": "Values table. Common magic items, such as a Potion of Healing, are the most plentiful. Artifacts, such as the Dragon Orb, are priceless, unique, and difficult to acqu"
      },
      {
        "document": 122,
        "excerpt": "in other words - when they are activated. A Potion of Healing must be swallowed, for example, while the writing vanishes from a scroll when it is read. Once used, a c"
      },
      {
        "document": 129,
        "excerpt": "“Equipment” contains rules on brewing Potions of Healing and scribing Spell Scrolls. To create other magic items, follow the rules below. In these rules, “you” r"
      },
      {
        "document": 331,
        "excerpt": "Potion of Healing (50 GP)"
      },
      {
        "document": 391,
        "excerpt": "Brewing Potions of Healing"
      },
      {
        "document": 412,
        "excerpt": ", see \"Crafting Nonmagical Items,\" \"Brewing Potions of Healing,\" and \"Scribing Spell Scrolls\" later in \"Equipment.\" Variants. This entry appears if the tool has varia"
      },
      {
        "document": 438,
        "excerpt": "10) Craft: Antitoxin, Candle, Healer's Kit, Potion of Healing"
      },
      {
        "document": 536,
        "excerpt": "ce of damage. See also “Playing the Game” (“Damage and Healing”)."
      },
      {
        "document": 553,
        "excerpt": "aving Throws. See also \"Playing the Game\" (\"Damage and Healing\")."
      },
      {
        "document": 564,
        "excerpt": "l Hit Points. See also “Playing the Game” (“Damage and Healing”)."
      },
      {
        "document": 571,
        "excerpt": "ce of damage. See also \"Playing the Game\" (\"Damage and Healing\")."
      },
      {
        "document": 600,
        "excerpt": "nt modifiers. See also \"Playing the Game\" (\"Damage and Healing\")."
      },
      {
        "document": 606,
        "excerpt": "to a target. See also \"Playing the Game\" (\"Damage and Healing\")."
      },
      {
        "document": 614,
        "excerpt": "0 Hit Points. See also “Playing the Game” (“Damage and Healing”)."
      },
      {
        "document": 635,
        "excerpt": "Healing"
      },
      {
        "document": 643,
        "excerpt": "creature or an object. Damage reduces Hit Points, and healing restores them. You can't have more Hit Points than your Hit Point maximum, and you can't have less than"
      },
      {
        "document": 727,
        "excerpt": "h no casualties. One or more of them might need to use healing resources, however. As a rough guideline, a single monster generally presents a low-difficulty challenge"
      },
      {
        "document": 764,
        "excerpt": "Potions of Healing Table 1"
      },
      {
        "document": 766,
        "excerpt": "Potion of Healing"
      },
      {
        "document": 775,
        "excerpt": "Staff of Healing Table 1"
      },
      {
        "document": 789,
        "excerpt": "one that seems the most fun. For example, a Potion of Healing might increase the drinker’s Hit Point maximum by 2d4 + 2, or a Potion of Invisibility might give the dr"
      },
      {
        "document": 830,
        "excerpt": "Healing Word"
      },
      {
        "document": 844,
        "excerpt": "Prayer of Healing"
      },
      {
        "document": 899,
        "excerpt": "Healing Word"
      },
      {
        "document": 901,
        "excerpt": "Mass Healing Word"
      },
      {
        "document": 909,
        "excerpt": "Mass Healing Word, Revivify"
      },
      {
        "document": 911,
        "excerpt": "Healing Word"
      },
      {
        "document": 912,
        "excerpt": "Prayer of Healing"
      },
      {
        "document": 913,
        "excerpt": "Mass Healing Word"
      },
      {
        "document": 930,
        "excerpt": "Potion of Healing"
      },
      {
        "document": 963,
        "excerpt": "st. Charm Person, Color Spray, Dissonant Whispers, and Healing Word are recommended. The number of spells on your list increases as you gain Bard levels, as shown in"
      },
      {
        "document": 968,
        "excerpt": "Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you finish a Long Rest. With that pool, you can restore a total number of Hi"
      },
      {
        "document": 975,
        "excerpt": "e in that area regains 2d6 Hit Points. The damage and healing increase by 1d6 when you reach Druid levels 10 (3d6) and 14 (4d6)."
      },
      {
        "document": 981,
        "excerpt": "verse. Clerics who tap into this domain are masters of healing, using that life force to cure many hurts. Existence itself relies on the positive energy associated wi"
      },
      {
        "document": 1110,
        "excerpt": "Potion of Healing"
      },
      {
        "document": 1174,
        "excerpt": "ins the maximum number of Hit Points possible from any healing."
      },
      {
        "document": 1205,
        "excerpt": "Cylinder, choose which of these lights shines on it: Healing Light. The target regains Hit Points equal to 4d12 plus your spellcasting ability modifier. Searing Lig"
      },
      {
        "document": 1221,
        "excerpt": "bility modifier. Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1."
      },
      {
        "document": 1266,
        "excerpt": "space of your choice up to 60 feet away from itself. Healing Touch (Celestial Only; Recharges after a Long Rest). One creature within 5 feet of the steed regains a"
      },
      {
        "document": 1307,
        "excerpt": "s on the target. Using a Higher-Level Spell Slot. The healing increases by 10 for each spell slot level above 6."
      },
      {
        "document": 1308,
        "excerpt": "Healing Word"
      },
      {
        "document": 1351,
        "excerpt": "et Components: V, S Duration: Instantaneous A wave of healing energy washes out from a point you can see within range. Choose up to six creatures in a 30-foot-radius"
      },
      {
        "document": 1352,
        "excerpt": "t Components: V, S Duration: Instantaneous A flood of healing energy flows from you into creatures around you. You restore up to 700 Hit Points, divided as you choose"
      },
      {
        "document": 1353,
        "excerpt": "Mass Healing Word"
      },
      {
        "document": 1382,
        "excerpt": "feet Components: V Duration: Instantaneous A wave of healing energy washes over one creature you can see within range. The target regains all its Hit Points. If the"
      },
      {
        "document": 1385,
        "excerpt": "Prayer of Healing"
      },
      {
        "document": 1639,
        "excerpt": "turning a failed save into a successful one. Natural Healing Boost. Whenever you roll a Hit Point Die to regain Hit Points, double the number of Hit Points it restor"
      },
      {
        "document": 1658,
        "excerpt": "concoction looks, smells, and tastes like a Potion of Healing or another beneficial potion. However, it is actually poison masked by illusion magic. Identify reveals"
      },
      {
        "document": 1663,
        "excerpt": "Potions of Healing"
      },
      {
        "document": 1691,
        "excerpt": "ground within 10 feet of yourself 60–68 4 Potions of Healing 69–75 Rowboat (12 feet long) 76–83 Spell Scroll containing one spell of level 1, 2, or 3 (your choice)"
      },
      {
        "document": 1715,
        "excerpt": "Staff of Healing"
      },
      {
        "document": 1991,
        "excerpt": "Divine Aid (1/Day). The priest casts Bless, Healing Word, or Sanctuary, using the same spellcasting ability as Spellcasting."
      },
      {
        "document": 1992,
        "excerpt": "ine Aid (3/Day). The priest casts Bless, Dispel Magic, Healing Word, or Lesser Restoration, using the same spellcasting ability as Spellcasting."
      }
    ],
    "health": [
      {
        "document": 746,
        "excerpt": "Health and stamina"
      },
      {
        "document": 1484,
        "excerpt": "ccupied space that you can see on the ground. Instant Health. You allow yourself and up to twenty creatures that you can see to regain all Hit Points, and you end al"
      },
      {
        "document": 1505,
        "excerpt": "Amulet of Health"
      },
      {
        "document": 1572,
        "excerpt": "Elixir of Health"
      },
      {
        "document": 1619,
        "excerpt": "Manual of Bodily Health"
      },
      {
        "document": 1637,
        "excerpt": "Periapt of Health"
      }
    ],
    "healthy": [
      {
        "document": 1721,
        "excerpt": "pace and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out i"
      }
    ],
    "heaps": [
      {
        "document": 676,
        "excerpt": "to Sewer Plague, which incubates in sewers and refuse heaps and is sometimes transmitted by creatures that dwell in such areas, including otyu-ghs and rats. Any Hum"
      }
    ],
    "hear": [
      {
        "document": 85,
        "excerpt": "the target's location or targeting a creature you can hear but not see. If the target isn't in the location you targeted, you miss. When a creature can't see you,"
      },
      {
        "document": 963,
        "excerpt": "her creature within 60 feet of yourself who can see or hear you. That creature gains one of your Bardic Inspiration dice. A creature can have only one Bardic Inspir"
      },
      {
        "document": 1200,
        "excerpt": "nderstand the literal meaning of any language that you hear or see signed. You also understand any written language that you see, but you must be touching the surfa"
      },
      {
        "document": 1265,
        "excerpt": "us Action, you can see through the familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has. Fin"
      },
      {
        "document": 1333,
        "excerpt": "the famous thing you chose isn't actually famous, you hear sad musical notes played on a trombone, and the spell fails."
      },
      {
        "document": 1354,
        "excerpt": "e or fewer creatures you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously d"
      },
      {
        "document": 1356,
        "excerpt": "ide it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with Disadvantage. You remain aware of the passage of time and can cast spell"
      },
      {
        "document": 1358,
        "excerpt": "e message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyon"
      },
      {
        "document": 1365,
        "excerpt": "le and invulnerable. You can see through its eyes and hear through its ears as if you were located where it is."
      },
      {
        "document": 1367,
        "excerpt": "tion and is unaware of its surroundings, though it can hear you. If it takes any damage or is targeted by another spell, this spell ends, and no memories are modifi"
      },
      {
        "document": 1392,
        "excerpt": "ell ends. You can see through the illusion's eyes and hear through its ears as if you were in its space. As a Magic action, you can move it up to 60 feet and make"
      },
      {
        "document": 1413,
        "excerpt": "tion: Concentration, up to 10 minutes You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving th"
      },
      {
        "document": 1447,
        "excerpt": "ds - to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously d"
      },
      {
        "document": 1460,
        "excerpt": "st one language can understand it if that creature can hear the speech or see the signing."
      },
      {
        "document": 1470,
        "excerpt": "ith subtle enchantments at one creature you can see or hear within range. The target must succeed on a Wisdom saving throw or take 1d6 Psychic damage and have Disad"
      },
      {
        "document": 1489,
        "excerpt": "condition, you experience the following effect. Can't Hear. You can't hear and automatically fail any ability check that requires hearing."
      },
      {
        "document": 1523,
        "excerpt": "no creatures within 60 feet of you that you can see or hear. While berserk, you regard the creature nearest to you that you can see or hear as your enemy. If there"
      },
      {
        "document": 1864,
        "excerpt": "Charisma (Persuasion) check; the golem must be able to hear its creator. If this check succeeds, the golem ceases being berserk until the start of its next turn, at"
      },
      {
        "document": 1867,
        "excerpt": "he giant or one creature of its choice that can see or hear it gains 16 (2d10 + 5) Temporary Hit Points and has Advantage on attack rolls until the start of the gia"
      }
    ],
    "heard": [
      {
        "document": 343,
        "excerpt": "action, a Signal Whistle produces a sound that can be heard up to 600 feet away."
      },
      {
        "document": 456,
        "excerpt": "a Utilize action, a Bell produces a sound that can be heard up to 60 feet away."
      },
      {
        "document": 1413,
        "excerpt": "---------------------- | :------------ | | Secondhand (heard of the target) | +5 | | Firsthand (met the target) | +0 | | Extensive"
      },
      {
        "document": 1523,
        "excerpt": "ment. If the creature dies or can no longer be seen or heard by you, the next nearest creature that you can see or hear becomes your new target."
      },
      {
        "document": 1999,
        "excerpt": "Mimicry. The raven can mimic simple sounds it has heard, such as a whisper or chitter. A hearer can discern the sounds are imitations with a successful DC 10 Wi"
      }
    ],
    "hearer": [
      {
        "document": 1999,
        "excerpt": "e sounds it has heard, such as a whisper or chitter. A hearer can discern the sounds are imitations with a successful DC 10 Wisdom (Insight) check."
      }
    ],
    "hearing": [
      {
        "document": 786,
        "excerpt": "Hearing and standard vision out to 30 feet"
      },
      {
        "document": 1193,
        "excerpt": "S, M (a focus worth 100+ GP, either a jeweled horn for hearing or a glass eye for seeing)"
      },
      {
        "document": 1489,
        "excerpt": "and automatically fail any ability check that requires hearing."
      }
    ],
    "hears": [
      {
        "document": 1237,
        "excerpt": "creature of your choice that you can see within range hears a discordant melody in its mind. The target makes a Wisdom saving throw. On a failed save, it takes 3d6"
      },
      {
        "document": 1265,
        "excerpt": "u can see through the familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has. Finally, when you"
      },
      {
        "document": 1358,
        "excerpt": "nd whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid ob"
      },
      {
        "document": 1418,
        "excerpt": "described to you by someone who has met it. The target hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner i"
      },
      {
        "document": 1460,
        "excerpt": "ty to understand any spoken or signed language that it hears or sees. Moreover, when the target communicates by speaking or signing, any creature that knows at leas"
      },
      {
        "document": 1914,
        "excerpt": "mic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations only with a successful DC 14 Wisdom (Insight) check."
      },
      {
        "document": 1987,
        "excerpt": "Divine Awareness. The planetar knows if it hears a lie. Exalted Restoration. If the planetar dies outside Mount Celestia, its body disappears, and it ga"
      },
      {
        "document": 2022,
        "excerpt": "Divine Awareness. The solar knows if it hears a lie. Exalted Restoration. If the solar dies outside Mount Celestia, its body disappears, and it gains"
      }
    ],
    "heart": [
      {
        "document": 1640,
        "excerpt": "liquid contains one easy-to-miss bubble shaped like a heart."
      },
      {
        "document": 1656,
        "excerpt": "6 + 6 years. Suspended in this amber liquid is a tiny heart that, against all reason, is still beating. These ingredients vanish when the potion is opened."
      },
      {
        "document": 1966,
        "excerpt": "stroyed, the mummy gains a new body in 24 hours if its heart is intact, reviving with all its Hit Points. The new body appears in an unoccupied space within the mumm"
      },
      {
        "document": 2029,
        "excerpt": "condition until the start of the sprite's next turn. Heart Sight. Charisma Saving Throw: DC 10, one creature within 5 feet the sprite can see (Celestials, Fiends,"
      },
      {
        "document": 2055,
        "excerpt": "ge if it ends its turn in running water. Stake to the Heart. The vampire is destroyed if a weapon that deals Piercing damage is driven into the vampire's heart whil"
      },
      {
        "document": 2056,
        "excerpt": "ge if it ends its turn in running water. Stake to the Heart. If a weapon that deals Piercing damage is driven into the vampire's heart while the vampire has the Inc"
      }
    ],
    "heartbeat": [
      {
        "document": 1661,
        "excerpt": "id regularly pulses with dull light, calling to mind a heartbeat."
      }
    ],
    "heat": [
      {
        "document": 681,
        "excerpt": "Extreme Heat"
      },
      {
        "document": 831,
        "excerpt": "Heat Metal"
      },
      {
        "document": 900,
        "excerpt": "Heat Metal"
      },
      {
        "document": 949,
        "excerpt": "Flames, unbearable heat"
      },
      {
        "document": 1213,
        "excerpt": "feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched."
      },
      {
        "document": 1215,
        "excerpt": "| Condition | Stage | Condition | | 1 | Heat wave | 1 | Calm | | 2 | Hot | 2 | Moderate wind | | 3 | Warm"
      },
      {
        "document": 1309,
        "excerpt": "Heat Metal"
      },
      {
        "document": 1390,
        "excerpt": "here for the duration. While there, the flame emits no heat and ignites nothing, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 fe"
      },
      {
        "document": 1479,
        "excerpt": "es crossing molten lava can still take damage from the heat). Up to ten willing creatures of your choice within range gain this ability for the duration. An affect"
      },
      {
        "document": 2002,
        "excerpt": "Heat Aura. At the end of each of the remorhaz's turns, each creature in a 5-foot Emanation originating from t"
      }
    ],
    "heated": [
      {
        "document": 1856,
        "excerpt": "Multiattack. The efreeti makes three attacks, using Heated Blade or Hurl Flame in any combination. Heated Blade. Melee Attack Roll: +10, reach 5 ft. Hit: 13 (2d6"
      }
    ],
    "heavier": [
      {
        "document": 1234,
        "excerpt": ". You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, t"
      },
      {
        "document": 1417,
        "excerpt": "each creature seem 1 foot shorter or taller and appear heavier or lighter. A target's new appearance must have the same basic arrangement of limbs as the target, but t"
      }
    ],
    "heavily": [
      {
        "document": 53,
        "excerpt": "An area might be Lightly or Heavily Obscured. In a Lightly Obscured area - such as an area with Dim Light, patchy fog, or moderate foliage -"
      },
      {
        "document": 54,
        "excerpt": "e the land in Dim Light. Darkness. Darkness creates a Heavily Obscured area. Characters face Darkness outdoors at night (even most moonlit nights), within the confine"
      },
      {
        "document": 610,
        "excerpt": "An area of Darkness is Heavily Obscured. See also “Heavily Obscured” and “Playing the Game” (“Exploration”)."
      },
      {
        "document": 636,
        "excerpt": "Heavily Obscured"
      },
      {
        "document": 640,
        "excerpt": "ceed on a DC 15 Dexterity (Stealth) check while you're Heavily Obscured or behind Three-Quarters Cover or Total Cover, and you must be out of any enemy's line of sight"
      },
      {
        "document": 783,
        "excerpt": "or 10 minutes, during which time the area of effect is Heavily Obscured."
      },
      {
        "document": 1195,
        "excerpt": "t of Wind) disperses it, ending the spell. Its area is Heavily Obscured. Each creature in the Sphere makes a Constitution saving throw, taking 5d8 Poison damage on a"
      },
      {
        "document": 1280,
        "excerpt": "of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) dispers"
      },
      {
        "document": 1299,
        "excerpt": "idors. Fog fills all the warded corridors, making them Heavily Obscured. In addition, at each intersection or branching passage offering a choice of direction, there i"
      },
      {
        "document": 1325,
        "excerpt": "centered on a point within range. The cloud's area is Heavily Obscured. It lasts for the duration or until a strong wind (like that created by Gust of Wind) disperses"
      },
      {
        "document": 1431,
        "excerpt": "ntered on a point you choose within range. The area is Heavily Obscured, and exposed flames in the area are doused. Ground in the Cylinder is Difficult Terrain. When"
      },
      {
        "document": 1443,
        "excerpt": "ing gas centered on a point within range. The cloud is Heavily Obscured. The cloud lingers in the air for the duration or until a strong wind (such as the one created"
      },
      {
        "document": 1446,
        "excerpt": "ntil the spell ends, the area is Difficult Terrain and Heavily Obscured, ranged attacks with weapons are impossible there, and strong wind blows through the area."
      },
      {
        "document": 1575,
        "excerpt": "ginating from the bottle. The area within the smoke is Heavily Obscured. Each minute the bottle remains open, the size of the Emanation increases by 10 feet until it"
      },
      {
        "document": 1718,
        "excerpt": "ou. The insects remain for 10 minutes, making the area Heavily Obscured for creatures other than you. A strong wind (like that created by Gust of Wind) disperses the"
      },
      {
        "document": 1889,
        "excerpt": "nd the octopus moves up to its Swim Speed. The Cube is Heavily Obscured for 1 minute or until a strong current or similar effect disperses the ink."
      },
      {
        "document": 1973,
        "excerpt": "nd the octopus moves up to its Swim Speed. The Cube is Heavily Obscured for 1 minute or until a strong current or similar effect disperses the ink."
      }
    ],
    "heavy": [
      {
        "document": 53,
        "excerpt": "Heavily Obscured area - such as an area with Darkness, heavy fog, or dense foliage - is opaque. You have the Blinded condition (see “Rules Glossary”) when trying to"
      },
      {
        "document": 62,
        "excerpt": "ight of those objects. If you try to haul an unusually heavy object or a massive number of lighter objects, the GM might require you to abide by the rules for carryi"
      },
      {
        "document": 308,
        "excerpt": "ressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on"
      },
      {
        "document": 390,
        "excerpt": "up to a day). For example, you need 5 days to make a Heavy Crossbow, which sells for 50 GP. If an item requires multiple days, the days needn't be consecutive. C"
      },
      {
        "document": 406,
        "excerpt": "type of armor falls into a category: Light, Medium, or Heavy. The category determines how long it takes to don or doff the armor (as shown in the table). Armor Clas"
      },
      {
        "document": 408,
        "excerpt": "Light, Medium, or Heavy Armor"
      },
      {
        "document": 429,
        "excerpt": ", Quarterstaff, and Whip), Medium armor (except Hide), Heavy armor, Ball Bearings, Bucket, Caltrops, Chain, Crowbar, Firearm Bullets, Grappling Hook, Iron Pot, Iron"
      },
      {
        "document": 475,
        "excerpt": "Heavy"
      },
      {
        "document": 544,
        "excerpt": "the following drawbacks. If you wear Light, Medium, or Heavy armor and lack training with it, you have Disadvantage on any D20 Test that involves Strength or Dexteri"
      },
      {
        "document": 616,
        "excerpt": "e that is sized for creatures of your size or larger - Heavy snow, ice, rubble, or undergrowth - Liquid that's between shin- and waist-deep - A narrow opening sized"
      },
      {
        "document": 681,
        "excerpt": "for each additional hour. Creatures wearing Medium or Heavy armor have Disadvantage on the save. Creatures that have Resistance or Immunity to Fire damage automatic"
      },
      {
        "document": 683,
        "excerpt": "Heavy Precipitation"
      },
      {
        "document": 783,
        "excerpt": "Heavy rain falls for 1 minute in a 120-foot-high, 60-foot-radius Cylinder centered on the chosen point of orig"
      },
      {
        "document": 928,
        "excerpt": "Heavy, Reach, Two-Handed"
      },
      {
        "document": 929,
        "excerpt": "Heavy Armor (10 Minutes to Don and 5 Minutes to Doff)"
      },
      {
        "document": 962,
        "excerpt": "u can enter it as a Bonus Action if you aren't wearing Heavy armor. You can enter your Rage the number of times shown for your Barbarian level in the Rages column o"
      },
      {
        "document": 964,
        "excerpt": "ain proficiency with Martial weapons and training with Heavy armor. Thaumaturge. You know one extra cantrip from the Cleric spell list. In addition, your mystical c"
      },
      {
        "document": 966,
        "excerpt": "Light, Medium, and Heavy armor and Shields"
      },
      {
        "document": 968,
        "excerpt": "Light, Medium, and Heavy armor and Shields"
      },
      {
        "document": 969,
        "excerpt": "ur Speed increases by 10 feet while you aren't wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed."
      },
      {
        "document": 1009,
        "excerpt": "Style Feature) While you're wearing Light, Medium, or Heavy armor, you gain a +1 bonus to Armor Class."
      },
      {
        "document": 1040,
        "excerpt": "Heavy"
      },
      {
        "document": 1060,
        "excerpt": "Heavy"
      },
      {
        "document": 1062,
        "excerpt": "Heavy"
      },
      {
        "document": 1064,
        "excerpt": "Heavy"
      },
      {
        "document": 1065,
        "excerpt": "Heavy"
      },
      {
        "document": 1070,
        "excerpt": "Heavy Crossbow"
      },
      {
        "document": 1081,
        "excerpt": "Heavy"
      },
      {
        "document": 1088,
        "excerpt": "Heavy"
      },
      {
        "document": 1094,
        "excerpt": "Heavy"
      },
      {
        "document": 1104,
        "excerpt": "Heavy"
      },
      {
        "document": 1106,
        "excerpt": "Heavy"
      },
      {
        "document": 1118,
        "excerpt": "Heavy"
      },
      {
        "document": 1136,
        "excerpt": "Heavy"
      },
      {
        "document": 1309,
        "excerpt": "ured metal object, such as a metal weapon or a suit of Heavy or Medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature"
      },
      {
        "document": 1502,
        "excerpt": "Any Medium or Heavy, Except Hide Armor"
      },
      {
        "document": 1510,
        "excerpt": "Any Light, Medium, or Heavy"
      },
      {
        "document": 1512,
        "excerpt": "Any Light, Medium, or Heavy"
      },
      {
        "document": 1513,
        "excerpt": "Any Light, Medium, or Heavy"
      },
      {
        "document": 1515,
        "excerpt": "Wondrous Item, Rare This heavy cloth bag contains 3d4 dry beans when found. The bag weighs half a pound regardless of how many beans it"
      },
      {
        "document": 1527,
        "excerpt": "weight in excess of your carrying capacity or wearing Heavy Armor. Once on each of your turns, you can jump up to 30 feet by spending only 10 feet of movement."
      },
      {
        "document": 1559,
        "excerpt": "Any Light, Medium, or Heavy"
      },
      {
        "document": 1573,
        "excerpt": "th this armor even if you lack training with Medium or Heavy armor."
      },
      {
        "document": 1626,
        "excerpt": "Any Medium or Heavy, Except Hide Armor"
      },
      {
        "document": 1635,
        "excerpt": "for 8 hours. This sticky, black unguent is thick and heavy, but it flows quickly when poured."
      },
      {
        "document": 1944,
        "excerpt": "Greatsword, Heavy Crossbow, Plate Armor"
      },
      {
        "document": 2046,
        "excerpt": "Chain Mail, Heavy Crossbow, Warhammer"
      },
      {
        "document": 2047,
        "excerpt": "Heavy Crossbow, Leather Armor, Mace"
      },
      {
        "document": 2064,
        "excerpt": "Greatsword, Heavy Crossbow, Splint Armor"
      }
    ],
    "hedge": [
      {
        "document": 657,
        "excerpt": "ller than a quarter of the jump's distance), such as a hedge or low wall. Otherwise, you hit the obstacle."
      }
    ],
    "hedged": [
      {
        "document": 1324,
        "excerpt": "Restrained condition and can't be moved by any means. Hedged Prison. The target is trapped in a demi-plane that is warded against teleportation and planar travel. Th"
      }
    ],
    "heedlessly": [
      {
        "document": 93,
        "excerpt": "nts watch for enemies to drop their guard. If you move heedlessly past your foes, you put yourself in danger by provoking an Opportunity Attack. Avoiding Opportunity Att"
      }
    ],
    "heels": [
      {
        "document": 1526,
        "excerpt": "boots, you can take a Bonus Action to click the boots' heels together. If you do, the boots double your Speed, and any creature that makes an Opportunity Attack agai"
      }
    ],
    "height": [
      {
        "document": 603,
        "excerpt": "s the radius of the Cylinder's base and the Cylinder's height. A Cylinder's point of origin is included in the area of effect."
      },
      {
        "document": 641,
        "excerpt": "foot of movement. You can extend your arms half your height above yourself during the jump. Thus, you can reach a distance equal to the height of the jump plus 1 1/"
      },
      {
        "document": 657,
        "excerpt": "Prone condition. This Long Jump rule assumes that the height of the jump doesn't matter, such as a jump across a stream or chasm. At your GM's option, you must succe"
      },
      {
        "document": 793,
        "excerpt": "A giant beanstalk sprouts, growing to a height of the GM’s choice. The top leads where the GM chooses, such as to a great view, a cloud giant’s castle,"
      },
      {
        "document": 1153,
        "excerpt": "earance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing charact"
      },
      {
        "document": 1248,
        "excerpt": "m a collapsing structure equal to half the structure's height makes a Dexterity saving throw. On a failed save, the creature takes 12d6 Bludgeoning damage, has the Pr"
      },
      {
        "document": 1281,
        "excerpt": "protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can't teleport into the area or use portals, suc"
      },
      {
        "document": 1467,
        "excerpt": "nly once per round. At the end of the turn, the wall's height is reduced by 50 feet, and the damage the wall deals on later rounds is reduced by 1d10. When the wall"
      },
      {
        "document": 1694,
        "excerpt": "e of your approximate depth beneath the ground or your height above it. Drain Life. When you hit a creature with a melee attack using the rod, you can force the targ"
      }
    ],
    "heightened": [
      {
        "document": 840,
        "excerpt": "Heightened Focus, Self-Restoration"
      },
      {
        "document": 967,
        "excerpt": "Heightened Focus"
      },
      {
        "document": 971,
        "excerpt": "saving throw you make to maintain that Concentration. Heightened Spell Cost: 2 Sorcery Points When you cast a spell that forces a creature to make a saving throw, you"
      }
    ],
    "heights": [
      {
        "document": 244,
        "excerpt": "acter just beginning an adventuring career to the epic heights of level 20. These tiers don't have any rules associated with them; they point to the fact that the play"
      },
      {
        "document": 286,
        "excerpt": "ze. Individuals within a species cover a wide range of heights, and some species include such diversity of size that you can choose whether your character is Small or"
      },
      {
        "document": 967,
        "excerpt": "You have developed your body and mind to new heights. Your Dexterity and Wisdom scores increase by 4, to a maximum of 25."
      }
    ],
    "heinous": [
      {
        "document": 793,
        "excerpt": "it and others come near, it describes you as the most heinous of villains and directs the newcomers to find and attack you. If you are on the same plane of existence"
      }
    ],
    "held": [
      {
        "document": 90,
        "excerpt": "ithin your reach. A melee attack typically uses a hand-held weapon or an Unarmed Strike. Many monsters make melee attacks with claws, teeth, or other body parts. A"
      },
      {
        "document": 384,
        "excerpt": "a cloak fastened about the shoulders. A weapon must be held. In most cases, a magic item that's meant to be worn can fit a creature regardless of size or build. Ma"
      },
      {
        "document": 423,
        "excerpt": "ce Weight: 5 lb. Utilize: Discern what a glass object held in the past 24 hours (DC 15) Craft: Glass Bottle, Magnifying Glass, Spyglass, Vial"
      },
      {
        "document": 428,
        "excerpt": "Weight: 3 lb. Utilize: Discern what a ceramic object held in the past 24 hours (DC 15) Craft: Jug, Lamp"
      },
      {
        "document": 485,
        "excerpt": "The table indicates whether a Holy Symbol needs to be held, worn, or borne on fabric (such as a tab-ard or banner) or a Shield. Holy Symbols"
      },
      {
        "document": 719,
        "excerpt": "thereby making it safe to cross. The cover can also be held shut using Arcane Lock or similar magic. Escape. A creature needs a Climb Speed, climbing gear, or magi"
      },
      {
        "document": 723,
        "excerpt": "thereby making it safe to cross. The cover can also be held shut using an Arcane Lock spell or similar magic. Escape. A creature needs a Climb Speed, climbing gear"
      },
      {
        "document": 935,
        "excerpt": "Amulet (worn or held)"
      },
      {
        "document": 1250,
        "excerpt": "utters, all in a 5-foot Cube. Doors and shutters being held open by someone or something aren't affected. Beckon Earth. You create a thin shroud of dust or sand th"
      },
      {
        "document": 1332,
        "excerpt": "magical means that prevents access. A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object"
      },
      {
        "document": 1454,
        "excerpt": "n object, it must be Large or smaller, and it can't be held or carried by an unwilling creature. The destination you choose must be known to you, and it must be on"
      }
    ],
    "hell": [
      {
        "document": 181,
        "excerpt": "es tied to terrifying Lower Planes, such as balors and hell hounds. Giants are towering beings with humanlike shapes, like fire giants and trolls. Humanoids are p"
      },
      {
        "document": 734,
        "excerpt": "creature with another, such as fire giants paired with hell hounds. Be mindful of the number of stat blocks you need to run the encounter. Referencing more than two"
      },
      {
        "document": 979,
        "excerpt": "Hurl Through Hell"
      },
      {
        "document": 1924,
        "excerpt": "Hell Hound"
      }
    ],
    "hellfire": [
      {
        "document": 1986,
        "excerpt": "22 (4d6 + 8) Force damage plus 21 (6d6) Fire damage. Hellfire Spellcasting (Recharge 4–6). The pit fiend casts Fireball (level 5 version) twice, requiring no Material"
      }
    ],
    "hellish": [
      {
        "document": 873,
        "excerpt": "Hellish Rebuke"
      },
      {
        "document": 992,
        "excerpt": "re damage.You also know the Fire Bolt cantrip. | Hellish Rebuke | Darkness |"
      },
      {
        "document": 1310,
        "excerpt": "Hellish Rebuke"
      },
      {
        "document": 1948,
        "excerpt": "Hellish Restoration. If the lemure dies in the Nine Hells, it revives with all its Hit Points in 1d10 days unles"
      }
    ],
    "hells": [
      {
        "document": 790,
        "excerpt": "ehenna; on a 5, Hades; on a 6, Limbo; on a 7, the Nine Hells; on an 8, Pandemonium"
      },
      {
        "document": 798,
        "excerpt": "Nine Hells"
      },
      {
        "document": 1378,
        "excerpt": "lane of Fire or palace on the second level of the Nine Hells, and you appear in or near that destination, as determined by the GM. Alternatively, if you know the si"
      },
      {
        "document": 1802,
        "excerpt": "olical Restoration. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Po"
      },
      {
        "document": 1815,
        "excerpt": "olical Restoration. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Po"
      },
      {
        "document": 1825,
        "excerpt": "olical Restoration. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Po"
      },
      {
        "document": 1859,
        "excerpt": "ical Restoration. If the erinyes dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Po"
      },
      {
        "document": 1932,
        "excerpt": "olical Restoration. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Po"
      },
      {
        "document": 1936,
        "excerpt": "olical Restoration. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Po"
      },
      {
        "document": 1948,
        "excerpt": "Hellish Restoration. If the lemure dies in the Nine Hells, it revives with all its Hit Points in 1d10 days unless it is killed by a creature under the effects of"
      },
      {
        "document": 1986,
        "excerpt": "al Restoration. If the pit fiend dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Po"
      },
      {
        "document": 1997,
        "excerpt": "ish Restoration. If the rakshasa dies outside the Nine Hells, its body turns to ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere"
      }
    ],
    "helm": [
      {
        "document": 1223,
        "excerpt": "g that object with something opaque, such as a bowl or helm, blocks the Darkness. If any of this spell's area overlaps with an area of Bright Light or Dim Light cr"
      },
      {
        "document": 1225,
        "excerpt": "g that object with something opaque, such as a bowl or helm, blocks the sunlight. If any of this spell's area overlaps with an area of Darkness created by a spell"
      },
      {
        "document": 1598,
        "excerpt": "Helm of Brilliance"
      },
      {
        "document": 1599,
        "excerpt": "Helm of Comprehending Languages"
      },
      {
        "document": 1600,
        "excerpt": "Helm of Telepathy"
      },
      {
        "document": 1601,
        "excerpt": "Helm of Teleportation"
      }
    ],
    "helm's": [
      {
        "document": 1598,
        "excerpt": "of the following spells (save DC 18), using one of the helm's gems of the specified type as a component: Daylight (opal), Fireball (fire opal), Prismatic Spray (diamo"
      }
    ],
    "helmets": [
      {
        "document": 384,
        "excerpt": "d fashion: boots go on feet, gloves on hands, hats and helmets on a head, and rings on a finger. Magic armor must be donned, a Shield strapped to the arm, a cloak fast"
      },
      {
        "document": 982,
        "excerpt": "als and incorporate images of angelic wings into their helmets or coats of arms. These paladins share the following tenets: - Let your word be your promise. - Protec"
      }
    ],
    "help": [
      {
        "document": 11,
        "excerpt": "You can take the Help action to try to stabilize a creature with 0 Hit Points, which requires a successful DC 10 Wisdom (Medic"
      },
      {
        "document": 26,
        "excerpt": "se cases, the GM might ask the player to roll a die to help determine what happens. Describing the results often leads to another decision point, which brings the g"
      },
      {
        "document": 43,
        "excerpt": "ly use the Search action to look for traps and use the Help action to aid another character who's trying to open a stuck door (with the Utilize action)."
      },
      {
        "document": 46,
        "excerpt": "in “Rules Glossary.” Friendly NPCs are predisposed to help, and Hostile ones are inclined to hinder. Social interactions progress in two ways: through roleplaying"
      },
      {
        "document": 47,
        "excerpt": "hreats of imprisonment. A stubborn merchant refuses to help if the characters badger her. A vain dragon laps up flattery. When interacting with an NPC, pay attenti"
      },
      {
        "document": 51,
        "excerpt": "As adventurers explore, their equipment can help them in many ways. For example, they can reach out-of-the-way places with a Ladder, perceive things they"
      },
      {
        "document": 55,
        "excerpt": "Some creatures have special senses that help them perceive things in certain situations. “Rules Glossary” defines the following special senses: Blin"
      },
      {
        "document": 119,
        "excerpt": "buy and sell magic items in your campaign, rarity can help you set prices for those items. Gold Piece values are provided in the Magic Item Rarities and Values tab"
      },
      {
        "document": 235,
        "excerpt": "el baron's tax collectors and uses the stolen money to help the poor is probably Chaotic Good. Lawful Neutral (LN). Lawful Neutral individuals act in accordance wi"
      },
      {
        "document": 265,
        "excerpt": "d by mystery. The GM might also use this table. It can help stock a room in a dungeon or fill a creature's pockets. Trinkets"
      },
      {
        "document": 335,
        "excerpt": "4 bonus to the Strength check. One other character can help you use the ram, giving you Advantage on this check."
      },
      {
        "document": 354,
        "excerpt": "A mount can help you move more quickly through the wilderness, but its primary purpose is to carry gear that would otherw"
      },
      {
        "document": 488,
        "excerpt": "listed in the Schools of Magic table. These categories help describe spells but have no rules of their own, although some other rules refer to them. Schools of Mag"
      },
      {
        "document": 608,
        "excerpt": "n the types. The Damage Types table offers examples to help a GM assign a type to a new effect. Damage Types"
      },
      {
        "document": 637,
        "excerpt": "Help [Action]"
      },
      {
        "document": 642,
        "excerpt": "Hit Point Dice, or Hit Dice for short, help determine a player character's Hit Point maximum, as explained in “Character Creation.” Most monsters al"
      },
      {
        "document": 650,
        "excerpt": "An Indifferent creature has no desire to help or hinder you. Indifferent is the default attitude of a monster. See also “Influence.”"
      },
      {
        "document": 735,
        "excerpt": "nts of your world. You can also create a background to help a player craft the story they have in mind for their character. This section describes, step by step, h"
      },
      {
        "document": 745,
        "excerpt": "Help"
      },
      {
        "document": 951,
        "excerpt": "Help"
      },
      {
        "document": 969,
        "excerpt": "Primal forces now help fuel you on your journeys, granting you the following benefits. Temporary Hit Points. As a Magic action"
      },
      {
        "document": 1287,
        "excerpt": "e GM deems appropriate. It might leave, attack you, or help you."
      },
      {
        "document": 1354,
        "excerpt": "ou could say, “Walk to the village down that road, and help the villagers there harvest crops until sunset.” Or you could say, “Now is not the time for violence. Dr"
      },
      {
        "document": 1376,
        "excerpt": "k could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You"
      }
    ],
    "helpful": [
      {
        "document": 244,
        "excerpt": "anges, and the stakes of the campaign get higher. It's helpful to think of a character's (and a campaign's) arc in terms of four tiers of play, describing the journey"
      }
    ],
    "helps": [
      {
        "document": 235,
        "excerpt": "les but not feeling bound by them. A kindly person who helps others according to their needs is probably Neutral Good. Chaotic Good (CG). Chaotic Good creatures act"
      },
      {
        "document": 388,
        "excerpt": "n item and have proficiency with that tool. Anyone who helps you must also have proficiency with it."
      },
      {
        "document": 412,
        "excerpt": "A tool helps you make specialized ability checks, craft certain items, or both. A tool's description includes the too"
      },
      {
        "document": 981,
        "excerpt": "d The Life Domain focuses on the positive energy that helps sustain all life in the multiverse. Clerics who tap into this domain are masters of healing, using that"
      }
    ],
    "hemispherical": [
      {
        "document": 1473,
        "excerpt": "or resting on a solid surface. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-b"
      },
      {
        "document": 1474,
        "excerpt": "n a solid surface within range. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-s"
      }
    ],
    "hemp": [
      {
        "document": 1259,
        "excerpt": "n bridge from a clump of trees, a rope from a patch of hemp, or clothes from flax or wool. Choose raw materials that you can see within range. You can fabricate a"
      }
    ],
    "her": [
      {
        "document": 47,
        "excerpt": "born merchant refuses to help if the characters badger her. A vain dragon laps up flattery. When interacting with an NPC, pay attention to the GM's portrayal of t"
      }
    ],
    "herbalism": [
      {
        "document": 391,
        "excerpt": "A character who has proficiency with the Herbalism Kit can create a Potion of Healing. Doing so requires using that kit and 25 GP of raw material over the"
      },
      {
        "document": 438,
        "excerpt": "Herbalism Kit (5 GP)"
      },
      {
        "document": 677,
        "excerpt": "ion immediately. A character who is proficient with an Herbalism Kit can use it to create one dose of nonmagical ointment, which takes 1 hour. When applied to the eyes o"
      },
      {
        "document": 772,
        "excerpt": "Alchemist’s Supplies or Herbalism Kit"
      },
      {
        "document": 965,
        "excerpt": "Herbalism Kit"
      }
    ],
    "here": [
      {
        "document": 7,
        "excerpt": "Here are the main ways a creature can die instantly. Monster Death. A monster dies the instant it drops to 0"
      },
      {
        "document": 161,
        "excerpt": "Class, Hit Points, Speed, and Initiative are provided here. Ability Scores. A monster's ability scores, ability modifiers, and saving throws are listed here. Oth"
      },
      {
        "document": 179,
        "excerpt": "restrictions on the number of times they can be used. Here are the most common ways that usage is limited: X/Day. This notation means the stat block part can be u"
      },
      {
        "document": 247,
        "excerpt": "Here are the steps to make a character; each step is explored in detail: 1: Choose a Class. Every adventurer"
      },
      {
        "document": 377,
        "excerpt": "are detailed in “Magic Items” later in this document. Here’s what you need to know about using magic items."
      },
      {
        "document": 442,
        "excerpt": "Here are definitions of the properties in the Properties column of the Weapons table."
      },
      {
        "document": 444,
        "excerpt": "venturers often find useful. These items are described here in alphabetical order, with an item's price appearing after its name."
      },
      {
        "document": 554,
        "excerpt": "agic lack Hit Dice and Initiative information. Speed. Here the monster's Speed is provided, along with any special speeds. See also \"Burrow Speed,\" \"Climb Speed,\""
      },
      {
        "document": 588,
        "excerpt": "Here are definitions of various rules."
      },
      {
        "document": 696,
        "excerpt": "Example poisons are detailed here in alphabetical order. Each poison's description includes the suggested price for a single dose of the p"
      },
      {
        "document": 1454,
        "excerpt": "51–00 | - | - | Familiarity. Here are the meanings of the terms in the table's Familiarity column: - “Permanent circle” means a permanent"
      }
    ],
    "here's": [
      {
        "document": 503,
        "excerpt": "for the save and what happens on a success or failure. Here's how to calculate the DC for your spells: Spell save DC = 8 + your spellcasting ability modifier + your"
      },
      {
        "document": 504,
        "excerpt": "ack roll to determine whether the spell hits a target. Here's how to calculate the attack modifier for your spells: Spell attack modifier = your spellcasting ability"
      }
    ],
    "hero": [
      {
        "document": 267,
        "excerpt": "of its body 00 A metal urn containing the ashes of a hero ---"
      }
    ],
    "hero's": [
      {
        "document": 267,
        "excerpt": "devoted to an unknown god 88 A book about a legendary hero's rise and fall, with the last chapter missing 89 A vial of dragon blood 90 An ancient arrow of elven de"
      }
    ],
    "heroes": [
      {
        "document": 735,
        "excerpt": "can create backgrounds tailored for your world and the heroes in it."
      },
      {
        "document": 835,
        "excerpt": "Heroes’ Feast"
      },
      {
        "document": 904,
        "excerpt": "Heroes’ Feast"
      },
      {
        "document": 916,
        "excerpt": "Heroes’ Feast"
      }
    ],
    "heroes'": [
      {
        "document": 1311,
        "excerpt": "Heroes' Feast"
      },
      {
        "document": 2025,
        "excerpt": "Each: Detect Magic, Dispel Magic, Greater Restoration, Heroes' Feast, Zone of Truth"
      }
    ],
    "heroic": [
      {
        "document": 30,
        "excerpt": "Heroic Inspiration"
      },
      {
        "document": 33,
        "excerpt": "both. You choose which one. For example, if you have Heroic Inspiration (see the sidebar below) and roll a 3 and an 18 on an ability check that has Advantage or Dis"
      },
      {
        "document": 249,
        "excerpt": "achieve the pinnacle of their class features, becoming heroic archetypes. The fate of the world or even the order of the multiverse might hang in the balance during t"
      },
      {
        "document": 639,
        "excerpt": "Heroic Inspiration"
      },
      {
        "document": 974,
        "excerpt": "Heroic Warrior"
      },
      {
        "document": 992,
        "excerpt": "You gain Heroic Inspiration whenever you finish a Long Rest."
      }
    ],
    "heroism": [
      {
        "document": 843,
        "excerpt": "Heroism"
      },
      {
        "document": 899,
        "excerpt": "Heroism"
      },
      {
        "document": 968,
        "excerpt": "feature. To start, choose two level 1 Paladin spells. Heroism and Searing Smite are recommended. The number of spells on your list increases as you gain Paladin leve"
      },
      {
        "document": 1312,
        "excerpt": "Heroism"
      },
      {
        "document": 1653,
        "excerpt": "Potion of Heroism"
      }
    ],
    "hesitant": [
      {
        "document": 651,
        "excerpt": "mines whether the monster feels willing, unwilling, or hesitant due to your interaction; this determination establishes whether an ability check is necessary, as explai"
      }
    ],
    "hesitation": [
      {
        "document": 235,
        "excerpt": "who fights injustice and protects the innocent without hesitation is probably Lawful Good. Neutral Good (NG). Neutral Good creatures do the best they can, working within"
      }
    ],
    "hex": [
      {
        "document": 873,
        "excerpt": "Hex"
      },
      {
        "document": 972,
        "excerpt": "t, choose two level 1 Warlock spells. Charm Person and Hex are recommended. The number of spells on your list increases as you gain Warlock levels, as shown in th"
      },
      {
        "document": 1313,
        "excerpt": "Hex"
      }
    ],
    "hezrou": [
      {
        "document": 1925,
        "excerpt": "Hezrou"
      }
    ],
    "hidden": [
      {
        "document": 61,
        "excerpt": "Finding Hidden Objects"
      },
      {
        "document": 64,
        "excerpt": "characters are affected by traps, which ones can spot hidden enemies, and which ones are the closest to those enemies if a fight breaks out. You can change your marc"
      },
      {
        "document": 73,
        "excerpt": "roll. For example, if an ambusher starts combat while hidden from a foe who is unaware that combat is starting, that foe is surprised. Initiative Order. A combatant"
      },
      {
        "document": 85,
        "excerpt": "have Advantage on attack rolls against it. If you are hidden when you make an attack roll, you give away your location when the attack hits or misses. or make an at"
      },
      {
        "document": 640,
        "excerpt": "ccessful check, you have the Invisible condition while hidden. Make note of your check's total, which is the DC for a creature to find you with a Wisdom (Perception)"
      },
      {
        "document": 694,
        "excerpt": "illicit dealer or unscrupulous apothecary might keep a hidden stash. Characters with criminal contacts might be able to acquire poison easily. Other characters might"
      },
      {
        "document": 712,
        "excerpt": "hould be used sparingly, lest they lose their charm. A hidden pit can be a fun surprise, but too many traps in an adventure can lead players to become overly cautious"
      },
      {
        "document": 719,
        "excerpt": "Hidden Pit"
      },
      {
        "document": 720,
        "excerpt": "e tubes are obscured by dust and cobwebs or skillfully hidden amid bas-reliefs, murals, or frescoes. Each creature in the darts' path must succeed on a DC 13 Dexteri"
      },
      {
        "document": 721,
        "excerpt": "he trap Duration: Instantaneous A poisoned needle is hidden in a lock. When a creature opens the lock with any object other than the proper key, the needle springs"
      },
      {
        "document": 722,
        "excerpt": "the stone stops rolling When a creature moves onto a hidden pressure plate, a 5-foot-radius orb of solid stone is released from a secret compartment and begins to r"
      },
      {
        "document": 723,
        "excerpt": "eck, detecting the pit on a successful check. Once the hidden pit is detected, an Iron Spike or a similar object can be wedged between the pit's lid and the surroundi"
      },
      {
        "document": 957,
        "excerpt": "Hidden Pit Table 1"
      },
      {
        "document": 965,
        "excerpt": "Animals spell prepared. You can use Druidic to leave hidden messages. You and others who know Druidic automatically spot such a message. Others spot the message's p"
      },
      {
        "document": 1213,
        "excerpt": "heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched."
      },
      {
        "document": 1268,
        "excerpt": "tural weakness in the floor, an unstable ceiling, or a hidden sinkhole. This spell reveals that a trap is present but not its location. You do learn the general natu"
      },
      {
        "document": 1323,
        "excerpt": "disappear. A creature that has Truesight can read the hidden message."
      },
      {
        "document": 1361,
        "excerpt": "While you have this knowledge, the target can't become hidden from you, and if it has the Invisible condition, it gains no benefit from that condition against you. U"
      },
      {
        "document": 1509,
        "excerpt": "aled iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the catc"
      },
      {
        "document": 1742,
        "excerpt": "creatures that are Invisible, ethereal, disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding the wand. Regaining Charges. The"
      }
    ],
    "hide": [
      {
        "document": 26,
        "excerpt": "beyond. But the door might be locked, the floor might hide a trap, or some other circumstance might make it challenging for an adventurer to complete a task. In th"
      },
      {
        "document": 56,
        "excerpt": "Adventurers and monsters often hide, whether to spy on one another, sneak past a guardian, or set an ambush. The Game Master decides when ci"
      },
      {
        "document": 425,
        "excerpt": "design to a leather item (DC 10) Craft: Sling, Whip, Hide Armor, Leather Armor, Studded Leather Armor, Backpack, Crossbow Bolt Case, Map or Scroll Case, Parchment"
      },
      {
        "document": 429,
        "excerpt": "eatclub, Quarterstaff, and Whip), Medium armor (except Hide), Heavy armor, Ball Bearings, Bucket, Caltrops, Chain, Crowbar, Firearm Bullets, Grappling Hook, Iron Po"
      },
      {
        "document": 640,
        "excerpt": "Hide [Action]"
      },
      {
        "document": 745,
        "excerpt": "Hide"
      },
      {
        "document": 929,
        "excerpt": "Hide Armor"
      },
      {
        "document": 951,
        "excerpt": "Hide"
      },
      {
        "document": 969,
        "excerpt": "You invoke spirits of nature to magically hide yourself. As a Bonus Action, you can give yourself the Invisible condition until the end of your next tu"
      },
      {
        "document": 970,
        "excerpt": "llowing actions as a Bonus Action: Dash, Disengage, or Hide."
      },
      {
        "document": 984,
        "excerpt": "e option. Stealth Attack (Cost: 1d6). If you have the Hide action's Invisible condition, this attack doesn't end that condition on you if you end the turn behind T"
      },
      {
        "document": 991,
        "excerpt": "You can take the Hide action even when you are obscured only by a creature that is at least one size larger than you."
      },
      {
        "document": 1071,
        "excerpt": "Hide Armor"
      },
      {
        "document": 1306,
        "excerpt": "ke only the Attack (one attack only), Dash, Disengage, Hide, or Utilize action. When the spell ends, the target is Incapacitated and has a Speed of 0 until the end"
      },
      {
        "document": 1370,
        "excerpt": "ell consumes) Duration: 8 hours For the duration, you hide a target that you touch from Divination spells. The target can be a willing creature, or it can be a pla"
      },
      {
        "document": 1415,
        "excerpt": "materials worth 50+ GP) Duration: Until dispelled You hide a chest and all its contents on the Ethereal Plane. You must touch the chest and the miniature replica t"
      },
      {
        "document": 1502,
        "excerpt": "Any Medium or Heavy, Except Hide Armor"
      },
      {
        "document": 1562,
        "excerpt": "gift them. Other times, hunters carefully preserve the hide of a dead dragon. In either case, Dragon Scale Mail is highly valued. While wearing this armor, you gai"
      },
      {
        "document": 1626,
        "excerpt": "Any Medium or Heavy, Except Hide Armor"
      },
      {
        "document": 1791,
        "excerpt": "ing Action. The assassin takes the Dash, Disengage, or Hide action."
      },
      {
        "document": 1802,
        "excerpt": "Barbed Hide. At the start of each of its turns, the devil deals 5 (1d10) Piercing damage to any creature it is grapp"
      },
      {
        "document": 1807,
        "excerpt": "Greataxe, Hide Armor"
      },
      {
        "document": 1820,
        "excerpt": "Hide Armor, Light Hammers (3)"
      },
      {
        "document": 1907,
        "excerpt": "Nimble Escape. The goblin takes the Disengage or Hide action."
      },
      {
        "document": 1908,
        "excerpt": "Nimble Escape. The goblin takes the Disengage or Hide action."
      },
      {
        "document": 1909,
        "excerpt": "Nimble Escape. The goblin takes the Disengage or Hide action."
      },
      {
        "document": 1980,
        "excerpt": "Nimble Escape. The panther takes the Disengage or Hide action."
      },
      {
        "document": 2008,
        "excerpt": "Nimble Escape. The tiger takes the Disengage or Hide action."
      },
      {
        "document": 2016,
        "excerpt": ". While in Dim Light or Darkness, the shadow takes the Hide action."
      },
      {
        "document": 2030,
        "excerpt": "Cunning Action. The spy takes the Dash, Disengage, or Hide action."
      },
      {
        "document": 2045,
        "excerpt": "Nimble Escape. The tiger takes the Disengage or Hide action."
      },
      {
        "document": 2070,
        "excerpt": "t the end of this movement, the weretiger can take the Hide action. Shape-Shift. The weretiger shape-shifts into a Large tiger-humanoid hybrid or a Large tiger, or"
      }
    ],
    "hideous": [
      {
        "document": 266,
        "excerpt": "d 59 A rabbit's foot 60 A glass eye 61 A cameo of a hideous person 62 A silver skull the size of a coin 63 An alabaster mask 64 A cone of sticky black incense th"
      },
      {
        "document": 873,
        "excerpt": "Hideous Laughter"
      },
      {
        "document": 886,
        "excerpt": "Hideous Laughter"
      },
      {
        "document": 899,
        "excerpt": "Hideous Laughter"
      },
      {
        "document": 1314,
        "excerpt": "Hideous Laughter"
      }
    ],
    "hiding": [
      {
        "document": 56,
        "excerpt": "Hiding"
      },
      {
        "document": 744,
        "excerpt": "Escape notice by moving quietly and hiding behind things."
      }
    ],
    "hierarchies": [
      {
        "document": 940,
        "excerpt": "Deities, religious hierarchies and rites, holy symbols, cults, and certain creatures (Celestials, Fiends, and Undead)"
      }
    ],
    "high": [
      {
        "document": 59,
        "excerpt": "e from 1 to 20, although some monsters have a score as high as 30. The score represents the magnitude of an ability. The Ability Scores table summarizes what the sc"
      },
      {
        "document": 92,
        "excerpt": "ow these steps: 4: Roll 1d20. You always want to roll high. If the roll has Advantage or Disadvantage (described later in \"Playing the Game\"), you roll two d20s, b"
      },
      {
        "document": 329,
        "excerpt": "ou must make a Strength (Athletics) check as part of a High or Long Jump, you can use the Pole to vault, giving yourself Advantage on the check."
      },
      {
        "document": 641,
        "excerpt": "High Jump"
      },
      {
        "document": 653,
        "excerpt": "ou jump, you make either a Long Jump (horizontal) or a High Jump (vertical). See also “Long Jump” and “High Jump.”"
      },
      {
        "document": 684,
        "excerpt": "High Altitude"
      },
      {
        "document": 713,
        "excerpt": "If a party can travel at a high Speed for an extended time, as with a spell such as Wind Walk or a magic item such as a Carpet of Flying"
      },
      {
        "document": 727,
        "excerpt": "a slim chance that one or more characters might die. High Difficulty. A high-difficulty encounter could be lethal for one or more characters. To survive it, the c"
      },
      {
        "document": 729,
        "excerpt": "eletons (50 XP each), for 1,100 XP total Example 3. A high-difficulty encounter for six level 15 characters has an XP budget of 7,800 × 6 , for a total of 46,800 X"
      },
      {
        "document": 783,
        "excerpt": "Heavy rain falls for 1 minute in a 120-foot-high, 60-foot-radius Cylinder centered on the chosen point of origin. During that time, the area of effect is"
      },
      {
        "document": 817,
        "excerpt": "High"
      },
      {
        "document": 818,
        "excerpt": "High"
      },
      {
        "document": 960,
        "excerpt": "High"
      },
      {
        "document": 988,
        "excerpt": "| Faerie Fire | Darkness | | High Elf | You know the Prestidigitation cantrip. Whenever you finish a Long Rest, you can replace that cantr"
      },
      {
        "document": 1178,
        "excerpt": "You make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall"
      },
      {
        "document": 1205,
        "excerpt": "ests as a pillar of light in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range. For each creature you can see in the Cylinder, choose which o"
      },
      {
        "document": 1259,
        "excerpt": ". You also can't use it to create items that require a high degree of skill - such as weapons and armor - unless you have proficiency with the type of Artisan's Too"
      },
      {
        "document": 1275,
        "excerpt": "from above. Each creature in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range makes a Dexterity saving throw, taking 5d6 Fire damage and 5d6"
      },
      {
        "document": 1321,
        "excerpt": "Instantaneous Hail falls in a 20-foot-radius, 40-foot-high Cylinder centered on a point within range. Each creature in the Cylinder makes a Dexterity saving throw."
      },
      {
        "document": 1324,
        "excerpt": "ate as you choose, but the GM must agree that it has a high likelihood of happening within the next decade. The trigger must be an observable action, such as someon"
      },
      {
        "document": 1368,
        "excerpt": "of pale light shines down in a 5-foot-radius, 40-foot-high Cylinder centered on a point within range. Until the spell ends, Dim Light fills the Cylinder, and you c"
      },
      {
        "document": 1369,
        "excerpt": "40-foot square, you can create a pillar up to 20 feet high, raise or lower the square's elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It"
      },
      {
        "document": 1388,
        "excerpt": "s a vertical opaque wall - up to 90 feet long, 30 feet high, and 1 inch thick - centered on a point within range. Alternatively, you shape the wall into a globe up"
      },
      {
        "document": 1407,
        "excerpt": "s spell reverses gravity in a 50-foot-radius, 100-foot high Cylinder centered on a point within range. All creatures and objects in that area that aren't anchored t"
      },
      {
        "document": 1467,
        "excerpt": "e. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration. When the wall appears, each creature in its area m"
      },
      {
        "document": 1472,
        "excerpt": "nge. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall"
      },
      {
        "document": 1476,
        "excerpt": "u choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. Th"
      },
      {
        "document": 1483,
        "excerpt": "nge. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path"
      },
      {
        "document": 1608,
        "excerpt": "the tower. The tower is 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a"
      },
      {
        "document": 1691,
        "excerpt": "00 GP 16–22 Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit"
      },
      {
        "document": 1845,
        "excerpt": "20 feet. The whirlwind fills a 20-foot-radius, 60-foot-high Cylinder centered on that point. The whirlwind lasts until the djinni's Concentration on it ends. The dj"
      },
      {
        "document": 1866,
        "excerpt": "ng Leap. The frog's Long Jump is up to 10 feet and its High Jump is up to 5 feet with or without a running start."
      },
      {
        "document": 1885,
        "excerpt": "ng Leap. The frog's Long Jump is up to 20 feet and its High Jump is up to 10 feet with or without a running start."
      },
      {
        "document": 1896,
        "excerpt": "ng Leap. The toad's Long Jump is up to 20 feet and its High Jump is up to 10 feet with or without a running start."
      },
      {
        "document": 2035,
        "excerpt": "row: DC 18, each creature in a 10-foot-radius, 40-foot-high Cylinder originating from a point the giant can see within 500 feet. Failure: 55 (10d10) Lightning damag"
      }
    ],
    "higher": [
      {
        "document": 10,
        "excerpt": "ee Successes/Failures. Roll 1d20. If the roll is 10 or higher, you succeed. Otherwise, you fail. A success or failure has no effect by itself. On your third success,"
      },
      {
        "document": 18,
        "excerpt": "he task's difficulty. The more difficult the task, the higher its DC. The rules provide DCs for certain checks, but the GM ultimately sets them. The Typical Difficult"
      },
      {
        "document": 31,
        "excerpt": "age, roll a second d20 when you make the roll. Use the higher of the two rolls if you have Advantage, and use the lower roll if you have Disadvantage. For example, if"
      },
      {
        "document": 92,
        "excerpt": "0s, but you use the number from only one of them - the higher one if you have Advantage or the lower one if you have Disadvantage. 5: Add Modifiers. Add these modifie"
      },
      {
        "document": 175,
        "excerpt": "k roll). Unless noted otherwise, a spell of level 1 or higher is always cast at its lowest possible level and can't be cast at a higher level. A monster's spell can"
      },
      {
        "document": 244,
        "excerpt": "game also changes, and the stakes of the campaign get higher. It's helpful to think of a character's (and a campaign's) arc in terms of four tiers of play, describi"
      },
      {
        "document": 250,
        "excerpt": "Starting at Higher Levels"
      },
      {
        "document": 251,
        "excerpt": "Creating a higher-level character uses the same character-creation steps outlined in this chapter and the rules for advanc"
      },
      {
        "document": 253,
        "excerpt": "ven one or more magic items. The Starting Equipment at Higher Levels table is a guide for the GM. Also, check with your GM about what equipment is available for you"
      },
      {
        "document": 255,
        "excerpt": "id class must have Strength and Wisdom scores of 13 or higher, since Strength is the primary ability for Barbarians and Wisdom is the primary ability for Druids."
      },
      {
        "document": 264,
        "excerpt": "Cantrips. If a cantrip of yours increases in power at higher levels, the increase is based on your total character level, not your level in a particular class, unles"
      },
      {
        "document": 268,
        "excerpt": "e Points. A level 1 character has 0 XP. Starting at a Higher Level. Your GM might start you at a higher level. If you start at level 3 or higher, write your chosen s"
      },
      {
        "document": 376,
        "excerpt": "he cost listed in the Spellcasting Services table. The higher the level of a desired spell, the harder it is to find someone to cast it. Spellcasting Services ---"
      },
      {
        "document": 406,
        "excerpt": "eet unless the wearer has a Strength score equal to or higher than the listed score. Stealth. If the table shows “Disadvantage” in the Stealth column for an armor ty"
      },
      {
        "document": 487,
        "excerpt": "Using a Higher-Level Spell Slot"
      },
      {
        "document": 513,
        "excerpt": "st a spell, you expend a slot of that spell's level or higher, effectively \"filling\" a slot with the spell. Imagine a spell slot is a groove of a certain size - small"
      },
      {
        "document": 537,
        "excerpt": "means the ritual version of a spell can't be cast at a higher level. See also \"Spells.\""
      },
      {
        "document": 587,
        "excerpt": "a monster's CR to the characters' level. If the CR is higher, the monster is likely a danger. If the CR is lower, the monster likely poses little threat. But circums"
      },
      {
        "document": 592,
        "excerpt": "alf the damage taken (round down), whichever number is higher, up to a maximum DC of 30. Incapacitated or Dead. Your Concentration ends if you have the Incapacitated"
      },
      {
        "document": 629,
        "excerpt": "ve Advantage on a D20 Test, roll two d20s, and use the higher roll. A roll can't be affected by more than one Advantage, and Advantage and Disadvantage on the same ro"
      },
      {
        "document": 651,
        "excerpt": "o 15 or the monster's Intelligence score, whichever is higher. On a successful check, the monster does as urged. On a failed check, you must wait 24 hours (or a durat"
      },
      {
        "document": 681,
        "excerpt": "When the temperature is 100 degrees Fahrenheit or higher, a creature exposed to the extreme heat and without access to drinkable water must succeed on a Constitu"
      },
      {
        "document": 684,
        "excerpt": "Traveling at altitudes of 10,000 feet or higher above sea level is taxing for most creatures because of the reduced amount of oxygen in the air. Each ho"
      },
      {
        "document": 716,
        "excerpt": "easily cut or avoided (no ability check required). At Higher Levels. You can scale the trap for higher levels by increasing the damage and the save DC, as shown in t"
      },
      {
        "document": 717,
        "excerpt": "k. Each attempt to set this trap takes 10 minutes. At Higher Levels. You can scale the trap for higher levels by increasing the weight of the Net, which increases th"
      },
      {
        "document": 718,
        "excerpt": "pressure plate prevents the trap from triggering. At Higher Levels. You can scale the trap for higher levels by increasing the damage and the area of effect, as sho"
      },
      {
        "document": 719,
        "excerpt": "ls big enough to serve as handholds and footholds. At Higher Levels. You can scale the trap for higher levels by increasing the pit's depth and damage, as shown in t"
      },
      {
        "document": 720,
        "excerpt": "pressure plate prevents the trap from triggering. At Higher Levels. You can scale the trap for higher levels by increasing each dart's Poison damage as follows: 7 ("
      },
      {
        "document": 721,
        "excerpt": "On a failed check, the creature triggers the trap. At Higher Levels. You can scale the trap for higher levels by increasing the damage and the save DC, as shown in t"
      },
      {
        "document": 723,
        "excerpt": "ls big enough to serve as handholds and footholds. At Higher Levels. You can scale the trap for higher levels by increasing the pit's depth and damage, as shown in t"
      },
      {
        "document": 731,
        "excerpt": "The more creatures in an encounter, the higher the risk that a lucky streak on their part could deal more damage to the characters than you expect. If"
      },
      {
        "document": 736,
        "excerpt": "your combat encounter includes a creature whose CR is higher than the party's level, be aware that such a creature might deal enough damage with a single action to t"
      },
      {
        "document": 816,
        "excerpt": "Starting Equipment at Higher Levels"
      },
      {
        "document": 963,
        "excerpt": "ain all expended uses when you finish a Long Rest. At Higher Levels. Your Bardic Inspiration die changes when you reach certain Bard levels, as shown in the Bardic D"
      },
      {
        "document": 964,
        "excerpt": "class to create. You gain additional effect options at higher Cleric levels. You can use this class's Channel Divinity twice. You regain one of its expended uses whe"
      },
      {
        "document": 965,
        "excerpt": "or saving throw modifier in the Beast's stat block is higher than yours, use the one in the stat block. No Spellcasting. You can't cast spells, but shape-shifting d"
      },
      {
        "document": 971,
        "excerpt": "have 2 Sorcery Points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer Features table. You can't have more Sorcer"
      },
      {
        "document": 972,
        "excerpt": "in the table. The chosen spells must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach level 6, for example,"
      },
      {
        "document": 973,
        "excerpt": "el (round up), and none of the slots can be level 6 or higher. For example, if you're a level 4 Wizard, you can recover up to two levels' worth of spell slots, regain"
      },
      {
        "document": 978,
        "excerpt": "ls from the Evocation school, each of which must be no higher than level 2, and add them to your spellbook for free. In addition, whenever you gain access to a new l"
      },
      {
        "document": 984,
        "excerpt": "ll, you can cast it reliably. If the scroll contains a higher-level spell, you must first succeed on an Intelligence (Arcana) check (DC 10 plus the spell's level). On"
      },
      {
        "document": 988,
        "excerpt": "When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a"
      },
      {
        "document": 994,
        "excerpt": "When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a"
      },
      {
        "document": 1149,
        "excerpt": "for half as much of the initial damage only. Using a Higher-Level Spell Slot. The damage (both initial and later) increases by 1d4 for each spell slot level above 2"
      },
      {
        "document": 1151,
        "excerpt": "nt Hit Points increase by 5 for the duration. Using a Higher-Level Spell Slot. Each target's Hit Points increase by 5 for each spell slot level above 2."
      },
      {
        "document": 1154,
        "excerpt": "deals damage to the target, the spells ends. Using a Higher-Level Spell Slot. You can target one additional Beast for each spell slot level above 1."
      },
      {
        "document": 1155,
        "excerpt": "he Beast returns to where you cast the spell. Using a Higher-Level Spell Slot. The spell's duration increases by 48 hours for each spell slot level above 2."
      },
      {
        "document": 1157,
        "excerpt": "s spell rather than animating a new creature. Using a Higher-Level Spell Slot. You animate or reassert control over two additional Undead creatures for each spell sl"
      },
      {
        "document": 1158,
        "excerpt": "y remaining damage carries over to that form. Using a Higher-Level Spell Slot. The creature's Slam damage increases by 1d4 (Medium or smaller), 1d6 (Large), or 1d12"
      },
      {
        "document": 1163,
        "excerpt": "counts as Difficult Terrain for your enemies. Using a Higher-Level Spell Slot. The damage of the Clenched Fist increases by 2d8 and the damage of the Grasping Hand i"
      },
      {
        "document": 1171,
        "excerpt": "st subtract 1d4 from the attack roll or save. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1."
      },
      {
        "document": 1172,
        "excerpt": "'s choice) associated with its creature type. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4."
      },
      {
        "document": 1176,
        "excerpt": "he target takes an extra 1d8 Necrotic damage. Using a Higher-Level Spell Slot. If you cast this spell using a level 4 spell slot, you can maintain Concentration on i"
      },
      {
        "document": 1179,
        "excerpt": "e target adds 1d4 to the attack roll or save. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1."
      },
      {
        "document": 1180,
        "excerpt": "sn't make a save; it simply withers and dies. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4."
      },
      {
        "document": 1181,
        "excerpt": "ave, ending the spell on itself on a success. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2."
      },
      {
        "document": 1184,
        "excerpt": "t aren't being worn or carried start burning. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1."
      },
      {
        "document": 1185,
        "excerpt": "itions, the spell's damage increases by 1d10. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 3."
      },
      {
        "document": 1187,
        "excerpt": "e or half as much damage on a successful one. Using a Higher-Level Spell Slot. One additional bolt leaps from the first target to another target for each spell slot"
      },
      {
        "document": 1188,
        "excerpt": "ends, the target knows it was Charmed by you. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4."
      },
      {
        "document": 1189,
        "excerpt": "ends, the target knows it was Charmed by you. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1."
      },
      {
        "document": 1191,
        "excerpt": "ou cast the spell with a level 2+ spell slot. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1. The orb can leap a maxi"
      },
      {
        "document": 1192,
        "excerpt": "e or half as much damage on a successful one. Using a Higher-Level Spell Slot. The damage increases by 2d8 for each spell slot level above 6."
      },
      {
        "document": 1195,
        "excerpt": "from you at the start of each of your turns. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 5."
      },
      {
        "document": 1197,
        "excerpt": "n't move and takes no action or Bonus Action. Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot level above 1."
      },
      {
        "document": 1202,
        "excerpt": "spell becomes a frozen statue until it thaws. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 5."
      },
      {
        "document": 1203,
        "excerpt": "ave, ending the spell on itself on a success. Using a Higher-Level Spell Slot. The Sphere's radius increases by 5 feet for each spell slot level above 4."
      },
      {
        "document": 1204,
        "excerpt": "creature makes this save only once per turn. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 3."
      },
      {
        "document": 1205,
        "excerpt": "be affected by this spell only once per turn. Using a Higher-Level Spell Slot. The healing and damage increase by 1d12 for each spell slot level above 7."
      },
      {
        "document": 1206,
        "excerpt": "e, the target isn't Restrained by the spirit. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 5."
      },
      {
        "document": 1207,
        "excerpt": "ttack against a creature within 5 feet of it. Using a Higher-Level Spell Slot. The damage increases by 1d12 for each spell slot level above 6."
      },
      {
        "document": 1208,
        "excerpt": "nation is Difficult Terrain for your enemies. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4."
      },
      {
        "document": 1209,
        "excerpt": "n as a Bonus Action for the spell's duration. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4."
      },
      {
        "document": 1218,
        "excerpt": "u destroy fog in a 30-foot Cube within range. Using a Higher-Level Spell Slot. You create or destroy 10 additional gallons of water, or the size of the Cube increase"
      },
      {
        "document": 1219,
        "excerpt": "th this spell rather than animating new ones. Using a Higher-Level Spell Slot. If you use a level 7 spell slot, you can animate or reassert control over four Ghouls."
      },
      {
        "document": 1220,
        "excerpt": "utes | | Adamantine or mithral | 1 minute | Using a Higher-Level Spell Slot. The Cube increases by 5 feet for each spell slot level above 5."
      },
      {
        "document": 1221,
        "excerpt": "2d8 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1."
      },
      {
        "document": 1227,
        "excerpt": "t aren't being worn or carried start burning. Using a Higher-Level Spell Slot. The base damage increases by 1d6 for each spell slot level above 7."
      },
      {
        "document": 1235,
        "excerpt": "l disintegrates a 10-foot-Cube portion of it. Using a Higher-Level Spell Slot. The damage increases by 3d6 for each spell slot level above 6."
      },
      {
        "document": 1236,
        "excerpt": "the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell's level). On"
      },
      {
        "document": 1237,
        "excerpt": "e, the target takes half as much damage only. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1."
      },
      {
        "document": 1240,
        "excerpt": "by 1d8 if the target is a Fiend or an Undead. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1."
      },
      {
        "document": 1242,
        "excerpt": "ion but must take your own Reaction to do so. Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 5 (up to 10 minutes), 6"
      },
      {
        "document": 1243,
        "excerpt": "ion but must take your own Reaction to do so. Using a Higher-Level Spell Slot. Your Concentration can last longer with a level 9 spell slot (up to 8 hours)."
      },
      {
        "document": 1244,
        "excerpt": "ion but must take your own Reaction to do so. Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 6 (up to 10 minutes), 7"
      },
      {
        "document": 1245,
        "excerpt": "e or half as much damage on a successful one. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2."
      },
      {
        "document": 1251,
        "excerpt": "e on ability checks using the chosen ability. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2. You can choo"
      },
      {
        "document": 1253,
        "excerpt": "spell save DC. On a success, the spell ends. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1."
      },
      {
        "document": 1256,
        "excerpt": "t border it, such as one of the Outer Planes. Using a Higher-Level Spell Slot. You can target up to three willing creatures (including yourself) for each spell slot"
      },
      {
        "document": 1262,
        "excerpt": "neous You gain 2d4 + 4 Temporary Hit Points. Using a Higher-Level Spell Slot. You gain 5 additional Temporary Hit Points for each spell slot level above 1."
      },
      {
        "document": 1266,
        "excerpt": "he steed that disappeared or a different one. Using a Higher-Level Spell Slot. Use the spell slot's level for the spell's level in the stat block. Otherworldly Stee"
      },
      {
        "document": 1273,
        "excerpt": "t aren't being worn or carried start burning. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3."
      },
      {
        "document": 1274,
        "excerpt": "dius and Dim Light for an additional 10 feet. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2."
      },
      {
        "document": 1275,
        "excerpt": "e or half as much damage on a successful one. Using a Higher-Level Spell Slot. The Fire damage and the Radiant damage increase by 1d6 for each spell slot level above"
      },
      {
        "document": 1276,
        "excerpt": "dius and Dim Light for an additional 20 feet. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2."
      },
      {
        "document": 1279,
        "excerpt": "t is still aloft unless it can stop the fall. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3."
      },
      {
        "document": 1280,
        "excerpt": "as one created by Gust of Wind) disperses it. Using a Higher-Level Spell Slot. The fog's radius increases by 20 feet for each spell slot level above 1."
      },
      {
        "document": 1284,
        "excerpt": "eature imposing the Grappled condition on it. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4."
      },
      {
        "document": 1285,
        "excerpt": "globe hasn't already shattered, it explodes. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 6."
      },
      {
        "document": 1286,
        "excerpt": "ally, the target can't attack or cast spells. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3."
      },
      {
        "document": 1288,
        "excerpt": "r Restoration, or Wish spell ends this spell. Using a Higher-Level Spell Slot. If you use a level 7 or 8 spell slot, the duration is 365 days. If you use a level 9 s"
      },
      {
        "document": 1290,
        "excerpt": "action and uses its movement to avoid danger. Using a Higher-Level Spell Slot. Use the spell slot's level for the spell's level in the stat block. Giant Insect Lar"
      },
      {
        "document": 1292,
        "excerpt": "from areas of effect created by such spells. Using a Higher-Level Spell Slot. The barrier blocks spells of 1 level higher for each spell slot level above 6."
      },
      {
        "document": 1293,
        "excerpt": "it lasts until the end of its full duration. Using a Higher-Level Spell Slot. The damage of an explosive rune increases by 1d8 for each spell slot level above 3. If"
      },
      {
        "document": 1301,
        "excerpt": "fore the end of your next turn has Advantage. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1."
      },
      {
        "document": 1307,
        "excerpt": "fened, and Poisoned conditions on the target. Using a Higher-Level Spell Slot. The healing increases by 10 for each spell slot level above 6."
      },
      {
        "document": 1308,
        "excerpt": "2d4 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 2d4 for each spell slot level above 1."
      },
      {
        "document": 1309,
        "excerpt": "ity checks until the start of your next turn. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2."
      },
      {
        "document": 1310,
        "excerpt": "e or half as much damage on a successful one. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1."
      },
      {
        "document": 1312,
        "excerpt": "y modifier at the start of each of its turns. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1."
      },
      {
        "document": 1313,
        "excerpt": "tion on a later turn to curse a new creature. Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 2 (up to 4 hours), 3–4 ("
      },
      {
        "document": 1314,
        "excerpt": "damage. On a successful save, the spell ends. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1."
      },
      {
        "document": 1315,
        "excerpt": "ave, ending the spell on itself on a success. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 5."
      },
      {
        "document": 1316,
        "excerpt": "ave, ending the spell on itself on a success. Using a Higher-Level Spell Slot. You can target one additional Humanoid for each spell slot level above 2."
      },
      {
        "document": 1318,
        "excerpt": "k to a new creature you can see within range. Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 3–4 (up to 8 hours) or 5"
      },
      {
        "document": 1320,
        "excerpt": "xterity saving throw or take 2d6 Cold damage. Using a Higher-Level Spell Slot. The Cold damage increases by 1d6 for each spell slot level above 1."
      },
      {
        "document": 1321,
        "excerpt": "cult Terrain until the end of your next turn. Using a Higher-Level Spell Slot. The Bludgeoning damage increases by 1d10 for each spell slot level above 4."
      },
      {
        "document": 1326,
        "excerpt": "e or half as much damage on a successful one. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1."
      },
      {
        "document": 1327,
        "excerpt": "creature makes this save only once per turn. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 5."
      },
      {
        "document": 1329,
        "excerpt": "attack roll, deals damage, or casts a spell. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2."
      },
      {
        "document": 1331,
        "excerpt": "p to 30 feet by spending 10 feet of movement. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1."
      },
      {
        "document": 1337,
        "excerpt": "e or half as much damage on a successful one. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3."
      },
      {
        "document": 1341,
        "excerpt": "ed increases by 10 feet until the spell ends. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1."
      },
      {
        "document": 1344,
        "excerpt": "e Cylinder and protecting targets outside it. Using a Higher-Level Spell Slot. The duration increases by 1 hour for each spell slot level above 3."
      },
      {
        "document": 1346,
        "excerpt": "n direct them to hit one creature or several. Using a Higher-Level Spell Slot. The spell creates one more dart for each spell slot level above 1."
      },
      {
        "document": 1348,
        "excerpt": "s. The spell ends early if you cast it again. Using a Higher-Level Spell Slot. The bonus increases to +2 with a level 3–5 spell slot. The bonus increases to +3 with"
      },
      {
        "document": 1350,
        "excerpt": "nsory qualities become faint to the creature. Using a Higher-Level Spell Slot. The spell lasts until dispelled, without requiring Concentration, if cast with a level"
      },
      {
        "document": 1351,
        "excerpt": "5d8 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 1d8 for each spell slot level above 5."
      },
      {
        "document": 1353,
        "excerpt": "2d4 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 1d4 for each spell slot level above 3."
      },
      {
        "document": 1354,
        "excerpt": "e spell ends for a target upon completing it. Using a Higher-Level Spell Slot. The duration is longer with a spell slot of level 7 (10 days), 8 (30 days), or 9 (366"
      },
      {
        "document": 1361,
        "excerpt": "s no benefit from that condition against you. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2."
      },
      {
        "document": 1364,
        "excerpt": "r remaining duplicates. If any of the d6s rolls a 3 or higher, one of the duplicates is hit instead of you, and the duplicate is destroyed. The duplicates otherwise i"
      },
      {
        "document": 1367,
        "excerpt": "e target restores the creature's true memory. Using a Higher-Level Spell Slot. You can alter the target's memories of an event that took place up to 7 days ago (leve"
      },
      {
        "document": 1368,
        "excerpt": "creature makes this save only once per turn. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 2."
      },
      {
        "document": 1374,
        "excerpt": "again. On a successful save, the spell ends. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 4."
      },
      {
        "document": 1377,
        "excerpt": "nd it and remains there until the spell ends. Using a Higher-Level Spell Slot. The duration increases with a spell slot of level 6 (10 days), 7 (30 days), 8 (180 day"
      },
      {
        "document": 1385,
        "excerpt": "ain until that creature finishes a Long Rest. Using a Higher-Level Spell Slot. The healing increases by 1d8 for each spell slot level above 2."
      },
      {
        "document": 1389,
        "excerpt": "65 days makes the spell last until dispelled. Using a Higher-Level Spell Slot. You can increase the size of the Cube by 100 feet for each spell slot level above 4."
      },
      {
        "document": 1400,
        "excerpt": "ed condition until the end of your next turn. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1."
      },
      {
        "document": 1412,
        "excerpt": ". On a hit, the target takes 2d6 Fire damage. Using a Higher-Level Spell Slot. You create one additional ray for each spell slot level above 2."
      },
      {
        "document": 1414,
        "excerpt": "tinues. On a successful save, the spell ends. Using a Higher-Level Spell Slot. All the damage increases by 1d6 for each spell slot level above 1."
      },
      {
        "document": 1420,
        "excerpt": "m must be of a creature that has a Challenge Rating no higher than your level or Challenge Rating. You must have seen the sort of creature before, and it can't be a C"
      },
      {
        "document": 1421,
        "excerpt": "takes the damage if it's in the spell's area. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2."
      },
      {
        "document": 1425,
        "excerpt": "t can't benefit from the Invisible condition. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2."
      },
      {
        "document": 1438,
        "excerpt": "also gains a Climb Speed equal to its Speed. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2."
      },
      {
        "document": 1440,
        "excerpt": "creature makes this save only once per turn. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 3."
      },
      {
        "document": 1441,
        "excerpt": "ttack against a creature within 5 feet of it. Using a Higher-Level Spell Slot. The damage increases by 1d8 for every slot level above 2."
      },
      {
        "document": 1448,
        "excerpt": "action and uses its movement to avoid danger. Using a Higher-Level Spell Slot. Use the spell slot's level for the spell's level in the stat block. Draconic Spirit"
      },
      {
        "document": 1457,
        "excerpt": "a thunderous boom is audible within 300 feet. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1."
      },
      {
        "document": 1469,
        "excerpt": "rgeting the same creature or a different one. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3."
      },
      {
        "document": 1471,
        "excerpt": "creature takes half the initial damage only. Using a Higher-Level Spell Slot. The initial damage increases by 2d4 for each spell slot level above 4."
      },
      {
        "document": 1472,
        "excerpt": ". The other side of the wall deals no damage. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4."
      },
      {
        "document": 1474,
        "excerpt": "e or half as much damage on a successful one. Using a Higher-Level Spell Slot. The damage the wall deals when it appears increases by 2d6 and the damage from passing"
      },
      {
        "document": 1476,
        "excerpt": "creature makes this save only once per turn. Using a Higher-Level Spell Slot. Both types of damage increase by 1d8 for each spell slot level above 6."
      },
      {
        "document": 1505,
        "excerpt": "It has no effect on you if your Constitution is 19 or higher without it."
      },
      {
        "document": 1527,
        "excerpt": "boots, your Speed becomes 30 feet unless your Speed is higher, and your Speed isn't reduced by you carrying weight in excess of your carrying capacity or wearing Heav"
      },
      {
        "document": 1584,
        "excerpt": ". They have no effect on you if your Strength is 19 or higher without them."
      },
      {
        "document": 1597,
        "excerpt": "It has no effect on you if your Intelligence is 19 or higher without it."
      },
      {
        "document": 1709,
        "excerpt": "n't lost. If the spell is on your spell list but of a higher level than you can normally cast, you make an ability check using your spellcasting ability to determine"
      }
    ],
    "highest": [
      {
        "document": 73,
        "excerpt": "nitiative for short. The GM ranks the combatants, from highest to lowest Initiative. This is the order in which they act during each round. The Initiative order remain"
      },
      {
        "document": 230,
        "excerpt": "Generation. Roll four d6s and record the total of the highest three dice. Do this five more times, so you have six numbers. Point Cost. You have 27 points to spend o"
      },
      {
        "document": 231,
        "excerpt": "scores for your character's class. The table puts the highest scores in a class's main abilities. If you used a different method to generate the scores, you may still"
      },
      {
        "document": 505,
        "excerpt": "combine. Instead, the most potent effect - such as the highest bonus - from those castings applies while their durations overlap. The most recent effect applies if the"
      },
      {
        "document": 747,
        "excerpt": "This is the highest an adventurer’s score can go unless a feature says otherwise."
      },
      {
        "document": 968,
        "excerpt": "es BREAKING YOUR OATH A Paladin tries to hold to the highest standards of conduct, but even the most dedicated are fallible. Sometimes a Paladin transgresses their o"
      },
      {
        "document": 972,
        "excerpt": "or the Temporary Hit Points; you automatically get the highest number on the die. Gaze of Two Minds Prerequisite: Level 5+ Warlock You can use a Bonus Action to tou"
      },
      {
        "document": 981,
        "excerpt": "don't roll those dice for the healing; instead use the highest number possible for each die. For example, instead of restoring 2d6 Hit Points to a creature with a spel"
      },
      {
        "document": 982,
        "excerpt": "e knight in shining armor. They hold themselves to the highest standards of conduct, and some - for better or worse - hold the rest of the world to the same standards."
      }
    ],
    "highlights": [
      {
        "document": 161,
        "excerpt": "ong with any descriptive tags), and alignment. Combat Highlights. Armor Class, Hit Points, Speed, and Initiative are provided here. Ability Scores. A monster's ability"
      }
    ],
    "highly": [
      {
        "document": 158,
        "excerpt": "ide the Gear entry is considered to be supernatural or highly specialized, and it is unusable when the monster is defeated."
      },
      {
        "document": 318,
        "excerpt": "age on any ability check made to appraise or inspect a highly detailed item. Lighting a fire with a Magnifying Glass requires light as bright as sunlight to focus, ti"
      },
      {
        "document": 1562,
        "excerpt": "of a dead dragon. In either case, Dragon Scale Mail is highly valued. While wearing this armor, you gain a +1 bonus to Armor Class, you have Advantage on saving thro"
      }
    ],
    "hill": [
      {
        "document": 763,
        "excerpt": "Potion of Giant Strength (hill)"
      },
      {
        "document": 797,
        "excerpt": "Belt of Giant Strength (hill)"
      },
      {
        "document": 801,
        "excerpt": "Hill Giant"
      },
      {
        "document": 961,
        "excerpt": "Hill"
      },
      {
        "document": 990,
        "excerpt": "eet until the start of your next turn. Hill's Tumble (Hill Giant). When you hit a Large or smaller creature with an attack roll and deal damage to it, you can give"
      },
      {
        "document": 1304,
        "excerpt": "open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meado"
      },
      {
        "document": 1363,
        "excerpt": "en fields or a road could be made to resemble a swamp, hill, crevasse, or some other rough or impassable terrain. A pond can be made to seem like a grassy meadow, a"
      },
      {
        "document": 1926,
        "excerpt": "Hill Giant"
      }
    ],
    "hill's": [
      {
        "document": 990,
        "excerpt": "s Speed by 10 feet until the start of your next turn. Hill's Tumble (Hill Giant). When you hit a Large or smaller creature with an attack roll and deal damage to it,"
      }
    ],
    "hilt": [
      {
        "document": 266,
        "excerpt": "56 An old key 57 An indecipherable treasure map 58 A hilt from a broken sword 59 A rabbit's foot 60 A glass eye 61 A cameo of a hideous person 62 A silver sku"
      },
      {
        "document": 1726,
        "excerpt": "(Requires Attunement) This item appears to be a sword hilt. Blade of Radiance. While grasping the hilt, you can take a Bonus Action to cause a blade of pure radia"
      }
    ],
    "hind": [
      {
        "document": 1331,
        "excerpt": "V, S, M (a grasshopper's hind leg)"
      }
    ],
    "hinder": [
      {
        "document": 46,
        "excerpt": "predisposed to help, and Hostile ones are inclined to hinder. Social interactions progress in two ways: through roleplaying and ability checks."
      },
      {
        "document": 52,
        "excerpt": "affected by sight, so effects that obscure vision can hinder you, as explained below."
      },
      {
        "document": 650,
        "excerpt": "An Indifferent creature has no desire to help or hinder you. Indifferent is the default attitude of a monster. See also “Influence.”"
      }
    ],
    "hinged": [
      {
        "document": 719,
        "excerpt": "d Duration: Instantaneous This 10-foot-deep pit has a hinged lid constructed from material identical to the surrounding floor. When a creature moves onto the lid, it"
      },
      {
        "document": 723,
        "excerpt": "lid Duration: Instantaneous A 10-foot-deep pit has a hinged lid constructed from material identical to the surrounding floor. When a creature moves onto the lid, it"
      }
    ],
    "hinges": [
      {
        "document": 1444,
        "excerpt": "he door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible."
      }
    ],
    "hinging": [
      {
        "document": 1691,
        "excerpt": "n reach; it conforms to fit the opening, attaching and hinging itself 23–30 10 gems worth 100 GP each 31–44 Wooden ladder (24 feet long) 45–51 Riding Horse with a R"
      }
    ],
    "hint": [
      {
        "document": 378,
        "excerpt": "be etched inside the band, or a feathered design might hint that it's a Ring of Feather Falling. Wearing or experimenting with an item can also offer hints about i"
      },
      {
        "document": 502,
        "excerpt": "ng throw, even though it didn't attempt one (giving no hint that the creature is an invalid target). Otherwise, you perceive that the spell did nothing to the targe"
      }
    ],
    "hints": [
      {
        "document": 378,
        "excerpt": "Wearing or experimenting with an item can also offer hints about its properties. In the specific case of Potions, a little taste is enough to tell the taster what"
      }
    ],
    "hippogriff": [
      {
        "document": 1927,
        "excerpt": "Hippogriff"
      }
    ],
    "hippopotamus": [
      {
        "document": 1928,
        "excerpt": "Hippopotamus"
      }
    ],
    "hired": [
      {
        "document": 375,
        "excerpt": "Skilled hirelings include anyone hired to perform a service that involves a proficiency (including weapon, tool, or skill): a mercenary, an art"
      }
    ],
    "hireling": [
      {
        "document": 924,
        "excerpt": "Skilled hireling"
      }
    ],
    "hirelings": [
      {
        "document": 360,
        "excerpt": "ger than a Keelboat or Rowboat needs a crew of skilled hirelings (see “Hirelings” later in “Equipment”) to function. The minimum number of skilled hirelings needed to cr"
      },
      {
        "document": 375,
        "excerpt": "Hirelings"
      },
      {
        "document": 924,
        "excerpt": "Hirelings"
      }
    ],
    "historic": [
      {
        "document": 940,
        "excerpt": "Historic events and people, ancient civilizations, wars, and certain creatures (Giants and Humanoids)"
      }
    ],
    "historical": [
      {
        "document": 744,
        "excerpt": "Recall lore about historical events, people, nations, and cultures."
      }
    ],
    "history": [
      {
        "document": 459,
        "excerpt": "ts topic, you gain a +5 bonus to Intelligence (Arcana, History, Nature, or Religion) checks you make about that topic."
      },
      {
        "document": 744,
        "excerpt": "History"
      },
      {
        "document": 745,
        "excerpt": "Make an Intelligence (Arcana, History, Investigation, Nature, or Religion) check."
      },
      {
        "document": 940,
        "excerpt": "History"
      },
      {
        "document": 964,
        "excerpt": "Choose 2: History, Insight, Medicine, Persuasion, or Religion"
      },
      {
        "document": 966,
        "excerpt": "Choose 2: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Persuasion, Perception, or Survival"
      },
      {
        "document": 967,
        "excerpt": "Choose 2: Acrobatics, Athletics, History, Insight, Religion, or Stealth"
      },
      {
        "document": 972,
        "excerpt": "Choose 2: Arcana, Deception, History, Intimidation, Investigation, Nature, or Religion"
      },
      {
        "document": 973,
        "excerpt": "Choose 2: Arcana, History, Insight, Investigation, Medicine, Nature, or Religion"
      },
      {
        "document": 997,
        "excerpt": "Arcana and History"
      },
      {
        "document": 1627,
        "excerpt": ". You gain proficiency and Expertise in your choice of History, Insight, Intimidation, or Persuasion. In addition, you gain rightful ownership of a small keep somewher"
      },
      {
        "document": 1760,
        "excerpt": "History +12, Perception +10"
      },
      {
        "document": 1763,
        "excerpt": "History +7, Perception +11, Persuasion +8, Stealth +5"
      },
      {
        "document": 1769,
        "excerpt": "History +8, Perception +11, Stealth +5"
      },
      {
        "document": 1775,
        "excerpt": "History +9, Perception +14, Persuasion +12, Stealth +6"
      },
      {
        "document": 1781,
        "excerpt": "History +11, Perception +16, Stealth +7"
      },
      {
        "document": 1790,
        "excerpt": "Arcana +13, History +9, Perception +6"
      },
      {
        "document": 1920,
        "excerpt": "Arcana +11, History +11, Religion +11"
      },
      {
        "document": 1946,
        "excerpt": "History +13, Perception +11"
      },
      {
        "document": 1949,
        "excerpt": "Arcana +19, History +12, Insight +9, Perception +9"
      },
      {
        "document": 1952,
        "excerpt": "Arcana +6, History +6, Perception +4"
      },
      {
        "document": 1966,
        "excerpt": "History +5, Perception +9, Religion +5"
      },
      {
        "document": 2024,
        "excerpt": "Arcana +12, History +12, Perception +8, Religion +12"
      },
      {
        "document": 2035,
        "excerpt": "Arcana +8, Athletics +14, History +8, Perception +10"
      },
      {
        "document": 2089,
        "excerpt": "History +6, Perception +8, Stealth +4"
      }
    ],
    "hit": [
      {
        "document": 4,
        "excerpt": "Hit Points can be restored by magic, such as the Cure Wounds spell or a Potion of Healing, or by a Short or"
      },
      {
        "document": 5,
        "excerpt": "When you would reduce a creature to 0 Hit Points with a melee attack, you can instead reduce the creature to 1 Hit Point and give it the Unconscio"
      },
      {
        "document": 6,
        "excerpt": "Dropping to 0 Hit Points"
      },
      {
        "document": 7,
        "excerpt": "onster Death. A monster dies the instant it drops to 0 Hit Points, although a Game Master can ignore this rule for an individual monster and treat it like a charac"
      },
      {
        "document": 9,
        "excerpt": "If you reach 0 Hit Points and don't die instantly, you have the Unconscious condition (see “Rules Glossary”) until you rega"
      },
      {
        "document": 10,
        "excerpt": "Whenever you start your turn with 0 Hit Points, you must make a Death Saving Throw to determine whether you creep closer to death or hang on to"
      },
      {
        "document": 11,
        "excerpt": "the Help action to try to stabilize a creature with 0 Hit Points, which requires a successful DC 10 Wisdom (Medicine) check. A Stable creature doesn't make Death"
      },
      {
        "document": 12,
        "excerpt": "Temporary Hit Points"
      },
      {
        "document": 14,
        "excerpt": "Lose Temporary Hit Points First"
      },
      {
        "document": 15,
        "excerpt": "Temporary Hit Points last until they're depleted or you finish a Long Rest (see \"Rules Glossary\")."
      },
      {
        "document": 16,
        "excerpt": "Temporary Hit Points can't be added together. If you have Temporary Hit Points and receive more of them, you decide wh"
      },
      {
        "document": 17,
        "excerpt": "They're Not Hit Points or Healing"
      },
      {
        "document": 28,
        "excerpt": "odifiers or the target’s AC. This is called a Critical Hit (see “Combat” later in “Playing the Game”). If you roll a 1 on the d20 (a “natural 1”) for an attack ro"
      },
      {
        "document": 85,
        "excerpt": "roll, as detailed earlier in “Playing the Game.” On a hit, you roll damage unless the particular attack has rules that specify otherwise. Some attacks cause speci"
      },
      {
        "document": 102,
        "excerpt": "Hit Points"
      },
      {
        "document": 104,
        "excerpt": "of a day and an 8-hour Long Rest to end it. Regaining Hit Points is one of the main benefits of a rest. “Rules Glossary” provides the rules for Short and Long Res"
      },
      {
        "document": 106,
        "excerpt": "When you score a Critical Hit, you deal extra damage. Roll the attack's damage dice twice, add them together, and add any relevant mod"
      },
      {
        "document": 151,
        "excerpt": "Hit Points"
      },
      {
        "document": 161,
        "excerpt": "tags), and alignment. Combat Highlights. Armor Class, Hit Points, Speed, and Initiative are provided here. Ability Scores. A monster's ability scores, ability mo"
      },
      {
        "document": 170,
        "excerpt": "oll's bonus, its reach or range, and what happens on a hit. An attack is against one target unless its entry says otherwise. For details on different kinds of atta"
      },
      {
        "document": 173,
        "excerpt": "example, an attack might deal 4 (1d4 + 2) damage on a hit. You decide whether to use the number or the die expression in parentheses; don't use both."
      },
      {
        "document": 241,
        "excerpt": "10 + 2 for your Wisdom modifier + 2 for proficiency). Hit Points. Your class and Constitution modifier determine your Hit Point maximum at level 1, as shown on th"
      },
      {
        "document": 243,
        "excerpt": "ng the rules in the “Multiclassing” section. 2: Adjust Hit Points and Hit Point Dice. Each time you gain a level, you gain an additional Hit Die. Roll that die, ad"
      },
      {
        "document": 257,
        "excerpt": "Hit Points and Hit Point Dice"
      },
      {
        "document": 331,
        "excerpt": "nks the magical red fluid in this vial regains 2d4 + 2 Hit Points."
      },
      {
        "document": 351,
        "excerpt": "ith the Torch, using it as a Simple Melee weapon. On a hit, the target takes 1 Fire damage."
      },
      {
        "document": 364,
        "excerpt": "p can be made while the vessel is berthed. Repairing 1 Hit Point of damage requires 1 day and costs 20 GP for materials and labor. If the repairs are made in a loc"
      },
      {
        "document": 397,
        "excerpt": "If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon"
      },
      {
        "document": 401,
        "excerpt": "If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it i"
      },
      {
        "document": 402,
        "excerpt": "If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of"
      },
      {
        "document": 403,
        "excerpt": "If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start o"
      },
      {
        "document": 404,
        "excerpt": "If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus t"
      },
      {
        "document": 405,
        "excerpt": "If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll"
      },
      {
        "document": 484,
        "excerpt": "s uses to stabilize an Unconscious creature that has 0 Hit Points without needing to make a Wisdom (Medicine) check."
      },
      {
        "document": 517,
        "excerpt": "e Rest. To start a Long Rest, you must have at least 1 Hit Point. When you finish the rest, you gain the following benefits: Regain All HP. You regain all lost Hi"
      },
      {
        "document": 534,
        "excerpt": "r an attack roll. AC represents how difficult it is to hit a target. Your base AC calculation is 10 plus your Dexterity modifier. If a rule gives you another base"
      },
      {
        "document": 543,
        "excerpt": "watch. To start a Short Rest, you must have at least 1 Hit Point. Benefits of the Rest. When you finish the rest, you gain the following benefits: Spend Hit Poin"
      },
      {
        "document": 546,
        "excerpt": "ature occupies in combat. An object's size affects its Hit Points. See also \"Breaking Objects\" and \"Playing the Game\" (\"Combat\")."
      },
      {
        "document": 553,
        "excerpt": "A creature is Stable if it has 0 Hit Points but isn't required to make Death Saving Throws. See also \"Playing the Game\" (\"Damage and Healing\""
      },
      {
        "document": 554,
        "excerpt": "ntries give the monster's Armor Class, Initiative, and Hit Points, which are detailed in \"Playing the Game.\" In parentheses after the Hit Points, the monster's Hit"
      },
      {
        "document": 564,
        "excerpt": "Temporary Hit Points"
      },
      {
        "document": 568,
        "excerpt": "ur Strength modifier plus your Proficiency Bonus. On a hit, the target takes Bludgeoning damage equal to 1 plus your Strength modifier. Grapple. The target must s"
      },
      {
        "document": 578,
        "excerpt": "A creature is Bloodied while it has half its Hit Points or fewer remaining."
      },
      {
        "document": 580,
        "excerpt": "gests ACs for various substances. Object Armor Class Hit Points. An object is destroyed when it has 0 Hit Points. The Object Hit Points table suggests Hit Points"
      },
      {
        "document": 600,
        "excerpt": "Critical Hit"
      },
      {
        "document": 605,
        "excerpt": "sents harm that causes a creature or an object to lose Hit Points."
      },
      {
        "document": 607,
        "excerpt": "the damage threshold is superficial and doesn't reduce Hit Points. For example, if an object has a damage threshold of 10, the object takes no damage if 9 damage i"
      },
      {
        "document": 613,
        "excerpt": "A dead creature has no Hit Points and can't regain them unless it is first revived by magic such as the Raise Dead or Revivify spel"
      },
      {
        "document": 614,
        "excerpt": "o called a Death Save) if they start their turn with 0 Hit Points. See also “Playing the Game” (“Damage and Healing”)."
      },
      {
        "document": 628,
        "excerpt": "trength (Athletics) or Dexterity (Acrobatics) check to hit the surface head or feet first. On a successful check, any damage resulting from the fall is halved."
      },
      {
        "document": 635,
        "excerpt": "Healing is how you regain Hit Points. See also “Playing the Game” (“Damage and Healing”)."
      },
      {
        "document": 642,
        "excerpt": "Hit Point Dice"
      },
      {
        "document": 643,
        "excerpt": "Hit Points"
      },
      {
        "document": 648,
        "excerpt": "attack rolls with an improvised weapon. Damage. On a hit, the weapon deals 1d4 damage of a type the GM thinks is appropriate for the object. Range. If you throw"
      },
      {
        "document": 654,
        "excerpt": "When you would reduce a creature to 0 Hit Points with a melee attack, you can instead reduce the creature to 1 Hit Point. The creature then has th"
      },
      {
        "document": 657,
        "excerpt": "distance), such as a hedge or low wall. Otherwise, you hit the obstacle."
      },
      {
        "document": 676,
        "excerpt": "tion levels, it regains only half the normal number of Hit Points from spending Hit Point Dice. Restlessness. While the creature has any Exhaustion levels, finish"
      },
      {
        "document": 717,
        "excerpt": "eck required). Destroy the Net. Reducing the Net to 0 Hit Points frees any creature trapped in it (see “Adventuring Gear” for the Net’s statistics). Set the Trap"
      },
      {
        "document": 756,
        "excerpt": ", and it disappears after 1 hour or when it drops to 0 Hit Points. Roll 1d4 to determine the creature: on a 1, a Camel; on a 2, a Constrictor Snake; on a 3, an Ele"
      },
      {
        "document": 783,
        "excerpt": "uld, and disappears after 1 hour or when it drops to 0 Hit Points. Roll 1d4 to determine which creature appears. On a 1, a Rhinoceros appears; on a 2, an Elephant"
      },
      {
        "document": 789,
        "excerpt": "mple, a Potion of Healing might increase the drinker’s Hit Point maximum by 2d4 + 2, or a Potion of Invisibility might give the drinker the Invisible condition ind"
      },
      {
        "document": 791,
        "excerpt": "extended claw makes the following melee attack: +8 to hit, reach 5 ft. Hit: 7 (2d6) Bludgeoning damage."
      },
      {
        "document": 793,
        "excerpt": "1 hour. On an even roll, the eater gains 5d6 Temporary Hit Points for 1 hour."
      },
      {
        "document": 804,
        "excerpt": "Hit Dice by Size"
      },
      {
        "document": 813,
        "excerpt": "Level 1 Hit Points by Class"
      },
      {
        "document": 815,
        "excerpt": "Fixed Hit Points by Class"
      },
      {
        "document": 941,
        "excerpt": "Hit Point(s)"
      },
      {
        "document": 944,
        "excerpt": "Object Hit Points"
      },
      {
        "document": 962,
        "excerpt": "Hit Point Die"
      },
      {
        "document": 963,
        "excerpt": "Hit Point Die"
      },
      {
        "document": 964,
        "excerpt": "Hit Point Die"
      },
      {
        "document": 965,
        "excerpt": "Hit Point Die"
      },
      {
        "document": 966,
        "excerpt": "Hit Point Die"
      },
      {
        "document": 967,
        "excerpt": "Hit Point Die"
      },
      {
        "document": 968,
        "excerpt": "Hit Point Die"
      },
      {
        "document": 969,
        "excerpt": "Hit Point Die"
      },
      {
        "document": 970,
        "excerpt": "Hit Point Die"
      },
      {
        "document": 971,
        "excerpt": "Hit Point Die"
      },
      {
        "document": 972,
        "excerpt": "Hit Point Die"
      },
      {
        "document": 973,
        "excerpt": "Hit Point Die"
      },
      {
        "document": 974,
        "excerpt": "with weapons and Unarmed Strikes can score a Critical Hit on a roll of 19 or 20 on the d20."
      },
      {
        "document": 975,
        "excerpt": ". One creature of your choice in that area regains 2d6 Hit Points. The damage and healing increase by 1d6 when you reach Druid levels 10 (3d6) and 14 (4d6)."
      },
      {
        "document": 977,
        "excerpt": "manifests physical traits of your draconic gift. Your Hit Point maximum increases by 3, and it increases by 1 whenever you gain another Sorcerer level. Parts of"
      },
      {
        "document": 979,
        "excerpt": "When you reduce an enemy to 0 Hit Points, you gain Temporary Hit Points equal to your Charisma modifier plus your Warlock level (minimum o"
      },
      {
        "document": 980,
        "excerpt": "y can wear down even the most resilient foes. When you hit a creature with a weapon, the weapon deals an extra 1d8 damage to the target if it's missing any of its"
      },
      {
        "document": 981,
        "excerpt": "When a spell you cast with a spell slot restores Hit Points to a creature, that creature regains additional Hit Points on the turn you cast the spell. The ad"
      },
      {
        "document": 982,
        "excerpt": "h that weapon (minimum bonus of +1), and each time you hit with it, you cause it to deal its normal damage type or Radiant damage. The weapon also emits Bright Li"
      },
      {
        "document": 983,
        "excerpt": "active, you deal extra damage to the first target you hit on your turn with a Strength-based attack. To determine the extra damage, roll a number of d6s equal to"
      },
      {
        "document": 985,
        "excerpt": "Whenever you hit a creature with an attack granted by your Flurry of Blows, you can impose one of the following effects o"
      },
      {
        "document": 987,
        "excerpt": "Your Hit Point maximum increases by 1, and it increases by 1 again whenever you gain a level."
      },
      {
        "document": 990,
        "excerpt": "space you can see. Fire's Burn (Fire Giant). When you hit a target with an attack roll and deal damage to it, you can also deal 1d10 Fire damage to that target."
      },
      {
        "document": 993,
        "excerpt": "Action. When you do so, you gain a number of Temporary Hit Points equal to your Proficiency Bonus. You can use this trait a number of times equal to your Proficie"
      },
      {
        "document": 1002,
        "excerpt": "erless Aim. When you miss with an attack roll, you can hit instead. Once you use this benefit, you can't use it again until the start of your next turn."
      },
      {
        "document": 1010,
        "excerpt": "re by 1, to a maximum of 20. Punch and Grab. When you hit a creature with an Unarmed Strike as part of the Attack action on your turn, you can use both the Damage"
      },
      {
        "document": 1013,
        "excerpt": "particularly damaging strikes. Once per turn when you hit a target with a weapon, you can roll the weapon's damage dice twice and use either roll against the targ"
      },
      {
        "document": 1149,
        "excerpt": "d. Make a ranged spell attack against the target. On a hit, the target takes 4d4 Acid damage and 2d4 Acid damage at the end of its next turn. On a miss, the arrow"
      },
      {
        "document": 1151,
        "excerpt": "oose up to three creatures within range. Each target's Hit Point maximum and current Hit Points increase by 5 for the duration. Using a Higher-Level Spell Slot. E"
      },
      {
        "document": 1156,
        "excerpt": "statistics, but the target retains its creature type; Hit Points; Hit Point Dice; alignment; ability to communicate; and Intelligence, Wisdom, and Charisma scores"
      },
      {
        "document": 1158,
        "excerpt": "ntrol until the spell ends or until it is reduced to 0 Hit Points. Each creature you make with this spell is an ally to you and your allies. In combat, it shares y"
      },
      {
        "document": 1163,
        "excerpt": "ur own hand. The hand is an object that has AC 20 and Hit Points equal to your Hit Point maximum. If it drops to 0 Hit Points, the spell ends. The hand doesn't oc"
      },
      {
        "document": 1165,
        "excerpt": "tack against a target within 5 feet of the sword. On a hit, the target takes Force damage equal to 4d12 plus your spellcasting ability modifier. On your later tur"
      },
      {
        "document": 1167,
        "excerpt": "ce versa. If a target's body or astral form drops to 0 Hit Points, the spell ends for that target. The spell ends for all the targets if you take a Magic action to"
      },
      {
        "document": 1169,
        "excerpt": "ur allies have Resistance to Necrotic damage, and your Hit Point maximums can't be reduced. If an ally with 0 Hit Points starts its turn in the aura, that ally reg"
      },
      {
        "document": 1174,
        "excerpt": "Death Saving Throws and regains the maximum number of Hit Points possible from any healing."
      },
      {
        "document": 1190,
        "excerpt": "melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can't regain Hit Points until the end of your next turn."
      },
      {
        "document": 1191,
        "excerpt": "en make a ranged spell attack against the target. On a hit, the target takes 3d8 damage of the chosen type. If you roll the same number on two or more of the d8s,"
      },
      {
        "document": 1205,
        "excerpt": "ights shines on it: Healing Light. The target regains Hit Points equal to 4d12 plus your spellcasting ability modifier. Searing Light. The target makes a Dexteri"
      },
      {
        "document": 1207,
        "excerpt": "ll attack against a creature within 5 feet of it. On a hit, the target takes Psychic damage equal to 3d12 plus your spellcasting ability modifier, and the target h"
      },
      {
        "document": 1208,
        "excerpt": "any attack you make deals an extra 2d8 damage when you hit a creature in the Emanation. This damage is Acid, Cold, Fire, or Lightning (your choice when you make th"
      },
      {
        "document": 1221,
        "excerpt": "nstantaneous A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The heali"
      },
      {
        "document": 1226,
        "excerpt": "from death. The first time the target would drop to 0 Hit Points before the spell ends, the target instead drops to 1 Hit Point, and the spell ends. If the spell"
      },
      {
        "document": 1235,
        "excerpt": "10d6 + 40 Force damage. If this damage reduces it to 0 Hit Points, it and everything nonmagical it is wearing and carrying are disintegrated into gray dust. The ta"
      },
      {
        "document": 1239,
        "excerpt": "cks with weapons deal an extra 1d4 Radiant damage on a hit."
      },
      {
        "document": 1241,
        "excerpt": "a saving throw. On a failed save, a target that has 50 Hit Points or fewer suffers an effect based on its current Hit Points, as shown in the Divine Word Effects t"
      },
      {
        "document": 1248,
        "excerpt": "turns until the spell ends. If a structure drops to 0 Hit Points, it collapses. A creature within a distance from a collapsing structure equal to half the struct"
      },
      {
        "document": 1249,
        "excerpt": "l attack against one creature or object in range. On a hit, the target takes 1d10 Force damage. Cantrip Upgrade. The spell creates two beams at level 5, three bea"
      },
      {
        "document": 1252,
        "excerpt": "apons or Unarmed Strikes deal an extra 1d4 damage on a hit. Reduce. The target's size decreases by one category - from Medium to Small, for example. The target al"
      },
      {
        "document": 1253,
        "excerpt": "nts: V Duration: Concentration, up to 1 minute As you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creatur"
      },
      {
        "document": 1262,
        "excerpt": "l) Duration: Instantaneous You gain 2d4 + 4 Temporary Hit Points. Using a Higher-Level Spell Slot. You gain 5 additional Temporary Hit Points for each spell slot"
      },
      {
        "document": 1265,
        "excerpt": "pearance of the Familiar. When the familiar drops to 0 Hit Points, it disappears. It reappears after you cast this spell again. As a Magic action, you can temporar"
      },
      {
        "document": 1266,
        "excerpt": "ce of the Steed. The steed disappears if it drops to 0 Hit Points or if you die. When it disappears, it leaves behind anything it was wearing or carrying. If you c"
      },
      {
        "document": 1270,
        "excerpt": "e. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell starts burning if it isn't bein"
      },
      {
        "document": 1274,
        "excerpt": "n make a melee spell attack with the fiery blade. On a hit, the target takes Fire damage equal to 3d6 plus your spellcasting ability modifier. The flaming blade s"
      },
      {
        "document": 1286,
        "excerpt": "uration. The spell ends on the target if it drops to 0 Hit Points or if it takes a Magic action to end the spell on itself. While in this form, the target's only"
      },
      {
        "document": 1290,
        "excerpt": "stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends. The creature is an ally to you and your allies. In combat, the creature"
      },
      {
        "document": 1294,
        "excerpt": "nus Action to eat one berry. Eating a berry restores 1 Hit Point, and the berry provides enough nourishment to sustain a creature for one day. Uneaten berries dis"
      },
      {
        "document": 1297,
        "excerpt": "arget's ability scores - Any reduction to the target's Hit Point maximum"
      },
      {
        "document": 1301,
        "excerpt": "e. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn"
      },
      {
        "document": 1305,
        "excerpt": "a failed save, it takes 14d6 Necrotic damage, and its Hit Point maximum is reduced by an amount equal to the Necrotic damage it took. On a successful save, it tak"
      },
      {
        "document": 1307,
        "excerpt": "ositive energy washes through the target, restoring 70 Hit Points. This spell also ends the Blinded, Deafened, and Poisoned conditions on the target. Using a High"
      },
      {
        "document": 1308,
        "excerpt": "e of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The heali"
      },
      {
        "document": 1311,
        "excerpt": "mmunity to the Frightened and Poisoned conditions. Its Hit Point maximum also increases by 2d10, and it gains the same number of Hit Points."
      },
      {
        "document": 1312,
        "excerpt": "immune to the Frightened condition and gains Temporary Hit Points equal to your spellcasting ability modifier at the start of each of its turns. Using a Higher-Le"
      },
      {
        "document": 1313,
        "excerpt": "n extra 1d6 Necrotic damage to the target whenever you hit it with an attack roll. Also, choose one ability when you cast the spell. The target has Disadvantage on"
      },
      {
        "document": 1318,
        "excerpt": "l an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check you make to"
      },
      {
        "document": 1320,
        "excerpt": "e. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Piercing damage. Hit or miss, the shard then explodes. The target and each creatu"
      },
      {
        "document": 1345,
        "excerpt": "ce you possess a creature's body, you control it. Your Hit Points, Hit Point Dice, Strength, Dexterity, Constitution, Speed, and senses are replaced by the creatur"
      },
      {
        "document": 1346,
        "excerpt": "all strike simultaneously, and you can direct them to hit one creature or several. Using a Higher-Level Spell Slot. The spell creates one more dart for each spel"
      },
      {
        "document": 1351,
        "excerpt": "ius Sphere centered on that point. Each target regains Hit Points equal to 5d8 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The heali"
      },
      {
        "document": 1352,
        "excerpt": "m you into creatures around you. You restore up to 700 Hit Points, divided as you choose among any number of creatures that you can see within range. Creatures hea"
      },
      {
        "document": 1353,
        "excerpt": "es of your choice that you can see within range regain Hit Points equal to 2d4 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The heali"
      },
      {
        "document": 1364,
        "excerpt": "the d6s rolls a 3 or higher, one of the duplicates is hit instead of you, and the duplicate is destroyed. The duplicates otherwise ignore all other damage and eff"
      },
      {
        "document": 1380,
        "excerpt": "e. Make a ranged spell attack against the target. On a hit, the target takes 1d12 Poison damage. Cantrip Upgrade. The damage increases by 1d12 when you reach leve"
      },
      {
        "document": 1381,
        "excerpt": "get retains its alignment, personality, creature type, Hit Points, and Hit Point Dice. See the \"Animals\" section of \"Monsters\" for a sample of Beast stat blocks."
      },
      {
        "document": 1382,
        "excerpt": "e you can see within range. The target regains all its Hit Points. If the creature has the Charmed, Frightened, Paralyzed, Poisoned, or Stunned condition, the cond"
      },
      {
        "document": 1383,
        "excerpt": "you can see within range to die. If the target has 100 Hit Points or fewer, it dies. Otherwise, it takes 12d12 Psychic damage."
      },
      {
        "document": 1384,
        "excerpt": "eature you can see within range. If the target has 150 Hit Points or fewer, it has the Stunned condition. Otherwise, its Speed is 0 until the start of your next tu"
      },
      {
        "document": 1385,
        "excerpt": "gain the benefits of a Short Rest and also regain 2d8 Hit Points. A creature can't be affected by this spell again until that creature finishes a Long Rest. Usin"
      },
      {
        "document": 1390,
        "excerpt": "ithin 60 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 Fire damage. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5"
      },
      {
        "document": 1397,
        "excerpt": "ead when it died. The creature returns to life with 1 Hit Point. This spell also neutralizes any poisons that affected the creature at the time of death. This sp"
      },
      {
        "document": 1399,
        "excerpt": "e. Make a ranged spell attack against the target. On a hit, it takes 1d8 Cold damage, and its Speed is reduced by 10 feet until the start of your next turn. Cantr"
      },
      {
        "document": 1400,
        "excerpt": "e. Make a ranged spell attack against the target. On a hit, the target takes 2d8 Poison damage and has the Poisoned condition until the end of your next turn. Usi"
      },
      {
        "document": 1401,
        "excerpt": "uration: 1 hour A creature you touch regains 4d8 + 15 Hit Points. For the duration, the target regains 1 Hit Point at the start of each of its turns, and any seve"
      },
      {
        "document": 1406,
        "excerpt": "en it died. The creature returns to life with all its Hit Points. This spell also neutralizes any poisons that affected the creature at the time of death. This sp"
      },
      {
        "document": 1408,
        "excerpt": "d within the last minute. That creature revives with 1 Hit Point. This spell can't revive a creature that has died of old age, nor does it restore any missing body"
      },
      {
        "document": 1412,
        "excerpt": "several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage. Using a Higher-Level Spell Slot. You create one additional ray for e"
      },
      {
        "document": 1414,
        "excerpt": "e Range: Self Components: V Duration: 1 minute As you hit the target, it takes an extra 1d6 Fire damage from the attack. At the start of each of its turns until t"
      },
      {
        "document": 1420,
        "excerpt": "hen you cast the spell, you gain a number of Temporary Hit Points equal to the Hit Points of the first form into which you shape-shift. These Temporary Hit Points"
      },
      {
        "document": 1423,
        "excerpt": "Reaction, which you take when you are hit by an attack roll or targeted by the Magic Missile spell"
      },
      {
        "document": 1425,
        "excerpt": "V Duration: Concentration, up to 1 minute The target hit by the strike takes an extra 2d6 Radiant damage from the attack. Until the spell ends, the target sheds"
      },
      {
        "document": 1426,
        "excerpt": "ch. Make a melee spell attack against the target. On a hit, the target takes 1d8 Lightning damage, and it can't make Opportunity Attacks until the start of its nex"
      },
      {
        "document": 1429,
        "excerpt": "at the time of casting, except it is a Construct, its Hit Point maximum is half as much, and it can't cast this spell. The simulacrum is Friendly to you and crea"
      },
      {
        "document": 1433,
        "excerpt": "e. Make a ranged spell attack against the target. On a hit, the target takes 1d8 damage of a type you choose: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thun"
      },
      {
        "document": 1434,
        "excerpt": "stantaneous Choose a creature within range that has 0 Hit Points and isn't dead. The creature becomes Stable. Cantrip Upgrade. The range doubles when you reach l"
      },
      {
        "document": 1441,
        "excerpt": "against one creature within 5 feet of the force. On a hit, the target takes Force damage equal to 1d8 plus your spellcasting ability modifier. As a Bonus Action"
      },
      {
        "document": 1442,
        "excerpt": "e. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Radiant damage, and until the end of your next turn, it emits Dim Light in a 10-fo"
      },
      {
        "document": 1448,
        "excerpt": "stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends. The creature is an ally to you and your allies. In combat, the creature"
      },
      {
        "document": 1463,
        "excerpt": "by the stat block of the new form, but it retains its Hit Points, Hit Point Dice, alignment, and personality. The target gains a number of Temporary Hit Points e"
      },
      {
        "document": 1464,
        "excerpt": "n except old age. The creature is revived with all its Hit Points. This spell closes all wounds, neutralizes any poison, cures all magical contagions, and lifts a"
      },
      {
        "document": 1468,
        "excerpt": "pied space on the ground within range. It has AC 10, 1 Hit Point, and a Strength of 2, and it can't attack. If it drops to 0 Hit Points, the spell ends. Once on e"
      },
      {
        "document": 1469,
        "excerpt": "e spell attack against one creature within reach. On a hit, the target takes 3d6 Necrotic damage, and you regain Hit Points equal to half the amount of Necrotic da"
      },
      {
        "document": 1474,
        "excerpt": "can be damaged and thus breached. It has AC 12 and 30 Hit Points per 10-foot section, and it has Immunity to Cold, Poison, and Psychic damage and Vulnerability to"
      },
      {
        "document": 1475,
        "excerpt": "damaged and thus breached. Each panel has AC 15 and 30 Hit Points per inch of thickness, and it has Immunity to Poison and Psychic damage. Reducing a panel to 0 Hi"
      },
      {
        "document": 1477,
        "excerpt": "ame amount of damage. The spell ends if you drop to 0 Hit Points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast"
      },
      {
        "document": 1484,
        "excerpt": "up to twenty creatures that you can see to regain all Hit Points, and you end all effects on them listed in the Greater Restoration spell. Resistance. You grant"
      },
      {
        "document": 1495,
        "excerpt": "ical Hits. Any attack roll that hits you is a Critical Hit if the attacker is within 5 feet of you."
      },
      {
        "document": 1501,
        "excerpt": "ical Hits. Any attack roll that hits you is a Critical Hit if the attacker is within 5 feet of you. Unaware. You're unaware of your surroundings."
      },
      {
        "document": 1502,
        "excerpt": "es in existence. While you're wearing it, any Critical Hit against you becomes a normal hit."
      },
      {
        "document": 1518,
        "excerpt": "e vanishes at the next dawn or when it is reduced to 0 Hit Points. The creature is Friendly to you and your allies, and it acts immediately after you on your Init"
      },
      {
        "document": 1523,
        "excerpt": "n addition, while you are attuned to this weapon, your Hit Point maximum increases by 1 for each level you have attained. Curse. This weapon is cursed, and becomi"
      },
      {
        "document": 1540,
        "excerpt": "his circlet, you can cast Scorching Ray with it (+5 to hit). The circlet can't cast this spell again until the next dawn."
      },
      {
        "document": 1568,
        "excerpt": "range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 Force damage, or an extra 2d8 Force damage"
      },
      {
        "document": 1574,
        "excerpt": "pon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits or misses its target. Until it disappears, the arrow emits Bright Light"
      },
      {
        "document": 1579,
        "excerpt": "ing its maximum distance for a day or if it drops to 0 Hit Points. You can dismiss the bird as a Magic action. Fan (Uncommon). If you are on a boat or ship, you c"
      },
      {
        "document": 1580,
        "excerpt": "ts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. Whe"
      },
      {
        "document": 1581,
        "excerpt": "apon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sh"
      },
      {
        "document": 1582,
        "excerpt": "ppear in “Equipment.” If either vessel is reduced to 0 Hit Points, the Folding Boat is destroyed."
      },
      {
        "document": 1583,
        "excerpt": "Shortsword), Very Rare (Requires Attunement) When you hit with an attack roll using this magic weapon, the target takes an extra 1d6 Cold damage. In addition, whi"
      },
      {
        "document": 1587,
        "excerpt": "nd damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a"
      },
      {
        "document": 1589,
        "excerpt": "ndrous Item, Uncommon (Requires Attunement) If you're hit by an attack roll made with a Ranged or Thrown weapon while wearing these gloves, you can take a Reactio"
      },
      {
        "document": 1598,
        "excerpt": "he flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 Fire damage. The flames last unti"
      },
      {
        "document": 1602,
        "excerpt": "and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage. While you hold the draw"
      },
      {
        "document": 1604,
        "excerpt": "d returns to Ysgard after 1 hour or when it drops to 0 Hit Points. The spirits look like living, breathing warriors, and they have Immunity to the Charmed and Frig"
      },
      {
        "document": 1608,
        "excerpt": "ach casting of Wish causes the tower to regain all its Hit Points."
      },
      {
        "document": 1609,
        "excerpt": "ts your head. Regeneration (Legendary). You regain 15 Hit Points at the end of each hour this pearly white spindle orbits your head if you have at least 1 Hit Poi"
      },
      {
        "document": 1610,
        "excerpt": "r Dexterity modifier plus your Proficiency Bonus. On a hit, the target has the Restrained condition until you take a Bonus Action to issue a command that releases"
      },
      {
        "document": 1612,
        "excerpt": "ime you make an attack roll with this magic weapon and hit, you can have it deal Lightning damage instead of Piercing damage. Lightning Bolt. When you throw this"
      },
      {
        "document": 1615,
        "excerpt": "Weapon (Mace), Rare (Requires Attunement) When you hit a Fiend or an Undead with this magic weapon, that creature takes an extra 2d6 Radiant damage. If the tar"
      },
      {
        "document": 1616,
        "excerpt": "ning damage if it's a Construct. If a Construct has 25 Hit Points or fewer after taking this damage, it is destroyed."
      },
      {
        "document": 1625,
        "excerpt": "damage. It shatters and is destroyed when reduced to 0 Hit Points. If the mirror is hanging on a vertical surface and you are within 5 feet of it, you can take a"
      },
      {
        "document": 1627,
        "excerpt": "when you roll Initiative. If you reduce your foe to 0 Hit Points during that combat, you have Advantage on Death Saving Throws for 1 year. If someone else reduces"
      },
      {
        "document": 1631,
        "excerpt": "es. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC"
      },
      {
        "document": 1637,
        "excerpt": "pendant, you can take a Magic action to regain 2d4 + 2 Hit Points. Once used, this property can't be used again until the next dawn. In addition, you have Advanta"
      },
      {
        "document": 1639,
        "excerpt": "ssful one. Natural Healing Boost. Whenever you roll a Hit Point Die to regain Hit Points, double the number of Hit Points it restores."
      },
      {
        "document": 1653,
        "excerpt": "are When you drink this potion, you gain 10 Temporary Hit Points that last for 1 hour. For the same duration, you are under the effect of the Bless spell (no Conc"
      },
      {
        "document": 1661,
        "excerpt": "or the next 24 hours, you regain the maximum number of Hit Points for any Hit Point Die you spend. This potion's crimson liquid regularly pulses with dull light,"
      },
      {
        "document": 1663,
        "excerpt": "Potion, Rarity Varies You regain Hit Points when you drink this potion. The number of Hit Points depends on the potion's rarity, as shown in"
      },
      {
        "document": 1664,
        "excerpt": "tack Deflection (Quarterstaff Form Only) When you are hit by an attack while holding the weapon, you can take a Reaction to twirl the weapon around you, gaining a"
      },
      {
        "document": 1666,
        "excerpt": "ration, to a maximum of 1 hour, or until it drops to 0 Hit Points. While summoned, the djinni is Friendly to you and your allies, and it obeys your commands. If y"
      },
      {
        "document": 1675,
        "excerpt": "s Attunement) While wearing this ring, you regain 1d6 Hit Points every 10 minutes if you have at least 1 Hit Point. If you lose a body part, the ring causes the m"
      },
      {
        "document": 1682,
        "excerpt": "s head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 Force damage and is pushed 5 feet away from you. Alte"
      },
      {
        "document": 1694,
        "excerpt": "(your choice) that deals an extra 2d6 Fire damage on a hit. Button 2. The rod's flanged head folds down and two crescent-shaped blades spring out, transforming the"
      },
      {
        "document": 1697,
        "excerpt": "or each hour spent in the demiplane, a visitor regains Hit Points as if it had spent 1 Hit Point Die. Also, creatures don't age while there, although time passes n"
      },
      {
        "document": 1698,
        "excerpt": "nd Immunity to Poison and Psychic damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If the rope drops to 0 Hit Points, it is d"
      },
      {
        "document": 1699,
        "excerpt": "nd Immunity to Poison and Psychic damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If the rope drops to 0 Hit Points, it is d"
      },
      {
        "document": 1706,
        "excerpt": "y Bonus and Strength modifier to the attack roll. On a hit, the Shield deals Force damage to the target equal to 2d6 + 2 plus your Strength modifier, and if the ta"
      },
      {
        "document": 1711,
        "excerpt": "it, taking 8d10 Force damage. A creature reduced to 0 Hit Points by this damage is obliterated, leaving its possessions behind but no other physical remains. Sph"
      },
      {
        "document": 1717,
        "excerpt": "olls made with it. The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 charges. For each charge you expend, the target tak"
      },
      {
        "document": 1720,
        "excerpt": "roperty again for 1 hour. If the snake is reduced to 0 Hit Points, it dies and reverts to its staff form; the staff then shatters and is destroyed. If the snake re"
      },
      {
        "document": 1722,
        "excerpt": "e used again until the next dawn. Lightning. When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 Lightning damage (no"
      },
      {
        "document": 1723,
        "excerpt": "The staff can be wielded as a magic Quarterstaff. On a hit, it deals damage as a normal Quarterstaff, and you can expend 1 charge to deal an extra 2d10 Necrotic da"
      },
      {
        "document": 1726,
        "excerpt": "ls Radiant damage instead of Slashing damage. When you hit an Undead with it, that target takes an extra 1d8 Radiant damage. Sunlight. The sword's luminous blade"
      },
      {
        "document": 1727,
        "excerpt": "isn't a Construct or an Undead, and you gain Temporary Hit Points equal to the amount of Necrotic damage taken."
      },
      {
        "document": 1728,
        "excerpt": "When you attack an object with this magic weapon and hit, maximize your weapon damage dice against the target. When you attack a creature with this weapon and r"
      },
      {
        "document": 1729,
        "excerpt": "r, or Shortsword), Rare (Requires Attunement) When you hit a creature with an attack using this magic weapon, the target takes an extra 2d6 Necrotic damage and mus"
      },
      {
        "document": 1740,
        "excerpt": "ure instead takes an extra 30 Slashing damage from the hit. If the creature has Legendary Resistance, it can expend one daily use of that trait to avoid losing its"
      },
      {
        "document": 1760,
        "excerpt": "h gains a new body in 5d10 days, reviving with all its Hit Points in the Far Realm or another location chosen by the GM. Legendary Resistance (3/Day, or 4/Day in"
      },
      {
        "document": 1761,
        "excerpt": "version). Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 13 (2d6 + 6) Slashing damage plus 4 (1d8) Acid damage. Acid Breath (Recharge 5–6). Dexterity Saving Th"
      },
      {
        "document": 1762,
        "excerpt": "t Shatter. Rend. Melee Attack Roll: +12, reach 10 ft. Hit: 16 (2d8 + 7) Slashing damage plus 5 (1d10) Lightning damage. Lightning Breath (Recharge 5–6). Dexterit"
      },
      {
        "document": 1763,
        "excerpt": "ching Ray. Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 17 (2d10 + 6) Slashing damage plus 4 (1d8) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving T"
      },
      {
        "document": 1764,
        "excerpt": "version). Rend. Melee Attack Roll: +12, reach 10 ft. Hit: 16 (2d8 + 7) Slashing damage plus 5 (1d10) Lightning damage. Lightning Breath (Recharge 5–6). Dexterit"
      },
      {
        "document": 1765,
        "excerpt": "version). Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 17 (2d10 + 6) Slashing damage plus 4 (1d8) Acid damage. Acid Breath (Recharge 5–6). Dexterity Saving T"
      },
      {
        "document": 1766,
        "excerpt": "ng Breath. Rend. Melee Attack Roll: +14, reach 10 ft. Hit: 17 (2d8 + 8) Slashing damage plus 4 (1d8) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Th"
      },
      {
        "document": 1767,
        "excerpt": "version). Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 15 (2d8 + 6) Slashing damage plus 7 (2d6) Poison damage. Poison Breath (Recharge 5–6). Constitution Sa"
      },
      {
        "document": 1768,
        "excerpt": "ching Ray. Rend. Melee Attack Roll: +14, reach 10 ft. Hit: 13 (1d10 + 8) Slashing damage plus 5 (2d4) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving T"
      },
      {
        "document": 1769,
        "excerpt": "Ice Knife. Rend. Melee Attack Roll: +13, reach 10 ft. Hit: 17 (2d8 + 8) Slashing damage plus 4 (1d8) Cold damage. Cold Breath (Recharge 5–6). Constitution Saving"
      },
      {
        "document": 1770,
        "excerpt": "d attacks. Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 13 (2d6 + 6) Slashing damage plus 4 (1d8) Cold damage. Cold Breath (Recharge 5–6). Constitution Saving"
      },
      {
        "document": 1771,
        "excerpt": "Thunderous Slam. Melee Attack Roll: +8, reach 10 ft. Hit: 14 (2d8 + 5) Thunder damage. Whirlwind (Recharge 4–6). Strength Saving Throw: DC 13, one Medium or sma"
      },
      {
        "document": 1772,
        "excerpt": "Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 15 (2d10 + 4) Piercing damage. Claws. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) Slashing dam"
      },
      {
        "document": 1773,
        "excerpt": "version). Rend. Melee Attack Roll: +15, reach 15 ft. Hit: 17 (2d8 + 8) Slashing damage plus 9 (2d8) Acid damage. Acid Breath (Recharge 5–6). Dexterity Saving Th"
      },
      {
        "document": 1774,
        "excerpt": "version). Rend. Melee Attack Roll: +16, reach 15 ft. Hit: 18 (2d8 + 9) Slashing damage plus 11 (2d10) Lightning damage. Lightning Breath (Recharge 5–6). Dexteri"
      },
      {
        "document": 1775,
        "excerpt": "version). Rend. Melee Attack Roll: +14, reach 15 ft. Hit: 19 (2d10 + 8) Slashing damage plus 7 (2d6) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving T"
      },
      {
        "document": 1776,
        "excerpt": "version). Rend. Melee Attack Roll: +16, reach 15 ft. Hit: 18 (2d8 + 9) Slashing damage plus 9 (2d8) Lightning damage. Lightning Breath (Recharge 5–6). Dexterity"
      },
      {
        "document": 1777,
        "excerpt": "version). Rend. Melee Attack Roll: +15, reach 15 ft. Hit: 19 (2d10 + 8) Slashing damage plus 9 (2d8) Acid damage. Acid Breath (Recharge 5–6). Dexterity Saving T"
      },
      {
        "document": 1778,
        "excerpt": "(B) Weakening Breath. Rend. Melee Attack Roll: +17 to hit, reach 15 ft. Hit: 19 (2d8 + 10) Slashing damage plus 9 (2d8) Fire damage. Fire Breath (Recharge 5–6)."
      },
      {
        "document": 1779,
        "excerpt": "version). Rend. Melee Attack Roll: +15, reach 15 ft. Hit: 17 (2d8 + 8) Slashing damage plus 10 (3d6) Poison damage. Poison Breath (Recharge 5–6). Constitution S"
      },
      {
        "document": 1780,
        "excerpt": "version). Rend. Melee Attack Roll: +17, reach 15 ft. Hit: 19 (2d8 + 10) Slashing damage plus 10 (3d6) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving"
      },
      {
        "document": 1781,
        "excerpt": "version). Rend. Melee Attack Roll: +17, reach 15 ft. Hit: 19 (2d8 + 10) Slashing damage plus 9 (2d8) Cold damage. Cold Breath (Recharge 5–6). Constitution Savin"
      },
      {
        "document": 1782,
        "excerpt": "d attacks. Rend. Melee Attack Roll: +14, reach 15 ft. Hit: 17 (2d8 + 8) Slashing damage plus 7 (2d6) Cold damage. Cold Breath (Recharge 5–6). Constitution Saving"
      },
      {
        "document": 1783,
        "excerpt": "lam attacks. Slam. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Bludgeoning damage."
      },
      {
        "document": 1784,
        "excerpt": "Slash. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage."
      },
      {
        "document": 1785,
        "excerpt": "Smother. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Bludgeoning damage. If the target is a Medium or smaller creature, the rug can give it the"
      },
      {
        "document": 1786,
        "excerpt": "if the target is Grappled by the ankheg), reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage plus 3 (1d6) Acid damage. If the target is a Large or smaller creature, it"
      },
      {
        "document": 1787,
        "excerpt": "il attacks. Tail. Melee Attack Roll: +6, reach 10 ft. Hit: 9 (1d10 + 4) Bludgeoning damage. If the target is a Huge or smaller creature, it has the Prone conditio"
      },
      {
        "document": 1788,
        "excerpt": "ist attacks. Fist. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Bludgeoning damage. Rock (Recharge 6). Ranged Attack Roll: +5, range 25/50 ft. Hit: 10 (2d"
      },
      {
        "document": 1789,
        "excerpt": "ite attacks. Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 14 (3d6 + 4) Piercing damage."
      },
      {
        "document": 1790,
        "excerpt": "r Ranged Attack Roll: +9, reach 5 ft. or range 150 ft. Hit: 27 (4d10 + 5) Force damage. Spellcasting. The archmage casts one of the following spells, using Intell"
      },
      {
        "document": 1791,
        "excerpt": "ation. Shortsword. Melee Attack Roll: +7, reach 5 ft. Hit: 7 (1d6 + 4) Piercing damage plus 17 (5d6) Poison damage, and the target has the Poisoned condition unti"
      },
      {
        "document": 1792,
        "excerpt": "ded up). Reaping Scythe. Melee Attack Roll: Automatic hit, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage plus 4 (1d8) Necrotic damage."
      },
      {
        "document": 1793,
        "excerpt": "Rake. Melee Attack Roll: +1, reach 5 ft. Hit: 1 Slashing damage."
      },
      {
        "document": 1794,
        "excerpt": "Slam. Melee Attack Roll: +6, reach 10 ft. Hit: 14 (3d6 + 4) Bludgeoning damage."
      },
      {
        "document": 1795,
        "excerpt": "Beak. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage."
      },
      {
        "document": 1796,
        "excerpt": "Burning Hammer. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Bludgeoning damage plus 3 (1d6) Fire damage."
      },
      {
        "document": 1797,
        "excerpt": "Bite. Melee Attack Roll: +1, reach 5 ft. Hit: 1 (1d4 - 1) Piercing damage."
      },
      {
        "document": 1798,
        "excerpt": "Bite. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Piercing damage."
      },
      {
        "document": 1799,
        "excerpt": ", it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss. Fire Aura. At the end of each of the balor's turns, each creature in a 5"
      },
      {
        "document": 1800,
        "excerpt": "ination. Scimitar. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Slashing damage. Pistol. Ranged Attack Roll: +5, range 30/90 ft. Hit: 8 (1d10 + 3) Piercin"
      },
      {
        "document": 1801,
        "excerpt": "Scimitar. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Slashing damage. Light Crossbow. Ranged Attack Roll: +3, range 80/320 ft. Hit: 5 (1d8 + 1)"
      },
      {
        "document": 1802,
        "excerpt": "d it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells. Magic Resistance. The devil has Advantage on saving throws against"
      },
      {
        "document": 1803,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage plus 7 (2d6) Poison damage."
      },
      {
        "document": 1804,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Piercing damage."
      },
      {
        "document": 1805,
        "excerpt": "ive attack. Beard. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage, and the target has the Poisoned condition until the start of the devil's n"
      },
      {
        "document": 1806,
        "excerpt": "Constrict. Bite. Melee Attack Roll: +10, reach 10 ft. Hit: 19 (2d12 + 6) Piercing damage plus 11 (2d10) Lightning damage. Constrict. Strength Saving Throw: DC 18"
      },
      {
        "document": 1807,
        "excerpt": "Greataxe. Melee Attack Roll: +5, reach 5 ft. Hit: 9 (1d12 + 3) Slashing damage."
      },
      {
        "document": 1808,
        "excerpt": "end attacks. Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage."
      },
      {
        "document": 1809,
        "excerpt": "end attacks. Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage plus 2 (1d4) Acid damage. Acid Breath (Recharge 5–6). Dexterity Saving Thr"
      },
      {
        "document": 1810,
        "excerpt": "solving Pseudopod. Melee Attack Roll: +5, reach 10 ft. Hit: 17 (4d6 + 3) Acid damage. Nonmagical armor worn by the target takes a -1 penalty to the AC it offers. T"
      },
      {
        "document": 1811,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Piercing damage."
      },
      {
        "document": 1812,
        "excerpt": "Beak. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage, or 6 (1d8 + 2) Piercing damage if the target is Bloodied."
      },
      {
        "document": 1813,
        "excerpt": "end attacks. Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Slashing damage plus 3 (1d6) Lightning damage. Lightning Breath (Recharge 5–6). Dexterity"
      },
      {
        "document": 1814,
        "excerpt": "Gore. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Piercing damage. If the target is a Medium or smaller creature and the boar moved 20+ feet"
      },
      {
        "document": 1815,
        "excerpt": "d it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells. Magic Resistance. The devil has Advantage on saving throws against"
      },
      {
        "document": 1816,
        "excerpt": "Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 + 2) Slashing damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 11, each creature"
      },
      {
        "document": 1817,
        "excerpt": "end attacks. Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Slashing damage. Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 12, each cre"
      },
      {
        "document": 1818,
        "excerpt": "Claw attack. Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage. Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage"
      },
      {
        "document": 1819,
        "excerpt": "nged Attack Roll: +5, reach 10 ft. or range 30/120 ft. Hit: 13 (3d6 + 3) Piercing damage. Morningstar. Melee Attack Roll: +5 (with Advantage if the target is Grap"
      },
      {
        "document": 1820,
        "excerpt": "Grab. Melee Attack Roll: +4, reach 10 ft. Hit: 9 (2d6 + 2) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Grappled cond"
      },
      {
        "document": 1821,
        "excerpt": "ite attacks. Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 17 (2d12 + 4) Piercing damage. Deadly Leap. The bulette spends 5 feet of movement to jump to a space w"
      },
      {
        "document": 1822,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Bludgeoning damage."
      },
      {
        "document": 1823,
        "excerpt": "Scratch. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Slashing damage."
      },
      {
        "document": 1824,
        "excerpt": "ombination. Pike. Melee Attack Roll: +6, reach 10 ft. Hit: 9 (1d10 + 4) Piercing damage. Longbow. Ranged Attack Roll: +4, range 150/600 ft. Hit: 6 (1d8 + 2) Pier"
      },
      {
        "document": 1825,
        "excerpt": "d it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells. Magic Resistance. The devil has Advantage on saving throws against"
      },
      {
        "document": 1826,
        "excerpt": "f available. Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (2d6 + 4) Piercing damage, or 18 (4d6 + 4) Piercing damage if the chimera had Advantage on the attac"
      },
      {
        "document": 1827,
        "excerpt": "entacles. Pincer. Melee Attack Roll: +6, reach 10 ft. Hit: 9 (1d10 + 4) Bludgeoning damage. If the target is a Large or smaller creature, it has the Grappled cond"
      },
      {
        "document": 1828,
        "excerpt": "ge, it takes no damage and instead regains a number of Hit Points equal to the Acid damage dealt. Berserk. Whenever the golem starts its turn Bloodied, roll 1d6."
      },
      {
        "document": 1829,
        "excerpt": "l attacks. Attach. Melee Attack Roll: +6, reach 5 ft. Hit: 13 (3d6 + 3) Piercing damage. If the target is a Large or smaller creature, the cloaker attaches to it."
      },
      {
        "document": 1830,
        "excerpt": "Thunderous Mace. Melee Attack Roll: +12, reach 10 ft. Hit: 21 (3d8 + 8) Bludgeoning damage plus 7 (2d6) Thunder damage. Thundercloud. Ranged Attack Roll: +12, ra"
      },
      {
        "document": 1831,
        "excerpt": "Petrifying Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Piercing damage. If the target is a creature, it is subjected to the following effect. Cons"
      },
      {
        "document": 1832,
        "excerpt": "Club. Melee Attack Roll: +2, reach 5 ft. Hit: 2 (1d4) Bludgeoning damage."
      },
      {
        "document": 1833,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Piercing damage. Constrict. Strength Saving Throw: DC 12, one Medium or smaller creature t"
      },
      {
        "document": 1834,
        "excerpt": "Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 + 2) Slashing damage. Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 11, each creature"
      },
      {
        "document": 1835,
        "excerpt": "Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (1d12 + 5) Piercing damage, and the target has the Poisoned condition until the end of the couatl's"
      },
      {
        "document": 1836,
        "excerpt": "Claw. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Bludgeoning damage."
      },
      {
        "document": 1837,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Piercing damage. If the target is a Medium or smaller creature, it has the Grappled conditi"
      },
      {
        "document": 1838,
        "excerpt": "Pact Blade. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage plus 7 (2d6) Necrotic damage. Spellcasting. The cultist casts one of the f"
      },
      {
        "document": 1839,
        "excerpt": "Ritual Sickle. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Slashing damage plus 1 Necrotic damage."
      },
      {
        "document": 1840,
        "excerpt": "Crush. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage, and the darkmantle attaches to the target. If the target is a Medium or"
      },
      {
        "document": 1841,
        "excerpt": "ite attacks. Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage. If the target is a creature, it is subjected to the following effect. Cons"
      },
      {
        "document": 1842,
        "excerpt": "Ram. Melee Attack Roll: +2, reach 5 ft. Hit: 2 (1d4) Bludgeoning damage."
      },
      {
        "document": 1843,
        "excerpt": "d it gains a new body instantly, reviving with all its Hit Points somewhere in Mount Celestia. Magic Resistance. The deva has Advantage on saving throws against s"
      },
      {
        "document": 1844,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Piercing damage. If the target is a Large or smaller creature, it has the Prone condition."
      },
      {
        "document": 1845,
        "excerpt": "it gains a new body in 1d4 days, reviving with all its Hit Points somewhere on the Plane of Air. Magic Resistance. The djinni has Advantage on saving throws again"
      },
      {
        "document": 1846,
        "excerpt": "ge during the first round of each combat), reach 5 ft. Hit: 11 (2d6 + 4) Bludgeoning damage. Read Thoughts. The doppelganger casts Detect Thoughts, requiring no s"
      },
      {
        "document": 1847,
        "excerpt": "Hooves. Melee Attack Roll: +6, reach 5 ft. Hit: 6 (1d4 + 4) Bludgeoning damage."
      },
      {
        "document": 1848,
        "excerpt": "il attack. Bite. Melee Attack Roll: +13, reach 15 ft. Hit: 23 (3d10 + 7) Piercing damage plus 7 (2d6) Fire damage. Being underwater doesn't grant Resistance to th"
      },
      {
        "document": 1849,
        "excerpt": "Rend. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Slashing damage. Fetid Cloud (1/Day). Constitution Saving Throw: DC 11, each creature in a"
      },
      {
        "document": 1850,
        "excerpt": "ination. Foreleg. Melee Attack Roll: +7, reach 10 ft. Hit: 13 (2d8 + 4) Piercing damage. Poison Burst. Ranged Attack Roll: +6, range 120 ft. Hit: 13 (3d6 + 3) Po"
      },
      {
        "document": 1851,
        "excerpt": "ation. Vine Staff. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Bludgeoning damage plus 2 (1d4) Poison damage. Verdant Wisp. Ranged Attack Roll: +5, range"
      },
      {
        "document": 1852,
        "excerpt": "nster. Vine Lash. Melee Attack Roll: +6, reach 10 ft. Hit: 8 (1d8 + 4) Slashing damage. Thorn Burst. Ranged Attack Roll: +6, range 60 ft. Hit: 7 (1d6 + 4) Pierci"
      },
      {
        "document": 1853,
        "excerpt": "Claw. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Slashing damage. Blinding Breath (Recharge 6). Dexterity Saving Throw: DC 10, each creatur"
      },
      {
        "document": 1854,
        "excerpt": "Talons. Melee Attack Roll: +4, reach 5 feet. Hit: 4 (1d4 + 2) Slashing damage."
      },
      {
        "document": 1855,
        "excerpt": "ombination. Slam. Melee Attack Roll: +8, reach 10 ft. Hit: 14 (2d8 + 5) Bludgeoning damage. Rock Launch. Ranged Attack Roll: +8, range 60 ft. Hit: 8 (1d6 + 5) Bl"
      },
      {
        "document": 1856,
        "excerpt": "it gains a new body in 1d4 days, reviving with all its Hit Points somewhere on the Plane of Fire. Magic Resistance. The efreeti has Advantage on saving throws aga"
      },
      {
        "document": 1857,
        "excerpt": "ore attacks. Gore. Melee Attack Roll: +8, reach 5 ft. Hit: 15 (2d8 + 6) Piercing damage. If the target is a Huge or smaller creature and the elephant moved 20+ fe"
      },
      {
        "document": 1858,
        "excerpt": "Ram. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage. If the target is a Large or smaller creature and the elk moved 20+ feet"
      },
      {
        "document": 1859,
        "excerpt": "d it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells. Magic Resistance. The erinyes has Advantage on saving throws agains"
      },
      {
        "document": 1860,
        "excerpt": "Claw attack. Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 2 (1d4) Poison damage, and the target has the Poisoned condition until"
      },
      {
        "document": 1861,
        "excerpt": "attack. Battleaxe. Melee Attack Roll: +7, reach 5 ft. Hit: 14 (2d8 + 5) Slashing damage. If the target is a Large or smaller creature, it has the Prone condition."
      },
      {
        "document": 1862,
        "excerpt": "urn attacks. Burn. Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 + 3) Fire damage. If the target is a creature or a flammable object, it starts burning."
      },
      {
        "document": 1863,
        "excerpt": "on. Flame Sword. Melee Attack Roll: +11, reach 10 ft. Hit: 21 (4d6 + 7) Slashing damage plus 10 (3d6) Fire damage. Hammer Throw. Ranged Attack Roll: +11, range 6"
      },
      {
        "document": 1864,
        "excerpt": "subjected to Lightning damage, it regains a number of Hit Points equal to the Lightning damage dealt. Magic Resistance. The golem has Advantage on saving throws"
      },
      {
        "document": 1865,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Piercing damage plus 5 (2d4) Poison damage."
      },
      {
        "document": 1866,
        "excerpt": "Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 1 Piercing damage."
      },
      {
        "document": 1867,
        "excerpt": "ation. Frost Axe. Melee Attack Roll: +9, reach 10 ft. Hit: 19 (2d12 + 6) Slashing damage plus 9 (2d8) Cold damage. Great Bow. Ranged Attack Roll: +9, range 150/6"
      },
      {
        "document": 1868,
        "excerpt": "law attacks. Claw. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2) Slashing damage."
      },
      {
        "document": 1869,
        "excerpt": "Pseudopod. Melee Attack Roll: +4, reach 5 ft. Hit: 12 (3d6 + 2) Acid damage. Engulf. The cube moves up to its Speed without provoking Opportunity Attacks"
      },
      {
        "document": 1870,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 9 (2d8) Necrotic damage. Claw. Melee Attack Roll: +5, reach 5 ft. Hit"
      },
      {
        "document": 1871,
        "excerpt": ". Withering Touch. Melee Attack Roll: +5, reach 5 ft. Hit: 19 (3d10 + 3) Necrotic damage. Etherealness. The ghost casts the Etherealness spell, requiring no spel"
      },
      {
        "document": 1872,
        "excerpt": "ite attacks. Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 3 (1d6) Necrotic damage. Claw. Melee Attack Roll: +4, reach 5 ft. Hit"
      },
      {
        "document": 1873,
        "excerpt": "st attacks. Fist. Melee Attack Roll: +9, reach 10 ft. Hit: 22 (3d10 + 6) Bludgeoning damage. Boulder Toss (Recharge 6). The ape hurls a boulder at a point it can"
      },
      {
        "document": 1874,
        "excerpt": "Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 6 (2d4 + 1) Piercing damage."
      },
      {
        "document": 1875,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage."
      },
      {
        "document": 1876,
        "excerpt": "Gore. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage. If the target is a Large or smaller creature and the boar moved 20+ feet"
      },
      {
        "document": 1877,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage, and the target has the Poisoned condition until the start of the centipede"
      },
      {
        "document": 1878,
        "excerpt": "Constrict. Bite. Melee Attack Roll: +6, reach 10 ft. Hit: 11 (2d6 + 4) Piercing damage. Constrict. Strength Saving Throw: DC 14, one Large or smaller creature t"
      },
      {
        "document": 1879,
        "excerpt": "Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Grappled cond"
      },
      {
        "document": 1880,
        "excerpt": "Tail attack. Bite. Melee Attack Roll: +8, reach 5 ft. Hit: 21 (3d10 + 5) Piercing damage. If the target is a Large or smaller creature, it has the Grappled condit"
      },
      {
        "document": 1881,
        "excerpt": "end attacks. Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage plus 3 (1d6) Radiant damage."
      },
      {
        "document": 1882,
        "excerpt": "Ram. Melee Attack Roll: +6, reach 10 ft. Hit: 11 (2d6 + 4) Bludgeoning damage plus 5 (2d4) Radiant damage. If the target is a Huge or smaller creatur"
      },
      {
        "document": 1883,
        "excerpt": "Bite. Melee Attack Roll: +1, reach 5 ft. Hit: 1 Fire damage."
      },
      {
        "document": 1885,
        "excerpt": "Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage. If the target is a Medium or smaller creature, it has the Grappled conditi"
      },
      {
        "document": 1886,
        "excerpt": "Ram. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage. If the target is a Large or smaller creature and the goat moved 20+ fee"
      },
      {
        "document": 1887,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage."
      },
      {
        "document": 1888,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Piercing damage."
      },
      {
        "document": 1889,
        "excerpt": "Tentacles. Melee Attack Roll: +5, reach 10 ft. Hit: 10 (2d6 + 3) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Grappled con"
      },
      {
        "document": 1890,
        "excerpt": "Talons. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 + 2) Slashing damage. Spellcasting. The owl casts one of the following spells, requiring no sp"
      },
      {
        "document": 1891,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 feet. Hit: 5 (1d4 + 3) Piercing damage."
      },
      {
        "document": 1892,
        "excerpt": "ting attack. Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage. If the target is a Large or smaller creature, it has the Grappled condi"
      },
      {
        "document": 1893,
        "excerpt": "Ram. Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) Bludgeoning damage, or 11 (2d8 + 2) Bludgeoning damage if the seahorse moved 20+ feet strai"
      },
      {
        "document": 1894,
        "excerpt": "+9 (with Advantage if the target doesn't have all its Hit Points), reach 5 ft. Hit: 22 (3d10 + 6) Piercing damage."
      },
      {
        "document": 1895,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 7 (2d6) Poison damage. Web (Recharge 5–6). Dexterity Saving Throw: DC"
      },
      {
        "document": 1896,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 5 (2d4) Poison damage. If the target is a Medium or smaller creature,"
      },
      {
        "document": 1897,
        "excerpt": "Bite. Melee Attack Roll: +6, reach 10 ft. Hit: 6 (1d4 + 4) Piercing damage plus 4 (1d8) Poison damage."
      },
      {
        "document": 1898,
        "excerpt": "Gouge. Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) Piercing damage, and the target has the Poisoned condition until the end of its next turn."
      },
      {
        "document": 1899,
        "excerpt": "Sting. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 5 (2d4) Poison damage."
      },
      {
        "document": 1900,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Piercing damage."
      },
      {
        "document": 1901,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Piercing damage plus 5 (2d4) Poison damage."
      },
      {
        "document": 1902,
        "excerpt": "Bite. Melee Attack Roll: +2, reach 5 ft. Hit: 7 (2d6) Piercing damage. If the target is a Medium or smaller creature, it has the Prone condition. The"
      },
      {
        "document": 1903,
        "excerpt": "d it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss. Magic Resistance. The glabrezu has Advantage on saving throws against sp"
      },
      {
        "document": 1904,
        "excerpt": "Ranged Attack Roll: +7, reach 5 ft. or range 20/60 ft. Hit: 11 (2d6 + 4) Piercing damage. Shield Bash. Strength Saving Throw: DC 15, one creature within 5 feet th"
      },
      {
        "document": 1905,
        "excerpt": "Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage. Bone Bow. Ranged Attack Roll: +3, range 150/600 ft. Hit: 6 (1d10 + 1) Pi"
      },
      {
        "document": 1906,
        "excerpt": "Ram. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Bludgeoning damage, or 2 (1d4) Bludgeoning damage if the goat moved 20+ feet straight toward the targ"
      },
      {
        "document": 1907,
        "excerpt": "ination. Scimitar. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage, plus 2 (1d4) Slashing damage if the attack roll had Advantage. Shortbow."
      },
      {
        "document": 1908,
        "excerpt": "Ranged Attack Roll: +4, reach 5 ft. or range 20/60 ft. Hit: 4 (1d4 + 2) Piercing damage."
      },
      {
        "document": 1909,
        "excerpt": "Scimitar. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage, plus 2 (1d4) Slashing damage if the attack roll had Advantage. Shortbow."
      },
      {
        "document": 1910,
        "excerpt": "end attacks. Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (1d10 + 4) Slashing damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 13, each creature"
      },
      {
        "document": 1911,
        "excerpt": "Gore. Melee Attack Roll: +8, reach 5 ft. Hit: 18 (2d12 + 5) Piercing damage. If the target is a Large or smaller creature and the gorgon moved 20+ fe"
      },
      {
        "document": 1912,
        "excerpt": "Pseudopod. Melee Attack Roll: +3, reach 5 ft. Hit: 10 (2d8 + 1) Acid damage. Nonmagical armor worn by the target takes a -1 penalty to the AC it offers. T"
      },
      {
        "document": 1913,
        "excerpt": "end attacks. Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 + 2) Slashing damage plus 3 (1d6) Poison damage. Poison Breath (Recharge 5–6). Constitution Sa"
      },
      {
        "document": 1914,
        "excerpt": "law attacks. Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) Slashing damage plus 3 (1d6) Poison damage. Spellcasting. The hag casts one of the followi"
      },
      {
        "document": 1915,
        "excerpt": "cles attack. Beak. Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) Piercing damage. Tentacles. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 + 2) Slashing"
      },
      {
        "document": 1916,
        "excerpt": "end attacks. Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) Piercing damage. If the target is a Medium or smaller creature, it has the Grappled conditi"
      },
      {
        "document": 1917,
        "excerpt": "Bone Cudgel. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage plus 2 (1d4) Psychic damage."
      },
      {
        "document": 1918,
        "excerpt": "anged Attack Roll: +6, reach 5 ft. or range 30/120 ft. Hit: 14 (3d6 + 4) Piercing damage. Longsword. Melee Attack Roll: +6, reach 5 ft. Hit: 15 (2d10 + 4) Slashin"
      },
      {
        "document": 1919,
        "excerpt": "Ranged Attack Roll: +3, reach 5 ft. or range 20/60 ft. Hit: 4 (1d6 + 1) Piercing damage."
      },
      {
        "document": 1920,
        "excerpt": "es, it returns to life in 1d6 days and regains all its Hit Points unless Dispel Evil and Good is cast on its remains."
      },
      {
        "document": 1921,
        "excerpt": "aw attacks. Claw. Melee Attack Roll: +7, reach 10 ft. Hit: 6 (1d4 + 4) Slashing damage plus 7 (2d6) damage of the type chosen for the Draconic Origin trait. Drag"
      },
      {
        "document": 1922,
        "excerpt": "Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 6 (2d4 + 1) Slashing damage. Luring Song. The harpy sings a magical melody, which lasts until the harp"
      },
      {
        "document": 1923,
        "excerpt": "Talons. Melee Attack Roll: +5, reach 5 ft. Hit: 1 Slashing damage."
      },
      {
        "document": 1924,
        "excerpt": "ite attacks. Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 3 (1d6) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Thr"
      },
      {
        "document": 1925,
        "excerpt": "d it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss. Magic Resistance. The hezrou has Advantage on saving throws against spel"
      },
      {
        "document": 1926,
        "excerpt": "ation. Tree Club. Melee Attack Roll: +8, reach 10 ft. Hit: 18 (3d8 + 5) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone conditi"
      },
      {
        "document": 1927,
        "excerpt": "end attacks. Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage."
      },
      {
        "document": 1928,
        "excerpt": "ite attacks. Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 16 (2d10 + 5) Piercing damage."
      },
      {
        "document": 1929,
        "excerpt": "ation. Greatsword. Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) Slashing damage plus 3 (1d6) Poison damage. Longbow. Ranged Attack Roll: +4, range 150/600"
      },
      {
        "document": 1930,
        "excerpt": "Longsword. Melee Attack Roll: +3, reach 5 ft. Hit: 12 (2d10 + 1) Slashing damage. Longbow. Ranged Attack Roll: +3, range 150/600 ft. Hit: 5 (1d8 + 1) Pie"
      },
      {
        "document": 1931,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Piercing damage, and the target is subjected to the following effect. Constitution Saving Throw: DC 1"
      },
      {
        "document": 1932,
        "excerpt": "d it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells. Magic Resistance. The devil has Advantage on saving throws against"
      },
      {
        "document": 1933,
        "excerpt": "+6 (with Advantage if the target doesn't have all its Hit Points), reach 5 ft. Hit: 14 (3d6 + 4) Piercing damage."
      },
      {
        "document": 1934,
        "excerpt": "Fire damage since its last turn. The hydra regains 20 Hit Points when it grows new heads. Reactive Heads. For each head the hydra has beyond one, it gets an extr"
      },
      {
        "document": 1935,
        "excerpt": "Bite. Melee Attack Roll: +2, reach 5 ft. Hit: 3 (1d6) Piercing damage."
      },
      {
        "document": 1936,
        "excerpt": "d it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells. Magic Resistance. The devil has Advantage on saving throws against"
      },
      {
        "document": 1937,
        "excerpt": "Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Slashing damage plus 2 (1d4) Cold damage. Fog Cloud (1/Day). The mephit casts Fog Cloud, r"
      },
      {
        "document": 1938,
        "excerpt": "Sting. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage plus 7 (2d6) Poison damage. Invisibility. The imp casts Invisibility on it"
      },
      {
        "document": 1939,
        "excerpt": "s. Restless Touch. Melee Attack Roll: +7, reach 5 ft. Hit: 15 (3d6 + 5) Psychic damage, and the target is cursed for 24 hours or until the incubus dies. Until the"
      },
      {
        "document": 1940,
        "excerpt": "ortex. Wind Swipe. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (2d6 + 4) Force damage. Vortex. Constitution Saving Throw: DC 14, one Large or smaller creature in"
      },
      {
        "document": 1941,
        "excerpt": "em is subjected to Fire damage, it regains a number of Hit Points equal to the Fire damage dealt. Immutable Form. The golem can't shape-shift. Magic Resistance."
      },
      {
        "document": 1942,
        "excerpt": "Bite. Melee Attack Roll: +1, reach 5 ft. Hit: 1 (1d4 - 1) Piercing damage."
      },
      {
        "document": 1943,
        "excerpt": "Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 21 (5d6 + 4) Piercing damage."
      },
      {
        "document": 1944,
        "excerpt": "ation. Greatsword. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage plus 4 (1d8) Radiant damage. Heavy Crossbow. Ranged Attack Roll: +2, rang"
      },
      {
        "document": 1945,
        "excerpt": "Ranged Attack Roll: +4, reach 5 ft. or range 20/60 ft. Hit: 4 (1d4 + 2) Piercing damage."
      },
      {
        "document": 1946,
        "excerpt": "allow. Tentacle. Melee Attack Roll: +17, reach 30 ft. Hit: 24 (4d6 + 10) Bludgeoning damage. The target has the Grappled condition (escape DC 20) from one of ten"
      },
      {
        "document": 1947,
        "excerpt": "pting Touch. Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage plus 7 (2d6) Psychic damage. Corrupting Touch. Wisdom Saving Throw: DC 13,"
      },
      {
        "document": 1948,
        "excerpt": "lemure dies in the Nine Hells, it revives with all its Hit Points in 1d10 days unless it is killed by a creature under the effects of a Bless spell or its remains"
      },
      {
        "document": 1949,
        "excerpt": "d10 days if it has a spirit jar, reviving with all its Hit Points. The new body appears in an unoccupied space within the lich's lair."
      },
      {
        "document": 1950,
        "excerpt": "use of Roar. Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage. Roar. Wisdom Saving Throw: DC 11, one creature within 15 feet. Failure: T"
      },
      {
        "document": 1951,
        "excerpt": "Bite. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Piercing damage."
      },
      {
        "document": 1952,
        "excerpt": "r Ranged Attack Roll: +6, reach 5 ft. or range 120 ft. Hit: 16 (3d8 + 3) Force damage. Spellcasting. The mage casts one of the following spells, using Intelligenc"
      },
      {
        "document": 1953,
        "excerpt": "Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Slashing damage plus 3 (1d6) Fire damage. Fire Breath (Recharge 6). Dexterity Saving Throw"
      },
      {
        "document": 1954,
        "excerpt": "Touch. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2) Fire damage. If the target is a creature or a flammable object that isn't being worn or car"
      },
      {
        "document": 1955,
        "excerpt": "e attacks. Gore. Melee Attack Roll: +10, reach 10 ft. Hit: 18 (2d10 + 7) Piercing damage. If the target is a Huge or smaller creature and the mammoth moved 20+ fe"
      },
      {
        "document": 1956,
        "excerpt": "combination. Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage. Tail Spike. Ranged Attack Roll: +5, range 100/200 ft. Hit: 7 (1d8 + 3) Pi"
      },
      {
        "document": 1957,
        "excerpt": "d it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss. Magic Resistance. The marilith has Advantage on saving throws against sp"
      },
      {
        "document": 1958,
        "excerpt": "Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Piercing damage. If the target is a Medium or smaller creature, it has the Prone condition."
      },
      {
        "document": 1959,
        "excerpt": "Ray attacks. Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage. Snake Hair. Melee Attack Roll: +6, reach 5 ft. Hit: 5 (1d4 + 3) Piercing"
      },
      {
        "document": 1960,
        "excerpt": "Ranged Attack Roll: +2, reach 5 ft. or range 20/60 ft. Hit: 3 (1d6) Piercing damage plus 2 (1d4) Cold damage. If the target is a creature, its Speed decreases by 1"
      },
      {
        "document": 1961,
        "excerpt": "combination. Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 6 (1d4 + 4) Piercing damage, and the target has the Poisoned condition until the end of the merrow's ne"
      },
      {
        "document": 1962,
        "excerpt": "e if the target is Grappled by the mimic), reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage - or 12 (2d8 + 3) Piercing damage if the target is Grappled by the mimic -"
      },
      {
        "document": 1963,
        "excerpt": "Abyssal Glaive. Melee Attack Roll: +6, reach 10 ft. Hit: 10 (1d12 + 4) Slashing damage plus 10 (3d6) Necrotic damage. Gore (Recharge 5–6). Melee Attack Roll: +"
      },
      {
        "document": 1964,
        "excerpt": "Gore. Melee Attack Roll: +6, reach 5 ft. Hit: 11 (2d6 + 4) Piercing damage. If the target is a Large or smaller creature and the skeleton moved 20+ f"
      },
      {
        "document": 1965,
        "excerpt": "Hooves. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Bludgeoning damage."
      },
      {
        "document": 1966,
        "excerpt": "24 hours if its heart is intact, reviving with all its Hit Points. The new body appears in an unoccupied space within the mummy's lair. The heart is a Tiny object"
      },
      {
        "document": 1967,
        "excerpt": "are. Rotting Fist. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Bludgeoning damage plus 10 (3d6) Necrotic damage. If the target is a creature, it is curse"
      },
      {
        "document": 1968,
        "excerpt": "d it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss. Magic Resistance. The nalfeshnee has Advantage on saving throws against"
      },
      {
        "document": 1969,
        "excerpt": "e to all damage. The bag turns to dust if reduced to 0 Hit Points. If the bag is destroyed, any souls the bag is holding are released. The bag can create a new bag"
      },
      {
        "document": 1970,
        "excerpt": "Hooves. Melee Attack Roll: +6, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage plus 10 (3d6) Fire damage. Ethereal Stride. The nightmare and up to th"
      },
      {
        "document": 1971,
        "excerpt": "Rapier. Melee Attack Roll: +3, reach 5 ft. Hit: 5 (1d8 + 1) Piercing damage."
      },
      {
        "document": 1972,
        "excerpt": "Pseudopod. Melee Attack Roll: +4, reach 5 ft. Hit: 12 (3d6 + 2) Acid damage."
      },
      {
        "document": 1973,
        "excerpt": "Tentacles. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Bludgeoning damage."
      },
      {
        "document": 1974,
        "excerpt": "Undead Fortitude. If damage reduces the zombie to 0 Hit Points, it makes a Constitution saving throw (DC 5 plus the damage taken) unless the damage is Radiant o"
      },
      {
        "document": 1975,
        "excerpt": "Greatclub. Melee Attack Roll: +6, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage. Javelin. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 30/120"
      },
      {
        "document": 1976,
        "excerpt": "Regeneration. The oni regains 10 Hit Points at the start of each of its turns if it has at least 1 Hit Point."
      },
      {
        "document": 1977,
        "excerpt": "cle attacks. Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 12 (2d8 + 3) Piercing damage, and the target has the Poisoned condition. Whenever the Poisoned target f"
      },
      {
        "document": 1978,
        "excerpt": "Talons. Melee Attack Roll: +3, reach 5 ft. Hit: 1 Slashing damage."
      },
      {
        "document": 1979,
        "excerpt": "end attacks. Rend. Melee Attack Roll: +7, reach 5 ft. Hit: 14 (2d8 + 5) Slashing damage."
      },
      {
        "document": 1980,
        "excerpt": "Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Slashing damage."
      },
      {
        "document": 1981,
        "excerpt": "Hooves. Melee Attack Roll: +6, reach 5 ft. Hit: 7 (1d6 + 4) Bludgeoning damage plus 5 (2d4) Radiant damage."
      },
      {
        "document": 1982,
        "excerpt": "ite attacks. Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Piercing damage plus 9 (2d8) Poison damage. If this damage reduces the target to 0 Hit Poi"
      },
      {
        "document": 1983,
        "excerpt": "+5 (with Advantage if the target doesn't have all its Hit Points), reach 5 ft. Hit: 1 Piercing damage."
      },
      {
        "document": 1984,
        "excerpt": "mbination. Rapier. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Piercing damage, and the pirate has Advantage on the next attack roll it makes before the"
      },
      {
        "document": 1985,
        "excerpt": "Ranged Attack Roll: +5, reach 5 ft. or range 20/60 ft. Hit: 5 (1d4 + 3) Piercing damage. Enthralling Panache. Wisdom Saving Throw: DC 12, one creature the pirate"
      },
      {
        "document": 1986,
        "excerpt": "d it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells. Fear Aura. The pit fiend emanates an aura in a 20-foot Emanation wh"
      },
      {
        "document": 1987,
        "excerpt": "d it gains a new body instantly, reviving with all its Hit Points somewhere in Mount Celestia. Magic Resistance. The planetar has Advantage on saving throws again"
      },
      {
        "document": 1988,
        "excerpt": "Bite. Melee Attack Roll: +6, reach 10 ft. Hit: 11 (2d6 + 4) Piercing damage."
      },
      {
        "document": 1989,
        "excerpt": "end attacks. Rend. Melee Attack Roll: +7, reach 5 ft. Hit: 9 (1d8 + 5) Slashing damage."
      },
      {
        "document": 1990,
        "excerpt": "Hooves. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Bludgeoning damage."
      },
      {
        "document": 1991,
        "excerpt": "Mace. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Bludgeoning damage plus 2 (1d4) Radiant damage. Radiant Flame. Ranged Attack Roll: +4, ran"
      },
      {
        "document": 1992,
        "excerpt": "combination. Mace. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage plus 5 (2d4) Radiant damage. Radiant Flame. Ranged Attack Roll: +5, ran"
      },
      {
        "document": 1993,
        "excerpt": "ite attacks. Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage. Sting. Constitution Saving Throw: DC 12, one creature the pseudodragon ca"
      },
      {
        "document": 1994,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Piercing damage."
      },
      {
        "document": 1995,
        "excerpt": "er attack. Bite. Melee Attack Roll: +14, reach 10 ft. Hit: 22 (3d8 + 9) Piercing damage. If the target is a Large or smaller creature, it has the Grappled conditi"
      },
      {
        "document": 1996,
        "excerpt": "Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage, and the target has the Poisoned condition until the start of the quasit's"
      },
      {
        "document": 1997,
        "excerpt": "d it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells."
      },
      {
        "document": 1998,
        "excerpt": "Bite. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Piercing damage."
      },
      {
        "document": 1999,
        "excerpt": "Beak. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Piercing damage."
      },
      {
        "document": 2000,
        "excerpt": "end attacks. Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (1d10 + 4) Slashing damage plus 3 (1d6) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Th"
      },
      {
        "document": 2001,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2) Piercing damage."
      },
      {
        "document": 2002,
        "excerpt": "Bite. Melee Attack Roll: +11, reach 10 ft. Hit: 18 (2d10 + 7) Piercing damage plus 14 (4d6) Fire damage. If the target is a Large or smaller creature,"
      },
      {
        "document": 2003,
        "excerpt": "Gore. Melee Attack Roll: +7, reach 5 ft. Hit: 14 (2d8 + 5) Piercing damage. If target is a Large or smaller creature and the rhinoceros moved 20+ fee"
      },
      {
        "document": 2004,
        "excerpt": "Hooves. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Bludgeoning damage."
      },
      {
        "document": 2005,
        "excerpt": "ns attack. Beak. Melee Attack Roll: +13, reach 10 ft. Hit: 28 (3d12 + 9) Piercing damage. Talons. Melee Attack Roll: +13, reach 5 ft. Hit: 23 (4d6 + 9) Slashing"
      },
      {
        "document": 2006,
        "excerpt": "ite attacks. Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 17 (3d8 + 4) Piercing damage. Tentacle. Melee Attack Roll: +7, reach 60 ft. Hit: The target has the Gr"
      },
      {
        "document": 2007,
        "excerpt": "ennae twice. Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 5 (1d8 + 1) Piercing damage. Antennae. The rust monster targets one nonmagical metal object - armor or"
      },
      {
        "document": 2008,
        "excerpt": "end attacks. Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 11 (2d6 + 4) Slashing damage."
      },
      {
        "document": 2009,
        "excerpt": "k rolls against any creature that doesn't have all its Hit Points. Limited Amphibiousness. The sahuagin can breathe air and water, but it must be submerged at lea"
      },
      {
        "document": 2010,
        "excerpt": "Ranged Attack Roll: +7, reach 5 ft. or range 20/60 ft. Hit: 13 (2d8 + 4) Piercing damage plus 7 (2d6) Fire damage. Hit or Miss: The spear magically returns to the"
      },
      {
        "document": 2011,
        "excerpt": "Hooves. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Bludgeoning damage. If the target is a Medium or smaller creature, the satyr pushes the tar"
      },
      {
        "document": 2012,
        "excerpt": "Sting. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Piercing damage plus 3 (1d6) Poison damage."
      },
      {
        "document": 2013,
        "excerpt": "ation. Shortsword. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage. Longbow. Ranged Attack Roll: +4, range 150/600 ft. Hit: 6 (1d8 + 2) Pierc"
      },
      {
        "document": 2014,
        "excerpt": "Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage. Death Glare (Recharge 5–6). Wisdom Saving Throw: DC 11, one Frightened c"
      },
      {
        "document": 2016,
        "excerpt": "Draining Swipe. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Necrotic damage, and the target's Strength score decreases by 1d4. The target dies if this"
      },
      {
        "document": 2017,
        "excerpt": "subjected to Lightning damage, it regains a number of Hit Points equal to the Lightning damage dealt."
      },
      {
        "document": 2018,
        "excerpt": "o the guardian. Regeneration. The guardian regains 10 Hit Points at the start of each of its turns if it has at least 1 Hit Point. Spell Storing. A spellcaster w"
      },
      {
        "document": 2020,
        "excerpt": "end attacks. Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (1d10 + 4) Piercing damage. Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 13, each creat"
      },
      {
        "document": 2021,
        "excerpt": "Shortsword. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage. Shortbow. Ranged Attack Roll: +5, range 80/320 ft. Hit: 6 (1d6 + 3) Pierc"
      },
      {
        "document": 2022,
        "excerpt": "d it gains a new body instantly, reviving with all its Hit Points somewhere in Mount Celestia. Legendary Resistance (4/Day). If the solar fails a saving throw, it"
      },
      {
        "document": 2023,
        "excerpt": "Life Drain. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d6) Necrotic damage. If the target is a creature, its Hit Point maximum decreases by an amount equa"
      },
      {
        "document": 2024,
        "excerpt": "law attacks. Claw. Melee Attack Roll: +8, reach 5 ft. Hit: 14 (3d6 + 4) Slashing damage. Mind-Rending Roar (Recharge 5–6). Wisdom Saving Throw: DC 16, each enemy"
      },
      {
        "document": 2025,
        "excerpt": "uses Roar. Claw. Melee Attack Roll: +12, reach 5 ft. Hit: 20 (4d6 + 6) Slashing damage. Roar (3/Day). The sphinx emits a magical roar. Whenever it roars, the ro"
      },
      {
        "document": 2026,
        "excerpt": "Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage plus 7 (2d6) Radiant damage."
      },
      {
        "document": 2027,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Piercing damage plus 2 (1d4) Poison damage."
      },
      {
        "document": 2028,
        "excerpt": "e naga returns to life in 1d6 days and regains all its Hit Points. Only a Wish spell can prevent this trait from functioning."
      },
      {
        "document": 2029,
        "excerpt": "Needle Sword. Melee Attack Roll: +6, reach 5 ft. Hit: 6 (1d4 + 4) Piercing damage. Enchanting Bow. Ranged Attack Roll: +6, range 40/160 ft. Hit: 1 Piercing"
      },
      {
        "document": 2030,
        "excerpt": "Shortsword. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 7 (2d6) Poison damage. Hand Crossbow. Ranged Attack Roll: +4, range 3"
      },
      {
        "document": 2031,
        "excerpt": "Claw. Melee Attack Roll: +2, reach 5 ft. Hit: 2 (1d4) Slashing damage plus 2 (1d4) Fire damage. Steam Breath (Recharge 6). Constitution Saving Throw"
      },
      {
        "document": 2032,
        "excerpt": "Proboscis. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage, and the stirge attaches to the target. While attached, the stirge can't ma"
      },
      {
        "document": 2033,
        "excerpt": "tion. Stone Club. Melee Attack Roll: +9, reach 15 ft. Hit: 22 (3d10 + 6) Bludgeoning damage. Boulder. Ranged Attack Roll: +9, range 60/240 ft. Hit: 15 (2d8 + 6)"
      },
      {
        "document": 2034,
        "excerpt": "ombination. Slam. Melee Attack Roll: +10, reach 5 ft. Hit: 15 (2d8 + 6) Bludgeoning damage plus 9 (2d8) Force damage. Force Bolt. Ranged Attack Roll: +9, range 1"
      },
      {
        "document": 2035,
        "excerpt": "on. Storm Sword. Melee Attack Roll: +14, reach 10 ft. Hit: 23 (4d6 + 9) Slashing damage plus 13 (3d8) Lightning damage. Thunderbolt. Ranged Attack Roll: +14, ran"
      },
      {
        "document": 2036,
        "excerpt": "s. Fiendish Touch. Melee Attack Roll: +7, reach 5 ft. Hit: 16 (2d10 + 5) Psychic damage. Charm. The succubus casts Dominate Person (level 8 version), requiring n"
      },
      {
        "document": 2037,
        "excerpt": "ng large enough for a Tiny bat. The swarm can't regain Hit Points or gain Temporary Hit Points."
      },
      {
        "document": 2038,
        "excerpt": "rge enough for a Tiny creature. The swarm can't regain Hit Points or gain Temporary Hit Points."
      },
      {
        "document": 2039,
        "excerpt": "large enough for a Tiny insect. The swarm can't regain Hit Points or gain Temporary Hit Points."
      },
      {
        "document": 2040,
        "excerpt": "arge enough for a Tiny piranha. The swarm can't regain Hit Points or gain Temporary Hit Points. Water Breathing. The swarm can breathe only underwater."
      },
      {
        "document": 2041,
        "excerpt": "ng large enough for a Tiny rat. The swarm can't regain Hit Points or gain Temporary Hit Points."
      },
      {
        "document": 2042,
        "excerpt": "large enough for a Tiny raven. The swarm can't regain Hit Points or gain Temporary Hit Points."
      },
      {
        "document": 2043,
        "excerpt": "large enough for a Tiny snake. The swarm can't regain Hit Points or gain Temporary Hit Points."
      },
      {
        "document": 2044,
        "excerpt": "mbination. Bite. Melee Attack Roll: +19, reach 15 ft. Hit: 36 (4d12 + 10) Piercing damage, and the target has the Grappled condition (escape DC 20). Until the gr"
      },
      {
        "document": 2045,
        "excerpt": "Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage. If the target is a Large or smaller creature, it has the Prone condition."
      },
      {
        "document": 2046,
        "excerpt": "nation. Warhammer. Melee Attack Roll: +5, reach 5 ft. Hit: 12 (2d8 + 3) Bludgeoning damage. If the target is a Large or smaller creature, the tough pushes the tar"
      },
      {
        "document": 2047,
        "excerpt": "Mace. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Bludgeoning damage. Heavy Crossbow. Ranged Attack Roll: +3, range 100/400 ft. Hit: 6 (1d10"
      },
      {
        "document": 2048,
        "excerpt": "am attacks. Slam. Melee Attack Roll: +10, reach 5 ft. Hit: 16 (3d6 + 6) Bludgeoning damage. Hail of Bark. Ranged Attack Roll: +10, range 180 ft. Hit: 28 (4d10 +"
      },
      {
        "document": 2049,
        "excerpt": "ore attacks. Gore. Melee Attack Roll: +9, reach 5 ft. Hit: 19 (2d12 + 6) Piercing damage. If the target is Huge or smaller and the triceratops moved 20+ feet stra"
      },
      {
        "document": 2050,
        "excerpt": "Regeneration. The limb regains 5 Hit Points at the start of each of its turns. If the limb takes Acid or Fire damage, this trait doesn't func"
      },
      {
        "document": 2051,
        "excerpt": "nd it grows replacement limbs the next time it regains Hit Points. Regeneration. The troll regains 15 Hit Points at the start of each of its turns. If the troll t"
      },
      {
        "document": 2052,
        "excerpt": "il attack. Bite. Melee Attack Roll: +10, reach 10 ft. Hit: 33 (4d12 + 7) Piercing damage. If the target is a Large or smaller creature, it has the Grappled condit"
      },
      {
        "document": 2053,
        "excerpt": "rn attack. Hooves. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (2d6 + 4) Bludgeoning damage. Radiant Horn. Melee Attack Roll: +7, reach 5 ft. Hit: 9 (1d10 + 4) Ra"
      },
      {
        "document": 2054,
        "excerpt": "Ranged Attack Roll: +5, reach 5 ft. or range 20/60 ft. Hit: 5 (1d4 + 3) Piercing damage plus 7 (3d4) Necrotic damage. If the target is reduced to 0 Hit Points by t"
      },
      {
        "document": 2055,
        "excerpt": "d uses Bite. Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (2d4 + 3) Slashing damage. If the target is a Medium or smaller creature, it has the Grappled conditi"
      },
      {
        "document": 2056,
        "excerpt": "ceed instead. Misty Escape. If the vampire drops to 0 Hit Points outside its resting place, the vampire uses Shape-Shift to become mist (no action required). If i"
      },
      {
        "document": 2057,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage plus 3 (1d6) Poison damage."
      },
      {
        "document": 2058,
        "excerpt": "s. Rotting Touch. Melee Attack Roll: +2, reach 10 ft. Hit: 4 (1d8) Necrotic damage."
      },
      {
        "document": 2059,
        "excerpt": "d it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss. Magic Resistance. The vrock has Advantage on saving throws against spell"
      },
      {
        "document": 2060,
        "excerpt": "Beak. Melee Attack Roll: +2, reach 5 ft. Hit: 2 (1d4) Piercing damage."
      },
      {
        "document": 2061,
        "excerpt": "Hooves. Melee Attack Roll: +6, reach 5 ft. Hit: 7 (1d6 + 4) Bludgeoning damage. If the target is a Large or smaller creature and the skeleton moved 20+"
      },
      {
        "document": 2062,
        "excerpt": "Hooves. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (2d4 + 4) Bludgeoning damage. If the target is a Large or smaller creature and the horse moved 20+ fe"
      },
      {
        "document": 2063,
        "excerpt": "Ranged Attack Roll: +3, reach 5 ft. or range 20/60 ft. Hit: 4 (1d6 + 1) Piercing damage."
      },
      {
        "document": 2064,
        "excerpt": "tacks. Greatsword. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage. Heavy Crossbow. Ranged Attack Roll: +3, range 100/400 ft. Hit: 12 (2d10"
      },
      {
        "document": 2065,
        "excerpt": "lam attacks. Slam. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Prone condit"
      },
      {
        "document": 2066,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 1 Piercing damage."
      },
      {
        "document": 2067,
        "excerpt": "Hybrid Form Only). Melee Attack Roll: +7, reach 5 ft. Hit: 17 (2d12 + 4) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. Co"
      },
      {
        "document": 2068,
        "excerpt": "Hybrid Form Only). Melee Attack Roll: +5, reach 5 ft. Hit: 12 (2d8 + 3) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. Con"
      },
      {
        "document": 2069,
        "excerpt": "Hybrid Form Only). Melee Attack Roll: +5, reach 5 ft. Hit: 8 (2d4 + 3) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. Cons"
      },
      {
        "document": 2070,
        "excerpt": "Hybrid Form Only). Melee Attack Roll: +5, reach 5 ft. Hit: 12 (2d8 + 3) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. Con"
      },
      {
        "document": 2071,
        "excerpt": "Hybrid Form Only). Melee Attack Roll: +5, reach 5 ft. Hit: 12 (2d8 + 3) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. Con"
      },
      {
        "document": 2072,
        "excerpt": "end attacks. Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage plus 2 (1d4) Cold damage. Cold Breath (Recharge 5–6). Constitution Saving"
      },
      {
        "document": 2073,
        "excerpt": "n. Necrotic Sword. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage plus 4 (1d8) Necrotic damage. Necrotic Bow. Ranged Attack Roll: +4, range"
      },
      {
        "document": 2074,
        "excerpt": "Shock. Melee Attack Roll: +4, reach 5 ft. Hit: 11 (2d8 + 2) Lightning damage."
      },
      {
        "document": 2075,
        "excerpt": "Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 11 (2d6 + 4) Piercing damage. If the target is a Large or smaller creature, it has the Prone condition."
      },
      {
        "document": 2076,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage. If the target is a Medium or smaller creature, it has the Prone condition."
      },
      {
        "document": 2077,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage, and the next attack roll made against the target before the start of the w"
      },
      {
        "document": 2078,
        "excerpt": "Life Drain. Melee Attack Roll: +6, reach 5 ft. Hit: 21 (4d8 + 3) Necrotic damage. If the target is a creature, its Hit Point maximum decreases by an amount"
      },
      {
        "document": 2079,
        "excerpt": "ting attack. Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Piercing damage. Sting. Melee Attack Roll: +7, reach 10 ft. Hit: 11 (2d6 + 4) Piercing da"
      },
      {
        "document": 2080,
        "excerpt": "law attacks. Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 17 (4d6 + 3) Piercing damage. Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d10 + 3) Slashing dama"
      },
      {
        "document": 2081,
        "excerpt": "nd attacks. Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 9 (2d4 + 4) Slashing damage plus 3 (1d6) Acid damage. Acid Breath (Recharge 5–6). Dexterity Saving Thr"
      },
      {
        "document": 2082,
        "excerpt": "nd attacks. Rend. Melee Attack Roll: +9, reach 10 ft. Hit: 12 (2d6 + 5) Slashing damage plus 5 (1d10) Lightning damage. Lightning Breath (Recharge 5–6). Dexterit"
      },
      {
        "document": 2083,
        "excerpt": "eep Breath. Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 15 (2d10 + 4) Slashing damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 14, each creatur"
      },
      {
        "document": 2084,
        "excerpt": "ion Breath. Rend. Melee Attack Roll: +8, reach 10 ft. Hit: 16 (2d10 + 5) Slashing damage. Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 15, each cr"
      },
      {
        "document": 2085,
        "excerpt": "ing Breath. Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 15 (2d10 + 4) Slashing damage. Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 14, each creatur"
      },
      {
        "document": 2086,
        "excerpt": "ng Breath. Rend. Melee Attack Roll: +10, reach 10 ft. Hit: 17 (2d10 + 6) Slashing damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 17, each creatur"
      },
      {
        "document": 2087,
        "excerpt": "nd attacks. Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 11 (2d6 + 4) Slashing damage plus 7 (2d6) Poison damage. Poison Breath (Recharge 5–6). Constitution Sa"
      },
      {
        "document": 2088,
        "excerpt": "d attacks. Rend. Melee Attack Roll: +10, reach 10 ft. Hit: 13 (2d6 + 6) Slashing damage plus 3 (1d6) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Th"
      },
      {
        "document": 2089,
        "excerpt": "ng Breath. Rend. Melee Attack Roll: +10, reach 10 ft. Hit: 15 (2d8 + 6) Slashing damage. Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 17, each creat"
      },
      {
        "document": 2090,
        "excerpt": "nd attacks. Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 9 (2d4 + 4) Slashing damage plus 2 (1d4) Cold damage. Cold Breath (Recharge 5–6). Constitution Saving"
      },
      {
        "document": 2091,
        "excerpt": "Undead Fortitude. If damage reduces the zombie to 0 Hit Points, it makes a Constitution saving throw (DC 5 plus the damage taken) unless the damage is Radiant o"
      }
    ],
    "hits": [
      {
        "document": 23,
        "excerpt": "An attack roll determines whether an attack hits a target. An attack roll hits if the roll equals or exceeds the target's Armor Class. Attack rolls usual"
      },
      {
        "document": 28,
        "excerpt": "(called a “natural 20”) for an attack roll, the attack hits regardless of any modifiers or the target’s AC. This is called a Critical Hit (see “Combat” later in “Pl"
      },
      {
        "document": 85,
        "excerpt": "tack roll, you give away your location when the attack hits or misses. or make an attack roll as part of a spell, an attack has the following structure: 1: Choose"
      },
      {
        "document": 106,
        "excerpt": "Critical Hits"
      },
      {
        "document": 170,
        "excerpt": "ack has an effect that occurs regardless of whether it hits or misses its target, that information follows the “Hit or Miss:” notation."
      },
      {
        "document": 409,
        "excerpt": "s the amount of damage a weapon deals when an attacker hits with it as well as the type of that damage. Properties. Any properties a weapon has are listed in the P"
      },
      {
        "document": 504,
        "excerpt": "to make an attack roll to determine whether the spell hits a target. Here's how to calculate the attack modifier for your spells: Spell attack modifier = your spe"
      },
      {
        "document": 600,
        "excerpt": "attack roll, you score a Critical Hit, and the attack hits regardless of any modifiers or the target's AC. A Critical Hit lets you roll extra dice for the attack's"
      },
      {
        "document": 722,
        "excerpt": "and have the Prone condition. The stone stops when it hits a wall or similar barrier. It can't go around corners, but creative dungeon builders incorporate curving"
      },
      {
        "document": 962,
        "excerpt": "l mustn't have Disadvantage. If the chosen attack roll hits, the target takes an extra 1d10 damage of the same type dealt by the weapon or Unarmed Strike, and you c"
      },
      {
        "document": 967,
        "excerpt": "When an attack roll hits you and its damage includes Bludgeoning, Piercing, or Slashing damage, you can take a Reaction to reduce"
      },
      {
        "document": 970,
        "excerpt": "When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack's damage against you (round down)."
      },
      {
        "document": 980,
        "excerpt": "age against you. Multiattack Defense. When a creature hits you with an attack roll, that creature has Disadvantage on all other attack rolls against you this turn."
      },
      {
        "document": 1252,
        "excerpt": "ammunition returns to normal size immediately after it hits or misses a target. Enlarge. The target's size increases by one category - from Medium to Large, for ex"
      },
      {
        "document": 1271,
        "excerpt": "In addition, whenever a creature within 5 feet of you hits you with a melee attack roll, the shield erupts with flame. The attacker takes 2d8 Fire damage from a wa"
      },
      {
        "document": 1317,
        "excerpt": "s against them. In addition, when a Fiend or an Undead hits an affected creature with a melee attack roll, the attacker must succeed on a Constitution saving throw"
      },
      {
        "document": 1364,
        "excerpt": "le to track which image is real. Each time a creature hits you with an attack roll during the spell's duration, roll a d6 for each of your remaining duplicates. If"
      },
      {
        "document": 1495,
        "excerpt": "rolls against you have Advantage. Automatic Critical Hits. Any attack roll that hits you is a Critical Hit if the attacker is within 5 feet of you."
      },
      {
        "document": 1501,
        "excerpt": "ength and Dexterity saving throws. Automatic Critical Hits. Any attack roll that hits you is a Critical Hit if the attacker is within 5 feet of you. Unaware. You'"
      },
      {
        "document": 1503,
        "excerpt": "is determined by the rarity of the ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities"
      },
      {
        "document": 1554,
        "excerpt": "ains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 Poison damage a"
      },
      {
        "document": 1574,
        "excerpt": "f Piercing damage on a hit, and it disappears after it hits or misses its target. Until it disappears, the arrow emits Bright Light in a 20-foot radius and Dim Ligh"
      },
      {
        "document": 1593,
        "excerpt": "of 20 feet and a long range of 60 feet. If the attack hits, the weapon unleashes a thunder-clap audible out to 300 feet. The target and every creature within 30 fe"
      },
      {
        "document": 1632,
        "excerpt": "uffer no Disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 Piercing damage. While your sworn enemy lives, you have Disadvanta"
      },
      {
        "document": 1733,
        "excerpt": "n deals an extra 1d8 Thunder damage to any creature it hits and an extra 3d8 Thunder damage to objects it hits that aren't being worn or carried. The weapon has th"
      },
      {
        "document": 1739,
        "excerpt": "ic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage."
      },
      {
        "document": 1810,
        "excerpt": "ra movement to do so. Corrosive Form. A creature that hits the pudding with a melee attack roll takes 4 (1d8) Acid damage. Nonmagical ammunition is destroyed immed"
      },
      {
        "document": 2007,
        "excerpt": "Reflexive Antennae. Trigger: An attack roll hits the rust monster. Response: The rust monster uses Antennae."
      },
      {
        "document": 2018,
        "excerpt": "Protection. Trigger: An attack roll hits the wearer of the guardian's amulet while the wearer is within 5 feet of the guardian. Response: The wea"
      }
    ],
    "hitting": [
      {
        "document": 52,
        "excerpt": "Some adventuring tasks - such as noticing danger, hitting an enemy, and targeting certain spells - are affected by sight, so effects that obscure vision can hinde"
      },
      {
        "document": 170,
        "excerpt": "t or other effects that occur as a result of an attack hitting a target are described after the “Hit:” notation. Miss. If an attack has an effect that occurs on a mis"
      },
      {
        "document": 1240,
        "excerpt": "Bonus Action, which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike"
      },
      {
        "document": 1253,
        "excerpt": "Bonus Action, which you take immediately after hitting a creature with a weapon"
      },
      {
        "document": 1414,
        "excerpt": "Bonus Action, which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike"
      },
      {
        "document": 1425,
        "excerpt": "Bonus Action, which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike"
      },
      {
        "document": 1568,
        "excerpt": "rce damage if the target is a Giant. Immediately after hitting or missing, the weapon flies back to your hand."
      },
      {
        "document": 1593,
        "excerpt": "ion until the end of your next turn. Immediately after hitting or missing, the weapon flies back to your hand. The weapon regains 1d4 + 1 expended charges daily at daw"
      },
      {
        "document": 1810,
        "excerpt": ". Nonmagical ammunition is destroyed immediately after hitting the pudding and dealing any damage. Any nonmagical weapon takes a cumulative -1 penalty to attack rolls"
      },
      {
        "document": 1912,
        "excerpt": ". Nonmagical ammunition is destroyed immediately after hitting the ooze and dealing any damage. Any nonmagical weapon takes a cumulative -1 penalty to attack rolls imm"
      }
    ],
    "hoard": [
      {
        "document": 977,
        "excerpt": "r perhaps you handled a treasure taken from a dragon's hoard that was steeped in draconic power. Or you might have a dragon for an ancestor."
      }
    ],
    "hoards": [
      {
        "document": 114,
        "excerpt": "Magic items are gleaned from the hoards of felled monsters or discovered in long-lost vaults. Such items grant capabilities a character could ra"
      }
    ],
    "hobgoblin": [
      {
        "document": 801,
        "excerpt": "Hobgoblin Warrior"
      },
      {
        "document": 1929,
        "excerpt": "Hobgoblin Captain"
      },
      {
        "document": 1930,
        "excerpt": "Hobgoblin Warrior"
      }
    ],
    "hobgoblin's": [
      {
        "document": 1930,
        "excerpt": "attack roll against a creature if at least one of the hobgoblin's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      }
    ],
    "hobgoblins": [
      {
        "document": 193,
        "excerpt": "Hobgoblins"
      }
    ],
    "hoist": [
      {
        "document": 458,
        "excerpt": "A Block and Tackle allows you to hoist up to four times the weight you can normally lift."
      }
    ],
    "hold": [
      {
        "document": 324,
        "excerpt": "One sheet of Paper can hold about 250 handwritten words."
      },
      {
        "document": 325,
        "excerpt": "One sheet of Parchment can hold about 250 handwritten words."
      },
      {
        "document": 377,
        "excerpt": "Adventures hold the promise - but not a guarantee - of finding magic items. Hundreds of magic items are detailed in “Mag"
      },
      {
        "document": 407,
        "excerpt": "Anyone can don armor or hold a Shield, but only those with training can use them effectively, as explained below. A character's class"
      },
      {
        "document": 473,
        "excerpt": "Pouch is watertight and filled with compartments that hold all the free Material components of your spells."
      },
      {
        "document": 499,
        "excerpt": "ach into it, and to use a Spellcasting Focus, you must hold it unless its description says otherwise (see “Equipment” for descriptions)."
      },
      {
        "document": 535,
        "excerpt": "s normal (expending any resources used to cast it) but hold its energy, which you release with your Reaction when the trigger occurs. To be readied, a spell must ha"
      },
      {
        "document": 557,
        "excerpt": "A creature can hold its breath for a number of minutes equal to 1 plus its Constitution modifier (minimum of 30 seconds) bef"
      },
      {
        "document": 776,
        "excerpt": "Hold Monster"
      },
      {
        "document": 781,
        "excerpt": "Hold Monster"
      },
      {
        "document": 820,
        "excerpt": "A blank book whose pages refuse to hold ink, chalk, graphite, or any other marking"
      },
      {
        "document": 826,
        "excerpt": "Fog Cloud, Hold Person, Ray of Frost"
      },
      {
        "document": 831,
        "excerpt": "Hold Person"
      },
      {
        "document": 861,
        "excerpt": "Hold Person"
      },
      {
        "document": 865,
        "excerpt": "Hold Monster"
      },
      {
        "document": 874,
        "excerpt": "Hold Person"
      },
      {
        "document": 878,
        "excerpt": "Hold Monster"
      },
      {
        "document": 887,
        "excerpt": "Hold Person"
      },
      {
        "document": 891,
        "excerpt": "Hold Monster"
      },
      {
        "document": 900,
        "excerpt": "Hold Person"
      },
      {
        "document": 903,
        "excerpt": "Hold Monster"
      },
      {
        "document": 912,
        "excerpt": "Hold Person"
      },
      {
        "document": 968,
        "excerpt": "ladin Features BREAKING YOUR OATH A Paladin tries to hold to the highest standards of conduct, but even the most dedicated are fallible. Sometimes a Paladin trans"
      },
      {
        "document": 982,
        "excerpt": "eet the archetype of the knight in shining armor. They hold themselves to the highest standards of conduct, and some - for better or worse - hold the rest of the wo"
      },
      {
        "document": 992,
        "excerpt": "so know the Poison Spray cantrip. | Ray of Sickness | Hold Person | | Chthonic | You have Resistance to Necrotic damage.You also know the Chill Touch cantr"
      },
      {
        "document": 1194,
        "excerpt": "ealable vessel worth 2,000+ GP that is large enough to hold the creature being cloned)"
      },
      {
        "document": 1234,
        "excerpt": "up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass"
      },
      {
        "document": 1278,
        "excerpt": "ithin range. The disk remains for the duration and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to th"
      },
      {
        "document": 1315,
        "excerpt": "Hold Monster"
      },
      {
        "document": 1316,
        "excerpt": "Hold Person"
      },
      {
        "document": 1324,
        "excerpt": "on: Until dispelled You create a magical restraint to hold a creature that you can see within range. The target must make a Wisdom saving throw. On a successful sa"
      },
      {
        "document": 1367,
        "excerpt": "y isn't altered. Otherwise, the modified memories take hold when the spell ends. A modified memory doesn't necessarily affect how a creature behaves, particularly"
      },
      {
        "document": 1378,
        "excerpt": "at circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle."
      },
      {
        "document": 1409,
        "excerpt": "an be pulled into or dropped out of it. The space can hold up to eight Medium or smaller creatures. Attacks, spells, and other effects can't pass into or out of th"
      },
      {
        "document": 1417,
        "excerpt": "e duration. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature's outfit, objec"
      },
      {
        "document": 1516,
        "excerpt": "Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits"
      },
      {
        "document": 1517,
        "excerpt": "feet square and 4 feet deep on the inside. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 5 pounds, regardless of its co"
      },
      {
        "document": 1558,
        "excerpt": "t until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it."
      },
      {
        "document": 1569,
        "excerpt": "to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to 60 Arrow"
      },
      {
        "document": 1583,
        "excerpt": "takes an extra 1d6 Cold damage. In addition, while you hold the weapon, you have Resistance to Fire damage. In freezing temperatures, the weapon sheds Bright Light"
      },
      {
        "document": 1589,
        "excerpt": "ammunition or weapon if it is small enough for you to hold in that hand."
      },
      {
        "document": 1594,
        "excerpt": "hich is an extradimensional space. Each side pouch can hold up to 200 pounds of material, not exceeding a volume of 25 cubic feet. The central pouch can hold up to"
      },
      {
        "document": 1602,
        "excerpt": "reature takes an extra 2d10 Radiant damage. While you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to"
      },
      {
        "document": 1607,
        "excerpt": "d doesn't move, even if it defies gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can take a U"
      },
      {
        "document": 1609,
        "excerpt": "her than to be stored in the stone. If the stone can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines"
      },
      {
        "document": 1611,
        "excerpt": "ure remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn't age and doesn't need to breathe, ea"
      },
      {
        "document": 1615,
        "excerpt": "ion until the end of your next turn. Light. While you hold this weapon, it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet."
      },
      {
        "document": 1644,
        "excerpt": "take a Magic action to close a Portable Hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or obj"
      },
      {
        "document": 1650,
        "excerpt": "t as a Bonus Action. This potion's container seems to hold fog that moves and pours like water."
      },
      {
        "document": 1678,
        "excerpt": "other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines"
      },
      {
        "document": 1695,
        "excerpt": "Requires Attunement) The rod has 5 charges. While you hold it, you can cast one of the following spells from it: Heal (expends 1 charge) or Resurrection (expends 5"
      },
      {
        "document": 1698,
        "excerpt": "ndrous Item, Uncommon This 60-foot length of rope can hold up to 3,000 pounds. While holding one end of the rope, you can take a Magic action to command the other"
      },
      {
        "document": 1713,
        "excerpt": "Wizard) You have Resistance to Fire damage while you hold this staff. Spells. The staff has 10 charges. While holding the staff, you can cast one of the spells o"
      },
      {
        "document": 1714,
        "excerpt": "Wizard) You have Resistance to Cold damage while you hold this staff. Spells. The staff has 10 charges. While holding the staff, you can cast one of the spells o"
      },
      {
        "document": 1719,
        "excerpt": "attack rolls and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls. Spell Absorption. While holding the staff, you have Adva"
      },
      {
        "document": 1730,
        "excerpt": "ain a +2 bonus to spell attack rolls while you wear or hold it. Pure Rebuke. The talisman has 7 charges. While wearing or holding the talisman, you can take a Magi"
      },
      {
        "document": 1732,
        "excerpt": "ain a +2 bonus to spell attack rolls while you wear or hold it. Ultimate End. The talisman has 6 charges. While wearing or holding the talisman, you can take a Mag"
      },
      {
        "document": 1756,
        "excerpt": "feet of it takes a Magic action to close it by taking hold of the edges of the cloth and folding it up. Once the Well of Many Worlds has opened a portal, it can't"
      },
      {
        "document": 1769,
        "excerpt": "11 to hit with spell attacks): At Will: Detect Magic, Hold Monster, Ice Knife, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the sp"
      },
      {
        "document": 1781,
        "excerpt": "15 to hit with spell attacks): At Will: Detect Magic, Hold Monster, Ice Knife (level 2 version), Shapechange (Beast or Humanoid form only, no Temporary Hit Points"
      },
      {
        "document": 1837,
        "excerpt": "Hold Breath. The crocodile can hold its breath for 1 hour."
      },
      {
        "document": 1838,
        "excerpt": ": At Will: Light, Thaumaturgy 2/Day: Command 1/Day: Hold Person"
      },
      {
        "document": 1869,
        "excerpt": "res inside the cube have Total Cover, and the cube can hold one Large creature or up to four Medium or Small creatures inside itself at a time. As an action, a cre"
      },
      {
        "document": 1880,
        "excerpt": "Hold Breath. The crocodile can hold its breath for 1 hour."
      },
      {
        "document": 1889,
        "excerpt": "thing. The octopus can breathe only underwater. It can hold its breath for 1 hour outside water."
      },
      {
        "document": 1928,
        "excerpt": "Hold Breath. The hippopotamus can hold its breath for 10 minutes."
      },
      {
        "document": 1934,
        "excerpt": "Hold Breath. The hydra can hold its breath for 1 hour. Multiple Heads. The hydra has five heads. Whenever th"
      },
      {
        "document": 1943,
        "excerpt": "Hold Breath. The whale can hold its breath for 30 minutes."
      },
      {
        "document": 1986,
        "excerpt": "y (spell save DC 21). It can replace one Fireball with Hold Monster (level 7 version) or Wall of Fire."
      },
      {
        "document": 1988,
        "excerpt": "Hold Breath. The plesiosaurus can hold its breath for 1 hour."
      },
      {
        "document": 2028,
        "excerpt": "reathing 2/Day Each: Detect Thoughts, Dimension Door, Hold Person (level 3 version), Lightning Bolt (level 4 version)"
      }
    ],
    "holding": [
      {
        "document": 349,
        "excerpt": "A Tinderbox is a small container holding flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to"
      },
      {
        "document": 535,
        "excerpt": "ed, a spell must have a casting time of an action, and holding on to the spell's magic requires Concentration, which you can maintain up to the start of your next turn"
      },
      {
        "document": 693,
        "excerpt": "The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and oth"
      },
      {
        "document": 766,
        "excerpt": "Bag of Holding, Boots of Elvenkind"
      },
      {
        "document": 982,
        "excerpt": "hannel Divinity to imbue one Melee weapon that you are holding with positive energy. For 10 minutes or until you use this feature again, you add your Charisma modifier"
      },
      {
        "document": 1011,
        "excerpt": "or an attack you make with a Melee weapon that you are holding with two hands, you can treat any 1 or 2 on a damage die as a 3. The weapon must have the Two-Handed or"
      },
      {
        "document": 1197,
        "excerpt": "5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available"
      },
      {
        "document": 1263,
        "excerpt": "ucceed on a Wisdom saving throw or drop whatever it is holding and have the Frightened condition for the duration. A Frightened creature takes the Dash action and mov"
      },
      {
        "document": 1286,
        "excerpt": "manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. Finally, the target can't attack or cast spells."
      },
      {
        "document": 1309,
        "excerpt": "again if the object is within range. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving t"
      },
      {
        "document": 1328,
        "excerpt": "distances, and the spell ends. If another creature is holding or carrying the object, crushing the sapphire doesn't transport it, but instead you learn who that creat"
      },
      {
        "document": 1424,
        "excerpt": "oe) Duration: 1 minute A Club or Quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Streng"
      },
      {
        "document": 1501,
        "excerpt": "ted and Prone conditions, and you drop whatever you're holding. When this condition ends, you remain Prone. Speed 0. Your Speed is 0 and can't increase. Attacks Affe"
      },
      {
        "document": 1508,
        "excerpt": "Armor (Shield), Very Rare (Requires Attunement) While holding this Shield, you can take a Bonus Action to cause it to animate. The Shield leaps into the air and hover"
      },
      {
        "document": 1516,
        "excerpt": "Wondrous Item, Very Rare This bag resembles a Bag of Holding but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the"
      },
      {
        "document": 1517,
        "excerpt": "Bag of Holding"
      },
      {
        "document": 1556,
        "excerpt": "orth in a Line 30 feet long and 1 foot wide. If you're holding the decanter, you can aim the geyser in one direction (no action required). One creature of your choice"
      },
      {
        "document": 1581,
        "excerpt": "(Any Melee Weapon), Rare (Requires Attunement) While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the dama"
      },
      {
        "document": 1585,
        "excerpt": "em, Uncommon This prism has 50 charges. While you are holding it, you can take a Magic action and use one of three command words to cause one of the following effects"
      },
      {
        "document": 1594,
        "excerpt": "k inside an extradimensional space created by a Bag of Holding, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The"
      },
      {
        "document": 1596,
        "excerpt": "s the following properties. Spellcasting Focus. While holding the hat, you can use it as a Spellcasting Focus for your Wizard spells. Any spell you cast using the hat"
      },
      {
        "document": 1598,
        "excerpt": "ou can take a Magic action to cause one weapon you are holding to burst into flames. The flames emit Bright Light in a 10-foot radius and Dim Light for an additional 1"
      },
      {
        "document": 1609,
        "excerpt": "This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 4 levels of spells at a time. When found, it contains"
      },
      {
        "document": 1611,
        "excerpt": "Wondrous Item, Legendary While holding this brass-stoppered iron flask, you can take a Magic action to target a creature that you can see withi"
      },
      {
        "document": 1614,
        "excerpt": "he next dawn. Wish. The weapon has 1d3 charges. While holding it, you can expend 1 charge and cast Wish from it. Once used, this property can't be used again until th"
      },
      {
        "document": 1617,
        "excerpt": "and regains 1d3 expended charges daily at dawn. While holding the weapon, you can take a Magic action and expend 1 charge to release a wave of terror from it. Each cr"
      },
      {
        "document": 1625,
        "excerpt": "r inside an extradimensional space created by a Bag of Holding, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The"
      },
      {
        "document": 1644,
        "excerpt": "e inside an extradimensional space created by a Bag of Holding, Handy Haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. Th"
      },
      {
        "document": 1664,
        "excerpt": "s and damage rolls made with this magic weapon. While holding this weapon, you can cause it to emit green Dim Light out to 10 feet, either as a Bonus Action or after"
      },
      {
        "document": 1678,
        "excerpt": "res Attunement) This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. Wh"
      },
      {
        "document": 1692,
        "excerpt": "Rod, Very Rare (Requires Attunement) While holding this rod, you can take a Reaction to absorb a spell that is targeting only you and doesn't create an are"
      },
      {
        "document": 1693,
        "excerpt": "is rod has the following properties. Alertness. While holding the rod, you have Advantage on Wisdom (Perception) checks and on Initiative rolls. Spells. While holdin"
      },
      {
        "document": 1694,
        "excerpt": "n't be used again until the next dawn. Terrify. While holding the rod, you can take a Magic action to force each creature you can see within 30 feet of yourself to ma"
      },
      {
        "document": 1697,
        "excerpt": "Rod, Very Rare While holding this rod, you can take a Magic action to activate it. The rod then instantly transports you and up to 19"
      },
      {
        "document": 1698,
        "excerpt": "foot length of rope can hold up to 3,000 pounds. While holding one end of the rope, you can take a Magic action to command the other end of the rope to animate and mov"
      },
      {
        "document": 1699,
        "excerpt": "Wondrous Item, Rare This rope is 30 feet long. While holding one end of the rope, you can take a Magic action to command the other end to dart forward and entangle o"
      },
      {
        "document": 1703,
        "excerpt": "Armor (Shield), Uncommon While holding this Shield, you have Advantage on Initiative rolls and Wisdom (Perception) checks. The Shield is emblaz"
      },
      {
        "document": 1704,
        "excerpt": "d), Uncommon (+1), Rare (+2), or Very Rare (+3) While holding this Shield, you have a bonus to Armor Class determined by the Shield's rarity, in addition to the Shiel"
      },
      {
        "document": 1705,
        "excerpt": "Armor (Shield), Rare (Requires Attunement) While holding this Shield, you have Resistance to damage from attacks made with Ranged weapons. Curse. This Shield is"
      },
      {
        "document": 1706,
        "excerpt": "Armor (Shield), Very Rare (Requires Attunement) While holding this Shield, you have a +2 bonus to Armor Class. This bonus is in addition to the Shield's normal bonus"
      },
      {
        "document": 1710,
        "excerpt": "Armor (Shield), Very Rare (Requires Attunement) While holding this Shield, you have Advantage on saving throws against spells and other magical effects, and spell att"
      },
      {
        "document": 1712,
        "excerpt": "Warlock, or Wizard) This staff has 10 charges. While holding the staff, you can use any of its properties: Cast Spell. You can expend 1 of the staff's charges to ca"
      },
      {
        "document": 1713,
        "excerpt": "d this staff. Spells. The staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The"
      },
      {
        "document": 1714,
        "excerpt": "d this staff. Spells. The staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The"
      },
      {
        "document": 1715,
        "excerpt": "d, Cleric, or Druid) This staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spellcasting abilit"
      },
      {
        "document": 1716,
        "excerpt": "s to attack rolls and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. Spells. While holding th"
      },
      {
        "document": 1718,
        "excerpt": "zard) This staff has 10 charges. Insect Cloud. While holding the staff, you can take a Magic action and expend 1 charge to cause a swarm of harmless flying insects t"
      },
      {
        "document": 1719,
        "excerpt": "bonus to spell attack rolls. Spell Absorption. While holding the staff, you have Advantage on saving throws against spells. In addition, you can take a Reaction when"
      },
      {
        "document": 1721,
        "excerpt": "s to attack rolls and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls. Spells. While holding the staff, you can cast one of the"
      },
      {
        "document": 1730,
        "excerpt": "and takes the damage again each time it ends its turn holding or carrying the talisman. Holy Symbol. You can use the talisman as a Holy Symbol. You gain a +2 bonus t"
      },
      {
        "document": 1731,
        "excerpt": "Wondrous Item, Legendary (Requires Attunement) While holding or wearing this talisman, you have Advantage on any Intelligence (Arcana) check you make to control a Sp"
      },
      {
        "document": 1732,
        "excerpt": "and takes the damage again each time it ends its turn holding or carrying the talisman. Holy Symbol. You can use the talisman as a Holy Symbol. You gain a +2 bonus t"
      },
      {
        "document": 1741,
        "excerpt": "s Attunement) This wand has 7 charges. Spells. While holding the wand, you can cast one of the spells (save DC 17) on the following table from it. The table indicate"
      },
      {
        "document": 1742,
        "excerpt": "(Requires Attunement) This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge. For 1 minute, you know the direction of the nearest"
      },
      {
        "document": 1743,
        "excerpt": "s Attunement) This wand has 7 charges. Spells. While holding the wand, you can cast one of the spells (save DC 15) on the following table from it. The table indicate"
      },
      {
        "document": 1744,
        "excerpt": "ment by a Spellcaster) This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Fireball (save DC 15) from it. For 1 charge, you cast"
      },
      {
        "document": 1745,
        "excerpt": "ment by a Spellcaster) This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Lightning Bolt (save DC 15) from it. For 1 charge, you"
      },
      {
        "document": 1746,
        "excerpt": "Wand, Uncommon This wand has 3 charges. While holding it, you can expend 1 charge to cast Detect Magic from it. The wand regains 1d3 expended charges daily at"
      },
      {
        "document": 1747,
        "excerpt": "Wand, Uncommon This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Magic Missile from it. For 1 charge, you cast the leve"
      },
      {
        "document": 1748,
        "excerpt": "ment by a Spellcaster) This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge to cause a thin blue ray to streak from the tip towar"
      },
      {
        "document": 1749,
        "excerpt": "ment by a Spellcaster) This wand has 7 charges. While holding it, you can expend 1 charge to cast Polymorph (save DC 15) from it. Regaining Charges. The wand regains"
      },
      {
        "document": 1750,
        "excerpt": "and regains 1d3 expended charges daily at dawn. While holding it, you can take a Magic action to expend 1 charge, and if a secret door or trap is within 60 feet of yo"
      },
      {
        "document": 1751,
        "excerpt": "are (+3) (Requires Attunement by a Spellcaster) While holding this wand, you gain a bonus to spell attack rolls determined by the wand's rarity. In addition, you igno"
      },
      {
        "document": 1752,
        "excerpt": "ment by a Spellcaster) This wand has 7 charges. While holding it, you can expend 1 charge to cast Web (save DC 13) from it. Regaining Charges. The wand regains 1d6 +"
      },
      {
        "document": 1753,
        "excerpt": "(Requires Attunement) This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge while choosing a point within 120 feet of yourself. T"
      },
      {
        "document": 1757,
        "excerpt": "Wondrous Item, Uncommon While holding this fan, you can cast Gust of Wind (save DC 13) from it. Each subsequent time the fan is used before th"
      },
      {
        "document": 1800,
        "excerpt": "rigger: The bandit is hit by a melee attack roll while holding a weapon. Response: The bandit adds 2 to its AC against that attack, possibly causing it to miss."
      },
      {
        "document": 1859,
        "excerpt": "igger: The erinyes is hit by a melee attack roll while holding a weapon. Response: The erinyes adds 4 to its AC against that attack, possibly causing it to miss."
      },
      {
        "document": 1904,
        "excerpt": "ger: The gladiator is hit by a melee attack roll while holding a weapon. Response: The gladiator adds 3 to its AC against that attack, possibly causing it to miss."
      },
      {
        "document": 1944,
        "excerpt": "rigger: The knight is hit by a melee attack roll while holding a weapon. Response: The knight adds 2 to its AC against that attack, possibly causing it to miss."
      },
      {
        "document": 1957,
        "excerpt": "gger: The marilith is hit by a melee attack roll while holding a weapon. Response: The marilith adds 5 to its AC against that attack, possibly causing it to miss."
      },
      {
        "document": 1969,
        "excerpt": "ical effects. Soul Bag. The hag has a soul bag. While holding or carrying the bag, the hag can use its Nightmare Haunting action. The bag has AC 15, HP 20, and Resis"
      },
      {
        "document": 1971,
        "excerpt": "Trigger: The noble is hit by a melee attack roll while holding a weapon. Response: The noble adds 2 to its AC against that attack, possibly causing it to miss."
      },
      {
        "document": 1984,
        "excerpt": "rigger: The pirate is hit by a melee attack roll while holding a weapon. Response: The pirate adds 3 to its AC against that attack, possibly causing it to miss. On a m"
      },
      {
        "document": 2064,
        "excerpt": "igger: The warrior is hit by a melee attack roll while holding a weapon. Response: The warrior adds 2 to its AC against that attack, possibly causing it to miss."
      }
    ],
    "holds": [
      {
        "document": 26,
        "excerpt": "t, which brings the game back to step 1. This pattern holds during every game session (each time you sit down to play D&D), whether the adventurers are talking to a"
      },
      {
        "document": 267,
        "excerpt": "on Grease\" 99 A wooden box with a ceramic bottom that holds a living worm with a head on each end of its body 00 A metal urn containing the ashes of a hero ---"
      },
      {
        "document": 311,
        "excerpt": "A Jug holds up to 1 gallon."
      },
      {
        "document": 330,
        "excerpt": "An Iron Pot holds up to 1 gallon."
      },
      {
        "document": 332,
        "excerpt": "A Pouch holds up to 6 pounds within one-fifth of a cubic foot."
      },
      {
        "document": 334,
        "excerpt": "A Quiver holds up to 20 Arrows."
      },
      {
        "document": 340,
        "excerpt": "A Sack holds up to 30 pounds within 1 cubic foot."
      },
      {
        "document": 352,
        "excerpt": "A Vial holds up to 4 ounces."
      },
      {
        "document": 353,
        "excerpt": "A Waterskin holds up to 4 pints. If you don't drink sufficient water, you risk dehydration (see “Rules Glossary”)."
      },
      {
        "document": 450,
        "excerpt": "A Backpack holds up to 30 pounds within 1 cubic foot. It can also serve as a saddlebag."
      },
      {
        "document": 452,
        "excerpt": "A Barrel holds up to 40 gallons of liquid or up to 4 cubic feet of dry goods."
      },
      {
        "document": 454,
        "excerpt": "A Basket holds up to 40 pounds within 2 cubic feet."
      },
      {
        "document": 460,
        "excerpt": "A Glass Bottle holds up to 1½ pints."
      },
      {
        "document": 461,
        "excerpt": "A Bucket holds up to half a cubic foot of contents."
      },
      {
        "document": 466,
        "excerpt": "A Crossbow Bolt Case holds up to 20 Bolts."
      },
      {
        "document": 467,
        "excerpt": "A Map or Scroll Case holds up to 10 sheets of paper or 5 sheets of parchment."
      },
      {
        "document": 469,
        "excerpt": "A Chest holds up to 12 cubic feet of contents."
      },
      {
        "document": 482,
        "excerpt": "A Flask holds up to 1 pint."
      },
      {
        "document": 1509,
        "excerpt": "ompartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside. The apparatu"
      },
      {
        "document": 1517,
        "excerpt": "must be put right before it can be used again. The bag holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside. Placing a"
      },
      {
        "document": 1529,
        "excerpt": "bowl is about 1 foot in diameter and half as deep. It holds about 3 gallons."
      },
      {
        "document": 1569,
        "excerpt": "s, Bolts, or similar objects. The mid-size compartment holds up to 18 Javelins or similar objects. The longest compartment holds up to 6 long objects, such as bows,"
      },
      {
        "document": 1594,
        "excerpt": "ore it can be used again. Each pouch of the haversack holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside. Placing th"
      },
      {
        "document": 1627,
        "excerpt": "but the spell reveals the location of the object that holds your soul. You draw no more cards."
      },
      {
        "document": 1644,
        "excerpt": "in 5 feet of the Portable Hole. A closed Portable Hole holds enough air for 1 hour of breathing, divided by the number of breathing creatures inside. Placing a Port"
      },
      {
        "document": 1654,
        "excerpt": "potion's container looks empty but feels as though it holds liquid. When you drink the potion, you have the Invisible condition for 1 hour. The effect ends early if"
      },
      {
        "document": 1738,
        "excerpt": "Wondrous Item, Legendary This tube holds milky liquid with a strong alcohol smell. When found, a tube contains 1d6 + 1 ounces. You can take a Ut"
      }
    ],
    "hole": [
      {
        "document": 342,
        "excerpt": "Working for 1 hour, you can use a Shovel to dig a hole that is 5 feet on each side in soil or similar material."
      },
      {
        "document": 426,
        "excerpt": "y: Strength Weight: 8 lb. Utilize: Chisel a symbol or hole in stone (DC 10) Craft: Block and Tackle"
      },
      {
        "document": 1517,
        "excerpt": "mensional space created by a Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates"
      },
      {
        "document": 1594,
        "excerpt": "imensional space created by a Bag of Holding, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates"
      },
      {
        "document": 1625,
        "excerpt": "imensional space created by a Bag of Holding, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates"
      },
      {
        "document": 1644,
        "excerpt": "Portable Hole"
      },
      {
        "document": 1711,
        "excerpt": "tem, Legendary This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it. The sphere oblit"
      }
    ],
    "hole's": [
      {
        "document": 1644,
        "excerpt": "hing. If the hole is folded up, a creature within the hole's extradimensional space can take an action to make a DC 10 Strength (Athletics) check. On a successful ch"
      }
    ],
    "holes": [
      {
        "document": 720,
        "excerpt": "hoot from tubes embedded in the surrounding walls. The holes that house these tubes are obscured by dust and cobwebs or skillfully hidden amid bas-reliefs, murals, o"
      }
    ],
    "hollow": [
      {
        "document": 1324,
        "excerpt": "Burial. The target is entombed beneath the earth in a hollow globe of magical force that is just large enough to contain the target. Nothing can pass into or out of"
      },
      {
        "document": 1391,
        "excerpt": "n see through the image, and any noise it makes sounds hollow to the creature."
      },
      {
        "document": 1392,
        "excerpt": "see through the image, and any noise it makes sounds hollow to the creature."
      },
      {
        "document": 1539,
        "excerpt": "Wondrous Item, Rare This hollow metal tube measures about 1 foot long and weighs 1 pound. As a Magic action, you can strike the chime to"
      }
    ],
    "holy": [
      {
        "document": 267,
        "excerpt": "earing the inscription “dreams” on its lid 87 An iron holy symbol devoted to an unknown god 88 A book about a legendary hero's rise and fall, with the last chapte"
      },
      {
        "document": 307,
        "excerpt": "Holy Water (25 GP)"
      },
      {
        "document": 333,
        "excerpt": "Pack contains the following items: Backpack, Blanket, Holy Water, Lamp, 7 days of Rations, Robe, and Tinderbox."
      },
      {
        "document": 424,
        "excerpt": "e: Discern a gem's value (DC 15) Craft: Arcane Focus, Holy Symbol"
      },
      {
        "document": 427,
        "excerpt": "f something you've seen (DC 10) Craft: Druidic Focus, Holy Symbol"
      },
      {
        "document": 485,
        "excerpt": "Holy Symbol (Varies)"
      },
      {
        "document": 744,
        "excerpt": "Recall lore about gods, religious rituals, and holy symbols."
      },
      {
        "document": 918,
        "excerpt": "Holy Aura"
      },
      {
        "document": 931,
        "excerpt": "Holy Symbol"
      },
      {
        "document": 935,
        "excerpt": "Holy Symbols"
      },
      {
        "document": 940,
        "excerpt": "Deities, religious hierarchies and rites, holy symbols, cults, and certain creatures (Celestials, Fiends, and Undead)"
      },
      {
        "document": 948,
        "excerpt": "Holy energy, searing radiation"
      },
      {
        "document": 964,
        "excerpt": "Choose A or B: (A) Chain Shirt, Shield, Mace, Holy Symbol, Priest’s Pack, and 7 GP; or (B) 110 GP"
      },
      {
        "document": 968,
        "excerpt": "A or B: (A) Chain Mail, Shield, Longsword, 6 Javelins, Holy Symbol, Priest’s Pack, and 9 GP; or (B) 150 GP"
      },
      {
        "document": 981,
        "excerpt": "As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to evoke healing energy that can restore a number of Hi"
      },
      {
        "document": 982,
        "excerpt": "Holy Nimbus"
      },
      {
        "document": 995,
        "excerpt": "e A or B: (A) Calligrapher's Supplies, Book (prayers), Holy Symbol, Parchment (10 sheets), Robe, 8 GP; or (B) 50 GP"
      },
      {
        "document": 1072,
        "excerpt": "Holy Symbol"
      },
      {
        "document": 1073,
        "excerpt": "Holy Water"
      },
      {
        "document": 1179,
        "excerpt": "V, S, M (a Holy Symbol worth 5+ GP)"
      },
      {
        "document": 1303,
        "excerpt": "d You touch a point and infuse an area around it with holy or unholy power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an"
      },
      {
        "document": 1317,
        "excerpt": "Holy Aura"
      },
      {
        "document": 1394,
        "excerpt": "V, S, M (a flask of Holy Water worth 25+ GP, which the spell consumes)"
      },
      {
        "document": 1602,
        "excerpt": "Holy Avenger"
      },
      {
        "document": 1730,
        "excerpt": "me it ends its turn holding or carrying the talisman. Holy Symbol. You can use the talisman as a Holy Symbol. You gain a +2 bonus to spell attack rolls while you w"
      },
      {
        "document": 1732,
        "excerpt": "me it ends its turn holding or carrying the talisman. Holy Symbol. You can use the talisman as a Holy Symbol. You gain a +2 bonus to spell attack rolls while you w"
      },
      {
        "document": 1838,
        "excerpt": "Holy Symbol, Leather Armor"
      },
      {
        "document": 1843,
        "excerpt": "Multiattack. The deva makes two Holy Mace attacks. Holy Mace. Melee Attack Roll: +8, reach 5 ft. Hit: 7 (1d6 + 4) Bludgeoning damage plus 18"
      },
      {
        "document": 1948,
        "excerpt": "cts of a Bless spell or its remains are sprinkled with Holy Water."
      },
      {
        "document": 1987,
        "excerpt": "The planetar makes three Radiant Sword attacks or uses Holy Burst twice. Radiant Sword. Melee Attack Roll: +12, reach 10 ft. Hit: 14 (2d6 + 7) Slashing damage plus"
      },
      {
        "document": 1991,
        "excerpt": "Chain Shirt, Holy Symbol, Mace"
      },
      {
        "document": 1992,
        "excerpt": "Chain Shirt, Holy Symbol, Mace"
      },
      {
        "document": 2059,
        "excerpt": "at the start of each of its turns. Emptying a flask of Holy Water on the target ends the effect early. Stunning Screech (1/Day). Constitution Saving Throw: DC 15,"
      }
    ],
    "home": [
      {
        "document": 981,
        "excerpt": "ral deities, gods of healing or endurance, and gods of home and community. Religious orders of healing also seek the magic of this domain."
      },
      {
        "document": 1236,
        "excerpt": "ceed on a Charisma saving throw or be sent back to its home plane if it isn't there already. If they aren't on their home plane, Undead are sent to the Shadowfell,"
      },
      {
        "document": 1376,
        "excerpt": "ration of service expires, the creature returns to its home plane after reporting back to you if possible. If you are unable to agree on a price for the creature's"
      },
      {
        "document": 1454,
        "excerpt": "the closest similar place. If you are heading for your home laboratory, for example, you might appear in another person's laboratory in the same city. Off Target."
      },
      {
        "document": 1627,
        "excerpt": "somewhere in the world. However, the keep is currently home to one or more monsters, which must be cleared out before you can claim the keep as yours. Void. Your s"
      }
    ],
    "homunculi": [
      {
        "document": 181,
        "excerpt": "s. Constructs are magically created creatures such as homunculi and shield guardians. Dragons are scaly beings of ancient origin, such as red dragons and wyverns. Ele"
      }
    ],
    "homunculus": [
      {
        "document": 1931,
        "excerpt": "Homunculus"
      }
    ],
    "homunculus's": [
      {
        "document": 1931,
        "excerpt": "target has the Poisoned condition until the end of the homunculus's next turn. Failure by 5 or More: The target has the Poisoned condition for 1 minute. While Poisoned, the"
      }
    ],
    "honed": [
      {
        "document": 962,
        "excerpt": "Your instincts are so honed that you have Advantage on Initiative rolls."
      },
      {
        "document": 966,
        "excerpt": "You have honed your martial prowess and gain a Fighting Style feat of your choice (see “Feats”). Defense is recommended"
      }
    ],
    "honestly": [
      {
        "document": 744,
        "excerpt": "Honestly and graciously convince someone of something."
      }
    ],
    "honey": [
      {
        "document": 1161,
        "excerpt": "V, S, M (a mix of vinegar and honey)"
      },
      {
        "document": 1447,
        "excerpt": "V, M (a drop of honey)"
      }
    ],
    "honing": [
      {
        "document": 962,
        "excerpt": "Strength represents primal power coursing through you, honing your agility, bearing, and senses."
      }
    ],
    "honorable": [
      {
        "document": 982,
        "excerpt": ". - Protect the weak and never fear to act. - Let your honorable deeds be an example."
      }
    ],
    "hood": [
      {
        "document": 315,
        "excerpt": "ditional 30 feet. As a Bonus Action, you can lower the hood, reducing the light to Dim Light in a 5-foot radius, or raise it again."
      },
      {
        "document": 1544,
        "excerpt": "ing the cloak, you can take a Magic action to pull its hood over your head and expend 1 charge to give yourself the Invisible condition for 1 hour. The effect ends"
      },
      {
        "document": 1613,
        "excerpt": "ght Light. You can take a Utilize action to lower the hood, reducing the lantern's light to Dim Light in a 5-foot radius."
      }
    ],
    "hooded": [
      {
        "document": 315,
        "excerpt": "Lantern, Hooded (5 GP)"
      },
      {
        "document": 430,
        "excerpt": "Craft: Musket, Pistol, Bell, Bullseye Lantern, Flask, Hooded Lantern, Hunting Trap, Lock, Manacles, Mirror, Shovel, Signal Whistle, Tinderbox"
      },
      {
        "document": 462,
        "excerpt": "s: Backpack, Ball Bearings, Bell, 10 Candles, Crowbar, Hooded Lantern, 7 flasks of Oil, 5 days of Rations, Rope, Tinderbox, and Waterskin."
      },
      {
        "document": 930,
        "excerpt": "Lantern, Hooded"
      },
      {
        "document": 1083,
        "excerpt": "Lantern, Hooded"
      },
      {
        "document": 1613,
        "excerpt": "Wondrous Item, Uncommon While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding Bright Light in a 30-foot radius and Dim Light for"
      }
    ],
    "hoof": [
      {
        "document": 1605,
        "excerpt": "gic action, you can touch one of the horseshoes to the hoof of a horse or similar creature, whereupon the horseshoe affixes itself to the hoof. Removing a horseshoe"
      },
      {
        "document": 1606,
        "excerpt": "gic action, you can touch one of the horseshoes to the hoof of a horse or similar creature, whereupon the horseshoe affixes itself to the hoof. Removing a horseshoe"
      }
    ],
    "hook": [
      {
        "document": 319,
        "excerpt": "Restrained if the Manacles are attached to a chain or hook that is fixed in place. Escaping the Manacles requires a successful DC 20 Dexterity (Sleight of Hand) ch"
      },
      {
        "document": 429,
        "excerpt": ", Caltrops, Chain, Crowbar, Firearm Bullets, Grappling Hook, Iron Pot, Iron Spikes, Sling Bullets"
      },
      {
        "document": 483,
        "excerpt": "Grappling Hook (2 GP)"
      },
      {
        "document": 756,
        "excerpt": "ect: on a 1, a Dagger; on a 2, a Rope with a Grappling Hook tied to one end; on a 3, a bag of Caltrops; on a 4, a gem worth 50 GP."
      },
      {
        "document": 931,
        "excerpt": "Grappling Hook"
      },
      {
        "document": 1061,
        "excerpt": "Grappling Hook"
      }
    ],
    "hooks": [
      {
        "document": 1694,
        "excerpt": "es as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming"
      }
    ],
    "hooves": [
      {
        "document": 1153,
        "excerpt": "aws (Slashing), fangs (Piercing), horns (Piercing), or hooves (Bludgeoning). When you use your Unarmed Strike to deal damage with that new growth, it deals 1d6 damage"
      },
      {
        "document": 1605,
        "excerpt": "Magic action. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4 inches above a"
      },
      {
        "document": 1847,
        "excerpt": "Hooves. Melee Attack Roll: +6, reach 5 ft. Hit: 6 (1d4 + 4) Bludgeoning damage."
      },
      {
        "document": 1965,
        "excerpt": "Hooves. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Bludgeoning damage."
      },
      {
        "document": 1970,
        "excerpt": "Hooves. Melee Attack Roll: +6, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage plus 10 (3d6) Fire damage. Eth"
      },
      {
        "document": 1981,
        "excerpt": "Hooves. Melee Attack Roll: +6, reach 5 ft. Hit: 7 (1d6 + 4) Bludgeoning damage plus 5 (2d4) Radiant damage."
      },
      {
        "document": 1990,
        "excerpt": "Hooves. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Bludgeoning damage."
      },
      {
        "document": 2004,
        "excerpt": "Hooves. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Bludgeoning damage."
      },
      {
        "document": 2011,
        "excerpt": "Hooves. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Bludgeoning damage. If the target is a Medium or sm"
      },
      {
        "document": 2053,
        "excerpt": "Multiattack. The unicorn makes one Hooves attack and one Radiant Horn attack. Hooves. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (2d6 + 4) Bludge"
      },
      {
        "document": 2061,
        "excerpt": "Hooves. Melee Attack Roll: +6, reach 5 ft. Hit: 7 (1d6 + 4) Bludgeoning damage. If the target is a Large or sma"
      },
      {
        "document": 2062,
        "excerpt": "Hooves. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (2d4 + 4) Bludgeoning damage. If the target is a Large or sma"
      }
    ],
    "hope": [
      {
        "document": 841,
        "excerpt": "Beacon of Hope, Dispel Magic"
      },
      {
        "document": 913,
        "excerpt": "Beacon of Hope"
      },
      {
        "document": 1174,
        "excerpt": "Beacon of Hope"
      }
    ],
    "horde": [
      {
        "document": 980,
        "excerpt": "s. You can deal this extra damage only once per turn. Horde Breaker. Once on each of your turns when you make an attack with a weapon, you can make another attack w"
      }
    ],
    "horizontal": [
      {
        "document": 653,
        "excerpt": "When you jump, you make either a Long Jump (horizontal) or a High Jump (vertical). See also “Long Jump” and “High Jump.”"
      },
      {
        "document": 1201,
        "excerpt": "n take a Bonus Action to designate a direction that is horizontal to you. Each Charmed target must use as much of its movement as possible to move in that direction on it"
      },
      {
        "document": 1278,
        "excerpt": "cury) Duration: 1 hour This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupie"
      },
      {
        "document": 1473,
        "excerpt": ". The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form"
      },
      {
        "document": 1694,
        "excerpt": "the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,00"
      }
    ],
    "horizontally": [
      {
        "document": 657,
        "excerpt": "When you make a Long Jump, you leap horizontally a number of feet up to your Strength score if you move at least 10 feet immediately before the jump. Wh"
      }
    ],
    "horn": [
      {
        "document": 439,
        "excerpt": "3 lb.), dulcimer (25 GP, 10 lb.), flute (2 GP, 1 lb.), horn (3 GP, 2 lb.), lute (35 GP, 2 lb.), lyre (30 GP, 2 lb.), pan flute (12 GP, 2 lb.), shawm (2 GP, 1 lb.),"
      },
      {
        "document": 758,
        "excerpt": "Horn of Valhalla Table 1"
      },
      {
        "document": 1193,
        "excerpt": "V, S, M (a focus worth 100+ GP, either a jeweled horn for hearing or a glass eye for seeing)"
      },
      {
        "document": 1603,
        "excerpt": "Horn of Blasting"
      },
      {
        "document": 1604,
        "excerpt": "Horn of Valhalla"
      },
      {
        "document": 1884,
        "excerpt": "mlessly) remove its horns and use them as weapons. One horn becomes a +1 Lance, and the other becomes a +2 Longsword. Removing a horn requires a Magic action, and t"
      },
      {
        "document": 2053,
        "excerpt": "k. The unicorn makes one Hooves attack and one Radiant Horn attack. Hooves. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (2d6 + 4) Bludgeoning damage. Radiant Horn."
      }
    ],
    "horn's": [
      {
        "document": 1603,
        "excerpt": "or carried take 10d8 Thunder damage. Each use of the horn's magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 Force damage to t"
      },
      {
        "document": 1604,
        "excerpt": "re known to exist, each made of a different metal. The horn's type determines how many spirits it summons, as well as the requirement for its use. The GM chooses the"
      }
    ],
    "horned": [
      {
        "document": 1932,
        "excerpt": "Horned Devil"
      }
    ],
    "horns": [
      {
        "document": 116,
        "excerpt": "ets, brooches, and circlets. Bags, carpets, figurines, horns, musical instruments, and more also fall into this category."
      },
      {
        "document": 1153,
        "excerpt": "Weapons. You grow claws (Slashing), fangs (Piercing), horns (Piercing), or hooves (Bludgeoning). When you use your Unarmed Strike to deal damage with that new growt"
      },
      {
        "document": 1884,
        "excerpt": "goat can't attack, but you can (harmlessly) remove its horns and use them as weapons. One horn becomes a +1 Lance, and the other becomes a +2 Longsword. Removing a h"
      }
    ],
    "horrific": [
      {
        "document": 1871,
        "excerpt": "affect or be affected by anything on the other plane. Horrific Visage. Wisdom Saving Throw: DC 13, each creature in a 60-foot Cone that can see the ghost and isn't an"
      }
    ],
    "horror": [
      {
        "document": 1968,
        "excerpt": "Horror Nimbus (Recharge 5–6). Wisdom Saving Throw: DC 15, each creature in a 15-foot Emanation originating from"
      }
    ],
    "horse": [
      {
        "document": 95,
        "excerpt": "d is 30 feet, you spend 15 feet of movement to mount a horse."
      },
      {
        "document": 920,
        "excerpt": "Horse, Draft"
      },
      {
        "document": 965,
        "excerpt": "in “Monsters” for stat block options). The Rat, Riding Horse, Spider, and Wolf are recommended. Whenever you finish a Long Rest, you can replace one of your known fo"
      },
      {
        "document": 1266,
        "excerpt": "les a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, choose the steed's creature type - Celest"
      },
      {
        "document": 1375,
        "excerpt": "u choose can ride the steed. The steed uses the Riding Horse stat block (see “Monsters”), except it has a Speed of 100 feet and can travel 13 miles in an hour. When"
      },
      {
        "document": 1605,
        "excerpt": ", you can touch one of the horseshoes to the hoof of a horse or similar creature, whereupon the horseshoe affixes itself to the hoof. Removing a horseshoe also takes"
      },
      {
        "document": 1606,
        "excerpt": ", you can touch one of the horseshoes to the hoof of a horse or similar creature, whereupon the horseshoe affixes itself to the hoof. Removing a horseshoe also takes"
      },
      {
        "document": 1691,
        "excerpt": "each 31–44 Wooden ladder (24 feet long) 45–51 Riding Horse with a Riding Saddle 52–59 Open pit (a 10-foot Cube), which you can place on the ground within 10 feet"
      },
      {
        "document": 1847,
        "excerpt": "Draft Horse"
      },
      {
        "document": 1884,
        "excerpt": "come a Large goat with the same statistics as a Riding Horse. It has 24 charges, and each hour or portion thereof it spends in goat form costs 1 charge. While it has"
      },
      {
        "document": 2004,
        "excerpt": "Riding Horse"
      },
      {
        "document": 2062,
        "excerpt": ". If the target is a Large or smaller creature and the horse moved 20+ feet straight toward it immediately before the hit, the target takes an extra 5 (2d4) Bludgeon"
      }
    ],
    "horsefly": [
      {
        "document": 1580,
        "excerpt": "re). This ebony statuette, carved in the likeness of a horsefly, can become a Giant Fly (see the accompanying stat block) for up to 12 hours and can be ridden as a moun"
      }
    ],
    "horselike": [
      {
        "document": 1375,
        "excerpt": "omponents: V, S Duration: 1 hour A Large, quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creatu"
      }
    ],
    "horses": [
      {
        "document": 67,
        "excerpt": "far the party can move in a period of time; if riding horses or other mounts, the group can move twice that distance for 1 hour, after which the mounts need a Short"
      },
      {
        "document": 96,
        "excerpt": "if it has been trained to accept a rider. Domesticated horses, mules, and similar creatures have such training. The Initiative of a controlled mount changes to match"
      },
      {
        "document": 181,
        "excerpt": "kers. Beasts are non-Humanoid natural creatures, like horses and wolves, as well as most giant animals. Celestials are magical creatures, such as angels and pegasi,"
      }
    ],
    "horseshoe": [
      {
        "document": 1605,
        "excerpt": "the hoof of a horse or similar creature, whereupon the horseshoe affixes itself to the hoof. Removing a horseshoe also takes a Magic action. While all four shoes are af"
      },
      {
        "document": 1606,
        "excerpt": "the hoof of a horse or similar creature, whereupon the horseshoe affixes itself to the hoof. Removing a horseshoe also takes a Magic action. While all four horseshoes a"
      }
    ],
    "horseshoes": [
      {
        "document": 1605,
        "excerpt": "Horseshoes of a Zephyr"
      },
      {
        "document": 1606,
        "excerpt": "Horseshoes of Speed"
      }
    ],
    "host": [
      {
        "document": 1345,
        "excerpt": "a body, you can take a Magic action to return from the host body to the container if it is within 100 feet of you, returning the host creature's soul to its body. I"
      }
    ],
    "hostile": [
      {
        "document": 46,
        "excerpt": "ude toward your character is Friendly, Indifferent, or Hostile, as defined in “Rules Glossary.” Friendly NPCs are predisposed to help, and Hostile ones are inclined to"
      },
      {
        "document": 502,
        "excerpt": "e, you can choose yourself unless the creature must be Hostile or specifically a creature other than you. Areas of Effect. Some spells, such as Thunder-wave, cover an"
      },
      {
        "document": 574,
        "excerpt": "starting attitude toward a player character: Friendly, Hostile, or Indifferent. See also \"Friendly,\" \"Hostile,\" \"Indifferent,\" and \"Influence.\""
      },
      {
        "document": 644,
        "excerpt": "Hostile [Attitude]"
      },
      {
        "document": 651,
        "excerpt": "d by the monster's attitude: Indifferent, Friendly, or Hostile, each of which is defined in this glossary. The Influence Checks table suggests which ability check to m"
      },
      {
        "document": 756,
        "excerpt": "A Hostile Swarm of Bats flies out of the hat, occupies your space, and attacks you."
      },
      {
        "document": 1186,
        "excerpt": "s Indifferent about creatures of your choice that it's Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When th"
      },
      {
        "document": 1293,
        "excerpt": "rea is centered on that creature. If the spell summons Hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and atta"
      },
      {
        "document": 1377,
        "excerpt": "location, or to deliver a message. If the creature is Hostile, it strives to twist your commands to achieve its own objectives. If the creature carries out your comma"
      },
      {
        "document": 1561,
        "excerpt": "this call. Chromatic dragons drawn to the orb might be Hostile toward you for compelling them against their will. Once you have used this property, it can't be used ag"
      },
      {
        "document": 1627,
        "excerpt": "et. The next time you enter combat against one or more Hostile creatures, you can select one of them as your foe when you roll Initiative. If you reduce your foe to 0"
      },
      {
        "document": 1742,
        "excerpt": "minute, you know the direction of the nearest creature Hostile to you within 60 feet, but not its distance from you. The wand can sense the presence of Hostile creatur"
      },
      {
        "document": 1884,
        "excerpt": "reverts to figurine form. While you ride the goat, any Hostile creature that starts its turn within a 30-foot Emanation originating from the goat must succeed on a DC"
      }
    ],
    "hostility": [
      {
        "document": 1627,
        "excerpt": "a Wish spell or divine intervention can end the NPC's hostility toward you. Ruin. All forms of wealth that you carry or own, other than magic items, are lost to you. P"
      }
    ],
    "hot": [
      {
        "document": 1215,
        "excerpt": "| Heat wave | 1 | Calm | | 2 | Hot | 2 | Moderate wind | | 3 | Warm | 3 | Strong wind | | 4 | Cool"
      },
      {
        "document": 1245,
        "excerpt": "V, S, M (a hot pepper)"
      },
      {
        "document": 1309,
        "excerpt": "can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 Fire damage when you cast the spell. Until t"
      }
    ],
    "hound": [
      {
        "document": 890,
        "excerpt": "Faithful Hound"
      },
      {
        "document": 1261,
        "excerpt": "Faithful Hound"
      },
      {
        "document": 1924,
        "excerpt": "Hell Hound"
      }
    ],
    "hound's": [
      {
        "document": 1924,
        "excerpt": "attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      }
    ],
    "hounds": [
      {
        "document": 181,
        "excerpt": "ed to terrifying Lower Planes, such as balors and hell hounds. Giants are towering beings with humanlike shapes, like fire giants and trolls. Humanoids are people d"
      },
      {
        "document": 734,
        "excerpt": "ure with another, such as fire giants paired with hell hounds. Be mindful of the number of stat blocks you need to run the encounter. Referencing more than two or thr"
      }
    ],
    "hour": [
      {
        "document": 67,
        "excerpt": "r mounts, the group can move twice that distance for 1 hour, after which the mounts need a Short or Long Rest before they can move at that increased pace again (see"
      },
      {
        "document": 104,
        "excerpt": "Adventurers can't spend every hour adventuring. They need rest. Any creature can take hour-long Short Rests in the midst of a day and an 8-"
      },
      {
        "document": 326,
        "excerpt": "Perfume comes in a 4-ounce vial. For 1 hour after applying Perfume to yourself, you have Advantage on Charisma (Persuasion) checks made to influence"
      },
      {
        "document": 342,
        "excerpt": "Working for 1 hour, you can use a Shovel to dig a hole that is 5 feet on each side in soil or similar material."
      },
      {
        "document": 351,
        "excerpt": "A Torch burns for 1 hour, casting Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. When you take the Att"
      },
      {
        "document": 359,
        "excerpt": "m, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can't be rowed against any significant current, but they ca"
      },
      {
        "document": 448,
        "excerpt": "ng throws to avoid or end the Poisoned condition for 1 hour."
      },
      {
        "document": 465,
        "excerpt": "For 1 hour, a lit Candle sheds Bright Light in a 5-foot radius and Dim Light for an additional 5 feet."
      },
      {
        "document": 517,
        "excerpt": "g a spell other than a cantrip - Taking any damage - 1 hour of walking or other physical exertion If you rested at least 1 hour before the interruption, you gain t"
      },
      {
        "document": 543,
        "excerpt": "A Short Rest is a 1-hour period of downtime, during which a creature does nothing more strenuous than reading, talking, eating, o"
      },
      {
        "document": 592,
        "excerpt": "g the creator can concentrate on it: up to 1 minute, 1 hour, or some other duration. The creator can end Concentration at any time (no action required). The followi"
      },
      {
        "document": 677,
        "excerpt": "create one dose of nonmagical ointment, which takes 1 hour. When applied to the eyes of a creature suffering from Sight Rot, the ointment suppresses the contagion"
      },
      {
        "document": 678,
        "excerpt": "the water's pressure and cold temperature. After each hour of swimming in deep water, a creature that lacks a Swim Speed must succeed on a DC 10 Constitution savin"
      },
      {
        "document": 679,
        "excerpt": "n a DC 10 Constitution saving throw at the end of each hour or gain 1 Exhaustion level. Creatures that have Resistance or Immunity to Cold damage automatically succ"
      },
      {
        "document": 681,
        "excerpt": "ceed on a Constitution saving throw at the end of each hour or gain 1 Exhaustion level. The DC is 5 for the first hour and increases by 1 for each additional hour."
      },
      {
        "document": 684,
        "excerpt": "cause of the reduced amount of oxygen in the air. Each hour such a creature spends traveling at high altitude counts as 2 hours for the purpose of determining how l"
      },
      {
        "document": 701,
        "excerpt": "tion saving throw or have the Poisoned condition for 1 hour. The creature also has the Blinded condition while Poisoned in this way."
      },
      {
        "document": 702,
        "excerpt": ", at the risk of tiring. At the end of each additional hour of travel beyond 8 hours, each character must succeed on a Constitution saving throw or gain 1 Exhaustio"
      },
      {
        "document": 708,
        "excerpt": "tion saving throw or have the Poisoned condition for 1 hour. If the creature fails the save by 5 or more, the creature also has the Unconscious condition while Pois"
      },
      {
        "document": 710,
        "excerpt": "tion saving throw or have the Poisoned condition for 1 hour. The Poisoned creature can't knowingly communicate a lie."
      },
      {
        "document": 713,
        "excerpt": "Speed into travel rates using these rules: Miles per hour = Speed ÷ 10 Miles per day (Normal pace) = Miles per hour × number of hours traveled (typically 8) Fas"
      },
      {
        "document": 721,
        "excerpt": "0) Poison damage and has the Poisoned condition for 1 hour. On a successful save, the creature takes half as much damage only. Avoid. The trap doesn't trigger if"
      },
      {
        "document": 724,
        "excerpt": "ling in a vehicle use the vehicle's speed in miles per hour (as shown in “Equipment”) to determine their rate of travel, and they don't choose a travel pace."
      },
      {
        "document": 749,
        "excerpt": "Hour"
      },
      {
        "document": 753,
        "excerpt": "derstands your languages and obeys your commands for 1 hour, after which it returns to the bottle, and a new stopper contains it. The stopper can’t be removed for 2"
      },
      {
        "document": 756,
        "excerpt": "“magic sickness” and have the Poisoned condition for 1 hour."
      },
      {
        "document": 783,
        "excerpt": "rol, acts as it normally would, and disappears after 1 hour or when it drops to 0 Hit Points. Roll 1d4 to determine which creature appears. On a 1, a Rhinoceros app"
      },
      {
        "document": 793,
        "excerpt": "d6 Poison damage and have the Poisoned condition for 1 hour. On an even roll, the eater gains 5d6 Temporary Hit Points for 1 hour."
      },
      {
        "document": 963,
        "excerpt": "ardic Inspiration die at a time. Once within the next hour when the creature fails a D20 Test, the creature can roll the Bardic Inspiration die and add the number"
      },
      {
        "document": 973,
        "excerpt": "eady know how to cast the spell. You need spend only 1 hour and 10 GP for each level of the copied spell. If you lose your spellbook, you can use the same procedur"
      },
      {
        "document": 977,
        "excerpt": "nic wings to appear on your back. The wings last for 1 hour or until you dismiss them (no action required). For the duration, you have a Fly Speed of 60 feet. Once"
      },
      {
        "document": 1153,
        "excerpt": "Concentration, up to 1 hour"
      },
      {
        "document": 1157,
        "excerpt": "this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated wi"
      },
      {
        "document": 1159,
        "excerpt": "Concentration, up to 1 hour"
      },
      {
        "document": 1160,
        "excerpt": "Concentration, up to 1 hour"
      },
      {
        "document": 1161,
        "excerpt": "1 hour"
      },
      {
        "document": 1162,
        "excerpt": "Concentration, up to 1 hour"
      },
      {
        "document": 1167,
        "excerpt": "1 hour"
      },
      {
        "document": 1173,
        "excerpt": "1 hour"
      },
      {
        "document": 1188,
        "excerpt": "1 hour"
      },
      {
        "document": 1189,
        "excerpt": "1 hour"
      },
      {
        "document": 1194,
        "excerpt": "1 hour"
      },
      {
        "document": 1200,
        "excerpt": "1 hour"
      },
      {
        "document": 1219,
        "excerpt": "cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated w"
      },
      {
        "document": 1220,
        "excerpt": "rystal | 12 hours | | Precious metals | 1 hour | | Gems | 10 minutes | | Adamantine or mithral | 1 minute | Using a Higher-Leve"
      },
      {
        "document": 1225,
        "excerpt": "1 hour"
      },
      {
        "document": 1228,
        "excerpt": "1 hour"
      },
      {
        "document": 1234,
        "excerpt": "1 hour"
      },
      {
        "document": 1241,
        "excerpt": "as the Blinded, Deafened, and Stunned conditions for 1 hour. | | 31–40 | The target has the Blinded and Deafened conditions for 10 minutes. | | 41–50"
      },
      {
        "document": 1242,
        "excerpt": "a spell slot of level 5 (up to 10 minutes), 6 (up to 1 hour), or 7+ (up to 8 hours)."
      },
      {
        "document": 1243,
        "excerpt": "Concentration, up to 1 hour"
      },
      {
        "document": 1244,
        "excerpt": "a spell slot of level 6 (up to 10 minutes), 7 (up to 1 hour), or 8+ (up to 8 hours)."
      },
      {
        "document": 1250,
        "excerpt": "ssume a crude shape (such as that of a creature) for 1 hour."
      },
      {
        "document": 1251,
        "excerpt": "Concentration, up to 1 hour"
      },
      {
        "document": 1265,
        "excerpt": "1 hour or Ritual"
      },
      {
        "document": 1278,
        "excerpt": "1 hour"
      },
      {
        "document": 1280,
        "excerpt": "Concentration, up to 1 hour"
      },
      {
        "document": 1282,
        "excerpt": "Concentration, up to 1 hour"
      },
      {
        "document": 1284,
        "excerpt": "1 hour"
      },
      {
        "document": 1286,
        "excerpt": "Concentration, up to 1 hour"
      },
      {
        "document": 1291,
        "excerpt": "1 hour"
      },
      {
        "document": 1293,
        "excerpt": "1 hour"
      },
      {
        "document": 1299,
        "excerpt": "1 hour"
      },
      {
        "document": 1311,
        "excerpt": "unoccupied 10-foot Cube next to you. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this ho"
      },
      {
        "document": 1313,
        "excerpt": "Concentration, up to 1 hour"
      },
      {
        "document": 1318,
        "excerpt": "Concentration, up to 1 hour"
      },
      {
        "document": 1329,
        "excerpt": "Concentration, up to 1 hour"
      },
      {
        "document": 1336,
        "excerpt": "1 hour"
      },
      {
        "document": 1339,
        "excerpt": "Concentration, up to 1 hour"
      },
      {
        "document": 1341,
        "excerpt": "1 hour"
      },
      {
        "document": 1344,
        "excerpt": "1 hour"
      },
      {
        "document": 1348,
        "excerpt": "1 hour"
      },
      {
        "document": 1354,
        "excerpt": "for violence. Drop your weapons, and dance! Stop in an hour.” Each target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or u"
      },
      {
        "document": 1361,
        "excerpt": "Concentration, up to 1 hour"
      },
      {
        "document": 1365,
        "excerpt": "Concentration, up to 1 hour"
      },
      {
        "document": 1371,
        "excerpt": "Concentration, up to 1 hour"
      },
      {
        "document": 1372,
        "excerpt": "1 hour"
      },
      {
        "document": 1375,
        "excerpt": "1 hour"
      },
      {
        "document": 1376,
        "excerpt": "minute. A task measured in hours requires 1,000 GP per hour. And a task measured in days (up to 10 days) requires 10,000 GP per day. The GM can adjust these payment"
      },
      {
        "document": 1377,
        "excerpt": "1 hour"
      },
      {
        "document": 1381,
        "excerpt": "Concentration, up to 1 hour"
      },
      {
        "document": 1386,
        "excerpt": "Up to 1 hour"
      },
      {
        "document": 1393,
        "excerpt": "Concentration, up to 1 hour"
      },
      {
        "document": 1395,
        "excerpt": "1 hour"
      },
      {
        "document": 1397,
        "excerpt": "1 hour"
      },
      {
        "document": 1401,
        "excerpt": "1 hour"
      },
      {
        "document": 1402,
        "excerpt": "1 hour"
      },
      {
        "document": 1406,
        "excerpt": "1 hour"
      },
      {
        "document": 1409,
        "excerpt": "1 hour"
      },
      {
        "document": 1416,
        "excerpt": "1 hour"
      },
      {
        "document": 1420,
        "excerpt": "Concentration, up to 1 hour"
      },
      {
        "document": 1438,
        "excerpt": "Concentration, up to 1 hour"
      },
      {
        "document": 1445,
        "excerpt": "Concentration, up to 1 hour"
      },
      {
        "document": 1448,
        "excerpt": "Concentration, up to 1 hour"
      },
      {
        "document": 1453,
        "excerpt": "1 hour"
      },
      {
        "document": 1460,
        "excerpt": "1 hour"
      },
      {
        "document": 1463,
        "excerpt": "Concentration, up to 1 hour"
      },
      {
        "document": 1464,
        "excerpt": "1 hour"
      },
      {
        "document": 1465,
        "excerpt": "1 hour"
      },
      {
        "document": 1468,
        "excerpt": "1 hour"
      },
      {
        "document": 1477,
        "excerpt": "1 hour"
      },
      {
        "document": 1479,
        "excerpt": "1 hour"
      },
      {
        "document": 1480,
        "excerpt": "Concentration, up to 1 hour"
      },
      {
        "document": 1529,
        "excerpt": "our Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The bowl can't be used this way again until the"
      },
      {
        "document": 1532,
        "excerpt": "our Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The brazier can't be used this way again until"
      },
      {
        "document": 1538,
        "excerpt": "our Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The censer can't be used this way again until t"
      },
      {
        "document": 1544,
        "excerpt": "charge to give yourself the Invisible condition for 1 hour. The effect ends early if you pull the hood down (no action required) or cease wearing the cloak."
      },
      {
        "document": 1561,
        "excerpt": "have used this property, it can't be used again for 1 hour. Destroying an Orb. A Dragon Orb has AC 20 and is destroyed if it takes damage from a +3 Weapon or a Di"
      },
      {
        "document": 1571,
        "excerpt": "our Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The type of gem determines the elemental, as sh"
      },
      {
        "document": 1579,
        "excerpt": "pounds while flying at its maximum speed (16 miles per hour for a maximum of 144 miles per day, with a 1-hour rest for every 3 hours of flying) or 1,000 pounds at h"
      },
      {
        "document": 1583,
        "excerpt": "lf. Once used, this property can't be used again for 1 hour."
      },
      {
        "document": 1604,
        "excerpt": "the Berserker stat block and returns to Ysgard after 1 hour or when it drops to 0 Hit Points. The spirits look like living, breathing warriors, and they have Immuni"
      },
      {
        "document": 1609,
        "excerpt": "egendary). You regain 15 Hit Points at the end of each hour this pearly white spindle orbits your head if you have at least 1 Hit Point. Reserve (Rare). This vibra"
      },
      {
        "document": 1611,
        "excerpt": "the flask. The creature then obeys your commands for 1 hour, understanding those commands even if it doesn't know the language in which the commands are given. If y"
      },
      {
        "document": 1627,
        "excerpt": "c takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from t"
      },
      {
        "document": 1633,
        "excerpt": "then gains the effect of the Etherealness spell for 1 hour. Beads of this cloudy, gray oil form on the outside of its container and quickly evaporate."
      },
      {
        "document": 1640,
        "excerpt": "by that creature and have the Charmed condition for 1 hour. This rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart."
      },
      {
        "document": 1644,
        "excerpt": "le Hole. A closed Portable Hole holds enough air for 1 hour of breathing, divided by the number of breathing creatures inside. Placing a Portable Hole inside an ex"
      },
      {
        "document": 1647,
        "excerpt": "tion, you gain a Climb Speed equal to your Speed for 1 hour. During this time, you have Advantage on Strength (Athletics) checks to climb. This potion is separated"
      },
      {
        "document": 1649,
        "excerpt": "potion, you gain a Fly Speed equal to your Speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means"
      },
      {
        "document": 1650,
        "excerpt": "n, you gain the effect of the Gaseous Form spell for 1 hour (no Concentration required) or until you end the effect as a Bonus Action. This potion's container seem"
      },
      {
        "document": 1651,
        "excerpt": "u drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your S"
      },
      {
        "document": 1653,
        "excerpt": "tion, you gain 10 Temporary Hit Points that last for 1 hour. For the same duration, you are under the effect of the Bless spell (no Concentration required). This p"
      },
      {
        "document": 1654,
        "excerpt": "ink the potion, you have the Invisible condition for 1 hour. The effect ends early if you make an attack roll, deal damage, or cast a spell."
      },
      {
        "document": 1658,
        "excerpt": "tion saving throw or have the Poisoned condition for 1 hour."
      },
      {
        "document": 1659,
        "excerpt": "otion, you have Resistance to one type of damage for 1 hour. The GM chooses the type or determines it randomly by rolling on the following table."
      },
      {
        "document": 1666,
        "excerpt": "long as you maintain Concentration, to a maximum of 1 hour, or until it drops to 0 Hit Points. While summoned, the djinni is Friendly to you and your allies, and"
      },
      {
        "document": 1697,
        "excerpt": "ppears if it is taken outside the demiplane. For each hour spent in the demiplane, a visitor regains Hit Points as if it had spent 1 Hit Point Die. Also, creatures"
      },
      {
        "document": 1720,
        "excerpt": "ce, and you can't use the staff's property again for 1 hour. If the snake is reduced to 0 Hit Points, it dies and reverts to its staff form; the staff then shatters"
      },
      {
        "document": 1723,
        "excerpt": "w. On a failed save, the target has Disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution."
      },
      {
        "document": 1724,
        "excerpt": "our Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The stone can't be used this way again until th"
      },
      {
        "document": 1729,
        "excerpt": "n saving throw or be unable to regain Hit Points for 1 hour. The target repeats the save at the end of each of its turns, ending the effect on itself on a success."
      },
      {
        "document": 1758,
        "excerpt": "expend 1 charge, gaining a Fly Speed of 30 feet for 1 hour. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land."
      },
      {
        "document": 1759,
        "excerpt": "to a pair of wings on your back. The wings lasts for 1 hour or until you end the effect early as a Magic action. The wings give you a Fly Speed of 60 feet. If you a"
      },
      {
        "document": 1837,
        "excerpt": "Hold Breath. The crocodile can hold its breath for 1 hour."
      },
      {
        "document": 1859,
        "excerpt": "t Points, if it is 5+ feet away from the erinyes for 1 hour or more, or if the erinyes dies. If the rope is damaged or destroyed, the erinyes can fully restore it w"
      },
      {
        "document": 1880,
        "excerpt": "Hold Breath. The crocodile can hold its breath for 1 hour."
      },
      {
        "document": 1884,
        "excerpt": "oth simultaneously. Each can become a Lion for up to 1 hour. Once a lion has been used, it can't be used again until 7 days have passed. Ivory Goats (Rare). These"
      },
      {
        "document": 1889,
        "excerpt": "breathe only underwater. It can hold its breath for 1 hour outside water."
      },
      {
        "document": 1914,
        "excerpt": "attacks): At Will: Dancing Lights, Disguise Self (24-hour duration), Invisibility (self only, and the hag leaves no tracks while Invisible), Minor Illusion, Ray o"
      },
      {
        "document": 1934,
        "excerpt": "Hold Breath. The hydra can hold its breath for 1 hour. Multiple Heads. The hydra has five heads. Whenever the hydra takes 25 damage or more on a single turn,"
      },
      {
        "document": 1939,
        "excerpt": "oints or fewer, it has the Unconscious condition for 1 hour, until it takes damage, or until a creature within 5 feet of it takes an action to wake it. Otherwise, t"
      },
      {
        "document": 1947,
        "excerpt": "3 (3d8) Psychic damage, and the target is cursed for 1 hour. Until the curse ends, the target has the Charmed and Poisoned conditions. Spellcasting. The lamia cast"
      },
      {
        "document": 1982,
        "excerpt": "ecomes Stable, and it has the Poisoned condition for 1 hour. While Poisoned, the target also has the Paralyzed condition."
      },
      {
        "document": 1988,
        "excerpt": "old Breath. The plesiosaurus can hold its breath for 1 hour."
      },
      {
        "document": 1993,
        "excerpt": "amage, and the target has the Poisoned condition for 1 hour. Failure by 5 or More: While Poisoned, the target also has the Unconscious condition, which ends early i"
      },
      {
        "document": 2054,
        "excerpt": "et becomes Stable but has the Poisoned condition for 1 hour. While it has the Poisoned condition, the target has the Paralyzed condition."
      },
      {
        "document": 2056,
        "excerpt": "it Points, and it regains 1 Hit Point after spending 1 hour there. Spider Climb. The vampire can climb difficult surfaces, including along ceilings, without needin"
      }
    ],
    "hours": [
      {
        "document": 11,
        "excerpt": "eature that isn't healed regains 1 Hit Point after 1d4 hours."
      },
      {
        "document": 66,
        "excerpt": "s might travel long distances on trips that could take hours or days. The GM can summarize this travel without calculating exact distances or travel times, or the GM"
      },
      {
        "document": 68,
        "excerpt": "f the crew, ships might be able to travel for up to 24 hours per day. \"Equipment\" includes vehicles for sale."
      },
      {
        "document": 133,
        "excerpt": "per Day. For each day of crafting, you must work for 8 hours. If an item requires multiple days, those days needn't be consecutive. Assistants. Characters can combi"
      },
      {
        "document": 142,
        "excerpt": "ed save, the bearer has the Charmed condition for 1d12 hours. While Charmed in this way, the bearer must try to follow the item's commands. If the bearer takes damag"
      },
      {
        "document": 323,
        "excerpt": "mps and Lanterns. Once lit, a flask of Oil burns for 6 hours in a Lamp or Lantern. That duration doesn't need to be consecutive; you can extinguish the burning Oil ("
      },
      {
        "document": 382,
        "excerpt": "item has been more than 100 feet away for at least 24 hours, if you die, or if another creature attunes to the item. You can also voluntarily end Attunement by spe"
      },
      {
        "document": 390,
        "excerpt": "To determine how many days (working 8 hours a day) it takes to make an item, divide its purchase cost in GP by 10 (round a fraction up to a day). Fo"
      },
      {
        "document": 391,
        "excerpt": "and 25 GP of raw material over the course of 1 day (8 hours of work)."
      },
      {
        "document": 393,
        "excerpt": "able. For each day of inscription, you must work for 8 hours. If a scroll requires multiple days, those days needn't be consecutive."
      },
      {
        "document": 423,
        "excerpt": "ilize: Discern what a glass object held in the past 24 hours (DC 15) Craft: Glass Bottle, Magnifying Glass, Spyglass, Vial"
      },
      {
        "document": 428,
        "excerpt": "ize: Discern what a ceramic object held in the past 24 hours (DC 15) Craft: Jug, Lamp"
      },
      {
        "document": 493,
        "excerpt": "a Ritual - require more time to cast: minutes or even hours. While you cast a spell with a casting time of 1 minute or more, you must take the Magic action on each"
      },
      {
        "document": 500,
        "excerpt": "specifies how long the spell lasts in rounds, minutes, hours, or the like. For example, a Duration entry might say “1 minute,” meaning the spell ends after 1 minute"
      },
      {
        "document": 517,
        "excerpt": "ong Rest is a period of extended downtime - at least 8 hours - available to any creature. During a Long Rest, you sleep for at least 6 hours and perform no more than"
      },
      {
        "document": 651,
        "excerpt": "ter does as urged. On a failed check, you must wait 24 hours (or a duration set by the GM) before urging it in the same way again. Influence Checks"
      },
      {
        "document": 673,
        "excerpt": "ows to fight off the magical contagion for the next 24 hours."
      },
      {
        "document": 675,
        "excerpt": "from that particular infected creature for the next 24 hours."
      },
      {
        "document": 677,
        "excerpt": "tment suppresses the contagion on that creature for 24 hours. If the contagion is suppressed in this way for a total of 72 hours (requiring three doses and applicati"
      },
      {
        "document": 684,
        "excerpt": "creature spends traveling at high altitude counts as 2 hours for the purpose of determining how long that creature can travel (see “Travel Pace”). Creatures can bec"
      },
      {
        "document": 692,
        "excerpt": "sadvantage on some or all ability checks for 1d10 × 10 hours, stemming from an unwillingness or inability to exert a particular set of abilities. The character might"
      },
      {
        "document": 697,
        "excerpt": "2) Poison damage and has the Poisoned condition for 24 hours. On a successful save, the creature takes half as much damage only."
      },
      {
        "document": 700,
        "excerpt": "tion saving throw or have the Poisoned condition for 8 hours. The creature also has the Unconscious condition while Poisoned in this way. The creature wakes up if it"
      },
      {
        "document": 702,
        "excerpt": "aracters can push themselves to travel for more than 8 hours per day, at the risk of tiring. At the end of each additional hour of travel beyond 8 hours, each charac"
      },
      {
        "document": 704,
        "excerpt": "ion saving throw or have the Poisoned condition for 24 hours. The creature also has the Unconscious condition while Poisoned in this way. It wakes up if it takes dam"
      },
      {
        "document": 705,
        "excerpt": "ition. The Poisoned creature repeats the save every 24 hours, taking 3 (1d6) Poison damage on a failed save. The damage the poison deals can't be healed by any means"
      },
      {
        "document": 709,
        "excerpt": "on saving throw or have the Poisoned condition for 4d6 hours. The creature's Speed is halved while the creature is Poisoned in this way."
      },
      {
        "document": 713,
        "excerpt": "les per day (Normal pace) = Miles per hour × number of hours traveled (typically 8) Fast pace = Miles per day × 1½ (round down) Slow pace = Miles per day × 2/3 (ro"
      },
      {
        "document": 714,
        "excerpt": "traps have durations expressed in rounds, minutes, or hours. Others specify that their effects last until the trap is destroyed or dispelled. If a trap's duration i"
      },
      {
        "document": 738,
        "excerpt": "ideal for a background that involves endurance or long hours of activity. Travel Terrain *Appropriate equipment (such as skis) is necessary to keep up a Fast pace"
      },
      {
        "document": 753,
        "excerpt": "opper contains it. The stopper can’t be removed for 24 hours. The next two times the bottle is opened, the same effect occurs. If the bottle is opened a fourth time,"
      },
      {
        "document": 783,
        "excerpt": "icked off, the leaves turn brown and fall off after 24 hours."
      },
      {
        "document": 793,
        "excerpt": "s where you are. The statue becomes inanimate after 24 hours."
      },
      {
        "document": 965,
        "excerpt": "n Forms” below). You stay in that form for a number of hours equal to half your Druid level or until you use Wild Shape again, have the Incapacitated condition, or d"
      },
      {
        "document": 971,
        "excerpt": "int to double its duration to a maximum duration of 24 hours. If the affected spell requires Concentration, you have Advantage on any saving throw you make to maint"
      },
      {
        "document": 973,
        "excerpt": "For each level of the spell, the transcription takes 2 hours and costs 50 GP. Afterward you can prepare the spell like the other spells in your spellbook. Copying t"
      },
      {
        "document": 988,
        "excerpt": "an't put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness."
      },
      {
        "document": 989,
        "excerpt": "devices in existence at a time, and each falls apart 8 hours after its creation or when you dismantle it with a touch as a Utilize action."
      },
      {
        "document": 1151,
        "excerpt": "8 hours"
      },
      {
        "document": 1152,
        "excerpt": "8 hours"
      },
      {
        "document": 1154,
        "excerpt": "24 hours"
      },
      {
        "document": 1155,
        "excerpt": "24 hours"
      },
      {
        "document": 1156,
        "excerpt": "24 hours"
      },
      {
        "document": 1157,
        "excerpt": "s complete. The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for anoth"
      },
      {
        "document": 1166,
        "excerpt": "24 hours"
      },
      {
        "document": 1170,
        "excerpt": "8 hours"
      },
      {
        "document": 1176,
        "excerpt": "sn't require Concentration, and the duration becomes 8 hours (level 5–6 slot) or 24 hours (level 7–8 slot). If you use a level 9 spell slot, the spell lasts until di"
      },
      {
        "document": 1215,
        "excerpt": "Concentration, up to 8 hours"
      },
      {
        "document": 1217,
        "excerpt": "oice, and the water is clean. The food spoils after 24 hours if uneaten."
      },
      {
        "document": 1219,
        "excerpt": "s complete. The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for anoth"
      },
      {
        "document": 1220,
        "excerpt": "---------- | :--------- | | Vegetable matter | 24 hours | | Stone or crystal | 12 hours | | Precious metals | 1 hour | | Gems"
      },
      {
        "document": 1224,
        "excerpt": "8 hours"
      },
      {
        "document": 1226,
        "excerpt": "8 hours"
      },
      {
        "document": 1241,
        "excerpt": "already) and can't return to the current plane for 24 hours by any means short of a Wish spell. Divine Word Effects | Hit Points | Effect"
      },
      {
        "document": 1242,
        "excerpt": "5 (up to 10 minutes), 6 (up to 1 hour), or 7+ (up to 8 hours)."
      },
      {
        "document": 1243,
        "excerpt": "ion can last longer with a level 9 spell slot (up to 8 hours)."
      },
      {
        "document": 1244,
        "excerpt": "6 (up to 10 minutes), 7 (up to 1 hour), or 8+ (up to 8 hours)."
      },
      {
        "document": 1246,
        "excerpt": "8 hours"
      },
      {
        "document": 1247,
        "excerpt": "t the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for sno"
      },
      {
        "document": 1256,
        "excerpt": "Up to 8 hours"
      },
      {
        "document": 1261,
        "excerpt": "8 hours"
      },
      {
        "document": 1283,
        "excerpt": "8 hours"
      },
      {
        "document": 1294,
        "excerpt": "24 hours"
      },
      {
        "document": 1298,
        "excerpt": "8 hours"
      },
      {
        "document": 1299,
        "excerpt": "24 hours"
      },
      {
        "document": 1303,
        "excerpt": "24 hours"
      },
      {
        "document": 1304,
        "excerpt": "24 hours"
      },
      {
        "document": 1311,
        "excerpt": "hat partakes gains several benefits, which last for 24 hours. The creature has Resistance to Poison damage, and it has Immunity to the Frightened and Poisoned condit"
      },
      {
        "document": 1313,
        "excerpt": "can last longer with a spell slot of level 2 (up to 4 hours), 3–4 (up to 8 hours), or 5+ (24 hours)."
      },
      {
        "document": 1318,
        "excerpt": "an last longer with a spell slot of level 3–4 (up to 8 hours) or 5+ (up to 24 hours)."
      },
      {
        "document": 1324,
        "excerpt": "ected, and it is immune to this spell for the next 24 hours. On a failed save, the target is imprisoned. While imprisoned, the target doesn't need to breathe, eat,"
      },
      {
        "document": 1342,
        "excerpt": "8 hours"
      },
      {
        "document": 1345,
        "excerpt": "s it, and you can't attempt to possess it again for 24 hours. Once you possess a creature's body, you control it. Your Hit Points, Hit Point Dice, Strength, Dexteri"
      },
      {
        "document": 1349,
        "excerpt": "24 hours"
      },
      {
        "document": 1354,
        "excerpt": "24 hours"
      },
      {
        "document": 1356,
        "excerpt": "8 hours"
      },
      {
        "document": 1360,
        "excerpt": "24 hours"
      },
      {
        "document": 1367,
        "excerpt": "ory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow th"
      },
      {
        "document": 1369,
        "excerpt": "Concentration, up to 2 hours"
      },
      {
        "document": 1370,
        "excerpt": "8 hours"
      },
      {
        "document": 1376,
        "excerpt": "a payment worth 100 GP per minute. A task measured in hours requires 1,000 GP per hour. And a task measured in days (up to 10 days) requires 10,000 GP per day. The"
      },
      {
        "document": 1377,
        "excerpt": "24 hours"
      },
      {
        "document": 1379,
        "excerpt": "Action (Overgrowth) or 8 hours (Enrichment)"
      },
      {
        "document": 1389,
        "excerpt": "24 hours"
      },
      {
        "document": 1413,
        "excerpt": "ected, and you can't use this spell on it again for 24 hours. On a failed save, the spell creates an Invisible, intangible sensor within 10 feet of the target. You"
      },
      {
        "document": 1417,
        "excerpt": "8 hours"
      },
      {
        "document": 1418,
        "excerpt": "k your ability to reach it again with this spell for 8 hours. If you try to send another message during that time, you learn that you are blocked, and the spell fail"
      },
      {
        "document": 1429,
        "excerpt": "12 hours"
      },
      {
        "document": 1447,
        "excerpt": "Concentration, up to 8 hours"
      },
      {
        "document": 1459,
        "excerpt": "8 hours"
      },
      {
        "document": 1478,
        "excerpt": "24 hours"
      },
      {
        "document": 1482,
        "excerpt": "8 hours"
      },
      {
        "document": 1484,
        "excerpt": "munity to a single spell or other magical effect for 8 hours. Sudden Learning. You replace one of your feats with another feat for which you are eligible. You lose"
      },
      {
        "document": 1509,
        "excerpt": "nd watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside. The apparatus floats on water. It ca"
      },
      {
        "document": 1535,
        "excerpt": "it, which requires a Magic action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned"
      },
      {
        "document": 1579,
        "excerpt": "to touch the token to a boat or ship. For the next 24 hours, the vessel can't be moved by any means. Touching the token to the vessel again ends the effect. When th"
      },
      {
        "document": 1580,
        "excerpt": "a griffon rampant. It can become a Griffon for up to 6 hours. Once it has been used, it can't be used again until 5 days have passed. Ebony Fly (Rare). This ebony s"
      },
      {
        "document": 1605,
        "excerpt": "ain. In addition, the creature can travel for up to 12 hours a day without gaining Exhaustion levels from extended travel."
      },
      {
        "document": 1610,
        "excerpt": "mpts made by that creature automatically fail until 24 hours have elapsed. Once the bands are used, they can't be used again until the next dawn."
      },
      {
        "document": 1613,
        "excerpt": ", Uncommon While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. Inv"
      },
      {
        "document": 1619,
        "excerpt": "and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Consti"
      },
      {
        "document": 1620,
        "excerpt": "and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Streng"
      },
      {
        "document": 1621,
        "excerpt": "ion with the manual at hand and resting no more than 8 hours per day. You must also pay the specified cost to purchase supplies. Once you finish creating the golem,"
      },
      {
        "document": 1622,
        "excerpt": "and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Dexter"
      },
      {
        "document": 1627,
        "excerpt": "ol. You have Disadvantage on D20 Tests for the next 72 hours. Draw another card; this draw doesn't count as one of your declared draws. Gem. Twenty-five pieces of j"
      },
      {
        "document": 1635,
        "excerpt": "ains the effect of the Freedom of Movement spell for 8 hours. Alternatively, the oil can be poured on the ground as a Magic action, where it covers a 10-foot square"
      },
      {
        "document": 1641,
        "excerpt": "its save is immune to the effect of these pipes for 24 hours."
      },
      {
        "document": 1642,
        "excerpt": "nd can't be swayed by the pipes' music for the next 24 hours. On a failed save, the swarm is swayed by the pipes' music and becomes Friendly to you and your allies f"
      },
      {
        "document": 1648,
        "excerpt": "he “reduce” effect of the Enlarge/Reduce spell for 1d4 hours (no Concentration required). The red in the potion's liquid continuously contracts to a tiny bead and t"
      },
      {
        "document": 1661,
        "excerpt": "nd ends the Poisoned condition on you. For the next 24 hours, you regain the maximum number of Hit Points for any Hit Point Die you spend. This potion's crimson liq"
      },
      {
        "document": 1662,
        "excerpt": "Potion, Uncommon You can breathe underwater for 24 hours after drinking this potion. This potion's cloudy green fluid smells of the sea and has a jellyfish-like"
      },
      {
        "document": 1666,
        "excerpt": "the djinni departs, it can't be summoned again for 24 hours, and the ring becomes nonmagical if the djinni dies. Rings of Djinni Summoning are often created by the"
      },
      {
        "document": 1696,
        "excerpt": "isdom saving throw or have the Charmed condition for 8 hours. While Charmed in this way, the creature regards you as its trusted leader. If harmed by you or your all"
      },
      {
        "document": 1734,
        "excerpt": "and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Intell"
      },
      {
        "document": 1735,
        "excerpt": "and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charis"
      },
      {
        "document": 1736,
        "excerpt": "and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Wisdom"
      },
      {
        "document": 1756,
        "excerpt": "rlds has opened a portal, it can't do so again for 1d8 hours."
      },
      {
        "document": 1759,
        "excerpt": "the wings disappear, you can't use them again for 1d12 hours. ---"
      },
      {
        "document": 1760,
        "excerpt": "ave whenever it takes damage as well as after every 24 hours it spends at least 1 mile away from the aboleth, ending the effect on itself on a success."
      },
      {
        "document": 1825,
        "excerpt": "target is immune to this devil's Unnerving Gaze for 24 hours."
      },
      {
        "document": 1829,
        "excerpt": "arget is immune to this cloaker's Moan for the next 24 hours. Phantasms (Recharge after a Short or Long Rest). The cloaker casts the Mirror Image spell, requiring n"
      },
      {
        "document": 1831,
        "excerpt": "condition, instead of the Restrained condition, for 24 hours."
      },
      {
        "document": 1841,
        "excerpt": "inishing a Long Rest, and it repeats the save every 24 hours that elapse, ending the effect on itself on a success. Subsequent Failures: The Poisoned target's Hit Po"
      },
      {
        "document": 1852,
        "excerpt": ": At Will: Animal Friendship, Charm Monster (lasts 24 hours; ends early if the dryad casts the spell again), Druidcraft 1/Day Each: Entangle, Pass without Trace"
      },
      {
        "document": 1870,
        "excerpt": "ss: The target is immune to this ghast's Stench for 24 hours."
      },
      {
        "document": 1871,
        "excerpt": "arget is immune to this ghost's Horrific Visage for 24 hours. Possession (Recharge 6). Charisma Saving Throw: DC 13, one Humanoid the ghost can see within 5 feet. F"
      },
      {
        "document": 1884,
        "excerpt": "or. This figurine can become a Giant Goat for up to 3 hours. The goat can't attack, but you can (harmlessly) remove its horns and use them as weapons. One horn beco"
      },
      {
        "document": 1922,
        "excerpt": "he target is immune to this harpy's Luring Song for 24 hours."
      },
      {
        "document": 1939,
        "excerpt": "6 + 5) Psychic damage, and the target is cursed for 24 hours or until the incubus dies. Until the curse ends, the target gains no benefit from finishing Short Rests."
      },
      {
        "document": 1966,
        "excerpt": "ration. If destroyed, the mummy gains a new body in 24 hours if its heart is intact, reviving with all its Hit Points. The new body appears in an unoccupied space wi"
      },
      {
        "document": 1967,
        "excerpt": "d its Hit Point maximum decreases by 10 (3d6) every 24 hours that elapse. A creature dies and turns to dust if reduced to 0 Hit Points by this attack. Dreadful Glar"
      },
      {
        "document": 1968,
        "excerpt": "et is immune to this nalfeshnee's Horror Nimbus for 24 hours."
      },
      {
        "document": 1986,
        "excerpt": ": The target is immune to this pit fiend's aura for 24 hours. Legendary Resistance (4/Day). If the pit fiend fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 2009,
        "excerpt": "water, but it must be submerged at least once every 4 hours to avoid suffocating outside water. Shark Telepathy. The sahuagin can magically control sharks within 1"
      },
      {
        "document": 2014,
        "excerpt": "target is immune to this hag's Vile Appearance for 24 hours."
      },
      {
        "document": 2016,
        "excerpt": "ain by this attack, a Shadow rises from the corpse 1d4 hours later."
      },
      {
        "document": 2050,
        "excerpt": "s a whole troll. If the limb isn't destroyed within 24 hours, roll 1d12. On a 12, the limb turns into a Troll. Otherwise, the limb withers away."
      },
      {
        "document": 2056,
        "excerpt": "ire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it returns to its vampire form and has the Paralyzed conditi"
      },
      {
        "document": 2067,
        "excerpt": ": The target is immune to this werebear's curse for 24 hours. Handaxe (Humanoid or Hybrid Form Only). Melee or Ranged Attack Roll: +7, reach 5 ft or range 20/60 ft."
      },
      {
        "document": 2068,
        "excerpt": ": The target is immune to this wereboar's curse for 24 hours. Javelin (Humanoid or Hybrid Form Only). Melee or Ranged Attack Roll: +5, reach 5 ft. or range 30/120 f"
      },
      {
        "document": 2069,
        "excerpt": "s: The target is immune to this wererat's curse for 24 hours. Scratch. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Slashing damage. Hand Crossbow (Humanoid"
      },
      {
        "document": 2070,
        "excerpt": "The target is immune to this weretiger's curse for 24 hours. Scratch. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage. Longbow (Humanoid or H"
      },
      {
        "document": 2071,
        "excerpt": ": The target is immune to this werewolf's curse for 24 hours. Scratch. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage. Longbow (Humanoid or H"
      },
      {
        "document": 2073,
        "excerpt": "amage taken. A Humanoid slain by this attack rises 24 hours later as a Zombie under the wight's control, unless the Humanoid is restored to life or its body is dest"
      }
    ],
    "house": [
      {
        "document": 720,
        "excerpt": "ubes embedded in the surrounding walls. The holes that house these tubes are obscured by dust and cobwebs or skillfully hidden amid bas-reliefs, murals, or frescoes."
      }
    ],
    "houses": [
      {
        "document": 1673,
        "excerpt": "aring the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you"
      }
    ],
    "hover": [
      {
        "document": 630,
        "excerpt": ". You can stay aloft in those circumstances if you can hover. See also “Falling” and “Fly Speed.”"
      },
      {
        "document": 645,
        "excerpt": "Hover"
      },
      {
        "document": 1222,
        "excerpt": "them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form that is vaguel"
      },
      {
        "document": 1279,
        "excerpt": "ation, the target gains a Fly Speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall. Using a Higher"
      },
      {
        "document": 1286,
        "excerpt": "thod of movement is a Fly Speed of 10 feet, and it can hover. The target can enter and occupy the space of another creature. The target has Resistance to Bludgeoning"
      },
      {
        "document": 1482,
        "excerpt": "oud form, a target has a Fly Speed of 300 feet and can hover; it has Immunity to the Prone condition; and it has Resistance to Bludgeoning, Piercing, and Slashing da"
      },
      {
        "document": 1534,
        "excerpt": "ou stand astride it and take a Magic action to make it hover beneath you, at which time it can be ridden in the air. It has a Fly Speed of 50 feet. It can carry up t"
      },
      {
        "document": 1537,
        "excerpt": "Wondrous Item, Very Rare You can make this carpet hover and fly by taking a Magic action and using the carpet's command word. It moves according to your directi"
      },
      {
        "document": 1555,
        "excerpt": "pon into the air. When you do so, the weapon begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of itself. The weapon uses y"
      },
      {
        "document": 1649,
        "excerpt": "ain a Fly Speed equal to your Speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying al"
      },
      {
        "document": 1667,
        "excerpt": ", and you have a Fly Speed equal to your Speed and can hover. Earth. You know Terran, and you have Resistance to Acid damage. Terrain composed of rubble, rocks, or"
      },
      {
        "document": 1771,
        "excerpt": "10 ft., Fly 90 ft. (hover)"
      },
      {
        "document": 1784,
        "excerpt": "5 ft., Fly 50 ft. (hover)"
      },
      {
        "document": 1792,
        "excerpt": "60 ft., Fly 60 ft. (hover)"
      },
      {
        "document": 1830,
        "excerpt": "40 ft., Fly 20 ft. (hover)"
      },
      {
        "document": 1843,
        "excerpt": "30 ft., Fly 90 ft. (hover)"
      },
      {
        "document": 1845,
        "excerpt": "30 ft., Fly 90 ft. (hover)"
      },
      {
        "document": 1856,
        "excerpt": "40 ft., Fly 60 ft. (hover)"
      },
      {
        "document": 1871,
        "excerpt": "5 ft., Fly 40 ft. (hover)"
      },
      {
        "document": 1940,
        "excerpt": "50 ft., Fly 50 ft. (hover)"
      },
      {
        "document": 1970,
        "excerpt": "60 ft., Fly 90 ft. (hover)"
      },
      {
        "document": 1976,
        "excerpt": "30 ft., Fly 30 ft. (hover)"
      },
      {
        "document": 1987,
        "excerpt": "40 ft., Fly 120 ft. (hover)"
      },
      {
        "document": 2022,
        "excerpt": "50 ft., Fly 150 ft. (hover)"
      },
      {
        "document": 2023,
        "excerpt": "30 ft., Fly 50 ft. (hover)"
      },
      {
        "document": 2035,
        "excerpt": "50 ft., Fly 25 ft. (hover), Swim 50 ft."
      },
      {
        "document": 2056,
        "excerpt": "a Medium cloud of mist (Speed 5 ft., Fly Speed 20 ft. [hover]), or it returns to its vampire form. Anything it is wearing transforms with it. While in bat form, the"
      },
      {
        "document": 2074,
        "excerpt": "5 ft., Fly 50 ft. (hover)"
      },
      {
        "document": 2078,
        "excerpt": "5 ft., Fly 60 ft. (hover)"
      }
    ],
    "hovering": [
      {
        "document": 645,
        "excerpt": "e spells and other effects grant the ability to hover. Hovering while flying prevents you from falling in certain circumstances. See also \"Flying.\""
      },
      {
        "document": 1534,
        "excerpt": "0 feet while carrying over 200 pounds. The broom stops hovering when you land or when you're no longer riding it. As a Magic action, you can send the broom to travel a"
      },
      {
        "document": 1555,
        "excerpt": "k one creature within 5 feet of the weapon. After the hovering weapon attacks for the fourth time, it flies back to you and tries to return to your hand. If you have n"
      },
      {
        "document": 1711,
        "excerpt": "oot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it. The sphere obliterates all matter it passes"
      }
    ],
    "hovers": [
      {
        "document": 1162,
        "excerpt": "reate an Invisible, invulnerable eye within range that hovers for the duration. You mentally receive visual information from the eye, which can see in every direction"
      },
      {
        "document": 1165,
        "excerpt": "tion, up to 1 minute You create a spectral sword that hovers within range. It lasts for the duration. When the sword appears, you make a melee spell attack against"
      },
      {
        "document": 1298,
        "excerpt": "ration: 8 hours A Large spectral guardian appears and hovers for the duration in an unoccupied space that you can see within range. The guardian occupies that space"
      },
      {
        "document": 1407,
        "excerpt": "aches the Cylinder's top without striking anything, it hovers there for the duration. When the spell ends, affected objects and creatures fall downward."
      },
      {
        "document": 1409,
        "excerpt": "ope) Duration: 1 hour You touch a rope. One end of it hovers upward until the rope hangs perpendicular to the ground or the rope reaches a ceiling. At the rope's upp"
      },
      {
        "document": 1508,
        "excerpt": "cause it to animate. The Shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The Shield remains ani"
      },
      {
        "document": 1555,
        "excerpt": "ur ability modifier to damage rolls. While the weapon hovers, you can take a Bonus Action to cause it to fly up to 30 feet to another spot within 30 feet of you. As"
      },
      {
        "document": 2022,
        "excerpt": "ss: The sword magically returns to the solar's hand or hovers within 5 feet of the solar immediately after a ranged attack. Slaying Bow. Dexterity Saving Throw: DC 2"
      }
    ],
    "how": [
      {
        "document": 26,
        "excerpt": "rs where their adventurers are and what's around them (how many doors lead out of a room, what's on a table, and so on). 2: The Players Describe What Their Charac"
      },
      {
        "document": 27,
        "excerpt": "A creature's Armor Class represents how well the creature avoids being wounded in combat. The AC of a character is determined at character creat"
      },
      {
        "document": 34,
        "excerpt": "e “Rules Glossary”). The Proficiency Bonus table shows how the bonus is determined. This bonus is applied to a D20 Test when the creature has proficiency in a ski"
      },
      {
        "document": 43,
        "excerpt": "The game uses actions to govern how much you can do at one time. You can take only one action at a time. This principle is most important in"
      },
      {
        "document": 47,
        "excerpt": "a role. In this case, it's you as a player determining how your character thinks, acts, and talks. Roleplaying is part of every aspect of the game, and it comes to"
      },
      {
        "document": 49,
        "excerpt": "attention to your skill proficiencies when thinking of how you will interact with an NPC; use an approach that relies on your group's skill proficiencies. For exam"
      },
      {
        "document": 66,
        "excerpt": "use the travel pace rules below. If you need to know how fast you can move when every second matters, see the movement rules in “Combat” later in “Playing the Ga"
      },
      {
        "document": 67,
        "excerpt": "e, as shown on the Travel Pace table. The table states how far the party can move in a period of time; if riding horses or other mounts, the group can move twice t"
      },
      {
        "document": 72,
        "excerpt": "cation, the GM figures out where the adversaries are - how far away and in what direction. 2: Roll Initiative. Everyone involved in the combat encounter rolls Init"
      },
      {
        "document": 120,
        "excerpt": "ption of each item category or individual item details how an item is activated. Certain items use the following rules for their activation."
      },
      {
        "document": 124,
        "excerpt": "ell is cast on it. A creature attuned to an item knows how many charges the item has and how many it regains."
      },
      {
        "document": 128,
        "excerpt": "l way. Otherwise, it is impervious to damage. Learning how to destroy an Artifact usually requires research or the completion of a quest."
      },
      {
        "document": 139,
        "excerpt": "ghts telepathically, or speaking aloud. You can choose how it communicates or roll on the Sentient Item's Communication table."
      },
      {
        "document": 143,
        "excerpt": "ext states otherwise, the stat block is in “Monsters.” How to read and use a stat block is explained in “Monsters.”"
      },
      {
        "document": 160,
        "excerpt": "g the items in “Equipment” for inspiration. You decide how much of a monster’s equipment is recoverable after the creature is slain and whether any of that equipme"
      },
      {
        "document": 183,
        "excerpt": "d in a monster's stat block is a default suggestion of how to roleplay the monster, inspired by its traditional role in the game or real-world folklore. Change a m"
      },
      {
        "document": 227,
        "excerpt": "Let your character's background and species inspire how you imagine their past. That past fed into the character's present. With that in mind, consider answers"
      },
      {
        "document": 241,
        "excerpt": "ints. Your character sheet also includes space to note how many Hit Dice you've spent. Initiative. Write your Dexterity modifier in the space for Initiative on yo"
      },
      {
        "document": 247,
        "excerpt": "origin includes two elements: background and species. How did the character spend the years leading up to a life of adventure? Who are the character's ancestors?"
      },
      {
        "document": 365,
        "excerpt": "might take them into account when determining risks or how others perceive your character."
      },
      {
        "document": 378,
        "excerpt": ". At the end of the rest, you learn its properties and how to use them (but not any curse the item might bear). Sometimes a magic item carries a clue to its prope"
      },
      {
        "document": 390,
        "excerpt": "To determine how many days (working 8 hours a day) it takes to make an item, divide its purchase cost in GP by 10 (round"
      },
      {
        "document": 398,
        "excerpt": "their material. The Coin Values table lists coins and how much they're worth relative to the Gold Piece, which is the game's main coin. For example, 100 Copper Pi"
      },
      {
        "document": 406,
        "excerpt": "gory: Light, Medium, or Heavy. The category determines how long it takes to don or doff the armor (as shown in the table). Armor Class (AC). The table's Armor Cla"
      },
      {
        "document": 494,
        "excerpt": "A spell's range indicates how far from the spellcaster the spell's effect can originate, and the spell's description specifies which p"
      },
      {
        "document": 500,
        "excerpt": "e Span. A duration that provides a time span specifies how long the spell lasts in rounds, minutes, hours, or the like. For example, a Duration entry might say “1"
      },
      {
        "document": 503,
        "excerpt": "save and what happens on a success or failure. Here's how to calculate the DC for your spells: Spell save DC = 8 + your spellcasting ability modifier + your Prof"
      },
      {
        "document": 504,
        "excerpt": "l to determine whether the spell hits a target. Here's how to calculate the attack modifier for your spells: Spell attack modifier = your spellcasting ability mod"
      },
      {
        "document": 512,
        "excerpt": "pell's description. A spell's level is an indicator of how powerful it is. Cantrips - simple spells that can be cast almost by rote - are level 0. The rules for ea"
      },
      {
        "document": 514,
        "excerpt": "spell slot. The description of such an item specifies how many times a spell can be cast from it."
      },
      {
        "document": 526,
        "excerpt": "fect's energy erupts. The rules for each shape specify how to position its point of origin. If all straight lines extending from the point of origin to a location"
      },
      {
        "document": 530,
        "excerpt": "nother creature or entity. A possessing effect defines how the possession operates. Possession can be prevented by the Protection from Evil and Good spell and ende"
      },
      {
        "document": 534,
        "excerpt": "is the target number for an attack roll. AC represents how difficult it is to hit a target. Your base AC calculation is 10 plus your Dexterity modifier. If a rule"
      },
      {
        "document": 546,
        "excerpt": "rge, Huge, or Gargantuan. A creature's size determines how much space the creature occupies in combat. An object's size affects its Hit Points. See also \"Breaking"
      },
      {
        "document": 548,
        "excerpt": "lready moved from the new speed. The result determines how much farther you can move. If the result is 0 or less, you can't use the new speed during the current mo"
      },
      {
        "document": 587,
        "excerpt": "he number of player characters can significantly alter how threatening a monster is in actual play. \"Gameplay Toolbox\" (\"Combat Encounters\") provides guidance to t"
      },
      {
        "document": 592,
        "excerpt": "a maximum duration, the effect's description specifies how long the creator can concentrate on it: up to 1 minute, 1 hour, or some other duration. The creator can"
      },
      {
        "document": 593,
        "excerpt": "mporary game state. The definition of a condition says how it affects its recipient, and various rules define how to end a condition. This glossary defines these c"
      },
      {
        "document": 635,
        "excerpt": "Healing is how you regain Hit Points. See also “Playing the Game” (“Damage and Healing”)."
      },
      {
        "document": 643,
        "excerpt": "Hit Points (HP) are a measure of how difficult it is to kill or destroy a creature or an object. Damage reduces Hit Points, and healing resto"
      },
      {
        "document": 651,
        "excerpt": "u urge a monster to do something. Describe or roleplay how you're communicating with the monster. Are you trying to deceive, intimidate, amuse, or gently persuade?"
      },
      {
        "document": 652,
        "excerpt": "combat. The combat rules in “Playing the Game” explain how to roll Initiative. Sometimes a GM might have combatants use their Initiative scores instead of rolling"
      },
      {
        "document": 667,
        "excerpt": "curses - werewolves being a prime example. You decide how a spell like Remove Curse affects a creature with accursed origins. For example, you might decide that a"
      },
      {
        "document": 670,
        "excerpt": "d know why they're being punished and be able to learn how to end their curse, likely by symbolically righting the wrong they committed. How a spell like Remove Cu"
      },
      {
        "document": 674,
        "excerpt": "The following examples show how magical contagions can work. Feel free to alter the saving throw DCs, effects, and other characteristics"
      },
      {
        "document": 684,
        "excerpt": "itude counts as 2 hours for the purpose of determining how long that creature can travel (see “Travel Pace”). Creatures can become acclimated to a high altitude b"
      },
      {
        "document": 689,
        "excerpt": "require a Wisdom saving throw, with a save DC based on how terrifying the situation is. The Sample Fear DCs table provides some examples. Sample Fear DCs Typical"
      },
      {
        "document": 729,
        "excerpt": "ounter, deduct its XP from your XP budget to determine how many XP you have left to spend. Spend as much of your XP budget as you can without going over. It's OK i"
      },
      {
        "document": 735,
        "excerpt": "heir character. This section describes, step by step, how you can create backgrounds tailored for your world and the heroes in it."
      },
      {
        "document": 744,
        "excerpt": "Find obscure information in books, or deduce how something works."
      },
      {
        "document": 963,
        "excerpt": "e rules on spellcasting. The information below details how you use those rules with Bard spells, which appear in the Bard spell list later in the class’s descripti"
      },
      {
        "document": 964,
        "excerpt": "e rules on spellcasting. The information below details how you use those rules with Cleric spells, which appear on the Cleric spell list later in the class’s descr"
      },
      {
        "document": 965,
        "excerpt": "rules on spellcasting. The information below details how you use those rules with Druid spells, which appear on the Druid spell list later in the class's descrip"
      },
      {
        "document": 968,
        "excerpt": "e rules on spellcasting. The information below details how you use those rules with Paladin spells, which appear in the Paladin spell list later in the class’s des"
      },
      {
        "document": 969,
        "excerpt": "e rules on spellcasting. The information below details how you use those rules with Ranger spells, which appear in the Ranger spell list later in the class’s descr"
      },
      {
        "document": 970,
        "excerpt": "You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one"
      },
      {
        "document": 971,
        "excerpt": "e rules on spellcasting. The information below details how you use those rules with Sorcerer spells, which appear in the Sorcerer spell list later in the class’s d"
      },
      {
        "document": 972,
        "excerpt": "e rules on spellcasting. The information below details how you use those rules with Warlock spells, which appear in the Warlock spell list later in the class’s des"
      },
      {
        "document": 973,
        "excerpt": "e rules on spellcasting. The information below details how you use those rules with Wizard spells, which appear in the Wizard spell list later in the class’s descr"
      },
      {
        "document": 984,
        "excerpt": "You've learned how to maximize use of magic items, granting you the following benefits. Attunement. You can attune to up t"
      },
      {
        "document": 1267,
        "excerpt": "e same plane of existence as the destination, you know how far it is and in what direction it lies. Whenever you face a choice of paths along the way there, you k"
      },
      {
        "document": 1322,
        "excerpt": "ome other magical object, you learn its properties and how to use them, whether it requires Attunement, and how many charges it has, if any. You learn whether any"
      },
      {
        "document": 1367,
        "excerpt": "other event. You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to"
      },
      {
        "document": 1391,
        "excerpt": "a 30-foot Cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes. When"
      },
      {
        "document": 1413,
        "excerpt": "ing throw, which is modified (see the tables below) by how well you know the target and the sort of physical connection you have to it. The target doesn't know wha"
      },
      {
        "document": 1463,
        "excerpt": "reature. It might remain Friendly to you, depending on how you have treated it. Creature into Object. If you turn a creature into an object, it transforms along w"
      },
      {
        "document": 1484,
        "excerpt": "might suffer an unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a"
      },
      {
        "document": 1515,
        "excerpt": "when found. The bag weighs half a pound regardless of how many beans it contains and becomes a non-magical item when it no longer contains any beans. If you dump"
      },
      {
        "document": 1518,
        "excerpt": "itiative count. You can take a Bonus Action to command how the creature moves and what action it takes on its next turn, such as attacking an enemy. In the absence"
      },
      {
        "document": 1561,
        "excerpt": "ls on the following table from it. The table indicates how many charges you must expend to cast the spell. Call Dragons. While you control the orb, you can take a"
      },
      {
        "document": 1604,
        "excerpt": "made of a different metal. The horn's type determines how many spirits it summons, as well as the requirement for its use. The GM chooses the horn's type or deter"
      },
      {
        "document": 1609,
        "excerpt": "he level of the slot used to cast the spell determines how much space it uses. While this stone orbits your head, you can cast any spell stored in it. The spell u"
      },
      {
        "document": 1627,
        "excerpt": "om the deck. Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly. Any cards drawn in excess of this number have"
      },
      {
        "document": 1667,
        "excerpt": ", as shown in the following table. The table indicates how many charges you must expend to cast the spell, which has a save DC of 18."
      },
      {
        "document": 1678,
        "excerpt": "he level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the sl"
      },
      {
        "document": 1692,
        "excerpt": "t spell. When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence and how many levels of spell"
      },
      {
        "document": 1713,
        "excerpt": "from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell. Regaining Charges. The staff regains 1d6 + 4 expended c"
      },
      {
        "document": 1714,
        "excerpt": "from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell. Regaining Charges. The staff regains 1d6 + 4 expended c"
      },
      {
        "document": 1715,
        "excerpt": "our spellcasting ability modifier. The table indicates how many charges you must expend to cast the spell. Regaining Charges. The staff regains 1d6 + 4 expended c"
      },
      {
        "document": 1716,
        "excerpt": "from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell. Regaining Charges. The staff regains 2d8 + 4 expended c"
      },
      {
        "document": 1718,
        "excerpt": "save DC and spell attack modifier. The table indicates how many charges you must expend to cast the spell. Regaining Charges. The staff regains 1d6 + 4 expended c"
      },
      {
        "document": 1719,
        "excerpt": "from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell. Regaining Charges. The staff regains 4d6 + 2 expended c"
      },
      {
        "document": 1721,
        "excerpt": "from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell. Tree Form. You can take a Magic action to plant one end"
      },
      {
        "document": 1741,
        "excerpt": "7) on the following table from it. The table indicates how many charges you must expend to cast the spell. Regaining Charges. The wand regains 1d6 + 1 expended ch"
      },
      {
        "document": 1743,
        "excerpt": "5) on the following table from it. The table indicates how many charges you must expend to cast the spell. Regaining Charges. The wand regains 1d6 + 1 expended ch"
      }
    ],
    "however": [
      {
        "document": 57,
        "excerpt": "a door, and the GM describes what happens. Sometimes, however, rules govern what you can do with an object, as detailed in the following sections."
      },
      {
        "document": 74,
        "excerpt": "ules for movement. Communicating. You can communicate however you are able - through brief utterances and gestures - as you take your turn. Doing so uses neither your"
      },
      {
        "document": 77,
        "excerpt": "ar movement, or they can constitute your entire move. However you're moving with your Speed, you deduct the distance of each part of your move from it until it is use"
      },
      {
        "document": 117,
        "excerpt": "orn tend to magically adjust themselves to the wearer. However, you can decide that a magic item doesn't adjust its size to fit any wearer. For example, a particular a"
      },
      {
        "document": 160,
        "excerpt": "You may equip monsters with additional gear however you like, using the items in “Equipment” for inspiration. You decide how much of a monster’s equipment i"
      },
      {
        "document": 243,
        "excerpt": "se a Class. Most characters advance in the same class. However, you might decide to gain a level in another class using the rules in the “Multiclassing” section. 2: Ad"
      },
      {
        "document": 264,
        "excerpt": "ell slots, three level 2 slots, and two level 3 slots. However, you can't prepare any level 3 spells, nor can you prepare any level 2 Ranger spells. You can use the sp"
      },
      {
        "document": 633,
        "excerpt": "ecial attacks that allow them to quickly grapple prey. However a grapple is initiated, it follows these rules. See also “Unarmed Strike” and “Grappled.” Grappled Cond"
      },
      {
        "document": 727,
        "excerpt": "e or more of them might need to use healing resources, however. As a rough guideline, a single monster generally presents a low-difficulty challenge for a party of fou"
      },
      {
        "document": 1259,
        "excerpt": "rking with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a 5-foot Cube). The quality of any"
      },
      {
        "document": 1363,
        "excerpt": "n see through the illusion to the terrain's true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion's presence, t"
      },
      {
        "document": 1473,
        "excerpt": "gic. A Disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane and blocks ethereal travel through the wall."
      },
      {
        "document": 1475,
        "excerpt": "to be vertical or rest on a firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm o"
      },
      {
        "document": 1516,
        "excerpt": "the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existenc"
      },
      {
        "document": 1518,
        "excerpt": ", or tan cloth appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. You can take a Magic action to pull the fuzzy object fr"
      },
      {
        "document": 1627,
        "excerpt": "tful ownership of a small keep somewhere in the world. However, the keep is currently home to one or more monsters, which must be cleared out before you can claim the"
      },
      {
        "document": 1658,
        "excerpt": "like a Potion of Healing or another beneficial potion. However, it is actually poison masked by illusion magic. Identify reveals its true nature. If you drink this po"
      },
      {
        "document": 1707,
        "excerpt": "ands free. You have a Climb Speed equal to your Speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil."
      },
      {
        "document": 1719,
        "excerpt": "number of charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of charges above 50, the staff explodes as if you activated"
      },
      {
        "document": 1922,
        "excerpt": "et of the harpy. It doesn't avoid Opportunity Attacks; however, before moving into damaging terrain (such as lava or a pit) and whenever it takes damage from a source"
      }
    ],
    "https": [
      {
        "document": 0,
        "excerpt": "“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 Internatio"
      }
    ],
    "hued": [
      {
        "document": 1640,
        "excerpt": "and have the Charmed condition for 1 hour. This rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart."
      }
    ],
    "hues": [
      {
        "document": 1688,
        "excerpt": "the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds Bright Light in a 30-foot radius and D"
      }
    ],
    "huge": [
      {
        "document": 180,
        "excerpt": "A monster is Tiny, Small, Medium, Large, Huge, or Gargantuan. If size options are presented, you choose the creature's size from those options. See \"P"
      },
      {
        "document": 322,
        "excerpt": "it escapes. The target succeeds automatically if it is Huge or larger. To escape, the target or a creature within 5 feet of it must take an action to make a DC 10"
      },
      {
        "document": 546,
        "excerpt": "elongs to a size category: Tiny, Small, Medium, Large, Huge, or Gargantuan. A creature's size determines how much space the creature occupies in combat. An object's"
      },
      {
        "document": 554,
        "excerpt": "name. Size. A monster is Tiny, Small, Medium, Large, Huge, or Gargantuan. See also \"Size.\" Creature Type. This entry notes the family of beings a monster belongs"
      },
      {
        "document": 580,
        "excerpt": "s that are Large or smaller. To track Hit Points for a Huge or Gargantuan object, divide it into Large or smaller sections, and track each section's Hit Points sepa"
      },
      {
        "document": 717,
        "excerpt": "it escapes. The target succeeds automatically if it's Huge or larger. A creature can take an action to make a DC 10 Strength (Athletics) check, freeing itself or a"
      },
      {
        "document": 751,
        "excerpt": "Huge"
      },
      {
        "document": 804,
        "excerpt": "Huge"
      },
      {
        "document": 938,
        "excerpt": "Huge"
      },
      {
        "document": 945,
        "excerpt": "Huge"
      },
      {
        "document": 950,
        "excerpt": "Huge"
      },
      {
        "document": 972,
        "excerpt": "d you can give the target the Prone condition if it is Huge or smaller. Eldritch Spear Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage Choose"
      },
      {
        "document": 1158,
        "excerpt": "ts as one object, a Large target counts as two, and a Huge target counts as three. Each target animates, sprouts legs, and becomes a Construct that uses the Anima"
      },
      {
        "document": 1161,
        "excerpt": "or sympathy, and target one creature or object that is Huge or smaller. Then specify a kind of creature, such as red dragons, goblins, or vampires. A creature of th"
      },
      {
        "document": 1163,
        "excerpt": "ce damage. Forceful Hand. The hand attempts to push a Huge or smaller creature within 5 feet of it. The target must succeed on a Strength saving throw, or the hand"
      },
      {
        "document": 1214,
        "excerpt": "ne side of the area to the other and then crashes. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicl"
      },
      {
        "document": 1235,
        "excerpt": "ct or a creation of magical force. If such a target is Huge or larger, this spell disintegrates a 10-foot-Cube portion of it. Using a Higher-Level Spell Slot. The"
      },
      {
        "document": 1452,
        "excerpt": "ffected by the spell. Creature. You can try to move a Huge or smaller creature. The target must succeed on a Strength saving throw, or you move it up to 30 feet in"
      },
      {
        "document": 1467,
        "excerpt": "any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Stren"
      },
      {
        "document": 1610,
        "excerpt": ". You can take a Magic action to throw the sphere at a Huge or smaller creature you can see within 60 feet of yourself. As the sphere moves through the air, it open"
      },
      {
        "document": 1761,
        "excerpt": "Huge Dragon (Chromatic), Chaotic Evil"
      },
      {
        "document": 1762,
        "excerpt": "Huge Dragon (Chromatic), Lawful Evil"
      },
      {
        "document": 1763,
        "excerpt": "Huge Dragon (Metallic), Chaotic Good"
      },
      {
        "document": 1764,
        "excerpt": "Huge Dragon (Metallic), Lawful Good"
      },
      {
        "document": 1765,
        "excerpt": "Huge Dragon (Metallic), Chaotic Good"
      },
      {
        "document": 1766,
        "excerpt": "Huge Dragon (Metallic), Lawful Good"
      },
      {
        "document": 1767,
        "excerpt": "Huge Dragon (Chromatic), Lawful Evil"
      },
      {
        "document": 1768,
        "excerpt": "Huge Dragon (Chromatic), Chaotic Evil"
      },
      {
        "document": 1769,
        "excerpt": "Huge Dragon (Metallic), Lawful Good"
      },
      {
        "document": 1770,
        "excerpt": "Huge Dragon (Chromatic), Chaotic Evil"
      },
      {
        "document": 1787,
        "excerpt": "Huge Beast (Dinosaur), Unaligned"
      },
      {
        "document": 1789,
        "excerpt": "Huge Beast (Dinosaur), Unaligned"
      },
      {
        "document": 1794,
        "excerpt": "Huge Plant, Neutral"
      },
      {
        "document": 1799,
        "excerpt": "Huge Fiend (Demon), Chaotic Evil"
      },
      {
        "document": 1806,
        "excerpt": "Huge Monstrosity, Neutral Evil"
      },
      {
        "document": 1830,
        "excerpt": "Huge Giant, Neutral"
      },
      {
        "document": 1848,
        "excerpt": ": 18 (2d10 + 7) Bludgeoning damage. If the target is a Huge or smaller creature, it has the Prone condition. Steam Breath (Recharge 5–6). Constitution Saving Throw"
      },
      {
        "document": 1857,
        "excerpt": "Huge Beast, Unaligned"
      },
      {
        "document": 1863,
        "excerpt": "Huge Giant, Lawful Evil"
      },
      {
        "document": 1867,
        "excerpt": "Huge Giant, Neutral Evil"
      },
      {
        "document": 1873,
        "excerpt": "Huge Beast, Unaligned"
      },
      {
        "document": 1878,
        "excerpt": "Huge Beast, Unaligned"
      },
      {
        "document": 1880,
        "excerpt": "Huge Beast, Unaligned"
      },
      {
        "document": 1882,
        "excerpt": "Huge Celestial, Neutral Good"
      },
      {
        "document": 1894,
        "excerpt": "Huge Beast, Unaligned"
      },
      {
        "document": 1926,
        "excerpt": "Huge Giant, Chaotic Evil"
      },
      {
        "document": 1934,
        "excerpt": "Huge Monstrosity, Unaligned"
      },
      {
        "document": 1943,
        "excerpt": "Huge Beast, Unaligned"
      },
      {
        "document": 1955,
        "excerpt": "Huge Beast, Unaligned"
      },
      {
        "document": 1962,
        "excerpt": "nly). The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic has the Grappled condition (escape DC 13). Ability checks made"
      },
      {
        "document": 2002,
        "excerpt": "Huge Monstrosity, Unaligned"
      },
      {
        "document": 2005,
        "excerpt": "Hit: 23 (4d6 + 9) Slashing damage. If the target is a Huge or smaller creature, it has the Grappled condition (escape DC 19) from both talons, and it has the Restr"
      },
      {
        "document": 2033,
        "excerpt": "Huge Giant, Neutral"
      },
      {
        "document": 2035,
        "excerpt": "Huge Giant, Chaotic Good"
      },
      {
        "document": 2044,
        "excerpt": ": 23 (3d8 + 10) Bludgeoning damage. If the target is a Huge or smaller creature, it has the Prone condition. Thunderous Bellow (Recharge 5–6). Constitution Saving"
      },
      {
        "document": 2048,
        "excerpt": "Huge Plant, Chaotic Good"
      },
      {
        "document": 2049,
        "excerpt": "Huge Beast (Dinosaur), Unaligned"
      },
      {
        "document": 2052,
        "excerpt": "Huge Beast (Dinosaur), Unaligned"
      }
    ],
    "human": [
      {
        "document": 30,
        "excerpt": "iration independent of the GM's decision. For example, Human characters start each day with Heroic Inspiration."
      },
      {
        "document": 226,
        "excerpt": "ns”: Dragonborn, Dwarf, Elf, Gnome, Goliath, Halfling, Human, Orc, and Tiefling. Once you’ve chosen a species, write it on your character sheet. Then record your spe"
      },
      {
        "document": 266,
        "excerpt": "35 A white, sequined glove sized for a human 36 A vest with one hundred tiny pockets 37 A weightless stone 38 A sketch of a goblin 39 An empty gl"
      },
      {
        "document": 283,
        "excerpt": "r's species, you determine whether your character is a human or a member of a fantastical species, such as dragonborn or gnome. The peoples of the multiverse hail f"
      },
      {
        "document": 747,
        "excerpt": "This represents the human average."
      },
      {
        "document": 992,
        "excerpt": "Human"
      },
      {
        "document": 1339,
        "excerpt": "or the nearest creature of a specific kind (such as a human or a unicorn) if you have seen such a creature up close - within 30 feet - at least once. If the creatur"
      },
      {
        "document": 1349,
        "excerpt": "y your commands. Each servant can perform tasks that a human could perform, but they can't attack or take any action that would directly harm another creature. Thus"
      },
      {
        "document": 1402,
        "excerpt": "orn | 7 | Halfling | | 3 | Dwarf | 8 | Human | | 4 | Elf | 9 | Orc | | 5 | Gnome | 10 | Tiefling | The reincarnated"
      },
      {
        "document": 1468,
        "excerpt": "an object. The servant can perform simple tasks that a human could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and"
      }
    ],
    "human's": [
      {
        "document": 1170,
        "excerpt": "eepers, and so forth, and it gains senses similar to a human's. The GM chooses statistics appropriate for the awakened Plant, such as the statistics for the Awakened"
      }
    ],
    "humanlike": [
      {
        "document": 181,
        "excerpt": "lors and hell hounds. Giants are towering beings with humanlike shapes, like fire giants and trolls. Humanoids are people defined by their roles and professions, such"
      },
      {
        "document": 1222,
        "excerpt": "ur lights into one glowing Medium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius. As a Bonus Action, you can"
      }
    ],
    "humanoid": [
      {
        "document": 181,
        "excerpt": "beings, such as aboleths and cloakers. Beasts are non-Humanoid natural creatures, like horses and wolves, as well as most giant animals. Celestials are magical creatu"
      },
      {
        "document": 285,
        "excerpt": "les Glossary.” Every species in “Character Origins” is Humanoid; playable non-Humanoid species appear in other books."
      },
      {
        "document": 326,
        "excerpt": "a (Persuasion) checks made to influence an Indifferent Humanoid within 5 feet of yourself."
      },
      {
        "document": 599,
        "excerpt": "e of creature it is. Most player characters are of the Humanoid type. These are the game's creature types: The types don't have rules themselves, but some rules in the"
      },
      {
        "document": 675,
        "excerpt": "Cackle Fever for 1 year. Spreading the Contagion. Any Humanoid (other than a gnome) that starts its turn within a 10-foot Emanation originating from a creature infecte"
      },
      {
        "document": 676,
        "excerpt": "dwell in such areas, including otyu-ghs and rats. Any Humanoid that is wounded by a creature that carries the contagion or that comes into contact with contaminated fi"
      },
      {
        "document": 677,
        "excerpt": "Magical Contagion Any Beast or Humanoid that drinks water tainted by Sight Rot must succeed on a DC 15 Constitution saving throw or have the Bli"
      },
      {
        "document": 947,
        "excerpt": "Humanoid"
      },
      {
        "document": 986,
        "excerpt": "Humanoid"
      },
      {
        "document": 987,
        "excerpt": "Humanoid"
      },
      {
        "document": 988,
        "excerpt": "Humanoid"
      },
      {
        "document": 989,
        "excerpt": "Humanoid"
      },
      {
        "document": 990,
        "excerpt": "Humanoid"
      },
      {
        "document": 991,
        "excerpt": "Humanoid"
      },
      {
        "document": 992,
        "excerpt": "Humanoid"
      },
      {
        "document": 993,
        "excerpt": "Humanoid"
      },
      {
        "document": 994,
        "excerpt": "Humanoid"
      },
      {
        "document": 1157,
        "excerpt": "hoose a pile of bones or a corpse of a Medium or Small Humanoid within range. The target becomes an Undead creature: a Skeleton if you chose bones or a Zombie if you ch"
      },
      {
        "document": 1186,
        "excerpt": "ts: V, S Duration: Concentration, up to 1 minute Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving"
      },
      {
        "document": 1189,
        "excerpt": "Range: 30 feet Components: V, S Duration: 1 hour One Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies ar"
      },
      {
        "document": 1244,
        "excerpt": "nts: V, S Duration: Concentration, up to 1 minute One Humanoid you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the dur"
      },
      {
        "document": 1269,
        "excerpt": "ed save or half as much damage on a successful one. A Humanoid killed by this spell rises at the start of your next turn as a Zombie (see “Monsters”) that follows your"
      },
      {
        "document": 1316,
        "excerpt": "ron) Duration: Concentration, up to 1 minute Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed co"
      },
      {
        "document": 1345,
        "excerpt": "ess a Humanoid's body. You can attempt to possess any Humanoid within 100 feet of you that you can see (creatures warded by a Protection from Evil and Good or Magic Ci"
      },
      {
        "document": 1402,
        "excerpt": "ll consumes) Duration: Instantaneous You touch a dead Humanoid or a piece of one. If the creature has been dead no longer than 10 days, the spell forms a new body for"
      },
      {
        "document": 1429,
        "excerpt": "til dispelled You create a simulacrum of one Beast or Humanoid that is within 10 feet of you for the entire casting of the spell. You finish the casting by touching bo"
      },
      {
        "document": 1760,
        "excerpt": "aboleth gains the target's memories if the target is a Humanoid and is reduced to 0 Hit Points by this action. Dominate Mind (2/Day). Wisdom Saving Throw: DC 16, one c"
      },
      {
        "document": 1763,
        "excerpt": ", Minor Illusion, Scorching Ray, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points r"
      },
      {
        "document": 1764,
        "excerpt": "Guiding Bolt (level 2 version), Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points r"
      },
      {
        "document": 1765,
        "excerpt": "evel 4 version), Minor Illusion, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points r"
      },
      {
        "document": 1766,
        "excerpt": "Guiding Bolt (level 2 version), Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points r"
      },
      {
        "document": 1769,
        "excerpt": "Magic, Hold Monster, Ice Knife, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points r"
      },
      {
        "document": 1775,
        "excerpt": "Scorching Ray (level 3 version), Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points r"
      },
      {
        "document": 1776,
        "excerpt": "Guiding Bolt (level 2 version), Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points r"
      },
      {
        "document": 1777,
        "excerpt": "evel 5 version), Minor Illusion, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points r"
      },
      {
        "document": 1778,
        "excerpt": "Guiding Bolt (level 4 version), Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points r"
      },
      {
        "document": 1781,
        "excerpt": "er, Ice Knife (level 2 version), Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points r"
      },
      {
        "document": 1790,
        "excerpt": "Medium or Small Humanoid (Wizard), Neutral"
      },
      {
        "document": 1791,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 1800,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 1801,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 1807,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 1832,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 1835,
        "excerpt": ", Detect Magic, Detect Thoughts, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points"
      },
      {
        "document": 1838,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 1839,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 1843,
        "excerpt": "At Will: Detect Evil and Good, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points r"
      },
      {
        "document": 1846,
        "excerpt": ". The doppelganger shape-shifts into a Medium or Small Humanoid, or it returns to its true form. Its game statistics, other than its size, are the same in each form. An"
      },
      {
        "document": 1851,
        "excerpt": "Medium or Small Humanoid (Druid), Neutral"
      },
      {
        "document": 1871,
        "excerpt": "ession (Recharge 6). Charisma Saving Throw: DC 13, one Humanoid the ghost can see within 5 feet. Failure: The target is possessed by the ghost; the ghost disappears, an"
      },
      {
        "document": 1904,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 1914,
        "excerpt": "l again. Mimicry. The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations only with a successful DC 14 Wisdo"
      },
      {
        "document": 1918,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 1919,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 1922,
        "excerpt": "entration ends on it. Wisdom Saving Throw: DC 11, each Humanoid and Giant in a 300-foot Emanation originating from the harpy when the song starts. Failure: The target h"
      },
      {
        "document": 1944,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 1952,
        "excerpt": "Medium or Small Humanoid (Wizard), Neutral"
      },
      {
        "document": 1969,
        "excerpt": "ape-Shift. The hag shape-shifts into a Small or Medium Humanoid, or it returns to its true form. Other than its size, its game statistics are the same in each form. Any"
      },
      {
        "document": 1971,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 1976,
        "excerpt": "ape-Shift. The oni shape-shifts into a Small or Medium Humanoid or a Large Giant, or it returns to its true form. Other than its size, its game statistics are the same"
      },
      {
        "document": 1984,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 1985,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 1991,
        "excerpt": "Medium or Small Humanoid (Cleric), Neutral"
      },
      {
        "document": 1992,
        "excerpt": "Medium or Small Humanoid (Cleric), Neutral"
      },
      {
        "document": 2013,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 2014,
        "excerpt": "e Appearance. Wisdom Saving Throw: DC 11, any Beast or Humanoid that starts its turn within 30 feet of the hag and can see the hag's true form. Failure: The target has"
      },
      {
        "document": 2016,
        "excerpt": "The target dies if this reduces that score to 0. If a Humanoid is slain by this attack, a Shadow rises from the corpse 1d4 hours later."
      },
      {
        "document": 2030,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 2036,
        "excerpt": "hift. The succubus shape-shifts into a Medium or Small Humanoid, or it returns to its true form. Its game statistics are the same in each form, except its Fly Speed is"
      },
      {
        "document": 2046,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 2047,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 2054,
        "excerpt": "Medium or Small Humanoid, Neutral Evil"
      },
      {
        "document": 2056,
        "excerpt": "the vampire regains Hit Points equal to that amount. A Humanoid reduced to 0 Hit Points by this damage and then buried rises the following sunset as a Vampire Spawn und"
      },
      {
        "document": 2063,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 2064,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 2067,
        "excerpt": "Hit: 17 (2d12 + 4) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw: DC 14. Failure: The target is curse"
      },
      {
        "document": 2068,
        "excerpt": "Hit: 12 (2d8 + 3) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw: DC 12. Failure: The target is curse"
      },
      {
        "document": 2069,
        "excerpt": ". Hit: 8 (2d4 + 3) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw: DC 11. Failure: The target is curse"
      },
      {
        "document": 2070,
        "excerpt": "Hit: 12 (2d8 + 3) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw: DC 13. Failure: The target is curse"
      },
      {
        "document": 2071,
        "excerpt": "Hit: 12 (2d8 + 3) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw: DC 12. Failure: The target is curse"
      },
      {
        "document": 2073,
        "excerpt": "m decreases by an amount equal to the damage taken. A Humanoid slain by this attack rises 24 hours later as a Zombie under the wight's control, unless the Humanoid is"
      },
      {
        "document": 2078,
        "excerpt": "he damage taken. Create Specter. The wraith targets a Humanoid corpse within 10 feet of itself that has been dead for no longer than 1 minute. The target's spirit rise"
      }
    ],
    "humanoid's": [
      {
        "document": 1345,
        "excerpt": "body (and ending the spell) or attempting to possess a Humanoid's body. You can attempt to possess any Humanoid within 100 feet of you that you can see (creatures warded"
      }
    ],
    "humanoids": [
      {
        "document": 181,
        "excerpt": "s with humanlike shapes, like fire giants and trolls. Humanoids are people defined by their roles and professions, such as mages, pirates, and warriors. They include me"
      },
      {
        "document": 675,
        "excerpt": "s are sometimes tainted by Cackle Fever, which affects Humanoids only (gnomes are strangely immune). A creature suffers the following effects 1d4 days after infection:"
      },
      {
        "document": 788,
        "excerpt": "Humanoids"
      },
      {
        "document": 940,
        "excerpt": "civilizations, wars, and certain creatures (Giants and Humanoids)"
      },
      {
        "document": 1219,
        "excerpt": "t night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a Ghoul under your control (see “Monsters” for its stat block). As a Bon"
      }
    ],
    "hummingbird": [
      {
        "document": 1283,
        "excerpt": "V, S, M (a hummingbird feather)"
      },
      {
        "document": 1645,
        "excerpt": "y liquid brings little bits into view: a fish scale, a hummingbird feather, a cat claw, or a squirrel hair."
      }
    ],
    "hundred": [
      {
        "document": 266,
        "excerpt": ", sequined glove sized for a human 36 A vest with one hundred tiny pockets 37 A weightless stone 38 A sketch of a goblin 39 An empty glass vial that smells of perf"
      },
      {
        "document": 1299,
        "excerpt": "feet tall, and you shape it as one 50-foot square, one hundred 5-foot squares that are contiguous, or twenty-five 10-foot squares that are contiguous. When you cast t"
      }
    ],
    "hundreds": [
      {
        "document": 377,
        "excerpt": "romise - but not a guarantee - of finding magic items. Hundreds of magic items are detailed in “Magic Items” later in this document. Here’s what you need to know about"
      }
    ],
    "hungry": [
      {
        "document": 793,
        "excerpt": "A hungry Bulette burrows up and attacks."
      }
    ],
    "hunt": [
      {
        "document": 984,
        "excerpt": "Hunt for Treasure as a Classic Adventurer A mix of burglar, treasure hunter, and explorer, you are the epito"
      }
    ],
    "hunter": [
      {
        "document": 849,
        "excerpt": "Relentless Hunter"
      },
      {
        "document": 850,
        "excerpt": "Hunter’s Mark"
      },
      {
        "document": 969,
        "excerpt": "You gain a Ranger subclass of your choice. The Hunter subclass is detailed after this class's description. A subclass is a specialization that grants you feat"
      },
      {
        "document": 980,
        "excerpt": "Hunter"
      },
      {
        "document": 984,
        "excerpt": "re as a Classic Adventurer A mix of burglar, treasure hunter, and explorer, you are the epitome of an adventurer. In addition to improving your agility and stealth,"
      },
      {
        "document": 1933,
        "excerpt": "Hunter Shark"
      }
    ],
    "hunter's": [
      {
        "document": 969,
        "excerpt": "You always have the Hunter's Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all expended u"
      },
      {
        "document": 980,
        "excerpt": "Hunter's Lore"
      },
      {
        "document": 1318,
        "excerpt": "Hunter's Mark"
      }
    ],
    "hunters": [
      {
        "document": 1562,
        "excerpt": "ect their cast-off scales and gift them. Other times, hunters carefully preserve the hide of a dead dragon. In either case, Dragon Scale Mail is highly valued. While"
      }
    ],
    "hunting": [
      {
        "document": 308,
        "excerpt": "Hunting Trap (5 GP)"
      },
      {
        "document": 430,
        "excerpt": "Pistol, Bell, Bullseye Lantern, Flask, Hooded Lantern, Hunting Trap, Lock, Manacles, Mirror, Shovel, Signal Whistle, Tinderbox"
      },
      {
        "document": 931,
        "excerpt": "Hunting Trap"
      },
      {
        "document": 1074,
        "excerpt": "Hunting Trap"
      }
    ],
    "hurl": [
      {
        "document": 87,
        "excerpt": "When you make a ranged attack, you fire a bow, hurl an axe, or otherwise send projectiles to strike a foe at a distance. Many spells also involve making a r"
      },
      {
        "document": 979,
        "excerpt": "Hurl Through Hell"
      },
      {
        "document": 1191,
        "excerpt": "(a diamond worth 50+ GP) Duration: Instantaneous You hurl an orb of energy at a target within range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder for th"
      },
      {
        "document": 1249,
        "excerpt": "120 feet Components: V, S Duration: Instantaneous You hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit"
      },
      {
        "document": 1270,
        "excerpt": "120 feet Components: V, S Duration: Instantaneous You hurl a mote of fire at a creature or an object within range. Make a ranged spell attack against the target. O"
      },
      {
        "document": 1285,
        "excerpt": "lobe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling's normal range). It shatters on impact, with the same effect as a normal c"
      },
      {
        "document": 1301,
        "excerpt": "ange: 120 feet Components: V, S Duration: 1 round You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit,"
      },
      {
        "document": 1390,
        "excerpt": "Until the spell ends, you can take a Magic action to hurl fire at a creature or an object within 60 feet of you. Make a ranged spell attack. On a hit, the target"
      },
      {
        "document": 1412,
        "excerpt": "120 feet Components: V, S Duration: Instantaneous You hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack"
      },
      {
        "document": 1629,
        "excerpt": "detonates as a level 3 Fireball (save DC 15). You can hurl multiple beads, or even the whole necklace, at one time. When you do so, increase the damage of the Fire"
      },
      {
        "document": 1802,
        "excerpt": "one Claws attack and one Tail attack, or it makes two Hurl Flame attacks. Claws. Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage. If the targ"
      },
      {
        "document": 1856,
        "excerpt": "The efreeti makes three attacks, using Heated Blade or Hurl Flame in any combination. Heated Blade. Melee Attack Roll: +10, reach 5 ft. Hit: 13 (2d6 + 6) Slashing"
      },
      {
        "document": 1932,
        "excerpt": ". The devil makes three attacks, using Searing Fork or Hurl Flame in any combination. It can replace one attack with a use of Infernal Tail. Searing Fork. Melee At"
      }
    ],
    "hurled": [
      {
        "document": 1483,
        "excerpt": "are deflected upward and miss automatically. Boulders hurled by Giants or siege engines, and similar projectiles, are unaffected. Creatures in gaseous form can't pas"
      }
    ],
    "hurling": [
      {
        "document": 1593,
        "excerpt": "end 1 charge and make a ranged attack with the weapon, hurling it as if it had the Thrown property with a normal range of 20 feet and a long range of 60 feet. If the a"
      }
    ],
    "hurls": [
      {
        "document": 93,
        "excerpt": "ou don't provoke an Opportunity Attack if an explosion hurls you out of a foe's reach or if you fall past an enemy. Making an Opportunity Attack. You can make an Op"
      },
      {
        "document": 1873,
        "excerpt": "ludgeoning damage. Boulder Toss (Recharge 6). The ape hurls a boulder at a point it can see within 90 feet. Dexterity Saving Throw: DC 17, each creature in a 5-foot"
      }
    ],
    "hurtles": [
      {
        "document": 979,
        "excerpt": "ainst your spell save DC, or the target disappears and hurtles through a nightmare landscape. The target takes 8d10 Psychic damage if it isn't a Fiend, and it has the"
      }
    ],
    "hurts": [
      {
        "document": 981,
        "excerpt": "Soothe the Hurts of the World The Life Domain focuses on the positive energy that helps sustain all life in the multiver"
      }
    ],
    "hut": [
      {
        "document": 800,
        "excerpt": "Tiny Hut"
      },
      {
        "document": 888,
        "excerpt": "Tiny Hut"
      },
      {
        "document": 901,
        "excerpt": "Tiny Hut"
      },
      {
        "document": 1459,
        "excerpt": "Tiny Hut"
      }
    ],
    "hybrid": [
      {
        "document": 2067,
        "excerpt": "replace one attack with a Bite attack. Bite (Bear or Hybrid Form Only). Melee Attack Roll: +7, reach 5 ft. Hit: 17 (2d12 + 4) Piercing damage. If the target is a Hu"
      },
      {
        "document": 2068,
        "excerpt": "replace one attack with a Gore attack. Gore (Boar or Hybrid Form Only). Melee Attack Roll: +5, reach 5 ft. Hit: 12 (2d8 + 3) Piercing damage. If the target is a Hum"
      },
      {
        "document": 2069,
        "excerpt": "n replace one attack with a Bite attack. Bite (Rat or Hybrid Form Only). Melee Attack Roll: +5, reach 5 ft. Hit: 8 (2d4 + 3) Piercing damage. If the target is a Huma"
      },
      {
        "document": 2070,
        "excerpt": "replace one attack with a Bite attack. Bite (Tiger or Hybrid Form Only). Melee Attack Roll: +5, reach 5 ft. Hit: 12 (2d8 + 3) Piercing damage. If the target is a Hum"
      },
      {
        "document": 2071,
        "excerpt": "replace one attack with a Bite attack. Bite (Wolf or Hybrid Form Only). Melee Attack Roll: +5, reach 5 ft. Hit: 12 (2d8 + 3) Piercing damage. If the target is a Hum"
      }
    ],
    "hydra": [
      {
        "document": 1934,
        "excerpt": "Hydra"
      }
    ],
    "hyena": [
      {
        "document": 796,
        "excerpt": "Giant Hyena"
      },
      {
        "document": 1887,
        "excerpt": "Giant Hyena"
      },
      {
        "document": 1935,
        "excerpt": "Hyena"
      }
    ],
    "hyena's": [
      {
        "document": 1935,
        "excerpt": "attack roll against a creature if at least one of the hyena's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      }
    ],
    "hypnotic": [
      {
        "document": 863,
        "excerpt": "Hypnotic Pattern"
      },
      {
        "document": 875,
        "excerpt": "Hypnotic Pattern"
      },
      {
        "document": 888,
        "excerpt": "Hypnotic Pattern"
      },
      {
        "document": 901,
        "excerpt": "Hypnotic Pattern"
      },
      {
        "document": 1319,
        "excerpt": "Hypnotic Pattern"
      },
      {
        "document": 1939,
        "excerpt": "Will: Disguise Self, Etherealness 1/Day Each: Dream, Hypnotic Pattern"
      }
    ],
    "i'll": [
      {
        "document": 535,
        "excerpt": "xamples include “If the cultist steps on the trapdoor, I'll pull the lever that opens it,\" and \"If the zombie steps next to me, I move away.\" When the trigger occu"
      }
    ],
    "ice": [
      {
        "document": 583,
        "excerpt": "an use that speed to move through sand, earth, mud, or ice. The creature can't burrow through solid rock unless the creature has a trait that allows it to do so. S"
      },
      {
        "document": 616,
        "excerpt": "zed for creatures of your size or larger - Heavy snow, ice, rubble, or undergrowth - Liquid that's between shin- and waist-deep - A narrow opening sized for a crea"
      },
      {
        "document": 682,
        "excerpt": "s do creatures that are naturally adapted to living in ice-cold water."
      },
      {
        "document": 685,
        "excerpt": "Slippery Ice"
      },
      {
        "document": 687,
        "excerpt": "Thin Ice"
      },
      {
        "document": 767,
        "excerpt": "Create or Destroy Water (1 charge), Ice Storm (2 charges), Tsunami (5 charges), Wall of Ice (3 charges), Water Walk (2 charges)"
      },
      {
        "document": 774,
        "excerpt": "Ice Storm"
      },
      {
        "document": 778,
        "excerpt": "Ice Storm"
      },
      {
        "document": 826,
        "excerpt": "Ice Storm"
      },
      {
        "document": 830,
        "excerpt": "Ice Knife"
      },
      {
        "document": 833,
        "excerpt": "Ice Storm"
      },
      {
        "document": 860,
        "excerpt": "Ice Knife"
      },
      {
        "document": 864,
        "excerpt": "Ice Storm"
      },
      {
        "document": 886,
        "excerpt": "Ice Knife"
      },
      {
        "document": 890,
        "excerpt": "Ice Storm"
      },
      {
        "document": 892,
        "excerpt": "Wall of Ice"
      },
      {
        "document": 943,
        "excerpt": "Crystal, glass, ice"
      },
      {
        "document": 1285,
        "excerpt": "a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice a"
      },
      {
        "document": 1320,
        "excerpt": "Ice Knife"
      },
      {
        "document": 1321,
        "excerpt": "Ice Storm"
      },
      {
        "document": 1429,
        "excerpt": "he casting by touching both the creature and a pile of ice or snow that is the same size as that creature, and the pile turns into the simulacrum, which is a creat"
      },
      {
        "document": 1474,
        "excerpt": "Wall of Ice"
      },
      {
        "document": 1528,
        "excerpt": "inter Strider. You ignore Difficult Terrain created by ice or snow."
      },
      {
        "document": 1707,
        "excerpt": "this way on a slippery surface, such as one covered by ice or oil."
      },
      {
        "document": 1769,
        "excerpt": "e of (A) Paralyzing Breath or (B) Spellcasting to cast Ice Knife. Rend. Melee Attack Roll: +13, reach 10 ft. Hit: 17 (2d8 + 8) Slashing damage plus 4 (1d8) Cold d"
      },
      {
        "document": 1770,
        "excerpt": "Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additi"
      },
      {
        "document": 1781,
        "excerpt": "e of (A) Paralyzing Breath or (B) Spellcasting to cast Ice Knife (level 2 version). Rend. Melee Attack Roll: +17, reach 15 ft. Hit: 19 (2d8 + 10) Slashing damage"
      },
      {
        "document": 1782,
        "excerpt": "Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additi"
      },
      {
        "document": 1936,
        "excerpt": "Ice Devil"
      },
      {
        "document": 1937,
        "excerpt": "Ice Mephit"
      },
      {
        "document": 2072,
        "excerpt": "Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additi"
      },
      {
        "document": 2090,
        "excerpt": "Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additi"
      }
    ],
    "ichor": [
      {
        "document": 1903,
        "excerpt": "abrezu dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss. Magic Resi"
      },
      {
        "document": 1925,
        "excerpt": "hezrou dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss. Magic Resi"
      },
      {
        "document": 1957,
        "excerpt": "rilith dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss. Magic Resi"
      },
      {
        "document": 1968,
        "excerpt": "eshnee dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss. Magic Resi"
      },
      {
        "document": 1997,
        "excerpt": "akshasa dies outside the Nine Hells, its body turns to ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells."
      },
      {
        "document": 2059,
        "excerpt": "vrock dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss. Magic Resi"
      }
    ],
    "icon": [
      {
        "document": 820,
        "excerpt": "A silver icon of a raven"
      }
    ],
    "iconic": [
      {
        "document": 246,
        "excerpt": "acters are full-fledged adventurers. Spellcasters gain iconic spells such as Fireball, Lightning Bolt, and Raise Dead. Most weapon-focused classes gain the ability to"
      }
    ],
    "icy": [
      {
        "document": 949,
        "excerpt": "Freezing water, icy blasts"
      },
      {
        "document": 1770,
        "excerpt": "Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or sn"
      },
      {
        "document": 1782,
        "excerpt": "Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or sn"
      },
      {
        "document": 2072,
        "excerpt": "Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or sn"
      },
      {
        "document": 2090,
        "excerpt": "Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or sn"
      }
    ],
    "ideal": [
      {
        "document": 738,
        "excerpt": "ackground: Strength or Dexterity. These abilities are ideal for a background involving physical exertion. Constitution. This ability is ideal for a background that"
      }
    ],
    "ideals": [
      {
        "document": 235,
        "excerpt": "alignment broadly describes its ethical attitudes and ideals. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), and the ot"
      },
      {
        "document": 649,
        "excerpt": "alignment broadly describes its ethical attitudes and ideals. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), and the ot"
      },
      {
        "document": 982,
        "excerpt": "Uphold the Ideals of Justice and Order The Oath of Devotion binds Paladins to the ideals of justice and order. These Pala"
      }
    ],
    "identical": [
      {
        "document": 73,
        "excerpt": "ative order. The GM rolls for monsters. For a group of identical creatures, the GM makes a single roll, so each member of the group has the same Initiative. Surprise. I"
      },
      {
        "document": 719,
        "excerpt": "ot-deep pit has a hinged lid constructed from material identical to the surrounding floor. When a creature moves onto the lid, it swings open like a trapdoor, causing th"
      },
      {
        "document": 723,
        "excerpt": "ot-deep pit has a hinged lid constructed from material identical to the surrounding floor. When a creature moves onto the lid, it swings open like a trapdoor, causing th"
      },
      {
        "document": 1194,
        "excerpt": "is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original's equipm"
      }
    ],
    "identifies": [
      {
        "document": 170,
        "excerpt": "The entry for a monster's attack identifies whether the attack is a melee or a ranged attack and then provides the attack roll's bonus, its reach or"
      },
      {
        "document": 171,
        "excerpt": "If an effect forces a saving throw, the effect identifies the kind of save required and then provides the save's DC, a description of which creatures make the sav"
      },
      {
        "document": 181,
        "excerpt": "Each monster has a tag that identifies the type of creature it is. Certain spells, magic items, class features, and other effects in the game i"
      },
      {
        "document": 235,
        "excerpt": "ideals. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward order (lawful, chaotic, or n"
      },
      {
        "document": 599,
        "excerpt": "ng every player character, has a tag in the rules that identifies the type of creature it is. Most player characters are of the Humanoid type. These are the game's creatu"
      },
      {
        "document": 649,
        "excerpt": "ideals. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward order (lawful, chaotic, or n"
      },
      {
        "document": 1557,
        "excerpt": "Study action to visually inspect the illusory creature identifies it as an illusion with a successful DC 15 Intelligence (Investigation) check. The illusion lasts until i"
      }
    ],
    "identify": [
      {
        "document": 124,
        "excerpt": "of charges an item has remaining is revealed when the Identify spell is cast on it. A creature attuned to an item knows how many charges the item has and how many it r"
      },
      {
        "document": 127,
        "excerpt": "urse. Most methods of identifying items, including the Identify spell, fail to reveal such a curse. Attunement to a cursed item can't be ended voluntarily unless the c"
      },
      {
        "document": 378,
        "excerpt": "arning a magic item's properties isn't automatic. The Identify spell is the fastest way to reveal an item's properties. Alternatively, you can focus on one magic item"
      },
      {
        "document": 415,
        "excerpt": "Ability: Intelligence Weight: 8 lb. Utilize: Identify a substance (DC 15), or start a fire (DC 15) Craft: Acid, Alchemist's Fire, Component Pouch, Oil, Paper"
      },
      {
        "document": 416,
        "excerpt": "ght: 9 lb. Utilize: Detect poisoned drink (DC 15), or identify alcohol (DC 10) Craft: Antitoxin"
      },
      {
        "document": 438,
        "excerpt": "Ability: Intelligence Weight: 3 lb. Utilize: Identify a plant (DC 10) Craft: Antitoxin, Candle, Healer's Kit, Potion of Healing"
      },
      {
        "document": 506,
        "excerpt": "You can try to identify a non-instantaneous spell by its observable effects if its duration is ongoing. To identify it, you must"
      },
      {
        "document": 886,
        "excerpt": "Identify"
      },
      {
        "document": 899,
        "excerpt": "Identify"
      },
      {
        "document": 973,
        "excerpt": "pages, and can be read only by you or someone casting Identify. You determine the book's appearance and materials, such as a gilt-edged tome or a collection of vellum"
      },
      {
        "document": 1322,
        "excerpt": "Identify"
      },
      {
        "document": 1513,
        "excerpt": "armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted"
      },
      {
        "document": 1566,
        "excerpt": "iner, this powder resembles Dust of Disappearance, and Identify reveals it to be such. There is enough of it for one use. As a Utilize action, you can throw the dust i"
      },
      {
        "document": 1611,
        "excerpt": "ordance with its normal disposition and alignment. An Identify spell reveals if the flask contains a creature, but the only way to determine the type of creature is to"
      },
      {
        "document": 1658,
        "excerpt": "wever, it is actually poison masked by illusion magic. Identify reveals its true nature. If you drink this potion, you take 4d6 Poison damage and must succeed on a DC"
      },
      {
        "document": 1914,
        "excerpt": "ing ability (spell save DC 11): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to c"
      },
      {
        "document": 1969,
        "excerpt": "ing ability (spell save DC 14): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to c"
      },
      {
        "document": 2014,
        "excerpt": "ing ability (spell save DC 11): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to c"
      },
      {
        "document": 2024,
        "excerpt": "ng ability (spell save DC 16): At Will: Detect Magic, Identify, Mage Hand, Minor Illusion, Prestidigitation 1/Day Each: Dispel Magic, Legend Lore, Locate Object, Plan"
      }
    ],
    "identifying": [
      {
        "document": 117,
        "excerpt": "Rules for identifying, attuning to, and using magic items appear in “Equipment.” Additional rules are presented below. Attune"
      },
      {
        "document": 127,
        "excerpt": "on specifies whether it bears a curse. Most methods of identifying items, including the Identify spell, fail to reveal such a curse. Attunement to a cursed item can't be"
      },
      {
        "document": 378,
        "excerpt": "Identifying a Magic Item"
      },
      {
        "document": 506,
        "excerpt": "IDENTIFYING AN ONGOING SPELL"
      },
      {
        "document": 554,
        "excerpt": "k Notation. The entry for a monster's attack starts by identifying whether the attack is a melee or a ranged attack and then provides the attack roll's bonus, its reach or"
      }
    ],
    "identity": [
      {
        "document": 741,
        "excerpt": "Assert your identity"
      },
      {
        "document": 972,
        "excerpt": "cal powers. The entity is a voice in the shadows - its identity unclear - but its boon to you is concrete: the ability to cast spells. See “Spells” for the rules on spe"
      },
      {
        "document": 1627,
        "excerpt": "choice becomes Hostile toward you. You don't know the identity of this NPC until they or someone else reveals it. Nothing less than a Wish spell or divine intervention"
      }
    ],
    "idol": [
      {
        "document": 820,
        "excerpt": "A small idol depicting a nightmarish creature that gives you unsettling dreams when you sleep near it"
      },
      {
        "document": 954,
        "excerpt": "A character touches a fiendish idol that tears at the character’s mind, threatening to shatter it."
      }
    ],
    "ignan": [
      {
        "document": 228,
        "excerpt": "Rare Languages *Primordial includes the Aquan, Auran, Ignan, and Terran dialects. Creatures that know one of these dialects can communicate with those that know a d"
      },
      {
        "document": 1667,
        "excerpt": "st unoccupied space you last occupied. Fire. You know Ignan, and you have Immunity to Fire damage. Water. You know Aquan, you gain a Swim Speed of 60 feet, and you"
      },
      {
        "document": 1796,
        "excerpt": "Primordial (Ignan)"
      },
      {
        "document": 1856,
        "excerpt": "Primordial (Ignan)"
      },
      {
        "document": 1862,
        "excerpt": "Primordial (Ignan)"
      },
      {
        "document": 1953,
        "excerpt": "Primordial (Ignan, Terran)"
      },
      {
        "document": 1954,
        "excerpt": "Primordial (Ignan)"
      },
      {
        "document": 2010,
        "excerpt": "Primordial (Ignan)"
      },
      {
        "document": 2031,
        "excerpt": "Primordial (Aquan, Ignan)"
      }
    ],
    "ignite": [
      {
        "document": 318,
        "excerpt": "quires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite."
      },
      {
        "document": 989,
        "excerpt": "you create it. For example, if you choose the spell's ignite-extinguish effect, you determine whether the device ignites or extinguishes fire; the device doesn't do"
      }
    ],
    "ignited": [
      {
        "document": 1954,
        "excerpt": "Ignited Illumination. The magmin sets itself ablaze or extinguishes its flames. While ablaze, the magmin sheds B"
      }
    ],
    "ignites": [
      {
        "document": 989,
        "excerpt": "te-extinguish effect, you determine whether the device ignites or extinguishes fire; the device doesn't do both. You can have three such devices in existence at a time"
      },
      {
        "document": 1390,
        "excerpt": "the duration. While there, the flame emits no heat and ignites nothing, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The spel"
      }
    ],
    "ignore": [
      {
        "document": 7,
        "excerpt": "t it drops to 0 Hit Points, although a Game Master can ignore this rule for an individual monster and treat it like a character. Hit Point Maximum of 0. A creature d"
      },
      {
        "document": 158,
        "excerpt": "hen the monster uses an item, and the stat block might ignore the rules in “Equipment” for that item. When used by someone else, a retrievable item uses its “Equipmen"
      },
      {
        "document": 535,
        "excerpt": "take your Reaction right after the trigger finishes or ignore the trigger. When you Ready a spell, you cast it as normal (expending any resources used to cast it) bu"
      },
      {
        "document": 559,
        "excerpt": "1 extra foot (2 extra feet in Difficult Terrain). You ignore this extra cost if you have a Swim Speed and use it to swim. At the GM's option, moving any distance in"
      },
      {
        "document": 590,
        "excerpt": "1 extra foot (2 extra feet in Difficult Terrain). You ignore this extra cost if you have a Climb Speed and use it to climb. At the GM's option, climbing a slippery"
      },
      {
        "document": 713,
        "excerpt": "rs are flying or their special movement allows them to ignore Difficult Terrain, they can move at a Fast pace regardless of the terrain."
      },
      {
        "document": 1364,
        "excerpt": "d the duplicate is destroyed. The duplicates otherwise ignore all other damage and effects. The spell ends when all three duplicates are destroyed. A creature is una"
      },
      {
        "document": 1528,
        "excerpt": "ithout any additional protection. Winter Strider. You ignore Difficult Terrain created by ice or snow."
      },
      {
        "document": 1751,
        "excerpt": "olls determined by the wand's rarity. In addition, you ignore Half Cover when making a spell attack roll."
      },
      {
        "document": 1884,
        "excerpt": "gurine has a 10 percent chance each time you use it to ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is igno"
      }
    ],
    "ignores": [
      {
        "document": 96,
        "excerpt": "ast, an independent mount - one that lets you ride but ignores your control - retains its place in the Initiative order and moves and acts as it likes."
      },
      {
        "document": 175,
        "excerpt": "casting trait notes whether the monster's spellcasting ignores the need for certain spell components. If any spell components are required, describe the monster's use"
      },
      {
        "document": 501,
        "excerpt": "ose details present exactly what the spell does, which ignores mundane physical laws; any outcomes beyond those effects are under the GM's purview. Whatever the effect"
      },
      {
        "document": 978,
        "excerpt": "spell slot immediately after you cast it. This damage ignores Resistance and Immunity. Each time you use this feature again before finishing a Long Rest, the Necroti"
      },
      {
        "document": 1005,
        "excerpt": "geoning, Piercing, and Slashing damage you deal always ignores Resistance. Overwhelming Strike. When you roll a 20 on the d20 for an attack roll, you can deal extra d"
      },
      {
        "document": 1605,
        "excerpt": "ch as water or lava. The creature leaves no tracks and ignores Difficult Terrain. In addition, the creature can travel for up to 12 hours a day without gaining Exhaust"
      },
      {
        "document": 1740,
        "excerpt": "s made with this magic weapon. In addition, the weapon ignores Resistance to Slashing damage. When you use this weapon to attack a creature that has at least one head"
      },
      {
        "document": 1850,
        "excerpt": "ility checks and attack rolls. Web Walker. The drider ignores movement restrictions caused by webs, and the drider knows the location of any other creature in contact"
      },
      {
        "document": 1860,
        "excerpt": "ng to make an ability check. Web Walker. The ettercap ignores movement restrictions caused by webs, and the ettercap knows the location of any other creature in conta"
      },
      {
        "document": 1895,
        "excerpt": "ding to make an ability check. Web Walker. The spider ignores movement restrictions caused by webs, and it knows the location of any other creature in contact with th"
      },
      {
        "document": 1922,
        "excerpt": "harmed, the target has the Incapacitated condition and ignores the Luring Song of other harpies. If the target is more than 5 feet from the harpy, the target moves on"
      },
      {
        "document": 1982,
        "excerpt": "ding to make an ability check. Web Walker. The spider ignores movement restrictions caused by webs, and the spider knows the location of any other creature in contact"
      },
      {
        "document": 2027,
        "excerpt": "ding to make an ability check. Web Walker. The spider ignores movement restrictions caused by webs, and the spider knows the location of any other creature in contact"
      }
    ],
    "ignoring": [
      {
        "document": 158,
        "excerpt": "e else, a retrievable item uses its “Equipment” rules, ignoring any special flourishes in the stat block. The Gear entry doesn't necessarily list all of a monster's eq"
      },
      {
        "document": 171,
        "excerpt": "(round down) as targets that fail the save, while also ignoring all other parts of the effect."
      },
      {
        "document": 1884,
        "excerpt": "figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades,"
      }
    ],
    "ill": [
      {
        "document": 47,
        "excerpt": "the other hand, if you insult a proud warrior or speak ill of a noble's allies, your efforts to convince or deceive will likely fail."
      },
      {
        "document": 682,
        "excerpt": "s equal to its Constitution score before suffering any ill effects. Each additional minute spent in frigid water requires the creature to succeed on a DC 10 Consti"
      }
    ],
    "illicit": [
      {
        "document": 694,
        "excerpt": "laws prohibit the possession and use of poison, but an illicit dealer or unscrupulous apothecary might keep a hidden stash. Characters with criminal contacts might be"
      }
    ],
    "illness": [
      {
        "document": 744,
        "excerpt": "Diagnose an illness, or determine what killed the recently slain."
      }
    ],
    "illogical": [
      {
        "document": 1367,
        "excerpt": "ture's natural inclinations, alignment, or beliefs. An illogical modified memory, such as a false memory of how much the creature enjoyed swimming in acid, is dismissed"
      },
      {
        "document": 1373,
        "excerpt": "s the phantasm as if it were real and rationalizes any illogical outcomes from interacting with it. For example, if the target steps through a phantasmal bridge and surv"
      }
    ],
    "illuminate": [
      {
        "document": 1223,
        "excerpt": "ision can't see through it, and nonmagical light can't illuminate it. Alternatively, you cast the spell on an object that isn't being worn or carried, causing the Darkne"
      },
      {
        "document": 1303,
        "excerpt": "ated by spells of a level lower than this spell, can't illuminate the area. Daylight. Bright light fills the area. Magical Darkness created by spells of a level lower th"
      },
      {
        "document": 1840,
        "excerpt": "Darkvision can't penetrate this area, and no light can illuminate it."
      }
    ],
    "illumination": [
      {
        "document": 54,
        "excerpt": "resence or absence of light determines the category of illumination in an area, as defined below. Bright Light. Bright Light lets most creatures see normally. Even gloomy"
      },
      {
        "document": 581,
        "excerpt": "Bright Light is normal illumination. See also “Playing the Game” (“Exploration”)."
      },
      {
        "document": 1796,
        "excerpt": "mage unless the azer has the Incapacitated condition. Illumination. The azer sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet."
      },
      {
        "document": 1862,
        "excerpt": "on a turn, that creature takes 5 (1d10) Fire damage. Illumination. The elemental sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. Water Su"
      },
      {
        "document": 1883,
        "excerpt": "Illumination. The beetle sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet."
      },
      {
        "document": 1954,
        "excerpt": "Ignited Illumination. The magmin sets itself ablaze or extinguishes its flames. While ablaze, the magmin sheds Bright Light i"
      },
      {
        "document": 1970,
        "excerpt": "Fire damage to a rider while it is on the nightmare. Illumination. The nightmare sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet."
      },
      {
        "document": 2074,
        "excerpt": "Ephemeral. The wisp can't wear or carry anything. Illumination. The wisp sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. Incorporeal M"
      }
    ],
    "illusion": [
      {
        "document": 646,
        "excerpt": "ate magical illusions. Such an effect defines what the illusion does and which senses or mental faculties it deceives. If an illusion manifests in space, the illusion"
      },
      {
        "document": 741,
        "excerpt": "Recognize an illusion as fake"
      },
      {
        "document": 801,
        "excerpt": "Illusion*"
      },
      {
        "document": 833,
        "excerpt": "Illusion"
      },
      {
        "document": 836,
        "excerpt": "Illusion"
      },
      {
        "document": 851,
        "excerpt": "Illusion"
      },
      {
        "document": 859,
        "excerpt": "Illusion"
      },
      {
        "document": 860,
        "excerpt": "Illusion"
      },
      {
        "document": 861,
        "excerpt": "Illusion"
      },
      {
        "document": 862,
        "excerpt": "Illusion"
      },
      {
        "document": 863,
        "excerpt": "Illusion"
      },
      {
        "document": 864,
        "excerpt": "Illusion"
      },
      {
        "document": 865,
        "excerpt": "Illusion"
      },
      {
        "document": 872,
        "excerpt": "Minor Illusion"
      },
      {
        "document": 873,
        "excerpt": "Illusion"
      },
      {
        "document": 874,
        "excerpt": "Illusion"
      },
      {
        "document": 875,
        "excerpt": "Illusion"
      },
      {
        "document": 876,
        "excerpt": "Illusion"
      },
      {
        "document": 877,
        "excerpt": "Illusion"
      },
      {
        "document": 878,
        "excerpt": "Illusion"
      },
      {
        "document": 882,
        "excerpt": "Illusion"
      },
      {
        "document": 884,
        "excerpt": "Minor Illusion"
      },
      {
        "document": 885,
        "excerpt": "Illusion"
      },
      {
        "document": 886,
        "excerpt": "Illusion"
      },
      {
        "document": 887,
        "excerpt": "Illusion"
      },
      {
        "document": 888,
        "excerpt": "Illusion"
      },
      {
        "document": 890,
        "excerpt": "Illusion"
      },
      {
        "document": 891,
        "excerpt": "Illusion"
      },
      {
        "document": 892,
        "excerpt": "Programmed Illusion"
      },
      {
        "document": 893,
        "excerpt": "Illusion"
      },
      {
        "document": 895,
        "excerpt": "Illusion"
      },
      {
        "document": 898,
        "excerpt": "Illusion"
      },
      {
        "document": 899,
        "excerpt": "Illusion"
      },
      {
        "document": 900,
        "excerpt": "Illusion"
      },
      {
        "document": 901,
        "excerpt": "Illusion"
      },
      {
        "document": 902,
        "excerpt": "Illusion"
      },
      {
        "document": 903,
        "excerpt": "Illusion"
      },
      {
        "document": 904,
        "excerpt": "Programmed Illusion"
      },
      {
        "document": 905,
        "excerpt": "Illusion"
      },
      {
        "document": 912,
        "excerpt": "Illusion"
      },
      {
        "document": 936,
        "excerpt": "Illusion"
      },
      {
        "document": 989,
        "excerpt": "You know the Minor Illusion cantrip. You also always have the Speak with Animals spell prepared. You can cast it without a spell slo"
      },
      {
        "document": 1166,
        "excerpt": "Illusion"
      },
      {
        "document": 1183,
        "excerpt": "Illusion"
      },
      {
        "document": 1196,
        "excerpt": "Illusion"
      },
      {
        "document": 1220,
        "excerpt": "Illusion"
      },
      {
        "document": 1222,
        "excerpt": "Illusion"
      },
      {
        "document": 1234,
        "excerpt": "Illusion"
      },
      {
        "document": 1246,
        "excerpt": "Illusion"
      },
      {
        "document": 1263,
        "excerpt": "Illusion"
      },
      {
        "document": 1296,
        "excerpt": "Illusion"
      },
      {
        "document": 1299,
        "excerpt": "ll. In addition, you can cover up to ten doors with an illusion to make them appear as plain sections of wall. Stairs. Webs fill all stairs in the warded area from top"
      },
      {
        "document": 1304,
        "excerpt": "Illusion"
      },
      {
        "document": 1319,
        "excerpt": "Illusion"
      },
      {
        "document": 1323,
        "excerpt": "Illusion"
      },
      {
        "document": 1329,
        "excerpt": "Illusion"
      },
      {
        "document": 1347,
        "excerpt": "Illusion"
      },
      {
        "document": 1350,
        "excerpt": "Illusion"
      },
      {
        "document": 1362,
        "excerpt": "Minor Illusion"
      },
      {
        "document": 1363,
        "excerpt": "Illusion"
      },
      {
        "document": 1364,
        "excerpt": "Illusion"
      },
      {
        "document": 1365,
        "excerpt": "Illusion"
      },
      {
        "document": 1373,
        "excerpt": "Illusion"
      },
      {
        "document": 1374,
        "excerpt": "Illusion"
      },
      {
        "document": 1375,
        "excerpt": "Illusion"
      },
      {
        "document": 1391,
        "excerpt": "Programmed Illusion"
      },
      {
        "document": 1392,
        "excerpt": "Illusion"
      },
      {
        "document": 1417,
        "excerpt": "Illusion"
      },
      {
        "document": 1427,
        "excerpt": "Illusion"
      },
      {
        "document": 1428,
        "excerpt": "Illusion"
      },
      {
        "document": 1429,
        "excerpt": "Illusion"
      },
      {
        "document": 1454,
        "excerpt": "tried to scry an enemy’s sanctum but instead viewed an illusion, or you are attempting to teleport to a location that no longer exists. Mishap. The spell's unpredictab"
      },
      {
        "document": 1481,
        "excerpt": "Illusion"
      },
      {
        "document": 1542,
        "excerpt": ") While you wear this cloak, it magically projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have"
      },
      {
        "document": 1557,
        "excerpt": "o the ground at a point within 30 feet of yourself. An illusion of a creature, determined by rolling on the Deck of Illusions table, forms over the thrown card and rema"
      },
      {
        "document": 1658,
        "excerpt": "icial potion. However, it is actually poison masked by illusion magic. Identify reveals its true nature. If you drink this potion, you take 4d6 Poison damage and must"
      },
      {
        "document": 1763,
        "excerpt": "lity (spell save DC 16): At Will: Detect Magic, Minor Illusion, Scorching Ray, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell,"
      },
      {
        "document": 1765,
        "excerpt": "ill: Detect Magic, Mind Spike (level 4 version), Minor Illusion, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concent"
      },
      {
        "document": 1775,
        "excerpt": "lity (spell save DC 20): At Will: Detect Magic, Minor Illusion, Scorching Ray (level 3 version), Shapechange (Beast or Humanoid form only, no Temporary Hit Points gain"
      },
      {
        "document": 1777,
        "excerpt": "ill: Detect Magic, Mind Spike (level 5 version), Minor Illusion, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concent"
      },
      {
        "document": 1914,
        "excerpt": ", and the hag leaves no tracks while Invisible), Minor Illusion, Ray of Sickness (level 3 version)"
      },
      {
        "document": 1947,
        "excerpt": "se Self (can appear as a Large or Medium biped), Minor Illusion 1/Day Each: Geas, Major Image, Scrying"
      },
      {
        "document": 1997,
        "excerpt": "agic, Detect Thoughts, Disguise Self, Mage Hand, Minor Illusion 1/Day Each: Fly, Invisibility, Major Image, Plane Shift"
      },
      {
        "document": 2024,
        "excerpt": "6): At Will: Detect Magic, Identify, Mage Hand, Minor Illusion, Prestidigitation 1/Day Each: Dispel Magic, Legend Lore, Locate Object, Plane Shift, Remove Curse, Tong"
      },
      {
        "document": 2028,
        "excerpt": "save DC 14): At Will: Detect Magic, Mage Hand, Minor Illusion, Water Breathing 2/Day Each: Detect Thoughts, Dimension Door, Hold Person (level 3 version), Lightning"
      }
    ],
    "illusion's": [
      {
        "document": 1363,
        "excerpt": "illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion."
      },
      {
        "document": 1392,
        "excerpt": "sappears, and the spell ends. You can see through the illusion's eyes and hear through its ears as if you were in its space. As a Magic action, you can move it up to 60"
      }
    ],
    "illusions": [
      {
        "document": 567,
        "excerpt": "and objects that have the Invisible condition. Visual Illusions. Visual illusions appear transparent to you, and you automatically succeed on saving throws against them"
      },
      {
        "document": 646,
        "excerpt": "Illusions"
      },
      {
        "document": 801,
        "excerpt": "Deck of Illusions"
      },
      {
        "document": 1557,
        "excerpt": "Deck of Illusions"
      }
    ],
    "illusory": [
      {
        "document": 646,
        "excerpt": "hadows and reflections, and wind appears to affect the illusory creature. Similarly, an audible illusion echoes in an echoey space."
      },
      {
        "document": 873,
        "excerpt": "Illusory Script"
      },
      {
        "document": 886,
        "excerpt": "Illusory Script"
      },
      {
        "document": 899,
        "excerpt": "Illusory Script"
      },
      {
        "document": 953,
        "excerpt": "A character triggers a magical trap that creates an illusory manifestation of that character’s worst fears, visible only to that character."
      },
      {
        "document": 1304,
        "excerpt": "believe it. If a creature discerns that the terrain is illusory, the creature sees a vague image superimposed on the real terrain."
      },
      {
        "document": 1323,
        "excerpt": "Illusory Script"
      },
      {
        "document": 1363,
        "excerpt": "ise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately. Creatur"
      },
      {
        "document": 1364,
        "excerpt": "Range: Self Components: V, S Duration: 1 minute Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimi"
      },
      {
        "document": 1365,
        "excerpt": "gain the Invisible condition at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility en"
      },
      {
        "document": 1386,
        "excerpt": "Minor Creation. You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage"
      },
      {
        "document": 1391,
        "excerpt": "Physical interaction with the image reveals it to be illusory, since things can pass through it. A creature that takes the Study action to examine the image can deter"
      },
      {
        "document": 1392,
        "excerpt": "P) Duration: Concentration, up to 1 day You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you"
      },
      {
        "document": 1417,
        "excerpt": "0 feet Components: V, S Duration: 8 hours You give an illusory appearance to each creature of your choice that you can see within range. An unwilling target can make a"
      },
      {
        "document": 1481,
        "excerpt": "tion: Concentration, up to 1 minute You try to create illusory terrors in others' minds. Each creature of your choice in a 30-foot-radius Sphere centered on a point wi"
      },
      {
        "document": 1557,
        "excerpt": "over the thrown card and remains until dispelled. The illusory creature created by the card looks and behaves like a real creature of its kind, except that it can do n"
      },
      {
        "document": 1588,
        "excerpt": "but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or doff the armor."
      },
      {
        "document": 2014,
        "excerpt": "Otherwise, the target takes 13 (3d8) Psychic damage. Illusory Appearance. The hag casts Disguise Self, using Constitution as the spellcasting ability (spell save DC 1"
      }
    ],
    "image": [
      {
        "document": 427,
        "excerpt": "y: Wisdom Weight: 5 lb. Utilize: Paint a recognizable image of something you've seen (DC 10) Craft: Druidic Focus, Holy Symbol"
      },
      {
        "document": 860,
        "excerpt": "Silent Image"
      },
      {
        "document": 861,
        "excerpt": "Mirror Image"
      },
      {
        "document": 863,
        "excerpt": "Major Image"
      },
      {
        "document": 874,
        "excerpt": "Mirror Image"
      },
      {
        "document": 875,
        "excerpt": "Major Image"
      },
      {
        "document": 886,
        "excerpt": "Silent Image"
      },
      {
        "document": 887,
        "excerpt": "Mirror Image"
      },
      {
        "document": 888,
        "excerpt": "Major Image"
      },
      {
        "document": 893,
        "excerpt": "Project Image"
      },
      {
        "document": 899,
        "excerpt": "Silent Image"
      },
      {
        "document": 900,
        "excerpt": "Mirror Image"
      },
      {
        "document": 901,
        "excerpt": "Major Image"
      },
      {
        "document": 905,
        "excerpt": "Project Image"
      },
      {
        "document": 972,
        "excerpt": "s Prerequisite: Level 2+ Warlock You can cast Silent Image without expending a spell slot. One with Shadows Prerequisite: Level 5+ Warlock While you're in an ar"
      },
      {
        "document": 1304,
        "excerpt": "hat the terrain is illusory, the creature sees a vague image superimposed on the real terrain."
      },
      {
        "document": 1350,
        "excerpt": "Major Image"
      },
      {
        "document": 1362,
        "excerpt": "f fleece) Duration: 1 minute You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of eac"
      },
      {
        "document": 1364,
        "excerpt": "Mirror Image"
      },
      {
        "document": 1386,
        "excerpt": "eation. You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and ha"
      },
      {
        "document": 1391,
        "excerpt": "to open a trapped door. Physical interaction with the image reveals it to be illusory, since things can pass through it. A creature that takes the Study action to e"
      },
      {
        "document": 1392,
        "excerpt": "Project Image"
      },
      {
        "document": 1428,
        "excerpt": "Silent Image"
      },
      {
        "document": 1448,
        "excerpt": "V, S, M (an object with the image of a dragon engraved on it worth 500+ GP)"
      },
      {
        "document": 1557,
        "excerpt": "pell or a similar effect). When the illusion ends, the image on its card disappears, and that card can't be used again. Deck of Illusions *Stat blocks for these cr"
      },
      {
        "document": 1625,
        "excerpt": "ure named or contained in the named cell appears as an image on the mirror's surface. You and the creature can then communicate. In a similar way, you can take a Ma"
      },
      {
        "document": 1765,
        "excerpt": "ain the spell) 1/Day Each: Greater Restoration, Major Image"
      },
      {
        "document": 1777,
        "excerpt": "ain the spell) 1/Day Each: Greater Restoration, Major Image, Project Image"
      },
      {
        "document": 1829,
        "excerpt": "er a Short or Long Rest). The cloaker casts the Mirror Image spell, requiring no spell components and using Wisdom as the spellcasting ability. The spell ends early"
      },
      {
        "document": 1845,
        "excerpt": "/Day Each: Creation, Gaseous Form, Invisibility, Major Image, Plane Shift"
      },
      {
        "document": 1856,
        "excerpt": "ntalism 1/Day Each: Gaseous Form, Invisibility, Major Image, Plane Shift, Tongues, Wall of Fire (level 7 version)"
      },
      {
        "document": 1947,
        "excerpt": "Medium biped), Minor Illusion 1/Day Each: Geas, Major Image, Scrying"
      },
      {
        "document": 1997,
        "excerpt": ", Minor Illusion 1/Day Each: Fly, Invisibility, Major Image, Plane Shift"
      }
    ],
    "images": [
      {
        "document": 982,
        "excerpt": "on. Others hold angels as their ideals and incorporate images of angelic wings into their helmets or coats of arms. These paladins share the following tenets: - Let"
      },
      {
        "document": 1246,
        "excerpt": "s environment, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the spell. The target recalls the dream pe"
      },
      {
        "document": 1625,
        "excerpt": "e mirror is viewed indirectly, its surface shows faint images of creatures. The mirror weighs 50 pounds, and it has AC 11, HP 10, Immunity to Poison and Psychic damag"
      }
    ],
    "imagination": [
      {
        "document": 270,
        "excerpt": "species, and languages provides fertile soil for your imagination as you ponder your character's earliest days."
      }
    ],
    "imagine": [
      {
        "document": 227,
        "excerpt": "Imagine Your Past and Present"
      },
      {
        "document": 513,
        "excerpt": "r higher, effectively \"filling\" a slot with the spell. Imagine a spell slot is a groove of a certain size - small for a level 1 slot and larger for a higher-level spel"
      },
      {
        "document": 1697,
        "excerpt": "island, a fantastic carnival, or whatever else you can imagine. Regardless of its nature, the demiplane contains enough water and food to sustain its visitors, and the"
      }
    ],
    "imbibed": [
      {
        "document": 144,
        "excerpt": "e Potion category might be a magical brew that must be imbibed or an oil that must be applied to a creature or an object. A typical potion consists of 1 ounce of liqui"
      }
    ],
    "imbue": [
      {
        "document": 962,
        "excerpt": "You can imbue yourself with a primal power called Rage, a force that grants you extraordinary might and resilience. Yo"
      },
      {
        "document": 972,
        "excerpt": "dritch Invocations, pieces of forbidden knowledge that imbue you with an abiding magical ability or other lessons. You gain one invocation of your choice, such as Pa"
      },
      {
        "document": 982,
        "excerpt": "on, you can expend one use of your Channel Divinity to imbue one Melee weapon that you are holding with positive energy. For 10 minutes or until you use this feature"
      },
      {
        "document": 1323,
        "excerpt": "on parchment, paper, or another suitable material and imbue it with an illusion that lasts for the duration. To you and any creatures you designate when you cast th"
      },
      {
        "document": 1437,
        "excerpt": "Range: Self Components: V, S Duration: 10 minutes You imbue plants in an immobile 30-foot Emanation with limited sentience and animation, giving them the ability to"
      }
    ],
    "imbued": [
      {
        "document": 1241,
        "excerpt": "omponents: V Duration: Instantaneous You utter a word imbued with power from the Upper Planes. Each creature of your choice in range makes a Charisma saving throw. O"
      },
      {
        "document": 1312,
        "excerpt": "ation, up to 1 minute A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to the Frightened condition and gains Tempora"
      },
      {
        "document": 1424,
        "excerpt": "n: 1 minute A Club or Quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the"
      }
    ],
    "imitations": [
      {
        "document": 1914,
        "excerpt": "es. A creature that hears the sounds can tell they are imitations only with a successful DC 14 Wisdom (Insight) check."
      },
      {
        "document": 1999,
        "excerpt": "hisper or chitter. A hearer can discern the sounds are imitations with a successful DC 10 Wisdom (Insight) check."
      }
    ],
    "immediate": [
      {
        "document": 1283,
        "excerpt": "creature and bestow a limited ability to see into the immediate future. For the duration, the target has Advantage on D20 Tests, and other creatures have Disadvantage o"
      },
      {
        "document": 1293,
        "excerpt": "gle creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell takes effect. If the spell"
      }
    ],
    "immediately": [
      {
        "document": 30,
        "excerpt": "eroic Inspiration, you can expend it to reroll any die immediately after rolling it, and you must use the new roll. Only One at a Time. You can never have more than one i"
      },
      {
        "document": 45,
        "excerpt": "Reaction. In terms of timing, a Reaction takes place immediately after its trigger unless the Reaction's description says otherwise."
      },
      {
        "document": 144,
        "excerpt": "d in its description. Once used, a potion takes effect immediately, and it is used up. Mixing Potions. A character might drink one potion while still under the effects of"
      },
      {
        "document": 178,
        "excerpt": "Legendary Action is an action that a monster can take immediately after another creature's turn. Only one of these actions can be taken at a time and only after another c"
      },
      {
        "document": 272,
        "excerpt": "equipment. Any coins that you gain at this step can be immediately spent on equipment from \"Equipment.\" Record your chosen equipment on your character sheet. Equipment is"
      },
      {
        "document": 517,
        "excerpt": "st. See also “Short Rest.” You can resume a Long Rest immediately after an interruption. If you do so, the rest requires 1 additional hour per interruption to finish."
      },
      {
        "document": 562,
        "excerpt": "equired). Telepathic contact can't be initiated and is immediately broken if either the telepath or the other creature has the Incapacitated condition. Telepathic contact"
      },
      {
        "document": 639,
        "excerpt": "eroic Inspiration, you can expend it to reroll any die immediately after rolling it, and you must use the new roll. If you gain Heroic Inspiration but already have it, it"
      },
      {
        "document": 640,
        "excerpt": "th a Wisdom (Perception) check. You stop being hidden immediately after any of the following occurs: you make a sound louder than a whisper, an enemy finds you, you make"
      },
      {
        "document": 641,
        "excerpt": "inimum of 0 feet) if you move at least 10 feet on foot immediately before the jump. When you make a standing High Jump, you can jump only half that distance. Either way, e"
      },
      {
        "document": 657,
        "excerpt": "p to your Strength score if you move at least 10 feet immediately before the jump. When you make a standing Long Jump, you can leap only half that distance. Either way, e"
      },
      {
        "document": 677,
        "excerpt": "a Heal or Lesser Restoration spell ends the contagion immediately. A character who is proficient with an Herbalism Kit can use it to create one dose of nonmagical ointmen"
      },
      {
        "document": 693,
        "excerpt": "oot Cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes,"
      },
      {
        "document": 970,
        "excerpt": "u remove the die before rolling, and the effect occurs immediately after the attack's damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak"
      },
      {
        "document": 974,
        "excerpt": "e rolls and Strength (Athletics) checks. In addition, immediately after you score a Critical Hit, you can move up to half your Speed without provoking Opportunity Attacks"
      },
      {
        "document": 978,
        "excerpt": "2d12 Necrotic damage for each level of the spell slot immediately after you cast it. This damage ignores Resistance and Immunity. Each time you use this feature again be"
      },
      {
        "document": 981,
        "excerpt": "he healing spells you cast on others heal you as well. Immediately after you cast a spell with a spell slot that restores Hit Points to one or more creatures other than yo"
      },
      {
        "document": 985,
        "excerpt": "an Step of the Wind, you can also use Step of the Wind immediately after that Bonus Action."
      },
      {
        "document": 1000,
        "excerpt": "your Proficiency Bonus to the roll. Initiative Swap. Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the s"
      },
      {
        "document": 1003,
        "excerpt": "of your choice by 1, to a maximum of 30. Blink Steps. Immediately after you take the Attack action or the Magic action, you can teleport up to 30 feet to an unoccupied sp"
      },
      {
        "document": 1007,
        "excerpt": "condition as a Bonus Action. The condition ends on you immediately after you take an action, a Bonus Action, or a Reaction. Shadowy Form. While within Dim Light or Darkne"
      },
      {
        "document": 1158,
        "excerpt": "at, it shares your Initiative count and takes its turn immediately after yours. Until the spell ends, you can take a Bonus Action to mentally command any creature you mad"
      },
      {
        "document": 1212,
        "excerpt": "r a similar liquid. The contingent spell takes effect immediately after the trigger occurs for the first time, whether or not you want it to, and then Contingency ends."
      },
      {
        "document": 1237,
        "excerpt": "On a failed save, it takes 3d6 Psychic damage and must immediately use its Reaction, if available, to move as far away from you as it can, using the safest route. On a suc"
      },
      {
        "document": 1240,
        "excerpt": "Bonus Action, which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike"
      },
      {
        "document": 1252,
        "excerpt": "n weapon or piece of ammunition returns to normal size immediately after it hits or misses a target. Enlarge. The target's size increases by one category - from Medium to"
      },
      {
        "document": 1253,
        "excerpt": "Bonus Action, which you take immediately after hitting a creature with a weapon"
      },
      {
        "document": 1266,
        "excerpt": "the Incapacitated condition, the steed takes its turn immediately after yours and acts independently, focusing on protecting you. Disappearance of the Steed. The steed d"
      },
      {
        "document": 1290,
        "excerpt": "re shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes"
      },
      {
        "document": 1329,
        "excerpt": "e condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell. Using a Higher-Level Spell Slot."
      },
      {
        "document": 1363,
        "excerpt": "tick) that is removed from the spell's area disappears immediately. Creatures with Truesight can see through the illusion to the terrain's true form; however, all other e"
      },
      {
        "document": 1365,
        "excerpt": "uble lasts for the duration, but the invisibility ends immediately after you make an attack roll, deal damage, or cast a spell. As a Magic action, you can move the illuso"
      },
      {
        "document": 1376,
        "excerpt": "ee on a price for the creature's service, the creature immediately returns to its home plane."
      },
      {
        "document": 1414,
        "excerpt": "Bonus Action, which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike"
      },
      {
        "document": 1418,
        "excerpt": "ender if it knows you, and can answer in a like manner immediately. The spell enables targets to understand the meaning of your message. You can send the message across a"
      },
      {
        "document": 1425,
        "excerpt": "Bonus Action, which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike"
      },
      {
        "document": 1441,
        "excerpt": "rs within range in a space of your choice, and you can immediately make one melee spell attack against one creature within 5 feet of the force. On a hit, the target takes"
      },
      {
        "document": 1448,
        "excerpt": "re shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes"
      },
      {
        "document": 1463,
        "excerpt": "to you and your allies. In combat, it takes its turns immediately after yours, and it obeys your commands. If the spell lasts more than an hour, you no longer control th"
      },
      {
        "document": 1518,
        "excerpt": "eature is Friendly to you and your allies, and it acts immediately after you on your Initiative count. You can take a Bonus Action to command how the creature moves and wh"
      },
      {
        "document": 1529,
        "excerpt": "our languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dis"
      },
      {
        "document": 1532,
        "excerpt": "our languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dis"
      },
      {
        "document": 1538,
        "excerpt": "our languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dis"
      },
      {
        "document": 1564,
        "excerpt": "and the dust is consumed when its magic takes effect. Immediately after an affected creature makes an attack roll, deals damage, or casts a spell, the Invisible condition"
      },
      {
        "document": 1568,
        "excerpt": "or an extra 2d8 Force damage if the target is a Giant. Immediately after hitting or missing, the weapon flies back to your hand."
      },
      {
        "document": 1571,
        "excerpt": "our languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dis"
      },
      {
        "document": 1580,
        "excerpt": "our languages, obeys your commands, and takes its turn immediately after you on your Initiative count. If you issue no commands, the creature defends itself but takes no o"
      },
      {
        "document": 1593,
        "excerpt": "the Stunned condition until the end of your next turn. Immediately after hitting or missing, the weapon flies back to your hand. The weapon regains 1d4 + 1 expended charge"
      },
      {
        "document": 1612,
        "excerpt": "ailed save or half as much damage on a successful one. Immediately after dealing this damage, the weapon reappears in your hand. This property can't be used again until th"
      },
      {
        "document": 1643,
        "excerpt": "n the effect of the Etherealness spell. The spell ends immediately if you remove the armor or take a Magic action to repeat the command word. This property of the armor ca"
      },
      {
        "document": 1664,
        "excerpt": "normal range of 30 feet and a long range of 120 feet. Immediately after you make a ranged attack with the weapon, it flies back to your hand."
      },
      {
        "document": 1720,
        "excerpt": "trol and shares your Initiative count, taking its turn immediately after yours. On your turn, you can mentally command the snake (no action required) if it is within 60 f"
      },
      {
        "document": 1722,
        "excerpt": "til the end of your next turn. Thunder and Lightning. Immediately after you hit with a melee attack using the staff, you can take a Bonus Action to use the Lightning and"
      },
      {
        "document": 1724,
        "excerpt": "t of yourself, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dis"
      },
      {
        "document": 1760,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the aboleth can expend a use to take one of the following actions. The ab"
      },
      {
        "document": 1761,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dra"
      },
      {
        "document": 1762,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dra"
      },
      {
        "document": 1763,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dra"
      },
      {
        "document": 1764,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dra"
      },
      {
        "document": 1765,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dra"
      },
      {
        "document": 1766,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dra"
      },
      {
        "document": 1767,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dra"
      },
      {
        "document": 1768,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dra"
      },
      {
        "document": 1769,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dra"
      },
      {
        "document": 1770,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dra"
      },
      {
        "document": 1772,
        "excerpt": "e and the allosaurus moved 30+ feet straight toward it immediately before the hit, the target has the Prone condition, and the allosaurus can make one Bite attack against"
      },
      {
        "document": 1773,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dra"
      },
      {
        "document": 1774,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dra"
      },
      {
        "document": 1775,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dra"
      },
      {
        "document": 1776,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dra"
      },
      {
        "document": 1777,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dra"
      },
      {
        "document": 1778,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dra"
      },
      {
        "document": 1779,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dra"
      },
      {
        "document": 1780,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dra"
      },
      {
        "document": 1781,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dra"
      },
      {
        "document": 1782,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dra"
      },
      {
        "document": 1810,
        "excerpt": "(1d8) Acid damage. Nonmagical ammunition is destroyed immediately after hitting the pudding and dealing any damage. Any nonmagical weapon takes a cumulative -1 penalty to"
      },
      {
        "document": 1814,
        "excerpt": "reature and the boar moved 20+ feet straight toward it immediately before the hit, the target takes an extra 3 (1d6) Piercing damage and has the Prone condition."
      },
      {
        "document": 1857,
        "excerpt": "ure and the elephant moved 20+ feet straight toward it immediately before the hit, the target has the Prone condition."
      },
      {
        "document": 1858,
        "excerpt": "creature and the elk moved 20+ feet straight toward it immediately before the hit, the target takes an extra 3 (1d6) Bludgeoning damage and has the Prone condition."
      },
      {
        "document": 1876,
        "excerpt": "reature and the boar moved 20+ feet straight toward it immediately before the hit, the target takes an extra 7 (2d6) Piercing damage and has the Prone condition."
      },
      {
        "document": 1882,
        "excerpt": "creature and the elk moved 20+ feet straight toward it immediately before the hit, the target takes an extra 5 (2d4) Bludgeoning damage and has the Prone condition."
      },
      {
        "document": 1886,
        "excerpt": "reature and the goat moved 20+ feet straight toward it immediately before the hit, the target takes an extra 5 (2d4) Bludgeoning damage and has the Prone condition."
      },
      {
        "document": 1887,
        "excerpt": "Rampage (1/Day). Immediately after dealing damage to a creature that was already Bloodied, the hyena can move up to half its Speed, a"
      },
      {
        "document": 1893,
        "excerpt": "the seahorse moved 20+ feet straight toward the target immediately before the hit."
      },
      {
        "document": 1905,
        "excerpt": "Rampage (1/Day). Immediately after dealing damage to a creature that is already Bloodied, the gnoll moves up to half its Speed, and i"
      },
      {
        "document": 1906,
        "excerpt": "if the goat moved 20+ feet straight toward the target immediately before the hit."
      },
      {
        "document": 1911,
        "excerpt": "ature and the gorgon moved 20+ feet straight toward it immediately before the hit, the target has the Prone condition. Petrifying Breath (Recharge 5–6). Constitution Savi"
      },
      {
        "document": 1912,
        "excerpt": "o. Corrosive Form. Nonmagical ammunition is destroyed immediately after hitting the ooze and dealing any damage. Any nonmagical weapon takes a cumulative -1 penalty to at"
      },
      {
        "document": 1936,
        "excerpt": "Miss: The spear magically returns to the devil's hand immediately after a ranged attack. Tail. Melee Attack Roll: +10, reach 10 ft. Hit: 15 (3d6 + 5) Bludgeoning damage"
      },
      {
        "document": 1946,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the kraken can expend a use to take one of the following actions. The kra"
      },
      {
        "document": 1949,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the lich can expend a use to take one of the following actions. The lich"
      },
      {
        "document": 1955,
        "excerpt": "ture and the mammoth moved 20+ feet straight toward it immediately before the hit, the target has the Prone condition."
      },
      {
        "document": 1960,
        "excerpt": "iss: The spear magically returns to the merfolk's hand immediately after a ranged attack."
      },
      {
        "document": 1963,
        "excerpt": "ure and the minotaur moved 10+ feet straight toward it immediately before the hit, the target takes an extra 10 (3d6) Piercing damage and has the Prone condition."
      },
      {
        "document": 1964,
        "excerpt": "ure and the skeleton moved 20+ feet straight toward it immediately before the hit, the target takes an extra 9 (2d8) Piercing damage and has the Prone condition. Slam. Me"
      },
      {
        "document": 1966,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the mummy can expend a use to take one of the following actions. The mumm"
      },
      {
        "document": 2003,
        "excerpt": "e and the rhinoceros moved 20+ feet straight toward it immediately before the hit, the target takes an extra 9 (2d8) Piercing damage and has the Prone condition."
      },
      {
        "document": 2010,
        "excerpt": ": The spear magically returns to the salamander's hand immediately after a ranged attack. Constrict. Strength Saving Throw: DC 15, one Large or smaller creature the salam"
      },
      {
        "document": 2022,
        "excerpt": "the solar's hand or hovers within 5 feet of the solar immediately after a ranged attack. Slaying Bow. Dexterity Saving Throw: DC 21, one creature the solar can see withi"
      },
      {
        "document": 2024,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the sphinx can expend a use to take one of the following actions. The sph"
      },
      {
        "document": 2025,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the sphinx can expend a use to take one of the following actions. The sph"
      },
      {
        "document": 2044,
        "excerpt": "Legendary Action Uses: 3. Immediately after another creature's turn, the tarrasque can expend a use to take one of the following actions. The"
      },
      {
        "document": 2048,
        "excerpt": "eak, and it lacks this action. The tree takes its turn immediately after the treant on the same Initiative count, and it obeys the treant. A tree remains animate for 1 day"
      },
      {
        "document": 2049,
        "excerpt": "and the triceratops moved 20+ feet straight toward it immediately before the hit, the target takes an extra 9 (2d8) Piercing damage and has the Prone condition."
      },
      {
        "document": 2051,
        "excerpt": "troll's space, and becomes a Troll Limb. The limb acts immediately after the troll's turn. The troll has 1 Exhaustion level for each missing limb, and it grows replacement"
      },
      {
        "document": 2053,
        "excerpt": "Legendary Action Uses: 3. Immediately after another creature's turn, the unicorn can expend a use to take one of the following actions. The un"
      },
      {
        "document": 2056,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the vampire can expend a use to take one of the following actions. The va"
      },
      {
        "document": 2061,
        "excerpt": "ure and the skeleton moved 20+ feet straight toward it immediately before the hit, the target has the Prone condition."
      },
      {
        "document": 2062,
        "excerpt": "eature and the horse moved 20+ feet straight toward it immediately before the hit, the target takes an extra 5 (2d4) Bludgeoning damage and has the Prone condition."
      },
      {
        "document": 2068,
        "excerpt": "re and the were-boar moved 20+ feet straight toward it immediately before the hit, the target takes an extra 7 (2d6) Piercing damage and has the Prone condition."
      },
      {
        "document": 2074,
        "excerpt": "'s Concentration ends on this effect, which ends early immediately after the wisp makes an attack roll or uses Consume Life."
      }
    ],
    "immense": [
      {
        "document": 1697,
        "excerpt": "es. It could be a tranquil garden, a cheery tavern, an immense palace, a tropical island, a fantastic carnival, or whatever else you can imagine. Regardless of its nat"
      }
    ],
    "immersed": [
      {
        "document": 682,
        "excerpt": "A creature can be immersed in frigid water for a number of minutes equal to its Constitution score before suffering any ill effects"
      }
    ],
    "immobile": [
      {
        "document": 308,
        "excerpt": "he center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succee"
      },
      {
        "document": 793,
        "excerpt": "An animate but immobile stone statue in your likeness rises and makes verbal threats against you. If you leave it and others com"
      },
      {
        "document": 1278,
        "excerpt": "erything on the disk falls to the ground. The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so"
      },
      {
        "document": 1282,
        "excerpt": "ll consumes) Duration: Concentration, up to 1 hour An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choos"
      },
      {
        "document": 1292,
        "excerpt": "lass bead) Duration: Concentration, up to 1 minute An immobile, shimmering barrier appears in a 10-foot Emanation around you and remains for the duration. Any spell o"
      },
      {
        "document": 1437,
        "excerpt": "nts: V, S Duration: 10 minutes You imbue plants in an immobile 30-foot Emanation with limited sentience and animation, giving them the ability to communicate with you"
      },
      {
        "document": 1706,
        "excerpt": "an area of effect, you can use the Shield to create an immobile 5-foot Emanation originating from you. When the Emanation appears, any creatures or objects not fully co"
      }
    ],
    "immovable": [
      {
        "document": 766,
        "excerpt": "Immovable Rod"
      },
      {
        "document": 1607,
        "excerpt": "Immovable Rod"
      }
    ],
    "immune": [
      {
        "document": 675,
        "excerpt": "er, which affects Humanoids only (gnomes are strangely immune). A creature suffers the following effects 1d4 days after infection: Fever. The creature gains 1 Exhaus"
      },
      {
        "document": 975,
        "excerpt": "You are immune to the Poisoned condition, and you have Resistance to a damage type associated with your current land ch"
      },
      {
        "document": 1161,
        "excerpt": "reature that successfully saves against this effect is immune to it for 1 minute, after which it can be affected again."
      },
      {
        "document": 1183,
        "excerpt": "sadvantage on attack rolls against you. An attacker is immune to this effect if it perceives you with Blindsight or Truesight."
      },
      {
        "document": 1299,
        "excerpt": "ud within 5 feet of the warded area, makes the speaker immune to its effects. The spell creates the effects below within the warded area. Dispel Magic has no effect"
      },
      {
        "document": 1312,
        "excerpt": "ed with bravery. Until the spell ends, the creature is immune to the Frightened condition and gains Temporary Hit Points equal to your spellcasting ability modifier a"
      },
      {
        "document": 1324,
        "excerpt": "a successful save, the target is unaffected, and it is immune to this spell for the next 24 hours. On a failed save, the target is imprisoned. While imprisoned, the"
      },
      {
        "document": 1404,
        "excerpt": "reature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from o"
      },
      {
        "document": 1473,
        "excerpt": ". Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by Dispel Magic. A Disintegrate spell destroys the wall instantly,"
      },
      {
        "document": 1608,
        "excerpt": "command, which you can issue as a Bonus Action. It is immune to the Knock spell and similar magic. Magic prevents the tower from being tipped over. The roof, the do"
      },
      {
        "document": 1641,
        "excerpt": "on a success. A creature that succeeds on its save is immune to the effect of these pipes for 24 hours."
      },
      {
        "document": 1673,
        "excerpt": "Requires Attunement) While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your a"
      },
      {
        "document": 1740,
        "excerpt": "it can't survive without the lost head. A creature is immune to this effect if it has Immunity to Slashing damage, if it doesn't have or need a head, or if the GM de"
      },
      {
        "document": 1825,
        "excerpt": "tion until the end of its turn. Success: The target is immune to this devil's Unnerving Gaze for 24 hours."
      },
      {
        "document": 1829,
        "excerpt": "end of the cloaker's next turn. Success: The target is immune to this cloaker's Moan for the next 24 hours. Phantasms (Recharge after a Short or Long Rest). The cloa"
      },
      {
        "document": 1870,
        "excerpt": "til the start of its next turn. Success: The target is immune to this ghast's Stench for 24 hours."
      },
      {
        "document": 1871,
        "excerpt": "start of the ghost's next turn. Success: The target is immune to this ghost's Horrific Visage for 24 hours. Possession (Recharge 6). Charisma Saving Throw: DC 13, on"
      },
      {
        "document": 1884,
        "excerpt": "a success. Once it succeeds on the save, a creature is immune to this effect for the next 24 hours. Once the figurine has been used, it can't be used again until 15 d"
      },
      {
        "document": 1922,
        "excerpt": "y, the target repeats the save. Success: The target is immune to this harpy's Luring Song for 24 hours."
      },
      {
        "document": 1967,
        "excerpt": "e end of the mummy's next turn. Success: The target is immune to this mummy's Dreadful Glare for 24 hours."
      },
      {
        "document": 1968,
        "excerpt": "lfeshnee out of line of sight. Success: The target is immune to this nalfeshnee's Horror Nimbus for 24 hours."
      },
      {
        "document": 1986,
        "excerpt": "til the start of its next turn. Success: The target is immune to this pit fiend's aura for 24 hours. Legendary Resistance (4/Day). If the pit fiend fails a saving th"
      },
      {
        "document": 2014,
        "excerpt": "til the start of its next turn. Success: The target is immune to this hag's Vile Appearance for 24 hours."
      },
      {
        "document": 2067,
        "excerpt": "control and has 10 Hit Points. Success: The target is immune to this werebear's curse for 24 hours. Handaxe (Humanoid or Hybrid Form Only). Melee or Ranged Attack R"
      },
      {
        "document": 2068,
        "excerpt": "control and has 10 Hit Points. Success: The target is immune to this wereboar's curse for 24 hours. Javelin (Humanoid or Hybrid Form Only). Melee or Ranged Attack R"
      },
      {
        "document": 2069,
        "excerpt": "control and has 10 Hit Points. Success: The target is immune to this wererat's curse for 24 hours. Scratch. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Slas"
      },
      {
        "document": 2070,
        "excerpt": "control and has 10 Hit Points. Success: The target is immune to this weretiger's curse for 24 hours. Scratch. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) S"
      },
      {
        "document": 2071,
        "excerpt": "control and has 10 Hit Points. Success: The target is immune to this werewolf's curse for 24 hours. Scratch. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Sl"
      }
    ],
    "immunities": [
      {
        "document": 157,
        "excerpt": "Immunities"
      },
      {
        "document": 161,
        "excerpt": "me monsters, such as skill proficiencies, Resistances, Immunities, and Gear. If a monster lacks those details, entries for them don't appear. Traits. Monster characteris"
      },
      {
        "document": 554,
        "excerpt": "s, if any. See also \"Resistance\" and \"Vulnerability.\" Immunities. This section lists the monster's damage and condition Immunities, if any. See also \"Immunity.\" Gear. I"
      },
      {
        "document": 980,
        "excerpt": "Hunter's Mark, you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are."
      },
      {
        "document": 1158,
        "excerpt": "ave: +0 | Save: +1 | Save: -5 | Save: -4 | Save: -5 | Immunities Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned Senses Blindsight 30 ft.; Passive"
      },
      {
        "document": 1448,
        "excerpt": "+2 | Resistances Acid, Cold, Fire, Lightning, Poison Immunities Charmed, Frightened, Poisoned Senses Blindsight 30 ft., Darkvision 60 ft.; Passive Perception 12 Languag"
      },
      {
        "document": 1761,
        "excerpt": "80 ft., Swim 40 ft. Skills Perception +11, Stealth +7 Immunities Acid Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 21 Languages Common, Draconic CR 1"
      },
      {
        "document": 1762,
        "excerpt": "30 ft., Fly 80 ft. Skills Perception +12, Stealth +5 Immunities Lightning Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 22 Languages Common, Draconic"
      },
      {
        "document": 1763,
        "excerpt": "History +7, Perception +11, Persuasion +8, Stealth +5 Immunities Fire Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 21 Languages Common, Draconic CR 1"
      },
      {
        "document": 1764,
        "excerpt": "40 ft. Skills Insight +7, Perception +12, Stealth +5 Immunities Lightning Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 22 Languages Common, Draconic"
      },
      {
        "document": 1765,
        "excerpt": "0 ft. Skills Deception +9, Perception +12, Stealth +6 Immunities Acid Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 22 Languages Common, Draconic CR 1"
      },
      {
        "document": 1766,
        "excerpt": "Insight +8, Perception +14, Persuasion +13, Stealth +8 Immunities Fire Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 24 Languages Common, Draconic CR 1"
      },
      {
        "document": 1767,
        "excerpt": "eception +9, Perception +12, Persuasion +9, Stealth +6 Immunities Poison; Poisoned Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 22 Languages Common, D"
      },
      {
        "document": 1768,
        "excerpt": "40 ft., Fly 80 ft. Skills Perception +13, Stealth +6 Immunities Fire Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 23 Languages Common, Draconic CR 1"
      },
      {
        "document": 1769,
        "excerpt": "80 ft. Skills History +8, Perception +11, Stealth +5 Immunities Cold Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 21 Languages Common, Draconic CR 1"
      },
      {
        "document": 1770,
        "excerpt": "80 ft., Swim 40 ft. Skills Perception +11, Stealth +5 Immunities Cold Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 21 Languages Common, Draconic CR 1"
      },
      {
        "document": 1771,
        "excerpt": "Resistances Bludgeoning, Lightning, Piercing, Slashing Immunities Poison, Thunder; Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious Se"
      },
      {
        "document": 1773,
        "excerpt": "80 ft., Swim 40 ft. Skills Perception +16, Stealth +9 Immunities Acid Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 26 Languages Common, Draconic CR 2"
      },
      {
        "document": 1774,
        "excerpt": "40 ft., Fly 80 ft. Skills Perception +17, Stealth +7 Immunities Lightning Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 27 Languages Common, Draconic"
      },
      {
        "document": 1775,
        "excerpt": "History +9, Perception +14, Persuasion +12, Stealth +6 Immunities Fire Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 24 Languages Common, Draconic CR 2"
      },
      {
        "document": 1776,
        "excerpt": "40 ft. Skills Insight +10, Perception +17, Stealth +7 Immunities Lightning Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 27 Languages Common, Dracon"
      },
      {
        "document": 1777,
        "excerpt": "ft. Skills Deception +13, Perception +17, Stealth +8 Immunities Acid Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 27 Languages Common, Draconic CR"
      },
      {
        "document": 1778,
        "excerpt": "nsight +10, Perception +17, Persuasion +16, Stealth +9 Immunities Fire Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 27 Languages Common, Draconic CR 2"
      },
      {
        "document": 1779,
        "excerpt": "eption +13, Perception +17, Persuasion +13, Stealth +8 Immunities Poison; Poisoned Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 27 Languages Common, D"
      },
      {
        "document": 1780,
        "excerpt": "40 ft., Fly 80 ft. Skills Perception +16, Stealth +7 Immunities Fire Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 26 Languages Common, Draconic CR 2"
      },
      {
        "document": 1781,
        "excerpt": "80 ft. Skills History +11, Perception +16, Stealth +7 Immunities Cold Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 26 Languages Common, Draconic CR 2"
      },
      {
        "document": 1782,
        "excerpt": "80 ft., Swim 40 ft. Skills Perception +13, Stealth +6 Immunities Cold Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 23 Languages Common, Draconic CR"
      },
      {
        "document": 1783,
        "excerpt": "AC 18 Initiative +2 (12) HP 33 (6d8 + 6) Speed 25 ft. Immunities Poison, Psychic; Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Senses Blinds"
      },
      {
        "document": 1784,
        "excerpt": "e +4 (14) HP 14 (4d6) Speed 5 ft., Fly 50 ft. (hover) Immunities Poison, Psychic; Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Senses Blinds"
      },
      {
        "document": 1785,
        "excerpt": "d AC 12 Initiative +4 (14) HP 27 (5d10) Speed 10 ft. Immunities Poison, Psychic; Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Senses Blin"
      },
      {
        "document": 1790,
        "excerpt": "d 30 ft. Skills Arcana +13, History +9, Perception +6 Immunities Psychic; Charmed (with Mind Blank) Gear Wand Senses Passive Perception 16 Languages Common plus five oth"
      },
      {
        "document": 1792,
        "excerpt": "imum of its summoner Speed 60 ft., Fly 60 ft. (hover) Immunities Necrotic, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Unconscious Senses"
      },
      {
        "document": 1796,
        "excerpt": "C 17 Initiative +1 (11) HP 39 (6d8 + 12) Speed 30 ft. Immunities Fire, Poison; Poisoned Senses Passive Perception 11 Languages Primordial (Ignan) CR 2 (XP 450; PB +2) T"
      },
      {
        "document": 1799,
        "excerpt": "ft. Skills Perception +9 Resistances Cold, Lightning Immunities Fire, Poison; Charmed, Frightened, Poisoned Senses Truesight 120 ft.; Passive Perception 19 Languages Ab"
      },
      {
        "document": 1802,
        "excerpt": "ception +5, Insight +5, Perception +8 Resistances Cold Immunities Fire, Poison; Poisoned Senses Darkvision 120 ft. (unimpeded by magical Darkness); Passive Perception 18"
      },
      {
        "document": 1805,
        "excerpt": "2 (12) HP 58 (9d8 + 18) Speed 30 ft. Resistances Cold Immunities Fire, Poison; Frightened, Poisoned Senses Darkvision 120 ft. (unimpeded by magical Darkness); Passive Pe"
      },
      {
        "document": 1806,
        "excerpt": "50 ft., Climb 50 ft. Skills Perception +6, Stealth +7 Immunities Lightning Senses Darkvision 90 ft.; Passive Perception 16 Languages Draconic CR 11 (XP 7,200; PB +4) Ac"
      },
      {
        "document": 1809,
        "excerpt": "60 ft., Swim 30 ft. Skills Perception +4, Stealth +4 Immunities Acid Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14 Languages Draconic CR 2 (XP 45"
      },
      {
        "document": 1810,
        "excerpt": "e -3 (7) HP 68 (8d10 + 24) Speed 20 ft., Climb 20 ft. Immunities Acid, Cold, Lightning, Slashing; Charmed, Deafened, Exhaustion, Frightened, Grappled, Prone, Restrained"
      },
      {
        "document": 1813,
        "excerpt": "w 15 ft., Fly 60 ft. Skills Perception +4, Stealth +2 Immunities Lightning Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14 Languages Draconic CR 3 (XP"
      },
      {
        "document": 1815,
        "excerpt": "ft. Skills Deception +7, Insight +6 Resistances Cold Immunities Fire, Poison; Poisoned Senses Darkvision 120 ft. (unimpeded by magical Darkness); Passive Perception 12"
      },
      {
        "document": 1816,
        "excerpt": "w 15 ft., Fly 60 ft. Skills Perception +4, Stealth +2 Immunities Fire Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14 Languages Draconic CR 1 (XP 200;"
      },
      {
        "document": 1817,
        "excerpt": "60 ft., Swim 30 ft. Skills Perception +4, Stealth +2 Immunities Lightning Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14 Languages Draconic CR 2 (XP"
      },
      {
        "document": 1825,
        "excerpt": "ft. Resistances Bludgeoning, Cold, Piercing, Slashing Immunities Fire, Poison; Poisoned Senses Darkvision 120 ft. (unimpeded by magical Darkness); Passive Perception 11"
      },
      {
        "document": 1827,
        "excerpt": "+ 27) Speed 30 ft., Swim 30 ft. Skills Perception +4 Immunities Poison; Poisoned Senses Darkvision 60 ft.; Passive Perception 14 Languages Understands Deep Speech but c"
      },
      {
        "document": 1828,
        "excerpt": "ed 30 ft. Resistances Bludgeoning, Piercing, Slashing Immunities Acid, Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Senses Darkvision"
      },
      {
        "document": 1829,
        "excerpt": "4d10 + 14) Speed 10 ft., Fly 40 ft. Skills Stealth +5 Immunities Frightened Senses Darkvision 120 ft.; Passive Perception 12 Languages Deep Speech, Undercommon CR 8 (XP"
      },
      {
        "document": 1831,
        "excerpt": "tive +1 (11) HP 22 (5d6 + 5) Speed 20 ft., Fly 40 ft. Immunities Petrified Senses Darkvision 60 ft.; Passive Perception 11 Languages None CR 1/2 (XP 100; PB +2) Actions"
      },
      {
        "document": 1834,
        "excerpt": "b 30 ft., Fly 60 ft. Skills Perception +4, Stealth +3 Immunities Acid Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14 Languages Draconic CR 1 (XP 200;"
      },
      {
        "document": 1835,
        "excerpt": "ly 90 ft. Resistances Bludgeoning, Piercing, Slashing Immunities Psychic, Radiant Senses Truesight 120 ft.; Passive Perception 15 Languages All; telepathy 120 ft. CR 4 ("
      },
      {
        "document": 1841,
        "excerpt": "8 + 12) Speed 40 ft. Skills Perception +5, Stealth +4 Immunities Blinded, Charmed, Deafened, Frightened, Stunned, Unconscious Senses Darkvision 120 ft.; Passive Percepti"
      },
      {
        "document": 1843,
        "excerpt": "Skills Insight +9, Perception +9 Resistances Radiant Immunities Charmed, Exhaustion, Frightened Senses Darkvision 120 ft.; Passive Perception 19 Languages All; telepath"
      },
      {
        "document": 1845,
        "excerpt": "HP 218 (19d10 + 114) Speed 30 ft., Fly 90 ft. (hover) Immunities Lightning, Thunder Senses Darkvision 120 ft.; Passive Perception 13 Languages Primordial (Auran) CR 11 ("
      },
      {
        "document": 1846,
        "excerpt": "d8 + 16) Speed 30 ft. Skills Deception +6, Insight +3 Immunities Charmed Senses Darkvision 60 ft.; Passive Perception 11 Languages Common plus three other languages CR 3"
      },
      {
        "document": 1849,
        "excerpt": "6 + 4) Speed 20 ft. Resistances Cold, Fire, Lightning Immunities Poison; Poisoned Senses Darkvision 60 ft.; Passive Perception 9 Languages Abyssal; telepathy 60 ft. (wor"
      },
      {
        "document": 1853,
        "excerpt": "Skills Perception +2, Stealth +4 Vulnerabilities Fire Immunities Poison; Exhaustion, Poisoned Senses Darkvision 60 ft.; Passive Perception 12 Languages Primordial (Auran"
      },
      {
        "document": 1855,
        "excerpt": ") Speed 30 ft., Burrow 30 ft. Vulnerabilities Thunder Immunities Poison; Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious Senses Darkvision 60 ft., Tremorsense 60"
      },
      {
        "document": 1856,
        "excerpt": "HP 212 (17d10 + 119) Speed 40 ft., Fly 60 ft. (hover) Immunities Fire Senses Darkvision 120 ft.; Passive Perception 12 Languages Primordial (Ignan) CR 11 (XP 7,200; PB +"
      },
      {
        "document": 1859,
        "excerpt": "Skills Perception +6, Persuasion +8 Resistances Cold Immunities Fire, Poison; Poisoned Senses Truesight 120 ft.; Passive Perception 16 Languages Infernal; telepathy 120"
      },
      {
        "document": 1861,
        "excerpt": "HP 85 (10d10 + 30) Speed 40 ft. Skills Perception +4 Immunities Blinded, Charmed, Deafened, Frightened, Stunned, Unconscious Gear Battleaxe, Morningstar Senses Darkvisi"
      },
      {
        "document": 1862,
        "excerpt": "ed 50 ft. Resistances Bludgeoning, Piercing, Slashing Immunities Fire, Poison; Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious Sense"
      },
      {
        "document": 1863,
        "excerpt": "78) Speed 30 ft. Skills Athletics +11, Perception +6 Immunities Fire Senses Passive Perception 16 Languages Giant CR 9 (XP 5,000; PB +4) Actions Multiattack. The gian"
      },
      {
        "document": 1864,
        "excerpt": "C 9 Initiative -1 (9) HP 127 (15d8 + 60) Speed 30 ft. Immunities Lightning, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Senses Darkvision 60"
      },
      {
        "document": 1867,
        "excerpt": "+ 65) Speed 40 ft. Skills Athletics +9, Perception +3 Immunities Cold Senses Passive Perception 13 Languages Giant CR 8 (XP 3,900; PB +3) Actions Multiattack. The gian"
      },
      {
        "document": 1868,
        "excerpt": "(9d8 + 27) Speed 30 ft., Fly 60 ft. Skills Stealth +4 Immunities Poison; Exhaustion, Petrified, Poisoned Senses Darkvision 60 ft.; Passive Perception 10 Languages Primor"
      },
      {
        "document": 1869,
        "excerpt": "AC 6 Initiative -4 (6) HP 63 (6d10 + 30) Speed 15 ft. Immunities Acid; Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone Senses Blindsight 60 ft.; Passive Percep"
      },
      {
        "document": 1870,
        "excerpt": "+3 (13) HP 36 (8d8) Speed 30 ft. Resistances Necrotic Immunities Poison; Charmed, Exhaustion, Poisoned Senses Darkvision 60 ft.; Passive Perception 10 Languages Common C"
      },
      {
        "document": 1871,
        "excerpt": "ng, Cold, Fire, Lightning, Piercing, Slashing, Thunder Immunities Necrotic, Poison; Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Rest"
      },
      {
        "document": 1872,
        "excerpt": "il AC 12 Initiative +2 (12) HP 22 (5d8) Speed 30 ft. Immunities Poison; Charmed, Exhaustion, Poisoned Senses Darkvision 60 ft.; Passive Perception 10 Languages Common C"
      },
      {
        "document": 1902,
        "excerpt": "ive -1 (9) HP 52 (7d8 + 21) Speed 20 ft., Swim 20 ft. Immunities Prone Senses Darkvision 60 ft.; Passive Perception 10 Languages None CR 2 (XP 450; PB +2) Traits Aberr"
      },
      {
        "document": 1903,
        "excerpt": "on +7, Perception +7 Resistances Cold, Fire, Lightning Immunities Poison; Poisoned Senses Truesight 120 ft.; Passive Perception 17 Languages Abyssal; telepathy 120 ft. CR"
      },
      {
        "document": 1910,
        "excerpt": "60 ft., Swim 30 ft. Skills Perception +4, Stealth +4 Immunities Fire Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14 Languages Draconic CR 3 (XP 700;"
      },
      {
        "document": 1911,
        "excerpt": "HP 114 (12d10 + 48) Speed 40 ft. Skills Perception +7 Immunities Exhaustion, Petrified Senses Darkvision 60 ft.; Passive Perception 17 Languages None CR 5 (XP 1,800; PB"
      },
      {
        "document": 1912,
        "excerpt": "10 ft. Skills Stealth +2 Resistances Acid, Cold, Fire Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Grappled, Prone, Restrained Senses Blindsight 60 ft."
      },
      {
        "document": 1913,
        "excerpt": "60 ft., Swim 30 ft. Skills Perception +4, Stealth +3 Immunities Poison; Poisoned Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14 Languages Draconic C"
      },
      {
        "document": 1920,
        "excerpt": "m 40 ft. Skills Arcana +11, History +11, Religion +11 Immunities Poison; Charmed, Paralyzed, Poisoned, Restrained Senses Darkvision 60 ft.; Passive Perception 14 Languag"
      },
      {
        "document": 1924,
        "excerpt": "1) HP 58 (9d8 + 18) Speed 50 ft. Skills Perception +5 Immunities Fire Senses Darkvision 60 ft.; Passive Perception 15 Languages Understands Infernal but can't speak CR 3"
      },
      {
        "document": 1925,
        "excerpt": "+ 75) Speed 30 ft. Resistances Cold, Fire, Lightning Immunities Poison; Poisoned Senses Darkvision 120 ft.; Passive Perception 11 Languages Abyssal; telepathy 120 ft. C"
      },
      {
        "document": 1931,
        "excerpt": "ative +2 (12) HP 4 (1d4 + 2) Speed 20 ft., Fly 40 ft. Immunities Poison; Charmed, Poisoned Senses Darkvision 60 ft.; Passive Perception 10 Languages Understands Common p"
      },
      {
        "document": 1932,
        "excerpt": "19d10 + 95) Speed 30 ft., Fly 60 ft. Resistances Cold Immunities Fire, Poison; Poisoned Senses Darkvision 150 ft. (unimpeded by magical Darkness); Passive Perception 13"
      },
      {
        "document": 1934,
        "excerpt": "+ 80) Speed 40 ft., Swim 40 ft. Skills Perception +6 Immunities Blinded, Charmed, Deafened, Frightened, Stunned, Unconscious Senses Darkvision 60 ft.; Passive Perceptio"
      },
      {
        "document": 1936,
        "excerpt": "0 ft. Skills Insight +7, Perception +7, Persuasion +9 Immunities Cold, Fire, Poison; Poisoned Senses Blindsight 120 ft.; Passive Perception 17 Languages Infernal; telepa"
      },
      {
        "document": 1937,
        "excerpt": "Skills Perception +2, Stealth +3 Vulnerabilities Fire Immunities Cold, Poison; Exhaustion, Poisoned Senses Darkvision 60 ft.; Passive Perception 12 Languages Primordial"
      },
      {
        "document": 1938,
        "excerpt": "Deception +4, Insight +3, Stealth +5 Resistances Cold Immunities Fire, Poison; Poisoned Senses Darkvision 120 ft. (unimpeded by magical Darkness); Passive Perception 11"
      },
      {
        "document": 1940,
        "excerpt": "tealth +10 Resistances Bludgeoning, Piercing, Slashing Immunities Poison; Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious Senses Dark"
      },
      {
        "document": 1941,
        "excerpt": "Initiative +9 (19) HP 252 (24d10 + 120) Speed 30 ft. Immunities Fire, Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Senses Darkvision"
      },
      {
        "document": 1944,
        "excerpt": "C 18 Initiative +0 (10) HP 52 (8d8 + 16) Speed 30 ft. Immunities Frightened Gear Greatsword, Heavy Crossbow, Plate Armor Senses Passive Perception 10 Languages Common pl"
      },
      {
        "document": 1946,
        "excerpt": "ft., Swim 120 ft. Skills History +13, Perception +11 Immunities Cold, Lightning; Frightened, Grappled, Paralyzed, Restrained Senses Truesight 120 ft.; Passive Perceptio"
      },
      {
        "document": 1948,
        "excerpt": "ative -3 (7) HP 9 (2d8) Speed 20 ft. Resistances Cold Immunities Fire, Poison; Charmed, Frightened, Poisoned Senses Darkvision 120 ft. (unimpeded by magical Darkness); P"
      },
      {
        "document": 1949,
        "excerpt": "Insight +9, Perception +9 Resistances Cold, Lightning Immunities Necrotic, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned Gear Component Pouch Senses Trues"
      },
      {
        "document": 1953,
        "excerpt": "t., Fly 30 ft. Skills Stealth +3 Vulnerabilities Cold Immunities Fire, Poison; Exhaustion, Poisoned Senses Darkvision 60 ft.; Passive Perception 10 Languages Primordial"
      },
      {
        "document": 1954,
        "excerpt": "AC 14 Initiative +2 (12) HP 13 (3d6 + 3) Speed 30 ft. Immunities Fire Senses Darkvision 60 ft.; Passive Perception 10 Languages Primordial (Ignan) CR 1/2 (XP 100; PB +2)"
      },
      {
        "document": 1957,
        "excerpt": "Skills Perception +8 Resistances Cold, Fire, Lightning Immunities Poison; Poisoned Senses Truesight 120 ft.; Passive Perception 18 Languages Abyssal; telepathy 120 ft. CR"
      },
      {
        "document": 1962,
        "excerpt": "(13) HP 58 (9d8 + 18) Speed 20 ft. Skills Stealth +5 Immunities Acid; Prone Senses Darkvision 60 ft.; Passive Perception 11 Languages None CR 2 (XP 450; PB +2) Traits"
      },
      {
        "document": 1964,
        "excerpt": "(6d10 + 12) Speed 40 ft. Vulnerabilities Bludgeoning Immunities Poison; Exhaustion, Poisoned Senses Darkvision 60 ft.; Passive Perception 9 Languages Understands Abyssa"
      },
      {
        "document": 1966,
        "excerpt": "ry +5, Perception +9, Religion +5 Vulnerabilities Fire Immunities Necrotic, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned Senses Truesight 60 ft.; Passive"
      },
      {
        "document": 1967,
        "excerpt": "9) HP 58 (9d8 + 18) Speed 20 ft. Vulnerabilities Fire Immunities Necrotic, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned Senses Darkvision 60 ft.; Passive"
      },
      {
        "document": 1968,
        "excerpt": "20 ft., Fly 30 ft. Resistances Cold, Fire, Lightning Immunities Poison; Frightened, Poisoned Senses Truesight 120 ft.; Passive Perception 11 Languages Abyssal; telepath"
      },
      {
        "document": 1969,
        "excerpt": "t +5, Perception +5, Stealth +5 Resistances Cold, Fire Immunities Charmed Senses Darkvision 120 ft.; Passive Perception 15 Languages Abyssal, Common, Infernal, Primordial"
      },
      {
        "document": 1970,
        "excerpt": "2) HP 68 (8d10 + 24) Speed 60 ft., Fly 90 ft. (hover) Immunities Fire Senses Passive Perception 11 Languages Understands Abyssal, Common, and Infernal but can't speak CR"
      },
      {
        "document": 1972,
        "excerpt": "d10 + 14) Speed 20 ft., Climb 20 ft. Resistances Acid Immunities Lightning, Slashing; Charmed, Deafened, Exhaustion, Frightened, Grappled, Prone, Restrained Senses Blind"
      },
      {
        "document": 1974,
        "excerpt": "AC 8 Initiative -2 (8) HP 85 (9d10 + 36) Speed 30 ft. Immunities Poison; Exhaustion, Poisoned Senses Darkvision 60 ft.; Passive Perception 8 Languages Understands Common"
      },
      {
        "document": 1986,
        "excerpt": "Skills Perception +10, Persuasion +19 Resistances Cold Immunities Fire, Poison; Poisoned Senses Truesight 120 ft.; Passive Perception 20 Languages Infernal; telepathy 120"
      },
      {
        "document": 1987,
        "excerpt": "ft. (hover) Skills Perception +11 Resistances Radiant Immunities Charmed, Exhaustion, Frightened Senses Truesight 120 ft.; Passive Perception 21 Languages All; telepathy"
      },
      {
        "document": 1996,
        "excerpt": ". Skills Stealth +5 Resistances Cold, Fire, Lightning Immunities Poison; Poisoned Senses Darkvision 120 ft.; Passive Perception 10 Languages Abyssal, Common CR 1 (XP 200"
      },
      {
        "document": 1997,
        "excerpt": "wielded by creatures under the effect of a Bless spell Immunities Charmed, Frightened Senses Truesight 60 ft.; Passive Perception 18 Languages Common, Infernal CR 13 (XP"
      },
      {
        "document": 2000,
        "excerpt": "b 30 ft., Fly 60 ft. Skills Perception +4, Stealth +2 Immunities Fire Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14 Languages Draconic CR 4 (XP 1,10"
      },
      {
        "document": 2002,
        "excerpt": "(15) HP 195 (17d12 + 85) Speed 40 ft., Burrow 30 ft. Immunities Cold, Fire Senses Darkvision 60 ft., Tremorsense 60 ft.; Passive Perception 10 Languages None CR 11 (XP"
      },
      {
        "document": 2010,
        "excerpt": "+ 24) Speed 30 ft., Climb 30 ft. Vulnerabilities Cold Immunities Fire Senses Darkvision 60 ft.; Passive Perception 10 Languages Primordial (Ignan) CR 5 (XP 1,800; PB +3)"
      },
      {
        "document": 2016,
        "excerpt": "diant Resistances Acid, Cold, Fire, Lightning, Thunder Immunities Necrotic, Poison; Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, U"
      },
      {
        "document": 2017,
        "excerpt": "Swim 20 ft. Skills Stealth +3 Resistances Cold, Fire Immunities Lightning; Deafened, Exhaustion Senses Blindsight 60 ft.; Passive Perception 10 Languages None CR 5 (XP"
      },
      {
        "document": 2018,
        "excerpt": "17 Initiative -1 (9) HP 142 (15d10 + 60) Speed 30 ft. Immunities Poison; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Senses Blindsight 10 ft., Darkvi"
      },
      {
        "document": 2019,
        "excerpt": "igned AC 5 Initiative -5 (5) HP 13 (3d8) Speed 5 ft. Immunities Blinded, Charmed, Deafened, Frightened Senses Blindsight 30 ft.; Passive Perception 6 Languages None CR"
      },
      {
        "document": 2020,
        "excerpt": "d 30 ft., Fly 60 ft. Skills Perception +4, Stealth +2 Immunities Cold Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14 Languages Draconic CR 2 (XP 450;"
      },
      {
        "document": 2021,
        "excerpt": "13 (2d8 + 4) Speed 30 ft. Vulnerabilities Bludgeoning Immunities Poison; Exhaustion, Poisoned Gear Shortbow, Shortsword Senses Darkvision 60 ft.; Passive Perception 9 La"
      },
      {
        "document": 2022,
        "excerpt": "eed 50 ft., Fly 150 ft. (hover) Skills Perception +14 Immunities Poison, Radiant; Charmed, Exhaustion, Frightened, Poisoned Senses Truesight 120 ft.; Passive Perception"
      },
      {
        "document": 2023,
        "excerpt": "ng, Cold, Fire, Lightning, Piercing, Slashing, Thunder Immunities Necrotic, Poison; Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unco"
      },
      {
        "document": 2024,
        "excerpt": "ception +8, Religion +12 Resistances Necrotic, Radiant Immunities Psychic; Charmed, Frightened Senses Truesight 120 ft.; Passive Perception 18 Languages Celestial, Common"
      },
      {
        "document": 2025,
        "excerpt": "eption +12, Religion +15 Resistances Necrotic, Radiant Immunities Psychic; Charmed, Frightened Senses Truesight 120 ft.; Passive Perception 22 Languages Celestial, Common"
      },
      {
        "document": 2028,
        "excerpt": "7 Initiative +3 (13) HP 135 (18d10 + 36) Speed 40 ft. Immunities Poison; Charmed, Poisoned Senses Darkvision 60 ft.; Passive Perception 12 Languages Abyssal, Common CR 8"
      },
      {
        "document": 2031,
        "excerpt": "P 17 (5d6) Speed 30 ft., Fly 30 ft. Skills Stealth +2 Immunities Fire, Poison; Exhaustion, Poisoned Senses Darkvision 60 ft.; Passive Perception 10 Languages Primordial"
      },
      {
        "document": 2034,
        "excerpt": "Initiative +3 (13) HP 220 (21d10 + 105) Speed 30 ft. Immunities Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Senses Darkvision 120 f"
      },
      {
        "document": 2035,
        "excerpt": "etics +14, History +8, Perception +10 Resistances Cold Immunities Lightning, Thunder Senses Darkvision 120 ft., Truesight 30 ft.; Passive Perception 20 Languages Common,"
      },
      {
        "document": 2037,
        "excerpt": "ly 30 ft. Resistances Bludgeoning, Piercing, Slashing Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned Senses Blindsight 60 ft."
      },
      {
        "document": 2038,
        "excerpt": "mb 30 ft. Resistances Bludgeoning, Piercing, Slashing Immunities Necrotic, Poison; Charmed, Exhaustion, Frightened, Grappled, Incapacitated, Paralyzed, Petrified, Poison"
      },
      {
        "document": 2039,
        "excerpt": "s choice) Resistances Bludgeoning, Piercing, Slashing Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned Senses Blindsight 30 ft."
      },
      {
        "document": 2040,
        "excerpt": "im 40 ft. Resistances Bludgeoning, Piercing, Slashing Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned Senses Darkvision 60 ft."
      },
      {
        "document": 2041,
        "excerpt": "mb 30 ft. Resistances Bludgeoning, Piercing, Slashing Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned Senses Darkvision 30 ft."
      },
      {
        "document": 2042,
        "excerpt": "ception +5 Resistances Bludgeoning, Piercing, Slashing Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned Senses Passive Perceptio"
      },
      {
        "document": 2043,
        "excerpt": "im 30 ft. Resistances Bludgeoning, Piercing, Slashing Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned Senses Blindsight 10 ft."
      },
      {
        "document": 2044,
        "excerpt": "ception +9 Resistances Bludgeoning, Piercing, Slashing Immunities Fire, Poison; Charmed, Deafened, Frightened, Paralyzed, Poisoned Senses Blindsight 120 ft.; Passive Perc"
      },
      {
        "document": 2053,
        "excerpt": "12 Initiative +8 (18) HP 97 (13d10 + 26) Speed 50 ft. Immunities Poison; Charmed, Paralyzed, Poisoned Senses Darkvision 60 ft.; Passive Perception 13 Languages Celestial"
      },
      {
        "document": 2054,
        "excerpt": "ion +4, Persuasion +4, Stealth +7 Resistances Necrotic Immunities Charmed (except from its vampire master) Gear Daggers (10) Senses Darkvision 60 ft.; Passive Perception"
      },
      {
        "document": 2058,
        "excerpt": "igned AC 5 Initiative -5 (5) HP 18 (4d8) Speed 5 ft. Immunities Blinded, Charmed, Deafened, Frightened Senses Blindsight 30 ft.; Passive Perception 6 Languages None CR"
      },
      {
        "document": 2059,
        "excerpt": "40 ft., Fly 60 ft. Resistances Cold, Fire, Lightning Immunities Poison; Poisoned Senses Darkvision 120 ft.; Passive Perception 11 Languages Abyssal; telepathy 120 ft. C"
      },
      {
        "document": 2061,
        "excerpt": "2 (3d10 + 6) Speed 60 ft. Vulnerabilities Bludgeoning Immunities Poison; Exhaustion, Poisoned Senses Darkvision 60 ft.; Passive Perception 9 Languages None CR 1/2 (XP 10"
      },
      {
        "document": 2065,
        "excerpt": "48) Speed 30 ft., Swim 90 ft. Resistances Acid, Fire Immunities Poison; Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious Senses Dark"
      },
      {
        "document": 2072,
        "excerpt": "60 ft., Swim 30 ft. Skills Perception +4, Stealth +2 Immunities Cold Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14 Languages Draconic CR 2 (XP 45"
      },
      {
        "document": 2073,
        "excerpt": "Skills Perception +3, Stealth +4 Resistances Necrotic Immunities Poison; Exhaustion, Poisoned Gear Studded Leather Armor Senses Darkvision 60 ft.; Passive Perception 13"
      },
      {
        "document": 2074,
        "excerpt": "Bludgeoning, Cold, Fire, Necrotic, Piercing, Slashing Immunities Lightning, Poison; Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious"
      },
      {
        "document": 2075,
        "excerpt": "0 + 20) Speed 50 ft. Skills Perception +5, Stealth +5 Immunities Cold Senses Passive Perception 15 Languages Common, Giant CR 3 (XP 700; PB +2) Traits Pack Tactics. Th"
      },
      {
        "document": 2078,
        "excerpt": "nces Acid, Bludgeoning, Cold, Fire, Piercing, Slashing Immunities Necrotic, Poison; Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unco"
      },
      {
        "document": 2080,
        "excerpt": "0 ft., Burrow 20 ft. Skills Perception +6, Stealth +6 Immunities Poison; Paralyzed, Petrified, Poisoned Senses Darkvision 60 ft., Tremorsense 60 ft.; Passive Perception"
      },
      {
        "document": 2081,
        "excerpt": "80 ft., Swim 40 ft. Skills Perception +6, Stealth +5 Immunities Acid Senses Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 16 Languages Common, Draconic CR"
      },
      {
        "document": 2082,
        "excerpt": "w 20 ft., Fly 80 ft. Skills Perception +9, Stealth +4 Immunities Lightning Senses Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 19 Languages Common, Draconic"
      },
      {
        "document": 2083,
        "excerpt": "0 ft. Skills Perception +6, Persuasion +5, Stealth +3 Immunities Fire Senses Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 16 Languages Common, Draconic CR 6"
      },
      {
        "document": 2084,
        "excerpt": "m 40 ft. Skills Insight +4, Perception +7, Stealth +3 Immunities Lightning Senses Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 17 Languages Common, Draconic"
      },
      {
        "document": 2085,
        "excerpt": "80 ft. Skills Deception +5, Perception +7, Stealth +4 Immunities Acid Senses Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 17 Languages Common, Draconic CR 7"
      },
      {
        "document": 2086,
        "excerpt": "s Insight +5, Perception +9, Persuasion +9, Stealth +6 Immunities Fire Senses Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 19 Languages Common, Draconic CR 1"
      },
      {
        "document": 2087,
        "excerpt": "40 ft. Skills Deception +5, Perception +7, Stealth +4 Immunities Poison; Poisoned Senses Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 17 Languages Common, D"
      },
      {
        "document": 2088,
        "excerpt": "b 40 ft., Fly 80 ft. Skills Perception +8, Stealth +4 Immunities Fire Senses Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 18 Languages Common, Draconic CR 1"
      },
      {
        "document": 2089,
        "excerpt": "y 80 ft. Skills History +6, Perception +8, Stealth +4 Immunities Cold Senses Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 18 Languages Common, Draconic CR 9"
      },
      {
        "document": 2090,
        "excerpt": "80 ft., Swim 40 ft. Skills Perception +6, Stealth +3 Immunities Cold Senses Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 16 Languages Common, Draconic CR 6"
      },
      {
        "document": 2091,
        "excerpt": "AC 8 Initiative -2 (8) HP 15 (2d8 + 6) Speed 20 ft. Immunities Poison; Exhaustion, Poisoned Senses Darkvision 60 ft.; Passive Perception 8 Languages Understands Common"
      }
    ],
    "immunity": [
      {
        "document": 3,
        "excerpt": "Immunity"
      },
      {
        "document": 322,
        "excerpt": "reature on a success. Destroying the Net (AC 10; 5 HP; Immunity to Bludgeoning, Poison, and Psychic damage) also frees the target, ending the effect."
      },
      {
        "document": 554,
        "excerpt": "r's damage and condition Immunities, if any. See also \"Immunity.\" Gear. If the monster has any equipment that can be given away or retrieved, it's listed in this entry"
      },
      {
        "document": 580,
        "excerpt": "ect Hit Points Damage Types and Objects. Objects have Immunity to Poison and Psychic damage. The GM might decide that some damage types are more or less effective agai"
      },
      {
        "document": 607,
        "excerpt": "creature or an object that has a damage threshold has Immunity to all damage unless it takes an amount of damage from a single attack or effect equal to or greater tha"
      },
      {
        "document": 647,
        "excerpt": "Immunity"
      },
      {
        "document": 679,
        "excerpt": "1 Exhaustion level. Creatures that have Resistance or Immunity to Cold damage automatically succeed on the save."
      },
      {
        "document": 681,
        "excerpt": "vantage on the save. Creatures that have Resistance or Immunity to Fire damage automatically succeed on the save."
      },
      {
        "document": 682,
        "excerpt": "gain 1 Exhaustion level. Creatures with Resistance or Immunity to Cold damage automatically succeed on the save, as do creatures that are naturally adapted to living i"
      },
      {
        "document": 722,
        "excerpt": "that has AC 17, HP 100, a Damage Threshold of 10, and Immunity to Poison and Psychic damage. Slow the Stone. As an action, a creature can try to slow down the stone w"
      },
      {
        "document": 968,
        "excerpt": "You and your allies have Immunity to the Frightened condition while in your Aura of Protection. If a Frightened ally enters the aura, that"
      },
      {
        "document": 978,
        "excerpt": "after you cast it. This damage ignores Resistance and Immunity. Each time you use this feature again before finishing a Long Rest, the Necrotic damage per spell level"
      },
      {
        "document": 982,
        "excerpt": "You and your allies have Immunity to the Charmed condition while in your Aura of Protection. If a Charmed ally enters the aura, that condi"
      },
      {
        "document": 983,
        "excerpt": "You have Immunity to the Charmed and Frightened conditions while your Rage is active. If you're Charmed or Frightened when"
      },
      {
        "document": 1186,
        "excerpt": "ffects (choose for each creature): - The creature has Immunity to the Charmed and Frightened conditions until the spell ends. If the creature was already Charmed or Fr"
      },
      {
        "document": 1286,
        "excerpt": "to Bludgeoning, Piercing, and Slashing damage; it has Immunity to the Prone condition; and it has Advantage on Strength, Dexterity, and Constitution saving throws. The"
      },
      {
        "document": 1311,
        "excerpt": "e creature has Resistance to Poison damage, and it has Immunity to the Frightened and Poisoned conditions. Its Hit Point maximum also increases by 2d10, and it gains th"
      },
      {
        "document": 1360,
        "excerpt": "til the spell ends, one willing creature you touch has Immunity to Psychic damage and the Charmed condition. The target is also unaffected by anything that would sense"
      },
      {
        "document": 1427,
        "excerpt": "Any creature or object entirely inside the Sphere has Immunity to Thunder damage, and creatures have the Deafened condition while entirely inside it. Casting a spell t"
      },
      {
        "document": 1430,
        "excerpt": "reatures that don't sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this spell."
      },
      {
        "document": 1474,
        "excerpt": "C 12 and 30 Hit Points per 10-foot section, and it has Immunity to Cold, Poison, and Psychic damage and Vulnerability to Fire damage. Reducing a 10-foot section of wall"
      },
      {
        "document": 1475,
        "excerpt": "15 and 30 Hit Points per inch of thickness, and it has Immunity to Poison and Psychic damage. Reducing a panel to 0 Hit Points destroys it and might cause connected pan"
      },
      {
        "document": 1482,
        "excerpt": "rget has a Fly Speed of 300 feet and can hover; it has Immunity to the Prone condition; and it has Resistance to Bludgeoning, Piercing, and Slashing damage. The only ac"
      },
      {
        "document": 1484,
        "excerpt": "that you choose. This Resistance is permanent. Spell Immunity. You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hour"
      },
      {
        "document": 1496,
        "excerpt": "ist Damage. You have Resistance to all damage. Poison Immunity. You have Immunity to the Poisoned condition."
      },
      {
        "document": 1509,
        "excerpt": "0 ft. (or 0 ft. for both if the legs aren't extended); Immunity to Poison and Psychic damage. To be used as a vehicle, the apparatus requires one pilot. While the appa"
      },
      {
        "document": 1511,
        "excerpt": "al Shell. You can take a Magic action to give yourself Immunity to Bludgeoning, Piercing, and Slashing damage for 10 minutes or until you are no longer wearing the armo"
      },
      {
        "document": 1533,
        "excerpt": "och, you have Resistance to Force damage, and you have Immunity to damage from the Magic Missile spell."
      },
      {
        "document": 1604,
        "excerpt": "ts look like living, breathing warriors, and they have Immunity to the Charmed and Frightened conditions. Once you use the horn, it can't be used again until 7 days hav"
      },
      {
        "document": 1608,
        "excerpt": "roof, the door, and the walls each have AC 20; HP 100; Immunity to Bludgeoning, Piercing, and Slashing damage except that which is dealt by siege equipment; and Resista"
      },
      {
        "document": 1625,
        "excerpt": "The mirror weighs 50 pounds, and it has AC 11, HP 10, Immunity to Poison and Psychic damage, and Vulnerability to Bludgeoning damage. It shatters and is destroyed when"
      },
      {
        "document": 1638,
        "excerpt": "ant-cut black gem pendant. While you wear it, you have Immunity to the Poisoned condition and Poison damage."
      },
      {
        "document": 1667,
        "excerpt": "you last occupied. Fire. You know Ignan, and you have Immunity to Fire damage. Water. You know Aquan, you gain a Swim Speed of 60 feet, and you can breathe underwater"
      },
      {
        "document": 1698,
        "excerpt": "climb using the rope. The rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Po"
      },
      {
        "document": 1699,
        "excerpt": "in the target's space. The rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Po"
      },
      {
        "document": 1740,
        "excerpt": "st head. A creature is immune to this effect if it has Immunity to Slashing damage, if it doesn't have or need a head, or if the GM decides that the creature is too big"
      },
      {
        "document": 1859,
        "excerpt": "Entangling Rope action. The rope has AC 20, HP 90, and Immunity to Poison and Psychic damage. The rope turns to dust if reduced to 0 Hit Points, if it is 5+ feet away f"
      },
      {
        "document": 1860,
        "excerpt": "destroyed (AC 10; HP 5; Vulnerability to Fire damage; Immunity to Bludgeoning, Poison, and Psychic damage)."
      },
      {
        "document": 1895,
        "excerpt": "destroyed (AC 10; HP 5; Vulnerability to Fire damage; Immunity to Poison and Psychic damage)."
      },
      {
        "document": 1966,
        "excerpt": "The heart is a Tiny object that has AC 17, HP 10, and Immunity to all damage except Fire."
      },
      {
        "document": 2006,
        "excerpt": "creature it has Grappled when destroyed (AC 20, HP 10, Immunity to Poison and Psychic damage). Damaging the tentacle deals no damage to the roper, and a destroyed tenta"
      }
    ],
    "immutable": [
      {
        "document": 1828,
        "excerpt": "rk until it is destroyed or it is no longer Bloodied. Immutable Form. The golem can't shape-shift. Magic Resistance. The golem has Advantage on saving throws against s"
      },
      {
        "document": 1864,
        "excerpt": "for the Berserk trait again if it is still Bloodied. Immutable Form. The golem can't shape-shift. Lightning Absorption. Whenever the golem is subjected to Lightning d"
      },
      {
        "document": 1941,
        "excerpt": "number of Hit Points equal to the Fire damage dealt. Immutable Form. The golem can't shape-shift. Magic Resistance. The golem has Advantage on saving throws against s"
      },
      {
        "document": 2034,
        "excerpt": "Immutable Form. The golem can't shape-shift. Magic Resistance. The golem has Advantage on saving throws against s"
      }
    ],
    "imp": [
      {
        "document": 972,
        "excerpt": "r your familiar or one of the following special forms: Imp, Pseudodragon, Quasit, Skeleton, Sphinx of Wonder, Sprite, or Venomous Snake (see “Monsters” for the fam"
      },
      {
        "document": 1938,
        "excerpt": "Imp"
      }
    ],
    "impact": [
      {
        "document": 34,
        "excerpt": "creatures have a Proficiency Bonus, which reflects the impact that training has on the creature's capabilities. A character's Proficiency Bonus increases as the chara"
      },
      {
        "document": 1285,
        "excerpt": "a sling (to the sling's normal range). It shatters on impact, with the same effect as a normal casting of the spell. You can also set the globe down without shatteri"
      },
      {
        "document": 1519,
        "excerpt": "feet. The bead explodes in a 10-foot-radius Sphere on impact and is destroyed. Each creature in the Sphere must succeed on a DC 15 Dexterity saving throw or take 5d"
      },
      {
        "document": 1733,
        "excerpt": "ce in a 50-foot-radius circle centered on the point of impact. Structures in contact with the ground in that area take 50 Bludgeoning damage, and each creature on the"
      }
    ],
    "impart": [
      {
        "document": 386,
        "excerpt": "airs - such as boots, bracers, gauntlets, and gloves - impart their benefits only if both items of the pair are worn. For example, a character wearing a Boot of Strid"
      }
    ],
    "impassable": [
      {
        "document": 1304,
        "excerpt": "le a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-str"
      },
      {
        "document": 1363,
        "excerpt": "semble a swamp, hill, crevasse, or some other rough or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-str"
      }
    ],
    "impede": [
      {
        "document": 1363,
        "excerpt": "d into Difficult Terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed f"
      }
    ],
    "impeded": [
      {
        "document": 99,
        "excerpt": "Impeded Weapons"
      }
    ],
    "imperceptible": [
      {
        "document": 985,
        "excerpt": "d Strike, you can expend 4 Focus Points to start these imperceptible vibrations, which last for a number of days equal to your Monk level. The vibrations are harmless unless"
      },
      {
        "document": 1293,
        "excerpt": "ell ends without being triggered. The glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice. When you insc"
      },
      {
        "document": 1349,
        "excerpt": "ou are within 30 feet of it. While closed, the door is imperceptible. Beyond the door is a magnificent foyer with numerous chambers beyond. The dwelling's atmosphere is cle"
      },
      {
        "document": 1391,
        "excerpt": "ivates when a specific trigger occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot Cube, and you decide when you cast the spell how the ill"
      },
      {
        "document": 1423,
        "excerpt": "ell Range: Self Components: V, S Duration: 1 round An imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, in"
      },
      {
        "document": 1451,
        "excerpt": "ell ends without being triggered. The glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice. When you insc"
      },
      {
        "document": 1591,
        "excerpt": "Wondrous Item, Uncommon These gloves are imperceptible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks."
      },
      {
        "document": 1673,
        "excerpt": "ou can take a Magic action to cause the ring to become imperceptible until you take another Magic action to make it perceptible, until you remove the ring, or until you die"
      }
    ],
    "impersonate": [
      {
        "document": 474,
        "excerpt": "e, you have Advantage on any ability check you make to impersonate the person or type of person it represents."
      }
    ],
    "impervious": [
      {
        "document": 128,
        "excerpt": "e destroyed only in some special way. Otherwise, it is impervious to damage. Learning how to destroy an Artifact usually requires research or the completion of a quest."
      }
    ],
    "implant": [
      {
        "document": 1347,
        "excerpt": "ich the spell consumes) Duration: Until dispelled You implant a message within an object in range - a message that is uttered when a trigger condition is met. Choose"
      }
    ],
    "important": [
      {
        "document": 43,
        "excerpt": "take only one action at a time. This principle is most important in combat, as explained in “Combat” later in “Playing the Game.” Actions can come up in other situation"
      },
      {
        "document": 61,
        "excerpt": "t's vicinity. On a success, you find the object, other important details, or both. If you describe your character searching nowhere near a hidden object, a Wisdom (Perc"
      },
      {
        "document": 556,
        "excerpt": "ue, or another source of knowledge and call to mind an important piece of information about it. The Areas of Knowledge table suggests which skills are applicable to var"
      },
      {
        "document": 731,
        "excerpt": "can be defeated quickly. This guideline is especially important for characters of level 1 or 2."
      },
      {
        "document": 976,
        "excerpt": "expose corruption, unravel lies, and poke fun at self-important figures of authority."
      },
      {
        "document": 1333,
        "excerpt": "ng, as described by the GM. The lore might consist of important details, amusing revelations, or even secret lore that has never been widely known. The more information"
      },
      {
        "document": 1455,
        "excerpt": "s occupied. Many major temples, guildhalls, and other important places have permanent teleportation circles. Each circle includes a unique sigil sequence - a string of"
      }
    ],
    "impose": [
      {
        "document": 29,
        "excerpt": "can also decide that circumstances grant Advantage or impose Disadvantage."
      },
      {
        "document": 32,
        "excerpt": "roll only two d20s. Similarly, if multiple situations impose Disadvantage on a roll, you roll only two d20s. If circumstances cause a roll to have both Advantage an"
      },
      {
        "document": 985,
        "excerpt": "ith an attack granted by your Flurry of Blows, you can impose one of the following effects on that target. Addle. The target can't make Opportunity Attacks until the"
      }
    ],
    "imposes": [
      {
        "document": 67,
        "excerpt": "ect, as defined below. Fast. Traveling at a Fast pace imposes Disadvantage on a traveler's Wisdom (Perception or Survival) and Dexterity (Stealth) checks. Normal. Tr"
      },
      {
        "document": 686,
        "excerpt": "Strong wind imposes Disadvantage on ranged attack rolls with weapons. It also extinguishes open flames and disperses fog. A"
      },
      {
        "document": 1561,
        "excerpt": "as you remain attuned to it. On a failed save, the orb imposes the Charmed condition on you for as long as you remain attuned to it. While you are Charmed by the orb,"
      },
      {
        "document": 1626,
        "excerpt": "an be worn under normal clothes. If the armor normally imposes Disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the arm"
      }
    ],
    "imposing": [
      {
        "document": 1284,
        "excerpt": "nonmagical restraints, such as manacles or a creature imposing the Grappled condition on it. Using a Higher-Level Spell Slot. You can target one additional creature f"
      }
    ],
    "impossible": [
      {
        "document": 142,
        "excerpt": "ands, the item can do any of the following: - Make it impossible for its bearer to attune to it. - Suppress one or more of its activated properties. - Attempt to take co"
      },
      {
        "document": 740,
        "excerpt": "Nearly impossible"
      },
      {
        "document": 1364,
        "excerpt": "you and mimic your actions, shifting position so it's impossible to track which image is real. Each time a creature hits you with an attack roll during the spell's dura"
      },
      {
        "document": 1427,
        "excerpt": "t. Casting a spell that includes a Verbal component is impossible there."
      },
      {
        "document": 1446,
        "excerpt": "and Heavily Obscured, ranged attacks with weapons are impossible there, and strong wind blows through the area."
      }
    ],
    "impressive": [
      {
        "document": 248,
        "excerpt": "res that allow them to make more attacks or to do more impressive things with those attacks. These adventurers often confront threats to whole regions."
      },
      {
        "document": 417,
        "excerpt": "ity: Dexterity Weight: 5 lb. Utilize: Write text with impressive flourishes that guard against forgery (DC 15) Craft: Ink, Spell Scroll"
      }
    ],
    "imprisoned": [
      {
        "document": 1324,
        "excerpt": "for the next 24 hours. On a failed save, the target is imprisoned. While imprisoned, the target doesn't need to breathe, eat, or drink, and it doesn't age. Divination spe"
      },
      {
        "document": 1627,
        "excerpt": "he space you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can't be located by any Divination magic, but a Wis"
      }
    ],
    "imprisonment": [
      {
        "document": 47,
        "excerpt": "eacts. A cowardly bandit might buckle under threats of imprisonment. A stubborn merchant refuses to help if the characters badger her. A vain dragon laps up flattery. When"
      },
      {
        "document": 882,
        "excerpt": "Imprisonment"
      },
      {
        "document": 895,
        "excerpt": "Imprisonment"
      },
      {
        "document": 1324,
        "excerpt": "Imprisonment"
      },
      {
        "document": 1611,
        "excerpt": "ure a command that is likely to result in its death or imprisonment, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in acco"
      }
    ],
    "improperly": [
      {
        "document": 721,
        "excerpt": "Levels 1–4) Trigger: A creature opens the trap's lock improperly or fails to disarm the trap Duration: Instantaneous A poisoned needle is hidden in a lock. When a crea"
      }
    ],
    "improve": [
      {
        "document": 422,
        "excerpt": "Ability: Wisdom Weight: 8 lb. Utilize: Improve food's flavor (DC 10), or detect spoiled or poisoned food (DC 15) Craft: Rations"
      },
      {
        "document": 1004,
        "excerpt": "bility score of your choice by 1, to a maximum of 30. Improve Fate. When you or another creature within 60 feet of you succeeds on or fails a D20 Test, you can roll 2"
      }
    ],
    "improved": [
      {
        "document": 824,
        "excerpt": "Improved Elemental Fury"
      },
      {
        "document": 848,
        "excerpt": "Improved Brutal Strike"
      },
      {
        "document": 855,
        "excerpt": "Improved Cunning Strike"
      },
      {
        "document": 908,
        "excerpt": "Improved Blessed Strikes"
      },
      {
        "document": 962,
        "excerpt": "Improved Brutal Strike"
      },
      {
        "document": 964,
        "excerpt": "Improved Blessed Strikes"
      },
      {
        "document": 965,
        "excerpt": "Improved Elemental Fury"
      },
      {
        "document": 970,
        "excerpt": "Improved Cunning Strike"
      },
      {
        "document": 974,
        "excerpt": "Improved Critical"
      }
    ],
    "improvement": [
      {
        "document": 824,
        "excerpt": "Ability Score Improvement"
      },
      {
        "document": 839,
        "excerpt": "Ability Score Improvement"
      },
      {
        "document": 840,
        "excerpt": "Ability Score Improvement, Slow Fall"
      },
      {
        "document": 842,
        "excerpt": "Ability Score Improvement"
      },
      {
        "document": 848,
        "excerpt": "Ability Score Improvement"
      },
      {
        "document": 849,
        "excerpt": "Ability Score Improvement"
      },
      {
        "document": 855,
        "excerpt": "Ability Score Improvement"
      },
      {
        "document": 858,
        "excerpt": "Ability Score Improvement"
      },
      {
        "document": 871,
        "excerpt": "Ability Score Improvement"
      },
      {
        "document": 883,
        "excerpt": "Ability Score Improvement"
      },
      {
        "document": 896,
        "excerpt": "Ability Score Improvement"
      },
      {
        "document": 908,
        "excerpt": "Ability Score Improvement"
      },
      {
        "document": 962,
        "excerpt": "Ability Score Improvement"
      },
      {
        "document": 963,
        "excerpt": "Ability Score Improvement"
      },
      {
        "document": 964,
        "excerpt": "Ability Score Improvement"
      },
      {
        "document": 965,
        "excerpt": "Ability Score Improvement"
      },
      {
        "document": 966,
        "excerpt": "Ability Score Improvement"
      },
      {
        "document": 967,
        "excerpt": "Ability Score Improvement"
      },
      {
        "document": 968,
        "excerpt": "Ability Score Improvement"
      },
      {
        "document": 969,
        "excerpt": "Ability Score Improvement"
      },
      {
        "document": 970,
        "excerpt": "Ability Score Improvement"
      },
      {
        "document": 971,
        "excerpt": "Ability Score Improvement"
      },
      {
        "document": 972,
        "excerpt": "Ability Score Improvement"
      },
      {
        "document": 973,
        "excerpt": "Ability Score Improvement"
      },
      {
        "document": 999,
        "excerpt": "Ability Score Improvement"
      }
    ],
    "improves": [
      {
        "document": 1577,
        "excerpt": "ses fit over the eyes. While wearing them, your vision improves significantly out to a range of 1 foot, granting you Darkvision within that range and Advantage on Intel"
      }
    ],
    "improving": [
      {
        "document": 984,
        "excerpt": ", you are the epitome of an adventurer. In addition to improving your agility and stealth, you gain abilities useful for delving into ruins and getting maximum benefit f"
      }
    ],
    "improvise": [
      {
        "document": 42,
        "excerpt": "ilities provide additional action options, and you can improvise other actions. When you describe an action not detailed elsewhere in the rules, the Game Master tells yo"
      },
      {
        "document": 439,
        "excerpt": "Weight: Varies Utilize: Play a known tune (DC 10), or improvise a song (DC 15) Variants: Bagpipes (30 GP, 6 lb.), drum (6 GP, 3 lb.), dulcimer (25 GP, 10 lb.), flute ("
      }
    ],
    "improvised": [
      {
        "document": 394,
        "excerpt": "IMPROVISED WEAPONS"
      },
      {
        "document": 648,
        "excerpt": "Improvised Weapons"
      }
    ],
    "impurities": [
      {
        "document": 1649,
        "excerpt": "loats at the top of its container and has cloudy white impurities drifting in it."
      }
    ],
    "inability": [
      {
        "document": 692,
        "excerpt": "for 1d10 × 10 hours, stemming from an unwillingness or inability to exert a particular set of abilities. The character might feel enervated and unable to exert much Stre"
      }
    ],
    "inactive": [
      {
        "document": 968,
        "excerpt": "0-foot Emanation that originates from you. The aura is inactive while you have the Incapacitated condition. You and your allies in the aura gain a bonus to saving thro"
      },
      {
        "document": 1493,
        "excerpt": "ated condition, you experience the following effects. Inactive. You can't take any action, Bonus Action, or Reaction. No Concentration. Your Concentration is broken."
      }
    ],
    "inanimate": [
      {
        "document": 58,
        "excerpt": "For the purpose of the rules, an object is a discrete, inanimate item like a window, door, sword, book, table, chair, or stone. It isn't a building or a vehicle, which a"
      },
      {
        "document": 793,
        "excerpt": "the statue, it knows where you are. The statue becomes inanimate after 24 hours."
      },
      {
        "document": 1461,
        "excerpt": "spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have see"
      },
      {
        "document": 1496,
        "excerpt": "tion, you experience the following effects. Turned to Inanimate Substance. You are transformed, along with any nonmagical objects you are wearing and carrying, into a s"
      },
      {
        "document": 1516,
        "excerpt": "turn inside the bag is devoured, its body destroyed. Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day,"
      }
    ],
    "incandescent": [
      {
        "document": 1609,
        "excerpt": "Wisdom increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head. Intellect (Very Rare). Your Intelligence increases by 2, to a maximum of"
      }
    ],
    "incantations": [
      {
        "document": 1621,
        "excerpt": "us Item, Very Rare This tome contains information and incantations necessary to make a particular type of golem. The GM chooses the type or determines it randomly by rolli"
      }
    ],
    "incapable": [
      {
        "document": 1451,
        "excerpt": "other creatures for 1 minute. During this time, it is incapable of meaningful communication and has Disadvantage on attack rolls and ability checks. Fear. Each target"
      }
    ],
    "incapacitated": [
      {
        "document": 83,
        "excerpt": "through the space of an ally, a creature that has the Incapacitated condition (see “Rules Glossary”), a Tiny creature, or a creature that is two sizes larger or smaller tha"
      },
      {
        "document": 89,
        "excerpt": "feet of an enemy who can see you and doesn't have the Incapacitated condition (see “Rules Glossary”)."
      },
      {
        "document": 178,
        "excerpt": "he monster can't take a Legendary Action if it has the Incapacitated condition or is otherwise unable to take actions. The monster has a limited number of Legendary Action"
      },
      {
        "document": 319,
        "excerpt": "ature within 5 feet of yourself that has the Grappled, Incapacitated, or Restrained condition if you succeed on a DC 13 Dexterity (Sleight of Hand) check. While bound, a cr"
      },
      {
        "document": 338,
        "excerpt": "e with the Rope only if the creature has the Grappled, Incapacitated, or Restrained condition. If the creature's legs are bound, the creature has the Restrained condition un"
      },
      {
        "document": 468,
        "excerpt": "ature within 5 feet of yourself that has the Grappled, Incapacitated, or Restrained condition if you succeed on a DC 13 Strength (Athletics) check. If the creature's legs ar"
      },
      {
        "document": 500,
        "excerpt": "dismiss it (no action required) if you don’t have the Incapacitated condition."
      },
      {
        "document": 562,
        "excerpt": "n if either the telepath or the other creature has the Incapacitated condition. Telepathic contact is also broken if the contacted creature is no longer within the telepathy"
      },
      {
        "document": 592,
        "excerpt": "whichever number is higher, up to a maximum DC of 30. Incapacitated or Dead. Your Concentration ends if you have the Incapacitated condition or you die."
      },
      {
        "document": 622,
        "excerpt": "th Advantage. You lose these benefits if you have the Incapacitated condition or if your Speed is 0."
      },
      {
        "document": 630,
        "excerpt": "reature to fly. While flying, you fall if you have the Incapacitated or Prone condition or your Fly Speed is reduced to 0. You can stay aloft in those circumstances if you c"
      },
      {
        "document": 633,
        "excerpt": "ccess. The condition also ends if the grappler has the Incapacitated condition or if the distance between the Grappled target and the grappler exceeds the grapple's range. I"
      },
      {
        "document": 675,
        "excerpt": "the creature takes 5 (1d10) Psychic damage and has the Incapacitated condition as it laughs uncontrollably. At the end of each of its turns, the creature repeats the save, e"
      },
      {
        "document": 692,
        "excerpt": "Short-Term Effects. The character has the Frightened, Incapacitated, or Stunned condition for 1d10 minutes. This condition might be accompanied by alarming behavior or hall"
      },
      {
        "document": 695,
        "excerpt": "oison from a venomous creature that is dead or has the Incapacitated condition. The effort takes 1d6 minutes, after which the character makes a DC 20 Intelligence (Nature) c"
      },
      {
        "document": 745,
        "excerpt": "with Advantage. You lose this benefit if you have the Incapacitated condition or if your Speed is 0."
      },
      {
        "document": 946,
        "excerpt": "Incapacitated"
      },
      {
        "document": 962,
        "excerpt": ", and it ends early if you don Heavy armor or have the Incapacitated condition. If your Rage is still active on your next turn, you can extend the Rage for another round by"
      },
      {
        "document": 964,
        "excerpt": "the creature fails its save, it has the Frightened and Incapacitated conditions for 1 minute. For that duration, it tries to move as far from you as it can on its turns. Thi"
      },
      {
        "document": 965,
        "excerpt": "ruid level or until you use Wild Shape again, have the Incapacitated condition, or die. You can also leave the form early as a Bonus Action. Number of Uses. You can use Wil"
      },
      {
        "document": 967,
        "excerpt": ". You don't benefit from this feature if you have the Incapacitated condition."
      },
      {
        "document": 968,
        "excerpt": "ates from you. The aura is inactive while you have the Incapacitated condition. You and your allies in the aura gain a bonus to saving throws equal to your Charisma modifie"
      },
      {
        "document": 970,
        "excerpt": "within 5 feet of the target, the ally doesn't have the Incapacitated condition, and you don't have Disadvantage on the attack roll. The extra damage increases as you gain R"
      },
      {
        "document": 975,
        "excerpt": "lf. They last there for 1 minute or until you have the Incapacitated condition or die. You and your allies have Half Cover while in that area, and your allies gain the curre"
      },
      {
        "document": 979,
        "excerpt": "d10 Psychic damage if it isn't a Fiend, and it has the Incapacitated condition until the end of your next turn, when it returns to the space it previously occupied or the ne"
      },
      {
        "document": 986,
        "excerpt": "you retract the wings (no action required) or have the Incapacitated condition. During that time, you have a Fly Speed equal to your Speed. Your wings appear to be made of t"
      },
      {
        "document": 1000,
        "excerpt": "t. You can't make this swap if you or the ally has the Incapacitated condition."
      },
      {
        "document": 1172,
        "excerpt": "lane for the duration. While there, the target has the Incapacitated condition. When the spell ends, the target reappears in the space it left or in the nearest unoccupied s"
      },
      {
        "document": 1210,
        "excerpt": "failed save, you take 6d6 Psychic damage and have the Incapacitated condition until you finish a Long Rest. A Greater Restoration spell cast on you ends this effect."
      },
      {
        "document": 1246,
        "excerpt": "dream messenger. While in the trance, the messenger is Incapacitated and has a Speed of 0. If the target is asleep, the messenger appears in the target's dreams and can con"
      },
      {
        "document": 1266,
        "excerpt": "fined in the rules on mounted combat). If you have the Incapacitated condition, the steed takes its turn immediately after yours and acts independently, focusing on protecti"
      },
      {
        "document": 1306,
        "excerpt": "or Utilize action. When the spell ends, the target is Incapacitated and has a Speed of 0 until the end of its next turn, as a wave of lethargy washes over it."
      },
      {
        "document": 1314,
        "excerpt": "m saving throw. On a failed save, it has the Prone and Incapacitated conditions for the duration. During that time, it laughs uncontrollably if it's capable of laughter, and"
      },
      {
        "document": 1319,
        "excerpt": "for the duration. While Charmed, the creature has the Incapacitated condition and a Speed of 0. The spell ends for an affected creature if it takes any damage or if someon"
      },
      {
        "document": 1345,
        "excerpt": "iner using its own senses, but it can't move and it is Incapacitated. While possessing a body, you can take a Magic action to return from the host body to the container if"
      },
      {
        "document": 1367,
        "excerpt": "on. While Charmed in this way, the target also has the Incapacitated condition and is unaware of its surroundings, though it can hear you. If it takes any damage or is targe"
      },
      {
        "document": 1430,
        "excerpt": "ange must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn, at which point it must repeat the save. If the target fails th"
      },
      {
        "document": 1451,
        "excerpt": "ust succeed on a Constitution saving throw or have the Incapacitated condition for 1 minute. Sleep. Each target must succeed on a Wisdom saving throw or have the Unconsciou"
      },
      {
        "document": 1493,
        "excerpt": "Incapacitated"
      },
      {
        "document": 1495,
        "excerpt": "yzed condition, you experience the following effects. Incapacitated. You have the Incapacitated condition. Speed 0. Your Speed is 0 and can't increase. Saving Throws Affe"
      },
      {
        "document": 1496,
        "excerpt": "ht increases by a factor of ten, and you cease aging. Incapacitated. You have the Incapacitated condition. Speed 0. Your Speed is 0 and can't increase. Attacks Affected."
      },
      {
        "document": 1500,
        "excerpt": "nned condition, you experience the following effects. Incapacitated. You have the Incapacitated condition. Saving Throws Affected. You automatically fail Strength and Dext"
      },
      {
        "document": 1501,
        "excerpt": "experience the following effects. Inert. You have the Incapacitated and Prone conditions, and you drop whatever you're holding. When this condition ends, you remain Prone."
      },
      {
        "document": 1508,
        "excerpt": "ction to end this effect, or until you die or have the Incapacitated condition, at which point the Shield falls to the ground or into your hand if you have one free."
      },
      {
        "document": 1560,
        "excerpt": "ion to place these shackles on a creature that has the Incapacitated condition. The shackles adjust to fit a creature of Small to Large size. The shackles prevent a creature"
      },
      {
        "document": 1566,
        "excerpt": "a creature begins sneezing uncontrollably; it has the Incapacitated condition and is suffocating. The creature repeats the save at the end of each of its turns, ending the"
      },
      {
        "document": 1579,
        "excerpt": "agic action to dismiss it, or when you die or have the Incapacitated condition. Feather Tokens"
      },
      {
        "document": 1614,
        "excerpt": "d) to reroll one failed D20 Test if you don't have the Incapacitated condition. You must use the second roll. Once used, this property can't be used again until the next daw"
      },
      {
        "document": 1720,
        "excerpt": "if it is within 60 feet of you and you don't have the Incapacitated condition. You decide what action the snake takes and where it moves during its turn, or you can issue i"
      },
      {
        "document": 1763,
        "excerpt": "reature in a 60-foot Cone. Failure: The target has the Incapacitated condition until the end of its next turn, at which point it repeats the save. Second Failure: The target"
      },
      {
        "document": 1766,
        "excerpt": "Failure: 10 (3d6) Force damage, and the target has the Incapacitated condition and is transported to a harmless demiplane until the start of the dragon's next turn, at which"
      },
      {
        "document": 1769,
        "excerpt": "e in a 60-foot Cone. First Failure: The target has the Incapacitated condition until the end of its next turn, when it repeats the save. Second Failure: The target has the P"
      },
      {
        "document": 1775,
        "excerpt": "reature in a 90-foot Cone. Failure: The target has the Incapacitated condition until the end of its next turn, at which point it repeats the save. Second Failure: The target"
      },
      {
        "document": 1778,
        "excerpt": "Failure: 24 (7d6) Force damage, and the target has the Incapacitated condition and is transported to a harmless demiplane until the start of the dragon's next turn, at which"
      },
      {
        "document": 1781,
        "excerpt": "e in a 90-foot Cone. First Failure: The target has the Incapacitated condition until the end of its next turn, when it repeats the save. Second Failure: The target has the P"
      },
      {
        "document": 1791,
        "excerpt": "age if it fails. It can't use this trait if it has the Incapacitated condition."
      },
      {
        "document": 1796,
        "excerpt": "zer takes 5 (1d10) Fire damage unless the azer has the Incapacitated condition. Illumination. The azer sheds Bright Light in a 10-foot radius and Dim Light for an additiona"
      },
      {
        "document": 1797,
        "excerpt": "n 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 1812,
        "excerpt": "n 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 1816,
        "excerpt": "reature in a 15-foot Cone. Failure: The target has the Incapacitated condition until the end of its next turn, at which point it repeats the save. Second Failure: The target"
      },
      {
        "document": 1830,
        "excerpt": "t: 18 (3d6 + 8) Thunder damage, and the target has the Incapacitated condition until the end of its next turn. Spellcasting. The giant casts one of the following spells, re"
      },
      {
        "document": 1844,
        "excerpt": "n 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 1871,
        "excerpt": "he ghost; the ghost disappears, and the target has the Incapacitated condition and loses control of its body. The ghost now controls the body, but the target retains awarene"
      },
      {
        "document": 1891,
        "excerpt": "n 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 1898,
        "excerpt": "n 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 1902,
        "excerpt": "mouther babbles incoherently while it doesn't have the Incapacitated condition. Wisdom Saving Throw: DC 10, any creature that starts its turn within 20 feet of the mouther w"
      },
      {
        "document": 1922,
        "excerpt": "f each of its turns. While Charmed, the target has the Incapacitated condition and ignores the Luring Song of other harpies. If the target is more than 5 feet from the harpy"
      },
      {
        "document": 1924,
        "excerpt": "n 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 1929,
        "excerpt": "saving throws, provided the hobgoblin doesn't have the Incapacitated condition."
      },
      {
        "document": 1930,
        "excerpt": "n 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 1935,
        "excerpt": "n 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 1945,
        "excerpt": "n 5 feet of the creature and the ally doesn't have the Incapacitated condition. Sunlight Sensitivity. While in sunlight, the kobold has Disadvantage on ability checks and a"
      },
      {
        "document": 1950,
        "excerpt": "n 5 feet of the creature and the ally doesn't have the Incapacitated condition. Running Leap. With a 10-foot running start, the lion can Long Jump up to 25 feet."
      },
      {
        "document": 1986,
        "excerpt": "aura in a 20-foot Emanation while it doesn't have the Incapacitated condition. Wisdom Saving Throw: DC 21, any enemy that starts its turn in the aura. Failure: The target h"
      },
      {
        "document": 1997,
        "excerpt": "Psychic damage, and the target has the Frightened and Incapacitated conditions until the start of the rakshasa's next turn. Spellcasting. The rakshasa casts one of the fol"
      },
      {
        "document": 2001,
        "excerpt": "n 5 feet of the creature and the ally doesn't have the Incapacitated condition. Water Breathing. The shark can breathe only underwater."
      },
      {
        "document": 2020,
        "excerpt": "e in a 15-foot Cone. First Failure: The target has the Incapacitated condition until the end of its next turn, when it repeats the save. Second Failure: The target has the P"
      },
      {
        "document": 2024,
        "excerpt": "lure: 35 (10d6) Psychic damage, and the target has the Incapacitated condition until the start of the sphinx's next turn. Spellcasting. The sphinx casts one of the followin"
      },
      {
        "document": 2031,
        "excerpt": "t are made with Disadvantage unless the mephit has the Incapacitated condition. Death Burst. The mephit explodes when it dies. Dexterity Saving Throw: DC 10, each creature"
      },
      {
        "document": 2038,
        "excerpt": "ic, Poison; Charmed, Exhaustion, Frightened, Grappled, Incapacitated, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned"
      },
      {
        "document": 2046,
        "excerpt": "n 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 2047,
        "excerpt": "n 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 2055,
        "excerpt": "ven into the vampire's heart while the vampire has the Incapacitated condition. Sunlight. The vampire takes 20 Radiant damage if it starts its turn in sunlight. While in su"
      },
      {
        "document": 2056,
        "excerpt": "ven into the vampire's heart while the vampire has the Incapacitated condition in its resting place, the vampire has the Paralyzed condition until the weapon is removed. Su"
      },
      {
        "document": 2060,
        "excerpt": "n 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 2063,
        "excerpt": "n 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 2071,
        "excerpt": "n 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 2075,
        "excerpt": "n 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 2076,
        "excerpt": "n 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 2083,
        "excerpt": "reature in a 30-foot Cone. Failure: The target has the Incapacitated condition until the end of its next turn, at which point it repeats the save. Second Failure: The target"
      },
      {
        "document": 2089,
        "excerpt": "e in a 30-foot Cone. First Failure: The target has the Incapacitated condition until the end of its next turn, when it repeats the save. Second Failure: The target has the P"
      }
    ],
    "incarnate": [
      {
        "document": 858,
        "excerpt": "Sorcery Incarnate"
      },
      {
        "document": 971,
        "excerpt": "Sorcery Incarnate"
      }
    ],
    "incendiary": [
      {
        "document": 837,
        "excerpt": "Incendiary Cloud"
      },
      {
        "document": 868,
        "excerpt": "Incendiary Cloud"
      },
      {
        "document": 894,
        "excerpt": "Incendiary Cloud"
      },
      {
        "document": 1325,
        "excerpt": "Incendiary Cloud"
      }
    ],
    "incense": [
      {
        "document": 266,
        "excerpt": "coin 63 An alabaster mask 64 A cone of sticky black incense that stinks 65 A nightcap that gives you pleasant dreams when you wear it 66 A single caltrop made fro"
      },
      {
        "document": 1199,
        "excerpt": "V, S, M (incense)"
      },
      {
        "document": 1215,
        "excerpt": "V, S, M (burning incense)"
      },
      {
        "document": 1238,
        "excerpt": "V, S, M (incense worth 25+ GP, which the spell consumes)"
      },
      {
        "document": 1265,
        "excerpt": "V, S, M (burning incense worth 10+ GP, which the spell consumes)"
      },
      {
        "document": 1303,
        "excerpt": "V, S, M (incense worth 1,000+ GP, which the spell consumes)"
      },
      {
        "document": 1333,
        "excerpt": "V, S, M (incense worth 250+ GP, which the spell consumes, and four ivory strips worth 50+ GP each)"
      },
      {
        "document": 1436,
        "excerpt": "V, S, M (burning incense)"
      }
    ],
    "inch": [
      {
        "document": 266,
        "excerpt": "bone 67 A gold monocle frame without the lens 68 A l-inch cube, each side a different color 69 A crystal doorknob 70 A packet filled with pink dust 71 A fragme"
      },
      {
        "document": 1162,
        "excerpt": "but the eye can pass through an opening as small as 1 inch in diameter."
      },
      {
        "document": 1194,
        "excerpt": "nstantaneous You touch a creature or at least 1 cubic inch of its flesh. An inert duplicate of that creature forms inside the vessel used in the spell's casting an"
      },
      {
        "document": 1229,
        "excerpt": "spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead."
      },
      {
        "document": 1230,
        "excerpt": "spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead."
      },
      {
        "document": 1231,
        "excerpt": "spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead."
      },
      {
        "document": 1232,
        "excerpt": "spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead. Read Thoughts. Target one creature you can see within 30 feet of you"
      },
      {
        "document": 1278,
        "excerpt": "r, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within"
      },
      {
        "document": 1282,
        "excerpt": "ge can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, crea"
      },
      {
        "document": 1324,
        "excerpt": "r the like. Minimus Containment. The target becomes 1 inch tall and is trapped inside an indestructible gemstone or a similar object. Light can pass through the ge"
      },
      {
        "document": 1388,
        "excerpt": "opaque wall - up to 90 feet long, 30 feet high, and 1 inch thick - centered on a point within range. Alternatively, you shape the wall into a globe up to 30 feet i"
      },
      {
        "document": 1473,
        "excerpt": "guous with another panel. In any form, the wall is 1/4 inch thick and lasts for the duration. If the wall cuts through a creature's space when it appears, the creat"
      },
      {
        "document": 1475,
        "excerpt": "s breached. Each panel has AC 15 and 30 Hit Points per inch of thickness, and it has Immunity to Poison and Psychic damage. Reducing a panel to 0 Hit Points destroy"
      },
      {
        "document": 1519,
        "excerpt": "Item, Rare This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 Beads of Force are found together. You can take a M"
      },
      {
        "document": 1552,
        "excerpt": "tem, Rare (Requires Attunement) This cube is about an inch across. Each face has a distinct marking on it. You can press one of those faces, expend the number of c"
      },
      {
        "document": 1608,
        "excerpt": "s Attunement) As a Magic action, you can place this 1-inch adamantine statuette on the ground and, using a command word, cause it to grow rapidly into a square ada"
      },
      {
        "document": 1664,
        "excerpt": "a Bonus Action to alter its form, turning it into a 6-inch rod (for ease of storage) or a 10-foot pole, or reverting it a Quarterstaff; the weapon will elongate on"
      },
      {
        "document": 1686,
        "excerpt": "ugh them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances or a thin sheet of lead block the v"
      },
      {
        "document": 1771,
        "excerpt": "stop there. It can move through a space as narrow as 1 inch without expending extra movement to do so."
      },
      {
        "document": 1810,
        "excerpt": "s. The pudding can move through a space as narrow as 1 inch without expending extra movement to do so. Corrosive Form. A creature that hits the pudding with a mele"
      },
      {
        "document": 1862,
        "excerpt": "The elemental can move through a space as narrow as 1 inch without expending extra movement to do so, and it can enter a creature's space and stop there. The first"
      },
      {
        "document": 1912,
        "excerpt": "hous. The ooze can move through a space as narrow as 1 inch without expending extra movement to do so. Corrosive Form. Nonmagical ammunition is destroyed immediate"
      },
      {
        "document": 1940,
        "excerpt": "stop there. It can move through a space as narrow as 1 inch without expending extra movement to do so. Invisibility. The stalker has the Invisible condition."
      },
      {
        "document": 1972,
        "excerpt": "ous. The jelly can move through a space as narrow as 1 inch without expending extra movement to do so. Spider Climb. The jelly can climb difficult surfaces, includ"
      },
      {
        "document": 1973,
        "excerpt": "n. The octopus can move through a space as narrow as 1 inch without expending extra movement to do so. Water Breathing. The octopus can breathe only underwater."
      },
      {
        "document": 2016,
        "excerpt": "us. The shadow can move through a space as narrow as 1 inch without expending extra movement to do so. Sunlight Weakness. While in sunlight, the shadow has Disadva"
      },
      {
        "document": 2065,
        "excerpt": "stop there. It can move through a space as narrow as 1 inch without expending extra movement to do so."
      }
    ],
    "inches": [
      {
        "document": 149,
        "excerpt": "An item in the Wand category is typically 12 to 15 inches long and crafted of metal, bone, or wood. It is tipped with metal, crystal, stone, or some other materia"
      },
      {
        "document": 716,
        "excerpt": "pse an unstable section of ceiling. The trip wire is 3 inches off the ground and stretches between two weak supports that topple when the trip wire is pulled. The fi"
      },
      {
        "document": 717,
        "excerpt": "are Net suspended from the ceiling. The trip wire is 3 inches off the ground and stretches between two columns or trees. The first creature that crosses the trip wir"
      },
      {
        "document": 1285,
        "excerpt": "a body of water, it freezes the water to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of"
      },
      {
        "document": 1475,
        "excerpt": "ence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel"
      },
      {
        "document": 1553,
        "excerpt": "Wondrous Item, Legendary This cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each keyed to a different pla"
      },
      {
        "document": 1561,
        "excerpt": "ttunement) An orb is an etched crystal globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist swirls inside it. While attun"
      },
      {
        "document": 1582,
        "excerpt": "This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items i"
      },
      {
        "document": 1605,
        "excerpt": "y allow the creature to move normally while floating 4 inches above a surface. This effect means the creature can cross or stand above nonsolid or unstable surfaces,"
      },
      {
        "document": 1610,
        "excerpt": "Wondrous Item, Rare This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can take a Magic action to throw the sphere at a Huge or smaller cre"
      },
      {
        "document": 1691,
        "excerpt": "-08 Bag of 100 GP 09–15 Silver coffer (1 foot long, 6 inches wide and deep) worth 500 GP 16–22 Iron door (up to 10 feet wide and 10 feet high, barred on one side of"
      },
      {
        "document": 1694,
        "excerpt": "ee hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More"
      }
    ],
    "inclinations": [
      {
        "document": 1367,
        "excerpt": "larly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as a false memory of how much the creature en"
      }
    ],
    "inclined": [
      {
        "document": 46,
        "excerpt": "dly NPCs are predisposed to help, and Hostile ones are inclined to hinder. Social interactions progress in two ways: through roleplaying and ability checks."
      }
    ],
    "include": [
      {
        "document": 77,
        "excerpt": "ess. Or you can decide not to move. Your movement can include climbing, crawling, jumping, and swimming (each explained in “Rules Glossary”). These different modes of"
      },
      {
        "document": 116,
        "excerpt": "Wondrous Items include wearable items such as boots, belts, capes, amulets, brooches, and circlets. Bags, carpets, figurines, h"
      },
      {
        "document": 158,
        "excerpt": "sted in the Gear entry. The monster's stat block might include special flourishes that happen when the monster uses an item, and the stat block might ignore the rules"
      },
      {
        "document": 181,
        "excerpt": "rofessions, such as mages, pirates, and warriors. They include members of varied species. Monstrosities are unnatural creatures with strange origins, such as mimics a"
      },
      {
        "document": 241,
        "excerpt": "Include all modifiers that apply to your Wisdom (Perception) checks. For example, if your character has a Wisdom"
      },
      {
        "document": 243,
        "excerpt": "increase all the numbers on your character sheet that include your Proficiency Bonus. 5: Adjust Ability Modifiers. If you choose a feat that increases one or more of"
      },
      {
        "document": 283,
        "excerpt": "oples of the multiverse hail from different worlds and include many kinds of sapient life forms. A player character's species is the set of game traits that an adventu"
      },
      {
        "document": 286,
        "excerpt": "pecies cover a wide range of heights, and some species include such diversity of size that you can choose whether your character is Small or Medium."
      },
      {
        "document": 375,
        "excerpt": "Skilled hirelings include anyone hired to perform a service that involves a proficiency (including weapon, tool, or skill): a merc"
      },
      {
        "document": 535,
        "excerpt": "e to move up to your Speed in response to it. Examples include “If the cultist steps on the trapdoor, I'll pull the lever that opens it,\" and \"If the zombie steps next"
      },
      {
        "document": 577,
        "excerpt": "has that condition. \"See Also.\" Some glossary entries include a See also section that points to other entries in the glossary, to other parts of this document, or bot"
      },
      {
        "document": 662,
        "excerpt": "equipment worth 50 GP (including unspent gold). Don't include Martial weapons or armor, as characters get them from their class choices."
      },
      {
        "document": 714,
        "excerpt": "ers an area or touches an object. Examples of triggers include stepping on a pressure plate, crossing a trip wire, turning a doorknob, or using the wrong key in a lock"
      },
      {
        "document": 731,
        "excerpt": "ounter includes more than two creatures per character, include fragile creatures that can be defeated quickly. This guideline is especially important for characters of"
      },
      {
        "document": 733,
        "excerpt": "e worth 0 XP, should be used sparingly. If you want to include many CR 0 critters in an encounter, use swarms instead."
      },
      {
        "document": 963,
        "excerpt": "u're a level 3 Bard, your list of prepared spells can include six spells of levels 1 and 2 in any combination. If another Bard feature gives you spells that you alwa"
      },
      {
        "document": 964,
        "excerpt": "'re a level 3 Cleric, your list of prepared spells can include six spells of levels 1 and 2 in any combination. If another Cleric feature gives you spells that you al"
      },
      {
        "document": 965,
        "excerpt": "u're a level 3 Druid, your list of prepared spells can include six spells of levels 1 and 2 in any combination. If another Druid feature gives you spells that you alw"
      },
      {
        "document": 968,
        "excerpt": "re a level 5 Paladin, your list of prepared spells can include six Paladin spells of level 1 or 2 in any combination. If another Paladin feature gives you spells that"
      },
      {
        "document": 969,
        "excerpt": "'re a level 5 Ranger, your list of prepared spells can include six Ranger spells of level 1 or 2 in any combination. If another Ranger feature gives you spells that y"
      },
      {
        "document": 971,
        "excerpt": "e a level 3 Sorcerer, your list of prepared spells can include six Sorcerer spells of level 1 or 2 in any combination. If another Sorcerer feature gives you spells th"
      },
      {
        "document": 973,
        "excerpt": "'re a level 3 Wizard, your list of prepared spells can include six spells of levels 1 and 2 in any combination, chosen from your spellbook. If another Wizard feature"
      },
      {
        "document": 981,
        "excerpt": "oodied creatures within 30 feet of yourself (which can include you), and divide those Hit Points among them. This feature can restore a creature to no more than half i"
      },
      {
        "document": 1293,
        "excerpt": "ll. For glyphs inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain"
      },
      {
        "document": 1419,
        "excerpt": "ur or be visible within 1 mile of the target. Examples include “after 1,000 years” or “when the tarrasque awakens.” This spell also ends if the target takes any damage"
      },
      {
        "document": 1451,
        "excerpt": "ll. For glyphs inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain"
      }
    ],
    "included": [
      {
        "document": 261,
        "excerpt": "lticlassing. Check the information about multiclassing included in each of your classes' descriptions. Special rules apply to Extra Attack, Spellcasting, and features"
      },
      {
        "document": 374,
        "excerpt": "ight's lodging. Prices for daily lodging and meals are included in your lifestyle's expenses. Food, Drink, and Lodging"
      },
      {
        "document": 526,
        "excerpt": "in the area of effect are blocked, that location isn't included in the area of effect. To block a line, an obstruction must provide Total Cover. See also \"Cover.\" If t"
      },
      {
        "document": 552,
        "excerpt": "e radius of the Sphere. A Sphere's point of origin is included in the Sphere's area of effect."
      },
      {
        "document": 594,
        "excerpt": "es its maximum length. A Cone's point of origin isn't included in the area of effect unless its creator decides otherwise."
      },
      {
        "document": 601,
        "excerpt": "e length of each side. A Cube's point of origin isn't included in the area of effect unless its creator decides otherwise."
      },
      {
        "document": 603,
        "excerpt": "he Cylinder's height. A Cylinder's point of origin is included in the area of effect."
      },
      {
        "document": 623,
        "excerpt": "ect. An Emanation's origin (creature or object) isn't included in the area of effect unless its creator decides otherwise."
      },
      {
        "document": 656,
        "excerpt": "its length and width. A Line's point of origin isn't included in the area of effect unless its creator decides otherwise."
      },
      {
        "document": 1484,
        "excerpt": "roll. Reshape Reality. You may wish for something not included in any of the other effects. To do so, state your wish to the GM as precisely as possible. The GM has gr"
      },
      {
        "document": 1790,
        "excerpt": "ughts, Disguise Self, Invisibility, Light, Mage Armor (included in AC), Mage Hand, Prestidigitation 2/Day Each: Fly, Lightning Bolt (level 7 version) 1/Day Each: Cone"
      },
      {
        "document": 1952,
        "excerpt": "ave DC 14): At Will: Detect Magic, Light, Mage Armor (included in AC), Mage Hand, Prestidigitation 2/Day Each: Fireball (level 4 version), Invisibility 1/Day Each: C"
      }
    ],
    "includes": [
      {
        "document": 0,
        "excerpt": "This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available a"
      },
      {
        "document": 37,
        "excerpt": "game doesn't explicitly say otherwise. The game also includes elements - class features, feats, weapon properties, spells, magic items, monster abilities, and the lik"
      },
      {
        "document": 68,
        "excerpt": "able to travel for up to 24 hours per day. \"Equipment\" includes vehicles for sale."
      },
      {
        "document": 179,
        "excerpt": "to regain expended uses. For example, a Reaction that includes “1/Day” means the Reaction can be taken once and that the monster must finish a Long Rest to take it aga"
      },
      {
        "document": 181,
        "excerpt": "al ways with creatures of a particular type. The game includes the following creature types, which have no rules of their own: Aberrations are utterly alien beings, s"
      },
      {
        "document": 184,
        "excerpt": "A monster's Armor Class (AC) includes its natural armor, Dexterity, gear, and other defenses. See \"Playing the Game\" for information on Armor"
      },
      {
        "document": 228,
        "excerpt": "er learn a rare language. Rare Languages *Primordial includes the Aquan, Auran, Ignan, and Terran dialects. Creatures that know one of these dialects can communicate"
      },
      {
        "document": 241,
        "excerpt": "ble. Level 1 Hit Points by Class The character sheet includes room to note your current Hit Points when you take damage, as well as any Temporary Hit Points you might"
      },
      {
        "document": 247,
        "excerpt": "red tactics. 2: Determine Origin. A character's origin includes two elements: background and species. How did the character spend the years leading up to a life of adve"
      },
      {
        "document": 284,
        "excerpt": "A species includes the following parts."
      },
      {
        "document": 291,
        "excerpt": "A background includes the following parts."
      },
      {
        "document": 302,
        "excerpt": "e the feat without the prerequisite. If a prerequisite includes a class, you must have at least 1 level in that class to take the feat. Benefit. The benefits of a feat"
      },
      {
        "document": 406,
        "excerpt": "The Armor table lists the game's main armor. The table includes the cost and weight of armor, as well as the following details: Category. Every type of armor falls int"
      },
      {
        "document": 412,
        "excerpt": "ks, craft certain items, or both. A tool's description includes the tool's cost and weight, as well as the following entries: Ability. This entry lists the ability to"
      },
      {
        "document": 444,
        "excerpt": "The Adventuring Gear table in this section includes gear that adventurers often find useful. These items are described here in alphabetical order, with an i"
      },
      {
        "document": 470,
        "excerpt": "A Climber's Kit includes boot tips, gloves, pitons, and a harness. As a Utilize action, you can use the Climber's Kit to anchor y"
      },
      {
        "document": 554,
        "excerpt": "ains the game statistics of a monster. Each stat block includes the following information presented after the monster's name. Size. A monster is Tiny, Small, Medium, L"
      },
      {
        "document": 555,
        "excerpt": "n't need to use it for that attack. Equipping a weapon includes drawing it from a sheath or picking it up. Unequipping a weapon includes sheathing, stowing, or dropping"
      },
      {
        "document": 696,
        "excerpt": "here in alphabetical order. Each poison's description includes the suggested price for a single dose of the poison, its type (contact, ingested, inhaled, or injury), a"
      },
      {
        "document": 714,
        "excerpt": "The description of a trap includes the following parts after the trap's name: Severity and Levels. A trap is designated as a nuisance or a"
      },
      {
        "document": 731,
        "excerpt": "e to the characters than you expect. If your encounter includes more than two creatures per character, include fragile creatures that can be defeated quickly. This guid"
      },
      {
        "document": 736,
        "excerpt": "If your combat encounter includes a creature whose CR is higher than the party's level, be aware that such a creature might deal enough da"
      },
      {
        "document": 967,
        "excerpt": "When an attack roll hits you and its damage includes Bludgeoning, Piercing, or Slashing damage, you can take a Reaction to reduce the attack's total damage a"
      },
      {
        "document": 1268,
        "excerpt": "line of sight. A trap, for the purpose of this spell, includes any object or mechanism that was created to cause damage or other danger. Thus, the spell would sense th"
      },
      {
        "document": 1303,
        "excerpt": "adius up to 60 feet, and the spell fails if the radius includes an area already under the effect of Hallow. The affected area has the following effects. Hallowed Ward."
      },
      {
        "document": 1363,
        "excerpt": "n't disguise, conceal, or add creatures. The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into Difficult Terrain (o"
      },
      {
        "document": 1373,
        "excerpt": "able only to the target for the duration. The phantasm includes sound, temperature, and other stimuli. The target can take a Study action to examine the phantasm with"
      },
      {
        "document": 1427,
        "excerpt": "ndition while entirely inside it. Casting a spell that includes a Verbal component is impossible there."
      },
      {
        "document": 1455,
        "excerpt": "aces have permanent teleportation circles. Each circle includes a unique sigil sequence - a string of runes arranged in a particular pattern. When you first gain the a"
      }
    ],
    "including": [
      {
        "document": 127,
        "excerpt": "r it bears a curse. Most methods of identifying items, including the Identify spell, fail to reveal such a curse. Attunement to a cursed item can't be ended voluntarily"
      },
      {
        "document": 181,
        "excerpt": "mimics and owlbears. Oozes are gelatinous creatures, including black puddings and gelatinous cubes. Plants are sentient vegetation and fungal monsters, such as shambl"
      },
      {
        "document": 336,
        "excerpt": "Rations consist of travel-ready food, including jerky, dried fruit, hardtack, and nuts. See “Malnutrition” in “Rules Glossary” for the risks of not eati"
      },
      {
        "document": 355,
        "excerpt": "ve weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, add their carrying capacities toge"
      },
      {
        "document": 375,
        "excerpt": "ired to perform a service that involves a proficiency (including weapon, tool, or skill): a mercenary, an artisan, a scribe, or the like. The pay shown on the Hirelings"
      },
      {
        "document": 493,
        "excerpt": "Certain spells - including a spell cast as a Ritual - require more time to cast: minutes or even hours. While you cast a spell with"
      },
      {
        "document": 597,
        "excerpt": "Any being in the game, including a player's character, is a creature. See also \"Creature Type.\""
      },
      {
        "document": 599,
        "excerpt": "Every creature, including every player character, has a tag in the rules that identifies the type of creature it is. Most player c"
      },
      {
        "document": 662,
        "excerpt": "Assemble a package of equipment worth 50 GP (including unspent gold). Don't include Martial weapons or armor, as characters get them from their class choices."
      },
      {
        "document": 676,
        "excerpt": "mes transmitted by creatures that dwell in such areas, including otyu-ghs and rats. Any Humanoid that is wounded by a creature that carries the contagion or that comes i"
      },
      {
        "document": 717,
        "excerpt": "that has Thieves' Tools and all the trap's components (including a Net) can try to set a falling net trap, doing so with a successful DC 13 Dexterity (Sleight of Hand) c"
      },
      {
        "document": 963,
        "excerpt": "s magical traditions. Whenever you reach a Bard level (including this level) and the Prepared Spells number in the Bard Features table increases, you can choose any of y"
      },
      {
        "document": 979,
        "excerpt": "he corruption or destruction of all things, ultimately including you - and your path is defined by the extent to which you strive against those aims."
      },
      {
        "document": 1153,
        "excerpt": "alter your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other distinguis"
      },
      {
        "document": 1234,
        "excerpt": "Components: V, S Duration: 1 hour You make yourself - including your clothing, armor, weapons, and other belongings on your person - look different until the spell ends"
      },
      {
        "document": 1256,
        "excerpt": "ll Slot. You can target up to three willing creatures (including yourself) for each spell slot level above 7. The creatures must be within 10 feet of you when you cast t"
      },
      {
        "document": 1290,
        "excerpt": "Spider Climb. The insect can climb difficult surfaces, including along ceilings, without needing to make an ability check. Actions Multiattack. The insect makes a numb"
      },
      {
        "document": 1297,
        "excerpt": "level - The Charmed or Petrified condition - A curse, including the target's Attunement to a cursed magic item - Any reduction to one of the target's ability scores - A"
      },
      {
        "document": 1350,
        "excerpt": "ithin range and lasts for the duration. It seems real, including sounds, smells, and temperature appropriate to the thing depicted, but it can't deal damage or cause con"
      },
      {
        "document": 1389,
        "excerpt": "warded area appears dark and foggy, preventing vision (including Darkvision) through it. - Sensors created by Divination spells can't appear inside the protected area or"
      },
      {
        "document": 1423,
        "excerpt": "e start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile."
      },
      {
        "document": 1435,
        "excerpt": "e you information about nearby locations and monsters, including whatever it has perceived within the past day."
      },
      {
        "document": 1436,
        "excerpt": "questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no com"
      },
      {
        "document": 1484,
        "excerpt": "on't need to meet any requirements to cast that spell, including costly components. The spell simply takes effect. Alternatively, you can create one of the following ef"
      },
      {
        "document": 1515,
        "excerpt": "yed in the explosion, and each creature in the Sphere, including you, makes a DC 15 Dexterity saving throw, taking 5d4 Force damage on a failed save or half as much dama"
      },
      {
        "document": 1560,
        "excerpt": "em from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don't prevent the creature from passing"
      },
      {
        "document": 1588,
        "excerpt": "e other kind of armor. You decide what it looks like - including color, style, and accessories - but the armor retains its normal bulk and weight. The illusory appearanc"
      },
      {
        "document": 1610,
        "excerpt": "phere once more. A creature that can touch the bands, including the one Restrained, can take an action to make a DC 20 Strength (Athletics) check to break the iron band"
      },
      {
        "document": 1738,
        "excerpt": "dissolves up to 1 square foot of adhesive it touches, including Sovereign Glue."
      },
      {
        "document": 1810,
        "excerpt": "pider Climb. The pudding can climb difficult surfaces, including along ceilings, without needing to make an ability check."
      },
      {
        "document": 1850,
        "excerpt": "Spider Climb. The drider can climb difficult surfaces, including along ceilings, without needing to make an ability check. Sunlight Sensitivity. While in sunlight, the"
      },
      {
        "document": 1860,
        "excerpt": "ider Climb. The ettercap can climb difficult surfaces, including along ceilings, without needing to make an ability check. Web Walker. The ettercap ignores movement res"
      },
      {
        "document": 1884,
        "excerpt": "ent chance each time you use it to ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you a"
      },
      {
        "document": 1888,
        "excerpt": "Spider Climb. The lizard can climb difficult surfaces, including along ceilings, without needing to make an ability check."
      },
      {
        "document": 1895,
        "excerpt": "Spider Climb. The spider can climb difficult surfaces, including along ceilings, without needing to make an ability check. Web Walker. The spider ignores movement restr"
      },
      {
        "document": 1901,
        "excerpt": "Spider Climb. The spider can climb difficult surfaces, including along ceilings, without needing to make an ability check."
      },
      {
        "document": 1951,
        "excerpt": "Spider Climb. The lizard can climb difficult surfaces, including along ceilings, without needing to make an ability check."
      },
      {
        "document": 1972,
        "excerpt": "Spider Climb. The jelly can climb difficult surfaces, including along ceilings, without needing to make an ability check."
      },
      {
        "document": 1982,
        "excerpt": "Spider Climb. The spider can climb difficult surfaces, including along ceilings, without needing to make an ability check. Web Walker. The spider ignores movement restr"
      },
      {
        "document": 2006,
        "excerpt": "Spider Climb. The roper can climb difficult surfaces, including along ceilings, without needing to make an ability check."
      },
      {
        "document": 2018,
        "excerpt": "guardian. Response: The wearer gains a +5 bonus to AC, including against the triggering attack and possibly causing it to miss, until the start of the guardian's next tu"
      },
      {
        "document": 2027,
        "excerpt": "Spider Climb. The spider can climb difficult surfaces, including along ceilings, without needing to make an ability check. Web Walker. The spider ignores movement restr"
      },
      {
        "document": 2039,
        "excerpt": "a Climb Speed, the swarm can climb difficult surfaces, including along ceilings, without needing to make an ability check. Swarm. The swarm can occupy another creature'"
      },
      {
        "document": 2055,
        "excerpt": "pider Climb. The vampire can climb difficult surfaces, including along ceilings, without needing to make an ability check. Vampire Weakness. The vampire has these weakn"
      },
      {
        "document": 2056,
        "excerpt": "pider Climb. The vampire can climb difficult surfaces, including along ceilings, without needing to make an ability check. Vampire Weakness. The vampire has these weakn"
      }
    ],
    "incoherently": [
      {
        "document": 1902,
        "excerpt": "is Difficult Terrain. Gibbering. The mouther babbles incoherently while it doesn't have the Incapacitated condition. Wisdom Saving Throw: DC 10, any creature that starts"
      }
    ],
    "incorporate": [
      {
        "document": 722,
        "excerpt": "can't go around corners, but creative dungeon builders incorporate curving turns into nearby passages that allow the stone to keep moving. Detect and Disarm. As a Study a"
      },
      {
        "document": 982,
        "excerpt": "sonal devotion. Others hold angels as their ideals and incorporate images of angelic wings into their helmets or coats of arms. These paladins share the following tenets:"
      }
    ],
    "incorporates": [
      {
        "document": 119,
        "excerpt": "service rather than coin as payment. If a magic item incorporates an item that has a purchase cost in “Equipment” (such as a weapon or a suit of armor), add that item’s c"
      },
      {
        "document": 133,
        "excerpt": "e checking on the availability again. If a magic item incorporates an item that has a purchase cost (such as a weapon or a suit of armor), you must also pay that entire co"
      }
    ],
    "incorporeal": [
      {
        "document": 1792,
        "excerpt": "Incorporeal Movement. The avatar can move through other creatures and objects as if they were Difficult Terrain. It"
      },
      {
        "document": 1871,
        "excerpt": "the Ethereal Plane when it is on the Material Plane. Incorporeal Movement. The ghost can move through other creatures and objects as if they were Difficult Terrain. It t"
      },
      {
        "document": 2023,
        "excerpt": "Incorporeal Movement. The specter can move through other creatures and objects as if they were Difficult Terrain. It"
      },
      {
        "document": 2074,
        "excerpt": "-foot radius and Dim Light for an additional 20 feet. Incorporeal Movement. The wisp can move through other creatures and objects as if they were Difficult Terrain. It ta"
      },
      {
        "document": 2078,
        "excerpt": "Incorporeal Movement. The wraith can move through other creatures and objects as if they were Difficult Terrain. It"
      }
    ],
    "increase": [
      {
        "document": 232,
        "excerpt": "our background. Your background lists three abilities; increase one of those scores by 2 and a different one by 1, or increase all three by 1. None of these increases"
      },
      {
        "document": 243,
        "excerpt": "e in “Classes.” When your Proficiency Bonus increases, increase all the numbers on your character sheet that include your Proficiency Bonus. 5: Adjust Ability Modifier"
      },
      {
        "document": 264,
        "excerpt": "trip of yours increases in power at higher levels, the increase is based on your total character level, not your level in a particular class, unless the spell says othe"
      },
      {
        "document": 292,
        "excerpt": "ground lists three of your character's ability scores. Increase one by 2 and another one by 1, or increase all three by 1. None of these increases can raise a score abo"
      },
      {
        "document": 527,
        "excerpt": "k bonus. If the creature has Advantage on such checks, increase the score by 5. If the creature has Disadvantage on them, decrease the score by 5. For example, a level"
      },
      {
        "document": 612,
        "excerpt": "ion, you gain extra movement for the current turn. The increase equals your Speed after applying any modifiers. With a Speed of 30 feet, for example, you can move up to"
      },
      {
        "document": 652,
        "excerpt": "y modifier. If you have Advantage on Initiative rolls, increase your Initiative score by 5. If you have Disadvantage on those rolls, decrease that score by 5. See also"
      },
      {
        "document": 789,
        "excerpt": "s the most fun. For example, a Potion of Healing might increase the drinker’s Hit Point maximum by 2d4 + 2, or a Potion of Invisibility might give the drinker the Invis"
      },
      {
        "document": 962,
        "excerpt": "dy primal power. Your Strength and Constitution scores increase by 4, to a maximum of 25."
      },
      {
        "document": 967,
        "excerpt": "mind to new heights. Your Dexterity and Wisdom scores increase by 4, to a maximum of 25."
      },
      {
        "document": 971,
        "excerpt": "additional creature, you can spend 1 Sorcery Point to increase the spell's effective level by 1."
      },
      {
        "document": 975,
        "excerpt": "t area regains 2d6 Hit Points. The damage and healing increase by 1d6 when you reach Druid levels 10 (3d6) and 14 (4d6)."
      },
      {
        "document": 978,
        "excerpt": "You can increase the power of your spells. When you cast a Wizard spell with a spell slot of levels 1–5 that deals damage"
      },
      {
        "document": 999,
        "excerpt": "General Feat (Prerequisite: Level 4+) Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. This feat can"
      },
      {
        "document": 1002,
        "excerpt": "19+) You gain the following benefits. Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30. Peerless Aim. When you miss with a"
      },
      {
        "document": 1003,
        "excerpt": "19+) You gain the following benefits. Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30. Blink Steps. Immediately after you"
      },
      {
        "document": 1004,
        "excerpt": "19+) You gain the following benefits. Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30. Improve Fate. When you or another"
      },
      {
        "document": 1005,
        "excerpt": "19+) You gain the following benefits. Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 30. Overcome Defenses. The Bludgeoning"
      },
      {
        "document": 1006,
        "excerpt": "ture) You gain the following benefits. Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 30. Free Casting. Whenever"
      },
      {
        "document": 1007,
        "excerpt": "19+) You gain the following benefits. Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30. Merge with Shadows. While within D"
      },
      {
        "document": 1008,
        "excerpt": "19+) You gain the following benefits. Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30. Truesight. You have Truesight with"
      },
      {
        "document": 1010,
        "excerpt": "13+) You gain the following benefits. Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20. Punch and Grab. When you hit a cre"
      },
      {
        "document": 1151,
        "excerpt": "Each target's Hit Point maximum and current Hit Points increase by 5 for the duration. Using a Higher-Level Spell Slot. Each target's Hit Points increase by 5 for each"
      },
      {
        "document": 1205,
        "excerpt": "sing a Higher-Level Spell Slot. The healing and damage increase by 1d12 for each spell slot level above 7."
      },
      {
        "document": 1275,
        "excerpt": "vel Spell Slot. The Fire damage and the Radiant damage increase by 1d6 for each spell slot level above 5."
      },
      {
        "document": 1389,
        "excerpt": "l dispelled. Using a Higher-Level Spell Slot. You can increase the size of the Cube by 100 feet for each spell slot level above 4."
      },
      {
        "document": 1476,
        "excerpt": "Using a Higher-Level Spell Slot. Both types of damage increase by 1d8 for each spell slot level above 6."
      },
      {
        "document": 1492,
        "excerpt": "following effects. Speed 0. Your Speed is 0 and can't increase. Attacks Affected. You have Disadvantage on attack rolls against any target other than the grappler. M"
      },
      {
        "document": 1495,
        "excerpt": "citated condition. Speed 0. Your Speed is 0 and can't increase. Saving Throws Affected. You automatically fail Strength and Dexterity saving throws. Attacks Affected"
      },
      {
        "document": 1496,
        "excerpt": "citated condition. Speed 0. Your Speed is 0 and can't increase. Attacks Affected. Attack rolls against you have Advantage. Saving Throws Affected. You automatically"
      },
      {
        "document": 1499,
        "excerpt": "following effects. Speed 0. Your Speed is 0 and can't increase. Attacks Affected. Attack rolls against you have Advantage, and your attack rolls have Disadvantage. S"
      },
      {
        "document": 1501,
        "excerpt": "you remain Prone. Speed 0. Your Speed is 0 and can't increase. Attacks Affected. Attack rolls against you have Advantage. Saving Throws Affected. You automatically"
      },
      {
        "document": 1576,
        "excerpt": "charge, you cast the level 1 version of the spell. You increase the spell's level by one for each additional charge you expend. The lenses regain all expended charges d"
      },
      {
        "document": 1627,
        "excerpt": "ch card's effect is described below. Balance. You can increase one of your ability scores by 2, to a maximum of 22, provided you also decrease another one of your abil"
      },
      {
        "document": 1629,
        "excerpt": "even the whole necklace, at one time. When you do so, increase the damage of the Fireball by 1d6 for each bead after the first (maximum 12d6)."
      },
      {
        "document": 1690,
        "excerpt": "r Mage. Your spell save DC and spell attack bonus each increase by 2."
      },
      {
        "document": 1744,
        "excerpt": "ge, you cast the level 3 version of the spell. You can increase the spell's level by 1 for each additional charge you expend. Regaining Charges. The wand regains 1d6 +"
      },
      {
        "document": 1745,
        "excerpt": "ge, you cast the level 3 version of the spell. You can increase the spell's level by 1 for each additional charge you expend. Regaining Charges. The wand regains 1d6 +"
      },
      {
        "document": 1747,
        "excerpt": "ge, you cast the level 1 version of the spell. You can increase the spell's level by 1 for each additional charge you expend. Regaining Charges. The wand regains 1d6 +"
      }
    ],
    "increased": [
      {
        "document": 67,
        "excerpt": "need a Short or Long Rest before they can move at that increased pace again (see “Equipment” for a selection of mounts for sale). “Gameplay Toolbox” has rules that affec"
      },
      {
        "document": 399,
        "excerpt": "e same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier."
      },
      {
        "document": 962,
        "excerpt": "can throw aside all concern for defense to attack with increased ferocity. When you make your first attack roll on your turn, you can decide to attack recklessly. Doing"
      },
      {
        "document": 1005,
        "excerpt": "extra damage to the target equal to the ability score increased by this feat. The extra damage's type is the same as the attack's type."
      },
      {
        "document": 1606,
        "excerpt": "eshoes are attached to the same creature, its Speed is increased by 30 feet."
      }
    ],
    "increases": [
      {
        "document": 34,
        "excerpt": "eature's capabilities. A character's Proficiency Bonus increases as the character gains levels (described in “Character Creation”). A monster's Proficiency Bonus is base"
      },
      {
        "document": 232,
        "excerpt": "nt one by 1, or increase all three by 1. None of these increases can raise a score above 20. Some players like to increase their class's primary ability, while others p"
      },
      {
        "document": 243,
        "excerpt": "ust Proficiency Bonus. A character's Proficiency Bonus increases at certain levels, as shown in the Character Advancement table and your class features table in “Classes"
      },
      {
        "document": 264,
        "excerpt": "n you cast the spell. Cantrips. If a cantrip of yours increases in power at higher levels, the increase is based on your total character level, not your level in a part"
      },
      {
        "document": 292,
        "excerpt": "er one by 1, or increase all three by 1. None of these increases can raise a score above 20."
      },
      {
        "document": 548,
        "excerpt": "ly 20 feet more. Changes to Your Speeds. If an effect increases or decreases your Speed for a time, any special speed you have increases or decreases by an equal amount"
      },
      {
        "document": 626,
        "excerpt": "otal crosses certain thresholds, the character's level increases. See also “Level Advancement.”"
      },
      {
        "document": 660,
        "excerpt": "ciencies a background grants and the ability scores it increases."
      },
      {
        "document": 680,
        "excerpt": "The presence of a good road increases the group's maximum pace by one step (from Slow to Normal or from Normal to Fast)."
      },
      {
        "document": 681,
        "excerpt": "1 Exhaustion level. The DC is 5 for the first hour and increases by 1 for each additional hour. Creatures wearing Medium or Heavy armor have Disadvantage on the save. Cr"
      },
      {
        "document": 717,
        "excerpt": "gher levels by increasing the weight of the Net, which increases the save DC and the DC of the Strength (Athletics) check as follows: DC 12 at levels 5–10, DC 14 at leve"
      },
      {
        "document": 793,
        "excerpt": "ng throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creatur"
      },
      {
        "document": 962,
        "excerpt": "age to the target, you gain a bonus to the damage that increases as you gain levels as a Barbarian, as shown in the Rage Damage column of the Barbarian Features table."
      },
      {
        "document": 963,
        "excerpt": "rd are recommended. The number of spells on your list increases as you gain Bard levels, as shown in the Prepared Spells column of the Bard Features table. Whenever tha"
      },
      {
        "document": 964,
        "excerpt": "th are recommended. The number of spells on your list increases as you gain Cleric levels, as shown in the Prepared Spells column of the Cleric Features table. Whenever"
      },
      {
        "document": 965,
        "excerpt": "ve are recommended. The number of spells on your list increases as you gain Druid levels, as shown in the Prepared Spells column of the Druid Features table. Whenever t"
      },
      {
        "document": 967,
        "excerpt": "Your speed increases by 10 feet while you aren't wearing armor or wielding a Shield. This bonus increases when you reach cert"
      },
      {
        "document": 968,
        "excerpt": "te are recommended. The number of spells on your list increases as you gain Paladin levels, as shown in the Prepared Spells column of the Paladin Features table. Whenev"
      },
      {
        "document": 969,
        "excerpt": "ke are recommended. The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever"
      },
      {
        "document": 970,
        "excerpt": "ave Disadvantage on the attack roll. The extra damage increases as you gain Rogue levels, as shown in the Sneak Attack column of the Rogue Features table."
      },
      {
        "document": 971,
        "excerpt": "ic are recommended. The number of spells on your list increases as you gain Sorcerer levels, as shown in the Prepared Spells column of the Sorcerer Features table. When"
      },
      {
        "document": 972,
        "excerpt": "ex are recommended. The number of spells on your list increases as you gain Warlock levels, as shown in the Prepared Spells column of the Warlock Features table. Whenev"
      },
      {
        "document": 973,
        "excerpt": "u have spell slots. The number of spells on your list increases as you gain Wizard levels, as shown in the Prepared Spells column of the Wizard Features table. Whenever"
      },
      {
        "document": 977,
        "excerpt": "l traits of your draconic gift. Your Hit Point maximum increases by 3, and it increases by 1 whenever you gain another Sorcerer level. Parts of you are also covered by"
      },
      {
        "document": 978,
        "excerpt": "shing a Long Rest, the Necrotic damage per spell level increases by 1d12. ---"
      },
      {
        "document": 986,
        "excerpt": "ave, a creature takes half as much damage. This damage increases by 1d10 when you reach character levels 5 (2d10), 11 (3d10), and 17 (4d10). You can use this Breath Wea"
      },
      {
        "document": 987,
        "excerpt": "Your Hit Point maximum increases by 1, and it increases by 1 again whenever you gain a level."
      },
      {
        "document": 988,
        "excerpt": "---------- | | Drow | The range of your Darkvision increases to 120 feet.You also know the Dancing Lights cantrip."
      },
      {
        "document": 990,
        "excerpt": "you have Advantage on Strength checks, and your Speed increases by 10 feet. Once you use this trait, you can't use it again until you finish a Long Rest."
      },
      {
        "document": 1149,
        "excerpt": "-Level Spell Slot. The damage (both initial and later) increases by 1d4 for each spell slot level above 2."
      },
      {
        "document": 1150,
        "excerpt": "or take 1d6 Acid damage. Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6)."
      },
      {
        "document": 1155,
        "excerpt": "Using a Higher-Level Spell Slot. The spell's duration increases by 48 hours for each spell slot level above 2."
      },
      {
        "document": 1158,
        "excerpt": "a Higher-Level Spell Slot. The creature's Slam damage increases by 1d4 (Medium or smaller), 1d6 (Large), or 1d12 (Huge) for each spell slot level above 5. Animated Obj"
      },
      {
        "document": 1163,
        "excerpt": "gher-Level Spell Slot. The damage of the Clenched Fist increases by 2d8 and the damage of the Grasping Hand increases by 2d6 for each spell slot level above 5."
      },
      {
        "document": 1180,
        "excerpt": "and dies. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4."
      },
      {
        "document": 1184,
        "excerpt": "burning. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1."
      },
      {
        "document": 1185,
        "excerpt": "g a new one. Under such conditions, the spell's damage increases by 1d10. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above"
      },
      {
        "document": 1190,
        "excerpt": "he end of your next turn. Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10)."
      },
      {
        "document": 1191,
        "excerpt": "ell slot. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1. The orb can leap a maximum number of times equal to the level"
      },
      {
        "document": 1192,
        "excerpt": "sful one. Using a Higher-Level Spell Slot. The damage increases by 2d8 for each spell slot level above 6."
      },
      {
        "document": 1195,
        "excerpt": "ur turns. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 5."
      },
      {
        "document": 1202,
        "excerpt": "it thaws. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 5."
      },
      {
        "document": 1203,
        "excerpt": "Using a Higher-Level Spell Slot. The Sphere's radius increases by 5 feet for each spell slot level above 4."
      },
      {
        "document": 1204,
        "excerpt": "per turn. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 3."
      },
      {
        "document": 1206,
        "excerpt": "e spirit. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 5."
      },
      {
        "document": 1207,
        "excerpt": "et of it. Using a Higher-Level Spell Slot. The damage increases by 1d12 for each spell slot level above 6."
      },
      {
        "document": 1208,
        "excerpt": "enemies. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4."
      },
      {
        "document": 1209,
        "excerpt": "duration. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4."
      },
      {
        "document": 1218,
        "excerpt": "0 additional gallons of water, or the size of the Cube increases by 5 feet, for each spell slot level above 1."
      },
      {
        "document": 1220,
        "excerpt": "minute | Using a Higher-Level Spell Slot. The Cube increases by 5 feet for each spell slot level above 5."
      },
      {
        "document": 1221,
        "excerpt": "odifier. Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1."
      },
      {
        "document": 1227,
        "excerpt": "one. The spell's base damage is 12d6, and the damage increases by 1d6 whenever your turn ends and the spell hasn't ended. If a creature touches the glowing bead befor"
      },
      {
        "document": 1235,
        "excerpt": "on of it. Using a Higher-Level Spell Slot. The damage increases by 3d6 for each spell slot level above 6."
      },
      {
        "document": 1237,
        "excerpt": "age only. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1."
      },
      {
        "document": 1240,
        "excerpt": "n extra 2d8 Radiant damage from the attack. The damage increases by 1d8 if the target is a Fiend or an Undead. Using a Higher-Level Spell Slot. The damage increases by"
      },
      {
        "document": 1245,
        "excerpt": "sful one. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2."
      },
      {
        "document": 1252,
        "excerpt": "t hits or misses a target. Enlarge. The target's size increases by one category - from Medium to Large, for example. The target also has Advantage on Strength checks an"
      },
      {
        "document": 1253,
        "excerpt": "ell ends. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1."
      },
      {
        "document": 1270,
        "excerpt": "'t being worn or carried. Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10)."
      },
      {
        "document": 1273,
        "excerpt": "burning. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3."
      },
      {
        "document": 1274,
        "excerpt": "10 feet. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2."
      },
      {
        "document": 1276,
        "excerpt": "20 feet. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2."
      },
      {
        "document": 1280,
        "excerpt": "it. Using a Higher-Level Spell Slot. The fog's radius increases by 20 feet for each spell slot level above 1."
      },
      {
        "document": 1285,
        "excerpt": "explodes. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 6."
      },
      {
        "document": 1293,
        "excerpt": "gher-Level Spell Slot. The damage of an explosive rune increases by 1d8 for each spell slot level above 3. If you create a spell glyph, you can store any spell of up to"
      },
      {
        "document": 1301,
        "excerpt": "dvantage. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1."
      },
      {
        "document": 1307,
        "excerpt": "target. Using a Higher-Level Spell Slot. The healing increases by 10 for each spell slot level above 6."
      },
      {
        "document": 1308,
        "excerpt": "odifier. Using a Higher-Level Spell Slot. The healing increases by 2d4 for each spell slot level above 1."
      },
      {
        "document": 1309,
        "excerpt": "ext turn. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2."
      },
      {
        "document": 1310,
        "excerpt": "sful one. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1."
      },
      {
        "document": 1311,
        "excerpt": "ed and Poisoned conditions. Its Hit Point maximum also increases by 2d10, and it gains the same number of Hit Points."
      },
      {
        "document": 1320,
        "excerpt": "age. Using a Higher-Level Spell Slot. The Cold damage increases by 1d6 for each spell slot level above 1."
      },
      {
        "document": 1321,
        "excerpt": "sing a Higher-Level Spell Slot. The Bludgeoning damage increases by 1d10 for each spell slot level above 4."
      },
      {
        "document": 1326,
        "excerpt": "sful one. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1."
      },
      {
        "document": 1327,
        "excerpt": "per turn. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 5."
      },
      {
        "document": 1337,
        "excerpt": "sful one. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3."
      },
      {
        "document": 1341,
        "excerpt": "tion: 1 hour You touch a creature. The target's Speed increases by 10 feet until the spell ends. Using a Higher-Level Spell Slot. You can target one additional creatur"
      },
      {
        "document": 1344,
        "excerpt": "ide it. Using a Higher-Level Spell Slot. The duration increases by 1 hour for each spell slot level above 3."
      },
      {
        "document": 1348,
        "excerpt": "it again. Using a Higher-Level Spell Slot. The bonus increases to +2 with a level 3–5 spell slot. The bonus increases to +3 with a level 6+ spell slot."
      },
      {
        "document": 1351,
        "excerpt": "odifier. Using a Higher-Level Spell Slot. The healing increases by 1d8 for each spell slot level above 5."
      },
      {
        "document": 1353,
        "excerpt": "odifier. Using a Higher-Level Spell Slot. The healing increases by 1d4 for each spell slot level above 3."
      },
      {
        "document": 1361,
        "excerpt": "inst you. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2."
      },
      {
        "document": 1368,
        "excerpt": "per turn. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 2."
      },
      {
        "document": 1374,
        "excerpt": "ell ends. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 4."
      },
      {
        "document": 1377,
        "excerpt": "l ends. Using a Higher-Level Spell Slot. The duration increases with a spell slot of level 6 (10 days), 7 (30 days), 8 (180 days), and 9 (366 days)."
      },
      {
        "document": 1380,
        "excerpt": "takes 1d12 Poison damage. Cantrip Upgrade. The damage increases by 1d12 when you reach levels 5 (2d12), 11 (3d12), and 17 (4d12)."
      },
      {
        "document": 1385,
        "excerpt": "ng Rest. Using a Higher-Level Spell Slot. The healing increases by 1d8 for each spell slot level above 2."
      },
      {
        "document": 1390,
        "excerpt": "et takes 1d8 Fire damage. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8)."
      },
      {
        "document": 1399,
        "excerpt": "start of your next turn. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8)."
      },
      {
        "document": 1400,
        "excerpt": "ext turn. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1."
      },
      {
        "document": 1410,
        "excerpt": "ters Cover for this save. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8)."
      },
      {
        "document": 1414,
        "excerpt": "ends. Using a Higher-Level Spell Slot. All the damage increases by 1d6 for each spell slot level above 1."
      },
      {
        "document": 1421,
        "excerpt": "l's area. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2."
      },
      {
        "document": 1425,
        "excerpt": "ondition. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2."
      },
      {
        "document": 1426,
        "excerpt": "e start of its next turn. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8)."
      },
      {
        "document": 1433,
        "excerpt": "casting ability modifier. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8)."
      },
      {
        "document": 1440,
        "excerpt": "per turn. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 3."
      },
      {
        "document": 1441,
        "excerpt": "et of it. Using a Higher-Level Spell Slot. The damage increases by 1d8 for every slot level above 2."
      },
      {
        "document": 1442,
        "excerpt": "the Invisible condition. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8)."
      },
      {
        "document": 1457,
        "excerpt": "300 feet. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1."
      },
      {
        "document": 1469,
        "excerpt": "rent one. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3."
      },
      {
        "document": 1470,
        "excerpt": "the end of its next turn. Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6)."
      },
      {
        "document": 1471,
        "excerpt": ". Using a Higher-Level Spell Slot. The initial damage increases by 2d4 for each spell slot level above 4."
      },
      {
        "document": 1472,
        "excerpt": "o damage. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4."
      },
      {
        "document": 1474,
        "excerpt": "Spell Slot. The damage the wall deals when it appears increases by 2d6 and the damage from passing through the sheet of frigid air increases by 1d6 for each spell slot"
      },
      {
        "document": 1496,
        "excerpt": "solid inanimate substance (usually stone). Your weight increases by a factor of ten, and you cease aging. Incapacitated. You have the Incapacitated condition. Speed 0."
      },
      {
        "document": 1521,
        "excerpt": "ith dwarves and duergar. Toughness. Your Constitution increases by 2, to a maximum of 20. In addition, while attuned to the belt, you have a 50 percent chance each day"
      },
      {
        "document": 1523,
        "excerpt": "you are attuned to this weapon, your Hit Point maximum increases by 1 for each level you have attained. Curse. This weapon is cursed, and becoming attuned to it extends"
      },
      {
        "document": 1575,
        "excerpt": "ute the bottle remains open, the size of the Emanation increases by 10 feet until it reaches its maximum size of 120 feet. Closing the bottle causes the cloud to become"
      },
      {
        "document": 1592,
        "excerpt": "t. If you already have Darkvision, wearing the goggles increases its range by 60 feet."
      },
      {
        "document": 1593,
        "excerpt": "your Belt of Giant Strength or Gauntlets of Ogre Power increases by 4, to a maximum of 30."
      },
      {
        "document": 1602,
        "excerpt": "levels in the Paladin class, the size of the Emanation increases to 30 feet."
      },
      {
        "document": 1609,
        "excerpt": "loses its magic. Agility (Very Rare). Your Dexterity increases by 2, to a maximum of 20, while this deep-red sphere orbits your head. Awareness (Rare). While this dar"
      },
      {
        "document": 1616,
        "excerpt": "nd damage rolls made with this magic weapon. The bonus increases to +3 when you use the weapon to attack a Construct. When you roll a 20 on an attack roll made with thi"
      },
      {
        "document": 1619,
        "excerpt": "tents and practicing its guidelines, your Constitution increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century."
      },
      {
        "document": 1620,
        "excerpt": "contents and practicing its guidelines, your Strength increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century."
      },
      {
        "document": 1622,
        "excerpt": "contents and practicing its guidelines, your Dexterity increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century."
      },
      {
        "document": 1734,
        "excerpt": "tents and practicing its guidelines, your Intelligence increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century."
      },
      {
        "document": 1735,
        "excerpt": "contents and practicing its guidelines, your Charisma increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century."
      },
      {
        "document": 1736,
        "excerpt": "'s contents and practicing its guidelines, your Wisdom increases by 2, to a maximum of 30. The manual then loses its magic, but regains it in a century."
      },
      {
        "document": 2053,
        "excerpt": "target gains 10 (3d6) Temporary Hit Points, and its AC increases by 2 until the end of the unicorn's next turn. The unicorn can't take this action again until the start"
      }
    ],
    "increasing": [
      {
        "document": 399,
        "excerpt": "by the weapon, and the damage can be increased only by increasing the ability modifier."
      },
      {
        "document": 716,
        "excerpt": "er Levels. You can scale the trap for higher levels by increasing the damage and the save DC, as shown in the following table."
      },
      {
        "document": 717,
        "excerpt": "er Levels. You can scale the trap for higher levels by increasing the weight of the Net, which increases the save DC and the DC of the Strength (Athletics) check as follo"
      },
      {
        "document": 718,
        "excerpt": "er Levels. You can scale the trap for higher levels by increasing the damage and the area of effect, as shown in the following table."
      },
      {
        "document": 719,
        "excerpt": "er Levels. You can scale the trap for higher levels by increasing the pit's depth and damage, as shown in the following table."
      },
      {
        "document": 720,
        "excerpt": "er Levels. You can scale the trap for higher levels by increasing each dart's Poison damage as follows: 7 (2d6) at levels 5-10, 14 (4d6) at levels 11-16, or 24 (7d6) at l"
      },
      {
        "document": 721,
        "excerpt": "er Levels. You can scale the trap for higher levels by increasing the damage and the save DC, as shown in the following table."
      },
      {
        "document": 723,
        "excerpt": "er Levels. You can scale the trap for higher levels by increasing the pit's depth and damage, as shown in the following table."
      },
      {
        "document": 1579,
        "excerpt": "strong wind. This wind can fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as a Magic action. Swan Boat (Rare)."
      }
    ],
    "increments": [
      {
        "document": 1535,
        "excerpt": "for use at a later time. Deduct the time it burned in increments of 1 minute from its total burn time. While lit, the candle sheds Dim Light in a 30-foot radius. While"
      }
    ],
    "incubates": [
      {
        "document": 676,
        "excerpt": "alchemical waste can give rise to Sewer Plague, which incubates in sewers and refuse heaps and is sometimes transmitted by creatures that dwell in such areas, including"
      }
    ],
    "incubus": [
      {
        "document": 801,
        "excerpt": "Incubus"
      },
      {
        "document": 1939,
        "excerpt": "Incubus"
      },
      {
        "document": 2036,
        "excerpt": "Incubus Form. When the succubus finishes a Long Rest, it can shape-shift into an Incubus, using that stat block"
      }
    ],
    "indecipherable": [
      {
        "document": 266,
        "excerpt": "55 A miniature cage with no door 56 An old key 57 An indecipherable treasure map 58 A hilt from a broken sword 59 A rabbit's foot 60 A glass eye 61 A cameo of a hideous"
      }
    ],
    "indefinite": [
      {
        "document": 692,
        "excerpt": "ons spell or removed by the Lesser Restoration spell. Indefinite Effects. An indefinite effect is a long-term effect (see above) that lasts until removed by a Greater Re"
      }
    ],
    "indefinitely": [
      {
        "document": 789,
        "excerpt": "ibility might give the drinker the Invisible condition indefinitely. At your discretion, a Dispel Magic spell or similar magic might end this lasting effect."
      },
      {
        "document": 1194,
        "excerpt": "eature or younger. The clone remains inert and endures indefinitely while its vessel remains undisturbed. If the original creature dies after the clone finishes forming, t"
      }
    ],
    "indelible": [
      {
        "document": 971,
        "excerpt": "An event in your past left an indelible mark on you, infusing you with simmering magic. As a Bonus Action, you can unleash that magic for 1 minu"
      }
    ],
    "independent": [
      {
        "document": 30,
        "excerpt": "might allow your character to gain Heroic Inspiration independent of the GM's decision. For example, Human characters start each day with Heroic Inspiration."
      },
      {
        "document": 96,
        "excerpt": "t even on the turn that you mount it. In contrast, an independent mount - one that lets you ride but ignores your control - retains its place in the Initiative order and"
      }
    ],
    "independently": [
      {
        "document": 1265,
        "excerpt": "d (your choice) instead of a Beast. Your familiar acts independently of you, but it obeys your commands. Telepathic Connection. While your familiar is within 100 feet of yo"
      },
      {
        "document": 1266,
        "excerpt": "steed takes its turn immediately after yours and acts independently, focusing on protecting you. Disappearance of the Steed. The steed disappears if it drops to 0 Hit Poin"
      }
    ],
    "indestructible": [
      {
        "document": 1324,
        "excerpt": "he target becomes 1 inch tall and is trapped inside an indestructible gemstone or a similar object. Light can pass through the gemstone (allowing the target to see out and ot"
      }
    ],
    "index": [
      {
        "document": 577,
        "excerpt": "arlier version of the fifth edition rules, consult the index. Abbreviations. The abbreviations listed below appear in this glossary and elsewhere in the rules."
      }
    ],
    "indicated": [
      {
        "document": 512,
        "excerpt": "Every spell has a level from 0 to 9, which is indicated in a spell's description. A spell's level is an indicator of how powerful it is. Cantrips - simple spell"
      },
      {
        "document": 714,
        "excerpt": "e trap is unlikely to seriously harm characters of the indicated levels, whereas a deadly trap can grievously damage characters of the indicated levels. Trigger. Traps"
      }
    ],
    "indicates": [
      {
        "document": 163,
        "excerpt": "mmunicate with it, which is noted in its entry. \"None\" indicates that a creature doesn't comprehend any language."
      },
      {
        "document": 485,
        "excerpt": "use a Holy Symbol as a Spellcasting Focus. The table indicates whether a Holy Symbol needs to be held, worn, or borne on fabric (such as a tab-ard or banner) or a Shie"
      },
      {
        "document": 494,
        "excerpt": "A spell's range indicates how far from the spellcaster the spell's effect can originate, and the spell's description specifies whi"
      },
      {
        "document": 495,
        "excerpt": "must meet to cast the spell. Each spell's description indicates whether it requires Verbal (V), Somatic (S), or Material (M) components. If the spellcaster can't provid"
      },
      {
        "document": 577,
        "excerpt": "tion, Area of Effect, Attitude, Condition, or Hazard - indicates that a rule is part of a family of rules. The tags also have glossary entries. \"You.\" The game's rules"
      },
      {
        "document": 1291,
        "excerpt": "agic that would determine if you are telling the truth indicates that you are being truthful."
      },
      {
        "document": 1561,
        "excerpt": "f the spells on the following table from it. The table indicates how many charges you must expend to cast the spell. Call Dragons. While you control the orb, you can ta"
      },
      {
        "document": 1667,
        "excerpt": "linked to, as shown in the following table. The table indicates how many charges you must expend to cast the spell, which has a save DC of 18."
      },
      {
        "document": 1676,
        "excerpt": "type while wearing this ring. The gemstone in the ring indicates the type, which the GM chooses or determines randomly by rolling on the following table."
      },
      {
        "document": 1694,
        "excerpt": "n 6. The rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic"
      },
      {
        "document": 1713,
        "excerpt": "ing table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell. Regaining Charges. The staff regains 1d6 + 4 expend"
      },
      {
        "document": 1714,
        "excerpt": "ing table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell. Regaining Charges. The staff regains 1d6 + 4 expend"
      },
      {
        "document": 1715,
        "excerpt": "t, using your spellcasting ability modifier. The table indicates how many charges you must expend to cast the spell. Regaining Charges. The staff regains 1d6 + 4 expend"
      },
      {
        "document": 1716,
        "excerpt": "ing table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell. Regaining Charges. The staff regains 2d8 + 4 expend"
      },
      {
        "document": 1718,
        "excerpt": "our spell save DC and spell attack modifier. The table indicates how many charges you must expend to cast the spell. Regaining Charges. The staff regains 1d6 + 4 expend"
      },
      {
        "document": 1719,
        "excerpt": "ing table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell. Regaining Charges. The staff regains 4d6 + 2 expend"
      },
      {
        "document": 1721,
        "excerpt": "ing table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell. Tree Form. You can take a Magic action to plant one"
      },
      {
        "document": 1741,
        "excerpt": "(save DC 17) on the following table from it. The table indicates how many charges you must expend to cast the spell. Regaining Charges. The wand regains 1d6 + 1 expende"
      },
      {
        "document": 1743,
        "excerpt": "(save DC 15) on the following table from it. The table indicates how many charges you must expend to cast the spell. Regaining Charges. The wand regains 1d6 + 1 expende"
      }
    ],
    "indicator": [
      {
        "document": 512,
        "excerpt": "icated in a spell's description. A spell's level is an indicator of how powerful it is. Cantrips - simple spells that can be cast almost by rote - are level 0. The rules"
      }
    ],
    "indifference": [
      {
        "document": 1168,
        "excerpt": "| | Weal and woe | Good and bad | | Indifference | Neither good nor bad | The spell doesn't account for circumstances, such as other spells, tha"
      },
      {
        "document": 1186,
        "excerpt": "reatures of your choice that it's Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature"
      }
    ],
    "indifferent": [
      {
        "document": 46,
        "excerpt": "An NPC's attitude toward your character is Friendly, Indifferent, or Hostile, as defined in “Rules Glossary.” Friendly NPCs are predisposed to help, and Hostile ones are"
      },
      {
        "document": 326,
        "excerpt": "e on Charisma (Persuasion) checks made to influence an Indifferent Humanoid within 5 feet of yourself."
      },
      {
        "document": 574,
        "excerpt": "itude toward a player character: Friendly, Hostile, or Indifferent. See also \"Friendly,\" \"Hostile,\" \"Indifferent,\" and \"Influence.\""
      },
      {
        "document": 650,
        "excerpt": "Indifferent [Attitude]"
      },
      {
        "document": 651,
        "excerpt": "ty check, which is affected by the monster's attitude: Indifferent, Friendly, or Hostile, each of which is defined in this glossary. The Influence Checks table suggests wh"
      },
      {
        "document": 1186,
        "excerpt": "re suppressed for the duration. - The creature becomes Indifferent about creatures of your choice that it's Hostile toward. This indifference ends if the target takes dama"
      },
      {
        "document": 1642,
        "excerpt": "s are on your person, ordinary rats and giant rats are Indifferent toward you and won't attack you unless you threaten or harm them. The pipes have 3 charges and regain 1"
      }
    ],
    "indigo": [
      {
        "document": 1387,
        "excerpt": "Cold damage. Successful Save: Half as much damage. 6 Indigo. Failed Save: The target has the Restrained condition and makes a Constitution saving throw at the end o"
      },
      {
        "document": 1388,
        "excerpt": "| | 6 | Indigo. Failed Save: The target has the Restrained condition and makes a Constitution saving throw at the end o"
      }
    ],
    "indirectly": [
      {
        "document": 1625,
        "excerpt": "e When this 4-foot-tall, 2-foot-wide mirror is viewed indirectly, its surface shows faint images of creatures. The mirror weighs 50 pounds, and it has AC 11, HP 10, Immu"
      }
    ],
    "indistinguishable": [
      {
        "document": 378,
        "excerpt": "Some magic items are indistinguishable from their nonmagical counterparts, while others are conspicuously magical. Handling a magic item is eno"
      }
    ],
    "individual": [
      {
        "document": 7,
        "excerpt": "ts, although a Game Master can ignore this rule for an individual monster and treat it like a character. Hit Point Maximum of 0. A creature dies if its Hit Point maximum"
      },
      {
        "document": 120,
        "excerpt": "hing special. The description of each item category or individual item details how an item is activated. Certain items use the following rules for their activation."
      },
      {
        "document": 183,
        "excerpt": "cular, is an invitation for you to consider whether an individual leans toward one of the other alignments. \"Character Creation\" describes the nine alignments and unalig"
      },
      {
        "document": 264,
        "excerpt": "ls in all your spellcasting classes and partly on your individual levels in those classes. Once you have the Spellcasting feature from more than one class, use the rules"
      }
    ],
    "individually": [
      {
        "document": 264,
        "excerpt": "u determine what spells you can prepare for each class individually, as if you were a single-classed member of that class. If you are a level 4 Ranger / level 3 Sorcerer, f"
      }
    ],
    "individuals": [
      {
        "document": 235,
        "excerpt": "he typical behavior of a creature with that alignment; individuals can vary from that behavior. Lawful Good (LG). Lawful Good creatures endeavor to do the right thing as"
      },
      {
        "document": 286,
        "excerpt": "r character's species determines the character's size. Individuals within a species cover a wide range of heights, and some species include such diversity of size that yo"
      },
      {
        "document": 376,
        "excerpt": "Most settlements contain individuals who are willing to cast spells in exchange for payment. If a spell has expensive components, add the cos"
      },
      {
        "document": 1299,
        "excerpt": "contiguous. When you cast this spell, you can specify individuals that are unaffected by the spell's effects. You can also specify a password that, when spoken aloud with"
      }
    ],
    "indomitable": [
      {
        "document": 839,
        "excerpt": "Indomitable (one use), Tactical Master"
      },
      {
        "document": 848,
        "excerpt": "Indomitable Might"
      },
      {
        "document": 962,
        "excerpt": "Indomitable Might"
      },
      {
        "document": 966,
        "excerpt": "Indomitable"
      }
    ],
    "indoors": [
      {
        "document": 64,
        "excerpt": "establish a marching order while they travel, whether indoors or outdoors. A marching order makes it easier to determine which characters are affected by traps, which"
      },
      {
        "document": 1215,
        "excerpt": "tdoors to cast this spell, and it ends early if you go indoors. When you cast the spell, you change the current weather conditions, which are determined by the GM. Yo"
      }
    ],
    "induced": [
      {
        "document": 1755,
        "excerpt": "ns. This benefit doesn't wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage on its Initiative rolls."
      }
    ],
    "ineffective": [
      {
        "document": 693,
        "excerpt": "sipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body. Injur"
      }
    ],
    "inert": [
      {
        "document": 714,
        "excerpt": "that fact is noted in this entry. A trap is otherwise inert after activation. Use caution when introducing a trap to characters of a level lower than the trap's le"
      },
      {
        "document": 1194,
        "excerpt": "h a creature or at least 1 cubic inch of its flesh. An inert duplicate of that creature forms inside the vessel used in the spell's casting and finishes growing afte"
      },
      {
        "document": 1501,
        "excerpt": "ious condition, you experience the following effects. Inert. You have the Incapacitated and Prone conditions, and you drop whatever you're holding. When this condit"
      },
      {
        "document": 1627,
        "excerpt": ". While your soul is trapped in this way, your body is inert, ceases aging, and requires no food, air, or water. A Wish spell can't return your soul to your body, bu"
      }
    ],
    "inescapable": [
      {
        "document": 712,
        "excerpt": "teamwork to overcome. Traps that are undetectable and inescapable are rarely fun."
      }
    ],
    "infantry": [
      {
        "document": 2063,
        "excerpt": "Warrior Infantry"
      }
    ],
    "infected": [
      {
        "document": 673,
        "excerpt": "If a creature infected with a magical contagion spends 3 days recuperating - engaging in no activities that would interrupt a L"
      },
      {
        "document": 675,
        "excerpt": "ghting the Contagion. At the end of each Long Rest, an infected creature makes a DC 13 Constitution saving throw. After the creature succeeds on three of these saves, t"
      },
      {
        "document": 676,
        "excerpt": "succeed on a DC 11 Constitution saving throw or become infected with Sewer Plague. A creature suffers the following effects 1d4 days after infection: Fatigue. The crea"
      },
      {
        "document": 677,
        "excerpt": ". Any Humanoid that makes skin contact with a creature infected with Sight Rot must succeed on a DC 15 Constitution saving throw or also become infected with the contag"
      }
    ],
    "infection": [
      {
        "document": 675,
        "excerpt": "creature suffers the following effects 1d4 days after infection: Fever. The creature gains 1 Exhaustion level, which lasts until the contagion ends on the creature. U"
      },
      {
        "document": 676,
        "excerpt": "creature suffers the following effects 1d4 days after infection: Fatigue. The creature gains 1 Exhaustion level. Weakness. While the creature has any Exhaustion level"
      }
    ],
    "infernal": [
      {
        "document": 808,
        "excerpt": "Infernal"
      },
      {
        "document": 992,
        "excerpt": "h cantrip. | False Life | Ray of Enfeeblement | | Infernal | You have Resistance to Fire damage.You also know the Fire Bolt cantrip. | Hellish Rebuke | Dark"
      },
      {
        "document": 1802,
        "excerpt": "Infernal; telepathy 120 ft."
      },
      {
        "document": 1805,
        "excerpt": "Infernal; telepathy 120 ft."
      },
      {
        "document": 1815,
        "excerpt": "Infernal; telepathy 120 ft."
      },
      {
        "document": 1825,
        "excerpt": "Infernal; telepathy 120 ft."
      },
      {
        "document": 1859,
        "excerpt": "Infernal; telepathy 120 ft."
      },
      {
        "document": 1924,
        "excerpt": "Understands Infernal but can't speak"
      },
      {
        "document": 1932,
        "excerpt": "Infernal; telepathy 120 ft."
      },
      {
        "document": 1936,
        "excerpt": "Infernal; telepathy 120 ft."
      },
      {
        "document": 1938,
        "excerpt": "Common, Infernal"
      },
      {
        "document": 1939,
        "excerpt": "Abyssal, Common, Infernal; telepathy 60 ft."
      },
      {
        "document": 1946,
        "excerpt": "Understands Abyssal, Celestial, Infernal, and Primordial but can't speak; telepathy 120 ft."
      },
      {
        "document": 1948,
        "excerpt": "Understands Infernal but can't speak"
      },
      {
        "document": 1969,
        "excerpt": "Abyssal, Common, Infernal, Primordial"
      },
      {
        "document": 1970,
        "excerpt": "Understands Abyssal, Common, and Infernal but can't speak"
      },
      {
        "document": 1986,
        "excerpt": "Infernal; telepathy 120 ft."
      },
      {
        "document": 1997,
        "excerpt": "Common, Infernal"
      },
      {
        "document": 2036,
        "excerpt": "Abyssal, Common, Infernal; telepathy 60 ft."
      }
    ],
    "infinite": [
      {
        "document": 1625,
        "excerpt": "he save automatically. An extradimensional cell is an infinite expanse filled with thick fog that reduces visibility to 10 feet. Creatures trapped in the mirror's cell"
      }
    ],
    "inflict": [
      {
        "document": 911,
        "excerpt": "Inflict Wounds"
      },
      {
        "document": 1326,
        "excerpt": "Inflict Wounds"
      }
    ],
    "inflicts": [
      {
        "document": 1211,
        "excerpt": "e: Touch Components: V, S Duration: 7 days Your touch inflicts a magical contagion. The target must succeed on a Constitution saving throw or take 11d8 Necrotic damage"
      }
    ],
    "influence": [
      {
        "document": 43,
        "excerpt": "tuations, too: in a social interaction, you can try to Influence a creature or use the Search action to read the creature's body language, but you can't do both at the s"
      },
      {
        "document": 47,
        "excerpt": "learn an NPC's goals and then use that information to influence the NPC. If you offer NPCs something they want or play on their sympathies, fears, or goals, you can fo"
      },
      {
        "document": 49,
        "excerpt": "situations, the GM will typically ask you to take the Influence action. Pay attention to your skill proficiencies when thinking of how you will interact with an NPC; u"
      },
      {
        "document": 74,
        "excerpt": "an attempt to persuade a foe, requires an action. The Influence action is the main way you try to influence a monster. Interacting with Things. You can interact with o"
      },
      {
        "document": 326,
        "excerpt": "have Advantage on Charisma (Persuasion) checks made to influence an Indifferent Humanoid within 5 feet of yourself."
      },
      {
        "document": 574,
        "excerpt": "t. See also \"Friendly,\" \"Hostile,\" \"Indifferent,\" and \"Influence.\""
      },
      {
        "document": 632,
        "excerpt": "u favorably. You have Advantage on an ability check to influence a Friendly creature. See also “Influence.”"
      },
      {
        "document": 644,
        "excerpt": "avorably. You have Disadvantage on an ability check to influence a Hostile creature. See also “Influence.”"
      },
      {
        "document": 650,
        "excerpt": "ferent is the default attitude of a monster. See also “Influence.”"
      },
      {
        "document": 651,
        "excerpt": "Influence [Action]"
      },
      {
        "document": 739,
        "excerpt": "Influence, entertain, or deceive"
      },
      {
        "document": 745,
        "excerpt": "Influence"
      },
      {
        "document": 951,
        "excerpt": "Influence"
      },
      {
        "document": 952,
        "excerpt": "Influence Checks"
      },
      {
        "document": 1289,
        "excerpt": "g the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as Raise Dead."
      },
      {
        "document": 1435,
        "excerpt": "ly communicate with Beasts, and you can use any of the Influence action's skill options with them. Most Beasts have little to say about topics that don't pertain to sur"
      },
      {
        "document": 1665,
        "excerpt": "Ring of Animal Influence"
      },
      {
        "document": 1735,
        "excerpt": "Tome of Leadership and Influence"
      }
    ],
    "influences": [
      {
        "document": 271,
        "excerpt": "nal backgrounds as options. The background you choose influences step 3, when you determine your character's ability scores. If you're having trouble choosing, the Abili"
      },
      {
        "document": 936,
        "excerpt": "Influences minds"
      }
    ],
    "influencing": [
      {
        "document": 963,
        "excerpt": "an use musical notes or words of power to disrupt mind-influencing effects. If you or a creature within 30 feet of you fails a saving throw against an effect that applies"
      },
      {
        "document": 1735,
        "excerpt": "ous Item, Very Rare This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days"
      }
    ],
    "information": [
      {
        "document": 8,
        "excerpt": "character to join the group. “Rules Glossary” has more information on being dead."
      },
      {
        "document": 13,
        "excerpt": "See “Proficiency” later in “Playing the Game” for more information about skill and tool proficiencies."
      },
      {
        "document": 25,
        "excerpt": "See “Proficiency” later in “Playing the Game” for more information about weapon proficiencies."
      },
      {
        "document": 47,
        "excerpt": "ight be able to learn an NPC's goals and then use that information to influence the NPC. If you offer NPCs something they want or play on their sympathies, fears, or goal"
      },
      {
        "document": 131,
        "excerpt": "ssistants must also have proficiency with it. For more information on the tools, see “Equipment.” Magic Item Tools ---"
      },
      {
        "document": 153,
        "excerpt": "y score modifiers and saving throw modifiers. For more information on ability scores and saving throws, see “Playing the Game.”"
      },
      {
        "document": 155,
        "excerpt": "lnerabilities, if any. See “Playing the Game” for more information."
      },
      {
        "document": 164,
        "excerpt": "ithin a specified range. See “Rules Glossary” for more information."
      },
      {
        "document": 170,
        "excerpt": "If an attack has an effect that occurs on a miss, that information follows the “Miss:” notation. Hit or Miss. If an attack has an effect that occurs regardless of whether"
      },
      {
        "document": 180,
        "excerpt": "'s size from those options. See \"Playing the Game\" for information on size."
      },
      {
        "document": 184,
        "excerpt": ", gear, and other defenses. See \"Playing the Game\" for information on Armor Class."
      },
      {
        "document": 261,
        "excerpt": "additional rules when you're multiclassing. Check the information about multiclassing included in each of your classes' descriptions. Special rules apply to Extra Attack"
      },
      {
        "document": 268,
        "excerpt": "Levels” section later in “Character Creation” for more information."
      },
      {
        "document": 271,
        "excerpt": "oficiency in two skills and with one tool. Record this information on your character sheet. Your class also gives proficiencies. Check your class description in “Classes”"
      },
      {
        "document": 554,
        "excerpt": "s of a monster. Each stat block includes the following information presented after the monster's name. Size. A monster is Tiny, Small, Medium, Large, Huge, or Gargantuan."
      },
      {
        "document": 556,
        "excerpt": "ce of knowledge and call to mind an important piece of information about it. The Areas of Knowledge table suggests which skills are applicable to various areas of knowled"
      },
      {
        "document": 589,
        "excerpt": "digital record that you use to track your character's information. See also \"Character Creation.\""
      },
      {
        "document": 744,
        "excerpt": "Find obscure information in books, or deduce how something works."
      },
      {
        "document": 936,
        "excerpt": "Reveals information"
      },
      {
        "document": 963,
        "excerpt": "arts. See “Spells” for the rules on spellcasting. The information below details how you use those rules with Bard spells, which appear in the Bard spell list later in the"
      },
      {
        "document": 964,
        "excerpt": "ation. See “Spells” for the rules on spellcasting. The information below details how you use those rules with Cleric spells, which appear on the Cleric spell list later in"
      },
      {
        "document": 965,
        "excerpt": "ature. See “Spells” for the rules on spellcasting. The information below details how you use those rules with Druid spells, which appear on the Druid spell list later in"
      },
      {
        "document": 968,
        "excerpt": "ation. See “Spells” for the rules on spellcasting. The information below details how you use those rules with Paladin spells, which appear in the Paladin spell list later"
      },
      {
        "document": 969,
        "excerpt": "pells. See “Spells” for the rules on spellcasting. The information below details how you use those rules with Ranger spells, which appear in the Ranger spell list later in"
      },
      {
        "document": 971,
        "excerpt": "pells. See “Spells” for the rules on spellcasting. The information below details how you use those rules with Sorcerer spells, which appear in the Sorcerer spell list late"
      },
      {
        "document": 972,
        "excerpt": "pells. See “Spells” for the rules on spellcasting. The information below details how you use those rules with Warlock spells, which appear in the Warlock spell list later"
      },
      {
        "document": 973,
        "excerpt": "pells. See “Spells” for the rules on spellcasting. The information below details how you use those rules with Wizard spells, which appear in the Wizard spell list later in"
      },
      {
        "document": 1162,
        "excerpt": "t hovers for the duration. You mentally receive visual information from the eye, which can see in every direction. It also has Darkvision with a range of 30 feet. As a Bo"
      },
      {
        "document": 1199,
        "excerpt": "ceive “unclear” as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrar"
      },
      {
        "document": 1333,
        "excerpt": "secret lore that has never been widely known. The more information you already know about the thing, the more precise and detailed the information you receive is. That inf"
      },
      {
        "document": 1360,
        "excerpt": "ts location, and no spell - not even Wish - can gather information about the target, observe it remotely, or control its mind."
      },
      {
        "document": 1435,
        "excerpt": "or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day."
      },
      {
        "document": 1436,
        "excerpt": "its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events."
      },
      {
        "document": 1437,
        "excerpt": "vents in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances. You can also turn Difficult Terrain"
      },
      {
        "document": 1621,
        "excerpt": "Wondrous Item, Very Rare This tome contains information and incantations necessary to make a particular type of golem. The GM chooses the type or determines it"
      }
    ],
    "infuse": [
      {
        "document": 972,
        "excerpt": "the Chain Invocation When you cast Find Familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefit"
      },
      {
        "document": 1303,
        "excerpt": "umes) Duration: Until dispelled You touch a point and infuse an area around it with holy or unholy power. The area can have a radius up to 60 feet, and the spell fai"
      }
    ],
    "infused": [
      {
        "document": 977,
        "excerpt": "ur ancestor. You might have absorbed magic from a site infused with dragons' power. Or perhaps you handled a treasure taken from a dragon's hoard that was steeped in d"
      },
      {
        "document": 1294,
        "excerpt": "ion: 24 hours Ten berries appear in your hand and are infused with magic for the duration. A creature can take a Bonus Action to eat one berry. Eating a berry restore"
      }
    ],
    "infuses": [
      {
        "document": 964,
        "excerpt": "Divine power infuses you in battle. You gain one of the following options of your choice (if you get either option from a Cle"
      }
    ],
    "infusing": [
      {
        "document": 971,
        "excerpt": "An event in your past left an indelible mark on you, infusing you with simmering magic. As a Bonus Action, you can unleash that magic for 1 minute, during which you g"
      }
    ],
    "ingenuity": [
      {
        "document": 2026,
        "excerpt": "Burst of Ingenuity (2/Day). Trigger: The sphinx or another creature within 30 feet makes an ability check or a saving throw"
      }
    ],
    "ingested": [
      {
        "document": 693,
        "excerpt": "contact poison with exposed skin suffers its effects. Ingested. A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delive"
      },
      {
        "document": 696,
        "excerpt": "ce for a single dose of the poison, its type (contact, ingested, inhaled, or injury), and a description of the poison's debilitating effects."
      },
      {
        "document": 697,
        "excerpt": "Ingested Poison A creature subjected to Assassin's Blood makes a DC 10 Constitution saving throw. On a failed sa"
      },
      {
        "document": 703,
        "excerpt": "Ingested Poison A creature that ingests Midnight Tears suffers no effect until the stroke of midnight. Any effec"
      },
      {
        "document": 705,
        "excerpt": "Ingested Poison A creature subjected to Pale Tincture must succeed on a DC 16 Constitution saving throw or take"
      },
      {
        "document": 709,
        "excerpt": "Ingested Poison A creature subjected to Torpor poison must succeed on a DC 15 Constitution saving throw or have"
      },
      {
        "document": 710,
        "excerpt": "Ingested Poison A creature subjected to Truth Serum must succeed on a DC 11 Constitution saving throw or have th"
      },
      {
        "document": 789,
        "excerpt": "potions lose their effects, and the mixture becomes an ingested poison of your choice (see “Poison” in “Gameplay Toolbox”)."
      }
    ],
    "ingests": [
      {
        "document": 703,
        "excerpt": "Ingested Poison A creature that ingests Midnight Tears suffers no effect until the stroke of midnight. Any effect that ends the Poisoned condit"
      },
      {
        "document": 954,
        "excerpt": "A character ingests a hallucinogenic substance that distorts the character’s perception of reality."
      }
    ],
    "ingredients": [
      {
        "document": 144,
        "excerpt": "r several potions into a single container. The strange ingredients used in creating potions can result in unpredictable interactions. When a character mixes two potions t"
      },
      {
        "document": 1656,
        "excerpt": "eart that, against all reason, is still beating. These ingredients vanish when the potion is opened."
      }
    ],
    "inhabits": [
      {
        "document": 1345,
        "excerpt": "ed for the spell's Material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container's space. You can't mov"
      }
    ],
    "inhaled": [
      {
        "document": 693,
        "excerpt": "or dealing only half as much damage on a failed save. Inhaled. Poisonous powders and gases take effect when inhaled. Blowing the powder or releasing the gas subjects"
      },
      {
        "document": 696,
        "excerpt": "ingle dose of the poison, its type (contact, ingested, inhaled, or injury), and a description of the poison's debilitating effects."
      },
      {
        "document": 698,
        "excerpt": "Inhaled Poison A creature subjected to Burnt Othur Fumes must succeed on a DC 13 Constitution saving throw or t"
      },
      {
        "document": 700,
        "excerpt": "Inhaled Poison A creature subjected to Essence of Ether must succeed on a DC 15 Constitution saving throw or ha"
      },
      {
        "document": 701,
        "excerpt": "Inhaled Poison A creature subjected to Malice must succeed on a DC 15 Constitution saving throw or have the Poi"
      }
    ],
    "inherent": [
      {
        "document": 365,
        "excerpt": "e price to sustain that lifestyle. Lifestyles have no inherent consequences, but the GM might take them into account when determining risks or how others perceive your"
      }
    ],
    "initial": [
      {
        "document": 260,
        "excerpt": "n you gain your first level in a class other than your initial class, you gain only some of the new class's starting proficiencies, as detailed in each class's descrip"
      },
      {
        "document": 1149,
        "excerpt": "splashes the target with acid for half as much of the initial damage only. Using a Higher-Level Spell Slot. The damage (both initial and later) increases by 1d4 for"
      },
      {
        "document": 1471,
        "excerpt": "turn. On a successful save, a creature takes half the initial damage only. Using a Higher-Level Spell Slot. The initial damage increases by 2d4 for each spell slot l"
      }
    ],
    "initiate": [
      {
        "document": 562,
        "excerpt": "ut telepathy can receive telepathic messages but can't initiate a telepathic conversation. Once a telepathic conversation starts, the non-telepath can communicate menta"
      },
      {
        "document": 995,
        "excerpt": "Magic Initiate (Cleric) (see “Feats”)"
      },
      {
        "document": 997,
        "excerpt": "Magic Initiate (Wizard) (see “Feats”)"
      },
      {
        "document": 1012,
        "excerpt": "Magic Initiate"
      }
    ],
    "initiated": [
      {
        "document": 562,
        "excerpt": "time (no action required). Telepathic contact can't be initiated and is immediately broken if either the telepath or the other creature has the Incapacitated condition."
      },
      {
        "document": 633,
        "excerpt": "low them to quickly grapple prey. However a grapple is initiated, it follows these rules. See also “Unarmed Strike” and “Grappled.” Grappled Condition. Successfully gra"
      }
    ],
    "initiative": [
      {
        "document": 71,
        "excerpt": "ermined at the beginning of combat when everyone rolls Initiative. Once everyone has taken a turn, the fight continues to the next round if neither side is defeated."
      },
      {
        "document": 72,
        "excerpt": "ries are - how far away and in what direction. 2: Roll Initiative. Everyone involved in the combat encounter rolls Initiative, determining the order of combatants' turns."
      },
      {
        "document": 73,
        "excerpt": "Initiative"
      },
      {
        "document": 96,
        "excerpt": "mules, and similar creatures have such training. The Initiative of a controlled mount changes to match yours when you mount it. It moves on your turn as you direct it,"
      },
      {
        "document": 161,
        "excerpt": "Combat Highlights. Armor Class, Hit Points, Speed, and Initiative are provided here. Ability Scores. A monster's ability scores, ability modifiers, and saving throws are"
      },
      {
        "document": 185,
        "excerpt": "Initiative"
      },
      {
        "document": 241,
        "excerpt": "ncludes space to note how many Hit Dice you've spent. Initiative. Write your Dexterity modifier in the space for Initiative on your character sheet. Armor Class. Withou"
      },
      {
        "document": 517,
        "excerpt": "is stopped by the following interruptions: - Rolling Initiative - Casting a spell other than a cantrip - Taking any damage - 1 hour of walking or other physical exertio"
      },
      {
        "document": 543,
        "excerpt": "is stopped by the following interruptions: - Rolling Initiative - Casting a spell other than a cantrip - Taking any damage An interrupted Short Rest confers no benefit"
      },
      {
        "document": 554,
        "excerpt": "ining its actual alignment. See also “Alignment.” AC, Initiative, and HP. These entries give the monster's Armor Class, Initiative, and Hit Points, which are detailed in"
      },
      {
        "document": 558,
        "excerpt": "surprised, which causes it to have Disadvantage on its Initiative roll. See also “Playing the Game” (“Combat”)."
      },
      {
        "document": 652,
        "excerpt": "Initiative"
      },
      {
        "document": 722,
        "excerpt": "egins to roll. The stone and all creatures nearby roll Initiative; the stone gets a +8 bonus on its Initiative roll. On its turn, the stone moves 60 feet in one directio"
      },
      {
        "document": 962,
        "excerpt": "Your instincts are so honed that you have Advantage on Initiative rolls."
      },
      {
        "document": 963,
        "excerpt": "When you roll Initiative, you regain expended uses of Bardic Inspiration until you have two if you have fewer than that."
      },
      {
        "document": 965,
        "excerpt": "ing benefits. Evergreen Wild Shape. Whenever you roll Initiative and have no uses of Wild Shape left, you regain one expended use of it. Nature Magician. You can conver"
      },
      {
        "document": 967,
        "excerpt": "When you roll Initiative, you can regain all expended Focus Points. When you do so, roll your Martial Arts die, and regain a numb"
      },
      {
        "document": 974,
        "excerpt": "Thanks to your athleticism, you have Advantage on Initiative rolls and Strength (Athletics) checks. In addition, immediately after you score a Critical Hit, you can"
      },
      {
        "document": 984,
        "excerpt": "of any combat. You take your first turn at your normal Initiative and your second turn at your Initiative minus 10."
      },
      {
        "document": 1000,
        "excerpt": "Origin Feat You gain the following benefits. Initiative Proficiency. When you roll Initiative, you can add your Proficiency Bonus to the roll. Initiative Swap."
      },
      {
        "document": 1004,
        "excerpt": "se this benefit, you can't use it again until you roll Initiative or finish a Short or Long Rest."
      },
      {
        "document": 1158,
        "excerpt": "ally to you and your allies. In combat, it shares your Initiative count and takes its turn immediately after yours. Until the spell ends, you can take a Bonus Action to"
      },
      {
        "document": 1265,
        "excerpt": "ar is an ally to you and your allies. It rolls its own Initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. Disappearan"
      },
      {
        "document": 1266,
        "excerpt": "ally to you and your allies. In combat, it shares your Initiative count, and it functions as a controlled mount while you ride it (as defined in the rules on mounted comb"
      },
      {
        "document": 1290,
        "excerpt": "u and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required"
      },
      {
        "document": 1448,
        "excerpt": "u and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required"
      },
      {
        "document": 1493,
        "excerpt": "eak. Surprised. If you're Incapacitated when you roll Initiative, you have Disadvantage on the roll."
      },
      {
        "document": 1494,
        "excerpt": "effects. Surprise. If you're Invisible when you roll Initiative, you have Advantage on the roll. Concealed. You aren't affected by any effect that requires its target"
      },
      {
        "document": 1518,
        "excerpt": "your allies, and it acts immediately after you on your Initiative count. You can take a Bonus Action to command how the creature moves and what action it takes on its nex"
      },
      {
        "document": 1529,
        "excerpt": "ands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. Th"
      },
      {
        "document": 1532,
        "excerpt": "ands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. Th"
      },
      {
        "document": 1538,
        "excerpt": "ands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. Th"
      },
      {
        "document": 1571,
        "excerpt": "ands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. Th"
      },
      {
        "document": 1580,
        "excerpt": "ands, and takes its turn immediately after you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions. The creature e"
      },
      {
        "document": 1609,
        "excerpt": "-blue rhomboid orbits your head, you have Advantage on Initiative rolls and Wisdom (Perception) checks. Fortitude (Very Rare). Your Constitution increases by 2, to a max"
      },
      {
        "document": 1627,
        "excerpt": ", you can select one of them as your foe when you roll Initiative. If you reduce your foe to 0 Hit Points during that combat, you have Advantage on Death Saving Throws fo"
      },
      {
        "document": 1664,
        "excerpt": "to 10 feet, either as a Bonus Action or after you roll Initiative, or you can extinguish the light as a Bonus Action. While holding this weapon, you can take a Bonus Act"
      },
      {
        "document": 1693,
        "excerpt": "ou have Advantage on Wisdom (Perception) checks and on Initiative rolls. Spells. While holding the rod, you can cast the following spells from it: - Detect Evil and Goo"
      },
      {
        "document": 1703,
        "excerpt": "mmon While holding this Shield, you have Advantage on Initiative rolls and Wisdom (Perception) checks. The Shield is emblazoned with a symbol of an eye."
      },
      {
        "document": 1720,
        "excerpt": "space. The snake is under your control and shares your Initiative count, taking its turn immediately after yours. On your turn, you can mentally command the snake (no ac"
      },
      {
        "document": 1724,
        "excerpt": "ands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. Th"
      },
      {
        "document": 1755,
        "excerpt": "ernatural Readiness. Each subject has Advantage on its Initiative rolls."
      },
      {
        "document": 1760,
        "excerpt": "Large Aberration, Lawful Evil AC 17 Initiative +7 (17) HP 150 (20d10 + 40) Speed 10 ft., Swim 40 ft. Skills History +12, Perception +10 Senses Darkvis"
      },
      {
        "document": 1761,
        "excerpt": "Huge Dragon (Chromatic), Chaotic Evil AC 19 Initiative +12 (22) HP 195 (17d12 + 85) Speed 40 ft., Fly 80 ft., Swim 40 ft. Skills Perception +11, Stealth +7 Im"
      },
      {
        "document": 1762,
        "excerpt": "Huge Dragon (Chromatic), Lawful Evil AC 19 Initiative +10 (20) HP 212 (17d12 + 102) Speed 40 ft., Burrow 30 ft., Fly 80 ft. Skills Perception +12, Stealth +5"
      },
      {
        "document": 1763,
        "excerpt": "Huge Dragon (Metallic), Chaotic Good AC 18 Initiative +10 (20) HP 172 (15d12 + 75) Speed 40 ft., Burrow 30 ft., Fly 80 ft. Skills History +7, Perception +11,"
      },
      {
        "document": 1764,
        "excerpt": "Huge Dragon (Metallic), Lawful Good AC 18 Initiative +10 (20) HP 212 (17d12 + 102) Speed 40 ft., Fly 80 ft., Swim 40 ft. Skills Insight +7, Perception +12,"
      },
      {
        "document": 1765,
        "excerpt": "Huge Dragon (Metallic), Chaotic Good AC 18 Initiative +11 (21) HP 184 (16d12 + 80) Speed 40 ft., Climb 40 ft., Fly 80 ft. Skills Deception +9, Perception +12"
      },
      {
        "document": 1766,
        "excerpt": "Huge Dragon (Metallic), Lawful Good AC 19 Initiative +14 (24) HP 243 (18d12 + 126) Speed 40 ft., Fly 80 ft., Swim 40 ft. Skills Insight +8, Perception +14,"
      },
      {
        "document": 1767,
        "excerpt": "Huge Dragon (Chromatic), Lawful Evil AC 19 Initiative +11 (21) HP 207 (18d12 + 90) Speed 40 ft., Fly 80 ft., Swim 40 ft. Skills Deception +9, Perception +12,"
      },
      {
        "document": 1768,
        "excerpt": "Huge Dragon (Chromatic), Chaotic Evil AC 19 Initiative +12 (22) HP 256 (19d12 + 133) Speed 40 ft., Climb 40 ft., Fly 80 ft. Skills Perception +13, Stealth +6"
      },
      {
        "document": 1769,
        "excerpt": "Huge Dragon (Metallic), Lawful Good AC 19 Initiative +10 (20) HP 216 (16d12 + 112) Speed 40 ft., Fly 80 ft. Skills History +8, Perception +11, Stealth +5 Im"
      },
      {
        "document": 1770,
        "excerpt": "Huge Dragon (Chromatic), Chaotic Evil AC 18 Initiative +10 (20) HP 200 (16d12 + 96) Speed 40 ft., Burrow 30 ft., Fly 80 ft., Swim 40 ft. Skills Perception +11"
      },
      {
        "document": 1771,
        "excerpt": "Large Elemental, Neutral AC 15 Initiative +5 (15) HP 90 (12d10 + 24) Speed 10 ft., Fly 90 ft. (hover) Resistances Bludgeoning, Lightning, Piercin"
      },
      {
        "document": 1772,
        "excerpt": "Large Beast (Dinosaur), Unaligned AC 13 Initiative +1 (11) HP 51 (6d10 + 18) Speed 60 ft. Skills Perception +5 Senses Passive Perception 15 Languages None"
      },
      {
        "document": 1773,
        "excerpt": "Gargantuan Dragon (Chromatic), Chaotic Evil AC 22 Initiative +16 (26) HP 367 (21d20 + 147) Speed 40 ft., Fly 80 ft., Swim 40 ft. Skills Perception +16, Stealth +9 I"
      },
      {
        "document": 1774,
        "excerpt": "Gargantuan Dragon (Chromatic), Lawful Evil AC 22 Initiative +14 (24) HP 481 (26d20 + 208) Speed 40 ft., Burrow 40 ft., Fly 80 ft. Skills Perception +17, Stealth +7"
      },
      {
        "document": 1775,
        "excerpt": "Gargantuan Dragon (Metallic), Chaotic Good AC 20 Initiative +12 (22) HP 332 (19d20 + 133) Speed 40 ft., Burrow 40 ft., Fly 80 ft. Skills History +9, Perception +14"
      },
      {
        "document": 1776,
        "excerpt": "Gargantuan Dragon (Metallic), Lawful Good AC 22 Initiative +14 (24) HP 444 (24d20 + 192) Speed 40 ft., Fly 80 ft., Swim 40 ft. Skills Insight +10, Perception +17,"
      },
      {
        "document": 1777,
        "excerpt": "Gargantuan Dragon (Metallic), Chaotic Good AC 21 Initiative +15 (25) HP 367 (21d20 + 147) Speed 40 ft., Climb 40 ft., Fly 80 ft. Skills Deception +13, Perception +"
      },
      {
        "document": 1778,
        "excerpt": "Gargantuan Dragon (Metallic), Lawful Good AC 22 Initiative +16 (26) HP 546 (28d20 + 252) Speed 40 ft., Fly 80 ft., Swim 40 ft. Skills Insight +10, Perception +17,"
      },
      {
        "document": 1779,
        "excerpt": "Gargantuan Dragon (Chromatic), Lawful Evil AC 21 Initiative +15 (25) HP 402 (23d20 + 161) Speed 40 ft., Fly 80 ft., Swim 40 ft. Skills Deception +13, Perception +1"
      },
      {
        "document": 1780,
        "excerpt": "Gargantuan Dragon (Chromatic), Chaotic Evil AC 22 Initiative +14 (24) HP 507 (26d20 + 234) Speed 40 ft., Climb 40 ft., Fly 80 ft. Skills Perception +16, Stealth +7"
      },
      {
        "document": 1781,
        "excerpt": "Gargantuan Dragon (Metallic), Lawful Good AC 22 Initiative +14 (24) HP 468 (24d20 + 216) Speed 40 ft., Fly 80 ft. Skills History +11, Perception +16, Stealth +7 I"
      },
      {
        "document": 1782,
        "excerpt": "Gargantuan Dragon (Chromatic), Chaotic Evil AC 20 Initiative +12 (22) HP 333 (18d20 + 144) Speed 40 ft., Burrow 40 ft., Fly 80 ft., Swim 40 ft. Skills Perception +1"
      },
      {
        "document": 1783,
        "excerpt": "Medium Construct, Unaligned AC 18 Initiative +2 (12) HP 33 (6d8 + 6) Speed 25 ft. Immunities Poison, Psychic; Charmed, Deafened, Exhaustion, Frighte"
      },
      {
        "document": 1784,
        "excerpt": "Small Construct, Unaligned AC 17 Initiative +4 (14) HP 14 (4d6) Speed 5 ft., Fly 50 ft. (hover) Immunities Poison, Psychic; Charmed, Deafened, Exha"
      },
      {
        "document": 1785,
        "excerpt": "Large Construct, Unaligned AC 12 Initiative +4 (14) HP 27 (5d10) Speed 10 ft. Immunities Poison, Psychic; Charmed, Deafened, Exhaustion, Frightene"
      },
      {
        "document": 1786,
        "excerpt": "Large Monstrosity, Unaligned AC 14 Initiative +0 (10) HP 45 (6d10 + 12) Speed 30 ft., Burrow 10 ft. Senses Darkvision 60 ft., Tremorsense 60 ft.; Pa"
      },
      {
        "document": 1787,
        "excerpt": "Huge Beast (Dinosaur), Unaligned AC 15 Initiative +0 (10) HP 68 (8d12 + 16) Speed 30 ft. Senses Passive Perception 11 Languages None CR 3 (XP 700; PB +2)"
      },
      {
        "document": 1788,
        "excerpt": "Medium Beast, Unaligned AC 12 Initiative +2 (12) HP 19 (3d8 + 6) Speed 30 ft., Climb 30 ft. Skills Athletics +5, Perception +3 Senses Passive Pe"
      },
      {
        "document": 1789,
        "excerpt": "Huge Beast (Dinosaur), Unaligned AC 17 Initiative +3 (13) HP 90 (12d12 + 12) Speed 20 ft., Swim 80 ft. Skills Stealth +5 Senses Passive Perception 12 Lan"
      },
      {
        "document": 1790,
        "excerpt": "Medium or Small Humanoid (Wizard), Neutral AC 17 Initiative +7 (17) HP 170 (31d8 + 31) Speed 30 ft. Skills Arcana +13, History +9, Perception +6 Immunities Psychic"
      },
      {
        "document": 1791,
        "excerpt": "Medium or Small Humanoid, Neutral AC 16 Initiative +10 (20) HP 97 (15d8 + 30) Speed 30 ft. Skills Acrobatics +7, Perception +6, Stealth +10 Resistances Po"
      },
      {
        "document": 1792,
        "excerpt": "Medium Undead, Neutral evil AC 20 Initiative +3 (13) HP Half the HP maximum of its summoner Speed 60 ft., Fly 60 ft. (hover) Immunities Necrotic, Po"
      },
      {
        "document": 1793,
        "excerpt": "Small Plant, Neutral AC 9 Initiative -1 (9) HP 10 (3d6) Speed 20 ft. Vulnerabilities Fire Resistances Piercing Senses Passive Perception 10"
      },
      {
        "document": 1794,
        "excerpt": "Huge Plant, Neutral AC 13 Initiative -2 (8) HP 59 (7d12 + 14) Speed 20 ft. Vulnerabilities Fire Resistances Bludgeoning, Piercing Senses Pas"
      },
      {
        "document": 1795,
        "excerpt": "Large Monstrosity, Unaligned AC 11 Initiative +1 (11) HP 19 (3d10 + 3) Speed 50 ft. Senses Passive Perception 10 Languages None CR 1/4 (XP 50; PB +2)"
      },
      {
        "document": 1796,
        "excerpt": "Medium Elemental, Lawful Neutral AC 17 Initiative +1 (11) HP 39 (6d8 + 12) Speed 30 ft. Immunities Fire, Poison; Poisoned Senses Passive Perception 11 La"
      },
      {
        "document": 1797,
        "excerpt": "Small Beast, Unaligned AC 12 Initiative +2 (12) HP 3 (1d6) Speed 30 ft., Climb 30 ft. Senses Passive Perception 11 Languages None CR 0 (XP 10;"
      },
      {
        "document": 1798,
        "excerpt": "Tiny Beast, Unaligned AC 11 Initiative +0 (10) HP 5 (1d4 + 3) Speed 20 ft., Burrow 5 ft. Skills Perception +3 Resistances Poison Senses Darkvi"
      },
      {
        "document": 1799,
        "excerpt": "Huge Fiend (Demon), Chaotic Evil AC 19 Initiative +14 (24) HP 287 (23d12 + 138) Speed 40 ft., Fly 80 ft. Skills Perception +9 Resistances Cold, Lightning"
      },
      {
        "document": 1800,
        "excerpt": "Medium or Small Humanoid, Neutral AC 15 Initiative +3 (13) HP 52 (8d8 + 16) Speed 30 ft. Skills Athletics +4, Deception +4 Gear Pistol, Scimitar, Studded"
      },
      {
        "document": 1801,
        "excerpt": "Medium or Small Humanoid, Neutral AC 12 Initiative +1 (11) HP 11 (2d8 + 2) Speed 30 ft. Gear Leather Armor, Light Crossbow, Scimitar Senses Passive Percep"
      },
      {
        "document": 1802,
        "excerpt": "Medium Fiend (Devil), Lawful Evil AC 15 Initiative +3 (13) HP 110 (13d8 + 52) Speed 30 ft., Climb 30 ft. Skills Deception +5, Insight +5, Perception +8 Re"
      },
      {
        "document": 1803,
        "excerpt": "Medium Monstrosity, Unaligned AC 15 Initiative -1 (9) HP 52 (8d8 + 16) Speed 20 ft. Senses Darkvision 60 ft.; Passive Perception 9 Languages None CR 3"
      },
      {
        "document": 1804,
        "excerpt": "Tiny Beast, Unaligned AC 12 Initiative +2 (12) HP 1 (1d4 - 1) Speed 5 ft., Fly 30 ft. Senses Blindsight 60 ft.; Passive Perception 11 Language"
      },
      {
        "document": 1805,
        "excerpt": "Medium Fiend (Devil), Lawful Evil AC 13 Initiative +2 (12) HP 58 (9d8 + 18) Speed 30 ft. Resistances Cold Immunities Fire, Poison; Frightened, Poisoned Se"
      },
      {
        "document": 1806,
        "excerpt": "Huge Monstrosity, Neutral Evil AC 17 Initiative +3 (13) HP 168 (16d12 + 64) Speed 50 ft., Climb 50 ft. Skills Perception +6, Stealth +7 Immunities Ligh"
      },
      {
        "document": 1807,
        "excerpt": "Medium or Small Humanoid, Neutral AC 13 Initiative +1 (11) HP 67 (9d8 + 27) Speed 30 ft. Gear Greataxe, Hide Armor Senses Passive Perception 10 Languages"
      },
      {
        "document": 1808,
        "excerpt": "Medium Beast, Unaligned AC 11 Initiative +1 (11) HP 19 (3d8 + 6) Speed 30 ft., Climb 30 ft., Swim 30 ft. Skills Perception +5 Senses Darkvision"
      },
      {
        "document": 1809,
        "excerpt": "Medium Dragon (Chromatic), Chaotic Evil AC 17 Initiative +4 (14) HP 33 (6d8 + 6) Speed 30 ft., Fly 60 ft., Swim 30 ft. Skills Perception +4, Stealth +4 Immuniti"
      },
      {
        "document": 1810,
        "excerpt": "size smaller than the original pudding and acts on its Initiative. The original pudding's Hit Points are divided evenly between the new puddings (round down)."
      },
      {
        "document": 1811,
        "excerpt": "Medium Fey, Lawful Good AC 13 Initiative +3 (13) HP 22 (4d8 + 4) Speed 40 ft. Skills Perception +5, Stealth +5 Senses Darkvision 60 ft.; Passive"
      },
      {
        "document": 1812,
        "excerpt": "Small Beast, Unaligned AC 12 Initiative +2 (12) HP 7 (2d6) Speed 10 ft., Fly 60 ft. Skills Perception +6 Senses Passive Perception 16 Languages"
      },
      {
        "document": 1813,
        "excerpt": "Medium Dragon (Chromatic), Lawful Evil AC 17 Initiative +2 (12) HP 65 (10d8 + 20) Speed 30 ft., Burrow 15 ft., Fly 60 ft. Skills Perception +4, Stealth +2 Immu"
      },
      {
        "document": 1814,
        "excerpt": "Medium Beast, Unaligned AC 11 Initiative +0 (10) HP 13 (2d8 + 4) Speed 40 ft. Senses Passive Perception 9 Languages None CR 1/4 (XP 50; PB +2)"
      },
      {
        "document": 1815,
        "excerpt": "Large Fiend (Devil), Lawful Evil AC 16 Initiative +7 (17) HP 161 (17d10 + 68) Speed 40 ft., Fly 40 ft. Skills Deception +7, Insight +6 Resistances Cold I"
      },
      {
        "document": 1816,
        "excerpt": "Medium Dragon (Metallic), Chaotic Good AC 15 Initiative +2 (12) HP 22 (4d8 + 4) Speed 30 ft., Burrow 15 ft., Fly 60 ft. Skills Perception +4, Stealth +2 Immuni"
      },
      {
        "document": 1817,
        "excerpt": "Medium Dragon (Metallic), Lawful Good AC 15 Initiative +2 (12) HP 39 (6d8 + 12) Speed 30 ft., Fly 60 ft., Swim 30 ft. Skills Perception +4, Stealth +2 Immunit"
      },
      {
        "document": 1818,
        "excerpt": "Large Beast, Unaligned AC 11 Initiative +1 (11) HP 22 (3d10 + 6) Speed 40 ft., Climb 30 ft. Skills Perception +3 Senses Darkvision 60 ft.; Pass"
      },
      {
        "document": 1819,
        "excerpt": "Medium Fey (Goblinoid), Chaotic Evil AC 15 Initiative +2 (12) HP 65 (10d8 + 20) Speed 30 ft. Skills Stealth +6, Survival +3 Gear Chain Shirt, Javelins (6), M"
      },
      {
        "document": 1820,
        "excerpt": "Medium Fey (Goblinoid), Chaotic Evil AC 14 Initiative +2 (12) HP 33 (6d8 + 6) Speed 30 ft. Skills Stealth +6, Survival +2 Gear Hide Armor, Light Hammers (3)"
      },
      {
        "document": 1821,
        "excerpt": "Large Monstrosity, Unaligned AC 17 Initiative +0 (10) HP 94 (9d10 + 45) Speed 40 ft., Burrow 40 ft. Skills Perception +6 Senses Darkvision 60 ft., Tr"
      },
      {
        "document": 1822,
        "excerpt": "Large Beast, Unaligned AC 10 Initiative -1 (9) HP 17 (2d10 + 6) Speed 50 ft. Senses Darkvision 60 ft.; Passive Perception 10 Languages None CR"
      },
      {
        "document": 1823,
        "excerpt": "Tiny Beast, Unaligned AC 12 Initiative +2 (12) HP 2 (1d4) Speed 40 ft., Climb 40 ft. Skills Perception +3, Stealth +4 Senses Darkvision 60 ft."
      },
      {
        "document": 1824,
        "excerpt": "Large Fey, Neutral Good AC 16 Initiative +2 (12) HP 45 (6d10 + 12) Speed 50 ft. Skills Athletics +6, Perception +3 Gear Breastplate, Longbow, Pi"
      },
      {
        "document": 1825,
        "excerpt": "Medium Fiend (Devil), Lawful Evil AC 15 Initiative +5 (15) HP 85 (10d8 + 40) Speed 30 ft. Resistances Bludgeoning, Cold, Piercing, Slashing Immunities Fir"
      },
      {
        "document": 1826,
        "excerpt": "Large Monstrosity, Chaotic Evil AC 14 Initiative +0 (10) HP 114 (12d10 + 48) Speed 30 ft., Fly 60 ft. Skills Perception +8 Senses Darkvision 60 ft.; Pas"
      },
      {
        "document": 1827,
        "excerpt": "Large Aberration, Chaotic Evil AC 16 Initiative +0 (10) HP 76 (9d10 + 27) Speed 30 ft., Swim 30 ft. Skills Perception +4 Immunities Poison; Poisoned Se"
      },
      {
        "document": 1828,
        "excerpt": "Large Construct, Unaligned AC 14 Initiative +3 (13) HP 123 (13d10 + 52) Speed 30 ft. Resistances Bludgeoning, Piercing, Slashing Immunities Acid, P"
      },
      {
        "document": 1829,
        "excerpt": "Large Aberration, Chaotic Neutral AC 14 Initiative +5 (15) HP 91 (14d10 + 14) Speed 10 ft., Fly 40 ft. Skills Stealth +5 Immunities Frightened Senses Dark"
      },
      {
        "document": 1830,
        "excerpt": "Huge Giant, Neutral AC 14 Initiative +4 (14) HP 200 (16d12 + 96) Speed 40 ft., Fly 20 ft. (hover) Skills Insight +7, Perception +11 Senses P"
      },
      {
        "document": 1831,
        "excerpt": "Small Monstrosity, Unaligned AC 11 Initiative +1 (11) HP 22 (5d6 + 5) Speed 20 ft., Fly 40 ft. Immunities Petrified Senses Darkvision 60 ft.; Passive"
      },
      {
        "document": 1832,
        "excerpt": "Medium or Small Humanoid, Neutral AC 10 Initiative +0 (10) HP 4 (1d8) Speed 30 ft. Gear Club Senses Passive Perception 10 Languages Common CR 0 (XP 10; PB"
      },
      {
        "document": 1833,
        "excerpt": "Large Beast, Unaligned AC 13 Initiative +2 (12) HP 13 (2d10 + 2) Speed 30 ft., Swim 30 ft. Skills Perception +2, Stealth +4 Senses Blindsight 1"
      },
      {
        "document": 1834,
        "excerpt": "Medium Dragon (Metallic), Chaotic Good AC 16 Initiative +3 (13) HP 22 (4d8 + 4) Speed 30 ft., Climb 30 ft., Fly 60 ft. Skills Perception +4, Stealth +3 Immunit"
      },
      {
        "document": 1835,
        "excerpt": "Medium Celestial, Lawful Good AC 19 Initiative +5 (15) HP 60 (8d8 + 24) Speed 30 ft., Fly 90 ft. Resistances Bludgeoning, Piercing, Slashing Immunitie"
      },
      {
        "document": 1836,
        "excerpt": "Tiny Beast, Unaligned AC 11 Initiative +0 (10) HP 3 (1d4 + 1) Speed 20 ft., Swim 20 ft. Skills Stealth +2 Senses Blindsight 30 ft.; Passive Pe"
      },
      {
        "document": 1837,
        "excerpt": "Large Beast, Unaligned AC 12 Initiative +0 (10) HP 13 (2d10 + 2) Speed 20 ft., Swim 30 ft. Skills Stealth +2 Senses Passive Perception 10 Langu"
      },
      {
        "document": 1838,
        "excerpt": "Medium or Small Humanoid, Neutral AC 13 Initiative +2 (12) HP 44 (8d8 + 8) Speed 30 ft. Skills Deception +3, Persuasion +3, Religion +2 Gear Holy Symbol,"
      },
      {
        "document": 1839,
        "excerpt": "Medium or Small Humanoid, Neutral AC 12 Initiative +1 (11) HP 9 (2d8) Speed 30 ft. Skills Deception +2, Religion +2 Gear Leather Armor, Sickle Senses Pass"
      },
      {
        "document": 1840,
        "excerpt": "Small Aberration, Unaligned AC 11 Initiative +3 (13) HP 22 (5d6 + 5) Speed 10 ft., Fly 30 ft. Skills Stealth +3 Senses Blindsight 60 ft.; Passive Pe"
      },
      {
        "document": 1841,
        "excerpt": "Medium Monstrosity, Neutral Evil AC 12 Initiative +2 (12) HP 39 (6d8 + 12) Speed 40 ft. Skills Perception +5, Stealth +4 Immunities Blinded, Charmed, Dea"
      },
      {
        "document": 1842,
        "excerpt": "Medium Beast, Unaligned AC 13 Initiative +3 (13) HP 4 (1d8) Speed 50 ft. Skills Perception +4 Senses Darkvision 60 ft.; Passive Perception 14 La"
      },
      {
        "document": 1843,
        "excerpt": "Medium Celestial (Angel), Lawful Good AC 17 Initiative +4 (14) HP 229 (27d8 + 108) Speed 30 ft., Fly 90 ft. (hover) Skills Insight +9, Perception +9 Resistanc"
      },
      {
        "document": 1844,
        "excerpt": "Large Beast, Unaligned AC 14 Initiative +2 (12) HP 22 (3d10 + 6) Speed 50 ft. Skills Perception +5, Stealth +4 Senses Darkvision 60 ft.; Passiv"
      },
      {
        "document": 1845,
        "excerpt": "Large Elemental (Genie), Neutral AC 17 Initiative +2 (12) HP 218 (19d10 + 114) Speed 30 ft., Fly 90 ft. (hover) Immunities Lightning, Thunder Senses Dark"
      },
      {
        "document": 1846,
        "excerpt": "Medium Monstrosity, Neutral AC 14 Initiative +4 (14) HP 52 (8d8 + 16) Speed 30 ft. Skills Deception +6, Insight +3 Immunities Charmed Senses Darkvis"
      },
      {
        "document": 1847,
        "excerpt": "Large Beast, Unaligned AC 10 Initiative +0 (10) HP 15 (2d10 + 4) Speed 40 ft. Senses Passive Perception 10 Languages None CR 1/4 (XP 50; PB +2)"
      },
      {
        "document": 1848,
        "excerpt": "Gargantuan Dragon, Neutral AC 20 Initiative +6 (16) HP 356 (23d20 + 115) Speed 20 ft., Swim 50 ft. Resistances Fire Senses Darkvision 120 ft.; Pass"
      },
      {
        "document": 1849,
        "excerpt": "Small Fiend (Demon), Chaotic Evil AC 11 Initiative +0 (10) HP 18 (4d6 + 4) Speed 20 ft. Resistances Cold, Fire, Lightning Immunities Poison; Poisoned Sens"
      },
      {
        "document": 1850,
        "excerpt": "Large Monstrosity, Chaotic Evil AC 19 Initiative +4 (14) HP 123 (13d10 + 52) Speed 30 ft., Climb 30 ft. Skills Perception +6, Stealth +10 Senses Darkvis"
      },
      {
        "document": 1851,
        "excerpt": "Medium or Small Humanoid (Druid), Neutral AC 13 Initiative +1 (11) HP 44 (8d8 + 8) Speed 30 ft. Skills Medicine +5, Nature +3, Perception +5 Gear Studded Leather"
      },
      {
        "document": 1852,
        "excerpt": "Medium Fey, Neutral AC 16 Initiative +1 (11) HP 22 (5d8) Speed 30 ft. Skills Perception +4, Stealth +5 Senses Darkvision 60 ft.; Passive Per"
      },
      {
        "document": 1853,
        "excerpt": "Small Elemental, Neutral Evil AC 12 Initiative +2 (12) HP 17 (5d6) Speed 30 ft., Fly 30 ft. Skills Perception +2, Stealth +4 Vulnerabilities Fire Immu"
      },
      {
        "document": 1854,
        "excerpt": "Small Beast, Unaligned AC 12 Initiative +2 (12) HP 4 (1d6 + 1) Speed 10 ft., Fly 60 ft. Skills Perception +6 Senses Passive Perception 16 Langu"
      },
      {
        "document": 1855,
        "excerpt": "Large Elemental, Neutral AC 17 Initiative -1 (9) HP 147 (14d10 + 70) Speed 30 ft., Burrow 30 ft. Vulnerabilities Thunder Immunities Poison; Exhau"
      },
      {
        "document": 1856,
        "excerpt": "Large Elemental (Genie), Neutral AC 17 Initiative +1 (11) HP 212 (17d10 + 119) Speed 40 ft., Fly 60 ft. (hover) Immunities Fire Senses Darkvision 120 ft."
      },
      {
        "document": 1857,
        "excerpt": "Huge Beast, Unaligned AC 12 Initiative -1 (9) HP 76 (8d12 + 24) Speed 40 ft. Senses Passive Perception 10 Languages None CR 4 (XP 1,100; PB +2"
      },
      {
        "document": 1858,
        "excerpt": "Large Beast, Unaligned AC 10 Initiative +0 (10) HP 11 (2d10) Speed 50 ft. Skills Perception +2 Senses Darkvision 60 ft.; Passive Perception 12"
      },
      {
        "document": 1859,
        "excerpt": "Medium Fiend (Devil), Lawful Evil AC 18 Initiative +7 (17) HP 178 (21d8 + 84) Speed 30 ft., Fly 60 ft. Skills Perception +6, Persuasion +8 Resistances Col"
      },
      {
        "document": 1860,
        "excerpt": "Medium Monstrosity, Neutral Evil AC 13 Initiative +2 (12) HP 44 (8d8 + 8) Speed 30 ft., Climb 30 ft. Skills Perception +3, Stealth +4, Survival +3 Senses"
      },
      {
        "document": 1861,
        "excerpt": "Large Giant, Chaotic Evil AC 12 Initiative -1 (9) HP 85 (10d10 + 30) Speed 40 ft. Skills Perception +4 Immunities Blinded, Charmed, Deafened, Frig"
      },
      {
        "document": 1862,
        "excerpt": "Large Elemental, Neutral AC 13 Initiative +3 (13) HP 93 (11d10 + 33) Speed 50 ft. Resistances Bludgeoning, Piercing, Slashing Immunities Fire, Po"
      },
      {
        "document": 1863,
        "excerpt": "Huge Giant, Lawful Evil AC 18 Initiative +3 (13) HP 162 (13d12 + 78) Speed 30 ft. Skills Athletics +11, Perception +6 Immunities Fire Senses Pas"
      },
      {
        "document": 1864,
        "excerpt": "Medium Construct, Neutral AC 9 Initiative -1 (9) HP 127 (15d8 + 60) Speed 30 ft. Immunities Lightning, Poison; Charmed, Exhaustion, Frightened, P"
      },
      {
        "document": 1865,
        "excerpt": "Tiny Monstrosity, Unaligned AC 14 Initiative +2 (12) HP 5 (2d4) Speed 30 ft., Fly 60 ft., Swim 30 ft. Senses Blindsight 10 ft.; Passive Perception 1"
      },
      {
        "document": 1866,
        "excerpt": "Tiny Beast, Unaligned AC 11 Initiative +1 (11) HP 1 (1d4 - 1) Speed 20 ft., Swim 20 ft. Skills Perception +1, Stealth +3 Senses Darkvision 30"
      },
      {
        "document": 1867,
        "excerpt": "Huge Giant, Neutral Evil AC 15 Initiative +2 (12) HP 149 (13d12 + 65) Speed 40 ft. Skills Athletics +9, Perception +3 Immunities Cold Senses Pass"
      },
      {
        "document": 1868,
        "excerpt": "Medium Elemental, Chaotic Evil AC 15 Initiative +2 (12) HP 67 (9d8 + 27) Speed 30 ft., Fly 60 ft. Skills Stealth +4 Immunities Poison; Exhaustion, Petr"
      },
      {
        "document": 1869,
        "excerpt": "Large Ooze, Unaligned AC 6 Initiative -4 (6) HP 63 (6d10 + 30) Speed 15 ft. Immunities Acid; Blinded, Charmed, Deafened, Exhaustion, Frighten"
      },
      {
        "document": 1870,
        "excerpt": "Medium Undead, Chaotic Evil AC 13 Initiative +3 (13) HP 36 (8d8) Speed 30 ft. Resistances Necrotic Immunities Poison; Charmed, Exhaustion, Poisoned"
      },
      {
        "document": 1871,
        "excerpt": "Medium Undead, Neutral AC 11 Initiative +1 (11) HP 45 (10d8) Speed 5 ft., Fly 40 ft. (hover) Resistances Acid, Bludgeoning, Cold, Fire, Lightni"
      },
      {
        "document": 1872,
        "excerpt": "Medium Undead, Chaotic Evil AC 12 Initiative +2 (12) HP 22 (5d8) Speed 30 ft. Immunities Poison; Charmed, Exhaustion, Poisoned Senses Darkvision 60"
      },
      {
        "document": 1873,
        "excerpt": "Huge Beast, Unaligned AC 12 Initiative +5 (15) HP 168 (16d12 + 64) Speed 40 ft., Climb 40 ft. Skills Athletics +9, Perception +4, Survival +4"
      },
      {
        "document": 1874,
        "excerpt": "Medium Beast, Unaligned AC 13 Initiative +0 (10) HP 15 (2d8 + 6) Speed 30 ft., Burrow 10 ft. Skills Perception +3 Resistances Poison Senses Dark"
      },
      {
        "document": 1875,
        "excerpt": "Large Beast, Unaligned AC 13 Initiative +3 (13) HP 22 (4d10) Speed 10 ft., Fly 60 ft. Senses Blindsight 120 ft.; Passive Perception 11 Language"
      },
      {
        "document": 1876,
        "excerpt": "Large Beast, Unaligned AC 13 Initiative +0 (10) HP 42 (5d10 + 15) Speed 40 ft. Senses Passive Perception 8 Languages None CR 2 (XP 450; PB +2)"
      },
      {
        "document": 1877,
        "excerpt": "Small Beast, Unaligned AC 14 Initiative +2 (12) HP 9 (2d6 + 2) Speed 30 ft., Climb 30 ft. Senses Blindsight 30 ft.; Passive Perception 8 Langua"
      },
      {
        "document": 1878,
        "excerpt": "Huge Beast, Unaligned AC 12 Initiative +2 (12) HP 60 (8d12 + 8) Speed 30 ft., Swim 30 ft. Skills Perception +2 Senses Blindsight 10 ft.; Passi"
      },
      {
        "document": 1879,
        "excerpt": "Medium Beast, Unaligned AC 15 Initiative +1 (11) HP 13 (3d8) Speed 30 ft., Swim 30 ft. Skills Stealth +3 Senses Blindsight 30 ft.; Passive Perce"
      },
      {
        "document": 1880,
        "excerpt": "Huge Beast, Unaligned AC 14 Initiative -1 (9) HP 85 (9d12 + 27) Speed 30 ft., Swim 50 ft. Skills Stealth +5 Senses Passive Perception 10 Langu"
      },
      {
        "document": 1881,
        "excerpt": "Large Celestial, Neutral Good AC 13 Initiative +3 (13) HP 26 (4d10 + 4) Speed 10 ft., Fly 80 ft. Skills Perception +6 Resistances Necrotic, Radiant Se"
      },
      {
        "document": 1882,
        "excerpt": "Huge Celestial, Neutral Good AC 14 Initiative +6 (16) HP 42 (5d12 + 10) Speed 60 ft. Skills Perception +4 Resistances Necrotic, Radiant Senses Darkvi"
      },
      {
        "document": 1883,
        "excerpt": "Small Beast, Unaligned AC 13 Initiative +0 (10) HP 4 (1d6 + 1) Speed 30 ft., Climb 30 ft. Resistances Fire Senses Blindsight 30 ft.; Passive Pe"
      },
      {
        "document": 1884,
        "excerpt": "Large Beast, Unaligned AC 11 Initiative +1 (11) HP 19 (3d10 + 3) Speed 30 ft., Fly 60 ft. Senses Darkvision 60 ft., Passive Perception 10 Langu"
      },
      {
        "document": 1885,
        "excerpt": "Medium Beast, Unaligned AC 11 Initiative +1 (11) HP 18 (4d8) Speed 30 ft., Swim 30 ft. Skills Perception +2, Stealth +4 Senses Darkvision 30 ft."
      },
      {
        "document": 1886,
        "excerpt": "Large Beast, Unaligned AC 11 Initiative +1 (11) HP 19 (3d10 + 3) Speed 40 ft., Climb 30 ft. Skills Perception +3 Senses Darkvision 60 ft.; Pass"
      },
      {
        "document": 1887,
        "excerpt": "Large Beast, Unaligned AC 12 Initiative +2 (12) HP 45 (6d10 + 12) Speed 50 ft. Skills Perception +3 Senses Darkvision 60 ft.; Passive Perceptio"
      },
      {
        "document": 1888,
        "excerpt": "Large Beast, Unaligned AC 12 Initiative +1 (11) HP 19 (3d10 + 3) Speed 40 ft., Climb 40 ft. Senses Darkvision 60 ft.; Passive Perception 10 Lan"
      },
      {
        "document": 1889,
        "excerpt": "Large Beast, Unaligned AC 11 Initiative +1 (11) HP 45 (7d10 + 7) Speed 10 ft., Swim 60 ft. Skills Perception +4, Stealth +5 Senses Darkvision 6"
      },
      {
        "document": 1890,
        "excerpt": "Large Celestial, Neutral AC 12 Initiative +2 (12) HP 19 (3d10 + 3) Speed 5 ft., Fly 60 ft. Skills Perception +6, Stealth +6 Resistances Necrotic,"
      },
      {
        "document": 1891,
        "excerpt": "Small Beast, Unaligned AC 13 Initiative +3 (13) HP 7 (2d6) Speed 30 ft., Climb 30 ft. Skills Perception +2 Senses Darkvision 60 ft.; Passive Pe"
      },
      {
        "document": 1892,
        "excerpt": "Large Beast, Unaligned AC 15 Initiative +1 (11) HP 52 (7d10 + 14) Speed 40 ft. Senses Blindsight 60 ft.; Passive Perception 9 Languages None CR"
      },
      {
        "document": 1893,
        "excerpt": "Large Beast, Unaligned AC 14 Initiative +1 (11) HP 16 (3d10) Speed 5 ft., Swim 40 ft. Senses Passive Perception 11 Languages None CR 1/2 (XP 10"
      },
      {
        "document": 1894,
        "excerpt": "Huge Beast, Unaligned AC 13 Initiative +3 (13) HP 92 (8d12 + 40) Speed 5 ft., Swim 60 ft. Skills Perception +3 Senses Blindsight 60 ft.; Passi"
      },
      {
        "document": 1895,
        "excerpt": "Large Beast, Unaligned AC 14 Initiative +3 (13) HP 26 (4d10 + 4) Speed 30 ft., Climb 30 ft. Skills Perception +4, Stealth +7 Senses Darkvision"
      },
      {
        "document": 1896,
        "excerpt": "Large Beast, Unaligned AC 11 Initiative +1 (11) HP 39 (6d10 + 6) Speed 30 ft., Swim 30 ft. Senses Darkvision 60 ft.; Passive Perception 10 Lang"
      },
      {
        "document": 1897,
        "excerpt": "Medium Beast, Unaligned AC 14 Initiative +4 (14) HP 11 (2d8 + 2) Speed 40 ft., Swim 40 ft. Skills Perception +2 Senses Blindsight 10 ft.; Passiv"
      },
      {
        "document": 1898,
        "excerpt": "Large Monstrosity, Neutral Evil AC 10 Initiative +0 (10) HP 25 (3d10 + 9) Speed 10 ft., Fly 60 ft. Skills Perception +3 Resistances Necrotic Senses Dark"
      },
      {
        "document": 1899,
        "excerpt": "Medium Beast, Unaligned AC 13 Initiative +2 (12) HP 22 (5d8) Speed 10 ft., Fly 50 ft. Senses Passive Perception 10 Languages None CR 1/2 (XP 100"
      },
      {
        "document": 1900,
        "excerpt": "Medium Beast, Unaligned AC 13 Initiative +3 (13) HP 9 (2d8) Speed 40 ft., Climb 30 ft. Skills Acrobatics +5, Perception +3, Stealth +5 Senses Da"
      },
      {
        "document": 1901,
        "excerpt": "Medium Beast, Unaligned AC 13 Initiative +3 (13) HP 11 (2d8 + 2) Speed 40 ft., Climb 40 ft. Skills Perception +3, Stealth +7 Senses Blindsight 1"
      },
      {
        "document": 1902,
        "excerpt": "Medium Aberration, Chaotic Neutral AC 9 Initiative -1 (9) HP 52 (7d8 + 21) Speed 20 ft., Swim 20 ft. Immunities Prone Senses Darkvision 60 ft.; Passive Pe"
      },
      {
        "document": 1903,
        "excerpt": "Large Fiend (Demon), Chaotic Evil AC 17 Initiative +6 (16) HP 189 (18d10 + 90) Speed 40 ft. Skills Deception +7, Perception +7 Resistances Cold, Fire, Lig"
      },
      {
        "document": 1904,
        "excerpt": "Medium or Small Humanoid, Neutral AC 16 Initiative +5 (15) HP 112 (15d8 + 45) Speed 30 ft. Skills Athletics +10, Performance +5 Gear Shield, Spears (3), S"
      },
      {
        "document": 1905,
        "excerpt": "Medium Fiend, Chaotic Evil AC 15 Initiative +1 (11) HP 27 (6d8) Speed 30 ft. Senses Darkvision 60 ft.; Passive Perception 10 Languages Gnoll CR 1/2"
      },
      {
        "document": 1906,
        "excerpt": "Medium Beast, Unaligned AC 10 Initiative +0 (10) HP 4 (1d8) Speed 40 ft., Climb 30 ft. Skills Perception +2 Senses Darkvision 60 ft.; Passive Pe"
      },
      {
        "document": 1907,
        "excerpt": "Small Fey (Goblinoid), Chaotic Neutral AC 17 Initiative +2 (12) HP 21 (6d6) Speed 30 ft. Skills Stealth +6 Gear Chain Shirt, Scimitar, Shield, Shortbow Senses"
      },
      {
        "document": 1908,
        "excerpt": "Small Fey (Goblinoid), Chaotic Neutral AC 12 Initiative +2 (12) HP 7 (2d6) Speed 30 ft. Skills Stealth +6 Gear Daggers (3) Senses Darkvision 60 ft.; Passive Pe"
      },
      {
        "document": 1909,
        "excerpt": "Small Fey (Goblinoid), Chaotic Neutral AC 15 Initiative +2 (12) HP 10 (3d6) Speed 30 ft. Skills Stealth +6 Gear Leather Armor, Scimitar, Shield, Shortbow Sense"
      },
      {
        "document": 1910,
        "excerpt": "Medium Dragon (Metallic), Lawful Good AC 17 Initiative +4 (14) HP 60 (8d8 + 24) Speed 30 ft., Fly 60 ft., Swim 30 ft. Skills Perception +4, Stealth +4 Immunit"
      },
      {
        "document": 1911,
        "excerpt": "Large Construct, Unaligned AC 19 Initiative +0 (10) HP 114 (12d10 + 48) Speed 40 ft. Skills Perception +7 Immunities Exhaustion, Petrified Senses D"
      },
      {
        "document": 1912,
        "excerpt": "Medium Ooze, Unaligned AC 9 Initiative -2 (13) HP 22 (3d8 + 9) Speed 10 ft., Climb 10 ft. Skills Stealth +2 Resistances Acid, Cold, Fire Immun"
      },
      {
        "document": 1913,
        "excerpt": "Medium Dragon (Chromatic), Lawful Evil AC 17 Initiative +3 (13) HP 38 (7d8 + 7) Speed 30 ft., Fly 60 ft., Swim 30 ft. Skills Perception +4, Stealth +3 Immuniti"
      },
      {
        "document": 1914,
        "excerpt": "17 Initiative +1 (11)"
      },
      {
        "document": 1915,
        "excerpt": "14 Initiative +2 (12)"
      },
      {
        "document": 1916,
        "excerpt": "12 Initiative +2 (12)"
      },
      {
        "document": 1917,
        "excerpt": "Medium Aberration, Neutral Evil AC 11 Initiative +1 (11) HP 11 (2d8 + 2) Speed 30 ft., Climb 30 ft. Skills Athletics +5, Perception +3, Stealth +5 Sense"
      },
      {
        "document": 1918,
        "excerpt": "Medium or Small Humanoid, Neutral AC 18 Initiative +4 (14) HP 75 (10d8 + 30) Speed 30 ft. Skills Athletics +6, Perception +4 Gear Breastplate, Javelins (6"
      },
      {
        "document": 1919,
        "excerpt": "Medium or Small Humanoid, Neutral AC 16 Initiative +1 (11) HP 11 (2d8 + 2) Speed 30 ft. Skills Perception +2 Gear Chain Shirt, Shield, Spear Senses Passiv"
      },
      {
        "document": 1920,
        "excerpt": "Large Celestial, Lawful Good AC 18 Initiative +4 (14) HP 136 (16d10 + 48) Speed 40 ft., Climb 40 ft., Swim 40 ft. Skills Arcana +11, History +11, Rel"
      },
      {
        "document": 1921,
        "excerpt": "Medium Dragon, Neutral AC 18 Initiative +5 (15) HP 105 (14d8 + 42) Speed 40 ft. Skills Athletics +7, Perception +5, Stealth +5 Resistances Dama"
      },
      {
        "document": 1922,
        "excerpt": "Medium Monstrosity, Chaotic Evil AC 11 Initiative +1 (11) HP 38 (7d8 + 7) Speed 20 ft., Fly 40 ft. Senses Passive Perception 10 Languages Common CR 1 (XP"
      },
      {
        "document": 1923,
        "excerpt": "Tiny Beast, Unaligned AC 13 Initiative +3 (13) HP 1 (1d4 - 1) Speed 10 ft., Fly 60 ft. Skills Perception +6 Senses Passive Perception 16 Langu"
      },
      {
        "document": 1924,
        "excerpt": "Medium Fiend, Lawful Evil AC 15 Initiative +1 (11) HP 58 (9d8 + 18) Speed 50 ft. Skills Perception +5 Immunities Fire Senses Darkvision 60 ft.; Pa"
      },
      {
        "document": 1925,
        "excerpt": "Large Fiend (Demon), Chaotic Evil AC 18 Initiative +6 (16) HP 157 (15d10 + 75) Speed 30 ft. Resistances Cold, Fire, Lightning Immunities Poison; Poisoned"
      },
      {
        "document": 1926,
        "excerpt": "Huge Giant, Chaotic Evil AC 13 Initiative +2 (12) HP 105 (10d12 + 40) Speed 40 ft. Skills Perception +2 Senses Passive Perception 12 Languages Gi"
      },
      {
        "document": 1927,
        "excerpt": "Large Monstrosity, Unaligned AC 11 Initiative +1 (11) HP 26 (4d10 + 4) Speed 40 ft., Fly 60 ft. Skills Perception +5 Senses Passive Perception 15 Lan"
      },
      {
        "document": 1928,
        "excerpt": "Large Beast, Unaligned AC 14 Initiative -2 (8) HP 82 (11d10 + 22) Speed 30 ft., Swim 30 ft. Skills Perception +3 Senses Passive Perception 13 L"
      },
      {
        "document": 1929,
        "excerpt": "Medium Fey (Goblinoid), Lawful Evil AC 17 Initiative +4 (14) HP 58 (9d8 + 18) Speed 30 ft. Gear Greatsword, Half Plate Armor, Longbow Senses Darkvision 60 f"
      },
      {
        "document": 1930,
        "excerpt": "Medium Fey (Goblinoid), Lawful Evil AC 18 Initiative +3 (13) HP 11 (2d8 + 2) Speed 30 ft. Gear Half Plate Armor, Longbow, Longsword, Shield Senses Darkvisio"
      },
      {
        "document": 1931,
        "excerpt": "Tiny Construct, Neutral AC 13 Initiative +2 (12) HP 4 (1d4 + 2) Speed 20 ft., Fly 40 ft. Immunities Poison; Charmed, Poisoned Senses Darkvision"
      },
      {
        "document": 1932,
        "excerpt": "Large Fiend (Devil), Lawful Evil AC 18 Initiative +7 (17) HP 199 (19d10 + 95) Speed 30 ft., Fly 60 ft. Resistances Cold Immunities Fire, Poison; Poisoned"
      },
      {
        "document": 1933,
        "excerpt": "Large Beast, Unaligned AC 12 Initiative +2 (12) HP 45 (6d10 + 12) Speed 5 ft., Swim 40 ft. Skills Perception +2 Senses Blindsight 60 ft.; Passi"
      },
      {
        "document": 1934,
        "excerpt": "Huge Monstrosity, Unaligned AC 15 Initiative +4 (14) HP 184 (16d12 + 80) Speed 40 ft., Swim 40 ft. Skills Perception +6 Immunities Blinded, Charmed,"
      },
      {
        "document": 1935,
        "excerpt": "Medium Beast, Unaligned AC 11 Initiative +1 (11) HP 5 (1d8 + 1) Speed 50 ft. Skills Perception +3 Senses Darkvision 60 ft.; Passive Perception 1"
      },
      {
        "document": 1936,
        "excerpt": "Large Fiend (Devil), Lawful Evil AC 18 Initiative +7 (17) HP 228 (24d10 + 96) Speed 40 ft. Skills Insight +7, Perception +7, Persuasion +9 Immunities Col"
      },
      {
        "document": 1937,
        "excerpt": "Small Elemental, Neutral Evil AC 11 Initiative +1 (11) HP 21 (6d6) Speed 30 ft., Fly 30 ft. Skills Perception +2, Stealth +3 Vulnerabilities Fire Immu"
      },
      {
        "document": 1938,
        "excerpt": "Tiny Fiend (Devil), Lawful Evil AC 13 Initiative +3 (13) HP 21 (6d4 + 6) Speed 20 ft., Fly 40 ft. Skills Deception +4, Insight +3, Stealth +5 Resistance"
      },
      {
        "document": 1939,
        "excerpt": "Medium Fiend, Neutral Evil AC 15 Initiative +3 (13) HP 66 (12d8 + 12) Speed 30 ft., Fly 60 ft. Skills Deception +9, Insight +5, Perception +5, Pers"
      },
      {
        "document": 1940,
        "excerpt": "Large Elemental, Neutral AC 14 Initiative +7 (22) HP 97 (13d10 + 26) Speed 50 ft., Fly 50 ft. (hover) Skills Perception +8, Stealth +10 Resistanc"
      },
      {
        "document": 1941,
        "excerpt": "Large Construct, Unaligned AC 20 Initiative +9 (19) HP 252 (24d10 + 120) Speed 30 ft. Immunities Fire, Poison, Psychic; Charmed, Exhaustion, Fright"
      },
      {
        "document": 1942,
        "excerpt": "Small Beast, Unaligned AC 12 Initiative +2 (12) HP 3 (1d6) Speed 40 ft. Skills Perception +5, Stealth +4 Senses Darkvision 90 ft.; Passive Perc"
      },
      {
        "document": 1943,
        "excerpt": "Huge Beast, Unaligned AC 12 Initiative +2 (12) HP 90 (12d12 + 12) Speed 5 ft., Swim 60 ft. Skills Perception +3, Stealth +4 Senses Blindsight"
      },
      {
        "document": 1944,
        "excerpt": "Medium or Small Humanoid, Neutral AC 18 Initiative +0 (10) HP 52 (8d8 + 16) Speed 30 ft. Immunities Frightened Gear Greatsword, Heavy Crossbow, Plate Armo"
      },
      {
        "document": 1945,
        "excerpt": "Small Dragon, Neutral AC 14 Initiative +2 (12) HP 7 (3d6 - 3) Speed 30 ft. Gear Daggers (3) Senses Darkvision 60 ft.; Passive Perception 8 Lan"
      },
      {
        "document": 1946,
        "excerpt": "Gargantuan Monstrosity (Titan), Chaotic Evil AC 18 Initiative +14 (24) HP 481 (26d20 + 208) Speed 30 ft., Swim 120 ft. Skills History +13, Perception +11 Immunities"
      },
      {
        "document": 1947,
        "excerpt": "Large Fiend, Chaotic Evil AC 13 Initiative +1 (11) HP 97 (13d10 + 26) Speed 40 ft. Skills Deception +7, Insight +4, Stealth +5 Senses Darkvision 6"
      },
      {
        "document": 1948,
        "excerpt": "Medium Fiend (Devil), Lawful Evil AC 9 Initiative -3 (7) HP 9 (2d8) Speed 20 ft. Resistances Cold Immunities Fire, Poison; Charmed, Frightened, Poisoned"
      },
      {
        "document": 1949,
        "excerpt": "Medium Undead (Wizard), Neutral Evil AC 20 Initiative +17 (27) HP 315 (42d8 + 126) Speed 30 ft. Skills Arcana +19, History +12, Insight +9, Perception +9 Res"
      },
      {
        "document": 1950,
        "excerpt": "Large Beast, Unaligned AC 12 Initiative +2 (12) HP 22 (4d10) Speed 50 ft. Skills Perception +3, Stealth +4 Senses Darkvision 60 ft.; Passive Pe"
      },
      {
        "document": 1951,
        "excerpt": "Tiny Beast, Unaligned AC 10 Initiative +0 (10) HP 2 (1d4) Speed 20 ft., Climb 20 ft. Senses Darkvision 30 ft.; Passive Perception 9 Languages"
      },
      {
        "document": 1952,
        "excerpt": "Medium or Small Humanoid (Wizard), Neutral AC 15 Initiative +2 (12) HP 81 (18d8) Speed 30 ft. Skills Arcana +6, History +6, Perception +4 Gear Wand Senses Passive"
      },
      {
        "document": 1953,
        "excerpt": "Small Elemental, Neutral Evil AC 11 Initiative +1 (11) HP 18 (4d6 + 4) Speed 30 ft., Fly 30 ft. Skills Stealth +3 Vulnerabilities Cold Immunities Fire"
      },
      {
        "document": 1954,
        "excerpt": "Small Elemental, Chaotic Neutral AC 14 Initiative +2 (12) HP 13 (3d6 + 3) Speed 30 ft. Immunities Fire Senses Darkvision 60 ft.; Passive Perception 10 La"
      },
      {
        "document": 1955,
        "excerpt": "Huge Beast, Unaligned AC 13 Initiative +2 (12) HP 126 (11d12 + 55) Speed 50 ft. Senses Passive Perception 10 Languages None CR 6 (XP 2,300; PB"
      },
      {
        "document": 1956,
        "excerpt": "Large Monstrosity, Lawful Evil AC 14 Initiative +3 (13) HP 68 (8d10 + 24) Speed 30 ft., Fly 50 ft. Senses Darkvision 60 ft.; Passive Perception 11 Lang"
      },
      {
        "document": 1957,
        "excerpt": "Large Fiend (Demon), Chaotic Evil AC 16 Initiative +10 (20) HP 220 (21d10 + 105) Speed 40 ft., Climb 40 ft. Skills Perception +8 Resistances Cold, Fire, L"
      },
      {
        "document": 1958,
        "excerpt": "Medium Beast, Unaligned AC 12 Initiative +2 (12) HP 5 (1d8 + 1) Speed 40 ft. Skills Perception +5 Senses Darkvision 60 ft.; Passive Perception 1"
      },
      {
        "document": 1959,
        "excerpt": "Medium Monstrosity, Lawful Evil AC 15 Initiative +6 (16) HP 127 (17d8 + 51) Speed 30 ft. Skills Deception +5, Perception +4, Stealth +6 Senses Darkvisio"
      },
      {
        "document": 1960,
        "excerpt": "Medium Elemental, Neutral AC 11 Initiative +1 (11) HP 11 (2d8 + 2) Speed 10 ft., Swim 40 ft. Senses Passive Perception 12 Languages Common, Primor"
      },
      {
        "document": 1961,
        "excerpt": "Large Monstrosity, Chaotic Evil AC 13 Initiative +2 (12) HP 45 (6d10 + 12) Speed 10 ft., Swim 40 ft. Senses Darkvision 60 ft.; Passive Perception 10 Lan"
      },
      {
        "document": 1962,
        "excerpt": "Medium Monstrosity, Neutral AC 12 Initiative +3 (13) HP 58 (9d8 + 18) Speed 20 ft. Skills Stealth +5 Immunities Acid; Prone Senses Darkvision 60 ft."
      },
      {
        "document": 1963,
        "excerpt": "Large Monstrosity, Chaotic Evil AC 14 Initiative +0 (10) HP 85 (10d10 + 30) Speed 40 ft. Skills Perception +7, Survival +7 Senses Darkvision 60 ft.; Pas"
      },
      {
        "document": 1964,
        "excerpt": "Large Undead, Lawful Evil AC 12 Initiative +0 (10) HP 45 (6d10 + 12) Speed 40 ft. Vulnerabilities Bludgeoning Immunities Poison; Exhaustion, Poiso"
      },
      {
        "document": 1965,
        "excerpt": "Medium Beast, Unaligned AC 10 Initiative +0 (10) HP 11 (2d8 + 2) Speed 40 ft. Senses Passive Perception 10 Languages None CR 1/8 (XP 25; PB +2)"
      },
      {
        "document": 1966,
        "excerpt": "Medium or Small Undead (Cleric), Lawful Evil AC 17 Initiative +10 (20) HP 187 (25d8 + 75) Speed 30 ft. Skills History +5, Perception +9, Religion +5 Vulnerabilities"
      },
      {
        "document": 1967,
        "excerpt": "Medium or Small Undead, Lawful Evil AC 11 Initiative -1 (9) HP 58 (9d8 + 18) Speed 20 ft. Vulnerabilities Fire Immunities Necrotic, Poison; Charmed, Exhaust"
      },
      {
        "document": 1968,
        "excerpt": "Large Fiend (Demon), Chaotic Evil AC 18 Initiative +5 (15) HP 184 (16d10 + 96) Speed 20 ft., Fly 30 ft. Resistances Cold, Fire, Lightning Immunities Poiso"
      },
      {
        "document": 1969,
        "excerpt": "Medium Fiend, Neutral Evil AC 17 Initiative +5 (15) HP 112 (15d8 + 45) Speed 30 ft. Skills Deception +6, Insight +5, Perception +5, Stealth +5 Resi"
      },
      {
        "document": 1970,
        "excerpt": "Large Fiend, Neutral Evil AC 13 Initiative +2 (12) HP 68 (8d10 + 24) Speed 60 ft., Fly 90 ft. (hover) Immunities Fire Senses Passive Perception 11"
      },
      {
        "document": 1971,
        "excerpt": "Medium or Small Humanoid, Neutral AC 15 Initiative +1 (11) HP 9 (2d8) Speed 30 ft. Skills Deception +5, Insight +4, Persuasion +5 Gear Breastplate, Rapier"
      },
      {
        "document": 1972,
        "excerpt": "e size smaller than the original jelly and acts on its Initiative. The original jelly's Hit Points are divided evenly between the new jellies (round down)."
      },
      {
        "document": 1973,
        "excerpt": "Small Beast, Unaligned AC 12 Initiative +2 (12) HP 3 (1d6) Speed 5 ft., Swim 30 ft. Skills Perception +2, Stealth +6 Senses Darkvision 30 ft.;"
      },
      {
        "document": 1974,
        "excerpt": "Large Undead, Neutral Evil AC 8 Initiative -2 (8) HP 85 (9d10 + 36) Speed 30 ft. Immunities Poison; Exhaustion, Poisoned Senses Darkvision 60 ft.;"
      },
      {
        "document": 1975,
        "excerpt": "Large Giant, Chaotic Evil AC 11 Initiative -1 (9) HP 68 (8d10 + 24) Speed 40 ft. Gear Greatclub, Javelins (3) Senses Darkvision 60 ft.; Passive Pe"
      },
      {
        "document": 1976,
        "excerpt": "Large Fiend, Lawful Evil AC 17 Initiative +0 (10) HP 119 (14d10 + 42) Speed 30 ft., Fly 30 ft. (hover) Skills Arcana +5, Deception +8, Perception"
      },
      {
        "document": 1977,
        "excerpt": "Large Aberration, Neutral AC 14 Initiative +0 (10) HP 104 (11d10 + 44) Speed 30 ft. Senses Darkvision 120 ft.; Passive Perception 11 Languages Oty"
      },
      {
        "document": 1978,
        "excerpt": "Tiny Beast, Unaligned AC 11 Initiative +1 (11) HP 1 (1d4 - 1) Speed 5 ft., Fly 60 ft. Skills Perception +5, Stealth +5 Senses Darkvision 120 f"
      },
      {
        "document": 1979,
        "excerpt": "Large Monstrosity, Unaligned AC 13 Initiative +1 (11) HP 59 (7d10 + 21) Speed 40 ft., Climb 40 ft. Skills Perception +5 Senses Darkvision 60 ft.; Pas"
      },
      {
        "document": 1980,
        "excerpt": "Medium Beast, Unaligned AC 13 Initiative +3 (13) HP 13 (3d8) Speed 50 ft., Climb 40 ft. Skills Perception +4, Stealth +7 Senses Darkvision 60 ft"
      },
      {
        "document": 1981,
        "excerpt": "Large Celestial, Chaotic Good AC 12 Initiative +2 (12) HP 59 (7d10 + 21) Speed 60 ft., Fly 90 ft. Skills Perception +6 Senses Passive Perception 16 La"
      },
      {
        "document": 1982,
        "excerpt": "Large Monstrosity, Unaligned AC 14 Initiative +3 (13) HP 45 (7d10 + 7) Speed 30 ft., Climb 30 ft. Skills Stealth +7 Senses Darkvision 60 ft.; Passive"
      },
      {
        "document": 1983,
        "excerpt": "Tiny Beast, Unaligned AC 13 Initiative +3 (13) HP 1 (1d4 - 1) Speed 5 ft., Swim 40 ft. Senses Darkvision 60 ft.; Passive Perception 8 Language"
      },
      {
        "document": 1984,
        "excerpt": "Medium or Small Humanoid, Neutral AC 17 Initiative +7 (17) HP 84 (13d8 + 26) Speed 30 ft. Skills Acrobatics +7, Perception +5 Gear Pistol, Rapier Senses P"
      },
      {
        "document": 1985,
        "excerpt": "Medium or Small Humanoid, Neutral AC 14 Initiative +5 (15) HP 33 (6d8 + 6) Speed 30 ft. Gear Daggers (6), Leather Armor Senses Passive Perception 11 Langu"
      },
      {
        "document": 1986,
        "excerpt": "Large Fiend (Devil), Lawful Evil AC 21 Initiative +14 (24) HP 337 (27d10 + 189) Speed 30 ft., Fly 60 ft. Skills Perception +10, Persuasion +19 Resistance"
      },
      {
        "document": 1987,
        "excerpt": "Large Celestial (Angel), Lawful Good AC 19 Initiative +10 (20) HP 262 (21d10 + 147) Speed 40 ft., Fly 120 ft. (hover) Skills Perception +11 Resistances Radia"
      },
      {
        "document": 1988,
        "excerpt": "Large Beast (Dinosaur), Unaligned AC 13 Initiative +2 (12) HP 68 (8d10 + 24) Speed 20 ft., Swim 40 ft. Skills Perception +3, Stealth +4 Senses Passive Per"
      },
      {
        "document": 1989,
        "excerpt": "Large Beast, Unaligned AC 12 Initiative +2 (12) HP 42 (5d10 + 15) Speed 40 ft., Swim 40 ft. Skills Perception +5, Stealth +4 Resistances Cold S"
      },
      {
        "document": 1990,
        "excerpt": "Medium Beast, Unaligned AC 10 Initiative +0 (10) HP 11 (2d8 + 2) Speed 40 ft. Senses Passive Perception 10 Languages None CR 1/8 (XP 25; PB +2)"
      },
      {
        "document": 1991,
        "excerpt": "Medium or Small Humanoid (Cleric), Neutral AC 13 Initiative +0 (10) HP 11 (2d8 + 2) Speed 30 ft. Skills Medicine +4, Religion +2 Gear Chain Shirt, Holy Symbol, Mac"
      },
      {
        "document": 1992,
        "excerpt": "Medium or Small Humanoid (Cleric), Neutral AC 13 Initiative +0 (10) HP 38 (7d8 + 7) Speed 30 ft. Skills Medicine +7, Perception +5, Religion +5 Gear Chain Shirt, H"
      },
      {
        "document": 1993,
        "excerpt": "Tiny Dragon, Neutral Good AC 14 Initiative +2 (12) HP 10 (3d4 + 3) Speed 15 ft., Fly 60 ft. Skills Perception +5, Stealth +4 Senses Blindsight 10"
      },
      {
        "document": 1994,
        "excerpt": "Medium Beast (Dinosaur), Unaligned AC 13 Initiative +2 (12) HP 13 (3d8) Speed 10 ft., Fly 60 ft. Skills Perception +1 Senses Passive Perception 11 Language"
      },
      {
        "document": 1995,
        "excerpt": "Gargantuan Monstrosity, Unaligned AC 18 Initiative +3 (13) HP 247 (15d20 + 90) Speed 50 ft., Burrow 50 ft. Senses Blindsight 30 ft., Tremorsense 60 ft.; P"
      },
      {
        "document": 1996,
        "excerpt": "Tiny Fiend (Demon), Chaotic Evil AC 13 Initiative +3 (13) HP 25 (10d4) Speed 40 ft. Skills Stealth +5 Resistances Cold, Fire, Lightning Immunities Poison"
      },
      {
        "document": 1997,
        "excerpt": "Medium Fiend, Lawful Evil AC 17 Initiative +8 (18) HP 221 (26d8 + 104) Speed 40 ft. Skills Deception +10, Insight +8, Perception +8 Vulnerabilitie"
      },
      {
        "document": 1998,
        "excerpt": "Tiny Beast, Unaligned AC 10 Initiative +0 (10) HP 1 (1d4 - 1) Speed 20 ft., Climb 20 ft. Skills Perception +2 Senses Darkvision 30 ft.; Passiv"
      },
      {
        "document": 1999,
        "excerpt": "Tiny Beast, Unaligned AC 12 Initiative +2 (12) HP 2 (1d4) Speed 10 ft., Fly 50 ft. Skills Perception +3 Senses Passive Perception 13 Languages"
      },
      {
        "document": 2000,
        "excerpt": "Medium Dragon (Chromatic), Chaotic Evil AC 17 Initiative +2 (12) HP 75 (10d8 + 30) Speed 30 ft., Climb 30 ft., Fly 60 ft. Skills Perception +4, Stealth +2 Immun"
      },
      {
        "document": 2001,
        "excerpt": "Medium Beast, Unaligned AC 12 Initiative +2 (12) HP 22 (4d8 + 4) Speed 5 ft., Swim 30 ft. Skills Perception +2 Senses Blindsight 30 ft.; Passive"
      },
      {
        "document": 2002,
        "excerpt": "Huge Monstrosity, Unaligned AC 17 Initiative +5 (15) HP 195 (17d12 + 85) Speed 40 ft., Burrow 30 ft. Immunities Cold, Fire Senses Darkvision 60 ft.,"
      },
      {
        "document": 2003,
        "excerpt": "Large Beast, Unaligned AC 13 Initiative -1 (9) HP 45 (6d10 + 12) Speed 40 ft. Senses Passive Perception 11 Languages None CR 2 (XP 450; PB +2)"
      },
      {
        "document": 2004,
        "excerpt": "Large Beast, Unaligned AC 11 Initiative +1 (11) HP 13 (2d10 + 2) Speed 60 ft. Senses Passive Perception 10 Languages None CR 1/4 (XP 50; PB +2)"
      },
      {
        "document": 2005,
        "excerpt": "Gargantuan Monstrosity, Unaligned AC 15 Initiative +8 (18) HP 248 (16d20 + 80) Speed 20 ft., Fly 120 ft. Skills Perception +8 Senses Passive Perception 18"
      },
      {
        "document": 2006,
        "excerpt": "Large Aberration, Neutral Evil AC 20 Initiative +5 (15) HP 93 (11d10 + 33) Speed 10 ft., Climb 20 ft. Skills Perception +6, Stealth +5 Senses Darkvisio"
      },
      {
        "document": 2007,
        "excerpt": "Medium Monstrosity, Unaligned AC 14 Initiative +1 (11) HP 33 (6d8 + 6) Speed 40 ft. Senses Darkvision 60 ft.; Passive Perception 11 Languages None CR"
      },
      {
        "document": 2008,
        "excerpt": "Large Beast, Unaligned AC 13 Initiative +3 (13) HP 52 (7d10 + 14) Speed 40 ft. Skills Perception +5, Stealth +7 Senses Darkvision 60 ft.; Passi"
      },
      {
        "document": 2009,
        "excerpt": "Medium Fiend, Lawful Evil AC 12 Initiative +0 (10) HP 22 (4d8 + 4) Speed 30 ft., Swim 40 ft. Skills Perception +5 Resistances Acid, Cold Senses Da"
      },
      {
        "document": 2010,
        "excerpt": "Large Elemental, Neutral Evil AC 15 Initiative +2 (12) HP 90 (12d10 + 24) Speed 30 ft., Climb 30 ft. Vulnerabilities Cold Immunities Fire Senses Darkv"
      },
      {
        "document": 2011,
        "excerpt": "Medium Fey, Chaotic Neutral AC 13 Initiative +3 (13) HP 31 (7d8) Speed 40 ft. Skills Perception +2, Performance +6, Stealth +5 Senses Passive Percep"
      },
      {
        "document": 2012,
        "excerpt": "Tiny Beast, Unaligned AC 11 Initiative +0 (10) HP 1 (1d4 - 1) Speed 10 ft. Senses Blindsight 10 ft.; Passive Perception 9 Languages None CR 0"
      },
      {
        "document": 2013,
        "excerpt": "Medium or Small Humanoid, Neutral AC 13 Initiative +2 (12) HP 16 (3d8 + 3) Speed 30 ft. Skills Nature +4, Perception +5, Stealth +6, Survival +5 Gear Leat"
      },
      {
        "document": 2014,
        "excerpt": "Medium Fey, Chaotic Evil AC 14 Initiative +1 (11) HP 52 (7d8 + 21) Speed 30 ft., Swim 40 ft. Senses Darkvision 60 ft.; Passive Perception 11 Lang"
      },
      {
        "document": 2015,
        "excerpt": "Tiny Beast, Unaligned AC 12 Initiative +1 (11) HP 1 (1d4 - 1) Speed 5 ft., Swim 20 ft. Skills Perception +2, Stealth +5 Senses Passive Percept"
      },
      {
        "document": 2016,
        "excerpt": "Medium Undead, Chaotic Evil AC 12 Initiative +2 (12) HP 27 (5d8 + 5) Speed 40 ft. Skills Stealth +6 Vulnerabilities Radiant Resistances Acid, Cold,"
      },
      {
        "document": 2017,
        "excerpt": "Large Plant, Unaligned AC 15 Initiative -1 (9) HP 110 (13d10 + 39) Speed 30 ft., Swim 20 ft. Skills Stealth +3 Resistances Cold, Fire Immunitie"
      },
      {
        "document": 2018,
        "excerpt": "Large Construct, Unaligned AC 17 Initiative -1 (9) HP 142 (15d10 + 60) Speed 30 ft. Immunities Poison; Charmed, Exhaustion, Frightened, Paralyzed,"
      },
      {
        "document": 2019,
        "excerpt": "Medium Plant, Unaligned AC 5 Initiative -5 (5) HP 13 (3d8) Speed 5 ft. Immunities Blinded, Charmed, Deafened, Frightened Senses Blindsight 30 f"
      },
      {
        "document": 2020,
        "excerpt": "Medium Dragon (Metallic), Lawful Good AC 17 Initiative +2 (12) HP 45 (6d8 + 18) Speed 30 ft., Fly 60 ft. Skills Perception +4, Stealth +2 Immunities Cold Sens"
      },
      {
        "document": 2021,
        "excerpt": "Medium Undead, Lawful Evil AC 14 Initiative +3 (13) HP 13 (2d8 + 4) Speed 30 ft. Vulnerabilities Bludgeoning Immunities Poison; Exhaustion, Poisone"
      },
      {
        "document": 2022,
        "excerpt": "Large Celestial (Angel), Lawful Good AC 21 Initiative +20 (30) HP 297 (22d10 + 176) Speed 50 ft., Fly 150 ft. (hover) Skills Perception +14 Immunities Poison"
      },
      {
        "document": 2023,
        "excerpt": "Medium Undead, Chaotic Evil AC 12 Initiative +2 (12) HP 22 (5d8) Speed 30 ft., Fly 50 ft. (hover) Resistances Acid, Bludgeoning, Cold, Fire, Lightni"
      },
      {
        "document": 2024,
        "excerpt": "Large Celestial, Lawful Neutral AC 17 Initiative +10 (20) HP 170 (20d10 + 60) Speed 40 ft., Fly 60 ft. Skills Arcana +12, History +12, Perception +8, Re"
      },
      {
        "document": 2025,
        "excerpt": "Large Celestial, Lawful Neutral AC 17 Initiative +12 (22) HP 199 (19d10 + 95) Speed 40 ft., Fly 60 ft. Skills Arcana +9, Perception +12, Religion +15 Re"
      },
      {
        "document": 2026,
        "excerpt": "Tiny Celestial, Lawful Good AC 13 Initiative +3 (13) HP 24 (7d4 + 7) Speed 20 ft., Fly 40 ft. Skills Arcana +4, Religion +4, Stealth +5 Resistances"
      },
      {
        "document": 2027,
        "excerpt": "Tiny Beast, Unaligned AC 12 Initiative +2 (12) HP 1 (1d4 - 1) Speed 20 ft., Climb 20 ft. Skills Stealth +4 Senses Darkvision 30 ft.; Passive P"
      },
      {
        "document": 2028,
        "excerpt": "Large Fiend, Chaotic Evil AC 17 Initiative +3 (13) HP 135 (18d10 + 36) Speed 40 ft. Immunities Poison; Charmed, Poisoned Senses Darkvision 60 ft.;"
      },
      {
        "document": 2029,
        "excerpt": "Tiny Fey, Neutral Good AC 15 Initiative +4 (14) HP 10 (4d4) Speed 10 ft., Fly 40 ft. Skills Perception +3, Stealth +8 Senses Passive Perception"
      },
      {
        "document": 2030,
        "excerpt": "Medium or Small Humanoid, Neutral AC 12 Initiative +4 (14) HP 27 (6d8) Speed 30 ft., Climb 30 ft. Skills Deception +5, Insight +4, Investigation +5, Perce"
      },
      {
        "document": 2031,
        "excerpt": "Small Elemental, Neutral Evil AC 10 Initiative +0 (10) HP 17 (5d6) Speed 30 ft., Fly 30 ft. Skills Stealth +2 Immunities Fire, Poison; Exhaustion, Poi"
      },
      {
        "document": 2032,
        "excerpt": "Tiny Monstrosity, Unaligned AC 13 Initiative +3 (13) HP 5 (2d4) Speed 10 ft., Fly 40 ft. Senses Darkvision 60 ft.; Passive Perception 9 Languages No"
      },
      {
        "document": 2033,
        "excerpt": "Huge Giant, Neutral AC 17 Initiative +5 (15) HP 126 (11d12 + 55) Speed 40 ft. Skills Athletics +12, Perception +4, Stealth +5 Senses Darkvis"
      },
      {
        "document": 2034,
        "excerpt": "Large Construct, Unaligned AC 18 Initiative +3 (13) HP 220 (21d10 + 105) Speed 30 ft. Immunities Poison, Psychic; Charmed, Exhaustion, Frightened,"
      },
      {
        "document": 2035,
        "excerpt": "Huge Giant, Chaotic Good AC 16 Initiative +7 (17) HP 230 (20d12 + 100) Speed 50 ft., Fly 25 ft. (hover), Swim 50 ft. Skills Arcana +8, Athletics"
      },
      {
        "document": 2036,
        "excerpt": "Medium Fiend, Neutral Evil AC 15 Initiative +3 (13) HP 71 (13d8 + 13) Speed 30 ft., Fly 60 ft. Skills Deception +9, Insight +5, Perception +5, Pers"
      },
      {
        "document": 2037,
        "excerpt": "Large Swarm of Tiny Beasts, Unaligned AC 12 Initiative +2 (12) HP 11 (2d10) Speed 5 ft., Fly 30 ft. Resistances Bludgeoning, Piercing, Slashing Immunities Cha"
      },
      {
        "document": 2038,
        "excerpt": "Medium Swarm of Tiny Undead, Neutral Evil AC 12 Initiative +2 (12) HP 49 (11d8) Speed 30 ft., Climb 30 ft. Resistances Bludgeoning, Piercing, Slashing Immunities"
      },
      {
        "document": 2039,
        "excerpt": "Medium Swarm of Tiny Beasts, Unaligned AC 11 Initiative +1 (11) HP 19 (3d8 + 6) Speed 20 ft., Climb or Fly 20 ft. (GM's choice) Resistances Bludgeoning, Pierci"
      },
      {
        "document": 2040,
        "excerpt": "Medium Swarm of Tiny Beasts, Unaligned AC 13 Initiative +3 (13) HP 28 (8d8 - 8) Speed 5 ft., Swim 40 ft. Resistances Bludgeoning, Piercing, Slashing Immunities"
      },
      {
        "document": 2041,
        "excerpt": "Medium Swarm of Tiny Beasts, Unaligned AC 10 Initiative +0 (10) HP 14 (4d8 - 4) Speed 30 ft., Climb 30 ft. Resistances Bludgeoning, Piercing, Slashing Immuniti"
      },
      {
        "document": 2042,
        "excerpt": "Medium Swarm of Tiny Beasts, Unaligned AC 12 Initiative +2 (12) HP 11 (2d8 + 2) Speed 10 ft., Fly 50 ft. Skills Perception +5 Resistances Bludgeoning, Piercing"
      },
      {
        "document": 2043,
        "excerpt": "Medium Swarm of Tiny Beasts, Unaligned AC 14 Initiative +4 (14) HP 36 (8d8) Speed 30 ft., Swim 30 ft. Resistances Bludgeoning, Piercing, Slashing Immunities Ch"
      },
      {
        "document": 2044,
        "excerpt": "Gargantuan Monstrosity (Titan), Unaligned AC 25 Initiative +18 (28) HP 697 (34d20 + 340) Speed 60 ft., Burrow 40 ft., Climb 60 ft. Skills Perception +9 Resistance"
      },
      {
        "document": 2045,
        "excerpt": "Large Beast, Unaligned AC 13 Initiative +3 (13) HP 30 (4d10 + 8) Speed 40 ft. Skills Perception +3, Stealth +7 Senses Darkvision 60 ft.; Passiv"
      },
      {
        "document": 2046,
        "excerpt": "Medium or Small Humanoid, Neutral AC 16 Initiative +2 (12) HP 82 (11d8 + 33) Speed 30 ft. Gear Chain Mail, Heavy Crossbow, Warhammer Senses Passive Percep"
      },
      {
        "document": 2047,
        "excerpt": "Medium or Small Humanoid, Neutral AC 12 Initiative +1 (11) HP 32 (5d8 + 10) Speed 30 ft. Gear Heavy Crossbow, Leather Armor, Mace Senses Passive Perceptio"
      },
      {
        "document": 2048,
        "excerpt": "akes its turn immediately after the treant on the same Initiative count, and it obeys the treant. A tree remains animate for 1 day or until it dies, the treant dies, or i"
      },
      {
        "document": 2049,
        "excerpt": "Huge Beast (Dinosaur), Unaligned AC 14 Initiative -1 (9) HP 114 (12d12 + 36) Speed 50 ft. Senses Passive Perception 10 Languages None CR 5 (XP 1,800; PB"
      },
      {
        "document": 2050,
        "excerpt": "Small Giant, Chaotic Evil AC 13 Initiative +1 (11) HP 14 (4d6) Speed 20 ft. Senses Darkvision 60 ft.; Passive Perception 9 Languages None CR 1/2 ("
      },
      {
        "document": 2051,
        "excerpt": "Large Giant, Chaotic Evil AC 15 Initiative +1 (11) HP 94 (9d10 + 45) Speed 30 ft. Skills Perception +5 Senses Darkvision 60 ft.; Passive Perceptio"
      },
      {
        "document": 2052,
        "excerpt": "Huge Beast (Dinosaur), Unaligned AC 13 Initiative +3 (13) HP 136 (13d12 + 52) Speed 50 ft. Skills Perception +4 Senses Passive Perception 14 Languages No"
      },
      {
        "document": 2053,
        "excerpt": "Large Celestial, Lawful Good AC 12 Initiative +8 (18) HP 97 (13d10 + 26) Speed 50 ft. Immunities Poison; Charmed, Paralyzed, Poisoned Senses Darkvisi"
      },
      {
        "document": 2054,
        "excerpt": "Medium or Small Humanoid, Neutral Evil AC 15 Initiative +5 (15) HP 65 (10d8 + 20) Speed 30 ft., Climb 30 ft. Skills Perception +4, Persuasion +4, Stealth +7 Re"
      },
      {
        "document": 2055,
        "excerpt": "Medium or Small Undead, Neutral Evil AC 16 Initiative +3 (13) HP 90 (12d8 + 36) Speed 30 ft. Skills Perception +3, Stealth +6 Resistances Necrotic Senses Dar"
      },
      {
        "document": 2056,
        "excerpt": "Medium or Small Undead, Lawful Evil AC 16 Initiative +14 (24) HP 195 (23d8 + 92) Speed 40 ft., Climb 40 ft. Skills Perception +7, Stealth +9 Resistances Nec"
      },
      {
        "document": 2057,
        "excerpt": "Tiny Beast, Unaligned AC 12 Initiative +2 (12) HP 5 (2d4) Speed 30 ft., Swim 30 ft. Senses Blindsight 10 ft.; Passive Perception 10 Languages"
      },
      {
        "document": 2058,
        "excerpt": "Medium Plant, Unaligned AC 5 Initiative -5 (5) HP 18 (4d8) Speed 5 ft. Immunities Blinded, Charmed, Deafened, Frightened Senses Blindsight 30 f"
      },
      {
        "document": 2059,
        "excerpt": "Large Fiend (Demon), Chaotic Evil AC 15 Initiative +2 (12) HP 152 (16d10 + 64) Speed 40 ft., Fly 60 ft. Resistances Cold, Fire, Lightning Immunities Poiso"
      },
      {
        "document": 2060,
        "excerpt": "Medium Beast, Unaligned AC 10 Initiative +0 (10) HP 5 (1d8 + 1) Speed 10 ft., Fly 50 ft. Skills Perception +3 Senses Passive Perception 13 Langu"
      },
      {
        "document": 2061,
        "excerpt": "Large Undead, Lawful Evil AC 13 Initiative +1 (11) HP 22 (3d10 + 6) Speed 60 ft. Vulnerabilities Bludgeoning Immunities Poison; Exhaustion, Poison"
      },
      {
        "document": 2062,
        "excerpt": "Large Beast, Unaligned AC 11 Initiative +1 (11) HP 19 (3d10 + 3) Speed 60 ft. Senses Passive Perception 11 Languages None CR 1/2 (XP 100; PB +2"
      },
      {
        "document": 2063,
        "excerpt": "Medium or Small Humanoid, Neutral AC 13 Initiative +0 (10) HP 9 (2d8) Speed 30 ft. Gear Chain Shirt, Spear Senses Passive Perception 10 Languages Common C"
      },
      {
        "document": 2064,
        "excerpt": "Medium or Small Humanoid, Neutral AC 17 Initiative +3 (13) HP 65 (10d8 + 20) Speed 30 ft. Skills Athletics +5, Perception +2 Gear Greatsword, Heavy Crossb"
      },
      {
        "document": 2065,
        "excerpt": "Large Elemental, Neutral AC 14 Initiative +2 (12) HP 114 (12d10 + 48) Speed 30 ft., Swim 90 ft. Resistances Acid, Fire Immunities Poison; Exhaust"
      },
      {
        "document": 2066,
        "excerpt": "Tiny Beast, Unaligned AC 13 Initiative +3 (13) HP 1 (1d4 - 1) Speed 30 ft., Climb 30 ft. Skills Acrobatics +5, Perception +3, Stealth +5 Sense"
      },
      {
        "document": 2067,
        "excerpt": "r Small Monstrosity (Lycanthrope), Neutral Good AC 15 Initiative +3 (13) HP 135 (18d8 + 54) Speed 30 ft., 40 ft. (bear form only), Climb 30 ft. (bear form only) Skills"
      },
      {
        "document": 2068,
        "excerpt": "r Small Monstrosity (Lycanthrope), Neutral Evil AC 15 Initiative +2 (12) HP 97 (15d8 + 30) Speed 30 ft., 40 ft. (boar form only) Skills Perception +2 Gear Javelins (6)"
      },
      {
        "document": 2069,
        "excerpt": "or Small Monstrosity (Lycanthrope), Lawful Evil AC 13 Initiative +3 (13) HP 60 (11d8 + 11) Speed 30 ft., Climb 30 ft. Skills Perception +4, Stealth +5 Gear Hand Crossbo"
      },
      {
        "document": 2070,
        "excerpt": "ium or Small Monstrosity (Lycanthrope), Neutral AC 12 Initiative +2 (12) HP 120 (16d8 + 48) Speed 30 ft., 40 ft. (tiger form only) Skills Perception +5, Stealth +4 Gear"
      },
      {
        "document": 2071,
        "excerpt": "r Small Monstrosity (Lycanthrope), Chaotic Evil AC 15 Initiative +4 (14) HP 71 (11d8 + 22) Speed 30 ft., 40 ft. (wolf form only) Skills Perception +4, Stealth +4 Gear L"
      },
      {
        "document": 2072,
        "excerpt": "Medium Dragon (Chromatic), Chaotic Evil AC 16 Initiative +2 (12) HP 32 (5d8 + 10) Speed 30 ft., Burrow 15 ft., Fly 60 ft., Swim 30 ft. Skills Perception +4, Ste"
      },
      {
        "document": 2073,
        "excerpt": "Medium Undead, Neutral Evil AC 14 Initiative +4 (14) HP 82 (11d8 + 33) Speed 30 ft. Skills Perception +3, Stealth +4 Resistances Necrotic Immunities"
      },
      {
        "document": 2074,
        "excerpt": "Tiny Undead, Chaotic Evil AC 19 Initiative +9 (19) HP 27 (11d4) Speed 5 ft., Fly 50 ft. (hover) Resistances Acid, Bludgeoning, Cold, Fire, Necroti"
      },
      {
        "document": 2075,
        "excerpt": "Large Monstrosity, Neutral Evil AC 13 Initiative +1 (11) HP 75 (10d10 + 20) Speed 50 ft. Skills Perception +5, Stealth +5 Immunities Cold Senses Passive"
      },
      {
        "document": 2076,
        "excerpt": "Medium Beast, Unaligned AC 12 Initiative +2 (12) HP 11 (2d8 + 2) Speed 40 ft. Skills Perception +5, Stealth +4 Senses Darkvision 60 ft.; Passive"
      },
      {
        "document": 2077,
        "excerpt": "Large Fey, Neutral Evil AC 13 Initiative +1 (11) HP 26 (4d10 + 4) Speed 50 ft. Skills Perception +4 Senses Darkvision 60 ft.; Passive Perception"
      },
      {
        "document": 2078,
        "excerpt": "Medium or Small Undead, Neutral Evil AC 13 Initiative +3 (13) HP 67 (9d8 + 27) Speed 5 ft., Fly 60 ft. (hover) Resistances Acid, Bludgeoning, Cold, Fire, Pie"
      },
      {
        "document": 2079,
        "excerpt": "Large Dragon, Unaligned AC 14 Initiative +0 (10) HP 127 (15d10 + 45) Speed 30 ft., Fly 80 ft. Skills Perception +4 Senses Darkvision 120 ft.; Pa"
      },
      {
        "document": 2080,
        "excerpt": "Medium Elemental, Neutral AC 19 Initiative +0 (10) HP 84 (8d8 + 48) Speed 20 ft., Burrow 20 ft. Skills Perception +6, Stealth +6 Immunities Poison"
      },
      {
        "document": 2081,
        "excerpt": "Large Dragon (Chromatic), Chaotic Evil AC 18 Initiative +5 (15) HP 127 (15d10 + 45) Speed 40 ft., Fly 80 ft., Swim 40 ft. Skills Perception +6, Stealth +5 Immu"
      },
      {
        "document": 2082,
        "excerpt": "Large Dragon (Chromatic), Lawful Evil AC 18 Initiative +4 (14) HP 152 (16d10 + 64) Speed 40 ft., Burrow 20 ft., Fly 80 ft. Skills Perception +9, Stealth +4 Im"
      },
      {
        "document": 2083,
        "excerpt": "Large Dragon (Metallic), Chaotic Good AC 17 Initiative +3 (13) HP 110 (13d10 + 39) Speed 40 ft., Burrow 20 ft., Fly 80 ft. Skills Perception +6, Persuasion +5"
      },
      {
        "document": 2084,
        "excerpt": "Large Dragon (Metallic), Lawful Good AC 17 Initiative +3 (13) HP 142 (15d10 + 60) Speed 40 ft., Fly 80 ft., Swim 40 ft. Skills Insight +4, Perception +7, Ste"
      },
      {
        "document": 2085,
        "excerpt": "Large Dragon (Metallic), Chaotic Good AC 17 Initiative +4 (14) HP 119 (14d10 + 42) Speed 40 ft., Climb 40 ft., Fly 80 ft. Skills Deception +5, Perception +7,"
      },
      {
        "document": 2086,
        "excerpt": "Large Dragon (Metallic), Lawful Good AC 18 Initiative +6 (16) HP 178 (17d10 + 85) Speed 40 ft., Fly 80 ft., Swim 40 ft. Skills Insight +5, Perception +9, Per"
      },
      {
        "document": 2087,
        "excerpt": "Large Dragon (Chromatic), Lawful Evil AC 18 Initiative +4 (14) HP 136 (16d10 + 48) Speed 40 ft., Fly 80 ft., Swim 40 ft. Skills Deception +5, Perception +7, S"
      },
      {
        "document": 2088,
        "excerpt": "Large Dragon (Chromatic), Chaotic Evil AC 18 Initiative +4 (14) HP 178 (17d10 + 85) Speed 40 ft., Climb 40 ft., Fly 80 ft. Skills Perception +8, Stealth +4 Imm"
      },
      {
        "document": 2089,
        "excerpt": "Large Dragon (Metallic), Lawful Good AC 18 Initiative +4 (14) HP 168 (16d10 + 80) Speed 40 ft., Fly 80 ft. Skills History +6, Perception +8, Stealth +4 Immun"
      },
      {
        "document": 2090,
        "excerpt": "Large Dragon (Chromatic), Chaotic Evil AC 17 Initiative +3 (13) HP 123 (13d10 + 52) Speed 40 ft., Burrow 20 ft., Fly 80 ft., Swim 40 ft. Skills Perception +6,"
      },
      {
        "document": 2091,
        "excerpt": "Medium Undead, Neutral Evil AC 8 Initiative -2 (8) HP 15 (2d8 + 6) Speed 20 ft. Immunities Poison; Exhaustion, Poisoned Senses Darkvision 60 ft.; P"
      }
    ],
    "injured": [
      {
        "document": 1369,
        "excerpt": "wly, creatures in the area can't usually be trapped or injured by the ground's movement. At the end of every 10 minutes you spend concentrating on the spell, you can"
      }
    ],
    "injury": [
      {
        "document": 101,
        "excerpt": "Injury and death are frequent threats, as detailed in the following rules."
      },
      {
        "document": 693,
        "excerpt": "l membranes, tear ducts, and other parts of the body. Injury. Injury poison can be applied as a Bonus Action to a weapon, a piece of ammunition, or similar object. T"
      },
      {
        "document": 696,
        "excerpt": "f the poison, its type (contact, ingested, inhaled, or injury), and a description of the poison's debilitating effects."
      },
      {
        "document": 706,
        "excerpt": "Injury Poison A creature subjected to Purple Worm Poison makes a DC 21 Constitution saving throw, taking 35 (1"
      },
      {
        "document": 707,
        "excerpt": "Injury Poison A creature subjected to Serpent Venom must succeed on a DC 11 Constitution saving throw, taking"
      },
      {
        "document": 708,
        "excerpt": "Injury Poison A creature subjected to Spider's Sting must succeed on a DC 13 Constitution saving throw or have"
      },
      {
        "document": 711,
        "excerpt": "Injury Poison A creature subjected to Wyvern Poison makes a DC 14 Constitution saving throw, taking 24 (7d6) P"
      }
    ],
    "injustice": [
      {
        "document": 235,
        "excerpt": "right thing as expected by society. Someone who fights injustice and protects the innocent without hesitation is probably Lawful Good. Neutral Good (NG). Neutral Good c"
      }
    ],
    "ink": [
      {
        "document": 309,
        "excerpt": "Ink (10 GP)"
      },
      {
        "document": 310,
        "excerpt": "Ink Pen (2 CP)"
      },
      {
        "document": 341,
        "excerpt": "r's Pack contains the following items: Backpack, Book, Ink, Ink Pen, Lamp, 10 flasks of Oil, 10 sheets of Parchment, and Tinderbox."
      },
      {
        "document": 417,
        "excerpt": "flourishes that guard against forgery (DC 15) Craft: Ink, Spell Scroll"
      },
      {
        "document": 433,
        "excerpt": "nd Sling), Arcane Focus, Arrows, Bolts, Druidic Focus, Ink Pen, Needles"
      },
      {
        "document": 477,
        "excerpt": "ack contains the following items: Chest, Fine Clothes, Ink, 5 Ink Pens, Lamp, 2 Map or Scroll Cases, 4 flasks of Oil, 5 sheets of Paper, 5 sheets of Parchment, Per"
      },
      {
        "document": 820,
        "excerpt": "A blank book whose pages refuse to hold ink, chalk, graphite, or any other marking"
      },
      {
        "document": 930,
        "excerpt": "Ink Pen"
      },
      {
        "document": 931,
        "excerpt": "Ink"
      },
      {
        "document": 1075,
        "excerpt": "Ink Pen"
      },
      {
        "document": 1076,
        "excerpt": "Ink"
      },
      {
        "document": 1323,
        "excerpt": "S, M (ink worth 10+ GP, which the spell consumes)"
      },
      {
        "document": 1889,
        "excerpt": "Ink Cloud (1/Day). Trigger: The octopus takes damage while underwater. Response: The octopus releases ink th"
      },
      {
        "document": 1946,
        "excerpt": "Storm Bolt. The kraken uses Lightning Strike. Toxic Ink. Constitution Saving Throw: DC 23, each creature in a 15-foot Emanation originating from the kraken whil"
      },
      {
        "document": 1973,
        "excerpt": "Ink Cloud (1/Day). Trigger: A creature ends its turn within 5 feet of the octopus while underwater. Response"
      }
    ],
    "inks": [
      {
        "document": 1455,
        "excerpt": "V, M (rare inks worth 50+ GP, which the spell consumes)"
      }
    ],
    "inky": [
      {
        "document": 1258,
        "excerpt": "up to 1 minute For the duration, your eyes become an inky void. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving"
      }
    ],
    "inn": [
      {
        "document": 923,
        "excerpt": "Inn Stay per Day"
      }
    ],
    "innate": [
      {
        "document": 858,
        "excerpt": "Spellcasting, Innate Sorcery"
      },
      {
        "document": 971,
        "excerpt": "Drawing from your innate magic, you can cast spells. See “Spells” for the rules on spellcasting. The information below details ho"
      },
      {
        "document": 977,
        "excerpt": "Breathe the Magic of Dragons Your innate magic comes from the gift of a dragon. Perhaps an ancient dragon facing death bequeathed some of its mag"
      }
    ],
    "inner": [
      {
        "document": 790,
        "excerpt": "Random location on an Inner Plane determined by rolling 1d6: on a 1, the Plane of Air; on a 2, the Plane of Earth; on a 3, the Plane"
      }
    ],
    "innocent": [
      {
        "document": 235,
        "excerpt": "society. Someone who fights injustice and protects the innocent without hesitation is probably Lawful Good. Neutral Good (NG). Neutral Good creatures do the best they"
      },
      {
        "document": 670,
        "excerpt": "ch as breaking a vow, defiling a tomb, or murdering an innocent. Such a curse can have any effects you design, or it might be a customized version of another type of cu"
      }
    ],
    "inns": [
      {
        "document": 398,
        "excerpt": "n their adventures and can spend those coins in shops, inns, and other businesses. Coins come in different denominations based on the relative worth of their materi"
      }
    ],
    "inquiries": [
      {
        "document": 694,
        "excerpt": "easily. Other characters might have to make extensive inquiries and pay bribes before they acquire the poison they seek."
      }
    ],
    "inscribe": [
      {
        "document": 1293,
        "excerpt": "consumes) Duration: Until dispelled or triggered You inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a"
      },
      {
        "document": 1451,
        "excerpt": "consumes) Duration: Until dispelled or triggered You inscribe a harmful glyph either on a surface (such as a section of floor or wall) or within an object that can be"
      }
    ],
    "inscribed": [
      {
        "document": 1293,
        "excerpt": "triggers the glyph when you cast the spell. For glyphs inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object coverin"
      },
      {
        "document": 1451,
        "excerpt": "triggers the glyph when you cast the spell. For glyphs inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object coverin"
      },
      {
        "document": 1455,
        "excerpt": "e spell, you draw a 5-foot-radius circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil seque"
      }
    ],
    "inscribes": [
      {
        "document": 1328,
        "excerpt": "leaves an Invisible mark on that object and invisibly inscribes the object's name on the sapphire. Each time you cast this spell, you must use a different sapphire. Th"
      }
    ],
    "inscription": [
      {
        "document": 267,
        "excerpt": "missing pages 86 An empty silver snuffbox bearing the inscription “dreams” on its lid 87 An iron holy symbol devoted to an unknown god 88 A book about a legendary hero'"
      },
      {
        "document": 393,
        "excerpt": "shown in the Spell Scroll Costs table. For each day of inscription, you must work for 8 hours. If a scroll requires multiple days, those days needn't be consecutive."
      },
      {
        "document": 395,
        "excerpt": "upplies and have the spell prepared on each day of the inscription. You must also have at hand any Material components required by the spell; if the spell consumes its Mat"
      }
    ],
    "inscrutable": [
      {
        "document": 2024,
        "excerpt": "Inscrutable. No magic can observe the sphinx remotely or detect its thoughts without its permission. Wisdom (Insight"
      },
      {
        "document": 2025,
        "excerpt": "Inscrutable. No magic can observe the sphinx remotely or detect its thoughts without its permission. Wisdom (Insight"
      }
    ],
    "insect": [
      {
        "document": 777,
        "excerpt": "Giant Insect"
      },
      {
        "document": 828,
        "excerpt": "Insect Plague"
      },
      {
        "document": 833,
        "excerpt": "Giant Insect"
      },
      {
        "document": 834,
        "excerpt": "Insect Plague"
      },
      {
        "document": 865,
        "excerpt": "Insect Plague"
      },
      {
        "document": 870,
        "excerpt": "Geas, Insect Plague"
      },
      {
        "document": 915,
        "excerpt": "Insect Plague"
      },
      {
        "document": 1290,
        "excerpt": "Giant Insect"
      },
      {
        "document": 1327,
        "excerpt": "Insect Plague"
      },
      {
        "document": 1718,
        "excerpt": "erer, Warlock, or Wizard) This staff has 10 charges. Insect Cloud. While holding the staff, you can take a Magic action and expend 1 charge to cause a swarm of harm"
      },
      {
        "document": 1966,
        "excerpt": "el Magic, Thaumaturgy 1/Day Each: Animate Dead, Harm, Insect Plague (level 7 version)"
      },
      {
        "document": 2039,
        "excerpt": "m can move through any opening large enough for a Tiny insect. The swarm can't regain Hit Points or gain Temporary Hit Points."
      }
    ],
    "insect's": [
      {
        "document": 1290,
        "excerpt": "target's Speed is reduced to 0 until the start of the insect's next turn. Bonus Actions Venomous Spew (Centipede Only). Constitution Saving Throw: Your spell save DC"
      }
    ],
    "insects": [
      {
        "document": 777,
        "excerpt": "Staff of Swarming Insects Table 1"
      },
      {
        "document": 1718,
        "excerpt": "Staff of Swarming Insects"
      },
      {
        "document": 1761,
        "excerpt": "nded uses at the start of each of its turns. Cloud of Insects. Dexterity Saving Throw: DC 17, one creature the dragon can see within 120 feet. Failure: 22 (4d10) Pois"
      },
      {
        "document": 1773,
        "excerpt": "nded uses at the start of each of its turns. Cloud of Insects. Dexterity Saving Throw: DC 21, one creature the dragon can see within 120 feet. Failure: 33 (6d10) Pois"
      },
      {
        "document": 2039,
        "excerpt": "Swarm of Insects"
      }
    ],
    "inside": [
      {
        "document": 266,
        "excerpt": "silver bell without a clapper 44 A mechanical canary inside a lamp 45 A miniature chest carved to look like it has numerous feet on the bottom 46 A dead sprite in"
      },
      {
        "document": 267,
        "excerpt": "75 A set of bone pipes 76 A four-leaf clover pressed inside a book discussing manners and etiquette 77 A sheet of parchment upon which is drawn a mechanical contra"
      },
      {
        "document": 378,
        "excerpt": "s. The command word to activate a ring might be etched inside the band, or a feathered design might hint that it's a Ring of Feather Falling. Wearing or experimentin"
      },
      {
        "document": 793,
        "excerpt": "A pyramid with a 60-foot-square base bursts upward. Inside is a burial chamber containing a Mummy, a Mummy Lord, or some other Undead of the GM’s choice. Its sarco"
      },
      {
        "document": 1160,
        "excerpt": "s, take Magic actions, or create other magical effects inside the aura, and those things can't target or otherwise affect anything inside it. Magical properties of ma"
      },
      {
        "document": 1194,
        "excerpt": "f its flesh. An inert duplicate of that creature forms inside the vessel used in the spell's casting and finishes growing after 120 days; you choose whether the finis"
      },
      {
        "document": 1214,
        "excerpt": "0 minutes Until the spell ends, you control any water inside an area you choose that is a Cube up to 100 feet on a side, using one of the following effects. As a Mag"
      },
      {
        "document": 1228,
        "excerpt": "hen the spell ends, the door vanishes, and any objects inside the demiplane remain there. Any creatures inside also remain unless they opt to be shunted through the d"
      },
      {
        "document": 1282,
        "excerpt": "en you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside i"
      },
      {
        "document": 1324,
        "excerpt": "ainment. The target becomes 1 inch tall and is trapped inside an indestructible gemstone or a similar object. Light can pass through the gemstone (allowing the target"
      },
      {
        "document": 1349,
        "excerpt": "g. When the spell ends, any creatures or objects left inside the extradimensional space are expelled into the unoccupied spaces nearest to the entrance."
      },
      {
        "document": 1389,
        "excerpt": "t. - Sensors created by Divination spells can't appear inside the protected area or pass through the barrier at its perimeter. - Creatures in the area can't be target"
      },
      {
        "document": 1404,
        "excerpt": "here is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere da"
      },
      {
        "document": 1409,
        "excerpt": "cts can't pass into or out of the space, but creatures inside it can see through the portal. Anything inside the space drops out when the spell ends."
      },
      {
        "document": 1427,
        "excerpt": "u choose within range. Any creature or object entirely inside the Sphere has Immunity to Thunder damage, and creatures have the Deafened condition while entirely insi"
      },
      {
        "document": 1459,
        "excerpt": "s of such spells can't extend into it. The atmosphere inside the Emanation is comfortable and dry, regardless of the weather outside. Until the spell ends, you can c"
      },
      {
        "document": 1462,
        "excerpt": "te You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the s"
      },
      {
        "document": 1467,
        "excerpt": "es 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d"
      },
      {
        "document": 1472,
        "excerpt": "ture that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends"
      },
      {
        "document": 1509,
        "excerpt": "rel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move up or down. When c"
      },
      {
        "document": 1516,
        "excerpt": "a gigantic extradimensional creature. Turning the bag inside out closes the orifice. The extradimensional creature attached to the bag can sense whatever is placed"
      },
      {
        "document": 1517,
        "excerpt": "ensions - roughly 2 feet square and 4 feet deep on the inside. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 5 pounds, re"
      },
      {
        "document": 1518,
        "excerpt": "from gray, rust, or tan cloth appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. You can take a Magic action to pull th"
      },
      {
        "document": 1519,
        "excerpt": "the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save or are partially within the area are pushed away from"
      },
      {
        "document": 1561,
        "excerpt": "grows to about 20 inches in diameter, and mist swirls inside it. While attuned to an orb, you can take a Magic action to peer into the orb's depths. You must then m"
      },
      {
        "document": 1574,
        "excerpt": "or carried, provided the object is small enough to fit inside a 5-foot Cube. The arrow teleports the target to an unoccupied space you can see within 10 feet of you."
      },
      {
        "document": 1582,
        "excerpt": "s 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring a Magic action to use: First Command Word. The"
      },
      {
        "document": 1594,
        "excerpt": "s turns up again somewhere. If the haversack is turned inside out, its contents spill forth unharmed, and the haversack must be put right before it can be used again."
      },
      {
        "document": 1625,
        "excerpt": "he mirror and facing away from it. Placing the mirror inside an extradimensional space created by a Bag of Holding, Portable Hole, or similar item instantly destroys"
      },
      {
        "document": 1644,
        "excerpt": "it can't be used to create open passages. Any creature inside an open Portable Hole can exit the hole by climbing out of it. You can take a Magic action to close a P"
      },
      {
        "document": 1706,
        "excerpt": "ed the Reaction has no effect on creatures and objects inside the Emanation, which lasts as long as you maintain Concentration, up to 1 minute. Nothing can pass into"
      },
      {
        "document": 1708,
        "excerpt": "must be stored in a jar or flask that has been coated inside with Oil of Slipperiness. When found, a container contains 1d6 + 1 ounces. One ounce of the glue can co"
      },
      {
        "document": 1792,
        "excerpt": "in. It takes 5 (1d10) Force damage if it ends its turn inside an object."
      },
      {
        "document": 1869,
        "excerpt": "f and has Disadvantage on the saving throw. Creatures inside the cube have Total Cover, and the cube can hold one Large creature or up to four Medium or Small creatu"
      },
      {
        "document": 1871,
        "excerpt": "in. It takes 5 (1d10) Force damage if it ends its turn inside an object."
      },
      {
        "document": 1946,
        "excerpt": "es 50 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate"
      },
      {
        "document": 1995,
        "excerpt": "kes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate al"
      },
      {
        "document": 2002,
        "excerpt": "kes 30 damage or more on a single turn from a creature inside it, the remorhaz must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitat"
      },
      {
        "document": 2023,
        "excerpt": "in. It takes 5 (1d10) Force damage if it ends its turn inside an object. Sunlight Sensitivity. While in sunlight, the specter has Disadvantage on ability checks and"
      },
      {
        "document": 2044,
        "excerpt": "kes 60 damage or more on a single turn from a creature inside it, the tarrasque must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgita"
      },
      {
        "document": 2074,
        "excerpt": "in. It takes 5 (1d10) Force damage if it ends its turn inside an object."
      },
      {
        "document": 2078,
        "excerpt": "in. It takes 5 (1d10) Force damage if it ends its turn inside an object. Sunlight Sensitivity. While in sunlight, the wraith has Disadvantage on ability checks and a"
      }
    ],
    "insidious": [
      {
        "document": 693,
        "excerpt": "Given their insidious and deadly nature, poisons are a favorite tool among assassins and evil creatures. Poisons come in the f"
      }
    ],
    "insight": [
      {
        "document": 744,
        "excerpt": "Insight"
      },
      {
        "document": 745,
        "excerpt": "Make a Wisdom (Insight, Medicine, Perception, or Survival) check."
      },
      {
        "document": 939,
        "excerpt": "Insight"
      },
      {
        "document": 964,
        "excerpt": "Choose 2: History, Insight, Medicine, Persuasion, or Religion"
      },
      {
        "document": 965,
        "excerpt": "Choose 2: Animal Handling, Arcana, Insight, Medicine, Nature, Perception, Religion, or Survival"
      },
      {
        "document": 966,
        "excerpt": "se 2: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Persuasion, Perception, or Survival"
      },
      {
        "document": 967,
        "excerpt": "Choose 2: Acrobatics, Athletics, History, Insight, Religion, or Stealth"
      },
      {
        "document": 968,
        "excerpt": "Choose 2: Athletics, Insight, Intimidation, Medicine, Persuasion, or Religion"
      },
      {
        "document": 969,
        "excerpt": "Choose 3: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, or Survival"
      },
      {
        "document": 970,
        "excerpt": "Choose 4: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, or Stealth"
      },
      {
        "document": 971,
        "excerpt": "Choose 2: Arcana, Deception, Insight, Intimidation, Persuasion, or Religion"
      },
      {
        "document": 973,
        "excerpt": "Choose 2: Arcana, History, Insight, Investigation, Medicine, Nature, or Religion"
      },
      {
        "document": 988,
        "excerpt": "You have proficiency in the Insight, Perception, or Survival skill."
      },
      {
        "document": 995,
        "excerpt": "Insight and Religion"
      },
      {
        "document": 1466,
        "excerpt": "Duration: Instantaneous Guided by a flash of magical insight, you make one attack with the weapon used in the spell's casting. The attack uses your spellcasting abil"
      },
      {
        "document": 1609,
        "excerpt": ", it burns out, turns dull gray, and loses its magic. Insight (Very Rare). Your Wisdom increases by 2, to a maximum of 20, while this incandescent blue sphere orbits"
      },
      {
        "document": 1627,
        "excerpt": "n proficiency and Expertise in your choice of History, Insight, Intimidation, or Persuasion. In addition, you gain rightful ownership of a small keep somewhere in the"
      },
      {
        "document": 1736,
        "excerpt": "rous Item, Very Rare This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer"
      },
      {
        "document": 1764,
        "excerpt": "Insight +7, Perception +12, Stealth +5"
      },
      {
        "document": 1766,
        "excerpt": "Insight +8, Perception +14, Persuasion +13, Stealth +8"
      },
      {
        "document": 1776,
        "excerpt": "Insight +10, Perception +17, Stealth +7"
      },
      {
        "document": 1778,
        "excerpt": "Insight +10, Perception +17, Persuasion +16, Stealth +9"
      },
      {
        "document": 1802,
        "excerpt": "Deception +5, Insight +5, Perception +8"
      },
      {
        "document": 1815,
        "excerpt": "Deception +7, Insight +6"
      },
      {
        "document": 1830,
        "excerpt": "Insight +7, Perception +11"
      },
      {
        "document": 1843,
        "excerpt": "Insight +9, Perception +9"
      },
      {
        "document": 1846,
        "excerpt": "Deception +6, Insight +3"
      },
      {
        "document": 1914,
        "excerpt": "ey are imitations only with a successful DC 14 Wisdom (Insight) check."
      },
      {
        "document": 1936,
        "excerpt": "Insight +7, Perception +7, Persuasion +9"
      },
      {
        "document": 1938,
        "excerpt": "Deception +4, Insight +3, Stealth +5"
      },
      {
        "document": 1939,
        "excerpt": "Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7"
      },
      {
        "document": 1947,
        "excerpt": "Deception +7, Insight +4, Stealth +5"
      },
      {
        "document": 1949,
        "excerpt": "Arcana +19, History +12, Insight +9, Perception +9"
      },
      {
        "document": 1969,
        "excerpt": "Deception +6, Insight +5, Perception +5, Stealth +5"
      },
      {
        "document": 1971,
        "excerpt": "Deception +5, Insight +4, Persuasion +5"
      },
      {
        "document": 1997,
        "excerpt": "Deception +10, Insight +8, Perception +8"
      },
      {
        "document": 1999,
        "excerpt": "sounds are imitations with a successful DC 10 Wisdom (Insight) check."
      },
      {
        "document": 2024,
        "excerpt": "or detect its thoughts without its permission. Wisdom (Insight) checks made to ascertain its intentions or sincerity are made with Disadvantage. Legendary Resistance"
      },
      {
        "document": 2025,
        "excerpt": "or detect its thoughts without its permission. Wisdom (Insight) checks made to ascertain its intentions or sincerity are made with Disadvantage. Legendary Resistance"
      },
      {
        "document": 2030,
        "excerpt": "Deception +5, Insight +4, Investigation +5, Perception +6, Sleight of Hand +4, Stealth +6"
      },
      {
        "document": 2036,
        "excerpt": "Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7"
      },
      {
        "document": 2084,
        "excerpt": "Insight +4, Perception +7, Stealth +3"
      },
      {
        "document": 2086,
        "excerpt": "Insight +5, Perception +9, Persuasion +9, Stealth +6"
      }
    ],
    "insignia": [
      {
        "document": 266,
        "excerpt": "you 41 A scrap of cloth from an old banner 42 A rank insignia from a lost legionnaire 43 A silver bell without a clapper 44 A mechanical canary inside a lamp 45 A"
      }
    ],
    "insists": [
      {
        "document": 142,
        "excerpt": "to be given to someone else. Keep Me Close. The item insists on being carried or worn at all times. If its bearer refuses to comply with the item's demands, the ite"
      }
    ],
    "inspect": [
      {
        "document": 318,
        "excerpt": "nts Advantage on any ability check made to appraise or inspect a highly detailed item. Lighting a fire with a Magnifying Glass requires light as bright as sunlight to"
      },
      {
        "document": 1234,
        "excerpt": "re disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC."
      },
      {
        "document": 1557,
        "excerpt": "h it. A creature that takes a Study action to visually inspect the illusory creature identifies it as an illusion with a successful DC 15 Intelligence (Investigation)"
      }
    ],
    "inspection": [
      {
        "document": 1234,
        "excerpt": "nges wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyon"
      },
      {
        "document": 1417,
        "excerpt": "nges wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature's outfit, objects pass through the hat."
      },
      {
        "document": 1623,
        "excerpt": "a large pile of gold), they look authentic, but close inspection reveals they're made from paste, cookies, or some other worthless material. If you paint a form of ener"
      }
    ],
    "inspiration": [
      {
        "document": 30,
        "excerpt": "Heroic Inspiration"
      },
      {
        "document": 33,
        "excerpt": "You choose which one. For example, if you have Heroic Inspiration (see the sidebar below) and roll a 3 and an 18 on an ability check that has Advantage or Disadvantage, y"
      },
      {
        "document": 160,
        "excerpt": "r however you like, using the items in “Equipment” for inspiration. You decide how much of a monster’s equipment is recoverable after the creature is slain and whether any"
      },
      {
        "document": 639,
        "excerpt": "Heroic Inspiration"
      },
      {
        "document": 896,
        "excerpt": "Bardic Inspiration, Spellcasting"
      },
      {
        "document": 963,
        "excerpt": "Bardic Inspiration"
      },
      {
        "document": 974,
        "excerpt": "d victory. During combat, you can give yourself Heroic Inspiration whenever you start your turn without it."
      },
      {
        "document": 976,
        "excerpt": "u can take a Reaction to expend one use of your Bardic Inspiration; roll your Bardic Inspiration die, and subtract the number rolled from the creature's roll, reducing the"
      },
      {
        "document": 992,
        "excerpt": "You gain Heroic Inspiration whenever you finish a Long Rest."
      }
    ],
    "inspire": [
      {
        "document": 227,
        "excerpt": "Let your character's background and species inspire how you imagine their past. That past fed into the character's present. With that in mind, consider answ"
      },
      {
        "document": 963,
        "excerpt": "You can supernaturally inspire others through words, music, or dance. This inspiration is represented by your Bardic Inspiration die, w"
      }
    ],
    "inspired": [
      {
        "document": 183,
        "excerpt": "s a default suggestion of how to roleplay the monster, inspired by its traditional role in the game or real-world folklore. Change a monster's alignment to suit your st"
      }
    ],
    "instability": [
      {
        "document": 1372,
        "excerpt": "8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it. When the opening disappears, any creatures or objects still in the passa"
      }
    ],
    "instance": [
      {
        "document": 30,
        "excerpt": "Only One at a Time. You can never have more than one instance of Heroic Inspiration. If something gives you Heroic Inspiration and you already have it, you can give i"
      },
      {
        "document": 75,
        "excerpt": "cial care or when it presents an unusual obstacle. For instance, the GM might require you to take the Utilize action to open a stuck door or turn a crank to lower a dra"
      },
      {
        "document": 110,
        "excerpt": "Each instance of damage has a type, like Fire or Slashing. Damage types are listed in “Rules Glossary\" and have no ru"
      },
      {
        "document": 112,
        "excerpt": "ity that affect the same damage type count as only one instance. For example, if you have Resistance to Necrotic damage as well as Resistance to all damage, Necrotic da"
      },
      {
        "document": 173,
        "excerpt": "y provides both a number and a die expression for each instance of damage. For example, an attack might deal 4 (1d4 + 2) damage on a hit. You decide whether to use the"
      },
      {
        "document": 487,
        "excerpt": "spell takes on the higher level for that casting. For instance, if a Wizard casts Magic Missile using a level 2 slot, that Magic Missile is level 2. Effectively, the s"
      },
      {
        "document": 536,
        "excerpt": "ou (round down). Resistance is applied only once to an instance of damage. See also “Playing the Game” (“Damage and Healing”)."
      },
      {
        "document": 554,
        "excerpt": "des both a static number and a die expression for each instance of damage. For example, an attack might deal 4 (1d4 + 2) damage on a hit. The GM determines whether you"
      },
      {
        "document": 571,
        "excerpt": "against you. Vulnerability is applied only once to an instance of damage. See also \"Playing the Game\" (\"Damage and Healing\")."
      },
      {
        "document": 607,
        "excerpt": "s damage threshold, in which case it takes that entire instance of damage. Any damage that fails to meet or exceed the damage threshold is superficial and doesn't reduc"
      },
      {
        "document": 1153,
        "excerpt": "l, you can't use this spell to become quadrupedal, for instance. For the duration, you can take a Magic action to change your appearance in this way again. Natural Wea"
      },
      {
        "document": 1397,
        "excerpt": "ts or organs integral for its survival - its head, for instance - the spell automatically fails. Coming back from the dead is an ordeal. The target takes a -4 penalty"
      },
      {
        "document": 1484,
        "excerpt": "GM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fai"
      }
    ],
    "instances": [
      {
        "document": 112,
        "excerpt": "Multiple instances of Resistance or Vulnerability that affect the same damage type count as only one instance. For example,"
      }
    ],
    "instant": [
      {
        "document": 7,
        "excerpt": "Instant Death"
      },
      {
        "document": 45,
        "excerpt": "e a special action called a Reaction. A Reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone else's. The Opportunity A"
      },
      {
        "document": 892,
        "excerpt": "Instant Summons"
      },
      {
        "document": 1328,
        "excerpt": "Instant Summons"
      },
      {
        "document": 1484,
        "excerpt": "n an unoccupied space that you can see on the ground. Instant Health. You allow yourself and up to twenty creatures that you can see to regain all Hit Points, and you"
      },
      {
        "document": 1608,
        "excerpt": "Instant Fortress"
      }
    ],
    "instantaneous": [
      {
        "document": 500,
        "excerpt": "llows the Concentration rules (see “Rules Glossary”). Instantaneous. An instantaneous duration means the spell's magic appears only for a moment and then disappears. Time"
      },
      {
        "document": 506,
        "excerpt": "You can try to identify a non-instantaneous spell by its observable effects if its duration is ongoing. To identify it, you must take the Study acti"
      },
      {
        "document": 623,
        "excerpt": "creature or object that is its origin unless it is an instantaneous or a stationary effect. An Emanation's origin (creature or object) isn't included in the area of effect"
      },
      {
        "document": 714,
        "excerpt": "rap is destroyed or dispelled. If a trap's duration is instantaneous, its effect is resolved instantly. If a trap resets after activating, that fact is noted in this entry."
      },
      {
        "document": 716,
        "excerpt": "4) Trigger: A creature crosses a trip wire Duration: Instantaneous This trap uses a trip wire to collapse an unstable section of ceiling. The trip wire is 3 inches off th"
      },
      {
        "document": 717,
        "excerpt": "4) Trigger: A creature crosses a trip wire Duration: Instantaneous A falling net trap uses a trip wire to release a weighted, 10-foot-square Net suspended from the ceilin"
      },
      {
        "document": 718,
        "excerpt": "ger: A creature moves onto a pressure plate Duration: Instantaneous, and the trap resets at the start of the next turn When a creature moves onto this trap's pressure plat"
      },
      {
        "document": 719,
        "excerpt": "Trigger: A creature moves onto the pit's lid Duration: Instantaneous This 10-foot-deep pit has a hinged lid constructed from material identical to the surrounding floor. Wh"
      },
      {
        "document": 720,
        "excerpt": "gger: A creature moves onto a pressure plate Duration: Instantaneous, and the trap resets at the start of the next turn if it has activated fewer than three times When a cr"
      },
      {
        "document": 721,
        "excerpt": "lock improperly or fails to disarm the trap Duration: Instantaneous A poisoned needle is hidden in a lock. When a creature opens the lock with any object other than the pr"
      },
      {
        "document": 723,
        "excerpt": "Trigger: A creature moves onto the pit's lid Duration: Instantaneous A 10-foot-deep pit has a hinged lid constructed from material identical to the surrounding floor. When"
      },
      {
        "document": 1149,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1150,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1157,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1168,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1170,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1175,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1180,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1184,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1187,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1190,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1191,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1192,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1194,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1196,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1197,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1198,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1202,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1216,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1217,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1218,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1219,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1221,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1233,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1235,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1236,
        "excerpt": "ime: Action Range: 120 feet Components: V, S Duration: Instantaneous Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on t"
      },
      {
        "document": 1237,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1238,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1240,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1241,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1247,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1249,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1250,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1259,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1262,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1265,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1266,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1268,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1269,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1270,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1272,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1273,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1275,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1285,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1297,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1305,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1307,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1308,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1310,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1311,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1320,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1321,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1322,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1326,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1332,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1333,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1334,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1337,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1338,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1346,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1351,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1352,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1353,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1357,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1359,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1366,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1376,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1378,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1379,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1380,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1382,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1383,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1384,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1385,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1386,
        "excerpt": "ll multiple times, you can have up to three of its non-instantaneous effects active at a time. Sensory Effect. You create an instantaneous, harmless sensory effect, such as"
      },
      {
        "document": 1387,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1396,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1397,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1399,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1400,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1402,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1403,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1406,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1408,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1410,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1412,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1418,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1421,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1426,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1433,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1434,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1442,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1444,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1450,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1454,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1456,
        "excerpt": "o fly open or slam shut. Phantom Sound. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of"
      },
      {
        "document": 1457,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1458,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1464,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1466,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1470,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1471,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1484,
        "excerpt": "Instantaneous"
      },
      {
        "document": 1485,
        "excerpt": "Instantaneous"
      },
      {
        "document": 2044,
        "excerpt": "At the end of this movement, the tarrasque creates an instantaneous shock wave in a 60-foot Emanation originating from itself. Creatures in that area lose Concentration and"
      }
    ],
    "instantaneously": [
      {
        "document": 1386,
        "excerpt": ", faint musical notes, or an odd odor. Fire Play. You instantaneously light or snuff out a candle, a torch, or a small campfire. Clean or Soil. You instantaneously clean or"
      },
      {
        "document": 1456,
        "excerpt": "im, or change color for 1 minute. Invisible Hand. You instantaneously cause an unlocked door or window to fly open or slam shut. Phantom Sound. You create an instantaneous s"
      }
    ],
    "instantly": [
      {
        "document": 7,
        "excerpt": "Here are the main ways a creature can die instantly. Monster Death. A monster dies the instant it drops to 0 Hit Points, although a Game Master can ignore"
      },
      {
        "document": 9,
        "excerpt": "If you reach 0 Hit Points and don't die instantly, you have the Unconscious condition (see “Rules Glossary”) until you regain any Hit Points, and you now"
      },
      {
        "document": 563,
        "excerpt": "If you teleport, you disappear and reappear elsewhere instantly, without moving through the intervening space. This transportation doesn't expend movement unless a rule"
      },
      {
        "document": 714,
        "excerpt": "ap's duration is instantaneous, its effect is resolved instantly. If a trap resets after activating, that fact is noted in this entry. A trap is otherwise inert after ac"
      },
      {
        "document": 979,
        "excerpt": "you hit a creature with an attack roll, you can try to instantly transport the target through the Lower Planes. The target must succeed on a Charisma saving throw agains"
      },
      {
        "document": 1167,
        "excerpt": "ur astral bodies into the Astral Plane (the spell ends instantly if you are already on that plane). Each target's body is left behind in a state of suspended animation;"
      },
      {
        "document": 1182,
        "excerpt": "tence and appear in the Ethereal Plane (the spell ends instantly if you are already on that plane). While on the Ethereal Plane, you can perceive the plane you left, wh"
      },
      {
        "document": 1226,
        "excerpt": "he target is subjected to an effect that would kill it instantly without dealing damage, that effect is negated against the target, and the spell ends."
      },
      {
        "document": 1247,
        "excerpt": "d so on. This effect persists for 1 round. Bloom. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. Sensory Effect. You create a harmless sens"
      },
      {
        "document": 1256,
        "excerpt": "ice the number of feet you are moved. This spell ends instantly if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the"
      },
      {
        "document": 1287,
        "excerpt": "by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal. Deities and ot"
      },
      {
        "document": 1328,
        "excerpt": "k the object's name and crush the sapphire. The object instantly appears in your hand regardless of physical or planar distances, and the spell ends. If another creatur"
      },
      {
        "document": 1388,
        "excerpt": "wall in a space occupied by a creature, the spell ends instantly without effect. The wall sheds Bright Light within 100 feet and Dim Light for an additional 100 feet. Y"
      },
      {
        "document": 1429,
        "excerpt": "l again, any simulacrum you created with this spell is instantly destroyed."
      },
      {
        "document": 1454,
        "excerpt": "feet Components: V Duration: Instantaneous This spell instantly transports you and up to eight willing creatures that you can see within range, or a single object that"
      },
      {
        "document": 1455,
        "excerpt": "of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occu"
      },
      {
        "document": 1462,
        "excerpt": ". You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to e"
      },
      {
        "document": 1473,
        "excerpt": "y Dispel Magic. A Disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane and blocks ethereal travel through the wall."
      },
      {
        "document": 1484,
        "excerpt": "ishing for a Legendary magic item or an Artifact might instantly transport you to the presence of the item's current owner. If your wish is granted and its effects have"
      },
      {
        "document": 1485,
        "excerpt": "and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in th"
      },
      {
        "document": 1517,
        "excerpt": "d by a Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was pla"
      },
      {
        "document": 1594,
        "excerpt": "ed by a Bag of Holding, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was pla"
      },
      {
        "document": 1625,
        "excerpt": "ed by a Bag of Holding, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was pla"
      },
      {
        "document": 1631,
        "excerpt": "cceed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically"
      },
      {
        "document": 1644,
        "excerpt": "by a Bag of Holding, Handy Haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was pla"
      },
      {
        "document": 1697,
        "excerpt": "u can take a Magic action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a demiplane. You choose the form the"
      },
      {
        "document": 1716,
        "excerpt": "iginating from itself. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take"
      },
      {
        "document": 1719,
        "excerpt": "iginating from itself. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take"
      },
      {
        "document": 1738,
        "excerpt": "from the tube onto a surface within reach. Each ounce instantly dissolves up to 1 square foot of adhesive it touches, including Sovereign Glue."
      },
      {
        "document": 1799,
        "excerpt": "the balor dies outside the Abyss, it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss. Fire Aura. At the end of each of the balor's"
      },
      {
        "document": 1802,
        "excerpt": "disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells. Magic Resistance. The devil has Advantag"
      },
      {
        "document": 1815,
        "excerpt": "disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells. Magic Resistance. The devil has Advantag"
      },
      {
        "document": 1825,
        "excerpt": "disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells. Magic Resistance. The devil has Advantag"
      },
      {
        "document": 1843,
        "excerpt": "Celestia, its body disappears, and it gains a new body instantly, reviving with all its Hit Points somewhere in Mount Celestia. Magic Resistance. The deva has Advantage"
      },
      {
        "document": 1859,
        "excerpt": "disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells. Magic Resistance. The erinyes has Advant"
      },
      {
        "document": 1884,
        "excerpt": "it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form. O"
      },
      {
        "document": 1903,
        "excerpt": "its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss. Magic Resistance. The glabrezu has Advantage"
      },
      {
        "document": 1925,
        "excerpt": "its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss. Magic Resistance. The hezrou has Advantage on"
      },
      {
        "document": 1932,
        "excerpt": "disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells. Magic Resistance. The devil has Advantag"
      },
      {
        "document": 1936,
        "excerpt": "disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells. Magic Resistance. The devil has Advantag"
      },
      {
        "document": 1957,
        "excerpt": "its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss. Magic Resistance. The marilith has Advantage"
      },
      {
        "document": 1968,
        "excerpt": "its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss. Magic Resistance. The nalfeshnee has Advantag"
      },
      {
        "document": 1986,
        "excerpt": "disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells. Fear Aura. The pit fiend emanates an aur"
      },
      {
        "document": 1987,
        "excerpt": "Celestia, its body disappears, and it gains a new body instantly, reviving with all its Hit Points somewhere in Mount Celestia. Magic Resistance. The planetar has Advan"
      },
      {
        "document": 1997,
        "excerpt": "ells, its body turns to ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells."
      },
      {
        "document": 2022,
        "excerpt": "Celestia, its body disappears, and it gains a new body instantly, reviving with all its Hit Points somewhere in Mount Celestia. Legendary Resistance (4/Day). If the sol"
      },
      {
        "document": 2059,
        "excerpt": "its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss. Magic Resistance. The vrock has Advantage on"
      }
    ],
    "instead": [
      {
        "document": 5,
        "excerpt": "creature to 0 Hit Points with a melee attack, you can instead reduce the creature to 1 Hit Point and give it the Unconscious condition. It then starts a Short Rest, a"
      },
      {
        "document": 10,
        "excerpt": "damage is from a Critical Hit, you suffer two failures instead. If the damage equals or exceeds your Hit Point maximum, you die."
      },
      {
        "document": 31,
        "excerpt": "Disadvantage and roll an 18 and a 3, use the 3. If you instead have Advantage and roll those numbers, use the 18."
      },
      {
        "document": 85,
        "excerpt": ". Some attacks cause special effects in addition to or instead of damage."
      },
      {
        "document": 117,
        "excerpt": "ntacle might work, but a yuan-ti with a snakelike tail instead of legs can't wear magic boots. Paired Items. You can allow exceptions to the rule that paired items mu"
      },
      {
        "document": 240,
        "excerpt": "Perception) check; the GM uses your Passive Perception instead. Passive Perception is a score that reflects a general awareness of your surroundings when you're not ac"
      },
      {
        "document": 243,
        "excerpt": "dd the total (minimum of 1) to your Hit Point maximum. Instead of rolling, you can use the fixed value shown in the Fixed Hit Points by Class table. Fixed Hit Points"
      },
      {
        "document": 254,
        "excerpt": "g a level in a new class whenever you advance in level instead of gaining a level in your current class. Doing so lets you mix the abilities of those classes to realiz"
      },
      {
        "document": 400,
        "excerpt": "property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn."
      },
      {
        "document": 499,
        "excerpt": "pellcaster can use a Component Pouch (see \"Equipment\") instead of providing the materials specified in the spell, or the spellcaster can substitute a Spellcasting Foc"
      },
      {
        "document": 505,
        "excerpt": "s of the same spell cast multiple times don't combine. Instead, the most potent effect - such as the highest bonus - from those castings applies while their durations"
      },
      {
        "document": 563,
        "excerpt": "y another creature or blocked by a solid obstacle, you instead appear in the nearest unoccupied space of your choice. The description of a teleportation effect tells"
      },
      {
        "document": 568,
        "excerpt": "Instead of using a weapon to make a melee attack, you can use a punch, kick, headbutt, or similar forceful blow."
      },
      {
        "document": 612,
        "excerpt": "h as a Fly Speed or Swim Speed, you can use that speed instead of your Speed when you take this action. You choose which speed to use each time you take it. See also “"
      },
      {
        "document": 652,
        "excerpt": "a GM might have combatants use their Initiative scores instead of rolling Initiative. Your Initiative score equals 10 plus your Dexterity modifier. If you have Advanta"
      },
      {
        "document": 654,
        "excerpt": "creature to 0 Hit Points with a melee attack, you can instead reduce the creature to 1 Hit Point. The creature then has the Unconscious condition and starts a Short R"
      },
      {
        "document": 690,
        "excerpt": "ssful save, a character might take half as much damage instead of no damage, at your discretion. Sample Mental Stress Effects"
      },
      {
        "document": 733,
        "excerpt": "include many CR 0 critters in an encounter, use swarms instead."
      },
      {
        "document": 783,
        "excerpt": "Nothing happens at the chosen point of origin. Instead, you have the Stunned condition until the start of your next turn, believing something awesome just happ"
      },
      {
        "document": 789,
        "excerpt": "f a potion has no numerical effect and no duration, it instead loses its effect."
      },
      {
        "document": 962,
        "excerpt": "You can attack twice instead of once whenever you take the Attack action on your turn."
      },
      {
        "document": 966,
        "excerpt": "You can attack twice instead of once whenever you take the Attack action on your turn."
      },
      {
        "document": 967,
        "excerpt": "Dexterous Attacks. You can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls of your Unarmed Strikes and Monk weapons. In a"
      },
      {
        "document": 968,
        "excerpt": "ing Style feat of your choice (see “Feats” for feats). Instead of choosing one of those feats, you can choose the option below. Blessed Warrior. You learn two Cleric"
      },
      {
        "document": 969,
        "excerpt": "in a Fighting Style feat of your choice (see \"Feats\"). Instead of choosing one of those feats, you can choose the option below. Druidic Warrior. You learn two Druid c"
      },
      {
        "document": 970,
        "excerpt": "a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. You can't use this f"
      },
      {
        "document": 972,
        "excerpt": "outright, the creature magically drops to 1 Hit Point instead. Once this magic is triggered, no creature can benefit from it until you finish a Long Rest. As a Magi"
      },
      {
        "document": 981,
        "excerpt": "annel Divinity, don't roll those dice for the healing; instead use the highest number possible for each die. For example, instead of restoring 2d6 Hit Points to a crea"
      },
      {
        "document": 993,
        "excerpt": "s but not killed outright, you can drop to 1 Hit Point instead. Once you use this trait, you can't do so again until you finish a Long Rest."
      },
      {
        "document": 1002,
        "excerpt": "ss Aim. When you miss with an attack roll, you can hit instead. Once you use this benefit, you can't use it again until the start of your next turn."
      },
      {
        "document": 1153,
        "excerpt": "growth, it deals 1d6 damage of the type in parentheses instead of dealing the normal damage for your Unarmed Strike, and you use your spellcasting ability modifier for"
      },
      {
        "document": 1172,
        "excerpt": "return if the spell lasts for 1 minute. The target is instead transported to a random location on a plane (GM's choice) associated with its creature type. Using a Hi"
      },
      {
        "document": 1185,
        "excerpt": "his spell, the spell gives you control over that storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10. Using a Higher-Leve"
      },
      {
        "document": 1199,
        "excerpt": "erests, the GM might offer a short phrase as an answer instead. If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent ch"
      },
      {
        "document": 1210,
        "excerpt": "If a one-word answer would be misleading, the GM might instead offer a short phrase as an answer. On a failed save, you take 6d6 Psychic damage and have the Incapacit"
      },
      {
        "document": 1212,
        "excerpt": "th, but the contingent spell doesn’t come into effect. Instead, it takes effect when a certain trigger occurs. You describe that trigger when you cast the two spells."
      },
      {
        "document": 1214,
        "excerpt": ". If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes. Any Hug"
      },
      {
        "document": 1226,
        "excerpt": "drop to 0 Hit Points before the spell ends, the target instead drops to 1 Hit Point, and the spell ends. If the spell is still in effect when the target is subjected"
      },
      {
        "document": 1228,
        "excerpt": "re, you can connect the shadowy door to that demiplane instead."
      },
      {
        "document": 1265,
        "excerpt": "though it is a Celestial, Fey, or Fiend (your choice) instead of a Beast. Your familiar acts independently of you, but it obeys your commands. Telepathic Connection."
      },
      {
        "document": 1322,
        "excerpt": "eated by a spell, you learn that spell's name. If you instead touch a creature throughout the casting, you learn which ongoing spells, if any, are currently affecting"
      },
      {
        "document": 1328,
        "excerpt": "bject, crushing the sapphire doesn't transport it, but instead you learn who that creature is and where that creature is currently located."
      },
      {
        "document": 1364,
        "excerpt": "d6s rolls a 3 or higher, one of the duplicates is hit instead of you, and the duplicate is destroyed. The duplicates otherwise ignore all other damage and effects. Th"
      },
      {
        "document": 1413,
        "excerpt": "ppears as a luminous orb about the size of your fist. Instead of targeting a creature, you can target a location you have seen. When you do so, the sensor appears at"
      },
      {
        "document": 1424,
        "excerpt": "or the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage"
      },
      {
        "document": 1454,
        "excerpt": "xist. Perhaps you tried to scry an enemy’s sanctum but instead viewed an illusion, or you are attempting to teleport to a location that no longer exists. Mishap. The"
      },
      {
        "document": 1466,
        "excerpt": "r spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity. If the attack deals damage, it can be Radiant damage or the weapon's nor"
      },
      {
        "document": 1514,
        "excerpt": "can take a Reaction to become the target of the attack instead."
      },
      {
        "document": 1556,
        "excerpt": "e 1d4 Bludgeoning damage and have the Prone condition. Instead of a creature, you can target one object in the Line that isn't being worn or carried and that weighs no"
      },
      {
        "document": 1559,
        "excerpt": "allow your Unarmed Strikes to deal 1d8 Slashing damage instead of the usual Bludgeoning damage, and you gain a +1 bonus to the attack and damage rolls of your Unarmed"
      },
      {
        "document": 1574,
        "excerpt": "e. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits or misses its target. Until it disappears,"
      },
      {
        "document": 1596,
        "excerpt": "you fail to cast the spell and a random effect occurs instead, determined by rolling on the following table. Any spell you cast from the hat uses your spell save DC"
      },
      {
        "document": 1612,
        "excerpt": "weapon and hit, you can have it deal Lightning damage instead of Piercing damage. Lightning Bolt. When you throw this weapon at a target no farther than 120 feet fro"
      },
      {
        "document": 1627,
        "excerpt": "rry disintegrates. Artifacts in your possession vanish instead. Throne. You gain proficiency and Expertise in your choice of History, Insight, Intimidation, or Persua"
      },
      {
        "document": 1656,
        "excerpt": "gevity, there is 10 percent cumulative chance that you instead age by 1d6 + 6 years. Suspended in this amber liquid is a tiny heart that, against all reason, is still"
      },
      {
        "document": 1668,
        "excerpt": "a Reaction to expend 1 charge to succeed on that save instead."
      },
      {
        "document": 1705,
        "excerpt": "feet of you, the curse causes you to become the target instead."
      },
      {
        "document": 1726,
        "excerpt": "olls made with this weapon, which deals Radiant damage instead of Slashing damage. When you hit an Undead with it, that target takes an extra 1d8 Radiant damage. Sunl"
      },
      {
        "document": 1740,
        "excerpt": "s head to be cut off with this weapon. Such a creature instead takes an extra 30 Slashing damage from the hit. If the creature has Legendary Resistance, it can expend"
      },
      {
        "document": 1760,
        "excerpt": "aboleth fails a saving throw, it can choose to succeed instead. Mucus Cloud. While underwater, the aboleth is surrounded by mucus. Constitution Saving Throw: DC 14, e"
      },
      {
        "document": 1761,
        "excerpt": "dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1762,
        "excerpt": "dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1763,
        "excerpt": "dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1764,
        "excerpt": "dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1765,
        "excerpt": "dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1766,
        "excerpt": "dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1767,
        "excerpt": "dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1768,
        "excerpt": "dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1769,
        "excerpt": "dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1770,
        "excerpt": "dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1773,
        "excerpt": "dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1774,
        "excerpt": "dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1775,
        "excerpt": "dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1776,
        "excerpt": "dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1777,
        "excerpt": "dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1778,
        "excerpt": "dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1779,
        "excerpt": "dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1780,
        "excerpt": "dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1781,
        "excerpt": "dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1782,
        "excerpt": "dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1785,
        "excerpt": "rug can give it the Grappled condition (escape DC 13) instead of dealing damage. Until the grapple ends, the target has the Blinded and Restrained conditions, is suff"
      },
      {
        "document": 1791,
        "excerpt": "ty saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the save and only half damage if it fails. It can't use this trait if"
      },
      {
        "document": 1799,
        "excerpt": "e balor fails a saving throw, it can choose to succeed instead. Magic Resistance. The balor has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1803,
        "excerpt": "Second Failure: The target has the Petrified condition instead of the Restrained condition."
      },
      {
        "document": 1828,
        "excerpt": "em is subjected to Acid damage, it takes no damage and instead regains a number of Hit Points equal to the Acid damage dealt. Berserk. Whenever the golem starts its t"
      },
      {
        "document": 1831,
        "excerpt": "econd Failure: The target has the Petrified condition, instead of the Restrained condition, for 24 hours."
      },
      {
        "document": 1845,
        "excerpt": "ic 2/Day Each: Create Food and Water (can create wine instead of water), Tongues, Wind Walk 1/Day Each: Creation, Gaseous Form, Invisibility, Major Image, Plane Shif"
      },
      {
        "document": 1869,
        "excerpt": "here is no unoccupied space, the target fails the save instead."
      },
      {
        "document": 1907,
        "excerpt": "places, and the ally becomes the target of the attack instead."
      },
      {
        "document": 1911,
        "excerpt": "Second Failure: The target has the Petrified condition instead of the Restrained condition."
      },
      {
        "document": 1939,
        "excerpt": "can shape-shift into a Succubus, using that stat block instead of this one. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 1946,
        "excerpt": "kraken fails a saving throw, it can choose to succeed instead. Siege Monster. The kraken deals double damage to objects and structures."
      },
      {
        "document": 1949,
        "excerpt": "he lich fails a saving throw, it can choose to succeed instead. Spirit Jar. If destroyed, the lich reforms in 1d10 days if it has a spirit jar, reviving with all its"
      },
      {
        "document": 1959,
        "excerpt": "Second Failure: The target has the Petrified condition instead of the Restrained condition."
      },
      {
        "document": 1966,
        "excerpt": "e mummy fails a saving throw, it can choose to succeed instead. Magic Resistance. The mummy has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1974,
        "excerpt": "On a successful save, the zombie drops to 1 Hit Point instead."
      },
      {
        "document": 1986,
        "excerpt": "t fiend fails a saving throw, it can choose to succeed instead. Magic Resistance. The pit fiend has Advantage on saving throws against spells and other magical effect"
      },
      {
        "document": 2022,
        "excerpt": "e solar fails a saving throw, it can choose to succeed instead. Magic Resistance. The solar has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 2024,
        "excerpt": "sphinx fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 2025,
        "excerpt": "sphinx fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 2036,
        "excerpt": "can shape-shift into an Incubus, using that stat block instead of this one."
      },
      {
        "document": 2044,
        "excerpt": "rrasque fails a saving throw, it can choose to succeed instead. Magic Resistance. The tarrasque has Advantage on saving throws against spells and other magical effect"
      },
      {
        "document": 2053,
        "excerpt": "unicorn fails a saving throw, it can choose to succeed instead. Magic Resistance. The unicorn has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 2056,
        "excerpt": "vampire fails a saving throw, it can choose to succeed instead. Misty Escape. If the vampire drops to 0 Hit Points outside its resting place, the vampire uses Shape-S"
      },
      {
        "document": 2067,
        "excerpt": "cursed. If the cursed target drops to 0 Hit Points, it instead becomes a Werebear under the GM's control and has 10 Hit Points. Success: The target is immune to this"
      },
      {
        "document": 2068,
        "excerpt": "cursed. If the cursed target drops to 0 Hit Points, it instead becomes a Wereboar under the GM's control and has 10 Hit Points. Success: The target is immune to this w"
      },
      {
        "document": 2069,
        "excerpt": "cursed. If the cursed target drops to 0 Hit Points, it instead becomes a Wererat under the GM's control and has 10 Hit Points. Success: The target is immune to this we"
      },
      {
        "document": 2070,
        "excerpt": "cursed. If the cursed target drops to 0 Hit Points, it instead becomes a Weretiger under the GM's control and has 10 Hit Points. Success: The target is immune to this"
      },
      {
        "document": 2071,
        "excerpt": "cursed. If the cursed target drops to 0 Hit Points, it instead becomes a Werewolf under the GM's control and has 10 Hit Points. Success: The target is immune to this w"
      },
      {
        "document": 2091,
        "excerpt": "On a successful save, the zombie drops to 1 Hit Point instead."
      }
    ],
    "instinct": [
      {
        "document": 848,
        "excerpt": "Feral Instinct, Instinctive Pounce"
      },
      {
        "document": 962,
        "excerpt": "Feral Instinct"
      }
    ],
    "instinctive": [
      {
        "document": 848,
        "excerpt": "Feral Instinct, Instinctive Pounce"
      },
      {
        "document": 962,
        "excerpt": "Instinctive Pounce"
      }
    ],
    "instincts": [
      {
        "document": 962,
        "excerpt": "Your instincts are so honed that you have Advantage on Initiative rolls."
      }
    ],
    "instruct": [
      {
        "document": 1347,
        "excerpt": "r within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings with"
      }
    ],
    "instructed": [
      {
        "document": 302,
        "excerpt": "r of a category, which is noted in the feat. If you're instructed to choose a feat from a specific category, such as the Origin category, that category must appear under"
      }
    ],
    "instructions": [
      {
        "document": 229,
        "excerpt": "res, you first generate a set of six numbers using the instructions below and then assign them to your six abilities. \"Playing the Game\" explains what each ability means."
      }
    ],
    "instrument": [
      {
        "document": 439,
        "excerpt": "Musical Instrument (Varies)"
      },
      {
        "document": 963,
        "excerpt": "Choose A or B: (A) Leather Armor, 2 Daggers, Musical Instrument of your choice, Entertainer’s Pack, and 19 GP; or (B) 90 GP"
      },
      {
        "document": 967,
        "excerpt": "Choose one type of Artisan’s Tools or Musical Instrument (see “Equipment”)"
      }
    ],
    "instruments": [
      {
        "document": 116,
        "excerpt": "and circlets. Bags, carpets, figurines, horns, musical instruments, and more also fall into this category."
      },
      {
        "document": 963,
        "excerpt": "Choose 3 Musical Instruments (see “Equipment”)"
      }
    ],
    "insubstantial": [
      {
        "document": 646,
        "excerpt": "s. If an illusion manifests in space, the illusion is insubstantial and weightless, yet it seems to be affected by the environment as if the illusion were real unless the e"
      }
    ],
    "insult": [
      {
        "document": 47,
        "excerpt": "a key piece of information. On the other hand, if you insult a proud warrior or speak ill of a noble's allies, your efforts to convince or deceive will likely fail."
      }
    ],
    "insults": [
      {
        "document": 1470,
        "excerpt": "ts: V Duration: Instantaneous You unleash a string of insults laced with subtle enchantments at one creature you can see or hear within range. The target must succeed"
      }
    ],
    "int": [
      {
        "document": 811,
        "excerpt": "Int."
      },
      {
        "document": 941,
        "excerpt": "Int."
      },
      {
        "document": 1158,
        "excerpt": "0 (Large), 40 (Huge) Speed 30 ft. | STR | DEX | CON | INT | WIS | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 14 (+2) | 11 (+0) | 13 (+1) | 1 (-5) |"
      },
      {
        "document": 1266,
        "excerpt": "60 ft. (requires level 4+ spell) | STR | DEX | CON | INT | WIS | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 18 (+4) | 12 (+1) | 14 (+2) | 6 (-2) |"
      },
      {
        "document": 1290,
        "excerpt": "mb 40 ft., Fly 40 ft. (Wasp only) | STR | DEX | CON | INT | WIS | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 17 (+3) | 13 (+1) | 15 (+2) | 4 (-3) |"
      },
      {
        "document": 1448,
        "excerpt": "d 30 ft., Fly 60 ft., Swim 30 ft. | STR | DEX | CON | INT | WIS | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 19 (+4) | 14 (+2) | 17 (+3) | 10 (+0)"
      }
    ],
    "intact": [
      {
        "document": 1966,
        "excerpt": "the mummy gains a new body in 24 hours if its heart is intact, reviving with all its Hit Points. The new body appears in an unoccupied space within the mummy's lair."
      }
    ],
    "intangible": [
      {
        "document": 1193,
        "excerpt": "a door, around a corner, or in a grove of trees). The intangible, invulnerable sensor remains in place for the duration. When you cast the spell, choose seeing or heari"
      },
      {
        "document": 1204,
        "excerpt": "ature spirits that appear as a Large pack of spectral, intangible animals in an unoccupied space you can see within range. The pack lasts for the duration, and you choose"
      },
      {
        "document": 1206,
        "excerpt": "Concentration, up to 10 minutes You conjure a Large, intangible spirit from the Elemental Planes that appears in an unoccupied space within range. Choose the spirit's e"
      },
      {
        "document": 1365,
        "excerpt": "e, speak, and behave in whatever way you choose. It is intangible and invulnerable. You can see through its eyes and hear through its ears as if you were located where i"
      },
      {
        "document": 1392,
        "excerpt": "les. The illusion looks and sounds like you, but it is intangible. If the illusion takes any damage, it disappears, and the spell ends. You can see through the illusion'"
      },
      {
        "document": 1413,
        "excerpt": "rs. On a failed save, the spell creates an Invisible, intangible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The s"
      }
    ],
    "integral": [
      {
        "document": 1397,
        "excerpt": "parts. If the creature is lacking body parts or organs integral for its survival - its head, for instance - the spell automatically fails. Coming back from the dead is"
      }
    ],
    "intellect": [
      {
        "document": 1597,
        "excerpt": "Headband of Intellect"
      },
      {
        "document": 1609,
        "excerpt": "while this incandescent blue sphere orbits your head. Intellect (Very Rare). Your Intelligence increases by 2, to a maximum of 20, while this marbled scarlet and blue s"
      }
    ],
    "intelligence": [
      {
        "document": 2,
        "excerpt": "for the ability modifier it uses: a Strength check, an Intelligence check, and so on. Different ability checks are called for in different situations, depending on which ab"
      },
      {
        "document": 40,
        "excerpt": "rtain threats. Wizards, for example, are proficient in Intelligence and Wisdom saves; they train to resist mental assault."
      },
      {
        "document": 137,
        "excerpt": "A sentient magic item has Intelligence, Wisdom, and Charisma scores. Choose the item's abilities, or determine them randomly as follows: roll 4"
      },
      {
        "document": 231,
        "excerpt": "res, assign them to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma, keeping in mind your class's primary ability. Fill in the ability modifiers as we"
      },
      {
        "document": 415,
        "excerpt": "Ability: Intelligence Weight: 8 lb. Utilize: Identify a substance (DC 15), or start a fire (DC 15) Craft: Acid, Alchemist's"
      },
      {
        "document": 416,
        "excerpt": "Ability: Intelligence Weight: 9 lb. Utilize: Detect poisoned drink (DC 15), or identify alcohol (DC 10) Craft: Antitoxin"
      },
      {
        "document": 423,
        "excerpt": "Ability: Intelligence Weight: 5 lb. Utilize: Discern what a glass object held in the past 24 hours (DC 15) Craft: Glass Bott"
      },
      {
        "document": 424,
        "excerpt": "Ability: Intelligence Weight: 2 lb. Utilize: Discern a gem's value (DC 15) Craft: Arcane Focus, Holy Symbol"
      },
      {
        "document": 428,
        "excerpt": "Ability: Intelligence Weight: 3 lb. Utilize: Discern what a ceramic object held in the past 24 hours (DC 15) Craft: Jug, Lam"
      },
      {
        "document": 438,
        "excerpt": "Ability: Intelligence Weight: 3 lb. Utilize: Identify a plant (DC 10) Craft: Antitoxin, Candle, Healer's Kit, Potion of Hea"
      },
      {
        "document": 441,
        "excerpt": "Ability: Intelligence Weight: 2 lb. Utilize: Detect a poisoned object (DC 10) Craft: Basic Poison"
      },
      {
        "document": 459,
        "excerpt": "onfiction Book about its topic, you gain a +5 bonus to Intelligence (Arcana, History, Nature, or Religion) checks you make about that topic."
      },
      {
        "document": 506,
        "excerpt": "you must take the Study action and succeed on a DC 15 Intelligence (Arcana) check."
      },
      {
        "document": 556,
        "excerpt": "When you take the Study action, you make an Intelligence check to study your memory, a book, a clue, or another source of knowledge and call to mind an important"
      },
      {
        "document": 609,
        "excerpt": "ix ability scores - Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma - each of which has a corresponding modifier. Add the modifier when you make a D20"
      },
      {
        "document": 651,
        "excerpt": "k, which has a default DC equal to 15 or the monster's Intelligence score, whichever is higher. On a successful check, the monster does as urged. On a failed check, you mus"
      },
      {
        "document": 690,
        "excerpt": "sisted with a successful Wisdom save, but sometimes an Intelligence or Charisma save is more appropriate. On a successful save, a character might take half as much damage i"
      },
      {
        "document": 695,
        "excerpt": "s 1d6 minutes, after which the character makes a DC 20 Intelligence (Nature) check using a Poisoner's Kit. On a successful check, the character harvests enough poison for a"
      },
      {
        "document": 718,
        "excerpt": "can take a Study action to examine it and make a DC 15 Intelligence (Arcana) check, ascertaining that the glyph means “fire” on a successful check. As an action, a characte"
      },
      {
        "document": 719,
        "excerpt": "ion of floor that forms the pit's lid and make a DC 15 Intelligence (Investigation) check, detecting the pit on a successful check. Once the pit is detected, an Iron Spike"
      },
      {
        "document": 722,
        "excerpt": "f floor that forms the pressure plate and make a DC 15 Intelligence (Investigation) check, deducing the pressure plate's function on a successful check. Wedging an Iron Spi"
      },
      {
        "document": 723,
        "excerpt": "ion of floor that forms the pit's lid and make a DC 15 Intelligence (Investigation) check, detecting the pit on a successful check. Once the hidden pit is detected, an Iron"
      },
      {
        "document": 738,
        "excerpt": "depends on the vehicle carrying them; see “Vehicles.” Intelligence or Wisdom. One or both abilities are ideal for a background that focuses on cerebral or spiritual matter"
      },
      {
        "document": 739,
        "excerpt": "Intelligence"
      },
      {
        "document": 741,
        "excerpt": "Intelligence"
      },
      {
        "document": 744,
        "excerpt": "Intelligence"
      },
      {
        "document": 745,
        "excerpt": "Make an Intelligence (Arcana, History, Investigation, Nature, or Religion) check."
      },
      {
        "document": 746,
        "excerpt": "Intelligence"
      },
      {
        "document": 817,
        "excerpt": "Intelligence"
      },
      {
        "document": 821,
        "excerpt": "Intelligence"
      },
      {
        "document": 941,
        "excerpt": "Intelligence"
      },
      {
        "document": 964,
        "excerpt": "cal connection to the divine gives you a bonus to your Intelligence (Arcana or Religion) checks. The bonus equals your Wisdom modifier (minimum of +1)."
      },
      {
        "document": 965,
        "excerpt": "Intelligence and Wisdom"
      },
      {
        "document": 970,
        "excerpt": "Dexterity and Intelligence"
      },
      {
        "document": 973,
        "excerpt": "Intelligence"
      },
      {
        "document": 978,
        "excerpt": "zard spell from the Evocation school, you can add your Intelligence modifier to one damage roll of that spell."
      },
      {
        "document": 984,
        "excerpt": "charges. Scrolls. You can use any Spell Scroll, using Intelligence as your spellcasting ability for the spell. If the spell is a cantrip or a level 1 spell, you can cast i"
      },
      {
        "document": 988,
        "excerpt": "| Longstrider | Pass without Trace | Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ab"
      },
      {
        "document": 989,
        "excerpt": "You have Advantage on Intelligence, Wisdom, and Charisma saving throws."
      },
      {
        "document": 994,
        "excerpt": "ng any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ab"
      },
      {
        "document": 995,
        "excerpt": "Intelligence, Wisdom, Charisma"
      },
      {
        "document": 996,
        "excerpt": "Dexterity, Constitution, Intelligence"
      },
      {
        "document": 997,
        "excerpt": "Constitution, Intelligence, Wisdom"
      },
      {
        "document": 1006,
        "excerpt": "owing benefits. Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 30. Free Casting. Whenever you cast a spell with a lev"
      },
      {
        "document": 1012,
        "excerpt": "r choice from the Cleric, Druid, or Wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this feat's spells (choose when you select this fe"
      },
      {
        "document": 1156,
        "excerpt": "Hit Point Dice; alignment; ability to communicate; and Intelligence, Wisdom, and Charisma scores. The target's actions are limited by the Beast form's anatomy, and it can't"
      },
      {
        "document": 1170,
        "excerpt": "arget must be either a Beast or Plant creature with an Intelligence of 3 or less or a natural plant that isn't a creature. The target gains an Intelligence of 10 and the a"
      },
      {
        "document": 1175,
        "excerpt": "ure that you can see within range. The target makes an Intelligence saving throw. On a failed save, the target takes 10d12 Psychic damage and can't cast spells or take the"
      },
      {
        "document": 1210,
        "excerpt": "ntity from another plane. Contacting this otherworldly intelligence can break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a successful s"
      },
      {
        "document": 1232,
        "excerpt": ", the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success."
      },
      {
        "document": 1234,
        "excerpt": "dy action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC."
      },
      {
        "document": 1251,
        "excerpt": "You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has Advantage on ability checks using the chosen abil"
      },
      {
        "document": 1304,
        "excerpt": "ning the illusion can take the Study action to make an Intelligence (Investigation) check against your spell save DC to disbelieve it. If a creature discerns that the terra"
      },
      {
        "document": 1350,
        "excerpt": "can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, th"
      },
      {
        "document": 1355,
        "excerpt": "on to try to escape. When it does so, it makes a DC 20 Intelligence (Investigation) check. If it succeeds, it escapes, and the spell ends. When the spell ends, the target"
      },
      {
        "document": 1362,
        "excerpt": "can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, th"
      },
      {
        "document": 1373,
        "excerpt": "creature you can see within range. The target makes an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other phenomenon that is no"
      },
      {
        "document": 1391,
        "excerpt": "can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, th"
      },
      {
        "document": 1392,
        "excerpt": "can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, th"
      },
      {
        "document": 1417,
        "excerpt": "takes the Study action to examine a target can make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is di"
      },
      {
        "document": 1420,
        "excerpt": "you retain your creature type; alignment; personality; Intelligence, Wisdom, and Charisma scores; Hit Points; Hit Point Dice; proficiencies; and ability to communicate. If"
      },
      {
        "document": 1428,
        "excerpt": "can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, th"
      },
      {
        "document": 1507,
        "excerpt": "with on another plane of existence. Then make a DC 15 Intelligence (Arcana) check. On a successful check, you cast Plane Shift. On a failed check, you and each creature an"
      },
      {
        "document": 1509,
        "excerpt": "dden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium"
      },
      {
        "document": 1546,
        "excerpt": "ifting into a Bat. While in that form, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn."
      },
      {
        "document": 1557,
        "excerpt": "e identifies it as an illusion with a successful DC 15 Intelligence (Investigation) check. The illusion lasts until its card is moved or the illusion is dispelled (using a"
      },
      {
        "document": 1577,
        "excerpt": "ting you Darkvision within that range and Advantage on Intelligence (Investigation) checks made to examine something within that range."
      },
      {
        "document": 1596,
        "excerpt": "Then, to determine whether you cast the spell, make an Intelligence (Arcana) check (DC 10 plus the spell's level). On a successful check, you cast the spell using its norma"
      },
      {
        "document": 1597,
        "excerpt": "Wondrous Item, Uncommon (Requires Attunement) Your Intelligence is 19 while you wear this headband. It has no effect on you if your Intelligence is 19 or higher without"
      },
      {
        "document": 1609,
        "excerpt": "sphere orbits your head. Intellect (Very Rare). Your Intelligence increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head. Leader"
      },
      {
        "document": 1627,
        "excerpt": "cast Wish 1d3 times. Puzzle. Permanently reduce your Intelligence or Wisdom by 1d4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared dr"
      },
      {
        "document": 1709,
        "excerpt": "l is copied in this way, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 plus the spell's level. On a successful check, the spell is copied."
      },
      {
        "document": 1711,
        "excerpt": "a sphere, you can take a Magic action to make a DC 25 Intelligence (Arcana) check. On a successful check, you control the sphere until the start of your next turn, and if"
      },
      {
        "document": 1731,
        "excerpt": "ng or wearing this talisman, you have Advantage on any Intelligence (Arcana) check you make to control a Sphere of Annihilation. In addition, when you start your turn in co"
      },
      {
        "document": 1734,
        "excerpt": "he book's contents and practicing its guidelines, your Intelligence increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century."
      },
      {
        "document": 1760,
        "excerpt": "DC 14) from one of four tentacles. Consume Memories. Intelligence Saving Throw: DC 16, one creature within 30 feet that is Charmed or Grappled by the aboleth. Failure: 10"
      },
      {
        "document": 1790,
        "excerpt": "The archmage casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 17): At Will: Detect Magic, Detect Thoughts, Disguise Self,"
      },
      {
        "document": 1884,
        "excerpt": "become a Mastiff for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has Blindsight with a range of 60 feet. Once it has been used, it can"
      },
      {
        "document": 1903,
        "excerpt": "ing spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 16): At Will: Darkness, Detect Magic, Dispel Magic 1/Day Ea"
      },
      {
        "document": 1914,
        "excerpt": "ents, using the spell's normal casting time, and using Intelligence as the spellcasting ability (spell save DC 11): Augury, Find Familiar, Identify, Locate Object, Scrying,"
      },
      {
        "document": 1936,
        "excerpt": "el 8 version), requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 17)."
      },
      {
        "document": 1949,
        "excerpt": "ing. The lich casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 20): At Will: Detect Magic, Detect Thoughts, Dispel Magic, F"
      },
      {
        "document": 1952,
        "excerpt": "ing. The mage casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14): At Will: Detect Magic, Light, Mage Armor (included in A"
      },
      {
        "document": 1969,
        "excerpt": "ents, using the spell's normal casting time, and using Intelligence as the spellcasting ability (spell save DC 14): Augury, Find Familiar, Identify, Locate Object, Scrying,"
      },
      {
        "document": 2014,
        "excerpt": "ents, using the spell's normal casting time, and using Intelligence as the spellcasting ability (spell save DC 11): Augury, Find Familiar, Identify, Locate Object, Scrying,"
      },
      {
        "document": 2024,
        "excerpt": "ing spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 16): At Will: Detect Magic, Identify, Mage Hand, Minor Illus"
      },
      {
        "document": 2028,
        "excerpt": "requiring no Somatic or Material components and using Intelligence as the spellcasting ability (spell save DC 14): At Will: Detect Magic, Mage Hand, Minor Illusion, Water"
      },
      {
        "document": 2048,
        "excerpt": "f. Each tree uses the Treant stat block, except it has Intelligence and Charisma scores of 1, it can't speak, and it lacks this action. The tree takes its turn immediately"
      }
    ],
    "intend": [
      {
        "document": 1627,
        "excerpt": "e you draw a card, you must declare how many cards you intend to draw and then draw them randomly. Any cards drawn in excess of this number have no effect. Otherwise,"
      }
    ],
    "intended": [
      {
        "document": 384,
        "excerpt": "t. A magic item meant to be worn must be donned in the intended fashion: boots go on feet, gloves on hands, hats and helmets on a head, and rings on a finger. Magic arm"
      },
      {
        "document": 732,
        "excerpt": "removing creatures from an encounter to keep it at the intended difficulty. Also, die rolls and other factors can result in an encounter being easier or harder than int"
      },
      {
        "document": 1323,
        "excerpt": "written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magic"
      },
      {
        "document": 1454,
        "excerpt": "and your group (or the target object) appear where you intended."
      }
    ],
    "intense": [
      {
        "document": 690,
        "excerpt": "When a character is subjected to an effect that causes intense mental stress, Psychic damage is the best way to emulate that effect. The Sample Mental Stress Effects"
      },
      {
        "document": 1248,
        "excerpt": "nd that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point. The ground there is D"
      },
      {
        "document": 1585,
        "excerpt": ". You expend 5 charges and cause the gem to flare with intense light in a 30-foot Cone. Each creature in the Cone makes a saving throw as if struck by the beam created"
      },
      {
        "document": 1733,
        "excerpt": "can strike the weapon against the ground to create an intense seismic disturbance in a 50-foot-radius circle centered on the point of impact. Structures in contact wi"
      }
    ],
    "intentions": [
      {
        "document": 744,
        "excerpt": "Discern a person’s mood and intentions."
      },
      {
        "document": 2024,
        "excerpt": "mission. Wisdom (Insight) checks made to ascertain its intentions or sincerity are made with Disadvantage. Legendary Resistance (3/Day, or 4/Day in Lair). If the sphinx"
      },
      {
        "document": 2025,
        "excerpt": "mission. Wisdom (Insight) checks made to ascertain its intentions or sincerity are made with Disadvantage. Legendary Resistance (3/Day, or 4/Day in Lair). If the sphinx"
      }
    ],
    "interact": [
      {
        "document": 49,
        "excerpt": "your skill proficiencies when thinking of how you will interact with an NPC; use an approach that relies on your group's skill proficiencies. For example, if the group"
      },
      {
        "document": 50,
        "excerpt": "es in this section detail some of the ways adventurers interact with the environment in such places."
      },
      {
        "document": 74,
        "excerpt": "influence a monster. Interacting with Things. You can interact with one object or feature of the environment for free, during either your move or action. For example,"
      },
      {
        "document": 181,
        "excerpt": "c items, class features, and other effects in the game interact in special ways with creatures of a particular type. The game includes the following creature types, wh"
      },
      {
        "document": 570,
        "excerpt": "You normally interact with an object while doing something else, such as when you draw a sword as part of the Attack action. W"
      },
      {
        "document": 671,
        "excerpt": "d evil of the Abyss and commonly besets creatures that interact with demonic objects or linger in desecrated locations, where demonic spirits await victims. A creature"
      },
      {
        "document": 1256,
        "excerpt": "es that aren't on the Ethereal Plane can't perceive or interact with you unless a feature gives them the ability to do so. When the spell ends, you return to the plane"
      },
      {
        "document": 1363,
        "excerpt": "illusion's presence, the creature can still physically interact with the illusion."
      },
      {
        "document": 1468,
        "excerpt": "mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human could do, such as fetching things, cle"
      },
      {
        "document": 1488,
        "excerpt": "age. The charmer has Advantage on any ability check to interact with you socially."
      },
      {
        "document": 1521,
        "excerpt": "have Advantage on Charisma (Persuasion) checks made to interact with dwarves and duergar. Toughness. Your Constitution increases by 2, to a maximum of 20. In addition"
      }
    ],
    "interacted": [
      {
        "document": 1286,
        "excerpt": "rrying or holding can't be dropped, used, or otherwise interacted with. Finally, the target can't attack or cast spells. Using a Higher-Level Spell Slot. You can target"
      },
      {
        "document": 1697,
        "excerpt": "can't harm its occupants. Everything else that can be interacted with there can exist only there. For example, a flower picked from a garden there disappears if it is ta"
      }
    ],
    "interacting": [
      {
        "document": 47,
        "excerpt": "ters badger her. A vain dragon laps up flattery. When interacting with an NPC, pay attention to the GM's portrayal of the NPC's personality. You might be able to learn an"
      },
      {
        "document": 57,
        "excerpt": "Interacting with Objects"
      },
      {
        "document": 74,
        "excerpt": "ction is the main way you try to influence a monster. Interacting with Things. You can interact with one object or feature of the environment for free, during either your"
      },
      {
        "document": 651,
        "excerpt": "ggests which ability check to make based on how you're interacting with the monster. The GM chooses the check, which has a default DC equal to 15 or the monster's Intellig"
      },
      {
        "document": 1373,
        "excerpt": "were real and rationalizes any illogical outcomes from interacting with it. For example, if the target steps through a phantasmal bridge and survives the fall, it believes"
      }
    ],
    "interaction": [
      {
        "document": 26,
        "excerpt": "The three main pillars of D&D play are social interaction, exploration, and combat. Whichever one you're experiencing, the game unfolds according to this basic pa"
      },
      {
        "document": 43,
        "excerpt": "ions can come up in other situations, too: in a social interaction, you can try to Influence a creature or use the Search action to read the creature's body language, but"
      },
      {
        "document": 46,
        "excerpt": "Social Interaction"
      },
      {
        "document": 49,
        "excerpt": "ecks can be key in determining the outcome of a social interaction. Your roleplaying efforts can alter an NPC's attitude, but there might still be an element of chance if"
      },
      {
        "document": 60,
        "excerpt": "ombat, interactions with objects are limited: one free interaction per turn. That interaction must occur during a creature's movement or action. Any additional interaction"
      },
      {
        "document": 624,
        "excerpt": "rt of at least one of the game's three pillars: social interaction, exploration, or combat. See also \"Playing the Game\" (\"Social Interaction,\" \"Exploration,\" and \"Combat\")"
      },
      {
        "document": 651,
        "excerpt": "ster feels willing, unwilling, or hesitant due to your interaction; this determination establishes whether an ability check is necessary, as explained below. Willing. If"
      },
      {
        "document": 738,
        "excerpt": "l for a background that involves performance or social interaction."
      },
      {
        "document": 952,
        "excerpt": "Interaction"
      },
      {
        "document": 1350,
        "excerpt": "ing it carry on a conversation, for example. Physical interaction with the image reveals it to be an illusion, for things can pass through it. A creature that takes a Stu"
      },
      {
        "document": 1362,
        "excerpt": "d, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it."
      },
      {
        "document": 1391,
        "excerpt": "f others who attempt to open a trapped door. Physical interaction with the image reveals it to be illusory, since things can pass through it. A creature that takes the St"
      },
      {
        "document": 1392,
        "excerpt": "choose. It mimics your mannerisms perfectly. Physical interaction with the image reveals it to be illusory, since things can pass through it. A creature that takes the St"
      },
      {
        "document": 1428,
        "excerpt": "the image so that it appears to be walking. Physical interaction with the image reveals it to be an illusion, since things can pass through it. A creature that takes a S"
      },
      {
        "document": 1557,
        "excerpt": "it anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be false, because objects pass through it. A creature that take"
      }
    ],
    "interactions": [
      {
        "document": 33,
        "excerpt": "Interactions with Rerolls"
      },
      {
        "document": 46,
        "excerpt": "help, and Hostile ones are inclined to hinder. Social interactions progress in two ways: through roleplaying and ability checks."
      },
      {
        "document": 47,
        "excerpt": "ct of the game, and it comes to the fore during social interactions. As you roleplay, consider whether you prefer an active approach or a descriptive approach. The GM use"
      },
      {
        "document": 60,
        "excerpt": "Time-Limited Object Interactions"
      },
      {
        "document": 144,
        "excerpt": "s used in creating potions can result in unpredictable interactions. When a character mixes two potions together, roll on the Potion Miscibility table. If more than two ar"
      },
      {
        "document": 1711,
        "excerpt": "sessions behind but no other physical remains. Sphere Interactions. If the sphere comes into contact with a planar portal (such as that created by the Gate spell) or an ex"
      }
    ],
    "interdimensional": [
      {
        "document": 1560,
        "excerpt": "hey don't prevent the creature from passing through an interdimensional portal. You and any creature you designate when you use the shackles can take a Utilize action to remov"
      }
    ],
    "interesting": [
      {
        "document": 103,
        "excerpt": "failure. When the outcome is uncertain and narratively interesting, the dice determine the result."
      },
      {
        "document": 725,
        "excerpt": "he following features can make a combat encounter more interesting or challenging: Changes in Elevation. Terrain features that provide a change of elevation (such as stac"
      }
    ],
    "interests": [
      {
        "document": 787,
        "excerpt": "Templar. The item seeks to defend the servants and interests of a particular deity."
      },
      {
        "document": 1199,
        "excerpt": "answer could be misleading or contrary to the deity's interests, the GM might offer a short phrase as an answer instead. If you cast the spell more than once before fi"
      }
    ],
    "interfere": [
      {
        "document": 965,
        "excerpt": "shifting doesn't break your Concentration or otherwise interfere with a spell you've already cast. Objects. Your ability to handle objects is determined by the form's l"
      }
    ],
    "interference": [
      {
        "document": 1303,
        "excerpt": "he area can't be turned into Undead. Extradimensional Interference. Creatures of any types you choose can't enter or exit the area using teleportation or interplanar trave"
      }
    ],
    "interior": [
      {
        "document": 1459,
        "excerpt": "her outside. Until the spell ends, you can command the interior to have Dim Light or Darkness (no action required). The Emanation is opaque from the outside and of any"
      },
      {
        "document": 1517,
        "excerpt": "Wondrous Item, Uncommon This bag has an interior space considerably larger than its outside dimensions - roughly 2 feet square and 4 feet deep on the ins"
      },
      {
        "document": 1608,
        "excerpt": "arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder, staircase, or ramp (your choice) connecting them. This ladder"
      }
    ],
    "intermediaries": [
      {
        "document": 972,
        "excerpt": "In the past, you usually contacted your patron through intermediaries. Now you can communicate directly; you always have the Contact Other Plane spell prepared. With this fea"
      }
    ],
    "internal": [
      {
        "document": 793,
        "excerpt": "led save, the creature takes 10d6 Force damage from an internal explosion."
      }
    ],
    "international": [
      {
        "document": 0,
        "excerpt": "is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode."
      }
    ],
    "interplanar": [
      {
        "document": 1282,
        "excerpt": "l means. If the creature tries to use teleportation or interplanar travel to leave, it must first make a Charisma saving throw. On a successful save, the creature can use"
      },
      {
        "document": 1303,
        "excerpt": "se can't enter or exit the area using teleportation or interplanar travel. Fear. Creatures of any types you choose have the Frightened condition while in the area. Resis"
      },
      {
        "document": 1344,
        "excerpt": "l means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw. - The creature has Disadvantage on at"
      }
    ],
    "interposing": [
      {
        "document": 1163,
        "excerpt": "equal to 4d6 plus your spellcasting ability modifier. Interposing Hand. The hand grants you Half Cover against attacks and other effects that originate from its space or"
      }
    ],
    "interred": [
      {
        "document": 1303,
        "excerpt": "an't extinguish the light. Peaceful Rest. Dead bodies interred in the area can't be turned into Undead. Extradimensional Interference. Creatures of any types you choo"
      }
    ],
    "interrupt": [
      {
        "document": 673,
        "excerpt": "ys recuperating - engaging in no activities that would interrupt a Long Rest - the creature makes a DC 15 Constitution saving throw at the end of the recuperation period"
      },
      {
        "document": 1216,
        "excerpt": "Components: S Duration: Instantaneous You attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution saving throw. On a faile"
      },
      {
        "document": 1648,
        "excerpt": "he clear liquid around it. Shaking the bottle fails to interrupt this process."
      },
      {
        "document": 1652,
        "excerpt": "und it and then contracts. Shaking the bottle fails to interrupt this process."
      }
    ],
    "interrupted": [
      {
        "document": 380,
        "excerpt": "some other appropriate activity. If the Short Rest is interrupted, the Attunement attempt fails. Otherwise, at the end of the Short Rest, you're attuned to the magic item"
      },
      {
        "document": 543,
        "excerpt": "g a spell other than a cantrip - Taking any damage An interrupted Short Rest confers no benefits."
      },
      {
        "document": 1709,
        "excerpt": "s cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn't lost. If the spell is on your spell list but of a higher level than you can normally"
      }
    ],
    "interrupting": [
      {
        "document": 517,
        "excerpt": "it recharges in the way specified in its description. Interrupting the Rest. A Long Rest is stopped by the following interruptions: - Rolling Initiative - Casting a spell"
      },
      {
        "document": 543,
        "excerpt": "it recharges in the way specified in its description. Interrupting the Rest. A Short Rest is stopped by the following interruptions: - Rolling Initiative - Casting a spel"
      }
    ],
    "interruption": [
      {
        "document": 517,
        "excerpt": "cal exertion If you rested at least 1 hour before the interruption, you gain the benefits of a Short Rest. See also “Short Rest.” You can resume a Long Rest immediately a"
      },
      {
        "document": 1621,
        "excerpt": "ust spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the specified cost t"
      }
    ],
    "interruptions": [
      {
        "document": 517,
        "excerpt": "ting the Rest. A Long Rest is stopped by the following interruptions: - Rolling Initiative - Casting a spell other than a cantrip - Taking any damage - 1 hour of walking or"
      },
      {
        "document": 543,
        "excerpt": "ing the Rest. A Short Rest is stopped by the following interruptions: - Rolling Initiative - Casting a spell other than a cantrip - Taking any damage An interrupted Short"
      }
    ],
    "interrupts": [
      {
        "document": 45,
        "excerpt": "one until the start of your next turn. If the reaction interrupts another creature's turn, that creature can continue its turn right after the Reaction. In terms of timi"
      }
    ],
    "intersection": [
      {
        "document": 1299,
        "excerpt": "rs, making them Heavily Obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other"
      }
    ],
    "intersects": [
      {
        "document": 1344,
        "excerpt": "thin range. Glowing runes appear wherever the Cylinder intersects with the floor or other surface. Choose one or more of the following types of creatures: Celestials, El"
      }
    ],
    "intervals": [
      {
        "document": 1698,
        "excerpt": "ou tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants Advantage on ability che"
      }
    ],
    "intervene": [
      {
        "document": 964,
        "excerpt": "You can call on your deity or pantheon to intervene on your behalf. As a Magic action, choose any Cleric spell of level 5 or lower that doesn't require a Re"
      },
      {
        "document": 1484,
        "excerpt": "ffect a god, the god's divine servants might instantly intervene to prevent it or to encourage you to craft the wish in a particular way. If your wish would undo the mul"
      }
    ],
    "intervening": [
      {
        "document": 563,
        "excerpt": "appear elsewhere instantly, without moving through the intervening space. This transportation doesn't expend movement unless a rule tells you otherwise, and teleportation"
      },
      {
        "document": 1392,
        "excerpt": "within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you, but it is intangible. If the illusion takes any damag"
      }
    ],
    "intervention": [
      {
        "document": 908,
        "excerpt": "Divine Intervention"
      },
      {
        "document": 964,
        "excerpt": "Divine Intervention"
      },
      {
        "document": 1627,
        "excerpt": "e reveals it. Nothing less than a Wish spell or divine intervention can end the NPC's hostility toward you. Ruin. All forms of wealth that you carry or own, other than mag"
      }
    ],
    "interwoven": [
      {
        "document": 1541,
        "excerpt": "s Attunement) This fine garment is made of black silk interwoven with faint, silvery threads. While wearing it, you gain the following benefits. Poison Resistance. You"
      }
    ],
    "intimidate": [
      {
        "document": 651,
        "excerpt": "unicating with the monster. Are you trying to deceive, intimidate, amuse, or gently persuade? The GM then determines whether the monster feels willing, unwilling, or hesi"
      }
    ],
    "intimidating": [
      {
        "document": 952,
        "excerpt": "Intimidating a monster"
      },
      {
        "document": 983,
        "excerpt": "Intimidating Presence"
      }
    ],
    "intimidation": [
      {
        "document": 744,
        "excerpt": "Intimidation"
      },
      {
        "document": 745,
        "excerpt": "Make a Charisma (Deception, Intimidation, Performance, or Persuasion) or Wisdom (Animal Handling) check to alter a creature’s attitude."
      },
      {
        "document": 952,
        "excerpt": "Charisma (Intimidation)"
      },
      {
        "document": 962,
        "excerpt": "Choose 2: Animal Handling, Athletics, Intimidation, Nature, Perception, or Survival"
      },
      {
        "document": 966,
        "excerpt": "obatics, Animal Handling, Athletics, History, Insight, Intimidation, Persuasion, Perception, or Survival"
      },
      {
        "document": 968,
        "excerpt": "Choose 2: Athletics, Insight, Intimidation, Medicine, Persuasion, or Religion"
      },
      {
        "document": 970,
        "excerpt": "Choose 4: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, or Stealth"
      },
      {
        "document": 971,
        "excerpt": "Choose 2: Arcana, Deception, Insight, Intimidation, Persuasion, or Religion"
      },
      {
        "document": 972,
        "excerpt": "Choose 2: Arcana, Deception, History, Intimidation, Investigation, Nature, or Religion"
      },
      {
        "document": 998,
        "excerpt": "Athletics and Intimidation"
      },
      {
        "document": 1456,
        "excerpt": "ute. For the duration, you have Advantage on Charisma (Intimidation) checks. Fire Play. You cause flames to flicker, brighten, dim, or change color for 1 minute. Invisibl"
      },
      {
        "document": 1627,
        "excerpt": "ency and Expertise in your choice of History, Insight, Intimidation, or Persuasion. In addition, you gain rightful ownership of a small keep somewhere in the world. However"
      }
    ],
    "into": [
      {
        "document": 49,
        "excerpt": "cies. For example, if the group needs to trick a guard into letting them into a castle, the Rogue who is proficient in Deception should lead the discussion."
      },
      {
        "document": 50,
        "excerpt": "Exploration involves delving into places that are dangerous and full of mystery. The rules in this section detail some of the ways adventu"
      },
      {
        "document": 71,
        "excerpt": "footwork, and spellcasting. The game organizes combat into a cycle of rounds and turns. A round represents about 6 seconds in the game world. During a round, each"
      },
      {
        "document": 75,
        "excerpt": "Speed in 5-foot segments. You can translate your Speed into squares by dividing it by 5. For example, a Speed of 30 feet translates into 6 squares. If you use a gri"
      },
      {
        "document": 116,
        "excerpt": "urines, horns, musical instruments, and more also fall into this category."
      },
      {
        "document": 144,
        "excerpt": "l under the effects of another or pour several potions into a single container. The strange ingredients used in creating potions can result in unpredictable interac"
      },
      {
        "document": 147,
        "excerpt": "ll can't be used again. Its words fade, or it crumbles into dust. Any creature that can understand a written language can read a scroll and attempt to activate it"
      },
      {
        "document": 161,
        "excerpt": "cessary to use it in the game. Stat blocks are divided into the following parts: Name and General Details. The name of the monster is followed by its size, creatur"
      },
      {
        "document": 227,
        "excerpt": "cies inspire how you imagine their past. That past fed into the character's present. With that in mind, consider answers to the following questions as your characte"
      },
      {
        "document": 255,
        "excerpt": "es. For example, a Barbarian who decides to multiclass into the Druid class must have Strength and Wisdom scores of 13 or higher, since Strength is the primary abi"
      },
      {
        "document": 267,
        "excerpt": "e 83 A bit of folded cloth that, when unfolded, turns into a stylish cap 84 A receipt of deposit at a bank in a far-off city 85 A diary with seven missing pages"
      },
      {
        "document": 308,
        "excerpt": "o an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d"
      },
      {
        "document": 345,
        "excerpt": "lunt object, such as a Light Hammer, to hammer a spike into wood, earth, or a similar material. You can do so to jam a door shut or to then tie a Rope or Chain to t"
      },
      {
        "document": 365,
        "excerpt": "e no inherent consequences, but the GM might take them into account when determining risks or how others perceive your character."
      },
      {
        "document": 378,
        "excerpt": "movement feels strangely fluid.\" Perhaps you then dive into a river to see what happens. The GM would then say you swim unexpectedly well."
      },
      {
        "document": 406,
        "excerpt": "ollowing details: Category. Every type of armor falls into a category: Light, Medium, or Heavy. The category determines how long it takes to don or doff the armor"
      },
      {
        "document": 409,
        "excerpt": "s the following details: Category. Every weapon falls into a category: Simple or Martial. Weapon proficiencies are usually tied to one of these categories. For exa"
      },
      {
        "document": 487,
        "excerpt": "ectively, the spell expands to fill the slot it is put into. Some spells, such as Magic Missile and Cure Wounds, have more powerful effects when cast at a higher l"
      },
      {
        "document": 499,
        "excerpt": "a Component Pouch, you must have a hand free to reach into it, and to use a Spellcasting Focus, you must hold it unless its description says otherwise (see “Equipm"
      },
      {
        "document": 513,
        "excerpt": "larger for a higher-level spell. A level 1 spell fits into a slot of any size, but a level 2 spell fits only into a slot that's at least level 2. So when a level 3"
      },
      {
        "document": 526,
        "excerpt": "the creator and that point, the point of origin comes into being on the near side of the obstruction."
      },
      {
        "document": 548,
        "excerpt": "d of 40, you could fly 10 feet, walk 10 feet, and leap into the air to fly 20 feet more. Changes to Your Speeds. If an effect increases or decreases your Speed for"
      },
      {
        "document": 567,
        "excerpt": "as been transformed by magic. Ethereal Plane. You see into the Ethereal Plane."
      },
      {
        "document": 580,
        "excerpt": "Hit Points for a Huge or Gargantuan object, divide it into Large or smaller sections, and track each section's Hit Points separately. The GM determines whether des"
      },
      {
        "document": 628,
        "excerpt": "aking any damage from the fall. A creature that falls into water or another liquid can use its Reaction to make a DC 15 Strength (Athletics) or Dexterity (Acrobati"
      },
      {
        "document": 641,
        "excerpt": "When you make a High Jump, you leap into the air a number of feet equal to 3 plus your Strength modifier (minimum of 0 feet) if you move at least"
      },
      {
        "document": 676,
        "excerpt": "by a creature that carries the contagion or that comes into contact with contaminated filth or offal must succeed on a DC 11 Constitution saving throw or become inf"
      },
      {
        "document": 713,
        "excerpt": "uch as a Carpet of Flying, translate the party's Speed into travel rates using these rules: Miles per hour = Speed ÷ 10 Miles per day (Normal pace) = Miles per ho"
      },
      {
        "document": 716,
        "excerpt": "l one. Rubble from the collapse turns the trapped area into Difficult Terrain. Detect and Disarm. As a Search action, a creature can examine the trapped area and m"
      },
      {
        "document": 719,
        "excerpt": "ngs open like a trapdoor, causing the creature to fall into the pit. The lid remains open thereafter. A creature that falls into the pit takes 3 (1d6) Bludgeoning"
      },
      {
        "document": 722,
        "excerpt": "ut creative dungeon builders incorporate curving turns into nearby passages that allow the stone to keep moving. Detect and Disarm. As a Study action, a creature c"
      },
      {
        "document": 723,
        "excerpt": "ngs open like a trapdoor, causing the creature to fall into the pit, which has sharpened wooden or metal spikes at the bottom. The lid remains open thereafter. A c"
      },
      {
        "document": 744,
        "excerpt": "Awe or threaten someone into doing what you want."
      },
      {
        "document": 783,
        "excerpt": "An object of the GM’s choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the chosen point of"
      },
      {
        "document": 793,
        "excerpt": "aise, tea, vinegar, wine, or oil (GM’s choice) 30 feet into the air for 1d4 minutes."
      },
      {
        "document": 832,
        "excerpt": "Meld into Stone"
      },
      {
        "document": 852,
        "excerpt": "Meld into Stone"
      },
      {
        "document": 913,
        "excerpt": "Meld into Stone"
      },
      {
        "document": 954,
        "excerpt": "A magical trap flings a character into the Far Realm until the end of that character’s next turn."
      },
      {
        "document": 963,
        "excerpt": "ber rolled to the d20, potentially turning the failure into a success. A Bardic Inspiration die is expended when it's rolled. Number of Uses. You can confer a Bard"
      },
      {
        "document": 965,
        "excerpt": "form of an animal. As a Bonus Action, you shape-shift into a Beast form that you have learned for this feature (see “Known Forms” below). You stay in that form for"
      },
      {
        "document": 966,
        "excerpt": "er rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn't expended."
      },
      {
        "document": 970,
        "excerpt": "need to. If you fail a D20 Test, you can turn the roll into a 20. Once you use this feature, you can't use it again until you finish a Short or Long Rest."
      },
      {
        "document": 971,
        "excerpt": "You can tap into the wellspring of magic within yourself. This wellspring is represented by Sorcery Points, which allow y"
      },
      {
        "document": 973,
        "excerpt": "spell on a Spell Scroll, for example, and then copy it into your spellbook. Copying a Spell into the Book. When you find a level I+ Wizard spell, you can copy it i"
      },
      {
        "document": 976,
        "excerpt": "reducing the damage or potentially turning the success into a failure."
      },
      {
        "document": 981,
        "excerpt": "ps sustain all life in the multiverse. Clerics who tap into this domain are masters of healing, using that life force to cure many hurts. Existence itself relies o"
      },
      {
        "document": 982,
        "excerpt": "s their ideals and incorporate images of angelic wings into their helmets or coats of arms. These paladins share the following tenets: - Let your word be your pro"
      },
      {
        "document": 983,
        "excerpt": "Channel Rage into Violent Fury Barbarians who walk the Path of the Berserker direct their Rage primarily toward violence."
      },
      {
        "document": 984,
        "excerpt": "ity and stealth, you gain abilities useful for delving into ruins and getting maximum benefit from the magic items you find there."
      },
      {
        "document": 1156,
        "excerpt": "hat you can see within range. Each target shape-shifts into a Large or smaller Beast of your choice that has a Challenge Rating of 4 or lower. You can choose a diff"
      },
      {
        "document": 1160,
        "excerpt": "f effect created by spells or other magic can't extend into the aura, and no one can teleport into or out of it or use planar travel there. Portals close temporaril"
      },
      {
        "document": 1167,
        "excerpt": "ling creatures within range project your astral bodies into the Astral Plane (the spell ends instantly if you are already on that plane). Each target's body is left"
      },
      {
        "document": 1177,
        "excerpt": "duration, these tentacles turn the ground in that area into Difficult Terrain. Each creature in that area makes a Strength saving throw. On a failed save, it takes"
      },
      {
        "document": 1195,
        "excerpt": "reature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per"
      },
      {
        "document": 1205,
        "excerpt": "e Cylinder up to 30 feet. Whenever the Cylinder moves into the space of a creature you can see and whenever a creature you can see enters the Cylinder or ends its"
      },
      {
        "document": 1212,
        "excerpt": "slots for both, but the contingent spell doesn’t come into effect. Instead, it takes effect when a certain trigger occurs. You describe that trigger when you cast"
      },
      {
        "document": 1222,
        "excerpt": "e duration. Alternatively, you combine the four lights into one glowing Medium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light"
      },
      {
        "document": 1232,
        "excerpt": "action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you di"
      },
      {
        "document": 1235,
        "excerpt": "onmagical it is wearing and carrying are disintegrated into gray dust. The target can be revived only by a True Resurrection or a Wish spell. This spell automatica"
      },
      {
        "document": 1254,
        "excerpt": "the duration, these plants turn the ground in the area into Difficult Terrain. They disappear when the spell ends. Each creature (other than you) in the area when"
      },
      {
        "document": 1256,
        "excerpt": "elf Components: V, S Duration: Up to 8 hours You step into the border regions of the Ethereal Plane, where it overlaps with your current plane. You remain in the B"
      },
      {
        "document": 1259,
        "excerpt": ", S Duration: Instantaneous You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a r"
      },
      {
        "document": 1265,
        "excerpt": "never the familiar drops to 0 Hit Points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying. One Familiar O"
      },
      {
        "document": 1273,
        "excerpt": "choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity sav"
      },
      {
        "document": 1276,
        "excerpt": "t, rolling it along the ground. If you move the sphere into a creature's space, that creature makes the save against the sphere, and the sphere stops moving for the"
      },
      {
        "document": 1277,
        "excerpt": "mpt to turn one creature that you can see within range into stone. The target makes a Constitution saving throw. On a failed save, it has the Restrained condition f"
      },
      {
        "document": 1281,
        "excerpt": "the floor. For the duration, creatures can't teleport into the area or use portals, such as those created by the Gate spell, to enter the area. The spell proofs th"
      },
      {
        "document": 1282,
        "excerpt": ", Cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose"
      },
      {
        "document": 1283,
        "excerpt": "a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target has Advantage on D20 Tests, and other creatures have"
      },
      {
        "document": 1286,
        "excerpt": "ifts, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends on the target if it drops to 0 Hit Points or if it takes"
      },
      {
        "document": 1295,
        "excerpt": "t square centered on a point within range and turns it into Difficult Terrain for the duration. When the grease appears, each creature standing in its area must su"
      },
      {
        "document": 1303,
        "excerpt": "Rest. Dead bodies interred in the area can't be turned into Undead. Extradimensional Interference. Creatures of any types you choose can't enter or exit the area u"
      },
      {
        "document": 1321,
        "excerpt": "uccessful one. Hailstones turn ground in the Cylinder into Difficult Terrain until the end of your next turn. Using a Higher-Level Spell Slot. The Bludgeoning dam"
      },
      {
        "document": 1324,
        "excerpt": "t large enough to contain the target. Nothing can pass into or out of the globe. Chaining. Chains firmly rooted in the ground hold the target in place. The target"
      },
      {
        "document": 1325,
        "excerpt": "reature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per"
      },
      {
        "document": 1345,
        "excerpt": "th 500+ GP) Duration: Until dispelled Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's Material comp"
      },
      {
        "document": 1349,
        "excerpt": "ings and other objects created by this spell dissipate into smoke if removed from it. A staff of 100 near-transparent servants attends all who enter. You determine"
      },
      {
        "document": 1352,
        "excerpt": "nstantaneous A flood of healing energy flows from you into creatures around you. You restore up to 700 Hit Points, divided as you choose among any number of creatu"
      },
      {
        "document": 1355,
        "excerpt": "s You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze. The t"
      },
      {
        "document": 1356,
        "excerpt": "Meld into Stone"
      },
      {
        "document": 1361,
        "excerpt": "ion, up to 1 hour You drive a spike of psionic energy into the mind of one creature you can see within range. The target makes a Wisdom saving throw, taking 3d8 Ps"
      },
      {
        "document": 1363,
        "excerpt": ", and olfactory elements, so it can turn clear ground into Difficult Terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illuso"
      },
      {
        "document": 1368,
        "excerpt": "ature also makes this save when the spell's area moves into its space and when it enters the spell's area or ends its turn there. A creature makes this save only on"
      },
      {
        "document": 1374,
        "excerpt": "V, S Duration: Concentration, up to 1 minute You tap into the nightmares of a creature you can see within range and create an illusion of its deepest fears, visib"
      },
      {
        "document": 1376,
        "excerpt": "ex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services. Payment ca"
      },
      {
        "document": 1377,
        "excerpt": "the spell. (Typically, the creature is first summoned into the center of the inverted version of the Magic Circle spell to trap it while this spell is cast.) At th"
      },
      {
        "document": 1379,
        "excerpt": "Duration: Instantaneous This spell channels vitality into plants. The casting time you use determines whether the spell has the Overgrowth or the Enrichment effec"
      },
      {
        "document": 1381,
        "excerpt": "to transform a creature that you can see within range into a Beast. The target must succeed on a Wisdom saving throw or shape-shift into a Beast form for the durat"
      },
      {
        "document": 1388,
        "excerpt": "point within range. Alternatively, you shape the wall into a globe up to 30 feet in diameter centered on a point within range. The wall lasts for the duration. If"
      },
      {
        "document": 1389,
        "excerpt": "targeted by Divination spells. - Nothing can teleport into or out of the warded area. - Planar travel is blocked within the warded area. Casting this spell on the"
      },
      {
        "document": 1391,
        "excerpt": "n the trigger you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears"
      },
      {
        "document": 1409,
        "excerpt": "n be reached by climbing the rope, which can be pulled into or dropped out of it. The space can hold up to eight Medium or smaller creatures. Attacks, spells, and"
      },
      {
        "document": 1416,
        "excerpt": "ble condition as if they were visible, and you can see into the Ethereal Plane. Creatures and objects there appear ghostly."
      },
      {
        "document": 1420,
        "excerpt": "Duration: Concentration, up to 1 hour You shape-shift into another creature for the duration or until you take a Magic action to shape-shift into a different eligi"
      },
      {
        "document": 1429,
        "excerpt": "is the same size as that creature, and the pile turns into the simulacrum, which is a creature. It uses the game statistics of the original creature at the time of"
      },
      {
        "document": 1437,
        "excerpt": "sed by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present"
      },
      {
        "document": 1439,
        "excerpt": "ficult Terrain for the duration. When a creature moves into or within the area, it takes 2d4 Piercing damage for every 5 feet it travels. The transformation of the"
      },
      {
        "document": 1444,
        "excerpt": "stone no more than 5 feet in any dimension and form it into any shape you like. For example, you could shape a large rock into a weapon, statue, or coffer, or you c"
      },
      {
        "document": 1452,
        "excerpt": "ature has the Restrained condition, and if you lift it into the air, it is suspended there. It falls at the end of your next turn unless you use this option on it a"
      },
      {
        "document": 1459,
        "excerpt": "l bead) Duration: 8 hours A 10-foot Emanation springs into existence around you and remains stationary for the duration. The spell fails when you cast it if the Em"
      },
      {
        "document": 1461,
        "excerpt": "t once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement."
      },
      {
        "document": 1462,
        "excerpt": "rt of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet"
      },
      {
        "document": 1463,
        "excerpt": "at you can see within range. The creature shape-shifts into a different creature or a nonmagical object, or the object shape-shifts into a creature (the object must"
      },
      {
        "document": 1467,
        "excerpt": "Concentration, up to 6 rounds A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high,"
      },
      {
        "document": 1468,
        "excerpt": "your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 Hit Point, and a Strength o"
      },
      {
        "document": 1473,
        "excerpt": ", up to 10 minutes An Invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horiz"
      },
      {
        "document": 1474,
        "excerpt": "f ice on a solid surface within range. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface made up"
      },
      {
        "document": 1475,
        "excerpt": "o 10 minutes A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-"
      },
      {
        "document": 1479,
        "excerpt": "take a Bonus Action to pass from the liquid's surface into the liquid itself and vice versa, but if the target falls into the liquid, the target passes through the"
      },
      {
        "document": 1483,
        "excerpt": "through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall a"
      },
      {
        "document": 1496,
        "excerpt": "h any nonmagical objects you are wearing and carrying, into a solid inanimate substance (usually stone). Your weight increases by a factor of ten, and you cease agi"
      },
      {
        "document": 1508,
        "excerpt": "Bonus Action to cause it to animate. The Shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The"
      },
      {
        "document": 1516,
        "excerpt": "s) check. Another creature can take an action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength (Athletics) check, provided th"
      },
      {
        "document": 1518,
        "excerpt": "it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling on the table that corresponds to the bag's color. See “Monsters” for"
      },
      {
        "document": 1546,
        "excerpt": "ss, you can cast Polymorph on yourself, shape-shifting into a Bat. While in that form, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be"
      },
      {
        "document": 1555,
        "excerpt": "You can take a Bonus Action to toss this magic weapon into the air. When you do so, the weapon begins to hover, flies up to 30 feet, and attacks one creature of yo"
      },
      {
        "document": 1561,
        "excerpt": "attuned to an orb, you can take a Magic action to peer into the orb's depths. You must then make a DC 15 Charisma saving throw. On a successful save, you control th"
      },
      {
        "document": 1564,
        "excerpt": "use. When you take a Utilize action to throw the dust into the air, you and each creature and object within a 10-foot Emanation originating from you have the Invis"
      },
      {
        "document": 1565,
        "excerpt": "dust over water, turning up to a 15-foot Cube of water into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet's weight is"
      },
      {
        "document": 1566,
        "excerpt": "one use. As a Utilize action, you can throw the dust into the air, forcing yourself and every creature in a 30-foot Emanation originating from you to make a DC 15"
      },
      {
        "document": 1579,
        "excerpt": ". You can take a Magic action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the stati"
      },
      {
        "document": 1582,
        "excerpt": "ic action to use: First Command Word. The box unfolds into a Rowboat. Second Command Word. The box unfolds into a Keelboat. Third Command Word. The Folding Boat"
      },
      {
        "document": 1594,
        "excerpt": "action or a Bonus Action (your choice). When you reach into the haversack for a specific item, the item is always magically on top. If any of its pouches is overlo"
      },
      {
        "document": 1596,
        "excerpt": "hat gains a special Somatic component: you must reach into the hat and “pull” the spell out of it. Unknown Spell. While holding the hat, you can try to cast a lev"
      },
      {
        "document": 1598,
        "excerpt": "ic action to cause one weapon you are holding to burst into flames. The flames emit Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. The fl"
      },
      {
        "document": 1608,
        "excerpt": "nd and, using a command word, cause it to grow rapidly into a square adamantine tower. Repeating the command word causes the tower to revert to statuette form, whic"
      },
      {
        "document": 1609,
        "excerpt": "r. When you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing"
      },
      {
        "document": 1610,
        "excerpt": "ourself. As the sphere moves through the air, it opens into a tangle of metal bands. Make a ranged attack roll with an attack bonus equal to your Dexterity modifie"
      },
      {
        "document": 1612,
        "excerpt": "aking a ranged attack roll and instead turn the weapon into a bolt of lightning. This bolt forms a 5-foot-wide Line between you and the target. The target and each"
      },
      {
        "document": 1634,
        "excerpt": "il takes 1 minute, after which the oil magically seeps into whatever it coats, turning the coated weapon into a +3 Weapon or the coated ammunition into +3 Ammunitio"
      },
      {
        "document": 1639,
        "excerpt": "ge a roll of 9 or lower to a 10, turning a failed save into a successful one. Natural Healing Boost. Whenever you roll a Hit Point Die to regain Hit Points, double"
      },
      {
        "document": 1644,
        "excerpt": "ded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. You can take a Magic action to unfold a Portable Hole and place it"
      },
      {
        "document": 1645,
        "excerpt": "gitating this potion's muddy liquid brings little bits into view: a fish scale, a hummingbird feather, a cat claw, or a squirrel hair."
      },
      {
        "document": 1647,
        "excerpt": "(Athletics) checks to climb. This potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors."
      },
      {
        "document": 1664,
        "excerpt": "can take a Bonus Action to alter its form, turning it into a 6-inch rod (for ease of storage) or a 10-foot pole, or reverting it a Quarterstaff; the weapon will el"
      },
      {
        "document": 1678,
        "excerpt": "re (Requires Attunement) This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells a"
      },
      {
        "document": 1692,
        "excerpt": "r holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal t"
      },
      {
        "document": 1694,
        "excerpt": "rescent-shaped blades spring out, transforming the rod into a magic Battleaxe that grants a +3 bonus to attack rolls and damage rolls made with it. Button 3. The ro"
      },
      {
        "document": 1700,
        "excerpt": "a Reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended. Sp"
      },
      {
        "document": 1706,
        "excerpt": "es or objects not fully contained within it are pushed into the nearest unoccupied spaces outside it. The attack or area of effect that triggered the Reaction has n"
      },
      {
        "document": 1709,
        "excerpt": "ty, as shown in the following table. Copying a Scroll into a Spellbook. A Wizard spell on a Spell Scroll can be copied into a spellbook. When a spell is copied in"
      },
      {
        "document": 1711,
        "excerpt": "cal remains. Sphere Interactions. If the sphere comes into contact with a planar portal (such as that created by the Gate spell) or an extradimensional space (such"
      },
      {
        "document": 1712,
        "excerpt": "l that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn. Regaining Charges"
      },
      {
        "document": 1713,
        "excerpt": "the last charge, roll 1d20. On a 1, the staff crumbles into cinders and is destroyed."
      },
      {
        "document": 1721,
        "excerpt": "upied space and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top sp"
      },
      {
        "document": 1726,
        "excerpt": "nus Action to cause a blade of pure radiance to spring into existence or make the blade disappear. While the blade exists, this magic weapon functions as a Longswor"
      },
      {
        "document": 1730,
        "excerpt": "antage on the save. On a failed save, the target falls into the fissure and is destroyed, leaving no remains. On a successful save, the target isn't cast into the f"
      },
      {
        "document": 1732,
        "excerpt": "antage on the save. On a failed save, the target falls into the fissure and is destroyed, leaving no remains. On a successful save, the target isn't cast into the f"
      },
      {
        "document": 1733,
        "excerpt": "pens must make a DC 20 Dexterity saving throw, falling into the fissure on a failed save or moving with the fissure's edge on a successful one. Any structure on a s"
      },
      {
        "document": 1741,
        "excerpt": "nd's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1742,
        "excerpt": "nd's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1743,
        "excerpt": "nd's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1744,
        "excerpt": "nd's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1745,
        "excerpt": "nd's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1747,
        "excerpt": "nd's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1748,
        "excerpt": "nd's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1749,
        "excerpt": "nd's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1752,
        "excerpt": "nd's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1753,
        "excerpt": "nd's last charge, roll 1d20. On a 1, the wand crumbles into dust and is destroyed. Wand of Wonder Effects"
      },
      {
        "document": 1756,
        "excerpt": "ded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. You can take a Magic action to unfold the Well of Many Worlds and"
      },
      {
        "document": 1757,
        "excerpt": "nce of not working; if the fan fails to work, it tears into useless, nonmagical tatters."
      },
      {
        "document": 1759,
        "excerpt": "s cloak, you can take a Magic action to turn the cloak into a pair of wings on your back. The wings lasts for 1 hour or until you end the effect early as a Magic ac"
      },
      {
        "document": 1810,
        "excerpt": "diately after dealing damage to the pudding and coming into contact with it. The weapon is destroyed if the penalty reaches -5. The penalty can be removed by castin"
      },
      {
        "document": 1845,
        "excerpt": "outside the Elemental Plane of Air, its body dissolves into mist, and it gains a new body in 1d4 days, reviving with all its Hit Points somewhere on the Plane of Ai"
      },
      {
        "document": 1846,
        "excerpt": "Shape-Shift. The doppelganger shape-shifts into a Medium or Small Humanoid, or it returns to its true form. Its game statistics, other than its size, ar"
      },
      {
        "document": 1856,
        "excerpt": "utside the Elemental Plane of Fire, its body dissolves into ash, and it gains a new body in 1d4 days, reviving with all its Hit Points somewhere on the Plane of Fir"
      },
      {
        "document": 1871,
        "excerpt": "Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane. Incorporeal Movement. The ghost can move through o"
      },
      {
        "document": 1902,
        "excerpt": "0 Hit Points by this attack. Its body is then absorbed into the mouther, leaving only equipment behind. Blinding Spittle (Recharge 5–6). Dexterity Saving Throw: DC"
      },
      {
        "document": 1903,
        "excerpt": "he glabrezu dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss. Magi"
      },
      {
        "document": 1912,
        "excerpt": "mmediately after dealing damage to the ooze and coming into contact with it. The weapon is destroyed if the penalty reaches -5. The penalty can be removed by castin"
      },
      {
        "document": 1922,
        "excerpt": "sn't avoid Opportunity Attacks; however, before moving into damaging terrain (such as lava or a pit) and whenever it takes damage from a source other than the harpy"
      },
      {
        "document": 1925,
        "excerpt": "the hezrou dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss. Magi"
      },
      {
        "document": 1939,
        "excerpt": "n the incubus finishes a Long Rest, it can shape-shift into a Succubus, using that stat block instead of this one. Any equipment it is wearing or carrying isn't tra"
      },
      {
        "document": 1957,
        "excerpt": "he marilith dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss. Magi"
      },
      {
        "document": 1968,
        "excerpt": "nalfeshnee dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss. Magi"
      },
      {
        "document": 1969,
        "excerpt": "Shape-Shift. The hag shape-shifts into a Small or Medium Humanoid, or it returns to its true form. Other than its size, its game statistics are"
      },
      {
        "document": 1972,
        "excerpt": "ghtning or Slashing damage. Response: The jelly splits into two new Ochre Jellies. Each new jelly is one size smaller than the original jelly and acts on its Initia"
      },
      {
        "document": 1976,
        "excerpt": "he oni's next turn. Shape-Shift. The oni shape-shifts into a Small or Medium Humanoid or a Large Giant, or it returns to its true form. Other than its size, its ga"
      },
      {
        "document": 1982,
        "excerpt": "Ethereal Sight. The spider can see 60 feet into the Ethereal Plane while on the Material Plane and vice versa. Spider Climb. The spider can climb diffi"
      },
      {
        "document": 2017,
        "excerpt": "creature within 5 feet. Failure: The target is pulled into the shambling mound's space and has the Grappled condition (escape DC 14). Until the grapple ends, the t"
      },
      {
        "document": 2036,
        "excerpt": "the succubus finishes a Long Rest, it can shape-shift into an Incubus, using that stat block instead of this one."
      },
      {
        "document": 2044,
        "excerpt": "unaffected and reflects the spell, turning the caster into the target. Siege Monster. The tarrasque deals double damage to objects and structures."
      },
      {
        "document": 2050,
        "excerpt": "ed within 24 hours, roll 1d12. On a 12, the limb turns into a Troll. Otherwise, the limb withers away."
      },
      {
        "document": 2051,
        "excerpt": "that turn, one of the troll's limbs is severed, falls into the troll's space, and becomes a Troll Limb. The limb acts immediately after the troll's turn. The troll"
      },
      {
        "document": 2055,
        "excerpt": "royed if a weapon that deals Piercing damage is driven into the vampire's heart while the vampire has the Incapacitated condition. Sunlight. The vampire takes 20 R"
      },
      {
        "document": 2056,
        "excerpt": "eart. If a weapon that deals Piercing damage is driven into the vampire's heart while the vampire has the Incapacitated condition in its resting place, the vampire"
      },
      {
        "document": 2059,
        "excerpt": "f the vrock dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss. Magi"
      },
      {
        "document": 2067,
        "excerpt": "Shape-Shift. The werebear shape-shifts into a Large bear-humanoid hybrid form or a Large bear, or it returns to its true humanoid form. Its game sta"
      },
      {
        "document": 2068,
        "excerpt": "Shape-Shift. The wereboar shape-shifts into a Medium boar-humanoid hybrid or a Small boar, or it returns to its true humanoid form. Its game statist"
      },
      {
        "document": 2069,
        "excerpt": "Shape-Shift. The wererat shape-shifts into a Medium rat-humanoid hybrid or a Small rat, or it returns to its true humanoid form. Its game statistic"
      },
      {
        "document": 2070,
        "excerpt": "Hide action. Shape-Shift. The weretiger shape-shifts into a Large tiger-humanoid hybrid or a Large tiger, or it returns to its true humanoid form. Its game statis"
      },
      {
        "document": 2071,
        "excerpt": "Shape-Shift. The werewolf shape-shifts into a Large wolf-humanoid hybrid or a Medium wolf, or it returns to its true humanoid form. Its game statist"
      }
    ],
    "intricate": [
      {
        "document": 498,
        "excerpt": "A Somatic component is a forceful gesticulation or an intricate set of gestures. A spellcaster must use at least one of their hands to perform these movements."
      }
    ],
    "introducing": [
      {
        "document": 714,
        "excerpt": "is otherwise inert after activation. Use caution when introducing a trap to characters of a level lower than the trap's level range. A trap that is a nuisance at one leve"
      }
    ],
    "intruder": [
      {
        "document": 1293,
        "excerpt": "ects or traps, they appear as close as possible to the intruder and attack it. If the spell requires Concentration, it lasts until the end of its full duration. Using"
      }
    ],
    "intrusion": [
      {
        "document": 1152,
        "excerpt": "lver wire) Duration: 8 hours You set an alarm against intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot Cube. Until the spell"
      }
    ],
    "intuition": [
      {
        "document": 1736,
        "excerpt": "Wondrous Item, Very Rare This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 da"
      }
    ],
    "invade": [
      {
        "document": 19,
        "excerpt": "losion, a blast of poisonous gas, or a spell trying to invade your mind. You don’t normally choose to make a save; you must make one because your character or a monst"
      }
    ],
    "invalid": [
      {
        "document": 502,
        "excerpt": "nnoticed unless a spell's description says otherwise. Invalid Targets. If you cast a spell on someone or something that can't be affected by it, nothing happens to th"
      }
    ],
    "invasion": [
      {
        "document": 1767,
        "excerpt": "expended uses at the start of each of its turns. Mind Invasion. The dragon uses Spellcasting to cast Mind Spike (level 3 version). Noxious Miasma. Constitution Saving"
      },
      {
        "document": 1779,
        "excerpt": "expended uses at the start of each of its turns. Mind Invasion. The dragon uses Spellcasting to cast Mind Spike (level 5 version). Noxious Miasma. Constitution Saving"
      }
    ],
    "inverted": [
      {
        "document": 1377,
        "excerpt": "the creature is first summoned into the center of the inverted version of the Magic Circle spell to trap it while this spell is cast.) At the completion of the casting"
      }
    ],
    "investigation": [
      {
        "document": 719,
        "excerpt": "hat forms the pit's lid and make a DC 15 Intelligence (Investigation) check, detecting the pit on a successful check. Once the pit is detected, an Iron Spike or a similar ob"
      },
      {
        "document": 722,
        "excerpt": "orms the pressure plate and make a DC 15 Intelligence (Investigation) check, deducing the pressure plate's function on a successful check. Wedging an Iron Spike or a similar"
      },
      {
        "document": 723,
        "excerpt": "hat forms the pit's lid and make a DC 15 Intelligence (Investigation) check, detecting the pit on a successful check. Once the hidden pit is detected, an Iron Spike or a sim"
      },
      {
        "document": 744,
        "excerpt": "Investigation"
      },
      {
        "document": 745,
        "excerpt": "Make an Intelligence (Arcana, History, Investigation, Nature, or Religion) check."
      },
      {
        "document": 940,
        "excerpt": "Investigation"
      },
      {
        "document": 965,
        "excerpt": "sage's presence with a successful DC 15 Intelligence (Investigation) check but can't decipher it without magic."
      },
      {
        "document": 969,
        "excerpt": "Choose 3: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, or Survival"
      },
      {
        "document": 970,
        "excerpt": "robatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, or Stealth"
      },
      {
        "document": 972,
        "excerpt": "Choose 2: Arcana, Deception, History, Intimidation, Investigation, Nature, or Religion"
      },
      {
        "document": 973,
        "excerpt": "Choose 2: Arcana, History, Insight, Investigation, Medicine, Nature, or Religion"
      },
      {
        "document": 1234,
        "excerpt": "nspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC."
      },
      {
        "document": 1304,
        "excerpt": "ion can take the Study action to make an Intelligence (Investigation) check against your spell save DC to disbelieve it. If a creature discerns that the terrain is illusory,"
      },
      {
        "document": 1350,
        "excerpt": "that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can"
      },
      {
        "document": 1355,
        "excerpt": "scape. When it does so, it makes a DC 20 Intelligence (Investigation) check. If it succeeds, it escapes, and the spell ends. When the spell ends, the target reappears in th"
      },
      {
        "document": 1362,
        "excerpt": "that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion beco"
      },
      {
        "document": 1373,
        "excerpt": "y action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an i"
      },
      {
        "document": 1391,
        "excerpt": "that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can"
      },
      {
        "document": 1392,
        "excerpt": "that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can"
      },
      {
        "document": 1417,
        "excerpt": "y action to examine a target can make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised."
      },
      {
        "document": 1428,
        "excerpt": "that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can"
      },
      {
        "document": 1509,
        "excerpt": "ich can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller cre"
      },
      {
        "document": 1557,
        "excerpt": "t as an illusion with a successful DC 15 Intelligence (Investigation) check. The illusion lasts until its card is moved or the illusion is dispelled (using a Dispel Magic sp"
      },
      {
        "document": 1577,
        "excerpt": "ision within that range and Advantage on Intelligence (Investigation) checks made to examine something within that range."
      },
      {
        "document": 2030,
        "excerpt": "Deception +5, Insight +4, Investigation +5, Perception +6, Sleight of Hand +4, Stealth +6"
      }
    ],
    "investment": [
      {
        "document": 972,
        "excerpt": "ion, you can erase a name on the page by touching it. Investment of the Chain Master Prerequisite: Level 5+ Warlock, Pact of the Chain Invocation When you cast Find Fa"
      }
    ],
    "invisibility": [
      {
        "document": 175,
        "excerpt": "or restrictions. For example, a green hag can cast the Invisibility spell, but the spell has a “self only” restriction, which means the spell affects only the hag. Spell C"
      },
      {
        "document": 567,
        "excerpt": "Darkness. You can see in normal and magical Darkness. Invisibility. You see creatures and objects that have the Invisible condition. Visual Illusions. Visual illusions ap"
      },
      {
        "document": 756,
        "excerpt": "Fire; on a 4, Fireball; on a 5, Gust of Wind; on a 6, Invisibility (cast on yourself); on a 7, Lightning Bolt; on an 8, Phantasmal Force; on a 9, Polymorph; on a 10, Stink"
      },
      {
        "document": 766,
        "excerpt": "Ring of Invisibility"
      },
      {
        "document": 778,
        "excerpt": "Invisibility"
      },
      {
        "document": 783,
        "excerpt": "ppens at the chosen point of origin. Instead, you cast Invisibility on yourself."
      },
      {
        "document": 789,
        "excerpt": "drinker’s Hit Point maximum by 2d4 + 2, or a Potion of Invisibility might give the drinker the Invisible condition indefinitely. At your discretion, a Dispel Magic spell or"
      },
      {
        "document": 861,
        "excerpt": "Invisibility"
      },
      {
        "document": 864,
        "excerpt": "Greater Invisibility"
      },
      {
        "document": 874,
        "excerpt": "Invisibility"
      },
      {
        "document": 887,
        "excerpt": "Invisibility"
      },
      {
        "document": 890,
        "excerpt": "Greater Invisibility"
      },
      {
        "document": 900,
        "excerpt": "Invisibility"
      },
      {
        "document": 902,
        "excerpt": "Greater Invisibility"
      },
      {
        "document": 972,
        "excerpt": "u're in an area of Dim Light or Darkness, you can cast Invisibility on yourself without expending a spell slot. Otherworldly Leap Prerequisite: Level 2+ Warlock You can"
      },
      {
        "document": 1193,
        "excerpt": "ees the sensor (such as a creature benefiting from See Invisibility or Truesight) sees a luminous orb about the size of your fist."
      },
      {
        "document": 1296,
        "excerpt": "Greater Invisibility"
      },
      {
        "document": 1329,
        "excerpt": "Invisibility"
      },
      {
        "document": 1365,
        "excerpt": "e standing. The double lasts for the duration, but the invisibility ends immediately after you make an attack roll, deal damage, or cast a spell. As a Magic action, you ca"
      },
      {
        "document": 1416,
        "excerpt": "See Invisibility"
      },
      {
        "document": 1544,
        "excerpt": "Cloak of Invisibility"
      },
      {
        "document": 1654,
        "excerpt": "Potion of Invisibility"
      },
      {
        "document": 1671,
        "excerpt": "Ring of Invisibility"
      },
      {
        "document": 1693,
        "excerpt": "Good - Detect Magic - Detect Poison and Disease - See Invisibility Protective Aura. As a Magic action, you can plant the haft end of the rod in the ground, whereupon the"
      },
      {
        "document": 1762,
        "excerpt": "ng ability (spell save DC 18): At Will: Detect Magic, Invisibility, Mage Hand, Shatter 1/Day Each: Scrying, Sending"
      },
      {
        "document": 1774,
        "excerpt": "ng ability (spell save DC 22): At Will: Detect Magic, Invisibility, Mage Hand, Shatter (level 3 version) 1/Day Each: Scrying, Sending"
      },
      {
        "document": 1790,
        "excerpt": "At Will: Detect Magic, Detect Thoughts, Disguise Self, Invisibility, Light, Mage Armor (included in AC), Mage Hand, Prestidigitation 2/Day Each: Fly, Lightning Bolt (level"
      },
      {
        "document": 1845,
        "excerpt": "ongues, Wind Walk 1/Day Each: Creation, Gaseous Form, Invisibility, Major Image, Plane Shift"
      },
      {
        "document": 1856,
        "excerpt": "Detect Magic, Elementalism 1/Day Each: Gaseous Form, Invisibility, Major Image, Plane Shift, Tongues, Wall of Fire (level 7 version)"
      },
      {
        "document": 1914,
        "excerpt": "ill: Dancing Lights, Disguise Self (24-hour duration), Invisibility (self only, and the hag leaves no tracks while Invisible), Minor Illusion, Ray of Sickness (level 3 vers"
      },
      {
        "document": 1938,
        "excerpt": "(1d6 + 3) Piercing damage plus 7 (2d6) Poison damage. Invisibility. The imp casts Invisibility on itself, requiring no spell components and using Charisma as the spellcast"
      },
      {
        "document": 1940,
        "excerpt": "as 1 inch without expending extra movement to do so. Invisibility. The stalker has the Invisible condition."
      },
      {
        "document": 1949,
        "excerpt": "ct Thoughts, Dispel Magic, Fireball (level 5 version), Invisibility, Lightning Bolt (level 5 version), Mage Hand, Prestidigitation 2/Day Each: Animate Dead, Dimension Door"
      },
      {
        "document": 1952,
        "excerpt": "stidigitation 2/Day Each: Fireball (level 4 version), Invisibility 1/Day Each: Cone of Cold, Fly"
      },
      {
        "document": 1976,
        "excerpt": "Invisibility. The oni casts Invisibility on itself, requiring no spell components and using the same spellcasting abi"
      },
      {
        "document": 1987,
        "excerpt": "Divine Aid (2/Day). The planetar casts Cure Wounds, Invisibility, Lesser Restoration, or Remove Curse, using the same spellcasting ability as Spellcasting."
      },
      {
        "document": 1996,
        "excerpt": "condition until the start of the quasit's next turn. Invisibility. The quasit casts Invisibility on itself, requiring no spell components and using Charisma as the spellc"
      },
      {
        "document": 1997,
        "excerpt": "uise Self, Mage Hand, Minor Illusion 1/Day Each: Fly, Invisibility, Major Image, Plane Shift"
      },
      {
        "document": 2029,
        "excerpt": "The sprite knows the target's emotions and alignment. Invisibility. The sprite casts Invisibility on itself, requiring no spell components and using Charisma as the spellc"
      }
    ],
    "invisible": [
      {
        "document": 567,
        "excerpt": "isibility. You see creatures and objects that have the Invisible condition. Visual Illusions. Visual illusions appear transparent to you, and you automatically succeed"
      },
      {
        "document": 576,
        "excerpt": "ver, in that range, you can see something that has the Invisible condition."
      },
      {
        "document": 640,
        "excerpt": "r it can see you. On a successful check, you have the Invisible condition while hidden. Make note of your check's total, which is the DC for a creature to find you with"
      },
      {
        "document": 789,
        "excerpt": "or a Potion of Invisibility might give the drinker the Invisible condition indefinitely. At your discretion, a Dispel Magic spell or similar magic might end this lasting"
      },
      {
        "document": 946,
        "excerpt": "Invisible"
      },
      {
        "document": 969,
        "excerpt": "yourself. As a Bonus Action, you can give yourself the Invisible condition until the end of your next turn. You can use this feature a number of times equal to your Wis"
      },
      {
        "document": 984,
        "excerpt": "alth Attack (Cost: 1d6). If you have the Hide action's Invisible condition, this attack doesn't end that condition on you if you end the turn behind Three-Quarters Cover"
      },
      {
        "document": 1007,
        "excerpt": "ithin Dim Light or Darkness, you can give yourself the Invisible condition as a Bonus Action. The condition ends on you immediately after you take an action, a Bonus Act"
      },
      {
        "document": 1162,
        "excerpt": ") Duration: Concentration, up to 1 hour You create an Invisible, invulnerable eye within range that hovers for the duration. You mentally receive visual information fro"
      },
      {
        "document": 1193,
        "excerpt": "ration: Concentration, up to 10 minutes You create an Invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obv"
      },
      {
        "document": 1260,
        "excerpt": "m Light in a 10-foot radius and can't benefit from the Invisible condition. Attack rolls against an affected creature or object have Advantage if the attacker can see i"
      },
      {
        "document": 1282,
        "excerpt": "s) Duration: Concentration, up to 1 hour An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within ra"
      },
      {
        "document": 1296,
        "excerpt": "ntration, up to 1 minute A creature you touch has the Invisible condition until the spell ends."
      },
      {
        "document": 1328,
        "excerpt": "ngest dimension is 6 feet or less. The spell leaves an Invisible mark on that object and invisibly inscribes the object's name on the sapphire. Each time you cast this s"
      },
      {
        "document": 1329,
        "excerpt": "centration, up to 1 hour A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll,"
      },
      {
        "document": 1361,
        "excerpt": "target can't become hidden from you, and if it has the Invisible condition, it gains no benefit from that condition against you. Using a Higher-Level Spell Slot. The da"
      },
      {
        "document": 1365,
        "excerpt": "S Duration: Concentration, up to 1 hour You gain the Invisible condition at the same time that an illusory double of you appears where you are standing. The double las"
      },
      {
        "document": 1409,
        "excerpt": "he rope reaches a ceiling. At the rope's upper end, an Invisible 3-foot-by-5-foot portal opens to an extra-dimensional space that lasts until the spell ends. That space"
      },
      {
        "document": 1413,
        "excerpt": "for 24 hours. On a failed save, the spell creates an Invisible, intangible sensor within 10 feet of the target. You can see and hear through the sensor as if you were"
      },
      {
        "document": 1416,
        "excerpt": "duration, you see creatures and objects that have the Invisible condition as if they were visible, and you can see into the Ethereal Plane. Creatures and objects there"
      },
      {
        "document": 1419,
        "excerpt": "willing creature. For the duration, the target has the Invisible condition and can't be targeted by Divination spells, detected by magic, or viewed remotely with magic."
      },
      {
        "document": 1425,
        "excerpt": "ainst it have Advantage, and it can't benefit from the Invisible condition. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above"
      },
      {
        "document": 1442,
        "excerpt": "m Light in a 10-foot radius and can't benefit from the Invisible condition. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17"
      },
      {
        "document": 1456,
        "excerpt": "flicker, brighten, dim, or change color for 1 minute. Invisible Hand. You instantaneously cause an unlocked door or window to fly open or slam shut. Phantom Sound. You"
      },
      {
        "document": 1468,
        "excerpt": "g and of wood) Duration: 1 hour This spell creates an Invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The"
      },
      {
        "document": 1473,
        "excerpt": "f glass) Duration: Concentration, up to 10 minutes An Invisible wall of force springs into existence at a point you choose within range. The wall appears in any orienta"
      },
      {
        "document": 1494,
        "excerpt": "Invisible"
      },
      {
        "document": 1544,
        "excerpt": "er your head and expend 1 charge to give yourself the Invisible condition for 1 hour. The effect ends early if you pull the hood down (no action required) or cease wear"
      },
      {
        "document": 1564,
        "excerpt": "thin a 10-foot Emanation originating from you have the Invisible condition for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its"
      },
      {
        "document": 1613,
        "excerpt": "0-foot radius and Dim Light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's Bright Light. You can take a Util"
      },
      {
        "document": 1654,
        "excerpt": "holds liquid. When you drink the potion, you have the Invisible condition for 1 hour. The effect ends early if you make an attack roll, deal damage, or cast a spell."
      },
      {
        "document": 1671,
        "excerpt": "ring, you can take a Magic action to give yourself the Invisible condition. You remain Invisible until the ring is removed or until you take a Bonus Action to become vis"
      },
      {
        "document": 1693,
        "excerpt": "ss and saving throws and can sense the location of any Invisible creature that is also in the Bright Light. The rod's head stops glowing and the effect ends after 10 mi"
      },
      {
        "document": 1742,
        "excerpt": "d can sense the presence of Hostile creatures that are Invisible, ethereal, disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding th"
      },
      {
        "document": 1914,
        "excerpt": "ibility (self only, and the hag leaves no tracks while Invisible), Minor Illusion, Ray of Sickness (level 3 version)"
      },
      {
        "document": 1940,
        "excerpt": "Invisible Stalker"
      },
      {
        "document": 2074,
        "excerpt": ") Hit Points. Vanish. The wisp and its light have the Invisible condition until the wisp's Concentration ends on this effect, which ends early immediately after the wis"
      }
    ],
    "invisibly": [
      {
        "document": 1328,
        "excerpt": "The spell leaves an Invisible mark on that object and invisibly inscribes the object's name on the sapphire. Each time you cast this spell, you must use a different sap"
      }
    ],
    "invitation": [
      {
        "document": 183,
        "excerpt": "ing needs. The Neutral alignment, in particular, is an invitation for you to consider whether an individual leans toward one of the other alignments. \"Character Creation"
      },
      {
        "document": 267,
        "excerpt": "nate scabbard that fits no blade you have found 79 An invitation to a party where a murder happened 80 A bronze pentacle with an etching of a rat's head in its center"
      },
      {
        "document": 2055,
        "excerpt": "ddance. The vampire can't enter a residence without an invitation from an occupant. Running Water. The vampire takes 20 Acid damage if it ends its turn in running water."
      },
      {
        "document": 2056,
        "excerpt": "ddance. The vampire can't enter a residence without an invitation from an occupant. Running Water. The vampire takes 20 Acid damage if it ends its turn in running water."
      }
    ],
    "invocation": [
      {
        "document": 263,
        "excerpt": "ks feature). Similarly, the Warlock's Thirsting Blade invocation, which grants you the Extra Attack feature with your pact weapon, doesn't give you additional attacks if"
      },
      {
        "document": 798,
        "excerpt": "Candle of Invocation Table 1"
      },
      {
        "document": 972,
        "excerpt": "abiding magical ability or other lessons. You gain one invocation of your choice, such as Pact of the Tome. Invocations are described in the “Eldritch Invocation Options”"
      },
      {
        "document": 1535,
        "excerpt": "Candle of Invocation"
      }
    ],
    "invocations": [
      {
        "document": 871,
        "excerpt": "Eldritch Invocations"
      },
      {
        "document": 972,
        "excerpt": "Eldritch Invocations"
      }
    ],
    "invoke": [
      {
        "document": 969,
        "excerpt": "You invoke spirits of nature to magically hide yourself. As a Bonus Action, you can give yourself the Invisible con"
      }
    ],
    "invoked": [
      {
        "document": 147,
        "excerpt": "s the user to read the scroll. When its magic has been invoked, the scroll can't be used again. Its words fade, or it crumbles into dust. Any creature that can unders"
      }
    ],
    "involve": [
      {
        "document": 36,
        "excerpt": "Most ability checks involve using a skill, which represents a category of things creatures try to do with an ability check. The desc"
      },
      {
        "document": 87,
        "excerpt": "ctiles to strike a foe at a distance. Many spells also involve making a ranged attack."
      },
      {
        "document": 90,
        "excerpt": "h claws, teeth, or other body parts. A few spells also involve melee attacks."
      },
      {
        "document": 288,
        "excerpt": "gets all the special traits listed for it. Some traits involve making a choice from a handful of options."
      },
      {
        "document": 1354,
        "excerpt": "tand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to any of the targets or their allies. For example, you could"
      },
      {
        "document": 1447,
        "excerpt": "tand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or its allies. For example, you could say, “Fetc"
      }
    ],
    "involved": [
      {
        "document": 72,
        "excerpt": "ay and in what direction. 2: Roll Initiative. Everyone involved in the combat encounter rolls Initiative, determining the order of combatants' turns. 3: Take Turns. Eac"
      }
    ],
    "involves": [
      {
        "document": 50,
        "excerpt": "Exploration involves delving into places that are dangerous and full of mystery. The rules in this section detail some of the"
      },
      {
        "document": 106,
        "excerpt": "and add your relevant ability modifier. If the attack involves other damage dice, such as from the Rogue's Sneak Attack feature, you also roll those dice twice."
      },
      {
        "document": 270,
        "excerpt": "Determining your character's origin involves choosing a background, a species, and two languages. A character's background represents the place and"
      },
      {
        "document": 375,
        "excerpt": "relings include anyone hired to perform a service that involves a proficiency (including weapon, tool, or skill): a mercenary, an artisan, a scribe, or the like. The pa"
      },
      {
        "document": 408,
        "excerpt": "ng with it, you have Disadvantage on any D20 Test that involves Strength or Dexterity, and you can't cast spells."
      },
      {
        "document": 544,
        "excerpt": "ng with it, you have Disadvantage on any D20 Test that involves Strength or Dexterity, and you can't cast spells. If you use a Shield and lack training with it, you don"
      },
      {
        "document": 568,
        "excerpt": "terms, this is an Unarmed Strike - a melee attack that involves you using your body to damage, grapple, or shove a target within 5 feet of you. Whenever you use your U"
      },
      {
        "document": 738,
        "excerpt": "stitution. This ability is ideal for a background that involves endurance or long hours of activity. Travel Terrain *Appropriate equipment (such as skis) is necessary"
      }
    ],
    "involving": [
      {
        "document": 36,
        "excerpt": "eature applies its Proficiency Bonus to ability checks involving that skill. Without proficiency in a skill, a creature can still make ability checks involving Skills"
      },
      {
        "document": 738,
        "excerpt": "Dexterity. These abilities are ideal for a background involving physical exertion. Constitution. This ability is ideal for a background that involves endurance or long"
      }
    ],
    "invulnerability": [
      {
        "document": 776,
        "excerpt": "Globe of Invulnerability"
      },
      {
        "document": 866,
        "excerpt": "Globe of Invulnerability"
      },
      {
        "document": 892,
        "excerpt": "Globe of Invulnerability"
      },
      {
        "document": 1292,
        "excerpt": "Globe of Invulnerability"
      },
      {
        "document": 1511,
        "excerpt": "Armor of Invulnerability"
      },
      {
        "document": 1655,
        "excerpt": "Potion of Invulnerability"
      }
    ],
    "invulnerable": [
      {
        "document": 1162,
        "excerpt": "Concentration, up to 1 hour You create an Invisible, invulnerable eye within range that hovers for the duration. You mentally receive visual information from the eye, whi"
      },
      {
        "document": 1193,
        "excerpt": "und a corner, or in a grove of trees). The intangible, invulnerable sensor remains in place for the duration. When you cast the spell, choose seeing or hearing. You can us"
      },
      {
        "document": 1261,
        "excerpt": "e but you can see the hound, and it is in-tangible and invulnerable. When a Small or larger creature comes within 30 feet of it without first speaking the password that you"
      },
      {
        "document": 1298,
        "excerpt": "within range. The guardian occupies that space and is invulnerable, and it appears in a form appropriate for your deity or pantheon. Any enemy that moves to a space withi"
      },
      {
        "document": 1349,
        "excerpt": "ppearance of these servants and their attire. They are invulnerable and obey your commands. Each servant can perform tasks that a human could perform, but they can't attack"
      },
      {
        "document": 1365,
        "excerpt": "ehave in whatever way you choose. It is intangible and invulnerable. You can see through its eyes and hear through its ears as if you were located where it is."
      }
    ],
    "ioun": [
      {
        "document": 1609,
        "excerpt": "Ioun Stone"
      }
    ],
    "iron": [
      {
        "document": 267,
        "excerpt": "box bearing the inscription “dreams” on its lid 87 An iron holy symbol devoted to an unknown god 88 A book about a legendary hero's rise and fall, with the last c"
      },
      {
        "document": 330,
        "excerpt": "Pot, Iron (2 GP)"
      },
      {
        "document": 345,
        "excerpt": "Spikes, Iron (1 GP)"
      },
      {
        "document": 429,
        "excerpt": "rops, Chain, Crowbar, Firearm Bullets, Grappling Hook, Iron Pot, Iron Spikes, Sling Bullets"
      },
      {
        "document": 718,
        "excerpt": "g the pressure plate on a successful check. Wedging an Iron Spike or similar object under the pressure plate prevents the trap from triggering. At Higher Levels. Y"
      },
      {
        "document": 719,
        "excerpt": "it on a successful check. Once the pit is detected, an Iron Spike or a similar object can be wedged between the pit's lid and the surrounding floor to prevent the l"
      },
      {
        "document": 720,
        "excerpt": "g the pressure plate on a successful check. Wedging an Iron Spike or a similar object under the pressure plate prevents the trap from triggering. At Higher Levels."
      },
      {
        "document": 722,
        "excerpt": "ure plate's function on a successful check. Wedging an Iron Spike or a similar object under the pressure plate prevents the trap from triggering. Destroy the Stone"
      },
      {
        "document": 723,
        "excerpt": "successful check. Once the hidden pit is detected, an Iron Spike or a similar object can be wedged between the pit's lid and the surrounding floor to prevent the l"
      },
      {
        "document": 758,
        "excerpt": "Iron"
      },
      {
        "document": 759,
        "excerpt": "Iron Golem"
      },
      {
        "document": 801,
        "excerpt": "Iron Golem"
      },
      {
        "document": 930,
        "excerpt": "Pot, Iron"
      },
      {
        "document": 943,
        "excerpt": "Iron, steel"
      },
      {
        "document": 1109,
        "excerpt": "Pot, Iron"
      },
      {
        "document": 1135,
        "excerpt": "Spikes, Iron"
      },
      {
        "document": 1160,
        "excerpt": "V, S, M (iron filings)"
      },
      {
        "document": 1236,
        "excerpt": "V, S, M (powdered silver and iron)"
      },
      {
        "document": 1252,
        "excerpt": "V, S, M (a pinch of powdered iron)"
      },
      {
        "document": 1309,
        "excerpt": "V, S, M (a piece of iron and a flame)"
      },
      {
        "document": 1315,
        "excerpt": "V, S, M (a straight piece of iron)"
      },
      {
        "document": 1316,
        "excerpt": "V, S, M (a straight piece of iron)"
      },
      {
        "document": 1407,
        "excerpt": "V, S, M (a lodestone and iron filings)"
      },
      {
        "document": 1509,
        "excerpt": "tem, Legendary This item first appears to be a sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 In"
      },
      {
        "document": 1604,
        "excerpt": "Iron"
      },
      {
        "document": 1607,
        "excerpt": "Rod, Uncommon This iron rod has a button on one end. You can take a Utilize action to press the button, which causes the rod to"
      },
      {
        "document": 1610,
        "excerpt": "Iron Bands"
      },
      {
        "document": 1611,
        "excerpt": "Iron Flask"
      },
      {
        "document": 1655,
        "excerpt": "age. This potion's syrupy liquid looks like liquefied iron."
      },
      {
        "document": 1691,
        "excerpt": "foot long, 6 inches wide and deep) worth 500 GP 16–22 Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an"
      },
      {
        "document": 1941,
        "excerpt": "Iron Golem"
      },
      {
        "document": 2007,
        "excerpt": "Iron Scent. The rust monster can pinpoint the location of ferrous metal within 30 feet of itself."
      }
    ],
    "irresistible": [
      {
        "document": 892,
        "excerpt": "Irresistible Dance"
      },
      {
        "document": 904,
        "excerpt": "Irresistible Dance"
      },
      {
        "document": 962,
        "excerpt": "her feat of your choice for which you qualify. Boon of Irresistible Offense is recommended."
      },
      {
        "document": 967,
        "excerpt": "her feat of your choice for which you qualify. Boon of Irresistible Offense is recommended."
      },
      {
        "document": 1005,
        "excerpt": "Boon of Irresistible Offense"
      },
      {
        "document": 1330,
        "excerpt": "Irresistible Dance"
      }
    ],
    "island": [
      {
        "document": 1697,
        "excerpt": "garden, a cheery tavern, an immense palace, a tropical island, a fantastic carnival, or whatever else you can imagine. Regardless of its nature, the demiplane contain"
      }
    ],
    "isn": [
      {
        "document": 235,
        "excerpt": ". Someone who follows a disciplined rule of life - and isn’t swayed either by the demands of those in need or by the temptations of evil - is probably Lawful Neutr"
      },
      {
        "document": 283,
        "excerpt": "about the same age. Your character can be any age that isn’t beyond their species’ normal life span."
      },
      {
        "document": 616,
        "excerpt": "the following or something similar: - A creature that isn’t Tiny or your ally - Furniture that is sized for creatures of your size or larger - Heavy snow, ice, ru"
      },
      {
        "document": 756,
        "excerpt": "cupied space as close to you as possible. The creature isn’t under your control and acts as it normally would, and it disappears after 1 hour or when it drops to 0"
      },
      {
        "document": 783,
        "excerpt": "as if you had cast Enlarge/Reduce on it. If the target isn’t you and can’t be affected by that spell, you become the target instead."
      }
    ],
    "isn't": [
      {
        "document": 10,
        "excerpt": "hang on to life. Unlike other saving throws, this one isn't tied to an ability score. You're in the hands of fate now. Three Successes/Failures. Roll 1d20. If the"
      },
      {
        "document": 11,
        "excerpt": "king Death Saving Throws again. A Stable creature that isn't healed regains 1 Hit Point after 1d4 hours."
      },
      {
        "document": 58,
        "excerpt": "window, door, sword, book, table, chair, or stone. It isn't a building or a vehicle, which are composed of many objects."
      },
      {
        "document": 85,
        "excerpt": "ing a creature you can hear but not see. If the target isn't in the location you targeted, you miss. When a creature can't see you, you have Advantage on attack rol"
      },
      {
        "document": 378,
        "excerpt": "extraordinary, but learning a magic item's properties isn't automatic. The Identify spell is the fastest way to reveal an item's properties. Alternatively, you can"
      },
      {
        "document": 475,
        "excerpt": "weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13."
      },
      {
        "document": 489,
        "excerpt": "pell to a character's spell list even if the character isn't a member of a class in the parentheses."
      },
      {
        "document": 526,
        "excerpt": "ation in the area of effect are blocked, that location isn't included in the area of effect. To block a line, an obstruction must provide Total Cover. See also \"Cove"
      },
      {
        "document": 541,
        "excerpt": "ion, you make a Wisdom check to discern something that isn't obvious. The Search table suggests which skills are applicable when you take this action, depending on w"
      },
      {
        "document": 553,
        "excerpt": "A creature is Stable if it has 0 Hit Points but isn't required to make Death Saving Throws. See also \"Playing the Game\" (\"Damage and Healing\")."
      },
      {
        "document": 569,
        "excerpt": "A space is unoccupied if no creatures are in it and it isn't completely filled by objects."
      },
      {
        "document": 576,
        "excerpt": "al sight. Within that range, you can see anything that isn't behind Total Cover even if you have the Blinded condition or are in Darkness. Moreover, in that range, y"
      },
      {
        "document": 594,
        "excerpt": "pecifies its maximum length. A Cone's point of origin isn't included in the area of effect unless its creator decides otherwise."
      },
      {
        "document": 601,
        "excerpt": "is the length of each side. A Cube's point of origin isn't included in the area of effect unless its creator decides otherwise."
      },
      {
        "document": 616,
        "excerpt": "t Terrain costs 10 feet of movement. Difficult Terrain isn't cumulative; either a space is Difficult Terrain or it isn't. A space is Difficult Terrain if the space"
      },
      {
        "document": 623,
        "excerpt": "ry effect. An Emanation's origin (creature or object) isn't included in the area of effect unless its creator decides otherwise."
      },
      {
        "document": 656,
        "excerpt": "cifies its length and width. A Line's point of origin isn't included in the area of effect unless its creator decides otherwise."
      },
      {
        "document": 966,
        "excerpt": "ess. If the check still fails, this use of Second Wind isn't expended."
      },
      {
        "document": 967,
        "excerpt": "a creature you can see within 60 feet of yourself that isn't behind Total Cover if the attack was a ranged attack. That creature must succeed on a Dexterity saving t"
      },
      {
        "document": 976,
        "excerpt": "e into a success. On a failure, the Bardic Inspiration isn't expended."
      },
      {
        "document": 979,
        "excerpt": "landscape. The target takes 8d10 Psychic damage if it isn't a Fiend, and it has the Incapacitated condition until the end of your next turn, when it returns to the"
      },
      {
        "document": 1006,
        "excerpt": "ber you roll is the same as the slot's level, the slot isn't expended."
      },
      {
        "document": 1155,
        "excerpt": "er a message for you (if the target's Challenge Rating isn't 0, it automatically succeeds). You specify a location you have visited and a recipient who matches a gen"
      },
      {
        "document": 1166,
        "excerpt": "ce an illusion on a willing creature or an object that isn't being worn or carried. A creature gains the Mask effect below, and an object gains the False Aura effect"
      },
      {
        "document": 1167,
        "excerpt": "n to dismiss it. When the spell ends for a target who isn't dead, the target reappears in its body and exits the state of suspended animation."
      },
      {
        "document": 1170,
        "excerpt": "h an Intelligence of 3 or less or a natural plant that isn't a creature. The target gains an Intelligence of 10 and the ability to speak one language you know. If t"
      },
      {
        "document": 1180,
        "excerpt": "e save. Alternatively, target a nonmagical plant that isn't a creature, such as a tree or shrub. It doesn't make a save; it simply withers and dies. Using a Higher"
      },
      {
        "document": 1206,
        "excerpt": "of the spirit's type. On a successful save, the target isn't Restrained by the spirit. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell s"
      },
      {
        "document": 1216,
        "excerpt": "ed. If that spell was cast with a spell slot, the slot isn't expended."
      },
      {
        "document": 1223,
        "excerpt": ". Alternatively, you cast the spell on an object that isn't being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object. Co"
      },
      {
        "document": 1225,
        "excerpt": ". Alternatively, you cast the spell on an object that isn't being worn or carried, causing the sunlight to fill a 60-foot Emanation originating from that object. C"
      },
      {
        "document": 1232,
        "excerpt": "ight now. If the target doesn't know any languages and isn't telepathic, you learn nothing. As a Magic action on your next turn, you can try to probe deeper into th"
      },
      {
        "document": 1236,
        "excerpt": "a saving throw or be sent back to its home plane if it isn't there already. If they aren't on their home plane, Undead are sent to the Shadowfell, and Fey are sent t"
      },
      {
        "document": 1241,
        "excerpt": "its save is forced back to its plane of origin (if it isn't there already) and can't return to the current plane for 24 hours by any means short of a Wish spell. D"
      },
      {
        "document": 1270,
        "excerpt": "lammable object hit by this spell starts burning if it isn't being worn or carried. Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11"
      },
      {
        "document": 1303,
        "excerpt": "he Charmed or Frightened condition from such creatures isn't possessed, Charmed, or Frightened by them while in the area. Extra Effect. You bind an extra effect to"
      },
      {
        "document": 1304,
        "excerpt": "a are likely to notice the illusion. If the difference isn't obvious by touch, a creature examining the illusion can take the Study action to make an Intelligence (I"
      },
      {
        "document": 1333,
        "excerpt": "s determined by the GM. If the famous thing you chose isn't actually famous, you hear sad musical notes played on a trombone, and the spell fails."
      },
      {
        "document": 1336,
        "excerpt": "on: 1 hour You touch one Large or smaller object that isn't being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot"
      },
      {
        "document": 1342,
        "excerpt": "r) Duration: 8 hours You touch a willing creature who isn't wearing armor. Until the spell ends, the target's base AC becomes 13 plus its Dexterity modifier. The sp"
      },
      {
        "document": 1347,
        "excerpt": "ion is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or fewer, thou"
      },
      {
        "document": 1359,
        "excerpt": "phere is affected only once. A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area, and the object starts burning i"
      },
      {
        "document": 1367,
        "excerpt": "escribing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the spell ends. A modified memory doesn't nece"
      },
      {
        "document": 1376,
        "excerpt": "t to perform a service in exchange for payment, but it isn't obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight"
      },
      {
        "document": 1413,
        "excerpt": "il | -10 | On a successful save, the target isn't affected, and you can't use this spell on it again for 24 hours. On a failed save, the spell creates an"
      },
      {
        "document": 1421,
        "excerpt": "as Disadvantage on the save. A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area. Using a Higher-Level Spell Slo"
      },
      {
        "document": 1428,
        "excerpt": "lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects. As a Magic action, you can cause the image to mo"
      },
      {
        "document": 1434,
        "excerpt": "oose a creature within range that has 0 Hit Points and isn't dead. The creature becomes Stable. Cantrip Upgrade. The range doubles when you reach levels 5 (30 feet)"
      },
      {
        "document": 1444,
        "excerpt": "to two hinges and a latch, but finer mechanical detail isn't possible."
      },
      {
        "document": 1452,
        "excerpt": "an try to move a Huge or smaller object. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction within the spell's range"
      },
      {
        "document": 1459,
        "excerpt": "ion. The spell fails when you cast it if the Emanation isn't big enough to fully encapsulate all creatures in its area. Creatures and objects within the Emanation w"
      },
      {
        "document": 1463,
        "excerpt": "can make a Wisdom saving throw, and if it succeeds, it isn't affected by this spell. Creature into Creature. If you turn a creature into another kind of creature, t"
      },
      {
        "document": 1484,
        "excerpt": "You create one object of up to 25,000 GP in value that isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied"
      },
      {
        "document": 1516,
        "excerpt": "DC 20 Strength (Athletics) check, provided the puller isn't pulled inside the bag first. Any creature that starts its turn inside the bag is devoured, its body dest"
      },
      {
        "document": 1527,
        "excerpt": "es 30 feet unless your Speed is higher, and your Speed isn't reduced by you carrying weight in excess of your carrying capacity or wearing Heavy Armor. Once on each"
      },
      {
        "document": 1556,
        "excerpt": "a creature, you can target one object in the Line that isn't being worn or carried and that weighs no more than 200 pounds. The object is knocked over by the geyser."
      },
      {
        "document": 1574,
        "excerpt": "a willing Medium or smaller creature or an object that isn't being worn or carried, provided the object is small enough to fit inside a 5-foot Cube. The arrow telepo"
      },
      {
        "document": 1580,
        "excerpt": "s occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. The creature is Friendly to you"
      },
      {
        "document": 1642,
        "excerpt": "your control otherwise. Whenever a Swarm of Rats that isn't under another creature's control comes within 30 feet of you while you are playing the pipes, the swarm"
      },
      {
        "document": 1667,
        "excerpt": "cid damage. Terrain composed of rubble, rocks, or dirt isn't Difficult Terrain for you. In addition, you can move through solid earth or rock as if those areas were"
      },
      {
        "document": 1677,
        "excerpt": "comes within 5 feet of a creature other than you that isn't behind Total Cover, the sphere discharges lightning at that creature and disappears. That creature makes"
      },
      {
        "document": 1682,
        "excerpt": "cal object you can see within 60 feet of yourself that isn't being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend."
      },
      {
        "document": 1709,
        "excerpt": "les to dust. If the casting is interrupted, the scroll isn't lost. If the spell is on your spell list but of a higher level than you can normally cast, you make an"
      },
      {
        "document": 1711,
        "excerpt": "e unscathed. Anything else that touches the sphere but isn't wholly engulfed and obliterated by it takes 8d10 Force damage. Controlling the Sphere. A Sphere of Anni"
      },
      {
        "document": 1727,
        "excerpt": "l, that target takes an extra 15 Necrotic damage if it isn't a Construct or an Undead, and you gain Temporary Hit Points equal to the amount of Necrotic damage taken"
      },
      {
        "document": 1730,
        "excerpt": ", leaving no remains. On a successful save, the target isn't cast into the fissure but takes 4d6 Psychic damage from the ordeal. In either case, the fissure then clo"
      },
      {
        "document": 1732,
        "excerpt": "This item symbolizes unrepentant evil. A creature that isn't a Fiend or an Undead that touches the talisman takes 8d6 Necrotic damage and takes the damage again each"
      },
      {
        "document": 1766,
        "excerpt": "eath. Strength Saving Throw: DC 21, each creature that isn't currently affected by this breath in a 60-foot Cone. Failure: The target has Disadvantage on Strength-ba"
      },
      {
        "document": 1778,
        "excerpt": "eath. Strength Saving Throw: DC 24, each creature that isn't currently affected by this breath in a 90-foot Cone. Failure: The target has Disadvantage on Strength-ba"
      },
      {
        "document": 1802,
        "excerpt": "Fire damage. If the target is a flammable object that isn't being worn or carried, it starts burning."
      },
      {
        "document": 1827,
        "excerpt": "trait otherwise works like the Detect Magic spell but isn't itself magical."
      },
      {
        "document": 1846,
        "excerpt": "in each form. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 1871,
        "excerpt": "creature in a 60-foot Cone that can see the ghost and isn't an Undead. Failure: 10 (2d6 + 3) Psychic damage, and the target has the Frightened condition until the s"
      },
      {
        "document": 1872,
        "excerpt": "+ 2) Slashing damage. If the target is a creature that isn't an Undead or elf, it is subjected to the following effect. Constitution Saving Throw: DC 10. Failure: Th"
      },
      {
        "document": 1885,
        "excerpt": "er target it is grappling. While swallowed, the target isn't Grappled but has the Blinded and Restrained conditions, and it has Total Cover against attacks and other"
      },
      {
        "document": 1896,
        "excerpt": "er target it is grappling. While swallowed, the target isn't Grappled but has the Blinded and Restrained conditions, and it has Total Cover against attacks and other"
      },
      {
        "document": 1910,
        "excerpt": "eath. Strength Saving Throw: DC 13, each creature that isn't currently affected by this breath in a 15-foot Cone. Failure: The target has Disadvantage on Strength-ba"
      },
      {
        "document": 1932,
        "excerpt": "Fire damage. If the target is a flammable object that isn't being worn or carried, it starts burning. Infernal Tail. Dexterity Saving Throw: DC 17, one creature th"
      },
      {
        "document": 1938,
        "excerpt": "for its Speed. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 1939,
        "excerpt": "d of this one. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 1946,
        "excerpt": "it to a space it can see within 60 feet of itself that isn't in the air. Dexterity Saving Throw: DC 25, the creature thrown and each creature in the destination spac"
      },
      {
        "document": 1949,
        "excerpt": ". Constitution Saving Throw: DC 20, each creature that isn't an Undead in a 20-foot Emanation originating from the lich. Failure: 31 (9d6) Necrotic damage. Success:"
      },
      {
        "document": 1954,
        "excerpt": "If the target is a creature or a flammable object that isn't being worn or carried, it starts burning."
      },
      {
        "document": 1962,
        "excerpt": "rue blob form. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 1969,
        "excerpt": "in each form. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 1976,
        "excerpt": "in each form. Any equipment it is wearing or carrying isn't transformed. Spellcasting. The oni casts one of the following spells, requiring no Material components"
      },
      {
        "document": 1996,
        "excerpt": "for its Speed. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 2007,
        "excerpt": "a nonmagical metal object within 5 feet of itself that isn't being worn or carried. The touch destroys a 1-foot Cube of the object."
      },
      {
        "document": 2036,
        "excerpt": "its true form. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 2044,
        "excerpt": "aving Throw: DC 27, each creature and each object that isn't being worn or carried in a 150-foot Cone. Failure: 78 (12d12) Thunder damage, and the target has the Dea"
      },
      {
        "document": 2050,
        "excerpt": "nily has the same senses as a whole troll. If the limb isn't destroyed within 24 hours, roll 1d12. On a 12, the limb turns into a Troll. Otherwise, the limb withers"
      },
      {
        "document": 2056,
        "excerpt": "s Charmed by the vampire. Shape-Shift. If the vampire isn't in sunlight or running water, it shape-shifts into a Tiny bat (Speed 5 ft., Fly Speed 30 ft.) or a Mediu"
      },
      {
        "document": 2067,
        "excerpt": "in each form. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 2068,
        "excerpt": "in each form. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 2069,
        "excerpt": "in each form. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 2070,
        "excerpt": "in each form. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 2071,
        "excerpt": "in each form. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 2086,
        "excerpt": "eath. Strength Saving Throw: DC 17, each creature that isn't currently affected by this breath in a 30-foot Cone. Failure: The target has Disadvantage on Strength-ba"
      }
    ],
    "issue": [
      {
        "document": 1157,
        "excerpt": "ke and where it will move on its next turn, or you can issue a general command, such as to guard a chamber or corridor. If you issue no commands, the creature takes"
      },
      {
        "document": 1158,
        "excerpt": "me time, issuing the same command to each one). If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. When the creature drops t"
      },
      {
        "document": 1219,
        "excerpt": "ke and where it will move on its next turn, or you can issue a general command, such as to guard a particular place. If you issue no commands, the creature takes the"
      },
      {
        "document": 1242,
        "excerpt": "e of existence. On your turn, you can use this link to issue commands to the target (no action required), such as “Attack that creature,” “Move over there,” or “Fetc"
      },
      {
        "document": 1243,
        "excerpt": "e of existence. On your turn, you can use this link to issue commands to the target (no action required), such as “Attack that creature,” “Move over there,” or “Fetc"
      },
      {
        "document": 1244,
        "excerpt": "e of existence. On your turn, you can use this link to issue commands to the target (no action required), such as “Attack that creature,” “Move over there,” or “Fetc"
      },
      {
        "document": 1288,
        "excerpt": "takes this damage no more than once each day. You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suic"
      },
      {
        "document": 1290,
        "excerpt": "bal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger. Using a Higher-Level Spell Slot."
      },
      {
        "document": 1448,
        "excerpt": "bal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger. Using a Higher-Level Spell Slot."
      },
      {
        "document": 1556,
        "excerpt": "You can take a Magic action to remove the stopper and issue one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of"
      },
      {
        "document": 1561,
        "excerpt": "e orb, you can take a Magic action to cause the orb to issue a telepathic call that extends in all directions for 40 miles. Chromatic dragons in range feel compelled"
      },
      {
        "document": 1580,
        "excerpt": "immediately after you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration"
      },
      {
        "document": 1581,
        "excerpt": "hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon."
      },
      {
        "document": 1608,
        "excerpt": "ou. The door opens only at your command, which you can issue as a Bonus Action. It is immune to the Knock spell and similar magic. Magic prevents the tower from bei"
      },
      {
        "document": 1610,
        "excerpt": "Restrained condition until you take a Bonus Action to issue a command that releases it. Doing so or missing with the attack causes the bands to contract and become"
      },
      {
        "document": 1611,
        "excerpt": "w the language in which the commands are given. If you issue no commands or give the creature a command that is likely to result in its death or imprisonment, it def"
      },
      {
        "document": 1642,
        "excerpt": "c action. A Friendly swarm obeys your commands. If you issue no commands to a Friendly swarm, it defends itself but otherwise takes no actions. If a Friendly swarm s"
      },
      {
        "document": 1720,
        "excerpt": "e takes and where it moves during its turn, or you can issue it a general command, such as to attack your enemies or guard a location. Absent commands from you, the"
      }
    ],
    "issuing": [
      {
        "document": 1157,
        "excerpt": "eatures, you can command any of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move on i"
      },
      {
        "document": 1158,
        "excerpt": "eatures, you can command any of them at the same time, issuing the same command to each one). If you issue no commands, the creature takes the Dodge action and moves o"
      },
      {
        "document": 1219,
        "excerpt": "eatures, you can command any of them at the same time, issuing the same command to them). You decide what action the creature will take and where it will move on its n"
      }
    ],
    "it's": [
      {
        "document": 30,
        "excerpt": "ng particularly heroic, in character, or entertaining. It's a reward for making the game more fun for everyone playing. Other rules might allow your character to g"
      },
      {
        "document": 46,
        "excerpt": "hat would rather talk than fight. In those situations, it's time for social interaction, which takes many forms. For example, you might try to convince a burglar to"
      },
      {
        "document": 47,
        "excerpt": "iterally, the act of playing out a role. In this case, it's you as a player determining how your character thinks, acts, and talks. Roleplaying is part of every asp"
      },
      {
        "document": 105,
        "excerpt": "ge to your target. If there's a penalty to the damage, it's possible to deal 0 damage but not negative damage. When attacking with a weapon, you add your ability m"
      },
      {
        "document": 113,
        "excerpt": "ce to all damage and Vulnerability to Fire damage, and it's within a magical aura that reduces all damage by 5. If it takes 28 Fire damage, the damage is first redu"
      },
      {
        "document": 142,
        "excerpt": "bearer dispose of anything the item finds repugnant. It's Time for a Change. The item demands to be given to someone else. Keep Me Close. The item insists on bei"
      },
      {
        "document": 156,
        "excerpt": ", have it use Multiattack on any of its turns in which it's not using one of its more powerful abilities. Bonus Actions, Reactions, Legendary Actions. If the monst"
      },
      {
        "document": 236,
        "excerpt": "ver you use to track your character's details, whether it's a printed character sheet, a digital character sheet, or plain paper. Choose whichever style of sheet wo"
      },
      {
        "document": 244,
        "excerpt": "so changes, and the stakes of the campaign get higher. It's helpful to think of a character's (and a campaign's) arc in terms of four tiers of play, describing the"
      },
      {
        "document": 267,
        "excerpt": "A tiny mechanical crab or spider that moves about when it's not being observed 98 A glass jar containing lard with a label that reads, \"Griffon Grease\" 99 A woode"
      },
      {
        "document": 274,
        "excerpt": "umn, C means the spell requires Concentration, R means it's a Ritual, and M means it requires a specific Material component. Cantrips (Level 0 Druid Spells) Level"
      },
      {
        "document": 275,
        "excerpt": "umn, C means the spell requires Concentration, R means it's a Ritual, and M means it requires a specific Material component. Level 1 Paladin Spells Level 2 Paladi"
      },
      {
        "document": 276,
        "excerpt": "umn, C means the spell requires Concentration, R means it's a Ritual, and M means it requires a specific Material component. Level 1 Ranger Spells Level 2 Ranger"
      },
      {
        "document": 277,
        "excerpt": "umn, C means the spell requires Concentration, R means it's a Ritual, and M means it requires a specific Material component. Cantrips (Level 0 Sorcerer Spells) Le"
      },
      {
        "document": 278,
        "excerpt": "umn, C means the spell requires Concentration, R means it's a Ritual, and M means it requires a specific Material component. Cantrips (Level 0 Warlock Spells) Lev"
      },
      {
        "document": 279,
        "excerpt": "umn, C means the spell requires Concentration, R means it's a Ritual, and M means it requires a specific Material component. Cantrips (Level 0 Wizard Spells) Leve"
      },
      {
        "document": 280,
        "excerpt": "umn, C means the spell requires Concentration, R means it's a Ritual, and M means it requires a specific Material component. Cantrips (Level 0 Bard Spells) Level"
      },
      {
        "document": 281,
        "excerpt": "umn, C means the spell requires Concentration, R means it's a Ritual, and M means it requires a specific Material component. Cantrips (Level 0 Cleric Spells) Leve"
      },
      {
        "document": 378,
        "excerpt": "inside the band, or a feathered design might hint that it's a Ring of Feather Falling. Wearing or experimenting with an item can also offer hints about its propert"
      },
      {
        "document": 475,
        "excerpt": "ve Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity s"
      },
      {
        "document": 554,
        "excerpt": "has any equipment that can be given away or retrieved, it's listed in this entry. Senses. This entry lists the monster's special senses, such as Darkvision, and it"
      },
      {
        "document": 639,
        "excerpt": ". If you gain Heroic Inspiration but already have it, it's lost unless you give it to a player character who lacks it."
      },
      {
        "document": 648,
        "excerpt": "Martial weapon also counts as an improvised weapon if it's wielded in a way contrary to its design; if you use a Ranged weapon to make a melee attack or throw a Me"
      },
      {
        "document": 717,
        "excerpt": "until it escapes. The target succeeds automatically if it's Huge or larger. A creature can take an action to make a DC 10 Strength (Athletics) check, freeing itself"
      },
      {
        "document": 729,
        "excerpt": "much of your XP budget as you can without going over. It's OK if you have a few unspent XP left over. Examples are given below: Example 1. A low-difficulty encoun"
      },
      {
        "document": 963,
        "excerpt": "o a success. A Bardic Inspiration die is expended when it's rolled. Number of Uses. You can confer a Bardic Inspiration die a number of times equal to your Charism"
      },
      {
        "document": 965,
        "excerpt": "ipment functions as normal, but the GM decides whether it's practical for the new form to wear a piece of equipment based on the creature's size and shape. Your equ"
      },
      {
        "document": 972,
        "excerpt": "which you qualify. You can't replace an invocation if it's a prerequisite for another invocation that you have. When you gain certain Warlock levels, you gain mor"
      },
      {
        "document": 973,
        "excerpt": "+ Wizard spell, you can copy it into your spellbook if it's of a level you can prepare and if you have time to copy it. For each level of the spell, the transcripti"
      },
      {
        "document": 980,
        "excerpt": "the weapon deals an extra 1d8 damage to the target if it's missing any of its Hit Points. You can deal this extra damage only once per turn. Horde Breaker. Once o"
      },
      {
        "document": 1186,
        "excerpt": "ecomes Indifferent about creatures of your choice that it's Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage."
      },
      {
        "document": 1286,
        "excerpt": "creature you touch shape-shifts, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends on the target if it drops to 0"
      },
      {
        "document": 1293,
        "excerpt": "ribe the glyph, you set its trigger and choose whether it's an explosive rune or a spell glyph, as explained below. Set the Trigger. You decide what triggers the g"
      },
      {
        "document": 1314,
        "excerpt": "uration. During that time, it laughs uncontrollably if it's capable of laughter, and it can't end the Prone condition on itself. At the end of each of its turns an"
      },
      {
        "document": 1359,
        "excerpt": "t isn't being worn or carried also takes the damage if it's in the spell's area, and the object starts burning if it's flammable."
      },
      {
        "document": 1364,
        "excerpt": "with you and mimic your actions, shifting position so it's impossible to track which image is real. Each time a creature hits you with an attack roll during the s"
      },
      {
        "document": 1421,
        "excerpt": "t isn't being worn or carried also takes the damage if it's in the spell's area. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot l"
      },
      {
        "document": 1459,
        "excerpt": "aque from the outside and of any color you choose, but it's transparent from the inside. The spell ends early if you leave the Emanation or if you cast it again."
      },
      {
        "document": 1609,
        "excerpt": "r head. If your Attunement to an Ioun Stone ends while it's orbiting your head, the stone falls as though you had dropped it. The type of stone determines its rari"
      },
      {
        "document": 1616,
        "excerpt": "xtra 7 Bludgeoning damage, or 14 Bludgeoning damage if it's a Construct. If a Construct has 25 Hit Points or fewer after taking this damage, it is destroyed."
      },
      {
        "document": 1633,
        "excerpt": "e Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the"
      },
      {
        "document": 1635,
        "excerpt": "e Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the"
      }
    ],
    "item": [
      {
        "document": 34,
        "excerpt": "proficiency in a skill, in a saving throw, or with an item that the creature uses to make the D20 Test. The bonus is also used for spell attacks and for calculatin"
      },
      {
        "document": 58,
        "excerpt": "rpose of the rules, an object is a discrete, inanimate item like a window, door, sword, book, table, chair, or stone. It isn't a building or a vehicle, which are co"
      },
      {
        "document": 117,
        "excerpt": "MAGIC ITEM RULES"
      },
      {
        "document": 118,
        "excerpt": "Magic Item Rarity"
      },
      {
        "document": 119,
        "excerpt": "Magic Item Values by Rarity"
      },
      {
        "document": 120,
        "excerpt": "Activating a Magic Item"
      },
      {
        "document": 121,
        "excerpt": "d or short phrase that must be spoken or signed for an item to work. Spoken command words must be audible and fail to work in areas where all sound is suppressed, a"
      },
      {
        "document": 122,
        "excerpt": "from a scroll when it is read. Once used, a consumable item loses its magic."
      },
      {
        "document": 123,
        "excerpt": "me magic items allow the user to cast a spell from the item. The spell is cast at the lowest possible spell and caster level, doesn't expend any of the user's spell"
      },
      {
        "document": 124,
        "excerpt": "to activate their properties. The number of charges an item has remaining is revealed when the Identify spell is cast on it. A creature attuned to an item knows how"
      },
      {
        "document": 125,
        "excerpt": "Magic Item Categories"
      },
      {
        "document": 126,
        "excerpt": "the next dawn or some other specified time. If such an item is on a world or plane of existence where the specified event doesn't occur, the GM determines when the"
      },
      {
        "document": 127,
        "excerpt": ", fail to reveal such a curse. Attunement to a cursed item can't be ended voluntarily unless the curse is broken first, such as with a Remove Curse spell."
      },
      {
        "document": 128,
        "excerpt": "Magic Item Resilience"
      },
      {
        "document": 129,
        "excerpt": "ules, “you” refers to the character crafting the magic item."
      },
      {
        "document": 130,
        "excerpt": "To craft a magic item, you and any assistants must have proficiency in the Arcana skill."
      },
      {
        "document": 131,
        "excerpt": "The Magic Item Tools table lists which tool is required to make a magic item of each category. You must use the require"
      },
      {
        "document": 132,
        "excerpt": "If a magic item allows its user to cast any spells from it, you must have all those spells prepared every day you spend"
      },
      {
        "document": 133,
        "excerpt": "Crafting a magic item takes an amount of time and money based on the item's rarity as shown in the Magic Item Crafting Time an"
      },
      {
        "document": 134,
        "excerpt": "me magic items have sentience and personality. Such an item might be possessed, haunted by the spirit of a previous owner, or self-aware thanks to the magic used to"
      },
      {
        "document": 135,
        "excerpt": "Sentient Magic Item Traits"
      },
      {
        "document": 136,
        "excerpt": "An item in the Armor category is typically a magical version of armor from “Equipment.” Unless an armor’s descri"
      },
      {
        "document": 137,
        "excerpt": "A sentient magic item has Intelligence, Wisdom, and Charisma scores. Choose the item's abilities, or determine them randomly a"
      },
      {
        "document": 138,
        "excerpt": "A sentient magic item has an alignment. Its creator or nature might suggest an alignment. Otherwise, pick an alignment or roll"
      },
      {
        "document": 139,
        "excerpt": "A sentient item communicates by sharing its emotions, broadcasting its thoughts telepathically, or speaking aloud. You c"
      },
      {
        "document": 140,
        "excerpt": "A sentient item can perceive its surroundings out to a limited range. You can choose its senses or roll on the Sentient"
      },
      {
        "document": 141,
        "excerpt": "You can give a sentient item an objective it pursues, perhaps to the exclusion of all else. As long as the wielder's use of the item"
      },
      {
        "document": 142,
        "excerpt": "When the bearer of a sentient item acts in a manner opposed to the item's alignment or purpose, conflict can arise. When such a conflict oc"
      },
      {
        "document": 143,
        "excerpt": "items are presented in alphabetical order. If a magic item description capitalizes a creature's name and presents it in bold type, that's a visual cue pointing you"
      },
      {
        "document": 144,
        "excerpt": "An item in the Potion category might be a magical brew that must be imbibed or an oil that must be applied to a"
      },
      {
        "document": 145,
        "excerpt": "For its magic to function, an item in the Ring category must be worn on a finger or a similar digit unless its description notes otherwise."
      },
      {
        "document": 146,
        "excerpt": "An item in the Rod category is a scepter usually made of metal, wood, or bone. A typical rod weighs 2 to 5 pound"
      },
      {
        "document": 147,
        "excerpt": "An item in the Scroll category is a roll of paper or parchment, sometimes attached to wooden rods and typically"
      },
      {
        "document": 149,
        "excerpt": "An item in the Wand category is typically 12 to 15 inches long and crafted of metal, bone, or wood. It is tipped"
      },
      {
        "document": 158,
        "excerpt": "pecial flourishes that happen when the monster uses an item, and the stat block might ignore the rules in “Equipment” for that item. When used by someone else, a re"
      },
      {
        "document": 160,
        "excerpt": "r's Challenge Rating. If you do give a monster a magic item, the monster can have Attunement with magic items as noted in “Equipment.” A monster with a class tag af"
      },
      {
        "document": 265,
        "excerpt": "on the Trinkets table to gain a Tiny trinket, a simple item lightly touched by mystery. The GM might also use this table. It can help stock a room in a dungeon or f"
      },
      {
        "document": 318,
        "excerpt": "ty check made to appraise or inspect a highly detailed item. Lighting a fire with a Magnifying Glass requires light as bright as sunlight to focus, tinder to ignite"
      },
      {
        "document": 331,
        "excerpt": "This potion is a magic item. As a Bonus Action, you can drink it or administer it to another creature within 5 feet of yourself. The"
      },
      {
        "document": 344,
        "excerpt": "Scroll (Cantrip) or Spell Scroll (Level 1) is a magic item that bears the words of a cantrip or level 1 spell, respectively, determined by the scroll's creator. If"
      },
      {
        "document": 378,
        "excerpt": "Identifying a Magic Item"
      },
      {
        "document": 379,
        "excerpt": "m's magical properties. Without becoming attuned to an item that requires Attunement, you gain only its nonmagical benefits unless its description states otherwise."
      },
      {
        "document": 380,
        "excerpt": "Attuning to an item requires you to spend a Short Rest focused on only that item while being in physical contact with it (th"
      },
      {
        "document": 381,
        "excerpt": "gic items at a time. Any attempt to attune to a fourth item fails; you must end your Attunement to an item first. Additionally, you can't attune to more than one co"
      },
      {
        "document": 382,
        "excerpt": "Your Attunement to an item ends if you no longer satisfy the prerequisites for Attunement, if the item has been more than 100 feet"
      },
      {
        "document": 384,
        "excerpt": "properties might mean wearing or wielding it. A magic item meant to be worn must be donned in the intended fashion: boots go on feet, gloves on hands, hats and hel"
      },
      {
        "document": 385,
        "excerpt": "gauntlets, one pair of bracers, one suit of armor, one item of headwear, or one cloak. The GM might make exceptions."
      },
      {
        "document": 387,
        "excerpt": "To craft a nonmagical item, you need tools, raw materials, and time, each of which is detailed below. If you meet the requirements,"
      },
      {
        "document": 388,
        "excerpt": "sted there. You must use the required tool to make an item and have proficiency with that tool. Anyone who helps you must also have proficiency with it."
      },
      {
        "document": 389,
        "excerpt": "To make an item, you need raw materials worth half its purchase cost (round down). For example, you need 750 GP of raw m"
      },
      {
        "document": 390,
        "excerpt": "many days (working 8 hours a day) it takes to make an item, divide its purchase cost in GP by 10 (round a fraction up to a day). For example, you need 5 days to m"
      },
      {
        "document": 425,
        "excerpt": "rity Weight: 5 lb. Utilize: Add a design to a leather item (DC 10) Craft: Sling, Whip, Hide Armor, Leather Armor, Studded Leather Armor, Backpack, Crossbow Bolt C"
      },
      {
        "document": 430,
        "excerpt": "y: Dexterity Weight: 10 lb. Utilize: Assemble a Tiny item composed of scrap, which falls apart in 1 minute (DC 20) Craft: Musket, Pistol, Bell, Bullseye Lantern,"
      },
      {
        "document": 447,
        "excerpt": "nt you get when you buy them. The table also lists the item that is typically used to store each type; storage must be bought separately. Adventuring Gear Ammunit"
      },
      {
        "document": 449,
        "excerpt": "magic. A Sorcerer, Warlock, or Wizard can use such an item as a Spellcasting Focus. Arcane Focuses"
      },
      {
        "document": 497,
        "excerpt": "in your mind or have access to the spell from a magic item, such as a Spell Scroll. Your features specify which spells you have access to, if any; whether you alwa"
      },
      {
        "document": 514,
        "excerpt": "cast without a spell slot. The description of such an item specifies how many times a spell can be cast from it."
      },
      {
        "document": 518,
        "excerpt": "a casting time of an action or use a feature or magic item that requires a Magic action to be activated. If you cast a spell that has a casting time of 1 minute o"
      },
      {
        "document": 519,
        "excerpt": "effect is magical if it is created by a spell, a magic item, or a phenomenon that a rule labels as magical."
      },
      {
        "document": 713,
        "excerpt": "ded time, as with a spell such as Wind Walk or a magic item such as a Carpet of Flying, translate the party's Speed into travel rates using these rules: Miles per"
      },
      {
        "document": 745,
        "excerpt": "Cast a spell, use a magic item, or use a magical feature."
      },
      {
        "document": 756,
        "excerpt": "You pull a magic item out of the hat. Roll 1d6 to determine the item’s rarity: on a 1–3, Common; on a 4–5, Uncommon; on a 6, R"
      },
      {
        "document": 757,
        "excerpt": "Magic Item Rarities and Values"
      },
      {
        "document": 766,
        "excerpt": "Magic Item Categories"
      },
      {
        "document": 772,
        "excerpt": "Magic Item Tools"
      },
      {
        "document": 780,
        "excerpt": "Magic Item Crafting Time and Cost"
      },
      {
        "document": 785,
        "excerpt": "The item communicates by transmitting emotion to the creature carrying or wielding it."
      },
      {
        "document": 787,
        "excerpt": "Aligned. The item seeks to defeat or destroy those of a diametrically opposed alignment.Such an item is never Neutral."
      },
      {
        "document": 920,
        "excerpt": "Item"
      },
      {
        "document": 921,
        "excerpt": "Item"
      },
      {
        "document": 923,
        "excerpt": "Item"
      },
      {
        "document": 930,
        "excerpt": "Item"
      },
      {
        "document": 931,
        "excerpt": "Item"
      },
      {
        "document": 984,
        "excerpt": "tilize action, or take the Magic action to use a magic item that requires that action."
      },
      {
        "document": 1166,
        "excerpt": "make a nonmagical object appear magical, make a magic item appear nonmagical, or change the object's aura so that it appears to belong to a school of magic you cho"
      },
      {
        "document": 1252,
        "excerpt": "ture is wearing and carrying changes size with it. Any item it drops returns to normal size at once. A thrown weapon or piece of ammunition returns to normal size i"
      },
      {
        "document": 1297,
        "excerpt": "e, including the target's Attunement to a cursed magic item - Any reduction to one of the target's ability scores - Any reduction to the target's Hit Point maximum"
      },
      {
        "document": 1322,
        "excerpt": "roughout the spell's casting. If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires Attuneme"
      },
      {
        "document": 1343,
        "excerpt": "pen an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. As a Magic action on your later turns, you"
      },
      {
        "document": 1357,
        "excerpt": "rmer damage. This spell can physically repair a magic item, but it can't restore magic to such an object."
      },
      {
        "document": 1403,
        "excerpt": "reature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's Attunement to the object so it can be removed or di"
      },
      {
        "document": 1484,
        "excerpt": "object of up to 25,000 GP in value that isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space that yo"
      },
      {
        "document": 1505,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1506,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1507,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1509,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1515,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1516,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1517,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1518,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1519,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1520,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1521,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1522,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1524,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1525,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1526,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1527,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1528,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1529,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1530,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1531,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1532,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1533,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1534,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1535,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1536,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1537,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1538,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1539,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1540,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1541,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1542,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1543,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1544,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1545,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1546,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1547,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1548,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1549,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1550,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1551,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1552,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1553,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1556,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1557,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1560,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1561,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1564,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1565,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1566,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1569,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1570,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1571,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1575,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1576,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1577,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1578,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1579,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1580,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1582,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1584,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1585,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1586,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1589,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1590,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1591,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1592,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1594,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1595,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1596,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1597,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1598,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1599,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1600,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1601,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1603,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1604,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1605,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1606,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1608,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1609,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1610,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1611,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1613,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1618,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1619,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1620,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1621,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1622,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1623,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1624,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1625,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1627,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1628,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1629,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1630,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1636,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1637,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1638,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1639,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1641,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1642,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1644,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1687,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1688,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1689,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1690,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1691,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1698,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1699,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1700,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1702,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1707,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1708,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1711,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1724,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1725,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1726,
        "excerpt": "Weapon (Longsword), Rare (Requires Attunement) This item appears to be a sword hilt. Blade of Radiance. While grasping the hilt, you can take a Bonus Action to"
      },
      {
        "document": 1730,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1731,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1732,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1734,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1735,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1736,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1738,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1756,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1757,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1758,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1759,
        "excerpt": "Wondrous Item"
      }
    ],
    "item's": [
      {
        "document": 118,
        "excerpt": "tem has a rarity, which provides a rough measure of an item's power relative to other magic items. The rarities are shown in the Magic Item Rarities and Values table."
      },
      {
        "document": 119,
        "excerpt": "a value of 5,500 GP, which is the sum of a Rare magic item's value (4,000 GP) and the cost of Plate Armor (1,500 GP). Magic Item Rarities and Values *Halve the val"
      },
      {
        "document": 120,
        "excerpt": "lly takes a Magic action to activate a magic item. The item's user might also need to do something special. The description of each item category or individual item d"
      },
      {
        "document": 123,
        "excerpt": "r's spell slots, and requires no components unless the item's description notes otherwise. The spell uses its normal casting time, range, and duration, and the user o"
      },
      {
        "document": 127,
        "excerpt": "A magic item's description specifies whether it bears a curse. Most methods of identifying items, including the Identif"
      },
      {
        "document": 133,
        "excerpt": "ic item takes an amount of time and money based on the item's rarity as shown in the Magic Item Crafting Time and Cost table. Work per Day. For each day of crafting,"
      },
      {
        "document": 135,
        "excerpt": "When you make a sentient magic item, you create the item's persona much as you would create an NPC, with these exceptions."
      },
      {
        "document": 137,
        "excerpt": "Intelligence, Wisdom, and Charisma scores. Choose the item's abilities, or determine them randomly as follows: roll 4d6 for each one, dropping the lowest roll and to"
      },
      {
        "document": 138,
        "excerpt": ". Otherwise, pick an alignment or roll on the Sentient Item's Alignment table."
      },
      {
        "document": 139,
        "excerpt": "can choose how it communicates or roll on the Sentient Item's Communication table."
      },
      {
        "document": 140,
        "excerpt": "nge. You can choose its senses or roll on the Sentient Item's Senses table."
      },
      {
        "document": 141,
        "excerpt": "You can pick a special purpose or roll on the Sentient Item's Special Purpose table. Sentient Item's Alignment Sentient Item's Communication Sentient Item's Senses"
      },
      {
        "document": 142,
        "excerpt": "rer of a sentient item acts in a manner opposed to the item's alignment or purpose, conflict can arise. When such a conflict occurs, the item's bearer makes a Charism"
      },
      {
        "document": 378,
        "excerpt": "a sense that it is extraordinary, but learning a magic item's properties isn't automatic. The Identify spell is the fastest way to reveal an item's properties. Alter"
      },
      {
        "document": 379,
        "excerpt": "Attunement - with them before the creature can use an item's magical properties. Without becoming attuned to an item that requires Attunement, you gain only its nonm"
      },
      {
        "document": 380,
        "excerpt": "t (this can't be the same Short Rest used to learn the item's properties). This focus can take the form of weapon practice (for a Weapon), meditation (for a Wand), or"
      },
      {
        "document": 384,
        "excerpt": "Using a magic item's properties might mean wearing or wielding it. A magic item meant to be worn must be donned in the intend"
      },
      {
        "document": 444,
        "excerpt": "tems are described here in alphabetical order, with an item's price appearing after its name."
      },
      {
        "document": 575,
        "excerpt": "Attunement - with them before the creature can use an item's magical properties. A creature can have Attunement with no more than three magic items at a time. See al"
      },
      {
        "document": 784,
        "excerpt": "Sentient Item's Alignment"
      },
      {
        "document": 785,
        "excerpt": "Sentient Item's Communication"
      },
      {
        "document": 786,
        "excerpt": "Sentient Item's Senses"
      },
      {
        "document": 787,
        "excerpt": "Sentient Item's Special Purpose"
      },
      {
        "document": 1484,
        "excerpt": "t might instantly transport you to the presence of the item's current owner. If your wish is granted and its effects have consequences for a whole community, region,"
      }
    ],
    "items": [
      {
        "document": 27,
        "excerpt": "A creature's AC can then be modified by armor, magic items, spells, and more. Only One Base AC. Some spells and class features give characters a different way to"
      },
      {
        "document": 37,
        "excerpt": "lass features, feats, weapon properties, spells, magic items, monster abilities, and the like - that sometimes contradict a general rule. When an exception and a gen"
      },
      {
        "document": 51,
        "excerpt": "uers with Caltrops. See “Equipment” for rules on many items that are useful on adventures. The items in the “Tools” and “Adventuring Gear” sections are especially u"
      },
      {
        "document": 74,
        "excerpt": "bject, you need to take the Utilize action. Some magic items and other special objects always require an action to use, as stated in their descriptions."
      },
      {
        "document": 114,
        "excerpt": "Magic Items"
      },
      {
        "document": 116,
        "excerpt": "Wondrous Items"
      },
      {
        "document": 117,
        "excerpt": "Rules for identifying, attuning to, and using magic items appear in “Equipment.” Additional rules are presented below. Attunement Prerequisites. If a magic item"
      },
      {
        "document": 118,
        "excerpt": "ugh measure of an item's power relative to other magic items. The rarities are shown in the Magic Item Rarities and Values table. Common magic items, such as a Poti"
      },
      {
        "document": 119,
        "excerpt": "Common magic items can often be bought in a town or city. Uncommon and Rare magic items are usually found only in cities, a"
      },
      {
        "document": 120,
        "excerpt": "ividual item details how an item is activated. Certain items use the following rules for their activation."
      },
      {
        "document": 122,
        "excerpt": "Consumable Items"
      },
      {
        "document": 123,
        "excerpt": "Spells Cast from Items"
      },
      {
        "document": 124,
        "excerpt": "Some magic items have charges that must be expended to activate their properties. The number of charges an item has remai"
      },
      {
        "document": 126,
        "excerpt": "Magic items often have charges or properties that recharge at the next dawn or some other specified time. If such an"
      },
      {
        "document": 127,
        "excerpt": "Cursed Items"
      },
      {
        "document": 128,
        "excerpt": "s durable as a nonmagical item of its kind. Most magic items, other than Potions and Scrolls, have Resistance to all damage. An Artifact can be destroyed only in so"
      },
      {
        "document": 129,
        "excerpt": "Crafting Magic Items"
      },
      {
        "document": 134,
        "excerpt": "Sentient Magic Items"
      },
      {
        "document": 143,
        "excerpt": "Magic Items A-Z"
      },
      {
        "document": 144,
        "excerpt": "uid in a vial. Using a Potion. Potions are consumable items. Drinking a potion or administering it to another creature requires a Bonus Action. Applying an oil migh"
      },
      {
        "document": 147,
        "excerpt": "written form. Using a Scroll. Scrolls are consumable items. Unleashing the magic in a scroll requires the user to read the scroll. When its magic has been invoked,"
      },
      {
        "document": 148,
        "excerpt": "Items in the Staff category vary widely in appearance: some are of nearly equal diameter throughout and smooth"
      },
      {
        "document": 158,
        "excerpt": "has equipment that can be given away or retrieved, the items are listed in the Gear entry. The monster's stat block might include special flourishes that happen when"
      },
      {
        "document": 160,
        "excerpt": "Equipping a Monster with Other Items"
      },
      {
        "document": 181,
        "excerpt": "fies the type of creature it is. Certain spells, magic items, class features, and other effects in the game interact in special ways with creatures of a particular t"
      },
      {
        "document": 253,
        "excerpt": "r a level 1 character, possibly even one or more magic items. The Starting Equipment at Higher Levels table is a guide for the GM. Also, check with your GM about wh"
      },
      {
        "document": 333,
        "excerpt": "A Priest's Pack contains the following items: Backpack, Blanket, Holy Water, Lamp, 7 days of Rations, Robe, and Tinderbox."
      },
      {
        "document": 341,
        "excerpt": "A Scholar's Pack contains the following items: Backpack, Book, Ink, Ink Pen, Lamp, 10 flasks of Oil, 10 sheets of Parchment, and Tinderbox."
      },
      {
        "document": 377,
        "excerpt": "Magic Items"
      },
      {
        "document": 378,
        "excerpt": "Some magic items are indistinguishable from their nonmagical counterparts, while others are conspicuously magical. Handli"
      },
      {
        "document": 379,
        "excerpt": "Some magic items require a creature to form a bond - called Attunement - with them before the creature can use an item's"
      },
      {
        "document": 381,
        "excerpt": "No More Than Three Items"
      },
      {
        "document": 384,
        "excerpt": "Wearing and Wielding Items"
      },
      {
        "document": 385,
        "excerpt": "Multiple Items of the Same Kind"
      },
      {
        "document": 386,
        "excerpt": "Paired Items"
      },
      {
        "document": 387,
        "excerpt": "Crafting Nonmagical Items"
      },
      {
        "document": 388,
        "excerpt": "ipment” lists which tools are required to make certain items. The GM assigns required tools for items not listed there. You must use the required tool to make an it"
      },
      {
        "document": 412,
        "excerpt": "lps you make specialized ability checks, craft certain items, or both. A tool's description includes the tool's cost and weight, as well as the following entries: A"
      },
      {
        "document": 414,
        "excerpt": "Artisan's Tools are each focused on crafting items and pursuing a trade. Each of these tools requires a separate proficiency."
      },
      {
        "document": 420,
        "excerpt": "s - retain their full value in the marketplace. \"Magic Items\" has prices for magic items."
      },
      {
        "document": 444,
        "excerpt": "ncludes gear that adventurers often find useful. These items are described here in alphabetical order, with an item's price appearing after its name."
      },
      {
        "document": 462,
        "excerpt": "A Burglar's Pack contains the following items: Backpack, Ball Bearings, Bell, 10 Candles, Crowbar, Hooded Lantern, 7 flasks of Oil, 5 days of Rations,"
      },
      {
        "document": 477,
        "excerpt": "A Diplomat's Pack contains the following items: Chest, Fine Clothes, Ink, 5 Ink Pens, Lamp, 2 Map or Scroll Cases, 4 flasks of Oil, 5 sheets of Paper,"
      },
      {
        "document": 479,
        "excerpt": "A Dungeoneer's Pack contains the following items: Backpack, Caltrops, Crowbar, 2 flasks of Oil, 10 days of Rations, Rope, Tinderbox, 10 Torches, and Wat"
      },
      {
        "document": 480,
        "excerpt": "An Entertainer's Pack contains the following items: Backpack, Bedroll, Bell, Bullseye Lantern, 3 Costumes, Mirror, 8 flasks of Oil, 9 days of Rations, Tind"
      },
      {
        "document": 481,
        "excerpt": "An Explorer's Pack contains the following items: Backpack, Bedroll, 2 flasks of Oil, 10 days of Rations, Rope, Tinderbox, 10 Torches, and Waterskin."
      },
      {
        "document": 514,
        "excerpt": "st the spell a limited number of times per day. Magic Items. Spell Scrolls and some other magic items contain spells that can be cast without a spell slot. The desc"
      },
      {
        "document": 575,
        "excerpt": "Some magic items require a creature to form a bond - called Attunement - with them before the creature can use an item's"
      },
      {
        "document": 613,
        "excerpt": "l. If the creature had Attunement to one or more magic items, it is no longer attuned to them."
      },
      {
        "document": 668,
        "excerpt": "Cursed Magic Items"
      },
      {
        "document": 744,
        "excerpt": "Recall lore about spells, magic items, and the planes of existence."
      },
      {
        "document": 766,
        "excerpt": "Wondrous Items"
      },
      {
        "document": 816,
        "excerpt": "Magic Items"
      },
      {
        "document": 940,
        "excerpt": "Spells, magic items, eldritch symbols, magical traditions, planes of existence, and certain creatures (Aberrations, Construc"
      },
      {
        "document": 984,
        "excerpt": "into ruins and getting maximum benefit from the magic items you find there."
      },
      {
        "document": 1160,
        "excerpt": "affect anything inside it. Magical properties of magic items don't work inside the aura or on anything inside it. Areas of effect created by spells or other magic c"
      },
      {
        "document": 1259,
        "excerpt": "the quality of the raw materials. Creatures and magic items can't be created by this spell. You also can't use it to create items that require a high degree of skil"
      },
      {
        "document": 1343,
        "excerpt": "up to 30 feet. The hand can't attack, activate magic items, or carry more than 10 pounds."
      },
      {
        "document": 1376,
        "excerpt": "tial might require a sizable donation of gold or magic items to an allied temple, while a Fiend might demand a living sacrifice or a gift of treasure. Some creatures"
      },
      {
        "document": 1517,
        "excerpt": "Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other"
      },
      {
        "document": 1569,
        "excerpt": "ensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to 60 Arrows, Bolts, or si"
      },
      {
        "document": 1582,
        "excerpt": "weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring a Magic action to use: First Command Wor"
      },
      {
        "document": 1594,
        "excerpt": "Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other"
      },
      {
        "document": 1625,
        "excerpt": "Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other"
      },
      {
        "document": 1627,
        "excerpt": "orms of wealth that you carry or own, other than magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way"
      },
      {
        "document": 1644,
        "excerpt": "ndy Haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other"
      },
      {
        "document": 1691,
        "excerpt": "Robe of Useful Items"
      }
    ],
    "itself": [
      {
        "document": 10,
        "excerpt": "rwise, you fail. A success or failure has no effect by itself. On your third success, you become Stable (see “Stabilizing a Character” below). On your third failure,"
      },
      {
        "document": 308,
        "excerpt": "on to make a DC 13 Strength (Athletics) check, freeing itself or another creature within its reach on a success. Each failed check deals 1 Piercing damage to the trap"
      },
      {
        "document": 562,
        "excerpt": "e to understand at least one language or be telepathic itself to understand. A telepath doesn't need to see a contacted creature, and the telepath can start or end t"
      },
      {
        "document": 593,
        "excerpt": "ines these conditions: A condition doesn't stack with itself; a recipient either has a condition or doesn't. The Exhaustion condition is an exception to that rule."
      },
      {
        "document": 633,
        "excerpt": "ainst the grapple's escape DC, ending the condition on itself on a success. The condition also ends if the grappler has the Incapacitated condition or if the distance"
      },
      {
        "document": 671,
        "excerpt": "es a DC 15 Charisma saving throw, regaining control of itself on a success. After finishing a Long Rest, a creature with Demonic Possession makes a DC 15 Charisma sa"
      },
      {
        "document": 675,
        "excerpt": "s, the creature repeats the save, ending the effect on itself on a success. After 1 minute, it succeeds automatically. Fighting the Contagion. At the end of each Lon"
      },
      {
        "document": 689,
        "excerpt": "at the end of each of its turns, ending the effect on itself on a success. At your discretion, a Frightened creature might be subject to other effects as long as th"
      },
      {
        "document": 699,
        "excerpt": "at the end of each of its turns, ending the effect on itself on a success."
      },
      {
        "document": 717,
        "excerpt": "on to make a DC 10 Strength (Athletics) check, freeing itself or another creature within its reach from the Net on a successful check. Detect and Disarm. As a Search"
      },
      {
        "document": 783,
        "excerpt": "at the end of each of its turns, ending the effect on itself on a success."
      },
      {
        "document": 787,
        "excerpt": "er sentient magic item, perhaps one that is similar to itself."
      },
      {
        "document": 789,
        "excerpt": "agical explosion in a 5-foot-radius Sphere centered on itself. Each creature in that area takes 4d10 Force damage."
      },
      {
        "document": 970,
        "excerpt": "Poisoned target repeats the save, ending the effect on itself on a success. To use this effect, you must have a Poisoner's Kit on your person. Trip (Cost: 1d6). If"
      },
      {
        "document": 981,
        "excerpt": ", using that life force to cure many hurts. Existence itself relies on the positive energy associated with this domain, so a Cleric of almost any religious tradition"
      },
      {
        "document": 983,
        "excerpt": "s, the creature repeats the save, ending the effect on itself on a success. Once you use this feature, you can't use it again until you finish a Long Rest unless you"
      },
      {
        "document": 1177,
        "excerpt": "ck against your spell save DC, ending the condition on itself on a success."
      },
      {
        "document": 1181,
        "excerpt": "urns, the target repeats the save, ending the spell on itself on a success. Using a Higher-Level Spell Slot. You can target one additional creature for each spell sl"
      },
      {
        "document": 1201,
        "excerpt": "is way, a target repeats the save, ending the spell on itself on a success."
      },
      {
        "document": 1203,
        "excerpt": "affected target repeats the save, ending the spell on itself on a success. Using a Higher-Level Spell Slot. The Sphere's radius increases by 5 feet for each spell s"
      },
      {
        "document": 1242,
        "excerpt": "takes damage, it repeats the save, ending the spell on itself on a success. You have a telepathic link with the Charmed target while the two of you are on the same p"
      },
      {
        "document": 1243,
        "excerpt": "takes damage, it repeats the save, ending the spell on itself on a success. You have a telepathic link with the Charmed target while the two of you are on the same p"
      },
      {
        "document": 1244,
        "excerpt": "takes damage, it repeats the save, ending the spell on itself on a success. You have a telepathic link with the Charmed target while the two of you are on the same p"
      },
      {
        "document": 1254,
        "excerpt": "eck against your spell save DC. On a success, it frees itself from the grasping plants and is no longer Restrained by them."
      },
      {
        "document": 1266,
        "excerpt": "noccupied space of your choice up to 60 feet away from itself. Healing Touch (Celestial Only; Recharges after a Long Rest). One creature within 5 feet of the steed"
      },
      {
        "document": 1286,
        "excerpt": "ints or if it takes a Magic action to end the spell on itself. While in this form, the target's only method of movement is a Fly Speed of 10 feet, and it can hover."
      },
      {
        "document": 1299,
        "excerpt": "d area. Dispel Magic has no effect on Guards and Wards itself, but each of the following effects can be dispelled. If all four are dispelled, Guards and Wards ends. I"
      },
      {
        "document": 1314,
        "excerpt": "e of laughter, and it can't end the Prone condition on itself. At the end of each of its turns and each time it takes damage, it makes another Wisdom saving throw. T"
      },
      {
        "document": 1315,
        "excerpt": "urns, the target repeats the save, ending the spell on itself on a success. Using a Higher-Level Spell Slot. You can target one additional creature for each spell sl"
      },
      {
        "document": 1316,
        "excerpt": "urns, the target repeats the save, ending the spell on itself on a success. Using a Higher-Level Spell Slot. You can target one additional Humanoid for each spell sl"
      },
      {
        "document": 1330,
        "excerpt": "of its turns, the target can take an action to collect itself and repeat the save, ending the spell on itself on a success."
      },
      {
        "document": 1384,
        "excerpt": "the end of each of its turns, ending the condition on itself on a success."
      },
      {
        "document": 1432,
        "excerpt": "e at the end of each of its turns, ending the spell on itself on a success."
      },
      {
        "document": 1450,
        "excerpt": "at the end of each of its turns, ending the effect on itself on a success. This spell dispels Darkness in its area that was created by any spell."
      },
      {
        "document": 1479,
        "excerpt": "tion to pass from the liquid's surface into the liquid itself and vice versa, but if the target falls into the liquid, the target passes through the surface into the"
      },
      {
        "document": 1480,
        "excerpt": "across a floor, wall, or ceiling, the web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 f"
      },
      {
        "document": 1484,
        "excerpt": "cast. By simply speaking aloud, you can alter reality itself. The basic use of this spell is to duplicate any other spell of level 8 or lower. If you use it this wa"
      },
      {
        "document": 1555,
        "excerpt": "d attacks one creature of your choice within 5 feet of itself. The weapon uses your attack roll and adds your ability modifier to damage rolls. While the weapon hove"
      },
      {
        "document": 1566,
        "excerpt": "at the end of each of its turns, ending the effect on itself on a success. The effect also ends on any creature targeted by a Lesser Restoration spell."
      },
      {
        "document": 1574,
        "excerpt": "ck to try to break the restraint, ending the effect on itself on a successful check. Arrow of Transport. As a Magic action, you can fire one energy arrow from this w"
      },
      {
        "document": 1580,
        "excerpt": "count. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of"
      },
      {
        "document": 1585,
        "excerpt": "at the end of each of its turns, ending the effect on itself on a success. Third Command Word. You expend 5 charges and cause the gem to flare with intense light in"
      },
      {
        "document": 1605,
        "excerpt": "e or similar creature, whereupon the horseshoe affixes itself to the hoof. Removing a horseshoe also takes a Magic action. While all four shoes are affixed to the ho"
      },
      {
        "document": 1606,
        "excerpt": "e or similar creature, whereupon the horseshoe affixes itself to the hoof. Removing a horseshoe also takes a Magic action. While all four horseshoes are attached to"
      },
      {
        "document": 1611,
        "excerpt": "ely to result in its death or imprisonment, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its nor"
      },
      {
        "document": 1617,
        "excerpt": "rns, a creature repeats the save, ending the effect on itself on a success."
      },
      {
        "document": 1641,
        "excerpt": "at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its save is immune to the effect of these pipes for 24 hours."
      },
      {
        "document": 1642,
        "excerpt": "you issue no commands to a Friendly swarm, it defends itself but otherwise takes no actions. If a Friendly swarm starts its turn more than 30 feet away from you, you"
      },
      {
        "document": 1666,
        "excerpt": "ommands. If you fail to command it, the djinni defends itself against attackers but takes no other actions. After the djinni departs, it can't be summoned again for"
      },
      {
        "document": 1691,
        "excerpt": "it conforms to fit the opening, attaching and hinging itself 23–30 10 gems worth 100 GP each 31–44 Wooden ladder (24 feet long) 45–51 Riding Horse with a Riding S"
      },
      {
        "document": 1692,
        "excerpt": "ct is canceled, and the spell's energy - not the spell itself - is stored in the rod. The energy has the same level as the spell when it was cast. A canceled spell di"
      },
      {
        "document": 1694,
        "excerpt": "at the end of each of its turns, ending the effect on itself on a success. Once used, this property can't be used again until the next dawn."
      },
      {
        "document": 1698,
        "excerpt": "tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying."
      },
      {
        "document": 1716,
        "excerpt": "losion that fills a 30-foot Emanation originating from itself. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion"
      },
      {
        "document": 1719,
        "excerpt": "losion that fills a 30-foot Emanation originating from itself. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion"
      },
      {
        "document": 1720,
        "excerpt": "location. Absent commands from you, the snake defends itself. As a Bonus Action, you can command the snake to revert to staff form in its current space, and you can"
      },
      {
        "document": 1729,
        "excerpt": "at the end of each of its turns, ending the effect on itself on a success."
      },
      {
        "document": 1748,
        "excerpt": "get's turns, it repeats the save, ending the effect on itself on a success. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend"
      },
      {
        "document": 1760,
        "excerpt": "ast 1 mile away from the aboleth, ending the effect on itself on a success."
      },
      {
        "document": 1762,
        "excerpt": ". The dragon uses Spellcasting to cast Invisibility on itself, and it can fly up to half its Fly Speed. The dragon can't take this action again until the start of its"
      },
      {
        "document": 1766,
        "excerpt": "at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically."
      },
      {
        "document": 1769,
        "excerpt": "at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. Spellcasting. The dragon casts one of the foll"
      },
      {
        "document": 1774,
        "excerpt": ". The dragon uses Spellcasting to cast Invisibility on itself, and it can fly up to half its Fly Speed. The dragon can't take this action again until the start of its"
      },
      {
        "document": 1778,
        "excerpt": "at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically."
      },
      {
        "document": 1781,
        "excerpt": "at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. Spellcasting. The dragon casts one of the foll"
      },
      {
        "document": 1799,
        "excerpt": "e balor pulls the target up to 25 feet straight toward itself, and the target has the Prone condition. Lightning Blade. Melee Attack Roll: +14, reach 10 ft. Hit: 21"
      },
      {
        "document": 1803,
        "excerpt": "t turn if it is still Restrained, ending the effect on itself on a success. Second Failure: The target has the Petrified condition instead of the Restrained condition"
      },
      {
        "document": 1825,
        "excerpt": "e devil moves the target up to 30 feet straight toward itself. Success: The chain disappears."
      },
      {
        "document": 1827,
        "excerpt": "Sense Magic. The chuul senses magic within 120 feet of itself. This trait otherwise works like the Detect Magic spell but isn't itself magical."
      },
      {
        "document": 1829,
        "excerpt": "kes the same amount of damage. The cloaker can detach itself by spending 5 feet of movement. The target or a creature within 5 feet of it can take an action to try t"
      },
      {
        "document": 1831,
        "excerpt": "t turn if it is still Restrained, ending the effect on itself on a success. Second Failure: The target has the Petrified condition, instead of the Restrained conditio"
      },
      {
        "document": 1840,
        "excerpt": "an take an action to try to detach the darkmantle from itself, doing so with a successful DC 13 Strength (Athletics) check. On its turn, the darkmantle can detach its"
      },
      {
        "document": 1841,
        "excerpt": "save every 24 hours that elapse, ending the effect on itself on a success. Subsequent Failures: The Poisoned target's Hit Point maximum decreases by 5 (1d10)."
      },
      {
        "document": 1845,
        "excerpt": "rns, the target repeats the save, ending the effect on itself on a success. Spellcasting. The djinni casts one of the following spells, requiring no Material compone"
      },
      {
        "document": 1846,
        "excerpt": "at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically."
      },
      {
        "document": 1860,
        "excerpt": "eel. The ettercap pulls one creature within 30 feet of itself that is Restrained by its Web Strand up to 25 feet straight toward itself."
      },
      {
        "document": 1869,
        "excerpt": "reature or up to four Medium or Small creatures inside itself at a time. As an action, a creature within 5 feet of the cube can pull a creature or an object out of t"
      },
      {
        "document": 1884,
        "excerpt": "at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the save, a creature is immune to this effect for the next 24 hours. O"
      },
      {
        "document": 1889,
        "excerpt": "pus releases ink that fills a 10-foot Cube centered on itself, and the octopus moves up to its Swim Speed. The Cube is Heavily Obscured for 1 minute or until a strong"
      },
      {
        "document": 1907,
        "excerpt": "goblin chooses a Small or Medium ally within 5 feet of itself. The goblin and that ally swap places, and the ally becomes the target of the attack instead."
      },
      {
        "document": 1910,
        "excerpt": "at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically."
      },
      {
        "document": 1911,
        "excerpt": "t turn if it is still Restrained, ending the effect on itself on a success. Second Failure: The target has the Petrified condition instead of the Restrained condition"
      },
      {
        "document": 1938,
        "excerpt": "n damage. Invisibility. The imp casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability. Shape-Shift. The imp sha"
      },
      {
        "document": 1946,
        "excerpt": "Grappled by it to a space it can see within 60 feet of itself that isn't in the air. Dexterity Saving Throw: DC 25, the creature thrown and each creature in the desti"
      },
      {
        "document": 1954,
        "excerpt": "Ignited Illumination. The magmin sets itself ablaze or extinguishes its flames. While ablaze, the magmin sheds Bright Light in a 10-foot radius and D"
      },
      {
        "document": 1959,
        "excerpt": "t turn if it is still Restrained, ending the effect on itself on a success. Second Failure: The target has the Petrified condition instead of the Restrained condition"
      },
      {
        "document": 1961,
        "excerpt": "merrow pulls the target up to 15 feet straight toward itself."
      },
      {
        "document": 1973,
        "excerpt": "opus releases ink that fills a 5-foot Cube centered on itself, and the octopus moves up to its Swim Speed. The Cube is Heavily Obscured for 1 minute or until a strong"
      },
      {
        "document": 1976,
        "excerpt": "Invisibility. The oni casts Invisibility on itself, requiring no spell components and using the same spellcasting ability as Spellcasting."
      },
      {
        "document": 1986,
        "excerpt": "at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. Devilish Claw. Melee Attack Roll: +14, reach 1"
      },
      {
        "document": 1996,
        "excerpt": "turn. Invisibility. The quasit casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability. Scare (1/Day). Wisdom Sa"
      },
      {
        "document": 2007,
        "excerpt": "npoint the location of ferrous metal within 30 feet of itself."
      },
      {
        "document": 2009,
        "excerpt": "huagin can magically control sharks within 120 feet of itself, using a special telepathy."
      },
      {
        "document": 2011,
        "excerpt": "tyr pushes the target up to 10 feet straight away from itself. Mockery. Wisdom Saving Throw: DC 12, one creature the satyr can see within 90 feet. Failure: 5 (1d6 +"
      },
      {
        "document": 2017,
        "excerpt": "hambling mound pulls the target 5 feet straight toward itself. Engulf. Strength Saving Throw: DC 15, one Medium or smaller creature within 5 feet. Failure: The targe"
      },
      {
        "document": 2019,
        "excerpt": "The shrieker emits a shriek audible within 300 feet of itself for 1 minute or until the shrieker dies."
      },
      {
        "document": 2020,
        "excerpt": "at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically."
      },
      {
        "document": 2025,
        "excerpt": "at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. Third Roar. Constitution Saving Throw: DC 20,"
      },
      {
        "document": 2029,
        "excerpt": "nment. Invisibility. The sprite casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability."
      },
      {
        "document": 2032,
        "excerpt": "of each of the stirge's turns. The stirge can detach itself by spending 5 feet of its movement. The target or a creature within 5 feet of it can detach the stirge a"
      },
      {
        "document": 2044,
        "excerpt": "ous shock wave in a 60-foot Emanation originating from itself. Creatures in that area lose Concentration and, if Medium or smaller, have the Prone condition. The tarr"
      },
      {
        "document": 2046,
        "excerpt": "ugh pushes the target up to 10 feet straight away from itself. Heavy Crossbow. Ranged Attack Roll: +4, range 100/400 ft. Hit: 13 (2d10 + 2) Piercing damage."
      },
      {
        "document": 2048,
        "excerpt": "animates up to two trees it can see within 60 feet of itself. Each tree uses the Treant stat block, except it has Intelligence and Charisma scores of 1, it can't spe"
      },
      {
        "document": 2053,
        "excerpt": "t Horn attack. Shimmering Shield. The unicorn targets itself or one creature it can see within 60 feet of itself. The target gains 10 (3d6) Temporary Hit Points, and"
      },
      {
        "document": 2059,
        "excerpt": "at the end of each of its turns, ending the effect on itself on a success. While Poisoned, the target takes 5 (1d10) Poison damage at the start of each of its turns."
      },
      {
        "document": 2078,
        "excerpt": "The wraith targets a Humanoid corpse within 10 feet of itself that has been dead for no longer than 1 minute. The target's spirit rises as a Specter in the space of i"
      },
      {
        "document": 2080,
        "excerpt": "cation of precious metals and stones within 60 feet of itself."
      },
      {
        "document": 2086,
        "excerpt": "at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically."
      },
      {
        "document": 2089,
        "excerpt": "at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically."
      }
    ],
    "ivory": [
      {
        "document": 147,
        "excerpt": "ed to wooden rods and typically kept safe in a tube of ivory, jade, leather, metal, or wood. The most prevalent scroll is the Spell Scroll, a spell stored in written"
      },
      {
        "document": 1333,
        "excerpt": "ense worth 250+ GP, which the spell consumes, and four ivory strips worth 50+ GP each)"
      },
      {
        "document": 1627,
        "excerpt": "or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have thirteen cards, but some have twenty-two. Use the appro"
      },
      {
        "document": 1884,
        "excerpt": "sed, it can't be used again until 7 days have passed. Ivory Goats (Rare). These ivory statuettes of goats are always created in sets of three. Each goat looks uniqu"
      }
    ],
    "jab": [
      {
        "document": 1290,
        "excerpt": "equal to half this spell's level (round down). Poison Jab. Melee Attack Roll: Bonus equals your spell attack modifier, reach 10 ft. Hit: 1d6 + 3 plus the spell's"
      }
    ],
    "jacinth": [
      {
        "document": 1167,
        "excerpt": "V, S, M (for each of the spell's targets, one jacinth worth 1,000+ GP and one silver bar worth 100+ GP, all of which the spell consumes)"
      }
    ],
    "jack": [
      {
        "document": 896,
        "excerpt": "Expertise, Jack of All Trades"
      },
      {
        "document": 963,
        "excerpt": "Jack of All Trades"
      }
    ],
    "jackal": [
      {
        "document": 796,
        "excerpt": "Jackal"
      },
      {
        "document": 1942,
        "excerpt": "Jackal"
      }
    ],
    "jade": [
      {
        "document": 147,
        "excerpt": "ooden rods and typically kept safe in a tube of ivory, jade, leather, metal, or wood. The most prevalent scroll is the Spell Scroll, a spell stored in written form."
      },
      {
        "document": 768,
        "excerpt": "Jade"
      },
      {
        "document": 1347,
        "excerpt": "V, S, M (jade dust worth 10+ GP, which the spell consumes)"
      },
      {
        "document": 1391,
        "excerpt": "V, S, M (jade dust worth 25+ GP)"
      },
      {
        "document": 1420,
        "excerpt": "V, S, M (a jade circlet worth 1,500+ GP)"
      },
      {
        "document": 1630,
        "excerpt": "from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types o"
      }
    ],
    "jam": [
      {
        "document": 345,
        "excerpt": "o wood, earth, or a similar material. You can do so to jam a door shut or to then tie a Rope or Chain to the Spike."
      }
    ],
    "jar": [
      {
        "document": 267,
        "excerpt": "t moves about when it's not being observed 98 A glass jar containing lard with a label that reads, \"Griffon Grease\" 99 A wooden box with a ceramic bottom that ho"
      },
      {
        "document": 820,
        "excerpt": "A glass jar containing a bit of flesh floating in pickling fluid"
      },
      {
        "document": 892,
        "excerpt": "Magic Jar"
      },
      {
        "document": 1345,
        "excerpt": "Magic Jar"
      },
      {
        "document": 1708,
        "excerpt": "e bond between any two objects. It must be stored in a jar or flask that has been coated inside with Oil of Slipperiness. When found, a container contains 1d6 + 1"
      },
      {
        "document": 1949,
        "excerpt": "aving throw, it can choose to succeed instead. Spirit Jar. If destroyed, the lich reforms in 1d10 days if it has a spirit jar, reviving with all its Hit Points. T"
      }
    ],
    "jaunt": [
      {
        "document": 990,
        "excerpt": "ll expended uses when you finish a Long Rest: Cloud's Jaunt (Cloud Giant). As a Bonus Action, you magically teleport up to 30 feet to an unoccupied space you can se"
      },
      {
        "document": 1982,
        "excerpt": "Ethereal Jaunt. The spider teleports from the Material Plane to the Ethereal Plane or vice versa."
      }
    ],
    "javelin": [
      {
        "document": 928,
        "excerpt": "Javelin"
      },
      {
        "document": 1077,
        "excerpt": "Javelin"
      },
      {
        "document": 1612,
        "excerpt": "Javelin of Lightning"
      },
      {
        "document": 1819,
        "excerpt": "Multiattack. The bugbear makes two Javelin or Morningstar attacks. Javelin. Melee or Ranged Attack Roll: +5, reach 10 ft. or range 30/120 ft. Hit:"
      },
      {
        "document": 1918,
        "excerpt": "Multiattack. The guard makes two attacks, using Javelin or Longsword in any combination. Javelin. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 30/120"
      },
      {
        "document": 1975,
        "excerpt": "+6, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage. Javelin. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 30/120 ft. Hit: 11 (2d6 + 4) Piercing damage."
      },
      {
        "document": 2068,
        "excerpt": "Multiattack. The wereboar makes two attacks, using Javelin or Tusk in any combination. It can replace one attack with a Gore attack. Gore (Boar or Hybrid Form Onl"
      }
    ],
    "javelins": [
      {
        "document": 966,
        "excerpt": "hoose A, B, or C: (A) Chain Mail, Greatsword, Flail, 8 Javelins, Dungeoneer’s Pack, and 4 GP; (B) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quive"
      },
      {
        "document": 968,
        "excerpt": "Choose A or B: (A) Chain Mail, Shield, Longsword, 6 Javelins, Holy Symbol, Priest’s Pack, and 9 GP; or (B) 150 GP"
      },
      {
        "document": 1569,
        "excerpt": "milar objects. The mid-size compartment holds up to 18 Javelins or similar objects. The longest compartment holds up to 6 long objects, such as bows, Quarterstaffs, or"
      },
      {
        "document": 1819,
        "excerpt": "Chain Shirt, Javelins (6), Morningstar"
      },
      {
        "document": 1918,
        "excerpt": "Breastplate, Javelins (6), Longsword, Shield"
      },
      {
        "document": 1975,
        "excerpt": "Greatclub, Javelins (3)"
      },
      {
        "document": 2068,
        "excerpt": "Javelins (6)"
      }
    ],
    "jellies": [
      {
        "document": 1972,
        "excerpt": "damage. Response: The jelly splits into two new Ochre Jellies. Each new jelly is one size smaller than the original jelly and acts on its Initiative. The original jel"
      }
    ],
    "jelly": [
      {
        "document": 1972,
        "excerpt": "Ochre Jelly"
      }
    ],
    "jelly's": [
      {
        "document": 1972,
        "excerpt": "riginal jelly and acts on its Initiative. The original jelly's Hit Points are divided evenly between the new jellies (round down)."
      }
    ],
    "jellyfish": [
      {
        "document": 1662,
        "excerpt": "otion's cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it."
      }
    ],
    "jerky": [
      {
        "document": 336,
        "excerpt": "Rations consist of travel-ready food, including jerky, dried fruit, hardtack, and nuts. See “Malnutrition” in “Rules Glossary” for the risks of not eating."
      }
    ],
    "jester": [
      {
        "document": 761,
        "excerpt": "Jester"
      },
      {
        "document": 1627,
        "excerpt": "s drawn, it disappears. Unless the card is the Fool or Jester, the card reappears in the deck, making it possible to draw the same card twice. (Once the Fool or Jeste"
      }
    ],
    "jet": [
      {
        "document": 768,
        "excerpt": "Jet"
      }
    ],
    "jewel": [
      {
        "document": 1377,
        "excerpt": "V, S, M (a jewel worth 1,000+ GP, which the spell consumes)"
      },
      {
        "document": 1585,
        "excerpt": "m's charges are expended, the gem becomes a nonmagical jewel worth 50 GP."
      }
    ],
    "jeweled": [
      {
        "document": 449,
        "excerpt": "one of the forms in the Arcane Focuses table and is be jeweled or carved to channel arcane magic. A Sorcerer, Warlock, or Wizard can use such an item as a Spellcasting"
      },
      {
        "document": 485,
        "excerpt": "es one of the forms in the Holy Symbol table and is be jeweled or painted to channel divine magic. A Cleric or Paladin can use a Holy Symbol as a Spellcasting Focus."
      },
      {
        "document": 1193,
        "excerpt": "V, S, M (a focus worth 100+ GP, either a jeweled horn for hearing or a glass eye for seeing)"
      }
    ],
    "jeweler": [
      {
        "document": 772,
        "excerpt": "Jeweler’s Tools"
      }
    ],
    "jeweler's": [
      {
        "document": 424,
        "excerpt": "Jeweler's Tools (25 GP)"
      }
    ],
    "jewelry": [
      {
        "document": 1340,
        "excerpt": "a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon. This spell can't locate an object if any thickness of lead blocks a direct"
      },
      {
        "document": 1627,
        "excerpt": "ne of your declared draws. Gem. Twenty-five pieces of jewelry worth 2,000 GP each or fifty gems worth 1,000 GP each appear at your feet. Jester. You have Advantage o"
      }
    ],
    "join": [
      {
        "document": 8,
        "excerpt": "l. Or talk with the GM about making a new character to join the group. “Rules Glossary” has more information on being dead."
      },
      {
        "document": 227,
        "excerpt": "- Have you fallen in love? If so, with whom? - Did you join an organization, such as a guild or religion? If so, are you still a member of it? - What elements of yo"
      }
    ],
    "jolt": [
      {
        "document": 1765,
        "excerpt": "s action again until the start of its next turn. Mind Jolt. The dragon uses Spellcasting to cast Mind Spike (level 4 version). The dragon can't take this action ag"
      },
      {
        "document": 1777,
        "excerpt": "s action again until the start of its next turn. Mind Jolt. The dragon uses Spellcasting to cast Mind Spike (level 5 version). The dragon can't take this action ag"
      }
    ],
    "journey": [
      {
        "document": 244,
        "excerpt": "s) arc in terms of four tiers of play, describing the journey from a level 1 character just beginning an adventuring career to the epic heights of level 20. These tie"
      },
      {
        "document": 669,
        "excerpt": "w pace, as described in “Playing the Game.” During any journey stage, the predominant terrain determines the characters’ maximum travel pace, as shown in the Maximum P"
      },
      {
        "document": 1454,
        "excerpt": "The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 Force damage, and the GM rerolls on the tab"
      }
    ],
    "journeys": [
      {
        "document": 969,
        "excerpt": "Primal forces now help fuel you on your journeys, granting you the following benefits. Temporary Hit Points. As a Magic action, you can give yourself a"
      }
    ],
    "jug": [
      {
        "document": 311,
        "excerpt": "Jug (2 CP)"
      },
      {
        "document": 428,
        "excerpt": "ramic object held in the past 24 hours (DC 15) Craft: Jug, Lamp"
      },
      {
        "document": 930,
        "excerpt": "Jug"
      },
      {
        "document": 1078,
        "excerpt": "Jug"
      }
    ],
    "jump": [
      {
        "document": 329,
        "excerpt": "a Strength (Athletics) check as part of a High or Long Jump, you can use the Pole to vault, giving yourself Advantage on the check."
      },
      {
        "document": 641,
        "excerpt": "High Jump"
      },
      {
        "document": 653,
        "excerpt": "When you jump, you make either a Long Jump (horizontal) or a High Jump (vertical). See also “Long Jump” and “High Jump"
      },
      {
        "document": 657,
        "excerpt": "Long Jump"
      },
      {
        "document": 725,
        "excerpt": "reward clever positioning and encourage characters to jump, climb, fly, or teleport. Defensive Positions. Enemies in hard-to-reach locations or defensive position"
      },
      {
        "document": 744,
        "excerpt": "Jump farther than normal, stay afloat in rough water, or break something."
      },
      {
        "document": 830,
        "excerpt": "Jump"
      },
      {
        "document": 850,
        "excerpt": "Jump"
      },
      {
        "document": 860,
        "excerpt": "Jump"
      },
      {
        "document": 886,
        "excerpt": "Jump"
      },
      {
        "document": 967,
        "excerpt": "Disengage and Dash actions as a Bonus Action, and your jump distance is doubled for the turn."
      },
      {
        "document": 972,
        "excerpt": "dly Leap Prerequisite: Level 2+ Warlock You can cast Jump on yourself without expending a spell slot. Pact of the Blade As a Bonus Action, you can conjure a pac"
      },
      {
        "document": 984,
        "excerpt": "d equal to your Speed. Jumper. You can determine your jump distance using your Dexterity rather than your Strength."
      },
      {
        "document": 1276,
        "excerpt": "you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. Flammable objects that aren't being worn or carried start burning if"
      },
      {
        "document": 1331,
        "excerpt": "Jump"
      },
      {
        "document": 1527,
        "excerpt": "ring Heavy Armor. Once on each of your turns, you can jump up to 30 feet by spending only 10 feet of movement."
      },
      {
        "document": 1672,
        "excerpt": "res Attunement) While wearing this ring, you can cast Jump from it, but can target only yourself when you do so."
      },
      {
        "document": 1821,
        "excerpt": "Deadly Leap. The bulette spends 5 feet of movement to jump to a space within 15 feet that contains one or more Large or smaller creatures. Dexterity Saving Throw:"
      },
      {
        "document": 1823,
        "excerpt": "Jumper. The cat's jump distance is determined using its Dexterity rather than its Strength."
      },
      {
        "document": 1866,
        "excerpt": "breathe air and water. Standing Leap. The frog's Long Jump is up to 10 feet and its High Jump is up to 5 feet with or without a running start."
      },
      {
        "document": 1885,
        "excerpt": "breathe air and water. Standing Leap. The frog's Long Jump is up to 20 feet and its High Jump is up to 10 feet with or without a running start."
      },
      {
        "document": 1896,
        "excerpt": "breathe air and water. Standing Leap. The toad's Long Jump is up to 20 feet and its High Jump is up to 10 feet with or without a running start."
      },
      {
        "document": 1950,
        "excerpt": "Leap. With a 10-foot running start, the lion can Long Jump up to 25 feet."
      },
      {
        "document": 2008,
        "excerpt": "Leap. With a 10-foot running start, the tiger can Long Jump up to 25 feet."
      }
    ],
    "jump's": [
      {
        "document": 657,
        "excerpt": "clear a low obstacle (no taller than a quarter of the jump's distance), such as a hedge or low wall. Otherwise, you hit the obstacle."
      }
    ],
    "jumper": [
      {
        "document": 984,
        "excerpt": "Climber. You gain a Climb Speed equal to your Speed. Jumper. You can determine your jump distance using your Dexterity rather than your Strength."
      },
      {
        "document": 1823,
        "excerpt": "Jumper. The cat's jump distance is determined using its Dexterity rather than its Strength."
      }
    ],
    "jumping": [
      {
        "document": 77,
        "excerpt": "o move. Your movement can include climbing, crawling, jumping, and swimming (each explained in “Rules Glossary”). These different modes of movement can be combined wi"
      },
      {
        "document": 548,
        "excerpt": "its turn. See also “Climbing,” “Crawling,” “Flying,” “Jumping,” “Swimming” and “Playing the Game” (“Combat”). Special Speeds. Some creatures have special speeds, suc"
      },
      {
        "document": 653,
        "excerpt": "Jumping"
      },
      {
        "document": 1672,
        "excerpt": "Ring of Jumping"
      }
    ],
    "jumps": [
      {
        "document": 1821,
        "excerpt": "Leap. The bulette jumps up to 30 feet by spending 10 feet of movement."
      },
      {
        "document": 1873,
        "excerpt": "Leap. The ape jumps up to 30 feet by spending 10 feet of movement."
      },
      {
        "document": 1921,
        "excerpt": "Leap. The half-dragon jumps up to 30 feet by spending 10 feet of movement."
      },
      {
        "document": 1925,
        "excerpt": "Leap. The hezrou jumps up to 30 feet by spending 10 feet of movement."
      },
      {
        "document": 1947,
        "excerpt": "Leap. The lamia jumps up to 30 feet by spending 10 feet of movement."
      }
    ],
    "just": [
      {
        "document": 175,
        "excerpt": "lcasting action, the monster doesn't cast the spell in just one action unless the action's description states otherwise; the monster must take the Magic action on e"
      },
      {
        "document": 226,
        "excerpt": "places on your character sheet as well (you may write just the first letter of your size)."
      },
      {
        "document": 240,
        "excerpt": "for saving throws they're not proficient in, which is just the relevant ability modifier. Skills. For skills you have proficiency in, add your Proficiency Bonus t"
      },
      {
        "document": 244,
        "excerpt": "play, describing the journey from a level 1 character just beginning an adventuring career to the epic heights of level 20. These tiers don't have any rules associ"
      },
      {
        "document": 272,
        "excerpt": "pment is described in “Equipment,” but for now you can just write it all down and look up the specifics in “Equipment” later. Note any coins you have left after pur"
      },
      {
        "document": 725,
        "excerpt": "ters work together, they can combine their abilities - just like characters with different classes and origins. A diverse force is more powerful. Reasons to Move."
      },
      {
        "document": 756,
        "excerpt": "the end of your next turn, believing something awesome just happened."
      },
      {
        "document": 783,
        "excerpt": "e start of your next turn, believing something awesome just happened."
      },
      {
        "document": 962,
        "excerpt": "ends early if you have the Unconscious condition (not just the Incapacitated condition) or don Heavy armor."
      },
      {
        "document": 967,
        "excerpt": "feature against attacks that deal any damage type, not just Bludgeoning, Piercing, or Slashing."
      },
      {
        "document": 1324,
        "excerpt": "h the earth in a hollow globe of magical force that is just large enough to contain the target. Nothing can pass into or out of the globe. Chaining. Chains firmly"
      },
      {
        "document": 1404,
        "excerpt": "age anything outside it. The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can take an action to push a"
      },
      {
        "document": 1407,
        "excerpt": "d in this upward fall, creatures and objects strike it just as they would during a downward fall. If an affected creature or object reaches the Cylinder's top witho"
      }
    ],
    "justice": [
      {
        "document": 982,
        "excerpt": "Uphold the Ideals of Justice and Order The Oath of Devotion binds Paladins to the ideals of justice and order. These Paladins meet t"
      }
    ],
    "keelboat": [
      {
        "document": 360,
        "excerpt": "A ship larger than a Keelboat or Rowboat needs a crew of skilled hirelings (see “Hirelings” later in “Equipment”) to function. The min"
      },
      {
        "document": 922,
        "excerpt": "Keelboat"
      },
      {
        "document": 1582,
        "excerpt": "Rowboat. Second Command Word. The box unfolds into a Keelboat. Third Command Word. The Folding Boat folds back into a box if no creatures are aboard. Any objects in"
      }
    ],
    "keelboats": [
      {
        "document": 359,
        "excerpt": "erborne ships can't move under sail and must be rowed. Keelboats and Rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically"
      }
    ],
    "keen": [
      {
        "document": 988,
        "excerpt": "Keen Senses"
      }
    ],
    "keep": [
      {
        "document": 10,
        "excerpt": "e successes and failures don't need to be consecutive; keep track of both until you collect three of a kind. The number of both is reset to zero when you regain any"
      },
      {
        "document": 16,
        "excerpt": "Points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if a spell grants you 12 Temporary Hit Points wh"
      },
      {
        "document": 142,
        "excerpt": "Change. The item demands to be given to someone else. Keep Me Close. The item insists on being carried or worn at all times. If its bearer refuses to comply with"
      },
      {
        "document": 694,
        "excerpt": "but an illicit dealer or unscrupulous apothecary might keep a hidden stash. Characters with criminal contacts might be able to acquire poison easily. Other characte"
      },
      {
        "document": 722,
        "excerpt": "ing turns into nearby passages that allow the stone to keep moving. Detect and Disarm. As a Study action, a creature can examine the section of floor that forms th"
      },
      {
        "document": 730,
        "excerpt": "When creating and running combat encounters, keep the following in mind."
      },
      {
        "document": 732,
        "excerpt": "might warrant removing creatures from an encounter to keep it at the intended difficulty. Also, die rolls and other factors can result in an encounter being easier"
      },
      {
        "document": 738,
        "excerpt": "*Appropriate equipment (such as skis) is necessary to keep up a Fast pace in Arctic terrain. † Characters' rate of travel while waterborne depends on the vehicle c"
      },
      {
        "document": 962,
        "excerpt": "Your Rage can keep you fighting despite grievous wounds. If you drop to 0 Hit Points while your Rage is active and don't di"
      },
      {
        "document": 973,
        "excerpt": "ind new spells to do so. For this reason, many wizards keep a backup spellbook. of your career, you gain each of your subclass's features that are of your Wizard l"
      },
      {
        "document": 1277,
        "excerpt": "on. The successes and failures needn't be consecutive; keep track of both until the target collects three of a kind. If you maintain your Concentration on this spe"
      },
      {
        "document": 1345,
        "excerpt": "d senses are replaced by the creature's. You otherwise keep your game statistics. Meanwhile, the possessed creature's soul can perceive from the container using it"
      },
      {
        "document": 1387,
        "excerpt": "ll. The successes and failures needn't be consecutive; keep track of both until the target collects three of a kind. 7 Violet. Failed Save: The target has the Blin"
      },
      {
        "document": 1388,
        "excerpt": "ll. The successes and failures needn’t be consecutive; keep track of both until the target collects three of a kind. Additional Effects: Spells can’t be cast throug"
      },
      {
        "document": 1627,
        "excerpt": "n. In addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is currently home to one or more monsters, which must be clear"
      }
    ],
    "keeping": [
      {
        "document": 231,
        "excerpt": "ity, Constitution, Intelligence, Wisdom, and Charisma, keeping in mind your class's primary ability. Fill in the ability modifiers as well. If you're using the Standa"
      },
      {
        "document": 1523,
        "excerpt": "ain cursed, you are unwilling to part with the weapon, keeping it within reach at all times. You also have Disadvantage on attack rolls with weapons other than this on"
      }
    ],
    "keeps": [
      {
        "document": 26,
        "excerpt": "nes a mysterious symbol engraved on a wall and a third keeps watch for monsters. Outside combat, the GM ensures that every character has a chance to act and decides"
      },
      {
        "document": 1483,
        "excerpt": "f as much damage on a successful one. The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the"
      }
    ],
    "kegs": [
      {
        "document": 725,
        "excerpt": "and their enemies to move around, such as chandeliers, kegs of gunpowder or oil, and rolling stone traps."
      }
    ],
    "kept": [
      {
        "document": 147,
        "excerpt": "hment, sometimes attached to wooden rods and typically kept safe in a tube of ivory, jade, leather, metal, or wood. The most prevalent scroll is the Spell Scroll, a"
      }
    ],
    "key": [
      {
        "document": 47,
        "excerpt": "ou can form friendships, ward off violence, or learn a key piece of information. On the other hand, if you insult a proud warrior or speak ill of a noble's allies,"
      },
      {
        "document": 49,
        "excerpt": "Ability checks can be key in determining the outcome of a social interaction. Your roleplaying efforts can alter an NPC's attitude"
      },
      {
        "document": 266,
        "excerpt": "'t be lit 55 A miniature cage with no door 56 An old key 57 An indecipherable treasure map 58 A hilt from a broken sword 59 A rabbit's foot 60 A glass eye 6"
      },
      {
        "document": 316,
        "excerpt": "A Lock comes with a key. Without the key, a creature can use Thieves' Tools to pick this Lock with a successful DC 15 Dexterity"
      },
      {
        "document": 319,
        "excerpt": "check as an action. Each set of Manacles comes with a key. Without the key, a creature can use Thieves' Tools to pick the Manacles' lock with a successful DC 15 D"
      },
      {
        "document": 714,
        "excerpt": "ng a trip wire, turning a doorknob, or using the wrong key in a lock. Duration. Some traps have durations expressed in rounds, minutes, or hours. Others specify t"
      },
      {
        "document": 721,
        "excerpt": "e opens the lock with any object other than the proper key, the needle springs out and stabs the creature. The creature makes a DC 11 Constitution saving throw. On"
      },
      {
        "document": 761,
        "excerpt": "Key"
      },
      {
        "document": 787,
        "excerpt": "stiny Seeker. The item believes it and its bearer have key roles to play in future events."
      },
      {
        "document": 1175,
        "excerpt": "V, S, M (a key ring with no keys)"
      },
      {
        "document": 1357,
        "excerpt": "h, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimen"
      },
      {
        "document": 1447,
        "excerpt": "or its allies. For example, you could say, “Fetch the key to the cult’s treasure vault, and give the key to me.” Or you could say, “Stop fighting, leave this libr"
      },
      {
        "document": 1627,
        "excerpt": "draw two additional cards beyond your declared draws. Key. A Rare or rarer magic weapon with which you are proficient appears on your person. The GM chooses the w"
      }
    ],
    "keyed": [
      {
        "document": 1553,
        "excerpt": "ble magical energy. The six sides of the cube are each keyed to a different plane of existence, one of which is the Material Plane. The other sides are linked to pla"
      }
    ],
    "keys": [
      {
        "document": 1175,
        "excerpt": "V, S, M (a key ring with no keys)"
      }
    ],
    "kick": [
      {
        "document": 568,
        "excerpt": "a weapon to make a melee attack, you can use a punch, kick, headbutt, or similar forceful blow. In game terms, this is an Unarmed Strike - a melee attack that invo"
      }
    ],
    "kill": [
      {
        "document": 102,
        "excerpt": ". Creatures with more Hit Points are more difficult to kill. Your Hit Point maximum is the number of Hit Points you have when uninjured. Your current Hit Points can"
      },
      {
        "document": 643,
        "excerpt": "it Points (HP) are a measure of how difficult it is to kill or destroy a creature or an object. Damage reduces Hit Points, and healing restores them. You can't have"
      },
      {
        "document": 736,
        "excerpt": "ne or more characters. For example, an Ogre (CR 2) can kill a level 1 Wizard with a single blow."
      },
      {
        "document": 869,
        "excerpt": "Power Word Kill"
      },
      {
        "document": 882,
        "excerpt": "Power Word Kill"
      },
      {
        "document": 895,
        "excerpt": "Power Word Kill"
      },
      {
        "document": 907,
        "excerpt": "Power Word Kill"
      },
      {
        "document": 963,
        "excerpt": "erefore always have the Power Word Heal and Power Word Kill spells prepared. When you cast either spell, you can target a second creature with it if that creature i"
      },
      {
        "document": 1226,
        "excerpt": "t when the target is subjected to an effect that would kill it instantly without dealing damage, that effect is negated against the target, and the spell ends."
      },
      {
        "document": 1383,
        "excerpt": "Power Word Kill"
      },
      {
        "document": 1885,
        "excerpt": "rget takes 5 (2d4) Acid damage. If that damage doesn't kill it, the frog disgorges it, causing it to exit Prone."
      },
      {
        "document": 1949,
        "excerpt": "Day Each: Chain Lightning, Finger of Death, Power Word Kill, Scrying"
      }
    ],
    "killed": [
      {
        "document": 76,
        "excerpt": "he other is defeated, which can mean the creatures are killed or knocked out or have surrendered or fled. Combat can also end when both sides agree to end it."
      },
      {
        "document": 744,
        "excerpt": "Diagnose an illness, or determine what killed the recently slain."
      },
      {
        "document": 972,
        "excerpt": "name is on the page is reduced to 0 Hit Points but not killed outright, the creature magically drops to 1 Hit Point instead. Once this magic is triggered, no creatu"
      },
      {
        "document": 993,
        "excerpt": "When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 Hit Point instead. Once you use this trait, you can't do so again until you"
      },
      {
        "document": 1202,
        "excerpt": "or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws. Using a Higher-Level Spell Slot. The damage incre"
      },
      {
        "document": 1269,
        "excerpt": "r half as much damage on a successful one. A Humanoid killed by this spell rises at the start of your next turn as a Zombie (see “Monsters”) that follows your verbal"
      },
      {
        "document": 1948,
        "excerpt": "ives with all its Hit Points in 1d10 days unless it is killed by a creature under the effects of a Bless spell or its remains are sprinkled with Holy Water."
      }
    ],
    "killer": [
      {
        "document": 890,
        "excerpt": "Phantasmal Killer"
      },
      {
        "document": 902,
        "excerpt": "Phantasmal Killer"
      },
      {
        "document": 1374,
        "excerpt": "Phantasmal Killer"
      },
      {
        "document": 1943,
        "excerpt": "Killer Whale"
      },
      {
        "document": 1969,
        "excerpt": "agic Missile (level 4 version) 2/Day Each: Phantasmal Killer, Plane Shift (self only)"
      }
    ],
    "kills": [
      {
        "document": 1969,
        "excerpt": "reases by an amount equal to that damage. If the spell kills the target, its soul is trapped in the hag's soul bag, and the target can't be raised from the dead unti"
      }
    ],
    "kind": [
      {
        "document": 10,
        "excerpt": "utive; keep track of both until you collect three of a kind. The number of both is reset to zero when you regain any Hit Points or become Stable. Rolling a 1 or 20"
      },
      {
        "document": 21,
        "excerpt": "s to your saving throw if you have proficiency in that kind of save. See “Proficiency” later in “Playing the Game.”"
      },
      {
        "document": 42,
        "excerpt": "ter tells you whether that action is possible and what kind of D20 Test you need to make, if any."
      },
      {
        "document": 45,
        "excerpt": "A Reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone else's. The Opportunity Attack, described later in \"Playing"
      },
      {
        "document": 128,
        "excerpt": "tem is at least as durable as a nonmagical item of its kind. Most magic items, other than Potions and Scrolls, have Resistance to all damage. An Artifact can be de"
      },
      {
        "document": 171,
        "excerpt": "ffect forces a saving throw, the effect identifies the kind of save required and then provides the save's DC, a description of which creatures make the save, and an"
      },
      {
        "document": 269,
        "excerpt": "raining on your character sheet. Armor training with a kind of armor means you can wear that armor effectively, gaining defensive bonuses from it. The categories of"
      },
      {
        "document": 385,
        "excerpt": "Multiple Items of the Same Kind"
      },
      {
        "document": 554,
        "excerpt": "ng throw, the effect's entry starts by identifying the kind of saving throw required and then provides the save's DC, a description of which creatures must make the"
      },
      {
        "document": 563,
        "excerpt": "Teleportation is a special kind of magical transportation. If you teleport, you disappear and reappear elsewhere instantly, without movi"
      },
      {
        "document": 734,
        "excerpt": "The best combat encounters often pair one kind of creature with another, such as fire giants paired with hell hounds. Be mindful of the number of stat"
      },
      {
        "document": 772,
        "excerpt": "ols, Smith’s Tools, or Weaver’s Tools depending on the kind of armor as noted in the tools’ descriptions"
      },
      {
        "document": 787,
        "excerpt": "Protector. The item seeks to defend a particular kind of creature, such as elves or werewolves."
      },
      {
        "document": 986,
        "excerpt": "our lineage stems from a dragon progenitor. Choose the kind of dragon from the Draconic Ancestors table. Your choice affects your Breath Weapon and Damage Resistanc"
      },
      {
        "document": 998,
        "excerpt": "Choose one kind of Gaming Set (see \"Equipment\")"
      },
      {
        "document": 1161,
        "excerpt": "ture or object that is Huge or smaller. Then specify a kind of creature, such as red dragons, goblins, or vampires. A creature of the chosen kind makes a Wisdom sav"
      },
      {
        "document": 1198,
        "excerpt": "tal, a Fey, a Fiend, or an Undead - The most prevalent kind of plant, mineral, or Beast (you choose which to learn) - Locations of bodies of water For example, you"
      },
      {
        "document": 1231,
        "excerpt": "contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case. The spell is blocked by 1 foot of stone, dirt, or wood;"
      },
      {
        "document": 1277,
        "excerpt": "eep track of both until the target collects three of a kind. If you maintain your Concentration on this spell for the entire possible duration, the target is Petri"
      },
      {
        "document": 1338,
        "excerpt": ") Duration: Instantaneous Describe or name a specific kind of Beast, Plant creature, or nonmagical plant. You learn the direction and distance to the closest creat"
      },
      {
        "document": 1339,
        "excerpt": "ure known to you or the nearest creature of a specific kind (such as a human or a unicorn) if you have seen such a creature up close - within 30 feet - at least onc"
      },
      {
        "document": 1340,
        "excerpt": "he spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon. This spell can't locate an obj"
      },
      {
        "document": 1387,
        "excerpt": "eep track of both until the target collects three of a kind. 7 Violet. Failed Save: The target has the Blinded condition and makes a Wisdom saving throw at the sta"
      },
      {
        "document": 1388,
        "excerpt": "eep track of both until the target collects three of a kind. Additional Effects: Spells can’t be cast through this layer, which is destroyed by Bright Light shed by"
      },
      {
        "document": 1462,
        "excerpt": "move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of mov"
      },
      {
        "document": 1463,
        "excerpt": "ure into Creature. If you turn a creature into another kind of creature, the new form can be any kind you choose that has a Challenge Rating equal to or less than t"
      },
      {
        "document": 1557,
        "excerpt": "the card looks and behaves like a real creature of its kind, except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, y"
      },
      {
        "document": 1562,
        "excerpt": "ement) Dragon Scale Mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them. Other times, hunters carefull"
      },
      {
        "document": 1579,
        "excerpt": "with a different single-use effect. The GM chooses the kind of token or determines it randomly by rolling on the Feather Tokens table. The type of token determines"
      },
      {
        "document": 1588,
        "excerpt": "e appearance of a normal set of clothing or some other kind of armor. You decide what it looks like - including color, style, and accessories - but the armor retain"
      }
    ],
    "kindle": [
      {
        "document": 349,
        "excerpt": "tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a Candle, Lamp, Lantern, or Torch - or anything else with exposed fuel - takes"
      }
    ],
    "kindly": [
      {
        "document": 235,
        "excerpt": "working within rules but not feeling bound by them. A kindly person who helps others according to their needs is probably Neutral Good. Chaotic Good (CG). Chaotic G"
      }
    ],
    "kinds": [
      {
        "document": 20,
        "excerpt": ". Different saving throws are used to resist different kinds of effects, as shown on the Saving Throw Examples table. Saving Throw Examples"
      },
      {
        "document": 92,
        "excerpt": "ese rolls are called D20 Tests, and they come in three kinds: ability checks, saving throws, and attack rolls. They follow these steps: 4: Roll 1d20. You always wan"
      },
      {
        "document": 134,
        "excerpt": "the side. Most sentient items are weapons, but other kinds of items can manifest sentience. Single-use items such as potions and scrolls are never sentient. The G"
      },
      {
        "document": 170,
        "excerpt": "ess its entry says otherwise. For details on different kinds of attacks, see “Playing the Game” and “Spells.” Hit. Any damage dealt or other effects that occur as a"
      },
      {
        "document": 283,
        "excerpt": "multiverse hail from different worlds and include many kinds of sapient life forms. A player character's species is the set of game traits that an adventurer gains f"
      },
      {
        "document": 962,
        "excerpt": "eapons allows you to use the mastery properties of two kinds of Simple or Martial Melee weapons of your choice, such as Great-axes and Handaxes. Whenever you finish"
      },
      {
        "document": 966,
        "excerpt": "pons allows you to use the mastery properties of three kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon dr"
      },
      {
        "document": 968,
        "excerpt": "eapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longswords and Javelins. Whenever yo"
      },
      {
        "document": 969,
        "excerpt": "eapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longbows and Shortswords. Whenever"
      },
      {
        "document": 970,
        "excerpt": "eapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows. Whenever you"
      }
    ],
    "kingdoms": [
      {
        "document": 246,
        "excerpt": "e characters now face dangers that threaten cities and kingdoms."
      }
    ],
    "kiss": [
      {
        "document": 2036,
        "excerpt": "s one Fiendish Touch attack and uses Charm or Draining Kiss. Fiendish Touch. Melee Attack Roll: +7, reach 5 ft. Hit: 16 (2d10 + 5) Psychic damage. Charm. The succ"
      }
    ],
    "kit": [
      {
        "document": 391,
        "excerpt": "A character who has proficiency with the Herbalism Kit can create a Potion of Healing. Doing so requires using that kit and 25 GP of raw material over the cour"
      },
      {
        "document": 421,
        "excerpt": "Dexterity (Acrobatics) check (DC 10) Craft: Climber's Kit"
      },
      {
        "document": 435,
        "excerpt": "Disguise Kit (25 GP)"
      },
      {
        "document": 436,
        "excerpt": "Forgery Kit (15 GP)"
      },
      {
        "document": 438,
        "excerpt": "Herbalism Kit (5 GP)"
      },
      {
        "document": 441,
        "excerpt": "Poisoner's Kit (50 GP)"
      },
      {
        "document": 470,
        "excerpt": "Climber's Kit (25 GP)"
      },
      {
        "document": 484,
        "excerpt": "Healer's Kit (5 GP)"
      },
      {
        "document": 677,
        "excerpt": "ately. A character who is proficient with an Herbalism Kit can use it to create one dose of nonmagical ointment, which takes 1 hour. When applied to the eyes of a"
      },
      {
        "document": 695,
        "excerpt": "a DC 20 Intelligence (Nature) check using a Poisoner's Kit. On a successful check, the character harvests enough poison for a single dose, and no additional poison"
      },
      {
        "document": 772,
        "excerpt": "Alchemist’s Supplies or Herbalism Kit"
      },
      {
        "document": 931,
        "excerpt": "Climber’s Kit"
      },
      {
        "document": 965,
        "excerpt": "Herbalism Kit"
      },
      {
        "document": 970,
        "excerpt": "ccess. To use this effect, you must have a Poisoner's Kit on your person. Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity sav"
      },
      {
        "document": 998,
        "excerpt": "rtbow, 20 Arrows, Gaming Set (same as above), Healer's Kit, Quiver, Traveler's Clothes, 14 GP; or (B) 50 GP"
      },
      {
        "document": 1044,
        "excerpt": "Climber’s Kit"
      },
      {
        "document": 1069,
        "excerpt": "Healer’s Kit"
      }
    ],
    "knack": [
      {
        "document": 970,
        "excerpt": "You have a marvelous knack for succeeding when you need to. If you fail a D20 Test, you can turn the roll into a 20. Once you use"
      }
    ],
    "knee": [
      {
        "document": 1716,
        "excerpt": "u can take a Magic action to break the staff over your knee or against a solid surface. The staff is destroyed and releases its magic in an explosion that fills a 3"
      },
      {
        "document": 1719,
        "excerpt": "u can take a Magic action to break the staff over your knee or against a solid surface. The staff is destroyed and releases its magic in an explosion that fills a 3"
      }
    ],
    "knew": [
      {
        "document": 1436,
        "excerpt": "se up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the cor"
      }
    ],
    "knife": [
      {
        "document": 820,
        "excerpt": "A knife that belonged to a relative"
      },
      {
        "document": 830,
        "excerpt": "Ice Knife"
      },
      {
        "document": 860,
        "excerpt": "Ice Knife"
      },
      {
        "document": 886,
        "excerpt": "Ice Knife"
      },
      {
        "document": 1320,
        "excerpt": "Ice Knife"
      },
      {
        "document": 1769,
        "excerpt": "(A) Paralyzing Breath or (B) Spellcasting to cast Ice Knife. Rend. Melee Attack Roll: +13, reach 10 ft. Hit: 17 (2d8 + 8) Slashing damage plus 4 (1d8) Cold damage."
      },
      {
        "document": 1781,
        "excerpt": "(A) Paralyzing Breath or (B) Spellcasting to cast Ice Knife (level 2 version). Rend. Melee Attack Roll: +17, reach 15 ft. Hit: 19 (2d8 + 10) Slashing damage plus 9"
      }
    ],
    "knight": [
      {
        "document": 761,
        "excerpt": "Knight"
      },
      {
        "document": 801,
        "excerpt": "Knight"
      },
      {
        "document": 982,
        "excerpt": "ce and order. These Paladins meet the archetype of the knight in shining armor. They hold themselves to the highest standards of conduct, and some - for better or wor"
      },
      {
        "document": 1627,
        "excerpt": "nt appears on your person. The GM chooses the weapon. Knight. You gain the service of a Knight, who magically appears in an unoccupied space you choose within 30 fee"
      },
      {
        "document": 1944,
        "excerpt": "Knight"
      }
    ],
    "knock": [
      {
        "document": 721,
        "excerpt": "The trap doesn't trigger if the lock is opened using a Knock spell or similar magic. Detect and Disarm. As a Search action, a creature can examine the trapped lock"
      },
      {
        "document": 778,
        "excerpt": "Knock"
      },
      {
        "document": 861,
        "excerpt": "Knock"
      },
      {
        "document": 887,
        "excerpt": "Knock"
      },
      {
        "document": 900,
        "excerpt": "Knock"
      },
      {
        "document": 970,
        "excerpt": "following: move or take an action or a Bonus Action. Knock Out (Cost: 6d6). The target must succeed on a Constitution saving throw, or it has the Unconscious condi"
      },
      {
        "document": 1332,
        "excerpt": "Knock"
      },
      {
        "document": 1539,
        "excerpt": "d. As a Magic action, you can strike the chime to cast Knock. The spell's customary knocking sound is replaced by the clear, ringing tone of the chime, which is audi"
      },
      {
        "document": 1608,
        "excerpt": "h you can issue as a Bonus Action. It is immune to the Knock spell and similar magic. Magic prevents the tower from being tipped over. The roof, the door, and the w"
      },
      {
        "document": 1706,
        "excerpt": "If the creature is your size or smaller, you can also knock it down, giving it the Prone condition. Protective Field. As a Reaction, when you or an ally you can se"
      }
    ],
    "knocked": [
      {
        "document": 76,
        "excerpt": "s defeated, which can mean the creatures are killed or knocked out or have surrendered or fled. Combat can also end when both sides agree to end it."
      },
      {
        "document": 97,
        "excerpt": "While mounted, you must make the same save if you're knocked Prone or the mount is."
      },
      {
        "document": 1556,
        "excerpt": "and that weighs no more than 200 pounds. The object is knocked over by the geyser."
      }
    ],
    "knocking": [
      {
        "document": 5,
        "excerpt": "Knocking Out a Creature"
      },
      {
        "document": 654,
        "excerpt": "Knocking Out a Creature"
      },
      {
        "document": 1539,
        "excerpt": "strike the chime to cast Knock. The spell's customary knocking sound is replaced by the clear, ringing tone of the chime, which is audible out to 300 feet. The chime"
      }
    ],
    "knot": [
      {
        "document": 338,
        "excerpt": "As a Utilize action, you can tie a knot with Rope if you succeed on a DC 10 Dexterity (Sleight of Hand) check. The Rope can be burst with a succ"
      },
      {
        "document": 347,
        "excerpt": "String is 10 feet long. You can tie a knot in it as a Utilize action."
      },
      {
        "document": 1698,
        "excerpt": "itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying. If you tell the rope to knot, large knots appear at 1"
      }
    ],
    "knots": [
      {
        "document": 1698,
        "excerpt": "elf for carrying. If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and gran"
      }
    ],
    "knotted": [
      {
        "document": 1698,
        "excerpt": "knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants Advantage on ability checks made to climb using the ro"
      }
    ],
    "know": [
      {
        "document": 66,
        "excerpt": "e you use the travel pace rules below. If you need to know how fast you can move when every second matters, see the movement rules in “Combat” later in “Playing th"
      },
      {
        "document": 228,
        "excerpt": "uan, Auran, Ignan, and Terran dialects. Creatures that know one of these dialects can communicate with those that know a different one."
      },
      {
        "document": 241,
        "excerpt": "spell slots you have available, how many cantrips you know, and how many spells you can prepare. Choose your cantrips and prepared spells, and note them - along wi"
      },
      {
        "document": 377,
        "excerpt": "Items” later in this document. Here’s what you need to know about using magic items."
      },
      {
        "document": 502,
        "excerpt": "s a spell has a perceptible effect, a creature doesn't know it was targeted by the spell. An effect like lightning is obvious, but a more subtle effect, such as an"
      },
      {
        "document": 670,
        "excerpt": "s section. A creature affected by such a curse should know why they're being punished and be able to learn how to end their curse, likely by symbolically righting"
      },
      {
        "document": 820,
        "excerpt": "A diary written in a language you don’t know"
      },
      {
        "document": 963,
        "excerpt": "list later in the class’s description. Cantrips. You know two cantrips of your choice from the Bard spell list. Dancing Lights and Vicious Mockery are recommended"
      },
      {
        "document": 964,
        "excerpt": "list later in the class’s description. Cantrips. You know three cantrips of your choice from the Cleric spell list. Guidance, Sacred Flame, and Thaumaturgy are re"
      },
      {
        "document": 965,
        "excerpt": "list later in the class's description. Cantrips. You know two cantrips of your choice from the Druid spell list. Druidcraft and Produce Flame are recommended. Wh"
      },
      {
        "document": 968,
        "excerpt": "tes or until you have the Incapacitated condition, you know the location of any creature of those types within 60 feet of yourself, and you know its creature type."
      },
      {
        "document": 969,
        "excerpt": "ise. You gain Expertise in that skill. Languages. You know two languages of your choice from the language tables in “Character Creation.”"
      },
      {
        "document": 970,
        "excerpt": "You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to"
      },
      {
        "document": 971,
        "excerpt": "list later in the class’s description. Cantrips. You know four Sorcerer cantrips of your choice. Light, Prestidigitation, Shocking Grasp, and Sorcerous Burst are"
      },
      {
        "document": 972,
        "excerpt": "list later in the class’s description. Cantrips. You know two Warlock cantrips of your choice. Eldritch Blast and Prestidigitation are recommended. Whenever you g"
      },
      {
        "document": 973,
        "excerpt": "list later in the class’s description. Cantrips. You know three Wizard cantrips of your choice. Light, Mage Hand, and Ray of Frost are recommended. Whenever you f"
      },
      {
        "document": 980,
        "excerpt": "While a creature is marked by your Hunter's Mark, you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any,"
      },
      {
        "document": 988,
        "excerpt": "ange of your Darkvision increases to 120 feet.You also know the Dancing Lights cantrip. | Faerie Fire"
      },
      {
        "document": 989,
        "excerpt": "You know the Minor Illusion cantrip. You also always have the Speak with Animals spell prepared. You can cast it"
      },
      {
        "document": 992,
        "excerpt": "yssal | You have Resistance to Poison damage.You also know the Poison Spray cantrip. | Ray of Sickness | Hold Person | | Chthonic | You have Resistance to"
      },
      {
        "document": 994,
        "excerpt": "You know the Thaumaturgy cantrip. When you cast it with this trait, the spell uses the same spellcasting ability"
      },
      {
        "document": 1158,
        "excerpt": "e Perception 6 Languages Understands the languages you know CR None (XP 0; PB equals your Proficiency Bonus) Actions Slam. Melee Attack Roll: Bonus equals your sp"
      },
      {
        "document": 1170,
        "excerpt": "igence of 10 and the ability to speak one language you know. If the target is a natural plant, it becomes a Plant creature and gains the ability to move its limbs,"
      },
      {
        "document": 1210,
        "excerpt": "r,” “ir-relevant,” or “unclear” (if the entity doesn’t know the answer to the question). If a one-word answer would be misleading, the GM might instead offer a shor"
      },
      {
        "document": 1228,
        "excerpt": "a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can c"
      },
      {
        "document": 1232,
        "excerpt": "thin 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is prese"
      },
      {
        "document": 1246,
        "excerpt": "of sand) Duration: 8 hours You target a creature you know on the same plane of existence. You or a willing creature you touch enters a trance state to act as a dr"
      },
      {
        "document": 1267,
        "excerpt": "on the same plane of existence as the destination, you know how far it is and in what direction it lies. Whenever you face a choice of paths along the way there, y"
      },
      {
        "document": 1290,
        "excerpt": "Perception 12 Languages Understands the languages you know CR None (XP 0; PB equals your Proficiency Bonus) Traits Spider Climb. The insect can climb difficult s"
      },
      {
        "document": 1323,
        "excerpt": "guage of the text, though the language must be one you know. If the spell is dispelled, the original script and the illusion both disappear. A creature that has T"
      },
      {
        "document": 1333,
        "excerpt": "er been widely known. The more information you already know about the thing, the more precise and detailed the information you receive is. That information is accur"
      },
      {
        "document": 1339,
        "excerpt": "thin 1,000 feet of you. If the creature is moving, you know the direction of its movement. The spell can locate a specific creature known to you or the nearest cre"
      },
      {
        "document": 1340,
        "excerpt": "hin 1,000 feet of you. If the object is in motion, you know the direction of its movement. The spell can locate a specific object known to you if you have seen it"
      },
      {
        "document": 1358,
        "excerpt": "solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence; 1 foot of stone, metal, or wood; or a thin sheet of lead bloc"
      },
      {
        "document": 1361,
        "excerpt": "on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of exis"
      },
      {
        "document": 1376,
        "excerpt": "ure appear in an unoccupied space within range. If you know a specific creature's name, you can speak that name when you cast this spell to request that creature, t"
      },
      {
        "document": 1378,
        "excerpt": "ation, as determined by the GM. Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to t"
      },
      {
        "document": 1413,
        "excerpt": "ich is modified (see the tables below) by how well you know the target and the sort of physical connection you have to it. The target doesn't know what it is making"
      },
      {
        "document": 1418,
        "excerpt": "5 percent chance that the message doesn't arrive. You know if the delivery fails. Upon receiving your message, a creature can block your ability to reach it again"
      },
      {
        "document": 1448,
        "excerpt": "n 12 Languages Draconic, understands the languages you know CR None (XP 0; PB equals your Proficiency Bonus) Traits Shared Resistances. When you summon the spirit"
      },
      {
        "document": 1454,
        "excerpt": "ermanent teleportation circle whose sigil sequence you know. - “Linked object” means you possess an object taken from the desired destination within the last six mo"
      },
      {
        "document": 1455,
        "excerpt": "rtation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew"
      },
      {
        "document": 1462,
        "excerpt": "use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter"
      },
      {
        "document": 1486,
        "excerpt": "can't speak a deliberate lie while in the radius. You know whether a creature succeeds or fails on this save. An affected creature is aware of the spell and can a"
      },
      {
        "document": 1521,
        "excerpt": "belt, you gain the following benefits: Dwarvish. You know Dwarvish. Friend of Dwarvenkind. You have Advantage on Charisma (Persuasion) checks made to interact wi"
      },
      {
        "document": 1559,
        "excerpt": "his armor, you gain a +1 bonus to Armor Class, and you know Abyssal. In addition, the armor's clawed gauntlets allow your Unarmed Strikes to deal 1d8 Slashing damag"
      },
      {
        "document": 1596,
        "excerpt": "he hat, you can try to cast a level 1+ spell you don't know. The spell must be on the Wizard spell list, it must be of a level you can cast, and it can't have Mater"
      },
      {
        "document": 1611,
        "excerpt": "hour, understanding those commands even if it doesn't know the language in which the commands are given. If you issue no commands or give the creature a command th"
      },
      {
        "document": 1627,
        "excerpt": "the GM's choice becomes Hostile toward you. You don't know the identity of this NPC until they or someone else reveals it. Nothing less than a Wish spell or divine"
      },
      {
        "document": 1667,
        "excerpt": "onding to the ring's linked Elemental Plane: Air. You know Auran, you have Resistance to Lightning damage, and you have a Fly Speed equal to your Speed and can hov"
      },
      {
        "document": 1673,
        "excerpt": "o read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if yo"
      },
      {
        "document": 1692,
        "excerpt": "n that spell. When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence and how many levels of s"
      },
      {
        "document": 1702,
        "excerpt": "other stone. If no creature bears the other stone, you know that fact as soon as you use the stone, and you don't cast the spell. Once Sending is cast using either"
      },
      {
        "document": 1742,
        "excerpt": "e a Magic action to expend 1 charge. For 1 minute, you know the direction of the nearest creature Hostile to you within 60 feet, but not its distance from you. The"
      }
    ],
    "knowing": [
      {
        "document": 967,
        "excerpt": "ts to enhance or fuel certain Monk features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind, each of which is detailed b"
      },
      {
        "document": 1845,
        "excerpt": "ffects. Wishes. The djinni has a 30 percent chance of knowing the Wish spell. If the djinni knows it, the djinni can cast it only on behalf of a non-genie creature wh"
      },
      {
        "document": 1856,
        "excerpt": "fects. Wishes. The efreeti has a 30 percent chance of knowing the Wish spell. If the efreeti knows it, the efreeti can cast it only on behalf of a non-genie creature"
      }
    ],
    "knowingly": [
      {
        "document": 710,
        "excerpt": "oned condition for 1 hour. The Poisoned creature can't knowingly communicate a lie."
      }
    ],
    "knowledge": [
      {
        "document": 228,
        "excerpt": "you roll or choose from the Standard Languages table. Knowledge of a language means your character can communicate in it, read it, and write it. Your class and other fe"
      },
      {
        "document": 556,
        "excerpt": "tudy your memory, a book, a clue, or another source of knowledge and call to mind an important piece of information about it. The Areas of Knowledge table suggests whic"
      },
      {
        "document": 787,
        "excerpt": "Lore Seeker. The item craves knowledge or is determined to solve a mystery, learn a secret, or unravel a cryptic prophecy."
      },
      {
        "document": 848,
        "excerpt": "Barbarian Subclass, Primal Knowledge"
      },
      {
        "document": 940,
        "excerpt": "Areas of Knowledge"
      },
      {
        "document": 962,
        "excerpt": "Primal Knowledge"
      },
      {
        "document": 972,
        "excerpt": "ve unearthed Eldritch Invocations, pieces of forbidden knowledge that imbue you with an abiding magical ability or other lessons. You gain one invocation of your choice,"
      },
      {
        "document": 975,
        "excerpt": "Land comprises mystics and sages who safeguard ancient knowledge and rites. These Druids meet within sacred circles of trees or standing stones to whisper primal secrets"
      },
      {
        "document": 976,
        "excerpt": "Plumb the Depths of Magical Knowledge Bards of the College of Lore collect spells and secrets from diverse sources, such as scholarly tomes,"
      },
      {
        "document": 1198,
        "excerpt": "nstantaneous You commune with nature spirits and gain knowledge of the surrounding area. In the outdoors, the spell gives you knowledge of the area within 3 miles of yo"
      },
      {
        "document": 1199,
        "excerpt": "n pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the GM migh"
      },
      {
        "document": 1361,
        "excerpt": "e on the same plane of existence. While you have this knowledge, the target can't become hidden from you, and if it has the Invisible condition, it gains no benefit fro"
      },
      {
        "document": 1413,
        "excerpt": "g the save against, only that it feels uneasy. | Your Knowledge of the Target Is ... | Save Modifier | | :---------------------------------- | :------------ | | Secondh"
      },
      {
        "document": 1609,
        "excerpt": "rble sized, Ioun Stones are named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun Stones exist, each type a distinct combination o"
      },
      {
        "document": 1694,
        "excerpt": "on that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it. Drain Life. When you hit a creatu"
      }
    ],
    "knowledgeable": [
      {
        "document": 1210,
        "excerpt": "demigod, the spirit of a long-dead sage, or some other knowledgeable entity from another plane. Contacting this otherworldly intelligence can break your mind. When you cast"
      }
    ],
    "known": [
      {
        "document": 439,
        "excerpt": "Ability: Charisma Weight: Varies Utilize: Play a known tune (DC 10), or improvise a song (DC 15) Variants: Bagpipes (30 GP, 6 lb.), drum (6 GP, 3 lb.), dulcim"
      },
      {
        "document": 823,
        "excerpt": "Known Forms"
      },
      {
        "document": 965,
        "excerpt": "east form that you have learned for this feature (see “Known Forms” below). You stay in that form for a number of hours equal to half your Druid level or until you u"
      },
      {
        "document": 972,
        "excerpt": "Warlock Cantrip That Deals Damage Choose one of your known Warlock cantrips that deals damage. You can add your Charisma modifier to that spell's damage rolls. Re"
      },
      {
        "document": 1333,
        "excerpt": "ations, or even secret lore that has never been widely known. The more information you already know about the thing, the more precise and detailed the information yo"
      },
      {
        "document": 1339,
        "excerpt": "ts movement. The spell can locate a specific creature known to you or the nearest creature of a specific kind (such as a human or a unicorn) if you have seen such a"
      },
      {
        "document": 1340,
        "excerpt": "its movement. The spell can locate a specific object known to you if you have seen it up close - within 30 feet - at least once. Alternatively, the spell can locat"
      },
      {
        "document": 1376,
        "excerpt": "eech an otherworldly entity for aid. The being must be known to you: a god, a demon prince, or some other being of cosmic power. That entity sends a Celestial, an El"
      },
      {
        "document": 1454,
        "excerpt": "nwilling creature. The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination dete"
      },
      {
        "document": 1604,
        "excerpt": "days have passed. Four types of Horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many spirits it summons, as wel"
      },
      {
        "document": 1792,
        "excerpt": "All languages known to its summoner"
      }
    ],
    "knows": [
      {
        "document": 124,
        "excerpt": "ify spell is cast on it. A creature attuned to an item knows how many charges the item has and how many it regains."
      },
      {
        "document": 228,
        "excerpt": "Your character knows at least three languages: Common plus two languages you roll or choose from the Standard Languages table"
      },
      {
        "document": 554,
        "excerpt": "Languages. This entry lists any languages the monster knows. CR. Challenge Rating summarizes the threat a monster poses and is detailed in “Monsters.” The Experien"
      },
      {
        "document": 613,
        "excerpt": "Revivify spell. When such a spell is cast, the spirit knows who is casting it and can refuse. The spirit of a dead creature has left the body and departed for the O"
      },
      {
        "document": 793,
        "excerpt": "u are on the same plane of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours."
      },
      {
        "document": 1188,
        "excerpt": "re is Friendly to you. When the spell ends, the target knows it was Charmed by you. Using a Higher-Level Spell Slot. You can target one additional creature for each"
      },
      {
        "document": 1189,
        "excerpt": "re is Friendly to you. When the spell ends, the target knows it was Charmed by you. Using a Higher-Level Spell Slot. You can target one additional creature for each"
      },
      {
        "document": 1232,
        "excerpt": "uccessful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target's mind, the"
      },
      {
        "document": 1246,
        "excerpt": "target is awake when you cast the spell, the messenger knows it and can either end the trance (and the spell) or wait for the target to sleep, at which point the mes"
      },
      {
        "document": 1418,
        "excerpt": "essage in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables targets to understand the meaning of"
      },
      {
        "document": 1436,
        "excerpt": "ou can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repet"
      },
      {
        "document": 1460,
        "excerpt": "ommunicates by speaking or signing, any creature that knows at least one language can understand it if that creature can hear the speech or see the signing."
      },
      {
        "document": 1625,
        "excerpt": "irror's twelve extradimensional cells. A creature that knows the mirror's nature makes the save with Advantage, and Constructs succeed on the save automatically. An"
      },
      {
        "document": 1845,
        "excerpt": "ercent chance of knowing the Wish spell. If the djinni knows it, the djinni can cast it only on behalf of a non-genie creature who communicates a wish in a way the d"
      },
      {
        "document": 1850,
        "excerpt": "s movement restrictions caused by webs, and the drider knows the location of any other creature in contact with the same web."
      },
      {
        "document": 1856,
        "excerpt": "rcent chance of knowing the Wish spell. If the efreeti knows it, the efreeti can cast it only on behalf of a non-genie creature who communicates a wish in a way the"
      },
      {
        "document": 1860,
        "excerpt": "movement restrictions caused by webs, and the ettercap knows the location of any other creature in contact with the same web."
      },
      {
        "document": 1895,
        "excerpt": "r ignores movement restrictions caused by webs, and it knows the location of any other creature in contact with the same web."
      },
      {
        "document": 1982,
        "excerpt": "s movement restrictions caused by webs, and the spider knows the location of any other creature in contact with the same web."
      },
      {
        "document": 1987,
        "excerpt": "Divine Awareness. The planetar knows if it hears a lie. Exalted Restoration. If the planetar dies outside Mount Celestia, its body disappear"
      },
      {
        "document": 2018,
        "excerpt": "ly call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet's wearer, half"
      },
      {
        "document": 2022,
        "excerpt": "Divine Awareness. The solar knows if it hears a lie. Exalted Restoration. If the solar dies outside Mount Celestia, its body disappears,"
      },
      {
        "document": 2027,
        "excerpt": "s movement restrictions caused by webs, and the spider knows the location of any other creature in contact with the same web."
      },
      {
        "document": 2029,
        "excerpt": "dead automatically fail the save). Failure: The sprite knows the target's emotions and alignment. Invisibility. The sprite casts Invisibility on itself, requiring n"
      }
    ],
    "knucklebone": [
      {
        "document": 820,
        "excerpt": "A pair of knucklebone dice, each with a skull symbol on the side that would normally show six pips"
      }
    ],
    "kobold": [
      {
        "document": 195,
        "excerpt": "Kobold"
      },
      {
        "document": 801,
        "excerpt": "Kobold Warrior"
      },
      {
        "document": 1945,
        "excerpt": "Kobold Warrior"
      }
    ],
    "kobold's": [
      {
        "document": 1945,
        "excerpt": "attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition. Sunlight"
      }
    ],
    "kraken": [
      {
        "document": 1946,
        "excerpt": "Kraken"
      }
    ],
    "kraken's": [
      {
        "document": 1946,
        "excerpt": "e Blinded and Poisoned conditions until the end of the kraken's next turn. The kraken then moves up to its Speed. Failure or Success: The kraken can't take this action"
      }
    ],
    "label": [
      {
        "document": 267,
        "excerpt": "arven design 93 An empty wine bottle bearing a pretty label that says, \"The Wizard of Wines Winery, Red Dragon Crush, 331422-W\" 94 A mosaic tile with a multicolore"
      }
    ],
    "labels": [
      {
        "document": 519,
        "excerpt": "by a spell, a magic item, or a phenomenon that a rule labels as magical."
      }
    ],
    "labor": [
      {
        "document": 364,
        "excerpt": "amage requires 1 day and costs 20 GP for materials and labor. If the repairs are made in a location where supplies and skilled labor are abundant, such as a city shi"
      }
    ],
    "laboratory": [
      {
        "document": 1454,
        "excerpt": "losest similar place. If you are heading for your home laboratory, for example, you might appear in another person's laboratory in the same city. Off Target. You and you"
      }
    ],
    "laborers": [
      {
        "document": 375,
        "excerpt": "hat requires no particular proficiencies; they include laborers and porters. Hirelings"
      }
    ],
    "labyrinth": [
      {
        "document": 1324,
        "excerpt": "n and planar travel. The demiplane is your choice of a labyrinth, a cage, a tower, or the like. Minimus Containment. The target becomes 1 inch tall and is trapped insid"
      }
    ],
    "labyrinthine": [
      {
        "document": 1355,
        "excerpt": "banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze. The target can take"
      }
    ],
    "laced": [
      {
        "document": 1470,
        "excerpt": "ration: Instantaneous You unleash a string of insults laced with subtle enchantments at one creature you can see or hear within range. The target must succeed on a"
      }
    ],
    "lack": [
      {
        "document": 237,
        "excerpt": "Most creatures that lack the capacity for rational thought don't have alignments; they are unaligned. Sharks are savage predators"
      },
      {
        "document": 408,
        "excerpt": "If you wear Light, Medium, or Heavy armor and lack training with it, you have Disadvantage on any D20 Test that involves Strength or Dexterity, and you can"
      },
      {
        "document": 544,
        "excerpt": "awbacks. If you wear Light, Medium, or Heavy armor and lack training with it, you have Disadvantage on any D20 Test that involves Strength or Dexterity, and you can"
      },
      {
        "document": 554,
        "excerpt": "iative score. Some creatures that are created by magic lack Hit Dice and Initiative information. Speed. Here the monster's Speed is provided, along with any specia"
      },
      {
        "document": 963,
        "excerpt": "ility check you make that uses a skill proficiency you lack and that doesn't otherwise use your Proficiency Bonus. For example, if you make a Strength (Athletics)"
      },
      {
        "document": 965,
        "excerpt": "s that have a maximum Challenge Rating of 1/4 and that lack a Fly Speed (see “Animals” in “Monsters” for stat block options). The Rat, Riding Horse, Spider, and Wol"
      },
      {
        "document": 969,
        "excerpt": "Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill. Languages. You know two languages of your choice from the"
      },
      {
        "document": 1573,
        "excerpt": "You are considered trained with this armor even if you lack training with Medium or Heavy armor."
      },
      {
        "document": 1694,
        "excerpt": ". The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form. Button 5. The rod transforms into a hand"
      }
    ],
    "lacking": [
      {
        "document": 1397,
        "excerpt": "doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival - its head, for instance - the spell automatically fails."
      }
    ],
    "lacks": [
      {
        "document": 30,
        "excerpt": "ou can give it to a player character in your group who lacks it. Gaining Heroic Inspiration. Your GM can give you Heroic Inspiration for a variety of reasons. Typic"
      },
      {
        "document": 36,
        "excerpt": "ficiency Bonus to the Strength check. If the character lacks that proficiency, they make the check without adding their Proficiency Bonus."
      },
      {
        "document": 99,
        "excerpt": "attack roll with a weapon underwater, a creature that lacks a Swim Speed has Disadvantage on the attack roll unless the weapon deals Piercing damage. A ranged atta"
      },
      {
        "document": 161,
        "excerpt": "ncies, Resistances, Immunities, and Gear. If a monster lacks those details, entries for them don't appear. Traits. Monster characteristics that are active at all ti"
      },
      {
        "document": 540,
        "excerpt": "t allowed it. If a target is forced to make a save and lacks the ability score used by it, the target automatically fails. See also “Playing the Game” (“D20 Tests”)."
      },
      {
        "document": 580,
        "excerpt": "also “Damage Threshold.” No Ability Scores. An object lacks ability scores unless a rule assigns scores to the object. Without ability scores, an object can't make"
      },
      {
        "document": 639,
        "excerpt": "it's lost unless you give it to a player character who lacks it."
      },
      {
        "document": 648,
        "excerpt": "on to make a melee attack or throw a Melee weapon that lacks the Thrown property, the weapon counts as an improvised weapon. An improvised weapon follows the rules b"
      },
      {
        "document": 678,
        "excerpt": "r each hour of swimming in deep water, a creature that lacks a Swim Speed must succeed on a DC 10 Constitution saving throw or gain 1 Exhaustion level."
      },
      {
        "document": 2048,
        "excerpt": "gence and Charisma scores of 1, it can't speak, and it lacks this action. The tree takes its turn immediately after the treant on the same Initiative count, and it o"
      }
    ],
    "ladder": [
      {
        "document": 51,
        "excerpt": "r example, they can reach out-of-the-way places with a Ladder, perceive things they wouldn't otherwise notice with a Torch or another light source, bypass locked door"
      },
      {
        "document": 312,
        "excerpt": "Ladder (1 SP)"
      },
      {
        "document": 418,
        "excerpt": "Craft: Club, Greatclub, Quarterstaff, Barrel, Chest, Ladder, Pole, Portable Ram, Torch"
      },
      {
        "document": 930,
        "excerpt": "Ladder"
      },
      {
        "document": 1079,
        "excerpt": "Ladder"
      },
      {
        "document": 1574,
        "excerpt": "upied space you can see within 10 feet of you. Energy Ladder. As a Magic action, you can loose a flurry of energy arrows from this weapon at a wall up to 60 feet awa"
      },
      {
        "document": 1608,
        "excerpt": "op it. Its interior is divided into two floors, with a ladder, staircase, or ramp (your choice) connecting them. This ladder, staircase, or ramp ends at a trap-door l"
      },
      {
        "document": 1691,
        "excerpt": "itself 23–30 10 gems worth 100 GP each 31–44 Wooden ladder (24 feet long) 45–51 Riding Horse with a Riding Saddle 52–59 Open pit (a 10-foot Cube), which you can"
      },
      {
        "document": 1694,
        "excerpt": "long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert t"
      }
    ],
    "lair": [
      {
        "document": 1267,
        "excerpt": "r an unspecific destination (such as “a green dragon’s lair”). For the duration, as long as you are on the same plane of existence as the destination, you know how"
      },
      {
        "document": 1760,
        "excerpt": "10 (XP 5,900, or 7,200 in lair; PB +4)"
      },
      {
        "document": 1761,
        "excerpt": "14 (XP 11,500, or 13,000 in lair; PB +5)"
      },
      {
        "document": 1762,
        "excerpt": "16 (XP 15,000, or 18,000 in lair; PB +5)"
      },
      {
        "document": 1763,
        "excerpt": "13 (XP 10,000, or 11,500 in lair; PB +5)"
      },
      {
        "document": 1764,
        "excerpt": "15 (XP 13,000, or 15,000 in lair; PB +5)"
      },
      {
        "document": 1765,
        "excerpt": "14 (XP 11,500, or 13,000 in lair; PB +5)"
      },
      {
        "document": 1766,
        "excerpt": "17 (XP 18,000, or 20,000 in lair; PB +6)"
      },
      {
        "document": 1767,
        "excerpt": "15 (XP 13,000, or 15,000 in lair; PB +5)"
      },
      {
        "document": 1768,
        "excerpt": "17 (XP 18,000, or 20,000 in lair; PB +6)"
      },
      {
        "document": 1769,
        "excerpt": "16 (XP 15,000, or 18,000 in lair; PB +5)"
      },
      {
        "document": 1770,
        "excerpt": "13 (XP 10,000, or 11,500 in lair; PB +5)"
      },
      {
        "document": 1773,
        "excerpt": "21 (XP 33,000, or 41,000 in lair; PB +7)"
      },
      {
        "document": 1774,
        "excerpt": "23 (XP 50,000, or 62,000 in lair; PB +7)"
      },
      {
        "document": 1775,
        "excerpt": "20 (XP 25,000, or 33,000 in lair; PB +6)"
      },
      {
        "document": 1776,
        "excerpt": "22 (XP 41,000, or 50,000 in lair; PB +7)"
      },
      {
        "document": 1777,
        "excerpt": "21 (XP 33,000, or 41,000 in lair; PB +7)"
      },
      {
        "document": 1778,
        "excerpt": "24 (XP 62,000, or 75,000 in lair; PB +7)"
      },
      {
        "document": 1779,
        "excerpt": "22 (XP 41,000, or 50,000 in lair; PB +7)"
      },
      {
        "document": 1780,
        "excerpt": "24 (XP 62,000, or 75,000 in lair; PB +7)"
      },
      {
        "document": 1781,
        "excerpt": "23 (XP 50,000, or 62,000 in lair; PB +7)"
      },
      {
        "document": 1782,
        "excerpt": "20 (XP 25,000, or 33,000 in lair; PB +6)"
      },
      {
        "document": 1946,
        "excerpt": "23 (XP 50,000, or 62,000 in lair; PB +7)"
      },
      {
        "document": 1949,
        "excerpt": "21 (XP 33,000, or 41,000 in lair; PB +7)"
      },
      {
        "document": 1966,
        "excerpt": "15 (XP 13,000, or 15,000 in lair; PB +5)"
      },
      {
        "document": 2024,
        "excerpt": "11 (XP 7,200, or 8,400 in lair; PB +4)"
      },
      {
        "document": 2025,
        "excerpt": "17 (XP 18,000, or 20,000 in lair; PB +6)"
      },
      {
        "document": 2056,
        "excerpt": "13 (XP 10,000, or 11,500 in lair; PB +5)"
      }
    ],
    "lakes": [
      {
        "document": 359,
        "excerpt": "and must be rowed. Keelboats and Rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed"
      }
    ],
    "lamia": [
      {
        "document": 1947,
        "excerpt": "Lamia"
      }
    ],
    "lamp": [
      {
        "document": 266,
        "excerpt": "ell without a clapper 44 A mechanical canary inside a lamp 45 A miniature chest carved to look like it has numerous feet on the bottom 46 A dead sprite inside a"
      },
      {
        "document": 313,
        "excerpt": "Lamp (5 SP)"
      },
      {
        "document": 323,
        "excerpt": "terns. Once lit, a flask of Oil burns for 6 hours in a Lamp or Lantern. That duration doesn't need to be consecutive; you can extinguish the burning Oil (as a Utili"
      },
      {
        "document": 333,
        "excerpt": "ns the following items: Backpack, Blanket, Holy Water, Lamp, 7 days of Rations, Robe, and Tinderbox."
      },
      {
        "document": 341,
        "excerpt": "ins the following items: Backpack, Book, Ink, Ink Pen, Lamp, 10 flasks of Oil, 10 sheets of Parchment, and Tinderbox."
      },
      {
        "document": 349,
        "excerpt": "il) used to kindle a fire. Using it to light a Candle, Lamp, Lantern, or Torch - or anything else with exposed fuel - takes a Bonus Action. Lighting any other fire"
      },
      {
        "document": 428,
        "excerpt": "object held in the past 24 hours (DC 15) Craft: Jug, Lamp"
      },
      {
        "document": 477,
        "excerpt": "following items: Chest, Fine Clothes, Ink, 5 Ink Pens, Lamp, 2 Map or Scroll Cases, 4 flasks of Oil, 5 sheets of Paper, 5 sheets of Parchment, Perfume, and Tinderbo"
      },
      {
        "document": 930,
        "excerpt": "Lamp"
      },
      {
        "document": 1080,
        "excerpt": "Lamp"
      }
    ],
    "lamps": [
      {
        "document": 323,
        "excerpt": "mage only once per turn. Fuel. Oil serves as fuel for Lamps and Lanterns. Once lit, a flask of Oil burns for 6 hours in a Lamp or Lantern. That duration doesn't nee"
      },
      {
        "document": 1250,
        "excerpt": "d scent, and the embers can light candles, torches, or lamps in that area. The smoke's scent lingers for 1 minute. Beckon Water. You create a spray of cool mist tha"
      }
    ],
    "lance": [
      {
        "document": 928,
        "excerpt": "Lance"
      },
      {
        "document": 1081,
        "excerpt": "Lance"
      },
      {
        "document": 1884,
        "excerpt": "s horns and use them as weapons. One horn becomes a +1 Lance, and the other becomes a +2 Longsword. Removing a horn requires a Magic action, and the weapons disappea"
      }
    ],
    "land": [
      {
        "document": 54,
        "excerpt": "also counts as Dim Light. A full moon might bathe the land in Dim Light. Darkness. Darkness creates a Heavily Obscured area. Characters face Darkness outdoors at"
      },
      {
        "document": 68,
        "excerpt": "Travelers in wagons, carriages, or other land vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the vess"
      },
      {
        "document": 237,
        "excerpt": "al freedom above all else. A scoundrel who wanders the land living by their wits is probably Chaotic Neutral. Lawful Evil (LE). Lawful Evil creatures methodically"
      },
      {
        "document": 631,
        "excerpt": "ile you have a Fly Speed, you can stay aloft until you land, fall, or die. See also “Flying” and “Speed.”"
      },
      {
        "document": 657,
        "excerpt": ", each foot you jump costs a foot of movement. If you land in Difficult Terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check or have the Prone conditi"
      },
      {
        "document": 686,
        "excerpt": "disperses fog. A flying creature in a strong wind must land at the end of its turn or fall. A strong wind in a desert can create a sandstorm that imposes Disadvant"
      },
      {
        "document": 820,
        "excerpt": "A gold coin minted in an unknown land"
      },
      {
        "document": 822,
        "excerpt": "Arid Land"
      },
      {
        "document": 825,
        "excerpt": "Land Type"
      },
      {
        "document": 826,
        "excerpt": "Polar Land"
      },
      {
        "document": 827,
        "excerpt": "Temperate Land"
      },
      {
        "document": 828,
        "excerpt": "Tropical Land"
      },
      {
        "document": 965,
        "excerpt": "ain a Druid subclass of your choice. The Circle of the Land subclass is detailed after this class's description. A subclass is a specialization that grants you feat"
      },
      {
        "document": 975,
        "excerpt": "Circle of the Land"
      },
      {
        "document": 1482,
        "excerpt": "nute until it lands, which it does safely. If it can't land after 1 minute, it falls the remaining distance."
      },
      {
        "document": 1534,
        "excerpt": "ing over 200 pounds. The broom stops hovering when you land or when you're no longer riding it. As a Magic action, you can send the broom to travel alone to a dest"
      },
      {
        "document": 1627,
        "excerpt": "Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. Any documentation that proves you should own so"
      },
      {
        "document": 1758,
        "excerpt": ", you descend at a rate of 30 feet per round until you land."
      }
    ],
    "land's": [
      {
        "document": 975,
        "excerpt": "Land's Aid"
      }
    ],
    "landing": [
      {
        "document": 97,
        "excerpt": "succeed on a DC 10 Dexterity saving throw or fall off, landing with the Prone condition (see “Rules Glossary”) in an unoccupied space within 5 feet of the mount. Whil"
      },
      {
        "document": 1228,
        "excerpt": "hey opt to be shunted through the door as it vanishes, landing with the Prone condition in the unoccupied spaces closest to the door's former space. Each time you cas"
      }
    ],
    "lands": [
      {
        "document": 628,
        "excerpt": "feet it fell, to a maximum of 20d6. When the creature lands, it has the Prone condition unless it avoids taking any damage from the fall. A creature that falls int"
      },
      {
        "document": 723,
        "excerpt": "s open thereafter. A creature that falls into the pit lands at the bottom and takes 3 (1d6) Bludgeoning damage from the fall plus 9 (2d8) Piercing damage from the s"
      },
      {
        "document": 1264,
        "excerpt": "60 feet per round until the spell ends. If a creature lands before the spell ends, the creature takes no damage from the fall, and the spell ends for that creature."
      },
      {
        "document": 1482,
        "excerpt": "arget descends 60 feet per round for 1 minute until it lands, which it does safely. If it can't land after 1 minute, it falls the remaining distance."
      },
      {
        "document": 1518,
        "excerpt": "om the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling on the table that corresponds to the bag's color"
      },
      {
        "document": 1720,
        "excerpt": "As a Magic action, you can throw this staff so that it lands in an unoccupied space within 10 feet of you, causing the staff to become a Giant Constrictor Snake in"
      }
    ],
    "landscape": [
      {
        "document": 979,
        "excerpt": "the target disappears and hurtles through a nightmare landscape. The target takes 8d10 Psychic damage if it isn't a Fiend, and it has the Incapacitated condition until"
      }
    ],
    "landscapes": [
      {
        "document": 1246,
        "excerpt": "enger can also shape the dream's environment, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the spell. The"
      }
    ],
    "language": [
      {
        "document": 43,
        "excerpt": "e or use the Search action to read the creature's body language, but you can't do both at the same time. And when you're exploring a dungeon, you can't simultaneously u"
      },
      {
        "document": 147,
        "excerpt": "into dust. Any creature that can understand a written language can read a scroll and attempt to activate it unless its description notes otherwise."
      },
      {
        "document": 163,
        "excerpt": "e to communicate. Sometimes a monster can understand a language but can't communicate with it, which is noted in its entry. \"None\" indicates that a creature doesn't com"
      },
      {
        "document": 228,
        "excerpt": "oose from the Standard Languages table. Knowledge of a language means your character can communicate in it, read it, and write it. Your class and other features might a"
      },
      {
        "document": 562,
        "excerpt": "erwise, the contacted creature doesn't need to share a language with the telepath to understand this communication, but the contacted creature must be able to understan"
      },
      {
        "document": 808,
        "excerpt": "Language"
      },
      {
        "document": 809,
        "excerpt": "Language"
      },
      {
        "document": 820,
        "excerpt": "A diary written in a language you don’t know"
      },
      {
        "document": 965,
        "excerpt": "You know Druidic, the secret language of Druids. While learning this ancient tongue, you also unlocked the magic of communicating with animals"
      },
      {
        "document": 969,
        "excerpt": "guages. You know two languages of your choice from the language tables in “Character Creation.”"
      },
      {
        "document": 970,
        "excerpt": "roguish talents. You know Thieves' Cant and one other language of your choice, which you choose from the language tables in \"Character Creation.\""
      },
      {
        "document": 1170,
        "excerpt": "ns an Intelligence of 10 and the ability to speak one language you know. If the target is a natural plant, it becomes a Plant creature and gains the ability to move it"
      },
      {
        "document": 1200,
        "excerpt": "he duration, you understand the literal meaning of any language that you hear or see signed. You also understand any written language that you see, but you must be touc"
      },
      {
        "document": 1303,
        "excerpt": "creature in the area even if they don't share a common language. Vulnerability. Creatures of any types you choose have Vulnerability to one damage type of your choice"
      },
      {
        "document": 1323,
        "excerpt": ", the illusion can alter the meaning, handwriting, and language of the text, though the language must be one you know. If the spell is dispelled, the original script a"
      },
      {
        "document": 1333,
        "excerpt": "rmation is accurate but might be couched in figurative language or poetry, as determined by the GM. If the famous thing you chose isn't actually famous, you hear sad m"
      },
      {
        "document": 1367,
        "excerpt": "s are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. I"
      },
      {
        "document": 1437,
        "excerpt": "you can communicate with it as if you shared a common language."
      },
      {
        "document": 1453,
        "excerpt": "athically through the bond whether or not they share a language. The communication is possible over any distance, though it can't extend to other planes of existence."
      },
      {
        "document": 1460,
        "excerpt": "u touch the ability to understand any spoken or signed language that it hears or sees. Moreover, when the target communicates by speaking or signing, any creature that"
      },
      {
        "document": 1611,
        "excerpt": "derstanding those commands even if it doesn't know the language in which the commands are given. If you issue no commands or give the creature a command that is likely"
      },
      {
        "document": 1793,
        "excerpt": "Common plus one other language"
      },
      {
        "document": 1794,
        "excerpt": "Common plus one other language"
      },
      {
        "document": 1828,
        "excerpt": "Common plus one other language"
      },
      {
        "document": 1852,
        "excerpt": "communicate with Beasts and Plants as if they shared a language."
      },
      {
        "document": 1864,
        "excerpt": "Understands Common plus one other language but can't speak"
      },
      {
        "document": 1871,
        "excerpt": "Common plus one other language"
      },
      {
        "document": 1931,
        "excerpt": "Understands Common plus one other language but can't speak"
      },
      {
        "document": 1944,
        "excerpt": "Common plus one other language"
      },
      {
        "document": 1959,
        "excerpt": "Common plus one other language"
      },
      {
        "document": 1984,
        "excerpt": "Common plus one other language"
      },
      {
        "document": 1985,
        "excerpt": "Common plus one other language"
      },
      {
        "document": 1992,
        "excerpt": "Common plus one other language"
      },
      {
        "document": 2013,
        "excerpt": "Common plus one other language"
      },
      {
        "document": 2018,
        "excerpt": "Understands commands given in any language but can't speak"
      },
      {
        "document": 2021,
        "excerpt": "Understands Common plus one other language but can't speak"
      },
      {
        "document": 2023,
        "excerpt": "Understands Common plus one other language but can't speak"
      },
      {
        "document": 2030,
        "excerpt": "Common plus one other language"
      },
      {
        "document": 2046,
        "excerpt": "Common plus one other language"
      },
      {
        "document": 2054,
        "excerpt": "Common plus one other language"
      },
      {
        "document": 2055,
        "excerpt": "Common plus one other language"
      },
      {
        "document": 2064,
        "excerpt": "Common plus one other language"
      },
      {
        "document": 2073,
        "excerpt": "Common plus one other language"
      },
      {
        "document": 2074,
        "excerpt": "Common plus one other language"
      },
      {
        "document": 2091,
        "excerpt": "Understands Common plus one other language but can't speak"
      }
    ],
    "languages": [
      {
        "document": 161,
        "excerpt": "are listed here. Other Details. The monster's Senses, Languages, and CR entries appear here. Additional details appear in some monsters, such as skill proficiencies, Re"
      },
      {
        "document": 163,
        "excerpt": "Languages"
      },
      {
        "document": 228,
        "excerpt": "Choose Languages"
      },
      {
        "document": 247,
        "excerpt": "cter's ancestors? You can also choose your character's languages. 3: Determine Ability Scores. Much of what your character does in the game depends on the character's si"
      },
      {
        "document": 270,
        "excerpt": "gin involves choosing a background, a species, and two languages. A character's background represents the place and occupation that were most formative for the characte"
      },
      {
        "document": 554,
        "excerpt": "ts Passive Perception. See also \"Passive Perception.\" Languages. This entry lists any languages the monster knows. CR. Challenge Rating summarizes the threat a monster"
      },
      {
        "document": 753,
        "excerpt": "The efreeti understands your languages and obeys your commands for 1 hour, after which it returns to the bottle, and a new stopper contains it."
      },
      {
        "document": 785,
        "excerpt": "The item speaks one or more languages."
      },
      {
        "document": 808,
        "excerpt": "Rare Languages"
      },
      {
        "document": 809,
        "excerpt": "Standard Languages"
      },
      {
        "document": 860,
        "excerpt": "Comprehend Languages"
      },
      {
        "document": 873,
        "excerpt": "Comprehend Languages"
      },
      {
        "document": 886,
        "excerpt": "Comprehend Languages"
      },
      {
        "document": 899,
        "excerpt": "Comprehend Languages"
      },
      {
        "document": 965,
        "excerpt": "lligence, Wisdom, and Charisma scores; class features; languages; and feats. You also retain your skill and saving throw proficiencies and use your Proficiency Bonus for"
      },
      {
        "document": 969,
        "excerpt": "you lack Expertise. You gain Expertise in that skill. Languages. You know two languages of your choice from the language tables in “Character Creation.”"
      },
      {
        "document": 970,
        "excerpt": "You picked up various languages in the communities where you plied your roguish talents. You know Thieves' Cant and one other language o"
      },
      {
        "document": 1158,
        "excerpt": "oisoned Senses Blindsight 30 ft.; Passive Perception 6 Languages Understands the languages you know CR None (XP 0; PB equals your Proficiency Bonus) Actions Slam. Mele"
      },
      {
        "document": 1200,
        "excerpt": "Comprehend Languages"
      },
      {
        "document": 1232,
        "excerpt": "30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present. The s"
      },
      {
        "document": 1266,
        "excerpt": "| Save: +1 | Save: -1 | Senses Passive Perception 11 Languages Telepathy 1 mile (works only with you) CR None (XP 0; PB equals your Proficiency Bonus) Traits Life Bo"
      },
      {
        "document": 1290,
        "excerpt": "-4 | Senses Darkvision 60 ft.; Passive Perception 12 Languages Understands the languages you know CR None (XP 0; PB equals your Proficiency Bonus) Traits Spider Clim"
      },
      {
        "document": 1436,
        "excerpt": "corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to off"
      },
      {
        "document": 1448,
        "excerpt": "sight 30 ft., Darkvision 60 ft.; Passive Perception 12 Languages Draconic, understands the languages you know CR None (XP 0; PB equals your Proficiency Bonus) Traits S"
      },
      {
        "document": 1453,
        "excerpt": "the duration. Creatures that can't communicate in any languages aren't affected by this spell. Until the spell ends, the targets can communicate telepathically through"
      },
      {
        "document": 1529,
        "excerpt": "ace as close to the bowl as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental d"
      },
      {
        "document": 1532,
        "excerpt": "as close to the brazier as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental d"
      },
      {
        "document": 1538,
        "excerpt": "e as close to the censer as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental d"
      },
      {
        "document": 1571,
        "excerpt": "close to the broken gem as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental d"
      },
      {
        "document": 1580,
        "excerpt": "s Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. If you issue no"
      },
      {
        "document": 1599,
        "excerpt": "Helm of Comprehending Languages"
      },
      {
        "document": 1712,
        "excerpt": "s charges to cast Charm Person, Command, or Comprehend Languages from it using your spell save DC. Reflect Enchantment. If you succeed on a saving throw against an Ench"
      },
      {
        "document": 1760,
        "excerpt": "n +10 Senses Darkvision 120 ft.; Passive Perception 20 Languages Deep Speech; telepathy 120 ft. CR 10 (XP 5,900, or 7,200 in lair; PB +4) Traits Amphibious. The abolet"
      },
      {
        "document": 1761,
        "excerpt": "ight 60 ft., Darkvision 120 ft.; Passive Perception 21 Languages Common, Draconic CR 14 (XP 11,500, or 13,000 in lair; PB +5) Traits Amphibious. The dragon can breathe"
      },
      {
        "document": 1762,
        "excerpt": "ight 60 ft., Darkvision 120 ft.; Passive Perception 22 Languages Common, Draconic CR 16 (XP 15,000, or 18,000 in lair; PB +5) Traits Legendary Resistance (3/Day, or 4/"
      },
      {
        "document": 1763,
        "excerpt": "ight 60 ft., Darkvision 120 ft.; Passive Perception 21 Languages Common, Draconic CR 13 (XP 10,000, or 11,500 in lair; PB +5) Traits Legendary Resistance (3/Day, or 4/"
      },
      {
        "document": 1764,
        "excerpt": "ight 60 ft., Darkvision 120 ft.; Passive Perception 22 Languages Common, Draconic CR 15 (XP 13,000, or 15,000 in lair; PB +5) Traits Amphibious. The dragon can breathe"
      },
      {
        "document": 1765,
        "excerpt": "ight 60 ft., Darkvision 120 ft.; Passive Perception 22 Languages Common, Draconic CR 14 (XP 11,500, or 13,000 in lair; PB +5) Traits Legendary Resistance (3/Day, or 4/"
      },
      {
        "document": 1766,
        "excerpt": "ight 60 ft., Darkvision 120 ft.; Passive Perception 24 Languages Common, Draconic CR 17 (XP 18,000, or 20,000 in lair; PB +6) Traits Amphibious. The dragon can breathe"
      },
      {
        "document": 1767,
        "excerpt": "ight 60 ft., Darkvision 120 ft.; Passive Perception 22 Languages Common, Draconic CR 15 (XP 13,000, or 15,000 in lair; PB +5) Traits Amphibious. The dragon can breathe"
      },
      {
        "document": 1768,
        "excerpt": "ight 60 ft., Darkvision 120 ft.; Passive Perception 23 Languages Common, Draconic CR 17 (XP 18,000, or 20,000 in lair; PB +6) Traits Legendary Resistance (3/Day, or 4/"
      },
      {
        "document": 1769,
        "excerpt": "ight 60 ft., Darkvision 120 ft.; Passive Perception 21 Languages Common, Draconic CR 16 (XP 15,000, or 18,000 in lair; PB +5) Traits Legendary Resistance (3/Day, or 4/"
      },
      {
        "document": 1770,
        "excerpt": "ight 60 ft., Darkvision 120 ft.; Passive Perception 21 Languages Common, Draconic CR 13 (XP 10,000, or 11,500 in lair; PB +5) Traits Ice Walk. The dragon can move acro"
      },
      {
        "document": 1771,
        "excerpt": "scious Senses Darkvision 60 ft.; Passive Perception 10 Languages Primordial (Auran) CR 5 (XP 1,800; PB +3) Traits Air Form. The elemental can enter a creature's space"
      },
      {
        "document": 1772,
        "excerpt": "ft. Skills Perception +5 Senses Passive Perception 15 Languages None CR 2 (XP 450; PB +2) Actions Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 15 (2d10 + 4) Piercing"
      },
      {
        "document": 1773,
        "excerpt": "ight 60 ft., Darkvision 120 ft.; Passive Perception 26 Languages Common, Draconic CR 21 (XP 33,000, or 41,000 in lair; PB +7) Traits Amphibious. The dragon can breathe"
      },
      {
        "document": 1774,
        "excerpt": "ight 60 ft., Darkvision 120 ft.; Passive Perception 27 Languages Common, Draconic CR 23 (XP 50,000, or 62,000 in lair; PB +7) Traits Legendary Resistance (4/Day, or 5/"
      },
      {
        "document": 1775,
        "excerpt": "ight 60 ft., Darkvision 120 ft.; Passive Perception 24 Languages Common, Draconic CR 20 (XP 25,000, or 33,000 in lair; PB +6) Traits Legendary Resistance (4/Day, or 5/"
      },
      {
        "document": 1776,
        "excerpt": "ht 60 ft., Darkvision 120 ft.; Passive Perception 27 Languages Common, Draconic CR 22 (XP 41,000, or 50,000 in lair; PB +7) Traits Amphibious. The dragon can breathe"
      },
      {
        "document": 1777,
        "excerpt": "ht 60 ft., Darkvision 120 ft.; Passive Perception 27 Languages Common, Draconic CR 21 (XP 33,000, or 41,000 in lair; PB +7) Traits Legendary Resistance (4/Day, or 5/"
      },
      {
        "document": 1778,
        "excerpt": "ight 60 ft., Darkvision 120 ft.; Passive Perception 27 Languages Common, Draconic CR 24 (XP 62,000, or 75,000 in lair; PB +7) Traits Amphibious. The dragon can breathe"
      },
      {
        "document": 1779,
        "excerpt": "ight 60 ft., Darkvision 120 ft.; Passive Perception 27 Languages Common, Draconic CR 22 (XP 41,000, or 50,000 in lair; PB +7) Traits Amphibious. The dragon can breathe"
      },
      {
        "document": 1780,
        "excerpt": "ight 60 ft., Darkvision 120 ft.; Passive Perception 26 Languages Common, Draconic CR 24 (XP 62,000, or 75,000 in lair; PB +7) Traits Legendary Resistance (4/Day, or 5/"
      },
      {
        "document": 1781,
        "excerpt": "ight 60 ft., Darkvision 120 ft.; Passive Perception 26 Languages Common, Draconic CR 23 (XP 50,000, or 62,000 in lair; PB +7) Traits Legendary Resistance (4/Day, or 5/"
      },
      {
        "document": 1782,
        "excerpt": "ht 60 ft., Darkvision 120 ft.; Passive Perception 23 Languages Common, Draconic CR 20 (XP 25,000, or 33,000 in lair; PB +6) Traits Ice Walk. The dragon can move acro"
      },
      {
        "document": 1783,
        "excerpt": "oisoned Senses Blindsight 60 ft.; Passive Perception 6 Languages None CR 1 (XP 200; PB +2) Actions Multiattack. The armor makes two Slam attacks. Slam. Melee Attack R"
      },
      {
        "document": 1784,
        "excerpt": "oisoned Senses Blindsight 60 ft.; Passive Perception 7 Languages None CR 1/4 (XP 50; PB +2) Actions Slash. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing"
      },
      {
        "document": 1785,
        "excerpt": "isoned Senses Blindsight 60 ft.; Passive Perception 6 Languages None CR 2 (XP 450; PB +2) Actions Smother. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Bludge"
      },
      {
        "document": 1786,
        "excerpt": "on 60 ft., Tremorsense 60 ft.; Passive Perception 11 Languages None CR 2 (XP 450; PB +2) Traits Tunneler. The ankheg can burrow through solid rock at half its Burrow"
      },
      {
        "document": 1787,
        "excerpt": "(8d12 + 16) Speed 30 ft. Senses Passive Perception 11 Languages None CR 3 (XP 700; PB +2) Actions Multiattack. The ankylosaurus makes two Tail attacks. Tail. Melee A"
      },
      {
        "document": 1788,
        "excerpt": "hletics +5, Perception +3 Senses Passive Perception 13 Languages None CR 1/2 (XP 100; PB +2) Actions Multiattack. The ape makes two Fist attacks. Fist. Melee Attack R"
      },
      {
        "document": 1789,
        "excerpt": "80 ft. Skills Stealth +5 Senses Passive Perception 12 Languages None CR 4 (XP 1,100; PB +2) Traits Amphibious. The archelon can breathe air and water. Actions Multi"
      },
      {
        "document": 1790,
        "excerpt": "Common plus five other languages"
      },
      {
        "document": 1791,
        "excerpt": "rd, Studded Leather Armor Senses Passive Perception 16 Languages Common, Thieves' Cant CR 8 (XP 3,900; PB +3) Traits Evasion. If the assassin is subjected to an effect"
      },
      {
        "document": 1792,
        "excerpt": "All languages known to its summoner"
      },
      {
        "document": 1793,
        "excerpt": "Fire Resistances Piercing Senses Passive Perception 10 Languages Common plus one other language CR 0 (XP 10; PB +2) Actions Rake. Melee Attack Roll: +1, reach 5 ft. Hi"
      },
      {
        "document": 1794,
        "excerpt": "ces Bludgeoning, Piercing Senses Passive Perception 10 Languages Common plus one other language CR 2 (XP 450; PB +2) Actions Slam. Melee Attack Roll: +6, reach 10 ft."
      },
      {
        "document": 1795,
        "excerpt": "(3d10 + 3) Speed 50 ft. Senses Passive Perception 10 Languages None CR 1/4 (XP 50; PB +2) Actions Beak. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing"
      },
      {
        "document": 1796,
        "excerpt": "es Fire, Poison; Poisoned Senses Passive Perception 11 Languages Primordial (Ignan) CR 2 (XP 450; PB +2) Traits Fire Aura. At the end of each of the azer's turns, each"
      },
      {
        "document": 1797,
        "excerpt": "eed 30 ft., Climb 30 ft. Senses Passive Perception 11 Languages None CR 0 (XP 10; PB +2) Traits Pack Tactics. The baboon has Advantage on an attack roll against a cre"
      },
      {
        "document": 1798,
        "excerpt": "Poison Senses Darkvision 30 ft.; Passive Perception 13 Languages None CR 0 (XP 10; PB +2) Actions Bite. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Piercing damage."
      },
      {
        "document": 1799,
        "excerpt": "isoned Senses Truesight 120 ft.; Passive Perception 19 Languages Abyssal; telepathy 120 ft. CR 19 (XP 22,000; PB +6) Traits Death Throes. The balor explodes when it di"
      },
      {
        "document": 1800,
        "excerpt": "ar, Studded Leather Armor Senses Passive Perception 10 Languages Common, Thieves' Cant CR 2 (XP 450; PB +2) Actions Multiattack. The bandit makes two attacks, using Sc"
      },
      {
        "document": 1801,
        "excerpt": "Light Crossbow, Scimitar Senses Passive Perception 10 Languages Common, Thieves' Cant CR 1/8 (XP 25; PB +2) Actions Scimitar. Melee Attack Roll: +3, reach 5 ft. Hit:"
      },
      {
        "document": 1802,
        "excerpt": "nimpeded by magical Darkness); Passive Perception 18 Languages Infernal; telepathy 120 ft. CR 5 (XP 1,800; PB +3) Traits Barbed Hide. At the start of each of its tur"
      },
      {
        "document": 1803,
        "excerpt": "20 ft. Senses Darkvision 60 ft.; Passive Perception 9 Languages None CR 3 (XP 700; PB +2) Actions Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Piercing"
      },
      {
        "document": 1804,
        "excerpt": "0 ft. Senses Blindsight 60 ft.; Passive Perception 11 Languages None CR 0 (XP 10; PB +2) Actions Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Piercing damage."
      },
      {
        "document": 1805,
        "excerpt": "(unimpeded by magical Darkness); Passive Perception 10 Languages Infernal; telepathy 120 ft. CR 3 (XP 700; PB +2) Traits Magic Resistance. The devil has Advantage on s"
      },
      {
        "document": 1806,
        "excerpt": "htning Senses Darkvision 90 ft.; Passive Perception 16 Languages Draconic CR 11 (XP 7,200; PB +4) Actions Multiattack. The behir makes one Bite attack and uses Constri"
      },
      {
        "document": 1807,
        "excerpt": "Gear Greataxe, Hide Armor Senses Passive Perception 10 Languages Common CR 2 (XP 450; PB +2) Traits Bloodied Frenzy. While Bloodied, the berserker has Advantage on att"
      },
      {
        "document": 1808,
        "excerpt": "ion +5 Senses Darkvision 60 ft.; Passive Perception 15 Languages None CR 1/2 (XP 100; PB +2) Actions Multiattack. The bear makes two Rend attacks. Rend. Melee Attack"
      },
      {
        "document": 1809,
        "excerpt": "ght 10 ft., Darkvision 60 ft.; Passive Perception 14 Languages Draconic CR 2 (XP 450; PB +2) Traits Amphibious. The dragon can breathe air and water. Actions Multi"
      },
      {
        "document": 1810,
        "excerpt": "trained Senses Blindsight 60 ft.; Passive Perception 8 Languages None CR 4 (XP 1,100; PB +2) Traits Amorphous. The pudding can move through a space as narrow as 1 inch"
      },
      {
        "document": 1811,
        "excerpt": "lth +5 Senses Darkvision 60 ft.; Passive Perception 15 Languages Blink Dog; understands Elvish and Sylvan but can't speak them CR 1/4 (XP 50; PB +2) Actions Bite. Mele"
      },
      {
        "document": 1812,
        "excerpt": "ft. Skills Perception +6 Senses Passive Perception 16 Languages None CR 1/8 (XP 25; PB +2) Traits Pack Tactics. The hawk has Advantage on an attack roll against a cre"
      },
      {
        "document": 1813,
        "excerpt": "sight 10 ft., Darkvision 60 ft.; Passive Perception 14 Languages Draconic CR 3 (XP 700; PB +2) Actions Multiattack. The dragon makes two Rend attacks. Rend. Melee Att"
      },
      {
        "document": 1814,
        "excerpt": "13 (2d8 + 4) Speed 40 ft. Senses Passive Perception 9 Languages None CR 1/4 (XP 50; PB +2) Traits Bloodied Fury. While Bloodied, the boar has Advantage on attack roll"
      },
      {
        "document": 1815,
        "excerpt": "(unimpeded by magical Darkness); Passive Perception 12 Languages Infernal; telepathy 120 ft. CR 9 (XP 5,000; PB +4) Traits Diabolical Restoration. If the devil dies ou"
      },
      {
        "document": 1816,
        "excerpt": "sight 10 ft., Darkvision 60 ft.; Passive Perception 14 Languages Draconic CR 1 (XP 200; PB +2) Actions Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 + 2) Slash"
      },
      {
        "document": 1817,
        "excerpt": "sight 10 ft., Darkvision 60 ft.; Passive Perception 14 Languages Draconic CR 2 (XP 450; PB +2) Traits Amphibious. The dragon can breathe air and water. Actions Multi"
      },
      {
        "document": 1818,
        "excerpt": "ion +3 Senses Darkvision 60 ft.; Passive Perception 13 Languages None CR 1 (XP 200; PB +2) Actions Multiattack. The bear makes one Bite attack and one Claw attack. Bi"
      },
      {
        "document": 1819,
        "excerpt": "ngstar Senses Darkvision 60 ft.; Passive Perception 11 Languages Common, Goblin CR 3 (XP 700; PB +2) Traits Abduct. The bugbear needn't spend extra movement to move a"
      },
      {
        "document": 1820,
        "excerpt": "rs (3) Senses Darkvision 60 ft.; Passive Perception 10 Languages Common, Goblin CR 1 (XP 200; PB +2) Traits Abduct. The bugbear needn't spend extra movement to move a"
      },
      {
        "document": 1821,
        "excerpt": "ion 60 ft., Tremorsense 120 ft.; Passive Perception 16 Languages None CR 5 (XP 1,800; PB +3) Actions Multiattack. The bulette makes two Bite attacks. Bite. Melee Atta"
      },
      {
        "document": 1822,
        "excerpt": "0 ft. Senses Darkvision 60 ft.; Passive Perception 10 Languages None CR 1/8 (XP 25; PB +2) Actions Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Bludgeoni"
      },
      {
        "document": 1823,
        "excerpt": "lth +4 Senses Darkvision 60 ft.; Passive Perception 13 Languages None CR 0 (XP 10; PB +2) Traits Jumper. The cat's jump distance is determined using its Dexterity rath"
      },
      {
        "document": 1824,
        "excerpt": "reastplate, Longbow, Pike Senses Passive Perception 13 Languages Elvish, Sylvan CR 2 (XP 450; PB +2) Actions Multiattack. The centaur makes two attacks, using Pike or"
      },
      {
        "document": 1825,
        "excerpt": "nimpeded by magical Darkness); Passive Perception 11 Languages Infernal; telepathy 120 ft. CR 8 (XP 3,900; PB +3) Traits Diabolical Restoration. If the devil dies ou"
      },
      {
        "document": 1826,
        "excerpt": "ion +8 Senses Darkvision 60 ft.; Passive Perception 18 Languages Understands Draconic but can't speak CR 6 (XP 2,300; PB +3) Actions Multiattack. The chimera makes one"
      },
      {
        "document": 1827,
        "excerpt": "isoned Senses Darkvision 60 ft.; Passive Perception 14 Languages Understands Deep Speech but can't speak CR 4 (XP 1,100; PB +2) Traits Amphibious. The chuul can breath"
      },
      {
        "document": 1828,
        "excerpt": "oisoned Senses Darkvision 60 ft.; Passive Perception 9 Languages Common plus one other language CR 9 (XP 5,000; PB +4) Traits Acid Absorption. Whenever the golem is su"
      },
      {
        "document": 1829,
        "excerpt": "tened Senses Darkvision 120 ft.; Passive Perception 12 Languages Deep Speech, Undercommon CR 8 (XP 3,900; PB +3) Traits Light Sensitivity. While in Bright Light, the c"
      },
      {
        "document": 1830,
        "excerpt": "nsight +7, Perception +11 Senses Passive Perception 21 Languages Common, Giant CR 9 (XP 5,000; PB +4) Actions Multiattack. The giant makes two attacks, using Thunderou"
      },
      {
        "document": 1831,
        "excerpt": "rified Senses Darkvision 60 ft.; Passive Perception 11 Languages None CR 1/2 (XP 100; PB +2) Actions Petrifying Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 +"
      },
      {
        "document": 1832,
        "excerpt": ") Speed 30 ft. Gear Club Senses Passive Perception 10 Languages Common CR 0 (XP 10; PB +2) Traits Training. The commoner has proficiency in one skill of the GM's choi"
      },
      {
        "document": 1833,
        "excerpt": "lth +4 Senses Blindsight 10 ft.; Passive Perception 12 Languages None CR 1/4 (XP 50; PB +2) Actions Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Piercing"
      },
      {
        "document": 1834,
        "excerpt": "sight 10 ft., Darkvision 60 ft.; Passive Perception 14 Languages Draconic CR 1 (XP 200; PB +2) Actions Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 + 2) Slash"
      },
      {
        "document": 1835,
        "excerpt": "adiant Senses Truesight 120 ft.; Passive Perception 15 Languages All; telepathy 120 ft. CR 4 (XP 1,100; PB +2) Traits Shielded Mind. The couatl's thoughts can't be rea"
      },
      {
        "document": 1836,
        "excerpt": "alth +2 Senses Blindsight 30 ft.; Passive Perception 9 Languages None CR 0 (XP 10; PB +2) Traits Amphibious. The crab can breathe air and water. Actions Claw. Melee"
      },
      {
        "document": 1837,
        "excerpt": "30 ft. Skills Stealth +2 Senses Passive Perception 10 Languages None CR 1/2 (XP 100; PB +2) Traits Hold Breath. The crocodile can hold its breath for 1 hour. Actions"
      },
      {
        "document": 1838,
        "excerpt": "oly Symbol, Leather Armor Senses Passive Perception 12 Languages Common CR 2 (XP 450; PB +2) Actions Pact Blade. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) S"
      },
      {
        "document": 1839,
        "excerpt": "ear Leather Armor, Sickle Senses Passive Perception 10 Languages Common CR 1/8 (XP 25; PB +2) Actions Ritual Sickle. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1"
      },
      {
        "document": 1840,
        "excerpt": "lth +3 Senses Blindsight 60 ft.; Passive Perception 10 Languages None CR 1/2 (XP 100; PB +2) Actions Crush. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeo"
      },
      {
        "document": 1841,
        "excerpt": "cious Senses Darkvision 120 ft.; Passive Perception 15 Languages None CR 1 (XP 200; PB +2) Actions Multiattack. The death dog makes two Bite attacks. Bite. Melee Atta"
      },
      {
        "document": 1842,
        "excerpt": "ion +4 Senses Darkvision 60 ft.; Passive Perception 14 Languages None CR 0 (XP 10; PB +2) Traits Agile. The deer doesn't provoke an Opportunity Attack when it moves ou"
      },
      {
        "document": 1843,
        "excerpt": "tened Senses Darkvision 120 ft.; Passive Perception 19 Languages All; telepathy 120 ft. CR 10 (XP 5,900; PB +4) Traits Exalted Restoration. If the deva dies outside Mo"
      },
      {
        "document": 1844,
        "excerpt": "lth +4 Senses Darkvision 60 ft.; Passive Perception 15 Languages None CR 1 (XP 200; PB +2) Traits Pack Tactics. The wolf has Advantage on an attack roll against a crea"
      },
      {
        "document": 1845,
        "excerpt": "under Senses Darkvision 120 ft.; Passive Perception 13 Languages Primordial (Auran) CR 11 (XP 7,200; PB +4) Traits Elemental Restoration. If the djinni dies outside th"
      },
      {
        "document": 1846,
        "excerpt": "Common plus three other languages"
      },
      {
        "document": 1847,
        "excerpt": "(2d10 + 4) Speed 40 ft. Senses Passive Perception 10 Languages None CR 1/4 (XP 50; PB +2) Actions Hooves. Melee Attack Roll: +6, reach 5 ft. Hit: 6 (1d4 + 4) Bludgeo"
      },
      {
        "document": 1848,
        "excerpt": "Fire Senses Darkvision 120 ft.; Passive Perception 11 Languages Draconic, Primordial (Aquan) CR 17 (XP 18,000; PB +6) Traits Amphibious. The dragon can breathe air an"
      },
      {
        "document": 1849,
        "excerpt": "oisoned Senses Darkvision 60 ft.; Passive Perception 9 Languages Abyssal; telepathy 60 ft. (works only with creatures that understand Abyssal) CR 1/4 (XP 50; PB +2) Act"
      },
      {
        "document": 1850,
        "excerpt": "h +10 Senses Darkvision 120 ft.; Passive Perception 16 Languages Elvish, Undercommon CR 6 (XP 2,300; PB +3) Traits Spider Climb. The drider can climb difficult surface"
      },
      {
        "document": 1851,
        "excerpt": "ear Studded Leather Armor Senses Passive Perception 15 Languages Common, Druidic, Sylvan CR 2 (XP 450; PB +2) Actions Multiattack. The druid makes two attacks, using V"
      },
      {
        "document": 1852,
        "excerpt": "lth +5 Senses Darkvision 60 ft.; Passive Perception 14 Languages Elvish, Sylvan CR 1 (XP 200; PB +2) Traits Magic Resistance. The dryad has Advantage on saving throws"
      },
      {
        "document": 1853,
        "excerpt": "isoned Senses Darkvision 60 ft.; Passive Perception 12 Languages Primordial (Auran, Terran) CR 1/2 (XP 100; PB +2) Traits Death Burst. The mephit explodes when it dies"
      },
      {
        "document": 1854,
        "excerpt": "ft. Skills Perception +6 Senses Passive Perception 16 Languages None CR 0 (XP 10; PB +2) Actions Talons. Melee Attack Roll: +4, reach 5 feet. Hit: 4 (1d4 + 2) Slashin"
      },
      {
        "document": 1855,
        "excerpt": "sion 60 ft., Tremorsense 60 ft.; Passive Perception 10 Languages Primordial (Terran) CR 5 (XP 1,800; PB +3) Traits Earth Glide. The elemental can burrow through nonmag"
      },
      {
        "document": 1856,
        "excerpt": "Fire Senses Darkvision 120 ft.; Passive Perception 12 Languages Primordial (Ignan) CR 11 (XP 7,200; PB +4) Traits Elemental Restoration. If the efreeti dies outside t"
      },
      {
        "document": 1857,
        "excerpt": "(8d12 + 24) Speed 40 ft. Senses Passive Perception 10 Languages None CR 4 (XP 1,100; PB +2) Actions Multiattack. The elephant makes two Gore attacks. Gore. Melee Att"
      },
      {
        "document": 1858,
        "excerpt": "ion +2 Senses Darkvision 60 ft.; Passive Perception 12 Languages None CR 1/4 (XP 50; PB +2) Actions Ram. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeonin"
      },
      {
        "document": 1859,
        "excerpt": "isoned Senses Truesight 120 ft.; Passive Perception 16 Languages Infernal; telepathy 120 ft. CR 12 (XP 8,400; PB +4) Traits Diabolical Restoration. If the erinyes dies"
      },
      {
        "document": 1860,
        "excerpt": "val +3 Senses Darkvision 60 ft.; Passive Perception 13 Languages None CR 2 (XP 450; PB +2) Traits Spider Climb. The ettercap can climb difficult surfaces, including al"
      },
      {
        "document": 1861,
        "excerpt": "ngstar Senses Darkvision 60 ft.; Passive Perception 14 Languages Giant CR 4 (XP 1,100; PB +2) Actions Multiattack. The ettin makes one Battleaxe attack and one Morning"
      },
      {
        "document": 1862,
        "excerpt": "scious Senses Darkvision 60 ft.; Passive Perception 10 Languages Primordial (Ignan) CR 5 (XP 1,800; PB +3) Traits Fire Aura. At the end of each of the elemental's turn"
      },
      {
        "document": 1863,
        "excerpt": "eption +6 Immunities Fire Senses Passive Perception 16 Languages Giant CR 9 (XP 5,000; PB +4) Actions Multiattack. The giant makes two attacks, using Flame Sword or Ha"
      },
      {
        "document": 1864,
        "excerpt": "isoned Senses Darkvision 60 ft.; Passive Perception 10 Languages Understands Common plus one other language but can't speak CR 5 (XP 1,800; PB +3) Traits Aversion to F"
      },
      {
        "document": 1865,
        "excerpt": "0 ft. Senses Blindsight 10 ft.; Passive Perception 11 Languages None CR 1/8 (XP 25; PB +2) Traits Flyby. The snake doesn't provoke an Opportunity Attack when it flies"
      },
      {
        "document": 1866,
        "excerpt": "lth +3 Senses Darkvision 30 ft.; Passive Perception 11 Languages None CR 0 (XP 10; PB +2) Traits Amphibious. The frog can breathe air and water. Standing Leap. The fr"
      },
      {
        "document": 1867,
        "excerpt": "eption +3 Immunities Cold Senses Passive Perception 13 Languages Giant CR 8 (XP 3,900; PB +3) Actions Multiattack. The giant makes two attacks, using Frost Axe or Grea"
      },
      {
        "document": 1868,
        "excerpt": "isoned Senses Darkvision 60 ft.; Passive Perception 10 Languages Primordial (Terran) CR 2 (XP 450; PB +2) Traits Flyby. The gargoyle doesn't provoke an Opportunity Att"
      },
      {
        "document": 1869,
        "excerpt": ", Prone Senses Blindsight 60 ft.; Passive Perception 8 Languages None CR 2 (XP 450; PB +2) Traits Ooze Cube. The cube fills its entire space and is transparent. Other"
      },
      {
        "document": 1870,
        "excerpt": "isoned Senses Darkvision 60 ft.; Passive Perception 10 Languages Common CR 2 (XP 450; PB +2) Traits Stench. Constitution Saving Throw: DC 10, any creature that starts"
      },
      {
        "document": 1871,
        "excerpt": "rained Senses Darkvision 60 ft.; Passive Perception 11 Languages Common plus one other language CR 4 (XP 1,100; PB +2) Traits Ethereal Sight. The ghost can see 60 feet"
      },
      {
        "document": 1872,
        "excerpt": "isoned Senses Darkvision 60 ft.; Passive Perception 10 Languages Common CR 1 (XP 200; PB +2) Actions Multiattack. The ghoul makes two Bite attacks. Bite. Melee Attack"
      },
      {
        "document": 1873,
        "excerpt": "erception +4, Survival +4 Senses Passive Perception 14 Languages None CR 7 (XP 2,900; PB +3) Actions Multiattack. The ape makes two Fist attacks. Fist. Melee Attack R"
      },
      {
        "document": 1874,
        "excerpt": "Poison Senses Darkvision 60 ft.; Passive Perception 13 Languages None CR 1/4 (XP 50; PB +2) Actions Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 6 (2d4 + 1) Piercing"
      },
      {
        "document": 1875,
        "excerpt": "ft. Senses Blindsight 120 ft.; Passive Perception 11 Languages None CR 1/4 (XP 50; PB +2) Actions Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing"
      },
      {
        "document": 1876,
        "excerpt": "(5d10 + 15) Speed 40 ft. Senses Passive Perception 8 Languages None CR 2 (XP 450; PB +2) Traits Bloodied Fury. The boar has Advantage on melee attack rolls while it"
      },
      {
        "document": 1877,
        "excerpt": "30 ft. Senses Blindsight 30 ft.; Passive Perception 8 Languages None CR 1/4 (XP 50; PB +2) Actions Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing"
      },
      {
        "document": 1878,
        "excerpt": "ion +2 Senses Blindsight 10 ft.; Passive Perception 12 Languages None CR 2 (XP 450; PB +2) Actions Multiattack. The snake makes one Bite attack and uses Constrict. Bi"
      },
      {
        "document": 1879,
        "excerpt": "alth +3 Senses Blindsight 30 ft.; Passive Perception 9 Languages None CR 1/8 (XP 25; PB +2) Traits Amphibious. The crab can breathe air and water. Actions Claw. Mele"
      },
      {
        "document": 1880,
        "excerpt": "50 ft. Skills Stealth +5 Senses Passive Perception 10 Languages None CR 5 (XP 1,800; PB +3) Traits Hold Breath. The crocodile can hold its breath for 1 hour. Actions"
      },
      {
        "document": 1881,
        "excerpt": "stances Necrotic, Radiant Senses Passive Perception 16 Languages Celestial; understands Common and Primordial (Auran) but can't speak them CR 1 (XP 200; PB +2) Actions"
      },
      {
        "document": 1882,
        "excerpt": "adiant Senses Darkvision 90 ft.; Passive Perception 14 Languages Celestial; understands Common, Elvish, and Sylvan but can't speak them CR 2 (XP 450; PB +2) Actions Ra"
      },
      {
        "document": 1883,
        "excerpt": "es Fire Senses Blindsight 30 ft.; Passive Perception 8 Languages None CR 0 (XP 10; PB +2) Traits Illumination. The beetle sheds Bright Light in a 10-foot radius and Di"
      },
      {
        "document": 1884,
        "excerpt": "0 ft. Senses Darkvision 60 ft., Passive Perception 10 Languages None CR 0 (XP 0; PB +2) Golden Lions (Rare). These gold statuettes of lions are always created in pairs"
      },
      {
        "document": 1885,
        "excerpt": "lth +4 Senses Darkvision 30 ft.; Passive Perception 12 Languages None CR 1/4 (XP 50; PB +2) Traits Amphibious. The frog can breathe air and water. Standing Leap. The"
      },
      {
        "document": 1886,
        "excerpt": "ion +3 Senses Darkvision 60 ft.; Passive Perception 13 Languages None CR 1/2 (XP 100; PB +2) Actions Ram. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoni"
      },
      {
        "document": 1887,
        "excerpt": "ion +3 Senses Darkvision 60 ft.; Passive Perception 13 Languages None CR 1 (XP 200; PB +2) Actions Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Piercing"
      },
      {
        "document": 1888,
        "excerpt": "0 ft. Senses Darkvision 60 ft.; Passive Perception 10 Languages None CR 1/4 (XP 50; PB +2) Traits Spider Climb. The lizard can climb difficult surfaces, including alo"
      },
      {
        "document": 1889,
        "excerpt": "lth +5 Senses Darkvision 60 ft.; Passive Perception 14 Languages None CR 1 (XP 200; PB +2) Traits Water Breathing. The octopus can breathe only underwater. It can hold"
      },
      {
        "document": 1890,
        "excerpt": "diant Senses Darkvision 120 ft.; Passive Perception 16 Languages Celestial; understands Common, Elvish, and Sylvan but can't speak them CR 1/4 (XP 50; PB +2) Traits Fl"
      },
      {
        "document": 1891,
        "excerpt": "ion +2 Senses Darkvision 60 ft.; Passive Perception 12 Languages None CR 1/8 (XP 25; PB +2) Traits Pack Tactics. The rat has Advantage on an attack roll against a crea"
      },
      {
        "document": 1892,
        "excerpt": "40 ft. Senses Blindsight 60 ft.; Passive Perception 9 Languages None CR 3 (XP 700; PB +2) Actions Multiattack. The scorpion makes two Claw attacks and one Sting attac"
      },
      {
        "document": 1893,
        "excerpt": "Speed 5 ft., Swim 40 ft. Senses Passive Perception 11 Languages None CR 1/2 (XP 100; PB +2) Traits Water Breathing. The seahorse can breathe only underwater. Actions"
      },
      {
        "document": 1894,
        "excerpt": "ion +3 Senses Blindsight 60 ft.; Passive Perception 13 Languages None CR 5 (XP 1,800; PB +3) Traits Water Breathing. The shark can breathe only underwater. Actions M"
      },
      {
        "document": 1895,
        "excerpt": "lth +7 Senses Darkvision 60 ft.; Passive Perception 14 Languages None CR 1 (XP 200; PB +2) Traits Spider Climb. The spider can climb difficult surfaces, including alon"
      },
      {
        "document": 1896,
        "excerpt": "0 ft. Senses Darkvision 60 ft.; Passive Perception 10 Languages None CR 1 (XP 200; PB +2) Traits Amphibious. The toad can breathe air and water. Standing Leap. The t"
      },
      {
        "document": 1897,
        "excerpt": "ion +2 Senses Blindsight 10 ft.; Passive Perception 12 Languages None CR 1/4 (XP 50; PB +2) Actions Bite. Melee Attack Roll: +6, reach 10 ft. Hit: 6 (1d4 + 4) Piercing"
      },
      {
        "document": 1898,
        "excerpt": "crotic Senses Darkvision 60 ft.; Passive Perception 13 Languages Understands Common but can't speak CR 1 (XP 200; PB +2) Traits Pack Tactics. The vulture has Advantage"
      },
      {
        "document": 1899,
        "excerpt": "Speed 10 ft., Fly 50 ft. Senses Passive Perception 10 Languages None CR 1/2 (XP 100; PB +2) Traits Flyby. The wasp doesn't provoke an Opportunity Attack when it flies"
      },
      {
        "document": 1900,
        "excerpt": "lth +5 Senses Darkvision 60 ft.; Passive Perception 13 Languages None CR 1/8 (XP 25; PB +2) Actions Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Piercing"
      },
      {
        "document": 1901,
        "excerpt": "ght 10 ft., Darkvision 60 ft.; Passive Perception 13 Languages None CR 1/4 (XP 50; PB +2) Traits Spider Climb. The spider can climb difficult surfaces, including alo"
      },
      {
        "document": 1902,
        "excerpt": "Prone Senses Darkvision 60 ft.; Passive Perception 10 Languages None CR 2 (XP 450; PB +2) Traits Aberrant Ground. The ground in a 10-foot Emanation originating from t"
      },
      {
        "document": 1903,
        "excerpt": "isoned Senses Truesight 120 ft.; Passive Perception 17 Languages Abyssal; telepathy 120 ft. CR 9 (XP 5,000; PB +4) Traits Demonic Restoration. If the glabrezu dies out"
      },
      {
        "document": 1904,
        "excerpt": "3), Studded Leather Armor Senses Passive Perception 11 Languages Common CR 5 (XP 1,800; PB +3) Actions Multiattack. The gladiator makes three Spear attacks. It can rep"
      },
      {
        "document": 1905,
        "excerpt": "0 ft. Senses Darkvision 60 ft.; Passive Perception 10 Languages Gnoll CR 1/2 (XP 100; PB +2) Actions Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercin"
      },
      {
        "document": 1906,
        "excerpt": "ion +2 Senses Darkvision 60 ft.; Passive Perception 12 Languages None CR 0 (XP 10; PB +2) Actions Ram. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Bludgeoning damage, or"
      },
      {
        "document": 1907,
        "excerpt": "hortbow Senses Darkvision 60 ft.; Passive Perception 9 Languages Common, Goblin CR 1 (XP 200; PB +2) Actions Multiattack. The goblin makes two attacks, using Scimitar"
      },
      {
        "document": 1908,
        "excerpt": "ers (3) Senses Darkvision 60 ft.; Passive Perception 9 Languages Common, Goblin CR 1/8 (XP 25; PB +2) Actions Dagger. Melee or Ranged Attack Roll: +4, reach 5 ft. or r"
      },
      {
        "document": 1909,
        "excerpt": "hortbow Senses Darkvision 60 ft.; Passive Perception 9 Languages Common, Goblin CR 1/4 (XP 50; PB +2) Actions Scimitar. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6"
      },
      {
        "document": 1910,
        "excerpt": "sight 10 ft., Darkvision 60 ft.; Passive Perception 14 Languages Draconic CR 3 (XP 700; PB +2) Traits Amphibious. The dragon can breathe air and water. Actions Multi"
      },
      {
        "document": 1911,
        "excerpt": "rified Senses Darkvision 60 ft.; Passive Perception 17 Languages None CR 5 (XP 1,800; PB +3) Actions Gore. Melee Attack Roll: +8, reach 5 ft. Hit: 18 (2d12 + 5) Pierci"
      },
      {
        "document": 1912,
        "excerpt": "trained Senses Blindsight 60 ft.; Passive Perception 8 Languages None CR 1/2 (XP 100; PB +2) Traits Amorphous. The ooze can move through a space as narrow as 1 inch wi"
      },
      {
        "document": 1913,
        "excerpt": "sight 10 ft., Darkvision 60 ft.; Passive Perception 14 Languages Draconic CR 2 (XP 450; PB +2) Traits Amphibious. The dragon can breathe air and water. Actions Multi"
      },
      {
        "document": 1914,
        "excerpt": "lth +3 Senses Darkvision 60 ft.; Passive Perception 14 Languages Common, Elvish, Sylvan CR 3 (XP 700; PB +2) Traits Amphibious. The hag can breathe air and water. Cov"
      },
      {
        "document": 1915,
        "excerpt": "lth +4 Senses Darkvision 60 ft.; Passive Perception 12 Languages None CR 2 (XP 450; PB +2) Actions Multiattack. The grick makes one Beak attack and one Tentacles attac"
      },
      {
        "document": 1916,
        "excerpt": "ion +5 Senses Darkvision 60 ft.; Passive Perception 15 Languages None CR 2 (XP 450; PB +2) Actions Multiattack. The griffon makes two Rend attacks. Rend. Melee Attack"
      },
      {
        "document": 1917,
        "excerpt": "lth +5 Senses Blindsight 30 ft.; Passive Perception 13 Languages None CR 1/4 (XP 50; PB +2) Actions Bone Cudgel. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bl"
      },
      {
        "document": 1918,
        "excerpt": "ns (6), Longsword, Shield Senses Passive Perception 14 Languages Common CR 4 (XP 1,100; PB +2) Actions Multiattack. The guard makes two attacks, using Javelin or Longs"
      },
      {
        "document": 1919,
        "excerpt": "hain Shirt, Shield, Spear Senses Passive Perception 12 Languages Common CR 1/8 (XP 25; PB +2) Actions Spear. Melee or Ranged Attack Roll: +3, reach 5 ft. or range 20/6"
      },
      {
        "document": 1920,
        "excerpt": "rained Senses Darkvision 60 ft.; Passive Perception 14 Languages Celestial, Common CR 10 (XP 5,900; PB +4) Traits Celestial Restoration. If the naga dies, it returns t"
      },
      {
        "document": 1921,
        "excerpt": "sight 10 ft., Darkvision 60 ft.; Passive Perception 15 Languages Common, Draconic CR 5 (XP 1,800; PB +3) Traits Draconic Origin. The half-dragon is related to a type o"
      },
      {
        "document": 1922,
        "excerpt": "Speed 20 ft., Fly 40 ft. Senses Passive Perception 10 Languages Common CR 1 (XP 200; PB +2) Actions Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 6 (2d4 + 1) Slashing"
      },
      {
        "document": 1923,
        "excerpt": "ft. Skills Perception +6 Senses Passive Perception 16 Languages None CR 0 (XP 10; PB +2) Actions Talons. Melee Attack Roll: +5, reach 5 ft. Hit: 1 Slashing damage."
      },
      {
        "document": 1924,
        "excerpt": "s Fire Senses Darkvision 60 ft.; Passive Perception 15 Languages Understands Infernal but can't speak CR 3 (XP 700; PB +2) Traits Pack Tactics. The hound has Advantage"
      },
      {
        "document": 1925,
        "excerpt": "soned Senses Darkvision 120 ft.; Passive Perception 11 Languages Abyssal; telepathy 120 ft. CR 8 (XP 3,900; PB +3) Traits Demonic Restoration. If the hezrou dies outsi"
      },
      {
        "document": 1926,
        "excerpt": "ft. Skills Perception +2 Senses Passive Perception 12 Languages Giant CR 5 (XP 1,800; PB +3) Actions Multiattack. The giant makes two attacks, using Tree Club or Tras"
      },
      {
        "document": 1927,
        "excerpt": "ft. Skills Perception +5 Senses Passive Perception 15 Languages None CR 1 (XP 200; PB +2) Traits Flyby. The hippogriff doesn't provoke an Opportunity Attack when it f"
      },
      {
        "document": 1928,
        "excerpt": "ft. Skills Perception +3 Senses Passive Perception 13 Languages None CR 4 (XP 1,100; PB +2) Traits Hold Breath. The hippopotamus can hold its breath for 10 minutes."
      },
      {
        "document": 1929,
        "excerpt": "ongbow Senses Darkvision 60 ft.; Passive Perception 10 Languages Common, Goblin CR 3 (XP 700; PB +2) Traits Aura of Authority. While in a 10-foot Emanation originating"
      },
      {
        "document": 1930,
        "excerpt": "Shield Senses Darkvision 60 ft.; Passive Perception 10 Languages Common, Goblin CR 1/2 (XP 100; PB +2) Traits Pack Tactics. The hobgoblin has Advantage on an attack ro"
      },
      {
        "document": 1931,
        "excerpt": "isoned Senses Darkvision 60 ft.; Passive Perception 10 Languages Understands Common plus one other language but can't speak CR 0 (XP 10; PB +2) Traits Telepathic Bond."
      },
      {
        "document": 1932,
        "excerpt": "(unimpeded by magical Darkness); Passive Perception 13 Languages Infernal; telepathy 120 ft. CR 11 (XP 7,200; PB +4) Traits Diabolical Restoration. If the devil dies o"
      },
      {
        "document": 1933,
        "excerpt": "ion +2 Senses Blindsight 60 ft.; Passive Perception 12 Languages None CR 2 (XP 450; PB +2) Traits Water Breathing. The shark can breathe only underwater. Actions Bit"
      },
      {
        "document": 1934,
        "excerpt": "scious Senses Darkvision 60 ft.; Passive Perception 16 Languages None CR 8 (XP 3,900; PB +3) Traits Hold Breath. The hydra can hold its breath for 1 hour. Multiple He"
      },
      {
        "document": 1935,
        "excerpt": "ion +3 Senses Darkvision 60 ft.; Passive Perception 13 Languages None CR 0 (XP 10; PB +2) Traits Pack Tactics. The hyena has Advantage on an attack roll against a crea"
      },
      {
        "document": 1936,
        "excerpt": "soned Senses Blindsight 120 ft.; Passive Perception 17 Languages Infernal; telepathy 120 ft. CR 14 (XP 11,500; PB +5) Traits Diabolical Restoration. If the devil dies"
      },
      {
        "document": 1937,
        "excerpt": "isoned Senses Darkvision 60 ft.; Passive Perception 12 Languages Primordial (Aquan, Auran) CR 1/2 (XP 100; PB +2) Traits Death Burst. The mephit explodes when it dies."
      },
      {
        "document": 1938,
        "excerpt": "(unimpeded by magical Darkness); Passive Perception 11 Languages Common, Infernal CR 1 (XP 200; PB +2) Traits Magic Resistance. The imp has Advantage on saving throws"
      },
      {
        "document": 1939,
        "excerpt": "sychic Senses Darkvision 60 ft.; Passive Perception 15 Languages Abyssal, Common, Infernal; telepathy 60 ft. CR 4 (XP 1,100; PB +2) Traits Succubus Form. When the incu"
      },
      {
        "document": 1940,
        "excerpt": "scious Senses Darkvision 60 ft.; Passive Perception 18 Languages Common, Primordial (Auran) CR 6 (XP 2,300; PB +3) Traits Air Form. The stalker can enter an enemy's sp"
      },
      {
        "document": 1941,
        "excerpt": "Understands Common plus two other languages but can't speak"
      },
      {
        "document": 1942,
        "excerpt": "lth +4 Senses Darkvision 90 ft.; Passive Perception 15 Languages None CR 0 (XP 10; PB +2) Actions Bite. Melee Attack Roll: +1, reach 5 ft. Hit: 1 (1d4 - 1) Piercing d"
      },
      {
        "document": 1943,
        "excerpt": "th +4 Senses Blindsight 120 ft.; Passive Perception 13 Languages None CR 3 (XP 700; PB +2) Traits Hold Breath. The whale can hold its breath for 30 minutes. Actions"
      },
      {
        "document": 1944,
        "excerpt": "avy Crossbow, Plate Armor Senses Passive Perception 10 Languages Common plus one other language CR 3 (XP 700; PB +2) Actions Multiattack. The knight makes two attacks,"
      },
      {
        "document": 1945,
        "excerpt": "ers (3) Senses Darkvision 60 ft.; Passive Perception 8 Languages Common, Draconic CR 1/8 (XP 25; PB +2) Traits Pack Tactics. The kobold has Advantage on an attack roll"
      },
      {
        "document": 1946,
        "excerpt": "rained Senses Truesight 120 ft.; Passive Perception 21 Languages Understands Abyssal, Celestial, Infernal, and Primordial but can't speak; telepathy 120 ft. CR 23 (XP 50"
      },
      {
        "document": 1947,
        "excerpt": "lth +5 Senses Darkvision 60 ft.; Passive Perception 12 Languages Abyssal, Common CR 4 (XP 1,100; PB +2) Actions Multiattack. The lamia makes two Claw attacks. It can r"
      },
      {
        "document": 1948,
        "excerpt": "(unimpeded by magical Darkness); Passive Perception 10 Languages Understands Infernal but can't speak CR 0 (XP 10; PB +2) Traits Hellish Restoration. If the lemure die"
      },
      {
        "document": 1949,
        "excerpt": "Pouch Senses Truesight 120 ft.; Passive Perception 19 Languages All CR 21 (XP 33,000, or 41,000 in lair; PB +7) Traits Legendary Resistance (4/Day, or 5/Day in Lair)."
      },
      {
        "document": 1950,
        "excerpt": "lth +4 Senses Darkvision 60 ft.; Passive Perception 13 Languages None CR 1 (XP 200; PB +2) Traits Pack Tactics. The lion has Advantage on an attack roll against a crea"
      },
      {
        "document": 1951,
        "excerpt": "20 ft. Senses Darkvision 30 ft.; Passive Perception 9 Languages None CR 0 (XP 10; PB +2) Traits Spider Climb. The lizard can climb difficult surfaces, including along"
      },
      {
        "document": 1952,
        "excerpt": "Common plus three other languages"
      },
      {
        "document": 1953,
        "excerpt": "isoned Senses Darkvision 60 ft.; Passive Perception 10 Languages Primordial (Ignan, Terran) CR 1/2 (XP 100; PB +2) Traits Death Burst. The mephit explodes when it dies"
      },
      {
        "document": 1954,
        "excerpt": "s Fire Senses Darkvision 60 ft.; Passive Perception 10 Languages Primordial (Ignan) CR 1/2 (XP 100; PB +2) Traits Death Burst. The magmin explodes when it dies. Dexter"
      },
      {
        "document": 1955,
        "excerpt": "11d12 + 55) Speed 50 ft. Senses Passive Perception 10 Languages None CR 6 (XP 2,300; PB +3) Actions Multiattack. The mammoth makes two Gore attacks. Gore. Melee Atta"
      },
      {
        "document": 1956,
        "excerpt": "0 ft. Senses Darkvision 60 ft.; Passive Perception 11 Languages Common CR 3 (XP 700; PB +2) Actions Multiattack. The manticore makes three attacks, using Rend or Tail"
      },
      {
        "document": 1957,
        "excerpt": "isoned Senses Truesight 120 ft.; Passive Perception 18 Languages Abyssal; telepathy 120 ft. CR 16 (XP 15,000; PB +5) Traits Demonic Restoration. If the marilith dies o"
      },
      {
        "document": 1958,
        "excerpt": "ion +5 Senses Darkvision 60 ft.; Passive Perception 15 Languages None CR 1/8 (XP 25; PB +2) Actions Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Piercing"
      },
      {
        "document": 1959,
        "excerpt": "th +6 Senses Darkvision 150 ft.; Passive Perception 14 Languages Common plus one other language CR 6 (XP 2,300; PB +3) Actions Multiattack. The medusa makes two Claw a"
      },
      {
        "document": 1960,
        "excerpt": "peed 10 ft., Swim 40 ft. Senses Passive Perception 12 Languages Common, Primordial (Aquan) CR 1/8 (XP 25; PB +2) Traits Amphibious. The merfolk can breathe air and wa"
      },
      {
        "document": 1961,
        "excerpt": "0 ft. Senses Darkvision 60 ft.; Passive Perception 10 Languages Abyssal, Primordial (Aquan) CR 2 (XP 450; PB +2) Traits Amphibious. The merrow can breathe air and wat"
      },
      {
        "document": 1962,
        "excerpt": "Prone Senses Darkvision 60 ft.; Passive Perception 11 Languages None CR 2 (XP 450; PB +2) Traits Adhesive (Object Form Only). The mimic adheres to anything that touch"
      },
      {
        "document": 1963,
        "excerpt": "val +7 Senses Darkvision 60 ft.; Passive Perception 17 Languages Abyssal CR 3 (XP 700; PB +2) Actions Abyssal Glaive. Melee Attack Roll: +6, reach 10 ft. Hit: 10 (1d12"
      },
      {
        "document": 1964,
        "excerpt": "oisoned Senses Darkvision 60 ft.; Passive Perception 9 Languages Understands Abyssal but can't speak CR 2 (XP 450; PB +2) Actions Gore. Melee Attack Roll: +6, reach 5"
      },
      {
        "document": 1965,
        "excerpt": "1 (2d8 + 2) Speed 40 ft. Senses Passive Perception 10 Languages None CR 1/8 (XP 25; PB +2) Traits Beast of Burden. The mule counts as one size larger for the purpose"
      },
      {
        "document": 1966,
        "excerpt": "Common plus three other languages"
      },
      {
        "document": 1967,
        "excerpt": "Common plus two other languages"
      },
      {
        "document": 1968,
        "excerpt": "isoned Senses Truesight 120 ft.; Passive Perception 11 Languages Abyssal; telepathy 120 ft. CR 13 (XP 10,000; PB +5) Traits Demonic Restoration. If the nalfeshnee dies"
      },
      {
        "document": 1969,
        "excerpt": "armed Senses Darkvision 120 ft.; Passive Perception 15 Languages Abyssal, Common, Infernal, Primordial CR 5 (XP 1,800; PB +3) Traits Coven Magic. While within 30 feet"
      },
      {
        "document": 1970,
        "excerpt": "(hover) Immunities Fire Senses Passive Perception 11 Languages Understands Abyssal, Common, and Infernal but can't speak CR 3 (XP 700; PB +2) Traits Confer Fire Resi"
      },
      {
        "document": 1971,
        "excerpt": "Common plus two other languages"
      },
      {
        "document": 1972,
        "excerpt": "trained Senses Blindsight 60 ft.; Passive Perception 8 Languages None CR 2 (XP 450; PB +2) Traits Amorphous. The jelly can move through a space as narrow as 1 inch wit"
      },
      {
        "document": 1973,
        "excerpt": "lth +6 Senses Darkvision 30 ft.; Passive Perception 12 Languages None CR 0 (XP 10; PB +2) Traits Compression. The octopus can move through a space as narrow as 1 inch"
      },
      {
        "document": 1974,
        "excerpt": "oisoned Senses Darkvision 60 ft.; Passive Perception 8 Languages Understands Common and Giant but can't speak CR 2 (XP 450; PB +2) Traits Undead Fortitude. If damage r"
      },
      {
        "document": 1975,
        "excerpt": "ins (3) Senses Darkvision 60 ft.; Passive Perception 8 Languages Common, Giant CR 2 (XP 450; PB +2) Actions Greatclub. Melee Attack Roll: +6, reach 5 ft. Hit: 13 (2d8"
      },
      {
        "document": 1976,
        "excerpt": "s Cold Senses Darkvision 60 ft.; Passive Perception 14 Languages Common, Giant CR 7 (XP 2,900; PB +3) Traits Regeneration. The oni regains 10 Hit Points at the start o"
      },
      {
        "document": 1977,
        "excerpt": "ft. Senses Darkvision 120 ft.; Passive Perception 11 Languages Otyugh; telepathy 120 ft. (doesn't allow the receiving creature to respond telepathically) CR 5 (XP 1,80"
      },
      {
        "document": 1978,
        "excerpt": "th +5 Senses Darkvision 120 ft.; Passive Perception 15 Languages None CR 0 (XP 10; PB +2) Traits Flyby. The owl doesn't provoke an Opportunity Attack when it flies out"
      },
      {
        "document": 1979,
        "excerpt": "ion +5 Senses Darkvision 60 ft.; Passive Perception 15 Languages None CR 3 (XP 700; PB +2) Actions Multiattack. The owlbear makes two Rend attacks. Rend. Melee Attack"
      },
      {
        "document": 1980,
        "excerpt": "lth +7 Senses Darkvision 60 ft.; Passive Perception 14 Languages None CR 1/4 (XP 50; PB +2) Actions Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Slashing"
      },
      {
        "document": 1981,
        "excerpt": "ft. Skills Perception +6 Senses Passive Perception 16 Languages Understands Celestial, Common, Elvish, and Sylvan but can't speak CR 2 (XP 450; PB +2) Actions Hooves."
      },
      {
        "document": 1982,
        "excerpt": "lth +7 Senses Darkvision 60 ft.; Passive Perception 10 Languages None CR 3 (XP 700; PB +2) Traits Ethereal Sight. The spider can see 60 feet into the Ethereal Plane wh"
      },
      {
        "document": 1983,
        "excerpt": "40 ft. Senses Darkvision 60 ft.; Passive Perception 8 Languages None CR 0 (XP 10; PB +2) Traits Water Breathing. The piranha can breathe only underwater. Actions Bi"
      },
      {
        "document": 1984,
        "excerpt": "on +5 Gear Pistol, Rapier Senses Passive Perception 15 Languages Common plus one other language CR 6 (XP 2,300; PB +3) Actions Multiattack. The pirate makes three atta"
      },
      {
        "document": 1985,
        "excerpt": "aggers (6), Leather Armor Senses Passive Perception 11 Languages Common plus one other language CR 1 (XP 200; PB +2) Actions Multiattack. The pirate makes two Dagger a"
      },
      {
        "document": 1986,
        "excerpt": "isoned Senses Truesight 120 ft.; Passive Perception 20 Languages Infernal; telepathy 120 ft. CR 20 (XP 25,000; PB +6) Traits Diabolical Restoration. If the pit fiend d"
      },
      {
        "document": 1987,
        "excerpt": "htened Senses Truesight 120 ft.; Passive Perception 21 Languages All; telepathy 120 ft. CR 16 (XP 15,000; PB +5) Traits Divine Awareness. The planetar knows if it hear"
      },
      {
        "document": 1988,
        "excerpt": "Perception +3, Stealth +4 Senses Passive Perception 13 Languages None CR 2 (XP 450; PB +2) Traits Hold Breath. The plesiosaurus can hold its breath for 1 hour. Action"
      },
      {
        "document": 1989,
        "excerpt": "s Cold Senses Darkvision 60 ft.; Passive Perception 15 Languages None CR 2 (XP 450; PB +2) Actions Multiattack. The bear makes two Rend attacks. Rend. Melee Attack Ro"
      },
      {
        "document": 1990,
        "excerpt": "1 (2d8 + 2) Speed 40 ft. Senses Passive Perception 10 Languages None CR 1/8 (XP 25; PB +2) Actions Hooves. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Bludgeo"
      },
      {
        "document": 1991,
        "excerpt": "Shirt, Holy Symbol, Mace Senses Passive Perception 12 Languages Common CR 1/4 (XP 50; PB +2) Actions Mace. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Bludgeo"
      },
      {
        "document": 1992,
        "excerpt": "Shirt, Holy Symbol, Mace Senses Passive Perception 15 Languages Common plus one other language CR 2 (XP 450; PB +2) Actions Multiattack. The priest makes two attacks,"
      },
      {
        "document": 1993,
        "excerpt": "sight 10 ft., Darkvision 60 ft.; Passive Perception 15 Languages Understands Common and Draconic but can't speak CR 1/4 (XP 50; PB +2) Traits Magic Resistance. The pse"
      },
      {
        "document": 1994,
        "excerpt": "ft. Skills Perception +1 Senses Passive Perception 11 Languages None CR 1/4 (XP 50; PB +2) Traits Flyby. The pteranodon doesn't provoke an Opportunity Attack when it"
      },
      {
        "document": 1995,
        "excerpt": "sight 30 ft., Tremorsense 60 ft.; Passive Perception 9 Languages None CR 15 (XP 13,000; PB +5) Traits Tunneler. The worm can burrow through solid rock at half its Burr"
      },
      {
        "document": 1996,
        "excerpt": "soned Senses Darkvision 120 ft.; Passive Perception 10 Languages Abyssal, Common CR 1 (XP 200; PB +2) Traits Magic Resistance. The quasit has Advantage on saving throw"
      },
      {
        "document": 1997,
        "excerpt": "ghtened Senses Truesight 60 ft.; Passive Perception 18 Languages Common, Infernal CR 13 (XP 10,000; PB +5) Traits Greater Magic Resistance. The rakshasa automatically"
      },
      {
        "document": 1998,
        "excerpt": "ion +2 Senses Darkvision 30 ft.; Passive Perception 12 Languages None CR 0 (XP 10; PB +2) Traits Agile. The rat doesn't provoke an Opportunity Attack when it moves out"
      },
      {
        "document": 1999,
        "excerpt": "ft. Skills Perception +3 Senses Passive Perception 13 Languages None CR 0 (XP 10; PB +2) Traits Mimicry. The raven can mimic simple sounds it has heard, such as a whi"
      },
      {
        "document": 2000,
        "excerpt": "sight 10 ft., Darkvision 60 ft.; Passive Perception 14 Languages Draconic CR 4 (XP 1,100; PB +2) Actions Multiattack. The dragon makes two Rend attacks. Rend. Melee A"
      },
      {
        "document": 2001,
        "excerpt": "ion +2 Senses Blindsight 30 ft.; Passive Perception 12 Languages None CR 1/2 (XP 100; PB +2) Traits Pack Tactics. The shark has Advantage on an attack roll against a c"
      },
      {
        "document": 2002,
        "excerpt": "sion 60 ft., Tremorsense 60 ft.; Passive Perception 10 Languages None CR 11 (XP 7,200; PB +4) Traits Heat Aura. At the end of each of the remorhaz's turns, each creatu"
      },
      {
        "document": 2003,
        "excerpt": "(6d10 + 12) Speed 40 ft. Senses Passive Perception 11 Languages None CR 2 (XP 450; PB +2) Actions Gore. Melee Attack Roll: +7, reach 5 ft. Hit: 14 (2d8 + 5) Piercing"
      },
      {
        "document": 2004,
        "excerpt": "(2d10 + 2) Speed 60 ft. Senses Passive Perception 10 Languages None CR 1/4 (XP 50; PB +2) Actions Hooves. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Bludgeo"
      },
      {
        "document": 2005,
        "excerpt": "ft. Skills Perception +8 Senses Passive Perception 18 Languages None CR 11 (XP 7,200; PB +4) Actions Multiattack. The roc makes two Beak attacks. It can replace one a"
      },
      {
        "document": 2006,
        "excerpt": "lth +5 Senses Darkvision 60 ft.; Passive Perception 16 Languages None CR 5 (XP 1,800; PB +3) Traits Spider Climb. The roper can climb difficult surfaces, including alo"
      },
      {
        "document": 2007,
        "excerpt": "0 ft. Senses Darkvision 60 ft.; Passive Perception 11 Languages None CR 1/2 (XP 100; PB +2) Traits Iron Scent. The rust monster can pinpoint the location of ferrous m"
      },
      {
        "document": 2008,
        "excerpt": "lth +7 Senses Darkvision 60 ft.; Passive Perception 15 Languages None CR 2 (XP 450; PB +2) Traits Running Leap. With a 10-foot running start, the tiger can Long Jump u"
      },
      {
        "document": 2009,
        "excerpt": "Cold Senses Darkvision 120 ft.; Passive Perception 15 Languages Sahuagin CR 1/2 (XP 100; PB +2) Traits Blood Frenzy. The sahuagin has Advantage on attack rolls agains"
      },
      {
        "document": 2010,
        "excerpt": "s Fire Senses Darkvision 60 ft.; Passive Perception 10 Languages Primordial (Ignan) CR 5 (XP 1,800; PB +3) Traits Fire Aura. At the end of each of the salamander's tur"
      },
      {
        "document": 2011,
        "excerpt": "erformance +6, Stealth +5 Senses Passive Perception 12 Languages Common, Elvish, Sylvan CR 1/2 (XP 100; PB +2) Traits Magic Resistance. The satyr has Advantage on savi"
      },
      {
        "document": 2012,
        "excerpt": "10 ft. Senses Blindsight 10 ft.; Passive Perception 9 Languages None CR 0 (XP 10; PB +2) Actions Sting. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Piercing damage plus"
      },
      {
        "document": 2013,
        "excerpt": "rmor, Longbow, Shortsword Senses Passive Perception 15 Languages Common plus one other language CR 1/2 (XP 100; PB +2) Actions Multiattack. The scout makes two attacks"
      },
      {
        "document": 2014,
        "excerpt": "0 ft. Senses Darkvision 60 ft.; Passive Perception 11 Languages Common, Giant, Primordial (Aquan) CR 2 (XP 450; PB +2) Traits Amphibious. The hag can breathe air and"
      },
      {
        "document": 2015,
        "excerpt": "Perception +2, Stealth +5 Senses Passive Perception 12 Languages None CR 0 (XP 0; PB +2) Traits Water Breathing. The seahorse can breathe only underwater. Actions Bu"
      },
      {
        "document": 2016,
        "excerpt": "scious Senses Darkvision 60 ft.; Passive Perception 10 Languages None CR 1/2 (XP 100; PB +2) Traits Amorphous. The shadow can move through a space as narrow as 1 inch"
      },
      {
        "document": 2017,
        "excerpt": "ustion Senses Blindsight 60 ft.; Passive Perception 10 Languages None CR 5 (XP 1,800; PB +3) Traits Lightning Absorption. Whenever the shambling mound is subjected to"
      },
      {
        "document": 2018,
        "excerpt": "sight 10 ft., Darkvision 60 ft.; Passive Perception 10 Languages Understands commands given in any language but can't speak CR 7 (XP 2,900; PB +3) Traits Bound. The gu"
      },
      {
        "document": 2019,
        "excerpt": "ghtened Senses Blindsight 30 ft.; Passive Perception 6 Languages None CR 0 (XP 0; PB +2) Reactions Shriek. Trigger: A creature or a source of Bright Light moves within"
      },
      {
        "document": 2020,
        "excerpt": "sight 10 ft., Darkvision 60 ft.; Passive Perception 14 Languages Draconic CR 2 (XP 450; PB +2) Actions Multiattack. The dragon makes two Rend attacks. Rend. Melee Att"
      },
      {
        "document": 2021,
        "excerpt": "rtsword Senses Darkvision 60 ft.; Passive Perception 9 Languages Understands Common plus one other language but can't speak CR 1/4 (XP 50; PB +2) Actions Shortsword. M"
      },
      {
        "document": 2022,
        "excerpt": "isoned Senses Truesight 120 ft.; Passive Perception 24 Languages All; telepathy 120 ft. CR 21 (XP 33,000; PB +7) Traits Divine Awareness. The solar knows if it hears a"
      },
      {
        "document": 2023,
        "excerpt": "scious Senses Darkvision 60 ft.; Passive Perception 10 Languages Understands Common plus one other language but can't speak CR 1 (XP 200; PB +2) Traits Incorporeal Mov"
      },
      {
        "document": 2024,
        "excerpt": "htened Senses Truesight 120 ft.; Passive Perception 18 Languages Celestial, Common CR 11 (XP 7,200, or 8,400 in lair; PB +4) Traits Inscrutable. No magic can observe t"
      },
      {
        "document": 2025,
        "excerpt": "htened Senses Truesight 120 ft.; Passive Perception 22 Languages Celestial, Common CR 17 (XP 18,000, or 20,000 in lair; PB +6) Traits Inscrutable. No magic can observe"
      },
      {
        "document": 2026,
        "excerpt": "adiant Senses Darkvision 60 ft.; Passive Perception 11 Languages Celestial, Common CR 1 (XP 200; PB +2) Traits Magic Resistance. The sphinx has Advantage on saving thr"
      },
      {
        "document": 2027,
        "excerpt": "lth +4 Senses Darkvision 30 ft.; Passive Perception 10 Languages None CR 0 (XP 10; PB +2) Traits Spider Climb. The spider can climb difficult surfaces, including along"
      },
      {
        "document": 2028,
        "excerpt": "isoned Senses Darkvision 60 ft.; Passive Perception 12 Languages Abyssal, Common CR 8 (XP 3,900; PB +3) Traits Fiendish Restoration. If it dies, the naga returns to li"
      },
      {
        "document": 2029,
        "excerpt": "Perception +3, Stealth +8 Senses Passive Perception 13 Languages Common, Elvish, Sylvan CR 1/4 (XP 50; PB +2) Actions Needle Sword. Melee Attack Roll: +6, reach 5 ft."
      },
      {
        "document": 2030,
        "excerpt": "hortsword, Thieves' Tools Senses Passive Perception 16 Languages Common plus one other language CR 1 (XP 200; PB +2) Actions Shortsword. Melee Attack Roll: +4, reach 5"
      },
      {
        "document": 2031,
        "excerpt": "isoned Senses Darkvision 60 ft.; Passive Perception 10 Languages Primordial (Aquan, Ignan) CR 1/4 (XP 50; PB +2) Traits Blurred Form. Attack rolls against the mephit a"
      },
      {
        "document": 2032,
        "excerpt": "40 ft. Senses Darkvision 60 ft.; Passive Perception 9 Languages None CR 1/8 (XP 25; PB +2) Actions Proboscis. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Pier"
      },
      {
        "document": 2033,
        "excerpt": "lth +5 Senses Darkvision 60 ft.; Passive Perception 14 Languages Giant CR 7 (XP 2,900; PB +3) Actions Multiattack. The giant makes two attacks, using Stone Club or Bou"
      },
      {
        "document": 2034,
        "excerpt": "Understands Common plus two other languages but can't speak"
      },
      {
        "document": 2035,
        "excerpt": "ision 120 ft., Truesight 30 ft.; Passive Perception 20 Languages Common, Giant CR 13 (XP 10,000; PB +5) Traits Amphibious. The giant can breathe air and water. Action"
      },
      {
        "document": 2036,
        "excerpt": "sychic Senses Darkvision 60 ft.; Passive Perception 15 Languages Abyssal, Common, Infernal; telepathy 60 ft. CR 4 (XP 1,100; PB +2) Traits Incubus Form. When the succu"
      },
      {
        "document": 2037,
        "excerpt": "tunned Senses Blindsight 60 ft.; Passive Perception 11 Languages None CR 1/4 (XP 50; PB +2) Traits Swarm. The swarm can occupy another creature's space and vice versa,"
      },
      {
        "document": 2038,
        "excerpt": "tunned Senses Blindsight 30 ft.; Passive Perception 10 Languages Understands Common but can't speak CR 3 (XP 700; PB +2) Traits Swarm. The swarm can occupy another cre"
      },
      {
        "document": 2039,
        "excerpt": "Stunned Senses Blindsight 30 ft.; Passive Perception 8 Languages None CR 1/2 (XP 100; PB +2) Traits Spider Climb. If the swarm has a Climb Speed, the swarm can climb d"
      },
      {
        "document": 2040,
        "excerpt": "Stunned Senses Darkvision 60 ft.; Passive Perception 8 Languages None CR 1 (XP 200; PB +2) Traits Swarm. The swarm can occupy another creature's space and vice versa,"
      },
      {
        "document": 2041,
        "excerpt": "tunned Senses Darkvision 30 ft.; Passive Perception 10 Languages None CR 1/4 (XP 50; PB +2) Traits Swarm. The swarm can occupy another creature's space and vice versa,"
      },
      {
        "document": 2042,
        "excerpt": "rone, Restrained, Stunned Senses Passive Perception 15 Languages None CR 1/4 (XP 50; PB +2) Traits Swarm. The swarm can occupy another creature's space and vice versa,"
      },
      {
        "document": 2043,
        "excerpt": "tunned Senses Blindsight 10 ft.; Passive Perception 10 Languages None CR 2 (XP 450; PB +2) Traits Swarm. The swarm can occupy another creature's space and vice versa,"
      },
      {
        "document": 2044,
        "excerpt": "soned Senses Blindsight 120 ft.; Passive Perception 19 Languages None CR 30 (XP 155,000; PB +9) Traits Legendary Resistance (6/Day). If the tarrasque fails a saving th"
      },
      {
        "document": 2045,
        "excerpt": "lth +7 Senses Darkvision 60 ft.; Passive Perception 13 Languages None CR 1 (XP 200; PB +2) Actions Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing"
      },
      {
        "document": 2046,
        "excerpt": "Heavy Crossbow, Warhammer Senses Passive Perception 10 Languages Common plus one other language CR 4 (XP 1,100; PB +2) Traits Pack Tactics. The tough has Advantage on"
      },
      {
        "document": 2047,
        "excerpt": "sbow, Leather Armor, Mace Senses Passive Perception 10 Languages Common CR 1/2 (XP 100; PB +2) Traits Pack Tactics. The tough has Advantage on an attack roll against a"
      },
      {
        "document": 2048,
        "excerpt": "ces Bludgeoning, Piercing Senses Passive Perception 13 Languages Common, Druidic, Elvish, Sylvan CR 9 (XP 5,000; PB +4) Traits Siege Monster. The treant deals double d"
      },
      {
        "document": 2049,
        "excerpt": "12d12 + 36) Speed 50 ft. Senses Passive Perception 10 Languages None CR 5 (XP 1,800; PB +3) Actions Multiattack. The triceratops makes two Gore attacks. Gore. Melee"
      },
      {
        "document": 2050,
        "excerpt": "20 ft. Senses Darkvision 60 ft.; Passive Perception 9 Languages None CR 1/2 (XP 100; PB +2) Traits Regeneration. The limb regains 5 Hit Points at the start of each of"
      },
      {
        "document": 2051,
        "excerpt": "ion +5 Senses Darkvision 60 ft.; Passive Perception 15 Languages Giant CR 5 (XP 1,800; PB +3) Traits Loathsome Limbs (4/Day). If the troll ends any turn Bloodied and t"
      },
      {
        "document": 2052,
        "excerpt": "ft. Skills Perception +4 Senses Passive Perception 14 Languages None CR 8 (XP 3,900; PB +3) Actions Multiattack. The tyrannosaurus makes one Bite attack and one Tail"
      },
      {
        "document": 2053,
        "excerpt": "isoned Senses Darkvision 60 ft.; Passive Perception 13 Languages Celestial, Elvish, Sylvan; telepathy 120 ft. CR 5 (XP 1,800; PB +3) Traits Legendary Resistance (3/Day"
      },
      {
        "document": 2054,
        "excerpt": "s (10) Senses Darkvision 60 ft.; Passive Perception 14 Languages Common plus one other language CR 3 (XP 700; PB +2) Traits Vampiric Connection. While the familiar and"
      },
      {
        "document": 2055,
        "excerpt": "crotic Senses Darkvision 60 ft.; Passive Perception 13 Languages Common plus one other language CR 5 (XP 1,800; PB +3) Traits Spider Climb. The vampire can climb diffi"
      },
      {
        "document": 2056,
        "excerpt": "Common plus two other languages"
      },
      {
        "document": 2057,
        "excerpt": "0 ft. Senses Blindsight 10 ft.; Passive Perception 10 Languages None CR 1/8 (XP 25; PB +2) Actions Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing"
      },
      {
        "document": 2058,
        "excerpt": "ghtened Senses Blindsight 30 ft.; Passive Perception 6 Languages None CR 1/4 (XP 50; PB +2) Actions Multiattack. The fungus makes two Rotting Touch attacks. Rotting T"
      },
      {
        "document": 2059,
        "excerpt": "soned Senses Darkvision 120 ft.; Passive Perception 11 Languages Abyssal; telepathy 120 ft. CR 6 (XP 2,300; PB +3) Traits Demonic Restoration. If the vrock dies outsid"
      },
      {
        "document": 2060,
        "excerpt": "ft. Skills Perception +3 Senses Passive Perception 13 Languages None CR 0 (XP 10; PB +2) Traits Pack Tactics. The vulture has Advantage on an attack roll against a cr"
      },
      {
        "document": 2061,
        "excerpt": "oisoned Senses Darkvision 60 ft.; Passive Perception 9 Languages None CR 1/2 (XP 100; PB +2) Actions Hooves. Melee Attack Roll: +6, reach 5 ft. Hit: 7 (1d6 + 4) Bludge"
      },
      {
        "document": 2062,
        "excerpt": "(3d10 + 3) Speed 60 ft. Senses Passive Perception 11 Languages None CR 1/2 (XP 100; PB +2) Actions Hooves. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (2d4 + 4) Bludge"
      },
      {
        "document": 2063,
        "excerpt": "Gear Chain Shirt, Spear Senses Passive Perception 10 Languages Common CR 1/8 (XP 25; PB +2) Traits Pack Tactics. The warrior has Advantage on an attack roll against"
      },
      {
        "document": 2064,
        "excerpt": "vy Crossbow, Splint Armor Senses Passive Perception 12 Languages Common plus one other language CR 3 (XP 700; PB +2) Actions Multiattack. The warrior makes two Greatsw"
      },
      {
        "document": 2065,
        "excerpt": "scious Senses Darkvision 60 ft.; Passive Perception 10 Languages Primordial (Aquan) CR 5 (XP 1,800; PB +3) Traits Freeze. If the elemental takes Cold damage, its Speed"
      },
      {
        "document": 2066,
        "excerpt": "lth +5 Senses Darkvision 60 ft.; Passive Perception 13 Languages None CR 0 (XP 10; PB +2) Actions Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 1 Piercing damage."
      },
      {
        "document": 2067,
        "excerpt": "es (4) Senses Darkvision 60 ft.; Passive Perception 17 Languages Common (can't speak in bear form) CR 5 (XP 1,800; PB +3) Actions Multiattack. The werebear makes two a"
      },
      {
        "document": 2068,
        "excerpt": "tion +2 Gear Javelins (6) Senses Passive Perception 12 Languages Common (can't speak in boar form) CR 4 (XP 1,100; PB +2) Actions Multiattack. The wereboar makes two a"
      },
      {
        "document": 2069,
        "excerpt": "ossbow Senses Darkvision 60 ft.; Passive Perception 14 Languages Common (can't speak in rat form) CR 2 (XP 450; PB +2) Actions Multiattack. The wererat makes two attac"
      },
      {
        "document": 2070,
        "excerpt": "ongbow Senses Darkvision 60 ft.; Passive Perception 15 Languages Common (can't speak in tiger form) CR 4 (XP 1,100; PB +2) Actions Multiattack. The weretiger makes two"
      },
      {
        "document": 2071,
        "excerpt": "ongbow Senses Darkvision 60 ft.; Passive Perception 14 Languages Common (can't speak in wolf form) CR 3 (XP 700; PB +2) Traits Pack Tactics. The werewolf has Advantage"
      },
      {
        "document": 2072,
        "excerpt": "ght 10 ft., Darkvision 60 ft.; Passive Perception 14 Languages Draconic CR 2 (XP 450; PB +2) Traits Ice Walk. The dragon can move across and climb icy surfaces witho"
      },
      {
        "document": 2073,
        "excerpt": "Armor Senses Darkvision 60 ft.; Passive Perception 13 Languages Common plus one other language CR 3 (XP 700; PB +2) Traits Sunlight Sensitivity. While in sunlight, th"
      },
      {
        "document": 2074,
        "excerpt": "cious Senses Darkvision 120 ft.; Passive Perception 12 Languages Common plus one other language CR 2 (XP 450; PB +2) Traits Ephemeral. The wisp can't wear or carry any"
      },
      {
        "document": 2075,
        "excerpt": "tealth +5 Immunities Cold Senses Passive Perception 15 Languages Common, Giant CR 3 (XP 700; PB +2) Traits Pack Tactics. The wolf has Advantage on an attack roll again"
      },
      {
        "document": 2076,
        "excerpt": "lth +4 Senses Darkvision 60 ft.; Passive Perception 15 Languages None CR 1/4 (XP 50; PB +2) Traits Pack Tactics. The wolf has Advantage on attack rolls against a creat"
      },
      {
        "document": 2077,
        "excerpt": "ion +4 Senses Darkvision 60 ft.; Passive Perception 14 Languages Goblin, Worg CR 1/2 (XP 100; PB +2) Actions Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3)"
      },
      {
        "document": 2078,
        "excerpt": "Common plus two other languages"
      },
      {
        "document": 2079,
        "excerpt": "on +4 Senses Darkvision 120 ft.; Passive Perception 14 Languages None CR 6 (XP 2,300; PB +3) Actions Multiattack. The wyvern makes one Bite attack and one Sting attack"
      },
      {
        "document": 2080,
        "excerpt": "sion 60 ft., Tremorsense 60 ft.; Passive Perception 16 Languages Primordial (Terran) CR 5 (XP 1,800; PB +3) Traits Earth Glide. The xorn can burrow through nonmagical,"
      },
      {
        "document": 2081,
        "excerpt": "ht 30 ft., Darkvision 120 ft.; Passive Perception 16 Languages Common, Draconic CR 7 (XP 2,900; PB +3) Traits Amphibious. The dragon can breathe air and water. Acti"
      },
      {
        "document": 2082,
        "excerpt": "ight 30 ft., Darkvision 120 ft.; Passive Perception 19 Languages Common, Draconic CR 9 (XP 5,000; PB +4) Actions Multiattack. The dragon makes three Rend attacks. Ren"
      },
      {
        "document": 2083,
        "excerpt": "ight 30 ft., Darkvision 120 ft.; Passive Perception 16 Languages Common, Draconic CR 6 (XP 2,300; PB +3) Actions Multiattack. The dragon makes three Rend attacks. It c"
      },
      {
        "document": 2084,
        "excerpt": "ight 30 ft., Darkvision 120 ft.; Passive Perception 17 Languages Common, Draconic CR 8 (XP 3,900; PB +3) Traits Amphibious. The dragon can breathe air and water. Acti"
      },
      {
        "document": 2085,
        "excerpt": "ight 30 ft., Darkvision 120 ft.; Passive Perception 17 Languages Common, Draconic CR 7 (XP 2,900; PB +3) Actions Multiattack. The dragon makes three Rend attacks. It c"
      },
      {
        "document": 2086,
        "excerpt": "ight 30 ft., Darkvision 120 ft.; Passive Perception 19 Languages Common, Draconic CR 10 (XP 5,900; PB +4) Traits Amphibious. The dragon can breathe air and water. Act"
      },
      {
        "document": 2087,
        "excerpt": "ight 30 ft., Darkvision 120 ft.; Passive Perception 17 Languages Common, Draconic CR 8 (XP 3,900; PB +3) Traits Amphibious. The dragon can breathe air and water. Acti"
      },
      {
        "document": 2088,
        "excerpt": "ight 30 ft., Darkvision 120 ft.; Passive Perception 18 Languages Common, Draconic CR 10 (XP 5,900; PB +4) Actions Multiattack. The dragon makes three Rend attacks. Re"
      },
      {
        "document": 2089,
        "excerpt": "ight 30 ft., Darkvision 120 ft.; Passive Perception 18 Languages Common, Draconic CR 9 (XP 5,000; PB +4) Actions Multiattack. The dragon makes three Rend attacks. It c"
      },
      {
        "document": 2090,
        "excerpt": "ight 30 ft., Darkvision 120 ft.; Passive Perception 16 Languages Common, Draconic CR 6 (XP 2,300; PB +3) Traits Ice Walk. The dragon can move across and climb icy surf"
      },
      {
        "document": 2091,
        "excerpt": "oisoned Senses Darkvision 60 ft.; Passive Perception 8 Languages Understands Common plus one other language but can't speak CR 1/4 (XP 50; PB +2) Traits Undead Fortitu"
      }
    ],
    "lantern": [
      {
        "document": 314,
        "excerpt": "Lantern, Bullseye (10 GP)"
      },
      {
        "document": 315,
        "excerpt": "Lantern, Hooded (5 GP)"
      },
      {
        "document": 323,
        "excerpt": "nce lit, a flask of Oil burns for 6 hours in a Lamp or Lantern. That duration doesn't need to be consecutive; you can extinguish the burning Oil (as a Utilize action)"
      },
      {
        "document": 349,
        "excerpt": "ed to kindle a fire. Using it to light a Candle, Lamp, Lantern, or Torch - or anything else with exposed fuel - takes a Bonus Action. Lighting any other fire takes 1 m"
      },
      {
        "document": 430,
        "excerpt": "minute (DC 20) Craft: Musket, Pistol, Bell, Bullseye Lantern, Flask, Hooded Lantern, Hunting Trap, Lock, Manacles, Mirror, Shovel, Signal Whistle, Tinderbox"
      },
      {
        "document": 462,
        "excerpt": "pack, Ball Bearings, Bell, 10 Candles, Crowbar, Hooded Lantern, 7 flasks of Oil, 5 days of Rations, Rope, Tinderbox, and Waterskin."
      },
      {
        "document": 480,
        "excerpt": "the following items: Backpack, Bedroll, Bell, Bullseye Lantern, 3 Costumes, Mirror, 8 flasks of Oil, 9 days of Rations, Tinderbox, and Waterskin."
      },
      {
        "document": 930,
        "excerpt": "Lantern, Bullseye"
      },
      {
        "document": 1082,
        "excerpt": "Lantern, Bullseye"
      },
      {
        "document": 1083,
        "excerpt": "Lantern, Hooded"
      },
      {
        "document": 1613,
        "excerpt": "Lantern of Revealing"
      },
      {
        "document": 1691,
        "excerpt": "ger - Mirror - Pole - Rope (coiled) - Sack - Bullseye Lantern (filled and lit) In addition, the robe has 4d4 other patches. The GM chooses the patches or determines"
      }
    ],
    "lantern's": [
      {
        "document": 1613,
        "excerpt": "res and objects are visible as long as they are in the lantern's Bright Light. You can take a Utilize action to lower the hood, reducing the lantern's light to Dim Ligh"
      }
    ],
    "lanterns": [
      {
        "document": 54,
        "excerpt": "Even gloomy days provide Bright Light, as do torches, lanterns, fires, and other sources of illumination within a specific radius. Dim Light. Dim Light, also called s"
      },
      {
        "document": 323,
        "excerpt": "once per turn. Fuel. Oil serves as fuel for Lamps and Lanterns. Once lit, a flask of Oil burns for 6 hours in a Lamp or Lantern. That duration doesn't need to be conse"
      },
      {
        "document": 1222,
        "excerpt": "ze lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowin"
      },
      {
        "document": 1302,
        "excerpt": "the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a Bonus Action on your later turns,"
      }
    ],
    "laps": [
      {
        "document": 47,
        "excerpt": "es to help if the characters badger her. A vain dragon laps up flattery. When interacting with an NPC, pay attention to the GM's portrayal of the NPC's personality"
      }
    ],
    "lard": [
      {
        "document": 267,
        "excerpt": "hen it's not being observed 98 A glass jar containing lard with a label that reads, \"Griffon Grease\" 99 A wooden box with a ceramic bottom that holds a living wor"
      }
    ],
    "large": [
      {
        "document": 75,
        "excerpt": "Diagonal movement can't cross the corner of a wall, a large tree, or another terrain feature that fills its space. Ranges. To determine the range on a grid between"
      },
      {
        "document": 180,
        "excerpt": "A monster is Tiny, Small, Medium, Large, Huge, or Gargantuan. If size options are presented, you choose the creature's size from those options."
      },
      {
        "document": 358,
        "excerpt": "Large Vehicles"
      },
      {
        "document": 401,
        "excerpt": "ure up to 10 feet straight away from yourself if it is Large or smaller."
      },
      {
        "document": 546,
        "excerpt": "bject belongs to a size category: Tiny, Small, Medium, Large, Huge, or Gargantuan. A creature's size determines how much space the creature occupies in combat. An ob"
      },
      {
        "document": 554,
        "excerpt": "nster's name. Size. A monster is Tiny, Small, Medium, Large, Huge, or Gargantuan. See also \"Size.\" Creature Type. This entry notes the family of beings a monster b"
      },
      {
        "document": 580,
        "excerpt": "Hit Points for fragile and resilient objects that are Large or smaller. To track Hit Points for a Huge or Gargantuan object, divide it into Large or smaller section"
      },
      {
        "document": 722,
        "excerpt": "ap from triggering. Destroy the Stone. The stone is a Large object that has AC 17, HP 100, a Damage Threshold of 10, and Immunity to Poison and Psychic damage. Slo"
      },
      {
        "document": 751,
        "excerpt": "Large"
      },
      {
        "document": 793,
        "excerpt": "orth. Whenever a toad is touched, it transforms into a Large or smaller monster of the GM’s choice that acts in accordance with its alignment and nature. The monster"
      },
      {
        "document": 804,
        "excerpt": "Large"
      },
      {
        "document": 938,
        "excerpt": "Large"
      },
      {
        "document": 944,
        "excerpt": "Large (cart, dining table)"
      },
      {
        "document": 945,
        "excerpt": "Large"
      },
      {
        "document": 950,
        "excerpt": "Large"
      },
      {
        "document": 967,
        "excerpt": "e a willing creature within 5 feet of yourself that is Large or smaller. You move the creature with you until the end of your turn. The creature's movement doesn't p"
      },
      {
        "document": 970,
        "excerpt": "it on your person. Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition. Withdraw (Cost: 1d"
      },
      {
        "document": 972,
        "excerpt": "cantrips that requires an attack roll. When you hit a Large or smaller creature with that cantrip, you can push the creature up to 10 feet straight away from you."
      },
      {
        "document": 990,
        "excerpt": "next turn. Hill's Tumble (Hill Giant). When you hit a Large or smaller creature with an attack roll and deal damage to it, you can give that target the Prone condit"
      },
      {
        "document": 1156,
        "excerpt": "can see within range. Each target shape-shifts into a Large or smaller Beast of your choice that has a Challenge Rating of 4 or lower. You can choose a different fo"
      },
      {
        "document": 1158,
        "excerpt": "r, a Medium or smaller target counts as one object, a Large target counts as two, and a Huge target counts as three. Each target animates, sprouts legs, and become"
      },
      {
        "document": 1163,
        "excerpt": "Duration: Concentration, up to 1 minute You create a Large hand of shimmering magical energy in an unoccupied space that you can see within range. The hand lasts f"
      },
      {
        "document": 1194,
        "excerpt": "onsumes, and a sealable vessel worth 2,000+ GP that is large enough to hold the creature being cloned)"
      },
      {
        "document": 1204,
        "excerpt": "0 minutes You conjure nature spirits that appear as a Large pack of spectral, intangible animals in an unoccupied space you can see within range. The pack lasts for"
      },
      {
        "document": 1206,
        "excerpt": "ration: Concentration, up to 10 minutes You conjure a Large, intangible spirit from the Elemental Planes that appears in an unoccupied space within range. Choose th"
      },
      {
        "document": 1214,
        "excerpt": "ise by as much as 20 feet. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the othe"
      },
      {
        "document": 1232,
        "excerpt": "target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the targ"
      },
      {
        "document": 1235,
        "excerpt": "Wish spell. This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If such a target is Huge or larger, this sp"
      },
      {
        "document": 1252,
        "excerpt": "rget's size increases by one category - from Medium to Large, for example. The target also has Advantage on Strength checks and Strength saving throws. The target's"
      },
      {
        "document": 1253,
        "excerpt": "appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the Restrained condition"
      },
      {
        "document": 1259,
        "excerpt": "als that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot Cube or eight connected 5-foot Cubes) given a sufficient q"
      },
      {
        "document": 1266,
        "excerpt": "eed is replaced by the new one. The steed resembles a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the"
      },
      {
        "document": 1282,
        "excerpt": "Creatures only partially within the area, or those too large to fit inside it, are pushed away from the center of the area until they are completely outside it. A c"
      },
      {
        "document": 1290,
        "excerpt": "or the spell's level in the stat block. Giant Insect Large Beast, Unaligned AC 11 + the spell's level HP 30 + 10 for each spell level above 4 Speed 40 ft., Climb"
      },
      {
        "document": 1298,
        "excerpt": "tion Range: 30 feet Components: V Duration: 8 hours A Large spectral guardian appears and hovers for the duration in an unoccupied space that you can see within ran"
      },
      {
        "document": 1324,
        "excerpt": "earth in a hollow globe of magical force that is just large enough to contain the target. Nothing can pass into or out of the globe. Chaining. Chains firmly rooted"
      },
      {
        "document": 1336,
        "excerpt": "r phosphorescent moss) Duration: 1 hour You touch one Large or smaller object that isn't being worn or carried by someone else. Until the spell ends, the object she"
      },
      {
        "document": 1356,
        "excerpt": "tion: 8 hours You step into a stone object or surface large enough to fully contain your body, merging yourself and your equipment with the stone for the duration."
      },
      {
        "document": 1375,
        "excerpt": "al Range: 30 feet Components: V, S Duration: 1 hour A Large, quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range"
      },
      {
        "document": 1389,
        "excerpt": "he area is a Cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration. When you cast the spell, you decide what so"
      },
      {
        "document": 1404,
        "excerpt": "ration, up to 1 minute A shimmering sphere encloses a Large or smaller creature or object within range. An unwilling creature must succeed on a Dexterity saving thr"
      },
      {
        "document": 1444,
        "excerpt": "nto any shape you like. For example, you could shape a large rock into a weapon, statue, or coffer, or you could make a small passage through a wall that is 5 feet t"
      },
      {
        "document": 1448,
        "excerpt": "the spell's level in the stat block. Draconic Spirit Large Dragon, Neutral AC 14 + the spell's level HP 50 + 10 for each spell level above 5 Speed 30 ft., Fly 60"
      },
      {
        "document": 1454,
        "excerpt": "nation you select. If you target an object, it must be Large or smaller, and it can't be held or carried by an unwilling creature. The destination you choose must b"
      },
      {
        "document": 1461,
        "excerpt": "1 minute This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existenc"
      },
      {
        "document": 1509,
        "excerpt": "emble a giant lobster. The Apparatus of the Crab is a Large object with the following statistics: AC 20; HP 200; Speed 30 ft., Swim 30 ft. (or 0 ft. for both if the"
      },
      {
        "document": 1560,
        "excerpt": "ion. The shackles adjust to fit a creature of Small to Large size. The shackles prevent a creature bound by them from using any method of extradimensional movement,"
      },
      {
        "document": 1623,
        "excerpt": "0 GP. If you paint objects of greater value (such as a large pile of gold), they look authentic, but close inspection reveals they're made from paste, cookies, or so"
      },
      {
        "document": 1689,
        "excerpt": "ed on the robe's upper-front portion, are particularly large. While wearing this robe, you can take a Magic action to remove one of the stars and expend it to cast t"
      },
      {
        "document": 1698,
        "excerpt": "il itself for carrying. If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length an"
      },
      {
        "document": 1760,
        "excerpt": "Large Aberration, Lawful Evil"
      },
      {
        "document": 1771,
        "excerpt": "Large Elemental, Neutral"
      },
      {
        "document": 1772,
        "excerpt": "Large Beast (Dinosaur), Unaligned"
      },
      {
        "document": 1785,
        "excerpt": "Large Construct, Unaligned"
      },
      {
        "document": 1786,
        "excerpt": "Large Monstrosity, Unaligned"
      },
      {
        "document": 1795,
        "excerpt": "Large Monstrosity, Unaligned"
      },
      {
        "document": 1802,
        "excerpt": "Hit: 10 (2d6 + 3) Piercing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 13) from both claws. Tail. Melee Attack R"
      },
      {
        "document": 1806,
        "excerpt": "damage. Constrict. Strength Saving Throw: DC 18, one Large or smaller creature the behir can see within 5 feet. Failure: 28 (5d8 + 6) Bludgeoning damage. The targe"
      },
      {
        "document": 1810,
        "excerpt": "Large Ooze, Unaligned"
      },
      {
        "document": 1815,
        "excerpt": "Large Fiend (Devil), Lawful Evil"
      },
      {
        "document": 1818,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 1821,
        "excerpt": "Large Monstrosity, Unaligned"
      },
      {
        "document": 1822,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 1824,
        "excerpt": "Large Fey, Neutral Good"
      },
      {
        "document": 1825,
        "excerpt": "Hit: 11 (2d6 + 4) Slashing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two chains, and it has the"
      },
      {
        "document": 1826,
        "excerpt": "Large Monstrosity, Chaotic Evil"
      },
      {
        "document": 1827,
        "excerpt": "Large Aberration, Chaotic Evil"
      },
      {
        "document": 1828,
        "excerpt": "Large Construct, Unaligned"
      },
      {
        "document": 1829,
        "excerpt": "Large Aberration, Chaotic Neutral"
      },
      {
        "document": 1833,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 1837,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 1844,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 1845,
        "excerpt": "Large Elemental (Genie), Neutral"
      },
      {
        "document": 1847,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 1850,
        "excerpt": "Large Monstrosity, Chaotic Evil"
      },
      {
        "document": 1852,
        "excerpt": "Tree Stride. If within 5 feet of a Large or bigger tree, the dryad teleports to an unoccupied space within 5 feet of a second Large or bigger tre"
      },
      {
        "document": 1855,
        "excerpt": "Large Elemental, Neutral"
      },
      {
        "document": 1856,
        "excerpt": "Large Elemental (Genie), Neutral"
      },
      {
        "document": 1858,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 1860,
        "excerpt": "and (Recharge 5–6). Dexterity Saving Throw: DC 12, one Large or smaller creature the ettercap can see within 30 feet. Failure: The target has the Restrained conditio"
      },
      {
        "document": 1861,
        "excerpt": "Large Giant, Chaotic Evil"
      },
      {
        "document": 1862,
        "excerpt": "Large Elemental, Neutral"
      },
      {
        "document": 1869,
        "excerpt": "Large Ooze, Unaligned"
      },
      {
        "document": 1873,
        "excerpt": "ilure: 24 (7d6) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition. Success: Half damage only."
      },
      {
        "document": 1875,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 1876,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 1878,
        "excerpt": "damage. Constrict. Strength Saving Throw: DC 14, one Large or smaller creature the snake can see within 10 feet. Failure: 13 (2d8 + 4) Bludgeoning damage, and the"
      },
      {
        "document": 1880,
        "excerpt": "Hit: 21 (3d10 + 5) Piercing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 15). While Grappled, the target has the Re"
      },
      {
        "document": 1881,
        "excerpt": "Large Celestial, Neutral Good"
      },
      {
        "document": 1884,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 1886,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 1887,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 1888,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 1889,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 1890,
        "excerpt": "Large Celestial, Neutral"
      },
      {
        "document": 1892,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 1893,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 1895,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 1896,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 1898,
        "excerpt": "Large Monstrosity, Neutral Evil"
      },
      {
        "document": 1903,
        "excerpt": "Large Fiend (Demon), Chaotic Evil"
      },
      {
        "document": 1911,
        "excerpt": "Large Construct, Unaligned"
      },
      {
        "document": 1916,
        "excerpt": "Large Monstrosity, Unaligned"
      },
      {
        "document": 1920,
        "excerpt": "Large Celestial, Lawful Good"
      },
      {
        "document": 1925,
        "excerpt": "Large Fiend (Demon), Chaotic Evil"
      },
      {
        "document": 1926,
        "excerpt": "t: 18 (3d8 + 5) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition. Trash Lob. Ranged Attack Roll: +8, range 60/240 ft. Hi"
      },
      {
        "document": 1927,
        "excerpt": "Large Monstrosity, Unaligned"
      },
      {
        "document": 1928,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 1932,
        "excerpt": "Large Fiend (Devil), Lawful Evil"
      },
      {
        "document": 1933,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 1936,
        "excerpt": "Large Fiend (Devil), Lawful Evil"
      },
      {
        "document": 1940,
        "excerpt": "Large Elemental, Neutral"
      },
      {
        "document": 1941,
        "excerpt": "Large Construct, Unaligned"
      },
      {
        "document": 1946,
        "excerpt": "on until the grapple ends. Fling. The kraken throws a Large or smaller creature Grappled by it to a space it can see within 60 feet of itself that isn't in the air."
      },
      {
        "document": 1947,
        "excerpt": "Large Fiend, Chaotic Evil"
      },
      {
        "document": 1950,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 1956,
        "excerpt": "Large Monstrosity, Lawful Evil"
      },
      {
        "document": 1957,
        "excerpt": "Large Fiend (Demon), Chaotic Evil"
      },
      {
        "document": 1961,
        "excerpt": "Large Monstrosity, Chaotic Evil"
      },
      {
        "document": 1962,
        "excerpt": "ng damage plus 4 (1d8) Acid damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 13). Ability checks made to escape this gr"
      },
      {
        "document": 1963,
        "excerpt": "Large Monstrosity, Chaotic Evil"
      },
      {
        "document": 1964,
        "excerpt": "Large Undead, Lawful Evil"
      },
      {
        "document": 1968,
        "excerpt": "Large Fiend (Demon), Chaotic Evil"
      },
      {
        "document": 1970,
        "excerpt": "Large Fiend, Neutral Evil"
      },
      {
        "document": 1972,
        "excerpt": "Large Ooze, Unaligned"
      },
      {
        "document": 1974,
        "excerpt": "Large Undead, Neutral Evil"
      },
      {
        "document": 1975,
        "excerpt": "Large Giant, Chaotic Evil"
      },
      {
        "document": 1976,
        "excerpt": "Large Fiend, Lawful Evil"
      },
      {
        "document": 1977,
        "excerpt": "Large Aberration, Neutral"
      },
      {
        "document": 1979,
        "excerpt": "Large Monstrosity, Unaligned"
      },
      {
        "document": 1981,
        "excerpt": "Large Celestial, Chaotic Good"
      },
      {
        "document": 1982,
        "excerpt": "Large Monstrosity, Unaligned"
      },
      {
        "document": 1986,
        "excerpt": "Large Fiend (Devil), Lawful Evil"
      },
      {
        "document": 1987,
        "excerpt": "Large Celestial (Angel), Lawful Good"
      },
      {
        "document": 1988,
        "excerpt": "Large Beast (Dinosaur), Unaligned"
      },
      {
        "document": 1989,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 1995,
        "excerpt": "Hit: 22 (3d8 + 9) Piercing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 19), and it has the Restrained condition u"
      },
      {
        "document": 2002,
        "excerpt": "g damage plus 14 (4d6) Fire damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 17), and it has the Restrained condition u"
      },
      {
        "document": 2003,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 2004,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 2006,
        "excerpt": "Large Aberration, Neutral Evil"
      },
      {
        "document": 2008,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 2010,
        "excerpt": "Large Elemental, Neutral Evil"
      },
      {
        "document": 2017,
        "excerpt": "Large Plant, Unaligned"
      },
      {
        "document": 2018,
        "excerpt": "Large Construct, Unaligned"
      },
      {
        "document": 2022,
        "excerpt": "Large Celestial (Angel), Lawful Good"
      },
      {
        "document": 2024,
        "excerpt": "Large Celestial, Lawful Neutral"
      },
      {
        "document": 2025,
        "excerpt": "Large Celestial, Lawful Neutral"
      },
      {
        "document": 2028,
        "excerpt": "Large Fiend, Chaotic Evil"
      },
      {
        "document": 2033,
        "excerpt": "t: 15 (2d8 + 6) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition."
      },
      {
        "document": 2034,
        "excerpt": "Large Construct, Unaligned"
      },
      {
        "document": 2037,
        "excerpt": "Large Swarm of Tiny Beasts, Unaligned"
      },
      {
        "document": 2038,
        "excerpt": "vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can't regain Hit Points or gain Temporary Hit Points."
      },
      {
        "document": 2039,
        "excerpt": "vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain Hit Points or gain Temporary Hit Points."
      },
      {
        "document": 2040,
        "excerpt": "vice versa, and the swarm can move through any opening large enough for a Tiny piranha. The swarm can't regain Hit Points or gain Temporary Hit Points. Water Breath"
      },
      {
        "document": 2041,
        "excerpt": "vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain Hit Points or gain Temporary Hit Points."
      },
      {
        "document": 2042,
        "excerpt": "vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm can't regain Hit Points or gain Temporary Hit Points."
      },
      {
        "document": 2043,
        "excerpt": "vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm can't regain Hit Points or gain Temporary Hit Points."
      },
      {
        "document": 2044,
        "excerpt": "Swallow. Strength Saving Throw: DC 27, one Large or smaller creature Grappled by the tarrasque (it can have up to six creatures swallowed at a time). Fai"
      },
      {
        "document": 2045,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 2046,
        "excerpt": "t: 12 (2d8 + 3) Bludgeoning damage. If the target is a Large or smaller creature, the tough pushes the target up to 10 feet straight away from itself. Heavy Crossbo"
      },
      {
        "document": 2051,
        "excerpt": "Large Giant, Chaotic Evil"
      },
      {
        "document": 2052,
        "excerpt": "Hit: 33 (4d12 + 7) Piercing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 17). While Grappled, the target has the Re"
      },
      {
        "document": 2053,
        "excerpt": "Large Celestial, Lawful Good"
      },
      {
        "document": 2056,
        "excerpt": "amage plus 7 (2d6) Necrotic damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two hands. Bite (Bat or V"
      },
      {
        "document": 2059,
        "excerpt": "Large Fiend (Demon), Chaotic Evil"
      },
      {
        "document": 2061,
        "excerpt": "Large Undead, Lawful Evil"
      },
      {
        "document": 2062,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 2065,
        "excerpt": "Large Elemental, Neutral"
      },
      {
        "document": 2067,
        "excerpt": "Shape-Shift. The werebear shape-shifts into a Large bear-humanoid hybrid form or a Large bear, or it returns to its true humanoid form. Its game statistics,"
      },
      {
        "document": 2070,
        "excerpt": "ction. Shape-Shift. The weretiger shape-shifts into a Large tiger-humanoid hybrid or a Large tiger, or it returns to its true humanoid form. Its game statistics, ot"
      },
      {
        "document": 2071,
        "excerpt": "Shape-Shift. The werewolf shape-shifts into a Large wolf-humanoid hybrid or a Medium wolf, or it returns to its true humanoid form. Its game statistics, oth"
      },
      {
        "document": 2075,
        "excerpt": "Large Monstrosity, Neutral Evil"
      },
      {
        "document": 2077,
        "excerpt": "Large Fey, Neutral Evil"
      },
      {
        "document": 2079,
        "excerpt": "Large Dragon, Unaligned"
      },
      {
        "document": 2081,
        "excerpt": "Large Dragon (Chromatic), Chaotic Evil"
      },
      {
        "document": 2082,
        "excerpt": "Large Dragon (Chromatic), Lawful Evil"
      },
      {
        "document": 2083,
        "excerpt": "Large Dragon (Metallic), Chaotic Good"
      },
      {
        "document": 2084,
        "excerpt": "Large Dragon (Metallic), Lawful Good"
      },
      {
        "document": 2085,
        "excerpt": "Large Dragon (Metallic), Chaotic Good"
      },
      {
        "document": 2086,
        "excerpt": "Large Dragon (Metallic), Lawful Good"
      },
      {
        "document": 2087,
        "excerpt": "Large Dragon (Chromatic), Lawful Evil"
      },
      {
        "document": 2088,
        "excerpt": "Large Dragon (Chromatic), Chaotic Evil"
      },
      {
        "document": 2089,
        "excerpt": "Large Dragon (Metallic), Lawful Good"
      },
      {
        "document": 2090,
        "excerpt": "Large Dragon (Chromatic), Chaotic Evil"
      }
    ],
    "larger": [
      {
        "document": 83,
        "excerpt": "ry”), a Tiny creature, or a creature that is two sizes larger or smaller than you. Another creature's space is Difficult Terrain for you unless that creature is Tiny"
      },
      {
        "document": 88,
        "excerpt": "anges. The smaller number is the normal range, and the larger number is the long range. Your attack roll has Disadvantage when your target is beyond normal range, and"
      },
      {
        "document": 94,
        "excerpt": "A willing creature that is at least one size larger than a rider and that has an appropriate anatomy can serve as a mount, using the following rules."
      },
      {
        "document": 322,
        "excerpt": "es. The target succeeds automatically if it is Huge or larger. To escape, the target or a creature within 5 feet of it must take an action to make a DC 10 Strength ("
      },
      {
        "document": 360,
        "excerpt": "A ship larger than a Keelboat or Rowboat needs a crew of skilled hirelings (see “Hirelings” later in “Equipment”) to f"
      },
      {
        "document": 513,
        "excerpt": "roove of a certain size - small for a level 1 slot and larger for a higher-level spell. A level 1 spell fits into a slot of any size, but a level 2 spell fits only in"
      },
      {
        "document": 568,
        "excerpt": "s possible only if the target is no more than one size larger than you and if you have a hand free to grab it. See also “Grappling.” Shove. The target must succeed o"
      },
      {
        "document": 616,
        "excerpt": "Furniture that is sized for creatures of your size or larger - Heavy snow, ice, rubble, or undergrowth - Liquid that's between shin- and waist-deep - A narrow openin"
      },
      {
        "document": 717,
        "excerpt": "pes. The target succeeds automatically if it's Huge or larger. A creature can take an action to make a DC 10 Strength (Athletics) check, freeing itself or another cre"
      },
      {
        "document": 783,
        "excerpt": "within 120 feet of the chosen point of origin, and no larger than 10 feet in any dimension. If there are no such objects in range, nothing happens."
      },
      {
        "document": 990,
        "excerpt": "end the Grappled condition. You also count as one size larger when determining your carrying capacity."
      },
      {
        "document": 991,
        "excerpt": "move through the space of any creature that is a size larger than you, but you can't stop in the same space."
      },
      {
        "document": 1152,
        "excerpt": "e a door, a window, or an area within range that is no larger than a 20-foot Cube. Until the spell ends, an alarm alerts you whenever a creature touches or enters th"
      },
      {
        "document": 1220,
        "excerpt": ", crystal, metal, and the like). The object must be no larger than a 5-foot Cube, and the object must be of a form and material that you have seen. The spell's durat"
      },
      {
        "document": 1235,
        "excerpt": "creation of magical force. If such a target is Huge or larger, this spell disintegrates a 10-foot-Cube portion of it. Using a Higher-Level Spell Slot. The damage inc"
      },
      {
        "document": 1253,
        "excerpt": "n it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the Restrained condition until the"
      },
      {
        "document": 1259,
        "excerpt": "al substance, however, the fabricated object can be no larger than Medium (contained within a 5-foot Cube). The quality of any fabricated objects is based on the qual"
      },
      {
        "document": 1261,
        "excerpt": "nd it is in-tangible and invulnerable. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast t"
      },
      {
        "document": 1293,
        "excerpt": ") to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this s"
      },
      {
        "document": 1350,
        "excerpt": "creature, or some other visible phenomenon that is no larger than a 20-foot Cube. The image appears at a spot that you can see within range and lasts for the durati"
      },
      {
        "document": 1357,
        "excerpt": "a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physic"
      },
      {
        "document": 1362,
        "excerpt": "ir, muddy footprints, or a small chest - it must be no larger than a 5-foot Cube. The image can't create sound, light, smell, or any other sensory effect. Physical in"
      },
      {
        "document": 1369,
        "excerpt": "entration, up to 2 hours Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you c"
      },
      {
        "document": 1370,
        "excerpt": "willing creature, or it can be a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any Divination spell or perceived through"
      },
      {
        "document": 1373,
        "excerpt": "asmal object, creature, or other phenomenon that is no larger than a 10-foot Cube and that is perceivable only to the target for the duration. The phantasm includes s"
      },
      {
        "document": 1386,
        "excerpt": "r Soil. You instantaneously clean or soil an object no larger than 1 cubic foot. Minor Sensation. You chill, warm, or flavor up to 1 cubic foot of nonliving material"
      },
      {
        "document": 1391,
        "excerpt": "he illusion is imperceptible until then. It must be no larger than a 30-foot Cube, and you decide when you cast the spell how the illusion behaves and what sounds it"
      },
      {
        "document": 1415,
        "excerpt": "replica chest is destroyed. If the spell ends and the larger chest is on the Ethereal Plane, the chest remains there for you or someone else to find."
      },
      {
        "document": 1428,
        "excerpt": "creature, or some other visible phenomenon that is no larger than a 15-foot Cube. The image appears at a spot within range and lasts for the duration. The image is p"
      },
      {
        "document": 1451,
        "excerpt": "ch as a book or chest). The glyph can cover an area no larger than 10 feet in diameter. If you choose an object, it must remain in place; if it is moved more than 10"
      },
      {
        "document": 1461,
        "excerpt": "This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You mus"
      },
      {
        "document": 1463,
        "excerpt": "kind of creature, as long as the creature's size is no larger than the object's size and the creature has a Challenge Rating of 9 or lower. The creature is Friendly t"
      },
      {
        "document": 1517,
        "excerpt": "Uncommon This bag has an interior space considerably larger than its outside dimensions - roughly 2 feet square and 4 feet deep on the inside. The bag can hold up t"
      },
      {
        "document": 1965,
        "excerpt": "Beast of Burden. The mule counts as one size larger for the purpose of determining its carrying capacity."
      }
    ],
    "largest": [
      {
        "document": 82,
        "excerpt": "le. That table lists the sizes from smallest (Tiny) to largest (Gargantuan). A creature's space is the area that it effectively controls in combat and the area it need"
      },
      {
        "document": 1369,
        "excerpt": "xtent of any such changes can't exceed half the area's largest dimension. For example, if you affect a 40-foot square, you can create a pillar up to 20 feet high, rais"
      }
    ],
    "lash": [
      {
        "document": 1760,
        "excerpt": "all expended uses at the start of each of its turns. Lash. The aboleth makes one Tentacle attack. Psychic Drain. If the aboleth has at least one creature Charmed"
      },
      {
        "document": 1852,
        "excerpt": "Multiattack. The dryad makes one Vine Lash or Thorn Burst attack, and it can use Spellcasting to cast Charm Monster. Vine Lash. Melee Attack Roll:"
      }
    ],
    "last": [
      {
        "document": 15,
        "excerpt": "Temporary Hit Points last until they're depleted or you finish a Long Rest (see \"Rules Glossary\")."
      },
      {
        "document": 267,
        "excerpt": "book about a legendary hero's rise and fall, with the last chapter missing 89 A vial of dragon blood 90 An ancient arrow of elven design 91 A needle that never"
      },
      {
        "document": 714,
        "excerpt": ", minutes, or hours. Others specify that their effects last until the trap is destroyed or dispelled. If a trap's duration is instantaneous, its effect is resolved"
      },
      {
        "document": 975,
        "excerpt": "t Cube on the ground within 120 feet of yourself. They last there for 1 minute or until you have the Incapacitated condition or die. You and your allies have Half C"
      },
      {
        "document": 977,
        "excerpt": "cause draconic wings to appear on your back. The wings last for 1 hour or until you dismiss them (no action required). For the duration, you have a Fly Speed of 60"
      },
      {
        "document": 985,
        "excerpt": "Points to start these imperceptible vibrations, which last for a number of days equal to your Monk level. The vibrations are harmless unless you take an action to"
      },
      {
        "document": 986,
        "excerpt": "us Action, you sprout spectral wings on your back that last for 10 minutes or until you retract the wings (no action required) or have the Incapacitated condition."
      },
      {
        "document": 1153,
        "excerpt": "form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic action to replace the option you chose with a differ"
      },
      {
        "document": 1242,
        "excerpt": "sing a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 5 (up to 10 minutes), 6 (up to 1 hour), or 7+ (up to 8 hours)."
      },
      {
        "document": 1243,
        "excerpt": "sing a Higher-Level Spell Slot. Your Concentration can last longer with a level 9 spell slot (up to 8 hours)."
      },
      {
        "document": 1244,
        "excerpt": "sing a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 6 (up to 10 minutes), 7 (up to 1 hour), or 8+ (up to 8 hours)."
      },
      {
        "document": 1281,
        "excerpt": "elled, and the Material components are consumed on the last casting."
      },
      {
        "document": 1311,
        "excerpt": "A creature that partakes gains several benefits, which last for 24 hours. The creature has Resistance to Poison damage, and it has Immunity to the Frightened and Po"
      },
      {
        "document": 1313,
        "excerpt": "sing a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 2 (up to 4 hours), 3–4 (up to 8 hours), or 5+ (24 hours)."
      },
      {
        "document": 1318,
        "excerpt": "sing a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 3–4 (up to 8 hours) or 5+ (up to 24 hours)."
      },
      {
        "document": 1367,
        "excerpt": "et's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event,"
      },
      {
        "document": 1389,
        "excerpt": "n the same spot every day for 365 days makes the spell last until dispelled. Using a Higher-Level Spell Slot. You can increase the size of the Cube by 100 feet for"
      },
      {
        "document": 1391,
        "excerpt": "nd what sounds it makes. This scripted performance can last up to 5 minutes. When the trigger you specify occurs, the illusion springs into existence and performs"
      },
      {
        "document": 1408,
        "excerpt": "taneous You touch a creature that has died within the last minute. That creature revives with 1 Hit Point. This spell can't revive a creature that has died of old"
      },
      {
        "document": 1454,
        "excerpt": "n object taken from the desired destination within the last six months, such as a book from a wizard’s library. - “Very familiar” is a place you have visited often,"
      },
      {
        "document": 1484,
        "excerpt": "nt by forcing a reroll of any die roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a"
      },
      {
        "document": 1581,
        "excerpt": "it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon."
      },
      {
        "document": 1598,
        "excerpt": "the target takes an extra 1d6 Fire damage. The flames last until you take a Bonus Action to extinguish them or until you drop or stow the weapon. Ruby Resistance."
      },
      {
        "document": 1653,
        "excerpt": "ink this potion, you gain 10 Temporary Hit Points that last for 1 hour. For the same duration, you are under the effect of the Bless spell (no Concentration require"
      },
      {
        "document": 1667,
        "excerpt": "ou are shunted out to the nearest unoccupied space you last occupied. Fire. You know Ignan, and you have Immunity to Fire damage. Water. You know Aquan, you gain"
      },
      {
        "document": 1677,
        "excerpt": "you can see within 120 feet of yourself. The spheres last as long as you maintain Concentration, up to 1 minute. Each sphere sheds Dim Light in a 30-foot radius."
      },
      {
        "document": 1683,
        "excerpt": "from it. The ring becomes non-magical when you use the last charge."
      },
      {
        "document": 1689,
        "excerpt": "o return to the plane you were on. You reappear in the last space you occupied or, if that space is occupied, the nearest unoccupied space."
      },
      {
        "document": 1691,
        "excerpt": "become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment. The robe has two of each of the following patch"
      },
      {
        "document": 1695,
        "excerpt": "ins 1 expended charge daily at dawn. If you expend the last charge, roll 1d20. On a 1, the rod disappears in a harmless burst of radiance."
      },
      {
        "document": 1700,
        "excerpt": "scarab crumbles into powder and is destroyed when its last charge is expended. Spell Resistance. You have Advantage on saving throws against spells."
      },
      {
        "document": 1712,
        "excerpt": "+ 2 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff crumbles to dust and is destroyed."
      },
      {
        "document": 1713,
        "excerpt": "+ 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff crumbles into cinders and is destroyed."
      },
      {
        "document": 1714,
        "excerpt": "+ 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff turns to water and is destroyed."
      },
      {
        "document": 1715,
        "excerpt": "+ 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff vanishes in a flash of light, lost forever."
      },
      {
        "document": 1716,
        "excerpt": "+ 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff retains its +2 bonus to attack rolls and damage rolls but loses all"
      },
      {
        "document": 1717,
        "excerpt": "+ 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff becomes a nonmagical Quarterstaff."
      },
      {
        "document": 1718,
        "excerpt": "+ 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses."
      },
      {
        "document": 1719,
        "excerpt": "+ 2 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 20, the staff regains 1d12 + 1 charges. Retributive Strike. You can take a Magi"
      },
      {
        "document": 1721,
        "excerpt": "1d6 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff loses its properties and becomes a nonmagical Quarterstaff."
      },
      {
        "document": 1730,
        "excerpt": "leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed."
      },
      {
        "document": 1732,
        "excerpt": "leaving no trace of its existence. When you expend the last charge, the talisman dissolves into foul-smelling slime and is destroyed."
      },
      {
        "document": 1741,
        "excerpt": "pended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1742,
        "excerpt": "pended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1743,
        "excerpt": "pended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1744,
        "excerpt": "pended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1745,
        "excerpt": "pended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1747,
        "excerpt": "pended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1748,
        "excerpt": "pended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1749,
        "excerpt": "pended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1752,
        "excerpt": "pended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1753,
        "excerpt": "pended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into dust and is destroyed. Wand of Wonder Effects"
      },
      {
        "document": 1934,
        "excerpt": "ws two heads for each of its heads that died since its last turn, unless it has taken Fire damage since its last turn. The hydra regains 20 Hit Points when it grows"
      }
    ],
    "lasted": [
      {
        "document": 1367,
        "excerpt": "that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to reca"
      }
    ],
    "lasting": [
      {
        "document": 789,
        "excerpt": ", a Dispel Magic spell or similar magic might end this lasting effect."
      }
    ],
    "lasts": [
      {
        "document": 500,
        "excerpt": "that provides a time span specifies how long the spell lasts in rounds, minutes, hours, or the like. For example, a Duration entry might say “1 minute,” meaning the"
      },
      {
        "document": 664,
        "excerpt": "A curse is a magical burden that lasts for a specified time or until it is ended by some means. A magical contagion is an adverse effect of mag"
      },
      {
        "document": 666,
        "excerpt": "for gauging the potency of other curses. A curse that lasts for 1 minute equates to a level 3 spell, while one that lasts until dispelled equates to a level 9 spell"
      },
      {
        "document": 675,
        "excerpt": ": Fever. The creature gains 1 Exhaustion level, which lasts until the contagion ends on the creature. Uncontrollable Laughter. While the creature has the Exhaustio"
      },
      {
        "document": 689,
        "excerpt": "t to other effects as long as the Frightened condition lasts. Consider these examples: - The Frightened creature must take the Dash action on each of its turns and"
      },
      {
        "document": 692,
        "excerpt": "definite effect is a long-term effect (see above) that lasts until removed by a Greater Restoration spell. It can be suppressed by a Calm Emotions spell."
      },
      {
        "document": 783,
        "excerpt": "instead of the Restrained condition. The petrification lasts until the creature is freed by the Greater Restoration spell or similar magic."
      },
      {
        "document": 962,
        "excerpt": "ration, and you can't cast spells. Duration. The Rage lasts until the end of your next turn, and it ends early if you don Heavy armor or have the Incapacitated cond"
      },
      {
        "document": 990,
        "excerpt": "n if you're in a big enough space. This transformation lasts for 10 minutes or until you end it (no action required). For that duration, you have Advantage on Streng"
      },
      {
        "document": 1156,
        "excerpt": "if any remain when the spell ends. The transformation lasts for the duration or until the target ends it as a Bonus Action."
      },
      {
        "document": 1163,
        "excerpt": "occupied space that you can see within range. The hand lasts for the duration, and it moves at your command, mimicking the movements of your own hand. The hand is a"
      },
      {
        "document": 1165,
        "excerpt": "u create a spectral sword that hovers within range. It lasts for the duration. When the sword appears, you make a melee spell attack against a target within 5 feet"
      },
      {
        "document": 1166,
        "excerpt": "n object gains the False Aura effect below. The effect lasts for the duration. If you cast the spell on the same target every day for 30 days, the illusion lasts unt"
      },
      {
        "document": 1172,
        "excerpt": "ey, or a Fiend, the target doesn't return if the spell lasts for 1 minute. The target is instead transported to a random location on a plane (GM's choice) associated"
      },
      {
        "document": 1176,
        "excerpt": "7–8 slot). If you use a level 9 spell slot, the spell lasts until dispelled."
      },
      {
        "document": 1178,
        "excerpt": "e of magical energy. The wall appears within range and lasts for the duration. You make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a rin"
      },
      {
        "document": 1195,
        "excerpt": "ow-green fog centered on a point within range. The fog lasts for the duration or until strong wind (such as the one created by Gust of Wind) disperses it, ending the"
      },
      {
        "document": 1204,
        "excerpt": "an unoccupied space you can see within range. The pack lasts for the duration, and you choose the spirits' animal form, such as wolves, serpents, or birds. You have"
      },
      {
        "document": 1206,
        "excerpt": "th (Thunder), fire (Fire), or water (Cold). The spirit lasts for the duration. Whenever a creature you can see enters the spirit's space or starts its turn within 5"
      },
      {
        "document": 1207,
        "excerpt": "unoccupied space you can see within range. The spirit lasts for the duration, and it looks like a Fey creature of your choice. When the spirit appears, you can make"
      },
      {
        "document": 1211,
        "excerpt": "get. If the target fails three of the saves, the spell lasts for 7 days on it. Whenever the Poisoned target receives an effect that would end the Poisoned condition"
      },
      {
        "document": 1214,
        "excerpt": "on the start of your next turn while the flood effect lasts. Part Water. You part water in the area and create a trench. The trench extends across the spell's area"
      },
      {
        "document": 1274,
        "excerpt": "ade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke it again as a Bonus Actio"
      },
      {
        "document": 1276,
        "excerpt": "in an unoccupied space on the ground within range. It lasts for the duration. Any creature that ends its turn within 5 feet of the sphere makes a Dexterity saving t"
      },
      {
        "document": 1280,
        "excerpt": "point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it. Using a Hig"
      },
      {
        "document": 1281,
        "excerpt": "every day for 30 days in the same location, the spell lasts until it is dispelled, and the Material components are consumed on the last casting."
      },
      {
        "document": 1285,
        "excerpt": "epth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice and hav"
      },
      {
        "document": 1287,
        "excerpt": "ent the portal in any direction you choose. The portal lasts for the duration, and the portal's destination is visible through it. The portal has a front and a back"
      },
      {
        "document": 1288,
        "excerpt": "s 365 days. If you use a level 9 spell slot, the spell lasts until it is ended by one of the spells mentioned above."
      },
      {
        "document": 1293,
        "excerpt": "and attack it. If the spell requires Concentration, it lasts until the end of its full duration. Using a Higher-Level Spell Slot. The damage of an explosive rune in"
      },
      {
        "document": 1299,
        "excerpt": "ay for 365 days on the same area, the spell thereafter lasts until all its effects are dispelled. Corridors. Fog fills all the warded corridors, making them Heavily"
      },
      {
        "document": 1323,
        "excerpt": "r suitable material and imbue it with an illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears no"
      },
      {
        "document": 1325,
        "excerpt": "within range. The cloud's area is Heavily Obscured. It lasts for the duration or until a strong wind (like that created by Gust of Wind) disperses it. When the clou"
      },
      {
        "document": 1343,
        "excerpt": "d appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this sp"
      },
      {
        "document": 1349,
        "excerpt": "24 hours You conjure a shimmering door in range that lasts for the duration. The door leads to an extradimensional dwelling and is 5 feet wide and 10 feet tall. Yo"
      },
      {
        "document": 1350,
        "excerpt": "ge appears at a spot that you can see within range and lasts for the duration. It seems real, including sounds, smells, and temperature appropriate to the thing depi"
      },
      {
        "document": 1362,
        "excerpt": "ate a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this"
      },
      {
        "document": 1365,
        "excerpt": "uble of you appears where you are standing. The double lasts for the duration, but the invisibility ends immediately after you make an attack roll, deal damage, or c"
      },
      {
        "document": 1367,
        "excerpt": "ends, and no memories are modified. While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that la"
      },
      {
        "document": 1372,
        "excerpt": "e (such as a wall, ceiling, or floor) within range and lasts for the duration. You choose the opening's dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep."
      },
      {
        "document": 1386,
        "excerpt": "ket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth."
      },
      {
        "document": 1388,
        "excerpt": "in diameter centered on a point within range. The wall lasts for the duration. If you position the wall in a space occupied by a creature, the spell ends instantly w"
      },
      {
        "document": 1389,
        "excerpt": "5 feet to as large as 100 feet on each side. The spell lasts for the duration. When you cast the spell, you decide what sort of security the spell provides, choosin"
      },
      {
        "document": 1392,
        "excerpt": "to 1 day You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless"
      },
      {
        "document": 1409,
        "excerpt": "5-foot portal opens to an extra-dimensional space that lasts until the spell ends. That space can be reached by climbing the rope, which can be pulled into or droppe"
      },
      {
        "document": 1417,
        "excerpt": "ent of the illusion is otherwise up to you. The spell lasts for the duration. The changes wrought by this spell fail to hold up to physical inspection. For example"
      },
      {
        "document": 1428,
        "excerpt": "oot Cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory eff"
      },
      {
        "document": 1429,
        "excerpt": "y within 5 feet of you for the repair. The simulacrum lasts until it drops to 0 Hit Points, at which point it reverts to snow and melts away. If you cast this spell"
      },
      {
        "document": 1437,
        "excerpt": "s thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into Difficult Terrain that"
      },
      {
        "document": 1441,
        "excerpt": "ctral force that resembles a weapon of your choice and lasts for the duration. The force appears within range in a space of your choice, and you can immediately make"
      },
      {
        "document": 1463,
        "excerpt": "must be neither worn nor carried). The transformation lasts for the duration or until the target dies or is destroyed, but if you maintain Concentration on this spe"
      },
      {
        "document": 1467,
        "excerpt": "feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration. When the wall appears, each creature in its area makes a Strength saving throw, takin"
      },
      {
        "document": 1472,
        "excerpt": "20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. When the wall appears, each creature in its area makes a Dexterity saving throw, taki"
      },
      {
        "document": 1473,
        "excerpt": "her panel. In any form, the wall is 1/4 inch thick and lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to"
      },
      {
        "document": 1474,
        "excerpt": "other panel. In any form, the wall is 1 foot thick and lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed t"
      },
      {
        "document": 1476,
        "excerpt": ". The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a c"
      },
      {
        "document": 1483,
        "excerpt": "t makes one continuous path along the ground. The wall lasts for the duration. When the wall appears, each creature in its area makes a Strength saving throw, takin"
      },
      {
        "document": 1557,
        "excerpt": "DC 15 Intelligence (Investigation) check. The illusion lasts until its card is moved or the illusion is dispelled (using a Dispel Magic spell or a similar effect). W"
      },
      {
        "document": 1574,
        "excerpt": "cal ladder up to 60 feet long on the wall. This ladder lasts for 1 minute before disappearing."
      },
      {
        "document": 1585,
        "excerpt": "ional 30 feet. This effect doesn't expend a charge. It lasts until you take a Bonus Action to repeat the command word or until you use another function of the gem."
      },
      {
        "document": 1588,
        "excerpt": "ns its normal bulk and weight. The illusory appearance lasts until you use this property again or doff the armor."
      },
      {
        "document": 1627,
        "excerpt": "r suffering before attempting to slay you. This enmity lasts until either you or the devil dies. Fool. You have Disadvantage on D20 Tests for the next 72 hours. Dra"
      },
      {
        "document": 1694,
        "excerpt": "following buttons as a Bonus Action; a button's effect lasts until you push a different button or until you push the same button again, which causes the rod to rever"
      },
      {
        "document": 1706,
        "excerpt": "t on creatures and objects inside the Emanation, which lasts as long as you maintain Concentration, up to 1 minute. Nothing can pass into or out of the Emanation. A"
      },
      {
        "document": 1759,
        "excerpt": "the cloak into a pair of wings on your back. The wings lasts for 1 hour or until you end the effect early as a Magic action. The wings give you a Fly Speed of 60 fee"
      },
      {
        "document": 1765,
        "excerpt": "n or a Bonus Action on its turn, not both. This effect lasts until the end of its next turn. Spellcasting. The dragon casts one of the following spells, requiring n"
      },
      {
        "document": 1777,
        "excerpt": "n or a Bonus Action on its turn, not both. This effect lasts until the end of its next turn. Spellcasting. The dragon casts one of the following spells, requiring n"
      },
      {
        "document": 1834,
        "excerpt": "n or a Bonus Action on its turn, not both. This effect lasts until the end of its next turn."
      },
      {
        "document": 1840,
        "excerpt": "Emanation originating from the darkmantle. This effect lasts while the darkmantle maintains Concentration on it, up to 10 minutes. Darkvision can't penetrate this ar"
      },
      {
        "document": 1845,
        "excerpt": "ot-high Cylinder centered on that point. The whirlwind lasts until the djinni's Concentration on it ends. The djinni can move the whirlwind up to 20 feet at the star"
      },
      {
        "document": 1852,
        "excerpt": "ve DC 14): At Will: Animal Friendship, Charm Monster (lasts 24 hours; ends early if the dryad casts the spell again), Druidcraft 1/Day Each: Entangle, Pass without"
      },
      {
        "document": 1871,
        "excerpt": "Dexterity, and Constitution modifiers. The possession lasts until the body drops to 0 Hit Points or the ghost leaves as a Bonus Action. When the possession ends, th"
      },
      {
        "document": 1922,
        "excerpt": "Luring Song. The harpy sings a magical melody, which lasts until the harpy's Concentration ends on it. Wisdom Saving Throw: DC 11, each Humanoid and Giant in a 300"
      },
      {
        "document": 2085,
        "excerpt": "n or a Bonus Action on its turn, not both. This effect lasts until the end of its next turn."
      }
    ],
    "latch": [
      {
        "document": 1444,
        "excerpt": "The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible."
      }
    ],
    "later": [
      {
        "document": 13,
        "excerpt": "n the Acrobatics or Athletics skill. See “Proficiency” later in “Playing the Game” for more information about skill and tool proficiencies."
      },
      {
        "document": 21,
        "excerpt": "ve proficiency in that kind of save. See “Proficiency” later in “Playing the Game.”"
      },
      {
        "document": 23,
        "excerpt": "k rolls usually occur in battle, described in “Combat” later in “Playing the Game,” but the GM might also ask for an attack roll in other situations, such as an arch"
      },
      {
        "document": 25,
        "excerpt": "ell as when you attack with a spell. See “Proficiency” later in “Playing the Game” for more information about weapon proficiencies."
      },
      {
        "document": 28,
        "excerpt": "rget’s AC. This is called a Critical Hit (see “Combat” later in “Playing the Game”). If you roll a 1 on the d20 (a “natural 1”) for an attack roll, the attack misse"
      },
      {
        "document": 36,
        "excerpt": "he descriptions of the actions you take (see “Actions” later in “Playing the Game”) specify which skill applies if you make an ability check for that action, and man"
      },
      {
        "document": 43,
        "excerpt": "is most important in combat, as explained in “Combat” later in “Playing the Game.” Actions can come up in other situations, too: in a social interaction, you can t"
      },
      {
        "document": 45,
        "excerpt": "r on someone else's. The Opportunity Attack, described later in \"Playing the Game,\" is the most common type of Reaction. When you take a Reaction, you can't take an"
      },
      {
        "document": 60,
        "excerpt": "s require the Utilize action, as explained in \"Combat\" later in \"Playing the Game.\""
      },
      {
        "document": 66,
        "excerpt": "ery second matters, see the movement rules in “Combat” later in “Playing the Game.”"
      },
      {
        "document": 74,
        "excerpt": "k also provide action options. “Movement and Position” later in “Playing the Game” gives the rules for movement. Communicating. You can communicate however you are"
      },
      {
        "document": 92,
        "excerpt": ". If the roll has Advantage or Disadvantage (described later in \"Playing the Game\"), you roll two d20s, but you use the number from only one of them - the higher one"
      },
      {
        "document": 268,
        "excerpt": "ter sheet. See the “Starting at Higher Levels” section later in “Character Creation” for more information."
      },
      {
        "document": 272,
        "excerpt": "e it all down and look up the specifics in “Equipment” later. Note any coins you have left after purchasing your equipment."
      },
      {
        "document": 306,
        "excerpt": "eapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your a"
      },
      {
        "document": 360,
        "excerpt": "oat needs a crew of skilled hirelings (see “Hirelings” later in “Equipment”) to function. The minimum number of skilled hirelings needed to crew a ship depends on th"
      },
      {
        "document": 377,
        "excerpt": "Hundreds of magic items are detailed in “Magic Items” later in this document. Here’s what you need to know about using magic items."
      },
      {
        "document": 412,
        "excerpt": "wing Potions of Healing,\" and \"Scribing Spell Scrolls\" later in \"Equipment.\" Variants. This entry appears if the tool has variants, which are listed. Each requires"
      },
      {
        "document": 671,
        "excerpt": "eafter. At the end of each of the possessed creature's later turns, the creature makes a DC 15 Charisma saving throw, regaining control of itself on a success. Afte"
      },
      {
        "document": 963,
        "excerpt": "with Bard spells, which appear in the Bard spell list later in the class’s description. Cantrips. You know two cantrips of your choice from the Bard spell list. Da"
      },
      {
        "document": 964,
        "excerpt": "h Cleric spells, which appear on the Cleric spell list later in the class’s description. Cantrips. You know three cantrips of your choice from the Cleric spell list"
      },
      {
        "document": 965,
        "excerpt": "ith Druid spells, which appear on the Druid spell list later in the class's description. Cantrips. You know two cantrips of your choice from the Druid spell list. D"
      },
      {
        "document": 968,
        "excerpt": "Paladin spells, which appear in the Paladin spell list later in the class’s description. Spell Slots. The Paladin Features table shows how many spell slots you have"
      },
      {
        "document": 969,
        "excerpt": "h Ranger spells, which appear in the Ranger spell list later in the class’s description. Spell Slots. The Ranger Features table shows how many spell slots you have"
      },
      {
        "document": 971,
        "excerpt": "rcerer spells, which appear in the Sorcerer spell list later in the class’s description. Cantrips. You know four Sorcerer cantrips of your choice. Light, Prestidigi"
      },
      {
        "document": 972,
        "excerpt": "described in the “Eldritch Invocation Options” section later in this class’s description. Prerequisites. If an invocation has a prerequisite, you must meet it to le"
      },
      {
        "document": 973,
        "excerpt": "h Wizard spells, which appear in the Wizard spell list later in the class’s description. Cantrips. You know three Wizard cantrips of your choice. Light, Mage Hand,"
      },
      {
        "document": 1149,
        "excerpt": "Higher-Level Spell Slot. The damage (both initial and later) increases by 1d4 for each spell slot level above 2."
      },
      {
        "document": 1156,
        "excerpt": "r. You can choose a different form for each target. On later turns, you can take a Magic action to transform the targets again. A target's game statistics are repla"
      },
      {
        "document": 1163,
        "excerpt": "When you cast the spell and as a Bonus Action on your later turns, you can move the hand up to 60 feet and then cause one of the following effects: Clenched Fist."
      },
      {
        "document": 1165,
        "excerpt": "4d12 plus your spellcasting ability modifier. On your later turns, you can take a Bonus Action to move the sword up to 30 feet to a spot you can see and repeat the"
      },
      {
        "document": 1207,
        "excerpt": "as the source of the fear. As a Bonus Action on your later turns, you can teleport the spirit to an unoccupied space you can see within 30 feet of the space it lef"
      },
      {
        "document": 1214,
        "excerpt": "ne of the following effects. As a Magic action on your later turns, you can repeat the same effect or choose a different one. Flood. You cause the water level of al"
      },
      {
        "document": 1232,
        "excerpt": "u can activate either effect as a Magic action on your later turns. Sense Thoughts. You sense the presence of thoughts within 30 feet of yourself that belong to cre"
      },
      {
        "document": 1261,
        "excerpt": "terity saving throw or take 4d8 Force damage. On your later turns, you can take a Magic action to move the hound up to 30 feet."
      },
      {
        "document": 1293,
        "excerpt": "ntil dispelled or triggered You inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor)"
      },
      {
        "document": 1302,
        "excerpt": "chance to extinguish them. As a Bonus Action on your later turns, you can change the direction in which the Line blasts from you."
      },
      {
        "document": 1309,
        "excerpt": "pell ends, you can take a Bonus Action on each of your later turns to deal this damage again if the object is within range. If a creature is holding or wearing the"
      },
      {
        "document": 1313,
        "excerpt": "fore this spell ends, you can take a Bonus Action on a later turn to curse a new creature. Using a Higher-Level Spell Slot. Your Concentration can last longer with"
      },
      {
        "document": 1343,
        "excerpt": "the contents out of a vial. As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet."
      },
      {
        "document": 1368,
        "excerpt": "fills the Cylinder, and you can take a Magic action on later turns to move the Cylinder up to 60 feet. When the Cylinder appears, each creature in it makes a Consti"
      },
      {
        "document": 1441,
        "excerpt": "llcasting ability modifier. As a Bonus Action on your later turns, you can move the force up to 20 feet and repeat the attack against a creature within 5 feet of it"
      },
      {
        "document": 1446,
        "excerpt": "dition for the duration. At the start of each of your later turns, the storm produces different effects, as detailed below. Turn 2. Acidic rain falls. Each creatur"
      },
      {
        "document": 1452,
        "excerpt": "When you cast the spell and as a Magic action on your later turns before the spell ends, you can exert your will on one creature or object that you can see within r"
      },
      {
        "document": 1467,
        "excerpt": "s reduced by 50 feet, and the damage the wall deals on later rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends. A creature caught i"
      },
      {
        "document": 1515,
        "excerpt": "the bean disappears as it produces an effect 1 minute later from the ground where it was planted. The GM can choose an effect from the following table or determine"
      },
      {
        "document": 1535,
        "excerpt": "is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from its total burn time. While lit, the cand"
      },
      {
        "document": 1632,
        "excerpt": "es your sworn enemy until it dies or until dawn 7 days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one"
      },
      {
        "document": 2016,
        "excerpt": "this attack, a Shadow rises from the corpse 1d4 hours later."
      },
      {
        "document": 2073,
        "excerpt": "taken. A Humanoid slain by this attack rises 24 hours later as a Zombie under the wight's control, unless the Humanoid is restored to life or its body is destroyed."
      }
    ],
    "latitude": [
      {
        "document": 1484,
        "excerpt": "h to the GM as precisely as possible. The GM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that somethi"
      }
    ],
    "laughs": [
      {
        "document": 675,
        "excerpt": "ychic damage and has the Incapacitated condition as it laughs uncontrollably. At the end of each of its turns, the creature repeats the save, ending the effect on its"
      },
      {
        "document": 1314,
        "excerpt": "ated conditions for the duration. During that time, it laughs uncontrollably if it's capable of laughter, and it can't end the Prone condition on itself. At the end"
      }
    ],
    "laughter": [
      {
        "document": 675,
        "excerpt": "il the contagion ends on the creature. Uncontrollable Laughter. While the creature has the Exhaustion condition, the creature makes a DC 13 Constitution saving throw e"
      },
      {
        "document": 873,
        "excerpt": "Hideous Laughter"
      },
      {
        "document": 886,
        "excerpt": "Hideous Laughter"
      },
      {
        "document": 899,
        "excerpt": "Hideous Laughter"
      },
      {
        "document": 1314,
        "excerpt": "Hideous Laughter"
      }
    ],
    "launch": [
      {
        "document": 1187,
        "excerpt": "S, M (three silver pins) Duration: Instantaneous You launch a lightning bolt toward a target you can see within range. Three bolts then leap from that target to as"
      },
      {
        "document": 1196,
        "excerpt": "a pinch of colorful sand) Duration: Instantaneous You launch a dazzling array of flashing, colorful light. Each creature in a 15-foot Cone originating from you must"
      },
      {
        "document": 1235,
        "excerpt": "M (a lodestone and dust) Duration: Instantaneous You launch a green ray at a target you can see within range. The target can be a creature, a non-magical object, or"
      },
      {
        "document": 1442,
        "excerpt": "60 feet Components: V, S Duration: Instantaneous You launch a mote of light at one creature or object within range. Make a ranged spell attack against the target. O"
      },
      {
        "document": 1449,
        "excerpt": "ng glass) Duration: Concentration, up to 1 minute You launch a sunbeam in a 5-foot-wide, 60-foot-long Line. Each creature in the Line makes a Constitution saving thr"
      },
      {
        "document": 1677,
        "excerpt": "es as a Magic action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of yourself. Each creature i"
      },
      {
        "document": 1855,
        "excerpt": "k. The elemental makes two attacks, using Slam or Rock Launch in any combination. Slam. Melee Attack Roll: +8, reach 10 ft. Hit: 14 (2d8 + 5) Bludgeoning damage. Ro"
      }
    ],
    "launched": [
      {
        "document": 1483,
        "excerpt": "upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and miss automatically. Boulders hurled by Giants or sie"
      }
    ],
    "lava": [
      {
        "document": 1479,
        "excerpt": "urface - such as water, acid, mud, snow, quicksand, or lava - as if it were harmless solid ground (creatures crossing molten lava can still take damage from the hea"
      },
      {
        "document": 1605,
        "excerpt": "above nonsolid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores Difficult Terrain. In addition, the creature can travel for u"
      },
      {
        "document": 1922,
        "excerpt": "however, before moving into damaging terrain (such as lava or a pit) and whenever it takes damage from a source other than the harpy, the target repeats the save."
      }
    ],
    "lavender": [
      {
        "document": 1609,
        "excerpt": "and effects. Absorption (Very Rare). While this pale lavender ellipsoid orbits your head, you can take a Reaction to cancel a spell of level 4 or lower cast by a crea"
      }
    ],
    "law": [
      {
        "document": 235,
        "excerpt": "LN). Lawful Neutral individuals act in accordance with law, tradition, or personal codes. Someone who follows a disciplined rule of life - and isn’t swayed either"
      },
      {
        "document": 982,
        "excerpt": "ards. Many who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of personal devotion. Others hold angels as their ide"
      }
    ],
    "lawful": [
      {
        "document": 235,
        "excerpt": "tral), and the other describes attitudes toward order (lawful, chaotic, or neutral). The summaries of the alignments below describe the typical behavior of a creatur"
      },
      {
        "document": 237,
        "excerpt": "and living by their wits is probably Chaotic Neutral. Lawful Evil (LE). Lawful Evil creatures methodically take what they want within the limits of a code of traditi"
      },
      {
        "document": 649,
        "excerpt": "tral), and the other describes attitudes toward order (lawful, chaotic, or neutral). These factors allow for nine possible combinations, such as Lawful Good and Neutr"
      },
      {
        "document": 784,
        "excerpt": "Lawful Good"
      },
      {
        "document": 941,
        "excerpt": "Lawful Evil"
      },
      {
        "document": 1760,
        "excerpt": "Large Aberration, Lawful Evil"
      },
      {
        "document": 1762,
        "excerpt": "Huge Dragon (Chromatic), Lawful Evil"
      },
      {
        "document": 1764,
        "excerpt": "Huge Dragon (Metallic), Lawful Good"
      },
      {
        "document": 1766,
        "excerpt": "Huge Dragon (Metallic), Lawful Good"
      },
      {
        "document": 1767,
        "excerpt": "Huge Dragon (Chromatic), Lawful Evil"
      },
      {
        "document": 1769,
        "excerpt": "Huge Dragon (Metallic), Lawful Good"
      },
      {
        "document": 1774,
        "excerpt": "Gargantuan Dragon (Chromatic), Lawful Evil"
      },
      {
        "document": 1776,
        "excerpt": "Gargantuan Dragon (Metallic), Lawful Good"
      },
      {
        "document": 1778,
        "excerpt": "Gargantuan Dragon (Metallic), Lawful Good"
      },
      {
        "document": 1779,
        "excerpt": "Gargantuan Dragon (Chromatic), Lawful Evil"
      },
      {
        "document": 1781,
        "excerpt": "Gargantuan Dragon (Metallic), Lawful Good"
      },
      {
        "document": 1796,
        "excerpt": "Medium Elemental, Lawful Neutral"
      },
      {
        "document": 1802,
        "excerpt": "Medium Fiend (Devil), Lawful Evil"
      },
      {
        "document": 1805,
        "excerpt": "Medium Fiend (Devil), Lawful Evil"
      },
      {
        "document": 1811,
        "excerpt": "Medium Fey, Lawful Good"
      },
      {
        "document": 1813,
        "excerpt": "Medium Dragon (Chromatic), Lawful Evil"
      },
      {
        "document": 1815,
        "excerpt": "Large Fiend (Devil), Lawful Evil"
      },
      {
        "document": 1817,
        "excerpt": "Medium Dragon (Metallic), Lawful Good"
      },
      {
        "document": 1825,
        "excerpt": "Medium Fiend (Devil), Lawful Evil"
      },
      {
        "document": 1835,
        "excerpt": "Medium Celestial, Lawful Good"
      },
      {
        "document": 1843,
        "excerpt": "Medium Celestial (Angel), Lawful Good"
      },
      {
        "document": 1859,
        "excerpt": "Medium Fiend (Devil), Lawful Evil"
      },
      {
        "document": 1863,
        "excerpt": "Huge Giant, Lawful Evil"
      },
      {
        "document": 1910,
        "excerpt": "Medium Dragon (Metallic), Lawful Good"
      },
      {
        "document": 1913,
        "excerpt": "Medium Dragon (Chromatic), Lawful Evil"
      },
      {
        "document": 1920,
        "excerpt": "Large Celestial, Lawful Good"
      },
      {
        "document": 1924,
        "excerpt": "Medium Fiend, Lawful Evil"
      },
      {
        "document": 1929,
        "excerpt": "Medium Fey (Goblinoid), Lawful Evil"
      },
      {
        "document": 1930,
        "excerpt": "Medium Fey (Goblinoid), Lawful Evil"
      },
      {
        "document": 1932,
        "excerpt": "Large Fiend (Devil), Lawful Evil"
      },
      {
        "document": 1936,
        "excerpt": "Large Fiend (Devil), Lawful Evil"
      },
      {
        "document": 1938,
        "excerpt": "Tiny Fiend (Devil), Lawful Evil"
      },
      {
        "document": 1948,
        "excerpt": "Medium Fiend (Devil), Lawful Evil"
      },
      {
        "document": 1956,
        "excerpt": "Large Monstrosity, Lawful Evil"
      },
      {
        "document": 1959,
        "excerpt": "Medium Monstrosity, Lawful Evil"
      },
      {
        "document": 1964,
        "excerpt": "Large Undead, Lawful Evil"
      },
      {
        "document": 1966,
        "excerpt": "Medium or Small Undead (Cleric), Lawful Evil"
      },
      {
        "document": 1967,
        "excerpt": "Medium or Small Undead, Lawful Evil"
      },
      {
        "document": 1976,
        "excerpt": "Large Fiend, Lawful Evil"
      },
      {
        "document": 1986,
        "excerpt": "Large Fiend (Devil), Lawful Evil"
      },
      {
        "document": 1987,
        "excerpt": "Large Celestial (Angel), Lawful Good"
      },
      {
        "document": 1997,
        "excerpt": "Medium Fiend, Lawful Evil"
      },
      {
        "document": 2009,
        "excerpt": "Medium Fiend, Lawful Evil"
      },
      {
        "document": 2020,
        "excerpt": "Medium Dragon (Metallic), Lawful Good"
      },
      {
        "document": 2021,
        "excerpt": "Medium Undead, Lawful Evil"
      },
      {
        "document": 2022,
        "excerpt": "Large Celestial (Angel), Lawful Good"
      },
      {
        "document": 2024,
        "excerpt": "Large Celestial, Lawful Neutral"
      },
      {
        "document": 2025,
        "excerpt": "Large Celestial, Lawful Neutral"
      },
      {
        "document": 2026,
        "excerpt": "Tiny Celestial, Lawful Good"
      },
      {
        "document": 2053,
        "excerpt": "Large Celestial, Lawful Good"
      },
      {
        "document": 2056,
        "excerpt": "Medium or Small Undead, Lawful Evil"
      },
      {
        "document": 2061,
        "excerpt": "Large Undead, Lawful Evil"
      },
      {
        "document": 2069,
        "excerpt": "Medium or Small Monstrosity (Lycanthrope), Lawful Evil"
      },
      {
        "document": 2082,
        "excerpt": "Large Dragon (Chromatic), Lawful Evil"
      },
      {
        "document": 2084,
        "excerpt": "Large Dragon (Metallic), Lawful Good"
      },
      {
        "document": 2086,
        "excerpt": "Large Dragon (Metallic), Lawful Good"
      },
      {
        "document": 2087,
        "excerpt": "Large Dragon (Chromatic), Lawful Evil"
      },
      {
        "document": 2089,
        "excerpt": "Large Dragon (Metallic), Lawful Good"
      }
    ],
    "laws": [
      {
        "document": 501,
        "excerpt": "ly what the spell does, which ignores mundane physical laws; any outcomes beyond those effects are under the GM's purview. Whatever the effects, they typically deal"
      },
      {
        "document": 694,
        "excerpt": "In some settings, laws prohibit the possession and use of poison, but an illicit dealer or unscrupulous apothecary might keep a"
      }
    ],
    "lay": [
      {
        "document": 842,
        "excerpt": "Lay On Hands, Spellcasting, Weapon Mastery"
      },
      {
        "document": 968,
        "excerpt": "Lay On Hands"
      }
    ],
    "layer": [
      {
        "document": 1388,
        "excerpt": "eaches into or passes through the wall, it does so one layer at a time through all the layers. Each layer forces the creature to make a Dexterity saving throw or be"
      }
    ],
    "layer's": [
      {
        "document": 1388,
        "excerpt": "o make a Dexterity saving throw or be affected by that layer's properties as described in the Prismatic Layers table. The wall, which has AC 10, can be destroyed one"
      }
    ],
    "layered": [
      {
        "document": 1480,
        "excerpt": "d between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and the spell ends at the start of your n"
      }
    ],
    "layers": [
      {
        "document": 1388,
        "excerpt": "ed condition for 1 minute. The wall consists of seven layers, each with a different color. When a creature reaches into or passes through the wall, it does so one la"
      },
      {
        "document": 1647,
        "excerpt": "This potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors."
      }
    ],
    "laying": [
      {
        "document": 984,
        "excerpt": "You are adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You t"
      }
    ],
    "lead": [
      {
        "document": 26,
        "excerpt": "adventurers are and what's around them (how many doors lead out of a room, what's on a table, and so on). 2: The Players Describe What Their Characters Do. Typical"
      },
      {
        "document": 49,
        "excerpt": "astle, the Rogue who is proficient in Deception should lead the discussion."
      },
      {
        "document": 712,
        "excerpt": "a fun surprise, but too many traps in an adventure can lead players to become overly cautious, which slows down the game. The best traps are fleeting distractions"
      },
      {
        "document": 1229,
        "excerpt": "ne, dirt, or wood; 1 inch of metal; or a thin sheet of lead."
      },
      {
        "document": 1230,
        "excerpt": "ne, dirt, or wood; 1 inch of metal; or a thin sheet of lead."
      },
      {
        "document": 1231,
        "excerpt": "ne, dirt, or wood; 1 inch of metal; or a thin sheet of lead."
      },
      {
        "document": 1232,
        "excerpt": "ne, dirt, or wood; 1 inch of metal; or a thin sheet of lead. Read Thoughts. Target one creature you can see within 30 feet of yourself or one creature within 30 fe"
      },
      {
        "document": 1339,
        "excerpt": "This spell can't locate a creature if any thickness of lead blocks a direct path between you and the creature."
      },
      {
        "document": 1340,
        "excerpt": "This spell can't locate an object if any thickness of lead blocks a direct path between you and the object."
      },
      {
        "document": 1358,
        "excerpt": "e; 1 foot of stone, metal, or wood; or a thin sheet of lead blocks the spell."
      },
      {
        "document": 1389,
        "excerpt": "V, S, M (a thin sheet of lead)"
      },
      {
        "document": 1686,
        "excerpt": "of wood or dirt. Thicker substances or a thin sheet of lead block the vision. Whenever you use the ring again before taking a Long Rest, you must succeed on a DC 1"
      }
    ],
    "leader": [
      {
        "document": 1696,
        "excerpt": "d in this way, the creature regards you as its trusted leader. If harmed by you or your allies or commanded to do something contrary to its nature, a target ceases to"
      }
    ],
    "leadership": [
      {
        "document": 1609,
        "excerpt": "his marbled scarlet and blue sphere orbits your head. Leadership (Very Rare). Your Charisma increases by 2, to a maximum of 20, while this marbled pink and green sphere"
      },
      {
        "document": 1735,
        "excerpt": "Tome of Leadership and Influence"
      }
    ],
    "leading": [
      {
        "document": 247,
        "excerpt": "und and species. How did the character spend the years leading up to a life of adventure? Who are the character's ancestors? You can also choose your character's langu"
      },
      {
        "document": 1608,
        "excerpt": "m. This ladder, staircase, or ramp ends at a trap-door leading to the roof. When created, the tower has a single door at ground level on the side facing you. The door"
      }
    ],
    "leads": [
      {
        "document": 26,
        "excerpt": "p determine what happens. Describing the results often leads to another decision point, which brings the game back to step 1. This pattern holds during every game s"
      },
      {
        "document": 756,
        "excerpt": "the end of your next turn. The GM determines where it leads."
      },
      {
        "document": 793,
        "excerpt": "routs, growing to a height of the GM’s choice. The top leads where the GM chooses, such as to a great view, a cloud giant’s castle, or another plane of existence."
      },
      {
        "document": 1228,
        "excerpt": "thin range. This door can be opened and closed, and it leads to a demiplane that is an empty room 30 feet in each dimension, made of wood or stone (your choice). Wh"
      },
      {
        "document": 1349,
        "excerpt": "ng door in range that lasts for the duration. The door leads to an extradimensional dwelling and is 5 feet wide and 10 feet tall. You and any creature you designate"
      },
      {
        "document": 1756,
        "excerpt": "time the item opens a portal, the GM decides where it leads. The portal remains open until a creature within 5 feet of it takes a Magic action to close it by taking"
      }
    ],
    "leaf": [
      {
        "document": 267,
        "excerpt": "shows a sleepy cat 75 A set of bone pipes 76 A four-leaf clover pressed inside a book discussing manners and etiquette 77 A sheet of parchment upon which is dra"
      },
      {
        "document": 1149,
        "excerpt": "V, S, M (powdered rhubarb leaf)"
      },
      {
        "document": 1231,
        "excerpt": "V, S, M (a yew leaf)"
      },
      {
        "document": 1247,
        "excerpt": "instantly make a flower blossom, a seed pod open, or a leaf bud bloom. Sensory Effect. You create a harmless sensory effect, such as falling leaves, spectral danci"
      },
      {
        "document": 1274,
        "excerpt": "V, S, M (a sumac leaf)"
      },
      {
        "document": 1368,
        "excerpt": "V, S, M (a moonseed leaf)"
      }
    ],
    "leaking": [
      {
        "document": 1357,
        "excerpt": "n link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving n"
      }
    ],
    "leans": [
      {
        "document": 183,
        "excerpt": "n invitation for you to consider whether an individual leans toward one of the other alignments. \"Character Creation\" describes the nine alignments and unaligned cr"
      }
    ],
    "leap": [
      {
        "document": 548,
        "excerpt": "Speed of 40, you could fly 10 feet, walk 10 feet, and leap into the air to fly 20 feet more. Changes to Your Speeds. If an effect increases or decreases your Spee"
      },
      {
        "document": 641,
        "excerpt": "When you make a High Jump, you leap into the air a number of feet equal to 3 plus your Strength modifier (minimum of 0 feet) if you move at"
      },
      {
        "document": 657,
        "excerpt": "When you make a Long Jump, you leap horizontally a number of feet up to your Strength score if you move at least 10 feet immediately before"
      },
      {
        "document": 972,
        "excerpt": "yourself without expending a spell slot. Otherworldly Leap Prerequisite: Level 2+ Warlock You can cast Jump on yourself without expending a spell slot. Pact of"
      },
      {
        "document": 1187,
        "excerpt": "rd a target you can see within range. Three bolts then leap from that target to as many as three other targets of your choice, each of which must be within 30 feet"
      },
      {
        "document": 1191,
        "excerpt": "new target, and make a new damage roll. The orb can't leap again unless you cast the spell with a level 2+ spell slot. Using a Higher-Level Spell Slot. The damage"
      },
      {
        "document": 1722,
        "excerpt": "an take a Magic action to cause a bolt of lightning to leap from the staff's tip in a Line that is 5 feet wide and 120 feet long. Each creature in that Line makes a"
      },
      {
        "document": 1821,
        "excerpt": "each 5 ft. Hit: 17 (2d12 + 4) Piercing damage. Deadly Leap. The bulette spends 5 feet of movement to jump to a space within 15 feet that contains one or more Large"
      },
      {
        "document": 1866,
        "excerpt": "hibious. The frog can breathe air and water. Standing Leap. The frog's Long Jump is up to 10 feet and its High Jump is up to 5 feet with or without a running start"
      },
      {
        "document": 1873,
        "excerpt": "Leap. The ape jumps up to 30 feet by spending 10 feet of movement."
      },
      {
        "document": 1885,
        "excerpt": "hibious. The frog can breathe air and water. Standing Leap. The frog's Long Jump is up to 20 feet and its High Jump is up to 10 feet with or without a running star"
      },
      {
        "document": 1896,
        "excerpt": "hibious. The toad can breathe air and water. Standing Leap. The toad's Long Jump is up to 20 feet and its High Jump is up to 10 feet with or without a running star"
      },
      {
        "document": 1921,
        "excerpt": "Leap. The half-dragon jumps up to 30 feet by spending 10 feet of movement."
      },
      {
        "document": 1925,
        "excerpt": "Leap. The hezrou jumps up to 30 feet by spending 10 feet of movement."
      },
      {
        "document": 1947,
        "excerpt": "Leap. The lamia jumps up to 30 feet by spending 10 feet of movement."
      },
      {
        "document": 1950,
        "excerpt": "lly doesn't have the Incapacitated condition. Running Leap. With a 10-foot running start, the lion can Long Jump up to 25 feet."
      },
      {
        "document": 2008,
        "excerpt": "Running Leap. With a 10-foot running start, the tiger can Long Jump up to 25 feet."
      }
    ],
    "leaps": [
      {
        "document": 1187,
        "excerpt": "Using a Higher-Level Spell Slot. One additional bolt leaps from the first target to another target for each spell slot level above 6."
      },
      {
        "document": 1191,
        "excerpt": "oll the same number on two or more of the d8s, the orb leaps to a different target of your choice within 30 feet of the target. Make an attack roll against the new"
      },
      {
        "document": 1508,
        "excerpt": "take a Bonus Action to cause it to animate. The Shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free"
      }
    ],
    "learn": [
      {
        "document": 47,
        "excerpt": "rtrayal of the NPC's personality. You might be able to learn an NPC's goals and then use that information to influence the NPC. If you offer NPCs something they wan"
      },
      {
        "document": 228,
        "excerpt": "s of the Material Plane. Some features let a character learn a rare language. Rare Languages *Primordial includes the Aquan, Auran, Ignan, and Terran dialects. Cre"
      },
      {
        "document": 245,
        "excerpt": "ulace by virtue of their extraordinary abilities. They learn their starting class features and choose a subclass. The threats they face usually pose a danger to loca"
      },
      {
        "document": 248,
        "excerpt": "cial among adventurers. At level 11, many spellcasters learn reality-altering spells. Other characters gain features that allow them to make more attacks or to do mo"
      },
      {
        "document": 378,
        "excerpt": "cal contact with the item. At the end of the rest, you learn its properties and how to use them (but not any curse the item might bear). Sometimes a magic item carr"
      },
      {
        "document": 380,
        "excerpt": "act with it (this can't be the same Short Rest used to learn the item's properties). This focus can take the form of weapon practice (for a Weapon), meditation (for"
      },
      {
        "document": 670,
        "excerpt": "should know why they're being punished and be able to learn how to end their curse, likely by symbolically righting the wrong they committed. How a spell like Remov"
      },
      {
        "document": 787,
        "excerpt": "craves knowledge or is determined to solve a mystery, learn a secret, or unravel a cryptic prophecy."
      },
      {
        "document": 963,
        "excerpt": "spell list. When you reach Bard levels 4 and 10, you learn another cantrip of your choice from the Bard spell list, as shown in the Cantrips column of the Bard Fea"
      },
      {
        "document": 964,
        "excerpt": "pell list. When you reach Cleric levels 4 and 10, you learn another cantrip of your choice from the Cleric spell list, as shown in the Cantrips column of the Cleric"
      },
      {
        "document": 965,
        "excerpt": "spell list. When you reach Druid levels 4 and 10, you learn another cantrip of your choice from the Druid spell list, as shown in the Cantrips column of the Druid F"
      },
      {
        "document": 966,
        "excerpt": "You study your opponents and learn from each attack you make. If you make an attack roll against a creature and miss, you have Advantage on"
      },
      {
        "document": 968,
        "excerpt": "you can choose the option below. Blessed Warrior. You learn two Cleric cantrips of your choice (see the Cleric class's section for a list of Cleric spells). Guidanc"
      },
      {
        "document": 969,
        "excerpt": "you can choose the option below. Druidic Warrior. You learn two Druid cantrips of your choice (see the Druid class's section for a list of Druid spells). Guidance a"
      },
      {
        "document": 971,
        "excerpt": "choice. When you reach Sorcerer levels 4 and 10, you learn another Sorcerer cantrip of your choice, as shown in the Cantrips column of the Sorcerer Features table."
      },
      {
        "document": 972,
        "excerpt": "an invocation has a prerequisite, you must meet it to learn that invocation. For example, if an invocation requires you to be a level 5+ Warlock, you can select the"
      },
      {
        "document": 973,
        "excerpt": "ur choice. When you reach Wizard levels 4 and 10, you learn another Wizard cantrip of your choice, as shown in the Cantrips column of the Wizard Features table. Sp"
      },
      {
        "document": 976,
        "excerpt": "You learn to use your wit to supernaturally distract, confuse, and otherwise sap the confidence and competence of"
      },
      {
        "document": 985,
        "excerpt": "s of the Open Hand are masters of unarmed combat. They learn techniques to push and trip their opponents and manipulate their own energy to protect themselves from h"
      },
      {
        "document": 988,
        "excerpt": "lineage. When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once w"
      },
      {
        "document": 994,
        "excerpt": "legacy. When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once w"
      },
      {
        "document": 1012,
        "excerpt": "t You gain the following benefits. Two Cantrips. You learn two cantrips of your choice from the Cleric, Druid, or Wizard spell list. Intelligence, Wisdom, or Chari"
      },
      {
        "document": 1198,
        "excerpt": "settlements. Choose three of the following facts; you learn those facts as they pertain to the spell's area: - Locations of settlements - Locations of portals to o"
      },
      {
        "document": 1230,
        "excerpt": "he magic, and if an effect was created by a spell, you learn the spell's school of magic. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; o"
      },
      {
        "document": 1232,
        "excerpt": "that you detected with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepath"
      },
      {
        "document": 1268,
        "excerpt": "ls that a trap is present but not its location. You do learn the general nature of the danger posed by a trap you sense."
      },
      {
        "document": 1322,
        "excerpt": "ject is a magic item or some other magical object, you learn its properties and how to use them, whether it requires Attunement, and how many charges it has, if any."
      },
      {
        "document": 1328,
        "excerpt": "ing the sapphire doesn't transport it, but instead you learn who that creature is and where that creature is currently located."
      },
      {
        "document": 1338,
        "excerpt": "ind of Beast, Plant creature, or nonmagical plant. You learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are pres"
      },
      {
        "document": 1418,
        "excerpt": "you try to send another message during that time, you learn that you are blocked, and the spell fails."
      },
      {
        "document": 1436,
        "excerpt": "ody, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about"
      },
      {
        "document": 1455,
        "excerpt": "hen you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the GM. You might learn ad"
      }
    ],
    "learned": [
      {
        "document": 963,
        "excerpt": "You have learned to cast spells through your bardic arts. See “Spells” for the rules on spellcasting. The information bel"
      },
      {
        "document": 964,
        "excerpt": "You have learned to cast spells through prayer and meditation. See “Spells” for the rules on spellcasting. The informatio"
      },
      {
        "document": 965,
        "excerpt": "You have learned to cast spells through studying the mystical forces of nature. See “Spells” for the rules on spellcastin"
      },
      {
        "document": 968,
        "excerpt": "You have learned to cast spells through prayer and meditation. See “Spells” for the rules on spellcasting. The informatio"
      },
      {
        "document": 969,
        "excerpt": "You have learned to channel the magical essence of nature to cast spells. See “Spells” for the rules on spellcasting. The"
      },
      {
        "document": 973,
        "excerpt": "As a student of arcane magic, you have learned to cast spells. See “Spells” for the rules on spellcasting. The information below details how you use th"
      },
      {
        "document": 984,
        "excerpt": "You've learned how to maximize use of magic items, granting you the following benefits. Attunement. You can attune to"
      }
    ],
    "learning": [
      {
        "document": 128,
        "excerpt": "me special way. Otherwise, it is impervious to damage. Learning how to destroy an Artifact usually requires research or the completion of a quest."
      },
      {
        "document": 378,
        "excerpt": "ugh to give you a sense that it is extraordinary, but learning a magic item's properties isn't automatic. The Identify spell is the fastest way to reveal an item's pr"
      },
      {
        "document": 965,
        "excerpt": "You know Druidic, the secret language of Druids. While learning this ancient tongue, you also unlocked the magic of communicating with animals; you always have the Spea"
      },
      {
        "document": 1484,
        "excerpt": "gle spell or other magical effect for 8 hours. Sudden Learning. You replace one of your feats with another feat for which you are eligible. You lose all the benefits o"
      }
    ],
    "learns": [
      {
        "document": 1760,
        "excerpt": "municates telepathically with the aboleth, the aboleth learns the creature's greatest desires."
      }
    ],
    "least": [
      {
        "document": 40,
        "excerpt": "their stat blocks. Each class gives proficiency in at least two saving throws, representing that class's training in evading or resisting certain threats. Wizards,"
      },
      {
        "document": 94,
        "excerpt": "A willing creature that is at least one size larger than a rider and that has an appropriate anatomy can serve as a mount, using the followi"
      },
      {
        "document": 117,
        "excerpt": "e to an item, the creature qualifies if it can cast at least one spell using its traits or features, not by using a magic item or the like. Items Made for Specific"
      },
      {
        "document": 128,
        "excerpt": "A magic item is at least as durable as a nonmagical item of its kind. Most magic items, other than Potions and Scrolls, have Resi"
      },
      {
        "document": 133,
        "excerpt": "rcent. If materials aren't available, you must wait at least 7 days before checking on the availability again. If a magic item incorporates an item that has a purch"
      },
      {
        "document": 228,
        "excerpt": "Your character knows at least three languages: Common plus two languages you roll or choose from the Standard Languages table. Knowled"
      },
      {
        "document": 255,
        "excerpt": "o qualify for a new class, you must have a score of at least 13 in the primary ability of the new class and your current classes. For example, a Barbarian who decide"
      },
      {
        "document": 302,
        "excerpt": ". If a prerequisite includes a class, you must have at least 1 level in that class to take the feat. Benefit. The benefits of a feat are detailed after any prerequi"
      },
      {
        "document": 382,
        "excerpt": "t, if the item has been more than 100 feet away for at least 24 hours, if you die, or if another creature attunes to the item. You can also voluntarily end Attuneme"
      },
      {
        "document": 475,
        "excerpt": "f it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13."
      },
      {
        "document": 498,
        "excerpt": "n intricate set of gestures. A spellcaster must use at least one of their hands to perform these movements."
      },
      {
        "document": 513,
        "excerpt": "e, but a level 2 spell fits only into a slot that's at least level 2. So when a level 3 Wizard casts Magic Missile, a level 1 spell, that Wizard spends one of four l"
      },
      {
        "document": 517,
        "excerpt": "A Long Rest is a period of extended downtime - at least 8 hours - available to any creature. During a Long Rest, you sleep for at least 6 hours and perform no m"
      },
      {
        "document": 543,
        "excerpt": "tanding watch. To start a Short Rest, you must have at least 1 Hit Point. Benefits of the Rest. When you finish the rest, you gain the following benefits: Spend Hi"
      },
      {
        "document": 562,
        "excerpt": "t the contacted creature must be able to understand at least one language or be telepathic itself to understand. A telepath doesn't need to see a contacted creature"
      },
      {
        "document": 624,
        "excerpt": "ncounter is a scene in an adventure that is part of at least one of the game's three pillars: social interaction, exploration, or combat. See also \"Playing the Game\""
      },
      {
        "document": 641,
        "excerpt": "r Strength modifier (minimum of 0 feet) if you move at least 10 feet on foot immediately before the jump. When you make a standing High Jump, you can jump only half"
      },
      {
        "document": 657,
        "excerpt": "mber of feet up to your Strength score if you move at least 10 feet immediately before the jump. When you make a standing Long Jump, you can leap only half that dis"
      },
      {
        "document": 752,
        "excerpt": "Another creature or an object that covers at least half of the target"
      },
      {
        "document": 970,
        "excerpt": "pe. You don't need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn't have the Incapacitated condition, an"
      },
      {
        "document": 971,
        "excerpt": "ry Point When you cast a spell that has a range of at least 5 feet, you can spend 1 Sorcery Point to double the spell's range. Or when you cast a spell that has a r"
      },
      {
        "document": 974,
        "excerpt": "Constitution modifier if you are Bloodied and have at least 1 Hit Point."
      },
      {
        "document": 991,
        "excerpt": "en when you are obscured only by a creature that is at least one size larger than you."
      },
      {
        "document": 1194,
        "excerpt": "d) Duration: Instantaneous You touch a creature or at least 1 cubic inch of its flesh. An inert duplicate of that creature forms inside the vessel used in the spell"
      },
      {
        "document": 1214,
        "excerpt": "ol to form in the center of the area, which must be at least 50 feet square and 25 feet deep. The whirlpool lasts until you choose a different effect or the spell en"
      },
      {
        "document": 1258,
        "excerpt": "est route available. If the target moves to a space at least 60 feet away from you where it can't see you, this effect ends. Sickened. The target has the Poisoned c"
      },
      {
        "document": 1272,
        "excerpt": "ange as you like. Each Cube must be contiguous with at least one other Cube. Each creature in the area makes a Dexterity saving throw, taking 7d10 Fire damage on a f"
      },
      {
        "document": 1339,
        "excerpt": "ve seen such a creature up close - within 30 feet - at least once. If the creature you described or named is in a different form, such as under the effects of a Fles"
      },
      {
        "document": 1340,
        "excerpt": "you if you have seen it up close - within 30 feet - at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kin"
      },
      {
        "document": 1388,
        "excerpt": "through this layer, which is destroyed if it takes at least 25 Cold damage."
      },
      {
        "document": 1451,
        "excerpt": "or 1 minute. While Frightened, the target must move at least 30 feet away from the glyph on each of its turns, if able. Pain. Each target must succeed on a Constitu"
      },
      {
        "document": 1460,
        "excerpt": "es by speaking or signing, any creature that knows at least one language can understand it if that creature can hear the speech or see the signing."
      },
      {
        "document": 1461,
        "excerpt": "You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination"
      },
      {
        "document": 1462,
        "excerpt": "kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location o"
      },
      {
        "document": 1579,
        "excerpt": "Magic action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot-long, 20-foot-wide boat shaped like a swan take"
      },
      {
        "document": 1598,
        "excerpt": "wearing the helm. Diamond Light. As long as it has at least one diamond, the helm emits a 30-foot Emanation. When at least one Undead is within that area, the Emana"
      },
      {
        "document": 1609,
        "excerpt": "s pearly white spindle orbits your head if you have at least 1 Hit Point. Reserve (Rare). This vibrant purple prism stores spells cast into it, holding them until y"
      },
      {
        "document": 1621,
        "excerpt": "and use the manual, you must be a spellcaster with at least two level 5 spell slots. A creature that can't use a Manual of Golems and attempts to read it takes 6d6"
      },
      {
        "document": 1627,
        "excerpt": "land you own are lost in a way that alters reality the least. Any documentation that proves you should own something lost to this card also disappears. Sage. At any"
      },
      {
        "document": 1675,
        "excerpt": "regain 1d6 Hit Points every 10 minutes if you have at least 1 Hit Point. If you lose a body part, the ring causes the missing part to regrow and return to full func"
      },
      {
        "document": 1698,
        "excerpt": "gains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If the rope drops to 0 Hit Points, it is destroyed."
      },
      {
        "document": 1699,
        "excerpt": "gains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If the rope drops to 0 Hit Points, it is destroyed."
      },
      {
        "document": 1740,
        "excerpt": "n you use this weapon to attack a creature that has at least one head and roll a 20 on the d20 for the attack roll, you cut off one of the creature's heads. The crea"
      },
      {
        "document": 1760,
        "excerpt": "es damage as well as after every 24 hours it spends at least 1 mile away from the aboleth, ending the effect on itself on a success."
      },
      {
        "document": 1797,
        "excerpt": "s Advantage on an attack roll against a creature if at least one of the baboon's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated"
      },
      {
        "document": 1812,
        "excerpt": "s Advantage on an attack roll against a creature if at least one of the hawk's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated co"
      },
      {
        "document": 1844,
        "excerpt": "s Advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated co"
      },
      {
        "document": 1891,
        "excerpt": "s Advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated con"
      },
      {
        "document": 1898,
        "excerpt": "s Advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated"
      },
      {
        "document": 1914,
        "excerpt": "ir and water. Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using th"
      },
      {
        "document": 1924,
        "excerpt": "s Advantage on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated c"
      },
      {
        "document": 1930,
        "excerpt": "s Advantage on an attack roll against a creature if at least one of the hobgoblin's allies is within 5 feet of the creature and the ally doesn't have the Incapacitat"
      },
      {
        "document": 1934,
        "excerpt": "e dead. At the end of each of its turns when it has at least one living head, the hydra grows two heads for each of its heads that died since its last turn, unless i"
      },
      {
        "document": 1935,
        "excerpt": "s Advantage on an attack roll against a creature if at least one of the hyena's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated c"
      },
      {
        "document": 1945,
        "excerpt": "s Advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated"
      },
      {
        "document": 1950,
        "excerpt": "s Advantage on an attack roll against a creature if at least one of the lion's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated co"
      },
      {
        "document": 1969,
        "excerpt": "Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using th"
      },
      {
        "document": 1976,
        "excerpt": "Points at the start of each of its turns if it has at least 1 Hit Point."
      },
      {
        "document": 2001,
        "excerpt": "s Advantage on an attack roll against a creature if at least one of the shark's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated c"
      },
      {
        "document": 2009,
        "excerpt": "can breathe air and water, but it must be submerged at least once every 4 hours to avoid suffocating outside water. Shark Telepathy. The sahuagin can magically cont"
      },
      {
        "document": 2014,
        "excerpt": "ir and water. Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using th"
      },
      {
        "document": 2018,
        "excerpt": "Points at the start of each of its turns if it has at least 1 Hit Point. Spell Storing. A spellcaster who wears the guardian's amulet can cause the guardian to sto"
      },
      {
        "document": 2046,
        "excerpt": "s Advantage on an attack roll against a creature if at least one of the tough's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated c"
      },
      {
        "document": 2047,
        "excerpt": "s Advantage on an attack roll against a creature if at least one of the tough's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated c"
      },
      {
        "document": 2060,
        "excerpt": "s Advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated"
      },
      {
        "document": 2063,
        "excerpt": "s Advantage on an attack roll against a creature if at least one of the warrior's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated"
      },
      {
        "document": 2071,
        "excerpt": "s Advantage on an attack roll against a creature if at least one of the werewolf's allies is within 5 feet of the creature and the ally doesn't have the Incapacitate"
      },
      {
        "document": 2075,
        "excerpt": "s Advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated co"
      },
      {
        "document": 2076,
        "excerpt": "has Advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated co"
      }
    ],
    "leather": [
      {
        "document": 147,
        "excerpt": "rods and typically kept safe in a tube of ivory, jade, leather, metal, or wood. The most prevalent scroll is the Spell Scroll, a spell stored in written form. Using a"
      },
      {
        "document": 406,
        "excerpt": "hen you wear a type of armor. For example, if you wear Leather Armor, your base AC is 11 plus your Dexterity modifier, whereas your AC is 16 in Chain Mail. Strength."
      },
      {
        "document": 425,
        "excerpt": "y: Dexterity Weight: 5 lb. Utilize: Add a design to a leather item (DC 10) Craft: Sling, Whip, Hide Armor, Leather Armor, Studded Leather Armor, Backpack, Crossbow B"
      },
      {
        "document": 766,
        "excerpt": "+1 Leather Armor, +1 Shield"
      },
      {
        "document": 820,
        "excerpt": "A dragon’s talon strung on a leather necklace"
      },
      {
        "document": 929,
        "excerpt": "Leather Armor"
      },
      {
        "document": 963,
        "excerpt": "Choose A or B: (A) Leather Armor, 2 Daggers, Musical Instrument of your choice, Entertainer’s Pack, and 19 GP; or (B) 90 GP"
      },
      {
        "document": 965,
        "excerpt": "Choose A or B: (A) Leather Armor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorer’s Pack, Herbalism Kit, and 9 GP; or (B) 50"
      },
      {
        "document": 966,
        "excerpt": ", 8 Javelins, Dungeoneer’s Pack, and 4 GP; (B) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Dungeoneer’s Pack, and 11 GP; or (C) 155 GP"
      },
      {
        "document": 969,
        "excerpt": "Choose A or B: (A) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Druidic Focus (sprig of mistletoe), Explorer’s"
      },
      {
        "document": 970,
        "excerpt": "Choose A or B: (A) Leather Armor, 2 Daggers, Shortsword, Shortbow, 20 Arrows, Quiver, Thieves’ Tools, Burglar’s Pack, and 8 GP; or"
      },
      {
        "document": 972,
        "excerpt": "Choose A or B: (A) Leather Armor, Sickle, 2 Daggers, Arcane Focus (orb), Book (occult lore), Scholar’s Pack, and 15 GP; or (B) 100"
      },
      {
        "document": 1084,
        "excerpt": "Leather Armor"
      },
      {
        "document": 1139,
        "excerpt": "Studded Leather Armor"
      },
      {
        "document": 1284,
        "excerpt": "V, S, M (a leather strap)"
      },
      {
        "document": 1342,
        "excerpt": "V, S, M (a piece of cured leather)"
      },
      {
        "document": 1588,
        "excerpt": "Glamoured Studded Leather"
      },
      {
        "document": 1791,
        "excerpt": "Light Crossbow, Shortsword, Studded Leather Armor"
      },
      {
        "document": 1800,
        "excerpt": "Pistol, Scimitar, Studded Leather Armor"
      },
      {
        "document": 1801,
        "excerpt": "Leather Armor, Light Crossbow, Scimitar"
      },
      {
        "document": 1838,
        "excerpt": "Holy Symbol, Leather Armor"
      },
      {
        "document": 1839,
        "excerpt": "Leather Armor, Sickle"
      },
      {
        "document": 1851,
        "excerpt": "Studded Leather Armor"
      },
      {
        "document": 1904,
        "excerpt": "Shield, Spears (3), Studded Leather Armor"
      },
      {
        "document": 1909,
        "excerpt": "Leather Armor, Scimitar, Shield, Shortbow"
      },
      {
        "document": 1985,
        "excerpt": "Daggers (6), Leather Armor"
      },
      {
        "document": 2013,
        "excerpt": "Leather Armor, Longbow, Shortsword"
      },
      {
        "document": 2047,
        "excerpt": "Heavy Crossbow, Leather Armor, Mace"
      },
      {
        "document": 2073,
        "excerpt": "Studded Leather Armor"
      }
    ],
    "leatherworker": [
      {
        "document": 772,
        "excerpt": "Leatherworker’s Tools, Smith’s Tools, or Weaver’s Tools depending on the kind of armor as noted in the tools’ descript"
      }
    ],
    "leatherworker's": [
      {
        "document": 425,
        "excerpt": "Leatherworker's Tools (5 GP)"
      }
    ],
    "leave": [
      {
        "document": 793,
        "excerpt": "ess rises and makes verbal threats against you. If you leave it and others come near, it describes you as the most heinous of villains and directs the newcomers to f"
      },
      {
        "document": 965,
        "excerpt": "k with Animals spell prepared. You can use Druidic to leave hidden messages. You and others who know Druidic automatically spot such a message. Others spot the mess"
      },
      {
        "document": 1278,
        "excerpt": "isk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom. If you move more than 100 feet from the disk (typically bec"
      },
      {
        "document": 1282,
        "excerpt": "mpletely outside it. A creature inside the cage can't leave it by non-magical means. If the creature tries to use teleportation or interplanar travel to leave, it m"
      },
      {
        "document": 1287,
        "excerpt": "t is free to act as the GM deems appropriate. It might leave, attack you, or help you."
      },
      {
        "document": 1349,
        "excerpt": ", serve food, pour wine, and so on. The servants can't leave the dwelling. When the spell ends, any creatures or objects left inside the extradimensional space are"
      },
      {
        "document": 1356,
        "excerpt": "merged in the stone. You can use 5 feet of movement to leave the stone where you entered it, which ends the spell. You otherwise can't move. Minor physical damage t"
      },
      {
        "document": 1371,
        "excerpt": "ose have a +10 bonus to Dexterity (Stealth) checks and leave no tracks."
      },
      {
        "document": 1447,
        "excerpt": "give the key to me.” Or you could say, “Stop fighting, leave this library peacefully, and don’t return.” The target must succeed on a Wisdom saving throw or have th"
      },
      {
        "document": 1459,
        "excerpt": "nsparent from the inside. The spell ends early if you leave the Emanation or if you cast it again."
      },
      {
        "document": 1536,
        "excerpt": "the next dawn. When you teleport with that spell, you leave behind a cloud of smoke. The space you left is Lightly Obscured by that smoke until the end of your next"
      },
      {
        "document": 1623,
        "excerpt": "Concentration. If your Concentration is broken or you leave the Cube before the work is done, all the painted elements vanish, and the pot of pigment is wasted. Wh"
      }
    ],
    "leaves": [
      {
        "document": 93,
        "excerpt": "an Opportunity Attack when a creature that you can see leaves your reach. To make the attack, take a Reaction to make one melee attack with a weapon or an Unarmed Str"
      },
      {
        "document": 525,
        "excerpt": "an Opportunity Attack when a creature that you can see leaves your reach using its action, its Bonus Action, its Reaction, or one of its speeds. To make the Opportuni"
      },
      {
        "document": 783,
        "excerpt": "Leaves grow from the creature nearest to the chosen point of origin. Unless they are picked off, the leaves tur"
      },
      {
        "document": 1167,
        "excerpt": "el through the Astral Plane. The moment an astral form leaves that plane, the target's body and possessions travel along the silver cord, causing the target to re-ent"
      },
      {
        "document": 1247,
        "excerpt": "You create a harmless sensory effect, such as falling leaves, spectral dancing fairies, a gentle breeze, the sound of an animal, or the faint odor of skunk. The effe"
      },
      {
        "document": 1250,
        "excerpt": "reeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot Cube. Doors and shutters being held open by someone"
      },
      {
        "document": 1265,
        "excerpt": "Hit Points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying. One Familiar Only. You can't have more than on"
      },
      {
        "document": 1266,
        "excerpt": "to 0 Hit Points or if you die. When it disappears, it leaves behind anything it was wearing or carrying. If you cast this spell again, you decide whether you summon"
      },
      {
        "document": 1328,
        "excerpt": "s whose longest dimension is 6 feet or less. The spell leaves an Invisible mark on that object and invisibly inscribes the object's name on the sapphire. Each time yo"
      },
      {
        "document": 1345,
        "excerpt": "d Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's Material component. While your soul inhabits the co"
      },
      {
        "document": 1368,
        "excerpt": "everts to its true form and can't shape-shift until it leaves the Cylinder. On a successful save, a creature takes half as much damage only. A creature also makes thi"
      },
      {
        "document": 1474,
        "excerpt": "0-foot section of wall to 0 Hit Points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of fri"
      },
      {
        "document": 1605,
        "excerpt": "unstable surfaces, such as water or lava. The creature leaves no tracks and ignores Difficult Terrain. In addition, the creature can travel for up to 12 hours a day w"
      },
      {
        "document": 1786,
        "excerpt": "burrow through solid rock at half its Burrow Speed and leaves a 10-foot-diameter tunnel in its wake."
      },
      {
        "document": 1871,
        "excerpt": "asts until the body drops to 0 Hit Points or the ghost leaves as a Bonus Action. When the possession ends, the ghost appears in an unoccupied space within 5 feet of t"
      },
      {
        "document": 1914,
        "excerpt": "4-hour duration), Invisibility (self only, and the hag leaves no tracks while Invisible), Minor Illusion, Ray of Sickness (level 3 version)"
      },
      {
        "document": 1995,
        "excerpt": "burrow through solid rock at half its Burrow Speed and leaves a 10-foot-diameter tunnel in its wake."
      }
    ],
    "leaving": [
      {
        "document": 1344,
        "excerpt": "tion, preventing a creature of the specified type from leaving the Cylinder and protecting targets outside it. Using a Higher-Level Spell Slot. The duration increases"
      },
      {
        "document": 1357,
        "excerpt": "s no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item, but it can't restore magi"
      },
      {
        "document": 1438,
        "excerpt": "and across vertical surfaces and along ceilings, while leaving its hands free. The target also gains a Climb Speed equal to its Speed. Using a Higher-Level Spell Slot"
      },
      {
        "document": 1508,
        "excerpt": "your space to protect you as if you were wielding it, leaving your hands free. The Shield remains animate for 1 minute, until you take a Bonus Action to end this effe"
      },
      {
        "document": 1541,
        "excerpt": "and across vertical surfaces and along ceilings, while leaving your hands free. Spider Walk. You can't be caught in webs of any sort and can move through webs as if t"
      },
      {
        "document": 1707,
        "excerpt": "and across vertical surfaces and along ceilings, while leaving your hands free. You have a Climb Speed equal to your Speed. However, the slippers don't allow you to mo"
      },
      {
        "document": 1711,
        "excerpt": "reduced to 0 Hit Points by this damage is obliterated, leaving its possessions behind but no other physical remains. Sphere Interactions. If the sphere comes into con"
      },
      {
        "document": 1730,
        "excerpt": "e, the target falls into the fissure and is destroyed, leaving no remains. On a successful save, the target isn't cast into the fissure but takes 4d6 Psychic damage fr"
      },
      {
        "document": 1732,
        "excerpt": "e, the target falls into the fissure and is destroyed, leaving no remains. On a successful save, the target isn't cast into the fissure but takes 4d6 Psychic damage fr"
      },
      {
        "document": 1902,
        "excerpt": "is attack. Its body is then absorbed into the mouther, leaving only equipment behind. Blinding Spittle (Recharge 5–6). Dexterity Saving Throw: DC 10, each creature in"
      }
    ],
    "ledge": [
      {
        "document": 483,
        "excerpt": "tion, you can throw the Grappling Hook at a railing, a ledge, or another catch within 50 feet of yourself, and the hook catches on if you succeed on a DC 13 Dexterit"
      }
    ],
    "ledges": [
      {
        "document": 725,
        "excerpt": "a change of elevation (such as stacks of empty crates, ledges, and balconies) reward clever positioning and encourage characters to jump, climb, fly, or teleport. De"
      }
    ],
    "left": [
      {
        "document": 75,
        "excerpt": "uare. To enter a square, you must have enough movement left to pay for entering. It costs 1 square of movement to enter an unoccupied square that's adjacent to your"
      },
      {
        "document": 272,
        "excerpt": "pecifics in “Equipment” later. Note any coins you have left after purchasing your equipment."
      },
      {
        "document": 613,
        "excerpt": "g it and can refuse. The spirit of a dead creature has left the body and departed for the Outer Planes, and reviving the creature requires calling the spirit back."
      },
      {
        "document": 729,
        "excerpt": "from your XP budget to determine how many XP you have left to spend. Spend as much of your XP budget as you can without going over. It's OK if you have a few unspe"
      },
      {
        "document": 965,
        "excerpt": "each of your turns, if you have no uses of Wild Shape left, you can give yourself one use by expending a spell slot (no action required). In addition, you can exp"
      },
      {
        "document": 971,
        "excerpt": "An event in your past left an indelible mark on you, infusing you with simmering magic. As a Bonus Action, you can unleash that mag"
      },
      {
        "document": 1167,
        "excerpt": "you are already on that plane). Each target's body is left behind in a state of suspended animation; it has the Unconscious condition, doesn't need food or air, an"
      },
      {
        "document": 1172,
        "excerpt": "n the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the target is an Aberration, a Celesti"
      },
      {
        "document": 1182,
        "excerpt": "on the Ethereal Plane, you can perceive the plane you left, which is cast in shades of gray, but you can't see anything there more than 60 feet away. You can affec"
      },
      {
        "document": 1207,
        "excerpt": "upied space you can see within 30 feet of the space it left and make the attack against a creature within 5 feet of it. Using a Higher-Level Spell Slot. The damage"
      },
      {
        "document": 1256,
        "excerpt": "nt costs an extra foot. You can perceive the plane you left, which looks gray, and you can't see anything there more than 60 feet away. While on the Ethereal Plane"
      },
      {
        "document": 1349,
        "excerpt": "elling. When the spell ends, any creatures or objects left inside the extradimensional space are expelled into the unoccupied spaces nearest to the entrance."
      },
      {
        "document": 1355,
        "excerpt": "n the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space."
      },
      {
        "document": 1381,
        "excerpt": "early on the target if it has no Temporary Hit Points left. The target is limited in the actions it can perform by the anatomy of its new form, and it can't speak"
      },
      {
        "document": 1462,
        "excerpt": "ng another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered. You can use this transportation ability only once on"
      },
      {
        "document": 1509,
        "excerpt": "er goes back to its neutral position. Each lever, from left to right, functions as shown in the Apparatus of the Crab Levers table. Apparatus of the Crab Levers"
      },
      {
        "document": 1536,
        "excerpt": "pell, you leave behind a cloud of smoke. The space you left is Lightly Obscured by that smoke until the end of your next turn."
      },
      {
        "document": 1627,
        "excerpt": "draw the same card twice. (Once the Fool or Jester has left the deck, re-roll on the table if that card comes up again.) Mysterious Deck Each card's effect is des"
      },
      {
        "document": 1949,
        "excerpt": "see, and each creature within 10 feet of the space it left takes 11 (2d10) Necrotic damage. Disrupt Life. Constitution Saving Throw: DC 20, each creature that isn"
      }
    ],
    "leftover": [
      {
        "document": 14,
        "excerpt": "and take damage, those points are lost first, and any leftover damage carries over to your Hit Points. For example, if you have 5 Temporary Hit Points and take 7 damag"
      }
    ],
    "leg": [
      {
        "document": 394,
        "excerpt": "If you use an object - such as a table leg, frying pan, or bottle - as a makeshift weapon, see “Improvised Weapons” in “Rules Glossary.” Also see t"
      },
      {
        "document": 648,
        "excerpt": "d as a makeshift weapon, such as broken glass, a table leg, or a frying pan. A Simple or Martial weapon also counts as an improvised weapon if it's wielded in a wa"
      },
      {
        "document": 1331,
        "excerpt": "V, S, M (a grasshopper's hind leg)"
      }
    ],
    "legacies": [
      {
        "document": 992,
        "excerpt": "hoice (see \"Feats\"). Skilled is recommended. Fiendish Legacies | Legacy | Level 1 | Level 3"
      },
      {
        "document": 994,
        "excerpt": "ernatural abilities. Choose a legacy from the Fiendish Legacies table. You gain the level 1 benefit of the chosen legacy. When you reach character levels 3 and 5, you"
      }
    ],
    "legacy": [
      {
        "document": 992,
        "excerpt": "Feats\"). Skilled is recommended. Fiendish Legacies | Legacy | Level 1 | Level 3 | Le"
      },
      {
        "document": 994,
        "excerpt": "Fiendish Legacy"
      }
    ],
    "legalcode": [
      {
        "document": 0,
        "excerpt": "ailable at https://creativecommons.org/licenses/by/4.0/legalcode."
      }
    ],
    "legally": [
      {
        "document": 373,
        "excerpt": "our wealth and might encourage you to share it, either legally or otherwise."
      }
    ],
    "legend": [
      {
        "document": 857,
        "excerpt": "Legend Lore, Summon Dragon"
      },
      {
        "document": 891,
        "excerpt": "Legend Lore"
      },
      {
        "document": 903,
        "excerpt": "Legend Lore"
      },
      {
        "document": 915,
        "excerpt": "Legend Lore"
      },
      {
        "document": 1333,
        "excerpt": "Legend Lore"
      },
      {
        "document": 2024,
        "excerpt": "Illusion, Prestidigitation 1/Day Each: Dispel Magic, Legend Lore, Locate Object, Plane Shift, Remove Curse, Tongues"
      }
    ],
    "legendary": [
      {
        "document": 156,
        "excerpt": "ts more powerful abilities. Bonus Actions, Reactions, Legendary Actions. If the monster has Bonus Actions, Reactions, or Legendary Actions in its stat block, make sure"
      },
      {
        "document": 161,
        "excerpt": "ides a monster's Bonus Actions, if any. Reactions and Legendary Actions. These sections provide Reactions and Legendary Actions, if any."
      },
      {
        "document": 178,
        "excerpt": "Legendary Actions"
      },
      {
        "document": 267,
        "excerpt": "ly symbol devoted to an unknown god 88 A book about a legendary hero's rise and fall, with the last chapter missing 89 A vial of dragon blood 90 An ancient arrow of e"
      },
      {
        "document": 757,
        "excerpt": "Legendary"
      },
      {
        "document": 763,
        "excerpt": "Legendary"
      },
      {
        "document": 771,
        "excerpt": "Legendary"
      },
      {
        "document": 780,
        "excerpt": "Legendary"
      },
      {
        "document": 797,
        "excerpt": "Legendary"
      },
      {
        "document": 1484,
        "excerpt": "removing you from the game. Similarly, wishing for a Legendary magic item or an Artifact might instantly transport you to the presence of the item's current owner. If"
      },
      {
        "document": 1509,
        "excerpt": "Legendary"
      },
      {
        "document": 1510,
        "excerpt": "Legendary"
      },
      {
        "document": 1511,
        "excerpt": "Legendary"
      },
      {
        "document": 1544,
        "excerpt": "Legendary"
      },
      {
        "document": 1548,
        "excerpt": "Legendary"
      },
      {
        "document": 1549,
        "excerpt": "Legendary"
      },
      {
        "document": 1550,
        "excerpt": "Legendary"
      },
      {
        "document": 1553,
        "excerpt": "Legendary"
      },
      {
        "document": 1558,
        "excerpt": "Legendary"
      },
      {
        "document": 1593,
        "excerpt": "Legendary"
      },
      {
        "document": 1602,
        "excerpt": "Legendary"
      },
      {
        "document": 1604,
        "excerpt": "Legendary"
      },
      {
        "document": 1609,
        "excerpt": "s pink rhomboid orbits your head. Greater Absorption (Legendary). While this marbled lavender and green ellipsoid orbits your head, you can take a Reaction to cancel a"
      },
      {
        "document": 1611,
        "excerpt": "Legendary"
      },
      {
        "document": 1614,
        "excerpt": "Legendary"
      },
      {
        "document": 1627,
        "excerpt": "Legendary"
      },
      {
        "document": 1643,
        "excerpt": "Legendary"
      },
      {
        "document": 1666,
        "excerpt": "Legendary"
      },
      {
        "document": 1667,
        "excerpt": "Legendary"
      },
      {
        "document": 1671,
        "excerpt": "Legendary"
      },
      {
        "document": 1679,
        "excerpt": "Legendary"
      },
      {
        "document": 1683,
        "excerpt": "Legendary"
      },
      {
        "document": 1690,
        "excerpt": "Legendary"
      },
      {
        "document": 1694,
        "excerpt": "Legendary"
      },
      {
        "document": 1695,
        "excerpt": "Legendary"
      },
      {
        "document": 1700,
        "excerpt": "Legendary"
      },
      {
        "document": 1708,
        "excerpt": "Legendary"
      },
      {
        "document": 1711,
        "excerpt": "Legendary"
      },
      {
        "document": 1719,
        "excerpt": "Legendary"
      },
      {
        "document": 1730,
        "excerpt": "Legendary"
      },
      {
        "document": 1731,
        "excerpt": "Legendary"
      },
      {
        "document": 1732,
        "excerpt": "Legendary"
      },
      {
        "document": 1738,
        "excerpt": "Legendary"
      },
      {
        "document": 1740,
        "excerpt": "Legendary"
      },
      {
        "document": 1756,
        "excerpt": "Legendary"
      },
      {
        "document": 1760,
        "excerpt": "n the Far Realm or another location chosen by the GM. Legendary Resistance (3/Day, or 4/Day in Lair). If the aboleth fails a saving throw, it can choose to succeed inst"
      },
      {
        "document": 1761,
        "excerpt": "Amphibious. The dragon can breathe air and water. Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed inste"
      },
      {
        "document": 1762,
        "excerpt": "Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed inste"
      },
      {
        "document": 1763,
        "excerpt": "Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed inste"
      },
      {
        "document": 1764,
        "excerpt": "Amphibious. The dragon can breathe air and water. Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed inste"
      },
      {
        "document": 1765,
        "excerpt": "Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed inste"
      },
      {
        "document": 1766,
        "excerpt": "Amphibious. The dragon can breathe air and water. Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed inste"
      },
      {
        "document": 1767,
        "excerpt": "Amphibious. The dragon can breathe air and water. Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed inste"
      },
      {
        "document": 1768,
        "excerpt": "Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed inste"
      },
      {
        "document": 1769,
        "excerpt": "Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed inste"
      },
      {
        "document": 1770,
        "excerpt": "mposed of ice or snow doesn't cost it extra movement. Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed inste"
      },
      {
        "document": 1773,
        "excerpt": "Amphibious. The dragon can breathe air and water. Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed inste"
      },
      {
        "document": 1774,
        "excerpt": "Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed inste"
      },
      {
        "document": 1775,
        "excerpt": "Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed inste"
      },
      {
        "document": 1776,
        "excerpt": "Amphibious. The dragon can breathe air and water. Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed inste"
      },
      {
        "document": 1777,
        "excerpt": "Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed inste"
      },
      {
        "document": 1778,
        "excerpt": "Amphibious. The dragon can breathe air and water. Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed inste"
      },
      {
        "document": 1779,
        "excerpt": "Amphibious. The dragon can breathe air and water. Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed inste"
      },
      {
        "document": 1780,
        "excerpt": "Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed inste"
      },
      {
        "document": 1781,
        "excerpt": "Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed inste"
      },
      {
        "document": 1782,
        "excerpt": "mposed of ice or snow doesn't cost it extra movement. Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed inste"
      },
      {
        "document": 1799,
        "excerpt": "riginating from the balor takes 13 (3d8) Fire damage. Legendary Resistance (3/Day). If the balor fails a saving throw, it can choose to succeed instead. Magic Resistan"
      },
      {
        "document": 1946,
        "excerpt": "Amphibious. The kraken can breathe air and water. Legendary Resistance (4/Day, or 5/Day in Lair). If the kraken fails a saving throw, it can choose to succeed inste"
      },
      {
        "document": 1949,
        "excerpt": "Legendary Resistance (4/Day, or 5/Day in Lair). If the lich fails a saving throw, it can choose to succeed instead"
      },
      {
        "document": 1966,
        "excerpt": "Legendary Resistance (3/Day, or 4/Day in Lair). If the mummy fails a saving throw, it can choose to succeed instea"
      },
      {
        "document": 1986,
        "excerpt": "rget is immune to this pit fiend's aura for 24 hours. Legendary Resistance (4/Day). If the pit fiend fails a saving throw, it can choose to succeed instead. Magic Resi"
      },
      {
        "document": 2022,
        "excerpt": "with all its Hit Points somewhere in Mount Celestia. Legendary Resistance (4/Day). If the solar fails a saving throw, it can choose to succeed instead. Magic Resistan"
      },
      {
        "document": 2024,
        "excerpt": "s intentions or sincerity are made with Disadvantage. Legendary Resistance (3/Day, or 4/Day in Lair). If the sphinx fails a saving throw, it can choose to succeed inste"
      },
      {
        "document": 2025,
        "excerpt": "s intentions or sincerity are made with Disadvantage. Legendary Resistance (3/Day, or 4/Day in Lair). If the sphinx fails a saving throw, it can choose to succeed inste"
      },
      {
        "document": 2044,
        "excerpt": "Legendary Resistance (6/Day). If the tarrasque fails a saving throw, it can choose to succeed instead. Magic Resi"
      },
      {
        "document": 2053,
        "excerpt": "Legendary Resistance (3/Day). If the unicorn fails a saving throw, it can choose to succeed instead. Magic Resist"
      },
      {
        "document": 2056,
        "excerpt": "Legendary Resistance (3/Day, or 4/Day in Lair). If the vampire fails a saving throw, it can choose to succeed inst"
      }
    ],
    "legerdemain": [
      {
        "document": 744,
        "excerpt": "Pick a pocket, conceal a handheld object, or perform legerdemain."
      }
    ],
    "legionnaire": [
      {
        "document": 266,
        "excerpt": "oth from an old banner 42 A rank insignia from a lost legionnaire 43 A silver bell without a clapper 44 A mechanical canary inside a lamp 45 A miniature chest carved t"
      }
    ],
    "legs": [
      {
        "document": 117,
        "excerpt": "t work, but a yuan-ti with a snakelike tail instead of legs can't wear magic boots. Paired Items. You can allow exceptions to the rule that paired items must both"
      },
      {
        "document": 338,
        "excerpt": "apacitated, or Restrained condition. If the creature's legs are bound, the creature has the Restrained condition until it escapes. Escaping the Rope requires the cr"
      },
      {
        "document": 468,
        "excerpt": "a DC 13 Strength (Athletics) check. If the creature's legs are bound, the creature has the Restrained condition until it escapes. Escaping the Chain requires the c"
      },
      {
        "document": 791,
        "excerpt": "Legs extend, allowing the apparatus to walk and swim."
      },
      {
        "document": 1158,
        "excerpt": "target counts as three. Each target animates, sprouts legs, and becomes a Construct that uses the Animated Object stat block; this creature is under your control u"
      },
      {
        "document": 1509,
        "excerpt": "0; Speed 30 ft., Swim 30 ft. (or 0 ft. for both if the legs aren't extended); Immunity to Poison and Psychic damage. To be used as a vehicle, the apparatus require"
      }
    ],
    "legume": [
      {
        "document": 1302,
        "excerpt": "V, S, M (a legume seed)"
      }
    ],
    "lemure": [
      {
        "document": 1948,
        "excerpt": "Lemure"
      }
    ],
    "length": [
      {
        "document": 308,
        "excerpt": "reaks free of the trap, its movement is limited by the length of the chain (typically 3 feet). A creature can use its action to make a DC 13 Strength (Athletics) chec"
      },
      {
        "document": 500,
        "excerpt": "A spell's duration is the length of time the spell persists after it is cast. A duration typically takes one of the following forms: Con"
      },
      {
        "document": 594,
        "excerpt": "creator chooses. A Cone's width at any point along its length is equal to that point's distance from the point of origin. For example, a Cone is 15 feet wide at a poi"
      },
      {
        "document": 601,
        "excerpt": "t that creates a Cube specifies its size, which is the length of each side. A Cube's point of origin isn't included in the area of effect unless its creator decides"
      },
      {
        "document": 656,
        "excerpt": "ds from a point of origin in a straight path along its length and covers an area defined by its width. The effect that creates a Line specifies its length and width."
      },
      {
        "document": 1153,
        "excerpt": "ht, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a member of anoth"
      },
      {
        "document": 1475,
        "excerpt": "a ramp. If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create batt"
      },
      {
        "document": 1694,
        "excerpt": "to a climbing pole up to 50 feet long (you specify the length), though the rod's buttons remain within your reach. In surfaces as hard as granite, a spike at the bott"
      },
      {
        "document": 1698,
        "excerpt": "Wondrous Item, Uncommon This 60-foot length of rope can hold up to 3,000 pounds. While holding one end of the rope, you can take a Magic action to c"
      }
    ],
    "lengthens": [
      {
        "document": 1694,
        "excerpt": "point springs from the rod's tip, and the rod's handle lengthens into a 6-foot haft, transforming the rod into a magic Spear that grants a +3 bonus to attack rolls and d"
      }
    ],
    "lens": [
      {
        "document": 266,
        "excerpt": "op made from bone 67 A gold monocle frame without the lens 68 A l-inch cube, each side a different color 69 A crystal doorknob 70 A packet filled with pink dust"
      }
    ],
    "lenses": [
      {
        "document": 1576,
        "excerpt": "us Item, Uncommon (Requires Attunement) These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 or more charges to cast Cha"
      },
      {
        "document": 1577,
        "excerpt": "Wondrous Item, Uncommon These crystal lenses fit over the eyes. While wearing them, your vision improves significantly out to a range of 1 foot, gran"
      },
      {
        "document": 1578,
        "excerpt": "Wondrous Item, Uncommon These crystal lenses fit over the eyes. While wearing them, you have Advantage on Wisdom (Perception) checks that rely on sig"
      },
      {
        "document": 1592,
        "excerpt": "Wondrous Item, Uncommon While wearing these dark lenses, you have Darkvision out to 60 feet. If you already have Darkvision, wearing the goggles increases its r"
      }
    ],
    "less": [
      {
        "document": 77,
        "excerpt": "r turn, you can move a distance equal to your Speed or less. Or you can decide not to move. Your movement can include climbing, crawling, jumping, and swimming (ea"
      },
      {
        "document": 228,
        "excerpt": "ret or derived from other planes of existence and thus less widespread in the worlds of the Material Plane. Some features let a character learn a rare language. Ra"
      },
      {
        "document": 520,
        "excerpt": "Needs per Day table. A creature that eats but consumes less than half the required food for a day must succeed on a DC 10 Constitution saving throw or gain 1 Exhaus"
      },
      {
        "document": 548,
        "excerpt": "s how much farther you can move. If the result is 0 or less, you can't use the new speed during the current move. For example, if you have a Speed of 30 and a Fly S"
      },
      {
        "document": 580,
        "excerpt": "The GM might decide that some damage types are more or less effective against an object. For example, Bludgeoning damage works well for smashing things but not for"
      },
      {
        "document": 615,
        "excerpt": "the Water Needs per Day table. A creature that drinks less than half the required water for a day gains 1 Exhaustion level at the day's end. Exhaustion caused by d"
      },
      {
        "document": 643,
        "excerpt": "Points than your Hit Point maximum, and you can't have less than 0. See also \"Breaking Objects\" and \"Playing the Game\" (\"Damage and Healing\")."
      },
      {
        "document": 688,
        "excerpt": "o the nature of their vocation, adventurers tend to be less susceptible to fear and mental stress than common folk. Whereas a farmer might flee in terror from a bea"
      },
      {
        "document": 691,
        "excerpt": "pace if any group member's Speed is reduced to half or less of normal."
      },
      {
        "document": 962,
        "excerpt": "total for a Strength check or Strength saving throw is less than your Strength score, you can use that score in place of the total."
      },
      {
        "document": 975,
        "excerpt": "ll slots can have a combined level that is equal to or less than half your Druid level (round up), and none of them can be level 6+. For example, if you're a level"
      },
      {
        "document": 1170,
        "excerpt": "a Beast or Plant creature with an Intelligence of 3 or less or a natural plant that isn't a creature. The target gains an Intelligence of 10 and the ability to spe"
      },
      {
        "document": 1236,
        "excerpt": "pell on the target if the spell's level is equal to or less than the level of the spell slot you use."
      },
      {
        "document": 1252,
        "excerpt": "s with its reduced weapons or Unarmed Strikes deal 1d4 less damage on a hit (this can't reduce the damage below 1)."
      },
      {
        "document": 1328,
        "excerpt": "sed in the casting and an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an Invisible mark on that object and invisib"
      },
      {
        "document": 1381,
        "excerpt": "ast you choose that has a Challenge Rating equal to or less than the target's (or the target's level if it doesn't have a Challenge Rating). The target's game stati"
      },
      {
        "document": 1463,
        "excerpt": "ind you choose that has a Challenge Rating equal to or less than the target's Challenge Rating or level. The target's game statistics are replaced by the stat block"
      },
      {
        "document": 1627,
        "excerpt": "his NPC until they or someone else reveals it. Nothing less than a Wish spell or divine intervention can end the NPC's hostility toward you. Ruin. All forms of wea"
      },
      {
        "document": 1753,
        "excerpt": "save DC of 15. If a spell's maximum range is normally less than 120 feet, it becomes 120 feet when cast from the wand. If an effect has multiple possible subjects,"
      }
    ],
    "lesser": [
      {
        "document": 677,
        "excerpt": "ends. Fighting the Contagion. Magic such as a Heal or Lesser Restoration spell ends the contagion immediately. A character who is proficient with an Herbalism Kit ca"
      },
      {
        "document": 692,
        "excerpt": "pressed with the Calm Emotions spell or removed by the Lesser Restoration spell. Long-Term Effects. The character has Disadvantage on some or all ability checks for"
      },
      {
        "document": 775,
        "excerpt": "Lesser Restoration"
      },
      {
        "document": 831,
        "excerpt": "Lesser Restoration"
      },
      {
        "document": 844,
        "excerpt": "Lesser Restoration"
      },
      {
        "document": 851,
        "excerpt": "Lesser Restoration"
      },
      {
        "document": 900,
        "excerpt": "Lesser Restoration"
      },
      {
        "document": 909,
        "excerpt": "Aid, Bless, Cure Wounds, Lesser Restoration"
      },
      {
        "document": 912,
        "excerpt": "Lesser Restoration"
      },
      {
        "document": 1334,
        "excerpt": "Lesser Restoration"
      },
      {
        "document": 1566,
        "excerpt": "ss. The effect also ends on any creature targeted by a Lesser Restoration spell."
      },
      {
        "document": 1835,
        "excerpt": "Divine Aid (2/Day). The couatl casts Bless, Lesser Restoration, or Sanctuary, requiring no spell components and using the same spellcasting ability as Spel"
      },
      {
        "document": 1843,
        "excerpt": "Divine Aid (2/Day). The deva casts Cure Wounds, Lesser Restoration, or Remove Curse, using the same spellcasting ability as Spellcasting."
      },
      {
        "document": 1987,
        "excerpt": "(2/Day). The planetar casts Cure Wounds, Invisibility, Lesser Restoration, or Remove Curse, using the same spellcasting ability as Spellcasting."
      },
      {
        "document": 1992,
        "excerpt": "The priest casts Bless, Dispel Magic, Healing Word, or Lesser Restoration, using the same spellcasting ability as Spellcasting."
      },
      {
        "document": 2022,
        "excerpt": "3/Day). The solar casts Cure Wounds (level 2 version), Lesser Restoration, or Remove Curse, using the same spellcasting ability as Spellcasting."
      },
      {
        "document": 2053,
        "excerpt": "nother creature with its horn and casts Cure Wounds or Lesser Restoration on that creature, using the same spellcasting ability as Spellcasting."
      }
    ],
    "lessons": [
      {
        "document": 972,
        "excerpt": "hat imbue you with an abiding magical ability or other lessons. You gain one invocation of your choice, such as Pact of the Tome. Invocations are described in the “Eld"
      }
    ],
    "lest": [
      {
        "document": 712,
        "excerpt": "Traps should be used sparingly, lest they lose their charm. A hidden pit can be a fun surprise, but too many traps in an adventure can lead p"
      }
    ],
    "let": [
      {
        "document": 24,
        "excerpt": "of attack rolls. Attack Roll Abilities Some features let you use different ability modifiers from those listed. For example, the Finesse property (see “Equipment"
      },
      {
        "document": 44,
        "excerpt": "Various class features, spells, and other abilities let you take an additional action on your turn called a Bonus Action. The Cunning Action feature, for examp"
      },
      {
        "document": 84,
        "excerpt": "Some other actions, Bonus Actions, and Reactions also let you make an attack. Whether you strike with a Melee weapon, fire a Ranged weapon,"
      },
      {
        "document": 227,
        "excerpt": "Let your character's background and species inspire how you imagine their past. That past fed into the chara"
      },
      {
        "document": 228,
        "excerpt": "ead in the worlds of the Material Plane. Some features let a character learn a rare language. Rare Languages *Primordial includes the Aquan, Auran, Ignan, and Te"
      },
      {
        "document": 982,
        "excerpt": "f arms. These paladins share the following tenets: - Let your word be your promise. - Protect the weak and never fear to act. - Let your honorable deeds be an ex"
      },
      {
        "document": 1274,
        "excerpt": "e to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke it again as a Bonus Action. As a Magic action, you ca"
      },
      {
        "document": 1424,
        "excerpt": ". The spell ends early if you cast it again or if you let go of the weapon. Cantrip Upgrade. The damage die changes when you reach levels 5 (d10), 11 (d12), and"
      }
    ],
    "lethal": [
      {
        "document": 727,
        "excerpt": "High Difficulty. A high-difficulty encounter could be lethal for one or more characters. To survive it, the characters will need smart tactics, quick thinking, and m"
      },
      {
        "document": 985,
        "excerpt": "You gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an Unarmed Strike, you can expend 4 Focus Poi"
      }
    ],
    "lethargy": [
      {
        "document": 1306,
        "excerpt": "peed of 0 until the end of its next turn, as a wave of lethargy washes over it."
      },
      {
        "document": 1660,
        "excerpt": "Concentration required) without suffering the wave of lethargy that typically occurs when the effect ends. This potion's yellow fluid is streaked with black and swirl"
      }
    ],
    "lets": [
      {
        "document": 24,
        "excerpt": "d. For example, the Finesse property (see “Equipment”) lets you use Strength or Dexterity with a weapon that has that property."
      },
      {
        "document": 33,
        "excerpt": "ve Advantage or Disadvantage and something in the game lets you reroll or replace the d20, you can reroll or replace only one die, not both. You choose which one."
      },
      {
        "document": 40,
        "excerpt": "Proficiency in a saving throw lets a character add their Proficiency Bonus to saves that use a particular ability. For example, proficiency"
      },
      {
        "document": 54,
        "excerpt": "an area, as defined below. Bright Light. Bright Light lets most creatures see normally. Even gloomy days provide Bright Light, as do torches, lanterns, fires, and"
      },
      {
        "document": 96,
        "excerpt": "ount it. In contrast, an independent mount - one that lets you ride but ignores your control - retains its place in the Initiative order and moves and acts as it l"
      },
      {
        "document": 254,
        "excerpt": "ead of gaining a level in your current class. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in a s"
      },
      {
        "document": 409,
        "excerpt": "on. To use that property, you must have a feature that lets you use it."
      },
      {
        "document": 535,
        "excerpt": "ct. To do so, you take this action on your turn, which lets you act by taking a Reaction before the start of your next turn. First, you decide what perceivable cir"
      },
      {
        "document": 542,
        "excerpt": "an effect, such as Wild Shape or the Polymorph spell, lets you shape-shift, its description specifies what happens to you. Unless that description says otherwise,"
      },
      {
        "document": 600,
        "excerpt": "ss of any modifiers or the target's AC. A Critical Hit lets you roll extra dice for the attack's damage against the target. Roll all of the attack's damage dice twi"
      },
      {
        "document": 1182,
        "excerpt": "t perceive you unless they have a special ability that lets them perceive things on the Ethereal Plane. You return to the other plane at the start of your next tur"
      }
    ],
    "letter": [
      {
        "document": 226,
        "excerpt": "character sheet as well (you may write just the first letter of your size)."
      }
    ],
    "letting": [
      {
        "document": 49,
        "excerpt": "For example, if the group needs to trick a guard into letting them into a castle, the Rogue who is proficient in Deception should lead the discussion."
      },
      {
        "document": 1699,
        "excerpt": "he Restrained condition. You can release the target by letting go of your end of the rope (causing the rope to coil up in the target's space) or by using a Bonus Actio"
      }
    ],
    "level": [
      {
        "document": 123,
        "excerpt": "spell is cast at the lowest possible spell and caster level, doesn't expend any of the user's spell slots, and requires no components unless the item's description"
      },
      {
        "document": 175,
        "excerpt": "re an attack roll). Unless noted otherwise, a spell of level 1 or higher is always cast at its lowest possible level and can't be cast at a higher level. A monster'"
      },
      {
        "document": 239,
        "excerpt": "class's feature table in \"Classes,\" and write down the level 1 features. The class features are detailed there too. Some class features offer choices. Make sure to"
      },
      {
        "document": 241,
        "excerpt": "stitution modifier determine your Hit Point maximum at level 1, as shown on the Level 1 Hit Points by Class table. Level 1 Hit Points by Class The character sheet"
      },
      {
        "document": 242,
        "excerpt": "Level Advancement"
      },
      {
        "document": 243,
        "excerpt": "Gaining a Level"
      },
      {
        "document": 244,
        "excerpt": "With each new level, characters acquire new capabilities that equip them to handle greater challenges. As characters advance"
      },
      {
        "document": 248,
        "excerpt": "In tier 3, characters have reached a level of power that makes them special among adventurers. At level 11, many spellcasters learn reality-alterin"
      },
      {
        "document": 250,
        "excerpt": "Your GM might start your group's characters at a level higher than 1. It is particularly recommended to start at level 3 if your group is composed of seasoned"
      },
      {
        "document": 251,
        "excerpt": "Creating a higher-level character uses the same character-creation steps outlined in this chapter and the rules for advancing be"
      },
      {
        "document": 252,
        "excerpt": "Bonus Feats at Level 20"
      },
      {
        "document": 253,
        "excerpt": "ter starts with more than the standard equipment for a level 1 character, possibly even one or more magic items. The Starting Equipment at Higher Levels table is a g"
      },
      {
        "document": 254,
        "excerpt": "sses. With this rule, you have the option of gaining a level in a new class whenever you advance in level instead of gaining a level in your current class. Doing so"
      },
      {
        "document": 256,
        "excerpt": "The Experience Point cost to gain a level is based on your total character level, not your level in a particular class, as shown in the Character"
      },
      {
        "document": 257,
        "excerpt": "ew class as described for levels after 1. You gain the level 1 Hit Points for a class only when your total character level is 1. Add together the Hit Dice granted b"
      },
      {
        "document": 259,
        "excerpt": "our Proficiency Bonus is based on your total character level, not your level in a particular class, as shown in the Character Advancement table. For example, if you"
      },
      {
        "document": 260,
        "excerpt": "When you gain your first level in a class other than your initial class, you gain only some of the new class's starting proficiencies,"
      },
      {
        "document": 261,
        "excerpt": "When you gain a new level in a class, you get its features for that level. A few features have additional rules when you're multic"
      },
      {
        "document": 264,
        "excerpt": "re a single-classed member of that class. If you are a level 4 Ranger / level 3 Sorcerer, for example, you can prepare five level 1 Ranger spells, and you can prepar"
      },
      {
        "document": 268,
        "excerpt": "Write Your Level"
      },
      {
        "document": 271,
        "excerpt": "s (described in “Playing the Game”), which is +2 for a level 1 character. Note this number on your character sheet. You’ll fill in other numbers connected to these p"
      },
      {
        "document": 274,
        "excerpt": "he Druid spell list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column, C means the sp"
      },
      {
        "document": 275,
        "excerpt": "Paladin spell list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column, C means the sp"
      },
      {
        "document": 276,
        "excerpt": "e Ranger spell list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column, C means the sp"
      },
      {
        "document": 277,
        "excerpt": "Sorcerer spell list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column, C means the sp"
      },
      {
        "document": 278,
        "excerpt": "Warlock spell list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column, C means the sp"
      },
      {
        "document": 279,
        "excerpt": "e Wizard spell list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column, C means the sp"
      },
      {
        "document": 280,
        "excerpt": "the Bard spell list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column, C means the sp"
      },
      {
        "document": 281,
        "excerpt": "e Cleric spell list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column, C means the sp"
      },
      {
        "document": 302,
        "excerpt": "rerequisite includes a class, you must have at least 1 level in that class to take the feat. Benefit. The benefits of a feat are detailed after any prerequisites ar"
      },
      {
        "document": 323,
        "excerpt": "ou can take the Utilize action to pour an Oil flask on level ground to cover a 5-foot-square area within 5 feet of yourself. If lit, the oil burns until the end of t"
      },
      {
        "document": 344,
        "excerpt": "Spell Scroll (Cantrip, 30 GP; Level 1, 50 GP)"
      },
      {
        "document": 369,
        "excerpt": "You support yourself at an average level."
      },
      {
        "document": 376,
        "excerpt": "ted in the Spellcasting Services table. The higher the level of a desired spell, the harder it is to find someone to cast it. Spellcasting Services ---"
      },
      {
        "document": 393,
        "excerpt": "scroll takes an amount of time and money based on the level of the spell, as shown in the Spell Scroll Costs table. For each day of inscription, you must work for 8"
      },
      {
        "document": 396,
        "excerpt": "version on the scroll works as if the caster were your level. Spell Scroll Costs ---"
      },
      {
        "document": 451,
        "excerpt": "Ball Bearings from their pouch. They spread to cover a level, 10-foot-square area within 10 feet of yourself. A creature that enters this area for the first time on"
      },
      {
        "document": 487,
        "excerpt": "Using a Higher-Level Spell Slot"
      },
      {
        "document": 508,
        "excerpt": "If you have a list of level 1+ spells you prepare, your spellcasting feature specifies when you can change the list and the number o"
      },
      {
        "document": 512,
        "excerpt": "Spell Level"
      },
      {
        "document": 513,
        "excerpt": "ng, so a spellcaster can cast only a limited number of level 1+ spells before resting. Spell slots are the main way a spellcaster's magical potential is represented."
      },
      {
        "document": 517,
        "excerpt": "ion Reduced. If you have the Exhaustion condition, its level decreases by 1. Special Feature. Some features are recharged by a Long Rest. If you have such a feature"
      },
      {
        "document": 520,
        "excerpt": "a DC 10 Constitution saving throw or gain 1 Exhaustion level at the day's end. A creature that eats nothing for 5 days automatically gains 1 Exhaustion level at the"
      },
      {
        "document": 527,
        "excerpt": "ntage on them, decrease the score by 5. For example, a level 1 character with a Wisdom of 15 and proficiency in Perception has a Passive Perception of 14 ( 10 + 2 +"
      },
      {
        "document": 537,
        "excerpt": "he ritual version of a spell can't be cast at a higher level. See also \"Spells.\""
      },
      {
        "document": 557,
        "excerpt": "uns out of breath or is choking, it gains 1 Exhaustion level at the end of each of its turns. When a creature can breathe again, it removes all levels of Exhaustion"
      },
      {
        "document": 585,
        "excerpt": "A cantrip is a level 0 spell, which is cast without a spell slot. See also “Spells.”"
      },
      {
        "document": 587,
        "excerpt": "characters. Compare a monster's CR to the characters' level. If the CR is higher, the monster is likely a danger. If the CR is lower, the monster likely poses littl"
      },
      {
        "document": 613,
        "excerpt": "ed with any Exhaustion levels, it returns with 1 fewer level. If the creature had Attunement to one or more magic items, it is no longer attuned to them."
      },
      {
        "document": 615,
        "excerpt": "n half the required water for a day gains 1 Exhaustion level at the day's end. Exhaustion caused by dehydration can't be removed until the creature drinks the full a"
      },
      {
        "document": 626,
        "excerpt": "s XP total crosses certain thresholds, the character's level increases. See also “Level Advancement.”"
      },
      {
        "document": 666,
        "excerpt": "r curses. A curse that lasts for 1 minute equates to a level 3 spell, while one that lasts until dispelled equates to a level 9 spell."
      },
      {
        "document": 675,
        "excerpt": "ter infection: Fever. The creature gains 1 Exhaustion level, which lasts until the contagion ends on the creature. Uncontrollable Laughter. While the creature has"
      },
      {
        "document": 676,
        "excerpt": "r infection: Fatigue. The creature gains 1 Exhaustion level. Weakness. While the creature has any Exhaustion levels, it regains only half the normal number of Hit"
      },
      {
        "document": 678,
        "excerpt": "a DC 10 Constitution saving throw or gain 1 Exhaustion level."
      },
      {
        "document": 679,
        "excerpt": "ing throw at the end of each hour or gain 1 Exhaustion level. Creatures that have Resistance or Immunity to Cold damage automatically succeed on the save."
      },
      {
        "document": 681,
        "excerpt": "ing throw at the end of each hour or gain 1 Exhaustion level. The DC is 5 for the first hour and increases by 1 for each additional hour. Creatures wearing Medium or"
      },
      {
        "document": 682,
        "excerpt": "a DC 10 Constitution saving throw or gain 1 Exhaustion level. Creatures with Resistance or Immunity to Cold damage automatically succeed on the save, as do creatures"
      },
      {
        "document": 684,
        "excerpt": "veling at altitudes of 10,000 feet or higher above sea level is taxing for most creatures because of the reduced amount of oxygen in the air. Each hour such a creatu"
      },
      {
        "document": 702,
        "excerpt": "ed on a Constitution saving throw or gain 1 Exhaustion level. The DC is 10 plus 1 for each hour past 8 hours."
      },
      {
        "document": 714,
        "excerpt": "Use caution when introducing a trap to characters of a level lower than the trap's level range. A trap that is a nuisance at one level range could be deadly to chara"
      },
      {
        "document": 726,
        "excerpt": "g guidelines to create a combat encounter of a desired level of difficulty."
      },
      {
        "document": 727,
        "excerpt": "ficulty challenge for a party of four characters whose level equals the monster's Challenge Rating. Moderate Difficulty. Absent healing and other resources, an enco"
      },
      {
        "document": 728,
        "excerpt": "udget per Character table, cross-reference the party's level with the desired encounter difficulty. Multiply the number in the table by the number of characters in t"
      },
      {
        "document": 729,
        "excerpt": "below: Example 1. A low-difficulty encounter for four level 1 characters has an XP budget of 50 × 4 , for a total of 200 XP. With that, you could build any of the f"
      },
      {
        "document": 731,
        "excerpt": "is guideline is especially important for characters of level 1 or 2."
      },
      {
        "document": 736,
        "excerpt": "ncludes a creature whose CR is higher than the party's level, be aware that such a creature might deal enough damage with a single action to take out one or more cha"
      },
      {
        "document": 737,
        "excerpt": "If a monster has a feature that lower-level characters can't easily overcome, consider not adding that monster to an encounter for characters whose"
      },
      {
        "document": 743,
        "excerpt": "Level or CR"
      },
      {
        "document": 762,
        "excerpt": "Cure Wounds (level 2 version)"
      },
      {
        "document": 770,
        "excerpt": "Spell Level"
      },
      {
        "document": 771,
        "excerpt": "Spell Level"
      },
      {
        "document": 775,
        "excerpt": "1 charge per spell level (maximum 4 for a level 4 spell)"
      },
      {
        "document": 776,
        "excerpt": "Fireball (level 5 version)"
      },
      {
        "document": 778,
        "excerpt": "Fireball (level 7 version)"
      },
      {
        "document": 802,
        "excerpt": "Cure Wounds (level 9 version)"
      },
      {
        "document": 813,
        "excerpt": "Level 1 Hit Points by Class"
      },
      {
        "document": 814,
        "excerpt": "Level"
      },
      {
        "document": 815,
        "excerpt": "Hit Points per Level"
      },
      {
        "document": 816,
        "excerpt": "Starting Level"
      },
      {
        "document": 819,
        "excerpt": "Spell Slots per Spell Level"
      },
      {
        "document": 822,
        "excerpt": "Druid Level"
      },
      {
        "document": 823,
        "excerpt": "Druid Level"
      },
      {
        "document": 824,
        "excerpt": "Proficiency Level"
      },
      {
        "document": 826,
        "excerpt": "Druid Level"
      },
      {
        "document": 827,
        "excerpt": "Druid Level"
      },
      {
        "document": 828,
        "excerpt": "Druid Level"
      },
      {
        "document": 829,
        "excerpt": "Cantrips (Level 0 Druid Spells)"
      },
      {
        "document": 830,
        "excerpt": "Level 1 Druid Spells"
      },
      {
        "document": 831,
        "excerpt": "Level 2 Druid Spells"
      },
      {
        "document": 832,
        "excerpt": "Level 3 Druid Spells"
      },
      {
        "document": 833,
        "excerpt": "Level 4 Druid Spells"
      },
      {
        "document": 834,
        "excerpt": "Level 5 Druid Spells"
      },
      {
        "document": 835,
        "excerpt": "Level 6 Druid Spells"
      },
      {
        "document": 836,
        "excerpt": "Level 7 Druid Spells"
      },
      {
        "document": 837,
        "excerpt": "Level 8 Druid Spells"
      },
      {
        "document": 838,
        "excerpt": "Level 9 Druid Spells"
      },
      {
        "document": 839,
        "excerpt": "Level"
      },
      {
        "document": 840,
        "excerpt": "Level"
      },
      {
        "document": 841,
        "excerpt": "Paladin Level"
      },
      {
        "document": 842,
        "excerpt": "Level"
      },
      {
        "document": 843,
        "excerpt": "Level 1 Paladin Spells"
      },
      {
        "document": 844,
        "excerpt": "Level 2 Paladin Spells"
      },
      {
        "document": 845,
        "excerpt": "Level 3 Paladin Spells"
      },
      {
        "document": 846,
        "excerpt": "Level 4 Paladin Spells"
      },
      {
        "document": 847,
        "excerpt": "Level 5 Paladin Spells"
      },
      {
        "document": 848,
        "excerpt": "Level"
      },
      {
        "document": 849,
        "excerpt": "Level"
      },
      {
        "document": 850,
        "excerpt": "Level 1 Ranger Spells"
      },
      {
        "document": 851,
        "excerpt": "Level 2 Ranger Spells"
      },
      {
        "document": 852,
        "excerpt": "Level 3 Ranger Spells"
      },
      {
        "document": 853,
        "excerpt": "Level 4 Ranger Spells"
      },
      {
        "document": 854,
        "excerpt": "Level 5 Ranger Spells"
      },
      {
        "document": 855,
        "excerpt": "Level"
      },
      {
        "document": 856,
        "excerpt": "Spell Slot Level"
      },
      {
        "document": 857,
        "excerpt": "Sorcerer Level"
      },
      {
        "document": 858,
        "excerpt": "Level"
      },
      {
        "document": 859,
        "excerpt": "Cantrips (Level 0 Sorcerer Spells)"
      },
      {
        "document": 860,
        "excerpt": "Level 1 Sorcerer Spells"
      },
      {
        "document": 861,
        "excerpt": "Level 2 Sorcerer Spells"
      },
      {
        "document": 862,
        "excerpt": "Level 2 Sorcerer Spells"
      },
      {
        "document": 863,
        "excerpt": "Level 3 Sorcerer Spells"
      },
      {
        "document": 864,
        "excerpt": "Level 4 Sorcerer Spells"
      },
      {
        "document": 865,
        "excerpt": "Level 5 Sorcerer Spells"
      },
      {
        "document": 866,
        "excerpt": "Level 6 Sorcerer Spells"
      },
      {
        "document": 867,
        "excerpt": "Level 7 Sorcerer Spells"
      },
      {
        "document": 868,
        "excerpt": "Level 8 Sorcerer Spells"
      },
      {
        "document": 869,
        "excerpt": "Level 9 Sorcerer Spells"
      },
      {
        "document": 870,
        "excerpt": "Warlock Level"
      },
      {
        "document": 871,
        "excerpt": "Level"
      },
      {
        "document": 872,
        "excerpt": "Cantrips (Level 0 Warlock Spells)"
      },
      {
        "document": 873,
        "excerpt": "Level 1 Warlock Spells"
      },
      {
        "document": 874,
        "excerpt": "Level 2 Warlock Spells"
      },
      {
        "document": 875,
        "excerpt": "Level 3 Warlock Spells"
      },
      {
        "document": 876,
        "excerpt": "Level 3 Warlock Spells"
      },
      {
        "document": 877,
        "excerpt": "Level 4 Warlock Spells"
      },
      {
        "document": 878,
        "excerpt": "Level 5 Warlock Spells"
      },
      {
        "document": 879,
        "excerpt": "Level 6 Warlock Spells"
      },
      {
        "document": 880,
        "excerpt": "Level 7 Warlock Spells"
      },
      {
        "document": 881,
        "excerpt": "Level 8 Warlock Spells"
      },
      {
        "document": 882,
        "excerpt": "Level 9 Warlock Spells"
      },
      {
        "document": 883,
        "excerpt": "Level"
      },
      {
        "document": 884,
        "excerpt": "Cantrips (Level 0 Wizard Spells)"
      },
      {
        "document": 885,
        "excerpt": "Cantrips (Level 0 Wizard Spells)"
      },
      {
        "document": 886,
        "excerpt": "Level 1 Wizard Spells"
      },
      {
        "document": 887,
        "excerpt": "Level 2 Wizard Spells"
      },
      {
        "document": 888,
        "excerpt": "Level 3 Wizard Spells"
      },
      {
        "document": 889,
        "excerpt": "Level 3 Wizard Spells"
      },
      {
        "document": 890,
        "excerpt": "Level 4 Wizard Spells"
      },
      {
        "document": 891,
        "excerpt": "Level 5 Wizard Spells"
      },
      {
        "document": 892,
        "excerpt": "Level 6 Wizard Spells"
      },
      {
        "document": 893,
        "excerpt": "Level 7 Wizard Spells"
      },
      {
        "document": 894,
        "excerpt": "Level 8 Wizard Spells"
      },
      {
        "document": 895,
        "excerpt": "Level 9 Wizard Spells"
      },
      {
        "document": 896,
        "excerpt": "Level"
      },
      {
        "document": 897,
        "excerpt": "Cantrips (Level 0 Bard Spells)"
      },
      {
        "document": 898,
        "excerpt": "Cantrips (Level 0 Bard Spells)"
      },
      {
        "document": 899,
        "excerpt": "Level 1 Bard Spells"
      },
      {
        "document": 900,
        "excerpt": "Level 2 Bard Spells"
      },
      {
        "document": 901,
        "excerpt": "Level 3 Bard Spells"
      },
      {
        "document": 902,
        "excerpt": "Level 4 Bard Spells"
      },
      {
        "document": 903,
        "excerpt": "Level 5 Bard Spells"
      },
      {
        "document": 904,
        "excerpt": "Level 6 Bard Spells"
      },
      {
        "document": 905,
        "excerpt": "Level 7 Bard Spells"
      },
      {
        "document": 906,
        "excerpt": "Level 8 Bard Spells"
      },
      {
        "document": 907,
        "excerpt": "Level 9 Bard Spells"
      },
      {
        "document": 908,
        "excerpt": "-Spell Slots per Spell Level-"
      },
      {
        "document": 909,
        "excerpt": "Cleric Level"
      },
      {
        "document": 910,
        "excerpt": "Cantrips (Level 0 Cleric Spells)"
      },
      {
        "document": 911,
        "excerpt": "Level 1 Cleric Spells"
      },
      {
        "document": 912,
        "excerpt": "Level 2 Cleric Spells"
      },
      {
        "document": 913,
        "excerpt": "Level 3 Cleric Spells"
      },
      {
        "document": 914,
        "excerpt": "Level 4 Cleric Spells"
      },
      {
        "document": 915,
        "excerpt": "Level 5 Cleric Spells"
      },
      {
        "document": 916,
        "excerpt": "Level 6 Cleric Spells"
      },
      {
        "document": 917,
        "excerpt": "Level 7 Cleric Spells"
      },
      {
        "document": 918,
        "excerpt": "Level 8 Cleric Spells"
      },
      {
        "document": 919,
        "excerpt": "Level 9 Cleric Spells"
      },
      {
        "document": 925,
        "excerpt": "Spell Level"
      },
      {
        "document": 926,
        "excerpt": "Spell Level"
      },
      {
        "document": 930,
        "excerpt": "Spell Scroll (Level 1)"
      },
      {
        "document": 937,
        "excerpt": "Gain a level"
      },
      {
        "document": 960,
        "excerpt": "Party’s Level"
      },
      {
        "document": 962,
        "excerpt": "D12 per Barbarian level"
      },
      {
        "document": 963,
        "excerpt": "D8 per Bard level"
      },
      {
        "document": 964,
        "excerpt": "D8 per Cleric level"
      },
      {
        "document": 965,
        "excerpt": "D8 per Druid level"
      },
      {
        "document": 966,
        "excerpt": "D10 per Fighter level"
      },
      {
        "document": 967,
        "excerpt": "D8 per Monk level"
      },
      {
        "document": 968,
        "excerpt": "D10 per Paladin level"
      },
      {
        "document": 969,
        "excerpt": "D10 per Ranger level"
      },
      {
        "document": 970,
        "excerpt": "D8 per Rogue level"
      },
      {
        "document": 971,
        "excerpt": "D6 per Sorcerer level"
      },
      {
        "document": 972,
        "excerpt": "D8 per Warlock level"
      },
      {
        "document": 973,
        "excerpt": "D6 per Wizard level"
      },
      {
        "document": 975,
        "excerpt": "chosen type; you have the spells listed for your Druid level and lower prepared. Arid Land Polar Land Temperate Land Tropical Land"
      },
      {
        "document": 976,
        "excerpt": "e chosen spells prepared, and whenever you gain a Bard level, you can replace one of the spells with another spell that meets these requirements."
      },
      {
        "document": 977,
        "excerpt": "d it increases by 1 whenever you gain another Sorcerer level. Parts of you are also covered by dragon-like scales. While you aren't wearing armor, your base Armor C"
      },
      {
        "document": 978,
        "excerpt": "Evocation school, each of which must be no higher than level 2, and add them to your spellbook for free. In addition, whenever you gain access to a new level of spe"
      },
      {
        "document": 979,
        "excerpt": "ints equal to your Charisma modifier plus your Warlock level (minimum of 1 Temporary Hit Point). You also gain this benefit if someone else reduces an enemy within 1"
      },
      {
        "document": 981,
        "excerpt": "he additional Hit Points equal 2 plus the spell slot's level."
      },
      {
        "document": 982,
        "excerpt": "ys have certain spells ready; when you reach a Paladin level specified in the Oath of Devotion Spells table, you thereafter always have the listed spells prepared."
      },
      {
        "document": 984,
        "excerpt": "ability for the spell. If the spell is a cantrip or a level 1 spell, you can cast it reliably. If the scroll contains a higher-level spell, you must first succeed o"
      },
      {
        "document": 985,
        "excerpt": "ns, which last for a number of days equal to your Monk level. The vibrations are harmless unless you take an action to end them. Alternatively, when you take the Att"
      },
      {
        "document": 986,
        "excerpt": "When you reach character level 5, you can channel draconic magic to give yourself temporary flight. As a Bonus Action, you sprout spect"
      },
      {
        "document": 987,
        "excerpt": "by 1, and it increases by 1 again whenever you gain a level."
      },
      {
        "document": 988,
        "excerpt": "a lineage from the Elven Lineages table. You gain the level 1 benefit of that lineage. When you reach character levels 3 and 5, you learn a higher-level spell, as"
      },
      {
        "document": 990,
        "excerpt": "Starting at character level 5, you can change your size to Large as a Bonus Action if you're in a big enough space. This transformat"
      },
      {
        "document": 992,
        "excerpt": "illed is recommended. Fiendish Legacies | Legacy | Level 1 | Level 3 | Level 5"
      },
      {
        "document": 994,
        "excerpt": "legacy from the Fiendish Legacies table. You gain the level 1 benefit of the chosen legacy. When you reach character levels 3 and 5, you learn a higher-level spell"
      },
      {
        "document": 999,
        "excerpt": "Level 4+"
      },
      {
        "document": 1002,
        "excerpt": "Level 19+"
      },
      {
        "document": 1003,
        "excerpt": "Level 19+"
      },
      {
        "document": 1004,
        "excerpt": "Level 19+"
      },
      {
        "document": 1005,
        "excerpt": "Level 19+"
      },
      {
        "document": 1006,
        "excerpt": "Level 19+, Spellcasting Feature"
      },
      {
        "document": 1007,
        "excerpt": "Level 19+"
      },
      {
        "document": 1008,
        "excerpt": "Level 19+"
      },
      {
        "document": 1010,
        "excerpt": "Level 4+, Strength or Dexterity 13+"
      },
      {
        "document": 1012,
        "excerpt": "his feat's spells (choose when you select this feat). Level 1 Spell. Choose a level 1 spell from the same list you selected for this feat's cantrips. You always hav"
      },
      {
        "document": 1134,
        "excerpt": "Spell Scroll (Level 1)"
      },
      {
        "document": 1149,
        "excerpt": "Level 2 Evocation (Wizard) Casting Time: Action Range: 90 feet Components: V, S, M (powdered rhubarb leaf) Du"
      },
      {
        "document": 1151,
        "excerpt": "Level 2 Abjuration (Bard, Cleric, Druid, Paladin, Ranger) Casting Time: Action Range: 30 feet Components: V,"
      },
      {
        "document": 1152,
        "excerpt": "Level 1 Abjuration (Ranger, Wizard) Casting Time: 1 minute or Ritual Range: 30 feet Components: V, S, M (a be"
      },
      {
        "document": 1153,
        "excerpt": "Level 2 Transmutation (Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S Duration: Concentr"
      },
      {
        "document": 1154,
        "excerpt": "Level 1 Enchantment (Bard, Druid, Ranger) Casting Time: Action Range: 30 feet Components: V, S, M (a morsel o"
      },
      {
        "document": 1155,
        "excerpt": "Level 2 Enchantment (Bard, Druid, Ranger) Casting Time: Action or Ritual Range: 30 feet Components: V, S, M ("
      },
      {
        "document": 1156,
        "excerpt": "Level 8 Transmutation (Druid) Casting Time: Action Range: 30 feet Components: V, S Duration: 24 hours Choose"
      },
      {
        "document": 1157,
        "excerpt": "Level 3 Necromancy (Cleric, Wizard) Casting Time: 1 minute Range: 10 feet Components: V, S, M (a drop of bloo"
      },
      {
        "document": 1158,
        "excerpt": "Level 5 Transmutation (Bard, Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S Duration"
      },
      {
        "document": 1159,
        "excerpt": "Level 5 Abjuration (Druid) Casting Time: Action Range: Self Components: V, S Duration: Concentration, up to 1"
      },
      {
        "document": 1160,
        "excerpt": "Level 8 Abjuration (Cleric, Wizard) Casting Time: Action Range: Self Components: V, S, M (iron filings) Durat"
      },
      {
        "document": 1161,
        "excerpt": "Level 8 Enchantment (Bard, Druid, Wizard) Casting Time: 1 hour Range: 60 feet Components: V, S, M (a mix of v"
      },
      {
        "document": 1162,
        "excerpt": "Level 4 Divination (Wizard) Casting Time: Action Range: 30 feet Components: V, S, M (a bit of bat fur) Durati"
      },
      {
        "document": 1163,
        "excerpt": "Level 5 Evocation (Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S, M (an eggshell an"
      },
      {
        "document": 1164,
        "excerpt": "Level 2 Abjuration (Wizard) Casting Time: Action Range: Touch Components: V, S, M (gold dust worth 25+ GP, wh"
      },
      {
        "document": 1165,
        "excerpt": "Level 7 Evocation (Bard, Wizard) Casting Time: Action Range: 90 feet Components: V, S, M (a miniature sword w"
      },
      {
        "document": 1166,
        "excerpt": "Level 2 Illusion (Wizard) Casting Time: Action Range: Touch Components: V, S, M (a small square of silk) Dura"
      },
      {
        "document": 1167,
        "excerpt": "Level 9 Necromancy (Cleric, Warlock, Wizard) Casting Time: 1 hour Range: 10 feet Components: V, S, M (for eac"
      },
      {
        "document": 1168,
        "excerpt": "Level 2 Divination (Cleric, Druid, Wizard) Casting Time: 1 minute or Ritual Range: Self Components: V, S, M ("
      },
      {
        "document": 1169,
        "excerpt": "Level 4 Abjuration (Cleric, Paladin) Casting Time: Action Range: Self Components: V Duration: Concentration,"
      },
      {
        "document": 1170,
        "excerpt": "Level 5 Transmutation (Bard, Druid) Casting Time: 8 hours Range: Touch Components: V, S, M (an agate worth 1,"
      },
      {
        "document": 1171,
        "excerpt": "Level 1 Enchantment (Bard, Cleric, Warlock) Casting Time: Action Range: 30 feet Components: V, S, M (a drop o"
      },
      {
        "document": 1172,
        "excerpt": "Level 4 Abjuration (Cleric, Paladin, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 30 feet Component"
      },
      {
        "document": 1173,
        "excerpt": "Level 2 Transmutation (Druid, Ranger) Casting Time: Bonus Action Range: Touch Components: V, S, M (a handful"
      },
      {
        "document": 1174,
        "excerpt": "Level 3 Abjuration (Cleric) Casting Time: Action Range: 30 feet Components: V, S Duration: Concentration, up"
      },
      {
        "document": 1175,
        "excerpt": "Level 8 Enchantment (Bard, Druid, Warlock, Wizard) Casting Time: Action Range: 150 feet Components: V, S, M ("
      },
      {
        "document": 1176,
        "excerpt": "Level 3 Necromancy (Bard, Cleric, Wizard) Casting Time: Action Range: Touch Components: V, S Duration: Concen"
      },
      {
        "document": 1177,
        "excerpt": "Level 4 Conjuration (Wizard) Casting Time: Action Range: 90 feet Components: V, S, M (a tentacle) Duration: C"
      },
      {
        "document": 1178,
        "excerpt": "Level 6 Evocation (Cleric) Casting Time: Action Range: 90 feet Components: V, S Duration: Concentration, up t"
      },
      {
        "document": 1179,
        "excerpt": "Level 1 Enchantment (Cleric, Paladin) Casting Time: Action Range: 30 feet Components: V, S, M (a Holy Symbol"
      },
      {
        "document": 1180,
        "excerpt": "Level 4 Necromancy (Druid, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 30 feet Components: V, S Du"
      },
      {
        "document": 1181,
        "excerpt": "Level 2 Transmutation (Bard, Cleric, Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V Dur"
      },
      {
        "document": 1182,
        "excerpt": "Level 3 Transmutation (Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S Duration: 1 minute"
      },
      {
        "document": 1183,
        "excerpt": "Level 2 Illusion (Sorcerer, Wizard) Casting Time: Action Range: Self Components: V Duration: Concentration, u"
      },
      {
        "document": 1184,
        "excerpt": "Level 1 Evocation (Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S Duration: Instantaneou"
      },
      {
        "document": 1185,
        "excerpt": "Level 3 Conjuration (Druid) Casting Time: Action Range: 120 feet Components: V, S Duration: Concentration, up"
      },
      {
        "document": 1186,
        "excerpt": "Level 2 Enchantment (Bard, Cleric) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentrati"
      },
      {
        "document": 1187,
        "excerpt": "Level 6 Evocation (Sorcerer, Wizard) Casting Time: Action Range: 150 feet Components: V, S, M (three silver p"
      },
      {
        "document": 1188,
        "excerpt": "Level 4 Enchantment (Bard, Druid, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 30 feet Components:"
      },
      {
        "document": 1189,
        "excerpt": "Level 1 Enchantment (Bard, Druid, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 30 feet Components:"
      },
      {
        "document": 1191,
        "excerpt": "Level 1 Evocation (Sorcerer, Wizard) Casting Time: Action Range: 90 feet Components: V, S, M (a diamond worth"
      },
      {
        "document": 1192,
        "excerpt": "Level 6 Necromancy (Sorcerer, Warlock, Wizard) Casting Time: Action Range: 150 feet Components: V, S, M (the"
      },
      {
        "document": 1193,
        "excerpt": "Level 3 Divination (Bard, Cleric, Sorcerer, Wizard) Casting Time: 10 minutes Range: 1 mile Components: V, S,"
      },
      {
        "document": 1194,
        "excerpt": "Level 8 Necromancy (Wizard) Casting Time: 1 hour Range: Touch Components: V, S, M (a diamond worth 1,000+ GP,"
      },
      {
        "document": 1195,
        "excerpt": "Level 5 Conjuration (Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S Duration: Concen"
      },
      {
        "document": 1196,
        "excerpt": "Level 1 Illusion (Bard, Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S, M (a pinch of co"
      },
      {
        "document": 1197,
        "excerpt": "Level 1 Enchantment (Bard, Cleric, Paladin) Casting Time: Action Range: 60 feet Components: V Duration: Insta"
      },
      {
        "document": 1198,
        "excerpt": "Level 5 Divination (Druid, Ranger) Casting Time: 1 minute or Ritual Range: Self Components: V, S Duration: In"
      },
      {
        "document": 1199,
        "excerpt": "Level 5 Divination (Cleric) Casting Time: 1 minute or Ritual Range: Self Components: V, S, M (incense) Durati"
      },
      {
        "document": 1200,
        "excerpt": "Level 1 Divination (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action or Ritual Range: Self Components: V"
      },
      {
        "document": 1201,
        "excerpt": "Level 4 Enchantment (Bard) Casting Time: Action Range: 30 feet Components: V, S Duration: Concentration, up t"
      },
      {
        "document": 1202,
        "excerpt": "Level 5 Evocation (Druid, Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S, M (a small cry"
      },
      {
        "document": 1203,
        "excerpt": "Level 4 Enchantment (Bard, Druid, Sorcerer, Wizard) Casting Time: Action Range: 90 feet Components: V, S, M ("
      },
      {
        "document": 1204,
        "excerpt": "Level 3 Conjuration (Druid, Ranger) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentrat"
      },
      {
        "document": 1205,
        "excerpt": "Level 7 Conjuration (Cleric) Casting Time: Action Range: 90 feet Components: V, S Duration: Concentration, up"
      },
      {
        "document": 1206,
        "excerpt": "Level 5 Conjuration (Druid, Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentrat"
      },
      {
        "document": 1207,
        "excerpt": "Level 6 Conjuration (Druid) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up"
      },
      {
        "document": 1208,
        "excerpt": "Level 4 Conjuration (Druid, Wizard) Casting Time: Action Range: Self Components: V, S Duration: Concentration"
      },
      {
        "document": 1209,
        "excerpt": "Level 4 Conjuration (Druid, Ranger) Casting Time: Action Range: Self Components: V, S Duration: Concentration"
      },
      {
        "document": 1210,
        "excerpt": "Level 5 Divination (Warlock, Wizard) Casting Time: 1 minute or Ritual Range: Self Components: V Duration: 1 m"
      },
      {
        "document": 1211,
        "excerpt": "Level 5 Necromancy (Cleric, Druid) Casting Time: Action Range: Touch Components: V, S Duration: 7 days Your"
      },
      {
        "document": 1212,
        "excerpt": "Level 6 Abjuration (Wizard) Casting Time: 10 minutes Range: Self Components: V, S, M (a gem-encrusted statuet"
      },
      {
        "document": 1213,
        "excerpt": "Level 2 Evocation (Cleric, Druid, Wizard) Casting Time: Action Range: Touch Components: V, S, M (ruby dust wo"
      },
      {
        "document": 1214,
        "excerpt": "Level 4 Transmutation (Cleric, Druid, Wizard) Casting Time: Action Range: 300 feet Components: V, S, M (a mix"
      },
      {
        "document": 1215,
        "excerpt": "Level 8 Transmutation (Cleric, Druid, Wizard) Casting Time: 10 minutes Range: Self Components: V, S, M (burni"
      },
      {
        "document": 1216,
        "excerpt": "Level 3 Abjuration (Sorcerer, Warlock, Wizard) Casting Time: Reaction, which you take when you see a creature"
      },
      {
        "document": 1217,
        "excerpt": "Level 3 Conjuration (Cleric, Paladin) Casting Time: Action Range: 30 feet Components: V, S Duration: Instanta"
      },
      {
        "document": 1218,
        "excerpt": "Level 1 Transmutation (Cleric, Druid) Casting Time: Action Range: 30 feet Components: V, S, M (a mix of water"
      },
      {
        "document": 1219,
        "excerpt": "Level 6 Necromancy (Cleric, Warlock, Wizard) Casting Time: 1 minute Range: 10 feet Components: V, S, M (one 1"
      },
      {
        "document": 1220,
        "excerpt": "Level 5 Illusion (Sorcerer, Wizard) Casting Time: 1 minute Range: 30 feet Components: V, S, M (a paintbrush)"
      },
      {
        "document": 1221,
        "excerpt": "Level 1 Abjuration (Bard, Cleric, Druid, Paladin, Ranger) Casting Time: Action Range: Touch Components: V, S"
      },
      {
        "document": 1223,
        "excerpt": "Level 2 Evocation (Sorcerer, Warlock, Wizard) Casting Time: Action Range: 60 feet Components: V, M (bat fur a"
      },
      {
        "document": 1224,
        "excerpt": "Level 2 Transmutation (Druid, Ranger, Sorcerer, Wizard) Casting Time: Action Range: Touch Components: V, S, M"
      },
      {
        "document": 1225,
        "excerpt": "Level 3 Evocation (Cleric, Druid, Paladin, Ranger, Sorcerer) Casting Time: Action Range: 60 feet Components:"
      },
      {
        "document": 1226,
        "excerpt": "Level 4 Abjuration (Cleric, Paladin) Casting Time: Action Range: Touch Components: V, S Duration: 8 hours Yo"
      },
      {
        "document": 1227,
        "excerpt": "Level 7 Evocation (Sorcerer, Wizard) Casting Time: Action Range: 150 feet Components: V, S, M (a ball of bat"
      },
      {
        "document": 1228,
        "excerpt": "Level 8 Conjuration (Sorcerer, Warlock, Wizard) Casting Time: Action Range: 60 feet Components: S Duration: 1"
      },
      {
        "document": 1229,
        "excerpt": "Level 1 Divination (Cleric, Paladin) Casting Time: Action Range: Self Components: V, S Duration: Concentratio"
      },
      {
        "document": 1230,
        "excerpt": "Level 1 Divination (Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard) Casting Time: Action or"
      },
      {
        "document": 1231,
        "excerpt": "Level 1 Divination (Cleric, Druid, Paladin, Ranger) Casting Time: Action or Ritual Range: Self Components: V,"
      },
      {
        "document": 1232,
        "excerpt": "Level 2 Divination (Bard, Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S, M (I Copper Pi"
      },
      {
        "document": 1233,
        "excerpt": "Level 4 Conjuration (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 500 feet Components: V Dura"
      },
      {
        "document": 1234,
        "excerpt": "Level 1 Illusion (Bard, Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S Duration: 1 hour"
      },
      {
        "document": 1235,
        "excerpt": "Level 6 Transmutation (Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a lodestone"
      },
      {
        "document": 1236,
        "excerpt": "Level 5 Abjuration (Cleric, Paladin) Casting Time: Action Range: Self Components: V, S, M (powdered silver an"
      },
      {
        "document": 1237,
        "excerpt": "Level 1 Enchantment (Bard) Casting Time: Action Range: 60 feet Components: V Duration: Instantaneous One cre"
      },
      {
        "document": 1238,
        "excerpt": "Level 4 Divination (Cleric, Druid, Wizard) Casting Time: Action or Ritual Range: Self Components: V, S, M (in"
      },
      {
        "document": 1239,
        "excerpt": "Level 1 Transmutation (Paladin) Casting Time: Bonus Action Range: Self Components: V, S Duration: 1 minute U"
      },
      {
        "document": 1240,
        "excerpt": "Level 1 Evocation (Paladin) Casting Time: Bonus Action, which you take immediately after hitting a target wit"
      },
      {
        "document": 1241,
        "excerpt": "Level 7 Evocation (Cleric) Casting Time: Bonus Action Range: 30 feet Components: V Duration: Instantaneous Y"
      },
      {
        "document": 1242,
        "excerpt": "Level 4 Enchantment (Druid, Ranger, Sorcerer) Casting Time: Action Range: 60 feet Components: V, S Duration:"
      },
      {
        "document": 1243,
        "excerpt": "Level 8 Enchantment (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 60 feet Components: V, S Du"
      },
      {
        "document": 1244,
        "excerpt": "Level 5 Enchantment (Bard, Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: C"
      },
      {
        "document": 1245,
        "excerpt": "Level 2 Transmutation (Sorcerer, Wizard) Casting Time: Bonus Action Range: Touch Components: V, S, M (a hot p"
      },
      {
        "document": 1246,
        "excerpt": "Level 5 Illusion (Bard, Warlock, Wizard) Casting Time: 1 minute Range: Special Components: V, S, M (a handful"
      },
      {
        "document": 1248,
        "excerpt": "Level 8 Transmutation (Cleric, Druid, Sorcerer) Casting Time: Action Range: 500 feet Components: V, S, M (a f"
      },
      {
        "document": 1249,
        "excerpt": "mage. Cantrip Upgrade. The spell creates two beams at level 5, three beams at level 11, and four beams at level 17. You can direct the beams at the same target or a"
      },
      {
        "document": 1251,
        "excerpt": "Level 2 Transmutation (Bard, Cleric, Druid, Ranger, Sorcerer, Wizard) Casting Time: Action Range: Touch Compo"
      },
      {
        "document": 1252,
        "excerpt": "Level 2 Transmutation (Bard, Druid, Sorcerer, Wizard) Casting Time: Action Range: 30 feet Components: V, S, M"
      },
      {
        "document": 1253,
        "excerpt": "Level 1 Conjuration (Ranger) Casting Time: Bonus Action, which you take immediately after hitting a creature"
      },
      {
        "document": 1254,
        "excerpt": "Level 1 Conjuration (Druid, Ranger) Casting Time: Action Range: 90 feet Components: V, S Duration: Concentrat"
      },
      {
        "document": 1255,
        "excerpt": "Level 2 Enchantment (Bard, Warlock) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentrat"
      },
      {
        "document": 1256,
        "excerpt": "Level 7 Conjuration (Bard, Cleric, Sorcerer, Warlock, Wizard) Casting Time: Action Range: Self Components: V,"
      },
      {
        "document": 1257,
        "excerpt": "Level 1 Transmutation (Sorcerer, Warlock, Wizard) Casting Time: Bonus Action Range: Self Components: V, S Dur"
      },
      {
        "document": 1258,
        "excerpt": "Level 6 Necromancy (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: Self Components: V, S Durati"
      },
      {
        "document": 1259,
        "excerpt": "Level 4 Transmutation (Wizard) Casting Time: 10 minutes Range: 120 feet Components: V, S Duration: Instantane"
      },
      {
        "document": 1260,
        "excerpt": "Level 1 Evocation (Bard, Druid) Casting Time: Action Range: 60 feet Components: V Duration: Concentration, up"
      },
      {
        "document": 1261,
        "excerpt": "Level 4 Conjuration (Wizard) Casting Time: Action Range: 30 feet Components: V, S, M (a silver whistle) Durat"
      },
      {
        "document": 1262,
        "excerpt": "Level 1 Necromancy (Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S, M (a drop of alcohol"
      },
      {
        "document": 1263,
        "excerpt": "Level 3 Illusion (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: Self Components: V, S, M (a wh"
      },
      {
        "document": 1264,
        "excerpt": "Level 1 Transmutation (Bard, Sorcerer, Wizard) Casting Time: Reaction, which you take when you or a creature"
      },
      {
        "document": 1265,
        "excerpt": "Level 1 Conjuration (Wizard) Casting Time: 1 hour or Ritual Range: 10 feet Components: V, S, M (burning incen"
      },
      {
        "document": 1266,
        "excerpt": "Level 2 Conjuration (Paladin) Casting Time: Action Range: 30 feet Components: V, S Duration: Instantaneous Y"
      },
      {
        "document": 1267,
        "excerpt": "Level 6 Divination (Bard, Cleric, Druid) Casting Time: 1 minute Range: Self Components: V, S, M (a set of div"
      },
      {
        "document": 1268,
        "excerpt": "Level 2 Divination (Cleric, Druid, Ranger) Casting Time: Action Range: 120 feet Components: V, S Duration: In"
      },
      {
        "document": 1269,
        "excerpt": "Level 7 Necromancy (Sorcerer, Warlock, Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration:"
      },
      {
        "document": 1271,
        "excerpt": "Level 4 Evocation (Druid, Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S, M (a bit of ph"
      },
      {
        "document": 1272,
        "excerpt": "Level 7 Evocation (Cleric, Druid, Sorcerer) Casting Time: Action Range: 150 feet Components: V, S Duration: I"
      },
      {
        "document": 1273,
        "excerpt": "Level 3 Evocation (Sorcerer, Wizard) Casting Time: Action Range: 150 feet Components: V, S, M (a ball of bat"
      },
      {
        "document": 1274,
        "excerpt": "Level 2 Evocation (Druid, Sorcerer) Casting Time: Bonus Action Range: Self Components: V, S, M (a sumac leaf)"
      },
      {
        "document": 1275,
        "excerpt": "Level 5 Evocation (Cleric) Casting Time: Action Range: 60 feet Components: V, S, M (a pinch of sulfur) Durati"
      },
      {
        "document": 1276,
        "excerpt": "Level 2 Conjuration (Druid, Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a ball"
      },
      {
        "document": 1277,
        "excerpt": "Level 6 Transmutation (Druid, Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a co"
      },
      {
        "document": 1278,
        "excerpt": "Level 1 Conjuration (Wizard) Casting Time: Action or Ritual Range: 30 feet Components: V, S, M (a drop of mer"
      },
      {
        "document": 1279,
        "excerpt": "Level 3 Transmutation (Sorcerer, Warlock, Wizard) Casting Time: Action Range: Touch Components: V, S, M (a fe"
      },
      {
        "document": 1280,
        "excerpt": "Level 1 Conjuration (Druid, Ranger, Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S D"
      },
      {
        "document": 1281,
        "excerpt": "Level 6 Abjuration (Cleric) Casting Time: 10 minutes or Ritual Range: Touch Components: V, S, M (ruby dust wo"
      },
      {
        "document": 1282,
        "excerpt": "Level 7 Evocation (Bard, Warlock, Wizard) Casting Time: Action Range: 100 feet Components: V, S, M (ruby dust"
      },
      {
        "document": 1283,
        "excerpt": "Level 9 Divination (Bard, Druid, Warlock, Wizard) Casting Time: 1 minute Range: Touch Components: V, S, M (a"
      },
      {
        "document": 1284,
        "excerpt": "Level 4 Abjuration (Bard, Cleric, Druid, Ranger) Casting Time: Action Range: Touch Components: V, S, M (a lea"
      },
      {
        "document": 1285,
        "excerpt": "Level 6 Evocation (Sorcerer, Wizard) Casting Time: Action Range: 300 feet Components: V, S, M (a miniature cr"
      },
      {
        "document": 1286,
        "excerpt": "Level 3 Transmutation (Sorcerer, Warlock, Wizard) Casting Time: Action Range: Touch Components: V, S, M (a bi"
      },
      {
        "document": 1287,
        "excerpt": "Level 9 Conjuration (Cleric, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 60 feet Components: V, S,"
      },
      {
        "document": 1288,
        "excerpt": "Level 5 Enchantment (Bard, Cleric, Druid, Paladin, Wizard) Casting Time: 1 minute Range: 60 feet Components:"
      },
      {
        "document": 1289,
        "excerpt": "Level 2 Necromancy (Cleric, Paladin, Wizard) Casting Time: Action or Ritual Range: Touch Components: V, S, M"
      },
      {
        "document": 1290,
        "excerpt": "Level 4 Conjuration (Druid) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up"
      },
      {
        "document": 1291,
        "excerpt": "Level 8 Enchantment (Bard, Warlock) Casting Time: Action Range: Self Components: V Duration: 1 hour Until th"
      },
      {
        "document": 1292,
        "excerpt": "Level 6 Abjuration (Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S, M (a glass bead) Dur"
      },
      {
        "document": 1293,
        "excerpt": "Level 3 Abjuration (Bard, Cleric, Wizard) Casting Time: 1 hour Range: Touch Components: V, S, M (powdered dia"
      },
      {
        "document": 1294,
        "excerpt": "Level 1 Conjuration (Druid, Ranger) Casting Time: Action Range: Self Components: V, S, M (a sprig of mistleto"
      },
      {
        "document": 1295,
        "excerpt": "Level 1 Conjuration (Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a bit of pork"
      },
      {
        "document": 1296,
        "excerpt": "Level 4 Illusion (Bard, Sorcerer, Wizard) Casting Time: Action Range: Touch Components: V, S Duration: Concen"
      },
      {
        "document": 1297,
        "excerpt": "Level 5 Abjuration (Bard, Cleric, Druid, Paladin, Ranger) Casting Time: Action Range: Touch Components: V, S,"
      },
      {
        "document": 1298,
        "excerpt": "Level 4 Conjuration (Cleric) Casting Time: Action Range: 30 feet Components: V Duration: 8 hours A Large spe"
      },
      {
        "document": 1299,
        "excerpt": "Level 6 Abjuration (Bard, Wizard) Casting Time: 1 hour Range: Touch Components: V, S, M (a silver rod worth 1"
      },
      {
        "document": 1301,
        "excerpt": "Level 1 Evocation (Cleric) Casting Time: Action Range: 120 feet Components: V, S Duration: 1 round You hurl"
      },
      {
        "document": 1302,
        "excerpt": "Level 2 Evocation (Druid, Ranger, Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S, M (a l"
      },
      {
        "document": 1303,
        "excerpt": "Level 5 Abjuration (Cleric) Casting Time: 24 hours Range: Touch Components: V, S, M (incense worth 1,000+ GP,"
      },
      {
        "document": 1304,
        "excerpt": "Level 4 Illusion (Bard, Druid, Warlock, Wizard) Casting Time: 10 minutes Range: 300 feet Components: V, S, M"
      },
      {
        "document": 1305,
        "excerpt": "Level 6 Necromancy (Cleric) Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous You"
      },
      {
        "document": 1306,
        "excerpt": "Level 3 Transmutation (Sorcerer, Wizard) Casting Time: Action Range: 30 feet Components: V, S, M (a shaving o"
      },
      {
        "document": 1307,
        "excerpt": "Level 6 Abjuration (Cleric, Druid) Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneo"
      },
      {
        "document": 1308,
        "excerpt": "Level 1 Abjuration (Bard, Cleric, Druid) Casting Time: Bonus Action Range: 60 feet Components: V Duration: In"
      },
      {
        "document": 1309,
        "excerpt": "Level 2 Transmutation (Bard, Druid) Casting Time: Action Range: 60 feet Components: V, S, M (a piece of iron"
      },
      {
        "document": 1310,
        "excerpt": "Level 1 Evocation (Warlock) Casting Time: Reaction, which you take in response to taking damage from a creatu"
      },
      {
        "document": 1311,
        "excerpt": "Level 6 Conjuration (Bard, Cleric, Druid) Casting Time: 10 minutes Range: Self Components: V, S, M (a gem-enc"
      },
      {
        "document": 1312,
        "excerpt": "Level 1 Enchantment (Bard, Paladin) Casting Time: Action Range: Touch Components: V, S Duration: Concentratio"
      },
      {
        "document": 1313,
        "excerpt": "Level 1 Enchantment (Warlock) Casting Time: Bonus Action Range: 90 feet Components: V, S, M (the petrified ey"
      },
      {
        "document": 1314,
        "excerpt": "Level 1 Enchantment (Bard, Warlock, Wizard) Casting Time: Action Range: 30 feet Components: V, S, M (a tart a"
      },
      {
        "document": 1315,
        "excerpt": "Level 5 Enchantment (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 90 feet Components: V, S, M"
      },
      {
        "document": 1316,
        "excerpt": "Level 2 Enchantment (Bard, Cleric, Druid, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 60 feet Comp"
      },
      {
        "document": 1317,
        "excerpt": "Level 8 Abjuration (Cleric) Casting Time: Action Range: Self Components: V, S, M (a reliquary worth 1,000+ GP"
      },
      {
        "document": 1318,
        "excerpt": "Level 1 Divination (Ranger) Casting Time: Bonus Action Range: 90 feet Components: V Duration: Concentration,"
      },
      {
        "document": 1319,
        "excerpt": "Level 3 Illusion (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 120 feet Components: S, M (a p"
      },
      {
        "document": 1320,
        "excerpt": "Level 1 Conjuration (Druid, Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: S, M (a drop of"
      },
      {
        "document": 1321,
        "excerpt": "Level 4 Evocation (Druid, Sorcerer, Wizard) Casting Time: Action Range: 300 feet Components: V, S, M (a mitte"
      },
      {
        "document": 1322,
        "excerpt": "Level 1 Divination (Bard, Wizard) Casting Time: 1 minute or Ritual Range: Touch Components: V, S, M (a pearl"
      },
      {
        "document": 1323,
        "excerpt": "Level 1 Illusion (Bard, Warlock, Wizard) Casting Time: 1 minute or Ritual Range: Touch Components: S, M (ink"
      },
      {
        "document": 1324,
        "excerpt": "Level 9 Abjuration (Warlock, Wizard) Casting Time: 1 minute Range: 30 feet Components: V, S, M (a statuette o"
      },
      {
        "document": 1325,
        "excerpt": "Level 8 Conjuration (Druid, Sorcerer, Wizard) Casting Time: Action Range: 150 feet Components: V, S Duration:"
      },
      {
        "document": 1326,
        "excerpt": "Level 1 Necromancy (Cleric) Casting Time: Action Range: Touch Components: V, S Duration: Instantaneous A cre"
      },
      {
        "document": 1327,
        "excerpt": "Level 5 Conjuration (Cleric, Druid, Sorcerer) Casting Time: Action Range: 300 feet Components: V, S, M (a loc"
      },
      {
        "document": 1328,
        "excerpt": "Level 6 Conjuration (Wizard) Casting Time: 1 minute or Ritual Range: Touch Components: V, S, M (a sapphire wo"
      },
      {
        "document": 1329,
        "excerpt": "Level 2 Illusion (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: Touch Components: V, S, M (an"
      },
      {
        "document": 1330,
        "excerpt": "Level 6 Enchantment (Bard, Wizard) Casting Time: Action Range: 30 feet Components: V Duration: Concentration,"
      },
      {
        "document": 1331,
        "excerpt": "Level 1 Transmutation (Druid, Ranger, Sorcerer, Wizard) Casting Time: Bonus Action Range: Touch Components: V"
      },
      {
        "document": 1332,
        "excerpt": "Level 2 Transmutation (Bard, Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V Duration: In"
      },
      {
        "document": 1333,
        "excerpt": "Level 5 Divination (Bard, Cleric, Wizard) Casting Time: 10 minutes Range: Self Components: V, S, M (incense w"
      },
      {
        "document": 1334,
        "excerpt": "Level 2 Abjuration (Bard, Cleric, Druid, Paladin, Ranger) Casting Time: Bonus Action Range: Touch Components:"
      },
      {
        "document": 1335,
        "excerpt": "Level 2 Transmutation (Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a metal spr"
      },
      {
        "document": 1337,
        "excerpt": "Level 3 Evocation (Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S, M (a bit of fur and a"
      },
      {
        "document": 1338,
        "excerpt": "Level 2 Divination (Bard, Druid, Ranger) Casting Time: Action or Ritual Range: Self Components: V, S, M (fur"
      },
      {
        "document": 1339,
        "excerpt": "Level 4 Divination (Bard, Cleric, Druid, Paladin, Ranger, Wizard) Casting Time: Action Range: Self Components"
      },
      {
        "document": 1340,
        "excerpt": "Level 2 Divination (Bard, Cleric, Druid, Paladin, Ranger, Wizard) Casting Time: Action Range: Self Components"
      },
      {
        "document": 1341,
        "excerpt": "Level 1 Transmutation (Bard, Druid, Ranger, Wizard) Casting Time: Action Range: Touch Components: V, S, M (a"
      },
      {
        "document": 1342,
        "excerpt": "Level 1 Abjuration (Sorcerer, Wizard) Casting Time: Action Range: Touch Components: V, S, M (a piece of cured"
      },
      {
        "document": 1344,
        "excerpt": "Level 3 Abjuration (Cleric, Paladin, Warlock, Wizard) Casting Time: 1 minute Range: 10 feet Components: V, S,"
      },
      {
        "document": 1345,
        "excerpt": "Level 6 Necromancy (Wizard) Casting Time: 1 minute Range: Self Components: V, S, M (a gem, crystal, or reliqu"
      },
      {
        "document": 1346,
        "excerpt": "Level 1 Evocation (Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S Duration: Instanta"
      },
      {
        "document": 1347,
        "excerpt": "Level 2 Illusion (Bard, Wizard) Casting Time: 1 minute or Ritual Range: 30 feet Components: V, S, M (jade dus"
      },
      {
        "document": 1348,
        "excerpt": "Level 2 Transmutation (Paladin, Ranger, Sorcerer, Wizard) Casting Time: Bonus Action Range: Touch Components:"
      },
      {
        "document": 1349,
        "excerpt": "Level 7 Conjuration (Bard, Wizard) Casting Time: 1 minute Range: 300 feet Components: V, S, M (a miniature do"
      },
      {
        "document": 1350,
        "excerpt": "Level 3 Illusion (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 120 feet Components: V, S, M ("
      },
      {
        "document": 1351,
        "excerpt": "Level 5 Abjuration (Bard, Cleric, Druid) Casting Time: Action Range: 60 feet Components: V, S Duration: Insta"
      },
      {
        "document": 1352,
        "excerpt": "Level 9 Abjuration (Cleric) Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous A f"
      },
      {
        "document": 1353,
        "excerpt": "Level 3 Abjuration (Bard, Cleric) Casting Time: Bonus Action Range: 60 feet Components: V Duration: Instantan"
      },
      {
        "document": 1354,
        "excerpt": "Level 6 Enchantment (Bard, Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, M (a snake's"
      },
      {
        "document": 1355,
        "excerpt": "Level 8 Conjuration (Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up"
      },
      {
        "document": 1356,
        "excerpt": "Level 3 Transmutation (Cleric, Druid, Ranger) Casting Time: Action or Ritual Range: Touch Components: V, S Du"
      },
      {
        "document": 1359,
        "excerpt": "Level 9 Evocation (Sorcerer, Wizard) Casting Time: Action Range: 1 mile Components: V, S Duration: Instantane"
      },
      {
        "document": 1360,
        "excerpt": "Level 8 Abjuration (Bard, Wizard) Casting Time: Action Range: Touch Components: V, S Duration: 24 hours Unti"
      },
      {
        "document": 1361,
        "excerpt": "Level 2 Divination (Sorcerer, Warlock, Wizard) Casting Time: Action Range: 120 feet Components: S Duration: C"
      },
      {
        "document": 1363,
        "excerpt": "Level 7 Illusion (Bard, Druid, Wizard) Casting Time: 10 minutes Range: Sight Components: V, S Duration: 10 da"
      },
      {
        "document": 1364,
        "excerpt": "Level 2 Illusion (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: Self Components: V, S Duration"
      },
      {
        "document": 1365,
        "excerpt": "Level 5 Illusion (Bard, Warlock, Wizard) Casting Time: Action Range: Self Components: S Duration: Concentrati"
      },
      {
        "document": 1366,
        "excerpt": "Level 2 Conjuration (Sorcerer, Warlock, Wizard) Casting Time: Bonus Action Range: Self Components: V Duration"
      },
      {
        "document": 1367,
        "excerpt": "Level 5 Enchantment (Bard, Wizard) Casting Time: Action Range: 30 feet Components: V, S Duration: Concentrati"
      },
      {
        "document": 1368,
        "excerpt": "Level 2 Evocation (Druid) Casting Time: Action Range: 120 feet Components: V, S, M (a moonseed leaf) Duration"
      },
      {
        "document": 1369,
        "excerpt": "Level 6 Transmutation (Druid, Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S, M (a m"
      },
      {
        "document": 1370,
        "excerpt": "Level 3 Abjuration (Bard, Ranger, Wizard) Casting Time: Action Range: Touch Components: V, S, M (a pinch of d"
      },
      {
        "document": 1371,
        "excerpt": "Level 2 Abjuration (Druid, Ranger) Casting Time: Action Range: Self Components: V, S, M (ashes from burned mi"
      },
      {
        "document": 1372,
        "excerpt": "Level 5 Transmutation (Wizard) Casting Time: Action Range: 30 feet Components: V, S, M (a pinch of sesame see"
      },
      {
        "document": 1373,
        "excerpt": "Level 2 Illusion (Bard, Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a bit of f"
      },
      {
        "document": 1374,
        "excerpt": "Level 4 Illusion (Bard, Wizard) Casting Time: Action Range: 120 feet Components: V, S Duration: Concentration"
      },
      {
        "document": 1375,
        "excerpt": "Level 3 Illusion (Wizard) Casting Time: 1 minute or Ritual Range: 30 feet Components: V, S Duration: 1 hour"
      },
      {
        "document": 1376,
        "excerpt": "Level 6 Conjuration (Cleric) Casting Time: 10 minutes Range: 60 feet Components: V, S Duration: Instantaneous"
      },
      {
        "document": 1377,
        "excerpt": "Level 5 Abjuration (Bard, Cleric, Druid, Warlock, Wizard) Casting Time: 1 hour Range: 60 feet Components: V,"
      },
      {
        "document": 1378,
        "excerpt": "Level 7 Conjuration (Cleric, Druid, Sorcerer, Warlock, Wizard) Casting Time: Action Range: Touch Components:"
      },
      {
        "document": 1379,
        "excerpt": "Level 3 Transmutation (Bard, Druid, Ranger) Casting Time: Action (Overgrowth) or 8 hours (Enrichment) Range:"
      },
      {
        "document": 1381,
        "excerpt": "Level 4 Transmutation (Bard, Druid, Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M"
      },
      {
        "document": 1382,
        "excerpt": "Level 9 Enchantment (Bard, Cleric) Casting Time: Action Range: 60 feet Components: V Duration: Instantaneous"
      },
      {
        "document": 1383,
        "excerpt": "Level 9 Enchantment (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 60 feet Components: V Durat"
      },
      {
        "document": 1384,
        "excerpt": "Level 8 Enchantment (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 60 feet Components: V Durat"
      },
      {
        "document": 1385,
        "excerpt": "Level 2 Abjuration (Cleric, Paladin) Casting Time: 10 minutes Range: 30 feet Components: V Duration: Instanta"
      },
      {
        "document": 1387,
        "excerpt": "Level 7 Evocation (Bard, Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S Duration: Instan"
      },
      {
        "document": 1388,
        "excerpt": "Level 9 Abjuration (Bard, Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: 10 minutes"
      },
      {
        "document": 1389,
        "excerpt": "Level 4 Abjuration (Wizard) Casting Time: 10 minutes Range: 120 feet Components: V, S, M (a thin sheet of lea"
      },
      {
        "document": 1391,
        "excerpt": "Level 6 Illusion (Bard, Wizard) Casting Time: Action Range: 120 feet Components: V, S, M (jade dust worth 25+"
      },
      {
        "document": 1392,
        "excerpt": "Level 7 Illusion (Bard, Wizard) Casting Time: Action Range: 500 miles Components: V, S, M (a statuette of you"
      },
      {
        "document": 1393,
        "excerpt": "Level 3 Abjuration (Cleric, Druid, Ranger, Sorcerer, Wizard) Casting Time: Action Range: Touch Components: V,"
      },
      {
        "document": 1394,
        "excerpt": "Level 1 Abjuration (Cleric, Druid, Paladin, Warlock, Wizard) Casting Time: Action Range: Touch Components: V,"
      },
      {
        "document": 1395,
        "excerpt": "Level 2 Abjuration (Cleric, Druid, Paladin, Ranger) Casting Time: Action Range: Touch Components: V, S Durati"
      },
      {
        "document": 1396,
        "excerpt": "Level 1 Transmutation (Cleric, Druid, Paladin) Casting Time: Action or Ritual Range: 10 feet Components: V, S"
      },
      {
        "document": 1397,
        "excerpt": "Level 5 Necromancy (Bard, Cleric, Paladin) Casting Time: 1 hour Range: Touch Components: V, S, M (a diamond w"
      },
      {
        "document": 1398,
        "excerpt": "Level 2 Necromancy (Warlock, Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentra"
      },
      {
        "document": 1400,
        "excerpt": "Level 1 Necromancy (Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: Instanta"
      },
      {
        "document": 1401,
        "excerpt": "Level 7 Transmutation (Bard, Cleric, Druid) Casting Time: 1 minute Range: Touch Components: V, S, M (a prayer"
      },
      {
        "document": 1402,
        "excerpt": "Level 5 Necromancy (Druid) Casting Time: 1 hour Range: Touch Components: V, S, M (rare oils worth 1,000+ GP,"
      },
      {
        "document": 1403,
        "excerpt": "Level 3 Abjuration (Cleric, Paladin, Warlock, Wizard) Casting Time: Action Range: Touch Components: V, S Dura"
      },
      {
        "document": 1404,
        "excerpt": "Level 4 Abjuration (Wizard) Casting Time: Action Range: 30 feet Components: V, S, M (a glass sphere) Duration"
      },
      {
        "document": 1406,
        "excerpt": "Level 7 Necromancy (Bard, Cleric) Casting Time: 1 hour Range: Touch Components: V, S, M (a diamond worth 1,00"
      },
      {
        "document": 1407,
        "excerpt": "Level 7 Transmutation (Druid, Sorcerer, Wizard) Casting Time: Action Range: 100 feet Components: V, S, M (a l"
      },
      {
        "document": 1408,
        "excerpt": "Level 3 Necromancy (Cleric, Druid, Paladin, Ranger) Casting Time: Action Range: Touch Components: V, S, M (a"
      },
      {
        "document": 1409,
        "excerpt": "Level 2 Transmutation (Wizard) Casting Time: Action Range: Touch Components: V, S, M (a segment of rope) Dura"
      },
      {
        "document": 1411,
        "excerpt": "Level 1 Abjuration (Cleric) Casting Time: Bonus Action Range: 30 feet Components: V, S, M (a shard of glass f"
      },
      {
        "document": 1412,
        "excerpt": "Level 2 Evocation (Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S Duration: Instanta"
      },
      {
        "document": 1413,
        "excerpt": "Level 5 Divination (Bard, Cleric, Druid, Warlock, Wizard) Casting Time: 10 minutes Range: Self Components: V,"
      },
      {
        "document": 1414,
        "excerpt": "Level 1 Evocation (Paladin) Casting Time: Bonus Action, which you take immediately after hitting a target wit"
      },
      {
        "document": 1415,
        "excerpt": "Level 4 Conjuration (Wizard) Casting Time: Action Range: Touch Components: V, S, M (a chest, 3 feet by 2 feet"
      },
      {
        "document": 1416,
        "excerpt": "Level 2 Divination (Bard, Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S, M (a pinch of"
      },
      {
        "document": 1417,
        "excerpt": "Level 5 Illusion (Bard, Sorcerer, Wizard) Casting Time: Action Range: 30 feet Components: V, S Duration: 8 ho"
      },
      {
        "document": 1418,
        "excerpt": "Level 3 Divination (Bard, Cleric, Wizard) Casting Time: Action Range: Unlimited Components: V, S, M (a copper"
      },
      {
        "document": 1419,
        "excerpt": "Level 7 Transmutation (Wizard) Casting Time: Action Range: Touch Components: V, S, M (gem dust worth 5,000+ G"
      },
      {
        "document": 1420,
        "excerpt": "Level 9 Transmutation (Druid, Wizard) Casting Time: Action Range: Self Components: V, S, M (a jade circlet wo"
      },
      {
        "document": 1421,
        "excerpt": "Level 2 Evocation (Bard, Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a chip of"
      },
      {
        "document": 1422,
        "excerpt": "Level 1 Abjuration (Cleric, Paladin) Casting Time: Bonus Action Range: 60 feet Components: V, S, M (a prayer"
      },
      {
        "document": 1423,
        "excerpt": "Level 1 Abjuration (Sorcerer, Wizard) Casting Time: Reaction, which you take when you are hit by an attack ro"
      },
      {
        "document": 1425,
        "excerpt": "Level 2 Transmutation (Paladin) Casting Time: Bonus Action, which you take immediately after hitting a creatu"
      },
      {
        "document": 1427,
        "excerpt": "Level 2 Illusion (Bard, Cleric, Ranger) Casting Time: Action or Ritual Range: 120 feet Components: V, S Durat"
      },
      {
        "document": 1428,
        "excerpt": "Level 1 Illusion (Bard, Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a bit of f"
      },
      {
        "document": 1429,
        "excerpt": "Level 7 Illusion (Wizard) Casting Time: 12 hours Range: Touch Components: V, S, M (powdered ruby worth 1,500+"
      },
      {
        "document": 1430,
        "excerpt": "Level 1 Enchantment (Bard, Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a pinch"
      },
      {
        "document": 1431,
        "excerpt": "Level 3 Conjuration (Druid, Sorcerer, Wizard) Casting Time: Action Range: 150 feet Components: V, S, M (a min"
      },
      {
        "document": 1432,
        "excerpt": "Level 3 Transmutation (Bard, Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S, M (a dr"
      },
      {
        "document": 1435,
        "excerpt": "Level 1 Divination (Bard, Druid, Ranger, Warlock) Casting Time: Action or Ritual Range: Self Components: V, S"
      },
      {
        "document": 1436,
        "excerpt": "Level 3 Necromancy (Bard, Cleric, Wizard) Casting Time: Action Range: 10 feet Components: V, S, M (burning in"
      },
      {
        "document": 1437,
        "excerpt": "Level 3 Transmutation (Bard, Druid, Ranger) Casting Time: Action Range: Self Components: V, S Duration: 10 mi"
      },
      {
        "document": 1438,
        "excerpt": "Level 2 Transmutation (Sorcerer, Warlock, Wizard) Casting Time: Action Range: Touch Components: V, S, M (a dr"
      },
      {
        "document": 1439,
        "excerpt": "Level 2 Transmutation (Druid, Ranger) Casting Time: Action Range: 150 feet Components: V, S, M (seven thorns)"
      },
      {
        "document": 1440,
        "excerpt": "Level 3 Conjuration (Cleric) Casting Time: Action Range: Self Components: V, S, M (a prayer scroll) Duration:"
      },
      {
        "document": 1441,
        "excerpt": "Level 2 Evocation (Cleric) Casting Time: Bonus Action Range: 60 feet Components: V, S Duration: Concentration"
      },
      {
        "document": 1443,
        "excerpt": "Level 3 Conjuration (Bard, Sorcerer, Wizard) Casting Time: Action Range: 90 feet Components: V, S, M (a rotte"
      },
      {
        "document": 1444,
        "excerpt": "Level 4 Transmutation (Cleric, Druid, Wizard) Casting Time: Action Range: Touch Components: V, S, M (soft cla"
      },
      {
        "document": 1445,
        "excerpt": "Level 4 Transmutation (Druid, Ranger, Sorcerer, Wizard) Casting Time: Action Range: Touch Components: V, S, M"
      },
      {
        "document": 1446,
        "excerpt": "Level 9 Conjuration (Druid) Casting Time: Action Range: 1 mile Components: V, S Duration: Concentration, up t"
      },
      {
        "document": 1447,
        "excerpt": "Level 2 Enchantment (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 30 feet Components: V, M (a"
      },
      {
        "document": 1448,
        "excerpt": "Level 5 Conjuration (Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (an object with the imag"
      },
      {
        "document": 1449,
        "excerpt": "Level 6 Evocation (Cleric, Druid, Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S, M (a m"
      },
      {
        "document": 1450,
        "excerpt": "Level 8 Evocation (Cleric, Druid, Sorcerer, Wizard) Casting Time: Action Range: 150 feet Components: V, S, M"
      },
      {
        "document": 1451,
        "excerpt": "Level 7 Abjuration (Bard, Cleric, Druid, Wizard) Casting Time: 1 minute Range: Touch Components: V, S, M (pow"
      },
      {
        "document": 1452,
        "excerpt": "Level 5 Transmutation (Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: Conce"
      },
      {
        "document": 1453,
        "excerpt": "Level 5 Divination (Bard, Wizard) Casting Time: Action or Ritual Range: 30 feet Components: V, S, M (two eggs"
      },
      {
        "document": 1454,
        "excerpt": "Level 7 Conjuration (Bard, Sorcerer, Wizard) Casting Time: Action Range: 10 feet Components: V Duration: Inst"
      },
      {
        "document": 1455,
        "excerpt": "Level 5 Conjuration (Bard, Sorcerer, Warlock, Wizard) Casting Time: 1 minute Range: 10 feet Components: V, M"
      },
      {
        "document": 1457,
        "excerpt": "Level 1 Evocation (Bard, Druid, Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S Duration:"
      },
      {
        "document": 1458,
        "excerpt": "Level 9 Transmutation (Sorcerer, Wizard) Casting Time: Action Range: Self Components: V Duration: Instantaneo"
      },
      {
        "document": 1459,
        "excerpt": "Level 3 Evocation (Bard, Wizard) Casting Time: 1 minute or Ritual Range: Self Components: V, S, M (a crystal"
      },
      {
        "document": 1460,
        "excerpt": "Level 3 Divination (Bard, Cleric, Sorcerer, Warlock, Wizard) Casting Time: Action Range: Touch Components: V,"
      },
      {
        "document": 1461,
        "excerpt": "Level 6 Conjuration (Druid) Casting Time: Action Range: 10 feet Components: V, S Duration: 1 minute This spe"
      },
      {
        "document": 1462,
        "excerpt": "Level 5 Conjuration (Druid, Ranger) Casting Time: Action Range: Self Components: V, S Duration: Concentration"
      },
      {
        "document": 1463,
        "excerpt": "Level 9 Transmutation (Bard, Warlock, Wizard) Casting Time: Action Range: 30 feet Components: V, S, M (a drop"
      },
      {
        "document": 1464,
        "excerpt": "Level 9 Necromancy (Cleric, Druid) Casting Time: 1 hour Range: Touch Components: V, S, M (diamonds worth 25,0"
      },
      {
        "document": 1465,
        "excerpt": "Level 6 Divination (Bard, Cleric, Sorcerer, Warlock, Wizard) Casting Time: Action Range: Touch Components: V,"
      },
      {
        "document": 1467,
        "excerpt": "Level 8 Conjuration (Druid) Casting Time: 1 minute Range: 1 mile Components: V, S Duration: Concentration, up"
      },
      {
        "document": 1468,
        "excerpt": "Level 1 Conjuration (Bard, Warlock, Wizard) Casting Time: Action or Ritual Range: 60 feet Components: V, S, M"
      },
      {
        "document": 1469,
        "excerpt": "Level 3 Necromancy (Sorcerer, Warlock, Wizard) Casting Time: Action Range: Self Components: V, S Duration: Co"
      },
      {
        "document": 1471,
        "excerpt": "Level 4 Evocation (Sorcerer, Wizard) Casting Time: Action Range: 150 feet Components: V, S, M (a drop of bil"
      },
      {
        "document": 1472,
        "excerpt": "Level 4 Evocation (Druid, Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S, M (a piec"
      },
      {
        "document": 1473,
        "excerpt": "Level 5 Evocation (Wizard) Casting Time: Action Range: 120 feet Components: V, S, M (a shard of glass) Durat"
      },
      {
        "document": 1474,
        "excerpt": "Level 6 Evocation (Wizard) Casting Time: Action Range: 120 feet Components: V, S, M (a piece of quartz) Dura"
      },
      {
        "document": 1475,
        "excerpt": "Level 5 Evocation (Druid, Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S, M (a cube"
      },
      {
        "document": 1476,
        "excerpt": "Level 6 Conjuration (Druid) Casting Time: Action Range: 120 feet Components: V, S, M (a handful of thorns) Du"
      },
      {
        "document": 1477,
        "excerpt": "Level 2 Abjuration (Cleric, Paladin) Casting Time: Action Range: Touch Components: V, S, M (a pair of platinu"
      },
      {
        "document": 1478,
        "excerpt": "Level 3 Transmutation (Druid, Ranger, Sorcerer, Wizard) Casting Time: Action or Ritual Range: 30 feet Compone"
      },
      {
        "document": 1479,
        "excerpt": "Level 3 Transmutation (Cleric, Druid, Ranger, Sorcerer) Casting Time: Action or Ritual Range: 30 feet Compone"
      },
      {
        "document": 1480,
        "excerpt": "Level 2 Conjuration (Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a bit of spid"
      },
      {
        "document": 1481,
        "excerpt": "Level 9 Illusion (Warlock, Wizard) Casting Time: Action Range: 120 feet Components: V, S Duration: Concentrat"
      },
      {
        "document": 1482,
        "excerpt": "Level 6 Transmutation (Druid) Casting Time: 1 minute Range: 30 feet Components: V, S, M (a candle) Duration:"
      },
      {
        "document": 1483,
        "excerpt": "Level 3 Evocation (Druid, Ranger) Casting Time: Action Range: 120 feet Components: V, S, M (a fan and a feath"
      },
      {
        "document": 1484,
        "excerpt": "Level 9 Conjuration (Sorcerer, Wizard) Casting Time: Action Range: Self Components: V Duration: Instantaneous"
      },
      {
        "document": 1485,
        "excerpt": "Level 6 Conjuration (Cleric) Casting Time: Action Range: 5 feet Components: V Duration: Instantaneous You an"
      },
      {
        "document": 1486,
        "excerpt": "Level 2 Enchantment (Bard, Cleric, Paladin) Casting Time: Action Range: 60 feet Components: V, S Duration: 10"
      },
      {
        "document": 1490,
        "excerpt": "ative. Each time you receive it, you gain 1 Exhaustion level. You die if your Exhaustion level is 6. D20 Tests Affected. When you make a D20 Test, the roll is reduc"
      },
      {
        "document": 1523,
        "excerpt": "weapon, your Hit Point maximum increases by 1 for each level you have attained. Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. A"
      },
      {
        "document": 1535,
        "excerpt": ". In addition, a Cleric or Druid in the light can cast level 1 spells they have prepared without expending spell slots. Alternatively, when you light the candle for"
      },
      {
        "document": 1576,
        "excerpt": "Charm Person (save DC 13). For 1 charge, you cast the level 1 version of the spell. You increase the spell's level by one for each additional charge you expend. The"
      },
      {
        "document": 1596,
        "excerpt": "wn Spell. While holding the hat, you can try to cast a level 1+ spell you don't know. The spell must be on the Wizard spell list, it must be of a level you can cast,"
      },
      {
        "document": 1608,
        "excerpt": "f. When created, the tower has a single door at ground level on the side facing you. The door opens only at your command, which you can issue as a Bonus Action. It i"
      },
      {
        "document": 1609,
        "excerpt": "our head, you can take a Reaction to cancel a spell of level 4 or lower cast by a creature you can see. A canceled spell has no effect, and any resources used to cas"
      },
      {
        "document": 1621,
        "excerpt": "he manual, you must be a spellcaster with at least two level 5 spell slots. A creature that can't use a Manual of Golems and attempts to read it takes 6d6 Psychic da"
      },
      {
        "document": 1629,
        "excerpt": "hes the end of its trajectory, the bead detonates as a level 3 Fireball (save DC 15). You can hurl multiple beads, or even the whole necklace, at one time. When you"
      },
      {
        "document": 1636,
        "excerpt": "ke a Magic action to regain one expended spell slot of level 3 or lower. Once you use the pearl, it can't be used again until the next dawn."
      },
      {
        "document": 1645,
        "excerpt": "Uncommon When you drink this potion, you can cast the level 3 version of the Animal Friendship spell (save DC 13). Agitating this potion's muddy liquid brings litt"
      },
      {
        "document": 1678,
        "excerpt": "ls chosen by the GM. Any creature can cast a spell of level 1 through 5 into the ring by touching the ring as the spell is cast. The spell has no effect other than"
      },
      {
        "document": 1679,
        "excerpt": "inst spells. If you succeed on the save for a spell of level 7 or lower, the spell has no effect on you. If that spell targeted only you and didn't create an area of"
      },
      {
        "document": 1686,
        "excerpt": "a DC 15 Constitution saving throw or gain 1 Exhaustion level."
      },
      {
        "document": 1689,
        "excerpt": "n to remove one of the stars and expend it to cast the level 5 version of Magic Missile. Daily at dusk, 1d6 removed stars reappear on the robe. While you wear the r"
      },
      {
        "document": 1691,
        "excerpt": "feet long) 76–83 Spell Scroll containing one spell of level 1, 2, or 3 (your choice) 1d100 Patch 84–90 2 Mastiffs 91–96 Window (2 feet by 4 feet, up to 2 feet de"
      },
      {
        "document": 1692,
        "excerpt": "itself - is stored in the rod. The energy has the same level as the spell when it was cast. A canceled spell dissipates with no effect, and any resources used to cas"
      },
      {
        "document": 1709,
        "excerpt": "t. If the spell is on your spell list but of a higher level than you can normally cast, you make an ability check using your spellcasting ability to determine wheth"
      },
      {
        "document": 1719,
        "excerpt": "ning a number of charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of charges above 50, the staff explodes as if you"
      },
      {
        "document": 1728,
        "excerpt": "kes an extra 14 Slashing damage and gains 1 Exhaustion level."
      },
      {
        "document": 1744,
        "excerpt": "eball (save DC 15) from it. For 1 charge, you cast the level 3 version of the spell. You can increase the spell's level by 1 for each additional charge you expend."
      },
      {
        "document": 1745,
        "excerpt": "Bolt (save DC 15) from it. For 1 charge, you cast the level 3 version of the spell. You can increase the spell's level by 1 for each additional charge you expend."
      },
      {
        "document": 1747,
        "excerpt": "cast Magic Missile from it. For 1 charge, you cast the level 1 version of the spell. You can increase the spell's level by 1 for each additional charge you expend."
      },
      {
        "document": 1761,
        "excerpt": "attack with a use of Spellcasting to cast Acid Arrow (level 3 version). Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 13 (2d6 + 6) Slashing damage plus 4 (1d8) A"
      },
      {
        "document": 1764,
        "excerpt": "lsion Breath or (B) Spellcasting to cast Guiding Bolt (level 2 version). Rend. Melee Attack Roll: +12, reach 10 ft. Hit: 16 (2d8 + 7) Slashing damage plus 5 (1d10)"
      },
      {
        "document": 1765,
        "excerpt": "Slowing Breath or (B) Spellcasting to cast Mind Spike (level 4 version). Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 17 (2d10 + 6) Slashing damage plus 4 (1d8)"
      },
      {
        "document": 1766,
        "excerpt": "k with a use of (A) Spellcasting to cast Guiding Bolt (level 2 version) or (B) Weakening Breath. Rend. Melee Attack Roll: +14, reach 10 ft. Hit: 17 (2d8 + 8) Slashi"
      },
      {
        "document": 1767,
        "excerpt": "attack with a use of Spellcasting to cast Mind Spike (level 3 version). Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 15 (2d8 + 6) Slashing damage plus 7 (2d6) P"
      },
      {
        "document": 1768,
        "excerpt": "20, +12 to hit with spell attacks): At Will: Command (level 2 version), Detect Magic, Scorching Ray 1/Day: Fireball"
      },
      {
        "document": 1769,
        "excerpt": "equired to maintain the spell) 1/Day Each: Ice Storm (level 5 version), Zone of Truth"
      },
      {
        "document": 1773,
        "excerpt": "attack with a use of Spellcasting to cast Acid Arrow (level 4 version). Rend. Melee Attack Roll: +15, reach 15 ft. Hit: 17 (2d8 + 8) Slashing damage plus 9 (2d8) A"
      },
      {
        "document": 1774,
        "excerpt": "one attack with a use of Spellcasting to cast Shatter (level 3 version). Rend. Melee Attack Roll: +16, reach 15 ft. Hit: 18 (2d8 + 9) Slashing damage plus 11 (2d10)"
      },
      {
        "document": 1775,
        "excerpt": "leep Breath or (B) Spellcasting to cast Scorching Ray (level 3 version). Rend. Melee Attack Roll: +14, reach 15 ft. Hit: 19 (2d10 + 8) Slashing damage plus 7 (2d6)"
      },
      {
        "document": 1776,
        "excerpt": "lsion Breath or (B) Spellcasting to cast Guiding Bolt (level 2 version). Rend. Melee Attack Roll: +16, reach 15 ft. Hit: 18 (2d8 + 9) Slashing damage plus 9 (2d8) L"
      },
      {
        "document": 1777,
        "excerpt": "Slowing Breath or (B) Spellcasting to cast Mind Spike (level 5 version). Rend. Melee Attack Roll: +15, reach 15 ft. Hit: 19 (2d10 + 8) Slashing damage plus 9 (2d8)"
      },
      {
        "document": 1778,
        "excerpt": "k with a use of (A) Spellcasting to cast Guiding Bolt (level 4 version) or (B) Weakening Breath. Rend. Melee Attack Roll: +17 to hit, reach 15 ft. Hit: 19 (2d8 + 10"
      },
      {
        "document": 1779,
        "excerpt": "attack with a use of Spellcasting to cast Mind Spike (level 5 version). Rend. Melee Attack Roll: +15, reach 15 ft. Hit: 17 (2d8 + 8) Slashing damage plus 10 (3d6)"
      },
      {
        "document": 1780,
        "excerpt": "tack with a use of Spellcasting to cast Scorching Ray (level 3 version). Rend. Melee Attack Roll: +17, reach 15 ft. Hit: 19 (2d8 + 10) Slashing damage plus 10 (3d6)"
      },
      {
        "document": 1781,
        "excerpt": "ralyzing Breath or (B) Spellcasting to cast Ice Knife (level 2 version). Rend. Melee Attack Roll: +17, reach 15 ft. Hit: 19 (2d8 + 10) Slashing damage plus 9 (2d8)"
      },
      {
        "document": 1790,
        "excerpt": "nd, Prestidigitation 2/Day Each: Fly, Lightning Bolt (level 7 version) 1/Day Each: Cone of Cold (level 9 version), Mind Blank (cast before combat), Scrying, Telepo"
      },
      {
        "document": 1856,
        "excerpt": "lity, Major Image, Plane Shift, Tongues, Wall of Fire (level 7 version)"
      },
      {
        "document": 1914,
        "excerpt": "cks while Invisible), Minor Illusion, Ray of Sickness (level 3 version)"
      },
      {
        "document": 1920,
        "excerpt": "l: Thaumaturgy 1/Day Each: Clairvoyance, Cure Wounds (level 6 version), Flame Strike (level 6 version), Geas, True Seeing"
      },
      {
        "document": 1936,
        "excerpt": ". Ice Wall (Recharge 6). The devil casts Wall of Ice (level 8 version), requiring no spell components and using Intelligence as the spellcasting ability (spell save"
      },
      {
        "document": 1949,
        "excerpt": "Detect Magic, Detect Thoughts, Dispel Magic, Fireball (level 5 version), Invisibility, Lightning Bolt (level 5 version), Mage Hand, Prestidigitation 2/Day Each: Ani"
      },
      {
        "document": 1952,
        "excerpt": "C), Mage Hand, Prestidigitation 2/Day Each: Fireball (level 4 version), Invisibility 1/Day Each: Cone of Cold, Fly"
      },
      {
        "document": 1966,
        "excerpt": "aturgy 1/Day Each: Animate Dead, Harm, Insect Plague (level 7 version)"
      },
      {
        "document": 1969,
        "excerpt": ": At Will: Detect Magic, Etherealness, Magic Missile (level 4 version) 2/Day Each: Phantasmal Killer, Plane Shift (self only)"
      },
      {
        "document": 1976,
        "excerpt": "ability (spell save DC 13): 1/Day Each: Charm Person (level 2 version), Darkness, Gaseous Form, Sleep"
      },
      {
        "document": 1986,
        "excerpt": "lcasting (Recharge 4–6). The pit fiend casts Fireball (level 5 version) twice, requiring no Material components and using Charisma as the spellcasting ability (spell"
      },
      {
        "document": 2018,
        "excerpt": "'s amulet can cause the guardian to store one spell of level 4 or lower. To do so, the wearer must cast the spell on the guardian while within 5 feet of it. The spel"
      },
      {
        "document": 2022,
        "excerpt": "Divine Aid (3/Day). The solar casts Cure Wounds (level 2 version), Lesser Restoration, or Remove Curse, using the same spellcasting ability as Spellcasting."
      },
      {
        "document": 2024,
        "excerpt": "ithin 120 feet. Failure: The target gains 1 Exhaustion level. While the target has any Exhaustion levels, it appears 3d10 years older. Failure or Success: The sphinx"
      },
      {
        "document": 2025,
        "excerpt": "ithin 120 feet. Failure: The target gains 1 Exhaustion level. While the target has any Exhaustion levels, it appears 3d10 years older. Failure or Success: The sphinx"
      },
      {
        "document": 2028,
        "excerpt": "ay Each: Detect Thoughts, Dimension Door, Hold Person (level 3 version), Lightning Bolt (level 4 version)"
      },
      {
        "document": 2036,
        "excerpt": "ic damage. Charm. The succubus casts Dominate Person (level 8 version), requiring no spell components and using Charisma as the spellcasting ability (spell save DC"
      },
      {
        "document": 2051,
        "excerpt": "ely after the troll's turn. The troll has 1 Exhaustion level for each missing limb, and it grows replacement limbs the next time it regains Hit Points. Regeneration"
      }
    ],
    "levels": [
      {
        "document": 34,
        "excerpt": "r's Proficiency Bonus increases as the character gains levels (described in “Character Creation”). A monster's Proficiency Bonus is based on its Challenge Rating (see"
      },
      {
        "document": 243,
        "excerpt": ". A character's Proficiency Bonus increases at certain levels, as shown in the Character Advancement table and your class features table in “Classes.” When your Profi"
      },
      {
        "document": 244,
        "excerpt": "ct that the play experience evolves as characters gain levels."
      },
      {
        "document": 245,
        "excerpt": "Tier 1 (Levels 1–4)"
      },
      {
        "document": 246,
        "excerpt": "Tier 2 (Levels 5–10)"
      },
      {
        "document": 248,
        "excerpt": "Tier 3 (Levels 11–16)"
      },
      {
        "document": 249,
        "excerpt": "Tier 4 (Levels 17–20)"
      },
      {
        "document": 250,
        "excerpt": "Starting at Higher Levels"
      },
      {
        "document": 251,
        "excerpt": "beyond level 1 provided Starting Equipment at Higher Levels"
      },
      {
        "document": 252,
        "excerpt": "o provide greater power to characters who have no more levels to gain. With this approach, each character gains one feat of their choice for every 30,000 XP the chara"
      },
      {
        "document": 253,
        "excerpt": "or more magic items. The Starting Equipment at Higher Levels table is a guide for the GM. Also, check with your GM about what equipment is available for you to buy"
      },
      {
        "document": 254,
        "excerpt": "Multiclassing allows you to gain levels in multiple classes. With this rule, you have the option of gaining a level in a new class whenever you"
      },
      {
        "document": 257,
        "excerpt": "in the Hit Points from your new class as described for levels after 1. You gain the level 1 Hit Points for a class only when your total character level is 1. Add tog"
      },
      {
        "document": 264,
        "excerpt": "acity for spellcasting depends partly on your combined levels in all your spellcasting classes and partly on your individual levels in those classes. Once you have th"
      },
      {
        "document": 268,
        "excerpt": "s on your character sheet. See the “Starting at Higher Levels” section later in “Character Creation” for more information."
      },
      {
        "document": 512,
        "excerpt": "say when its members gain access to spells of certain levels."
      },
      {
        "document": 513,
        "excerpt": "mbers a limited number of spell slots of certain spell levels. For example, a level 3 Wizard has four level 1 spell slots and two level 2 slots. When you cast a spel"
      },
      {
        "document": 557,
        "excerpt": "rns. When a creature can breathe again, it removes all levels of Exhaustion it gained from suffocating."
      },
      {
        "document": 613,
        "excerpt": "till ongoing. If the creature died with any Exhaustion levels, it returns with 1 fewer level. If the creature had Attunement to one or more magic items, it is no long"
      },
      {
        "document": 676,
        "excerpt": "evel. Weakness. While the creature has any Exhaustion levels, it regains only half the normal number of Hit Points from spending Hit Point Dice. Restlessness. While"
      },
      {
        "document": 714,
        "excerpt": "e following parts after the trap's name: Severity and Levels. A trap is designated as a nuisance or as deadly for characters of certain levels. A nuisance trap is un"
      },
      {
        "document": 716,
        "excerpt": "Deadly Trap (Levels 1–4) Trigger: A creature crosses a trip wire Duration: Instantaneous This trap uses a trip wire to co"
      },
      {
        "document": 717,
        "excerpt": "Nuisance Trap (Levels 1–4) Trigger: A creature crosses a trip wire Duration: Instantaneous A falling net trap uses a trip w"
      },
      {
        "document": 718,
        "excerpt": "Deadly Trap (Levels 1-4) Trigger: A creature moves onto a pressure plate Duration: Instantaneous, and the trap resets at t"
      },
      {
        "document": 719,
        "excerpt": "Nuisance Trap (Levels 1–4) Trigger: A creature moves onto the pit's lid Duration: Instantaneous This 10-foot-deep pit has a"
      },
      {
        "document": 720,
        "excerpt": "Deadly Trap (Levels 1–4) Trigger: A creature moves onto a pressure plate Duration: Instantaneous, and the trap resets at th"
      },
      {
        "document": 721,
        "excerpt": "Nuisance Trap (Levels 1–4) Trigger: A creature opens the trap's lock improperly or fails to disarm the trap Duration: Instan"
      },
      {
        "document": 722,
        "excerpt": "Deadly Trap (Levels 11–16) or Nuisance Trap (Levels 17–20) Trigger: A creature moves onto a pressure plate Duration: Until"
      },
      {
        "document": 723,
        "excerpt": "Deadly Trap (Levels 1–4) Trigger: A creature moves onto the pit's lid Duration: Instantaneous A 10-foot-deep pit has a hin"
      },
      {
        "document": 816,
        "excerpt": "Starting Equipment at Higher Levels"
      },
      {
        "document": 955,
        "excerpt": "Levels"
      },
      {
        "document": 956,
        "excerpt": "Levels"
      },
      {
        "document": 957,
        "excerpt": "Levels"
      },
      {
        "document": 958,
        "excerpt": "Levels"
      },
      {
        "document": 959,
        "excerpt": "Levels"
      },
      {
        "document": 962,
        "excerpt": "gain a bonus to the damage that increases as you gain levels as a Barbarian, as shown in the Rage Damage column of the Barbarian Features table. Strength Advantage."
      },
      {
        "document": 963,
        "excerpt": "expended uses when you finish a Long Rest. At Higher Levels. Your Bardic Inspiration die changes when you reach certain Bard levels, as shown in the Bardic Die colu"
      },
      {
        "document": 964,
        "excerpt": "ice from the Cleric spell list. When you reach Cleric levels 4 and 10, you learn another cantrip of your choice from the Cleric spell list, as shown in the Cantrips"
      },
      {
        "document": 965,
        "excerpt": "hoice from the Druid spell list. When you reach Druid levels 4 and 10, you learn another cantrip of your choice from the Druid spell list, as shown in the Cantrips c"
      },
      {
        "document": 966,
        "excerpt": "ou finish a Long Rest. When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table."
      },
      {
        "document": 967,
        "excerpt": "ike or Monk weapons. This die changes as you gain Monk levels, as shown in the Martial Arts column of the Monk Features table. Dexterous Attacks. You can use your De"
      },
      {
        "document": 968,
        "excerpt": "r of spells on your list increases as you gain Paladin levels, as shown in the Prepared Spells column of the Paladin Features table. Whenever that number increases, c"
      },
      {
        "document": 969,
        "excerpt": "er of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, ch"
      },
      {
        "document": 970,
        "excerpt": "ck roll. The extra damage increases as you gain Rogue levels, as shown in the Sneak Attack column of the Rogue Features table."
      },
      {
        "document": 971,
        "excerpt": "cerer cantrip of your choice. When you reach Sorcerer levels 4 and 10, you learn another Sorcerer cantrip of your choice, as shown in the Cantrips column of the Sorc"
      },
      {
        "document": 972,
        "excerpt": "vocation that you have. When you gain certain Warlock levels, you gain more invocations of your choice, as shown in the Invocations column of the Warlock Features ta"
      },
      {
        "document": 973,
        "excerpt": "Wizard cantrip of your choice. When you reach Wizard levels 4 and 10, you learn another Wizard cantrip of your choice, as shown in the Cantrips column of the Wizard"
      },
      {
        "document": 975,
        "excerpt": "amage and healing increase by 1d6 when you reach Druid levels 10 (3d6) and 14 (4d6)."
      },
      {
        "document": 978,
        "excerpt": "lls. When you cast a Wizard spell with a spell slot of levels 1–5 that deals damage, you can deal maximum damage with that spell on the turn you cast it. The first t"
      },
      {
        "document": 986,
        "excerpt": "This damage increases by 1d10 when you reach character levels 5 (2d10), 11 (3d10), and 17 (4d10). You can use this Breath Weapon a number of times equal to your Prof"
      },
      {
        "document": 988,
        "excerpt": "l 1 benefit of that lineage. When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You"
      },
      {
        "document": 994,
        "excerpt": "enefit of the chosen legacy. When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You"
      },
      {
        "document": 1150,
        "excerpt": "ip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6)."
      },
      {
        "document": 1190,
        "excerpt": "p Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10)."
      },
      {
        "document": 1270,
        "excerpt": "p Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10)."
      },
      {
        "document": 1380,
        "excerpt": "p Upgrade. The damage increases by 1d12 when you reach levels 5 (2d12), 11 (3d12), and 17 (4d12)."
      },
      {
        "document": 1390,
        "excerpt": "ip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8)."
      },
      {
        "document": 1399,
        "excerpt": "ip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8)."
      },
      {
        "document": 1410,
        "excerpt": "ip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8)."
      },
      {
        "document": 1424,
        "excerpt": "Cantrip Upgrade. The damage die changes when you reach levels 5 (d10), 11 (d12), and 17 (2d6)."
      },
      {
        "document": 1426,
        "excerpt": "ip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8)."
      },
      {
        "document": 1429,
        "excerpt": "acts on your turn in combat. The simulacrum can't gain levels, and it can't take Short or Long Rests. If the simulacrum takes damage, the only way to restore its Hit"
      },
      {
        "document": 1433,
        "excerpt": "ip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8)."
      },
      {
        "document": 1434,
        "excerpt": "le. Cantrip Upgrade. The range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet)."
      },
      {
        "document": 1442,
        "excerpt": "ip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8)."
      },
      {
        "document": 1466,
        "excerpt": ", the attack deals extra Radiant damage when you reach levels 5 (1d6), 11 (2d6), and 17 (3d6)."
      },
      {
        "document": 1470,
        "excerpt": "ip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6)."
      },
      {
        "document": 1490,
        "excerpt": "ion, you experience the following effects. Exhaustion Levels. This condition is cumulative. Each time you receive it, you gain 1 Exhaustion level. You die if your Ex"
      },
      {
        "document": 1602,
        "excerpt": "ells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet."
      },
      {
        "document": 1605,
        "excerpt": "el for up to 12 hours a day without gaining Exhaustion levels from extended travel."
      },
      {
        "document": 1609,
        "excerpt": "to cast it are wasted. Once the stone has canceled 20 levels of spells, it burns out, turns dull gray, and loses its magic. Agility (Very Rare). Your Dexterity incr"
      },
      {
        "document": 1661,
        "excerpt": "When you drink this potion, it removes any Exhaustion levels you have and ends the Poisoned condition on you. For the next 24 hours, you regain the maximum number of"
      },
      {
        "document": 1678,
        "excerpt": "e attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the GM. An"
      },
      {
        "document": 1692,
        "excerpt": "t it are wasted. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb mo"
      },
      {
        "document": 2024,
        "excerpt": "Exhaustion level. While the target has any Exhaustion levels, it appears 3d10 years older. Failure or Success: The sphinx can't take this action again until the star"
      },
      {
        "document": 2025,
        "excerpt": "Exhaustion level. While the target has any Exhaustion levels, it appears 3d10 years older. Failure or Success: The sphinx can't take this action again until the star"
      }
    ],
    "levels'": [
      {
        "document": 973,
        "excerpt": "if you're a level 4 Wizard, you can recover up to two levels' worth of spell slots, regaining either one level 2 spell slot or two level 1 spell slots. Once you use"
      },
      {
        "document": 975,
        "excerpt": "if you're a level 6 Druid, you can recover up to three levels' worth of spell slots. You can recover a level 3 spell slot, a level 2 and a level 1 spell slot, or three"
      }
    ],
    "lever": [
      {
        "document": 57,
        "excerpt": "t their character is doing something, such as moving a lever or opening a door, and the GM describes what happens. Sometimes, however, rules govern what you can do"
      },
      {
        "document": 535,
        "excerpt": "e “If the cultist steps on the trapdoor, I'll pull the lever that opens it,\" and \"If the zombie steps next to me, I move away.\" When the trigger occurs, you can eit"
      },
      {
        "document": 791,
        "excerpt": "Lever"
      },
      {
        "document": 1509,
        "excerpt": "f the apparatus's levers up or down. After each use, a lever goes back to its neutral position. Each lever, from left to right, functions as shown in the Apparatus o"
      }
    ],
    "leverage": [
      {
        "document": 476,
        "excerpt": "s you Advantage on Strength checks where the Crowbar's leverage can be applied."
      }
    ],
    "levers": [
      {
        "document": 791,
        "excerpt": "Apparatus of the Crab Levers"
      },
      {
        "document": 1509,
        "excerpt": "g two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move up or down. When certain lever"
      }
    ],
    "levitate": [
      {
        "document": 776,
        "excerpt": "Levitate"
      },
      {
        "document": 861,
        "excerpt": "Levitate"
      },
      {
        "document": 887,
        "excerpt": "Levitate"
      },
      {
        "document": 972,
        "excerpt": "ant Step Prerequisite: Level 5+ Warlock You can cast Levitate on yourself without expending a spell slot. Devil's Sight Prerequisite: Level 2+ Warlock You can see"
      },
      {
        "document": 1335,
        "excerpt": "Levitate"
      },
      {
        "document": 1525,
        "excerpt": "Attunement) While you wear these boots, you can cast Levitate on yourself."
      }
    ],
    "levitation": [
      {
        "document": 1525,
        "excerpt": "Boots of Levitation"
      }
    ],
    "libraries": [
      {
        "document": 976,
        "excerpt": "es, and peasant tales. The college's members gather in libraries and universities to share their lore with one another. They also meet at festivals or affairs of state,"
      }
    ],
    "library": [
      {
        "document": 1447,
        "excerpt": "y to me.” Or you could say, “Stop fighting, leave this library peacefully, and don’t return.” The target must succeed on a Wisdom saving throw or have the Charmed con"
      },
      {
        "document": 1454,
        "excerpt": "in the last six months, such as a book from a wizard’s library. - “Very familiar” is a place you have visited often, a place you have carefully studied, or a place you"
      }
    ],
    "license": [
      {
        "document": 0,
        "excerpt": "der the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode."
      }
    ],
    "licensed": [
      {
        "document": 0,
        "excerpt": "ble at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.o"
      }
    ],
    "licenses": [
      {
        "document": 0,
        "excerpt": "onal License, available at https://creativecommons.org/licenses/by/4.0/legalcode."
      }
    ],
    "lich": [
      {
        "document": 801,
        "excerpt": "Lich"
      },
      {
        "document": 1949,
        "excerpt": "Lich"
      }
    ],
    "lich's": [
      {
        "document": 1949,
        "excerpt": "The new body appears in an unoccupied space within the lich's lair."
      }
    ],
    "licorice": [
      {
        "document": 1306,
        "excerpt": "V, S, M (a shaving of licorice root)"
      }
    ],
    "lid": [
      {
        "document": 267,
        "excerpt": "ilver snuffbox bearing the inscription “dreams” on its lid 87 An iron holy symbol devoted to an unknown god 88 A book about a legendary hero's rise and fall, wit"
      },
      {
        "document": 719,
        "excerpt": "(Levels 1–4) Trigger: A creature moves onto the pit's lid Duration: Instantaneous This 10-foot-deep pit has a hinged lid constructed from material identical to t"
      },
      {
        "document": 723,
        "excerpt": "(Levels 1–4) Trigger: A creature moves onto the pit's lid Duration: Instantaneous A 10-foot-deep pit has a hinged lid constructed from material identical to the"
      }
    ],
    "lie": [
      {
        "document": 710,
        "excerpt": "r. The Poisoned creature can't knowingly communicate a lie."
      },
      {
        "document": 744,
        "excerpt": "Tell a convincing lie, or wear a disguise convincingly."
      },
      {
        "document": 1486,
        "excerpt": "On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether a creature succeeds or fails on this save. An affected creature i"
      },
      {
        "document": 1623,
        "excerpt": "pit creates a real pit, the entire depth of which must lie within the 20-foot Cube. No object created by a pot of pigment can have a value greater than 25 GP, and"
      },
      {
        "document": 1987,
        "excerpt": "Divine Awareness. The planetar knows if it hears a lie. Exalted Restoration. If the planetar dies outside Mount Celestia, its body disappears, and it gains a"
      },
      {
        "document": 2022,
        "excerpt": "Divine Awareness. The solar knows if it hears a lie. Exalted Restoration. If the solar dies outside Mount Celestia, its body disappears, and it gains a new"
      }
    ],
    "lies": [
      {
        "document": 26,
        "excerpt": "oor, the GM might say the door opens and describe what lies beyond. But the door might be locked, the floor might hide a trap, or some other circumstance might make"
      },
      {
        "document": 976,
        "excerpt": "rs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority."
      },
      {
        "document": 1199,
        "excerpt": "s an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the d"
      },
      {
        "document": 1267,
        "excerpt": "ation, you know how far it is and in what direction it lies. Whenever you face a choice of paths along the way there, you know which path is the most direct."
      }
    ],
    "life": [
      {
        "document": 7,
        "excerpt": "its Hit Point maximum reaches 0. Certain effects drain life energy, reducing a creature's Hit Point maximum. Massive Damage. When damage reduces a character to 0 H"
      },
      {
        "document": 10,
        "excerpt": "ermine whether you creep closer to death or hang on to life. Unlike other saving throws, this one isn't tied to an ability score. You're in the hands of fate now."
      },
      {
        "document": 235,
        "excerpt": "sonal codes. Someone who follows a disciplined rule of life - and isn’t swayed either by the demands of those in need or by the temptations of evil - is probably La"
      },
      {
        "document": 247,
        "excerpt": "How did the character spend the years leading up to a life of adventure? Who are the character's ancestors? You can also choose your character's languages. 3: Dete"
      },
      {
        "document": 283,
        "excerpt": "rom different worlds and include many kinds of sapient life forms. A player character's species is the set of game traits that an adventurer gains from being one of"
      },
      {
        "document": 289,
        "excerpt": "ere most formative before your character embarked on a life of adventure."
      },
      {
        "document": 371,
        "excerpt": "You're accustomed to the finer things in life and might have servants."
      },
      {
        "document": 613,
        "excerpt": "s calling the spirit back. If the creature returns to life, the revival effect determines the creature's current Hit Points. Unless otherwise stated, the creature"
      },
      {
        "document": 846,
        "excerpt": "Aura of Life"
      },
      {
        "document": 860,
        "excerpt": "False Life"
      },
      {
        "document": 886,
        "excerpt": "False Life"
      },
      {
        "document": 909,
        "excerpt": "Life Domain Spells"
      },
      {
        "document": 914,
        "excerpt": "Aura of Life"
      },
      {
        "document": 936,
        "excerpt": "Manipulates life and death"
      },
      {
        "document": 948,
        "excerpt": "Life-draining energy"
      },
      {
        "document": 963,
        "excerpt": "ve mastered two of the Words of Creation: the words of life and death. You therefore always have the Power Word Heal and Power Word Kill spells prepared. When you c"
      },
      {
        "document": 964,
        "excerpt": "You gain a Cleric subclass of your choice. The Life Domain subclass is detailed after this class's description. A subclass is a specialization that grants y"
      },
      {
        "document": 972,
        "excerpt": "or Prerequisite: Level 2+ Warlock You can cast False Life on yourself without expending a spell slot. When you cast the spell with this feature, you don't roll th"
      },
      {
        "document": 975,
        "excerpt": "ithin 60 feet of yourself. Vitality-giving flowers and life-draining thorns appear for a moment in a 10-foot-radius Sphere centered on that point. Each creature of"
      },
      {
        "document": 981,
        "excerpt": "Life Domain"
      },
      {
        "document": 992,
        "excerpt": "damage.You also know the Chill Touch cantrip. | False Life | Ray of Enfeeblement | | Infernal | You have Resistance to Fire damage.You also know the Fire Bolt"
      },
      {
        "document": 1169,
        "excerpt": "Aura of Life"
      },
      {
        "document": 1262,
        "excerpt": "False Life"
      },
      {
        "document": 1266,
        "excerpt": "None (XP 0; PB equals your Proficiency Bonus) Traits Life Bond. When you regain Hit Points from a level 1+ spell, the steed regains the same number of Hit Points"
      },
      {
        "document": 1397,
        "excerpt": "t wasn't Undead when it died. The creature returns to life with 1 Hit Point. This spell also neutralizes any poisons that affected the creature at the time of deat"
      },
      {
        "document": 1402,
        "excerpt": "escription offers, and the creature recalls its former life. It retains the capabilities it had in its original form, except it loses the traits of its previous spe"
      },
      {
        "document": 1406,
        "excerpt": "d wasn't Undead when it died. The creature returns to life with all its Hit Points. This spell also neutralizes any poisons that affected the creature at the time"
      },
      {
        "document": 1436,
        "excerpt": "ense) Duration: 10 minutes You grant the semblance of life to a corpse of your choice within range, allowing it to answer questions you pose. The corpse must have"
      },
      {
        "document": 1469,
        "excerpt": "ute The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against one creature within reach. On"
      },
      {
        "document": 1625,
        "excerpt": "Mirror of Life Trapping"
      },
      {
        "document": 1627,
        "excerpt": "aw. A creature slain by an avatar can't be restored to life. Star. Increase one of your ability scores by 2, to a maximum of 24. Sun. A magic item (chosen by the"
      },
      {
        "document": 1631,
        "excerpt": "k rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points"
      },
      {
        "document": 1639,
        "excerpt": "earing this pendant, you gain the following benefits. Life Preservation. Whenever you make a Death Saving Throw, you can change a roll of 9 or lower to a 10, turni"
      },
      {
        "document": 1694,
        "excerpt": "pth beneath the ground or your height above it. Drain Life. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Con"
      },
      {
        "document": 1727,
        "excerpt": "Sword of Life Stealing"
      },
      {
        "document": 1920,
        "excerpt": "Celestial Restoration. If the naga dies, it returns to life in 1d6 days and regains all its Hit Points unless Dispel Evil and Good is cast on its remains."
      },
      {
        "document": 1949,
        "excerpt": "pace it left takes 11 (2d10) Necrotic damage. Disrupt Life. Constitution Saving Throw: DC 20, each creature that isn't an Undead in a 20-foot Emanation originating"
      },
      {
        "document": 2023,
        "excerpt": "Life Drain. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d6) Necrotic damage. If the target is a creature, its"
      },
      {
        "document": 2028,
        "excerpt": "Fiendish Restoration. If it dies, the naga returns to life in 1d6 days and regains all its Hit Points. Only a Wish spell can prevent this trait from functioning."
      },
      {
        "document": 2073,
        "excerpt": "y combination. It can replace one attack with a use of Life Drain. Necrotic Sword. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage plus 4 (1d8)"
      },
      {
        "document": 2074,
        "excerpt": "Consume Life. Constitution Saving Throw: DC 10, one living creature the wisp can see within 5 feet that has 0 Hit Poi"
      },
      {
        "document": 2078,
        "excerpt": "Life Drain. Melee Attack Roll: +6, reach 5 ft. Hit: 21 (4d8 + 3) Necrotic damage. If the target is a creature"
      }
    ],
    "lifedrinker": [
      {
        "document": 972,
        "excerpt": "Each time you do so, choose a different Origin feat. Lifedrinker Prerequisite: Level 9+ Warlock, Pact of the Blade Invocation Once per turn when you hit a creature wit"
      }
    ],
    "lifestyle": [
      {
        "document": 365,
        "excerpt": "Lifestyle Expenses"
      },
      {
        "document": 373,
        "excerpt": "for the best and might have a staff that supports your lifestyle. Others notice your wealth and might encourage you to share it, either legally or otherwise."
      }
    ],
    "lifestyle's": [
      {
        "document": 374,
        "excerpt": "rices for daily lodging and meals are included in your lifestyle's expenses. Food, Drink, and Lodging"
      }
    ],
    "lifestyles": [
      {
        "document": 365,
        "excerpt": "cratic - and pay the price to sustain that lifestyle. Lifestyles have no inherent consequences, but the GM might take them into account when determining risks or how oth"
      }
    ],
    "lift": [
      {
        "document": 458,
        "excerpt": "to hoist up to four times the weight you can normally lift."
      },
      {
        "document": 586,
        "excerpt": "The table also shows the maximum weight you can drag, lift, or push. While dragging, lifting, or pushing weight in excess of the maximum weight you can carry, you"
      },
      {
        "document": 739,
        "excerpt": "Lift, push, pull, or break something"
      },
      {
        "document": 945,
        "excerpt": "Drag/Lift/Push"
      },
      {
        "document": 1452,
        "excerpt": "the creature has the Restrained condition, and if you lift it into the air, it is suspended there. It falls at the end of your next turn unless you use this option"
      }
    ],
    "lifting": [
      {
        "document": 586,
        "excerpt": "m weight you can drag, lift, or push. While dragging, lifting, or pushing weight in excess of the maximum weight you can carry, your Speed can be no more than 5 feet."
      }
    ],
    "lifts": [
      {
        "document": 1464,
        "excerpt": "tralizes any poison, cures all magical contagions, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs."
      }
    ],
    "light": [
      {
        "document": 51,
        "excerpt": "they wouldn't otherwise notice with a Torch or another light source, bypass locked doors and containers with Thieves' Tools, and create obstacles for pursuers with C"
      },
      {
        "document": 52,
        "excerpt": "Vision and Light"
      },
      {
        "document": 53,
        "excerpt": "In a Lightly Obscured area - such as an area with Dim Light, patchy fog, or moderate foliage - you have Disadvantage on Wisdom (Perception) checks that rely on sigh"
      },
      {
        "document": 54,
        "excerpt": "Light"
      },
      {
        "document": 306,
        "excerpt": "Light"
      },
      {
        "document": 313,
        "excerpt": "A Lamp burns Oil as fuel to cast Bright Light in a 15-foot radius and Dim Light for an additional 30 feet."
      },
      {
        "document": 314,
        "excerpt": "A Bullseye Lantern burns Oil as fuel to cast Bright Light in a 60-foot Cone and Dim Light for an additional 60 feet."
      },
      {
        "document": 315,
        "excerpt": "A Hooded Lantern burns Oil as fuel to cast Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. As a Bonus Action, you can lower the hood,"
      },
      {
        "document": 318,
        "excerpt": "item. Lighting a fire with a Magnifying Glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite."
      },
      {
        "document": 321,
        "excerpt": "ics but also for peeking around corners and reflecting light as a signal."
      },
      {
        "document": 345,
        "excerpt": "Utilize action, you can use a blunt object, such as a Light Hammer, to hammer a spike into wood, earth, or a similar material. You can do so to jam a door shut or t"
      },
      {
        "document": 349,
        "excerpt": "t, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a Candle, Lamp, Lantern, or Torch - or anything else with"
      },
      {
        "document": 351,
        "excerpt": "A Torch burns for 1 hour, casting Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. When you take the Attack action, you can at"
      },
      {
        "document": 400,
        "excerpt": "When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this e"
      },
      {
        "document": 406,
        "excerpt": "Category. Every type of armor falls into a category: Light, Medium, or Heavy. The category determines how long it takes to don or doff the armor (as shown in the t"
      },
      {
        "document": 408,
        "excerpt": "Light, Medium, or Heavy Armor"
      },
      {
        "document": 465,
        "excerpt": "For 1 hour, a lit Candle sheds Bright Light in a 5-foot radius and Dim Light for an additional 5 feet."
      },
      {
        "document": 517,
        "excerpt": "r at least 6 hours and perform no more than 2 hours of light activity, such as reading, talking, eating, or standing watch. During sleep, you have the Unconscious c"
      },
      {
        "document": 544,
        "excerpt": "category without the following drawbacks. If you wear Light, Medium, or Heavy armor and lack training with it, you have Disadvantage on any D20 Test that involves S"
      },
      {
        "document": 581,
        "excerpt": "Bright Light"
      },
      {
        "document": 611,
        "excerpt": "If you have Darkvision, you can see in Dim Light within a specified range as if it were Bright Light and in Darkness within that range as if it were Dim"
      },
      {
        "document": 618,
        "excerpt": "Dim Light"
      },
      {
        "document": 655,
        "excerpt": "e something in a Lightly Obscured space. See also “Dim Light” and “Playing the Game” (“Exploration”)."
      },
      {
        "document": 778,
        "excerpt": "Light"
      },
      {
        "document": 783,
        "excerpt": "nt of origin. Instead, a burst of colorful, shimmering light extends from you in a 30-foot Emanation. Each creature in the area must succeed on a DC 15 Constitution"
      },
      {
        "document": 791,
        "excerpt": "Eyelike fixtures emit Bright Light in a 30-foot radius and Dim Light for an additional 30 feet."
      },
      {
        "document": 859,
        "excerpt": "Light"
      },
      {
        "document": 885,
        "excerpt": "Light"
      },
      {
        "document": 898,
        "excerpt": "Light"
      },
      {
        "document": 910,
        "excerpt": "Light"
      },
      {
        "document": 928,
        "excerpt": "Light"
      },
      {
        "document": 929,
        "excerpt": "Light Armor (1 Minute to Don or Doff)"
      },
      {
        "document": 962,
        "excerpt": "Light and Medium armor and Shields"
      },
      {
        "document": 963,
        "excerpt": "Light armor"
      },
      {
        "document": 964,
        "excerpt": "Light and Medium armor and Shields"
      },
      {
        "document": 965,
        "excerpt": "Light armor and Shields"
      },
      {
        "document": 966,
        "excerpt": "Light, Medium, and Heavy armor and Shields"
      },
      {
        "document": 967,
        "excerpt": "Simple weapons and Martial weapons that have the Light property"
      },
      {
        "document": 968,
        "excerpt": "Light, Medium, and Heavy armor and Shields"
      },
      {
        "document": 969,
        "excerpt": "Light and Medium armor and Shields"
      },
      {
        "document": 970,
        "excerpt": "e weapons and Martial weapons that have the Finesse or Light property"
      },
      {
        "document": 971,
        "excerpt": "trips. You know four Sorcerer cantrips of your choice. Light, Prestidigitation, Shocking Grasp, and Sorcerous Burst are recommended. Whenever you gain a Sorcerer lev"
      },
      {
        "document": 972,
        "excerpt": "Light armor"
      },
      {
        "document": 973,
        "excerpt": "ntrips. You know three Wizard cantrips of your choice. Light, Mage Hand, and Ray of Frost are recommended. Whenever you finish a Long Rest, you can replace one of yo"
      },
      {
        "document": 982,
        "excerpt": "type or Radiant damage. The weapon also emits Bright Light in a 20-foot radius and Dim Light 20 feet beyond that. You can end this effect early (no action require"
      },
      {
        "document": 1007,
        "excerpt": "a maximum of 30. Merge with Shadows. While within Dim Light or Darkness, you can give yourself the Invisible condition as a Bonus Action. The condition ends on you"
      },
      {
        "document": 1009,
        "excerpt": "quisite: Fighting Style Feature) While you're wearing Light, Medium, or Heavy armor, you gain a +1 bonus to Armor Class."
      },
      {
        "document": 1015,
        "excerpt": "xtra attack as a result of using a weapon that has the Light property, you can add your ability modifier to the damage of that attack if you aren't already adding it"
      },
      {
        "document": 1047,
        "excerpt": "Light"
      },
      {
        "document": 1051,
        "excerpt": "Light"
      },
      {
        "document": 1067,
        "excerpt": "Light"
      },
      {
        "document": 1068,
        "excerpt": "Light"
      },
      {
        "document": 1084,
        "excerpt": "Light"
      },
      {
        "document": 1085,
        "excerpt": "Light Crossbow"
      },
      {
        "document": 1086,
        "excerpt": "Light Hammer"
      },
      {
        "document": 1100,
        "excerpt": "Light"
      },
      {
        "document": 1124,
        "excerpt": "Light"
      },
      {
        "document": 1127,
        "excerpt": "Light"
      },
      {
        "document": 1129,
        "excerpt": "Light"
      },
      {
        "document": 1139,
        "excerpt": "Light"
      },
      {
        "document": 1196,
        "excerpt": "ous You launch a dazzling array of flashing, colorful light. Each creature in a 15-foot Cone originating from you must succeed on a Constitution saving throw or hav"
      },
      {
        "document": 1205,
        "excerpt": "from the Upper Planes, which manifests as a pillar of light in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range. For each creature you can s"
      },
      {
        "document": 1213,
        "excerpt": "from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creat"
      },
      {
        "document": 1215,
        "excerpt": "Clear | | 2 | Light clouds | | 3 | Overcast or ground fog | | 4 |"
      },
      {
        "document": 1222,
        "excerpt": "is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius. As a Bonus Action, you can move the lights up to 60 feet to a spac"
      },
      {
        "document": 1223,
        "excerpt": "phere. Darkvision can't see through it, and nonmagical light can't illuminate it. Alternatively, you cast the spell on an object that isn't being worn or carried, c"
      },
      {
        "document": 1225,
        "excerpt": "a 60-foot-radius Sphere. The sunlight's area is Bright Light and sheds Dim Light for an additional 60 feet. Alternatively, you cast the spell on an object that isn'"
      },
      {
        "document": 1227,
        "excerpt": "ation: Concentration, up to 1 minute A beam of yellow light flashes from you, then condenses at a chosen point within range as a glowing bead for the duration. When"
      },
      {
        "document": 1247,
        "excerpt": "The effect must fit in a 5-foot Cube. Fire Play. You light or snuff out a candle, a torch, or a campfire."
      },
      {
        "document": 1250,
        "excerpt": "be. You choose the color and scent, and the embers can light candles, torches, or lamps in that area. The smoke's scent lingers for 1 minute. Beckon Water. You crea"
      },
      {
        "document": 1260,
        "excerpt": "be within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the"
      },
      {
        "document": 1271,
        "excerpt": "es wreathe your body for the duration, shedding Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. The flames provide you with a warm shield"
      },
      {
        "document": 1274,
        "excerpt": "ting ability modifier. The flaming blade sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. Using a Higher-Level Spell Slot. The damag"
      },
      {
        "document": 1276,
        "excerpt": "burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. Using a Higher-Level Spell Slot. The damag"
      },
      {
        "document": 1301,
        "excerpt": "Components: V, S Duration: 1 round You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Ra"
      },
      {
        "document": 1303,
        "excerpt": "n the area. Darkness. Darkness fills the area. Normal light, as well as magical light created by spells of a level lower than this spell, can't illuminate the area."
      },
      {
        "document": 1324,
        "excerpt": "inside an indestructible gemstone or a similar object. Light can pass through the gemstone (allowing the target to see out and other creatures to see in), but nothin"
      },
      {
        "document": 1336,
        "excerpt": "Light"
      },
      {
        "document": 1349,
        "excerpt": "servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can't leave the dwelling. When the spell ends, an"
      },
      {
        "document": 1362,
        "excerpt": "rger than a 5-foot Cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, s"
      },
      {
        "document": 1368,
        "excerpt": "Concentration, up to 1 minute A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high Cylinder centered on a point within range. Until the spell"
      },
      {
        "document": 1386,
        "excerpt": "notes, or an odd odor. Fire Play. You instantaneously light or snuff out a candle, a torch, or a small campfire. Clean or Soil. You instantaneously clean or soil a"
      },
      {
        "document": 1387,
        "excerpt": "omponents: V, S Duration: Instantaneous Eight rays of light flash from you in a 60-foot Cone. Each creature in the Cone makes a Dexterity saving throw. For each tar"
      },
      {
        "document": 1388,
        "excerpt": "ation: 10 minutes A shimmering, multicolored plane of light forms a vertical opaque wall - up to 90 feet long, 30 feet high, and 1 inch thick - centered on a point"
      },
      {
        "document": 1390,
        "excerpt": "emits no heat and ignites nothing, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The spell ends if you cast it again. Until"
      },
      {
        "document": 1399,
        "excerpt": "S Duration: Instantaneous A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it take"
      },
      {
        "document": 1425,
        "excerpt": "attack. Until the spell ends, the target sheds Bright Light in a 5-foot radius, attack rolls against it have Advantage, and it can't benefit from the Invisible cond"
      },
      {
        "document": 1442,
        "excerpt": "ts: V, S Duration: Instantaneous You launch a mote of light at one creature or object within range. Make a ranged spell attack against the target. On a hit, the tar"
      },
      {
        "document": 1449,
        "excerpt": "f brilliant radiance shines above you. It sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. This light is sunlight."
      },
      {
        "document": 1451,
        "excerpt": "glyph glows, filling a 60-foot-radius Sphere with Dim Light for 10 minutes, after which time the spell ends. Each creature in the Sphere when the glyph activates i"
      },
      {
        "document": 1459,
        "excerpt": "e spell ends, you can command the interior to have Dim Light or Darkness (no action required). The Emanation is opaque from the outside and of any color you choose,"
      },
      {
        "document": 1484,
        "excerpt": "ays that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that y"
      },
      {
        "document": 1510,
        "excerpt": "Any Light, Medium, or Heavy"
      },
      {
        "document": 1512,
        "excerpt": "Any Light, Medium, or Heavy"
      },
      {
        "document": 1513,
        "excerpt": "Any Light, Medium, or Heavy"
      },
      {
        "document": 1535,
        "excerpt": "its total burn time. While lit, the candle sheds Dim Light in a 30-foot radius. While you are within that light, you have Advantage on D20 Tests. In addition, a Cl"
      },
      {
        "document": 1546,
        "excerpt": "ntage on Dexterity (Stealth) checks. In an area of Dim Light or Darkness, you can grip the edges of the cloak and use it to gain a Fly Speed of 40 feet. If you ever"
      },
      {
        "document": 1559,
        "excerpt": "Any Light, Medium, or Heavy"
      },
      {
        "document": 1572,
        "excerpt": "d Poisoned. The clear, red liquid has tiny bubbles of light in it."
      },
      {
        "document": 1574,
        "excerpt": "ts target. Until it disappears, the arrow emits Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. This weapon has the following additional p"
      },
      {
        "document": 1581,
        "excerpt": "e-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an ext"
      },
      {
        "document": 1583,
        "excerpt": "ge. In freezing temperatures, the weapon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. When you draw this weapon, you can extingu"
      },
      {
        "document": 1585,
        "excerpt": "ing effects: First Command Word. The gem sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. This effect doesn't expend a charge. It las"
      },
      {
        "document": 1598,
        "excerpt": "he following benefits while wearing the helm. Diamond Light. As long as it has at least one diamond, the helm emits a 30-foot Emanation. When at least one Undead is"
      },
      {
        "document": 1613,
        "excerpt": "rn burns for 6 hours on 1 pint of oil, shedding Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. Invisible creatures and objects are visible"
      },
      {
        "document": 1615,
        "excerpt": "Frightened condition until the end of your next turn. Light. While you hold this weapon, it sheds Bright Light in a 20-foot radius and Dim Light for an additional 2"
      },
      {
        "document": 1626,
        "excerpt": "m or Heavy, Except Hide Armor), Uncommon Mithral is a light, flexible metal. Armor made of this substance can be worn under normal clothes. If the armor normally im"
      },
      {
        "document": 1651,
        "excerpt": "on's transparent liquid has floating in it a sliver of light resembling a giant's fingernail."
      },
      {
        "document": 1661,
        "excerpt": "his potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat."
      },
      {
        "document": 1664,
        "excerpt": "olding this weapon, you can cause it to emit green Dim Light out to 10 feet, either as a Bonus Action or after you roll Initiative, or you can extinguish the light a"
      },
      {
        "document": 1677,
        "excerpt": "(Requires Attunement) You can cast Dancing Lights or Light from the ring. The ring has 6 charges and regains 1d6 expended charges daily at dawn. You can expend it"
      },
      {
        "document": 1686,
        "excerpt": "ithin that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3"
      },
      {
        "document": 1687,
        "excerpt": "ruesight, both with a range of 120 feet. Drawbacks. A Light spell cast on the robe or a Daylight spell cast within 5 feet of the robe gives you the Blinded conditio"
      },
      {
        "document": 1688,
        "excerpt": "our next turn. During this time, the robe sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet, and creatures that can see you have Disadva"
      },
      {
        "document": 1693,
        "excerpt": "d in the ground, whereupon the rod's head sheds Bright Light in a 60-foot radius and Dim Light for an additional 60 feet. While in that Bright Light, you and your al"
      },
      {
        "document": 1694,
        "excerpt": "pposite the rod's flanged head. The flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet, and the blade functions as a magic Longswor"
      },
      {
        "document": 1707,
        "excerpt": ", Uncommon (Requires Attunement) While you wear these light shoes, you can move up, down, and across vertical surfaces and along ceilings, while leaving your hands"
      },
      {
        "document": 1715,
        "excerpt": "e, roll 1d20. On a 1, the staff vanishes in a flash of light, lost forever."
      },
      {
        "document": 1726,
        "excerpt": "ge. Sunlight. The sword's luminous blade emits Bright Light in a 15-foot radius and Dim Light for an additional 15 feet. The light is sunlight. While the blade pers"
      },
      {
        "document": 1730,
        "excerpt": "st charge, the talisman disperses into motes of golden light and is destroyed."
      },
      {
        "document": 1763,
        "excerpt": "ended uses at the start of each of its turns. Blazing Light. The dragon uses Spellcasting to cast Scorching Ray. Pounce. The dragon moves up to half its Speed, and"
      },
      {
        "document": 1764,
        "excerpt": "ended uses at the start of each of its turns. Guiding Light. The dragon uses Spellcasting to cast Guiding Bolt (level 2 version). Pounce. The dragon moves up to ha"
      },
      {
        "document": 1766,
        "excerpt": "ction again until the start of its next turn. Guiding Light. The dragon uses Spellcasting to cast Guiding Bolt (level 2 version). Pounce. The dragon moves up to ha"
      },
      {
        "document": 1775,
        "excerpt": "ended uses at the start of each of its turns. Blazing Light. The dragon uses Spellcasting to cast Scorching Ray (level 3 version). Pounce. The dragon moves up to h"
      },
      {
        "document": 1776,
        "excerpt": "ended uses at the start of each of its turns. Guiding Light. The dragon uses Spellcasting to cast Guiding Bolt (level 2 version). Pounce. The dragon moves up to ha"
      },
      {
        "document": 1778,
        "excerpt": "ction again until the start of its next turn. Guiding Light. The dragon uses Spellcasting to cast Guiding Bolt (level 4 version). Pounce. The dragon moves up to ha"
      },
      {
        "document": 1790,
        "excerpt": "t Magic, Detect Thoughts, Disguise Self, Invisibility, Light, Mage Armor (included in AC), Mage Hand, Prestidigitation 2/Day Each: Fly, Lightning Bolt (level 7 vers"
      },
      {
        "document": 1791,
        "excerpt": "Light Crossbow, Shortsword, Studded Leather Armor"
      },
      {
        "document": 1796,
        "excerpt": "itated condition. Illumination. The azer sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet."
      },
      {
        "document": 1801,
        "excerpt": "Leather Armor, Light Crossbow, Scimitar"
      },
      {
        "document": 1820,
        "excerpt": "Hide Armor, Light Hammers (3)"
      },
      {
        "document": 1829,
        "excerpt": "Light Sensitivity. While in Bright Light, the cloaker has Disadvantage on attack rolls."
      },
      {
        "document": 1830,
        "excerpt": "(spell save DC 15): At Will: Detect Magic, Fog Cloud, Light 1/Day Each: Control Weather, Gaseous Form, Telekinesis"
      },
      {
        "document": 1838,
        "excerpt": "l save DC 12, +4 to hit with spell attacks): At Will: Light, Thaumaturgy 2/Day: Command 1/Day: Hold Person"
      },
      {
        "document": 1840,
        "excerpt": "minutes. Darkvision can't penetrate this area, and no light can illuminate it."
      },
      {
        "document": 1862,
        "excerpt": "Fire damage. Illumination. The elemental sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. Water Susceptibility. The elemental takes"
      },
      {
        "document": 1883,
        "excerpt": "Illumination. The beetle sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet."
      },
      {
        "document": 1952,
        "excerpt": "ng ability (spell save DC 14): At Will: Detect Magic, Light, Mage Armor (included in AC), Mage Hand, Prestidigitation 2/Day Each: Fireball (level 4 version), Invis"
      },
      {
        "document": 1954,
        "excerpt": "shes its flames. While ablaze, the magmin sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet."
      },
      {
        "document": 1970,
        "excerpt": "e nightmare. Illumination. The nightmare sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet."
      },
      {
        "document": 1991,
        "excerpt": "s, using Wisdom as the spellcasting ability: At Will: Light, Thaumaturgy"
      },
      {
        "document": 1992,
        "excerpt": "the spellcasting ability (spell save DC 13): At Will: Light, Thaumaturgy 1/Day: Spirit Guardians"
      },
      {
        "document": 2016,
        "excerpt": "Shadow Stealth. While in Dim Light or Darkness, the shadow takes the Hide action."
      },
      {
        "document": 2019,
        "excerpt": "Shriek. Trigger: A creature or a source of Bright Light moves within 30 feet of the shrieker. Response: The shrieker emits a shriek audible within 300 feet of i"
      },
      {
        "document": 2035,
        "excerpt": "ng ability (spell save DC 18): At Will: Detect Magic, Light 1/Day: Control Weather"
      },
      {
        "document": 2074,
        "excerpt": "r carry anything. Illumination. The wisp sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. Incorporeal Movement. The wisp can move th"
      }
    ],
    "lighter": [
      {
        "document": 62,
        "excerpt": "haul an unusually heavy object or a massive number of lighter objects, the GM might require you to abide by the rules for carrying capacity in \"Rules Glossary.\""
      },
      {
        "document": 1234,
        "excerpt": "eem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent o"
      },
      {
        "document": 1417,
        "excerpt": "re seem 1 foot shorter or taller and appear heavier or lighter. A target's new appearance must have the same basic arrangement of limbs as the target, but the extent o"
      }
    ],
    "lighting": [
      {
        "document": 318,
        "excerpt": "ck made to appraise or inspect a highly detailed item. Lighting a fire with a Magnifying Glass requires light as bright as sunlight to focus, tinder to ignite, and abou"
      },
      {
        "document": 349,
        "excerpt": "nything else with exposed fuel - takes a Bonus Action. Lighting any other fire takes 1 minute."
      },
      {
        "document": 1468,
        "excerpt": "s fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring drinks. Once you give the command, the servant performs the task to the"
      }
    ],
    "lightly": [
      {
        "document": 53,
        "excerpt": "An area might be Lightly or Heavily Obscured. In a Lightly Obscured area - such as an area with Dim Light, patchy fog, or moderat"
      },
      {
        "document": 54,
        "excerpt": "Dim Light. Dim Light, also called shadows, creates a Lightly Obscured area. An area of Dim Light is usually a boundary between Bright Light and surrounding Darkness."
      },
      {
        "document": 265,
        "excerpt": "e Trinkets table to gain a Tiny trinket, a simple item lightly touched by mystery. The GM might also use this table. It can help stock a room in a dungeon or fill a cr"
      },
      {
        "document": 618,
        "excerpt": "An area with Dim Light is Lightly Obscured. See also “Lightly Obscured” and “Playing the Game” (“Exploration”)."
      },
      {
        "document": 655,
        "excerpt": "Lightly Obscured"
      },
      {
        "document": 683,
        "excerpt": "hing within an area of heavy rain or heavy snowfall is Lightly Obscured, and creatures in the area have Disadvantage on all Wisdom (Perception) checks. Heavy rain also"
      },
      {
        "document": 783,
        "excerpt": "int of origin. During that time, the area of effect is Lightly Obscured."
      },
      {
        "document": 1250,
        "excerpt": "e. Beckon Water. You create a spray of cool mist that lightly dampens creatures and objects in a 5-foot Cube. Alternatively, you create 1 cup of clean water either in"
      },
      {
        "document": 1327,
        "excerpt": ". The Sphere remains for the duration, and its area is Lightly Obscured and Difficult Terrain. When the swarm appears, each creature in it makes a Constitution saving"
      },
      {
        "document": 1480,
        "excerpt": "ebs are Difficult Terrain, and the area within them is Lightly Obscured. If the webs aren't anchored between two solid masses (such as walls or trees) or layered acro"
      },
      {
        "document": 1536,
        "excerpt": "u leave behind a cloud of smoke. The space you left is Lightly Obscured by that smoke until the end of your next turn."
      }
    ],
    "lightning": [
      {
        "document": 246,
        "excerpt": "ers. Spellcasters gain iconic spells such as Fireball, Lightning Bolt, and Raise Dead. Most weapon-focused classes gain the ability to make multiple attacks in a round."
      },
      {
        "document": 502,
        "excerpt": "sn't know it was targeted by the spell. An effect like lightning is obvious, but a more subtle effect, such as an attempt to read thoughts, goes unnoticed unless a spell"
      },
      {
        "document": 756,
        "excerpt": "Wind; on a 6, Invisibility (cast on yourself); on a 7, Lightning Bolt; on an 8, Phantasmal Force; on a 9, Polymorph; on a 10, Stinking Cloud."
      },
      {
        "document": 765,
        "excerpt": "Lightning"
      },
      {
        "document": 767,
        "excerpt": "Chain Lightning (3 charges), Feather Fall (0 charges), Gust of Wind (2 charges), Wind Wall (1 charge)"
      },
      {
        "document": 768,
        "excerpt": "Lightning"
      },
      {
        "document": 769,
        "excerpt": "Lightning Damage"
      },
      {
        "document": 776,
        "excerpt": "Lightning Bolt (level 5 version)"
      },
      {
        "document": 778,
        "excerpt": "Lightning Bolt (level 7 version)"
      },
      {
        "document": 783,
        "excerpt": "You cast Lightning Bolt. The Line created by the spell extends from you to the chosen point of origin."
      },
      {
        "document": 792,
        "excerpt": "Lightning"
      },
      {
        "document": 803,
        "excerpt": "Lightning"
      },
      {
        "document": 825,
        "excerpt": "Lightning"
      },
      {
        "document": 827,
        "excerpt": "Lightning Bolt"
      },
      {
        "document": 832,
        "excerpt": "Call Lightning"
      },
      {
        "document": 863,
        "excerpt": "Lightning Bolt"
      },
      {
        "document": 866,
        "excerpt": "Chain Lightning"
      },
      {
        "document": 888,
        "excerpt": "Lightning Bolt"
      },
      {
        "document": 892,
        "excerpt": "Chain Lightning"
      },
      {
        "document": 949,
        "excerpt": "Lightning"
      },
      {
        "document": 965,
        "excerpt": "can cause the target to take an extra 1d8 Cold, Fire, Lightning, or Thunder damage (choose when you hit)."
      },
      {
        "document": 971,
        "excerpt": "pe to one of the other listed types: Acid, Cold, Fire, Lightning, Poison, Thunder. Twinned Spell Cost: 1 Sorcery Point When you cast a spell, such as Charm Person, th"
      },
      {
        "document": 977,
        "excerpt": "dragons. Choose one of those types: Acid, Cold, Fire, Lightning, or Poison. You have Resistance to that damage type, and when you cast a spell that deals damage of tha"
      },
      {
        "document": 978,
        "excerpt": "bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some Evokers find employment in military forces, serving as artillery to blast armies"
      },
      {
        "document": 986,
        "excerpt": "ack | Acid | Gold | Fire | | Blue | Lightning | Green | Poison | | Brass | Fire | Red | Fire | | Bronze | Lightning | Silv"
      },
      {
        "document": 1185,
        "excerpt": "Call Lightning"
      },
      {
        "document": 1187,
        "excerpt": "Chain Lightning"
      },
      {
        "document": 1191,
        "excerpt": "rgy at a target within range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder for the type of orb you create, and then make a ranged spell attack against the targ"
      },
      {
        "document": 1206,
        "excerpt": "irit's element, which determines its damage type: air (Lightning), earth (Thunder), fire (Fire), or water (Cold). The spirit lasts for the duration. Whenever a creature"
      },
      {
        "document": 1208,
        "excerpt": "in the Emanation. This damage is Acid, Cold, Fire, or Lightning (your choice when you make the attack). In addition, the ground in the Emanation is Difficult Terrain f"
      },
      {
        "document": 1245,
        "excerpt": "uch one willing creature, and choose Acid, Cold, Fire, Lightning, or Poison. Until the spell ends, the target can take a Magic action to exhale a 15-foot Cone. Each crea"
      },
      {
        "document": 1293,
        "excerpt": "y saving throw. A creature takes 5d8 Acid, Cold, Fire, Lightning, or Thunder damage (your choice when you create the glyph) on a failed save or half as much damage on a"
      },
      {
        "document": 1337,
        "excerpt": "Lightning Bolt"
      },
      {
        "document": 1387,
        "excerpt": "much damage. | | 3 | Yellow. Failed Save: 12d6 Lightning damage. Successful Save: Half as much damage. | | 4 | Green. Failed Save: 12d6 Poison damage. Successf"
      },
      {
        "document": 1388,
        "excerpt": "| | 3 | Yellow. Failed Save: 12d6 Lightning damage. Successful Save: Half as much damage. Additional Effects: The layer is destroyed if it takes at"
      },
      {
        "document": 1393,
        "excerpt": "e to one damage type of your choice: Acid, Cold, Fire, Lightning, or Thunder."
      },
      {
        "document": 1405,
        "excerpt": "d choose a damage type: Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison, Radiant, Slashing, or Thunder. When the creature takes damage of the chosen"
      },
      {
        "document": 1426,
        "excerpt": "Range: Touch Components: V, S Duration: Instantaneous Lightning springs from you to a creature that you try to touch. Make a melee spell attack against the target. On a"
      },
      {
        "document": 1433,
        "excerpt": "kes 1d8 damage of a type you choose: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder. If you roll an 8 on a d8 for this spell, you can roll another d8, and add"
      },
      {
        "document": 1446,
        "excerpt": "takes 4d6 Acid damage. Turn 3. You call six bolts of lightning from the cloud to strike six different creatures or objects beneath it. Each target makes a Dexterity sa"
      },
      {
        "document": 1448,
        "excerpt": "| Save: +2 | Save: +2 | Resistances Acid, Cold, Fire, Lightning, Poison Immunities Charmed, Frightened, Poisoned Senses Blindsight 30 ft., Darkvision 60 ft.; Passive Pe"
      },
      {
        "document": 1612,
        "excerpt": "Javelin of Lightning"
      },
      {
        "document": 1623,
        "excerpt": "terial. If you paint a form of energy such as fire or lightning, the energy dissipates as soon as you complete the painting, doing no harm."
      },
      {
        "document": 1667,
        "excerpt": "al Plane: Air. You know Auran, you have Resistance to Lightning damage, and you have a Fly Speed equal to your Speed and can hover. Earth. You know Terran, and you hav"
      },
      {
        "document": 1677,
        "excerpt": "an expend 1 charge to cast Faerie Fire from the ring. Lightning Spheres. You can expend 2 charges as a Magic action to create up to four 3-foot-diameter spheres of ligh"
      },
      {
        "document": 1722,
        "excerpt": "Staff of Thunder and Lightning"
      },
      {
        "document": 1745,
        "excerpt": "Wand of Lightning Bolts"
      },
      {
        "document": 1762,
        "excerpt": "Lightning"
      },
      {
        "document": 1764,
        "excerpt": "Lightning"
      },
      {
        "document": 1771,
        "excerpt": "Bludgeoning, Lightning, Piercing, Slashing"
      },
      {
        "document": 1774,
        "excerpt": "Lightning"
      },
      {
        "document": 1776,
        "excerpt": "Lightning"
      },
      {
        "document": 1790,
        "excerpt": "in AC), Mage Hand, Prestidigitation 2/Day Each: Fly, Lightning Bolt (level 7 version) 1/Day Each: Cone of Cold (level 9 version), Mind Blank (cast before combat), Scr"
      },
      {
        "document": 1799,
        "excerpt": "Cold, Lightning"
      },
      {
        "document": 1806,
        "excerpt": "Lightning"
      },
      {
        "document": 1810,
        "excerpt": "Acid, Cold, Lightning, Slashing; Charmed, Deafened, Exhaustion, Frightened, Grappled, Prone, Restrained"
      },
      {
        "document": 1813,
        "excerpt": "Lightning"
      },
      {
        "document": 1817,
        "excerpt": "Lightning"
      },
      {
        "document": 1845,
        "excerpt": "Lightning, Thunder"
      },
      {
        "document": 1849,
        "excerpt": "Cold, Fire, Lightning"
      },
      {
        "document": 1864,
        "excerpt": "Lightning, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned"
      },
      {
        "document": 1871,
        "excerpt": "Acid, Bludgeoning, Cold, Fire, Lightning, Piercing, Slashing, Thunder"
      },
      {
        "document": 1903,
        "excerpt": "Cold, Fire, Lightning"
      },
      {
        "document": 1921,
        "excerpt": "ollowing damage types (GM's choice): Acid, Cold, Fire, Lightning, or Poison. This choice affects other aspects of the stat block."
      },
      {
        "document": 1925,
        "excerpt": "Cold, Fire, Lightning"
      },
      {
        "document": 1946,
        "excerpt": "Cold, Lightning; Frightened, Grappled, Paralyzed, Restrained"
      },
      {
        "document": 1949,
        "excerpt": "Cold, Lightning"
      },
      {
        "document": 1957,
        "excerpt": "Cold, Fire, Lightning"
      },
      {
        "document": 1968,
        "excerpt": "Cold, Fire, Lightning"
      },
      {
        "document": 1972,
        "excerpt": "Lightning, Slashing; Charmed, Deafened, Exhaustion, Frightened, Grappled, Prone, Restrained"
      },
      {
        "document": 1996,
        "excerpt": "Cold, Fire, Lightning"
      },
      {
        "document": 2016,
        "excerpt": "Acid, Cold, Fire, Lightning, Thunder"
      },
      {
        "document": 2017,
        "excerpt": "Lightning; Deafened, Exhaustion"
      },
      {
        "document": 2023,
        "excerpt": "Acid, Bludgeoning, Cold, Fire, Lightning, Piercing, Slashing, Thunder"
      },
      {
        "document": 2028,
        "excerpt": "oughts, Dimension Door, Hold Person (level 3 version), Lightning Bolt (level 4 version)"
      },
      {
        "document": 2035,
        "excerpt": "Lightning, Thunder"
      },
      {
        "document": 2059,
        "excerpt": "Cold, Fire, Lightning"
      },
      {
        "document": 2074,
        "excerpt": "Lightning, Poison; Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious"
      },
      {
        "document": 2082,
        "excerpt": "Lightning"
      },
      {
        "document": 2084,
        "excerpt": "Lightning"
      }
    ],
    "lights": [
      {
        "document": 859,
        "excerpt": "Dancing Lights"
      },
      {
        "document": 885,
        "excerpt": "Dancing Lights"
      },
      {
        "document": 898,
        "excerpt": "Dancing Lights"
      },
      {
        "document": 963,
        "excerpt": "trips of your choice from the Bard spell list. Dancing Lights and Vicious Mockery are recommended. Whenever you gain a Bard level, you can replace one of your cantri"
      },
      {
        "document": 988,
        "excerpt": "vision increases to 120 feet.You also know the Dancing Lights cantrip. | Faerie Fire | Darkness"
      },
      {
        "document": 1205,
        "excerpt": "ure you can see in the Cylinder, choose which of these lights shines on it: Healing Light. The target regains Hit Points equal to 4d12 plus your spellcasting ability"
      },
      {
        "document": 1222,
        "excerpt": "Dancing Lights"
      },
      {
        "document": 1299,
        "excerpt": "ing magical effects within the warded area: - Dancing Lights in four corridors, with a simple program that the lights repeat as long as Guards and Wards lasts - Magi"
      },
      {
        "document": 1677,
        "excerpt": "Very Rare (Requires Attunement) You can cast Dancing Lights or Light from the ring. The ring has 6 charges and regains 1d6 expended charges daily at dawn. You can"
      },
      {
        "document": 1914,
        "excerpt": "C 12, +4 to hit with spell attacks): At Will: Dancing Lights, Disguise Self (24-hour duration), Invisibility (self only, and the hag leaves no tracks while Invisible"
      }
    ],
    "lightweight": [
      {
        "document": 1483,
        "excerpt": "eatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at ta"
      }
    ],
    "like": [
      {
        "document": 7,
        "excerpt": "gnore this rule for an individual monster and treat it like a character. Hit Point Maximum of 0. A creature dies if its Hit Point maximum reaches 0. Certain effect"
      },
      {
        "document": 37,
        "excerpt": "rties, spells, magic items, monster abilities, and the like - that sometimes contradict a general rule. When an exception and a general rule disagree, the exception"
      },
      {
        "document": 58,
        "excerpt": "of the rules, an object is a discrete, inanimate item like a window, door, sword, book, table, chair, or stone. It isn't a building or a vehicle, which are compose"
      },
      {
        "document": 64,
        "excerpt": "order outside combat and record the order any way you like: write it down, for example, or arrange miniatures to show it."
      },
      {
        "document": 110,
        "excerpt": "Each instance of damage has a type, like Fire or Slashing. Damage types are listed in “Rules Glossary\" and have no rules of their own, but other"
      },
      {
        "document": 117,
        "excerpt": "s traits or features, not by using a magic item or the like. Items Made for Specific Creatures. Magic items that are meant to be worn tend to magically adjust them"
      },
      {
        "document": 160,
        "excerpt": "ou may equip monsters with additional gear however you like, using the items in “Equipment” for inspiration. You decide how much of a monster’s equipment is recover"
      },
      {
        "document": 181,
        "excerpt": "cloakers. Beasts are non-Humanoid natural creatures, like horses and wolves, as well as most giant animals. Celestials are magical creatures, such as angels and"
      },
      {
        "document": 232,
        "excerpt": "se increases can raise a score above 20. Some players like to increase their class's primary ability, while others prefer to increase a low score."
      },
      {
        "document": 240,
        "excerpt": "ability modifier and note the total. Some players also like to note the modifier for saving throws they're not proficient in, which is just the relevant ability mod"
      },
      {
        "document": 264,
        "excerpt": "er-level spells. If a lower-level spell that you cast, like Burning Hands, has an enhanced effect when cast at a higher level, you can use the enhanced effect as no"
      },
      {
        "document": 266,
        "excerpt": "vial that smells of perfume 40 A gemstone that looks like a lump of coal when examined by anyone but you 41 A scrap of cloth from an old banner 42 A rank insign"
      },
      {
        "document": 375,
        "excerpt": ", or skill): a mercenary, an artisan, a scribe, or the like. The pay shown on the Hirelings table is a minimum; some expert hirelings require more pay. Untrained hi"
      },
      {
        "document": 420,
        "excerpt": "st when sold. In contrast, trade goods and valuables - like gems and art objects - retain their full value in the marketplace. \"Magic Items\" has prices for magic it"
      },
      {
        "document": 496,
        "excerpt": "component is the chanting of esoteric words that sound like nonsense to the uninitiated. The words must be uttered in a normal speaking voice. The words themselves"
      },
      {
        "document": 500,
        "excerpt": "long the spell lasts in rounds, minutes, hours, or the like. For example, a Duration entry might say “1 minute,” meaning the spell ends after 1 minute has passed. W"
      },
      {
        "document": 502,
        "excerpt": "e doesn't know it was targeted by the spell. An effect like lightning is obvious, but a more subtle effect, such as an attempt to read thoughts, goes unnoticed unle"
      },
      {
        "document": 523,
        "excerpt": "ject is a nonliving, distinct thing. Composite things, like buildings, comprise more than one object. See also “Breaking Objects.”"
      },
      {
        "document": 542,
        "excerpt": "g effects on you - conditions, spells, curses, and the like - carry over from one form to the other. You revert to your true form if you die."
      },
      {
        "document": 667,
        "excerpt": "ewolves being a prime example. You decide how a spell like Remove Curse affects a creature with accursed origins. For example, you might decide that a mummy was cr"
      },
      {
        "document": 670,
        "excerpt": "lically righting the wrong they committed. How a spell like Remove Curse affects a curse that's part of your adventure is up to you - the spell might merely suppres"
      },
      {
        "document": 718,
        "excerpt": "s a 15-foot Cone of magical flame. The statue can look like anything, such as a dragon or a wizard. Each creature in the Cone must succeed on a DC 15 Dexterity savi"
      },
      {
        "document": 719,
        "excerpt": "or. When a creature moves onto the lid, it swings open like a trapdoor, causing the creature to fall into the pit. The lid remains open thereafter. A creature that"
      },
      {
        "document": 723,
        "excerpt": "or. When a creature moves onto the lid, it swings open like a trapdoor, causing the creature to fall into the pit, which has sharpened wooden or metal spikes at the"
      },
      {
        "document": 725,
        "excerpt": "work together, they can combine their abilities - just like characters with different classes and origins. A diverse force is more powerful. Reasons to Move. Use f"
      },
      {
        "document": 973,
        "excerpt": "s and costs 50 GP. Afterward you can prepare the spell like the other spells in your spellbook. Copying the Book. You can copy a spell from your spellbook into ano"
      },
      {
        "document": 977,
        "excerpt": "rcerer level. Parts of you are also covered by dragon-like scales. While you aren't wearing armor, your base Armor Class equals 10 plus your Dexterity and Charisma"
      },
      {
        "document": 1153,
        "excerpt": "e. You alter your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other"
      },
      {
        "document": 1173,
        "excerpt": "Until the spell ends, the target's skin assumes a bark-like appearance, and the target has an Armor Class of 17 if its AC is lower than that."
      },
      {
        "document": 1207,
        "excerpt": "range. The spirit lasts for the duration, and it looks like a Fey creature of your choice. When the spirit appears, you can make one melee spell attack against a cr"
      },
      {
        "document": 1213,
        "excerpt": "dius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not"
      },
      {
        "document": 1217,
        "excerpt": "ehydration. The food is bland but nourishing and looks like a food of your choice, and the water is clean. The food spoils after 24 hours if uneaten."
      },
      {
        "document": 1220,
        "excerpt": "t of vegetable matter (soft goods, rope, wood, and the like) or mineral matter (stone, crystal, metal, and the like). The object must be no larger than a 5-foot Cub"
      },
      {
        "document": 1272,
        "excerpt": "s of up to ten 10-foot Cubes, which you arrange as you like. Each Cube must be contiguous with at least one other Cube. Each creature in the area makes a Dexterity"
      },
      {
        "document": 1278,
        "excerpt": "ross uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10"
      },
      {
        "document": 1304,
        "excerpt": "ain in a 150-foot Cube in range look, sound, and smell like another sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crev"
      },
      {
        "document": 1324,
        "excerpt": "is your choice of a labyrinth, a cage, a tower, or the like. Minimus Containment. The target becomes 1 inch tall and is trapped inside an indestructible gemstone o"
      },
      {
        "document": 1325,
        "excerpt": "red. It lasts for the duration or until a strong wind (like that created by Gust of Wind) disperses it. When the cloud appears, each creature in it makes a Dexteri"
      },
      {
        "document": 1336,
        "excerpt": "an additional 20 feet. The light can be colored as you like. Covering the object with something opaque blocks the light. The spell ends if you cast it again."
      },
      {
        "document": 1347,
        "excerpt": "e object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there, so the words appear to co"
      },
      {
        "document": 1349,
        "excerpt": "n, fresh, and warm. You can create any floor plan you like for the dwelling, but it can't exceed 50 contiguous 10-foot Cubes. The place is furnished and decorated"
      },
      {
        "document": 1363,
        "excerpt": "up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. Open fields or a road could be made to resemble a swamp, hill, crevasse, or"
      },
      {
        "document": 1387,
        "excerpt": "the Petrified condition until it is freed by an effect like the Greater Restoration spell. The successes and failures needn't be consecutive; keep track of both unt"
      },
      {
        "document": 1388,
        "excerpt": "the Petrified condition until it is freed by an effect like the Greater Restoration spell. The successes and failures needn’t be consecutive; keep track of both unt"
      },
      {
        "document": 1391,
        "excerpt": ". The trigger can be as general or as detailed as you like, though it must be based on visual or audible phenomena that occur within 30 feet of the area. For examp"
      },
      {
        "document": 1392,
        "excerpt": "f intervening obstacles. The illusion looks and sounds like you, but it is intangible. If the illusion takes any damage, it disappears, and the spell ends. You can"
      },
      {
        "document": 1410,
        "excerpt": "0 feet Components: V, S Duration: Instantaneous Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity sa"
      },
      {
        "document": 1418,
        "excerpt": "you as the sender if it knows you, and can answer in a like manner immediately. The spell enables targets to understand the meaning of your message. You can send t"
      },
      {
        "document": 1444,
        "excerpt": "5 feet in any dimension and form it into any shape you like. For example, you could shape a large rock into a weapon, statue, or coffer, or you could make a small p"
      },
      {
        "document": 1475,
        "excerpt": "n crudely shape the wall to create battlements and the like. The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30"
      },
      {
        "document": 1534,
        "excerpt": "mon (Requires Attunement) This wooden broom functions like a mundane broom until you stand astride it and take a Magic action to make it hover beneath you, at whic"
      },
      {
        "document": 1557,
        "excerpt": "llusory creature created by the card looks and behaves like a real creature of its kind, except that it can do no harm. While you are within 120 feet of the illusor"
      },
      {
        "document": 1579,
        "excerpt": "Wondrous Item, Rarity Varies This object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The GM choo"
      },
      {
        "document": 1588,
        "excerpt": "or some other kind of armor. You decide what it looks like - including color, style, and accessories - but the armor retains its normal bulk and weight. The illuso"
      },
      {
        "document": 1604,
        "excerpt": "our or when it drops to 0 Hit Points. The spirits look like living, breathing warriors, and they have Immunity to the Charmed and Frightened conditions. Once you us"
      },
      {
        "document": 1627,
        "excerpt": "n. You draw no more cards. Euryale. The card's medusa-like visage curses you. You take a -2 penalty to saving throws while cursed in this way. Only a god or the ma"
      },
      {
        "document": 1640,
        "excerpt": "vescent liquid contains one easy-to-miss bubble shaped like a heart."
      },
      {
        "document": 1650,
        "excerpt": "ion's container seems to hold fog that moves and pours like water."
      },
      {
        "document": 1655,
        "excerpt": "ance to all damage. This potion's syrupy liquid looks like liquefied iron."
      },
      {
        "document": 1658,
        "excerpt": "n, Uncommon This concoction looks, smells, and tastes like a Potion of Healing or another beneficial potion. However, it is actually poison masked by illusion magi"
      },
      {
        "document": 1662,
        "excerpt": "oudy green fluid smells of the sea and has a jellyfish-like bubble floating in it."
      },
      {
        "document": 1718,
        "excerpt": "Obscured for creatures other than you. A strong wind (like that created by Gust of Wind) disperses the swarm and ends the effect. Spells. While holding the staff,"
      },
      {
        "document": 1827,
        "excerpt": "within 120 feet of itself. This trait otherwise works like the Detect Magic spell but isn't itself magical."
      }
    ],
    "likelihood": [
      {
        "document": 1324,
        "excerpt": "s you choose, but the GM must agree that it has a high likelihood of happening within the next decade. The trigger must be an observable action, such as someone making a"
      },
      {
        "document": 1484,
        "excerpt": "uch an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might be achieved only in"
      }
    ],
    "likely": [
      {
        "document": 47,
        "excerpt": "ble's allies, your efforts to convince or deceive will likely fail."
      },
      {
        "document": 587,
        "excerpt": "characters' level. If the CR is higher, the monster is likely a danger. If the CR is lower, the monster likely poses little threat. But circumstances and the number o"
      },
      {
        "document": 670,
        "excerpt": "punished and be able to learn how to end their curse, likely by symbolically righting the wrong they committed. How a spell like Remove Curse affects a curse that's"
      },
      {
        "document": 727,
        "excerpt": "ty: Low Difficulty. An encounter of low difficulty is likely to have one or two scary moments for the players, but their characters should emerge victorious with no"
      },
      {
        "document": 1304,
        "excerpt": "rain are unchanged, so creatures entering the area are likely to notice the illusion. If the difference isn't obvious by touch, a creature examining the illusion can"
      },
      {
        "document": 1484,
        "excerpt": "ences for a whole community, region, or world, you are likely to attract powerful foes. If your wish would affect a god, the god's divine servants might instantly int"
      },
      {
        "document": 1611,
        "excerpt": "sue no commands or give the creature a command that is likely to result in its death or imprisonment, it defends itself but otherwise takes no actions. At the end of"
      }
    ],
    "likeness": [
      {
        "document": 793,
        "excerpt": "An animate but immobile stone statue in your likeness rises and makes verbal threats against you. If you leave it and others come near, it describes you as th"
      },
      {
        "document": 820,
        "excerpt": "An old divination card bearing your likeness"
      },
      {
        "document": 1413,
        "excerpt": "----------------- | :------------ | | Picture or other likeness | -2 | | Garment or other possession | -4 | | Body part,"
      },
      {
        "document": 1580,
        "excerpt": "Ebony Fly (Rare). This ebony statuette, carved in the likeness of a horsefly, can become a Giant Fly (see the accompanying stat block) for up to 12 hours and can be ri"
      }
    ],
    "likes": [
      {
        "document": 96,
        "excerpt": "place in the Initiative order and moves and acts as it likes."
      },
      {
        "document": 817,
        "excerpt": "Likes ..."
      },
      {
        "document": 818,
        "excerpt": "Likes ..."
      },
      {
        "document": 1242,
        "excerpt": "ve further direction from you, it acts and moves as it likes, focusing on protecting itself. You can command the target to take a Reaction but must take your own Re"
      },
      {
        "document": 1243,
        "excerpt": "ve further direction from you, it acts and moves as it likes, focusing on protecting itself. You can command the target to take a Reaction but must take your own Re"
      },
      {
        "document": 1244,
        "excerpt": "ve further direction from you, it acts and moves as it likes, focusing on protecting itself. You can command the target to take a Reaction but must take your own Re"
      }
    ],
    "limb": [
      {
        "document": 2050,
        "excerpt": "Troll Limb"
      },
      {
        "document": 2051,
        "excerpt": "red, falls into the troll's space, and becomes a Troll Limb. The limb acts immediately after the troll's turn. The troll has 1 Exhaustion level for each missing lim"
      }
    ],
    "limb's": [
      {
        "document": 2050,
        "excerpt": "cid or Fire damage, this trait doesn't function on the limb's next turn. The limb dies only if it starts its turn with 0 Hit Points and doesn't regenerate. Troll Spa"
      }
    ],
    "limbo": [
      {
        "document": 790,
        "excerpt": "a 3, Carceri; on a 4, Gehenna; on a 5, Hades; on a 6, Limbo; on a 7, the Nine Hells; on an 8, Pandemonium"
      },
      {
        "document": 798,
        "excerpt": "Limbo"
      }
    ],
    "limbs": [
      {
        "document": 965,
        "excerpt": "ability to handle objects is determined by the form's limbs rather than your own. In addition, you choose whether your equipment falls in your space, merges into yo"
      },
      {
        "document": 1170,
        "excerpt": "mes a Plant creature and gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. The GM chooses statisti"
      },
      {
        "document": 1234,
        "excerpt": "st adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail"
      },
      {
        "document": 1417,
        "excerpt": "new appearance must have the same basic arrangement of limbs as the target, but the extent of the illusion is otherwise up to you. The spell lasts for the duration."
      },
      {
        "document": 1464,
        "excerpt": "died. The spell replaces damaged or missing organs and limbs. If the creature was Undead, it is restored to its non-Undead form. The spell can provide a new body if"
      },
      {
        "document": 2051,
        "excerpt": "Loathsome Limbs (4/Day). If the troll ends any turn Bloodied and took 15+ Slashing damage during that turn, one of the t"
      }
    ],
    "limit": [
      {
        "document": 1289,
        "excerpt": "e Undead. The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count agai"
      }
    ],
    "limited": [
      {
        "document": 60,
        "excerpt": "Time-Limited Object Interactions"
      },
      {
        "document": 68,
        "excerpt": "pace as normal. Characters in a waterborne vessel are limited to the speed of the vessel, and they don't choose a travel pace. Depending on the vessel and the size of"
      },
      {
        "document": 140,
        "excerpt": "A sentient item can perceive its surroundings out to a limited range. You can choose its senses or roll on the Sentient Item's Senses table."
      },
      {
        "document": 156,
        "excerpt": "a special ability that deals a lot of damage but has a limited number of uses, such as a recharging breath weapon or a spell it can cast only once per day, have it use"
      },
      {
        "document": 178,
        "excerpt": "s otherwise unable to take actions. The monster has a limited number of Legendary Action uses, and that number is specified in the stat block. The monster expends one"
      },
      {
        "document": 179,
        "excerpt": "Limited Usage"
      },
      {
        "document": 308,
        "excerpt": "the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet). A creature can use its action to make a DC 13 Strength (A"
      },
      {
        "document": 494,
        "excerpt": "ll's description specifies which part of the effect is limited by the range. A range usually takes one of the following forms: Distance. The range is expressed in fe"
      },
      {
        "document": 513,
        "excerpt": "ellcasting is taxing, so a spellcaster can cast only a limited number of level 1+ spells before resting. Spell slots are the main way a spellcaster's magical potential"
      },
      {
        "document": 514,
        "excerpt": "c spells without a spell slot. This casting is usually limited in another way, such as being able to cast the spell a limited number of times per day. Magic Items. Sp"
      },
      {
        "document": 666,
        "excerpt": "the Bestow Curse spell. The effects of such curses are limited and can be ended by the Remove Curse spell. Bestow Curse provides useful benchmarks for gauging the pot"
      },
      {
        "document": 966,
        "excerpt": "You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hi"
      },
      {
        "document": 1156,
        "excerpt": "Wisdom, and Charisma scores. The target's actions are limited by the Beast form's anatomy, and it can't cast spells. The target's equipment melds into the new form, a"
      },
      {
        "document": 1198,
        "excerpt": "and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in cast"
      },
      {
        "document": 1283,
        "excerpt": "on: 8 hours You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target has Advantage on D20 Tests, and o"
      },
      {
        "document": 1381,
        "excerpt": "if it has no Temporary Hit Points left. The target is limited in the actions it can perform by the anatomy of its new form, and it can't speak or cast spells. The ta"
      },
      {
        "document": 1437,
        "excerpt": "You imbue plants in an immobile 30-foot Emanation with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands"
      },
      {
        "document": 1463,
        "excerpt": "nish if any remain when the spell ends. The target is limited in the actions it can perform by the anatomy of its new form, and it can't speak or cast spells. The ta"
      },
      {
        "document": 2009,
        "excerpt": "st any creature that doesn't have all its Hit Points. Limited Amphibiousness. The sahuagin can breathe air and water, but it must be submerged at least once every 4 h"
      }
    ],
    "limits": [
      {
        "document": 237,
        "excerpt": "creatures methodically take what they want within the limits of a code of tradition, loyalty, or order. An aristocrat exploiting citizens while scheming for power is"
      },
      {
        "document": 739,
        "excerpt": "Push your body beyond normal limits"
      },
      {
        "document": 966,
        "excerpt": "You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action. Once you use t"
      }
    ],
    "line": [
      {
        "document": 502,
        "excerpt": "one of these shapes: Cone, Cube, Cylinder, Emanation, Line, or Sphere. Awareness of Being Targeted. Unless a spell has a perceptible effect, a creature doesn't kn"
      },
      {
        "document": 526,
        "excerpt": "e defined elsewhere in this glossary: Cone Cylinder Line Cube Emanation Sphere An area of effect has a point of origin, a location from which the effect's en"
      },
      {
        "document": 640,
        "excerpt": "ver or Total Cover, and you must be out of any enemy's line of sight; if you can see a creature, you can discern whether it can see you. On a successful check, you"
      },
      {
        "document": 656,
        "excerpt": "Line [Area of Effect]"
      },
      {
        "document": 783,
        "excerpt": "You cast Gust of Wind. The Line created by the spell extends from you to the chosen point of origin."
      },
      {
        "document": 986,
        "excerpt": "f magical energy in either a 15-foot Cone or a 30-foot Line that is 5 feet wide (choose the shape each time). Each creature in that area must make a Dexterity savin"
      },
      {
        "document": 1263,
        "excerpt": "reature ends its turn in a space where it doesn't have line of sight to you, the creature makes a Wisdom saving throw. On a successful save, the spell ends on that"
      },
      {
        "document": 1268,
        "excerpt": "aneous You sense any trap within range that is within line of sight. A trap, for the purpose of this spell, includes any object or mechanism that was created to ca"
      },
      {
        "document": 1302,
        "excerpt": "egume seed) Duration: Concentration, up to 1 minute A Line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration."
      },
      {
        "document": 1337,
        "excerpt": "roke of lightning forming a 100-foot-long, 5-foot-wide Line blasts out from you in a direction you choose. Each creature in the Line makes a Dexterity saving throw,"
      },
      {
        "document": 1449,
        "excerpt": "e You launch a sunbeam in a 5-foot-wide, 60-foot-long Line. Each creature in the Line makes a Constitution saving throw. On a failed save, a creature takes 6d8 Rad"
      },
      {
        "document": 1476,
        "excerpt": "s up to 20 feet high and 5 feet thick. The wall blocks line of sight. When the wall appears, each creature in its area makes a Dexterity saving throw, taking 7d8 P"
      },
      {
        "document": 1491,
        "excerpt": "ks and attack rolls while the source of fear is within line of sight. Can't Approach. You can't willingly move closer to the source of fear."
      },
      {
        "document": 1556,
        "excerpt": "er produces 30 gallons of water that gushes forth in a Line 30 feet long and 1 foot wide. If you're holding the decanter, you can aim the geyser in one direction (n"
      },
      {
        "document": 1612,
        "excerpt": "nto a bolt of lightning. This bolt forms a 5-foot-wide Line between you and the target. The target and each other creature in the Line (excluding you) makes a DC 13"
      },
      {
        "document": 1711,
        "excerpt": "eck, the sphere moves 10 feet toward you in a straight line. While in control of the sphere, you can take a Bonus Action to cause it to move in one direction of yo"
      },
      {
        "document": 1722,
        "excerpt": "a bolt of lightning to leap from the staff's tip in a Line that is 5 feet wide and 120 feet long. Each creature in that Line makes a DC 17 Dexterity saving throw,"
      },
      {
        "document": 1731,
        "excerpt": "difier. This movement doesn't have to be in a straight line."
      },
      {
        "document": 1761,
        "excerpt": "w: DC 18, each creature in a 60-foot-long, 5-foot-wide Line. Failure: 54 (12d8) Acid damage. Success: Half damage. Spellcasting. The dragon casts one of the follow"
      },
      {
        "document": 1762,
        "excerpt": "w: DC 19, each creature in a 90-foot-long, 5-foot-wide Line. Failure: 60 (11d10) Lightning damage. Success: Half damage. Spellcasting. The dragon casts one of the"
      },
      {
        "document": 1763,
        "excerpt": "w: DC 18, each creature in a 60-foot-long, 5-foot-wide Line. Failure: 45 (10d8) Fire damage. Success: Half damage. Sleep Breath. Constitution Saving Throw: DC 18,"
      },
      {
        "document": 1764,
        "excerpt": "w: DC 19, each creature in a 90-foot-long, 5-foot-wide Line. Failure: 55 (10d10) Lightning damage. Success: Half damage. Repulsion Breath. Strength Saving Throw: D"
      },
      {
        "document": 1765,
        "excerpt": ": DC 18, each creature in an 60-foot-long, 5-foot-wide Line. Failure: 54 (12d8) Acid damage. Success: Half damage. Slowing Breath. Constitution Saving Throw: DC 18"
      },
      {
        "document": 1769,
        "excerpt": ": DC 19, each creature in a 60-foot-long, 10-foot-wide Line. Failure: 14 (4d6) Cold damage, and the target is pushed up to 30 feet straight away from the dragon. Su"
      },
      {
        "document": 1773,
        "excerpt": ": DC 22, each creature in a 90-foot-long, 10-foot-wide Line. Failure: 67 (15d8) Acid damage. Success: Half damage. Spellcasting. The dragon casts one of the follow"
      },
      {
        "document": 1774,
        "excerpt": "DC 23, each creature in a 120-foot-long, 10-foot-wide Line. Failure: 88 (16d10) Lightning damage. Success: Half damage. Spellcasting. The dragon casts one of the"
      },
      {
        "document": 1775,
        "excerpt": "w: DC 21, each creature in a 90-foot-long, 5-foot-wide Line. Failure: 58 (13d8) Fire damage. Success: Half damage. Sleep Breath. Constitution Saving Throw: DC 21,"
      },
      {
        "document": 1776,
        "excerpt": "DC 23, each creature in a 120-foot-long, 10-foot-wide Line. Failure: 82 (15d10) Lightning damage. Success: Half damage. Repulsion Breath. Strength Saving Throw: D"
      },
      {
        "document": 1777,
        "excerpt": "DC 22, each creature in an 90-foot-long, 10-foot-wide Line. Failure: 63 (14d8) Acid damage. Success: Half damage. Slowing Breath. Constitution Saving Throw: DC 22"
      },
      {
        "document": 1781,
        "excerpt": ": DC 23, each creature in a 60-foot-long, 10-foot-wide Line. Failure: 14 (4d6) Cold damage, and the target is pushed up to 30 feet straight away from the dragon. Su"
      },
      {
        "document": 1786,
        "excerpt": "w: DC 12, each creature in a 30-foot-long, 5-foot-wide Line. Failure: 14 (4d6) Acid damage. Success: Half damage."
      },
      {
        "document": 1806,
        "excerpt": "w: DC 16, each creature in a 90-foot-long, 5-foot-wide Line. Failure: 66 (12d10) Lightning damage. Success: Half damage."
      },
      {
        "document": 1809,
        "excerpt": "w: DC 11, each creature in a 15-foot-long, 5-foot-wide Line. Failure: 22 (5d8) Acid damage. Success: Half damage."
      },
      {
        "document": 1813,
        "excerpt": "w: DC 12, each creature in a 30-foot-long, 5-foot-wide Line. Failure: 21 (6d6) Lightning damage. Success: Half damage."
      },
      {
        "document": 1816,
        "excerpt": "w: DC 11, each creature in a 20-foot-long, 5-foot-wide Line. Failure: 14 (4d6) Fire damage. Success: Half damage. Sleep Breath. Constitution Saving Throw: DC 11, e"
      },
      {
        "document": 1817,
        "excerpt": "w: DC 12, each creature in a 40-foot-long, 5-foot-wide Line. Failure: 16 (3d10) Lightning damage. Success: Half damage. Repulsion Breath. Strength Saving Throw: DC"
      },
      {
        "document": 1834,
        "excerpt": "w: DC 11, each creature in a 20-foot-long, 5-foot-wide Line. Failure: 18 (4d8) Acid damage. Success: Half damage. Slowing Breath. Constitution Saving Throw: DC 11,"
      },
      {
        "document": 1968,
        "excerpt": ", or until it ends its turn with the nalfeshnee out of line of sight. Success: The target is immune to this nalfeshnee's Horror Nimbus for 24 hours."
      },
      {
        "document": 2081,
        "excerpt": "w: DC 14, each creature in a 30-foot-long, 5-foot-wide Line. Failure: 49 (14d6) Acid damage. Success: Half damage."
      },
      {
        "document": 2082,
        "excerpt": "w: DC 16, each creature in a 60-foot-long, 5-foot-wide Line. Failure: 55 (10d10) Lightning damage. Success: Half damage."
      },
      {
        "document": 2083,
        "excerpt": "w: DC 14, each creature in a 40-foot-long, 5-foot-wide Line. Failure: 38 (11d6) Fire damage. Success: Half damage. Sleep Breath. Constitution Saving Throw: DC 14,"
      },
      {
        "document": 2084,
        "excerpt": "w: DC 15, each creature in a 60-foot-long, 5-foot-wide Line. Failure: 49 (9d10) Lightning damage. Success: Half damage. Repulsion Breath. Strength Saving Throw: DC"
      },
      {
        "document": 2085,
        "excerpt": "w: DC 14, each creature in a 40-foot-long, 5-foot-wide Line. Failure: 40 (9d8) Acid damage. Success: Half damage. Slowing Breath. Constitution Saving Throw: DC 14,"
      }
    ],
    "line's": [
      {
        "document": 656,
        "excerpt": "that creates a Line specifies its length and width. A Line's point of origin isn't included in the area of effect unless its creator decides otherwise."
      }
    ],
    "lineage": [
      {
        "document": 986,
        "excerpt": "Your lineage stems from a dragon progenitor. Choose the kind of dragon from the Draconic Ancestors table. Your choice"
      },
      {
        "document": 988,
        "excerpt": "Elven Lineage"
      },
      {
        "document": 989,
        "excerpt": "Gnomish Lineage"
      }
    ],
    "lineages": [
      {
        "document": 988,
        "excerpt": "upernatural abilities. Choose a lineage from the Elven Lineages table. You gain the level 1 benefit of that lineage. When you reach character levels 3 and 5, you learn"
      }
    ],
    "lines": [
      {
        "document": 526,
        "excerpt": "y how to position its point of origin. If all straight lines extending from the point of origin to a location in the area of effect are blocked, that location isn't"
      },
      {
        "document": 552,
        "excerpt": "A Sphere is an area of effect that extends in straight lines from a point of origin outward in all directions. The effect that creates a Sphere specifies the distanc"
      },
      {
        "document": 594,
        "excerpt": "A Cone is an area of effect that extends in straight lines from a point of origin in a direction its creator chooses. A Cone's width at any point along its length"
      },
      {
        "document": 601,
        "excerpt": "A Cube is an area of effect that extends in straight lines from a point of origin located anywhere on a face of the Cube. The effect that creates a Cube specifies"
      },
      {
        "document": 603,
        "excerpt": "Cylinder is an area of effect that extends in straight lines from a point of origin located at the center of the circular top or bottom of the Cylinder. The effect t"
      },
      {
        "document": 623,
        "excerpt": "manation is an area of effect that extends in straight lines from a creature or an object in all directions. The effect that creates an Emanation specifies the dista"
      }
    ],
    "linger": [
      {
        "document": 671,
        "excerpt": "besets creatures that interact with demonic objects or linger in desecrated locations, where demonic spirits await victims. A creature that becomes the target of Dem"
      }
    ],
    "lingers": [
      {
        "document": 671,
        "excerpt": "me locations are so suffused with evil that anyone who lingers there is burdened with a curse. Demonic Possession is one example of an environmental curse. Demonic Po"
      },
      {
        "document": 1250,
        "excerpt": "les, torches, or lamps in that area. The smoke's scent lingers for 1 minute. Beckon Water. You create a spray of cool mist that lightly dampens creatures and objects"
      },
      {
        "document": 1443,
        "excerpt": "within range. The cloud is Heavily Obscured. The cloud lingers in the air for the duration or until a strong wind (such as the one created by Gust of Wind) disperses i"
      }
    ],
    "link": [
      {
        "document": 1242,
        "excerpt": "e spell on itself on a success. You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can u"
      },
      {
        "document": 1243,
        "excerpt": "e spell on itself on a success. You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can u"
      },
      {
        "document": 1244,
        "excerpt": "e spell on itself on a success. You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can u"
      },
      {
        "document": 1357,
        "excerpt": "or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no lar"
      },
      {
        "document": 1378,
        "excerpt": "stantaneous You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destinatio"
      },
      {
        "document": 1453,
        "excerpt": "M (two eggs) Duration: 1 hour You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to al"
      },
      {
        "document": 1455,
        "excerpt": "radius circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that"
      },
      {
        "document": 1461,
        "excerpt": "V, S Duration: 1 minute This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same p"
      }
    ],
    "linked": [
      {
        "document": 1454,
        "excerpt": "| - | - | - | 01–00 | | Linked object | - | - | - | 01–00 | | Very familiar | 01–05"
      },
      {
        "document": 1553,
        "excerpt": "ne of which is the Material Plane. The other sides are linked to planes determined by the GM. The cube has 3 charges and regains 1d3 expended charges daily at dawn."
      },
      {
        "document": 1667,
        "excerpt": "equires Attunement) Each Ring of Elemental Command is linked to one of the four Elemental Planes. The GM chooses or randomly determines the linked plane. For example"
      }
    ],
    "linking": [
      {
        "document": 1287,
        "excerpt": "n: Concentration, up to 1 minute You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. Th"
      },
      {
        "document": 1453,
        "excerpt": "ing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures that can't communicate in any languages aren"
      }
    ],
    "links": [
      {
        "document": 1535,
        "excerpt": "destroys the candle. The portal created by the spell links to a particular Outer Plane chosen by the GM or determined by rolling on the following table."
      }
    ],
    "lion": [
      {
        "document": 795,
        "excerpt": "Lion"
      },
      {
        "document": 1884,
        "excerpt": "one figurine or both simultaneously. Each can become a Lion for up to 1 hour. Once a lion has been used, it can't be used again until 7 days have passed. Ivory Goa"
      },
      {
        "document": 1950,
        "excerpt": "Lion"
      }
    ],
    "lion's": [
      {
        "document": 1362,
        "excerpt": "scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the dur"
      },
      {
        "document": 1950,
        "excerpt": "attack roll against a creature if at least one of the lion's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition. Running"
      }
    ],
    "lions": [
      {
        "document": 1884,
        "excerpt": "erception 10 Languages None CR 0 (XP 0; PB +2) Golden Lions (Rare). These gold statuettes of lions are always created in pairs. You can use one figurine or both sim"
      }
    ],
    "liquefied": [
      {
        "document": 1655,
        "excerpt": "to all damage. This potion's syrupy liquid looks like liquefied iron."
      }
    ],
    "liquid": [
      {
        "document": 144,
        "excerpt": "or an object. A typical potion consists of 1 ounce of liquid in a vial. Using a Potion. Potions are consumable items. Drinking a potion or administering it to anoth"
      },
      {
        "document": 266,
        "excerpt": "that has no opening but sounds as if it is filled with liquid, sand, spiders, or broken glass (your choice) 48 A glass orb filled with water, in which swims a clockw"
      },
      {
        "document": 452,
        "excerpt": "A Barrel holds up to 40 gallons of liquid or up to 4 cubic feet of dry goods."
      },
      {
        "document": 566,
        "excerpt": "(such as the ground, a wall, or a ceiling) or the same liquid. Tremorsense can't detect creatures or objects in the air, and it doesn't count as a form of sight."
      },
      {
        "document": 616,
        "excerpt": "or larger - Heavy snow, ice, rubble, or undergrowth - Liquid that's between shin- and waist-deep - A narrow opening sized for a creature one size smaller than you -"
      },
      {
        "document": 628,
        "excerpt": "the fall. A creature that falls into water or another liquid can use its Reaction to make a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check to hit the sur"
      },
      {
        "document": 693,
        "excerpt": "er its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing Advantage on the saving throw"
      },
      {
        "document": 791,
        "excerpt": "The apparatus sinks up to 20 feet if it’s in liquid."
      },
      {
        "document": 1212,
        "excerpt": "nto effect when you are engulfed in water or a similar liquid. The contingent spell takes effect immediately after the trigger occurs for the first time, whether or"
      },
      {
        "document": 1479,
        "excerpt": "hour This spell grants the ability to move across any liquid surface - such as water, acid, mud, snow, quicksand, or lava - as if it were harmless solid ground (crea"
      },
      {
        "document": 1572,
        "excerpt": "ed, Deafened, Paralyzed, and Poisoned. The clear, red liquid has tiny bubbles of light in it."
      },
      {
        "document": 1640,
        "excerpt": "ed condition for 1 hour. This rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart."
      },
      {
        "document": 1645,
        "excerpt": "hip spell (save DC 13). Agitating this potion's muddy liquid brings little bits into view: a fish scale, a hummingbird feather, a cat claw, or a squirrel hair."
      },
      {
        "document": 1646,
        "excerpt": "required). An eyeball bobs in this potion's yellowish liquid but vanishes when the potion is opened."
      },
      {
        "document": 1648,
        "excerpt": "(no Concentration required). The red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the"
      },
      {
        "document": 1649,
        "excerpt": "ome other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it."
      },
      {
        "document": 1651,
        "excerpt": "or greater than that score. This potion's transparent liquid has floating in it a sliver of light resembling a giant's fingernail."
      },
      {
        "document": 1652,
        "excerpt": "(no Concentration required). The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking th"
      },
      {
        "document": 1653,
        "excerpt": "spell (no Concentration required). This potion's blue liquid bubbles and steams as if boiling."
      },
      {
        "document": 1654,
        "excerpt": "n's container looks empty but feels as though it holds liquid. When you drink the potion, you have the Invisible condition for 1 hour. The effect ends early if you ma"
      },
      {
        "document": 1655,
        "excerpt": "u have Resistance to all damage. This potion's syrupy liquid looks like liquefied iron."
      },
      {
        "document": 1656,
        "excerpt": "instead age by 1d6 + 6 years. Suspended in this amber liquid is a tiny heart that, against all reason, is still beating. These ingredients vanish when the potion is"
      },
      {
        "document": 1657,
        "excerpt": "Concentration required). This potion's dense, purple liquid has an ovoid cloud of pink floating in it."
      },
      {
        "document": 1661,
        "excerpt": "or any Hit Point Die you spend. This potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat."
      },
      {
        "document": 1663,
        "excerpt": "e table below. Whatever its potency, the potion's red liquid glimmers when agitated."
      },
      {
        "document": 1738,
        "excerpt": "Wondrous Item, Legendary This tube holds milky liquid with a strong alcohol smell. When found, a tube contains 1d6 + 1 ounces. You can take a Utilize action"
      },
      {
        "document": 2056,
        "excerpt": "a space, the mist can do so, but it can't pass through liquid. It has Resistance to all damage, except the damage it takes from sunlight."
      }
    ],
    "liquid's": [
      {
        "document": 1479,
        "excerpt": "ected target must take a Bonus Action to pass from the liquid's surface into the liquid itself and vice versa, but if the target falls into the liquid, the target passe"
      }
    ],
    "liquids": [
      {
        "document": 949,
        "excerpt": "Corrosive liquids, digestive enzymes"
      },
      {
        "document": 967,
        "excerpt": "the ability to move along vertical surfaces and across liquids on your turn without falling during the movement."
      },
      {
        "document": 1286,
        "excerpt": "target can pass through narrow openings, but it treats liquids as though they were solid surfaces. The target can't talk or manipulate objects, and any objects it was"
      }
    ],
    "list": [
      {
        "document": 38,
        "excerpt": "Skill List"
      },
      {
        "document": 155,
        "excerpt": "These entries list a monster's Resistances and Vulnerabilities, if any. See “Playing the Game” for more information."
      },
      {
        "document": 158,
        "excerpt": "in the stat block. The Gear entry doesn't necessarily list all of a monster's equipment. For example, a monster that wears clothes is assumed to be dressed appropr"
      },
      {
        "document": 274,
        "excerpt": "Druid Spell List"
      },
      {
        "document": 275,
        "excerpt": "Paladin Spell List"
      },
      {
        "document": 276,
        "excerpt": "Ranger Spell List"
      },
      {
        "document": 277,
        "excerpt": "Sorcerer Spell List"
      },
      {
        "document": 278,
        "excerpt": "Warlock Spell List"
      },
      {
        "document": 279,
        "excerpt": "Wizard Spell List"
      },
      {
        "document": 280,
        "excerpt": "Bard Spell List"
      },
      {
        "document": 281,
        "excerpt": "Cleric Spell List"
      },
      {
        "document": 344,
        "excerpt": "croll's creator. If the spell is on your class's spell list, you can read the scroll and cast the spell using its normal casting time and without providing any Mate"
      },
      {
        "document": 489,
        "excerpt": "If a spell is on a class's spell list, the class's name appears in parentheses after the spell's school of magic. Some features add a spell to"
      },
      {
        "document": 497,
        "excerpt": "ertain spells prepared; and whether you can change the list of spells you have prepared."
      },
      {
        "document": 508,
        "excerpt": "If you have a list of level 1+ spells you prepare, your spellcasting feature specifies when you can change the list and the"
      },
      {
        "document": 509,
        "excerpt": "pell that you always have prepared. If you also have a list of prepared spells that you can change, a spell that you always have prepared doesn't count against the"
      },
      {
        "document": 554,
        "excerpt": "ncy\"). Resistances and Vulnerabilities. These entries list the monster's Resistances and Vulnerabilities, if any. See also \"Resistance\" and \"Vulnerability.\" Immun"
      },
      {
        "document": 962,
        "excerpt": "iciency in another skill of your choice from the skill list available to Barbarians at level 1. In addition, while your Rage is active, you can channel primal powe"
      },
      {
        "document": 963,
        "excerpt": "rules with Bard spells, which appear in the Bard spell list later in the class’s description. Cantrips. You know two cantrips of your choice from the Bard spell li"
      },
      {
        "document": 964,
        "excerpt": "s with Cleric spells, which appear on the Cleric spell list later in the class’s description. Cantrips. You know three cantrips of your choice from the Cleric spel"
      },
      {
        "document": 965,
        "excerpt": "les with Druid spells, which appear on the Druid spell list later in the class's description. Cantrips. You know two cantrips of your choice from the Druid spell l"
      },
      {
        "document": 968,
        "excerpt": "with Paladin spells, which appear in the Paladin spell list later in the class’s description. Spell Slots. The Paladin Features table shows how many spell slots yo"
      },
      {
        "document": 969,
        "excerpt": "s with Ranger spells, which appear in the Ranger spell list later in the class’s description. Spell Slots. The Ranger Features table shows how many spell slots you"
      },
      {
        "document": 970,
        "excerpt": "ncy in one skill of your choice from the Rogue's skill list, proficiency with Thieves' Tools, and training with Light armor. - Gain the Rogue's level 1 features, wh"
      },
      {
        "document": 971,
        "excerpt": "th Sorcerer spells, which appear in the Sorcerer spell list later in the class’s description. Cantrips. You know four Sorcerer cantrips of your choice. Light, Pres"
      },
      {
        "document": 972,
        "excerpt": "with Warlock spells, which appear in the Warlock spell list later in the class’s description. Cantrips. You know two Warlock cantrips of your choice. Eldritch Blas"
      },
      {
        "document": 973,
        "excerpt": "s with Wizard spells, which appear in the Wizard spell list later in the class’s description. Cantrips. You know three Wizard cantrips of your choice. Light, Mage"
      },
      {
        "document": 976,
        "excerpt": "pells can come from the Cleric, Druid, or Wizard spell list or any combination thereof (see a class's section for its spell list). A spell you choose must be a cant"
      },
      {
        "document": 988,
        "excerpt": "cantrip with a different cantrip from the Wizard spell list. | Detect Magic | Misty Step | | Wood Elf | Your Speed increases to 35 feet. You also know the D"
      },
      {
        "document": 1012,
        "excerpt": "of your choice from the Cleric, Druid, or Wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this feat's spells (choose when you"
      },
      {
        "document": 1303,
        "excerpt": "Effect. You bind an extra effect to the area from the list below: Courage. Creatures of any types you choose can't gain the Frightened condition while in the area"
      },
      {
        "document": 1596,
        "excerpt": "you don't know. The spell must be on the Wizard spell list, it must be of a level you can cast, and it can't have Material components costing more than 1,000 GP. O"
      },
      {
        "document": 1667,
        "excerpt": "ou can cast a spell from it. Choose the spell from the list of available spells based on the Elemental Plane the ring is linked to, as shown in the following table."
      },
      {
        "document": 1709,
        "excerpt": "en in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is uninte"
      }
    ],
    "listed": [
      {
        "document": 24,
        "excerpt": "res let you use different ability modifiers from those listed. For example, the Finesse property (see “Equipment”) lets you use Strength or Dexterity with a weapon th"
      },
      {
        "document": 74,
        "excerpt": "your action first. The main actions you can take are listed in “Actions” earlier in “Playing the Game.” A character’s features and a monster’s stat block also provi"
      },
      {
        "document": 110,
        "excerpt": "ge has a type, like Fire or Slashing. Damage types are listed in “Rules Glossary\" and have no rules of their own, but other rules, such as Resistance, rely on damage"
      },
      {
        "document": 157,
        "excerpt": "damage and condition Immunities, the damage types are listed before the conditions. See “Playing the Game” for details."
      },
      {
        "document": 158,
        "excerpt": "ent that can be given away or retrieved, the items are listed in the Gear entry. The monster's stat block might include special flourishes that happen when the monste"
      },
      {
        "document": 161,
        "excerpt": "ility scores, ability modifiers, and saving throws are listed here. Other Details. The monster's Senses, Languages, and CR entries appear here. Additional details ap"
      },
      {
        "document": 175,
        "excerpt": "a spell has a casting time of 1 minute or more yet is listed in a spellcasting action, the monster doesn't cast the spell in just one action unless the action's desc"
      },
      {
        "document": 176,
        "excerpt": "If a monster has Bonus Action options, they are listed in this section. See “Playing the Game” for details on Bonus Actions."
      },
      {
        "document": 177,
        "excerpt": "If the monster has Reaction options, those are listed in this section along with their triggers. See “Playing the Game” for details on Reactions."
      },
      {
        "document": 178,
        "excerpt": "If the monster has Legendary Action options, those are listed in this section. A Legendary Action is an action that a monster can take immediately after another creat"
      },
      {
        "document": 274,
        "excerpt": "then alphabetized, and each spell's school of magic is listed. In the Special column, C means the spell requires Concentration, R means it's a Ritual, and M means it"
      },
      {
        "document": 275,
        "excerpt": "then alphabetized, and each spell's school of magic is listed. In the Special column, C means the spell requires Concentration, R means it's a Ritual, and M means it"
      },
      {
        "document": 276,
        "excerpt": "then alphabetized, and each spell's school of magic is listed. In the Special column, C means the spell requires Concentration, R means it's a Ritual, and M means it"
      },
      {
        "document": 277,
        "excerpt": "then alphabetized, and each spell's school of magic is listed. In the Special column, C means the spell requires Concentration, R means it's a Ritual, and M means it"
      },
      {
        "document": 278,
        "excerpt": "then alphabetized, and each spell's school of magic is listed. In the Special column, C means the spell requires Concentration, R means it's a Ritual, and M means it"
      },
      {
        "document": 279,
        "excerpt": "then alphabetized, and each spell's school of magic is listed. In the Special column, C means the spell requires Concentration, R means it's a Ritual, and M means it"
      },
      {
        "document": 280,
        "excerpt": "then alphabetized, and each spell's school of magic is listed. In the Special column, C means the spell requires Concentration, R means it's a Ritual, and M means it"
      },
      {
        "document": 281,
        "excerpt": "then alphabetized, and each spell's school of magic is listed. In the Special column, C means the spell requires Concentration, R means it's a Ritual, and M means it"
      },
      {
        "document": 288,
        "excerpt": "a species, your character gets all the special traits listed for it. Some traits involve making a choice from a handful of options."
      },
      {
        "document": 302,
        "excerpt": "its of a feat are detailed after any prerequisites are listed. If you have a feat, you gain its benefits. Repeatable. A feat can be taken only once unless its descri"
      },
      {
        "document": 376,
        "excerpt": "mponents, add the cost of those components to the cost listed in the Spellcasting Services table. The higher the level of a desired spell, the harder it is to find so"
      },
      {
        "document": 388,
        "excerpt": "ain items. The GM assigns required tools for items not listed there. You must use the required tool to make an item and have proficiency with that tool. Anyone who h"
      },
      {
        "document": 406,
        "excerpt": "earer has a Strength score equal to or higher than the listed score. Stealth. If the table shows “Disadvantage” in the Stealth column for an armor type, the wearer h"
      },
      {
        "document": 409,
        "excerpt": "t damage. Properties. Any properties a weapon has are listed in the Properties column. Each property is defined in the “Properties” section. Mastery. Each weapon ha"
      },
      {
        "document": 412,
        "excerpt": "This entry appears if the tool has variants, which are listed. Each requires a separate proficiency."
      },
      {
        "document": 488,
        "excerpt": "ch spell belongs to a school of magic. The schools are listed in the Schools of Magic table. These categories help describe spells but have no rules of their own, alt"
      },
      {
        "document": 554,
        "excerpt": "ny equipment that can be given away or retrieved, it's listed in this entry. Senses. This entry lists the monster's special senses, such as Darkvision, and its Passi"
      },
      {
        "document": 577,
        "excerpt": ", consult the index. Abbreviations. The abbreviations listed below appear in this glossary and elsewhere in the rules."
      },
      {
        "document": 962,
        "excerpt": "e. - Gain the Barbarian's level 1 features, which are listed in the Barbarian Features table. As a Multiclass Character - Gain the following traits from the Core B"
      },
      {
        "document": 963,
        "excerpt": "table. - Gain the Bard's level 1 features, which are listed in the Bard Features table. As a Multiclass Character - Gain the following traits from the Core Bard T"
      },
      {
        "document": 964,
        "excerpt": "table. - Gain the Cleric's level 1 features, which are listed in the Cleric Features table. As a Multiclass Character - Gain the following traits from the Core Cler"
      },
      {
        "document": 965,
        "excerpt": "table. - Gain the Druid's level 1 features, which are listed in the Druid Features table. As a Multiclass Character - Gain the following traits from the Core Druid"
      },
      {
        "document": 966,
        "excerpt": "able. - Gain the Fighter's level 1 features, which are listed in the Fighter Features table. As a Multiclass Character - Gain the following traits from the Core Fig"
      },
      {
        "document": 967,
        "excerpt": "s table. - Gain the Monk's level 1 features, which are listed in the Monk Features table. As a Multiclass Character - Gain the Hit Point Die trait from the Core Mon"
      },
      {
        "document": 968,
        "excerpt": "ble. - Gain the Paladin's level 1 features, which are listed in the Paladin Features table. As a Multiclass Character - Gain the following traits from the Core Pal"
      },
      {
        "document": 969,
        "excerpt": "table. - Gain the Ranger's level 1 features, which are listed in the Ranger Features table. As a Multiclass Character - Gain the following traits from the Core Rang"
      },
      {
        "document": 970,
        "excerpt": "table. - Gain the Rogue's level 1 features, which are listed in the Rogue Features table. As a Multiclass Character - Gain the following traits from the Core Rogue"
      },
      {
        "document": 971,
        "excerpt": "ble. - Gain the Sorcerer's level 1 features, which are listed in the Sorcerer Features table. As a Multiclass Character - Gain the Hit Point Die from the Core Sorce"
      },
      {
        "document": 972,
        "excerpt": "able. - Gain the Warlock's level 1 features, which are listed in the Warlock Features table. As a Multiclass Character - Gain the following traits from the Core War"
      },
      {
        "document": 973,
        "excerpt": "table. - Gain the Wizard's level 1 features, which are listed in the Wizard Features table. As a Multiclass Character - Gain the Hit Point Die from the Core Wizard"
      },
      {
        "document": 975,
        "excerpt": "at corresponds to the chosen type; you have the spells listed for your Druid level and lower prepared. Arid Land Polar Land Temperate Land Tropical Land"
      },
      {
        "document": 977,
        "excerpt": "Draconic Spells table, you thereafter always have the listed spells prepared. Draconic Spells"
      },
      {
        "document": 979,
        "excerpt": "the Fiend Spells table, you thereafter always have the listed spells prepared. Fiend Spells"
      },
      {
        "document": 981,
        "excerpt": "fe Domain Spells table, you thereafter always have the listed spells prepared. Life Domain Spells"
      },
      {
        "document": 982,
        "excerpt": "Devotion Spells table, you thereafter always have the listed spells prepared. Oath of Devotion Spells"
      },
      {
        "document": 1484,
        "excerpt": "regain all Hit Points, and you end all effects on them listed in the Greater Restoration spell. Resistance. You grant up to ten creatures that you can see Resistance"
      }
    ],
    "lists": [
      {
        "document": 42,
        "excerpt": "cating, you typically take an action. The Action table lists the game's main actions, which are defined in more detail in “Rules Glossary.” Actions Player characte"
      },
      {
        "document": 82,
        "excerpt": "shown on the Creature Size and Space table. That table lists the sizes from smallest (Tiny) to largest (Gargantuan). A creature's space is the area that it effective"
      },
      {
        "document": 125,
        "excerpt": "belongs to a category. The Magic Item Categories table lists the nine categories and provides examples. Rules for the categories appear after the table. Magic Item"
      },
      {
        "document": 131,
        "excerpt": "The Magic Item Tools table lists which tool is required to make a magic item of each category. You must use the required tool to make an"
      },
      {
        "document": 157,
        "excerpt": "This entry lists the monster's Immunities, if any. If the monster has damage and condition Immunities, the damage types a"
      },
      {
        "document": 163,
        "excerpt": "This entry lists languages that the monster can use to communicate. Sometimes a monster can understand a language but can"
      },
      {
        "document": 175,
        "excerpt": "If a monster can cast any spells, its stat block lists the spells and provides the monster's spellcasting ability, spell save DC (if any spells require a savin"
      },
      {
        "document": 228,
        "excerpt": "also give you languages. The Standard Languages table lists languages that are widespread in the setting. Every player character knows Common. The other standard la"
      },
      {
        "document": 232,
        "excerpt": "ust them according to your background. Your background lists three abilities; increase one of those scores by 2 and a different one by 1, or increase all three by 1"
      },
      {
        "document": 242,
        "excerpt": "lled gaining a level. The Character Advancement table lists the XP you need to advance to a level and the Proficiency Bonus for a character of that level. When your"
      },
      {
        "document": 292,
        "excerpt": "A background lists three of your character's ability scores. Increase one by 2 and another one by 1, or increase all three"
      },
      {
        "document": 328,
        "excerpt": "ses after the Ammunition or Thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second is the weapon's long range."
      },
      {
        "document": 362,
        "excerpt": "The table lists the number of Small and Medium passengers the ship can accommodate using hammocks. A ship outfitted with"
      },
      {
        "document": 388,
        "excerpt": "The “Tools” section of “Equipment” lists which tools are required to make certain items. The GM assigns required tools for items not listed there"
      },
      {
        "document": 398,
        "excerpt": "elative worth of their material. The Coin Values table lists coins and how much they're worth relative to the Gold Piece, which is the game's main coin. For example,"
      },
      {
        "document": 406,
        "excerpt": "The Armor table lists the game's main armor. The table includes the cost and weight of armor, as well as the following details"
      },
      {
        "document": 409,
        "excerpt": "this section shows the game's main weapons. The table lists the cost and weight of each weapon, as well as the following details: Category. Every weapon falls into"
      },
      {
        "document": 412,
        "excerpt": "as well as the following entries: Ability. This entry lists the ability to use when making an ability check with the tool. Utilize. This entry lists things you can"
      },
      {
        "document": 447,
        "excerpt": "of ammunition used by the weapon. The Ammunition table lists the different types and the amount you get when you buy them. The table also lists the item that is typi"
      },
      {
        "document": 489,
        "excerpt": "Class Spell Lists"
      },
      {
        "document": 508,
        "excerpt": "y Class Most spellcasting monsters don't change their lists of prepared spells, but the GM is free to alter them."
      },
      {
        "document": 554,
        "excerpt": "re detailed in \"Playing the Game.\" Skills. This entry lists the monster's skill proficiencies, if any. See also \"Playing the Game\" (\"Proficiency\"). Resistances and"
      },
      {
        "document": 963,
        "excerpt": "spells from the Bard, Cleric, Druid, and Wizard spell lists, and the chosen spells count as Bard spells for you (see a class's section for its spell list). In addit"
      },
      {
        "document": 971,
        "excerpt": "cost of creating a spell slot of a given level, and it lists the minimum Sorcerer level you must be to create a slot. You can create a spell slot no higher than leve"
      }
    ],
    "lit": [
      {
        "document": 266,
        "excerpt": "ith different-sized buttons 54 A candle that can't be lit 55 A miniature cage with no door 56 An old key 57 An indecipherable treasure map 58 A hilt from a br"
      },
      {
        "document": 323,
        "excerpt": "ver a 5-foot-square area within 5 feet of yourself. If lit, the oil burns until the end of the turn 2 rounds from when the oil was lit (or 12 seconds) and deals 5"
      },
      {
        "document": 465,
        "excerpt": "For 1 hour, a lit Candle sheds Bright Light in a 5-foot radius and Dim Light for an additional 5 feet."
      },
      {
        "document": 756,
        "excerpt": "lask of Alchemist’s Fire; on a 3, a Crowbar; on a 4, a lit Torch."
      },
      {
        "document": 1535,
        "excerpt": ") This candle's magic is activated when the candle is lit, which requires a Magic action. After burning for 4 hours, the candle is destroyed. You can snuff it out"
      },
      {
        "document": 1613,
        "excerpt": "Wondrous Item, Uncommon While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding Bright Light in a 30-foot radius and D"
      },
      {
        "document": 1691,
        "excerpt": "- Rope (coiled) - Sack - Bullseye Lantern (filled and lit) In addition, the robe has 4d4 other patches. The GM chooses the patches or determines them randomly by"
      }
    ],
    "literal": [
      {
        "document": 1200,
        "excerpt": "Duration: 1 hour For the duration, you understand the literal meaning of any language that you hear or see signed. You also understand any written language that you s"
      }
    ],
    "literally": [
      {
        "document": 47,
        "excerpt": "Roleplaying is, literally, the act of playing out a role. In this case, it's you as a player determining how your character thinks"
      }
    ],
    "little": [
      {
        "document": 235,
        "excerpt": "ic Good creatures act as their conscience directs with little regard for what others expect. A rebel who waylays a cruel baron's tax collectors and uses the stolen mo"
      },
      {
        "document": 378,
        "excerpt": "out its properties. In the specific case of Potions, a little taste is enough to tell the taster what a potion does. Other items might require more experimentation. F"
      },
      {
        "document": 587,
        "excerpt": "a danger. If the CR is lower, the monster likely poses little threat. But circumstances and the number of player characters can significantly alter how threatening a"
      },
      {
        "document": 727,
        "excerpt": "l need smart tactics, quick thinking, and maybe even a little luck."
      },
      {
        "document": 1435,
        "excerpt": "ce action's skill options with them. Most Beasts have little to say about topics that don't pertain to survival or companionship, but at minimum, a Beast can give yo"
      },
      {
        "document": 1645,
        "excerpt": "e DC 13). Agitating this potion's muddy liquid brings little bits into view: a fish scale, a hummingbird feather, a cat claw, or a squirrel hair."
      }
    ],
    "live": [
      {
        "document": 102,
        "excerpt": "Hit Points represent durability and the will to live. Creatures with more Hit Points are more difficult to kill. Your Hit Point maximum is the number of Hit"
      },
      {
        "document": 283,
        "excerpt": "e to many different cultures. Members of most species live for about 80 years, with exceptions noted in the text about the species in “Character Origins.” Regardle"
      }
    ],
    "lives": [
      {
        "document": 1631,
        "excerpt": "Nine Lives Stealer"
      },
      {
        "document": 1632,
        "excerpt": "an extra 3d6 Piercing damage. While your sworn enemy lives, you have Disadvantage on attack rolls with all other weapons."
      }
    ],
    "living": [
      {
        "document": 237,
        "excerpt": "eedom above all else. A scoundrel who wanders the land living by their wits is probably Chaotic Neutral. Lawful Evil (LE). Lawful Evil creatures methodically take wh"
      },
      {
        "document": 267,
        "excerpt": "e\" 99 A wooden box with a ceramic bottom that holds a living worm with a head on each end of its body 00 A metal urn containing the ashes of a hero ---"
      },
      {
        "document": 365,
        "excerpt": "Lifestyle expenses summarize the cost of living in a fantasy world. They cover lodging, food, equipment maintenance, and other necessities. At the star"
      },
      {
        "document": 682,
        "excerpt": "he save, as do creatures that are naturally adapted to living in ice-cold water."
      },
      {
        "document": 1345,
        "excerpt": "00 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a Humanoid's body. You can attempt to possess any"
      },
      {
        "document": 1376,
        "excerpt": "tems to an allied temple, while a Fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by y"
      },
      {
        "document": 1462,
        "excerpt": "e of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know t"
      },
      {
        "document": 1516,
        "excerpt": "n the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance t"
      },
      {
        "document": 1580,
        "excerpt": "und within 60 feet of yourself, the figurine becomes a living creature specified in the figurine's description below. If the space where the creature would appear is"
      },
      {
        "document": 1604,
        "excerpt": "r when it drops to 0 Hit Points. The spirits look like living, breathing warriors, and they have Immunity to the Charmed and Frightened conditions. Once you use the h"
      },
      {
        "document": 1934,
        "excerpt": "the end of each of its turns when it has at least one living head, the hydra grows two heads for each of its heads that died since its last turn, unless it has taken"
      },
      {
        "document": 2074,
        "excerpt": "Consume Life. Constitution Saving Throw: DC 10, one living creature the wisp can see within 5 feet that has 0 Hit Points. Failure: The target dies, and the wisp re"
      }
    ],
    "lizard": [
      {
        "document": 1265,
        "excerpt": "takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating of 0. Appearing"
      },
      {
        "document": 1888,
        "excerpt": "Giant Lizard"
      },
      {
        "document": 1951,
        "excerpt": "Lizard"
      }
    ],
    "llc": [
      {
        "document": 0,
        "excerpt": "Wizards of the Coast LLC"
      }
    ],
    "load": [
      {
        "document": 453,
        "excerpt": "unition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down)"
      }
    ],
    "loading": [
      {
        "document": 317,
        "excerpt": "Loading"
      },
      {
        "document": 928,
        "excerpt": "Ammunition (Range 80/320; Bolt), Loading, Two-Handed"
      },
      {
        "document": 1030,
        "excerpt": "Loading"
      },
      {
        "document": 1067,
        "excerpt": "Loading"
      },
      {
        "document": 1070,
        "excerpt": "Loading"
      },
      {
        "document": 1085,
        "excerpt": "Loading"
      },
      {
        "document": 1097,
        "excerpt": "Loading"
      },
      {
        "document": 1105,
        "excerpt": "Loading"
      }
    ],
    "loaf": [
      {
        "document": 923,
        "excerpt": "Bread (loaf)"
      }
    ],
    "loathsome": [
      {
        "document": 2051,
        "excerpt": "Loathsome Limbs (4/Day). If the troll ends any turn Bloodied and took 15+ Slashing damage during that turn, one of"
      }
    ],
    "lob": [
      {
        "document": 1926,
        "excerpt": "The giant makes two attacks, using Tree Club or Trash Lob in any combination. Tree Club. Melee Attack Roll: +8, reach 10 ft. Hit: 18 (3d8 + 5) Bludgeoning damage"
      }
    ],
    "lobster": [
      {
        "document": 1509,
        "excerpt": "are used, the apparatus transforms to resemble a giant lobster. The Apparatus of the Crab is a Large object with the following statistics: AC 20; HP 200; Speed 30 ft."
      }
    ],
    "local": [
      {
        "document": 245,
        "excerpt": "bclass. The threats they face usually pose a danger to local farmsteads or villages."
      }
    ],
    "locate": [
      {
        "document": 779,
        "excerpt": "Locate Animals or Plants"
      },
      {
        "document": 831,
        "excerpt": "Locate Animals or Plants"
      },
      {
        "document": 833,
        "excerpt": "Locate Creature"
      },
      {
        "document": 844,
        "excerpt": "Locate Object"
      },
      {
        "document": 846,
        "excerpt": "Locate Creature"
      },
      {
        "document": 851,
        "excerpt": "Locate Animals or Plants"
      },
      {
        "document": 853,
        "excerpt": "Locate Creature"
      },
      {
        "document": 887,
        "excerpt": "Locate Object"
      },
      {
        "document": 890,
        "excerpt": "Locate Creature"
      },
      {
        "document": 900,
        "excerpt": "Locate Animals or Plants"
      },
      {
        "document": 902,
        "excerpt": "Locate Creature"
      },
      {
        "document": 912,
        "excerpt": "Locate Object"
      },
      {
        "document": 914,
        "excerpt": "Locate Creature"
      },
      {
        "document": 1324,
        "excerpt": "or drink, and it doesn't age. Divination spells can't locate or perceive the imprisoned target, and the target can't teleport. Until the spell ends, the target is a"
      },
      {
        "document": 1338,
        "excerpt": "Locate Animals or Plants"
      },
      {
        "document": 1339,
        "excerpt": "Locate Creature"
      },
      {
        "document": 1340,
        "excerpt": "Locate Object"
      },
      {
        "document": 1914,
        "excerpt": "y (spell save DC 11): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast that"
      },
      {
        "document": 1969,
        "excerpt": "y (spell save DC 14): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast that"
      },
      {
        "document": 2014,
        "excerpt": "y (spell save DC 11): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast that"
      },
      {
        "document": 2024,
        "excerpt": "estidigitation 1/Day Each: Dispel Magic, Legend Lore, Locate Object, Plane Shift, Remove Curse, Tongues"
      }
    ],
    "located": [
      {
        "document": 72,
        "excerpt": "r determines where all the characters and monsters are located. Given the adventurers' marching order or their stated positions in the room or other location, the GM f"
      },
      {
        "document": 601,
        "excerpt": "that extends in straight lines from a point of origin located anywhere on a face of the Cube. The effect that creates a Cube specifies its size, which is the length o"
      },
      {
        "document": 603,
        "excerpt": "that extends in straight lines from a point of origin located at the center of the circular top or bottom of the Cylinder. The effect that creates a Cylinder specifie"
      },
      {
        "document": 1328,
        "excerpt": "that creature is and where that creature is currently located."
      },
      {
        "document": 1365,
        "excerpt": "ough its eyes and hear through its ears as if you were located where it is."
      },
      {
        "document": 1627,
        "excerpt": "ou are found and removed from the sphere. You can't be located by any Divination magic, but a Wish spell can reveal the location of your prison. You draw no more cards"
      },
      {
        "document": 1689,
        "excerpt": "bonus to saving throws while you wear it. Six stars, located on the robe's upper-front portion, are particularly large. While wearing this robe, you can take a Magic"
      }
    ],
    "location": [
      {
        "document": 72,
        "excerpt": "g order or their stated positions in the room or other location, the GM figures out where the adversaries are - how far away and in what direction. 2: Roll Initiative."
      },
      {
        "document": 85,
        "excerpt": "oll. This is true whether you're guessing the target's location or targeting a creature you can hear but not see. If the target isn't in the location you targeted, you"
      },
      {
        "document": 364,
        "excerpt": "for materials and labor. If the repairs are made in a location where supplies and skilled labor are abundant, such as a city shipyard, the repair time and cost are hal"
      },
      {
        "document": 526,
        "excerpt": "on Sphere An area of effect has a point of origin, a location from which the effect's energy erupts. The rules for each shape specify how to position its point of ori"
      },
      {
        "document": 566,
        "excerpt": "A creature with Tremorsense can pinpoint the location of creatures and moving objects within a specific range, provided that the creature with Tremorsense and"
      },
      {
        "document": 790,
        "excerpt": "Random location on the plane you named"
      },
      {
        "document": 968,
        "excerpt": "til you have the Incapacitated condition, you know the location of any creature of those types within 60 feet of yourself, and you know its creature type. Within the sa"
      },
      {
        "document": 1155,
        "excerpt": "ing isn't 0, it automatically succeeds). You specify a location you have visited and a recipient who matches a general description, such as “a person dressed in the uni"
      },
      {
        "document": 1172,
        "excerpt": "minute. The target is instead transported to a random location on a plane (GM's choice) associated with its creature type. Using a Higher-Level Spell Slot. You can ta"
      },
      {
        "document": 1193,
        "excerpt": "utes You create an Invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar t"
      },
      {
        "document": 1198,
        "excerpt": "- Locations of portals to other planes of existence - Location of one Challenge Rating 10+ creature (GM's choice) that is a Celestial, an Elemental, a Fey, a Fiend, or"
      },
      {
        "document": 1229,
        "excerpt": "ion, up to 10 minutes For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sens"
      },
      {
        "document": 1231,
        "excerpt": "ion, up to 10 minutes For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sen"
      },
      {
        "document": 1233,
        "excerpt": "mponents: V Duration: Instantaneous You teleport to a location within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visuali"
      },
      {
        "document": 1247,
        "excerpt": "effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, fall"
      },
      {
        "document": 1267,
        "excerpt": "ou magically sense the most direct physical route to a location you name. You must be familiar with the location, and the spell fails if you name a destination on anoth"
      },
      {
        "document": 1268,
        "excerpt": "This spell reveals that a trap is present but not its location. You do learn the general nature of the danger posed by a trap you sense."
      },
      {
        "document": 1281,
        "excerpt": "you cast Forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the Material components are consumed on the last casting."
      },
      {
        "document": 1287,
        "excerpt": "unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in"
      },
      {
        "document": 1339,
        "excerpt": "liar to you. You sense the direction to the creature's location if that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its m"
      },
      {
        "document": 1340,
        "excerpt": "miliar to you. You sense the direction to the object's location if that object is within 1,000 feet of you. If the object is in motion, you know the direction of its mo"
      },
      {
        "document": 1350,
        "excerpt": "e to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you cr"
      },
      {
        "document": 1360,
        "excerpt": "alignment, read its thoughts, or magically detect its location, and no spell - not even Wish - can gather information about the target, observe it remotely, or control"
      },
      {
        "document": 1361,
        "excerpt": "e. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have"
      },
      {
        "document": 1377,
        "excerpt": "creature to accompany you on an adventure, to guard a location, or to deliver a message. If the creature is Hostile, it strives to twist your commands to achieve its o"
      },
      {
        "document": 1392,
        "excerpt": "hat lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and soun"
      },
      {
        "document": 1413,
        "excerpt": "st. Instead of targeting a creature, you can target a location you have seen. When you do so, the sensor appears at that location and doesn't move."
      },
      {
        "document": 1428,
        "excerpt": "to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you cr"
      },
      {
        "document": 1454,
        "excerpt": "ed an illusion, or you are attempting to teleport to a location that no longer exists. Mishap. The spell's unpredictable magic results in a difficult journey. Each tel"
      },
      {
        "document": 1455,
        "excerpt": "cle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same"
      },
      {
        "document": 1458,
        "excerpt": "s if you move to a place more than 1,000 feet from the location where you cast it."
      },
      {
        "document": 1462,
        "excerpt": "et of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can"
      },
      {
        "document": 1471,
        "excerpt": "drop of bile) Duration: Instantaneous You point at a location within range, and a glowing, 1-foot-diameter ball of acid streaks there and explodes in a 20-foot-radius"
      },
      {
        "document": 1485,
        "excerpt": "ctuary, the spell has no effect. You must designate a location, such as a temple, as a sanctuary by casting this spell there."
      },
      {
        "document": 1506,
        "excerpt": "Amulet of Proof against Detection and Location"
      },
      {
        "document": 1507,
        "excerpt": "ing this amulet, you can take a Magic action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence (Arcana) check."
      },
      {
        "document": 1516,
        "excerpt": "nything contained within it is transported to a random location on the Astral Plane."
      },
      {
        "document": 1517,
        "excerpt": "centered on the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way and can't be reopened."
      },
      {
        "document": 1534,
        "excerpt": "to a destination within 1 mile of you if you name the location and are familiar with it. The broom comes back to you when you take a Magic action and use a command wor"
      },
      {
        "document": 1542,
        "excerpt": "you appear to be standing in a place near your actual location, causing any creature to have Disadvantage on attack rolls against you. If you take damage, the property"
      },
      {
        "document": 1594,
        "excerpt": "l Cover is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened."
      },
      {
        "document": 1625,
        "excerpt": "ot behind Total Cover is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened."
      },
      {
        "document": 1627,
        "excerpt": "any Divination magic, but a Wish spell can reveal the location of your prison. You draw no more cards. Euryale. The card's medusa-like visage curses you. You take a -"
      },
      {
        "document": 1644,
        "excerpt": "l Cover is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened."
      },
      {
        "document": 1693,
        "excerpt": "nus to Armor Class and saving throws and can sense the location of any Invisible creature that is also in the Bright Light. The rod's head stops glowing and the effect"
      },
      {
        "document": 1694,
        "excerpt": "thing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the grou"
      },
      {
        "document": 1697,
        "excerpt": "action to end the effect, all visitors reappear in the location they occupied when you activated the rod or an unoccupied space nearest that location. Once used, this p"
      },
      {
        "document": 1720,
        "excerpt": "ral command, such as to attack your enemies or guard a location. Absent commands from you, the snake defends itself. As a Bonus Action, you can command the snake to re"
      },
      {
        "document": 1753,
        "excerpt": "ile choosing a point within 120 feet of yourself. That location becomes the point of origin of a spell or other magical effect determined by rolling on the Wand of Wond"
      },
      {
        "document": 1760,
        "excerpt": "ng with all its Hit Points in the Far Realm or another location chosen by the GM. Legendary Resistance (3/Day, or 4/Day in Lair). If the aboleth fails a saving throw,"
      },
      {
        "document": 1850,
        "excerpt": "restrictions caused by webs, and the drider knows the location of any other creature in contact with the same web."
      },
      {
        "document": 1860,
        "excerpt": "estrictions caused by webs, and the ettercap knows the location of any other creature in contact with the same web."
      },
      {
        "document": 1884,
        "excerpt": "nd the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form. Onyx Dog (Rare). This onyx statuet"
      },
      {
        "document": 1895,
        "excerpt": "movement restrictions caused by webs, and it knows the location of any other creature in contact with the same web."
      },
      {
        "document": 1982,
        "excerpt": "restrictions caused by webs, and the spider knows the location of any other creature in contact with the same web."
      },
      {
        "document": 2007,
        "excerpt": "Iron Scent. The rust monster can pinpoint the location of ferrous metal within 30 feet of itself."
      },
      {
        "document": 2027,
        "excerpt": "restrictions caused by webs, and the spider knows the location of any other creature in contact with the same web."
      },
      {
        "document": 2080,
        "excerpt": "es through. Treasure Sense. The xorn can pinpoint the location of precious metals and stones within 60 feet of itself."
      }
    ],
    "locations": [
      {
        "document": 119,
        "excerpt": ", and rarer magic items might be sold only in wondrous locations, such as a city on another plane of existence. If you allow characters to buy and sell magic items in yo"
      },
      {
        "document": 337,
        "excerpt": "vocational or ceremonial significance. Some events and locations admit only people wearing a Robe bearing certain colors or symbols."
      },
      {
        "document": 471,
        "excerpt": "adorned with expertly crafted details. Some events and locations admit only people wearing these clothes."
      },
      {
        "document": 671,
        "excerpt": "Some locations are so suffused with evil that anyone who lingers there is burdened with a curse. Demonic Possession is"
      },
      {
        "document": 725,
        "excerpt": "leport. Defensive Positions. Enemies in hard-to-reach locations or defensive positions force characters who normally attack at range to move around. Mixed Monster Grou"
      },
      {
        "document": 1198,
        "excerpt": "rn those facts as they pertain to the spell's area: - Locations of settlements - Locations of portals to other planes of existence - Location of one Challenge Rating 10"
      },
      {
        "document": 1248,
        "excerpt": "end of the turn you cast it. You choose the fissures' locations, which can't be under structures. Each fissure is 1d10 × 10 feet deep and 10 feet wide, and it extends f"
      },
      {
        "document": 1299,
        "excerpt": "as long as Guards and Wards lasts - Magic Mouth in two locations - Stinking Cloud in two locations (the vapors return within 10 minutes if dispersed while Guards and War"
      },
      {
        "document": 1435,
        "excerpt": "minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day."
      }
    ],
    "lock": [
      {
        "document": 103,
        "excerpt": "hallenge, such as forcing open a stuck door, picking a lock, entertaining a crowd, or deciphering a cipher. The GM and the rules often call for an ability check whe"
      },
      {
        "document": 316,
        "excerpt": "Lock (10 GP)"
      },
      {
        "document": 319,
        "excerpt": "creature can use Thieves' Tools to pick the Manacles' lock with a successful DC 15 Dexterity (Sleight of Hand) check."
      },
      {
        "document": 430,
        "excerpt": "Bullseye Lantern, Flask, Hooded Lantern, Hunting Trap, Lock, Manacles, Mirror, Shovel, Signal Whistle, Tinderbox"
      },
      {
        "document": 443,
        "excerpt": "Ability: Dexterity Weight: 1 lb. Utilize: Pick a lock (DC 15), or disarm a trap (DC 15)"
      },
      {
        "document": 714,
        "excerpt": "wire, turning a doorknob, or using the wrong key in a lock. Duration. Some traps have durations expressed in rounds, minutes, or hours. Others specify that their"
      },
      {
        "document": 719,
        "excerpt": "to cross. The cover can also be held shut using Arcane Lock or similar magic. Escape. A creature needs a Climb Speed, climbing gear, or magic such as Spider Climb"
      },
      {
        "document": 721,
        "excerpt": "rap (Levels 1–4) Trigger: A creature opens the trap's lock improperly or fails to disarm the trap Duration: Instantaneous A poisoned needle is hidden in a lock."
      },
      {
        "document": 723,
        "excerpt": "cross. The cover can also be held shut using an Arcane Lock spell or similar magic. Escape. A creature needs a Climb Speed, climbing gear, or magic such as a Spide"
      },
      {
        "document": 778,
        "excerpt": "Arcane Lock"
      },
      {
        "document": 820,
        "excerpt": "A lock of someone’s hair"
      },
      {
        "document": 887,
        "excerpt": "Arcane Lock"
      },
      {
        "document": 930,
        "excerpt": "Lock"
      },
      {
        "document": 944,
        "excerpt": "Tiny (bottle, lock)"
      },
      {
        "document": 984,
        "excerpt": "nd. Make a Dexterity (Sleight of Hand) check to pick a lock or disarm a trap with Thieves' Tools or to pick a pocket. Use an Object. Take the Utilize action, or ta"
      },
      {
        "document": 1087,
        "excerpt": "Lock"
      },
      {
        "document": 1164,
        "excerpt": "Arcane Lock"
      },
      {
        "document": 1299,
        "excerpt": "area are magically locked, as if sealed by the Arcane Lock spell. In addition, you can cover up to ten doors with an illusion to make them appear as plain sections"
      },
      {
        "document": 1332,
        "excerpt": "vents access. A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, onl"
      },
      {
        "document": 1413,
        "excerpt": "possession | -4 | | Body part, lock of hair, or bit of nail | -10 | On a successful save, the target isn't affected, and you can'"
      }
    ],
    "locked": [
      {
        "document": 26,
        "excerpt": "s and describe what lies beyond. But the door might be locked, the floor might hide a trap, or some other circumstance might make it challenging for an adventurer to"
      },
      {
        "document": 51,
        "excerpt": "se notice with a Torch or another light source, bypass locked doors and containers with Thieves' Tools, and create obstacles for pursuers with Caltrops. See “Equipme"
      },
      {
        "document": 1299,
        "excerpt": "es. Doors. All doors in the warded area are magically locked, as if sealed by the Arcane Lock spell. In addition, you can cover up to ten doors with an illusion to m"
      }
    ],
    "locks": [
      {
        "document": 1332,
        "excerpt": "cked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked. If the target is held shut by Arcane Lock, that spell is suppressed for"
      }
    ],
    "locust": [
      {
        "document": 1327,
        "excerpt": "V, S, M (a locust)"
      }
    ],
    "locusts": [
      {
        "document": 1327,
        "excerpt": "t) Duration: Concentration, up to 10 minutes Swarming locusts fill a 20-foot-radius Sphere centered on a point you choose within range. The Sphere remains for the dur"
      }
    ],
    "lodestone": [
      {
        "document": 1235,
        "excerpt": "V, S, M (a lodestone and dust)"
      },
      {
        "document": 1407,
        "excerpt": "V, S, M (a lodestone and iron filings)"
      }
    ],
    "lodestones": [
      {
        "document": 1357,
        "excerpt": "V, S, M (two lodestones)"
      }
    ],
    "lodging": [
      {
        "document": 365,
        "excerpt": "rize the cost of living in a fantasy world. They cover lodging, food, equipment maintenance, and other necessities. At the start of each week or month (GM's choice),"
      },
      {
        "document": 374,
        "excerpt": "Food, Drink, and Lodging"
      },
      {
        "document": 923,
        "excerpt": "Food, Drink, and Lodging"
      }
    ],
    "logic": [
      {
        "document": 1734,
        "excerpt": "ondrous Item, Very Rare This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer"
      }
    ],
    "long": [
      {
        "document": 4,
        "excerpt": "Wounds spell or a Potion of Healing, or by a Short or Long Rest (see “Rules Glossary”)."
      },
      {
        "document": 15,
        "excerpt": "Hit Points last until they're depleted or you finish a Long Rest (see \"Rules Glossary\")."
      },
      {
        "document": 37,
        "excerpt": "t's a general rule, and a general rule is in effect as long as something in the game doesn't explicitly say otherwise. The game also includes elements - class feat"
      },
      {
        "document": 66,
        "excerpt": "During an adventure, the characters might travel long distances on trips that could take hours or days. The GM can summarize this travel without calculating e"
      },
      {
        "document": 67,
        "excerpt": "nce for 1 hour, after which the mounts need a Short or Long Rest before they can move at that increased pace again (see “Equipment” for a selection of mounts for sa"
      },
      {
        "document": 88,
        "excerpt": "mber is the normal range, and the larger number is the long range. Your attack roll has Disadvantage when your target is beyond normal range, and you can't attack a"
      },
      {
        "document": 104,
        "excerpt": "dventuring. They need rest. Any creature can take hour-long Short Rests in the midst of a day and an 8-hour Long Rest to end it. Regaining Hit Points is one of the"
      },
      {
        "document": 114,
        "excerpt": "ed from the hoards of felled monsters or discovered in long-lost vaults. Such items grant capabilities a character could rarely have otherwise, or they complement t"
      },
      {
        "document": 117,
        "excerpt": "ht be able to use a single Glove of Missile Snaring so long as the matching glove is on their person."
      },
      {
        "document": 141,
        "excerpt": "e it pursues, perhaps to the exclusion of all else. As long as the wielder's use of the item aligns with that special purpose, the item remains cooperative. Deviati"
      },
      {
        "document": 149,
        "excerpt": "item in the Wand category is typically 12 to 15 inches long and crafted of metal, bone, or wood. It is tipped with metal, crystal, stone, or some other material. U"
      },
      {
        "document": 179,
        "excerpt": "es (represented by X) and that a monster must finish a Long Rest to regain expended uses. For example, a Reaction that includes “1/Day” means the Reaction can be ta"
      },
      {
        "document": 328,
        "excerpt": "s normal range in feet, and the second is the weapon's long range. When attacking a target beyond normal range, you have Disadvantage on the attack roll. You can't"
      },
      {
        "document": 329,
        "excerpt": "A Pole is 10 feet long. You can use it to touch something up to 10 feet away. If you must make a Strength (Athletics) check as"
      },
      {
        "document": 347,
        "excerpt": "String is 10 feet long. You can tie a knot in it as a Utilize action."
      },
      {
        "document": 406,
        "excerpt": ": Light, Medium, or Heavy. The category determines how long it takes to don or doff the armor (as shown in the table). Armor Class (AC). The table's Armor Class co"
      },
      {
        "document": 500,
        "excerpt": "an. A duration that provides a time span specifies how long the spell lasts in rounds, minutes, hours, or the like. For example, a Duration entry might say “1 minut"
      },
      {
        "document": 513,
        "excerpt": "ur level 1 slots and has three remaining. Finishing a Long Rest restores any expended spell slots."
      },
      {
        "document": 517,
        "excerpt": "Long Rest"
      },
      {
        "document": 528,
        "excerpt": "number of times per day, that means you must finish a Long Rest to use it again after you run out of uses."
      },
      {
        "document": 592,
        "excerpt": "ximum duration, the effect's description specifies how long the creator can concentrate on it: up to 1 minute, 1 hour, or some other duration. The creator can end C"
      },
      {
        "document": 648,
        "excerpt": "row the weapon, it has a normal range of 20 feet and a long range of 60 feet. Weapon Equivalents. If an improvised weapon resembles a Simple or Martial weapon, the"
      },
      {
        "document": 653,
        "excerpt": "When you jump, you make either a Long Jump (horizontal) or a High Jump (vertical). See also “Long Jump” and “High Jump.”"
      },
      {
        "document": 657,
        "excerpt": "Long Jump"
      },
      {
        "document": 671,
        "excerpt": "ing control of itself on a success. After finishing a Long Rest, a creature with Demonic Possession makes a DC 15 Charisma saving throw. On a successful save, the"
      },
      {
        "document": 673,
        "excerpt": "ing - engaging in no activities that would interrupt a Long Rest - the creature makes a DC 15 Constitution saving throw at the end of the recuperation period. On a"
      },
      {
        "document": 675,
        "excerpt": "matically. Fighting the Contagion. At the end of each Long Rest, an infected creature makes a DC 13 Constitution saving throw. After the creature succeeds on three"
      },
      {
        "document": 676,
        "excerpt": "le the creature has any Exhaustion levels, finishing a Long Rest neither restores lost Hit Points nor reduces the creature's Exhaustion level. Fighting the Contagi"
      },
      {
        "document": 684,
        "excerpt": "e counts as 2 hours for the purpose of determining how long that creature can travel (see “Travel Pace”). Creatures can become acclimated to a high altitude by spe"
      },
      {
        "document": 689,
        "excerpt": "ightened creature might be subject to other effects as long as the Frightened condition lasts. Consider these examples: - The Frightened creature must take the Das"
      },
      {
        "document": 692,
        "excerpt": "ons spell or removed by the Lesser Restoration spell. Long-Term Effects. The character has Disadvantage on some or all ability checks for 1d10 × 10 hours, stemming"
      },
      {
        "document": 738,
        "excerpt": "y is ideal for a background that involves endurance or long hours of activity. Travel Terrain *Appropriate equipment (such as skis) is necessary to keep up a Fast"
      },
      {
        "document": 783,
        "excerpt": "rth 1 GP, shoots from the wand’s tip in a Line 30 feet long and 5 feet wide toward the chosen point of origin. Each gem deals 1 Bludgeoning damage, and the total da"
      },
      {
        "document": 937,
        "excerpt": "Finish a Long Rest"
      },
      {
        "document": 962,
        "excerpt": "st, and you regain all expended uses when you finish a Long Rest. While active, your Rage follows the rules below. Damage Resistance. You have Resistance to Bludg"
      },
      {
        "document": 963,
        "excerpt": "e), and you regain all expended uses when you finish a Long Rest. At Higher Levels. Your Bardic Inspiration die changes when you reach certain Bard levels, as show"
      },
      {
        "document": 964,
        "excerpt": "pells. You regain all expended slots when you finish a Long Rest. Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you t"
      },
      {
        "document": 965,
        "excerpt": "pells. You regain all expended slots when you finish a Long Rest. Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you t"
      },
      {
        "document": 966,
        "excerpt": "st, and you regain all expended uses when you finish a Long Rest. When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second"
      },
      {
        "document": 967,
        "excerpt": "s Point, it is unavailable until you finish a Short or Long Rest, at the end of which you regain all your expended points. Some features that use Focus Points requ"
      },
      {
        "document": 968,
        "excerpt": "ol of healing power that replenishes when you finish a Long Rest. With that pool, you can restore a total number of Hit Points equal to five times your Paladin leve"
      },
      {
        "document": 969,
        "excerpt": "pells. You regain all expended slots when you finish a Long Rest. Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you t"
      },
      {
        "document": 970,
        "excerpt": "such as Daggers and Shortbows. Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery"
      },
      {
        "document": 971,
        "excerpt": "pells. You regain all expended slots when you finish a Long Rest. Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you t"
      },
      {
        "document": 972,
        "excerpt": "nded Pact Magic spell slots when you finish a Short or Long Rest. For example, when you're a level 5 Warlock, you have two level 3 spell slots. To cast the level 1"
      },
      {
        "document": 973,
        "excerpt": "nd Ray of Frost are recommended. Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Wizard cantrip of your choice."
      },
      {
        "document": 975,
        "excerpt": "Whenever you finish a Long Rest, choose one type of land: arid, polar, temperate, or tropical. Consult the table below that corresp"
      },
      {
        "document": 977,
        "excerpt": "his feature, you can't use it again until you finish a Long Rest unless you spend 3 Sorcery Points (no action required) to restore your use of it."
      },
      {
        "document": 978,
        "excerpt": "ect. If you use this feature again before you finish a Long Rest, you take 2d12 Necrotic damage for each level of the spell slot immediately after you cast it. This"
      },
      {
        "document": 979,
        "excerpt": "r roll. You regain all expended uses when you finish a Long Rest."
      },
      {
        "document": 980,
        "excerpt": "options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one. Colossus Slayer: Your tenacity can wear dow"
      },
      {
        "document": 982,
        "excerpt": "his feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required). Holy"
      },
      {
        "document": 983,
        "excerpt": "his feature, you can't use it again until you finish a Long Rest unless you expend a use of your Rage (no action required) to restore your use of it."
      },
      {
        "document": 985,
        "excerpt": "e), and you regain all expended uses when you finish a Long Rest."
      },
      {
        "document": 986,
        "excerpt": "us, and you regain all expended uses when you finish a Long Rest."
      },
      {
        "document": 987,
        "excerpt": "us, and you regain all expended uses when you finish a Long Rest."
      },
      {
        "document": 988,
        "excerpt": "n the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level. Elven Lineag"
      },
      {
        "document": 989,
        "excerpt": "us, and you regain all expended uses when you finish a Long Rest. You can also use any spell slots you have to cast the spell."
      },
      {
        "document": 990,
        "excerpt": "us, and you regain all expended uses when you finish a Long Rest: Cloud's Jaunt (Cloud Giant). As a Bonus Action, you magically teleport up to 30 feet to an unoccu"
      },
      {
        "document": 992,
        "excerpt": "You gain Heroic Inspiration whenever you finish a Long Rest."
      },
      {
        "document": 993,
        "excerpt": "ou regain all expended uses when you finish a Short or Long Rest."
      },
      {
        "document": 994,
        "excerpt": "n the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level. Intelligence"
      },
      {
        "document": 1004,
        "excerpt": "t again until you roll Initiative or finish a Short or Long Rest."
      },
      {
        "document": 1012,
        "excerpt": "n the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have. Spell Change. Whenever you gain a new"
      },
      {
        "document": 1168,
        "excerpt": "f you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer."
      },
      {
        "document": 1178,
        "excerpt": "the duration. You make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet th"
      },
      {
        "document": 1199,
        "excerpt": "f you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer."
      },
      {
        "document": 1210,
        "excerpt": "inute You mentally contact a demigod, the spirit of a long-dead sage, or some other knowledgeable entity from another plane. Contacting this otherworldly intellige"
      },
      {
        "document": 1238,
        "excerpt": "f you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer."
      },
      {
        "document": 1246,
        "excerpt": "he target's dreams and can converse with the target as long as it remains asleep, through the spell's duration. The messenger can also shape the dream's environment"
      },
      {
        "document": 1266,
        "excerpt": "nus Actions Fell Glare (Fiend Only; Recharges after a Long Rest). Wisdom Saving Throw: DC equals your spell save DC, one creature within 60 feet the steed can see"
      },
      {
        "document": 1267,
        "excerpt": "uch as “a green dragon’s lair”). For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what directi"
      },
      {
        "document": 1299,
        "excerpt": "idors, with a simple program that the lights repeat as long as Guards and Wards lasts - Magic Mouth in two locations - Stinking Cloud in two locations (the vapors r"
      },
      {
        "document": 1302,
        "excerpt": "tration, up to 1 minute A Line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the Line m"
      },
      {
        "document": 1337,
        "excerpt": "nstantaneous A stroke of lightning forming a 100-foot-long, 5-foot-wide Line blasts out from you in a direction you choose. Each creature in the Line makes a Dexte"
      },
      {
        "document": 1347,
        "excerpt": "25 words or fewer, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message."
      },
      {
        "document": 1349,
        "excerpt": "t the spell can enter the extradimensional dwelling as long as the door remains open. You can open or close it (no action required) if you are within 30 feet of it."
      },
      {
        "document": 1357,
        "excerpt": "a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the for"
      },
      {
        "document": 1385,
        "excerpt": "ted by this spell again until that creature finishes a Long Rest. Using a Higher-Level Spell Slot. The healing increases by 1d8 for each spell slot level above 2."
      },
      {
        "document": 1388,
        "excerpt": "of light forms a vertical opaque wall - up to 90 feet long, 30 feet high, and 1 inch thick - centered on a point within range. Alternatively, you shape the wall in"
      },
      {
        "document": 1397,
        "excerpt": "penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0."
      },
      {
        "document": 1406,
        "excerpt": "penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0. Casting this spell to revive a creature that has"
      },
      {
        "document": 1429,
        "excerpt": "mulacrum can't gain levels, and it can't take Short or Long Rests. If the simulacrum takes damage, the only way to restore its Hit Points is to repair it as you ta"
      },
      {
        "document": 1449,
        "excerpt": "minute You launch a sunbeam in a 5-foot-wide, 60-foot-long Line. Each creature in the Line makes a Constitution saving throw. On a failed save, a creature takes 6d"
      },
      {
        "document": 1463,
        "excerpt": ". You can turn an object into any kind of creature, as long as the creature's size is no larger than the object's size and the creature has a Challenge Rating of 9"
      },
      {
        "document": 1467,
        "excerpt": "ose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration. When the wall appears, each creatur"
      },
      {
        "document": 1472,
        "excerpt": "face within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot th"
      },
      {
        "document": 1476,
        "excerpt": "he duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5"
      },
      {
        "document": 1483,
        "excerpt": "oose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one co"
      },
      {
        "document": 1484,
        "excerpt": "stress, each time you cast a spell until you finish a Long Rest, you take 1d10 Necrotic damage per level of that spell. This damage can't be reduced or prevented i"
      },
      {
        "document": 1490,
        "excerpt": "ustion level. Removing Exhaustion Levels. Finishing a Long Rest removes 1 of your Exhaustion levels. When your Exhaustion level reaches 0, the condition ends."
      },
      {
        "document": 1523,
        "excerpt": "nd becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times. Y"
      },
      {
        "document": 1526,
        "excerpt": "he magic ceases to function for you until you finish a Long Rest."
      },
      {
        "document": 1539,
        "excerpt": "em, Rare This hollow metal tube measures about 1 foot long and weighs 1 pound. As a Magic action, you can strike the chime to cast Knock. The spell's customary kno"
      },
      {
        "document": 1556,
        "excerpt": "0 gallons of water that gushes forth in a Line 30 feet long and 1 foot wide. If you're holding the decanter, you can aim the geyser in one direction (no action requ"
      },
      {
        "document": 1561,
        "excerpt": "hrow. On a successful save, you control the orb for as long as you remain attuned to it. On a failed save, the orb imposes the Charmed condition on you for as long"
      },
      {
        "document": 1568,
        "excerpt": "e Thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 Force damag"
      },
      {
        "document": 1569,
        "excerpt": "similar objects. The longest compartment holds up to 6 long objects, such as bows, Quarterstaffs, or Spears. You can draw any item the quiver contains as if doing"
      },
      {
        "document": 1574,
        "excerpt": "ut of the wall, forming a magical ladder up to 60 feet long on the wall. This ladder lasts for 1 minute before disappearing."
      },
      {
        "document": 1579,
        "excerpt": "feet in diameter. The token disappears, and a 50-foot-long, 20-foot-wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water"
      },
      {
        "document": 1582,
        "excerpt": "object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside"
      },
      {
        "document": 1593,
        "excerpt": "e Thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the weapon unleashes a thunder-clap audible out to 300 feet. The t"
      },
      {
        "document": 1596,
        "excerpt": "'t use this property again until you finish a Short or Long Rest. On a failed check, you fail to cast the spell and a random effect occurs instead, determined by ro"
      },
      {
        "document": 1598,
        "excerpt": "ng benefits while wearing the helm. Diamond Light. As long as it has at least one diamond, the helm emits a 30-foot Emanation. When at least one Undead is within t"
      },
      {
        "document": 1613,
        "excerpt": "0 feet. Invisible creatures and objects are visible as long as they are in the lantern's Bright Light. You can take a Utilize action to lower the hood, reducing th"
      },
      {
        "document": 1632,
        "excerpt": "-Quarters Cover, and you suffer no Disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 Piercing damage. While your sworn enemy"
      },
      {
        "document": 1642,
        "excerpt": "sic and becomes Friendly to you and your allies for as long as you continue to play the pipes each round as a Magic action. A Friendly swarm obeys your commands. If"
      },
      {
        "document": 1664,
        "excerpt": "'t use this property again until you finish a Short or Long Rest. Ranged Weapon (Quarterstaff Form Only). This weapon has the Thrown property with a normal range o"
      },
      {
        "document": 1666,
        "excerpt": "you choose within 120 feet of yourself. It remains as long as you maintain Concentration, to a maximum of 1 hour, or until it drops to 0 Hit Points. While summone"
      },
      {
        "document": 1673,
        "excerpt": "can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer c"
      },
      {
        "document": 1677,
        "excerpt": "see within 120 feet of yourself. The spheres last as long as you maintain Concentration, up to 1 minute. Each sphere sheds Dim Light in a 30-foot radius. As a Bo"
      },
      {
        "document": 1686,
        "excerpt": "sion. Whenever you use the ring again before taking a Long Rest, you must succeed on a DC 15 Constitution saving throw or gain 1 Exhaustion level."
      },
      {
        "document": 1691,
        "excerpt": "atch 01-08 Bag of 100 GP 09–15 Silver coffer (1 foot long, 6 inches wide and deep) worth 500 GP 16–22 Iron door (up to 10 feet wide and 10 feet high, barred on o"
      },
      {
        "document": 1694,
        "excerpt": "The rod transforms into a climbing pole up to 50 feet long (you specify the length), though the rod's buttons remain within your reach. In surfaces as hard as gran"
      },
      {
        "document": 1698,
        "excerpt": "chic damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If the rope drops to 0 Hit Points, it is destroyed."
      },
      {
        "document": 1699,
        "excerpt": "Wondrous Item, Rare This rope is 30 feet long. While holding one end of the rope, you can take a Magic action to command the other end to dart forward"
      },
      {
        "document": 1706,
        "excerpt": "tures and objects inside the Emanation, which lasts as long as you maintain Concentration, up to 1 minute. Nothing can pass into or out of the Emanation. A creature"
      },
      {
        "document": 1722,
        "excerpt": "staff's tip in a Line that is 5 feet wide and 120 feet long. Each creature in that Line makes a DC 17 Dexterity saving throw, taking 9d6 Lightning damage on a faile"
      },
      {
        "document": 1755,
        "excerpt": "Simple or Martial), Uncommon (Requires Attunement) As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain"
      },
      {
        "document": 1761,
        "excerpt": "terity Saving Throw: DC 18, each creature in a 60-foot-long, 5-foot-wide Line. Failure: 54 (12d8) Acid damage. Success: Half damage. Spellcasting. The dragon casts"
      },
      {
        "document": 1762,
        "excerpt": "terity Saving Throw: DC 19, each creature in a 90-foot-long, 5-foot-wide Line. Failure: 60 (11d10) Lightning damage. Success: Half damage. Spellcasting. The dragon"
      },
      {
        "document": 1763,
        "excerpt": "terity Saving Throw: DC 18, each creature in a 60-foot-long, 5-foot-wide Line. Failure: 45 (10d8) Fire damage. Success: Half damage. Sleep Breath. Constitution Sav"
      },
      {
        "document": 1764,
        "excerpt": "terity Saving Throw: DC 19, each creature in a 90-foot-long, 5-foot-wide Line. Failure: 55 (10d10) Lightning damage. Success: Half damage. Repulsion Breath. Streng"
      },
      {
        "document": 1765,
        "excerpt": "erity Saving Throw: DC 18, each creature in an 60-foot-long, 5-foot-wide Line. Failure: 54 (12d8) Acid damage. Success: Half damage. Slowing Breath. Constitution S"
      },
      {
        "document": 1769,
        "excerpt": "terity Saving Throw: DC 19, each creature in a 60-foot-long, 10-foot-wide Line. Failure: 14 (4d6) Cold damage, and the target is pushed up to 30 feet straight away"
      },
      {
        "document": 1773,
        "excerpt": "terity Saving Throw: DC 22, each creature in a 90-foot-long, 10-foot-wide Line. Failure: 67 (15d8) Acid damage. Success: Half damage. Spellcasting. The dragon cast"
      },
      {
        "document": 1774,
        "excerpt": "erity Saving Throw: DC 23, each creature in a 120-foot-long, 10-foot-wide Line. Failure: 88 (16d10) Lightning damage. Success: Half damage. Spellcasting. The drago"
      },
      {
        "document": 1775,
        "excerpt": "terity Saving Throw: DC 21, each creature in a 90-foot-long, 5-foot-wide Line. Failure: 58 (13d8) Fire damage. Success: Half damage. Sleep Breath. Constitution Sav"
      },
      {
        "document": 1776,
        "excerpt": "erity Saving Throw: DC 23, each creature in a 120-foot-long, 10-foot-wide Line. Failure: 82 (15d10) Lightning damage. Success: Half damage. Repulsion Breath. Stren"
      },
      {
        "document": 1777,
        "excerpt": "erity Saving Throw: DC 22, each creature in an 90-foot-long, 10-foot-wide Line. Failure: 63 (14d8) Acid damage. Success: Half damage. Slowing Breath. Constitution"
      },
      {
        "document": 1781,
        "excerpt": "terity Saving Throw: DC 23, each creature in a 60-foot-long, 10-foot-wide Line. Failure: 14 (4d6) Cold damage, and the target is pushed up to 30 feet straight away"
      },
      {
        "document": 1786,
        "excerpt": "terity Saving Throw: DC 12, each creature in a 30-foot-long, 5-foot-wide Line. Failure: 14 (4d6) Acid damage. Success: Half damage."
      },
      {
        "document": 1806,
        "excerpt": "terity Saving Throw: DC 16, each creature in a 90-foot-long, 5-foot-wide Line. Failure: 66 (12d10) Lightning damage. Success: Half damage."
      },
      {
        "document": 1809,
        "excerpt": "terity Saving Throw: DC 11, each creature in a 15-foot-long, 5-foot-wide Line. Failure: 22 (5d8) Acid damage. Success: Half damage."
      },
      {
        "document": 1813,
        "excerpt": "terity Saving Throw: DC 12, each creature in a 30-foot-long, 5-foot-wide Line. Failure: 21 (6d6) Lightning damage. Success: Half damage."
      },
      {
        "document": 1816,
        "excerpt": "terity Saving Throw: DC 11, each creature in a 20-foot-long, 5-foot-wide Line. Failure: 14 (4d6) Fire damage. Success: Half damage. Sleep Breath. Constitution Savi"
      },
      {
        "document": 1817,
        "excerpt": "terity Saving Throw: DC 12, each creature in a 40-foot-long, 5-foot-wide Line. Failure: 16 (3d10) Lightning damage. Success: Half damage. Repulsion Breath. Strengt"
      },
      {
        "document": 1829,
        "excerpt": "e next 24 hours. Phantasms (Recharge after a Short or Long Rest). The cloaker casts the Mirror Image spell, requiring no spell components and using Wisdom as the s"
      },
      {
        "document": 1834,
        "excerpt": "terity Saving Throw: DC 11, each creature in a 20-foot-long, 5-foot-wide Line. Failure: 18 (4d8) Acid damage. Success: Half damage. Slowing Breath. Constitution Sa"
      },
      {
        "document": 1841,
        "excerpt": "oint maximum doesn't return to normal when finishing a Long Rest, and it repeats the save every 24 hours that elapse, ending the effect on itself on a success. Subs"
      },
      {
        "document": 1851,
        "excerpt": ": Entangle, Thunderwave 1/Day Each: Animal Messenger, Long-strider, Moonbeam"
      },
      {
        "document": 1859,
        "excerpt": "erinyes can fully restore it when finishing a Short or Long Rest."
      },
      {
        "document": 1866,
        "excerpt": "can breathe air and water. Standing Leap. The frog's Long Jump is up to 10 feet and its High Jump is up to 5 feet with or without a running start."
      },
      {
        "document": 1885,
        "excerpt": "can breathe air and water. Standing Leap. The frog's Long Jump is up to 20 feet and its High Jump is up to 10 feet with or without a running start."
      },
      {
        "document": 1896,
        "excerpt": "can breathe air and water. Standing Leap. The toad's Long Jump is up to 20 feet and its High Jump is up to 10 feet with or without a running start."
      },
      {
        "document": 1914,
        "excerpt": "ect, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast that spell again. Mimicry. The hag can mimic animal sounds and hum"
      },
      {
        "document": 1939,
        "excerpt": "Succubus Form. When the incubus finishes a Long Rest, it can shape-shift into a Succubus, using that stat block instead of this one. Any equipment it is"
      },
      {
        "document": 1950,
        "excerpt": "nning Leap. With a 10-foot running start, the lion can Long Jump up to 25 feet."
      },
      {
        "document": 1966,
        "excerpt": "egain Hit Points, it gains no benefit from finishing a Long Rest, and its Hit Point maximum decreases by 10 (3d6) every 24 hours that elapse. A creature dies and tu"
      },
      {
        "document": 1967,
        "excerpt": "oint maximum doesn't return to normal when finishing a Long Rest, and its Hit Point maximum decreases by 10 (3d6) every 24 hours that elapse. A creature dies and tu"
      },
      {
        "document": 1969,
        "excerpt": "ect, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast that spell again. Magic Resistance. The hag has Advantage on savin"
      },
      {
        "document": 1977,
        "excerpt": "ned condition. Whenever the Poisoned target finishes a Long Rest, it is subjected to the following effect. Constitution Saving Throw: DC 15. Failure: The target's H"
      },
      {
        "document": 1997,
        "excerpt": "the target gains no benefit from finishing a Short or Long Rest. Baleful Command (Recharge 5–6). Wisdom Saving Throw: DC 18, each enemy in a 30-foot Emanation ori"
      },
      {
        "document": 2008,
        "excerpt": "ning Leap. With a 10-foot running start, the tiger can Long Jump up to 25 feet."
      },
      {
        "document": 2014,
        "excerpt": "ect, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast that spell again. Vile Appearance. Wisdom Saving Throw: DC 11, any"
      },
      {
        "document": 2025,
        "excerpt": "as detailed below (the sequence resets when it takes a Long Rest): First Roar. Wisdom Saving Throw: DC 20, each enemy in a 500-foot Emanation originating from the"
      },
      {
        "document": 2036,
        "excerpt": "Incubus Form. When the succubus finishes a Long Rest, it can shape-shift into an Incubus, using that stat block instead of this one."
      },
      {
        "document": 2081,
        "excerpt": "terity Saving Throw: DC 14, each creature in a 30-foot-long, 5-foot-wide Line. Failure: 49 (14d6) Acid damage. Success: Half damage."
      },
      {
        "document": 2082,
        "excerpt": "terity Saving Throw: DC 16, each creature in a 60-foot-long, 5-foot-wide Line. Failure: 55 (10d10) Lightning damage. Success: Half damage."
      },
      {
        "document": 2083,
        "excerpt": "terity Saving Throw: DC 14, each creature in a 40-foot-long, 5-foot-wide Line. Failure: 38 (11d6) Fire damage. Success: Half damage. Sleep Breath. Constitution Sav"
      },
      {
        "document": 2084,
        "excerpt": "terity Saving Throw: DC 15, each creature in a 60-foot-long, 5-foot-wide Line. Failure: 49 (9d10) Lightning damage. Success: Half damage. Repulsion Breath. Strengt"
      },
      {
        "document": 2085,
        "excerpt": "terity Saving Throw: DC 14, each creature in a 40-foot-long, 5-foot-wide Line. Failure: 40 (9d8) Acid damage. Success: Half damage. Slowing Breath. Constitution Sa"
      }
    ],
    "longbow": [
      {
        "document": 88,
        "excerpt": "range. Some ranged attacks, such as those made with a Longbow, have two ranges. The smaller number is the normal range, and the larger number is the long range. Your"
      },
      {
        "document": 115,
        "excerpt": "they are in their descriptions, such as a Longsword or Longbow. If no weapon type is specified, you may choose the type or determine it randomly. Ammunition. If a mag"
      },
      {
        "document": 928,
        "excerpt": "Longbow"
      },
      {
        "document": 966,
        "excerpt": "4 GP; (B) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Dungeoneer’s Pack, and 11 GP; or (C) 155 GP"
      },
      {
        "document": 969,
        "excerpt": "or B: (A) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Druidic Focus (sprig of mistletoe), Explorer’s Pack, and 7 GP; or (B) 150 GP"
      },
      {
        "document": 1088,
        "excerpt": "Longbow"
      },
      {
        "document": 1530,
        "excerpt": "e wearing these bracers, you have proficiency with the Longbow and Shortbow, and you gain a +2 bonus to damage rolls made with such weapons."
      },
      {
        "document": 1574,
        "excerpt": "Longbow or Shortbow"
      },
      {
        "document": 1632,
        "excerpt": "Longbow or Shortbow"
      },
      {
        "document": 1824,
        "excerpt": "Breastplate, Longbow, Pike"
      },
      {
        "document": 1929,
        "excerpt": "Greatsword, Half Plate Armor, Longbow"
      },
      {
        "document": 1930,
        "excerpt": "Half Plate Armor, Longbow, Longsword, Shield"
      },
      {
        "document": 2013,
        "excerpt": "Leather Armor, Longbow, Shortsword"
      },
      {
        "document": 2070,
        "excerpt": "Longbow"
      },
      {
        "document": 2071,
        "excerpt": "Longbow"
      }
    ],
    "longbows": [
      {
        "document": 969,
        "excerpt": "your choice with which you have proficiency, such as Longbows and Shortswords. Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For ex"
      }
    ],
    "longer": [
      {
        "document": 144,
        "excerpt": "re requires a Bonus Action. Applying an oil might take longer as specified in its description. Once used, a potion takes effect immediately, and it is used up. Mixin"
      },
      {
        "document": 382,
        "excerpt": "Your Attunement to an item ends if you no longer satisfy the prerequisites for Attunement, if the item has been more than 100 feet away for at least 24 h"
      },
      {
        "document": 493,
        "excerpt": "Longer Casting Times"
      },
      {
        "document": 514,
        "excerpt": "Ritual. The Ritual version of a spell takes 10 minutes longer to cast than normal, but it doesn't expend a spell slot. To cast a spell as a Ritual, a spellcaster must"
      },
      {
        "document": 518,
        "excerpt": "ou cast a spell that has a casting time of 1 minute or longer, you must take the Magic action on each turn of that casting, and you must maintain Concentration while"
      },
      {
        "document": 537,
        "excerpt": "Ritual. The Ritual version of a spell takes 10 minutes longer to cast than normal. It also doesn't expend a spell slot, which means the ritual version of a spell can'"
      },
      {
        "document": 562,
        "excerpt": "contact is also broken if the contacted creature is no longer within the telepathy's range or if the telepath contacts a different creature within range. A creature"
      },
      {
        "document": 613,
        "excerpt": "re had Attunement to one or more magic items, it is no longer attuned to them."
      },
      {
        "document": 705,
        "excerpt": "uccessful saves against the poison, the creature is no longer Poisoned."
      },
      {
        "document": 722,
        "excerpt": "If that distance drops to 0, it stops moving and is no longer a threat."
      },
      {
        "document": 971,
        "excerpt": "en you cast a spell that has a duration of 1 minute or longer, you can spend 1 Sorcery Point to double its duration to a maximum duration of 24 hours. If the affecte"
      },
      {
        "document": 1161,
        "excerpt": "saving throw. On a successful save, the creature is no longer affected by the target. A creature that successfully saves against this effect is immune to it for 1 min"
      },
      {
        "document": 1236,
        "excerpt": "or more creatures of the types above. The target is no longer possessed, Charmed, or Frightened by such creatures. Dismissal. As a Magic action, you target one creat"
      },
      {
        "document": 1242,
        "excerpt": "a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 5 (up to 10 minutes), 6 (up to 1 hour), or 7+ (up to 8 hours)."
      },
      {
        "document": 1243,
        "excerpt": "a Higher-Level Spell Slot. Your Concentration can last longer with a level 9 spell slot (up to 8 hours)."
      },
      {
        "document": 1244,
        "excerpt": "a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 6 (up to 10 minutes), 7 (up to 1 hour), or 8+ (up to 8 hours)."
      },
      {
        "document": 1254,
        "excerpt": "ss, it frees itself from the grasping plants and is no longer Restrained by them."
      },
      {
        "document": 1313,
        "excerpt": "a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 2 (up to 4 hours), 3–4 (up to 8 hours), or 5+ (24 hours)."
      },
      {
        "document": 1318,
        "excerpt": "a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 3–4 (up to 8 hours) or 5+ (up to 24 hours)."
      },
      {
        "document": 1354,
        "excerpt": "it. Using a Higher-Level Spell Slot. The duration is longer with a spell slot of level 7 (10 days), 8 (30 days), or 9 (366 days)."
      },
      {
        "document": 1356,
        "excerpt": "on or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 Force damage to you. The stone's complete destruction (or transm"
      },
      {
        "document": 1397,
        "excerpt": "uch, you revive a dead creature if it has been dead no longer than 10 days and it wasn't Undead when it died. The creature returns to life with 1 Hit Point. This spe"
      },
      {
        "document": 1402,
        "excerpt": "id or a piece of one. If the creature has been dead no longer than 10 days, the spell forms a new body for it and calls the soul to enter that body. Roll 1d10 and con"
      },
      {
        "document": 1406,
        "excerpt": "o revive a creature that has been dead for 365 days or longer taxes you. Until you finish a Long Rest, you can't cast spells again, and you have Disadvantage on D20 T"
      },
      {
        "document": 1452,
        "excerpt": "ny time. If you switch targets, the prior target is no longer affected by the spell. Creature. You can try to move a Huge or smaller creature. The target must succee"
      },
      {
        "document": 1454,
        "excerpt": "r you are attempting to teleport to a location that no longer exists. Mishap. The spell's unpredictable magic results in a difficult journey. Each teleporting creatu"
      },
      {
        "document": 1463,
        "excerpt": "ommands. If the spell lasts more than an hour, you no longer control the creature. It might remain Friendly to you, depending on how you have treated it. Creature i"
      },
      {
        "document": 1464,
        "excerpt": "aneous You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. The creature is revived with all its Hit Poi"
      },
      {
        "document": 1475,
        "excerpt": "its Reaction to move up to its Speed so that it is no longer enclosed by the wall. The wall can have any shape you desire, though it can't occupy the same space as"
      },
      {
        "document": 1480,
        "excerpt": "k against your spell save DC. If it succeeds, it is no longer Restrained. The webs are flammable. Any 5-foot Cube of webs exposed to fire burns away in 1 round, deal"
      },
      {
        "document": 1484,
        "excerpt": "ou forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a Legendary magic item or an Arti"
      },
      {
        "document": 1503,
        "excerpt": "mmunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces o"
      },
      {
        "document": 1511,
        "excerpt": "and Slashing damage for 10 minutes or until you are no longer wearing the armor. Once this property is used, it can't be used again until the next dawn."
      },
      {
        "document": 1515,
        "excerpt": "it contains and becomes a non-magical item when it no longer contains any beans. If you dump one or more beans out of the bag, they explode in a 10-foot-radius Sphe"
      },
      {
        "document": 1519,
        "excerpt": "d away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can pass th"
      },
      {
        "document": 1523,
        "excerpt": "our available movement. If the creature dies or can no longer be seen or heard by you, the next nearest creature that you can see or hear becomes your new target."
      },
      {
        "document": 1534,
        "excerpt": "e broom stops hovering when you land or when you're no longer riding it. As a Magic action, you can send the broom to travel alone to a destination within 1 mile of"
      },
      {
        "document": 1546,
        "excerpt": "oak's edges while flying in this way, or if you are no longer in Dim Light or Darkness, you lose this Fly Speed. While wearing the cloak in an area of Dim Light or D"
      },
      {
        "document": 1609,
        "excerpt": "ou cast the spell. The spell cast from the stone is no longer stored in it, freeing up space. Strength (Very Rare). Your Strength increases by 2, to a maximum of 20,"
      },
      {
        "document": 1678,
        "excerpt": "you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space."
      },
      {
        "document": 1692,
        "excerpt": "levels of spell energy stored in it. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical."
      },
      {
        "document": 1699,
        "excerpt": "batics) check. On a successful check, the target is no longer Restrained by the rope. If you're still holding onto the rope when a target escapes from it, you can tak"
      },
      {
        "document": 1806,
        "excerpt": "). Failure: The behir swallows the target, which is no longer Grappled. While swallowed, a creature has the Blinded and Restrained conditions, has Total Cover against"
      },
      {
        "document": 1828,
        "excerpt": "tinues to be berserk until it is destroyed or it is no longer Bloodied. Immutable Form. The golem can't shape-shift. Magic Resistance. The golem has Advantage on sa"
      },
      {
        "document": 1864,
        "excerpt": "rserk, it remains so until it is destroyed or it is no longer Bloodied. The golem's creator, if within 60 feet of the berserk golem, can try to calm it by taking an"
      },
      {
        "document": 1884,
        "excerpt": "he Frightened condition for 1 minute, until you are no longer riding the goat, or until the goat reverts to figurine form. The Frightened creature repeats the save at"
      },
      {
        "document": 1885,
        "excerpt": "Bite, and if the frog dies, the swallowed target is no longer Restrained and can escape from the corpse using 5 feet of movement, exiting with the Prone condition. A"
      },
      {
        "document": 1896,
        "excerpt": "d target. If the toad dies, a swallowed creature is no longer Restrained and can escape from the corpse using 5 feet of movement, exiting with the Prone condition."
      },
      {
        "document": 1946,
        "excerpt": "the target is Large or smaller, it is swallowed and no longer Grappled. A swallowed creature has the Restrained condition, has Total Cover against attacks and other e"
      },
      {
        "document": 1995,
        "excerpt": "condition. If the worm dies, any swallowed creature no longer has the Restrained condition and can escape from the corpse using 20 feet of movement, exiting Prone."
      },
      {
        "document": 2002,
        "excerpt": "ition. If the remorhaz dies, any swallowed creature no longer has the Restrained condition and can escape from the corpse by using 15 feet of movement, exiting Prone."
      },
      {
        "document": 2044,
        "excerpt": "tion. If the tarrasque dies, any swallowed creature no longer has the Restrained condition and can escape from the corpse using 20 feet of movement, exiting Prone."
      },
      {
        "document": 2078,
        "excerpt": "pse within 10 feet of itself that has been dead for no longer than 1 minute. The target's spirit rises as a Specter in the space of its corpse or in the nearest unocc"
      }
    ],
    "longest": [
      {
        "document": 1328,
        "excerpt": "casting and an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an Invisible mark on that object and invisibly inscribes t"
      },
      {
        "document": 1569,
        "excerpt": "rtment holds up to 18 Javelins or similar objects. The longest compartment holds up to 6 long objects, such as bows, Quarterstaffs, or Spears. You can draw any item t"
      }
    ],
    "longevity": [
      {
        "document": 965,
        "excerpt": ", you can't do so again until you finish a Long Rest. Longevity. The primal magic that you wield causes you to age more slowly. For every ten years that pass, your body"
      },
      {
        "document": 1656,
        "excerpt": "Potion of Longevity"
      }
    ],
    "longship": [
      {
        "document": 922,
        "excerpt": "Longship"
      }
    ],
    "longstrider": [
      {
        "document": 830,
        "excerpt": "Longstrider"
      },
      {
        "document": 850,
        "excerpt": "Longstrider"
      },
      {
        "document": 886,
        "excerpt": "Longstrider"
      },
      {
        "document": 899,
        "excerpt": "Longstrider"
      },
      {
        "document": 988,
        "excerpt": "| Longstrider | Pass without Trace | Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells y"
      },
      {
        "document": 1341,
        "excerpt": "Longstrider"
      }
    ],
    "longsword": [
      {
        "document": 115,
        "excerpt": "pe of weapon they are in their descriptions, such as a Longsword or Longbow. If no weapon type is specified, you may choose the type or determine it randomly. Ammunitio"
      },
      {
        "document": 766,
        "excerpt": "+1 Ammunition, +1 Longsword"
      },
      {
        "document": 928,
        "excerpt": "Longsword"
      },
      {
        "document": 968,
        "excerpt": "Choose A or B: (A) Chain Mail, Shield, Longsword, 6 Javelins, Holy Symbol, Priest’s Pack, and 9 GP; or (B) 150 GP"
      },
      {
        "document": 1089,
        "excerpt": "Longsword"
      },
      {
        "document": 1555,
        "excerpt": "Greatsword, Longsword, Rapier, Scimitar, or Shortsword"
      },
      {
        "document": 1583,
        "excerpt": "Glaive, Greatsword, Longsword, Rapier, Scimitar, or Shortsword"
      },
      {
        "document": 1614,
        "excerpt": "Glaive, Greatsword, Longsword, Rapier, Scimitar, Sickle, or Shortsword"
      },
      {
        "document": 1694,
        "excerpt": "additional 40 feet, and the blade functions as a magic Longsword or Shortsword (your choice) that deals an extra 2d6 Fire damage on a hit. Button 2. The rod's flanged he"
      },
      {
        "document": 1726,
        "excerpt": "Longsword"
      },
      {
        "document": 1727,
        "excerpt": "Glaive, Greatsword, Longsword, Rapier, Scimitar, or Shortsword"
      },
      {
        "document": 1728,
        "excerpt": "Glaive, Greatsword, Longsword, or Scimitar"
      },
      {
        "document": 1729,
        "excerpt": "Glaive, Greatsword, Longsword, Rapier, Scimitar, or Shortsword"
      },
      {
        "document": 1740,
        "excerpt": "Glaive, Greatsword, Longsword, or Scimitar"
      },
      {
        "document": 1884,
        "excerpt": "ne horn becomes a +1 Lance, and the other becomes a +2 Longsword. Removing a horn requires a Magic action, and the weapons disappear and the horns return when the goat r"
      },
      {
        "document": 1918,
        "excerpt": "Breastplate, Javelins (6), Longsword, Shield"
      },
      {
        "document": 1930,
        "excerpt": "Half Plate Armor, Longbow, Longsword, Shield"
      }
    ],
    "longswords": [
      {
        "document": 968,
        "excerpt": "f your choice with which you have proficiency, such as Longswords and Javelins. Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For examp"
      },
      {
        "document": 969,
        "excerpt": "witch to using the mastery properties of Scimitars and Longswords."
      },
      {
        "document": 1726,
        "excerpt": "with the Finesse property. If you are proficient with Longswords or Shortswords, you are proficient with the Sun Blade. You gain a +2 bonus to attack rolls and damage r"
      }
    ],
    "look": [
      {
        "document": 43,
        "excerpt": "eon, you can't simultaneously use the Search action to look for traps and use the Help action to aid another character who's trying to open a stuck door (with the U"
      },
      {
        "document": 239,
        "excerpt": "Look at your class's feature table in \"Classes,\" and write down the level 1 features. The class features are"
      },
      {
        "document": 241,
        "excerpt": "attack bonus = Dexterity modifier + Proficiency Bonus Look up the damage and properties of your weapons in “Equipment.” You add the same ability modifier you use f"
      },
      {
        "document": 243,
        "excerpt": "xed Hit Points by Class 3: Record New Class Features. Look at your class features table in \"Classes,\" and note the features you gain at your new level in that clas"
      },
      {
        "document": 264,
        "excerpt": "els (round up) in the Paladin and Ranger classes Then look up this total level in the Level column of the Multiclass Spellcaster table. You use the slots for that"
      },
      {
        "document": 266,
        "excerpt": "l canary inside a lamp 45 A miniature chest carved to look like it has numerous feet on the bottom 46 A dead sprite inside a clear glass bottle 47 A metal can th"
      },
      {
        "document": 271,
        "excerpt": "shows which backgrounds benefit which ability scores. Look for your class's primary ability there. Ability Scores and Backgrounds Record Your Feat. A background"
      },
      {
        "document": 272,
        "excerpt": "pment,” but for now you can just write it all down and look up the specifics in “Equipment” later. Note any coins you have left after purchasing your equipment."
      },
      {
        "document": 718,
        "excerpt": "xhales a 15-foot Cone of magical flame. The statue can look like anything, such as a dragon or a wizard. Each creature in the Cone must succeed on a DC 15 Dexterity"
      },
      {
        "document": 965,
        "excerpt": "t has a Fly Speed. When choosing known forms, you may look in other sources for eligible Beasts if the Game Master permits you to do so. Beast Shapes Rules While"
      },
      {
        "document": 1153,
        "excerpt": "arance. You alter your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and"
      },
      {
        "document": 1234,
        "excerpt": "armor, weapons, and other belongings on your person - look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter."
      },
      {
        "document": 1304,
        "excerpt": "You make natural terrain in a 150-foot Cube in range look, sound, and smell like another sort of natural terrain. Thus, open fields or a road can be made to resem"
      },
      {
        "document": 1363,
        "excerpt": "days You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. Open fields or a road could be made to res"
      },
      {
        "document": 1439,
        "excerpt": "s. The transformation of the ground is camouflaged to look natural. Any creature that can't see the area when the spell is cast must take a Search action and succe"
      },
      {
        "document": 1604,
        "excerpt": "r 1 hour or when it drops to 0 Hit Points. The spirits look like living, breathing warriors, and they have Immunity to the Charmed and Frightened conditions. Once y"
      },
      {
        "document": 1623,
        "excerpt": "of greater value (such as a large pile of gold), they look authentic, but close inspection reveals they're made from paste, cookies, or some other worthless materi"
      }
    ],
    "looking": [
      {
        "document": 51,
        "excerpt": "ld use a Quarterstaff, for example, to push a sinister-looking button that you’re reluctant to touch."
      },
      {
        "document": 240,
        "excerpt": "wareness of your surroundings when you're not actively looking for something. Use this formula to determine your Passive Perception score:"
      },
      {
        "document": 577,
        "excerpt": "ins definitions of current rules terms only. If you're looking for a term from an earlier version of the fifth edition rules, consult the index. Abbreviations. The ab"
      }
    ],
    "looks": [
      {
        "document": 266,
        "excerpt": "glass vial that smells of perfume 40 A gemstone that looks like a lump of coal when examined by anyone but you 41 A scrap of cloth from an old banner 42 A rank i"
      },
      {
        "document": 1207,
        "excerpt": "ithin range. The spirit lasts for the duration, and it looks like a Fey creature of your choice. When the spirit appears, you can make one melee spell attack against"
      },
      {
        "document": 1213,
        "excerpt": "oot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden bu"
      },
      {
        "document": 1217,
        "excerpt": "and dehydration. The food is bland but nourishing and looks like a food of your choice, and the water is clean. The food spoils after 24 hours if uneaten."
      },
      {
        "document": 1256,
        "excerpt": "extra foot. You can perceive the plane you left, which looks gray, and you can't see anything there more than 60 feet away. While on the Ethereal Plane, you can aff"
      },
      {
        "document": 1347,
        "excerpt": "If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there, so the words appear"
      },
      {
        "document": 1392,
        "excerpt": "ore, regardless of intervening obstacles. The illusion looks and sounds like you, but it is intangible. If the illusion takes any damage, it disappears, and the spel"
      },
      {
        "document": 1557,
        "excerpt": "l dispelled. The illusory creature created by the card looks and behaves like a real creature of its kind, except that it can do no harm. While you are within 120 fe"
      },
      {
        "document": 1579,
        "excerpt": "Wondrous Item, Rarity Varies This object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The GM"
      },
      {
        "document": 1588,
        "excerpt": "othing or some other kind of armor. You decide what it looks like - including color, style, and accessories - but the armor retains its normal bulk and weight. The i"
      },
      {
        "document": 1654,
        "excerpt": "Potion, Rare This potion's container looks empty but feels as though it holds liquid. When you drink the potion, you have the Invisible condition f"
      },
      {
        "document": 1655,
        "excerpt": "Resistance to all damage. This potion's syrupy liquid looks like liquefied iron."
      },
      {
        "document": 1658,
        "excerpt": "Potion, Uncommon This concoction looks, smells, and tastes like a Potion of Healing or another beneficial potion. However, it is actually poiso"
      },
      {
        "document": 1884,
        "excerpt": "f goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows: Goat of Terror. This"
      }
    ],
    "looms": [
      {
        "document": 1232,
        "excerpt": "n the target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, th"
      }
    ],
    "loose": [
      {
        "document": 1335,
        "excerpt": "tion: Concentration, up to 10 minutes One creature or loose object of your choice that you can see within range rises vertically up to 20 feet and remains suspended"
      },
      {
        "document": 1483,
        "excerpt": "ying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles l"
      },
      {
        "document": 1574,
        "excerpt": "eet of you. Energy Ladder. As a Magic action, you can loose a flurry of energy arrows from this weapon at a wall up to 60 feet away from yourself. The arrows become"
      }
    ],
    "lord": [
      {
        "document": 793,
        "excerpt": "Inside is a burial chamber containing a Mummy, a Mummy Lord, or some other Undead of the GM’s choice. Its sarcophagus contains treasure of the GM’s choice."
      },
      {
        "document": 979,
        "excerpt": "s of perdition. You might forge a bargain with a demon lord, an archdevil, or another fiend that is especially mighty. That patron's aims are evil - the corruption"
      },
      {
        "document": 1966,
        "excerpt": "Mummy Lord"
      }
    ],
    "lordly": [
      {
        "document": 1694,
        "excerpt": "Rod of Lordly Might"
      }
    ],
    "lore": [
      {
        "document": 670,
        "excerpt": "rses should feel like rare, potent magic rooted in the lore of your campaign."
      },
      {
        "document": 744,
        "excerpt": "Recall lore about spells, magic items, and the planes of existence."
      },
      {
        "document": 787,
        "excerpt": "Lore Seeker. The item craves knowledge or is determined to solve a mystery, learn a secret, or unravel a cryp"
      },
      {
        "document": 817,
        "excerpt": "Occult lore"
      },
      {
        "document": 857,
        "excerpt": "Legend Lore, Summon Dragon"
      },
      {
        "document": 891,
        "excerpt": "Legend Lore"
      },
      {
        "document": 903,
        "excerpt": "Legend Lore"
      },
      {
        "document": 915,
        "excerpt": "Legend Lore"
      },
      {
        "document": 963,
        "excerpt": "ou gain a Bard subclass of your choice. The College of Lore subclass is detailed after this class's description. A subclass is a specialization that grants you feat"
      },
      {
        "document": 972,
        "excerpt": "r, Sickle, 2 Daggers, Arcane Focus (orb), Book (occult lore), Scholar’s Pack, and 15 GP; or (B) 100 GP"
      },
      {
        "document": 976,
        "excerpt": "College of Lore"
      },
      {
        "document": 980,
        "excerpt": "Hunter's Lore"
      },
      {
        "document": 1333,
        "excerpt": "Legend Lore"
      },
      {
        "document": 2024,
        "excerpt": "Sphinx of Lore"
      }
    ],
    "lose": [
      {
        "document": 14,
        "excerpt": "Lose Temporary Hit Points First"
      },
      {
        "document": 592,
        "excerpt": "reak Concentration. Another Concentration Effect. You lose Concentration on an effect the moment you start casting a spell that requires Concentration or activate"
      },
      {
        "document": 605,
        "excerpt": "represents harm that causes a creature or an object to lose Hit Points."
      },
      {
        "document": 622,
        "excerpt": "you make Dexterity saving throws with Advantage. You lose these benefits if you have the Incapacitated condition or if your Speed is 0."
      },
      {
        "document": 712,
        "excerpt": "Traps should be used sparingly, lest they lose their charm. A hidden pit can be a fun surprise, but too many traps in an adventure can lead players to"
      },
      {
        "document": 745,
        "excerpt": "d you make Dexterity saving throws with Advantage. You lose this benefit if you have the Incapacitated condition or if your Speed is 0."
      },
      {
        "document": 789,
        "excerpt": "Both potions lose their effects, and the mixture creates a magical explosion in a 5-foot-radius Sphere centered on itself."
      },
      {
        "document": 973,
        "excerpt": "and 10 GP for each level of the copied spell. If you lose your spellbook, you can use the same procedure to transcribe the Wizard spells that you have prepared in"
      },
      {
        "document": 1411,
        "excerpt": "a Wisdom saving throw or either choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from areas of effect. The spell ends"
      },
      {
        "document": 1431,
        "excerpt": "Dexterity saving throw or have the Prone condition and lose Concentration."
      },
      {
        "document": 1484,
        "excerpt": "eats with another feat for which you are eligible. You lose all the benefits of the old feat and gain the benefits of the new one. You can't replace a feat that is"
      },
      {
        "document": 1546,
        "excerpt": "or if you are no longer in Dim Light or Darkness, you lose this Fly Speed. While wearing the cloak in an area of Dim Light or Darkness, you can cast Polymorph on"
      },
      {
        "document": 1675,
        "excerpt": "ry 10 minutes if you have at least 1 Hit Point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 d"
      },
      {
        "document": 2044,
        "excerpt": "nation originating from itself. Creatures in that area lose Concentration and, if Medium or smaller, have the Prone condition. The tarrasque can't take this action"
      }
    ],
    "loses": [
      {
        "document": 122,
        "excerpt": "a scroll when it is read. Once used, a consumable item loses its magic."
      },
      {
        "document": 592,
        "excerpt": "ecified in their descriptions. If the effect's creator loses Concentration, the effect ends. If the effect has a maximum duration, the effect's description specifies"
      },
      {
        "document": 753,
        "excerpt": "g for 5 rounds, the efreeti disappears, and the bottle loses its magic."
      },
      {
        "document": 789,
        "excerpt": "One potion loses its effect."
      },
      {
        "document": 1402,
        "excerpt": "he capabilities it had in its original form, except it loses the traits of its previous species and gains the traits of its new one."
      },
      {
        "document": 1598,
        "excerpt": ". When all the gems are removed or destroyed, the helm loses its magic. You gain the following benefits while wearing the helm. Diamond Light. As long as it has at"
      },
      {
        "document": 1609,
        "excerpt": "0 levels of spells, it burns out, turns dull gray, and loses its magic. Agility (Very Rare). Your Dexterity increases by 2, to a maximum of 20, while this deep-red"
      },
      {
        "document": 1614,
        "excerpt": "ty can't be used again until the next dawn. The weapon loses this property if it has no charges."
      },
      {
        "document": 1619,
        "excerpt": "on increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century."
      },
      {
        "document": 1620,
        "excerpt": "th increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century."
      },
      {
        "document": 1622,
        "excerpt": "ty increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century."
      },
      {
        "document": 1630,
        "excerpt": "f a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads exist. The GM decides the type of each bead on the necklace or dete"
      },
      {
        "document": 1631,
        "excerpt": "d Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property."
      },
      {
        "document": 1711,
        "excerpt": "it was under another creature's control, that creature loses control of the sphere. On a failed check, the sphere moves 10 feet toward you in a straight line. While"
      },
      {
        "document": 1716,
        "excerpt": "ains its +2 bonus to attack rolls and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges. Retributive Strike. You can take a Ma"
      },
      {
        "document": 1721,
        "excerpt": "u expend the last charge, roll 1d20. On a 1, the staff loses its properties and becomes a nonmagical Quarterstaff."
      },
      {
        "document": 1734,
        "excerpt": "ce increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century."
      },
      {
        "document": 1735,
        "excerpt": "ma increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century."
      },
      {
        "document": 1736,
        "excerpt": "om increases by 2, to a maximum of 30. The manual then loses its magic, but regains it in a century."
      },
      {
        "document": 1805,
        "excerpt": "receives an infernal wound. While wounded, the target loses 5 (1d10) Hit Points at the start of each of its turns. The wound closes after 1 minute, after a spell re"
      },
      {
        "document": 1871,
        "excerpt": "rs, and the target has the Incapacitated condition and loses control of its body. The ghost now controls the body, but the target retains awareness. The ghost can't"
      },
      {
        "document": 1932,
        "excerpt": "ound if it doesn't have one. While wounded, the target loses 10 (3d6) Hit Points at the start of each of its turns. The wound closes after 1 minute, after a spell re"
      }
    ],
    "losing": [
      {
        "document": 12,
        "excerpt": "onfer Temporary Hit Points, which are a buffer against losing actual Hit Points, as explained below."
      },
      {
        "document": 564,
        "excerpt": "granted by certain effects and act as a buffer against losing real Hit Points. See also “Playing the Game” (“Damage and Healing”)."
      },
      {
        "document": 1720,
        "excerpt": "s destroyed. If the snake reverts to staff form before losing all its Hit Points, it regains all of them."
      },
      {
        "document": 1740,
        "excerpt": "ce, it can expend one daily use of that trait to avoid losing its head, taking the extra damage instead."
      }
    ],
    "loss": [
      {
        "document": 102,
        "excerpt": "ke damage, subtract it from your Hit Points. Hit Point loss has no effect on your capabilities until you reach 0 Hit Points. If you have half your Hit Points or fe"
      }
    ],
    "lost": [
      {
        "document": 5,
        "excerpt": "o any Hit Points regained in excess of the maximum are lost. For example, if you receive 8 Hit Points of healing and have 14 Hit Points and a Hit Point maximum of 2"
      },
      {
        "document": 14,
        "excerpt": "Temporary Hit Points and take damage, those points are lost first, and any leftover damage carries over to your Hit Points. For example, if you have 5 Temporary Hit"
      },
      {
        "document": 114,
        "excerpt": "om the hoards of felled monsters or discovered in long-lost vaults. Such items grant capabilities a character could rarely have otherwise, or they complement their"
      },
      {
        "document": 266,
        "excerpt": "of cloth from an old banner 42 A rank insignia from a lost legionnaire 43 A silver bell without a clapper 44 A mechanical canary inside a lamp 45 A miniature ch"
      },
      {
        "document": 453,
        "excerpt": "nition (round down) you used in the fight; the rest is lost."
      },
      {
        "document": 517,
        "excerpt": "the following benefits: Regain All HP. You regain all lost Hit Points and all spent Hit Point Dice. If your Hit Point maximum was reduced, it returns to normal. A"
      },
      {
        "document": 639,
        "excerpt": "you gain Heroic Inspiration but already have it, it's lost unless you give it to a player character who lacks it."
      },
      {
        "document": 676,
        "excerpt": "austion levels, finishing a Long Rest neither restores lost Hit Points nor reduces the creature's Exhaustion level. Fighting the Contagion. Daily at dawn, an infec"
      },
      {
        "document": 1155,
        "excerpt": "its destination before the spell ends, the message is lost, and the Beast returns to where you cast the spell. Using a Higher-Level Spell Slot. The spell's durati"
      },
      {
        "document": 1516,
        "excerpt": "etable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it,"
      },
      {
        "document": 1594,
        "excerpt": "royed. If the haversack is destroyed, its contents are lost forever, although an Artifact always turns up again somewhere. If the haversack is turned inside out, it"
      },
      {
        "document": 1627,
        "excerpt": "lth that you carry or own, other than magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alter"
      },
      {
        "document": 1709,
        "excerpt": "dust. If the casting is interrupted, the scroll isn't lost. If the spell is on your spell list but of a higher level than you can normally cast, you make an abili"
      },
      {
        "document": 1715,
        "excerpt": "1d20. On a 1, the staff vanishes in a flash of light, lost forever."
      },
      {
        "document": 1740,
        "excerpt": "ads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it has Immunity to Slashing damage, if it doesn't have or n"
      },
      {
        "document": 2018,
        "excerpt": "ed within the guardian. Any previously stored spell is lost when a new spell is stored. The guardian can cast the spell stored with any parameters set by the origin"
      }
    ],
    "lot": [
      {
        "document": 156,
        "excerpt": "ies. If the monster has a special ability that deals a lot of damage but has a limited number of uses, such as a recharging breath weapon or a spell it can cast on"
      }
    ],
    "loud": [
      {
        "document": 1332,
        "excerpt": "can be opened and closed. When you cast the spell, a loud knock, audible up to 300 feet away, emanates from the target."
      },
      {
        "document": 1421,
        "excerpt": "s: V, S, M (a chip of mica) Duration: Instantaneous A loud noise erupts from a point of your choice within range. Each creature in a 10-foot-radius Sphere centered"
      },
      {
        "document": 1456,
        "excerpt": "Booming Voice. Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks. Fire Pl"
      },
      {
        "document": 1733,
        "excerpt": "n strike the weapon against a hard surface to create a loud clap of thunder audible out to 300 feet. You also create a 30-foot Cone of thunderous energy. Each creat"
      }
    ],
    "louder": [
      {
        "document": 640,
        "excerpt": "ly after any of the following occurs: you make a sound louder than a whisper, an enemy finds you, you make an attack roll, or you cast a spell with a Verbal component"
      }
    ],
    "loudly": [
      {
        "document": 1261,
        "excerpt": "ify when you cast this spell, the hound starts barking loudly. The hound has Truesight with a range of 30 feet. At the start of each of your turns, the hound attempt"
      }
    ],
    "love": [
      {
        "document": 227,
        "excerpt": "nd? - Did you grow up with a pet? - Have you fallen in love? If so, with whom? - Did you join an organization, such as a guild or religion? If so, are you still a m"
      },
      {
        "document": 1232,
        "excerpt": "mething that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into"
      },
      {
        "document": 1324,
        "excerpt": "r offering at the temple of your god, saving your true love, or defeating a specific monster. A Dispel Magic spell can end the spell only if it is cast with a leve"
      },
      {
        "document": 1640,
        "excerpt": "Philter of Love"
      }
    ],
    "low": [
      {
        "document": 78,
        "excerpt": "Combatants are often slowed down by Difficult Terrain. Low furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs are examples of Difficult Terrain."
      },
      {
        "document": 232,
        "excerpt": "s's primary ability, while others prefer to increase a low score."
      },
      {
        "document": 657,
        "excerpt": "cceed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump's distance), such as a hedge or low wall. Otherwise, you"
      },
      {
        "document": 727,
        "excerpt": "ategories describe the range of encounter difficulty: Low Difficulty. An encounter of low difficulty is likely to have one or two scary moments for the players, b"
      },
      {
        "document": 729,
        "excerpt": "XP left over. Examples are given below: Example 1. A low-difficulty encounter for four level 1 characters has an XP budget of 50 × 4 , for a total of 200 XP. Wit"
      },
      {
        "document": 793,
        "excerpt": "st ability score by 1, randomly choosing among equally low scores. On a failed save, the creature takes 10d6 Force damage from an internal explosion."
      },
      {
        "document": 817,
        "excerpt": "Low"
      },
      {
        "document": 818,
        "excerpt": "Low"
      },
      {
        "document": 960,
        "excerpt": "Low"
      },
      {
        "document": 1273,
        "excerpt": "point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a Dex"
      }
    ],
    "lower": [
      {
        "document": 31,
        "excerpt": "er of the two rolls if you have Advantage, and use the lower roll if you have Disadvantage. For example, if you have Disadvantage and roll an 18 and a 3, use the 3."
      },
      {
        "document": 75,
        "excerpt": "Utilize action to open a stuck door or turn a crank to lower a drawbridge. Doing Nothing on Your Turn. You can forgo moving, taking an action, or doing anything at"
      },
      {
        "document": 92,
        "excerpt": "of them - the higher one if you have Advantage or the lower one if you have Disadvantage. 5: Add Modifiers. Add these modifiers to the number rolled on the d20: -"
      },
      {
        "document": 181,
        "excerpt": "and goblins. Fiends are creatures tied to terrifying Lower Planes, such as balors and hell hounds. Giants are towering beings with humanlike shapes, like fire gia"
      },
      {
        "document": 264,
        "excerpt": "prepare. You can use those slots but only to cast your lower-level spells. If a lower-level spell that you cast, like Burning Hands, has an enhanced effect when cast"
      },
      {
        "document": 315,
        "excerpt": "for an additional 30 feet. As a Bonus Action, you can lower the hood, reducing the light to Dim Light in a 5-foot radius, or raise it again."
      },
      {
        "document": 587,
        "excerpt": "s higher, the monster is likely a danger. If the CR is lower, the monster likely poses little threat. But circumstances and the number of player characters can signi"
      },
      {
        "document": 620,
        "excerpt": "Disadvantage on a D20 Test, roll two d20s and use the lower roll. A roll can't be affected by more than one Disadvantage, and Advantage and Disadvantage on the same"
      },
      {
        "document": 679,
        "excerpt": "When the temperature is 0 degrees Fahrenheit or lower, a creature exposed to the extreme cold must succeed on a DC 10 Constitution saving throw at the end of"
      },
      {
        "document": 714,
        "excerpt": "ution when introducing a trap to characters of a level lower than the trap's level range. A trap that is a nuisance at one level range could be deadly to characters"
      },
      {
        "document": 737,
        "excerpt": "If a monster has a feature that lower-level characters can't easily overcome, consider not adding that monster to an encounter for characters"
      },
      {
        "document": 962,
        "excerpt": "ubclass's features that are of your Barbarian level or lower."
      },
      {
        "document": 963,
        "excerpt": "our subclass's features that are of your Bard level or lower."
      },
      {
        "document": 964,
        "excerpt": "r subclass's features that are of your Cleric level or lower."
      },
      {
        "document": 965,
        "excerpt": "ur subclass's features that are of your Druid level or lower."
      },
      {
        "document": 966,
        "excerpt": "subclass's features that are of your Fighter level or lower."
      },
      {
        "document": 967,
        "excerpt": "our subclass's features that are of your Monk level or lower."
      },
      {
        "document": 968,
        "excerpt": "subclass's features that are of your Paladin level or lower."
      },
      {
        "document": 969,
        "excerpt": "r subclass's features that are of your Ranger level or lower."
      },
      {
        "document": 970,
        "excerpt": "ur subclass's features that are of your Rogue level or lower."
      },
      {
        "document": 971,
        "excerpt": "subclass's features that are of your Sorcerer level or lower."
      },
      {
        "document": 972,
        "excerpt": "subclass's features that are of your Warlock level or lower."
      },
      {
        "document": 973,
        "excerpt": "r subclass's features that are of your Wizard level or lower."
      },
      {
        "document": 975,
        "excerpt": "e; you have the spells listed for your Druid level and lower prepared. Arid Land Polar Land Temperate Land Tropical Land"
      },
      {
        "document": 979,
        "excerpt": "Make a Deal with the Lower Planes Your pact draws on the Lower Planes, the realms of perdition. You might forge a bargain with a d"
      },
      {
        "document": 1156,
        "excerpt": "ast of your choice that has a Challenge Rating of 4 or lower. You can choose a different form for each target. On later turns, you can take a Magic action to transfo"
      },
      {
        "document": 1173,
        "excerpt": ", and the target has an Armor Class of 17 if its AC is lower than that."
      },
      {
        "document": 1212,
        "excerpt": "0+ GP) Duration: 10 days Choose a spell of level 5 or lower that you can cast, that has a casting time of an action, and that can target you. You cast that spell -"
      },
      {
        "document": 1223,
        "excerpt": "ht Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled."
      },
      {
        "document": 1225,
        "excerpt": "h an area of Darkness created by a spell of level 3 or lower, that other spell is dispelled."
      },
      {
        "document": 1236,
        "excerpt": "l effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check usi"
      },
      {
        "document": 1292,
        "excerpt": "and remains for the duration. Any spell of level 5 or lower cast from outside the barrier can't affect anything within it. Such a spell can target creatures and obj"
      },
      {
        "document": 1293,
        "excerpt": "ll Glyph. You can store a prepared spell of level 3 or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an"
      },
      {
        "document": 1303,
        "excerpt": "as well as magical light created by spells of a level lower than this spell, can't illuminate the area. Daylight. Bright light fills the area. Magical Darkness cre"
      },
      {
        "document": 1369,
        "excerpt": "y manner you choose for the duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent"
      },
      {
        "document": 1459,
        "excerpt": "e barred from passing through it. Spells of level 3 or lower can't be cast through it, and the effects of such spells can't extend into it. The atmosphere inside th"
      },
      {
        "document": 1463,
        "excerpt": "s size and the creature has a Challenge Rating of 9 or lower. The creature is Friendly to you and your allies. In combat, it takes its turns immediately after yours,"
      },
      {
        "document": 1484,
        "excerpt": "is spell is to duplicate any other spell of level 8 or lower. If you use it this way, you don't need to meet any requirements to cast that spell, including costly co"
      },
      {
        "document": 1528,
        "excerpt": "d can tolerate temperatures of 0 degrees Fahrenheit or lower without any additional protection. Winter Strider. You ignore Difficult Terrain created by ice or snow."
      },
      {
        "document": 1608,
        "excerpt": "the spell counts as replicating a spell of level 8 or lower). Each casting of Wish causes the tower to regain all its Hit Points."
      },
      {
        "document": 1609,
        "excerpt": "ou can take a Reaction to cancel a spell of level 4 or lower cast by a creature you can see. A canceled spell has no effect, and any resources used to cast it are wa"
      },
      {
        "document": 1613,
        "excerpt": "tern's Bright Light. You can take a Utilize action to lower the hood, reducing the lantern's light to Dim Light in a 5-foot radius."
      },
      {
        "document": 1627,
        "excerpt": "You can't decrease an ability that has a score of 5 or lower. Alternatively, you can choose not to adjust your ability scores, in which case this card has no effect."
      },
      {
        "document": 1636,
        "excerpt": "action to regain one expended spell slot of level 3 or lower. Once you use the pearl, it can't be used again until the next dawn."
      },
      {
        "document": 1639,
        "excerpt": "ke a Death Saving Throw, you can change a roll of 9 or lower to a 10, turning a failed save into a successful one. Natural Healing Boost. Whenever you roll a Hit Po"
      },
      {
        "document": 1679,
        "excerpt": ". If you succeed on the save for a spell of level 7 or lower, the spell has no effect on you. If that spell targeted only you and didn't create an area of effect, yo"
      },
      {
        "document": 1684,
        "excerpt": "re unharmed by temperatures of 0 degrees Fahrenheit or lower."
      },
      {
        "document": 1692,
        "excerpt": "You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of level 5. You use the stored levels in place of your slots"
      },
      {
        "document": 2018,
        "excerpt": "an cause the guardian to store one spell of level 4 or lower. To do so, the wearer must cast the spell on the guardian while within 5 feet of it. The spell has no ef"
      }
    ],
    "lowest": [
      {
        "document": 73,
        "excerpt": "or short. The GM ranks the combatants, from highest to lowest Initiative. This is the order in which they act during each round. The Initiative order remains the same"
      },
      {
        "document": 102,
        "excerpt": "e any number from that maximum down to 0, which is the lowest Hit Points can go. Whenever you take damage, subtract it from your Hit Points. Hit Point loss has no ef"
      },
      {
        "document": 123,
        "excerpt": "o cast a spell from the item. The spell is cast at the lowest possible spell and caster level, doesn't expend any of the user's spell slots, and requires no component"
      },
      {
        "document": 137,
        "excerpt": "ndomly as follows: roll 4d6 for each one, dropping the lowest roll and totaling the rest."
      },
      {
        "document": 175,
        "excerpt": "se, a spell of level 1 or higher is always cast at its lowest possible level and can't be cast at a higher level. A monster's spell can have special rules or restric"
      },
      {
        "document": 231,
        "excerpt": "e this table to guide where you place your highest and lowest scores. Standard Array by Class"
      },
      {
        "document": 747,
        "excerpt": "This is the lowest a score can normally go. If an effect reduces a score to 0, that effect explains what happens."
      },
      {
        "document": 793,
        "excerpt": "successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature takes 10d"
      },
      {
        "document": 973,
        "excerpt": "those spells prepared, and you can cast them at their lowest level without expending a spell slot. To cast either spell at a higher level, you must expend a spell sl"
      }
    ],
    "loyal": [
      {
        "document": 1266,
        "excerpt": "us You summon an otherworldly being that appears as a loyal steed in an unoccupied space of your choice within range. This creature uses the Otherworldly Steed stat"
      },
      {
        "document": 1376,
        "excerpt": "hat entity sends a Celestial, an Elemental, or a Fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific"
      }
    ],
    "loyally": [
      {
        "document": 1627,
        "excerpt": "he knight has the same alignment as you and serves you loyally until death, believing the two of you have been drawn together by fate. Work with your GM to create a na"
      }
    ],
    "loyalty": [
      {
        "document": 237,
        "excerpt": "at they want within the limits of a code of tradition, loyalty, or order. An aristocrat exploiting citizens while scheming for power is probably Lawful Evil. Neutral"
      }
    ],
    "luck": [
      {
        "document": 727,
        "excerpt": "smart tactics, quick thinking, and maybe even a little luck."
      },
      {
        "document": 855,
        "excerpt": "Stroke of Luck"
      },
      {
        "document": 970,
        "excerpt": "Stroke of Luck"
      },
      {
        "document": 979,
        "excerpt": "Dark One's Own Luck"
      },
      {
        "document": 991,
        "excerpt": "Luck"
      },
      {
        "document": 1614,
        "excerpt": "Luck Blade"
      },
      {
        "document": 1725,
        "excerpt": "Stone of Good Luck (Luckstone)"
      }
    ],
    "luckstone": [
      {
        "document": 1725,
        "excerpt": "Stone of Good Luck (Luckstone)"
      }
    ],
    "lucky": [
      {
        "document": 731,
        "excerpt": "creatures in an encounter, the higher the risk that a lucky streak on their part could deal more damage to the characters than you expect. If your encounter include"
      }
    ],
    "luminous": [
      {
        "document": 1193,
        "excerpt": "benefiting from See Invisibility or Truesight) sees a luminous orb about the size of your fist."
      },
      {
        "document": 1413,
        "excerpt": "tion. If something can see the sensor, it appears as a luminous orb about the size of your fist. Instead of targeting a creature, you can target a location you have se"
      },
      {
        "document": 1726,
        "excerpt": "es an extra 1d8 Radiant damage. Sunlight. The sword's luminous blade emits Bright Light in a 15-foot radius and Dim Light for an additional 15 feet. The light is sunli"
      }
    ],
    "lump": [
      {
        "document": 266,
        "excerpt": "hat smells of perfume 40 A gemstone that looks like a lump of coal when examined by anyone but you 41 A scrap of cloth from an old banner 42 A rank insignia from"
      }
    ],
    "luring": [
      {
        "document": 1922,
        "excerpt": "ll: +3, reach 5 ft. Hit: 6 (2d4 + 1) Slashing damage. Luring Song. The harpy sings a magical melody, which lasts until the harpy's Concentration ends on it. Wisdom S"
      }
    ],
    "lute": [
      {
        "document": 439,
        "excerpt": "GP, 10 lb.), flute (2 GP, 1 lb.), horn (3 GP, 2 lb.), lute (35 GP, 2 lb.), lyre (30 GP, 2 lb.), pan flute (12 GP, 2 lb.), shawm (2 GP, 1 lb.), viol (30 GP, 1 lb.)"
      },
      {
        "document": 944,
        "excerpt": "Small (chest, lute)"
      }
    ],
    "luxuries": [
      {
        "document": 370,
        "excerpt": "ou spend modestly for your necessities and enjoy a few luxuries."
      }
    ],
    "lycanthrope": [
      {
        "document": 2067,
        "excerpt": "Medium or Small Monstrosity (Lycanthrope), Neutral Good"
      },
      {
        "document": 2068,
        "excerpt": "Medium or Small Monstrosity (Lycanthrope), Neutral Evil"
      },
      {
        "document": 2069,
        "excerpt": "Medium or Small Monstrosity (Lycanthrope), Lawful Evil"
      },
      {
        "document": 2070,
        "excerpt": "Medium or Small Monstrosity (Lycanthrope), Neutral"
      },
      {
        "document": 2071,
        "excerpt": "Medium or Small Monstrosity (Lycanthrope), Chaotic Evil"
      }
    ],
    "lying": [
      {
        "document": 1673,
        "excerpt": "tures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only"
      }
    ],
    "lyre": [
      {
        "document": 439,
        "excerpt": "2 GP, 1 lb.), horn (3 GP, 2 lb.), lute (35 GP, 2 lb.), lyre (30 GP, 2 lb.), pan flute (12 GP, 2 lb.), shawm (2 GP, 1 lb.), viol (30 GP, 1 lb.)"
      }
    ],
    "mace": [
      {
        "document": 928,
        "excerpt": "Mace"
      },
      {
        "document": 964,
        "excerpt": "Choose A or B: (A) Chain Shirt, Shield, Mace, Holy Symbol, Priest’s Pack, and 7 GP; or (B) 110 GP"
      },
      {
        "document": 1090,
        "excerpt": "Mace"
      },
      {
        "document": 1615,
        "excerpt": "Mace of Disruption"
      },
      {
        "document": 1616,
        "excerpt": "Mace of Smiting"
      },
      {
        "document": 1617,
        "excerpt": "Mace of Terror"
      },
      {
        "document": 1694,
        "excerpt": "is rod has a flanged head, and it functions as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made with it. The rod has properties associated"
      },
      {
        "document": 1830,
        "excerpt": "iattack. The giant makes two attacks, using Thunderous Mace or Thundercloud in any combination. It can replace one attack with a use of Spellcasting to cast Fog Clo"
      },
      {
        "document": 1843,
        "excerpt": "Multiattack. The deva makes two Holy Mace attacks. Holy Mace. Melee Attack Roll: +8, reach 5 ft. Hit: 7 (1d6 + 4) Bludgeoning damage plus 18 (4d8"
      },
      {
        "document": 1986,
        "excerpt": "Bite attack, two Devilish Claw attacks, and one Fiery Mace attack. Bite. Melee Attack Roll: +14, reach 10 ft. Hit: 18 (3d6 + 8) Piercing damage. If the target is"
      },
      {
        "document": 1991,
        "excerpt": "Chain Shirt, Holy Symbol, Mace"
      },
      {
        "document": 1992,
        "excerpt": "Chain Shirt, Holy Symbol, Mace"
      },
      {
        "document": 2047,
        "excerpt": "Heavy Crossbow, Leather Armor, Mace"
      }
    ],
    "made": [
      {
        "document": 88,
        "excerpt": "hin a specified range. If a ranged attack, such as one made with a spell, has a single range, you can't attack a target beyond this range. Some ranged attacks, suc"
      },
      {
        "document": 117,
        "excerpt": "eatures, not by using a magic item or the like. Items Made for Specific Creatures. Magic items that are meant to be worn tend to magically adjust themselves to the"
      },
      {
        "document": 146,
        "excerpt": "An item in the Rod category is a scepter usually made of metal, wood, or bone. A typical rod weighs 2 to 5 pounds. Unless its description notes otherwise, a"
      },
      {
        "document": 148,
        "excerpt": "t and smooth, others are gnarled and twisted, some are made of wood, and others are composed of polished metal or crystal. A staff weighs between 2 and 7 pounds and"
      },
      {
        "document": 247,
        "excerpt": "compass. 5: Fill in Details. Using the choices you've made, fill in the remaining details on your character sheet."
      },
      {
        "document": 266,
        "excerpt": "r spoon with an M engraved on the handle 50 A whistle made from gold-colored wood 51 A dead scarab beetle the size of your hand 52 Two toy soldiers, one missing"
      },
      {
        "document": 306,
        "excerpt": "tion later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unle"
      },
      {
        "document": 318,
        "excerpt": "Magnifying Glass grants Advantage on any ability check made to appraise or inspect a highly detailed item. Lighting a fire with a Magnifying Glass requires light as"
      },
      {
        "document": 326,
        "excerpt": "lf, you have Advantage on Charisma (Persuasion) checks made to influence an Indifferent Humanoid within 5 feet of yourself."
      },
      {
        "document": 364,
        "excerpt": "Repairs to a damaged ship can be made while the vessel is berthed. Repairing 1 Hit Point of damage requires 1 day and costs 20 GP for material"
      },
      {
        "document": 384,
        "excerpt": "eature regardless of size or build. Magic garments are made to be easily adjustable, or they magically adjust themselves to the wearer."
      },
      {
        "document": 471,
        "excerpt": "Fine Clothes are made of expensive fabrics and adorned with expertly crafted details. Some events and locations admit only peo"
      },
      {
        "document": 550,
        "excerpt": "A spell attack is an attack roll made as part of a spell or another magical effect. See also “Spells” (“Casting Spells”)."
      },
      {
        "document": 573,
        "excerpt": "A weapon attack is an attack roll made with a weapon. See also \"Weapon.\" ---"
      },
      {
        "document": 622,
        "excerpt": "ts: until the start of your next turn, any attack roll made against you has Disadvantage if you can see the attacker, and you make Dexterity saving throws with Adva"
      },
      {
        "document": 675,
        "excerpt": "Magical Contagion Cheaply made potions and elixirs are sometimes tainted by Cackle Fever, which affects Humanoids only (gnomes are stra"
      },
      {
        "document": 688,
        "excerpt": "n terror from a bear or an apparition, adventurers are made of sterner stuff. That said, certain creatures and game effects can terrify or fray the mind of even the"
      },
      {
        "document": 820,
        "excerpt": "An old chess piece made from glass"
      },
      {
        "document": 962,
        "excerpt": "fore the start of your next turn, the next attack roll made by another creature against the target gains a +5 bonus to the roll. An attack roll can gain only one Su"
      },
      {
        "document": 967,
        "excerpt": "the start of your next turn, and the next attack roll made against the target before then has Advantage."
      },
      {
        "document": 986,
        "excerpt": "Fly Speed equal to your Speed. Your wings appear to be made of the same energy as your Breath Weapon. Once you use this trait, you can't use it again until you fini"
      },
      {
        "document": 1157,
        "excerpt": "ke a Bonus Action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can com"
      },
      {
        "document": 1158,
        "excerpt": "ke a Bonus Action to mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can co"
      },
      {
        "document": 1176,
        "excerpt": "t has Disadvantage on ability checks and saving throws made with that ability. - The target has Disadvantage on attack rolls against you. - In combat, the target mu"
      },
      {
        "document": 1178,
        "excerpt": "up to 10 minutes You create a wall of whirling blades made of magical energy. The wall appears within range and lasts for the duration. You make a straight wall up"
      },
      {
        "document": 1211,
        "excerpt": "Poisoned, the target has Disadvantage on saving throws made with the chosen ability. The target must repeat the saving throw at the end of each of its turns until"
      },
      {
        "document": 1228,
        "excerpt": "plane that is an empty room 30 feet in each dimension, made of wood or stone (your choice). When the spell ends, the door vanishes, and any objects inside the demi"
      },
      {
        "document": 1282,
        "excerpt": "shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet o"
      },
      {
        "document": 1301,
        "excerpt": "it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage. Using a Higher-Level Spell Slot. The damage"
      },
      {
        "document": 1304,
        "excerpt": "of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made t"
      },
      {
        "document": 1313,
        "excerpt": "e spell. The target has Disadvantage on ability checks made with the chosen ability. If the target drops to 0 Hit Points before this spell ends, you can take a Bon"
      },
      {
        "document": 1356,
        "excerpt": "ception) checks you make to hear sounds outside it are made with Disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged"
      },
      {
        "document": 1363,
        "excerpt": "other sort of terrain. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other rough or impassable terrain. A pond can be made to se"
      },
      {
        "document": 1415,
        "excerpt": "rials worth 5,000+ GP, and a Tiny replica of the chest made from the same materials worth 50+ GP)"
      },
      {
        "document": 1473,
        "excerpt": "dius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the"
      },
      {
        "document": 1474,
        "excerpt": "dius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall"
      },
      {
        "document": 1475,
        "excerpt": "reate battlements and the like. The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 Hit Points per inch of thick"
      },
      {
        "document": 1484,
        "excerpt": "ingle recent event by forcing a reroll of any die roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result."
      },
      {
        "document": 1503,
        "excerpt": "+3) You have a bonus to attack rolls and damage rolls made with this piece of magic ammunition. The bonus is determined by the rarity of the ammunition. Once it hi"
      },
      {
        "document": 1518,
        "excerpt": "Wondrous Item, Uncommon This bag made from gray, rust, or tan cloth appears empty. Reaching inside the bag, however, reveals the presence of a"
      },
      {
        "document": 1521,
        "excerpt": "nd. You have Advantage on Charisma (Persuasion) checks made to interact with dwarves and duergar. Toughness. Your Constitution increases by 2, to a maximum of 20."
      },
      {
        "document": 1523,
        "excerpt": "You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your Hit Point maximum increa"
      },
      {
        "document": 1530,
        "excerpt": "and Shortbow, and you gain a +2 bonus to damage rolls made with such weapons."
      },
      {
        "document": 1541,
        "excerpt": "Very Rare (Requires Attunement) This fine garment is made of black silk interwoven with faint, silvery threads. While wearing it, you gain the following benefits."
      },
      {
        "document": 1543,
        "excerpt": "While you wear this cloak, Wisdom (Perception) checks made to perceive you have Disadvantage, and you have Advantage on Dexterity (Stealth) checks."
      },
      {
        "document": 1554,
        "excerpt": "You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. You can take a Bonus Action to magically coat the blade with poison. The poison"
      },
      {
        "document": 1558,
        "excerpt": "You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can transf"
      },
      {
        "document": 1562,
        "excerpt": "Very Rare (Requires Attunement) Dragon Scale Mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them. Oth"
      },
      {
        "document": 1563,
        "excerpt": "You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon deals an extra 3d6 damage of the weapon's type if the target is a Dr"
      },
      {
        "document": 1568,
        "excerpt": "You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. It has the Thrown property with a normal range of 20 feet and a long range of 60"
      },
      {
        "document": 1574,
        "excerpt": "You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion, a magi"
      },
      {
        "document": 1577,
        "excerpt": "e and Advantage on Intelligence (Investigation) checks made to examine something within that range."
      },
      {
        "document": 1587,
        "excerpt": "You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of t"
      },
      {
        "document": 1589,
        "excerpt": "(Requires Attunement) If you're hit by an attack roll made with a Ranged or Thrown weapon while wearing these gloves, you can take a Reaction to reduce the damage"
      },
      {
        "document": 1590,
        "excerpt": "and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim."
      },
      {
        "document": 1593,
        "excerpt": "You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon has 5 charges. You can expend 1 charge and make a ranged attack with"
      },
      {
        "document": 1602,
        "excerpt": "You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Rad"
      },
      {
        "document": 1604,
        "excerpt": "our types of Horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many spirits it summons, as well as the requirement"
      },
      {
        "document": 1610,
        "excerpt": "ture is freed. On a failed check, any further attempts made by that creature automatically fail until 24 hours have elapsed. Once the bands are used, they can't be"
      },
      {
        "document": 1614,
        "excerpt": "You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. While the weapon is on your person, you also gain a +1 bonus to saving throws."
      },
      {
        "document": 1616,
        "excerpt": "You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The bonus increases to +3 when you use the weapon to attack a Construct. When y"
      },
      {
        "document": 1623,
        "excerpt": "y look authentic, but close inspection reveals they're made from paste, cookies, or some other worthless material. If you paint a form of energy such as fire or li"
      },
      {
        "document": 1626,
        "excerpt": "), Uncommon Mithral is a light, flexible metal. Armor made of this substance can be worn under normal clothes. If the armor normally imposes Disadvantage on Dexter"
      },
      {
        "document": 1627,
        "excerpt": "n a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have thirteen cards, but some have twenty-two. Use"
      },
      {
        "document": 1628,
        "excerpt": "y environment, and you have Advantage on saving throws made to avoid or end the Poisoned condition."
      },
      {
        "document": 1630,
        "excerpt": "id, or Paladin) This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber"
      },
      {
        "document": 1631,
        "excerpt": "You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that"
      },
      {
        "document": 1664,
        "excerpt": "You have a +2 bonus to attack rolls and damage rolls made with this magic weapon. While holding this weapon, you can cause it to emit green Dim Light out to 10 f"
      },
      {
        "document": 1690,
        "excerpt": "Sorcerer, Warlock, or Wizard) This elegant garment is made from exquisite cloth and adorned with runes. You gain these benefits while wearing the robe. Armor. If"
      },
      {
        "document": 1694,
        "excerpt": "hat grants a +3 bonus to attack rolls and damage rolls made with it. The rod has properties associated with six different buttons that are set in a row along the ha"
      },
      {
        "document": 1698,
        "excerpt": "50-foot length and grants Advantage on ability checks made to climb using the rope. The rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. It regai"
      },
      {
        "document": 1701,
        "excerpt": "You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. In addition, you can make one attack with it as a Bonus Action on each of your t"
      },
      {
        "document": 1705,
        "excerpt": "his Shield, you have Resistance to damage from attacks made with Ranged weapons. Curse. This Shield is cursed. Attuning to it curses you until you are targeted by"
      },
      {
        "document": 1716,
        "excerpt": "hat grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. S"
      },
      {
        "document": 1717,
        "excerpt": "hat grants a +3 bonus to attack rolls and damage rolls made with it. The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 ch"
      },
      {
        "document": 1719,
        "excerpt": "hat grants a +2 bonus to attack rolls and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls. Spell Absorption. While holding"
      },
      {
        "document": 1721,
        "excerpt": "hat grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls. Spells. While holding the staff,"
      },
      {
        "document": 1722,
        "excerpt": "hat grants a +2 bonus to attack rolls and damage rolls made with it. It also has the following additional properties. Once one of these properties is used, it can't"
      },
      {
        "document": 1726,
        "excerpt": "You gain a +2 bonus to attack rolls and damage rolls made with this weapon, which deals Radiant damage instead of Slashing damage. When you hit an Undead with it,"
      },
      {
        "document": 1740,
        "excerpt": "You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. In addition, the weapon ignores Resistance to Slashing damage. When you use thi"
      },
      {
        "document": 1754,
        "excerpt": "+3) You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity."
      },
      {
        "document": 1962,
        "excerpt": "the Grappled condition (escape DC 13). Ability checks made to escape this grapple have Disadvantage."
      },
      {
        "document": 2024,
        "excerpt": "oughts without its permission. Wisdom (Insight) checks made to ascertain its intentions or sincerity are made with Disadvantage. Legendary Resistance (3/Day, or 4/"
      },
      {
        "document": 2025,
        "excerpt": "oughts without its permission. Wisdom (Insight) checks made to ascertain its intentions or sincerity are made with Disadvantage. Legendary Resistance (3/Day, or 4/"
      },
      {
        "document": 2031,
        "excerpt": "Blurred Form. Attack rolls against the mephit are made with Disadvantage unless the mephit has the Incapacitated condition. Death Burst. The mephit explodes w"
      },
      {
        "document": 2077,
        "excerpt": "7 (1d8 + 3) Piercing damage, and the next attack roll made against the target before the start of the worg's next turn has Advantage."
      }
    ],
    "mage": [
      {
        "document": 778,
        "excerpt": "Mage Hand"
      },
      {
        "document": 800,
        "excerpt": "Mage Armor"
      },
      {
        "document": 859,
        "excerpt": "Mage Hand"
      },
      {
        "document": 860,
        "excerpt": "Mage Armor"
      },
      {
        "document": 872,
        "excerpt": "Mage Hand"
      },
      {
        "document": 884,
        "excerpt": "Mage Hand"
      },
      {
        "document": 886,
        "excerpt": "Mage Armor"
      },
      {
        "document": 898,
        "excerpt": "Mage Hand"
      },
      {
        "document": 972,
        "excerpt": "rent eligible cantrip. Armor of Shadows You can cast Mage Armor on yourself without expending a spell slot. Ascendant Step Prerequisite: Level 5+ Warlock You c"
      },
      {
        "document": 973,
        "excerpt": "You know three Wizard cantrips of your choice. Light, Mage Hand, and Ray of Frost are recommended. Whenever you finish a Long Rest, you can replace one of your can"
      },
      {
        "document": 1342,
        "excerpt": "Mage Armor"
      },
      {
        "document": 1343,
        "excerpt": "Mage Hand"
      },
      {
        "document": 1690,
        "excerpt": "throws against spells and other magical effects. War Mage. Your spell save DC and spell attack bonus each increase by 2."
      },
      {
        "document": 1751,
        "excerpt": "Wand of the War Mage, +1, +2, or +3"
      },
      {
        "document": 1762,
        "excerpt": "ell save DC 18): At Will: Detect Magic, Invisibility, Mage Hand, Shatter 1/Day Each: Scrying, Sending"
      },
      {
        "document": 1774,
        "excerpt": "ell save DC 22): At Will: Detect Magic, Invisibility, Mage Hand, Shatter (level 3 version) 1/Day Each: Scrying, Sending"
      },
      {
        "document": 1790,
        "excerpt": ", Detect Thoughts, Disguise Self, Invisibility, Light, Mage Armor (included in AC), Mage Hand, Prestidigitation 2/Day Each: Fly, Lightning Bolt (level 7 version)"
      },
      {
        "document": 1949,
        "excerpt": "sion), Invisibility, Lightning Bolt (level 5 version), Mage Hand, Prestidigitation 2/Day Each: Animate Dead, Dimension Door, Plane Shift 1/Day Each: Chain Lightni"
      },
      {
        "document": 1952,
        "excerpt": "Mage"
      },
      {
        "document": 1997,
        "excerpt": "At Will: Detect Magic, Detect Thoughts, Disguise Self, Mage Hand, Minor Illusion 1/Day Each: Fly, Invisibility, Major Image, Plane Shift"
      },
      {
        "document": 2024,
        "excerpt": "(spell save DC 16): At Will: Detect Magic, Identify, Mage Hand, Minor Illusion, Prestidigitation 1/Day Each: Dispel Magic, Legend Lore, Locate Object, Plane Shif"
      },
      {
        "document": 2028,
        "excerpt": "ng ability (spell save DC 14): At Will: Detect Magic, Mage Hand, Minor Illusion, Water Breathing 2/Day Each: Detect Thoughts, Dimension Door, Hold Person (level 3"
      }
    ],
    "mages": [
      {
        "document": 181,
        "excerpt": "people defined by their roles and professions, such as mages, pirates, and warriors. They include members of varied species. Monstrosities are unnatural creatures w"
      },
      {
        "document": 196,
        "excerpt": "Mages"
      }
    ],
    "magi": [
      {
        "document": 778,
        "excerpt": "Staff of the Magi Table 1"
      },
      {
        "document": 1719,
        "excerpt": "Staff of the Magi"
      }
    ],
    "magic": [
      {
        "document": 4,
        "excerpt": "Hit Points can be restored by magic, such as the Cure Wounds spell or a Potion of Healing, or by a Short or Long Rest (see “Rules Glossary”)"
      },
      {
        "document": 27,
        "excerpt": "difier A creature's AC can then be modified by armor, magic items, spells, and more. Only One Base AC. Some spells and class features give characters a different w"
      },
      {
        "document": 37,
        "excerpt": "ts - class features, feats, weapon properties, spells, magic items, monster abilities, and the like - that sometimes contradict a general rule. When an exception and"
      },
      {
        "document": 74,
        "excerpt": "cond object, you need to take the Utilize action. Some magic items and other special objects always require an action to use, as stated in their descriptions."
      },
      {
        "document": 114,
        "excerpt": "Magic Items"
      },
      {
        "document": 115,
        "excerpt": "A magic weapon is typically a magical version of a weapon from “Equipment.” Some magic weapons specify the type"
      },
      {
        "document": 117,
        "excerpt": "MAGIC ITEM RULES"
      },
      {
        "document": 118,
        "excerpt": "Magic Item Rarity"
      },
      {
        "document": 119,
        "excerpt": "Magic Item Values by Rarity"
      },
      {
        "document": 120,
        "excerpt": "Activating a Magic Item"
      },
      {
        "document": 122,
        "excerpt": "hen it is read. Once used, a consumable item loses its magic."
      },
      {
        "document": 123,
        "excerpt": "Some magic items allow the user to cast a spell from the item. The spell is cast at the lowest possible spell and c"
      },
      {
        "document": 124,
        "excerpt": "Some magic items have charges that must be expended to activate their properties. The number of charges an item has"
      },
      {
        "document": 125,
        "excerpt": "Magic Item Categories"
      },
      {
        "document": 126,
        "excerpt": "Magic items often have charges or properties that recharge at the next dawn or some other specified time. If s"
      },
      {
        "document": 127,
        "excerpt": "A magic item's description specifies whether it bears a curse. Most methods of identifying items, including the"
      },
      {
        "document": 128,
        "excerpt": "Magic Item Resilience"
      },
      {
        "document": 129,
        "excerpt": "Crafting Magic Items"
      },
      {
        "document": 130,
        "excerpt": "To craft a magic item, you and any assistants must have proficiency in the Arcana skill."
      },
      {
        "document": 131,
        "excerpt": "The Magic Item Tools table lists which tool is required to make a magic item of each category. You must use the re"
      },
      {
        "document": 132,
        "excerpt": "If a magic item allows its user to cast any spells from it, you must have all those spells prepared every day you s"
      },
      {
        "document": 133,
        "excerpt": "Crafting a magic item takes an amount of time and money based on the item's rarity as shown in the Magic Item Crafting Ti"
      },
      {
        "document": 134,
        "excerpt": "Sentient Magic Items"
      },
      {
        "document": 135,
        "excerpt": "Sentient Magic Item Traits"
      },
      {
        "document": 136,
        "excerpt": "iption notes otherwise, the armor must be worn for its magic to function. Some suits of magic armor specify the type of armor they are, such as Chain Mail or Plate"
      },
      {
        "document": 137,
        "excerpt": "A sentient magic item has Intelligence, Wisdom, and Charisma scores. Choose the item's abilities, or determine them rando"
      },
      {
        "document": 138,
        "excerpt": "A sentient magic item has an alignment. Its creator or nature might suggest an alignment. Otherwise, pick an alignment or"
      },
      {
        "document": 143,
        "excerpt": "Magic Items A-Z"
      },
      {
        "document": 145,
        "excerpt": "For its magic to function, an item in the Ring category must be worn on a finger or a similar digit unless its descrip"
      },
      {
        "document": 147,
        "excerpt": "a Scroll. Scrolls are consumable items. Unleashing the magic in a scroll requires the user to read the scroll. When its magic has been invoked, the scroll can't be u"
      },
      {
        "document": 160,
        "excerpt": "ll usable. Beware of giving a monster combat-oriented magic items, since those might alter the monster's Challenge Rating. If you do give a monster a magic item, th"
      },
      {
        "document": 175,
        "excerpt": "escription states otherwise; the monster must take the Magic action on each of its turns and maintain Concentration to cast the spell, as described in \"Rules Glossar"
      },
      {
        "document": 181,
        "excerpt": "identifies the type of creature it is. Certain spells, magic items, class features, and other effects in the game interact in special ways with creatures of a partic"
      },
      {
        "document": 241,
        "excerpt": "ells. If your class gives you the Spellcasting or Pact Magic feature, your class features table shows the number of spell slots you have available, how many cantrips"
      },
      {
        "document": 253,
        "excerpt": "ent for a level 1 character, possibly even one or more magic items. The Starting Equipment at Higher Levels table is a guide for the GM. Also, check with your GM ab"
      },
      {
        "document": 264,
        "excerpt": "prepare - and potentially enhance their effects. Pact Magic. If you have the Pact Magic feature from the Warlock class and the Spellcasting feature, you can use the"
      },
      {
        "document": 274,
        "excerpt": "evel and then alphabetized, and each spell's school of magic is listed. In the Special column, C means the spell requires Concentration, R means it's a Ritual, and M"
      },
      {
        "document": 275,
        "excerpt": "evel and then alphabetized, and each spell's school of magic is listed. In the Special column, C means the spell requires Concentration, R means it's a Ritual, and M"
      },
      {
        "document": 276,
        "excerpt": "evel and then alphabetized, and each spell's school of magic is listed. In the Special column, C means the spell requires Concentration, R means it's a Ritual, and M"
      },
      {
        "document": 277,
        "excerpt": "evel and then alphabetized, and each spell's school of magic is listed. In the Special column, C means the spell requires Concentration, R means it's a Ritual, and M"
      },
      {
        "document": 278,
        "excerpt": "evel and then alphabetized, and each spell's school of magic is listed. In the Special column, C means the spell requires Concentration, R means it's a Ritual, and M"
      },
      {
        "document": 279,
        "excerpt": "evel and then alphabetized, and each spell's school of magic is listed. In the Special column, C means the spell requires Concentration, R means it's a Ritual, and M"
      },
      {
        "document": 280,
        "excerpt": "evel and then alphabetized, and each spell's school of magic is listed. In the Special column, C means the spell requires Concentration, R means it's a Ritual, and M"
      },
      {
        "document": 281,
        "excerpt": "evel and then alphabetized, and each spell's school of magic is listed. In the Special column, C means the spell requires Concentration, R means it's a Ritual, and M"
      },
      {
        "document": 331,
        "excerpt": "This potion is a magic item. As a Bonus Action, you can drink it or administer it to another creature within 5 feet of yourself"
      },
      {
        "document": 344,
        "excerpt": "Spell Scroll (Cantrip) or Spell Scroll (Level 1) is a magic item that bears the words of a cantrip or level 1 spell, respectively, determined by the scroll's creato"
      },
      {
        "document": 377,
        "excerpt": "Magic Items"
      },
      {
        "document": 378,
        "excerpt": "Identifying a Magic Item"
      },
      {
        "document": 379,
        "excerpt": "Some magic items require a creature to form a bond - called Attunement - with them before the creature can use an i"
      },
      {
        "document": 380,
        "excerpt": "e, at the end of the Short Rest, you're attuned to the magic item and can access its full magical capabilities."
      },
      {
        "document": 381,
        "excerpt": "You can be attuned to no more than three magic items at a time. Any attempt to attune to a fourth item fails; you must end your Attunement to an item f"
      },
      {
        "document": 384,
        "excerpt": "Using a magic item's properties might mean wearing or wielding it. A magic item meant to be worn must be donned in the"
      },
      {
        "document": 385,
        "excerpt": "You can't wear more than one of certain magic items. You can't normally wear more than one pair of footwear, one pair of gloves or gauntlets, one pair"
      },
      {
        "document": 420,
        "excerpt": "objects - retain their full value in the marketplace. \"Magic Items\" has prices for magic items."
      },
      {
        "document": 449,
        "excerpt": "es table and is be jeweled or carved to channel arcane magic. A Sorcerer, Warlock, or Wizard can use such an item as a Spellcasting Focus. Arcane Focuses"
      },
      {
        "document": 478,
        "excerpt": "carved, tied with ribbon, or painted to channel primal magic. A Druid or Ranger can use such an object as a Spellcasting Focus. Druidic Focuses"
      },
      {
        "document": 485,
        "excerpt": "l table and is be jeweled or painted to channel divine magic. A Cleric or Paladin can use a Holy Symbol as a Spellcasting Focus. The table indicates whether a Holy"
      },
      {
        "document": 487,
        "excerpt": "evel for that casting. For instance, if a Wizard casts Magic Missile using a level 2 slot, that Magic Missile is level 2. Effectively, the spell expands to fill the"
      },
      {
        "document": 488,
        "excerpt": "School of Magic"
      },
      {
        "document": 489,
        "excerpt": "ame appears in parentheses after the spell's school of magic. Some features add a spell to a character's spell list even if the character isn't a member of a class i"
      },
      {
        "document": 490,
        "excerpt": "Most spells require the Magic action to cast, but some spells require a Bonus Action, a Reaction, or 1 minute or more. A spell's Casti"
      },
      {
        "document": 491,
        "excerpt": "for example, cast a spell with a spell slot using the Magic action and another one using a Bonus Action on the same turn."
      },
      {
        "document": 493,
        "excerpt": "a casting time of 1 minute or more, you must take the Magic action on each of your turns, and you must maintain Concentration (see “Rules Glossary”) while you do so"
      },
      {
        "document": 496,
        "excerpt": "with specific pitch and resonance, sets the threads of magic in motion. Thus, a creature who is gagged or in an area of magical silence can't cast a spell with a Ver"
      },
      {
        "document": 497,
        "excerpt": "epared in your mind or have access to the spell from a magic item, such as a Spell Scroll. Your features specify which spells you have access to, if any; whether you"
      },
      {
        "document": 500,
        "excerpt": "antaneous. An instantaneous duration means the spell's magic appears only for a moment and then disappears. Time Span. A duration that provides a time span specifie"
      },
      {
        "document": 502,
        "excerpt": "pick one or more targets to be affected by the spell's magic. A spell's description says whether the spell targets creatures, objects, or something else. A Clear Pa"
      },
      {
        "document": 513,
        "excerpt": "hat's at least level 2. So when a level 3 Wizard casts Magic Missile, a level 1 spell, that Wizard spends one of four level 1 slots and has three remaining. Finishi"
      },
      {
        "document": 514,
        "excerpt": "to cast the spell a limited number of times per day. Magic Items. Spell Scrolls and some other magic items contain spells that can be cast without a spell slot. Th"
      },
      {
        "document": 518,
        "excerpt": "Magic [Action]"
      },
      {
        "document": 519,
        "excerpt": "An effect is magical if it is created by a spell, a magic item, or a phenomenon that a rule labels as magical."
      },
      {
        "document": 535,
        "excerpt": "sting time of an action, and holding on to the spell's magic requires Concentration, which you can maintain up to the start of your next turn. If your Concentration"
      },
      {
        "document": 554,
        "excerpt": "n Initiative score. Some creatures that are created by magic lack Hit Dice and Initiative information. Speed. Here the monster's Speed is provided, along with any s"
      },
      {
        "document": 567,
        "excerpt": "reature or object you see that has been transformed by magic. Ethereal Plane. You see into the Ethereal Plane."
      },
      {
        "document": 575,
        "excerpt": "Some magic items require a creature to form a bond - called Attunement - with them before the creature can use an i"
      },
      {
        "document": 602,
        "excerpt": "e Remove Curse and Greater Restoration spells or other magic that explicitly ends curses."
      },
      {
        "document": 613,
        "excerpt": "ts and can't regain them unless it is first revived by magic such as the Raise Dead or Revivify spell. When such a spell is cast, the spirit knows who is casting it"
      },
      {
        "document": 668,
        "excerpt": "Cursed Magic Items"
      },
      {
        "document": 670,
        "excerpt": "rdless, narrative curses should feel like rare, potent magic rooted in the lore of your campaign."
      },
      {
        "document": 671,
        "excerpt": "s on the creature. A Dispel Evil and Good spell or any magic that removes a curse also ends the effect on it."
      },
      {
        "document": 672,
        "excerpt": "Alchemists, potion brewers, and areas of wild magic are credited with creating the first magical contagions. An outbreak of such a contagion can form the ba"
      },
      {
        "document": 677,
        "excerpt": "ion until the contagion ends. Fighting the Contagion. Magic such as a Heal or Lesser Restoration spell ends the contagion immediately. A character who is proficient"
      },
      {
        "document": 713,
        "excerpt": "extended time, as with a spell such as Wind Walk or a magic item such as a Carpet of Flying, translate the party's Speed into travel rates using these rules: Miles"
      },
      {
        "document": 718,
        "excerpt": "mage on a successful one. Detect and Disarm. A Detect Magic spell reveals an aura of Evocation magic around the statue. As a Search action, a creature within 5 feet"
      },
      {
        "document": 719,
        "excerpt": "ver can also be held shut using Arcane Lock or similar magic. Escape. A creature needs a Climb Speed, climbing gear, or magic such as Spider Climb to scale the pit'"
      },
      {
        "document": 721,
        "excerpt": "r if the lock is opened using a Knock spell or similar magic. Detect and Disarm. As a Search action, a creature can examine the trapped lock and make a DC 15 Wisdom"
      },
      {
        "document": 723,
        "excerpt": "lso be held shut using an Arcane Lock spell or similar magic. Escape. A creature needs a Climb Speed, climbing gear, or magic such as a Spider Climb spell to scale"
      },
      {
        "document": 744,
        "excerpt": "Recall lore about spells, magic items, and the planes of existence."
      },
      {
        "document": 745,
        "excerpt": "Magic"
      },
      {
        "document": 753,
        "excerpt": "unds, the efreeti disappears, and the bottle loses its magic."
      },
      {
        "document": 756,
        "excerpt": "You suffer a bout of “magic sickness” and have the Poisoned condition for 1 hour."
      },
      {
        "document": 757,
        "excerpt": "Magic Item Rarities and Values"
      },
      {
        "document": 766,
        "excerpt": "Magic Item Categories"
      },
      {
        "document": 772,
        "excerpt": "Magic Item Tools"
      },
      {
        "document": 776,
        "excerpt": "Magic Missile"
      },
      {
        "document": 778,
        "excerpt": "Detect Magic"
      },
      {
        "document": 780,
        "excerpt": "Magic Item Crafting Time and Cost"
      },
      {
        "document": 783,
        "excerpt": "e is freed by the Greater Restoration spell or similar magic."
      },
      {
        "document": 787,
        "excerpt": "Glory Seeker. The item seeks renown as the greatest magic item in the world by winning fame or notoriety for its user."
      },
      {
        "document": 789,
        "excerpt": "e condition indefinitely. At your discretion, a Dispel Magic spell or similar magic might end this lasting effect."
      },
      {
        "document": 793,
        "excerpt": "shes after 1 hour. Picked fruit remains, retaining any magic for 30 days."
      },
      {
        "document": 802,
        "excerpt": "Detect Magic"
      },
      {
        "document": 816,
        "excerpt": "Magic Items"
      },
      {
        "document": 830,
        "excerpt": "Detect Magic"
      },
      {
        "document": 832,
        "excerpt": "Dispel Magic"
      },
      {
        "document": 841,
        "excerpt": "Beacon of Hope, Dispel Magic"
      },
      {
        "document": 843,
        "excerpt": "Detect Magic"
      },
      {
        "document": 844,
        "excerpt": "Magic Weapon"
      },
      {
        "document": 845,
        "excerpt": "Dispel Magic"
      },
      {
        "document": 850,
        "excerpt": "Detect Magic"
      },
      {
        "document": 851,
        "excerpt": "Magic Weapon"
      },
      {
        "document": 852,
        "excerpt": "Dispel Magic"
      },
      {
        "document": 858,
        "excerpt": "Font of Magic, Metamagic"
      },
      {
        "document": 860,
        "excerpt": "Detect Magic"
      },
      {
        "document": 861,
        "excerpt": "Magic Weapon"
      },
      {
        "document": 863,
        "excerpt": "Dispel Magic"
      },
      {
        "document": 871,
        "excerpt": "Eldritch Invocations, Pact Magic"
      },
      {
        "document": 873,
        "excerpt": "Detect Magic"
      },
      {
        "document": 875,
        "excerpt": "Magic Circle"
      },
      {
        "document": 876,
        "excerpt": "Dispel Magic"
      },
      {
        "document": 886,
        "excerpt": "Detect Magic"
      },
      {
        "document": 887,
        "excerpt": "Arcanist’s Magic Aura"
      },
      {
        "document": 888,
        "excerpt": "Magic Circle"
      },
      {
        "document": 889,
        "excerpt": "Dispel Magic"
      },
      {
        "document": 892,
        "excerpt": "Magic Jar"
      },
      {
        "document": 899,
        "excerpt": "Detect Magic"
      },
      {
        "document": 900,
        "excerpt": "Magic Mouth"
      },
      {
        "document": 901,
        "excerpt": "Dispel Magic"
      },
      {
        "document": 911,
        "excerpt": "Detect Magic"
      },
      {
        "document": 913,
        "excerpt": "Dispel Magic"
      },
      {
        "document": 936,
        "excerpt": "Schools of Magic"
      },
      {
        "document": 940,
        "excerpt": "Spells, magic items, eldritch symbols, magical traditions, planes of existence, and certain creatures (Aberrations, Co"
      },
      {
        "document": 951,
        "excerpt": "Magic"
      },
      {
        "document": 964,
        "excerpt": "this class's Spellcasting feature. Divine Spark. As a Magic action, you point your Holy Symbol at another creature you can see within 30 feet of yourself and focus"
      },
      {
        "document": 965,
        "excerpt": "le learning this ancient tongue, you also unlocked the magic of communicating with animals; you always have the Speak with Animals spell prepared. You can use Druid"
      },
      {
        "document": 966,
        "excerpt": "r turn, you can take one additional action, except the Magic action. Once you use this feature, you can't do so again until you finish a Short or Long Rest. Startin"
      },
      {
        "document": 968,
        "excerpt": "As a Magic action, you can expend one use of this class's Channel Divinity to overwhelm foes with awe. As you prese"
      },
      {
        "document": 969,
        "excerpt": "ou the following benefits. Temporary Hit Points. As a Magic action, you can give yourself a number of Temporary Hit Points equal to 1d8 plus your Wisdom modifier (m"
      },
      {
        "document": 971,
        "excerpt": "Drawing from your innate magic, you can cast spells. See “Spells” for the rules on spellcasting. The information below details how you"
      },
      {
        "document": 972,
        "excerpt": "Pact Magic"
      },
      {
        "document": 973,
        "excerpt": "As a student of arcane magic, you have learned to cast spells. See “Spells” for the rules on spellcasting. The information below deta"
      },
      {
        "document": 975,
        "excerpt": "As a Magic action, you can expend a use of your Wild Shape and choose a point within 60 feet of yourself. Vitality-"
      },
      {
        "document": 977,
        "excerpt": "Breathe the Magic of Dragons Your innate magic comes from the gift of a dragon. Perhaps an ancient dragon facing death be"
      },
      {
        "document": 978,
        "excerpt": "ate Explosive Elemental Effects Your studies focus on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling l"
      },
      {
        "document": 979,
        "excerpt": "The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in"
      },
      {
        "document": 981,
        "excerpt": "d community. Religious orders of healing also seek the magic of this domain."
      },
      {
        "document": 982,
        "excerpt": "The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in t"
      },
      {
        "document": 984,
        "excerpt": "elving into ruins and getting maximum benefit from the magic items you find there."
      },
      {
        "document": 986,
        "excerpt": "you reach character level 5, you can channel draconic magic to give yourself temporary flight. As a Bonus Action, you sprout spectral wings on your back that last f"
      },
      {
        "document": 988,
        "excerpt": "different cantrip from the Wizard spell list. | Detect Magic | Misty Step | | Wood Elf | Your Speed increases to 35 feet. You also know the Druidcraft cantri"
      },
      {
        "document": 995,
        "excerpt": "Magic Initiate (Cleric) (see “Feats”)"
      },
      {
        "document": 997,
        "excerpt": "Magic Initiate (Wizard) (see “Feats”)"
      },
      {
        "document": 1003,
        "excerpt": "s. Immediately after you take the Attack action or the Magic action, you can teleport up to 30 feet to an unoccupied space you can see."
      },
      {
        "document": 1012,
        "excerpt": "Magic Initiate"
      },
      {
        "document": 1153,
        "excerpt": "cts last for the duration, during which you can take a Magic action to replace the option you chose with a different one. Aquatic Adaptation. You sprout gills and g"
      },
      {
        "document": 1156,
        "excerpt": "t form for each target. On later turns, you can take a Magic action to transform the targets again. A target's game statistics are replaced by the chosen Beast's st"
      },
      {
        "document": 1160,
        "excerpt": "you in 10-foot Emanation. No one can cast spells, take Magic actions, or create other magical effects inside the aura, and those things can't target or otherwise aff"
      },
      {
        "document": 1166,
        "excerpt": "Arcanist's Magic Aura"
      },
      {
        "document": 1167,
        "excerpt": "rget. The spell ends for all the targets if you take a Magic action to dismiss it. When the spell ends for a target who isn't dead, the target reappears in its body"
      },
      {
        "document": 1175,
        "excerpt": "10d12 Psychic damage and can't cast spells or take the Magic action. At the end of every 30 days, the target repeats the save, ending the effect on a success. The ef"
      },
      {
        "document": 1185,
        "excerpt": "successful one. Until the spell ends, you can take a Magic action to call down lightning in that way again, targeting the same point or a different one. If you're"
      },
      {
        "document": 1214,
        "excerpt": "et on a side, using one of the following effects. As a Magic action on your later turns, you can repeat the same effect or choose a different one. Flood. You cause"
      },
      {
        "document": 1230,
        "excerpt": "Detect Magic"
      },
      {
        "document": 1232,
        "excerpt": "il the spell ends, you can activate either effect as a Magic action on your later turns. Sense Thoughts. You sense the presence of thoughts within 30 feet of yourse"
      },
      {
        "document": 1236,
        "excerpt": "following special functions. Break Enchantment. As a Magic action, you touch a creature that is possessed by or has the Charmed or Frightened condition from one or"
      },
      {
        "document": 1245,
        "excerpt": "or Poison. Until the spell ends, the target can take a Magic action to exhale a 15-foot Cone. Each creature in that area makes a Dexterity saving throw, taking 3d6 d"
      },
      {
        "document": 1258,
        "excerpt": "ach of your turns until the spell ends, you can take a Magic action to target another creature but can't target a creature again if it has succeeded on a save agains"
      },
      {
        "document": 1259,
        "excerpt": "ed on the quality of the raw materials. Creatures and magic items can't be created by this spell. You also can't use it to create items that require a high degree o"
      },
      {
        "document": 1261,
        "excerpt": "4d8 Force damage. On your later turns, you can take a Magic action to move the hound up to 30 feet."
      },
      {
        "document": 1265,
        "excerpt": "rs. It reappears after you cast this spell again. As a Magic action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss i"
      },
      {
        "document": 1274,
        "excerpt": "s, but you can evoke it again as a Bonus Action. As a Magic action, you can make a melee spell attack with the fiery blade. On a hit, the target takes Fire damage e"
      },
      {
        "document": 1277,
        "excerpt": "e condition is ended by Greater Restoration or similar magic."
      },
      {
        "document": 1282,
        "excerpt": "throw. On a successful save, the creature can use that magic to exit the cage. On a failed save, the creature doesn't exit the cage and wastes the spell or effect. T"
      },
      {
        "document": 1286,
        "excerpt": "he target if it drops to 0 Hit Points or if it takes a Magic action to end the spell on itself. While in this form, the target's only method of movement is a Fly Sp"
      },
      {
        "document": 1291,
        "excerpt": "roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful."
      },
      {
        "document": 1294,
        "excerpt": "Ten berries appear in your hand and are infused with magic for the duration. A creature can take a Bonus Action to eat one berry. Eating a berry restores 1 Hit Poi"
      },
      {
        "document": 1297,
        "excerpt": "A curse, including the target's Attunement to a cursed magic item - Any reduction to one of the target's ability scores - Any reduction to the target's Hit Point max"
      },
      {
        "document": 1299,
        "excerpt": "eates the effects below within the warded area. Dispel Magic has no effect on Guards and Wards itself, but each of the following effects can be dispelled. If all fou"
      },
      {
        "document": 1305,
        "excerpt": "ts: V, S Duration: Instantaneous You unleash virulent magic on a creature you can see within range. The target makes a Constitution saving throw. On a failed save,"
      },
      {
        "document": 1322,
        "excerpt": "ect throughout the spell's casting. If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires Att"
      },
      {
        "document": 1324,
        "excerpt": "true love, or defeating a specific monster. A Dispel Magic spell can end the spell only if it is cast with a level 9 spell slot, targeting either the prison or the"
      },
      {
        "document": 1328,
        "excerpt": "use a different sapphire. Thereafter, you can take a Magic action to speak the object's name and crush the sapphire. The object instantly appears in your hand rega"
      },
      {
        "document": 1335,
        "excerpt": "r down as part of your move. Otherwise, you can take a Magic action to move the target, which must remain within the spell's range. When the spell ends, the target"
      },
      {
        "document": 1343,
        "excerpt": "n container, or pour the contents out of a vial. As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move th"
      },
      {
        "document": 1344,
        "excerpt": "Magic Circle"
      },
      {
        "document": 1345,
        "excerpt": "Magic Jar"
      },
      {
        "document": 1346,
        "excerpt": "Magic Missile"
      },
      {
        "document": 1347,
        "excerpt": "Magic Mouth"
      },
      {
        "document": 1348,
        "excerpt": "Magic Weapon"
      },
      {
        "document": 1350,
        "excerpt": "f you are within range of the illusion, you can take a Magic action to cause the image to move to any other spot within range. As the image changes location, you can"
      },
      {
        "document": 1357,
        "excerpt": "the former damage. This spell can physically repair a magic item, but it can't restore magic to such an object."
      },
      {
        "document": 1365,
        "excerpt": "ke an attack roll, deal damage, or cast a spell. As a Magic action, you can move the illusory double up to twice your Speed and make it gesture, speak, and behave i"
      },
      {
        "document": 1368,
        "excerpt": "ends, Dim Light fills the Cylinder, and you can take a Magic action on later turns to move the Cylinder up to 60 feet. When the Cylinder appears, each creature in i"
      },
      {
        "document": 1376,
        "excerpt": "Celestial might require a sizable donation of gold or magic items to an allied temple, while a Fiend might demand a living sacrifice or a gift of treasure. Some cre"
      },
      {
        "document": 1377,
        "excerpt": "ummoned into the center of the inverted version of the Magic Circle spell to trap it while this spell is cast.) At the completion of the casting, the target must suc"
      },
      {
        "document": 1386,
        "excerpt": "up to 1 cubic foot of nonliving material for 1 hour. Magic Mark. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. Minor Cr"
      },
      {
        "document": 1388,
        "excerpt": "Antimagic Field has no effect on the wall, and Dispel Magic can affect only the violet layer. Prismatic Layers | Order | Effects"
      },
      {
        "document": 1390,
        "excerpt": "u cast it again. Until the spell ends, you can take a Magic action to hurl fire at a creature or an object within 60 feet of you. Make a ranged spell attack. On a h"
      },
      {
        "document": 1392,
        "excerpt": "ear through its ears as if you were in its space. As a Magic action, you can move it up to 60 feet and make it gesture, speak, and behave in whatever way you choose."
      },
      {
        "document": 1403,
        "excerpt": "one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's Attunement to the object so it can be removed"
      },
      {
        "document": 1415,
        "excerpt": "he chest remains on the Ethereal Plane, you can take a Magic action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within"
      },
      {
        "document": 1419,
        "excerpt": "nd can't be targeted by Divination spells, detected by magic, or viewed remotely with magic. If the target is a creature, it enters a state of suspended animation;"
      },
      {
        "document": 1420,
        "excerpt": "another creature for the duration or until you take a Magic action to shape-shift into a different eligible form. The new form must be of a creature that has a Chal"
      },
      {
        "document": 1423,
        "excerpt": "when you are hit by an attack roll or targeted by the Magic Missile spell"
      },
      {
        "document": 1428,
        "excerpt": "anied by sound, smell, or other sensory effects. As a Magic action, you can cause the image to move to any spot within range. As the image changes location, you can"
      },
      {
        "document": 1449,
        "excerpt": "uch damage only. Until the spell ends, you can take a Magic action to create a new Line of radiance. For the duration, a mote of brilliant radiance shines above yo"
      },
      {
        "document": 1452,
        "excerpt": "r objects by thought. When you cast the spell and as a Magic action on your later turns before the spell ends, you can exert your will on one creature or object that"
      },
      {
        "document": 1454,
        "excerpt": "scribed” is a place you have seen once, possibly using magic, or a place you know through someone else’s description, perhaps from a map. - “False destination” is a"
      },
      {
        "document": 1469,
        "excerpt": "u can make the attack again on each of your turns as a Magic action, targeting the same creature or a different one. Using a Higher-Level Spell Slot. The damage inc"
      },
      {
        "document": 1473,
        "excerpt": "immune to all damage and can't be dispelled by Dispel Magic. A Disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plan"
      },
      {
        "document": 1482,
        "excerpt": "target can take in this form are the Dash action or a Magic action to begin reverting to its normal form. Reverting takes 1 minute, during which the target has the"
      },
      {
        "document": 1484,
        "excerpt": "te one object of up to 25,000 GP in value that isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space th"
      },
      {
        "document": 1503,
        "excerpt": "attack rolls and damage rolls made with this piece of magic ammunition. The bonus is determined by the rarity of the ammunition. Once it hits a target, the ammuniti"
      },
      {
        "document": 1504,
        "excerpt": "Weapon (Any Ammunition), Very Rare This magic ammunition is meant to slay creatures of a particular type, which the GM chooses or determines randomly"
      },
      {
        "document": 1507,
        "excerpt": "Attunement) While wearing this amulet, you can take a Magic action to name a location that you are familiar with on another plane of existence. Then make a DC 15 In"
      },
      {
        "document": 1511,
        "excerpt": "hile you wear this armor. Metal Shell. You can take a Magic action to give yourself Immunity to Bludgeoning, Piercing, and Slashing damage for 10 minutes or until y"
      },
      {
        "document": 1513,
        "excerpt": "il you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to two of the three dam"
      },
      {
        "document": 1518,
        "excerpt": "the presence of a small, fuzzy object. You can take a Magic action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it trans"
      },
      {
        "document": 1519,
        "excerpt": "+ 4 Beads of Force are found together. You can take a Magic action to throw the bead up to 60 feet. The bead explodes in a 10-foot-radius Sphere on impact and is de"
      },
      {
        "document": 1523,
        "excerpt": "bonus to attack rolls and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your Hit Point maximum increases by 1 for eac"
      },
      {
        "document": 1526,
        "excerpt": "sed the boots' property for a total of 10 minutes, the magic ceases to function for you until you finish a Long Rest."
      },
      {
        "document": 1529,
        "excerpt": "water and you are within 5 feet of it, you can take a Magic action to summon a Water Elemental. The elemental appears in an unoccupied space as close to the bowl as"
      },
      {
        "document": 1532,
        "excerpt": "you are within 5 feet of this brazier, you can take a Magic action to summon a Fire Elemental. The elemental appears in an unoccupied space as close to the brazier"
      },
      {
        "document": 1533,
        "excerpt": "Force damage, and you have Immunity to damage from the Magic Missile spell."
      },
      {
        "document": 1534,
        "excerpt": "a mundane broom until you stand astride it and take a Magic action to make it hover beneath you, at which time it can be ridden in the air. It has a Fly Speed of 50"
      },
      {
        "document": 1535,
        "excerpt": "s Item, Very Rare (Requires Attunement) This candle's magic is activated when the candle is lit, which requires a Magic action. After burning for 4 hours, the candl"
      },
      {
        "document": 1536,
        "excerpt": "wearing it, you can use it to cast Dimension Door as a Magic action. This property can't be used again until the next dawn. When you teleport with that spell, you l"
      },
      {
        "document": 1537,
        "excerpt": "re You can make this carpet hover and fly by taking a Magic action and using the carpet's command word. It moves according to your directions if you are within 30 f"
      },
      {
        "document": 1538,
        "excerpt": "are While gently swinging this censer, you can take a Magic action to summon an Air Elemental. The elemental appears in an unoccupied space as close to the censer a"
      },
      {
        "document": 1539,
        "excerpt": "be measures about 1 foot long and weighs 1 pound. As a Magic action, you can strike the chime to cast Knock. The spell's customary knocking sound is replaced by the"
      },
      {
        "document": 1544,
        "excerpt": "daily at dawn. While wearing the cloak, you can take a Magic action to pull its hood over your head and expend 1 charge to give yourself the Invisible condition for"
      },
      {
        "document": 1553,
        "excerpt": "s and regains 1d3 expended charges daily at dawn. As a Magic action, you can expend 1 of the cube's charges to cast one of the following spells using the cube. Gate"
      },
      {
        "document": 1554,
        "excerpt": "bonus to attack rolls and damage rolls made with this magic weapon. You can take a Bonus Action to magically coat the blade with poison. The poison remains for 1 m"
      },
      {
        "document": 1555,
        "excerpt": "Attunement) You can take a Bonus Action to toss this magic weapon into the air. When you do so, the weapon begins to hover, flies up to 30 feet, and attacks one cr"
      },
      {
        "document": 1556,
        "excerpt": "s water. The decanter weighs 2 pounds. You can take a Magic action to remove the stopper and issue one of three command words, whereupon an amount of fresh water or"
      },
      {
        "document": 1557,
        "excerpt": "nd as treasure is usually missing 1d20 - 1 cards. The magic of the deck functions only if its cards are drawn at random. You can take a Magic action to draw a card"
      },
      {
        "document": 1558,
        "excerpt": "bonus to attack rolls and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can transfer some or all o"
      },
      {
        "document": 1559,
        "excerpt": "ss you are targeted by a Remove Curse spell or similar magic. While wearing the armor, you have Disadvantage on attack rolls against demons and on saving throws agai"
      },
      {
        "document": 1561,
        "excerpt": "ls inside it. While attuned to an orb, you can take a Magic action to peer into the orb's depths. You must then make a DC 15 Charisma saving throw. On a successful"
      },
      {
        "document": 1562,
        "excerpt": "table). Additionally, you can focus your senses as a Magic action to discern the distance and direction to the closest dragon within 30 miles of yourself that is o"
      },
      {
        "document": 1563,
        "excerpt": "bonus to attack rolls and damage rolls made with this magic weapon. The weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon."
      },
      {
        "document": 1564,
        "excerpt": "me for all subjects, and the dust is consumed when its magic takes effect. Immediately after an affected creature makes an attack roll, deals damage, or casts a spel"
      },
      {
        "document": 1565,
        "excerpt": "st absorbed. Doing so destroys the pellet and ends its magic. As a Utilize action, you can sprinkle a pinch of the dust on an Elemental within 5 feet of yourself th"
      },
      {
        "document": 1568,
        "excerpt": "bonus to attack rolls and damage rolls made with this magic weapon. It has the Thrown property with a normal range of 20 feet and a long range of 60 feet. When you"
      },
      {
        "document": 1570,
        "excerpt": "Wondrous Item, Very Rare When you take a Magic action to remove the stopper of this painted brass bottle, a cloud of thick smoke flows out of it. At th"
      },
      {
        "document": 1574,
        "excerpt": "bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion, a magical arrow made o"
      },
      {
        "document": 1575,
        "excerpt": "Wondrous Item, Uncommon As a Magic action, you can open or close this bottle. Opening the bottle causes thick smoke to billow out, forming"
      },
      {
        "document": 1579,
        "excerpt": "ermines its rarity. Anchor (Uncommon). You can take a Magic action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be moved by any mea"
      },
      {
        "document": 1580,
        "excerpt": "atuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a"
      },
      {
        "document": 1581,
        "excerpt": "eapon), Rare (Requires Attunement) While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing"
      },
      {
        "document": 1582,
        "excerpt": "is item also has three command words, each requiring a Magic action to use: First Command Word. The box unfolds into a Rowboat. Second Command Word. The box unfold"
      },
      {
        "document": 1583,
        "excerpt": "tunement) When you hit with an attack roll using this magic weapon, the target takes an extra 1d6 Cold damage. In addition, while you hold the weapon, you have Resi"
      },
      {
        "document": 1585,
        "excerpt": "s 50 charges. While you are holding it, you can take a Magic action and use one of three command words to cause one of the following effects: First Command Word. Th"
      },
      {
        "document": 1586,
        "excerpt": "re (Requires Attunement) This gem has 3 charges. As a Magic action, you can expend 1 charge. For the next 10 minutes, you have Truesight out to 120 feet when you pe"
      },
      {
        "document": 1587,
        "excerpt": "bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type"
      },
      {
        "document": 1593,
        "excerpt": "bonus to attack rolls and damage rolls made with this magic weapon. The weapon has 5 charges. You can expend 1 charge and make a ranged attack with the weapon, hur"
      },
      {
        "document": 1598,
        "excerpt": "the gems are removed or destroyed, the helm loses its magic. You gain the following benefits while wearing the helm. Diamond Light. As long as it has at least one"
      },
      {
        "document": 1602,
        "excerpt": "bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage. Wh"
      },
      {
        "document": 1603,
        "excerpt": "Wondrous Item, Rare You can take a Magic action to blow the horn, which emits a thunderous blast in a 30-foot Cone that is audible out to 600 fee"
      },
      {
        "document": 1604,
        "excerpt": "ery Rare (Bronze), or Legendary (Iron) You can take a Magic action to blow this horn. In response, warrior spirits from the plane of Ysgard appear in unoccupied spa"
      },
      {
        "document": 1605,
        "excerpt": "ery Rare These horseshoes come in a set of four. As a Magic action, you can touch one of the horseshoes to the hoof of a horse or similar creature, whereupon the ho"
      },
      {
        "document": 1606,
        "excerpt": "em, Rare These horseshoes come in a set of four. As a Magic action, you can touch one of the horseshoes to the hoof of a horse or similar creature, whereupon the ho"
      },
      {
        "document": 1608,
        "excerpt": "Wondrous Item, Rare (Requires Attunement) As a Magic action, you can place this 1-inch adamantine statuette on the ground and, using a command word, cause it"
      },
      {
        "document": 1609,
        "excerpt": "tinct combination of shape and color. When you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferr"
      },
      {
        "document": 1610,
        "excerpt": "inches in diameter and weighs 1 pound. You can take a Magic action to throw the sphere at a Huge or smaller creature you can see within 60 feet of yourself. As the"
      },
      {
        "document": 1611,
        "excerpt": "olding this brass-stoppered iron flask, you can take a Magic action to target a creature that you can see within 60 feet of yourself. If the flask is empty and the t"
      },
      {
        "document": 1612,
        "excerpt": "Uncommon Each time you make an attack roll with this magic weapon and hit, you can have it deal Lightning damage instead of Piercing damage. Lightning Bolt. When"
      },
      {
        "document": 1614,
        "excerpt": "bonus to attack rolls and damage rolls made with this magic weapon. While the weapon is on your person, you also gain a +1 bonus to saving throws. Luck. If the wea"
      },
      {
        "document": 1615,
        "excerpt": "tunement) When you hit a Fiend or an Undead with this magic weapon, that creature takes an extra 2d6 Radiant damage. If the target has 25 Hit Points or fewer after"
      },
      {
        "document": 1616,
        "excerpt": "bonus to attack rolls and damage rolls made with this magic weapon. The bonus increases to +3 when you use the weapon to attack a Construct. When you roll a 20 on"
      },
      {
        "document": 1617,
        "excerpt": "Weapon (Mace), Rare (Requires Attunement) This magic weapon has 3 charges and regains 1d3 expended charges daily at dawn. While holding the weapon, you can t"
      },
      {
        "document": 1619,
        "excerpt": "lth and nutrition tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its"
      },
      {
        "document": 1620,
        "excerpt": "ibes fitness exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its"
      },
      {
        "document": 1622,
        "excerpt": "and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its"
      },
      {
        "document": 1625,
        "excerpt": "urface and you are within 5 feet of it, you can take a Magic action and use a command word to activate it. It remains activated until you take a Magic action and rep"
      },
      {
        "document": 1627,
        "excerpt": "herwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw t"
      },
      {
        "document": 1629,
        "excerpt": "lace has 1d6 + 3 beads hanging from it. You can take a Magic action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the"
      },
      {
        "document": 1630,
        "excerpt": "Cleric, Druid, or Paladin) This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones su"
      },
      {
        "document": 1631,
        "excerpt": "bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 1"
      },
      {
        "document": 1635,
        "excerpt": "lternatively, the oil can be poured on the ground as a Magic action, where it covers a 10-foot square, duplicating the effect of the Grease spell in that area for 8"
      },
      {
        "document": 1636,
        "excerpt": "r) While this pearl is on your person, you can take a Magic action to regain one expended spell slot of level 3 or lower. Once you use the pearl, it can't be used a"
      },
      {
        "document": 1637,
        "excerpt": "ttunement) While wearing this pendant, you can take a Magic action to regain 2d4 + 2 Hit Points. Once used, this property can't be used again until the next dawn."
      },
      {
        "document": 1641,
        "excerpt": "ain 1d3 expended charges daily at dawn. You can take a Magic action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature of your cho"
      },
      {
        "document": 1642,
        "excerpt": "nded charges daily at dawn. If you play the pipes as a Magic action, you can take a Bonus Action to expend 1 to 3 charges, calling forth one Swarm of Rats with each"
      },
      {
        "document": 1643,
        "excerpt": "ment) While you're wearing this armor, you can take a Magic action and use a command word to gain the effect of the Etherealness spell. The spell ends immediately i"
      },
      {
        "document": 1644,
        "excerpt": "o a circular sheet 6 feet in diameter. You can take a Magic action to unfold a Portable Hole and place it on or against a solid surface, whereupon the Portable Hole"
      },
      {
        "document": 1658,
        "excerpt": "ion. However, it is actually poison masked by illusion magic. Identify reveals its true nature. If you drink this potion, you take 4d6 Poison damage and must succee"
      },
      {
        "document": 1664,
        "excerpt": "bonus to attack rolls and damage rolls made with this magic weapon. While holding this weapon, you can cause it to emit green Dim Light out to 10 feet, either as a"
      },
      {
        "document": 1666,
        "excerpt": "s Attunement) While wearing this ring, you can take a Magic action to summon a particular Djinni from the Elemental Plane of Air. The djinni appears in an unoccupie"
      },
      {
        "document": 1667,
        "excerpt": "tal Compulsion. While wearing the ring, you can take a Magic action to try to compel an Elemental you see within 60 feet of yourself. The Elemental makes a DC 18 Wis"
      },
      {
        "document": 1670,
        "excerpt": "Terrain doesn't cost you extra movement. In addition, magic can neither reduce any of your Speeds nor cause you to have the Paralyzed or Restrained condition."
      },
      {
        "document": 1671,
        "excerpt": "s Attunement) While wearing this ring, you can take a Magic action to give yourself the Invisible condition. You remain Invisible until the ring is removed or until"
      },
      {
        "document": 1673,
        "excerpt": "ttunement) While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment,"
      },
      {
        "document": 1677,
        "excerpt": "ing. Lightning Spheres. You can expend 2 charges as a Magic action to create up to four 3-foot-diameter spheres of lightning. Each sphere appears in an unoccupied"
      },
      {
        "document": 1682,
        "excerpt": "daily at dawn. While wearing the ring, you can take a Magic action to expend 1 to 3 charges to make a ranged spell attack against one creature you can see within 60"
      },
      {
        "document": 1686,
        "excerpt": "s Attunement) While wearing this ring, you can take a Magic action to gain X-ray vision with a range of 30 feet for 1 minute. To you, solid objects within that radi"
      },
      {
        "document": 1688,
        "excerpt": "arges daily at dawn. While you wear it, you can take a Magic action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the"
      },
      {
        "document": 1689,
        "excerpt": "cularly large. While wearing this robe, you can take a Magic action to remove one of the stars and expend it to cast the level 5 version of Magic Missile. Daily at d"
      },
      {
        "document": 1690,
        "excerpt": "base Armor Class is 15 plus your Dexterity modifier. Magic Resistance. You have Advantage on saving throws against spells and other magical effects. War Mage. You"
      },
      {
        "document": 1691,
        "excerpt": "rs covering it. While wearing the robe, you can take a Magic action to detach one of the patches, causing it to become the object or creature it represents. Once the"
      },
      {
        "document": 1693,
        "excerpt": "owing spells from it: - Detect Evil and Good - Detect Magic - Detect Poison and Disease - See Invisibility Protective Aura. As a Magic action, you can plant the ha"
      },
      {
        "document": 1694,
        "excerpt": "t) This rod has a flanged head, and it functions as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made with it. The rod has properties associ"
      },
      {
        "document": 1696,
        "excerpt": "Rod, Rare (Requires Attunement) You can take a Magic action to present the rod and command obedience from each creature of your choice that you can see withi"
      },
      {
        "document": 1697,
        "excerpt": "Rod, Very Rare While holding this rod, you can take a Magic action to activate it. The rod then instantly transports you and up to 199 other willing creatures you c"
      },
      {
        "document": 1698,
        "excerpt": "nds. While holding one end of the rope, you can take a Magic action to command the other end of the rope to animate and move toward a destination you choose, up to t"
      },
      {
        "document": 1699,
        "excerpt": "ong. While holding one end of the rope, you can take a Magic action to command the other end to dart forward and entangle one creature you can see within 20 feet of"
      },
      {
        "document": 1701,
        "excerpt": "bonus to attack rolls and damage rolls made with this magic weapon. In addition, you can make one attack with it as a Bonus Action on each of your turns."
      },
      {
        "document": 1705,
        "excerpt": "il you are targeted by a Remove Curse spell or similar magic. Removing the Shield fails to end the curse on you. Whenever an attack with a Ranged weapon targets a cr"
      },
      {
        "document": 1711,
        "excerpt": "If you are within 60 feet of a sphere, you can take a Magic action to make a DC 25 Intelligence (Arcana) check. On a successful check, you control the sphere until"
      },
      {
        "document": 1716,
        "excerpt": "rd) This staff has 20 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you"
      },
      {
        "document": 1717,
        "excerpt": "(Requires Attunement) This staff can be wielded as a magic Quarterstaff that grants a +3 bonus to attack rolls and damage rolls made with it. The staff has 10 cha"
      },
      {
        "document": 1718,
        "excerpt": "Insect Cloud. While holding the staff, you can take a Magic action and expend 1 charge to cause a swarm of harmless flying insects to fill a 30-foot Emanation origi"
      },
      {
        "document": 1719,
        "excerpt": "rd) This staff has 50 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While you hold it, yo"
      },
      {
        "document": 1720,
        "excerpt": "Staff, Uncommon (Requires Attunement) As a Magic action, you can throw this staff so that it lands in an unoccupied space within 10 feet of you, causing"
      },
      {
        "document": 1721,
        "excerpt": "uid) This staff has 6 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you"
      },
      {
        "document": 1722,
        "excerpt": "(Requires Attunement) This staff can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. It also has the follo"
      },
      {
        "document": 1723,
        "excerpt": "charges daily at dawn. The staff can be wielded as a magic Quarterstaff. On a hit, it deals damage as a normal Quarterstaff, and you can expend 1 charge to deal an"
      },
      {
        "document": 1724,
        "excerpt": "ching this 5-pound stone to the ground, you can take a Magic action to summon an Earth Elemental. The elemental appears in an unoccupied space you choose within 30 f"
      },
      {
        "document": 1726,
        "excerpt": "make the blade disappear. While the blade exists, this magic weapon functions as a Longsword with the Finesse property. If you are proficient with Longswords or Shor"
      },
      {
        "document": 1727,
        "excerpt": "uires Attunement) When you attack a creature with this magic weapon and roll a 20 on the d20 for the attack roll, that target takes an extra 15 Necrotic damage if it"
      },
      {
        "document": 1728,
        "excerpt": "uires Attunement) When you attack an object with this magic weapon and hit, maximize your weapon damage dice against the target. When you attack a creature with th"
      },
      {
        "document": 1729,
        "excerpt": "ent) When you hit a creature with an attack using this magic weapon, the target takes an extra 2d6 Necrotic damage and must succeed on a DC 15 Constitution saving th"
      },
      {
        "document": 1730,
        "excerpt": "While wearing or holding the talisman, you can take a Magic action to expend 1 charge and target one creature you can see on the ground within 120 feet of yourself."
      },
      {
        "document": 1731,
        "excerpt": "in control of a Sphere of Annihilation, you can take a Magic action to move it 10 feet plus a number of additional feet equal to 10 times your Intelligence modifier."
      },
      {
        "document": 1732,
        "excerpt": "While wearing or holding the talisman, you can take a Magic action to expend 1 charge and target one creature you can see on the ground within 120 feet of yourself."
      },
      {
        "document": 1733,
        "excerpt": "e (Requires Attunement) While you are attuned to this magic weapon, your Strength is 20 unless your Strength is already equal to or greater than that score. The wea"
      },
      {
        "document": 1734,
        "excerpt": "ry and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its"
      },
      {
        "document": 1735,
        "excerpt": "ng and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its"
      },
      {
        "document": 1736,
        "excerpt": "and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its"
      },
      {
        "document": 1737,
        "excerpt": "Weapon (Trident), Uncommon (Requires Attunement) This magic weapon has 3 charges, and it regains 1d3 expended charges daily at dawn. While you carry it, you can exp"
      },
      {
        "document": 1739,
        "excerpt": "Weapon (Any Simple or Martial), Rare This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the w"
      },
      {
        "document": 1740,
        "excerpt": "bonus to attack rolls and damage rolls made with this magic weapon. In addition, the weapon ignores Resistance to Slashing damage. When you use this weapon to atta"
      },
      {
        "document": 1742,
        "excerpt": "s wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge. For 1 minute, you know the direction of the nearest creature Hostile to you w"
      },
      {
        "document": 1746,
        "excerpt": "Wand of Magic Detection"
      },
      {
        "document": 1747,
        "excerpt": "Wand of Magic Missiles"
      },
      {
        "document": 1748,
        "excerpt": "s wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge to cause a thin blue ray to streak from the tip toward a creature you can see"
      },
      {
        "document": 1750,
        "excerpt": "harges daily at dawn. While holding it, you can take a Magic action to expend 1 charge, and if a secret door or trap is within 60 feet of you, the wand pulses and po"
      },
      {
        "document": 1753,
        "excerpt": "s wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge while choosing a point within 120 feet of yourself. That location becomes the"
      },
      {
        "document": 1754,
        "excerpt": "bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity."
      },
      {
        "document": 1756,
        "excerpt": "o a circular sheet 6 feet in diameter. You can take a Magic action to unfold the Well of Many Worlds and place it on a solid surface, whereupon it forms a two-way,"
      },
      {
        "document": 1758,
        "excerpt": "daily at dawn. While wearing the boots, you can take a Magic action to expend 1 charge, gaining a Fly Speed of 30 feet for 1 hour. If you are flying when the duratio"
      },
      {
        "document": 1759,
        "excerpt": "Attunement) While wearing this cloak, you can take a Magic action to turn the cloak into a pair of wings on your back. The wings lasts for 1 hour or until you end"
      },
      {
        "document": 1761,
        "excerpt": "tacks): At Will: Acid Arrow (level 3 version), Detect Magic, Fear 1/Day Each: Speak with Dead, Vitriolic Sphere"
      },
      {
        "document": 1762,
        "excerpt": "llcasting ability (spell save DC 18): At Will: Detect Magic, Invisibility, Mage Hand, Shatter 1/Day Each: Scrying, Sending"
      },
      {
        "document": 1763,
        "excerpt": "llcasting ability (spell save DC 16): At Will: Detect Magic, Minor Illusion, Scorching Ray, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained"
      },
      {
        "document": 1764,
        "excerpt": "C 17, +10 to hit with spell attacks): At Will: Detect Magic, Guiding Bolt (level 2 version), Shapechange (Beast or Humanoid form only, no Temporary Hit Points gaine"
      },
      {
        "document": 1765,
        "excerpt": "llcasting ability (spell save DC 17): At Will: Detect Magic, Mind Spike (level 4 version), Minor Illusion, Shapechange (Beast or Humanoid form only, no Temporary Hi"
      },
      {
        "document": 1766,
        "excerpt": "C 21, +13 to hit with spell attacks): At Will: Detect Magic, Guiding Bolt (level 2 version), Shapechange (Beast or Humanoid form only, no Temporary Hit Points gaine"
      },
      {
        "document": 1767,
        "excerpt": "llcasting ability (spell save DC 17): At Will: Detect Magic, Mind Spike (level 3 version) 1/Day: Geas"
      },
      {
        "document": 1768,
        "excerpt": "attacks): At Will: Command (level 2 version), Detect Magic, Scorching Ray 1/Day: Fireball"
      },
      {
        "document": 1769,
        "excerpt": "C 19, +11 to hit with spell attacks): At Will: Detect Magic, Hold Monster, Ice Knife, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from"
      },
      {
        "document": 1773,
        "excerpt": "tacks): At Will: Acid Arrow (level 4 version), Detect Magic, Fear 1/Day Each: Create Undead, Speak with Dead, Vitriolic Sphere (level 5 version)"
      },
      {
        "document": 1774,
        "excerpt": "llcasting ability (spell save DC 22): At Will: Detect Magic, Invisibility, Mage Hand, Shatter (level 3 version) 1/Day Each: Scrying, Sending"
      },
      {
        "document": 1775,
        "excerpt": "llcasting ability (spell save DC 20): At Will: Detect Magic, Minor Illusion, Scorching Ray (level 3 version), Shapechange (Beast or Humanoid form only, no Temporary"
      },
      {
        "document": 1776,
        "excerpt": "C 22, +14 to hit with spell attacks): At Will: Detect Magic, Guiding Bolt (level 2 version), Shapechange (Beast or Humanoid form only, no Temporary Hit Points gaine"
      },
      {
        "document": 1777,
        "excerpt": "llcasting ability (spell save DC 21): At Will: Detect Magic, Mind Spike (level 5 version), Minor Illusion, Shapechange (Beast or Humanoid form only, no Temporary Hi"
      },
      {
        "document": 1778,
        "excerpt": "C 24, +16 to hit with spell attacks): At Will: Detect Magic, Guiding Bolt (level 4 version), Shapechange (Beast or Humanoid form only, no Temporary Hit Points gaine"
      },
      {
        "document": 1779,
        "excerpt": "llcasting ability (spell save DC 21): At Will: Detect Magic, Mind Spike (level 5 version) 1/Day Each: Geas, Modify Memory"
      },
      {
        "document": 1780,
        "excerpt": "attacks): At Will: Command (level 2 version), Detect Magic, Scorching Ray (level 3 version) 1/Day Each: Fireball (level 6 version), Scrying"
      },
      {
        "document": 1781,
        "excerpt": "C 23, +15 to hit with spell attacks): At Will: Detect Magic, Hold Monster, Ice Knife (level 2 version), Shapechange (Beast or Humanoid form only, no Temporary Hit P"
      },
      {
        "document": 1790,
        "excerpt": "Magic Resistance. The archmage has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1799,
        "excerpt": "ils a saving throw, it can choose to succeed instead. Magic Resistance. The balor has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1802,
        "excerpt": "with all its Hit Points somewhere in the Nine Hells. Magic Resistance. The devil has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1805,
        "excerpt": "Magic Resistance. The devil has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1815,
        "excerpt": "with all its Hit Points somewhere in the Nine Hells. Magic Resistance. The devil has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1825,
        "excerpt": "with all its Hit Points somewhere in the Nine Hells. Magic Resistance. The devil has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1827,
        "excerpt": "mphibious. The chuul can breathe air and water. Sense Magic. The chuul senses magic within 120 feet of itself. This trait otherwise works like the Detect Magic spel"
      },
      {
        "document": 1828,
        "excerpt": "oodied. Immutable Form. The golem can't shape-shift. Magic Resistance. The golem has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1830,
        "excerpt": "llcasting ability (spell save DC 15): At Will: Detect Magic, Fog Cloud, Light 1/Day Each: Control Weather, Gaseous Form, Telekinesis"
      },
      {
        "document": 1835,
        "excerpt": "ll save DC 15): At Will: Detect Evil and Good, Detect Magic, Detect Thoughts, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spel"
      },
      {
        "document": 1843,
        "excerpt": "with all its Hit Points somewhere in Mount Celestia. Magic Resistance. The deva has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1845,
        "excerpt": "ith all its Hit Points somewhere on the Plane of Air. Magic Resistance. The djinni has Advantage on saving throws against spells and other magical effects. Wishes."
      },
      {
        "document": 1850,
        "excerpt": "Magic of the Spider Queen (Recharge 5–6). The drider casts Darkness, Faerie Fire, or Web, requiring no Materia"
      },
      {
        "document": 1852,
        "excerpt": "Magic Resistance. The dryad has Advantage on saving throws against spells and other magical effects. Speak wi"
      },
      {
        "document": 1856,
        "excerpt": "th all its Hit Points somewhere on the Plane of Fire. Magic Resistance. The efreeti has Advantage on saving throws against spells and other magical effects. Wishes"
      },
      {
        "document": 1859,
        "excerpt": "with all its Hit Points somewhere in the Nine Hells. Magic Resistance. The erinyes has Advantage on saving throws against spells and other magical effects. Magic"
      },
      {
        "document": 1864,
        "excerpt": "er of Hit Points equal to the Lightning damage dealt. Magic Resistance. The golem has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1884,
        "excerpt": "her becomes a +2 Longsword. Removing a horn requires a Magic action, and the weapons disappear and the horns return when the goat reverts to figurine form. While you"
      },
      {
        "document": 1890,
        "excerpt": "asting ability: At Will: Detect Evil and Good, Detect Magic 1/Day: Clairvoyance"
      },
      {
        "document": 1903,
        "excerpt": "iving with all its Hit Points somewhere in the Abyss. Magic Resistance. The glabrezu has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1914,
        "excerpt": "Amphibious. The hag can breathe air and water. Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requirin"
      },
      {
        "document": 1925,
        "excerpt": "iving with all its Hit Points somewhere in the Abyss. Magic Resistance. The hezrou has Advantage on saving throws against spells and other magical effects. Stench."
      },
      {
        "document": 1932,
        "excerpt": "with all its Hit Points somewhere in the Nine Hells. Magic Resistance. The devil has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1936,
        "excerpt": "with all its Hit Points somewhere in the Nine Hells. Magic Resistance. The devil has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1938,
        "excerpt": "Magic Resistance. The imp has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1941,
        "excerpt": "dealt. Immutable Form. The golem can't shape-shift. Magic Resistance. The golem has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1949,
        "excerpt": "llcasting ability (spell save DC 20): At Will: Detect Magic, Detect Thoughts, Dispel Magic, Fireball (level 5 version), Invisibility, Lightning Bolt (level 5 versio"
      },
      {
        "document": 1952,
        "excerpt": "llcasting ability (spell save DC 14): At Will: Detect Magic, Light, Mage Armor (included in AC), Mage Hand, Prestidigitation 2/Day Each: Fireball (level 4 version)"
      },
      {
        "document": 1957,
        "excerpt": "iving with all its Hit Points somewhere in the Abyss. Magic Resistance. The marilith has Advantage on saving throws against spells and other magical effects. React"
      },
      {
        "document": 1966,
        "excerpt": "ils a saving throw, it can choose to succeed instead. Magic Resistance. The mummy has Advantage on saving throws against spells and other magical effects. Undead R"
      },
      {
        "document": 1968,
        "excerpt": "iving with all its Hit Points somewhere in the Abyss. Magic Resistance. The nalfeshnee has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1969,
        "excerpt": "Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requirin"
      },
      {
        "document": 1986,
        "excerpt": "ils a saving throw, it can choose to succeed instead. Magic Resistance. The pit fiend has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1987,
        "excerpt": "with all its Hit Points somewhere in Mount Celestia. Magic Resistance. The planetar has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1992,
        "excerpt": "Divine Aid (3/Day). The priest casts Bless, Dispel Magic, Healing Word, or Lesser Restoration, using the same spellcasting ability as Spellcasting."
      },
      {
        "document": 1993,
        "excerpt": "Magic Resistance. The pseudodragon has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1996,
        "excerpt": "Magic Resistance. The quasit has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1997,
        "excerpt": "Greater Magic Resistance. The rakshasa automatically succeeds on saving throws against spells and other magical effect"
      },
      {
        "document": 2011,
        "excerpt": "Magic Resistance. The satyr has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 2014,
        "excerpt": "Amphibious. The hag can breathe air and water. Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requirin"
      },
      {
        "document": 2022,
        "excerpt": "ils a saving throw, it can choose to succeed instead. Magic Resistance. The solar has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 2024,
        "excerpt": "Inscrutable. No magic can observe the sphinx remotely or detect its thoughts without its permission. Wisdom (Insight) checks m"
      },
      {
        "document": 2025,
        "excerpt": "Inscrutable. No magic can observe the sphinx remotely or detect its thoughts without its permission. Wisdom (Insight) checks m"
      },
      {
        "document": 2026,
        "excerpt": "Magic Resistance. The sphinx has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 2028,
        "excerpt": "llcasting ability (spell save DC 14): At Will: Detect Magic, Mage Hand, Minor Illusion, Water Breathing 2/Day Each: Detect Thoughts, Dimension Door, Hold Person (l"
      },
      {
        "document": 2034,
        "excerpt": "Immutable Form. The golem can't shape-shift. Magic Resistance. The golem has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 2035,
        "excerpt": "llcasting ability (spell save DC 18): At Will: Detect Magic, Light 1/Day: Control Weather"
      },
      {
        "document": 2044,
        "excerpt": "ils a saving throw, it can choose to succeed instead. Magic Resistance. The tarrasque has Advantage on saving throws against spells and other magical effects. Refl"
      },
      {
        "document": 2053,
        "excerpt": "ils a saving throw, it can choose to succeed instead. Magic Resistance. The unicorn has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 2059,
        "excerpt": "iving with all its Hit Points somewhere in the Abyss. Magic Resistance. The vrock has Advantage on saving throws against spells and other magical effects."
      }
    ],
    "magical": [
      {
        "document": 8,
        "excerpt": "If your character dies, others might find a magical way to revive your character, such as with the Raise Dead spell. Or talk with the GM about making a new"
      },
      {
        "document": 54,
        "excerpt": "hin the confines of an unlit dungeon, or in an area of magical Darkness."
      },
      {
        "document": 113,
        "excerpt": "ge and Vulnerability to Fire damage, and it's within a magical aura that reduces all damage by 5. If it takes 28 Fire damage, the damage is first reduced by 5 (to 23),"
      },
      {
        "document": 115,
        "excerpt": "A magic weapon is typically a magical version of a weapon from “Equipment.” Some magic weapons specify the type of weapon they are in their de"
      },
      {
        "document": 136,
        "excerpt": "An item in the Armor category is typically a magical version of armor from “Equipment.” Unless an armor’s description notes otherwise, the armor must be worn"
      },
      {
        "document": 144,
        "excerpt": "An item in the Potion category might be a magical brew that must be imbibed or an oil that must be applied to a creature or an object. A typical potion co"
      },
      {
        "document": 164,
        "excerpt": "Telepathy is a magical ability that allows a creature to communicate mentally with another creature within a specified range. S"
      },
      {
        "document": 166,
        "excerpt": "ys otherwise, a monster summoned by a spell or another magical ability is worth the XP noted in its stat block. Experience Points by Challenge Rating"
      },
      {
        "document": 181,
        "excerpt": "wolves, as well as most giant animals. Celestials are magical creatures, such as angels and pegasi, with ties to the Upper Planes. Constructs are magically created c"
      },
      {
        "document": 288,
        "excerpt": "ue characteristics based on the species' physiology or magical nature. When you choose a species, your character gets all the special traits listed for it. Some traits"
      },
      {
        "document": 331,
        "excerpt": "ithin 5 feet of yourself. The creature that drinks the magical red fluid in this vial regains 2d4 + 2 Hit Points."
      },
      {
        "document": 378,
        "excerpt": "onmagical counterparts, while others are conspicuously magical. Handling a magic item is enough to give you a sense that it is extraordinary, but learning a magic ite"
      },
      {
        "document": 379,
        "excerpt": "ment - with them before the creature can use an item's magical properties. Without becoming attuned to an item that requires Attunement, you gain only its nonmagical b"
      },
      {
        "document": 380,
        "excerpt": "u're attuned to the magic item and can access its full magical capabilities."
      },
      {
        "document": 496,
        "excerpt": "otion. Thus, a creature who is gagged or in an area of magical silence can't cast a spell with a Verbal component."
      },
      {
        "document": 513,
        "excerpt": "resting. Spell slots are the main way a spellcaster's magical potential is represented. Each spellcasting class gives its members a limited number of spell slots of c"
      },
      {
        "document": 519,
        "excerpt": "Magical Effect"
      },
      {
        "document": 549,
        "excerpt": "A spell is a magical effect that has the characteristics described in “Spells.”"
      },
      {
        "document": 550,
        "excerpt": "k is an attack roll made as part of a spell or another magical effect. See also “Spells” (“Casting Spells”)."
      },
      {
        "document": 562,
        "excerpt": "Telepathy is a magical ability that allows a creature to communicate mentally with another creature within a specified range. U"
      },
      {
        "document": 563,
        "excerpt": "Teleportation is a special kind of magical transportation. If you teleport, you disappear and reappear elsewhere instantly, without moving through"
      },
      {
        "document": 567,
        "excerpt": "gh the following: Darkness. You can see in normal and magical Darkness. Invisibility. You see creatures and objects that have the Invisible condition. Visual Illusi"
      },
      {
        "document": 575,
        "excerpt": "ment - with them before the creature can use an item's magical properties. A creature can have Attunement with no more than three magic items at a time. See also “Equi"
      },
      {
        "document": 613,
        "excerpt": "ted, the creature returns to life with any conditions, magical contagions, or curses that were affecting it at death if the durations of those effects are still ongoin"
      },
      {
        "document": 646,
        "excerpt": "Spells and other effects sometimes create magical illusions. Such an effect defines what the illusion does and which senses or mental faculties it deceive"
      },
      {
        "document": 664,
        "excerpt": "Magical Contagions"
      },
      {
        "document": 672,
        "excerpt": "Magical Contagions"
      },
      {
        "document": 673,
        "excerpt": "If a creature infected with a magical contagion spends 3 days recuperating - engaging in no activities that would interrupt a Long Rest - the"
      },
      {
        "document": 674,
        "excerpt": "The following examples show how magical contagions can work. Feel free to alter the saving throw DCs, effects, and other characteristics of thes"
      },
      {
        "document": 675,
        "excerpt": "Magical Contagion Cheaply made potions and elixirs are sometimes tainted by Cackle Fever, which affects Humanoi"
      },
      {
        "document": 676,
        "excerpt": "Magical Contagion Fouled potions and alchemical waste can give rise to Sewer Plague, which incubates in sewers"
      },
      {
        "document": 677,
        "excerpt": "Magical Contagion Any Beast or Humanoid that drinks water tainted by Sight Rot must succeed on a DC 15 Constitu"
      },
      {
        "document": 718,
        "excerpt": "turn there, a nearby statue exhales a 15-foot Cone of magical flame. The statue can look like anything, such as a dragon or a wizard. Each creature in the Cone must s"
      },
      {
        "document": 745,
        "excerpt": "Cast a spell, use a magic item, or use a magical feature."
      },
      {
        "document": 789,
        "excerpt": "potions lose their effects, and the mixture creates a magical explosion in a 5-foot-radius Sphere centered on itself. Each creature in that area takes 4d10 Force dama"
      },
      {
        "document": 871,
        "excerpt": "Magical Cunning"
      },
      {
        "document": 896,
        "excerpt": "Magical Secrets"
      },
      {
        "document": 940,
        "excerpt": "Spells, magic items, eldritch symbols, magical traditions, planes of existence, and certain creatures (Aberrations, Constructs, Elementals, Fey, and Mo"
      },
      {
        "document": 949,
        "excerpt": "Pure magical energy"
      },
      {
        "document": 953,
        "excerpt": "A character triggers a magical trap that creates an illusory manifestation of that character’s worst fears, visible only to that charac"
      },
      {
        "document": 954,
        "excerpt": "A magical trap flings a character into the Far Realm until the end of that character’s next turn."
      },
      {
        "document": 963,
        "excerpt": "Magical Secrets"
      },
      {
        "document": 964,
        "excerpt": "l divine energy directly from the Outer Planes to fuel magical effects. You start with two such effects: Divine Spark and Turn Undead, each of which is described below"
      },
      {
        "document": 968,
        "excerpt": "nergy directly from the Outer Planes, using it to fuel magical effects. You start with one such effect: Divine Sense, which is described below. Other Paladin features"
      },
      {
        "document": 969,
        "excerpt": "You have learned to channel the magical essence of nature to cast spells. See “Spells” for the rules on spellcasting. The information below deta"
      },
      {
        "document": 971,
        "excerpt": "Sorcery Points, which allow you to create a variety of magical effects. You have 2 Sorcery Points, and you gain more as you reach higher levels, as shown in the Sorce"
      },
      {
        "document": 972,
        "excerpt": "of forbidden knowledge that imbue you with an abiding magical ability or other lessons. You gain one invocation of your choice, such as Pact of the Tome. Invocations"
      },
      {
        "document": 973,
        "excerpt": "You can regain some of your magical energy by studying your spellbook. When you finish a Short Rest, you can choose expended spell slots to"
      },
      {
        "document": 976,
        "excerpt": "Plumb the Depths of Magical Knowledge Bards of the College of Lore collect spells and secrets from diverse sources, such as scholar"
      },
      {
        "document": 977,
        "excerpt": "an ancient dragon facing death bequeathed some of its magical power to you or your ancestor. You might have absorbed magic from a site infused with dragons' power. Or"
      },
      {
        "document": 982,
        "excerpt": "Your magical smite now radiates protective energy. Whenever you cast Divine Smite, you and your allies have Half Cove"
      },
      {
        "document": 986,
        "excerpt": "can replace one of your attacks with an exhalation of magical energy in either a 15-foot Cone or a 30-foot Line that is 5 feet wide (choose the shape each time). Each"
      },
      {
        "document": 1160,
        "excerpt": "e can cast spells, take Magic actions, or create other magical effects inside the aura, and those things can't target or otherwise affect anything inside it. Magical p"
      },
      {
        "document": 1163,
        "excerpt": "up to 1 minute You create a Large hand of shimmering magical energy in an unoccupied space that you can see within range. The hand lasts for the duration, and it mov"
      },
      {
        "document": 1166,
        "excerpt": "other than the target's actual type. Spells and other magical effects treat the target as if it were a creature of the chosen type. False Aura (Object). You change t"
      },
      {
        "document": 1170,
        "excerpt": "ion: Instantaneous You spend the casting time tracing magical pathways within a precious gemstone, and then touch the target. The target must be either a Beast or Pla"
      },
      {
        "document": 1178,
        "excerpt": "minutes You create a wall of whirling blades made of magical energy. The wall appears within range and lasts for the duration. You make a straight wall up to 100 fee"
      },
      {
        "document": 1211,
        "excerpt": "mponents: V, S Duration: 7 days Your touch inflicts a magical contagion. The target must succeed on a Constitution saving throw or take 11d8 Necrotic damage and have"
      },
      {
        "document": 1223,
        "excerpt": "on: Concentration, up to 10 minutes For the duration, magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere. Darkvision can't see throu"
      },
      {
        "document": 1230,
        "excerpt": "0 minutes For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a fa"
      },
      {
        "document": 1231,
        "excerpt": "ation of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each cas"
      },
      {
        "document": 1235,
        "excerpt": "see within range. The target can be a creature, a non-magical object, or a creation of magical force, such as the wall created by Wall of Force. A creature targeted"
      },
      {
        "document": 1236,
        "excerpt": "ration: Instantaneous Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of"
      },
      {
        "document": 1281,
        "excerpt": "1,000+ GP) Duration: 1 day You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For"
      },
      {
        "document": 1282,
        "excerpt": "An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid"
      },
      {
        "document": 1284,
        "excerpt": "unaffected by Difficult Terrain, and spells and other magical effects can neither reduce the target's Speed nor cause the target to have the Paralyzed or Restrained"
      },
      {
        "document": 1293,
        "excerpt": "triggered You inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor) or within an object"
      },
      {
        "document": 1299,
        "excerpt": "lasts. Other Spell Effect. Place one of the following magical effects within the warded area: - Dancing Lights in four corridors, with a simple program that the ligh"
      },
      {
        "document": 1303,
        "excerpt": "ess. Darkness fills the area. Normal light, as well as magical light created by spells of a level lower than this spell, can't illuminate the area. Daylight. Bright l"
      },
      {
        "document": 1322,
        "excerpt": "s casting. If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires Attunement, and how many charg"
      },
      {
        "document": 1323,
        "excerpt": "writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, the illusion can alter the meaning, handwriting, and langu"
      },
      {
        "document": 1324,
        "excerpt": "rth 5,000+ GP) Duration: Until dispelled You create a magical restraint to hold a creature that you can see within range. The target must make a Wisdom saving throw."
      },
      {
        "document": 1332,
        "excerpt": "padlock, or another object that contains a mundane or magical means that prevents access. A target that is held shut by a mundane lock or that is stuck or barred bec"
      },
      {
        "document": 1344,
        "excerpt": "You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever th"
      },
      {
        "document": 1346,
        "excerpt": "tion: Instantaneous You create three glowing darts of magical force. Each dart strikes a creature of your choice that you can see within range. A dart deals 1d4 + 1 F"
      },
      {
        "document": 1347,
        "excerpt": "to deliver your message. When that trigger occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If t"
      },
      {
        "document": 1358,
        "excerpt": "iar with the target and know it is beyond the barrier. Magical silence; 1 foot of stone, metal, or wood; or a thin sheet of lead blocks the spell."
      },
      {
        "document": 1370,
        "excerpt": "targeted by any Divination spell or perceived through magical scrying sensors."
      },
      {
        "document": 1386,
        "excerpt": "Components: V, S Duration: Up to 1 hour You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, yo"
      },
      {
        "document": 1388,
        "excerpt": "cessful Save: Half as much damage. Additional Effects: Magical ranged attacks can’t pass through this layer, which is destroyed by a strong wind (such as the one creat"
      },
      {
        "document": 1423,
        "excerpt": "s: V, S Duration: 1 round An imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the"
      },
      {
        "document": 1461,
        "excerpt": "ponents: V, S Duration: 1 minute This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the s"
      },
      {
        "document": 1464,
        "excerpt": "l closes all wounds, neutralizes any poison, cures all magical contagions, and lifts any curses affecting the creature when it died. The spell replaces damaged or miss"
      },
      {
        "document": 1466,
        "excerpt": "h I+ CP) Duration: Instantaneous Guided by a flash of magical insight, you make one attack with the weapon used in the spell's casting. The attack uses your spellcast"
      },
      {
        "document": 1484,
        "excerpt": "atures you can see immunity to a single spell or other magical effect for 8 hours. Sudden Learning. You replace one of your feats with another feat for which you are"
      },
      {
        "document": 1486,
        "excerpt": "et Components: V, S Duration: 10 minutes You create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point within range. Until th"
      },
      {
        "document": 1488,
        "excerpt": "armer or target the charmer with damaging abilities or magical effects. Social Advantage. The charmer has Advantage on any ability check to interact with you socially"
      },
      {
        "document": 1503,
        "excerpt": "on. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this a"
      },
      {
        "document": 1506,
        "excerpt": "be targeted by Divination spells or perceived through magical scrying sensors unless you allow it."
      },
      {
        "document": 1515,
        "excerpt": "rdless of how many beans it contains and becomes a non-magical item when it no longer contains any beans. If you dump one or more beans out of the bag, they explode i"
      },
      {
        "document": 1553,
        "excerpt": "ry This cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each keyed to a different plane of existence, one of which is the"
      },
      {
        "document": 1571,
        "excerpt": "onsters” for its stat block), and the gem ceases to be magical. The elemental appears in an unoccupied space as close to the broken gem as possible, understands your l"
      },
      {
        "document": 1572,
        "excerpt": "Rare When you drink this potion, you are cured of all magical contagions. In addition, the following conditions end on you: Blinded, Deafened, Paralyzed, and Poisoned"
      },
      {
        "document": 1574,
        "excerpt": "Each time you pull your arm back in a firing motion, a magical arrow made of golden energy appears nocked and ready to fire. An arrow produced by this weapon deals For"
      },
      {
        "document": 1602,
        "excerpt": "ve Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 f"
      },
      {
        "document": 1683,
        "excerpt": "s 3 charges to cast Wish from it. The ring becomes non-magical when you use the last charge."
      },
      {
        "document": 1690,
        "excerpt": "ve Advantage on saving throws against spells and other magical effects. War Mage. Your spell save DC and spell attack bonus each increase by 2."
      },
      {
        "document": 1710,
        "excerpt": "ve Advantage on saving throws against spells and other magical effects, and spell attack rolls have Disadvantage against you."
      },
      {
        "document": 1711,
        "excerpt": "the multiverse, hovering in space and stabilized by a magical field surrounding it. The sphere obliterates all matter it passes through and all matter that passes th"
      },
      {
        "document": 1753,
        "excerpt": "cation becomes the point of origin of a spell or other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save"
      },
      {
        "document": 1790,
        "excerpt": "as Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1799,
        "excerpt": "as Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1802,
        "excerpt": "Darkvision 120 ft. (unimpeded by magical"
      },
      {
        "document": 1805,
        "excerpt": "Darkvision 120 ft. (unimpeded by magical Darkness); Passive Perception 10"
      },
      {
        "document": 1815,
        "excerpt": "Darkvision 120 ft. (unimpeded by magical Darkness); Passive Perception 12"
      },
      {
        "document": 1825,
        "excerpt": "Darkvision 120 ft. (unimpeded by magical"
      },
      {
        "document": 1827,
        "excerpt": "ise works like the Detect Magic spell but isn't itself magical."
      },
      {
        "document": 1828,
        "excerpt": "as Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1840,
        "excerpt": "f by using 5 feet of movement. Darkness Aura (1/Day). Magical Darkness fills a 15-foot Emanation originating from the darkmantle. This effect lasts while the darkmant"
      },
      {
        "document": 1843,
        "excerpt": "as Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1845,
        "excerpt": "as Advantage on saving throws against spells and other magical effects. Wishes. The djinni has a 30 percent chance of knowing the Wish spell. If the djinni knows it,"
      },
      {
        "document": 1852,
        "excerpt": "as Advantage on saving throws against spells and other magical effects. Speak with Beasts and Plants. The dryad can communicate with Beasts and Plants as if they shar"
      },
      {
        "document": 1856,
        "excerpt": "as Advantage on saving throws against spells and other magical effects. Wishes. The efreeti has a 30 percent chance of knowing the Wish spell. If the efreeti knows it"
      },
      {
        "document": 1859,
        "excerpt": "as Advantage on saving throws against spells and other magical effects. Magic Rope. The erinyes has a magic rope. While bearing it, the erinyes can use the Entangling"
      },
      {
        "document": 1864,
        "excerpt": "as Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1903,
        "excerpt": "as Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1922,
        "excerpt": "+ 1) Slashing damage. Luring Song. The harpy sings a magical melody, which lasts until the harpy's Concentration ends on it. Wisdom Saving Throw: DC 11, each Humanoi"
      },
      {
        "document": 1925,
        "excerpt": "as Advantage on saving throws against spells and other magical effects. Stench. Constitution Saving Throw: DC 16, any creature that starts its turn in a 10-foot Emana"
      },
      {
        "document": 1932,
        "excerpt": "Darkvision 150 ft. (unimpeded by magical Darkness); Passive Perception 13"
      },
      {
        "document": 1936,
        "excerpt": "as Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1938,
        "excerpt": "Darkvision 120 ft. (unimpeded by magical Darkness); Passive Perception 11"
      },
      {
        "document": 1941,
        "excerpt": "as Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1948,
        "excerpt": "Darkvision 120 ft. (unimpeded by magical Darkness); Passive Perception 10"
      },
      {
        "document": 1957,
        "excerpt": "as Advantage on saving throws against spells and other magical effects. Reactive. The marilith can take one Reaction on every turn of combat."
      },
      {
        "document": 1966,
        "excerpt": "as Advantage on saving throws against spells and other magical effects. Undead Restoration. If destroyed, the mummy gains a new body in 24 hours if its heart is intac"
      },
      {
        "document": 1968,
        "excerpt": "as Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1969,
        "excerpt": "as Advantage on saving throws against spells and other magical effects. Soul Bag. The hag has a soul bag. While holding or carrying the bag, the hag can use its Night"
      },
      {
        "document": 1986,
        "excerpt": "as Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1987,
        "excerpt": "as Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1993,
        "excerpt": "as Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1996,
        "excerpt": "as Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1997,
        "excerpt": "lly succeeds on saving throws against spells and other magical effects, and the attack rolls of spells automatically miss it. Without the rakshasa's permission, no spe"
      },
      {
        "document": 2011,
        "excerpt": "as Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 2022,
        "excerpt": "as Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 2025,
        "excerpt": "6) Slashing damage. Roar (3/Day). The sphinx emits a magical roar. Whenever it roars, the roar has a different effect, as detailed below (the sequence resets when it"
      },
      {
        "document": 2026,
        "excerpt": "as Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 2034,
        "excerpt": "as Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 2044,
        "excerpt": "as Advantage on saving throws against spells and other magical effects. Reflective Carapace. If the tarrasque is targeted by a Magic Missile spell or a spell that req"
      },
      {
        "document": 2053,
        "excerpt": "as Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 2059,
        "excerpt": "as Advantage on saving throws against spells and other magical effects."
      }
    ],
    "magically": [
      {
        "document": 117,
        "excerpt": "eatures. Magic items that are meant to be worn tend to magically adjust themselves to the wearer. However, you can decide that a magic item doesn't adjust its size to fi"
      },
      {
        "document": 181,
        "excerpt": "pegasi, with ties to the Upper Planes. Constructs are magically created creatures such as homunculi and shield guardians. Dragons are scaly beings of ancient origin, s"
      },
      {
        "document": 384,
        "excerpt": "gic garments are made to be easily adjustable, or they magically adjust themselves to the wearer."
      },
      {
        "document": 783,
        "excerpt": "A magically formed creature appears in an unoccupied space as close to the chosen point of origin as possible. The c"
      },
      {
        "document": 969,
        "excerpt": "You invoke spirits of nature to magically hide yourself. As a Bonus Action, you can give yourself the Invisible condition until the end of your ne"
      },
      {
        "document": 972,
        "excerpt": "to 0 Hit Points but not killed outright, the creature magically drops to 1 Hit Point instead. Once this magic is triggered, no creature can benefit from it until you f"
      },
      {
        "document": 990,
        "excerpt": ": Cloud's Jaunt (Cloud Giant). As a Bonus Action, you magically teleport up to 30 feet to an unoccupied space you can see. Fire's Burn (Fire Giant). When you hit a tar"
      },
      {
        "document": 1164,
        "excerpt": "h a closed door, window, gate, container, or hatch and magically lock it for the duration. This lock can't be unlocked by any nonmagical means. You and any creatures yo"
      },
      {
        "document": 1267,
        "excerpt": "rth 100+ GP) Duration: Concentration, up to 1 day You magically sense the most direct physical route to a location you name. You must be familiar with the location, and"
      },
      {
        "document": 1297,
        "excerpt": "mes) Duration: Instantaneous You touch a creature and magically remove one of the following effects from it: - 1 Exhaustion level - The Charmed or Petrified condition"
      },
      {
        "document": 1299,
        "excerpt": "e it chooses. Doors. All doors in the warded area are magically locked, as if sealed by the Arcane Lock spell. In addition, you can cover up to ten doors with an illusi"
      },
      {
        "document": 1318,
        "excerpt": "mponents: V Duration: Concentration, up to 1 hour You magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 F"
      },
      {
        "document": 1360,
        "excerpt": "sense its emotions or alignment, read its thoughts, or magically detect its location, and no spell - not even Wish - can gather information about the target, observe it"
      },
      {
        "document": 1389,
        "excerpt": "ead) Duration: 24 hours You make an area within range magically secure. The area is a Cube that can be as small as 5 feet to as large as 100 feet on each side. The spe"
      },
      {
        "document": 1419,
        "excerpt": "consumes) Duration: Until dispelled With a touch, you magically sequester an object or a willing creature. For the duration, the target has the Invisible condition and"
      },
      {
        "document": 1542,
        "excerpt": "e (Requires Attunement) While you wear this cloak, it magically projects an illusion that makes you appear to be standing in a place near your actual location, causing"
      },
      {
        "document": 1554,
        "excerpt": "ith this magic weapon. You can take a Bonus Action to magically coat the blade with poison. The poison remains for 1 minute or until an attack using this weapon hits a"
      },
      {
        "document": 1594,
        "excerpt": "the haversack for a specific item, the item is always magically on top. If any of its pouches is overloaded, pierced, or torn, the haversack ruptures and is destroyed."
      },
      {
        "document": 1607,
        "excerpt": "on to press the button, which causes the rod to become magically fixed in place. Until you or another creature takes a Utilize action to push the button again, the rod d"
      },
      {
        "document": 1627,
        "excerpt": "weapon. Knight. You gain the service of a Knight, who magically appears in an unoccupied space you choose within 30 feet of yourself. The knight has the same alignment"
      },
      {
        "document": 1634,
        "excerpt": ". Applying the oil takes 1 minute, after which the oil magically seeps into whatever it coats, turning the coated weapon into a +3 Weapon or the coated ammunition into +"
      },
      {
        "document": 1755,
        "excerpt": "of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject f"
      },
      {
        "document": 1936,
        "excerpt": "e action on its turn, not both. Hit or Miss: The spear magically returns to the devil's hand immediately after a ranged attack. Tail. Melee Attack Roll: +10, reach 10 f"
      },
      {
        "document": 1960,
        "excerpt": "until the end of its next turn. Hit or Miss: The spear magically returns to the merfolk's hand immediately after a ranged attack."
      },
      {
        "document": 2009,
        "excerpt": "ting outside water. Shark Telepathy. The sahuagin can magically control sharks within 120 feet of itself, using a special telepathy."
      },
      {
        "document": 2010,
        "excerpt": "amage plus 7 (2d6) Fire damage. Hit or Miss: The spear magically returns to the salamander's hand immediately after a ranged attack. Constrict. Strength Saving Throw: D"
      },
      {
        "document": 2018,
        "excerpt": "Bound. The guardian is magically bound to an amulet. While the guardian and its amulet are on the same plane of existence, the amulet's w"
      },
      {
        "document": 2022,
        "excerpt": "e plus 36 (8d8) Radiant damage. Hit or Miss: The sword magically returns to the solar's hand or hovers within 5 feet of the solar immediately after a ranged attack. Sla"
      },
      {
        "document": 2048,
        "excerpt": "6) Piercing damage. Animate Trees (1/Day). The treant magically animates up to two trees it can see within 60 feet of itself. Each tree uses the Treant stat block, exce"
      }
    ],
    "magician": [
      {
        "document": 965,
        "excerpt": "to one of the following sacred roles of your choice. Magician. You know one extra cantrip from the Druid spell list. In addition, your mystical connection to nature g"
      }
    ],
    "magma": [
      {
        "document": 1953,
        "excerpt": "Magma Mephit"
      }
    ],
    "magmin": [
      {
        "document": 1954,
        "excerpt": "Magmin"
      }
    ],
    "magnetic": [
      {
        "document": 1694,
        "excerpt": "od assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) T"
      }
    ],
    "magnificent": [
      {
        "document": 893,
        "excerpt": "Magnificent Mansion"
      },
      {
        "document": 905,
        "excerpt": "Magnificent Mansion"
      },
      {
        "document": 1349,
        "excerpt": "Magnificent Mansion"
      }
    ],
    "magnified": [
      {
        "document": 346,
        "excerpt": "Objects viewed through a Spyglass are magnified to twice their size."
      }
    ],
    "magnifying": [
      {
        "document": 318,
        "excerpt": "Magnifying Glass (100 GP)"
      },
      {
        "document": 423,
        "excerpt": "eld in the past 24 hours (DC 15) Craft: Glass Bottle, Magnifying Glass, Spyglass, Vial"
      },
      {
        "document": 930,
        "excerpt": "Magnifying Glass"
      },
      {
        "document": 1091,
        "excerpt": "Magnifying Glass"
      },
      {
        "document": 1449,
        "excerpt": "V, S, M (a magnifying glass)"
      }
    ],
    "magnitude": [
      {
        "document": 59,
        "excerpt": "s have a score as high as 30. The score represents the magnitude of an ability. The Ability Scores table summarizes what the scores mean. Ability Scores"
      }
    ],
    "mail": [
      {
        "document": 136,
        "excerpt": "rmor specify the type of armor they are, such as Chain Mail or Plate Armor. If no type is specified, choose the type or determine it randomly."
      },
      {
        "document": 406,
        "excerpt": "our Dexterity modifier, whereas your AC is 16 in Chain Mail. Strength. If the table shows a Strength score in the Strength column for an armor type, that armor red"
      },
      {
        "document": 803,
        "excerpt": "Dragon Scale Mail Table 1"
      },
      {
        "document": 929,
        "excerpt": "Scale Mail"
      },
      {
        "document": 966,
        "excerpt": "Choose A, B, or C: (A) Chain Mail, Greatsword, Flail, 8 Javelins, Dungeoneer’s Pack, and 4 GP; (B) Studded Leather Armor, Scimitar, Shorts"
      },
      {
        "document": 968,
        "excerpt": "Choose A or B: (A) Chain Mail, Shield, Longsword, 6 Javelins, Holy Symbol, Priest’s Pack, and 9 GP; or (B) 150 GP"
      },
      {
        "document": 1040,
        "excerpt": "Chain Mail"
      },
      {
        "document": 1118,
        "excerpt": "Ring Mail"
      },
      {
        "document": 1122,
        "excerpt": "Scale Mail"
      },
      {
        "document": 1562,
        "excerpt": "Dragon Scale Mail"
      },
      {
        "document": 1573,
        "excerpt": "Chain Mail or Chain Shirt"
      },
      {
        "document": 2046,
        "excerpt": "Chain Mail, Heavy Crossbow, Warhammer"
      }
    ],
    "main": [
      {
        "document": 7,
        "excerpt": "Here are the main ways a creature can die instantly. Monster Death. A monster dies the instant it drops to 0 Hit Points,"
      },
      {
        "document": 26,
        "excerpt": "The three main pillars of D&D play are social interaction, exploration, and combat. Whichever one you're experiencing,"
      },
      {
        "document": 42,
        "excerpt": "ally take an action. The Action table lists the game's main actions, which are defined in more detail in “Rules Glossary.” Actions Player characters and monsters"
      },
      {
        "document": 65,
        "excerpt": "Monsters are the main perils characters face, but other dangers await. “Rules Glossary” defines the following hazards:"
      },
      {
        "document": 74,
        "excerpt": "whether to move first or take your action first. The main actions you can take are listed in “Actions” earlier in “Playing the Game.” A character’s features and a"
      },
      {
        "document": 104,
        "excerpt": "ong Rest to end it. Regaining Hit Points is one of the main benefits of a rest. “Rules Glossary” provides the rules for Short and Long Rests."
      },
      {
        "document": 231,
        "excerpt": "class. The table puts the highest scores in a class's main abilities. If you used a different method to generate the scores, you may still use this table to guide"
      },
      {
        "document": 236,
        "excerpt": "You'll record the main details of your character on a character sheet. Throughout this chapter, we use the term \"character shee"
      },
      {
        "document": 398,
        "excerpt": "worth relative to the Gold Piece, which is the game's main coin. For example, 100 Copper Pieces are worth 1 Gold Piece. A coin weighs about a third of an ounce, s"
      },
      {
        "document": 406,
        "excerpt": "The Armor table lists the game's main armor. The table includes the cost and weight of armor, as well as the following details: Category. Eve"
      },
      {
        "document": 409,
        "excerpt": "The Weapons table in this section shows the game's main weapons. The table lists the cost and weight of each weapon, as well as the following details: Category"
      },
      {
        "document": 513,
        "excerpt": "of level 1+ spells before resting. Spell slots are the main way a spellcaster's magical potential is represented. Each spellcasting class gives its members a limite"
      },
      {
        "document": 604,
        "excerpt": "D20 Tests encompass the three main d20 rolls of the game: ability checks, attack rolls, and saving throws. If something in the game affects"
      }
    ],
    "maintain": [
      {
        "document": 175,
        "excerpt": "er must take the Magic action on each of its turns and maintain Concentration to cast the spell, as described in \"Rules Glossary.\""
      },
      {
        "document": 493,
        "excerpt": "e the Magic action on each of your turns, and you must maintain Concentration (see “Rules Glossary”) while you do so. If your Concentration is broken, the spell fails,"
      },
      {
        "document": 518,
        "excerpt": "agic action on each turn of that casting, and you must maintain Concentration while you do so. If your Concentration is broken, the spell fails, but you don't expend a"
      },
      {
        "document": 535,
        "excerpt": "he spell's magic requires Concentration, which you can maintain up to the start of your next turn. If your Concentration is broken, the spell dissipates without taking"
      },
      {
        "document": 592,
        "excerpt": "ge, you must succeed on a Constitution saving throw to maintain Concentration. The DC equals 10 or half the damage taken (round down), whichever number is higher, up to"
      },
      {
        "document": 962,
        "excerpt": "saving throws. No Concentration or Spells. You can't maintain Concentration, and you can't cast spells. Duration. The Rage lasts until the end of your next turn, and"
      },
      {
        "document": 971,
        "excerpt": "on, you have Advantage on any saving throw you make to maintain that Concentration. Heightened Spell Cost: 2 Sorcery Points When you cast a spell that forces a creat"
      },
      {
        "document": 972,
        "excerpt": "vantage on Constitution saving throws that you make to maintain Concentration. Eldritch Smite Prerequisite: Level 5+ Warlock, Pact of the Blade Invocation Once per t"
      },
      {
        "document": 1157,
        "excerpt": "which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the"
      },
      {
        "document": 1176,
        "excerpt": "ou cast this spell using a level 4 spell slot, you can maintain Concentration on it for up to 10 minutes. If you use a level 5+ spell slot, the spell doesn't require Co"
      },
      {
        "document": 1219,
        "excerpt": "which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the curren"
      },
      {
        "document": 1277,
        "excerpt": "oth until the target collects three of a kind. If you maintain your Concentration on this spell for the entire possible duration, the target is Petrified until the con"
      },
      {
        "document": 1463,
        "excerpt": "n or until the target dies or is destroyed, but if you maintain Concentration on this spell for the full duration, the spell lasts until dispelled. An unwilling creatu"
      },
      {
        "document": 1475,
        "excerpt": "ted panels to collapse at the GM's discretion. If you maintain your Concentration on this spell for its full duration, the wall becomes permanent and can't be dispelle"
      },
      {
        "document": 1548,
        "excerpt": "t need to concentrate on this Detect Thoughts spell to maintain it during its duration, but it ends if the Scrying spell ends."
      },
      {
        "document": 1549,
        "excerpt": "s. You don't need to concentrate on this Suggestion to maintain it during its duration, but it ends if Scrying ends. You can't cast Suggestion in this way again until t"
      },
      {
        "document": 1666,
        "excerpt": "within 120 feet of yourself. It remains as long as you maintain Concentration, to a maximum of 1 hour, or until it drops to 0 Hit Points. While summoned, the djinni is"
      },
      {
        "document": 1677,
        "excerpt": "120 feet of yourself. The spheres last as long as you maintain Concentration, up to 1 minute. Each sphere sheds Dim Light in a 30-foot radius. As a Bonus Action, you"
      },
      {
        "document": 1706,
        "excerpt": "jects inside the Emanation, which lasts as long as you maintain Concentration, up to 1 minute. Nothing can pass into or out of the Emanation. A creature or object insid"
      },
      {
        "document": 1761,
        "excerpt": "e, and the target has Disadvantage on saving throws to maintain Concentration until the end of its next turn. Failure or Success: The dragon can't take this action agai"
      },
      {
        "document": 1763,
        "excerpt": "d no Concentration or Temporary Hit Points required to maintain the spell), Speak with Animals 1/Day Each: Detect Thoughts, Control Weather"
      },
      {
        "document": 1764,
        "excerpt": "d no Concentration or Temporary Hit Points required to maintain the spell), Speak with Animals, Thaumaturgy 1/Day Each: Detect Thoughts, Water Breathing"
      },
      {
        "document": 1765,
        "excerpt": "d no Concentration or Temporary Hit Points required to maintain the spell) 1/Day Each: Greater Restoration, Major Image"
      },
      {
        "document": 1766,
        "excerpt": "d no Concentration or Temporary Hit Points required to maintain the spell) 1/Day Each: Flame Strike, Zone of Truth Weakening Breath. Strength Saving Throw: DC 21, eac"
      },
      {
        "document": 1769,
        "excerpt": "d no Concentration or Temporary Hit Points required to maintain the spell) 1/Day Each: Ice Storm (level 5 version), Zone of Truth"
      },
      {
        "document": 1773,
        "excerpt": "e, and the target has Disadvantage on saving throws to maintain Concentration until the end of its next turn. Failure or Success: The dragon can't take this action agai"
      },
      {
        "document": 1775,
        "excerpt": "d no Concentration or Temporary Hit Points required to maintain the spell), Speak with Animals 1/Day Each: Control Weather, Detect Thoughts"
      },
      {
        "document": 1776,
        "excerpt": "d no Concentration or Temporary Hit Points required to maintain the spell), Speak with Animals, Thaumaturgy 1/Day Each: Detect Thoughts, Control Water, Scrying, Water"
      },
      {
        "document": 1777,
        "excerpt": "d no Concentration or Temporary Hit Points required to maintain the spell) 1/Day Each: Greater Restoration, Major Image, Project Image"
      },
      {
        "document": 1778,
        "excerpt": "d no Concentration or Temporary Hit Points required to maintain the spell) 1/Day Each: Flame Strike (level 6 version), Word of Recall, Zone of Truth Weakening Breath."
      },
      {
        "document": 1781,
        "excerpt": "d no Concentration or Temporary Hit Points required to maintain the spell) 1/Day Each: Control Weather, Ice Storm (level 7 version), Teleport, Zone of Truth"
      },
      {
        "document": 1835,
        "excerpt": "d no Concentration or Temporary Hit Points required to maintain the spell) 1/Day Each: Create Food and Water, Dream, Greater Restoration, Scrying, Sleep"
      },
      {
        "document": 1843,
        "excerpt": "d no Concentration or Temporary Hit Points required to maintain the spell) 1/Day Each: Commune, Raise Dead"
      }
    ],
    "maintains": [
      {
        "document": 134,
        "excerpt": "gic items and their activated properties. A bearer who maintains a good relationship with the item can access those properties. If the relationship is strained, a confli"
      },
      {
        "document": 1840,
        "excerpt": "the darkmantle. This effect lasts while the darkmantle maintains Concentration on it, up to 10 minutes. Darkvision can't penetrate this area, and no light can illuminate"
      }
    ],
    "maintenance": [
      {
        "document": 365,
        "excerpt": "n a fantasy world. They cover lodging, food, equipment maintenance, and other necessities. At the start of each week or month (GM's choice), choose a lifestyle below - Wr"
      }
    ],
    "major": [
      {
        "document": 863,
        "excerpt": "Major Image"
      },
      {
        "document": 875,
        "excerpt": "Major Image"
      },
      {
        "document": 888,
        "excerpt": "Major Image"
      },
      {
        "document": 901,
        "excerpt": "Major Image"
      },
      {
        "document": 1350,
        "excerpt": "Major Image"
      },
      {
        "document": 1455,
        "excerpt": "rest unoccupied space if that space is occupied. Many major temples, guildhalls, and other important places have permanent teleportation circles. Each circle includ"
      },
      {
        "document": 1765,
        "excerpt": "maintain the spell) 1/Day Each: Greater Restoration, Major Image"
      },
      {
        "document": 1777,
        "excerpt": "maintain the spell) 1/Day Each: Greater Restoration, Major Image, Project Image"
      },
      {
        "document": 1845,
        "excerpt": "alk 1/Day Each: Creation, Gaseous Form, Invisibility, Major Image, Plane Shift"
      },
      {
        "document": 1856,
        "excerpt": "Elementalism 1/Day Each: Gaseous Form, Invisibility, Major Image, Plane Shift, Tongues, Wall of Fire (level 7 version)"
      },
      {
        "document": 1947,
        "excerpt": "ge or Medium biped), Minor Illusion 1/Day Each: Geas, Major Image, Scrying"
      },
      {
        "document": 1997,
        "excerpt": "e Hand, Minor Illusion 1/Day Each: Fly, Invisibility, Major Image, Plane Shift"
      }
    ],
    "make": [
      {
        "document": 10,
        "excerpt": "enever you start your turn with 0 Hit Points, you must make a Death Saving Throw to determine whether you creep closer to death or hang on to life. Unlike other sav"
      },
      {
        "document": 11,
        "excerpt": "10 Wisdom (Medicine) check. A Stable creature doesn't make Death Saving Throws even though it has 0 Hit Points, but it still has the Unconscious condition. If the"
      },
      {
        "document": 19,
        "excerpt": "ying to invade your mind. You don’t normally choose to make a save; you must make one because your character or a monster (if you’re the GM) is at risk. A save’s re"
      },
      {
        "document": 22,
        "excerpt": "it or by the GM. For example, if a spell forces you to make a save, the DC is determined by the caster's spellcasting ability and Proficiency Bonus. Monster abiliti"
      },
      {
        "document": 26,
        "excerpt": "or might hide a trap, or some other circumstance might make it challenging for an adventurer to complete a task. In those cases, the GM might ask the player to roll"
      },
      {
        "document": 31,
        "excerpt": "Advantage or Disadvantage, roll a second d20 when you make the roll. Use the higher of the two rolls if you have Advantage, and use the lower roll if you have Disa"
      },
      {
        "document": 34,
        "excerpt": "aving throw, or with an item that the creature uses to make the D20 Test. The bonus is also used for spell attacks and for calculating the DC of saving throws for s"
      },
      {
        "document": 35,
        "excerpt": "r more than once. For example, if a rule allows you to make a Charisma (Deception or Persuasion) check, you add your Proficiency Bonus if you're proficient in eithe"
      },
      {
        "document": 36,
        "excerpt": "“Playing the Game”) specify which skill applies if you make an ability check for that action, and many other rules note when a skill is relevant. The GM has the ult"
      },
      {
        "document": 37,
        "excerpt": "exception wins. For example, if a feature says you can make melee attacks using your Charisma, you can do so, even though that statement disagrees with the general"
      },
      {
        "document": 41,
        "excerpt": "on, you add your Proficiency Bonus to attack rolls you make with it. Tools. If you have proficiency with a tool, you can add your Proficiency Bonus to any ability"
      },
      {
        "document": 42,
        "excerpt": "tion is possible and what kind of D20 Test you need to make, if any."
      },
      {
        "document": 61,
        "excerpt": "a secret door or a trap, the GM typically asks you to make a Wisdom (Perception) check, provided you describe the character searching in the hidden object's vicini"
      },
      {
        "document": 70,
        "excerpt": "ach ability has a modifier that you apply whenever you make a D20 Test with that ability (explained in \"D20 Tests\"). An ability modifier is derived from its score,"
      },
      {
        "document": 73,
        "excerpt": "ombat starts, every participant rolls Initiative; they make a Dexterity check that determines their place in the Initiative order. The GM rolls for monsters. For a"
      },
      {
        "document": 75,
        "excerpt": "Terrain costs 2 squares to enter. Other effects might make a square cost even more. Corners. Diagonal movement can't cross the corner of a wall, a large tree, or"
      },
      {
        "document": 81,
        "excerpt": "ven if the fraction is one-half or greater. Some rules make an exception and tell you to round up. Ability Modifiers"
      },
      {
        "document": 84,
        "excerpt": "When you take the Attack action, you make an attack. Some other actions, Bonus Actions, and Reactions also let you make an attack. Whether you str"
      },
      {
        "document": 85,
        "excerpt": "When you make an attack roll against a target you can't see, you have Disadvantage on the roll. This is true whether y"
      },
      {
        "document": 87,
        "excerpt": "When you make a ranged attack, you fire a bow, hurl an axe, or otherwise send projectiles to strike a foe at a distanc"
      },
      {
        "document": 88,
        "excerpt": "You can make ranged attacks only against targets within a specified range. If a ranged attack, such as one made with"
      },
      {
        "document": 89,
        "excerpt": "is more difficult when a foe is next to you. When you make a ranged attack roll with a weapon, a spell, or some other means, you have Disadvantage on the roll if y"
      },
      {
        "document": 90,
        "excerpt": "a hand-held weapon or an Unarmed Strike. Many monsters make melee attacks with claws, teeth, or other body parts. A few spells also involve melee attacks."
      },
      {
        "document": 93,
        "excerpt": "past an enemy. Making an Opportunity Attack. You can make an Opportunity Attack when a creature that you can see leaves your reach. To make the attack, take a Rea"
      },
      {
        "document": 97,
        "excerpt": "e within 5 feet of the mount. While mounted, you must make the same save if you're knocked Prone or the mount is."
      },
      {
        "document": 108,
        "excerpt": "e a damaging effect that forces two or more targets to make saving throws against it at the same time, roll the damage once for all the targets. For example, when a"
      },
      {
        "document": 117,
        "excerpt": "it any wearer. For example, a particular armorer might make items usable only by folk who are sized and shaped like dwarves. Unusual Anatomy. Use your discretion t"
      },
      {
        "document": 123,
        "excerpt": "spell's effects with its usual duration. Certain items make exceptions to these rules, changing the casting time, duration, or other parts of a spell. A magic item"
      },
      {
        "document": 131,
        "excerpt": "Magic Item Tools table lists which tool is required to make a magic item of each category. You must use the required tool to make an item and have proficiency with"
      },
      {
        "document": 133,
        "excerpt": "st in the table represents the raw materials needed to make a magic item. The GM determines whether appropriate raw materials are available. In a city, there is a 7"
      },
      {
        "document": 135,
        "excerpt": "When you make a sentient magic item, you create the item's persona much as you would create an NPC, with these excepti"
      },
      {
        "document": 142,
        "excerpt": "em's demands, the item can do any of the following: - Make it impossible for its bearer to attune to it. - Suppress one or more of its activated properties. - Atte"
      },
      {
        "document": 156,
        "excerpt": "ns, Reactions, or Legendary Actions in its stat block, make sure it uses them as often as it can."
      },
      {
        "document": 159,
        "excerpt": "A monster that requires ammunition to make ranged attacks carries the necessary ammunition."
      },
      {
        "document": 171,
        "excerpt": "ovides the save's DC, a description of which creatures make the save, and an explanation of what happens on a failed or successful save. “Half damage only” on a su"
      },
      {
        "document": 174,
        "excerpt": "Some creatures can make more than one attack when they take the Attack action. Such creatures have the Multiattack entry in the"
      },
      {
        "document": 239,
        "excerpt": "etailed there too. Some class features offer choices. Make sure to read all your features and make any offered choices."
      },
      {
        "document": 240,
        "excerpt": "your character notices something without asking you to make a Wisdom (Perception) check; the GM uses your Passive Perception instead. Passive Perception is a score"
      },
      {
        "document": 241,
        "excerpt": "C for your spells and the attack bonus for attacks you make with them, using these formulas: Spell save DC = 8 + spellcasting ability modifier + Proficiency Bonus"
      },
      {
        "document": 243,
        "excerpt": "the features you gain at your new level in that class. Make any choices offered by a new feature. 4: Adjust Proficiency Bonus. A character's Proficiency Bonus incr"
      },
      {
        "document": 246,
        "excerpt": "Dead. Most weapon-focused classes gain the ability to make multiple attacks in a round. The characters now face dangers that threaten cities and kingdoms."
      },
      {
        "document": 247,
        "excerpt": "Here are the steps to make a character; each step is explored in detail: 1: Choose a Class. Every adventurer is a member of a clas"
      },
      {
        "document": 248,
        "excerpt": "lls. Other characters gain features that allow them to make more attacks or to do more impressive things with those attacks. These adventurers often confront threat"
      },
      {
        "document": 263,
        "excerpt": "re than one class, the features don't stack. You can't make more than two attacks with this feature unless you have a feature that says you can (such as the Fighter"
      },
      {
        "document": 265,
        "excerpt": "When you make your character, you can roll once on the Trinkets table to gain a Tiny trinket, a simple item lightly to"
      },
      {
        "document": 306,
        "excerpt": "n on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a differe"
      },
      {
        "document": 308,
        "excerpt": "n (typically 3 feet). A creature can use its action to make a DC 13 Strength (Athletics) check, freeing itself or another creature within its reach on a success. Ea"
      },
      {
        "document": 317,
        "excerpt": ", regardless of the number of attacks you can normally make."
      },
      {
        "document": 320,
        "excerpt": "p, you gain a +5 bonus to Wisdom (Survival) checks you make to find your way in the place represented on it."
      },
      {
        "document": 322,
        "excerpt": "a creature within 5 feet of it must take an action to make a DC 10 Strength (Athletics) check, freeing the Restrained creature on a success. Destroying the Net (AC"
      },
      {
        "document": 329,
        "excerpt": "it to touch something up to 10 feet away. If you must make a Strength (Athletics) check as part of a High or Long Jump, you can use the Pole to vault, giving yours"
      },
      {
        "document": 338,
        "excerpt": "it escapes. Escaping the Rope requires the creature to make a successful DC 15 Dexterity (Ac-robatics) check as an action."
      },
      {
        "document": 350,
        "excerpt": "n has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, us"
      },
      {
        "document": 357,
        "excerpt": "litary Saddle gives Advantage on any ability check you make to remain mounted. An Exotic Saddle is required for riding an aquatic or a flying mount. Mounts and Oth"
      },
      {
        "document": 372,
        "excerpt": "e weapon deals that damage when used with two hands to make a melee attack."
      },
      {
        "document": 385,
        "excerpt": "rmor, one item of headwear, or one cloak. The GM might make exceptions."
      },
      {
        "document": 387,
        "excerpt": "h is detailed below. If you meet the requirements, you make the item, and you can use it or sell it at its normal price."
      },
      {
        "document": 388,
        "excerpt": "ction of “Equipment” lists which tools are required to make certain items. The GM assigns required tools for items not listed there. You must use the required tool"
      },
      {
        "document": 389,
        "excerpt": "To make an item, you need raw materials worth half its purchase cost (round down). For example, you need 750 GP"
      },
      {
        "document": 390,
        "excerpt": "mine how many days (working 8 hours a day) it takes to make an item, divide its purchase cost in GP by 10 (round a fraction up to a day). For example, you need 5 d"
      },
      {
        "document": 394,
        "excerpt": "on in an unusual way, such as using a Ranged weapon to make a melee attack."
      },
      {
        "document": 397,
        "excerpt": "re with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also wi"
      },
      {
        "document": 399,
        "excerpt": "hat creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only"
      },
      {
        "document": 400,
        "excerpt": "When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bon"
      },
      {
        "document": 404,
        "excerpt": "eature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Profic"
      },
      {
        "document": 412,
        "excerpt": "A tool helps you make specialized ability checks, craft certain items, or both. A tool's description includes the tool's cost"
      },
      {
        "document": 413,
        "excerpt": "l, add your Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in a skill that's used with that check, you have Advantage o"
      },
      {
        "document": 431,
        "excerpt": "it to add your Proficiency Bonus to an attack roll you make with it. A player character's features can provide weapon proficiencies. A monster is proficient with an"
      },
      {
        "document": 453,
        "excerpt": "u can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specifie"
      },
      {
        "document": 459,
        "excerpt": "ence (Arcana, History, Nature, or Religion) checks you make about that topic."
      },
      {
        "document": 468,
        "excerpt": "t escapes. Escaping the Chain requires the creature to make a successful DC 18 Dexterity (Acrobatics) check as an action. Bursting the Chain requires a successful D"
      },
      {
        "document": 474,
        "excerpt": "a Costume, you have Advantage on any ability check you make to impersonate the person or type of person it represents."
      },
      {
        "document": 484,
        "excerpt": "ious creature that has 0 Hit Points without needing to make a Wisdom (Medicine) check."
      },
      {
        "document": 504,
        "excerpt": "Some spells require the caster to make an attack roll to determine whether the spell hits a target. Here's how to calculate the attack modifier"
      },
      {
        "document": 525,
        "excerpt": "You can make an Opportunity Attack when a creature that you can see leaves your reach using its action, its Bonus Act"
      },
      {
        "document": 531,
        "excerpt": "you can add your Proficiency Bonus to any D20 Test you make using that thing. A creature might have proficiency in a skill or saving throw or with a weapon or tool."
      },
      {
        "document": 538,
        "excerpt": "ven if the fraction is one-half or greater. Some rules make an exception and tell you to round up."
      },
      {
        "document": 540,
        "excerpt": "s an attempt to avoid or resist a threat. You normally make a saving throw only when a rule requires you to do so, but you can decide to fail the save without rolli"
      },
      {
        "document": 541,
        "excerpt": "When you take the Search action, you make a Wisdom check to discern something that isn't obvious. The Search table suggests which skills are appli"
      },
      {
        "document": 547,
        "excerpt": "n a skill, you can add your Proficiency Bonus when you make an ability check associated with that skill. See also “Playing the Game” (“Proficiency”)."
      },
      {
        "document": 553,
        "excerpt": "is Stable if it has 0 Hit Points but isn't required to make Death Saving Throws. See also \"Playing the Game\" (\"Damage and Healing\")."
      },
      {
        "document": 554,
        "excerpt": "s the save's DC, a description of which creatures must make the save, and what happens on a failed or a successful save. Damage Notation. A stat block usually prov"
      },
      {
        "document": 555,
        "excerpt": "When you take the Attack action, you can make one attack roll with a weapon or an Unarmed Strike. Equipping and Unequipping Weapons. You can either e"
      },
      {
        "document": 556,
        "excerpt": "When you take the Study action, you make an Intelligence check to study your memory, a book, a clue, or another source of knowledge and call to m"
      },
      {
        "document": 561,
        "excerpt": "eature or object targeted by an attack roll, forced to make a saving throw by an effect, or selected to receive the effects of a spell or another phenomenon."
      },
      {
        "document": 568,
        "excerpt": "Instead of using a weapon to make a melee attack, you can use a punch, kick, headbutt, or similar forceful blow. In game terms, this is an"
      },
      {
        "document": 580,
        "excerpt": "to the object. Without ability scores, an object can't make ability checks, and it fails all saving throws."
      },
      {
        "document": 609,
        "excerpt": "as a corresponding modifier. Add the modifier when you make a D20 Test with the corresponding ability or when a rule asks you to do so. See also “Playing the Game”"
      },
      {
        "document": 614,
        "excerpt": "A player character must make a Death Saving Throw (also called a Death Save) if they start their turn with 0 Hit Points. See also “Pl"
      },
      {
        "document": 622,
        "excerpt": "has Disadvantage if you can see the attacker, and you make Dexterity saving throws with Advantage. You lose these benefits if you have the Incapacitated condition"
      },
      {
        "document": 627,
        "excerpt": "hat enhances your use of a skill proficiency. When you make an ability check with a skill proficiency in which you have Expertise, your Proficiency Bonus is doubled"
      },
      {
        "document": 628,
        "excerpt": "s into water or another liquid can use its Reaction to make a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check to hit the surface head or feet first. On a"
      },
      {
        "document": 633,
        "excerpt": "g a Grapple. A Grappled creature can use its action to make a Strength (Athletics) or Dexterity (Acrobatics) check against the grapple's escape DC, ending the condi"
      },
      {
        "document": 637,
        "excerpt": "ugh for you to assist verbally or physically when they make an ability check. That ally has Advantage on the next ability check they make with the chosen skill or t"
      },
      {
        "document": 640,
        "excerpt": "check, you have the Invisible condition while hidden. Make note of your check's total, which is the DC for a creature to find you with a Wisdom (Perception) check."
      },
      {
        "document": 641,
        "excerpt": "When you make a High Jump, you leap into the air a number of feet equal to 3 plus your Strength modifier (minimum of 0"
      },
      {
        "document": 648,
        "excerpt": "contrary to its design; if you use a Ranged weapon to make a melee attack or throw a Melee weapon that lacks the Thrown property, the weapon counts as an improvise"
      },
      {
        "document": 651,
        "excerpt": "er to do something that it is hesitant to do, you must make an ability check, which is affected by the monster's attitude: Indifferent, Friendly, or Hostile, each o"
      },
      {
        "document": 653,
        "excerpt": "When you jump, you make either a Long Jump (horizontal) or a High Jump (vertical). See also “Long Jump” and “High Jump.”"
      },
      {
        "document": 657,
        "excerpt": "When you make a Long Jump, you leap horizontally a number of feet up to your Strength score if you move at least 10 f"
      },
      {
        "document": 694,
        "excerpt": "acquire poison easily. Other characters might have to make extensive inquiries and pay bribes before they acquire the poison they seek."
      },
      {
        "document": 716,
        "excerpt": "ch action, a creature can examine the trapped area and make a DC 11 Wisdom (Perception) check, detecting the trip wire and the unstable section of ceiling on a succ"
      },
      {
        "document": 717,
        "excerpt": "it's Huge or larger. A creature can take an action to make a DC 10 Strength (Athletics) check, freeing itself or another creature within its reach from the Net on"
      },
      {
        "document": 718,
        "excerpt": "reature within 5 feet of the statue can examine it and make a DC 10 Wisdom (Perception) check, detecting a tiny glyph on the statue on a successful check. Once the"
      },
      {
        "document": 719,
        "excerpt": "mine the section of floor that forms the pit's lid and make a DC 15 Intelligence (Investigation) check, detecting the pit on a successful check. Once the pit is det"
      },
      {
        "document": 720,
        "excerpt": "a Search action, a creature can examine the walls and make a DC 15 Wisdom (Perception) check, detecting the holes on a successful check. Plugging all the holes wit"
      },
      {
        "document": 721,
        "excerpt": "ch action, a creature can examine the trapped lock and make a DC 15 Wisdom (Perception) check, detecting the needle on a successful check. Once the trap is detected"
      },
      {
        "document": 722,
        "excerpt": "the section of floor that forms the pressure plate and make a DC 15 Intelligence (Investigation) check, deducing the pressure plate's function on a successful check"
      },
      {
        "document": 723,
        "excerpt": "mine the section of floor that forms the pit's lid and make a DC 15 Intelligence (Investigation) check, detecting the pit on a successful check. Once the hidden pit"
      },
      {
        "document": 725,
        "excerpt": "The following features can make a combat encounter more interesting or challenging: Changes in Elevation. Terrain features that provide"
      },
      {
        "document": 739,
        "excerpt": "Make a Check To ..."
      },
      {
        "document": 741,
        "excerpt": "Make a Save To ..."
      },
      {
        "document": 745,
        "excerpt": "n, attack rolls against you have Disadvantage, and you make Dexterity saving throws with Advantage. You lose this benefit if you have the Incapacitated condition or"
      },
      {
        "document": 772,
        "excerpt": "Tinker’s Tools or the tool required to make the nonmagical item on which the magic item is based"
      },
      {
        "document": 789,
        "excerpt": "s effects are permanent. Choose the simplest effect to make permanent or the one that seems the most fun. For example, a Potion of Healing might increase the drinke"
      },
      {
        "document": 962,
        "excerpt": "Piercing, and Slashing damage. Rage Damage. When you make an attack using Strength - with either a weapon or an Unarmed Strike - and deal damage to the target, yo"
      },
      {
        "document": 963,
        "excerpt": "roficiency Bonus (round down) to any ability check you make that uses a skill proficiency you lack and that doesn't otherwise use your Proficiency Bonus. For examp"
      },
      {
        "document": 964,
        "excerpt": "creature equal to that total or force the creature to make a Constitution saving throw. On a failed save, the creature takes Necrotic or Radiant damage (your choic"
      },
      {
        "document": 966,
        "excerpt": "ou study your opponents and learn from each attack you make. If you make an attack roll against a creature and miss, you have Advantage on your next attack roll aga"
      },
      {
        "document": 967,
        "excerpt": "r or wielding a Shield. Bonus Unarmed Strike. You can make an Unarmed Strike as a Bonus Action. Martial Arts Die. You can roll 1d6 in place of the normal damage o"
      },
      {
        "document": 970,
        "excerpt": "You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At th"
      },
      {
        "document": 971,
        "excerpt": "When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, spend 1 S"
      },
      {
        "document": 972,
        "excerpt": "have Advantage on Constitution saving throws that you make to maintain Concentration. Eldritch Smite Prerequisite: Level 5+ Warlock, Pact of the Blade Invocation"
      },
      {
        "document": 975,
        "excerpt": "point. Each creature of your choice in the Sphere must make a Constitution saving throw against your spell save DC, taking 2d6 Necrotic damage on a failed save or h"
      },
      {
        "document": 976,
        "excerpt": "When you make an ability check or attack roll and fail, you can expend one use of Bardic Inspiration; roll the Bardic"
      },
      {
        "document": 979,
        "excerpt": "Make a Deal with the Lower Planes Your pact draws on the Lower Planes, the realms of perdition. You might fo"
      },
      {
        "document": 980,
        "excerpt": "n. Horde Breaker. Once on each of your turns when you make an attack with a weapon, you can make another attack with the same weapon against a different creature t"
      },
      {
        "document": 982,
        "excerpt": "in, you add your Charisma modifier to attack rolls you make with that weapon (minimum bonus of +1), and each time you hit with it, you cause it to deal its normal d"
      },
      {
        "document": 983,
        "excerpt": "at is within 5 feet of you, you can take a Reaction to make one melee attack against that creature, using a weapon or an Unarmed Strike."
      },
      {
        "document": 984,
        "excerpt": "on, you can do one of the following. Sleight of Hand. Make a Dexterity (Sleight of Hand) check to pick a lock or disarm a trap with Thieves' Tools or to pick a poc"
      },
      {
        "document": 985,
        "excerpt": "owing effects on that target. Addle. The target can't make Opportunity Attacks until the start of its next turn. Push. The target must succeed on a Strength savin"
      },
      {
        "document": 986,
        "excerpt": "the shape each time). Each creature in that area must make a Dexterity saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus). On a failed save,"
      },
      {
        "document": 987,
        "excerpt": "n damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition."
      },
      {
        "document": 988,
        "excerpt": "You have Advantage on saving throws you make to avoid or end the Charmed condition."
      },
      {
        "document": 990,
        "excerpt": "You have Advantage on any ability check you make to end the Grappled condition. You also count as one size larger when determining your carrying capacity"
      },
      {
        "document": 991,
        "excerpt": "You have Advantage on saving throws you make to avoid or end the Frightened condition."
      },
      {
        "document": 1000,
        "excerpt": "tive of one willing ally in the same combat. You can't make this swap if you or the ally has the Incapacitated condition."
      },
      {
        "document": 1001,
        "excerpt": "tyle Feature) You gain a +2 bonus to attack rolls you make with Ranged weapons."
      },
      {
        "document": 1011,
        "excerpt": "Style Feature) When you roll damage for an attack you make with a Melee weapon that you are holding with two hands, you can treat any 1 or 2 on a damage die as a 3"
      },
      {
        "document": 1015,
        "excerpt": "Feat (Prerequisite: Fighting Style Feature) When you make an extra attack as a result of using a weapon that has the Light property, you can add your ability modi"
      },
      {
        "document": 1149,
        "excerpt": "d a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 Acid damage and 2d4 Acid damage"
      },
      {
        "document": 1153,
        "excerpt": "ion, and other distinguishing characteristics. You can make yourself appear as a member of another species, though none of your statistics change. You can't appear"
      },
      {
        "document": 1158,
        "excerpt": "until it is reduced to 0 Hit Points. Each creature you make with this spell is an ally to you and your allies. In combat, it shares your Initiative count and takes"
      },
      {
        "document": 1159,
        "excerpt": "g through it. An affected creature can cast spells or make attacks with Ranged or Reach weapons through the barrier. If you move so that an affected creature is f"
      },
      {
        "document": 1161,
        "excerpt": "target damages the Charmed creature, that creature can make a Wisdom saving throw to end the effect, as described below. Ending the Effect. If the Frightened or C"
      },
      {
        "document": 1163,
        "excerpt": "d Fist. The hand strikes a target within 5 feet of it. Make a melee spell attack. On a hit, the target takes 5d8 Force damage. Forceful Hand. The hand attempts to"
      },
      {
        "document": 1165,
        "excerpt": "t lasts for the duration. When the sword appears, you make a melee spell attack against a target within 5 feet of the sword. On a hit, the target takes Force damag"
      },
      {
        "document": 1166,
        "excerpt": "at detect magical auras, such as Detect Magic. You can make a nonmagical object appear magical, make a magic item appear nonmagical, or change the object's aura so"
      },
      {
        "document": 1171,
        "excerpt": "of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw b"
      },
      {
        "document": 1177,
        "excerpt": "per turn. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC, ending the condition on itself on a success."
      },
      {
        "document": 1178,
        "excerpt": "l appears within range and lasts for the duration. You make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in d"
      },
      {
        "document": 1180,
        "excerpt": "isn't a creature, such as a tree or shrub. It doesn't make a save; it simply withers and dies. Using a Higher-Level Spell Slot. The damage increases by 1d8 for ea"
      },
      {
        "document": 1190,
        "excerpt": "ion: Instantaneous Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and"
      },
      {
        "document": 1191,
        "excerpt": "n, or Thunder for the type of orb you create, and then make a ranged spell attack against the target. On a hit, the target takes 3d8 damage of the chosen type. If"
      },
      {
        "document": 1195,
        "excerpt": "much damage on a successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A c"
      },
      {
        "document": 1203,
        "excerpt": "target doesn’t move, and it takes the Attack action to make one melee attack against a random creature within reach. If none are within reach, the target takes no a"
      },
      {
        "document": 1204,
        "excerpt": "r ends its turn there, you can force that creature to make a Dexterity saving throw. On a failed save, the creature takes 3d10 Slashing damage. A creature makes th"
      },
      {
        "document": 1206,
        "excerpt": "n 5 feet of the spirit, you can force that creature to make a Dexterity saving throw if the spirit has no creature Restrained. On failed save, the target takes 8d8"
      },
      {
        "document": 1207,
        "excerpt": "ature of your choice. When the spirit appears, you can make one melee spell attack against a creature within 5 feet of it. On a hit, the target takes Psychic damage"
      },
      {
        "document": 1208,
        "excerpt": "for the duration. Until the spell ends, any attack you make deals an extra 2d8 damage when you hit a creature in the Emanation. This damage is Acid, Cold, Fire, or"
      },
      {
        "document": 1209,
        "excerpt": "or ends its turn there, you can force that creature to make a Wisdom saving throw. The creature takes 5d8 Force damage on a failed save or half as much damage on a"
      },
      {
        "document": 1210,
        "excerpt": "ligence can break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a successful save, you can ask the entity up to five questions. Yo"
      },
      {
        "document": 1232,
        "excerpt": "t's mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success."
      },
      {
        "document": 1234,
        "excerpt": "ion Range: Self Components: V, S Duration: 1 hour You make yourself - including your clothing, armor, weapons, and other belongings on your person - look different"
      },
      {
        "document": 1236,
        "excerpt": "each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell's level). On a successful check,"
      },
      {
        "document": 1246,
        "excerpt": "which point the messenger enters its dreams. You can make the messenger terrifying to the target. If you do so, the messenger can deliver a message of no more tha"
      },
      {
        "document": 1247,
        "excerpt": "his effect persists for 1 round. Bloom. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. Sensory Effect. You create a harmless sensory e"
      },
      {
        "document": 1249,
        "excerpt": "n: Instantaneous You hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10 Force dam"
      },
      {
        "document": 1252,
        "excerpt": "arried. If the target is an unwilling creature, it can make a Constitution saving throw. On a successful save, the spell has no effect. Everything that a targeted"
      },
      {
        "document": 1253,
        "excerpt": "or a creature within reach of it can take an action to make a Strength (Athletics) check against your spell save DC. On a success, the spell ends. Using a Higher-L"
      },
      {
        "document": 1254,
        "excerpt": "pell ends. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself from the grasping"
      },
      {
        "document": 1255,
        "excerpt": "atures of your choice that you can see within range to make a Wisdom saving throw. Any creature you or your companions are fighting automatically succeeds on this s"
      },
      {
        "document": 1270,
        "excerpt": "mote of fire at a creature or an object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire damage. A flammable objec"
      },
      {
        "document": 1274,
        "excerpt": "t again as a Bonus Action. As a Magic action, you can make a melee spell attack with the fiery blade. On a hit, the target takes Fire damage equal to 3d6 plus your"
      },
      {
        "document": 1282,
        "excerpt": "ortation or interplanar travel to leave, it must first make a Charisma saving throw. On a successful save, the creature can use that magic to exit the cage. On a fa"
      },
      {
        "document": 1285,
        "excerpt": "ed condition. A trapped creature can take an action to make a Strength (Athletics) check against your spell save DC to break free. You can refrain from firing the"
      },
      {
        "document": 1287,
        "excerpt": "tence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for th"
      },
      {
        "document": 1290,
        "excerpt": "surfaces, including along ceilings, without needing to make an ability check. Actions Multiattack. The insect makes a number of attacks equal to half this spell's"
      },
      {
        "document": 1291,
        "excerpt": "ts: V Duration: 1 hour Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, m"
      },
      {
        "document": 1299,
        "excerpt": "ion, you can cover up to ten doors with an illusion to make them appear as plain sections of wall. Stairs. Webs fill all stairs in the warded area from top to bott"
      },
      {
        "document": 1301,
        "excerpt": "u hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack ro"
      },
      {
        "document": 1302,
        "excerpt": "e Line. A creature that ends its turn in the Line must make the same save. Any creature in the Line must spend 2 feet of movement for every 1 foot it moves when mo"
      },
      {
        "document": 1304,
        "excerpt": "mponents: V, S, M (a mushroom) Duration: 24 hours You make natural terrain in a 150-foot Cube in range look, sound, and smell like another sort of natural terrain."
      },
      {
        "document": 1318,
        "excerpt": "ntage on any Wisdom (Perception or Survival) check you make to find it. If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action to"
      },
      {
        "document": 1320,
        "excerpt": "hard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Piercing damage. Hit or miss,"
      },
      {
        "document": 1324,
        "excerpt": "reature that you can see within range. The target must make a Wisdom saving throw. On a successful save, the target is unaffected, and it is immune to this spell f"
      },
      {
        "document": 1325,
        "excerpt": "much damage on a successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A c"
      },
      {
        "document": 1330,
        "excerpt": "inute One creature that you can see within range must make a Wisdom saving throw. On a successful save, the target dances comically until the end of its next turn,"
      },
      {
        "document": 1345,
        "excerpt": "dy dies while you're in it, the creature dies, and you make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if i"
      },
      {
        "document": 1350,
        "excerpt": "o be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example. Physical inte"
      },
      {
        "document": 1356,
        "excerpt": "urs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with Disadvantage. You remain aware of the passage of time and can ca"
      },
      {
        "document": 1362,
        "excerpt": "continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. Image. If you create an image of an object -"
      },
      {
        "document": 1363,
        "excerpt": "s Range: Sight Components: V, S Duration: 10 days You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain"
      },
      {
        "document": 1365,
        "excerpt": "ation, but the invisibility ends immediately after you make an attack roll, deal damage, or cast a spell. As a Magic action, you can move the illusory double up to"
      },
      {
        "document": 1369,
        "excerpt": "he new terrain. If the way you shape the terrain would make a structure unstable, it might collapse. Similarly, this spell doesn't directly affect plant growth. Th"
      },
      {
        "document": 1380,
        "excerpt": "eous You spray toxic mist at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 Poison damage. Cantrip Upgrad"
      },
      {
        "document": 1386,
        "excerpt": "oot of nonliving material for 1 hour. Magic Mark. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. Minor Creation. You cre"
      },
      {
        "document": 1388,
        "excerpt": "ough all the layers. Each layer forces the creature to make a Dexterity saving throw or be affected by that layer's properties as described in the Prismatic Layers"
      },
      {
        "document": 1389,
        "excerpt": "V, S, M (a thin sheet of lead) Duration: 24 hours You make an area within range magically secure. The area is a Cube that can be as small as 5 feet to as large as"
      },
      {
        "document": 1390,
        "excerpt": "fire at a creature or an object within 60 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 Fire damage. Cantrip Upgrade. The damage increase"
      },
      {
        "document": 1392,
        "excerpt": ". As a Magic action, you can move it up to 60 feet and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly. Physical"
      },
      {
        "document": 1398,
        "excerpt": "om you toward a creature within range. The target must make a Constitution saving throw. On a successful save, the target has Disadvantage on the next attack roll i"
      },
      {
        "document": 1399,
        "excerpt": "ue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 Cold damage, and its Speed is reduced b"
      },
      {
        "document": 1400,
        "excerpt": "You shoot a greenish ray at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 Poison damage and has the Poiso"
      },
      {
        "document": 1407,
        "excerpt": "ward and reach the top of the Cylinder. A creature can make a Dexterity saving throw to grab a fixed object it can reach, thus avoiding the fall upward. If a ceili"
      },
      {
        "document": 1412,
        "excerpt": "an hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage. Using a Higher-Level Sp"
      },
      {
        "document": 1417,
        "excerpt": "that you can see within range. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell. You can give the same appe"
      },
      {
        "document": 1426,
        "excerpt": "springs from you to a creature that you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d8 Lightning damage, and it can't m"
      },
      {
        "document": 1432,
        "excerpt": "ther an action or a Bonus Action, not both, and it can make only one attack if it takes the Attack action. If it casts a spell with a Somatic component, there is a"
      },
      {
        "document": 1433,
        "excerpt": "rcerous energy at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 damage of a type you choose: Ac"
      },
      {
        "document": 1440,
        "excerpt": "he Emanation or ends its turn there, the creature must make a Wisdom saving throw. On a failed save, the creature takes 3d8 Radiant damage (if you are good or neutr"
      },
      {
        "document": 1441,
        "excerpt": "nge in a space of your choice, and you can immediately make one melee spell attack against one creature within 5 feet of the force. On a hit, the target takes Force"
      },
      {
        "document": 1442,
        "excerpt": "mote of light at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Radiant damage, and until the e"
      },
      {
        "document": 1444,
        "excerpt": "ge rock into a weapon, statue, or coffer, or you could make a small passage through a wall that is 5 feet thick. You could also shape a stone door or its frame to s"
      },
      {
        "document": 1463,
        "excerpt": "pell lasts until dispelled. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn't affected by this spell. Creature into Creature. If"
      },
      {
        "document": 1466,
        "excerpt": "stantaneous Guided by a flash of magical insight, you make one attack with the weapon used in the spell's casting. The attack uses your spellcasting ability for th"
      },
      {
        "document": 1467,
        "excerpt": "existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration. When t"
      },
      {
        "document": 1469,
        "excerpt": "an siphon life force from others to heal your wounds. Make a melee spell attack against one creature within reach. On a hit, the target takes 3d6 Necrotic damage,"
      },
      {
        "document": 1472,
        "excerpt": "wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter,"
      },
      {
        "document": 1475,
        "excerpt": "the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its Reaction to move up to its Speed so that it is no"
      },
      {
        "document": 1476,
        "excerpt": "olid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and"
      },
      {
        "document": 1480,
        "excerpt": "creature Restrained by the webs can take an action to make a Strength (Athletics) check against your spell save DC. If it succeeds, it is no longer Restrained. Th"
      },
      {
        "document": 1483,
        "excerpt": "the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choos"
      },
      {
        "document": 1490,
        "excerpt": "r Exhaustion level is 6. D20 Tests Affected. When you make a D20 Test, the roll is reduced by 2 times your Exhaustion level. Speed Reduced. Your Speed is reduced"
      },
      {
        "document": 1507,
        "excerpt": "are familiar with on another plane of existence. Then make a DC 15 Intelligence (Arcana) check. On a successful check, you cast Plane Shift. On a failed check, you"
      },
      {
        "document": 1521,
        "excerpt": "n damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition."
      },
      {
        "document": 1524,
        "excerpt": "Item, Uncommon While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have Advantage on Dexterity (Stealth"
      },
      {
        "document": 1534,
        "excerpt": "until you stand astride it and take a Magic action to make it hover beneath you, at which time it can be ridden in the air. It has a Fly Speed of 50 feet. It can c"
      },
      {
        "document": 1537,
        "excerpt": "Wondrous Item, Very Rare You can make this carpet hover and fly by taking a Magic action and using the carpet's command word. It moves accordi"
      },
      {
        "document": 1560,
        "excerpt": "move them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a successful check, the creature breaks free and destroys the sha"
      },
      {
        "document": 1561,
        "excerpt": "ic action to peer into the orb's depths. You must then make a DC 15 Charisma saving throw. On a successful save, you control the orb for as long as you remain attun"
      },
      {
        "document": 1566,
        "excerpt": "reature in a 30-foot Emanation originating from you to make a DC 15 Constitution saving throw. Constructs, Elementals, Oozes, Plants, and Undead succeed on the save"
      },
      {
        "document": 1574,
        "excerpt": ". Arrow of Restraint. Whenever you use this weapon to make a ranged attack against a creature, you can try to restrain the target instead of dealing damage to it."
      },
      {
        "document": 1578,
        "excerpt": "y on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across."
      },
      {
        "document": 1579,
        "excerpt": "p takes its place. You can then take a Bonus Action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit"
      },
      {
        "document": 1580,
        "excerpt": "you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can't be used again"
      },
      {
        "document": 1593,
        "excerpt": "The weapon has 5 charges. You can expend 1 charge and make a ranged attack with the weapon, hurling it as if it had the Thrown property with a normal range of 20 f"
      },
      {
        "document": 1596,
        "excerpt": "level. Then, to determine whether you cast the spell, make an Intelligence (Arcana) check (DC 10 plus the spell's level). On a successful check, you cast the spell"
      },
      {
        "document": 1607,
        "excerpt": "vate and fall. A creature can take a Utilize action to make a DC 30 Strength (Athletics) check, moving the fixed rod up to 10 feet on a successful check."
      },
      {
        "document": 1610,
        "excerpt": "rough the air, it opens into a tangle of metal bands. Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your Proficiency Bonus."
      },
      {
        "document": 1612,
        "excerpt": "Weapon (Javelin), Uncommon Each time you make an attack roll with this magic weapon and hit, you can have it deal Lightning damage instead of Piercing"
      },
      {
        "document": 1617,
        "excerpt": "g to move as far away from you as it can, and it can't make Opportunity Attacks. For its action, it can use only the Dash action or try to escape from an effect tha"
      },
      {
        "document": 1621,
        "excerpt": "ome contains information and incantations necessary to make a particular type of golem. The GM chooses the type or determines it randomly by rolling on the accompan"
      },
      {
        "document": 1632,
        "excerpt": "ift defeat to my enemies.” When you use this weapon to make a ranged attack, you can utter or sign the following command words: “Swift death to you who have wronged"
      },
      {
        "document": 1639,
        "excerpt": "e following benefits. Life Preservation. Whenever you make a Death Saving Throw, you can change a roll of 9 or lower to a 10, turning a failed save into a successf"
      },
      {
        "document": 1644,
        "excerpt": "he hole's extradimensional space can take an action to make a DC 10 Strength (Athletics) check. On a successful check, the creature forces its way out and appears w"
      },
      {
        "document": 1654,
        "excerpt": "ble condition for 1 hour. The effect ends early if you make an attack roll, deal damage, or cast a spell."
      },
      {
        "document": 1664,
        "excerpt": "et and a long range of 120 feet. Immediately after you make a ranged attack with the weapon, it flies back to your hand."
      },
      {
        "document": 1673,
        "excerpt": "imperceptible until you take another Magic action to make it perceptible, until you remove the ring, or until you die. If you die while wearing the ring, your so"
      },
      {
        "document": 1679,
        "excerpt": "the spell back at the spell's caster; the caster must make a saving throw against the spell using their own spell save DC."
      },
      {
        "document": 1682,
        "excerpt": "ou can take a Magic action to expend 1 to 3 charges to make a ranged spell attack against one creature you can see within 60 feet of yourself. The ring produces a s"
      },
      {
        "document": 1687,
        "excerpt": "on for 1 minute. At the end of each of your turns, you make a Constitution saving throw (DC 11 for Light or DC 15 for Daylight), ending the condition on yourself on"
      },
      {
        "document": 1694,
        "excerpt": "elee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed save, the target takes an extra 4d6 Necrotic damage, and"
      },
      {
        "document": 1699,
        "excerpt": "A target Restrained by the rope can take an action to make its choice of a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check. On a successful check, the t"
      },
      {
        "document": 1701,
        "excerpt": "olls made with this magic weapon. In addition, you can make one attack with it as a Bonus Action on each of your turns."
      },
      {
        "document": 1706,
        "excerpt": "orceful Bash. When you take the Attack action, you can make one of the attack rolls using the Shield against a target within 5 feet of yourself. Apply your Proficie"
      },
      {
        "document": 1709,
        "excerpt": "but of a higher level than you can normally cast, you make an ability check using your spellcasting ability to determine whether you cast the spell. The DC equals"
      },
      {
        "document": 1711,
        "excerpt": "in 60 feet of a sphere, you can take a Magic action to make a DC 25 Intelligence (Arcana) check. On a successful check, you control the sphere until the start of yo"
      },
      {
        "document": 1723,
        "excerpt": "tra 2d10 Necrotic damage to the target and force it to make a DC 15 Constitution saving throw. On a failed save, the target has Disadvantage for 1 hour on any abili"
      },
      {
        "document": 1726,
        "excerpt": "e a blade of pure radiance to spring into existence or make the blade disappear. While the blade exists, this magic weapon functions as a Longsword with the Finesse"
      },
      {
        "document": 1731,
        "excerpt": "have Advantage on any Intelligence (Arcana) check you make to control a Sphere of Annihilation. In addition, when you start your turn in control of a Sphere of Ann"
      },
      {
        "document": 1733,
        "excerpt": "a. Any creature on a spot where the fissure opens must make a DC 20 Dexterity saving throw, falling into the fissure on a failed save or moving with the fissure's e"
      },
      {
        "document": 1770,
        "excerpt": "move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn't cost it extra movement"
      },
      {
        "document": 1772,
        "excerpt": "target has the Prone condition, and the allosaurus can make one Bite attack against it."
      },
      {
        "document": 1782,
        "excerpt": "move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn't cost it extra movement"
      },
      {
        "document": 1791,
        "excerpt": "e assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds o"
      },
      {
        "document": 1803,
        "excerpt": "isk sees its reflection in the Cone, the basilisk must make this save. First Failure: The target has the Restrained condition and repeats the save at the end of its"
      },
      {
        "document": 1810,
        "excerpt": "surfaces, including along ceilings, without needing to make an ability check."
      },
      {
        "document": 1829,
        "excerpt": "arget has the Blinded condition, and the cloaker can't make Attach attacks against other targets. In addition, the cloaker halves the damage it takes (round down),"
      },
      {
        "document": 1850,
        "excerpt": "surfaces, including along ceilings, without needing to make an ability check. Sunlight Sensitivity. While in sunlight, the drider has Disadvantage on ability check"
      },
      {
        "document": 1860,
        "excerpt": "surfaces, including along ceilings, without needing to make an ability check. Web Walker. The ettercap ignores movement restrictions caused by webs, and the etterc"
      },
      {
        "document": 1864,
        "excerpt": "rserk golem, can try to calm it by taking an action to make a DC 15 Charisma (Persuasion) check; the golem must be able to hear its creator. If this check succeeds,"
      },
      {
        "document": 1869,
        "excerpt": "gulfed target can try to escape by taking an action to make a DC 12 Strength (Athletics) check. On a successful check, the target escapes and enters the nearest uno"
      },
      {
        "document": 1888,
        "excerpt": "surfaces, including along ceilings, without needing to make an ability check."
      },
      {
        "document": 1895,
        "excerpt": "surfaces, including along ceilings, without needing to make an ability check. Web Walker. The spider ignores movement restrictions caused by webs, and it knows the"
      },
      {
        "document": 1901,
        "excerpt": "surfaces, including along ceilings, without needing to make an ability check."
      },
      {
        "document": 1902,
        "excerpt": "creature within its reach or does nothing if it can't make such an attack."
      },
      {
        "document": 1951,
        "excerpt": "surfaces, including along ceilings, without needing to make an ability check."
      },
      {
        "document": 1959,
        "excerpt": "edusa sees its reflection in the Cone, the medusa must make this save. First Failure: The target has the Restrained condition and repeats the save at the end of its"
      },
      {
        "document": 1972,
        "excerpt": "surfaces, including along ceilings, without needing to make an ability check."
      },
      {
        "document": 1982,
        "excerpt": "surfaces, including along ceilings, without needing to make an ability check. Web Walker. The spider ignores movement restrictions caused by webs, and the spider k"
      },
      {
        "document": 1986,
        "excerpt": "Piercing damage. If the target is a creature, it must make the following saving throw. Constitution Saving Throw: DC 21. Failure: The target has the Poisoned condi"
      },
      {
        "document": 2006,
        "excerpt": "surfaces, including along ceilings, without needing to make an ability check."
      },
      {
        "document": 2027,
        "excerpt": "surfaces, including along ceilings, without needing to make an ability check. Web Walker. The spider ignores movement restrictions caused by webs, and the spider k"
      },
      {
        "document": 2032,
        "excerpt": "taches to the target. While attached, the stirge can't make Proboscis attacks, and the target takes 5 (2d4) Necrotic damage at the start of each of the stirge's tur"
      },
      {
        "document": 2039,
        "excerpt": "surfaces, including along ceilings, without needing to make an ability check. Swarm. The swarm can occupy another creature's space and vice versa, and the swarm ca"
      },
      {
        "document": 2055,
        "excerpt": "surfaces, including along ceilings, without needing to make an ability check. Vampire Weakness. The vampire has these weaknesses: Forbiddance. The vampire can't e"
      },
      {
        "document": 2056,
        "excerpt": "surfaces, including along ceilings, without needing to make an ability check. Vampire Weakness. The vampire has these weaknesses: Forbiddance. The vampire can't e"
      },
      {
        "document": 2072,
        "excerpt": "move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn't cost it extra movement"
      },
      {
        "document": 2090,
        "excerpt": "move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn't cost it extra movement"
      }
    ],
    "makes": [
      {
        "document": 41,
        "excerpt": ": Weapons. Anyone can wield a weapon, but proficiency makes you better at wielding it. If you have proficiency with a weapon, you add your Proficiency Bonus to atta"
      },
      {
        "document": 64,
        "excerpt": "travel, whether indoors or outdoors. A marching order makes it easier to determine which characters are affected by traps, which ones can spot hidden enemies, and w"
      },
      {
        "document": 73,
        "excerpt": "r monsters. For a group of identical creatures, the GM makes a single roll, so each member of the group has the same Initiative. Surprise. If a combatant is surpris"
      },
      {
        "document": 142,
        "excerpt": "arise. When such a conflict occurs, the item's bearer makes a Charisma saving throw (DC 12 plus the item's Charisma modifier). On a failed save, the item makes one"
      },
      {
        "document": 248,
        "excerpt": "tier 3, characters have reached a level of power that makes them special among adventurers. At level 11, many spellcasters learn reality-altering spells. Other char"
      },
      {
        "document": 503,
        "excerpt": "Many spells specify that a target makes a saving throw to avoid some or all of a spell's effects. The spell specifies the ability that the targe"
      },
      {
        "document": 671,
        "excerpt": "of the possessed creature's later turns, the creature makes a DC 15 Charisma saving throw, regaining control of itself on a success. After finishing a Long Rest, a"
      },
      {
        "document": 673,
        "excerpt": "vities that would interrupt a Long Rest - the creature makes a DC 15 Constitution saving throw at the end of the recuperation period. On a successful save, the creat"
      },
      {
        "document": 675,
        "excerpt": "he creature has the Exhaustion condition, the creature makes a DC 13 Constitution saving throw each time it takes damage other than Psychic damage. On a failed save,"
      },
      {
        "document": 676,
        "excerpt": "ing the Contagion. Daily at dawn, an infected creature makes a DC 11 Constitution saving throw. On a failed save, the creature gains 1 Exhaustion level as its fatigu"
      },
      {
        "document": 677,
        "excerpt": "creature. Spreading the Contagion. Any Humanoid that makes skin contact with a creature infected with Sight Rot must succeed on a DC 15 Constitution saving throw o"
      },
      {
        "document": 695,
        "excerpt": "he effort takes 1d6 minutes, after which the character makes a DC 20 Intelligence (Nature) check using a Poisoner's Kit. On a successful check, the character harvest"
      },
      {
        "document": 697,
        "excerpt": "ested Poison A creature subjected to Assassin's Blood makes a DC 10 Constitution saving throw. On a failed save, the creature takes 6 (1d12) Poison damage and has t"
      },
      {
        "document": 703,
        "excerpt": "hasn't been neutralized before midnight, the creature makes a DC 17 Constitution saving throw, taking 31 (9d6) Poison damage on a failed save or half as much damage"
      },
      {
        "document": 706,
        "excerpt": "ury Poison A creature subjected to Purple Worm Poison makes a DC 21 Constitution saving throw, taking 35 (10d6) Poison damage on a failed save or half as much damag"
      },
      {
        "document": 711,
        "excerpt": "Injury Poison A creature subjected to Wyvern Poison makes a DC 14 Constitution saving throw, taking 24 (7d6) Poisson damage on a failed save or half as much damag"
      },
      {
        "document": 721,
        "excerpt": "eedle springs out and stabs the creature. The creature makes a DC 11 Constitution saving throw. On a failed save, the creature takes 5 (1d10) Poison damage and has t"
      },
      {
        "document": 783,
        "excerpt": "The creature closest to the chosen point of origin makes a DC 15 Constitution saving throw. On a failed save, the creature has the Restrained condition and begin"
      },
      {
        "document": 791,
        "excerpt": "Each extended claw makes the following melee attack: +8 to hit, reach 5 ft. Hit: 7 (2d6) Bludgeoning damage."
      },
      {
        "document": 793,
        "excerpt": "e but immobile stone statue in your likeness rises and makes verbal threats against you. If you leave it and others come near, it describes you as the most heinous o"
      },
      {
        "document": 962,
        "excerpt": "he target has Disadvantage on the next saving throw it makes, and it can't make Opportunity Attacks until the start of your next turn. Sundering Blow. Before the st"
      },
      {
        "document": 976,
        "excerpt": "a creature that you can see within 60 feet of yourself makes a damage roll or succeeds on an ability check or attack roll, you can take a Reaction to expend one use"
      },
      {
        "document": 1161,
        "excerpt": "s, goblins, or vampires. A creature of the chosen kind makes a Wisdom saving throw when it comes within 120 feet of the target. Your choice of antipathy or sympathy"
      },
      {
        "document": 1171,
        "excerpt": "a saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, the target must subtract 1d4 from the attack rol"
      },
      {
        "document": 1175,
        "excerpt": "f a creature that you can see within range. The target makes an Intelligence saving throw. On a failed save, the target takes 10d12 Psychic damage and can't cast sp"
      },
      {
        "document": 1177,
        "excerpt": "ea into Difficult Terrain. Each creature in that area makes a Strength saving throw. On a failed save, it takes 3d6 Bludgeoning damage, and it has the Restrained co"
      },
      {
        "document": 1178,
        "excerpt": "s Difficult Terrain. Any creature in the wall's space makes a Dexterity saving throw, taking 6d10 Force damage on a failed save or half as much damage on a successf"
      },
      {
        "document": 1179,
        "excerpt": "up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save."
      },
      {
        "document": 1180,
        "excerpt": "nstantaneous A creature that you can see within range makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a suc"
      },
      {
        "document": 1184,
        "excerpt": "shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful"
      },
      {
        "document": 1185,
        "excerpt": "that point. Each creature within 5 feet of that point makes a Dexterity saving throw, taking 3d10 Lightning damage on a failed save or half as much damage on a succ"
      },
      {
        "document": 1187,
        "excerpt": "can be targeted by only one of the bolts. Each target makes a Dexterity saving throw, taking 10d8 Lightning damage on a failed save or half as much damage on a succ"
      },
      {
        "document": 1188,
        "excerpt": "uration: 1 hour One creature you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save"
      },
      {
        "document": 1189,
        "excerpt": "uration: 1 hour One Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save"
      },
      {
        "document": 1192,
        "excerpt": "nt you choose within range. Each creature in that area makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a suc"
      },
      {
        "document": 1195,
        "excerpt": "area is Heavily Obscured. Each creature in the Sphere makes a Constitution saving throw, taking 5d8 Poison damage on a failed save or half as much damage on a succe"
      },
      {
        "document": 1202,
        "excerpt": ". Each creature in a 60-foot Cone originating from you makes a Constitution saving throw, taking 8d8 Cold damage on a failed save or half as much damage on a succes"
      },
      {
        "document": 1204,
        "excerpt": "e, the creature takes 3d10 Slashing damage. A creature makes this save only once per turn. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each sp"
      },
      {
        "document": 1205,
        "excerpt": "llcasting ability modifier. Searing Light. The target makes a Dexterity saving throw, taking 6d12 Radiant damage on a failed save or half as much damage on a succes"
      },
      {
        "document": 1209,
        "excerpt": "or half as much damage on a successful one. A creature makes this save only once per turn. In addition, you can take the Disengage action as a Bonus Action for the"
      },
      {
        "document": 1214,
        "excerpt": "or the first time on a turn or ends its turn there, it makes a Strength saving throw. On a failed save, the creature takes 2d8 Bludgeoning damage. On a successful sa"
      },
      {
        "document": 1216,
        "excerpt": "eature in the process of casting a spell. The creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonu"
      },
      {
        "document": 1227,
        "excerpt": "ture in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw. A creature takes Fire damage equal to the total accumulated damage on a failed"
      },
      {
        "document": 1232,
        "excerpt": "nto the target's mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something tha"
      },
      {
        "document": 1235,
        "excerpt": "d by Wall of Force. A creature targeted by this spell makes a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 Force damage. If this damage redu"
      },
      {
        "document": 1237,
        "excerpt": "ange hears a discordant melody in its mind. The target makes a Wisdom saving throw. On a failed save, it takes 3d6 Psychic damage and must immediately use its Reacti"
      },
      {
        "document": 1241,
        "excerpt": "he Upper Planes. Each creature of your choice in range makes a Charisma saving throw. On a failed save, a target that has 50 Hit Points or fewer suffers an effect ba"
      },
      {
        "document": 1245,
        "excerpt": "n to exhale a 15-foot Cone. Each creature in that area makes a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save or half as much damage o"
      },
      {
        "document": 1246,
        "excerpt": "message of no more than ten words, and then the target makes a Wisdom saving throw. On a failed save, the target gains no benefit from its rest, and it takes 3d6 Psy"
      },
      {
        "document": 1248,
        "excerpt": "the duration, each creature on the ground in the area makes a Dexterity saving throw. On a failed save, a creature has the Prone condition, and its Concentration is"
      },
      {
        "document": 1253,
        "excerpt": "ou hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the ta"
      },
      {
        "document": 1263,
        "excerpt": "ere it doesn't have line of sight to you, the creature makes a Wisdom saving throw. On a successful save, the spell ends on that creature."
      },
      {
        "document": 1269,
        "excerpt": "toward a creature you can see within range. The target makes a Constitution saving throw, taking 7d8 + 30 Necrotic damage on a failed save or half as much damage on"
      },
      {
        "document": 1272,
        "excerpt": "ith at least one other Cube. Each creature in the area makes a Dexterity saving throw, taking 7d10 Fire damage on a failed save or half as much damage on a successfu"
      },
      {
        "document": 1273,
        "excerpt": "ture in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful"
      },
      {
        "document": 1275,
        "excerpt": "40-foot-high Cylinder centered on a point within range makes a Dexterity saving throw, taking 5d6 Fire damage and 5d6 Radiant damage on a failed save or half as much"
      },
      {
        "document": 1276,
        "excerpt": "reature that ends its turn within 5 feet of the sphere makes a Dexterity saving throw, taking 2d6 Fire damage on a failed save or half as much damage on a successful"
      },
      {
        "document": 1277,
        "excerpt": "e that you can see within range into stone. The target makes a Constitution saving throw. On a failed save, it has the Restrained condition for the duration. On a su"
      },
      {
        "document": 1285,
        "excerpt": "in a 60-foot-radius Sphere. Each creature in that area makes a Constitution saving throw, taking 10d6 Cold damage on failed save or half as much damage on a successf"
      },
      {
        "document": 1290,
        "excerpt": "ke an ability check. Actions Multiattack. The insect makes a number of attacks equal to half this spell's level (round down). Poison Jab. Melee Attack Roll: Bonus"
      },
      {
        "document": 1293,
        "excerpt": "phere centered on the glyph. Each creature in the area makes a Dexterity saving throw. A creature takes 5d8 Acid, Cold, Fire, Lightning, or Thunder damage (your cho"
      },
      {
        "document": 1298,
        "excerpt": "for the first time on a turn or starts its turn there makes a Dexterity saving throw, taking 20 Radiant damage on a failed save or half as much damage on a successf"
      },
      {
        "document": 1299,
        "excerpt": "t, when spoken aloud within 5 feet of the warded area, makes the speaker immune to its effects. The spell creates the effects below within the warded area. Dispel M"
      },
      {
        "document": 1305,
        "excerpt": "gic on a creature you can see within range. The target makes a Constitution saving throw. On a failed save, it takes 14d6 Necrotic damage, and its Hit Point maximum"
      },
      {
        "document": 1310,
        "excerpt": "aged you is momentarily surrounded by green flames. It makes a Dexterity saving throw, taking 2d10 Fire damage on a failed save or half as much damage on a successfu"
      },
      {
        "document": 1314,
        "excerpt": "creature of your choice that you can see within range makes a Wisdom saving throw. On a failed save, it has the Prone and Incapacitated conditions for the duration."
      },
      {
        "document": 1321,
        "excerpt": "on a point within range. Each creature in the Cylinder makes a Dexterity saving throw. A creature takes 2d10 Bludgeoning damage and 4d6 Cold damage on a failed save"
      },
      {
        "document": 1325,
        "excerpt": "erses it. When the cloud appears, each creature in it makes a Dexterity saving throw, taking 10d8 Fire damage on a failed save or half as much damage on a successfu"
      },
      {
        "document": 1326,
        "excerpt": "ts: V, S Duration: Instantaneous A creature you touch makes a Constitution saving throw, taking 2d10 Necrotic damage on a failed save or half as much damage on a su"
      },
      {
        "document": 1327,
        "excerpt": "Terrain. When the swarm appears, each creature in it makes a Constitution saving throw, taking 4d10 Piercing damage on a failed save or half as much damage on a su"
      },
      {
        "document": 1329,
        "excerpt": "nds. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell. Using a Higher-Level Spell Slot. You can target one add"
      },
      {
        "document": 1337,
        "excerpt": "u in a direction you choose. Each creature in the Line makes a Dexterity saving throw, taking 8d6 Lightning damage on a failed save or half as much damage on a succe"
      },
      {
        "document": 1345,
        "excerpt": "or Magic Circle spell can't be possessed). The target makes a Charisma saving throw. On a failed save, your soul enters the target's body, and the target's soul bec"
      },
      {
        "document": 1355,
        "excerpt": "e a Study action to try to escape. When it does so, it makes a DC 20 Intelligence (Investigation) check. If it succeeds, it escapes, and the spell ends. When the sp"
      },
      {
        "document": 1359,
        "excerpt": "40-foot-radius Sphere centered on each of those points makes a Dexterity saving throw. A creature takes 20d6 Fire damage and 20d6 Bludgeoning damage on a failed save"
      },
      {
        "document": 1361,
        "excerpt": "d of one creature you can see within range. The target makes a Wisdom saving throw, taking 3d8 Psychic damage on a failed save or half as much damage on a successful"
      },
      {
        "document": 1367,
        "excerpt": "s memories. One creature that you can see within range makes a Wisdom saving throw. If you are fighting the creature, it has Advantage on the save. On a failed save,"
      },
      {
        "document": 1368,
        "excerpt": "feet. When the Cylinder appears, each creature in it makes a Constitution saving throw. On a failed save, a creature takes 2d10 Radiant damage, and if the creature"
      },
      {
        "document": 1373,
        "excerpt": "ind of a creature you can see within range. The target makes an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other pheno"
      },
      {
        "document": 1374,
        "excerpt": "epest fears, visible only to that creature. The target makes a Wisdom saving throw. On a failed save, the target takes 4d10 Psychic damage and has Disadvantage on ab"
      },
      {
        "document": 1384,
        "excerpt": "until the start of your next turn. The Stunned target makes a Constitution saving throw at the end of each of its turns, ending the condition on itself on a success"
      },
      {
        "document": 1387,
        "excerpt": "from you in a 60-foot Cone. Each creature in the Cone makes a Dexterity saving throw. For each target, roll 1d8 to determine which color ray affects it, consulting"
      },
      {
        "document": 1388,
        "excerpt": "iled Save: The target has the Restrained condition and makes a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the c"
      },
      {
        "document": 1389,
        "excerpt": "ing this spell on the same spot every day for 365 days makes the spell last until dispelled. Using a Higher-Level Spell Slot. You can increase the size of the Cube"
      },
      {
        "document": 1391,
        "excerpt": "the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes. When the trigger you specify occurs, the illusion"
      },
      {
        "document": 1392,
        "excerpt": "creature can see through the image, and any noise it makes sounds hollow to the creature."
      },
      {
        "document": 1398,
        "excerpt": "the target has Disadvantage on the next attack roll it makes until the start of your next turn. On a failed save, the target has Disadvantage on Strength-based D20"
      },
      {
        "document": 1402,
        "excerpt": "e | 10 | Tiefling | The reincarnated creature makes any choices that a species' description offers, and the creature recalls its former life. It retains the"
      },
      {
        "document": 1411,
        "excerpt": "areas of effect. The spell ends if the warded creature makes an attack roll, casts a spell, or deals damage."
      },
      {
        "document": 1413,
        "excerpt": "t is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you know the target and the"
      },
      {
        "document": 1414,
        "excerpt": "spell ends, the target takes 1d6 Fire damage and then makes a Constitution saving throw. On a failed save, the spell continues. On a successful save, the spell ends"
      },
      {
        "document": 1421,
        "excerpt": "ach creature in a 10-foot-radius Sphere centered there makes a Constitution saving throw, taking 3d8 Thunder damage on a failed save or half as much damage on a succ"
      },
      {
        "document": 1440,
        "excerpt": "ve, the creature takes half as much damage. A creature makes this save only once per turn. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spe"
      },
      {
        "document": 1446,
        "excerpt": "different creatures or objects beneath it. Each target makes a Dexterity saving throw, taking 10d6 Lightning damage on a failed save or half as much damage on a succ"
      },
      {
        "document": 1448,
        "excerpt": "ntil the spell ends. Actions Multiattack. The spirit makes a number of Rend attacks equal to half the spell's level (round down), and it uses Breath Weapon. Rend."
      },
      {
        "document": 1449,
        "excerpt": "oot-wide, 60-foot-long Line. Each creature in the Line makes a Constitution saving throw. On a failed save, a creature takes 6d8 Radiant damage and has the Blinded c"
      },
      {
        "document": 1450,
        "excerpt": "t you choose within range. Each creature in the Sphere makes a Constitution saving throw. On a failed save, a creature takes 12d6 Radiant damage and has the Blinded"
      },
      {
        "document": 1451,
        "excerpt": "re is targeted only once per turn. Death. Each target makes a Constitution saving throw, taking 10d10 Necrotic damage on a failed save or half as much damage on a s"
      },
      {
        "document": 1457,
        "excerpt": ". Each creature in a 15-foot Cube originating from you makes a Constitution saving throw. On a failed save, a creature takes 2d8 Thunder damage and is pushed 10 feet"
      },
      {
        "document": 1467,
        "excerpt": "ion. When the wall appears, each creature in its area makes a Strength saving throw, taking 6d10 Bludgeoning damage on a failed save or half as much damage on a suc"
      },
      {
        "document": 1470,
        "excerpt": "amage and have Disadvantage on the next attack roll it makes before the end of its next turn. Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 ("
      },
      {
        "document": 1471,
        "excerpt": "in a 20-foot-radius Sphere. Each creature in that area makes a Dexterity saving throw. On a failed save, a creature takes 10d4 Acid damage and another 5d4 Acid damag"
      },
      {
        "document": 1472,
        "excerpt": "ion. When the wall appears, each creature in its area makes a Dexterity saving throw, taking 5d8 Fire damage on a failed save or half as much damage on a successful"
      },
      {
        "document": 1474,
        "excerpt": "ed to one side of the wall (you choose which side) and makes a Dexterity saving throw, taking 10d6 Cold damage on a failed save or half as much damage on a successfu"
      },
      {
        "document": 1476,
        "excerpt": "ght. When the wall appears, each creature in its area makes a Dexterity saving throw, taking 7d8 Piercing damage on a failed save or half as much damage on a succes"
      },
      {
        "document": 1481,
        "excerpt": "30-foot-radius Sphere centered on a point within range makes a Wisdom saving throw. On a failed save, a target takes 10d10 Psychic damage and has the Frightened cond"
      },
      {
        "document": 1483,
        "excerpt": "can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration. When the wall appears, each crea"
      },
      {
        "document": 1486,
        "excerpt": "for the first time on a turn or starts its turn there makes a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius."
      },
      {
        "document": 1504,
        "excerpt": "at type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much ex"
      },
      {
        "document": 1514,
        "excerpt": "the Shield's normal bonus to AC. Whenever an attacker makes a ranged attack roll against a target within 5 feet of you, you can take a Reaction to become the target"
      },
      {
        "document": 1515,
        "excerpt": "osion, and each creature in the Sphere, including you, makes a DC 15 Dexterity saving throw, taking 5d4 Force damage on a failed save or half as much damage on a suc"
      },
      {
        "document": 1526,
        "excerpt": "do, the boots double your Speed, and any creature that makes an Opportunity Attack against you has Disadvantage on the attack roll. If you click your heels together"
      },
      {
        "document": 1542,
        "excerpt": "ear this cloak, it magically projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have Disadvantag"
      },
      {
        "document": 1564,
        "excerpt": "c takes effect. Immediately after an affected creature makes an attack roll, deals damage, or casts a spell, the Invisible condition ends for that creature."
      },
      {
        "document": 1565,
        "excerpt": "ental). Such a creature exposed to a pinch of the dust makes a DC 13 Constitution saving throw, taking 10d6 Necrotic damage on a failed save or half as much damage o"
      },
      {
        "document": 1585,
        "excerpt": "nse light in a 30-foot Cone. Each creature in the Cone makes a saving throw as if struck by the beam created with the second command word. When all of the gem's cha"
      },
      {
        "document": 1603,
        "excerpt": "is audible out to 600 feet. Each creature in the Cone makes a DC 15 Constitution saving throw. On a failed save, a creature takes 5d8 Thunder damage and has the Dea"
      },
      {
        "document": 1612,
        "excerpt": "et and each other creature in the Line (excluding you) makes a DC 13 Dexterity saving throw, taking 4d6 Lightning damage on a failed save or half as much damage on a"
      },
      {
        "document": 1625,
        "excerpt": "ional cells. A creature that knows the mirror's nature makes the save with Advantage, and Constructs succeed on the save automatically. An extradimensional cell is"
      },
      {
        "document": 1642,
        "excerpt": "feet of you while you are playing the pipes, the swarm makes a DC 15 Wisdom saving throw. On a successful save, the swarm behaves as it normally would and can't be s"
      },
      {
        "document": 1667,
        "excerpt": "ntal you see within 60 feet of yourself. The Elemental makes a DC 18 Wisdom saving throw. On a failed save, the Elemental has the Charmed condition until the start y"
      },
      {
        "document": 1677,
        "excerpt": "ghtning at that creature and disappears. That creature makes a DC 15 Dexterity saving throw. On a failed save, the creature takes Lightning damage based on the numbe"
      },
      {
        "document": 1682,
        "excerpt": "yourself. The ring produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 Force damage"
      },
      {
        "document": 1706,
        "excerpt": "n see within 5 feet of you is targeted by an attack or makes a saving throw against an area of effect, you can use the Shield to create an immobile 5-foot Emanation"
      },
      {
        "document": 1716,
        "excerpt": "charges in the staff. Each other creature in the area makes a DC 17 Dexterity saving throw. On a failed save, a creature takes Force damage equal to 4 times the num"
      },
      {
        "document": 1719,
        "excerpt": "charges in the staff. Each other creature in the area makes a DC 17 Dexterity saving throw. On a failed save, a creature takes Force damage equal to 6 times the num"
      },
      {
        "document": 1722,
        "excerpt": "eet wide and 120 feet long. Each creature in that Line makes a DC 17 Dexterity saving throw, taking 9d6 Lightning damage on a failed save or half as much damage on a"
      },
      {
        "document": 1730,
        "excerpt": "flaming fissure opens under the target, and the target makes a DC 20 Dexterity saving throw. If the target is a Fiend or an Undead, it has Disadvantage on the save."
      },
      {
        "document": 1732,
        "excerpt": "flaming fissure opens under the target, and the target makes a DC 20 Dexterity saving throw. If the target is a Celestial, it has Disadvantage on the save. On a fail"
      },
      {
        "document": 1760,
        "excerpt": "Multiattack. The aboleth makes two Tentacle attacks and uses either Consume Memories or Dominate Mind if available. Tentacle. Melee At"
      },
      {
        "document": 1761,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Acid Arrow (level 3 ver"
      },
      {
        "document": 1762,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Shatter. Rend. Melee A"
      },
      {
        "document": 1763,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Sleep Breath or (B) Spellcasting to cast"
      },
      {
        "document": 1764,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Repulsion Breath or (B) Spellcasting to"
      },
      {
        "document": 1765,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Slowing Breath or (B) Spellcasting to ca"
      },
      {
        "document": 1766,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Spellcasting to cast Guiding Bolt (level"
      },
      {
        "document": 1767,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Mind Spike (level 3 ver"
      },
      {
        "document": 1768,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Scorching Ray. Rend. M"
      },
      {
        "document": 1769,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Paralyzing Breath or (B) Spellcasting to"
      },
      {
        "document": 1770,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 13 (2d6 + 6) Slashing damage plus 4"
      },
      {
        "document": 1771,
        "excerpt": "Multiattack. The elemental makes two Thunderous Slam attacks. Thunderous Slam. Melee Attack Roll: +8, reach 10 ft. Hit: 14 (2d8 + 5) Thu"
      },
      {
        "document": 1773,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Acid Arrow (level 4 ver"
      },
      {
        "document": 1774,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Shatter (level 3 versio"
      },
      {
        "document": 1775,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Sleep Breath or (B) Spellcasting to cast"
      },
      {
        "document": 1776,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Repulsion Breath or (B) Spellcasting to"
      },
      {
        "document": 1777,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Slowing Breath or (B) Spellcasting to ca"
      },
      {
        "document": 1778,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Spellcasting to cast Guiding Bolt (level"
      },
      {
        "document": 1779,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Mind Spike (level 5 ver"
      },
      {
        "document": 1780,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Scorching Ray (level 3"
      },
      {
        "document": 1781,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Paralyzing Breath or (B) Spellcasting to"
      },
      {
        "document": 1782,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. Rend. Melee Attack Roll: +14, reach 15 ft. Hit: 17 (2d8 + 8) Slashing damage plus 7"
      },
      {
        "document": 1783,
        "excerpt": "Multiattack. The armor makes two Slam attacks. Slam. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Bludgeoning damage."
      },
      {
        "document": 1787,
        "excerpt": "Multiattack. The ankylosaurus makes two Tail attacks. Tail. Melee Attack Roll: +6, reach 10 ft. Hit: 9 (1d10 + 4) Bludgeoning damage. If th"
      },
      {
        "document": 1788,
        "excerpt": "Multiattack. The ape makes two Fist attacks. Fist. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Bludgeoning damage. Rock ("
      },
      {
        "document": 1789,
        "excerpt": "Multiattack. The archelon makes two Bite attacks. Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 14 (3d6 + 4) Piercing damage."
      },
      {
        "document": 1790,
        "excerpt": "Multiattack. The archmage makes four Arcane Burst attacks. Arcane Burst. Melee or Ranged Attack Roll: +9, reach 5 ft. or range 150 ft."
      },
      {
        "document": 1791,
        "excerpt": "Multiattack. The assassin makes three attacks, using Shortsword or Light Crossbow in any combination. Shortsword. Melee Attack Roll: +7"
      },
      {
        "document": 1792,
        "excerpt": "Multiattack. The avatar makes a number of Reaping Scythe attacks equal to half the summoner's Proficiency Bonus (rounded up). Reaping"
      },
      {
        "document": 1799,
        "excerpt": "Multiattack. The balor makes one Flame Whip attack and one Lightning Blade attack. Flame Whip. Melee Attack Roll: +14, reach 30 ft."
      },
      {
        "document": 1800,
        "excerpt": "Multiattack. The bandit makes two attacks, using Scimitar and Pistol in any combination. Scimitar. Melee Attack Roll: +5, reach 5 ft."
      },
      {
        "document": 1802,
        "excerpt": "Multiattack. The devil makes one Claws attack and one Tail attack, or it makes two Hurl Flame attacks. Claws. Melee Attack Roll: +6,"
      },
      {
        "document": 1805,
        "excerpt": "Multiattack. The devil makes one Beard attack and one Infernal Glaive attack. Beard. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8"
      },
      {
        "document": 1806,
        "excerpt": "Multiattack. The behir makes one Bite attack and uses Constrict. Bite. Melee Attack Roll: +10, reach 10 ft. Hit: 19 (2d12 + 6) Pierc"
      },
      {
        "document": 1808,
        "excerpt": "Multiattack. The bear makes two Rend attacks. Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage."
      },
      {
        "document": 1809,
        "excerpt": "Multiattack. The dragon makes two Rend attacks. Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage plus 2 (1d4"
      },
      {
        "document": 1813,
        "excerpt": "Multiattack. The dragon makes two Rend attacks. Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Slashing damage plus 3 (1d"
      },
      {
        "document": 1815,
        "excerpt": "Multiattack. The devil makes two Claw attacks and one Infernal Sting attack. Claw. Melee Attack Roll: +8, reach 10 ft. Hit: 13 (2d8"
      },
      {
        "document": 1817,
        "excerpt": "Multiattack. The dragon makes two Rend attacks. Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Slashing damage. Lightnin"
      },
      {
        "document": 1818,
        "excerpt": "Multiattack. The bear makes one Bite attack and one Claw attack. Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing"
      },
      {
        "document": 1819,
        "excerpt": "Multiattack. The bugbear makes two Javelin or Morningstar attacks. Javelin. Melee or Ranged Attack Roll: +5, reach 10 ft. or range 30/"
      },
      {
        "document": 1821,
        "excerpt": "Multiattack. The bulette makes two Bite attacks. Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 17 (2d12 + 4) Piercing damage. Deadly"
      },
      {
        "document": 1824,
        "excerpt": "Multiattack. The centaur makes two attacks, using Pike or Longbow in any combination. Pike. Melee Attack Roll: +6, reach 10 ft. Hit: 9"
      },
      {
        "document": 1825,
        "excerpt": "Multiattack. The devil makes two Chain attacks and uses Conjure Infernal Chain. Chain. Melee Attack Roll: +7, reach 10 ft. Hit: 11 ("
      },
      {
        "document": 1826,
        "excerpt": "Multiattack. The chimera makes one Ram attack, one Bite attack, and one Claw attack. It can replace the Claw attack with a use of Fire"
      },
      {
        "document": 1827,
        "excerpt": "Multiattack. The chuul makes two Pincer attacks and uses Paralyzing Tentacles. Pincer. Melee Attack Roll: +6, reach 10 ft. Hit: 9 (1"
      },
      {
        "document": 1828,
        "excerpt": "Multiattack. The golem makes two Slam attacks, or it makes three Slam attacks if it used Hasten this turn. Slam. Melee Attack Roll:"
      },
      {
        "document": 1829,
        "excerpt": "Multiattack. The cloaker makes one Attach attack and two Tail attacks. Attach. Melee Attack Roll: +6, reach 5 ft. Hit: 13 (3d6 + 3) Pi"
      },
      {
        "document": 1830,
        "excerpt": "Multiattack. The giant makes two attacks, using Thunderous Mace or Thundercloud in any combination. It can replace one attack with a"
      },
      {
        "document": 1832,
        "excerpt": "skill of the GM's choice and has Advantage whenever it makes an ability check using that skill."
      },
      {
        "document": 1841,
        "excerpt": "Multiattack. The death dog makes two Bite attacks. Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage. If the tar"
      },
      {
        "document": 1843,
        "excerpt": "Multiattack. The deva makes two Holy Mace attacks. Holy Mace. Melee Attack Roll: +8, reach 5 ft. Hit: 7 (1d6 + 4) Bludgeoning damag"
      },
      {
        "document": 1845,
        "excerpt": "Multiattack. The djinni makes three attacks, using Storm Blade or Storm Bolt in any combination. Storm Blade. Melee Attack Roll: +9,"
      },
      {
        "document": 1846,
        "excerpt": "Multiattack. The doppelganger makes two Slam attacks and uses Unsettling Visage if available. Slam. Melee Attack Roll: +6 (with Advantage d"
      },
      {
        "document": 1848,
        "excerpt": "Multiattack. The dragon makes three Bite attacks. It can replace one attack with a Tail attack. Bite. Melee Attack Roll: +13, reach 1"
      },
      {
        "document": 1850,
        "excerpt": "Multiattack. The drider makes three attacks, using Foreleg or Poison Burst in any combination. Foreleg. Melee Attack Roll: +7, reach"
      },
      {
        "document": 1851,
        "excerpt": "Multiattack. The druid makes two attacks, using Vine Staff or Verdant Wisp in any combination. Vine Staff. Melee Attack Roll: +5, re"
      },
      {
        "document": 1852,
        "excerpt": "Multiattack. The dryad makes one Vine Lash or Thorn Burst attack, and it can use Spellcasting to cast Charm Monster. Vine Lash. Mele"
      },
      {
        "document": 1855,
        "excerpt": "Multiattack. The elemental makes two attacks, using Slam or Rock Launch in any combination. Slam. Melee Attack Roll: +8, reach 10 ft. Hi"
      },
      {
        "document": 1856,
        "excerpt": "Multiattack. The efreeti makes three attacks, using Heated Blade or Hurl Flame in any combination. Heated Blade. Melee Attack Roll: +1"
      },
      {
        "document": 1857,
        "excerpt": "Multiattack. The elephant makes two Gore attacks. Gore. Melee Attack Roll: +8, reach 5 ft. Hit: 15 (2d8 + 6) Piercing damage. If the ta"
      },
      {
        "document": 1859,
        "excerpt": "Multiattack. The erinyes makes three Withering Sword attacks and can use Entangling Rope. Withering Sword. Melee Attack Roll: +8, reac"
      },
      {
        "document": 1860,
        "excerpt": "Multiattack. The ettercap makes one Bite attack and one Claw attack. Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing"
      },
      {
        "document": 1861,
        "excerpt": "Multiattack. The ettin makes one Battleaxe attack and one Morningstar attack. Battleaxe. Melee Attack Roll: +7, reach 5 ft. Hit: 14"
      },
      {
        "document": 1862,
        "excerpt": "Multiattack. The elemental makes two Burn attacks. Burn. Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 + 3) Fire damage. If the target"
      },
      {
        "document": 1863,
        "excerpt": "Multiattack. The giant makes two attacks, using Flame Sword or Hammer Throw in any combination. Flame Sword. Melee Attack Roll: +11,"
      },
      {
        "document": 1864,
        "excerpt": "Multiattack. The golem makes two Slam attacks. Slam. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage plus 4"
      },
      {
        "document": 1867,
        "excerpt": "Multiattack. The giant makes two attacks, using Frost Axe or Great Bow in any combination. Frost Axe. Melee Attack Roll: +9, reach 1"
      },
      {
        "document": 1868,
        "excerpt": "Multiattack. The gargoyle makes two Claw attacks. Claw. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2) Slashing damage."
      },
      {
        "document": 1871,
        "excerpt": "Multiattack. The ghost makes two Withering Touch attacks. Withering Touch. Melee Attack Roll: +5, reach 5 ft. Hit: 19 (3d10 + 3) Nec"
      },
      {
        "document": 1872,
        "excerpt": "Multiattack. The ghoul makes two Bite attacks. Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 3 (1d6"
      },
      {
        "document": 1873,
        "excerpt": "Multiattack. The ape makes two Fist attacks. Fist. Melee Attack Roll: +9, reach 10 ft. Hit: 22 (3d10 + 6) Bludgeoning damage. Bou"
      },
      {
        "document": 1878,
        "excerpt": "Multiattack. The snake makes one Bite attack and uses Constrict. Bite. Melee Attack Roll: +6, reach 10 ft. Hit: 11 (2d6 + 4) Piercin"
      },
      {
        "document": 1880,
        "excerpt": "Multiattack. The crocodile makes one Bite attack and one Tail attack. Bite. Melee Attack Roll: +8, reach 5 ft. Hit: 21 (3d10 + 5) Pierci"
      },
      {
        "document": 1881,
        "excerpt": "Multiattack. The eagle makes two Rend attacks. Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage plus 3 (1d6"
      },
      {
        "document": 1887,
        "excerpt": "odied, the hyena can move up to half its Speed, and it makes one Bite attack."
      },
      {
        "document": 1892,
        "excerpt": "Multiattack. The scorpion makes two Claw attacks and one Sting attack. Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludge"
      },
      {
        "document": 1894,
        "excerpt": "Multiattack. The shark makes two Bite attacks. Bite. Melee Attack Roll: +9 (with Advantage if the target doesn't have all its Hit Po"
      },
      {
        "document": 1902,
        "excerpt": "vement to move in a random direction. 7–8. The target makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make"
      },
      {
        "document": 1903,
        "excerpt": "Multiattack. The glabrezu makes two Pincer attacks and uses Pummel or Spellcasting. Pincer. Melee Attack Roll: +9, reach 10 ft. Hit: 16"
      },
      {
        "document": 1904,
        "excerpt": "Multiattack. The gladiator makes three Spear attacks. It can replace one attack with a use of Shield Bash. Spear. Melee or Ranged Attack"
      },
      {
        "document": 1905,
        "excerpt": "Bloodied, the gnoll moves up to half its Speed, and it makes one Rend attack."
      },
      {
        "document": 1907,
        "excerpt": "Multiattack. The goblin makes two attacks, using Scimitar or Shortbow in any combination. Scimitar. Melee Attack Roll: +4, reach 5 ft"
      },
      {
        "document": 1910,
        "excerpt": "Multiattack. The dragon makes two Rend attacks. Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (1d10 + 4) Slashing damage. Fire Bre"
      },
      {
        "document": 1913,
        "excerpt": "Multiattack. The dragon makes two Rend attacks. Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 + 2) Slashing damage plus 3 (1d"
      },
      {
        "document": 1914,
        "excerpt": "Multiattack. The hag makes two Claw attacks. Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) Slashing damage plus 3 (1d6"
      },
      {
        "document": 1915,
        "excerpt": "Multiattack. The grick makes one Beak attack and one Tentacles attack. Beak. Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) Pie"
      },
      {
        "document": 1916,
        "excerpt": "Multiattack. The griffon makes two Rend attacks. Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) Piercing damage. If the tar"
      },
      {
        "document": 1918,
        "excerpt": "Multiattack. The guard makes two attacks, using Javelin or Longsword in any combination. Javelin. Melee or Ranged Attack Roll: +6, r"
      },
      {
        "document": 1920,
        "excerpt": "Multiattack. The naga makes two Bite attacks. It can replace any attack with a use of Poisonous Spittle. Bite. Melee Attack Roll: +"
      },
      {
        "document": 1921,
        "excerpt": "Multiattack. The half-dragon makes two Claw attacks. Claw. Melee Attack Roll: +7, reach 10 ft. Hit: 6 (1d4 + 4) Slashing damage plus 7 (2d"
      },
      {
        "document": 1924,
        "excerpt": "Multiattack. The hound makes two Bite attacks. Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 3 (1d6"
      },
      {
        "document": 1925,
        "excerpt": "Multiattack. The hezrou makes three Rend attacks. Rend. Melee Attack Roll: +7, reach 5 ft. Hit: 6 (1d4 + 4) Slashing damage plus 9 (2"
      },
      {
        "document": 1926,
        "excerpt": "Multiattack. The giant makes two attacks, using Tree Club or Trash Lob in any combination. Tree Club. Melee Attack Roll: +8, reach 1"
      },
      {
        "document": 1927,
        "excerpt": "Multiattack. The hippogriff makes two Rend attacks. Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage."
      },
      {
        "document": 1928,
        "excerpt": "Multiattack. The hippopotamus makes two Bite attacks. Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 16 (2d10 + 5) Piercing damage."
      },
      {
        "document": 1929,
        "excerpt": "Multiattack. The hobgoblin makes two attacks, using Greatsword or Longbow in any combination. Greatsword. Melee Attack Roll: +4, reach 5"
      },
      {
        "document": 1932,
        "excerpt": "Multiattack. The devil makes three attacks, using Searing Fork or Hurl Flame in any combination. It can replace one attack with a use"
      },
      {
        "document": 1934,
        "excerpt": "Multiattack. The hydra makes as many Bite attacks as it has heads. Bite. Melee Attack Roll: +8, reach 10 ft. Hit: 10 (1d10 + 5) Pier"
      },
      {
        "document": 1936,
        "excerpt": "Multiattack. The devil makes three Ice Spear attacks. It can replace one attack with a Tail attack. Ice Spear. Melee or Ranged Attac"
      },
      {
        "document": 1939,
        "excerpt": "Multiattack. The incubus makes two Restless Touch attacks. Restless Touch. Melee Attack Roll: +7, reach 5 ft. Hit: 15 (3d6 + 5) Psychi"
      },
      {
        "document": 1940,
        "excerpt": "Multiattack. The stalker makes three Wind Swipe attacks. It can replace one attack with a use of Vortex. Wind Swipe. Melee Attack Roll"
      },
      {
        "document": 1941,
        "excerpt": "Multiattack. The golem makes two attacks, using Bladed Arm or Fiery Bolt in any combination. Bladed Arm. Melee Attack Roll: +12, rea"
      },
      {
        "document": 1944,
        "excerpt": "Multiattack. The knight makes two attacks, using Greatsword or Heavy Crossbow in any combination. Greatsword. Melee Attack Roll: +5,"
      },
      {
        "document": 1946,
        "excerpt": "Multiattack. The kraken makes two Tentacle attacks and uses Fling, Lightning Strike, or Swallow. Tentacle. Melee Attack Roll: +17, re"
      },
      {
        "document": 1947,
        "excerpt": "Multiattack. The lamia makes two Claw attacks. It can replace one attack with a use of Corrupting Touch. Claw. Melee Attack Roll: +5"
      },
      {
        "document": 1949,
        "excerpt": "Multiattack. The lich makes three attacks, using El-dritch Burst or Paralyzing Touch in any combination. Eldritch Burst. Melee or R"
      },
      {
        "document": 1950,
        "excerpt": "Multiattack. The lion makes two Rend attacks. It can replace one attack with a use of Roar. Rend. Melee Attack Roll: +5, reach 5 ft"
      },
      {
        "document": 1952,
        "excerpt": "Multiattack. The mage makes three Arcane Burst attacks. Arcane Burst. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 120 ft."
      },
      {
        "document": 1955,
        "excerpt": "Multiattack. The mammoth makes two Gore attacks. Gore. Melee Attack Roll: +10, reach 10 ft. Hit: 18 (2d10 + 7) Piercing damage. If the"
      },
      {
        "document": 1956,
        "excerpt": "Multiattack. The manticore makes three attacks, using Rend or Tail Spike in any combination. Rend. Melee Attack Roll: +5, reach 5 ft. Hi"
      },
      {
        "document": 1957,
        "excerpt": "Multiattack. The marilith makes six Pact Blade attacks and uses Constrict. Pact Blade. Melee Attack Roll: +10, reach 5 ft. Hit: 10 (1d1"
      },
      {
        "document": 1959,
        "excerpt": "Multiattack. The medusa makes two Claw attacks and one Snake Hair attack, or it makes three Poison Ray attacks. Claw. Melee Attack Ro"
      },
      {
        "document": 1961,
        "excerpt": "Multiattack. The merrow makes two attacks, using Bite, Claw, or Harpoon in any combination. Bite. Melee Attack Roll: +6, reach 5 ft."
      },
      {
        "document": 1966,
        "excerpt": "Multiattack. The mummy makes one Rotting Fist or Channel Negative Energy attack, and it uses Dreadful Glare. Rotting Fist. Melee Att"
      },
      {
        "document": 1967,
        "excerpt": "Multiattack. The mummy makes two Rotting Fist attacks and uses Dreadful Glare. Rotting Fist. Melee Attack Roll: +5, reach 5 ft. Hit:"
      },
      {
        "document": 1968,
        "excerpt": "Multiattack. The nalfeshnee makes three Rend attacks. Rend. Melee Attack Roll: +10, reach 10 ft. Hit: 16 (2d10 + 5) Slashing damage plus"
      },
      {
        "document": 1969,
        "excerpt": "Multiattack. The hag makes two Claw attacks. Claw. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Slashing damage. Nightmar"
      },
      {
        "document": 1974,
        "excerpt": "tude. If damage reduces the zombie to 0 Hit Points, it makes a Constitution saving throw (DC 5 plus the damage taken) unless the damage is Radiant or from a Critical"
      },
      {
        "document": 1976,
        "excerpt": "Multiattack. The oni makes two Claw or Nightmare Ray attacks. It can replace one attack with a use of Spellcasting. Claw. Melee At"
      },
      {
        "document": 1977,
        "excerpt": "Multiattack. The otyugh makes one Bite attack and two Tentacle attacks. Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 12 (2d8 + 3) Pi"
      },
      {
        "document": 1979,
        "excerpt": "Multiattack. The owlbear makes two Rend attacks. Rend. Melee Attack Roll: +7, reach 5 ft. Hit: 14 (2d8 + 5) Slashing damage."
      },
      {
        "document": 1982,
        "excerpt": "Multiattack. The spider makes two Bite attacks. Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Piercing damage plus 9 (2d"
      },
      {
        "document": 1984,
        "excerpt": "Multiattack. The pirate makes three attacks, using Rapier or Pistol in any combination. Rapier. Melee Attack Roll: +7, reach 5 ft. Hi"
      },
      {
        "document": 1985,
        "excerpt": "Multiattack. The pirate makes two Dagger attacks. It can replace one attack with a use of Enthralling Panache. Dagger. Melee or Range"
      },
      {
        "document": 1986,
        "excerpt": "Multiattack. The pit fiend makes one Bite attack, two Devilish Claw attacks, and one Fiery Mace attack. Bite. Melee Attack Roll: +14, re"
      },
      {
        "document": 1987,
        "excerpt": "Multiattack. The planetar makes three Radiant Sword attacks or uses Holy Burst twice. Radiant Sword. Melee Attack Roll: +12, reach 10 f"
      },
      {
        "document": 1989,
        "excerpt": "Multiattack. The bear makes two Rend attacks. Rend. Melee Attack Roll: +7, reach 5 ft. Hit: 9 (1d8 + 5) Slashing damage."
      },
      {
        "document": 1992,
        "excerpt": "Multiattack. The priest makes two attacks, using Mace or Radiant Flame in any combination. Mace. Melee Attack Roll: +5, reach 5 ft. H"
      },
      {
        "document": 1993,
        "excerpt": "Multiattack. The pseudodragon makes two Bite attacks. Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage. Sting. Co"
      },
      {
        "document": 1995,
        "excerpt": "Multiattack. The worm makes one Bite attack and one Tail Stinger attack. Bite. Melee Attack Roll: +14, reach 10 ft. Hit: 22 (3d8 +"
      },
      {
        "document": 1997,
        "excerpt": "Multiattack. The rakshasa makes three Cursed Touch attacks. Cursed Touch. Melee Attack Roll: +10, reach 5 ft. Hit: 12 (2d6 + 5) Slashin"
      },
      {
        "document": 2000,
        "excerpt": "Multiattack. The dragon makes two Rend attacks. Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (1d10 + 4) Slashing damage plus 3 (1d"
      },
      {
        "document": 2005,
        "excerpt": "Multiattack. The roc makes two Beak attacks. It can replace one attack with a Talons attack. Beak. Melee Attack Roll: +13, reach 1"
      },
      {
        "document": 2006,
        "excerpt": "Multiattack. The roper makes two Tentacle attacks, uses Reel, and makes two Bite attacks. Bite. Melee Attack Roll: +7, reach 5 ft. H"
      },
      {
        "document": 2007,
        "excerpt": "Multiattack. The rust monster makes one Bite attack and uses Antennae twice. Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 5 (1d8 + 1) Pier"
      },
      {
        "document": 2008,
        "excerpt": "Multiattack. The tiger makes two Rend attacks. Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 11 (2d6 + 4) Slashing damage."
      },
      {
        "document": 2009,
        "excerpt": "Multiattack. The sahuagin makes two Claw attacks. Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Slashing damage."
      },
      {
        "document": 2010,
        "excerpt": "Multiattack. The salamander makes two Flame Spear attacks. It can replace one attack with a use of Constrict. Flame Spear. Melee or Range"
      },
      {
        "document": 2013,
        "excerpt": "Multiattack. The scout makes two attacks, using Short-word and Longbow in any combination. Shortsword. Melee Attack Roll: +4, reach"
      },
      {
        "document": 2017,
        "excerpt": "Multiattack. The shambling mound makes three Charged Tendril attacks. It can replace one attack with a use of Engulf. Charged Tendril. Melee A"
      },
      {
        "document": 2018,
        "excerpt": "Multiattack. The guardian makes two Fist attacks. Fist. Melee Attack Roll: +7, reach 10 ft. Hit: 11 (2d6 + 4) Bludgeoning damage plus 7"
      },
      {
        "document": 2020,
        "excerpt": "Multiattack. The dragon makes two Rend attacks. Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (1d10 + 4) Piercing damage. Cold Bre"
      },
      {
        "document": 2022,
        "excerpt": "Multiattack. The solar makes two Flying Sword attacks. It can replace one attack with a use of Slaying Bow. Flying Sword. Melee or R"
      },
      {
        "document": 2024,
        "excerpt": "Multiattack. The sphinx makes three Claw attacks. Claw. Melee Attack Roll: +8, reach 5 ft. Hit: 14 (3d6 + 4) Slashing damage. Mind-R"
      },
      {
        "document": 2025,
        "excerpt": "Multiattack. The sphinx makes two Claw attacks and uses Roar. Claw. Melee Attack Roll: +12, reach 5 ft. Hit: 20 (4d6 + 6) Slashing da"
      },
      {
        "document": 2026,
        "excerpt": "Trigger: The sphinx or another creature within 30 feet makes an ability check or a saving throw. Response: The sphinx adds 2 to the roll."
      },
      {
        "document": 2028,
        "excerpt": "Multiattack. The naga makes three attacks, using Bite or Necrotic Ray in any combination. Bite. Melee Attack Roll: +7, reach 10 ft."
      },
      {
        "document": 2033,
        "excerpt": "Multiattack. The giant makes two attacks, using Stone Club or Boulder in any combination. Stone Club. Melee Attack Roll: +9, reach 1"
      },
      {
        "document": 2034,
        "excerpt": "Multiattack. The golem makes two attacks, using Slam or Force Bolt in any combination. Slam. Melee Attack Roll: +10, reach 5 ft. Hit"
      },
      {
        "document": 2035,
        "excerpt": "Multiattack. The giant makes two attacks, using Storm Sword or Thunderbolt in any combination. Storm Sword. Melee Attack Roll: +14,"
      },
      {
        "document": 2036,
        "excerpt": "Multiattack. The succubus makes one Fiendish Touch attack and uses Charm or Draining Kiss. Fiendish Touch. Melee Attack Roll: +7, reach"
      },
      {
        "document": 2044,
        "excerpt": "Multiattack. The tarrasque makes one Bite attack and three other attacks, using Claw or Tail in any combination. Bite. Melee Attack Roll"
      },
      {
        "document": 2046,
        "excerpt": "Multiattack. The tough makes two attacks, using Warhammer or Heavy Crossbow in any combination. Warhammer. Melee Attack Roll: +5, re"
      },
      {
        "document": 2048,
        "excerpt": "Multiattack. The treant makes two Slam attacks. Slam. Melee Attack Roll: +10, reach 5 ft. Hit: 16 (3d6 + 6) Bludgeoning damage. Hail"
      },
      {
        "document": 2049,
        "excerpt": "Multiattack. The triceratops makes two Gore attacks. Gore. Melee Attack Roll: +9, reach 5 ft. Hit: 19 (2d12 + 6) Piercing damage. If the t"
      },
      {
        "document": 2051,
        "excerpt": "Multiattack. The troll makes three Rend attacks. Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 11 (2d6 + 4) Slashing damage."
      },
      {
        "document": 2052,
        "excerpt": "Multiattack. The tyrannosaurus makes one Bite attack and one Tail attack. Bite. Melee Attack Roll: +10, reach 10 ft. Hit: 33 (4d12 + 7) Pier"
      },
      {
        "document": 2053,
        "excerpt": "Multiattack. The unicorn makes one Hooves attack and one Radiant Horn attack. Hooves. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (2d6"
      },
      {
        "document": 2054,
        "excerpt": "Multiattack. The familiar makes two Umbral Dagger attacks. Umbral Dagger. Melee or Ranged Attack Roll: +5, reach 5 ft. or range 20/60 f"
      },
      {
        "document": 2055,
        "excerpt": "Multiattack. The vampire makes two Claw attacks and uses Bite. Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (2d4 + 3) Slashing dama"
      },
      {
        "document": 2056,
        "excerpt": "Multiattack (Vampire Form Only). The vampire makes two Grave Strike attacks and uses Bite. Grave Strike (Vampire Form Only). Melee Attack Roll: +9, reach"
      },
      {
        "document": 2058,
        "excerpt": "Multiattack. The fungus makes two Rotting Touch attacks. Rotting Touch. Melee Attack Roll: +2, reach 10 ft. Hit: 4 (1d8) Necrotic dam"
      },
      {
        "document": 2059,
        "excerpt": "Multiattack. The vrock makes two Shred attacks. Shred. Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage plus 10"
      },
      {
        "document": 2064,
        "excerpt": "Multiattack. The warrior makes two Greatsword or Heavy Crossbow attacks. Greatsword. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 +"
      },
      {
        "document": 2065,
        "excerpt": "Multiattack. The elemental makes two Slam attacks. Slam. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage. If the"
      },
      {
        "document": 2067,
        "excerpt": "Multiattack. The werebear makes two attacks, using Handaxe or Rend in any combination. It can replace one attack with a Bite attack. Bi"
      },
      {
        "document": 2068,
        "excerpt": "Multiattack. The wereboar makes two attacks, using Javelin or Tusk in any combination. It can replace one attack with a Gore attack. Go"
      },
      {
        "document": 2069,
        "excerpt": "Multiattack. The wererat makes two attacks, using Scratch or Hand Crossbow in any combination. It can replace one attack with a Bite at"
      },
      {
        "document": 2070,
        "excerpt": "Multiattack. The weretiger makes two attacks, using Scratch or Longbow in any combination. It can replace one attack with a Bite attack."
      },
      {
        "document": 2071,
        "excerpt": "Multiattack. The werewolf makes two attacks, using Scratch or Longbow in any combination. It can replace one attack with a Bite attack."
      },
      {
        "document": 2072,
        "excerpt": "Multiattack. The dragon makes two Rend attacks. Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage plus 2 (1d4"
      },
      {
        "document": 2073,
        "excerpt": "Multiattack. The wight makes two attacks, using Necrotic Sword or Necrotic Bow in any combination. It can replace one attack with a u"
      },
      {
        "document": 2074,
        "excerpt": "is effect, which ends early immediately after the wisp makes an attack roll or uses Consume Life."
      },
      {
        "document": 2079,
        "excerpt": "Multiattack. The wyvern makes one Bite attack and one Sting attack. Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Pierci"
      },
      {
        "document": 2080,
        "excerpt": "Multiattack. The xorn makes one Bite attack and three Claw attacks. Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 17 (4d6 + 3) Pier"
      },
      {
        "document": 2081,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 9 (2d4 + 4) Slashing damage plus 3 ("
      },
      {
        "document": 2082,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. Rend. Melee Attack Roll: +9, reach 10 ft. Hit: 12 (2d6 + 5) Slashing damage plus 5"
      },
      {
        "document": 2083,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace two attacks with a use of Sleep Breath. Rend. Melee Attack Roll: +7,"
      },
      {
        "document": 2084,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Repulsion Breath. Rend. Melee Attack Roll:"
      },
      {
        "document": 2085,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Slowing Breath. Rend. Melee Attack Roll: +7"
      },
      {
        "document": 2086,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Weakening Breath. Rend. Melee Attack Roll:"
      },
      {
        "document": 2087,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 11 (2d6 + 4) Slashing damage plus 7"
      },
      {
        "document": 2088,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. Rend. Melee Attack Roll: +10, reach 10 ft. Hit: 13 (2d6 + 6) Slashing damage plus 3"
      },
      {
        "document": 2089,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Paralyzing Breath. Rend. Melee Attack Roll:"
      },
      {
        "document": 2090,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 9 (2d4 + 4) Slashing damage plus 2 ("
      },
      {
        "document": 2091,
        "excerpt": "tude. If damage reduces the zombie to 0 Hit Points, it makes a Constitution saving throw (DC 5 plus the damage taken) unless the damage is Radiant or from a Critical"
      }
    ],
    "makeshift": [
      {
        "document": 394,
        "excerpt": "ct - such as a table leg, frying pan, or bottle - as a makeshift weapon, see “Improvised Weapons” in “Rules Glossary.” Also see those rules if you wield a weapon in an u"
      },
      {
        "document": 648,
        "excerpt": "An improvised weapon is an object wielded as a makeshift weapon, such as broken glass, a table leg, or a frying pan. A Simple or Martial weapon also counts as an"
      }
    ],
    "makeup": [
      {
        "document": 435,
        "excerpt": "Ability: Charisma Weight: 3 lb. Utilize: Apply makeup (DC 10) Craft: Costume"
      }
    ],
    "making": [
      {
        "document": 5,
        "excerpt": "someone takes an action to administer first aid to it, making a successful DC 10 Wisdom (Medicine) check. When you receive healing, add the restored Hit Points to yo"
      },
      {
        "document": 8,
        "excerpt": "s with the Raise Dead spell. Or talk with the GM about making a new character to join the group. “Rules Glossary” has more information on being dead."
      },
      {
        "document": 9,
        "excerpt": "ry”) until you regain any Hit Points, and you now face making Death Saving Throws (see below)."
      },
      {
        "document": 11,
        "excerpt": "reature takes damage, it stops being Stable and starts making Death Saving Throws again. A Stable creature that isn't healed regains 1 Hit Point after 1d4 hours."
      },
      {
        "document": 30,
        "excerpt": "roic, in character, or entertaining. It's a reward for making the game more fun for everyone playing. Other rules might allow your character to gain Heroic Inspirati"
      },
      {
        "document": 84,
        "excerpt": "Making an Attack"
      },
      {
        "document": 86,
        "excerpt": "ees, creatures, and other obstacles can provide cover, making a target more difficult to harm. As detailed in the Cover table, there are three degrees of cover, each"
      },
      {
        "document": 87,
        "excerpt": "o strike a foe at a distance. Many spells also involve making a ranged attack."
      },
      {
        "document": 91,
        "excerpt": "t reach and can thus attack targets within 5 feet when making a melee attack. Certain creatures have melee attacks with a reach greater than 5 feet, as noted in their"
      },
      {
        "document": 92,
        "excerpt": "creature has a Proficiency Bonus, a number added when making a D20 Test that uses something, such as a skill, in which the creature has proficiency. See “Proficiency"
      },
      {
        "document": 93,
        "excerpt": "ou out of a foe's reach or if you fall past an enemy. Making an Opportunity Attack. You can make an Opportunity Attack when a creature that you can see leaves your r"
      },
      {
        "document": 99,
        "excerpt": "When making a melee attack roll with a weapon underwater, a creature that lacks a Swim Speed has Disadvantage on the"
      },
      {
        "document": 234,
        "excerpt": "aren't of an evil alignment. Check with your GM before making an evil character."
      },
      {
        "document": 288,
        "excerpt": "the special traits listed for it. Some traits involve making a choice from a handful of options."
      },
      {
        "document": 412,
        "excerpt": "es: Ability. This entry lists the ability to use when making an ability check with the tool. Utilize. This entry lists things you can do with the tool when you take"
      },
      {
        "document": 464,
        "excerpt": "When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack a"
      },
      {
        "document": 527,
        "excerpt": "ether a creature notices something without consciously making a Wisdom (Perception) check. A creature's Passive Perception equals 10 plus the creature's Wisdom (Perc"
      },
      {
        "document": 565,
        "excerpt": "An attack roll is a D20 Test that represents making an attack with a weapon, an Unarmed Strike, or a spell. See also “Playing the Game” (“D20 Tests”)."
      },
      {
        "document": 719,
        "excerpt": "ounding floor to prevent the lid from opening, thereby making it safe to cross. The cover can also be held shut using Arcane Lock or similar magic. Escape. A creatur"
      },
      {
        "document": 723,
        "excerpt": "ounding floor to prevent the lid from opening, thereby making it safe to cross. The cover can also be held shut using an Arcane Lock spell or similar magic. Escape."
      },
      {
        "document": 732,
        "excerpt": "ncounter on the fly, such as by having creatures flee (making the encounter easier) or adding reinforcements (making the encounter harder)."
      },
      {
        "document": 791,
        "excerpt": "reducing the apparatus’s Speed and Swim Speed to 0 and making it unable to benefit from bonuses to speed."
      },
      {
        "document": 1222,
        "excerpt": "You create up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combin"
      },
      {
        "document": 1299,
        "excerpt": "elled. Corridors. Fog fills all the warded corridors, making them Heavily Obscured. In addition, at each intersection or branching passage offering a choice of direc"
      },
      {
        "document": 1324,
        "excerpt": "trigger must be an observable action, such as someone making a particular offering at the temple of your god, saving your true love, or defeating a specific monster."
      },
      {
        "document": 1350,
        "excerpt": "sion to make different sounds at different times, even making it carry on a conversation, for example. Physical interaction with the image reveals it to be an illusi"
      },
      {
        "document": 1376,
        "excerpt": "tial, an Elemental, or a Fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature's name, you can"
      },
      {
        "document": 1413,
        "excerpt": "ion you have to it. The target doesn't know what it is making the save against, only that it feels uneasy. | Your Knowledge of the Target Is ... | Save Modifier | |"
      },
      {
        "document": 1432,
        "excerpt": "rcent chance the spell fails as a result of the target making the spell's gestures too slowly. An affected target repeats the save at the end of each of its turns, e"
      },
      {
        "document": 1612,
        "excerpt": "arget no farther than 120 feet from you, you can forgo making a ranged attack roll and instead turn the weapon into a bolt of lightning. This bolt forms a 5-foot-wide"
      },
      {
        "document": 1627,
        "excerpt": "is the Fool or Jester, the card reappears in the deck, making it possible to draw the same card twice. (Once the Fool or Jester has left the deck, re-roll on the tabl"
      },
      {
        "document": 1718,
        "excerpt": "iginating from you. The insects remain for 10 minutes, making the area Heavily Obscured for creatures other than you. A strong wind (like that created by Gust of Win"
      },
      {
        "document": 1751,
        "excerpt": "wand's rarity. In addition, you ignore Half Cover when making a spell attack roll."
      }
    ],
    "malice": [
      {
        "document": 701,
        "excerpt": "Malice (250 GP)"
      }
    ],
    "malnutrition": [
      {
        "document": 336,
        "excerpt": "including jerky, dried fruit, hardtack, and nuts. See “Malnutrition” in “Rules Glossary” for the risks of not eating."
      },
      {
        "document": 520,
        "excerpt": "Malnutrition [Hazard]"
      },
      {
        "document": 634,
        "excerpt": "danger. See also \"Burning,\" \"Dehydration,\" \"Falling,\" \"Malnutrition,\" and \"Suffocation.\""
      },
      {
        "document": 748,
        "excerpt": "Malnutrition"
      },
      {
        "document": 1217,
        "excerpt": "thin range - both useful in fending off the hazards of malnutrition and dehydration. The food is bland but nourishing and looks like a food of your choice, and the water is"
      }
    ],
    "mammoth": [
      {
        "document": 1955,
        "excerpt": "Mammoth"
      }
    ],
    "manacles": [
      {
        "document": 319,
        "excerpt": "Manacles (2 GP)"
      },
      {
        "document": 430,
        "excerpt": "ye Lantern, Flask, Hooded Lantern, Hunting Trap, Lock, Manacles, Mirror, Shovel, Signal Whistle, Tinderbox"
      },
      {
        "document": 930,
        "excerpt": "Manacles"
      },
      {
        "document": 1092,
        "excerpt": "Manacles"
      },
      {
        "document": 1284,
        "excerpt": "tomatically escape from nonmagical restraints, such as manacles or a creature imposing the Grappled condition on it. Using a Higher-Level Spell Slot. You can target on"
      },
      {
        "document": 1332,
        "excerpt": "ge. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access. A target t"
      }
    ],
    "manacles'": [
      {
        "document": 319,
        "excerpt": "the key, a creature can use Thieves' Tools to pick the Manacles' lock with a successful DC 15 Dexterity (Sleight of Hand) check."
      }
    ],
    "manifest": [
      {
        "document": 134,
        "excerpt": "ntient items are weapons, but other kinds of items can manifest sentience. Single-use items such as potions and scrolls are never sentient. The GM controls sentient ma"
      },
      {
        "document": 670,
        "excerpt": "A curse might manifest during an adventure when a creature's violation of a taboo warrants supernatural punishment, such as bre"
      },
      {
        "document": 1247,
        "excerpt": "your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect p"
      },
      {
        "document": 1456,
        "excerpt": "e: 30 feet Components: V Duration: Up to 1 minute You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell mu"
      }
    ],
    "manifestation": [
      {
        "document": 953,
        "excerpt": "acter triggers a magical trap that creates an illusory manifestation of that character’s worst fears, visible only to that character."
      }
    ],
    "manifests": [
      {
        "document": 646,
        "excerpt": "enses or mental faculties it deceives. If an illusion manifests in space, the illusion is insubstantial and weightless, yet it seems to be affected by the environment a"
      },
      {
        "document": 977,
        "excerpt": "The magic in your body manifests physical traits of your draconic gift. Your Hit Point maximum increases by 3, and it increases by 1 when"
      },
      {
        "document": 1205,
        "excerpt": "tes You conjure a spirit from the Upper Planes, which manifests as a pillar of light in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range. For ea"
      },
      {
        "document": 1290,
        "excerpt": ", spider, or wasp (chosen when you cast the spell). It manifests in an unoccupied space you can see within range and uses the Giant Insect stat block. The form you choos"
      },
      {
        "document": 1448,
        "excerpt": "tion, up to 1 hour You call forth a Dragon spirit. It manifests in an unoccupied space that you can see within range and uses the Draconic Spirit stat block. The creatu"
      }
    ],
    "manipulate": [
      {
        "document": 985,
        "excerpt": "learn techniques to push and trip their opponents and manipulate their own energy to protect themselves from harm."
      },
      {
        "document": 1286,
        "excerpt": "gh they were solid surfaces. The target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with"
      },
      {
        "document": 1343,
        "excerpt": "ain. When you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour"
      },
      {
        "document": 1369,
        "excerpt": "a of terrain to affect within range. This spell can't manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the w"
      },
      {
        "document": 1452,
        "excerpt": "ion, up to 10 minutes You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell and as a Magic action on your later turns befor"
      },
      {
        "document": 2056,
        "excerpt": "st form, the vampire can't take any actions, speak, or manipulate objects. It is weightless and can enter an enemy's space and stop there. If air can pass through a space"
      }
    ],
    "manipulates": [
      {
        "document": 936,
        "excerpt": "Manipulates life and death"
      }
    ],
    "manipulating": [
      {
        "document": 1452,
        "excerpt": "control on objects with your telekinetic grip, such as manipulating a simple tool,"
      }
    ],
    "manner": [
      {
        "document": 142,
        "excerpt": "When the bearer of a sentient item acts in a manner opposed to the item's alignment or purpose, conflict can arise. When such a conflict occurs, the item's"
      },
      {
        "document": 1288,
        "excerpt": "the creature takes 5d10 Psychic damage if it acts in a manner directly counter to your command. It takes this damage no more than once each day. You can issue any co"
      },
      {
        "document": 1369,
        "excerpt": "You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation, create or fill in a trench, er"
      },
      {
        "document": 1391,
        "excerpt": "he illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes,"
      },
      {
        "document": 1418,
        "excerpt": "s the sender if it knows you, and can answer in a like manner immediately. The spell enables targets to understand the meaning of your message. You can send the mess"
      }
    ],
    "mannerisms": [
      {
        "document": 1392,
        "excerpt": "and behave in whatever way you choose. It mimics your mannerisms perfectly. Physical interaction with the image reveals it to be illusory, since things can pass through"
      }
    ],
    "manners": [
      {
        "document": 267,
        "excerpt": "76 A four-leaf clover pressed inside a book discussing manners and etiquette 77 A sheet of parchment upon which is drawn a mechanical contraption 78 An ornate scabba"
      }
    ],
    "mansion": [
      {
        "document": 893,
        "excerpt": "Magnificent Mansion"
      },
      {
        "document": 905,
        "excerpt": "Magnificent Mansion"
      },
      {
        "document": 1349,
        "excerpt": "Magnificent Mansion"
      }
    ],
    "manta": [
      {
        "document": 1547,
        "excerpt": "Cloak of the Manta Ray"
      }
    ],
    "manticore": [
      {
        "document": 1956,
        "excerpt": "Manticore"
      }
    ],
    "mantle": [
      {
        "document": 1618,
        "excerpt": "Mantle of Spell Resistance"
      }
    ],
    "manual": [
      {
        "document": 759,
        "excerpt": "Manual of Golems Table 1"
      },
      {
        "document": 1619,
        "excerpt": "Manual of Bodily Health"
      },
      {
        "document": 1620,
        "excerpt": "Manual of Gainful Exercise"
      },
      {
        "document": 1621,
        "excerpt": "Manual of Golems"
      },
      {
        "document": 1622,
        "excerpt": "Manual of Quickness of Action"
      },
      {
        "document": 1734,
        "excerpt": "r Intelligence increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century."
      },
      {
        "document": 1735,
        "excerpt": "your Charisma increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century."
      },
      {
        "document": 1736,
        "excerpt": "s, your Wisdom increases by 2, to a maximum of 30. The manual then loses its magic, but regains it in a century."
      }
    ],
    "manufactured": [
      {
        "document": 1304,
        "excerpt": "e, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed. The tactile characteristics of the"
      },
      {
        "document": 1309,
        "excerpt": "ame) Duration: Concentration, up to 1 minute Choose a manufactured metal object, such as a metal weapon or a suit of Heavy or Medium metal armor, that you can see within r"
      }
    ],
    "many": [
      {
        "document": 26,
        "excerpt": "here their adventurers are and what's around them (how many doors lead out of a room, what's on a table, and so on). 2: The Players Describe What Their Characters"
      },
      {
        "document": 34,
        "excerpt": "ters are good at various things. Some are skilled with many weapons, while others can use only a few. Some are better at understanding people's motives, and others"
      },
      {
        "document": 36,
        "excerpt": "lies if you make an ability check for that action, and many other rules note when a skill is relevant. The GM has the ultimate say on whether a skill is relevant in"
      },
      {
        "document": 42,
        "excerpt": "sters can also do things not covered by these actions. Many class features and other abilities provide additional action options, and you can improvise other action"
      },
      {
        "document": 46,
        "excerpt": "During their adventures, player characters meet many different people and face some monsters that would rather talk than fight. In those situations, it's tim"
      },
      {
        "document": 51,
        "excerpt": "adventurers explore, their equipment can help them in many ways. For example, they can reach out-of-the-way places with a Ladder, perceive things they wouldn't oth"
      },
      {
        "document": 58,
        "excerpt": "t isn't a building or a vehicle, which are composed of many objects."
      },
      {
        "document": 69,
        "excerpt": "Adventurers encounter many dangerous monsters and nefarious villains. In those moments, combat often breaks out."
      },
      {
        "document": 87,
        "excerpt": "erwise send projectiles to strike a foe at a distance. Many spells also involve making a ranged attack."
      },
      {
        "document": 90,
        "excerpt": "ypically uses a hand-held weapon or an Unarmed Strike. Many monsters make melee attacks with claws, teeth, or other body parts. A few spells also involve melee atta"
      },
      {
        "document": 109,
        "excerpt": "Many saving throw effects deal half damage (round down) to a target when the target succeeds on the saving th"
      },
      {
        "document": 123,
        "excerpt": "must concentrate if the spell requires Concentration. Many items, such as Potions, bypass the casting of a spell and confer the spell's effects with its usual dura"
      },
      {
        "document": 124,
        "excerpt": "is cast on it. A creature attuned to an item knows how many charges the item has and how many it regains."
      },
      {
        "document": 241,
        "excerpt": ". Your character sheet also includes space to note how many Hit Dice you've spent. Initiative. Write your Dexterity modifier in the space for Initiative on your ch"
      },
      {
        "document": 248,
        "excerpt": "hat makes them special among adventurers. At level 11, many spellcasters learn reality-altering spells. Other characters gain features that allow them to make more"
      },
      {
        "document": 283,
        "excerpt": "the multiverse hail from different worlds and include many kinds of sapient life forms. A player character's species is the set of game traits that an adventurer g"
      },
      {
        "document": 362,
        "excerpt": "ted with private accommodations can carry one-fifth as many passengers. A passenger usually pays 5 SP per day for a hammock, but prices can vary from ship to ship."
      },
      {
        "document": 390,
        "excerpt": "To determine how many days (working 8 hours a day) it takes to make an item, divide its purchase cost in GP by 10 (round a fra"
      },
      {
        "document": 503,
        "excerpt": "Many spells specify that a target makes a saving throw to avoid some or all of a spell's effects. The spell s"
      },
      {
        "document": 514,
        "excerpt": "ll slot. The description of such an item specifies how many times a spell can be cast from it."
      },
      {
        "document": 526,
        "excerpt": "The descriptions of many spells and other features specify that they have an area of effect, which typically has one of six shape"
      },
      {
        "document": 633,
        "excerpt": "aracters typically grapple by using an Unarmed Strike. Many monsters have special attacks that allow them to quickly grapple prey. However a grapple is initiated, i"
      },
      {
        "document": 712,
        "excerpt": "eir charm. A hidden pit can be a fun surprise, but too many traps in an adventure can lead players to become overly cautious, which slows down the game. The best t"
      },
      {
        "document": 729,
        "excerpt": "er, deduct its XP from your XP budget to determine how many XP you have left to spend. Spend as much of your XP budget as you can without going over. It's OK if you"
      },
      {
        "document": 731,
        "excerpt": "Many Creatures"
      },
      {
        "document": 733,
        "excerpt": "0 XP, should be used sparingly. If you want to include many CR 0 critters in an encounter, use swarms instead."
      },
      {
        "document": 756,
        "excerpt": "Hat of Many Spells Table 1"
      },
      {
        "document": 963,
        "excerpt": "table. Spell Slots. The Bard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long"
      },
      {
        "document": 964,
        "excerpt": "ble. Spell Slots. The Cleric Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long"
      },
      {
        "document": 965,
        "excerpt": "able. Spell Slots. The Druid Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long"
      },
      {
        "document": 968,
        "excerpt": "on. Spell Slots. The Paladin Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long"
      },
      {
        "document": 969,
        "excerpt": "ion. Spell Slots. The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long"
      },
      {
        "document": 971,
        "excerpt": "e. Spell Slots. The Sorcerer Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long"
      },
      {
        "document": 972,
        "excerpt": "le. Spell Slots. The Warlock Features table shows how many spell slots you have to cast your Warlock spells of levels 1–5. The table also shows the level of those"
      },
      {
        "document": 973,
        "excerpt": "rly. Spell Slots. The Wizard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long"
      },
      {
        "document": 981,
        "excerpt": "are masters of healing, using that life force to cure many hurts. Existence itself relies on the positive energy associated with this domain, so a Cleric of almos"
      },
      {
        "document": 982,
        "excerpt": "e - hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of per"
      },
      {
        "document": 1187,
        "excerpt": "in range. Three bolts then leap from that target to as many as three other targets of your choice, each of which must be within 30 feet of the first target. A targe"
      },
      {
        "document": 1322,
        "excerpt": "w to use them, whether it requires Attunement, and how many charges it has, if any. You learn whether any ongoing spells are affecting the item and what they are. I"
      },
      {
        "document": 1455,
        "excerpt": "e nearest unoccupied space if that space is occupied. Many major temples, guildhalls, and other important places have permanent teleportation circles. Each circle"
      },
      {
        "document": 1509,
        "excerpt": "n the compartment can take a Utilize action to move as many as two of the apparatus's levers up or down. After each use, a lever goes back to its neutral position."
      },
      {
        "document": 1515,
        "excerpt": "n found. The bag weighs half a pound regardless of how many beans it contains and becomes a non-magical item when it no longer contains any beans. If you dump one"
      },
      {
        "document": 1561,
        "excerpt": "desires. The dragon essence within the orb might want many things: the annihilation of a particular society or organization, freedom from the orb, to spread suffer"
      },
      {
        "document": 1596,
        "excerpt": "Hat of Many Spells"
      },
      {
        "document": 1604,
        "excerpt": "e of a different metal. The horn's type determines how many spirits it summons, as well as the requirement for its use. The GM chooses the horn's type or determines"
      },
      {
        "document": 1609,
        "excerpt": "god of knowledge and prophecy revered on some worlds. Many types of Ioun Stones exist, each type a distinct combination of shape and color. When you take a Magic"
      },
      {
        "document": 1627,
        "excerpt": "he deck. Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly. Any cards drawn in excess of this number have no e"
      },
      {
        "document": 1630,
        "excerpt": "de from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If"
      },
      {
        "document": 1667,
        "excerpt": "shown in the following table. The table indicates how many charges you must expend to cast the spell, which has a save DC of 18."
      },
      {
        "document": 1692,
        "excerpt": "ell. When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence and how many levels of spell ener"
      },
      {
        "document": 1713,
        "excerpt": "it, using your spell save DC. The table indicates how many charges you must expend to cast the spell. Regaining Charges. The staff regains 1d6 + 4 expended charge"
      },
      {
        "document": 1714,
        "excerpt": "it, using your spell save DC. The table indicates how many charges you must expend to cast the spell. Regaining Charges. The staff regains 1d6 + 4 expended charge"
      },
      {
        "document": 1715,
        "excerpt": "spellcasting ability modifier. The table indicates how many charges you must expend to cast the spell. Regaining Charges. The staff regains 1d6 + 4 expended charge"
      },
      {
        "document": 1716,
        "excerpt": "it, using your spell save DC. The table indicates how many charges you must expend to cast the spell. Regaining Charges. The staff regains 2d8 + 4 expended charge"
      },
      {
        "document": 1718,
        "excerpt": "DC and spell attack modifier. The table indicates how many charges you must expend to cast the spell. Regaining Charges. The staff regains 1d6 + 4 expended charge"
      },
      {
        "document": 1719,
        "excerpt": "it, using your spell save DC. The table indicates how many charges you must expend to cast the spell. Regaining Charges. The staff regains 4d6 + 2 expended charge"
      },
      {
        "document": 1721,
        "excerpt": "it, using your spell save DC. The table indicates how many charges you must expend to cast the spell. Tree Form. You can take a Magic action to plant one end of t"
      },
      {
        "document": 1741,
        "excerpt": "n the following table from it. The table indicates how many charges you must expend to cast the spell. Regaining Charges. The wand regains 1d6 + 1 expended charges"
      },
      {
        "document": 1743,
        "excerpt": "n the following table from it. The table indicates how many charges you must expend to cast the spell. Regaining Charges. The wand regains 1d6 + 1 expended charges"
      },
      {
        "document": 1756,
        "excerpt": "Well of Many Worlds"
      },
      {
        "document": 1934,
        "excerpt": "Multiattack. The hydra makes as many Bite attacks as it has heads. Bite. Melee Attack Roll: +8, reach 10 ft. Hit: 10 (1d10 + 5) Piercing dam"
      }
    ],
    "map": [
      {
        "document": 82,
        "excerpt": "e width of the square space the creature occupies on a map, as shown on the Creature Size and Space table. That table lists the sizes from smallest (Tiny) to large"
      },
      {
        "document": 266,
        "excerpt": "no door 56 An old key 57 An indecipherable treasure map 58 A hilt from a broken sword 59 A rabbit's foot 60 A glass eye 61 A cameo of a hideous person 62 A"
      },
      {
        "document": 320,
        "excerpt": "Map (1 GP)"
      },
      {
        "document": 419,
        "excerpt": "Ability: Wisdom Weight: 6 lb. Utilize: Draft a map of a small area (DC 15) Craft: Map"
      },
      {
        "document": 425,
        "excerpt": ", Studded Leather Armor, Backpack, Crossbow Bolt Case, Map or Scroll Case, Parchment, Pouch, Quiver, Waterskin"
      },
      {
        "document": 467,
        "excerpt": "Case, Map or Scroll (1 GP)"
      },
      {
        "document": 477,
        "excerpt": "g items: Chest, Fine Clothes, Ink, 5 Ink Pens, Lamp, 2 Map or Scroll Cases, 4 flasks of Oil, 5 sheets of Paper, 5 sheets of Parchment, Perfume, and Tinderbox."
      },
      {
        "document": 930,
        "excerpt": "Map"
      },
      {
        "document": 931,
        "excerpt": "Case, Map or Scroll"
      },
      {
        "document": 1039,
        "excerpt": "Case, Map or Scroll"
      },
      {
        "document": 1093,
        "excerpt": "Map"
      },
      {
        "document": 1454,
        "excerpt": "now through someone else’s description, perhaps from a map. - “False destination” is a place that doesn’t exist. Perhaps you tried to scry an enemy’s sanctum but i"
      }
    ],
    "marble": [
      {
        "document": 1565,
        "excerpt": "water, turning up to a 15-foot Cube of water into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet's weight is negligible"
      },
      {
        "document": 1609,
        "excerpt": "ous Item, Rarity Varies (Requires Attunement) Roughly marble sized, Ioun Stones are named after Ioun, a god of knowledge and prophecy revered on some worlds. Many ty"
      },
      {
        "document": 1884,
        "excerpt": "ed, it can't be used again until 30 days have passed. Marble Elephant (Rare). This marble statuette resembles a trumpeting elephant. It can become an Elephant for up"
      }
    ],
    "marbled": [
      {
        "document": 1609,
        "excerpt": "your head. Greater Absorption (Legendary). While this marbled lavender and green ellipsoid orbits your head, you can take a Reaction to cancel a spell of level 8 or l"
      }
    ],
    "marching": [
      {
        "document": 64,
        "excerpt": "MARCHING ORDER"
      },
      {
        "document": 72,
        "excerpt": "cters and monsters are located. Given the adventurers' marching order or their stated positions in the room or other location, the GM figures out where the adversaries"
      }
    ],
    "marilith": [
      {
        "document": 1957,
        "excerpt": "Marilith"
      }
    ],
    "mark": [
      {
        "document": 850,
        "excerpt": "Hunter’s Mark"
      },
      {
        "document": 969,
        "excerpt": "You always have the Hunter's Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses o"
      },
      {
        "document": 971,
        "excerpt": "An event in your past left an indelible mark on you, infusing you with simmering magic. As a Bonus Action, you can unleash that magic for 1 minute, d"
      },
      {
        "document": 980,
        "excerpt": "your prey. While a creature is marked by your Hunter's Mark, you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature"
      },
      {
        "document": 1318,
        "excerpt": "Hunter's Mark"
      },
      {
        "document": 1328,
        "excerpt": "nsion is 6 feet or less. The spell leaves an Invisible mark on that object and invisibly inscribes the object's name on the sapphire. Each time you cast this spell,"
      },
      {
        "document": 1386,
        "excerpt": "1 cubic foot of nonliving material for 1 hour. Magic Mark. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. Minor Creatio"
      }
    ],
    "marked": [
      {
        "document": 969,
        "excerpt": "vantage on attack rolls against the creature currently marked by your Hunter's Mark."
      },
      {
        "document": 980,
        "excerpt": "ngths and weaknesses of your prey. While a creature is marked by your Hunter's Mark, you know whether that creature has any Immunities, Resistances, or Vulnerabilitie"
      },
      {
        "document": 1168,
        "excerpt": "V, S, M (specially marked sticks, bones, cards, or other divinatory tokens worth 25+ GP)"
      }
    ],
    "marketplace": [
      {
        "document": 420,
        "excerpt": "gems and art objects - retain their full value in the marketplace. \"Magic Items\" has prices for magic items."
      }
    ],
    "marking": [
      {
        "document": 820,
        "excerpt": "ages refuse to hold ink, chalk, graphite, or any other marking"
      },
      {
        "document": 1552,
        "excerpt": "cube is about an inch across. Each face has a distinct marking on it. You can press one of those faces, expend the number of charges required for it, and thereby cast"
      }
    ],
    "martial": [
      {
        "document": 409,
        "excerpt": "ategory. Every weapon falls into a category: Simple or Martial. Weapon proficiencies are usually tied to one of these categories. For example, you might have proficien"
      },
      {
        "document": 572,
        "excerpt": "A weapon is an object that is in the Simple or Martial weapon category. See also “Equipment” (“Weapons”)."
      },
      {
        "document": 648,
        "excerpt": "roken glass, a table leg, or a frying pan. A Simple or Martial weapon also counts as an improvised weapon if it's wielded in a way contrary to its design; if you use a"
      },
      {
        "document": 662,
        "excerpt": "nt worth 50 GP (including unspent gold). Don't include Martial weapons or armor, as characters get them from their class choices."
      },
      {
        "document": 758,
        "excerpt": "Proficiency with all Martial weapons"
      },
      {
        "document": 840,
        "excerpt": "Martial Arts"
      },
      {
        "document": 928,
        "excerpt": "Martial Melee Weapons"
      },
      {
        "document": 962,
        "excerpt": "Simple and Martial weapons"
      },
      {
        "document": 964,
        "excerpt": "otector. Trained for battle, you gain proficiency with Martial weapons and training with Heavy armor. Thaumaturge. You know one extra cantrip from the Cleric spell li"
      },
      {
        "document": 965,
        "excerpt": "Warden. Trained for battle, you gain proficiency with Martial weapons and training with Medium armor."
      },
      {
        "document": 966,
        "excerpt": "Simple and Martial weapons"
      },
      {
        "document": 967,
        "excerpt": "Simple weapons and Martial weapons that have the Light property"
      },
      {
        "document": 968,
        "excerpt": "Simple and Martial weapons"
      },
      {
        "document": 969,
        "excerpt": "Simple and Martial weapons"
      },
      {
        "document": 970,
        "excerpt": "Simple weapons and Martial weapons that have the Finesse or Light property"
      },
      {
        "document": 972,
        "excerpt": "u can conjure a pact weapon in your hand - a Simple or Martial Melee weapon of your choice with which you bond - or create a bond with a magic weapon you touch; you ca"
      },
      {
        "document": 974,
        "excerpt": "ce in Combat A Champion focuses on the development of martial prowess in a relentless pursuit of victory. Champions combine rigorous training with physical excellence"
      },
      {
        "document": 985,
        "excerpt": "to heal yourself. As a Bonus Action, you can roll your Martial Arts die. You regain a number of Hit Points equal to the number rolled plus your Wisdom modifier (minimu"
      },
      {
        "document": 1025,
        "excerpt": "Martial"
      },
      {
        "document": 1030,
        "excerpt": "Martial"
      },
      {
        "document": 1058,
        "excerpt": "Martial"
      },
      {
        "document": 1060,
        "excerpt": "Martial"
      },
      {
        "document": 1062,
        "excerpt": "Martial"
      },
      {
        "document": 1064,
        "excerpt": "Martial"
      },
      {
        "document": 1065,
        "excerpt": "Martial"
      },
      {
        "document": 1067,
        "excerpt": "Martial"
      },
      {
        "document": 1070,
        "excerpt": "Martial"
      },
      {
        "document": 1081,
        "excerpt": "Martial"
      },
      {
        "document": 1088,
        "excerpt": "Martial"
      },
      {
        "document": 1089,
        "excerpt": "Martial"
      },
      {
        "document": 1094,
        "excerpt": "Martial"
      },
      {
        "document": 1096,
        "excerpt": "Martial"
      },
      {
        "document": 1097,
        "excerpt": "Martial"
      },
      {
        "document": 1104,
        "excerpt": "Martial"
      },
      {
        "document": 1105,
        "excerpt": "Martial"
      },
      {
        "document": 1116,
        "excerpt": "Martial"
      },
      {
        "document": 1124,
        "excerpt": "Martial"
      },
      {
        "document": 1127,
        "excerpt": "Martial"
      },
      {
        "document": 1143,
        "excerpt": "Martial"
      },
      {
        "document": 1145,
        "excerpt": "Martial"
      },
      {
        "document": 1146,
        "excerpt": "Martial"
      },
      {
        "document": 1148,
        "excerpt": "Martial"
      },
      {
        "document": 1563,
        "excerpt": "Any Simple or Martial"
      },
      {
        "document": 1587,
        "excerpt": "Any Simple or Martial"
      },
      {
        "document": 1602,
        "excerpt": "Any Simple or Martial"
      },
      {
        "document": 1631,
        "excerpt": "Any Simple or Martial"
      },
      {
        "document": 1739,
        "excerpt": "Any Simple or Martial"
      },
      {
        "document": 1754,
        "excerpt": "Any Simple or Martial"
      },
      {
        "document": 1755,
        "excerpt": "Any Simple or Martial"
      }
    ],
    "marvelous": [
      {
        "document": 970,
        "excerpt": "You have a marvelous knack for succeeding when you need to. If you fail a D20 Test, you can turn the roll into a 20. Once yo"
      },
      {
        "document": 1623,
        "excerpt": "Marvelous Pigments"
      }
    ],
    "mask": [
      {
        "document": 266,
        "excerpt": "62 A silver skull the size of a coin 63 An alabaster mask 64 A cone of sticky black incense that stinks 65 A nightcap that gives you pleasant dreams when you we"
      },
      {
        "document": 972,
        "excerpt": "your Constitution modifier (minimum of 1 Hit Point). Mask of Many Faces Prerequisite: Level 2+ Warlock You can cast Disguise Self without expending a spell slot"
      },
      {
        "document": 1166,
        "excerpt": "that isn't being worn or carried. A creature gains the Mask effect below, and an object gains the False Aura effect below. The effect lasts for the duration. If you"
      }
    ],
    "masked": [
      {
        "document": 1658,
        "excerpt": "ther beneficial potion. However, it is actually poison masked by illusion magic. Identify reveals its true nature. If you drink this potion, you take 4d6 Poison dama"
      }
    ],
    "mason's": [
      {
        "document": 426,
        "excerpt": "Mason's Tools (10 GP)"
      }
    ],
    "mass": [
      {
        "document": 775,
        "excerpt": "Mass Cure Wounds"
      },
      {
        "document": 834,
        "excerpt": "Mass Cure Wounds"
      },
      {
        "document": 866,
        "excerpt": "Mass Suggestion"
      },
      {
        "document": 892,
        "excerpt": "Mass Suggestion"
      },
      {
        "document": 901,
        "excerpt": "Mass Healing Word"
      },
      {
        "document": 903,
        "excerpt": "Mass Cure Wounds"
      },
      {
        "document": 904,
        "excerpt": "Mass Suggestion"
      },
      {
        "document": 909,
        "excerpt": "Mass Healing Word, Revivify"
      },
      {
        "document": 913,
        "excerpt": "Mass Healing Word"
      },
      {
        "document": 915,
        "excerpt": "Mass Cure Wounds"
      },
      {
        "document": 919,
        "excerpt": "Mass Heal"
      },
      {
        "document": 1351,
        "excerpt": "Mass Cure Wounds"
      },
      {
        "document": 1352,
        "excerpt": "Mass Heal"
      },
      {
        "document": 1353,
        "excerpt": "Mass Healing Word"
      },
      {
        "document": 1354,
        "excerpt": "Mass Suggestion"
      },
      {
        "document": 1480,
        "excerpt": ") Duration: Concentration, up to 1 hour You conjure a mass of sticky webbing at a point within range. The webs fill a 20-foot Cube there for the duration. The webs"
      }
    ],
    "masses": [
      {
        "document": 1480,
        "excerpt": "scured. If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and t"
      }
    ],
    "massive": [
      {
        "document": 7,
        "excerpt": "life energy, reducing a creature's Hit Point maximum. Massive Damage. When damage reduces a character to 0 Hit Points and damage remains, the character dies if the re"
      },
      {
        "document": 62,
        "excerpt": "cts. If you try to haul an unusually heavy object or a massive number of lighter objects, the GM might require you to abide by the rules for carrying capacity in \"Rule"
      }
    ],
    "master": [
      {
        "document": 7,
        "excerpt": "the instant it drops to 0 Hit Points, although a Game Master can ignore this rule for an individual monster and treat it like a character. Hit Point Maximum of 0. A"
      },
      {
        "document": 26,
        "excerpt": "unfolds according to this basic pattern: 1: The Game Master Describes a Scene. The GM tells the players where their adventurers are and what's around them (how many"
      },
      {
        "document": 42,
        "excerpt": "n action not detailed elsewhere in the rules, the Game Master tells you whether that action is possible and what kind of D20 Test you need to make, if any."
      },
      {
        "document": 46,
        "excerpt": "fess to wrongdoing or try to flatter a guard. The Game Master assumes the roles of any nonplayer characters who are participating. An NPC's attitude toward your char"
      },
      {
        "document": 56,
        "excerpt": "her, sneak past a guardian, or set an ambush. The Game Master decides when circumstances are appropriate for hiding. When you try to hide, you take the Hide action."
      },
      {
        "document": 72,
        "excerpt": "olds in these steps: 1: Establish Positions. The Game Master determines where all the characters and monsters are located. Given the adventurers' marching order or t"
      },
      {
        "document": 92,
        "excerpt": ", the D20 Test succeeds. Otherwise, it fails. The Game Master determines target numbers and tells players whether their rolls are successful. The target number for an"
      },
      {
        "document": 626,
        "excerpt": "Experience Points (XP), which are awarded by the Game Master. When a character's XP total crosses certain thresholds, the character's level increases. See also “Leve"
      },
      {
        "document": 839,
        "excerpt": "Indomitable (one use), Tactical Master"
      },
      {
        "document": 871,
        "excerpt": "Eldritch Master"
      },
      {
        "document": 941,
        "excerpt": "Game Master"
      },
      {
        "document": 965,
        "excerpt": "look in other sources for eligible Beasts if the Game Master permits you to do so. Beast Shapes Rules While Shape-Shifted. While in a form, you retain your persona"
      },
      {
        "document": 966,
        "excerpt": "Tactical Master"
      },
      {
        "document": 972,
        "excerpt": "Eldritch Master"
      },
      {
        "document": 985,
        "excerpt": "Master Unarmed Combat Techniques Warriors of the Open Hand are masters of unarmed combat. They learn technique"
      },
      {
        "document": 1931,
        "excerpt": "he homunculus is on the same plane of existence as its master, the two of them can communicate telepathically with each other."
      },
      {
        "document": 2054,
        "excerpt": "Charmed (except from its vampire master)"
      }
    ],
    "mastered": [
      {
        "document": 963,
        "excerpt": "You have mastered two of the Words of Creation: the words of life and death. You therefore always have the Power Word Heal"
      }
    ],
    "masters": [
      {
        "document": 981,
        "excerpt": "n the multiverse. Clerics who tap into this domain are masters of healing, using that life force to cure many hurts. Existence itself relies on the positive energy as"
      },
      {
        "document": 985,
        "excerpt": "armed Combat Techniques Warriors of the Open Hand are masters of unarmed combat. They learn techniques to push and trip their opponents and manipulate their own energ"
      }
    ],
    "mastery": [
      {
        "document": 383,
        "excerpt": "Mastery Properties"
      },
      {
        "document": 409,
        "excerpt": "Each property is defined in the “Properties” section. Mastery. Each weapon has a mastery property, which is defined in the “Mastery Properties” section. To use that p"
      },
      {
        "document": 839,
        "excerpt": "Weapon Mastery"
      },
      {
        "document": 842,
        "excerpt": "Lay On Hands, Spellcasting, Weapon Mastery"
      },
      {
        "document": 848,
        "excerpt": "Weapon Mastery"
      },
      {
        "document": 849,
        "excerpt": "Spellcasting, Favored Enemy, Weapon Mastery"
      },
      {
        "document": 855,
        "excerpt": "Expertise, Sneak Attack, Thieves’ Cant, Weapon Mastery"
      },
      {
        "document": 883,
        "excerpt": "Spell Mastery"
      },
      {
        "document": 928,
        "excerpt": "Mastery"
      },
      {
        "document": 962,
        "excerpt": "Weapon Mastery"
      },
      {
        "document": 966,
        "excerpt": "Weapon Mastery"
      },
      {
        "document": 967,
        "excerpt": "Your practice of martial arts gives you mastery of combat styles that use your Unarmed Strike and Monk weapons, which are the following: - Simple Melee"
      },
      {
        "document": 968,
        "excerpt": "Weapon Mastery"
      },
      {
        "document": 969,
        "excerpt": "Weapon Mastery"
      },
      {
        "document": 970,
        "excerpt": "Weapon Mastery"
      },
      {
        "document": 973,
        "excerpt": "Spell Mastery"
      },
      {
        "document": 1609,
        "excerpt": "this marbled pink and green sphere orbits your head. Mastery (Legendary). Your Proficiency Bonus increases by 1 while this pale green prism orbits your head. Protec"
      }
    ],
    "mastiff": [
      {
        "document": 795,
        "excerpt": "Mastiff"
      },
      {
        "document": 920,
        "excerpt": "Mastiff"
      },
      {
        "document": 1884,
        "excerpt": "Dog (Rare). This onyx statuette of a dog can become a Mastiff for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has Blindsight wit"
      },
      {
        "document": 1958,
        "excerpt": "Mastiff"
      }
    ],
    "mastiffs": [
      {
        "document": 1691,
        "excerpt": "f level 1, 2, or 3 (your choice) 1d100 Patch 84–90 2 Mastiffs 91–96 Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can r"
      }
    ],
    "match": [
      {
        "document": 96,
        "excerpt": "ning. The Initiative of a controlled mount changes to match yours when you mount it. It moves on your turn as you direct it, and it has only three action options du"
      },
      {
        "document": 965,
        "excerpt": "shape. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge wit"
      },
      {
        "document": 1377,
        "excerpt": "by another spell, that spell's duration is extended to match the duration of this spell. A bound creature must follow your commands to the best of its ability. You"
      },
      {
        "document": 1702,
        "excerpt": "ending Stones come in pairs, with each stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can cast Sending from it."
      }
    ],
    "matches": [
      {
        "document": 963,
        "excerpt": "ard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For exampl"
      },
      {
        "document": 964,
        "excerpt": "ric spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For exampl"
      },
      {
        "document": 965,
        "excerpt": "uid spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For exampl"
      },
      {
        "document": 968,
        "excerpt": "Paladin spells until the number of spells on your list matches the number in the Paladin Features table. The chosen spells must be of a level for which you have spell"
      },
      {
        "document": 969,
        "excerpt": "Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell s"
      },
      {
        "document": 971,
        "excerpt": "orcerer spells until the number of spells on your list matches the number in the Sorcerer Features table. The chosen spells must be of a level for which you have spell"
      },
      {
        "document": 972,
        "excerpt": "Warlock spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level no higher than what's shown in the table's"
      },
      {
        "document": 973,
        "excerpt": "Wizard spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level for which you have spell slots. For exampl"
      },
      {
        "document": 1155,
        "excerpt": "pecify a location you have visited and a recipient who matches a general description, such as “a person dressed in the uniform of the town guard” or “a red-haired dwar"
      }
    ],
    "matching": [
      {
        "document": 117,
        "excerpt": "o use a single Glove of Missile Snaring so long as the matching glove is on their person."
      }
    ],
    "material": [
      {
        "document": 0,
        "excerpt": "This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https:/"
      },
      {
        "document": 149,
        "excerpt": "It is tipped with metal, crystal, stone, or some other material. Unless its description notes otherwise, a wand can be used as an Arcane Focus."
      },
      {
        "document": 175,
        "excerpt": "red, describe the monster's use of Verbal, Somatic, or Material components to signal to characters that it is casting a spell. A monster that requires Material componen"
      },
      {
        "document": 228,
        "excerpt": "xistence and thus less widespread in the worlds of the Material Plane. Some features let a character learn a rare language. Rare Languages *Primordial includes the Aq"
      },
      {
        "document": 274,
        "excerpt": "eans it's a Ritual, and M means it requires a specific Material component. Cantrips (Level 0 Druid Spells) Level 1 Druid Spells Level 2 Druid Spells Level 3 Druid S"
      },
      {
        "document": 275,
        "excerpt": "eans it's a Ritual, and M means it requires a specific Material component. Level 1 Paladin Spells Level 2 Paladin Spells Level 3 Paladin Spells Level 4 Paladin Spel"
      },
      {
        "document": 276,
        "excerpt": "eans it's a Ritual, and M means it requires a specific Material component. Level 1 Ranger Spells Level 2 Ranger Spells Level 3 Ranger Spells Level 4 Ranger Spells"
      },
      {
        "document": 277,
        "excerpt": "eans it's a Ritual, and M means it requires a specific Material component. Cantrips (Level 0 Sorcerer Spells) Level 1 Sorcerer Spells Level 2 Sorcerer Spells Level"
      },
      {
        "document": 278,
        "excerpt": "eans it's a Ritual, and M means it requires a specific Material component. Cantrips (Level 0 Warlock Spells) Level 1 Warlock Spells Level 2 Warlock Spells Level 3 W"
      },
      {
        "document": 279,
        "excerpt": "eans it's a Ritual, and M means it requires a specific Material component. Cantrips (Level 0 Wizard Spells) Level 1 Wizard Spells Level 2 Wizard Spells Level 3 Wiza"
      },
      {
        "document": 280,
        "excerpt": "eans it's a Ritual, and M means it requires a specific Material component. Cantrips (Level 0 Bard Spells) Level 1 Bard Spells Level 2 Bard Spells Level 3 Bard Spell"
      },
      {
        "document": 281,
        "excerpt": "eans it's a Ritual, and M means it requires a specific Material component. Cantrips (Level 0 Cleric Spells) Level 1 Cleric Spells Level 2 Cleric Spells Level 3 Cler"
      },
      {
        "document": 342,
        "excerpt": "a hole that is 5 feet on each side in soil or similar material."
      },
      {
        "document": 344,
        "excerpt": "sing its normal casting time and without providing any Material components. If the spell requires a saving throw or an attack roll, the spell save DC is 13, and the at"
      },
      {
        "document": 345,
        "excerpt": "mmer, to hammer a spike into wood, earth, or a similar material. You can do so to jam a door shut or to then tie a Rope or Chain to the Spike."
      },
      {
        "document": 391,
        "excerpt": "ing. Doing so requires using that kit and 25 GP of raw material over the course of 1 day (8 hours of work)."
      },
      {
        "document": 395,
        "excerpt": "day of the inscription. You must also have at hand any Material components required by the spell; if the spell consumes its Material components, they are consumed only"
      },
      {
        "document": 398,
        "excerpt": "ent denominations based on the relative worth of their material. The Coin Values table lists coins and how much they're worth relative to the Gold Piece, which is the g"
      },
      {
        "document": 473,
        "excerpt": "ht and filled with compartments that hold all the free Material components of your spells."
      },
      {
        "document": 495,
        "excerpt": "icates whether it requires Verbal (V), Somatic (S), or Material (M) components. If the spellcaster can't provide one or more of a spell's components, the spellcaster ca"
      },
      {
        "document": 499,
        "excerpt": "Material (M)"
      },
      {
        "document": 551,
        "excerpt": "t that certain creatures can use in place of a spell's Material components if those materials aren't consumed by the spell and don't have a cost specified. Some classes"
      },
      {
        "document": 719,
        "excerpt": "his 10-foot-deep pit has a hinged lid constructed from material identical to the surrounding floor. When a creature moves onto the lid, it swings open like a trapdoor,"
      },
      {
        "document": 723,
        "excerpt": "A 10-foot-deep pit has a hinged lid constructed from material identical to the surrounding floor. When a creature moves onto the lid, it swings open like a trapdoor,"
      },
      {
        "document": 820,
        "excerpt": "A l-ounce block made from an unknown material"
      },
      {
        "document": 942,
        "excerpt": "Material component"
      },
      {
        "document": 964,
        "excerpt": "t that spell without expending a spell slot or needing Material components. You can't use this feature again until you finish a Long Rest."
      },
      {
        "document": 965,
        "excerpt": "of Wild Shape to cast the Find Familiar spell without Material components. When you cast the spell in this way, the familiar is Fey and disappears when you finish a L"
      },
      {
        "document": 971,
        "excerpt": "rcery Point to cast it without any Verbal, Somatic, or Material components, except Material components that are consumed by the spell or that have a cost specified in t"
      },
      {
        "document": 977,
        "excerpt": "You can cast Summon Dragon without a Material component. You can also cast it once without a spell slot, and you regain the ability to cast it in this"
      },
      {
        "document": 1212,
        "excerpt": "pell on you ends. Also, Contingency ends on you if its material component is ever not on your person."
      },
      {
        "document": 1216,
        "excerpt": "t of yourself casting a spell with Verbal, Somatic, or Material components"
      },
      {
        "document": 1220,
        "excerpt": "aintbrush) Duration: Special You pull wisps of shadow material from the Shadowfell to create an object within range. It is either an object of vegetable matter (soft g"
      },
      {
        "document": 1259,
        "excerpt": "s You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, or c"
      },
      {
        "document": 1281,
        "excerpt": "cation, the spell lasts until it is dispelled, and the Material components are consumed on the last casting."
      },
      {
        "document": 1323,
        "excerpt": "ys You write on parchment, paper, or another suitable material and imbue it with an illusion that lasts for the duration. To you and any creatures you designate when y"
      },
      {
        "document": 1345,
        "excerpt": "s it and enters the container you used for the spell's Material component. While your soul inhabits the container, you are aware of your surroundings as if you were in"
      },
      {
        "document": 1386,
        "excerpt": "chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. Magic Mark. You make a color, a small mark, or a symbol appear on an object or a surface fo"
      },
      {
        "document": 1415,
        "excerpt": "ouch the chest and the miniature replica that serve as Material components for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 f"
      },
      {
        "document": 1455,
        "excerpt": "learn the sigil sequences for two destinations on the Material Plane, determined by the GM. You might learn additional sigil sequences during your adventures. You can"
      },
      {
        "document": 1516,
        "excerpt": "stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of"
      },
      {
        "document": 1553,
        "excerpt": "to a different plane of existence, one of which is the Material Plane. The other sides are linked to planes determined by the GM. The cube has 3 charges and regains 1d"
      },
      {
        "document": 1594,
        "excerpt": "al space. Each side pouch can hold up to 200 pounds of material, not exceeding a volume of 25 cubic feet. The central pouch can hold up to 500 pounds of material, not e"
      },
      {
        "document": 1596,
        "excerpt": "it must be of a level you can cast, and it can't have Material components costing more than 1,000 GP. Once you decide on the spell, you must expend a spell slot of the"
      },
      {
        "document": 1623,
        "excerpt": "y're made from paste, cookies, or some other worthless material. If you paint a form of energy such as fire or lightning, the energy dissipates as soon as you complete"
      },
      {
        "document": 1709,
        "excerpt": "st, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires th"
      },
      {
        "document": 1761,
        "excerpt": "dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17, +9 to hit with spell attack"
      },
      {
        "document": 1762,
        "excerpt": "dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 18): At Will: Detect Magic, In"
      },
      {
        "document": 1763,
        "excerpt": "dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 16): At Will: Detect Magic, Mi"
      },
      {
        "document": 1764,
        "excerpt": "dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17, +10 to hit with spell attac"
      },
      {
        "document": 1765,
        "excerpt": "dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17): At Will: Detect Magic, Mi"
      },
      {
        "document": 1766,
        "excerpt": "dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21, +13 to hit with spell attac"
      },
      {
        "document": 1767,
        "excerpt": "dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17): At Will: Detect Magic, Mi"
      },
      {
        "document": 1768,
        "excerpt": "dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 20, +12 to hit with spell attac"
      },
      {
        "document": 1769,
        "excerpt": "dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 19, +11 to hit with spell attac"
      },
      {
        "document": 1770,
        "excerpt": "rightful Presence. The dragon casts Fear, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 14). The dragon can't take this"
      },
      {
        "document": 1773,
        "excerpt": "dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21, +13 to hit with spell attac"
      },
      {
        "document": 1774,
        "excerpt": "dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 22): At Will: Detect Magic, In"
      },
      {
        "document": 1775,
        "excerpt": "dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 20): At Will: Detect Magic, Mi"
      },
      {
        "document": 1776,
        "excerpt": "dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 22, +14 to hit with spell attac"
      },
      {
        "document": 1777,
        "excerpt": "dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21): At Will: Detect Magic, Mi"
      },
      {
        "document": 1778,
        "excerpt": "dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 24, +16 to hit with spell atta"
      },
      {
        "document": 1779,
        "excerpt": "dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21): At Will: Detect Magic, Mi"
      },
      {
        "document": 1780,
        "excerpt": "dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 23, +15 to hit with spell attac"
      },
      {
        "document": 1781,
        "excerpt": "dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 23, +15 to hit with spell attac"
      },
      {
        "document": 1782,
        "excerpt": "rightful Presence. The dragon casts Fear, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 18). The dragon can't take this"
      },
      {
        "document": 1830,
        "excerpt": "giant casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 15): At Will: Detect Magic, Fo"
      },
      {
        "document": 1843,
        "excerpt": "e deva casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17): At Will: Detect Evil and"
      },
      {
        "document": 1845,
        "excerpt": "djinni casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17): At Will: Detect Evil and"
      },
      {
        "document": 1850,
        "excerpt": "ider casts Darkness, Faerie Fire, or Web, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 14)."
      },
      {
        "document": 1852,
        "excerpt": "dryad casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 14): At Will: Animal Friendshi"
      },
      {
        "document": 1855,
        "excerpt": "one. While doing so, the elemental doesn't disturb the material it moves through. Siege Monster. The elemental deals double damage to objects and structures."
      },
      {
        "document": 1856,
        "excerpt": "freeti casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 16): At Will: Detect Magic, El"
      },
      {
        "document": 1871,
        "excerpt": "see 60 feet into the Ethereal Plane when it is on the Material Plane. Incorporeal Movement. The ghost can move through other creatures and objects as if they were Dif"
      },
      {
        "document": 1903,
        "excerpt": "abrezu casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 16): At Will: Darkness, De"
      },
      {
        "document": 1914,
        "excerpt": "hag can cast one of the following spells, requiring no Material components, using the spell's normal casting time, and using Intelligence as the spellcasting ability (s"
      },
      {
        "document": 1920,
        "excerpt": "s one of the following spells, requiring no Somatic or Material components and using Wisdom as the spellcasting ability (spell save DC 16): At Will: Thaumaturgy 1/Day"
      },
      {
        "document": 1939,
        "excerpt": "ncubus casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 15): At Will: Disguise Self, E"
      },
      {
        "document": 1947,
        "excerpt": "lamia casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 13): At Will: Disguise Self (c"
      },
      {
        "document": 1966,
        "excerpt": "mummy casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 17, +9 to hit with spell attacks)"
      },
      {
        "document": 1969,
        "excerpt": "hag can cast one of the following spells, requiring no Material components, using the spell's normal casting time, and using Intelligence as the spellcasting ability (s"
      },
      {
        "document": 1970,
        "excerpt": "n 5 feet of it teleport to the Ethereal Plane from the Material Plane or vice versa."
      },
      {
        "document": 1976,
        "excerpt": "he oni casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 13): 1/Day Each: Charm Person"
      },
      {
        "document": 1982,
        "excerpt": "r can see 60 feet into the Ethereal Plane while on the Material Plane and vice versa. Spider Climb. The spider can climb difficult surfaces, including along ceilings,"
      },
      {
        "document": 1986,
        "excerpt": "d casts Fireball (level 5 version) twice, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21). It can replace one Firebal"
      },
      {
        "document": 1987,
        "excerpt": "anetar casts one of the following spells, requiring no Material components and using Charisma as spellcasting ability (spell save DC 20): At Will: Detect Evil and Good"
      },
      {
        "document": 1997,
        "excerpt": "kshasa casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 18): At Will: Detect Magic, De"
      },
      {
        "document": 2014,
        "excerpt": "hag can cast one of the following spells, requiring no Material components, using the spell's normal casting time, and using Intelligence as the spellcasting ability (s"
      },
      {
        "document": 2022,
        "excerpt": "solar casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 25): At Will: Detect Evil and"
      },
      {
        "document": 2024,
        "excerpt": "sphinx casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 16): At Will: Detect Magic"
      },
      {
        "document": 2025,
        "excerpt": "sphinx casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 20): At Will: Detect Evil and Go"
      },
      {
        "document": 2028,
        "excerpt": "s one of the following spells, requiring no Somatic or Material components and using Intelligence as the spellcasting ability (spell save DC 14): At Will: Detect Magic"
      },
      {
        "document": 2035,
        "excerpt": "giant casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 18): At Will: Detect Magic, Ligh"
      },
      {
        "document": 2080,
        "excerpt": "nd stone. While doing so, the xorn doesn't disturb the material it moves through. Treasure Sense. The xorn can pinpoint the location of precious metals and stones with"
      }
    ],
    "materials": [
      {
        "document": 133,
        "excerpt": "sist you, but the GM might allow more assistants. Raw Materials. The cost in the table represents the raw materials needed to make a magic item. The GM determines wheth"
      },
      {
        "document": 364,
        "excerpt": "Hit Point of damage requires 1 day and costs 20 GP for materials and labor. If the repairs are made in a location where supplies and skilled labor are abundant, such as"
      },
      {
        "document": 387,
        "excerpt": "To craft a nonmagical item, you need tools, raw materials, and time, each of which is detailed below. If you meet the requirements, you make the item, and you can"
      },
      {
        "document": 389,
        "excerpt": "Raw Materials"
      },
      {
        "document": 499,
        "excerpt": "pecified in parentheses in the Components entry. These materials aren't consumed by the spell unless the spell's description states otherwise. The spellcaster must have"
      },
      {
        "document": 551,
        "excerpt": "use in place of a spell's Material components if those materials aren't consumed by the spell and don't have a cost specified. Some classes allow its members to use cert"
      },
      {
        "document": 973,
        "excerpt": "ting Identify. You determine the book's appearance and materials, such as a gilt-edged tome or a collection of vellum bound with twine. The book contains the level 1+ s"
      },
      {
        "document": 1220,
        "excerpt": "tion depends on the object's material, as shown in the Materials table. If the object is composed of multiple materials, use the shortest duration. Using any object crea"
      },
      {
        "document": 1259,
        "excerpt": "ponents: V, S Duration: Instantaneous You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees"
      },
      {
        "document": 1415,
        "excerpt": "est, 3 feet by 2 feet by 2 feet, constructed from rare materials worth 5,000+ GP, and a Tiny replica of the chest made from the same materials worth 50+ GP)"
      },
      {
        "document": 1483,
        "excerpt": "bjects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behi"
      }
    ],
    "matter": [
      {
        "document": 61,
        "excerpt": "Wisdom (Perception) check won't reveal the object, no matter the check's total."
      },
      {
        "document": 657,
        "excerpt": "Jump rule assumes that the height of the jump doesn't matter, such as a jump across a stream or chasm. At your GM's option, you must succeed on a DC 10 Strength (Ath"
      },
      {
        "document": 1220,
        "excerpt": "ject within range. It is either an object of vegetable matter (soft goods, rope, wood, and the like) or mineral matter (stone, crystal, metal, and the like). The obje"
      },
      {
        "document": 1282,
        "excerpt": "on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area. When you cast the spell"
      },
      {
        "document": 1291,
        "excerpt": "eplace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truth"
      },
      {
        "document": 1516,
        "excerpt": "whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the b"
      },
      {
        "document": 1644,
        "excerpt": "bjects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing. If the hole is folded up, a creature within the hole's e"
      },
      {
        "document": 1667,
        "excerpt": "se areas were Difficult Terrain without disturbing the matter through which you pass. If you end your turn in solid earth or rock, you are shunted out to the nearest"
      },
      {
        "document": 1711,
        "excerpt": "ical field surrounding it. The sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an Artifact"
      }
    ],
    "matters": [
      {
        "document": 66,
        "excerpt": "u need to know how fast you can move when every second matters, see the movement rules in “Combat” later in “Playing the Game.”"
      },
      {
        "document": 738,
        "excerpt": "for a background that focuses on cerebral or spiritual matters. Charisma. This ability is ideal for a background that involves performance or social interaction."
      }
    ],
    "maturity": [
      {
        "document": 283,
        "excerpt": "ss of life span, members of all species reach physical maturity at about the same age. Your character can be any age that isn’t beyond their species’ normal life span."
      }
    ],
    "maul": [
      {
        "document": 928,
        "excerpt": "Maul"
      },
      {
        "document": 1094,
        "excerpt": "Maul"
      },
      {
        "document": 1593,
        "excerpt": "Maul or Warhammer"
      }
    ],
    "maw": [
      {
        "document": 633,
        "excerpt": "ffects allow a creature to grapple using a tentacle, a maw, or another body part. Whatever part a grappler uses, it can grapple only one creature at a time with th"
      }
    ],
    "max": [
      {
        "document": 823,
        "excerpt": "Max CR"
      },
      {
        "document": 929,
        "excerpt": "12 + Dex modifier (max 2)"
      },
      {
        "document": 1033,
        "excerpt": "14 + Dex modifier (max 2)"
      },
      {
        "document": 1041,
        "excerpt": "13 + Dex modifier (max 2)"
      },
      {
        "document": 1066,
        "excerpt": "15 + Dex modifier (max 2)"
      },
      {
        "document": 1071,
        "excerpt": "12 + Dex modifier (max 2)"
      },
      {
        "document": 1122,
        "excerpt": "14 + Dex modifier (max 2)"
      }
    ],
    "maximize": [
      {
        "document": 984,
        "excerpt": "You've learned how to maximize use of magic items, granting you the following benefits. Attunement. You can attune to up to four magic"
      },
      {
        "document": 1728,
        "excerpt": "n you attack an object with this magic weapon and hit, maximize your weapon damage dice against the target. When you attack a creature with this weapon and roll a 20 o"
      }
    ],
    "maximum": [
      {
        "document": 5,
        "excerpt": "it Points. Your Hit Points can't exceed your Hit Point maximum, so any Hit Points regained in excess of the maximum are lost. For example, if you receive 8 Hit Points"
      },
      {
        "document": 7,
        "excerpt": "dual monster and treat it like a character. Hit Point Maximum of 0. A creature dies if its Hit Point maximum reaches 0. Certain effects drain life energy, reducing a"
      },
      {
        "document": 10,
        "excerpt": "nstead. If the damage equals or exceeds your Hit Point maximum, you die."
      },
      {
        "document": 102,
        "excerpt": "Hit Points are more difficult to kill. Your Hit Point maximum is the number of Hit Points you have when uninjured. Your current Hit Points can be any number from that"
      },
      {
        "document": 241,
        "excerpt": "ass and Constitution modifier determine your Hit Point maximum at level 1, as shown on the Level 1 Hit Points by Class table. Level 1 Hit Points by Class The charact"
      },
      {
        "document": 243,
        "excerpt": "ll, and add the total (minimum of 1) to your Hit Point maximum. Instead of rolling, you can use the fixed value shown in the Fixed Hit Points by Class table. Fixed Hi"
      },
      {
        "document": 517,
        "excerpt": "Points and all spent Hit Point Dice. If your Hit Point maximum was reduced, it returns to normal. Ability Scores Restored. If any of your ability scores were reduced,"
      },
      {
        "document": 586,
        "excerpt": "Your size and Strength score determine the maximum weight in pounds that you can carry, as shown in the Carrying Capacity table. The table also shows the m"
      },
      {
        "document": 592,
        "excerpt": "es Concentration, the effect ends. If the effect has a maximum duration, the effect's description specifies how long the creator can concentrate on it: up to 1 minute,"
      },
      {
        "document": 594,
        "excerpt": "f origin. The effect that creates a Cone specifies its maximum length. A Cone's point of origin isn't included in the area of effect unless its creator decides otherw"
      },
      {
        "document": 628,
        "excerpt": "at the end of the fall for every 10 feet it fell, to a maximum of 20d6. When the creature lands, it has the Prone condition unless it avoids taking any damage from the"
      },
      {
        "document": 642,
        "excerpt": "r short, help determine a player character's Hit Point maximum, as explained in “Character Creation.” Most monsters also have Hit Dice. A creature can spend Hit Dice d"
      },
      {
        "document": 643,
        "excerpt": "em. You can't have more Hit Points than your Hit Point maximum, and you can't have less than 0. See also \"Breaking Objects\" and \"Playing the Game\" (\"Damage and Healing"
      },
      {
        "document": 669,
        "excerpt": "ge, the predominant terrain determines the characters’ maximum travel pace, as shown in the Maximum Pace column of the Travel Terrain table. Certain factors can affect"
      },
      {
        "document": 680,
        "excerpt": "The presence of a good road increases the group's maximum pace by one step (from Slow to Normal or from Normal to Fast)."
      },
      {
        "document": 775,
        "excerpt": "1 charge per spell level (maximum 4 for a level 4 spell)"
      },
      {
        "document": 789,
        "excerpt": "tion of Healing might increase the drinker’s Hit Point maximum by 2d4 + 2, or a Potion of Invisibility might give the drinker the Invisible condition indefinitely. At"
      },
      {
        "document": 813,
        "excerpt": "Hit Point Maximum"
      },
      {
        "document": 961,
        "excerpt": "Maximum Pace"
      },
      {
        "document": 962,
        "excerpt": "r Strength and Constitution scores increase by 4, to a maximum of 25."
      },
      {
        "document": 965,
        "excerpt": "ature, chosen from among Beast stat blocks that have a maximum Challenge Rating of 1/4 and that lack a Fly Speed (see “Animals” in “Monsters” for stat block options)."
      },
      {
        "document": 967,
        "excerpt": ". Your Dexterity and Wisdom scores increase by 4, to a maximum of 25."
      },
      {
        "document": 968,
        "excerpt": "ore a number of Hit Points to that creature, up to the maximum amount remaining in the pool. You can also expend 5 Hit Points from the pool of healing power to remove"
      },
      {
        "document": 971,
        "excerpt": "can spend 1 Sorcery Point to double its duration to a maximum duration of 24 hours. If the affected spell requires Concentration, you have Advantage on any saving th"
      },
      {
        "document": 972,
        "excerpt": "ell slots but no more than a number equal to half your maximum (round up). Once you use this feature, you can't do so again until you finish a Long Rest."
      },
      {
        "document": 977,
        "excerpt": "physical traits of your draconic gift. Your Hit Point maximum increases by 3, and it increases by 1 whenever you gain another Sorcerer level. Parts of you are also c"
      },
      {
        "document": 978,
        "excerpt": "ell slot of levels 1–5 that deals damage, you can deal maximum damage with that spell on the turn you cast it. The first time you do so, you suffer no adverse effect."
      },
      {
        "document": 981,
        "excerpt": "restore a creature to no more than half its Hit Point maximum."
      },
      {
        "document": 984,
        "excerpt": "in abilities useful for delving into ruins and getting maximum benefit from the magic items you find there."
      },
      {
        "document": 987,
        "excerpt": "Your Hit Point maximum increases by 1, and it increases by 1 again whenever you gain a level."
      },
      {
        "document": 1002,
        "excerpt": ". Increase one ability score of your choice by 1, to a maximum of 30. Peerless Aim. When you miss with an attack roll, you can hit instead. Once you use this benefit,"
      },
      {
        "document": 1003,
        "excerpt": ". Increase one ability score of your choice by 1, to a maximum of 30. Blink Steps. Immediately after you take the Attack action or the Magic action, you can teleport"
      },
      {
        "document": 1004,
        "excerpt": ". Increase one ability score of your choice by 1, to a maximum of 30. Improve Fate. When you or another creature within 60 feet of you succeeds on or fails a D20 Test"
      },
      {
        "document": 1005,
        "excerpt": ". Increase your Strength or Dexterity score by 1, to a maximum of 30. Overcome Defenses. The Bludgeoning, Piercing, and Slashing damage you deal always ignores Resist"
      },
      {
        "document": 1006,
        "excerpt": "our Intelligence, Wisdom, or Charisma score by 1, to a maximum of 30. Free Casting. Whenever you cast a spell with a level 1–4 spell slot, roll 1d4. If the number you"
      },
      {
        "document": 1007,
        "excerpt": ". Increase one ability score of your choice by 1, to a maximum of 30. Merge with Shadows. While within Dim Light or Darkness, you can give yourself the Invisible cond"
      },
      {
        "document": 1008,
        "excerpt": ". Increase one ability score of your choice by 1, to a maximum of 30. Truesight. You have Truesight with a range of 60 feet. ---"
      },
      {
        "document": 1010,
        "excerpt": ". Increase your Strength or Dexterity score by 1, to a maximum of 20. Punch and Grab. When you hit a creature with an Unarmed Strike as part of the Attack action on y"
      },
      {
        "document": 1151,
        "excerpt": "three creatures within range. Each target's Hit Point maximum and current Hit Points increase by 5 for the duration. Using a Higher-Level Spell Slot. Each target's H"
      },
      {
        "document": 1158,
        "excerpt": "aren't fixed to a surface, and aren't Gargantuan. The maximum number of objects is equal to your spellcasting ability modifier; for this number, a Medium or smaller t"
      },
      {
        "document": 1163,
        "excerpt": "that has AC 20 and Hit Points equal to your Hit Point maximum. If it drops to 0 Hit Points, the spell ends. The hand doesn't occupy its space. When you cast the spel"
      },
      {
        "document": 1174,
        "excerpt": "saving throws and Death Saving Throws and regains the maximum number of Hit Points possible from any healing."
      },
      {
        "document": 1191,
        "excerpt": "for each spell slot level above 1. The orb can leap a maximum number of times equal to the level of the slot expended, and a creature can be targeted only once by eac"
      },
      {
        "document": 1297,
        "excerpt": "ility scores - Any reduction to the target's Hit Point maximum"
      },
      {
        "document": 1305,
        "excerpt": "ave, it takes 14d6 Necrotic damage, and its Hit Point maximum is reduced by an amount equal to the Necrotic damage it took. On a successful save, it takes half as muc"
      },
      {
        "document": 1311,
        "excerpt": "the Frightened and Poisoned conditions. Its Hit Point maximum also increases by 2d10, and it gains the same number of Hit Points."
      },
      {
        "document": 1429,
        "excerpt": "me of casting, except it is a Construct, its Hit Point maximum is half as much, and it can't cast this spell. The simulacrum is Friendly to you and creatures you desi"
      },
      {
        "document": 1433,
        "excerpt": "nd add it to the damage. When you cast this spell, the maximum number of these d8s you can add to the spell's damage equals your spellcasting ability modifier. Cantri"
      },
      {
        "document": 1521,
        "excerpt": "ar. Toughness. Your Constitution increases by 2, to a maximum of 20. In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing"
      },
      {
        "document": 1523,
        "excerpt": ", while you are attuned to this weapon, your Hit Point maximum increases by 1 for each level you have attained. Curse. This weapon is cursed, and becoming attuned to"
      },
      {
        "document": 1575,
        "excerpt": "he Emanation increases by 10 feet until it reaches its maximum size of 120 feet. Closing the bottle causes the cloud to become fixed in place until it disperses after"
      },
      {
        "document": 1579,
        "excerpt": "nds and can carry up to 500 pounds while flying at its maximum speed (16 miles per hour for a maximum of 144 miles per day, with a 1-hour rest for every 3 hours of fly"
      },
      {
        "document": 1593,
        "excerpt": "rength or Gauntlets of Ogre Power increases by 4, to a maximum of 30."
      },
      {
        "document": 1609,
        "excerpt": "ility (Very Rare). Your Dexterity increases by 2, to a maximum of 20, while this deep-red sphere orbits your head. Awareness (Rare). While this dark-blue rhomboid orb"
      },
      {
        "document": 1619,
        "excerpt": "its guidelines, your Constitution increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century."
      },
      {
        "document": 1620,
        "excerpt": "ing its guidelines, your Strength increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century."
      },
      {
        "document": 1622,
        "excerpt": "ng its guidelines, your Dexterity increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century."
      },
      {
        "document": 1627,
        "excerpt": "You can increase one of your ability scores by 2, to a maximum of 22, provided you also decrease another one of your ability scores by 2. You can't decrease an ability"
      },
      {
        "document": 1629,
        "excerpt": "of the Fireball by 1d6 for each bead after the first (maximum 12d6)."
      },
      {
        "document": 1661,
        "excerpt": "ondition on you. For the next 24 hours, you regain the maximum number of Hit Points for any Hit Point Die you spend. This potion's crimson liquid regularly pulses wit"
      },
      {
        "document": 1666,
        "excerpt": "It remains as long as you maintain Concentration, to a maximum of 1 hour, or until it drops to 0 Hit Points. While summoned, the djinni is Friendly to you and your al"
      },
      {
        "document": 1692,
        "excerpt": "l equal to or lower than your own spell slots, up to a maximum of level 5. You use the stored levels in place of your slots but otherwise cast the spell as normal. For"
      },
      {
        "document": 1726,
        "excerpt": "ius of Bright Light and Dim Light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each."
      },
      {
        "document": 1734,
        "excerpt": "its guidelines, your Intelligence increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century."
      },
      {
        "document": 1735,
        "excerpt": "ing its guidelines, your Charisma increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century."
      },
      {
        "document": 1736,
        "excerpt": "icing its guidelines, your Wisdom increases by 2, to a maximum of 30. The manual then loses its magic, but regains it in a century."
      },
      {
        "document": 1753,
        "excerpt": "cast from the wand have a save DC of 15. If a spell's maximum range is normally less than 120 feet, it becomes 120 feet when cast from the wand. If an effect has mult"
      },
      {
        "document": 1792,
        "excerpt": "Half the HP maximum of its summoner"
      },
      {
        "document": 1828,
        "excerpt": "plus 6 (1d12) Acid damage, and the target's Hit Point maximum decreases by an amount equal to the Acid damage taken."
      },
      {
        "document": 1841,
        "excerpt": "oned condition. While Poisoned, the target's Hit Point maximum doesn't return to normal when finishing a Long Rest, and it repeats the save every 24 hours that elapse,"
      },
      {
        "document": 1966,
        "excerpt": "benefit from finishing a Long Rest, and its Hit Point maximum decreases by 10 (3d6) every 24 hours that elapse. A creature dies and turns to dust if reduced to 0 Hit"
      },
      {
        "document": 1967,
        "excerpt": "sed, the target can't regain Hit Points, its Hit Point maximum doesn't return to normal when finishing a Long Rest, and its Hit Point maximum decreases by 10 (3d6) eve"
      },
      {
        "document": 1969,
        "excerpt": "es damage from the Dream spell, the target's Hit Point maximum decreases by an amount equal to that damage. If the spell kills the target, its soul is trapped in the h"
      },
      {
        "document": 1977,
        "excerpt": "n Saving Throw: DC 15. Failure: The target's Hit Point maximum decreases by 5 (1d10) and doesn't return to normal until the Poisoned condition ends on the target. Succ"
      },
      {
        "document": 2023,
        "excerpt": "tic damage. If the target is a creature, its Hit Point maximum decreases by an amount equal to the damage taken."
      },
      {
        "document": 2036,
        "excerpt": "alf damage. Failure or Success: The target's Hit Point maximum decreases by an amount equal to the damage taken."
      },
      {
        "document": 2055,
        "excerpt": "plus 10 (3d6) Necrotic damage. The target's Hit Point maximum decreases by an amount equal to the Necrotic damage taken, and the vampire regains Hit Points equal to t"
      },
      {
        "document": 2056,
        "excerpt": "plus 13 (3d8) Necrotic damage. The target's Hit Point maximum decreases by an amount equal to the Necrotic damage taken, and the vampire regains Hit Points equal to"
      },
      {
        "document": 2073,
        "excerpt": "(1d8 + 2) Necrotic damage, and the target's Hit Point maximum decreases by an amount equal to the damage taken. A Humanoid slain by this attack rises 24 hours later"
      },
      {
        "document": 2078,
        "excerpt": "tic damage. If the target is a creature, its Hit Point maximum decreases by an amount equal to the damage taken. Create Specter. The wraith targets a Humanoid corpse"
      }
    ],
    "maximums": [
      {
        "document": 1169,
        "excerpt": "have Resistance to Necrotic damage, and your Hit Point maximums can't be reduced. If an ally with 0 Hit Points starts its turn in the aura, that ally regains 1 Hit Poin"
      }
    ],
    "may": [
      {
        "document": 115,
        "excerpt": "gsword or Longbow. If no weapon type is specified, you may choose the type or determine it randomly. Ammunition. If a magic weapon has the Ammunition property, am"
      },
      {
        "document": 123,
        "excerpt": "me, duration, or other parts of a spell. A magic item may require the user to use their own spellcasting ability when casting a spell from the item. If the user h"
      },
      {
        "document": 160,
        "excerpt": "You may equip monsters with additional gear however you like, using the items in “Equipment” for inspiration. Yo"
      },
      {
        "document": 226,
        "excerpt": "ppropriate places on your character sheet as well (you may write just the first letter of your size)."
      },
      {
        "document": 231,
        "excerpt": "ou used a different method to generate the scores, you may still use this table to guide where you place your highest and lowest scores. Standard Array by Class"
      },
      {
        "document": 580,
        "excerpt": "les below. If an object is exceedingly fragile, the GM may allow a creature to break it automatically with the Attack or Utilize action. Armor Class. The Object A"
      },
      {
        "document": 648,
        "excerpt": "ed weapon resembles a Simple or Martial weapon, the GM may say it functions as that weapon and uses that weapon's rules. For example, the GM could treat a table le"
      },
      {
        "document": 693,
        "excerpt": "ts. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing Advantage on the saving throw or deali"
      },
      {
        "document": 965,
        "excerpt": "that has a Fly Speed. When choosing known forms, you may look in other sources for eligible Beasts if the Game Master permits you to do so. Beast Shapes Rules"
      },
      {
        "document": 1484,
        "excerpt": "the reroll or the original roll. Reshape Reality. You may wish for something not included in any of the other effects. To do so, state your wish to the GM as prec"
      }
    ],
    "maybe": [
      {
        "document": 727,
        "excerpt": "haracters will need smart tactics, quick thinking, and maybe even a little luck."
      },
      {
        "document": 1210,
        "excerpt": "ers each question with one word, such as “yes,” “no,” “maybe,” “never,” “ir-relevant,” or “unclear” (if the entity doesn’t know the answer to the question). If a one"
      }
    ],
    "mayonnaise": [
      {
        "document": 793,
        "excerpt": "A geyser erupts and spouts water, beer, mayonnaise, tea, vinegar, wine, or oil (GM’s choice) 30 feet into the air for 1d4 minutes."
      }
    ],
    "maze": [
      {
        "document": 894,
        "excerpt": "Maze"
      },
      {
        "document": 1355,
        "excerpt": "Maze"
      }
    ],
    "meadow": [
      {
        "document": 1304,
        "excerpt": "able terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured struc"
      },
      {
        "document": 1363,
        "excerpt": "able terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Similarly, you ca"
      }
    ],
    "meal": [
      {
        "document": 923,
        "excerpt": "Meal"
      }
    ],
    "meals": [
      {
        "document": 374,
        "excerpt": "a single night's lodging. Prices for daily lodging and meals are included in your lifestyle's expenses. Food, Drink, and Lodging"
      }
    ],
    "mean": [
      {
        "document": 59,
        "excerpt": "y. The Ability Scores table summarizes what the scores mean. Ability Scores"
      },
      {
        "document": 76,
        "excerpt": "ends when one side or the other is defeated, which can mean the creatures are killed or knocked out or have surrendered or fled. Combat can also end when both sides"
      },
      {
        "document": 236,
        "excerpt": "out this chapter, we use the term \"character sheet\" to mean whatever you use to track your character's details, whether it's a printed character sheet, a digital ch"
      },
      {
        "document": 384,
        "excerpt": "Using a magic item's properties might mean wearing or wielding it. A magic item meant to be worn must be donned in the intended fashion: boots go o"
      }
    ],
    "meaning": [
      {
        "document": 500,
        "excerpt": "e. For example, a Duration entry might say “1 minute,” meaning the spell ends after 1 minute has passed. While a time-span spell that you cast is ongoing, you can dism"
      },
      {
        "document": 747,
        "excerpt": "Meaning"
      },
      {
        "document": 1200,
        "excerpt": ": 1 hour For the duration, you understand the literal meaning of any language that you hear or see signed. You also understand any written language that you see, but"
      },
      {
        "document": 1323,
        "excerpt": "seems to be written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unk"
      },
      {
        "document": 1418,
        "excerpt": "mediately. The spell enables targets to understand the meaning of your message. You can send the message across any distance and even to other planes of existence, bu"
      }
    ],
    "meaningful": [
      {
        "document": 103,
        "excerpt": "ts something other than an attack that has a chance of meaningful failure. When the outcome is uncertain and narratively interesting, the dice determine the result."
      },
      {
        "document": 1451,
        "excerpt": "res for 1 minute. During this time, it is incapable of meaningful communication and has Disadvantage on attack rolls and ability checks. Fear. Each target must succeed o"
      }
    ],
    "meanings": [
      {
        "document": 1454,
        "excerpt": "| - | - | Familiarity. Here are the meanings of the terms in the table's Familiarity column: - “Permanent circle” means a permanent teleportation ci"
      }
    ],
    "means": [
      {
        "document": 3,
        "excerpt": "damage types and conditions. Immunity to a damage type means you don't take damage of that type, and Immunity to a condition means you aren't affected by it."
      },
      {
        "document": 41,
        "excerpt": "that check, you have Advantage on the check too. This means you can benefit from both skill proficiency and tool proficiency on the same ability check."
      },
      {
        "document": 89,
        "excerpt": "nged attack roll with a weapon, a spell, or some other means, you have Disadvantage on the roll if you are within 5 feet of an enemy who can see you and doesn't have"
      },
      {
        "document": 171,
        "excerpt": "cessful save. “Half damage only” on a successful save means the target takes half as much damage (round down) as targets that fail the save, while also ignoring all"
      },
      {
        "document": 175,
        "excerpt": "ll, but the spell has a “self only” restriction, which means the spell affects only the hag. Spell Components. The Spellcasting trait notes whether the monster's sp"
      },
      {
        "document": 179,
        "excerpt": "mmon ways that usage is limited: X/Day. This notation means the stat block part can be used a certain number of times (represented by X) and that a monster must fin"
      },
      {
        "document": 228,
        "excerpt": "the Standard Languages table. Knowledge of a language means your character can communicate in it, read it, and write it. Your class and other features might also gi"
      },
      {
        "document": 229,
        "excerpt": "ilities. \"Playing the Game\" explains what each ability means."
      },
      {
        "document": 269,
        "excerpt": "r character sheet. Armor training with a kind of armor means you can wear that armor effectively, gaining defensive bonuses from it. The categories of armor are desc"
      },
      {
        "document": 274,
        "excerpt": "'s school of magic is listed. In the Special column, C means the spell requires Concentration, R means it's a Ritual, and M means it requires a specific Material com"
      },
      {
        "document": 275,
        "excerpt": "'s school of magic is listed. In the Special column, C means the spell requires Concentration, R means it's a Ritual, and M means it requires a specific Material com"
      },
      {
        "document": 276,
        "excerpt": "'s school of magic is listed. In the Special column, C means the spell requires Concentration, R means it's a Ritual, and M means it requires a specific Material com"
      },
      {
        "document": 277,
        "excerpt": "'s school of magic is listed. In the Special column, C means the spell requires Concentration, R means it's a Ritual, and M means it requires a specific Material com"
      },
      {
        "document": 278,
        "excerpt": "'s school of magic is listed. In the Special column, C means the spell requires Concentration, R means it's a Ritual, and M means it requires a specific Material com"
      },
      {
        "document": 279,
        "excerpt": "'s school of magic is listed. In the Special column, C means the spell requires Concentration, R means it's a Ritual, and M means it requires a specific Material com"
      },
      {
        "document": 280,
        "excerpt": "'s school of magic is listed. In the Special column, C means the spell requires Concentration, R means it's a Ritual, and M means it requires a specific Material com"
      },
      {
        "document": 281,
        "excerpt": "'s school of magic is listed. In the Special column, C means the spell requires Concentration, R means it's a Ritual, and M means it requires a specific Material com"
      },
      {
        "document": 491,
        "excerpt": "expend only one spell slot to cast a spell. This rule means you can't, for example, cast a spell with a spell slot using the Magic action and another one using a Bo"
      },
      {
        "document": 500,
        "excerpt": "Glossary”). Instantaneous. An instantaneous duration means the spell's magic appears only for a moment and then disappears. Time Span. A duration that provides a"
      },
      {
        "document": 528,
        "excerpt": "use something a certain number of times per day, that means you must finish a Long Rest to use it again after you run out of uses."
      },
      {
        "document": 537,
        "excerpt": "han normal. It also doesn't expend a spell slot, which means the ritual version of a spell can't be cast at a higher level. See also \"Spells.\""
      },
      {
        "document": 664,
        "excerpt": "asts for a specified time or until it is ended by some means. A magical contagion is an adverse effect of magical origin that is contagious by definition. The follo"
      },
      {
        "document": 705,
        "excerpt": "ve. The damage the poison deals can't be healed by any means while the creature remains Poisoned. After seven successful saves against the poison, the creature is no"
      },
      {
        "document": 718,
        "excerpt": "telligence (Arcana) check, ascertaining that the glyph means “fire” on a successful check. As an action, a character can use a sharp tool to deface the glyph, which"
      },
      {
        "document": 1164,
        "excerpt": "uration. This lock can't be unlocked by any nonmagical means. You and any creatures you designate when you cast the spell can open and close the object despite the"
      },
      {
        "document": 1197,
        "excerpt": "its turn moving away from you by the fastest available means. Grovel. The target has the Prone condition and then ends its turn. Halt. On its turn, the target does"
      },
      {
        "document": 1241,
        "excerpt": "can't return to the current plane for 24 hours by any means short of a Wish spell. Divine Word Effects | Hit Points | Effect"
      },
      {
        "document": 1282,
        "excerpt": "creature inside the cage can't leave it by non-magical means. If the creature tries to use teleportation or interplanar travel to leave, it must first make a Charism"
      },
      {
        "document": 1324,
        "excerpt": "has the Restrained condition and can't be moved by any means. Hedged Prison. The target is trapped in a demi-plane that is warded against teleportation and planar t"
      },
      {
        "document": 1332,
        "excerpt": ", or another object that contains a mundane or magical means that prevents access. A target that is held shut by a mundane lock or that is stuck or barred becomes u"
      },
      {
        "document": 1344,
        "excerpt": "ature can't willingly enter the Cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a C"
      },
      {
        "document": 1388,
        "excerpt": "d one layer at a time, in order from red to violet, by means specific to each layer. If a layer is destroyed, it is gone for the duration. Antimagic Field has no ef"
      },
      {
        "document": 1454,
        "excerpt": "the table's Familiarity column: - “Permanent circle” means a permanent teleportation circle whose sigil sequence you know. - “Linked object” means you possess an o"
      },
      {
        "document": 1579,
        "excerpt": "or the next 24 hours, the vessel can't be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears. Bi"
      },
      {
        "document": 1605,
        "excerpt": "y while floating 4 inches above a surface. This effect means the creature can cross or stand above nonsolid or unstable surfaces, such as water or lava. The creature"
      },
      {
        "document": 1649,
        "excerpt": "potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white im"
      },
      {
        "document": 1835,
        "excerpt": "elded Mind. The couatl's thoughts can't be read by any means, and other creatures can communicate with it telepathically only if it allows them."
      }
    ],
    "meant": [
      {
        "document": 117,
        "excerpt": "tems Made for Specific Creatures. Magic items that are meant to be worn tend to magically adjust themselves to the wearer. However, you can decide that a magic item"
      },
      {
        "document": 384,
        "excerpt": "erties might mean wearing or wielding it. A magic item meant to be worn must be donned in the intended fashion: boots go on feet, gloves on hands, hats and helmets o"
      },
      {
        "document": 1504,
        "excerpt": "(Any Ammunition), Very Rare This magic ammunition is meant to slay creatures of a particular type, which the GM chooses or determines randomly by rolling on the ta"
      }
    ],
    "meanwhile": [
      {
        "document": 1345,
        "excerpt": "creature's. You otherwise keep your game statistics. Meanwhile, the possessed creature's soul can perceive from the container using its own senses, but it can't move a"
      }
    ],
    "measure": [
      {
        "document": 48,
        "excerpt": "es - characters and monsters - have six abilities that measure physical and mental characteristics, as shown on the Ability Descriptions table. Ability Descriptions"
      },
      {
        "document": 118,
        "excerpt": "Every magic item has a rarity, which provides a rough measure of an item's power relative to other magic items. The rarities are shown in the Magic Item Rarities and"
      },
      {
        "document": 643,
        "excerpt": "Hit Points (HP) are a measure of how difficult it is to kill or destroy a creature or an object. Damage reduces Hit Points, and healin"
      },
      {
        "document": 972,
        "excerpt": "Find Familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits. Aerial or Aquatic. The familiar g"
      },
      {
        "document": 982,
        "excerpt": "gods of law and good and use their gods' tenets as the measure of personal devotion. Others hold angels as their ideals and incorporate images of angelic wings into th"
      },
      {
        "document": 1226,
        "excerpt": "Duration: 8 hours You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 Hit Points before the spell ends, th"
      }
    ],
    "measured": [
      {
        "document": 1376,
        "excerpt": "ice for a quest undertaken by you. A task that can be measured in minutes requires a payment worth 100 GP per minute. A task measured in hours requires 1,000 GP per ho"
      }
    ],
    "measures": [
      {
        "document": 746,
        "excerpt": "Score Measures ..."
      },
      {
        "document": 1519,
        "excerpt": "Wondrous Item, Rare This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 Beads of Force are found together. Y"
      },
      {
        "document": 1539,
        "excerpt": "Wondrous Item, Rare This hollow metal tube measures about 1 foot long and weighs 1 pound. As a Magic action, you can strike the chime to cast Knock. The spe"
      },
      {
        "document": 1582,
        "excerpt": "s Item, Rare This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to sto"
      },
      {
        "document": 1610,
        "excerpt": "Wondrous Item, Rare This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can take a Magic action to throw the sphere at a Huge or sm"
      }
    ],
    "mechanical": [
      {
        "document": 266,
        "excerpt": "legionnaire 43 A silver bell without a clapper 44 A mechanical canary inside a lamp 45 A miniature chest carved to look like it has numerous feet on the bottom 46 A"
      },
      {
        "document": 267,
        "excerpt": "iquette 77 A sheet of parchment upon which is drawn a mechanical contraption 78 An ornate scabbard that fits no blade you have found 79 An invitation to a party where"
      },
      {
        "document": 1268,
        "excerpt": "l would sense the Alarm or Glyph of Warding spell or a mechanical pit trap, but it wouldn't reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkh"
      },
      {
        "document": 1444,
        "excerpt": "reate can have up to two hinges and a latch, but finer mechanical detail isn't possible."
      }
    ],
    "mechanism": [
      {
        "document": 1268,
        "excerpt": "for the purpose of this spell, includes any object or mechanism that was created to cause damage or other danger. Thus, the spell would sense the Alarm or Glyph of Ward"
      }
    ],
    "mechanus": [
      {
        "document": 790,
        "excerpt": "Beastlands; on a 4, Bytopia; on a 5, Elysium; on a 6, Mechanus; on a 7, Mount Celestia; on an 8, Ysgard"
      },
      {
        "document": 798,
        "excerpt": "Mechanus"
      }
    ],
    "medallion": [
      {
        "document": 1624,
        "excerpt": "Medallion of Thoughts"
      },
      {
        "document": 1700,
        "excerpt": "m, Legendary (Requires Attunement) This beetle-shaped medallion provides three benefits while it is on your person. Defense. You gain a +1 bonus to Armor Class. Prese"
      }
    ],
    "medicine": [
      {
        "document": 5,
        "excerpt": "ter first aid to it, making a successful DC 10 Wisdom (Medicine) check. When you receive healing, add the restored Hit Points to your current Hit Points. Your Hit Poin"
      },
      {
        "document": 11,
        "excerpt": "Hit Points, which requires a successful DC 10 Wisdom (Medicine) check. A Stable creature doesn't make Death Saving Throws even though it has 0 Hit Points, but it stil"
      },
      {
        "document": 484,
        "excerpt": "hat has 0 Hit Points without needing to make a Wisdom (Medicine) check."
      },
      {
        "document": 654,
        "excerpt": "t aid to it, which requires a successful DC 10 Wisdom (Medicine) check."
      },
      {
        "document": 744,
        "excerpt": "Medicine"
      },
      {
        "document": 745,
        "excerpt": "Make a Wisdom (Insight, Medicine, Perception, or Survival) check."
      },
      {
        "document": 939,
        "excerpt": "Medicine"
      },
      {
        "document": 964,
        "excerpt": "Choose 2: History, Insight, Medicine, Persuasion, or Religion"
      },
      {
        "document": 965,
        "excerpt": "Choose 2: Animal Handling, Arcana, Insight, Medicine, Nature, Perception, Religion, or Survival"
      },
      {
        "document": 968,
        "excerpt": "Choose 2: Athletics, Insight, Intimidation, Medicine, Persuasion, or Religion"
      },
      {
        "document": 973,
        "excerpt": "Choose 2: Arcana, History, Insight, Investigation, Medicine, Nature, or Religion"
      },
      {
        "document": 1805,
        "excerpt": "h the wound, doing so by succeeding on a DC 12 Wisdom (Medicine) check."
      },
      {
        "document": 1851,
        "excerpt": "Medicine +5, Nature +3, Perception +5"
      },
      {
        "document": 1932,
        "excerpt": "h the wound, doing so by succeeding on a DC 17 Wisdom (Medicine) check."
      },
      {
        "document": 1991,
        "excerpt": "Medicine +4, Religion +2"
      },
      {
        "document": 1992,
        "excerpt": "Medicine +7, Perception +5, Religion +5"
      }
    ],
    "meditation": [
      {
        "document": 380,
        "excerpt": "s can take the form of weapon practice (for a Weapon), meditation (for a Wand), or some other appropriate activity. If the Short Rest is interrupted, the Attunement attem"
      },
      {
        "document": 964,
        "excerpt": "You have learned to cast spells through prayer and meditation. See “Spells” for the rules on spellcasting. The information below details how you use those rules with"
      },
      {
        "document": 968,
        "excerpt": "You have learned to cast spells through prayer and meditation. See “Spells” for the rules on spellcasting. The information below details how you use those rules with"
      },
      {
        "document": 988,
        "excerpt": "st in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness."
      },
      {
        "document": 1627,
        "excerpt": "e year of drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question. Skull. An Avatar of Death (see the accompanyin"
      }
    ],
    "medium": [
      {
        "document": 180,
        "excerpt": "A monster is Tiny, Small, Medium, Large, Huge, or Gargantuan. If size options are presented, you choose the creature's size from those op"
      },
      {
        "document": 286,
        "excerpt": "that you can choose whether your character is Small or Medium."
      },
      {
        "document": 319,
        "excerpt": "on, you can use Manacles to bind an unwilling Small or Medium creature within 5 feet of yourself that has the Grappled, Incapacitated, or Restrained condition if you"
      },
      {
        "document": 348,
        "excerpt": "A Tent sleeps up to two Small or Medium creatures."
      },
      {
        "document": 362,
        "excerpt": "The table lists the number of Small and Medium passengers the ship can accommodate using hammocks. A ship outfitted with private accommodations can car"
      },
      {
        "document": 406,
        "excerpt": "ory. Every type of armor falls into a category: Light, Medium, or Heavy. The category determines how long it takes to don or doff the armor (as shown in the table)."
      },
      {
        "document": 408,
        "excerpt": "Light, Medium, or Heavy Armor"
      },
      {
        "document": 429,
        "excerpt": "apon (except Club, Greatclub, Quarterstaff, and Whip), Medium armor (except Hide), Heavy armor, Ball Bearings, Bucket, Caltrops, Chain, Crowbar, Firearm Bullets, Grap"
      },
      {
        "document": 455,
        "excerpt": "A Bedroll sleeps one Small or Medium creature. While in a Bedroll, you automatically succeed on saving throws against extreme cold (see “Game"
      },
      {
        "document": 544,
        "excerpt": "ry without the following drawbacks. If you wear Light, Medium, or Heavy armor and lack training with it, you have Disadvantage on any D20 Test that involves Strength"
      },
      {
        "document": 546,
        "excerpt": "or an object belongs to a size category: Tiny, Small, Medium, Large, Huge, or Gargantuan. A creature's size determines how much space the creature occupies in combat"
      },
      {
        "document": 554,
        "excerpt": "r the monster's name. Size. A monster is Tiny, Small, Medium, Large, Huge, or Gargantuan. See also \"Size.\" Creature Type. This entry notes the family of beings a mo"
      },
      {
        "document": 681,
        "excerpt": "eases by 1 for each additional hour. Creatures wearing Medium or Heavy armor have Disadvantage on the save. Creatures that have Resistance or Immunity to Fire damage"
      },
      {
        "document": 740,
        "excerpt": "Medium"
      },
      {
        "document": 751,
        "excerpt": "Medium"
      },
      {
        "document": 758,
        "excerpt": "Training with all Medium armor"
      },
      {
        "document": 804,
        "excerpt": "Medium"
      },
      {
        "document": 929,
        "excerpt": "Medium Armor (5 Minutes to Don and 1 Minute to Doff)"
      },
      {
        "document": 938,
        "excerpt": "Medium"
      },
      {
        "document": 944,
        "excerpt": "Medium (barrel, chandelier)"
      },
      {
        "document": 945,
        "excerpt": "Small/Medium"
      },
      {
        "document": 950,
        "excerpt": "Medium"
      },
      {
        "document": 962,
        "excerpt": "Light and Medium armor and Shields"
      },
      {
        "document": 964,
        "excerpt": "Light and Medium armor and Shields"
      },
      {
        "document": 965,
        "excerpt": "ain proficiency with Martial weapons and training with Medium armor."
      },
      {
        "document": 966,
        "excerpt": "Light, Medium, and Heavy armor and Shields"
      },
      {
        "document": 968,
        "excerpt": "Light, Medium, and Heavy armor and Shields"
      },
      {
        "document": 969,
        "excerpt": "Light and Medium armor and Shields"
      },
      {
        "document": 986,
        "excerpt": "Medium (about 5–7 feet tall)"
      },
      {
        "document": 987,
        "excerpt": "Medium (about 4–5 feet tall)"
      },
      {
        "document": 988,
        "excerpt": "Medium (about 5–6 feet tall)"
      },
      {
        "document": 990,
        "excerpt": "Medium (about 7–8 feet tall)"
      },
      {
        "document": 992,
        "excerpt": "Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this species"
      },
      {
        "document": 993,
        "excerpt": "Medium (about 6–7 feet tall)"
      },
      {
        "document": 994,
        "excerpt": "Medium (about 4–7 feet tall) or Small (about 3–4 feet tall), chosen when you select this species"
      },
      {
        "document": 1009,
        "excerpt": ": Fighting Style Feature) While you're wearing Light, Medium, or Heavy armor, you gain a +1 bonus to Armor Class."
      },
      {
        "document": 1033,
        "excerpt": "Medium"
      },
      {
        "document": 1041,
        "excerpt": "Medium"
      },
      {
        "document": 1066,
        "excerpt": "Medium"
      },
      {
        "document": 1071,
        "excerpt": "Medium"
      },
      {
        "document": 1122,
        "excerpt": "Medium"
      },
      {
        "document": 1157,
        "excerpt": "Instantaneous Choose a pile of bones or a corpse of a Medium or Small Humanoid within range. The target becomes an Undead creature: a Skeleton if you chose bones or"
      },
      {
        "document": 1158,
        "excerpt": "your spellcasting ability modifier; for this number, a Medium or smaller target counts as one object, a Large target counts as two, and a Huge target counts as three"
      },
      {
        "document": 1207,
        "excerpt": "ration: Concentration, up to 10 minutes You conjure a Medium spirit from the Feywild in an unoccupied space you can see within range. The spirit lasts for the durati"
      },
      {
        "document": 1219,
        "excerpt": "his spell only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a Ghoul under your control (see “Monsters” for its sta"
      },
      {
        "document": 1222,
        "excerpt": "natively, you combine the four lights into one glowing Medium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radiu"
      },
      {
        "document": 1228,
        "excerpt": "t Components: S Duration: 1 hour You create a shadowy Medium door on a flat solid surface that you can see within range. This door can be opened and closed, and it l"
      },
      {
        "document": 1252,
        "excerpt": "ge. The target's size increases by one category - from Medium to Large, for example. The target also has Advantage on Strength checks and Strength saving throws. The"
      },
      {
        "document": 1259,
        "excerpt": ", however, the fabricated object can be no larger than Medium (contained within a 5-foot Cube). The quality of any fabricated objects is based on the quality of the r"
      },
      {
        "document": 1309,
        "excerpt": "l object, such as a metal weapon or a suit of Heavy or Medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physic"
      },
      {
        "document": 1409,
        "excerpt": "or dropped out of it. The space can hold up to eight Medium or smaller creatures. Attacks, spells, and other effects can't pass into or out of the space, but creatu"
      },
      {
        "document": 1444,
        "excerpt": ") Duration: Instantaneous You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape yo"
      },
      {
        "document": 1468,
        "excerpt": "This spell creates an Invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existenc"
      },
      {
        "document": 1502,
        "excerpt": "Any Medium or Heavy, Except Hide Armor"
      },
      {
        "document": 1509,
        "excerpt": "unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral posi"
      },
      {
        "document": 1510,
        "excerpt": "Any Light, Medium, or Heavy"
      },
      {
        "document": 1512,
        "excerpt": "Any Light, Medium, or Heavy"
      },
      {
        "document": 1513,
        "excerpt": "Any Light, Medium, or Heavy"
      },
      {
        "document": 1559,
        "excerpt": "Any Light, Medium, or Heavy"
      },
      {
        "document": 1573,
        "excerpt": "trained with this armor even if you lack training with Medium or Heavy armor."
      },
      {
        "document": 1574,
        "excerpt": "0 feet of yourself. The target can be either a willing Medium or smaller creature or an object that isn't being worn or carried, provided the object is small enough t"
      },
      {
        "document": 1626,
        "excerpt": "Any Medium or Heavy, Except Hide Armor"
      },
      {
        "document": 1633,
        "excerpt": "Potion, Rare One vial of this oil can cover one Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required"
      },
      {
        "document": 1635,
        "excerpt": "Potion, Uncommon One vial of this oil can cover one Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required"
      },
      {
        "document": 1771,
        "excerpt": "wind (Recharge 4–6). Strength Saving Throw: DC 13, one Medium or smaller creature in the elemental's space. Failure: 24 (4d10 + 2) Thunder damage, and the target is p"
      },
      {
        "document": 1783,
        "excerpt": "Medium Construct, Unaligned"
      },
      {
        "document": 1785,
        "excerpt": "t: 10 (2d6 + 3) Bludgeoning damage. If the target is a Medium or smaller creature, the rug can give it the Grappled condition (escape DC 13) instead of dealing damage"
      },
      {
        "document": 1788,
        "excerpt": "Medium Beast, Unaligned"
      },
      {
        "document": 1790,
        "excerpt": "Medium or Small Humanoid (Wizard), Neutral"
      },
      {
        "document": 1791,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 1792,
        "excerpt": "Medium Undead, Neutral evil"
      },
      {
        "document": 1796,
        "excerpt": "Medium Elemental, Lawful Neutral"
      },
      {
        "document": 1800,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 1801,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 1802,
        "excerpt": "Medium Fiend (Devil), Lawful Evil"
      },
      {
        "document": 1803,
        "excerpt": "Medium Monstrosity, Unaligned"
      },
      {
        "document": 1805,
        "excerpt": "Medium Fiend (Devil), Lawful Evil"
      },
      {
        "document": 1807,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 1808,
        "excerpt": "Medium Beast, Unaligned"
      },
      {
        "document": 1809,
        "excerpt": "Medium Dragon (Chromatic), Chaotic Evil"
      },
      {
        "document": 1810,
        "excerpt": "Split. Trigger: While the pudding is Large or Medium and has 10+ Hit Points, it becomes Bloodied or is subjected to Lightning or Slashing damage. Response: T"
      },
      {
        "document": 1811,
        "excerpt": "Medium Fey, Lawful Good"
      },
      {
        "document": 1813,
        "excerpt": "Medium Dragon (Chromatic), Lawful Evil"
      },
      {
        "document": 1814,
        "excerpt": "Medium Beast, Unaligned"
      },
      {
        "document": 1816,
        "excerpt": "Medium Dragon (Metallic), Chaotic Good"
      },
      {
        "document": 1817,
        "excerpt": "Medium Dragon (Metallic), Lawful Good"
      },
      {
        "document": 1819,
        "excerpt": "Medium Fey (Goblinoid), Chaotic Evil"
      },
      {
        "document": 1820,
        "excerpt": "Medium Fey (Goblinoid), Chaotic Evil"
      },
      {
        "document": 1824,
        "excerpt": "Opportunity Attacks and can move through the spaces of Medium or smaller creatures. Each creature whose space the centaur enters is targeted once by the following eff"
      },
      {
        "document": 1825,
        "excerpt": "Medium Fiend (Devil), Lawful Evil"
      },
      {
        "document": 1826,
        "excerpt": ": 10 (1d12 + 4) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Prone condition. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC"
      },
      {
        "document": 1832,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 1833,
        "excerpt": "damage. Constrict. Strength Saving Throw: DC 12, one Medium or smaller creature the snake can see within 5 feet. Failure: 7 (3d4) Bludgeoning damage, and the target"
      },
      {
        "document": 1834,
        "excerpt": "Medium Dragon (Metallic), Chaotic Good"
      },
      {
        "document": 1835,
        "excerpt": "Medium Celestial, Lawful Good"
      },
      {
        "document": 1837,
        "excerpt": ". Hit: 6 (1d8 + 2) Piercing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 12). While Grappled, the target has the Re"
      },
      {
        "document": 1838,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 1839,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 1840,
        "excerpt": "darkmantle attaches to the target. If the target is a Medium or smaller creature and the darkmantle had Advantage on the attack roll, it covers the target, which has"
      },
      {
        "document": 1841,
        "excerpt": "Medium Monstrosity, Neutral Evil"
      },
      {
        "document": 1842,
        "excerpt": "Medium Beast, Unaligned"
      },
      {
        "document": 1843,
        "excerpt": "Medium Celestial (Angel), Lawful Good"
      },
      {
        "document": 1846,
        "excerpt": "Medium Monstrosity, Neutral"
      },
      {
        "document": 1851,
        "excerpt": "Medium or Small Humanoid (Druid), Neutral"
      },
      {
        "document": 1852,
        "excerpt": "Medium Fey, Neutral"
      },
      {
        "document": 1859,
        "excerpt": "Medium Fiend (Devil), Lawful Evil"
      },
      {
        "document": 1860,
        "excerpt": "Medium Monstrosity, Neutral Evil"
      },
      {
        "document": 1864,
        "excerpt": "Medium Construct, Neutral"
      },
      {
        "document": 1868,
        "excerpt": "Medium Elemental, Chaotic Evil"
      },
      {
        "document": 1869,
        "excerpt": "and the cube can hold one Large creature or up to four Medium or Small creatures inside itself at a time. As an action, a creature within 5 feet of the cube can pull"
      },
      {
        "document": 1870,
        "excerpt": "Medium Undead, Chaotic Evil"
      },
      {
        "document": 1871,
        "excerpt": "Medium Undead, Neutral"
      },
      {
        "document": 1872,
        "excerpt": "Medium Undead, Chaotic Evil"
      },
      {
        "document": 1874,
        "excerpt": "Medium Beast, Unaligned"
      },
      {
        "document": 1879,
        "excerpt": "Medium Beast, Unaligned"
      },
      {
        "document": 1885,
        "excerpt": "Medium Beast, Unaligned"
      },
      {
        "document": 1889,
        "excerpt": "t: 10 (2d6 + 3) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 13) from all eight tentacles. While Grappl"
      },
      {
        "document": 1896,
        "excerpt": "damage plus 5 (2d4) Poison damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 12). Swallow. The toad swallows a Medium"
      },
      {
        "document": 1897,
        "excerpt": "Medium Beast, Unaligned"
      },
      {
        "document": 1899,
        "excerpt": "Medium Beast, Unaligned"
      },
      {
        "document": 1900,
        "excerpt": "Medium Beast, Unaligned"
      },
      {
        "document": 1901,
        "excerpt": "Medium Beast, Unaligned"
      },
      {
        "document": 1902,
        "excerpt": "Medium Aberration, Chaotic Neutral"
      },
      {
        "document": 1903,
        "excerpt": "Hit: 16 (2d10 + 5) Slashing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 15) from one of two pincers. Pummel. Dext"
      },
      {
        "document": 1904,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 1905,
        "excerpt": "Medium Fiend, Chaotic Evil"
      },
      {
        "document": 1906,
        "excerpt": "Medium Beast, Unaligned"
      },
      {
        "document": 1907,
        "excerpt": "ll against it. Response: The goblin chooses a Small or Medium ally within 5 feet of itself. The goblin and that ally swap places, and the ally becomes the target of t"
      },
      {
        "document": 1910,
        "excerpt": "Medium Dragon (Metallic), Lawful Good"
      },
      {
        "document": 1912,
        "excerpt": "Medium Ooze, Unaligned"
      },
      {
        "document": 1913,
        "excerpt": "Medium Dragon (Chromatic), Lawful Evil"
      },
      {
        "document": 1914,
        "excerpt": "Medium Fey, Neutral Evil"
      },
      {
        "document": 1915,
        "excerpt": "Medium Aberration, Unaligned"
      },
      {
        "document": 1916,
        "excerpt": ". Hit: 8 (1d8 + 4) Piercing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 14) from both of the griffon's front claws"
      },
      {
        "document": 1917,
        "excerpt": "Medium Aberration, Neutral Evil"
      },
      {
        "document": 1918,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 1919,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 1921,
        "excerpt": "Medium Dragon, Neutral"
      },
      {
        "document": 1922,
        "excerpt": "Medium Monstrosity, Chaotic Evil"
      },
      {
        "document": 1924,
        "excerpt": "Medium Fiend, Lawful Evil"
      },
      {
        "document": 1929,
        "excerpt": "Medium Fey (Goblinoid), Lawful Evil"
      },
      {
        "document": 1930,
        "excerpt": "Medium Fey (Goblinoid), Lawful Evil"
      },
      {
        "document": 1935,
        "excerpt": "Medium Beast, Unaligned"
      },
      {
        "document": 1939,
        "excerpt": "Medium Fiend, Neutral Evil"
      },
      {
        "document": 1944,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 1947,
        "excerpt": "13): At Will: Disguise Self (can appear as a Large or Medium biped), Minor Illusion 1/Day Each: Geas, Major Image, Scrying"
      },
      {
        "document": 1948,
        "excerpt": "Medium Fiend (Devil), Lawful Evil"
      },
      {
        "document": 1949,
        "excerpt": "Medium Undead (Wizard), Neutral Evil"
      },
      {
        "document": 1952,
        "excerpt": "Medium or Small Humanoid (Wizard), Neutral"
      },
      {
        "document": 1957,
        "excerpt": "damage. Constrict. Strength Saving Throw: DC 17, one Medium or smaller creature the marilith can see within 5 feet. Failure: 15 (2d10 + 4) Bludgeoning damage. The t"
      },
      {
        "document": 1958,
        "excerpt": "Medium Beast, Unaligned"
      },
      {
        "document": 1959,
        "excerpt": "Medium Monstrosity, Lawful Evil"
      },
      {
        "document": 1960,
        "excerpt": "Medium Elemental, Neutral"
      },
      {
        "document": 1962,
        "excerpt": "Medium Monstrosity, Neutral"
      },
      {
        "document": 1965,
        "excerpt": "Medium Beast, Unaligned"
      },
      {
        "document": 1966,
        "excerpt": "Medium or Small Undead (Cleric), Lawful Evil"
      },
      {
        "document": 1967,
        "excerpt": "Medium or Small Undead, Lawful Evil"
      },
      {
        "document": 1969,
        "excerpt": "Medium Fiend, Neutral Evil"
      },
      {
        "document": 1971,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 1972,
        "excerpt": "Split. Trigger: While the jelly is Large or Medium and has 10+ Hit Points, it becomes Bloodied or is subjected to Lightning or Slashing damage. Response: T"
      },
      {
        "document": 1976,
        "excerpt": "rn. Shape-Shift. The oni shape-shifts into a Small or Medium Humanoid or a Large Giant, or it returns to its true form. Other than its size, its game statistics are"
      },
      {
        "document": 1977,
        "excerpt": "Hit: 12 (2d8 + 3) Piercing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 13) from one of two tentacles. Tentacle S"
      },
      {
        "document": 1980,
        "excerpt": "Medium Beast, Unaligned"
      },
      {
        "document": 1984,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 1985,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 1990,
        "excerpt": "Medium Beast, Unaligned"
      },
      {
        "document": 1991,
        "excerpt": "Medium or Small Humanoid (Cleric), Neutral"
      },
      {
        "document": 1992,
        "excerpt": "Medium or Small Humanoid (Cleric), Neutral"
      },
      {
        "document": 1994,
        "excerpt": "Medium Beast (Dinosaur), Unaligned"
      },
      {
        "document": 1997,
        "excerpt": "Medium Fiend, Lawful Evil"
      },
      {
        "document": 2000,
        "excerpt": "Medium Dragon (Chromatic), Chaotic Evil"
      },
      {
        "document": 2001,
        "excerpt": "Medium Beast, Unaligned"
      },
      {
        "document": 2007,
        "excerpt": "Medium Monstrosity, Unaligned"
      },
      {
        "document": 2009,
        "excerpt": "Medium Fiend, Lawful Evil"
      },
      {
        "document": 2011,
        "excerpt": "Medium Fey, Chaotic Neutral"
      },
      {
        "document": 2013,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 2014,
        "excerpt": "Medium Fey, Chaotic Evil"
      },
      {
        "document": 2016,
        "excerpt": "Medium Undead, Chaotic Evil"
      },
      {
        "document": 2017,
        "excerpt": "mage plus 5 (2d4) Lightning damage. If the target is a Medium or smaller creature, the shambling mound pulls the target 5 feet straight toward itself. Engulf. Streng"
      },
      {
        "document": 2019,
        "excerpt": "Medium Plant, Unaligned"
      },
      {
        "document": 2020,
        "excerpt": "Medium Dragon (Metallic), Lawful Good"
      },
      {
        "document": 2021,
        "excerpt": "Medium Undead, Lawful Evil"
      },
      {
        "document": 2023,
        "excerpt": "Medium Undead, Chaotic Evil"
      },
      {
        "document": 2030,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 2036,
        "excerpt": "Medium Fiend, Neutral Evil"
      },
      {
        "document": 2038,
        "excerpt": "Medium Swarm of Tiny Undead, Neutral Evil"
      },
      {
        "document": 2039,
        "excerpt": "Medium Swarm of Tiny Beasts, Unaligned"
      },
      {
        "document": 2040,
        "excerpt": "Medium Swarm of Tiny Beasts, Unaligned"
      },
      {
        "document": 2041,
        "excerpt": "Medium Swarm of Tiny Beasts, Unaligned"
      },
      {
        "document": 2042,
        "excerpt": "Medium Swarm of Tiny Beasts, Unaligned"
      },
      {
        "document": 2043,
        "excerpt": "Medium Swarm of Tiny Beasts, Unaligned"
      },
      {
        "document": 2044,
        "excerpt": "elf. Creatures in that area lose Concentration and, if Medium or smaller, have the Prone condition. The tarrasque can't take this action again until the start of its"
      },
      {
        "document": 2046,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 2047,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 2054,
        "excerpt": "Medium or Small Humanoid, Neutral Evil"
      },
      {
        "document": 2055,
        "excerpt": "Medium or Small Undead, Neutral Evil"
      },
      {
        "document": 2056,
        "excerpt": "Medium or Small Undead, Lawful Evil"
      },
      {
        "document": 2058,
        "excerpt": "Medium Plant, Unaligned"
      },
      {
        "document": 2060,
        "excerpt": "Medium Beast, Unaligned"
      },
      {
        "document": 2063,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 2064,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 2065,
        "excerpt": "t: 13 (2d8 + 4) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Prone condition. Whelm (Recharge 4–6). Strength Saving Throw: DC 15, ea"
      },
      {
        "document": 2067,
        "excerpt": "Medium or Small Monstrosity (Lycanthrope), Neutral Good"
      },
      {
        "document": 2068,
        "excerpt": "Medium or Small Monstrosity (Lycanthrope), Neutral Evil"
      },
      {
        "document": 2069,
        "excerpt": "Medium or Small Monstrosity (Lycanthrope), Lawful Evil"
      },
      {
        "document": 2070,
        "excerpt": "Medium or Small Monstrosity (Lycanthrope), Neutral"
      },
      {
        "document": 2071,
        "excerpt": "Medium or Small Monstrosity (Lycanthrope), Chaotic Evil"
      },
      {
        "document": 2072,
        "excerpt": "Medium Dragon (Chromatic), Chaotic Evil"
      },
      {
        "document": 2073,
        "excerpt": "Medium Undead, Neutral Evil"
      },
      {
        "document": 2076,
        "excerpt": "Medium Beast, Unaligned"
      },
      {
        "document": 2078,
        "excerpt": "Medium or Small Undead, Neutral Evil"
      },
      {
        "document": 2080,
        "excerpt": "Medium Elemental, Neutral"
      },
      {
        "document": 2091,
        "excerpt": "Medium Undead, Neutral Evil"
      }
    ],
    "medusa": [
      {
        "document": 801,
        "excerpt": "Medusa"
      },
      {
        "document": 1627,
        "excerpt": "r prison. You draw no more cards. Euryale. The card's medusa-like visage curses you. You take a -2 penalty to saving throws while cursed in this way. Only a god or t"
      },
      {
        "document": 1959,
        "excerpt": "Medusa"
      }
    ],
    "meet": [
      {
        "document": 46,
        "excerpt": "During their adventures, player characters meet many different people and face some monsters that would rather talk than fight. In those situations, it'"
      },
      {
        "document": 302,
        "excerpt": "any category. Prerequisite. To take a feat, you must meet any prerequisite in its description unless a feature allows you to take the feat without the prerequisit"
      },
      {
        "document": 387,
        "excerpt": "als, and time, each of which is detailed below. If you meet the requirements, you make the item, and you can use it or sell it at its normal price."
      },
      {
        "document": 495,
        "excerpt": "ponents are physical requirements the spellcaster must meet to cast the spell. Each spell's description indicates whether it requires Verbal (V), Somatic (S), or Ma"
      },
      {
        "document": 607,
        "excerpt": "at entire instance of damage. Any damage that fails to meet or exceed the damage threshold is superficial and doesn't reduce Hit Points. For example, if an object h"
      },
      {
        "document": 972,
        "excerpt": "uisites. If an invocation has a prerequisite, you must meet it to learn that invocation. For example, if an invocation requires you to be a level 5+ Warlock, you ca"
      },
      {
        "document": 975,
        "excerpt": "ho safeguard ancient knowledge and rites. These Druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle's wis"
      },
      {
        "document": 976,
        "excerpt": "sities to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-i"
      },
      {
        "document": 982,
        "excerpt": "ins to the ideals of justice and order. These Paladins meet the archetype of the knight in shining armor. They hold themselves to the highest standards of conduct,"
      },
      {
        "document": 1484,
        "excerpt": "8 or lower. If you use it this way, you don't need to meet any requirements to cast that spell, including costly components. The spell simply takes effect. Altern"
      },
      {
        "document": 1604,
        "excerpt": "s requirement, the summoned spirits attack you. If you meet the requirement, they are Friendly to you and your allies and follow your commands."
      }
    ],
    "meeting": [
      {
        "document": 1604,
        "excerpt": "on the following table. If you blow the horn without meeting its requirement, the summoned spirits attack you. If you meet the requirement, they are Friendly to you"
      }
    ],
    "meets": [
      {
        "document": 976,
        "excerpt": "can replace one of the spells with another spell that meets these requirements."
      }
    ],
    "meld": [
      {
        "document": 832,
        "excerpt": "Meld into Stone"
      },
      {
        "document": 852,
        "excerpt": "Meld into Stone"
      },
      {
        "document": 913,
        "excerpt": "Meld into Stone"
      },
      {
        "document": 1356,
        "excerpt": "Meld into Stone"
      }
    ],
    "melds": [
      {
        "document": 1156,
        "excerpt": "tomy, and it can't cast spells. The target's equipment melds into the new form, and the target can't use any of that equipment while in that form. The target gains"
      },
      {
        "document": 1381,
        "excerpt": "and it can't speak or cast spells. The target's gear melds into the new form. The creature can't use or otherwise benefit from any of that equipment."
      },
      {
        "document": 1463,
        "excerpt": "and it can't speak or cast spells. The target's gear melds into the new form. The creature can't use or otherwise benefit from any of that equipment. Object into"
      }
    ],
    "melee": [
      {
        "document": 5,
        "excerpt": "hen you would reduce a creature to 0 Hit Points with a melee attack, you can instead reduce the creature to 1 Hit Point and give it the Unconscious condition. It the"
      },
      {
        "document": 37,
        "excerpt": "the game. For example, the combat rules tell you that melee attacks use Strength and ranged attacks use Dexterity. That's a general rule, and a general rule is in e"
      },
      {
        "document": 84,
        "excerpt": "also let you make an attack. Whether you strike with a Melee weapon, fire a Ranged weapon,"
      },
      {
        "document": 90,
        "excerpt": "Melee Attacks"
      },
      {
        "document": 91,
        "excerpt": "nd can thus attack targets within 5 feet when making a melee attack. Certain creatures have melee attacks with a reach greater than 5 feet, as noted in their descrip"
      },
      {
        "document": 93,
        "excerpt": "reach. To make the attack, take a Reaction to make one melee attack with a weapon or an Unarmed Strike against that creature. The attack occurs right before it leave"
      },
      {
        "document": 99,
        "excerpt": "When making a melee attack roll with a weapon underwater, a creature that lacks a Swim Speed has Disadvantage on the attack"
      },
      {
        "document": 170,
        "excerpt": "a monster's attack identifies whether the attack is a melee or a ranged attack and then provides the attack roll's bonus, its reach or range, and what happens on a"
      },
      {
        "document": 241,
        "excerpt": "following unless a weapon's property says otherwise: Melee attack bonus = Strength modifier + Proficiency Bonus Ranged attack bonus = Dexterity modifier + Profici"
      },
      {
        "document": 350,
        "excerpt": "that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack wi"
      },
      {
        "document": 351,
        "excerpt": "n, you can attack with the Torch, using it as a Simple Melee weapon. On a hit, the target takes 1 Fire damage."
      },
      {
        "document": 372,
        "excerpt": "n deals that damage when used with two hands to make a melee attack."
      },
      {
        "document": 394,
        "excerpt": "n unusual way, such as using a Ranged weapon to make a melee attack."
      },
      {
        "document": 397,
        "excerpt": "If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creatur"
      },
      {
        "document": 409,
        "excerpt": "mple, you might have proficiency with Simple weapons. Melee or Ranged. A weapon is classified as either Melee or Ranged. A Melee weapon is used to attack a target w"
      },
      {
        "document": 429,
        "excerpt": "lize: Pry open a door or container (DC 20) Craft: Any Melee weapon (except Club, Greatclub, Quarterstaff, and Whip), Medium armor (except Hide), Heavy armor, Ball B"
      },
      {
        "document": 475,
        "excerpt": "dvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn"
      },
      {
        "document": 525,
        "excerpt": "ke the Opportunity Attack, take a Reaction to make one melee attack with a weapon or an Unarmed Strike against the provoking creature. The attack occurs right before"
      },
      {
        "document": 554,
        "excerpt": "s attack starts by identifying whether the attack is a melee or a ranged attack and then provides the attack roll's bonus, its reach or range, and what happens on a"
      },
      {
        "document": 568,
        "excerpt": "Instead of using a weapon to make a melee attack, you can use a punch, kick, headbutt, or similar forceful blow. In game terms, this is an Unarmed"
      },
      {
        "document": 648,
        "excerpt": "ry to its design; if you use a Ranged weapon to make a melee attack or throw a Melee weapon that lacks the Thrown property, the weapon counts as an improvised weapon"
      },
      {
        "document": 654,
        "excerpt": "hen you would reduce a creature to 0 Hit Points with a melee attack, you can instead reduce the creature to 1 Hit Point. The creature then has the Unconscious condit"
      },
      {
        "document": 742,
        "excerpt": "Melee attack with a weapon or an Unarmed Strike (see “Rules Glossary”)"
      },
      {
        "document": 791,
        "excerpt": "Each extended claw makes the following melee attack: +8 to hit, reach 5 ft. Hit: 7 (2d6) Bludgeoning damage."
      },
      {
        "document": 928,
        "excerpt": "Simple Melee Weapons"
      },
      {
        "document": 962,
        "excerpt": "e mastery properties of two kinds of Simple or Martial Melee weapons of your choice, such as Great-axes and Handaxes. Whenever you finish a Long Rest, you can practi"
      },
      {
        "document": 967,
        "excerpt": "e and Monk weapons, which are the following: - Simple Melee weapons - Martial Melee weapons that have the Light property You gain the following benefits while you"
      },
      {
        "document": 968,
        "excerpt": "wer. When you hit a target with an attack roll using a Melee weapon or an Unarmed Strike, the target takes an extra 1d8 Radiant damage."
      },
      {
        "document": 972,
        "excerpt": "njure a pact weapon in your hand - a Simple or Martial Melee weapon of your choice with which you bond - or create a bond with a magic weapon you touch; you can't bo"
      },
      {
        "document": 982,
        "excerpt": "n expend one use of your Channel Divinity to imbue one Melee weapon that you are holding with positive energy. For 10 minutes or until you use this feature again, yo"
      },
      {
        "document": 983,
        "excerpt": "hin 5 feet of you, you can take a Reaction to make one melee attack against that creature, using a weapon or an Unarmed Strike."
      },
      {
        "document": 1011,
        "excerpt": "e) When you roll damage for an attack you make with a Melee weapon that you are holding with two hands, you can treat any 1 or 2 on a damage die as a 3. The weapon"
      },
      {
        "document": 1025,
        "excerpt": "Melee"
      },
      {
        "document": 1047,
        "excerpt": "Melee"
      },
      {
        "document": 1051,
        "excerpt": "Melee"
      },
      {
        "document": 1058,
        "excerpt": "Melee"
      },
      {
        "document": 1060,
        "excerpt": "Melee"
      },
      {
        "document": 1062,
        "excerpt": "Melee"
      },
      {
        "document": 1063,
        "excerpt": "Melee"
      },
      {
        "document": 1064,
        "excerpt": "Melee"
      },
      {
        "document": 1065,
        "excerpt": "Melee"
      },
      {
        "document": 1068,
        "excerpt": "Melee"
      },
      {
        "document": 1077,
        "excerpt": "Melee"
      },
      {
        "document": 1081,
        "excerpt": "Melee"
      },
      {
        "document": 1086,
        "excerpt": "Melee"
      },
      {
        "document": 1089,
        "excerpt": "Melee"
      },
      {
        "document": 1090,
        "excerpt": "Melee"
      },
      {
        "document": 1094,
        "excerpt": "Melee"
      },
      {
        "document": 1096,
        "excerpt": "Melee"
      },
      {
        "document": 1104,
        "excerpt": "Melee"
      },
      {
        "document": 1113,
        "excerpt": "Melee"
      },
      {
        "document": 1116,
        "excerpt": "Melee"
      },
      {
        "document": 1124,
        "excerpt": "Melee"
      },
      {
        "document": 1127,
        "excerpt": "Melee"
      },
      {
        "document": 1129,
        "excerpt": "Melee"
      },
      {
        "document": 1132,
        "excerpt": "Melee"
      },
      {
        "document": 1143,
        "excerpt": "Melee"
      },
      {
        "document": 1145,
        "excerpt": "Melee"
      },
      {
        "document": 1146,
        "excerpt": "Melee"
      },
      {
        "document": 1148,
        "excerpt": "Melee"
      },
      {
        "document": 1158,
        "excerpt": "P 0; PB equals your Proficiency Bonus) Actions Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: Force damage equal to 1d4 + 3 (Me"
      },
      {
        "document": 1163,
        "excerpt": "The hand strikes a target within 5 feet of it. Make a melee spell attack. On a hit, the target takes 5d8 Force damage. Forceful Hand. The hand attempts to push a H"
      },
      {
        "document": 1165,
        "excerpt": "for the duration. When the sword appears, you make a melee spell attack against a target within 5 feet of the sword. On a hit, the target takes Force damage equal"
      },
      {
        "document": 1190,
        "excerpt": "stantaneous Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can'"
      },
      {
        "document": 1203,
        "excerpt": "esn’t move, and it takes the Attack action to make one melee attack against a random creature within reach. If none are within reach, the target takes no action. |"
      },
      {
        "document": 1207,
        "excerpt": "your choice. When the spirit appears, you can make one melee spell attack against a creature within 5 feet of it. On a hit, the target takes Psychic damage equal to"
      },
      {
        "document": 1240,
        "excerpt": "ich you take immediately after hitting a target with a Melee weapon or an Unarmed Strike"
      },
      {
        "document": 1266,
        "excerpt": "u're within 5 feet of it. Actions Otherworldly Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 plus the spell's level of Rad"
      },
      {
        "document": 1271,
        "excerpt": "enever a creature within 5 feet of you hits you with a melee attack roll, the shield erupts with flame. The attacker takes 2d8 Fire damage from a warm shield or 2d8"
      },
      {
        "document": 1274,
        "excerpt": "as a Bonus Action. As a Magic action, you can make a melee spell attack with the fiery blade. On a hit, the target takes Fire damage equal to 3d6 plus your spellca"
      },
      {
        "document": 1290,
        "excerpt": "to half this spell's level (round down). Poison Jab. Melee Attack Roll: Bonus equals your spell attack modifier, reach 10 ft. Hit: 1d6 + 3 plus the spell's level P"
      },
      {
        "document": 1317,
        "excerpt": "a Fiend or an Undead hits an affected creature with a melee attack roll, the attacker must succeed on a Constitution saving throw or have the Blinded condition unti"
      },
      {
        "document": 1414,
        "excerpt": "ich you take immediately after hitting a target with a Melee weapon or an Unarmed Strike"
      },
      {
        "document": 1424,
        "excerpt": "instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. If the attack deals damage, it can"
      },
      {
        "document": 1425,
        "excerpt": "h you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike"
      },
      {
        "document": 1426,
        "excerpt": "s from you to a creature that you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d8 Lightning damage, and it can't make Oppo"
      },
      {
        "document": 1441,
        "excerpt": "space of your choice, and you can immediately make one melee spell attack against one creature within 5 feet of the force. On a hit, the target takes Force damage eq"
      },
      {
        "document": 1448,
        "excerpt": "level (round down), and it uses Breath Weapon. Rend. Melee Attack Roll: Bonus equals your spell attack modifier, reach 10 feet. Hit: 1d6 + 4 + the spell's level Pi"
      },
      {
        "document": 1469,
        "excerpt": "on life force from others to heal your wounds. Make a melee spell attack against one creature within reach. On a hit, the target takes 3d6 Necrotic damage, and you"
      },
      {
        "document": 1558,
        "excerpt": "Any Melee Weapon"
      },
      {
        "document": 1579,
        "excerpt": "its place. You can then take a Bonus Action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the ta"
      },
      {
        "document": 1581,
        "excerpt": "Any Melee Weapon"
      },
      {
        "document": 1634,
        "excerpt": "Potion, Very Rare One vial of this oil can coat one Melee weapon or twenty pieces of ammunition, but only ammunition and Melee weapons that are nonmagical and dea"
      },
      {
        "document": 1694,
        "excerpt": "above it. Drain Life. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed sa"
      },
      {
        "document": 1717,
        "excerpt": "ith it. The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 charges. For each charge you expend, the target takes an extra 1"
      },
      {
        "document": 1722,
        "excerpt": "n until the next dawn. Lightning. When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 Lightning damage (no action requir"
      },
      {
        "document": 1760,
        "excerpt": "ume Memories or Dominate Mind if available. Tentacle. Melee Attack Roll: +9, reach 15 ft. Hit: 12 (2d6 + 5) Bludgeoning damage. If the target is a Large or smaller"
      },
      {
        "document": 1761,
        "excerpt": "llcasting to cast Acid Arrow (level 3 version). Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 13 (2d6 + 6) Slashing damage plus 4 (1d8) Acid damage. Acid Breath"
      },
      {
        "document": 1762,
        "excerpt": "ack with a use of Spellcasting to cast Shatter. Rend. Melee Attack Roll: +12, reach 10 ft. Hit: 16 (2d8 + 7) Slashing damage plus 5 (1d10) Lightning damage. Lightn"
      },
      {
        "document": 1763,
        "excerpt": "eath or (B) Spellcasting to cast Scorching Ray. Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 17 (2d10 + 6) Slashing damage plus 4 (1d8) Fire damage. Fire Breath"
      },
      {
        "document": 1764,
        "excerpt": "casting to cast Guiding Bolt (level 2 version). Rend. Melee Attack Roll: +12, reach 10 ft. Hit: 16 (2d8 + 7) Slashing damage plus 5 (1d10) Lightning damage. Lightn"
      },
      {
        "document": 1765,
        "excerpt": "llcasting to cast Mind Spike (level 4 version). Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 17 (2d10 + 6) Slashing damage plus 4 (1d8) Acid damage. Acid Breath"
      },
      {
        "document": 1766,
        "excerpt": "Bolt (level 2 version) or (B) Weakening Breath. Rend. Melee Attack Roll: +14, reach 10 ft. Hit: 17 (2d8 + 8) Slashing damage plus 4 (1d8) Fire damage. Fire Breath"
      },
      {
        "document": 1767,
        "excerpt": "llcasting to cast Mind Spike (level 3 version). Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 15 (2d8 + 6) Slashing damage plus 7 (2d6) Poison damage. Poison Bre"
      },
      {
        "document": 1768,
        "excerpt": "th a use of Spellcasting to cast Scorching Ray. Rend. Melee Attack Roll: +14, reach 10 ft. Hit: 13 (1d10 + 8) Slashing damage plus 5 (2d4) Fire damage. Fire Breath"
      },
      {
        "document": 1769,
        "excerpt": "g Breath or (B) Spellcasting to cast Ice Knife. Rend. Melee Attack Roll: +13, reach 10 ft. Hit: 17 (2d8 + 8) Slashing damage plus 4 (1d8) Cold damage. Cold Breath"
      },
      {
        "document": 1770,
        "excerpt": "ltiattack. The dragon makes three Rend attacks. Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 13 (2d6 + 6) Slashing damage plus 4 (1d8) Cold damage. Cold Breath"
      },
      {
        "document": 1771,
        "excerpt": "l makes two Thunderous Slam attacks. Thunderous Slam. Melee Attack Roll: +8, reach 10 ft. Hit: 14 (2d8 + 5) Thunder damage. Whirlwind (Recharge 4–6). Strength Savi"
      },
      {
        "document": 1772,
        "excerpt": "Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 15 (2d10 + 4) Piercing damage. Claws. Melee Attack Roll: +6, reach 5"
      },
      {
        "document": 1773,
        "excerpt": "llcasting to cast Acid Arrow (level 4 version). Rend. Melee Attack Roll: +15, reach 15 ft. Hit: 17 (2d8 + 8) Slashing damage plus 9 (2d8) Acid damage. Acid Breath"
      },
      {
        "document": 1774,
        "excerpt": "Spellcasting to cast Shatter (level 3 version). Rend. Melee Attack Roll: +16, reach 15 ft. Hit: 18 (2d8 + 9) Slashing damage plus 11 (2d10) Lightning damage. Light"
      },
      {
        "document": 1775,
        "excerpt": "asting to cast Scorching Ray (level 3 version). Rend. Melee Attack Roll: +14, reach 15 ft. Hit: 19 (2d10 + 8) Slashing damage plus 7 (2d6) Fire damage. Fire Breath"
      },
      {
        "document": 1776,
        "excerpt": "casting to cast Guiding Bolt (level 2 version). Rend. Melee Attack Roll: +16, reach 15 ft. Hit: 18 (2d8 + 9) Slashing damage plus 9 (2d8) Lightning damage. Lightni"
      },
      {
        "document": 1777,
        "excerpt": "llcasting to cast Mind Spike (level 5 version). Rend. Melee Attack Roll: +15, reach 15 ft. Hit: 19 (2d10 + 8) Slashing damage plus 9 (2d8) Acid damage. Acid Breath"
      },
      {
        "document": 1778,
        "excerpt": "Bolt (level 4 version) or (B) Weakening Breath. Rend. Melee Attack Roll: +17 to hit, reach 15 ft. Hit: 19 (2d8 + 10) Slashing damage plus 9 (2d8) Fire damage. Fire"
      },
      {
        "document": 1779,
        "excerpt": "llcasting to cast Mind Spike (level 5 version). Rend. Melee Attack Roll: +15, reach 15 ft. Hit: 17 (2d8 + 8) Slashing damage plus 10 (3d6) Poison damage. Poison Br"
      },
      {
        "document": 1780,
        "excerpt": "asting to cast Scorching Ray (level 3 version). Rend. Melee Attack Roll: +17, reach 15 ft. Hit: 19 (2d8 + 10) Slashing damage plus 10 (3d6) Fire damage. Fire Breat"
      },
      {
        "document": 1781,
        "excerpt": "ellcasting to cast Ice Knife (level 2 version). Rend. Melee Attack Roll: +17, reach 15 ft. Hit: 19 (2d8 + 10) Slashing damage plus 9 (2d8) Cold damage. Cold Breath"
      },
      {
        "document": 1782,
        "excerpt": "ltiattack. The dragon makes three Rend attacks. Rend. Melee Attack Roll: +14, reach 15 ft. Hit: 17 (2d8 + 8) Slashing damage plus 7 (2d6) Cold damage. Cold Breath"
      },
      {
        "document": 1783,
        "excerpt": "Multiattack. The armor makes two Slam attacks. Slam. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Bludgeoning damage."
      },
      {
        "document": 1784,
        "excerpt": "Slash. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage."
      },
      {
        "document": 1785,
        "excerpt": "Smother. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Bludgeoning damage. If the target is a Medium or smaller"
      },
      {
        "document": 1786,
        "excerpt": "Bite. Melee Attack Roll: +5 (with Advantage if the target is Grappled by the ankheg), reach 5 ft. Hit: 10 (2d6 + 3)"
      },
      {
        "document": 1787,
        "excerpt": "ttack. The ankylosaurus makes two Tail attacks. Tail. Melee Attack Roll: +6, reach 10 ft. Hit: 9 (1d10 + 4) Bludgeoning damage. If the target is a Huge or smaller c"
      },
      {
        "document": 1788,
        "excerpt": "Multiattack. The ape makes two Fist attacks. Fist. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Bludgeoning damage. Rock (Recharge 6). Ranged Attack Roll"
      },
      {
        "document": 1789,
        "excerpt": "ltiattack. The archelon makes two Bite attacks. Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 14 (3d6 + 4) Piercing damage."
      },
      {
        "document": 1790,
        "excerpt": "chmage makes four Arcane Burst attacks. Arcane Burst. Melee or Ranged Attack Roll: +9, reach 5 ft. or range 150 ft. Hit: 27 (4d10 + 5) Force damage. Spellcasting."
      },
      {
        "document": 1791,
        "excerpt": "ord or Light Crossbow in any combination. Shortsword. Melee Attack Roll: +7, reach 5 ft. Hit: 7 (1d6 + 4) Piercing damage plus 17 (5d6) Poison damage, and the targe"
      },
      {
        "document": 1792,
        "excerpt": "ner's Proficiency Bonus (rounded up). Reaping Scythe. Melee Attack Roll: Automatic hit, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage plus 4 (1d8) Necrotic damage."
      },
      {
        "document": 1793,
        "excerpt": "Rake. Melee Attack Roll: +1, reach 5 ft. Hit: 1 Slashing damage."
      },
      {
        "document": 1794,
        "excerpt": "Slam. Melee Attack Roll: +6, reach 10 ft. Hit: 14 (3d6 + 4) Bludgeoning damage."
      },
      {
        "document": 1795,
        "excerpt": "Beak. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage."
      },
      {
        "document": 1796,
        "excerpt": "Burning Hammer. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Bludgeoning damage plus 3 (1d6) Fire damage."
      },
      {
        "document": 1797,
        "excerpt": "Bite. Melee Attack Roll: +1, reach 5 ft. Hit: 1 (1d4 - 1) Piercing damage."
      },
      {
        "document": 1798,
        "excerpt": "Bite. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Piercing damage."
      },
      {
        "document": 1799,
        "excerpt": "ip attack and one Lightning Blade attack. Flame Whip. Melee Attack Roll: +14, reach 30 ft. Hit: 18 (3d6 + 8) Force damage plus 17 (5d6) Fire damage. If the target i"
      },
      {
        "document": 1800,
        "excerpt": "ing Scimitar and Pistol in any combination. Scimitar. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Slashing damage. Pistol. Ranged Attack Roll: +5, range 30"
      },
      {
        "document": 1801,
        "excerpt": "Scimitar. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Slashing damage. Light Crossbow. Ranged Attack Roll: +3,"
      },
      {
        "document": 1802,
        "excerpt": "il attack, or it makes two Hurl Flame attacks. Claws. Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage. If the target is a Large or smaller crea"
      },
      {
        "document": 1803,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage plus 7 (2d6) Poison damage."
      },
      {
        "document": 1804,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Piercing damage."
      },
      {
        "document": 1805,
        "excerpt": "e Beard attack and one Infernal Glaive attack. Beard. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage, and the target has the Poisoned condition"
      },
      {
        "document": 1806,
        "excerpt": "behir makes one Bite attack and uses Constrict. Bite. Melee Attack Roll: +10, reach 10 ft. Hit: 19 (2d12 + 6) Piercing damage plus 11 (2d10) Lightning damage. Cons"
      },
      {
        "document": 1807,
        "excerpt": "Greataxe. Melee Attack Roll: +5, reach 5 ft. Hit: 9 (1d12 + 3) Slashing damage."
      },
      {
        "document": 1808,
        "excerpt": "Multiattack. The bear makes two Rend attacks. Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage."
      },
      {
        "document": 1809,
        "excerpt": "Multiattack. The dragon makes two Rend attacks. Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage plus 2 (1d4) Acid damage. Acid Breath (Re"
      },
      {
        "document": 1810,
        "excerpt": "orrosive Form. A creature that hits the pudding with a melee attack roll takes 4 (1d8) Acid damage. Nonmagical ammunition is destroyed immediately after hitting the"
      },
      {
        "document": 1811,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Piercing damage."
      },
      {
        "document": 1812,
        "excerpt": "Beak. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage, or 6 (1d8 + 2) Piercing damage if the tar"
      },
      {
        "document": 1813,
        "excerpt": "Multiattack. The dragon makes two Rend attacks. Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Slashing damage plus 3 (1d6) Lightning damage. Lightning"
      },
      {
        "document": 1814,
        "excerpt": "Gore. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Piercing damage. If the target is a Medium or smaller crea"
      },
      {
        "document": 1815,
        "excerpt": "two Claw attacks and one Infernal Sting attack. Claw. Melee Attack Roll: +8, reach 10 ft. Hit: 13 (2d8 + 4) Slashing damage. Infernal Sting. Melee Attack Roll: +8,"
      },
      {
        "document": 1816,
        "excerpt": "Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 + 2) Slashing damage. Fire Breath (Recharge 5–6). Dexterity S"
      },
      {
        "document": 1817,
        "excerpt": "Multiattack. The dragon makes two Rend attacks. Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Slashing damage. Lightning Breath (Recharge 5–6). Dexter"
      },
      {
        "document": 1818,
        "excerpt": "bear makes one Bite attack and one Claw attack. Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage. Claw. Melee Attack Roll: +5, reach 5 ft."
      },
      {
        "document": 1819,
        "excerpt": "ar makes two Javelin or Morningstar attacks. Javelin. Melee or Ranged Attack Roll: +5, reach 10 ft. or range 30/120 ft. Hit: 13 (3d6 + 3) Piercing damage. Mornings"
      },
      {
        "document": 1820,
        "excerpt": "Grab. Melee Attack Roll: +4, reach 10 ft. Hit: 9 (2d6 + 2) Bludgeoning damage. If the target is a Medium or smaller"
      },
      {
        "document": 1821,
        "excerpt": "ultiattack. The bulette makes two Bite attacks. Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 17 (2d12 + 4) Piercing damage. Deadly Leap. The bulette spends 5 feet"
      },
      {
        "document": 1822,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Bludgeoning damage."
      },
      {
        "document": 1823,
        "excerpt": "Scratch. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Slashing damage."
      },
      {
        "document": 1824,
        "excerpt": "acks, using Pike or Longbow in any combination. Pike. Melee Attack Roll: +6, reach 10 ft. Hit: 9 (1d10 + 4) Piercing damage. Longbow. Ranged Attack Roll: +4, range"
      },
      {
        "document": 1825,
        "excerpt": "Chain attacks and uses Conjure Infernal Chain. Chain. Melee Attack Roll: +7, reach 10 ft. Hit: 11 (2d6 + 4) Slashing damage. If the target is a Large or smaller cre"
      },
      {
        "document": 1826,
        "excerpt": "attack with a use of Fire Breath if available. Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (2d6 + 4) Piercing damage, or 18 (4d6 + 4) Piercing damage if the c"
      },
      {
        "document": 1827,
        "excerpt": "Pincer attacks and uses Paralyzing Tentacles. Pincer. Melee Attack Roll: +6, reach 10 ft. Hit: 9 (1d10 + 4) Bludgeoning damage. If the target is a Large or smaller"
      },
      {
        "document": 1828,
        "excerpt": "three Slam attacks if it used Hasten this turn. Slam. Melee Attack Roll: +9, reach 5 ft. Hit: 10 (1d10 + 5) Bludgeoning damage plus 6 (1d12) Acid damage, and the ta"
      },
      {
        "document": 1829,
        "excerpt": "makes one Attach attack and two Tail attacks. Attach. Melee Attack Roll: +6, reach 5 ft. Hit: 13 (3d6 + 3) Piercing damage. If the target is a Large or smaller crea"
      },
      {
        "document": 1830,
        "excerpt": "e of Spellcasting to cast Fog Cloud. Thunderous Mace. Melee Attack Roll: +12, reach 10 ft. Hit: 21 (3d8 + 8) Bludgeoning damage plus 7 (2d6) Thunder damage. Thunde"
      },
      {
        "document": 1831,
        "excerpt": "Petrifying Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Piercing damage. If the target is a creature, it is subjec"
      },
      {
        "document": 1832,
        "excerpt": "Club. Melee Attack Roll: +2, reach 5 ft. Hit: 2 (1d4) Bludgeoning damage."
      },
      {
        "document": 1833,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Piercing damage. Constrict. Strength Saving Throw: DC 12,"
      },
      {
        "document": 1834,
        "excerpt": "Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 + 2) Slashing damage. Acid Breath (Recharge 5–6). Dexterity S"
      },
      {
        "document": 1835,
        "excerpt": "Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (1d12 + 5) Piercing damage, and the target has the Poisoned conditi"
      },
      {
        "document": 1836,
        "excerpt": "Claw. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Bludgeoning damage."
      },
      {
        "document": 1837,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Piercing damage. If the target is a Medium or smaller crea"
      },
      {
        "document": 1838,
        "excerpt": "Pact Blade. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage plus 7 (2d6) Necrotic damage. Spellcasti"
      },
      {
        "document": 1839,
        "excerpt": "Ritual Sickle. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Slashing damage plus 1 Necrotic damage."
      },
      {
        "document": 1840,
        "excerpt": "Crush. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage, and the darkmantle attaches to the tar"
      },
      {
        "document": 1841,
        "excerpt": "tiattack. The death dog makes two Bite attacks. Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage. If the target is a creature, it is subjec"
      },
      {
        "document": 1842,
        "excerpt": "Ram. Melee Attack Roll: +2, reach 5 ft. Hit: 2 (1d4) Bludgeoning damage."
      },
      {
        "document": 1843,
        "excerpt": "ack. The deva makes two Holy Mace attacks. Holy Mace. Melee Attack Roll: +8, reach 5 ft. Hit: 7 (1d6 + 4) Bludgeoning damage plus 18 (4d8) Radiant damage. Spellcas"
      },
      {
        "document": 1844,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Piercing damage. If the target is a Large or smaller crea"
      },
      {
        "document": 1845,
        "excerpt": "Blade or Storm Bolt in any combination. Storm Blade. Melee Attack Roll: +9, reach 5 feet. Hit: 12 (2d6 + 5) Slashing damage plus 7 (2d6) Lightning damage. Storm B"
      },
      {
        "document": 1846,
        "excerpt": "ttacks and uses Unsettling Visage if available. Slam. Melee Attack Roll: +6 (with Advantage during the first round of each combat), reach 5 ft. Hit: 11 (2d6 + 4) Bl"
      },
      {
        "document": 1847,
        "excerpt": "Hooves. Melee Attack Roll: +6, reach 5 ft. Hit: 6 (1d4 + 4) Bludgeoning damage."
      },
      {
        "document": 1848,
        "excerpt": ". It can replace one attack with a Tail attack. Bite. Melee Attack Roll: +13, reach 15 ft. Hit: 23 (3d10 + 7) Piercing damage plus 7 (2d6) Fire damage. Being underw"
      },
      {
        "document": 1849,
        "excerpt": "Rend. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Slashing damage. Fetid Cloud (1/Day). Constitution Saving"
      },
      {
        "document": 1850,
        "excerpt": "Foreleg or Poison Burst in any combination. Foreleg. Melee Attack Roll: +7, reach 10 ft. Hit: 13 (2d8 + 4) Piercing damage. Poison Burst. Ranged Attack Roll: +6,"
      },
      {
        "document": 1851,
        "excerpt": "Staff or Verdant Wisp in any combination. Vine Staff. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Bludgeoning damage plus 2 (1d4) Poison damage. Verdant Wi"
      },
      {
        "document": 1852,
        "excerpt": "an use Spellcasting to cast Charm Monster. Vine Lash. Melee Attack Roll: +6, reach 10 ft. Hit: 8 (1d8 + 4) Slashing damage. Thorn Burst. Ranged Attack Roll: +6, ra"
      },
      {
        "document": 1853,
        "excerpt": "Claw. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Slashing damage. Blinding Breath (Recharge 6). Dexterity"
      },
      {
        "document": 1854,
        "excerpt": "Talons. Melee Attack Roll: +4, reach 5 feet. Hit: 4 (1d4 + 2) Slashing damage."
      },
      {
        "document": 1855,
        "excerpt": ", using Slam or Rock Launch in any combination. Slam. Melee Attack Roll: +8, reach 10 ft. Hit: 14 (2d8 + 5) Bludgeoning damage. Rock Launch. Ranged Attack Roll: +8"
      },
      {
        "document": 1856,
        "excerpt": "Blade or Hurl Flame in any combination. Heated Blade. Melee Attack Roll: +10, reach 5 ft. Hit: 13 (2d6 + 6) Slashing damage plus 13 (2d12) Fire damage. Hurl Flame."
      },
      {
        "document": 1857,
        "excerpt": "ltiattack. The elephant makes two Gore attacks. Gore. Melee Attack Roll: +8, reach 5 ft. Hit: 15 (2d8 + 6) Piercing damage. If the target is a Huge or smaller creat"
      },
      {
        "document": 1858,
        "excerpt": "Ram. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage. If the target is a Large or smaller cr"
      },
      {
        "document": 1859,
        "excerpt": "attacks and can use Entangling Rope. Withering Sword. Melee Attack Roll: +8, reach 5 ft. Hit: 13 (2d8 + 4) Slashing damage plus 11 (2d10) Necrotic damage. Entangli"
      },
      {
        "document": 1860,
        "excerpt": "rcap makes one Bite attack and one Claw attack. Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 2 (1d4) Poison damage, and the target"
      },
      {
        "document": 1861,
        "excerpt": "ttleaxe attack and one Morningstar attack. Battleaxe. Melee Attack Roll: +7, reach 5 ft. Hit: 14 (2d8 + 5) Slashing damage. If the target is a Large or smaller crea"
      },
      {
        "document": 1862,
        "excerpt": "tiattack. The elemental makes two Burn attacks. Burn. Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 + 3) Fire damage. If the target is a creature or a flammable o"
      },
      {
        "document": 1863,
        "excerpt": "word or Hammer Throw in any combination. Flame Sword. Melee Attack Roll: +11, reach 10 ft. Hit: 21 (4d6 + 7) Slashing damage plus 10 (3d6) Fire damage. Hammer Thro"
      },
      {
        "document": 1864,
        "excerpt": "Multiattack. The golem makes two Slam attacks. Slam. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage plus 4 (1d8) Lightning damage."
      },
      {
        "document": 1865,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Piercing damage plus 5 (2d4) Poison damage."
      },
      {
        "document": 1866,
        "excerpt": "Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 1 Piercing damage."
      },
      {
        "document": 1867,
        "excerpt": "Frost Axe or Great Bow in any combination. Frost Axe. Melee Attack Roll: +9, reach 10 ft. Hit: 19 (2d12 + 6) Slashing damage plus 9 (2d8) Cold damage. Great Bow. R"
      },
      {
        "document": 1868,
        "excerpt": "ltiattack. The gargoyle makes two Claw attacks. Claw. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2) Slashing damage."
      },
      {
        "document": 1869,
        "excerpt": "Pseudopod. Melee Attack Roll: +4, reach 5 ft. Hit: 12 (3d6 + 2) Acid damage. Engulf. The cube moves up to its Speed with"
      },
      {
        "document": 1870,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 9 (2d8) Necrotic damage. Claw. Melee"
      },
      {
        "document": 1871,
        "excerpt": "t makes two Withering Touch attacks. Withering Touch. Melee Attack Roll: +5, reach 5 ft. Hit: 19 (3d10 + 3) Necrotic damage. Etherealness. The ghost casts the Ethe"
      },
      {
        "document": 1872,
        "excerpt": "Multiattack. The ghoul makes two Bite attacks. Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 3 (1d6) Necrotic damage. Claw. Melee"
      },
      {
        "document": 1873,
        "excerpt": "Multiattack. The ape makes two Fist attacks. Fist. Melee Attack Roll: +9, reach 10 ft. Hit: 22 (3d10 + 6) Bludgeoning damage. Boulder Toss (Recharge 6). The ape"
      },
      {
        "document": 1874,
        "excerpt": "Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 6 (2d4 + 1) Piercing damage."
      },
      {
        "document": 1875,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage."
      },
      {
        "document": 1876,
        "excerpt": "Bloodied Fury. The boar has Advantage on melee attack rolls while it is Bloodied."
      },
      {
        "document": 1877,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage, and the target has the Poisoned condition"
      },
      {
        "document": 1878,
        "excerpt": "snake makes one Bite attack and uses Constrict. Bite. Melee Attack Roll: +6, reach 10 ft. Hit: 11 (2d6 + 4) Piercing damage. Constrict. Strength Saving Throw: DC 1"
      },
      {
        "document": 1879,
        "excerpt": "Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Bludgeoning damage. If the target is a Medium or smaller c"
      },
      {
        "document": 1880,
        "excerpt": "dile makes one Bite attack and one Tail attack. Bite. Melee Attack Roll: +8, reach 5 ft. Hit: 21 (3d10 + 5) Piercing damage. If the target is a Large or smaller cre"
      },
      {
        "document": 1881,
        "excerpt": "Multiattack. The eagle makes two Rend attacks. Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage plus 3 (1d6) Radiant damage."
      },
      {
        "document": 1882,
        "excerpt": "Ram. Melee Attack Roll: +6, reach 10 ft. Hit: 11 (2d6 + 4) Bludgeoning damage plus 5 (2d4) Radiant damage. If the t"
      },
      {
        "document": 1883,
        "excerpt": "Bite. Melee Attack Roll: +1, reach 5 ft. Hit: 1 Fire damage."
      },
      {
        "document": 1885,
        "excerpt": "Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage. If the target is a Medium or smaller crea"
      },
      {
        "document": 1886,
        "excerpt": "Ram. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage. If the target is a Large or smaller cr"
      },
      {
        "document": 1887,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage."
      },
      {
        "document": 1888,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Piercing damage."
      },
      {
        "document": 1889,
        "excerpt": "Tentacles. Melee Attack Roll: +5, reach 10 ft. Hit: 10 (2d6 + 3) Bludgeoning damage. If the target is a Medium or smaller"
      },
      {
        "document": 1890,
        "excerpt": "Talons. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 + 2) Slashing damage. Spellcasting. The owl casts one of the"
      },
      {
        "document": 1891,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 feet. Hit: 5 (1d4 + 3) Piercing damage."
      },
      {
        "document": 1892,
        "excerpt": "on makes two Claw attacks and one Sting attack. Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage. If the target is a Large or smaller cr"
      },
      {
        "document": 1893,
        "excerpt": "Ram. Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) Bludgeoning damage, or 11 (2d8 + 2) Bludgeoning damage if"
      },
      {
        "document": 1894,
        "excerpt": "Multiattack. The shark makes two Bite attacks. Bite. Melee Attack Roll: +9 (with Advantage if the target doesn't have all its Hit Points), reach 5 ft. Hit: 22 (3d1"
      },
      {
        "document": 1895,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 7 (2d6) Poison damage. Web (Recharge"
      },
      {
        "document": 1896,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 5 (2d4) Poison damage. If the target"
      },
      {
        "document": 1897,
        "excerpt": "Bite. Melee Attack Roll: +6, reach 10 ft. Hit: 6 (1d4 + 4) Piercing damage plus 4 (1d8) Poison damage."
      },
      {
        "document": 1898,
        "excerpt": "Gouge. Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) Piercing damage, and the target has the Poisoned condition"
      },
      {
        "document": 1899,
        "excerpt": "Sting. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 5 (2d4) Poison damage."
      },
      {
        "document": 1900,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Piercing damage."
      },
      {
        "document": 1901,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Piercing damage plus 5 (2d4) Poison damage."
      },
      {
        "document": 1902,
        "excerpt": "o move in a random direction. 7–8. The target makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an"
      },
      {
        "document": 1903,
        "excerpt": "ncer attacks and uses Pummel or Spellcasting. Pincer. Melee Attack Roll: +9, reach 10 ft. Hit: 16 (2d10 + 5) Slashing damage. If the target is a Medium or smaller c"
      },
      {
        "document": 1904,
        "excerpt": "replace one attack with a use of Shield Bash. Spear. Melee or Ranged Attack Roll: +7, reach 5 ft. or range 20/60 ft. Hit: 11 (2d6 + 4) Piercing damage. Shield Bas"
      },
      {
        "document": 1905,
        "excerpt": "Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage. Bone Bow. Ranged Attack Roll: +3, range"
      },
      {
        "document": 1906,
        "excerpt": "Ram. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Bludgeoning damage, or 2 (1d4) Bludgeoning damage if the goat moved"
      },
      {
        "document": 1907,
        "excerpt": "ng Scimitar or Shortbow in any combination. Scimitar. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage, plus 2 (1d4) Slashing damage if the attac"
      },
      {
        "document": 1908,
        "excerpt": "Dagger. Melee or Ranged Attack Roll: +4, reach 5 ft. or range 20/60 ft. Hit: 4 (1d4 + 2) Piercing damage."
      },
      {
        "document": 1909,
        "excerpt": "Scimitar. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage, plus 2 (1d4) Slashing damage if the attac"
      },
      {
        "document": 1910,
        "excerpt": "Multiattack. The dragon makes two Rend attacks. Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (1d10 + 4) Slashing damage. Fire Breath (Recharge 5–6). Dexterity S"
      },
      {
        "document": 1911,
        "excerpt": "Gore. Melee Attack Roll: +8, reach 5 ft. Hit: 18 (2d12 + 5) Piercing damage. If the target is a Large or smaller cre"
      },
      {
        "document": 1912,
        "excerpt": "Pseudopod. Melee Attack Roll: +3, reach 5 ft. Hit: 10 (2d8 + 1) Acid damage. Nonmagical armor worn by the target takes a"
      },
      {
        "document": 1913,
        "excerpt": "Multiattack. The dragon makes two Rend attacks. Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 + 2) Slashing damage plus 3 (1d6) Poison damage. Poison Breat"
      },
      {
        "document": 1914,
        "excerpt": "Multiattack. The hag makes two Claw attacks. Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) Slashing damage plus 3 (1d6) Poison damage. Spellcasting."
      },
      {
        "document": 1915,
        "excerpt": "makes one Beak attack and one Tentacles attack. Beak. Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) Piercing damage. Tentacles. Melee Attack Roll: +4, reach"
      },
      {
        "document": 1916,
        "excerpt": "ultiattack. The griffon makes two Rend attacks. Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) Piercing damage. If the target is a Medium or smaller crea"
      },
      {
        "document": 1917,
        "excerpt": "Bone Cudgel. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage plus 2 (1d4) Psychic damage."
      },
      {
        "document": 1918,
        "excerpt": "ing Javelin or Longsword in any combination. Javelin. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 30/120 ft. Hit: 14 (3d6 + 4) Piercing damage. Longsword"
      },
      {
        "document": 1919,
        "excerpt": "Spear. Melee or Ranged Attack Roll: +3, reach 5 ft. or range 20/60 ft. Hit: 4 (1d6 + 1) Piercing damage."
      },
      {
        "document": 1920,
        "excerpt": "ace any attack with a use of Poisonous Spittle. Bite. Melee Attack Roll: +8, reach 10 ft. Hit: 17 (2d12 + 4) Piercing damage plus 22 (4d10) Poison damage. Poisonou"
      },
      {
        "document": 1921,
        "excerpt": "attack. The half-dragon makes two Claw attacks. Claw. Melee Attack Roll: +7, reach 10 ft. Hit: 6 (1d4 + 4) Slashing damage plus 7 (2d6) damage of the type chosen fo"
      },
      {
        "document": 1922,
        "excerpt": "Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 6 (2d4 + 1) Slashing damage. Luring Song. The harpy sings a magical m"
      },
      {
        "document": 1923,
        "excerpt": "Talons. Melee Attack Roll: +5, reach 5 ft. Hit: 1 Slashing damage."
      },
      {
        "document": 1924,
        "excerpt": "Multiattack. The hound makes two Bite attacks. Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 3 (1d6) Fire damage. Fire Breath (Re"
      },
      {
        "document": 1925,
        "excerpt": "ltiattack. The hezrou makes three Rend attacks. Rend. Melee Attack Roll: +7, reach 5 ft. Hit: 6 (1d4 + 4) Slashing damage plus 9 (2d8) Poison damage."
      },
      {
        "document": 1926,
        "excerpt": "Tree Club or Trash Lob in any combination. Tree Club. Melee Attack Roll: +8, reach 10 ft. Hit: 18 (3d8 + 5) Bludgeoning damage. If the target is a Large or smaller"
      },
      {
        "document": 1927,
        "excerpt": "iattack. The hippogriff makes two Rend attacks. Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage."
      },
      {
        "document": 1928,
        "excerpt": "ttack. The hippopotamus makes two Bite attacks. Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 16 (2d10 + 5) Piercing damage."
      },
      {
        "document": 1929,
        "excerpt": "Greatsword or Longbow in any combination. Greatsword. Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) Slashing damage plus 3 (1d6) Poison damage. Longbow. Rang"
      },
      {
        "document": 1930,
        "excerpt": "Longsword. Melee Attack Roll: +3, reach 5 ft. Hit: 12 (2d10 + 1) Slashing damage. Longbow. Ranged Attack Roll: +3, range"
      },
      {
        "document": 1931,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Piercing damage, and the target is subjected to the following effect"
      },
      {
        "document": 1932,
        "excerpt": "one attack with a use of Infernal Tail. Searing Fork. Melee Attack Roll: +10, reach 10 ft. Hit: 15 (2d8 + 6) Piercing damage plus 9 (2d8) Fire damage. Hurl Flame."
      },
      {
        "document": 1933,
        "excerpt": "Bite. Melee Attack Roll: +6 (with Advantage if the target doesn't have all its Hit Points), reach 5 ft. Hit: 14 (3d6"
      },
      {
        "document": 1934,
        "excerpt": "dra makes as many Bite attacks as it has heads. Bite. Melee Attack Roll: +8, reach 10 ft. Hit: 10 (1d10 + 5) Piercing damage."
      },
      {
        "document": 1935,
        "excerpt": "Bite. Melee Attack Roll: +2, reach 5 ft. Hit: 3 (1d6) Piercing damage."
      },
      {
        "document": 1936,
        "excerpt": "can replace one attack with a Tail attack. Ice Spear. Melee or Ranged Attack Roll: +10, reach 5 ft. or range 30/120 ft. Hit: 14 (2d8 + 5) Piercing damage plus 10 (3"
      },
      {
        "document": 1937,
        "excerpt": "Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Slashing damage plus 2 (1d4) Cold damage. Fog Cloud (1/Da"
      },
      {
        "document": 1938,
        "excerpt": "Sting. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage plus 7 (2d6) Poison damage. Invisibility."
      },
      {
        "document": 1939,
        "excerpt": "bus makes two Restless Touch attacks. Restless Touch. Melee Attack Roll: +7, reach 5 ft. Hit: 15 (3d6 + 5) Psychic damage, and the target is cursed for 24 hours or"
      },
      {
        "document": 1940,
        "excerpt": "replace one attack with a use of Vortex. Wind Swipe. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (2d6 + 4) Force damage. Vortex. Constitution Saving Throw: DC 14,"
      },
      {
        "document": 1941,
        "excerpt": "ded Arm or Fiery Bolt in any combination. Bladed Arm. Melee Attack Roll: +12, reach 10 ft. Hit: 20 (3d8 + 7) Slashing damage plus 10 (3d6) Fire damage. Fiery Bolt."
      },
      {
        "document": 1942,
        "excerpt": "Bite. Melee Attack Roll: +1, reach 5 ft. Hit: 1 (1d4 - 1) Piercing damage."
      },
      {
        "document": 1943,
        "excerpt": "Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 21 (5d6 + 4) Piercing damage."
      },
      {
        "document": 1944,
        "excerpt": "ord or Heavy Crossbow in any combination. Greatsword. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage plus 4 (1d8) Radiant damage. Heavy Cross"
      },
      {
        "document": 1945,
        "excerpt": "Dagger. Melee or Ranged Attack Roll: +4, reach 5 ft. or range 20/60 ft. Hit: 4 (1d4 + 2) Piercing damage."
      },
      {
        "document": 1946,
        "excerpt": "d uses Fling, Lightning Strike, or Swallow. Tentacle. Melee Attack Roll: +17, reach 30 ft. Hit: 24 (4d6 + 10) Bludgeoning damage. The target has the Grappled condit"
      },
      {
        "document": 1947,
        "excerpt": "lace one attack with a use of Corrupting Touch. Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage plus 7 (2d6) Psychic damage. Corrupting T"
      },
      {
        "document": 1948,
        "excerpt": "Vile Slime. Melee Attack Roll: +2, reach 5 ft. Hit: 2 (1d4) Poison damage."
      },
      {
        "document": 1949,
        "excerpt": "Paralyzing Touch in any combination. Eldritch Burst. Melee or Ranged Attack Roll: +12, reach 5 ft. or range 120 ft. Hit: 31 (4d12 + 5) Force damage. Paralyzing To"
      },
      {
        "document": 1950,
        "excerpt": ". It can replace one attack with a use of Roar. Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage. Roar. Wisdom Saving Throw: DC 11, one cr"
      },
      {
        "document": 1951,
        "excerpt": "Bite. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Piercing damage."
      },
      {
        "document": 1952,
        "excerpt": "mage makes three Arcane Burst attacks. Arcane Burst. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 120 ft. Hit: 16 (3d8 + 3) Force damage. Spellcasting. T"
      },
      {
        "document": 1953,
        "excerpt": "Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Slashing damage plus 3 (1d6) Fire damage. Fire Breath (Re"
      },
      {
        "document": 1954,
        "excerpt": "Touch. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2) Fire damage. If the target is a creature or a flammable ob"
      },
      {
        "document": 1955,
        "excerpt": "ultiattack. The mammoth makes two Gore attacks. Gore. Melee Attack Roll: +10, reach 10 ft. Hit: 18 (2d10 + 7) Piercing damage. If the target is a Huge or smaller cr"
      },
      {
        "document": 1956,
        "excerpt": "s, using Rend or Tail Spike in any combination. Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage. Tail Spike. Ranged Attack Roll: +5, rang"
      },
      {
        "document": 1957,
        "excerpt": "ix Pact Blade attacks and uses Constrict. Pact Blade. Melee Attack Roll: +10, reach 5 ft. Hit: 10 (1d10 + 5) Slashing damage plus 7 (2d6) Necrotic damage. Constric"
      },
      {
        "document": 1958,
        "excerpt": "Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Piercing damage. If the target is a Medium or smaller crea"
      },
      {
        "document": 1959,
        "excerpt": "r attack, or it makes three Poison Ray attacks. Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage. Snake Hair. Melee Attack Roll: +6, reac"
      },
      {
        "document": 1960,
        "excerpt": "Ocean Spear. Melee or Ranged Attack Roll: +2, reach 5 ft. or range 20/60 ft. Hit: 3 (1d6) Piercing damage plus 2 (1d4) Cold"
      },
      {
        "document": 1961,
        "excerpt": "sing Bite, Claw, or Harpoon in any combination. Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 6 (1d4 + 4) Piercing damage, and the target has the Poisoned condition"
      },
      {
        "document": 1962,
        "excerpt": "Bite. Melee Attack Roll: +5 (with Advantage if the target is Grappled by the mimic), reach 5 ft. Hit: 7 (1d8 + 3) Pi"
      },
      {
        "document": 1963,
        "excerpt": "Abyssal Glaive. Melee Attack Roll: +6, reach 10 ft. Hit: 10 (1d12 + 4) Slashing damage plus 10 (3d6) Necrotic damage. Gore (R"
      },
      {
        "document": 1964,
        "excerpt": "Gore. Melee Attack Roll: +6, reach 5 ft. Hit: 11 (2d6 + 4) Piercing damage. If the target is a Large or smaller crea"
      },
      {
        "document": 1965,
        "excerpt": "Hooves. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Bludgeoning damage."
      },
      {
        "document": 1966,
        "excerpt": "rgy attack, and it uses Dreadful Glare. Rotting Fist. Melee Attack Roll: +9, reach 5 ft. Hit: 15 (2d10 + 4) Bludgeoning damage plus 10 (3d6) Necrotic damage. If the"
      },
      {
        "document": 1967,
        "excerpt": "g Fist attacks and uses Dreadful Glare. Rotting Fist. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Bludgeoning damage plus 10 (3d6) Necrotic damage. If the"
      },
      {
        "document": 1968,
        "excerpt": "ttack. The nalfeshnee makes three Rend attacks. Rend. Melee Attack Roll: +10, reach 10 ft. Hit: 16 (2d10 + 5) Slashing damage plus 11 (2d10) Force damage. Teleport"
      },
      {
        "document": 1969,
        "excerpt": "Multiattack. The hag makes two Claw attacks. Claw. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Slashing damage. Nightmare Haunting (1/Day; Requires Sou"
      },
      {
        "document": 1970,
        "excerpt": "Hooves. Melee Attack Roll: +6, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage plus 10 (3d6) Fire damage. Ethereal S"
      },
      {
        "document": 1971,
        "excerpt": "Rapier. Melee Attack Roll: +3, reach 5 ft. Hit: 5 (1d8 + 1) Piercing damage."
      },
      {
        "document": 1972,
        "excerpt": "Pseudopod. Melee Attack Roll: +4, reach 5 ft. Hit: 12 (3d6 + 2) Acid damage."
      },
      {
        "document": 1973,
        "excerpt": "Tentacles. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Bludgeoning damage."
      },
      {
        "document": 1974,
        "excerpt": "Slam. Melee Attack Roll: +6, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage. ---"
      },
      {
        "document": 1975,
        "excerpt": "Greatclub. Melee Attack Roll: +6, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage. Javelin. Melee or Ranged Attack Roll"
      },
      {
        "document": 1976,
        "excerpt": "replace one attack with a use of Spellcasting. Claw. Melee Attack Roll: +7, reach 10 ft. Hit: 10 (1d12 + 4) Slashing damage plus 9 (2d8) Necrotic damage. Nightmar"
      },
      {
        "document": 1977,
        "excerpt": "makes one Bite attack and two Tentacle attacks. Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 12 (2d8 + 3) Piercing damage, and the target has the Poisoned conditio"
      },
      {
        "document": 1978,
        "excerpt": "Talons. Melee Attack Roll: +3, reach 5 ft. Hit: 1 Slashing damage."
      },
      {
        "document": 1979,
        "excerpt": "ultiattack. The owlbear makes two Rend attacks. Rend. Melee Attack Roll: +7, reach 5 ft. Hit: 14 (2d8 + 5) Slashing damage."
      },
      {
        "document": 1980,
        "excerpt": "Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Slashing damage."
      },
      {
        "document": 1981,
        "excerpt": "Hooves. Melee Attack Roll: +6, reach 5 ft. Hit: 7 (1d6 + 4) Bludgeoning damage plus 5 (2d4) Radiant damage."
      },
      {
        "document": 1982,
        "excerpt": "Multiattack. The spider makes two Bite attacks. Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Piercing damage plus 9 (2d8) Poison damage. If this damag"
      },
      {
        "document": 1983,
        "excerpt": "Bite. Melee Attack Roll: +5 (with Advantage if the target doesn't have all its Hit Points), reach 5 ft. Hit: 1 Pierc"
      },
      {
        "document": 1984,
        "excerpt": "s, using Rapier or Pistol in any combination. Rapier. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Piercing damage, and the pirate has Advantage on the next"
      },
      {
        "document": 1985,
        "excerpt": "one attack with a use of Enthralling Panache. Dagger. Melee or Ranged Attack Roll: +5, reach 5 ft. or range 20/60 ft. Hit: 5 (1d4 + 3) Piercing damage. Enthralling"
      },
      {
        "document": 1986,
        "excerpt": "vilish Claw attacks, and one Fiery Mace attack. Bite. Melee Attack Roll: +14, reach 10 ft. Hit: 18 (3d6 + 8) Piercing damage. If the target is a creature, it must m"
      },
      {
        "document": 1987,
        "excerpt": "word attacks or uses Holy Burst twice. Radiant Sword. Melee Attack Roll: +12, reach 10 ft. Hit: 14 (2d6 + 7) Slashing damage plus 18 (4d8) Radiant damage. Holy Bur"
      },
      {
        "document": 1988,
        "excerpt": "Bite. Melee Attack Roll: +6, reach 10 ft. Hit: 11 (2d6 + 4) Piercing damage."
      },
      {
        "document": 1989,
        "excerpt": "Multiattack. The bear makes two Rend attacks. Rend. Melee Attack Roll: +7, reach 5 ft. Hit: 9 (1d8 + 5) Slashing damage."
      },
      {
        "document": 1990,
        "excerpt": "Hooves. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Bludgeoning damage."
      },
      {
        "document": 1991,
        "excerpt": "Mace. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Bludgeoning damage plus 2 (1d4) Radiant damage. Radiant F"
      },
      {
        "document": 1992,
        "excerpt": "using Mace or Radiant Flame in any combination. Mace. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage plus 5 (2d4) Radiant damage. Radiant F"
      },
      {
        "document": 1993,
        "excerpt": "ttack. The pseudodragon makes two Bite attacks. Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage. Sting. Constitution Saving Throw: DC 12,"
      },
      {
        "document": 1994,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Piercing damage."
      },
      {
        "document": 1995,
        "excerpt": "es one Bite attack and one Tail Stinger attack. Bite. Melee Attack Roll: +14, reach 10 ft. Hit: 22 (3d8 + 9) Piercing damage. If the target is a Large or smaller cr"
      },
      {
        "document": 1996,
        "excerpt": "Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage, and the target has the Poisoned condition"
      },
      {
        "document": 1997,
        "excerpt": "shasa makes three Cursed Touch attacks. Cursed Touch. Melee Attack Roll: +10, reach 5 ft. Hit: 12 (2d6 + 5) Slashing damage plus 19 (3d12) Necrotic damage. If the t"
      },
      {
        "document": 1998,
        "excerpt": "Bite. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Piercing damage."
      },
      {
        "document": 1999,
        "excerpt": "Beak. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Piercing damage."
      },
      {
        "document": 2000,
        "excerpt": "Multiattack. The dragon makes two Rend attacks. Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (1d10 + 4) Slashing damage plus 3 (1d6) Fire damage. Fire Breath (R"
      },
      {
        "document": 2001,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2) Piercing damage."
      },
      {
        "document": 2002,
        "excerpt": "Bite. Melee Attack Roll: +11, reach 10 ft. Hit: 18 (2d10 + 7) Piercing damage plus 14 (4d6) Fire damage. If the targ"
      },
      {
        "document": 2003,
        "excerpt": "Gore. Melee Attack Roll: +7, reach 5 ft. Hit: 14 (2d8 + 5) Piercing damage. If target is a Large or smaller creature"
      },
      {
        "document": 2004,
        "excerpt": "Hooves. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Bludgeoning damage."
      },
      {
        "document": 2005,
        "excerpt": "It can replace one attack with a Talons attack. Beak. Melee Attack Roll: +13, reach 10 ft. Hit: 28 (3d12 + 9) Piercing damage. Talons. Melee Attack Roll: +13, reac"
      },
      {
        "document": 2006,
        "excerpt": "attacks, uses Reel, and makes two Bite attacks. Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 17 (3d8 + 4) Piercing damage. Tentacle. Melee Attack Roll: +7, reach"
      },
      {
        "document": 2007,
        "excerpt": "makes one Bite attack and uses Antennae twice. Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 5 (1d8 + 1) Piercing damage. Antennae. The rust monster targets one n"
      },
      {
        "document": 2008,
        "excerpt": "Multiattack. The tiger makes two Rend attacks. Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 11 (2d6 + 4) Slashing damage."
      },
      {
        "document": 2009,
        "excerpt": "ltiattack. The sahuagin makes two Claw attacks. Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Slashing damage."
      },
      {
        "document": 2010,
        "excerpt": "lace one attack with a use of Constrict. Flame Spear. Melee or Ranged Attack Roll: +7, reach 5 ft. or range 20/60 ft. Hit: 13 (2d8 + 4) Piercing damage plus 7 (2d6)"
      },
      {
        "document": 2011,
        "excerpt": "Hooves. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Bludgeoning damage. If the target is a Medium or smaller c"
      },
      {
        "document": 2012,
        "excerpt": "Sting. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Piercing damage plus 3 (1d6) Poison damage."
      },
      {
        "document": 2013,
        "excerpt": "hort-word and Longbow in any combination. Shortsword. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage. Longbow. Ranged Attack Roll: +4, range 1"
      },
      {
        "document": 2014,
        "excerpt": "Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage. Death Glare (Recharge 5–6). Wisdom Savi"
      },
      {
        "document": 2016,
        "excerpt": "Draining Swipe. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Necrotic damage, and the target's Strength score decreases"
      },
      {
        "document": 2017,
        "excerpt": "ace one attack with a use of Engulf. Charged Tendril. Melee Attack Roll: +7, reach 10 ft. Hit: 7 (1d6 + 4) Bludgeoning damage plus 5 (2d4) Lightning damage. If the"
      },
      {
        "document": 2018,
        "excerpt": "ltiattack. The guardian makes two Fist attacks. Fist. Melee Attack Roll: +7, reach 10 ft. Hit: 11 (2d6 + 4) Bludgeoning damage plus 7 (2d6) Force damage."
      },
      {
        "document": 2020,
        "excerpt": "Multiattack. The dragon makes two Rend attacks. Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (1d10 + 4) Piercing damage. Cold Breath (Recharge 5–6). Constitutio"
      },
      {
        "document": 2021,
        "excerpt": "Shortsword. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage. Shortbow. Ranged Attack Roll: +5, range"
      },
      {
        "document": 2022,
        "excerpt": "e one attack with a use of Slaying Bow. Flying Sword. Melee or Ranged Attack Roll: +15, reach 10 ft. or range 120 ft. Hit: 22 (4d6 + 8) Slashing damage plus 36 (8d8"
      },
      {
        "document": 2023,
        "excerpt": "Life Drain. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d6) Necrotic damage. If the target is a creature, its Hit Point ma"
      },
      {
        "document": 2024,
        "excerpt": "ltiattack. The sphinx makes three Claw attacks. Claw. Melee Attack Roll: +8, reach 5 ft. Hit: 14 (3d6 + 4) Slashing damage. Mind-Rending Roar (Recharge 5–6). Wisdo"
      },
      {
        "document": 2025,
        "excerpt": "he sphinx makes two Claw attacks and uses Roar. Claw. Melee Attack Roll: +12, reach 5 ft. Hit: 20 (4d6 + 6) Slashing damage. Roar (3/Day). The sphinx emits a magic"
      },
      {
        "document": 2026,
        "excerpt": "Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage plus 7 (2d6) Radiant damage."
      },
      {
        "document": 2027,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Piercing damage plus 2 (1d4) Poison damage."
      },
      {
        "document": 2028,
        "excerpt": "using Bite or Necrotic Ray in any combination. Bite. Melee Attack Roll: +7, reach 10 ft. Hit: 7 (1d6 + 4) Piercing damage plus 14 (4d6) Poison damage. Necrotic Ra"
      },
      {
        "document": 2029,
        "excerpt": "Needle Sword. Melee Attack Roll: +6, reach 5 ft. Hit: 6 (1d4 + 4) Piercing damage. Enchanting Bow. Ranged Attack Roll: +6,"
      },
      {
        "document": 2030,
        "excerpt": "Shortsword. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 7 (2d6) Poison damage. Hand Crossbow"
      },
      {
        "document": 2031,
        "excerpt": "Claw. Melee Attack Roll: +2, reach 5 ft. Hit: 2 (1d4) Slashing damage plus 2 (1d4) Fire damage. Steam Breath (Recha"
      },
      {
        "document": 2032,
        "excerpt": "Proboscis. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage, and the stirge attaches to the target. Wh"
      },
      {
        "document": 2033,
        "excerpt": "Stone Club or Boulder in any combination. Stone Club. Melee Attack Roll: +9, reach 15 ft. Hit: 22 (3d10 + 6) Bludgeoning damage. Boulder. Ranged Attack Roll: +9, r"
      },
      {
        "document": 2034,
        "excerpt": "s, using Slam or Force Bolt in any combination. Slam. Melee Attack Roll: +10, reach 5 ft. Hit: 15 (2d8 + 6) Bludgeoning damage plus 9 (2d8) Force damage. Force Bol"
      },
      {
        "document": 2035,
        "excerpt": "Sword or Thunderbolt in any combination. Storm Sword. Melee Attack Roll: +14, reach 10 ft. Hit: 23 (4d6 + 9) Slashing damage plus 13 (3d8) Lightning damage. Thunde"
      },
      {
        "document": 2036,
        "excerpt": "tack and uses Charm or Draining Kiss. Fiendish Touch. Melee Attack Roll: +7, reach 5 ft. Hit: 16 (2d10 + 5) Psychic damage. Charm. The succubus casts Dominate Pers"
      },
      {
        "document": 2037,
        "excerpt": "Bites. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (2d4) Piercing damage, or 2 (1d4) Piercing damage if the swarm is Bl"
      },
      {
        "document": 2038,
        "excerpt": "Swarm of Grasping Hands. Melee Attack Roll: +4, reach 5 ft. Hit: 20 (4d8 + 2) Necrotic damage, or 11 (2d8 + 2) Necrotic damage if the s"
      },
      {
        "document": 2039,
        "excerpt": "Bites. Melee Attack Roll: +3, reach 5 ft. Hit: 6 (2d4 + 1) Poison damage, or 3 (1d4 + 1) Poison damage if the swarm i"
      },
      {
        "document": 2040,
        "excerpt": "Bites. Melee Attack Roll: +5 (with Advantage if the target doesn't have all its Hit Points), reach 5 ft. Hit: 8 (2d4"
      },
      {
        "document": 2041,
        "excerpt": "Bites. Melee Attack Roll: +2, reach 5 ft. Hit: 5 (2d4) Piercing damage, or 2 (1d4) Piercing damage if the swarm is Bl"
      },
      {
        "document": 2042,
        "excerpt": "Beaks. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage, or 2 (1d4) Piercing damage if the swarm i"
      },
      {
        "document": 2043,
        "excerpt": "Bites. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) Piercing damage - or 6 (1d4 + 4) Piercing damage if the sw"
      },
      {
        "document": 2044,
        "excerpt": "attacks, using Claw or Tail in any combination. Bite. Melee Attack Roll: +19, reach 15 ft. Hit: 36 (4d12 + 10) Piercing damage, and the target has the Grappled con"
      },
      {
        "document": 2045,
        "excerpt": "Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage. If the target is a Large or smaller crea"
      },
      {
        "document": 2046,
        "excerpt": "mmer or Heavy Crossbow in any combination. Warhammer. Melee Attack Roll: +5, reach 5 ft. Hit: 12 (2d8 + 3) Bludgeoning damage. If the target is a Large or smaller c"
      },
      {
        "document": 2047,
        "excerpt": "Mace. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Bludgeoning damage. Heavy Crossbow. Ranged Attack Roll: +"
      },
      {
        "document": 2048,
        "excerpt": "Multiattack. The treant makes two Slam attacks. Slam. Melee Attack Roll: +10, reach 5 ft. Hit: 16 (3d6 + 6) Bludgeoning damage. Hail of Bark. Ranged Attack Roll: +"
      },
      {
        "document": 2049,
        "excerpt": "attack. The triceratops makes two Gore attacks. Gore. Melee Attack Roll: +9, reach 5 ft. Hit: 19 (2d12 + 6) Piercing damage. If the target is Huge or smaller and th"
      },
      {
        "document": 2050,
        "excerpt": "Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (2d4 + 4) Slashing damage."
      },
      {
        "document": 2051,
        "excerpt": "ultiattack. The troll makes three Rend attacks. Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 11 (2d6 + 4) Slashing damage."
      },
      {
        "document": 2052,
        "excerpt": "urus makes one Bite attack and one Tail attack. Bite. Melee Attack Roll: +10, reach 10 ft. Hit: 33 (4d12 + 7) Piercing damage. If the target is a Large or smaller c"
      },
      {
        "document": 2053,
        "excerpt": "ne Hooves attack and one Radiant Horn attack. Hooves. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (2d6 + 4) Bludgeoning damage. Radiant Horn. Melee Attack Roll: +7,"
      },
      {
        "document": 2054,
        "excerpt": "iliar makes two Umbral Dagger attacks. Umbral Dagger. Melee or Ranged Attack Roll: +5, reach 5 ft. or range 20/60 ft. Hit: 5 (1d4 + 3) Piercing damage plus 7 (3d4)"
      },
      {
        "document": 2055,
        "excerpt": "e vampire makes two Claw attacks and uses Bite. Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (2d4 + 3) Slashing damage. If the target is a Medium or smaller crea"
      },
      {
        "document": 2056,
        "excerpt": "acks and uses Bite. Grave Strike (Vampire Form Only). Melee Attack Roll: +9, reach 5 ft. Hit: 8 (1d8 + 4) Bludgeoning damage plus 7 (2d6) Necrotic damage. If the ta"
      },
      {
        "document": 2057,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage plus 3 (1d6) Poison damage."
      },
      {
        "document": 2058,
        "excerpt": "ungus makes two Rotting Touch attacks. Rotting Touch. Melee Attack Roll: +2, reach 10 ft. Hit: 4 (1d8) Necrotic damage."
      },
      {
        "document": 2059,
        "excerpt": "ultiattack. The vrock makes two Shred attacks. Shred. Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage plus 10 (3d6) Poison damage. Spores (Rec"
      },
      {
        "document": 2060,
        "excerpt": "Beak. Melee Attack Roll: +2, reach 5 ft. Hit: 2 (1d4) Piercing damage."
      },
      {
        "document": 2061,
        "excerpt": "Hooves. Melee Attack Roll: +6, reach 5 ft. Hit: 7 (1d6 + 4) Bludgeoning damage. If the target is a Large or smaller cr"
      },
      {
        "document": 2062,
        "excerpt": "Hooves. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (2d4 + 4) Bludgeoning damage. If the target is a Large or smaller cr"
      },
      {
        "document": 2063,
        "excerpt": "Spear. Melee or Ranged Attack Roll: +3, reach 5 ft. or range 20/60 ft. Hit: 4 (1d6 + 1) Piercing damage."
      },
      {
        "document": 2064,
        "excerpt": "two Greatsword or Heavy Crossbow attacks. Greatsword. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage. Heavy Crossbow. Ranged Attack Roll: +3,"
      },
      {
        "document": 2065,
        "excerpt": "tiattack. The elemental makes two Slam attacks. Slam. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage. If the target is a Medium or smaller"
      },
      {
        "document": 2066,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 1 Piercing damage."
      },
      {
        "document": 2067,
        "excerpt": "with a Bite attack. Bite (Bear or Hybrid Form Only). Melee Attack Roll: +7, reach 5 ft. Hit: 17 (2d12 + 4) Piercing damage. If the target is a Humanoid, it is subj"
      },
      {
        "document": 2068,
        "excerpt": "with a Gore attack. Gore (Boar or Hybrid Form Only). Melee Attack Roll: +5, reach 5 ft. Hit: 12 (2d8 + 3) Piercing damage. If the target is a Humanoid, it is subje"
      },
      {
        "document": 2069,
        "excerpt": "k with a Bite attack. Bite (Rat or Hybrid Form Only). Melee Attack Roll: +5, reach 5 ft. Hit: 8 (2d4 + 3) Piercing damage. If the target is a Humanoid, it is subjec"
      },
      {
        "document": 2070,
        "excerpt": "with a Bite attack. Bite (Tiger or Hybrid Form Only). Melee Attack Roll: +5, reach 5 ft. Hit: 12 (2d8 + 3) Piercing damage. If the target is a Humanoid, it is subje"
      },
      {
        "document": 2071,
        "excerpt": "with a Bite attack. Bite (Wolf or Hybrid Form Only). Melee Attack Roll: +5, reach 5 ft. Hit: 12 (2d8 + 3) Piercing damage. If the target is a Humanoid, it is subje"
      },
      {
        "document": 2072,
        "excerpt": "Multiattack. The dragon makes two Rend attacks. Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage plus 2 (1d4) Cold damage. Cold Breath (Re"
      },
      {
        "document": 2073,
        "excerpt": "one attack with a use of Life Drain. Necrotic Sword. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage plus 4 (1d8) Necrotic damage. Necrotic Bo"
      },
      {
        "document": 2074,
        "excerpt": "Shock. Melee Attack Roll: +4, reach 5 ft. Hit: 11 (2d8 + 2) Lightning damage."
      },
      {
        "document": 2075,
        "excerpt": "Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 11 (2d6 + 4) Piercing damage. If the target is a Large or smaller crea"
      },
      {
        "document": 2076,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage. If the target is a Medium or smaller crea"
      },
      {
        "document": 2077,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage, and the next attack roll made against the"
      },
      {
        "document": 2078,
        "excerpt": "Life Drain. Melee Attack Roll: +6, reach 5 ft. Hit: 21 (4d8 + 3) Necrotic damage. If the target is a creature, its Hit Poi"
      },
      {
        "document": 2079,
        "excerpt": "ern makes one Bite attack and one Sting attack. Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Piercing damage. Sting. Melee Attack Roll: +7, reach 10"
      },
      {
        "document": 2080,
        "excerpt": "n makes one Bite attack and three Claw attacks. Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 17 (4d6 + 3) Piercing damage. Claw. Melee Attack Roll: +6, reach 5 ft"
      },
      {
        "document": 2081,
        "excerpt": "ltiattack. The dragon makes three Rend attacks. Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 9 (2d4 + 4) Slashing damage plus 3 (1d6) Acid damage. Acid Breath (R"
      },
      {
        "document": 2082,
        "excerpt": "ltiattack. The dragon makes three Rend attacks. Rend. Melee Attack Roll: +9, reach 10 ft. Hit: 12 (2d6 + 5) Slashing damage plus 5 (1d10) Lightning damage. Lightni"
      },
      {
        "document": 2083,
        "excerpt": "replace two attacks with a use of Sleep Breath. Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 15 (2d10 + 4) Slashing damage. Fire Breath (Recharge 5–6). Dexterity"
      },
      {
        "document": 2084,
        "excerpt": "lace one attack with a use of Repulsion Breath. Rend. Melee Attack Roll: +8, reach 10 ft. Hit: 16 (2d10 + 5) Slashing damage. Lightning Breath (Recharge 5–6). Dext"
      },
      {
        "document": 2085,
        "excerpt": "eplace one attack with a use of Slowing Breath. Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 15 (2d10 + 4) Slashing damage. Acid Breath (Recharge 5–6). Dexterity"
      },
      {
        "document": 2086,
        "excerpt": "lace one attack with a use of Weakening Breath. Rend. Melee Attack Roll: +10, reach 10 ft. Hit: 17 (2d10 + 6) Slashing damage. Fire Breath (Recharge 5–6). Dexterit"
      },
      {
        "document": 2087,
        "excerpt": "ltiattack. The dragon makes three Rend attacks. Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 11 (2d6 + 4) Slashing damage plus 7 (2d6) Poison damage. Poison Brea"
      },
      {
        "document": 2088,
        "excerpt": "ltiattack. The dragon makes three Rend attacks. Rend. Melee Attack Roll: +10, reach 10 ft. Hit: 13 (2d6 + 6) Slashing damage plus 3 (1d6) Fire damage. Fire Breath"
      },
      {
        "document": 2089,
        "excerpt": "ace one attack with a use of Paralyzing Breath. Rend. Melee Attack Roll: +10, reach 10 ft. Hit: 15 (2d8 + 6) Slashing damage. Cold Breath (Recharge 5–6). Constitut"
      },
      {
        "document": 2090,
        "excerpt": "ltiattack. The dragon makes three Rend attacks. Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 9 (2d4 + 4) Slashing damage plus 2 (1d4) Cold damage. Cold Breath (R"
      },
      {
        "document": 2091,
        "excerpt": "Slam. Melee Attack Roll: +3, reach 5 ft. Hit: 5 (1d8 + 1) Bludgeoning damage."
      }
    ],
    "melody": [
      {
        "document": 1237,
        "excerpt": "hoice that you can see within range hears a discordant melody in its mind. The target makes a Wisdom saving throw. On a failed save, it takes 3d6 Psychic damage and m"
      },
      {
        "document": 1922,
        "excerpt": "ashing damage. Luring Song. The harpy sings a magical melody, which lasts until the harpy's Concentration ends on it. Wisdom Saving Throw: DC 11, each Humanoid and G"
      }
    ],
    "melts": [
      {
        "document": 1429,
        "excerpt": "to 0 Hit Points, at which point it reverts to snow and melts away. If you cast this spell again, any simulacrum you created with this spell is instantly destroyed."
      }
    ],
    "member": [
      {
        "document": 73,
        "excerpt": "entical creatures, the GM makes a single roll, so each member of the group has the same Initiative. Surprise. If a combatant is surprised by combat starting, that co"
      },
      {
        "document": 117,
        "excerpt": "ic item has a class prerequisite, a creature must be a member of that class to attune to the item. If a creature must be a spellcaster to attune to an item, the creat"
      },
      {
        "document": 160,
        "excerpt": "th a class tag after its creature type is considered a member of that class for Attunement purposes."
      },
      {
        "document": 227,
        "excerpt": "n, such as a guild or religion? If so, are you still a member of it? - What elements of your past inspire you to go on adventures now?"
      },
      {
        "document": 247,
        "excerpt": "d in detail: 1: Choose a Class. Every adventurer is a member of a class. A class broadly describes a character's vocation, special talents, and favored tactics. 2: D"
      },
      {
        "document": 264,
        "excerpt": "ch class individually, as if you were a single-classed member of that class. If you are a level 4 Ranger / level 3 Sorcerer, for example, you can prepare five level 1"
      },
      {
        "document": 283,
        "excerpt": ", you determine whether your character is a human or a member of a fantastical species, such as dragonborn or gnome. The peoples of the multiverse hail from differen"
      },
      {
        "document": 302,
        "excerpt": "resented after the feat's name. Category. A feat is a member of a category, which is noted in the feat. If you're instructed to choose a feat from a specific categor"
      },
      {
        "document": 489,
        "excerpt": "a character's spell list even if the character isn't a member of a class in the parentheses."
      },
      {
        "document": 516,
        "excerpt": "A creature is your ally if it is a member of your adventuring party, your friend, on your side in combat, or a creature that the rules or the GM d"
      },
      {
        "document": 1153,
        "excerpt": "ing characteristics. You can make yourself appear as a member of another species, though none of your statistics change. You can't appear as a creature of a different"
      }
    ],
    "member's": [
      {
        "document": 691,
        "excerpt": "The group must move at a Slow pace if any group member's Speed is reduced to half or less of normal."
      }
    ],
    "members": [
      {
        "document": 181,
        "excerpt": "ns, such as mages, pirates, and warriors. They include members of varied species. Monstrosities are unnatural creatures with strange origins, such as mimics and owlbe"
      },
      {
        "document": 228,
        "excerpt": "The other standard languages originated with the first members of the most prominent species in the setting and have since spread widely. Standard Languages The Rare"
      },
      {
        "document": 283,
        "excerpt": "tiple realms at once. Whatever a species' genesis, its members have spread across the multiverse and contribute to many different cultures. Members of most species li"
      },
      {
        "document": 512,
        "excerpt": "0. The rules for each spellcasting class say when its members gain access to spells of certain levels."
      },
      {
        "document": 513,
        "excerpt": "tial is represented. Each spellcasting class gives its members a limited number of spell slots of certain spell levels. For example, a level 3 Wizard has four level 1"
      },
      {
        "document": 551,
        "excerpt": "nd don't have a cost specified. Some classes allow its members to use certain types of Spellcasting Focuses. See also \"Spells\" (\"Casting Spells\")."
      },
      {
        "document": 975,
        "excerpt": "whisper primal secrets in Druidic. The circle's wisest members preside as the chief priests of their communities."
      },
      {
        "document": 976,
        "excerpt": "omes, mystical rites, and peasant tales. The college's members gather in libraries and universities to share their lore with one another. They also meet at festivals o"
      }
    ],
    "membranes": [
      {
        "document": 693,
        "excerpt": "ffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body. Injury. Injury poison can be applied as a Bonus Action to a w"
      }
    ],
    "memories": [
      {
        "document": 965,
        "excerpt": "Shifted. While in a form, you retain your personality, memories, and ability to speak, and the following rules apply: Temporary Hit Points. When you assume a Wild Shap"
      },
      {
        "document": 1194,
        "excerpt": "dentical to the original and has the same personality, memories, and abilities, but none of the original's equipment. The creature's original remains, if any, become in"
      },
      {
        "document": 1367,
        "excerpt": "to 1 minute You attempt to reshape another creature's memories. One creature that you can see within range makes a Wisdom saving throw. If you are fighting the creatur"
      },
      {
        "document": 1760,
        "excerpt": "eth makes two Tentacle attacks and uses either Consume Memories or Dominate Mind if available. Tentacle. Melee Attack Roll: +9, reach 15 ft. Hit: 12 (2d6 + 5) Bludgeon"
      }
    ],
    "memorize": [
      {
        "document": 883,
        "excerpt": "Memorize Spell"
      },
      {
        "document": 973,
        "excerpt": "Memorize Spell"
      }
    ],
    "memory": [
      {
        "document": 556,
        "excerpt": "y action, you make an Intelligence check to study your memory, a book, a clue, or another source of knowledge and call to mind an important piece of information about"
      },
      {
        "document": 746,
        "excerpt": "Reasoning and memory"
      },
      {
        "document": 891,
        "excerpt": "Modify Memory"
      },
      {
        "document": 903,
        "excerpt": "Modify Memory"
      },
      {
        "document": 1367,
        "excerpt": "Modify Memory"
      },
      {
        "document": 1455,
        "excerpt": "our adventures. You can commit a new sigil sequence to memory after studying it for 1 minute. You can create a permanent teleportation circle by casting this spell i"
      },
      {
        "document": 1463,
        "excerpt": "cs become those of the object, and the creature has no memory of time spent in this form after the spell ends and it returns to normal."
      },
      {
        "document": 1734,
        "excerpt": "Wondrous Item, Very Rare This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days"
      },
      {
        "document": 1779,
        "excerpt": "Mind Spike (level 5 version) 1/Day Each: Geas, Modify Memory"
      }
    ],
    "menacing": [
      {
        "document": 983,
        "excerpt": "us Action, you can strike terror into others with your menacing presence and primal power. When you do so, each creature of your choice in a 30-foot Emanation originati"
      }
    ],
    "mend": [
      {
        "document": 432,
        "excerpt": "Ability: Dexterity Weight: 5 lb. Utilize: Mend a tear in clothing (DC 10), or sew a Tiny design (DC 10) Craft: Padded Armor, Basket, Bedroll, Blanket,"
      },
      {
        "document": 1349,
        "excerpt": "r creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can't leave the dwelling. Wh"
      },
      {
        "document": 1357,
        "excerpt": "or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item, but it can't"
      }
    ],
    "mending": [
      {
        "document": 829,
        "excerpt": "Mending"
      },
      {
        "document": 859,
        "excerpt": "Mending"
      },
      {
        "document": 884,
        "excerpt": "Mending"
      },
      {
        "document": 898,
        "excerpt": "Mending"
      },
      {
        "document": 910,
        "excerpt": "Mending"
      },
      {
        "document": 989,
        "excerpt": "You know the Mending and Prestidigitation cantrips. In addition, you can spend 10 minutes casting Prestidigitation to create"
      },
      {
        "document": 1357,
        "excerpt": "Mending"
      },
      {
        "document": 1468,
        "excerpt": "t a human could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring drinks. Once you give the command, the serva"
      },
      {
        "document": 1810,
        "excerpt": "reaches -5. The penalty can be removed by casting the Mending spell on the weapon. In 1 minute, the pudding can eat through 2 feet of nonmagical wood or metal. Spid"
      },
      {
        "document": 1912,
        "excerpt": "reaches -5. The penalty can be removed by casting the Mending spell on the weapon. The ooze can eat through 2-inch-thick, nonmagical metal or wood in 1 round."
      },
      {
        "document": 2007,
        "excerpt": "reaches -5. The penalty can be removed by casting the Mending spell on the armor or weapon. Destroy Metal. The rust monster touches a nonmagical metal object within"
      }
    ],
    "mental": [
      {
        "document": 40,
        "excerpt": "in Intelligence and Wisdom saves; they train to resist mental assault."
      },
      {
        "document": 48,
        "excerpt": "onsters - have six abilities that measure physical and mental characteristics, as shown on the Ability Descriptions table. Ability Descriptions"
      },
      {
        "document": 646,
        "excerpt": "ect defines what the illusion does and which senses or mental faculties it deceives. If an illusion manifests in space, the illusion is insubstantial and weightless,"
      },
      {
        "document": 688,
        "excerpt": "Fear and Mental Stress"
      },
      {
        "document": 690,
        "excerpt": "Mental Stress Effects"
      },
      {
        "document": 692,
        "excerpt": "Exposure to mental stress can cause prolonged effects. Consider the following possibilities. Short-Term Effects. The chara"
      },
      {
        "document": 741,
        "excerpt": "Resist a mental assault"
      },
      {
        "document": 746,
        "excerpt": "Perceptiveness and mental fortitude"
      },
      {
        "document": 954,
        "excerpt": "Sample Mental Stress Effects"
      },
      {
        "document": 966,
        "excerpt": "You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus"
      },
      {
        "document": 967,
        "excerpt": "Your physical and mental discipline grant you proficiency in all saving throws. Additionally, whenever you make a saving throw a"
      },
      {
        "document": 1152,
        "excerpt": "alarm. You also choose whether the alarm is audible or mental: Audible Alarm. The alarm produces the sound of a handbell for 10 seconds within 60 feet of the warded"
      }
    ],
    "mentally": [
      {
        "document": 164,
        "excerpt": "magical ability that allows a creature to communicate mentally with another creature within a specified range. See “Rules Glossary” for more information."
      },
      {
        "document": 562,
        "excerpt": "magical ability that allows a creature to communicate mentally with another creature within a specified range. Unless a rule states otherwise, the contacted creature d"
      },
      {
        "document": 1157,
        "excerpt": "On each of your turns, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control m"
      },
      {
        "document": 1158,
        "excerpt": "Until the spell ends, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control"
      },
      {
        "document": 1162,
        "excerpt": "ble eye within range that hovers for the duration. You mentally receive visual information from the eye, which can see in every direction. It also has Darkvision with a"
      },
      {
        "document": 1210,
        "excerpt": "tual Range: Self Components: V Duration: 1 minute You mentally contact a demigod, the spirit of a long-dead sage, or some other knowledgeable entity from another plane"
      },
      {
        "document": 1219,
        "excerpt": "ck). As a Bonus Action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you cont"
      },
      {
        "document": 1299,
        "excerpt": "eature that enters that square receives the suggestion mentally"
      },
      {
        "document": 1468,
        "excerpt": "Once on each of your turns as a Bonus Action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple ta"
      },
      {
        "document": 1627,
        "excerpt": "ng this card, you can ask a question in meditation and mentally receive a truthful answer to that question. Skull. An Avatar of Death (see the accompanying stat block)"
      },
      {
        "document": 1720,
        "excerpt": "s turn immediately after yours. On your turn, you can mentally command the snake (no action required) if it is within 60 feet of you and you don't have the Incapacitat"
      }
    ],
    "mentioned": [
      {
        "document": 158,
        "excerpt": "ly, and those clothes aren't in this entry. Equipment mentioned outside the Gear entry is considered to be supernatural or highly specialized, and it is unusable when t"
      },
      {
        "document": 1288,
        "excerpt": "the spell lasts until it is ended by one of the spells mentioned above."
      }
    ],
    "mephit": [
      {
        "document": 1853,
        "excerpt": "Dust Mephit"
      },
      {
        "document": 1937,
        "excerpt": "Ice Mephit"
      },
      {
        "document": 1953,
        "excerpt": "Magma Mephit"
      },
      {
        "document": 2031,
        "excerpt": "Steam Mephit"
      }
    ],
    "mephit's": [
      {
        "document": 1853,
        "excerpt": "target has the Blinded condition until the end of the mephit's next turn. Sleep (1/Day). The mephit casts the Sleep spell, requiring no spell components and using Cha"
      },
      {
        "document": 2031,
        "excerpt": "rget's Speed decreases by 10 feet until the end of the mephit's next turn. Success: Half damage only. Failure or Success: Being underwater doesn't grant Resistance to t"
      }
    ],
    "mephits": [
      {
        "document": 197,
        "excerpt": "Mephits"
      }
    ],
    "mercenary": [
      {
        "document": 375,
        "excerpt": "es a proficiency (including weapon, tool, or skill): a mercenary, an artisan, a scribe, or the like. The pay shown on the Hirelings table is a minimum; some expert hirel"
      }
    ],
    "merchant": [
      {
        "document": 47,
        "excerpt": "might buckle under threats of imprisonment. A stubborn merchant refuses to help if the characters badger her. A vain dragon laps up flattery. When interacting with an"
      }
    ],
    "mercury": [
      {
        "document": 1278,
        "excerpt": "V, S, M (a drop of mercury)"
      },
      {
        "document": 1463,
        "excerpt": "V, S, M (a drop of mercury, a dollop of gum arabic, and a wisp of smoke)"
      }
    ],
    "merely": [
      {
        "document": 670,
        "excerpt": "part of your adventure is up to you - the spell might merely suppress the effects of the curse for a time. Regardless, narrative curses should feel like rare, potent"
      }
    ],
    "merfolk": [
      {
        "document": 198,
        "excerpt": "Merfolk"
      },
      {
        "document": 1960,
        "excerpt": "Merfolk Skirmisher"
      }
    ],
    "merfolk's": [
      {
        "document": 1960,
        "excerpt": "turn. Hit or Miss: The spear magically returns to the merfolk's hand immediately after a ranged attack."
      }
    ],
    "merge": [
      {
        "document": 965,
        "excerpt": "new form can't wear must either fall to the ground or merge with the form. Equipment that merges with the form has no effect while you're in that form."
      },
      {
        "document": 1007,
        "excerpt": "bility score of your choice by 1, to a maximum of 30. Merge with Shadows. While within Dim Light or Darkness, you can give yourself the Invisible condition as a Bon"
      },
      {
        "document": 1475,
        "excerpt": "rtical or rest on a firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or creat"
      }
    ],
    "merged": [
      {
        "document": 1356,
        "excerpt": "e or otherwise detectable by nonmagical senses. While merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hea"
      }
    ],
    "merges": [
      {
        "document": 965,
        "excerpt": "you choose whether your equipment falls in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it'"
      }
    ],
    "merging": [
      {
        "document": 1356,
        "excerpt": "ct or surface large enough to fully contain your body, merging yourself and your equipment with the stone for the duration. You must touch the stone to do so. Nothing"
      }
    ],
    "merrow": [
      {
        "document": 1961,
        "excerpt": "Merrow"
      }
    ],
    "merrow's": [
      {
        "document": 1961,
        "excerpt": "target has the Poisoned condition until the end of the merrow's next turn. Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (2d4 + 4) Slashing damage. Harpoon. Melee o"
      }
    ],
    "message": [
      {
        "document": 829,
        "excerpt": "Message"
      },
      {
        "document": 859,
        "excerpt": "Message"
      },
      {
        "document": 884,
        "excerpt": "Message"
      },
      {
        "document": 898,
        "excerpt": "Message"
      },
      {
        "document": 965,
        "excerpt": "and others who know Druidic automatically spot such a message. Others spot the message's presence with a successful DC 15 Intelligence (Investigation) check but can'"
      },
      {
        "document": 1155,
        "excerpt": "n a Charisma saving throw, or it attempts to deliver a message for you (if the target's Challenge Rating isn't 0, it automatically succeeds). You specify a location yo"
      },
      {
        "document": 1246,
        "excerpt": "the target. If you do so, the messenger can deliver a message of no more than ten words, and then the target makes a Wisdom saving throw. On a failed save, the target"
      },
      {
        "document": 1323,
        "excerpt": "ar. A creature that has Truesight can read the hidden message."
      },
      {
        "document": 1347,
        "excerpt": "ell consumes) Duration: Until dispelled You implant a message within an object in range - a message that is uttered when a trigger condition is met. Choose an object"
      },
      {
        "document": 1358,
        "excerpt": "Message"
      },
      {
        "document": 1377,
        "excerpt": "on an adventure, to guard a location, or to deliver a message. If the creature is Hostile, it strives to twist your commands to achieve its own objectives. If the cre"
      },
      {
        "document": 1418,
        "excerpt": "copper wire) Duration: Instantaneous You send a short message of 25 words or fewer to a creature you have met or a creature described to you by someone who has met it"
      }
    ],
    "message's": [
      {
        "document": 965,
        "excerpt": "dic automatically spot such a message. Others spot the message's presence with a successful DC 15 Intelligence (Investigation) check but can't decipher it without magic"
      }
    ],
    "messages": [
      {
        "document": 562,
        "excerpt": ". A creature without telepathy can receive telepathic messages but can't initiate a telepathic conversation. Once a telepathic conversation starts, the non-telepath ca"
      },
      {
        "document": 965,
        "excerpt": "s spell prepared. You can use Druidic to leave hidden messages. You and others who know Druidic automatically spot such a message. Others spot the message's presence"
      },
      {
        "document": 1200,
        "excerpt": "e of text. This spell doesn't decode symbols or secret messages."
      }
    ],
    "messenger": [
      {
        "document": 831,
        "excerpt": "Animal Messenger"
      },
      {
        "document": 851,
        "excerpt": "Animal Messenger"
      },
      {
        "document": 900,
        "excerpt": "Animal Messenger"
      },
      {
        "document": 924,
        "excerpt": "Messenger"
      },
      {
        "document": 1155,
        "excerpt": "Animal Messenger"
      },
      {
        "document": 1246,
        "excerpt": "ture you touch enters a trance state to act as a dream messenger. While in the trance, the messenger is Incapacitated and has a Speed of 0. If the target is asleep, the"
      },
      {
        "document": 1851,
        "excerpt": "2/Day Each: Entangle, Thunderwave 1/Day Each: Animal Messenger, Long-strider, Moonbeam"
      },
      {
        "document": 1884,
        "excerpt": "rm, the figurine grants you the ability to cast Animal Messenger on it."
      },
      {
        "document": 1969,
        "excerpt": "as Spellcasting. Only the hag can serve as the spell's messenger, and the target must be a creature the hag can see on the Material Plane. The spell fails and is wasted"
      }
    ],
    "met": [
      {
        "document": 1347,
        "excerpt": "a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak"
      },
      {
        "document": 1413,
        "excerpt": "heard of the target) | +5 | | Firsthand (met the target) | +0 | | Extensive (know the target well) | -5 | | You Ha"
      },
      {
        "document": 1418,
        "excerpt": "rt message of 25 words or fewer to a creature you have met or a creature described to you by someone who has met it. The target hears the message in its mind, reco"
      }
    ],
    "meta": [
      {
        "document": 971,
        "excerpt": "c Options The following options are available to your Meta-magic feature. The options are presented in alphabetical order. Careful Spell Cost: 1 Sorcery Point W"
      }
    ],
    "metabolism": [
      {
        "document": 840,
        "excerpt": "Monk’s Focus, Unarmored Movement, Uncanny Metabolism"
      },
      {
        "document": 967,
        "excerpt": "Uncanny Metabolism"
      }
    ],
    "metal": [
      {
        "document": 146,
        "excerpt": "item in the Rod category is a scepter usually made of metal, wood, or bone. A typical rod weighs 2 to 5 pounds. Unless its description notes otherwise, a rod can b"
      },
      {
        "document": 147,
        "excerpt": "typically kept safe in a tube of ivory, jade, leather, metal, or wood. The most prevalent scroll is the Spell Scroll, a spell stored in written form. Using a Scroll"
      },
      {
        "document": 148,
        "excerpt": "are made of wood, and others are composed of polished metal or crystal. A staff weighs between 2 and 7 pounds and serves well as a walking stick or cane. Unless it"
      },
      {
        "document": 149,
        "excerpt": "egory is typically 12 to 15 inches long and crafted of metal, bone, or wood. It is tipped with metal, crystal, stone, or some other material. Unless its description"
      },
      {
        "document": 266,
        "excerpt": "om 46 A dead sprite inside a clear glass bottle 47 A metal can that has no opening but sounds as if it is filled with liquid, sand, spiders, or broken glass (your"
      },
      {
        "document": 267,
        "excerpt": "living worm with a head on each end of its body 00 A metal urn containing the ashes of a hero ---"
      },
      {
        "document": 723,
        "excerpt": "re to fall into the pit, which has sharpened wooden or metal spikes at the bottom. The lid remains open thereafter. A creature that falls into the pit lands at the"
      },
      {
        "document": 820,
        "excerpt": "A rectangular metal device with two tiny metal cups on one end that throws sparks when wet"
      },
      {
        "document": 831,
        "excerpt": "Heat Metal"
      },
      {
        "document": 900,
        "excerpt": "Heat Metal"
      },
      {
        "document": 1220,
        "excerpt": "wood, and the like) or mineral matter (stone, crystal, metal, and the like). The object must be no larger than a 5-foot Cube, and the object must be of a form and ma"
      },
      {
        "document": 1229,
        "excerpt": "s blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead."
      },
      {
        "document": 1230,
        "excerpt": "s blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead."
      },
      {
        "document": 1231,
        "excerpt": "s blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead."
      },
      {
        "document": 1232,
        "excerpt": "s blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead. Read Thoughts. Target one creature you can see within 30 feet of yourself or"
      },
      {
        "document": 1259,
        "excerpt": "ufficient quantity of material. If you're working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (conta"
      },
      {
        "document": 1309,
        "excerpt": "Heat Metal"
      },
      {
        "document": 1335,
        "excerpt": "V, S, M (a metal spring)"
      },
      {
        "document": 1358,
        "excerpt": "beyond the barrier. Magical silence; 1 foot of stone, metal, or wood; or a thin sheet of lead blocks the spell."
      },
      {
        "document": 1378,
        "excerpt": "V, S, M (a forked, metal rod worth 250+ GP and attuned to a plane of existence)"
      },
      {
        "document": 1511,
        "excerpt": "rcing, and Slashing damage while you wear this armor. Metal Shell. You can take a Magic action to give yourself Immunity to Bludgeoning, Piercing, and Slashing dama"
      },
      {
        "document": 1539,
        "excerpt": "Wondrous Item, Rare This hollow metal tube measures about 1 foot long and weighs 1 pound. As a Magic action, you can strike the chime to cast"
      },
      {
        "document": 1604,
        "excerpt": "Valhalla are known to exist, each made of a different metal. The horn's type determines how many spirits it summons, as well as the requirement for its use. The GM"
      },
      {
        "document": 1610,
        "excerpt": "phere moves through the air, it opens into a tangle of metal bands. Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your Profic"
      },
      {
        "document": 1626,
        "excerpt": "pt Hide Armor), Uncommon Mithral is a light, flexible metal. Armor made of this substance can be worn under normal clothes. If the armor normally imposes Disadvanta"
      },
      {
        "document": 1686,
        "excerpt": "ision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances or a thin sheet of lead block the vision. Whenever"
      },
      {
        "document": 1810,
        "excerpt": "e pudding can eat through 2 feet of nonmagical wood or metal. Spider Climb. The pudding can climb difficult surfaces, including along ceilings, without needing to m"
      },
      {
        "document": 1912,
        "excerpt": "on. The ooze can eat through 2-inch-thick, nonmagical metal or wood in 1 round."
      },
      {
        "document": 2007,
        "excerpt": "The rust monster can pinpoint the location of ferrous metal within 30 feet of itself."
      }
    ],
    "metallic": [
      {
        "document": 1763,
        "excerpt": "Huge Dragon (Metallic), Chaotic Good"
      },
      {
        "document": 1764,
        "excerpt": "Huge Dragon (Metallic), Lawful Good"
      },
      {
        "document": 1765,
        "excerpt": "Huge Dragon (Metallic), Chaotic Good"
      },
      {
        "document": 1766,
        "excerpt": "Huge Dragon (Metallic), Lawful Good"
      },
      {
        "document": 1769,
        "excerpt": "Huge Dragon (Metallic), Lawful Good"
      },
      {
        "document": 1775,
        "excerpt": "Gargantuan Dragon (Metallic), Chaotic Good"
      },
      {
        "document": 1776,
        "excerpt": "Gargantuan Dragon (Metallic), Lawful Good"
      },
      {
        "document": 1777,
        "excerpt": "Gargantuan Dragon (Metallic), Chaotic Good"
      },
      {
        "document": 1778,
        "excerpt": "Gargantuan Dragon (Metallic), Lawful Good"
      },
      {
        "document": 1781,
        "excerpt": "Gargantuan Dragon (Metallic), Lawful Good"
      },
      {
        "document": 1816,
        "excerpt": "Medium Dragon (Metallic), Chaotic Good"
      },
      {
        "document": 1817,
        "excerpt": "Medium Dragon (Metallic), Lawful Good"
      },
      {
        "document": 1834,
        "excerpt": "Medium Dragon (Metallic), Chaotic Good"
      },
      {
        "document": 1910,
        "excerpt": "Medium Dragon (Metallic), Lawful Good"
      },
      {
        "document": 2020,
        "excerpt": "Medium Dragon (Metallic), Lawful Good"
      },
      {
        "document": 2083,
        "excerpt": "Large Dragon (Metallic), Chaotic Good"
      },
      {
        "document": 2084,
        "excerpt": "Large Dragon (Metallic), Lawful Good"
      },
      {
        "document": 2085,
        "excerpt": "Large Dragon (Metallic), Chaotic Good"
      },
      {
        "document": 2086,
        "excerpt": "Large Dragon (Metallic), Lawful Good"
      },
      {
        "document": 2089,
        "excerpt": "Large Dragon (Metallic), Lawful Good"
      }
    ],
    "metals": [
      {
        "document": 1220,
        "excerpt": "| | Stone or crystal | 12 hours | | Precious metals | 1 hour | | Gems | 10 minutes | | Adamantine or mithral | 1 minute | Usin"
      },
      {
        "document": 2080,
        "excerpt": "Sense. The xorn can pinpoint the location of precious metals and stones within 60 feet of itself."
      }
    ],
    "metamagic": [
      {
        "document": 858,
        "excerpt": "Font of Magic, Metamagic"
      },
      {
        "document": 971,
        "excerpt": "the options below, along with other features, such as Metamagic, that use those points. Converting Spell Slots to Sorcery Points. You can expend a spell slot to gain a"
      }
    ],
    "meteor": [
      {
        "document": 869,
        "excerpt": "Meteor Swarm"
      },
      {
        "document": 895,
        "excerpt": "Meteor Swarm"
      },
      {
        "document": 1359,
        "excerpt": "Meteor Swarm"
      }
    ],
    "method": [
      {
        "document": 231,
        "excerpt": "s in a class's main abilities. If you used a different method to generate the scores, you may still use this table to guide where you place your highest and lowest sc"
      },
      {
        "document": 1286,
        "excerpt": "pell on itself. While in this form, the target's only method of movement is a Fly Speed of 10 feet, and it can hover. The target can enter and occupy the space of an"
      },
      {
        "document": 1560,
        "excerpt": "ackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They"
      }
    ],
    "methodically": [
      {
        "document": 237,
        "excerpt": "otic Neutral. Lawful Evil (LE). Lawful Evil creatures methodically take what they want within the limits of a code of tradition, loyalty, or order. An aristocrat exploitin"
      }
    ],
    "methods": [
      {
        "document": 127,
        "excerpt": "s description specifies whether it bears a curse. Most methods of identifying items, including the Identify spell, fail to reveal such a curse. Attunement to a cursed"
      },
      {
        "document": 230,
        "excerpt": "our ability scores by using one of the following three methods. Your GM might prefer you to use a particular one. Standard Array. Use the following six scores for you"
      }
    ],
    "miasma": [
      {
        "document": 1767,
        "excerpt": "casting to cast Mind Spike (level 3 version). Noxious Miasma. Constitution Saving Throw: DC 17, each creature in a 20-foot-radius Sphere centered on a point the drag"
      },
      {
        "document": 1779,
        "excerpt": "casting to cast Mind Spike (level 5 version). Noxious Miasma. Constitution Saving Throw: DC 21, each creature in a 30-foot-radius Sphere centered on a point the drag"
      }
    ],
    "mica": [
      {
        "document": 1421,
        "excerpt": "V, S, M (a chip of mica)"
      }
    ],
    "mid": [
      {
        "document": 1569,
        "excerpt": "n hold up to 60 Arrows, Bolts, or similar objects. The mid-size compartment holds up to 18 Javelins or similar objects. The longest compartment holds up to 6 long"
      }
    ],
    "midnight": [
      {
        "document": 703,
        "excerpt": "Midnight Tears (1,500 GP)"
      }
    ],
    "midst": [
      {
        "document": 104,
        "excerpt": "st. Any creature can take hour-long Short Rests in the midst of a day and an 8-hour Long Rest to end it. Regaining Hit Points is one of the main benefits of a rest."
      }
    ],
    "might": [
      {
        "document": 8,
        "excerpt": "If your character dies, others might find a magical way to revive your character, such as with the Raise Dead spell. Or talk with the GM abou"
      },
      {
        "document": 23,
        "excerpt": "ed in “Combat” later in “Playing the Game,” but the GM might also ask for an attack roll in other situations, such as an archery competition."
      },
      {
        "document": 26,
        "excerpt": "ferent adventurers do different things: one adventurer might search a treasure chest while a second examines a mysterious symbol engraved on a wall and a third keeps"
      },
      {
        "document": 30,
        "excerpt": "g the game more fun for everyone playing. Other rules might allow your character to gain Heroic Inspiration independent of the GM's decision. For example, Human cha"
      },
      {
        "document": 35,
        "excerpt": "ent in both skills. Occasionally, a Proficiency Bonus might be multiplied or divided (doubled or halved, for example) before being added. For example, the Expertise"
      },
      {
        "document": 36,
        "excerpt": "example, if a character tries to climb a cliff, the GM might ask for a Strength (Athletics) check. If the character has Athletics proficiency, the character adds the"
      },
      {
        "document": 46,
        "excerpt": "interaction, which takes many forms. For example, you might try to convince a burglar to confess to wrongdoing or try to flatter a guard. The Game Master assumes th"
      },
      {
        "document": 47,
        "excerpt": "des to determine how an NPC reacts. A cowardly bandit might buckle under threats of imprisonment. A stubborn merchant refuses to help if the characters badger her."
      },
      {
        "document": 49,
        "excerpt": "playing efforts can alter an NPC's attitude, but there might still be an element of chance if the GM wants dice to play a role in determining an NPC's response to yo"
      },
      {
        "document": 53,
        "excerpt": "An area might be Lightly or Heavily Obscured. In a Lightly Obscured area - such as an area with Dim Light, patchy fog,"
      },
      {
        "document": 54,
        "excerpt": "wilight and dawn also counts as Dim Light. A full moon might bathe the land in Dim Light. Darkness. Darkness creates a Heavily Obscured area. Characters face Darkne"
      },
      {
        "document": 62,
        "excerpt": "object or a massive number of lighter objects, the GM might require you to abide by the rules for carrying capacity in \"Rules Glossary.\""
      },
      {
        "document": 63,
        "excerpt": "If you try to damage something more resilient, the GM might use the rules on breaking objects in “Rules Glossary.”"
      },
      {
        "document": 66,
        "excerpt": "During an adventure, the characters might travel long distances on trips that could take hours or days. The GM can summarize this travel without c"
      },
      {
        "document": 68,
        "excerpt": "epending on the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day. \"Equipment\" includes vehicles for sale."
      },
      {
        "document": 75,
        "excerpt": "ficult Terrain costs 2 squares to enter. Other effects might make a square cost even more. Corners. Diagonal movement can't cross the corner of a wall, a large tree"
      },
      {
        "document": 92,
        "excerpt": "d Penalties. A class feature, a spell, or another rule might give a bonus or penalty to the die roll. 6: Compare the Total to a Target Number. If the total of the d2"
      },
      {
        "document": 102,
        "excerpt": "loodied, which has no game effect on its own but which might trigger other game effects."
      },
      {
        "document": 117,
        "excerpt": "e to fit any wearer. For example, a particular armorer might make items usable only by folk who are sized and shaped like dwarves. Unusual Anatomy. Use your discret"
      },
      {
        "document": 119,
        "excerpt": "re usually found only in cities, and rarer magic items might be sold only in wondrous locations, such as a city on another plane of existence. If you allow character"
      },
      {
        "document": 120,
        "excerpt": "Magic action to activate a magic item. The item's user might also need to do something special. The description of each item category or individual item details how"
      },
      {
        "document": 133,
        "excerpt": "y, only one other character can assist you, but the GM might allow more assistants. Raw Materials. The cost in the table represents the raw materials needed to make"
      },
      {
        "document": 134,
        "excerpt": "gic items have sentience and personality. Such an item might be possessed, haunted by the spirit of a previous owner, or self-aware thanks to the magic used to creat"
      },
      {
        "document": 138,
        "excerpt": "ent magic item has an alignment. Its creator or nature might suggest an alignment. Otherwise, pick an alignment or roll on the Sentient Item's Alignment table."
      },
      {
        "document": 141,
        "excerpt": "e item remains cooperative. Deviating from this course might cause conflict between the wielder and the item (see “Conflict” below). You can pick a special purpose o"
      },
      {
        "document": 144,
        "excerpt": "An item in the Potion category might be a magical brew that must be imbibed or an oil that must be applied to a creature or an object. A typi"
      },
      {
        "document": 154,
        "excerpt": "xample, a monster that is very perceptive and stealthy might have bonuses to Wisdom (Perception) and Dexterity (Stealth) checks. A skill bonus is the sum of a monste"
      },
      {
        "document": 158,
        "excerpt": "are listed in the Gear entry. The monster's stat block might include special flourishes that happen when the monster uses an item, and the stat block might ignore th"
      },
      {
        "document": 160,
        "excerpt": "ing a monster combat-oriented magic items, since those might alter the monster's Challenge Rating. If you do give a monster a magic item, the monster can have Attune"
      },
      {
        "document": 173,
        "excerpt": "on for each instance of damage. For example, an attack might deal 4 (1d4 + 2) damage on a hit. You decide whether to use the number or the die expression in parenthe"
      },
      {
        "document": 182,
        "excerpt": "A monster might have one or more tags in parentheses following its type. Such tags provide additional categorization and"
      },
      {
        "document": 228,
        "excerpt": ", read it, and write it. Your class and other features might also give you languages. The Standard Languages table lists languages that are widespread in the settin"
      },
      {
        "document": 230,
        "excerpt": "s by using one of the following three methods. Your GM might prefer you to use a particular one. Standard Array. Use the following six scores for your abilities: 15"
      },
      {
        "document": 240,
        "excerpt": "er associated with that skill, and note the total. You might also wish to note the modifier for skills you're not proficient in, which is just the relevant ability m"
      },
      {
        "document": 241,
        "excerpt": "u take damage, as well as any Temporary Hit Points you might gain. There's also space to track Death Saving Throws. Hit Point Dice. Your class's description tells y"
      },
      {
        "document": 243,
        "excerpt": "ost characters advance in the same class. However, you might decide to gain a level in another class using the rules in the “Multiclassing” section. 2: Adjust Hit Po"
      },
      {
        "document": 249,
        "excerpt": "fate of the world or even the order of the multiverse might hang in the balance during their adventures."
      },
      {
        "document": 250,
        "excerpt": "Your GM might start your group's characters at a level higher than 1. It is particularly recommended to start at level"
      },
      {
        "document": 253,
        "excerpt": "nt” are too expensive for level 1 characters, but they might be available for purchase if your GM allows them."
      },
      {
        "document": 254,
        "excerpt": "s of those classes to realize a character concept that might not be reflected in a single class."
      },
      {
        "document": 264,
        "excerpt": "class whose Spellcasting feature you have. This table might give you spell slots of a higher level than the spells you prepare. You can use those slots but only to"
      },
      {
        "document": 265,
        "excerpt": "nket, a simple item lightly touched by mystery. The GM might also use this table. It can help stock a room in a dungeon or fill a creature's pockets. Trinkets"
      },
      {
        "document": 268,
        "excerpt": "aracter has 0 XP. Starting at a Higher Level. Your GM might start you at a higher level. If you start at level 3 or higher, write your chosen subclass on your chara"
      },
      {
        "document": 269,
        "excerpt": "Your class might give you training with certain categories of armor. Note your armor training on your character sheet. Ar"
      },
      {
        "document": 271,
        "excerpt": "ckgrounds detailed in \"Character Origins,\" and your GM might offer additional backgrounds as options. The background you choose influences step 3, when you determin"
      },
      {
        "document": 365,
        "excerpt": "Lifestyles have no inherent consequences, but the GM might take them into account when determining risks or how others perceive your character."
      },
      {
        "document": 367,
        "excerpt": "You spend the bare minimum for your necessities. You might be exposed to unhealthy conditions and opportunistic criminals."
      },
      {
        "document": 371,
        "excerpt": "You're accustomed to the finer things in life and might have servants."
      },
      {
        "document": 373,
        "excerpt": "You pay for the best and might have a staff that supports your lifestyle. Others notice your wealth and might encourage you to share it"
      },
      {
        "document": 378,
        "excerpt": "erties and how to use them (but not any curse the item might bear). Sometimes a magic item carries a clue to its properties. The command word to activate a ring mig"
      },
      {
        "document": 384,
        "excerpt": "Using a magic item's properties might mean wearing or wielding it. A magic item meant to be worn must be donned in the intended fashion: boots"
      },
      {
        "document": 385,
        "excerpt": "t of armor, one item of headwear, or one cloak. The GM might make exceptions."
      },
      {
        "document": 390,
        "excerpt": "y, only one other character can assist you, but the GM might allow more assistants."
      },
      {
        "document": 409,
        "excerpt": "ally tied to one of these categories. For example, you might have proficiency with Simple weapons. Melee or Ranged. A weapon is classified as either Melee or Ranged"
      },
      {
        "document": 413,
        "excerpt": "k, you have Advantage on the check too. Your features might give you proficiency with a tool. A monster has proficiency with any tool in its stat block."
      },
      {
        "document": 500,
        "excerpt": "tes, hours, or the like. For example, a Duration entry might say “1 minute,” meaning the spell ends after 1 minute has passed. While a time-span spell that you cast"
      },
      {
        "document": 509,
        "excerpt": "Certain features might give you a spell that you always have prepared. If you also have a list of prepared spells that you can"
      },
      {
        "document": 531,
        "excerpt": "to any D20 Test you make using that thing. A creature might have proficiency in a skill or saving throw or with a weapon or tool. See also “Playing the Game” (“Prof"
      },
      {
        "document": 554,
        "excerpt": "on for each instance of damage. For example, an attack might deal 4 (1d4 + 2) damage on a hit. The GM determines whether you use the static number or the die express"
      },
      {
        "document": 559,
        "excerpt": "At the GM's option, moving any distance in rough water might require a successful DC 15 Strength (Athletics) check."
      },
      {
        "document": 580,
        "excerpt": "cts have Immunity to Poison and Psychic damage. The GM might decide that some damage types are more or less effective against an object. For example, Bludgeoning dam"
      },
      {
        "document": 590,
        "excerpt": "climbing a slippery surface or one with few handholds might require a successful DC 15 Strength (Athletics) check."
      },
      {
        "document": 652,
        "excerpt": "Game” explain how to roll Initiative. Sometimes a GM might have combatants use their Initiative scores instead of rolling Initiative. Your Initiative score equals"
      },
      {
        "document": 667,
        "excerpt": "cts a creature with accursed origins. For example, you might decide that a mummy was created through a curse and it can be destroyed permanently only by casting Remo"
      },
      {
        "document": 670,
        "excerpt": "A curse might manifest during an adventure when a creature's violation of a taboo warrants supernatural punishment, su"
      },
      {
        "document": 688,
        "excerpt": "r and mental stress than common folk. Whereas a farmer might flee in terror from a bear or an apparition, adventurers are made of sterner stuff. That said, certain c"
      },
      {
        "document": 689,
        "excerpt": "a success. At your discretion, a Frightened creature might be subject to other effects as long as the Frightened condition lasts. Consider these examples: - The F"
      },
      {
        "document": 690,
        "excerpt": "is more appropriate. On a successful save, a character might take half as much damage instead of no damage, at your discretion. Sample Mental Stress Effects"
      },
      {
        "document": 692,
        "excerpt": "or Stunned condition for 1d10 minutes. This condition might be accompanied by alarming behavior or hallucinations. These effects can be suppressed with the Calm Emo"
      },
      {
        "document": 694,
        "excerpt": "ison, but an illicit dealer or unscrupulous apothecary might keep a hidden stash. Characters with criminal contacts might be able to acquire poison easily. Other cha"
      },
      {
        "document": 727,
        "excerpt": "rge victorious with no casualties. One or more of them might need to use healing resources, however. As a rough guideline, a single monster generally presents a low-"
      },
      {
        "document": 732,
        "excerpt": "A player's absence might warrant removing creatures from an encounter to keep it at the intended difficulty. Also, die rolls and"
      },
      {
        "document": 736,
        "excerpt": "than the party's level, be aware that such a creature might deal enough damage with a single action to take out one or more characters. For example, an Ogre (CR 2)"
      },
      {
        "document": 746,
        "excerpt": "Physical might"
      },
      {
        "document": 789,
        "excerpt": "t seems the most fun. For example, a Potion of Healing might increase the drinker’s Hit Point maximum by 2d4 + 2, or a Potion of Invisibility might give the drinker"
      },
      {
        "document": 848,
        "excerpt": "Indomitable Might"
      },
      {
        "document": 962,
        "excerpt": "wer called Rage, a force that grants you extraordinary might and resilience. You can enter it as a Bonus Action if you aren't wearing Heavy armor. You can enter you"
      },
      {
        "document": 965,
        "excerpt": "The might of the elements flows through you. You gain one of the following options of your choice. Potent Spellca"
      },
      {
        "document": 973,
        "excerpt": "levels reflect your ongoing magical research, but you might find other spells during your adventures that you can add to the book. You could discover a Wizard spell"
      },
      {
        "document": 977,
        "excerpt": "some of its magical power to you or your ancestor. You might have absorbed magic from a site infused with dragons' power. Or perhaps you handled a treasure taken fro"
      },
      {
        "document": 979,
        "excerpt": "raws on the Lower Planes, the realms of perdition. You might forge a bargain with a demon lord, an archdevil, or another fiend that is especially mighty. That patron"
      },
      {
        "document": 981,
        "excerpt": "domain, so a Cleric of almost any religious tradition might choose it. This domain is particularly associated with agricultural deities, gods of healing or enduranc"
      },
      {
        "document": 1168,
        "excerpt": "account for circumstances, such as other spells, that might change the results. If you cast the spell more than once before finishing a Long Rest, there is a cumul"
      },
      {
        "document": 1199,
        "excerpt": ". Divine beings aren't necessarily omniscient, so you might receive “unclear” as an answer if a question pertains to information that lies beyond the deity's knowle"
      },
      {
        "document": 1210,
        "excerpt": "ion). If a one-word answer would be misleading, the GM might instead offer a short phrase as an answer. On a failed save, you take 6d6 Psychic damage and have the I"
      },
      {
        "document": 1212,
        "excerpt": ". For example, a Contingency cast with Water Breathing might stipulate that Water Breathing comes into effect when you are engulfed in water or a similar liquid. Th"
      },
      {
        "document": 1238,
        "excerpt": "r within 7 days. The GM offers a truthful reply, which might be a short phrase or cryptic rhyme. The spell doesn't account for circumstances that might change the an"
      },
      {
        "document": 1247,
        "excerpt": "be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This"
      },
      {
        "document": 1287,
        "excerpt": "and it is free to act as the GM deems appropriate. It might leave, attack you, or help you."
      },
      {
        "document": 1333,
        "excerpt": "t that famous thing, as described by the GM. The lore might consist of important details, amusing revelations, or even secret lore that has never been widely known."
      },
      {
        "document": 1367,
        "excerpt": "swimming in acid, is dismissed as a bad dream. The GM might deem a modified memory too nonsensical to affect a creature. A Remove Curse or Greater Restoration spel"
      },
      {
        "document": 1369,
        "excerpt": "shape the terrain would make a structure unstable, it might collapse. Similarly, this spell doesn't directly affect plant growth. The moved earth carries any plant"
      },
      {
        "document": 1376,
        "excerpt": "u cast this spell to request that creature, though you might get a different creature anyway (GM's choice). When the creature appears, it is under no compulsion to"
      },
      {
        "document": 1377,
        "excerpt": "t follow your commands to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. If"
      },
      {
        "document": 1454,
        "excerpt": "are heading for your home laboratory, for example, you might appear in another person's laboratory in the same city. Off Target. You and your group (or the target o"
      },
      {
        "document": 1455,
        "excerpt": "tions on the Material Plane, determined by the GM. You might learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory a"
      },
      {
        "document": 1463,
        "excerpt": "e than an hour, you no longer control the creature. It might remain Friendly to you, depending on how you have treated it. Creature into Object. If you turn a creat"
      },
      {
        "document": 1475,
        "excerpt": "mage. Reducing a panel to 0 Hit Points destroys it and might cause connected panels to collapse at the GM's discretion. If you maintain your Concentration on this s"
      },
      {
        "document": 1484,
        "excerpt": "r the likelihood that something goes wrong. This spell might simply fail, the effect you desire might be achieved only in part, or you might suffer an unforeseen con"
      },
      {
        "document": 1561,
        "excerpt": "vil ends it desires. The dragon essence within the orb might want many things: the annihilation of a particular society or organization, freedom from the orb, to spr"
      },
      {
        "document": 1593,
        "excerpt": "succeed on a DC 17 Constitution saving throw or die. Might of Giants. The Strength score bestowed by your Belt of Giant Strength or Gauntlets of Ogre Power increas"
      },
      {
        "document": 1611,
        "excerpt": "re is to open the flask. A newly discovered Iron Flask might already contain a creature chosen by the GM."
      },
      {
        "document": 1694,
        "excerpt": "Rod of Lordly Might"
      }
    ],
    "mightiest": [
      {
        "document": 1484,
        "excerpt": "elf Components: V Duration: Instantaneous Wish is the mightiest spell a mortal can cast. By simply speaking aloud, you can alter reality itself. The basic use of this"
      }
    ],
    "mighty": [
      {
        "document": 979,
        "excerpt": "ord, an archdevil, or another fiend that is especially mighty. That patron's aims are evil - the corruption or destruction of all things, ultimately including you - a"
      },
      {
        "document": 1730,
        "excerpt": "Attunement by a Cleric or Paladin) This talisman is a mighty symbol of goodness. A Fiend or an Undead that touches the talisman takes 8d6 Radiant damage and takes th"
      }
    ],
    "mile": [
      {
        "document": 924,
        "excerpt": "2 CP per mile"
      },
      {
        "document": 1152,
        "excerpt": ". You are alerted by a mental ping if you are within 1 mile of the warded area. This ping awakens you if you're asleep."
      },
      {
        "document": 1193,
        "excerpt": "1 mile"
      },
      {
        "document": 1266,
        "excerpt": "| Senses Passive Perception 11 Languages Telepathy 1 mile (works only with you) CR None (XP 0; PB equals your Proficiency Bonus) Traits Life Bond. When you rega"
      },
      {
        "document": 1359,
        "excerpt": "1 mile"
      },
      {
        "document": 1363,
        "excerpt": "Duration: 10 days You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. Open fields or a road could be"
      },
      {
        "document": 1379,
        "excerpt": "from being affected. Enrichment. All plants in a half-mile radius centered on a point within range become enriched for 365 days. The plants yield twice the normal"
      },
      {
        "document": 1419,
        "excerpt": "g you choose, but it must occur or be visible within 1 mile of the target. Examples include “after 1,000 years” or “when the tarrasque awakens.” This spell also end"
      },
      {
        "document": 1446,
        "excerpt": "1 mile"
      },
      {
        "document": 1467,
        "excerpt": "1 mile"
      },
      {
        "document": 1534,
        "excerpt": "nd the broom to travel alone to a destination within 1 mile of you if you name the location and are familiar with it. The broom comes back to you when you take a Ma"
      },
      {
        "document": 1642,
        "excerpt": "each expended charge if enough rats are within half a mile of you to be called in this fashion (as determined by the GM). If there aren't enough rats to form a swa"
      },
      {
        "document": 1760,
        "excerpt": "e as well as after every 24 hours it spends at least 1 mile away from the aboleth, ending the effect on itself on a success."
      }
    ],
    "miles": [
      {
        "document": 359,
        "excerpt": "downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can't be rowed against any significant current, bu"
      },
      {
        "document": 713,
        "excerpt": "he party's Speed into travel rates using these rules: Miles per hour = Speed ÷ 10 Miles per day (Normal pace) = Miles per hour × number of hours traveled (typicall"
      },
      {
        "document": 724,
        "excerpt": "ters traveling in a vehicle use the vehicle's speed in miles per hour (as shown in “Equipment”) to determine their rate of travel, and they don't choose a travel pac"
      },
      {
        "document": 749,
        "excerpt": "4 miles"
      },
      {
        "document": 1155,
        "excerpt": "ation toward the specified location, covering about 25 miles per 24 hours or 50 miles if the Beast can fly. When the Beast arrives, it delivers your message to the"
      },
      {
        "document": 1198,
        "excerpt": "rs, the spell gives you knowledge of the area within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell d"
      },
      {
        "document": 1215,
        "excerpt": "p to 8 hours You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors."
      },
      {
        "document": 1338,
        "excerpt": "to the closest creature or plant of that kind within 5 miles, if any are present."
      },
      {
        "document": 1375,
        "excerpt": "), except it has a Speed of 100 feet and can travel 13 miles in an hour. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The s"
      },
      {
        "document": 1392,
        "excerpt": "500 miles"
      },
      {
        "document": 1454,
        "excerpt": "You and your group (or the target object) appear 2d12 miles away from the destination in a random direction. Roll 1d8 for the direction: 1, east; 2, southeast; 3, s"
      },
      {
        "document": 1561,
        "excerpt": "telepathic call that extends in all directions for 40 miles. Chromatic dragons in range feel compelled to come to the orb as soon as possible by the most direct rou"
      },
      {
        "document": 1562,
        "excerpt": "distance and direction to the closest dragon within 30 miles of yourself that is of the same type as the armor. This action can't be used again until the next dawn."
      },
      {
        "document": 1579,
        "excerpt": "up to 500 pounds while flying at its maximum speed (16 miles per hour for a maximum of 144 miles per day, with a 1-hour rest for every 3 hours of flying) or 1,000 po"
      }
    ],
    "military": [
      {
        "document": 357,
        "excerpt": "s, and any other equipment needed to use the saddle. A Military Saddle gives Advantage on any ability check you make to remain mounted. An Exotic Saddle is required for"
      },
      {
        "document": 921,
        "excerpt": "Military"
      },
      {
        "document": 978,
        "excerpt": "ing, and burning acid. Some Evokers find employment in military forces, serving as artillery to blast armies from afar. Others use their power to protect others, while"
      }
    ],
    "milky": [
      {
        "document": 1708,
        "excerpt": "Wondrous Item, Legendary This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar o"
      },
      {
        "document": 1738,
        "excerpt": "Wondrous Item, Legendary This tube holds milky liquid with a strong alcohol smell. When found, a tube contains 1d6 + 1 ounces. You can take a Utilize"
      }
    ],
    "mimic": [
      {
        "document": 436,
        "excerpt": "Ability: Dexterity Weight: 5 lb. Utilize: Mimic 10 or fewer words of someone else's handwriting (DC 15), or duplicate a wax seal (DC 20)"
      },
      {
        "document": 1364,
        "excerpt": "Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. Each time a creature h"
      },
      {
        "document": 1914,
        "excerpt": "trait to cast that spell again. Mimicry. The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations only wi"
      },
      {
        "document": 1962,
        "excerpt": "Mimic"
      },
      {
        "document": 1999,
        "excerpt": "Mimicry. The raven can mimic simple sounds it has heard, such as a whisper or chitter. A hearer can discern the sounds are imitations"
      }
    ],
    "mimicking": [
      {
        "document": 1155,
        "excerpt": "ivers your message to the creature that you described, mimicking your communication. If the Beast doesn't reach its destination before the spell ends, the message is los"
      },
      {
        "document": 1163,
        "excerpt": "lasts for the duration, and it moves at your command, mimicking the movements of your own hand. The hand is an object that has AC 20 and Hit Points equal to your Hit P"
      }
    ],
    "mimicry": [
      {
        "document": 1914,
        "excerpt": "est before using this trait to cast that spell again. Mimicry. The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are"
      },
      {
        "document": 1999,
        "excerpt": "Mimicry. The raven can mimic simple sounds it has heard, such as a whisper or chitter. A hearer can discern the"
      }
    ],
    "mimics": [
      {
        "document": 181,
        "excerpt": "are unnatural creatures with strange origins, such as mimics and owlbears. Oozes are gelatinous creatures, including black puddings and gelatinous cubes. Plants ar"
      },
      {
        "document": 1392,
        "excerpt": "ture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly. Physical interaction with the image reveals it to be illusory, since things"
      }
    ],
    "min": [
      {
        "document": 856,
        "excerpt": "Min. Sorcerer Level"
      }
    ],
    "mind": [
      {
        "document": 19,
        "excerpt": "ast of poisonous gas, or a spell trying to invade your mind. You don’t normally choose to make a save; you must make one because your character or a monster (if you"
      },
      {
        "document": 227,
        "excerpt": "at past fed into the character's present. With that in mind, consider answers to the following questions as your character: - Who raised you? - Who was your deares"
      },
      {
        "document": 231,
        "excerpt": "tution, Intelligence, Wisdom, and Charisma, keeping in mind your class's primary ability. Fill in the ability modifiers as well. If you're using the Standard Array"
      },
      {
        "document": 497,
        "excerpt": "cast a spell, you must have the spell prepared in your mind or have access to the spell from a magic item, such as a Spell Scroll. Your features specify which spell"
      },
      {
        "document": 556,
        "excerpt": "ok, a clue, or another source of knowledge and call to mind an important piece of information about it. The Areas of Knowledge table suggests which skills are appl"
      },
      {
        "document": 688,
        "excerpt": "ain creatures and game effects can terrify or fray the mind of even the most stalwart adventurer. If you plan to use any of these rules, discuss them with your pla"
      },
      {
        "document": 730,
        "excerpt": "g and running combat encounters, keep the following in mind."
      },
      {
        "document": 735,
        "excerpt": "ckground to help a player craft the story they have in mind for their character. This section describes, step by step, how you can create backgrounds tailored for"
      },
      {
        "document": 839,
        "excerpt": "Action Surge (one use), Tactical Mind"
      },
      {
        "document": 840,
        "excerpt": "Body and Mind"
      },
      {
        "document": 855,
        "excerpt": "Slippery Mind"
      },
      {
        "document": 874,
        "excerpt": "Mind Spike"
      },
      {
        "document": 887,
        "excerpt": "Mind Spike"
      },
      {
        "document": 894,
        "excerpt": "Mind Blank"
      },
      {
        "document": 906,
        "excerpt": "Mind Blank"
      },
      {
        "document": 936,
        "excerpt": "Deceives the mind or senses"
      },
      {
        "document": 939,
        "excerpt": "Creature’s state of mind"
      },
      {
        "document": 948,
        "excerpt": "Mind-rending energy"
      },
      {
        "document": 954,
        "excerpt": "touches a fiendish idol that tears at the character’s mind, threatening to shatter it."
      },
      {
        "document": 963,
        "excerpt": "You can use musical notes or words of power to disrupt mind-influencing effects. If you or a creature within 30 feet of you fails a saving throw against an effect t"
      },
      {
        "document": 966,
        "excerpt": "Tactical Mind"
      },
      {
        "document": 967,
        "excerpt": "Body and Mind"
      },
      {
        "document": 970,
        "excerpt": "Slippery Mind"
      },
      {
        "document": 972,
        "excerpt": "n confers two extra attacks rather than one. Eldritch Mind You have Advantage on Constitution saving throws that you make to maintain Concentration. Eldritch Smi"
      },
      {
        "document": 1175,
        "excerpt": "g with no keys) Duration: Instantaneous You blast the mind of a creature that you can see within range. The target makes an Intelligence saving throw. On a failed"
      },
      {
        "document": 1210,
        "excerpt": "ntacting this otherworldly intelligence can break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a successful save, you can ask the"
      },
      {
        "document": 1232,
        "excerpt": "houghts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing. As a Magic"
      },
      {
        "document": 1237,
        "excerpt": "can see within range hears a discordant melody in its mind. The target makes a Wisdom saving throw. On a failed save, it takes 3d6 Psychic damage and must immediat"
      },
      {
        "document": 1333,
        "excerpt": "ous person, place, or object. The spell brings to your mind a brief summary of the significant lore about that famous thing, as described by the GM. The lore might"
      },
      {
        "document": 1360,
        "excerpt": "Mind Blank"
      },
      {
        "document": 1361,
        "excerpt": "Mind Spike"
      },
      {
        "document": 1367,
        "excerpt": "r language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you finish describing the"
      },
      {
        "document": 1373,
        "excerpt": "p to 1 minute You attempt to craft an illusion in the mind of a creature you can see within range. The target makes an Intelligence saving throw. On a failed save,"
      },
      {
        "document": 1384,
        "excerpt": "mponents: V Duration: Instantaneous You overwhelm the mind of one creature you can see within range. If the target has 150 Hit Points or fewer, it has the Stunned"
      },
      {
        "document": 1418,
        "excerpt": "ne who has met it. The target hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell en"
      },
      {
        "document": 1548,
        "excerpt": "Crystal Ball of Mind Reading"
      },
      {
        "document": 1657,
        "excerpt": "Potion of Mind Reading"
      },
      {
        "document": 1661,
        "excerpt": "on liquid regularly pulses with dull light, calling to mind a heartbeat."
      },
      {
        "document": 1673,
        "excerpt": "Ring of Mind Shielding"
      },
      {
        "document": 1760,
        "excerpt": "e attacks and uses either Consume Memories or Dominate Mind if available. Tentacle. Melee Attack Roll: +9, reach 15 ft. Hit: 12 (2d6 + 5) Bludgeoning damage. If th"
      },
      {
        "document": 1765,
        "excerpt": "use of (A) Slowing Breath or (B) Spellcasting to cast Mind Spike (level 4 version). Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 17 (2d10 + 6) Slashing damage"
      },
      {
        "document": 1767,
        "excerpt": "replace one attack with a use of Spellcasting to cast Mind Spike (level 3 version). Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 15 (2d8 + 6) Slashing damage p"
      },
      {
        "document": 1777,
        "excerpt": "use of (A) Slowing Breath or (B) Spellcasting to cast Mind Spike (level 5 version). Rend. Melee Attack Roll: +15, reach 15 ft. Hit: 19 (2d10 + 8) Slashing damage"
      },
      {
        "document": 1779,
        "excerpt": "replace one attack with a use of Spellcasting to cast Mind Spike (level 5 version). Rend. Melee Attack Roll: +15, reach 15 ft. Hit: 17 (2d8 + 8) Slashing damage p"
      },
      {
        "document": 1790,
        "excerpt": "Psychic; Charmed (with Mind Blank)"
      },
      {
        "document": 1835,
        "excerpt": "Shielded Mind. The couatl's thoughts can't be read by any means, and other creatures can communicate with it telepathi"
      },
      {
        "document": 2024,
        "excerpt": "l: +8, reach 5 ft. Hit: 14 (3d6 + 4) Slashing damage. Mind-Rending Roar (Recharge 5–6). Wisdom Saving Throw: DC 16, each enemy in a 300-foot Emanation originating"
      }
    ],
    "mindful": [
      {
        "document": 734,
        "excerpt": "other, such as fire giants paired with hell hounds. Be mindful of the number of stat blocks you need to run the encounter. Referencing more than two or three stat bloc"
      }
    ],
    "mindless": [
      {
        "document": 983,
        "excerpt": "Mindless Rage"
      },
      {
        "document": 1468,
        "excerpt": "od) Duration: 1 hour This spell creates an Invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant sp"
      }
    ],
    "minds": [
      {
        "document": 936,
        "excerpt": "Influences minds"
      },
      {
        "document": 972,
        "excerpt": "ically get the highest number on the die. Gaze of Two Minds Prerequisite: Level 5+ Warlock You can use a Bonus Action to touch a willing creature and perceive thr"
      },
      {
        "document": 1481,
        "excerpt": "minute You try to create illusory terrors in others' minds. Each creature of your choice in a 30-foot-radius Sphere centered on a point within range makes a Wisdom"
      }
    ],
    "mineral": [
      {
        "document": 1198,
        "excerpt": "iend, or an Undead - The most prevalent kind of plant, mineral, or Beast (you choose which to learn) - Locations of bodies of water For example, you could determine t"
      },
      {
        "document": 1220,
        "excerpt": "table matter (soft goods, rope, wood, and the like) or mineral matter (stone, crystal, metal, and the like). The object must be no larger than a 5-foot Cube, and the o"
      },
      {
        "document": 1259,
        "excerpt": "erial. If you're working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a 5-foot Cube)."
      }
    ],
    "miniature": [
      {
        "document": 266,
        "excerpt": "a clapper 44 A mechanical canary inside a lamp 45 A miniature chest carved to look like it has numerous feet on the bottom 46 A dead sprite inside a clear glass bott"
      },
      {
        "document": 1165,
        "excerpt": "V, S, M (a miniature sword worth 250+ GP)"
      },
      {
        "document": 1285,
        "excerpt": "V, S, M (a miniature crystal sphere)"
      },
      {
        "document": 1349,
        "excerpt": "V, S, M (a miniature door worth 15+ GP)"
      },
      {
        "document": 1369,
        "excerpt": "V, S, M (a miniature shovel)"
      },
      {
        "document": 1415,
        "excerpt": "n the Ethereal Plane. You must touch the chest and the miniature replica that serve as Material components for the spell. The chest can contain up to 12 cubic feet of no"
      },
      {
        "document": 1431,
        "excerpt": "V, S, M (a miniature umbrella)"
      },
      {
        "document": 1460,
        "excerpt": "V, M (a miniature ziggurat)"
      }
    ],
    "miniatures": [
      {
        "document": 64,
        "excerpt": "y way you like: write it down, for example, or arrange miniatures to show it."
      },
      {
        "document": 75,
        "excerpt": "If you play using a square grid and miniatures or other tokens, follow these rules. Squares. Each square represents 5 feet. Speed. Rather than moving"
      }
    ],
    "minimum": [
      {
        "document": 243,
        "excerpt": "Constitution modifier to the roll, and add the total (minimum of 1) to your Hit Point maximum. Instead of rolling, you can use the fixed value shown in the Fixed Hit"
      },
      {
        "document": 252,
        "excerpt": "in the “Level Advancement” section. You begin with the minimum amount of XP required to reach your starting level. For example, if the GM starts you at level 10, you h"
      },
      {
        "document": 360,
        "excerpt": "see “Hirelings” later in “Equipment”) to function. The minimum number of skilled hirelings needed to crew a ship depends on the type of ship, as shown in the table."
      },
      {
        "document": 367,
        "excerpt": "You spend the bare minimum for your necessities. You might be exposed to unhealthy conditions and opportunistic criminals."
      },
      {
        "document": 375,
        "excerpt": "or the like. The pay shown on the Hirelings table is a minimum; some expert hirelings require more pay. Untrained hirelings are hired for work that requires no particu"
      },
      {
        "document": 543,
        "excerpt": "ifier to it. You regain Hit Points equal to the total (minimum of 1 Hit Point). You can decide to spend an additional Hit Point Die after each roll. Special Feature."
      },
      {
        "document": 557,
        "excerpt": "of minutes equal to 1 plus its Constitution modifier (minimum of 30 seconds) before suffocation begins. When a creature runs out of breath or is choking, it gains 1 E"
      },
      {
        "document": 641,
        "excerpt": "number of feet equal to 3 plus your Strength modifier (minimum of 0 feet) if you move at least 10 feet on foot immediately before the jump. When you make a standing Hi"
      },
      {
        "document": 963,
        "excerpt": "die a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. At Higher Levels. Your Bardic I"
      },
      {
        "document": 964,
        "excerpt": "ligion) checks. The bonus equals your Wisdom modifier (minimum of +1)."
      },
      {
        "document": 965,
        "excerpt": "Nature) checks. The bonus equals your Wisdom modifier (minimum bonus of +1). Warden. Trained for battle, you gain proficiency with Martial weapons and training with M"
      },
      {
        "document": 968,
        "excerpt": "onus to saving throws equal to your Charisma modifier (minimum bonus of +1). If another Paladin is present, a creature can benefit from only one Aura of Protection at"
      },
      {
        "document": 969,
        "excerpt": "ary Hit Points equal to 1d8 plus your Wisdom modifier (minimum of 1). You can use this action a number of times equal to your Wisdom modifier (minimum of once), and yo"
      },
      {
        "document": 971,
        "excerpt": "eating a spell slot of a given level, and it lists the minimum Sorcerer level you must be to create a slot. You can create a spell slot no higher than level 5. Any sp"
      },
      {
        "document": 972,
        "excerpt": "ain a number of names equal to your Charisma modifier (minimum of one name). When any creature whose name is on the page is reduced to 0 Hit Points but not killed out"
      },
      {
        "document": 979,
        "excerpt": "ual to your Charisma modifier plus your Warlock level (minimum of 1 Temporary Hit Point). You also gain this benefit if someone else reduces an enemy within 10 feet of"
      },
      {
        "document": 982,
        "excerpt": "ma modifier to attack rolls you make with that weapon (minimum bonus of +1), and each time you hit with it, you cause it to deal its normal damage type or Radiant dama"
      },
      {
        "document": 985,
        "excerpt": "equal to the number rolled plus your Wisdom modifier (minimum of 1 Hit Point regained). You can use this feature a number of times equal to your Wisdom modifier (min"
      },
      {
        "document": 1435,
        "excerpt": "hat don't pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceiv"
      },
      {
        "document": 1627,
        "excerpt": "ly reduce your Intelligence or Wisdom by 1d4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared draws. Rogue. An NPC of the GM's cho"
      },
      {
        "document": 1656,
        "excerpt": "n, your physical age is reduced by 1d6 + 6 years, to a minimum of 13 years. Each time you subsequently drink a Potion of Longevity, there is 10 percent cumulative chan"
      },
      {
        "document": 1711,
        "excerpt": "r of feet equal to 5 times your Intelligence modifier (minimum 5 feet). Any creature whose space the sphere enters must succeed on a DC 19 Dexterity saving throw or be"
      },
      {
        "document": 1726,
        "excerpt": "ight by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each."
      }
    ],
    "minimus": [
      {
        "document": 1324,
        "excerpt": "choice of a labyrinth, a cage, a tower, or the like. Minimus Containment. The target becomes 1 inch tall and is trapped inside an indestructible gemstone or a simila"
      }
    ],
    "minion": [
      {
        "document": 1908,
        "excerpt": "Goblin Minion"
      }
    ],
    "minor": [
      {
        "document": 833,
        "excerpt": "Conjure Minor Elementals"
      },
      {
        "document": 859,
        "excerpt": "Minor Illusion"
      },
      {
        "document": 872,
        "excerpt": "Minor Illusion"
      },
      {
        "document": 884,
        "excerpt": "Minor Illusion"
      },
      {
        "document": 890,
        "excerpt": "Conjure Minor Elementals"
      },
      {
        "document": 898,
        "excerpt": "Minor Illusion"
      },
      {
        "document": 989,
        "excerpt": "You know the Minor Illusion cantrip. You also always have the Speak with Animals spell prepared. You can cast it without a"
      },
      {
        "document": 1208,
        "excerpt": "Conjure Minor Elementals"
      },
      {
        "document": 1356,
        "excerpt": "d it, which ends the spell. You otherwise can't move. Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to"
      },
      {
        "document": 1362,
        "excerpt": "Minor Illusion"
      },
      {
        "document": 1386,
        "excerpt": "clean or soil an object no larger than 1 cubic foot. Minor Sensation. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. Magic Mark."
      },
      {
        "document": 1456,
        "excerpt": "Components: V Duration: Up to 1 minute You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple t"
      },
      {
        "document": 1763,
        "excerpt": "ng ability (spell save DC 16): At Will: Detect Magic, Minor Illusion, Scorching Ray, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from t"
      },
      {
        "document": 1765,
        "excerpt": "At Will: Detect Magic, Mind Spike (level 4 version), Minor Illusion, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and n"
      },
      {
        "document": 1775,
        "excerpt": "ng ability (spell save DC 20): At Will: Detect Magic, Minor Illusion, Scorching Ray (level 3 version), Shapechange (Beast or Humanoid form only, no Temporary Hit Po"
      },
      {
        "document": 1777,
        "excerpt": "At Will: Detect Magic, Mind Spike (level 5 version), Minor Illusion, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and n"
      },
      {
        "document": 1914,
        "excerpt": "f only, and the hag leaves no tracks while Invisible), Minor Illusion, Ray of Sickness (level 3 version)"
      },
      {
        "document": 1947,
        "excerpt": "Disguise Self (can appear as a Large or Medium biped), Minor Illusion 1/Day Each: Geas, Major Image, Scrying"
      },
      {
        "document": 1997,
        "excerpt": "tect Magic, Detect Thoughts, Disguise Self, Mage Hand, Minor Illusion 1/Day Each: Fly, Invisibility, Major Image, Plane Shift"
      },
      {
        "document": 2024,
        "excerpt": "e DC 16): At Will: Detect Magic, Identify, Mage Hand, Minor Illusion, Prestidigitation 1/Day Each: Dispel Magic, Legend Lore, Locate Object, Plane Shift, Remove Cu"
      },
      {
        "document": 2028,
        "excerpt": "(spell save DC 14): At Will: Detect Magic, Mage Hand, Minor Illusion, Water Breathing 2/Day Each: Detect Thoughts, Dimension Door, Hold Person (level 3 version), L"
      }
    ],
    "minotaur": [
      {
        "document": 1963,
        "excerpt": "Minotaur of Baphomet"
      },
      {
        "document": 1964,
        "excerpt": "Minotaur Skeleton"
      }
    ],
    "minted": [
      {
        "document": 820,
        "excerpt": "A gold coin minted in an unknown land"
      }
    ],
    "minus": [
      {
        "document": 984,
        "excerpt": "mal Initiative and your second turn at your Initiative minus 10."
      }
    ],
    "minute": [
      {
        "document": 175,
        "excerpt": "imes of 1+ Minutes. If a spell has a casting time of 1 minute or more yet is listed in a spellcasting action, the monster doesn't cast the spell in just one action un"
      },
      {
        "document": 323,
        "excerpt": "target takes Fire damage before the oil dries (after 1 minute), the target takes an extra 5 Fire damage from burning oil. Dousing a Space. You can take the Utilize a"
      },
      {
        "document": 327,
        "excerpt": "damage. Once applied, the poison retains potency for 1 minute or until its damage is dealt, whichever comes first."
      },
      {
        "document": 349,
        "excerpt": "takes a Bonus Action. Lighting any other fire takes 1 minute."
      },
      {
        "document": 430,
        "excerpt": "a Tiny item composed of scrap, which falls apart in 1 minute (DC 20) Craft: Musket, Pistol, Bell, Bullseye Lantern, Flask, Hooded Lantern, Hunting Trap, Lock, Manac"
      },
      {
        "document": 453,
        "excerpt": "d a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost."
      },
      {
        "document": 490,
        "excerpt": "t some spells require a Bonus Action, a Reaction, or 1 minute or more. A spell's Casting Time entry specifies which of those is required."
      },
      {
        "document": 493,
        "excerpt": "hours. While you cast a spell with a casting time of 1 minute or more, you must take the Magic action on each of your turns, and you must maintain Concentration (see"
      },
      {
        "document": 500,
        "excerpt": "r the like. For example, a Duration entry might say “1 minute,” meaning the spell ends after 1 minute has passed. While a time-span spell that you cast is ongoing, yo"
      },
      {
        "document": 518,
        "excerpt": "ted. If you cast a spell that has a casting time of 1 minute or longer, you must take the Magic action on each turn of that casting, and you must maintain Concentrat"
      },
      {
        "document": 592,
        "excerpt": "es how long the creator can concentrate on it: up to 1 minute, 1 hour, or some other duration. The creator can end Concentration at any time (no action required). The"
      },
      {
        "document": 666,
        "excerpt": "the potency of other curses. A curse that lasts for 1 minute equates to a level 3 spell, while one that lasts until dispelled equates to a level 9 spell."
      },
      {
        "document": 675,
        "excerpt": "ave, ending the effect on itself on a success. After 1 minute, it succeeds automatically. Fighting the Contagion. At the end of each Long Rest, an infected creature"
      },
      {
        "document": 682,
        "excerpt": "core before suffering any ill effects. Each additional minute spent in frigid water requires the creature to succeed on a DC 10 Constitution saving throw or gain 1 Ex"
      },
      {
        "document": 699,
        "excerpt": "tion saving throw or have the Poisoned condition for 1 minute. The creature also has the Paralyzed condition while Poisoned in this way. The creature repeats the save"
      },
      {
        "document": 749,
        "excerpt": "Minute"
      },
      {
        "document": 756,
        "excerpt": "ithin 30 feet of yourself. The swarm disperses after 1 minute."
      },
      {
        "document": 783,
        "excerpt": "Heavy rain falls for 1 minute in a 120-foot-high, 60-foot-radius Cylinder centered on the chosen point of origin. During that time, th"
      },
      {
        "document": 793,
        "excerpt": "th its alignment and nature. The monster remains for 1 minute, then disappears in a puff of bright-pink smoke."
      },
      {
        "document": 929,
        "excerpt": "Light Armor (1 Minute to Don or Doff)"
      },
      {
        "document": 964,
        "excerpt": "has the Frightened and Incapacitated conditions for 1 minute. For that duration, it tries to move as far from you as it can on its turns. This effect ends early on t"
      },
      {
        "document": 967,
        "excerpt": "3 Focus Points to bolster yourself against harm for 1 minute or until you have the Incapacitated condition. During that time, you have Resistance to all damage excep"
      },
      {
        "document": 968,
        "excerpt": "om saving throw or have the Frightened condition for 1 minute or until it takes any damage. While Frightened in this way, a target can do only one of the following on"
      },
      {
        "document": 970,
        "excerpt": "iled save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a"
      },
      {
        "document": 971,
        "excerpt": "c. As a Bonus Action, you can unleash that magic for 1 minute, during which you gain the following benefits: - The spell save DC of your Sorcerer spells increases by"
      },
      {
        "document": 972,
        "excerpt": "You can perform an esoteric rite for 1 minute. At the end of it, you regain expended Pact Magic spell slots but no more than a number equal to half yo"
      },
      {
        "document": 975,
        "excerpt": "und within 120 feet of yourself. They last there for 1 minute or until you have the Incapacitated condition or die. You and your allies have Half Cover while in that"
      },
      {
        "document": 977,
        "excerpt": "ntration. If you do so, the spell's duration becomes 1 minute for that casting."
      },
      {
        "document": 983,
        "excerpt": "ed save, a creature has the Frightened condition for 1 minute. At the end of each of the Frightened creature's turns, the creature repeats the save, ending the effect"
      },
      {
        "document": 1033,
        "excerpt": "5 Minutes to Don and 1 Minute to Doff"
      },
      {
        "document": 1041,
        "excerpt": "5 Minutes to Don and 1 Minute to Doff"
      },
      {
        "document": 1066,
        "excerpt": "5 Minutes to Don and 1 Minute to Doff"
      },
      {
        "document": 1071,
        "excerpt": "5 Minutes to Don and 1 Minute to Doff"
      },
      {
        "document": 1084,
        "excerpt": "1 Minute to Don or Doff"
      },
      {
        "document": 1100,
        "excerpt": "1 Minute to Don or Doff"
      },
      {
        "document": 1122,
        "excerpt": "5 Minutes to Don and 1 Minute to Doff"
      },
      {
        "document": 1139,
        "excerpt": "1 Minute to Don or Doff"
      },
      {
        "document": 1152,
        "excerpt": "1 minute or Ritual"
      },
      {
        "document": 1157,
        "excerpt": "1 minute"
      },
      {
        "document": 1158,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1161,
        "excerpt": "sfully saves against this effect is immune to it for 1 minute, after which it can be affected again."
      },
      {
        "document": 1163,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1164,
        "excerpt": "n spoken within 5 feet of the object, unlocks it for 1 minute."
      },
      {
        "document": 1165,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1168,
        "excerpt": "1 minute or Ritual"
      },
      {
        "document": 1171,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1172,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1174,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1176,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1177,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1179,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1181,
        "excerpt": "1 minute"
      },
      {
        "document": 1182,
        "excerpt": "1 minute"
      },
      {
        "document": 1183,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1186,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1198,
        "excerpt": "1 minute or Ritual"
      },
      {
        "document": 1199,
        "excerpt": "1 minute or Ritual"
      },
      {
        "document": 1200,
        "excerpt": "rface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn't decode symbols or secret messages."
      },
      {
        "document": 1201,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1203,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1210,
        "excerpt": "1 minute or Ritual"
      },
      {
        "document": 1219,
        "excerpt": "1 minute"
      },
      {
        "document": 1220,
        "excerpt": "1 minute"
      },
      {
        "document": 1222,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1227,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1232,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1236,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1239,
        "excerpt": "1 minute"
      },
      {
        "document": 1241,
        "excerpt": "–50 | The target has the Deafened condition for 1 minute. |"
      },
      {
        "document": 1242,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1244,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1245,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1246,
        "excerpt": "1 minute"
      },
      {
        "document": 1248,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1250,
        "excerpt": "or lamps in that area. The smoke's scent lingers for 1 minute. Beckon Water. You create a spray of cool mist that lightly dampens creatures and objects in a 5-foot C"
      },
      {
        "document": 1252,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1253,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1254,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1255,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1258,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1260,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1263,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1264,
        "excerpt": "1 minute"
      },
      {
        "document": 1267,
        "excerpt": "1 minute"
      },
      {
        "document": 1276,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1277,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1283,
        "excerpt": "1 minute"
      },
      {
        "document": 1285,
        "excerpt": "ches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice and have the Restrai"
      },
      {
        "document": 1287,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1288,
        "excerpt": "1 minute"
      },
      {
        "document": 1292,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1295,
        "excerpt": "1 minute"
      },
      {
        "document": 1296,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1300,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1302,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1306,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1309,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1312,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1314,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1315,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1316,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1317,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1319,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1322,
        "excerpt": "1 minute or Ritual"
      },
      {
        "document": 1323,
        "excerpt": "1 minute or Ritual"
      },
      {
        "document": 1324,
        "excerpt": "1 minute"
      },
      {
        "document": 1325,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1328,
        "excerpt": "1 minute or Ritual"
      },
      {
        "document": 1330,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1331,
        "excerpt": "1 minute"
      },
      {
        "document": 1343,
        "excerpt": "1 minute"
      },
      {
        "document": 1344,
        "excerpt": "1 minute"
      },
      {
        "document": 1345,
        "excerpt": "1 minute"
      },
      {
        "document": 1347,
        "excerpt": "1 minute or Ritual"
      },
      {
        "document": 1349,
        "excerpt": "1 minute"
      },
      {
        "document": 1357,
        "excerpt": "1 minute"
      },
      {
        "document": 1362,
        "excerpt": "1 minute"
      },
      {
        "document": 1364,
        "excerpt": "1 minute"
      },
      {
        "document": 1367,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1368,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1373,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1374,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1375,
        "excerpt": "1 minute or Ritual"
      },
      {
        "document": 1376,
        "excerpt": "easured in minutes requires a payment worth 100 GP per minute. A task measured in hours requires 1,000 GP per hour. And a task measured in days (up to 10 days) requir"
      },
      {
        "document": 1388,
        "excerpt": "ution saving throw or have the Blinded condition for 1 minute. The wall consists of seven layers, each with a different color. When a creature reaches into or passes"
      },
      {
        "document": 1398,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1401,
        "excerpt": "1 minute"
      },
      {
        "document": 1404,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1405,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1407,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1408,
        "excerpt": "us You touch a creature that has died within the last minute. That creature revives with 1 Hit Point. This spell can't revive a creature that has died of old age, no"
      },
      {
        "document": 1411,
        "excerpt": "1 minute"
      },
      {
        "document": 1414,
        "excerpt": "1 minute"
      },
      {
        "document": 1424,
        "excerpt": "1 minute"
      },
      {
        "document": 1425,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1430,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1431,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1432,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1441,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1443,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1446,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1449,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1450,
        "excerpt": "2d6 Radiant damage and has the Blinded condition for 1 minute. On a successful save, it takes half as much damage only. A creature Blinded by this spell makes anothe"
      },
      {
        "document": 1451,
        "excerpt": "1 minute"
      },
      {
        "document": 1455,
        "excerpt": "1 minute"
      },
      {
        "document": 1456,
        "excerpt": "Up to 1 minute"
      },
      {
        "document": 1459,
        "excerpt": "1 minute or Ritual"
      },
      {
        "document": 1461,
        "excerpt": "1 minute"
      },
      {
        "document": 1462,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1467,
        "excerpt": "1 minute"
      },
      {
        "document": 1469,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1472,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1481,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1482,
        "excerpt": "1 minute"
      },
      {
        "document": 1483,
        "excerpt": "Concentration, up to 1 minute"
      },
      {
        "document": 1508,
        "excerpt": "ving your hands free. The Shield remains animate for 1 minute, until you take a Bonus Action to end this effect, or until you die or have the Incapacitated condition,"
      },
      {
        "document": 1509,
        "excerpt": "ow that, the vehicle takes 2d6 Bludgeoning damage each minute from pressure. A creature in the compartment can take a Utilize action to move as many as two of the ap"
      },
      {
        "document": 1515,
        "excerpt": "ter it, the bean disappears as it produces an effect 1 minute later from the ground where it was planted. The GM can choose an effect from the following table or dete"
      },
      {
        "document": 1519,
        "excerpt": "here of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Crea"
      },
      {
        "document": 1535,
        "excerpt": "ter time. Deduct the time it burned in increments of 1 minute from its total burn time. While lit, the candle sheds Dim Light in a 30-foot radius. While you are with"
      },
      {
        "document": 1554,
        "excerpt": "y coat the blade with poison. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution"
      },
      {
        "document": 1574,
        "excerpt": "th saving throw or have the Restrained condition for 1 minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to b"
      },
      {
        "document": 1575,
        "excerpt": ". The area within the smoke is Heavily Obscured. Each minute the bottle remains open, the size of the Emanation increases by 10 feet until it reaches its maximum siz"
      },
      {
        "document": 1577,
        "excerpt": "Eyes of Minute Seeing"
      },
      {
        "document": 1585,
        "excerpt": "ution saving throw or have the Blinded condition for 1 minute. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success"
      },
      {
        "document": 1603,
        "excerpt": "d8 Thunder damage and has the Deafened condition for 1 minute. On a successful save, a creature takes half as much damage only. Glass or crystal objects in the Cone t"
      },
      {
        "document": 1617,
        "excerpt": "om saving throw or have the Frightened condition for 1 minute. While Frightened in this way, a creature must spend its turns trying to move as far away from you as i"
      },
      {
        "document": 1634,
        "excerpt": "Piercing damage are affected. Applying the oil takes 1 minute, after which the oil magically seeps into whatever it coats, turning the coated weapon into a +3 Weapon"
      },
      {
        "document": 1641,
        "excerpt": "om saving throw or have the Frightened condition for 1 minute. A creature that fails the save repeats it at the end of each of its turns, ending the effect on itself"
      },
      {
        "document": 1655,
        "excerpt": "Potion, Rare For 1 minute after you drink this potion, you have Resistance to all damage. This potion's syrupy liquid looks like"
      },
      {
        "document": 1660,
        "excerpt": "s potion, you gain the effect of the Haste spell for 1 minute (no Concentration required) without suffering the wave of lethargy that typically occurs when the effect"
      },
      {
        "document": 1677,
        "excerpt": "s last as long as you maintain Concentration, up to 1 minute. Each sphere sheds Dim Light in a 30-foot radius. As a Bonus Action, you can move each sphere up to 30"
      },
      {
        "document": 1686,
        "excerpt": "ion to gain X-ray vision with a range of 30 feet for 1 minute. To you, solid objects within that radius appear transparent and don't prevent light from passing throug"
      },
      {
        "document": 1687,
        "excerpt": "feet of the robe gives you the Blinded condition for 1 minute. At the end of each of your turns, you make a Constitution saving throw (DC 11 for Light or DC 15 for Da"
      },
      {
        "document": 1694,
        "excerpt": "led save, the target has the Paralyzed condition for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on a success. Once used,"
      },
      {
        "document": 1706,
        "excerpt": "h lasts as long as you maintain Concentration, up to 1 minute. Nothing can pass into or out of the Emanation. A creature or object inside the Emanation can't be damag"
      },
      {
        "document": 1708,
        "excerpt": "e takes a Utilize action, and the applied glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the application of Universal Solv"
      },
      {
        "document": 1722,
        "excerpt": "d6 Thunder damage and has the Deafened condition for 1 minute. On a successful save, a creature takes half as much damage only."
      },
      {
        "document": 1742,
        "excerpt": "you can take a Magic action to expend 1 charge. For 1 minute, you know the direction of the nearest creature Hostile to you within 60 feet, but not its distance from"
      },
      {
        "document": 1748,
        "excerpt": "ion saving throw or have the Paralyzed condition for 1 minute. At the end of each of the target's turns, it repeats the save, ending the effect on itself on a success"
      },
      {
        "document": 1766,
        "excerpt": "rns, ending the effect on itself on a success. After 1 minute, it succeeds automatically."
      },
      {
        "document": 1769,
        "excerpt": "rns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. Spellcasting. The dragon casts one of the following spells, requiring no Ma"
      },
      {
        "document": 1778,
        "excerpt": "rns, ending the effect on itself on a success. After 1 minute, it succeeds automatically."
      },
      {
        "document": 1781,
        "excerpt": "rns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. Spellcasting. The dragon casts one of the following spells, requiring no Ma"
      },
      {
        "document": 1805,
        "excerpt": "e start of each of its turns. The wound closes after 1 minute, after a spell restores Hit Points to the target, or after the target or a creature within 5 feet of it"
      },
      {
        "document": 1810,
        "excerpt": "oved by casting the Mending spell on the weapon. In 1 minute, the pudding can eat through 2 feet of nonmagical wood or metal. Spider Climb. The pudding can climb di"
      },
      {
        "document": 1816,
        "excerpt": "ailure: The target has the Unconscious condition for 1 minute. This effect ends for the target if it takes damage or a creature within 5 feet of it takes an action to"
      },
      {
        "document": 1827,
        "excerpt": "rns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. While Poisoned, the target has the Paralyzed condition."
      },
      {
        "document": 1846,
        "excerpt": "rns, ending the effect on itself on a success. After 1 minute, it succeeds automatically."
      },
      {
        "document": 1884,
        "excerpt": "om saving throw or have the Frightened condition for 1 minute, until you are no longer riding the goat, or until the goat reverts to figurine form. The Frightened cre"
      },
      {
        "document": 1889,
        "excerpt": "to its Swim Speed. The Cube is Heavily Obscured for 1 minute or until a strong current or similar effect disperses the ink."
      },
      {
        "document": 1910,
        "excerpt": "rns, ending the effect on itself on a success. After 1 minute, it succeeds automatically."
      },
      {
        "document": 1931,
        "excerpt": "5 or More: The target has the Poisoned condition for 1 minute. While Poisoned, the target has the Unconscious condition, which ends early if the target takes any dama"
      },
      {
        "document": 1932,
        "excerpt": "e start of each of its turns. The wound closes after 1 minute, after a spell restores Hit Points to the target, or after the target or a creature within 5 feet of it"
      },
      {
        "document": 1968,
        "excerpt": "age, and the target has the Frightened condition for 1 minute, until it takes damage, or until it ends its turn with the nalfeshnee out of line of sight. Success: Th"
      },
      {
        "document": 1973,
        "excerpt": "to its Swim Speed. The Cube is Heavily Obscured for 1 minute or until a strong current or similar effect disperses the ink."
      },
      {
        "document": 1986,
        "excerpt": "rns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. Devilish Claw. Melee Attack Roll: +14, reach 10 ft. Hit: 26 (4d8 + 8) Necro"
      },
      {
        "document": 1996,
        "excerpt": "ave, ending the effect on itself on a success. After 1 minute, it succeeds automatically. Shape-Shift. The quasit shape-shifts to resemble a bat (Speed 10 ft., Fly 4"
      },
      {
        "document": 2019,
        "excerpt": "emits a shriek audible within 300 feet of itself for 1 minute or until the shrieker dies."
      },
      {
        "document": 2020,
        "excerpt": "rns, ending the effect on itself on a success. After 1 minute, it succeeds automatically."
      },
      {
        "document": 2022,
        "excerpt": "t. Failure: The target has the Blinded condition for 1 minute. Failure or Success: The solar can't take this action again until the start of its next turn. Radiant T"
      },
      {
        "document": 2025,
        "excerpt": "Failure: The target has the Frightened condition for 1 minute. Second Roar. Wisdom Saving Throw: DC 20, each enemy in a 500-foot Emanation originating from the sphin"
      },
      {
        "document": 2078,
        "excerpt": "feet of itself that has been dead for no longer than 1 minute. The target's spirit rises as a Specter in the space of its corpse or in the nearest unoccupied space. T"
      },
      {
        "document": 2083,
        "excerpt": "ailure: The target has the Unconscious condition for 1 minute. This effect ends for the target if it takes damage or a creature within 5 feet of it takes an action to"
      },
      {
        "document": 2086,
        "excerpt": "rns, ending the effect on itself on a success. After 1 minute, it succeeds automatically."
      },
      {
        "document": 2089,
        "excerpt": "rns, ending the effect on itself on a success. After 1 minute, it succeeds automatically."
      }
    ],
    "minutes": [
      {
        "document": 175,
        "excerpt": "res Material components has them. Casting Times of 1+ Minutes. If a spell has a casting time of 1 minute or more yet is listed in a spellcasting action, the monster d"
      },
      {
        "document": 318,
        "excerpt": "ht as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite."
      },
      {
        "document": 451,
        "excerpt": "saving throw or have the Prone condition. It takes 10 minutes to recover the Ball Bearings."
      },
      {
        "document": 463,
        "excerpt": "ced to 0 until the start of its next turn. It takes 10 minutes to recover the Caltrops."
      },
      {
        "document": 493,
        "excerpt": "a spell cast as a Ritual - require more time to cast: minutes or even hours. While you cast a spell with a casting time of 1 minute or more, you must take the Magic a"
      },
      {
        "document": 500,
        "excerpt": "ime span specifies how long the spell lasts in rounds, minutes, hours, or the like. For example, a Duration entry might say “1 minute,” meaning the spell ends after 1"
      },
      {
        "document": 514,
        "excerpt": "st as a Ritual. The Ritual version of a spell takes 10 minutes longer to cast than normal, but it doesn't expend a spell slot. To cast a spell as a Ritual, a spellcast"
      },
      {
        "document": 537,
        "excerpt": "ll as a Ritual. The Ritual version of a spell takes 10 minutes longer to cast than normal. It also doesn't expend a spell slot, which means the ritual version of a spe"
      },
      {
        "document": 557,
        "excerpt": "A creature can hold its breath for a number of minutes equal to 1 plus its Constitution modifier (minimum of 30 seconds) before suffocation begins. When a crea"
      },
      {
        "document": 682,
        "excerpt": "eature can be immersed in frigid water for a number of minutes equal to its Constitution score before suffering any ill effects. Each additional minute spent in frigid"
      },
      {
        "document": 692,
        "excerpt": "ightened, Incapacitated, or Stunned condition for 1d10 minutes. This condition might be accompanied by alarming behavior or hallucinations. These effects can be suppre"
      },
      {
        "document": 695,
        "excerpt": "has the Incapacitated condition. The effort takes 1d6 minutes, after which the character makes a DC 20 Intelligence (Nature) check using a Poisoner's Kit. On a succes"
      },
      {
        "document": 714,
        "excerpt": "ration. Some traps have durations expressed in rounds, minutes, or hours. Others specify that their effects last until the trap is destroyed or dispelled. If a trap's"
      },
      {
        "document": 717,
        "excerpt": "of Hand) check. Each attempt to set this trap takes 10 minutes. At Higher Levels. You can scale the trap for higher levels by increasing the weight of the Net, which"
      },
      {
        "document": 783,
        "excerpt": "chosen point of origin. The butterflies remain for 10 minutes, during which time the area of effect is Heavily Obscured."
      },
      {
        "document": 793,
        "excerpt": "ine, or oil (GM’s choice) 30 feet into the air for 1d4 minutes."
      },
      {
        "document": 929,
        "excerpt": "Medium Armor (5 Minutes to Don and 1 Minute to Doff)"
      },
      {
        "document": 962,
        "excerpt": "f your next turn. You can maintain a Rage for up to 10 minutes."
      },
      {
        "document": 968,
        "excerpt": "detect Celestials, Fiends, and Undead. For the next 10 minutes or until you have the Incapacitated condition, you know the location of any creature of those types with"
      },
      {
        "document": 982,
        "excerpt": "apon that you are holding with positive energy. For 10 minutes or until you use this feature again, you add your Charisma modifier to attack rolls you make with that w"
      },
      {
        "document": 986,
        "excerpt": "ou sprout spectral wings on your back that last for 10 minutes or until you retract the wings (no action required) or have the Incapacitated condition. During that tim"
      },
      {
        "document": 987,
        "excerpt": "n, you gain Tremorsense with a range of 60 feet for 10 minutes. You must be on a stone surface or touching a stone surface to use this Tremorsense. The stone can be na"
      },
      {
        "document": 989,
        "excerpt": "estidigitation cantrips. In addition, you can spend 10 minutes casting Prestidigitation to create a Tiny clockwork device (AC 5, 1 HP), such as a toy, fire starter, or"
      },
      {
        "document": 990,
        "excerpt": "n a big enough space. This transformation lasts for 10 minutes or until you end it (no action required). For that duration, you have Advantage on Strength checks, and"
      },
      {
        "document": 1033,
        "excerpt": "5 Minutes to Don and 1 Minute to Doff"
      },
      {
        "document": 1040,
        "excerpt": "10 Minutes to Don and 5 Minutes to Doff"
      },
      {
        "document": 1041,
        "excerpt": "5 Minutes to Don and 1 Minute to Doff"
      },
      {
        "document": 1066,
        "excerpt": "5 Minutes to Don and 1 Minute to Doff"
      },
      {
        "document": 1071,
        "excerpt": "5 Minutes to Don and 1 Minute to Doff"
      },
      {
        "document": 1106,
        "excerpt": "10 Minutes to Don and 5 Minutes to Doff"
      },
      {
        "document": 1118,
        "excerpt": "10 Minutes to Don and 5 Minutes to Doff"
      },
      {
        "document": 1122,
        "excerpt": "5 Minutes to Don and 1 Minute to Doff"
      },
      {
        "document": 1136,
        "excerpt": "10 Minutes to Don and 5 Minutes to Doff"
      },
      {
        "document": 1168,
        "excerpt": "rse of action that you plan to take within the next 30 minutes. The GM chooses the omen from the Omens table. Omens | Omen | For Results That Will Be ... | |"
      },
      {
        "document": 1169,
        "excerpt": "Concentration, up to 10 minutes"
      },
      {
        "document": 1176,
        "excerpt": "lot, you can maintain Concentration on it for up to 10 minutes. If you use a level 5+ spell slot, the spell doesn't require Concentration, and the duration becomes 8 h"
      },
      {
        "document": 1178,
        "excerpt": "Concentration, up to 10 minutes"
      },
      {
        "document": 1185,
        "excerpt": "Concentration, up to 10 minutes"
      },
      {
        "document": 1193,
        "excerpt": "10 minutes"
      },
      {
        "document": 1195,
        "excerpt": "Concentration, up to 10 minutes"
      },
      {
        "document": 1204,
        "excerpt": "Concentration, up to 10 minutes"
      },
      {
        "document": 1205,
        "excerpt": "Concentration, up to 10 minutes"
      },
      {
        "document": 1206,
        "excerpt": "Concentration, up to 10 minutes"
      },
      {
        "document": 1207,
        "excerpt": "Concentration, up to 10 minutes"
      },
      {
        "document": 1208,
        "excerpt": "Concentration, up to 10 minutes"
      },
      {
        "document": 1209,
        "excerpt": "Concentration, up to 10 minutes"
      },
      {
        "document": 1212,
        "excerpt": "10 minutes"
      },
      {
        "document": 1214,
        "excerpt": "Concentration, up to 10 minutes"
      },
      {
        "document": 1215,
        "excerpt": "10 minutes"
      },
      {
        "document": 1220,
        "excerpt": "tals | 1 hour | | Gems | 10 minutes | | Adamantine or mithral | 1 minute | Using a Higher-Level Spell Slot. The Cube increases by 5 feet"
      },
      {
        "document": 1223,
        "excerpt": "Concentration, up to 10 minutes"
      },
      {
        "document": 1229,
        "excerpt": "Concentration, up to 10 minutes"
      },
      {
        "document": 1230,
        "excerpt": "Concentration, up to 10 minutes"
      },
      {
        "document": 1231,
        "excerpt": "Concentration, up to 10 minutes"
      },
      {
        "document": 1241,
        "excerpt": "target has the Blinded and Deafened conditions for 10 minutes. | | 41–50 | The target has the Deafened condition for 1 minute. |"
      },
      {
        "document": 1242,
        "excerpt": "can last longer with a spell slot of level 5 (up to 10 minutes), 6 (up to 1 hour), or 7+ (up to 8 hours)."
      },
      {
        "document": 1244,
        "excerpt": "can last longer with a spell slot of level 6 (up to 10 minutes), 7 (up to 1 hour), or 8+ (up to 8 hours)."
      },
      {
        "document": 1257,
        "excerpt": "Concentration, up to 10 minutes"
      },
      {
        "document": 1259,
        "excerpt": "10 minutes"
      },
      {
        "document": 1271,
        "excerpt": "10 minutes"
      },
      {
        "document": 1274,
        "excerpt": "Concentration, up to 10 minutes"
      },
      {
        "document": 1279,
        "excerpt": "Concentration, up to 10 minutes"
      },
      {
        "document": 1281,
        "excerpt": "10 minutes or Ritual"
      },
      {
        "document": 1290,
        "excerpt": "Concentration, up to 10 minutes"
      },
      {
        "document": 1299,
        "excerpt": "ottom, as in the Web spell. These strands regrow in 10 minutes if they are destroyed while Guards and Wards lasts. Other Spell Effect. Place one of the following magi"
      },
      {
        "document": 1304,
        "excerpt": "10 minutes"
      },
      {
        "document": 1311,
        "excerpt": "10 minutes"
      },
      {
        "document": 1327,
        "excerpt": "Concentration, up to 10 minutes"
      },
      {
        "document": 1332,
        "excerpt": "d shut by Arcane Lock, that spell is suppressed for 10 minutes, during which time the target can be opened and closed. When you cast the spell, a loud knock, audible"
      },
      {
        "document": 1333,
        "excerpt": "10 minutes"
      },
      {
        "document": 1335,
        "excerpt": "Concentration, up to 10 minutes"
      },
      {
        "document": 1340,
        "excerpt": "Concentration, up to 10 minutes"
      },
      {
        "document": 1347,
        "excerpt": "r fewer, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message. When that tri"
      },
      {
        "document": 1350,
        "excerpt": "Concentration, up to 10 minutes"
      },
      {
        "document": 1355,
        "excerpt": "Concentration, up to 10 minutes"
      },
      {
        "document": 1363,
        "excerpt": "10 minutes"
      },
      {
        "document": 1367,
        "excerpt": "thin the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfec"
      },
      {
        "document": 1369,
        "excerpt": "ig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete. Because the terrain's transformation occurs slowly, creatures in the area"
      },
      {
        "document": 1376,
        "excerpt": "10 minutes"
      },
      {
        "document": 1385,
        "excerpt": "10 minutes"
      },
      {
        "document": 1388,
        "excerpt": "10 minutes"
      },
      {
        "document": 1389,
        "excerpt": "10 minutes"
      },
      {
        "document": 1390,
        "excerpt": "10 minutes"
      },
      {
        "document": 1391,
        "excerpt": "s it makes. This scripted performance can last up to 5 minutes. When the trigger you specify occurs, the illusion springs into existence and performs in the manner yo"
      },
      {
        "document": 1394,
        "excerpt": "Concentration up to 10 minutes"
      },
      {
        "document": 1401,
        "excerpt": "f its turns, and any severed body parts regrow after 2 minutes."
      },
      {
        "document": 1413,
        "excerpt": "10 minutes"
      },
      {
        "document": 1422,
        "excerpt": "Concentration, up to 10 minutes"
      },
      {
        "document": 1427,
        "excerpt": "Concentration, up to 10 minutes"
      },
      {
        "document": 1428,
        "excerpt": "Concentration, up to 10 minutes"
      },
      {
        "document": 1435,
        "excerpt": "10 minutes"
      },
      {
        "document": 1436,
        "excerpt": "10 minutes"
      },
      {
        "document": 1437,
        "excerpt": "10 minutes"
      },
      {
        "document": 1439,
        "excerpt": "Concentration, up to 10 minutes"
      },
      {
        "document": 1440,
        "excerpt": "Concentration, up to 10 minutes"
      },
      {
        "document": 1451,
        "excerpt": "filling a 60-foot-radius Sphere with Dim Light for 10 minutes, after which time the spell ends. Each creature in the Sphere when the glyph activates is targeted by it"
      },
      {
        "document": 1452,
        "excerpt": "Concentration, up to 10 minutes"
      },
      {
        "document": 1473,
        "excerpt": "Concentration, up to 10 minutes"
      },
      {
        "document": 1474,
        "excerpt": "Concentration, up to 10 minutes"
      },
      {
        "document": 1475,
        "excerpt": "Concentration, up to 10 minutes"
      },
      {
        "document": 1476,
        "excerpt": "Concentration, up to 10 minutes"
      },
      {
        "document": 1486,
        "excerpt": "10 minutes"
      },
      {
        "document": 1511,
        "excerpt": "y to Bludgeoning, Piercing, and Slashing damage for 10 minutes or until you are no longer wearing the armor. Once this property is used, it can't be used again until t"
      },
      {
        "document": 1517,
        "excerpt": "it can be used again. The bag holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside. Placing a Bag of Holding inside an e"
      },
      {
        "document": 1526,
        "excerpt": "When you've used the boots' property for a total of 10 minutes, the magic ceases to function for you until you finish a Long Rest."
      },
      {
        "document": 1564,
        "excerpt": "ginating from you have the Invisible condition for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. Immedi"
      },
      {
        "document": 1575,
        "excerpt": "d to become fixed in place until it disperses after 10 minutes. A strong wind (such as that created by the Gust of Wind spell) disperses the cloud after 1 minute."
      },
      {
        "document": 1586,
        "excerpt": "Magic action, you can expend 1 charge. For the next 10 minutes, you have Truesight out to 120 feet when you peer through the gem. The gem regains 1d3 expended charges"
      },
      {
        "document": 1594,
        "excerpt": ". Each pouch of the haversack holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside. Placing the haversack inside an extr"
      },
      {
        "document": 1623,
        "excerpt": "re all confined to a 20-foot Cube. The effort takes 10 minutes (regardless of the number of elements you create), during which time you must remain in the Cube, and re"
      },
      {
        "document": 1633,
        "excerpt": "size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the Etherealness spell for 1 hour. Beads of this cloudy"
      },
      {
        "document": 1635,
        "excerpt": "size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the Freedom of Movement spell for 8 hours. Alternativel"
      },
      {
        "document": 1640,
        "excerpt": ", Uncommon The next time you see a creature within 10 minutes after drinking this philter, you are charmed by that creature and have the Charmed condition for 1 hour."
      },
      {
        "document": 1652,
        "excerpt": "he “enlarge” effect of the Enlarge/Reduce spell for 10 minutes (no Concentration required). The red in the potion's liquid continuously expands from a tiny bead to co"
      },
      {
        "document": 1657,
        "excerpt": "ffect of the Detect Thoughts spell (save DC 13) for 10 minutes (no Concentration required). This potion's dense, purple liquid has an ovoid cloud of pink floating in"
      },
      {
        "document": 1675,
        "excerpt": "wearing this ring, you regain 1d6 Hit Points every 10 minutes if you have at least 1 Hit Point. If you lose a body part, the ring causes the missing part to regrow an"
      },
      {
        "document": 1693,
        "excerpt": "rod's head stops glowing and the effect ends after 10 minutes or when a creature takes a Magic action to pull the rod from the ground. Once used, this property can't"
      },
      {
        "document": 1698,
        "excerpt": "son and Psychic damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If the rope drops to 0 Hit Points, it is destroyed."
      },
      {
        "document": 1699,
        "excerpt": "son and Psychic damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If the rope drops to 0 Hit Points, it is destroyed."
      },
      {
        "document": 1718,
        "excerpt": "nation originating from you. The insects remain for 10 minutes, making the area Heavily Obscured for creatures other than you. A strong wind (like that created by Gus"
      },
      {
        "document": 1760,
        "excerpt": "ture takes 6 (1d12) Acid damage at the end of every 10 minutes unless moisture is applied to its skin before those minutes have passed. Probing Telepathy. If a creatu"
      },
      {
        "document": 1763,
        "excerpt": "ilure: The target has the Unconscious condition for 10 minutes. This effect ends for the target if it takes damage or a creature within 5 feet of it takes an action to"
      },
      {
        "document": 1775,
        "excerpt": "ilure: The target has the Unconscious condition for 10 minutes. This effect ends for the target if it takes damage or a creature within 5 feet of it takes an action to"
      },
      {
        "document": 1840,
        "excerpt": "the darkmantle maintains Concentration on it, up to 10 minutes. Darkvision can't penetrate this area, and no light can illuminate it."
      },
      {
        "document": 1928,
        "excerpt": "ld Breath. The hippopotamus can hold its breath for 10 minutes."
      },
      {
        "document": 1943,
        "excerpt": "Hold Breath. The whale can hold its breath for 30 minutes."
      }
    ],
    "mirage": [
      {
        "document": 836,
        "excerpt": "Mirage Arcane"
      },
      {
        "document": 893,
        "excerpt": "Mirage Arcane"
      },
      {
        "document": 905,
        "excerpt": "Mirage Arcane"
      },
      {
        "document": 1363,
        "excerpt": "Mirage Arcane"
      }
    ],
    "mirror": [
      {
        "document": 321,
        "excerpt": "Mirror (5 GP)"
      },
      {
        "document": 430,
        "excerpt": ", Flask, Hooded Lantern, Hunting Trap, Lock, Manacles, Mirror, Shovel, Signal Whistle, Tinderbox"
      },
      {
        "document": 480,
        "excerpt": "Backpack, Bedroll, Bell, Bullseye Lantern, 3 Costumes, Mirror, 8 flasks of Oil, 9 days of Rations, Tinderbox, and Waterskin."
      },
      {
        "document": 861,
        "excerpt": "Mirror Image"
      },
      {
        "document": 874,
        "excerpt": "Mirror Image"
      },
      {
        "document": 887,
        "excerpt": "Mirror Image"
      },
      {
        "document": 900,
        "excerpt": "Mirror Image"
      },
      {
        "document": 930,
        "excerpt": "Mirror"
      },
      {
        "document": 1095,
        "excerpt": "Mirror"
      },
      {
        "document": 1364,
        "excerpt": "Mirror Image"
      },
      {
        "document": 1411,
        "excerpt": "V, S, M (a shard of glass from a mirror)"
      },
      {
        "document": 1413,
        "excerpt": "S, M (a focus worth 1,000+ GP, such as a crystal ball, mirror, or water-filled font)"
      },
      {
        "document": 1625,
        "excerpt": "Mirror of Life Trapping"
      },
      {
        "document": 1691,
        "excerpt": "has two of each of the following patches: - Dagger - Mirror - Pole - Rope (coiled) - Sack - Bullseye Lantern (filled and lit) In addition, the robe has 4d4 other"
      },
      {
        "document": 1829,
        "excerpt": "rge after a Short or Long Rest). The cloaker casts the Mirror Image spell, requiring no spell components and using Wisdom as the spellcasting ability. The spell ends"
      }
    ],
    "mirror's": [
      {
        "document": 1625,
        "excerpt": "with anything it is wearing or carrying, in one of the mirror's twelve extradimensional cells. A creature that knows the mirror's nature makes the save with Advantage,"
      }
    ],
    "mirrored": [
      {
        "document": 1557,
        "excerpt": "cards: 32 depicting specific creatures and two with a mirrored surface. A deck found as treasure is usually missing 1d20 - 1 cards. The magic of the deck functions on"
      }
    ],
    "miscibility": [
      {
        "document": 144,
        "excerpt": "aracter mixes two potions together, roll on the Potion Miscibility table. If more than two are combined, roll again for each subsequent potion, combining the results. Unle"
      },
      {
        "document": 789,
        "excerpt": "Potion Miscibility"
      }
    ],
    "misery": [
      {
        "document": 267,
        "excerpt": "73 An eggshell painted with scenes of misery in disturbing detail 74 A fan that, when unfolded, shows a sleepy cat 75 A set of bone pipes 76 A fou"
      }
    ],
    "mishap": [
      {
        "document": 1454,
        "excerpt": ". Teleportation Outcome | Familiarity | Mishap | Similar Area | Off Target | On Target | | :----------------------- | :----- | :----------- | :--------"
      }
    ],
    "mishaps": [
      {
        "document": 1454,
        "excerpt": "erolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time). Similar Area. You and your group (or the target object) appear in"
      }
    ],
    "mislead": [
      {
        "document": 878,
        "excerpt": "Mislead"
      },
      {
        "document": 891,
        "excerpt": "Mislead"
      },
      {
        "document": 903,
        "excerpt": "Mislead"
      },
      {
        "document": 1365,
        "excerpt": "Mislead"
      }
    ],
    "misleading": [
      {
        "document": 1199,
        "excerpt": "knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the GM might offer a short phrase as an answer instead. If you ca"
      },
      {
        "document": 1210,
        "excerpt": "answer to the question). If a one-word answer would be misleading, the GM might instead offer a short phrase as an answer. On a failed save, you take 6d6 Psychic damage"
      }
    ],
    "miss": [
      {
        "document": 85,
        "excerpt": "If the target isn't in the location you targeted, you miss. When a creature can't see you, you have Advantage on attack rolls against it. If you are hidden when"
      },
      {
        "document": 170,
        "excerpt": "ing a target are described after the “Hit:” notation. Miss. If an attack has an effect that occurs on a miss, that information follows the “Miss:” notation. Hit o"
      },
      {
        "document": 744,
        "excerpt": "combination of senses, notice something that’s easy to miss."
      },
      {
        "document": 966,
        "excerpt": "ake. If you make an attack roll against a creature and miss, you have Advantage on your next attack roll against that creature before the end of your next turn."
      },
      {
        "document": 971,
        "excerpt": "cery Point If you make an attack roll for a spell and miss, you can spend 1 Sorcery Point to reroll the d20, and you must use the new roll. You can use Seeking Sp"
      },
      {
        "document": 978,
        "excerpt": "effect. When you cast a can-trip at a creature and you miss with the attack roll or the target succeeds on a saving throw against the cantrip, the target takes half"
      },
      {
        "document": 1002,
        "excerpt": "oice by 1, to a maximum of 30. Peerless Aim. When you miss with an attack roll, you can hit instead. Once you use this benefit, you can't use it again until the st"
      },
      {
        "document": 1149,
        "excerpt": "and 2d4 Acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage only. Using a Higher-Le"
      },
      {
        "document": 1320,
        "excerpt": "n a hit, the target takes 1d10 Piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity s"
      },
      {
        "document": 1483,
        "excerpt": "ed at targets behind the wall are deflected upward and miss automatically. Boulders hurled by Giants or siege engines, and similar projectiles, are unaffected. Crea"
      },
      {
        "document": 1640,
        "excerpt": "is rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart."
      },
      {
        "document": 1664,
        "excerpt": "e triggering attack, potentially causing the attack to miss you. You can't use this property again until you finish a Short or Long Rest. Ranged Weapon (Quartersta"
      },
      {
        "document": 1800,
        "excerpt": "to its AC against that attack, possibly causing it to miss."
      },
      {
        "document": 1859,
        "excerpt": "to its AC against that attack, possibly causing it to miss."
      },
      {
        "document": 1904,
        "excerpt": "to its AC against that attack, possibly causing it to miss."
      },
      {
        "document": 1936,
        "excerpt": "move or take one action on its turn, not both. Hit or Miss: The spear magically returns to the devil's hand immediately after a ranged attack. Tail. Melee Attack"
      },
      {
        "document": 1944,
        "excerpt": "to its AC against that attack, possibly causing it to miss."
      },
      {
        "document": 1957,
        "excerpt": "to its AC against that attack, possibly causing it to miss."
      },
      {
        "document": 1960,
        "excerpt": "ases by 10 feet until the end of its next turn. Hit or Miss: The spear magically returns to the merfolk's hand immediately after a ranged attack."
      },
      {
        "document": 1966,
        "excerpt": "AC against the attack, possibly causing the attack to miss, and the mummy teleports up to 60 feet to an unoccupied space it can see. Each creature of its choice th"
      },
      {
        "document": 1971,
        "excerpt": "to its AC against that attack, possibly causing it to miss."
      },
      {
        "document": 1984,
        "excerpt": "to its AC against that attack, possibly causing it to miss. On a miss, the pirate makes one Rapier attack against the triggering creature if within range."
      },
      {
        "document": 1997,
        "excerpt": "effects, and the attack rolls of spells automatically miss it. Without the rakshasa's permission, no spell can observe the rakshasa remotely or detect its thoughts"
      },
      {
        "document": 2010,
        "excerpt": "+ 4) Piercing damage plus 7 (2d6) Fire damage. Hit or Miss: The spear magically returns to the salamander's hand immediately after a ranged attack. Constrict. Str"
      },
      {
        "document": 2018,
        "excerpt": "ainst the triggering attack and possibly causing it to miss, until the start of the guardian's next turn."
      },
      {
        "document": 2022,
        "excerpt": ") Slashing damage plus 36 (8d8) Radiant damage. Hit or Miss: The sword magically returns to the solar's hand or hovers within 5 feet of the solar immediately after"
      },
      {
        "document": 2064,
        "excerpt": "to its AC against that attack, possibly causing it to miss."
      }
    ],
    "misses": [
      {
        "document": 28,
        "excerpt": "the d20 (a “natural 1”) for an attack roll, the attack misses regardless of any modifiers or the target’s AC."
      },
      {
        "document": 85,
        "excerpt": "l, you give away your location when the attack hits or misses. or make an attack roll as part of a spell, an attack has the following structure: 1: Choose a Target."
      },
      {
        "document": 99,
        "excerpt": "ged attack roll with a weapon underwater automatically misses a target beyond the weapon's normal range, and the attack roll has Disadvantage against a target within"
      },
      {
        "document": 170,
        "excerpt": "an effect that occurs regardless of whether it hits or misses its target, that information follows the “Hit or Miss:” notation."
      },
      {
        "document": 399,
        "excerpt": "If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the atta"
      },
      {
        "document": 1252,
        "excerpt": "on returns to normal size immediately after it hits or misses a target. Enlarge. The target's size increases by one category - from Medium to Large, for example. The"
      },
      {
        "document": 1574,
        "excerpt": "ng damage on a hit, and it disappears after it hits or misses its target. Until it disappears, the arrow emits Bright Light in a 20-foot radius and Dim Light for an a"
      }
    ],
    "missile": [
      {
        "document": 117,
        "excerpt": "th only one arm might be able to use a single Glove of Missile Snaring so long as the matching glove is on their person."
      },
      {
        "document": 487,
        "excerpt": "or that casting. For instance, if a Wizard casts Magic Missile using a level 2 slot, that Magic Missile is level 2. Effectively, the spell expands to fill the slot it"
      },
      {
        "document": 513,
        "excerpt": "at least level 2. So when a level 3 Wizard casts Magic Missile, a level 1 spell, that Wizard spends one of four level 1 slots and has three remaining. Finishing a Lon"
      },
      {
        "document": 776,
        "excerpt": "Magic Missile"
      },
      {
        "document": 860,
        "excerpt": "Magic Missile"
      },
      {
        "document": 886,
        "excerpt": "Magic Missile"
      },
      {
        "document": 973,
        "excerpt": "choice. Detect Magic, Feather Fall, Mage Armor, Magic Missile, Sleep, and Thunderwave are recommended. Whenever you gain a Wizard level after 1, add two Wizard spell"
      },
      {
        "document": 1346,
        "excerpt": "Magic Missile"
      },
      {
        "document": 1423,
        "excerpt": "you are hit by an attack roll or targeted by the Magic Missile spell"
      },
      {
        "document": 1533,
        "excerpt": "damage, and you have Immunity to damage from the Magic Missile spell."
      },
      {
        "document": 1589,
        "excerpt": "Gloves of Missile Snaring"
      },
      {
        "document": 1689,
        "excerpt": "ars and expend it to cast the level 5 version of Magic Missile. Daily at dusk, 1d6 removed stars reappear on the robe. While you wear the robe, you can take a Magic a"
      },
      {
        "document": 1705,
        "excerpt": "Shield of Missile Attraction"
      },
      {
        "document": 1747,
        "excerpt": "t, you can expend no more than 3 charges to cast Magic Missile from it. For 1 charge, you cast the level 1 version of the spell. You can increase the spell's level by"
      },
      {
        "document": 1969,
        "excerpt": "ve DC 14): At Will: Detect Magic, Etherealness, Magic Missile (level 4 version) 2/Day Each: Phantasmal Killer, Plane Shift (self only)"
      },
      {
        "document": 2033,
        "excerpt": "Deflect Missile (Recharge 5–6). Trigger: The giant is hit by a ranged attack roll and takes Bludgeoning, Piercing, or Sl"
      },
      {
        "document": 2044,
        "excerpt": "tive Carapace. If the tarrasque is targeted by a Magic Missile spell or a spell that requires a ranged attack roll, roll 1d6. On a 1–5, the tarrasque is unaffected. On"
      }
    ],
    "missiles": [
      {
        "document": 1747,
        "excerpt": "Wand of Magic Missiles"
      }
    ],
    "missing": [
      {
        "document": 266,
        "excerpt": "beetle the size of your hand 52 Two toy soldiers, one missing a head 53 A small box filled with different-sized buttons 54 A candle that can't be lit 55 A miniatur"
      },
      {
        "document": 267,
        "excerpt": "sit at a bank in a far-off city 85 A diary with seven missing pages 86 An empty silver snuffbox bearing the inscription “dreams” on its lid 87 An iron holy symbol d"
      },
      {
        "document": 980,
        "excerpt": "weapon deals an extra 1d8 damage to the target if it's missing any of its Hit Points. You can deal this extra damage only once per turn. Horde Breaker. Once on each o"
      },
      {
        "document": 1397,
        "excerpt": "spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival - its head, for in"
      },
      {
        "document": 1406,
        "excerpt": ". This spell closes all mortal wounds and restores any missing body parts. Coming back from the dead is an ordeal. The target takes a -4 penalty to D20 Tests. Every t"
      },
      {
        "document": 1408,
        "excerpt": "ture that has died of old age, nor does it restore any missing body parts."
      },
      {
        "document": 1464,
        "excerpt": "e creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was Undead, it is restored to its non-Undead form. The spell can prov"
      },
      {
        "document": 1557,
        "excerpt": "mirrored surface. A deck found as treasure is usually missing 1d20 - 1 cards. The magic of the deck functions only if its cards are drawn at random. You can take a M"
      },
      {
        "document": 1568,
        "excerpt": "if the target is a Giant. Immediately after hitting or missing, the weapon flies back to your hand."
      },
      {
        "document": 1593,
        "excerpt": "he end of your next turn. Immediately after hitting or missing, the weapon flies back to your hand. The weapon regains 1d4 + 1 expended charges daily at dawn. Giant's"
      },
      {
        "document": 1610,
        "excerpt": "ction to issue a command that releases it. Doing so or missing with the attack causes the bands to contract and become a sphere once more. A creature that can touch t"
      },
      {
        "document": 1675,
        "excerpt": "it Point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 Hit Point the"
      },
      {
        "document": 2051,
        "excerpt": "roll's turn. The troll has 1 Exhaustion level for each missing limb, and it grows replacement limbs the next time it regains Hit Points. Regeneration. The troll regai"
      }
    ],
    "mist": [
      {
        "document": 1250,
        "excerpt": "or 1 minute. Beckon Water. You create a spray of cool mist that lightly dampens creatures and objects in a 5-foot Cube. Alternatively, you create 1 cup of clean wa"
      },
      {
        "document": 1366,
        "excerpt": "Duration: Instantaneous Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see."
      },
      {
        "document": 1380,
        "excerpt": "ponents: V, S Duration: Instantaneous You spray toxic mist at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d"
      },
      {
        "document": 1561,
        "excerpt": "hen used, it grows to about 20 inches in diameter, and mist swirls inside it. While attuned to an orb, you can take a Magic action to peer into the orb's depths. Y"
      },
      {
        "document": 1845,
        "excerpt": "de the Elemental Plane of Air, its body dissolves into mist, and it gains a new body in 1d4 days, reviving with all its Hit Points somewhere on the Plane of Air. M"
      },
      {
        "document": 2056,
        "excerpt": "resting place, the vampire uses Shape-Shift to become mist (no action required). If it can't use Shape-Shift, it is destroyed. While it has 0 Hit Points in mist f"
      }
    ],
    "mistletoe": [
      {
        "document": 934,
        "excerpt": "Sprig of mistletoe"
      },
      {
        "document": 969,
        "excerpt": "d, Longbow, 20 Arrows, Quiver, Druidic Focus (sprig of mistletoe), Explorer’s Pack, and 7 GP; or (B) 150 GP"
      },
      {
        "document": 1294,
        "excerpt": "V, S, M (a sprig of mistletoe)"
      },
      {
        "document": 1371,
        "excerpt": "V, S, M (ashes from burned mistletoe)"
      },
      {
        "document": 1424,
        "excerpt": "V, S, M (mistletoe)"
      }
    ],
    "misty": [
      {
        "document": 827,
        "excerpt": "Misty Step, Shocking Grasp, Sleep"
      },
      {
        "document": 861,
        "excerpt": "Misty Step"
      },
      {
        "document": 874,
        "excerpt": "Misty Step"
      },
      {
        "document": 887,
        "excerpt": "Misty Step"
      },
      {
        "document": 972,
        "excerpt": "u can cast Alter Self without expending a spell slot. Misty Visions Prerequisite: Level 2+ Warlock You can cast Silent Image without expending a spell slot. One"
      },
      {
        "document": 988,
        "excerpt": "t cantrip from the Wizard spell list. | Detect Magic | Misty Step | | Wood Elf | Your Speed increases to 35 feet. You also know the Druidcraft cantrip."
      },
      {
        "document": 1286,
        "excerpt": "long with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends on the target if it drops to 0 Hit Points or if it takes a Magic"
      },
      {
        "document": 1366,
        "excerpt": "Misty Step"
      },
      {
        "document": 1790,
        "excerpt": "Misty Step (3/Day). The mage casts Misty Step, using the same spellcasting ability as Spellcasting."
      },
      {
        "document": 1830,
        "excerpt": "Misty Step. The giant casts the Misty Step spell, using the same spellcasting ability as Spellcasting."
      },
      {
        "document": 1952,
        "excerpt": "Misty Step (3/Day). The mage casts Misty Step, using the same spellcasting ability as Spellcasting."
      },
      {
        "document": 2056,
        "excerpt": "ils a saving throw, it can choose to succeed instead. Misty Escape. If the vampire drops to 0 Hit Points outside its resting place, the vampire uses Shape-Shift to"
      }
    ],
    "mithral": [
      {
        "document": 943,
        "excerpt": "Mithral"
      },
      {
        "document": 1220,
        "excerpt": "| Gems | 10 minutes | | Adamantine or mithral | 1 minute | Using a Higher-Level Spell Slot. The Cube increases by 5 feet for each spell slot level"
      },
      {
        "document": 1626,
        "excerpt": "Mithral Armor"
      }
    ],
    "mitten": [
      {
        "document": 1321,
        "excerpt": "V, S, M (a mitten)"
      }
    ],
    "mix": [
      {
        "document": 254,
        "excerpt": "ining a level in your current class. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in a single cl"
      },
      {
        "document": 984,
        "excerpt": "Hunt for Treasure as a Classic Adventurer A mix of burglar, treasure hunter, and explorer, you are the epitome of an adventurer. In addition to improvin"
      },
      {
        "document": 1161,
        "excerpt": "V, S, M (a mix of vinegar and honey)"
      },
      {
        "document": 1218,
        "excerpt": "V, S, M (a mix of water and sand)"
      },
      {
        "document": 1647,
        "excerpt": "resembling bands of stone. Shaking the bottle fails to mix the colors."
      }
    ],
    "mixed": [
      {
        "document": 725,
        "excerpt": "aracters who normally attack at range to move around. Mixed Monster Groups. When different types of monsters work together, they can combine their abilities - just"
      }
    ],
    "mixes": [
      {
        "document": 144,
        "excerpt": "esult in unpredictable interactions. When a character mixes two potions together, roll on the Potion Miscibility table. If more than two are combined, roll again fo"
      }
    ],
    "mixing": [
      {
        "document": 144,
        "excerpt": "a potion takes effect immediately, and it is used up. Mixing Potions. A character might drink one potion while still under the effects of another or pour several pot"
      }
    ],
    "mixture": [
      {
        "document": 789,
        "excerpt": "Both potions lose their effects, and the mixture creates a magical explosion in a 5-foot-radius Sphere centered on itself. Each creature in that area tak"
      },
      {
        "document": 1214,
        "excerpt": "V, S, M (a mixture of water and dust)"
      }
    ],
    "moan": [
      {
        "document": 1829,
        "excerpt": "Moan. Wisdom Saving Throw: DC 13, each creature in a 60-foot Emanation originating from the cloaker. Failure:"
      }
    ],
    "mobile": [
      {
        "document": 1267,
        "excerpt": "er plane of existence, a moving destination (such as a mobile fortress), or an unspecific destination (such as “a green dragon’s lair”). For the duration, as long as"
      }
    ],
    "mockery": [
      {
        "document": 897,
        "excerpt": "Vicious Mockery"
      },
      {
        "document": 963,
        "excerpt": "e from the Bard spell list. Dancing Lights and Vicious Mockery are recommended. Whenever you gain a Bard level, you can replace one of your cantrips with another cant"
      },
      {
        "document": 1470,
        "excerpt": "Vicious Mockery"
      },
      {
        "document": 2011,
        "excerpt": "s the target up to 10 feet straight away from itself. Mockery. Wisdom Saving Throw: DC 12, one creature the satyr can see within 90 feet. Failure: 5 (1d6 + 2) Psychic"
      }
    ],
    "mode": [
      {
        "document": 1478,
        "excerpt": "pell ends. Affected creatures also retain their normal mode of respiration."
      }
    ],
    "moderate": [
      {
        "document": 53,
        "excerpt": "area - such as an area with Dim Light, patchy fog, or moderate foliage - you have Disadvantage on Wisdom (Perception) checks that rely on sight. A Heavily Obscured ar"
      },
      {
        "document": 727,
        "excerpt": "rs whose level equals the monster's Challenge Rating. Moderate Difficulty. Absent healing and other resources, an encounter of moderate difficulty could go badly for t"
      },
      {
        "document": 729,
        "excerpt": "iant Rats (25 XP each), for 150 XP total Example 2. A moderate-difficulty encounter for five level 3 characters has an XP budget of 225 × 5 , for a total of 1,125 XP."
      },
      {
        "document": 960,
        "excerpt": "Moderate"
      },
      {
        "document": 1215,
        "excerpt": "| Calm | | 2 | Hot | 2 | Moderate wind | | 3 | Warm | 3 | Strong wind | | 4 | Cool | 4 | Gale"
      }
    ],
    "modes": [
      {
        "document": 77,
        "excerpt": "(each explained in “Rules Glossary”). These different modes of movement can be combined with your regular movement, or they can constitute your entire move. Howeve"
      }
    ],
    "modest": [
      {
        "document": 365,
        "excerpt": "), choose a lifestyle below - Wretched, Squalid, Poor, Modest, Comfortable, Wealthy, or Aristocratic - and pay the price to sustain that lifestyle. Lifestyles have n"
      },
      {
        "document": 369,
        "excerpt": "Modest (1 GP per Day)"
      },
      {
        "document": 923,
        "excerpt": "Modest"
      }
    ],
    "modestly": [
      {
        "document": 370,
        "excerpt": "You spend modestly for your necessities and enjoy a few luxuries."
      }
    ],
    "modified": [
      {
        "document": 27,
        "excerpt": "ture's Dexterity modifier A creature's AC can then be modified by armor, magic items, spells, and more. Only One Base AC. Some spells and class features give characte"
      },
      {
        "document": 29,
        "excerpt": "Sometimes a D20 Test is modified by Advantage or Disadvantage. Advantage reflects the positive circumstances surrounding a d20 roll, whil"
      },
      {
        "document": 1367,
        "excerpt": "by another spell, this spell ends, and no memories are modified. While this charm lasts, you can affect the target's memory of an event that it experienced within the"
      },
      {
        "document": 1413,
        "excerpt": "you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you know the target and the sort of physical connection you have to i"
      }
    ],
    "modifier": [
      {
        "document": 2,
        "excerpt": "Ability Modifier"
      },
      {
        "document": 20,
        "excerpt": "Ability Modifier"
      },
      {
        "document": 24,
        "excerpt": "Ability Modifier"
      },
      {
        "document": 27,
        "excerpt": "calculation: Base AC = 10 + the creature's Dexterity modifier A creature's AC can then be modified by armor, magic items, spells, and more. Only One Base AC. Some s"
      },
      {
        "document": 70,
        "excerpt": "Each ability has a modifier that you apply whenever you make a D20 Test with that ability (explained in \"D20 Tests\"). An ability mod"
      },
      {
        "document": 92,
        "excerpt": "the number rolled on the d20: - The Relevant Ability Modifier. “Playing the Game” and “Rules Glossary” explain which ability modifiers to use for various D20 Tests. -"
      },
      {
        "document": 105,
        "excerpt": "e. When attacking with a weapon, you add your ability modifier - the same modifier used for the attack roll - to the damage roll. A spell tells you which dice to roll"
      },
      {
        "document": 106,
        "excerpt": "damage rather than 1d4, and add your relevant ability modifier. If the attack involves other damage dice, such as from the Rogue's Sneak Attack feature, you also roll"
      },
      {
        "document": 123,
        "excerpt": "ve a spellcasting ability, their spellcasting ability modifier is +0 for the item, and the user's Proficiency Bonus applies."
      },
      {
        "document": 142,
        "excerpt": "Charisma saving throw (DC 12 plus the item's Charisma modifier). On a failed save, the item makes one or more of the following demands: Chase My Dreams. The item dema"
      },
      {
        "document": 151,
        "excerpt": "ize table. Hit Dice by Size A monster's Constitution modifier is multiplied by the number of Hit Dice it possesses, and the result is added to its Hit Points. For exa"
      },
      {
        "document": 154,
        "excerpt": "skill bonus is the sum of a monster's relevant ability modifier and its Proficiency Bonus. Other modifiers might apply."
      },
      {
        "document": 185,
        "excerpt": "he Initiative entry specifies the monster's Initiative modifier followed by the monster's Initiative score in parentheses. Use the modifier when you roll to determine a"
      },
      {
        "document": 233,
        "excerpt": "sing the Ability Scores and Modifiers table. Write the modifier next to each of your scores. Ability Scores and Modifiers"
      },
      {
        "document": 240,
        "excerpt": "add your Proficiency Bonus to the appropriate ability modifier and note the total. Some players also like to note the modifier for saving throws they're not proficient"
      },
      {
        "document": 241,
        "excerpt": "Passive Perception = 10 + Wisdom (Perception) check modifier"
      },
      {
        "document": 243,
        "excerpt": "ditional Hit Die. Roll that die, add your Constitution modifier to the roll, and add the total (minimum of 1) to your Hit Point maximum. Instead of rolling, you can use"
      },
      {
        "document": 306,
        "excerpt": "different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shorts"
      },
      {
        "document": 307,
        "excerpt": "on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 2d8 Radiant damage if it is a Fiend or an Undead."
      },
      {
        "document": 322,
        "excerpt": "on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or have the Restrained condition until it escapes. The target succeeds automatica"
      },
      {
        "document": 323,
        "excerpt": "on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or be covered in oil. If the target takes Fire damage before the oil dries (after"
      },
      {
        "document": 350,
        "excerpt": "If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon."
      },
      {
        "document": 397,
        "excerpt": "takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn."
      },
      {
        "document": 399,
        "excerpt": "can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can b"
      },
      {
        "document": 404,
        "excerpt": "ake a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone c"
      },
      {
        "document": 406,
        "excerpt": "Leather Armor, your base AC is 11 plus your Dexterity modifier, whereas your AC is 16 in Chain Mail. Strength. If the table shows a Strength score in the Strength col"
      },
      {
        "document": 445,
        "excerpt": "on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 2d6 Acid damage."
      },
      {
        "document": 446,
        "excerpt": "on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 1d4 Fire damage and start burning (see “Rules Glossary”)."
      },
      {
        "document": 464,
        "excerpt": "weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls."
      },
      {
        "document": 503,
        "excerpt": "spells: Spell save DC = 8 + your spellcasting ability modifier + your Proficiency Bonus"
      },
      {
        "document": 504,
        "excerpt": "pell hits a target. Here's how to calculate the attack modifier for your spells: Spell attack modifier = your spellcasting ability modifier + your Proficiency Bonus"
      },
      {
        "document": 534,
        "excerpt": "t. Your base AC calculation is 10 plus your Dexterity modifier. If a rule gives you another base AC calculation, you choose which calculation to use; you can't use mor"
      },
      {
        "document": 543,
        "excerpt": "nd in this way, roll the die and add your Constitution modifier to it. You regain Hit Points equal to the total (minimum of 1 Hit Point). You can decide to spend an add"
      },
      {
        "document": 554,
        "excerpt": "n, if any, to its Hit Points. Following the Initiative modifier is an Initiative score. Some creatures that are created by magic lack Hit Dice and Initiative informatio"
      },
      {
        "document": 557,
        "excerpt": "r a number of minutes equal to 1 plus its Constitution modifier (minimum of 30 seconds) before suffocation begins. When a creature runs out of breath or is choking, it"
      },
      {
        "document": 568,
        "excerpt": "he target. Your bonus to the roll equals your Strength modifier plus your Proficiency Bonus. On a hit, the target takes Bludgeoning damage equal to 1 plus your Strength"
      },
      {
        "document": 609,
        "excerpt": "Ability Score and Modifier"
      },
      {
        "document": 641,
        "excerpt": "the air a number of feet equal to 3 plus your Strength modifier (minimum of 0 feet) if you move at least 10 feet on foot immediately before the jump. When you make a st"
      },
      {
        "document": 652,
        "excerpt": "e. Your Initiative score equals 10 plus your Dexterity modifier. If you have Advantage on Initiative rolls, increase your Initiative score by 5. If you have Disadvantag"
      },
      {
        "document": 750,
        "excerpt": "Modifier"
      },
      {
        "document": 812,
        "excerpt": "Modifier"
      },
      {
        "document": 813,
        "excerpt": "12 + Con. modifier"
      },
      {
        "document": 815,
        "excerpt": "7 + Con. modifier"
      },
      {
        "document": 929,
        "excerpt": "11 + Dex modifier"
      },
      {
        "document": 963,
        "excerpt": "spiration die a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. At Higher Levels. Your"
      },
      {
        "document": 964,
        "excerpt": "cana or Religion) checks. The bonus equals your Wisdom modifier (minimum of +1)."
      },
      {
        "document": 965,
        "excerpt": "Arcana or Nature) checks. The bonus equals your Wisdom modifier (minimum bonus of +1). Warden. Trained for battle, you gain proficiency with Martial weapons and traini"
      },
      {
        "document": 967,
        "excerpt": "table. Dexterous Attacks. You can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls of your Unarmed Strikes and Monk weapo"
      },
      {
        "document": 968,
        "excerpt": "a gain a bonus to saving throws equal to your Charisma modifier (minimum bonus of +1). If another Paladin is present, a creature can benefit from only one Aura of Prot"
      },
      {
        "document": 969,
        "excerpt": "of Temporary Hit Points equal to 1d8 plus your Wisdom modifier (minimum of 1). You can use this action a number of times equal to your Wisdom modifier (minimum of once"
      },
      {
        "document": 970,
        "excerpt": "es a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus. Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a"
      },
      {
        "document": 971,
        "excerpt": "choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spel"
      },
      {
        "document": 972,
        "excerpt": "cantrips that deals damage. You can add your Charisma modifier to that spell's damage rolls. Repeatable. You can gain this invocation more than once. Each time you do"
      },
      {
        "document": 974,
        "excerpt": "ou regain Hit Points equal to 5 plus your Constitution modifier if you are Bloodied and have at least 1 Hit Point."
      },
      {
        "document": 977,
        "excerpt": "t deals damage of that type, you can add your Charisma modifier to one damage roll of that spell."
      },
      {
        "document": 978,
        "excerpt": "om the Evocation school, you can add your Intelligence modifier to one damage roll of that spell."
      },
      {
        "document": 979,
        "excerpt": ", you gain Temporary Hit Points equal to your Charisma modifier plus your Warlock level (minimum of 1 Temporary Hit Point). You also gain this benefit if someone else r"
      },
      {
        "document": 982,
        "excerpt": "ntil you use this feature again, you add your Charisma modifier to attack rolls you make with that weapon (minimum bonus of +1), and each time you hit with it, you caus"
      },
      {
        "document": 983,
        "excerpt": "st make a Wisdom saving throw (DC 8 plus your Strength modifier and Proficiency Bonus). On a failed save, a creature has the Frightened condition for 1 minute. At the e"
      },
      {
        "document": 985,
        "excerpt": "Hit Points equal to the number rolled plus your Wisdom modifier (minimum of 1 Hit Point regained). You can use this feature a number of times equal to your Wisdom modi"
      },
      {
        "document": 986,
        "excerpt": "a Dexterity saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus). On a failed save, a creature takes 1d10 damage of the type determined by your Dr"
      },
      {
        "document": 990,
        "excerpt": "an take a Reaction to roll 1d12. Add your Constitution modifier to the number rolled and reduce the damage by that total. Storm's Thunder (Storm Giant). When you take"
      },
      {
        "document": 1015,
        "excerpt": "that has the Light property, you can add your ability modifier to the damage of that attack if you aren't already adding it to the damage."
      },
      {
        "document": 1033,
        "excerpt": "14 + Dex modifier (max 2)"
      },
      {
        "document": 1041,
        "excerpt": "13 + Dex modifier (max 2)"
      },
      {
        "document": 1066,
        "excerpt": "15 + Dex modifier (max 2)"
      },
      {
        "document": 1071,
        "excerpt": "12 + Dex modifier (max 2)"
      },
      {
        "document": 1084,
        "excerpt": "11 + Dex modifier"
      },
      {
        "document": 1100,
        "excerpt": "11 + Dex modifier"
      },
      {
        "document": 1122,
        "excerpt": "14 + Dex modifier (max 2)"
      },
      {
        "document": 1139,
        "excerpt": "12 + Dex modifier"
      },
      {
        "document": 1153,
        "excerpt": "Unarmed Strike, and you use your spellcasting ability modifier for the attack and damage rolls rather than using Strength."
      },
      {
        "document": 1158,
        "excerpt": "umber of objects is equal to your spellcasting ability modifier; for this number, a Medium or smaller target counts as one object, a Large target counts as two, and a"
      },
      {
        "document": 1163,
        "excerpt": "of feet equal to five times your spellcasting ability modifier. The hand moves with the target, remaining within 5 feet of it. Grasping Hand. The hand attempts to gra"
      },
      {
        "document": 1165,
        "excerpt": "ce damage equal to 4d12 plus your spellcasting ability modifier. On your later turns, you can take a Bonus Action to move the sword up to 30 feet to a spot you can see"
      },
      {
        "document": 1205,
        "excerpt": "it Points equal to 4d12 plus your spellcasting ability modifier. Searing Light. The target makes a Dexterity saving throw, taking 6d12 Radiant damage on a failed save"
      },
      {
        "document": 1207,
        "excerpt": "ic damage equal to 3d12 plus your spellcasting ability modifier, and the target has the Frightened condition until the start of your next turn, with both you and the sp"
      },
      {
        "document": 1221,
        "excerpt": "Hit Points equal to 2d8 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1."
      },
      {
        "document": 1266,
        "excerpt": "lam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 plus the spell's level of Radiant (Celestial), Psychic (Fey), or Necrotic (Fiend)"
      },
      {
        "document": 1274,
        "excerpt": "ire damage equal to 3d6 plus your spellcasting ability modifier. The flaming blade sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. Usi"
      },
      {
        "document": 1290,
        "excerpt": "Jab. Melee Attack Roll: Bonus equals your spell attack modifier, reach 10 ft. Hit: 1d6 + 3 plus the spell's level Piercing damage plus 1d4 Poison damage. Web Bolt (Spi"
      },
      {
        "document": 1308,
        "excerpt": "Hit Points equal to 2d4 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 2d4 for each spell slot level above 1."
      },
      {
        "document": 1312,
        "excerpt": "emporary Hit Points equal to your spellcasting ability modifier at the start of each of its turns. Using a Higher-Level Spell Slot. You can target one additional creat"
      },
      {
        "document": 1342,
        "excerpt": "ds, the target's base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor."
      },
      {
        "document": 1351,
        "excerpt": "Hit Points equal to 5d8 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 1d8 for each spell slot level above 5."
      },
      {
        "document": 1353,
        "excerpt": "Hit Points equal to 2d4 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 1d4 for each spell slot level above 3."
      },
      {
        "document": 1413,
        "excerpt": "uneasy. | Your Knowledge of the Target Is ... | Save Modifier | | :---------------------------------- | :------------ | | Secondhand (heard of the target) | +5"
      },
      {
        "document": 1433,
        "excerpt": "to the spell's damage equals your spellcasting ability modifier. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8)."
      },
      {
        "document": 1441,
        "excerpt": "rce damage equal to 1d8 plus your spellcasting ability modifier. As a Bonus Action on your later turns, you can move the force up to 20 feet and repeat the attack agai"
      },
      {
        "document": 1448,
        "excerpt": "end. Melee Attack Roll: Bonus equals your spell attack modifier, reach 10 feet. Hit: 1d6 + 4 + the spell's level Piercing damage. Breath Weapon. Dexterity Saving Throw"
      },
      {
        "document": 1555,
        "excerpt": "The weapon uses your attack roll and adds your ability modifier to damage rolls. While the weapon hovers, you can take a Bonus Action to cause it to fly up to 30 feet"
      },
      {
        "document": 1589,
        "excerpt": "ction to reduce the damage by 1d10 plus your Dexterity modifier if you have a free hand. If you reduce the damage to 0, you can catch the ammunition or weapon if it is"
      },
      {
        "document": 1610,
        "excerpt": "tack roll with an attack bonus equal to your Dexterity modifier plus your Proficiency Bonus. On a hit, the target has the Restrained condition until you take a Bonus Ac"
      },
      {
        "document": 1690,
        "excerpt": "armor, your base Armor Class is 15 plus your Dexterity modifier. Magic Resistance. You have Advantage on saving throws against spells and other magical effects. War M"
      },
      {
        "document": 1706,
        "excerpt": "of yourself. Apply your Proficiency Bonus and Strength modifier to the attack roll. On a hit, the Shield deals Force damage to the target equal to 2d6 + 2 plus your Str"
      },
      {
        "document": 1711,
        "excerpt": "to a number of feet equal to 5 times your Intelligence modifier (minimum 5 feet). Any creature whose space the sphere enters must succeed on a DC 19 Dexterity saving th"
      },
      {
        "document": 1715,
        "excerpt": "llowing table from it, using your spellcasting ability modifier. The table indicates how many charges you must expend to cast the spell. Regaining Charges. The staff r"
      },
      {
        "document": 1718,
        "excerpt": "ble from it, using your spell save DC and spell attack modifier. The table indicates how many charges you must expend to cast the spell. Regaining Charges. The staff r"
      },
      {
        "document": 1731,
        "excerpt": "of additional feet equal to 10 times your Intelligence modifier. This movement doesn't have to be in a straight line."
      }
    ],
    "modifiers": [
      {
        "document": 20,
        "excerpt": "Saving throws are named for the ability modifiers they use: a Constitution saving throw, a Wisdom saving throw, and so on. Different saving throws are use"
      },
      {
        "document": 24,
        "excerpt": "Abilities Some features let you use different ability modifiers from those listed. For example, the Finesse property (see “Equipment”) lets you use Strength or Dexterit"
      },
      {
        "document": 28,
        "excerpt": "for an attack roll, the attack hits regardless of any modifiers or the target’s AC. This is called a Critical Hit (see “Combat” later in “Playing the Game”). If you ro"
      },
      {
        "document": 70,
        "excerpt": "Ability Modifiers"
      },
      {
        "document": 81,
        "excerpt": "s make an exception and tell you to round up. Ability Modifiers"
      },
      {
        "document": 85,
        "excerpt": "ge: a creature, an object, or a location. 2: Determine Modifiers. The GM determines whether the target has Cover (see the next section) and whether you have Advantage or"
      },
      {
        "document": 92,
        "excerpt": "tage or the lower one if you have Disadvantage. 5: Add Modifiers. Add these modifiers to the number rolled on the d20: - The Relevant Ability Modifier. “Playing the Gam"
      },
      {
        "document": 105,
        "excerpt": "the damage it deals. You roll the damage dice, add any modifiers, and deal the damage to your target. If there's a penalty to the damage, it's possible to deal 0 damage"
      },
      {
        "document": 106,
        "excerpt": "ge dice twice, add them together, and add any relevant modifiers as normal. For example, if you score a Critical Hit with a Dagger, roll 2d4 for the damage rather than 1"
      },
      {
        "document": 113,
        "excerpt": "Modifiers to damage are applied in the following order: adjustments such as bonuses, penalties, or multipliers are"
      },
      {
        "document": 153,
        "excerpt": "ability scores along with corresponding ability score modifiers and saving throw modifiers. For more information on ability scores and saving throws, see “Playing the G"
      },
      {
        "document": 154,
        "excerpt": "vant ability modifier and its Proficiency Bonus. Other modifiers might apply."
      },
      {
        "document": 161,
        "excerpt": ". Ability Scores. A monster's ability scores, ability modifiers, and saving throws are listed here. Other Details. The monster's Senses, Languages, and CR entries appe"
      },
      {
        "document": 185,
        "excerpt": "Dexterity modifier, but some monsters have additional modifiers, such as Proficiency Bonus, applied to that number. If you don't want to roll a monster's Initiative, u"
      },
      {
        "document": 231,
        "excerpt": "mind your class's primary ability. Fill in the ability modifiers as well. If you're using the Standard Array option, consult the Standard Array by Class table for sugge"
      },
      {
        "document": 233,
        "excerpt": "Determine Ability Modifiers"
      },
      {
        "document": 241,
        "excerpt": "Include all modifiers that apply to your Wisdom (Perception) checks. For example, if your character has a Wisdom of 15 and pro"
      },
      {
        "document": 243,
        "excerpt": "hat include your Proficiency Bonus. 5: Adjust Ability Modifiers. If you choose a feat that increases one or more of your ability scores, your ability modifier also chan"
      },
      {
        "document": 554,
        "excerpt": "Scores. A table provides the monster's ability scores, modifiers, and saving throw modifiers, all of which are detailed in \"Playing the Game.\" Skills. This entry lists"
      },
      {
        "document": 600,
        "excerpt": "a Critical Hit, and the attack hits regardless of any modifiers or the target's AC. A Critical Hit lets you roll extra dice for the attack's damage against the target."
      },
      {
        "document": 606,
        "excerpt": "damage roll is a die roll, adjusted by any applicable modifiers, that deals damage to a target. See also \"Playing the Game\" (\"Damage and Healing\")."
      },
      {
        "document": 612,
        "excerpt": "urn. The increase equals your Speed after applying any modifiers. With a Speed of 30 feet, for example, you can move up to 60 feet on your turn if you Dash. If your Spee"
      },
      {
        "document": 750,
        "excerpt": "Ability Modifiers"
      },
      {
        "document": 812,
        "excerpt": "Ability Scores and Modifiers"
      },
      {
        "document": 962,
        "excerpt": "r Class equals 10 plus your Dexterity and Constitution modifiers. You can use a Shield and still gain this benefit."
      },
      {
        "document": 967,
        "excerpt": "e Armor Class equals 10 plus your Dexterity and Wisdom modifiers."
      },
      {
        "document": 977,
        "excerpt": "Armor Class equals 10 plus your Dexterity and Charisma modifiers."
      },
      {
        "document": 1871,
        "excerpt": "as the target's Strength, Dexterity, and Constitution modifiers. The possession lasts until the body drops to 0 Hit Points or the ghost leaves as a Bonus Action. When"
      }
    ],
    "modify": [
      {
        "document": 421,
        "excerpt": "Ability: Dexterity Weight: 5 lb. Utilize: Modify footwear to give Advantage on the wearer's next Dexterity (Acrobatics) check (DC 10) Craft: Climber's K"
      },
      {
        "document": 891,
        "excerpt": "Modify Memory"
      },
      {
        "document": 903,
        "excerpt": "Modify Memory"
      },
      {
        "document": 971,
        "excerpt": "description. You use the chosen options to temporarily modify spells you cast. To use an option, you must spend the number of Sorcery Points that it costs. You can u"
      },
      {
        "document": 977,
        "excerpt": "g Rest. Whenever you start casting the spell, you can modify it so that it doesn't require Concentration. If you do so, the spell's duration becomes 1 minute for tha"
      },
      {
        "document": 1367,
        "excerpt": "Modify Memory"
      },
      {
        "document": 1779,
        "excerpt": "Magic, Mind Spike (level 5 version) 1/Day Each: Geas, Modify Memory"
      }
    ],
    "modifying": [
      {
        "document": 971,
        "excerpt": ", nor can you cast a level 1+ spell on this turn after modifying a spell in this way. Seeking Spell Cost: 1 Sorcery Point If you make an attack roll for a spell and m"
      }
    ],
    "moisture": [
      {
        "document": 1760,
        "excerpt": "d12) Acid damage at the end of every 10 minutes unless moisture is applied to its skin before those minutes have passed. Probing Telepathy. If a creature the aboleth c"
      }
    ],
    "molasses": [
      {
        "document": 1432,
        "excerpt": "V, S, M (a drop of molasses)"
      }
    ],
    "molten": [
      {
        "document": 1479,
        "excerpt": "s if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures of your choice within range gain"
      }
    ],
    "moment": [
      {
        "document": 500,
        "excerpt": "us duration means the spell's magic appears only for a moment and then disappears. Time Span. A duration that provides a time span specifies how long the spell lasts"
      },
      {
        "document": 577,
        "excerpt": "ure or object that the rule applies to in a particular moment of play. For example, the \"you\" in the Prone condition is a creature that currently has that condition."
      },
      {
        "document": 592,
        "excerpt": "ration Effect. You lose Concentration on an effect the moment you start casting a spell that requires Concentration or activate another effect that requires Concentra"
      },
      {
        "document": 966,
        "excerpt": "You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action. Once you use this feature,"
      },
      {
        "document": 975,
        "excerpt": "y-giving flowers and life-draining thorns appear for a moment in a 10-foot-radius Sphere centered on that point. Each creature of your choice in the Sphere must make"
      },
      {
        "document": 1167,
        "excerpt": "s astral form can travel through the Astral Plane. The moment an astral form leaves that plane, the target's body and possessions travel along the silver cord, causin"
      },
      {
        "document": 1319,
        "excerpt": "a 30-foot Cube within range. The pattern appears for a moment and vanishes. Each creature in the area who can see the pattern must succeed on a Wisdom saving throw or"
      }
    ],
    "momentarily": [
      {
        "document": 637,
        "excerpt": "ur assistance is possible. Assist an Attack Roll. You momentarily distract an enemy within 5 feet of you, giving Advantage to the next attack roll by one of your allies a"
      },
      {
        "document": 1310,
        "excerpt": "ation: Instantaneous The creature that damaged you is momentarily surrounded by green flames. It makes a Dexterity saving throw, taking 2d10 Fire damage on a failed save"
      }
    ],
    "moments": [
      {
        "document": 69,
        "excerpt": "ny dangerous monsters and nefarious villains. In those moments, combat often breaks out."
      },
      {
        "document": 727,
        "excerpt": "r of low difficulty is likely to have one or two scary moments for the players, but their characters should emerge victorious with no casualties. One or more of them m"
      }
    ],
    "monetary": [
      {
        "document": 1386,
        "excerpt": "our next turn. A trinket can deal no damage and has no monetary worth."
      }
    ],
    "money": [
      {
        "document": 133,
        "excerpt": "Crafting a magic item takes an amount of time and money based on the item's rarity as shown in the Magic Item Crafting Time and Cost table. Work per Day. For e"
      },
      {
        "document": 235,
        "excerpt": "ays a cruel baron's tax collectors and uses the stolen money to help the poor is probably Chaotic Good. Lawful Neutral (LN). Lawful Neutral individuals act in accor"
      },
      {
        "document": 253,
        "excerpt": "uipment is available for you to buy with your starting money. For example, the firearms described in “Equipment” are too expensive for level 1 characters, but they m"
      },
      {
        "document": 393,
        "excerpt": "Scribing a scroll takes an amount of time and money based on the level of the spell, as shown in the Spell Scroll Costs table. For each day of inscription,"
      },
      {
        "document": 816,
        "excerpt": "Equipment and Money"
      }
    ],
    "monk": [
      {
        "document": 262,
        "excerpt": "ou can benefit from only one at a time. For example, a Monk/Sorcerer with a Monk's Unarmored Defense feature and a Sorcerer's Draconic Resilience feature must choo"
      },
      {
        "document": 811,
        "excerpt": "Monk"
      },
      {
        "document": 813,
        "excerpt": "Bard, Cleric, Druid, Monk, Rogue, or Warlock"
      },
      {
        "document": 815,
        "excerpt": "Bard, Cleric, Druid, Monk, Rogue, or Warlock"
      },
      {
        "document": 818,
        "excerpt": "Monk"
      },
      {
        "document": 840,
        "excerpt": "Monk Features"
      },
      {
        "document": 967,
        "excerpt": "Monk"
      },
      {
        "document": 985,
        "excerpt": "Monk"
      }
    ],
    "monk's": [
      {
        "document": 262,
        "excerpt": "nly one at a time. For example, a Monk/Sorcerer with a Monk's Unarmored Defense feature and a Sorcerer's Draconic Resilience feature must choose only one of those fe"
      },
      {
        "document": 967,
        "excerpt": "Monk's Focus"
      }
    ],
    "monocle": [
      {
        "document": 266,
        "excerpt": "wear it 66 A single caltrop made from bone 67 A gold monocle frame without the lens 68 A l-inch cube, each side a different color 69 A crystal doorknob 70 A packe"
      }
    ],
    "monster": [
      {
        "document": 7,
        "excerpt": "Here are the main ways a creature can die instantly. Monster Death. A monster dies the instant it drops to 0 Hit Points, although a Game Master can ignore this rule"
      },
      {
        "document": 19,
        "excerpt": "a save; you must make one because your character or a monster (if you’re the GM) is at risk. A save’s result is detailed in the effect that caused it. If you don't w"
      },
      {
        "document": 22,
        "excerpt": "e caster's spellcasting ability and Proficiency Bonus. Monster abilities that call for saves specify the DC."
      },
      {
        "document": 27,
        "excerpt": "eation (see “Character Creation”), whereas the AC of a monster appears in its stat block. Calculating AC. All creatures start with the same base AC calculation: Base"
      },
      {
        "document": 37,
        "excerpt": "atures, feats, weapon properties, spells, magic items, monster abilities, and the like - that sometimes contradict a general rule. When an exception and a general rule"
      },
      {
        "document": 73,
        "excerpt": "ers. The GM decides the order if the tie is between a monster and a player character."
      },
      {
        "document": 74,
        "excerpt": "er in “Playing the Game.” A character’s features and a monster’s stat block also provide action options. “Movement and Position” later in “Playing the Game” gives the"
      },
      {
        "document": 105,
        "excerpt": "Each weapon, spell, and damaging monster ability specifies the damage it deals. You roll the damage dice, add any modifiers, and deal the damage"
      },
      {
        "document": 151,
        "excerpt": "e result is added to its Hit Points. For example, if a monster has a Constitution of 12 (+1 modifier) and 2d8 Hit Dice, it has 2d8 + 2 Hit Points (average 11). For mo"
      },
      {
        "document": 153,
        "excerpt": "Every monster has six ability scores along with corresponding ability score modifiers and saving throw modifiers. For"
      },
      {
        "document": 154,
        "excerpt": "monster's skill proficiencies, if any. For example, a monster that is very perceptive and stealthy might have bonuses to Wisdom (Perception) and Dexterity (Stealth) c"
      },
      {
        "document": 156,
        "excerpt": "RUNNING A MONSTER"
      },
      {
        "document": 157,
        "excerpt": "s entry lists the monster's Immunities, if any. If the monster has damage and condition Immunities, the damage types are listed before the conditions. See “Playing the"
      },
      {
        "document": 158,
        "excerpt": "Monsters have proficiency with their equipment. If a monster has equipment that can be given away or retrieved, the items are listed in the Gear entry. The monster's"
      },
      {
        "document": 159,
        "excerpt": "A monster that requires ammunition to make ranged attacks carries the necessary ammunition."
      },
      {
        "document": 160,
        "excerpt": "Equipping a Monster with Other Items"
      },
      {
        "document": 161,
        "excerpt": "A monster has a stat block that contains the rules necessary to use it in the game. Stat blocks are divided into t"
      },
      {
        "document": 162,
        "excerpt": "ve Perception score, as well as any special senses the monster possesses. Passive Perception and special senses are described in “Rules Glossary.”"
      },
      {
        "document": 163,
        "excerpt": "This entry lists languages that the monster can use to communicate. Sometimes a monster can understand a language but can't communicate with it, whi"
      },
      {
        "document": 166,
        "excerpt": "The number of Experience Points (XP) a monster is worth is based on its CR, as detailed in the Experience Points by Challenge Rating table. XP is award"
      },
      {
        "document": 169,
        "excerpt": "A monster can take the actions in this section or take one of the actions available to all creatures, as described"
      },
      {
        "document": 175,
        "excerpt": "If a monster can cast any spells, its stat block lists the spells and provides the monster's spellcasting ability, sp"
      },
      {
        "document": 176,
        "excerpt": "If a monster has Bonus Action options, they are listed in this section. See “Playing the Game” for details on Bonus A"
      },
      {
        "document": 177,
        "excerpt": "If the monster has Reaction options, those are listed in this section along with their triggers. See “Playing the Game”"
      },
      {
        "document": 178,
        "excerpt": "If the monster has Legendary Action options, those are listed in this section. A Legendary Action is an action that a m"
      },
      {
        "document": 179,
        "excerpt": "certain number of times (represented by X) and that a monster must finish a Long Rest to regain expended uses. For example, a Reaction that includes “1/Day” means the"
      },
      {
        "document": 180,
        "excerpt": "A monster is Tiny, Small, Medium, Large, Huge, or Gargantuan. If size options are presented, you choose the creatu"
      },
      {
        "document": 181,
        "excerpt": "Each monster has a tag that identifies the type of creature it is. Certain spells, magic items, class features, and o"
      },
      {
        "document": 182,
        "excerpt": "A monster might have one or more tags in parentheses following its type. Such tags provide additional categorizati"
      },
      {
        "document": 183,
        "excerpt": "t block is a default suggestion of how to roleplay the monster, inspired by its traditional role in the game or real-world folklore. Change a monster's alignment to su"
      },
      {
        "document": 407,
        "excerpt": "r features determine the character's armor training. A monster has training with any armor in its stat block."
      },
      {
        "document": 413,
        "excerpt": "our features might give you proficiency with a tool. A monster has proficiency with any tool in its stat block."
      },
      {
        "document": 431,
        "excerpt": "aracter's features can provide weapon proficiencies. A monster is proficient with any weapon in its stat block."
      },
      {
        "document": 521,
        "excerpt": "Monster"
      },
      {
        "document": 522,
        "excerpt": "A nonplayer character (NPC) is a monster that has a personal name and a distinct personality. See also \"Monster.\""
      },
      {
        "document": 554,
        "excerpt": "A stat block contains the game statistics of a monster. Each stat block includes the following information presented after the monster's name. Size. A monster"
      },
      {
        "document": 574,
        "excerpt": "A monster has a starting attitude toward a player character: Friendly, Hostile, or Indifferent. See also \"Friendly"
      },
      {
        "document": 587,
        "excerpt": "Challenge Rating (CR) summarizes the threat a monster poses to a group of four player characters. Compare a monster's CR to the characters' level. If the CR i"
      },
      {
        "document": 650,
        "excerpt": "r hinder you. Indifferent is the default attitude of a monster. See also “Influence.”"
      },
      {
        "document": 651,
        "excerpt": "With the Influence action, you urge a monster to do something. Describe or roleplay how you're communicating with the monster. Are you trying to decei"
      },
      {
        "document": 725,
        "excerpt": "rs who normally attack at range to move around. Mixed Monster Groups. When different types of monsters work together, they can combine their abilities - just like cha"
      },
      {
        "document": 727,
        "excerpt": "ing resources, however. As a rough guideline, a single monster generally presents a low-difficulty challenge for a party of four characters whose level equals the mons"
      },
      {
        "document": 737,
        "excerpt": "If a monster has a feature that lower-level characters can't easily overcome, consider not adding that monster to an"
      },
      {
        "document": 776,
        "excerpt": "Hold Monster"
      },
      {
        "document": 781,
        "excerpt": "Hold Monster"
      },
      {
        "document": 793,
        "excerpt": "toad is touched, it transforms into a Large or smaller monster of the GM’s choice that acts in accordance with its alignment and nature. The monster remains for 1 minu"
      },
      {
        "document": 804,
        "excerpt": "Monster Size"
      },
      {
        "document": 833,
        "excerpt": "Charm Monster"
      },
      {
        "document": 857,
        "excerpt": "Arcane Eye, Charm Monster"
      },
      {
        "document": 864,
        "excerpt": "Charm Monster"
      },
      {
        "document": 865,
        "excerpt": "Hold Monster"
      },
      {
        "document": 868,
        "excerpt": "Dominate Monster"
      },
      {
        "document": 877,
        "excerpt": "Charm Monster"
      },
      {
        "document": 878,
        "excerpt": "Hold Monster"
      },
      {
        "document": 881,
        "excerpt": "Dominate Monster"
      },
      {
        "document": 890,
        "excerpt": "Charm Monster"
      },
      {
        "document": 891,
        "excerpt": "Hold Monster"
      },
      {
        "document": 894,
        "excerpt": "Dominate Monster"
      },
      {
        "document": 902,
        "excerpt": "Charm Monster"
      },
      {
        "document": 903,
        "excerpt": "Hold Monster"
      },
      {
        "document": 906,
        "excerpt": "Dominate Monster"
      },
      {
        "document": 952,
        "excerpt": "Deceiving a monster that understands you"
      },
      {
        "document": 1188,
        "excerpt": "Charm Monster"
      },
      {
        "document": 1198,
        "excerpt": "xample, you could determine the location of a powerful monster in the area, the locations of bodies of water, and the locations of any towns."
      },
      {
        "document": 1243,
        "excerpt": "Dominate Monster"
      },
      {
        "document": 1315,
        "excerpt": "Hold Monster"
      },
      {
        "document": 1324,
        "excerpt": "ur god, saving your true love, or defeating a specific monster. A Dispel Magic spell can end the spell only if it is cast with a level 9 spell slot, targeting either"
      },
      {
        "document": 1769,
        "excerpt": "hit with spell attacks): At Will: Detect Magic, Hold Monster, Ice Knife, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and"
      },
      {
        "document": 1781,
        "excerpt": "hit with spell attacks): At Will: Detect Magic, Hold Monster, Ice Knife (level 2 version), Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained f"
      },
      {
        "document": 1852,
        "excerpt": "urst attack, and it can use Spellcasting to cast Charm Monster. Vine Lash. Melee Attack Roll: +6, reach 10 ft. Hit: 8 (1d8 + 4) Slashing damage. Thorn Burst. Ranged"
      },
      {
        "document": 1855,
        "excerpt": "doesn't disturb the material it moves through. Siege Monster. The elemental deals double damage to objects and structures."
      },
      {
        "document": 1946,
        "excerpt": "saving throw, it can choose to succeed instead. Siege Monster. The kraken deals double damage to objects and structures."
      },
      {
        "document": 1986,
        "excerpt": "ell save DC 21). It can replace one Fireball with Hold Monster (level 7 version) or Wall of Fire."
      },
      {
        "document": 2007,
        "excerpt": "Rust Monster"
      },
      {
        "document": 2044,
        "excerpt": "the spell, turning the caster into the target. Siege Monster. The tarrasque deals double damage to objects and structures."
      },
      {
        "document": 2048,
        "excerpt": "Siege Monster. The treant deals double damage to objects and structures."
      }
    ],
    "monster's": [
      {
        "document": 34,
        "excerpt": "er gains levels (described in “Character Creation”). A monster's Proficiency Bonus is based on its Challenge Rating (see “Rules Glossary”). The Proficiency Bonus table s"
      },
      {
        "document": 39,
        "excerpt": "ficiencies are determined at character creation, and a monster's skill proficiencies appear in its stat block."
      },
      {
        "document": 77,
        "excerpt": "ter's Speed is determined during character creation. A monster's Speed is noted in the monster's stat block. See “Rules Glossary” for more about Speed as well as about s"
      },
      {
        "document": 82,
        "excerpt": "y. A character's size is determined by species, and a monster's size is specified in the monster's stat block. Creature Size and Space"
      },
      {
        "document": 151,
        "excerpt": "A monster's Hit Points are presented as a number followed by parentheses, where the monster's Hit Point Dice are pro"
      },
      {
        "document": 152,
        "excerpt": "The Speed entry specifies a monster's Speed. Some monsters have one or more of the following speeds: Burrow, Climb, Fly, Swim. Rules for Speed"
      },
      {
        "document": 154,
        "excerpt": "The Skills entry specifies a monster's skill proficiencies, if any. For example, a monster that is very perceptive and stealthy might have bonu"
      },
      {
        "document": 155,
        "excerpt": "These entries list a monster's Resistances and Vulnerabilities, if any. See “Playing the Game” for more information."
      },
      {
        "document": 157,
        "excerpt": "This entry lists the monster's Immunities, if any. If the monster has damage and condition Immunities, the damage types are listed befo"
      },
      {
        "document": 158,
        "excerpt": "retrieved, the items are listed in the Gear entry. The monster's stat block might include special flourishes that happen when the monster uses an item, and the stat bloc"
      },
      {
        "document": 160,
        "excerpt": "mbat-oriented magic items, since those might alter the monster's Challenge Rating. If you do give a monster a magic item, the monster can have Attunement with magic item"
      },
      {
        "document": 161,
        "excerpt": ", and Initiative are provided here. Ability Scores. A monster's ability scores, ability modifiers, and saving throws are listed here. Other Details. The monster's Sens"
      },
      {
        "document": 162,
        "excerpt": "The Senses entry specifies a monster's Passive Perception score, as well as any special senses the monster possesses. Passive Perception and sp"
      },
      {
        "document": 167,
        "excerpt": "A monster's Proficiency Bonus (PB) is determined by its CR, as shown in the Proficiency Bonus by Challenge Rating ta"
      },
      {
        "document": 168,
        "excerpt": "A monster's traits, if any, are features that are active at all times or in certain situations."
      },
      {
        "document": 170,
        "excerpt": "The entry for a monster's attack identifies whether the attack is a melee or a ranged attack and then provides the attack roll's b"
      },
      {
        "document": 175,
        "excerpt": "ells, its stat block lists the spells and provides the monster's spellcasting ability, spell save DC (if any spells require a saving throw), and spell attack bonus (if a"
      },
      {
        "document": 179,
        "excerpt": "the stat block part once. At the start of each of the monster's turns, roll 1d6. If the roll is within the number range given in the notation (represented by X–Y), the"
      },
      {
        "document": 183,
        "excerpt": "The alignment specified in a monster's stat block is a default suggestion of how to roleplay the monster, inspired by its traditional role in t"
      },
      {
        "document": 184,
        "excerpt": "A monster's Armor Class (AC) includes its natural armor, Dexterity, gear, and other defenses. See \"Playing the Game\""
      },
      {
        "document": 185,
        "excerpt": "The Initiative entry specifies the monster's Initiative modifier followed by the monster's Initiative score in parentheses. Use the modifier when you"
      },
      {
        "document": 554,
        "excerpt": "includes the following information presented after the monster's name. Size. A monster is Tiny, Small, Medium, Large, Huge, or Gargantuan. See also \"Size.\" Creature Ty"
      },
      {
        "document": 587,
        "excerpt": "poses to a group of four player characters. Compare a monster's CR to the characters' level. If the CR is higher, the monster is likely a danger. If the CR is lower, th"
      },
      {
        "document": 651,
        "excerpt": "lained below. Willing. If your urging aligns with the monster's desires, no ability check is necessary; the monster fulfills your request in a way it prefers. Unwillin"
      },
      {
        "document": 727,
        "excerpt": "for a party of four characters whose level equals the monster's Challenge Rating. Moderate Difficulty. Absent healing and other resources, an encounter of moderate dif"
      },
      {
        "document": 737,
        "excerpt": "encounter for characters whose level is lower than the monster's Challenge Rating. ---"
      }
    ],
    "monsters": [
      {
        "document": 26,
        "excerpt": "symbol engraved on a wall and a third keeps watch for monsters. Outside combat, the GM ensures that every character has a chance to act and decides how to resolve thei"
      },
      {
        "document": 34,
        "excerpt": "Characters and monsters are good at various things. Some are skilled with many weapons, while others can use only a few. Some ar"
      },
      {
        "document": 40,
        "excerpt": "add your Proficiency Bonus to your Wisdom saves. Some monsters also have saving throw proficiencies, as noted in their stat blocks. Each class gives proficiency in at"
      },
      {
        "document": 42,
        "excerpt": "l in “Rules Glossary.” Actions Player characters and monsters can also do things not covered by these actions. Many class features and other abilities provide additio"
      },
      {
        "document": 46,
        "excerpt": "er characters meet many different people and face some monsters that would rather talk than fight. In those situations, it's time for social interaction, which takes ma"
      },
      {
        "document": 48,
        "excerpt": "All creatures - characters and monsters - have six abilities that measure physical and mental characteristics, as shown on the Ability Descripti"
      },
      {
        "document": 56,
        "excerpt": "Adventurers and monsters often hide, whether to spy on one another, sneak past a guardian, or set an ambush. The Game Master deci"
      },
      {
        "document": 59,
        "excerpt": "Each ability has a score from 1 to 20, although some monsters have a score as high as 30. The score represents the magnitude of an ability. The Ability Scores table s"
      },
      {
        "document": 65,
        "excerpt": "Monsters are the main perils characters face, but other dangers await. “Rules Glossary” defines the following haz"
      },
      {
        "document": 69,
        "excerpt": "Adventurers encounter many dangerous monsters and nefarious villains. In those moments, combat often breaks out."
      },
      {
        "document": 72,
        "excerpt": "he Game Master determines where all the characters and monsters are located. Given the adventurers' marching order or their stated positions in the room or other locati"
      },
      {
        "document": 73,
        "excerpt": "their place in the Initiative order. The GM rolls for monsters. For a group of identical creatures, the GM makes a single roll, so each member of the group has the sam"
      },
      {
        "document": 90,
        "excerpt": "lly uses a hand-held weapon or an Unarmed Strike. Many monsters make melee attacks with claws, teeth, or other body parts. A few spells also involve melee attacks."
      },
      {
        "document": 114,
        "excerpt": "Magic items are gleaned from the hoards of felled monsters or discovered in long-lost vaults. Such items grant capabilities a character could rarely have otherwise"
      },
      {
        "document": 143,
        "excerpt": "nless the text states otherwise, the stat block is in “Monsters.” How to read and use a stat block is explained in “Monsters.”"
      },
      {
        "document": 150,
        "excerpt": "Monsters"
      },
      {
        "document": 152,
        "excerpt": "The Speed entry specifies a monster's Speed. Some monsters have one or more of the following speeds: Burrow, Climb, Fly, Swim. Rules for Speed and these specials s"
      },
      {
        "document": 158,
        "excerpt": "Monsters have proficiency with their equipment. If a monster has equipment that can be given away or retrieved, t"
      },
      {
        "document": 160,
        "excerpt": "You may equip monsters with additional gear however you like, using the items in “Equipment” for inspiration. You decide how mu"
      },
      {
        "document": 161,
        "excerpt": "entries appear here. Additional details appear in some monsters, such as skill proficiencies, Resistances, Immunities, and Gear. If a monster lacks those details, entri"
      },
      {
        "document": 181,
        "excerpt": "nous cubes. Plants are sentient vegetation and fungal monsters, such as shambling mounds and treants. Undead are spirits and the reanimated dead, such as ghosts, vamp"
      },
      {
        "document": 185,
        "excerpt": "is typically equal to its Dexterity modifier, but some monsters have additional modifiers, such as Proficiency Bonus, applied to that number. If you don't want to roll"
      },
      {
        "document": 186,
        "excerpt": "Monsters A-Z"
      },
      {
        "document": 354,
        "excerpt": "mals table shows each animal's carrying capacity. See “Monsters” for the animals' stat blocks."
      },
      {
        "document": 508,
        "excerpt": "table. Spell Preparation by Class Most spellcasting monsters don't change their lists of prepared spells, but the GM is free to alter them."
      },
      {
        "document": 514,
        "excerpt": "e it prepared. Special Abilities. Some characters and monsters have special abilities that allow them to cast specific spells without a spell slot. This casting is usu"
      },
      {
        "document": 554,
        "excerpt": "marizes the threat a monster poses and is detailed in “Monsters.” The Experience Points characters receive for defeating a monster and its Proficiency Bonus follow. Som"
      },
      {
        "document": 633,
        "excerpt": "ers typically grapple by using an Unarmed Strike. Many monsters have special attacks that allow them to quickly grapple prey. However a grapple is initiated, it follows"
      },
      {
        "document": 642,
        "excerpt": "nt maximum, as explained in “Character Creation.” Most monsters also have Hit Dice. A creature can spend Hit Dice during a Short Rest to regain Hit Points. See also “Sh"
      },
      {
        "document": 667,
        "excerpt": "Some monsters are associated with curses, whether as part of their origins or due to their ability to spread curses -"
      },
      {
        "document": 725,
        "excerpt": "around. Mixed Monster Groups. When different types of monsters work together, they can combine their abilities - just like characters with different classes and origin"
      },
      {
        "document": 965,
        "excerpt": "ng of 1/4 and that lack a Fly Speed (see “Animals” in “Monsters” for stat block options). The Rat, Riding Horse, Spider, and Wolf are recommended. Whenever you finish a"
      },
      {
        "document": 972,
        "excerpt": "ton, Sphinx of Wonder, Sprite, or Venomous Snake (see “Monsters” for the familiar’s stat block). Additionally, when you take the Attack action, you can forgo one of yo"
      },
      {
        "document": 1157,
        "excerpt": "ou chose bones or a Zombie if you chose a corpse (see “Monsters” for the stat blocks). On each of your turns, you can take a Bonus Action to mentally command any creat"
      },
      {
        "document": 1170,
        "excerpt": "tatistics for the Awakened Shrub or Awakened Tree in \"Monsters.\" The awakened target has the Charmed condition for 30 days or until you or your allies deal damage to"
      },
      {
        "document": 1219,
        "excerpt": "nge. Each one becomes a Ghoul under your control (see “Monsters” for its stat block). As a Bonus Action on each of your turns, you can mentally command any creature yo"
      },
      {
        "document": 1265,
        "excerpt": "e familiar has the statistics of the chosen form (see “Monsters”), though it is a Celestial, Fey, or Fiend (your choice) instead of a Beast. Your familiar acts independ"
      },
      {
        "document": 1269,
        "excerpt": "rises at the start of your next turn as a Zombie (see “Monsters”) that follows your verbal orders."
      },
      {
        "document": 1375,
        "excerpt": "teed. The steed uses the Riding Horse stat block (see “Monsters”), except it has a Speed of 100 feet and can travel 13 miles in an hour. When the spell ends, the steed"
      },
      {
        "document": 1381,
        "excerpt": "nts, and Hit Point Dice. See the \"Animals\" section of \"Monsters\" for a sample of Beast stat blocks. The target gains a number of Temporary Hit Points equal to the Hit"
      },
      {
        "document": 1435,
        "excerpt": "st can give you information about nearby locations and monsters, including whatever it has perceived within the past day."
      },
      {
        "document": 1518,
        "excerpt": "on the table that corresponds to the bag's color. See “Monsters” for the creature's stat block. The creature vanishes at the next dawn or when it is reduced to 0 Hit Po"
      },
      {
        "document": 1557,
        "excerpt": "or these creatures (except the card drawer) appear in \"Monsters.\""
      },
      {
        "document": 1571,
        "excerpt": "ction to break the gem, an elemental is summoned (see “Monsters” for its stat block), and the gem ceases to be magical. The elemental appears in an unoccupied space as"
      },
      {
        "document": 1621,
        "excerpt": "when the ashes of the manual are sprinkled on it. See “Monsters” for the golem’s stat block. The golem is under your control, and it understands and obeys your commands"
      },
      {
        "document": 1627,
        "excerpt": "ld. However, the keep is currently home to one or more monsters, which must be cleared out before you can claim the keep as yours. Void. Your soul is drawn from your b"
      }
    ],
    "monstrosities": [
      {
        "document": 181,
        "excerpt": "and warriors. They include members of varied species. Monstrosities are unnatural creatures with strange origins, such as mimics and owlbears. Oozes are gelatinous creatur"
      },
      {
        "document": 788,
        "excerpt": "Monstrosities"
      },
      {
        "document": 940,
        "excerpt": "eatures (Aberrations, Constructs, Elementals, Fey, and Monstrosities)"
      }
    ],
    "monstrosity": [
      {
        "document": 947,
        "excerpt": "Monstrosity"
      },
      {
        "document": 952,
        "excerpt": "Gently coaxing a Beast or Monstrosity"
      },
      {
        "document": 1786,
        "excerpt": "Large Monstrosity, Unaligned"
      },
      {
        "document": 1795,
        "excerpt": "Large Monstrosity, Unaligned"
      },
      {
        "document": 1803,
        "excerpt": "Medium Monstrosity, Unaligned"
      },
      {
        "document": 1806,
        "excerpt": "Huge Monstrosity, Neutral Evil"
      },
      {
        "document": 1821,
        "excerpt": "Large Monstrosity, Unaligned"
      },
      {
        "document": 1826,
        "excerpt": "Large Monstrosity, Chaotic Evil"
      },
      {
        "document": 1831,
        "excerpt": "Small Monstrosity, Unaligned"
      },
      {
        "document": 1841,
        "excerpt": "Medium Monstrosity, Neutral Evil"
      },
      {
        "document": 1846,
        "excerpt": "Medium Monstrosity, Neutral"
      },
      {
        "document": 1850,
        "excerpt": "Large Monstrosity, Chaotic Evil"
      },
      {
        "document": 1860,
        "excerpt": "Medium Monstrosity, Neutral Evil"
      },
      {
        "document": 1865,
        "excerpt": "Tiny Monstrosity, Unaligned"
      },
      {
        "document": 1898,
        "excerpt": "Large Monstrosity, Neutral Evil"
      },
      {
        "document": 1916,
        "excerpt": "Large Monstrosity, Unaligned"
      },
      {
        "document": 1922,
        "excerpt": "Medium Monstrosity, Chaotic Evil"
      },
      {
        "document": 1927,
        "excerpt": "Large Monstrosity, Unaligned"
      },
      {
        "document": 1934,
        "excerpt": "Huge Monstrosity, Unaligned"
      },
      {
        "document": 1946,
        "excerpt": "Gargantuan Monstrosity (Titan), Chaotic Evil"
      },
      {
        "document": 1956,
        "excerpt": "Large Monstrosity, Lawful Evil"
      },
      {
        "document": 1959,
        "excerpt": "Medium Monstrosity, Lawful Evil"
      },
      {
        "document": 1961,
        "excerpt": "Large Monstrosity, Chaotic Evil"
      },
      {
        "document": 1962,
        "excerpt": "Medium Monstrosity, Neutral"
      },
      {
        "document": 1963,
        "excerpt": "Large Monstrosity, Chaotic Evil"
      },
      {
        "document": 1979,
        "excerpt": "Large Monstrosity, Unaligned"
      },
      {
        "document": 1982,
        "excerpt": "Large Monstrosity, Unaligned"
      },
      {
        "document": 1995,
        "excerpt": "Gargantuan Monstrosity, Unaligned"
      },
      {
        "document": 2002,
        "excerpt": "Huge Monstrosity, Unaligned"
      },
      {
        "document": 2005,
        "excerpt": "Gargantuan Monstrosity, Unaligned"
      },
      {
        "document": 2007,
        "excerpt": "Medium Monstrosity, Unaligned"
      },
      {
        "document": 2032,
        "excerpt": "Tiny Monstrosity, Unaligned"
      },
      {
        "document": 2044,
        "excerpt": "Gargantuan Monstrosity (Titan), Unaligned"
      },
      {
        "document": 2067,
        "excerpt": "Medium or Small Monstrosity (Lycanthrope), Neutral Good"
      },
      {
        "document": 2068,
        "excerpt": "Medium or Small Monstrosity (Lycanthrope), Neutral Evil"
      },
      {
        "document": 2069,
        "excerpt": "Medium or Small Monstrosity (Lycanthrope), Lawful Evil"
      },
      {
        "document": 2070,
        "excerpt": "Medium or Small Monstrosity (Lycanthrope), Neutral"
      },
      {
        "document": 2071,
        "excerpt": "Medium or Small Monstrosity (Lycanthrope), Chaotic Evil"
      },
      {
        "document": 2075,
        "excerpt": "Large Monstrosity, Neutral Evil"
      }
    ],
    "month": [
      {
        "document": 365,
        "excerpt": ", and other necessities. At the start of each week or month (GM's choice), choose a lifestyle below - Wretched, Squalid, Poor, Modest, Comfortable, Wealthy, or Aris"
      }
    ],
    "months": [
      {
        "document": 1454,
        "excerpt": "taken from the desired destination within the last six months, such as a book from a wizard’s library. - “Very familiar” is a place you have visited often, a place yo"
      }
    ],
    "mood": [
      {
        "document": 744,
        "excerpt": "Discern a person’s mood and intentions."
      }
    ],
    "moon": [
      {
        "document": 54,
        "excerpt": "of twilight and dawn also counts as Dim Light. A full moon might bathe the land in Dim Light. Darkness. Darkness creates a Heavily Obscured area. Characters face"
      },
      {
        "document": 761,
        "excerpt": "Moon"
      },
      {
        "document": 1627,
        "excerpt": "erent stat block to represent the knight, as desired. Moon. You gain the ability to cast Wish 1d3 times. Puzzle. Permanently reduce your Intelligence or Wisdom by"
      }
    ],
    "moonbeam": [
      {
        "document": 831,
        "excerpt": "Moonbeam"
      },
      {
        "document": 1368,
        "excerpt": "Moonbeam"
      },
      {
        "document": 1851,
        "excerpt": "underwave 1/Day Each: Animal Messenger, Long-strider, Moonbeam"
      }
    ],
    "moonlight": [
      {
        "document": 820,
        "excerpt": "A crystal that faintly glows in moonlight"
      }
    ],
    "moonlit": [
      {
        "document": 54,
        "excerpt": "Characters face Darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon, or in an area of magical Darkness."
      }
    ],
    "moonseed": [
      {
        "document": 1368,
        "excerpt": "V, S, M (a moonseed leaf)"
      }
    ],
    "moral": [
      {
        "document": 235,
        "excerpt": "Neutral is the alignment of those who prefer to avoid moral questions and don't take sides,"
      },
      {
        "document": 237,
        "excerpt": "ng what seems best at the time. Someone who's bored by moral debate is probably Neutral. Chaotic Neutral (CN). Chaotic Neutral creatures follow their whims, valuing"
      },
      {
        "document": 247,
        "excerpt": "ignment. Alignment is a shorthand for your character's moral compass. 5: Fill in Details. Using the choices you've made, fill in the remaining details on your charac"
      }
    ],
    "morality": [
      {
        "document": 235,
        "excerpt": "gnment is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward order (lawful, chaotic, or neutral)."
      },
      {
        "document": 649,
        "excerpt": "gnment is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward order (lawful, chaotic, or neutral)."
      }
    ],
    "more": [
      {
        "document": 8,
        "excerpt": "new character to join the group. “Rules Glossary” has more information on being dead."
      },
      {
        "document": 13,
        "excerpt": "ill. See “Proficiency” later in “Playing the Game” for more information about skill and tool proficiencies."
      },
      {
        "document": 16,
        "excerpt": "together. If you have Temporary Hit Points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if a spell g"
      },
      {
        "document": 18,
        "excerpt": "an ability check represents the task's difficulty. The more difficult the task, the higher its DC. The rules provide DCs for certain checks, but the GM ultimately s"
      },
      {
        "document": 25,
        "excerpt": "ell. See “Proficiency” later in “Playing the Game” for more information about weapon proficiencies."
      },
      {
        "document": 26,
        "excerpt": "rtain situations - particularly combat - the action is more structured, and everyone takes turns."
      },
      {
        "document": 27,
        "excerpt": "an then be modified by armor, magic items, spells, and more. Only One Base AC. Some spells and class features give characters a different way to calculate their AC"
      },
      {
        "document": 30,
        "excerpt": "the new roll. Only One at a Time. You can never have more than one instance of Heroic Inspiration. If something gives you Heroic Inspiration and you already have"
      },
      {
        "document": 35,
        "excerpt": "y Bonus can't be added to a die roll or another number more than once. For example, if a rule allows you to make a Charisma (Deception or Persuasion) check, you add"
      },
      {
        "document": 42,
        "excerpt": "le lists the game's main actions, which are defined in more detail in “Rules Glossary.” Actions Player characters and monsters can also do things not covered by t"
      },
      {
        "document": 44,
        "excerpt": "you must choose which Bonus Action to use if you have more than one available. You choose when to take a Bonus Action during your turn unless the Bonus Action's t"
      },
      {
        "document": 51,
        "excerpt": "seful. The weapons in “Equipment” can also be used for more than battle; you could use a Quarterstaff, for example, to push a sinister-looking button that you’re re"
      },
      {
        "document": 63,
        "excerpt": "er or a piece of paper. If you try to damage something more resilient, the GM might use the rules on breaking objects in “Rules Glossary.”"
      },
      {
        "document": 75,
        "excerpt": "to enter. Other effects might make a square cost even more. Corners. Diagonal movement can't cross the corner of a wall, a large tree, or another terrain feature"
      },
      {
        "document": 77,
        "excerpt": "in the monster's stat block. See “Rules Glossary” for more about Speed as well as about special speeds, such as a Climb Speed, Fly Speed, or Swim Speed."
      },
      {
        "document": 86,
        "excerpt": "and other obstacles can provide cover, making a target more difficult to harm. As detailed in the Cover table, there are three degrees of cover, each of which gives"
      },
      {
        "document": 89,
        "excerpt": "Aiming a ranged attack is more difficult when a foe is next to you. When you make a ranged attack roll with a weapon, a spell, or some"
      },
      {
        "document": 102,
        "excerpt": "resent durability and the will to live. Creatures with more Hit Points are more difficult to kill. Your Hit Point maximum is the number of Hit Points you have when"
      },
      {
        "document": 108,
        "excerpt": "When you create a damaging effect that forces two or more targets to make saving throws against it at the same time, roll the damage once for all the targets. For"
      },
      {
        "document": 116,
        "excerpt": "s, carpets, figurines, horns, musical instruments, and more also fall into this category."
      },
      {
        "document": 123,
        "excerpt": "ty when casting a spell from the item. If the user has more than one spellcasting ability, the user chooses which one to use with the item. If the user doesn't have"
      },
      {
        "document": 131,
        "excerpt": "Any assistants must also have proficiency with it. For more information on the tools, see “Equipment.” Magic Item Tools ---"
      },
      {
        "document": 133,
        "excerpt": "other character can assist you, but the GM might allow more assistants. Raw Materials. The cost in the table represents the raw materials needed to make a magic it"
      },
      {
        "document": 142,
        "excerpt": "sma modifier). On a failed save, the item makes one or more of the following demands: Chase My Dreams. The item demands that its bearer pursue the item's goals to"
      },
      {
        "document": 144,
        "excerpt": "ons together, roll on the Potion Miscibility table. If more than two are combined, roll again for each subsequent potion, combining the results. Unless the effects"
      },
      {
        "document": 151,
        "excerpt": "Hit Dice, it has 2d8 + 2 Hit Points (average 11). For more on Hit Points, see “Playing the Game.”"
      },
      {
        "document": 152,
        "excerpt": "specifies a monster's Speed. Some monsters have one or more of the following speeds: Burrow, Climb, Fly, Swim. Rules for Speed and these specials speeds appear in “"
      },
      {
        "document": 153,
        "excerpt": "bility score modifiers and saving throw modifiers. For more information on ability scores and saving throws, see “Playing the Game.”"
      },
      {
        "document": 155,
        "excerpt": "nd Vulnerabilities, if any. See “Playing the Game” for more information."
      },
      {
        "document": 156,
        "excerpt": "on any of its turns in which it's not using one of its more powerful abilities. Bonus Actions, Reactions, Legendary Actions. If the monster has Bonus Actions, Reac"
      },
      {
        "document": 164,
        "excerpt": "ure within a specified range. See “Rules Glossary” for more information."
      },
      {
        "document": 174,
        "excerpt": "Some creatures can make more than one attack when they take the Attack action. Such creatures have the Multiattack entry in the “Acti"
      },
      {
        "document": 175,
        "excerpt": "Minutes. If a spell has a casting time of 1 minute or more yet is listed in a spellcasting action, the monster doesn't cast the spell in just one action unless the"
      },
      {
        "document": 182,
        "excerpt": "A monster might have one or more tags in parentheses following its type. Such tags provide additional categorization and have no rules of"
      },
      {
        "document": 230,
        "excerpt": "cord the total of the highest three dice. Do this five more times, so you have six numbers. Point Cost. You have 27 points to spend on your ability scores. The cos"
      },
      {
        "document": 243,
        "excerpt": "Modifiers. If you choose a feat that increases one or more of your ability scores, your ability modifier also changes if the new score is an even number. When that"
      },
      {
        "document": 248,
        "excerpt": "Other characters gain features that allow them to make more attacks or to do more impressive things with those attacks. These adventurers often confront threats to"
      },
      {
        "document": 252,
        "excerpt": "20 to provide greater power to characters who have no more levels to gain. With this approach, each character gains one feat of their choice for every 30,000 XP th"
      },
      {
        "document": 253,
        "excerpt": "The GM decides whether your character starts with more than the standard equipment for a level 1 character, possibly even one or more magic items. The Starting"
      },
      {
        "document": 263,
        "excerpt": "If you gain the Extra Attack feature from more than one class, the features don't stack. You can't make more than two attacks with this feature unless"
      },
      {
        "document": 264,
        "excerpt": "e classes. Once you have the Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one c"
      },
      {
        "document": 268,
        "excerpt": "gher Levels” section later in “Character Creation” for more information."
      },
      {
        "document": 354,
        "excerpt": "A mount can help you move more quickly through the wilderness, but its primary purpose is to carry gear that would otherwise slow you d"
      },
      {
        "document": 375,
        "excerpt": "ings table is a minimum; some expert hirelings require more pay. Untrained hirelings are hired for work that requires no particular proficiencies; they include labo"
      },
      {
        "document": 378,
        "excerpt": "e taster what a potion does. Other items might require more experimentation. For example, if your character puts on a Ring of Swimming, the GM might say, \"Your move"
      },
      {
        "document": 381,
        "excerpt": "No More Than Three Items"
      },
      {
        "document": 382,
        "excerpt": "the prerequisites for Attunement, if the item has been more than 100 feet away for at least 24 hours, if you die, or if another creature attunes to the item. You c"
      },
      {
        "document": 385,
        "excerpt": "You can't wear more than one of certain magic items. You can't normally wear more than one pair of footwear, one pair of glo"
      },
      {
        "document": 390,
        "excerpt": "other character can assist you, but the GM might allow more assistants."
      },
      {
        "document": 403,
        "excerpt": "il the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet."
      },
      {
        "document": 470,
        "excerpt": "'s Kit to anchor yourself; when you do, you can't fall more than 25 feet from the anchor point, and you can't move more than 25 feet from there without undoing the"
      },
      {
        "document": 487,
        "excerpt": "me spells, such as Magic Missile and Cure Wounds, have more powerful effects when cast at a higher level, as detailed in a spell's description."
      },
      {
        "document": 490,
        "excerpt": "lls require a Bonus Action, a Reaction, or 1 minute or more. A spell's Casting Time entry specifies which of those is required."
      },
      {
        "document": 493,
        "excerpt": "spells - including a spell cast as a Ritual - require more time to cast: minutes or even hours. While you cast a spell with a casting time of 1 minute or more, you"
      },
      {
        "document": 495,
        "excerpt": "M) components. If the spellcaster can't provide one or more of a spell's components, the spellcaster can't cast the spell."
      },
      {
        "document": 502,
        "excerpt": "A typical spell requires the caster to pick one or more targets to be affected by the spell's magic. A spell's description says whether the spell targets creatu"
      },
      {
        "document": 517,
        "excerpt": "ng Rest, you sleep for at least 6 hours and perform no more than 2 hours of light activity, such as reading, talking, eating, or standing watch. During sleep, you"
      },
      {
        "document": 523,
        "excerpt": "inct thing. Composite things, like buildings, comprise more than one object. See also “Breaking Objects.”"
      },
      {
        "document": 534,
        "excerpt": "on, you choose which calculation to use; you can't use more than one. See also \"Attack Roll.\""
      },
      {
        "document": 543,
        "excerpt": "riod of downtime, during which a creature does nothing more strenuous than reading, talking, eating, or standing watch. To start a Short Rest, you must have at leas"
      },
      {
        "document": 545,
        "excerpt": "If two or more things happen at the same time on a turn, the person at the game table - player or GM - whose turn it is"
      },
      {
        "document": 548,
        "excerpt": "each of which is defined in this glossary. If you have more than one speed, choose which one to use when you move; you can switch between the speeds during your mov"
      },
      {
        "document": 555,
        "excerpt": "d have a feature, such as Extra Attack, that gives you more than one attack as part of the Attack action, you can use some or all of that movement to move between t"
      },
      {
        "document": 568,
        "excerpt": "nus. This grapple is possible only if the target is no more than one size larger than you and if you have a hand free to grab it. See also “Grappling.” Shove. The"
      },
      {
        "document": 575,
        "excerpt": "cal properties. A creature can have Attunement with no more than three magic items at a time. See also “Equipment” (“Magic Items”)."
      },
      {
        "document": 579,
        "excerpt": "the same turn that you take an action. You can't take more than one Bonus Action on a turn, and you have a Bonus Action to take only if a rule explicitly says so."
      },
      {
        "document": 580,
        "excerpt": "damage. The GM might decide that some damage types are more or less effective against an object. For example, Bludgeoning damage works well for smashing things but"
      },
      {
        "document": 586,
        "excerpt": "the maximum weight you can carry, your Speed can be no more than 5 feet. Carrying Capacity"
      },
      {
        "document": 595,
        "excerpt": "nd Total Cover (can't be targeted directly). If behind more than one degree of cover, a target benefits only from the most protective degree. See also “Playing the"
      },
      {
        "document": 613,
        "excerpt": "fewer level. If the creature had Attunement to one or more magic items, it is no longer attuned to them."
      },
      {
        "document": 616,
        "excerpt": "e one size smaller than you - A slope of 20 degrees or more"
      },
      {
        "document": 620,
        "excerpt": "0s and use the lower roll. A roll can't be affected by more than one Disadvantage, and Advantage and Disadvantage on the same roll cancel each other. See also \"Play"
      },
      {
        "document": 627,
        "excerpt": "You can't have Expertise in the same skill proficiency more than once. See also “Playing the Game” (“Proficiency”)."
      },
      {
        "document": 629,
        "excerpt": ", and use the higher roll. A roll can't be affected by more than one Advantage, and Advantage and Disadvantage on the same roll cancel each other. See also \"Playing"
      },
      {
        "document": 643,
        "excerpt": "Hit Points, and healing restores them. You can't have more Hit Points than your Hit Point maximum, and you can't have less than 0. See also \"Breaking Objects\" and"
      },
      {
        "document": 678,
        "excerpt": "Swimming through deep water (more than 100 feet deep) presents additional challenges because of the water's pressure and cold temperature."
      },
      {
        "document": 684,
        "excerpt": "e acclimated to a high altitude by spending 30 days or more at this elevation. Creatures can't become acclimated to elevations above 20,000 feet unless they are nat"
      },
      {
        "document": 690,
        "excerpt": "ave, but sometimes an Intelligence or Charisma save is more appropriate. On a successful save, a character might take half as much damage instead of no damage, at y"
      },
      {
        "document": 692,
        "excerpt": "ecome so suspicious of others that Charisma checks are more difficult. These effects can be suppressed with the Calm Emotions spell or removed by the Lesser Restora"
      },
      {
        "document": 695,
        "excerpt": "t any poison. If the character fails the check by 5 or more, the character is subjected to the creature's poison."
      },
      {
        "document": 702,
        "excerpt": "Characters can push themselves to travel for more than 8 hours per day, at the risk of tiring. At the end of each additional hour of travel beyond 8 hours"
      },
      {
        "document": 708,
        "excerpt": "ion for 1 hour. If the creature fails the save by 5 or more, the creature also has the Unconscious condition while Poisoned in this way. The creature wakes up if it"
      },
      {
        "document": 725,
        "excerpt": "The following features can make a combat encounter more interesting or challenging: Changes in Elevation. Terrain features that provide a change of elevation ("
      },
      {
        "document": 727,
        "excerpt": "rs should emerge victorious with no casualties. One or more of them might need to use healing resources, however. As a rough guideline, a single monster generally p"
      },
      {
        "document": 731,
        "excerpt": "The more creatures in an encounter, the higher the risk that a lucky streak on their part could deal more damage"
      },
      {
        "document": 734,
        "excerpt": "stat blocks you need to run the encounter. Referencing more than two or three stat blocks for a single encounter can be daunting, particularly if the creatures are"
      },
      {
        "document": 736,
        "excerpt": "enough damage with a single action to take out one or more characters. For example, an Ogre (CR 2) can kill a level 1 Wizard with a single blow."
      },
      {
        "document": 785,
        "excerpt": "The item speaks one or more languages."
      },
      {
        "document": 962,
        "excerpt": "you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Barbarian Features table."
      },
      {
        "document": 963,
        "excerpt": "y in them. At Bard level 9, you gain Expertise in two more of your skill proficiencies of your choice."
      },
      {
        "document": 964,
        "excerpt": "The option you chose for Blessed Strikes grows more powerful. Divine Strike. The extra damage of your Divine Strike increases to 2d8. Potent Spellcasting."
      },
      {
        "document": 965,
        "excerpt": "The option you chose for Elemental Fury grows more powerful, as detailed below. Potent Spellcasting. When you cast a Druid can-trip with a range of 10 fee"
      },
      {
        "document": 966,
        "excerpt": "Rest. When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table."
      },
      {
        "document": 968,
        "excerpt": "Lay On Hands on a creature, you can also remove one or more of the following conditions from the creature: Blinded, Charmed, Deafened, Frightened, Paralyzed, or Stu"
      },
      {
        "document": 970,
        "excerpt": "in them. At Rogue level 6, you gain Expertise in two more of your skill proficiencies of your choice."
      },
      {
        "document": 971,
        "excerpt": "ical effects. You have 2 Sorcery Points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer Features table. You ca"
      },
      {
        "document": 972,
        "excerpt": "have. When you gain certain Warlock levels, you gain more invocations of your choice, as shown in the Invocations column of the Warlock Features table. You can't"
      },
      {
        "document": 973,
        "excerpt": "The spell slots can have a combined level equal to no more than half your Wizard level (round up), and none of the slots can be level 6 or higher. For example, if"
      },
      {
        "document": 979,
        "excerpt": "isma modifier (minimum of once), but you can use it no more than once per roll. You regain all expended uses when you finish a Long Rest."
      },
      {
        "document": 981,
        "excerpt": "among them. This feature can restore a creature to no more than half its Hit Point maximum."
      },
      {
        "document": 999,
        "excerpt": "ty score above 20. Repeatable. You can take this feat more than once."
      },
      {
        "document": 1012,
        "excerpt": "chosen spell list. Repeatable. You can take this feat more than once, but you must choose a different spell list each time."
      },
      {
        "document": 1014,
        "excerpt": "ls of your choice. Repeatable. You can take this feat more than once."
      },
      {
        "document": 1161,
        "excerpt": "t. If the Frightened or Charmed creature ends its turn more than 120 feet away from the target, the creature makes a Wisdom saving throw. On a successful save, the"
      },
      {
        "document": 1168,
        "excerpt": "that might change the results. If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after t"
      },
      {
        "document": 1182,
        "excerpt": "st in shades of gray, but you can't see anything there more than 60 feet away. You can affect and be affected only by other creatures on the Ethereal Plane, and cre"
      },
      {
        "document": 1191,
        "excerpt": "he chosen type. If you roll the same number on two or more of the d8s, the orb leaps to a different target of your choice within 30 feet of the target. Make an at"
      },
      {
        "document": 1199,
        "excerpt": "rt phrase as an answer instead. If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after t"
      },
      {
        "document": 1233,
        "excerpt": "occupied by a creature or completely filled by one or more objects, you and any creature traveling with you each take 4d6 Force damage, and the teleportation fails"
      },
      {
        "document": 1236,
        "excerpt": "or has the Charmed or Frightened condition from one or more creatures of the types above. The target is no longer possessed, Charmed, or Frightened by such creature"
      },
      {
        "document": 1238,
        "excerpt": "as the casting of other spells. If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after t"
      },
      {
        "document": 1246,
        "excerpt": "f you do so, the messenger can deliver a message of no more than ten words, and then the target makes a Wisdom saving throw. On a failed save, the target gains no b"
      },
      {
        "document": 1256,
        "excerpt": "ft, which looks gray, and you can't see anything there more than 60 feet away. While on the Ethereal Plane, you can affect and be affected only by creatures, objec"
      },
      {
        "document": 1261,
        "excerpt": "d remains for the duration or until the two of you are more than 300 feet apart from each other. No one but you can see the hound, and it is in-tangible and invuln"
      },
      {
        "document": 1265,
        "excerpt": "earing or carrying. One Familiar Only. You can't have more than one familiar at a time. If you cast this spell while you have a familiar, you instead cause it to a"
      },
      {
        "document": 1278,
        "excerpt": "ins for the duration and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. The disk is imm"
      },
      {
        "document": 1281,
        "excerpt": "atures that you choose when you cast it. Choose one or more of the following: Aberrations, Celestials, Elementals, Fey, Fiends, and Undead. When a creature of a cho"
      },
      {
        "document": 1288,
        "excerpt": "ectly counter to your command. It takes this damage no more than once each day. You can issue any command you choose, short of an activity that would result in cer"
      },
      {
        "document": 1293,
        "excerpt": "10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being trigg"
      },
      {
        "document": 1333,
        "excerpt": "even secret lore that has never been widely known. The more information you already know about the thing, the more precise and detailed the information you receive"
      },
      {
        "document": 1343,
        "excerpt": "asts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. When you cast the spell, you can use the ha"
      },
      {
        "document": 1344,
        "excerpt": "rsects with the floor or other surface. Choose one or more of the following types of creatures: Celestials, Elementals, Fey, Fiends, or Undead. The circle affects"
      },
      {
        "document": 1345,
        "excerpt": "ends, your soul returns to your body. If your body is more than 100 feet away from you or if your body is dead, you die. If another creature's soul is in the conta"
      },
      {
        "document": 1346,
        "excerpt": "Using a Higher-Level Spell Slot. The spell creates one more dart for each spell slot level above 1."
      },
      {
        "document": 1354,
        "excerpt": "rs You suggest a course of activity - described in no more than 25 words - to twelve or fewer creatures you can see within range that can hear and understand you."
      },
      {
        "document": 1359,
        "excerpt": "damage on a successful one. A creature in the area of more than one fiery Sphere is affected only once. A nonmagical object that isn't being worn or carried also"
      },
      {
        "document": 1367,
        "excerpt": "xperienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the e"
      },
      {
        "document": 1375,
        "excerpt": "the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed. For the duration, you or a creature you choose can ride the steed. Th"
      },
      {
        "document": 1379,
        "excerpt": "ment for every 1 foot it moves. You can exclude one or more areas of any size within the spell's area from being affected. Enrichment. All plants in a half-mile ra"
      },
      {
        "document": 1406,
        "excerpt": ", you revive a dead creature that has been dead for no more than a century, didn't die of old age, and wasn't Undead when it died. The creature returns to life wit"
      },
      {
        "document": 1444,
        "excerpt": "ect of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape you like. For example, you could shape a large r"
      },
      {
        "document": 1447,
        "excerpt": "rs You suggest a course of activity - described in no more than 25 words - to one creature you can see within range that can hear and understand you. The suggestio"
      },
      {
        "document": 1451,
        "excerpt": "ose an object, it must remain in place; if it is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being trigg"
      },
      {
        "document": 1454,
        "excerpt": "the spell. - “Seen casually” is a place you have seen more than once but with which you aren’t very familiar. - “Viewed once or described” is a place you have seen"
      },
      {
        "document": 1458,
        "excerpt": "ou. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it."
      },
      {
        "document": 1463,
        "excerpt": "yours, and it obeys your commands. If the spell lasts more than an hour, you no longer control the creature. It might remain Friendly to you, depending on how you"
      },
      {
        "document": 1468,
        "excerpt": "mmand the servant to perform a task that would move it more than 60 feet away from you, the spell ends."
      },
      {
        "document": 1477,
        "excerpt": "it Points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures."
      },
      {
        "document": 1484,
        "excerpt": "in value that isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space that you can see on the ground. I"
      },
      {
        "document": 1492,
        "excerpt": "nt costs it 1 extra foot unless you are Tiny or two or more sizes smaller than it."
      },
      {
        "document": 1515,
        "excerpt": "n it no longer contains any beans. If you dump one or more beans out of the bag, they explode in a 10-foot-radius Sphere centered on them. All the dumped beans are"
      },
      {
        "document": 1537,
        "excerpt": "n the table, but its Fly Speed is halved if it carries more than its normal capacity."
      },
      {
        "document": 1555,
        "excerpt": "ground. It also ceases to hover if you grasp it or are more than 30 feet away from it."
      },
      {
        "document": 1556,
        "excerpt": "ne that isn't being worn or carried and that weighs no more than 200 pounds. The object is knocked over by the geyser."
      },
      {
        "document": 1569,
        "excerpt": "the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to 60 Arrows, Bolts, or similar objects. The mid-siz"
      },
      {
        "document": 1576,
        "excerpt": "ave 3 charges. While wearing them, you can expend 1 or more charges to cast Charm Person (save DC 13). For 1 charge, you cast the level 1 version of the spell. You"
      },
      {
        "document": 1596,
        "excerpt": "an cast, and it can't have Material components costing more than 1,000 GP. Once you decide on the spell, you must expend a spell slot of the spell's level. Then, to"
      },
      {
        "document": 1602,
        "excerpt": "st spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet."
      },
      {
        "document": 1607,
        "excerpt": "ravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can take a Utilize action to make a DC 30 Stren"
      },
      {
        "document": 1610,
        "excerpt": "causes the bands to contract and become a sphere once more. A creature that can touch the bands, including the one Restrained, can take an action to make a DC 20"
      },
      {
        "document": 1621,
        "excerpt": "ut interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the specified cost to purchase supplies. Once you finish creati"
      },
      {
        "document": 1627,
        "excerpt": "ck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of card"
      },
      {
        "document": 1630,
        "excerpt": "mly by rolling on the table below. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell"
      },
      {
        "document": 1642,
        "excerpt": "takes no actions. If a Friendly swarm starts its turn more than 30 feet away from you, your control over that swarm ends, and the swarm behaves as it normally woul"
      },
      {
        "document": 1692,
        "excerpt": "e the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell. When you"
      },
      {
        "document": 1694,
        "excerpt": "orming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form. Button 5. The rod transfo"
      },
      {
        "document": 1738,
        "excerpt": "1 ounces. You can take a Utilize action to pour 1 or more ounces of solvent from the tube onto a surface within reach. Each ounce instantly dissolves up to 1 squa"
      },
      {
        "document": 1744,
        "excerpt": "and has 7 charges. While holding it, you can expend no more than 3 charges to cast Fireball (save DC 15) from it. For 1 charge, you cast the level 3 version of the"
      },
      {
        "document": 1745,
        "excerpt": "and has 7 charges. While holding it, you can expend no more than 3 charges to cast Lightning Bolt (save DC 15) from it. For 1 charge, you cast the level 3 version o"
      },
      {
        "document": 1747,
        "excerpt": "and has 7 charges. While holding it, you can expend no more than 3 charges to cast Magic Missile from it. For 1 charge, you cast the level 1 version of the spell. Y"
      },
      {
        "document": 1806,
        "excerpt": "of the behir's turns. If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a DC 14 Constitution saving thro"
      },
      {
        "document": 1821,
        "excerpt": "to jump to a space within 15 feet that contains one or more Large or smaller creatures. Dexterity Saving Throw: DC 15, each creature in the bulette's destination sp"
      },
      {
        "document": 1859,
        "excerpt": ", if it is 5+ feet away from the erinyes for 1 hour or more, or if the erinyes dies. If the rope is damaged or destroyed, the erinyes can fully restore it when fini"
      },
      {
        "document": 1922,
        "excerpt": "res the Luring Song of other harpies. If the target is more than 5 feet from the harpy, the target moves on its turn toward the harpy by the most direct route, tryi"
      },
      {
        "document": 1931,
        "excerpt": "the end of the homunculus's next turn. Failure by 5 or More: The target has the Poisoned condition for 1 minute. While Poisoned, the target has the Unconscious cond"
      },
      {
        "document": 1934,
        "excerpt": "has five heads. Whenever the hydra takes 25 damage or more on a single turn, one of its heads dies. The hydra dies if all its heads are dead. At the end of each of"
      },
      {
        "document": 1946,
        "excerpt": "of each of its turns. If the kraken takes 50 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 25 Constitution saving thro"
      },
      {
        "document": 1993,
        "excerpt": "has the Poisoned condition for 1 hour. Failure by 5 or More: While Poisoned, the target also has the Unconscious condition, which ends early if the target takes dam"
      },
      {
        "document": 1995,
        "excerpt": "h of the worm's turns. If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw a"
      },
      {
        "document": 2002,
        "excerpt": "remorhaz's turns. If the remorhaz takes 30 damage or more on a single turn from a creature inside it, the remorhaz must succeed on a DC 15 Constitution saving thr"
      },
      {
        "document": 2044,
        "excerpt": "arrasque's turns. If the tarrasque takes 60 damage or more on a single turn from a creature inside it, the tarrasque must succeed on a DC 20 Constitution saving th"
      },
      {
        "document": 2048,
        "excerpt": "for 1 day or until it dies, the treant dies, or it is more than 120 feet from the treant. The tree then takes root if possible."
      },
      {
        "document": 2073,
        "excerpt": "o life or its body is destroyed. The wight can have no more than twelve zombies under its control at a time."
      },
      {
        "document": 2078,
        "excerpt": "is under the wraith's control. The wraith can have no more than seven specters under its control at a time."
      }
    ],
    "moreover": [
      {
        "document": 576,
        "excerpt": "if you have the Blinded condition or are in Darkness. Moreover, in that range, you can see something that has the Invisible condition."
      },
      {
        "document": 974,
        "excerpt": "Defy Death. You have Advantage on Death Saving Throws. Moreover, when you roll 18–20 on a Death Saving Throw, you gain the benefit of rolling a 20 on it. Heroic Rally."
      },
      {
        "document": 1460,
        "excerpt": "d any spoken or signed language that it hears or sees. Moreover, when the target communicates by speaking or signing, any creature that knows at least one language can"
      }
    ],
    "morningstar": [
      {
        "document": 928,
        "excerpt": "Morningstar"
      },
      {
        "document": 1096,
        "excerpt": "Morningstar"
      },
      {
        "document": 1819,
        "excerpt": "Chain Shirt, Javelins (6), Morningstar"
      },
      {
        "document": 1861,
        "excerpt": "Battleaxe, Morningstar"
      }
    ],
    "morsel": [
      {
        "document": 1154,
        "excerpt": "V, S, M (a morsel of food)"
      },
      {
        "document": 1155,
        "excerpt": "V, S, M (a morsel of food)"
      }
    ],
    "mortal": [
      {
        "document": 1397,
        "excerpt": "creature at the time of death. This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integ"
      },
      {
        "document": 1406,
        "excerpt": "e creature at the time of death. This spell closes all mortal wounds and restores any missing body parts. Coming back from the dead is an ordeal. The target takes a"
      },
      {
        "document": 1484,
        "excerpt": "Duration: Instantaneous Wish is the mightiest spell a mortal can cast. By simply speaking aloud, you can alter reality itself. The basic use of this spell is to dup"
      }
    ],
    "mortals": [
      {
        "document": 1666,
        "excerpt": "re often created by the djinn they summon and given to mortals as gifts of friendship or tokens of esteem."
      }
    ],
    "mosaic": [
      {
        "document": 267,
        "excerpt": "ard of Wines Winery, Red Dragon Crush, 331422-W\" 94 A mosaic tile with a multicolored, glazed surface 95 A petrified mouse 96 A black pirate flag adorned with a dr"
      }
    ],
    "moss": [
      {
        "document": 1336,
        "excerpt": "V, M (a firefly or phosphorescent moss)"
      }
    ],
    "most": [
      {
        "document": 2,
        "excerpt": "in different situations, depending on which ability is most relevant. See the Ability Check Examples table for examples of each check's use. Ability Check Examples"
      },
      {
        "document": 36,
        "excerpt": "Most ability checks involve using a skill, which represents a category of things creatures try to do with an"
      },
      {
        "document": 38,
        "excerpt": "ill proficiency as well as the ability check the skill most often applies to."
      },
      {
        "document": 43,
        "excerpt": "can take only one action at a time. This principle is most important in combat, as explained in “Combat” later in “Playing the Game.” Actions can come up in other"
      },
      {
        "document": 45,
        "excerpt": "Attack, described later in \"Playing the Game,\" is the most common type of Reaction. When you take a Reaction, you can't take another one until the start of your n"
      },
      {
        "document": 54,
        "excerpt": "ea, as defined below. Bright Light. Bright Light lets most creatures see normally. Even gloomy days provide Bright Light, as do torches, lanterns, fires, and other"
      },
      {
        "document": 86,
        "excerpt": "a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren't added together. For example, if a target is behin"
      },
      {
        "document": 118,
        "excerpt": "mmon magic items, such as a Potion of Healing, are the most plentiful. Artifacts, such as the Dragon Orb, are priceless, unique, and difficult to acquire."
      },
      {
        "document": 127,
        "excerpt": "item's description specifies whether it bears a curse. Most methods of identifying items, including the Identify spell, fail to reveal such a curse. Attunement to"
      },
      {
        "document": 128,
        "excerpt": "at least as durable as a nonmagical item of its kind. Most magic items, other than Potions and Scrolls, have Resistance to all damage. An Artifact can be destroye"
      },
      {
        "document": 134,
        "excerpt": "ally to its wielder or a continual thorn in the side. Most sentient items are weapons, but other kinds of items can manifest sentience. Single-use items such as po"
      },
      {
        "document": 147,
        "excerpt": "in a tube of ivory, jade, leather, metal, or wood. The most prevalent scroll is the Spell Scroll, a spell stored in written form. Using a Scroll. Scrolls are consu"
      },
      {
        "document": 179,
        "excerpt": "on the number of times they can be used. Here are the most common ways that usage is limited: X/Day. This notation means the stat block part can be used a certain"
      },
      {
        "document": 181,
        "excerpt": "natural creatures, like horses and wolves, as well as most giant animals. Celestials are magical creatures, such as angels and pegasi, with ties to the Upper Plan"
      },
      {
        "document": 228,
        "excerpt": "ard languages originated with the first members of the most prominent species in the setting and have since spread widely. Standard Languages The Rare Languages t"
      },
      {
        "document": 237,
        "excerpt": "Most creatures that lack the capacity for rational thought don't have alignments; they are unaligned. Sharks"
      },
      {
        "document": 243,
        "excerpt": "gain a level, follow these steps: 1: Choose a Class. Most characters advance in the same class. However, you might decide to gain a level in another class using t"
      },
      {
        "document": 246,
        "excerpt": "ells such as Fireball, Lightning Bolt, and Raise Dead. Most weapon-focused classes gain the ability to make multiple attacks in a round. The characters now face dan"
      },
      {
        "document": 270,
        "excerpt": "ckground represents the place and occupation that were most formative for the character. The combination of background, species, and languages provides fertile soil"
      },
      {
        "document": 283,
        "excerpt": "and contribute to many different cultures. Members of most species live for about 80 years, with exceptions noted in the text about the species in “Character Origi"
      },
      {
        "document": 289,
        "excerpt": "tics that represent the place and occupation that were most formative before your character embarked on a life of adventure."
      },
      {
        "document": 376,
        "excerpt": "Most settlements contain individuals who are willing to cast spells in exchange for payment. If a spell has e"
      },
      {
        "document": 384,
        "excerpt": "stened about the shoulders. A weapon must be held. In most cases, a magic item that's meant to be worn can fit a creature regardless of size or build. Magic garmen"
      },
      {
        "document": 490,
        "excerpt": "Most spells require the Magic action to cast, but some spells require a Bonus Action, a Reaction, or 1 minute"
      },
      {
        "document": 505,
        "excerpt": "spell cast multiple times don't combine. Instead, the most potent effect - such as the highest bonus - from those castings applies while their durations overlap. T"
      },
      {
        "document": 508,
        "excerpt": "eparation by Class table. Spell Preparation by Class Most spellcasting monsters don't change their lists of prepared spells, but the GM is free to alter them."
      },
      {
        "document": 595,
        "excerpt": "n one degree of cover, a target benefits only from the most protective degree. See also “Playing the Game” (“Combat”)."
      },
      {
        "document": 599,
        "excerpt": "the rules that identifies the type of creature it is. Most player characters are of the Humanoid type. These are the game's creature types: The types don't have r"
      },
      {
        "document": 642,
        "excerpt": "t Point maximum, as explained in “Character Creation.” Most monsters also have Hit Dice. A creature can spend Hit Dice during a Short Rest to regain Hit Points. See"
      },
      {
        "document": 684,
        "excerpt": "of 10,000 feet or higher above sea level is taxing for most creatures because of the reduced amount of oxygen in the air. Each hour such a creature spends traveling"
      },
      {
        "document": 688,
        "excerpt": "game effects can terrify or fray the mind of even the most stalwart adventurer. If you plan to use any of these rules, discuss them with your players at the start"
      },
      {
        "document": 789,
        "excerpt": "est effect to make permanent or the one that seems the most fun. For example, a Potion of Healing might increase the drinker’s Hit Point maximum by 2d4 + 2, or a Po"
      },
      {
        "document": 793,
        "excerpt": "leave it and others come near, it describes you as the most heinous of villains and directs the newcomers to find and attack you. If you are on the same plane of ex"
      },
      {
        "document": 962,
        "excerpt": "be affected by only one Hamstring Blow at a time - the most recent one."
      },
      {
        "document": 968,
        "excerpt": "hold to the highest standards of conduct, but even the most dedicated are fallible. Sometimes a Paladin transgresses their oath. A Paladin who has broken a vow typ"
      },
      {
        "document": 980,
        "excerpt": "Colossus Slayer: Your tenacity can wear down even the most resilient foes. When you hit a creature with a weapon, the weapon deals an extra 1d8 damage to the targe"
      },
      {
        "document": 1197,
        "excerpt": "roach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is h"
      },
      {
        "document": 1198,
        "excerpt": "tial, an Elemental, a Fey, a Fiend, or an Undead - The most prevalent kind of plant, mineral, or Beast (you choose which to learn) - Locations of bodies of water F"
      },
      {
        "document": 1232,
        "excerpt": "cted with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn"
      },
      {
        "document": 1267,
        "excerpt": "n: Concentration, up to 1 day You magically sense the most direct physical route to a location you name. You must be familiar with the location, and the spell fail"
      },
      {
        "document": 1435,
        "excerpt": "ny of the Influence action's skill options with them. Most Beasts have little to say about topics that don't pertain to survival or companionship, but at minimum,"
      },
      {
        "document": 1561,
        "excerpt": "ompelled to come to the orb as soon as possible by the most direct route. Dragon deities such as Tiamat are unaffected by this call. Chromatic dragons drawn to the"
      },
      {
        "document": 1627,
        "excerpt": "ck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have thirteen cards, but some have twenty-two. Use the appropriate column of"
      },
      {
        "document": 1922,
        "excerpt": ", the target moves on its turn toward the harpy by the most direct route, trying to get within 5 feet of the harpy. It doesn't avoid Opportunity Attacks; however, b"
      }
    ],
    "mostly": [
      {
        "document": 1565,
        "excerpt": "Elemental within 5 feet of yourself that is composed mostly of water (such as a Water Elemental). Such a creature exposed to a pinch of the dust makes a DC 13 Const"
      }
    ],
    "mote": [
      {
        "document": 1270,
        "excerpt": "t Components: V, S Duration: Instantaneous You hurl a mote of fire at a creature or an object within range. Make a ranged spell attack against the target. On a hit"
      },
      {
        "document": 1442,
        "excerpt": "Components: V, S Duration: Instantaneous You launch a mote of light at one creature or object within range. Make a ranged spell attack against the target. On a hit"
      },
      {
        "document": 1449,
        "excerpt": "to create a new Line of radiance. For the duration, a mote of brilliant radiance shines above you. It sheds Bright Light in a 30-foot radius and Dim Light for an a"
      },
      {
        "document": 1571,
        "excerpt": "Wondrous Item, Uncommon This gem contains a mote of elemental energy. When you take a Utilize action to break the gem, an elemental is summoned (see “Mon"
      },
      {
        "document": 1677,
        "excerpt": "ion. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of yourself. Each creature in a 15-foot Cub"
      }
    ],
    "motes": [
      {
        "document": 1730,
        "excerpt": "ou expend the last charge, the talisman disperses into motes of golden light and is destroyed."
      }
    ],
    "motion": [
      {
        "document": 496,
        "excerpt": "ific pitch and resonance, sets the threads of magic in motion. Thus, a creature who is gagged or in an area of magical silence can't cast a spell with a Verbal compon"
      },
      {
        "document": 1340,
        "excerpt": "bject is within 1,000 feet of you. If the object is in motion, you know the direction of its movement. The spell can locate a specific object known to you if you hav"
      },
      {
        "document": 1574,
        "excerpt": "o string. Each time you pull your arm back in a firing motion, a magical arrow made of golden energy appears nocked and ready to fire. An arrow produced by this weapo"
      }
    ],
    "motives": [
      {
        "document": 34,
        "excerpt": "only a few. Some are better at understanding people's motives, and others are better at unlocking the secrets of the multiverse. All creatures have a Proficiency Bonu"
      }
    ],
    "mound": [
      {
        "document": 2017,
        "excerpt": "Shambling Mound"
      }
    ],
    "mound's": [
      {
        "document": 2017,
        "excerpt": "feet. Failure: The target is pulled into the shambling mound's space and has the Grappled condition (escape DC 14). Until the grapple ends, the target has the Blinded"
      }
    ],
    "mounds": [
      {
        "document": 181,
        "excerpt": "ient vegetation and fungal monsters, such as shambling mounds and treants. Undead are spirits and the reanimated dead, such as ghosts, vampires, and zombies."
      }
    ],
    "mount": [
      {
        "document": 94,
        "excerpt": "der and that has an appropriate anatomy can serve as a mount, using the following rules."
      },
      {
        "document": 95,
        "excerpt": "During your move, you can mount a creature that is within 5 feet of you or dismount. Doing so costs an amount of movement equal to half"
      },
      {
        "document": 96,
        "excerpt": "Controlling a Mount"
      },
      {
        "document": 97,
        "excerpt": "If an effect is about to move your mount against its will while you're on it, you must succeed on a DC 10 Dexterity saving throw or fall off, lan"
      },
      {
        "document": 354,
        "excerpt": "A mount can help you move more quickly through the wilderness, but its primary purpose is to carry gear that wou"
      },
      {
        "document": 356,
        "excerpt": "Barding is armor designed for a mount. Any type of armor on the Armor table in “Equipment” can be purchased as barding. The cost is four time"
      },
      {
        "document": 357,
        "excerpt": "c Saddle is required for riding an aquatic or a flying mount. Mounts and Other Animals Tack, Harness, and Drawn Vehicles"
      },
      {
        "document": 790,
        "excerpt": "4, Bytopia; on a 5, Elysium; on a 6, Mechanus; on a 7, Mount Celestia; on an 8, Ysgard"
      },
      {
        "document": 798,
        "excerpt": "Mount Celestia"
      },
      {
        "document": 1266,
        "excerpt": "our Initiative count, and it functions as a controlled mount while you ride it (as defined in the rules on mounted combat). If you have the Incapacitated condition,"
      },
      {
        "document": 1580,
        "excerpt": "stat block) for up to 12 hours and can be ridden as a mount. Once it has been used, it can't be used again until 2 days have passed."
      },
      {
        "document": 1843,
        "excerpt": "Exalted Restoration. If the deva dies outside Mount Celestia, its body disappears, and it gains a new body instantly, reviving with all its Hit Points somew"
      },
      {
        "document": 1884,
        "excerpt": "including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a ran"
      },
      {
        "document": 1987,
        "excerpt": "ie. Exalted Restoration. If the planetar dies outside Mount Celestia, its body disappears, and it gains a new body instantly, reviving with all its Hit Points somew"
      },
      {
        "document": 2022,
        "excerpt": "a lie. Exalted Restoration. If the solar dies outside Mount Celestia, its body disappears, and it gains a new body instantly, reviving with all its Hit Points somew"
      }
    ],
    "mountain": [
      {
        "document": 961,
        "excerpt": "Mountain"
      }
    ],
    "mountebank": [
      {
        "document": 1536,
        "excerpt": "Cape of the Mountebank"
      }
    ],
    "mounted": [
      {
        "document": 94,
        "excerpt": "Mounted Combat"
      },
      {
        "document": 97,
        "excerpt": "an unoccupied space within 5 feet of the mount. While mounted, you must make the same save if you're knocked Prone or the mount is."
      },
      {
        "document": 357,
        "excerpt": "ives Advantage on any ability check you make to remain mounted. An Exotic Saddle is required for riding an aquatic or a flying mount. Mounts and Other Animals Tack,"
      },
      {
        "document": 928,
        "excerpt": "Heavy, Reach, Two-Handed (unless mounted)"
      },
      {
        "document": 1081,
        "excerpt": "Two-Handed (unless mounted)"
      },
      {
        "document": 1266,
        "excerpt": "ed mount while you ride it (as defined in the rules on mounted combat). If you have the Incapacitated condition, the steed takes its turn immediately after yours and a"
      }
    ],
    "mounting": [
      {
        "document": 95,
        "excerpt": "Mounting and Dismounting"
      }
    ],
    "mounts": [
      {
        "document": 67,
        "excerpt": "an move in a period of time; if riding horses or other mounts, the group can move twice that distance for 1 hour, after which the mounts need a Short or Long Rest bef"
      },
      {
        "document": 354,
        "excerpt": "Mounts and Vehicles"
      },
      {
        "document": 355,
        "excerpt": "Mounts and Cargo"
      },
      {
        "document": 357,
        "excerpt": "is required for riding an aquatic or a flying mount. Mounts and Other Animals Tack, Harness, and Drawn Vehicles"
      },
      {
        "document": 920,
        "excerpt": "Mounts and Other Animals"
      }
    ],
    "mouse": [
      {
        "document": 267,
        "excerpt": "le with a multicolored, glazed surface 95 A petrified mouse 96 A black pirate flag adorned with a dragon's skull and crossbones 97 A tiny mechanical crab or spide"
      }
    ],
    "mouth": [
      {
        "document": 887,
        "excerpt": "Magic Mouth"
      },
      {
        "document": 900,
        "excerpt": "Magic Mouth"
      },
      {
        "document": 1299,
        "excerpt": "ights repeat as long as Guards and Wards lasts - Magic Mouth in two locations - Stinking Cloud in two locations (the vapors return within 10 minutes if dispersed whi"
      },
      {
        "document": 1347,
        "excerpt": "Magic Mouth"
      },
      {
        "document": 1436,
        "excerpt": "t to answer questions you pose. The corpse must have a mouth, and this spell fails if the deceased creature was Undead when it died. The spell also fails if the corp"
      }
    ],
    "mouther": [
      {
        "document": 1902,
        "excerpt": "Gibbering Mouther"
      }
    ],
    "mouther's": [
      {
        "document": 1902,
        "excerpt": "target has the Blinded condition until the end of the mouther's next turn."
      }
    ],
    "movable": [
      {
        "document": 494,
        "excerpt": "from them, as specified in the spell. If a spell has movable effects, they aren't restricted by its range unless the spell's description says otherwise."
      },
      {
        "document": 1492,
        "excerpt": "ack rolls against any target other than the grappler. Movable. The grappler can drag or carry you when it moves, but every foot of movement costs it 1 extra foot unle"
      }
    ],
    "move": [
      {
        "document": 66,
        "excerpt": "ace rules below. If you need to know how fast you can move when every second matters, see the movement rules in “Combat” later in “Playing the Game.”"
      },
      {
        "document": 67,
        "excerpt": "While traveling outside combat, a group can move at a Fast, Normal, or Slow pace, as shown on the Travel Pace table. The table states how far the party c"
      },
      {
        "document": 74,
        "excerpt": "On your turn, you can move a distance up to your Speed and take one action. You decide whether to move first or take your action fi"
      },
      {
        "document": 75,
        "excerpt": "sents 5 feet. Speed. Rather than moving foot by foot, move square by square on the grid, using your Speed in 5-foot segments. You can translate your Speed into squ"
      },
      {
        "document": 77,
        "excerpt": "On your turn, you can move a distance equal to your Speed or less. Or you can decide not to move. Your movement can include climbi"
      },
      {
        "document": 79,
        "excerpt": "Breaking Up Your Move"
      },
      {
        "document": 83,
        "excerpt": "During your move, you can pass through the space of an ally, a creature that has the Incapacitated condition (see “Rules"
      },
      {
        "document": 93,
        "excerpt": "mbatants watch for enemies to drop their guard. If you move heedlessly past your foes, you put yourself in danger by provoking an Opportunity Attack. Avoiding Oppo"
      },
      {
        "document": 95,
        "excerpt": "During your move, you can mount a creature that is within 5 feet of you or dismount. Doing so costs an amount of movement"
      },
      {
        "document": 96,
        "excerpt": "rn: Dash, Disengage, and Dodge. A controlled mount can move and act even on the turn that you mount it. In contrast, an independent mount - one that lets you ride"
      },
      {
        "document": 97,
        "excerpt": "If an effect is about to move your mount against its will while you're on it, you must succeed on a DC 10 Dexterity saving throw or fa"
      },
      {
        "document": 312,
        "excerpt": "A Ladder is 10 feet tall. You must climb to move up or down it."
      },
      {
        "document": 354,
        "excerpt": "A mount can help you move more quickly through the wilderness, but its primary purpose is to carry gear that would otherwise slow"
      },
      {
        "document": 355,
        "excerpt": "pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple ani"
      },
      {
        "document": 359,
        "excerpt": "peed. In a dead calm (no wind), waterborne ships can't move under sail and must be rowed. Keelboats and Rowboats are used on lakes and rivers. If going downstream,"
      },
      {
        "document": 470,
        "excerpt": "more than 25 feet from the anchor point, and you can't move more than 25 feet from there without undoing the anchor as a Bonus Action."
      },
      {
        "document": 535,
        "excerpt": "ill take in response to that trigger, or you choose to move up to your Speed in response to it. Examples include “If the cultist steps on the trapdoor, I'll pull th"
      },
      {
        "document": 548,
        "excerpt": "more than one speed, choose which one to use when you move; you can switch between the speeds during your move. Whenever you switch, subtract the distance already"
      },
      {
        "document": 555,
        "excerpt": "owing, or dropping it. Moving between Attacks. If you move on your turn and have a feature, such as Extra Attack, that gives you more than one attack as part of th"
      },
      {
        "document": 583,
        "excerpt": "creature that has a Burrow Speed can use that speed to move through sand, earth, mud, or ice. The creature can't burrow through solid rock unless the creature has a"
      },
      {
        "document": 612,
        "excerpt": "difiers. With a Speed of 30 feet, for example, you can move up to 60 feet on your turn if you Dash. If your Speed of 30 feet is reduced to 15 feet, you can move up"
      },
      {
        "document": 641,
        "excerpt": "plus your Strength modifier (minimum of 0 feet) if you move at least 10 feet on foot immediately before the jump. When you make a standing High Jump, you can jump o"
      },
      {
        "document": 657,
        "excerpt": "lly a number of feet up to your Strength score if you move at least 10 feet immediately before the jump. When you make a standing Long Jump, you can leap only half"
      },
      {
        "document": 689,
        "excerpt": "can do only one of the following on each of its turns: move, take an action, or take a Bonus Action."
      },
      {
        "document": 691,
        "excerpt": "The group must move at a Slow pace if any group member's Speed is reduced to half or less of normal."
      },
      {
        "document": 713,
        "excerpt": "ment allows them to ignore Difficult Terrain, they can move at a Fast pace regardless of the terrain."
      },
      {
        "document": 722,
        "excerpt": "ing course if redirected by an obstacle. The stone can move through creatures' spaces, and creatures can move through the stone's space, treating it as Difficult Te"
      },
      {
        "document": 725,
        "excerpt": "tions force characters who normally attack at range to move around. Mixed Monster Groups. When different types of monsters work together, they can combine their ab"
      },
      {
        "document": 739,
        "excerpt": "Move nimbly, quickly, or quietly"
      },
      {
        "document": 835,
        "excerpt": "Move Earth"
      },
      {
        "document": 866,
        "excerpt": "Move Earth"
      },
      {
        "document": 892,
        "excerpt": "Move Earth"
      },
      {
        "document": 962,
        "excerpt": "the Bonus Action you take to enter your Rage, you can move up to half your Speed."
      },
      {
        "document": 964,
        "excerpt": "onditions for 1 minute. For that duration, it tries to move as far from you as it can on its turns. This effect ends early on the creature if it takes any damage, i"
      },
      {
        "document": 966,
        "excerpt": "activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks."
      },
      {
        "document": 967,
        "excerpt": "ng armor or wielding a Shield, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the movement."
      },
      {
        "document": 968,
        "excerpt": "target can do only one of the following on its turns: move, take an action, or take a Bonus Action."
      },
      {
        "document": 970,
        "excerpt": "Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Diseng"
      },
      {
        "document": 974,
        "excerpt": "n, immediately after you score a Critical Hit, you can move up to half your Speed without provoking Opportunity Attacks."
      },
      {
        "document": 975,
        "excerpt": "Nature's Ward while there. As a Bonus Action, you can move the Cube up to 60 feet to ground within 120 feet of yourself."
      },
      {
        "document": 991,
        "excerpt": "You can move through the space of any creature that is a size larger than you, but you can't stop in the same space."
      },
      {
        "document": 1010,
        "excerpt": "st Wrestler. You don't have to spend extra movement to move a creature Grappled by you if the creature is your size or smaller."
      },
      {
        "document": 1157,
        "excerpt": "e what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a chamber or corridor. If you iss"
      },
      {
        "document": 1159,
        "excerpt": "h Ranged or Reach weapons through the barrier. If you move so that an affected creature is forced to pass through the barrier, the spell ends."
      },
      {
        "document": 1161,
        "excerpt": "hin 5 feet of the target, the creature can't willingly move away. If the target damages the Charmed creature, that creature can make a Wisdom saving throw to end t"
      },
      {
        "document": 1162,
        "excerpt": "n with a range of 30 feet. As a Bonus Action, you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye's movement, but the eye can pass"
      },
      {
        "document": 1163,
        "excerpt": "ell and as a Bonus Action on your later turns, you can move the hand up to 60 feet and then cause one of the following effects: Clenched Fist. The hand strikes a t"
      },
      {
        "document": 1165,
        "excerpt": ". On your later turns, you can take a Bonus Action to move the sword up to 30 feet to a spot you can see and repeat the attack against the same target or a differe"
      },
      {
        "document": 1170,
        "excerpt": ", it becomes a Plant creature and gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. The GM choose"
      },
      {
        "document": 1197,
        "excerpt": "ends its turn. Halt. On its turn, the target doesn't move and takes no action or Bonus Action. Using a Higher-Level Spell Slot. You can affect one additional cre"
      },
      {
        "document": 1201,
        "excerpt": "target must use as much of its movement as possible to move in that direction on its next turn, taking the safest route. After moving in this way, a target repeats"
      },
      {
        "document": 1203,
        "excerpt": "oesn’t take an action, and it uses all its movement to move. Roll 1d4 for the direction: 1, north; 2, east; 3, south; or 4, west. |"
      },
      {
        "document": 1204,
        "excerpt": "s while you're within 5 feet of the pack, and when you move on your turn, you can also move the pack up to 30 feet to an unoccupied space you can see. Whenever the"
      },
      {
        "document": 1205,
        "excerpt": "ll ends, Bright Light fills the Cylinder, and when you move on your turn, you can also move the Cylinder up to 30 feet. Whenever the Cylinder moves into the space"
      },
      {
        "document": 1214,
        "excerpt": "Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely"
      },
      {
        "document": 1219,
        "excerpt": "e what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a particular place. If you issue"
      },
      {
        "document": 1222,
        "excerpt": "Light in a 10-foot radius. As a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be within 20 feet of another light create"
      },
      {
        "document": 1237,
        "excerpt": "nd must immediately use its Reaction, if available, to move as far away from you as it can, using the safest route. On a successful save, the target takes half as m"
      },
      {
        "document": 1242,
        "excerpt": "(no action required), such as “Attack that creature,” “Move over there,” or “Fetch that object.” The target does its best to obey on its turn. If it completes an or"
      },
      {
        "document": 1243,
        "excerpt": "(no action required), such as “Attack that creature,” “Move over there,” or “Fetch that object.” The target does its best to obey on its turn. If it completes an or"
      },
      {
        "document": 1244,
        "excerpt": "(no action required), such as “Attack that creature,” “Move over there,” or “Fetch that object.” The target does its best to obey on its turn. If it completes an or"
      },
      {
        "document": 1256,
        "excerpt": "r Ethereal for the duration. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can perceive t"
      },
      {
        "document": 1258,
        "excerpt": "s, the Frightened target must take the Dash action and move away from you by the safest and shortest route available. If the target moves to a space at least 60 fee"
      },
      {
        "document": 1261,
        "excerpt": ". On your later turns, you can take a Magic action to move the hound up to 30 feet."
      },
      {
        "document": 1263,
        "excerpt": "route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn't have line of sight to you, the creature makes"
      },
      {
        "document": 1276,
        "excerpt": "amage on a successful one. As a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move the sphere into a creature's space, t"
      },
      {
        "document": 1278,
        "excerpt": "is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can mo"
      },
      {
        "document": 1318,
        "excerpt": "before this spell ends, you can take a Bonus Action to move the mark to a new creature you can see within range. Using a Higher-Level Spell Slot. Your Concentratio"
      },
      {
        "document": 1335,
        "excerpt": "nstitution saving throw is unaffected. The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling),"
      },
      {
        "document": 1343,
        "excerpt": "l the hand thus again. As part of that action, you can move the hand up to 30 feet. The hand can't attack, activate magic items, or carry more than 10 pounds."
      },
      {
        "document": 1345,
        "excerpt": "ngs as if you were in the container's space. You can't move or take Reactions. The only action you can take is to project your soul up to 100 feet out of the contai"
      },
      {
        "document": 1350,
        "excerpt": "ion, you can take a Magic action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its"
      },
      {
        "document": 1356,
        "excerpt": "entered it, which ends the spell. You otherwise can't move. Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its sh"
      },
      {
        "document": 1364,
        "excerpt": "ar in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. Eac"
      },
      {
        "document": 1365,
        "excerpt": "l damage, or cast a spell. As a Magic action, you can move the illusory double up to twice your Speed and make it gesture, speak, and behave in whatever way you ch"
      },
      {
        "document": 1368,
        "excerpt": "der, and you can take a Magic action on later turns to move the Cylinder up to 60 feet. When the Cylinder appears, each creature in it makes a Constitution saving"
      },
      {
        "document": 1369,
        "excerpt": "Move Earth"
      },
      {
        "document": 1392,
        "excerpt": "s if you were in its space. As a Magic action, you can move it up to 60 feet and make it gesture, speak, and behave in whatever way you choose. It mimics your manne"
      },
      {
        "document": 1413,
        "excerpt": "do so, the sensor appears at that location and doesn't move."
      },
      {
        "document": 1428,
        "excerpt": "ffects. As a Magic action, you can cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its moveme"
      },
      {
        "document": 1437,
        "excerpt": "e spell doesn't enable plants to uproot themselves and move about, but they can move their branches, tendrils, and stalks for you. If a Plant creature is in the ar"
      },
      {
        "document": 1438,
        "excerpt": "s, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and along ceilings, while leaving its hands free. The target also"
      },
      {
        "document": 1441,
        "excerpt": "ifier. As a Bonus Action on your later turns, you can move the force up to 20 feet and repeat the attack against a creature within 5 feet of it. Using a Higher-Le"
      },
      {
        "document": 1451,
        "excerpt": "dition for 1 minute. While Frightened, the target must move at least 30 feet away from the glyph on each of its turns, if able. Pain. Each target must succeed on a"
      },
      {
        "document": 1452,
        "excerpt": "ncentration, up to 10 minutes You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell and as a Magic action on your lat"
      },
      {
        "document": 1458,
        "excerpt": "1 turns in a row, during which you can use actions and move as normal. This spell ends if one of the actions you use during this period, or any effects that you cr"
      },
      {
        "document": 1459,
        "excerpt": "jects within the Emanation when you cast the spell can move through it freely. All other creatures and objects are barred from passing through it. Spells of level 3"
      },
      {
        "document": 1462,
        "excerpt": "to 1 minute You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at"
      },
      {
        "document": 1467,
        "excerpt": "ht, the spell ends. A creature caught in the wall can move by swimming. Because of the wave's force, though, the creature must succeed on a Strength (Athletics) ch"
      },
      {
        "document": 1468,
        "excerpt": "Bonus Action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human could do, s"
      },
      {
        "document": 1475,
        "excerpt": "saving throw. On a success, it can use its Reaction to move up to its Speed so that it is no longer enclosed by the wall. The wall can have any shape you desire, t"
      },
      {
        "document": 1476,
        "excerpt": "lf as much damage on a successful one. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it mu"
      },
      {
        "document": 1479,
        "excerpt": "rk) Duration: 1 hour This spell grants the ability to move across any liquid surface - such as water, acid, mud, snow, quicksand, or lava - as if it were harmless"
      },
      {
        "document": 1491,
        "excerpt": "in line of sight. Can't Approach. You can't willingly move closer to the source of fear."
      },
      {
        "document": 1509,
        "excerpt": "ow at the far end, each in a neutral position, able to move up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster. The App"
      },
      {
        "document": 1523,
        "excerpt": "choose one at random. On each of your turns, you must move as close to the creature as possible and take the Attack action, targeting the creature. If you're unabl"
      },
      {
        "document": 1541,
        "excerpt": "mb. You have a Climb Speed equal to your Speed and can move up, down, and across vertical surfaces and along ceilings, while leaving your hands free. Spider Walk."
      },
      {
        "document": 1557,
        "excerpt": "reature and can see it, you can take a Magic action to move it anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it"
      },
      {
        "document": 1579,
        "excerpt": "take a Magic action while on the boat to command it to move or to turn up to 90 degrees. The boat remains for 24 hours and then disappears. You can dismiss the boat"
      },
      {
        "document": 1605,
        "excerpt": "horse or similar creature, they allow the creature to move normally while floating 4 inches above a surface. This effect means the creature can cross or stand abov"
      },
      {
        "document": 1607,
        "excerpt": "ilize action to push the button again, the rod doesn't move, even if it defies gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to"
      },
      {
        "document": 1617,
        "excerpt": "in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't make Opportunity Attacks. For its action, it can use only t"
      },
      {
        "document": 1642,
        "excerpt": "s to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren't under your control otherwise. Whenever a Sw"
      },
      {
        "document": 1667,
        "excerpt": "our next turn, and you determine what it does with its move and action on its next turn. Elemental Focus. While wearing the ring, you benefit from additional prope"
      },
      {
        "document": 1677,
        "excerpt": "Light in a 30-foot radius. As a Bonus Action, you can move each sphere up to 30 feet, but no farther than 120 feet away from yourself. The first time the sphere co"
      },
      {
        "document": 1698,
        "excerpt": "on to command the other end of the rope to animate and move toward a destination you choose, up to the rope's length away from you. That end moves 10 feet on your t"
      },
      {
        "document": 1707,
        "excerpt": "Attunement) While you wear these light shoes, you can move up, down, and across vertical surfaces and along ceilings, while leaving your hands free. You have a Cli"
      },
      {
        "document": 1711,
        "excerpt": "the sphere, you can take a Bonus Action to cause it to move in one direction of your choice, up to a number of feet equal to 5 times your Intelligence modifier (min"
      },
      {
        "document": 1731,
        "excerpt": "Sphere of Annihilation, you can take a Magic action to move it 10 feet plus a number of additional feet equal to 10 times your Intelligence modifier. This movement"
      },
      {
        "document": 1770,
        "excerpt": "Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain"
      },
      {
        "document": 1771,
        "excerpt": "al can enter a creature's space and stop there. It can move through a space as narrow as 1 inch without expending extra movement to do so."
      },
      {
        "document": 1782,
        "excerpt": "Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain"
      },
      {
        "document": 1792,
        "excerpt": "Incorporeal Movement. The avatar can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if"
      },
      {
        "document": 1810,
        "excerpt": "Amorphous. The pudding can move through a space as narrow as 1 inch without expending extra movement to do so. Corrosive Form. A creatu"
      },
      {
        "document": 1819,
        "excerpt": "Abduct. The bugbear needn't spend extra movement to move a creature it is grappling."
      },
      {
        "document": 1820,
        "excerpt": "Abduct. The bugbear needn't spend extra movement to move a creature it is grappling."
      },
      {
        "document": 1824,
        "excerpt": "ts Speed without provoking Opportunity Attacks and can move through the spaces of Medium or smaller creatures. Each creature whose space the centaur enters is targe"
      },
      {
        "document": 1828,
        "excerpt": "creature it can see. If no creature is near enough to move to and attack, the golem attacks an object. Once the golem goes berserk, it continues to be berserk unti"
      },
      {
        "document": 1845,
        "excerpt": "the djinni's Concentration on it ends. The djinni can move the whirlwind up to 20 feet at the start of each of its turns. Whenever the whirlwind enters a creature"
      },
      {
        "document": 1862,
        "excerpt": "Emanation start burning. Fire Form. The elemental can move through a space as narrow as 1 inch without expending extra movement to do so, and it can enter a creatu"
      },
      {
        "document": 1864,
        "excerpt": "creature it can see. If no creature is near enough to move to and attack, the golem attacks an object. Once the golem goes berserk, it remains so until it is destr"
      },
      {
        "document": 1869,
        "excerpt": "ice the cube if the creature hasn't witnessed the cube move or otherwise act."
      },
      {
        "document": 1871,
        "excerpt": "e Material Plane. Incorporeal Movement. The ghost can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if"
      },
      {
        "document": 1887,
        "excerpt": "to a creature that was already Bloodied, the hyena can move up to half its Speed, and it makes one Bite attack."
      },
      {
        "document": 1902,
        "excerpt": "no action or Bonus Action and uses all its movement to move in a random direction. 7–8. The target makes a melee attack against a randomly determined creature with"
      },
      {
        "document": 1912,
        "excerpt": "Amorphous. The ooze can move through a space as narrow as 1 inch without expending extra movement to do so. Corrosive Form. Nonmagic"
      },
      {
        "document": 1936,
        "excerpt": "r Reaction, its Speed decreases by 10 feet, and it can move or take one action on its turn, not both. Hit or Miss: The spear magically returns to the devil's hand i"
      },
      {
        "document": 1940,
        "excerpt": "lker can enter an enemy's space and stop there. It can move through a space as narrow as 1 inch without expending extra movement to do so. Invisibility. The stalke"
      },
      {
        "document": 1968,
        "excerpt": "gger: Another creature the nalfeshnee can see ends its move within 120 feet of the nalfeshnee. Response: The nalfeshnee uses Teleport, but its destination space mus"
      },
      {
        "document": 1972,
        "excerpt": "Amorphous. The jelly can move through a space as narrow as 1 inch without expending extra movement to do so. Spider Climb. The jelly"
      },
      {
        "document": 1973,
        "excerpt": "Compression. The octopus can move through a space as narrow as 1 inch without expending extra movement to do so. Water Breathing. The oct"
      },
      {
        "document": 2016,
        "excerpt": "Amorphous. The shadow can move through a space as narrow as 1 inch without expending extra movement to do so. Sunlight Weakness. While"
      },
      {
        "document": 2023,
        "excerpt": "Incorporeal Movement. The specter can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if"
      },
      {
        "document": 2037,
        "excerpt": "her creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't regain Hit Points or gain Temporary Hit"
      },
      {
        "document": 2038,
        "excerpt": "her creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can't regain Hit Points or gain Temporar"
      },
      {
        "document": 2039,
        "excerpt": "her creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain Hit Points or gain Temporary"
      },
      {
        "document": 2040,
        "excerpt": "her creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny piranha. The swarm can't regain Hit Points or gain Temporary"
      },
      {
        "document": 2041,
        "excerpt": "her creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain Hit Points or gain Temporary Hit"
      },
      {
        "document": 2042,
        "excerpt": "her creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm can't regain Hit Points or gain Temporary H"
      },
      {
        "document": 2043,
        "excerpt": "her creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm can't regain Hit Points or gain Temporary H"
      },
      {
        "document": 2065,
        "excerpt": "ntal can enter an enemy's space and stop there. It can move through a space as narrow as 1 inch without expending extra movement to do so."
      },
      {
        "document": 2072,
        "excerpt": "Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain"
      },
      {
        "document": 2074,
        "excerpt": "dditional 20 feet. Incorporeal Movement. The wisp can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if"
      },
      {
        "document": 2078,
        "excerpt": "Incorporeal Movement. The wraith can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if"
      },
      {
        "document": 2090,
        "excerpt": "Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain"
      }
    ],
    "moved": [
      {
        "document": 93,
        "excerpt": "n Opportunity Attack when you Teleport or when you are moved without using your movement, action, Bonus Action, or Reaction. For example, you don't provoke an Opport"
      },
      {
        "document": 548,
        "excerpt": "ve. Whenever you switch, subtract the distance already moved from the new speed. The result determines how much farther you can move. If the result is 0 or less, you"
      },
      {
        "document": 970,
        "excerpt": "ent turn. You can use this feature only if you haven't moved during this turn, and after you use it, your Speed is 0 until the end of the current turn."
      },
      {
        "document": 1256,
        "excerpt": "Force damage equal to twice the number of feet you are moved. This spell ends instantly if you cast it while you are on the Ethereal Plane or a plane that doesn't b"
      },
      {
        "document": 1293,
        "excerpt": "than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being"
      },
      {
        "document": 1324,
        "excerpt": ". The target has the Restrained condition and can't be moved by any means. Hedged Prison. The target is trapped in a demi-plane that is warded against teleportation"
      },
      {
        "document": 1369,
        "excerpt": ", this spell doesn't directly affect plant growth. The moved earth carries any plants along with it."
      },
      {
        "document": 1404,
        "excerpt": "ure's Speed. Similarly, the globe can be picked up and moved by other creatures. A Disintegrate spell targeting the globe destroys it without harming anything insid"
      },
      {
        "document": 1451,
        "excerpt": "ou choose an object, it must remain in place; if it is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being"
      },
      {
        "document": 1557,
        "excerpt": "stigation) check. The illusion lasts until its card is moved or the illusion is dispelled (using a Dispel Magic spell or a similar effect). When the illusion ends, t"
      },
      {
        "document": 1567,
        "excerpt": "you can take a Reaction to reduce the distance you are moved by up to 10 feet."
      },
      {
        "document": 1579,
        "excerpt": "at or ship. For the next 24 hours, the vessel can't be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token di"
      },
      {
        "document": 1772,
        "excerpt": "rget is a Large or smaller creature and the allosaurus moved 30+ feet straight toward it immediately before the hit, the target has the Prone condition, and the allo"
      },
      {
        "document": 1814,
        "excerpt": "he target is a Medium or smaller creature and the boar moved 20+ feet straight toward it immediately before the hit, the target takes an extra 3 (1d6) Piercing damag"
      },
      {
        "document": 1857,
        "excerpt": "target is a Huge or smaller creature and the elephant moved 20+ feet straight toward it immediately before the hit, the target has the Prone condition."
      },
      {
        "document": 1858,
        "excerpt": "the target is a Large or smaller creature and the elk moved 20+ feet straight toward it immediately before the hit, the target takes an extra 3 (1d6) Bludgeoning da"
      },
      {
        "document": 1876,
        "excerpt": "the target is a Large or smaller creature and the boar moved 20+ feet straight toward it immediately before the hit, the target takes an extra 7 (2d6) Piercing damag"
      },
      {
        "document": 1882,
        "excerpt": "f the target is a Huge or smaller creature and the elk moved 20+ feet straight toward it immediately before the hit, the target takes an extra 5 (2d4) Bludgeoning da"
      },
      {
        "document": 1886,
        "excerpt": "the target is a Large or smaller creature and the goat moved 20+ feet straight toward it immediately before the hit, the target takes an extra 5 (2d4) Bludgeoning da"
      },
      {
        "document": 1893,
        "excerpt": "ge, or 11 (2d8 + 2) Bludgeoning damage if the seahorse moved 20+ feet straight toward the target immediately before the hit."
      },
      {
        "document": 1906,
        "excerpt": "ning damage, or 2 (1d4) Bludgeoning damage if the goat moved 20+ feet straight toward the target immediately before the hit."
      },
      {
        "document": 1911,
        "excerpt": "e target is a Large or smaller creature and the gorgon moved 20+ feet straight toward it immediately before the hit, the target has the Prone condition. Petrifying"
      },
      {
        "document": 1955,
        "excerpt": "e target is a Huge or smaller creature and the mammoth moved 20+ feet straight toward it immediately before the hit, the target has the Prone condition."
      },
      {
        "document": 1963,
        "excerpt": "target is a Large or smaller creature and the minotaur moved 10+ feet straight toward it immediately before the hit, the target takes an extra 10 (3d6) Piercing dama"
      },
      {
        "document": 1964,
        "excerpt": "target is a Large or smaller creature and the skeleton moved 20+ feet straight toward it immediately before the hit, the target takes an extra 9 (2d8) Piercing damag"
      },
      {
        "document": 2003,
        "excerpt": "rget is a Large or smaller creature and the rhinoceros moved 20+ feet straight toward it immediately before the hit, the target takes an extra 9 (2d8) Piercing damag"
      },
      {
        "document": 2049,
        "excerpt": ". If the target is Huge or smaller and the triceratops moved 20+ feet straight toward it immediately before the hit, the target takes an extra 9 (2d8) Piercing damag"
      },
      {
        "document": 2061,
        "excerpt": "target is a Large or smaller creature and the skeleton moved 20+ feet straight toward it immediately before the hit, the target has the Prone condition."
      },
      {
        "document": 2062,
        "excerpt": "he target is a Large or smaller creature and the horse moved 20+ feet straight toward it immediately before the hit, the target takes an extra 5 (2d4) Bludgeoning da"
      },
      {
        "document": 2068,
        "excerpt": "rget is a Medium or smaller creature and the were-boar moved 20+ feet straight toward it immediately before the hit, the target takes an extra 7 (2d6) Piercing damag"
      }
    ],
    "movement": [
      {
        "document": 60,
        "excerpt": "turn. That interaction must occur during a creature's movement or action. Any additional interactions require the Utilize action, as explained in \"Combat\" later in \"Pl"
      },
      {
        "document": 66,
        "excerpt": "w fast you can move when every second matters, see the movement rules in “Combat” later in “Playing the Game.”"
      },
      {
        "document": 74,
        "excerpt": "d a monster’s stat block also provide action options. “Movement and Position” later in “Playing the Game” gives the rules for movement. Communicating. You can communic"
      },
      {
        "document": 75,
        "excerpt": "ring a Square. To enter a square, you must have enough movement left to pay for entering. It costs 1 square of movement to enter an unoccupied square that's adjacent to"
      },
      {
        "document": 77,
        "excerpt": "Movement and Position"
      },
      {
        "document": 78,
        "excerpt": "bogs are examples of Difficult Terrain. Every foot of movement in Difficult Terrain costs 1 extra foot, even if multiple things in a space count as Difficult Terrain."
      },
      {
        "document": 79,
        "excerpt": "You can break up your move, using some of its movement before and after any action, Bonus Action, or Reaction you take on the same turn. For example, if you ha"
      },
      {
        "document": 93,
        "excerpt": "you Teleport or when you are moved without using your movement, action, Bonus Action, or Reaction. For example, you don't provoke an Opportunity Attack if an explosion"
      },
      {
        "document": 95,
        "excerpt": "5 feet of you or dismount. Doing so costs an amount of movement equal to half your Speed (round down). For example, if your Speed is 30 feet, you spend 15 feet of movem"
      },
      {
        "document": 308,
        "excerpt": "after, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet). A creature can use its action to make a DC 13"
      },
      {
        "document": 378,
        "excerpt": "er puts on a Ring of Swimming, the GM might say, \"Your movement feels strangely fluid.\" Perhaps you then dive into a river to see what happens. The GM would then say yo"
      },
      {
        "document": 555,
        "excerpt": "of the Attack action, you can use some or all of that movement to move between those attacks."
      },
      {
        "document": 559,
        "excerpt": "While you're swimming, each foot of movement costs 1 extra foot (2 extra feet in Difficult Terrain). You ignore this extra cost if you have a Swim Sp"
      },
      {
        "document": 560,
        "excerpt": "Speed can be used to swim without expending the extra movement normally associated with swimming. See also “Swimming” and “Speed.”"
      },
      {
        "document": 563,
        "excerpt": "intervening space. This transportation doesn't expend movement unless a rule tells you otherwise, and teleportation never provokes Opportunity Attacks. When you telep"
      },
      {
        "document": 590,
        "excerpt": "While you're climbing, each foot of movement costs 1 extra foot (2 extra feet in Difficult Terrain). You ignore this extra cost if you have a Climb S"
      },
      {
        "document": 591,
        "excerpt": "raverse a vertical surface without expending the extra movement normally associated with climbing. See also “Climbing” and “Speed.”"
      },
      {
        "document": 596,
        "excerpt": "While you're crawling, each foot of movement costs 1 extra foot (2 extra feet in Difficult Terrain). See also \"Speed.\""
      },
      {
        "document": 612,
        "excerpt": "When you take the Dash action, you gain extra movement for the current turn. The increase equals your Speed after applying any modifiers. With a Speed of 30 fe"
      },
      {
        "document": 616,
        "excerpt": "If a space is Difficult Terrain, every foot of movement in that space costs 1 extra foot. For example, moving 5 feet through Difficult Terrain costs 10 feet of"
      },
      {
        "document": 621,
        "excerpt": "If you take the Disengage action, your movement doesn't provoke Opportunity Attacks for the rest of the current turn."
      },
      {
        "document": 641,
        "excerpt": "nce. Either way, each foot of the jump costs a foot of movement. You can extend your arms half your height above yourself during the jump. Thus, you can reach a distan"
      },
      {
        "document": 657,
        "excerpt": "stance. Either way, each foot you jump costs a foot of movement. If you land in Difficult Terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check or have the"
      },
      {
        "document": 689,
        "excerpt": "take the Dash action on each of its turns and uses its movement to get farther away from the source of its fear. - Attack rolls against the Frightened creature have Adv"
      },
      {
        "document": 713,
        "excerpt": "Special Movement"
      },
      {
        "document": 745,
        "excerpt": "For the rest of the turn, give yourself extra movement equal to your Speed."
      },
      {
        "document": 827,
        "excerpt": "Freedom of Movement"
      },
      {
        "document": 833,
        "excerpt": "Freedom of Movement"
      },
      {
        "document": 840,
        "excerpt": "Unarmored Movement"
      },
      {
        "document": 841,
        "excerpt": "Freedom of Movement,Guardian of Faith"
      },
      {
        "document": 848,
        "excerpt": "Extra Attack, Fast Movement"
      },
      {
        "document": 853,
        "excerpt": "Freedom of Movement"
      },
      {
        "document": 902,
        "excerpt": "Freedom of Movement"
      },
      {
        "document": 914,
        "excerpt": "Freedom of Movement"
      },
      {
        "document": 962,
        "excerpt": "Fast Movement"
      },
      {
        "document": 967,
        "excerpt": "Unarmored Movement"
      },
      {
        "document": 1010,
        "excerpt": "by you. Fast Wrestler. You don't have to spend extra movement to move a creature Grappled by you if the creature is your size or smaller."
      },
      {
        "document": 1161,
        "excerpt": "htened condition. The Frightened creature must use its movement on its turns to get as far away as possible from the target, moving by the safest route. Sympathy. The"
      },
      {
        "document": 1162,
        "excerpt": "eet in any direction. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter."
      },
      {
        "document": 1201,
        "excerpt": "al to you. Each Charmed target must use as much of its movement as possible to move in that direction on its next turn, taking the safest route. After moving in this wa"
      },
      {
        "document": 1203,
        "excerpt": "The target doesn’t take an action, and it uses all its movement to move. Roll 1d4 for the direction: 1, north; 2, east; 3, south; or 4, west."
      },
      {
        "document": 1256,
        "excerpt": "n any direction. If you move up or down, every foot of movement costs an extra foot. You can perceive the plane you left, which looks gray, and you can't see anything t"
      },
      {
        "document": 1284,
        "excerpt": "Freedom of Movement"
      },
      {
        "document": 1286,
        "excerpt": "self. While in this form, the target's only method of movement is a Fly Speed of 10 feet, and it can hover. The target can enter and occupy the space of another creatu"
      },
      {
        "document": 1290,
        "excerpt": "on't issue any, it takes the Dodge action and uses its movement to avoid danger. Using a Higher-Level Spell Slot. Use the spell slot's level for the spell's level in t"
      },
      {
        "document": 1302,
        "excerpt": "e save. Any creature in the Line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguish"
      },
      {
        "document": 1330,
        "excerpt": "d of its next turn, during which it must spend all its movement to dance in place. On a failed save, the target has the Charmed condition for the duration. While Charm"
      },
      {
        "document": 1331,
        "excerpt": "creature can jump up to 30 feet by spending 10 feet of movement. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level abov"
      },
      {
        "document": 1339,
        "excerpt": "the creature is moving, you know the direction of its movement. The spell can locate a specific creature known to you or the nearest creature of a specific kind (such"
      },
      {
        "document": 1340,
        "excerpt": "the object is in motion, you know the direction of its movement. The spell can locate a specific object known to you if you have seen it up close - within 30 feet - at"
      },
      {
        "document": 1356,
        "excerpt": "rself while merged in the stone. You can use 5 feet of movement to leave the stone where you entered it, which ends the spell. You otherwise can't move. Minor physical"
      },
      {
        "document": 1363,
        "excerpt": "Difficult Terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the s"
      },
      {
        "document": 1369,
        "excerpt": "ea can't usually be trapped or injured by the ground's movement. At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terr"
      },
      {
        "document": 1379,
        "excerpt": "creature moving through that area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the spell's area from be"
      },
      {
        "document": 1448,
        "excerpt": "on't issue any, it takes the Dodge action and uses its movement to avoid danger. Using a Higher-Level Spell Slot. Use the spell slot's level for the spell's level in t"
      },
      {
        "document": 1461,
        "excerpt": "and exit from the destination plant by using 5 feet of movement."
      },
      {
        "document": 1462,
        "excerpt": "at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and"
      },
      {
        "document": 1476,
        "excerpt": "eature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters a space in the wall on a turn or ends its turn there, the"
      },
      {
        "document": 1492,
        "excerpt": "can drag or carry you when it moves, but every foot of movement costs it 1 extra foot unless you are Tiny or two or more sizes smaller than it."
      },
      {
        "document": 1498,
        "excerpt": "ion, you experience the following effects. Restricted Movement. Your only movement options are to crawl or to spend an amount of movement equal to half your Speed (rou"
      },
      {
        "document": 1523,
        "excerpt": "your turn ends after you've used up all your available movement. If the creature dies or can no longer be seen or heard by you, the next nearest creature that you can s"
      },
      {
        "document": 1527,
        "excerpt": "you can jump up to 30 feet by spending only 10 feet of movement."
      },
      {
        "document": 1560,
        "excerpt": "ound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don't prevent the creature fr"
      },
      {
        "document": 1635,
        "excerpt": "ected creature then gains the effect of the Freedom of Movement spell for 8 hours. Alternatively, the oil can be poured on the ground as a Magic action, where it cover"
      },
      {
        "document": 1670,
        "excerpt": "ar this ring, Difficult Terrain doesn't cost you extra movement. In addition, magic can neither reduce any of your Speeds nor cause you to have the Paralyzed or Restrai"
      },
      {
        "document": 1731,
        "excerpt": "eet equal to 10 times your Intelligence modifier. This movement doesn't have to be in a straight line."
      },
      {
        "document": 1770,
        "excerpt": "Terrain composed of ice or snow doesn't cost it extra movement. Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to s"
      },
      {
        "document": 1771,
        "excerpt": "gh a space as narrow as 1 inch without expending extra movement to do so."
      },
      {
        "document": 1782,
        "excerpt": "Terrain composed of ice or snow doesn't cost it extra movement. Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to s"
      },
      {
        "document": 1792,
        "excerpt": "Incorporeal Movement. The avatar can move through other creatures and objects as if they were Difficult Terrain. It takes 5 ("
      },
      {
        "document": 1806,
        "excerpt": "ned and can escape from the corpse by using 15 feet of movement, exiting Prone."
      },
      {
        "document": 1810,
        "excerpt": "gh a space as narrow as 1 inch without expending extra movement to do so. Corrosive Form. A creature that hits the pudding with a melee attack roll takes 4 (1d8) Acid"
      },
      {
        "document": 1819,
        "excerpt": "Abduct. The bugbear needn't spend extra movement to move a creature it is grappling."
      },
      {
        "document": 1820,
        "excerpt": "Abduct. The bugbear needn't spend extra movement to move a creature it is grappling."
      },
      {
        "document": 1821,
        "excerpt": "ing damage. Deadly Leap. The bulette spends 5 feet of movement to jump to a space within 15 feet that contains one or more Large or smaller creatures. Dexterity Saving"
      },
      {
        "document": 1829,
        "excerpt": ". The cloaker can detach itself by spending 5 feet of movement. The target or a creature within 5 feet of it can take an action to try to detach the cloaker, doing so"
      },
      {
        "document": 1840,
        "excerpt": "n, the darkmantle can detach itself by using 5 feet of movement. Darkness Aura (1/Day). Magical Darkness fills a 15-foot Emanation originating from the darkmantle. Thi"
      },
      {
        "document": 1850,
        "excerpt": "ecks and attack rolls. Web Walker. The drider ignores movement restrictions caused by webs, and the drider knows the location of any other creature in contact with the"
      },
      {
        "document": 1860,
        "excerpt": "ke an ability check. Web Walker. The ettercap ignores movement restrictions caused by webs, and the ettercap knows the location of any other creature in contact with t"
      },
      {
        "document": 1862,
        "excerpt": "gh a space as narrow as 1 inch without expending extra movement to do so, and it can enter a creature's space and stop there. The first time it enters a creature's spac"
      },
      {
        "document": 1871,
        "excerpt": "l Plane when it is on the Material Plane. Incorporeal Movement. The ghost can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1"
      },
      {
        "document": 1873,
        "excerpt": "ap. The ape jumps up to 30 feet by spending 10 feet of movement."
      },
      {
        "document": 1885,
        "excerpt": "trained and can escape from the corpse using 5 feet of movement, exiting with the Prone condition. At the end of the frog's next turn, the swallowed target takes 5 (2d"
      },
      {
        "document": 1895,
        "excerpt": "make an ability check. Web Walker. The spider ignores movement restrictions caused by webs, and it knows the location of any other creature in contact with the same we"
      },
      {
        "document": 1896,
        "excerpt": "trained and can escape from the corpse using 5 feet of movement, exiting with the Prone condition."
      },
      {
        "document": 1902,
        "excerpt": "arget takes no action or Bonus Action and uses all its movement to move in a random direction. 7–8. The target makes a melee attack against a randomly determined creat"
      },
      {
        "document": 1912,
        "excerpt": "gh a space as narrow as 1 inch without expending extra movement to do so. Corrosive Form. Nonmagical ammunition is destroyed immediately after hitting the ooze and dea"
      },
      {
        "document": 1921,
        "excerpt": "half-dragon jumps up to 30 feet by spending 10 feet of movement."
      },
      {
        "document": 1925,
        "excerpt": "The hezrou jumps up to 30 feet by spending 10 feet of movement."
      },
      {
        "document": 1940,
        "excerpt": "gh a space as narrow as 1 inch without expending extra movement to do so. Invisibility. The stalker has the Invisible condition."
      },
      {
        "document": 1946,
        "excerpt": "dition and can escape from the corpse using 15 feet of movement, exiting Prone."
      },
      {
        "document": 1947,
        "excerpt": ". The lamia jumps up to 30 feet by spending 10 feet of movement."
      },
      {
        "document": 1972,
        "excerpt": "gh a space as narrow as 1 inch without expending extra movement to do so. Spider Climb. The jelly can climb difficult surfaces, including along ceilings, without needi"
      },
      {
        "document": 1973,
        "excerpt": "gh a space as narrow as 1 inch without expending extra movement to do so. Water Breathing. The octopus can breathe only underwater."
      },
      {
        "document": 1982,
        "excerpt": "make an ability check. Web Walker. The spider ignores movement restrictions caused by webs, and the spider knows the location of any other creature in contact with the"
      },
      {
        "document": 1995,
        "excerpt": "dition and can escape from the corpse using 20 feet of movement, exiting Prone."
      },
      {
        "document": 2002,
        "excerpt": "ion and can escape from the corpse by using 15 feet of movement, exiting Prone."
      },
      {
        "document": 2016,
        "excerpt": "gh a space as narrow as 1 inch without expending extra movement to do so. Sunlight Weakness. While in sunlight, the shadow has Disadvantage on D20 Tests."
      },
      {
        "document": 2017,
        "excerpt": "the Grappled target moves with it, costing it no extra movement. The shambling mound can have only one creature Grappled by this action at a time."
      },
      {
        "document": 2023,
        "excerpt": "Incorporeal Movement. The specter can move through other creatures and objects as if they were Difficult Terrain. It takes 5"
      },
      {
        "document": 2027,
        "excerpt": "make an ability check. Web Walker. The spider ignores movement restrictions caused by webs, and the spider knows the location of any other creature in contact with the"
      },
      {
        "document": 2032,
        "excerpt": "The stirge can detach itself by spending 5 feet of its movement. The target or a creature within 5 feet of it can detach the stirge as an action."
      },
      {
        "document": 2044,
        "excerpt": "dition and can escape from the corpse using 20 feet of movement, exiting Prone."
      },
      {
        "document": 2065,
        "excerpt": "gh a space as narrow as 1 inch without expending extra movement to do so."
      },
      {
        "document": 2070,
        "excerpt": "hout provoking Opportunity Attacks. At the end of this movement, the weretiger can take the Hide action. Shape-Shift. The weretiger shape-shifts into a Large tiger-hum"
      },
      {
        "document": 2072,
        "excerpt": "Terrain composed of ice or snow doesn't cost it extra movement."
      },
      {
        "document": 2074,
        "excerpt": "and Dim Light for an additional 20 feet. Incorporeal Movement. The wisp can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d"
      },
      {
        "document": 2078,
        "excerpt": "Incorporeal Movement. The wraith can move through other creatures and objects as if they were Difficult Terrain. It takes 5 ("
      },
      {
        "document": 2090,
        "excerpt": "Terrain composed of ice or snow doesn't cost it extra movement."
      }
    ],
    "movements": [
      {
        "document": 498,
        "excerpt": "must use at least one of their hands to perform these movements."
      },
      {
        "document": 1163,
        "excerpt": "duration, and it moves at your command, mimicking the movements of your own hand. The hand is an object that has AC 20 and Hit Points equal to your Hit Point maximum."
      },
      {
        "document": 1350,
        "excerpt": "ges location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alt"
      },
      {
        "document": 1428,
        "excerpt": "ges location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alt"
      }
    ],
    "moves": [
      {
        "document": 96,
        "excerpt": "led mount changes to match yours when you mount it. It moves on your turn as you direct it, and it has only three action options during that turn: Dash, Disengage, a"
      },
      {
        "document": 267,
        "excerpt": "d crossbones 97 A tiny mechanical crab or spider that moves about when it's not being observed 98 A glass jar containing lard with a label that reads, \"Griffon Gre"
      },
      {
        "document": 359,
        "excerpt": "A ship sailing against a strong wind moves at half speed. In a dead calm (no wind), waterborne ships can't move under sail and must be rowed. Keelb"
      },
      {
        "document": 548,
        "excerpt": "is the distance in feet the creature can cover when it moves on its turn. See also “Climbing,” “Crawling,” “Flying,” “Jumping,” “Swimming” and “Playing the Game” (“C"
      },
      {
        "document": 623,
        "excerpt": "ation specifies the distance it extends. An Emanation moves with the creature or object that is its origin unless it is an instantaneous or a stationary effect. An"
      },
      {
        "document": 685,
        "excerpt": "Slippery ice is Difficult Terrain. A creature that moves onto slippery ice for the first time on a turn or starts its turn there must succeed on a DC 10 Dexterit"
      },
      {
        "document": 718,
        "excerpt": "Deadly Trap (Levels 1-4) Trigger: A creature moves onto a pressure plate Duration: Instantaneous, and the trap resets at the start of the next turn When"
      },
      {
        "document": 719,
        "excerpt": "Nuisance Trap (Levels 1–4) Trigger: A creature moves onto the pit's lid Duration: Instantaneous This 10-foot-deep pit has a hinged lid constructed from mate"
      },
      {
        "document": 720,
        "excerpt": "Deadly Trap (Levels 1–4) Trigger: A creature moves onto a pressure plate Duration: Instantaneous, and the trap resets at the start of the next turn if it h"
      },
      {
        "document": 722,
        "excerpt": ") or Nuisance Trap (Levels 17–20) Trigger: A creature moves onto a pressure plate Duration: Until the stone stops rolling When a creature moves onto a hidden press"
      },
      {
        "document": 723,
        "excerpt": "Deadly Trap (Levels 1–4) Trigger: A creature moves onto the pit's lid Duration: Instantaneous A 10-foot-deep pit has a hinged lid constructed from materia"
      },
      {
        "document": 1157,
        "excerpt": "e no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow it until its task is complete."
      },
      {
        "document": 1158,
        "excerpt": "e no commands, the creature takes the Dodge action and moves only to avoid harm. When the creature drops to 0 Hit Points, it reverts to its object form, and any rema"
      },
      {
        "document": 1163,
        "excerpt": "within range. The hand lasts for the duration, and it moves at your command, mimicking the movements of your own hand. The hand is an object that has AC 20 and Hit"
      },
      {
        "document": 1195,
        "excerpt": "e. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only onc"
      },
      {
        "document": 1197,
        "excerpt": "the command from these options: Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Dro"
      },
      {
        "document": 1204,
        "excerpt": "to an unoccupied space you can see. Whenever the pack moves within 10 feet of a creature you can see and whenever a creature you can see enters a space within 10 fe"
      },
      {
        "document": 1205,
        "excerpt": "ove the Cylinder up to 30 feet. Whenever the Cylinder moves into the space of a creature you can see and whenever a creature you can see enters the Cylinder or ends"
      },
      {
        "document": 1214,
        "excerpt": "or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain. T"
      },
      {
        "document": 1219,
        "excerpt": "e no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow the order until its task is co"
      },
      {
        "document": 1242,
        "excerpt": "oesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself. You can command the target to take a Reaction but must take"
      },
      {
        "document": 1243,
        "excerpt": "oesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself. You can command the target to take a Reaction but must take"
      },
      {
        "document": 1244,
        "excerpt": "oesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself. You can command the target to take a Reaction but must take"
      },
      {
        "document": 1248,
        "excerpt": "g throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens. Structures. The tremor deals 50 Bludgeoning damage to any structur"
      },
      {
        "document": 1258,
        "excerpt": "the safest and shortest route available. If the target moves to a space at least 60 feet away from you where it can't see you, this effect ends. Sickened. The targe"
      },
      {
        "document": 1263,
        "excerpt": "tion. A Frightened creature takes the Dash action and moves away from you by the safest route on each of its turns unless there is nowhere to move. If the creature"
      },
      {
        "document": 1298,
        "excerpt": "ppropriate for your deity or pantheon. Any enemy that moves to a space within 10 feet of the guardian for the first time on a turn or starts its turn there makes a"
      },
      {
        "document": 1302,
        "excerpt": "Line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles and similar unp"
      },
      {
        "document": 1325,
        "excerpt": "e. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only onc"
      },
      {
        "document": 1347,
        "excerpt": "ou could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it."
      },
      {
        "document": 1368,
        "excerpt": "A creature also makes this save when the spell's area moves into its space and when it enters the spell's area or ends its turn there. A creature makes this save on"
      },
      {
        "document": 1379,
        "excerpt": "area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the spell's area from being affected. Enrichment."
      },
      {
        "document": 1388,
        "excerpt": "ithout harm. If another creature that can see the wall moves within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw"
      },
      {
        "document": 1413,
        "excerpt": "ar through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. If something can see the sensor, it ap"
      },
      {
        "document": 1439,
        "excerpt": "es Difficult Terrain for the duration. When a creature moves into or within the area, it takes 2d4 Piercing damage for every 5 feet it travels. The transformation o"
      },
      {
        "document": 1467,
        "excerpt": "all appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when"
      },
      {
        "document": 1476,
        "excerpt": "beit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters a spac"
      },
      {
        "document": 1492,
        "excerpt": ". Movable. The grappler can drag or carry you when it moves, but every foot of movement costs it 1 extra foot unless you are Tiny or two or more sizes smaller than"
      },
      {
        "document": 1518,
        "excerpt": "ou can take a Bonus Action to command how the creature moves and what action it takes on its next turn, such as attacking an enemy. In the absence of such orders, th"
      },
      {
        "document": 1537,
        "excerpt": "a Magic action and using the carpet's command word. It moves according to your directions if you are within 30 feet of it. Four sizes of Carpet of Flying exist. The"
      },
      {
        "document": 1555,
        "excerpt": "ace. If the weapon has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or are m"
      },
      {
        "document": 1567,
        "excerpt": "n a +2 bonus to Armor Class. In addition, if an effect moves you against your will along the ground, you can take a Reaction to reduce the distance you are moved by"
      },
      {
        "document": 1579,
        "excerpt": "a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can take a Magic action while on the boat to command it"
      },
      {
        "document": 1610,
        "excerpt": "you can see within 60 feet of yourself. As the sphere moves through the air, it opens into a tangle of metal bands. Make a ranged attack roll with an attack bonus"
      },
      {
        "document": 1650,
        "excerpt": "ction. This potion's container seems to hold fog that moves and pours like water."
      },
      {
        "document": 1698,
        "excerpt": "hoose, up to the rope's length away from you. That end moves 10 feet on your turn when you first command it and 10 feet at the start of each of your subsequent turns"
      },
      {
        "document": 1711,
        "excerpt": "s control of the sphere. On a failed check, the sphere moves 10 feet toward you in a straight line. While in control of the sphere, you can take a Bonus Action to c"
      },
      {
        "document": 1720,
        "excerpt": "n. You decide what action the snake takes and where it moves during its turn, or you can issue it a general command, such as to attack your enemies or guard a locati"
      },
      {
        "document": 1761,
        "excerpt": "until the start of its next turn. Pounce. The dragon moves up to half its Speed, and it makes one Rend attack."
      },
      {
        "document": 1763,
        "excerpt": "pellcasting to cast Scorching Ray. Pounce. The dragon moves up to half its Speed, and it makes one Rend attack. Scorching Sands. Dexterity Saving Throw: DC 16, one"
      },
      {
        "document": 1764,
        "excerpt": "st Guiding Bolt (level 2 version). Pounce. The dragon moves up to half its Speed, and it makes one Rend attack. Thunderclap. Constitution Saving Throw: DC 17, each"
      },
      {
        "document": 1765,
        "excerpt": "until the start of its next turn. Pounce. The dragon moves up to half its Speed, and it makes one Rend attack."
      },
      {
        "document": 1766,
        "excerpt": "st Guiding Bolt (level 2 version). Pounce. The dragon moves up to half its Speed, and it makes one Rend attack."
      },
      {
        "document": 1767,
        "excerpt": "until the start of its next turn. Pounce. The dragon moves up to half its Speed, and it makes one Rend attack."
      },
      {
        "document": 1768,
        "excerpt": "until the start of its next turn. Pounce. The dragon moves up to half its Speed, and it makes one Rend attack."
      },
      {
        "document": 1769,
        "excerpt": "until the start of its next turn. Pounce. The dragon moves up to half its Speed, and it makes one Rend attack."
      },
      {
        "document": 1770,
        "excerpt": "until the start of its next turn. Pounce. The dragon moves up to half its Speed, and it makes one Rend attack."
      },
      {
        "document": 1773,
        "excerpt": "until the start of its next turn. Pounce. The dragon moves up to half its Speed, and it makes one Rend attack."
      },
      {
        "document": 1775,
        "excerpt": "t Scorching Ray (level 3 version). Pounce. The dragon moves up to half its Speed, and it makes one Rend attack. Scorching Sands. Dexterity Saving Throw: DC 20, one"
      },
      {
        "document": 1776,
        "excerpt": "st Guiding Bolt (level 2 version). Pounce. The dragon moves up to half its Speed, and it makes one Rend attack. Thunderclap. Constitution Saving Throw: DC 22, each"
      },
      {
        "document": 1777,
        "excerpt": "until the start of its next turn. Pounce. The dragon moves up to half its Speed, and it makes one Rend attack."
      },
      {
        "document": 1778,
        "excerpt": "st Guiding Bolt (level 4 version). Pounce. The dragon moves up to half its Speed, and it makes one Rend attack."
      },
      {
        "document": 1779,
        "excerpt": "until the start of its next turn. Pounce. The dragon moves up to half its Speed, and it makes one Rend attack."
      },
      {
        "document": 1780,
        "excerpt": "until the start of its next turn. Pounce. The dragon moves up to half its Speed, and it makes one Rend attack."
      },
      {
        "document": 1781,
        "excerpt": "until the start of its next turn. Pounce. The dragon moves up to half its Speed, and it makes one Rend attack."
      },
      {
        "document": 1782,
        "excerpt": "until the start of its next turn. Pounce. The dragon moves up to half its Speed, and it makes one Rend attack."
      },
      {
        "document": 1824,
        "excerpt": "Trampling Charge (Recharge 5–6). The centaur moves up to its Speed without provoking Opportunity Attacks and can move through the spaces of Medium or small"
      },
      {
        "document": 1825,
        "excerpt": "sappears. If the target is Large or smaller, the devil moves the target up to 30 feet straight toward itself. Success: The chain disappears."
      },
      {
        "document": 1840,
        "excerpt": ", it can't benefit from any bonus to its Speed, and it moves with the target. A creature can take an action to try to detach the darkmantle from itself, doing so wi"
      },
      {
        "document": 1842,
        "excerpt": "The deer doesn't provoke an Opportunity Attack when it moves out of an enemy's reach."
      },
      {
        "document": 1845,
        "excerpt": "whirlwind, the target has the Restrained condition and moves with the whirlwind. At the start of each of its turns, the Restrained target takes 21 (6d6) Thunder dam"
      },
      {
        "document": 1855,
        "excerpt": "oing so, the elemental doesn't disturb the material it moves through. Siege Monster. The elemental deals double damage to objects and structures."
      },
      {
        "document": 1862,
        "excerpt": "kes 3 (1d6) Cold damage for every 5 feet the elemental moves in water or for every gallon of water splashed on it."
      },
      {
        "document": 1869,
        "excerpt": "5 ft. Hit: 12 (3d6 + 2) Acid damage. Engulf. The cube moves up to its Speed without provoking Opportunity Attacks. The cube can move through the spaces of Large or"
      },
      {
        "document": 1889,
        "excerpt": "lls a 10-foot Cube centered on itself, and the octopus moves up to its Swim Speed. The Cube is Heavily Obscured for 1 minute or until a strong current or similar eff"
      },
      {
        "document": 1893,
        "excerpt": "Bubble Dash. While underwater, the seahorse moves up to half its Swim Speed without provoking Opportunity Attacks."
      },
      {
        "document": 1905,
        "excerpt": "mage to a creature that is already Bloodied, the gnoll moves up to half its Speed, and it makes one Rend attack."
      },
      {
        "document": 1922,
        "excerpt": "target is more than 5 feet from the harpy, the target moves on its turn toward the harpy by the most direct route, trying to get within 5 feet of the harpy. It does"
      },
      {
        "document": 1946,
        "excerpt": "til the end of the kraken's next turn. The kraken then moves up to its Speed. Failure or Success: The kraken can't take this action again until the start of its next"
      },
      {
        "document": 1973,
        "excerpt": "ills a 5-foot Cube centered on itself, and the octopus moves up to its Swim Speed. The Cube is Heavily Obscured for 1 minute or until a strong current or similar eff"
      },
      {
        "document": 1998,
        "excerpt": "The rat doesn't provoke an Opportunity Attack when it moves out of an enemy's reach."
      },
      {
        "document": 2015,
        "excerpt": "Bubble Dash. While underwater, the seahorse moves up to its Swim Speed without provoking Opportunity Attacks."
      },
      {
        "document": 2017,
        "excerpt": "e start of each of its turns. When the shambling mound moves, the Grappled target moves with it, costing it no extra movement. The shambling mound can have only one"
      },
      {
        "document": 2019,
        "excerpt": "hriek. Trigger: A creature or a source of Bright Light moves within 30 feet of the shrieker. Response: The shrieker emits a shriek audible within 300 feet of itself"
      },
      {
        "document": 2044,
        "excerpt": "start of each of its turns. Onslaught. The tarrasque moves up to half its Speed, and it makes one Claw or Tail attack. World-Shaking Movement. The tarrasque moves"
      },
      {
        "document": 2051,
        "excerpt": "Charge. The troll moves up to half its Speed straight toward an enemy it can see."
      },
      {
        "document": 2053,
        "excerpt": "tart of each of its turns. Charging Horn. The unicorn moves up to half its Speed without provoking Opportunity Attacks, and it makes one Radiant Horn attack. Shimm"
      },
      {
        "document": 2056,
        "excerpt": "start of its next turn. Deathless Strike. The vampire moves up to half its Speed, and it makes one Grave Strike attack."
      },
      {
        "document": 2070,
        "excerpt": "Prowl (Tiger or Hybrid Form Only). The weretiger moves up to its Speed without provoking Opportunity Attacks. At the end of this movement, the weretiger can ta"
      },
      {
        "document": 2080,
        "excerpt": "ile doing so, the xorn doesn't disturb the material it moves through. Treasure Sense. The xorn can pinpoint the location of precious metals and stones within 60 fee"
      }
    ],
    "moving": [
      {
        "document": 42,
        "excerpt": "When you do something other than moving or communicating, you typically take an action. The Action table lists the game's main actions, which ar"
      },
      {
        "document": 57,
        "excerpt": "he GM that their character is doing something, such as moving a lever or opening a door, and the GM describes what happens. Sometimes, however, rules govern what you"
      },
      {
        "document": 75,
        "excerpt": "es. Each square represents 5 feet. Speed. Rather than moving foot by foot, move square by square on the grid, using your Speed in 5-foot segments. You can translate"
      },
      {
        "document": 77,
        "excerpt": "they can constitute your entire move. However you're moving with your Speed, you deduct the distance of each part of your move from it until it is used up or until"
      },
      {
        "document": 83,
        "excerpt": "Moving around Other Creatures"
      },
      {
        "document": 555,
        "excerpt": "a weapon includes sheathing, stowing, or dropping it. Moving between Attacks. If you move on your turn and have a feature, such as Extra Attack, that gives you more"
      },
      {
        "document": 559,
        "excerpt": "e a Swim Speed and use it to swim. At the GM's option, moving any distance in rough water might require a successful DC 15 Strength (Athletics) check."
      },
      {
        "document": 563,
        "excerpt": "ou disappear and reappear elsewhere instantly, without moving through the intervening space. This transportation doesn't expend movement unless a rule tells you other"
      },
      {
        "document": 566,
        "excerpt": "Tremorsense can pinpoint the location of creatures and moving objects within a specific range, provided that the creature with Tremorsense and anything it is detectin"
      },
      {
        "document": 616,
        "excerpt": "ovement in that space costs 1 extra foot. For example, moving 5 feet through Difficult Terrain costs 10 feet of movement. Difficult Terrain isn't cumulative; either a"
      },
      {
        "document": 722,
        "excerpt": "urns into nearby passages that allow the stone to keep moving. Detect and Disarm. As a Study action, a creature can examine the section of floor that forms the press"
      },
      {
        "document": 744,
        "excerpt": "Escape notice by moving quietly and hiding behind things."
      },
      {
        "document": 820,
        "excerpt": "A glass orb filled with moving smoke"
      },
      {
        "document": 1161,
        "excerpt": "turns to get as far away as possible from the target, moving by the safest route. Sympathy. The creature has the Charmed condition. The Charmed creature must use it"
      },
      {
        "document": 1197,
        "excerpt": "then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target has the Prone condition and then ends"
      },
      {
        "document": 1201,
        "excerpt": "ction on its next turn, taking the safest route. After moving in this way, a target repeats the save, ending the spell on itself on a success."
      },
      {
        "document": 1267,
        "excerpt": "ou name a destination on another plane of existence, a moving destination (such as a mobile fortress), or an unspecific destination (such as “a green dragon’s lair”)."
      },
      {
        "document": 1276,
        "excerpt": "akes the save against the sphere, and the sphere stops moving for the turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it a"
      },
      {
        "document": 1287,
        "excerpt": "appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the u"
      },
      {
        "document": 1302,
        "excerpt": "pend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles and similar unprotected fla"
      },
      {
        "document": 1339,
        "excerpt": "eature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement. The spell can locate a specific creature known to you or the n"
      },
      {
        "document": 1379,
        "excerpt": "d on that point become thick and overgrown. A creature moving through that area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more a"
      },
      {
        "document": 1474,
        "excerpt": "frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn makes a Constitution saving throw, taking 5"
      },
      {
        "document": 1519,
        "excerpt": "ke a Utilize action to push against the sphere's wall, moving the sphere up to half the creature's Speed. The sphere can be picked up, and its magic causes it to weig"
      },
      {
        "document": 1524,
        "excerpt": "steps make no sound, regardless of the surface you are moving across. You also have Advantage on Dexterity (Stealth) checks."
      },
      {
        "document": 1607,
        "excerpt": "ize action to make a DC 30 Strength (Athletics) check, moving the fixed rod up to 10 feet on a successful check."
      },
      {
        "document": 1617,
        "excerpt": "or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can take the Dodge action. At the end of each of its turns,"
      },
      {
        "document": 1733,
        "excerpt": "ng throw, falling into the fissure on a failed save or moving with the fissure's edge on a successful one. Any structure on a spot where the fissure opens collapses i"
      },
      {
        "document": 1922,
        "excerpt": "It doesn't avoid Opportunity Attacks; however, before moving into damaging terrain (such as lava or a pit) and whenever it takes damage from a source other than the"
      }
    ],
    "mph": [
      {
        "document": 922,
        "excerpt": "8 mph"
      }
    ],
    "much": [
      {
        "document": 43,
        "excerpt": "The game uses actions to govern how much you can do at one time. You can take only one action at a time. This principle is most important in comb"
      },
      {
        "document": 135,
        "excerpt": "e a sentient magic item, you create the item's persona much as you would create an NPC, with these exceptions."
      },
      {
        "document": 160,
        "excerpt": "e items in “Equipment” for inspiration. You decide how much of a monster’s equipment is recoverable after the creature is slain and whether any of that equipment is"
      },
      {
        "document": 171,
        "excerpt": "y” on a successful save means the target takes half as much damage (round down) as targets that fail the save, while also ignoring all other parts of the effect."
      },
      {
        "document": 247,
        "excerpt": "ur character's languages. 3: Determine Ability Scores. Much of what your character does in the game depends on the character's six abilities. 4: Choose an Alignment"
      },
      {
        "document": 356,
        "excerpt": "is four times the normal cost, and it weighs twice as much."
      },
      {
        "document": 398,
        "excerpt": "ir material. The Coin Values table lists coins and how much they're worth relative to the Gold Piece, which is the game's main coin. For example, 100 Copper Pieces"
      },
      {
        "document": 546,
        "excerpt": "Huge, or Gargantuan. A creature's size determines how much space the creature occupies in combat. An object's size affects its Hit Points. See also \"Breaking Objec"
      },
      {
        "document": 548,
        "excerpt": "dy moved from the new speed. The result determines how much farther you can move. If the result is 0 or less, you can't use the new speed during the current move. F"
      },
      {
        "document": 690,
        "excerpt": ". On a successful save, a character might take half as much damage instead of no damage, at your discretion. Sample Mental Stress Effects"
      },
      {
        "document": 692,
        "excerpt": "The character might feel enervated and unable to exert much Strength, for example, or become so suspicious of others that Charisma checks are more difficult. These"
      },
      {
        "document": 693,
        "excerpt": "Advantage on the saving throw or dealing only half as much damage on a failed save. Inhaled. Poisonous powders and gases take effect when inhaled. Blowing the pow"
      },
      {
        "document": 697,
        "excerpt": "ours. On a successful save, the creature takes half as much damage only."
      },
      {
        "document": 703,
        "excerpt": "ing 31 (9d6) Poison damage on a failed save or half as much damage on a successful one."
      },
      {
        "document": 706,
        "excerpt": "ng 35 (10d6) Poison damage on a failed save or half as much damage on a successful one."
      },
      {
        "document": 707,
        "excerpt": "ng 10 (3d6) Poison damage on a failed save or half as much damage on a successful one."
      },
      {
        "document": 711,
        "excerpt": "ng 24 (7d6) Poisson damage on a failed save or half as much damage on a successful one."
      },
      {
        "document": 716,
        "excerpt": "(2d10) Bludgeoning damage on a failed save or half as much damage on a successful one. Rubble from the collapse turns the trapped area into Difficult Terrain. De"
      },
      {
        "document": 718,
        "excerpt": "king 11 (2d10) Fire damage on a failed save or half as much damage on a successful one. Detect and Disarm. A Detect Magic spell reveals an aura of Evocation magic"
      },
      {
        "document": 721,
        "excerpt": "hour. On a successful save, the creature takes half as much damage only. Avoid. The trap doesn't trigger if the lock is opened using a Knock spell or similar magic"
      },
      {
        "document": 729,
        "excerpt": "determine how many XP you have left to spend. Spend as much of your XP budget as you can without going over. It's OK if you have a few unspent XP left over. Example"
      },
      {
        "document": 964,
        "excerpt": "otal. On a successful save, the creature takes half as much damage (round down). You roll an additional d8 when you reach Cleric levels 7 (2d8), 13 (3d8), and 18 ("
      },
      {
        "document": 975,
        "excerpt": "taking 2d6 Necrotic damage on a failed save or half as much damage on a successful one. One creature of your choice in that area regains 2d6 Hit Points. The damage"
      },
      {
        "document": 985,
        "excerpt": "taking 10d12 Force damage on a failed save or half as much damage on a successful one. You can have only one creature under the effect of this feature at a time."
      },
      {
        "document": 986,
        "excerpt": "trait. On a successful save, a creature takes half as much damage. This damage increases by 1d10 when you reach character levels 5 (2d10), 11 (3d10), and 17 (4d10)"
      },
      {
        "document": 1149,
        "excerpt": "s, the arrow splashes the target with acid for half as much of the initial damage only. Using a Higher-Level Spell Slot. The damage (both initial and later) increa"
      },
      {
        "document": 1175,
        "excerpt": "spell. On a successful save, the target takes half as much damage only."
      },
      {
        "document": 1178,
        "excerpt": ", taking 6d10 Force damage on a failed save or half as much damage on a successful one. A creature also makes that save if it enters the wall's space or ends it tur"
      },
      {
        "document": 1180,
        "excerpt": "taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one. A Plant creature automatically fails the save. Alternatively, target a nonm"
      },
      {
        "document": 1184,
        "excerpt": "ow, taking 3d6 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the Cone that aren't being worn or carried start burni"
      },
      {
        "document": 1185,
        "excerpt": "king 3d10 Lightning damage on a failed save or half as much damage on a successful one. Until the spell ends, you can take a Magic action to call down lightning in"
      },
      {
        "document": 1187,
        "excerpt": "king 10d8 Lightning damage on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. One additional bolt leaps from the first t"
      },
      {
        "document": 1192,
        "excerpt": "taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. The damage increases by 2d8 for each spell"
      },
      {
        "document": 1195,
        "excerpt": ", taking 5d8 Poison damage on a failed save or half as much damage on a successful one. A creature must also make this save when the Sphere moves into its space and"
      },
      {
        "document": 1201,
        "excerpt": "is horizontal to you. Each Charmed target must use as much of its movement as possible to move in that direction on its next turn, taking the safest route. After m"
      },
      {
        "document": 1202,
        "excerpt": "ow, taking 8d8 Cold damage on a failed save or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws. Usi"
      },
      {
        "document": 1205,
        "excerpt": "taking 6d12 Radiant damage on a failed save or half as much damage on a successful one. Until the spell ends, Bright Light fills the Cylinder, and when you move on"
      },
      {
        "document": 1209,
        "excerpt": "ure takes 5d8 Force damage on a failed save or half as much damage on a successful one. A creature makes this save only once per turn. In addition, you can take th"
      },
      {
        "document": 1214,
        "excerpt": "level of all standing water in the area to rise by as much as 20 feet. If you choose an area in a large body of water, you instead create a 20-foot tall wave that"
      },
      {
        "document": 1227,
        "excerpt": "e total accumulated damage on a failed save or half as much damage on a successful one. The spell's base damage is 12d6, and the damage increases by 1d6 whenever y"
      },
      {
        "document": 1237,
        "excerpt": "route. On a successful save, the target takes half as much damage only. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level abo"
      },
      {
        "document": 1245,
        "excerpt": "damage of the chosen type on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell"
      },
      {
        "document": 1248,
        "excerpt": "cape. On a successful save, the creature takes half as much damage only."
      },
      {
        "document": 1269,
        "excerpt": "g 7d8 + 30 Necrotic damage on a failed save or half as much damage on a successful one. A Humanoid killed by this spell rises at the start of your next turn as a Z"
      },
      {
        "document": 1272,
        "excerpt": "w, taking 7d10 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the area that aren't being worn or carried start burni"
      },
      {
        "document": 1273,
        "excerpt": "ow, taking 8d6 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the area that aren't being worn or carried start burni"
      },
      {
        "document": 1275,
        "excerpt": "age and 5d6 Radiant damage on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. The Fire damage and the Radiant damage inc"
      },
      {
        "document": 1276,
        "excerpt": "ow, taking 2d6 Fire damage on a failed save or half as much damage on a successful one. As a Bonus Action, you can move the sphere up to 30 feet, rolling it along"
      },
      {
        "document": 1285,
        "excerpt": "row, taking 10d6 Cold damage on failed save or half as much damage on a successful one. If the globe strikes a body of water, it freezes the water to a depth of 6"
      },
      {
        "document": 1293,
        "excerpt": "when you create the glyph) on a failed save or half as much damage on a successful one. Spell Glyph. You can store a prepared spell of level 3 or lower in the glyp"
      },
      {
        "document": 1298,
        "excerpt": ", taking 20 Radiant damage on a failed save or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage."
      },
      {
        "document": 1305,
        "excerpt": "damage it took. On a successful save, it takes half as much damage only. This spell can't reduce a target's Hit Point maximum below 1."
      },
      {
        "document": 1310,
        "excerpt": "w, taking 2d10 Fire damage on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spel"
      },
      {
        "document": 1321,
        "excerpt": "damage and 4d6 Cold damage on a failed save or half as much damage on a successful one. Hailstones turn ground in the Cylinder into Difficult Terrain until the end"
      },
      {
        "document": 1325,
        "excerpt": "w, taking 10d8 Fire damage on a failed save or half as much damage on a successful one. A creature must also make this save when the Sphere moves into its space and"
      },
      {
        "document": 1326,
        "excerpt": "aking 2d10 Necrotic damage on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spel"
      },
      {
        "document": 1327,
        "excerpt": "aking 4d10 Piercing damage on a failed save or half as much damage on a successful one. A creature also makes this save when it enters the spell's area for the firs"
      },
      {
        "document": 1337,
        "excerpt": "aking 8d6 Lightning damage on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell"
      },
      {
        "document": 1359,
        "excerpt": "nd 20d6 Bludgeoning damage on a failed save or half as much damage on a successful one. A creature in the area of more than one fiery Sphere is affected only once."
      },
      {
        "document": 1361,
        "excerpt": "taking 3d8 Psychic damage on a failed save or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell"
      },
      {
        "document": 1367,
        "excerpt": "logical modified memory, such as a false memory of how much the creature enjoyed swimming in acid, is dismissed as a bad dream. The GM might deem a modified memory"
      },
      {
        "document": 1368,
        "excerpt": "linder. On a successful save, a creature takes half as much damage only. A creature also makes this save when the spell's area moves into its space and when it ente"
      },
      {
        "document": 1374,
        "excerpt": "ration. On a successful save, the target takes half as much damage, and the spell ends. For the duration, the target makes a Wisdom saving throw at the end of each"
      },
      {
        "document": 1387,
        "excerpt": "ailed Save: 12d6 Fire damage. Successful Save: Half as much damage. | | 2 | Orange. Failed Save: 12d6 Acid damage. Successful Save: Half as much damage."
      },
      {
        "document": 1388,
        "excerpt": "ailed Save: 12d6 Fire damage. Successful Save: Half as much damage. Additional Effects: Nonmagical ranged attacks can’t pass through this layer, which is destroyed"
      },
      {
        "document": 1421,
        "excerpt": "taking 3d8 Thunder damage on a failed save or half as much damage on a successful one. A Construct has Disadvantage on the save. A nonmagical object that isn't be"
      },
      {
        "document": 1429,
        "excerpt": "pt it is a Construct, its Hit Point maximum is half as much, and it can't cast this spell. The simulacrum is Friendly to you and creatures you designate. It obeys"
      },
      {
        "document": 1440,
        "excerpt": "vil). On a successful save, the creature takes half as much damage. A creature makes this save only once per turn. Using a Higher-Level Spell Slot. The damage incr"
      },
      {
        "document": 1446,
        "excerpt": "king 10d6 Lightning damage on a failed save or half as much damage on a successful one. Turn 4. Hailstones rain down. Each creature under the cloud takes 2d6 Bludg"
      },
      {
        "document": 1449,
        "excerpt": "your next turn. On a successful save, it takes half as much damage only. Until the spell ends, you can take a Magic action to create a new Line of radiance. For t"
      },
      {
        "document": 1450,
        "excerpt": "n for 1 minute. On a successful save, it takes half as much damage only. A creature Blinded by this spell makes another Constitution saving throw at the end of eac"
      },
      {
        "document": 1451,
        "excerpt": "king 10d10 Necrotic damage on a failed save or half as much damage on a successful save. Discord. Each target makes a Wisdom saving throw. On a failed save, a targ"
      },
      {
        "document": 1457,
        "excerpt": "om you. On a successful save, a creature takes half as much damage only. In addition, unsecured objects that are entirely within the Cube are pushed 10 feet away f"
      },
      {
        "document": 1467,
        "excerpt": "ng 6d10 Bludgeoning damage on a failed save or half as much damage on a successful one. At the start of each of your turns after the wall appears, the wall, along"
      },
      {
        "document": 1472,
        "excerpt": "ow, taking 5d8 Fire damage on a failed save or half as much damage on a successful one. One side of the wall, selected by you when you cast this spell, deals 5d8 F"
      },
      {
        "document": 1474,
        "excerpt": "w, taking 10d6 Cold damage on a failed save or half as much damage on a successful one. The wall is an object that can be damaged and thus breached. It has AC 12 a"
      },
      {
        "document": 1476,
        "excerpt": "taking 7d8 Piercing damage on a failed save or half as much damage on a successful one. A creature can move through the wall, albeit slowly and painfully. For ever"
      },
      {
        "document": 1481,
        "excerpt": "duration. On a successful save, a target takes half as much damage only. A Frightened target makes a Wisdom saving throw at the end of each of its turns. On a fail"
      },
      {
        "document": 1483,
        "excerpt": "ing 4d8 Bludgeoning damage on a failed save or half as much damage on a successful one. The strong wind keeps fog, smoke, and other gases at bay. Small or smaller"
      },
      {
        "document": 1504,
        "excerpt": "an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes"
      },
      {
        "document": 1515,
        "excerpt": "w, taking 5d4 Force damage on a failed save or half as much damage on a successful one. If you remove a bean from the bag, plant it in dirt or sand, and then water"
      },
      {
        "document": 1520,
        "excerpt": "latinous bead dissolves on your tongue and provides as much nourishment as 1 day of Rations."
      },
      {
        "document": 1565,
        "excerpt": "aking 10d6 Necrotic damage on a failed save or half as much damage on a successful one."
      },
      {
        "document": 1603,
        "excerpt": "minute. On a successful save, a creature takes half as much damage only. Glass or crystal objects in the Cone that aren't being worn or carried take 10d8 Thunder da"
      },
      {
        "document": 1609,
        "excerpt": "evel of the slot used to cast the spell determines how much space it uses. While this stone orbits your head, you can cast any spell stored in it. The spell uses t"
      },
      {
        "document": 1612,
        "excerpt": "aking 4d6 Lightning damage on a failed save or half as much damage on a successful one. Immediately after dealing this damage, the weapon reappears in your hand. Th"
      },
      {
        "document": 1677,
        "excerpt": "able. On a successful save, the creature takes half as much damage. Shooting Stars. You can expend 1 to 3 charges as a Magic action. For every charge you expend, y"
      },
      {
        "document": 1678,
        "excerpt": "evel of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot le"
      },
      {
        "document": 1716,
        "excerpt": "staff. On a successful save, a creature takes half as much damage."
      },
      {
        "document": 1719,
        "excerpt": "staff. On a successful save, a creature takes half as much damage."
      },
      {
        "document": 1722,
        "excerpt": "aking 9d6 Lightning damage on a failed save or half as much damage on a successful one. Thunderclap. You can take a Magic action to cause the staff to produce a th"
      }
    ],
    "mucus": [
      {
        "document": 699,
        "excerpt": "Crawler Mucus (200 GP)"
      },
      {
        "document": 1760,
        "excerpt": "ils a saving throw, it can choose to succeed instead. Mucus Cloud. While underwater, the aboleth is surrounded by mucus. Constitution Saving Throw: DC 14, each crea"
      }
    ],
    "mud": [
      {
        "document": 583,
        "excerpt": "Speed can use that speed to move through sand, earth, mud, or ice. The creature can't burrow through solid rock unless the creature has a trait that allows it to"
      },
      {
        "document": 1479,
        "excerpt": "move across any liquid surface - such as water, acid, mud, snow, quicksand, or lava - as if it were harmless solid ground (creatures crossing molten lava can stil"
      }
    ],
    "muddy": [
      {
        "document": 1362,
        "excerpt": "If you create an image of an object - such as a chair, muddy footprints, or a small chest - it must be no larger than a 5-foot Cube. The image can't create sound, li"
      },
      {
        "document": 1645,
        "excerpt": "riendship spell (save DC 13). Agitating this potion's muddy liquid brings little bits into view: a fish scale, a hummingbird feather, a cat claw, or a squirrel hair"
      }
    ],
    "mug": [
      {
        "document": 923,
        "excerpt": "Ale (mug)"
      }
    ],
    "mule": [
      {
        "document": 756,
        "excerpt": "2, a Constrictor Snake; on a 3, an Elephant; on a 4, a Mule."
      },
      {
        "document": 920,
        "excerpt": "Mule"
      },
      {
        "document": 1965,
        "excerpt": "Mule"
      }
    ],
    "mules": [
      {
        "document": 96,
        "excerpt": "s been trained to accept a rider. Domesticated horses, mules, and similar creatures have such training. The Initiative of a controlled mount changes to match yours"
      }
    ],
    "multiattack": [
      {
        "document": 156,
        "excerpt": "special ability as quickly and as often as possible. Multiattack. If the monster has Multiattack, have it use Multiattack on any of its turns in which it's not using one"
      },
      {
        "document": 174,
        "excerpt": "Multiattack"
      },
      {
        "document": 980,
        "excerpt": "e. Opportunity Attacks have Disadvantage against you. Multiattack Defense. When a creature hits you with an attack roll, that creature has Disadvantage on all other attac"
      },
      {
        "document": 1290,
        "excerpt": "s, without needing to make an ability check. Actions Multiattack. The insect makes a number of attacks equal to half this spell's level (round down). Poison Jab. Melee"
      },
      {
        "document": 1448,
        "excerpt": "the chosen damage type until the spell ends. Actions Multiattack. The spirit makes a number of Rend attacks equal to half the spell's level (round down), and it uses Bre"
      },
      {
        "document": 1760,
        "excerpt": "Multiattack. The aboleth makes two Tentacle attacks and uses either Consume Memories or Dominate Mind if available."
      },
      {
        "document": 1761,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Acid"
      },
      {
        "document": 1762,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Shatt"
      },
      {
        "document": 1763,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Sleep Breath or (B) Sp"
      },
      {
        "document": 1764,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Repulsion Breath or (B"
      },
      {
        "document": 1765,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Slowing Breath or (B)"
      },
      {
        "document": 1766,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Spellcasting to cast G"
      },
      {
        "document": 1767,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Mind"
      },
      {
        "document": 1768,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Scorc"
      },
      {
        "document": 1769,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Paralyzing Breath or ("
      },
      {
        "document": 1770,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 13 (2d6 + 6) Slas"
      },
      {
        "document": 1771,
        "excerpt": "Multiattack. The elemental makes two Thunderous Slam attacks. Thunderous Slam. Melee Attack Roll: +8, reach 10 ft."
      },
      {
        "document": 1773,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Acid"
      },
      {
        "document": 1774,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Shatt"
      },
      {
        "document": 1775,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Sleep Breath or (B) Sp"
      },
      {
        "document": 1776,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Repulsion Breath or (B"
      },
      {
        "document": 1777,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Slowing Breath or (B)"
      },
      {
        "document": 1778,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Spellcasting to cast G"
      },
      {
        "document": 1779,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Mind"
      },
      {
        "document": 1780,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Scorc"
      },
      {
        "document": 1781,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Paralyzing Breath or ("
      },
      {
        "document": 1782,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. Rend. Melee Attack Roll: +14, reach 15 ft. Hit: 17 (2d8 + 8) Slas"
      },
      {
        "document": 1783,
        "excerpt": "Multiattack. The armor makes two Slam attacks. Slam. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Bludgeonin"
      },
      {
        "document": 1787,
        "excerpt": "Multiattack. The ankylosaurus makes two Tail attacks. Tail. Melee Attack Roll: +6, reach 10 ft. Hit: 9 (1d10 + 4) B"
      },
      {
        "document": 1788,
        "excerpt": "Multiattack. The ape makes two Fist attacks. Fist. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Bludgeoning"
      },
      {
        "document": 1789,
        "excerpt": "Multiattack. The archelon makes two Bite attacks. Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 14 (3d6 + 4) Pierci"
      },
      {
        "document": 1790,
        "excerpt": "Multiattack. The archmage makes four Arcane Burst attacks. Arcane Burst. Melee or Ranged Attack Roll: +9, reach 5 f"
      },
      {
        "document": 1791,
        "excerpt": "Multiattack. The assassin makes three attacks, using Shortsword or Light Crossbow in any combination. Shortsword. M"
      },
      {
        "document": 1792,
        "excerpt": "Multiattack. The avatar makes a number of Reaping Scythe attacks equal to half the summoner's Proficiency Bonus (rou"
      },
      {
        "document": 1799,
        "excerpt": "Multiattack. The balor makes one Flame Whip attack and one Lightning Blade attack. Flame Whip. Melee Attack Roll: +"
      },
      {
        "document": 1800,
        "excerpt": "Multiattack. The bandit makes two attacks, using Scimitar and Pistol in any combination. Scimitar. Melee Attack Rol"
      },
      {
        "document": 1802,
        "excerpt": "Multiattack. The devil makes one Claws attack and one Tail attack, or it makes two Hurl Flame attacks. Claws. Melee"
      },
      {
        "document": 1805,
        "excerpt": "Multiattack. The devil makes one Beard attack and one Infernal Glaive attack. Beard. Melee Attack Roll: +5, reach 5"
      },
      {
        "document": 1806,
        "excerpt": "Multiattack. The behir makes one Bite attack and uses Constrict. Bite. Melee Attack Roll: +10, reach 10 ft. Hit: 19"
      },
      {
        "document": 1808,
        "excerpt": "Multiattack. The bear makes two Rend attacks. Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing da"
      },
      {
        "document": 1809,
        "excerpt": "Multiattack. The dragon makes two Rend attacks. Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing"
      },
      {
        "document": 1813,
        "excerpt": "Multiattack. The dragon makes two Rend attacks. Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Slashing"
      },
      {
        "document": 1815,
        "excerpt": "Multiattack. The devil makes two Claw attacks and one Infernal Sting attack. Claw. Melee Attack Roll: +8, reach 10"
      },
      {
        "document": 1817,
        "excerpt": "Multiattack. The dragon makes two Rend attacks. Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Slashing"
      },
      {
        "document": 1818,
        "excerpt": "Multiattack. The bear makes one Bite attack and one Claw attack. Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1"
      },
      {
        "document": 1819,
        "excerpt": "Multiattack. The bugbear makes two Javelin or Morningstar attacks. Javelin. Melee or Ranged Attack Roll: +5, reach"
      },
      {
        "document": 1821,
        "excerpt": "Multiattack. The bulette makes two Bite attacks. Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 17 (2d12 + 4) Pierci"
      },
      {
        "document": 1824,
        "excerpt": "Multiattack. The centaur makes two attacks, using Pike or Longbow in any combination. Pike. Melee Attack Roll: +6,"
      },
      {
        "document": 1825,
        "excerpt": "Multiattack. The devil makes two Chain attacks and uses Conjure Infernal Chain. Chain. Melee Attack Roll: +7, reach"
      },
      {
        "document": 1826,
        "excerpt": "Multiattack. The chimera makes one Ram attack, one Bite attack, and one Claw attack. It can replace the Claw attack"
      },
      {
        "document": 1827,
        "excerpt": "Multiattack. The chuul makes two Pincer attacks and uses Paralyzing Tentacles. Pincer. Melee Attack Roll: +6, reach"
      },
      {
        "document": 1828,
        "excerpt": "Multiattack. The golem makes two Slam attacks, or it makes three Slam attacks if it used Hasten this turn. Slam. Me"
      },
      {
        "document": 1829,
        "excerpt": "Multiattack. The cloaker makes one Attach attack and two Tail attacks. Attach. Melee Attack Roll: +6, reach 5 ft. H"
      },
      {
        "document": 1830,
        "excerpt": "Multiattack. The giant makes two attacks, using Thunderous Mace or Thundercloud in any combination. It can replace o"
      },
      {
        "document": 1841,
        "excerpt": "Multiattack. The death dog makes two Bite attacks. Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Pierci"
      },
      {
        "document": 1843,
        "excerpt": "Multiattack. The deva makes two Holy Mace attacks. Holy Mace. Melee Attack Roll: +8, reach 5 ft. Hit: 7 (1d6 + 4) B"
      },
      {
        "document": 1845,
        "excerpt": "Multiattack. The djinni makes three attacks, using Storm Blade or Storm Bolt in any combination. Storm Blade. Melee"
      },
      {
        "document": 1846,
        "excerpt": "Multiattack. The doppelganger makes two Slam attacks and uses Unsettling Visage if available. Slam. Melee Attack Ro"
      },
      {
        "document": 1848,
        "excerpt": "Multiattack. The dragon makes three Bite attacks. It can replace one attack with a Tail attack. Bite. Melee Attack"
      },
      {
        "document": 1850,
        "excerpt": "Multiattack. The drider makes three attacks, using Foreleg or Poison Burst in any combination. Foreleg. Melee Attac"
      },
      {
        "document": 1851,
        "excerpt": "Multiattack. The druid makes two attacks, using Vine Staff or Verdant Wisp in any combination. Vine Staff. Melee At"
      },
      {
        "document": 1852,
        "excerpt": "Multiattack. The dryad makes one Vine Lash or Thorn Burst attack, and it can use Spellcasting to cast Charm Monster."
      },
      {
        "document": 1855,
        "excerpt": "Multiattack. The elemental makes two attacks, using Slam or Rock Launch in any combination. Slam. Melee Attack Roll"
      },
      {
        "document": 1856,
        "excerpt": "Multiattack. The efreeti makes three attacks, using Heated Blade or Hurl Flame in any combination. Heated Blade. Me"
      },
      {
        "document": 1857,
        "excerpt": "Multiattack. The elephant makes two Gore attacks. Gore. Melee Attack Roll: +8, reach 5 ft. Hit: 15 (2d8 + 6) Pierci"
      },
      {
        "document": 1859,
        "excerpt": "Multiattack. The erinyes makes three Withering Sword attacks and can use Entangling Rope. Withering Sword. Melee At"
      },
      {
        "document": 1860,
        "excerpt": "Multiattack. The ettercap makes one Bite attack and one Claw attack. Bite. Melee Attack Roll: +4, reach 5 ft. Hit:"
      },
      {
        "document": 1861,
        "excerpt": "Multiattack. The ettin makes one Battleaxe attack and one Morningstar attack. Battleaxe. Melee Attack Roll: +7, rea"
      },
      {
        "document": 1862,
        "excerpt": "Multiattack. The elemental makes two Burn attacks. Burn. Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 + 3) Fire"
      },
      {
        "document": 1863,
        "excerpt": "Multiattack. The giant makes two attacks, using Flame Sword or Hammer Throw in any combination. Flame Sword. Melee"
      },
      {
        "document": 1864,
        "excerpt": "Multiattack. The golem makes two Slam attacks. Slam. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoni"
      },
      {
        "document": 1867,
        "excerpt": "Multiattack. The giant makes two attacks, using Frost Axe or Great Bow in any combination. Frost Axe. Melee Attack"
      },
      {
        "document": 1868,
        "excerpt": "Multiattack. The gargoyle makes two Claw attacks. Claw. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2) Slashin"
      },
      {
        "document": 1871,
        "excerpt": "Multiattack. The ghost makes two Withering Touch attacks. Withering Touch. Melee Attack Roll: +5, reach 5 ft. Hit:"
      },
      {
        "document": 1872,
        "excerpt": "Multiattack. The ghoul makes two Bite attacks. Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing d"
      },
      {
        "document": 1873,
        "excerpt": "Multiattack. The ape makes two Fist attacks. Fist. Melee Attack Roll: +9, reach 10 ft. Hit: 22 (3d10 + 6) Bludgeoni"
      },
      {
        "document": 1878,
        "excerpt": "Multiattack. The snake makes one Bite attack and uses Constrict. Bite. Melee Attack Roll: +6, reach 10 ft. Hit: 11"
      },
      {
        "document": 1880,
        "excerpt": "Multiattack. The crocodile makes one Bite attack and one Tail attack. Bite. Melee Attack Roll: +8, reach 5 ft. Hit:"
      },
      {
        "document": 1881,
        "excerpt": "Multiattack. The eagle makes two Rend attacks. Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing d"
      },
      {
        "document": 1892,
        "excerpt": "Multiattack. The scorpion makes two Claw attacks and one Sting attack. Claw. Melee Attack Roll: +5, reach 5 ft. Hit"
      },
      {
        "document": 1894,
        "excerpt": "Multiattack. The shark makes two Bite attacks. Bite. Melee Attack Roll: +9 (with Advantage if the target doesn't ha"
      },
      {
        "document": 1903,
        "excerpt": "Multiattack. The glabrezu makes two Pincer attacks and uses Pummel or Spellcasting. Pincer. Melee Attack Roll: +9,"
      },
      {
        "document": 1904,
        "excerpt": "Multiattack. The gladiator makes three Spear attacks. It can replace one attack with a use of Shield Bash. Spear. M"
      },
      {
        "document": 1907,
        "excerpt": "Multiattack. The goblin makes two attacks, using Scimitar or Shortbow in any combination. Scimitar. Melee Attack Ro"
      },
      {
        "document": 1910,
        "excerpt": "Multiattack. The dragon makes two Rend attacks. Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (1d10 + 4) Slashing"
      },
      {
        "document": 1913,
        "excerpt": "Multiattack. The dragon makes two Rend attacks. Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 + 2) Slashing"
      },
      {
        "document": 1914,
        "excerpt": "Multiattack. The hag makes two Claw attacks. Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) Slashing dam"
      },
      {
        "document": 1915,
        "excerpt": "Multiattack. The grick makes one Beak attack and one Tentacles attack. Beak. Melee Attack Roll: +4, reach 5 ft. Hit"
      },
      {
        "document": 1916,
        "excerpt": "Multiattack. The griffon makes two Rend attacks. Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) Piercing"
      },
      {
        "document": 1918,
        "excerpt": "Multiattack. The guard makes two attacks, using Javelin or Longsword in any combination. Javelin. Melee or Ranged A"
      },
      {
        "document": 1920,
        "excerpt": "Multiattack. The naga makes two Bite attacks. It can replace any attack with a use of Poisonous Spittle. Bite. Mele"
      },
      {
        "document": 1921,
        "excerpt": "Multiattack. The half-dragon makes two Claw attacks. Claw. Melee Attack Roll: +7, reach 10 ft. Hit: 6 (1d4 + 4) Sla"
      },
      {
        "document": 1924,
        "excerpt": "Multiattack. The hound makes two Bite attacks. Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing d"
      },
      {
        "document": 1925,
        "excerpt": "Multiattack. The hezrou makes three Rend attacks. Rend. Melee Attack Roll: +7, reach 5 ft. Hit: 6 (1d4 + 4) Slashin"
      },
      {
        "document": 1926,
        "excerpt": "Multiattack. The giant makes two attacks, using Tree Club or Trash Lob in any combination. Tree Club. Melee Attack"
      },
      {
        "document": 1927,
        "excerpt": "Multiattack. The hippogriff makes two Rend attacks. Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Slash"
      },
      {
        "document": 1928,
        "excerpt": "Multiattack. The hippopotamus makes two Bite attacks. Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 16 (2d10 + 5) P"
      },
      {
        "document": 1929,
        "excerpt": "Multiattack. The hobgoblin makes two attacks, using Greatsword or Longbow in any combination. Greatsword. Melee Att"
      },
      {
        "document": 1932,
        "excerpt": "Multiattack. The devil makes three attacks, using Searing Fork or Hurl Flame in any combination. It can replace one"
      },
      {
        "document": 1934,
        "excerpt": "Multiattack. The hydra makes as many Bite attacks as it has heads. Bite. Melee Attack Roll: +8, reach 10 ft. Hit: 1"
      },
      {
        "document": 1936,
        "excerpt": "Multiattack. The devil makes three Ice Spear attacks. It can replace one attack with a Tail attack. Ice Spear. Mele"
      },
      {
        "document": 1939,
        "excerpt": "Multiattack. The incubus makes two Restless Touch attacks. Restless Touch. Melee Attack Roll: +7, reach 5 ft. Hit:"
      },
      {
        "document": 1940,
        "excerpt": "Multiattack. The stalker makes three Wind Swipe attacks. It can replace one attack with a use of Vortex. Wind Swipe"
      },
      {
        "document": 1941,
        "excerpt": "Multiattack. The golem makes two attacks, using Bladed Arm or Fiery Bolt in any combination. Bladed Arm. Melee Atta"
      },
      {
        "document": 1944,
        "excerpt": "Multiattack. The knight makes two attacks, using Greatsword or Heavy Crossbow in any combination. Greatsword. Melee"
      },
      {
        "document": 1946,
        "excerpt": "Multiattack. The kraken makes two Tentacle attacks and uses Fling, Lightning Strike, or Swallow. Tentacle. Melee At"
      },
      {
        "document": 1947,
        "excerpt": "Multiattack. The lamia makes two Claw attacks. It can replace one attack with a use of Corrupting Touch. Claw. Mele"
      },
      {
        "document": 1949,
        "excerpt": "Multiattack. The lich makes three attacks, using El-dritch Burst or Paralyzing Touch in any combination. Eldritch B"
      },
      {
        "document": 1950,
        "excerpt": "Multiattack. The lion makes two Rend attacks. It can replace one attack with a use of Roar. Rend. Melee Attack Roll"
      },
      {
        "document": 1952,
        "excerpt": "Multiattack. The mage makes three Arcane Burst attacks. Arcane Burst. Melee or Ranged Attack Roll: +6, reach 5 ft."
      },
      {
        "document": 1955,
        "excerpt": "Multiattack. The mammoth makes two Gore attacks. Gore. Melee Attack Roll: +10, reach 10 ft. Hit: 18 (2d10 + 7) Pier"
      },
      {
        "document": 1956,
        "excerpt": "Multiattack. The manticore makes three attacks, using Rend or Tail Spike in any combination. Rend. Melee Attack Rol"
      },
      {
        "document": 1957,
        "excerpt": "Multiattack. The marilith makes six Pact Blade attacks and uses Constrict. Pact Blade. Melee Attack Roll: +10, reac"
      },
      {
        "document": 1959,
        "excerpt": "Multiattack. The medusa makes two Claw attacks and one Snake Hair attack, or it makes three Poison Ray attacks. Cla"
      },
      {
        "document": 1961,
        "excerpt": "Multiattack. The merrow makes two attacks, using Bite, Claw, or Harpoon in any combination. Bite. Melee Attack Roll"
      },
      {
        "document": 1966,
        "excerpt": "Multiattack. The mummy makes one Rotting Fist or Channel Negative Energy attack, and it uses Dreadful Glare. Rottin"
      },
      {
        "document": 1967,
        "excerpt": "Multiattack. The mummy makes two Rotting Fist attacks and uses Dreadful Glare. Rotting Fist. Melee Attack Roll: +5,"
      },
      {
        "document": 1968,
        "excerpt": "Multiattack. The nalfeshnee makes three Rend attacks. Rend. Melee Attack Roll: +10, reach 10 ft. Hit: 16 (2d10 + 5)"
      },
      {
        "document": 1969,
        "excerpt": "Multiattack. The hag makes two Claw attacks. Claw. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Slashing da"
      },
      {
        "document": 1976,
        "excerpt": "Multiattack. The oni makes two Claw or Nightmare Ray attacks. It can replace one attack with a use of Spellcasting."
      },
      {
        "document": 1977,
        "excerpt": "Multiattack. The otyugh makes one Bite attack and two Tentacle attacks. Bite. Melee Attack Roll: +6, reach 5 ft. Hi"
      },
      {
        "document": 1979,
        "excerpt": "Multiattack. The owlbear makes two Rend attacks. Rend. Melee Attack Roll: +7, reach 5 ft. Hit: 14 (2d8 + 5) Slashin"
      },
      {
        "document": 1982,
        "excerpt": "Multiattack. The spider makes two Bite attacks. Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Piercing"
      },
      {
        "document": 1984,
        "excerpt": "Multiattack. The pirate makes three attacks, using Rapier or Pistol in any combination. Rapier. Melee Attack Roll:"
      },
      {
        "document": 1985,
        "excerpt": "Multiattack. The pirate makes two Dagger attacks. It can replace one attack with a use of Enthralling Panache. Dagg"
      },
      {
        "document": 1986,
        "excerpt": "Multiattack. The pit fiend makes one Bite attack, two Devilish Claw attacks, and one Fiery Mace attack. Bite. Melee"
      },
      {
        "document": 1987,
        "excerpt": "Multiattack. The planetar makes three Radiant Sword attacks or uses Holy Burst twice. Radiant Sword. Melee Attack R"
      },
      {
        "document": 1989,
        "excerpt": "Multiattack. The bear makes two Rend attacks. Rend. Melee Attack Roll: +7, reach 5 ft. Hit: 9 (1d8 + 5) Slashing da"
      },
      {
        "document": 1992,
        "excerpt": "Multiattack. The priest makes two attacks, using Mace or Radiant Flame in any combination. Mace. Melee Attack Roll:"
      },
      {
        "document": 1993,
        "excerpt": "Multiattack. The pseudodragon makes two Bite attacks. Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Pie"
      },
      {
        "document": 1995,
        "excerpt": "Multiattack. The worm makes one Bite attack and one Tail Stinger attack. Bite. Melee Attack Roll: +14, reach 10 ft."
      },
      {
        "document": 1997,
        "excerpt": "Multiattack. The rakshasa makes three Cursed Touch attacks. Cursed Touch. Melee Attack Roll: +10, reach 5 ft. Hit:"
      },
      {
        "document": 2000,
        "excerpt": "Multiattack. The dragon makes two Rend attacks. Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (1d10 + 4) Slashing"
      },
      {
        "document": 2005,
        "excerpt": "Multiattack. The roc makes two Beak attacks. It can replace one attack with a Talons attack. Beak. Melee Attack Rol"
      },
      {
        "document": 2006,
        "excerpt": "Multiattack. The roper makes two Tentacle attacks, uses Reel, and makes two Bite attacks. Bite. Melee Attack Roll:"
      },
      {
        "document": 2007,
        "excerpt": "Multiattack. The rust monster makes one Bite attack and uses Antennae twice. Bite. Melee Attack Roll: +3, reach 5 f"
      },
      {
        "document": 2008,
        "excerpt": "Multiattack. The tiger makes two Rend attacks. Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 11 (2d6 + 4) Slashing"
      },
      {
        "document": 2009,
        "excerpt": "Multiattack. The sahuagin makes two Claw attacks. Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Slashin"
      },
      {
        "document": 2010,
        "excerpt": "Multiattack. The salamander makes two Flame Spear attacks. It can replace one attack with a use of Constrict. Flame"
      },
      {
        "document": 2013,
        "excerpt": "Multiattack. The scout makes two attacks, using Short-word and Longbow in any combination. Shortsword. Melee Attack"
      },
      {
        "document": 2017,
        "excerpt": "Multiattack. The shambling mound makes three Charged Tendril attacks. It can replace one attack with a use of Engulf"
      },
      {
        "document": 2018,
        "excerpt": "Multiattack. The guardian makes two Fist attacks. Fist. Melee Attack Roll: +7, reach 10 ft. Hit: 11 (2d6 + 4) Bludg"
      },
      {
        "document": 2020,
        "excerpt": "Multiattack. The dragon makes two Rend attacks. Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (1d10 + 4) Piercing"
      },
      {
        "document": 2022,
        "excerpt": "Multiattack. The solar makes two Flying Sword attacks. It can replace one attack with a use of Slaying Bow. Flying"
      },
      {
        "document": 2024,
        "excerpt": "Multiattack. The sphinx makes three Claw attacks. Claw. Melee Attack Roll: +8, reach 5 ft. Hit: 14 (3d6 + 4) Slashi"
      },
      {
        "document": 2025,
        "excerpt": "Multiattack. The sphinx makes two Claw attacks and uses Roar. Claw. Melee Attack Roll: +12, reach 5 ft. Hit: 20 (4d"
      },
      {
        "document": 2028,
        "excerpt": "Multiattack. The naga makes three attacks, using Bite or Necrotic Ray in any combination. Bite. Melee Attack Roll:"
      },
      {
        "document": 2033,
        "excerpt": "Multiattack. The giant makes two attacks, using Stone Club or Boulder in any combination. Stone Club. Melee Attack"
      },
      {
        "document": 2034,
        "excerpt": "Multiattack. The golem makes two attacks, using Slam or Force Bolt in any combination. Slam. Melee Attack Roll: +10"
      },
      {
        "document": 2035,
        "excerpt": "Multiattack. The giant makes two attacks, using Storm Sword or Thunderbolt in any combination. Storm Sword. Melee A"
      },
      {
        "document": 2036,
        "excerpt": "Multiattack. The succubus makes one Fiendish Touch attack and uses Charm or Draining Kiss. Fiendish Touch. Melee At"
      },
      {
        "document": 2044,
        "excerpt": "Multiattack. The tarrasque makes one Bite attack and three other attacks, using Claw or Tail in any combination. Bi"
      },
      {
        "document": 2046,
        "excerpt": "Multiattack. The tough makes two attacks, using Warhammer or Heavy Crossbow in any combination. Warhammer. Melee At"
      },
      {
        "document": 2048,
        "excerpt": "Multiattack. The treant makes two Slam attacks. Slam. Melee Attack Roll: +10, reach 5 ft. Hit: 16 (3d6 + 6) Bludgeo"
      },
      {
        "document": 2049,
        "excerpt": "Multiattack. The triceratops makes two Gore attacks. Gore. Melee Attack Roll: +9, reach 5 ft. Hit: 19 (2d12 + 6) Pi"
      },
      {
        "document": 2051,
        "excerpt": "Multiattack. The troll makes three Rend attacks. Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 11 (2d6 + 4) Slashi"
      },
      {
        "document": 2052,
        "excerpt": "Multiattack. The tyrannosaurus makes one Bite attack and one Tail attack. Bite. Melee Attack Roll: +10, reach 10 ft"
      },
      {
        "document": 2053,
        "excerpt": "Multiattack. The unicorn makes one Hooves attack and one Radiant Horn attack. Hooves. Melee Attack Roll: +7, reach"
      },
      {
        "document": 2054,
        "excerpt": "Multiattack. The familiar makes two Umbral Dagger attacks. Umbral Dagger. Melee or Ranged Attack Roll: +5, reach 5"
      },
      {
        "document": 2055,
        "excerpt": "Multiattack. The vampire makes two Claw attacks and uses Bite. Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (2d4"
      },
      {
        "document": 2056,
        "excerpt": "Multiattack (Vampire Form Only). The vampire makes two Grave Strike attacks and uses Bite. Grave Strike (Vampire Fo"
      },
      {
        "document": 2058,
        "excerpt": "Multiattack. The fungus makes two Rotting Touch attacks. Rotting Touch. Melee Attack Roll: +2, reach 10 ft. Hit: 4"
      },
      {
        "document": 2059,
        "excerpt": "Multiattack. The vrock makes two Shred attacks. Shred. Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 + 3) Piercin"
      },
      {
        "document": 2064,
        "excerpt": "Multiattack. The warrior makes two Greatsword or Heavy Crossbow attacks. Greatsword. Melee Attack Roll: +5, reach 5"
      },
      {
        "document": 2065,
        "excerpt": "Multiattack. The elemental makes two Slam attacks. Slam. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Bludg"
      },
      {
        "document": 2067,
        "excerpt": "Multiattack. The werebear makes two attacks, using Handaxe or Rend in any combination. It can replace one attack wit"
      },
      {
        "document": 2068,
        "excerpt": "Multiattack. The wereboar makes two attacks, using Javelin or Tusk in any combination. It can replace one attack wit"
      },
      {
        "document": 2069,
        "excerpt": "Multiattack. The wererat makes two attacks, using Scratch or Hand Crossbow in any combination. It can replace one at"
      },
      {
        "document": 2070,
        "excerpt": "Multiattack. The weretiger makes two attacks, using Scratch or Longbow in any combination. It can replace one attack"
      },
      {
        "document": 2071,
        "excerpt": "Multiattack. The werewolf makes two attacks, using Scratch or Longbow in any combination. It can replace one attack"
      },
      {
        "document": 2072,
        "excerpt": "Multiattack. The dragon makes two Rend attacks. Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing"
      },
      {
        "document": 2073,
        "excerpt": "Multiattack. The wight makes two attacks, using Necrotic Sword or Necrotic Bow in any combination. It can replace on"
      },
      {
        "document": 2079,
        "excerpt": "Multiattack. The wyvern makes one Bite attack and one Sting attack. Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 1"
      },
      {
        "document": 2080,
        "excerpt": "Multiattack. The xorn makes one Bite attack and three Claw attacks. Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 1"
      },
      {
        "document": 2081,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 9 (2d4 + 4) Slashi"
      },
      {
        "document": 2082,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. Rend. Melee Attack Roll: +9, reach 10 ft. Hit: 12 (2d6 + 5) Slash"
      },
      {
        "document": 2083,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace two attacks with a use of Sleep Breath. Rend. Mele"
      },
      {
        "document": 2084,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Repulsion Breath. Rend. M"
      },
      {
        "document": 2085,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Slowing Breath. Rend. Mel"
      },
      {
        "document": 2086,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Weakening Breath. Rend. M"
      },
      {
        "document": 2087,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 11 (2d6 + 4) Slash"
      },
      {
        "document": 2088,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. Rend. Melee Attack Roll: +10, reach 10 ft. Hit: 13 (2d6 + 6) Slas"
      },
      {
        "document": 2089,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Paralyzing Breath. Rend."
      },
      {
        "document": 2090,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 9 (2d4 + 4) Slashi"
      }
    ],
    "multiclass": [
      {
        "document": 255,
        "excerpt": "rrent classes. For example, a Barbarian who decides to multiclass into the Druid class must have Strength and Wisdom scores of 13 or higher, since Strength is the primar"
      },
      {
        "document": 264,
        "excerpt": "from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, follow the rules for that class. Spells Prepared"
      },
      {
        "document": 962,
        "excerpt": "hich are listed in the Barbarian Features table. As a Multiclass Character - Gain the following traits from the Core Barbarian Traits table: Hit Point Die, proficiency"
      },
      {
        "document": 963,
        "excerpt": "es, which are listed in the Bard Features table. As a Multiclass Character - Gain the following traits from the Core Bard Traits table: Hit Point Die, proficiency in on"
      },
      {
        "document": 964,
        "excerpt": ", which are listed in the Cleric Features table. As a Multiclass Character - Gain the following traits from the Core Cleric Traits table: Hit Point Die and training wit"
      },
      {
        "document": 965,
        "excerpt": "s, which are listed in the Druid Features table. As a Multiclass Character - Gain the following traits from the Core Druid Traits table: Hit Point Die and training with"
      },
      {
        "document": 966,
        "excerpt": "which are listed in the Fighter Features table. As a Multiclass Character - Gain the following traits from the Core Fighter Traits table: Hit Point Die, proficiency wi"
      },
      {
        "document": 967,
        "excerpt": "es, which are listed in the Monk Features table. As a Multiclass Character - Gain the Hit Point Die trait from the Core Monk Traits table. - Gain the Monk's level 1 fea"
      },
      {
        "document": 968,
        "excerpt": "which are listed in the Paladin Features table. As a Multiclass Character - Gain the following traits from the Core Paladin Traits table: Hit Point Die, proficiency wi"
      },
      {
        "document": 969,
        "excerpt": ", which are listed in the Ranger Features table. As a Multiclass Character - Gain the following traits from the Core Ranger Traits table: Hit Point Die, proficiency wit"
      },
      {
        "document": 970,
        "excerpt": "s, which are listed in the Rogue Features table. As a Multiclass Character - Gain the following traits from the Core Rogue Traits table: Hit Point Die, proficiency in o"
      },
      {
        "document": 971,
        "excerpt": "which are listed in the Sorcerer Features table. As a Multiclass Character - Gain the Hit Point Die from the Core Sorcerer Traits table. - Gain the Sorcerer's level 1 f"
      },
      {
        "document": 972,
        "excerpt": "which are listed in the Warlock Features table. As a Multiclass Character - Gain the following traits from the Core Warlock Traits table: Hit Point Die and training wi"
      },
      {
        "document": 973,
        "excerpt": ", which are listed in the Wizard Features table. As a Multiclass Character - Gain the Hit Point Die from the Core Wizard Traits table. - Gain the Wizard's level 1 featu"
      }
    ],
    "multiclassing": [
      {
        "document": 243,
        "excerpt": "gain a level in another class using the rules in the “Multiclassing” section. 2: Adjust Hit Points and Hit Point Dice. Each time you gain a level, you gain an additional Hi"
      },
      {
        "document": 254,
        "excerpt": "Multiclassing"
      },
      {
        "document": 261,
        "excerpt": "evel. A few features have additional rules when you're multiclassing. Check the information about multiclassing included in each of your classes' descriptions. Special rule"
      },
      {
        "document": 963,
        "excerpt": ", which are listed in the Bard Features table. See the multiclassing rules in “Character Creation” to determine your available spell slots. Bard Class Features As a Bard,"
      },
      {
        "document": 964,
        "excerpt": "which are listed in the Cleric Features table. See the multiclassing rules in “Character Creation” to determine your available spell slots. Cleric Class Features As a Cler"
      },
      {
        "document": 965,
        "excerpt": "which are listed in the Druid Features table. See the multiclassing rules in “Character Creation” to determine your available spell slots. Druid Class Features As a Druid"
      },
      {
        "document": 968,
        "excerpt": "hich are listed in the Paladin Features table. See the multiclassing rules in “Character Creation” to determine your available spell slots. Paladin Class Features As a Pal"
      },
      {
        "document": 969,
        "excerpt": "which are listed in the Ranger Features table. See the multiclassing rules in “Character Creation” to determine your available spell slots. Ranger Class Features As a Rang"
      },
      {
        "document": 971,
        "excerpt": "ich are listed in the Sorcerer Features table. See the multiclassing rules in “Character Creation” to determine your available spell slots. Sorcerer Class Features As a So"
      },
      {
        "document": 972,
        "excerpt": "hich are listed in the Warlock Features table. See the multiclassing rules in “Character Creation” to determine your available spell slots. Warlock Class Features As a War"
      },
      {
        "document": 973,
        "excerpt": "which are listed in the Wizard Features table. See the multiclassing rules in “Character Creation” to determine your available spell slots. Wizard Class Features As a Wiza"
      }
    ],
    "multicolored": [
      {
        "document": 267,
        "excerpt": ", Red Dragon Crush, 331422-W\" 94 A mosaic tile with a multicolored, glazed surface 95 A petrified mouse 96 A black pirate flag adorned with a dragon's skull and crossbon"
      },
      {
        "document": 820,
        "excerpt": "A multicolored stone disk"
      },
      {
        "document": 1388,
        "excerpt": "t Components: V, S Duration: 10 minutes A shimmering, multicolored plane of light forms a vertical opaque wall - up to 90 feet long, 30 feet high, and 1 inch thick - cente"
      },
      {
        "document": 1579,
        "excerpt": "et into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a Roc, but it can't attack. It obeys your simple co"
      }
    ],
    "multiple": [
      {
        "document": 27,
        "excerpt": "different way to calculate their AC. A character with multiple features that give different ways to calculate AC must choose which one to use; only one base calculatio"
      },
      {
        "document": 32,
        "excerpt": "If multiple situations affect a roll and they all grant Advantage on it, you still roll only two d20s. Similarly, if"
      },
      {
        "document": 78,
        "excerpt": "ement in Difficult Terrain costs 1 extra foot, even if multiple things in a space count as Difficult Terrain."
      },
      {
        "document": 86,
        "excerpt": "the opposite side of the cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren't added together. F"
      },
      {
        "document": 108,
        "excerpt": "Damage against Multiple Targets"
      },
      {
        "document": 112,
        "excerpt": "Multiple instances of Resistance or Vulnerability that affect the same damage type count as only one instance. Fo"
      },
      {
        "document": 133,
        "excerpt": "afting, you must work for 8 hours. If an item requires multiple days, those days needn't be consecutive. Assistants. Characters can combine their efforts to shorten th"
      },
      {
        "document": 246,
        "excerpt": ". Most weapon-focused classes gain the ability to make multiple attacks in a round. The characters now face dangers that threaten cities and kingdoms."
      },
      {
        "document": 254,
        "excerpt": "Multiclassing allows you to gain levels in multiple classes. With this rule, you have the option of gaining a level in a new class whenever you advance in l"
      },
      {
        "document": 262,
        "excerpt": "If you have multiple ways to calculate your Armor Class, you can benefit from only one at a time. For example, a Monk/Sorcere"
      },
      {
        "document": 283,
        "excerpt": "istence, or god, while other species first appeared in multiple realms at once. Whatever a species' genesis, its members have spread across the multiverse and contribut"
      },
      {
        "document": 355,
        "excerpt": "ying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, add their carrying capacities together."
      },
      {
        "document": 385,
        "excerpt": "Multiple Items of the Same Kind"
      },
      {
        "document": 390,
        "excerpt": "Crossbow, which sells for 50 GP. If an item requires multiple days, the days needn't be consecutive. Characters can combine their efforts to shorten the crafting tim"
      },
      {
        "document": 393,
        "excerpt": "ption, you must work for 8 hours. If a scroll requires multiple days, those days needn't be consecutive."
      },
      {
        "document": 505,
        "excerpt": "erlap. In contrast, the effects of the same spell cast multiple times don't combine. Instead, the most potent effect - such as the highest bonus - from those castings a"
      },
      {
        "document": 1157,
        "excerpt": "the creature is within 60 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to each one). You deci"
      },
      {
        "document": 1158,
        "excerpt": "the creature is within 500 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to each one). If you i"
      },
      {
        "document": 1219,
        "excerpt": "the creature is within 120 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to them). You decide w"
      },
      {
        "document": 1220,
        "excerpt": "n in the Materials table. If the object is composed of multiple materials, use the shortest duration. Using any object created by this spell as another spell's Material"
      },
      {
        "document": 1332,
        "excerpt": "omes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked. If the target is held shut by Arcane Lock, that spell is suppresse"
      },
      {
        "document": 1386,
        "excerpt": "effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time. Sensory Effect. You"
      },
      {
        "document": 1454,
        "excerpt": "the GM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time). Similar Area. You and your group (or the target object) a"
      },
      {
        "document": 1456,
        "excerpt": "the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time. Altered Eyes. You alter the a"
      },
      {
        "document": 1523,
        "excerpt": "u that you can see or hear as your enemy. If there are multiple possible creatures, choose one at random. On each of your turns, you must move as close to the creature"
      },
      {
        "document": 1629,
        "excerpt": "ates as a level 3 Fireball (save DC 15). You can hurl multiple beads, or even the whole necklace, at one time. When you do so, increase the damage of the Fireball by 1"
      },
      {
        "document": 1753,
        "excerpt": "mes 120 feet when cast from the wand. If an effect has multiple possible subjects, the GM determines randomly which among them are affected. Regaining Charges. The wan"
      },
      {
        "document": 1934,
        "excerpt": "old Breath. The hydra can hold its breath for 1 hour. Multiple Heads. The hydra has five heads. Whenever the hydra takes 25 damage or more on a single turn, one of its"
      }
    ],
    "multiplied": [
      {
        "document": 35,
        "excerpt": "th skills. Occasionally, a Proficiency Bonus might be multiplied or divided (doubled or halved, for example) before being added. For example, the Expertise feature (see"
      },
      {
        "document": 151,
        "excerpt": "Hit Dice by Size A monster's Constitution modifier is multiplied by the number of Hit Dice it possesses, and the result is added to its Hit Points. For example, if a mon"
      }
    ],
    "multipliers": [
      {
        "document": 113,
        "excerpt": "wing order: adjustments such as bonuses, penalties, or multipliers are applied first; Resistance is applied second; and Vulnerability is applied third. For example, a cre"
      }
    ],
    "multiply": [
      {
        "document": 81,
        "excerpt": "Whenever you divide or multiply a number in the game, round down if you end up with a fraction, even if the fraction is one-half or grea"
      },
      {
        "document": 538,
        "excerpt": "Whenever you divide or multiply a number in the game, round down if you end up with a fraction, even if the fraction is one-half or grea"
      },
      {
        "document": 728,
        "excerpt": "e party's level with the desired encounter difficulty. Multiply the number in the table by the number of characters in the party to get your XP budget for the encounter"
      }
    ],
    "multiverse": [
      {
        "document": 34,
        "excerpt": "and others are better at unlocking the secrets of the multiverse. All creatures have a Proficiency Bonus, which reflects the impact that training has on the creature's c"
      },
      {
        "document": 249,
        "excerpt": "etypes. The fate of the world or even the order of the multiverse might hang in the balance during their adventures."
      },
      {
        "document": 283,
        "excerpt": "cies, such as dragonborn or gnome. The peoples of the multiverse hail from different worlds and include many kinds of sapient life forms. A player character's species is"
      },
      {
        "document": 972,
        "excerpt": "ou have received knowledge from an elder entity of the multiverse, allowing you to gain one Origin feat of your choice (see “Feats”). Repeatable. You can gain this invoc"
      },
      {
        "document": 981,
        "excerpt": "the positive energy that helps sustain all life in the multiverse. Clerics who tap into this domain are masters of healing, using that life force to cure many hurts. Exi"
      },
      {
        "document": 1484,
        "excerpt": "wish in a particular way. If your wish would undo the multiverse itself, your wish fails. The stress of casting Wish to produce any effect other than duplicating anothe"
      },
      {
        "document": 1711,
        "excerpt": "ry This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it. The sphere obliterates all matter"
      }
    ],
    "mummies": [
      {
        "document": 200,
        "excerpt": "Mummies"
      },
      {
        "document": 1219,
        "excerpt": "ontrol over six Ghouls, three Ghasts or Wights, or two Mummies. See “Monsters” for these stat blocks."
      }
    ],
    "mummified": [
      {
        "document": 820,
        "excerpt": "A mummified goblin hand"
      }
    ],
    "mummy": [
      {
        "document": 667,
        "excerpt": "accursed origins. For example, you might decide that a mummy was created through a curse and it can be destroyed permanently only by casting Remove Curse on its corp"
      },
      {
        "document": 793,
        "excerpt": "bursts upward. Inside is a burial chamber containing a Mummy, a Mummy Lord, or some other Undead of the GM’s choice. Its sarcophagus contains treasure of the GM’s ch"
      },
      {
        "document": 1966,
        "excerpt": "Mummy Lord"
      },
      {
        "document": 1967,
        "excerpt": "Mummy"
      }
    ],
    "mummy's": [
      {
        "document": 1966,
        "excerpt": "The new body appears in an unoccupied space within the mummy's lair. The heart is a Tiny object that has AC 17, HP 10, and Immunity to all damage except Fire."
      },
      {
        "document": 1967,
        "excerpt": "rget has the Frightened condition until the end of the mummy's next turn. Success: The target is immune to this mummy's Dreadful Glare for 24 hours."
      }
    ],
    "mundane": [
      {
        "document": 501,
        "excerpt": "ils present exactly what the spell does, which ignores mundane physical laws; any outcomes beyond those effects are under the GM's purview. Whatever the effects, they"
      },
      {
        "document": 1332,
        "excerpt": "manacles, a padlock, or another object that contains a mundane or magical means that prevents access. A target that is held shut by a mundane lock or that is stuck or"
      },
      {
        "document": 1534,
        "excerpt": "quires Attunement) This wooden broom functions like a mundane broom until you stand astride it and take a Magic action to make it hover beneath you, at which time it"
      }
    ],
    "murals": [
      {
        "document": 720,
        "excerpt": "ust and cobwebs or skillfully hidden amid bas-reliefs, murals, or frescoes. Each creature in the darts' path must succeed on a DC 13 Dexterity saving throw or be str"
      }
    ],
    "murder": [
      {
        "document": 267,
        "excerpt": "de you have found 79 An invitation to a party where a murder happened 80 A bronze pentacle with an etching of a rat's head in its center 81 A purple handkerchief e"
      }
    ],
    "murdering": [
      {
        "document": 670,
        "excerpt": "unishment, such as breaking a vow, defiling a tomb, or murdering an innocent. Such a curse can have any effects you design, or it might be a customized version of anothe"
      }
    ],
    "murders": [
      {
        "document": 237,
        "excerpt": "as they pursue their desires. A criminal who robs and murders as they please is probably Neutral Evil. Chaotic Evil (CE). Chaotic Evil creatures act with arbitrary v"
      }
    ],
    "mushroom": [
      {
        "document": 1304,
        "excerpt": "V, S, M (a mushroom)"
      },
      {
        "document": 1465,
        "excerpt": "V, S, M (mushroom powder worth 25+ GP, which the spell consumes)"
      }
    ],
    "music": [
      {
        "document": 744,
        "excerpt": "Act, tell a story, perform music, or dance."
      },
      {
        "document": 820,
        "excerpt": "A gnome-crafted music box that plays a song you dimly remember from your childhood"
      },
      {
        "document": 963,
        "excerpt": "You can supernaturally inspire others through words, music, or dance. This inspiration is represented by your Bardic Inspiration die, which is a d6. Using Bardic"
      },
      {
        "document": 989,
        "excerpt": "k device (AC 5, 1 HP), such as a toy, fire starter, or music box. When you create the device, you determine its function by choosing one effect from Prestidigitation"
      },
      {
        "document": 1642,
        "excerpt": "m, the charge is wasted. Called swarms move toward the music by the shortest available route but aren't under your control otherwise. Whenever a Swarm of Rats that"
      }
    ],
    "musical": [
      {
        "document": 116,
        "excerpt": "ooches, and circlets. Bags, carpets, figurines, horns, musical instruments, and more also fall into this category."
      },
      {
        "document": 266,
        "excerpt": "nk dust 71 A fragment of a beautiful song, written as musical notes on two pieces of parchment 72 A silver teardrop earring containing a real teardrop"
      },
      {
        "document": 439,
        "excerpt": "Musical Instrument (Varies)"
      },
      {
        "document": 963,
        "excerpt": "Choose 3 Musical Instruments (see “Equipment”)"
      },
      {
        "document": 967,
        "excerpt": "Choose one type of Artisan’s Tools or Musical Instrument (see “Equipment”)"
      },
      {
        "document": 1333,
        "excerpt": "us thing you chose isn't actually famous, you hear sad musical notes played on a trombone, and the spell fails."
      },
      {
        "document": 1386,
        "excerpt": "ect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. Fire Play. You instantaneously light or snuff out a candle, a torch, or a small"
      }
    ],
    "musket": [
      {
        "document": 430,
        "excerpt": "f scrap, which falls apart in 1 minute (DC 20) Craft: Musket, Pistol, Bell, Bullseye Lantern, Flask, Hooded Lantern, Hunting Trap, Lock, Manacles, Mirror, Shovel, Si"
      },
      {
        "document": 433,
        "excerpt": "reatclub, Quarterstaff, Ranged weapons (except Pistol, Musket, and Sling), Arcane Focus, Arrows, Bolts, Druidic Focus, Ink Pen, Needles"
      },
      {
        "document": 928,
        "excerpt": "Musket"
      },
      {
        "document": 1097,
        "excerpt": "Musket"
      }
    ],
    "must": [
      {
        "document": 10,
        "excerpt": "Whenever you start your turn with 0 Hit Points, you must make a Death Saving Throw to determine whether you creep closer to death or hang on to life. Unlike othe"
      },
      {
        "document": 19,
        "excerpt": "ur mind. You don’t normally choose to make a save; you must make one because your character or a monster (if you’re the GM) is at risk. A save’s result is detailed"
      },
      {
        "document": 27,
        "excerpt": "iple features that give different ways to calculate AC must choose which one to use; only one base calculation can be in effect for a creature."
      },
      {
        "document": 30,
        "excerpt": "o reroll any die immediately after rolling it, and you must use the new roll. Only One at a Time. You can never have more than one instance of Heroic Inspiration."
      },
      {
        "document": 44,
        "excerpt": "ou can take only one Bonus Action on your turn, so you must choose which Bonus Action to use if you have more than one available. You choose when to take a Bonus A"
      },
      {
        "document": 60,
        "excerpt": "mited: one free interaction per turn. That interaction must occur during a creature's movement or action. Any additional interactions require the Utilize action, as"
      },
      {
        "document": 75,
        "excerpt": "cter sheet. Entering a Square. To enter a square, you must have enough movement left to pay for entering. It costs 1 square of movement to enter an unoccupied squa"
      },
      {
        "document": 97,
        "excerpt": "ve your mount against its will while you're on it, you must succeed on a DC 10 Dexterity saving throw or fall off, landing with the Prone condition (see “Rules Glos"
      },
      {
        "document": 117,
        "excerpt": ". If a magic item has a class prerequisite, a creature must be a member of that class to attune to the item. If a creature must be a spellcaster to attune to an ite"
      },
      {
        "document": 121,
        "excerpt": "A command word is a word or short phrase that must be spoken or signed for an item to work. Spoken command words must be audible and fail to work in areas"
      },
      {
        "document": 122,
        "excerpt": "r words - when they are activated. A Potion of Healing must be swallowed, for example, while the writing vanishes from a scroll when it is read. Once used, a consum"
      },
      {
        "document": 123,
        "excerpt": "ng time, range, and duration, and the user of the item must concentrate if the spell requires Concentration. Many items, such as Potions, bypass the casting of a sp"
      },
      {
        "document": 124,
        "excerpt": "Some magic items have charges that must be expended to activate their properties. The number of charges an item has remaining is revealed when t"
      },
      {
        "document": 130,
        "excerpt": "To craft a magic item, you and any assistants must have proficiency in the Arcana skill."
      },
      {
        "document": 131,
        "excerpt": "is required to make a magic item of each category. You must use the required tool to make an item and have proficiency with that tool. Any assistants must also have"
      },
      {
        "document": 132,
        "excerpt": "c item allows its user to cast any spells from it, you must have all those spells prepared every day you spend crafting the item."
      },
      {
        "document": 133,
        "excerpt": "st table. Work per Day. For each day of crafting, you must work for 8 hours. If an item requires multiple days, those days needn't be consecutive. Assistants. Cha"
      },
      {
        "document": 136,
        "excerpt": "less an armor’s description notes otherwise, the armor must be worn for its magic to function. Some suits of magic armor specify the type of armor they are, such a"
      },
      {
        "document": 142,
        "excerpt": "for 1d12 hours. While Charmed in this way, the bearer must try to follow the item's commands. If the bearer takes damage, it repeats the save, ending the effect on"
      },
      {
        "document": 144,
        "excerpt": "em in the Potion category might be a magical brew that must be imbibed or an oil that must be applied to a creature or an object. A typical potion consists of 1 oun"
      },
      {
        "document": 145,
        "excerpt": "or its magic to function, an item in the Ring category must be worn on a finger or a similar digit unless its description notes otherwise."
      },
      {
        "document": 175,
        "excerpt": "the action's description states otherwise; the monster must take the Magic action on each of its turns and maintain Concentration to cast the spell, as described in"
      },
      {
        "document": 179,
        "excerpt": "number of times (represented by X) and that a monster must finish a Long Rest to regain expended uses. For example, a Reaction that includes “1/Day” means the Reac"
      },
      {
        "document": 255,
        "excerpt": "To qualify for a new class, you must have a score of at least 13 in the primary ability of the new class and your current classes. For exampl"
      },
      {
        "document": 256,
        "excerpt": "le, if you are a level 6 Cleric / level 1 Fighter, you must gain enough XP to reach level 8 before you can take your second level as a Fighter or your seventh level"
      },
      {
        "document": 262,
        "excerpt": "e feature and a Sorcerer's Draconic Resilience feature must choose only one of those features as a way to calculate Armor Class."
      },
      {
        "document": 302,
        "excerpt": "c category, such as the Origin category, that category must appear under the feat's name. If you're instructed to choose a feat and no category is specified, you ca"
      },
      {
        "document": 306,
        "excerpt": "Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's dam"
      },
      {
        "document": 307,
        "excerpt": "ure you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 2d"
      },
      {
        "document": 308,
        "excerpt": "en into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 Piercing damage and have its Speed reduced to 0 un"
      },
      {
        "document": 312,
        "excerpt": "A Ladder is 10 feet tall. You must climb to move up or down it."
      },
      {
        "document": 322,
        "excerpt": "ure you can see within 15 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or have th"
      },
      {
        "document": 323,
        "excerpt": "ature or object within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or be cove"
      },
      {
        "document": 329,
        "excerpt": "n use it to touch something up to 10 feet away. If you must make a Strength (Athletics) check as part of a High or Long Jump, you can use the Pole to vault, giving"
      },
      {
        "document": 359,
        "excerpt": "(no wind), waterborne ships can't move under sail and must be rowed. Keelboats and Rowboats are used on lakes and rivers. If going downstream, add the speed of the"
      },
      {
        "document": 381,
        "excerpt": "ime. Any attempt to attune to a fourth item fails; you must end your Attunement to an item first. Additionally, you can't attune to more than one copy of an item. F"
      },
      {
        "document": 384,
        "excerpt": "wearing or wielding it. A magic item meant to be worn must be donned in the intended fashion: boots go on feet, gloves on hands, hats and helmets on a head, and ri"
      },
      {
        "document": 388,
        "excerpt": "ssigns required tools for items not listed there. You must use the required tool to make an item and have proficiency with that tool. Anyone who helps you must als"
      },
      {
        "document": 393,
        "excerpt": "l Scroll Costs table. For each day of inscription, you must work for 8 hours. If a scroll requires multiple days, those days needn't be consecutive."
      },
      {
        "document": 395,
        "excerpt": "To scribe a scroll, you must have proficiency in the Arcana skill or with Calligrapher's Supplies and have the spell prepared on each"
      },
      {
        "document": 409,
        "excerpt": "Mastery Properties” section. To use that property, you must have a feature that lets you use it."
      },
      {
        "document": 431,
        "excerpt": "Anyone can wield a weapon, but you must have proficiency with it to add your Proficiency Bonus to an attack roll you make with it. A player char"
      },
      {
        "document": 445,
        "excerpt": "ect you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 2d"
      },
      {
        "document": 446,
        "excerpt": "ect you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 1d"
      },
      {
        "document": 447,
        "excerpt": "tem that is typically used to store each type; storage must be bought separately. Adventuring Gear Ammunition"
      },
      {
        "document": 451,
        "excerpt": "ure that enters this area for the first time on a turn must succeed on a DC 10 Dexterity saving throw or have the Prone condition. It takes 10 minutes to recover th"
      },
      {
        "document": 463,
        "excerpt": "ure that enters this area for the first time on a turn must succeed on a DC 15 Dexterity saving throw or take 1 Piercing damage and have its Speed reduced to 0 unti"
      },
      {
        "document": 464,
        "excerpt": "exterity modifier for the attack and damage rolls. You must use the same modifier for both rolls."
      },
      {
        "document": 493,
        "excerpt": "t a spell with a casting time of 1 minute or more, you must take the Magic action on each of your turns, and you must maintain Concentration (see “Rules Glossary”)"
      },
      {
        "document": 494,
        "excerpt": "mething, as defined by the spell, that the spellcaster must touch within their reach. Self. The spell is cast on the spellcaster or emanates from them, as specifie"
      },
      {
        "document": 495,
        "excerpt": "s components are physical requirements the spellcaster must meet to cast the spell. Each spell's description indicates whether it requires Verbal (V), Somatic (S),"
      },
      {
        "document": 496,
        "excerpt": "that sound like nonsense to the uninitiated. The words must be uttered in a normal speaking voice. The words themselves aren't the source of the spell's power; rath"
      },
      {
        "document": 497,
        "excerpt": "Before you can cast a spell, you must have the spell prepared in your mind or have access to the spell from a magic item, such as a Spell Scro"
      },
      {
        "document": 498,
        "excerpt": "ulation or an intricate set of gestures. A spellcaster must use at least one of their hands to perform these movements."
      },
      {
        "document": 499,
        "excerpt": "spell's description states otherwise. The spellcaster must have a hand free to access them, but it can be the same hand used to perform Somatic components, if any."
      },
      {
        "document": 502,
        "excerpt": "the Target. To target something with a spell, a caster must have a clear path to it, so it can't be behind Total Cover. Targeting Yourself. If a spell targets a cr"
      },
      {
        "document": 506,
        "excerpt": "ffects if its duration is ongoing. To identify it, you must take the Study action and succeed on a DC 15 Intelligence (Arcana) check."
      },
      {
        "document": 511,
        "excerpt": "You must have training with any armor you are wearing to cast spells while wearing it. You are otherwise too hamp"
      },
      {
        "document": 514,
        "excerpt": "spell slot. To cast a spell as a Ritual, a spellcaster must have it prepared. Special Abilities. Some characters and monsters have special abilities that allow the"
      },
      {
        "document": 517,
        "excerpt": "conscious condition. After you finish a Long Rest, you must wait at least 16 hours before starting another one. Benefits of the Rest. To start a Long Rest, you mus"
      },
      {
        "document": 518,
        "excerpt": "ell that has a casting time of 1 minute or longer, you must take the Magic action on each turn of that casting, and you must maintain Concentration while you do so."
      },
      {
        "document": 520,
        "excerpt": "ut consumes less than half the required food for a day must succeed on a DC 10 Constitution saving throw or gain 1 Exhaustion level at the day's end. A creature tha"
      },
      {
        "document": 526,
        "excerpt": "in the area of effect. To block a line, an obstruction must provide Total Cover. See also \"Cover.\" If the creator of an area of effect places it at an unseen point"
      },
      {
        "document": 528,
        "excerpt": "hing a certain number of times per day, that means you must finish a Long Rest to use it again after you run out of uses."
      },
      {
        "document": 535,
        "excerpt": "action when the trigger occurs. To be readied, a spell must have a casting time of an action, and holding on to the spell's magic requires Concentration, which you"
      },
      {
        "document": 543,
        "excerpt": "eating, or standing watch. To start a Short Rest, you must have at least 1 Hit Point. Benefits of the Rest. When you finish the rest, you gain the following benef"
      },
      {
        "document": 554,
        "excerpt": "ovides the save's DC, a description of which creatures must make the save, and what happens on a failed or a successful save. Damage Notation. A stat block usually"
      },
      {
        "document": 562,
        "excerpt": "erstand this communication, but the contacted creature must be able to understand at least one language or be telepathic itself to understand. A telepath doesn't n"
      },
      {
        "document": 563,
        "excerpt": "description of a teleportation effect tells you if you must see the teleportation's destination."
      },
      {
        "document": 568,
        "excerpt": "to 1 plus your Strength modifier. Grapple. The target must succeed on a Strength or Dexterity saving throw (it chooses which), or it has the Grappled condition. Th"
      },
      {
        "document": 592,
        "excerpt": "quires Concentration. Damage. If you take damage, you must succeed on a Constitution saving throw to maintain Concentration. The DC equals 10 or half the damage ta"
      },
      {
        "document": 614,
        "excerpt": "A player character must make a Death Saving Throw (also called a Death Save) if they start their turn with 0 Hit Points. See als"
      },
      {
        "document": 633,
        "excerpt": "Grappled condition. One Grapple per Hand. A creature must have a hand free to grapple another creature. Some stat blocks and game effects allow a creature to grap"
      },
      {
        "document": 639,
        "excerpt": "o reroll any die immediately after rolling it, and you must use the new roll. If you gain Heroic Inspiration but already have it, it's lost unless you give it to a"
      },
      {
        "document": 640,
        "excerpt": "e Hide action, you try to hide yourself. To do so, you must succeed on a DC 15 Dexterity (Stealth) check while you're Heavily Obscured or behind Three-Quarters Cove"
      },
      {
        "document": 651,
        "excerpt": "monster to do something that it is hesitant to do, you must make an ability check, which is affected by the monster's attitude: Indifferent, Friendly, or Hostile, e"
      },
      {
        "document": 657,
        "excerpt": "ot of movement. If you land in Difficult Terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check or have the Prone condition. This Long Jump rule assume"
      },
      {
        "document": 671,
        "excerpt": "creature that becomes the target of Demonic Possession must succeed on a DC 15 Charisma saving throw or be possessed by a bodiless demonic entity. Whenever the poss"
      },
      {
        "document": 675,
        "excerpt": "originating from a creature infected with Cackle Fever must succeed on a DC 10 Constitution saving throw or also become infected with the contagion. On a successful"
      },
      {
        "document": 676,
        "excerpt": "at comes into contact with contaminated filth or offal must succeed on a DC 11 Constitution saving throw or become infected with Sewer Plague. A creature suffers th"
      },
      {
        "document": 677,
        "excerpt": "ast or Humanoid that drinks water tainted by Sight Rot must succeed on a DC 15 Constitution saving throw or have the Blinded condition until the contagion ends. Fi"
      },
      {
        "document": 678,
        "excerpt": "ming in deep water, a creature that lacks a Swim Speed must succeed on a DC 10 Constitution saving throw or gain 1 Exhaustion level."
      },
      {
        "document": 679,
        "excerpt": "nheit or lower, a creature exposed to the extreme cold must succeed on a DC 10 Constitution saving throw at the end of each hour or gain 1 Exhaustion level. Creatur"
      },
      {
        "document": 681,
        "excerpt": "the extreme heat and without access to drinkable water must succeed on a Constitution saving throw at the end of each hour or gain 1 Exhaustion level. The DC is 5 f"
      },
      {
        "document": 685,
        "excerpt": "for the first time on a turn or starts its turn there must succeed on a DC 10 Dexterity saving throw or have the Prone condition."
      },
      {
        "document": 686,
        "excerpt": "and disperses fog. A flying creature in a strong wind must land at the end of its turn or fall. A strong wind in a desert can create a sandstorm that imposes Disa"
      },
      {
        "document": 689,
        "excerpt": "s. Consider these examples: - The Frightened creature must take the Dash action on each of its turns and uses its movement to get farther away from the source of i"
      },
      {
        "document": 691,
        "excerpt": "The group must move at a Slow pace if any group member's Speed is reduced to half or less of normal."
      },
      {
        "document": 693,
        "excerpt": "xposed skin suffers its effects. Ingested. A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a"
      },
      {
        "document": 698,
        "excerpt": "aled Poison A creature subjected to Burnt Othur Fumes must succeed on a DC 13 Constitution saving throw or take 10 (3d6) Poison damage, and it must repeat the save"
      },
      {
        "document": 699,
        "excerpt": "Contact Poison A creature subjected to Crawler Mucus must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 1 minute. The creature a"
      },
      {
        "document": 700,
        "excerpt": "haled Poison A creature subjected to Essence of Ether must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 8 hours. The creature al"
      },
      {
        "document": 701,
        "excerpt": "Inhaled Poison A creature subjected to Malice must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 1 hour. The creature als"
      },
      {
        "document": 702,
        "excerpt": "ditional hour of travel beyond 8 hours, each character must succeed on a Constitution saving throw or gain 1 Exhaustion level. The DC is 10 plus 1 for each hour pas"
      },
      {
        "document": 704,
        "excerpt": "Contact Poison A creature subjected to Oil of Taggit must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 24 hours. The creature a"
      },
      {
        "document": 705,
        "excerpt": "Ingested Poison A creature subjected to Pale Tincture must succeed on a DC 16 Constitution saving throw or take 3 (1d6) Poison damage and have the Poisoned conditi"
      },
      {
        "document": 707,
        "excerpt": "Injury Poison A creature subjected to Serpent Venom must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) Poison damage on a failed save or half as"
      },
      {
        "document": 708,
        "excerpt": "Injury Poison A creature subjected to Spider's Sting must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 1 hour. If the creature"
      },
      {
        "document": 709,
        "excerpt": "Ingested Poison A creature subjected to Torpor poison must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 4d6 hours. The creature'"
      },
      {
        "document": 710,
        "excerpt": "Ingested Poison A creature subjected to Truth Serum must succeed on a DC 11 Constitution saving throw or have the Poisoned condition for 1 hour. The Poisoned cre"
      },
      {
        "document": 716,
        "excerpt": "Each creature beneath the unstable section of ceiling must succeed on a DC 13 Dexterity saving throw, taking 11 (2d10) Bludgeoning damage on a failed save or half"
      },
      {
        "document": 717,
        "excerpt": "the trip wire causes the Net to fall on it. The target must succeed on a DC 10 Dexterity saving throw or have the Restrained condition until it escapes. The target"
      },
      {
        "document": 718,
        "excerpt": "uch as a dragon or a wizard. Each creature in the Cone must succeed on a DC 15 Dexterity saving throw, taking 11 (2d10) Fire damage on a failed save or half as much"
      },
      {
        "document": 720,
        "excerpt": "murals, or frescoes. Each creature in the darts' path must succeed on a DC 13 Dexterity saving throw or be struck by 1d3 darts, taking 3 (1d6) Poison damage per da"
      },
      {
        "document": 722,
        "excerpt": "tone's space while the stone is rolling, that creature must succeed on a DC 15 Dexterity saving throw or take 55 (10d10) Bludgeoning damage and have the Prone condi"
      },
      {
        "document": 783,
        "excerpt": "choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the chosen point of origin, and no larger than 10 feet i"
      },
      {
        "document": 793,
        "excerpt": "s a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take 5d6 Poison damage and have the Poisoned condition f"
      },
      {
        "document": 963,
        "excerpt": "ist matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Bard, your list of prepa"
      },
      {
        "document": 964,
        "excerpt": "ist matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Cleric, your list of prep"
      },
      {
        "document": 965,
        "excerpt": "ist matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Druid, your list of prepa"
      },
      {
        "document": 966,
        "excerpt": "eroll it with a bonus equal to your Fighter level. You must use the new roll, and you can't use this feature again until you finish a Long Rest. You can use this f"
      },
      {
        "document": 967,
        "excerpt": "Cover if the attack was a ranged attack. That creature must succeed on a Dexterity saving throw or take damage equal to two rolls of your Martial Arts die plus your"
      },
      {
        "document": 968,
        "excerpt": "umber in the Paladin Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 5 Paladin, your list of pre"
      },
      {
        "document": 969,
        "excerpt": "number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 5 Ranger, your list of prep"
      },
      {
        "document": 970,
        "excerpt": "t, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the"
      },
      {
        "document": 971,
        "excerpt": "mber in the Sorcerer Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Sorcerer, your list of pr"
      },
      {
        "document": 972,
        "excerpt": "rerequisites. If an invocation has a prerequisite, you must meet it to learn that invocation. For example, if an invocation requires you to be a level 5+ Warlock, y"
      },
      {
        "document": 973,
        "excerpt": "of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown in the Wizard Features table. The spells are the"
      },
      {
        "document": 975,
        "excerpt": "that point. Each creature of your choice in the Sphere must make a Constitution saving throw against your spell save DC, taking 2d6 Necrotic damage on a failed save"
      },
      {
        "document": 976,
        "excerpt": "lass's section for its spell list). A spell you choose must be a cantrip or a spell for which you have spell slots, as shown in the Bard Features table. You always"
      },
      {
        "document": 978,
        "excerpt": "Wizard spells from the Evocation school, each of which must be no higher than level 2, and add them to your spellbook for free. In addition, whenever you gain acce"
      },
      {
        "document": 979,
        "excerpt": "nsport the target through the Lower Planes. The target must succeed on a Charisma saving throw against your spell save DC, or the target disappears and hurtles thro"
      },
      {
        "document": 983,
        "excerpt": "our choice in a 30-foot Emanation originating from you must make a Wisdom saving throw (DC 8 plus your Strength modifier and Proficiency Bonus). On a failed save, a"
      },
      {
        "document": 984,
        "excerpt": "ably. If the scroll contains a higher-level spell, you must first succeed on an Intelligence (Arcana) check (DC 10 plus the spell's level). On a successful check, y"
      },
      {
        "document": 985,
        "excerpt": "ks until the start of its next turn. Push. The target must succeed on a Strength saving throw or be pushed up to 15 feet away from you. Topple. The target must su"
      },
      {
        "document": 986,
        "excerpt": "hoose the shape each time). Each creature in that area must make a Dexterity saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus). On a failed"
      },
      {
        "document": 987,
        "excerpt": "remorsense with a range of 60 feet for 10 minutes. You must be on a stone surface or touching a stone surface to use this Tremorsense. The stone can be natural or w"
      },
      {
        "document": 991,
        "excerpt": "the d20 of a D20 Test, you can reroll the die, and you must use the new roll."
      },
      {
        "document": 1011,
        "excerpt": "an treat any 1 or 2 on a damage die as a 3. The weapon must have the Two-Handed or Versatile property to gain this benefit."
      },
      {
        "document": 1012,
        "excerpt": "atable. You can take this feat more than once, but you must choose a different spell list each time."
      },
      {
        "document": 1150,
        "excerpt": "n a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage. Cantrip Upgrade. The damage increases by 1"
      },
      {
        "document": 1154,
        "excerpt": "rget a Beast that you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. If you or one of your"
      },
      {
        "document": 1155,
        "excerpt": "iny Beast of your choice that you can see within range must succeed on a Charisma saving throw, or it attempts to deliver a message for you (if the target's Challen"
      },
      {
        "document": 1157,
        "excerpt": "tain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reas"
      },
      {
        "document": 1161,
        "excerpt": "has the Frightened condition. The Frightened creature must use its movement on its turns to get as far away as possible from the target, moving by the safest route"
      },
      {
        "document": 1163,
        "excerpt": "ge or smaller creature within 5 feet of it. The target must succeed on a Strength saving throw, or the hand pushes the target up to 5 feet plus a number of feet equ"
      },
      {
        "document": 1170,
        "excerpt": "ecious gemstone, and then touch the target. The target must be either a Beast or Plant creature with an Intelligence of 3 or less or a natural plant that isn't a cr"
      },
      {
        "document": 1171,
        "excerpt": "creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a savi"
      },
      {
        "document": 1172,
        "excerpt": "o 1 minute One creature that you can see within range must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While the"
      },
      {
        "document": 1176,
        "excerpt": "entration, up to 1 minute You touch a creature, which must succeed on a Wisdom saving throw or become cursed for the duration. Until the curse ends, the target suf"
      },
      {
        "document": 1181,
        "excerpt": ": 1 minute One creature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for th"
      },
      {
        "document": 1186,
        "excerpt": "ius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creat"
      },
      {
        "document": 1187,
        "excerpt": "y as three other targets of your choice, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by on"
      },
      {
        "document": 1195,
        "excerpt": "or half as much damage on a successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn"
      },
      {
        "document": 1196,
        "excerpt": ". Each creature in a 15-foot Cone originating from you must succeed on a Constitution saving throw or have the Blinded condition until the end of your next turn."
      },
      {
        "document": 1197,
        "excerpt": "and to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these o"
      },
      {
        "document": 1199,
        "excerpt": "ree questions that can be answered with yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question. Divine beings"
      },
      {
        "document": 1200,
        "excerpt": "understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text"
      },
      {
        "document": 1201,
        "excerpt": "creature of your choice that you can see within range must succeed on a Wisdom saving throw or have the Charmed condition until the spell ends. For the duration,"
      },
      {
        "document": 1203,
        "excerpt": "ius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw, or that target can't take Bonus Actions or Reactions and must roll 1d1"
      },
      {
        "document": 1210,
        "excerpt": "save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The GM answers each question with one word, such as “yes,” “no"
      },
      {
        "document": 1211,
        "excerpt": "s Your touch inflicts a magical contagion. The target must succeed on a Constitution saving throw or take 11d8 Necrotic damage and have the Poisoned condition. Als"
      },
      {
        "document": 1214,
        "excerpt": "e a whirlpool to form in the center of the area, which must be at least 50 feet square and 25 feet deep. The whirlpool lasts until you choose a different effect or"
      },
      {
        "document": 1215,
        "excerpt": "he weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors. When you cast the spell, you chang"
      },
      {
        "document": 1219,
        "excerpt": "tain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts"
      },
      {
        "document": 1220,
        "excerpt": "tter (stone, crystal, metal, and the like). The object must be no larger than a 5-foot Cube, and the object must be of a form and material that you have seen. The"
      },
      {
        "document": 1222,
        "excerpt": "lights up to 60 feet to a space within range. A light must be within 20 feet of another light created by this spell, and a light vanishes if it exceeds the spell's"
      },
      {
        "document": 1233,
        "excerpt": "u can also teleport one willing creature. The creature must be within 5 feet of you when you teleport, and it teleports to a space within 5 feet of your destination"
      },
      {
        "document": 1234,
        "excerpt": "orter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illu"
      },
      {
        "document": 1236,
        "excerpt": "u that has one of the creature types above. The target must succeed on a Charisma saving throw or be sent back to its home plane if it isn't there already. If they"
      },
      {
        "document": 1237,
        "excerpt": "row. On a failed save, it takes 3d6 Psychic damage and must immediately use its Reaction, if available, to move as far away from you as it can, using the safest rou"
      },
      {
        "document": 1242,
        "excerpt": "on, up to 1 minute One Beast you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantag"
      },
      {
        "document": 1243,
        "excerpt": "n, up to 1 hour One creature you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantag"
      },
      {
        "document": 1244,
        "excerpt": "up to 1 minute One Humanoid you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantag"
      },
      {
        "document": 1247,
        "excerpt": "d of an animal, or the faint odor of skunk. The effect must fit in a 5-foot Cube. Fire Play. You light or snuff out a candle, a torch, or a campfire."
      },
      {
        "document": 1248,
        "excerpt": "nother edge. A creature in the same space as a fissure must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissur"
      },
      {
        "document": 1252,
        "excerpt": "ange (see the chosen effect below). A targeted object must be neither worn nor carried. If the target is an unwilling creature, it can make a Constitution saving t"
      },
      {
        "document": 1254,
        "excerpt": "e (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained"
      },
      {
        "document": 1256,
        "excerpt": "self) for each spell slot level above 7. The creatures must be within 10 feet of you when you cast the spell."
      },
      {
        "document": 1258,
        "excerpt": "of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the d"
      },
      {
        "document": 1261,
        "excerpt": "mpts to bite one enemy within 5 feet of it. That enemy must succeed on a Dexterity saving throw or take 4d8 Force damage. On your later turns, you can take a Magic"
      },
      {
        "document": 1263,
        "excerpt": "ation, up to 1 minute Each creature in a 30-foot Cone must succeed on a Wisdom saving throw or drop whatever it is holding and have the Frightened condition for th"
      },
      {
        "document": 1265,
        "excerpt": "ch, your familiar can deliver the touch. Your familiar must be within 100 feet of you, and it must take a Reaction to deliver the touch when you cast the spell. C"
      },
      {
        "document": 1267,
        "excerpt": "most direct physical route to a location you name. You must be familiar with the location, and the spell fails if you name a destination on another plane of existen"
      },
      {
        "document": 1272,
        "excerpt": "0-foot Cubes, which you arrange as you like. Each Cube must be contiguous with at least one other Cube. Each creature in the area makes a Dexterity saving throw, ta"
      },
      {
        "document": 1282,
        "excerpt": "o use teleportation or interplanar travel to leave, it must first make a Charisma saving throw. On a successful save, the creature can use that magic to exit the ca"
      },
      {
        "document": 1288,
        "excerpt": "tion or a course of activity as you decide. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target automaticall"
      },
      {
        "document": 1293,
        "excerpt": "by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this wa"
      },
      {
        "document": 1295,
        "excerpt": "the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or have the Prone condition. A creature that enters the area or ends"
      },
      {
        "document": 1302,
        "excerpt": "you choose for the duration. Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the Line."
      },
      {
        "document": 1309,
        "excerpt": "the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it h"
      },
      {
        "document": 1315,
        "excerpt": "e a creature that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of"
      },
      {
        "document": 1316,
        "excerpt": "e a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of"
      },
      {
        "document": 1317,
        "excerpt": "fected creature with a melee attack roll, the attacker must succeed on a Constitution saving throw or have the Blinded condition until the end of its next turn."
      },
      {
        "document": 1319,
        "excerpt": "hes. Each creature in the area who can see the pattern must succeed on a Wisdom saving throw or have the Charmed condition for the duration. While Charmed, the crea"
      },
      {
        "document": 1320,
        "excerpt": "odes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 Cold damage. Using a Higher-Level Spell Slot. The Cold"
      },
      {
        "document": 1323,
        "excerpt": "writing, and language of the text, though the language must be one you know. If the spell is dispelled, the original script and the illusion both disappear. A cre"
      },
      {
        "document": 1324,
        "excerpt": "d a creature that you can see within range. The target must make a Wisdom saving throw. On a successful save, the target is unaffected, and it is immune to this sp"
      },
      {
        "document": 1325,
        "excerpt": "or half as much damage on a successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn"
      },
      {
        "document": 1328,
        "excerpt": "me on the sapphire. Each time you cast this spell, you must use a different sapphire. Thereafter, you can take a Magic action to speak the object's name and crush"
      },
      {
        "document": 1330,
        "excerpt": "o 1 minute One creature that you can see within range must make a Wisdom saving throw. On a successful save, the target dances comically until the end of its next"
      },
      {
        "document": 1335,
        "excerpt": "you can take a Magic action to move the target, which must remain within the spell's range. When the spell ends, the target floats gently to the ground if it is s"
      },
      {
        "document": 1344,
        "excerpt": "o use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw. - The creature has Disadvantage on attack rolls against target"
      },
      {
        "document": 1347,
        "excerpt": "ied by another creature. Then speak the message, which must be 25 words or fewer, though it can be delivered over as long as 10 minutes. Finally, determine the circ"
      },
      {
        "document": 1354,
        "excerpt": "range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to any of the targets or thei"
      },
      {
        "document": 1356,
        "excerpt": "nd your equipment with the stone for the duration. You must touch the stone to do so. Nothing of your presence remains visible or otherwise detectable by nonmagical"
      },
      {
        "document": 1362,
        "excerpt": "ch as a chair, muddy footprints, or a small chest - it must be no larger than a 5-foot Cube. The image can't create sound, light, smell, or any other sensory effect"
      },
      {
        "document": 1367,
        "excerpt": "details, or create a memory of some other event. You must speak to the target to describe how its memories are affected, and it must be able to understand your la"
      },
      {
        "document": 1376,
        "excerpt": "You beseech an otherworldly entity for aid. The being must be known to you: a god, a demon prince, or some other being of cosmic power. That entity sends a Celesti"
      },
      {
        "document": 1377,
        "excerpt": "ental, a Fey, or a Fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the"
      },
      {
        "document": 1379,
        "excerpt": "ick and overgrown. A creature moving through that area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within"
      },
      {
        "document": 1381,
        "excerpt": "that you can see within range into a Beast. The target must succeed on a Wisdom saving throw or shape-shift into a Beast form for the duration. That form can be any"
      },
      {
        "document": 1388,
        "excerpt": "n 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or have the Blinded condition for 1 minute. The wall consists of"
      },
      {
        "document": 1391,
        "excerpt": "r occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot Cube, and you decide when you cast the spell how the illusion behaves and wh"
      },
      {
        "document": 1398,
        "excerpt": "ts from you toward a creature within range. The target must make a Constitution saving throw. On a successful save, the target has Disadvantage on the next attack r"
      },
      {
        "document": 1404,
        "excerpt": "creature or object within range. An unwilling creature must succeed on a Dexterity saving throw or be enclosed for the duration. Nothing - not physical objects, en"
      },
      {
        "document": 1410,
        "excerpt": "n a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 Radiant damage. The target gains no benefit from Half Co"
      },
      {
        "document": 1411,
        "excerpt": "arded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a new target or lose the attack or spell. This spell d"
      },
      {
        "document": 1415,
        "excerpt": "chest and all its contents on the Ethereal Plane. You must touch the chest and the miniature replica that serve as Material components for the spell. The chest can"
      },
      {
        "document": 1417,
        "excerpt": "d appear heavier or lighter. A target's new appearance must have the same basic arrangement of limbs as the target, but the extent of the illusion is otherwise up"
      },
      {
        "document": 1419,
        "excerpt": "arly. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include “after 1,000 years” or “when the tarra"
      },
      {
        "document": 1420,
        "excerpt": "ape-shift into a different eligible form. The new form must be of a creature that has a Challenge Rating no higher than your level or Challenge Rating. You must hav"
      },
      {
        "document": 1429,
        "excerpt": "ts worth 100 GP per Hit Point restored. The simulacrum must stay within 5 feet of you for the repair. The simulacrum lasts until it drops to 0 Hit Points, at which"
      },
      {
        "document": 1430,
        "excerpt": "5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn, at"
      },
      {
        "document": 1431,
        "excerpt": "the first time on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Prone condition and lose Concentration."
      },
      {
        "document": 1432,
        "excerpt": "our choice in a 40-foot Cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration. An affected target's Sp"
      },
      {
        "document": 1436,
        "excerpt": ", allowing it to answer questions you pose. The corpse must have a mouth, and this spell fails if the deceased creature was Undead when it died. The spell also fail"
      },
      {
        "document": 1439,
        "excerpt": "reature that can't see the area when the spell is cast must take a Search action and succeed on a Wisdom (Perception or Survival) check against your spell save DC t"
      },
      {
        "document": 1440,
        "excerpt": "ers the Emanation or ends its turn there, the creature must make a Wisdom saving throw. On a failed save, the creature takes 3d8 Radiant damage (if you are good or"
      },
      {
        "document": 1443,
        "excerpt": "it. Each creature that starts its turn in the Sphere must succeed on a Constitution saving throw or have the Poisoned condition until the end of the current turn."
      },
      {
        "document": 1446,
        "excerpt": "00 feet. Each creature under the cloud when it appears must succeed on a Constitution saving throw or take 2d6 Thunder damage and have the Deafened condition for th"
      },
      {
        "document": 1447,
        "excerpt": "range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or its allies."
      },
      {
        "document": 1451,
        "excerpt": "than 10 feet in diameter. If you choose an object, it must remain in place; if it is moved more than 10 feet from where you cast this spell, the glyph is broken, a"
      },
      {
        "document": 1452,
        "excerpt": "can try to move a Huge or smaller creature. The target must succeed on a Strength saving throw, or you move it up to 30 feet in any direction within the spell's ran"
      },
      {
        "document": 1454,
        "excerpt": "a destination you select. If you target an object, it must be Large or smaller, and it can't be held or carried by an unwilling creature. The destination you choo"
      },
      {
        "document": 1461,
        "excerpt": ", at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step"
      },
      {
        "document": 1462,
        "excerpt": "ther tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instan"
      },
      {
        "document": 1463,
        "excerpt": "or the object shape-shifts into a creature (the object must be neither worn nor carried). The transformation lasts for the duration or until the target dies or is d"
      },
      {
        "document": 1464,
        "excerpt": "dy if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of"
      },
      {
        "document": 1467,
        "excerpt": "the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 Bludgeoning damage. A creature can take this damage only"
      },
      {
        "document": 1470,
        "excerpt": "creature you can see or hear within range. The target must succeed on a Wisdom saving throw or take 1d6 Psychic damage and have Disadvantage on the next attack rol"
      },
      {
        "document": 1473,
        "excerpt": "e made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick and lasts for the duration. If"
      },
      {
        "document": 1474,
        "excerpt": "rface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration. If"
      },
      {
        "document": 1475,
        "excerpt": "composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. Alternatively, you can create 10-foot-by-20-foot panels that are only"
      },
      {
        "document": 1476,
        "excerpt": "For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters a space in the wall on a turn or"
      },
      {
        "document": 1477,
        "excerpt": "inum rings worth 50+ GP each, which you and the target must wear for the duration)"
      },
      {
        "document": 1479,
        "excerpt": "ain this ability for the duration. An affected target must take a Bonus Action to pass from the liquid's surface into the liquid itself and vice versa, but if the"
      },
      {
        "document": 1480,
        "excerpt": "enters the webs on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Restrained condition while in the webs or until it break"
      },
      {
        "document": 1485,
        "excerpt": "t preparing a sanctuary, the spell has no effect. You must designate a location, such as a temple, as a sanctuary by casting this spell there."
      },
      {
        "document": 1486,
        "excerpt": "respond with a lie. Such a creature can be evasive yet must be truthful. ---"
      },
      {
        "document": 1517,
        "excerpt": "de out, its contents spill forth unharmed, but the bag must be put right before it can be used again. The bag holds enough air for 10 minutes of breathing, divided"
      },
      {
        "document": 1519,
        "excerpt": "impact and is destroyed. Each creature in the Sphere must succeed on a DC 15 Dexterity saving throw or take 5d4 Force damage. A sphere of transparent force then e"
      },
      {
        "document": 1523,
        "excerpt": "amages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. This berserk state ends when you start your turn a"
      },
      {
        "document": 1554,
        "excerpt": "ttack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 Poison damage and have the Poisoned condition"
      },
      {
        "document": 1556,
        "excerpt": "ion required). One creature of your choice in the Line must succeed on a DC 13 Strength saving throw or take 1d4 Bludgeoning damage and have the Prone condition. In"
      },
      {
        "document": 1558,
        "excerpt": "effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it."
      },
      {
        "document": 1561,
        "excerpt": "take a Magic action to peer into the orb's depths. You must then make a DC 15 Charisma saving throw. On a successful save, you control the orb for as long as you re"
      },
      {
        "document": 1574,
        "excerpt": "of dealing damage to it. If the arrow hits, the target must succeed on a DC 15 Strength saving throw or have the Restrained condition for 1 minute. As an action, a"
      },
      {
        "document": 1579,
        "excerpt": "miss the boat as a Magic action. Tree (Uncommon). You must be outdoors to use this token. You can take a Magic action to touch it to an unoccupied space on the gro"
      },
      {
        "document": 1585,
        "excerpt": "e you can see within 60 feet of yourself. The creature must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. The creature re"
      },
      {
        "document": 1587,
        "excerpt": "ant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition."
      },
      {
        "document": 1593,
        "excerpt": "and every creature within 30 feet of it other than you must succeed on a DC 17 Constitution saving throw or have the Stunned condition until the end of your next tu"
      },
      {
        "document": 1594,
        "excerpt": ", its contents spill forth unharmed, and the haversack must be put right before it can be used again. Each pouch of the haversack holds enough air for 10 minutes o"
      },
      {
        "document": 1596,
        "excerpt": "t using the hat gains a special Somatic component: you must reach into the hat and “pull” the spell out of it. Unknown Spell. While holding the hat, you can try to"
      },
      {
        "document": 1598,
        "excerpt": "eature within a 60-foot Emanation originating from you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking Radiant damage equal to the num"
      },
      {
        "document": 1611,
        "excerpt": "of existence other than the one you're on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. If the target has been trapped by the"
      },
      {
        "document": 1614,
        "excerpt": "est if you don't have the Incapacitated condition. You must use the second roll. Once used, this property can't be used again until the next dawn. Wish. The weapon"
      },
      {
        "document": 1615,
        "excerpt": "as 25 Hit Points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature has the Frigh"
      },
      {
        "document": 1617,
        "excerpt": "it. Each creature of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute. While Frightened"
      },
      {
        "document": 1621,
        "excerpt": "ccompanying table. To decipher and use the manual, you must be a spellcaster with at least two level 5 spell slots. A creature that can't use a Manual of Golems and"
      },
      {
        "document": 1623,
        "excerpt": "number of elements you create), during which time you must remain in the Cube, and requires Concentration. If your Concentration is broken or you leave the Cube be"
      },
      {
        "document": 1625,
        "excerpt": "he activated mirror while within 30 feet of the mirror must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is wearing or carrying, i"
      },
      {
        "document": 1627,
        "excerpt": "ards drawn from the deck. Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly. Any cards drawn in excess of this"
      },
      {
        "document": 1630,
        "excerpt": "e more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a Bonus Action (using y"
      },
      {
        "document": 1631,
        "excerpt": "roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force fro"
      },
      {
        "document": 1641,
        "excerpt": "ne. Each creature of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute. A creature that fa"
      },
      {
        "document": 1658,
        "excerpt": "you drink this potion, you take 4d6 Poison damage and must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 1 hour."
      },
      {
        "document": 1667,
        "excerpt": "lowing table. The table indicates how many charges you must expend to cast the spell, which has a save DC of 18."
      },
      {
        "document": 1679,
        "excerpt": "flect the spell back at the spell's caster; the caster must make a saving throw against the spell using their own spell save DC."
      },
      {
        "document": 1686,
        "excerpt": "you use the ring again before taking a Long Rest, you must succeed on a DC 15 Constitution saving throw or gain 1 Exhaustion level."
      },
      {
        "document": 1688,
        "excerpt": "ht that can see you when the robe's power is activated must succeed on a DC 15 Wisdom saving throw or have the Stunned condition until the effect ends."
      },
      {
        "document": 1696,
        "excerpt": "t you can see within 120 feet of yourself. Each target must succeed on a DC 15 Wisdom saving throw or have the Charmed condition for 8 hours. While Charmed in this"
      },
      {
        "document": 1699,
        "excerpt": "ure you can see within 20 feet of yourself. The target must succeed on a DC 15 Dexterity saving throw or have the Restrained condition. You can release the target b"
      },
      {
        "document": 1708,
        "excerpt": "a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside with Oil of Slipperiness. When found, a containe"
      },
      {
        "document": 1709,
        "excerpt": "llbook. When a spell is copied in this way, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 plus the spell's level. On a successful"
      },
      {
        "document": 1711,
        "excerpt": "um 5 feet). Any creature whose space the sphere enters must succeed on a DC 19 Dexterity saving throw or be touched by it, taking 8d10 Force damage. A creature redu"
      },
      {
        "document": 1713,
        "excerpt": "pell save DC. The table indicates how many charges you must expend to cast the spell. Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn."
      },
      {
        "document": 1714,
        "excerpt": "pell save DC. The table indicates how many charges you must expend to cast the spell. Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn."
      },
      {
        "document": 1715,
        "excerpt": "ity modifier. The table indicates how many charges you must expend to cast the spell. Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn."
      },
      {
        "document": 1716,
        "excerpt": "pell save DC. The table indicates how many charges you must expend to cast the spell. Regaining Charges. The staff regains 2d8 + 4 expended charges daily at dawn."
      },
      {
        "document": 1718,
        "excerpt": "ack modifier. The table indicates how many charges you must expend to cast the spell. Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn."
      },
      {
        "document": 1719,
        "excerpt": "pell save DC. The table indicates how many charges you must expend to cast the spell. Regaining Charges. The staff regains 4d6 + 2 expended charges daily at dawn."
      },
      {
        "document": 1721,
        "excerpt": "pell save DC. The table indicates how many charges you must expend to cast the spell. Tree Form. You can take a Magic action to plant one end of the staff in earth"
      },
      {
        "document": 1722,
        "excerpt": "t to 300 feet (no action required). The target you hit must succeed on a DC 17 Constitution saving throw or have the Stunned condition until the end of your next tu"
      },
      {
        "document": 1729,
        "excerpt": "pon, the target takes an extra 2d6 Necrotic damage and must succeed on a DC 15 Constitution saving throw or be unable to regain Hit Points for 1 hour. The target re"
      },
      {
        "document": 1733,
        "excerpt": "t Cone of thunderous energy. Each creature in the Cone must succeed on a DC 15 Strength saving throw or have the Prone condition. Nonmagical objects in the Cone tha"
      },
      {
        "document": 1741,
        "excerpt": "able from it. The table indicates how many charges you must expend to cast the spell. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. I"
      },
      {
        "document": 1743,
        "excerpt": "able from it. The table indicates how many charges you must expend to cast the spell. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. I"
      },
      {
        "document": 1748,
        "excerpt": "ure you can see within 60 feet of yourself. The target must succeed on a DC 15 Constitution saving throw or have the Paralyzed condition for 1 minute. At the end of"
      },
      {
        "document": 1803,
        "excerpt": "basilisk sees its reflection in the Cone, the basilisk must make this save. First Failure: The target has the Restrained condition and repeats the save at the end o"
      },
      {
        "document": 1806,
        "excerpt": "n a single turn from the swallowed creature, the behir must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which"
      },
      {
        "document": 1864,
        "excerpt": "to make a DC 15 Charisma (Persuasion) check; the golem must be able to hear its creator. If this check succeeds, the golem ceases being berserk until the start of i"
      },
      {
        "document": 1869,
        "excerpt": "rent. Even when the cube is in plain sight, a creature must succeed on a DC 15 Wisdom (Perception) check to notice the cube if the creature hasn't witnessed the cub"
      },
      {
        "document": 1884,
        "excerpt": "within a 30-foot Emanation originating from the goat must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute, until you are no l"
      },
      {
        "document": 1914,
        "excerpt": "fy, Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast that spell again. Mimicry. The hag can mimic animal"
      },
      {
        "document": 1946,
        "excerpt": "n a single turn from a creature inside it, the kraken must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatu"
      },
      {
        "document": 1959,
        "excerpt": "the medusa sees its reflection in the Cone, the medusa must make this save. First Failure: The target has the Restrained condition and repeats the save at the end o"
      },
      {
        "document": 1968,
        "excerpt": "he nalfeshnee uses Teleport, but its destination space must be within 10 feet of the triggering creature."
      },
      {
        "document": 1969,
        "excerpt": "fy, Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast that spell again. Magic Resistance. The hag has Adva"
      },
      {
        "document": 1986,
        "excerpt": "+ 8) Piercing damage. If the target is a creature, it must make the following saving throw. Constitution Saving Throw: DC 21. Failure: The target has the Poisoned"
      },
      {
        "document": 1995,
        "excerpt": "e on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatu"
      },
      {
        "document": 2002,
        "excerpt": "a single turn from a creature inside it, the remorhaz must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatu"
      },
      {
        "document": 2009,
        "excerpt": "usness. The sahuagin can breathe air and water, but it must be submerged at least once every 4 hours to avoid suffocating outside water. Shark Telepathy. The sahua"
      },
      {
        "document": 2014,
        "excerpt": "fy, Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast that spell again. Vile Appearance. Wisdom Saving Thr"
      },
      {
        "document": 2018,
        "excerpt": "re one spell of level 4 or lower. To do so, the wearer must cast the spell on the guardian while within 5 feet of it. The spell has no effect but is stored within t"
      },
      {
        "document": 2044,
        "excerpt": "a single turn from a creature inside it, the tarrasque must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatu"
      },
      {
        "document": 2056,
        "excerpt": "mist form, it can't return to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it returns to its vam"
      }
    ],
    "mustn't": [
      {
        "document": 962,
        "excerpt": "ll of your choice on your turn. The chosen attack roll mustn't have Disadvantage. If the chosen attack roll hits, the target takes an extra 1d10 damage of the same typ"
      }
    ],
    "myriad": [
      {
        "document": 972,
        "excerpt": "sguise Self without expending a spell slot. Master of Myriad Forms Prerequisite: Level 5+ Warlock You can cast Alter Self without expending a spell slot. Misty Vi"
      }
    ],
    "mysterious": [
      {
        "document": 26,
        "excerpt": "ight search a treasure chest while a second examines a mysterious symbol engraved on a wall and a third keeps watch for monsters. Outside combat, the GM ensures that ever"
      },
      {
        "document": 760,
        "excerpt": "Mysterious Deck"
      },
      {
        "document": 761,
        "excerpt": "Mysterious Deck"
      },
      {
        "document": 972,
        "excerpt": "Through occult ceremony, you have formed a pact with a mysterious entity to gain magical powers. The entity is a voice in the shadows - its identity unclear - but its boo"
      },
      {
        "document": 1627,
        "excerpt": "Mysterious Deck"
      }
    ],
    "mystery": [
      {
        "document": 50,
        "excerpt": "ves delving into places that are dangerous and full of mystery. The rules in this section detail some of the ways adventurers interact with the environment in such pla"
      },
      {
        "document": 265,
        "excerpt": "gain a Tiny trinket, a simple item lightly touched by mystery. The GM might also use this table. It can help stock a room in a dungeon or fill a creature's pockets."
      },
      {
        "document": 787,
        "excerpt": "The item craves knowledge or is determined to solve a mystery, learn a secret, or unravel a cryptic prophecy."
      }
    ],
    "mystic": [
      {
        "document": 871,
        "excerpt": "Mystic Arcanum (level 6 spell)"
      },
      {
        "document": 972,
        "excerpt": "Mystic Arcanum"
      },
      {
        "document": 1477,
        "excerpt": "ou touch another creature that is willing and create a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, i"
      }
    ],
    "mystical": [
      {
        "document": 964,
        "excerpt": "cantrip from the Cleric spell list. In addition, your mystical connection to the divine gives you a bonus to your Intelligence (Arcana or Religion) checks. The bonus e"
      },
      {
        "document": 965,
        "excerpt": "You have learned to cast spells through studying the mystical forces of nature. See “Spells” for the rules on spellcasting. The information below details how you use"
      },
      {
        "document": 976,
        "excerpt": "secrets from diverse sources, such as scholarly tomes, mystical rites, and peasant tales. The college's members gather in libraries and universities to share their lore"
      },
      {
        "document": 1709,
        "excerpt": "Scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material"
      }
    ],
    "mystics": [
      {
        "document": 975,
        "excerpt": "to the Natural World The Circle of the Land comprises mystics and sages who safeguard ancient knowledge and rites. These Druids meet within sacred circles of trees or"
      }
    ],
    "naga": [
      {
        "document": 801,
        "excerpt": "Guardian Naga"
      },
      {
        "document": 1920,
        "excerpt": "Guardian Naga"
      },
      {
        "document": 2028,
        "excerpt": "Spirit Naga"
      }
    ],
    "naga's": [
      {
        "document": 1920,
        "excerpt": "arget has the Blinded condition until the start of the naga's next turn. Success: Half damage only. Spellcasting. The naga casts one of the following spells, requiri"
      }
    ],
    "nail": [
      {
        "document": 820,
        "excerpt": "A glass vial filled with nail clippings"
      },
      {
        "document": 1413,
        "excerpt": "| -4 | | Body part, lock of hair, or bit of nail | -10 | On a successful save, the target isn't affected, and you can't use this spell on it a"
      }
    ],
    "nalfeshnee": [
      {
        "document": 1968,
        "excerpt": "Nalfeshnee"
      }
    ],
    "nalfeshnee's": [
      {
        "document": 1968,
        "excerpt": "line of sight. Success: The target is immune to this nalfeshnee's Horror Nimbus for 24 hours."
      }
    ],
    "name": [
      {
        "document": 143,
        "excerpt": "If a magic item description capitalizes a creature's name and presents it in bold type, that's a visual cue pointing you to the creature's stat block. Unless the"
      },
      {
        "document": 161,
        "excerpt": "me. Stat blocks are divided into the following parts: Name and General Details. The name of the monster is followed by its size, creature type (along with any desc"
      },
      {
        "document": 267,
        "excerpt": "center 81 A purple handkerchief embroidered with the name of an archmage 82 Half a floor plan for a temple, a castle, or another structure 83 A bit of folded cl"
      },
      {
        "document": 302,
        "excerpt": "following parts, which are presented after the feat's name. Category. A feat is a member of a category, which is noted in the feat. If you're instructed to choose"
      },
      {
        "document": 444,
        "excerpt": "etical order, with an item's price appearing after its name."
      },
      {
        "document": 489,
        "excerpt": "If a spell is on a class's spell list, the class's name appears in parentheses after the spell's school of magic. Some features add a spell to a character's spe"
      },
      {
        "document": 510,
        "excerpt": "explain each of those entries, which follow a spell's name."
      },
      {
        "document": 522,
        "excerpt": "layer character (NPC) is a monster that has a personal name and a distinct personality. See also \"Monster.\""
      },
      {
        "document": 539,
        "excerpt": "Save is another name for a saving throw. See also \"Saving Throw.\""
      },
      {
        "document": 554,
        "excerpt": "he following information presented after the monster's name. Size. A monster is Tiny, Small, Medium, Large, Huge, or Gargantuan. See also \"Size.\" Creature Type. T"
      },
      {
        "document": 577,
        "excerpt": "Some entries have a tag in brackets after the entry's name, as in \"Attack [Action].\" A tag - Action, Area of Effect, Attitude, Condition, or Hazard - indicates tha"
      },
      {
        "document": 714,
        "excerpt": "f a trap includes the following parts after the trap's name: Severity and Levels. A trap is designated as a nuisance or as deadly for characters of certain levels."
      },
      {
        "document": 928,
        "excerpt": "Name"
      },
      {
        "document": 972,
        "excerpt": "permission, a creature can take an action to write its name on that page, which can contain a number of names equal to your Charisma modifier (minimum of one name)."
      },
      {
        "document": 1267,
        "excerpt": "sense the most direct physical route to a location you name. You must be familiar with the location, and the spell fails if you name a destination on another plane"
      },
      {
        "document": 1287,
        "excerpt": "domains. When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn't work). If that creature is on a plane ot"
      },
      {
        "document": 1322,
        "excerpt": "he item was created by a spell, you learn that spell's name. If you instead touch a creature throughout the casting, you learn which ongoing spells, if any, are cu"
      },
      {
        "document": 1328,
        "excerpt": "rk on that object and invisibly inscribes the object's name on the sapphire. Each time you cast this spell, you must use a different sapphire. Thereafter, you can"
      },
      {
        "document": 1333,
        "excerpt": "ory strips worth 50+ GP each) Duration: Instantaneous Name or describe a famous person, place, or object. The spell brings to your mind a brief summary of the sign"
      },
      {
        "document": 1338,
        "excerpt": "rom a bloodhound) Duration: Instantaneous Describe or name a specific kind of Beast, Plant creature, or nonmagical plant. You learn the direction and distance to t"
      },
      {
        "document": 1339,
        "excerpt": "nd) Duration: Concentration, up to 1 hour Describe or name a creature that is familiar to you. You sense the direction to the creature's location if that creature"
      },
      {
        "document": 1340,
        "excerpt": "Duration: Concentration, up to 10 minutes Describe or name an object that is familiar to you. You sense the direction to the object's location if that object is wi"
      },
      {
        "document": 1376,
        "excerpt": "space within range. If you know a specific creature's name, you can speak that name when you cast this spell to request that creature, though you might get a diffe"
      },
      {
        "document": 1464,
        "excerpt": "er exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you."
      },
      {
        "document": 1507,
        "excerpt": "le wearing this amulet, you can take a Magic action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence (Arc"
      },
      {
        "document": 1534,
        "excerpt": "vel alone to a destination within 1 mile of you if you name the location and are familiar with it. The broom comes back to you when you take a Magic action and use"
      },
      {
        "document": 1625,
        "excerpt": "n 5 feet of the mirror, you can take a Magic action to name one creature trapped in it or call out a particular cell by number. The creature named or contained in t"
      },
      {
        "document": 1627,
        "excerpt": "drawn together by fate. Work with your GM to create a name and backstory for this NPC. The GM can use a different stat block to represent the knight, as desired."
      }
    ],
    "named": [
      {
        "document": 2,
        "excerpt": "An ability check is named for the ability modifier it uses: a Strength check, an Intelligence check, and so on. Different ability"
      },
      {
        "document": 20,
        "excerpt": "Saving throws are named for the ability modifiers they use: a Constitution saving throw, a Wisdom saving throw, and so on. Diffe"
      },
      {
        "document": 790,
        "excerpt": "Random location on the plane you named"
      },
      {
        "document": 1287,
        "excerpt": "than the one you are on, the portal opens next to the named creature and transports it to the nearest unoccupied space on your side of the portal. You gain no speci"
      },
      {
        "document": 1339,
        "excerpt": "feet - at least once. If the creature you described or named is in a different form, such as under the effects of a Flesh to Stone or Polymorph spell, this spell doe"
      },
      {
        "document": 1609,
        "excerpt": "res Attunement) Roughly marble sized, Ioun Stones are named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun Stones exist, eac"
      },
      {
        "document": 1625,
        "excerpt": "or call out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirror's surface. You and the creature can the"
      }
    ],
    "names": [
      {
        "document": 972,
        "excerpt": "e its name on that page, which can contain a number of names equal to your Charisma modifier (minimum of one name). When any creature whose name is on the page is r"
      }
    ],
    "narrates": [
      {
        "document": 26,
        "excerpt": "vity. In combat, the characters take turns. 3: The GM Narrates the Results of the Adventurers' Actions. Sometimes resolving a task is easy. If an adventurer walks acro"
      }
    ],
    "narrative": [
      {
        "document": 670,
        "excerpt": "Narrative Curses"
      }
    ],
    "narratively": [
      {
        "document": 103,
        "excerpt": "meaningful failure. When the outcome is uncertain and narratively interesting, the dice determine the result."
      }
    ],
    "narrow": [
      {
        "document": 616,
        "excerpt": "rowth - Liquid that's between shin- and waist-deep - A narrow opening sized for a creature one size smaller than you - A slope of 20 degrees or more"
      },
      {
        "document": 1286,
        "excerpt": "onstitution saving throws. The target can pass through narrow openings, but it treats liquids as though they were solid surfaces. The target can't talk or manipulate"
      },
      {
        "document": 1771,
        "excerpt": "s space and stop there. It can move through a space as narrow as 1 inch without expending extra movement to do so."
      },
      {
        "document": 1810,
        "excerpt": "Amorphous. The pudding can move through a space as narrow as 1 inch without expending extra movement to do so. Corrosive Form. A creature that hits the pudding w"
      },
      {
        "document": 1862,
        "excerpt": "Fire Form. The elemental can move through a space as narrow as 1 inch without expending extra movement to do so, and it can enter a creature's space and stop there."
      },
      {
        "document": 1912,
        "excerpt": "Amorphous. The ooze can move through a space as narrow as 1 inch without expending extra movement to do so. Corrosive Form. Nonmagical ammunition is destroyed"
      },
      {
        "document": 1940,
        "excerpt": "s space and stop there. It can move through a space as narrow as 1 inch without expending extra movement to do so. Invisibility. The stalker has the Invisible condit"
      },
      {
        "document": 1972,
        "excerpt": "Amorphous. The jelly can move through a space as narrow as 1 inch without expending extra movement to do so. Spider Climb. The jelly can climb difficult surfac"
      },
      {
        "document": 1973,
        "excerpt": "Compression. The octopus can move through a space as narrow as 1 inch without expending extra movement to do so. Water Breathing. The octopus can breathe only unde"
      },
      {
        "document": 2016,
        "excerpt": "Amorphous. The shadow can move through a space as narrow as 1 inch without expending extra movement to do so. Sunlight Weakness. While in sunlight, the shadow h"
      },
      {
        "document": 2065,
        "excerpt": "s space and stop there. It can move through a space as narrow as 1 inch without expending extra movement to do so."
      }
    ],
    "nasal": [
      {
        "document": 693,
        "excerpt": "is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body. Injury. Injury poison can be applied as a Bonus Act"
      }
    ],
    "nations": [
      {
        "document": 744,
        "excerpt": "Recall lore about historical events, people, nations, and cultures."
      }
    ],
    "native": [
      {
        "document": 684,
        "excerpt": "imated to elevations above 20,000 feet unless they are native to such environments."
      },
      {
        "document": 1611,
        "excerpt": "t of yourself. If the flask is empty and the target is native to a plane of existence other than the one you're on, the target must succeed on a DC 17 Wisdom saving t"
      }
    ],
    "natural": [
      {
        "document": 28,
        "excerpt": "If you roll a 20 on the d20 (called a “natural 20”) for an attack roll, the attack hits regardless of any modifiers or the target’s AC. This is called"
      },
      {
        "document": 181,
        "excerpt": "uch as aboleths and cloakers. Beasts are non-Humanoid natural creatures, like horses and wolves, as well as most giant animals. Celestials are magical creatures, suc"
      },
      {
        "document": 184,
        "excerpt": "A monster's Armor Class (AC) includes its natural armor, Dexterity, gear, and other defenses. See \"Playing the Game\" for information on Armor Class."
      },
      {
        "document": 366,
        "excerpt": "urvive via chance and charity. You're often exposed to natural dangers as a result of sleeping outside."
      },
      {
        "document": 744,
        "excerpt": "Follow tracks, forage, find a trail, or avoid natural hazards."
      },
      {
        "document": 975,
        "excerpt": "Celebrate Connection to the Natural World The Circle of the Land comprises mystics and sages who safeguard ancient knowledge and rites. The"
      },
      {
        "document": 987,
        "excerpt": "tone surface to use this Tremorsense. The stone can be natural or worked. You can use this Bonus Action a number of times equal to your Proficiency Bonus, and you reg"
      },
      {
        "document": 1153,
        "excerpt": "c action to change your appearance in this way again. Natural Weapons. You grow claws (Slashing), fangs (Piercing), horns (Piercing), or hooves (Bludgeoning). When yo"
      },
      {
        "document": 1170,
        "excerpt": "Plant creature with an Intelligence of 3 or less or a natural plant that isn't a creature. The target gains an Intelligence of 10 and the ability to speak one langua"
      },
      {
        "document": 1198,
        "excerpt": "of the area within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has be"
      },
      {
        "document": 1268,
        "excerpt": "ell or a mechanical pit trap, but it wouldn't reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. This spell reveals that a trap is pre"
      },
      {
        "document": 1304,
        "excerpt": "nts: V, S, M (a mushroom) Duration: 24 hours You make natural terrain in a 150-foot Cube in range look, sound, and smell like another sort of natural terrain. Thus, o"
      },
      {
        "document": 1350,
        "excerpt": "can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so"
      },
      {
        "document": 1367,
        "excerpt": "particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as a false memory of how much th"
      },
      {
        "document": 1369,
        "excerpt": "n to affect within range. This spell can't manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you s"
      },
      {
        "document": 1428,
        "excerpt": "can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so"
      },
      {
        "document": 1439,
        "excerpt": "he transformation of the ground is camouflaged to look natural. Any creature that can't see the area when the spell is cast must take a Search action and succeed on a"
      },
      {
        "document": 1639,
        "excerpt": "to a 10, turning a failed save into a successful one. Natural Healing Boost. Whenever you roll a Hit Point Die to regain Hit Points, double the number of Hit Points i"
      }
    ],
    "naturally": [
      {
        "document": 682,
        "excerpt": "atically succeed on the save, as do creatures that are naturally adapted to living in ice-cold water."
      },
      {
        "document": 991,
        "excerpt": "Naturally Stealthy"
      },
      {
        "document": 1755,
        "excerpt": "weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep. Supernatural Read"
      }
    ],
    "nature": [
      {
        "document": 138,
        "excerpt": "A sentient magic item has an alignment. Its creator or nature might suggest an alignment. Otherwise, pick an alignment or roll on the Sentient Item's Alignment table."
      },
      {
        "document": 181,
        "excerpt": "Fey are creatures tied to the Feywild or the forces of nature, such as dryads and goblins. Fiends are creatures tied to terrifying Lower Planes, such as balors and h"
      },
      {
        "document": 288,
        "excerpt": "cteristics based on the species' physiology or magical nature. When you choose a species, your character gets all the special traits listed for it. Some traits involv"
      },
      {
        "document": 459,
        "excerpt": "you gain a +5 bonus to Intelligence (Arcana, History, Nature, or Religion) checks you make about that topic."
      },
      {
        "document": 688,
        "excerpt": "Due to the nature of their vocation, adventurers tend to be less susceptible to fear and mental stress than common folk. W"
      },
      {
        "document": 693,
        "excerpt": "Given their insidious and deadly nature, poisons are a favorite tool among assassins and evil creatures. Poisons come in the following four type"
      },
      {
        "document": 695,
        "excerpt": "after which the character makes a DC 20 Intelligence (Nature) check using a Poisoner's Kit. On a successful check, the character harvests enough poison for a single"
      },
      {
        "document": 744,
        "excerpt": "Nature"
      },
      {
        "document": 745,
        "excerpt": "Make an Intelligence (Arcana, History, Investigation, Nature, or Religion) check."
      },
      {
        "document": 793,
        "excerpt": "choice that acts in accordance with its alignment and nature. The monster remains for 1 minute, then disappears in a puff of bright-pink smoke."
      },
      {
        "document": 818,
        "excerpt": "Nature"
      },
      {
        "document": 834,
        "excerpt": "Commune with Nature"
      },
      {
        "document": 849,
        "excerpt": "Nature’s Veil"
      },
      {
        "document": 854,
        "excerpt": "Commune with Nature"
      },
      {
        "document": 940,
        "excerpt": "Nature"
      },
      {
        "document": 962,
        "excerpt": "Choose 2: Animal Handling, Athletics, Intimidation, Nature, Perception, or Survival"
      },
      {
        "document": 965,
        "excerpt": "Choose 2: Animal Handling, Arcana, Insight, Medicine, Nature, Perception, Religion, or Survival"
      },
      {
        "document": 969,
        "excerpt": "3: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, or Survival"
      },
      {
        "document": 972,
        "excerpt": "cana, Deception, History, Intimidation, Investigation, Nature, or Religion"
      },
      {
        "document": 973,
        "excerpt": "2: Arcana, History, Insight, Investigation, Medicine, Nature, or Religion"
      },
      {
        "document": 980,
        "excerpt": "Protect Nature and People from Destruction You stalk prey in the wilds and elsewhere, using your abilities as a Hunter"
      },
      {
        "document": 1198,
        "excerpt": "Commune with Nature"
      },
      {
        "document": 1204,
        "excerpt": "Duration: Concentration, up to 10 minutes You conjure nature spirits that appear as a Large pack of spectral, intangible animals in an unoccupied space you can see w"
      },
      {
        "document": 1209,
        "excerpt": "Duration: Concentration, up to 10 minutes You conjure nature spirits that flit around you in a 10-foot Emanation for the duration. Whenever the Emanation enters the"
      },
      {
        "document": 1228,
        "excerpt": "s casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can connect the"
      },
      {
        "document": 1247,
        "excerpt": "Duration: Instantaneous Whispering to the spirits of nature, you create one of the following effects within range. Weather Sensor. You create a Tiny, harmless sens"
      },
      {
        "document": 1268,
        "excerpt": "present but not its location. You do learn the general nature of the danger posed by a trap you sense."
      },
      {
        "document": 1518,
        "excerpt": "ers, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next daw"
      },
      {
        "document": 1625,
        "excerpt": "adimensional cells. A creature that knows the mirror's nature makes the save with Advantage, and Constructs succeed on the save automatically. An extradimensional ce"
      },
      {
        "document": 1658,
        "excerpt": "on masked by illusion magic. Identify reveals its true nature. If you drink this potion, you take 4d6 Poison damage and must succeed on a DC 13 Constitution saving t"
      },
      {
        "document": 1696,
        "excerpt": "ur allies or commanded to do something contrary to its nature, a target ceases to be Charmed in this way. Once used, this property can't be used again until the next"
      },
      {
        "document": 1697,
        "excerpt": "l, or whatever else you can imagine. Regardless of its nature, the demiplane contains enough water and food to sustain its visitors, and the demiplane's environment c"
      },
      {
        "document": 1851,
        "excerpt": "Medicine +5, Nature +3, Perception +5"
      },
      {
        "document": 2013,
        "excerpt": "Nature +4, Perception +5, Stealth +6, Survival +5"
      }
    ],
    "nature's": [
      {
        "document": 825,
        "excerpt": "Nature's Ward"
      },
      {
        "document": 969,
        "excerpt": "Nature's Veil"
      },
      {
        "document": 975,
        "excerpt": "Nature's Ward"
      },
      {
        "document": 1424,
        "excerpt": "A Club or Quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and da"
      }
    ],
    "nauseating": [
      {
        "document": 1443,
        "excerpt": "minute You create a 20-foot-radius Sphere of yellow, nauseating gas centered on a point within range. The cloud is Heavily Obscured. The cloud lingers in the air for th"
      }
    ],
    "navigation": [
      {
        "document": 961,
        "excerpt": "Navigation DC"
      }
    ],
    "navigator's": [
      {
        "document": 440,
        "excerpt": "Navigator's Tools (25 GP)"
      }
    ],
    "near": [
      {
        "document": 61,
        "excerpt": "oth. If you describe your character searching nowhere near a hidden object, a Wisdom (Perception) check won't reveal the object, no matter the check's total."
      },
      {
        "document": 526,
        "excerpt": "hat point, the point of origin comes into being on the near side of the obstruction."
      },
      {
        "document": 637,
        "excerpt": "f your skill or tool proficiencies and one ally who is near enough for you to assist verbally or physically when they make an ability check. That ally has Advantag"
      },
      {
        "document": 793,
        "excerpt": "l threats against you. If you leave it and others come near, it describes you as the most heinous of villains and directs the newcomers to find and attack you. If y"
      },
      {
        "document": 820,
        "excerpt": "eature that gives you unsettling dreams when you sleep near it"
      },
      {
        "document": 1349,
        "excerpt": "ssipate into smoke if removed from it. A staff of 100 near-transparent servants attends all who enter. You determine the appearance of these servants and their att"
      },
      {
        "document": 1378,
        "excerpt": "e second level of the Nine Hells, and you appear in or near that destination, as determined by the GM. Alternatively, if you know the sigil sequence of a teleporta"
      },
      {
        "document": 1388,
        "excerpt": "ignate when you cast the spell can pass through and be near the wall without harm. If another creature that can see the wall moves within 20 feet of it or starts it"
      },
      {
        "document": 1542,
        "excerpt": "lusion that makes you appear to be standing in a place near your actual location, causing any creature to have Disadvantage on attack rolls against you. If you take"
      },
      {
        "document": 1565,
        "excerpt": "er into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet's weight is negligible. A creature can take a Utilize action to"
      },
      {
        "document": 1625,
        "excerpt": "it contains are freed and appear in unoccupied spaces near it. While within 5 feet of the mirror, you can take a Magic action to name one creature trapped in it o"
      },
      {
        "document": 1828,
        "excerpt": "cks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object. Once the golem goes berserk, it continues to"
      },
      {
        "document": 1864,
        "excerpt": "cks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object. Once the golem goes berserk, it remains so un"
      }
    ],
    "nearby": [
      {
        "document": 718,
        "excerpt": "r the first time on a turn or starts its turn there, a nearby statue exhales a 15-foot Cone of magical flame. The statue can look like anything, such as a dragon or a"
      },
      {
        "document": 722,
        "excerpt": "rtment and begins to roll. The stone and all creatures nearby roll Initiative; the stone gets a +8 bonus on its Initiative roll. On its turn, the stone moves 60 feet"
      },
      {
        "document": 1435,
        "excerpt": "but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day."
      }
    ],
    "nearest": [
      {
        "document": 563,
        "excerpt": "blocked by a solid obstacle, you instead appear in the nearest unoccupied space of your choice. The description of a teleportation effect tells you if you must see th"
      },
      {
        "document": 783,
        "excerpt": "Leaves grow from the creature nearest to the chosen point of origin. Unless they are picked off, the leaves turn brown and fall off after 24 h"
      },
      {
        "document": 979,
        "excerpt": "it returns to the space it previously occupied or the nearest unoccupied space. Once you use this feature, you can't use it again until you finish a Long Rest unless"
      },
      {
        "document": 1172,
        "excerpt": "s, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the target is an Aberration, a Celestial, an Elemental,"
      },
      {
        "document": 1182,
        "excerpt": "pace is available within that range, you appear in the nearest unoccupied space."
      },
      {
        "document": 1256,
        "excerpt": "ou appear in an occupied space, you are shunted to the nearest unoccupied space and take Force damage equal to twice the number of feet you are moved. This spell ends"
      },
      {
        "document": 1287,
        "excerpt": "to the other plane, appearing in the unoccupied space nearest to the portal. Deities and other planar rulers can prevent portals created by this spell from opening i"
      },
      {
        "document": 1339,
        "excerpt": "ell can locate a specific creature known to you or the nearest creature of a specific kind (such as a human or a unicorn) if you have seen such a creature up close - w"
      },
      {
        "document": 1340,
        "excerpt": "at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon. Th"
      },
      {
        "document": 1349,
        "excerpt": "ensional space are expelled into the unoccupied spaces nearest to the entrance."
      },
      {
        "document": 1355,
        "excerpt": "he space it left or, if that space is occupied, in the nearest unoccupied space."
      },
      {
        "document": 1372,
        "excerpt": "by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell."
      },
      {
        "document": 1455,
        "excerpt": "ears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied. Many major temples, guildhalls, and other important places"
      },
      {
        "document": 1485,
        "excerpt": "and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast th"
      },
      {
        "document": 1523,
        "excerpt": "n see or hear. While berserk, you regard the creature nearest to you that you can see or hear as your enemy. If there are multiple possible creatures, choose one at r"
      },
      {
        "document": 1625,
        "excerpt": "s, along with its possessions, in the unoccupied space nearest to the mirror and facing away from it. Placing the mirror inside an extradimensional space created by a"
      },
      {
        "document": 1667,
        "excerpt": "urn in solid earth or rock, you are shunted out to the nearest unoccupied space you last occupied. Fire. You know Ignan, and you have Immunity to Fire damage. Water."
      },
      {
        "document": 1689,
        "excerpt": "space you occupied or, if that space is occupied, the nearest unoccupied space."
      },
      {
        "document": 1697,
        "excerpt": "pied when you activated the rod or an unoccupied space nearest that location. Once used, this property can't be used again until 10 days have passed."
      },
      {
        "document": 1706,
        "excerpt": "ects not fully contained within it are pushed into the nearest unoccupied spaces outside it. The attack or area of effect that triggered the Reaction has no effect on"
      },
      {
        "document": 1742,
        "excerpt": "1 charge. For 1 minute, you know the direction of the nearest creature Hostile to you within 60 feet, but not its distance from you. The wand can sense the presence o"
      },
      {
        "document": 1750,
        "excerpt": "60 feet of you, the wand pulses and points at the one nearest to you."
      },
      {
        "document": 1828,
        "excerpt": "each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object. O"
      },
      {
        "document": 1864,
        "excerpt": "each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object. O"
      },
      {
        "document": 1869,
        "excerpt": "a successful check, the target escapes and enters the nearest unoccupied space. Success: Half damage, and the target moves to an unoccupied space within 5 feet of the"
      },
      {
        "document": 2078,
        "excerpt": "ises as a Specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith's control. The wraith can have no more than seven spec"
      }
    ],
    "nearly": [
      {
        "document": 148,
        "excerpt": "Staff category vary widely in appearance: some are of nearly equal diameter throughout and smooth, others are gnarled and twisted, some are made of wood, and others"
      },
      {
        "document": 740,
        "excerpt": "Nearly impossible"
      },
      {
        "document": 1293,
        "excerpt": "the spell ends without being triggered. The glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice."
      },
      {
        "document": 1451,
        "excerpt": "the spell ends without being triggered. The glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice."
      }
    ],
    "necessarily": [
      {
        "document": 158,
        "excerpt": "flourishes in the stat block. The Gear entry doesn't necessarily list all of a monster's equipment. For example, a monster that wears clothes is assumed to be dressed ap"
      },
      {
        "document": 1199,
        "excerpt": "orrect answer for each question. Divine beings aren't necessarily omniscient, so you might receive “unclear” as an answer if a question pertains to information that lies"
      },
      {
        "document": 1367,
        "excerpt": "e hold when the spell ends. A modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclination"
      }
    ],
    "necessary": [
      {
        "document": 159,
        "excerpt": "requires ammunition to make ranged attacks carries the necessary ammunition."
      },
      {
        "document": 161,
        "excerpt": "A monster has a stat block that contains the rules necessary to use it in the game. Stat blocks are divided into the following parts: Name and General Details. The"
      },
      {
        "document": 651,
        "excerpt": "determination establishes whether an ability check is necessary, as explained below. Willing. If your urging aligns with the monster's desires, no ability check is nec"
      },
      {
        "document": 738,
        "excerpt": "avel Terrain *Appropriate equipment (such as skis) is necessary to keep up a Fast pace in Arctic terrain. † Characters' rate of travel while waterborne depends on the v"
      },
      {
        "document": 1621,
        "excerpt": "Rare This tome contains information and incantations necessary to make a particular type of golem. The GM chooses the type or determines it randomly by rolling on the"
      },
      {
        "document": 1630,
        "excerpt": "a Bonus Action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn."
      }
    ],
    "necessities": [
      {
        "document": 365,
        "excerpt": "cover lodging, food, equipment maintenance, and other necessities. At the start of each week or month (GM's choice), choose a lifestyle below - Wretched, Squalid, Poor,"
      },
      {
        "document": 367,
        "excerpt": "You spend the bare minimum for your necessities. You might be exposed to unhealthy conditions and opportunistic criminals."
      },
      {
        "document": 368,
        "excerpt": "You spend frugally for your necessities."
      },
      {
        "document": 370,
        "excerpt": "You spend modestly for your necessities and enjoy a few luxuries."
      }
    ],
    "necklace": [
      {
        "document": 762,
        "excerpt": "Necklace of Prayer Beads Table 1"
      },
      {
        "document": 820,
        "excerpt": "A dragon’s talon strung on a leather necklace"
      },
      {
        "document": 1628,
        "excerpt": "Necklace of Adaptation"
      },
      {
        "document": 1629,
        "excerpt": "Necklace of Fireballs"
      },
      {
        "document": 1630,
        "excerpt": "Necklace of Prayer Beads"
      }
    ],
    "necromancy": [
      {
        "document": 829,
        "excerpt": "Necromancy"
      },
      {
        "document": 832,
        "excerpt": "Necromancy"
      },
      {
        "document": 833,
        "excerpt": "Necromancy"
      },
      {
        "document": 834,
        "excerpt": "Necromancy"
      },
      {
        "document": 838,
        "excerpt": "Necromancy"
      },
      {
        "document": 844,
        "excerpt": "Necromancy"
      },
      {
        "document": 845,
        "excerpt": "Necromancy"
      },
      {
        "document": 847,
        "excerpt": "Necromancy"
      },
      {
        "document": 852,
        "excerpt": "Necromancy"
      },
      {
        "document": 859,
        "excerpt": "Necromancy"
      },
      {
        "document": 860,
        "excerpt": "Necromancy"
      },
      {
        "document": 863,
        "excerpt": "Necromancy"
      },
      {
        "document": 864,
        "excerpt": "Necromancy"
      },
      {
        "document": 866,
        "excerpt": "Necromancy"
      },
      {
        "document": 867,
        "excerpt": "Necromancy"
      },
      {
        "document": 872,
        "excerpt": "Necromancy"
      },
      {
        "document": 874,
        "excerpt": "Necromancy"
      },
      {
        "document": 875,
        "excerpt": "Necromancy"
      },
      {
        "document": 877,
        "excerpt": "Necromancy"
      },
      {
        "document": 879,
        "excerpt": "Necromancy"
      },
      {
        "document": 880,
        "excerpt": "Necromancy"
      },
      {
        "document": 882,
        "excerpt": "Necromancy"
      },
      {
        "document": 884,
        "excerpt": "Necromancy"
      },
      {
        "document": 885,
        "excerpt": "Necromancy"
      },
      {
        "document": 886,
        "excerpt": "Necromancy"
      },
      {
        "document": 887,
        "excerpt": "Necromancy"
      },
      {
        "document": 888,
        "excerpt": "Necromancy"
      },
      {
        "document": 889,
        "excerpt": "Necromancy"
      },
      {
        "document": 890,
        "excerpt": "Necromancy"
      },
      {
        "document": 892,
        "excerpt": "Necromancy"
      },
      {
        "document": 893,
        "excerpt": "Necromancy"
      },
      {
        "document": 894,
        "excerpt": "Necromancy"
      },
      {
        "document": 895,
        "excerpt": "Necromancy"
      },
      {
        "document": 901,
        "excerpt": "Necromancy"
      },
      {
        "document": 903,
        "excerpt": "Necromancy"
      },
      {
        "document": 904,
        "excerpt": "Necromancy"
      },
      {
        "document": 905,
        "excerpt": "Necromancy"
      },
      {
        "document": 910,
        "excerpt": "Necromancy"
      },
      {
        "document": 911,
        "excerpt": "Necromancy"
      },
      {
        "document": 912,
        "excerpt": "Necromancy"
      },
      {
        "document": 913,
        "excerpt": "Necromancy"
      },
      {
        "document": 915,
        "excerpt": "Necromancy"
      },
      {
        "document": 916,
        "excerpt": "Necromancy"
      },
      {
        "document": 917,
        "excerpt": "Necromancy"
      },
      {
        "document": 919,
        "excerpt": "Necromancy"
      },
      {
        "document": 936,
        "excerpt": "Necromancy"
      },
      {
        "document": 1157,
        "excerpt": "Necromancy"
      },
      {
        "document": 1167,
        "excerpt": "Necromancy"
      },
      {
        "document": 1176,
        "excerpt": "Necromancy"
      },
      {
        "document": 1180,
        "excerpt": "Necromancy"
      },
      {
        "document": 1190,
        "excerpt": "Necromancy"
      },
      {
        "document": 1192,
        "excerpt": "Necromancy"
      },
      {
        "document": 1194,
        "excerpt": "Necromancy"
      },
      {
        "document": 1211,
        "excerpt": "Necromancy"
      },
      {
        "document": 1219,
        "excerpt": "Necromancy"
      },
      {
        "document": 1258,
        "excerpt": "Necromancy"
      },
      {
        "document": 1262,
        "excerpt": "Necromancy"
      },
      {
        "document": 1269,
        "excerpt": "Necromancy"
      },
      {
        "document": 1289,
        "excerpt": "Necromancy"
      },
      {
        "document": 1305,
        "excerpt": "Necromancy"
      },
      {
        "document": 1326,
        "excerpt": "Necromancy"
      },
      {
        "document": 1345,
        "excerpt": "Necromancy"
      },
      {
        "document": 1380,
        "excerpt": "Necromancy"
      },
      {
        "document": 1397,
        "excerpt": "Necromancy"
      },
      {
        "document": 1398,
        "excerpt": "Necromancy"
      },
      {
        "document": 1400,
        "excerpt": "Necromancy"
      },
      {
        "document": 1402,
        "excerpt": "Necromancy"
      },
      {
        "document": 1406,
        "excerpt": "Necromancy"
      },
      {
        "document": 1408,
        "excerpt": "Necromancy"
      },
      {
        "document": 1434,
        "excerpt": "Necromancy"
      },
      {
        "document": 1436,
        "excerpt": "Necromancy"
      },
      {
        "document": 1464,
        "excerpt": "Necromancy"
      },
      {
        "document": 1469,
        "excerpt": "Necromancy"
      },
      {
        "document": 1700,
        "excerpt": "b has 12 charges. If you fail a saving throw against a Necromancy spell or a harmful effect originating from an Undead, you can take a Reaction to expend 1 charge and tur"
      }
    ],
    "necrotic": [
      {
        "document": 112,
        "excerpt": "y one instance. For example, if you have Resistance to Necrotic damage as well as Resistance to all damage, Necrotic damage is reduced by half against you."
      },
      {
        "document": 765,
        "excerpt": "Necrotic"
      },
      {
        "document": 768,
        "excerpt": "Necrotic"
      },
      {
        "document": 792,
        "excerpt": "Necrotic"
      },
      {
        "document": 948,
        "excerpt": "Necrotic"
      },
      {
        "document": 964,
        "excerpt": "ion saving throw. On a failed save, the creature takes Necrotic or Radiant damage (your choice) equal to that total. On a successful save, the creature takes half as mu"
      },
      {
        "document": 972,
        "excerpt": "u can command the familiar to take the Attack action. Necrotic or Radiant Damage. Whenever the familiar deals Bludgeoning, Piercing, or Slashing damage, you can make i"
      },
      {
        "document": 975,
        "excerpt": "on saving throw against your spell save DC, taking 2d6 Necrotic damage on a failed save or half as much damage on a successful one. One creature of your choice in that"
      },
      {
        "document": 978,
        "excerpt": "ure again before you finish a Long Rest, you take 2d12 Necrotic damage for each level of the spell slot immediately after you cast it. This damage ignores Resistance an"
      },
      {
        "document": 992,
        "excerpt": "d Person | | Chthonic | You have Resistance to Necrotic damage.You also know the Chill Touch cantrip. | False Life | Ray of Enfeeblement | | Infernal | You"
      },
      {
        "document": 1169,
        "excerpt": "le in the aura, you and your allies have Resistance to Necrotic damage, and your Hit Point maximums can't be reduced. If an ally with 0 Hit Points starts its turn in th"
      },
      {
        "document": 1176,
        "excerpt": "attack roll or a spell, the target takes an extra 1d8 Necrotic damage. Using a Higher-Level Spell Slot. If you cast this spell using a level 4 spell slot, you can mai"
      },
      {
        "document": 1180,
        "excerpt": "in range makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one. A Plant creature automatically fails"
      },
      {
        "document": 1190,
        "excerpt": "a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can't regain Hit Points until the end of your next turn. Cantrip Upgrade. The damage inc"
      },
      {
        "document": 1192,
        "excerpt": "hat area makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. Th"
      },
      {
        "document": 1211,
        "excerpt": "st succeed on a Constitution saving throw or take 11d8 Necrotic damage and have the Poisoned condition. Also, choose one ability when you cast the spell. While Poisoned"
      },
      {
        "document": 1266,
        "excerpt": "pell's level of Radiant (Celestial), Psychic (Fey), or Necrotic (Fiend) damage. Bonus Actions Fell Glare (Fiend Only; Recharges after a Long Rest). Wisdom Saving Thr"
      },
      {
        "document": 1269,
        "excerpt": "get makes a Constitution saving throw, taking 7d8 + 30 Necrotic damage on a failed save or half as much damage on a successful one. A Humanoid killed by this spell ris"
      },
      {
        "document": 1281,
        "excerpt": "nds its turn there, the creature takes 5d10 Radiant or Necrotic damage (your choice when you cast this spell). You can designate a password when you cast the spell. A"
      },
      {
        "document": 1305,
        "excerpt": "itution saving throw. On a failed save, it takes 14d6 Necrotic damage, and its Hit Point maximum is reduced by an amount equal to the Necrotic damage it took. On a suc"
      },
      {
        "document": 1313,
        "excerpt": "hin range. Until the spell ends, you deal an extra 1d6 Necrotic damage to the target whenever you hit it with an attack roll. Also, choose one ability when you cast the"
      },
      {
        "document": 1326,
        "excerpt": "u touch makes a Constitution saving throw, taking 2d10 Necrotic damage on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. Th"
      },
      {
        "document": 1405,
        "excerpt": "damage type: Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison, Radiant, Slashing, or Thunder. When the creature takes damage of the chosen type befo"
      },
      {
        "document": 1440,
        "excerpt": "3d8 Radiant damage (if you are good or neutral) or 3d8 Necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. A creature makes"
      },
      {
        "document": 1451,
        "excerpt": "target makes a Constitution saving throw, taking 10d10 Necrotic damage on a failed save or half as much damage on a successful save. Discord. Each target makes a Wisdo"
      },
      {
        "document": 1469,
        "excerpt": "creature within reach. On a hit, the target takes 3d6 Necrotic damage, and you regain Hit Points equal to half the amount of Necrotic damage dealt. Until the spell en"
      },
      {
        "document": 1484,
        "excerpt": "st a spell until you finish a Long Rest, you take 1d10 Necrotic damage per level of that spell. This damage can't be reduced or prevented in any way. In addition, your"
      },
      {
        "document": 1565,
        "excerpt": "t makes a DC 13 Constitution saving throw, taking 10d6 Necrotic damage on a failed save or half as much damage on a successful one."
      },
      {
        "document": 1694,
        "excerpt": "throw. On a failed save, the target takes an extra 4d6 Necrotic damage, and you regain a number of Hit Points equal to half that Necrotic damage. Once used, this proper"
      },
      {
        "document": 1723,
        "excerpt": "aff, and you can expend 1 charge to deal an extra 2d10 Necrotic damage to the target and force it to make a DC 15 Constitution saving throw. On a failed save, the targe"
      },
      {
        "document": 1727,
        "excerpt": "d20 for the attack roll, that target takes an extra 15 Necrotic damage if it isn't a Construct or an Undead, and you gain Temporary Hit Points equal to the amount of Ne"
      },
      {
        "document": 1729,
        "excerpt": "using this magic weapon, the target takes an extra 2d6 Necrotic damage and must succeed on a DC 15 Constitution saving throw or be unable to regain Hit Points for 1 hou"
      },
      {
        "document": 1732,
        "excerpt": "Fiend or an Undead that touches the talisman takes 8d6 Necrotic damage and takes the damage again each time it ends its turn holding or carrying the talisman. Holy Sym"
      },
      {
        "document": 1792,
        "excerpt": "Necrotic, Poison; Charmed, Exhaustion,"
      },
      {
        "document": 1838,
        "excerpt": "h 5 ft. Hit: 6 (1d8 + 2) Slashing damage plus 7 (2d6) Necrotic damage. Spellcasting. The cultist casts one of the following spells, using Wisdom as the spellcasting a"
      },
      {
        "document": 1839,
        "excerpt": "3, reach 5 ft. Hit: 3 (1d4 + 1) Slashing damage plus 1 Necrotic damage."
      },
      {
        "document": 1859,
        "excerpt": "5 ft. Hit: 13 (2d8 + 4) Slashing damage plus 11 (2d10) Necrotic damage. Entangling Rope (Requires Magic Rope). Strength Saving Throw: DC 16, one creature the erinyes c"
      },
      {
        "document": 1870,
        "excerpt": "Necrotic"
      },
      {
        "document": 1871,
        "excerpt": "Necrotic, Poison; Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained"
      },
      {
        "document": 1872,
        "excerpt": "ch 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 3 (1d6) Necrotic damage. Claw. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Slashing damage. If the target is a c"
      },
      {
        "document": 1881,
        "excerpt": "Necrotic, Radiant"
      },
      {
        "document": 1882,
        "excerpt": "Necrotic, Radiant"
      },
      {
        "document": 1890,
        "excerpt": "Necrotic, Radiant"
      },
      {
        "document": 1898,
        "excerpt": "Necrotic"
      },
      {
        "document": 1932,
        "excerpt": "he devil can see within 10 feet. Failure: 10 (1d8 + 6) Necrotic damage, and the target receives an infernal wound if it doesn't have one. While wounded, the target lose"
      },
      {
        "document": 1949,
        "excerpt": "Necrotic, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned"
      },
      {
        "document": 1957,
        "excerpt": "5 ft. Hit: 10 (1d10 + 5) Slashing damage plus 7 (2d6) Necrotic damage. Constrict. Strength Saving Throw: DC 17, one Medium or smaller creature the marilith can see wi"
      },
      {
        "document": 1963,
        "excerpt": "0 ft. Hit: 10 (1d12 + 4) Slashing damage plus 10 (3d6) Necrotic damage. Gore (Recharge 5–6). Melee Attack Roll: +6, reach 5 ft. Hit: 18 (4d6 + 4) Piercing damage. If t"
      },
      {
        "document": 1966,
        "excerpt": "Necrotic, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned"
      },
      {
        "document": 1967,
        "excerpt": "Necrotic, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned"
      },
      {
        "document": 1976,
        "excerpt": "10 ft. Hit: 10 (1d12 + 4) Slashing damage plus 9 (2d8) Necrotic damage. Nightmare Ray. Ranged Attack Roll: +5, range 60 ft. Hit: 9 (2d6 + 2) Psychic damage, and the ta"
      },
      {
        "document": 1986,
        "excerpt": "Melee Attack Roll: +14, reach 10 ft. Hit: 26 (4d8 + 8) Necrotic damage. Fiery Mace. Melee Attack Roll: +14, reach 10 ft. Hit: 22 (4d6 + 8) Force damage plus 21 (6d6) F"
      },
      {
        "document": 1997,
        "excerpt": "5 ft. Hit: 12 (2d6 + 5) Slashing damage plus 19 (3d12) Necrotic damage. If the target is a creature, it is cursed. While cursed, the target gains no benefit from finish"
      },
      {
        "document": 2016,
        "excerpt": "Necrotic, Poison; Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconsciou"
      },
      {
        "document": 2023,
        "excerpt": "Necrotic, Poison; Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious"
      },
      {
        "document": 2024,
        "excerpt": "Necrotic, Radiant"
      },
      {
        "document": 2025,
        "excerpt": "Necrotic, Radiant"
      },
      {
        "document": 2026,
        "excerpt": "Necrotic, Psychic, Radiant"
      },
      {
        "document": 2028,
        "excerpt": "ltiattack. The naga makes three attacks, using Bite or Necrotic Ray in any combination. Bite. Melee Attack Roll: +7, reach 10 ft. Hit: 7 (1d6 + 4) Piercing damage plus"
      },
      {
        "document": 2032,
        "excerpt": "t make Proboscis attacks, and the target takes 5 (2d4) Necrotic damage at the start of each of the stirge's turns. The stirge can detach itself by spending 5 feet of i"
      },
      {
        "document": 2038,
        "excerpt": "Necrotic, Poison; Charmed, Exhaustion, Frightened, Grappled, Incapacitated, Paralyzed, Petrified, Poisoned, Prone"
      },
      {
        "document": 2054,
        "excerpt": "Necrotic"
      },
      {
        "document": 2055,
        "excerpt": "Necrotic"
      },
      {
        "document": 2056,
        "excerpt": "Necrotic"
      },
      {
        "document": 2058,
        "excerpt": "ouch. Melee Attack Roll: +2, reach 10 ft. Hit: 4 (1d8) Necrotic damage."
      },
      {
        "document": 2073,
        "excerpt": "Necrotic"
      },
      {
        "document": 2074,
        "excerpt": "Acid, Bludgeoning, Cold, Fire, Necrotic, Piercing, Slashing"
      },
      {
        "document": 2078,
        "excerpt": "Necrotic, Poison; Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious"
      }
    ],
    "need": [
      {
        "document": 10,
        "excerpt": "rd failure, you die. The successes and failures don't need to be consecutive; keep track of both until you collect three of a kind. The number of both is reset to"
      },
      {
        "document": 42,
        "excerpt": "that action is possible and what kind of D20 Test you need to make, if any."
      },
      {
        "document": 66,
        "excerpt": "ight have you use the travel pace rules below. If you need to know how fast you can move when every second matters, see the movement rules in “Combat” later in “Pl"
      },
      {
        "document": 67,
        "excerpt": "twice that distance for 1 hour, after which the mounts need a Short or Long Rest before they can move at that increased pace again (see “Equipment” for a selection"
      },
      {
        "document": 74,
        "excerpt": "oe. If you want to interact with a second object, you need to take the Utilize action. Some magic items and other special objects always require an action to use,"
      },
      {
        "document": 104,
        "excerpt": "Adventurers can't spend every hour adventuring. They need rest. Any creature can take hour-long Short Rests in the midst of a day and an 8-hour Long Rest to end i"
      },
      {
        "document": 120,
        "excerpt": "n to activate a magic item. The item's user might also need to do something special. The description of each item category or individual item details how an item is"
      },
      {
        "document": 175,
        "excerpt": "t notes whether the monster's spellcasting ignores the need for certain spell components. If any spell components are required, describe the monster's use of Verbal"
      },
      {
        "document": 235,
        "excerpt": "e - and isn’t swayed either by the demands of those in need or by the temptations of evil - is probably Lawful Neutral. Neutral (N). Neutral is the alignment of th"
      },
      {
        "document": 242,
        "excerpt": "vel. The Character Advancement table lists the XP you need to advance to a level and the Proficiency Bonus for a character of that level. When your XP total equals"
      },
      {
        "document": 323,
        "excerpt": "or 6 hours in a Lamp or Lantern. That duration doesn't need to be consecutive; you can extinguish the burning Oil (as a Utilize action) and rekindle it again until"
      },
      {
        "document": 377,
        "excerpt": "“Magic Items” later in this document. Here’s what you need to know about using magic items."
      },
      {
        "document": 387,
        "excerpt": "To craft a nonmagical item, you need tools, raw materials, and time, each of which is detailed below. If you meet the requirements, you make"
      },
      {
        "document": 389,
        "excerpt": "To make an item, you need raw materials worth half its purchase cost (round down). For example, you need 750 GP of raw materials t"
      },
      {
        "document": 390,
        "excerpt": "y 10 (round a fraction up to a day). For example, you need 5 days to make a Heavy Crossbow, which sells for 50 GP. If an item requires multiple days, the days nee"
      },
      {
        "document": 453,
        "excerpt": "ion. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammu"
      },
      {
        "document": 555,
        "excerpt": "ack. If you equip a weapon before an attack, you don't need to use it for that attack. Equipping a weapon includes drawing it from a sheath or picking it up. Unequi"
      },
      {
        "document": 562,
        "excerpt": "rule states otherwise, the contacted creature doesn't need to share a language with the telepath to understand this communication, but the contacted creature must"
      },
      {
        "document": 727,
        "excerpt": "ctorious with no casualties. One or more of them might need to use healing resources, however. As a rough guideline, a single monster generally presents a low-diffi"
      },
      {
        "document": 734,
        "excerpt": "ll hounds. Be mindful of the number of stat blocks you need to run the encounter. Referencing more than two or three stat blocks for a single encounter can be daunt"
      },
      {
        "document": 970,
        "excerpt": "ge's type is the same as the weapon's type. You don't need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doe"
      },
      {
        "document": 973,
        "excerpt": "ter, since you already know how to cast the spell. You need spend only 1 hour and 10 GP for each level of the copied spell. If you lose your spellbook, you can use"
      },
      {
        "document": 988,
        "excerpt": "You don't need to sleep, and magic can't put you to sleep. You can finish a Long Rest in 4 hours if you spend those hou"
      },
      {
        "document": 1167,
        "excerpt": "d animation; it has the Unconscious condition, doesn't need food or air, and doesn't age. A target's astral form resembles its body in almost every way, replicatin"
      },
      {
        "document": 1324,
        "excerpt": "et is imprisoned. While imprisoned, the target doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the imprisoned"
      },
      {
        "document": 1419,
        "excerpt": "as the Unconscious condition, doesn't age, and doesn't need food, water, or air. You can set a condition for the spell to end early. The condition can be anything"
      },
      {
        "document": 1475,
        "excerpt": "e same space as a creature or object. The wall doesn't need to be vertical or rest on a firm foundation. It must, however, merge with and be solidly supported by ex"
      },
      {
        "document": 1484,
        "excerpt": "of level 8 or lower. If you use it this way, you don't need to meet any requirements to cast that spell, including costly components. The spell simply takes effect."
      },
      {
        "document": 1548,
        "excerpt": "an see within 30 feet of the spell's sensor. You don't need to concentrate on this Detect Thoughts spell to maintain it during its duration, but it ends if the Scry"
      },
      {
        "document": 1549,
        "excerpt": "hrough the sensor on one of those creatures. You don't need to concentrate on this Suggestion to maintain it during its duration, but it ends if Scrying ends. You c"
      },
      {
        "document": 1609,
        "excerpt": "omboid orbits your head. Sustenance (Rare). You don't need to eat or drink while this clear spindle orbits your head."
      },
      {
        "document": 1611,
        "excerpt": "creature trapped in the flask doesn't age and doesn't need to breathe, eat, or drink. You can take a Magic action to remove the flask's stopper and release the cr"
      },
      {
        "document": 1625,
        "excerpt": "rapped in the mirror's cells don't age, and they don't need to eat, drink, or sleep. A creature trapped within a cell can escape using magic that permits planar tra"
      },
      {
        "document": 1740,
        "excerpt": "has Immunity to Slashing damage, if it doesn't have or need a head, or if the GM decides that the creature is too big for its head to be cut off with this weapon. S"
      }
    ],
    "needed": [
      {
        "document": 133,
        "excerpt": "efforts to shorten the crafting time. Divide the time needed to create an item by the number of characters working on it. Normally, only one other character can assi"
      },
      {
        "document": 357,
        "excerpt": "s with a bit, a bridle, reins, and any other equipment needed to use the saddle. A Military Saddle gives Advantage on any ability check you make to remain mounted. An"
      },
      {
        "document": 360,
        "excerpt": ") to function. The minimum number of skilled hirelings needed to crew a ship depends on the type of ship, as shown in the table."
      },
      {
        "document": 390,
        "excerpt": "efforts to shorten the crafting time. Divide the time needed to create an item by the number of characters working on it. Normally, only one other character can assi"
      },
      {
        "document": 510,
        "excerpt": "ption has a series of entries that provide the details needed to cast the spell. The following sections explain each of those entries, which follow a spell's name."
      }
    ],
    "needing": [
      {
        "document": 484,
        "excerpt": "an Unconscious creature that has 0 Hit Points without needing to make a Wisdom (Medicine) check."
      },
      {
        "document": 962,
        "excerpt": "so fierce that it now lasts for 10 minutes without you needing to do anything to extend it from round to round. Your Rage ends early if you have the Unconscious condit"
      },
      {
        "document": 964,
        "excerpt": "you cast that spell without expending a spell slot or needing Material components. You can't use this feature again until you finish a Long Rest."
      },
      {
        "document": 1290,
        "excerpt": "difficult surfaces, including along ceilings, without needing to make an ability check. Actions Multiattack. The insect makes a number of attacks equal to half this"
      },
      {
        "document": 1770,
        "excerpt": "dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn't cost it extra"
      },
      {
        "document": 1782,
        "excerpt": "dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn't cost it extra"
      },
      {
        "document": 1810,
        "excerpt": "difficult surfaces, including along ceilings, without needing to make an ability check."
      },
      {
        "document": 1850,
        "excerpt": "difficult surfaces, including along ceilings, without needing to make an ability check. Sunlight Sensitivity. While in sunlight, the drider has Disadvantage on abili"
      },
      {
        "document": 1860,
        "excerpt": "difficult surfaces, including along ceilings, without needing to make an ability check. Web Walker. The ettercap ignores movement restrictions caused by webs, and th"
      },
      {
        "document": 1888,
        "excerpt": "difficult surfaces, including along ceilings, without needing to make an ability check."
      },
      {
        "document": 1895,
        "excerpt": "difficult surfaces, including along ceilings, without needing to make an ability check. Web Walker. The spider ignores movement restrictions caused by webs, and it k"
      },
      {
        "document": 1901,
        "excerpt": "difficult surfaces, including along ceilings, without needing to make an ability check."
      },
      {
        "document": 1951,
        "excerpt": "difficult surfaces, including along ceilings, without needing to make an ability check."
      },
      {
        "document": 1972,
        "excerpt": "difficult surfaces, including along ceilings, without needing to make an ability check."
      },
      {
        "document": 1982,
        "excerpt": "difficult surfaces, including along ceilings, without needing to make an ability check. Web Walker. The spider ignores movement restrictions caused by webs, and the"
      },
      {
        "document": 2006,
        "excerpt": "difficult surfaces, including along ceilings, without needing to make an ability check."
      },
      {
        "document": 2027,
        "excerpt": "difficult surfaces, including along ceilings, without needing to make an ability check. Web Walker. The spider ignores movement restrictions caused by webs, and the"
      },
      {
        "document": 2039,
        "excerpt": "difficult surfaces, including along ceilings, without needing to make an ability check. Swarm. The swarm can occupy another creature's space and vice versa, and the"
      },
      {
        "document": 2055,
        "excerpt": "difficult surfaces, including along ceilings, without needing to make an ability check. Vampire Weakness. The vampire has these weaknesses: Forbiddance. The vampire"
      },
      {
        "document": 2056,
        "excerpt": "difficult surfaces, including along ceilings, without needing to make an ability check. Vampire Weakness. The vampire has these weaknesses: Forbiddance. The vampire"
      },
      {
        "document": 2072,
        "excerpt": "dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn't cost it extra"
      },
      {
        "document": 2090,
        "excerpt": "dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn't cost it extra"
      }
    ],
    "needle": [
      {
        "document": 267,
        "excerpt": "ragon blood 90 An ancient arrow of elven design 91 A needle that never bends 92 An ornate brooch of dwarven design 93 An empty wine bottle bearing a pretty label"
      },
      {
        "document": 721,
        "excerpt": "Poisoned Needle"
      },
      {
        "document": 928,
        "excerpt": "Ammunition (Range 25/100; Needle), Loading"
      },
      {
        "document": 958,
        "excerpt": "Poisoned Needle Table 1"
      },
      {
        "document": 1030,
        "excerpt": "Ammunition (Range 25/100; Needle)"
      },
      {
        "document": 1476,
        "excerpt": "tes You create a wall of tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to"
      },
      {
        "document": 2029,
        "excerpt": "Needle Sword. Melee Attack Roll: +6, reach 5 ft. Hit: 6 (1d4 + 4) Piercing damage. Enchanting Bow. Ranged Atta"
      }
    ],
    "needles": [
      {
        "document": 433,
        "excerpt": ", Arcane Focus, Arrows, Bolts, Druidic Focus, Ink Pen, Needles"
      },
      {
        "document": 820,
        "excerpt": "A small cloth doll skewered with needles"
      },
      {
        "document": 932,
        "excerpt": "Needles"
      }
    ],
    "needn": [
      {
        "document": 1388,
        "excerpt": "Greater Restoration spell. The successes and failures needn’t be consecutive; keep track of both until the target collects three of a kind. Additional Effects: Spel"
      }
    ],
    "needn't": [
      {
        "document": 133,
        "excerpt": "8 hours. If an item requires multiple days, those days needn't be consecutive. Assistants. Characters can combine their efforts to shorten the crafting time. Divide t"
      },
      {
        "document": 390,
        "excerpt": "or 50 GP. If an item requires multiple days, the days needn't be consecutive. Characters can combine their efforts to shorten the crafting time. Divide the time need"
      },
      {
        "document": 393,
        "excerpt": "hours. If a scroll requires multiple days, those days needn't be consecutive."
      },
      {
        "document": 660,
        "excerpt": "hoose two skills appropriate for the background. There needn't be a relationship between the skill proficiencies a background grants and the ability scores it increase"
      },
      {
        "document": 973,
        "excerpt": "he Ritual tag and the spell is in your spellbook. You needn't have the spell prepared, but you must read from the book to cast a spell in this way."
      },
      {
        "document": 1277,
        "excerpt": "condition for the duration. The successes and failures needn't be consecutive; keep track of both until the target collects three of a kind. If you maintain your Conc"
      },
      {
        "document": 1387,
        "excerpt": "Greater Restoration spell. The successes and failures needn't be consecutive; keep track of both until the target collects three of a kind. 7 Violet. Failed Save: Th"
      },
      {
        "document": 1819,
        "excerpt": "Abduct. The bugbear needn't spend extra movement to move a creature it is grappling."
      },
      {
        "document": 1820,
        "excerpt": "Abduct. The bugbear needn't spend extra movement to move a creature it is grappling."
      }
    ],
    "needs": [
      {
        "document": 49,
        "excerpt": "group's skill proficiencies. For example, if the group needs to trick a guard into letting them into a castle, the Rogue who is proficient in Deception should lead t"
      },
      {
        "document": 75,
        "excerpt": "u to use an action for any of these activities when it needs special care or when it presents an unusual obstacle. For instance, the GM might require you to take the"
      },
      {
        "document": 82,
        "excerpt": "that it effectively controls in combat and the area it needs to fight effectively. A character's size is determined by species, and a monster's size is specified in"
      },
      {
        "document": 183,
        "excerpt": "Change a monster's alignment to suit your storytelling needs. The Neutral alignment, in particular, is an invitation for you to consider whether an individual leans"
      },
      {
        "document": 235,
        "excerpt": "m. A kindly person who helps others according to their needs is probably Neutral Good. Chaotic Good (CG). Chaotic Good creatures act as their conscience directs wit"
      },
      {
        "document": 360,
        "excerpt": "A ship larger than a Keelboat or Rowboat needs a crew of skilled hirelings (see “Hirelings” later in “Equipment”) to function. The minimum number of sk"
      },
      {
        "document": 485,
        "excerpt": "ting Focus. The table indicates whether a Holy Symbol needs to be held, worn, or borne on fabric (such as a tab-ard or banner) or a Shield. Holy Symbols"
      },
      {
        "document": 520,
        "excerpt": "A creature needs an amount of food per day based on its size, as shown in the Food Needs per Day table. A creature that e"
      },
      {
        "document": 615,
        "excerpt": "water per day based on its size, as shown in the Water Needs per Day table. A creature that drinks less than half the required water for a day gains 1 Exhaustion lev"
      },
      {
        "document": 719,
        "excerpt": "sing Arcane Lock or similar magic. Escape. A creature needs a Climb Speed, climbing gear, or magic such as Spider Climb to scale the pit's smooth walls. You can mak"
      },
      {
        "document": 723,
        "excerpt": "rcane Lock spell or similar magic. Escape. A creature needs a Climb Speed, climbing gear, or magic such as a Spider Climb spell to scale the pit's smooth walls. You"
      },
      {
        "document": 938,
        "excerpt": "Food Needs per Day"
      },
      {
        "document": 950,
        "excerpt": "Water Needs per Day"
      },
      {
        "document": 971,
        "excerpt": "ws from within, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from “Metamagic Options” later in this class’s descriptio"
      }
    ],
    "nefarious": [
      {
        "document": 69,
        "excerpt": "Adventurers encounter many dangerous monsters and nefarious villains. In those moments, combat often breaks out."
      }
    ],
    "negated": [
      {
        "document": 1226,
        "excerpt": "ll it instantly without dealing damage, that effect is negated against the target, and the spell ends."
      }
    ],
    "negative": [
      {
        "document": 29,
        "excerpt": "es surrounding a d20 roll, while Disadvantage reflects negative circumstances. You usually acquire Advantage or Disadvantage through the use of special abilities and a"
      },
      {
        "document": 105,
        "excerpt": "to the damage, it's possible to deal 0 damage but not negative damage. When attacking with a weapon, you add your ability modifier - the same modifier used for the at"
      },
      {
        "document": 306,
        "excerpt": "r to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack ac"
      },
      {
        "document": 397,
        "excerpt": "bility modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn."
      },
      {
        "document": 1192,
        "excerpt": "ed black pearl worth 500+ GP) Duration: Instantaneous Negative energy ripples out in a 60-foot-radius Sphere from a point you choose within range. Each creature in tha"
      },
      {
        "document": 1269,
        "excerpt": "Components: V, S Duration: Instantaneous You unleash negative energy toward a creature you can see within range. The target makes a Constitution saving throw, taking"
      },
      {
        "document": 1966,
        "excerpt": "ltiattack. The mummy makes one Rotting Fist or Channel Negative Energy attack, and it uses Dreadful Glare. Rotting Fist. Melee Attack Roll: +9, reach 5 ft. Hit: 15 (2d"
      }
    ],
    "negligible": [
      {
        "document": 1565,
        "excerpt": "r where the dust was sprinkled. The pellet's weight is negligible. A creature can take a Utilize action to smash the pellet against a hard surface, causing the pellet to"
      }
    ],
    "neither": [
      {
        "document": 32,
        "excerpt": "to have both Advantage and Disadvantage, the roll has neither of them, and you roll one d20. This is true even if multiple circumstances impose Disadvantage and only"
      },
      {
        "document": 71,
        "excerpt": "taken a turn, the fight continues to the next round if neither side is defeated."
      },
      {
        "document": 74,
        "excerpt": "es and gestures - as you take your turn. Doing so uses neither your action nor your move. Extended communication, such as a detailed explanation of something or an at"
      },
      {
        "document": 676,
        "excerpt": "ature has any Exhaustion levels, finishing a Long Rest neither restores lost Hit Points nor reduces the creature's Exhaustion level. Fighting the Contagion. Daily at"
      },
      {
        "document": 783,
        "excerpt": "disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the chosen point of origin, and no larger than 10 feet in any dimen"
      },
      {
        "document": 789,
        "excerpt": "cal effects and duration of one potion are doubled. If neither potion has anything to double in this way, they work normally."
      },
      {
        "document": 1168,
        "excerpt": "woe | Good and bad | | Indifference | Neither good nor bad | The spell doesn't account for circumstances, such as other spells, that might ch"
      },
      {
        "document": 1252,
        "excerpt": "e the chosen effect below). A targeted object must be neither worn nor carried. If the target is an unwilling creature, it can make a Constitution saving throw. On a"
      },
      {
        "document": 1284,
        "excerpt": "ult Terrain, and spells and other magical effects can neither reduce the target's Speed nor cause the target to have the Paralyzed or Restrained conditions. The targe"
      },
      {
        "document": 1463,
        "excerpt": "bject shape-shifts into a creature (the object must be neither worn nor carried). The transformation lasts for the duration or until the target dies or is destroyed, b"
      },
      {
        "document": 1670,
        "excerpt": "oesn't cost you extra movement. In addition, magic can neither reduce any of your Speeds nor cause you to have the Paralyzed or Restrained condition."
      }
    ],
    "nest": [
      {
        "document": 793,
        "excerpt": "A nest of 1d4 + 3 rainbow-colored eggs springs up. Any creature that eats an egg makes a DC 20 Constitution sav"
      }
    ],
    "net": [
      {
        "document": 322,
        "excerpt": "Net (1 GP)"
      },
      {
        "document": 432,
        "excerpt": "Padded Armor, Basket, Bedroll, Blanket, Fine Clothes, Net, Robe, Rope, Sack, String, Tent, Traveler's Clothes"
      },
      {
        "document": 717,
        "excerpt": "Falling Net"
      },
      {
        "document": 930,
        "excerpt": "Net"
      },
      {
        "document": 1098,
        "excerpt": "Net"
      }
    ],
    "neutral": [
      {
        "document": 183,
        "excerpt": "nster's alignment to suit your storytelling needs. The Neutral alignment, in particular, is an invitation for you to consider whether an individual leans toward one of"
      },
      {
        "document": 235,
        "excerpt": "f two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward order (lawful, chaotic, or neutral). The summaries of the al"
      },
      {
        "document": 237,
        "excerpt": "time. Someone who's bored by moral debate is probably Neutral. Chaotic Neutral (CN). Chaotic Neutral creatures follow their whims, valuing their personal freedom abo"
      },
      {
        "document": 649,
        "excerpt": "f two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward order (lawful, chaotic, or neutral). These factors allow for"
      },
      {
        "document": 784,
        "excerpt": "Chaotic Neutral"
      },
      {
        "document": 787,
        "excerpt": "diametrically opposed alignment.Such an item is never Neutral."
      },
      {
        "document": 941,
        "excerpt": "Chaotic Neutral"
      },
      {
        "document": 942,
        "excerpt": "Neutral"
      },
      {
        "document": 1266,
        "excerpt": "y Steed Large Celestial, Fey, or Fiend (Your Choice), Neutral AC 10 + 1 per spell level HP 5 + 10 per spell level (the steed has a number of Hit Dice [d10s] equal t"
      },
      {
        "document": 1440,
        "excerpt": "15-foot Emanation for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When"
      },
      {
        "document": 1448,
        "excerpt": "vel in the stat block. Draconic Spirit Large Dragon, Neutral AC 14 + the spell's level HP 50 + 10 for each spell level above 5 Speed 30 ft., Fly 60 ft., Swim 30 ft"
      },
      {
        "document": 1509,
        "excerpt": "Ten levers are set in a row at the far end, each in a neutral position, able to move up or down. When certain levers are used, the apparatus transforms to resemble a"
      },
      {
        "document": 1771,
        "excerpt": "Large Elemental, Neutral"
      },
      {
        "document": 1790,
        "excerpt": "Medium or Small Humanoid (Wizard), Neutral"
      },
      {
        "document": 1791,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 1792,
        "excerpt": "Medium Undead, Neutral evil"
      },
      {
        "document": 1793,
        "excerpt": "Small Plant, Neutral"
      },
      {
        "document": 1794,
        "excerpt": "Huge Plant, Neutral"
      },
      {
        "document": 1796,
        "excerpt": "Medium Elemental, Lawful Neutral"
      },
      {
        "document": 1800,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 1801,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 1806,
        "excerpt": "Huge Monstrosity, Neutral Evil"
      },
      {
        "document": 1807,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 1824,
        "excerpt": "Large Fey, Neutral Good"
      },
      {
        "document": 1829,
        "excerpt": "Large Aberration, Chaotic Neutral"
      },
      {
        "document": 1830,
        "excerpt": "Huge Giant, Neutral"
      },
      {
        "document": 1832,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 1838,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 1839,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 1841,
        "excerpt": "Medium Monstrosity, Neutral Evil"
      },
      {
        "document": 1845,
        "excerpt": "Large Elemental (Genie), Neutral"
      },
      {
        "document": 1846,
        "excerpt": "Medium Monstrosity, Neutral"
      },
      {
        "document": 1848,
        "excerpt": "Gargantuan Dragon, Neutral"
      },
      {
        "document": 1851,
        "excerpt": "Medium or Small Humanoid (Druid), Neutral"
      },
      {
        "document": 1852,
        "excerpt": "Medium Fey, Neutral"
      },
      {
        "document": 1853,
        "excerpt": "Small Elemental, Neutral Evil"
      },
      {
        "document": 1855,
        "excerpt": "Large Elemental, Neutral"
      },
      {
        "document": 1856,
        "excerpt": "Large Elemental (Genie), Neutral"
      },
      {
        "document": 1860,
        "excerpt": "Medium Monstrosity, Neutral Evil"
      },
      {
        "document": 1862,
        "excerpt": "Large Elemental, Neutral"
      },
      {
        "document": 1864,
        "excerpt": "Medium Construct, Neutral"
      },
      {
        "document": 1867,
        "excerpt": "Huge Giant, Neutral Evil"
      },
      {
        "document": 1871,
        "excerpt": "Medium Undead, Neutral"
      },
      {
        "document": 1881,
        "excerpt": "Large Celestial, Neutral Good"
      },
      {
        "document": 1882,
        "excerpt": "Huge Celestial, Neutral Good"
      },
      {
        "document": 1890,
        "excerpt": "Large Celestial, Neutral"
      },
      {
        "document": 1898,
        "excerpt": "Large Monstrosity, Neutral Evil"
      },
      {
        "document": 1902,
        "excerpt": "Medium Aberration, Chaotic Neutral"
      },
      {
        "document": 1904,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 1907,
        "excerpt": "Small Fey (Goblinoid), Chaotic Neutral"
      },
      {
        "document": 1908,
        "excerpt": "Small Fey (Goblinoid), Chaotic Neutral"
      },
      {
        "document": 1909,
        "excerpt": "Small Fey (Goblinoid), Chaotic Neutral"
      },
      {
        "document": 1914,
        "excerpt": "Medium Fey, Neutral Evil"
      },
      {
        "document": 1917,
        "excerpt": "Medium Aberration, Neutral Evil"
      },
      {
        "document": 1918,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 1919,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 1921,
        "excerpt": "Medium Dragon, Neutral"
      },
      {
        "document": 1931,
        "excerpt": "Tiny Construct, Neutral"
      },
      {
        "document": 1937,
        "excerpt": "Small Elemental, Neutral Evil"
      },
      {
        "document": 1939,
        "excerpt": "Medium Fiend, Neutral Evil"
      },
      {
        "document": 1940,
        "excerpt": "Large Elemental, Neutral"
      },
      {
        "document": 1944,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 1945,
        "excerpt": "Small Dragon, Neutral"
      },
      {
        "document": 1949,
        "excerpt": "Medium Undead (Wizard), Neutral Evil"
      },
      {
        "document": 1952,
        "excerpt": "Medium or Small Humanoid (Wizard), Neutral"
      },
      {
        "document": 1953,
        "excerpt": "Small Elemental, Neutral Evil"
      },
      {
        "document": 1954,
        "excerpt": "Small Elemental, Chaotic Neutral"
      },
      {
        "document": 1960,
        "excerpt": "Medium Elemental, Neutral"
      },
      {
        "document": 1962,
        "excerpt": "Medium Monstrosity, Neutral"
      },
      {
        "document": 1969,
        "excerpt": "Medium Fiend, Neutral Evil"
      },
      {
        "document": 1970,
        "excerpt": "Large Fiend, Neutral Evil"
      },
      {
        "document": 1971,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 1974,
        "excerpt": "Large Undead, Neutral Evil"
      },
      {
        "document": 1977,
        "excerpt": "Large Aberration, Neutral"
      },
      {
        "document": 1984,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 1985,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 1991,
        "excerpt": "Medium or Small Humanoid (Cleric), Neutral"
      },
      {
        "document": 1992,
        "excerpt": "Medium or Small Humanoid (Cleric), Neutral"
      },
      {
        "document": 1993,
        "excerpt": "Tiny Dragon, Neutral Good"
      },
      {
        "document": 2006,
        "excerpt": "Large Aberration, Neutral Evil"
      },
      {
        "document": 2010,
        "excerpt": "Large Elemental, Neutral Evil"
      },
      {
        "document": 2011,
        "excerpt": "Medium Fey, Chaotic Neutral"
      },
      {
        "document": 2013,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 2024,
        "excerpt": "Large Celestial, Lawful Neutral"
      },
      {
        "document": 2025,
        "excerpt": "Large Celestial, Lawful Neutral"
      },
      {
        "document": 2029,
        "excerpt": "Tiny Fey, Neutral Good"
      },
      {
        "document": 2030,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 2031,
        "excerpt": "Small Elemental, Neutral Evil"
      },
      {
        "document": 2033,
        "excerpt": "Huge Giant, Neutral"
      },
      {
        "document": 2036,
        "excerpt": "Medium Fiend, Neutral Evil"
      },
      {
        "document": 2038,
        "excerpt": "Medium Swarm of Tiny Undead, Neutral Evil"
      },
      {
        "document": 2046,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 2047,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 2054,
        "excerpt": "Medium or Small Humanoid, Neutral Evil"
      },
      {
        "document": 2055,
        "excerpt": "Medium or Small Undead, Neutral Evil"
      },
      {
        "document": 2063,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 2064,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 2065,
        "excerpt": "Large Elemental, Neutral"
      },
      {
        "document": 2067,
        "excerpt": "Medium or Small Monstrosity (Lycanthrope), Neutral Good"
      },
      {
        "document": 2068,
        "excerpt": "Medium or Small Monstrosity (Lycanthrope), Neutral Evil"
      },
      {
        "document": 2070,
        "excerpt": "Medium or Small Monstrosity (Lycanthrope), Neutral"
      },
      {
        "document": 2073,
        "excerpt": "Medium Undead, Neutral Evil"
      },
      {
        "document": 2075,
        "excerpt": "Large Monstrosity, Neutral Evil"
      },
      {
        "document": 2077,
        "excerpt": "Large Fey, Neutral Evil"
      },
      {
        "document": 2078,
        "excerpt": "Medium or Small Undead, Neutral Evil"
      },
      {
        "document": 2080,
        "excerpt": "Medium Elemental, Neutral"
      },
      {
        "document": 2091,
        "excerpt": "Medium Undead, Neutral Evil"
      }
    ],
    "neutralized": [
      {
        "document": 703,
        "excerpt": "ion neutralizes this poison. If the poison hasn't been neutralized before midnight, the creature makes a DC 17 Constitution saving throw, taking 31 (9d6) Poison damage on"
      }
    ],
    "neutralizes": [
      {
        "document": 703,
        "excerpt": "midnight. Any effect that ends the Poisoned condition neutralizes this poison. If the poison hasn't been neutralized before midnight, the creature makes a DC 17 Constitut"
      },
      {
        "document": 1397,
        "excerpt": "ture returns to life with 1 Hit Point. This spell also neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wounds, but i"
      },
      {
        "document": 1406,
        "excerpt": "turns to life with all its Hit Points. This spell also neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wounds and res"
      },
      {
        "document": 1464,
        "excerpt": "ith all its Hit Points. This spell closes all wounds, neutralizes any poison, cures all magical contagions, and lifts any curses affecting the creature when it died. The"
      }
    ],
    "neutralizing": [
      {
        "document": 166,
        "excerpt": "arded for defeating the monster in combat or otherwise neutralizing it. Unless a rule says otherwise, a monster summoned by a spell or another magical ability is worth the"
      }
    ],
    "never": [
      {
        "document": 30,
        "excerpt": "ou must use the new roll. Only One at a Time. You can never have more than one instance of Heroic Inspiration. If something gives you Heroic Inspiration and you alr"
      },
      {
        "document": 134,
        "excerpt": "ence. Single-use items such as potions and scrolls are never sentient. The GM controls sentient magic items and their activated properties. A bearer who maintains a"
      },
      {
        "document": 267,
        "excerpt": "90 An ancient arrow of elven design 91 A needle that never bends 92 An ornate brooch of dwarven design 93 An empty wine bottle bearing a pretty label that says,"
      },
      {
        "document": 563,
        "excerpt": "t unless a rule tells you otherwise, and teleportation never provokes Opportunity Attacks. When you teleport, all the equipment you're wearing and carrying teleport"
      },
      {
        "document": 787,
        "excerpt": "e of a diametrically opposed alignment.Such an item is never Neutral."
      },
      {
        "document": 820,
        "excerpt": "A brass ring that never tarnishes"
      },
      {
        "document": 982,
        "excerpt": "Let your word be your promise. - Protect the weak and never fear to act. - Let your honorable deeds be an example."
      },
      {
        "document": 1210,
        "excerpt": "question with one word, such as “yes,” “no,” “maybe,” “never,” “ir-relevant,” or “unclear” (if the entity doesn’t know the answer to the question). If a one-word ans"
      },
      {
        "document": 1333,
        "excerpt": "ils, amusing revelations, or even secret lore that has never been widely known. The more information you already know about the thing, the more precise and detailed"
      },
      {
        "document": 1569,
        "excerpt": "ce that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to 60 Arrows, Bolts, or similar object"
      },
      {
        "document": 1627,
        "excerpt": "new, allowing you to avoid or erase one event as if it never happened. You can use the card's magic as soon as you draw the card or at any other time before you die."
      }
    ],
    "new": [
      {
        "document": 8,
        "excerpt": "e Raise Dead spell. Or talk with the GM about making a new character to join the group. “Rules Glossary” has more information on being dead."
      },
      {
        "document": 16,
        "excerpt": "ecide whether to keep the ones you have or to gain the new ones. For example, if a spell grants you 12 Temporary Hit Points when you already have 10, you can have"
      },
      {
        "document": 30,
        "excerpt": "die immediately after rolling it, and you must use the new roll. Only One at a Time. You can never have more than one instance of Heroic Inspiration. If something"
      },
      {
        "document": 243,
        "excerpt": "by Class table. Fixed Hit Points by Class 3: Record New Class Features. Look at your class features table in \"Classes,\" and note the features you gain at your n"
      },
      {
        "document": 244,
        "excerpt": "With each new level, characters acquire new capabilities that equip them to handle greater challenges. As characters a"
      },
      {
        "document": 254,
        "excerpt": "this rule, you have the option of gaining a level in a new class whenever you advance in level instead of gaining a level in your current class. Doing so lets you"
      },
      {
        "document": 255,
        "excerpt": "To qualify for a new class, you must have a score of at least 13 in the primary ability of the new class and your current cla"
      },
      {
        "document": 257,
        "excerpt": "You gain the Hit Points from your new class as described for levels after 1. You gain the level 1 Hit Points for a class only when your total"
      },
      {
        "document": 260,
        "excerpt": "her than your initial class, you gain only some of the new class's starting proficiencies, as detailed in each class's description in “Classes.”"
      },
      {
        "document": 261,
        "excerpt": "When you gain a new level in a class, you get its features for that level. A few features have additional rules when you're"
      },
      {
        "document": 548,
        "excerpt": "u switch, subtract the distance already moved from the new speed. The result determines how much farther you can move. If the result is 0 or less, you can't use th"
      },
      {
        "document": 608,
        "excerpt": "table offers examples to help a GM assign a type to a new effect. Damage Types"
      },
      {
        "document": 639,
        "excerpt": "die immediately after rolling it, and you must use the new roll. If you gain Heroic Inspiration but already have it, it's lost unless you give it to a player char"
      },
      {
        "document": 753,
        "excerpt": "or 1 hour, after which it returns to the bottle, and a new stopper contains it. The stopper can’t be removed for 24 hours. The next two times the bottle is opened,"
      },
      {
        "document": 783,
        "excerpt": "en point of origin. Roll 1d4 to determine the target’s new form. On a 1, the new form is a Black Bear; on a 2, the new form is a Giant Wasp; on a 3–4, the new form"
      },
      {
        "document": 962,
        "excerpt": "You have honed new ways to attack furiously. The following effects are now among your Brutal Strike options. Staggering Bl"
      },
      {
        "document": 963,
        "excerpt": "e a Reaction to cause the save to be rerolled, and the new roll has Advantage."
      },
      {
        "document": 965,
        "excerpt": "r your equipment falls in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it's practical fo"
      },
      {
        "document": 966,
        "excerpt": "a bonus equal to your Fighter level. You must use the new roll, and you can't use this feature again until you finish a Long Rest. You can use this feature twice"
      },
      {
        "document": 967,
        "excerpt": "xpend 1 Focus Point to reroll it, and you must use the new roll."
      },
      {
        "document": 970,
        "excerpt": "You've practiced new ways to use your Sneak Attack deviously. The following effects are now among your Cunning Strike options"
      },
      {
        "document": 971,
        "excerpt": "arisma modifier (minimum of one), and you must use the new rolls. You can use Empowered Spell even if you've already used a different Metamagic option during the"
      },
      {
        "document": 972,
        "excerpt": "evel. When you reach level 6, for example, you learn a new Warlock spell, which can be of levels 1–3. If another Warlock feature gives you spells that you always"
      },
      {
        "document": 973,
        "excerpt": "ur spellbook into another book. This is like copying a new spell into your spellbook but faster, since you already know how to cast the spell. You need spend only"
      },
      {
        "document": 978,
        "excerpt": "for free. In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Evocation school to your spell"
      },
      {
        "document": 991,
        "excerpt": "D20 Test, you can reroll the die, and you must use the new roll."
      },
      {
        "document": 1012,
        "excerpt": "ell slots you have. Spell Change. Whenever you gain a new level, you can replace one of the spells you chose for this feat with a different spell of the same leve"
      },
      {
        "document": 1153,
        "excerpt": "n you use your Unarmed Strike to deal damage with that new growth, it deals 1d6 damage of the type in parentheses instead of dealing the normal damage for your Una"
      },
      {
        "document": 1156,
        "excerpt": "n't cast spells. The target's equipment melds into the new form, and the target can't use any of that equipment while in that form. The target gains a number of T"
      },
      {
        "document": 1157,
        "excerpt": "have animated with this spell rather than animating a new creature. Using a Higher-Level Spell Slot. You animate or reassert control over two additional Undead c"
      },
      {
        "document": 1167,
        "excerpt": "r cord, causing the target to re-enter its body on the new plane. Any damage or other effects that apply to an astral form have no effect on the target's body and"
      },
      {
        "document": 1185,
        "excerpt": "ives you control over that storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10. Using a Higher-Level Spell Slot. The"
      },
      {
        "document": 1191,
        "excerpt": "30 feet of the target. Make an attack roll against the new target, and make a new damage roll. The orb can't leap again unless you cast the spell with a level 2+ s"
      },
      {
        "document": 1215,
        "excerpt": "mperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, t"
      },
      {
        "document": 1219,
        "excerpt": "ou have animated with this spell rather than animating new ones. Using a Higher-Level Spell Slot. If you use a level 7 spell slot, you can animate or reassert con"
      },
      {
        "document": 1228,
        "excerpt": "pace. Each time you cast this spell, you can create a new demiplane or connect the shadowy door to a demiplane you created with a previous casting of this spell."
      },
      {
        "document": 1265,
        "excerpt": "e you have a familiar, you instead cause it to adopt a new eligible form."
      },
      {
        "document": 1266,
        "excerpt": "a steed from this spell, the steed is replaced by the new one. The steed resembles a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf"
      },
      {
        "document": 1313,
        "excerpt": "you can take a Bonus Action on a later turn to curse a new creature. Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of leve"
      },
      {
        "document": 1318,
        "excerpt": "nds, you can take a Bonus Action to move the mark to a new creature you can see within range. Using a Higher-Level Spell Slot. Your Concentration can last longer"
      },
      {
        "document": 1369,
        "excerpt": "you spend concentrating on the spell, you can choose a new area of terrain to affect within range. This spell can't manipulate natural stone or stone construction"
      },
      {
        "document": 1381,
        "excerpt": "ed in the actions it can perform by the anatomy of its new form, and it can't speak or cast spells. The target's gear melds into the new form. The creature can't"
      },
      {
        "document": 1394,
        "excerpt": "ed by such a creature, the target has Advantage on any new saving throw against the relevant effect."
      },
      {
        "document": 1402,
        "excerpt": "as been dead no longer than 10 days, the spell forms a new body for it and calls the soul to enter that body. Roll 1d10 and consult the table below to determine th"
      },
      {
        "document": 1411,
        "excerpt": "st succeed on a Wisdom saving throw or either choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from areas of effect."
      },
      {
        "document": 1417,
        "excerpt": "er or taller and appear heavier or lighter. A target's new appearance must have the same basic arrangement of limbs as the target, but the extent of the illusion"
      },
      {
        "document": 1420,
        "excerpt": "ion to shape-shift into a different eligible form. The new form must be of a creature that has a Challenge Rating no higher than your level or Challenge Rating. Yo"
      },
      {
        "document": 1436,
        "excerpt": "nly its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about futu"
      },
      {
        "document": 1449,
        "excerpt": "he spell ends, you can take a Magic action to create a new Line of radiance. For the duration, a mote of brilliant radiance shines above you. It sheds Bright Ligh"
      },
      {
        "document": 1452,
        "excerpt": "n affect the same target round after round or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell. Creature."
      },
      {
        "document": 1455,
        "excerpt": "gil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute. You can create a permanent teleportation circl"
      },
      {
        "document": 1463,
        "excerpt": "you turn a creature into another kind of creature, the new form can be any kind you choose that has a Challenge Rating equal to or less than the target's Challenge"
      },
      {
        "document": 1464,
        "excerpt": "tored to its non-Undead form. The spell can provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature th"
      },
      {
        "document": 1484,
        "excerpt": "benefits of the old feat and gain the benefits of the new one. You can't replace a feat that is a prerequisite for any of your other feats or features. Roll Redo"
      },
      {
        "document": 1523,
        "excerpt": "nearest creature that you can see or hear becomes your new target."
      },
      {
        "document": 1625,
        "excerpt": "rees one trapped creature at random to accommodate the new prisoner. A freed creature appears in an unoccupied space within sight of the mirror but facing away fro"
      },
      {
        "document": 1627,
        "excerpt": "avatar, that ally summons another Avatar of Death. The new avatar appears in an unoccupied space as close to that ally as possible and targets only that ally with"
      },
      {
        "document": 1632,
        "excerpt": "t a time. When your sworn enemy dies, you can choose a new one after the next dawn. When you make a ranged attack roll with this weapon against your sworn enemy,"
      },
      {
        "document": 1760,
        "excerpt": "ldritch Restoration. If destroyed, the aboleth gains a new body in 5d10 days, reviving with all its Hit Points in the Far Realm or another location chosen by the G"
      },
      {
        "document": 1799,
        "excerpt": "ccess: If the balor dies outside the Abyss, it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss. Fire Aura. At the end of each"
      },
      {
        "document": 1802,
        "excerpt": "its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells. Magic Resistance. The dev"
      },
      {
        "document": 1810,
        "excerpt": "Slashing damage. Response: The pudding splits into two new Black Puddings. Each new pudding is one size smaller than the original pudding and acts on its Initiativ"
      },
      {
        "document": 1815,
        "excerpt": "its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells. Magic Resistance. The dev"
      },
      {
        "document": 1825,
        "excerpt": "its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells. Magic Resistance. The dev"
      },
      {
        "document": 1843,
        "excerpt": "de Mount Celestia, its body disappears, and it gains a new body instantly, reviving with all its Hit Points somewhere in Mount Celestia. Magic Resistance. The dev"
      },
      {
        "document": 1845,
        "excerpt": "e of Air, its body dissolves into mist, and it gains a new body in 1d4 days, reviving with all its Hit Points somewhere on the Plane of Air. Magic Resistance. The"
      },
      {
        "document": 1856,
        "excerpt": "e of Fire, its body dissolves into ash, and it gains a new body in 1d4 days, reviving with all its Hit Points somewhere on the Plane of Fire. Magic Resistance. Th"
      },
      {
        "document": 1859,
        "excerpt": "its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells. Magic Resistance. The eri"
      },
      {
        "document": 1903,
        "excerpt": "e Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss. Magic Resistance. The glabrezu"
      },
      {
        "document": 1925,
        "excerpt": "e Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss. Magic Resistance. The hezrou h"
      },
      {
        "document": 1932,
        "excerpt": "its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells. Magic Resistance. The dev"
      },
      {
        "document": 1934,
        "excerpt": "st turn. The hydra regains 20 Hit Points when it grows new heads. Reactive Heads. For each head the hydra has beyond one, it gets an extra Reaction that can be us"
      },
      {
        "document": 1936,
        "excerpt": "its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells. Magic Resistance. The dev"
      },
      {
        "document": 1949,
        "excerpt": "as a spirit jar, reviving with all its Hit Points. The new body appears in an unoccupied space within the lich's lair."
      },
      {
        "document": 1957,
        "excerpt": "e Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss. Magic Resistance. The marilith"
      },
      {
        "document": 1966,
        "excerpt": ". Undead Restoration. If destroyed, the mummy gains a new body in 24 hours if its heart is intact, reviving with all its Hit Points. The new body appears in an un"
      },
      {
        "document": 1968,
        "excerpt": "e Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss. Magic Resistance. The nalfeshn"
      },
      {
        "document": 1969,
        "excerpt": "the bag is holding are released. The bag can create a new bag after 7 days."
      },
      {
        "document": 1972,
        "excerpt": "r Slashing damage. Response: The jelly splits into two new Ochre Jellies. Each new jelly is one size smaller than the original jelly and acts on its Initiative. Th"
      },
      {
        "document": 1986,
        "excerpt": "its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells. Fear Aura. The pit fiend"
      },
      {
        "document": 1987,
        "excerpt": "de Mount Celestia, its body disappears, and it gains a new body instantly, reviving with all its Hit Points somewhere in Mount Celestia. Magic Resistance. The pla"
      },
      {
        "document": 1997,
        "excerpt": "he Nine Hells, its body turns to ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells."
      },
      {
        "document": 2018,
        "excerpt": "e guardian. Any previously stored spell is lost when a new spell is stored. The guardian can cast the spell stored with any parameters set by the original caster,"
      },
      {
        "document": 2022,
        "excerpt": "de Mount Celestia, its body disappears, and it gains a new body instantly, reviving with all its Hit Points somewhere in Mount Celestia. Legendary Resistance (4/D"
      },
      {
        "document": 2059,
        "excerpt": "e Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss. Magic Resistance. The vrock ha"
      }
    ],
    "newcomers": [
      {
        "document": 793,
        "excerpt": "es you as the most heinous of villains and directs the newcomers to find and attack you. If you are on the same plane of existence as the statue, it knows where you are."
      }
    ],
    "newly": [
      {
        "document": 1611,
        "excerpt": "determine the type of creature is to open the flask. A newly discovered Iron Flask might already contain a creature chosen by the GM."
      },
      {
        "document": 1692,
        "excerpt": "3 levels stored in the rod as a level 3 spell slot. A newly found rod typically has 1d10 levels of spell energy stored in it. A rod that can no longer absorb spell"
      }
    ],
    "newt": [
      {
        "document": 1313,
        "excerpt": "V, S, M (the petrified eye of a newt)"
      }
    ],
    "next": [
      {
        "document": 45,
        "excerpt": "on, you can't take another one until the start of your next turn. If the reaction interrupts another creature's turn, that creature can continue its turn right afte"
      },
      {
        "document": 71,
        "excerpt": "everyone has taken a turn, the fight continues to the next round if neither side is defeated."
      },
      {
        "document": 85,
        "excerpt": "he GM determines whether the target has Cover (see the next section) and whether you have Advantage or Disadvantage against the target. In addition, spells, special"
      },
      {
        "document": 89,
        "excerpt": "Aiming a ranged attack is more difficult when a foe is next to you. When you make a ranged attack roll with a weapon, a spell, or some other means, you have Disadva"
      },
      {
        "document": 126,
        "excerpt": "\"The Next Dawn\""
      },
      {
        "document": 142,
        "excerpt": "ucceeds, the item can't use this power again until the next dawn."
      },
      {
        "document": 233,
        "excerpt": "Ability Scores and Modifiers table. Write the modifier next to each of your scores. Ability Scores and Modifiers"
      },
      {
        "document": 308,
        "excerpt": "and have its Speed reduced to 0 until the start of its next turn. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of t"
      },
      {
        "document": 402,
        "excerpt": "ith this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn."
      },
      {
        "document": 403,
        "excerpt": "an reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction does"
      },
      {
        "document": 405,
        "excerpt": "eal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn. Weapons"
      },
      {
        "document": 421,
        "excerpt": "ize: Modify footwear to give Advantage on the wearer's next Dexterity (Acrobatics) check (DC 10) Craft: Climber's Kit"
      },
      {
        "document": 463,
        "excerpt": "and have its Speed reduced to 0 until the start of its next turn. It takes 10 minutes to recover the Caltrops."
      },
      {
        "document": 533,
        "excerpt": "on, you can't take another one until the start of your next turn. The Opportunity Attack is a Reaction available to all creatures. See also \"Opportunity Attacks\" an"
      },
      {
        "document": 535,
        "excerpt": "you act by taking a Reaction before the start of your next turn. First, you decide what perceivable circumstance will trigger your Reaction. Then, you choose the"
      },
      {
        "document": 622,
        "excerpt": "u gain the following benefits: until the start of your next turn, any attack roll made against you has Disadvantage if you can see the attacker, and you make Dexter"
      },
      {
        "document": 637,
        "excerpt": "make an ability check. That ally has Advantage on the next ability check they make with the chosen skill or tool. This benefit expires if the ally doesn't use it b"
      },
      {
        "document": 673,
        "excerpt": "ving throws to fight off the magical contagion for the next 24 hours."
      },
      {
        "document": 675,
        "excerpt": "ntagion from that particular infected creature for the next 24 hours."
      },
      {
        "document": 677,
        "excerpt": "ntagion from that particular infected creature for the next 24 hours."
      },
      {
        "document": 718,
        "excerpt": "Instantaneous, and the trap resets at the start of the next turn When a creature moves onto this trap's pressure plate for the first time on a turn or starts its t"
      },
      {
        "document": 720,
        "excerpt": "Instantaneous, and the trap resets at the start of the next turn if it has activated fewer than three times When a creature moves onto this trap's pressure plate f"
      },
      {
        "document": 745,
        "excerpt": "Until the start of your next turn, attack rolls against you have Disadvantage, and you make Dexterity saving throws with Advantage. Y"
      },
      {
        "document": 753,
        "excerpt": "ins it. The stopper can’t be removed for 24 hours. The next two times the bottle is opened, the same effect occurs. If the bottle is opened a fourth time, the efree"
      },
      {
        "document": 756,
        "excerpt": "You have the Stunned condition until the end of your next turn, believing something awesome just happened."
      },
      {
        "document": 783,
        "excerpt": "you have the Stunned condition until the start of your next turn, believing something awesome just happened."
      },
      {
        "document": 954,
        "excerpt": "r into the Far Realm until the end of that character’s next turn."
      },
      {
        "document": 962,
        "excerpt": "pells. Duration. The Rage lasts until the end of your next turn, and it ends early if you don Heavy armor or have the Incapacitated condition. If your Rage is stil"
      },
      {
        "document": 963,
        "excerpt": "one Bardic Inspiration die at a time. Once within the next hour when the creature fails a D20 Test, the creature can roll the Bardic Inspiration die and add the nu"
      },
      {
        "document": 966,
        "excerpt": "gainst a creature and miss, you have Advantage on your next attack roll against that creature before the end of your next turn."
      },
      {
        "document": 967,
        "excerpt": "rget has the Stunned condition until the start of your next turn. On a successful save, the target's Speed is halved until the start of your next turn, and the next"
      },
      {
        "document": 968,
        "excerpt": "ness to detect Celestials, Fiends, and Undead. For the next 10 minutes or until you have the Incapacitated condition, you know the location of any creature of those"
      },
      {
        "document": 969,
        "excerpt": "yourself the Invisible condition until the end of your next turn. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and y"
      },
      {
        "document": 970,
        "excerpt": "As a Bonus Action, you give yourself Advantage on your next attack roll on the current turn. You can use this feature only if you haven't moved during this turn, an"
      },
      {
        "document": 972,
        "excerpt": "and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can take a Bonus Action on s"
      },
      {
        "document": 979,
        "excerpt": "has the Incapacitated condition until the end of your next turn, when it returns to the space it previously occupied or the nearest unoccupied space. Once you use"
      },
      {
        "document": 982,
        "excerpt": "ion. The aura has this benefit until the start of your next turn."
      },
      {
        "document": 985,
        "excerpt": "can't make Opportunity Attacks until the start of its next turn. Push. The target must succeed on a Strength saving throw or be pushed up to 15 feet away from you"
      },
      {
        "document": 990,
        "excerpt": "nd reduce its Speed by 10 feet until the start of your next turn. Hill's Tumble (Hill Giant). When you hit a Large or smaller creature with an attack roll and deal"
      },
      {
        "document": 1002,
        "excerpt": "enefit, you can't use it again until the start of your next turn."
      },
      {
        "document": 1149,
        "excerpt": "4d4 Acid damage and 2d4 Acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage only. U"
      },
      {
        "document": 1157,
        "excerpt": "n the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a chamber or corridor. If you issue no comman"
      },
      {
        "document": 1168,
        "excerpt": "of a course of action that you plan to take within the next 30 minutes. The GM chooses the omen from the Omens table. Omens | Omen | For Results That Will"
      },
      {
        "document": 1182,
        "excerpt": "e. You return to the other plane at the start of your next turn and when the spell ends if you are on the Ethereal Plane. You return to an unoccupied space of your"
      },
      {
        "document": 1190,
        "excerpt": ", and it can't regain Hit Points until the end of your next turn. Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 ("
      },
      {
        "document": 1196,
        "excerpt": "ow or have the Blinded condition until the end of your next turn."
      },
      {
        "document": 1197,
        "excerpt": "on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options: Approach. The target moves toward you by the shortest and"
      },
      {
        "document": 1201,
        "excerpt": "movement as possible to move in that direction on its next turn, taking the safest route. After moving in this way, a target repeats the save, ending the spell on"
      },
      {
        "document": 1207,
        "excerpt": "t has the Frightened condition until the start of your next turn, with both you and the spirit as the source of the fear. As a Bonus Action on your later turns, yo"
      },
      {
        "document": 1214,
        "excerpt": "produced a wave, the wave repeats on the start of your next turn while the flood effect lasts. Part Water. You part water in the area and create a trench. The tren"
      },
      {
        "document": 1219,
        "excerpt": "n the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a particular place. If you issue no commands,"
      },
      {
        "document": 1232,
        "excerpt": "epathic, you learn nothing. As a Magic action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom"
      },
      {
        "document": 1247,
        "excerpt": "icts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflake"
      },
      {
        "document": 1265,
        "excerpt": "'s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has. Finally, when you cast a spell with a range of"
      },
      {
        "document": 1266,
        "excerpt": "get has the Frightened condition until the end of your next turn. Fey Step (Fey Only; Recharges after a Long Rest). The steed teleports, along with its rider, to a"
      },
      {
        "document": 1269,
        "excerpt": "manoid killed by this spell rises at the start of your next turn as a Zombie (see “Monsters”) that follows your verbal orders."
      },
      {
        "document": 1277,
        "excerpt": "uccessful save, its Speed is 0 until the start of your next turn. Constructs automatically succeed on the save. A Restrained target makes another Constitution savi"
      },
      {
        "document": 1287,
        "excerpt": "plane other than the one you are on, the portal opens next to the named creature and transports it to the nearest unoccupied space on your side of the portal. You"
      },
      {
        "document": 1290,
        "excerpt": "Speed is reduced to 0 until the start of the insect's next turn. Bonus Actions Venomous Spew (Centipede Only). Constitution Saving Throw: Your spell save DC, one"
      },
      {
        "document": 1301,
        "excerpt": "arget. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage. Using a Higher-Level Spell"
      },
      {
        "document": 1306,
        "excerpt": "ncapacitated and has a Speed of 0 until the end of its next turn, as a wave of lethargy washes over it."
      },
      {
        "document": 1309,
        "excerpt": "ttack rolls and ability checks until the start of your next turn. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2."
      },
      {
        "document": 1311,
        "excerpt": "hat appears on a surface in an unoccupied 10-foot Cube next to you. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial eff"
      },
      {
        "document": 1317,
        "excerpt": "row or have the Blinded condition until the end of its next turn."
      },
      {
        "document": 1321,
        "excerpt": "Cylinder into Difficult Terrain until the end of your next turn. Using a Higher-Level Spell Slot. The Bludgeoning damage increases by 1d10 for each spell slot lev"
      },
      {
        "document": 1324,
        "excerpt": "is unaffected, and it is immune to this spell for the next 24 hours. On a failed save, the target is imprisoned. While imprisoned, the target doesn't need to breat"
      },
      {
        "document": 1330,
        "excerpt": "save, the target dances comically until the end of its next turn, during which it must spend all its movement to dance in place. On a failed save, the target has t"
      },
      {
        "document": 1378,
        "excerpt": "nsported, they appear in the closest unoccupied spaces next to the circle."
      },
      {
        "document": 1384,
        "excerpt": "ion. Otherwise, its Speed is 0 until the start of your next turn. The Stunned target makes a Constitution saving throw at the end of each of its turns, ending the"
      },
      {
        "document": 1386,
        "excerpt": "t can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth."
      },
      {
        "document": 1387,
        "excerpt": "n and makes a Wisdom saving throw at the start of your next turn. On a successful save, the condition ends. On a failed save, the condition ends, and the creature t"
      },
      {
        "document": 1388,
        "excerpt": "n and makes a Wisdom saving throw at the start of your next turn. On a successful save, the condition ends. On a failed save, the condition ends, and the creature t"
      },
      {
        "document": 1398,
        "excerpt": "a successful save, the target has Disadvantage on the next attack roll it makes until the start of your next turn. On a failed save, the target has Disadvantage o"
      },
      {
        "document": 1399,
        "excerpt": "ts Speed is reduced by 10 feet until the start of your next turn. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8"
      },
      {
        "document": 1400,
        "excerpt": "e and has the Poisoned condition until the end of your next turn. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1."
      },
      {
        "document": 1423,
        "excerpt": "of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from M"
      },
      {
        "document": 1426,
        "excerpt": "can't make Opportunity Attacks until the start of its next turn. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8"
      },
      {
        "document": 1430,
        "excerpt": "have the Incapacitated condition until the end of its next turn, at which point it must repeat the save. If the target fails the second save, the target has the Un"
      },
      {
        "document": 1442,
        "excerpt": "et takes 1d8 Radiant damage, and until the end of your next turn, it emits Dim Light in a 10-foot radius and can't benefit from the Invisible condition. Cantrip Up"
      },
      {
        "document": 1449,
        "excerpt": "and has the Blinded condition until the start of your next turn. On a successful save, it takes half as much damage only. Until the spell ends, you can take a Mag"
      },
      {
        "document": 1452,
        "excerpt": "ection within the spell's range. Until the end of your next turn, the creature has the Restrained condition, and if you lift it into the air, it is suspended there."
      },
      {
        "document": 1455,
        "excerpt": "circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or i"
      },
      {
        "document": 1468,
        "excerpt": "ility until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 60 feet away from yo"
      },
      {
        "document": 1470,
        "excerpt": "r take 1d6 Psychic damage and have Disadvantage on the next attack roll it makes before the end of its next turn. Cantrip Upgrade. The damage increases by 1d6 when"
      },
      {
        "document": 1471,
        "excerpt": "d damage and another 5d4 Acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage only. Using a Higher-Level Spell S"
      },
      {
        "document": 1480,
        "excerpt": "ses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. The first time a creature enters the web"
      },
      {
        "document": 1511,
        "excerpt": "his property is used, it can't be used again until the next dawn."
      },
      {
        "document": 1518,
        "excerpt": "he creature's stat block. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points. The creature is Friendly to you and your allies, and it act"
      },
      {
        "document": 1523,
        "excerpt": "ure dies or can no longer be seen or heard by you, the next nearest creature that you can see or hear becomes your new target."
      },
      {
        "document": 1529,
        "excerpt": "ction. The bowl can't be used this way again until the next dawn. The bowl is about 1 foot in diameter and half as deep. It holds about 3 gallons."
      },
      {
        "document": 1532,
        "excerpt": "on. The brazier can't be used this way again until the next dawn."
      },
      {
        "document": 1536,
        "excerpt": "ic action. This property can't be used again until the next dawn. When you teleport with that spell, you leave behind a cloud of smoke. The space you left is Light"
      },
      {
        "document": 1538,
        "excerpt": "ion. The censer can't be used this way again until the next dawn."
      },
      {
        "document": 1540,
        "excerpt": "it). The circlet can't cast this spell again until the next dawn."
      },
      {
        "document": 1541,
        "excerpt": "Once used, this property can't be used again until the next dawn."
      },
      {
        "document": 1542,
        "excerpt": "he property ceases to function until the start of your next turn. This property is suppressed while your Speed is 0."
      },
      {
        "document": 1546,
        "excerpt": "ores. The cloak can't be used this way again until the next dawn."
      },
      {
        "document": 1549,
        "excerpt": "You can't cast Suggestion in this way again until the next dawn."
      },
      {
        "document": 1554,
        "excerpt": "ute. The weapon can't be used this way again until the next dawn."
      },
      {
        "document": 1556,
        "excerpt": "lask. The water stops pouring out at the start of your next turn. Choose from the following command words: Splash. The decanter produces 1 gallon of water. Founta"
      },
      {
        "document": 1558,
        "excerpt": "usted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it."
      },
      {
        "document": 1562,
        "excerpt": "s the armor. This action can't be used again until the next dawn."
      },
      {
        "document": 1579,
        "excerpt": "c action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be moved by any means. Touching the token to the vessel again ends the effect"
      },
      {
        "document": 1586,
        "excerpt": "s. As a Magic action, you can expend 1 charge. For the next 10 minutes, you have Truesight out to 120 feet when you peer through the gem. The gem regains 1d3 expen"
      },
      {
        "document": 1593,
        "excerpt": "ow or have the Stunned condition until the end of your next turn. Immediately after hitting or missing, the weapon flies back to your hand. The weapon regains 1d4 +"
      },
      {
        "document": 1600,
        "excerpt": "helm, that spell can't be cast from it again until the next dawn."
      },
      {
        "document": 1608,
        "excerpt": "r appears is pushed to an unoccupied space outside but next to the tower. Objects in the area that aren't being worn or carried are also pushed clear of the tower."
      },
      {
        "document": 1610,
        "excerpt": "the bands are used, they can't be used again until the next dawn."
      },
      {
        "document": 1612,
        "excerpt": "your hand. This property can't be used again until the next dawn."
      },
      {
        "document": 1614,
        "excerpt": "Once used, this property can't be used again until the next dawn. Wish. The weapon has 1d3 charges. While holding it, you can expend 1 charge and cast Wish from it"
      },
      {
        "document": 1615,
        "excerpt": "ure has the Frightened condition until the end of your next turn. Light. While you hold this weapon, it sheds Bright Light in a 20-foot radius and Dim Light for an"
      },
      {
        "document": 1627,
        "excerpt": "es, in which case this card has no effect. Comet. The next time you enter combat against one or more Hostile creatures, you can select one of them as your foe when"
      },
      {
        "document": 1630,
        "excerpt": "spell is cast, that bead can't be used again until the next dawn."
      },
      {
        "document": 1632,
        "excerpt": "r sworn enemy dies, you can choose a new one after the next dawn. When you make a ranged attack roll with this weapon against your sworn enemy, you have Advantage"
      },
      {
        "document": 1636,
        "excerpt": "ce you use the pearl, it can't be used again until the next dawn."
      },
      {
        "document": 1637,
        "excerpt": "Once used, this property can't be used again until the next dawn. In addition, you have Advantage on saving throws to avoid or end the Poisoned condition while you"
      },
      {
        "document": 1640,
        "excerpt": "Potion, Uncommon The next time you see a creature within 10 minutes after drinking this philter, you are charmed by that creature"
      },
      {
        "document": 1642,
        "excerpt": "would and can't be swayed by the pipes' music for the next 24 hours. On a failed save, the swarm is swayed by the pipes' music and becomes Friendly to you and your"
      },
      {
        "document": 1643,
        "excerpt": "is property of the armor can't be used again until the next dawn."
      },
      {
        "document": 1644,
        "excerpt": "nsional space. No matter what's in it, the hole weighs next to nothing. If the hole is folded up, a creature within the hole's extradimensional space can take an a"
      },
      {
        "document": 1661,
        "excerpt": "u have and ends the Poisoned condition on you. For the next 24 hours, you regain the maximum number of Hit Points for any Hit Point Die you spend. This potion's cr"
      },
      {
        "document": 1667,
        "excerpt": "emental has the Charmed condition until the start your next turn, and you determine what it does with its move and action on its next turn. Elemental Focus. While"
      },
      {
        "document": 1688,
        "excerpt": "hifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds Bright Light in a 30-foot radius and Dim Light for an additional"
      },
      {
        "document": 1693,
        "excerpt": "Once used, this property can't be used again until the next dawn."
      },
      {
        "document": 1694,
        "excerpt": "Once used, this property can't be used again until the next dawn. Paralyze. When you hit a creature with a melee attack using the rod, you can force the target to"
      },
      {
        "document": 1696,
        "excerpt": "Once used, this property can't be used again until the next dawn."
      },
      {
        "document": 1702,
        "excerpt": "either stone, the stones can't be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical."
      },
      {
        "document": 1706,
        "excerpt": "his property is used, it can't be used again until the next dawn."
      },
      {
        "document": 1711,
        "excerpt": "check, you control the sphere until the start of your next turn, and if it was under another creature's control, that creature loses control of the sphere. On a fa"
      },
      {
        "document": 1712,
        "excerpt": "u can't use this property of the staff again until the next dawn. Regaining Charges. The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the la"
      },
      {
        "document": 1722,
        "excerpt": "e properties is used, it can't be used again until the next dawn. Lightning. When you hit with a melee attack using the staff, you can cause the target to take an"
      },
      {
        "document": 1724,
        "excerpt": "tion. The stone can't be used this way again until the next dawn."
      },
      {
        "document": 1733,
        "excerpt": "ou use this property, it can't be used again until the next dawn."
      },
      {
        "document": 1757,
        "excerpt": "om it. Each subsequent time the fan is used before the next dawn, it has a cumulative 20 percent chance of not working; if the fan fails to work, it tears into usel"
      },
      {
        "document": 1761,
        "excerpt": "throws to maintain Concentration until the end of its next turn. Failure or Success: The dragon can't take this action again until the start of its next turn. Fri"
      },
      {
        "document": 1762,
        "excerpt": "on can't take this action again until the start of its next turn. Sonic Boom. The dragon uses Spellcasting to cast Shatter. The dragon can't take this action again"
      },
      {
        "document": 1763,
        "excerpt": "t has the Incapacitated condition until the end of its next turn, at which point it repeats the save. Second Failure: The target has the Unconscious condition for 1"
      },
      {
        "document": 1764,
        "excerpt": "target has the Deafened condition until the end of its next turn."
      },
      {
        "document": 1765,
        "excerpt": "turn, not both. This effect lasts until the end of its next turn. Spellcasting. The dragon casts one of the following spells, requiring no Material components and"
      },
      {
        "document": 1766,
        "excerpt": "o a harmless demiplane until the start of the dragon's next turn, at which point it reappears in an unoccupied space of the dragon's choice within 120 feet of the d"
      },
      {
        "document": 1767,
        "excerpt": "e target takes a -2 penalty to AC until the end of its next turn. Failure or Success: The dragon can't take this action again until the start of its next turn. Pou"
      },
      {
        "document": 1768,
        "excerpt": "on can't take this action again until the start of its next turn. Fiery Rays. The dragon uses Spellcasting to cast Scorching Ray. The dragon can't take this action"
      },
      {
        "document": 1769,
        "excerpt": "t has the Incapacitated condition until the end of its next turn, when it repeats the save. Second Failure: The target has the Paralyzed condition, and it repeats t"
      },
      {
        "document": 1770,
        "excerpt": "the target's Speed is 0 until the end of the target's next turn. Failure or Success: The dragon can't take this action again until the start of its next turn. Fri"
      },
      {
        "document": 1773,
        "excerpt": "throws to maintain Concentration until the end of its next turn. Failure or Success: The dragon can't take this action again until the start of its next turn. Fri"
      },
      {
        "document": 1774,
        "excerpt": "on can't take this action again until the start of its next turn. Sonic Boom. The dragon uses Spellcasting to cast Shatter (level 3 version). The dragon can't take"
      },
      {
        "document": 1775,
        "excerpt": "t has the Incapacitated condition until the end of its next turn, at which point it repeats the save. Second Failure: The target has the Unconscious condition for 1"
      },
      {
        "document": 1776,
        "excerpt": "target has the Deafened condition until the end of its next turn."
      },
      {
        "document": 1777,
        "excerpt": "turn, not both. This effect lasts until the end of its next turn. Spellcasting. The dragon casts one of the following spells, requiring no Material components and"
      },
      {
        "document": 1778,
        "excerpt": "o a harmless demiplane until the start of the dragon's next turn, at which point it reappears in an unoccupied space of the dragon's choice within 120 feet of the d"
      },
      {
        "document": 1779,
        "excerpt": "e target takes a -2 penalty to AC until the end of its next turn. Failure or Success: The dragon can't take this action again until the start of its next turn. Pou"
      },
      {
        "document": 1780,
        "excerpt": "on can't take this action again until the start of its next turn. Fiery Rays. The dragon uses Spellcasting to cast Scorching Ray (level 3 version). The dragon can'"
      },
      {
        "document": 1781,
        "excerpt": "t has the Incapacitated condition until the end of its next turn, when it repeats the save. Second Failure: The target has the Paralyzed condition, and it repeats t"
      },
      {
        "document": 1782,
        "excerpt": "the target's Speed is 0 until the end of the target's next turn. Failure or Success: The dragon can't take this action again until the start of its next turn. Fri"
      },
      {
        "document": 1791,
        "excerpt": "e Poisoned condition until the start of the assassin's next turn. Light Crossbow. Ranged Attack Roll: +7, range 80/320 ft. Hit: 8 (1d8 + 4) Piercing damage plus 21"
      },
      {
        "document": 1799,
        "excerpt": "et can't take Reactions until the start of the balor's next turn."
      },
      {
        "document": 1803,
        "excerpt": "ained condition and repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success. Second Failure: The target has"
      },
      {
        "document": 1805,
        "excerpt": "the Poisoned condition until the start of the devil's next turn. Until this poison ends, the target can't regain Hit Points. Infernal Glaive. Melee Attack Roll: +"
      },
      {
        "document": 1815,
        "excerpt": "the Poisoned condition until the start of the devil's next turn. While Poisoned, the target can't regain Hit Points."
      },
      {
        "document": 1816,
        "excerpt": "t has the Incapacitated condition until the end of its next turn, at which point it repeats the save. Second Failure: The target has the Unconscious condition for 1"
      },
      {
        "document": 1825,
        "excerpt": "the Restrained condition until the end of the devil's next turn, at which point the chain disappears. If the target is Large or smaller, the devil moves the target"
      },
      {
        "document": 1829,
        "excerpt": "he Frightened condition until the end of the cloaker's next turn. Success: The target is immune to this cloaker's Moan for the next 24 hours. Phantasms (Recharge a"
      },
      {
        "document": 1830,
        "excerpt": "t has the Incapacitated condition until the end of its next turn. Spellcasting. The giant casts one of the following spells, requiring no Material components and u"
      },
      {
        "document": 1831,
        "excerpt": "ndition. The target repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success. Second Failure: The target has"
      },
      {
        "document": 1834,
        "excerpt": "turn, not both. This effect lasts until the end of its next turn."
      },
      {
        "document": 1835,
        "excerpt": "s the Poisoned condition until the end of the couatl's next turn. Constrict. Strength Saving Throw: DC 15, one Medium or smaller creature the couatl can see within"
      },
      {
        "document": 1849,
        "excerpt": "target has the Poisoned condition until the end of its next turn. While Poisoned, the creature can take either an action or a Bonus Action on its turn, not both, an"
      },
      {
        "document": 1853,
        "excerpt": "as the Blinded condition until the end of the mephit's next turn. Sleep (1/Day). The mephit casts the Sleep spell, requiring no spell components and using Charisma"
      },
      {
        "document": 1860,
        "excerpt": "e Poisoned condition until the start of the ettercap's next turn. Claw. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2) Slashing damage. Web Strand (Recharge"
      },
      {
        "document": 1861,
        "excerpt": "iercing damage, and the target has Disadvantage on the next attack roll it makes before the end of its next turn."
      },
      {
        "document": 1863,
        "excerpt": "raight away from the giant and has Disadvantage on the next attack roll it makes before the end of its next turn."
      },
      {
        "document": 1864,
        "excerpt": "n attack rolls and ability checks until the end of its next turn. Berserk. Whenever the golem starts its turn Bloodied, roll 1d6. On a 6, the golem goes berserk. O"
      },
      {
        "document": 1867,
        "excerpt": "rget's Speed decreases by 10 feet until the end of its next turn."
      },
      {
        "document": 1870,
        "excerpt": "rget has the Poisoned condition until the start of its next turn. Success: The target is immune to this ghast's Stench for 24 hours."
      },
      {
        "document": 1871,
        "excerpt": "he Frightened condition until the start of the ghost's next turn. Success: The target is immune to this ghost's Horrific Visage for 24 hours. Possession (Recharge"
      },
      {
        "document": 1872,
        "excerpt": "arget has the Paralyzed condition until the end of its next turn."
      },
      {
        "document": 1877,
        "excerpt": "Poisoned condition until the start of the centipede's next turn."
      },
      {
        "document": 1884,
        "excerpt": "the save, a creature is immune to this effect for the next 24 hours. Once the figurine has been used, it can't be used again until 15 days have passed. Goat of Tr"
      },
      {
        "document": 1885,
        "excerpt": "ng with the Prone condition. At the end of the frog's next turn, the swallowed target takes 5 (2d4) Acid damage. If that damage doesn't kill it, the frog disgorges"
      },
      {
        "document": 1898,
        "excerpt": "target has the Poisoned condition until the end of its next turn."
      },
      {
        "document": 1902,
        "excerpt": "s the Blinded condition until the end of the mouther's next turn."
      },
      {
        "document": 1911,
        "excerpt": "ained condition and repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success. Second Failure: The target has"
      },
      {
        "document": 1920,
        "excerpt": "as the Blinded condition until the start of the naga's next turn. Success: Half damage only. Spellcasting. The naga casts one of the following spells, requiring no"
      },
      {
        "document": 1925,
        "excerpt": "rget has the Poisoned condition until the start of its next turn."
      },
      {
        "document": 1926,
        "excerpt": "target has the Poisoned condition until the end of its next turn."
      },
      {
        "document": 1931,
        "excerpt": "e Poisoned condition until the end of the homunculus's next turn. Failure by 5 or More: The target has the Poisoned condition for 1 minute. While Poisoned, the targ"
      },
      {
        "document": 1936,
        "excerpt": "damage plus 10 (3d6) Cold damage. Until the end of its next turn, the target can't take a Bonus Action or Reaction, its Speed decreases by 10 feet, and it can move"
      },
      {
        "document": 1946,
        "excerpt": "and Poisoned conditions until the end of the kraken's next turn. The kraken then moves up to its Speed. Failure or Success: The kraken can't take this action again"
      },
      {
        "document": 1949,
        "excerpt": "the Paralyzed condition until the start of the lich's next turn. Spellcasting. The lich casts one of the following spells, using Intelligence as the spellcasting"
      },
      {
        "document": 1950,
        "excerpt": "the Frightened condition until the start of the lion's next turn."
      },
      {
        "document": 1959,
        "excerpt": "ained condition and repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success. Second Failure: The target has"
      },
      {
        "document": 1960,
        "excerpt": "e, its Speed decreases by 10 feet until the end of its next turn. Hit or Miss: The spear magically returns to the merfolk's hand immediately after a ranged attack."
      },
      {
        "document": 1961,
        "excerpt": "s the Poisoned condition until the end of the merrow's next turn. Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (2d4 + 4) Slashing damage. Harpoon. Melee or Ran"
      },
      {
        "document": 1966,
        "excerpt": "s the Paralyzed condition until the end of the mummy's next turn. Spellcasting. The mummy casts one of the following spells, requiring no Material components and u"
      },
      {
        "document": 1967,
        "excerpt": "the Frightened condition until the end of the mummy's next turn. Success: The target is immune to this mummy's Dreadful Glare for 24 hours."
      },
      {
        "document": 1976,
        "excerpt": "the Frightened condition until the start of the oni's next turn. Shape-Shift. The oni shape-shifts into a Small or Medium Humanoid or a Large Giant, or it returns"
      },
      {
        "document": 1977,
        "excerpt": "the Stunned condition until the start of the otyugh's next turn. Success: Half damage only."
      },
      {
        "document": 1984,
        "excerpt": ") Piercing damage, and the pirate has Advantage on the next attack roll it makes before the end of this turn. Pistol. Ranged Attack Roll: +7, range 30/90 ft. Hit:"
      },
      {
        "document": 1985,
        "excerpt": "the Charmed condition until the start of the pirate's next turn."
      },
      {
        "document": 1986,
        "excerpt": "et has the Frightened condition until the start of its next turn. Success: The target is immune to this pit fiend's aura for 24 hours. Legendary Resistance (4/Day)"
      },
      {
        "document": 1996,
        "excerpt": "the Poisoned condition until the start of the quasit's next turn. Invisibility. The quasit casts Invisibility on itself, requiring no spell components and using Ch"
      },
      {
        "document": 1997,
        "excerpt": "pacitated conditions until the start of the rakshasa's next turn. Spellcasting. The rakshasa casts one of the following spells, requiring no Material components an"
      },
      {
        "document": 2006,
        "excerpt": "destroyed tentacle regrows at the start of the roper's next turn. Reel. The roper pulls each creature Grappled by it up to 30 feet straight toward it."
      },
      {
        "document": 2014,
        "excerpt": "et has the Frightened condition until the start of its next turn. Success: The target is immune to this hag's Vile Appearance for 24 hours."
      },
      {
        "document": 2018,
        "excerpt": "causing it to miss, until the start of the guardian's next turn."
      },
      {
        "document": 2020,
        "excerpt": "t has the Incapacitated condition until the end of its next turn, when it repeats the save. Second Failure: The target has the Paralyzed condition, and it repeats t"
      },
      {
        "document": 2022,
        "excerpt": "ar can't take this action again until the start of its next turn. Radiant Teleport. The solar teleports up to 60 feet to an unoccupied space it can see. Dexterity"
      },
      {
        "document": 2024,
        "excerpt": "ncapacitated condition until the start of the sphinx's next turn. Spellcasting. The sphinx casts one of the following spells, requiring no Material components and"
      },
      {
        "document": 2025,
        "excerpt": "nx can't take this action again until the start of its next turn."
      },
      {
        "document": 2029,
        "excerpt": "the Charmed condition until the start of the sprite's next turn. Heart Sight. Charisma Saving Throw: DC 10, one creature within 5 feet the sprite can see (Celesti"
      },
      {
        "document": 2031,
        "excerpt": "eed decreases by 10 feet until the end of the mephit's next turn. Success: Half damage only. Failure or Success: Being underwater doesn't grant Resistance to this F"
      },
      {
        "document": 2035,
        "excerpt": "and Deafened conditions until the start of the giant's next turn. Lightning Storm (Recharge 5–6). Dexterity Saving Throw: DC 18, each creature in a 10-foot-radius,"
      },
      {
        "document": 2042,
        "excerpt": "the Deafened condition until the start of the swarm's next turn. While Deafened, the target also has Disadvantage on ability checks and attack rolls."
      },
      {
        "document": 2044,
        "excerpt": "eafened and Frightened conditions until the end of its next turn. Success: Half damage only."
      },
      {
        "document": 2050,
        "excerpt": "Fire damage, this trait doesn't function on the limb's next turn. The limb dies only if it starts its turn with 0 Hit Points and doesn't regenerate. Troll Spawn. T"
      },
      {
        "document": 2051,
        "excerpt": "each missing limb, and it grows replacement limbs the next time it regains Hit Points. Regeneration. The troll regains 15 Hit Points at the start of each of its t"
      },
      {
        "document": 2053,
        "excerpt": "d its AC increases by 2 until the end of the unicorn's next turn. The unicorn can't take this action again until the start of its next turn."
      },
      {
        "document": 2056,
        "excerpt": "re can't take this action again until the start of its next turn. Deathless Strike. The vampire moves up to half its Speed, and it makes one Grave Strike attack."
      },
      {
        "document": 2059,
        "excerpt": "has the Stunned condition until the end of the vrock's next turn."
      },
      {
        "document": 2065,
        "excerpt": "e, its Speed decreases by 20 feet until the end of its next turn. Water Form. The elemental can enter an enemy's space and stop there. It can move through a space"
      },
      {
        "document": 2077,
        "excerpt": "reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage, and the next attack roll made against the target before the start of the worg's next turn has Advantage."
      },
      {
        "document": 2079,
        "excerpt": "the Poisoned condition until the start of the wyvern's next turn."
      },
      {
        "document": 2083,
        "excerpt": "t has the Incapacitated condition until the end of its next turn, at which point it repeats the save. Second Failure: The target has the Unconscious condition for 1"
      },
      {
        "document": 2085,
        "excerpt": "turn, not both. This effect lasts until the end of its next turn."
      },
      {
        "document": 2089,
        "excerpt": "t has the Incapacitated condition until the end of its next turn, when it repeats the save. Second Failure: The target has the Paralyzed condition, and it repeats t"
      }
    ],
    "nick": [
      {
        "document": 400,
        "excerpt": "Nick"
      },
      {
        "document": 928,
        "excerpt": "Nick"
      },
      {
        "document": 1051,
        "excerpt": "Nick"
      },
      {
        "document": 1086,
        "excerpt": "Nick"
      },
      {
        "document": 1124,
        "excerpt": "Nick"
      },
      {
        "document": 1129,
        "excerpt": "Nick"
      }
    ],
    "nickname": [
      {
        "document": 1287,
        "excerpt": "he name of a specific creature (a pseudonym, title, or nickname doesn't work). If that creature is on a plane other than the one you are on, the portal opens next to th"
      }
    ],
    "night": [
      {
        "document": 54,
        "excerpt": "ly Obscured area. Characters face Darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon, or in an area of magical Darkness."
      },
      {
        "document": 801,
        "excerpt": "Night Hag"
      },
      {
        "document": 968,
        "excerpt": "oken a vow typically seeks absolution, spending an all-night vigil as a sign of penitence or undertaking a fast. After a rite of forgiveness, the Paladin starts fres"
      },
      {
        "document": 970,
        "excerpt": "feat of your choice for which you qualify. Boon of the Night Spirit is recommended."
      },
      {
        "document": 1007,
        "excerpt": "Boon of the Night Spirit"
      },
      {
        "document": 1219,
        "excerpt": "ration: Instantaneous You can cast this spell only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a Ghoul under yo"
      },
      {
        "document": 1592,
        "excerpt": "Goggles of Night"
      },
      {
        "document": 1969,
        "excerpt": "Night Hag"
      }
    ],
    "night's": [
      {
        "document": 374,
        "excerpt": ", and Lodging table gives prices for food and a single night's lodging. Prices for daily lodging and meals are included in your lifestyle's expenses. Food, Drink, and"
      }
    ],
    "nightcap": [
      {
        "document": 266,
        "excerpt": "k 64 A cone of sticky black incense that stinks 65 A nightcap that gives you pleasant dreams when you wear it 66 A single caltrop made from bone 67 A gold monocle f"
      }
    ],
    "nightmare": [
      {
        "document": 979,
        "excerpt": "ave DC, or the target disappears and hurtles through a nightmare landscape. The target takes 8d10 Psychic damage if it isn't a Fiend, and it has the Incapacitated condit"
      },
      {
        "document": 1884,
        "excerpt": "(Very Rare). This polished obsidian horse can become a Nightmare for up to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can't be used"
      },
      {
        "document": 1939,
        "excerpt": "Nightmare (Recharge 6). Wisdom Saving Throw: DC 15, one creature the incubus can see within 60 feet. Failure: If t"
      },
      {
        "document": 1969,
        "excerpt": "While holding or carrying the bag, the hag can use its Nightmare Haunting action. The bag has AC 15, HP 20, and Resistance to all damage. The bag turns to dust if reduc"
      },
      {
        "document": 1970,
        "excerpt": "Nightmare"
      },
      {
        "document": 1976,
        "excerpt": "Multiattack. The oni makes two Claw or Nightmare Ray attacks. It can replace one attack with a use of Spellcasting. Claw. Melee Attack Roll: +7, reach 1"
      }
    ],
    "nightmares": [
      {
        "document": 1374,
        "excerpt": "ation: Concentration, up to 1 minute You tap into the nightmares of a creature you can see within range and create an illusion of its deepest fears, visible only to that"
      }
    ],
    "nightmarish": [
      {
        "document": 820,
        "excerpt": "A small idol depicting a nightmarish creature that gives you unsettling dreams when you sleep near it"
      },
      {
        "document": 953,
        "excerpt": "A portal to the Abyss opens, revealing a nightmarish realm of torment and slaughter."
      }
    ],
    "nights": [
      {
        "document": 54,
        "excerpt": "ers face Darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon, or in an area of magical Darkness."
      }
    ],
    "nimble": [
      {
        "document": 1907,
        "excerpt": "Nimble Escape. The goblin takes the Disengage or Hide action."
      },
      {
        "document": 1908,
        "excerpt": "Nimble Escape. The goblin takes the Disengage or Hide action."
      },
      {
        "document": 1909,
        "excerpt": "Nimble Escape. The goblin takes the Disengage or Hide action."
      },
      {
        "document": 1980,
        "excerpt": "Nimble Escape. The panther takes the Disengage or Hide action."
      },
      {
        "document": 2008,
        "excerpt": "Nimble Escape. The tiger takes the Disengage or Hide action."
      },
      {
        "document": 2045,
        "excerpt": "Nimble Escape. The tiger takes the Disengage or Hide action."
      }
    ],
    "nimbleness": [
      {
        "document": 991,
        "excerpt": "Halfling Nimbleness"
      }
    ],
    "nimbly": [
      {
        "document": 739,
        "excerpt": "Move nimbly, quickly, or quietly"
      },
      {
        "document": 970,
        "excerpt": "You can nimbly dodge out of the way of certain dangers. When you're subjected to an effect that allows you to make a De"
      }
    ],
    "nimbus": [
      {
        "document": 982,
        "excerpt": "Holy Nimbus"
      },
      {
        "document": 1968,
        "excerpt": "Horror Nimbus (Recharge 5–6). Wisdom Saving Throw: DC 15, each creature in a 15-foot Emanation originating from the na"
      }
    ],
    "nine": [
      {
        "document": 125,
        "excerpt": "a category. The Magic Item Categories table lists the nine categories and provides examples. Rules for the categories appear after the table. Magic Item Categorie"
      },
      {
        "document": 183,
        "excerpt": "other alignments. \"Character Creation\" describes the nine alignments and unaligned creatures."
      },
      {
        "document": 235,
        "excerpt": "The Nine Alignments"
      },
      {
        "document": 649,
        "excerpt": "(lawful, chaotic, or neutral). These factors allow for nine possible combinations, such as Lawful Good and Neutral Evil. See also “Character Creation” (“Create Your"
      },
      {
        "document": 790,
        "excerpt": "4, Gehenna; on a 5, Hades; on a 6, Limbo; on a 7, the Nine Hells; on an 8, Pandemonium"
      },
      {
        "document": 798,
        "excerpt": "Nine Hells"
      },
      {
        "document": 1349,
        "excerpt": "as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. Furnishings and other objects created by this spell dissipate into"
      },
      {
        "document": 1378,
        "excerpt": "tal Plane of Fire or palace on the second level of the Nine Hells, and you appear in or near that destination, as determined by the GM. Alternatively, if you know"
      },
      {
        "document": 1631,
        "excerpt": "Nine Lives Stealer"
      },
      {
        "document": 1802,
        "excerpt": "Diabolical Restoration. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its"
      },
      {
        "document": 1815,
        "excerpt": "Diabolical Restoration. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its"
      },
      {
        "document": 1825,
        "excerpt": "Diabolical Restoration. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its"
      },
      {
        "document": 1859,
        "excerpt": "iabolical Restoration. If the erinyes dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its"
      },
      {
        "document": 1932,
        "excerpt": "Diabolical Restoration. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its"
      },
      {
        "document": 1936,
        "excerpt": "Diabolical Restoration. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its"
      },
      {
        "document": 1948,
        "excerpt": "Hellish Restoration. If the lemure dies in the Nine Hells, it revives with all its Hit Points in 1d10 days unless it is killed by a creature under the effec"
      },
      {
        "document": 1986,
        "excerpt": "bolical Restoration. If the pit fiend dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its"
      },
      {
        "document": 1997,
        "excerpt": "Fiendish Restoration. If the rakshasa dies outside the Nine Hells, its body turns to ichor, and it gains a new body instantly, reviving with all its Hit Points some"
      }
    ],
    "noble": [
      {
        "document": 26,
        "excerpt": "to play D&D), whether the adventurers are talking to a noble, exploring a ruin, or fighting a dragon. In certain situations - particularly combat - the action is mor"
      },
      {
        "document": 1971,
        "excerpt": "Noble"
      }
    ],
    "noble's": [
      {
        "document": 47,
        "excerpt": "hand, if you insult a proud warrior or speak ill of a noble's allies, your efforts to convince or deceive will likely fail."
      }
    ],
    "nock": [
      {
        "document": 1632,
        "excerpt": "r Shortbow), Very Rare (Requires Attunement) When you nock an arrow on this bow, it whispers in Elvish, “Swift defeat to my enemies.” When you use this weapon to m"
      }
    ],
    "nocked": [
      {
        "document": 1574,
        "excerpt": "motion, a magical arrow made of golden energy appears nocked and ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a h"
      }
    ],
    "noise": [
      {
        "document": 1391,
        "excerpt": "it is, the creature can see through the image, and any noise it makes sounds hollow to the creature."
      },
      {
        "document": 1392,
        "excerpt": "t is, the creature can see through the image, and any noise it makes sounds hollow to the creature."
      },
      {
        "document": 1421,
        "excerpt": "S, M (a chip of mica) Duration: Instantaneous A loud noise erupts from a point of your choice within range. Each creature in a 10-foot-radius Sphere centered there"
      }
    ],
    "non": [
      {
        "document": 181,
        "excerpt": "ien beings, such as aboleths and cloakers. Beasts are non-Humanoid natural creatures, like horses and wolves, as well as most giant animals. Celestials are magic"
      },
      {
        "document": 285,
        "excerpt": "y species in “Character Origins” is Humanoid; playable non-Humanoid species appear in other books."
      },
      {
        "document": 506,
        "excerpt": "You can try to identify a non-instantaneous spell by its observable effects if its duration is ongoing. To identify it, you must take"
      },
      {
        "document": 562,
        "excerpt": "nversation. Once a telepathic conversation starts, the non-telepath can communicate mentally to the telepath until the telepathic connection ends."
      },
      {
        "document": 1235,
        "excerpt": "can see within range. The target can be a creature, a non-magical object, or a creation of magical force, such as the wall created by Wall of Force. A creature t"
      },
      {
        "document": 1282,
        "excerpt": "side it. A creature inside the cage can't leave it by non-magical means. If the creature tries to use teleportation or interplanar travel to leave, it must first"
      },
      {
        "document": 1386,
        "excerpt": "spell multiple times, you can have up to three of its non-instantaneous effects active at a time. Sensory Effect. You create an instantaneous, harmless sensory e"
      },
      {
        "document": 1464,
        "excerpt": "mbs. If the creature was Undead, it is restored to its non-Undead form. The spell can provide a new body if the original no longer exists, in which case you must"
      },
      {
        "document": 1515,
        "excerpt": "regardless of how many beans it contains and becomes a non-magical item when it no longer contains any beans. If you dump one or more beans out of the bag, they e"
      },
      {
        "document": 1683,
        "excerpt": "f its 3 charges to cast Wish from it. The ring becomes non-magical when you use the last charge."
      },
      {
        "document": 1845,
        "excerpt": "i knows it, the djinni can cast it only on behalf of a non-genie creature who communicates a wish in a way the djinni can understand. If the djinni casts the spell"
      },
      {
        "document": 1856,
        "excerpt": "knows it, the efreeti can cast it only on behalf of a non-genie creature who communicates a wish in a way the efreeti can understand. If the efreeti casts the spe"
      },
      {
        "document": 1870,
        "excerpt": "Hit: 10 (2d6 + 3) Slashing damage. If the target is a non-Undead creature, it is subjected to the following effect. Constitution Saving Throw: DC 10. Failure: The"
      }
    ],
    "nondetection": [
      {
        "document": 852,
        "excerpt": "Nondetection"
      },
      {
        "document": 888,
        "excerpt": "Nondetection"
      },
      {
        "document": 901,
        "excerpt": "Nondetection"
      },
      {
        "document": 1370,
        "excerpt": "Nondetection"
      }
    ],
    "none": [
      {
        "document": 163,
        "excerpt": "n't communicate with it, which is noted in its entry. \"None\" indicates that a creature doesn't comprehend any language."
      },
      {
        "document": 232,
        "excerpt": "and a different one by 1, or increase all three by 1. None of these increases can raise a score above 20. Some players like to increase their class's primary abil"
      },
      {
        "document": 292,
        "excerpt": "by 2 and another one by 1, or increase all three by 1. None of these increases can raise a score above 20."
      },
      {
        "document": 379,
        "excerpt": "ts of a normal Shield if you aren't attuned to it, but none of its magical properties."
      },
      {
        "document": 758,
        "excerpt": "None"
      },
      {
        "document": 967,
        "excerpt": "None"
      },
      {
        "document": 971,
        "excerpt": "None"
      },
      {
        "document": 973,
        "excerpt": "None"
      },
      {
        "document": 975,
        "excerpt": "to or less than half your Druid level (round up), and none of them can be level 6+. For example, if you're a level 6 Druid, you can recover up to three levels' wor"
      },
      {
        "document": 1153,
        "excerpt": "yourself appear as a member of another species, though none of your statistics change. You can't appear as a creature of a different size, and your basic shape stay"
      },
      {
        "document": 1158,
        "excerpt": "tion 6 Languages Understands the languages you know CR None (XP 0; PB equals your Proficiency Bonus) Actions Slam. Melee Attack Roll: Bonus equals your spell atta"
      },
      {
        "document": 1194,
        "excerpt": "has the same personality, memories, and abilities, but none of the original's equipment. The creature's original remains, if any, become inert and can't be revived,"
      },
      {
        "document": 1203,
        "excerpt": "elee attack against a random creature within reach. If none are within reach, the target takes no action. | 9–10 The target chooses its behavior. At the end of ea"
      },
      {
        "document": 1266,
        "excerpt": "11 Languages Telepathy 1 mile (works only with you) CR None (XP 0; PB equals your Proficiency Bonus) Traits Life Bond. When you regain Hit Points from a level 1+"
      },
      {
        "document": 1290,
        "excerpt": "ion 12 Languages Understands the languages you know CR None (XP 0; PB equals your Proficiency Bonus) Traits Spider Climb. The insect can climb difficult surfaces,"
      },
      {
        "document": 1363,
        "excerpt": "n alter the appearance of structures or add them where none are present. The spell doesn't disguise, conceal, or add creatures. The illusion includes audible, visu"
      },
      {
        "document": 1448,
        "excerpt": "guages Draconic, understands the languages you know CR None (XP 0; PB equals your Proficiency Bonus) Traits Shared Resistances. When you summon the spirit, choose"
      },
      {
        "document": 1772,
        "excerpt": "None"
      },
      {
        "document": 1783,
        "excerpt": "None"
      },
      {
        "document": 1784,
        "excerpt": "None"
      },
      {
        "document": 1785,
        "excerpt": "None"
      },
      {
        "document": 1786,
        "excerpt": "None"
      },
      {
        "document": 1787,
        "excerpt": "None"
      },
      {
        "document": 1788,
        "excerpt": "None"
      },
      {
        "document": 1789,
        "excerpt": "None"
      },
      {
        "document": 1792,
        "excerpt": "None (XP 0; PB equals its summoner's)"
      },
      {
        "document": 1795,
        "excerpt": "None"
      },
      {
        "document": 1797,
        "excerpt": "None"
      },
      {
        "document": 1798,
        "excerpt": "None"
      },
      {
        "document": 1803,
        "excerpt": "None"
      },
      {
        "document": 1804,
        "excerpt": "None"
      },
      {
        "document": 1808,
        "excerpt": "None"
      },
      {
        "document": 1810,
        "excerpt": "None"
      },
      {
        "document": 1812,
        "excerpt": "None"
      },
      {
        "document": 1814,
        "excerpt": "None"
      },
      {
        "document": 1818,
        "excerpt": "None"
      },
      {
        "document": 1821,
        "excerpt": "None"
      },
      {
        "document": 1822,
        "excerpt": "None"
      },
      {
        "document": 1823,
        "excerpt": "None"
      },
      {
        "document": 1831,
        "excerpt": "None"
      },
      {
        "document": 1833,
        "excerpt": "None"
      },
      {
        "document": 1836,
        "excerpt": "None"
      },
      {
        "document": 1837,
        "excerpt": "None"
      },
      {
        "document": 1840,
        "excerpt": "None"
      },
      {
        "document": 1841,
        "excerpt": "None"
      },
      {
        "document": 1842,
        "excerpt": "None"
      },
      {
        "document": 1844,
        "excerpt": "None"
      },
      {
        "document": 1845,
        "excerpt": "i casts the spell for the creature, the djinni suffers none of the spell's stress. Once the djinni has cast it three times, the djinni can't do so again for 365 day"
      },
      {
        "document": 1847,
        "excerpt": "None"
      },
      {
        "document": 1854,
        "excerpt": "None"
      },
      {
        "document": 1856,
        "excerpt": "casts the spell for the creature, the efreeti suffers none of the spell's stress. Once the efreeti has cast it three times, the efreeti can't do so again for 365 d"
      },
      {
        "document": 1857,
        "excerpt": "None"
      },
      {
        "document": 1858,
        "excerpt": "None"
      },
      {
        "document": 1860,
        "excerpt": "None"
      },
      {
        "document": 1865,
        "excerpt": "None"
      },
      {
        "document": 1866,
        "excerpt": "None"
      },
      {
        "document": 1869,
        "excerpt": "None"
      },
      {
        "document": 1873,
        "excerpt": "None"
      },
      {
        "document": 1874,
        "excerpt": "None"
      },
      {
        "document": 1875,
        "excerpt": "None"
      },
      {
        "document": 1876,
        "excerpt": "None"
      },
      {
        "document": 1877,
        "excerpt": "None"
      },
      {
        "document": 1878,
        "excerpt": "None"
      },
      {
        "document": 1879,
        "excerpt": "None"
      },
      {
        "document": 1880,
        "excerpt": "None"
      },
      {
        "document": 1883,
        "excerpt": "None"
      },
      {
        "document": 1884,
        "excerpt": "None"
      },
      {
        "document": 1885,
        "excerpt": "None"
      },
      {
        "document": 1886,
        "excerpt": "None"
      },
      {
        "document": 1887,
        "excerpt": "None"
      },
      {
        "document": 1888,
        "excerpt": "None"
      },
      {
        "document": 1889,
        "excerpt": "None"
      },
      {
        "document": 1891,
        "excerpt": "None"
      },
      {
        "document": 1892,
        "excerpt": "None"
      },
      {
        "document": 1893,
        "excerpt": "None"
      },
      {
        "document": 1894,
        "excerpt": "None"
      },
      {
        "document": 1895,
        "excerpt": "None"
      },
      {
        "document": 1896,
        "excerpt": "None"
      },
      {
        "document": 1897,
        "excerpt": "None"
      },
      {
        "document": 1899,
        "excerpt": "None"
      },
      {
        "document": 1900,
        "excerpt": "None"
      },
      {
        "document": 1901,
        "excerpt": "None"
      },
      {
        "document": 1902,
        "excerpt": "None"
      },
      {
        "document": 1906,
        "excerpt": "None"
      },
      {
        "document": 1911,
        "excerpt": "None"
      },
      {
        "document": 1912,
        "excerpt": "None"
      },
      {
        "document": 1915,
        "excerpt": "None"
      },
      {
        "document": 1916,
        "excerpt": "None"
      },
      {
        "document": 1917,
        "excerpt": "None"
      },
      {
        "document": 1923,
        "excerpt": "None"
      },
      {
        "document": 1927,
        "excerpt": "None"
      },
      {
        "document": 1928,
        "excerpt": "None"
      },
      {
        "document": 1933,
        "excerpt": "None"
      },
      {
        "document": 1934,
        "excerpt": "None"
      },
      {
        "document": 1935,
        "excerpt": "None"
      },
      {
        "document": 1942,
        "excerpt": "None"
      },
      {
        "document": 1943,
        "excerpt": "None"
      },
      {
        "document": 1950,
        "excerpt": "None"
      },
      {
        "document": 1951,
        "excerpt": "None"
      },
      {
        "document": 1955,
        "excerpt": "None"
      },
      {
        "document": 1958,
        "excerpt": "None"
      },
      {
        "document": 1962,
        "excerpt": "None"
      },
      {
        "document": 1965,
        "excerpt": "None"
      },
      {
        "document": 1972,
        "excerpt": "None"
      },
      {
        "document": 1973,
        "excerpt": "None"
      },
      {
        "document": 1978,
        "excerpt": "None"
      },
      {
        "document": 1979,
        "excerpt": "None"
      },
      {
        "document": 1980,
        "excerpt": "None"
      },
      {
        "document": 1982,
        "excerpt": "None"
      },
      {
        "document": 1983,
        "excerpt": "None"
      },
      {
        "document": 1988,
        "excerpt": "None"
      },
      {
        "document": 1989,
        "excerpt": "None"
      },
      {
        "document": 1990,
        "excerpt": "None"
      },
      {
        "document": 1994,
        "excerpt": "None"
      },
      {
        "document": 1995,
        "excerpt": "None"
      },
      {
        "document": 1998,
        "excerpt": "None"
      },
      {
        "document": 1999,
        "excerpt": "None"
      },
      {
        "document": 2001,
        "excerpt": "None"
      },
      {
        "document": 2002,
        "excerpt": "None"
      },
      {
        "document": 2003,
        "excerpt": "None"
      },
      {
        "document": 2004,
        "excerpt": "None"
      },
      {
        "document": 2005,
        "excerpt": "None"
      },
      {
        "document": 2006,
        "excerpt": "None"
      },
      {
        "document": 2007,
        "excerpt": "None"
      },
      {
        "document": 2008,
        "excerpt": "None"
      },
      {
        "document": 2012,
        "excerpt": "None"
      },
      {
        "document": 2015,
        "excerpt": "None"
      },
      {
        "document": 2016,
        "excerpt": "None"
      },
      {
        "document": 2017,
        "excerpt": "None"
      },
      {
        "document": 2019,
        "excerpt": "None"
      },
      {
        "document": 2027,
        "excerpt": "None"
      },
      {
        "document": 2032,
        "excerpt": "None"
      },
      {
        "document": 2037,
        "excerpt": "None"
      },
      {
        "document": 2039,
        "excerpt": "None"
      },
      {
        "document": 2040,
        "excerpt": "None"
      },
      {
        "document": 2041,
        "excerpt": "None"
      },
      {
        "document": 2042,
        "excerpt": "None"
      },
      {
        "document": 2043,
        "excerpt": "None"
      },
      {
        "document": 2044,
        "excerpt": "None"
      },
      {
        "document": 2045,
        "excerpt": "None"
      },
      {
        "document": 2049,
        "excerpt": "None"
      },
      {
        "document": 2050,
        "excerpt": "None"
      },
      {
        "document": 2052,
        "excerpt": "None"
      },
      {
        "document": 2057,
        "excerpt": "None"
      },
      {
        "document": 2058,
        "excerpt": "None"
      },
      {
        "document": 2060,
        "excerpt": "None"
      },
      {
        "document": 2061,
        "excerpt": "None"
      },
      {
        "document": 2062,
        "excerpt": "None"
      },
      {
        "document": 2066,
        "excerpt": "None"
      },
      {
        "document": 2076,
        "excerpt": "None"
      },
      {
        "document": 2079,
        "excerpt": "None"
      }
    ],
    "nonfiction": [
      {
        "document": 459,
        "excerpt": "A Book contains fiction or nonfiction. If you consult an accurate nonfiction Book about its topic, you gain a +5 bonus to Intelligence (Arcana"
      }
    ],
    "nonflammable": [
      {
        "document": 1295,
        "excerpt": ", M (a bit of pork rind or butter) Duration: 1 minute Nonflammable grease covers the ground in a 10-foot square centered on a point within range and turns it into Difficul"
      }
    ],
    "nonhazardous": [
      {
        "document": 1376,
        "excerpt": "e's ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require"
      }
    ],
    "nonliving": [
      {
        "document": 523,
        "excerpt": "An object is a nonliving, distinct thing. Composite things, like buildings, comprise more than one object. See also “Breaking Obj"
      },
      {
        "document": 1386,
        "excerpt": "tion. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. Magic Mark. You make a color, a small mark, or a symbol appear on an object or a s"
      },
      {
        "document": 1415,
        "excerpt": "he spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet). While the chest remains on the Ethereal Plane, you can take a Ma"
      }
    ],
    "nonmagical": [
      {
        "document": 63,
        "excerpt": "an automatically break or otherwise destroy a fragile, nonmagical object, such as a glass container or a piece of paper. If you try to damage something more resilient, th"
      },
      {
        "document": 128,
        "excerpt": "A magic item is at least as durable as a nonmagical item of its kind. Most magic items, other than Potions and Scrolls, have Resistance to all damage. An A"
      },
      {
        "document": 148,
        "excerpt": "description notes otherwise, a staff can be used as a nonmagical Quarterstaff and an Arcane Focus."
      },
      {
        "document": 378,
        "excerpt": "Some magic items are indistinguishable from their nonmagical counterparts, while others are conspicuously magical. Handling a magic item is enough to give you a sen"
      },
      {
        "document": 379,
        "excerpt": "to an item that requires Attunement, you gain only its nonmagical benefits unless its description states otherwise. For example, a magic Shield that requires Attunement p"
      },
      {
        "document": 387,
        "excerpt": "Crafting Nonmagical Items"
      },
      {
        "document": 412,
        "excerpt": "craft with the tool. For crafting rules, see \"Crafting Nonmagical Items,\" \"Brewing Potions of Healing,\" and \"Scribing Spell Scrolls\" later in \"Equipment.\" Variants. This"
      },
      {
        "document": 677,
        "excerpt": "with an Herbalism Kit can use it to create one dose of nonmagical ointment, which takes 1 hour. When applied to the eyes of a creature suffering from Sight Rot, the ointm"
      },
      {
        "document": 745,
        "excerpt": "Use a nonmagical object."
      },
      {
        "document": 756,
        "excerpt": "You pull a nonmagical object out of the hat. Roll 1d4 to determine the object: on a 1, a vial of Acid; on a 2, a flask of Alch"
      },
      {
        "document": 772,
        "excerpt": "Tinker’s Tools or the tool required to make the nonmagical item on which the magic item is based"
      },
      {
        "document": 972,
        "excerpt": "normally in Dim Light and Darkness - both magical and nonmagical - within 120 feet of yourself. Devouring Blade Prerequisite: Level 12+ Warlock, Thirsting Blade Invoca"
      },
      {
        "document": 1158,
        "excerpt": "e Objects animate at your command. Choose a number of nonmagical objects within range that aren't being worn or carried, aren't fixed to a surface, and aren't Gargantuan"
      },
      {
        "document": 1164,
        "excerpt": "t for the duration. This lock can't be unlocked by any nonmagical means. You and any creatures you designate when you cast the spell can open and close the object despit"
      },
      {
        "document": 1166,
        "excerpt": "ct magical auras, such as Detect Magic. You can make a nonmagical object appear magical, make a magic item appear nonmagical, or change the object's aura so that it appea"
      },
      {
        "document": 1180,
        "excerpt": "automatically fails the save. Alternatively, target a nonmagical plant that isn't a creature, such as a tree or shrub. It doesn't make a save; it simply withers and dies"
      },
      {
        "document": 1223,
        "excerpt": "ot-radius Sphere. Darkvision can't see through it, and nonmagical light can't illuminate it. Alternatively, you cast the spell on an object that isn't being worn or carr"
      },
      {
        "document": 1235,
        "excerpt": "s damage reduces it to 0 Hit Points, it and everything nonmagical it is wearing and carrying are disintegrated into gray dust. The target can be revived only by a True Re"
      },
      {
        "document": 1284,
        "excerpt": "spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature imposing the Grappled condition on it. Using a Higher-Level"
      },
      {
        "document": 1338,
        "excerpt": "e or name a specific kind of Beast, Plant creature, or nonmagical plant. You learn the direction and distance to the closest creature or plant of that kind within 5 miles"
      },
      {
        "document": 1344,
        "excerpt": "- The creature can't willingly enter the Cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed"
      },
      {
        "document": 1348,
        "excerpt": ": Touch Components: V, S Duration: 1 hour You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and dam"
      },
      {
        "document": 1356,
        "excerpt": "ur presence remains visible or otherwise detectable by nonmagical senses. While merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception)"
      },
      {
        "document": 1359,
        "excerpt": "f more than one fiery Sphere is affected only once. A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area, and the objec"
      },
      {
        "document": 1386,
        "excerpt": "or a surface for 1 hour. Minor Creation. You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trin"
      },
      {
        "document": 1388,
        "excerpt": "cessful Save: Half as much damage. Additional Effects: Nonmagical ranged attacks can’t pass through this layer, which is destroyed if it takes at least 25 Cold damage."
      },
      {
        "document": 1396,
        "excerpt": "uration: Instantaneous You remove poison and rot from nonmagical food and drink in a 5-foot-radius Sphere centered on a point within range."
      },
      {
        "document": 1421,
        "excerpt": "sful one. A Construct has Disadvantage on the save. A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area. Using a High"
      },
      {
        "document": 1463,
        "excerpt": "n: Concentration, up to 1 hour Choose one creature or nonmagical object that you can see within range. The creature shape-shifts into a different creature or a nonmagica"
      },
      {
        "document": 1475,
        "excerpt": "granite) Duration: Concentration, up to 10 minutes A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thic"
      },
      {
        "document": 1496,
        "excerpt": "animate Substance. You are transformed, along with any nonmagical objects you are wearing and carrying, into a solid inanimate substance (usually stone). Your weight incr"
      },
      {
        "document": 1504,
        "excerpt": "its extra damage to a creature, the ammunition becomes nonmagical."
      },
      {
        "document": 1579,
        "excerpt": "n the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branc"
      },
      {
        "document": 1583,
        "excerpt": "et. When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of yourself. Once used, this property can't be used again for 1 hour."
      },
      {
        "document": 1585,
        "excerpt": "l of the gem's charges are expended, the gem becomes a nonmagical jewel worth 50 GP."
      },
      {
        "document": 1630,
        "excerpt": "om aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bea"
      },
      {
        "document": 1634,
        "excerpt": "nition, but only ammunition and Melee weapons that are nonmagical and deal Slashing or Piercing damage are affected. Applying the oil takes 1 minute, after which the oil"
      },
      {
        "document": 1666,
        "excerpt": "t be summoned again for 24 hours, and the ring becomes nonmagical if the djinni dies. Rings of Djinni Summoning are often created by the djinn they summon and given to m"
      },
      {
        "document": 1682,
        "excerpt": "the ring's charges as a Magic action to try to break a nonmagical object you can see within 60 feet of yourself that isn't being worn or carried. The ring makes a Strengt"
      },
      {
        "document": 1692,
        "excerpt": "bsorb spell energy and has no energy remaining becomes nonmagical."
      },
      {
        "document": 1702,
        "excerpt": "e stones in a pair is destroyed, the other one becomes nonmagical."
      },
      {
        "document": 1717,
        "excerpt": "he last charge, roll 1d20. On a 1, the staff becomes a nonmagical Quarterstaff."
      },
      {
        "document": 1721,
        "excerpt": ". On a 1, the staff loses its properties and becomes a nonmagical Quarterstaff."
      },
      {
        "document": 1733,
        "excerpt": "15 Strength saving throw or have the Prone condition. Nonmagical objects in the Cone that aren't being worn or carried take 3d8 Thunder damage. Earthquake. As a Magic a"
      },
      {
        "document": 1757,
        "excerpt": "king; if the fan fails to work, it tears into useless, nonmagical tatters."
      },
      {
        "document": 1810,
        "excerpt": "ng with a melee attack roll takes 4 (1d8) Acid damage. Nonmagical ammunition is destroyed immediately after hitting the pudding and dealing any damage. Any nonmagical wea"
      },
      {
        "document": 1855,
        "excerpt": "Earth Glide. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through."
      },
      {
        "document": 1912,
        "excerpt": "ut expending extra movement to do so. Corrosive Form. Nonmagical ammunition is destroyed immediately after hitting the ooze and dealing any damage. Any nonmagical weapon"
      },
      {
        "document": 2007,
        "excerpt": "ercing damage. Antennae. The rust monster targets one nonmagical metal object - armor or a weapon - worn or carried by a creature within 5 feet of itself. Dexterity Savi"
      },
      {
        "document": 2080,
        "excerpt": "Earth Glide. The xorn can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn't disturb the material it moves through. Trea"
      }
    ],
    "nonplayer": [
      {
        "document": 46,
        "excerpt": "tter a guard. The Game Master assumes the roles of any nonplayer characters who are participating. An NPC's attitude toward your character is Friendly, Indifferent, or"
      },
      {
        "document": 522,
        "excerpt": "Nonplayer Character"
      },
      {
        "document": 942,
        "excerpt": "Nonplayer character"
      }
    ],
    "nonsense": [
      {
        "document": 496,
        "excerpt": "nent is the chanting of esoteric words that sound like nonsense to the uninitiated. The words must be uttered in a normal speaking voice. The words themselves aren't th"
      }
    ],
    "nonsensical": [
      {
        "document": 1367,
        "excerpt": "s a bad dream. The GM might deem a modified memory too nonsensical to affect a creature. A Remove Curse or Greater Restoration spell cast on the target restores the creat"
      }
    ],
    "nonsolid": [
      {
        "document": 1605,
        "excerpt": "his effect means the creature can cross or stand above nonsolid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores Difficult Terrain"
      }
    ],
    "nor": [
      {
        "document": 32,
        "excerpt": "versa. In such a situation, you have neither Advantage nor Disadvantage."
      },
      {
        "document": 74,
        "excerpt": "you take your turn. Doing so uses neither your action nor your move. Extended communication, such as a detailed explanation of something or an attempt to persuad"
      },
      {
        "document": 264,
        "excerpt": "slots. However, you can't prepare any level 3 spells, nor can you prepare any level 2 Ranger spells. You can use the spell slots of those levels to cast the spell"
      },
      {
        "document": 676,
        "excerpt": "finishing a Long Rest neither restores lost Hit Points nor reduces the creature's Exhaustion level. Fighting the Contagion. Daily at dawn, an infected creature ma"
      },
      {
        "document": 783,
        "excerpt": "to the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the chosen point of origin, and no larger than 10 feet in any dimension. If"
      },
      {
        "document": 971,
        "excerpt": "'ve already cast a level 1+ spell on the current turn, nor can you cast a level 1+ spell on this turn after modifying a spell in this way. Seeking Spell Cost: 1"
      },
      {
        "document": 1168,
        "excerpt": "nd bad | | Indifference | Neither good nor bad | The spell doesn't account for circumstances, such as other spells, that might change the"
      },
      {
        "document": 1252,
        "excerpt": "effect below). A targeted object must be neither worn nor carried. If the target is an unwilling creature, it can make a Constitution saving throw. On a successfu"
      },
      {
        "document": 1278,
        "excerpt": "xample, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom. If you move more than 100 feet from the disk"
      },
      {
        "document": 1284,
        "excerpt": "magical effects can neither reduce the target's Speed nor cause the target to have the Paralyzed or Restrained conditions. The target also has a Swim Speed equal"
      },
      {
        "document": 1404,
        "excerpt": "amaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it. The sphere is weightless and just large en"
      },
      {
        "document": 1408,
        "excerpt": "pell can't revive a creature that has died of old age, nor does it restore any missing body parts."
      },
      {
        "document": 1463,
        "excerpt": "hifts into a creature (the object must be neither worn nor carried). The transformation lasts for the duration or until the target dies or is destroyed, but if you"
      },
      {
        "document": 1670,
        "excerpt": "addition, magic can neither reduce any of your Speeds nor cause you to have the Paralyzed or Restrained condition."
      },
      {
        "document": 1706,
        "excerpt": "amaged by attacks or effects originating from outside, nor can a creature inside the Emanation damage anything outside it. Once this property is used, it can't be"
      }
    ],
    "normal": [
      {
        "document": 67,
        "excerpt": "traveling outside combat, a group can move at a Fast, Normal, or Slow pace, as shown on the Travel Pace table. The table states how far the party can move in a perio"
      },
      {
        "document": 68,
        "excerpt": "ns, carriages, or other land vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the vessel, and they don't choose a trave"
      },
      {
        "document": 88,
        "excerpt": "a Longbow, have two ranges. The smaller number is the normal range, and the larger number is the long range. Your attack roll has Disadvantage when your target is be"
      },
      {
        "document": 99,
        "excerpt": "ater automatically misses a target beyond the weapon's normal range, and the attack roll has Disadvantage against a target within normal range."
      },
      {
        "document": 106,
        "excerpt": ", add them together, and add any relevant modifiers as normal. For example, if you score a Critical Hit with a Dagger, roll 2d4 for the damage rather than 1d4, and ad"
      },
      {
        "document": 123,
        "excerpt": "item's description notes otherwise. The spell uses its normal casting time, range, and duration, and the user of the item must concentrate if the spell requires Conce"
      },
      {
        "document": 264,
        "excerpt": "at a higher level, you can use the enhanced effect as normal. For example, if you are a level 4 Ranger / level 3 Sorcerer, you count as a level 5 character when det"
      },
      {
        "document": 283,
        "excerpt": "racter can be any age that isn’t beyond their species’ normal life span."
      },
      {
        "document": 328,
        "excerpt": "The range lists two numbers. The first is the weapon's normal range in feet, and the second is the weapon's long range. When attacking a target beyond normal range, y"
      },
      {
        "document": 344,
        "excerpt": ", you can read the scroll and cast the spell using its normal casting time and without providing any Material components. If the spell requires a saving throw or an"
      },
      {
        "document": 356,
        "excerpt": "n be purchased as barding. The cost is four times the normal cost, and it weighs twice as much."
      },
      {
        "document": 379,
        "excerpt": "ld that requires Attunement provides the benefits of a normal Shield if you aren't attuned to it, but none of its magical properties."
      },
      {
        "document": 387,
        "excerpt": "ou make the item, and you can use it or sell it at its normal price."
      },
      {
        "document": 496,
        "excerpt": "nse to the uninitiated. The words must be uttered in a normal speaking voice. The words themselves aren't the source of the spell's power; rather, the particular comb"
      },
      {
        "document": 514,
        "excerpt": "ing Time entry. Such a spell can be cast following the normal rules for spellcasting, or it can be cast as a Ritual. The Ritual version of a spell takes 10 minutes lo"
      },
      {
        "document": 517,
        "excerpt": ". If your Hit Point maximum was reduced, it returns to normal. Ability Scores Restored. If any of your ability scores were reduced, they return to normal. Exhaustio"
      },
      {
        "document": 535,
        "excerpt": "e the trigger. When you Ready a spell, you cast it as normal (expending any resources used to cast it) but hold its energy, which you release with your Reaction when"
      },
      {
        "document": 537,
        "excerpt": "ersion of a spell takes 10 minutes longer to cast than normal. It also doesn't expend a spell slot, which means the ritual version of a spell can't be cast at a highe"
      },
      {
        "document": 567,
        "excerpt": "erces through the following: Darkness. You can see in normal and magical Darkness. Invisibility. You see creatures and objects that have the Invisible condition. V"
      },
      {
        "document": 581,
        "excerpt": "Bright Light is normal illumination. See also “Playing the Game” (“Exploration”)."
      },
      {
        "document": 648,
        "excerpt": "the object. Range. If you throw the weapon, it has a normal range of 20 feet and a long range of 60 feet. Weapon Equivalents. If an improvised weapon resembles a S"
      },
      {
        "document": 669,
        "excerpt": "A group of characters can travel overland at a Normal, Fast, or Slow pace, as described in “Playing the Game.” During any journey stage, the predominant terra"
      },
      {
        "document": 676,
        "excerpt": "re has any Exhaustion levels, it regains only half the normal number of Hit Points from spending Hit Point Dice. Restlessness. While the creature has any Exhaustion"
      },
      {
        "document": 680,
        "excerpt": "ses the group's maximum pace by one step (from Slow to Normal or from Normal to Fast)."
      },
      {
        "document": 691,
        "excerpt": "any group member's Speed is reduced to half or less of normal."
      },
      {
        "document": 713,
        "excerpt": "se rules: Miles per hour = Speed ÷ 10 Miles per day (Normal pace) = Miles per hour × number of hours traveled (typically 8) Fast pace = Miles per day × 1½ (round d"
      },
      {
        "document": 739,
        "excerpt": "Push your body beyond normal limits"
      },
      {
        "document": 744,
        "excerpt": "Jump farther than normal, stay afloat in rough water, or break something."
      },
      {
        "document": 749,
        "excerpt": "Normal"
      },
      {
        "document": 783,
        "excerpt": "ble. Grass that’s already there grows to ten times its normal size and remains overgrown for 1 minute."
      },
      {
        "document": 816,
        "excerpt": "Normal starting equipment"
      },
      {
        "document": 961,
        "excerpt": "Normal"
      },
      {
        "document": 965,
        "excerpt": "ew form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it's practical for the new form to wear a piece of equipment based on the cr"
      },
      {
        "document": 966,
        "excerpt": "You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action. Once yo"
      },
      {
        "document": 967,
        "excerpt": "n. Martial Arts Die. You can roll 1d6 in place of the normal damage of your Unarmed Strike or Monk weapons. This die changes as you gain Monk levels, as shown in the"
      },
      {
        "document": 972,
        "excerpt": "on to deal Necrotic, Psychic, or Radiant damage or its normal damage type. Your bond with the weapon ends if you use this feature's Bonus Action again, if the weapon"
      },
      {
        "document": 982,
        "excerpt": "nd each time you hit with it, you cause it to deal its normal damage type or Radiant damage. The weapon also emits Bright Light in a 20-foot radius and Dim Light 20"
      },
      {
        "document": 984,
        "excerpt": "round of any combat. You take your first turn at your normal Initiative and your second turn at your Initiative minus 10."
      },
      {
        "document": 1153,
        "excerpt": "mage of the type in parentheses instead of dealing the normal damage for your Unarmed Strike, and you use your spellcasting ability modifier for the attack and damage"
      },
      {
        "document": 1186,
        "excerpt": "hen the spell ends, the creature's attitude returns to normal."
      },
      {
        "document": 1214,
        "excerpt": "the trench over the course of the next round until the normal water level is restored. Redirect Flow. You cause flowing water in the area to move in a direction you"
      },
      {
        "document": 1215,
        "excerpt": "When the spell ends, the weather gradually returns to normal. When you change the weather conditions, find a current condition on the following tables and change it"
      },
      {
        "document": 1252,
        "excerpt": "ing changes size with it. Any item it drops returns to normal size at once. A thrown weapon or piece of ammunition returns to normal size immediately after it hits or"
      },
      {
        "document": 1265,
        "excerpt": "amiliar can't attack, but it can take other actions as normal. Disappearance of the Familiar. When the familiar drops to 0 Hit Points, it disappears. It reappears af"
      },
      {
        "document": 1285,
        "excerpt": "ge of 40 feet) or hurl it with a sling (to the sling's normal range). It shatters on impact, with the same effect as a normal casting of the spell. You can also set t"
      },
      {
        "document": 1303,
        "excerpt": "while in the area. Darkness. Darkness fills the area. Normal light, as well as magical light created by spells of a level lower than this spell, can't illuminate the"
      },
      {
        "document": 1323,
        "excerpt": "designate when you cast the spell, the writing appears normal, seems to be written in your hand, and conveys whatever meaning you intended when you wrote the text. To"
      },
      {
        "document": 1379,
        "excerpt": "t below. Overgrowth. Choose a point within range. All normal plants in a 100-foot-radius Sphere centered on that point become thick and overgrown. A creature moving"
      },
      {
        "document": 1424,
        "excerpt": "k deals damage, it can be Force damage or the weapon's normal damage type (your choice). The spell ends early if you cast it again or if you let go of the weapon. C"
      },
      {
        "document": 1456,
        "excerpt": "g Voice. Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks. Fire Play. You ca"
      },
      {
        "document": 1458,
        "excerpt": "in a row, during which you can use actions and move as normal. This spell ends if one of the actions you use during this period, or any effects that you create durin"
      },
      {
        "document": 1463,
        "excerpt": "nt in this form after the spell ends and it returns to normal."
      },
      {
        "document": 1466,
        "excerpt": "deals damage, it can be Radiant damage or the weapon's normal damage type (your choice). Cantrip Upgrade. Whether you deal Radiant damage or the weapon's normal dama"
      },
      {
        "document": 1478,
        "excerpt": "l the spell ends. Affected creatures also retain their normal mode of respiration."
      },
      {
        "document": 1482,
        "excerpt": "ash action or a Magic action to begin reverting to its normal form. Reverting takes 1 minute, during which the target has the Stunned condition. Until the spell ends,"
      },
      {
        "document": 1502,
        "excerpt": "'re wearing it, any Critical Hit against you becomes a normal hit."
      },
      {
        "document": 1514,
        "excerpt": "this Shield. This bonus is in addition to the Shield's normal bonus to AC. Whenever an attacker makes a ranged attack roll against a target within 5 feet of you, you"
      },
      {
        "document": 1537,
        "excerpt": "ut its Fly Speed is halved if it carries more than its normal capacity."
      },
      {
        "document": 1541,
        "excerpt": "e DC 13). The web created by the spell fills twice its normal area. Once used, this property can't be used again until the next dawn."
      },
      {
        "document": 1568,
        "excerpt": "h this magic weapon. It has the Thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it de"
      },
      {
        "document": 1582,
        "excerpt": "the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat. Statistics for the Rowboa"
      },
      {
        "document": 1588,
        "excerpt": "ction to cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like - including color, style, and"
      },
      {
        "document": 1593,
        "excerpt": "on, hurling it as if it had the Thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the weapon unleashes a thunder-clap au"
      },
      {
        "document": 1596,
        "excerpt": "). On a successful check, you cast the spell using its normal casting time, and you can't use this property again until you finish a Short or Long Rest. On a failed c"
      },
      {
        "document": 1611,
        "excerpt": "the duration, the creature acts in accordance with its normal disposition and alignment. An Identify spell reveals if the flask contains a creature, but the only way"
      },
      {
        "document": 1626,
        "excerpt": "metal. Armor made of this substance can be worn under normal clothes. If the armor normally imposes Disadvantage on Dexterity (Stealth) checks or has a Strength requ"
      },
      {
        "document": 1664,
        "excerpt": "Form Only). This weapon has the Thrown property with a normal range of 30 feet and a long range of 120 feet. Immediately after you make a ranged attack with the weapo"
      },
      {
        "document": 1692,
        "excerpt": "in place of your slots but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a level 3 spell slot. A newly found rod typical"
      },
      {
        "document": 1694,
        "excerpt": "me button again, which causes the rod to revert to its normal form: Button 1. A fiery blade sprouts from the end opposite the rod's flanged head. The flames shed Bri"
      },
      {
        "document": 1704,
        "excerpt": "ed by the Shield's rarity, in addition to the Shield's normal bonus to AC."
      },
      {
        "document": 1706,
        "excerpt": "Armor Class. This bonus is in addition to the Shield's normal bonus to AC. The Shield has the following additional properties that you can use while holding it. For"
      },
      {
        "document": 1709,
        "excerpt": "g the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the sc"
      },
      {
        "document": 1721,
        "excerpt": "and using a Magic action, you return the staff to its normal form. Any creature in the tree falls when the tree reverts to a staff. Regaining Charges. The staff reg"
      },
      {
        "document": 1723,
        "excerpt": "s a magic Quarterstaff. On a hit, it deals damage as a normal Quarterstaff, and you can expend 1 charge to deal an extra 2d10 Necrotic damage to the target and force"
      },
      {
        "document": 1739,
        "excerpt": "This extra damage is of the same type as the weapon's normal damage."
      },
      {
        "document": 1841,
        "excerpt": "oned, the target's Hit Point maximum doesn't return to normal when finishing a Long Rest, and it repeats the save every 24 hours that elapse, ending the effect on its"
      },
      {
        "document": 1914,
        "excerpt": "s, requiring no Material components, using the spell's normal casting time, and using Intelligence as the spellcasting ability (spell save DC 11): Augury, Find Famili"
      },
      {
        "document": 1967,
        "excerpt": "in Hit Points, its Hit Point maximum doesn't return to normal when finishing a Long Rest, and its Hit Point maximum decreases by 10 (3d6) every 24 hours that elapse."
      },
      {
        "document": 1969,
        "excerpt": "s, requiring no Material components, using the spell's normal casting time, and using Intelligence as the spellcasting ability (spell save DC 14): Augury, Find Famili"
      },
      {
        "document": 1977,
        "excerpt": "nt maximum decreases by 5 (1d10) and doesn't return to normal until the Poisoned condition ends on the target. Success: The Poisoned condition ends. Tentacle. Melee"
      },
      {
        "document": 2014,
        "excerpt": "s, requiring no Material components, using the spell's normal casting time, and using Intelligence as the spellcasting ability (spell save DC 11): Augury, Find Famili"
      }
    ],
    "normally": [
      {
        "document": 19,
        "excerpt": "gas, or a spell trying to invade your mind. You don’t normally choose to make a save; you must make one because your character or a monster (if you’re the GM) is at ri"
      },
      {
        "document": 54,
        "excerpt": "w. Bright Light. Bright Light lets most creatures see normally. Even gloomy days provide Bright Light, as do torches, lanterns, fires, and other sources of illuminatio"
      },
      {
        "document": 133,
        "excerpt": "ate an item by the number of characters working on it. Normally, only one other character can assist you, but the GM might allow more assistants. Raw Materials. The co"
      },
      {
        "document": 317,
        "excerpt": "o fire it, regardless of the number of attacks you can normally make."
      },
      {
        "document": 385,
        "excerpt": "t wear more than one of certain magic items. You can't normally wear more than one pair of footwear, one pair of gloves or gauntlets, one pair of bracers, one suit of a"
      },
      {
        "document": 390,
        "excerpt": "ate an item by the number of characters working on it. Normally, only one other character can assist you, but the GM might allow more assistants."
      },
      {
        "document": 458,
        "excerpt": "llows you to hoist up to four times the weight you can normally lift."
      },
      {
        "document": 502,
        "excerpt": "t the spell, the slot is still expended. If the spell normally has no effect on a target that succeeds on a saving throw, the invalid target appears to have succeeded"
      },
      {
        "document": 540,
        "excerpt": "represents an attempt to avoid or resist a threat. You normally make a saving throw only when a rule requires you to do so, but you can decide to fail the save without"
      },
      {
        "document": 560,
        "excerpt": "n be used to swim without expending the extra movement normally associated with swimming. See also “Swimming” and “Speed.”"
      },
      {
        "document": 570,
        "excerpt": "You normally interact with an object while doing something else, such as when you draw a sword as part of the Attack"
      },
      {
        "document": 591,
        "excerpt": "vertical surface without expending the extra movement normally associated with climbing. See also “Climbing” and “Speed.”"
      },
      {
        "document": 725,
        "excerpt": "locations or defensive positions force characters who normally attack at range to move around. Mixed Monster Groups. When different types of monsters work together, t"
      },
      {
        "document": 747,
        "excerpt": "This is the lowest a score can normally go. If an effect reduces a score to 0, that effect explains what happens."
      },
      {
        "document": 756,
        "excerpt": ". The creature isn’t under your control and acts as it normally would, and it disappears after 1 hour or when it drops to 0 Hit Points. Roll 1d4 to determine the creatu"
      },
      {
        "document": 783,
        "excerpt": "ble. The creature isn’t under your control, acts as it normally would, and disappears after 1 hour or when it drops to 0 Hit Points. Roll 1d4 to determine which creatur"
      },
      {
        "document": 789,
        "excerpt": "Both potions work normally."
      },
      {
        "document": 820,
        "excerpt": "dice, each with a skull symbol on the side that would normally show six pips"
      },
      {
        "document": 962,
        "excerpt": "skills, you can make it as a Strength check even if it normally uses a different ability: Acrobatics, Intimidation, Perception, Stealth, or Survival. When you use this"
      },
      {
        "document": 971,
        "excerpt": "against the spell, and it takes no damage if it would normally take half damage on a successful save. Distant Spell Cost: 1 Sorcery Point When you cast a spell that"
      },
      {
        "document": 972,
        "excerpt": "l's Sight Prerequisite: Level 2+ Warlock You can see normally in Dim Light and Darkness - both magical and nonmagical - within 120 feet of yourself. Devouring Blade"
      },
      {
        "document": 978,
        "excerpt": "ainst the spell, and they take no damage if they would normally take half damage on a successful save."
      },
      {
        "document": 981,
        "excerpt": "When you would normally roll one or more dice to restore Hit Points to a creature with a spell or Channel Divinity, don't roll t"
      },
      {
        "document": 1212,
        "excerpt": "tingent spell takes effect only on you, even if it can normally target others. You can use only one Contingency spell at a time. If you cast this spell again, the effec"
      },
      {
        "document": 1486,
        "excerpt": "ll and can avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive yet must be truthful. ---"
      },
      {
        "document": 1605,
        "excerpt": "e or similar creature, they allow the creature to move normally while floating 4 inches above a surface. This effect means the creature can cross or stand above nonsoli"
      },
      {
        "document": 1626,
        "excerpt": "bstance can be worn under normal clothes. If the armor normally imposes Disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of"
      },
      {
        "document": 1628,
        "excerpt": "unement) While wearing this necklace, you can breathe normally in any environment, and you have Advantage on saving throws made to avoid or end the Poisoned condition."
      },
      {
        "document": 1642,
        "excerpt": "g throw. On a successful save, the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. On a failed save, the swarm is sway"
      },
      {
        "document": 1697,
        "excerpt": "creatures don't age while there, although time passes normally. Visitors can remain there for up to 200 days divided by the number of creatures present (round down)."
      },
      {
        "document": 1709,
        "excerpt": "on your spell list but of a higher level than you can normally cast, you make an ability check using your spellcasting ability to determine whether you cast the spell."
      },
      {
        "document": 1753,
        "excerpt": "nd have a save DC of 15. If a spell's maximum range is normally less than 120 feet, it becomes 120 feet when cast from the wand. If an effect has multiple possible subj"
      }
    ],
    "north": [
      {
        "document": 1203,
        "excerpt": "l its movement to move. Roll 1d4 for the direction: 1, north; 2, east; 3, south; or 4, west. | | 2–6 | The target doesn’t move or t"
      },
      {
        "document": 1454,
        "excerpt": "ast; 3, south; 4, southwest; 5, west; 6, northwest; 7, north; or 8, northeast. On Target. You and your group (or the target object) appear where you intended."
      },
      {
        "document": 1694,
        "excerpt": "s or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod"
      }
    ],
    "northeast": [
      {
        "document": 1454,
        "excerpt": "; 4, southwest; 5, west; 6, northwest; 7, north; or 8, northeast. On Target. You and your group (or the target object) appear where you intended."
      }
    ],
    "northwest": [
      {
        "document": 1233,
        "excerpt": "200 feet straight downward” or “300 feet upward to the northwest at a 45-degree angle.” You can also teleport one willing creature. The creature must be within 5 feet o"
      },
      {
        "document": 1454,
        "excerpt": "ast; 2, southeast; 3, south; 4, southwest; 5, west; 6, northwest; 7, north; or 8, northeast. On Target. You and your group (or the target object) appear where you inten"
      }
    ],
    "not": [
      {
        "document": 5,
        "excerpt": "nd a Hit Point maximum of 20, you regain 6 Hit Points, not 8."
      },
      {
        "document": 16,
        "excerpt": "oints when you already have 10, you can have 12 or 10, not 22."
      },
      {
        "document": 17,
        "excerpt": "They're Not Hit Points or Healing"
      },
      {
        "document": 33,
        "excerpt": "place the d20, you can reroll or replace only one die, not both. You choose which one. For example, if you have Heroic Inspiration (see the sidebar below) and rol"
      },
      {
        "document": 42,
        "excerpt": "ons Player characters and monsters can also do things not covered by these actions. Many class features and other abilities provide additional action options, and"
      },
      {
        "document": 77,
        "excerpt": "istance equal to your Speed or less. Or you can decide not to move. Your movement can include climbing, crawling, jumping, and swimming (each explained in “Rules"
      },
      {
        "document": 85,
        "excerpt": "et's location or targeting a creature you can hear but not see. If the target isn't in the location you targeted, you miss. When a creature can't see you, you hav"
      },
      {
        "document": 105,
        "excerpt": "alty to the damage, it's possible to deal 0 damage but not negative damage. When attacking with a weapon, you add your ability modifier - the same modifier used f"
      },
      {
        "document": 115,
        "excerpt": "of any rule that cares whether a weapon is magical or not."
      },
      {
        "document": 117,
        "excerpt": "cast at least one spell using its traits or features, not by using a magic item or the like. Items Made for Specific Creatures. Magic items that are meant to be"
      },
      {
        "document": 142,
        "excerpt": "s the save, ending the effect on a success. Whether or not the attempt to control its bearer succeeds, the item can't use this power again until the next dawn."
      },
      {
        "document": 156,
        "excerpt": "e it use Multiattack on any of its turns in which it's not using one of its more powerful abilities. Bonus Actions, Reactions, Legendary Actions. If the monster h"
      },
      {
        "document": 235,
        "excerpt": "eatures do the best they can, working within rules but not feeling bound by them. A kindly person who helps others according to their needs is probably Neutral Goo"
      },
      {
        "document": 240,
        "excerpt": "so like to note the modifier for saving throws they're not proficient in, which is just the relevant ability modifier. Skills. For skills you have proficiency in,"
      },
      {
        "document": 254,
        "excerpt": "hose classes to realize a character concept that might not be reflected in a single class."
      },
      {
        "document": 256,
        "excerpt": "o gain a level is based on your total character level, not your level in a particular class, as shown in the Character Advancement table in “Character Creation.” F"
      },
      {
        "document": 259,
        "excerpt": "ficiency Bonus is based on your total character level, not your level in a particular class, as shown in the Character Advancement table. For example, if you are a"
      },
      {
        "document": 264,
        "excerpt": ", the increase is based on your total character level, not your level in a particular class, unless the spell says otherwise. Spell Slots. You determine your avai"
      },
      {
        "document": 267,
        "excerpt": "y mechanical crab or spider that moves about when it's not being observed 98 A glass jar containing lard with a label that reads, \"Griffon Grease\" 99 A wooden bo"
      },
      {
        "document": 336,
        "excerpt": "ee “Malnutrition” in “Rules Glossary” for the risks of not eating."
      },
      {
        "document": 377,
        "excerpt": "Adventures hold the promise - but not a guarantee - of finding magic items. Hundreds of magic items are detailed in “Magic Items” later in thi"
      },
      {
        "document": 378,
        "excerpt": "est, you learn its properties and how to use them (but not any curse the item might bear). Sometimes a magic item carries a clue to its properties. The command wo"
      },
      {
        "document": 388,
        "excerpt": "certain items. The GM assigns required tools for items not listed there. You must use the required tool to make an item and have proficiency with that tool. Anyon"
      },
      {
        "document": 580,
        "excerpt": "Bludgeoning damage works well for smashing things but not for cutting. Paper or cloth objects might have Vulnerability to Fire damage. Damage Threshold. Big obje"
      },
      {
        "document": 737,
        "excerpt": "lower-level characters can't easily overcome, consider not adding that monster to an encounter for characters whose level is lower than the monster's Challenge Rat"
      },
      {
        "document": 756,
        "excerpt": "hooses the item, which disappears after 1 hour if it’s not consumed or destroyed before then."
      },
      {
        "document": 962,
        "excerpt": "Rage ends early if you have the Unconscious condition (not just the Incapacitated condition) or don Heavy armor."
      },
      {
        "document": 967,
        "excerpt": "cks feature against attacks that deal any damage type, not just Bludgeoning, Piercing, or Slashing."
      },
      {
        "document": 972,
        "excerpt": "ose name is on the page is reduced to 0 Hit Points but not killed outright, the creature magically drops to 1 Hit Point instead. Once this magic is triggered, no"
      },
      {
        "document": 993,
        "excerpt": "When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 Hit Point instead. Once you use this trait, you can't do so again unt"
      },
      {
        "document": 1212,
        "excerpt": "fter the trigger occurs for the first time, whether or not you want it to, and then Contingency ends. The contingent spell takes effect only on you, even if it ca"
      },
      {
        "document": 1213,
        "excerpt": "nsumes no fuel. The flame can be covered or hidden but not smothered or quenched."
      },
      {
        "document": 1268,
        "excerpt": "nkhole. This spell reveals that a trap is present but not its location. You do learn the general nature of the danger posed by a trap you sense."
      },
      {
        "document": 1354,
        "excerpt": "derstand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to any of the targets or their allies. For example, yo"
      },
      {
        "document": 1360,
        "excerpt": "ghts, or magically detect its location, and no spell - not even Wish - can gather information about the target, observe it remotely, or control its mind."
      },
      {
        "document": 1404,
        "excerpt": "ving throw or be enclosed for the duration. Nothing - not physical objects, energy, or other spell effects - can pass through the barrier, in or out, though a cre"
      },
      {
        "document": 1432,
        "excerpt": "turns, it can take either an action or a Bonus Action, not both, and it can make only one attack if it takes the Attack action. If it casts a spell with a Somatic"
      },
      {
        "document": 1447,
        "excerpt": "derstand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or its allies. For example, you could sa"
      },
      {
        "document": 1453,
        "excerpt": "communicate telepathically through the bond whether or not they share a language. The communication is possible over any distance, though it can't extend to other"
      },
      {
        "document": 1484,
        "excerpt": "nal roll. Reshape Reality. You may wish for something not included in any of the other effects. To do so, state your wish to the GM as precisely as possible. The"
      },
      {
        "document": 1513,
        "excerpt": "o of the three damage types associated with the armor (not the one to which it grants Resistance)."
      },
      {
        "document": 1517,
        "excerpt": "deep on the inside. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 5 pounds, regardless of its contents. Retrieving an"
      },
      {
        "document": 1594,
        "excerpt": "Each side pouch can hold up to 200 pounds of material, not exceeding a volume of 25 cubic feet. The central pouch can hold up to 500 pounds of material, not exceed"
      },
      {
        "document": 1625,
        "excerpt": "the other. Any creature within 10 feet of the gate and not behind Total Cover is sucked through it to a random location on the Astral Plane. The gate then closes."
      },
      {
        "document": 1627,
        "excerpt": "s a score of 5 or lower. Alternatively, you can choose not to adjust your ability scores, in which case this card has no effect. Comet. The next time you enter co"
      },
      {
        "document": 1644,
        "excerpt": "the other. Any creature within 10 feet of the gate and not behind Total Cover is sucked through it and deposited in a random location on the Astral Plane. The gate"
      },
      {
        "document": 1692,
        "excerpt": "d spell's effect is canceled, and the spell's energy - not the spell itself - is stored in the rod. The energy has the same level as the spell when it was cast. A"
      },
      {
        "document": 1706,
        "excerpt": ". When the Emanation appears, any creatures or objects not fully contained within it are pushed into the nearest unoccupied spaces outside it. The attack or area o"
      },
      {
        "document": 1742,
        "excerpt": "he nearest creature Hostile to you within 60 feet, but not its distance from you. The wand can sense the presence of Hostile creatures that are Invisible, ethereal"
      },
      {
        "document": 1757,
        "excerpt": "he next dawn, it has a cumulative 20 percent chance of not working; if the fan fails to work, it tears into useless, nonmagical tatters."
      },
      {
        "document": 1765,
        "excerpt": "n take either an action or a Bonus Action on its turn, not both. This effect lasts until the end of its next turn. Spellcasting. The dragon casts one of the follo"
      },
      {
        "document": 1777,
        "excerpt": "n take either an action or a Bonus Action on its turn, not both. This effect lasts until the end of its next turn. Spellcasting. The dragon casts one of the follo"
      },
      {
        "document": 1834,
        "excerpt": "n take either an action or a Bonus Action on its turn, not both. This effect lasts until the end of its next turn."
      },
      {
        "document": 1849,
        "excerpt": "n take either an action or a Bonus Action on its turn, not both, and it can't take Reactions."
      },
      {
        "document": 1936,
        "excerpt": "feet, and it can move or take one action on its turn, not both. Hit or Miss: The spear magically returns to the devil's hand immediately after a ranged attack. T"
      },
      {
        "document": 2085,
        "excerpt": "n take either an action or a Bonus Action on its turn, not both. This effect lasts until the end of its next turn."
      }
    ],
    "notation": [
      {
        "document": 170,
        "excerpt": "Attack Notation"
      },
      {
        "document": 171,
        "excerpt": "Saving Throw Effect Notation"
      },
      {
        "document": 173,
        "excerpt": "Damage Notation"
      },
      {
        "document": 179,
        "excerpt": "e most common ways that usage is limited: X/Day. This notation means the stat block part can be used a certain number of times (represented by X) and that a monster mu"
      },
      {
        "document": 554,
        "excerpt": "l Reactions, those are listed in this section. Attack Notation. The entry for a monster's attack starts by identifying whether the attack is a melee or a ranged attack"
      }
    ],
    "note": [
      {
        "document": 36,
        "excerpt": "an ability check for that action, and many other rules note when a skill is relevant. The GM has the ultimate say on whether a skill is relevant in a situation. If"
      },
      {
        "document": 234,
        "excerpt": "your character's alignment from the options below, and note it on your character sheet. The game assumes that player characters aren't of an evil alignment. Check"
      },
      {
        "document": 240,
        "excerpt": "Note these numbers on your character sheet. Saving Throws. For the saving throws you have proficiency in, ad"
      },
      {
        "document": 241,
        "excerpt": "Points by Class The character sheet includes room to note your current Hit Points when you take damage, as well as any Temporary Hit Points you might gain. There'"
      },
      {
        "document": 243,
        "excerpt": "s. Look at your class features table in \"Classes,\" and note the features you gain at your new level in that class. Make any choices offered by a new feature. 4: Ad"
      },
      {
        "document": 269,
        "excerpt": "Note Armor Training"
      },
      {
        "document": 271,
        "excerpt": "d in “Feats.” Write the feat on your character sheet. Note Proficiencies. Your background gives proficiency in two skills and with one tool. Record this informatio"
      },
      {
        "document": 272,
        "excerpt": "l down and look up the specifics in “Equipment” later. Note any coins you have left after purchasing your equipment."
      },
      {
        "document": 640,
        "excerpt": "k, you have the Invisible condition while hidden. Make note of your check's total, which is the DC for a creature to find you with a Wisdom (Perception) check. You"
      }
    ],
    "noted": [
      {
        "document": 40,
        "excerpt": "Some monsters also have saving throw proficiencies, as noted in their stat blocks. Each class gives proficiency in at least two saving throws, representing that cla"
      },
      {
        "document": 77,
        "excerpt": "rmined during character creation. A monster's Speed is noted in the monster's stat block. See “Rules Glossary” for more about Speed as well as about special speeds,"
      },
      {
        "document": 91,
        "excerpt": "ave melee attacks with a reach greater than 5 feet, as noted in their descriptions."
      },
      {
        "document": 160,
        "excerpt": "m, the monster can have Attunement with magic items as noted in “Equipment.” A monster with a class tag after its creature type is considered a member of that class"
      },
      {
        "document": 163,
        "excerpt": "and a language but can't communicate with it, which is noted in its entry. \"None\" indicates that a creature doesn't comprehend any language."
      },
      {
        "document": 166,
        "excerpt": "by a spell or another magical ability is worth the XP noted in its stat block. Experience Points by Challenge Rating"
      },
      {
        "document": 175,
        "excerpt": "k bonus (if any spells require an attack roll). Unless noted otherwise, a spell of level 1 or higher is always cast at its lowest possible level and can't be cast at"
      },
      {
        "document": 283,
        "excerpt": "most species live for about 80 years, with exceptions noted in the text about the species in “Character Origins.” Regardless of life span, members of all species re"
      },
      {
        "document": 302,
        "excerpt": "Category. A feat is a member of a category, which is noted in the feat. If you're instructed to choose a feat from a specific category, such as the Origin category"
      },
      {
        "document": 363,
        "excerpt": "le has a damage threshold (see “Rules Glossary”), it’s noted in the table."
      },
      {
        "document": 645,
        "excerpt": "Some creatures can hover, as noted in their stat blocks, and some spells and other effects grant the ability to hover. Hovering while flyin"
      },
      {
        "document": 714,
        "excerpt": "antly. If a trap resets after activating, that fact is noted in this entry. A trap is otherwise inert after activation. Use caution when introducing a trap to chara"
      },
      {
        "document": 772,
        "excerpt": "s, or Weaver’s Tools depending on the kind of armor as noted in the tools’ descriptions"
      },
      {
        "document": 971,
        "excerpt": "ic option on a spell when you cast it unless otherwise noted in one of those options. Whenever you gain a Sorcerer level, you can replace one of your Metamagic opti"
      }
    ],
    "notes": [
      {
        "document": 38,
        "excerpt": "The skills are shown on the Skills table, which notes example uses for each skill proficiency as well as the ability check the skill most often applies to."
      },
      {
        "document": 123,
        "excerpt": "d requires no components unless the item's description notes otherwise. The spell uses its normal casting time, range, and duration, and the user of the item must co"
      },
      {
        "document": 136,
        "excerpt": "armor from “Equipment.” Unless an armor’s description notes otherwise, the armor must be worn for its magic to function. Some suits of magic armor specify the type"
      },
      {
        "document": 145,
        "excerpt": "on a finger or a similar digit unless its description notes otherwise."
      },
      {
        "document": 146,
        "excerpt": "ical rod weighs 2 to 5 pounds. Unless its description notes otherwise, a rod can be used as an Arcane Focus."
      },
      {
        "document": 147,
        "excerpt": "roll and attempt to activate it unless its description notes otherwise."
      },
      {
        "document": 148,
        "excerpt": "ll as a walking stick or cane. Unless its description notes otherwise, a staff can be used as a nonmagical Quarterstaff and an Arcane Focus."
      },
      {
        "document": 149,
        "excerpt": "stone, or some other material. Unless its description notes otherwise, a wand can be used as an Arcane Focus."
      },
      {
        "document": 175,
        "excerpt": "nly the hag. Spell Components. The Spellcasting trait notes whether the monster's spellcasting ignores the need for certain spell components. If any spell component"
      },
      {
        "document": 266,
        "excerpt": "71 A fragment of a beautiful song, written as musical notes on two pieces of parchment 72 A silver teardrop earring containing a real teardrop"
      },
      {
        "document": 358,
        "excerpt": "ics for various types of large vehicles. The following notes apply."
      },
      {
        "document": 554,
        "excerpt": "argantuan. See also \"Size.\" Creature Type. This entry notes the family of beings a monster belongs to, along with any descriptive tags. See also “Creature Type.” A"
      },
      {
        "document": 963,
        "excerpt": "You can use musical notes or words of power to disrupt mind-influencing effects. If you or a creature within 30 feet of you fails"
      },
      {
        "document": 1333,
        "excerpt": "you chose isn't actually famous, you hear sad musical notes played on a trombone, and the spell fails."
      },
      {
        "document": 1386,
        "excerpt": "h as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. Fire Play. You instantaneously light or snuff out a candle, a torch, or a small campfi"
      }
    ],
    "nothing": [
      {
        "document": 75,
        "excerpt": "uck door or turn a crank to lower a drawbridge. Doing Nothing on Your Turn. You can forgo moving, taking an action, or doing anything at all on your turn. If you can'"
      },
      {
        "document": 502,
        "excerpt": "on someone or something that can't be affected by it, nothing happens to that target, but if you used a spell slot to cast the spell, the slot is still expended. If"
      },
      {
        "document": 520,
        "excerpt": "xhaustion level at the day's end. A creature that eats nothing for 5 days automatically gains 1 Exhaustion level at the end of the fifth day as well as an additional l"
      },
      {
        "document": 543,
        "excerpt": "-hour period of downtime, during which a creature does nothing more strenuous than reading, talking, eating, or standing watch. To start a Short Rest, you must have at"
      },
      {
        "document": 783,
        "excerpt": "Nothing happens at the chosen point of origin. Instead, you have the Stunned condition until the start of your n"
      },
      {
        "document": 1232,
        "excerpt": "n't know any languages and isn't telepathic, you learn nothing. As a Magic action on your next turn, you can try to probe deeper into the target's mind. If you probe"
      },
      {
        "document": 1234,
        "excerpt": "through the hat, and anyone who touches it would feel nothing. To discern that you are disguised, a creature must take the Study action to inspect your appearance an"
      },
      {
        "document": 1324,
        "excerpt": "force that is just large enough to contain the target. Nothing can pass into or out of the globe. Chaining. Chains firmly rooted in the ground hold the target in plac"
      },
      {
        "document": 1356,
        "excerpt": "e for the duration. You must touch the stone to do so. Nothing of your presence remains visible or otherwise detectable by nonmagical senses. While merged with the st"
      },
      {
        "document": 1389,
        "excerpt": "in the area can't be targeted by Divination spells. - Nothing can teleport into or out of the warded area. - Planar travel is blocked within the warded area. Casting"
      },
      {
        "document": 1390,
        "excerpt": "tion. While there, the flame emits no heat and ignites nothing, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The spell ends i"
      },
      {
        "document": 1404,
        "excerpt": "xterity saving throw or be enclosed for the duration. Nothing - not physical objects, energy, or other spell effects - can pass through the barrier, in or out, though"
      },
      {
        "document": 1473,
        "excerpt": "shed to one side of the wall (you choose which side). Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by Dispel Magic."
      },
      {
        "document": 1484,
        "excerpt": "or each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 perce"
      },
      {
        "document": 1561,
        "excerpt": "takes damage from a +3 Weapon or a Disintegrate spell. Nothing else can harm it."
      },
      {
        "document": 1627,
        "excerpt": "ity of this NPC until they or someone else reveals it. Nothing less than a Wish spell or divine intervention can end the NPC's hostility toward you. Ruin. All forms o"
      },
      {
        "document": 1644,
        "excerpt": "space. No matter what's in it, the hole weighs next to nothing. If the hole is folded up, a creature within the hole's extradimensional space can take an action to ma"
      },
      {
        "document": 1694,
        "excerpt": "ains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also give"
      },
      {
        "document": 1706,
        "excerpt": "as long as you maintain Concentration, up to 1 minute. Nothing can pass into or out of the Emanation. A creature or object inside the Emanation can't be damaged by att"
      },
      {
        "document": 1902,
        "excerpt": "it does during the current turn: 1-4. The target does nothing. 5–6. The target takes no action or Bonus Action and uses all its movement to move in a random directio"
      }
    ],
    "notice": [
      {
        "document": 51,
        "excerpt": "with a Ladder, perceive things they wouldn't otherwise notice with a Torch or another light source, bypass locked doors and containers with Thieves' Tools, and create"
      },
      {
        "document": 373,
        "excerpt": "ight have a staff that supports your lifestyle. Others notice your wealth and might encourage you to share it, either legally or otherwise."
      },
      {
        "document": 739,
        "excerpt": "Notice things in the environment or in creatures’ behavior"
      },
      {
        "document": 744,
        "excerpt": "Using a combination of senses, notice something that’s easy to miss."
      },
      {
        "document": 1293,
        "excerpt": "isdom (Perception) check against your spell save DC to notice. When you inscribe the glyph, you set its trigger and choose whether it's an explosive rune or a spell"
      },
      {
        "document": 1304,
        "excerpt": "nchanged, so creatures entering the area are likely to notice the illusion. If the difference isn't obvious by touch, a creature examining the illusion can take the S"
      },
      {
        "document": 1451,
        "excerpt": "isdom (Perception) check against your spell save DC to notice. When you inscribe the glyph, you set its trigger and choose which effect the symbol bears: Death, Disc"
      },
      {
        "document": 1869,
        "excerpt": "e must succeed on a DC 15 Wisdom (Perception) check to notice the cube if the creature hasn't witnessed the cube move or otherwise act."
      }
    ],
    "notices": [
      {
        "document": 240,
        "excerpt": "ometimes your GM will determine whether your character notices something without asking you to make a Wisdom (Perception) check; the GM uses your Passive Perception in"
      },
      {
        "document": 527,
        "excerpt": "GM uses this score when determining whether a creature notices something without consciously making a Wisdom (Perception) check. A creature's Passive Perception equal"
      }
    ],
    "noticing": [
      {
        "document": 52,
        "excerpt": "Some adventuring tasks - such as noticing danger, hitting an enemy, and targeting certain spells - are affected by sight, so effects that obscure"
      }
    ],
    "notoriety": [
      {
        "document": 787,
        "excerpt": "he greatest magic item in the world by winning fame or notoriety for its user."
      }
    ],
    "nourishing": [
      {
        "document": 1217,
        "excerpt": "of malnutrition and dehydration. The food is bland but nourishing and looks like a food of your choice, and the water is clean. The food spoils after 24 hours if uneaten."
      }
    ],
    "nourishment": [
      {
        "document": 1294,
        "excerpt": "ry restores 1 Hit Point, and the berry provides enough nourishment to sustain a creature for one day. Uneaten berries disappear when the spell ends."
      },
      {
        "document": 1520,
        "excerpt": "Bead of Nourishment"
      }
    ],
    "now": [
      {
        "document": 9,
        "excerpt": "es Glossary”) until you regain any Hit Points, and you now face making Death Saving Throws (see below)."
      },
      {
        "document": 10,
        "excerpt": "tied to an ability score. You're in the hands of fate now. Three Successes/Failures. Roll 1d20. If the roll is 10 or higher, you succeed. Otherwise, you fail. A"
      },
      {
        "document": 227,
        "excerpt": "elements of your past inspire you to go on adventures now?"
      },
      {
        "document": 238,
        "excerpt": "Now fill in the rest of your character sheet."
      },
      {
        "document": 246,
        "excerpt": "ty to make multiple attacks in a round. The characters now face dangers that threaten cities and kingdoms."
      },
      {
        "document": 272,
        "excerpt": "sheet. Equipment is described in “Equipment,” but for now you can just write it all down and look up the specifics in “Equipment” later. Note any coins you have l"
      },
      {
        "document": 962,
        "excerpt": "ew ways to attack furiously. The following effects are now among your Brutal Strike options. Staggering Blow. The target has Disadvantage on the next saving throw"
      },
      {
        "document": 963,
        "excerpt": "You now regain all your expended uses of Bardic Inspiration when you finish a Short or Long Rest. In addition,"
      },
      {
        "document": 967,
        "excerpt": "You can now use your Deflect Attacks feature against attacks that deal any damage type, not just Bludgeoning, Pierci"
      },
      {
        "document": 968,
        "excerpt": "Your strikes now carry supernatural power. When you hit a target with an attack roll using a Melee weapon or an Unarmed S"
      },
      {
        "document": 969,
        "excerpt": "Primal forces now help fuel you on your journeys, granting you the following benefits. Temporary Hit Points. As a Magic a"
      },
      {
        "document": 970,
        "excerpt": "your Sneak Attack deviously. The following effects are now among your Cunning Strike options. Daze (Cost: 2d6). The target must succeed on a Constitution saving t"
      },
      {
        "document": 972,
        "excerpt": "usually contacted your patron through intermediaries. Now you can communicate directly; you always have the Contact Other Plane spell prepared. With this feature,"
      },
      {
        "document": 974,
        "excerpt": "Your attack rolls with weapons and Unarmed Strikes can now score a Critical Hit on a roll of 18–20 on the d20."
      },
      {
        "document": 982,
        "excerpt": "Your magical smite now radiates protective energy. Whenever you cast Divine Smite, you and your allies have Half Cover while in"
      },
      {
        "document": 1232,
        "excerpt": "ion. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing. As a Magic action on"
      },
      {
        "document": 1354,
        "excerpt": "there harvest crops until sunset.” Or you could say, “Now is not the time for violence. Drop your weapons, and dance! Stop in an hour.” Each target must succeed"
      },
      {
        "document": 1871,
        "excerpt": "ted condition and loses control of its body. The ghost now controls the body, but the target retains awareness. The ghost can't be targeted by any attack, spell, o"
      }
    ],
    "nowhere": [
      {
        "document": 61,
        "excerpt": "ls, or both. If you describe your character searching nowhere near a hidden object, a Wisdom (Perception) check won't reveal the object, no matter the check's total."
      },
      {
        "document": 1263,
        "excerpt": "the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn't have line of sight to you, the creatu"
      },
      {
        "document": 1617,
        "excerpt": "from an effect that prevents it from moving. If it has nowhere it can move, the creature can take the Dodge action. At the end of each of its turns, a creature repeats"
      }
    ],
    "noxious": [
      {
        "document": 1767,
        "excerpt": "es Spellcasting to cast Mind Spike (level 3 version). Noxious Miasma. Constitution Saving Throw: DC 17, each creature in a 20-foot-radius Sphere centered on a point t"
      },
      {
        "document": 1779,
        "excerpt": "es Spellcasting to cast Mind Spike (level 5 version). Noxious Miasma. Constitution Saving Throw: DC 21, each creature in a 30-foot-radius Sphere centered on a point t"
      }
    ],
    "npc": [
      {
        "document": 47,
        "excerpt": "character's actions and attitudes to determine how an NPC reacts. A cowardly bandit might buckle under threats of imprisonment. A stubborn merchant refuses to hel"
      },
      {
        "document": 49,
        "excerpt": "iencies when thinking of how you will interact with an NPC; use an approach that relies on your group's skill proficiencies. For example, if the group needs to tri"
      },
      {
        "document": 135,
        "excerpt": "create the item's persona much as you would create an NPC, with these exceptions."
      },
      {
        "document": 521,
        "excerpt": "f the creature is benevolent. See also “Creature” and “NPC.”"
      },
      {
        "document": 522,
        "excerpt": "A nonplayer character (NPC) is a monster that has a personal name and a distinct personality. See also \"Monster.\""
      },
      {
        "document": 942,
        "excerpt": "NPC"
      },
      {
        "document": 1627,
        "excerpt": "k with your GM to create a name and backstory for this NPC. The GM can use a different stat block to represent the knight, as desired. Moon. You gain the ability"
      }
    ],
    "npc's": [
      {
        "document": 46,
        "excerpt": "of any nonplayer characters who are participating. An NPC's attitude toward your character is Friendly, Indifferent, or Hostile, as defined in “Rules Glossary.” Fri"
      },
      {
        "document": 47,
        "excerpt": "ve approach or a descriptive approach. The GM uses an NPC's personality and your character's actions and attitudes to determine how an NPC reacts. A cowardly bandi"
      },
      {
        "document": 49,
        "excerpt": "ial interaction. Your roleplaying efforts can alter an NPC's attitude, but there might still be an element of chance if the GM wants dice to play a role in determini"
      },
      {
        "document": 1627,
        "excerpt": "s than a Wish spell or divine intervention can end the NPC's hostility toward you. Ruin. All forms of wealth that you carry or own, other than magic items, are lost"
      }
    ],
    "npcs": [
      {
        "document": 46,
        "excerpt": ", or Hostile, as defined in “Rules Glossary.” Friendly NPCs are predisposed to help, and Hostile ones are inclined to hinder. Social interactions progress in two w"
      },
      {
        "document": 47,
        "excerpt": "e that information to influence the NPC. If you offer NPCs something they want or play on their sympathies, fears, or goals, you can form friendships, ward off vio"
      }
    ],
    "nuisance": [
      {
        "document": 714,
        "excerpt": "name: Severity and Levels. A trap is designated as a nuisance or as deadly for characters of certain levels. A nuisance trap is unlikely to seriously harm characters"
      },
      {
        "document": 717,
        "excerpt": "Nuisance Trap (Levels 1–4) Trigger: A creature crosses a trip wire Duration: Instantaneous A falling net trap"
      },
      {
        "document": 719,
        "excerpt": "Nuisance Trap (Levels 1–4) Trigger: A creature moves onto the pit's lid Duration: Instantaneous This 10-foot-de"
      },
      {
        "document": 721,
        "excerpt": "Nuisance Trap (Levels 1–4) Trigger: A creature opens the trap's lock improperly or fails to disarm the trap Dur"
      },
      {
        "document": 722,
        "excerpt": "Deadly Trap (Levels 11–16) or Nuisance Trap (Levels 17–20) Trigger: A creature moves onto a pressure plate Duration: Until the stone stops rol"
      }
    ],
    "nullify": [
      {
        "document": 1160,
        "excerpt": "uras created by different Antimagic Field spells don't nullify each other."
      }
    ],
    "number": [
      {
        "document": 10,
        "excerpt": "p track of both until you collect three of a kind. The number of both is reset to zero when you regain any Hit Points or become Stable. Rolling a 1 or 20. When you r"
      },
      {
        "document": 35,
        "excerpt": "ficiency Bonus can't be added to a die roll or another number more than once. For example, if a rule allows you to make a Charisma (Deception or Persuasion) check, yo"
      },
      {
        "document": 62,
        "excerpt": "you try to haul an unusually heavy object or a massive number of lighter objects, the GM might require you to abide by the rules for carrying capacity in \"Rules Gloss"
      },
      {
        "document": 81,
        "excerpt": "Whenever you divide or multiply a number in the game, round down if you end up with a fraction, even if the fraction is one-half or greater. Some"
      },
      {
        "document": 88,
        "excerpt": "hose made with a Longbow, have two ranges. The smaller number is the normal range, and the larger number is the long range. Your attack roll has Disadvantage when you"
      },
      {
        "document": 92,
        "excerpt": "Playing the Game\"), you roll two d20s, but you use the number from only one of them - the higher one if you have Advantage or the lower one if you have Disadvantage."
      },
      {
        "document": 102,
        "excerpt": "more difficult to kill. Your Hit Point maximum is the number of Hit Points you have when uninjured. Your current Hit Points can be any number from that maximum down"
      },
      {
        "document": 124,
        "excerpt": "hat must be expended to activate their properties. The number of charges an item has remaining is revealed when the Identify spell is cast on it. A creature attuned t"
      },
      {
        "document": 133,
        "excerpt": "time. Divide the time needed to create an item by the number of characters working on it. Normally, only one other character can assist you, but the GM might allow m"
      },
      {
        "document": 151,
        "excerpt": "A monster's Hit Points are presented as a number followed by parentheses, where the monster's Hit Point Dice are provided, along with any contribution fr"
      },
      {
        "document": 156,
        "excerpt": "l ability that deals a lot of damage but has a limited number of uses, such as a recharging breath weapon or a spell it can cast only once per day, have it use that s"
      },
      {
        "document": 166,
        "excerpt": "The number of Experience Points (XP) a monster is worth is based on its CR, as detailed in the Experience Points by"
      },
      {
        "document": 173,
        "excerpt": "A stat block usually provides both a number and a die expression for each instance of damage. For example, an attack might deal 4 (1d4 + 2) damage o"
      },
      {
        "document": 178,
        "excerpt": "ise unable to take actions. The monster has a limited number of Legendary Action uses, and that number is specified in the stat block. The monster expends one use wh"
      },
      {
        "document": 179,
        "excerpt": "Some parts of a stat block have restrictions on the number of times they can be used. Here are the most common ways that usage is limited: X/Day. This notation me"
      },
      {
        "document": 185,
        "excerpt": "modifiers, such as Proficiency Bonus, applied to that number. If you don't want to roll a monster's Initiative, use the Initiative score as the monster's Initiative"
      },
      {
        "document": 241,
        "excerpt": "act Magic feature, your class features table shows the number of spell slots you have available, how many cantrips you know, and how many spells you can prepare. Choo"
      },
      {
        "document": 242,
        "excerpt": "of that level. When your XP total equals or exceeds a number in the Experience Points column, you reach the corresponding level. Character Advancement"
      },
      {
        "document": 243,
        "excerpt": "lity modifier also changes if the new score is an even number. When that happens, adjust all the numbers on your character sheet that use that ability modifier. When"
      },
      {
        "document": 271,
        "excerpt": "Game”), which is +2 for a level 1 character. Note this number on your character sheet. You’ll fill in other numbers connected to these proficiencies in step 5."
      },
      {
        "document": 317,
        "excerpt": "us Action, or a Reaction to fire it, regardless of the number of attacks you can normally make."
      },
      {
        "document": 360,
        "excerpt": "elings” later in “Equipment”) to function. The minimum number of skilled hirelings needed to crew a ship depends on the type of ship, as shown in the table."
      },
      {
        "document": 362,
        "excerpt": "The table lists the number of Small and Medium passengers the ship can accommodate using hammocks. A ship outfitted with private ac"
      },
      {
        "document": 390,
        "excerpt": "time. Divide the time needed to create an item by the number of characters working on it. Normally, only one other character can assist you, but the GM might allow m"
      },
      {
        "document": 508,
        "excerpt": "feature specifies when you can change the list and the number of spells you can change, as summarized in the Spell Preparation by Class table. Spell Preparation by C"
      },
      {
        "document": 509,
        "excerpt": "hat you always have prepared doesn't count against the number of spells on that list."
      },
      {
        "document": 513,
        "excerpt": "ng is taxing, so a spellcaster can cast only a limited number of level 1+ spells before resting. Spell slots are the main way a spellcaster's magical potential is rep"
      },
      {
        "document": 514,
        "excerpt": "er way, such as being able to cast the spell a limited number of times per day. Magic Items. Spell Scrolls and some other magic items contain spells that can be cast"
      },
      {
        "document": 528,
        "excerpt": "If a rule says you can use something a certain number of times per day, that means you must finish a Long Rest to use it again after you run out of uses."
      },
      {
        "document": 534,
        "excerpt": "An Armor Class (AC) is the target number for an attack roll. AC represents how difficult it is to hit a target. Your base AC calculation is 10 p"
      },
      {
        "document": 538,
        "excerpt": "Whenever you divide or multiply a number in the game, round down if you end up with a fraction, even if the fraction is one-half or greater. Some"
      },
      {
        "document": 554,
        "excerpt": "Notation. A stat block usually provides both a static number and a die expression for each instance of damage. For example, an attack might deal 4 (1d4 + 2) damage o"
      },
      {
        "document": 557,
        "excerpt": "A creature can hold its breath for a number of minutes equal to 1 plus its Constitution modifier (minimum of 30 seconds) before suffocation begins."
      },
      {
        "document": 587,
        "excerpt": "likely poses little threat. But circumstances and the number of player characters can significantly alter how threatening a monster is in actual play. \"Gameplay Tool"
      },
      {
        "document": 592,
        "excerpt": "ls 10 or half the damage taken (round down), whichever number is higher, up to a maximum DC of 30. Incapacitated or Dead. Your Concentration ends if you have the Inc"
      },
      {
        "document": 617,
        "excerpt": "A Difficulty Class (DC) is the target number for an ability check or a saving throw. See also “Playing the Game” (“D20 Tests”)."
      },
      {
        "document": 641,
        "excerpt": "When you make a High Jump, you leap into the air a number of feet equal to 3 plus your Strength modifier (minimum of 0 feet) if you move at least 10 feet on foot"
      },
      {
        "document": 657,
        "excerpt": "When you make a Long Jump, you leap horizontally a number of feet up to your Strength score if you move at least 10 feet immediately before the jump. When you ma"
      },
      {
        "document": 676,
        "excerpt": "any Exhaustion levels, it regains only half the normal number of Hit Points from spending Hit Point Dice. Restlessness. While the creature has any Exhaustion levels,"
      },
      {
        "document": 682,
        "excerpt": "A creature can be immersed in frigid water for a number of minutes equal to its Constitution score before suffering any ill effects. Each additional minute spen"
      },
      {
        "document": 713,
        "excerpt": "d ÷ 10 Miles per day (Normal pace) = Miles per hour × number of hours traveled (typically 8) Fast pace = Miles per day × 1½ (round down) Slow pace = Miles per day"
      },
      {
        "document": 728,
        "excerpt": "el with the desired encounter difficulty. Multiply the number in the table by the number of characters in the party to get your XP budget for the encounter. XP Budge"
      },
      {
        "document": 734,
        "excerpt": "Number of Stat Blocks"
      },
      {
        "document": 769,
        "excerpt": "Number of Spheres"
      },
      {
        "document": 937,
        "excerpt": "Number of Spells"
      },
      {
        "document": 962,
        "excerpt": "en't wearing Heavy armor. You can enter your Rage the number of times shown for your Barbarian level in the Rages column of the Barbarian Features table. You regain"
      },
      {
        "document": 963,
        "excerpt": "eature can roll the Bardic Inspiration die and add the number rolled to the d20, potentially turning the failure into a success. A Bardic Inspiration die is expended"
      },
      {
        "document": 964,
        "excerpt": "uiding Bolt, and Shield of Faith are recommended. The number of spells on your list increases as you gain Cleric levels, as shown in the Prepared Spells column of th"
      },
      {
        "document": 965,
        "excerpt": "ds, Faerie Fire, and Thunderwave are recommended. The number of spells on your list increases as you gain Druid levels, as shown in the Prepared Spells column of the"
      },
      {
        "document": 966,
        "excerpt": "r than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use o"
      },
      {
        "document": 967,
        "excerpt": "sented by Focus Points. Your Monk level determines the number of points you have, as shown in the Focus Points column of the Monk Features table. You can expend thes"
      },
      {
        "document": 968,
        "excerpt": "h a Long Rest. With that pool, you can restore a total number of Hit Points equal to five times your Paladin level. As a Bonus Action, you can touch a creature (whic"
      },
      {
        "document": 969,
        "excerpt": "Cure Wounds and Ensnaring Strike are recommended. The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of th"
      },
      {
        "document": 970,
        "excerpt": "rike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the"
      },
      {
        "document": 971,
        "excerpt": ". Burning Hands and Detect Magic are recommended. The number of spells on your list increases as you gain Sorcerer levels, as shown in the Prepared Spells column of"
      },
      {
        "document": 972,
        "excerpt": "ock spells. Charm Person and Hex are recommended. The number of spells on your list increases as you gain Warlock levels, as shown in the Prepared Spells column of t"
      },
      {
        "document": 973,
        "excerpt": "ust be of a level for which you have spell slots. The number of spells on your list increases as you gain Wizard levels, as shown in the Prepared Spells column of th"
      },
      {
        "document": 976,
        "excerpt": "on; roll your Bardic Inspiration die, and subtract the number rolled from the creature's roll, reducing the damage or potentially turning the success into a failure."
      },
      {
        "document": 978,
        "excerpt": "cts other creatures that you can see, you can choose a number of them equal to 1 plus the spell's level. The chosen creatures automatically succeed on their saving th"
      },
      {
        "document": 979,
        "excerpt": "the roll's effects occur. You can use this feature a number of times equal to your Charisma modifier (minimum of once), but you can use it no more than once per rol"
      },
      {
        "document": 981,
        "excerpt": "el Divinity to evoke healing energy that can restore a number of Hit Points equal to five times your Cleric level. Choose Bloodied creatures within 30 feet of yoursel"
      },
      {
        "document": 983,
        "excerpt": "th-based attack. To determine the extra damage, roll a number of d6s equal to your Rage Damage bonus, and add them together. The damage has the same type as the weapo"
      },
      {
        "document": 985,
        "excerpt": "tion, you can roll your Martial Arts die. You regain a number of Hit Points equal to the number rolled plus your Wisdom modifier (minimum of 1 Hit Point regained). Y"
      },
      {
        "document": 986,
        "excerpt": "d10), and 17 (4d10). You can use this Breath Weapon a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest."
      },
      {
        "document": 987,
        "excerpt": "be natural or worked. You can use this Bonus Action a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest."
      },
      {
        "document": 989,
        "excerpt": "spell prepared. You can cast it without a spell slot a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest."
      },
      {
        "document": 990,
        "excerpt": "n from your ancestry; you can use the chosen benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest:"
      },
      {
        "document": 993,
        "excerpt": "h action as a Bonus Action. When you do so, you gain a number of Temporary Hit Points equal to your Proficiency Bonus. You can use this trait a number of times equal"
      },
      {
        "document": 1006,
        "excerpt": "a spell with a level 1–4 spell slot, roll 1d4. If the number you roll is the same as the slot's level, the slot isn't expended."
      },
      {
        "document": 1156,
        "excerpt": "0 feet Components: V, S Duration: 24 hours Choose any number of willing creatures that you can see within range. Each target shape-shifts into a Large or smaller Bea"
      },
      {
        "document": 1158,
        "excerpt": "to 1 minute Objects animate at your command. Choose a number of nonmagical objects within range that aren't being worn or carried, aren't fixed to a surface, and are"
      },
      {
        "document": 1163,
        "excerpt": "row, or the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target, remainin"
      },
      {
        "document": 1174,
        "excerpt": "S Duration: Concentration, up to 1 minute Choose any number of creatures within range. For the duration, each target has Advantage on Wisdom saving throws and Death"
      },
      {
        "document": 1191,
        "excerpt": "s 3d8 damage of the chosen type. If you roll the same number on two or more of the d8s, the orb leaps to a different target of your choice within 30 feet of the tar"
      },
      {
        "document": 1221,
        "excerpt": "uration: Instantaneous A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. Th"
      },
      {
        "document": 1256,
        "excerpt": "ccupied space and take Force damage equal to twice the number of feet you are moved. This spell ends instantly if you cast it while you are on the Ethereal Plane or"
      },
      {
        "document": 1266,
        "excerpt": "pell level HP 5 + 10 per spell level (the steed has a number of Hit Dice [d10s] equal to the spell's level) Speed 60 ft., Fly 60 ft. (requires level 4+ spell) | STR"
      },
      {
        "document": 1290,
        "excerpt": "ility check. Actions Multiattack. The insect makes a number of attacks equal to half this spell's level (round down). Poison Jab. Melee Attack Roll: Bonus equals y"
      },
      {
        "document": 1291,
        "excerpt": "s, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling"
      },
      {
        "document": 1311,
        "excerpt": "maximum also increases by 2d10, and it gains the same number of Hit Points."
      },
      {
        "document": 1352,
        "excerpt": "up to 700 Hit Points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell also have the Blinded, Deafen"
      },
      {
        "document": 1381,
        "excerpt": "for a sample of Beast stat blocks. The target gains a number of Temporary Hit Points equal to the Hit Points of the Beast form. These Temporary Hit Points vanish if"
      },
      {
        "document": 1420,
        "excerpt": "uct or an Undead. When you cast the spell, you gain a number of Temporary Hit Points equal to the Hit Points of the first form into which you shape-shift. These Temp"
      },
      {
        "document": 1433,
        "excerpt": "t to the damage. When you cast this spell, the maximum number of these d8s you can add to the spell's damage equals your spellcasting ability modifier. Cantrip Upgra"
      },
      {
        "document": 1448,
        "excerpt": "spell ends. Actions Multiattack. The spirit makes a number of Rend attacks equal to half the spell's level (round down), and it uses Breath Weapon. Rend. Melee At"
      },
      {
        "document": 1463,
        "excerpt": "Dice, alignment, and personality. The target gains a number of Temporary Hit Points equal to the Hit Points of the new form. These Temporary Hit Points vanish if an"
      },
      {
        "document": 1490,
        "excerpt": "tion level. Speed Reduced. Your Speed is reduced by a number of feet equal to 5 times your Exhaustion level. Removing Exhaustion Levels. Finishing a Long Rest remov"
      },
      {
        "document": 1509,
        "excerpt": "s enough air for 10 hours of breathing, divided by the number of breathing creatures inside. The apparatus floats on water. It can also go underwater to a depth of 9"
      },
      {
        "document": 1517,
        "excerpt": "enough air for 10 minutes of breathing, divided by the number of breathing creatures inside. Placing a Bag of Holding inside an extradimensional space created by a H"
      },
      {
        "document": 1552,
        "excerpt": "ng on it. You can press one of those faces, expend the number of charges required for it, and thereby cast the spell associated with it (save DC 17), as shown in the"
      },
      {
        "document": 1594,
        "excerpt": "enough air for 10 minutes of breathing, divided by the number of breathing creatures inside. Placing the haversack inside an extradimensional space created by a Bag"
      },
      {
        "document": 1598,
        "excerpt": "e struck by a beam, taking Radiant damage equal to the number of gems in the helm."
      },
      {
        "document": 1609,
        "excerpt": "h it. As a Utilize action, you can seize and stow any number of Ioun Stones orbiting your head. If your Attunement to an Ioun Stone ends while it's orbiting your hea"
      },
      {
        "document": 1623,
        "excerpt": "rush and expending 1 pot of pigment, you can paint any number of three-dimensional objects and terrain features (such as walls, doors, trees, flowers, weapons, webs,"
      },
      {
        "document": 1625,
        "excerpt": "reature trapped in it or call out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirror's surface. You and"
      },
      {
        "document": 1627,
        "excerpt": "Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have thirteen cards, but some have tw"
      },
      {
        "document": 1639,
        "excerpt": "roll a Hit Point Die to regain Hit Points, double the number of Hit Points it restores."
      },
      {
        "document": 1644,
        "excerpt": "lds enough air for 1 hour of breathing, divided by the number of breathing creatures inside. Placing a Portable Hole inside an extradimensional space created by a Ba"
      },
      {
        "document": 1661,
        "excerpt": "on you. For the next 24 hours, you regain the maximum number of Hit Points for any Hit Point Die you spend. This potion's crimson liquid regularly pulses with dull"
      },
      {
        "document": 1663,
        "excerpt": "You regain Hit Points when you drink this potion. The number of Hit Points depends on the potion's rarity, as shown in the table below. Whatever its potency, the po"
      },
      {
        "document": 1677,
        "excerpt": "save, the creature takes Lightning damage based on the number of spheres you created, as shown in the following table. On a successful save, the creature takes half a"
      },
      {
        "document": 1694,
        "excerpt": "t takes an extra 4d6 Necrotic damage, and you regain a number of Hit Points equal to half that Necrotic damage. Once used, this property can't be used again until the"
      },
      {
        "document": 1697,
        "excerpt": "ors can remain there for up to 200 days divided by the number of creatures present (round down). When the time runs out or you take a Magic action to end the effect,"
      },
      {
        "document": 1711,
        "excerpt": "se it to move in one direction of your choice, up to a number of feet equal to 5 times your Intelligence modifier (minimum 5 feet). Any creature whose space the spher"
      },
      {
        "document": 1716,
        "excerpt": "he effect, you take Force damage equal to 16 times the number of charges in the staff. Each other creature in the area makes a DC 17 Dexterity saving throw. On a fail"
      },
      {
        "document": 1719,
        "excerpt": "magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of"
      },
      {
        "document": 1731,
        "excerpt": "you can take a Magic action to move it 10 feet plus a number of additional feet equal to 10 times your Intelligence modifier. This movement doesn't have to be in a s"
      },
      {
        "document": 1765,
        "excerpt": "akes an ability check or attack roll and subtracts the number rolled from the D20 Test. Failure or Success: The dragon can't take this action again until the start of"
      },
      {
        "document": 1777,
        "excerpt": "akes an ability check or attack roll and subtracts the number rolled from the D20 Test. Failure or Success: The dragon can't take this action again until the start of"
      },
      {
        "document": 1792,
        "excerpt": "Multiattack. The avatar makes a number of Reaping Scythe attacks equal to half the summoner's Proficiency Bonus (rounded up). Reaping Scythe."
      },
      {
        "document": 1828,
        "excerpt": "Acid damage, it takes no damage and instead regains a number of Hit Points equal to the Acid damage dealt. Berserk. Whenever the golem starts its turn Bloodied, rol"
      },
      {
        "document": 1864,
        "excerpt": "e golem is subjected to Lightning damage, it regains a number of Hit Points equal to the Lightning damage dealt. Magic Resistance. The golem has Advantage on saving"
      },
      {
        "document": 1941,
        "excerpt": "er the golem is subjected to Fire damage, it regains a number of Hit Points equal to the Fire damage dealt. Immutable Form. The golem can't shape-shift. Magic Resis"
      },
      {
        "document": 2017,
        "excerpt": "g mound is subjected to Lightning damage, it regains a number of Hit Points equal to the Lightning damage dealt."
      }
    ],
    "numbers": [
      {
        "document": 31,
        "excerpt": "se the 3. If you instead have Advantage and roll those numbers, use the 18."
      },
      {
        "document": 92,
        "excerpt": "Otherwise, it fails. The Game Master determines target numbers and tells players whether their rolls are successful. The target number for an ability check or a saving"
      },
      {
        "document": 229,
        "excerpt": "cter's ability scores, you first generate a set of six numbers using the instructions below and then assign them to your six abilities. \"Playing the Game\" explains wha"
      },
      {
        "document": 230,
        "excerpt": "t three dice. Do this five more times, so you have six numbers. Point Cost. You have 27 points to spend on your ability scores. The cost of each score is shown on the"
      },
      {
        "document": 240,
        "excerpt": "Fill In Numbers"
      },
      {
        "document": 243,
        "excerpt": "hen your Proficiency Bonus increases, increase all the numbers on your character sheet that include your Proficiency Bonus. 5: Adjust Ability Modifiers. If you choose"
      },
      {
        "document": 271,
        "excerpt": "s number on your character sheet. You’ll fill in other numbers connected to these proficiencies in step 5."
      },
      {
        "document": 328,
        "excerpt": "the Ammunition or Thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second is the weapon's long range. When attacki"
      }
    ],
    "numerical": [
      {
        "document": 789,
        "excerpt": "Both potions work, but with their numerical effects and durations halved. If a potion has no numerical effect and no duration, it instead loses its"
      }
    ],
    "numerous": [
      {
        "document": 266,
        "excerpt": "lamp 45 A miniature chest carved to look like it has numerous feet on the bottom 46 A dead sprite inside a clear glass bottle 47 A metal can that has no opening but"
      },
      {
        "document": 1349,
        "excerpt": "ceptible. Beyond the door is a magnificent foyer with numerous chambers beyond. The dwelling's atmosphere is clean, fresh, and warm. You can create any floor plan you"
      },
      {
        "document": 1569,
        "excerpt": "extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to 60 Arrows, Bolts,"
      }
    ],
    "nut": [
      {
        "document": 1203,
        "excerpt": "V, S, M (three nut shells)"
      }
    ],
    "nutrition": [
      {
        "document": 1619,
        "excerpt": "ondrous Item, Very Rare This book contains health and nutrition tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer study"
      }
    ],
    "nuts": [
      {
        "document": 336,
        "excerpt": "eady food, including jerky, dried fruit, hardtack, and nuts. See “Malnutrition” in “Rules Glossary” for the risks of not eating."
      }
    ],
    "oak": [
      {
        "document": 1579,
        "excerpt": "d. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches"
      }
    ],
    "oath": [
      {
        "document": 841,
        "excerpt": "Oath of Devotion Spells"
      },
      {
        "document": 968,
        "excerpt": "You gain a Paladin subclass of your choice. The Oath of Devotion subclass is detailed after this class's description. A subclass is a specialization that gra"
      },
      {
        "document": 982,
        "excerpt": "Oath of Devotion"
      }
    ],
    "oathbow": [
      {
        "document": 1632,
        "excerpt": "Oathbow"
      }
    ],
    "obedience": [
      {
        "document": 1696,
        "excerpt": "can take a Magic action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of yourself. Each target must succeed"
      }
    ],
    "obey": [
      {
        "document": 1242,
        "excerpt": ",” or “Fetch that object.” The target does its best to obey on its turn. If it completes an order and doesn’t receive further direction from you, it acts and moves"
      },
      {
        "document": 1243,
        "excerpt": ",” or “Fetch that object.” The target does its best to obey on its turn. If it completes an order and doesn’t receive further direction from you, it acts and moves"
      },
      {
        "document": 1244,
        "excerpt": ",” or “Fetch that object.” The target does its best to obey on its turn. If it completes an order and doesn’t receive further direction from you, it acts and moves"
      },
      {
        "document": 1349,
        "excerpt": "e servants and their attire. They are invulnerable and obey your commands. Each servant can perform tasks that a human could perform, but they can't attack or take"
      }
    ],
    "obeying": [
      {
        "document": 1157,
        "excerpt": "under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast thi"
      },
      {
        "document": 1219,
        "excerpt": "under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast thi"
      }
    ],
    "obeys": [
      {
        "document": 753,
        "excerpt": "The efreeti understands your languages and obeys your commands for 1 hour, after which it returns to the bottle, and a new stopper contains it. The stopp"
      },
      {
        "document": 1265,
        "excerpt": "Beast. Your familiar acts independently of you, but it obeys your commands. Telepathic Connection. While your familiar is within 100 feet of you, you can communicat"
      },
      {
        "document": 1290,
        "excerpt": "unt, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and"
      },
      {
        "document": 1429,
        "excerpt": "rum is Friendly to you and creatures you designate. It obeys your commands and acts on your turn in combat. The simulacrum can't gain levels, and it can't take Short"
      },
      {
        "document": 1448,
        "excerpt": "unt, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and"
      },
      {
        "document": 1463,
        "excerpt": "at, it takes its turns immediately after yours, and it obeys your commands. If the spell lasts more than an hour, you no longer control the creature. It might remai"
      },
      {
        "document": 1529,
        "excerpt": "e to the bowl as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappea"
      },
      {
        "document": 1532,
        "excerpt": "o the brazier as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappea"
      },
      {
        "document": 1538,
        "excerpt": "to the censer as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappea"
      },
      {
        "document": 1571,
        "excerpt": "he broken gem as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappea"
      },
      {
        "document": 1579,
        "excerpt": "d has the statistics of a Roc, but it can't attack. It obeys your simple commands and can carry up to 500 pounds while flying at its maximum speed (16 miles per hour"
      },
      {
        "document": 1580,
        "excerpt": "to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. If you issue no comman"
      },
      {
        "document": 1611,
        "excerpt": "d release the creature in the flask. The creature then obeys your commands for 1 hour, understanding those commands even if it doesn't know the language in which the"
      },
      {
        "document": 1621,
        "excerpt": "he golem is under your control, and it understands and obeys your commands."
      },
      {
        "document": 1642,
        "excerpt": "e pipes each round as a Magic action. A Friendly swarm obeys your commands. If you issue no commands to a Friendly swarm, it defends itself but otherwise takes no ac"
      },
      {
        "document": 1666,
        "excerpt": "the djinni is Friendly to you and your allies, and it obeys your commands. If you fail to command it, the djinni defends itself against attackers but takes no other"
      },
      {
        "document": 1724,
        "excerpt": "noccupied space you choose within 30 feet of yourself, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappea"
      },
      {
        "document": 2048,
        "excerpt": "after the treant on the same Initiative count, and it obeys the treant. A tree remains animate for 1 day or until it dies, the treant dies, or it is more than 120 f"
      }
    ],
    "object": [
      {
        "document": 57,
        "excerpt": "metimes, however, rules govern what you can do with an object, as detailed in the following sections."
      },
      {
        "document": 58,
        "excerpt": "What Is an Object?"
      },
      {
        "document": 60,
        "excerpt": "Time-Limited Object Interactions"
      },
      {
        "document": 61,
        "excerpt": "e hidden object's vicinity. On a success, you find the object, other important details, or both. If you describe your character searching nowhere near a hidden objec"
      },
      {
        "document": 62,
        "excerpt": "f those objects. If you try to haul an unusually heavy object or a massive number of lighter objects, the GM might require you to abide by the rules for carrying capa"
      },
      {
        "document": 63,
        "excerpt": "cally break or otherwise destroy a fragile, nonmagical object, such as a glass container or a piece of paper. If you try to damage something more resilient, the GM mi"
      },
      {
        "document": 74,
        "excerpt": "r. Interacting with Things. You can interact with one object or feature of the environment for free, during either your move or action. For example, you could open a"
      },
      {
        "document": 85,
        "excerpt": "ck a target within your attack's range: a creature, an object, or a location. 2: Determine Modifiers. The GM determines whether the target has Cover (see the next sec"
      },
      {
        "document": 144,
        "excerpt": "bed or an oil that must be applied to a creature or an object. A typical potion consists of 1 ounce of liquid in a vial. Using a Potion. Potions are consumable items"
      },
      {
        "document": 308,
        "excerpt": ". The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a"
      },
      {
        "document": 323,
        "excerpt": "You can douse a creature, object, or space with Oil or use it as fuel, as detailed below. Dousing a Creature or an Object. When you take"
      },
      {
        "document": 345,
        "excerpt": "ndles of ten. As a Utilize action, you can use a blunt object, such as a Light Hammer, to hammer a spike into wood, earth, or a similar material. You can do so to jam"
      },
      {
        "document": 394,
        "excerpt": "If you use an object - such as a table leg, frying pan, or bottle - as a makeshift weapon, see “Improvised Weapons” in “Rules"
      },
      {
        "document": 423,
        "excerpt": "elligence Weight: 5 lb. Utilize: Discern what a glass object held in the past 24 hours (DC 15) Craft: Glass Bottle, Magnifying Glass, Spyglass, Vial"
      },
      {
        "document": 428,
        "excerpt": "ligence Weight: 3 lb. Utilize: Discern what a ceramic object held in the past 24 hours (DC 15) Craft: Jug, Lamp"
      },
      {
        "document": 441,
        "excerpt": "ntelligence Weight: 2 lb. Utilize: Detect a poisoned object (DC 10) Craft: Basic Poison"
      },
      {
        "document": 445,
        "excerpt": "s with throwing a vial of Acid. Target one creature or object you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus y"
      },
      {
        "document": 446,
        "excerpt": "ng a flask of Alchemist's Fire. Target one creature or object you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus y"
      },
      {
        "document": 478,
        "excerpt": "hannel primal magic. A Druid or Ranger can use such an object as a Spellcasting Focus. Druidic Focuses"
      },
      {
        "document": 523,
        "excerpt": "Object"
      },
      {
        "document": 546,
        "excerpt": "A creature or an object belongs to a size category: Tiny, Small, Medium, Large, Huge, or Gargantuan. A creature's size determine"
      },
      {
        "document": 551,
        "excerpt": "A Spellcasting Focus is an object that certain creatures can use in place of a spell's Material components if those materials aren't consu"
      },
      {
        "document": 561,
        "excerpt": "A target is the creature or object targeted by an attack roll, forced to make a saving throw by an effect, or selected to receive the effec"
      },
      {
        "document": 567,
        "excerpt": "rmations. You discern the true form of any creature or object you see that has been transformed by magic. Ethereal Plane. You see into the Ethereal Plane."
      },
      {
        "document": 570,
        "excerpt": "You normally interact with an object while doing something else, such as when you draw a sword as part of the Attack action. When an object r"
      },
      {
        "document": 572,
        "excerpt": "A weapon is an object that is in the Simple or Martial weapon category. See also “Equipment” (“Weapons”)."
      },
      {
        "document": 577,
        "excerpt": "n the game world. That \"you\" refers to the creature or object that the rule applies to in a particular moment of play. For example, the \"you\" in the Prone condition i"
      },
      {
        "document": 580,
        "excerpt": "tacks and by some spells, using the rules below. If an object is exceedingly fragile, the GM may allow a creature to break it automatically with the Attack or Utilize"
      },
      {
        "document": 582,
        "excerpt": "A burning creature or object takes 1d4 Fire damage at the start of each of its turns. As an action, you can extinguish fire on yourse"
      },
      {
        "document": 602,
        "excerpt": "Some game effects curse a creature or an object. The effect that confers a curse defines what the curse does. Curses can be removed by the Remove Curse"
      },
      {
        "document": 605,
        "excerpt": "Damage represents harm that causes a creature or an object to lose Hit Points."
      },
      {
        "document": 607,
        "excerpt": "A creature or an object that has a damage threshold has Immunity to all damage unless it takes an amount of damage from a single"
      },
      {
        "document": 623,
        "excerpt": "t that extends in straight lines from a creature or an object in all directions. The effect that creates an Emanation specifies the distance it extends. An Emanation"
      },
      {
        "document": 643,
        "excerpt": "ow difficult it is to kill or destroy a creature or an object. Damage reduces Hit Points, and healing restores them. You can't have more Hit Points than your Hit Poin"
      },
      {
        "document": 648,
        "excerpt": "An improvised weapon is an object wielded as a makeshift weapon, such as broken glass, a table leg, or a frying pan. A Simple or Martial w"
      },
      {
        "document": 693,
        "excerpt": "r types: Contact. Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with expose"
      },
      {
        "document": 714,
        "excerpt": "to go off when a creature enters an area or touches an object. Examples of triggers include stepping on a pressure plate, crossing a trip wire, turning a doorknob, or"
      },
      {
        "document": 718,
        "excerpt": "n a successful check. Wedging an Iron Spike or similar object under the pressure plate prevents the trap from triggering. At Higher Levels. You can scale the trap fo"
      },
      {
        "document": 719,
        "excerpt": ". Once the pit is detected, an Iron Spike or a similar object can be wedged between the pit's lid and the surrounding floor to prevent the lid from opening, thereby m"
      },
      {
        "document": 720,
        "excerpt": "a successful check. Wedging an Iron Spike or a similar object under the pressure plate prevents the trap from triggering. At Higher Levels. You can scale the trap fo"
      },
      {
        "document": 721,
        "excerpt": "den in a lock. When a creature opens the lock with any object other than the proper key, the needle springs out and stabs the creature. The creature makes a DC 11 Con"
      },
      {
        "document": 722,
        "excerpt": "a successful check. Wedging an Iron Spike or a similar object under the pressure plate prevents the trap from triggering. Destroy the Stone. The stone is a Large obj"
      },
      {
        "document": 723,
        "excerpt": "the hidden pit is detected, an Iron Spike or a similar object can be wedged between the pit's lid and the surrounding floor to prevent the lid from opening, thereby m"
      },
      {
        "document": 744,
        "excerpt": "Pick a pocket, conceal a handheld object, or perform legerdemain."
      },
      {
        "document": 745,
        "excerpt": "Use a nonmagical object."
      },
      {
        "document": 752,
        "excerpt": "Another creature or an object that covers at least half of the target"
      },
      {
        "document": 756,
        "excerpt": "You pull a nonmagical object out of the hat. Roll 1d4 to determine the object: on a 1, a vial of Acid; on a 2, a flask of Alchemist’s"
      },
      {
        "document": 783,
        "excerpt": "An object of the GM’s choice disappears into the Ethereal Plane. The object must be neither worn nor carried, with"
      },
      {
        "document": 831,
        "excerpt": "Locate Object"
      },
      {
        "document": 844,
        "excerpt": "Locate Object"
      },
      {
        "document": 851,
        "excerpt": "Locate Object"
      },
      {
        "document": 887,
        "excerpt": "Locate Object"
      },
      {
        "document": 900,
        "excerpt": "Locate Object"
      },
      {
        "document": 912,
        "excerpt": "Locate Object"
      },
      {
        "document": 939,
        "excerpt": "Concealed creature or object"
      },
      {
        "document": 943,
        "excerpt": "Object Armor Class"
      },
      {
        "document": 944,
        "excerpt": "Object Hit Points"
      },
      {
        "document": 968,
        "excerpt": "e radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell."
      },
      {
        "document": 973,
        "excerpt": "reation of a unique book: your spellbook. It is a Tiny object that weighs 3 pounds, contains 100 pages, and can be read only by you or someone casting Identify. You d"
      },
      {
        "document": 984,
        "excerpt": "trap with Thieves' Tools or to pick a pocket. Use an Object. Take the Utilize action, or take the Magic action to use a magic item that requires that action."
      },
      {
        "document": 1158,
        "excerpt": "this number, a Medium or smaller target counts as one object, a Large target counts as two, and a Huge target counts as three. Each target animates, sprouts legs, a"
      },
      {
        "document": 1161,
        "excerpt": "ates antipathy or sympathy, and target one creature or object that is Huge or smaller. Then specify a kind of creature, such as red dragons, goblins, or vampires. A c"
      },
      {
        "document": 1163,
        "excerpt": "icking the movements of your own hand. The hand is an object that has AC 20 and Hit Points equal to your Hit Point maximum. If it drops to 0 Hit Points, the spell en"
      },
      {
        "document": 1164,
        "excerpt": "signate when you cast the spell can open and close the object despite the lock. You can also set a password that, when spoken within 5 feet of the object, unlocks it"
      },
      {
        "document": 1166,
        "excerpt": "uch, you place an illusion on a willing creature or an object that isn't being worn or carried. A creature gains the Mask effect below, and an object gains the False"
      },
      {
        "document": 1187,
        "excerpt": "of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. Each target makes a Dexterity saving throw, taking 10d8 L"
      },
      {
        "document": 1213,
        "excerpt": "es) Duration: Until dispelled A flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 fee"
      },
      {
        "document": 1220,
        "excerpt": "ps of shadow material from the Shadowfell to create an object within range. It is either an object of vegetable matter (soft goods, rope, wood, and the like) or miner"
      },
      {
        "document": 1223,
        "excerpt": "lluminate it. Alternatively, you cast the spell on an object that isn't being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that"
      },
      {
        "document": 1225,
        "excerpt": "onal 60 feet. Alternatively, you cast the spell on an object that isn't being worn or carried, causing the sunlight to fill a 60-foot Emanation originating from that"
      },
      {
        "document": 1227,
        "excerpt": "ead enters a creature's space or collides with a solid object, the spell ends, and the bead explodes. When the bead explodes, flammable objects in the explosion that"
      },
      {
        "document": 1230,
        "excerpt": "ion to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school"
      },
      {
        "document": 1235,
        "excerpt": "hin range. The target can be a creature, a non-magical object, or a creation of magical force, such as the wall created by Wall of Force. A creature targeted by this"
      },
      {
        "document": 1236,
        "excerpt": "ts: V, S Duration: Instantaneous Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongo"
      },
      {
        "document": 1242,
        "excerpt": "tack that creature,” “Move over there,” or “Fetch that object.” The target does its best to obey on its turn. If it completes an order and doesn’t receive further dir"
      },
      {
        "document": 1243,
        "excerpt": "tack that creature,” “Move over there,” or “Fetch that object.” The target does its best to obey on its turn. If it completes an order and doesn’t receive further dir"
      },
      {
        "document": 1244,
        "excerpt": "tack that creature,” “Move over there,” or “Fetch that object.” The target does its best to obey on its turn. If it completes an order and doesn’t receive further dir"
      },
      {
        "document": 1249,
        "excerpt": "gy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10 Force damage. Cantrip Upgrade. The spell creates two beams at"
      },
      {
        "document": 1252,
        "excerpt": "ration, the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A targeted object must be neither worn nor carr"
      },
      {
        "document": 1259,
        "excerpt": "see within range. You can fabricate a Large or smaller object (contained within a 10-foot Cube or eight connected 5-foot Cubes) given a sufficient quantity of materia"
      },
      {
        "document": 1260,
        "excerpt": "ndition. Attack rolls against an affected creature or object have Advantage if the attacker can see it."
      },
      {
        "document": 1268,
        "excerpt": "t. A trap, for the purpose of this spell, includes any object or mechanism that was created to cause damage or other danger. Thus, the spell would sense the Alarm or"
      },
      {
        "document": 1270,
        "excerpt": "antaneous You hurl a mote of fire at a creature or an object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire damage"
      },
      {
        "document": 1293,
        "excerpt": "e (such as a table or a section of floor) or within an object that can be closed (such as a book or chest) to conceal the glyph. The glyph can cover an area no larger"
      },
      {
        "document": 1309,
        "excerpt": "entration, up to 1 minute Choose a manufactured metal object, such as a metal weapon or a suit of Heavy or Medium metal armor, that you can see within range. You cau"
      },
      {
        "document": 1322,
        "excerpt": "l worth 100+ GP) Duration: Instantaneous You touch an object throughout the spell's casting. If the object is a magic item or some other magical object, you learn it"
      },
      {
        "document": 1324,
        "excerpt": "trapped inside an indestructible gemstone or a similar object. Light can pass through the gemstone (allowing the target to see out and other creatures to see in), but"
      },
      {
        "document": 1328,
        "excerpt": "led You touch the sapphire used in the casting and an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an Invisible mark"
      },
      {
        "document": 1332,
        "excerpt": "feet Components: V Duration: Instantaneous Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, o"
      },
      {
        "document": 1333,
        "excerpt": "antaneous Name or describe a famous person, place, or object. The spell brings to your mind a brief summary of the significant lore about that famous thing, as descr"
      },
      {
        "document": 1335,
        "excerpt": "Concentration, up to 10 minutes One creature or loose object of your choice that you can see within range rises vertically up to 20 feet and remains suspended there"
      },
      {
        "document": 1336,
        "excerpt": "moss) Duration: 1 hour You touch one Large or smaller object that isn't being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in"
      },
      {
        "document": 1340,
        "excerpt": "Locate Object"
      },
      {
        "document": 1343,
        "excerpt": "cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the conten"
      },
      {
        "document": 1347,
        "excerpt": "tion: Until dispelled You implant a message within an object in range - a message that is uttered when a trigger condition is met. Choose an object that you can see"
      },
      {
        "document": 1350,
        "excerpt": "ntration, up to 10 minutes You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot Cube. The image appears"
      },
      {
        "document": 1356,
        "excerpt": "ponents: V, S Duration: 8 hours You step into a stone object or surface large enough to fully contain your body, merging yourself and your equipment with the stone f"
      },
      {
        "document": 1357,
        "excerpt": "neous This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin."
      },
      {
        "document": 1359,
        "excerpt": "one fiery Sphere is affected only once. A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area, and the object start"
      },
      {
        "document": 1362,
        "excerpt": "ration: 1 minute You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusi"
      },
      {
        "document": 1370,
        "excerpt": "can be a willing creature, or it can be a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any Divination spell or perceiv"
      },
      {
        "document": 1373,
        "excerpt": "aving throw. On a failed save, you create a phantasmal object, creature, or other phenomenon that is no larger than a 10-foot Cube and that is perceivable only to the"
      },
      {
        "document": 1386,
        "excerpt": ". Clean or Soil. You instantaneously clean or soil an object no larger than 1 cubic foot. Minor Sensation. You chill, warm, or flavor up to 1 cubic foot of nonlivin"
      },
      {
        "document": 1390,
        "excerpt": "n take a Magic action to hurl fire at a creature or an object within 60 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 Fire damage. Cantrip"
      },
      {
        "document": 1391,
        "excerpt": "uration: Until dispelled You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific trigger occurs"
      },
      {
        "document": 1403,
        "excerpt": "s At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's Attunemen"
      },
      {
        "document": 1404,
        "excerpt": "mmering sphere encloses a Large or smaller creature or object within range. An unwilling creature must succeed on a Dexterity saving throw or be enclosed for the dura"
      },
      {
        "document": 1407,
        "excerpt": "ture can make a Dexterity saving throw to grab a fixed object it can reach, thus avoiding the fall upward. If a ceiling or an anchored object is encountered in this"
      },
      {
        "document": 1419,
        "excerpt": "il dispelled With a touch, you magically sequester an object or a willing creature. For the duration, the target has the Invisible condition and can't be targeted by"
      },
      {
        "document": 1421,
        "excerpt": "Construct has Disadvantage on the save. A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area. Using a Higher-Leve"
      },
      {
        "document": 1427,
        "excerpt": "ed on a point you choose within range. Any creature or object entirely inside the Sphere has Immunity to Thunder damage, and creatures have the Deafened condition whi"
      },
      {
        "document": 1428,
        "excerpt": "ntration, up to 10 minutes You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot Cube. The image appears a"
      },
      {
        "document": 1433,
        "excerpt": "ntaneous You cast sorcerous energy at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 damage of a"
      },
      {
        "document": 1442,
        "excerpt": "taneous You launch a mote of light at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Radiant dama"
      },
      {
        "document": 1444,
        "excerpt": "(soft clay) Duration: Instantaneous You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into an"
      },
      {
        "document": 1446,
        "excerpt": "d below. Turn 2. Acidic rain falls. Each creature and object under the cloud takes 4d6 Acid damage. Turn 3. You call six bolts of lightning from the cloud to strike"
      },
      {
        "document": 1448,
        "excerpt": "V, S, M (an object with the image of a dragon engraved on it worth 500+ GP)"
      },
      {
        "document": 1451,
        "excerpt": "face (such as a section of floor or wall) or within an object that can be closed (such as a book or chest). The glyph can cover an area no larger than 10 feet in diam"
      },
      {
        "document": 1452,
        "excerpt": "spell ends, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target roun"
      },
      {
        "document": 1454,
        "excerpt": "g creatures that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be Large or"
      },
      {
        "document": 1458,
        "excerpt": "ate during it, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more"
      },
      {
        "document": 1463,
        "excerpt": "ation, up to 1 hour Choose one creature or nonmagical object that you can see within range. The creature shape-shifts into a different creature or a nonmagical objec"
      },
      {
        "document": 1468,
        "excerpt": "the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human could do, such as fetching things, cleaning, mending,"
      },
      {
        "document": 1474,
        "excerpt": "lf as much damage on a successful one. The wall is an object that can be damaged and thus breached. It has AC 12 and 30 Hit Points per 10-foot section, and it has Im"
      },
      {
        "document": 1475,
        "excerpt": "though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on a firm foundation. It must, however, merge with and be"
      },
      {
        "document": 1484,
        "excerpt": "n create one of the following effects of your choice: Object Creation. You create one object of up to 25,000 GP in value that isn't a magic item. The object can be n"
      },
      {
        "document": 1507,
        "excerpt": "ne Shift. On a failed check, you and each creature and object within 15 feet of you travel to a random destination determined by rolling 1d100 and consulting the foll"
      },
      {
        "document": 1509,
        "excerpt": "a giant lobster. The Apparatus of the Crab is a Large object with the following statistics: AC 20; HP 200; Speed 30 ft., Swim 30 ft. (or 0 ft. for both if the legs a"
      },
      {
        "document": 1518,
        "excerpt": "e bag, however, reveals the presence of a small, fuzzy object. You can take a Magic action to pull the fuzzy object from the bag and throw it up to 20 feet. When the"
      },
      {
        "document": 1556,
        "excerpt": "e condition. Instead of a creature, you can target one object in the Line that isn't being worn or carried and that weighs no more than 200 pounds. The object is knoc"
      },
      {
        "document": 1564,
        "excerpt": "throw the dust into the air, you and each creature and object within a 10-foot Emanation originating from you have the Invisible condition for 2d4 minutes. The durati"
      },
      {
        "document": 1574,
        "excerpt": "n be either a willing Medium or smaller creature or an object that isn't being worn or carried, provided the object is small enough to fit inside a 5-foot Cube. The a"
      },
      {
        "document": 1579,
        "excerpt": "Wondrous Item, Rarity Varies This object looks like a feather. Different types of feather tokens exist, each with a different single-use effect."
      },
      {
        "document": 1582,
        "excerpt": "Wondrous Item, Rare This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 poun"
      },
      {
        "document": 1609,
        "excerpt": "h Ioun Stone orbiting your head is considered to be an object you are wearing. The orbiting stone avoids contact with other creatures and objects, adjusting its orbit"
      },
      {
        "document": 1623,
        "excerpt": "e depth of which must lie within the 20-foot Cube. No object created by a pot of pigment can have a value greater than 25 GP, and the total value of all objects crea"
      },
      {
        "document": 1627,
        "excerpt": "Your soul is drawn from your body and contained in an object in a place of the GM's choice. One or more powerful beings guard the place. While your soul is trapped i"
      },
      {
        "document": 1682,
        "excerpt": "charges as a Magic action to try to break a nonmagical object you can see within 60 feet of yourself that isn't being worn or carried. The ring makes a Strength check"
      },
      {
        "document": 1691,
        "excerpt": "to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment. The ro"
      },
      {
        "document": 1698,
        "excerpt": "can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying. If you tell the rope t"
      },
      {
        "document": 1706,
        "excerpt": "g can pass into or out of the Emanation. A creature or object inside the Emanation can't be damaged by attacks or effects originating from outside, nor can a creature"
      },
      {
        "document": 1711,
        "excerpt": "A spatial rift sends the sphere and each creature and object within 180 feet of the sphere to a random plane of existence."
      },
      {
        "document": 1728,
        "excerpt": "), Very Rare (Requires Attunement) When you attack an object with this magic weapon and hit, maximize your weapon damage dice against the target. When you attack a"
      },
      {
        "document": 1792,
        "excerpt": "es 5 (1d10) Force damage if it ends its turn inside an object."
      },
      {
        "document": 1802,
        "excerpt": "it: 17 (5d6) Fire damage. If the target is a flammable object that isn't being worn or carried, it starts burning."
      },
      {
        "document": 1828,
        "excerpt": "ear enough to move to and attack, the golem attacks an object. Once the golem goes berserk, it continues to be berserk until it is destroyed or it is no longer Bloodi"
      },
      {
        "document": 1862,
        "excerpt": "ire damage. If the target is a creature or a flammable object, it starts burning."
      },
      {
        "document": 1864,
        "excerpt": "ear enough to move to and attack, the golem attacks an object. Once the golem goes berserk, it remains so until it is destroyed or it is no longer Bloodied. The gole"
      },
      {
        "document": 1869,
        "excerpt": "re within 5 feet of the cube can pull a creature or an object out of the cube by succeeding on a DC 12 Strength (Athletics) check, and the puller takes 10 (3d6) Acid"
      },
      {
        "document": 1871,
        "excerpt": "es 5 (1d10) Force damage if it ends its turn inside an object."
      },
      {
        "document": 1914,
        "excerpt": "l save DC 11): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast that spell"
      },
      {
        "document": 1932,
        "excerpt": "26 (5d8 + 4) Fire damage. If the target is a flammable object that isn't being worn or carried, it starts burning. Infernal Tail. Dexterity Saving Throw: DC 17, one"
      },
      {
        "document": 1954,
        "excerpt": "ire damage. If the target is a creature or a flammable object that isn't being worn or carried, it starts burning."
      },
      {
        "document": 1962,
        "excerpt": "Adhesive (Object Form Only). The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mim"
      },
      {
        "document": 1966,
        "excerpt": "ied space within the mummy's lair. The heart is a Tiny object that has AC 17, HP 10, and Immunity to all damage except Fire."
      },
      {
        "document": 1969,
        "excerpt": "l save DC 14): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast that spell"
      },
      {
        "document": 2007,
        "excerpt": "ntennae. The rust monster targets one nonmagical metal object - armor or a weapon - worn or carried by a creature within 5 feet of itself. Dexterity Saving Throw: DC"
      },
      {
        "document": 2014,
        "excerpt": "l save DC 11): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast that spell"
      },
      {
        "document": 2023,
        "excerpt": "es 5 (1d10) Force damage if it ends its turn inside an object. Sunlight Sensitivity. While in sunlight, the specter has Disadvantage on ability checks and attack rol"
      },
      {
        "document": 2024,
        "excerpt": "itation 1/Day Each: Dispel Magic, Legend Lore, Locate Object, Plane Shift, Remove Curse, Tongues"
      },
      {
        "document": 2044,
        "excerpt": "nstitution Saving Throw: DC 27, each creature and each object that isn't being worn or carried in a 150-foot Cone. Failure: 78 (12d12) Thunder damage, and the target"
      },
      {
        "document": 2074,
        "excerpt": "es 5 (1d10) Force damage if it ends its turn inside an object."
      },
      {
        "document": 2078,
        "excerpt": "es 5 (1d10) Force damage if it ends its turn inside an object. Sunlight Sensitivity. While in sunlight, the wraith has Disadvantage on ability checks and attack roll"
      }
    ],
    "object's": [
      {
        "document": 61,
        "excerpt": "ded you describe the character searching in the hidden object's vicinity. On a success, you find the object, other important details, or both. If you describe your cha"
      },
      {
        "document": 546,
        "excerpt": "nes how much space the creature occupies in combat. An object's size affects its Hit Points. See also \"Breaking Objects\" and \"Playing the Game\" (\"Combat\")."
      },
      {
        "document": 1166,
        "excerpt": "al, make a magic item appear nonmagical, or change the object's aura so that it appears to belong to a school of magic you choose."
      },
      {
        "document": 1220,
        "excerpt": "at you have seen. The spell's duration depends on the object's material, as shown in the Materials table. If the object is composed of multiple materials, use the shor"
      },
      {
        "document": 1328,
        "excerpt": "isible mark on that object and invisibly inscribes the object's name on the sapphire. Each time you cast this spell, you must use a different sapphire. Thereafter, you"
      },
      {
        "document": 1340,
        "excerpt": "hat is familiar to you. You sense the direction to the object's location if that object is within 1,000 feet of you. If the object is in motion, you know the direction"
      },
      {
        "document": 1347,
        "excerpt": "th appears there, so the words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can rem"
      },
      {
        "document": 1463,
        "excerpt": ", as long as the creature's size is no larger than the object's size and the creature has a Challenge Rating of 9 or lower. The creature is Friendly to you and your all"
      }
    ],
    "objective": [
      {
        "document": 141,
        "excerpt": "You can give a sentient item an objective it pursues, perhaps to the exclusion of all else. As long as the wielder's use of the item aligns with t"
      }
    ],
    "objectives": [
      {
        "document": 1377,
        "excerpt": ", it strives to twist your commands to achieve its own objectives. If the creature carries out your commands completely before the spell ends, it travels to you to report"
      }
    ],
    "objects": [
      {
        "document": 3,
        "excerpt": "Some creatures and objects have Immunity to certain damage types and conditions. Immunity to a damage type means you don't take dam"
      },
      {
        "document": 57,
        "excerpt": "Interacting with Objects"
      },
      {
        "document": 58,
        "excerpt": "'t a building or a vehicle, which are composed of many objects."
      },
      {
        "document": 60,
        "excerpt": "en time is short, such as in combat, interactions with objects are limited: one free interaction per turn. That interaction must occur during a creature's movement or"
      },
      {
        "document": 61,
        "excerpt": "Finding Hidden Objects"
      },
      {
        "document": 62,
        "excerpt": "Carrying Objects"
      },
      {
        "document": 63,
        "excerpt": "Breaking Objects"
      },
      {
        "document": 74,
        "excerpt": "the Utilize action. Some magic items and other special objects always require an action to use, as stated in their descriptions."
      },
      {
        "document": 75,
        "excerpt": "ge on a grid between two things - whether creatures or objects - count squares from a square adjacent to one of them and stop counting in the space of the other one. C"
      },
      {
        "document": 111,
        "excerpt": "Some creatures and objects have Resistance or Vulnerability to certain damage types. If you have Resistance to a damage type, damag"
      },
      {
        "document": 216,
        "excerpt": "Animated Objects"
      },
      {
        "document": 346,
        "excerpt": "Objects viewed through a Spyglass are magnified to twice their size."
      },
      {
        "document": 420,
        "excerpt": "ontrast, trade goods and valuables - like gems and art objects - retain their full value in the marketplace. \"Magic Items\" has prices for magic items."
      },
      {
        "document": 502,
        "excerpt": "description says whether the spell targets creatures, objects, or something else. A Clear Path to the Target. To target something with a spell, a caster must have a"
      },
      {
        "document": 523,
        "excerpt": "ngs, comprise more than one object. See also “Breaking Objects.”"
      },
      {
        "document": 524,
        "excerpt": "f a creature is in it or if it is completely filled by objects."
      },
      {
        "document": 546,
        "excerpt": "ject's size affects its Hit Points. See also \"Breaking Objects\" and \"Playing the Game\" (\"Combat\")."
      },
      {
        "document": 566,
        "excerpt": "ense can pinpoint the location of creatures and moving objects within a specific range, provided that the creature with Tremorsense and anything it is detecting are bo"
      },
      {
        "document": 567,
        "excerpt": "magical Darkness. Invisibility. You see creatures and objects that have the Invisible condition. Visual Illusions. Visual illusions appear transparent to you, and yo"
      },
      {
        "document": 569,
        "excerpt": "creatures are in it and it isn't completely filled by objects."
      },
      {
        "document": 580,
        "excerpt": "Breaking Objects"
      },
      {
        "document": 643,
        "excerpt": "um, and you can't have less than 0. See also \"Breaking Objects\" and \"Playing the Game\" (\"Damage and Healing\")."
      },
      {
        "document": 671,
        "excerpt": "d commonly besets creatures that interact with demonic objects or linger in desecrated locations, where demonic spirits await victims. A creature that becomes the tar"
      },
      {
        "document": 783,
        "excerpt": "er than 10 feet in any dimension. If there are no such objects in range, nothing happens."
      },
      {
        "document": 865,
        "excerpt": "Animate Objects"
      },
      {
        "document": 891,
        "excerpt": "Animate Objects"
      },
      {
        "document": 903,
        "excerpt": "Animate Objects"
      },
      {
        "document": 936,
        "excerpt": "Transports creatures or objects"
      },
      {
        "document": 948,
        "excerpt": "Fangs, puncturing objects"
      },
      {
        "document": 949,
        "excerpt": "Blunt objects, constriction, falling"
      },
      {
        "document": 965,
        "excerpt": "otherwise interfere with a spell you've already cast. Objects. Your ability to handle objects is determined by the form's limbs rather than your own. In addition, you"
      },
      {
        "document": 1158,
        "excerpt": "Animate Objects"
      },
      {
        "document": 1184,
        "excerpt": "or half as much damage on a successful one. Flammable objects in the Cone that aren't being worn or carried start burning. Using a Higher-Level Spell Slot. The damag"
      },
      {
        "document": 1227,
        "excerpt": "the bead explodes. When the bead explodes, flammable objects in the explosion that aren't being worn or carried start burning. Using a Higher-Level Spell Slot. The"
      },
      {
        "document": 1228,
        "excerpt": "ice). When the spell ends, the door vanishes, and any objects inside the demiplane remain there. Any creatures inside also remain unless they opt to be shunted throug"
      },
      {
        "document": 1233,
        "excerpt": "pied by a creature or completely filled by one or more objects, you and any creature traveling with you each take 4d6 Force damage, and the teleportation fails."
      },
      {
        "document": 1234,
        "excerpt": "le, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing. To discern that you are disguised,"
      },
      {
        "document": 1246,
        "excerpt": "so shape the dream's environment, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the spell. The target re"
      },
      {
        "document": 1250,
        "excerpt": "spray of cool mist that lightly dampens creatures and objects in a 5-foot Cube. Alternatively, you create 1 cup of clean water either in an open container or on a sur"
      },
      {
        "document": 1256,
        "excerpt": "ane, you can affect and be affected only by creatures, objects, and effects on that plane. Creatures that aren't on the Ethereal Plane can't perceive or interact with"
      },
      {
        "document": 1259,
        "excerpt": "d within a 5-foot Cube). The quality of any fabricated objects is based on the quality of the raw materials. Creatures and magic items can't be created by this spell."
      },
      {
        "document": 1260,
        "excerpt": "Components: V Duration: Concentration, up to 1 minute Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature"
      },
      {
        "document": 1272,
        "excerpt": "or half as much damage on a successful one. Flammable objects in the area that aren't being worn or carried start burning."
      },
      {
        "document": 1273,
        "excerpt": "or half as much damage on a successful one. Flammable objects in the area that aren't being worn or carried start burning. Using a Higher-Level Spell Slot. The damag"
      },
      {
        "document": 1276,
        "excerpt": "and jump it across pits up to 10 feet wide. Flammable objects that aren't being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a"
      },
      {
        "document": 1286,
        "excerpt": "e solid surfaces. The target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. Finall"
      },
      {
        "document": 1292,
        "excerpt": "thing within it. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is exclu"
      },
      {
        "document": 1293,
        "excerpt": "the spell summons Hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires Concentr"
      },
      {
        "document": 1349,
        "excerpt": "se banquet for up to 100 people. Furnishings and other objects created by this spell dissipate into smoke if removed from it. A staff of 100 near-transparent servants"
      },
      {
        "document": 1358,
        "excerpt": "y you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence; 1 foot of stone,"
      },
      {
        "document": 1372,
        "excerpt": "ing it. When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surfa"
      },
      {
        "document": 1404,
        "excerpt": "be enclosed for the duration. Nothing - not physical objects, energy, or other spell effects - can pass through the barrier, in or out, though a creature in the sphe"
      },
      {
        "document": 1407,
        "excerpt": "er centered on a point within range. All creatures and objects in that area that aren't anchored to the ground fall upward and reach the top of the Cylinder. A creatur"
      },
      {
        "document": 1416,
        "excerpt": "ation: 1 hour For the duration, you see creatures and objects that have the Invisible condition as if they were visible, and you can see into the Ethereal Plane. Crea"
      },
      {
        "document": 1417,
        "excerpt": "ou use this spell to add a hat to a creature's outfit, objects pass through the hat. A creature that takes the Study action to examine a target can make an Intelligen"
      },
      {
        "document": 1446,
        "excerpt": "ng from the cloud to strike six different creatures or objects beneath it. Each target makes a Dexterity saving throw, taking 10d6 Lightning damage on a failed save or"
      },
      {
        "document": 1452,
        "excerpt": "ou gain the ability to move or manipulate creatures or objects by thought. When you cast the spell and as a Magic action on your later turns before the spell ends, you"
      },
      {
        "document": 1457,
        "excerpt": "akes half as much damage only. In addition, unsecured objects that are entirely within the Cube are pushed 10 feet away from you, and a thunderous boom is audible wit"
      },
      {
        "document": 1459,
        "excerpt": "encapsulate all creatures in its area. Creatures and objects within the Emanation when you cast the spell can move through it freely. All other creatures and objects"
      },
      {
        "document": 1483,
        "excerpt": "her gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolt"
      },
      {
        "document": 1496,
        "excerpt": "stance. You are transformed, along with any nonmagical objects you are wearing and carrying, into a solid inanimate substance (usually stone). Your weight increases by"
      },
      {
        "document": 1516,
        "excerpt": "de the bag is devoured, its body destroyed. Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag"
      },
      {
        "document": 1518,
        "excerpt": "a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn. Gray Bag of Tricks Rus"
      },
      {
        "document": 1557,
        "excerpt": "the illusory creature reveals it to be false, because objects pass through it. A creature that takes a Study action to visually inspect the illusory creature identifi"
      },
      {
        "document": 1569,
        "excerpt": "ompartment can hold up to 60 Arrows, Bolts, or similar objects. The mid-size compartment holds up to 18 Javelins or similar objects. The longest compartment holds up t"
      },
      {
        "document": 1578,
        "excerpt": "ke out details of even extremely distant creatures and objects as small as 2 feet across."
      },
      {
        "document": 1580,
        "excerpt": "reature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. The creature"
      },
      {
        "document": 1582,
        "excerpt": "folds back into a box if no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vesse"
      },
      {
        "document": 1603,
        "excerpt": "ature takes half as much damage only. Glass or crystal objects in the Cone that aren't being worn or carried take 10d8 Thunder damage. Each use of the horn's magic ha"
      },
      {
        "document": 1608,
        "excerpt": "to an unoccupied space outside but next to the tower. Objects in the area that aren't being worn or carried are also pushed clear of the tower. The tower is 20 feet"
      },
      {
        "document": 1609,
        "excerpt": "orbiting stone avoids contact with other creatures and objects, adjusting its orbit to avoid collisions and thwarting all attempts by other creatures to attack or snat"
      },
      {
        "document": 1613,
        "excerpt": "ght for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's Bright Light. You can take a Utilize action to lower t"
      },
      {
        "document": 1623,
        "excerpt": "pigment, you can paint any number of three-dimensional objects and terrain features (such as walls, doors, trees, flowers, weapons, webs, and pits), provided these ele"
      },
      {
        "document": 1644,
        "excerpt": "olding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing. I"
      },
      {
        "document": 1686,
        "excerpt": "on with a range of 30 feet for 1 minute. To you, solid objects within that radius appear transparent and don't prevent light from passing through them. The vision can"
      },
      {
        "document": 1706,
        "excerpt": "from you. When the Emanation appears, any creatures or objects not fully contained within it are pushed into the nearest unoccupied spaces outside it. The attack or ar"
      },
      {
        "document": 1708,
        "excerpt": "nce can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside with Oil of Slipperiness. When found, a"
      },
      {
        "document": 1733,
        "excerpt": "ny creature it hits and an extra 3d8 Thunder damage to objects it hits that aren't being worn or carried. The weapon has the following additional properties. Clap of"
      },
      {
        "document": 1792,
        "excerpt": "ement. The avatar can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object."
      },
      {
        "document": 1855,
        "excerpt": ". Siege Monster. The elemental deals double damage to objects and structures."
      },
      {
        "document": 1862,
        "excerpt": "al takes 5 (1d10) Fire damage. Creatures and flammable objects in the Emanation start burning. Fire Form. The elemental can move through a space as narrow as 1 inch w"
      },
      {
        "document": 1871,
        "excerpt": "vement. The ghost can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object."
      },
      {
        "document": 1946,
        "excerpt": "ead. Siege Monster. The kraken deals double damage to objects and structures."
      },
      {
        "document": 2023,
        "excerpt": "ment. The specter can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object."
      },
      {
        "document": 2044,
        "excerpt": ". Siege Monster. The tarrasque deals double damage to objects and structures."
      },
      {
        "document": 2048,
        "excerpt": "Siege Monster. The treant deals double damage to objects and structures."
      },
      {
        "document": 2056,
        "excerpt": "e vampire can't take any actions, speak, or manipulate objects. It is weightless and can enter an enemy's space and stop there. If air can pass through a space, the mi"
      },
      {
        "document": 2074,
        "excerpt": "ovement. The wisp can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object."
      },
      {
        "document": 2078,
        "excerpt": "ement. The wraith can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object."
      }
    ],
    "obliged": [
      {
        "document": 1376,
        "excerpt": "erform a service in exchange for payment, but it isn't obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle"
      }
    ],
    "obliterated": [
      {
        "document": 1711,
        "excerpt": "that touches the sphere but isn't wholly engulfed and obliterated by it takes 8d10 Force damage. Controlling the Sphere. A Sphere of Annihilation is stationary until som"
      }
    ],
    "obliterates": [
      {
        "document": 1711,
        "excerpt": "bilized by a magical field surrounding it. The sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless"
      }
    ],
    "obscure": [
      {
        "document": 52,
        "excerpt": "ertain spells - are affected by sight, so effects that obscure vision can hinder you, as explained below."
      },
      {
        "document": 744,
        "excerpt": "Find obscure information in books, or deduce how something works."
      },
      {
        "document": 970,
        "excerpt": "its turns, ending the effect on itself on a success. Obscure (Cost: 3d6). The target must succeed on a Dexterity saving throw, or it has the Blinded condition until"
      }
    ],
    "obscured": [
      {
        "document": 53,
        "excerpt": "Obscured Areas"
      },
      {
        "document": 54,
        "excerpt": "ght. Dim Light, also called shadows, creates a Lightly Obscured area. An area of Dim Light is usually a boundary between Bright Light and surrounding Darkness. The soft"
      },
      {
        "document": 610,
        "excerpt": "An area of Darkness is Heavily Obscured. See also “Heavily Obscured” and “Playing the Game” (“Exploration”)."
      },
      {
        "document": 618,
        "excerpt": "An area with Dim Light is Lightly Obscured. See also “Lightly Obscured” and “Playing the Game” (“Exploration”)."
      },
      {
        "document": 636,
        "excerpt": "Heavily Obscured"
      },
      {
        "document": 640,
        "excerpt": "a DC 15 Dexterity (Stealth) check while you're Heavily Obscured or behind Three-Quarters Cover or Total Cover, and you must be out of any enemy's line of sight; if you"
      },
      {
        "document": 655,
        "excerpt": "Lightly Obscured"
      },
      {
        "document": 683,
        "excerpt": "hin an area of heavy rain or heavy snowfall is Lightly Obscured, and creatures in the area have Disadvantage on all Wisdom (Perception) checks. Heavy rain also extingui"
      },
      {
        "document": 720,
        "excerpt": "urrounding walls. The holes that house these tubes are obscured by dust and cobwebs or skillfully hidden amid bas-reliefs, murals, or frescoes. Each creature in the da"
      },
      {
        "document": 783,
        "excerpt": "rigin. During that time, the area of effect is Lightly Obscured."
      },
      {
        "document": 991,
        "excerpt": "You can take the Hide action even when you are obscured only by a creature that is at least one size larger than you."
      },
      {
        "document": 1195,
        "excerpt": "d) disperses it, ending the spell. Its area is Heavily Obscured. Each creature in the Sphere makes a Constitution saving throw, taking 5d8 Poison damage on a failed sa"
      },
      {
        "document": 1280,
        "excerpt": "entered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it. U"
      },
      {
        "document": 1299,
        "excerpt": "og fills all the warded corridors, making them Heavily Obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 pe"
      },
      {
        "document": 1325,
        "excerpt": "d on a point within range. The cloud's area is Heavily Obscured. It lasts for the duration or until a strong wind (like that created by Gust of Wind) disperses it. Whe"
      },
      {
        "document": 1327,
        "excerpt": "here remains for the duration, and its area is Lightly Obscured and Difficult Terrain. When the swarm appears, each creature in it makes a Constitution saving throw, t"
      },
      {
        "document": 1431,
        "excerpt": "n a point you choose within range. The area is Heavily Obscured, and exposed flames in the area are doused. Ground in the Cylinder is Difficult Terrain. When a creatur"
      },
      {
        "document": 1443,
        "excerpt": "centered on a point within range. The cloud is Heavily Obscured. The cloud lingers in the air for the duration or until a strong wind (such as the one created by Gust o"
      },
      {
        "document": 1446,
        "excerpt": "spell ends, the area is Difficult Terrain and Heavily Obscured, ranged attacks with weapons are impossible there, and strong wind blows through the area."
      },
      {
        "document": 1480,
        "excerpt": "Difficult Terrain, and the area within them is Lightly Obscured. If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floo"
      },
      {
        "document": 1536,
        "excerpt": "behind a cloud of smoke. The space you left is Lightly Obscured by that smoke until the end of your next turn."
      },
      {
        "document": 1575,
        "excerpt": "from the bottle. The area within the smoke is Heavily Obscured. Each minute the bottle remains open, the size of the Emanation increases by 10 feet until it reaches i"
      },
      {
        "document": 1718,
        "excerpt": "nsects remain for 10 minutes, making the area Heavily Obscured for creatures other than you. A strong wind (like that created by Gust of Wind) disperses the swarm and"
      },
      {
        "document": 1889,
        "excerpt": "ctopus moves up to its Swim Speed. The Cube is Heavily Obscured for 1 minute or until a strong current or similar effect disperses the ink."
      },
      {
        "document": 1973,
        "excerpt": "ctopus moves up to its Swim Speed. The Cube is Heavily Obscured for 1 minute or until a strong current or similar effect disperses the ink."
      }
    ],
    "observable": [
      {
        "document": 506,
        "excerpt": "u can try to identify a non-instantaneous spell by its observable effects if its duration is ongoing. To identify it, you must take the Study action and succeed on a DC 1"
      },
      {
        "document": 1324,
        "excerpt": "ppening within the next decade. The trigger must be an observable action, such as someone making a particular offering at the temple of your god, saving your true love, o"
      }
    ],
    "observe": [
      {
        "document": 1360,
        "excerpt": "t even Wish - can gather information about the target, observe it remotely, or control its mind."
      },
      {
        "document": 1997,
        "excerpt": "ss it. Without the rakshasa's permission, no spell can observe the rakshasa remotely or detect its thoughts, creature type, or alignment. Fiendish Restoration. If the"
      },
      {
        "document": 2024,
        "excerpt": "Inscrutable. No magic can observe the sphinx remotely or detect its thoughts without its permission. Wisdom (Insight) checks made to ascer"
      },
      {
        "document": 2025,
        "excerpt": "Inscrutable. No magic can observe the sphinx remotely or detect its thoughts without its permission. Wisdom (Insight) checks made to ascer"
      }
    ],
    "observed": [
      {
        "document": 267,
        "excerpt": "al crab or spider that moves about when it's not being observed 98 A glass jar containing lard with a label that reads, \"Griffon Grease\" 99 A wooden box with a cerami"
      }
    ],
    "obsidian": [
      {
        "document": 820,
        "excerpt": "A shard of obsidian that always feels warm to the touch"
      },
      {
        "document": 1884,
        "excerpt": "sed, it can't be used again until 7 days have passed. Obsidian Steed (Very Rare). This polished obsidian horse can become a Nightmare for up to 24 hours. The nightmare"
      }
    ],
    "obsolete": [
      {
        "document": 577,
        "excerpt": "lossary, to other parts of this document, or both. No Obsolete Terms. The glossary contains definitions of current rules terms only. If you're looking for a term from"
      }
    ],
    "obstacle": [
      {
        "document": 75,
        "excerpt": "n it needs special care or when it presents an unusual obstacle. For instance, the GM might require you to take the Utilize action to open a stuck door or turn a crank"
      },
      {
        "document": 563,
        "excerpt": "is occupied by another creature or blocked by a solid obstacle, you instead appear in the nearest unoccupied space of your choice. The description of a teleportation"
      },
      {
        "document": 657,
        "excerpt": "d on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump's distance), such as a hedge or low wall. Otherwise, you hit the o"
      },
      {
        "document": 722,
        "excerpt": "in one direction, changing course if redirected by an obstacle. The stone can move through creatures' spaces, and creatures can move through the stone's space, treatin"
      },
      {
        "document": 1278,
        "excerpt": "om the disk (typically because it can't move around an obstacle to follow you), the spell ends."
      }
    ],
    "obstacles": [
      {
        "document": 51,
        "excerpt": "d doors and containers with Thieves' Tools, and create obstacles for pursuers with Caltrops. See “Equipment” for rules on many items that are useful on adventures. The"
      },
      {
        "document": 86,
        "excerpt": "Walls, trees, creatures, and other obstacles can provide cover, making a target more difficult to harm. As detailed in the Cover table, there are thr"
      },
      {
        "document": 1214,
        "excerpt": "rection you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it mo"
      },
      {
        "document": 1392,
        "excerpt": "e that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you, but it is intangible. If the illusion takes any damage, it disa"
      }
    ],
    "obstruction": [
      {
        "document": 526,
        "excerpt": "'t included in the area of effect. To block a line, an obstruction must provide Total Cover. See also \"Cover.\" If the creator of an area of effect places it at an unseen"
      }
    ],
    "obvious": [
      {
        "document": 144,
        "excerpt": "bining the results. Unless the effects are immediately obvious, reveal them only when they become evident. Potion Miscibility"
      },
      {
        "document": 502,
        "excerpt": "was targeted by the spell. An effect like lightning is obvious, but a more subtle effect, such as an attempt to read thoughts, goes unnoticed unless a spell's descript"
      },
      {
        "document": 541,
        "excerpt": "ou make a Wisdom check to discern something that isn't obvious. The Search table suggests which skills are applicable when you take this action, depending on what you'"
      },
      {
        "document": 1193,
        "excerpt": "you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The"
      },
      {
        "document": 1304,
        "excerpt": "likely to notice the illusion. If the difference isn't obvious by touch, a creature examining the illusion can take the Study action to make an Intelligence (Investiga"
      }
    ],
    "obviously": [
      {
        "document": 1354,
        "excerpt": "t sound achievable and not involve anything that would obviously deal damage to any of the targets or their allies. For example, you could say, “Walk to the village down"
      },
      {
        "document": 1447,
        "excerpt": "t sound achievable and not involve anything that would obviously deal damage to the target or its allies. For example, you could say, “Fetch the key to the cult’s treasu"
      }
    ],
    "occasionally": [
      {
        "document": 35,
        "excerpt": "n't add it twice if you're proficient in both skills. Occasionally, a Proficiency Bonus might be multiplied or divided (doubled or halved, for example) before being added."
      }
    ],
    "occult": [
      {
        "document": 817,
        "excerpt": "Occult lore"
      },
      {
        "document": 972,
        "excerpt": "er Armor, Sickle, 2 Daggers, Arcane Focus (orb), Book (occult lore), Scholar’s Pack, and 15 GP; or (B) 100 GP"
      }
    ],
    "occupant": [
      {
        "document": 2055,
        "excerpt": "can't enter a residence without an invitation from an occupant. Running Water. The vampire takes 20 Acid damage if it ends its turn in running water. Stake to the He"
      },
      {
        "document": 2056,
        "excerpt": "can't enter a residence without an invitation from an occupant. Running Water. The vampire takes 20 Acid damage if it ends its turn in running water. Stake to the He"
      }
    ],
    "occupants": [
      {
        "document": 1697,
        "excerpt": "sitors, and the demiplane's environment can't harm its occupants. Everything else that can be interacted with there can exist only there. For example, a flower picked fr"
      }
    ],
    "occupation": [
      {
        "document": 270,
        "excerpt": "es. A character's background represents the place and occupation that were most formative for the character. The combination of background, species, and languages provid"
      },
      {
        "document": 289,
        "excerpt": "ection of characteristics that represent the place and occupation that were most formative before your character embarked on a life of adventure."
      }
    ],
    "occupied": [
      {
        "document": 83,
        "excerpt": "your ally. You can't willingly end a move in a space occupied by another creature. If you somehow end a turn in a space with another creature, you have the Prone cond"
      },
      {
        "document": 524,
        "excerpt": "Occupied Space"
      },
      {
        "document": 563,
        "excerpt": "se. If the destination space of your teleportation is occupied by another creature or blocked by a solid obstacle, you instead appear in the nearest unoccupied space o"
      },
      {
        "document": 979,
        "excerpt": "next turn, when it returns to the space it previously occupied or the nearest unoccupied space. Once you use this feature, you can't use it again until you finish a L"
      },
      {
        "document": 1172,
        "excerpt": "ft or in the nearest unoccupied space if that space is occupied. If the target is an Aberration, a Celestial, an Elemental, a Fey, or a Fiend, the target doesn't retur"
      },
      {
        "document": 1233,
        "excerpt": "u, the other creature, or both would arrive in a space occupied by a creature or completely filled by one or more objects, you and any creature traveling with you each"
      },
      {
        "document": 1256,
        "excerpt": "your space in the Border Ethereal. If you appear in an occupied space, you are shunted to the nearest unoccupied space and take Force damage equal to twice the number o"
      },
      {
        "document": 1355,
        "excerpt": "et reappears in the space it left or, if that space is occupied, in the nearest unoccupied space."
      },
      {
        "document": 1388,
        "excerpt": "for the duration. If you position the wall in a space occupied by a creature, the spell ends instantly without effect. The wall sheds Bright Light within 100 feet and"
      },
      {
        "document": 1455,
        "excerpt": "le or in the nearest unoccupied space if that space is occupied. Many major temples, guildhalls, and other important places have permanent teleportation circles. Each"
      },
      {
        "document": 1474,
        "excerpt": "ves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn makes a Constitution sa"
      },
      {
        "document": 1580,
        "excerpt": "below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't be"
      },
      {
        "document": 1625,
        "excerpt": "ture but its twelve extradimensional cells are already occupied, the mirror frees one trapped creature at random to accommodate the new prisoner. A freed creature appea"
      },
      {
        "document": 1627,
        "excerpt": "cept for Artifacts, which stay behind in the space you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can't b"
      },
      {
        "document": 1667,
        "excerpt": "e shunted out to the nearest unoccupied space you last occupied. Fire. You know Ignan, and you have Immunity to Fire damage. Water. You know Aquan, you gain a Swim Sp"
      },
      {
        "document": 1689,
        "excerpt": "plane you were on. You reappear in the last space you occupied or, if that space is occupied, the nearest unoccupied space."
      },
      {
        "document": 1697,
        "excerpt": "the effect, all visitors reappear in the location they occupied when you activated the rod or an unoccupied space nearest that location. Once used, this property can't"
      }
    ],
    "occupies": [
      {
        "document": 82,
        "excerpt": "determines the width of the square space the creature occupies on a map, as shown on the Creature Size and Space table. That table lists the sizes from smallest (Tiny)"
      },
      {
        "document": 546,
        "excerpt": "creature's size determines how much space the creature occupies in combat. An object's size affects its Hit Points. See also \"Breaking Objects\" and \"Playing the Game\" ("
      },
      {
        "document": 756,
        "excerpt": "A Hostile Swarm of Bats flies out of the hat, occupies your space, and attacks you."
      },
      {
        "document": 1298,
        "excerpt": "pied space that you can see within range. The guardian occupies that space and is invulnerable, and it appears in a form appropriate for your deity or pantheon. Any en"
      }
    ],
    "occupy": [
      {
        "document": 1163,
        "excerpt": "rops to 0 Hit Points, the spell ends. The hand doesn't occupy its space. When you cast the spell and as a Bonus Action on your later turns, you can move the hand up"
      },
      {
        "document": 1286,
        "excerpt": "of 10 feet, and it can hover. The target can enter and occupy the space of another creature. The target has Resistance to Bludgeoning, Piercing, and Slashing damage;"
      },
      {
        "document": 1475,
        "excerpt": "he wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on a firm foundatio"
      },
      {
        "document": 2037,
        "excerpt": "Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a T"
      },
      {
        "document": 2038,
        "excerpt": "Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a T"
      },
      {
        "document": 2039,
        "excerpt": "eeding to make an ability check. Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a T"
      },
      {
        "document": 2040,
        "excerpt": "Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a T"
      },
      {
        "document": 2041,
        "excerpt": "Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a T"
      },
      {
        "document": 2042,
        "excerpt": "Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a T"
      },
      {
        "document": 2043,
        "excerpt": "Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a T"
      }
    ],
    "occur": [
      {
        "document": 23,
        "excerpt": "exceeds the target's Armor Class. Attack rolls usually occur in battle, described in “Combat” later in “Playing the Game,” but the GM might also ask for an attack ro"
      },
      {
        "document": 45,
        "excerpt": "instant response to a trigger of some kind, which can occur on your turn or on someone else's. The Opportunity Attack, described later in \"Playing the Game,\" is the"
      },
      {
        "document": 60,
        "excerpt": ": one free interaction per turn. That interaction must occur during a creature's movement or action. Any additional interactions require the Utilize action, as expla"
      },
      {
        "document": 126,
        "excerpt": "r plane of existence where the specified event doesn't occur, the GM determines when the item recharges."
      },
      {
        "document": 170,
        "excerpt": "“Spells.” Hit. Any damage dealt or other effects that occur as a result of an attack hitting a target are described after the “Hit:” notation. Miss. If an attack h"
      },
      {
        "document": 545,
        "excerpt": "which those things happen. For example, if two effects occur at the start of a player character's turn, the player decides which of the effects happens first."
      },
      {
        "document": 979,
        "excerpt": "r seeing the roll but before any of the roll's effects occur. You can use this feature a number of times equal to your Charisma modifier (minimum of once), but you"
      },
      {
        "document": 1238,
        "excerpt": "question about a specific goal, event, or activity to occur within 7 days. The GM offers a truthful reply, which might be a short phrase or cryptic rhyme. The spell"
      },
      {
        "document": 1347,
        "excerpt": "it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves"
      },
      {
        "document": 1391,
        "excerpt": "h it must be based on visual or audible phenomena that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off"
      },
      {
        "document": 1419,
        "excerpt": "The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include “after 1,000 years” or “when the tarrasque a"
      },
      {
        "document": 1454,
        "excerpt": "e table to see where you wind up (multiple mishaps can occur, dealing damage each time). Similar Area. You and your group (or the target object) appear in a differe"
      }
    ],
    "occurs": [
      {
        "document": 73,
        "excerpt": "remains the same from round to round. Ties. If a tie occurs, the GM decides the order among tied monsters, and the players decide the order among tied characters. T"
      },
      {
        "document": 93,
        "excerpt": "or an Unarmed Strike against that creature. The attack occurs right before it leaves your reach."
      },
      {
        "document": 142,
        "excerpt": "t or purpose, conflict can arise. When such a conflict occurs, the item's bearer makes a Charisma saving throw (DC 12 plus the item's Charisma modifier). On a failed"
      },
      {
        "document": 170,
        "excerpt": "Hit:” notation. Miss. If an attack has an effect that occurs on a miss, that information follows the “Miss:” notation. Hit or Miss. If an attack has an effect that"
      },
      {
        "document": 525,
        "excerpt": "rmed Strike against the provoking creature. The attack occurs right before the creature leaves your reach. See also “Playing the Game” (“Combat”)."
      },
      {
        "document": 535,
        "excerpt": "mbie steps next to me, I move away.\" When the trigger occurs, you can either take your Reaction right after the trigger finishes or ignore the trigger. When you Rea"
      },
      {
        "document": 640,
        "excerpt": "op being hidden immediately after any of the following occurs: you make a sound louder than a whisper, an enemy finds you, you make an attack roll, or you cast a spel"
      },
      {
        "document": 753,
        "excerpt": "e next two times the bottle is opened, the same effect occurs. If the bottle is opened a fourth time, the efreeti escapes and disappears, and the bottle loses its mag"
      },
      {
        "document": 970,
        "excerpt": "ect. You remove the die before rolling, and the effect occurs immediately after the attack's damage is dealt. For example, if you add the Poison effect, remove 1d6 fr"
      },
      {
        "document": 1212,
        "excerpt": "ffect. Instead, it takes effect when a certain trigger occurs. You describe that trigger when you cast the two spells. For example, a Contingency cast with Water Brea"
      },
      {
        "document": 1347,
        "excerpt": "the spell to deliver your message. When that trigger occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you"
      },
      {
        "document": 1356,
        "excerpt": "nses. While merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with Disadvan"
      },
      {
        "document": 1369,
        "excerpt": "nges to complete. Because the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or injured by the ground's movement. At the end"
      },
      {
        "document": 1391,
        "excerpt": "on within range that activates when a specific trigger occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot Cube, and you decide when"
      },
      {
        "document": 1484,
        "excerpt": "as possible. The GM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This sp"
      },
      {
        "document": 1596,
        "excerpt": "check, you fail to cast the spell and a random effect occurs instead, determined by rolling on the following table. Any spell you cast from the hat uses your spell"
      },
      {
        "document": 1660,
        "excerpt": "without suffering the wave of lethargy that typically occurs when the effect ends. This potion's yellow fluid is streaked with black and swirls on its own."
      }
    ],
    "ocean": [
      {
        "document": 1960,
        "excerpt": "Ocean Spear. Melee or Ranged Attack Roll: +2, reach 5 ft. or range 20/60 ft. Hit: 3 (1d6) Piercing damage plus"
      }
    ],
    "ochre": [
      {
        "document": 1972,
        "excerpt": "Ochre Jelly"
      }
    ],
    "octopus": [
      {
        "document": 1265,
        "excerpt": "animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating of 0. Appearing in an uno"
      },
      {
        "document": 1889,
        "excerpt": "Giant Octopus"
      },
      {
        "document": 1973,
        "excerpt": "Octopus"
      }
    ],
    "odd": [
      {
        "document": 793,
        "excerpt": "t. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take 5d6 Poison damage and have the"
      },
      {
        "document": 1386,
        "excerpt": "of sparks, a puff of wind, faint musical notes, or an odd odor. Fire Play. You instantaneously light or snuff out a candle, a torch, or a small campfire. Clean"
      }
    ],
    "odor": [
      {
        "document": 1247,
        "excerpt": "a gentle breeze, the sound of an animal, or the faint odor of skunk. The effect must fit in a 5-foot Cube. Fire Play. You light or snuff out a candle, a torch, or"
      },
      {
        "document": 1386,
        "excerpt": "sparks, a puff of wind, faint musical notes, or an odd odor. Fire Play. You instantaneously light or snuff out a candle, a torch, or a small campfire. Clean or So"
      }
    ],
    "off": [
      {
        "document": 47,
        "excerpt": "thies, fears, or goals, you can form friendships, ward off violence, or learn a key piece of information. On the other hand, if you insult a proud warrior or speak"
      },
      {
        "document": 97,
        "excerpt": "Falling Off"
      },
      {
        "document": 267,
        "excerpt": "tylish cap 84 A receipt of deposit at a bank in a far-off city 85 A diary with seven missing pages 86 An empty silver snuffbox bearing the inscription “dreams”"
      },
      {
        "document": 673,
        "excerpt": ", the creature has Advantage on saving throws to fight off the magical contagion for the next 24 hours."
      },
      {
        "document": 693,
        "excerpt": "bject and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects. Ingested. A creature mus"
      },
      {
        "document": 714,
        "excerpt": "indicated levels. Trigger. Traps are often set to go off when a creature enters an area or touches an object. Examples of triggers include stepping on a pressure"
      },
      {
        "document": 716,
        "excerpt": "unstable section of ceiling. The trip wire is 3 inches off the ground and stretches between two weak supports that topple when the trip wire is pulled. The first"
      },
      {
        "document": 717,
        "excerpt": "suspended from the ceiling. The trip wire is 3 inches off the ground and stretches between two columns or trees. The first creature that crosses the trip wire ca"
      },
      {
        "document": 783,
        "excerpt": "to the chosen point of origin. Unless they are picked off, the leaves turn brown and fall off after 24 hours."
      },
      {
        "document": 791,
        "excerpt": "The light turns off."
      },
      {
        "document": 966,
        "excerpt": "You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourse"
      },
      {
        "document": 1152,
        "excerpt": "the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is audible or mental: Audible Alarm. The alarm produces th"
      },
      {
        "document": 1217,
        "excerpt": "or in containers within range - both useful in fending off the hazards of malnutrition and dehydration. The food is bland but nourishing and looks like a food of y"
      },
      {
        "document": 1391,
        "excerpt": "ould create an illusion of yourself to appear and warn off others who attempt to open a trapped door. Physical interaction with the image reveals it to be illusor"
      },
      {
        "document": 1454,
        "excerpt": "| Familiarity | Mishap | Similar Area | Off Target | On Target | | :----------------------- | :----- | :----------- | :--------- | :-------- | | Per"
      },
      {
        "document": 1562,
        "excerpt": "e kind of dragon. Sometimes dragons collect their cast-off scales and gift them. Other times, hunters carefully preserve the hide of a dead dragon. In either case"
      },
      {
        "document": 1649,
        "excerpt": "can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the t"
      },
      {
        "document": 1740,
        "excerpt": "and roll a 20 on the d20 for the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is"
      }
    ],
    "offal": [
      {
        "document": 676,
        "excerpt": "or that comes into contact with contaminated filth or offal must succeed on a DC 11 Constitution saving throw or become infected with Sewer Plague. A creature suffe"
      }
    ],
    "offense": [
      {
        "document": 962,
        "excerpt": "our choice for which you qualify. Boon of Irresistible Offense is recommended."
      },
      {
        "document": 967,
        "excerpt": "our choice for which you qualify. Boon of Irresistible Offense is recommended."
      },
      {
        "document": 1005,
        "excerpt": "Boon of Irresistible Offense"
      }
    ],
    "offer": [
      {
        "document": 47,
        "excerpt": "hen use that information to influence the NPC. If you offer NPCs something they want or play on their sympathies, fears, or goals, you can form friendships, ward of"
      },
      {
        "document": 239,
        "excerpt": "features are detailed there too. Some class features offer choices. Make sure to read all your features and make any offered choices."
      },
      {
        "document": 271,
        "excerpt": "nds detailed in \"Character Origins,\" and your GM might offer additional backgrounds as options. The background you choose influences step 3, when you determine your"
      },
      {
        "document": 378,
        "excerpt": "lling. Wearing or experimenting with an item can also offer hints about its properties. In the specific case of Potions, a little taste is enough to tell the taster"
      },
      {
        "document": 1199,
        "excerpt": "ing or contrary to the deity's interests, the GM might offer a short phrase as an answer instead. If you cast the spell more than once before finishing a Long Rest,"
      },
      {
        "document": 1210,
        "excerpt": "-word answer would be misleading, the GM might instead offer a short phrase as an answer. On a failed save, you take 6d6 Psychic damage and have the Incapacitated c"
      },
      {
        "document": 1436,
        "excerpt": "r repetitive, and the corpse is under no compulsion to offer a truthful answer if you are antagonistic toward it or it recognizes you as an enemy. This spell doesn't"
      }
    ],
    "offered": [
      {
        "document": 239,
        "excerpt": "ices. Make sure to read all your features and make any offered choices."
      },
      {
        "document": 243,
        "excerpt": "gain at your new level in that class. Make any choices offered by a new feature. 4: Adjust Proficiency Bonus. A character's Proficiency Bonus increases at certain lev"
      },
      {
        "document": 752,
        "excerpt": "Offered By ..."
      }
    ],
    "offering": [
      {
        "document": 1299,
        "excerpt": "In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you believes it is going"
      },
      {
        "document": 1324,
        "excerpt": "observable action, such as someone making a particular offering at the temple of your god, saving your true love, or defeating a specific monster. A Dispel Magic spell"
      }
    ],
    "offers": [
      {
        "document": 296,
        "excerpt": "Each background offers a choice between a package of equipment and 50 GP."
      },
      {
        "document": 608,
        "excerpt": "Resistance, rely on the types. The Damage Types table offers examples to help a GM assign a type to a new effect. Damage Types"
      },
      {
        "document": 1238,
        "excerpt": "oal, event, or activity to occur within 7 days. The GM offers a truthful reply, which might be a short phrase or cryptic rhyme. The spell doesn't account for circumst"
      },
      {
        "document": 1402,
        "excerpt": "creature makes any choices that a species' description offers, and the creature recalls its former life. It retains the capabilities it had in its original form, exce"
      },
      {
        "document": 1810,
        "excerpt": "mor worn by the target takes a -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. The penalty can be removed by casting the M"
      },
      {
        "document": 1912,
        "excerpt": "mor worn by the target takes a -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. The penalty can be removed by casting the M"
      },
      {
        "document": 2007,
        "excerpt": "t. Failure: The object takes a -1 penalty to the AC it offers (armor) or to its attack rolls (weapon). Armor is destroyed if the penalty reduces its AC to 10, and a w"
      }
    ],
    "often": [
      {
        "document": 26,
        "excerpt": "to help determine what happens. Describing the results often leads to another decision point, which brings the game back to step 1. This pattern holds during every"
      },
      {
        "document": 38,
        "excerpt": "roficiency as well as the ability check the skill most often applies to."
      },
      {
        "document": 56,
        "excerpt": "Adventurers and monsters often hide, whether to spy on one another, sneak past a guardian, or set an ambush. The Game Master decides wh"
      },
      {
        "document": 57,
        "excerpt": "Interacting with objects is often simple to resolve. The player tells the GM that their character is doing something, such as moving a lev"
      },
      {
        "document": 69,
        "excerpt": "sters and nefarious villains. In those moments, combat often breaks out."
      },
      {
        "document": 75,
        "excerpt": "f 30 feet translates into 6 squares. If you use a grid often, consider writing your Speed in squares on your character sheet. Entering a Square. To enter a square,"
      },
      {
        "document": 78,
        "excerpt": "Combatants are often slowed down by Difficult Terrain. Low furniture, rubble, undergrowth, steep stairs, snow, and shallow bo"
      },
      {
        "document": 103,
        "excerpt": "a crowd, or deciphering a cipher. The GM and the rules often call for an ability check when a creature attempts something other than an attack that has a chance of m"
      },
      {
        "document": 119,
        "excerpt": "Common magic items can often be bought in a town or city. Uncommon and Rare magic items are usually found only in cities, and rarer m"
      },
      {
        "document": 126,
        "excerpt": "Magic items often have charges or properties that recharge at the next dawn or some other specified time. If such an item"
      },
      {
        "document": 156,
        "excerpt": "ay, have it use that special ability as quickly and as often as possible. Multiattack. If the monster has Multiattack, have it use Multiattack on any of its turns i"
      },
      {
        "document": 248,
        "excerpt": "mpressive things with those attacks. These adventurers often confront threats to whole regions."
      },
      {
        "document": 366,
        "excerpt": "You survive via chance and charity. You're often exposed to natural dangers as a result of sleeping outside."
      },
      {
        "document": 398,
        "excerpt": "Characters often find coins on their adventures and can spend those coins in shops, inns, and other businesses. Coins com"
      },
      {
        "document": 444,
        "excerpt": "r table in this section includes gear that adventurers often find useful. These items are described here in alphabetical order, with an item's price appearing after"
      },
      {
        "document": 577,
        "excerpt": ".\" The game's rules - in this glossary and elsewhere - often talk about something happening to you in the game world. That \"you\" refers to the creature or object tha"
      },
      {
        "document": 580,
        "excerpt": "Damage Threshold. Big objects, such as castle walls, often have extra resilience represented by a damage threshold. See also “Damage Threshold.” No Ability Scores"
      },
      {
        "document": 661,
        "excerpt": "ose one tool used in the practice of the background or often associated with it."
      },
      {
        "document": 714,
        "excerpt": "haracters of the indicated levels. Trigger. Traps are often set to go off when a creature enters an area or touches an object. Examples of triggers include stepping"
      },
      {
        "document": 734,
        "excerpt": "The best combat encounters often pair one kind of creature with another, such as fire giants paired with hell hounds. Be mindful of the n"
      },
      {
        "document": 936,
        "excerpt": "Channels energy to create effects that are often destructive"
      },
      {
        "document": 1454,
        "excerpt": "library. - “Very familiar” is a place you have visited often, a place you have carefully studied, or a place you can see when you cast the spell. - “Seen casually” i"
      },
      {
        "document": 1666,
        "excerpt": "cal if the djinni dies. Rings of Djinni Summoning are often created by the djinn they summon and given to mortals as gifts of friendship or tokens of esteem."
      },
      {
        "document": 1884,
        "excerpt": "osts 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can't be used again until 7 days"
      }
    ],
    "ogre": [
      {
        "document": 736,
        "excerpt": "on to take out one or more characters. For example, an Ogre (CR 2) can kill a level 1 Wizard with a single blow."
      },
      {
        "document": 801,
        "excerpt": "Ogre"
      },
      {
        "document": 1584,
        "excerpt": "Gauntlets of Ogre Power"
      },
      {
        "document": 1593,
        "excerpt": "earing either a Belt of Giant Strength or Gauntlets of Ogre Power to which you are also attuned, you gain the following benefits: Giants' Bane. When you roll a 20"
      },
      {
        "document": 1974,
        "excerpt": "Ogre Zombie"
      },
      {
        "document": 1975,
        "excerpt": "Ogre"
      }
    ],
    "oil": [
      {
        "document": 144,
        "excerpt": "ory might be a magical brew that must be imbibed or an oil that must be applied to a creature or an object. A typical potion consists of 1 ounce of liquid in a via"
      },
      {
        "document": 313,
        "excerpt": "A Lamp burns Oil as fuel to cast Bright Light in a 15-foot radius and Dim Light for an additional 30 feet."
      },
      {
        "document": 314,
        "excerpt": "A Bullseye Lantern burns Oil as fuel to cast Bright Light in a 60-foot Cone and Dim Light for an additional 60 feet."
      },
      {
        "document": 315,
        "excerpt": "A Hooded Lantern burns Oil as fuel to cast Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. As a Bonus Act"
      },
      {
        "document": 323,
        "excerpt": "Oil (1 SP)"
      },
      {
        "document": 341,
        "excerpt": "tems: Backpack, Book, Ink, Ink Pen, Lamp, 10 flasks of Oil, 10 sheets of Parchment, and Tinderbox."
      },
      {
        "document": 349,
        "excerpt": "e steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a Candle, Lamp, Lantern, or Torch - or anything else with expo"
      },
      {
        "document": 415,
        "excerpt": "C 15) Craft: Acid, Alchemist's Fire, Component Pouch, Oil, Paper, Perfume"
      },
      {
        "document": 462,
        "excerpt": "Bell, 10 Candles, Crowbar, Hooded Lantern, 7 flasks of Oil, 5 days of Rations, Rope, Tinderbox, and Waterskin."
      },
      {
        "document": 477,
        "excerpt": ", 5 Ink Pens, Lamp, 2 Map or Scroll Cases, 4 flasks of Oil, 5 sheets of Paper, 5 sheets of Parchment, Perfume, and Tinderbox."
      },
      {
        "document": 479,
        "excerpt": "lowing items: Backpack, Caltrops, Crowbar, 2 flasks of Oil, 10 days of Rations, Rope, Tinderbox, 10 Torches, and Waterskin."
      },
      {
        "document": 480,
        "excerpt": "ell, Bullseye Lantern, 3 Costumes, Mirror, 8 flasks of Oil, 9 days of Rations, Tinderbox, and Waterskin."
      },
      {
        "document": 481,
        "excerpt": "ns the following items: Backpack, Bedroll, 2 flasks of Oil, 10 days of Rations, Rope, Tinderbox, 10 Torches, and Waterskin."
      },
      {
        "document": 704,
        "excerpt": "Oil of Taggit (400 GP)"
      },
      {
        "document": 725,
        "excerpt": "move around, such as chandeliers, kegs of gunpowder or oil, and rolling stone traps."
      },
      {
        "document": 793,
        "excerpt": "spouts water, beer, mayonnaise, tea, vinegar, wine, or oil (GM’s choice) 30 feet into the air for 1d4 minutes."
      },
      {
        "document": 930,
        "excerpt": "Oil"
      },
      {
        "document": 1099,
        "excerpt": "Oil"
      },
      {
        "document": 1613,
        "excerpt": "it, this hooded lantern burns for 6 hours on 1 pint of oil, shedding Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. Invisible creatures"
      },
      {
        "document": 1633,
        "excerpt": "Oil of Etherealness"
      },
      {
        "document": 1634,
        "excerpt": "Oil of Sharpness"
      },
      {
        "document": 1635,
        "excerpt": "Oil of Slipperiness"
      },
      {
        "document": 1707,
        "excerpt": "y on a slippery surface, such as one covered by ice or oil."
      },
      {
        "document": 1708,
        "excerpt": "red in a jar or flask that has been coated inside with Oil of Slipperiness. When found, a container contains 1d6 + 1 ounces. One ounce of the glue can cover a 1-f"
      }
    ],
    "oils": [
      {
        "document": 1402,
        "excerpt": "V, S, M (rare oils worth 1,000+ GP, which the spell consumes)"
      }
    ],
    "ointment": [
      {
        "document": 677,
        "excerpt": "balism Kit can use it to create one dose of nonmagical ointment, which takes 1 hour. When applied to the eyes of a creature suffering from Sight Rot, the ointment suppr"
      }
    ],
    "old": [
      {
        "document": 266,
        "excerpt": "xamined by anyone but you 41 A scrap of cloth from an old banner 42 A rank insignia from a lost legionnaire 43 A silver bell without a clapper 44 A mechanical"
      },
      {
        "document": 820,
        "excerpt": "An old chess piece made from glass"
      },
      {
        "document": 1406,
        "excerpt": "as been dead for no more than a century, didn't die of old age, and wasn't Undead when it died. The creature returns to life with all its Hit Points. This spell a"
      },
      {
        "document": 1408,
        "excerpt": "t. This spell can't revive a creature that has died of old age, nor does it restore any missing body parts."
      },
      {
        "document": 1464,
        "excerpt": "ger than 200 years and that died for any reason except old age. The creature is revived with all its Hit Points. This spell closes all wounds, neutralizes any poi"
      },
      {
        "document": 1484,
        "excerpt": "ich you are eligible. You lose all the benefits of the old feat and gain the benefits of the new one. You can't replace a feat that is a prerequisite for any of yo"
      }
    ],
    "older": [
      {
        "document": 964,
        "excerpt": "(if you get either option from a Cleric subclass in an older book, use only the option you choose for this feature). Divine Strike. Once on each of your turns when"
      },
      {
        "document": 2024,
        "excerpt": "arget has any Exhaustion levels, it appears 3d10 years older. Failure or Success: The sphinx can't take this action again until the start of its next turn."
      },
      {
        "document": 2025,
        "excerpt": "arget has any Exhaustion levels, it appears 3d10 years older. Failure or Success: The sphinx can't take this action again until the start of its next turn."
      }
    ],
    "olfactory": [
      {
        "document": 1363,
        "excerpt": ". The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into Difficult Terrain (or vice versa) or otherwise impede moveme"
      }
    ],
    "omen": [
      {
        "document": 1168,
        "excerpt": "worth 25+ GP) Duration: Instantaneous You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the nex"
      }
    ],
    "omens": [
      {
        "document": 1168,
        "excerpt": "the next 30 minutes. The GM chooses the omen from the Omens table. Omens | Omen | For Results That Will Be ... | | :----------- | :-----------------------"
      }
    ],
    "ominous": [
      {
        "document": 1456,
        "excerpt": "e, such as a rumble of thunder, the cry of a raven, or ominous whispers. Tremors. You cause harmless tremors in the ground for 1 minute."
      }
    ],
    "omniscient": [
      {
        "document": 1199,
        "excerpt": "r for each question. Divine beings aren't necessarily omniscient, so you might receive “unclear” as an answer if a question pertains to information that lies beyond the"
      }
    ],
    "once": [
      {
        "document": 35,
        "excerpt": "n't be added to a die roll or another number more than once. For example, if a rule allows you to make a Charisma (Deception or Persuasion) check, you add your Prof"
      },
      {
        "document": 71,
        "excerpt": "he beginning of combat when everyone rolls Initiative. Once everyone has taken a turn, the fight continues to the next round if neither side is defeated."
      },
      {
        "document": 108,
        "excerpt": "ng throws against it at the same time, roll the damage once for all the targets. For example, when a wizard casts Fireball, the spell's damage is rolled once for al"
      },
      {
        "document": 122,
        "excerpt": "le the writing vanishes from a scroll when it is read. Once used, a consumable item loses its magic."
      },
      {
        "document": 144,
        "excerpt": "oil might take longer as specified in its description. Once used, a potion takes effect immediately, and it is used up. Mixing Potions. A character might drink one"
      },
      {
        "document": 156,
        "excerpt": "a recharging breath weapon or a spell it can cast only once per day, have it use that special ability as quickly and as often as possible. Multiattack. If the mons"
      },
      {
        "document": 179,
        "excerpt": "that includes “1/Day” means the Reaction can be taken once and that the monster must finish a Long Rest to take it again. Recharge X–Y. This notation means a mons"
      },
      {
        "document": 226,
        "excerpt": "f, Gnome, Goliath, Halfling, Human, Orc, and Tiefling. Once you’ve chosen a species, write it on your character sheet. Then record your species’ traits. Your chara"
      },
      {
        "document": 231,
        "excerpt": "Once you've generated six scores, assign them to Strength, Dexterity, Constitution, Intelligence, Wisdom, and"
      },
      {
        "document": 264,
        "excerpt": "and partly on your individual levels in those classes. Once you have the Spellcasting feature from more than one class, use the rules below. If you multiclass but h"
      },
      {
        "document": 265,
        "excerpt": "When you make your character, you can roll once on the Trinkets table to gain a Tiny trinket, a simple item lightly touched by mystery. The GM might als"
      },
      {
        "document": 283,
        "excerpt": "ile other species first appeared in multiple realms at once. Whatever a species' genesis, its members have spread across the multiverse and contribute to many diffe"
      },
      {
        "document": 302,
        "excerpt": "in its benefits. Repeatable. A feat can be taken only once unless its description states otherwise in a “Repeatable” subsection."
      },
      {
        "document": 323,
        "excerpt": "s its turn there. A creature can take this damage only once per turn. Fuel. Oil serves as fuel for Lamps and Lanterns. Once lit, a flask of Oil burns for 6 hours i"
      },
      {
        "document": 327,
        "excerpt": "weapon or ammunition takes an extra 1d4 Poison damage. Once applied, the poison retains potency for 1 minute or until its damage is dealt, whichever comes first."
      },
      {
        "document": 397,
        "excerpt": "ifier is negative. You can make this extra attack only once per turn."
      },
      {
        "document": 400,
        "excerpt": "as a Bonus Action. You can make this extra attack only once per turn."
      },
      {
        "document": 403,
        "excerpt": "rt of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet."
      },
      {
        "document": 505,
        "excerpt": "ame target, that target gains the spell's benefit only once; the target doesn't receive two bonus dice. But if the durations of the spells overlap, the effect conti"
      },
      {
        "document": 533,
        "excerpt": "n if you also take an action, a Bonus Action, or both. Once you take a Reaction, you can't take another one until the start of your next turn. The Opportunity Attac"
      },
      {
        "document": 536,
        "excerpt": "d against you (round down). Resistance is applied only once to an instance of damage. See also “Playing the Game” (“Damage and Healing”)."
      },
      {
        "document": 562,
        "excerpt": "messages but can't initiate a telepathic conversation. Once a telepathic conversation starts, the non-telepath can communicate mentally to the telepath until the te"
      },
      {
        "document": 571,
        "excerpt": "is doubled against you. Vulnerability is applied only once to an instance of damage. See also \"Playing the Game\" (\"Damage and Healing\")."
      },
      {
        "document": 627,
        "excerpt": "have Expertise in the same skill proficiency more than once. See also “Playing the Game” (“Proficiency”)."
      },
      {
        "document": 716,
        "excerpt": "the unstable section of ceiling on a successful check. Once detected, the trip wire can be easily cut or avoided (no ability check required). At Higher Levels. You"
      },
      {
        "document": 717,
        "excerpt": "trip wire and the suspended Net on a successful check. Once detected, the trip wire can be easily cut or avoided (no ability check required). Destroy the Net. Redu"
      },
      {
        "document": 718,
        "excerpt": "ting a tiny glyph on the statue on a successful check. Once the glyph is found, a character can take a Study action to examine it and make a DC 15 Intelligence (Arc"
      },
      {
        "document": 719,
        "excerpt": "ation) check, detecting the pit on a successful check. Once the pit is detected, an Iron Spike or a similar object can be wedged between the pit's lid and the surro"
      },
      {
        "document": 721,
        "excerpt": "on) check, detecting the needle on a successful check. Once the trap is detected, a character can take an action to try to disarm the trap, doing so with a successf"
      },
      {
        "document": 723,
        "excerpt": "ation) check, detecting the pit on a successful check. Once the hidden pit is detected, an Iron Spike or a similar object can be wedged between the pit's lid and th"
      },
      {
        "document": 753,
        "excerpt": "e efreeti understands your languages and can cast Wish once for you. It disappears when it grants the wish or after 1 hour, and the bottle loses its magic."
      },
      {
        "document": 962,
        "excerpt": "You can attack twice instead of once whenever you take the Attack action on your turn."
      },
      {
        "document": 963,
        "excerpt": "e can have only one Bardic Inspiration die at a time. Once within the next hour when the creature fails a D20 Test, the creature can roll the Bardic Inspiration di"
      },
      {
        "document": 964,
        "excerpt": "e option you choose for this feature). Divine Strike. Once on each of your turns when you hit a creature with an attack roll using a weapon, you can cause the targ"
      },
      {
        "document": 965,
        "excerpt": "Once on each of your turns, if you have no uses of Wild Shape left, you can give yourself one use by expendin"
      },
      {
        "document": 966,
        "excerpt": "take one additional action, except the Magic action. Once you use this feature, you can't do so again until you finish a Short or Long Rest. Starting at level 17,"
      },
      {
        "document": 967,
        "excerpt": "ints equal to your Monk level plus the number rolled. Once you use this feature, you can't use it again until you finish a Long Rest."
      },
      {
        "document": 968,
        "excerpt": "You can attack twice instead of once whenever you take the Attack action on your turn."
      },
      {
        "document": 969,
        "excerpt": "You can attack twice instead of once whenever you take the Attack action on your turn."
      },
      {
        "document": 970,
        "excerpt": "how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack roll if you have Advan"
      },
      {
        "document": 971,
        "excerpt": "number equal to half your Sorcerer level (round down). Once you use this feature, you can't do so again until you finish a Long Rest."
      },
      {
        "document": 972,
        "excerpt": "o be a level 5+ Warlock, you can select the invocation once you reach Warlock level 5. Replacing and Gaining Invocations. Whenever you gain a Warlock level, you ca"
      },
      {
        "document": 973,
        "excerpt": "er one level 2 spell slot or two level 1 spell slots. Once you use this feature, you can't do so again until you finish a Long Rest."
      },
      {
        "document": 975,
        "excerpt": "nd a level 1 spell slot, or three level 1 spell slots. Once you recover spell slots with this feature, you can't do so again until you finish a Long Rest."
      },
      {
        "document": 977,
        "excerpt": "). For the duration, you have a Fly Speed of 60 feet. Once you use this feature, you can't use it again until you finish a Long Rest unless you spend 3 Sorcery Poi"
      },
      {
        "document": 979,
        "excerpt": "r of times equal to your Charisma modifier (minimum of once), but you can use it no more than once per roll. You regain all expended uses when you finish a Long Res"
      },
      {
        "document": 980,
        "excerpt": "of its Hit Points. You can deal this extra damage only once per turn. Horde Breaker. Once on each of your turns when you make an attack with a weapon, you can make"
      },
      {
        "document": 982,
        "excerpt": "10 minutes or until you end them (no action required). Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use"
      },
      {
        "document": 983,
        "excerpt": "s the save, ending the effect on itself on a success. Once you use this feature, you can't use it again until you finish a Long Rest unless you expend a use of you"
      },
      {
        "document": 984,
        "excerpt": "ttunement. You can attune to up to four magic items at once. Charges. Whenever you use a magic item property that expends charges, roll 1d6. On a roll of 6, you us"
      },
      {
        "document": 985,
        "excerpt": "ber of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest."
      },
      {
        "document": 986,
        "excerpt": "r to be made of the same energy as your Breath Weapon. Once you use this trait, you can't use it again until you finish a Long Rest."
      },
      {
        "document": 988,
        "excerpt": ". You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You"
      },
      {
        "document": 990,
        "excerpt": "Strength checks, and your Speed increases by 10 feet. Once you use this trait, you can't use it again until you finish a Long Rest."
      },
      {
        "document": 993,
        "excerpt": "killed outright, you can drop to 1 Hit Point instead. Once you use this trait, you can't do so again until you finish a Long Rest."
      },
      {
        "document": 994,
        "excerpt": ". You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You"
      },
      {
        "document": 999,
        "excerpt": "bove 20. Repeatable. You can take this feat more than once."
      },
      {
        "document": 1002,
        "excerpt": "hen you miss with an attack roll, you can hit instead. Once you use this benefit, you can't use it again until the start of your next turn."
      },
      {
        "document": 1004,
        "excerpt": "e total rolled as a bonus or penalty to the d20 roll. Once you use this benefit, you can't use it again until you roll Initiative or finish a Short or Long Rest."
      },
      {
        "document": 1010,
        "excerpt": "and the Grapple option. You can use this benefit only once per turn. Attack Advantage. You have Advantage on attack rolls against a creature Grappled by you. Fas"
      },
      {
        "document": 1012,
        "excerpt": ". You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You"
      },
      {
        "document": 1013,
        "excerpt": "You've trained to deal particularly damaging strikes. Once per turn when you hit a target with a weapon, you can roll the weapon's damage dice twice and use either"
      },
      {
        "document": 1014,
        "excerpt": "choice. Repeatable. You can take this feat more than once."
      },
      {
        "document": 1157,
        "excerpt": "e takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow it until its task is complete. The creature is under y"
      },
      {
        "document": 1168,
        "excerpt": "t change the results. If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first t"
      },
      {
        "document": 1177,
        "excerpt": "or ends it turn there. A creature makes that save only once per turn. A Restrained creature can take an action to make a Strength (Athletics) check against your sp"
      },
      {
        "document": 1178,
        "excerpt": "or ends it turn there. A creature makes that save only once per turn."
      },
      {
        "document": 1191,
        "excerpt": "the slot expended, and a creature can be targeted only once by each casting of this spell."
      },
      {
        "document": 1195,
        "excerpt": "r ends its turn there. A creature makes this save only once per turn. The Sphere moves 10 feet away from you at the start of each of your turns. Using a Higher-Le"
      },
      {
        "document": 1199,
        "excerpt": "as an answer instead. If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first t"
      },
      {
        "document": 1204,
        "excerpt": "3d10 Slashing damage. A creature makes this save only once per turn. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above"
      },
      {
        "document": 1205,
        "excerpt": "lights. A creature can be affected by this spell only once per turn. Using a Higher-Level Spell Slot. The healing and damage increase by 1d12 for each spell slot"
      },
      {
        "document": 1209,
        "excerpt": "e on a successful one. A creature makes this save only once per turn. In addition, you can take the Disengage action as a Bonus Action for the spell's duration. U"
      },
      {
        "document": 1214,
        "excerpt": "ons. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain. The water continues to move"
      },
      {
        "document": 1215,
        "excerpt": "4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to n"
      },
      {
        "document": 1219,
        "excerpt": "e takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow the order until its task is complete. The creature is"
      },
      {
        "document": 1238,
        "excerpt": "ting of other spells. If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first t"
      },
      {
        "document": 1252,
        "excerpt": "e with it. Any item it drops returns to normal size at once. A thrown weapon or piece of ammunition returns to normal size immediately after it hits or misses a tar"
      },
      {
        "document": 1288,
        "excerpt": "ter to your command. It takes this damage no more than once each day. You can issue any command you choose, short of an activity that would result in certain death"
      },
      {
        "document": 1293,
        "excerpt": "ggers include opening that object or seeing the glyph. Once a glyph is triggered, this spell ends. You can refine the trigger so that only creatures of certain typ"
      },
      {
        "document": 1325,
        "excerpt": "r ends its turn there. A creature makes this save only once per turn. The cloud moves 10 feet away from you in a direction you choose at the start of each of your"
      },
      {
        "document": 1327,
        "excerpt": "r ends its turn there. A creature makes this save only once per turn. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above"
      },
      {
        "document": 1331,
        "excerpt": "leg) Duration: 1 minute You touch a willing creature. Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of m"
      },
      {
        "document": 1339,
        "excerpt": "n such a creature up close - within 30 feet - at least once. If the creature you described or named is in a different form, such as under the effects of a Flesh to"
      },
      {
        "document": 1340,
        "excerpt": "you have seen it up close - within 30 feet - at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of"
      },
      {
        "document": 1345,
        "excerpt": "d you can't attempt to possess it again for 24 hours. Once you possess a creature's body, you control it. Your Hit Points, Hit Point Dice, Strength, Dexterity, Con"
      },
      {
        "document": 1359,
        "excerpt": "he area of more than one fiery Sphere is affected only once. A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area"
      },
      {
        "document": 1368,
        "excerpt": "r ends its turn there. A creature makes this save only once per turn. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above"
      },
      {
        "document": 1391,
        "excerpt": "to existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes, after which the illu"
      },
      {
        "document": 1405,
        "excerpt": "en by 1d4. A creature can benefit from this spell only once per turn."
      },
      {
        "document": 1440,
        "excerpt": "s half as much damage. A creature makes this save only once per turn. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above"
      },
      {
        "document": 1451,
        "excerpt": "the glyph, such as those who say a certain password. Once triggered, the glyph glows, filling a 60-foot-radius Sphere with Dim Light for 10 minutes, after which"
      },
      {
        "document": 1454,
        "excerpt": "33 | 34–43 | 44–53 | 54–00 | | Viewed once or described | 01–43 | 44–53 | 54–73 | 74–00 | | False destination | 01–50 | 51"
      },
      {
        "document": 1461,
        "excerpt": "st have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plan"
      },
      {
        "document": 1462,
        "excerpt": "entered. You can use this transportation ability only once on each of your turns. You must end each turn outside a tree."
      },
      {
        "document": 1467,
        "excerpt": "udgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall's height is reduced by 50 feet, and the damage the wall deal"
      },
      {
        "document": 1468,
        "excerpt": "attack. If it drops to 0 Hit Points, the spell ends. Once on each of your turns as a Bonus Action, you can mentally command the servant to move up to 15 feet and"
      },
      {
        "document": 1476,
        "excerpt": "e on a successful one. A creature makes this save only once per turn. Using a Higher-Level Spell Slot. Both types of damage increase by 1d8 for each spell slot lev"
      },
      {
        "document": 1503,
        "excerpt": "e bonus is determined by the rarity of the ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in qu"
      },
      {
        "document": 1511,
        "excerpt": "minutes or until you are no longer wearing the armor. Once this property is used, it can't be used again until the next dawn."
      },
      {
        "document": 1516,
        "excerpt": "which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The"
      },
      {
        "document": 1518,
        "excerpt": "creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn. Gra"
      },
      {
        "document": 1527,
        "excerpt": "ess of your carrying capacity or wearing Heavy Armor. Once on each of your turns, you can jump up to 30 feet by spending only 10 feet of movement."
      },
      {
        "document": 1541,
        "excerpt": "web created by the spell fills twice its normal area. Once used, this property can't be used again until the next dawn."
      },
      {
        "document": 1559,
        "excerpt": "tack and damage rolls of your Unarmed Strikes. Curse. Once you don this cursed armor, you can't doff it unless you are targeted by a Remove Curse spell or similar"
      },
      {
        "document": 1560,
        "excerpt": "the shackles can take a Utilize action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a successful check, t"
      },
      {
        "document": 1561,
        "excerpt": "ile toward you for compelling them against their will. Once you have used this property, it can't be used again for 1 hour. Destroying an Orb. A Dragon Orb has AC"
      },
      {
        "document": 1580,
        "excerpt": "on rampant. It can become a Griffon for up to 6 hours. Once it has been used, it can't be used again until 5 days have passed. Ebony Fly (Rare). This ebony statuet"
      },
      {
        "document": 1583,
        "excerpt": "uish all nonmagical flames within 30 feet of yourself. Once used, this property can't be used again for 1 hour."
      },
      {
        "document": 1596,
        "excerpt": "t have Material components costing more than 1,000 GP. Once you decide on the spell, you must expend a spell slot of the spell's level. Then, to determine whether y"
      },
      {
        "document": 1600,
        "excerpt": "ect Thoughts or Suggestion (save DC 13) from the helm. Once either spell is cast from the helm, that spell can't be cast from it again until the next dawn."
      },
      {
        "document": 1604,
        "excerpt": "ave Immunity to the Charmed and Frightened conditions. Once you use the horn, it can't be used again until 7 days have passed. Four types of Horn of Valhalla are k"
      },
      {
        "document": 1609,
        "excerpt": "effect, and any resources used to cast it are wasted. Once the stone has canceled 20 levels of spells, it burns out, turns dull gray, and loses its magic. Agility"
      },
      {
        "document": 1610,
        "excerpt": "ttack causes the bands to contract and become a sphere once more. A creature that can touch the bands, including the one Restrained, can take an action to make a D"
      },
      {
        "document": 1611,
        "excerpt": "ped by the flask before, it has Advantage on the save. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time."
      },
      {
        "document": 1614,
        "excerpt": "Incapacitated condition. You must use the second roll. Once used, this property can't be used again until the next dawn. Wish. The weapon has 1d3 charges. While ho"
      },
      {
        "document": 1621,
        "excerpt": "ust also pay the specified cost to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when t"
      },
      {
        "document": 1627,
        "excerpt": "fly from the deck on their own and take effect all at once. Once a card is drawn, it disappears. Unless the card is the Fool or Jester, the card reappears in the"
      },
      {
        "document": 1630,
        "excerpt": "ion (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn."
      },
      {
        "document": 1636,
        "excerpt": "to regain one expended spell slot of level 3 or lower. Once you use the pearl, it can't be used again until the next dawn."
      },
      {
        "document": 1637,
        "excerpt": "can take a Magic action to regain 2d4 + 2 Hit Points. Once used, this property can't be used again until the next dawn. In addition, you have Advantage on saving"
      },
      {
        "document": 1691,
        "excerpt": "ing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment. The robe has two of each of the follow"
      },
      {
        "document": 1692,
        "excerpt": "50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod c"
      },
      {
        "document": 1693,
        "excerpt": "takes a Magic action to pull the rod from the ground. Once used, this property can't be used again until the next dawn."
      },
      {
        "document": 1694,
        "excerpt": "mber of Hit Points equal to half that Necrotic damage. Once used, this property can't be used again until the next dawn. Paralyze. When you hit a creature with a m"
      },
      {
        "document": 1696,
        "excerpt": "its nature, a target ceases to be Charmed in this way. Once used, this property can't be used again until the next dawn."
      },
      {
        "document": 1697,
        "excerpt": "the rod or an unoccupied space nearest that location. Once used, this property can't be used again until 10 days have passed."
      },
      {
        "document": 1702,
        "excerpt": "n as you use the stone, and you don't cast the spell. Once Sending is cast using either stone, the stones can't be used again until the next dawn. If one of the st"
      },
      {
        "document": 1706,
        "excerpt": "ature inside the Emanation damage anything outside it. Once this property is used, it can't be used again until the next dawn."
      },
      {
        "document": 1708,
        "excerpt": "ze action, and the applied glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the application of Universal Solvent or Oil of"
      },
      {
        "document": 1709,
        "excerpt": "g the scroll requires the spell's normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn't lost. I"
      },
      {
        "document": 1722,
        "excerpt": "h it. It also has the following additional properties. Once one of these properties is used, it can't be used again until the next dawn. Lightning. When you hit wi"
      },
      {
        "document": 1733,
        "excerpt": "ot where the fissure opens collapses into the fissure. Once you use this property, it can't be used again until the next dawn."
      },
      {
        "document": 1756,
        "excerpt": "ing hold of the edges of the cloth and folding it up. Once the Well of Many Worlds has opened a portal, it can't do so again for 1d8 hours."
      },
      {
        "document": 1824,
        "excerpt": "ch creature whose space the centaur enters is targeted once by the following effect. Strength Saving Throw: DC 14. Failure: 7 (1d6 + 4) Bludgeoning damage, and the"
      },
      {
        "document": 1828,
        "excerpt": "gh to move to and attack, the golem attacks an object. Once the golem goes berserk, it continues to be berserk until it is destroyed or it is no longer Bloodied. I"
      },
      {
        "document": 1845,
        "excerpt": "eature, the djinni suffers none of the spell's stress. Once the djinni has cast it three times, the djinni can't do so again for 365 days."
      },
      {
        "document": 1856,
        "excerpt": "ature, the efreeti suffers none of the spell's stress. Once the efreeti has cast it three times, the efreeti can't do so again for 365 days."
      },
      {
        "document": 1864,
        "excerpt": "gh to move to and attack, the golem attacks an object. Once the golem goes berserk, it remains so until it is destroyed or it is no longer Bloodied. The golem's cr"
      },
      {
        "document": 1884,
        "excerpt": "multaneously. Each can become a Lion for up to 1 hour. Once a lion has been used, it can't be used again until 7 days have passed. Ivory Goats (Rare). These ivory"
      },
      {
        "document": 2009,
        "excerpt": "eathe air and water, but it must be submerged at least once every 4 hours to avoid suffocating outside water. Shark Telepathy. The sahuagin can magically control s"
      },
      {
        "document": 2056,
        "excerpt": "each its resting place within 2 hours or be destroyed. Once in its resting place, it returns to its vampire form and has the Paralyzed condition until it regains an"
      }
    ],
    "one's": [
      {
        "document": 693,
        "excerpt": "ulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other par"
      },
      {
        "document": 979,
        "excerpt": "Dark One's Blessing"
      }
    ],
    "ones": [
      {
        "document": 16,
        "excerpt": "d receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if a spell grants you 12 Temporary Hit Points when you al"
      },
      {
        "document": 46,
        "excerpt": "y.” Friendly NPCs are predisposed to help, and Hostile ones are inclined to hinder. Social interactions progress in two ways: through roleplaying and ability check"
      },
      {
        "document": 64,
        "excerpt": "etermine which characters are affected by traps, which ones can spot hidden enemies, and which ones are the closest to those enemies if a fight breaks out. You can"
      },
      {
        "document": 733,
        "excerpt": "Creatures that have a CR of 0, particularly ones that are worth 0 XP, should be used sparingly. If you want to include many CR 0 critters in an encounter"
      },
      {
        "document": 972,
        "excerpt": "Resistance against that damage. Lessons of the First Ones Prerequisite: Level 2+ Warlock You have received knowledge from an elder entity of the multiverse, all"
      },
      {
        "document": 1219,
        "excerpt": "ave animated with this spell rather than animating new ones. Using a Higher-Level Spell Slot. If you use a level 7 spell slot, you can animate or reassert control"
      },
      {
        "document": 1249,
        "excerpt": "an direct the beams at the same target or at different ones. Make a separate attack roll for each beam."
      },
      {
        "document": 1417,
        "excerpt": "spell. You can give the same appearance or different ones to the targets. The spell can change the appearance of the targets' bodies and equipment. You can make e"
      },
      {
        "document": 1871,
        "excerpt": "targeted by any attack, spell, or other effect, except ones that specifically target Undead. The ghost's game statistics are the same, except it uses the possessed"
      }
    ],
    "ongoing": [
      {
        "document": 500,
        "excerpt": "e has passed. While a time-span spell that you cast is ongoing, you can dismiss it (no action required) if you don’t have the Incapacitated condition."
      },
      {
        "document": 506,
        "excerpt": "IDENTIFYING AN ONGOING SPELL"
      },
      {
        "document": 542,
        "excerpt": "ns to you. Unless that description says otherwise, any ongoing effects on you - conditions, spells, curses, and the like - carry over from one form to the other. You r"
      },
      {
        "document": 613,
        "excerpt": "t at death if the durations of those effects are still ongoing. If the creature died with any Exhaustion levels, it returns with 1 fewer level. If the creature had Att"
      },
      {
        "document": 973,
        "excerpt": "add to your spellbook as you gain levels reflect your ongoing magical research, but you might find other spells during your adventures that you can add to the book. Y"
      },
      {
        "document": 1160,
        "excerpt": "l there. Portals close temporarily while in the aura. Ongoing spells, except those cast by an Artifact or a deity, are suppressed in the area. While an effect is supp"
      },
      {
        "document": 1236,
        "excerpt": "creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target,"
      },
      {
        "document": 1322,
        "excerpt": "how many charges it has, if any. You learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spel"
      }
    ],
    "oni": [
      {
        "document": 801,
        "excerpt": "Oni"
      },
      {
        "document": 1976,
        "excerpt": "Oni"
      }
    ],
    "oni's": [
      {
        "document": 1976,
        "excerpt": "et has the Frightened condition until the start of the oni's next turn. Shape-Shift. The oni shape-shifts into a Small or Medium Humanoid or a Large Giant, or it re"
      }
    ],
    "only": [
      {
        "document": 17,
        "excerpt": "orary Hit Points doesn't restore you to consciousness. Only true healing can save you. ---"
      },
      {
        "document": 27,
        "excerpt": "be modified by armor, magic items, spells, and more. Only One Base AC. Some spells and class features give characters a different way to calculate their AC. A cha"
      },
      {
        "document": 30,
        "excerpt": "tely after rolling it, and you must use the new roll. Only One at a Time. You can never have more than one instance of Heroic Inspiration. If something gives you H"
      },
      {
        "document": 32,
        "excerpt": "oll and they all grant Advantage on it, you still roll only two d20s. Similarly, if multiple situations impose Disadvantage on a roll, you roll only two d20s. If c"
      },
      {
        "document": 33,
        "excerpt": "u reroll or replace the d20, you can reroll or replace only one die, not both. You choose which one. For example, if you have Heroic Inspiration (see the sidebar b"
      },
      {
        "document": 34,
        "excerpt": "me are skilled with many weapons, while others can use only a few. Some are better at understanding people's motives, and others are better at unlocking the secrets"
      },
      {
        "document": 35,
        "excerpt": "ecks. Whenever the bonus is used, it can be multiplied only once and divided only once."
      },
      {
        "document": 43,
        "excerpt": "o govern how much you can do at one time. You can take only one action at a time. This principle is most important in combat, as explained in “Combat” later in “Pla"
      },
      {
        "document": 44,
        "excerpt": "ue to take a Bonus Action. You can take a Bonus Action only when a special ability, a spell, or another feature of the game states that you can do something as a Bo"
      },
      {
        "document": 86,
        "excerpt": "benefit to a target. A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover. If a target is behind multi"
      },
      {
        "document": 88,
        "excerpt": "You can make ranged attacks only against targets within a specified range. If a ranged attack, such as one made with a spell, has a singl"
      },
      {
        "document": 92,
        "excerpt": "Game\"), you roll two d20s, but you use the number from only one of them - the higher one if you have Advantage or the lower one if you have Disadvantage. 5: Add Mod"
      },
      {
        "document": 96,
        "excerpt": "You can control a mount only if it has been trained to accept a rider. Domesticated horses, mules, and similar creatures have such tr"
      },
      {
        "document": 112,
        "excerpt": "ulnerability that affect the same damage type count as only one instance. For example, if you have Resistance to Necrotic damage as well as Resistance to all damage"
      },
      {
        "document": 117,
        "excerpt": "example, a particular armorer might make items usable only by folk who are sized and shaped like dwarves. Unusual Anatomy. Use your discretion to decide whether a"
      },
      {
        "document": 119,
        "excerpt": "city. Uncommon and Rare magic items are usually found only in cities, and rarer magic items might be sold only in wondrous locations, such as a city on another pla"
      },
      {
        "document": 128,
        "excerpt": "esistance to all damage. An Artifact can be destroyed only in some special way. Otherwise, it is impervious to damage. Learning how to destroy an Artifact usually"
      },
      {
        "document": 133,
        "excerpt": "m by the number of characters working on it. Normally, only one other character can assist you, but the GM might allow more assistants. Raw Materials. The cost in"
      },
      {
        "document": 144,
        "excerpt": "nless the effects are immediately obvious, reveal them only when they become evident. Potion Miscibility"
      },
      {
        "document": 156,
        "excerpt": "h as a recharging breath weapon or a spell it can cast only once per day, have it use that special ability as quickly and as often as possible. Multiattack. If the"
      },
      {
        "document": 171,
        "excerpt": "happens on a failed or successful save. “Half damage only” on a successful save means the target takes half as much damage (round down) as targets that fail the s"
      },
      {
        "document": 175,
        "excerpt": "cast the Invisibility spell, but the spell has a “self only” restriction, which means the spell affects only the hag. Spell Components. The Spellcasting trait note"
      },
      {
        "document": 178,
        "excerpt": "er can take immediately after another creature's turn. Only one of these actions can be taken at a time and only after another creature's turn ends. The monster can"
      },
      {
        "document": 257,
        "excerpt": "s after 1. You gain the level 1 Hit Points for a class only when your total character level is 1. Add together the Hit Dice granted by all your classes to form you"
      },
      {
        "document": 260,
        "excerpt": "vel in a class other than your initial class, you gain only some of the new class's starting proficiencies, as detailed in each class's description in “Classes.”"
      },
      {
        "document": 262,
        "excerpt": "ys to calculate your Armor Class, you can benefit from only one at a time. For example, a Monk/Sorcerer with a Monk's Unarmored Defense feature and a Sorcerer's Dr"
      },
      {
        "document": 264,
        "excerpt": "you multiclass but have the Spellcasting feature from only one class, follow the rules for that class. Spells Prepared. You determine what spells you can prepare"
      },
      {
        "document": 302,
        "excerpt": "ou gain its benefits. Repeatable. A feat can be taken only once unless its description states otherwise in a “Repeatable” subsection."
      },
      {
        "document": 317,
        "excerpt": "You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to f"
      },
      {
        "document": 323,
        "excerpt": "r ends its turn there. A creature can take this damage only once per turn. Fuel. Oil serves as fuel for Lamps and Lanterns. Once lit, a flask of Oil burns for 6 ho"
      },
      {
        "document": 337,
        "excerpt": "remonial significance. Some events and locations admit only people wearing a Robe bearing certain colors or symbols."
      },
      {
        "document": 338,
        "excerpt": "eck. You can bind an unwilling creature with the Rope only if the creature has the Grappled, Incapacitated, or Restrained condition. If the creature's legs are bou"
      },
      {
        "document": 379,
        "excerpt": "attuned to an item that requires Attunement, you gain only its nonmagical benefits unless its description states otherwise. For example, a magic Shield that requir"
      },
      {
        "document": 380,
        "excerpt": "an item requires you to spend a Short Rest focused on only that item while being in physical contact with it (this can't be the same Short Rest used to learn the i"
      },
      {
        "document": 383,
        "excerpt": "Each weapon has a mastery property, which is usable only by a character who has a feature, such as Weapon Mastery, that unlocks the property for the character. T"
      },
      {
        "document": 386,
        "excerpt": "bracers, gauntlets, and gloves - impart their benefits only if both items of the pair are worn. For example, a character wearing a Boot of Striding and Springing on"
      },
      {
        "document": 390,
        "excerpt": "m by the number of characters working on it. Normally, only one other character can assist you, but the GM might allow more assistants."
      },
      {
        "document": 395,
        "excerpt": "ll consumes its Material components, they are consumed only when you complete the scroll. The scroll's spell uses your spell save DC and spell attack bonus."
      },
      {
        "document": 397,
        "excerpt": "t modifier is negative. You can make this extra attack only once per turn."
      },
      {
        "document": 399,
        "excerpt": "e dealt by the weapon, and the damage can be increased only by increasing the ability modifier."
      },
      {
        "document": 400,
        "excerpt": "d of as a Bonus Action. You can make this extra attack only once per turn."
      },
      {
        "document": 407,
        "excerpt": "Anyone can don armor or hold a Shield, but only those with training can use them effectively, as explained below. A character's class and other features"
      },
      {
        "document": 410,
        "excerpt": "You gain the Armor Class benefit of a Shield only if you have training with it."
      },
      {
        "document": 411,
        "excerpt": "A creature can wear only one suit of armor at a time and wield only one Shield at a time. Armor"
      },
      {
        "document": 453,
        "excerpt": "at has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's r"
      },
      {
        "document": 471,
        "excerpt": "ertly crafted details. Some events and locations admit only people wearing these clothes."
      },
      {
        "document": 491,
        "excerpt": "On a turn, you can expend only one spell slot to cast a spell. This rule means you can't, for example, cast a spell with a spell slot u"
      },
      {
        "document": 500,
        "excerpt": "instantaneous duration means the spell's magic appears only for a moment and then disappears. Time Span. A duration that provides a time span specifies how long th"
      },
      {
        "document": 505,
        "excerpt": "the same target, that target gains the spell's benefit only once; the target doesn't receive two bonus dice. But if the durations of the spells overlap, the effect"
      },
      {
        "document": 513,
        "excerpt": "Spellcasting is taxing, so a spellcaster can cast only a limited number of level 1+ spells before resting. Spell slots are the main way a spellcaster's magical"
      },
      {
        "document": 536,
        "excerpt": "halved against you (round down). Resistance is applied only once to an instance of damage. See also “Playing the Game” (“Damage and Healing”)."
      },
      {
        "document": 540,
        "excerpt": "d or resist a threat. You normally make a saving throw only when a rule requires you to do so, but you can decide to fail the save without rolling. The result of a"
      },
      {
        "document": 568,
        "excerpt": "difier and Proficiency Bonus. This grapple is possible only if the target is no more than one size larger than you and if you have a hand free to grab it. See also"
      },
      {
        "document": 571,
        "excerpt": "type is doubled against you. Vulnerability is applied only once to an instance of damage. See also \"Playing the Game\" (\"Damage and Healing\")."
      },
      {
        "document": 577,
        "excerpt": "e glossary contains definitions of current rules terms only. If you're looking for a term from an earlier version of the fifth edition rules, consult the index. Ab"
      },
      {
        "document": 579,
        "excerpt": "Action on a turn, and you have a Bonus Action to take only if a rule explicitly says so. See also \"Playing the Game\" (\"Actions\")."
      },
      {
        "document": 595,
        "excerpt": "ehind more than one degree of cover, a target benefits only from the most protective degree. See also “Playing the Game” (“Combat”)."
      },
      {
        "document": 611,
        "excerpt": "it were Dim Light. You discern colors in that Darkness only as shades of gray. See also “Playing the Game” (“Exploration”)."
      },
      {
        "document": 633,
        "excerpt": "dy part. Whatever part a grappler uses, it can grapple only one creature at a time with that part, and the grappler can't use that part to target another creature u"
      },
      {
        "document": 641,
        "excerpt": "jump. When you make a standing High Jump, you can jump only half that distance. Either way, each foot of the jump costs a foot of movement. You can extend your arm"
      },
      {
        "document": 657,
        "excerpt": "jump. When you make a standing Long Jump, you can leap only half that distance. Either way, each foot you jump costs a foot of movement. If you land in Difficult T"
      },
      {
        "document": 667,
        "excerpt": "ed through a curse and it can be destroyed permanently only by casting Remove Curse on its corpse."
      },
      {
        "document": 675,
        "excerpt": "times tainted by Cackle Fever, which affects Humanoids only (gnomes are strangely immune). A creature suffers the following effects 1d4 days after infection: Fever"
      },
      {
        "document": 676,
        "excerpt": "ile the creature has any Exhaustion levels, it regains only half the normal number of Hit Points from spending Hit Point Dice. Restlessness. While the creature has"
      },
      {
        "document": 689,
        "excerpt": "ature have Advantage. - The Frightened creature can do only one of the following on each of its turns: move, take an action, or take a Bonus Action."
      },
      {
        "document": 693,
        "excerpt": "h as allowing Advantage on the saving throw or dealing only half as much damage on a failed save. Inhaled. Poisonous powders and gases take effect when inhaled. Bl"
      },
      {
        "document": 697,
        "excerpt": "uccessful save, the creature takes half as much damage only."
      },
      {
        "document": 721,
        "excerpt": "uccessful save, the creature takes half as much damage only. Avoid. The trap doesn't trigger if the lock is opened using a Knock spell or similar magic. Detect an"
      },
      {
        "document": 782,
        "excerpt": "Command (“flee” or “grovel” only)"
      },
      {
        "document": 789,
        "excerpt": "Only one potion works, but its effects are permanent. Choose the simplest effect to make permanent or the one"
      },
      {
        "document": 925,
        "excerpt": "Town or city only"
      },
      {
        "document": 953,
        "excerpt": "manifestation of that character’s worst fears, visible only to that character."
      },
      {
        "document": 962,
        "excerpt": "e start of your next turn. A target can be affected by only one Hamstring Blow at a time - the most recent one."
      },
      {
        "document": 963,
        "excerpt": "e of your Bardic Inspiration dice. A creature can have only one Bardic Inspiration die at a time. Once within the next hour when the creature fails a D20 Test, the"
      },
      {
        "document": 964,
        "excerpt": "er option from a Cleric subclass in an older book, use only the option you choose for this feature). Divine Strike. Once on each of your turns when you hit a creat"
      },
      {
        "document": 965,
        "excerpt": "slowly. For every ten years that pass, your body ages only one year."
      },
      {
        "document": 966,
        "excerpt": "ng at level 17, you can use it twice before a rest but only once on a turn."
      },
      {
        "document": 967,
        "excerpt": "e following benefits while you are unarmed or wielding only Monk weapons and you aren't wearing armor or wielding a Shield. Bonus Unarmed Strike. You can make an U"
      },
      {
        "document": 968,
        "excerpt": "nother Paladin is present, a creature can benefit from only one Aura of Protection at a time; the creature chooses which aura while in them."
      },
      {
        "document": 970,
        "excerpt": "ack roll on the current turn. You can use this feature only if you haven't moved during this turn, and after you use it, your Speed is 0 until the end of the curren"
      },
      {
        "document": 971,
        "excerpt": "e number of Sorcery Points that it costs. You can use only one Metamagic option on a spell when you cast it unless otherwise noted in one of those options. Whenev"
      },
      {
        "document": 972,
        "excerpt": "determine its appearance) contains eldritch magic that only you can access, granting you the benefits below. The book disappears if you conjure another book with t"
      },
      {
        "document": 973,
        "excerpt": "t weighs 3 pounds, contains 100 pages, and can be read only by you or someone casting Identify. You determine the book's appearance and materials, such as a gilt-ed"
      },
      {
        "document": 980,
        "excerpt": "any of its Hit Points. You can deal this extra damage only once per turn. Horde Breaker. Once on each of your turns when you make an attack with a weapon, you can"
      },
      {
        "document": 985,
        "excerpt": "half as much damage on a successful one. You can have only one creature under the effect of this feature at a time. You can end the vibrations harmlessly (no actio"
      },
      {
        "document": 991,
        "excerpt": "ou can take the Hide action even when you are obscured only by a creature that is at least one size larger than you."
      },
      {
        "document": 1010,
        "excerpt": "amage and the Grapple option. You can use this benefit only once per turn. Attack Advantage. You have Advantage on attack rolls against a creature Grappled by you."
      },
      {
        "document": 1149,
        "excerpt": "arget with acid for half as much of the initial damage only. Using a Higher-Level Spell Slot. The damage (both initial and later) increases by 1d4 for each spell s"
      },
      {
        "document": 1157,
        "excerpt": "ommands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow it until its task is complete. The"
      },
      {
        "document": 1158,
        "excerpt": "ommands, the creature takes the Dodge action and moves only to avoid harm. When the creature drops to 0 Hit Points, it reverts to its object form, and any remaining"
      },
      {
        "document": 1167,
        "excerpt": "view after 1 foot. If the cord is cut - which happens only when an effect states that it does so - the target's body and astral form both die. A target's astral f"
      },
      {
        "document": 1175,
        "excerpt": "successful save, the target takes half as much damage only."
      },
      {
        "document": 1177,
        "excerpt": "area or ends it turn there. A creature makes that save only once per turn. A Restrained creature can take an action to make a Strength (Athletics) check against yo"
      },
      {
        "document": 1178,
        "excerpt": "pace or ends it turn there. A creature makes that save only once per turn."
      },
      {
        "document": 1182,
        "excerpt": "more than 60 feet away. You can affect and be affected only by other creatures on the Ethereal Plane, and creatures on the other plane can't perceive you unless the"
      },
      {
        "document": 1187,
        "excerpt": "can be a creature or an object and can be targeted by only one of the bolts. Each target makes a Dexterity saving throw, taking 10d8 Lightning damage on a failed"
      },
      {
        "document": 1191,
        "excerpt": "l of the slot expended, and a creature can be targeted only once by each casting of this spell."
      },
      {
        "document": 1195,
        "excerpt": "ere or ends its turn there. A creature makes this save only once per turn. The Sphere moves 10 feet away from you at the start of each of your turns. Using a High"
      },
      {
        "document": 1204,
        "excerpt": "takes 3d10 Slashing damage. A creature makes this save only once per turn. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level"
      },
      {
        "document": 1205,
        "excerpt": "f the lights. A creature can be affected by this spell only once per turn. Using a Higher-Level Spell Slot. The healing and damage increase by 1d12 for each spell"
      },
      {
        "document": 1209,
        "excerpt": "damage on a successful one. A creature makes this save only once per turn. In addition, you can take the Disengage action as a Bonus Action for the spell's duratio"
      },
      {
        "document": 1212,
        "excerpt": "n Contingency ends. The contingent spell takes effect only on you, even if it can normally target others. You can use only one Contingency spell at a time. If you"
      },
      {
        "document": 1214,
        "excerpt": "ch damage. A creature can swim away from the whirlpool only if it first takes an action to pull away and succeeds on a Strength (Athletics) check against your spell"
      },
      {
        "document": 1219,
        "excerpt": "rpse) Duration: Instantaneous You can cast this spell only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a Ghoul"
      },
      {
        "document": 1235,
        "excerpt": "isintegrated into gray dust. The target can be revived only by a True Resurrection or a Wish spell. This spell automatically disintegrates a Large or smaller nonma"
      },
      {
        "document": 1237,
        "excerpt": "successful save, the target takes half as much damage only. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1."
      },
      {
        "document": 1248,
        "excerpt": "uccessful save, the creature takes half as much damage only."
      },
      {
        "document": 1256,
        "excerpt": "on the Ethereal Plane, you can affect and be affected only by creatures, objects, and effects on that plane. Creatures that aren't on the Ethereal Plane can't perc"
      },
      {
        "document": 1265,
        "excerpt": "ace anything it was wearing or carrying. One Familiar Only. You can't have more than one familiar at a time. If you cast this spell while you have a familiar, you"
      },
      {
        "document": 1266,
        "excerpt": "assive Perception 11 Languages Telepathy 1 mile (works only with you) CR None (XP 0; PB equals your Proficiency Bonus) Traits Life Bond. When you regain Hit Point"
      },
      {
        "document": 1282,
        "excerpt": "ompletely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside it, are pushed away from the center of the a"
      },
      {
        "document": 1286,
        "excerpt": "the spell on itself. While in this form, the target's only method of movement is a Fly Speed of 10 feet, and it can hover. The target can enter and occupy the spac"
      },
      {
        "document": 1287,
        "excerpt": "here it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearin"
      },
      {
        "document": 1290,
        "excerpt": "l above 4 Speed 40 ft., Climb 40 ft., Fly 40 ft. (Wasp only) | STR | DEX | CON | INT | WIS | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 17 (+3) | 13"
      },
      {
        "document": 1293,
        "excerpt": ", this spell ends. You can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect Aberrations). You"
      },
      {
        "document": 1305,
        "excerpt": "ok. On a successful save, it takes half as much damage only. This spell can't reduce a target's Hit Point maximum below 1."
      },
      {
        "document": 1306,
        "excerpt": "on each of its turns. That action can be used to take only the Attack (one attack only), Dash, Disengage, Hide, or Utilize action. When the spell ends, the target"
      },
      {
        "document": 1324,
        "excerpt": "cific monster. A Dispel Magic spell can end the spell only if it is cast with a level 9 spell slot, targeting either the prison or the component used to create it."
      },
      {
        "document": 1325,
        "excerpt": "ere or ends its turn there. A creature makes this save only once per turn. The cloud moves 10 feet away from you in a direction you choose at the start of each of"
      },
      {
        "document": 1327,
        "excerpt": "urn or ends its turn there. A creature makes this save only once per turn. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level"
      },
      {
        "document": 1332,
        "excerpt": "nstuck, or unbarred. If the object has multiple locks, only one of them is unlocked. If the target is held shut by Arcane Lock, that spell is suppressed for 10 min"
      },
      {
        "document": 1335,
        "excerpt": "ution saving throw is unaffected. The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), whic"
      },
      {
        "document": 1345,
        "excerpt": "ntainer's space. You can't move or take Reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to you"
      },
      {
        "document": 1358,
        "excerpt": "re within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spel"
      },
      {
        "document": 1359,
        "excerpt": "in the area of more than one fiery Sphere is affected only once. A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's"
      },
      {
        "document": 1361,
        "excerpt": "s know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can'"
      },
      {
        "document": 1368,
        "excerpt": "successful save, a creature takes half as much damage only. A creature also makes this save when the spell's area moves into its space and when it enters the spell"
      },
      {
        "document": 1373,
        "excerpt": "no larger than a 10-foot Cube and that is perceivable only to the target for the duration. The phantasm includes sound, temperature, and other stimuli. The target"
      },
      {
        "document": 1374,
        "excerpt": "e and create an illusion of its deepest fears, visible only to that creature. The target makes a Wisdom saving throw. On a failed save, the target takes 4d10 Psychi"
      },
      {
        "document": 1376,
        "excerpt": "d or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rar"
      },
      {
        "document": 1379,
        "excerpt": "l amount of food when harvested. They can benefit from only one Plant Growth per year."
      },
      {
        "document": 1388,
        "excerpt": "has no effect on the wall, and Dispel Magic can affect only the violet layer. Prismatic Layers | Order | Effects"
      },
      {
        "document": 1405,
        "excerpt": "e taken by 1d4. A creature can benefit from this spell only once per turn."
      },
      {
        "document": 1413,
        "excerpt": "arget doesn't know what it is making the save against, only that it feels uneasy. | Your Knowledge of the Target Is ... | Save Modifier | | :----------------------"
      },
      {
        "document": 1429,
        "excerpt": "rt or Long Rests. If the simulacrum takes damage, the only way to restore its Hit Points is to repair it as you take a Long Rest, during which you expend component"
      },
      {
        "document": 1432,
        "excerpt": "an action or a Bonus Action, not both, and it can make only one attack if it takes the Attack action. If it casts a spell with a Somatic component, there is a 25 pe"
      },
      {
        "document": 1436,
        "excerpt": "ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive"
      },
      {
        "document": 1440,
        "excerpt": "takes half as much damage. A creature makes this save only once per turn. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level a"
      },
      {
        "document": 1449,
        "excerpt": "rn. On a successful save, it takes half as much damage only. Until the spell ends, you can take a Magic action to create a new Line of radiance. For the duration,"
      },
      {
        "document": 1450,
        "excerpt": "te. On a successful save, it takes half as much damage only. A creature Blinded by this spell makes another Constitution saving throw at the end of each of its tur"
      },
      {
        "document": 1451,
        "excerpt": "seeing the glyph. You can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect Aberrations). You"
      },
      {
        "document": 1457,
        "excerpt": "successful save, a creature takes half as much damage only. In addition, unsecured objects that are entirely within the Cube are pushed 10 feet away from you, and"
      },
      {
        "document": 1462,
        "excerpt": "you entered. You can use this transportation ability only once on each of your turns. You must end each turn outside a tree."
      },
      {
        "document": 1467,
        "excerpt": "10 Bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall's height is reduced by 50 feet, and the damage the wall"
      },
      {
        "document": 1471,
        "excerpt": "cessful save, a creature takes half the initial damage only. Using a Higher-Level Spell Slot. The initial damage increases by 2d4 for each spell slot level above 4"
      },
      {
        "document": 1475,
        "excerpt": "ely, you can create 10-foot-by-20-foot panels that are only 3 inches thick. If the wall cuts through a creature's space when it appears, the creature is pushed to"
      },
      {
        "document": 1476,
        "excerpt": "damage on a successful one. A creature makes this save only once per turn. Using a Higher-Level Spell Slot. Both types of damage increase by 1d8 for each spell slo"
      },
      {
        "document": 1481,
        "excerpt": "a successful save, a target takes half as much damage only. A Frightened target makes a Wisdom saving throw at the end of each of its turns. On a failed save, it"
      },
      {
        "document": 1482,
        "excerpt": "nce to Bludgeoning, Piercing, and Slashing damage. The only actions a target can take in this form are the Dash action or a Magic action to begin reverting to its n"
      },
      {
        "document": 1484,
        "excerpt": "t simply fail, the effect you desire might be achieved only in part, or you might suffer an unforeseen consequence as a result of how you worded the wish. For examp"
      },
      {
        "document": 1498,
        "excerpt": "ence the following effects. Restricted Movement. Your only movement options are to crawl or to spend an amount of movement equal to half your Speed (round down) to"
      },
      {
        "document": 1513,
        "excerpt": "Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until"
      },
      {
        "document": 1519,
        "excerpt": "nter of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can pass through. An enclo"
      },
      {
        "document": 1527,
        "excerpt": "of your turns, you can jump up to 30 feet by spending only 10 feet of movement."
      },
      {
        "document": 1557,
        "excerpt": "ssing 1d20 - 1 cards. The magic of the deck functions only if its cards are drawn at random. You can take a Magic action to draw a card at random from the deck and"
      },
      {
        "document": 1594,
        "excerpt": "stral Plane. The gate then closes. The gate is one-way only and can't be reopened."
      },
      {
        "document": 1603,
        "excerpt": "successful save, a creature takes half as much damage only. Glass or crystal objects in the Cone that aren't being worn or carried take 10d8 Thunder damage. Each"
      },
      {
        "document": 1608,
        "excerpt": "ses the tower to revert to statuette form, which works only if the tower is empty. Each creature in the area where the tower appears is pushed to an unoccupied spac"
      },
      {
        "document": 1611,
        "excerpt": "emains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn't age and doesn't need to breathe, eat, or"
      },
      {
        "document": 1617,
        "excerpt": "t make Opportunity Attacks. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can m"
      },
      {
        "document": 1625,
        "excerpt": "stral Plane. The gate then closes. The gate is one-way only and can't be reopened."
      },
      {
        "document": 1627,
        "excerpt": "-2 penalty to saving throws while cursed in this way. Only a god or the magic of the Fates card can end this curse. Fates. Reality's fabric unravels and spins ane"
      },
      {
        "document": 1632,
        "excerpt": "until it dies or until dawn 7 days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn"
      },
      {
        "document": 1634,
        "excerpt": "t one Melee weapon or twenty pieces of ammunition, but only ammunition and Melee weapons that are nonmagical and deal Slashing or Piercing damage are affected. Appl"
      },
      {
        "document": 1644,
        "excerpt": "stral Plane. The gate then closes. The gate is one-way only and can't be reopened."
      },
      {
        "document": 1664,
        "excerpt": "reverting it a Quarterstaff; the weapon will elongate only as far as the surrounding space allows. In certain forms, the weapon has the following additional prope"
      },
      {
        "document": 1665,
        "excerpt": ") from it: - Animal Friendship - Fear (affects Beasts only) - Speak with Animals"
      },
      {
        "document": 1672,
        "excerpt": "g this ring, you can cast Jump from it, but can target only yourself when you do so."
      },
      {
        "document": 1673,
        "excerpt": "ype. Creatures can telepathically communicate with you only if you allow it. You can take a Magic action to cause the ring to become imperceptible until you take a"
      },
      {
        "document": 1679,
        "excerpt": "the spell has no effect on you. If that spell targeted only you and didn't create an area of effect, you can take a Reaction to deflect the spell back at the spell'"
      },
      {
        "document": 1685,
        "excerpt": "ring this ring, you cast Water Walk from it, targeting only yourself."
      },
      {
        "document": 1692,
        "excerpt": "an take a Reaction to absorb a spell that is targeting only you and doesn't create an area of effect. The absorbed spell's effect is canceled, and the spell's energ"
      },
      {
        "document": 1697,
        "excerpt": "thing else that can be interacted with there can exist only there. For example, a flower picked from a garden there disappears if it is taken outside the demiplane."
      },
      {
        "document": 1708,
        "excerpt": "Once it has done so, the bond it creates can be broken only by the application of Universal Solvent or Oil of Etherealness, or with a Wish spell."
      },
      {
        "document": 1712,
        "excerpt": "saving throw against an Enchantment spell that targets only you, you can take a Reaction to expend 1 charge from the staff and turn the spell back on its caster as"
      },
      {
        "document": 1719,
        "excerpt": "ction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of c"
      },
      {
        "document": 1722,
        "excerpt": "g so doesn't expend the daily use of those properties, only the use of this one. Lightning Strike. You can take a Magic action to cause a bolt of lightning to leap"
      },
      {
        "document": 1763,
        "excerpt": "on, Scorching Ray, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to"
      },
      {
        "document": 1764,
        "excerpt": "(level 2 version), Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to"
      },
      {
        "document": 1765,
        "excerpt": "), Minor Illusion, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to"
      },
      {
        "document": 1766,
        "excerpt": "(level 2 version), Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to"
      },
      {
        "document": 1769,
        "excerpt": "onster, Ice Knife, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to"
      },
      {
        "document": 1771,
        "excerpt": "ntal and has the Prone condition. Success: Half damage only."
      },
      {
        "document": 1775,
        "excerpt": "(level 3 version), Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to"
      },
      {
        "document": 1776,
        "excerpt": "(level 2 version), Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to"
      },
      {
        "document": 1777,
        "excerpt": "), Minor Illusion, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to"
      },
      {
        "document": 1778,
        "excerpt": "(level 4 version), Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to"
      },
      {
        "document": 1781,
        "excerpt": "(level 2 version), Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to"
      },
      {
        "document": 1785,
        "excerpt": "at the start of each of its turns. The rug can smother only one creature at a time. While grappling the target, the rug can't take this action, the rug halves the"
      },
      {
        "document": 1791,
        "excerpt": "hat allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the save and only half damage if it"
      },
      {
        "document": 1806,
        "excerpt": "ler creature Grappled by the behir (the behir can have only one creature swallowed at a time). Failure: The behir swallows the target, which is no longer Grappled."
      },
      {
        "document": 1835,
        "excerpt": "other creatures can communicate with it telepathically only if it allows them."
      },
      {
        "document": 1840,
        "excerpt": "While attached to a target, the darkmantle can attack only the target but has Advantage on its attack rolls. Its Speed becomes 0, it can't benefit from any bonus t"
      },
      {
        "document": 1843,
        "excerpt": "ect Evil and Good, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to"
      },
      {
        "document": 1845,
        "excerpt": "spell. If the djinni knows it, the djinni can cast it only on behalf of a non-genie creature who communicates a wish in a way the djinni can understand. If the dji"
      },
      {
        "document": 1849,
        "excerpt": "Abyssal; telepathy 60 ft. (works only with creatures that understand Abyssal)"
      },
      {
        "document": 1856,
        "excerpt": "pell. If the efreeti knows it, the efreeti can cast it only on behalf of a non-genie creature who communicates a wish in a way the efreeti can understand. If the ef"
      },
      {
        "document": 1873,
        "excerpt": "ture, it has the Prone condition. Success: Half damage only."
      },
      {
        "document": 1884,
        "excerpt": "e a Nightmare for up to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can't be used again until 5 days have passed. The figurine"
      },
      {
        "document": 1889,
        "excerpt": "Water Breathing. The octopus can breathe only underwater. It can hold its breath for 1 hour outside water."
      },
      {
        "document": 1893,
        "excerpt": "Water Breathing. The seahorse can breathe only underwater."
      },
      {
        "document": 1894,
        "excerpt": "Water Breathing. The shark can breathe only underwater."
      },
      {
        "document": 1896,
        "excerpt": "the end of each of the toad's turns. The toad can have only one target swallowed at a time, and it can't use Bite while it has a swallowed target. If the toad dies,"
      },
      {
        "document": 1902,
        "excerpt": "k. Its body is then absorbed into the mouther, leaving only equipment behind. Blinding Spittle (Recharge 5–6). Dexterity Saving Throw: DC 10, each creature in a 10"
      },
      {
        "document": 1914,
        "excerpt": "ure that hears the sounds can tell they are imitations only with a successful DC 14 Wisdom (Insight) check."
      },
      {
        "document": 1920,
        "excerpt": "he start of the naga's next turn. Success: Half damage only. Spellcasting. The naga casts one of the following spells, requiring no Somatic or Material components"
      },
      {
        "document": 1933,
        "excerpt": "Water Breathing. The shark can breathe only underwater."
      },
      {
        "document": 1934,
        "excerpt": "beyond one, it gets an extra Reaction that can be used only for Opportunity Attacks."
      },
      {
        "document": 1946,
        "excerpt": "e target has the Prone condition. Success: Half damage only. Lightning Strike. Dexterity Saving Throw: DC 23, one creature the kraken can see within 120 feet. Fail"
      },
      {
        "document": 1962,
        "excerpt": "Adhesive (Object Form Only). The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic has the"
      },
      {
        "document": 1969,
        "excerpt": ", using the same spellcasting ability as Spellcasting. Only the hag can serve as the spell's messenger, and the target must be a creature the hag can see on the Mat"
      },
      {
        "document": 1973,
        "excerpt": "nt to do so. Water Breathing. The octopus can breathe only underwater."
      },
      {
        "document": 1977,
        "excerpt": "start of the otyugh's next turn. Success: Half damage only."
      },
      {
        "document": 1983,
        "excerpt": "Water Breathing. The piranha can breathe only underwater."
      },
      {
        "document": 2001,
        "excerpt": "ted condition. Water Breathing. The shark can breathe only underwater."
      },
      {
        "document": 2015,
        "excerpt": "Water Breathing. The seahorse can breathe only underwater."
      },
      {
        "document": 2017,
        "excerpt": "ing it no extra movement. The shambling mound can have only one creature Grappled by this action at a time."
      },
      {
        "document": 2025,
        "excerpt": "e target has the Prone condition. Success: Half damage only. Spellcasting. The sphinx casts one of the following spells, requiring no Material components and using"
      },
      {
        "document": 2028,
        "excerpt": "ns to life in 1d6 days and regains all its Hit Points. Only a Wish spell can prevent this trait from functioning."
      },
      {
        "document": 2031,
        "excerpt": "he end of the mephit's next turn. Success: Half damage only. Failure or Success: Being underwater doesn't grant Resistance to this Fire damage."
      },
      {
        "document": 2036,
        "excerpt": "e same in each form, except its Fly Speed is available only in its true form. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 2040,
        "excerpt": "ry Hit Points. Water Breathing. The swarm can breathe only underwater."
      },
      {
        "document": 2044,
        "excerpt": "s until the end of its next turn. Success: Half damage only."
      },
      {
        "document": 2050,
        "excerpt": "oesn't function on the limb's next turn. The limb dies only if it starts its turn with 0 Hit Points and doesn't regenerate. Troll Spawn. The limb uncannily has the"
      },
      {
        "document": 2051,
        "excerpt": "sn't function on the troll's next turn. The troll dies only if it starts its turn with 0 Hit Points and doesn't regenerate."
      },
      {
        "document": 2056,
        "excerpt": "Multiattack (Vampire Form Only). The vampire makes two Grave Strike attacks and uses Bite. Grave Strike (Vampire Form Only). Melee Att"
      },
      {
        "document": 2065,
        "excerpt": "DC 14 Strength (Athletics) check. Success: Half damage only."
      },
      {
        "document": 2067,
        "excerpt": "30 ft., 40 ft. (bear form only), Climb 30 ft. (bear form only)"
      },
      {
        "document": 2068,
        "excerpt": "30 ft., 40 ft. (boar form only)"
      },
      {
        "document": 2069,
        "excerpt": "e attack with a Bite attack. Bite (Rat or Hybrid Form Only). Melee Attack Roll: +5, reach 5 ft. Hit: 8 (2d4 + 3) Piercing damage. If the target is a Humanoid, it i"
      },
      {
        "document": 2070,
        "excerpt": "30 ft., 40 ft. (tiger form only)"
      },
      {
        "document": 2071,
        "excerpt": "30 ft., 40 ft. (wolf form only)"
      }
    ],
    "onslaught": [
      {
        "document": 2044,
        "excerpt": "all expended uses at the start of each of its turns. Onslaught. The tarrasque moves up to half its Speed, and it makes one Claw or Tail attack. World-Shaking Movement"
      }
    ],
    "onto": [
      {
        "document": 685,
        "excerpt": "ippery ice is Difficult Terrain. A creature that moves onto slippery ice for the first time on a turn or starts its turn there must succeed on a DC 10 Dexterity sav"
      },
      {
        "document": 718,
        "excerpt": "Deadly Trap (Levels 1-4) Trigger: A creature moves onto a pressure plate Duration: Instantaneous, and the trap resets at the start of the next turn When a cre"
      },
      {
        "document": 719,
        "excerpt": "Nuisance Trap (Levels 1–4) Trigger: A creature moves onto the pit's lid Duration: Instantaneous This 10-foot-deep pit has a hinged lid constructed from material"
      },
      {
        "document": 720,
        "excerpt": "Deadly Trap (Levels 1–4) Trigger: A creature moves onto a pressure plate Duration: Instantaneous, and the trap resets at the start of the next turn if it has ac"
      },
      {
        "document": 722,
        "excerpt": "uisance Trap (Levels 17–20) Trigger: A creature moves onto a pressure plate Duration: Until the stone stops rolling When a creature moves onto a hidden pressure p"
      },
      {
        "document": 723,
        "excerpt": "Deadly Trap (Levels 1–4) Trigger: A creature moves onto the pit's lid Duration: Instantaneous A 10-foot-deep pit has a hinged lid constructed from material ide"
      },
      {
        "document": 1699,
        "excerpt": "longer Restrained by the rope. If you're still holding onto the rope when a target escapes from it, you can take a Reaction to command the rope to coil up in your h"
      },
      {
        "document": 1738,
        "excerpt": "tion to pour 1 or more ounces of solvent from the tube onto a surface within reach. Each ounce instantly dissolves up to 1 square foot of adhesive it touches, inclu"
      }
    ],
    "onyx": [
      {
        "document": 1219,
        "excerpt": "V, S, M (one 150+ GP black onyx stone for each corpse)"
      },
      {
        "document": 1884,
        "excerpt": "Hades, where the nightmare reverts to figurine form. Onyx Dog (Rare). This onyx statuette of a dog can become a Mastiff for up to 6 hours. The mastiff has an Inte"
      }
    ],
    "ooze": [
      {
        "document": 947,
        "excerpt": "Ooze"
      },
      {
        "document": 1810,
        "excerpt": "Large Ooze, Unaligned"
      },
      {
        "document": 1869,
        "excerpt": "Large Ooze, Unaligned"
      },
      {
        "document": 1912,
        "excerpt": "Gray Ooze"
      },
      {
        "document": 1972,
        "excerpt": "Large Ooze, Unaligned"
      }
    ],
    "oozes": [
      {
        "document": 181,
        "excerpt": "es with strange origins, such as mimics and owlbears. Oozes are gelatinous creatures, including black puddings and gelatinous cubes. Plants are sentient vegetation"
      },
      {
        "document": 788,
        "excerpt": "Oozes"
      },
      {
        "document": 940,
        "excerpt": "lora, weather, and certain creatures (Beasts, Dragons, Oozes, and Plants)"
      },
      {
        "document": 1566,
        "excerpt": "15 Constitution saving throw. Constructs, Elementals, Oozes, Plants, and Undead succeed on the save automatically. On a failed save, a creature begins sneezing unc"
      }
    ],
    "opal": [
      {
        "document": 1598,
        "excerpt": "its turn in that area takes 1d6 Radiant damage. Fire Opal Flames. As long as the helm has at least one fire opal, you can take a Magic action to cause one weapon"
      }
    ],
    "opals": [
      {
        "document": 1598,
        "excerpt": "helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroye"
      }
    ],
    "opaque": [
      {
        "document": 53,
        "excerpt": "n area with Darkness, heavy fog, or dense foliage - is opaque. You have the Blinded condition (see “Rules Glossary”) when trying to see something there."
      },
      {
        "document": 1223,
        "excerpt": "from that object. Covering that object with something opaque, such as a bowl or helm, blocks the Darkness. If any of this spell's area overlaps with an area of Brig"
      },
      {
        "document": 1225,
        "excerpt": "from that object. Covering that object with something opaque, such as a bowl or helm, blocks the sunlight. If any of this spell's area overlaps with an area of Dark"
      },
      {
        "document": 1336,
        "excerpt": "lored as you like. Covering the object with something opaque blocks the light. The spell ends if you cast it again."
      },
      {
        "document": 1388,
        "excerpt": "immering, multicolored plane of light forms a vertical opaque wall - up to 90 feet long, 30 feet high, and 1 inch thick - centered on a point within range. Alternativ"
      },
      {
        "document": 1459,
        "excerpt": "ght or Darkness (no action required). The Emanation is opaque from the outside and of any color you choose, but it's transparent from the inside. The spell ends earl"
      },
      {
        "document": 1472,
        "excerpt": "diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. When the wall appears, each creature in its area makes a Dexterity saving t"
      }
    ],
    "open": [
      {
        "document": 26,
        "excerpt": "asy. If an adventurer walks across a room and tries to open a door, the GM might say the door opens and describe what lies beyond. But the door might be locked, the"
      },
      {
        "document": 43,
        "excerpt": "e Help action to aid another character who's trying to open a stuck door (with the Utilize action)."
      },
      {
        "document": 74,
        "excerpt": "ing either your move or action. For example, you could open a door during your move as you stride toward a foe. If you want to interact with a second object, you n"
      },
      {
        "document": 75,
        "excerpt": "the GM might require you to take the Utilize action to open a stuck door or turn a crank to lower a drawbridge. Doing Nothing on Your Turn. You can forgo moving, t"
      },
      {
        "document": 103,
        "excerpt": "aining to try to overcome a challenge, such as forcing open a stuck door, picking a lock, entertaining a crowd, or deciphering a cipher. The GM and the rules often"
      },
      {
        "document": 418,
        "excerpt": "Ability: Strength Weight: 6 lb. Utilize: Seal or pry open a door or container (DC 20) Craft: Club, Greatclub, Quarterstaff, Barrel, Chest, Ladder, Pole, Portable"
      },
      {
        "document": 429,
        "excerpt": "Ability: Strength Weight: 8 lb. Utilize: Pry open a door or container (DC 20) Craft: Any Melee weapon (except Club, Greatclub, Quarterstaff, and Whip), M"
      },
      {
        "document": 683,
        "excerpt": "sdom (Perception) checks. Heavy rain also extinguishes open flames."
      },
      {
        "document": 686,
        "excerpt": "ranged attack rolls with weapons. It also extinguishes open flames and disperses fog. A flying creature in a strong wind must land at the end of its turn or fall."
      },
      {
        "document": 719,
        "excerpt": "g floor. When a creature moves onto the lid, it swings open like a trapdoor, causing the creature to fall into the pit. The lid remains open thereafter. A creature"
      },
      {
        "document": 723,
        "excerpt": "g floor. When a creature moves onto the lid, it swings open like a trapdoor, causing the creature to fall into the pit, which has sharpened wooden or metal spikes a"
      },
      {
        "document": 756,
        "excerpt": "an unoccupied space within 30 feet of you and remains open until the end of your next turn. The GM determines where it leads."
      },
      {
        "document": 791,
        "excerpt": "Side window shutters open (two per side)."
      },
      {
        "document": 953,
        "excerpt": "When the characters open a sarcophagus, a harmless yet terrifying apparition appears."
      },
      {
        "document": 967,
        "excerpt": "ain a Monk subclass of your choice. The Warrior of the Open Hand subclass is detailed after this class's description. A subclass is a specialization that grants you"
      },
      {
        "document": 968,
        "excerpt": "ing feature. Divine Sense. As a Bonus Action, you can open your awareness to detect Celestials, Fiends, and Undead. For the next 10 minutes or until you have the I"
      },
      {
        "document": 985,
        "excerpt": "Warrior of the Open Hand"
      },
      {
        "document": 1164,
        "excerpt": "ny creatures you designate when you cast the spell can open and close the object despite the lock. You can also set a password that, when spoken within 5 feet of th"
      },
      {
        "document": 1218,
        "excerpt": "ate up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed"
      },
      {
        "document": 1247,
        "excerpt": "Bloom. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. Sensory Effect. You create a harmless sensory effect, such as falling leaves, spe"
      },
      {
        "document": 1248,
        "excerpt": "the effects below. Fissures. A total of 1d6 fissures open in the spell's area at the end of the turn you cast it. You choose the fissures' locations, which can't"
      },
      {
        "document": 1250,
        "excerpt": "h to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot Cube. Doors and shutters being held open by someone or something are"
      },
      {
        "document": 1304,
        "excerpt": "and smell like another sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable"
      },
      {
        "document": 1343,
        "excerpt": "e spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out"
      },
      {
        "document": 1349,
        "excerpt": "extradimensional dwelling as long as the door remains open. You can open or close it (no action required) if you are within 30 feet of it. While closed, the door i"
      },
      {
        "document": 1363,
        "excerpt": "smell, and even feel like some other sort of terrain. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other rough or impassable te"
      },
      {
        "document": 1388,
        "excerpt": "l, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer."
      },
      {
        "document": 1391,
        "excerpt": "yourself to appear and warn off others who attempt to open a trapped door. Physical interaction with the image reveals it to be illusory, since things can pass th"
      },
      {
        "document": 1455,
        "excerpt": "ng portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of"
      },
      {
        "document": 1456,
        "excerpt": "nstantaneously cause an unlocked door or window to fly open or slam shut. Phantom Sound. You create an instantaneous sound that originates from a point of your cho"
      },
      {
        "document": 1575,
        "excerpt": "Wondrous Item, Uncommon As a Magic action, you can open or close this bottle. Opening the bottle causes thick smoke to billow out, forming a cloud that fills a"
      },
      {
        "document": 1611,
        "excerpt": "t the only way to determine the type of creature is to open the flask. A newly discovered Iron Flask might already contain a creature chosen by the GM."
      },
      {
        "document": 1644,
        "excerpt": "rent plane of existence, so it can't be used to create open passages. Any creature inside an open Portable Hole can exit the hole by climbing out of it. You can ta"
      },
      {
        "document": 1691,
        "excerpt": "long) 45–51 Riding Horse with a Riding Saddle 52–59 Open pit (a 10-foot Cube), which you can place on the ground within 10 feet of yourself 60–68 4 Potions of H"
      },
      {
        "document": 1733,
        "excerpt": "you can cause a 30-foot-deep, 10-foot-wide fissure to open up on the ground anywhere in the area. Any creature on a spot where the fissure opens must make a DC 20"
      },
      {
        "document": 1756,
        "excerpt": "tal, the GM decides where it leads. The portal remains open until a creature within 5 feet of it takes a Magic action to close it by taking hold of the edges of the"
      }
    ],
    "opened": [
      {
        "document": 721,
        "excerpt": "only. Avoid. The trap doesn't trigger if the lock is opened using a Knock spell or similar magic. Detect and Disarm. As a Search action, a creature can examine the"
      },
      {
        "document": 753,
        "excerpt": "removed for 24 hours. The next two times the bottle is opened, the same effect occurs. If the bottle is opened a fourth time, the efreeti escapes and disappears, and"
      },
      {
        "document": 1228,
        "excerpt": "urface that you can see within range. This door can be opened and closed, and it leads to a demiplane that is an empty room 30 feet in each dimension, made of wood or"
      },
      {
        "document": 1332,
        "excerpt": "ed for 10 minutes, during which time the target can be opened and closed. When you cast the spell, a loud knock, audible up to 300 feet away, emanates from the targe"
      },
      {
        "document": 1570,
        "excerpt": "e within 30 feet of you. The first time the bottle is opened, the GM rolls on the following table to determine what happens."
      },
      {
        "document": 1582,
        "excerpt": "inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring a Magic action to use: Fi"
      },
      {
        "document": 1623,
        "excerpt": "a door on a wall creates an actual door, which can be opened to whatever is beyond. Painting a pit creates a real pit, the entire depth of which must lie within the"
      },
      {
        "document": 1646,
        "excerpt": "ion's yellowish liquid but vanishes when the potion is opened."
      },
      {
        "document": 1656,
        "excerpt": "l beating. These ingredients vanish when the potion is opened."
      },
      {
        "document": 1756,
        "excerpt": "h and folding it up. Once the Well of Many Worlds has opened a portal, it can't do so again for 1d8 hours."
      }
    ],
    "opening": [
      {
        "document": 57,
        "excerpt": "haracter is doing something, such as moving a lever or opening a door, and the GM describes what happens. Sometimes, however, rules govern what you can do with an obj"
      },
      {
        "document": 266,
        "excerpt": "nside a clear glass bottle 47 A metal can that has no opening but sounds as if it is filled with liquid, sand, spiders, or broken glass (your choice) 48 A glass orb"
      },
      {
        "document": 616,
        "excerpt": "Liquid that's between shin- and waist-deep - A narrow opening sized for a creature one size smaller than you - A slope of 20 degrees or more"
      },
      {
        "document": 719,
        "excerpt": "lid and the surrounding floor to prevent the lid from opening, thereby making it safe to cross. The cover can also be held shut using Arcane Lock or similar magic. E"
      },
      {
        "document": 723,
        "excerpt": "lid and the surrounding floor to prevent the lid from opening, thereby making it safe to cross. The cover can also be held shut using an Arcane Lock spell or similar"
      },
      {
        "document": 1162,
        "excerpt": "ks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter."
      },
      {
        "document": 1287,
        "excerpt": "different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The"
      },
      {
        "document": 1293,
        "excerpt": "hs inscribed within an object, common triggers include opening that object or seeing the glyph. Once a glyph is triggered, this spell ends. You can refine the trigger"
      },
      {
        "document": 1372,
        "excerpt": "o instability in a structure surrounding it. When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an"
      },
      {
        "document": 1451,
        "excerpt": "hs inscribed within an object, common triggers include opening that object or seeing the glyph. You can refine the trigger so that only creatures of certain types act"
      },
      {
        "document": 1539,
        "excerpt": "Chime of Opening"
      },
      {
        "document": 1553,
        "excerpt": ". Gate. Pressing one side of the cube, you cast Gate, opening a portal to the plane of existence keyed to that side. Plane Shift. Pressing one side of the cube twice"
      },
      {
        "document": 1575,
        "excerpt": "As a Magic action, you can open or close this bottle. Opening the bottle causes thick smoke to billow out, forming a cloud that fills a 60-foot Emanation originating"
      },
      {
        "document": 1691,
        "excerpt": "on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself 23–30 10 gems worth 100 GP"
      },
      {
        "document": 2037,
        "excerpt": "ace and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't regain Hit Points or gain Temporary Hit Points."
      },
      {
        "document": 2038,
        "excerpt": "ace and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can't regain Hit Points or gain Temporary Hit Points."
      },
      {
        "document": 2039,
        "excerpt": "ace and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain Hit Points or gain Temporary Hit Points."
      },
      {
        "document": 2040,
        "excerpt": "ace and vice versa, and the swarm can move through any opening large enough for a Tiny piranha. The swarm can't regain Hit Points or gain Temporary Hit Points. Water"
      },
      {
        "document": 2041,
        "excerpt": "ace and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain Hit Points or gain Temporary Hit Points."
      },
      {
        "document": 2042,
        "excerpt": "ace and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm can't regain Hit Points or gain Temporary Hit Points."
      },
      {
        "document": 2043,
        "excerpt": "ace and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm can't regain Hit Points or gain Temporary Hit Points."
      }
    ],
    "opening's": [
      {
        "document": 1372,
        "excerpt": "ithin range and lasts for the duration. You choose the opening's dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a st"
      }
    ],
    "openings": [
      {
        "document": 1286,
        "excerpt": "tion saving throws. The target can pass through narrow openings, but it treats liquids as though they were solid surfaces. The target can't talk or manipulate objects,"
      }
    ],
    "opens": [
      {
        "document": 26,
        "excerpt": "om and tries to open a door, the GM might say the door opens and describe what lies beyond. But the door might be locked, the floor might hide a trap, or some other"
      },
      {
        "document": 535,
        "excerpt": "ultist steps on the trapdoor, I'll pull the lever that opens it,\" and \"If the zombie steps next to me, I move away.\" When the trigger occurs, you can either take yo"
      },
      {
        "document": 721,
        "excerpt": "Nuisance Trap (Levels 1–4) Trigger: A creature opens the trap's lock improperly or fails to disarm the trap Duration: Instantaneous A poisoned needle is hi"
      },
      {
        "document": 756,
        "excerpt": "diameter, two-way portal to another plane of existence opens in an unoccupied space within 30 feet of you and remains open until the end of your next turn. The GM de"
      },
      {
        "document": 791,
        "excerpt": "Forward window shutter opens."
      },
      {
        "document": 953,
        "excerpt": "A portal to the Abyss opens, revealing a nightmarish realm of torment and slaughter."
      },
      {
        "document": 1248,
        "excerpt": "successfully saves moves with the fissure's edge as it opens. Structures. The tremor deals 50 Bludgeoning damage to any structure in contact with the ground in the"
      },
      {
        "document": 1287,
        "excerpt": "s on a plane other than the one you are on, the portal opens next to the named creature and transports it to the nearest unoccupied space on your side of the portal."
      },
      {
        "document": 1409,
        "excerpt": "rope's upper end, an Invisible 3-foot-by-5-foot portal opens to an extra-dimensional space that lasts until the spell ends. That space can be reached by climbing the"
      },
      {
        "document": 1455,
        "excerpt": "he same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters th"
      },
      {
        "document": 1517,
        "excerpt": "ole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any crea"
      },
      {
        "document": 1594,
        "excerpt": "ole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any crea"
      },
      {
        "document": 1608,
        "excerpt": "door at ground level on the side facing you. The door opens only at your command, which you can issue as a Bonus Action. It is immune to the Knock spell and similar"
      },
      {
        "document": 1610,
        "excerpt": "t of yourself. As the sphere moves through the air, it opens into a tangle of metal bands. Make a ranged attack roll with an attack bonus equal to your Dexterity mo"
      },
      {
        "document": 1625,
        "excerpt": "ole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any crea"
      },
      {
        "document": 1644,
        "excerpt": "ack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any crea"
      },
      {
        "document": 1730,
        "excerpt": "ground within 120 feet of yourself. A flaming fissure opens under the target, and the target makes a DC 20 Dexterity saving throw. If the target is a Fiend or an Un"
      },
      {
        "document": 1732,
        "excerpt": "ground within 120 feet of yourself. A flaming fissure opens under the target, and the target makes a DC 20 Dexterity saving throw. If the target is a Celestial, it"
      },
      {
        "document": 1733,
        "excerpt": "in the area. Any creature on a spot where the fissure opens must make a DC 20 Dexterity saving throw, falling into the fissure on a failed save or moving with the f"
      },
      {
        "document": 1756,
        "excerpt": "nother world or plane of existence. Each time the item opens a portal, the GM decides where it leads. The portal remains open until a creature within 5 feet of it ta"
      }
    ],
    "operate": [
      {
        "document": 1344,
        "excerpt": "h time you cast this spell, you can cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the Cylinder and prot"
      }
    ],
    "operates": [
      {
        "document": 530,
        "excerpt": "entity. A possessing effect defines how the possession operates. Possession can be prevented by the Protection from Evil and Good spell and ended by the Dispel Evil and"
      }
    ],
    "opponents": [
      {
        "document": 966,
        "excerpt": "You study your opponents and learn from each attack you make. If you make an attack roll against a creature and miss, you have Ad"
      },
      {
        "document": 985,
        "excerpt": "d combat. They learn techniques to push and trip their opponents and manipulate their own energy to protect themselves from harm."
      }
    ],
    "opportunistic": [
      {
        "document": 367,
        "excerpt": "ties. You might be exposed to unhealthy conditions and opportunistic criminals."
      }
    ],
    "opportunity": [
      {
        "document": 45,
        "excerpt": "which can occur on your turn or on someone else's. The Opportunity Attack, described later in \"Playing the Game,\" is the most common type of Reaction. When you take a Rea"
      },
      {
        "document": 93,
        "excerpt": "Opportunity Attacks"
      },
      {
        "document": 339,
        "excerpt": "ck with it, as well as when determining your reach for Opportunity Attacks with it."
      },
      {
        "document": 525,
        "excerpt": "Opportunity Attacks"
      },
      {
        "document": 533,
        "excerpt": "ake another one until the start of your next turn. The Opportunity Attack is a Reaction available to all creatures. See also \"Opportunity Attacks\" and \"Playing the Game\" ("
      },
      {
        "document": 563,
        "excerpt": "tells you otherwise, and teleportation never provokes Opportunity Attacks. When you teleport, all the equipment you're wearing and carrying teleports with you. If you're"
      },
      {
        "document": 621,
        "excerpt": "ke the Disengage action, your movement doesn't provoke Opportunity Attacks for the rest of the current turn."
      },
      {
        "document": 745,
        "excerpt": "Your movement doesn’t provoke Opportunity Attacks for the rest of the turn."
      },
      {
        "document": 962,
        "excerpt": "our Speed straight toward the target without provoking Opportunity Attacks. Hamstring Blow. The target's Speed is reduced by 15 feet until the start of your next turn. A"
      },
      {
        "document": 966,
        "excerpt": ", you can move up to half your Speed without provoking Opportunity Attacks."
      },
      {
        "document": 967,
        "excerpt": "of your turn. The creature's movement doesn't provoke Opportunity Attacks."
      },
      {
        "document": 970,
        "excerpt": "tack, you move up to half your Speed without provoking Opportunity Attacks."
      },
      {
        "document": 974,
        "excerpt": ", you can move up to half your Speed without provoking Opportunity Attacks."
      },
      {
        "document": 980,
        "excerpt": "e chosen option with the other one. Escape the Horde. Opportunity Attacks have Disadvantage against you. Multiattack Defense. When a creature hits you with an attack rol"
      },
      {
        "document": 985,
        "excerpt": "effects on that target. Addle. The target can't make Opportunity Attacks until the start of its next turn. Push. The target must succeed on a Strength saving throw or b"
      },
      {
        "document": 1426,
        "excerpt": "e target takes 1d8 Lightning damage, and it can't make Opportunity Attacks until the start of its next turn. Cantrip Upgrade. The damage increases by 1d8 when you reach l"
      },
      {
        "document": 1526,
        "excerpt": "oots double your Speed, and any creature that makes an Opportunity Attack against you has Disadvantage on the attack roll. If you click your heels together again, you end"
      },
      {
        "document": 1617,
        "excerpt": "move as far away from you as it can, and it can't make Opportunity Attacks. For its action, it can use only the Dash action or try to escape from an effect that prevents i"
      },
      {
        "document": 1824,
        "excerpt": "). The centaur moves up to its Speed without provoking Opportunity Attacks and can move through the spaces of Medium or smaller creatures. Each creature whose space the ce"
      },
      {
        "document": 1842,
        "excerpt": "Agile. The deer doesn't provoke an Opportunity Attack when it moves out of an enemy's reach."
      },
      {
        "document": 1865,
        "excerpt": "Flyby. The snake doesn't provoke an Opportunity Attack when it flies out of an enemy's reach."
      },
      {
        "document": 1868,
        "excerpt": "Flyby. The gargoyle doesn't provoke an Opportunity Attack when it flies out of an enemy's reach."
      },
      {
        "document": 1869,
        "excerpt": "gulf. The cube moves up to its Speed without provoking Opportunity Attacks. The cube can move through the spaces of Large or smaller creatures if it has room inside itself"
      },
      {
        "document": 1890,
        "excerpt": "Flyby. The owl doesn't provoke an Opportunity Attack when it flies out of an enemy's reach."
      },
      {
        "document": 1893,
        "excerpt": "orse moves up to half its Swim Speed without provoking Opportunity Attacks."
      },
      {
        "document": 1899,
        "excerpt": "Flyby. The wasp doesn't provoke an Opportunity Attack when it flies out of an enemy's reach."
      },
      {
        "document": 1922,
        "excerpt": "ng to get within 5 feet of the harpy. It doesn't avoid Opportunity Attacks; however, before moving into damaging terrain (such as lava or a pit) and whenever it takes dama"
      },
      {
        "document": 1927,
        "excerpt": "Flyby. The hippogriff doesn't provoke an Opportunity Attack when it flies out of an enemy's reach."
      },
      {
        "document": 1934,
        "excerpt": "e, it gets an extra Reaction that can be used only for Opportunity Attacks."
      },
      {
        "document": 1978,
        "excerpt": "Flyby. The owl doesn't provoke an Opportunity Attack when it flies out of an enemy's reach."
      },
      {
        "document": 1994,
        "excerpt": "Flyby. The pteranodon doesn't provoke an Opportunity Attack when it flies out of an enemy's reach."
      },
      {
        "document": 1998,
        "excerpt": "Agile. The rat doesn't provoke an Opportunity Attack when it moves out of an enemy's reach."
      },
      {
        "document": 2005,
        "excerpt": "e roc flies up to half its Fly Speed without provoking Opportunity Attacks and drops that creature."
      },
      {
        "document": 2015,
        "excerpt": "seahorse moves up to its Swim Speed without provoking Opportunity Attacks."
      },
      {
        "document": 2053,
        "excerpt": "e unicorn moves up to half its Speed without provoking Opportunity Attacks, and it makes one Radiant Horn attack. Shimmering Shield. The unicorn targets itself or one cre"
      },
      {
        "document": 2070,
        "excerpt": "The weretiger moves up to its Speed without provoking Opportunity Attacks. At the end of this movement, the weretiger can take the Hide action. Shape-Shift. The weretige"
      }
    ],
    "opposed": [
      {
        "document": 142,
        "excerpt": "When the bearer of a sentient item acts in a manner opposed to the item's alignment or purpose, conflict can arise. When such a conflict occurs, the item's bearer m"
      },
      {
        "document": 787,
        "excerpt": "em seeks to defeat or destroy those of a diametrically opposed alignment.Such an item is never Neutral."
      }
    ],
    "opposite": [
      {
        "document": 86,
        "excerpt": "only when an attack or other effect originates on the opposite side of the cover. If a target is behind multiple sources of cover, only the most protective degree of c"
      },
      {
        "document": 1299,
        "excerpt": "a creature other than you believes it is going in the opposite direction from the one it chooses. Doors. All doors in the warded area are magically locked, as if seal"
      },
      {
        "document": 1694,
        "excerpt": "al form: Button 1. A fiery blade sprouts from the end opposite the rod's flanged head. The flames shed Bright Light in a 40-foot radius and Dim Light for an additional"
      }
    ],
    "opt": [
      {
        "document": 1228,
        "excerpt": "in there. Any creatures inside also remain unless they opt to be shunted through the door as it vanishes, landing with the Prone condition in the unoccupied spaces"
      }
    ],
    "option": [
      {
        "document": 231,
        "excerpt": "modifiers as well. If you're using the Standard Array option, consult the Standard Array by Class table for suggestions on where to assign scores for your character'"
      },
      {
        "document": 254,
        "excerpt": "vels in multiple classes. With this rule, you have the option of gaining a level in a new class whenever you advance in level instead of gaining a level in your curre"
      },
      {
        "document": 559,
        "excerpt": "you have a Swim Speed and use it to swim. At the GM's option, moving any distance in rough water might require a successful DC 15 Strength (Athletics) check."
      },
      {
        "document": 590,
        "excerpt": "u have a Climb Speed and use it to climb. At the GM's option, climbing a slippery surface or one with few handholds might require a successful DC 15 Strength (Athlet"
      },
      {
        "document": 657,
        "excerpt": "such as a jump across a stream or chasm. At your GM's option, you must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarte"
      },
      {
        "document": 964,
        "excerpt": "he following options of your choice (if you get either option from a Cleric subclass in an older book, use only the option you choose for this feature). Divine Strik"
      },
      {
        "document": 965,
        "excerpt": "The option you chose for Elemental Fury grows more powerful, as detailed below. Potent Spellcasting. When you cast"
      },
      {
        "document": 967,
        "excerpt": "eapons. In addition, when you use the Grapple or Shove option of your Unarmed Strike, you can use your Dexterity modifier instead of your Strength modifier to determi"
      },
      {
        "document": 968,
        "excerpt": "ead of choosing one of those feats, you can choose the option below. Blessed Warrior. You learn two Cleric cantrips of your choice (see the Cleric class's section fo"
      },
      {
        "document": 969,
        "excerpt": "ead of choosing one of those feats, you can choose the option below. Druidic Warrior. You learn two Druid cantrips of your choice (see the Druid class's section for"
      },
      {
        "document": 971,
        "excerpt": "tions to temporarily modify spells you cast. To use an option, you must spend the number of Sorcery Points that it costs. You can use only one Metamagic option on a"
      },
      {
        "document": 980,
        "excerpt": "inish a Short or Long Rest, you can replace the chosen option with the other one. Colossus Slayer: Your tenacity can wear down even the most resilient foes. When you"
      },
      {
        "document": 984,
        "excerpt": "You gain the following Cunning Strike option. Stealth Attack (Cost: 1d6). If you have the Hide action's Invisible condition, this attack doesn't end"
      },
      {
        "document": 1010,
        "excerpt": "your turn, you can use both the Damage and the Grapple option. You can use this benefit only once per turn. Attack Advantage. You have Advantage on attack rolls agai"
      },
      {
        "document": 1153,
        "excerpt": "uring which you can take a Magic action to replace the option you chose with a different one. Aquatic Adaptation. You sprout gills and grow webs between your fingers"
      },
      {
        "document": 1232,
        "excerpt": "of yourself that you detected with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn"
      },
      {
        "document": 1452,
        "excerpt": "falls at the end of your next turn unless you use this option on it again and it fails the save. Object. You can try to move a Huge or smaller object. If the object"
      }
    ],
    "options": [
      {
        "document": 42,
        "excerpt": "features and other abilities provide additional action options, and you can improvise other actions. When you describe an action not detailed elsewhere in the rules, t"
      },
      {
        "document": 74,
        "excerpt": "eatures and a monster’s stat block also provide action options. “Movement and Position” later in “Playing the Game” gives the rules for movement. Communicating. You c"
      },
      {
        "document": 96,
        "excerpt": "ur turn as you direct it, and it has only three action options during that turn: Dash, Disengage, and Dodge. A controlled mount can move and act even on the turn that"
      },
      {
        "document": 176,
        "excerpt": "If a monster has Bonus Action options, they are listed in this section. See “Playing the Game” for details on Bonus Actions."
      },
      {
        "document": 177,
        "excerpt": "If the monster has Reaction options, those are listed in this section along with their triggers. See “Playing the Game” for details on React"
      },
      {
        "document": 178,
        "excerpt": "If the monster has Legendary Action options, those are listed in this section. A Legendary Action is an action that a monster can take immediately a"
      },
      {
        "document": 180,
        "excerpt": "ny, Small, Medium, Large, Huge, or Gargantuan. If size options are presented, you choose the creature's size from those options. See \"Playing the Game\" for information"
      },
      {
        "document": 226,
        "excerpt": "se a species for your character. The following species options are detailed in “Character Origins”: Dragonborn, Dwarf, Elf, Gnome, Goliath, Halfling, Human, Orc, and T"
      },
      {
        "document": 234,
        "excerpt": "Choose your character's alignment from the options below, and note it on your character sheet. The game assumes that player characters aren't of an evil a"
      },
      {
        "document": 271,
        "excerpt": "ns,\" and your GM might offer additional backgrounds as options. The background you choose influences step 3, when you determine your character's ability scores. If yo"
      },
      {
        "document": 288,
        "excerpt": "Some traits involve making a choice from a handful of options."
      },
      {
        "document": 554,
        "excerpt": "ons\"). Bonus Actions. If the monster has Bonus Action options, they are listed in this section. Reactions. If the monster can take special Reactions, those are liste"
      },
      {
        "document": 568,
        "excerpt": "u use your Unarmed Strike, choose one of the following options for its effect. Damage. You make an attack roll against the target. Your bonus to the roll equals your"
      },
      {
        "document": 962,
        "excerpt": "e effect of your choice. You have the following effect options. Forceful Blow. The target is pushed 15 feet straight away from you. You can then move up to half your"
      },
      {
        "document": 964,
        "excerpt": "from this class to create. You gain additional effect options at higher Cleric levels. You can use this class's Channel Divinity twice. You regain one of its expende"
      },
      {
        "document": 965,
        "excerpt": "Fly Speed (see “Animals” in “Monsters” for stat block options). The Rat, Riding Horse, Spider, and Wolf are recommended. Whenever you finish a Long Rest, you can repl"
      },
      {
        "document": 968,
        "excerpt": "ladin features give additional Channel Divinity effect options. Each time you use this class's Channel Divinity, you choose which effect from this class to create. Yo"
      },
      {
        "document": 970,
        "excerpt": "he following effects are now among your Cunning Strike options. Daze (Cost: 2d6). The target must succeed on a Constitution saving throw, or on its next turn, it can"
      },
      {
        "document": 971,
        "excerpt": "ong Rest. You can use your Sorcery Points to fuel the options below, along with other features, such as Metamagic, that use those points. Converting Spell Slots to S"
      },
      {
        "document": 972,
        "excerpt": "Invocations are described in the “Eldritch Invocation Options” section later in this class’s description. Prerequisites. If an invocation has a prerequisite, you mus"
      },
      {
        "document": 980,
        "excerpt": "You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the oth"
      },
      {
        "document": 989,
        "excerpt": "ou supernatural abilities. Choose one of the following options; whichever one you choose, Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells"
      },
      {
        "document": 1153,
        "excerpt": "alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic action to replace the option you c"
      },
      {
        "document": 1197,
        "excerpt": "ommand on its next turn. Choose the command from these options: Approach. The target moves toward you by the shortest and most direct route, ending its turn if it mov"
      },
      {
        "document": 1386,
        "excerpt": "agical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects"
      },
      {
        "document": 1435,
        "excerpt": "s, and you can use any of the Influence action's skill options with them. Most Beasts have little to say about topics that don't pertain to survival or companionship,"
      },
      {
        "document": 1498,
        "excerpt": "wing effects. Restricted Movement. Your only movement options are to crawl or to spend an amount of movement equal to half your Speed (round down) to right yourself a"
      }
    ],
    "orange": [
      {
        "document": 1387,
        "excerpt": "uccessful Save: Half as much damage. | | 2 | Orange. Failed Save: 12d6 Acid damage. Successful Save: Half as much damage. | | 3 | Yellow. Failed Save"
      },
      {
        "document": 1388,
        "excerpt": "| | 2 | Orange. Failed Save: 12d6 Acid damage. Successful Save: Half as much damage. Additional Effects: Magical ranged"
      }
    ],
    "orb": [
      {
        "document": 118,
        "excerpt": "are the most plentiful. Artifacts, such as the Dragon Orb, are priceless, unique, and difficult to acquire."
      },
      {
        "document": 266,
        "excerpt": "nd, spiders, or broken glass (your choice) 48 A glass orb filled with water, in which swims a clockwork goldfish 49 A silver spoon with an M engraved on the hand"
      },
      {
        "document": 722,
        "excerpt": "re moves onto a hidden pressure plate, a 5-foot-radius orb of solid stone is released from a secret compartment and begins to roll. The stone and all creatures nea"
      },
      {
        "document": 802,
        "excerpt": "Dragon Orb Table 1"
      },
      {
        "document": 820,
        "excerpt": "A glass orb filled with moving smoke"
      },
      {
        "document": 857,
        "excerpt": "Alter Self, Chromatic Orb, Command, Dragon’s Breath"
      },
      {
        "document": 860,
        "excerpt": "Chromatic Orb"
      },
      {
        "document": 886,
        "excerpt": "Chromatic Orb"
      },
      {
        "document": 933,
        "excerpt": "Orb"
      },
      {
        "document": 972,
        "excerpt": "B: (A) Leather Armor, Sickle, 2 Daggers, Arcane Focus (orb), Book (occult lore), Scholar’s Pack, and 15 GP; or (B) 100 GP"
      },
      {
        "document": 1191,
        "excerpt": "Chromatic Orb"
      },
      {
        "document": 1193,
        "excerpt": "ng from See Invisibility or Truesight) sees a luminous orb about the size of your fist."
      },
      {
        "document": 1247,
        "excerpt": "e next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 ro"
      },
      {
        "document": 1413,
        "excerpt": "something can see the sensor, it appears as a luminous orb about the size of your fist. Instead of targeting a creature, you can target a location you have seen."
      },
      {
        "document": 1548,
        "excerpt": "ary (Requires Attunement) While touching this crystal orb, you can cast Scrying (save DC 17) with it. In addition, you can cast Detect Thoughts (save DC 17) targe"
      },
      {
        "document": 1549,
        "excerpt": "ary (Requires Attunement) While touching this crystal orb, you can cast Scrying (save DC 17) with it. In addition, you can communicate telepathically with creatur"
      },
      {
        "document": 1550,
        "excerpt": "ary (Requires Attunement) While touching this crystal orb, you can cast Scrying (save DC 17) with it. In addition, you have Truesight with a range of 120 feet cen"
      },
      {
        "document": 1551,
        "excerpt": "are (Requires Attunement) While touching this crystal orb, you can cast Scrying (save DC 17) with it."
      },
      {
        "document": 1561,
        "excerpt": "Dragon Orb"
      }
    ],
    "orb's": [
      {
        "document": 1561,
        "excerpt": "o an orb, you can take a Magic action to peer into the orb's depths. You must then make a DC 15 Charisma saving throw. On a successful save, you control the orb for"
      }
    ],
    "orbit": [
      {
        "document": 1609,
        "excerpt": "ontact with other creatures and objects, adjusting its orbit to avoid collisions and thwarting all attempts by other creatures to attack or snatch it. As a Utilize"
      }
    ],
    "orbiting": [
      {
        "document": 1609,
        "excerpt": "u while doing so. You can have up to three Ioun Stones orbiting your head at the same time. Each Ioun Stone orbiting your head is considered to be an object you are we"
      }
    ],
    "orbits": [
      {
        "document": 1609,
        "excerpt": "c action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing so. You can have up to th"
      }
    ],
    "orbs": [
      {
        "document": 1222,
        "excerpt": "e, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form tha"
      },
      {
        "document": 1359,
        "excerpt": "mile Components: V, S Duration: Instantaneous Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-f"
      }
    ],
    "orc": [
      {
        "document": 226,
        "excerpt": "agonborn, Dwarf, Elf, Gnome, Goliath, Halfling, Human, Orc, and Tiefling. Once you’ve chosen a species, write it on your character sheet. Then record your species’"
      },
      {
        "document": 809,
        "excerpt": "Orc"
      },
      {
        "document": 993,
        "excerpt": "Orc"
      },
      {
        "document": 1402,
        "excerpt": "| 8 | Human | | 4 | Elf | 9 | Orc | | 5 | Gnome | 10 | Tiefling | The reincarnated creature makes any choices that a spec"
      }
    ],
    "ordeal": [
      {
        "document": 1397,
        "excerpt": "automatically fails. Coming back from the dead is an ordeal. The target takes a -4 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is"
      },
      {
        "document": 1406,
        "excerpt": "y missing body parts. Coming back from the dead is an ordeal. The target takes a -4 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is"
      },
      {
        "document": 1730,
        "excerpt": "into the fissure but takes 4d6 Psychic damage from the ordeal. In either case, the fissure then closes, leaving no trace of its existence. When you expend the last ch"
      },
      {
        "document": 1732,
        "excerpt": "into the fissure but takes 4d6 Psychic damage from the ordeal. In either case, the fissure then closes, leaving no trace of its existence. When you expend the last ch"
      }
    ],
    "order": [
      {
        "document": 64,
        "excerpt": "MARCHING ORDER"
      },
      {
        "document": 71,
        "excerpt": "The Order of Combat"
      },
      {
        "document": 72,
        "excerpt": "monsters are located. Given the adventurers' marching order or their stated positions in the room or other location, the GM figures out where the adversaries are -"
      },
      {
        "document": 73,
        "excerpt": "Initiative determines the order of turns during combat. When combat starts, every participant rolls Initiative; they make a Dexterity ch"
      },
      {
        "document": 96,
        "excerpt": "res your control - retains its place in the Initiative order and moves and acts as it likes."
      },
      {
        "document": 113,
        "excerpt": "Order of Application"
      },
      {
        "document": 143,
        "excerpt": "Magic items are presented in alphabetical order. If a magic item description capitalizes a creature's name and presents it in bold type, that's a visua"
      },
      {
        "document": 235,
        "excerpt": "or neutral), and the other describes attitudes toward order (lawful, chaotic, or neutral). The summaries of the alignments below describe the typical behavior of a"
      },
      {
        "document": 237,
        "excerpt": "within the limits of a code of tradition, loyalty, or order. An aristocrat exploiting citizens while scheming for power is probably Lawful Evil. Neutral Evil (NE)."
      },
      {
        "document": 249,
        "excerpt": "g heroic archetypes. The fate of the world or even the order of the multiverse might hang in the balance during their adventures."
      },
      {
        "document": 444,
        "excerpt": "useful. These items are described here in alphabetical order, with an item's price appearing after its name."
      },
      {
        "document": 545,
        "excerpt": "me table - player or GM - whose turn it is decides the order in which those things happen. For example, if two effects occur at the start of a player character's tur"
      },
      {
        "document": 649,
        "excerpt": "or neutral), and the other describes attitudes toward order (lawful, chaotic, or neutral). These factors allow for nine possible combinations, such as Lawful Good a"
      },
      {
        "document": 652,
        "excerpt": "Initiative determines the order of turns during combat. The combat rules in “Playing the Game” explain how to roll Initiative. Sometime"
      },
      {
        "document": 696,
        "excerpt": "Example poisons are detailed here in alphabetical order. Each poison's description includes the suggested price for a single dose of the poison, its type (conta"
      },
      {
        "document": 715,
        "excerpt": "Traps are presented in alphabetical order."
      },
      {
        "document": 824,
        "excerpt": "Spellcasting, Druidic, Primal Order"
      },
      {
        "document": 908,
        "excerpt": "Spellcasting, Divine Order"
      },
      {
        "document": 964,
        "excerpt": "Divine Order"
      },
      {
        "document": 965,
        "excerpt": "Primal Order"
      },
      {
        "document": 971,
        "excerpt": "gic feature. The options are presented in alphabetical order. Careful Spell Cost: 1 Sorcery Point When you cast a spell that forces other creatures to make a savi"
      },
      {
        "document": 972,
        "excerpt": "ns Eldritch Invocation options appear in alphabetical order. Agonizing Blast Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage Choose one of yo"
      },
      {
        "document": 982,
        "excerpt": "Uphold the Ideals of Justice and Order The Oath of Devotion binds Paladins to the ideals of justice and order. These Paladins meet the archety"
      },
      {
        "document": 1157,
        "excerpt": "dge action and moves only to avoid harm. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for"
      },
      {
        "document": 1219,
        "excerpt": "dge action and moves only to avoid harm. Once given an order, the creature continues to follow the order until its task is complete. The creature is under your cont"
      },
      {
        "document": 1242,
        "excerpt": "does its best to obey on its turn. If it completes an order and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting it"
      },
      {
        "document": 1243,
        "excerpt": "does its best to obey on its turn. If it completes an order and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting it"
      },
      {
        "document": 1244,
        "excerpt": "does its best to obey on its turn. If it completes an order and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting it"
      },
      {
        "document": 1388,
        "excerpt": "ch has AC 10, can be destroyed one layer at a time, in order from red to violet, by means specific to each layer. If a layer is destroyed, it is gone for the durati"
      }
    ],
    "ordering": [
      {
        "document": 1288,
        "excerpt": "l command to a creature that you can see within range, ordering it to carry out some service or refrain from an action or a course of activity as you decide. The target"
      }
    ],
    "orders": [
      {
        "document": 981,
        "excerpt": "r endurance, and gods of home and community. Religious orders of healing also seek the magic of this domain."
      },
      {
        "document": 1269,
        "excerpt": "as a Zombie (see “Monsters”) that follows your verbal orders."
      },
      {
        "document": 1518,
        "excerpt": "rn, such as attacking an enemy. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled fr"
      },
      {
        "document": 1884,
        "excerpt": "10 percent chance each time you use it to ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your or"
      }
    ],
    "ordinary": [
      {
        "document": 1437,
        "excerpt": "y plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into Dif"
      },
      {
        "document": 1483,
        "excerpt": "ght into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and miss automatically. Boulders hu"
      },
      {
        "document": 1642,
        "excerpt": "res Attunement) While these pipes are on your person, ordinary rats and giant rats are Indifferent toward you and won't attack you unless you threaten or harm them. T"
      },
      {
        "document": 1691,
        "excerpt": "s. Once the last patch is removed, the robe becomes an ordinary garment. The robe has two of each of the following patches: - Dagger - Mirror - Pole - Rope (coiled) -"
      },
      {
        "document": 1721,
        "excerpt": "e top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of Transmutation magic that can be discerned with the Detect Magic spell. Whil"
      }
    ],
    "org": [
      {
        "document": 0,
        "excerpt": "national License, available at https://creativecommons.org/licenses/by/4.0/legalcode."
      }
    ],
    "organization": [
      {
        "document": 227,
        "excerpt": "ou fallen in love? If so, with whom? - Did you join an organization, such as a guild or religion? If so, are you still a member of it? - What elements of your past inspire"
      },
      {
        "document": 1561,
        "excerpt": "ny things: the annihilation of a particular society or organization, freedom from the orb, to spread suffering in the world, to advance the worship of Tiamat, or something"
      }
    ],
    "organized": [
      {
        "document": 274,
        "excerpt": "section presents the Druid spell list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column,"
      },
      {
        "document": 275,
        "excerpt": "ection presents the Paladin spell list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column,"
      },
      {
        "document": 276,
        "excerpt": "section presents the Ranger spell list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column,"
      },
      {
        "document": 277,
        "excerpt": "ction presents the Sorcerer spell list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column,"
      },
      {
        "document": 278,
        "excerpt": "ection presents the Warlock spell list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column,"
      },
      {
        "document": 279,
        "excerpt": "section presents the Wizard spell list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column,"
      },
      {
        "document": 280,
        "excerpt": "s section presents the Bard spell list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column,"
      },
      {
        "document": 281,
        "excerpt": "section presents the Cleric spell list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column,"
      },
      {
        "document": 301,
        "excerpt": "The feats that follow are organized by category - Origin, General, Fighting Style, or Epic Boon - and alphabetized in each category."
      }
    ],
    "organizes": [
      {
        "document": 71,
        "excerpt": "feints, parries, footwork, and spellcasting. The game organizes combat into a cycle of rounds and turns. A round represents about 6 seconds in the game world. During a"
      }
    ],
    "organs": [
      {
        "document": 1397,
        "excerpt": "g body parts. If the creature is lacking body parts or organs integral for its survival - its head, for instance - the spell automatically fails. Coming back from th"
      },
      {
        "document": 1464,
        "excerpt": "re when it died. The spell replaces damaged or missing organs and limbs. If the creature was Undead, it is restored to its non-Undead form. The spell can provide a n"
      }
    ],
    "orient": [
      {
        "document": 1287,
        "excerpt": ", which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration, and the portal's destination"
      }
    ],
    "orientation": [
      {
        "document": 1473,
        "excerpt": "point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a"
      }
    ],
    "oriented": [
      {
        "document": 160,
        "excerpt": "nt is still usable. Beware of giving a monster combat-oriented magic items, since those might alter the monster's Challenge Rating. If you do give a monster a magic it"
      }
    ],
    "orifice": [
      {
        "document": 1516,
        "excerpt": "This bag resembles a Bag of Holding but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice. The extradimen"
      }
    ],
    "origin": [
      {
        "document": 181,
        "excerpt": "shield guardians. Dragons are scaly beings of ancient origin, such as red dragons and wyverns. Elementals are beings from the Elemental Planes, such as efreet and w"
      },
      {
        "document": 247,
        "excerpt": "on, special talents, and favored tactics. 2: Determine Origin. A character's origin includes two elements: background and species. How did the character spend the yea"
      },
      {
        "document": 270,
        "excerpt": "Step 2: Character Origin"
      },
      {
        "document": 283,
        "excerpt": "one of those life forms. Some species can trace their origin to a single world, plane of existence, or god, while other species first appeared in multiple realms at"
      },
      {
        "document": 293,
        "excerpt": "A background gives your character a specified Origin feat (described in \"Feats\")."
      },
      {
        "document": 301,
        "excerpt": "The feats that follow are organized by category - Origin, General, Fighting Style, or Epic Boon - and alphabetized in each category."
      },
      {
        "document": 302,
        "excerpt": "to choose a feat from a specific category, such as the Origin category, that category must appear under the feat's name. If you're instructed to choose a feat and no"
      },
      {
        "document": 303,
        "excerpt": "Origin Feats"
      },
      {
        "document": 526,
        "excerpt": "e Emanation Sphere An area of effect has a point of origin, a location from which the effect's energy erupts. The rules for each shape specify how to position its"
      },
      {
        "document": 552,
        "excerpt": "effect that extends in straight lines from a point of origin outward in all directions. The effect that creates a Sphere specifies the distance it extends as the rad"
      },
      {
        "document": 594,
        "excerpt": "effect that extends in straight lines from a point of origin in a direction its creator chooses. A Cone's width at any point along its length is equal to that point'"
      },
      {
        "document": 601,
        "excerpt": "effect that extends in straight lines from a point of origin located anywhere on a face of the Cube. The effect that creates a Cube specifies its size, which is the"
      },
      {
        "document": 603,
        "excerpt": "effect that extends in straight lines from a point of origin located at the center of the circular top or bottom of the Cylinder. The effect that creates a Cylinder"
      },
      {
        "document": 623,
        "excerpt": "manation moves with the creature or object that is its origin unless it is an instantaneous or a stationary effect. An Emanation's origin (creature or object) isn't"
      },
      {
        "document": 656,
        "excerpt": "Line is an area of effect that extends from a point of origin in a straight path along its length and covers an area defined by its width. The effect that creates a L"
      },
      {
        "document": 659,
        "excerpt": "Choose one feat from the Origin category. See “Origin Feats” for examples of Origin feats."
      },
      {
        "document": 664,
        "excerpt": "s. A magical contagion is an adverse effect of magical origin that is contagious by definition. The following sections discuss curses and magical contagions in detai"
      },
      {
        "document": 783,
        "excerpt": "Nothing happens at the chosen point of origin. Instead, you have the Stunned condition until the start of your next turn, believing something awesome"
      },
      {
        "document": 972,
        "excerpt": "der entity of the multiverse, allowing you to gain one Origin feat of your choice (see “Feats”). Repeatable. You can gain this invocation more than once. Each time y"
      },
      {
        "document": 992,
        "excerpt": "You gain an Origin feat of your choice (see \"Feats\"). Skilled is recommended. Fiendish Legacies | Legacy | Level 1"
      },
      {
        "document": 1000,
        "excerpt": "Origin"
      },
      {
        "document": 1012,
        "excerpt": "Origin"
      },
      {
        "document": 1013,
        "excerpt": "Origin"
      },
      {
        "document": 1014,
        "excerpt": "Origin"
      },
      {
        "document": 1241,
        "excerpt": "get that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to the current plane for 24 hours by any means short of a W"
      },
      {
        "document": 1753,
        "excerpt": "0 feet of yourself. That location becomes the point of origin of a spell or other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cas"
      },
      {
        "document": 1921,
        "excerpt": "Damage type chosen for the Draconic Origin trait below"
      }
    ],
    "original": [
      {
        "document": 980,
        "excerpt": "inst a different creature that is within 5 feet of the original target, that is within the weapon's range, and that you haven't attacked this turn."
      },
      {
        "document": 1194,
        "excerpt": "finitely while its vessel remains undisturbed. If the original creature dies after the clone finishes forming, the creature's soul transfers to the clone if the soul i"
      },
      {
        "document": 1323,
        "excerpt": "must be one you know. If the spell is dispelled, the original script and the illusion both disappear. A creature that has Truesight can read the hidden message."
      },
      {
        "document": 1402,
        "excerpt": "former life. It retains the capabilities it had in its original form, except it loses the traits of its previous species and gains the traits of its new one."
      },
      {
        "document": 1429,
        "excerpt": "hich is a creature. It uses the game statistics of the original creature at the time of casting, except it is a Construct, its Hit Point maximum is half as much, and it"
      },
      {
        "document": 1464,
        "excerpt": "-Undead form. The spell can provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoc"
      },
      {
        "document": 1484,
        "excerpt": "ntage, and you choose whether to use the reroll or the original roll. Reshape Reality. You may wish for something not included in any of the other effects. To do so, s"
      },
      {
        "document": 1609,
        "excerpt": "C, spell attack bonus, and spellcasting ability of the original caster but is otherwise treated as if you cast the spell. The spell cast from the stone is no longer sto"
      },
      {
        "document": 1678,
        "excerpt": "C, spell attack bonus, and spellcasting ability of the original caster but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stor"
      },
      {
        "document": 1810,
        "excerpt": "uddings. Each new pudding is one size smaller than the original pudding and acts on its Initiative. The original pudding's Hit Points are divided evenly between the ne"
      },
      {
        "document": 1972,
        "excerpt": "e Jellies. Each new jelly is one size smaller than the original jelly and acts on its Initiative. The original jelly's Hit Points are divided evenly between the new jel"
      },
      {
        "document": 2018,
        "excerpt": "n cast the spell stored with any parameters set by the original caster, requiring no spell components and using the caster's spellcasting ability. The stored spell is t"
      }
    ],
    "original's": [
      {
        "document": 1194,
        "excerpt": "personality, memories, and abilities, but none of the original's equipment. The creature's original remains, if any, become inert and can't be revived, since the creatur"
      }
    ],
    "originate": [
      {
        "document": 494,
        "excerpt": "es how far from the spellcaster the spell's effect can originate, and the spell's description specifies which part of the effect is limited by the range. A range usuall"
      },
      {
        "document": 668,
        "excerpt": "Cursed magic items are created deliberately or originate as the result of supernatural events. Such items are detailed in “Magic Items.”"
      },
      {
        "document": 1163,
        "excerpt": "you Half Cover against attacks and other effects that originate from its space or that pass through it. In addition, its space counts as Difficult Terrain for your enem"
      }
    ],
    "originated": [
      {
        "document": 228,
        "excerpt": "r character knows Common. The other standard languages originated with the first members of the most prominent species in the setting and have since spread widely. Stand"
      }
    ],
    "originates": [
      {
        "document": 86,
        "excerpt": "benefit from cover only when an attack or other effect originates on the opposite side of the cover. If a target is behind multiple sources of cover, only the most protec"
      },
      {
        "document": 494,
        "excerpt": "range is expressed in feet. Touch. The spell's effect originates on something, as defined by the spell, that the spellcaster must touch within their reach. Self. The sp"
      },
      {
        "document": 968,
        "excerpt": "protective, unseeable aura in a 10-foot Emanation that originates from you. The aura is inactive while you have the Incapacitated condition. You and your allies in the a"
      },
      {
        "document": 1456,
        "excerpt": "Phantom Sound. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous wh"
      },
      {
        "document": 1517,
        "excerpt": "h items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within a 10-foot-radius Sphere centered on"
      },
      {
        "document": 1594,
        "excerpt": "h items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind T"
      },
      {
        "document": 1625,
        "excerpt": "h items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind T"
      },
      {
        "document": 1644,
        "excerpt": "h items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind T"
      }
    ],
    "originating": [
      {
        "document": 675,
        "excerpt": "gnome) that starts its turn within a 10-foot Emanation originating from a creature infected with Cackle Fever must succeed on a DC 10 Constitution saving throw or also bec"
      },
      {
        "document": 783,
        "excerpt": "You cast a spell originating from the chosen point. Roll 1d10 to determine the spell: on a 1–2, Darkness; on a 3–4, Faerie Fire; on a"
      },
      {
        "document": 983,
        "excerpt": "o, each creature of your choice in a 30-foot Emanation originating from you must make a Wisdom saving throw (DC 8 plus your Strength modifier and Proficiency Bonus). On a"
      },
      {
        "document": 1196,
        "excerpt": "shing, colorful light. Each creature in a 15-foot Cone originating from you must succeed on a Constitution saving throw or have the Blinded condition until the end of your"
      },
      {
        "document": 1202,
        "excerpt": "h a blast of cold air. Each creature in a 60-foot Cone originating from you makes a Constitution saving throw, taking 8d8 Cold damage on a failed save or half as much dam"
      },
      {
        "document": 1223,
        "excerpt": "ried, causing the Darkness to fill a 15-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the Darknes"
      },
      {
        "document": 1225,
        "excerpt": "ried, causing the sunlight to fill a 60-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the sunlig"
      },
      {
        "document": 1404,
        "excerpt": "r object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it. The sphere is weightless"
      },
      {
        "document": 1457,
        "excerpt": "of thunderous energy. Each creature in a 15-foot Cube originating from you makes a Constitution saving throw. On a failed save, a creature takes 2d8 Thunder damage and is"
      },
      {
        "document": 1564,
        "excerpt": "nd each creature and object within a 10-foot Emanation originating from you have the Invisible condition for 2d4 minutes. The duration is the same for all subjects, and th"
      },
      {
        "document": 1566,
        "excerpt": "ing yourself and every creature in a 30-foot Emanation originating from you to make a DC 15 Constitution saving throw. Constructs, Elementals, Oozes, Plants, and Undead su"
      },
      {
        "document": 1575,
        "excerpt": "ow out, forming a cloud that fills a 60-foot Emanation originating from the bottle. The area within the smoke is Heavily Obscured. Each minute the bottle remains open, th"
      },
      {
        "document": 1598,
        "excerpt": "en destroyed. Each creature within a 60-foot Emanation originating from you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking Radiant damage eq"
      },
      {
        "document": 1602,
        "excerpt": "hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against"
      },
      {
        "document": 1677,
        "excerpt": "n 60 feet of yourself. Each creature in a 15-foot Cube originating from that point is showered in sparks and makes a DC 15 Dexterity saving throw, taking 5d4 Radiant damag"
      },
      {
        "document": 1700,
        "excerpt": "g throw against a Necromancy spell or a harmful effect originating from an Undead, you can take a Reaction to expend 1 charge and turn the failed save into a successful on"
      },
      {
        "document": 1706,
        "excerpt": "use the Shield to create an immobile 5-foot Emanation originating from you. When the Emanation appears, any creatures or objects not fully contained within it are pushed"
      },
      {
        "document": 1716,
        "excerpt": "s magic in an explosion that fills a 30-foot Emanation originating from itself. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding t"
      },
      {
        "document": 1718,
        "excerpt": "of harmless flying insects to fill a 30-foot Emanation originating from you. The insects remain for 10 minutes, making the area Heavily Obscured for creatures other than"
      },
      {
        "document": 1719,
        "excerpt": "s magic in an explosion that fills a 30-foot Emanation originating from itself. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding t"
      },
      {
        "document": 1722,
        "excerpt": "to 600 feet. Every creature within a 60-foot Emanation originating from you makes a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 Thunder damage"
      },
      {
        "document": 1760,
        "excerpt": "ving Throw: DC 14, each creature in a 5-foot Emanation originating from the aboleth at the end of the aboleth's turn. Failure: The target is cursed. Until the curse ends,"
      },
      {
        "document": 1796,
        "excerpt": "ch creature of the azer's choice in a 5-foot Emanation originating from the azer takes 5 (1d10) Fire damage unless the azer has the Incapacitated condition. Illumination."
      },
      {
        "document": 1799,
        "excerpt": "ing Throw: DC 20, each creature in a 30-foot Emanation originating from the balor. Failure: 31 (9d6) Fire damage plus 31 (9d6) Force damage. Success: Half damage. Failure"
      },
      {
        "document": 1829,
        "excerpt": "ing Throw: DC 13, each creature in a 60-foot Emanation originating from the cloaker. Failure: The target has the Frightened condition until the end of the cloaker's next t"
      },
      {
        "document": 1840,
        "excerpt": "ra (1/Day). Magical Darkness fills a 15-foot Emanation originating from the darkmantle. This effect lasts while the darkmantle maintains Concentration on it, up to 10 minu"
      },
      {
        "document": 1846,
        "excerpt": "ing Throw: DC 12, each creature in a 15-foot Emanation originating from the doppelganger that can see the doppelganger. Failure: The target has the Frightened condition an"
      },
      {
        "document": 1849,
        "excerpt": "ing Throw: DC 11, each creature in a 10-foot Emanation originating from the dretch. Failure: The target has the Poisoned condition until the end of its next turn. While Po"
      },
      {
        "document": 1853,
        "excerpt": "ving Throw: DC 10, each creature in a 5-foot Emanation originating from the mephit. Failure: 5 (2d4) Bludgeoning damage. Success: Half damage."
      },
      {
        "document": 1862,
        "excerpt": "lemental's turns, each creature in a 10-foot Emanation originating from the elemental takes 5 (1d10) Fire damage. Creatures and flammable objects in the Emanation start bu"
      },
      {
        "document": 1870,
        "excerpt": "ny creature that starts its turn in a 5-foot Emanation originating from the ghast. Failure: The target has the Poisoned condition until the start of its next turn. Success"
      },
      {
        "document": 1884,
        "excerpt": "ature that starts its turn within a 30-foot Emanation originating from the goat must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute,"
      },
      {
        "document": 1902,
        "excerpt": "Aberrant Ground. The ground in a 10-foot Emanation originating from the mouther is Difficult Terrain. Gibbering. The mouther babbles incoherently while it doesn't hav"
      },
      {
        "document": 1922,
        "excerpt": "DC 11, each Humanoid and Giant in a 300-foot Emanation originating from the harpy when the song starts. Failure: The target has the Charmed condition until the song ends a"
      },
      {
        "document": 1925,
        "excerpt": "y creature that starts its turn in a 10-foot Emanation originating from the hezrou. Failure: The target has the Poisoned condition until the start of its next turn."
      },
      {
        "document": 1929,
        "excerpt": "Aura of Authority. While in a 10-foot Emanation originating from the hobgoblin, the hobgoblin and its allies have Advantage on attack rolls and saving throws, provi"
      },
      {
        "document": 1937,
        "excerpt": "ving Throw: DC 10, each creature in a 5-foot Emanation originating from the mephit. Failure: 5 (2d4) Cold damage. Success: Half damage."
      },
      {
        "document": 1946,
        "excerpt": "ing Throw: DC 23, each creature in a 15-foot Emanation originating from the kraken while it is underwater. Failure: The target has the Blinded and Poisoned conditions unti"
      },
      {
        "document": 1949,
        "excerpt": "h creature that isn't an Undead in a 20-foot Emanation originating from the lich. Failure: 31 (9d6) Necrotic damage. Success: Half damage. Failure or Success: The lich can"
      },
      {
        "document": 1953,
        "excerpt": "ving Throw: DC 11, each creature in a 5-foot Emanation originating from the mephit. Failure: 7 (2d6) Fire damage. Success: Half damage."
      },
      {
        "document": 1954,
        "excerpt": "ing Throw: DC 11, each creature in a 10-foot Emanation originating from the magmin. Failure: 7 (2d6) Fire damage. Success: Half damage."
      },
      {
        "document": 1968,
        "excerpt": "ing Throw: DC 15, each creature in a 15-foot Emanation originating from the nalfeshnee. Failure: 28 (8d6) Psychic damage, and the target has the Frightened condition for 1"
      },
      {
        "document": 1997,
        "excerpt": "Saving Throw: DC 18, each enemy in a 30-foot Emanation originating from the rakshasa. Failure: 28 (8d6) Psychic damage, and the target has the Frightened and Incapacitated"
      },
      {
        "document": 2002,
        "excerpt": "remorhaz's turns, each creature in a 5-foot Emanation originating from the remorhaz takes 16 (3d10) Fire damage."
      },
      {
        "document": 2010,
        "excerpt": "ature of the salamander's choice in a 5-foot Emanation originating from the salamander takes 7 (2d6) Fire damage."
      },
      {
        "document": 2022,
        "excerpt": "ing Throw: DC 25, each creature in a 10-foot Emanation originating from the solar at its destination space. Failure: 11 (2d10) Radiant damage. Success: Half damage."
      },
      {
        "document": 2024,
        "excerpt": "aving Throw: DC 16, each enemy in a 300-foot Emanation originating from the sphinx. Failure: 35 (10d6) Psychic damage, and the target has the Incapacitated condition until"
      },
      {
        "document": 2025,
        "excerpt": "aving Throw: DC 20, each enemy in a 500-foot Emanation originating from the sphinx. Failure: The target has the Frightened condition for 1 minute. Second Roar. Wisdom Sav"
      },
      {
        "document": 2031,
        "excerpt": "ving Throw: DC 10, each creature in a 5-foot Emanation originating from the mephit. Failure: 5 (2d4) Fire damage. Success: Half damage."
      },
      {
        "document": 2035,
        "excerpt": "ch creature in a 10-foot-radius, 40-foot-high Cylinder originating from a point the giant can see within 500 feet. Failure: 55 (10d10) Lightning damage. Success: Half dama"
      },
      {
        "document": 2044,
        "excerpt": "tes an instantaneous shock wave in a 60-foot Emanation originating from itself. Creatures in that area lose Concentration and, if Medium or smaller, have the Prone conditi"
      },
      {
        "document": 2059,
        "excerpt": "ing Throw: DC 15, each creature in a 20-foot Emanation originating from the vrock. Failure: The target has the Poisoned condition and repeats the save at the end of each o"
      }
    ],
    "origins": [
      {
        "document": 181,
        "excerpt": "s. Monstrosities are unnatural creatures with strange origins, such as mimics and owlbears. Oozes are gelatinous creatures, including black puddings and gelatinous c"
      },
      {
        "document": 226,
        "excerpt": "e following species options are detailed in “Character Origins”: Dragonborn, Dwarf, Elf, Gnome, Goliath, Halfling, Human, Orc, and Tiefling. Once you’ve chosen a speci"
      },
      {
        "document": 271,
        "excerpt": "n choose any of the backgrounds detailed in \"Character Origins,\" and your GM might offer additional backgrounds as options. The background you choose influences step"
      },
      {
        "document": 282,
        "excerpt": "Character Origins"
      },
      {
        "document": 283,
        "excerpt": "ions noted in the text about the species in “Character Origins.” Regardless of life span, members of all species reach physical maturity at about the same age. Your ch"
      },
      {
        "document": 285,
        "excerpt": "ribed in “Rules Glossary.” Every species in “Character Origins” is Humanoid; playable non-Humanoid species appear in other books."
      },
      {
        "document": 667,
        "excerpt": "s are associated with curses, whether as part of their origins or due to their ability to spread curses - werewolves being a prime example. You decide how a spell lik"
      },
      {
        "document": 725,
        "excerpt": "ties - just like characters with different classes and origins. A diverse force is more powerful. Reasons to Move. Use features that encourage characters and their en"
      }
    ],
    "ornate": [
      {
        "document": 267,
        "excerpt": "nt upon which is drawn a mechanical contraption 78 An ornate scabbard that fits no blade you have found 79 An invitation to a party where a murder happened 80 A br"
      }
    ],
    "orthogonally": [
      {
        "document": 75,
        "excerpt": "er an unoccupied square that's adjacent to your space (orthogonally or diagonally adjacent). A square of Difficult Terrain costs 2 squares to enter. Other effects might mak"
      }
    ],
    "other": [
      {
        "document": 10,
        "excerpt": "r you creep closer to death or hang on to life. Unlike other saving throws, this one isn't tied to an ability score. You're in the hands of fate now. Three Successe"
      },
      {
        "document": 12,
        "excerpt": "Some spells and other effects confer Temporary Hit Points, which are a buffer against losing actual Hit Points, as explained b"
      },
      {
        "document": 23,
        "excerpt": "Game,” but the GM might also ask for an attack roll in other situations, such as an archery competition."
      },
      {
        "document": 26,
        "excerpt": "might be locked, the floor might hide a trap, or some other circumstance might make it challenging for an adventurer to complete a task. In those cases, the GM migh"
      },
      {
        "document": 30,
        "excerpt": "rd for making the game more fun for everyone playing. Other rules might allow your character to gain Heroic Inspiration independent of the GM's decision. For exampl"
      },
      {
        "document": 36,
        "excerpt": "if you make an ability check for that action, and many other rules note when a skill is relevant. The GM has the ultimate say on whether a skill is relevant in a sit"
      },
      {
        "document": 42,
        "excerpt": "When you do something other than moving or communicating, you typically take an action. The Action table lists the game's main actio"
      },
      {
        "document": 43,
        "excerpt": "” later in “Playing the Game.” Actions can come up in other situations, too: in a social interaction, you can try to Influence a creature or use the Search action t"
      },
      {
        "document": 44,
        "excerpt": "Various class features, spells, and other abilities let you take an additional action on your turn called a Bonus Action. The Cunning Action featu"
      },
      {
        "document": 47,
        "excerpt": "violence, or learn a key piece of information. On the other hand, if you insult a proud warrior or speak ill of a noble's allies, your efforts to convince or deceiv"
      },
      {
        "document": 54,
        "excerpt": "vide Bright Light, as do torches, lanterns, fires, and other sources of illumination within a specific radius. Dim Light. Dim Light, also called shadows, creates a"
      },
      {
        "document": 61,
        "excerpt": "object's vicinity. On a success, you find the object, other important details, or both. If you describe your character searching nowhere near a hidden object, a Wi"
      },
      {
        "document": 65,
        "excerpt": "Monsters are the main perils characters face, but other dangers await. “Rules Glossary” defines the following hazards:"
      },
      {
        "document": 67,
        "excerpt": "arty can move in a period of time; if riding horses or other mounts, the group can move twice that distance for 1 hour, after which the mounts need a Short or Long R"
      },
      {
        "document": 68,
        "excerpt": "Travelers in wagons, carriages, or other land vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the"
      },
      {
        "document": 72,
        "excerpt": "arching order or their stated positions in the room or other location, the GM figures out where the adversaries are - how far away and in what direction. 2: Roll Ini"
      },
      {
        "document": 74,
        "excerpt": "need to take the Utilize action. Some magic items and other special objects always require an action to use, as stated in their descriptions."
      },
      {
        "document": 75,
        "excerpt": "If you play using a square grid and miniatures or other tokens, follow these rules. Squares. Each square represents 5 feet. Speed. Rather than moving foot by"
      },
      {
        "document": 76,
        "excerpt": "Combat ends when one side or the other is defeated, which can mean the creatures are killed or knocked out or have surrendered or fled. Combat"
      },
      {
        "document": 83,
        "excerpt": "Moving around Other Creatures"
      },
      {
        "document": 84,
        "excerpt": "n you take the Attack action, you make an attack. Some other actions, Bonus Actions, and Reactions also let you make an attack. Whether you strike with a Melee weapo"
      },
      {
        "document": 85,
        "excerpt": "he target. In addition, spells, special abilities, and other effects can apply penalties or bonuses to your attack roll. 3: Resolve the Attack. Make the attack roll,"
      },
      {
        "document": 86,
        "excerpt": "Walls, trees, creatures, and other obstacles can provide cover, making a target more difficult to harm. As detailed in the Cover table, the"
      },
      {
        "document": 89,
        "excerpt": "e a ranged attack roll with a weapon, a spell, or some other means, you have Disadvantage on the roll if you are within 5 feet of an enemy who can see you and doesn'"
      },
      {
        "document": 90,
        "excerpt": "Many monsters make melee attacks with claws, teeth, or other body parts. A few spells also involve melee attacks."
      },
      {
        "document": 102,
        "excerpt": "has no game effect on its own but which might trigger other game effects."
      },
      {
        "document": 103,
        "excerpt": "or an ability check when a creature attempts something other than an attack that has a chance of meaningful failure. When the outcome is uncertain and narratively in"
      },
      {
        "document": 106,
        "excerpt": "your relevant ability modifier. If the attack involves other damage dice, such as from the Rogue's Sneak Attack feature, you also roll those dice twice."
      },
      {
        "document": 110,
        "excerpt": "“Rules Glossary\" and have no rules of their own, but other rules, such as Resistance, rely on damage types."
      },
      {
        "document": 118,
        "excerpt": "rovides a rough measure of an item's power relative to other magic items. The rarities are shown in the Magic Item Rarities and Values table. Common magic items, su"
      },
      {
        "document": 119,
        "excerpt": "ies and Values *Halve the value for a consumable item other than a Spell Scroll. The value of a Spell Scroll is double what it costs to scribe the scroll (as specif"
      },
      {
        "document": 122,
        "excerpt": "Some items are consumed - used up, in other words - when they are activated. A Potion of Healing must be swallowed, for example, while the writing v"
      },
      {
        "document": 123,
        "excerpt": "o these rules, changing the casting time, duration, or other parts of a spell. A magic item may require the user to use their own spellcasting ability when casting"
      },
      {
        "document": 126,
        "excerpt": "s or properties that recharge at the next dawn or some other specified time. If such an item is on a world or plane of existence where the specified event doesn't oc"
      },
      {
        "document": 128,
        "excerpt": "le as a nonmagical item of its kind. Most magic items, other than Potions and Scrolls, have Resistance to all damage. An Artifact can be destroyed only in some spec"
      },
      {
        "document": 129,
        "excerpt": "tions of Healing and scribing Spell Scrolls. To create other magic items, follow the rules below. In these rules, “you” refers to the character crafting the magic it"
      },
      {
        "document": 133,
        "excerpt": "number of characters working on it. Normally, only one other character can assist you, but the GM might allow more assistants. Raw Materials. The cost in the table"
      },
      {
        "document": 134,
        "excerpt": "orn in the side. Most sentient items are weapons, but other kinds of items can manifest sentience. Single-use items such as potions and scrolls are never sentient."
      },
      {
        "document": 142,
        "excerpt": "bearer pursue the item's goals to the exclusion of all other goals. Get Rid of It. The item demands that its bearer dispose of anything the item finds repugnant. I"
      },
      {
        "document": 149,
        "excerpt": "wood. It is tipped with metal, crystal, stone, or some other material. Unless its description notes otherwise, a wand can be used as an Arcane Focus."
      },
      {
        "document": 154,
        "excerpt": "s relevant ability modifier and its Proficiency Bonus. Other modifiers might apply."
      },
      {
        "document": 160,
        "excerpt": "Equipping a Monster with Other Items"
      },
      {
        "document": 161,
        "excerpt": "ability modifiers, and saving throws are listed here. Other Details. The monster's Senses, Languages, and CR entries appear here. Additional details appear in some"
      },
      {
        "document": 167,
        "excerpt": "table, and is reflected in saving throws, skills, and other statistics where the monster's exceptional aptitude is a factor. Proficiency Bonus by Challenge Rating"
      },
      {
        "document": 170,
        "excerpt": "ying the Game” and “Spells.” Hit. Any damage dealt or other effects that occur as a result of an attack hitting a target are described after the “Hit:” notation. M"
      },
      {
        "document": 171,
        "excerpt": "as targets that fail the save, while also ignoring all other parts of the effect."
      },
      {
        "document": 181,
        "excerpt": "t is. Certain spells, magic items, class features, and other effects in the game interact in special ways with creatures of a particular type. The game includes the"
      },
      {
        "document": 183,
        "excerpt": "consider whether an individual leans toward one of the other alignments. \"Character Creation\" describes the nine alignments and unaligned creatures."
      },
      {
        "document": 184,
        "excerpt": "(AC) includes its natural armor, Dexterity, gear, and other defenses. See \"Playing the Game\" for information on Armor Class."
      },
      {
        "document": 228,
        "excerpt": "mmunicate in it, read it, and write it. Your class and other features might also give you languages. The Standard Languages table lists languages that are widesprea"
      },
      {
        "document": 235,
        "excerpt": "identifies morality (good, evil, or neutral), and the other describes attitudes toward order (lawful, chaotic, or neutral). The summaries of the alignments below d"
      },
      {
        "document": 248,
        "excerpt": "l 11, many spellcasters learn reality-altering spells. Other characters gain features that allow them to make more attacks or to do more impressive things with those"
      },
      {
        "document": 260,
        "excerpt": "When you gain your first level in a class other than your initial class, you gain only some of the new class's starting proficiencies, as detailed in ea"
      },
      {
        "document": 271,
        "excerpt": "te this number on your character sheet. You’ll fill in other numbers connected to these proficiencies in step 5."
      },
      {
        "document": 283,
        "excerpt": "n to a single world, plane of existence, or god, while other species first appeared in multiple realms at once. Whatever a species' genesis, its members have spread"
      },
      {
        "document": 285,
        "excerpt": "” is Humanoid; playable non-Humanoid species appear in other books."
      },
      {
        "document": 306,
        "excerpt": "tack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the"
      },
      {
        "document": 335,
        "excerpt": "ing so, you gain a +4 bonus to the Strength check. One other character can help you use the ram, giving you Advantage on this check."
      },
      {
        "document": 349,
        "excerpt": "with exposed fuel - takes a Bonus Action. Lighting any other fire takes 1 minute."
      },
      {
        "document": 354,
        "excerpt": "ear that would otherwise slow you down. The Mounts and Other Animals table shows each animal's carrying capacity. See “Monsters” for the animals' stat blocks."
      },
      {
        "document": 357,
        "excerpt": "A saddle comes with a bit, a bridle, reins, and any other equipment needed to use the saddle. A Military Saddle gives Advantage on any ability check you make to r"
      },
      {
        "document": 365,
        "excerpt": ". They cover lodging, food, equipment maintenance, and other necessities. At the start of each week or month (GM's choice), choose a lifestyle below - Wretched, Squ"
      },
      {
        "document": 378,
        "excerpt": "taste is enough to tell the taster what a potion does. Other items might require more experimentation. For example, if your character puts on a Ring of Swimming, the"
      },
      {
        "document": 380,
        "excerpt": "ctice (for a Weapon), meditation (for a Wand), or some other appropriate activity. If the Short Rest is interrupted, the Attunement attempt fails. Otherwise, at the"
      },
      {
        "document": 386,
        "excerpt": "d Springing on one foot and a Boot of Elvenkind on the other foot gains no benefit from either."
      },
      {
        "document": 390,
        "excerpt": "number of characters working on it. Normally, only one other character can assist you, but the GM might allow more assistants."
      },
      {
        "document": 398,
        "excerpt": "ventures and can spend those coins in shops, inns, and other businesses. Coins come in different denominations based on the relative worth of their material. The Coi"
      },
      {
        "document": 407,
        "excerpt": "fectively, as explained below. A character's class and other features determine the character's armor training. A monster has training with any armor in its stat blo"
      },
      {
        "document": 434,
        "excerpt": "Other Tools"
      },
      {
        "document": 488,
        "excerpt": "e spells but have no rules of their own, although some other rules refer to them. Schools of Magic"
      },
      {
        "document": 502,
        "excerpt": "he creature must be Hostile or specifically a creature other than you. Areas of Effect. Some spells, such as Thunder-wave, cover an area called an area of effect, w"
      },
      {
        "document": 514,
        "excerpt": "of times per day. Magic Items. Spell Scrolls and some other magic items contain spells that can be cast without a spell slot. The description of such an item specif"
      },
      {
        "document": 517,
        "excerpt": "interruptions: - Rolling Initiative - Casting a spell other than a cantrip - Taking any damage - 1 hour of walking or other physical exertion If you rested at leas"
      },
      {
        "document": 526,
        "excerpt": "The descriptions of many spells and other features specify that they have an area of effect, which typically has one of six shapes. These shapes a"
      },
      {
        "document": 542,
        "excerpt": "curses, and the like - carry over from one form to the other. You revert to your true form if you die."
      },
      {
        "document": 543,
        "excerpt": "interruptions: - Rolling Initiative - Casting a spell other than a cantrip - Taking any damage An interrupted Short Rest confers no benefits."
      },
      {
        "document": 562,
        "excerpt": "nd is immediately broken if either the telepath or the other creature has the Incapacitated condition. Telepathic contact is also broken if the contacted creature is"
      },
      {
        "document": 577,
        "excerpt": "sary entries include a See also section that points to other entries in the glossary, to other parts of this document, or both. No Obsolete Terms. The glossary cont"
      },
      {
        "document": 592,
        "excerpt": "Some spells and other effects require Concentration to remain active, as specified in their descriptions. If the effect's crea"
      },
      {
        "document": 602,
        "excerpt": "by the Remove Curse and Greater Restoration spells or other magic that explicitly ends curses."
      },
      {
        "document": 608,
        "excerpt": "Attacks and other harmful effects deal different types of damage. Damage types have no rules of their own, but other rules"
      },
      {
        "document": 620,
        "excerpt": "dvantage and Disadvantage on the same roll cancel each other. See also \"Playing the Game\" (\"D20 Tests\")."
      },
      {
        "document": 629,
        "excerpt": "dvantage and Disadvantage on the same roll cancel each other. See also \"Playing the Game\" (\"D20 Tests\")."
      },
      {
        "document": 645,
        "excerpt": "er, as noted in their stat blocks, and some spells and other effects grant the ability to hover. Hovering while flying prevents you from falling in certain circumsta"
      },
      {
        "document": 646,
        "excerpt": "Spells and other effects sometimes create magical illusions. Such an effect defines what the illusion does and which sens"
      },
      {
        "document": 649,
        "excerpt": "identifies morality (good, evil, or neutral), and the other describes attitudes toward order (lawful, chaotic, or neutral). These factors allow for nine possible co"
      },
      {
        "document": 666,
        "excerpt": "provides useful benchmarks for gauging the potency of other curses. A curse that lasts for 1 minute equates to a level 3 spell, while one that lasts until dispelled"
      },
      {
        "document": 674,
        "excerpt": "Feel free to alter the saving throw DCs, effects, and other characteristics of these contagions to suit your campaign."
      },
      {
        "document": 675,
        "excerpt": "13 Constitution saving throw each time it takes damage other than Psychic damage. On a failed save, the creature takes 5 (1d10) Psychic damage and has the Incapacita"
      },
      {
        "document": 689,
        "excerpt": "discretion, a Frightened creature might be subject to other effects as long as the Frightened condition lasts. Consider these examples: - The Frightened creature m"
      },
      {
        "document": 693,
        "excerpt": "isons, as they affect nasal membranes, tear ducts, and other parts of the body. Injury. Injury poison can be applied as a Bonus Action to a weapon, a piece of ammun"
      },
      {
        "document": 694,
        "excerpt": "minal contacts might be able to acquire poison easily. Other characters might have to make extensive inquiries and pay bribes before they acquire the poison they see"
      },
      {
        "document": 721,
        "excerpt": "a lock. When a creature opens the lock with any object other than the proper key, the needle springs out and stabs the creature. The creature makes a DC 11 Constitut"
      },
      {
        "document": 727,
        "excerpt": "lenge Rating. Moderate Difficulty. Absent healing and other resources, an encounter of moderate difficulty could go badly for the adventurers. Weaker characters mig"
      },
      {
        "document": 732,
        "excerpt": "eep it at the intended difficulty. Also, die rolls and other factors can result in an encounter being easier or harder than intended. You can adjust an encounter on"
      },
      {
        "document": 793,
        "excerpt": "rial chamber containing a Mummy, a Mummy Lord, or some other Undead of the GM’s choice. Its sarcophagus contains treasure of the GM’s choice."
      },
      {
        "document": 820,
        "excerpt": "hose pages refuse to hold ink, chalk, graphite, or any other marking"
      },
      {
        "document": 878,
        "excerpt": "Contact Other Plane"
      },
      {
        "document": 891,
        "excerpt": "Contact Other Plane"
      },
      {
        "document": 920,
        "excerpt": "Mounts and Other Animals"
      },
      {
        "document": 964,
        "excerpt": "repared spells, replacing any of the spells there with other Cleric spells for which you have spell slots. Spellcasting Ability. Wisdom is your spellcasting ability"
      },
      {
        "document": 965,
        "excerpt": "t of prepared spells, replacing any of the spells with other Druid spells for which you have spell slots. Spellcasting Ability. Wisdom is your spellcasting ability"
      },
      {
        "document": 968,
        "excerpt": "e such effect: Divine Sense, which is described below. Other Paladin features give additional Channel Divinity effect options. Each time you use this class's Channel"
      },
      {
        "document": 970,
        "excerpt": "d your roguish talents. You know Thieves' Cant and one other language of your choice, which you choose from the language tables in \"Character Creation.\""
      },
      {
        "document": 971,
        "excerpt": "r Sorcery Points to fuel the options below, along with other features, such as Metamagic, that use those points. Converting Spell Slots to Sorcery Points. You can e"
      },
      {
        "document": 972,
        "excerpt": "edge that imbue you with an abiding magical ability or other lessons. You gain one invocation of your choice, such as Pact of the Tome. Invocations are described in"
      },
      {
        "document": 973,
        "excerpt": "lect your ongoing magical research, but you might find other spells during your adventures that you can add to the book. You could discover a Wizard spell on a Spell"
      },
      {
        "document": 978,
        "excerpt": "cations. When you cast an Evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 plus the spell's level. The chose"
      },
      {
        "document": 979,
        "excerpt": "Choose one damage type, other than Force, whenever you finish a Short or Long Rest. You have Resistance to that damage type until you"
      },
      {
        "document": 980,
        "excerpt": "Long Rest, you can replace the chosen option with the other one. Colossus Slayer: Your tenacity can wear down even the most resilient foes. When you hit a creature"
      },
      {
        "document": 981,
        "excerpt": "slot that restores Hit Points to one or more creatures other than yourself, you regain Hit Points equal to 2 plus the spell slot's level."
      },
      {
        "document": 985,
        "excerpt": "When you take a Bonus Action other than Step of the Wind, you can also use Step of the Wind immediately after that Bonus Action."
      },
      {
        "document": 1153,
        "excerpt": "res, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a member of another species, though none"
      },
      {
        "document": 1159,
        "excerpt": "manation for the duration. The aura prevents creatures other than Constructs and Undead from passing or reaching through it. An affected creature can cast spells or"
      },
      {
        "document": 1160,
        "excerpt": "No one can cast spells, take Magic actions, or create other magical effects inside the aura, and those things can't target or otherwise affect anything inside it. M"
      },
      {
        "document": 1163,
        "excerpt": "nd. The hand grants you Half Cover against attacks and other effects that originate from its space or that pass through it. In addition, its space counts as Difficul"
      },
      {
        "document": 1166,
        "excerpt": "il dispelled. Mask (Creature). Choose a creature type other than the target's actual type. Spells and other magical effects treat the target as if it were a creatur"
      },
      {
        "document": 1167,
        "excerpt": "to re-enter its body on the new plane. Any damage or other effects that apply to an astral form have no effect on the target's body and vice versa. If a target's b"
      },
      {
        "document": 1168,
        "excerpt": "V, S, M (specially marked sticks, bones, cards, or other divinatory tokens worth 25+ GP)"
      },
      {
        "document": 1182,
        "excerpt": "n 60 feet away. You can affect and be affected only by other creatures on the Ethereal Plane, and creatures on the other plane can't perceive you unless they have a"
      },
      {
        "document": 1187,
        "excerpt": "e bolts then leap from that target to as many as three other targets of your choice, each of which must be within 30 feet of the first target. A target can be a crea"
      },
      {
        "document": 1198,
        "excerpt": "wledge of the area within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where natur"
      },
      {
        "document": 1210,
        "excerpt": "Contact Other Plane"
      },
      {
        "document": 1214,
        "excerpt": "all wave that travels from one side of the area to the other and then crashes. Any Huge or smaller vehicles in the wave's path are carried with it to the other side."
      },
      {
        "document": 1220,
        "excerpt": "spell as another spell's Material component causes the other spell to fail. Materials | Material | Duration | | :-------------------- | :--------- |"
      },
      {
        "document": 1223,
        "excerpt": "Dim Light created by a spell of level 2 or lower, that other spell is dispelled."
      },
      {
        "document": 1225,
        "excerpt": "Darkness created by a spell of level 3 or lower, that other spell is dispelled."
      },
      {
        "document": 1233,
        "excerpt": "within 5 feet of your destination space. If you, the other creature, or both would arrive in a space occupied by a creature or completely filled by one or more obj"
      },
      {
        "document": 1234,
        "excerpt": "ourself - including your clothing, armor, weapons, and other belongings on your person - look different until the spell ends. You can seem 1 foot shorter or taller a"
      },
      {
        "document": 1238,
        "excerpt": "s that might change the answer, such as the casting of other spells. If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 per"
      },
      {
        "document": 1246,
        "excerpt": "dream's environment, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the spell. The target recalls the d"
      },
      {
        "document": 1254,
        "excerpt": "n. They disappear when the spell ends. Each creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the Restr"
      },
      {
        "document": 1261,
        "excerpt": "the two of you are more than 300 feet apart from each other. No one but you can see the hound, and it is in-tangible and invulnerable. When a Small or larger creat"
      },
      {
        "document": 1265,
        "excerpt": "its own turn. A familiar can't attack, but it can take other actions as normal. Disappearance of the Familiar. When the familiar drops to 0 Hit Points, it disappear"
      },
      {
        "document": 1268,
        "excerpt": "bject or mechanism that was created to cause damage or other danger. Thus, the spell would sense the Alarm or Glyph of Warding spell or a mechanical pit trap, but it"
      },
      {
        "document": 1272,
        "excerpt": "u like. Each Cube must be contiguous with at least one other Cube. Each creature in the area makes a Dexterity saving throw, taking 7d10 Fire damage on a failed save"
      },
      {
        "document": 1283,
        "excerpt": "e duration, the target has Advantage on D20 Tests, and other creatures have Disadvantage on attack rolls against it. The spell ends early if you cast it again."
      },
      {
        "document": 1284,
        "excerpt": "ent is unaffected by Difficult Terrain, and spells and other magical effects can neither reduce the target's Speed nor cause the target to have the Paralyzed or Res"
      },
      {
        "document": 1287,
        "excerpt": "Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal. Deities and other planar rulers can pre"
      },
      {
        "document": 1289,
        "excerpt": "ell consumes) Duration: 10 days You touch a corpse or other remains. For the duration, the target is protected from decay and can't become Undead. The spell also e"
      },
      {
        "document": 1299,
        "excerpt": "irection, there is a 50 percent chance that a creature other than you believes it is going in the opposite direction from the one it chooses. Doors. All doors in th"
      },
      {
        "document": 1303,
        "excerpt": "tures of any types you choose can communicate with any other creature in the area even if they don't share a common language. Vulnerability. Creatures of any types"
      },
      {
        "document": 1304,
        "excerpt": "n be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gen"
      },
      {
        "document": 1317,
        "excerpt": "f your choice have Advantage on all saving throws, and other creatures have Disadvantage on attack rolls against them. In addition, when a Fiend or an Undead hits an"
      },
      {
        "document": 1322,
        "excerpt": "spell's casting. If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires Attunement, and how ma"
      },
      {
        "document": 1324,
        "excerpt": "rough the gemstone (allowing the target to see out and other creatures to see in), but nothing else can pass through by any means. Slumber. The target has the Uncon"
      },
      {
        "document": 1330,
        "excerpt": "ntage on Dexterity saving throws and attack rolls, and other creatures have Advantage on attack rolls against it. On each of its turns, the target can take an action"
      },
      {
        "document": 1344,
        "excerpt": "ear wherever the Cylinder intersects with the floor or other surface. Choose one or more of the following types of creatures: Celestials, Elementals, Fey, Fiends, o"
      },
      {
        "document": 1349,
        "excerpt": "e-course banquet for up to 100 people. Furnishings and other objects created by this spell dissipate into smoke if removed from it. A staff of 100 near-transparent"
      },
      {
        "document": 1350,
        "excerpt": "You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot Cube. The image appears at a spot that you can see"
      },
      {
        "document": 1362,
        "excerpt": "lse's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds"
      },
      {
        "document": 1363,
        "excerpt": "ile square look, sound, smell, and even feel like some other sort of terrain. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other"
      },
      {
        "document": 1364,
        "excerpt": "cate is destroyed. The duplicates otherwise ignore all other damage and effects. The spell ends when all three duplicates are destroyed. A creature is unaffected by"
      },
      {
        "document": 1367,
        "excerpt": "ory of the event's details, or create a memory of some other event. You must speak to the target to describe how its memories are affected, and it must be able to u"
      },
      {
        "document": 1373,
        "excerpt": "led save, you create a phantasmal object, creature, or other phenomenon that is no larger than a 10-foot Cube and that is perceivable only to the target for the dura"
      },
      {
        "document": 1376,
        "excerpt": "g must be known to you: a god, a demon prince, or some other being of cosmic power. That entity sends a Celestial, an Elemental, or a Fiend loyal to it to aid you, m"
      },
      {
        "document": 1391,
        "excerpt": "u create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific trigger occurs. The illusion is impercept"
      },
      {
        "document": 1404,
        "excerpt": "duration. Nothing - not physical objects, energy, or other spell effects - can pass through the barrier, in or out, though a creature in the sphere can breathe the"
      },
      {
        "document": 1409,
        "excerpt": "ight Medium or smaller creatures. Attacks, spells, and other effects can't pass into or out of the space, but creatures inside it can see through the portal. Anythin"
      },
      {
        "document": 1413,
        "excerpt": "----------------------- | :------------ | | Picture or other likeness | -2 | | Garment or other possession | -4 | | B"
      },
      {
        "document": 1418,
        "excerpt": "u can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance tha"
      },
      {
        "document": 1428,
        "excerpt": "You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot Cube. The image appears at a spot within range and l"
      },
      {
        "document": 1437,
        "excerpt": "rmation about creatures that have passed, weather, and other circumstances. You can also turn Difficult Terrain caused by plant growth (such as thickets and undergr"
      },
      {
        "document": 1440,
        "excerpt": "ou can designate creatures to be unaffected by it. Any other creature's Speed is halved in the Emanation, and whenever the Emanation enters a creature's space and wh"
      },
      {
        "document": 1451,
        "excerpt": "m saving throw. On a failed save, a target argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has Disadvanta"
      },
      {
        "document": 1453,
        "excerpt": "possible over any distance, though it can't extend to other planes of existence."
      },
      {
        "document": 1455,
        "excerpt": "pace is occupied. Many major temples, guildhalls, and other important places have permanent teleportation circles. Each circle includes a unique sigil sequence - a"
      },
      {
        "document": 1458,
        "excerpt": "of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal."
      },
      {
        "document": 1459,
        "excerpt": "hen you cast the spell can move through it freely. All other creatures and objects are barred from passing through it. Spells of level 3 or lower can't be cast throu"
      },
      {
        "document": 1462,
        "excerpt": "o enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass"
      },
      {
        "document": 1472,
        "excerpt": "r the first time on a turn or ends its turn there. The other side of the wall deals no damage. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each"
      },
      {
        "document": 1483,
        "excerpt": "successful one. The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweig"
      },
      {
        "document": 1484,
        "excerpt": "self. The basic use of this spell is to duplicate any other spell of level 8 or lower. If you use it this way, you don't need to meet any requirements to cast that"
      },
      {
        "document": 1492,
        "excerpt": "u have Disadvantage on attack rolls against any target other than the grappler. Movable. The grappler can drag or carry you when it moves, but every foot of movemen"
      },
      {
        "document": 1517,
        "excerpt": "te originates where the one item was placed inside the other. Any creature within a 10-foot-radius Sphere centered on the gate is sucked through it to a random locat"
      },
      {
        "document": 1519,
        "excerpt": "e air can pass through the sphere's wall. No attack or other effect can pass through. An enclosed creature can take a Utilize action to push against the sphere's wa"
      },
      {
        "document": 1523,
        "excerpt": "ou also have Disadvantage on attack rolls with weapons other than this one. Whenever another creature damages you while the weapon is in your possession, you must s"
      },
      {
        "document": 1553,
        "excerpt": "of existence, one of which is the Material Plane. The other sides are linked to planes determined by the GM. The cube has 3 charges and regains 1d3 expended charge"
      },
      {
        "document": 1562,
        "excerpt": "dragons collect their cast-off scales and gift them. Other times, hunters carefully preserve the hide of a dead dragon. In either case, Dragon Scale Mail is highly"
      },
      {
        "document": 1580,
        "excerpt": "e space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a cr"
      },
      {
        "document": 1588,
        "excerpt": "ume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like - including color, style, and accessories - but the armor r"
      },
      {
        "document": 1593,
        "excerpt": "et. The target and every creature within 30 feet of it other than you must succeed on a DC 17 Constitution saving throw or have the Stunned condition until the end o"
      },
      {
        "document": 1594,
        "excerpt": "te originates where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total Cover is sucked through it and deposited i"
      },
      {
        "document": 1602,
        "excerpt": "ion have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases"
      },
      {
        "document": 1608,
        "excerpt": "ich is dealt by siege equipment; and Resistance to all other damage. Shrinking the tower back down to statuette form doesn't repair damage to the tower. Only a Wish"
      },
      {
        "document": 1609,
        "excerpt": "ou are wearing. The orbiting stone avoids contact with other creatures and objects, adjusting its orbit to avoid collisions and thwarting all attempts by other creat"
      },
      {
        "document": 1611,
        "excerpt": "empty and the target is native to a plane of existence other than the one you're on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flas"
      },
      {
        "document": 1612,
        "excerpt": "e Line between you and the target. The target and each other creature in the Line (excluding you) makes a DC 13 Dexterity saving throw, taking 4d6 Lightning damage o"
      },
      {
        "document": 1623,
        "excerpt": "tion reveals they're made from paste, cookies, or some other worthless material. If you paint a form of energy such as fire or lightning, the energy dissipates as s"
      },
      {
        "document": 1625,
        "excerpt": "epeat the command word to deactivate it. Any creature other than you that sees its reflection in the activated mirror while within 30 feet of the mirror must succee"
      },
      {
        "document": 1627,
        "excerpt": "he card's magic as soon as you draw the card or at any other time before you die. Flames. A powerful devil becomes your enemy. The devil seeks your ruin and torment"
      },
      {
        "document": 1632,
        "excerpt": "lives, you have Disadvantage on attack rolls with all other weapons."
      },
      {
        "document": 1644,
        "excerpt": "te originates where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total Cover is sucked through it and deposited i"
      },
      {
        "document": 1649,
        "excerpt": "en the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy wh"
      },
      {
        "document": 1666,
        "excerpt": "e djinni defends itself against attackers but takes no other actions. After the djinni departs, it can't be summoned again for 24 hours, and the ring becomes nonmag"
      },
      {
        "document": 1673,
        "excerpt": "wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your crea"
      },
      {
        "document": 1677,
        "excerpt": "irst time the sphere comes within 5 feet of a creature other than you that isn't behind Total Cover, the sphere discharges lightning at that creature and disappears."
      },
      {
        "document": 1678,
        "excerpt": "the ring as the spell is cast. The spell has no effect other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. T"
      },
      {
        "document": 1690,
        "excerpt": "You have Advantage on saving throws against spells and other magical effects. War Mage. Your spell save DC and spell attack bonus each increase by 2."
      },
      {
        "document": 1691,
        "excerpt": "antern (filled and lit) In addition, the robe has 4d4 other patches. The GM chooses the patches or determines them randomly by rolling on the following table. 1d10"
      },
      {
        "document": 1694,
        "excerpt": "ons that are set in a row along the haft. It has three other properties as well, detailed below. Buttons. You can press one of the following buttons as a Bonus Acti"
      },
      {
        "document": 1697,
        "excerpt": "t. The rod then instantly transports you and up to 199 other willing creatures you can see to a demiplane. You choose the form the demiplane takes. It could be a tr"
      },
      {
        "document": 1698,
        "excerpt": "f the rope, you can take a Magic action to command the other end of the rope to animate and move toward a destination you choose, up to the rope's length away from y"
      },
      {
        "document": 1699,
        "excerpt": "f the rope, you can take a Magic action to command the other end to dart forward and entangle one creature you can see within 20 feet of yourself. The target must su"
      },
      {
        "document": 1702,
        "excerpt": "nes come in pairs, with each stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can cast Sending from it. The target"
      },
      {
        "document": 1709,
        "excerpt": "ed check, the spell disappears from the scroll with no other effect. The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, a"
      },
      {
        "document": 1710,
        "excerpt": "you have Advantage on saving throws against spells and other magical effects, and spell attack rolls have Disadvantage against you."
      },
      {
        "document": 1711,
        "excerpt": "is obliterated, leaving its possessions behind but no other physical remains. Sphere Interactions. If the sphere comes into contact with a planar portal (such as t"
      },
      {
        "document": 1716,
        "excerpt": "2 bonus to attack rolls and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges. Retributive Strike. You can take a Magic action"
      },
      {
        "document": 1718,
        "excerpt": "nutes, making the area Heavily Obscured for creatures other than you. A strong wind (like that created by Gust of Wind) disperses the swarm and ends the effect. Sp"
      },
      {
        "document": 1719,
        "excerpt": "l to 16 times the number of charges in the staff. Each other creature in the area makes a DC 17 Dexterity saving throw. On a failed save, a creature takes Force dama"
      },
      {
        "document": 1753,
        "excerpt": "hat location becomes the point of origin of a spell or other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have"
      },
      {
        "document": 1760,
        "excerpt": "nd the target can communicate telepathically with each other over any distance. The target repeats the save whenever it takes damage as well as after every 24 hours"
      },
      {
        "document": 1790,
        "excerpt": "Common plus five other languages"
      },
      {
        "document": 1792,
        "excerpt": "Incorporeal Movement. The avatar can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its t"
      },
      {
        "document": 1793,
        "excerpt": "Common plus one other language"
      },
      {
        "document": 1794,
        "excerpt": "Common plus one other language"
      },
      {
        "document": 1799,
        "excerpt": "alor has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1802,
        "excerpt": "evil has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1805,
        "excerpt": "evil has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1806,
        "excerpt": "rained conditions, has Total Cover against attacks and other effects outside the behir, and takes 21 (6d6) Acid damage at the start of each of the behir's turns. If"
      },
      {
        "document": 1815,
        "excerpt": "evil has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1825,
        "excerpt": "evil has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1828,
        "excerpt": "Common plus one other language"
      },
      {
        "document": 1829,
        "excerpt": "ion, and the cloaker can't make Attach attacks against other targets. In addition, the cloaker halves the damage it takes (round down), and the target takes the same"
      },
      {
        "document": 1835,
        "excerpt": "The couatl's thoughts can't be read by any means, and other creatures can communicate with it telepathically only if it allows them."
      },
      {
        "document": 1843,
        "excerpt": "deva has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1845,
        "excerpt": "inni has Advantage on saving throws against spells and other magical effects. Wishes. The djinni has a 30 percent chance of knowing the Wish spell. If the djinni kn"
      },
      {
        "document": 1846,
        "excerpt": "Common plus three other languages"
      },
      {
        "document": 1850,
        "excerpt": "used by webs, and the drider knows the location of any other creature in contact with the same web."
      },
      {
        "document": 1852,
        "excerpt": "ryad has Advantage on saving throws against spells and other magical effects. Speak with Beasts and Plants. The dryad can communicate with Beasts and Plants as if t"
      },
      {
        "document": 1856,
        "excerpt": "eeti has Advantage on saving throws against spells and other magical effects. Wishes. The efreeti has a 30 percent chance of knowing the Wish spell. If the efreeti"
      },
      {
        "document": 1859,
        "excerpt": "nyes has Advantage on saving throws against spells and other magical effects. Magic Rope. The erinyes has a magic rope. While bearing it, the erinyes can use the En"
      },
      {
        "document": 1860,
        "excerpt": "ed by webs, and the ettercap knows the location of any other creature in contact with the same web."
      },
      {
        "document": 1864,
        "excerpt": "Understands Common plus one other language but can't speak"
      },
      {
        "document": 1869,
        "excerpt": "e. The cube fills its entire space and is transparent. Other creatures can enter that space, but a creature that does so is subjected to the cube's Engulf and has Di"
      },
      {
        "document": 1871,
        "excerpt": "Common plus one other language"
      },
      {
        "document": 1884,
        "excerpt": "them as weapons. One horn becomes a +1 Lance, and the other becomes a +2 Longsword. Removing a horn requires a Magic action, and the weapons disappear and the horns"
      },
      {
        "document": 1885,
        "excerpt": "conditions, and it has Total Cover against attacks and other effects outside the frog. While swallowing the target, the frog can't use Bite, and if the frog dies, th"
      },
      {
        "document": 1895,
        "excerpt": "tions caused by webs, and it knows the location of any other creature in contact with the same web."
      },
      {
        "document": 1896,
        "excerpt": "conditions, and it has Total Cover against attacks and other effects outside the toad. In addition, the target takes 10 (3d6) Acid damage at the end of each of the t"
      },
      {
        "document": 1903,
        "excerpt": "rezu has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1921,
        "excerpt": "Cold, Fire, Lightning, or Poison. This choice affects other aspects of the stat block."
      },
      {
        "document": 1922,
        "excerpt": "Incapacitated condition and ignores the Luring Song of other harpies. If the target is more than 5 feet from the harpy, the target moves on its turn toward the harpy"
      },
      {
        "document": 1925,
        "excerpt": "zrou has Advantage on saving throws against spells and other magical effects. Stench. Constitution Saving Throw: DC 16, any creature that starts its turn in a 10-fo"
      },
      {
        "document": 1931,
        "excerpt": "Understands Common plus one other language but can't speak"
      },
      {
        "document": 1932,
        "excerpt": "evil has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1936,
        "excerpt": "evil has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1938,
        "excerpt": "imp has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1941,
        "excerpt": "Understands Common plus two other languages but can't speak"
      },
      {
        "document": 1944,
        "excerpt": "Common plus one other language"
      },
      {
        "document": 1946,
        "excerpt": "trained condition, has Total Cover against attacks and other effects outside the kraken, and takes 24 (7d6) Acid damage at the start of each of its turns. If the kra"
      },
      {
        "document": 1952,
        "excerpt": "Common plus three other languages"
      },
      {
        "document": 1957,
        "excerpt": "lith has Advantage on saving throws against spells and other magical effects. Reactive. The marilith can take one Reaction on every turn of combat."
      },
      {
        "document": 1959,
        "excerpt": "Common plus one other language"
      },
      {
        "document": 1966,
        "excerpt": "Common plus three other languages"
      },
      {
        "document": 1967,
        "excerpt": "Common plus two other languages"
      },
      {
        "document": 1968,
        "excerpt": "hnee has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1969,
        "excerpt": "hag has Advantage on saving throws against spells and other magical effects. Soul Bag. The hag has a soul bag. While holding or carrying the bag, the hag can use i"
      },
      {
        "document": 1971,
        "excerpt": "Common plus two other languages"
      },
      {
        "document": 1976,
        "excerpt": "noid or a Large Giant, or it returns to its true form. Other than its size, its game statistics are the same in each form. Any equipment it is wearing or carrying is"
      },
      {
        "document": 1982,
        "excerpt": "used by webs, and the spider knows the location of any other creature in contact with the same web."
      },
      {
        "document": 1984,
        "excerpt": "Common plus one other language"
      },
      {
        "document": 1985,
        "excerpt": "Common plus one other language"
      },
      {
        "document": 1986,
        "excerpt": "iend has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1987,
        "excerpt": "etar has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1992,
        "excerpt": "Common plus one other language"
      },
      {
        "document": 1993,
        "excerpt": "agon has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1995,
        "excerpt": "rained conditions, has Total Cover against attacks and other effects outside the worm, and takes 17 (5d6) Acid damage at the start of each of the worm's turns. If t"
      },
      {
        "document": 1996,
        "excerpt": "asit has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1997,
        "excerpt": "matically succeeds on saving throws against spells and other magical effects, and the attack rolls of spells automatically miss it. Without the rakshasa's permission"
      },
      {
        "document": 2002,
        "excerpt": "ned conditions, it has Total Cover against attacks and other effects outside the remorhaz, and it takes 10 (3d6) Acid damage plus 10 (3d6) Fire damage at the start o"
      },
      {
        "document": 2011,
        "excerpt": "atyr has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 2013,
        "excerpt": "Common plus one other language"
      },
      {
        "document": 2021,
        "excerpt": "Understands Common plus one other language but can't speak"
      },
      {
        "document": 2022,
        "excerpt": "olar has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 2023,
        "excerpt": "Understands Common plus one other language but can't speak"
      },
      {
        "document": 2026,
        "excerpt": "hinx has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 2027,
        "excerpt": "used by webs, and the spider knows the location of any other creature in contact with the same web."
      },
      {
        "document": 2030,
        "excerpt": "Common plus one other language"
      },
      {
        "document": 2034,
        "excerpt": "Understands Common plus two other languages but can't speak"
      },
      {
        "document": 2044,
        "excerpt": "sque has Advantage on saving throws against spells and other magical effects. Reflective Carapace. If the tarrasque is targeted by a Magic Missile spell or a spell"
      },
      {
        "document": 2046,
        "excerpt": "Common plus one other language"
      },
      {
        "document": 2053,
        "excerpt": "corn has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 2054,
        "excerpt": "Common plus one other language"
      },
      {
        "document": 2055,
        "excerpt": "Common plus one other language"
      },
      {
        "document": 2056,
        "excerpt": "Common plus two other languages"
      },
      {
        "document": 2059,
        "excerpt": "rock has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 2064,
        "excerpt": "Common plus one other language"
      },
      {
        "document": 2067,
        "excerpt": "eturns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 2068,
        "excerpt": "eturns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 2069,
        "excerpt": "eturns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 2070,
        "excerpt": "eturns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 2071,
        "excerpt": "eturns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 2073,
        "excerpt": "Common plus one other language"
      },
      {
        "document": 2074,
        "excerpt": "Common plus one other language"
      },
      {
        "document": 2078,
        "excerpt": "Common plus two other languages"
      },
      {
        "document": 2091,
        "excerpt": "Understands Common plus one other language but can't speak"
      }
    ],
    "others": [
      {
        "document": 8,
        "excerpt": "If your character dies, others might find a magical way to revive your character, such as with the Raise Dead spell. Or talk with the G"
      },
      {
        "document": 34,
        "excerpt": "ious things. Some are skilled with many weapons, while others can use only a few. Some are better at understanding people's motives, and others are better at unlockin"
      },
      {
        "document": 148,
        "excerpt": "me are of nearly equal diameter throughout and smooth, others are gnarled and twisted, some are made of wood, and others are composed of polished metal or crystal. A"
      },
      {
        "document": 232,
        "excerpt": "like to increase their class's primary ability, while others prefer to increase a low score."
      },
      {
        "document": 235,
        "excerpt": "t not feeling bound by them. A kindly person who helps others according to their needs is probably Neutral Good. Chaotic Good (CG). Chaotic Good creatures act as the"
      },
      {
        "document": 365,
        "excerpt": "t take them into account when determining risks or how others perceive your character."
      },
      {
        "document": 373,
        "excerpt": "t and might have a staff that supports your lifestyle. Others notice your wealth and might encourage you to share it, either legally or otherwise."
      },
      {
        "document": 378,
        "excerpt": "tinguishable from their nonmagical counterparts, while others are conspicuously magical. Handling a magic item is enough to give you a sense that it is extraordinary"
      },
      {
        "document": 692,
        "excerpt": "much Strength, for example, or become so suspicious of others that Charisma checks are more difficult. These effects can be suppressed with the Calm Emotions spell or"
      },
      {
        "document": 714,
        "excerpt": "have durations expressed in rounds, minutes, or hours. Others specify that their effects last until the trap is destroyed or dispelled. If a trap's duration is instan"
      },
      {
        "document": 793,
        "excerpt": "makes verbal threats against you. If you leave it and others come near, it describes you as the most heinous of villains and directs the newcomers to find and attack"
      },
      {
        "document": 963,
        "excerpt": "You can supernaturally inspire others through words, music, or dance. This inspiration is represented by your Bardic Inspiration die, which is"
      },
      {
        "document": 965,
        "excerpt": "You can use Druidic to leave hidden messages. You and others who know Druidic automatically spot such a message. Others spot the message's presence with a successfu"
      },
      {
        "document": 976,
        "excerpt": "se, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of yourself makes a damage roll or succeeds on an abili"
      },
      {
        "document": 978,
        "excerpt": "orces, serving as artillery to blast armies from afar. Others use their power to protect others, while some seek their own gain."
      },
      {
        "document": 981,
        "excerpt": "The healing spells you cast on others heal you as well. Immediately after you cast a spell with a spell slot that restores Hit Points to one o"
      },
      {
        "document": 982,
        "excerpt": "heir gods' tenets as the measure of personal devotion. Others hold angels as their ideals and incorporate images of angelic wings into their helmets or coats of arms."
      },
      {
        "document": 983,
        "excerpt": "As a Bonus Action, you can strike terror into others with your menacing presence and primal power. When you do so, each creature of your choice in a 30-foot"
      },
      {
        "document": 1212,
        "excerpt": "kes effect only on you, even if it can normally target others. You can use only one Contingency spell at a time. If you cast this spell again, the effect of another C"
      },
      {
        "document": 1323,
        "excerpt": "r meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alter"
      },
      {
        "document": 1391,
        "excerpt": "create an illusion of yourself to appear and warn off others who attempt to open a trapped door. Physical interaction with the image reveals it to be illusory, sinc"
      },
      {
        "document": 1453,
        "excerpt": "in range, psychically linking each creature to all the others for the duration. Creatures that can't communicate in any languages aren't affected by this spell. Unti"
      },
      {
        "document": 1469,
        "excerpt": "f your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against one creature within reach. On a hit, the target"
      },
      {
        "document": 1735,
        "excerpt": "book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying t"
      },
      {
        "document": 1884,
        "excerpt": "h goat looks unique and functions differently from the others. Their properties are as follows: Goat of Terror. This figurine can become a Giant Goat for up to 3 ho"
      }
    ],
    "others'": [
      {
        "document": 1481,
        "excerpt": "up to 1 minute You try to create illusory terrors in others' minds. Each creature of your choice in a 30-foot-radius Sphere centered on a point within range makes a"
      }
    ],
    "otherwise": [
      {
        "document": 10,
        "excerpt": ". Roll 1d20. If the roll is 10 or higher, you succeed. Otherwise, you fail. A success or failure has no effect by itself. On your third success, you become Stable (see “"
      },
      {
        "document": 37,
        "excerpt": "s long as something in the game doesn't explicitly say otherwise. The game also includes elements - class features, feats, weapon properties, spells, magic items, monst"
      },
      {
        "document": 44,
        "excerpt": "tates that you can do something as a Bonus Action. You otherwise don't have a Bonus Action to take. You can take only one Bonus Action on your turn, so you must choose"
      },
      {
        "document": 45,
        "excerpt": "ter its trigger unless the Reaction's description says otherwise."
      },
      {
        "document": 51,
        "excerpt": "ay places with a Ladder, perceive things they wouldn't otherwise notice with a Torch or another light source, bypass locked doors and containers with Thieves' Tools, and"
      },
      {
        "document": 63,
        "excerpt": "As an action, you can automatically break or otherwise destroy a fragile, nonmagical object, such as a glass container or a piece of paper. If you try to damag"
      },
      {
        "document": 85,
        "excerpt": "ge unless the particular attack has rules that specify otherwise. Some attacks cause special effects in addition to or instead of damage."
      },
      {
        "document": 87,
        "excerpt": "make a ranged attack, you fire a bow, hurl an axe, or otherwise send projectiles to strike a foe at a distance. Many spells also involve making a ranged attack."
      },
      {
        "document": 92,
        "excerpt": "s or exceeds the target number, the D20 Test succeeds. Otherwise, it fails. The Game Master determines target numbers and tells players whether their rolls are successfu"
      },
      {
        "document": 105,
        "excerpt": "e and whether to add any modifiers. Unless a rule says otherwise, you don't add your ability modifier to a fixed damage amount that doesn't use a roll, such as the damag"
      },
      {
        "document": 114,
        "excerpt": "items grant capabilities a character could rarely have otherwise, or they complement their owner's capabilities in wondrous ways."
      },
      {
        "document": 123,
        "excerpt": "ires no components unless the item's description notes otherwise. The spell uses its normal casting time, range, and duration, and the user of the item must concentrate"
      },
      {
        "document": 128,
        "excerpt": "An Artifact can be destroyed only in some special way. Otherwise, it is impervious to damage. Learning how to destroy an Artifact usually requires research or the comple"
      },
      {
        "document": 136,
        "excerpt": "from “Equipment.” Unless an armor’s description notes otherwise, the armor must be worn for its magic to function. Some suits of magic armor specify the type of armor"
      },
      {
        "document": 138,
        "excerpt": "ent. Its creator or nature might suggest an alignment. Otherwise, pick an alignment or roll on the Sentient Item's Alignment table."
      },
      {
        "document": 143,
        "excerpt": "u to the creature's stat block. Unless the text states otherwise, the stat block is in “Monsters.” How to read and use a stat block is explained in “Monsters.”"
      },
      {
        "document": 145,
        "excerpt": "finger or a similar digit unless its description notes otherwise."
      },
      {
        "document": 146,
        "excerpt": "od weighs 2 to 5 pounds. Unless its description notes otherwise, a rod can be used as an Arcane Focus."
      },
      {
        "document": 147,
        "excerpt": "nd attempt to activate it unless its description notes otherwise."
      },
      {
        "document": 148,
        "excerpt": "a walking stick or cane. Unless its description notes otherwise, a staff can be used as a nonmagical Quarterstaff and an Arcane Focus."
      },
      {
        "document": 149,
        "excerpt": "or some other material. Unless its description notes otherwise, a wand can be used as an Arcane Focus."
      },
      {
        "document": 166,
        "excerpt": ". XP is awarded for defeating the monster in combat or otherwise neutralizing it. Unless a rule says otherwise, a monster summoned by a spell or another magical ability"
      },
      {
        "document": 170,
        "excerpt": "An attack is against one target unless its entry says otherwise. For details on different kinds of attacks, see “Playing the Game” and “Spells.” Hit. Any damage dealt"
      },
      {
        "document": 175,
        "excerpt": "s (if any spells require an attack roll). Unless noted otherwise, a spell of level 1 or higher is always cast at its lowest possible level and can't be cast at a higher"
      },
      {
        "document": 178,
        "excerpt": "ary Action if it has the Incapacitated condition or is otherwise unable to take actions. The monster has a limited number of Legendary Action uses, and that number is s"
      },
      {
        "document": 241,
        "excerpt": "s one of the following unless a weapon's property says otherwise: Melee attack bonus = Strength modifier + Proficiency Bonus Ranged attack bonus = Dexterity modifier +"
      },
      {
        "document": 264,
        "excerpt": "our level in a particular class, unless the spell says otherwise. Spell Slots. You determine your available spell slots by adding together the following: - All your le"
      },
      {
        "document": 302,
        "excerpt": "t can be taken only once unless its description states otherwise in a “Repeatable” subsection."
      },
      {
        "document": 354,
        "excerpt": "s, but its primary purpose is to carry gear that would otherwise slow you down. The Mounts and Other Animals table shows each animal's carrying capacity. See “Monsters”"
      },
      {
        "document": 373,
        "excerpt": "and might encourage you to share it, either legally or otherwise."
      },
      {
        "document": 379,
        "excerpt": "its nonmagical benefits unless its description states otherwise. For example, a magic Shield that requires Attunement provides the benefits of a normal Shield if you ar"
      },
      {
        "document": 380,
        "excerpt": "ort Rest is interrupted, the Attunement attempt fails. Otherwise, at the end of the Short Rest, you're attuned to the magic item and can access its full magical capabili"
      },
      {
        "document": 494,
        "excerpt": "icted by its range unless the spell's description says otherwise."
      },
      {
        "document": 499,
        "excerpt": "med by the spell unless the spell's description states otherwise. The spellcaster must have a hand free to access them, but it can be the same hand used to perform Somat"
      },
      {
        "document": 502,
        "excerpt": "ghts, goes unnoticed unless a spell's description says otherwise. Invalid Targets. If you cast a spell on someone or something that can't be affected by it, nothing hap"
      },
      {
        "document": 511,
        "excerpt": "u are wearing to cast spells while wearing it. You are otherwise too hampered by the armor for spellcasting."
      },
      {
        "document": 532,
        "excerpt": "A creature has a reach of 5 feet unless a rule says otherwise."
      },
      {
        "document": 542,
        "excerpt": "fies what happens to you. Unless that description says otherwise, any ongoing effects on you - conditions, spells, curses, and the like - carry over from one form to the"
      },
      {
        "document": 554,
        "excerpt": "An attack is against one target unless its entry says otherwise. Saving Throw Effect Notation. If an effect forces a saving throw, the effect's entry starts by identif"
      },
      {
        "document": 562,
        "excerpt": "reature within a specified range. Unless a rule states otherwise, the contacted creature doesn't need to share a language with the telepath to understand this communicat"
      },
      {
        "document": 563,
        "excerpt": "tation doesn't expend movement unless a rule tells you otherwise, and teleportation never provokes Opportunity Attacks. When you teleport, all the equipment you're wear"
      },
      {
        "document": 594,
        "excerpt": "luded in the area of effect unless its creator decides otherwise."
      },
      {
        "document": 601,
        "excerpt": "luded in the area of effect unless its creator decides otherwise."
      },
      {
        "document": 613,
        "excerpt": "t determines the creature's current Hit Points. Unless otherwise stated, the creature returns to life with any conditions, magical contagions, or curses that were affect"
      },
      {
        "document": 623,
        "excerpt": "luded in the area of effect unless its creator decides otherwise."
      },
      {
        "document": 646,
        "excerpt": "were real unless the effect that created it specifies otherwise. For example, a visual illusion of a creature casts shadows and reflections, and wind appears to affect"
      },
      {
        "document": 656,
        "excerpt": "luded in the area of effect unless its creator decides otherwise."
      },
      {
        "document": 657,
        "excerpt": "of the jump's distance), such as a hedge or low wall. Otherwise, you hit the obstacle."
      },
      {
        "document": 714,
        "excerpt": "ctivating, that fact is noted in this entry. A trap is otherwise inert after activation. Use caution when introducing a trap to characters of a level lower than the tra"
      },
      {
        "document": 747,
        "excerpt": "est an adventurer’s score can go unless a feature says otherwise."
      },
      {
        "document": 963,
        "excerpt": "ls you can prepare with this feature, but those spells otherwise count as Bard spells for you. Changing Your Prepared Spells. Whenever you gain a Bard level, you can re"
      },
      {
        "document": 964,
        "excerpt": "ls you can prepare with this feature, but those spells otherwise count as Cleric spells for you. Changing Your Prepared Spells. Whenever you finish a Long Rest, you can"
      },
      {
        "document": 965,
        "excerpt": "ls you can prepare with this feature, but those spells otherwise count as Druid spells for you. Changing Your Prepared Spells. Whenever you finish a Long Rest, you can"
      },
      {
        "document": 968,
        "excerpt": "ls you can prepare with this feature, but those spells otherwise count as Paladin spells for you. Changing Your Prepared Spells. Whenever you finish a Long Rest, you ca"
      },
      {
        "document": 969,
        "excerpt": "ls you can prepare with this feature, but those spells otherwise count as Ranger spells for you. Changing Your Prepared Spells. Whenever you finish a Long Rest, you can"
      },
      {
        "document": 971,
        "excerpt": "ls you can prepare with this feature, but those spells otherwise count as Sorcerer spells for you. Changing Your Prepared Spells. Whenever you gain a Sorcerer level, yo"
      },
      {
        "document": 972,
        "excerpt": "invocation more than once unless its description says otherwise."
      },
      {
        "document": 973,
        "excerpt": "ls you can prepare with this feature, but those spells otherwise count as Wizard spells for you. Changing Your Prepared Spells. Whenever you finish a Long Rest, you can"
      },
      {
        "document": 976,
        "excerpt": "use your wit to supernaturally distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of yourself"
      },
      {
        "document": 1160,
        "excerpt": "ects inside the aura, and those things can't target or otherwise affect anything inside it. Magical properties of magic items don't work inside the aura or on anything i"
      },
      {
        "document": 1234,
        "excerpt": "t has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical"
      },
      {
        "document": 1286,
        "excerpt": "it was carrying or holding can't be dropped, used, or otherwise interacted with. Finally, the target can't attack or cast spells. Using a Higher-Level Spell Slot. You"
      },
      {
        "document": 1335,
        "excerpt": "target, you can move up or down as part of your move. Otherwise, you can take a Magic action to move the target, which must remain within the spell's range. When the s"
      },
      {
        "document": 1345,
        "excerpt": "Speed, and senses are replaced by the creature's. You otherwise keep your game statistics. Meanwhile, the possessed creature's soul can perceive from the container usi"
      },
      {
        "document": 1356,
        "excerpt": "to do so. Nothing of your presence remains visible or otherwise detectable by nonmagical senses. While merged with the stone, you can't see what occurs outside it, and"
      },
      {
        "document": 1363,
        "excerpt": "lear ground into Difficult Terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is re"
      },
      {
        "document": 1364,
        "excerpt": "of you, and the duplicate is destroyed. The duplicates otherwise ignore all other damage and effects. The spell ends when all three duplicates are destroyed. A creature"
      },
      {
        "document": 1367,
        "excerpt": "odified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the spell ends. A modified memory doesn't necessarily affect how"
      },
      {
        "document": 1381,
        "excerpt": "ear melds into the new form. The creature can't use or otherwise benefit from any of that equipment."
      },
      {
        "document": 1383,
        "excerpt": "e. If the target has 100 Hit Points or fewer, it dies. Otherwise, it takes 12d12 Psychic damage."
      },
      {
        "document": 1384,
        "excerpt": "150 Hit Points or fewer, it has the Stunned condition. Otherwise, its Speed is 0 until the start of your next turn. The Stunned target makes a Constitution saving throw"
      },
      {
        "document": 1417,
        "excerpt": "imbs as the target, but the extent of the illusion is otherwise up to you. The spell lasts for the duration. The changes wrought by this spell fail to hold up to physi"
      },
      {
        "document": 1463,
        "excerpt": "ear melds into the new form. The creature can't use or otherwise benefit from any of that equipment. Object into Creature. You can turn an object into any kind of creat"
      },
      {
        "document": 1475,
        "excerpt": "on, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends."
      },
      {
        "document": 1498,
        "excerpt": "has Advantage if the attacker is within 5 feet of you. Otherwise, that attack roll has Disadvantage."
      },
      {
        "document": 1609,
        "excerpt": "and spellcasting ability of the original caster but is otherwise treated as if you cast the spell. The spell cast from the stone is no longer stored in it, freeing up sp"
      },
      {
        "document": 1611,
        "excerpt": "lt in its death or imprisonment, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal dispositio"
      },
      {
        "document": 1625,
        "excerpt": "ell can escape using magic that permits planar travel. Otherwise, the creature is confined to the cell until freed. If the mirror traps a creature but its twelve extrad"
      },
      {
        "document": 1627,
        "excerpt": "y cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than"
      },
      {
        "document": 1642,
        "excerpt": "shortest available route but aren't under your control otherwise. Whenever a Swarm of Rats that isn't under another creature's control comes within 30 feet of you while"
      },
      {
        "document": 1678,
        "excerpt": "and spellcasting ability of the original caster but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up spa"
      },
      {
        "document": 1692,
        "excerpt": ". You use the stored levels in place of your slots but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a level 3 spell slot."
      },
      {
        "document": 1699,
        "excerpt": "Reaction to command the rope to coil up in your hand; otherwise, the rope coils up in the target's space. The rope has AC 20, HP 20, and Immunity to Poison and Psychic"
      },
      {
        "document": 1709,
        "excerpt": "scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casti"
      },
      {
        "document": 1827,
        "excerpt": "uul senses magic within 120 feet of itself. This trait otherwise works like the Detect Magic spell but isn't itself magical."
      },
      {
        "document": 1869,
        "excerpt": "cube if the creature hasn't witnessed the cube move or otherwise act."
      },
      {
        "document": 1939,
        "excerpt": "eature within 5 feet of it takes an action to wake it. Otherwise, the target takes 18 (4d8) Psychic damage."
      },
      {
        "document": 2014,
        "excerpt": "has 20 Hit Points or fewer, it drops to 0 Hit Points. Otherwise, the target takes 13 (3d8) Psychic damage. Illusory Appearance. The hag casts Disguise Self, using Cons"
      },
      {
        "document": 2022,
        "excerpt": "the creature has 100 Hit Points or fewer, it dies. It otherwise takes 24 (4d8 + 6) Piercing damage plus 36 (8d8) Radiant damage. Spellcasting. The solar casts one of t"
      },
      {
        "document": 2050,
        "excerpt": "ours, roll 1d12. On a 12, the limb turns into a Troll. Otherwise, the limb withers away."
      }
    ],
    "otherworldly": [
      {
        "document": 968,
        "excerpt": "You can call on the aid of an otherworldly steed. You always have the Find Steed spell prepared. You can also cast the spell once without expendin"
      },
      {
        "document": 972,
        "excerpt": "isibility on yourself without expending a spell slot. Otherworldly Leap Prerequisite: Level 2+ Warlock You can cast Jump on yourself without expending a spell slot. Pac"
      },
      {
        "document": 994,
        "excerpt": "Otherworldly Presence"
      },
      {
        "document": 1168,
        "excerpt": ") Duration: Instantaneous You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The GM"
      },
      {
        "document": 1210,
        "excerpt": "owledgeable entity from another plane. Contacting this otherworldly intelligence can break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a"
      },
      {
        "document": 1266,
        "excerpt": "omponents: V, S Duration: Instantaneous You summon an otherworldly being that appears as a loyal steed in an unoccupied space of your choice within range. This creature us"
      },
      {
        "document": 1376,
        "excerpt": "mponents: V, S Duration: Instantaneous You beseech an otherworldly entity for aid. The being must be known to you: a god, a demon prince, or some other being of cosmic pow"
      }
    ],
    "othur": [
      {
        "document": 698,
        "excerpt": "Burnt Othur Fumes (500 GP)"
      }
    ],
    "otyu": [
      {
        "document": 676,
        "excerpt": "itted by creatures that dwell in such areas, including otyu-ghs and rats. Any Humanoid that is wounded by a creature that carries the contagion or that comes into c"
      }
    ],
    "otyugh": [
      {
        "document": 1977,
        "excerpt": "Otyugh"
      }
    ],
    "otyugh's": [
      {
        "document": 1977,
        "excerpt": "arget has the Stunned condition until the start of the otyugh's next turn. Success: Half damage only."
      }
    ],
    "ounce": [
      {
        "document": 144,
        "excerpt": "creature or an object. A typical potion consists of 1 ounce of liquid in a vial. Using a Potion. Potions are consumable items. Drinking a potion or administering i"
      },
      {
        "document": 309,
        "excerpt": "Ink comes in a 1-ounce bottle, which provides enough ink to write about 500 pages."
      },
      {
        "document": 326,
        "excerpt": "Perfume comes in a 4-ounce vial. For 1 hour after applying Perfume to yourself, you have Advantage on Charisma (Persuasion) checks"
      },
      {
        "document": 398,
        "excerpt": "worth 1 Gold Piece. A coin weighs about a third of an ounce, so fifty coins weigh a pound. Coin Values"
      },
      {
        "document": 820,
        "excerpt": "A l-ounce block made from an unknown material"
      },
      {
        "document": 1519,
        "excerpt": "here measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 Beads of Force are found together. You can take a Magic action to throw the bead up"
      },
      {
        "document": 1708,
        "excerpt": "When found, a container contains 1d6 + 1 ounces. One ounce of the glue can cover a 1-foot square surface. Applying an ounce of Sovereign Glue takes a Utilize actio"
      },
      {
        "document": 1738,
        "excerpt": "olvent from the tube onto a surface within reach. Each ounce instantly dissolves up to 1 square foot of adhesive it touches, including Sovereign Glue."
      }
    ],
    "ounces": [
      {
        "document": 352,
        "excerpt": "A Vial holds up to 4 ounces."
      },
      {
        "document": 1708,
        "excerpt": "Slipperiness. When found, a container contains 1d6 + 1 ounces. One ounce of the glue can cover a 1-foot square surface. Applying an ounce of Sovereign Glue takes a U"
      },
      {
        "document": 1738,
        "excerpt": "ong alcohol smell. When found, a tube contains 1d6 + 1 ounces. You can take a Utilize action to pour 1 or more ounces of solvent from the tube onto a surface within"
      }
    ],
    "our": [
      {
        "document": 1376,
        "excerpt": "e chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the crea"
      }
    ],
    "out": [
      {
        "document": 5,
        "excerpt": "Knocking Out a Creature"
      },
      {
        "document": 26,
        "excerpt": "turers are and what's around them (how many doors lead out of a room, what's on a table, and so on). 2: The Players Describe What Their Characters Do. Typically,"
      },
      {
        "document": 47,
        "excerpt": "Roleplaying is, literally, the act of playing out a role. In this case, it's you as a player determining how your character thinks, acts, and talks. Rolep"
      },
      {
        "document": 51,
        "excerpt": "an help them in many ways. For example, they can reach out-of-the-way places with a Ladder, perceive things they wouldn't otherwise notice with a Torch or another"
      },
      {
        "document": 64,
        "excerpt": "nes are the closest to those enemies if a fight breaks out. You can change your marching order outside combat and record the order any way you like: write it down,"
      },
      {
        "document": 69,
        "excerpt": "arious villains. In those moments, combat often breaks out."
      },
      {
        "document": 72,
        "excerpt": "ositions in the room or other location, the GM figures out where the adversaries are - how far away and in what direction. 2: Roll Initiative. Everyone involved in"
      },
      {
        "document": 76,
        "excerpt": "ed, which can mean the creatures are killed or knocked out or have surrendered or fled. Combat can also end when both sides agree to end it."
      },
      {
        "document": 93,
        "excerpt": "rovoke an Opportunity Attack if an explosion hurls you out of a foe's reach or if you fall past an enemy. Making an Opportunity Attack. You can make an Opportunit"
      },
      {
        "document": 140,
        "excerpt": "A sentient item can perceive its surroundings out to a limited range. You can choose its senses or roll on the Sentient Item's Senses table."
      },
      {
        "document": 528,
        "excerpt": "must finish a Long Rest to use it again after you run out of uses."
      },
      {
        "document": 557,
        "excerpt": "conds) before suffocation begins. When a creature runs out of breath or is choking, it gains 1 Exhaustion level at the end of each of its turns. When a creature ca"
      },
      {
        "document": 582,
        "excerpt": "ondition and rolling on the ground. The fire also goes out if it is doused, submerged, or suffocated."
      },
      {
        "document": 640,
        "excerpt": "d Three-Quarters Cover or Total Cover, and you must be out of any enemy's line of sight; if you can see a creature, you can discern whether it can see you. On a s"
      },
      {
        "document": 654,
        "excerpt": "Knocking Out a Creature"
      },
      {
        "document": 721,
        "excerpt": "y object other than the proper key, the needle springs out and stabs the creature. The creature makes a DC 11 Constitution saving throw. On a failed save, the crea"
      },
      {
        "document": 727,
        "excerpt": "for the adventurers. Weaker characters might get taken out of the fight, and there's a slim chance that one or more characters might die. High Difficulty. A high-"
      },
      {
        "document": 736,
        "excerpt": "might deal enough damage with a single action to take out one or more characters. For example, an Ogre (CR 2) can kill a level 1 Wizard with a single blow."
      },
      {
        "document": 741,
        "excerpt": "Dodge out of harm’s way"
      },
      {
        "document": 756,
        "excerpt": "You pull a nonmagical object out of the hat. Roll 1d4 to determine the object: on a 1, a vial of Acid; on a 2, a flask of Alchemist’s Fir"
      },
      {
        "document": 786,
        "excerpt": "Hearing and standard vision out to 30 feet"
      },
      {
        "document": 970,
        "excerpt": "You can nimbly dodge out of the way of certain dangers. When you're subjected to an effect that allows you to make a Dexterity sa"
      },
      {
        "document": 973,
        "excerpt": "s that you have prepared into a new spellbook. Filling out the remainder of the new book requires you to find new spells to do so. For this reason, many wizards ke"
      },
      {
        "document": 1160,
        "excerpt": "extend into the aura, and no one can teleport into or out of it or use planar travel there. Portals close temporarily while in the aura. Ongoing spells, except t"
      },
      {
        "document": 1192,
        "excerpt": "+ GP) Duration: Instantaneous Negative energy ripples out in a 60-foot-radius Sphere from a point you choose within range. Each creature in that area makes a Cons"
      },
      {
        "document": 1247,
        "excerpt": "t fit in a 5-foot Cube. Fire Play. You light or snuff out a candle, a torch, or a campfire."
      },
      {
        "document": 1282,
        "excerpt": "assing through it and blocking any spells cast into or out from the area. When you cast the spell, any creature that is completely inside the cage's area is trapp"
      },
      {
        "document": 1288,
        "excerpt": "re that you can see within range, ordering it to carry out some service or refrain from an action or a course of activity as you decide. The target must succeed on"
      },
      {
        "document": 1319,
        "excerpt": "r if someone else uses an action to shake the creature out of its stupor."
      },
      {
        "document": 1324,
        "excerpt": "enough to contain the target. Nothing can pass into or out of the globe. Chaining. Chains firmly rooted in the ground hold the target in place. The target has the"
      },
      {
        "document": 1337,
        "excerpt": "tning forming a 100-foot-long, 5-foot-wide Line blasts out from you in a direction you choose. Each creature in the Line makes a Dexterity saving throw, taking 8d6"
      },
      {
        "document": 1343,
        "excerpt": "e an item from an open container, or pour the contents out of a vial. As a Magic action on your later turns, you can control the hand thus again. As part of that"
      },
      {
        "document": 1345,
        "excerpt": "on you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a"
      },
      {
        "document": 1351,
        "excerpt": "ration: Instantaneous A wave of healing energy washes out from a point you can see within range. Choose up to six creatures in a 30-foot-radius Sphere centered on"
      },
      {
        "document": 1377,
        "excerpt": "to achieve its own objectives. If the creature carries out your commands completely before the spell ends, it travels to you to report this fact if you are on the"
      },
      {
        "document": 1386,
        "excerpt": "d odor. Fire Play. You instantaneously light or snuff out a candle, a torch, or a small campfire. Clean or Soil. You instantaneously clean or soil an object no l"
      },
      {
        "document": 1389,
        "excerpt": "d by Divination spells. - Nothing can teleport into or out of the warded area. - Planar travel is blocked within the warded area. Casting this spell on the same s"
      },
      {
        "document": 1404,
        "excerpt": "er spell effects - can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature o"
      },
      {
        "document": 1409,
        "excerpt": "climbing the rope, which can be pulled into or dropped out of it. The space can hold up to eight Medium or smaller creatures. Attacks, spells, and other effects c"
      },
      {
        "document": 1430,
        "excerpt": "omeone within 5 feet of it takes an action to shake it out of the spell's effect. Creatures that don't sleep, such as elves, or that have Immunity to the Exhausti"
      },
      {
        "document": 1462,
        "excerpt": "tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using"
      },
      {
        "document": 1467,
        "excerpt": "fails the check, it can't move. A creature that moves out of the wall falls to the ground."
      },
      {
        "document": 1515,
        "excerpt": "ger contains any beans. If you dump one or more beans out of the bag, they explode in a 10-foot-radius Sphere centered on them. All the dumped beans are destroyed"
      },
      {
        "document": 1516,
        "excerpt": "ntic extradimensional creature. Turning the bag inside out closes the orifice. The extradimensional creature attached to the bag can sense whatever is placed insi"
      },
      {
        "document": 1517,
        "excerpt": "tered in the Astral Plane. If the bag is turned inside out, its contents spill forth unharmed, but the bag must be put right before it can be used again. The bag h"
      },
      {
        "document": 1535,
        "excerpt": "for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from its total burn t"
      },
      {
        "document": 1539,
        "excerpt": "the clear, ringing tone of the chime, which is audible out to 300 feet. The chime can be used 10 times. After the tenth time, it cracks and becomes useless."
      },
      {
        "document": 1556,
        "excerpt": "mount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following comm"
      },
      {
        "document": 1570,
        "excerpt": "his painted brass bottle, a cloud of thick smoke flows out of it. At the end of your turn, the smoke disappears with a flash of harmless fire, and an Efreeti appea"
      },
      {
        "document": 1574,
        "excerpt": "m yourself. The arrows become glowing rungs that stick out of the wall, forming a magical ladder up to 60 feet long on the wall. This ladder lasts for 1 minute bef"
      },
      {
        "document": 1575,
        "excerpt": "ttle. Opening the bottle causes thick smoke to billow out, forming a cloud that fills a 60-foot Emanation originating from the bottle. The area within the smoke i"
      },
      {
        "document": 1577,
        "excerpt": "While wearing them, your vision improves significantly out to a range of 1 foot, granting you Darkvision within that range and Advantage on Intelligence (Investiga"
      },
      {
        "document": 1578,
        "excerpt": "sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across."
      },
      {
        "document": 1579,
        "excerpt": "oot-diameter trunk, and its branches at the top spread out in a 20-foot radius. Whip (Rare). You can take a Magic action to throw the token to a point within 10 f"
      },
      {
        "document": 1586,
        "excerpt": "1 charge. For the next 10 minutes, you have Truesight out to 120 feet when you peer through the gem. The gem regains 1d3 expended charges daily at dawn."
      },
      {
        "document": 1592,
        "excerpt": "While wearing these dark lenses, you have Darkvision out to 60 feet. If you already have Darkvision, wearing the goggles increases its range by 60 feet."
      },
      {
        "document": 1593,
        "excerpt": "tack hits, the weapon unleashes a thunder-clap audible out to 300 feet. The target and every creature within 30 feet of it other than you must succeed on a DC 17 C"
      },
      {
        "document": 1594,
        "excerpt": "up again somewhere. If the haversack is turned inside out, its contents spill forth unharmed, and the haversack must be put right before it can be used again. Ea"
      },
      {
        "document": 1596,
        "excerpt": "nent: you must reach into the hat and “pull” the spell out of it. Unknown Spell. While holding the hat, you can try to cast a level 1+ spell you don't know. The s"
      },
      {
        "document": 1603,
        "excerpt": "s a thunderous blast in a 30-foot Cone that is audible out to 600 feet. Each creature in the Cone makes a DC 15 Constitution saving throw. On a failed save, a crea"
      },
      {
        "document": 1609,
        "excerpt": "e the stone has canceled 20 levels of spells, it burns out, turns dull gray, and loses its magic. Agility (Very Rare). Your Dexterity increases by 2, to a maximum"
      },
      {
        "document": 1625,
        "excerpt": "agic action to name one creature trapped in it or call out a particular cell by number. The creature named or contained in the named cell appears as an image on th"
      },
      {
        "document": 1627,
        "excerpt": "ly home to one or more monsters, which must be cleared out before you can claim the keep as yours. Void. Your soul is drawn from your body and contained in an obj"
      },
      {
        "document": 1644,
        "excerpt": "de an open Portable Hole can exit the hole by climbing out of it. You can take a Magic action to close a Portable Hole by taking hold of the edges of the cloth an"
      },
      {
        "document": 1664,
        "excerpt": "this weapon, you can cause it to emit green Dim Light out to 10 feet, either as a Bonus Action or after you roll Initiative, or you can extinguish the light as a"
      },
      {
        "document": 1667,
        "excerpt": "end your turn in solid earth or rock, you are shunted out to the nearest unoccupied space you last occupied. Fire. You know Ignan, and you have Immunity to Fire"
      },
      {
        "document": 1694,
        "excerpt": "head folds down and two crescent-shaped blades spring out, transforming the rod into a magic Battleaxe that grants a +3 bonus to attack rolls and damage rolls mad"
      },
      {
        "document": 1697,
        "excerpt": "of creatures present (round down). When the time runs out or you take a Magic action to end the effect, all visitors reappear in the location they occupied when y"
      },
      {
        "document": 1706,
        "excerpt": "oncentration, up to 1 minute. Nothing can pass into or out of the Emanation. A creature or object inside the Emanation can't be damaged by attacks or effects origi"
      },
      {
        "document": 1721,
        "excerpt": "oot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of Transmutation magic that can"
      },
      {
        "document": 1722,
        "excerpt": "can cause the staff to emit a crack of thunder audible out to 300 feet (no action required). The target you hit must succeed on a DC 17 Constitution saving throw o"
      },
      {
        "document": 1733,
        "excerpt": "hard surface to create a loud clap of thunder audible out to 300 feet. You also create a 30-foot Cone of thunderous energy. Each creature in the Cone must succeed"
      },
      {
        "document": 1842,
        "excerpt": "er doesn't provoke an Opportunity Attack when it moves out of an enemy's reach."
      },
      {
        "document": 1865,
        "excerpt": "ke doesn't provoke an Opportunity Attack when it flies out of an enemy's reach."
      },
      {
        "document": 1868,
        "excerpt": "le doesn't provoke an Opportunity Attack when it flies out of an enemy's reach."
      },
      {
        "document": 1869,
        "excerpt": "in 5 feet of the cube can pull a creature or an object out of the cube by succeeding on a DC 12 Strength (Athletics) check, and the puller takes 10 (3d6) Acid dama"
      },
      {
        "document": 1884,
        "excerpt": "ges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can't be used again until 7 days have passed, when it regains a"
      },
      {
        "document": 1890,
        "excerpt": "wl doesn't provoke an Opportunity Attack when it flies out of an enemy's reach."
      },
      {
        "document": 1899,
        "excerpt": "sp doesn't provoke an Opportunity Attack when it flies out of an enemy's reach."
      },
      {
        "document": 1927,
        "excerpt": "ff doesn't provoke an Opportunity Attack when it flies out of an enemy's reach."
      },
      {
        "document": 1968,
        "excerpt": "damage, or until it ends its turn with the nalfeshnee out of line of sight. Success: The target is immune to this nalfeshnee's Horror Nimbus for 24 hours."
      },
      {
        "document": 1978,
        "excerpt": "wl doesn't provoke an Opportunity Attack when it flies out of an enemy's reach."
      },
      {
        "document": 1994,
        "excerpt": "on doesn't provoke an Opportunity Attack when it flies out of an enemy's reach."
      },
      {
        "document": 1998,
        "excerpt": "at doesn't provoke an Opportunity Attack when it moves out of an enemy's reach."
      },
      {
        "document": 2065,
        "excerpt": "ure within 5 feet of the elemental can pull a creature out of it by succeeding on a DC 14 Strength (Athletics) check. Success: Half damage only."
      }
    ],
    "outbreak": [
      {
        "document": 672,
        "excerpt": "redited with creating the first magical contagions. An outbreak of such a contagion can form the basis of an adventure as characters search for a cure and try to stop t"
      }
    ],
    "outcome": [
      {
        "document": 49,
        "excerpt": "Ability checks can be key in determining the outcome of a social interaction. Your roleplaying efforts can alter an NPC's attitude, but there might still be"
      },
      {
        "document": 92,
        "excerpt": "When the outcome of an action is uncertain, the game uses a d20 roll to determine success or failure. These rolls are cal"
      },
      {
        "document": 103,
        "excerpt": "tack that has a chance of meaningful failure. When the outcome is uncertain and narratively interesting, the dice determine the result."
      },
      {
        "document": 1454,
        "excerpt": "lly. The GM rolls 1d100 and consults the Teleportation Outcome table and the explanations after it. Teleportation Outcome | Familiarity | Mishap | Simil"
      }
    ],
    "outcomes": [
      {
        "document": 501,
        "excerpt": "e spell does, which ignores mundane physical laws; any outcomes beyond those effects are under the GM's purview. Whatever the effects, they typically deal with targets,"
      },
      {
        "document": 1373,
        "excerpt": "tasm as if it were real and rationalizes any illogical outcomes from interacting with it. For example, if the target steps through a phantasmal bridge and survives the"
      }
    ],
    "outdoors": [
      {
        "document": 54,
        "excerpt": "ates a Heavily Obscured area. Characters face Darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon, or in an area of magical D"
      },
      {
        "document": 64,
        "excerpt": "a marching order while they travel, whether indoors or outdoors. A marching order makes it easier to determine which characters are affected by traps, which ones can sp"
      },
      {
        "document": 1185,
        "excerpt": "argeting the same point or a different one. If you're outdoors in a storm when you cast this spell, the spell gives you control over that storm instead of creating a n"
      },
      {
        "document": 1198,
        "excerpt": "its and gain knowledge of the surrounding area. In the outdoors, the spell gives you knowledge of the area within 3 miles of you. In caves and other natural underground"
      },
      {
        "document": 1215,
        "excerpt": "er within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors. When you cast the spell, you change the curren"
      },
      {
        "document": 1579,
        "excerpt": "boat as a Magic action. Tree (Uncommon). You must be outdoors to use this token. You can take a Magic action to touch it to an unoccupied space on the ground. The tok"
      }
    ],
    "outer": [
      {
        "document": 613,
        "excerpt": "a dead creature has left the body and departed for the Outer Planes, and reviving the creature requires calling the spirit back. If the creature returns to life, th"
      },
      {
        "document": 790,
        "excerpt": "Random location on an Outer Plane determined by rolling 1d8: on a 1, Arborea; on a 2, Arcadia; on a 3, the Beastlands; on a 4, Bytop"
      },
      {
        "document": 798,
        "excerpt": "Outer Plane"
      },
      {
        "document": 964,
        "excerpt": "You can channel divine energy directly from the Outer Planes to fuel magical effects. You start with two such effects: Divine Spark and Turn Undead, each of w"
      },
      {
        "document": 968,
        "excerpt": "You can channel divine energy directly from the Outer Planes, using it to fuel magical effects. You start with one such effect: Divine Sense, which is describ"
      },
      {
        "document": 1256,
        "excerpt": "or a plane that doesn't border it, such as one of the Outer Planes. Using a Higher-Level Spell Slot. You can target up to three willing creatures (including yourse"
      },
      {
        "document": 1535,
        "excerpt": "The portal created by the spell links to a particular Outer Plane chosen by the GM or determined by rolling on the following table."
      }
    ],
    "outfit": [
      {
        "document": 1234,
        "excerpt": "or example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing. To discern that you are di"
      },
      {
        "document": 1417,
        "excerpt": "le, if you use this spell to add a hat to a creature's outfit, objects pass through the hat. A creature that takes the Study action to examine a target can make an I"
      }
    ],
    "outfitted": [
      {
        "document": 362,
        "excerpt": "engers the ship can accommodate using hammocks. A ship outfitted with private accommodations can carry one-fifth as many passengers. A passenger usually pays 5 SP per da"
      }
    ],
    "outlined": [
      {
        "document": 251,
        "excerpt": "level character uses the same character-creation steps outlined in this chapter and the rules for advancing beyond level 1 provided Starting Equipment at Higher Levels"
      },
      {
        "document": 1260,
        "excerpt": "o 1 minute Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a"
      }
    ],
    "outright": [
      {
        "document": 6,
        "excerpt": "When a creature drops to 0 Hit Points, it either dies outright or falls unconscious, as explained below."
      },
      {
        "document": 962,
        "excerpt": "o 0 Hit Points while your Rage is active and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, your Hit Points instead change to a num"
      },
      {
        "document": 972,
        "excerpt": "on the page is reduced to 0 Hit Points but not killed outright, the creature magically drops to 1 Hit Point instead. Once this magic is triggered, no creature can be"
      },
      {
        "document": 993,
        "excerpt": "When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 Hit Point instead. Once you use this trait, you can't do so again until you finish a"
      }
    ],
    "outside": [
      {
        "document": 26,
        "excerpt": "graved on a wall and a third keeps watch for monsters. Outside combat, the GM ensures that every character has a chance to act and decides how to resolve their activit"
      },
      {
        "document": 64,
        "excerpt": "a fight breaks out. You can change your marching order outside combat and record the order any way you like: write it down, for example, or arrange miniatures to show"
      },
      {
        "document": 67,
        "excerpt": "While traveling outside combat, a group can move at a Fast, Normal, or Slow pace, as shown on the Travel Pace table. The table s"
      },
      {
        "document": 158,
        "excerpt": "ose clothes aren't in this entry. Equipment mentioned outside the Gear entry is considered to be supernatural or highly specialized, and it is unusable when the monst"
      },
      {
        "document": 366,
        "excerpt": "ten exposed to natural dangers as a result of sleeping outside."
      },
      {
        "document": 1282,
        "excerpt": "from the center of the area until they are completely outside it. A creature inside the cage can't leave it by non-magical means. If the creature tries to use telepo"
      },
      {
        "document": 1292,
        "excerpt": "the duration. Any spell of level 5 or lower cast from outside the barrier can't affect anything within it. Such a spell can target creatures and objects within the ba"
      },
      {
        "document": 1344,
        "excerpt": "type from leaving the Cylinder and protecting targets outside it. Using a Higher-Level Spell Slot. The duration increases by 1 hour for each spell slot level above 3"
      },
      {
        "document": 1356,
        "excerpt": "While merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with Disadvantage. Yo"
      },
      {
        "document": 1404,
        "excerpt": "an't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it. The sphere is weightless and just lar"
      },
      {
        "document": 1459,
        "excerpt": "tion is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to have Dim Light or Darkness (no action required)."
      },
      {
        "document": 1462,
        "excerpt": "nly once on each of your turns. You must end each turn outside a tree."
      },
      {
        "document": 1517,
        "excerpt": "bag has an interior space considerably larger than its outside dimensions - roughly 2 feet square and 4 feet deep on the inside. The bag can hold up to 500 pounds, not"
      },
      {
        "document": 1582,
        "excerpt": "cts in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so. When the box becomes"
      },
      {
        "document": 1608,
        "excerpt": "ere the tower appears is pushed to an unoccupied space outside but next to the tower. Objects in the area that aren't being worn or carried are also pushed clear of th"
      },
      {
        "document": 1633,
        "excerpt": "or 1 hour. Beads of this cloudy, gray oil form on the outside of its container and quickly evaporate."
      },
      {
        "document": 1697,
        "excerpt": "r picked from a garden there disappears if it is taken outside the demiplane. For each hour spent in the demiplane, a visitor regains Hit Points as if it had spent 1"
      },
      {
        "document": 1706,
        "excerpt": "ithin it are pushed into the nearest unoccupied spaces outside it. The attack or area of effect that triggered the Reaction has no effect on creatures and objects insi"
      },
      {
        "document": 1760,
        "excerpt": "unless it is underwater. While the cursed creature is outside a body of water, the creature takes 6 (1d12) Acid damage at the end of every 10 minutes unless moisture"
      },
      {
        "document": 1799,
        "excerpt": "ss: Half damage. Failure or Success: If the balor dies outside the Abyss, it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss. Fire"
      },
      {
        "document": 1802,
        "excerpt": "appling it. Diabolical Restoration. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with"
      },
      {
        "document": 1806,
        "excerpt": "ons, has Total Cover against attacks and other effects outside the behir, and takes 21 (6d6) Acid damage at the start of each of the behir's turns. If the behir takes"
      },
      {
        "document": 1815,
        "excerpt": "Diabolical Restoration. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with"
      },
      {
        "document": 1825,
        "excerpt": "Diabolical Restoration. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with"
      },
      {
        "document": 1843,
        "excerpt": "Exalted Restoration. If the deva dies outside Mount Celestia, its body disappears, and it gains a new body instantly, reviving with all its Hit Points"
      },
      {
        "document": 1845,
        "excerpt": "Elemental Restoration. If the djinni dies outside the Elemental Plane of Air, its body dissolves into mist, and it gains a new body in 1d4 days, reviving"
      },
      {
        "document": 1856,
        "excerpt": "Elemental Restoration. If the efreeti dies outside the Elemental Plane of Fire, its body dissolves into ash, and it gains a new body in 1d4 days, reviving"
      },
      {
        "document": 1859,
        "excerpt": "Diabolical Restoration. If the erinyes dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with"
      },
      {
        "document": 1885,
        "excerpt": "d it has Total Cover against attacks and other effects outside the frog. While swallowing the target, the frog can't use Bite, and if the frog dies, the swallowed targ"
      },
      {
        "document": 1889,
        "excerpt": "the only underwater. It can hold its breath for 1 hour outside water."
      },
      {
        "document": 1896,
        "excerpt": "d it has Total Cover against attacks and other effects outside the toad. In addition, the target takes 10 (3d6) Acid damage at the end of each of the toad's turns. The"
      },
      {
        "document": 1903,
        "excerpt": "Demonic Restoration. If the glabrezu dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit P"
      },
      {
        "document": 1925,
        "excerpt": "Demonic Restoration. If the hezrou dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit P"
      },
      {
        "document": 1932,
        "excerpt": "Diabolical Restoration. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with"
      },
      {
        "document": 1936,
        "excerpt": "Diabolical Restoration. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with"
      },
      {
        "document": 1946,
        "excerpt": "ion, has Total Cover against attacks and other effects outside the kraken, and takes 24 (7d6) Acid damage at the start of each of its turns. If the kraken takes 50 dam"
      },
      {
        "document": 1957,
        "excerpt": "Demonic Restoration. If the marilith dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit P"
      },
      {
        "document": 1968,
        "excerpt": "Demonic Restoration. If the nalfeshnee dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit P"
      },
      {
        "document": 1986,
        "excerpt": "Diabolical Restoration. If the pit fiend dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with"
      },
      {
        "document": 1987,
        "excerpt": "ears a lie. Exalted Restoration. If the planetar dies outside Mount Celestia, its body disappears, and it gains a new body instantly, reviving with all its Hit Points"
      },
      {
        "document": 1995,
        "excerpt": "ons, has Total Cover against attacks and other effects outside the worm, and takes 17 (5d6) Acid damage at the start of each of the worm's turns. If the worm takes 30"
      },
      {
        "document": 1997,
        "excerpt": "alignment. Fiendish Restoration. If the rakshasa dies outside the Nine Hells, its body turns to ichor, and it gains a new body instantly, reviving with all its Hit Po"
      },
      {
        "document": 2002,
        "excerpt": ", it has Total Cover against attacks and other effects outside the remorhaz, and it takes 10 (3d6) Acid damage plus 10 (3d6) Fire damage at the start of each of the re"
      },
      {
        "document": 2009,
        "excerpt": "erged at least once every 4 hours to avoid suffocating outside water. Shark Telepathy. The sahuagin can magically control sharks within 120 feet of itself, using a sp"
      },
      {
        "document": 2022,
        "excerpt": "t hears a lie. Exalted Restoration. If the solar dies outside Mount Celestia, its body disappears, and it gains a new body instantly, reviving with all its Hit Points"
      },
      {
        "document": 2044,
        "excerpt": ", it has Total Cover against attacks and other effects outside the tarrasque, and it takes 56 (16d6) Acid damage at the start of each of the tarrasque's turns. If the"
      },
      {
        "document": 2056,
        "excerpt": "d. Misty Escape. If the vampire drops to 0 Hit Points outside its resting place, the vampire uses Shape-Shift to become mist (no action required). If it can't use Sha"
      },
      {
        "document": 2059,
        "excerpt": "Demonic Restoration. If the vrock dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit P"
      }
    ],
    "outward": [
      {
        "document": 552,
        "excerpt": "that extends in straight lines from a point of origin outward in all directions. The effect that creates a Sphere specifies the distance it extends as the radius of t"
      }
    ],
    "over": [
      {
        "document": 14,
        "excerpt": "points are lost first, and any leftover damage carries over to your Hit Points. For example, if you have 5 Temporary Hit Points and take 7 damage, you lose those po"
      },
      {
        "document": 391,
        "excerpt": "g so requires using that kit and 25 GP of raw material over the course of 1 day (8 hours of work)."
      },
      {
        "document": 493,
        "excerpt": "a spell slot. To cast the spell again, you must start over."
      },
      {
        "document": 542,
        "excerpt": "you - conditions, spells, curses, and the like - carry over from one form to the other. You revert to your true form if you die."
      },
      {
        "document": 729,
        "excerpt": "end as much of your XP budget as you can without going over. It's OK if you have a few unspent XP left over. Examples are given below: Example 1. A low-difficulty"
      },
      {
        "document": 973,
        "excerpt": "You have achieved such mastery over certain spells that you can cast them at will. Choose a level 1 and a level 2 spell in your spellbook th"
      },
      {
        "document": 1157,
        "excerpt": "iod ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell rather than animating a new creature. Using a Hi"
      },
      {
        "document": 1158,
        "excerpt": "s to its object form, and any remaining damage carries over to that form. Using a Higher-Level Spell Slot. The creature's Slam damage increases by 1d4 (Medium or s"
      },
      {
        "document": 1185,
        "excerpt": "when you cast this spell, the spell gives you control over that storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10."
      },
      {
        "document": 1214,
        "excerpt": "rent effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored. Redirect Flow. You cause flowing"
      },
      {
        "document": 1219,
        "excerpt": "iod ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell rather than animating new ones. Using a Higher-"
      },
      {
        "document": 1242,
        "excerpt": "ction required), such as “Attack that creature,” “Move over there,” or “Fetch that object.” The target does its best to obey on its turn. If it completes an order a"
      },
      {
        "document": 1243,
        "excerpt": "ction required), such as “Attack that creature,” “Move over there,” or “Fetch that object.” The target does its best to obey on its turn. If it completes an order a"
      },
      {
        "document": 1244,
        "excerpt": "ction required), such as “Attack that creature,” “Move over there,” or “Fetch that object.” The target does its best to obey on its turn. If it completes an order a"
      },
      {
        "document": 1250,
        "excerpt": "nents: V, S Duration: Instantaneous You exert control over the elements, creating one of the following effects within range. Beckon Air. You create a breeze stron"
      },
      {
        "document": 1276,
        "excerpt": "the turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. Flammable objects that aren't bei"
      },
      {
        "document": 1285,
        "excerpt": "of water, it freezes the water to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of froz"
      },
      {
        "document": 1287,
        "excerpt": "on your side of the portal. You gain no special power over the creature, and it is free to act as the GM deems appropriate. It might leave, attack you, or help you"
      },
      {
        "document": 1306,
        "excerpt": "the end of its next turn, as a wave of lethargy washes over it."
      },
      {
        "document": 1311,
        "excerpt": "the beneficial effects don't set in until this hour is over. Up to twelve creatures can partake of the feast. A creature that partakes gains several benefits, whic"
      },
      {
        "document": 1347,
        "excerpt": "must be 25 words or fewer, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your m"
      },
      {
        "document": 1382,
        "excerpt": "ration: Instantaneous A wave of healing energy washes over one creature you can see within range. The target regains all its Hit Points. If the creature has the Ch"
      },
      {
        "document": 1453,
        "excerpt": "t they share a language. The communication is possible over any distance, though it can't extend to other planes of existence."
      },
      {
        "document": 1480,
        "excerpt": "pell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. The first time a creature enters the webs on a turn or starts it"
      },
      {
        "document": 1534,
        "excerpt": "unds, but its Fly Speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land or when you're no longer riding it. As a Magic actio"
      },
      {
        "document": 1544,
        "excerpt": "he cloak, you can take a Magic action to pull its hood over your head and expend 1 charge to give yourself the Invisible condition for 1 hour. The effect ends earl"
      },
      {
        "document": 1556,
        "excerpt": "weighs no more than 200 pounds. The object is knocked over by the geyser."
      },
      {
        "document": 1557,
        "excerpt": "mined by rolling on the Deck of Illusions table, forms over the thrown card and remains until dispelled. The illusory creature created by the card looks and behaves"
      },
      {
        "document": 1565,
        "excerpt": "a Utilize action, you can sprinkle a pinch of the dust over water, turning up to a 15-foot Cube of water into one marble-sized pellet, which floats or rests near wh"
      },
      {
        "document": 1576,
        "excerpt": "common (Requires Attunement) These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 or more charges to cast Charm Person"
      },
      {
        "document": 1577,
        "excerpt": "Wondrous Item, Uncommon These crystal lenses fit over the eyes. While wearing them, your vision improves significantly out to a range of 1 foot, granting you"
      },
      {
        "document": 1578,
        "excerpt": "Wondrous Item, Uncommon These crystal lenses fit over the eyes. While wearing them, you have Advantage on Wisdom (Perception) checks that rely on sight. In co"
      },
      {
        "document": 1608,
        "excerpt": "lar magic. Magic prevents the tower from being tipped over. The roof, the door, and the walls each have AC 20; HP 100; Immunity to Bludgeoning, Piercing, and Slash"
      },
      {
        "document": 1619,
        "excerpt": "ts words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Constitutio"
      },
      {
        "document": 1620,
        "excerpt": "ts words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Strength in"
      },
      {
        "document": 1622,
        "excerpt": "ts words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Dexterity i"
      },
      {
        "document": 1642,
        "excerpt": "its turn more than 30 feet away from you, your control over that swarm ends, and the swarm behaves as it normally would and can't be swayed by the pipes' music for"
      },
      {
        "document": 1692,
        "excerpt": "The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are"
      },
      {
        "document": 1716,
        "excerpt": "Strike. You can take a Magic action to break the staff over your knee or against a solid surface. The staff is destroyed and releases its magic in an explosion that"
      },
      {
        "document": 1719,
        "excerpt": "Strike. You can take a Magic action to break the staff over your knee or against a solid surface. The staff is destroyed and releases its magic in an explosion that"
      },
      {
        "document": 1734,
        "excerpt": "ts words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Intelligenc"
      },
      {
        "document": 1735,
        "excerpt": "ts words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma in"
      },
      {
        "document": 1736,
        "excerpt": "ts words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Wisdom incr"
      },
      {
        "document": 1760,
        "excerpt": "target can communicate telepathically with each other over any distance. The target repeats the save whenever it takes damage as well as after every 24 hours it s"
      }
    ],
    "overcast": [
      {
        "document": 1215,
        "excerpt": "Light clouds | | 3 | Overcast or ground fog | | 4 | Rain, hail, or snow | | 5 | Tor"
      }
    ],
    "overchannel": [
      {
        "document": 978,
        "excerpt": "Overchannel"
      }
    ],
    "overcome": [
      {
        "document": 103,
        "excerpt": "resents a creature using talent and training to try to overcome a challenge, such as forcing open a stuck door, picking a lock, entertaining a crowd, or deciphering a c"
      },
      {
        "document": 598,
        "excerpt": "- or a specific skill associated with an ability - to overcome a challenge. See also “Playing the Game” (“D20 Tests” and “Proficiency”)."
      },
      {
        "document": 626,
        "excerpt": "As they overcome challenges and complete adventures, characters earn Experience Points (XP), which are awarded by the Gam"
      },
      {
        "document": 712,
        "excerpt": "are fleeting distractions that skilled characters can overcome in a short amount of time or deadly puzzles that require quick thinking and teamwork to overcome. Traps"
      },
      {
        "document": 737,
        "excerpt": "has a feature that lower-level characters can't easily overcome, consider not adding that monster to an encounter for characters whose level is lower than the monster's"
      },
      {
        "document": 1005,
        "excerpt": "Strength or Dexterity score by 1, to a maximum of 30. Overcome Defenses. The Bludgeoning, Piercing, and Slashing damage you deal always ignores Resistance. Overwhelmi"
      }
    ],
    "overgrown": [
      {
        "document": 783,
        "excerpt": "y there grows to ten times its normal size and remains overgrown for 1 minute."
      },
      {
        "document": 1379,
        "excerpt": "-radius Sphere centered on that point become thick and overgrown. A creature moving through that area must spend 4 feet of movement for every 1 foot it moves. You can ex"
      }
    ],
    "overgrowth": [
      {
        "document": 1379,
        "excerpt": "Action (Overgrowth) or 8 hours (Enrichment)"
      }
    ],
    "overland": [
      {
        "document": 669,
        "excerpt": "A group of characters can travel overland at a Normal, Fast, or Slow pace, as described in “Playing the Game.” During any journey stage, the predo"
      }
    ],
    "overlap": [
      {
        "document": 505,
        "excerpt": "of different spells add together while their durations overlap. In contrast, the effects of the same spell cast multiple times don't combine. Instead, the most potent"
      },
      {
        "document": 1281,
        "excerpt": "akes no damage from the spell. The spell's area can't overlap with the area of another Forbiddance spell. If you cast Forbiddance every day for 30 days in the same lo"
      }
    ],
    "overlaps": [
      {
        "document": 1223,
        "excerpt": "elm, blocks the Darkness. If any of this spell's area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is di"
      },
      {
        "document": 1225,
        "excerpt": "elm, blocks the sunlight. If any of this spell's area overlaps with an area of Darkness created by a spell of level 3 or lower, that other spell is dispelled."
      },
      {
        "document": 1256,
        "excerpt": "nto the border regions of the Ethereal Plane, where it overlaps with your current plane. You remain in the Border Ethereal for the duration. During this time, you can m"
      }
    ],
    "overloaded": [
      {
        "document": 1517,
        "excerpt": "from the bag requires a Utilize action. If the bag is overloaded, pierced, or torn, it is destroyed, and its contents are scattered in the Astral Plane. If the bag is tu"
      },
      {
        "document": 1594,
        "excerpt": "is always magically on top. If any of its pouches is overloaded, pierced, or torn, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents"
      }
    ],
    "overly": [
      {
        "document": 712,
        "excerpt": "many traps in an adventure can lead players to become overly cautious, which slows down the game. The best traps are fleeting distractions that skilled characters c"
      }
    ],
    "oversized": [
      {
        "document": 783,
        "excerpt": "A cloud of 600 oversized butterflies fills a 60-foot-high, 30-foot-radius Cylinder centered on the chosen point of origin. The bu"
      }
    ],
    "overview": [
      {
        "document": 161,
        "excerpt": "Stat Block Overview"
      },
      {
        "document": 258,
        "excerpt": "class, and write it on your character sheet. The Class Overview table summarizes the classes. See “Classes” for the classes’ details. Class Overview"
      },
      {
        "document": 817,
        "excerpt": "Class Overview"
      },
      {
        "document": 818,
        "excerpt": "Class Overview"
      }
    ],
    "overwhelm": [
      {
        "document": 968,
        "excerpt": "can expend one use of this class's Channel Divinity to overwhelm foes with awe. As you present your Holy Symbol or weapon, you can target a number of creatures equal to"
      },
      {
        "document": 1384,
        "excerpt": "ge: 60 feet Components: V Duration: Instantaneous You overwhelm the mind of one creature you can see within range. If the target has 150 Hit Points or fewer, it has the"
      }
    ],
    "overwhelming": [
      {
        "document": 1005,
        "excerpt": "d Slashing damage you deal always ignores Resistance. Overwhelming Strike. When you roll a 20 on the d20 for an attack roll, you can deal extra damage to the target equal"
      }
    ],
    "ovoid": [
      {
        "document": 1657,
        "excerpt": "required). This potion's dense, purple liquid has an ovoid cloud of pink floating in it."
      }
    ],
    "owl": [
      {
        "document": 795,
        "excerpt": "Owl"
      },
      {
        "document": 1265,
        "excerpt": "orm you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating of 0. Appearing in an unoccupi"
      },
      {
        "document": 1884,
        "excerpt": "'t be used again until 7 days have passed. Serpentine Owl (Rare). This serpentine statuette of an owl can become a Giant Owl for up to 8 hours. The owl can commun"
      },
      {
        "document": 1890,
        "excerpt": "Giant Owl"
      },
      {
        "document": 1978,
        "excerpt": "Owl"
      }
    ],
    "owlbear": [
      {
        "document": 1979,
        "excerpt": "Owlbear"
      }
    ],
    "owlbears": [
      {
        "document": 181,
        "excerpt": "ral creatures with strange origins, such as mimics and owlbears. Oozes are gelatinous creatures, including black puddings and gelatinous cubes. Plants are sentient ve"
      }
    ],
    "own": [
      {
        "document": 102,
        "excerpt": "ewer, you're Bloodied, which has no game effect on its own but which might trigger other game effects."
      },
      {
        "document": 110,
        "excerpt": "listed in “Rules Glossary\" and have no rules of their own, but other rules, such as Resistance, rely on damage types."
      },
      {
        "document": 123,
        "excerpt": "spell. A magic item may require the user to use their own spellcasting ability when casting a spell from the item. If the user has more than one spellcasting abil"
      },
      {
        "document": 181,
        "excerpt": "following creature types, which have no rules of their own: Aberrations are utterly alien beings, such as aboleths and cloakers. Beasts are non-Humanoid natural"
      },
      {
        "document": 182,
        "excerpt": "e additional categorization and have no rules of their own, but certain game effects might refer to them."
      },
      {
        "document": 488,
        "excerpt": "gories help describe spells but have no rules of their own, although some other rules refer to them. Schools of Magic"
      },
      {
        "document": 608,
        "excerpt": "t types of damage. Damage types have no rules of their own, but other rules, such as Resistance, rely on the types. The Damage Types table offers examples to help"
      },
      {
        "document": 965,
        "excerpt": "cts is determined by the form's limbs rather than your own. In addition, you choose whether your equipment falls in your space, merges into your new form, or is wo"
      },
      {
        "document": 972,
        "excerpt": "you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its Reaction. Pact of the Tome Stitc"
      },
      {
        "document": 978,
        "excerpt": "e their power to protect others, while some seek their own gain."
      },
      {
        "document": 979,
        "excerpt": "Dark One's Own Luck"
      },
      {
        "document": 985,
        "excerpt": "to push and trip their opponents and manipulate their own energy to protect themselves from harm."
      },
      {
        "document": 1163,
        "excerpt": "moves at your command, mimicking the movements of your own hand. The hand is an object that has AC 20 and Hit Points equal to your Hit Point maximum. If it drops"
      },
      {
        "document": 1242,
        "excerpt": "mmand the target to take a Reaction but must take your own Reaction to do so. Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slo"
      },
      {
        "document": 1243,
        "excerpt": "mmand the target to take a Reaction but must take your own Reaction to do so. Using a Higher-Level Spell Slot. Your Concentration can last longer with a level 9 s"
      },
      {
        "document": 1244,
        "excerpt": "mmand the target to take a Reaction but must take your own Reaction to do so. Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slo"
      },
      {
        "document": 1265,
        "excerpt": "miliar is an ally to you and your allies. It rolls its own Initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal."
      },
      {
        "document": 1345,
        "excerpt": "ature's soul can perceive from the container using its own senses, but it can't move and it is Incapacitated. While possessing a body, you can take a Magic action"
      },
      {
        "document": 1377,
        "excerpt": "tile, it strives to twist your commands to achieve its own objectives. If the creature carries out your commands completely before the spell ends, it travels to yo"
      },
      {
        "document": 1627,
        "excerpt": "e remaining number of cards fly from the deck on their own and take effect all at once. Once a card is drawn, it disappears. Unless the card is the Fool or Jester"
      },
      {
        "document": 1660,
        "excerpt": "yellow fluid is streaked with black and swirls on its own."
      },
      {
        "document": 1679,
        "excerpt": "must make a saving throw against the spell using their own spell save DC."
      },
      {
        "document": 1692,
        "excerpt": "pell slots only of a level equal to or lower than your own spell slots, up to a maximum of level 5. You use the stored levels in place of your slots but otherwise"
      }
    ],
    "owner": [
      {
        "document": 134,
        "excerpt": "ight be possessed, haunted by the spirit of a previous owner, or self-aware thanks to the magic used to create it. A sentient item might be a cherished ally to its w"
      },
      {
        "document": 1484,
        "excerpt": "ly transport you to the presence of the item's current owner. If your wish is granted and its effects have consequences for a whole community, region, or world, you"
      }
    ],
    "owner's": [
      {
        "document": 114,
        "excerpt": "could rarely have otherwise, or they complement their owner's capabilities in wondrous ways."
      },
      {
        "document": 1403,
        "excerpt": "agic item, its curse remains, but the spell breaks its owner's Attunement to the object so it can be removed or discarded."
      }
    ],
    "ownership": [
      {
        "document": 1627,
        "excerpt": "idation, or Persuasion. In addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is currently home to one or more monsters, whi"
      }
    ],
    "oxygen": [
      {
        "document": 684,
        "excerpt": "ng for most creatures because of the reduced amount of oxygen in the air. Each hour such a creature spends traveling at high altitude counts as 2 hours for the purpos"
      }
    ],
    "pace": [
      {
        "document": 66,
        "excerpt": "travel times, or the GM might have you use the travel pace rules below. If you need to know how fast you can move when every second matters, see the movement rule"
      },
      {
        "document": 67,
        "excerpt": "Travel Pace"
      },
      {
        "document": 68,
        "excerpt": "in wagons, carriages, or other land vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the vessel, and they don't choo"
      },
      {
        "document": 669,
        "excerpt": "Travel Pace"
      },
      {
        "document": 680,
        "excerpt": "presence of a good road increases the group's maximum pace by one step (from Slow to Normal or from Normal to Fast)."
      },
      {
        "document": 684,
        "excerpt": "rmining how long that creature can travel (see “Travel Pace”). Creatures can become acclimated to a high altitude by spending 30 days or more at this elevation. Cr"
      },
      {
        "document": 691,
        "excerpt": "The group must move at a Slow pace if any group member's Speed is reduced to half or less of normal."
      },
      {
        "document": 713,
        "excerpt": "s: Miles per hour = Speed ÷ 10 Miles per day (Normal pace) = Miles per hour × number of hours traveled (typically 8) Fast pace = Miles per day × 1½ (round down)"
      },
      {
        "document": 724,
        "excerpt": "e their rate of travel, and they don't choose a travel pace."
      },
      {
        "document": 738,
        "excerpt": "quipment (such as skis) is necessary to keep up a Fast pace in Arctic terrain. † Characters' rate of travel while waterborne depends on the vehicle carrying them; s"
      },
      {
        "document": 749,
        "excerpt": "Travel Pace Table 1"
      },
      {
        "document": 961,
        "excerpt": "Maximum Pace"
      }
    ],
    "pack": [
      {
        "document": 333,
        "excerpt": "Priest's Pack (33 GP)"
      },
      {
        "document": 341,
        "excerpt": "Scholar's Pack (40 GP)"
      },
      {
        "document": 462,
        "excerpt": "Burglar's Pack (16 GP)"
      },
      {
        "document": 477,
        "excerpt": "Diplomat's Pack (39 GP)"
      },
      {
        "document": 479,
        "excerpt": "Dungeoneer's Pack (12 GP)"
      },
      {
        "document": 480,
        "excerpt": "Entertainer's Pack (40 GP)"
      },
      {
        "document": 481,
        "excerpt": "Explorer's Pack (10 GP)"
      },
      {
        "document": 930,
        "excerpt": "Priest’s Pack"
      },
      {
        "document": 931,
        "excerpt": "Burglar’s Pack"
      },
      {
        "document": 962,
        "excerpt": "Choose A or B: (A) Greataxe, 4 Handaxes, Explorer’s Pack, and 15 GP; or (B) 75 GP"
      },
      {
        "document": 963,
        "excerpt": "gers, Musical Instrument of your choice, Entertainer’s Pack, and 19 GP; or (B) 90 GP"
      },
      {
        "document": 964,
        "excerpt": ": (A) Chain Shirt, Shield, Mace, Holy Symbol, Priest’s Pack, and 7 GP; or (B) 110 GP"
      },
      {
        "document": 965,
        "excerpt": "ield, Sickle, Druidic Focus (Quarterstaff), Explorer’s Pack, Herbalism Kit, and 9 GP; or (B) 50 GP"
      },
      {
        "document": 966,
        "excerpt": "hain Mail, Greatsword, Flail, 8 Javelins, Dungeoneer’s Pack, and 4 GP; (B) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Dungeoneer’s Pac"
      },
      {
        "document": 967,
        "excerpt": "ment chosen for the tool proficiency above, Explorer’s Pack, and 11 GP; or (B) 50 GP"
      },
      {
        "document": 968,
        "excerpt": ", Shield, Longsword, 6 Javelins, Holy Symbol, Priest’s Pack, and 9 GP; or (B) 150 GP"
      },
      {
        "document": 969,
        "excerpt": "Quiver, Druidic Focus (sprig of mistletoe), Explorer’s Pack, and 7 GP; or (B) 150 GP"
      },
      {
        "document": 970,
        "excerpt": "Shortbow, 20 Arrows, Quiver, Thieves’ Tools, Burglar’s Pack, and 8 GP; or (B) 100 GP"
      },
      {
        "document": 971,
        "excerpt": "Spear, 2 Daggers, Arcane Focus (crystal), Dungeoneer’s Pack, and 28 GP; or (B) 50 GP"
      },
      {
        "document": 972,
        "excerpt": "ers, Arcane Focus (orb), Book (occult lore), Scholar’s Pack, and 15 GP; or (B) 100 GP"
      },
      {
        "document": 973,
        "excerpt": "rcane Focus (Quarterstaff), Robe, Spellbook, Scholar’s Pack, and 5 GP; or (B) 55 GP"
      },
      {
        "document": 1035,
        "excerpt": "Burglar’s Pack"
      },
      {
        "document": 1053,
        "excerpt": "Diplomat’s Pack"
      },
      {
        "document": 1055,
        "excerpt": "Dungeoneer’s Pack"
      },
      {
        "document": 1056,
        "excerpt": "Entertainer’s Pack"
      },
      {
        "document": 1057,
        "excerpt": "Explorer’s Pack"
      },
      {
        "document": 1112,
        "excerpt": "Priest’s Pack"
      },
      {
        "document": 1123,
        "excerpt": "Scholar’s Pack"
      },
      {
        "document": 1204,
        "excerpt": "tes You conjure nature spirits that appear as a Large pack of spectral, intangible animals in an unoccupied space you can see within range. The pack lasts for the"
      },
      {
        "document": 1797,
        "excerpt": "Pack Tactics. The baboon has Advantage on an attack roll against a creature if at least one of the baboon's a"
      },
      {
        "document": 1812,
        "excerpt": "Pack Tactics. The hawk has Advantage on an attack roll against a creature if at least one of the hawk's allie"
      },
      {
        "document": 1844,
        "excerpt": "Pack Tactics. The wolf has Advantage on an attack roll against a creature if at least one of the wolf's allie"
      },
      {
        "document": 1891,
        "excerpt": "Pack Tactics. The rat has Advantage on an attack roll against a creature if at least one of the rat's allies"
      },
      {
        "document": 1898,
        "excerpt": "Pack Tactics. The vulture has Advantage on an attack roll against a creature if at least one of the vulture's"
      },
      {
        "document": 1924,
        "excerpt": "Pack Tactics. The hound has Advantage on an attack roll against a creature if at least one of the hound's all"
      },
      {
        "document": 1930,
        "excerpt": "Pack Tactics. The hobgoblin has Advantage on an attack roll against a creature if at least one of the hobgobl"
      },
      {
        "document": 1935,
        "excerpt": "Pack Tactics. The hyena has Advantage on an attack roll against a creature if at least one of the hyena's all"
      },
      {
        "document": 1945,
        "excerpt": "Pack Tactics. The kobold has Advantage on an attack roll against a creature if at least one of the kobold's a"
      },
      {
        "document": 1950,
        "excerpt": "Pack Tactics. The lion has Advantage on an attack roll against a creature if at least one of the lion's allie"
      },
      {
        "document": 2001,
        "excerpt": "Pack Tactics. The shark has Advantage on an attack roll against a creature if at least one of the shark's all"
      },
      {
        "document": 2046,
        "excerpt": "Pack Tactics. The tough has Advantage on an attack roll against a creature if at least one of the tough's all"
      },
      {
        "document": 2047,
        "excerpt": "Pack Tactics. The tough has Advantage on an attack roll against a creature if at least one of the tough's all"
      },
      {
        "document": 2060,
        "excerpt": "Pack Tactics. The vulture has Advantage on an attack roll against a creature if at least one of the vulture's"
      },
      {
        "document": 2063,
        "excerpt": "Pack Tactics. The warrior has Advantage on an attack roll against a creature if at least one of the warrior's"
      },
      {
        "document": 2071,
        "excerpt": "Pack Tactics. The werewolf has Advantage on an attack roll against a creature if at least one of the werewolf"
      },
      {
        "document": 2075,
        "excerpt": "Pack Tactics. The wolf has Advantage on an attack roll against a creature if at least one of the wolf's allie"
      },
      {
        "document": 2076,
        "excerpt": "Pack Tactics. The wolf has Advantage on attack rolls against a creature if at least one of the wolf's allies"
      }
    ],
    "package": [
      {
        "document": 296,
        "excerpt": "Each background offers a choice between a package of equipment and 50 GP."
      },
      {
        "document": 662,
        "excerpt": "Assemble a package of equipment worth 50 GP (including unspent gold). Don't include Martial weapons or armor, as characters"
      }
    ],
    "packet": [
      {
        "document": 266,
        "excerpt": "ch side a different color 69 A crystal doorknob 70 A packet filled with pink dust 71 A fragment of a beautiful song, written as musical notes on two pieces of parc"
      },
      {
        "document": 1565,
        "excerpt": "Wondrous Item, Uncommon This small packet contains 1d6 + 4 pinches of dust. As a Utilize action, you can sprinkle a pinch of the dust over water,"
      }
    ],
    "pact": [
      {
        "document": 241,
        "excerpt": "ed Spells. If your class gives you the Spellcasting or Pact Magic feature, your class features table shows the number of spell slots you have available, how many ca"
      },
      {
        "document": 263,
        "excerpt": "n, which grants you the Extra Attack feature with your pact weapon, doesn't give you additional attacks if you also have Extra Attack."
      },
      {
        "document": 264,
        "excerpt": "u do prepare - and potentially enhance their effects. Pact Magic. If you have the Pact Magic feature from the Warlock class and the Spellcasting feature, you can u"
      },
      {
        "document": 871,
        "excerpt": "Eldritch Invocations, Pact Magic"
      },
      {
        "document": 972,
        "excerpt": "ssons. You gain one invocation of your choice, such as Pact of the Tome. Invocations are described in the “Eldritch Invocation Options” section later in this class’"
      },
      {
        "document": 979,
        "excerpt": "Make a Deal with the Lower Planes Your pact draws on the Lower Planes, the realms of perdition. You might forge a bargain with a demon lord, an arch"
      },
      {
        "document": 1838,
        "excerpt": "Pact Blade. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage plus 7 (2d6) Necrotic damage"
      },
      {
        "document": 1957,
        "excerpt": "Multiattack. The marilith makes six Pact Blade attacks and uses Constrict. Pact Blade. Melee Attack Roll: +10, reach 5 ft. Hit: 10 (1d10 + 5) Sl"
      }
    ],
    "padded": [
      {
        "document": 432,
        "excerpt": "clothing (DC 10), or sew a Tiny design (DC 10) Craft: Padded Armor, Basket, Bedroll, Blanket, Fine Clothes, Net, Robe, Rope, Sack, String, Tent, Traveler's Clothes"
      },
      {
        "document": 929,
        "excerpt": "Padded Armor"
      },
      {
        "document": 1100,
        "excerpt": "Padded Armor"
      }
    ],
    "padlock": [
      {
        "document": 1332,
        "excerpt": "ct can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access. A target that is held"
      }
    ],
    "page": [
      {
        "document": 972,
        "excerpt": ": Level 9+ Warlock, Pact of the Tome Invocation A new page appears in your Book of Shadows when you conjure it. With your permission, a creature can take an action"
      },
      {
        "document": 1200,
        "excerpt": "words are written. It takes about 1 minute to read one page of text. This spell doesn't decode symbols or secret messages."
      }
    ],
    "pages": [
      {
        "document": 267,
        "excerpt": "bank in a far-off city 85 A diary with seven missing pages 86 An empty silver snuffbox bearing the inscription “dreams” on its lid 87 An iron holy symbol devoted"
      },
      {
        "document": 309,
        "excerpt": "e bottle, which provides enough ink to write about 500 pages."
      },
      {
        "document": 820,
        "excerpt": "A blank book whose pages refuse to hold ink, chalk, graphite, or any other marking"
      },
      {
        "document": 973,
        "excerpt": "It is a Tiny object that weighs 3 pounds, contains 100 pages, and can be read only by you or someone casting Identify. You determine the book's appearance and materi"
      }
    ],
    "pain": [
      {
        "document": 1451,
        "excerpt": "e which effect the symbol bears: Death, Discord, Fear, Pain, Sleep, or Stunning. Each one is explained below. Set the Trigger. You decide what triggers the glyph w"
      }
    ],
    "painfully": [
      {
        "document": 1476,
        "excerpt": "creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the"
      }
    ],
    "paint": [
      {
        "document": 427,
        "excerpt": "Ability: Wisdom Weight: 5 lb. Utilize: Paint a recognizable image of something you've seen (DC 10) Craft: Druidic Focus, Holy Symbol"
      },
      {
        "document": 1623,
        "excerpt": "sing the brush and expending 1 pot of pigment, you can paint any number of three-dimensional objects and terrain features (such as walls, doors, trees, flowers, weap"
      }
    ],
    "paintbrush": [
      {
        "document": 1220,
        "excerpt": "V, S, M (a paintbrush)"
      }
    ],
    "painted": [
      {
        "document": 267,
        "excerpt": "73 An eggshell painted with scenes of misery in disturbing detail 74 A fan that, when unfolded, shows a sleepy cat 75 A set o"
      },
      {
        "document": 478,
        "excerpt": "idic Focuses table and is carved, tied with ribbon, or painted to channel primal magic. A Druid or Ranger can use such an object as a Spellcasting Focus. Druidic Focu"
      },
      {
        "document": 485,
        "excerpt": "he forms in the Holy Symbol table and is be jeweled or painted to channel divine magic. A Cleric or Paladin can use a Holy Symbol as a Spellcasting Focus. The table i"
      },
      {
        "document": 1570,
        "excerpt": "you take a Magic action to remove the stopper of this painted brass bottle, a cloud of thick smoke flows out of it. At the end of your turn, the smoke disappears with"
      },
      {
        "document": 1623,
        "excerpt": "or you leave the Cube before the work is done, all the painted elements vanish, and the pot of pigment is wasted. When the work is done, all the painted objects and t"
      }
    ],
    "painter's": [
      {
        "document": 427,
        "excerpt": "Painter's Supplies (10 GP)"
      }
    ],
    "painting": [
      {
        "document": 1623,
        "excerpt": "ainted objects and terrain features become real. Thus, painting a door on a wall creates an actual door, which can be opened to whatever is beyond. Painting a pit creat"
      }
    ],
    "pair": [
      {
        "document": 385,
        "excerpt": "ain magic items. You can't normally wear more than one pair of footwear, one pair of gloves or gauntlets, one pair of bracers, one suit of armor, one item of headwe"
      },
      {
        "document": 386,
        "excerpt": "oves - impart their benefits only if both items of the pair are worn. For example, a character wearing a Boot of Striding and Springing on one foot and a Boot of El"
      },
      {
        "document": 734,
        "excerpt": "The best combat encounters often pair one kind of creature with another, such as fire giants paired with hell hounds. Be mindful of the number"
      },
      {
        "document": 820,
        "excerpt": "A pair of knucklebone dice, each with a skull symbol on the side that would normally show six pips"
      },
      {
        "document": 1477,
        "excerpt": "V, S, M (a pair of platinum rings worth 50+ GP each, which you and the target must wear for the duration)"
      },
      {
        "document": 1702,
        "excerpt": "d again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical."
      },
      {
        "document": 1759,
        "excerpt": ", you can take a Magic action to turn the cloak into a pair of wings on your back. The wings lasts for 1 hour or until you end the effect early as a Magic action. T"
      }
    ],
    "paired": [
      {
        "document": 117,
        "excerpt": "nakelike tail instead of legs can't wear magic boots. Paired Items. You can allow exceptions to the rule that paired items must both be worn. For example, a characte"
      },
      {
        "document": 386,
        "excerpt": "Paired Items"
      },
      {
        "document": 734,
        "excerpt": "one kind of creature with another, such as fire giants paired with hell hounds. Be mindful of the number of stat blocks you need to run the encounter. Referencing mor"
      }
    ],
    "pairing": [
      {
        "document": 1702,
        "excerpt": "airs, with each stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can cast Sending from it. The target is the bearer"
      }
    ],
    "pairs": [
      {
        "document": 386,
        "excerpt": "Items that come in pairs - such as boots, bracers, gauntlets, and gloves - impart their benefits only if both items of the pair a"
      },
      {
        "document": 1702,
        "excerpt": "Wondrous Item, Uncommon Sending Stones come in pairs, with each stone carved to match the other so the pairing is easily recognized. While you touch one ston"
      },
      {
        "document": 1884,
        "excerpt": ". These gold statuettes of lions are always created in pairs. You can use one figurine or both simultaneously. Each can become a Lion for up to 1 hour. Once a lion h"
      }
    ],
    "palace": [
      {
        "document": 1378,
        "excerpt": "h as a specific city on the Elemental Plane of Fire or palace on the second level of the Nine Hells, and you appear in or near that destination, as determined by the"
      },
      {
        "document": 1697,
        "excerpt": "ould be a tranquil garden, a cheery tavern, an immense palace, a tropical island, a fantastic carnival, or whatever else you can imagine. Regardless of its nature, th"
      }
    ],
    "paladin": [
      {
        "document": 257,
        "excerpt": "l them together. For example, both the Fighter and the Paladin have a d10 Hit Die, so if you are a level 5 Fighter / level 5 Paladin, you have ten d10 Hit Dice. If you"
      },
      {
        "document": 264,
        "excerpt": "nd Wizard classes - Half your levels (round up) in the Paladin and Ranger classes Then look up this total level in the Level column of the Multiclass Spellcaster tabl"
      },
      {
        "document": 275,
        "excerpt": "Paladin Spell List"
      },
      {
        "document": 485,
        "excerpt": "eweled or painted to channel divine magic. A Cleric or Paladin can use a Holy Symbol as a Spellcasting Focus. The table indicates whether a Holy Symbol needs to be he"
      },
      {
        "document": 811,
        "excerpt": "Paladin"
      },
      {
        "document": 813,
        "excerpt": "Fighter, Paladin, or Ranger"
      },
      {
        "document": 815,
        "excerpt": "Fighter, Paladin, or Ranger"
      },
      {
        "document": 818,
        "excerpt": "Paladin"
      },
      {
        "document": 841,
        "excerpt": "Paladin Level"
      },
      {
        "document": 842,
        "excerpt": "Paladin Features"
      },
      {
        "document": 843,
        "excerpt": "Level 1 Paladin Spells"
      },
      {
        "document": 844,
        "excerpt": "Level 2 Paladin Spells"
      },
      {
        "document": 845,
        "excerpt": "Level 3 Paladin Spells"
      },
      {
        "document": 846,
        "excerpt": "Level 4 Paladin Spells"
      },
      {
        "document": 847,
        "excerpt": "Level 5 Paladin Spells"
      },
      {
        "document": 937,
        "excerpt": "Paladin"
      },
      {
        "document": 968,
        "excerpt": "Paladin"
      },
      {
        "document": 982,
        "excerpt": "Paladin"
      },
      {
        "document": 1151,
        "excerpt": "Paladin"
      },
      {
        "document": 1169,
        "excerpt": "Paladin"
      },
      {
        "document": 1172,
        "excerpt": "Paladin"
      },
      {
        "document": 1179,
        "excerpt": "Paladin"
      },
      {
        "document": 1197,
        "excerpt": "Paladin"
      },
      {
        "document": 1217,
        "excerpt": "Paladin"
      },
      {
        "document": 1221,
        "excerpt": "Paladin"
      },
      {
        "document": 1225,
        "excerpt": "Paladin"
      },
      {
        "document": 1226,
        "excerpt": "Paladin"
      },
      {
        "document": 1229,
        "excerpt": "Paladin"
      },
      {
        "document": 1230,
        "excerpt": "Paladin"
      },
      {
        "document": 1231,
        "excerpt": "Paladin"
      },
      {
        "document": 1236,
        "excerpt": "Paladin"
      },
      {
        "document": 1239,
        "excerpt": "Paladin"
      },
      {
        "document": 1240,
        "excerpt": "Paladin"
      },
      {
        "document": 1266,
        "excerpt": "Paladin"
      },
      {
        "document": 1288,
        "excerpt": "Paladin"
      },
      {
        "document": 1289,
        "excerpt": "Paladin"
      },
      {
        "document": 1297,
        "excerpt": "Paladin"
      },
      {
        "document": 1312,
        "excerpt": "Paladin"
      },
      {
        "document": 1334,
        "excerpt": "Paladin"
      },
      {
        "document": 1339,
        "excerpt": "Paladin"
      },
      {
        "document": 1340,
        "excerpt": "Paladin"
      },
      {
        "document": 1344,
        "excerpt": "Paladin"
      },
      {
        "document": 1348,
        "excerpt": "Paladin"
      },
      {
        "document": 1385,
        "excerpt": "Paladin"
      },
      {
        "document": 1394,
        "excerpt": "Paladin"
      },
      {
        "document": 1395,
        "excerpt": "Paladin"
      },
      {
        "document": 1396,
        "excerpt": "Paladin"
      },
      {
        "document": 1397,
        "excerpt": "Paladin"
      },
      {
        "document": 1403,
        "excerpt": "Paladin"
      },
      {
        "document": 1408,
        "excerpt": "Paladin"
      },
      {
        "document": 1414,
        "excerpt": "Paladin"
      },
      {
        "document": 1422,
        "excerpt": "Paladin"
      },
      {
        "document": 1425,
        "excerpt": "Paladin"
      },
      {
        "document": 1477,
        "excerpt": "Paladin"
      },
      {
        "document": 1486,
        "excerpt": "Paladin"
      },
      {
        "document": 1602,
        "excerpt": "Requires Attunement by a Paladin"
      },
      {
        "document": 1630,
        "excerpt": "Requires Attunement by a Cleric, Druid, or Paladin"
      },
      {
        "document": 1730,
        "excerpt": "Requires Attunement by a Cleric or Paladin"
      }
    ],
    "paladin's": [
      {
        "document": 968,
        "excerpt": "Paladin's Smite"
      }
    ],
    "paladins": [
      {
        "document": 982,
        "excerpt": "deals of Justice and Order The Oath of Devotion binds Paladins to the ideals of justice and order. These Paladins meet the archetype of the knight in shining armor. Th"
      }
    ],
    "pale": [
      {
        "document": 705,
        "excerpt": "Pale Tincture (250 GP)"
      },
      {
        "document": 1368,
        "excerpt": "tion: Concentration, up to 1 minute A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high Cylinder centered on a point within range. Until the"
      },
      {
        "document": 1609,
        "excerpt": "arity and effects. Absorption (Very Rare). While this pale lavender ellipsoid orbits your head, you can take a Reaction to cancel a spell of level 4 or lower cast"
      }
    ],
    "palm": [
      {
        "document": 985,
        "excerpt": "Quivering Palm"
      }
    ],
    "palpable": [
      {
        "document": 1553,
        "excerpt": ", Legendary This cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each keyed to a different plane of existence, one of which"
      }
    ],
    "pan": [
      {
        "document": 394,
        "excerpt": "If you use an object - such as a table leg, frying pan, or bottle - as a makeshift weapon, see “Improvised Weapons” in “Rules Glossary.” Also see those rules i"
      },
      {
        "document": 439,
        "excerpt": "GP, 2 lb.), lute (35 GP, 2 lb.), lyre (30 GP, 2 lb.), pan flute (12 GP, 2 lb.), shawm (2 GP, 1 lb.), viol (30 GP, 1 lb.)"
      },
      {
        "document": 648,
        "excerpt": "weapon, such as broken glass, a table leg, or a frying pan. A Simple or Martial weapon also counts as an improvised weapon if it's wielded in a way contrary to its"
      }
    ],
    "panache": [
      {
        "document": 1985,
        "excerpt": "s. It can replace one attack with a use of Enthralling Panache. Dagger. Melee or Ranged Attack Roll: +5, reach 5 ft. or range 20/60 ft. Hit: 5 (1d4 + 3) Piercing dama"
      }
    ],
    "pandemonium": [
      {
        "document": 790,
        "excerpt": "Hades; on a 6, Limbo; on a 7, the Nine Hells; on an 8, Pandemonium"
      },
      {
        "document": 798,
        "excerpt": "Pandemonium"
      }
    ],
    "panel": [
      {
        "document": 1473,
        "excerpt": "surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick and lasts for the duratio"
      },
      {
        "document": 1474,
        "excerpt": "lat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration."
      },
      {
        "document": 1475,
        "excerpt": "and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. Alternatively, you can create 10-foot-by-20-foot panels that are"
      }
    ],
    "panels": [
      {
        "document": 1473,
        "excerpt": "shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick and lasts for"
      },
      {
        "document": 1474,
        "excerpt": "can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for t"
      },
      {
        "document": 1475,
        "excerpt": "inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. Alternatively, you can create 10-foot-by-20-foot pane"
      }
    ],
    "panicked": [
      {
        "document": 1258,
        "excerpt": "f another creature takes an action to shake it awake. Panicked. The target has the Frightened condition. On each of its turns, the Frightened target must take the Dash"
      }
    ],
    "pantheon": [
      {
        "document": 964,
        "excerpt": "You can call on your deity or pantheon to intervene on your behalf. As a Magic action, choose any Cleric spell of level 5 or lower that doesn't"
      },
      {
        "document": 1298,
        "excerpt": "and it appears in a form appropriate for your deity or pantheon. Any enemy that moves to a space within 10 feet of the guardian for the first time on a turn or starts"
      }
    ],
    "panther": [
      {
        "document": 794,
        "excerpt": "Panther"
      },
      {
        "document": 1980,
        "excerpt": "Panther"
      }
    ],
    "paper": [
      {
        "document": 63,
        "excerpt": "agical object, such as a glass container or a piece of paper. If you try to damage something more resilient, the GM might use the rules on breaking objects in “Rules"
      },
      {
        "document": 147,
        "excerpt": "An item in the Scroll category is a roll of paper or parchment, sometimes attached to wooden rods and typically kept safe in a tube of ivory, jade, leathe"
      },
      {
        "document": 236,
        "excerpt": "d character sheet, a digital character sheet, or plain paper. Choose whichever style of sheet works for you, and then embark on creating a character!"
      },
      {
        "document": 324,
        "excerpt": "Paper (2 SP)"
      },
      {
        "document": 415,
        "excerpt": "Craft: Acid, Alchemist's Fire, Component Pouch, Oil, Paper, Perfume"
      },
      {
        "document": 467,
        "excerpt": "A Map or Scroll Case holds up to 10 sheets of paper or 5 sheets of parchment."
      },
      {
        "document": 477,
        "excerpt": "p, 2 Map or Scroll Cases, 4 flasks of Oil, 5 sheets of Paper, 5 sheets of Parchment, Perfume, and Tinderbox."
      },
      {
        "document": 580,
        "excerpt": "ge works well for smashing things but not for cutting. Paper or cloth objects might have Vulnerability to Fire damage. Damage Threshold. Big objects, such as castle"
      },
      {
        "document": 589,
        "excerpt": "A character sheet is a paper or digital record that you use to track your character's information. See also \"Character Creation.\""
      },
      {
        "document": 930,
        "excerpt": "Paper"
      },
      {
        "document": 943,
        "excerpt": "Cloth, paper, rope"
      },
      {
        "document": 1101,
        "excerpt": "Paper"
      },
      {
        "document": 1323,
        "excerpt": "l consumes) Duration: 10 days You write on parchment, paper, or another suitable material and imbue it with an illusion that lasts for the duration. To you and any"
      }
    ],
    "paragraphs": [
      {
        "document": 1760,
        "excerpt": "statSections[1].rulesText.paragraphs[1]"
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      {
        "document": 1761,
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        "document": 1762,
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        "document": 1763,
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        "document": 1764,
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        "document": 1860,
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        "document": 1861,
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        "document": 1862,
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        "document": 1863,
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        "document": 1864,
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        "document": 1865,
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        "document": 1866,
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      {
        "document": 1867,
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      {
        "document": 1868,
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      {
        "document": 1870,
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      {
        "document": 1871,
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        "document": 1872,
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        "document": 1873,
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        "document": 1874,
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      {
        "document": 1876,
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      {
        "document": 1877,
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      {
        "document": 1878,
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        "document": 1879,
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      {
        "document": 1880,
        "excerpt": "statSections[1].rulesText.paragraphs[1]"
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      {
        "document": 1881,
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      {
        "document": 1882,
        "excerpt": "statSections[0].rulesText.paragraphs[0]"
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      {
        "document": 1883,
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      {
        "document": 1885,
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      {
        "document": 1886,
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      {
        "document": 1887,
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      {
        "document": 1888,
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      {
        "document": 1889,
        "excerpt": "statSections[1].rulesText.paragraphs[0]"
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      {
        "document": 1890,
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      {
        "document": 1891,
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      {
        "document": 1892,
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      {
        "document": 1893,
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      {
        "document": 1894,
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      {
        "document": 1895,
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      {
        "document": 1897,
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      {
        "document": 1898,
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      {
        "document": 1899,
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      {
        "document": 1900,
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      {
        "document": 1901,
        "excerpt": "statSections[1].rulesText.paragraphs[0]"
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      {
        "document": 1902,
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      {
        "document": 1903,
        "excerpt": "statSections[1].rulesText.paragraphs[1]"
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      {
        "document": 1904,
        "excerpt": "statSections[0].rulesText.paragraphs[1]"
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      {
        "document": 1905,
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      {
        "document": 1906,
        "excerpt": "statSections[0].rulesText.paragraphs[0]"
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      {
        "document": 1907,
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      {
        "document": 1908,
        "excerpt": "statSections[0].rulesText.paragraphs[0]"
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        "document": 699,
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      {
        "document": 1158,
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        "document": 1284,
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        "document": 1382,
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        "document": 1495,
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        "document": 1572,
        "excerpt": "he following conditions end on you: Blinded, Deafened, Paralyzed, and Poisoned. The clear, red liquid has tiny bubbles of light in it."
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        "document": 1670,
        "excerpt": "er reduce any of your Speeds nor cause you to have the Paralyzed or Restrained condition."
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        "excerpt": "cceed on a DC 15 Constitution saving throw or have the Paralyzed condition for 1 minute. At the end of each of the target's turns, it repeats the save, ending the effect"
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      {
        "document": 1769,
        "excerpt": "t repeats the save. Second Failure: The target has the Paralyzed condition, and it repeats the save at the end of each of its turns, ending the effect on itself on a suc"
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        "document": 1771,
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      {
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        "excerpt": "t repeats the save. Second Failure: The target has the Paralyzed condition, and it repeats the save at the end of each of its turns, ending the effect on itself on a suc"
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      {
        "document": 1783,
        "excerpt": "n, Psychic; Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned"
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      {
        "document": 1784,
        "excerpt": "n, Psychic; Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned"
      },
      {
        "document": 1785,
        "excerpt": ", Psychic; Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Senses Blindsight 60 ft.; Passive Perception 6 Languages None CR 2 (XP 450; PB +2)"
      },
      {
        "document": 1792,
        "excerpt": "es Necrotic, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Unconscious Senses Truesight 60 ft., Passive Perception 13 Languages All language"
      },
      {
        "document": 1827,
        "excerpt": "eeds automatically. While Poisoned, the target has the Paralyzed condition."
      },
      {
        "document": 1828,
        "excerpt": "cid, Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned"
      },
      {
        "document": 1855,
        "excerpt": "Poison; Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious"
      },
      {
        "document": 1862,
        "excerpt": "Fire, Poison; Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious"
      },
      {
        "document": 1864,
        "excerpt": "Lightning, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned"
      },
      {
        "document": 1870,
        "excerpt": "ution Saving Throw: DC 10. Failure: The target has the Paralyzed condition until the end of its next turn."
      },
      {
        "document": 1871,
        "excerpt": "ic, Poison; Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained"
      },
      {
        "document": 1872,
        "excerpt": "ution Saving Throw: DC 10. Failure: The target has the Paralyzed condition until the end of its next turn."
      },
      {
        "document": 1920,
        "excerpt": "Poison; Charmed, Paralyzed, Poisoned, Restrained"
      },
      {
        "document": 1940,
        "excerpt": "Poison; Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious"
      },
      {
        "document": 1941,
        "excerpt": "ire, Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned"
      },
      {
        "document": 1946,
        "excerpt": "Cold, Lightning; Frightened, Grappled, Paralyzed, Restrained"
      },
      {
        "document": 1949,
        "excerpt": "Necrotic, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned"
      },
      {
        "document": 1966,
        "excerpt": "Necrotic, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned"
      },
      {
        "document": 1967,
        "excerpt": "Necrotic, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned"
      },
      {
        "document": 1982,
        "excerpt": "on for 1 hour. While Poisoned, the target also has the Paralyzed condition."
      },
      {
        "document": 2016,
        "excerpt": "Necrotic, Poison; Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious"
      },
      {
        "document": 2018,
        "excerpt": "Poison; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned"
      },
      {
        "document": 2020,
        "excerpt": "t repeats the save. Second Failure: The target has the Paralyzed condition, and it repeats the save at the end of each of its turns, ending the effect on itself on a suc"
      },
      {
        "document": 2023,
        "excerpt": "Necrotic, Poison; Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious"
      },
      {
        "document": 2025,
        "excerpt": "iginating from the sphinx. Failure: The target has the Paralyzed condition, and it repeats the save at the end of each of its turns, ending the effect on itself on a suc"
      },
      {
        "document": 2034,
        "excerpt": "Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned"
      },
      {
        "document": 2037,
        "excerpt": "Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned"
      },
      {
        "document": 2038,
        "excerpt": "rmed, Exhaustion, Frightened, Grappled, Incapacitated, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned"
      },
      {
        "document": 2039,
        "excerpt": "Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned"
      },
      {
        "document": 2040,
        "excerpt": "Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned"
      },
      {
        "document": 2041,
        "excerpt": "Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned"
      },
      {
        "document": 2042,
        "excerpt": "Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned"
      },
      {
        "document": 2043,
        "excerpt": "Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned"
      },
      {
        "document": 2044,
        "excerpt": "Fire, Poison; Charmed, Deafened, Frightened, Paralyzed, Poisoned"
      },
      {
        "document": 2053,
        "excerpt": "Poison; Charmed, Paralyzed, Poisoned"
      },
      {
        "document": 2054,
        "excerpt": "hile it has the Poisoned condition, the target has the Paralyzed condition."
      },
      {
        "document": 2056,
        "excerpt": "ting place, it returns to its vampire form and has the Paralyzed condition until it regains any Hit Points, and it regains 1 Hit Point after spending 1 hour there. Spid"
      },
      {
        "document": 2065,
        "excerpt": "Poison; Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious"
      },
      {
        "document": 2074,
        "excerpt": "Lightning, Poison; Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious"
      },
      {
        "document": 2078,
        "excerpt": "Necrotic, Poison; Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious"
      },
      {
        "document": 2080,
        "excerpt": "Poison; Paralyzed, Petrified, Poisoned"
      },
      {
        "document": 2089,
        "excerpt": "t repeats the save. Second Failure: The target has the Paralyzed condition, and it repeats the save at the end of each of its turns, ending the effect on itself on a suc"
      }
    ],
    "paralyzing": [
      {
        "document": 1769,
        "excerpt": "d attacks. It can replace one attack with a use of (A) Paralyzing Breath or (B) Spellcasting to cast Ice Knife. Rend. Melee Attack Roll: +13, reach 10 ft. Hit: 17 (2d8 +"
      },
      {
        "document": 1781,
        "excerpt": "d attacks. It can replace one attack with a use of (A) Paralyzing Breath or (B) Spellcasting to cast Ice Knife (level 2 version). Rend. Melee Attack Roll: +17, reach 15"
      },
      {
        "document": 1827,
        "excerpt": "ltiattack. The chuul makes two Pincer attacks and uses Paralyzing Tentacles. Pincer. Melee Attack Roll: +6, reach 10 ft. Hit: 9 (1d10 + 4) Bludgeoning damage. If the tar"
      },
      {
        "document": 1949,
        "excerpt": "The lich makes three attacks, using El-dritch Burst or Paralyzing Touch in any combination. Eldritch Burst. Melee or Ranged Attack Roll: +12, reach 5 ft. or range 120 ft"
      },
      {
        "document": 2020,
        "excerpt": "Failure: 18 (4d8) Cold damage. Success: Half damage. Paralyzing Breath. Constitution Saving Throw: DC 13, each creature in a 15-foot Cone. First Failure: The target has"
      },
      {
        "document": 2089,
        "excerpt": "Rend attacks. It can replace one attack with a use of Paralyzing Breath. Rend. Melee Attack Roll: +10, reach 10 ft. Hit: 15 (2d8 + 6) Slashing damage. Cold Breath (Rec"
      }
    ],
    "parameters": [
      {
        "document": 2018,
        "excerpt": "tored. The guardian can cast the spell stored with any parameters set by the original caster, requiring no spell components and using the caster's spellcasting ability. T"
      }
    ],
    "parcel": [
      {
        "document": 820,
        "excerpt": "The deed for a parcel of land in a realm unknown to you"
      }
    ],
    "parchment": [
      {
        "document": 147,
        "excerpt": "An item in the Scroll category is a roll of paper or parchment, sometimes attached to wooden rods and typically kept safe in a tube of ivory, jade, leather, metal, or"
      },
      {
        "document": 266,
        "excerpt": "utiful song, written as musical notes on two pieces of parchment 72 A silver teardrop earring containing a real teardrop"
      },
      {
        "document": 267,
        "excerpt": "a book discussing manners and etiquette 77 A sheet of parchment upon which is drawn a mechanical contraption 78 An ornate scabbard that fits no blade you have found 7"
      },
      {
        "document": 325,
        "excerpt": "Parchment (1 SP)"
      },
      {
        "document": 341,
        "excerpt": "ok, Ink, Ink Pen, Lamp, 10 flasks of Oil, 10 sheets of Parchment, and Tinderbox."
      },
      {
        "document": 425,
        "excerpt": "mor, Backpack, Crossbow Bolt Case, Map or Scroll Case, Parchment, Pouch, Quiver, Waterskin"
      },
      {
        "document": 467,
        "excerpt": "oll Case holds up to 10 sheets of paper or 5 sheets of parchment."
      },
      {
        "document": 477,
        "excerpt": "Cases, 4 flasks of Oil, 5 sheets of Paper, 5 sheets of Parchment, Perfume, and Tinderbox."
      },
      {
        "document": 930,
        "excerpt": "Parchment"
      },
      {
        "document": 995,
        "excerpt": "Calligrapher's Supplies, Book (prayers), Holy Symbol, Parchment (10 sheets), Robe, 8 GP; or (B) 50 GP"
      },
      {
        "document": 997,
        "excerpt": "Quarterstaff, Calligrapher's Supplies, Book (history), Parchment (8 sheets), Robe, 8 GP; or (B) 50 GP"
      },
      {
        "document": 1102,
        "excerpt": "Parchment"
      },
      {
        "document": 1323,
        "excerpt": "ch the spell consumes) Duration: 10 days You write on parchment, paper, or another suitable material and imbue it with an illusion that lasts for the duration. To you a"
      }
    ],
    "parentheses": [
      {
        "document": 151,
        "excerpt": "ter's Hit Points are presented as a number followed by parentheses, where the monster's Hit Point Dice are provided, along with any contribution from its Constitution. Eit"
      },
      {
        "document": 173,
        "excerpt": "ide whether to use the number or the die expression in parentheses; don't use both."
      },
      {
        "document": 182,
        "excerpt": "A monster might have one or more tags in parentheses following its type. Such tags provide additional categorization and have no rules of their own, but cert"
      },
      {
        "document": 185,
        "excerpt": "modifier followed by the monster's Initiative score in parentheses. Use the modifier when you roll to determine a monster's Initiative. A monster's Initiative modifier is"
      },
      {
        "document": 328,
        "excerpt": "A Range weapon has a range in parentheses after the Ammunition or Thrown property. The range lists two numbers. The first is the weapon's normal r"
      },
      {
        "document": 372,
        "excerpt": "n can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack."
      },
      {
        "document": 489,
        "excerpt": "s on a class's spell list, the class's name appears in parentheses after the spell's school of magic. Some features add a spell to a character's spell list even if the cha"
      },
      {
        "document": 499,
        "excerpt": "ar material used in a spell's casting, as specified in parentheses in the Components entry. These materials aren't consumed by the spell unless the spell's description sta"
      },
      {
        "document": 554,
        "excerpt": "t Points, which are detailed in \"Playing the Game.\" In parentheses after the Hit Points, the monster's Hit Point Dice are provided, along with the contribution of its Cons"
      },
      {
        "document": 1153,
        "excerpt": "th that new growth, it deals 1d6 damage of the type in parentheses instead of dealing the normal damage for your Unarmed Strike, and you use your spellcasting ability modi"
      }
    ],
    "parries": [
      {
        "document": 71,
        "excerpt": "between two sides: a flurry of weapon swings, feints, parries, footwork, and spellcasting. The game organizes combat into a cycle of rounds and turns. A round represe"
      }
    ],
    "parry": [
      {
        "document": 1800,
        "excerpt": "Parry. Trigger: The bandit is hit by a melee attack roll while holding a weapon. Response: The bandit adds 2 t"
      },
      {
        "document": 1859,
        "excerpt": "Parry. Trigger: The erinyes is hit by a melee attack roll while holding a weapon. Response: The erinyes adds 4"
      },
      {
        "document": 1904,
        "excerpt": "Parry. Trigger: The gladiator is hit by a melee attack roll while holding a weapon. Response: The gladiator ad"
      },
      {
        "document": 1944,
        "excerpt": "Parry. Trigger: The knight is hit by a melee attack roll while holding a weapon. Response: The knight adds 2 t"
      },
      {
        "document": 1957,
        "excerpt": "Parry. Trigger: The marilith is hit by a melee attack roll while holding a weapon. Response: The marilith adds"
      },
      {
        "document": 1971,
        "excerpt": "Parry. Trigger: The noble is hit by a melee attack roll while holding a weapon. Response: The noble adds 2 to"
      },
      {
        "document": 2064,
        "excerpt": "Parry. Trigger: The warrior is hit by a melee attack roll while holding a weapon. Response: The warrior adds 2"
      }
    ],
    "parsed": [
      {
        "document": 1760,
        "excerpt": "parsed"
      },
      {
        "document": 1761,
        "excerpt": "parsed"
      },
      {
        "document": 1762,
        "excerpt": "parsed"
      },
      {
        "document": 1763,
        "excerpt": "parsed"
      },
      {
        "document": 1764,
        "excerpt": "parsed"
      },
      {
        "document": 1765,
        "excerpt": "parsed"
      },
      {
        "document": 1766,
        "excerpt": "parsed"
      },
      {
        "document": 1767,
        "excerpt": "parsed"
      },
      {
        "document": 1768,
        "excerpt": "parsed"
      },
      {
        "document": 1769,
        "excerpt": "parsed"
      },
      {
        "document": 1770,
        "excerpt": "parsed"
      },
      {
        "document": 1771,
        "excerpt": "parsed"
      },
      {
        "document": 1772,
        "excerpt": "parsed"
      },
      {
        "document": 1773,
        "excerpt": "parsed"
      },
      {
        "document": 1774,
        "excerpt": "parsed"
      },
      {
        "document": 1775,
        "excerpt": "parsed"
      },
      {
        "document": 1776,
        "excerpt": "parsed"
      },
      {
        "document": 1777,
        "excerpt": "parsed"
      },
      {
        "document": 1778,
        "excerpt": "parsed"
      },
      {
        "document": 1779,
        "excerpt": "parsed"
      },
      {
        "document": 1780,
        "excerpt": "parsed"
      },
      {
        "document": 1781,
        "excerpt": "parsed"
      },
      {
        "document": 1782,
        "excerpt": "parsed"
      },
      {
        "document": 1783,
        "excerpt": "parsed"
      },
      {
        "document": 1784,
        "excerpt": "parsed"
      },
      {
        "document": 1785,
        "excerpt": "parsed"
      },
      {
        "document": 1786,
        "excerpt": "parsed"
      },
      {
        "document": 1787,
        "excerpt": "parsed"
      },
      {
        "document": 1788,
        "excerpt": "parsed"
      },
      {
        "document": 1789,
        "excerpt": "parsed"
      },
      {
        "document": 1790,
        "excerpt": "parsed"
      },
      {
        "document": 1791,
        "excerpt": "parsed"
      },
      {
        "document": 1792,
        "excerpt": "parsed"
      },
      {
        "document": 1793,
        "excerpt": "parsed"
      },
      {
        "document": 1794,
        "excerpt": "parsed"
      },
      {
        "document": 1795,
        "excerpt": "parsed"
      },
      {
        "document": 1796,
        "excerpt": "parsed"
      },
      {
        "document": 1797,
        "excerpt": "parsed"
      },
      {
        "document": 1798,
        "excerpt": "parsed"
      },
      {
        "document": 1799,
        "excerpt": "parsed"
      },
      {
        "document": 1800,
        "excerpt": "parsed"
      },
      {
        "document": 1801,
        "excerpt": "parsed"
      },
      {
        "document": 1802,
        "excerpt": "parsed"
      },
      {
        "document": 1803,
        "excerpt": "parsed"
      },
      {
        "document": 1804,
        "excerpt": "parsed"
      },
      {
        "document": 1805,
        "excerpt": "parsed"
      },
      {
        "document": 1806,
        "excerpt": "parsed"
      },
      {
        "document": 1807,
        "excerpt": "parsed"
      },
      {
        "document": 1808,
        "excerpt": "parsed"
      },
      {
        "document": 1809,
        "excerpt": "parsed"
      },
      {
        "document": 1810,
        "excerpt": "parsed"
      },
      {
        "document": 1811,
        "excerpt": "parsed"
      },
      {
        "document": 1812,
        "excerpt": "parsed"
      },
      {
        "document": 1813,
        "excerpt": "parsed"
      },
      {
        "document": 1814,
        "excerpt": "parsed"
      },
      {
        "document": 1815,
        "excerpt": "parsed"
      },
      {
        "document": 1816,
        "excerpt": "parsed"
      },
      {
        "document": 1817,
        "excerpt": "parsed"
      },
      {
        "document": 1818,
        "excerpt": "parsed"
      },
      {
        "document": 1819,
        "excerpt": "parsed"
      },
      {
        "document": 1820,
        "excerpt": "parsed"
      },
      {
        "document": 1821,
        "excerpt": "parsed"
      },
      {
        "document": 1822,
        "excerpt": "parsed"
      },
      {
        "document": 1823,
        "excerpt": "parsed"
      },
      {
        "document": 1824,
        "excerpt": "parsed"
      },
      {
        "document": 1825,
        "excerpt": "parsed"
      },
      {
        "document": 1826,
        "excerpt": "parsed"
      },
      {
        "document": 1827,
        "excerpt": "parsed"
      },
      {
        "document": 1828,
        "excerpt": "parsed"
      },
      {
        "document": 1829,
        "excerpt": "parsed"
      },
      {
        "document": 1830,
        "excerpt": "parsed"
      },
      {
        "document": 1831,
        "excerpt": "parsed"
      },
      {
        "document": 1832,
        "excerpt": "parsed"
      },
      {
        "document": 1833,
        "excerpt": "parsed"
      },
      {
        "document": 1834,
        "excerpt": "parsed"
      },
      {
        "document": 1835,
        "excerpt": "parsed"
      },
      {
        "document": 1836,
        "excerpt": "parsed"
      },
      {
        "document": 1837,
        "excerpt": "parsed"
      },
      {
        "document": 1838,
        "excerpt": "parsed"
      },
      {
        "document": 1839,
        "excerpt": "parsed"
      },
      {
        "document": 1840,
        "excerpt": "parsed"
      },
      {
        "document": 1841,
        "excerpt": "parsed"
      },
      {
        "document": 1842,
        "excerpt": "parsed"
      },
      {
        "document": 1843,
        "excerpt": "parsed"
      },
      {
        "document": 1844,
        "excerpt": "parsed"
      },
      {
        "document": 1845,
        "excerpt": "parsed"
      },
      {
        "document": 1846,
        "excerpt": "parsed"
      },
      {
        "document": 1847,
        "excerpt": "parsed"
      },
      {
        "document": 1848,
        "excerpt": "parsed"
      },
      {
        "document": 1849,
        "excerpt": "parsed"
      },
      {
        "document": 1850,
        "excerpt": "parsed"
      },
      {
        "document": 1851,
        "excerpt": "parsed"
      },
      {
        "document": 1852,
        "excerpt": "parsed"
      },
      {
        "document": 1853,
        "excerpt": "parsed"
      },
      {
        "document": 1854,
        "excerpt": "parsed"
      },
      {
        "document": 1855,
        "excerpt": "parsed"
      },
      {
        "document": 1856,
        "excerpt": "parsed"
      },
      {
        "document": 1857,
        "excerpt": "parsed"
      },
      {
        "document": 1858,
        "excerpt": "parsed"
      },
      {
        "document": 1859,
        "excerpt": "parsed"
      },
      {
        "document": 1860,
        "excerpt": "parsed"
      },
      {
        "document": 1861,
        "excerpt": "parsed"
      },
      {
        "document": 1862,
        "excerpt": "parsed"
      },
      {
        "document": 1863,
        "excerpt": "parsed"
      },
      {
        "document": 1864,
        "excerpt": "parsed"
      },
      {
        "document": 1865,
        "excerpt": "parsed"
      },
      {
        "document": 1866,
        "excerpt": "parsed"
      },
      {
        "document": 1867,
        "excerpt": "parsed"
      },
      {
        "document": 1868,
        "excerpt": "parsed"
      },
      {
        "document": 1869,
        "excerpt": "parsed"
      },
      {
        "document": 1870,
        "excerpt": "parsed"
      },
      {
        "document": 1871,
        "excerpt": "parsed"
      },
      {
        "document": 1872,
        "excerpt": "parsed"
      },
      {
        "document": 1873,
        "excerpt": "parsed"
      },
      {
        "document": 1874,
        "excerpt": "parsed"
      },
      {
        "document": 1875,
        "excerpt": "parsed"
      },
      {
        "document": 1876,
        "excerpt": "parsed"
      },
      {
        "document": 1877,
        "excerpt": "parsed"
      },
      {
        "document": 1878,
        "excerpt": "parsed"
      },
      {
        "document": 1879,
        "excerpt": "parsed"
      },
      {
        "document": 1880,
        "excerpt": "parsed"
      },
      {
        "document": 1881,
        "excerpt": "parsed"
      },
      {
        "document": 1882,
        "excerpt": "parsed"
      },
      {
        "document": 1883,
        "excerpt": "parsed"
      },
      {
        "document": 1885,
        "excerpt": "parsed"
      },
      {
        "document": 1886,
        "excerpt": "parsed"
      },
      {
        "document": 1887,
        "excerpt": "parsed"
      },
      {
        "document": 1888,
        "excerpt": "parsed"
      },
      {
        "document": 1889,
        "excerpt": "parsed"
      },
      {
        "document": 1890,
        "excerpt": "parsed"
      },
      {
        "document": 1891,
        "excerpt": "parsed"
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    "part": [
      {
        "document": 37,
        "excerpt": "General rules govern each part of the game. For example, the combat rules tell you that melee attacks use Strength and ranged attacks u"
      },
      {
        "document": 47,
        "excerpt": "your character thinks, acts, and talks. Roleplaying is part of every aspect of the game, and it comes to the fore during social interactions. As you roleplay, cons"
      },
      {
        "document": 77,
        "excerpt": "oving with your Speed, you deduct the distance of each part of your move from it until it is used up or until you are done moving, whichever comes first. A charact"
      },
      {
        "document": 85,
        "excerpt": "the attack hits or misses. or make an attack roll as part of a spell, an attack has the following structure: 1: Choose a Target. Pick a target within your attack"
      },
      {
        "document": 174,
        "excerpt": "ke, as well as any additional abilities it can use, as part of the Attack action."
      },
      {
        "document": 179,
        "excerpt": "is limited: X/Day. This notation means the stat block part can be used a certain number of times (represented by X) and that a monster must finish a Long Rest to r"
      },
      {
        "document": 329,
        "excerpt": "away. If you must make a Strength (Athletics) check as part of a High or Long Jump, you can use the Pole to vault, giving yourself Advantage on the check."
      },
      {
        "document": 350,
        "excerpt": "make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage"
      },
      {
        "document": 400,
        "excerpt": "extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn."
      },
      {
        "document": 453,
        "excerpt": "nds one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute"
      },
      {
        "document": 494,
        "excerpt": "originate, and the spell's description specifies which part of the effect is limited by the range. A range usually takes one of the following forms: Distance. The"
      },
      {
        "document": 550,
        "excerpt": "A spell attack is an attack roll made as part of a spell or another magical effect. See also “Spells” (“Casting Spells”)."
      },
      {
        "document": 555,
        "excerpt": "equip or unequip one weapon when you make an attack as part of this action. You do so either before or after the attack. If you equip a weapon before an attack, you"
      },
      {
        "document": 570,
        "excerpt": "doing something else, such as when you draw a sword as part of the Attack action. When an object requires an action for its use, you take the Utilize action."
      },
      {
        "document": 577,
        "excerpt": "itude, Condition, or Hazard - indicates that a rule is part of a family of rules. The tags also have glossary entries. \"You.\" The game's rules - in this glossary a"
      },
      {
        "document": 580,
        "excerpt": "oints separately. The GM determines whether destroying part of an object causes the whole thing to collapse. Object Hit Points Damage Types and Objects. Objects h"
      },
      {
        "document": 624,
        "excerpt": "An encounter is a scene in an adventure that is part of at least one of the game's three pillars: social interaction, exploration, or combat. See also \"Playi"
      },
      {
        "document": 633,
        "excerpt": "re to grapple using a tentacle, a maw, or another body part. Whatever part a grappler uses, it can grapple only one creature at a time with that part, and the grapp"
      },
      {
        "document": 667,
        "excerpt": "Some monsters are associated with curses, whether as part of their origins or due to their ability to spread curses - werewolves being a prime example. You decid"
      },
      {
        "document": 670,
        "excerpt": ". How a spell like Remove Curse affects a curse that's part of your adventure is up to you - the spell might merely suppress the effects of the curse for a time. Re"
      },
      {
        "document": 731,
        "excerpt": "nter, the higher the risk that a lucky streak on their part could deal more damage to the characters than you expect. If your encounter includes more than two creat"
      },
      {
        "document": 962,
        "excerpt": "As part of the Bonus Action you take to enter your Rage, you can move up to half your Speed."
      },
      {
        "document": 964,
        "excerpt": "5 or lower that doesn't require a Reaction to cast. As part of the same action, you cast that spell without expending a spell slot or needing Material components. Y"
      },
      {
        "document": 988,
        "excerpt": "You are part of a lineage that grants you supernatural abilities. Choose a lineage from the Elven Lineages table. You"
      },
      {
        "document": 989,
        "excerpt": "You are part of a lineage that grants you supernatural abilities. Choose one of the following options; whichever one"
      },
      {
        "document": 1010,
        "excerpt": "rab. When you hit a creature with an Unarmed Strike as part of the Attack action on your turn, you can use both the Damage and the Grapple option. You can use this"
      },
      {
        "document": 1212,
        "excerpt": "You cast that spell - called the contingent spell - as part of casting Contingency, expending spell slots for both, but the contingent spell doesn’t come into effec"
      },
      {
        "document": 1214,
        "excerpt": "start of your next turn while the flood effect lasts. Part Water. You part water in the area and create a trench. The trench extends across the spell's area, and t"
      },
      {
        "document": 1293,
        "excerpt": "pell of level 3 or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no"
      },
      {
        "document": 1335,
        "excerpt": "urn. If you are the target, you can move up or down as part of your move. Otherwise, you can take a Magic action to move the target, which must remain within the sp"
      },
      {
        "document": 1343,
        "excerpt": "r later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet. The hand can't attack, activate magic items, or ca"
      },
      {
        "document": 1413,
        "excerpt": "other possession | -4 | | Body part, lock of hair, or bit of nail | -10 | On a successful save, the target isn't affected, and yo"
      },
      {
        "document": 1462,
        "excerpt": "l other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you'"
      },
      {
        "document": 1484,
        "excerpt": "fail, the effect you desire might be achieved only in part, or you might suffer an unforeseen consequence as a result of how you worded the wish. For example, wish"
      },
      {
        "document": 1516,
        "excerpt": "d wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 perc"
      },
      {
        "document": 1523,
        "excerpt": "ou. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times. You also have Disadvantage on attack rolls with w"
      },
      {
        "document": 1555,
        "excerpt": "p to 30 feet to another spot within 30 feet of you. As part of the same Bonus Action, you can cause the weapon to attack one creature within 5 feet of the weapon."
      },
      {
        "document": 1581,
        "excerpt": "mand word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 fee"
      },
      {
        "document": 1675,
        "excerpt": "s if you have at least 1 Hit Point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you h"
      }
    ],
    "partake": [
      {
        "document": 1311,
        "excerpt": "in until this hour is over. Up to twelve creatures can partake of the feast. A creature that partakes gains several benefits, which last for 24 hours. The creature ha"
      }
    ],
    "partakes": [
      {
        "document": 1311,
        "excerpt": "e creatures can partake of the feast. A creature that partakes gains several benefits, which last for 24 hours. The creature has Resistance to Poison damage, and it ha"
      }
    ],
    "partial": [
      {
        "document": 693,
        "excerpt": "e delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing Advantage on the saving throw or dealing only half as much d"
      },
      {
        "document": 1356,
        "excerpt": "physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and dea"
      }
    ],
    "partially": [
      {
        "document": 1282,
        "excerpt": "tely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside it, are pushed away from the center of the area until"
      },
      {
        "document": 1519,
        "excerpt": "is sphere. Creatures that succeeded on the save or are partially within the area are pushed away from the center of the sphere until they are no longer inside it. Only b"
      }
    ],
    "participant": [
      {
        "document": 71,
        "excerpt": "bout 6 seconds in the game world. During a round, each participant in a battle takes a turn. The order of turns is determined at the beginning of combat when everyone roll"
      },
      {
        "document": 72,
        "excerpt": "ng the order of combatants' turns. 3: Take Turns. Each participant in the battle takes a turn in Initiative order. When everyone involved in the combat has had a turn, the"
      },
      {
        "document": 73,
        "excerpt": "rder of turns during combat. When combat starts, every participant rolls Initiative; they make a Dexterity check that determines their place in the Initiative order. The G"
      }
    ],
    "participating": [
      {
        "document": 46,
        "excerpt": "assumes the roles of any nonplayer characters who are participating. An NPC's attitude toward your character is Friendly, Indifferent, or Hostile, as defined in “Rules Glo"
      }
    ],
    "particular": [
      {
        "document": 40,
        "excerpt": "racter add their Proficiency Bonus to saves that use a particular ability. For example, proficiency in Wisdom saves lets you add your Proficiency Bonus to your Wisdom sav"
      },
      {
        "document": 85,
        "excerpt": "laying the Game.” On a hit, you roll damage unless the particular attack has rules that specify otherwise. Some attacks cause special effects in addition to or instead of"
      },
      {
        "document": 117,
        "excerpt": "sn't adjust its size to fit any wearer. For example, a particular armorer might make items usable only by folk who are sized and shaped like dwarves. Unusual Anatomy. Us"
      },
      {
        "document": 181,
        "excerpt": "the game interact in special ways with creatures of a particular type. The game includes the following creature types, which have no rules of their own: Aberrations ar"
      },
      {
        "document": 183,
        "excerpt": "uit your storytelling needs. The Neutral alignment, in particular, is an invitation for you to consider whether an individual leans toward one of the other alignments. \""
      },
      {
        "document": 230,
        "excerpt": "owing three methods. Your GM might prefer you to use a particular one. Standard Array. Use the following six scores for your abilities: 15, 14, 13, 12, 10, 8. Random Ge"
      },
      {
        "document": 256,
        "excerpt": "sed on your total character level, not your level in a particular class, as shown in the Character Advancement table in “Character Creation.” For example, if you are a le"
      },
      {
        "document": 259,
        "excerpt": "sed on your total character level, not your level in a particular class, as shown in the Character Advancement table. For example, if you are a level 3 Fighter / level 2"
      },
      {
        "document": 264,
        "excerpt": "sed on your total character level, not your level in a particular class, unless the spell says otherwise. Spell Slots. You determine your available spell slots by adding"
      },
      {
        "document": 271,
        "excerpt": "ckground gives you a feat, which grants your character particular capabilities. Feats are detailed in “Feats.” Write the feat on your character sheet. Note Proficiencies"
      },
      {
        "document": 375,
        "excerpt": "ntrained hirelings are hired for work that requires no particular proficiencies; they include laborers and porters. Hirelings"
      },
      {
        "document": 496,
        "excerpt": "es aren't the source of the spell's power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. Thus, a c"
      },
      {
        "document": 499,
        "excerpt": "A Material component is a particular material used in a spell's casting, as specified in parentheses in the Components entry. These materials"
      },
      {
        "document": 535,
        "excerpt": "You take the Ready action to wait for a particular circumstance before you act. To do so, you take this action on your turn, which lets you act by taking a"
      },
      {
        "document": 577,
        "excerpt": "o the creature or object that the rule applies to in a particular moment of play. For example, the \"you\" in the Prone condition is a creature that currently has that cond"
      },
      {
        "document": 675,
        "excerpt": "save, the Humanoid can't catch the contagion from that particular infected creature for the next 24 hours."
      },
      {
        "document": 677,
        "excerpt": "save, the Humanoid can't catch the contagion from that particular infected creature for the next 24 hours."
      },
      {
        "document": 692,
        "excerpt": "stemming from an unwillingness or inability to exert a particular set of abilities. The character might feel enervated and unable to exert much Strength, for example, or"
      },
      {
        "document": 735,
        "excerpt": "kground or customizing an existing one can reflect the particular theme of your campaign or elements of your world. You can also create a background to help a player craf"
      },
      {
        "document": 787,
        "excerpt": "ne. The item seeks to thwart or destroy creatures of a particular type, such as Constructs, Fiends, or Undead."
      },
      {
        "document": 1219,
        "excerpt": "or you can issue a general command, such as to guard a particular place. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once"
      },
      {
        "document": 1324,
        "excerpt": "must be an observable action, such as someone making a particular offering at the temple of your god, saving your true love, or defeating a specific monster. A Dispel Ma"
      },
      {
        "document": 1340,
        "excerpt": "natively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon. This spell can't locate a"
      },
      {
        "document": 1376,
        "excerpt": "reature appears, it is under no compulsion to behave a particular way. You can ask it to perform a service in exchange for payment, but it isn't obliged to do so. The req"
      },
      {
        "document": 1455,
        "excerpt": "nique sigil sequence - a string of runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two dest"
      },
      {
        "document": 1484,
        "excerpt": "prevent it or to encourage you to craft the wish in a particular way. If your wish would undo the multiverse itself, your wish fails. The stress of casting Wish to prod"
      },
      {
        "document": 1504,
        "excerpt": "This magic ammunition is meant to slay creatures of a particular type, which the GM chooses or determines randomly by rolling on the table below. If a creature of that t"
      },
      {
        "document": 1535,
        "excerpt": "he candle. The portal created by the spell links to a particular Outer Plane chosen by the GM or determined by rolling on the following table."
      },
      {
        "document": 1561,
        "excerpt": "the orb might want many things: the annihilation of a particular society or organization, freedom from the orb, to spread suffering in the world, to advance the worship"
      },
      {
        "document": 1621,
        "excerpt": "tains information and incantations necessary to make a particular type of golem. The GM chooses the type or determines it randomly by rolling on the accompanying table. T"
      },
      {
        "document": 1625,
        "excerpt": "ction to name one creature trapped in it or call out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirror's su"
      },
      {
        "document": 1666,
        "excerpt": "ing this ring, you can take a Magic action to summon a particular Djinni from the Elemental Plane of Air. The djinni appears in an unoccupied space you choose within 120"
      }
    ],
    "particularly": [
      {
        "document": 26,
        "excerpt": "a ruin, or fighting a dragon. In certain situations - particularly combat - the action is more structured, and everyone takes turns."
      },
      {
        "document": 30,
        "excerpt": "reasons. Typically, GMs award it when you do something particularly heroic, in character, or entertaining. It's a reward for making the game more fun for everyone playing."
      },
      {
        "document": 250,
        "excerpt": "our group's characters at a level higher than 1. It is particularly recommended to start at level 3 if your group is composed of seasoned D&D players."
      },
      {
        "document": 733,
        "excerpt": "Creatures that have a CR of 0, particularly ones that are worth 0 XP, should be used sparingly. If you want to include many CR 0 critters in an enco"
      },
      {
        "document": 734,
        "excerpt": "ee stat blocks for a single encounter can be daunting, particularly if the creatures are complex."
      },
      {
        "document": 981,
        "excerpt": "ny religious tradition might choose it. This domain is particularly associated with agricultural deities, gods of healing or endurance, and gods of home and community. Reli"
      },
      {
        "document": 1013,
        "excerpt": "Origin Feat You've trained to deal particularly damaging strikes. Once per turn when you hit a target with a weapon, you can roll the weapon's damage di"
      },
      {
        "document": 1367,
        "excerpt": "ory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modif"
      },
      {
        "document": 1689,
        "excerpt": "stars, located on the robe's upper-front portion, are particularly large. While wearing this robe, you can take a Magic action to remove one of the stars and expend it to"
      }
    ],
    "partly": [
      {
        "document": 264,
        "excerpt": "Your capacity for spellcasting depends partly on your combined levels in all your spellcasting classes and partly on your individual levels in those c"
      }
    ],
    "parts": [
      {
        "document": 90,
        "excerpt": "rs make melee attacks with claws, teeth, or other body parts. A few spells also involve melee attacks."
      },
      {
        "document": 123,
        "excerpt": "e rules, changing the casting time, duration, or other parts of a spell. A magic item may require the user to use their own spellcasting ability when casting a spel"
      },
      {
        "document": 161,
        "excerpt": "n the game. Stat blocks are divided into the following parts: Name and General Details. The name of the monster is followed by its size, creature type (along with a"
      },
      {
        "document": 171,
        "excerpt": "gets that fail the save, while also ignoring all other parts of the effect."
      },
      {
        "document": 172,
        "excerpt": "Parts of a Stat Block"
      },
      {
        "document": 179,
        "excerpt": "Some parts of a stat block have restrictions on the number of times they can be used. Here are the most common ways"
      },
      {
        "document": 284,
        "excerpt": "Parts of a Species"
      },
      {
        "document": 291,
        "excerpt": "Parts of a Background"
      },
      {
        "document": 302,
        "excerpt": "Parts of a Feat"
      },
      {
        "document": 577,
        "excerpt": "that points to other entries in the glossary, to other parts of this document, or both. No Obsolete Terms. The glossary contains definitions of current rules terms"
      },
      {
        "document": 693,
        "excerpt": "as they affect nasal membranes, tear ducts, and other parts of the body. Injury. Injury poison can be applied as a Bonus Action to a weapon, a piece of ammunition,"
      },
      {
        "document": 714,
        "excerpt": "Parts of a Trap"
      },
      {
        "document": 977,
        "excerpt": "reases by 1 whenever you gain another Sorcerer level. Parts of you are also covered by dragon-like scales. While you aren't wearing armor, your base Armor Class equ"
      },
      {
        "document": 1397,
        "excerpt": "all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival - its head, for instance - th"
      },
      {
        "document": 1401,
        "excerpt": "t the start of each of its turns, and any severed body parts regrow after 2 minutes."
      },
      {
        "document": 1406,
        "excerpt": "closes all mortal wounds and restores any missing body parts. Coming back from the dead is an ordeal. The target takes a -4 penalty to D20 Tests. Every time the tar"
      },
      {
        "document": 1408,
        "excerpt": "died of old age, nor does it restore any missing body parts."
      }
    ],
    "party": [
      {
        "document": 67,
        "excerpt": "on the Travel Pace table. The table states how far the party can move in a period of time; if riding horses or other mounts, the group can move twice that distance f"
      },
      {
        "document": 267,
        "excerpt": "at fits no blade you have found 79 An invitation to a party where a murder happened 80 A bronze pentacle with an etching of a rat's head in its center 81 A purple"
      },
      {
        "document": 516,
        "excerpt": "ure is your ally if it is a member of your adventuring party, your friend, on your side in combat, or a creature that the rules or the GM designates as your ally."
      },
      {
        "document": 713,
        "excerpt": "If a party can travel at a high Speed for an extended time, as with a spell such as Wind Walk or a magic item such"
      },
      {
        "document": 727,
        "excerpt": "er generally presents a low-difficulty challenge for a party of four characters whose level equals the monster's Challenge Rating. Moderate Difficulty. Absent heali"
      },
      {
        "document": 728,
        "excerpt": "number in the table by the number of characters in the party to get your XP budget for the encounter. XP Budget per Character"
      },
      {
        "document": 960,
        "excerpt": "Party’s Level"
      }
    ],
    "party's": [
      {
        "document": 713,
        "excerpt": "a magic item such as a Carpet of Flying, translate the party's Speed into travel rates using these rules: Miles per hour = Speed ÷ 10 Miles per day (Normal pace) = M"
      },
      {
        "document": 728,
        "excerpt": "the XP Budget per Character table, cross-reference the party's level with the desired encounter difficulty. Multiply the number in the table by the number of character"
      },
      {
        "document": 736,
        "excerpt": "ounter includes a creature whose CR is higher than the party's level, be aware that such a creature might deal enough damage with a single action to take out one or mo"
      }
    ],
    "pass": [
      {
        "document": 83,
        "excerpt": "During your move, you can pass through the space of an ally, a creature that has the Incapacitated condition (see “Rules Glossary”), a"
      },
      {
        "document": 779,
        "excerpt": "Pass without Trace"
      },
      {
        "document": 831,
        "excerpt": "Pass without Trace"
      },
      {
        "document": 851,
        "excerpt": "Pass without Trace"
      },
      {
        "document": 965,
        "excerpt": "auses you to age more slowly. For every ten years that pass, your body ages only one year."
      },
      {
        "document": 988,
        "excerpt": "| Longstrider | Pass without Trace | Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast"
      },
      {
        "document": 1159,
        "excerpt": "If you move so that an affected creature is forced to pass through the barrier, the spell ends."
      },
      {
        "document": 1162,
        "excerpt": "lid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter."
      },
      {
        "document": 1163,
        "excerpt": "nd other effects that originate from its space or that pass through it. In addition, its space counts as Difficult Terrain for your enemies. Using a Higher-Level S"
      },
      {
        "document": 1234,
        "excerpt": "ou use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing. To discern that you are disguised, a cre"
      },
      {
        "document": 1286,
        "excerpt": "terity, and Constitution saving throws. The target can pass through narrow openings, but it treats liquids as though they were solid surfaces. The target can't tal"
      },
      {
        "document": 1324,
        "excerpt": "s just large enough to contain the target. Nothing can pass into or out of the globe. Chaining. Chains firmly rooted in the ground hold the target in place. The ta"
      },
      {
        "document": 1350,
        "excerpt": "the image reveals it to be an illusion, for things can pass through it. A creature that takes a Study action to examine the image can determine that it is an illusi"
      },
      {
        "document": 1362,
        "excerpt": "e image reveals it to be an illusion, since things can pass through it."
      },
      {
        "document": 1371,
        "excerpt": "Pass without Trace"
      },
      {
        "document": 1388,
        "excerpt": "nd creatures you designate when you cast the spell can pass through and be near the wall without harm. If another creature that can see the wall moves within 20 fee"
      },
      {
        "document": 1389,
        "excerpt": "oosing any of the following properties: - Sound can't pass through the barrier at the edge of the warded area. - The barrier of the warded area appears dark and fo"
      },
      {
        "document": 1391,
        "excerpt": "the image reveals it to be illusory, since things can pass through it. A creature that takes the Study action to examine the image can determine that it is an illu"
      },
      {
        "document": 1392,
        "excerpt": "the image reveals it to be illusory, since things can pass through it. A creature that takes the Study action to examine the image can determine that it is an illu"
      },
      {
        "document": 1404,
        "excerpt": "physical objects, energy, or other spell effects - can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune"
      },
      {
        "document": 1409,
        "excerpt": "er creatures. Attacks, spells, and other effects can't pass into or out of the space, but creatures inside it can see through the portal. Anything inside the space"
      },
      {
        "document": 1417,
        "excerpt": "his spell to add a hat to a creature's outfit, objects pass through the hat. A creature that takes the Study action to examine a target can make an Intelligence (I"
      },
      {
        "document": 1427,
        "excerpt": "s For the duration, no sound can be created within or pass through a 20-foot-radius Sphere centered on a point you choose within range. Any creature or object enti"
      },
      {
        "document": 1428,
        "excerpt": "e image reveals it to be an illusion, since things can pass through it. A creature that takes a Study action to examine the image can determine that it is an illusi"
      },
      {
        "document": 1462,
        "excerpt": "as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5"
      },
      {
        "document": 1473,
        "excerpt": "wall (you choose which side). Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by Dispel Magic. A Disintegrate spel"
      },
      {
        "document": 1479,
        "excerpt": "ation. An affected target must take a Bonus Action to pass from the liquid's surface into the liquid itself and vice versa, but if the target falls into the liquid"
      },
      {
        "document": 1483,
        "excerpt": "ay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and othe"
      },
      {
        "document": 1519,
        "excerpt": "they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can pass through. An enclosed creature can take a"
      },
      {
        "document": 1557,
        "excerpt": "usory creature reveals it to be false, because objects pass through it. A creature that takes a Study action to visually inspect the illusory creature identifies it"
      },
      {
        "document": 1667,
        "excerpt": "errain without disturbing the matter through which you pass. If you end your turn in solid earth or rock, you are shunted out to the nearest unoccupied space you la"
      },
      {
        "document": 1706,
        "excerpt": "ou maintain Concentration, up to 1 minute. Nothing can pass into or out of the Emanation. A creature or object inside the Emanation can't be damaged by attacks or e"
      },
      {
        "document": 1852,
        "excerpt": "ts the spell again), Druidcraft 1/Day Each: Entangle, Pass without Trace"
      },
      {
        "document": 2053,
        "excerpt": "y Each: Calm Emotions, Dispel Evil and Good, Entangle, Pass without Trace, Word of Recall"
      },
      {
        "document": 2056,
        "excerpt": "can enter an enemy's space and stop there. If air can pass through a space, the mist can do so, but it can't pass through liquid. It has Resistance to all damage,"
      }
    ],
    "passage": [
      {
        "document": 1299,
        "excerpt": "scured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you believes it"
      },
      {
        "document": 1356,
        "excerpt": "it are made with Disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use 5 feet of movement to lea"
      },
      {
        "document": 1372,
        "excerpt": "V, S, M (a pinch of sesame seeds) Duration: 1 hour A passage appears at a point that you can see on a wooden, plaster, or stone surface (such as a wall, ceiling, or"
      },
      {
        "document": 1444,
        "excerpt": "a weapon, statue, or coffer, or you could make a small passage through a wall that is 5 feet thick. You could also shape a stone door or its frame to seal the door shu"
      }
    ],
    "passages": [
      {
        "document": 722,
        "excerpt": "dungeon builders incorporate curving turns into nearby passages that allow the stone to keep moving. Detect and Disarm. As a Study action, a creature can examine the s"
      },
      {
        "document": 1644,
        "excerpt": "plane of existence, so it can't be used to create open passages. Any creature inside an open Portable Hole can exit the hole by climbing out of it. You can take a Magi"
      }
    ],
    "passed": [
      {
        "document": 500,
        "excerpt": "“1 minute,” meaning the spell ends after 1 minute has passed. While a time-span spell that you cast is ongoing, you can dismiss it (no action required) if you don’t"
      },
      {
        "document": 1437,
        "excerpt": "ast day, gaining information about creatures that have passed, weather, and other circumstances. You can also turn Difficult Terrain caused by plant growth (such as"
      },
      {
        "document": 1580,
        "excerpt": "can't be used again until a certain amount of time has passed, as specified in the figurine's description. Bronze Griffon (Rare). This bronze statuette is of a griff"
      },
      {
        "document": 1604,
        "excerpt": "use the horn, it can't be used again until 7 days have passed. Four types of Horn of Valhalla are known to exist, each made of a different metal. The horn's type det"
      },
      {
        "document": 1697,
        "excerpt": ", this property can't be used again until 10 days have passed."
      },
      {
        "document": 1760,
        "excerpt": "sture is applied to its skin before those minutes have passed. Probing Telepathy. If a creature the aboleth can see communicates telepathically with the aboleth, the"
      },
      {
        "document": 1884,
        "excerpt": "as been used, it can't be used again until 7 days have passed. Ivory Goats (Rare). These ivory statuettes of goats are always created in sets of three. Each goat loo"
      }
    ],
    "passenger": [
      {
        "document": 362,
        "excerpt": "commodations can carry one-fifth as many passengers. A passenger usually pays 5 SP per day for a hammock, but prices can vary from ship to ship. A small private cabin us"
      }
    ],
    "passengers": [
      {
        "document": 362,
        "excerpt": "Passengers"
      },
      {
        "document": 922,
        "excerpt": "Passengers"
      }
    ],
    "passes": [
      {
        "document": 1388,
        "excerpt": "ith a different color. When a creature reaches into or passes through the wall, it does so one layer at a time through all the layers. Each layer forces the creature"
      },
      {
        "document": 1458,
        "excerpt": "op the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as"
      },
      {
        "document": 1479,
        "excerpt": "a, but if the target falls into the liquid, the target passes through the surface into the liquid below."
      },
      {
        "document": 1697,
        "excerpt": ". Also, creatures don't age while there, although time passes normally. Visitors can remain there for up to 200 days divided by the number of creatures present (round"
      },
      {
        "document": 1711,
        "excerpt": "surrounding it. The sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an Artifact is suscep"
      }
    ],
    "passing": [
      {
        "document": 1159,
        "excerpt": "events creatures other than Constructs and Undead from passing or reaching through it. An affected creature can cast spells or make attacks with Ranged or Reach weapo"
      },
      {
        "document": 1282,
        "excerpt": "creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area. When you cast the spell, any creatur"
      },
      {
        "document": 1459,
        "excerpt": "reely. All other creatures and objects are barred from passing through it. Spells of level 3 or lower can't be cast through it, and the effects of such spells can't ex"
      },
      {
        "document": 1474,
        "excerpt": "s when it appears increases by 2d6 and the damage from passing through the sheet of frigid air increases by 1d6 for each spell slot level above 6."
      },
      {
        "document": 1560,
        "excerpt": "ane of existence. They don't prevent the creature from passing through an interdimensional portal. You and any creature you designate when you use the shackles can ta"
      },
      {
        "document": 1686,
        "excerpt": "radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood"
      }
    ],
    "passive": [
      {
        "document": 162,
        "excerpt": "The Senses entry specifies a monster's Passive Perception score, as well as any special senses the monster possesses. Passive Perception and special se"
      },
      {
        "document": 240,
        "excerpt": "ient in, which is just the relevant ability modifier. Passive Perception. Sometimes your GM will determine whether your character notices something without asking you"
      },
      {
        "document": 241,
        "excerpt": "Passive Perception = 10 + Wisdom (Perception) check modifier"
      },
      {
        "document": 527,
        "excerpt": "Passive Perception"
      },
      {
        "document": 554,
        "excerpt": "monster's special senses, such as Darkvision, and its Passive Perception. See also \"Passive Perception.\" Languages. This entry lists any languages the monster knows."
      },
      {
        "document": 1158,
        "excerpt": "ghtened, Paralyzed, Poisoned Senses Blindsight 30 ft.; Passive Perception 6 Languages Understands the languages you know CR None (XP 0; PB equals your Proficiency Bonu"
      },
      {
        "document": 1255,
        "excerpt": "et has a -10 penalty to Wisdom (Perception) checks and Passive Perception until the spell ends."
      },
      {
        "document": 1266,
        "excerpt": "| Save: +2 | Save: -2 | Save: +1 | Save: -1 | Senses Passive Perception 11 Languages Telepathy 1 mile (works only with you) CR None (XP 0; PB equals your Proficiency"
      },
      {
        "document": 1290,
        "excerpt": "-3 | Save: +2 | Save: -4 | Senses Darkvision 60 ft.; Passive Perception 12 Languages Understands the languages you know CR None (XP 0; PB equals your Proficiency Bon"
      },
      {
        "document": 1448,
        "excerpt": "Poisoned Senses Blindsight 30 ft., Darkvision 60 ft.; Passive Perception 12 Languages Draconic, understands the languages you know CR None (XP 0; PB equals your Profi"
      },
      {
        "document": 1760,
        "excerpt": "Darkvision 120 ft.; Passive Perception 20"
      },
      {
        "document": 1761,
        "excerpt": "Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 21"
      },
      {
        "document": 1762,
        "excerpt": "Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 22"
      },
      {
        "document": 1763,
        "excerpt": "Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 21"
      },
      {
        "document": 1764,
        "excerpt": "Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 22"
      },
      {
        "document": 1765,
        "excerpt": "Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 22"
      },
      {
        "document": 1766,
        "excerpt": "Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 24"
      },
      {
        "document": 1767,
        "excerpt": "Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 22"
      },
      {
        "document": 1768,
        "excerpt": "Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 23"
      },
      {
        "document": 1769,
        "excerpt": "Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 21"
      },
      {
        "document": 1770,
        "excerpt": "Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 21"
      },
      {
        "document": 1771,
        "excerpt": "Darkvision 60 ft.; Passive Perception 10"
      },
      {
        "document": 1772,
        "excerpt": "Passive Perception 15"
      },
      {
        "document": 1773,
        "excerpt": "Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 26"
      },
      {
        "document": 1774,
        "excerpt": "Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 27"
      },
      {
        "document": 1775,
        "excerpt": "Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 24"
      },
      {
        "document": 1776,
        "excerpt": "ghtning Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 27 Languages Common, Draconic CR 22 (XP 41,000, or 50,000 in lair; PB +7) Traits Amphibiou"
      },
      {
        "document": 1777,
        "excerpt": "es Acid Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 27 Languages Common, Draconic CR 21 (XP 33,000, or 41,000 in lair; PB +7) Traits Legendary"
      },
      {
        "document": 1778,
        "excerpt": "Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 27"
      },
      {
        "document": 1779,
        "excerpt": "Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 27"
      },
      {
        "document": 1780,
        "excerpt": "Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 26"
      },
      {
        "document": 1781,
        "excerpt": "Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 26"
      },
      {
        "document": 1782,
        "excerpt": "es Cold Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 23 Languages Common, Draconic CR 20 (XP 25,000, or 33,000 in lair; PB +6) Traits Ice Walk."
      },
      {
        "document": 1783,
        "excerpt": "Blindsight 60 ft.; Passive Perception 6"
      },
      {
        "document": 1784,
        "excerpt": "Blindsight 60 ft.; Passive Perception 7"
      },
      {
        "document": 1785,
        "excerpt": "Blindsight 60 ft.; Passive Perception 6"
      },
      {
        "document": 1786,
        "excerpt": "10 ft. Senses Darkvision 60 ft., Tremorsense 60 ft.; Passive Perception 11 Languages None CR 2 (XP 450; PB +2) Traits Tunneler. The ankheg can burrow through soli"
      },
      {
        "document": 1787,
        "excerpt": "Passive Perception 11"
      },
      {
        "document": 1788,
        "excerpt": "Passive Perception 13"
      },
      {
        "document": 1789,
        "excerpt": "Passive Perception 12"
      },
      {
        "document": 1790,
        "excerpt": "Passive Perception 16"
      },
      {
        "document": 1791,
        "excerpt": "Passive Perception 16"
      },
      {
        "document": 1792,
        "excerpt": "Truesight 60 ft., Passive Perception 13"
      },
      {
        "document": 1793,
        "excerpt": "Passive Perception 10"
      },
      {
        "document": 1794,
        "excerpt": "Passive Perception 10"
      },
      {
        "document": 1795,
        "excerpt": "Passive Perception 10"
      },
      {
        "document": 1796,
        "excerpt": "Passive Perception 11"
      },
      {
        "document": 1797,
        "excerpt": "Passive Perception 11"
      },
      {
        "document": 1798,
        "excerpt": "Darkvision 30 ft.; Passive Perception 13"
      },
      {
        "document": 1799,
        "excerpt": "Truesight 120 ft.; Passive Perception 19"
      },
      {
        "document": 1800,
        "excerpt": "Passive Perception 10"
      },
      {
        "document": 1801,
        "excerpt": "Passive Perception 10"
      },
      {
        "document": 1802,
        "excerpt": "s Darkvision 120 ft. (unimpeded by magical Darkness); Passive Perception 18 Languages Infernal; telepathy 120 ft. CR 5 (XP 1,800; PB +3) Traits Barbed Hide. At the"
      },
      {
        "document": 1803,
        "excerpt": "Darkvision 60 ft.; Passive Perception 9"
      },
      {
        "document": 1804,
        "excerpt": "Blindsight 60 ft.; Passive Perception 11"
      },
      {
        "document": 1805,
        "excerpt": "Darkvision 120 ft. (unimpeded by magical Darkness); Passive Perception 10"
      },
      {
        "document": 1806,
        "excerpt": "Darkvision 90 ft.; Passive Perception 16"
      },
      {
        "document": 1807,
        "excerpt": "Passive Perception 10"
      },
      {
        "document": 1808,
        "excerpt": "Darkvision 60 ft.; Passive Perception 15"
      },
      {
        "document": 1809,
        "excerpt": "ies Acid Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14 Languages Draconic CR 2 (XP 450; PB +2) Traits Amphibious. The dragon can breathe air a"
      },
      {
        "document": 1810,
        "excerpt": "Blindsight 60 ft.; Passive Perception 8"
      },
      {
        "document": 1811,
        "excerpt": "Darkvision 60 ft.; Passive Perception 15"
      },
      {
        "document": 1812,
        "excerpt": "Passive Perception 16"
      },
      {
        "document": 1813,
        "excerpt": "Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14"
      },
      {
        "document": 1814,
        "excerpt": "Passive Perception 9"
      },
      {
        "document": 1815,
        "excerpt": "Darkvision 120 ft. (unimpeded by magical Darkness); Passive Perception 12"
      },
      {
        "document": 1816,
        "excerpt": "Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14"
      },
      {
        "document": 1817,
        "excerpt": "Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14"
      },
      {
        "document": 1818,
        "excerpt": "Darkvision 60 ft.; Passive Perception 13"
      },
      {
        "document": 1819,
        "excerpt": "Darkvision 60 ft.; Passive Perception 11"
      },
      {
        "document": 1820,
        "excerpt": "Darkvision 60 ft.; Passive Perception 10"
      },
      {
        "document": 1821,
        "excerpt": "Darkvision 60 ft., Tremorsense 120 ft.; Passive Perception 16"
      },
      {
        "document": 1822,
        "excerpt": "Darkvision 60 ft.; Passive Perception 10"
      },
      {
        "document": 1823,
        "excerpt": "Darkvision 60 ft.; Passive Perception 13"
      },
      {
        "document": 1824,
        "excerpt": "Passive Perception 13"
      },
      {
        "document": 1825,
        "excerpt": "s Darkvision 120 ft. (unimpeded by magical Darkness); Passive Perception 11 Languages Infernal; telepathy 120 ft. CR 8 (XP 3,900; PB +3) Traits Diabolical Restorat"
      },
      {
        "document": 1826,
        "excerpt": "Darkvision 60 ft.; Passive Perception 18"
      },
      {
        "document": 1827,
        "excerpt": "Darkvision 60 ft.; Passive Perception 14"
      },
      {
        "document": 1828,
        "excerpt": "Darkvision 60 ft.; Passive Perception 9"
      },
      {
        "document": 1829,
        "excerpt": "Darkvision 120 ft.; Passive Perception 12"
      },
      {
        "document": 1830,
        "excerpt": "Passive Perception 21"
      },
      {
        "document": 1831,
        "excerpt": "Darkvision 60 ft.; Passive Perception 11"
      },
      {
        "document": 1832,
        "excerpt": "Passive Perception 10"
      },
      {
        "document": 1833,
        "excerpt": "Blindsight 10 ft.; Passive Perception 12"
      },
      {
        "document": 1834,
        "excerpt": "Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14"
      },
      {
        "document": 1835,
        "excerpt": "Truesight 120 ft.; Passive Perception 15"
      },
      {
        "document": 1836,
        "excerpt": "Blindsight 30 ft.; Passive Perception 9"
      },
      {
        "document": 1837,
        "excerpt": "Passive Perception 10"
      },
      {
        "document": 1838,
        "excerpt": "Passive Perception 12"
      },
      {
        "document": 1839,
        "excerpt": "Passive Perception 10"
      },
      {
        "document": 1840,
        "excerpt": "Blindsight 60 ft.; Passive Perception 10"
      },
      {
        "document": 1841,
        "excerpt": "Darkvision 120 ft.; Passive Perception 15"
      },
      {
        "document": 1842,
        "excerpt": "Darkvision 60 ft.; Passive Perception 14"
      },
      {
        "document": 1843,
        "excerpt": "Darkvision 120 ft.; Passive Perception 19"
      },
      {
        "document": 1844,
        "excerpt": "Darkvision 60 ft.; Passive Perception 15"
      },
      {
        "document": 1845,
        "excerpt": "Darkvision 120 ft.; Passive Perception 13"
      },
      {
        "document": 1846,
        "excerpt": "Darkvision 60 ft.; Passive Perception 11"
      },
      {
        "document": 1847,
        "excerpt": "Passive Perception 10"
      },
      {
        "document": 1848,
        "excerpt": "Darkvision 120 ft.; Passive Perception 11"
      },
      {
        "document": 1849,
        "excerpt": "Darkvision 60 ft.; Passive Perception 9"
      },
      {
        "document": 1850,
        "excerpt": "Darkvision 120 ft.; Passive Perception 16"
      },
      {
        "document": 1851,
        "excerpt": "Passive Perception 15"
      },
      {
        "document": 1852,
        "excerpt": "Darkvision 60 ft.; Passive Perception 14"
      },
      {
        "document": 1853,
        "excerpt": "Darkvision 60 ft.; Passive Perception 12"
      },
      {
        "document": 1854,
        "excerpt": "Passive Perception 16"
      },
      {
        "document": 1855,
        "excerpt": "Darkvision 60 ft., Tremorsense 60 ft.; Passive Perception 10"
      },
      {
        "document": 1856,
        "excerpt": "Darkvision 120 ft.; Passive Perception 12"
      },
      {
        "document": 1857,
        "excerpt": "Passive Perception 10"
      },
      {
        "document": 1858,
        "excerpt": "Darkvision 60 ft.; Passive Perception 12"
      },
      {
        "document": 1859,
        "excerpt": "Truesight 120 ft.; Passive Perception 16"
      },
      {
        "document": 1860,
        "excerpt": "Darkvision 60 ft.; Passive Perception 13"
      },
      {
        "document": 1861,
        "excerpt": "Darkvision 60 ft.; Passive Perception 14"
      },
      {
        "document": 1862,
        "excerpt": "Darkvision 60 ft.; Passive Perception 10"
      },
      {
        "document": 1863,
        "excerpt": "Passive Perception 16"
      },
      {
        "document": 1864,
        "excerpt": "Darkvision 60 ft.; Passive Perception 10"
      },
      {
        "document": 1865,
        "excerpt": "Blindsight 10 ft.; Passive Perception 11"
      },
      {
        "document": 1866,
        "excerpt": "Darkvision 30 ft.; Passive Perception 11"
      },
      {
        "document": 1867,
        "excerpt": "Passive Perception 13"
      },
      {
        "document": 1868,
        "excerpt": "Darkvision 60 ft.; Passive Perception 10"
      },
      {
        "document": 1869,
        "excerpt": "Blindsight 60 ft.; Passive Perception 8"
      },
      {
        "document": 1870,
        "excerpt": "Darkvision 60 ft.; Passive Perception 10"
      },
      {
        "document": 1871,
        "excerpt": "Darkvision 60 ft.; Passive Perception 11"
      },
      {
        "document": 1872,
        "excerpt": "Darkvision 60 ft.; Passive Perception 10"
      },
      {
        "document": 1873,
        "excerpt": "Passive Perception 14"
      },
      {
        "document": 1874,
        "excerpt": "Darkvision 60 ft.; Passive Perception 13"
      },
      {
        "document": 1875,
        "excerpt": "Blindsight 120 ft.; Passive Perception 11"
      },
      {
        "document": 1876,
        "excerpt": "Passive Perception 8"
      },
      {
        "document": 1877,
        "excerpt": "Blindsight 30 ft.; Passive Perception 8"
      },
      {
        "document": 1878,
        "excerpt": "Blindsight 10 ft.; Passive Perception 12"
      },
      {
        "document": 1879,
        "excerpt": "Blindsight 30 ft.; Passive Perception 9"
      },
      {
        "document": 1880,
        "excerpt": "Passive Perception 10"
      },
      {
        "document": 1881,
        "excerpt": "Passive Perception 16"
      },
      {
        "document": 1882,
        "excerpt": "Darkvision 90 ft.; Passive Perception 14"
      },
      {
        "document": 1883,
        "excerpt": "Blindsight 30 ft.; Passive Perception 8"
      },
      {
        "document": 1884,
        "excerpt": "Darkvision 60 ft., Passive Perception 10"
      },
      {
        "document": 1885,
        "excerpt": "Darkvision 30 ft.; Passive Perception 12"
      },
      {
        "document": 1886,
        "excerpt": "Darkvision 60 ft.; Passive Perception 13"
      },
      {
        "document": 1887,
        "excerpt": "Darkvision 60 ft.; Passive Perception 13"
      },
      {
        "document": 1888,
        "excerpt": "Darkvision 60 ft.; Passive Perception 10"
      },
      {
        "document": 1889,
        "excerpt": "Darkvision 60 ft.; Passive Perception 14"
      },
      {
        "document": 1890,
        "excerpt": "Darkvision 120 ft.; Passive Perception 16"
      },
      {
        "document": 1891,
        "excerpt": "Darkvision 60 ft.; Passive Perception 12"
      },
      {
        "document": 1892,
        "excerpt": "Blindsight 60 ft.; Passive Perception 9"
      },
      {
        "document": 1893,
        "excerpt": "Passive Perception 11"
      },
      {
        "document": 1894,
        "excerpt": "Blindsight 60 ft.; Passive Perception 13"
      },
      {
        "document": 1895,
        "excerpt": "Darkvision 60 ft.; Passive Perception 14"
      },
      {
        "document": 1896,
        "excerpt": "Darkvision 60 ft.; Passive Perception 10"
      },
      {
        "document": 1897,
        "excerpt": "Blindsight 10 ft.; Passive Perception 12"
      },
      {
        "document": 1898,
        "excerpt": "Darkvision 60 ft.; Passive Perception 13"
      },
      {
        "document": 1899,
        "excerpt": "Passive Perception 10"
      },
      {
        "document": 1900,
        "excerpt": "Darkvision 60 ft.; Passive Perception 13"
      },
      {
        "document": 1901,
        "excerpt": "ealth +7 Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 13 Languages None CR 1/4 (XP 50; PB +2) Traits Spider Climb. The spider can climb difficul"
      },
      {
        "document": 1902,
        "excerpt": "Darkvision 60 ft.; Passive Perception 10"
      },
      {
        "document": 1903,
        "excerpt": "Truesight 120 ft.; Passive Perception 17"
      },
      {
        "document": 1904,
        "excerpt": "Passive Perception 11"
      },
      {
        "document": 1905,
        "excerpt": "Darkvision 60 ft.; Passive Perception 10"
      },
      {
        "document": 1906,
        "excerpt": "Darkvision 60 ft.; Passive Perception 12"
      },
      {
        "document": 1907,
        "excerpt": "Darkvision 60 ft.; Passive Perception 9"
      },
      {
        "document": 1908,
        "excerpt": "Darkvision 60 ft.; Passive Perception 9"
      },
      {
        "document": 1909,
        "excerpt": "Darkvision 60 ft.; Passive Perception 9"
      },
      {
        "document": 1910,
        "excerpt": "Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14"
      },
      {
        "document": 1911,
        "excerpt": "Darkvision 60 ft.; Passive Perception 17"
      },
      {
        "document": 1912,
        "excerpt": "Blindsight 60 ft.; Passive Perception 8"
      },
      {
        "document": 1913,
        "excerpt": "Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14"
      },
      {
        "document": 1914,
        "excerpt": "Darkvision 60 ft.; Passive Perception 14"
      },
      {
        "document": 1915,
        "excerpt": "Darkvision 60 ft.; Passive Perception 12"
      },
      {
        "document": 1916,
        "excerpt": "Darkvision 60 ft.; Passive Perception 15"
      },
      {
        "document": 1917,
        "excerpt": "Blindsight 30 ft.; Passive Perception 13"
      },
      {
        "document": 1918,
        "excerpt": "Passive Perception 14"
      },
      {
        "document": 1919,
        "excerpt": "Passive Perception 12"
      },
      {
        "document": 1920,
        "excerpt": "Darkvision 60 ft.; Passive Perception 14"
      },
      {
        "document": 1921,
        "excerpt": "Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 15"
      },
      {
        "document": 1922,
        "excerpt": "Passive Perception 10"
      },
      {
        "document": 1923,
        "excerpt": "Passive Perception 16"
      },
      {
        "document": 1924,
        "excerpt": "Darkvision 60 ft.; Passive Perception 15"
      },
      {
        "document": 1925,
        "excerpt": "Darkvision 120 ft.; Passive Perception 11"
      },
      {
        "document": 1926,
        "excerpt": "Passive Perception 12"
      },
      {
        "document": 1927,
        "excerpt": "Passive Perception 15"
      },
      {
        "document": 1928,
        "excerpt": "Passive Perception 13"
      },
      {
        "document": 1929,
        "excerpt": "Darkvision 60 ft.; Passive Perception 10"
      },
      {
        "document": 1930,
        "excerpt": "Darkvision 60 ft.; Passive Perception 10"
      },
      {
        "document": 1931,
        "excerpt": "Darkvision 60 ft.; Passive Perception 10"
      },
      {
        "document": 1932,
        "excerpt": "Darkvision 150 ft. (unimpeded by magical Darkness); Passive Perception 13"
      },
      {
        "document": 1933,
        "excerpt": "Blindsight 60 ft.; Passive Perception 12"
      },
      {
        "document": 1934,
        "excerpt": "Darkvision 60 ft.; Passive Perception 16"
      },
      {
        "document": 1935,
        "excerpt": "Darkvision 60 ft.; Passive Perception 13"
      },
      {
        "document": 1936,
        "excerpt": "Blindsight 120 ft.; Passive Perception 17"
      },
      {
        "document": 1937,
        "excerpt": "Darkvision 60 ft.; Passive Perception 12"
      },
      {
        "document": 1938,
        "excerpt": "Darkvision 120 ft. (unimpeded by magical Darkness); Passive Perception 11"
      },
      {
        "document": 1939,
        "excerpt": "Darkvision 60 ft.; Passive Perception 15"
      },
      {
        "document": 1940,
        "excerpt": "Darkvision 60 ft.; Passive Perception 18"
      },
      {
        "document": 1941,
        "excerpt": "Darkvision 120 ft.; Passive Perception 10"
      },
      {
        "document": 1942,
        "excerpt": "Darkvision 90 ft.; Passive Perception 15"
      },
      {
        "document": 1943,
        "excerpt": "Blindsight 120 ft.; Passive Perception 13"
      },
      {
        "document": 1944,
        "excerpt": "Passive Perception 10"
      },
      {
        "document": 1945,
        "excerpt": "Darkvision 60 ft.; Passive Perception 8"
      },
      {
        "document": 1946,
        "excerpt": "Truesight 120 ft.; Passive Perception 21"
      },
      {
        "document": 1947,
        "excerpt": "Darkvision 60 ft.; Passive Perception 12"
      },
      {
        "document": 1948,
        "excerpt": "Darkvision 120 ft. (unimpeded by magical Darkness); Passive Perception 10"
      },
      {
        "document": 1949,
        "excerpt": "Truesight 120 ft.; Passive Perception 19"
      },
      {
        "document": 1950,
        "excerpt": "Darkvision 60 ft.; Passive Perception 13"
      },
      {
        "document": 1951,
        "excerpt": "Darkvision 30 ft.; Passive Perception 9"
      },
      {
        "document": 1952,
        "excerpt": "Passive Perception 14"
      },
      {
        "document": 1953,
        "excerpt": "Darkvision 60 ft.; Passive Perception 10"
      },
      {
        "document": 1954,
        "excerpt": "Darkvision 60 ft.; Passive Perception 10"
      },
      {
        "document": 1955,
        "excerpt": "Passive Perception 10"
      },
      {
        "document": 1956,
        "excerpt": "Darkvision 60 ft.; Passive Perception 11"
      },
      {
        "document": 1957,
        "excerpt": "Truesight 120 ft.; Passive Perception 18"
      },
      {
        "document": 1958,
        "excerpt": "Darkvision 60 ft.; Passive Perception 15"
      },
      {
        "document": 1959,
        "excerpt": "Darkvision 150 ft.; Passive Perception 14"
      },
      {
        "document": 1960,
        "excerpt": "Passive Perception 12"
      },
      {
        "document": 1961,
        "excerpt": "Darkvision 60 ft.; Passive Perception 10"
      },
      {
        "document": 1962,
        "excerpt": "Darkvision 60 ft.; Passive Perception 11"
      },
      {
        "document": 1963,
        "excerpt": "Darkvision 60 ft.; Passive Perception 17"
      },
      {
        "document": 1964,
        "excerpt": "Darkvision 60 ft.; Passive Perception 9"
      },
      {
        "document": 1965,
        "excerpt": "Passive Perception 10"
      },
      {
        "document": 1966,
        "excerpt": "Truesight 60 ft.; Passive Perception 19"
      },
      {
        "document": 1967,
        "excerpt": "Darkvision 60 ft.; Passive Perception 11"
      },
      {
        "document": 1968,
        "excerpt": "Truesight 120 ft.; Passive Perception 11"
      },
      {
        "document": 1969,
        "excerpt": "Darkvision 120 ft.; Passive Perception 15"
      },
      {
        "document": 1970,
        "excerpt": "Passive Perception 11"
      },
      {
        "document": 1971,
        "excerpt": "Passive Perception 12"
      },
      {
        "document": 1972,
        "excerpt": "Blindsight 60 ft.; Passive Perception 8"
      },
      {
        "document": 1973,
        "excerpt": "Darkvision 30 ft.; Passive Perception 12"
      },
      {
        "document": 1974,
        "excerpt": "Darkvision 60 ft.; Passive Perception 8"
      },
      {
        "document": 1975,
        "excerpt": "Darkvision 60 ft.; Passive Perception 8"
      },
      {
        "document": 1976,
        "excerpt": "Darkvision 60 ft.; Passive Perception 14"
      },
      {
        "document": 1977,
        "excerpt": "Darkvision 120 ft.; Passive Perception 11"
      },
      {
        "document": 1978,
        "excerpt": "Darkvision 120 ft.; Passive Perception 15"
      },
      {
        "document": 1979,
        "excerpt": "Darkvision 60 ft.; Passive Perception 15"
      },
      {
        "document": 1980,
        "excerpt": "Darkvision 60 ft.; Passive Perception 14"
      },
      {
        "document": 1981,
        "excerpt": "Passive Perception 16"
      },
      {
        "document": 1982,
        "excerpt": "Darkvision 60 ft.; Passive Perception 10"
      },
      {
        "document": 1983,
        "excerpt": "Darkvision 60 ft.; Passive Perception 8"
      },
      {
        "document": 1984,
        "excerpt": "Passive Perception 15"
      },
      {
        "document": 1985,
        "excerpt": "Passive Perception 11"
      },
      {
        "document": 1986,
        "excerpt": "Truesight 120 ft.; Passive Perception 20"
      },
      {
        "document": 1987,
        "excerpt": "Truesight 120 ft.; Passive Perception 21"
      },
      {
        "document": 1988,
        "excerpt": "Passive Perception 13"
      },
      {
        "document": 1989,
        "excerpt": "Darkvision 60 ft.; Passive Perception 15"
      },
      {
        "document": 1990,
        "excerpt": "Passive Perception 10"
      },
      {
        "document": 1991,
        "excerpt": "Passive Perception 12"
      },
      {
        "document": 1992,
        "excerpt": "Passive Perception 15"
      },
      {
        "document": 1993,
        "excerpt": "Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 15"
      },
      {
        "document": 1994,
        "excerpt": "Passive Perception 11"
      },
      {
        "document": 1995,
        "excerpt": "Blindsight 30 ft., Tremorsense 60 ft.; Passive Perception 9"
      },
      {
        "document": 1996,
        "excerpt": "Darkvision 120 ft.; Passive Perception 10"
      },
      {
        "document": 1997,
        "excerpt": "Truesight 60 ft.; Passive Perception 18"
      },
      {
        "document": 1998,
        "excerpt": "Darkvision 30 ft.; Passive Perception 12"
      },
      {
        "document": 1999,
        "excerpt": "Passive Perception 13"
      },
      {
        "document": 2000,
        "excerpt": "Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14"
      },
      {
        "document": 2001,
        "excerpt": "Blindsight 30 ft.; Passive Perception 12"
      },
      {
        "document": 2002,
        "excerpt": "Darkvision 60 ft., Tremorsense 60 ft.; Passive Perception 10"
      },
      {
        "document": 2003,
        "excerpt": "Passive Perception 11"
      },
      {
        "document": 2004,
        "excerpt": "Passive Perception 10"
      },
      {
        "document": 2005,
        "excerpt": "Passive Perception 18"
      },
      {
        "document": 2006,
        "excerpt": "Darkvision 60 ft.; Passive Perception 16"
      },
      {
        "document": 2007,
        "excerpt": "Darkvision 60 ft.; Passive Perception 11"
      },
      {
        "document": 2008,
        "excerpt": "Darkvision 60 ft.; Passive Perception 15"
      },
      {
        "document": 2009,
        "excerpt": "Darkvision 120 ft.; Passive Perception 15"
      },
      {
        "document": 2010,
        "excerpt": "Darkvision 60 ft.; Passive Perception 10"
      },
      {
        "document": 2011,
        "excerpt": "Passive Perception 12"
      },
      {
        "document": 2012,
        "excerpt": "Blindsight 10 ft.; Passive Perception 9"
      },
      {
        "document": 2013,
        "excerpt": "Passive Perception 15"
      },
      {
        "document": 2014,
        "excerpt": "Darkvision 60 ft.; Passive Perception 11"
      },
      {
        "document": 2015,
        "excerpt": "Passive Perception 12"
      },
      {
        "document": 2016,
        "excerpt": "Darkvision 60 ft.; Passive Perception 10"
      },
      {
        "document": 2017,
        "excerpt": "Blindsight 60 ft.; Passive Perception 10"
      },
      {
        "document": 2018,
        "excerpt": "Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 10"
      },
      {
        "document": 2019,
        "excerpt": "Blindsight 30 ft.; Passive Perception 6"
      },
      {
        "document": 2020,
        "excerpt": "Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14"
      },
      {
        "document": 2021,
        "excerpt": "Darkvision 60 ft.; Passive Perception 9"
      },
      {
        "document": 2022,
        "excerpt": "Truesight 120 ft.; Passive Perception 24"
      },
      {
        "document": 2023,
        "excerpt": "Darkvision 60 ft.; Passive Perception 10"
      },
      {
        "document": 2024,
        "excerpt": "Truesight 120 ft.; Passive Perception 18"
      },
      {
        "document": 2025,
        "excerpt": "Truesight 120 ft.; Passive Perception 22"
      },
      {
        "document": 2026,
        "excerpt": "Darkvision 60 ft.; Passive Perception 11"
      },
      {
        "document": 2027,
        "excerpt": "Darkvision 30 ft.; Passive Perception 10"
      },
      {
        "document": 2028,
        "excerpt": "Darkvision 60 ft.; Passive Perception 12"
      },
      {
        "document": 2029,
        "excerpt": "Passive Perception 13"
      },
      {
        "document": 2030,
        "excerpt": "Passive Perception 16"
      },
      {
        "document": 2031,
        "excerpt": "Darkvision 60 ft.; Passive Perception 10"
      },
      {
        "document": 2032,
        "excerpt": "Darkvision 60 ft.; Passive Perception 9"
      },
      {
        "document": 2033,
        "excerpt": "Darkvision 60 ft.; Passive Perception 14"
      },
      {
        "document": 2034,
        "excerpt": "Darkvision 120 ft.; Passive Perception 10"
      },
      {
        "document": 2035,
        "excerpt": "Darkvision 120 ft., Truesight 30 ft.; Passive Perception 20"
      },
      {
        "document": 2036,
        "excerpt": "Darkvision 60 ft.; Passive Perception 15"
      },
      {
        "document": 2037,
        "excerpt": "Blindsight 60 ft.; Passive Perception 11"
      },
      {
        "document": 2038,
        "excerpt": "Blindsight 30 ft.; Passive Perception 10"
      },
      {
        "document": 2039,
        "excerpt": "Blindsight 30 ft.; Passive Perception 8"
      },
      {
        "document": 2040,
        "excerpt": "Darkvision 60 ft.; Passive Perception 8"
      },
      {
        "document": 2041,
        "excerpt": "Darkvision 30 ft.; Passive Perception 10"
      },
      {
        "document": 2042,
        "excerpt": "Passive Perception 15"
      },
      {
        "document": 2043,
        "excerpt": "Blindsight 10 ft.; Passive Perception 10"
      },
      {
        "document": 2044,
        "excerpt": "Blindsight 120 ft.; Passive Perception 19"
      },
      {
        "document": 2045,
        "excerpt": "Darkvision 60 ft.; Passive Perception 13"
      },
      {
        "document": 2046,
        "excerpt": "Passive Perception 10"
      },
      {
        "document": 2047,
        "excerpt": "Passive Perception 10"
      },
      {
        "document": 2048,
        "excerpt": "Passive Perception 13"
      },
      {
        "document": 2049,
        "excerpt": "Passive Perception 10"
      },
      {
        "document": 2050,
        "excerpt": "Darkvision 60 ft.; Passive Perception 9"
      },
      {
        "document": 2051,
        "excerpt": "Darkvision 60 ft.; Passive Perception 15"
      },
      {
        "document": 2052,
        "excerpt": "Passive Perception 14"
      },
      {
        "document": 2053,
        "excerpt": "Darkvision 60 ft.; Passive Perception 13"
      },
      {
        "document": 2054,
        "excerpt": "Darkvision 60 ft.; Passive Perception 14"
      },
      {
        "document": 2055,
        "excerpt": "Darkvision 60 ft.; Passive Perception 13"
      },
      {
        "document": 2056,
        "excerpt": "Darkvision 120 ft.; Passive Perception 17"
      },
      {
        "document": 2057,
        "excerpt": "Blindsight 10 ft.; Passive Perception 10"
      },
      {
        "document": 2058,
        "excerpt": "Blindsight 30 ft.; Passive Perception 6"
      },
      {
        "document": 2059,
        "excerpt": "Darkvision 120 ft.; Passive Perception 11"
      },
      {
        "document": 2060,
        "excerpt": "Passive Perception 13"
      },
      {
        "document": 2061,
        "excerpt": "Darkvision 60 ft.; Passive Perception 9"
      },
      {
        "document": 2062,
        "excerpt": "Passive Perception 11"
      },
      {
        "document": 2063,
        "excerpt": "Passive Perception 10"
      },
      {
        "document": 2064,
        "excerpt": "Passive Perception 12"
      },
      {
        "document": 2065,
        "excerpt": "Darkvision 60 ft.; Passive Perception 10"
      },
      {
        "document": 2066,
        "excerpt": "Darkvision 60 ft.; Passive Perception 13"
      },
      {
        "document": 2067,
        "excerpt": "Darkvision 60 ft.; Passive Perception 17"
      },
      {
        "document": 2068,
        "excerpt": "Passive Perception 12"
      },
      {
        "document": 2069,
        "excerpt": "Darkvision 60 ft.; Passive Perception 14"
      },
      {
        "document": 2070,
        "excerpt": "Darkvision 60 ft.; Passive Perception 15"
      },
      {
        "document": 2071,
        "excerpt": "Darkvision 60 ft.; Passive Perception 14"
      },
      {
        "document": 2072,
        "excerpt": "ies Cold Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14 Languages Draconic CR 2 (XP 450; PB +2) Traits Ice Walk. The dragon can move across and"
      },
      {
        "document": 2073,
        "excerpt": "Darkvision 60 ft.; Passive Perception 13"
      },
      {
        "document": 2074,
        "excerpt": "Darkvision 120 ft.; Passive Perception 12"
      },
      {
        "document": 2075,
        "excerpt": "Passive Perception 15"
      },
      {
        "document": 2076,
        "excerpt": "Darkvision 60 ft.; Passive Perception 15"
      },
      {
        "document": 2077,
        "excerpt": "Darkvision 60 ft.; Passive Perception 14"
      },
      {
        "document": 2078,
        "excerpt": "Darkvision 60 ft.; Passive Perception 12"
      },
      {
        "document": 2079,
        "excerpt": "Darkvision 120 ft.; Passive Perception 14"
      },
      {
        "document": 2080,
        "excerpt": "Darkvision 60 ft., Tremorsense 60 ft.; Passive Perception 16"
      },
      {
        "document": 2081,
        "excerpt": "es Acid Senses Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 16 Languages Common, Draconic CR 7 (XP 2,900; PB +3) Traits Amphibious. The dragon can bre"
      },
      {
        "document": 2082,
        "excerpt": "Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 19"
      },
      {
        "document": 2083,
        "excerpt": "Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 16"
      },
      {
        "document": 2084,
        "excerpt": "Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 17"
      },
      {
        "document": 2085,
        "excerpt": "Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 17"
      },
      {
        "document": 2086,
        "excerpt": "Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 19"
      },
      {
        "document": 2087,
        "excerpt": "Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 17"
      },
      {
        "document": 2088,
        "excerpt": "Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 18"
      },
      {
        "document": 2089,
        "excerpt": "Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 18"
      },
      {
        "document": 2090,
        "excerpt": "Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 16"
      },
      {
        "document": 2091,
        "excerpt": "Darkvision 60 ft.; Passive Perception 8"
      }
    ],
    "passwall": [
      {
        "document": 778,
        "excerpt": "Passwall"
      },
      {
        "document": 891,
        "excerpt": "Passwall"
      },
      {
        "document": 1372,
        "excerpt": "Passwall"
      },
      {
        "document": 1388,
        "excerpt": "ssful Save: Half as much damage. Additional Effects: A Passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys th"
      }
    ],
    "password": [
      {
        "document": 1164,
        "excerpt": "close the object despite the lock. You can also set a password that, when spoken within 5 feet of the object, unlocks it for 1 minute."
      },
      {
        "document": 1261,
        "excerpt": "comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound has Truesight with"
      },
      {
        "document": 1281,
        "excerpt": "choice when you cast this spell). You can designate a password when you cast the spell. A creature that speaks the password as it enters the area takes no damage from"
      },
      {
        "document": 1293,
        "excerpt": "n't trigger the glyph, such as those who say a certain password. Explosive Rune. When triggered, the glyph erupts with magical energy in a 20-foot-radius Sphere center"
      },
      {
        "document": 1299,
        "excerpt": "ffected by the spell's effects. You can also specify a password that, when spoken aloud within 5 feet of the warded area, makes the speaker immune to its effects. The"
      },
      {
        "document": 1451,
        "excerpt": "n't trigger the glyph, such as those who say a certain password. Once triggered, the glyph glows, filling a 60-foot-radius Sphere with Dim Light for 10 minutes, after"
      }
    ],
    "past": [
      {
        "document": 56,
        "excerpt": "sters often hide, whether to spy on one another, sneak past a guardian, or set an ambush. The Game Master decides when circumstances are appropriate for hiding. Whe"
      },
      {
        "document": 93,
        "excerpt": "or enemies to drop their guard. If you move heedlessly past your foes, you put yourself in danger by provoking an Opportunity Attack. Avoiding Opportunity Attacks."
      },
      {
        "document": 227,
        "excerpt": "Imagine Your Past and Present"
      },
      {
        "document": 423,
        "excerpt": "lb. Utilize: Discern what a glass object held in the past 24 hours (DC 15) Craft: Glass Bottle, Magnifying Glass, Spyglass, Vial"
      },
      {
        "document": 428,
        "excerpt": "b. Utilize: Discern what a ceramic object held in the past 24 hours (DC 15) Craft: Jug, Lamp"
      },
      {
        "document": 702,
        "excerpt": "1 Exhaustion level. The DC is 10 plus 1 for each hour past 8 hours."
      },
      {
        "document": 971,
        "excerpt": "An event in your past left an indelible mark on you, infusing you with simmering magic. As a Bonus Action, you can unleash tha"
      },
      {
        "document": 972,
        "excerpt": "In the past, you usually contacted your patron through intermediaries. Now you can communicate directly; you always"
      },
      {
        "document": 1367,
        "excerpt": "go (level 8 spell slot), or any time in the creature's past (level 9 spell slot)."
      },
      {
        "document": 1435,
        "excerpt": "nsters, including whatever it has perceived within the past day."
      },
      {
        "document": 1436,
        "excerpt": "if the corpse was the target of this spell within the past 10 days. Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what"
      },
      {
        "document": 1437,
        "excerpt": "ion plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances. You can al"
      }
    ],
    "paste": [
      {
        "document": 1623,
        "excerpt": "hentic, but close inspection reveals they're made from paste, cookies, or some other worthless material. If you paint a form of energy such as fire or lightning, th"
      }
    ],
    "patch": [
      {
        "document": 1250,
        "excerpt": "cause a single word to appear in your handwriting in a patch of dirt or sand. Beckon Fire. You create a thin cloud of harmless embers and colored, scented smoke in"
      },
      {
        "document": 1259,
        "excerpt": "e a wooden bridge from a clump of trees, a rope from a patch of hemp, or clothes from flax or wool. Choose raw materials that you can see within range. You can fabr"
      },
      {
        "document": 1691,
        "excerpt": "me the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment. The robe has two of each of the following patches: -"
      }
    ],
    "patches": [
      {
        "document": 1691,
        "excerpt": "Wondrous Item, Uncommon This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can take a Magic action to detach"
      }
    ],
    "patchy": [
      {
        "document": 53,
        "excerpt": "ightly Obscured area - such as an area with Dim Light, patchy fog, or moderate foliage - you have Disadvantage on Wisdom (Perception) checks that rely on sight. A He"
      }
    ],
    "path": [
      {
        "document": 502,
        "excerpt": "argets creatures, objects, or something else. A Clear Path to the Target. To target something with a spell, a caster must have a clear path to it, so it can't be b"
      },
      {
        "document": 656,
        "excerpt": "fect that extends from a point of origin in a straight path along its length and covers an area defined by its width. The effect that creates a Line specifies its l"
      },
      {
        "document": 720,
        "excerpt": "efs, murals, or frescoes. Each creature in the darts' path must succeed on a DC 13 Dexterity saving throw or be struck by 1d3 darts, taking 3 (1d6) Poison damage p"
      },
      {
        "document": 835,
        "excerpt": "Find the Path"
      },
      {
        "document": 904,
        "excerpt": "Find the Path"
      },
      {
        "document": 916,
        "excerpt": "Find the Path"
      },
      {
        "document": 962,
        "excerpt": "You gain a Barbarian subclass of your choice. The Path of the Berserker subclass is detailed after this class's description. A subclass is a specialization tha"
      },
      {
        "document": 979,
        "excerpt": "ion of all things, ultimately including you - and your path is defined by the extent to which you strive against those aims."
      },
      {
        "document": 983,
        "excerpt": "Path of the Berserker"
      },
      {
        "document": 1214,
        "excerpt": "en crashes. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent"
      },
      {
        "document": 1267,
        "excerpt": "Find the Path"
      },
      {
        "document": 1339,
        "excerpt": "te a creature if any thickness of lead blocks a direct path between you and the creature."
      },
      {
        "document": 1340,
        "excerpt": "ate an object if any thickness of lead blocks a direct path between you and the object."
      },
      {
        "document": 1483,
        "excerpt": "any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration. When the wall appears, each creature in its area mak"
      },
      {
        "document": 1555,
        "excerpt": "round in your space. If the weapon has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you"
      }
    ],
    "paths": [
      {
        "document": 1267,
        "excerpt": "what direction it lies. Whenever you face a choice of paths along the way there, you know which path is the most direct."
      }
    ],
    "pathways": [
      {
        "document": 1170,
        "excerpt": "tantaneous You spend the casting time tracing magical pathways within a precious gemstone, and then touch the target. The target must be either a Beast or Plant creatu"
      }
    ],
    "patient": [
      {
        "document": 967,
        "excerpt": "ou start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind, each of which is detailed below. When you expend a Focus Point, it is un"
      }
    ],
    "patron": [
      {
        "document": 871,
        "excerpt": "Contact Patron"
      },
      {
        "document": 972,
        "excerpt": "You gain a Warlock subclass of your choice. The Fiend Patron subclass is detailed after this class's description. A subclass is a specialization that grants you feat"
      },
      {
        "document": 979,
        "excerpt": "Fiend Patron"
      }
    ],
    "patron's": [
      {
        "document": 979,
        "excerpt": "evil, or another fiend that is especially mighty. That patron's aims are evil - the corruption or destruction of all things, ultimately including you - and your path is"
      }
    ],
    "pattern": [
      {
        "document": 26,
        "excerpt": "experiencing, the game unfolds according to this basic pattern: 1: The Game Master Describes a Scene. The GM tells the players where their adventurers are and what's"
      },
      {
        "document": 433,
        "excerpt": "Ability: Dexterity Weight: 5 lb. Utilize: Carve a pattern in wood (DC 10) Craft: Club, Greatclub, Quarterstaff, Ranged weapons (except Pistol, Musket, and Sling)"
      },
      {
        "document": 863,
        "excerpt": "Hypnotic Pattern"
      },
      {
        "document": 875,
        "excerpt": "Hypnotic Pattern"
      },
      {
        "document": 888,
        "excerpt": "Hypnotic Pattern"
      },
      {
        "document": 901,
        "excerpt": "Hypnotic Pattern"
      },
      {
        "document": 1319,
        "excerpt": "Hypnotic Pattern"
      },
      {
        "document": 1455,
        "excerpt": "sequence - a string of runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations"
      },
      {
        "document": 1688,
        "excerpt": "nd 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds Bright Light in a 30-"
      },
      {
        "document": 1939,
        "excerpt": "sguise Self, Etherealness 1/Day Each: Dream, Hypnotic Pattern"
      }
    ],
    "patterns": [
      {
        "document": 1687,
        "excerpt": "equires Attunement) This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits: All-Around Vision. The robe gives you Advant"
      }
    ],
    "pay": [
      {
        "document": 47,
        "excerpt": "ragon laps up flattery. When interacting with an NPC, pay attention to the GM's portrayal of the NPC's personality. You might be able to learn an NPC's goals and"
      },
      {
        "document": 49,
        "excerpt": "will typically ask you to take the Influence action. Pay attention to your skill proficiencies when thinking of how you will interact with an NPC; use an approac"
      },
      {
        "document": 75,
        "excerpt": "enter a square, you must have enough movement left to pay for entering. It costs 1 square of movement to enter an unoccupied square that's adjacent to your space"
      },
      {
        "document": 133,
        "excerpt": "t (such as a weapon or a suit of armor), you must also pay that entire cost or craft that item using the rules in “Equipment.” For example, to make +1 Armor (Plate"
      },
      {
        "document": 365,
        "excerpt": "r, Modest, Comfortable, Wealthy, or Aristocratic - and pay the price to sustain that lifestyle. Lifestyles have no inherent consequences, but the GM might take th"
      },
      {
        "document": 373,
        "excerpt": "You pay for the best and might have a staff that supports your lifestyle. Others notice your wealth and might en"
      },
      {
        "document": 375,
        "excerpt": "): a mercenary, an artisan, a scribe, or the like. The pay shown on the Hirelings table is a minimum; some expert hirelings require more pay. Untrained hirelings a"
      },
      {
        "document": 694,
        "excerpt": "characters might have to make extensive inquiries and pay bribes before they acquire the poison they seek."
      },
      {
        "document": 1621,
        "excerpt": "nd resting no more than 8 hours per day. You must also pay the specified cost to purchase supplies. Once you finish creating the golem, the book is consumed in el"
      }
    ],
    "paying": [
      {
        "document": 970,
        "excerpt": "ning Strike effects when you deal Sneak Attack damage, paying the die cost for each effect."
      }
    ],
    "payment": [
      {
        "document": 119,
        "excerpt": "h a seller might ask for a service rather than coin as payment. If a magic item incorporates an item that has a purchase cost in “Equipment” (such as a weapon or a su"
      },
      {
        "document": 376,
        "excerpt": "viduals who are willing to cast spells in exchange for payment. If a spell has expensive components, add the cost of those components to the cost listed in the Spellca"
      },
      {
        "document": 1376,
        "excerpt": "y. You can ask it to perform a service in exchange for payment, but it isn't obliged to do so. The requested task could range from simple (fly us across the chasm, or"
      }
    ],
    "payments": [
      {
        "document": 1376,
        "excerpt": "s) requires 10,000 GP per day. The GM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature's et"
      }
    ],
    "pays": [
      {
        "document": 362,
        "excerpt": "arry one-fifth as many passengers. A passenger usually pays 5 SP per day for a hammock, but prices can vary from ship to ship. A small private cabin usually costs 2"
      }
    ],
    "peaceful": [
      {
        "document": 1303,
        "excerpt": "vel lower than this spell can't extinguish the light. Peaceful Rest. Dead bodies interred in the area can't be turned into Undead. Extradimensional Interference. Crea"
      }
    ],
    "peacefully": [
      {
        "document": 1447,
        "excerpt": "” Or you could say, “Stop fighting, leave this library peacefully, and don’t return.” The target must succeed on a Wisdom saving throw or have the Charmed condition for"
      }
    ],
    "pearl": [
      {
        "document": 768,
        "excerpt": "Pearl"
      },
      {
        "document": 1192,
        "excerpt": "V, S, M (the powder of a crushed black pearl worth 500+ GP)"
      },
      {
        "document": 1322,
        "excerpt": "V, S, M (a pearl worth 100+ GP)"
      },
      {
        "document": 1630,
        "excerpt": "ce has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral,"
      },
      {
        "document": 1636,
        "excerpt": "Pearl of Power"
      }
    ],
    "pearly": [
      {
        "document": 1609,
        "excerpt": "You regain 15 Hit Points at the end of each hour this pearly white spindle orbits your head if you have at least 1 Hit Point. Reserve (Rare). This vibrant purple pr"
      }
    ],
    "peasant": [
      {
        "document": 976,
        "excerpt": "sources, such as scholarly tomes, mystical rites, and peasant tales. The college's members gather in libraries and universities to share their lore with one another."
      }
    ],
    "peeking": [
      {
        "document": 321,
        "excerpt": "l Mirror is useful for personal cosmetics but also for peeking around corners and reflecting light as a signal."
      }
    ],
    "peer": [
      {
        "document": 1561,
        "excerpt": "hile attuned to an orb, you can take a Magic action to peer into the orb's depths. You must then make a DC 15 Charisma saving throw. On a successful save, you contr"
      },
      {
        "document": 1586,
        "excerpt": "0 minutes, you have Truesight out to 120 feet when you peer through the gem. The gem regains 1d3 expended charges daily at dawn."
      }
    ],
    "peerless": [
      {
        "document": 976,
        "excerpt": "Peerless Skill"
      },
      {
        "document": 1002,
        "excerpt": "bility score of your choice by 1, to a maximum of 30. Peerless Aim. When you miss with an attack roll, you can hit instead. Once you use this benefit, you can't use it"
      }
    ],
    "pegasi": [
      {
        "document": 181,
        "excerpt": "Celestials are magical creatures, such as angels and pegasi, with ties to the Upper Planes. Constructs are magically created creatures such as homunculi and shield"
      }
    ],
    "pegasus": [
      {
        "document": 1981,
        "excerpt": "Pegasus"
      }
    ],
    "pellet": [
      {
        "document": 1565,
        "excerpt": "ng up to a 15-foot Cube of water into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet's weight is negligible. A creature"
      }
    ],
    "pellet's": [
      {
        "document": 1565,
        "excerpt": "floats or rests near where the dust was sprinkled. The pellet's weight is negligible. A creature can take a Utilize action to smash the pellet against a hard surface, c"
      }
    ],
    "pen": [
      {
        "document": 310,
        "excerpt": "Ink Pen (2 CP)"
      },
      {
        "document": 341,
        "excerpt": "contains the following items: Backpack, Book, Ink, Ink Pen, Lamp, 10 flasks of Oil, 10 sheets of Parchment, and Tinderbox."
      },
      {
        "document": 433,
        "excerpt": "ling), Arcane Focus, Arrows, Bolts, Druidic Focus, Ink Pen, Needles"
      },
      {
        "document": 930,
        "excerpt": "Ink Pen"
      },
      {
        "document": 1075,
        "excerpt": "Ink Pen"
      }
    ],
    "penalties": [
      {
        "document": 85,
        "excerpt": "spells, special abilities, and other effects can apply penalties or bonuses to your attack roll. 3: Resolve the Attack. Make the attack roll, as detailed earlier in “Pla"
      },
      {
        "document": 92,
        "excerpt": "er in “Playing the Game.” - Circumstantial Bonuses and Penalties. A class feature, a spell, or another rule might give a bonus or penalty to the die roll. 6: Compare the"
      },
      {
        "document": 113,
        "excerpt": "d in the following order: adjustments such as bonuses, penalties, or multipliers are applied first; Resistance is applied second; and Vulnerability is applied third. Fo"
      }
    ],
    "penalty": [
      {
        "document": 92,
        "excerpt": "eature, a spell, or another rule might give a bonus or penalty to the die roll. 6: Compare the Total to a Target Number. If the total of the d20 and its modifiers equa"
      },
      {
        "document": 105,
        "excerpt": "iers, and deal the damage to your target. If there's a penalty to the damage, it's possible to deal 0 damage but not negative damage. When attacking with a weapon, yo"
      },
      {
        "document": 1004,
        "excerpt": "can roll 2d4 and apply the total rolled as a bonus or penalty to the d20 roll. Once you use this benefit, you can't use it again until you roll Initiative or finish a"
      },
      {
        "document": 1255,
        "excerpt": "eds on this save. On a failed save, a target has a -10 penalty to Wisdom (Perception) checks and Passive Perception until the spell ends."
      },
      {
        "document": 1397,
        "excerpt": "back from the dead is an ordeal. The target takes a -4 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0"
      },
      {
        "document": 1406,
        "excerpt": "back from the dead is an ordeal. The target takes a -4 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0"
      },
      {
        "document": 1432,
        "excerpt": ". An affected target's Speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't take Reactions. On its turns, it can take either an acti"
      },
      {
        "document": 1627,
        "excerpt": "he card's medusa-like visage curses you. You take a -2 penalty to saving throws while cursed in this way. Only a god or the magic of the Fates card can end this curse."
      },
      {
        "document": 1767,
        "excerpt": "lure: 7 (2d6) Poison damage, and the target takes a -2 penalty to AC until the end of its next turn. Failure or Success: The dragon can't take this action again until"
      },
      {
        "document": 1779,
        "excerpt": "ure: 17 (5d6) Poison damage, and the target takes a -2 penalty to AC until the end of its next turn. Failure or Success: The dragon can't take this action again until"
      },
      {
        "document": 1810,
        "excerpt": "ny damage. Any nonmagical weapon takes a cumulative -1 penalty to attack rolls immediately after dealing damage to the pudding and coming into contact with it. The wea"
      },
      {
        "document": 1912,
        "excerpt": "ny damage. Any nonmagical weapon takes a cumulative -1 penalty to attack rolls immediately after dealing damage to the ooze and coming into contact with it. The weapon"
      },
      {
        "document": 2007,
        "excerpt": "eature with the object. Failure: The object takes a -1 penalty to the AC it offers (armor) or to its attack rolls (weapon). Armor is destroyed if the penalty reduces i"
      }
    ],
    "pendant": [
      {
        "document": 1637,
        "excerpt": "em, Uncommon (Requires Attunement) While wearing this pendant, you can take a Magic action to regain 2d4 + 2 Hit Points. Once used, this property can't be used again"
      },
      {
        "document": 1638,
        "excerpt": "is delicate silver chain has a brilliant-cut black gem pendant. While you wear it, you have Immunity to the Poisoned condition and Poison damage."
      },
      {
        "document": 1639,
        "excerpt": "em, Uncommon (Requires Attunement) While wearing this pendant, you gain the following benefits. Life Preservation. Whenever you make a Death Saving Throw, you can ch"
      }
    ],
    "penetrate": [
      {
        "document": 1686,
        "excerpt": "revent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances or a thin"
      },
      {
        "document": 1840,
        "excerpt": "oncentration on it, up to 10 minutes. Darkvision can't penetrate this area, and no light can illuminate it."
      }
    ],
    "penitence": [
      {
        "document": 968,
        "excerpt": "s absolution, spending an all-night vigil as a sign of penitence or undertaking a fast. After a rite of forgiveness, the Paladin starts fresh. If your Paladin unrepenta"
      }
    ],
    "pens": [
      {
        "document": 477,
        "excerpt": "s the following items: Chest, Fine Clothes, Ink, 5 Ink Pens, Lamp, 2 Map or Scroll Cases, 4 flasks of Oil, 5 sheets of Paper, 5 sheets of Parchment, Perfume, and Ti"
      }
    ],
    "pentacle": [
      {
        "document": 267,
        "excerpt": "tation to a party where a murder happened 80 A bronze pentacle with an etching of a rat's head in its center 81 A purple handkerchief embroidered with the name of an"
      },
      {
        "document": 1172,
        "excerpt": "V, S, M (a pentacle)"
      }
    ],
    "people": [
      {
        "document": 46,
        "excerpt": "heir adventures, player characters meet many different people and face some monsters that would rather talk than fight. In those situations, it's time for social inte"
      },
      {
        "document": 181,
        "excerpt": "ke shapes, like fire giants and trolls. Humanoids are people defined by their roles and professions, such as mages, pirates, and warriors. They include members of va"
      },
      {
        "document": 337,
        "excerpt": "ial significance. Some events and locations admit only people wearing a Robe bearing certain colors or symbols."
      },
      {
        "document": 471,
        "excerpt": "crafted details. Some events and locations admit only people wearing these clothes."
      },
      {
        "document": 744,
        "excerpt": "Recall lore about historical events, people, nations, and cultures."
      },
      {
        "document": 940,
        "excerpt": "Historic events and people, ancient civilizations, wars, and certain creatures (Giants and Humanoids)"
      },
      {
        "document": 980,
        "excerpt": "Protect Nature and People from Destruction You stalk prey in the wilds and elsewhere, using your abilities as a Hunter to protect"
      },
      {
        "document": 1349,
        "excerpt": "ient food to serve a nine-course banquet for up to 100 people. Furnishings and other objects created by this spell dissipate into smoke if removed from it. A staff o"
      }
    ],
    "people's": [
      {
        "document": 34,
        "excerpt": "s can use only a few. Some are better at understanding people's motives, and others are better at unlocking the secrets of the multiverse. All creatures have a Proficie"
      }
    ],
    "peoples": [
      {
        "document": 283,
        "excerpt": "fantastical species, such as dragonborn or gnome. The peoples of the multiverse hail from different worlds and include many kinds of sapient life forms. A player char"
      }
    ],
    "pepper": [
      {
        "document": 1245,
        "excerpt": "V, S, M (a hot pepper)"
      }
    ],
    "per": [
      {
        "document": 60,
        "excerpt": "actions with objects are limited: one free interaction per turn. That interaction must occur during a creature's movement or action. Any additional interactions re"
      },
      {
        "document": 67,
        "excerpt": "rtain types of terrain. Travel Pace Distance Traveled Per ... Each travel pace has a game effect, as defined below. Fast. Traveling at a Fast pace imposes Disad"
      },
      {
        "document": 68,
        "excerpt": "crew, ships might be able to travel for up to 24 hours per day. \"Equipment\" includes vehicles for sale."
      },
      {
        "document": 133,
        "excerpt": "in the Magic Item Crafting Time and Cost table. Work per Day. For each day of crafting, you must work for 8 hours. If an item requires multiple days, those days"
      },
      {
        "document": 156,
        "excerpt": "harging breath weapon or a spell it can cast only once per day, have it use that special ability as quickly and as often as possible. Multiattack. If the monster"
      },
      {
        "document": 264,
        "excerpt": "ou have prepared. Multiclass Spellcaster: Spell Slots per Spell Level"
      },
      {
        "document": 323,
        "excerpt": "turn there. A creature can take this damage only once per turn. Fuel. Oil serves as fuel for Lamps and Lanterns. Once lit, a flask of Oil burns for 6 hours in a"
      },
      {
        "document": 359,
        "excerpt": "tream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can't be rowed against any significant current, but th"
      },
      {
        "document": 362,
        "excerpt": "ifth as many passengers. A passenger usually pays 5 SP per day for a hammock, but prices can vary from ship to ship. A small private cabin usually costs 2 GP per d"
      },
      {
        "document": 367,
        "excerpt": "Squalid (1 SP per Day)"
      },
      {
        "document": 368,
        "excerpt": "Poor (2 SP per Day)"
      },
      {
        "document": 369,
        "excerpt": "Modest (1 GP per Day)"
      },
      {
        "document": 370,
        "excerpt": "Comfortable (2 GP per Day)"
      },
      {
        "document": 371,
        "excerpt": "Wealthy (4 GP per Day)"
      },
      {
        "document": 373,
        "excerpt": "Aristocratic (10 GP per Day)"
      },
      {
        "document": 397,
        "excerpt": "is negative. You can make this extra attack only once per turn."
      },
      {
        "document": 400,
        "excerpt": "Bonus Action. You can make this extra attack only once per turn."
      },
      {
        "document": 491,
        "excerpt": "One Spell with a Spell Slot per Turn"
      },
      {
        "document": 514,
        "excerpt": "being able to cast the spell a limited number of times per day. Magic Items. Spell Scrolls and some other magic items contain spells that can be cast without a sp"
      },
      {
        "document": 517,
        "excerpt": "ion. If you do so, the rest requires 1 additional hour per interruption to finish."
      },
      {
        "document": 520,
        "excerpt": "A creature needs an amount of food per day based on its size, as shown in the Food Needs per Day table. A creature that eats but consumes less"
      },
      {
        "document": 528,
        "excerpt": "Per Day"
      },
      {
        "document": 615,
        "excerpt": "A creature requires an amount of water per day based on its size, as shown in the Water Needs per Day table. A creature that drinks less than half"
      },
      {
        "document": 633,
        "excerpt": "creature gives it the Grappled condition. One Grapple per Hand. A creature must have a hand free to grapple another creature. Some stat blocks and game effects al"
      },
      {
        "document": 687,
        "excerpt": "Thin ice has a weight tolerance of 3d10 × 10 pounds per 10-foot-square area. Whenever the total weight on an area of thin ice exceeds its tolerance, the ice in"
      },
      {
        "document": 702,
        "excerpt": "rs can push themselves to travel for more than 8 hours per day, at the risk of tiring. At the end of each additional hour of travel beyond 8 hours, each character"
      },
      {
        "document": 713,
        "excerpt": "ty's Speed into travel rates using these rules: Miles per hour = Speed ÷ 10 Miles per day (Normal pace) = Miles per hour × number of hours traveled (typically 8)"
      },
      {
        "document": 720,
        "excerpt": "r be struck by 1d3 darts, taking 3 (1d6) Poison damage per dart. Detect and Disarm. As a Search action, a creature can examine the walls and make a DC 15 Wisdom ("
      },
      {
        "document": 724,
        "excerpt": "raveling in a vehicle use the vehicle's speed in miles per hour (as shown in “Equipment”) to determine their rate of travel, and they don't choose a travel pace."
      },
      {
        "document": 728,
        "excerpt": "Using the XP Budget per Character table, cross-reference the party's level with the desired encounter difficulty. Multiply the n"
      },
      {
        "document": 731,
        "excerpt": "ct. If your encounter includes more than two creatures per character, include fragile creatures that can be defeated quickly. This guideline is especially importan"
      },
      {
        "document": 751,
        "excerpt": "4 per square"
      },
      {
        "document": 775,
        "excerpt": "1 charge per spell level (maximum 4 for a level 4 spell)"
      },
      {
        "document": 791,
        "excerpt": "Side window shutters open (two per side)."
      },
      {
        "document": 804,
        "excerpt": "Average HP per Die"
      },
      {
        "document": 815,
        "excerpt": "Hit Points per Level"
      },
      {
        "document": 819,
        "excerpt": "Spell Slots per Spell Level"
      },
      {
        "document": 824,
        "excerpt": "-Spell Slots per Spell Level-"
      },
      {
        "document": 842,
        "excerpt": "-Spell Slots per Spell Level-"
      },
      {
        "document": 849,
        "excerpt": "-Spell Slots per Spell Level-"
      },
      {
        "document": 858,
        "excerpt": "--Spell Slots per Spell Level--"
      },
      {
        "document": 883,
        "excerpt": "--Spell Slots per Spell Level--"
      },
      {
        "document": 896,
        "excerpt": "--Spell Slots per Spell Level--"
      },
      {
        "document": 908,
        "excerpt": "-Spell Slots per Spell Level-"
      },
      {
        "document": 921,
        "excerpt": "Feed per day"
      },
      {
        "document": 923,
        "excerpt": "Inn Stay per Day"
      },
      {
        "document": 924,
        "excerpt": "2 GP per day"
      },
      {
        "document": 938,
        "excerpt": "Food Needs per Day"
      },
      {
        "document": 950,
        "excerpt": "Water Needs per Day"
      },
      {
        "document": 960,
        "excerpt": "XP Budget per Character"
      },
      {
        "document": 962,
        "excerpt": "D12 per Barbarian level"
      },
      {
        "document": 963,
        "excerpt": "D8 per Bard level"
      },
      {
        "document": 964,
        "excerpt": "D8 per Cleric level"
      },
      {
        "document": 965,
        "excerpt": "D8 per Druid level"
      },
      {
        "document": 966,
        "excerpt": "D10 per Fighter level"
      },
      {
        "document": 967,
        "excerpt": "D8 per Monk level"
      },
      {
        "document": 968,
        "excerpt": "D10 per Paladin level"
      },
      {
        "document": 969,
        "excerpt": "D10 per Ranger level"
      },
      {
        "document": 970,
        "excerpt": "D8 per Rogue level"
      },
      {
        "document": 971,
        "excerpt": "D6 per Sorcerer level"
      },
      {
        "document": 972,
        "excerpt": "D8 per Warlock level"
      },
      {
        "document": 973,
        "excerpt": "D6 per Wizard level"
      },
      {
        "document": 978,
        "excerpt": "gain before finishing a Long Rest, the Necrotic damage per spell level increases by 1d12. ---"
      },
      {
        "document": 979,
        "excerpt": "minimum of once), but you can use it no more than once per roll. You regain all expended uses when you finish a Long Rest."
      },
      {
        "document": 980,
        "excerpt": "s Hit Points. You can deal this extra damage only once per turn. Horde Breaker. Once on each of your turns when you make an attack with a weapon, you can make ano"
      },
      {
        "document": 1010,
        "excerpt": "the Grapple option. You can use this benefit only once per turn. Attack Advantage. You have Advantage on attack rolls against a creature Grappled by you. Fast Wr"
      },
      {
        "document": 1013,
        "excerpt": "ve trained to deal particularly damaging strikes. Once per turn when you hit a target with a weapon, you can roll the weapon's damage dice twice and use either rol"
      },
      {
        "document": 1155,
        "excerpt": "toward the specified location, covering about 25 miles per 24 hours or 50 miles if the Beast can fly. When the Beast arrives, it delivers your message to the crea"
      },
      {
        "document": 1177,
        "excerpt": "ds it turn there. A creature makes that save only once per turn. A Restrained creature can take an action to make a Strength (Athletics) check against your spell"
      },
      {
        "document": 1178,
        "excerpt": "ds it turn there. A creature makes that save only once per turn."
      },
      {
        "document": 1195,
        "excerpt": "s its turn there. A creature makes this save only once per turn. The Sphere moves 10 feet away from you at the start of each of your turns. Using a Higher-Level"
      },
      {
        "document": 1204,
        "excerpt": "Slashing damage. A creature makes this save only once per turn. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 3."
      },
      {
        "document": 1205,
        "excerpt": "ts. A creature can be affected by this spell only once per turn. Using a Higher-Level Spell Slot. The healing and damage increase by 1d12 for each spell slot leve"
      },
      {
        "document": 1209,
        "excerpt": "a successful one. A creature makes this save only once per turn. In addition, you can take the Disengage action as a Bonus Action for the spell's duration. Using"
      },
      {
        "document": 1264,
        "excerpt": "A falling creature's rate of descent slows to 60 feet per round until the spell ends. If a creature lands before the spell ends, the creature takes no damage from"
      },
      {
        "document": 1266,
        "excerpt": "stial, Fey, or Fiend (Your Choice), Neutral AC 10 + 1 per spell level HP 5 + 10 per spell level (the steed has a number of Hit Dice [d10s] equal to the spell's l"
      },
      {
        "document": 1325,
        "excerpt": "s its turn there. A creature makes this save only once per turn. The cloud moves 10 feet away from you in a direction you choose at the start of each of your turn"
      },
      {
        "document": 1327,
        "excerpt": "s its turn there. A creature makes this save only once per turn. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 5."
      },
      {
        "document": 1368,
        "excerpt": "s its turn there. A creature makes this save only once per turn. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 2."
      },
      {
        "document": 1376,
        "excerpt": "be measured in minutes requires a payment worth 100 GP per minute. A task measured in hours requires 1,000 GP per hour. And a task measured in days (up to 10 days)"
      },
      {
        "document": 1379,
        "excerpt": "harvested. They can benefit from only one Plant Growth per year."
      },
      {
        "document": 1405,
        "excerpt": "1d4. A creature can benefit from this spell only once per turn."
      },
      {
        "document": 1429,
        "excerpt": "Rest, during which you expend components worth 100 GP per Hit Point restored. The simulacrum must stay within 5 feet of you for the repair. The simulacrum lasts"
      },
      {
        "document": 1440,
        "excerpt": "f as much damage. A creature makes this save only once per turn. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 3."
      },
      {
        "document": 1451,
        "excerpt": "ends its turn there. A creature is targeted only once per turn. Death. Each target makes a Constitution saving throw, taking 10d10 Necrotic damage on a failed sa"
      },
      {
        "document": 1467,
        "excerpt": "ning damage. A creature can take this damage only once per round. At the end of the turn, the wall's height is reduced by 50 feet, and the damage the wall deals on"
      },
      {
        "document": 1474,
        "excerpt": "aged and thus breached. It has AC 12 and 30 Hit Points per 10-foot section, and it has Immunity to Cold, Poison, and Psychic damage and Vulnerability to Fire damag"
      },
      {
        "document": 1475,
        "excerpt": "thus breached. Each panel has AC 15 and 30 Hit Points per inch of thickness, and it has Immunity to Poison and Psychic damage. Reducing a panel to 0 Hit Points de"
      },
      {
        "document": 1476,
        "excerpt": "a successful one. A creature makes this save only once per turn. Using a Higher-Level Spell Slot. Both types of damage increase by 1d8 for each spell slot level a"
      },
      {
        "document": 1482,
        "excerpt": "ying when the effect ends, the target descends 60 feet per round for 1 minute until it lands, which it does safely. If it can't land after 1 minute, it falls the r"
      },
      {
        "document": 1484,
        "excerpt": "you finish a Long Rest, you take 1d10 Necrotic damage per level of that spell. This damage can't be reduced or prevented in any way. In addition, your Strength sc"
      },
      {
        "document": 1579,
        "excerpt": "500 pounds while flying at its maximum speed (16 miles per hour for a maximum of 144 miles per day, with a 1-hour rest for every 3 hours of flying) or 1,000 pounds"
      },
      {
        "document": 1621,
        "excerpt": "th the manual at hand and resting no more than 8 hours per day. You must also pay the specified cost to purchase supplies. Once you finish creating the golem, the"
      },
      {
        "document": 1669,
        "excerpt": "you fall while wearing this ring, you descend 60 feet per round and take no damage from falling."
      },
      {
        "document": 1758,
        "excerpt": "the duration expires, you descend at a rate of 30 feet per round until you land."
      },
      {
        "document": 1845,
        "excerpt": "ing Throw: DC 17 (a creature makes this save only once per turn, and the djinni is unaffected). Failure: While in the whirlwind, the target has the Restrained cond"
      }
    ],
    "perceivable": [
      {
        "document": 535,
        "excerpt": "e the start of your next turn. First, you decide what perceivable circumstance will trigger your Reaction. Then, you choose the action you will take in response to that t"
      },
      {
        "document": 1373,
        "excerpt": "enon that is no larger than a 10-foot Cube and that is perceivable only to the target for the duration. The phantasm includes sound, temperature, and other stimuli. The t"
      }
    ],
    "perceive": [
      {
        "document": 51,
        "excerpt": "e, they can reach out-of-the-way places with a Ladder, perceive things they wouldn't otherwise notice with a Torch or another light source, bypass locked doors and cont"
      },
      {
        "document": 55,
        "excerpt": "Some creatures have special senses that help them perceive things in certain situations. “Rules Glossary” defines the following special senses: Blindsight Darkvi"
      },
      {
        "document": 140,
        "excerpt": "A sentient item can perceive its surroundings out to a limited range. You can choose its senses or roll on the Sentient Item's Senses"
      },
      {
        "document": 365,
        "excerpt": "them into account when determining risks or how others perceive your character."
      },
      {
        "document": 502,
        "excerpt": "hat the creature is an invalid target). Otherwise, you perceive that the spell did nothing to the target."
      },
      {
        "document": 972,
        "excerpt": "can use a Bonus Action to touch a willing creature and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of exis"
      },
      {
        "document": 1182,
        "excerpt": "on that plane). While on the Ethereal Plane, you can perceive the plane you left, which is cast in shades of gray, but you can't see anything there more than 60 feet"
      },
      {
        "document": 1256,
        "excerpt": "n, every foot of movement costs an extra foot. You can perceive the plane you left, which looks gray, and you can't see anything there more than 60 feet away. While on"
      },
      {
        "document": 1324,
        "excerpt": "and it doesn't age. Divination spells can't locate or perceive the imprisoned target, and the target can't teleport. Until the spell ends, the target is also affected"
      },
      {
        "document": 1345,
        "excerpt": "tistics. Meanwhile, the possessed creature's soul can perceive from the container using its own senses, but it can't move and it is Incapacitated. While possessing a"
      },
      {
        "document": 1543,
        "excerpt": "ou wear this cloak, Wisdom (Perception) checks made to perceive you have Disadvantage, and you have Advantage on Dexterity (Stealth) checks."
      },
      {
        "document": 2054,
        "excerpt": "with the familiar telepathically, and the vampire can perceive through the familiar's senses."
      }
    ],
    "perceived": [
      {
        "document": 1370,
        "excerpt": "he target can't be targeted by any Divination spell or perceived through magical scrying sensors."
      },
      {
        "document": 1435,
        "excerpt": "arby locations and monsters, including whatever it has perceived within the past day."
      },
      {
        "document": 1506,
        "excerpt": "amulet, you can't be targeted by Divination spells or perceived through magical scrying sensors unless you allow it."
      }
    ],
    "perceives": [
      {
        "document": 1183,
        "excerpt": "gainst you. An attacker is immune to this effect if it perceives you with Blindsight or Truesight."
      },
      {
        "document": 1373,
        "excerpt": "sm's area or within 5 feet of the phantasm. The target perceives the damage as a type appropriate to the illusion."
      }
    ],
    "perceiving": [
      {
        "document": 972,
        "excerpt": "tion ends if you don't maintain it in this way. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and"
      }
    ],
    "percent": [
      {
        "document": 133,
        "excerpt": "raw materials are available. In a city, there is a 75 percent chance that the materials are available, and in any other settlement, that chance is 25 percent. If mate"
      },
      {
        "document": 1168,
        "excerpt": "before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer."
      },
      {
        "document": 1199,
        "excerpt": "before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer."
      },
      {
        "document": 1214,
        "excerpt": "Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated until the spell ends or you choose a different ef"
      },
      {
        "document": 1238,
        "excerpt": "before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer."
      },
      {
        "document": 1299,
        "excerpt": "passage offering a choice of direction, there is a 50 percent chance that a creature other than you believes it is going in the opposite direction from the one it cho"
      },
      {
        "document": 1302,
        "excerpt": "uch as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a Bonus Action on your later turns, you can change the direction in which"
      },
      {
        "document": 1415,
        "excerpt": "d the replica. After 60 days, there is a cumulative 5 percent chance at the end of each day that the spell ends. The spell also ends if you cast this spell again or i"
      },
      {
        "document": 1418,
        "excerpt": "target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive. You know if the delivery fails. Upon receiving your message, a"
      },
      {
        "document": 1432,
        "excerpt": "casts a spell with a Somatic component, there is a 25 percent chance the spell fails as a result of the target making the spell's gestures too slowly. An affected ta"
      },
      {
        "document": 1484,
        "excerpt": "overy time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast Wish ever again if you suffer this stress."
      },
      {
        "document": 1516,
        "excerpt": "happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can take an action to try t"
      },
      {
        "document": 1521,
        "excerpt": "In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you can grow one, or a thicker beard if you already h"
      },
      {
        "document": 1603,
        "excerpt": "Thunder damage. Each use of the horn's magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 Force damage to the user and destroys th"
      },
      {
        "document": 1627,
        "excerpt": "ns a number of cards made of ivory or vellum. Most (75 percent) of these decks have thirteen cards, but some have twenty-two. Use the appropriate column of the Mysteri"
      },
      {
        "document": 1656,
        "excerpt": "subsequently drink a Potion of Longevity, there is 10 percent cumulative chance that you instead age by 1d6 + 6 years. Suspended in this amber liquid is a tiny heart"
      },
      {
        "document": 1716,
        "excerpt": "-foot Emanation originating from itself. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid"
      },
      {
        "document": 1719,
        "excerpt": "-foot Emanation originating from itself. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid"
      },
      {
        "document": 1757,
        "excerpt": "n is used before the next dawn, it has a cumulative 20 percent chance of not working; if the fan fails to work, it tears into useless, nonmagical tatters."
      },
      {
        "document": 1845,
        "excerpt": "nd other magical effects. Wishes. The djinni has a 30 percent chance of knowing the Wish spell. If the djinni knows it, the djinni can cast it only on behalf of a non"
      },
      {
        "document": 1856,
        "excerpt": "d other magical effects. Wishes. The efreeti has a 30 percent chance of knowing the Wish spell. If the efreeti knows it, the efreeti can cast it only on behalf of a n"
      },
      {
        "document": 1884,
        "excerpt": "again until 5 days have passed. The figurine has a 10 percent chance each time you use it to ignore your orders, including a command to revert to figurine form. If yo"
      }
    ],
    "perceptible": [
      {
        "document": 502,
        "excerpt": "re. Awareness of Being Targeted. Unless a spell has a perceptible effect, a creature doesn't know it was targeted by the spell. An effect like lightning is obvious, but a"
      },
      {
        "document": 1673,
        "excerpt": "ptible until you take another Magic action to make it perceptible, until you remove the ring, or until you die. If you die while wearing the ring, your soul enters it, u"
      }
    ],
    "perception": [
      {
        "document": 53,
        "excerpt": "or moderate foliage - you have Disadvantage on Wisdom (Perception) checks that rely on sight. A Heavily Obscured area - such as an area with Darkness, heavy fog, or dens"
      },
      {
        "document": 61,
        "excerpt": "or a trap, the GM typically asks you to make a Wisdom (Perception) check, provided you describe the character searching in the hidden object's vicinity. On a success, you"
      },
      {
        "document": 67,
        "excerpt": "Fast pace imposes Disadvantage on a traveler's Wisdom (Perception or Survival) and Dexterity (Stealth) checks. Normal. Traveling at a Normal pace imposes Disadvantage on"
      },
      {
        "document": 154,
        "excerpt": "perceptive and stealthy might have bonuses to Wisdom (Perception) and Dexterity (Stealth) checks. A skill bonus is the sum of a monster's relevant ability modifier and i"
      },
      {
        "document": 162,
        "excerpt": "The Senses entry specifies a monster's Passive Perception score, as well as any special senses the monster possesses. Passive Perception and special senses are de"
      },
      {
        "document": 240,
        "excerpt": "which is just the relevant ability modifier. Passive Perception. Sometimes your GM will determine whether your character notices something without asking you to make a"
      },
      {
        "document": 241,
        "excerpt": "Passive Perception = 10 + Wisdom (Perception) check modifier"
      },
      {
        "document": 527,
        "excerpt": "Passive Perception"
      },
      {
        "document": 554,
        "excerpt": "'s special senses, such as Darkvision, and its Passive Perception. See also \"Passive Perception.\" Languages. This entry lists any languages the monster knows. CR. Chall"
      },
      {
        "document": 640,
        "excerpt": "ch is the DC for a creature to find you with a Wisdom (Perception) check. You stop being hidden immediately after any of the following occurs: you make a sound louder th"
      },
      {
        "document": 655,
        "excerpt": "You have Disadvantage on Wisdom (Perception) checks to see something in a Lightly Obscured space. See also “Dim Light” and “Playing the Game” (“Expl"
      },
      {
        "document": 683,
        "excerpt": "creatures in the area have Disadvantage on all Wisdom (Perception) checks. Heavy rain also extinguishes open flames."
      },
      {
        "document": 686,
        "excerpt": "reate a sandstorm that imposes Disadvantage on Wisdom (Perception) checks."
      },
      {
        "document": 716,
        "excerpt": "can examine the trapped area and make a DC 11 Wisdom (Perception) check, detecting the trip wire and the unstable section of ceiling on a successful check. Once detected"
      },
      {
        "document": 717,
        "excerpt": "can examine the trapped area and make a DC 11 Wisdom (Perception) check, detecting the trip wire and the suspended Net on a successful check. Once detected, the trip wir"
      },
      {
        "document": 718,
        "excerpt": "of the statue can examine it and make a DC 10 Wisdom (Perception) check, detecting a tiny glyph on the statue on a successful check. Once the glyph is found, a character"
      },
      {
        "document": 720,
        "excerpt": "reature can examine the walls and make a DC 15 Wisdom (Perception) check, detecting the holes on a successful check. Plugging all the holes with wax, cloth, or detritus p"
      },
      {
        "document": 721,
        "excerpt": "can examine the trapped lock and make a DC 15 Wisdom (Perception) check, detecting the needle on a successful check. Once the trap is detected, a character can take an a"
      },
      {
        "document": 744,
        "excerpt": "Perception"
      },
      {
        "document": 745,
        "excerpt": "Make a Wisdom (Insight, Medicine, Perception, or Survival) check."
      },
      {
        "document": 939,
        "excerpt": "Perception"
      },
      {
        "document": 954,
        "excerpt": "hallucinogenic substance that distorts the character’s perception of reality."
      },
      {
        "document": 962,
        "excerpt": "e 2: Animal Handling, Athletics, Intimidation, Nature, Perception, or Survival"
      },
      {
        "document": 965,
        "excerpt": "2: Animal Handling, Arcana, Insight, Medicine, Nature, Perception, Religion, or Survival"
      },
      {
        "document": 966,
        "excerpt": "Athletics, History, Insight, Intimidation, Persuasion, Perception, or Survival"
      },
      {
        "document": 969,
        "excerpt": "l Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, or Survival"
      },
      {
        "document": 970,
        "excerpt": "tics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, or Stealth"
      },
      {
        "document": 988,
        "excerpt": "You have proficiency in the Insight, Perception, or Survival skill."
      },
      {
        "document": 1158,
        "excerpt": "Paralyzed, Poisoned Senses Blindsight 30 ft.; Passive Perception 6 Languages Understands the languages you know CR None (XP 0; PB equals your Proficiency Bonus) Actions"
      },
      {
        "document": 1255,
        "excerpt": "n a failed save, a target has a -10 penalty to Wisdom (Perception) checks and Passive Perception until the spell ends."
      },
      {
        "document": 1266,
        "excerpt": "+2 | Save: -2 | Save: +1 | Save: -1 | Senses Passive Perception 11 Languages Telepathy 1 mile (works only with you) CR None (XP 0; PB equals your Proficiency Bonus) Tr"
      },
      {
        "document": 1290,
        "excerpt": "ve: +2 | Save: -4 | Senses Darkvision 60 ft.; Passive Perception 12 Languages Understands the languages you know CR None (XP 0; PB equals your Proficiency Bonus) Traits"
      },
      {
        "document": 1293,
        "excerpt": "nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice. When you inscribe the glyph, you set its trigger and choos"
      },
      {
        "document": 1318,
        "excerpt": "an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check you make to find it. If the target drops to 0 Hit Points before this spell ends, you"
      },
      {
        "document": 1356,
        "excerpt": "you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with Disadvantage. You remain aware of the passage o"
      },
      {
        "document": 1439,
        "excerpt": "ast must take a Search action and succeed on a Wisdom (Perception or Survival) check against your spell save DC to recognize the terrain as hazardous before entering it."
      },
      {
        "document": 1448,
        "excerpt": "d Senses Blindsight 30 ft., Darkvision 60 ft.; Passive Perception 12 Languages Draconic, understands the languages you know CR None (XP 0; PB equals your Proficiency Bonu"
      },
      {
        "document": 1451,
        "excerpt": "nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice. When you inscribe the glyph, you set its trigger and choos"
      },
      {
        "document": 1543,
        "excerpt": "quires Attunement) While you wear this cloak, Wisdom (Perception) checks made to perceive you have Disadvantage, and you have Advantage on Dexterity (Stealth) checks."
      },
      {
        "document": 1578,
        "excerpt": "yes. While wearing them, you have Advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremel"
      },
      {
        "document": 1609,
        "excerpt": "ad, you have Advantage on Initiative rolls and Wisdom (Perception) checks. Fortitude (Very Rare). Your Constitution increases by 2, to a maximum of 20, while this pink r"
      },
      {
        "document": 1687,
        "excerpt": "Around Vision. The robe gives you Advantage on Wisdom (Perception) checks that rely on sight. Special Senses. You have Darkvision and Truesight, both with a range of 120"
      },
      {
        "document": 1693,
        "excerpt": ". While holding the rod, you have Advantage on Wisdom (Perception) checks and on Initiative rolls. Spells. While holding the rod, you can cast the following spells from"
      },
      {
        "document": 1703,
        "excerpt": "ld, you have Advantage on Initiative rolls and Wisdom (Perception) checks. The Shield is emblazoned with a symbol of an eye."
      },
      {
        "document": 1760,
        "excerpt": "History +12, Perception +10"
      },
      {
        "document": 1761,
        "excerpt": "Perception +11, Stealth +7"
      },
      {
        "document": 1762,
        "excerpt": "Perception +12, Stealth +5"
      },
      {
        "document": 1763,
        "excerpt": "History +7, Perception +11, Persuasion +8, Stealth +5"
      },
      {
        "document": 1764,
        "excerpt": "Insight +7, Perception +12, Stealth +5"
      },
      {
        "document": 1765,
        "excerpt": "Deception +9, Perception +12, Stealth +6"
      },
      {
        "document": 1766,
        "excerpt": "Insight +8, Perception +14, Persuasion +13, Stealth +8"
      },
      {
        "document": 1767,
        "excerpt": "Deception +9, Perception +12, Persuasion +9, Stealth +6"
      },
      {
        "document": 1768,
        "excerpt": "Perception +13, Stealth +6"
      },
      {
        "document": 1769,
        "excerpt": "History +8, Perception +11, Stealth +5"
      },
      {
        "document": 1770,
        "excerpt": "Perception +11, Stealth +5"
      },
      {
        "document": 1771,
        "excerpt": "Darkvision 60 ft.; Passive Perception 10"
      },
      {
        "document": 1772,
        "excerpt": "Perception +5"
      },
      {
        "document": 1773,
        "excerpt": "Perception +16, Stealth +9"
      },
      {
        "document": 1774,
        "excerpt": "Perception +17, Stealth +7"
      },
      {
        "document": 1775,
        "excerpt": "History +9, Perception +14, Persuasion +12, Stealth +6"
      },
      {
        "document": 1776,
        "excerpt": "Insight +10, Perception +17, Stealth +7"
      },
      {
        "document": 1777,
        "excerpt": "Deception +13, Perception +17, Stealth +8"
      },
      {
        "document": 1778,
        "excerpt": "Insight +10, Perception +17, Persuasion +16, Stealth +9"
      },
      {
        "document": 1779,
        "excerpt": "Deception +13, Perception +17, Persuasion +13, Stealth +8"
      },
      {
        "document": 1780,
        "excerpt": "Perception +16, Stealth +7"
      },
      {
        "document": 1781,
        "excerpt": "History +11, Perception +16, Stealth +7"
      },
      {
        "document": 1782,
        "excerpt": "Perception +13, Stealth +6"
      },
      {
        "document": 1783,
        "excerpt": "Blindsight 60 ft.; Passive Perception 6"
      },
      {
        "document": 1784,
        "excerpt": "Blindsight 60 ft.; Passive Perception 7"
      },
      {
        "document": 1785,
        "excerpt": "Blindsight 60 ft.; Passive Perception 6"
      },
      {
        "document": 1786,
        "excerpt": "Senses Darkvision 60 ft., Tremorsense 60 ft.; Passive Perception 11 Languages None CR 2 (XP 450; PB +2) Traits Tunneler. The ankheg can burrow through solid rock at h"
      },
      {
        "document": 1787,
        "excerpt": "Passive Perception 11"
      },
      {
        "document": 1788,
        "excerpt": "Athletics +5, Perception +3"
      },
      {
        "document": 1789,
        "excerpt": "Passive Perception 12"
      },
      {
        "document": 1790,
        "excerpt": "Arcana +13, History +9, Perception +6"
      },
      {
        "document": 1791,
        "excerpt": "Acrobatics +7, Perception +6, Stealth +10"
      },
      {
        "document": 1792,
        "excerpt": "Truesight 60 ft., Passive Perception 13"
      },
      {
        "document": 1793,
        "excerpt": "Passive Perception 10"
      },
      {
        "document": 1794,
        "excerpt": "Passive Perception 10"
      },
      {
        "document": 1795,
        "excerpt": "Passive Perception 10"
      },
      {
        "document": 1796,
        "excerpt": "Passive Perception 11"
      },
      {
        "document": 1797,
        "excerpt": "Passive Perception 11"
      },
      {
        "document": 1798,
        "excerpt": "Perception +3"
      },
      {
        "document": 1799,
        "excerpt": "Perception +9"
      },
      {
        "document": 1800,
        "excerpt": "Passive Perception 10"
      },
      {
        "document": 1801,
        "excerpt": "Passive Perception 10"
      },
      {
        "document": 1802,
        "excerpt": "Deception +5, Insight +5, Perception +8"
      },
      {
        "document": 1803,
        "excerpt": "Darkvision 60 ft.; Passive Perception 9"
      },
      {
        "document": 1804,
        "excerpt": "Blindsight 60 ft.; Passive Perception 11"
      },
      {
        "document": 1805,
        "excerpt": "ision 120 ft. (unimpeded by magical Darkness); Passive Perception 10"
      },
      {
        "document": 1806,
        "excerpt": "Perception +6, Stealth +7"
      },
      {
        "document": 1807,
        "excerpt": "Passive Perception 10"
      },
      {
        "document": 1808,
        "excerpt": "Perception +5"
      },
      {
        "document": 1809,
        "excerpt": "Perception +4, Stealth +4"
      },
      {
        "document": 1810,
        "excerpt": "Blindsight 60 ft.; Passive Perception 8"
      },
      {
        "document": 1811,
        "excerpt": "Perception +5, Stealth +5"
      },
      {
        "document": 1812,
        "excerpt": "Perception +6"
      },
      {
        "document": 1813,
        "excerpt": "Perception +4, Stealth +2"
      },
      {
        "document": 1814,
        "excerpt": "Passive Perception 9"
      },
      {
        "document": 1815,
        "excerpt": "ision 120 ft. (unimpeded by magical Darkness); Passive Perception 12"
      },
      {
        "document": 1816,
        "excerpt": "Perception +4, Stealth +2"
      },
      {
        "document": 1817,
        "excerpt": "Perception +4, Stealth +2"
      },
      {
        "document": 1818,
        "excerpt": "Perception +3"
      },
      {
        "document": 1819,
        "excerpt": "Darkvision 60 ft.; Passive Perception 11"
      },
      {
        "document": 1820,
        "excerpt": "Darkvision 60 ft.; Passive Perception 10"
      },
      {
        "document": 1821,
        "excerpt": "Perception +6"
      },
      {
        "document": 1822,
        "excerpt": "Darkvision 60 ft.; Passive Perception 10"
      },
      {
        "document": 1823,
        "excerpt": "Perception +3, Stealth +4"
      },
      {
        "document": 1824,
        "excerpt": "Athletics +6, Perception +3"
      },
      {
        "document": 1825,
        "excerpt": "sion 120 ft. (unimpeded by magical Darkness); Passive Perception 11 Languages Infernal; telepathy 120 ft. CR 8 (XP 3,900; PB +3) Traits Diabolical Restoration. If the"
      },
      {
        "document": 1826,
        "excerpt": "Perception +8"
      },
      {
        "document": 1827,
        "excerpt": "Perception +4"
      },
      {
        "document": 1828,
        "excerpt": "Darkvision 60 ft.; Passive Perception 9"
      },
      {
        "document": 1829,
        "excerpt": "Darkvision 120 ft.; Passive Perception 12"
      },
      {
        "document": 1830,
        "excerpt": "Insight +7, Perception +11"
      },
      {
        "document": 1831,
        "excerpt": "Darkvision 60 ft.; Passive Perception 11"
      },
      {
        "document": 1832,
        "excerpt": "Passive Perception 10"
      },
      {
        "document": 1833,
        "excerpt": "Perception +2, Stealth +4"
      },
      {
        "document": 1834,
        "excerpt": "Perception +4, Stealth +3"
      },
      {
        "document": 1835,
        "excerpt": "Truesight 120 ft.; Passive Perception 15"
      },
      {
        "document": 1836,
        "excerpt": "Blindsight 30 ft.; Passive Perception 9"
      },
      {
        "document": 1837,
        "excerpt": "Passive Perception 10"
      },
      {
        "document": 1838,
        "excerpt": "Passive Perception 12"
      },
      {
        "document": 1839,
        "excerpt": "Passive Perception 10"
      },
      {
        "document": 1840,
        "excerpt": "Blindsight 60 ft.; Passive Perception 10"
      },
      {
        "document": 1841,
        "excerpt": "Perception +5, Stealth +4"
      },
      {
        "document": 1842,
        "excerpt": "Perception +4"
      },
      {
        "document": 1843,
        "excerpt": "Insight +9, Perception +9"
      },
      {
        "document": 1844,
        "excerpt": "Perception +5, Stealth +4"
      },
      {
        "document": 1845,
        "excerpt": "Darkvision 120 ft.; Passive Perception 13"
      },
      {
        "document": 1846,
        "excerpt": "Darkvision 60 ft.; Passive Perception 11"
      },
      {
        "document": 1847,
        "excerpt": "Passive Perception 10"
      },
      {
        "document": 1848,
        "excerpt": "Darkvision 120 ft.; Passive Perception 11"
      },
      {
        "document": 1849,
        "excerpt": "Darkvision 60 ft.; Passive Perception 9"
      },
      {
        "document": 1850,
        "excerpt": "Perception +6, Stealth +10"
      },
      {
        "document": 1851,
        "excerpt": "Medicine +5, Nature +3, Perception +5"
      },
      {
        "document": 1852,
        "excerpt": "Perception +4, Stealth +5"
      },
      {
        "document": 1853,
        "excerpt": "Perception +2, Stealth +4"
      },
      {
        "document": 1854,
        "excerpt": "Perception +6"
      },
      {
        "document": 1855,
        "excerpt": "Darkvision 60 ft., Tremorsense 60 ft.; Passive Perception 10"
      },
      {
        "document": 1856,
        "excerpt": "Darkvision 120 ft.; Passive Perception 12"
      },
      {
        "document": 1857,
        "excerpt": "Passive Perception 10"
      },
      {
        "document": 1858,
        "excerpt": "Perception +2"
      },
      {
        "document": 1859,
        "excerpt": "Perception +6, Persuasion +8"
      },
      {
        "document": 1860,
        "excerpt": "Perception +3, Stealth +4, Survival +3"
      },
      {
        "document": 1861,
        "excerpt": "Perception +4"
      },
      {
        "document": 1862,
        "excerpt": "Darkvision 60 ft.; Passive Perception 10"
      },
      {
        "document": 1863,
        "excerpt": "Athletics +11, Perception +6"
      },
      {
        "document": 1864,
        "excerpt": "Darkvision 60 ft.; Passive Perception 10"
      },
      {
        "document": 1865,
        "excerpt": "Blindsight 10 ft.; Passive Perception 11"
      },
      {
        "document": 1866,
        "excerpt": "Perception +1, Stealth +3"
      },
      {
        "document": 1867,
        "excerpt": "Athletics +9, Perception +3"
      },
      {
        "document": 1868,
        "excerpt": "Darkvision 60 ft.; Passive Perception 10"
      },
      {
        "document": 1869,
        "excerpt": "Blindsight 60 ft.; Passive Perception 8"
      },
      {
        "document": 1870,
        "excerpt": "Darkvision 60 ft.; Passive Perception 10"
      },
      {
        "document": 1871,
        "excerpt": "Darkvision 60 ft.; Passive Perception 11"
      },
      {
        "document": 1872,
        "excerpt": "Darkvision 60 ft.; Passive Perception 10"
      },
      {
        "document": 1873,
        "excerpt": "Athletics +9, Perception +4, Survival +4"
      },
      {
        "document": 1874,
        "excerpt": "Perception +3"
      },
      {
        "document": 1875,
        "excerpt": "Blindsight 120 ft.; Passive Perception 11"
      },
      {
        "document": 1876,
        "excerpt": "Passive Perception 8"
      },
      {
        "document": 1877,
        "excerpt": "Blindsight 30 ft.; Passive Perception 8"
      },
      {
        "document": 1878,
        "excerpt": "Perception +2"
      },
      {
        "document": 1879,
        "excerpt": "Blindsight 30 ft.; Passive Perception 9"
      },
      {
        "document": 1880,
        "excerpt": "Passive Perception 10"
      },
      {
        "document": 1881,
        "excerpt": "Perception +6"
      },
      {
        "document": 1882,
        "excerpt": "Perception +4"
      },
      {
        "document": 1883,
        "excerpt": "Blindsight 30 ft.; Passive Perception 8"
      },
      {
        "document": 1884,
        "excerpt": "Darkvision 60 ft., Passive Perception 10"
      },
      {
        "document": 1885,
        "excerpt": "Perception +2, Stealth +4"
      },
      {
        "document": 1886,
        "excerpt": "Perception +3"
      },
      {
        "document": 1887,
        "excerpt": "Perception +3"
      },
      {
        "document": 1888,
        "excerpt": "Darkvision 60 ft.; Passive Perception 10"
      },
      {
        "document": 1889,
        "excerpt": "Perception +4, Stealth +5"
      },
      {
        "document": 1890,
        "excerpt": "Perception +6, Stealth +6"
      },
      {
        "document": 1891,
        "excerpt": "Perception +2"
      },
      {
        "document": 1892,
        "excerpt": "Blindsight 60 ft.; Passive Perception 9"
      },
      {
        "document": 1893,
        "excerpt": "Passive Perception 11"
      },
      {
        "document": 1894,
        "excerpt": "Perception +3"
      },
      {
        "document": 1895,
        "excerpt": "Perception +4, Stealth +7"
      },
      {
        "document": 1896,
        "excerpt": "Darkvision 60 ft.; Passive Perception 10"
      },
      {
        "document": 1897,
        "excerpt": "Perception +2"
      },
      {
        "document": 1898,
        "excerpt": "Perception +3"
      },
      {
        "document": 1899,
        "excerpt": "Passive Perception 10"
      },
      {
        "document": 1900,
        "excerpt": "Acrobatics +5, Perception +3, Stealth +5"
      },
      {
        "document": 1901,
        "excerpt": "Perception +3, Stealth +7"
      },
      {
        "document": 1902,
        "excerpt": "Darkvision 60 ft.; Passive Perception 10"
      },
      {
        "document": 1903,
        "excerpt": "Deception +7, Perception +7"
      },
      {
        "document": 1904,
        "excerpt": "Passive Perception 11"
      },
      {
        "document": 1905,
        "excerpt": "Darkvision 60 ft.; Passive Perception 10"
      },
      {
        "document": 1906,
        "excerpt": "Perception +2"
      },
      {
        "document": 1907,
        "excerpt": "Darkvision 60 ft.; Passive Perception 9"
      },
      {
        "document": 1908,
        "excerpt": "Darkvision 60 ft.; Passive Perception 9"
      },
      {
        "document": 1909,
        "excerpt": "Darkvision 60 ft.; Passive Perception 9"
      },
      {
        "document": 1910,
        "excerpt": "Perception +4, Stealth +4"
      },
      {
        "document": 1911,
        "excerpt": "Perception +7"
      },
      {
        "document": 1912,
        "excerpt": "Blindsight 60 ft.; Passive Perception 8"
      },
      {
        "document": 1913,
        "excerpt": "Perception +4, Stealth +3"
      },
      {
        "document": 1914,
        "excerpt": "Arcana +5, Deception +4, Perception +4, Stealth +3"
      },
      {
        "document": 1915,
        "excerpt": "Darkvision 60 ft.; Passive Perception 12"
      },
      {
        "document": 1916,
        "excerpt": "Perception +5"
      },
      {
        "document": 1917,
        "excerpt": "Athletics +5, Perception +3, Stealth +5"
      },
      {
        "document": 1918,
        "excerpt": "Athletics +6, Perception +4"
      },
      {
        "document": 1919,
        "excerpt": "Perception +2"
      },
      {
        "document": 1920,
        "excerpt": "Darkvision 60 ft.; Passive Perception 14"
      },
      {
        "document": 1921,
        "excerpt": "Athletics +7, Perception +5, Stealth +5"
      },
      {
        "document": 1922,
        "excerpt": "Passive Perception 10"
      },
      {
        "document": 1923,
        "excerpt": "Perception +6"
      },
      {
        "document": 1924,
        "excerpt": "Perception +5"
      },
      {
        "document": 1925,
        "excerpt": "Darkvision 120 ft.; Passive Perception 11"
      },
      {
        "document": 1926,
        "excerpt": "Perception +2"
      },
      {
        "document": 1927,
        "excerpt": "Perception +5"
      },
      {
        "document": 1928,
        "excerpt": "Perception +3"
      },
      {
        "document": 1929,
        "excerpt": "Darkvision 60 ft.; Passive Perception 10"
      },
      {
        "document": 1930,
        "excerpt": "Darkvision 60 ft.; Passive Perception 10"
      },
      {
        "document": 1931,
        "excerpt": "Darkvision 60 ft.; Passive Perception 10"
      },
      {
        "document": 1932,
        "excerpt": "ision 150 ft. (unimpeded by magical Darkness); Passive Perception 13"
      },
      {
        "document": 1933,
        "excerpt": "Perception +2"
      },
      {
        "document": 1934,
        "excerpt": "Perception +6"
      },
      {
        "document": 1935,
        "excerpt": "Perception +3"
      },
      {
        "document": 1936,
        "excerpt": "Insight +7, Perception +7, Persuasion +9"
      },
      {
        "document": 1937,
        "excerpt": "Perception +2, Stealth +3"
      },
      {
        "document": 1938,
        "excerpt": "ision 120 ft. (unimpeded by magical Darkness); Passive Perception 11"
      },
      {
        "document": 1939,
        "excerpt": "Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7"
      },
      {
        "document": 1940,
        "excerpt": "Perception +8, Stealth +10"
      },
      {
        "document": 1941,
        "excerpt": "Darkvision 120 ft.; Passive Perception 10"
      },
      {
        "document": 1942,
        "excerpt": "Perception +5, Stealth +4"
      },
      {
        "document": 1943,
        "excerpt": "Perception +3, Stealth +4"
      },
      {
        "document": 1944,
        "excerpt": "Passive Perception 10"
      },
      {
        "document": 1945,
        "excerpt": "Darkvision 60 ft.; Passive Perception 8"
      },
      {
        "document": 1946,
        "excerpt": "History +13, Perception +11"
      },
      {
        "document": 1947,
        "excerpt": "Darkvision 60 ft.; Passive Perception 12"
      },
      {
        "document": 1948,
        "excerpt": "ision 120 ft. (unimpeded by magical Darkness); Passive Perception 10"
      },
      {
        "document": 1949,
        "excerpt": "Arcana +19, History +12, Insight +9, Perception +9"
      },
      {
        "document": 1950,
        "excerpt": "Perception +3, Stealth +4"
      },
      {
        "document": 1951,
        "excerpt": "Darkvision 30 ft.; Passive Perception 9"
      },
      {
        "document": 1952,
        "excerpt": "Arcana +6, History +6, Perception +4"
      },
      {
        "document": 1953,
        "excerpt": "Darkvision 60 ft.; Passive Perception 10"
      },
      {
        "document": 1954,
        "excerpt": "Darkvision 60 ft.; Passive Perception 10"
      },
      {
        "document": 1955,
        "excerpt": "Passive Perception 10"
      },
      {
        "document": 1956,
        "excerpt": "Darkvision 60 ft.; Passive Perception 11"
      },
      {
        "document": 1957,
        "excerpt": "Perception +8"
      },
      {
        "document": 1958,
        "excerpt": "Perception +5"
      },
      {
        "document": 1959,
        "excerpt": "Deception +5, Perception +4, Stealth +6"
      },
      {
        "document": 1960,
        "excerpt": "Passive Perception 12"
      },
      {
        "document": 1961,
        "excerpt": "Darkvision 60 ft.; Passive Perception 10"
      },
      {
        "document": 1962,
        "excerpt": "Darkvision 60 ft.; Passive Perception 11"
      },
      {
        "document": 1963,
        "excerpt": "Perception +7, Survival +7"
      },
      {
        "document": 1964,
        "excerpt": "Darkvision 60 ft.; Passive Perception 9"
      },
      {
        "document": 1965,
        "excerpt": "Passive Perception 10"
      },
      {
        "document": 1966,
        "excerpt": "History +5, Perception +9, Religion +5"
      },
      {
        "document": 1967,
        "excerpt": "Darkvision 60 ft.; Passive Perception 11"
      },
      {
        "document": 1968,
        "excerpt": "Truesight 120 ft.; Passive Perception 11"
      },
      {
        "document": 1969,
        "excerpt": "Deception +6, Insight +5, Perception +5, Stealth +5"
      },
      {
        "document": 1970,
        "excerpt": "Passive Perception 11"
      },
      {
        "document": 1971,
        "excerpt": "Passive Perception 12"
      },
      {
        "document": 1972,
        "excerpt": "Blindsight 60 ft.; Passive Perception 8"
      },
      {
        "document": 1973,
        "excerpt": "Perception +2, Stealth +6"
      },
      {
        "document": 1974,
        "excerpt": "Darkvision 60 ft.; Passive Perception 8"
      },
      {
        "document": 1975,
        "excerpt": "Darkvision 60 ft.; Passive Perception 8"
      },
      {
        "document": 1976,
        "excerpt": "Arcana +5, Deception +8, Perception +4"
      },
      {
        "document": 1977,
        "excerpt": "Darkvision 120 ft.; Passive Perception 11"
      },
      {
        "document": 1978,
        "excerpt": "Perception +5, Stealth +5"
      },
      {
        "document": 1979,
        "excerpt": "Perception +5"
      },
      {
        "document": 1980,
        "excerpt": "Perception +4, Stealth +7"
      },
      {
        "document": 1981,
        "excerpt": "Perception +6"
      },
      {
        "document": 1982,
        "excerpt": "Darkvision 60 ft.; Passive Perception 10"
      },
      {
        "document": 1983,
        "excerpt": "Darkvision 60 ft.; Passive Perception 8"
      },
      {
        "document": 1984,
        "excerpt": "Acrobatics +7, Perception +5"
      },
      {
        "document": 1985,
        "excerpt": "Passive Perception 11"
      },
      {
        "document": 1986,
        "excerpt": "Perception +10, Persuasion +19"
      },
      {
        "document": 1987,
        "excerpt": "Perception +11"
      },
      {
        "document": 1988,
        "excerpt": "Perception +3, Stealth +4"
      },
      {
        "document": 1989,
        "excerpt": "Perception +5, Stealth +4"
      },
      {
        "document": 1990,
        "excerpt": "Passive Perception 10"
      },
      {
        "document": 1991,
        "excerpt": "Passive Perception 12"
      },
      {
        "document": 1992,
        "excerpt": "Medicine +7, Perception +5, Religion +5"
      },
      {
        "document": 1993,
        "excerpt": "Perception +5, Stealth +4"
      },
      {
        "document": 1994,
        "excerpt": "Perception +1"
      },
      {
        "document": 1995,
        "excerpt": "Blindsight 30 ft., Tremorsense 60 ft.; Passive Perception 9"
      },
      {
        "document": 1996,
        "excerpt": "Darkvision 120 ft.; Passive Perception 10"
      },
      {
        "document": 1997,
        "excerpt": "Deception +10, Insight +8, Perception +8"
      },
      {
        "document": 1998,
        "excerpt": "Perception +2"
      },
      {
        "document": 1999,
        "excerpt": "Perception +3"
      },
      {
        "document": 2000,
        "excerpt": "Perception +4, Stealth +2"
      },
      {
        "document": 2001,
        "excerpt": "Perception +2"
      },
      {
        "document": 2002,
        "excerpt": "Darkvision 60 ft., Tremorsense 60 ft.; Passive Perception 10"
      },
      {
        "document": 2003,
        "excerpt": "Passive Perception 11"
      },
      {
        "document": 2004,
        "excerpt": "Passive Perception 10"
      },
      {
        "document": 2005,
        "excerpt": "Perception +8"
      },
      {
        "document": 2006,
        "excerpt": "Perception +6, Stealth +5"
      },
      {
        "document": 2007,
        "excerpt": "Darkvision 60 ft.; Passive Perception 11"
      },
      {
        "document": 2008,
        "excerpt": "Perception +5, Stealth +7"
      },
      {
        "document": 2009,
        "excerpt": "Perception +5"
      },
      {
        "document": 2010,
        "excerpt": "Darkvision 60 ft.; Passive Perception 10"
      },
      {
        "document": 2011,
        "excerpt": "Perception +2, Performance +6, Stealth +5"
      },
      {
        "document": 2012,
        "excerpt": "Blindsight 10 ft.; Passive Perception 9"
      },
      {
        "document": 2013,
        "excerpt": "Nature +4, Perception +5, Stealth +6, Survival +5"
      },
      {
        "document": 2014,
        "excerpt": "Darkvision 60 ft.; Passive Perception 11"
      },
      {
        "document": 2015,
        "excerpt": "Perception +2, Stealth +5"
      },
      {
        "document": 2016,
        "excerpt": "Darkvision 60 ft.; Passive Perception 10"
      },
      {
        "document": 2017,
        "excerpt": "Blindsight 60 ft.; Passive Perception 10"
      },
      {
        "document": 2018,
        "excerpt": "Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 10"
      },
      {
        "document": 2019,
        "excerpt": "Blindsight 30 ft.; Passive Perception 6"
      },
      {
        "document": 2020,
        "excerpt": "Perception +4, Stealth +2"
      },
      {
        "document": 2021,
        "excerpt": "Darkvision 60 ft.; Passive Perception 9"
      },
      {
        "document": 2022,
        "excerpt": "Perception +14"
      },
      {
        "document": 2023,
        "excerpt": "Darkvision 60 ft.; Passive Perception 10"
      },
      {
        "document": 2024,
        "excerpt": "Arcana +12, History +12, Perception +8, Religion +12"
      },
      {
        "document": 2025,
        "excerpt": "Arcana +9, Perception +12, Religion +15"
      },
      {
        "document": 2026,
        "excerpt": "Darkvision 60 ft.; Passive Perception 11"
      },
      {
        "document": 2027,
        "excerpt": "Darkvision 30 ft.; Passive Perception 10"
      },
      {
        "document": 2028,
        "excerpt": "Darkvision 60 ft.; Passive Perception 12"
      },
      {
        "document": 2029,
        "excerpt": "Perception +3, Stealth +8"
      },
      {
        "document": 2030,
        "excerpt": "Deception +5, Insight +4, Investigation +5, Perception +6, Sleight of Hand +4, Stealth +6"
      },
      {
        "document": 2031,
        "excerpt": "Darkvision 60 ft.; Passive Perception 10"
      },
      {
        "document": 2032,
        "excerpt": "Darkvision 60 ft.; Passive Perception 9"
      },
      {
        "document": 2033,
        "excerpt": "Athletics +12, Perception +4, Stealth +5"
      },
      {
        "document": 2034,
        "excerpt": "Darkvision 120 ft.; Passive Perception 10"
      },
      {
        "document": 2035,
        "excerpt": "Arcana +8, Athletics +14, History +8, Perception +10"
      },
      {
        "document": 2036,
        "excerpt": "Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7"
      },
      {
        "document": 2037,
        "excerpt": "Blindsight 60 ft.; Passive Perception 11"
      },
      {
        "document": 2038,
        "excerpt": "Blindsight 30 ft.; Passive Perception 10"
      },
      {
        "document": 2039,
        "excerpt": "Blindsight 30 ft.; Passive Perception 8"
      },
      {
        "document": 2040,
        "excerpt": "Darkvision 60 ft.; Passive Perception 8"
      },
      {
        "document": 2041,
        "excerpt": "Darkvision 30 ft.; Passive Perception 10"
      },
      {
        "document": 2042,
        "excerpt": "Perception +5"
      },
      {
        "document": 2043,
        "excerpt": "Blindsight 10 ft.; Passive Perception 10"
      },
      {
        "document": 2044,
        "excerpt": "Perception +9"
      },
      {
        "document": 2045,
        "excerpt": "Perception +3, Stealth +7"
      },
      {
        "document": 2046,
        "excerpt": "Passive Perception 10"
      },
      {
        "document": 2047,
        "excerpt": "Passive Perception 10"
      },
      {
        "document": 2048,
        "excerpt": "Passive Perception 13"
      },
      {
        "document": 2049,
        "excerpt": "Passive Perception 10"
      },
      {
        "document": 2050,
        "excerpt": "Darkvision 60 ft.; Passive Perception 9"
      },
      {
        "document": 2051,
        "excerpt": "Perception +5"
      },
      {
        "document": 2052,
        "excerpt": "Perception +4"
      },
      {
        "document": 2053,
        "excerpt": "Darkvision 60 ft.; Passive Perception 13"
      },
      {
        "document": 2054,
        "excerpt": "Perception +4, Persuasion +4, Stealth +7"
      },
      {
        "document": 2055,
        "excerpt": "Perception +3, Stealth +6"
      },
      {
        "document": 2056,
        "excerpt": "Perception +7, Stealth +9"
      },
      {
        "document": 2057,
        "excerpt": "Blindsight 10 ft.; Passive Perception 10"
      },
      {
        "document": 2058,
        "excerpt": "Blindsight 30 ft.; Passive Perception 6"
      },
      {
        "document": 2059,
        "excerpt": "Darkvision 120 ft.; Passive Perception 11"
      },
      {
        "document": 2060,
        "excerpt": "Perception +3"
      },
      {
        "document": 2061,
        "excerpt": "Darkvision 60 ft.; Passive Perception 9"
      },
      {
        "document": 2062,
        "excerpt": "Passive Perception 11"
      },
      {
        "document": 2063,
        "excerpt": "Passive Perception 10"
      },
      {
        "document": 2064,
        "excerpt": "Athletics +5, Perception +2"
      },
      {
        "document": 2065,
        "excerpt": "Darkvision 60 ft.; Passive Perception 10"
      },
      {
        "document": 2066,
        "excerpt": "Acrobatics +5, Perception +3, Stealth +5"
      },
      {
        "document": 2067,
        "excerpt": "Perception +7"
      },
      {
        "document": 2068,
        "excerpt": "Perception +2"
      },
      {
        "document": 2069,
        "excerpt": "Perception +4, Stealth +5"
      },
      {
        "document": 2070,
        "excerpt": "Perception +5, Stealth +4"
      },
      {
        "document": 2071,
        "excerpt": "Perception +4, Stealth +4"
      },
      {
        "document": 2072,
        "excerpt": "Perception +4, Stealth +2"
      },
      {
        "document": 2073,
        "excerpt": "Perception +3, Stealth +4"
      },
      {
        "document": 2074,
        "excerpt": "Darkvision 120 ft.; Passive Perception 12"
      },
      {
        "document": 2075,
        "excerpt": "Perception +5, Stealth +5"
      },
      {
        "document": 2076,
        "excerpt": "Perception +5, Stealth +4"
      },
      {
        "document": 2077,
        "excerpt": "Perception +4"
      },
      {
        "document": 2078,
        "excerpt": "Darkvision 60 ft.; Passive Perception 12"
      },
      {
        "document": 2079,
        "excerpt": "Perception +4"
      },
      {
        "document": 2080,
        "excerpt": "Perception +6, Stealth +6"
      },
      {
        "document": 2081,
        "excerpt": "Perception +6, Stealth +5"
      },
      {
        "document": 2082,
        "excerpt": "Perception +9, Stealth +4"
      },
      {
        "document": 2083,
        "excerpt": "Perception +6, Persuasion +5, Stealth +3"
      },
      {
        "document": 2084,
        "excerpt": "Insight +4, Perception +7, Stealth +3"
      },
      {
        "document": 2085,
        "excerpt": "Deception +5, Perception +7, Stealth +4"
      },
      {
        "document": 2086,
        "excerpt": "Insight +5, Perception +9, Persuasion +9, Stealth +6"
      },
      {
        "document": 2087,
        "excerpt": "Deception +5, Perception +7, Stealth +4"
      },
      {
        "document": 2088,
        "excerpt": "Perception +8, Stealth +4"
      },
      {
        "document": 2089,
        "excerpt": "History +6, Perception +8, Stealth +4"
      },
      {
        "document": 2090,
        "excerpt": "Perception +6, Stealth +3"
      },
      {
        "document": 2091,
        "excerpt": "Darkvision 60 ft.; Passive Perception 8"
      }
    ],
    "perceptive": [
      {
        "document": 154,
        "excerpt": "iciencies, if any. For example, a monster that is very perceptive and stealthy might have bonuses to Wisdom (Perception) and Dexterity (Stealth) checks. A skill bonus is"
      }
    ],
    "perceptiveness": [
      {
        "document": 746,
        "excerpt": "Perceptiveness and mental fortitude"
      }
    ],
    "perdition": [
      {
        "document": 979,
        "excerpt": "es Your pact draws on the Lower Planes, the realms of perdition. You might forge a bargain with a demon lord, an archdevil, or another fiend that is especially mighty."
      }
    ],
    "perfect": [
      {
        "document": 840,
        "excerpt": "Perfect Focus"
      },
      {
        "document": 967,
        "excerpt": "Perfect Focus"
      },
      {
        "document": 1367,
        "excerpt": "f the event, allow the target to recall the event with perfect clarity, change its memory of the event's details, or create a memory of some other event. You must spe"
      }
    ],
    "perfectly": [
      {
        "document": 1246,
        "excerpt": "y time, ending the spell. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it and can either end"
      },
      {
        "document": 1392,
        "excerpt": "in whatever way you choose. It mimics your mannerisms perfectly. Physical interaction with the image reveals it to be illusory, since things can pass through it. A cre"
      }
    ],
    "perform": [
      {
        "document": 375,
        "excerpt": "Skilled hirelings include anyone hired to perform a service that involves a proficiency (including weapon, tool, or skill): a mercenary, an artisan, a scr"
      },
      {
        "document": 498,
        "excerpt": "A spellcaster must use at least one of their hands to perform these movements."
      },
      {
        "document": 499,
        "excerpt": "ee to access them, but it can be the same hand used to perform Somatic components, if any. If a spell doesn't consume its materials and doesn't specify a cost for the"
      },
      {
        "document": 517,
        "excerpt": "During a Long Rest, you sleep for at least 6 hours and perform no more than 2 hours of light activity, such as reading, talking, eating, or standing watch. During sle"
      },
      {
        "document": 744,
        "excerpt": "Stay on your feet in a tricky situation, or perform an acrobatic stunt."
      },
      {
        "document": 972,
        "excerpt": "You can perform an esoteric rite for 1 minute. At the end of it, you regain expended Pact Magic spell slots but no more"
      },
      {
        "document": 1349,
        "excerpt": "invulnerable and obey your commands. Each servant can perform tasks that a human could perform, but they can't attack or take any action that would directly harm anot"
      },
      {
        "document": 1376,
        "excerpt": "mpulsion to behave a particular way. You can ask it to perform a service in exchange for payment, but it isn't obliged to do so. The requested task could range from si"
      },
      {
        "document": 1381,
        "excerpt": "nts left. The target is limited in the actions it can perform by the anatomy of its new form, and it can't speak or cast spells. The target's gear melds into the new"
      },
      {
        "document": 1463,
        "excerpt": "ell ends. The target is limited in the actions it can perform by the anatomy of its new form, and it can't speak or cast spells. The target's gear melds into the new"
      },
      {
        "document": 1468,
        "excerpt": "o 15 feet and interact with an object. The servant can perform simple tasks that a human could do, such as fetching things, cleaning, mending, folding clothes, lightin"
      }
    ],
    "performance": [
      {
        "document": 738,
        "excerpt": ". This ability is ideal for a background that involves performance or social interaction."
      },
      {
        "document": 744,
        "excerpt": "Performance"
      },
      {
        "document": 745,
        "excerpt": "Make a Charisma (Deception, Intimidation, Performance, or Persuasion) or Wisdom (Animal Handling) check to alter a creature’s attitude."
      },
      {
        "document": 952,
        "excerpt": "Charisma (Performance)"
      },
      {
        "document": 963,
        "excerpt": "y”) in two of your skill proficiencies of your choice. Performance and Persuasion are recommended if you have proficiency in them. At Bard level 9, you gain Expertise in"
      },
      {
        "document": 1391,
        "excerpt": "lusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes. When the trigger you specify occurs, the illusion springs into existence and"
      },
      {
        "document": 1904,
        "excerpt": "Athletics +10, Performance +5"
      },
      {
        "document": 2011,
        "excerpt": "Perception +2, Performance +6, Stealth +5"
      }
    ],
    "performing": [
      {
        "document": 818,
        "excerpt": "Performing"
      },
      {
        "document": 1391,
        "excerpt": "n the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes, after which the illusion can be activated again. The"
      }
    ],
    "performs": [
      {
        "document": 1391,
        "excerpt": "pecify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant fo"
      },
      {
        "document": 1468,
        "excerpt": "s an Invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied s"
      }
    ],
    "perfume": [
      {
        "document": 266,
        "excerpt": "tch of a goblin 39 An empty glass vial that smells of perfume 40 A gemstone that looks like a lump of coal when examined by anyone but you 41 A scrap of cloth from"
      },
      {
        "document": 326,
        "excerpt": "Perfume (5 GP)"
      },
      {
        "document": 415,
        "excerpt": ": Acid, Alchemist's Fire, Component Pouch, Oil, Paper, Perfume"
      },
      {
        "document": 477,
        "excerpt": "asks of Oil, 5 sheets of Paper, 5 sheets of Parchment, Perfume, and Tinderbox."
      },
      {
        "document": 930,
        "excerpt": "Perfume"
      },
      {
        "document": 1103,
        "excerpt": "Perfume"
      }
    ],
    "perhaps": [
      {
        "document": 141,
        "excerpt": "You can give a sentient item an objective it pursues, perhaps to the exclusion of all else. As long as the wielder's use of the item aligns with that special purpose,"
      },
      {
        "document": 378,
        "excerpt": "e GM might say, \"Your movement feels strangely fluid.\" Perhaps you then dive into a river to see what happens. The GM would then say you swim unexpectedly well."
      },
      {
        "document": 787,
        "excerpt": "te Seeker. The item seeks another sentient magic item, perhaps one that is similar to itself."
      },
      {
        "document": 820,
        "excerpt": "An enormous scale, perhaps from a dragon"
      },
      {
        "document": 977,
        "excerpt": "ns Your innate magic comes from the gift of a dragon. Perhaps an ancient dragon facing death bequeathed some of its magical power to you or your ancestor. You might h"
      },
      {
        "document": 1454,
        "excerpt": "r a place you know through someone else’s description, perhaps from a map. - “False destination” is a place that doesn’t exist. Perhaps you tried to scry an enemy’s sa"
      }
    ],
    "periapt": [
      {
        "document": 1637,
        "excerpt": "Periapt of Health"
      },
      {
        "document": 1638,
        "excerpt": "Periapt of Proof against Poison"
      },
      {
        "document": 1639,
        "excerpt": "Periapt of Wound Closure"
      }
    ],
    "peril": [
      {
        "document": 974,
        "excerpt": "ysical excellence to deal devastating blows, withstand peril, and garner glory. Whether in athletic contests or bloody battle, Champions strive for the crown of the"
      }
    ],
    "perils": [
      {
        "document": 65,
        "excerpt": "Monsters are the main perils characters face, but other dangers await. “Rules Glossary” defines the following hazards:"
      },
      {
        "document": 962,
        "excerpt": "t as they should be, giving you an edge when you dodge perils. You have Advantage on Dexterity saving throws unless you have the Incapacitated condition."
      }
    ],
    "perimeter": [
      {
        "document": 1389,
        "excerpt": "the protected area or pass through the barrier at its perimeter. - Creatures in the area can't be targeted by Divination spells. - Nothing can teleport into or out of t"
      }
    ],
    "period": [
      {
        "document": 67,
        "excerpt": "able. The table states how far the party can move in a period of time; if riding horses or other mounts, the group can move twice that distance for 1 hour, after whic"
      },
      {
        "document": 517,
        "excerpt": "A Long Rest is a period of extended downtime - at least 8 hours - available to any creature. During a Long Rest, you sleep for a"
      },
      {
        "document": 543,
        "excerpt": "A Short Rest is a 1-hour period of downtime, during which a creature does nothing more strenuous than reading, talking, eating, or stand"
      },
      {
        "document": 673,
        "excerpt": "nstitution saving throw at the end of the recuperation period. On a successful save, the creature has Advantage on saving throws to fight off the magical contagion fo"
      },
      {
        "document": 1157,
        "excerpt": "spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this"
      },
      {
        "document": 1219,
        "excerpt": "this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with thi"
      },
      {
        "document": 1458,
        "excerpt": "s spell ends if one of the actions you use during this period, or any effects that you create during it, affects a creature other than you or an object being worn or"
      },
      {
        "document": 1484,
        "excerpt": "illain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a"
      },
      {
        "document": 1619,
        "excerpt": "s are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Constitution increas"
      },
      {
        "document": 1620,
        "excerpt": "s are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Strength increases b"
      },
      {
        "document": 1622,
        "excerpt": "s are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Dexterity increases"
      },
      {
        "document": 1734,
        "excerpt": "s are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Intelligence increas"
      },
      {
        "document": 1735,
        "excerpt": "s are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma increases b"
      },
      {
        "document": 1736,
        "excerpt": "s are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Wisdom increases by"
      }
    ],
    "permanent": [
      {
        "document": 789,
        "excerpt": "Only one potion works, but its effects are permanent. Choose the simplest effect to make permanent or the one that seems the most fun. For example, a Potion"
      },
      {
        "document": 1454,
        "excerpt": "- | :----- | :----------- | :--------- | :-------- | | Permanent circle | - | - | - | 01–00 | | Linked object | - |"
      },
      {
        "document": 1455,
        "excerpt": "und inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of exist"
      },
      {
        "document": 1475,
        "excerpt": "on this spell for its full duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends."
      },
      {
        "document": 1484,
        "excerpt": "to one damage type that you choose. This Resistance is permanent. Spell Immunity. You grant up to ten creatures you can see immunity to a single spell or other magical"
      },
      {
        "document": 1708,
        "excerpt": "endary This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside w"
      }
    ],
    "permanently": [
      {
        "document": 667,
        "excerpt": "my was created through a curse and it can be destroyed permanently only by casting Remove Curse on its corpse."
      },
      {
        "document": 793,
        "excerpt": "itution saving throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, t"
      },
      {
        "document": 1367,
        "excerpt": "hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity, change its"
      },
      {
        "document": 1627,
        "excerpt": "You gain the ability to cast Wish 1d3 times. Puzzle. Permanently reduce your Intelligence or Wisdom by 1d4 + 1 (to a minimum score of 1). You can draw one additional car"
      }
    ],
    "permission": [
      {
        "document": 972,
        "excerpt": "in your Book of Shadows when you conjure it. With your permission, a creature can take an action to write its name on that page, which can contain a number of names equal"
      },
      {
        "document": 1997,
        "excerpt": "f spells automatically miss it. Without the rakshasa's permission, no spell can observe the rakshasa remotely or detect its thoughts, creature type, or alignment. Fiendi"
      },
      {
        "document": 2024,
        "excerpt": "the sphinx remotely or detect its thoughts without its permission. Wisdom (Insight) checks made to ascertain its intentions or sincerity are made with Disadvantage. Lege"
      },
      {
        "document": 2025,
        "excerpt": "the sphinx remotely or detect its thoughts without its permission. Wisdom (Insight) checks made to ascertain its intentions or sincerity are made with Disadvantage. Lege"
      }
    ],
    "permits": [
      {
        "document": 965,
        "excerpt": "n other sources for eligible Beasts if the Game Master permits you to do so. Beast Shapes Rules While Shape-Shifted. While in a form, you retain your personality, me"
      },
      {
        "document": 1625,
        "excerpt": "ture trapped within a cell can escape using magic that permits planar travel. Otherwise, the creature is confined to the cell until freed. If the mirror traps a creat"
      }
    ],
    "perpendicular": [
      {
        "document": 1409,
        "excerpt": "rope. One end of it hovers upward until the rope hangs perpendicular to the ground or the rope reaches a ceiling. At the rope's upper end, an Invisible 3-foot-by-5-foot port"
      }
    ],
    "persistent": [
      {
        "document": 848,
        "excerpt": "Persistent Rage"
      },
      {
        "document": 962,
        "excerpt": "Persistent Rage"
      }
    ],
    "persists": [
      {
        "document": 500,
        "excerpt": "A spell's duration is the length of time the spell persists after it is cast. A duration typically takes one of the following forms: Concentration. A duration that"
      },
      {
        "document": 1247,
        "excerpt": "n, falling snowflakes for snow, and so on. This effect persists for 1 round. Bloom. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. Sensory"
      },
      {
        "document": 1726,
        "excerpt": "tional 15 feet. The light is sunlight. While the blade persists, you can take a Magic action to expand or reduce its radius of Bright Light and Dim Light by 5 feet each"
      }
    ],
    "person": [
      {
        "document": 117,
        "excerpt": "sile Snaring so long as the matching glove is on their person."
      },
      {
        "document": 235,
        "excerpt": "g within rules but not feeling bound by them. A kindly person who helps others according to their needs is probably Neutral Good. Chaotic Good (CG). Chaotic Good cre"
      },
      {
        "document": 266,
        "excerpt": "rabbit's foot 60 A glass eye 61 A cameo of a hideous person 62 A silver skull the size of a coin 63 An alabaster mask 64 A cone of sticky black incense that stin"
      },
      {
        "document": 474,
        "excerpt": "ntage on any ability check you make to impersonate the person or type of person it represents."
      },
      {
        "document": 545,
        "excerpt": "or more things happen at the same time on a turn, the person at the game table - player or GM - whose turn it is decides the order in which those things happen. For"
      },
      {
        "document": 744,
        "excerpt": "Discern a person’s mood and intentions."
      },
      {
        "document": 781,
        "excerpt": "Hold Person"
      },
      {
        "document": 826,
        "excerpt": "Fog Cloud, Hold Person, Ray of Frost"
      },
      {
        "document": 830,
        "excerpt": "Charm Person"
      },
      {
        "document": 831,
        "excerpt": "Hold Person"
      },
      {
        "document": 860,
        "excerpt": "Charm Person"
      },
      {
        "document": 861,
        "excerpt": "Hold Person"
      },
      {
        "document": 865,
        "excerpt": "Dominate Person"
      },
      {
        "document": 873,
        "excerpt": "Charm Person"
      },
      {
        "document": 874,
        "excerpt": "Hold Person"
      },
      {
        "document": 886,
        "excerpt": "Charm Person"
      },
      {
        "document": 887,
        "excerpt": "Hold Person"
      },
      {
        "document": 891,
        "excerpt": "Dominate Person"
      },
      {
        "document": 899,
        "excerpt": "Charm Person"
      },
      {
        "document": 900,
        "excerpt": "Hold Person"
      },
      {
        "document": 903,
        "excerpt": "Dominate Person"
      },
      {
        "document": 912,
        "excerpt": "Hold Person"
      },
      {
        "document": 963,
        "excerpt": "se four level 1 spells from the Bard spell list. Charm Person, Color Spray, Dissonant Whispers, and Healing Word are recommended. The number of spells on your list i"
      },
      {
        "document": 970,
        "excerpt": "se this effect, you must have a Poisoner's Kit on your person. Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or ha"
      },
      {
        "document": 971,
        "excerpt": "1 Sorcery Point When you cast a spell, such as Charm Person, that can be cast with a higher-level spell slot to target an additional creature, you can spend 1 Sorce"
      },
      {
        "document": 972,
        "excerpt": "o level 3 spell slots. To cast the level 1 spell Charm Person, you must spend one of those slots, and you cast it as a level 3 spell. Prepared Spells of Level 1+. Yo"
      },
      {
        "document": 992,
        "excerpt": "ow the Poison Spray cantrip. | Ray of Sickness | Hold Person | | Chthonic | You have Resistance to Necrotic damage.You also know the Chill Touch cantrip. | F"
      },
      {
        "document": 1155,
        "excerpt": "ecipient who matches a general description, such as “a person dressed in the uniform of the town guard” or “a red-haired dwarf wearing a pointed hat.” You also commun"
      },
      {
        "document": 1189,
        "excerpt": "Charm Person"
      },
      {
        "document": 1212,
        "excerpt": "s on you if its material component is ever not on your person."
      },
      {
        "document": 1234,
        "excerpt": "clothing, armor, weapons, and other belongings on your person - look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or l"
      },
      {
        "document": 1244,
        "excerpt": "Dominate Person"
      },
      {
        "document": 1316,
        "excerpt": "Hold Person"
      },
      {
        "document": 1333,
        "excerpt": "ch) Duration: Instantaneous Name or describe a famous person, place, or object. The spell brings to your mind a brief summary of the significant lore about that famo"
      },
      {
        "document": 1576,
        "excerpt": "g them, you can expend 1 or more charges to cast Charm Person (save DC 13). For 1 charge, you cast the level 1 version of the spell. You increase the spell's level by"
      },
      {
        "document": 1614,
        "excerpt": "de with this magic weapon. While the weapon is on your person, you also gain a +1 bonus to saving throws. Luck. If the weapon is on your person, you can call on its"
      },
      {
        "document": 1627,
        "excerpt": "c weapon with which you are proficient appears on your person. The GM chooses the weapon. Knight. You gain the service of a Knight, who magically appears in an unocc"
      },
      {
        "document": 1636,
        "excerpt": "unement by a Spellcaster) While this pearl is on your person, you can take a Magic action to regain one expended spell slot of level 3 or lower. Once you use the pea"
      },
      {
        "document": 1642,
        "excerpt": "n (Requires Attunement) While these pipes are on your person, ordinary rats and giant rats are Indifferent toward you and won't attack you unless you threaten or har"
      },
      {
        "document": 1700,
        "excerpt": "medallion provides three benefits while it is on your person. Defense. You gain a +1 bonus to Armor Class. Preservation. The scarab has 12 charges. If you fail a s"
      },
      {
        "document": 1712,
        "excerpt": "You can expend 1 of the staff's charges to cast Charm Person, Command, or Comprehend Languages from it using your spell save DC. Reflect Enchantment. If you succeed"
      },
      {
        "document": 1725,
        "excerpt": "ires Attunement) While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws."
      },
      {
        "document": 1838,
        "excerpt": "Will: Light, Thaumaturgy 2/Day: Command 1/Day: Hold Person"
      },
      {
        "document": 1976,
        "excerpt": "casting ability (spell save DC 13): 1/Day Each: Charm Person (level 2 version), Darkness, Gaseous Form, Sleep"
      },
      {
        "document": 2028,
        "excerpt": "ing 2/Day Each: Detect Thoughts, Dimension Door, Hold Person (level 3 version), Lightning Bolt (level 4 version)"
      },
      {
        "document": 2036,
        "excerpt": "5) Psychic damage. Charm. The succubus casts Dominate Person (level 8 version), requiring no spell components and using Charisma as the spellcasting ability (spell s"
      },
      {
        "document": 2056,
        "excerpt": "Charm (Recharge 5–6). The vampire casts Charm Person, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 17), and th"
      }
    ],
    "person's": [
      {
        "document": 1454,
        "excerpt": "e laboratory, for example, you might appear in another person's laboratory in the same city. Off Target. You and your group (or the target object) appear 2d12 miles aw"
      }
    ],
    "persona": [
      {
        "document": 135,
        "excerpt": "you make a sentient magic item, you create the item's persona much as you would create an NPC, with these exceptions."
      }
    ],
    "personal": [
      {
        "document": 235,
        "excerpt": "individuals act in accordance with law, tradition, or personal codes. Someone who follows a disciplined rule of life - and isn’t swayed either by the demands of those"
      },
      {
        "document": 237,
        "excerpt": "ic Neutral creatures follow their whims, valuing their personal freedom above all else. A scoundrel who wanders the land living by their wits is probably Chaotic Neutra"
      },
      {
        "document": 321,
        "excerpt": "A handheld steel Mirror is useful for personal cosmetics but also for peeking around corners and reflecting light as a signal."
      },
      {
        "document": 522,
        "excerpt": "A nonplayer character (NPC) is a monster that has a personal name and a distinct personality. See also \"Monster.\""
      },
      {
        "document": 982,
        "excerpt": "and good and use their gods' tenets as the measure of personal devotion. Others hold angels as their ideals and incorporate images of angelic wings into their helmets"
      }
    ],
    "personality": [
      {
        "document": 47,
        "excerpt": "roach or a descriptive approach. The GM uses an NPC's personality and your character's actions and attitudes to determine how an NPC reacts. A cowardly bandit might buck"
      },
      {
        "document": 134,
        "excerpt": "Some magic items have sentience and personality. Such an item might be possessed, haunted by the spirit of a previous owner, or self-aware thanks to the"
      },
      {
        "document": 522,
        "excerpt": ") is a monster that has a personal name and a distinct personality. See also \"Monster.\""
      },
      {
        "document": 965,
        "excerpt": "While Shape-Shifted. While in a form, you retain your personality, memories, and ability to speak, and the following rules apply: Temporary Hit Points. When you assume a"
      },
      {
        "document": 1194,
        "excerpt": "physically identical to the original and has the same personality, memories, and abilities, but none of the original's equipment. The creature's original remains, if any,"
      },
      {
        "document": 1381,
        "excerpt": "he chosen Beast, but the target retains its alignment, personality, creature type, Hit Points, and Hit Point Dice. See the \"Animals\" section of \"Monsters\" for a sample of"
      },
      {
        "document": 1420,
        "excerpt": "en form, but you retain your creature type; alignment; personality; Intelligence, Wisdom, and Charisma scores; Hit Points; Hit Point Dice; proficiencies; and ability to co"
      },
      {
        "document": 1463,
        "excerpt": "retains its Hit Points, Hit Point Dice, alignment, and personality. The target gains a number of Temporary Hit Points equal to the Hit Points of the new form. These Tempo"
      }
    ],
    "persuade": [
      {
        "document": 74,
        "excerpt": "s a detailed explanation of something or an attempt to persuade a foe, requires an action. The Influence action is the main way you try to influence a monster. Interac"
      },
      {
        "document": 651,
        "excerpt": "re you trying to deceive, intimidate, amuse, or gently persuade? The GM then determines whether the monster feels willing, unwilling, or hesitant due to your interactio"
      }
    ],
    "persuading": [
      {
        "document": 952,
        "excerpt": "Persuading a monster that understands you"
      }
    ],
    "persuasion": [
      {
        "document": 35,
        "excerpt": "if a rule allows you to make a Charisma (Deception or Persuasion) check, you add your Proficiency Bonus if you're proficient in either skill, but you don't add it twice"
      },
      {
        "document": 326,
        "excerpt": "g Perfume to yourself, you have Advantage on Charisma (Persuasion) checks made to influence an Indifferent Humanoid within 5 feet of yourself."
      },
      {
        "document": 744,
        "excerpt": "Persuasion"
      },
      {
        "document": 745,
        "excerpt": "e a Charisma (Deception, Intimidation, Performance, or Persuasion) or Wisdom (Animal Handling) check to alter a creature’s attitude."
      },
      {
        "document": 952,
        "excerpt": "Charisma (Persuasion)"
      },
      {
        "document": 963,
        "excerpt": "ur skill proficiencies of your choice. Performance and Persuasion are recommended if you have proficiency in them. At Bard level 9, you gain Expertise in two more of you"
      },
      {
        "document": 964,
        "excerpt": "Choose 2: History, Insight, Medicine, Persuasion, or Religion"
      },
      {
        "document": 966,
        "excerpt": "l Handling, Athletics, History, Insight, Intimidation, Persuasion, Perception, or Survival"
      },
      {
        "document": 968,
        "excerpt": "Choose 2: Athletics, Insight, Intimidation, Medicine, Persuasion, or Religion"
      },
      {
        "document": 970,
        "excerpt": "ion, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, or Stealth"
      },
      {
        "document": 971,
        "excerpt": "Choose 2: Arcana, Deception, Insight, Intimidation, Persuasion, or Religion"
      },
      {
        "document": 1521,
        "excerpt": "Friend of Dwarvenkind. You have Advantage on Charisma (Persuasion) checks made to interact with dwarves and duergar. Toughness. Your Constitution increases by 2, to a ma"
      },
      {
        "document": 1627,
        "excerpt": "e in your choice of History, Insight, Intimidation, or Persuasion. In addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is c"
      },
      {
        "document": 1763,
        "excerpt": "History +7, Perception +11, Persuasion +8, Stealth +5"
      },
      {
        "document": 1766,
        "excerpt": "Insight +8, Perception +14, Persuasion +13, Stealth +8"
      },
      {
        "document": 1767,
        "excerpt": "Deception +9, Perception +12, Persuasion +9, Stealth +6"
      },
      {
        "document": 1775,
        "excerpt": "History +9, Perception +14, Persuasion +12, Stealth +6"
      },
      {
        "document": 1778,
        "excerpt": "Insight +10, Perception +17, Persuasion +16, Stealth +9"
      },
      {
        "document": 1779,
        "excerpt": "Deception +13, Perception +17, Persuasion +13, Stealth +8"
      },
      {
        "document": 1838,
        "excerpt": "Deception +3, Persuasion +3, Religion +2"
      },
      {
        "document": 1859,
        "excerpt": "Perception +6, Persuasion +8"
      },
      {
        "document": 1864,
        "excerpt": "calm it by taking an action to make a DC 15 Charisma (Persuasion) check; the golem must be able to hear its creator. If this check succeeds, the golem ceases being berse"
      },
      {
        "document": 1936,
        "excerpt": "Insight +7, Perception +7, Persuasion +9"
      },
      {
        "document": 1939,
        "excerpt": "Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7"
      },
      {
        "document": 1971,
        "excerpt": "Deception +5, Insight +4, Persuasion +5"
      },
      {
        "document": 1986,
        "excerpt": "Perception +10, Persuasion +19"
      },
      {
        "document": 2036,
        "excerpt": "Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7"
      },
      {
        "document": 2054,
        "excerpt": "Perception +4, Persuasion +4, Stealth +7"
      },
      {
        "document": 2083,
        "excerpt": "Perception +6, Persuasion +5, Stealth +3"
      },
      {
        "document": 2086,
        "excerpt": "Insight +5, Perception +9, Persuasion +9, Stealth +6"
      }
    ],
    "pertain": [
      {
        "document": 1198,
        "excerpt": "of the following facts; you learn those facts as they pertain to the spell's area: - Locations of settlements - Locations of portals to other planes of existence - L"
      },
      {
        "document": 1435,
        "excerpt": "Most Beasts have little to say about topics that don't pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations an"
      }
    ],
    "pertains": [
      {
        "document": 1199,
        "excerpt": "you might receive “unclear” as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be mislea"
      }
    ],
    "pet": [
      {
        "document": 227,
        "excerpt": "our dearest childhood friend? - Did you grow up with a pet? - Have you fallen in love? If so, with whom? - Did you join an organization, such as a guild or religio"
      }
    ],
    "petals": [
      {
        "document": 1430,
        "excerpt": "V, S, M (a pinch of sand or rose petals)"
      }
    ],
    "petrification": [
      {
        "document": 783,
        "excerpt": "ied condition instead of the Restrained condition. The petrification lasts until the creature is freed by the Greater Restoration spell or similar magic."
      }
    ],
    "petrified": [
      {
        "document": 267,
        "excerpt": "mosaic tile with a multicolored, glazed surface 95 A petrified mouse 96 A black pirate flag adorned with a dragon's skull and crossbones 97 A tiny mechanical crab or"
      },
      {
        "document": 756,
        "excerpt": "You have the Petrified condition until the end of your next turn."
      },
      {
        "document": 783,
        "excerpt": "he effect ends. On a failed save, the creature has the Petrified condition instead of the Restrained condition. The petrification lasts until the creature is freed by th"
      },
      {
        "document": 946,
        "excerpt": "Petrified"
      },
      {
        "document": 1277,
        "excerpt": "s saves three times, it is turned to stone and has the Petrified condition for the duration. The successes and failures needn't be consecutive; keep track of both until"
      },
      {
        "document": 1297,
        "excerpt": "ffects from it: - 1 Exhaustion level - The Charmed or Petrified condition - A curse, including the target's Attunement to a cursed magic item - Any reduction to one of"
      },
      {
        "document": 1313,
        "excerpt": "V, S, M (the petrified eye of a newt)"
      },
      {
        "document": 1387,
        "excerpt": "he condition ends. If it fails three times, it has the Petrified condition until it is freed by an effect like the Greater Restoration spell. The successes and failures"
      },
      {
        "document": 1388,
        "excerpt": "he condition ends. If it fails three times, it has the Petrified condition until it is freed by an effect like the Greater Restoration spell. The successes and failures"
      },
      {
        "document": 1496,
        "excerpt": "Petrified"
      },
      {
        "document": 1771,
        "excerpt": "Poison, Thunder; Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious"
      },
      {
        "document": 1783,
        "excerpt": "Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned"
      },
      {
        "document": 1784,
        "excerpt": "Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned"
      },
      {
        "document": 1785,
        "excerpt": "Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Senses Blindsight 60 ft.; Passive Perception 6 Languages None CR 2 (XP 450; PB +2) Actions"
      },
      {
        "document": 1792,
        "excerpt": ", Poison; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Unconscious Senses Truesight 60 ft., Passive Perception 13 Languages All languages known to"
      },
      {
        "document": 1803,
        "excerpt": "tself on a success. Second Failure: The target has the Petrified condition instead of the Restrained condition."
      },
      {
        "document": 1828,
        "excerpt": ", Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned"
      },
      {
        "document": 1831,
        "excerpt": "Petrified"
      },
      {
        "document": 1855,
        "excerpt": "Poison; Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious"
      },
      {
        "document": 1862,
        "excerpt": "Fire, Poison; Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious"
      },
      {
        "document": 1864,
        "excerpt": "g, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned"
      },
      {
        "document": 1868,
        "excerpt": "Poison; Exhaustion, Petrified, Poisoned"
      },
      {
        "document": 1871,
        "excerpt": "Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained"
      },
      {
        "document": 1911,
        "excerpt": "Exhaustion, Petrified"
      },
      {
        "document": 1940,
        "excerpt": "Poison; Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious"
      },
      {
        "document": 1941,
        "excerpt": ", Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned"
      },
      {
        "document": 1959,
        "excerpt": "tself on a success. Second Failure: The target has the Petrified condition instead of the Restrained condition."
      },
      {
        "document": 2016,
        "excerpt": ", Poison; Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious"
      },
      {
        "document": 2018,
        "excerpt": "Poison; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned"
      },
      {
        "document": 2023,
        "excerpt": "tic, Poison; Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious"
      },
      {
        "document": 2034,
        "excerpt": ", Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned"
      },
      {
        "document": 2037,
        "excerpt": "Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned"
      },
      {
        "document": 2038,
        "excerpt": "stion, Frightened, Grappled, Incapacitated, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned"
      },
      {
        "document": 2039,
        "excerpt": "Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned"
      },
      {
        "document": 2040,
        "excerpt": "Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned"
      },
      {
        "document": 2041,
        "excerpt": "Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned"
      },
      {
        "document": 2042,
        "excerpt": "Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned"
      },
      {
        "document": 2043,
        "excerpt": "Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned"
      },
      {
        "document": 2065,
        "excerpt": "Poison; Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious"
      },
      {
        "document": 2074,
        "excerpt": "Lightning, Poison; Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious"
      },
      {
        "document": 2078,
        "excerpt": "tic, Poison; Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious"
      },
      {
        "document": 2080,
        "excerpt": "Poison; Paralyzed, Petrified, Poisoned"
      }
    ],
    "petrifying": [
      {
        "document": 1803,
        "excerpt": "Petrifying Gaze (Recharge 4–6). Constitution Saving Throw: DC 12, each creature in a 30-foot Cone. If the basilisk"
      },
      {
        "document": 1831,
        "excerpt": "Petrifying Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Piercing damage. If the target is a creature,"
      },
      {
        "document": 1911,
        "excerpt": "y before the hit, the target has the Prone condition. Petrifying Breath (Recharge 5–6). Constitution Saving Throw: DC 15, each creature in a 30-foot Cone. First Failure:"
      },
      {
        "document": 1959,
        "excerpt": "Petrifying Gaze (Recharge 5–6). Constitution Saving Throw: DC 13, each creature in a 30-foot Cone. If the medusa se"
      }
    ],
    "phantasm": [
      {
        "document": 1373,
        "excerpt": "s perceivable only to the target for the duration. The phantasm includes sound, temperature, and other stimuli. The target can take a Study action to examine the phant"
      }
    ],
    "phantasm's": [
      {
        "document": 1373,
        "excerpt": "deal 2d8 Psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm. The target perceives the damage as a type appropriate to the illu"
      }
    ],
    "phantasmal": [
      {
        "document": 756,
        "excerpt": "y (cast on yourself); on a 7, Lightning Bolt; on an 8, Phantasmal Force; on a 9, Polymorph; on a 10, Stinking Cloud."
      },
      {
        "document": 890,
        "excerpt": "Phantasmal Killer"
      },
      {
        "document": 902,
        "excerpt": "Phantasmal Killer"
      },
      {
        "document": 1373,
        "excerpt": "Phantasmal Force"
      },
      {
        "document": 1374,
        "excerpt": "Phantasmal Killer"
      },
      {
        "document": 1969,
        "excerpt": "realness, Magic Missile (level 4 version) 2/Day Each: Phantasmal Killer, Plane Shift (self only)"
      }
    ],
    "phantasms": [
      {
        "document": 1829,
        "excerpt": "immune to this cloaker's Moan for the next 24 hours. Phantasms (Recharge after a Short or Long Rest). The cloaker casts the Mirror Image spell, requiring no spell comp"
      }
    ],
    "phantom": [
      {
        "document": 888,
        "excerpt": "Phantom Steed"
      },
      {
        "document": 1261,
        "excerpt": "M (a silver whistle) Duration: 8 hours You conjure a phantom watchdog in an unoccupied space that you can see within range. The hound remains for the duration or unt"
      },
      {
        "document": 1375,
        "excerpt": "Phantom Steed"
      },
      {
        "document": 1456,
        "excerpt": "an unlocked door or window to fly open or slam shut. Phantom Sound. You create an instantaneous sound that originates from a point of your choice within range, such"
      }
    ],
    "phase": [
      {
        "document": 1982,
        "excerpt": "Phase Spider"
      }
    ],
    "phenomena": [
      {
        "document": 1391,
        "excerpt": "you like, though it must be based on visual or audible phenomena that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear a"
      }
    ],
    "phenomenon": [
      {
        "document": 519,
        "excerpt": "agical if it is created by a spell, a magic item, or a phenomenon that a rule labels as magical."
      },
      {
        "document": 561,
        "excerpt": "selected to receive the effects of a spell or another phenomenon."
      },
      {
        "document": 1350,
        "excerpt": "image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot Cube. The image appears at a spot that you can see within range and la"
      },
      {
        "document": 1373,
        "excerpt": "ve, you create a phantasmal object, creature, or other phenomenon that is no larger than a 10-foot Cube and that is perceivable only to the target for the duration. The p"
      },
      {
        "document": 1391,
        "excerpt": "lusion of an object, a creature, or some other visible phenomenon within range that activates when a specific trigger occurs. The illusion is imperceptible until then. It"
      },
      {
        "document": 1428,
        "excerpt": "image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot Cube. The image appears at a spot within range and lasts for the durati"
      }
    ],
    "philter": [
      {
        "document": 1640,
        "excerpt": "Philter of Love"
      }
    ],
    "phosphorescent": [
      {
        "document": 1336,
        "excerpt": "V, M (a firefly or phosphorescent moss)"
      }
    ],
    "phosphorus": [
      {
        "document": 1222,
        "excerpt": "V, S, M (a bit of phosphorus)"
      },
      {
        "document": 1271,
        "excerpt": "V, S, M (a bit of phosphorus or a firefly)"
      }
    ],
    "phrase": [
      {
        "document": 121,
        "excerpt": "A command word is a word or short phrase that must be spoken or signed for an item to work. Spoken command words must be audible and fail to work"
      },
      {
        "document": 1199,
        "excerpt": "y to the deity's interests, the GM might offer a short phrase as an answer instead. If you cast the spell more than once before finishing a Long Rest, there is a cum"
      },
      {
        "document": 1210,
        "excerpt": "ould be misleading, the GM might instead offer a short phrase as an answer. On a failed save, you take 6d6 Psychic damage and have the Incapacitated condition until"
      },
      {
        "document": 1238,
        "excerpt": "The GM offers a truthful reply, which might be a short phrase or cryptic rhyme. The spell doesn't account for circumstances that might change the answer, such as the"
      }
    ],
    "physical": [
      {
        "document": 48,
        "excerpt": "racters and monsters - have six abilities that measure physical and mental characteristics, as shown on the Ability Descriptions table. Ability Descriptions"
      },
      {
        "document": 283,
        "excerpt": "Regardless of life span, members of all species reach physical maturity at about the same age. Your character can be any age that isn’t beyond their species’ normal li"
      },
      {
        "document": 378,
        "excerpt": "s on one magic item during a Short Rest while being in physical contact with the item. At the end of the rest, you learn its properties and how to use them (but not any"
      },
      {
        "document": 380,
        "excerpt": "a Short Rest focused on only that item while being in physical contact with it (this can't be the same Short Rest used to learn the item's properties). This focus can"
      },
      {
        "document": 495,
        "excerpt": "A spell's components are physical requirements the spellcaster must meet to cast the spell. Each spell's description indicates whether it"
      },
      {
        "document": 501,
        "excerpt": "ent exactly what the spell does, which ignores mundane physical laws; any outcomes beyond those effects are under the GM's purview. Whatever the effects, they typically"
      },
      {
        "document": 517,
        "excerpt": "ntrip - Taking any damage - 1 hour of walking or other physical exertion If you rested at least 1 hour before the interruption, you gain the benefits of a Short Rest."
      },
      {
        "document": 576,
        "excerpt": "you can see within a specific range without relying on physical sight. Within that range, you can see anything that isn't behind Total Cover even if you have the Blinde"
      },
      {
        "document": 738,
        "excerpt": ". These abilities are ideal for a background involving physical exertion. Constitution. This ability is ideal for a background that involves endurance or long hours of"
      },
      {
        "document": 746,
        "excerpt": "Physical might"
      },
      {
        "document": 966,
        "excerpt": "You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to"
      },
      {
        "document": 967,
        "excerpt": "Your physical and mental discipline grant you proficiency in all saving throws. Additionally, whenever you make a sav"
      },
      {
        "document": 974,
        "excerpt": "Pursue Physical Excellence in Combat A Champion focuses on the development of martial prowess in a relentless pursuit o"
      },
      {
        "document": 977,
        "excerpt": "The magic in your body manifests physical traits of your draconic gift. Your Hit Point maximum increases by 3, and it increases by 1 whenever you"
      },
      {
        "document": 1153,
        "excerpt": "Duration: Concentration, up to 1 hour You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take"
      },
      {
        "document": 1234,
        "excerpt": "The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat"
      },
      {
        "document": 1267,
        "excerpt": "tion, up to 1 day You magically sense the most direct physical route to a location you name. You must be familiar with the location, and the spell fails if you name a"
      },
      {
        "document": 1309,
        "excerpt": "You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 Fire damage when you cast the spell. Until the spell ends, you can tak"
      },
      {
        "document": 1328,
        "excerpt": "he object instantly appears in your hand regardless of physical or planar distances, and the spell ends. If another creature is holding or carrying the object, crushin"
      },
      {
        "document": 1350,
        "excerpt": "even making it carry on a conversation, for example. Physical interaction with the image reveals it to be an illusion, for things can pass through it. A creature that"
      },
      {
        "document": 1356,
        "excerpt": "which ends the spell. You otherwise can't move. Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the exten"
      },
      {
        "document": 1362,
        "excerpt": "eate sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it."
      },
      {
        "document": 1391,
        "excerpt": "d warn off others who attempt to open a trapped door. Physical interaction with the image reveals it to be illusory, since things can pass through it. A creature that"
      },
      {
        "document": 1392,
        "excerpt": "way you choose. It mimics your mannerisms perfectly. Physical interaction with the image reveals it to be illusory, since things can pass through it. A creature that"
      },
      {
        "document": 1404,
        "excerpt": "throw or be enclosed for the duration. Nothing - not physical objects, energy, or other spell effects - can pass through the barrier, in or out, though a creature in"
      },
      {
        "document": 1413,
        "excerpt": "below) by how well you know the target and the sort of physical connection you have to it. The target doesn't know what it is making the save against, only that it feel"
      },
      {
        "document": 1417,
        "excerpt": "The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature's outfit, objects pass through"
      },
      {
        "document": 1428,
        "excerpt": "can alter the image so that it appears to be walking. Physical interaction with the image reveals it to be an illusion, since things can pass through it. A creature th"
      },
      {
        "document": 1557,
        "excerpt": "n to move it anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be false, because objects pass through it. A creatu"
      },
      {
        "document": 1656,
        "excerpt": "Potion, Very Rare When you drink this potion, your physical age is reduced by 1d6 + 6 years, to a minimum of 13 years. Each time you subsequently drink a Potion of"
      },
      {
        "document": 1711,
        "excerpt": "literated, leaving its possessions behind but no other physical remains. Sphere Interactions. If the sphere comes into contact with a planar portal (such as that creat"
      }
    ],
    "physically": [
      {
        "document": 637,
        "excerpt": "ally who is near enough for you to assist verbally or physically when they make an ability check. That ally has Advantage on the next ability check they make with the ch"
      },
      {
        "document": 741,
        "excerpt": "Physically resist direct force"
      },
      {
        "document": 1194,
        "excerpt": "f the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the origina"
      },
      {
        "document": 1357,
        "excerpt": "leaving no trace of the former damage. This spell can physically repair a magic item, but it can't restore magic to such an object."
      },
      {
        "document": 1363,
        "excerpt": "are of the illusion's presence, the creature can still physically interact with the illusion."
      },
      {
        "document": 1473,
        "excerpt": "side of the wall (you choose which side). Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by Dispel Magic. A Disintegrate"
      }
    ],
    "physiology": [
      {
        "document": 288,
        "excerpt": "traits - unique characteristics based on the species' physiology or magical nature. When you choose a species, your character gets all the special traits listed for it."
      }
    ],
    "pick": [
      {
        "document": 85,
        "excerpt": "tack has the following structure: 1: Choose a Target. Pick a target within your attack's range: a creature, an object, or a location. 2: Determine Modifiers. The G"
      },
      {
        "document": 138,
        "excerpt": "eator or nature might suggest an alignment. Otherwise, pick an alignment or roll on the Sentient Item's Alignment table."
      },
      {
        "document": 141,
        "excerpt": "e wielder and the item (see “Conflict” below). You can pick a special purpose or roll on the Sentient Item's Special Purpose table. Sentient Item's Alignment Sent"
      },
      {
        "document": 316,
        "excerpt": "Without the key, a creature can use Thieves' Tools to pick this Lock with a successful DC 15 Dexterity (Sleight of Hand) check."
      },
      {
        "document": 319,
        "excerpt": "Without the key, a creature can use Thieves' Tools to pick the Manacles' lock with a successful DC 15 Dexterity (Sleight of Hand) check."
      },
      {
        "document": 443,
        "excerpt": "Ability: Dexterity Weight: 1 lb. Utilize: Pick a lock (DC 15), or disarm a trap (DC 15)"
      },
      {
        "document": 502,
        "excerpt": "A typical spell requires the caster to pick one or more targets to be affected by the spell's magic. A spell's description says whether the spell ta"
      },
      {
        "document": 744,
        "excerpt": "Pick a pocket, conceal a handheld object, or perform legerdemain."
      },
      {
        "document": 928,
        "excerpt": "War Pick"
      },
      {
        "document": 972,
        "excerpt": "tions column of the Warlock Features table. You can't pick the same invocation more than once unless its description says otherwise."
      },
      {
        "document": 984,
        "excerpt": "t of Hand. Make a Dexterity (Sleight of Hand) check to pick a lock or disarm a trap with Thieves' Tools or to pick a pocket. Use an Object. Take the Utilize action"
      },
      {
        "document": 1145,
        "excerpt": "War Pick"
      }
    ],
    "picked": [
      {
        "document": 783,
        "excerpt": "nearest to the chosen point of origin. Unless they are picked off, the leaves turn brown and fall off after 24 hours."
      },
      {
        "document": 793,
        "excerpt": "ly determined potions. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days."
      },
      {
        "document": 970,
        "excerpt": "You picked up various languages in the communities where you plied your roguish talents. You know Thieves' Cant and"
      },
      {
        "document": 1404,
        "excerpt": "half the creature's Speed. Similarly, the globe can be picked up and moved by other creatures. A Disintegrate spell targeting the globe destroys it without harming a"
      },
      {
        "document": 1519,
        "excerpt": "ere up to half the creature's Speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside."
      },
      {
        "document": 1697,
        "excerpt": "with there can exist only there. For example, a flower picked from a garden there disappears if it is taken outside the demiplane. For each hour spent in the demipla"
      }
    ],
    "picking": [
      {
        "document": 103,
        "excerpt": "ercome a challenge, such as forcing open a stuck door, picking a lock, entertaining a crowd, or deciphering a cipher. The GM and the rules often call for an ability ch"
      },
      {
        "document": 555,
        "excerpt": "quipping a weapon includes drawing it from a sheath or picking it up. Unequipping a weapon includes sheathing, stowing, or dropping it. Moving between Attacks. If you"
      }
    ],
    "pickling": [
      {
        "document": 820,
        "excerpt": "A glass jar containing a bit of flesh floating in pickling fluid"
      }
    ],
    "picture": [
      {
        "document": 1413,
        "excerpt": "---------------------------------- | :------------ | | Picture or other likeness | -2 | | Garment or other possession | -4"
      }
    ],
    "piece": [
      {
        "document": 47,
        "excerpt": "an form friendships, ward off violence, or learn a key piece of information. On the other hand, if you insult a proud warrior or speak ill of a noble's allies, your"
      },
      {
        "document": 63,
        "excerpt": "ile, nonmagical object, such as a glass container or a piece of paper. If you try to damage something more resilient, the GM might use the rules on breaking objects"
      },
      {
        "document": 119,
        "excerpt": ", rarity can help you set prices for those items. Gold Piece values are provided in the Magic Item Rarities and Values table, though a seller might ask for a service"
      },
      {
        "document": 317,
        "excerpt": "You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, re"
      },
      {
        "document": 398,
        "excerpt": "coins and how much they're worth relative to the Gold Piece, which is the game's main coin. For example, 100 Copper Pieces are worth 1 Gold Piece. A coin weighs ab"
      },
      {
        "document": 453,
        "excerpt": "ified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed w"
      },
      {
        "document": 556,
        "excerpt": "ther source of knowledge and call to mind an important piece of information about it. The Areas of Knowledge table suggests which skills are applicable to various a"
      },
      {
        "document": 693,
        "excerpt": "poison can be applied as a Bonus Action to a weapon, a piece of ammunition, or similar object. The poison remains potent until delivered through a wound or washed of"
      },
      {
        "document": 820,
        "excerpt": "An old chess piece made from glass"
      },
      {
        "document": 927,
        "excerpt": "Copper Piece (CP)"
      },
      {
        "document": 941,
        "excerpt": "Copper Piece(s)"
      },
      {
        "document": 942,
        "excerpt": "Platinum Piece(s)"
      },
      {
        "document": 965,
        "excerpt": "ides whether it's practical for the new form to wear a piece of equipment based on the creature's size and shape. Your equipment doesn't change size or shape to matc"
      },
      {
        "document": 1157,
        "excerpt": "V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)"
      },
      {
        "document": 1223,
        "excerpt": "V, M (bat fur and a piece of coal)"
      },
      {
        "document": 1232,
        "excerpt": "V, S, M (I Copper Piece)"
      },
      {
        "document": 1252,
        "excerpt": "ops returns to normal size at once. A thrown weapon or piece of ammunition returns to normal size immediately after it hits or misses a target. Enlarge. The target'"
      },
      {
        "document": 1264,
        "excerpt": "V, M (a small feather or piece of down)"
      },
      {
        "document": 1309,
        "excerpt": "V, S, M (a piece of iron and a flame)"
      },
      {
        "document": 1315,
        "excerpt": "V, S, M (a straight piece of iron)"
      },
      {
        "document": 1316,
        "excerpt": "V, S, M (a straight piece of iron)"
      },
      {
        "document": 1320,
        "excerpt": "S, M (a drop of water or a piece of ice)"
      },
      {
        "document": 1342,
        "excerpt": "V, S, M (a piece of cured leather)"
      },
      {
        "document": 1363,
        "excerpt": "sa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immed"
      },
      {
        "document": 1402,
        "excerpt": "uration: Instantaneous You touch a dead Humanoid or a piece of one. If the creature has been dead no longer than 10 days, the spell forms a new body for it and call"
      },
      {
        "document": 1450,
        "excerpt": "V, S, M (a piece of sunstone)"
      },
      {
        "document": 1472,
        "excerpt": "V, S, M (a piece of charcoal)"
      },
      {
        "document": 1474,
        "excerpt": "V, S, M (a piece of quartz)"
      },
      {
        "document": 1479,
        "excerpt": "V, S, M (a piece of cork)"
      },
      {
        "document": 1503,
        "excerpt": "bonus to attack rolls and damage rolls made with this piece of magic ammunition. The bonus is determined by the rarity of the ammunition. Once it hits a target, the"
      }
    ],
    "pieces": [
      {
        "document": 266,
        "excerpt": "t of a beautiful song, written as musical notes on two pieces of parchment 72 A silver teardrop earring containing a real teardrop"
      },
      {
        "document": 327,
        "excerpt": "vial of Basic Poison to coat one weapon or up to three pieces of ammunition. A creature that takes Piercing or Slashing damage from the poisoned weapon or ammunition"
      },
      {
        "document": 398,
        "excerpt": "which is the game's main coin. For example, 100 Copper Pieces are worth 1 Gold Piece. A coin weighs about a third of an ounce, so fifty coins weigh a pound. Coin Va"
      },
      {
        "document": 972,
        "excerpt": "You have unearthed Eldritch Invocations, pieces of forbidden knowledge that imbue you with an abiding magical ability or other lessons. You gain one inv"
      },
      {
        "document": 1289,
        "excerpt": "V, S, M (2 Copper Pieces, which the spell consumes)"
      },
      {
        "document": 1503,
        "excerpt": "typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity."
      },
      {
        "document": 1627,
        "excerpt": "count as one of your declared draws. Gem. Twenty-five pieces of jewelry worth 2,000 GP each or fifty gems worth 1,000 GP each appear at your feet. Jester. You have"
      },
      {
        "document": 1634,
        "excerpt": "e vial of this oil can coat one Melee weapon or twenty pieces of ammunition, but only ammunition and Melee weapons that are nonmagical and deal Slashing or Piercing d"
      }
    ],
    "pierced": [
      {
        "document": 1516,
        "excerpt": ". The GM determines the time and plane. If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the As"
      },
      {
        "document": 1517,
        "excerpt": "requires a Utilize action. If the bag is overloaded, pierced, or torn, it is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned insi"
      },
      {
        "document": 1594,
        "excerpt": "agically on top. If any of its pouches is overloaded, pierced, or torn, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost"
      }
    ],
    "pierces": [
      {
        "document": 567,
        "excerpt": "thin a specified range. Within that range, your vision pierces through the following: Darkness. You can see in normal and magical Darkness. Invisibility. You see cre"
      }
    ],
    "piercing": [
      {
        "document": 99,
        "excerpt": "isadvantage on the attack roll unless the weapon deals Piercing damage. A ranged attack roll with a weapon underwater automatically misses a target beyond the weapon's"
      },
      {
        "document": 308,
        "excerpt": "succeed on a DC 13 Dexterity saving throw or take 1d4 Piercing damage and have its Speed reduced to 0 until the start of its next turn. Thereafter, until the creature"
      },
      {
        "document": 327,
        "excerpt": "p to three pieces of ammunition. A creature that takes Piercing or Slashing damage from the poisoned weapon or ammunition takes an extra 1d4 Poison damage. Once applied"
      },
      {
        "document": 463,
        "excerpt": "st succeed on a DC 15 Dexterity saving throw or take 1 Piercing damage and have its Speed reduced to 0 until the start of its next turn. It takes 10 minutes to recover"
      },
      {
        "document": 693,
        "excerpt": "d through a wound or washed off. A creature that takes Piercing or Slashing damage from an object coated with the poison is exposed to its effects."
      },
      {
        "document": 723,
        "excerpt": "3 (1d6) Bludgeoning damage from the fall plus 9 (2d8) Piercing damage from the spikes. Detect and Disarm. As a Study action, a creature can examine the section of flo"
      },
      {
        "document": 928,
        "excerpt": "1d4 Piercing"
      },
      {
        "document": 948,
        "excerpt": "Piercing"
      },
      {
        "document": 959,
        "excerpt": "10 (3d6) Bludgeoning plus 13 (3d8) Piercing"
      },
      {
        "document": 962,
        "excerpt": "Damage Resistance. You have Resistance to Bludgeoning, Piercing, and Slashing damage. Rage Damage. When you make an attack using Strength - with either a weapon or an"
      },
      {
        "document": 967,
        "excerpt": "ack roll hits you and its damage includes Bludgeoning, Piercing, or Slashing damage, you can take a Reaction to reduce the attack's total damage against you. The reduct"
      },
      {
        "document": 972,
        "excerpt": "diant Damage. Whenever the familiar deals Bludgeoning, Piercing, or Slashing damage, you can make it deal Necrotic or Radiant damage instead. Your Save DC. If the fami"
      },
      {
        "document": 1005,
        "excerpt": "a maximum of 30. Overcome Defenses. The Bludgeoning, Piercing, and Slashing damage you deal always ignores Resistance. Overwhelming Strike. When you roll a 20 on the"
      },
      {
        "document": 1030,
        "excerpt": "1 Piercing"
      },
      {
        "document": 1051,
        "excerpt": "1d4 Piercing"
      },
      {
        "document": 1052,
        "excerpt": "1d4 Piercing"
      },
      {
        "document": 1067,
        "excerpt": "1d6 Piercing"
      },
      {
        "document": 1070,
        "excerpt": "1d10 Piercing"
      },
      {
        "document": 1077,
        "excerpt": "1d6 Piercing"
      },
      {
        "document": 1081,
        "excerpt": "1d10 Piercing"
      },
      {
        "document": 1085,
        "excerpt": "1d8 Piercing"
      },
      {
        "document": 1088,
        "excerpt": "1d8 Piercing"
      },
      {
        "document": 1096,
        "excerpt": "1d8 Piercing"
      },
      {
        "document": 1097,
        "excerpt": "1d12 Piercing"
      },
      {
        "document": 1104,
        "excerpt": "1d10 Piercing"
      },
      {
        "document": 1105,
        "excerpt": "1d10 Piercing"
      },
      {
        "document": 1116,
        "excerpt": "1d8 Piercing"
      },
      {
        "document": 1126,
        "excerpt": "1d6 Piercing"
      },
      {
        "document": 1127,
        "excerpt": "1d6 Piercing"
      },
      {
        "document": 1132,
        "excerpt": "1d6 Piercing"
      },
      {
        "document": 1143,
        "excerpt": "1d8 Piercing"
      },
      {
        "document": 1145,
        "excerpt": "1d8 Piercing"
      },
      {
        "document": 1153,
        "excerpt": "n. Natural Weapons. You grow claws (Slashing), fangs (Piercing), horns (Piercing), or hooves (Bludgeoning). When you use your Unarmed Strike to deal damage with that n"
      },
      {
        "document": 1253,
        "excerpt": "he spell ends. While Restrained, the target takes 1d6 Piercing damage at the start of each of its turns. The target or a creature within reach of it can take an action"
      },
      {
        "document": 1286,
        "excerpt": "er creature. The target has Resistance to Bludgeoning, Piercing, and Slashing damage; it has Immunity to the Prone condition; and it has Advantage on Strength, Dexterit"
      },
      {
        "document": 1290,
        "excerpt": "fier, reach 10 ft. Hit: 1d6 + 3 plus the spell's level Piercing damage plus 1d4 Poison damage. Web Bolt (Spider Only). Ranged Attack Roll: Bonus equals your spell atta"
      },
      {
        "document": 1320,
        "excerpt": "ck against the target. On a hit, the target takes 1d10 Piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succ"
      },
      {
        "document": 1327,
        "excerpt": "e in it makes a Constitution saving throw, taking 4d10 Piercing damage on a failed save or half as much damage on a successful one. A creature also makes this save when"
      },
      {
        "document": 1405,
        "excerpt": "e: Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison, Radiant, Slashing, or Thunder. When the creature takes damage of the chosen type before the spe"
      },
      {
        "document": 1439,
        "excerpt": "a creature moves into or within the area, it takes 2d4 Piercing damage for every 5 feet it travels. The transformation of the ground is camouflaged to look natural. An"
      },
      {
        "document": 1445,
        "excerpt": "ling creature you touch has Resistance to Bludgeoning, Piercing, and Slashing damage."
      },
      {
        "document": 1448,
        "excerpt": "ifier, reach 10 feet. Hit: 1d6 + 4 + the spell's level Piercing damage. Breath Weapon. Dexterity Saving Throw: DC equals your spell save DC, each creature in a 30-foot"
      },
      {
        "document": 1476,
        "excerpt": "in its area makes a Dexterity saving throw, taking 7d8 Piercing damage on a failed save or half as much damage on a successful one. A creature can move through the wal"
      },
      {
        "document": 1482,
        "excerpt": "Prone condition; and it has Resistance to Bludgeoning, Piercing, and Slashing damage. The only actions a target can take in this form are the Dash action or a Magic act"
      },
      {
        "document": 1511,
        "excerpt": "uires Attunement) You have Resistance to Bludgeoning, Piercing, and Slashing damage while you wear this armor. Metal Shell. You can take a Magic action to give yourse"
      },
      {
        "document": 1513,
        "excerpt": "nce to one of the following damage types: Bludgeoning, Piercing, or Slashing. The GM chooses the type or determines it randomly. Curse. This armor is cursed, a fact th"
      },
      {
        "document": 1574,
        "excerpt": "produced by this weapon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits or misses its target. Until it disappears, the arrow em"
      },
      {
        "document": 1608,
        "excerpt": "alls each have AC 20; HP 100; Immunity to Bludgeoning, Piercing, and Slashing damage except that which is dealt by siege equipment; and Resistance to all other damage."
      },
      {
        "document": 1612,
        "excerpt": "hit, you can have it deal Lightning damage instead of Piercing damage. Lightning Bolt. When you throw this weapon at a target no farther than 120 feet from you, you c"
      },
      {
        "document": 1632,
        "excerpt": "f the attack hits, your sworn enemy takes an extra 3d6 Piercing damage. While your sworn enemy lives, you have Disadvantage on attack rolls with all other weapons."
      },
      {
        "document": 1634,
        "excerpt": "Melee weapons that are nonmagical and deal Slashing or Piercing damage are affected. Applying the oil takes 1 minute, after which the oil magically seeps into whatever"
      },
      {
        "document": 1771,
        "excerpt": "Bludgeoning, Lightning, Piercing, Slashing"
      },
      {
        "document": 1772,
        "excerpt": "Melee Attack Roll: +6, reach 5 ft. Hit: 15 (2d10 + 4) Piercing damage. Claws. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) Slashing damage. If the target is a"
      },
      {
        "document": 1789,
        "excerpt": ". Melee Attack Roll: +6, reach 5 ft. Hit: 14 (3d6 + 4) Piercing damage."
      },
      {
        "document": 1791,
        "excerpt": "d. Melee Attack Roll: +7, reach 5 ft. Hit: 7 (1d6 + 4) Piercing damage plus 17 (5d6) Poison damage, and the target has the Poisoned condition until the start of the ass"
      },
      {
        "document": 1793,
        "excerpt": "Piercing"
      },
      {
        "document": 1794,
        "excerpt": "Bludgeoning, Piercing"
      },
      {
        "document": 1797,
        "excerpt": "e. Melee Attack Roll: +1, reach 5 ft. Hit: 1 (1d4 - 1) Piercing damage."
      },
      {
        "document": 1798,
        "excerpt": "Bite. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Piercing damage."
      },
      {
        "document": 1800,
        "excerpt": "ged Attack Roll: +5, range 30/90 ft. Hit: 8 (1d10 + 3) Piercing damage."
      },
      {
        "document": 1801,
        "excerpt": "ged Attack Roll: +3, range 80/320 ft. Hit: 5 (1d8 + 1) Piercing damage."
      },
      {
        "document": 1802,
        "excerpt": "e start of each of its turns, the devil deals 5 (1d10) Piercing damage to any creature it is grappling or any creature grappling it. Diabolical Restoration. If the dev"
      },
      {
        "document": 1803,
        "excerpt": ". Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage plus 7 (2d6) Poison damage."
      },
      {
        "document": 1804,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Piercing damage."
      },
      {
        "document": 1805,
        "excerpt": "d. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage, and the target has the Poisoned condition until the start of the devil's next turn. Until this p"
      },
      {
        "document": 1806,
        "excerpt": "elee Attack Roll: +10, reach 10 ft. Hit: 19 (2d12 + 6) Piercing damage plus 11 (2d10) Lightning damage. Constrict. Strength Saving Throw: DC 18, one Large or smaller c"
      },
      {
        "document": 1811,
        "excerpt": "e. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Piercing damage."
      },
      {
        "document": 1812,
        "excerpt": "k. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage, or 6 (1d8 + 2) Piercing damage if the target is Bloodied."
      },
      {
        "document": 1814,
        "excerpt": "e. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Piercing damage. If the target is a Medium or smaller creature and the boar moved 20+ feet straight toward it imm"
      },
      {
        "document": 1815,
        "excerpt": "Melee Attack Roll: +8, reach 10 ft. Hit: 15 (2d10 + 4) Piercing damage plus 18 (4d8) Poison damage, and the target has the Poisoned condition until the start of the de"
      },
      {
        "document": 1818,
        "excerpt": "e. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage. Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage. If the target is a L"
      },
      {
        "document": 1819,
        "excerpt": "+5, reach 10 ft. or range 30/120 ft. Hit: 13 (3d6 + 3) Piercing damage. Morningstar. Melee Attack Roll: +5 (with Advantage if the target is Grappled by the bugbear), r"
      },
      {
        "document": 1821,
        "excerpt": "Melee Attack Roll: +7, reach 5 ft. Hit: 17 (2d12 + 4) Piercing damage. Deadly Leap. The bulette spends 5 feet of movement to jump to a space within 15 feet that conta"
      },
      {
        "document": 1824,
        "excerpt": "Melee Attack Roll: +6, reach 10 ft. Hit: 9 (1d10 + 4) Piercing damage. Longbow. Ranged Attack Roll: +4, range 150/600 ft. Hit: 6 (1d8 + 2) Piercing damage."
      },
      {
        "document": 1825,
        "excerpt": "Bludgeoning, Cold, Piercing, Slashing"
      },
      {
        "document": 1826,
        "excerpt": ". Melee Attack Roll: +7, reach 5 ft. Hit: 11 (2d6 + 4) Piercing damage, or 18 (4d6 + 4) Piercing damage if the chimera had Advantage on the attack roll. Claw. Melee At"
      },
      {
        "document": 1828,
        "excerpt": "Bludgeoning, Piercing, Slashing"
      },
      {
        "document": 1829,
        "excerpt": ". Melee Attack Roll: +6, reach 5 ft. Hit: 13 (3d6 + 3) Piercing damage. If the target is a Large or smaller creature, the cloaker attaches to it. While the cloaker is a"
      },
      {
        "document": 1831,
        "excerpt": "e. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Piercing damage. If the target is a creature, it is subjected to the following effect. Constitution Saving Throw:"
      },
      {
        "document": 1833,
        "excerpt": "e. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Piercing damage. Constrict. Strength Saving Throw: DC 12, one Medium or smaller creature the snake can see withi"
      },
      {
        "document": 1835,
        "excerpt": "Bludgeoning, Piercing, Slashing"
      },
      {
        "document": 1837,
        "excerpt": "e. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Piercing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 12). Whi"
      },
      {
        "document": 1841,
        "excerpt": "e. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage. If the target is a creature, it is subjected to the following effect. Constitution Saving Throw:"
      },
      {
        "document": 1844,
        "excerpt": ". Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Piercing damage. If the target is a Large or smaller creature, it has the Prone condition."
      },
      {
        "document": 1848,
        "excerpt": "elee Attack Roll: +13, reach 15 ft. Hit: 23 (3d10 + 7) Piercing damage plus 7 (2d6) Fire damage. Being underwater doesn't grant Resistance to this Fire damage. Tail. M"
      },
      {
        "document": 1850,
        "excerpt": "Melee Attack Roll: +7, reach 10 ft. Hit: 13 (2d8 + 4) Piercing damage. Poison Burst. Ranged Attack Roll: +6, range 120 ft. Hit: 13 (3d6 + 3) Poison damage."
      },
      {
        "document": 1852,
        "excerpt": "Ranged Attack Roll: +6, range 60 ft. Hit: 7 (1d6 + 4) Piercing damage. Spellcasting. The dryad casts one of the following spells, requiring no Material components and"
      },
      {
        "document": 1857,
        "excerpt": ". Melee Attack Roll: +8, reach 5 ft. Hit: 15 (2d8 + 6) Piercing damage. If the target is a Huge or smaller creature and the elephant moved 20+ feet straight toward it i"
      },
      {
        "document": 1860,
        "excerpt": "e. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 2 (1d4) Poison damage, and the target has the Poisoned condition until the start of the ette"
      },
      {
        "document": 1861,
        "excerpt": ". Melee Attack Roll: +7, reach 5 ft. Hit: 14 (2d8 + 5) Piercing damage, and the target has Disadvantage on the next attack roll it makes before the end of its next turn"
      },
      {
        "document": 1862,
        "excerpt": "Bludgeoning, Piercing, Slashing"
      },
      {
        "document": 1865,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Piercing damage plus 5 (2d4) Poison damage."
      },
      {
        "document": 1866,
        "excerpt": "Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 1 Piercing damage."
      },
      {
        "document": 1867,
        "excerpt": "Attack Roll: +9, range 150/600 ft. Hit: 17 (2d10 + 6) Piercing damage plus 7 (2d6) Cold damage, and the target's Speed decreases by 10 feet until the end of its next t"
      },
      {
        "document": 1870,
        "excerpt": "e. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 9 (2d8) Necrotic damage. Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashin"
      },
      {
        "document": 1871,
        "excerpt": "Acid, Bludgeoning, Cold, Fire, Lightning, Piercing, Slashing, Thunder"
      },
      {
        "document": 1872,
        "excerpt": "e. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 3 (1d6) Necrotic damage. Claw. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Slashing"
      },
      {
        "document": 1874,
        "excerpt": "e. Melee Attack Roll: +3, reach 5 ft. Hit: 6 (2d4 + 1) Piercing damage."
      },
      {
        "document": 1875,
        "excerpt": "e. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage."
      },
      {
        "document": 1876,
        "excerpt": ". Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage. If the target is a Large or smaller creature and the boar moved 20+ feet straight toward it imme"
      },
      {
        "document": 1877,
        "excerpt": "e. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage, and the target has the Poisoned condition until the start of the centipede's next turn."
      },
      {
        "document": 1878,
        "excerpt": "Melee Attack Roll: +6, reach 10 ft. Hit: 11 (2d6 + 4) Piercing damage. Constrict. Strength Saving Throw: DC 14, one Large or smaller creature the snake can see within"
      },
      {
        "document": 1880,
        "excerpt": "Melee Attack Roll: +8, reach 5 ft. Hit: 21 (3d10 + 5) Piercing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 15). Whil"
      },
      {
        "document": 1885,
        "excerpt": "e. Melee Attack Roll: +3, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 11). Sw"
      },
      {
        "document": 1887,
        "excerpt": ". Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage."
      },
      {
        "document": 1888,
        "excerpt": "e. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Piercing damage."
      },
      {
        "document": 1891,
        "excerpt": "Melee Attack Roll: +5, reach 5 feet. Hit: 5 (1d4 + 3) Piercing damage."
      },
      {
        "document": 1892,
        "excerpt": "g. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 11 (2d10) Poison damage."
      },
      {
        "document": 1894,
        "excerpt": "ve all its Hit Points), reach 5 ft. Hit: 22 (3d10 + 6) Piercing damage."
      },
      {
        "document": 1895,
        "excerpt": "e. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 7 (2d6) Poison damage. Web (Recharge 5–6). Dexterity Saving Throw: DC 13, one creature the"
      },
      {
        "document": 1896,
        "excerpt": "e. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 5 (2d4) Poison damage. If the target is a Medium or smaller creature, it has the Grappled co"
      },
      {
        "document": 1897,
        "excerpt": ". Melee Attack Roll: +6, reach 10 ft. Hit: 6 (1d4 + 4) Piercing damage plus 4 (1d8) Poison damage."
      },
      {
        "document": 1898,
        "excerpt": "e. Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) Piercing damage, and the target has the Poisoned condition until the end of its next turn."
      },
      {
        "document": 1899,
        "excerpt": "g. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 5 (2d4) Poison damage."
      },
      {
        "document": 1900,
        "excerpt": "e. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Piercing damage."
      },
      {
        "document": 1901,
        "excerpt": "e. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Piercing damage plus 5 (2d4) Poison damage."
      },
      {
        "document": 1902,
        "excerpt": "Bite. Melee Attack Roll: +2, reach 5 ft. Hit: 7 (2d6) Piercing damage. If the target is a Medium or smaller creature, it has the Prone condition. The target dies if it"
      },
      {
        "document": 1904,
        "excerpt": ": +7, reach 5 ft. or range 20/60 ft. Hit: 11 (2d6 + 4) Piercing damage. Shield Bash. Strength Saving Throw: DC 15, one creature within 5 feet that the gladiator can se"
      },
      {
        "document": 1905,
        "excerpt": "d. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage. Bone Bow. Ranged Attack Roll: +3, range 150/600 ft. Hit: 6 (1d10 + 1) Piercing damage."
      },
      {
        "document": 1907,
        "excerpt": "ged Attack Roll: +4, range 80/320 ft. Hit: 5 (1d6 + 2) Piercing damage, plus 2 (1d4) Piercing damage if the attack roll had Advantage."
      },
      {
        "document": 1908,
        "excerpt": "l: +4, reach 5 ft. or range 20/60 ft. Hit: 4 (1d4 + 2) Piercing damage."
      },
      {
        "document": 1909,
        "excerpt": "ged Attack Roll: +4, range 80/320 ft. Hit: 5 (1d6 + 2) Piercing damage, plus 2 (1d4) Piercing damage if the attack roll had Advantage."
      },
      {
        "document": 1911,
        "excerpt": "Melee Attack Roll: +8, reach 5 ft. Hit: 18 (2d12 + 5) Piercing damage. If the target is a Large or smaller creature and the gorgon moved 20+ feet straight toward it im"
      },
      {
        "document": 1915,
        "excerpt": "k. Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) Piercing damage. Tentacles. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 + 2) Slashing damage. If the target"
      },
      {
        "document": 1916,
        "excerpt": "d. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) Piercing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 14) from"
      },
      {
        "document": 1918,
        "excerpt": "+6, reach 5 ft. or range 30/120 ft. Hit: 14 (3d6 + 4) Piercing damage. Longsword. Melee Attack Roll: +6, reach 5 ft. Hit: 15 (2d10 + 4) Slashing damage."
      },
      {
        "document": 1919,
        "excerpt": "l: +3, reach 5 ft. or range 20/60 ft. Hit: 4 (1d6 + 1) Piercing damage."
      },
      {
        "document": 1920,
        "excerpt": "Melee Attack Roll: +8, reach 10 ft. Hit: 17 (2d12 + 4) Piercing damage plus 22 (4d10) Poison damage. Poisonous Spittle. Constitution Saving Throw: DC 16, one creature"
      },
      {
        "document": 1924,
        "excerpt": "e. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 3 (1d6) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 12, each creatu"
      },
      {
        "document": 1928,
        "excerpt": "Melee Attack Roll: +7, reach 5 ft. Hit: 16 (2d10 + 5) Piercing damage."
      },
      {
        "document": 1929,
        "excerpt": "ed Attack Roll: +4, range 150/600 ft. Hit: 6 (1d8 + 2) Piercing damage plus 5 (2d4) Poison damage."
      },
      {
        "document": 1930,
        "excerpt": "ed Attack Roll: +3, range 150/600 ft. Hit: 5 (1d8 + 1) Piercing damage plus 7 (3d4) Poison damage."
      },
      {
        "document": 1931,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Piercing damage, and the target is subjected to the following effect. Constitution Saving Throw: DC 12. Failure:"
      },
      {
        "document": 1932,
        "excerpt": "Melee Attack Roll: +10, reach 10 ft. Hit: 15 (2d8 + 6) Piercing damage plus 9 (2d8) Fire damage. Hurl Flame. Ranged Attack Roll: +8, range 150 ft. Hit: 26 (5d8 + 4) Fi"
      },
      {
        "document": 1933,
        "excerpt": "ave all its Hit Points), reach 5 ft. Hit: 14 (3d6 + 4) Piercing damage."
      },
      {
        "document": 1934,
        "excerpt": "Melee Attack Roll: +8, reach 10 ft. Hit: 10 (1d10 + 5) Piercing damage."
      },
      {
        "document": 1935,
        "excerpt": "Bite. Melee Attack Roll: +2, reach 5 ft. Hit: 3 (1d6) Piercing damage."
      },
      {
        "document": 1936,
        "excerpt": "+10, reach 5 ft. or range 30/120 ft. Hit: 14 (2d8 + 5) Piercing damage plus 10 (3d6) Cold damage. Until the end of its next turn, the target can't take a Bonus Action o"
      },
      {
        "document": 1938,
        "excerpt": "g. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage plus 7 (2d6) Poison damage. Invisibility. The imp casts Invisibility on itself, requiring no spe"
      },
      {
        "document": 1940,
        "excerpt": "Bludgeoning, Piercing, Slashing"
      },
      {
        "document": 1942,
        "excerpt": ". Melee Attack Roll: +1, reach 5 ft. Hit: 1 (1d4 - 1) Piercing damage."
      },
      {
        "document": 1943,
        "excerpt": ". Melee Attack Roll: +6, reach 5 ft. Hit: 21 (5d6 + 4) Piercing damage."
      },
      {
        "document": 1944,
        "excerpt": "nged Attack Roll: +2, range 100/400 ft. Hit: 11 (2d10) Piercing damage plus 4 (1d8) Radiant damage."
      },
      {
        "document": 1945,
        "excerpt": "l: +4, reach 5 ft. or range 20/60 ft. Hit: 4 (1d4 + 2) Piercing damage."
      },
      {
        "document": 1946,
        "excerpt": "creatures swallowed at a time). Failure: 23 (3d8 + 10) Piercing damage. If the target is Large or smaller, it is swallowed and no longer Grappled. A swallowed creature"
      },
      {
        "document": 1951,
        "excerpt": "Bite. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Piercing damage."
      },
      {
        "document": 1955,
        "excerpt": "elee Attack Roll: +10, reach 10 ft. Hit: 18 (2d10 + 7) Piercing damage. If the target is a Huge or smaller creature and the mammoth moved 20+ feet straight toward it im"
      },
      {
        "document": 1956,
        "excerpt": "ed Attack Roll: +5, range 100/200 ft. Hit: 7 (1d8 + 3) Piercing damage."
      },
      {
        "document": 1958,
        "excerpt": "e. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Piercing damage. If the target is a Medium or smaller creature, it has the Prone condition."
      },
      {
        "document": 1959,
        "excerpt": "r. Melee Attack Roll: +6, reach 5 ft. Hit: 5 (1d4 + 3) Piercing damage plus 14 (4d6) Poison damage. Poison Ray. Ranged Attack Roll: +5, range 150 ft. Hit: 11 (2d8 + 2)"
      },
      {
        "document": 1960,
        "excerpt": "Roll: +2, reach 5 ft. or range 20/60 ft. Hit: 3 (1d6) Piercing damage plus 2 (1d4) Cold damage. If the target is a creature, its Speed decreases by 10 feet until the e"
      },
      {
        "document": 1961,
        "excerpt": "e. Melee Attack Roll: +6, reach 5 ft. Hit: 6 (1d4 + 4) Piercing damage, and the target has the Poisoned condition until the end of the merrow's next turn. Claw. Melee"
      },
      {
        "document": 1962,
        "excerpt": "s Grappled by the mimic), reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage - or 12 (2d8 + 3) Piercing damage if the target is Grappled by the mimic - plus 4 (1d8) Acid dama"
      },
      {
        "document": 1963,
        "excerpt": ". Melee Attack Roll: +6, reach 5 ft. Hit: 18 (4d6 + 4) Piercing damage. If the target is a Large or smaller creature and the minotaur moved 10+ feet straight toward it"
      },
      {
        "document": 1964,
        "excerpt": ". Melee Attack Roll: +6, reach 5 ft. Hit: 11 (2d6 + 4) Piercing damage. If the target is a Large or smaller creature and the skeleton moved 20+ feet straight toward it"
      },
      {
        "document": 1971,
        "excerpt": "r. Melee Attack Roll: +3, reach 5 ft. Hit: 5 (1d8 + 1) Piercing damage."
      },
      {
        "document": 1975,
        "excerpt": "+6, reach 5 ft. or range 30/120 ft. Hit: 11 (2d6 + 4) Piercing damage."
      },
      {
        "document": 1977,
        "excerpt": ". Melee Attack Roll: +6, reach 5 ft. Hit: 12 (2d8 + 3) Piercing damage, and the target has the Poisoned condition. Whenever the Poisoned target finishes a Long Rest, it"
      },
      {
        "document": 1982,
        "excerpt": ". Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Piercing damage plus 9 (2d8) Poison damage. If this damage reduces the target to 0 Hit Points, the target becomes"
      },
      {
        "document": 1983,
        "excerpt": "t doesn't have all its Hit Points), reach 5 ft. Hit: 1 Piercing damage."
      },
      {
        "document": 1984,
        "excerpt": ". Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Piercing damage, and the pirate has Advantage on the next attack roll it makes before the end of this turn. Pist"
      },
      {
        "document": 1985,
        "excerpt": "l: +5, reach 5 ft. or range 20/60 ft. Hit: 5 (1d4 + 3) Piercing damage. Enthralling Panache. Wisdom Saving Throw: DC 12, one creature the pirate can see within 30 feet"
      },
      {
        "document": 1986,
        "excerpt": "Melee Attack Roll: +14, reach 10 ft. Hit: 18 (3d6 + 8) Piercing damage. If the target is a creature, it must make the following saving throw. Constitution Saving Throw:"
      },
      {
        "document": 1988,
        "excerpt": "Melee Attack Roll: +6, reach 10 ft. Hit: 11 (2d6 + 4) Piercing damage."
      },
      {
        "document": 1993,
        "excerpt": "e. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage. Sting. Constitution Saving Throw: DC 12, one creature the pseudodragon can see within 5 feet. F"
      },
      {
        "document": 1994,
        "excerpt": "e. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Piercing damage."
      },
      {
        "document": 1995,
        "excerpt": "Melee Attack Roll: +14, reach 10 ft. Hit: 22 (3d8 + 9) Piercing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 19), and"
      },
      {
        "document": 1997,
        "excerpt": "Piercing damage from weapons wielded by creatures under the effect of a Bless spell"
      },
      {
        "document": 1998,
        "excerpt": "Bite. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Piercing damage."
      },
      {
        "document": 1999,
        "excerpt": "Beak. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Piercing damage."
      },
      {
        "document": 2001,
        "excerpt": "e. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2) Piercing damage."
      },
      {
        "document": 2002,
        "excerpt": "elee Attack Roll: +11, reach 10 ft. Hit: 18 (2d10 + 7) Piercing damage plus 14 (4d6) Fire damage. If the target is a Large or smaller creature, it has the Grappled cond"
      },
      {
        "document": 2003,
        "excerpt": ". Melee Attack Roll: +7, reach 5 ft. Hit: 14 (2d8 + 5) Piercing damage. If target is a Large or smaller creature and the rhinoceros moved 20+ feet straight toward it im"
      },
      {
        "document": 2005,
        "excerpt": "elee Attack Roll: +13, reach 10 ft. Hit: 28 (3d12 + 9) Piercing damage. Talons. Melee Attack Roll: +13, reach 5 ft. Hit: 23 (4d6 + 9) Slashing damage. If the target is"
      },
      {
        "document": 2006,
        "excerpt": ". Melee Attack Roll: +7, reach 5 ft. Hit: 17 (3d8 + 4) Piercing damage. Tentacle. Melee Attack Roll: +7, reach 60 ft. Hit: The target has the Grappled condition (escap"
      },
      {
        "document": 2007,
        "excerpt": "e. Melee Attack Roll: +3, reach 5 ft. Hit: 5 (1d8 + 1) Piercing damage. Antennae. The rust monster targets one nonmagical metal object - armor or a weapon - worn or ca"
      },
      {
        "document": 2010,
        "excerpt": ": +7, reach 5 ft. or range 20/60 ft. Hit: 13 (2d8 + 4) Piercing damage plus 7 (2d6) Fire damage. Hit or Miss: The spear magically returns to the salamander's hand immed"
      },
      {
        "document": 2012,
        "excerpt": "Sting. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Piercing damage plus 3 (1d6) Poison damage."
      },
      {
        "document": 2013,
        "excerpt": "d. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage. Longbow. Ranged Attack Roll: +4, range 150/600 ft. Hit: 6 (1d8 + 2) Piercing damage."
      },
      {
        "document": 2020,
        "excerpt": ". Melee Attack Roll: +6, reach 5 ft. Hit: 9 (1d10 + 4) Piercing damage. Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 13, each creature in a 15-foot Cone."
      },
      {
        "document": 2021,
        "excerpt": "d. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage. Shortbow. Ranged Attack Roll: +5, range 80/320 ft. Hit: 6 (1d6 + 3) Piercing damage."
      },
      {
        "document": 2022,
        "excerpt": "nts or fewer, it dies. It otherwise takes 24 (4d8 + 6) Piercing damage plus 36 (8d8) Radiant damage. Spellcasting. The solar casts one of the following spells, requiri"
      },
      {
        "document": 2023,
        "excerpt": "Acid, Bludgeoning, Cold, Fire, Lightning, Piercing, Slashing, Thunder"
      },
      {
        "document": 2027,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Piercing damage plus 2 (1d4) Poison damage."
      },
      {
        "document": 2028,
        "excerpt": ". Melee Attack Roll: +7, reach 10 ft. Hit: 7 (1d6 + 4) Piercing damage plus 14 (4d6) Poison damage. Necrotic Ray. Ranged Attack Roll: +6, range 60 ft. Hit: 21 (6d6) Ne"
      },
      {
        "document": 2029,
        "excerpt": "d. Melee Attack Roll: +6, reach 5 ft. Hit: 6 (1d4 + 4) Piercing damage. Enchanting Bow. Ranged Attack Roll: +6, range 40/160 ft. Hit: 1 Piercing damage, and the target"
      },
      {
        "document": 2030,
        "excerpt": "d. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 7 (2d6) Poison damage. Hand Crossbow. Ranged Attack Roll: +4, range 30/120 ft. Hit: 5 (1d6"
      },
      {
        "document": 2032,
        "excerpt": "s. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage, and the stirge attaches to the target. While attached, the stirge can't make Proboscis attacks,"
      },
      {
        "document": 2033,
        "excerpt": "is hit by a ranged attack roll and takes Bludgeoning, Piercing, or Slashing damage from it. Response: The giant reduces the damage it takes from the attack by 11 (1d10"
      },
      {
        "document": 2037,
        "excerpt": "Bludgeoning, Piercing, Slashing"
      },
      {
        "document": 2038,
        "excerpt": "Bludgeoning, Piercing, Slashing"
      },
      {
        "document": 2039,
        "excerpt": "Bludgeoning, Piercing, Slashing"
      },
      {
        "document": 2040,
        "excerpt": "Bludgeoning, Piercing, Slashing"
      },
      {
        "document": 2041,
        "excerpt": "Bludgeoning, Piercing, Slashing"
      },
      {
        "document": 2042,
        "excerpt": "Bludgeoning, Piercing, Slashing"
      },
      {
        "document": 2043,
        "excerpt": "Bludgeoning, Piercing, Slashing"
      },
      {
        "document": 2044,
        "excerpt": "Bludgeoning, Piercing, Slashing"
      },
      {
        "document": 2046,
        "excerpt": "Attack Roll: +4, range 100/400 ft. Hit: 13 (2d10 + 2) Piercing damage."
      },
      {
        "document": 2047,
        "excerpt": "d Attack Roll: +3, range 100/400 ft. Hit: 6 (1d10 + 1) Piercing damage."
      },
      {
        "document": 2048,
        "excerpt": "Bludgeoning, Piercing"
      },
      {
        "document": 2049,
        "excerpt": "Melee Attack Roll: +9, reach 5 ft. Hit: 19 (2d12 + 6) Piercing damage. If the target is Huge or smaller and the triceratops moved 20+ feet straight toward it immediate"
      },
      {
        "document": 2052,
        "excerpt": "elee Attack Roll: +10, reach 10 ft. Hit: 33 (4d12 + 7) Piercing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 17). Whil"
      },
      {
        "document": 2054,
        "excerpt": "l: +5, reach 5 ft. or range 20/60 ft. Hit: 5 (1d4 + 3) Piercing damage plus 7 (3d4) Necrotic damage. If the target is reduced to 0 Hit Points by this attack, the target"
      },
      {
        "document": 2055,
        "excerpt": "Heart. The vampire is destroyed if a weapon that deals Piercing damage is driven into the vampire's heart while the vampire has the Incapacitated condition. Sunlight."
      },
      {
        "document": 2056,
        "excerpt": "ing water. Stake to the Heart. If a weapon that deals Piercing damage is driven into the vampire's heart while the vampire has the Incapacitated condition in its resti"
      },
      {
        "document": 2057,
        "excerpt": "e. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage plus 3 (1d6) Poison damage."
      },
      {
        "document": 2059,
        "excerpt": ". Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage plus 10 (3d6) Poison damage. Spores (Recharge 6). Constitution Saving Throw: DC 15, each creatur"
      },
      {
        "document": 2060,
        "excerpt": "Beak. Melee Attack Roll: +2, reach 5 ft. Hit: 2 (1d4) Piercing damage."
      },
      {
        "document": 2063,
        "excerpt": "l: +3, reach 5 ft. or range 20/60 ft. Hit: 4 (1d6 + 1) Piercing damage."
      },
      {
        "document": 2064,
        "excerpt": "Attack Roll: +3, range 100/400 ft. Hit: 12 (2d10 + 1) Piercing damage."
      },
      {
        "document": 2066,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 1 Piercing damage."
      },
      {
        "document": 2067,
        "excerpt": "Melee Attack Roll: +7, reach 5 ft. Hit: 17 (2d12 + 4) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw:"
      },
      {
        "document": 2068,
        "excerpt": ". Melee Attack Roll: +5, reach 5 ft. Hit: 12 (2d8 + 3) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw:"
      },
      {
        "document": 2069,
        "excerpt": "). Melee Attack Roll: +5, reach 5 ft. Hit: 8 (2d4 + 3) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw:"
      },
      {
        "document": 2070,
        "excerpt": ". Melee Attack Roll: +5, reach 5 ft. Hit: 12 (2d8 + 3) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw:"
      },
      {
        "document": 2071,
        "excerpt": ". Melee Attack Roll: +5, reach 5 ft. Hit: 12 (2d8 + 3) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw:"
      },
      {
        "document": 2073,
        "excerpt": "ed Attack Roll: +4, range 150/600 ft. Hit: 6 (1d8 + 2) Piercing damage plus 4 (1d8) Necrotic damage. Life Drain. Constitution Saving Throw: DC 13, one creature within"
      },
      {
        "document": 2074,
        "excerpt": "Acid, Bludgeoning, Cold, Fire, Necrotic, Piercing, Slashing"
      },
      {
        "document": 2075,
        "excerpt": ". Melee Attack Roll: +6, reach 5 ft. Hit: 11 (2d6 + 4) Piercing damage. If the target is a Large or smaller creature, it has the Prone condition. Cold Breath (Recharge"
      },
      {
        "document": 2076,
        "excerpt": "e. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage. If the target is a Medium or smaller creature, it has the Prone condition."
      },
      {
        "document": 2077,
        "excerpt": "e. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage, and the next attack roll made against the target before the start of the worg's next turn has Ad"
      },
      {
        "document": 2078,
        "excerpt": "Acid, Bludgeoning, Cold, Fire, Piercing, Slashing"
      },
      {
        "document": 2079,
        "excerpt": ". Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Piercing damage. Sting. Melee Attack Roll: +7, reach 10 ft. Hit: 11 (2d6 + 4) Piercing damage plus 24 (7d6) Pois"
      },
      {
        "document": 2080,
        "excerpt": ". Melee Attack Roll: +6, reach 5 ft. Hit: 17 (4d6 + 3) Piercing damage. Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d10 + 3) Slashing damage."
      }
    ],
    "pigment": [
      {
        "document": 1623,
        "excerpt": ", Very Rare This fine wooden box contains 1d4 pots of pigment and a brush (weighing 1 pound in total). Using the brush and expending 1 pot of pigment, you can paint"
      }
    ],
    "pigments": [
      {
        "document": 1623,
        "excerpt": "Marvelous Pigments"
      }
    ],
    "pike": [
      {
        "document": 928,
        "excerpt": "Pike"
      },
      {
        "document": 1104,
        "excerpt": "Pike"
      },
      {
        "document": 1824,
        "excerpt": "Breastplate, Longbow, Pike"
      }
    ],
    "pile": [
      {
        "document": 1157,
        "excerpt": "pinch of bone dust) Duration: Instantaneous Choose a pile of bones or a corpse of a Medium or Small Humanoid within range. The target becomes an Undead creature:"
      },
      {
        "document": 1429,
        "excerpt": "finish the casting by touching both the creature and a pile of ice or snow that is the same size as that creature, and the pile turns into the simulacrum, which is"
      },
      {
        "document": 1623,
        "excerpt": "If you paint objects of greater value (such as a large pile of gold), they look authentic, but close inspection reveals they're made from paste, cookies, or some ot"
      }
    ],
    "pillar": [
      {
        "document": 1205,
        "excerpt": "e a spirit from the Upper Planes, which manifests as a pillar of light in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range. For each creature"
      },
      {
        "document": 1369,
        "excerpt": "r fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. For example, if you affe"
      }
    ],
    "pillars": [
      {
        "document": 26,
        "excerpt": "The three main pillars of D&D play are social interaction, exploration, and combat. Whichever one you're experiencing, the game"
      },
      {
        "document": 624,
        "excerpt": "nture that is part of at least one of the game's three pillars: social interaction, exploration, or combat. See also \"Playing the Game\" (\"Social Interaction,\" \"Explora"
      }
    ],
    "pilot": [
      {
        "document": 1509,
        "excerpt": ". To be used as a vehicle, the apparatus requires one pilot. While the apparatus's hatch is closed, the compartment is airtight and watertight. The compartment hold"
      }
    ],
    "pincer": [
      {
        "document": 1827,
        "excerpt": "Multiattack. The chuul makes two Pincer attacks and uses Paralyzing Tentacles. Pincer. Melee Attack Roll: +6, reach 10 ft. Hit: 9 (1d10 + 4) Bl"
      },
      {
        "document": 1903,
        "excerpt": "Multiattack. The glabrezu makes two Pincer attacks and uses Pummel or Spellcasting. Pincer. Melee Attack Roll: +9, reach 10 ft. Hit: 16 (2d10 + 5)"
      }
    ],
    "pincers": [
      {
        "document": 1827,
        "excerpt": "the Grappled condition (escape DC 14) from one of two pincers. Paralyzing Tentacles. Constitution Saving Throw: DC 13, one creature Grappled by the chuul. Failure: T"
      },
      {
        "document": 1903,
        "excerpt": "the Grappled condition (escape DC 15) from one of two pincers. Pummel. Dexterity Saving Throw: DC 17, one creature Grappled by the glabrezu. Failure: 15 (3d6 + 5) Bl"
      }
    ],
    "pinch": [
      {
        "document": 1157,
        "excerpt": "V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)"
      },
      {
        "document": 1196,
        "excerpt": "V, S, M (a pinch of colorful sand)"
      },
      {
        "document": 1200,
        "excerpt": "V, S, M (a pinch of soot and salt)"
      },
      {
        "document": 1252,
        "excerpt": "V, S, M (a pinch of powdered iron)"
      },
      {
        "document": 1275,
        "excerpt": "V, S, M (a pinch of sulfur)"
      },
      {
        "document": 1319,
        "excerpt": "S, M (a pinch of confetti)"
      },
      {
        "document": 1341,
        "excerpt": "V, S, M (a pinch of dirt)"
      },
      {
        "document": 1370,
        "excerpt": "V, S, M (a pinch of diamond dust worth 25+ GP, which the spell consumes)"
      },
      {
        "document": 1372,
        "excerpt": "V, S, M (a pinch of sesame seeds)"
      },
      {
        "document": 1416,
        "excerpt": "V, S, M (a pinch of talc)"
      },
      {
        "document": 1430,
        "excerpt": "V, S, M (a pinch of sand or rose petals)"
      },
      {
        "document": 1565,
        "excerpt": "nches of dust. As a Utilize action, you can sprinkle a pinch of the dust over water, turning up to a 15-foot Cube of water into one marble-sized pellet, which floats"
      }
    ],
    "pinches": [
      {
        "document": 1565,
        "excerpt": "ous Item, Uncommon This small packet contains 1d6 + 4 pinches of dust. As a Utilize action, you can sprinkle a pinch of the dust over water, turning up to a 15-foot C"
      }
    ],
    "ping": [
      {
        "document": 1152,
        "excerpt": "arded area. Mental Alarm. You are alerted by a mental ping if you are within 1 mile of the warded area. This ping awakens you if you're asleep."
      }
    ],
    "pink": [
      {
        "document": 266,
        "excerpt": "color 69 A crystal doorknob 70 A packet filled with pink dust 71 A fragment of a beautiful song, written as musical notes on two pieces of parchment 72 A silve"
      },
      {
        "document": 793,
        "excerpt": "1d4 + 4 bright-pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the GM’s"
      },
      {
        "document": 1609,
        "excerpt": "itution increases by 2, to a maximum of 20, while this pink rhomboid orbits your head. Greater Absorption (Legendary). While this marbled lavender and green ellips"
      },
      {
        "document": 1657,
        "excerpt": "is potion's dense, purple liquid has an ovoid cloud of pink floating in it."
      }
    ],
    "pinnacle": [
      {
        "document": 249,
        "excerpt": "At tier 4, characters achieve the pinnacle of their class features, becoming heroic archetypes. The fate of the world or even the order of the mult"
      },
      {
        "document": 974,
        "excerpt": "You attain the pinnacle of resilience in battle, giving you these benefits. Defy Death. You have Advantage on Death Saving Thro"
      }
    ],
    "pinpoint": [
      {
        "document": 566,
        "excerpt": "A creature with Tremorsense can pinpoint the location of creatures and moving objects within a specific range, provided that the creature with Tr"
      },
      {
        "document": 2007,
        "excerpt": "Iron Scent. The rust monster can pinpoint the location of ferrous metal within 30 feet of itself."
      },
      {
        "document": 2080,
        "excerpt": "terial it moves through. Treasure Sense. The xorn can pinpoint the location of precious metals and stones within 60 feet of itself."
      }
    ],
    "pins": [
      {
        "document": 1187,
        "excerpt": "V, S, M (three silver pins)"
      }
    ],
    "pint": [
      {
        "document": 482,
        "excerpt": "A Flask holds up to 1 pint."
      },
      {
        "document": 1613,
        "excerpt": "While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. Invisible cre"
      }
    ],
    "pints": [
      {
        "document": 353,
        "excerpt": "A Waterskin holds up to 4 pints. If you don't drink sufficient water, you risk dehydration (see “Rules Glossary”)."
      },
      {
        "document": 460,
        "excerpt": "A Glass Bottle holds up to 1½ pints."
      }
    ],
    "pipe": [
      {
        "document": 820,
        "excerpt": "A pipe that blows bubbles"
      }
    ],
    "pipes": [
      {
        "document": 267,
        "excerpt": "t, when unfolded, shows a sleepy cat 75 A set of bone pipes 76 A four-leaf clover pressed inside a book discussing manners and etiquette 77 A sheet of parchment u"
      },
      {
        "document": 1641,
        "excerpt": "Pipes of Haunting"
      },
      {
        "document": 1642,
        "excerpt": "Pipes of the Sewers"
      }
    ],
    "pipes'": [
      {
        "document": 1642,
        "excerpt": "ehaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. On a failed save, the swarm is swayed by the pipes' music and becomes Frien"
      }
    ],
    "pips": [
      {
        "document": 820,
        "excerpt": "skull symbol on the side that would normally show six pips"
      }
    ],
    "piranha": [
      {
        "document": 1983,
        "excerpt": "Piranha"
      },
      {
        "document": 2040,
        "excerpt": "m can move through any opening large enough for a Tiny piranha. The swarm can't regain Hit Points or gain Temporary Hit Points. Water Breathing. The swarm can breathe"
      }
    ],
    "piranhas": [
      {
        "document": 2040,
        "excerpt": "Swarm of Piranhas"
      }
    ],
    "pirate": [
      {
        "document": 267,
        "excerpt": "ored, glazed surface 95 A petrified mouse 96 A black pirate flag adorned with a dragon's skull and crossbones 97 A tiny mechanical crab or spider that moves about"
      },
      {
        "document": 1984,
        "excerpt": "Pirate Captain"
      },
      {
        "document": 1985,
        "excerpt": "Pirate"
      }
    ],
    "pirate's": [
      {
        "document": 1984,
        "excerpt": "arget has the Charmed condition until the start of the pirate's next turn."
      },
      {
        "document": 1985,
        "excerpt": "arget has the Charmed condition until the start of the pirate's next turn."
      }
    ],
    "pirates": [
      {
        "document": 181,
        "excerpt": "defined by their roles and professions, such as mages, pirates, and warriors. They include members of varied species. Monstrosities are unnatural creatures with stran"
      },
      {
        "document": 201,
        "excerpt": "Pirates"
      }
    ],
    "pistol": [
      {
        "document": 430,
        "excerpt": "which falls apart in 1 minute (DC 20) Craft: Musket, Pistol, Bell, Bullseye Lantern, Flask, Hooded Lantern, Hunting Trap, Lock, Manacles, Mirror, Shovel, Signal Whi"
      },
      {
        "document": 433,
        "excerpt": "Club, Greatclub, Quarterstaff, Ranged weapons (except Pistol, Musket, and Sling), Arcane Focus, Arrows, Bolts, Druidic Focus, Ink Pen, Needles"
      },
      {
        "document": 928,
        "excerpt": "Pistol"
      },
      {
        "document": 1105,
        "excerpt": "Pistol"
      },
      {
        "document": 1800,
        "excerpt": "Pistol, Scimitar, Studded Leather Armor"
      },
      {
        "document": 1984,
        "excerpt": "Pistol, Rapier"
      }
    ],
    "pit": [
      {
        "document": 712,
        "excerpt": "e used sparingly, lest they lose their charm. A hidden pit can be a fun surprise, but too many traps in an adventure can lead players to become overly cautious, wh"
      },
      {
        "document": 719,
        "excerpt": "Hidden Pit"
      },
      {
        "document": 723,
        "excerpt": "Spiked Pit"
      },
      {
        "document": 957,
        "excerpt": "Hidden Pit Table 1"
      },
      {
        "document": 959,
        "excerpt": "Spiked Pit Table 1"
      },
      {
        "document": 1268,
        "excerpt": "se the Alarm or Glyph of Warding spell or a mechanical pit trap, but it wouldn't reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole."
      },
      {
        "document": 1278,
        "excerpt": "For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom. If you move more than 100 feet from the"
      },
      {
        "document": 1623,
        "excerpt": "which can be opened to whatever is beyond. Painting a pit creates a real pit, the entire depth of which must lie within the 20-foot Cube. No object created by a"
      },
      {
        "document": 1691,
        "excerpt": ") 45–51 Riding Horse with a Riding Saddle 52–59 Open pit (a 10-foot Cube), which you can place on the ground within 10 feet of yourself 60–68 4 Potions of Heali"
      },
      {
        "document": 1922,
        "excerpt": "before moving into damaging terrain (such as lava or a pit) and whenever it takes damage from a source other than the harpy, the target repeats the save. Success:"
      },
      {
        "document": 1986,
        "excerpt": "Pit Fiend"
      }
    ],
    "pit's": [
      {
        "document": 719,
        "excerpt": "Trap (Levels 1–4) Trigger: A creature moves onto the pit's lid Duration: Instantaneous This 10-foot-deep pit has a hinged lid constructed from material identical"
      },
      {
        "document": 723,
        "excerpt": "Trap (Levels 1–4) Trigger: A creature moves onto the pit's lid Duration: Instantaneous A 10-foot-deep pit has a hinged lid constructed from material identical to"
      }
    ],
    "pitch": [
      {
        "document": 496,
        "excerpt": "r, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. Thus, a creature who is gagged or in an area of magi"
      }
    ],
    "pitons": [
      {
        "document": 470,
        "excerpt": "A Climber's Kit includes boot tips, gloves, pitons, and a harness. As a Utilize action, you can use the Climber's Kit to anchor yourself; when you do, you"
      }
    ],
    "pits": [
      {
        "document": 1276,
        "excerpt": "it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. Flammable objects that aren't being worn or carried start burning if touched by the"
      },
      {
        "document": 1623,
        "excerpt": "ch as walls, doors, trees, flowers, weapons, webs, and pits), provided these elements are all confined to a 20-foot Cube. The effort takes 10 minutes (regardless of"
      }
    ],
    "place": [
      {
        "document": 45,
        "excerpt": "er the Reaction. In terms of timing, a Reaction takes place immediately after its trigger unless the Reaction's description says otherwise."
      },
      {
        "document": 73,
        "excerpt": "ive; they make a Dexterity check that determines their place in the Initiative order. The GM rolls for monsters. For a group of identical creatures, the GM makes a s"
      },
      {
        "document": 96,
        "excerpt": "t lets you ride but ignores your control - retains its place in the Initiative order and moves and acts as it likes."
      },
      {
        "document": 231,
        "excerpt": "cores, you may still use this table to guide where you place your highest and lowest scores. Standard Array by Class"
      },
      {
        "document": 270,
        "excerpt": "wo languages. A character's background represents the place and occupation that were most formative for the character. The combination of background, species, and l"
      },
      {
        "document": 289,
        "excerpt": "is a collection of characteristics that represent the place and occupation that were most formative before your character embarked on a life of adventure."
      },
      {
        "document": 319,
        "excerpt": "acles are attached to a chain or hook that is fixed in place. Escaping the Manacles requires a successful DC 20 Dexterity (Sleight of Hand) check as an action. Burst"
      },
      {
        "document": 320,
        "excerpt": "dom (Survival) checks you make to find your way in the place represented on it."
      },
      {
        "document": 551,
        "excerpt": "g Focus is an object that certain creatures can use in place of a spell's Material components if those materials aren't consumed by the spell and don't have a cost s"
      },
      {
        "document": 591,
        "excerpt": "A Climb Speed can be used in place of Speed to traverse a vertical surface without expending the extra movement normally associated with cl"
      },
      {
        "document": 962,
        "excerpt": "ss than your Strength score, you can use that score in place of the total."
      },
      {
        "document": 967,
        "excerpt": "a Bonus Action. Martial Arts Die. You can roll 1d6 in place of the normal damage of your Unarmed Strike or Monk weapons. This die changes as you gain Monk levels, a"
      },
      {
        "document": 968,
        "excerpt": "n the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell."
      },
      {
        "document": 1166,
        "excerpt": "square of silk) Duration: 24 hours With a touch, you place an illusion on a willing creature or an object that isn't being worn or carried. A creature gains the Ma"
      },
      {
        "document": 1193,
        "excerpt": "e sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a d"
      },
      {
        "document": 1219,
        "excerpt": "issue a general command, such as to guard a particular place. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given"
      },
      {
        "document": 1233,
        "excerpt": "e. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “"
      },
      {
        "document": 1299,
        "excerpt": "yed while Guards and Wards lasts. Other Spell Effect. Place one of the following magical effects within the warded area: - Dancing Lights in four corridors, with a"
      },
      {
        "document": 1313,
        "excerpt": "of a newt) Duration: Concentration, up to 1 hour You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 Necroti"
      },
      {
        "document": 1324,
        "excerpt": "Chains firmly rooted in the ground hold the target in place. The target has the Restrained condition and can't be moved by any means. Hedged Prison. The target is"
      },
      {
        "document": 1330,
        "excerpt": "uring which it must spend all its movement to dance in place. On a failed save, the target has the Charmed condition for the duration. While Charmed, the target dan"
      },
      {
        "document": 1333,
        "excerpt": "tion: Instantaneous Name or describe a famous person, place, or object. The spell brings to your mind a brief summary of the significant lore about that famous thin"
      },
      {
        "document": 1349,
        "excerpt": ", but it can't exceed 50 contiguous 10-foot Cubes. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for"
      },
      {
        "document": 1367,
        "excerpt": "can alter the target's memories of an event that took place up to 7 days ago (level 6 spell slot), 30 days ago (level 7 spell slot), 365 days ago (level 8 spell slo"
      },
      {
        "document": 1370,
        "excerpt": ". The target can be a willing creature, or it can be a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any Divination spe"
      },
      {
        "document": 1377,
        "excerpt": "ce. If you are on a different plane, it returns to the place where you bound it and remains there until the spell ends. Using a Higher-Level Spell Slot. The duratio"
      },
      {
        "document": 1451,
        "excerpt": "n diameter. If you choose an object, it must remain in place; if it is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell end"
      },
      {
        "document": 1454,
        "excerpt": "a book from a wizard’s library. - “Very familiar” is a place you have visited often, a place you have carefully studied, or a place you can see when you cast the spe"
      },
      {
        "document": 1458,
        "excerpt": "than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it."
      },
      {
        "document": 1542,
        "excerpt": "an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have Disadvantage on attack rolls against you. If you"
      },
      {
        "document": 1560,
        "excerpt": "Wondrous Item, Rare You can take a Utilize action to place these shackles on a creature that has the Incapacitated condition. The shackles adjust to fit a creature"
      },
      {
        "document": 1575,
        "excerpt": "Closing the bottle causes the cloud to become fixed in place until it disperses after 10 minutes. A strong wind (such as that created by the Gust of Wind spell) disp"
      },
      {
        "document": 1579,
        "excerpt": "isappears and an enormous, multicolored bird takes its place. The bird has the statistics of a Roc, but it can't attack. It obeys your simple commands and can carry"
      },
      {
        "document": 1607,
        "excerpt": "ton, which causes the rod to become magically fixed in place. Until you or another creature takes a Utilize action to push the button again, the rod doesn't move, ev"
      },
      {
        "document": 1608,
        "excerpt": "Rare (Requires Attunement) As a Magic action, you can place this 1-inch adamantine statuette on the ground and, using a command word, cause it to grow rapidly into"
      },
      {
        "document": 1627,
        "excerpt": "s drawn from your body and contained in an object in a place of the GM's choice. One or more powerful beings guard the place. While your soul is trapped in this way,"
      },
      {
        "document": 1644,
        "excerpt": "can take a Magic action to unfold a Portable Hole and place it on or against a solid surface, whereupon the Portable Hole creates an extradimensional hole 10 feet d"
      },
      {
        "document": 1691,
        "excerpt": "igh, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself 23–30 10 gems"
      },
      {
        "document": 1692,
        "excerpt": "to a maximum of level 5. You use the stored levels in place of your slots but otherwise cast the spell as normal. For example, you can use 3 levels stored in the ro"
      },
      {
        "document": 1756,
        "excerpt": "e a Magic action to unfold the Well of Many Worlds and place it on a solid surface, whereupon it forms a two-way, 6-foot-diameter, circular portal to another world o"
      },
      {
        "document": 2056,
        "excerpt": "the vampire drops to 0 Hit Points outside its resting place, the vampire uses Shape-Shift to become mist (no action required). If it can't use Shape-Shift, it is de"
      }
    ],
    "placed": [
      {
        "document": 117,
        "excerpt": "ture can wear an item not made for its anatomy. A ring placed on a tentacle might work, but a yuan-ti with a snakelike tail instead of legs can't wear magic boots. P"
      },
      {
        "document": 1278,
        "excerpt": "ation and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. The disk is immobile while you a"
      },
      {
        "document": 1516,
        "excerpt": "nal creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When p"
      },
      {
        "document": 1517,
        "excerpt": "tral Plane. The gate originates where the one item was placed inside the other. Any creature within a 10-foot-radius Sphere centered on the gate is sucked through it"
      },
      {
        "document": 1594,
        "excerpt": "tral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total Cover is sucked through i"
      },
      {
        "document": 1625,
        "excerpt": "tral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total Cover is sucked through i"
      },
      {
        "document": 1644,
        "excerpt": "tral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total Cover is sucked through i"
      }
    ],
    "places": [
      {
        "document": 50,
        "excerpt": "Exploration involves delving into places that are dangerous and full of mystery. The rules in this section detail some of the ways adventurers in"
      },
      {
        "document": 51,
        "excerpt": "many ways. For example, they can reach out-of-the-way places with a Ladder, perceive things they wouldn't otherwise notice with a Torch or another light source, bypa"
      },
      {
        "document": 226,
        "excerpt": "e character's species; record these in the appropriate places on your character sheet as well (you may write just the first letter of your size)."
      },
      {
        "document": 526,
        "excerpt": "See also \"Cover.\" If the creator of an area of effect places it at an unseen point and an obstruction - such as a wall - is between the creator and that point, the p"
      },
      {
        "document": 984,
        "excerpt": "You've trained to get into especially hard-to-reach places, granting you these benefits. Climber. You gain a Climb Speed equal to your Speed. Jumper. You can det"
      },
      {
        "document": 1455,
        "excerpt": ". Many major temples, guildhalls, and other important places have permanent teleportation circles. Each circle includes a unique sigil sequence - a string of runes a"
      },
      {
        "document": 1907,
        "excerpt": "within 5 feet of itself. The goblin and that ally swap places, and the ally becomes the target of the attack instead."
      }
    ],
    "placing": [
      {
        "document": 1517,
        "excerpt": "divided by the number of breathing creatures inside. Placing a Bag of Holding inside an extradimensional space created by a Handy Haversack, Portable Hole, or simila"
      },
      {
        "document": 1594,
        "excerpt": "divided by the number of breathing creatures inside. Placing the haversack inside an extradimensional space created by a Bag of Holding, Portable Hole, or similar it"
      },
      {
        "document": 1625,
        "excerpt": "space nearest to the mirror and facing away from it. Placing the mirror inside an extradimensional space created by a Bag of Holding, Portable Hole, or similar item"
      },
      {
        "document": 1644,
        "excerpt": "divided by the number of breathing creatures inside. Placing a Portable Hole inside an extradimensional space created by a Bag of Holding, Handy Haversack, or simila"
      }
    ],
    "plague": [
      {
        "document": 676,
        "excerpt": "Sewer Plague"
      },
      {
        "document": 777,
        "excerpt": "Insect Plague"
      },
      {
        "document": 828,
        "excerpt": "Insect Plague"
      },
      {
        "document": 834,
        "excerpt": "Insect Plague"
      },
      {
        "document": 865,
        "excerpt": "Insect Plague"
      },
      {
        "document": 870,
        "excerpt": "Geas, Insect Plague"
      },
      {
        "document": 915,
        "excerpt": "Insect Plague"
      },
      {
        "document": 1327,
        "excerpt": "Insect Plague"
      },
      {
        "document": 1966,
        "excerpt": "c, Thaumaturgy 1/Day Each: Animate Dead, Harm, Insect Plague (level 7 version)"
      }
    ],
    "plain": [
      {
        "document": 236,
        "excerpt": "printed character sheet, a digital character sheet, or plain paper. Choose whichever style of sheet works for you, and then embark on creating a character!"
      },
      {
        "document": 1299,
        "excerpt": "p to ten doors with an illusion to make them appear as plain sections of wall. Stairs. Webs fill all stairs in the warded area from top to bottom, as in the Web spe"
      },
      {
        "document": 1742,
        "excerpt": "e, ethereal, disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding the wand. Regaining Charges. The wand regains 1d6 + 1 expend"
      },
      {
        "document": 1869,
        "excerpt": "6) Acid damage. Transparent. Even when the cube is in plain sight, a creature must succeed on a DC 15 Wisdom (Perception) check to notice the cube if the creature h"
      }
    ],
    "plan": [
      {
        "document": 165,
        "excerpt": "ned in “Rules Glossary,” while guidance on using CR to plan potential combat encounters is in “Gameplay Toolbox.”"
      },
      {
        "document": 267,
        "excerpt": "roidered with the name of an archmage 82 Half a floor plan for a temple, a castle, or another structure 83 A bit of folded cloth that, when unfolded, turns into a"
      },
      {
        "document": 688,
        "excerpt": "the mind of even the most stalwart adventurer. If you plan to use any of these rules, discuss them with your players at the start of the campaign."
      },
      {
        "document": 1168,
        "excerpt": "ntity about the results of a course of action that you plan to take within the next 30 minutes. The GM chooses the omen from the Omens table. Omens | Omen"
      },
      {
        "document": 1349,
        "excerpt": "e is clean, fresh, and warm. You can create any floor plan you like for the dwelling, but it can't exceed 50 contiguous 10-foot Cubes. The place is furnished and d"
      }
    ],
    "planar": [
      {
        "document": 834,
        "excerpt": "Planar Binding"
      },
      {
        "document": 878,
        "excerpt": "Planar Binding"
      },
      {
        "document": 891,
        "excerpt": "Planar Binding"
      },
      {
        "document": 903,
        "excerpt": "Planar Binding"
      },
      {
        "document": 915,
        "excerpt": "Planar Binding"
      },
      {
        "document": 916,
        "excerpt": "Planar Ally"
      },
      {
        "document": 1160,
        "excerpt": "aura, and no one can teleport into or out of it or use planar travel there. Portals close temporarily while in the aura. Ongoing spells, except those cast by an Arti"
      },
      {
        "document": 1281,
        "excerpt": ", to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, the Etherea"
      },
      {
        "document": 1287,
        "excerpt": "cupied space nearest to the portal. Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their"
      },
      {
        "document": 1324,
        "excerpt": "a demi-plane that is warded against teleportation and planar travel. The demiplane is your choice of a labyrinth, a cage, a tower, or the like. Minimus Containment."
      },
      {
        "document": 1328,
        "excerpt": "stantly appears in your hand regardless of physical or planar distances, and the spell ends. If another creature is holding or carrying the object, crushing the sapp"
      },
      {
        "document": 1376,
        "excerpt": "Planar Ally"
      },
      {
        "document": 1377,
        "excerpt": "Planar Binding"
      },
      {
        "document": 1389,
        "excerpt": "Nothing can teleport into or out of the warded area. - Planar travel is blocked within the warded area. Casting this spell on the same spot every day for 365 days ma"
      },
      {
        "document": 1625,
        "excerpt": "pped within a cell can escape using magic that permits planar travel. Otherwise, the creature is confined to the cell until freed. If the mirror traps a creature but"
      },
      {
        "document": 1711,
        "excerpt": "Interactions. If the sphere comes into contact with a planar portal (such as that created by the Gate spell) or an extradimensional space (such as that within a Port"
      }
    ],
    "plane": [
      {
        "document": 119,
        "excerpt": "only in wondrous locations, such as a city on another plane of existence. If you allow characters to buy and sell magic items in your campaign, rarity can help you"
      },
      {
        "document": 126,
        "excerpt": "other specified time. If such an item is on a world or plane of existence where the specified event doesn't occur, the GM determines when the item recharges."
      },
      {
        "document": 228,
        "excerpt": "and thus less widespread in the worlds of the Material Plane. Some features let a character learn a rare language. Rare Languages *Primordial includes the Aquan, A"
      },
      {
        "document": 283,
        "excerpt": "Some species can trace their origin to a single world, plane of existence, or god, while other species first appeared in multiple realms at once. Whatever a species'"
      },
      {
        "document": 567,
        "excerpt": "you see that has been transformed by magic. Ethereal Plane. You see into the Ethereal Plane."
      },
      {
        "document": 756,
        "excerpt": "vertical, 10-foot-diameter, two-way portal to another plane of existence opens in an unoccupied space within 30 feet of you and remains open until the end of your n"
      },
      {
        "document": 767,
        "excerpt": "Plane"
      },
      {
        "document": 778,
        "excerpt": "Plane Shift"
      },
      {
        "document": 783,
        "excerpt": "object of the GM’s choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the chosen point of origin, and no larg"
      },
      {
        "document": 790,
        "excerpt": "Random location on the plane you named"
      },
      {
        "document": 793,
        "excerpt": "wcomers to find and attack you. If you are on the same plane of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours."
      },
      {
        "document": 798,
        "excerpt": "Outer Plane"
      },
      {
        "document": 836,
        "excerpt": "Plane Shift"
      },
      {
        "document": 867,
        "excerpt": "Plane Shift"
      },
      {
        "document": 878,
        "excerpt": "Contact Other Plane"
      },
      {
        "document": 880,
        "excerpt": "Plane Shift"
      },
      {
        "document": 891,
        "excerpt": "Contact Other Plane"
      },
      {
        "document": 893,
        "excerpt": "Plane Shift"
      },
      {
        "document": 917,
        "excerpt": "Plane Shift"
      },
      {
        "document": 972,
        "excerpt": "ommunicate directly; you always have the Contact Other Plane spell prepared. With this feature, you can cast the spell without expending a spell slot to contact your"
      },
      {
        "document": 985,
        "excerpt": "s. To end them, you and the target must be on the same plane of existence. When you end them, the target must make a Constitution saving throw, taking 10d12 Force da"
      },
      {
        "document": 1167,
        "excerpt": "ithin range project your astral bodies into the Astral Plane (the spell ends instantly if you are already on that plane). Each target's body is left behind in a stat"
      },
      {
        "document": 1172,
        "excerpt": "arget is instead transported to a random location on a plane (GM's choice) associated with its creature type. Using a Higher-Level Spell Slot. You can target one ad"
      },
      {
        "document": 1182,
        "excerpt": "ration. On a roll of 4–6, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell ends instantly if you are already on that plane"
      },
      {
        "document": 1210,
        "excerpt": "Contact Other Plane"
      },
      {
        "document": 1236,
        "excerpt": "on a Charisma saving throw or be sent back to its home plane if it isn't there already. If they aren't on their home plane, Undead are sent to the Shadowfell, and Fe"
      },
      {
        "document": 1241,
        "excerpt": "iend target that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to the current plane for 24 hours by any means sh"
      },
      {
        "document": 1242,
        "excerpt": "he Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required),"
      },
      {
        "document": 1243,
        "excerpt": "he Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required),"
      },
      {
        "document": 1244,
        "excerpt": "he Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required),"
      },
      {
        "document": 1246,
        "excerpt": "n: 8 hours You target a creature you know on the same plane of existence. You or a willing creature you touch enters a trance state to act as a dream messenger. Whi"
      },
      {
        "document": 1256,
        "excerpt": "ours You step into the border regions of the Ethereal Plane, where it overlaps with your current plane. You remain in the Border Ethereal for the duration. During t"
      },
      {
        "document": 1267,
        "excerpt": "d the spell fails if you name a destination on another plane of existence, a moving destination (such as a mobile fortress), or an unspecific destination (such as “a"
      },
      {
        "document": 1278,
        "excerpt": "ion: 1 hour This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied spac"
      },
      {
        "document": 1281,
        "excerpt": "creatures from accessing the area by way of the Astral Plane, the Ethereal Plane, the Feywild, the Shadowfell, or the Plane Shift spell. In addition, the spell dama"
      },
      {
        "document": 1282,
        "excerpt": "ell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel. This spell can't be dispelled by Dispel Magic."
      },
      {
        "document": 1287,
        "excerpt": "see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can ori"
      },
      {
        "document": 1324,
        "excerpt": "means. Hedged Prison. The target is trapped in a demi-plane that is warded against teleportation and planar travel. The demiplane is your choice of a labyrinth, a c"
      },
      {
        "document": 1361,
        "excerpt": "ll ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can't become hidden from you, and if it has the"
      },
      {
        "document": 1376,
        "excerpt": "n of service expires, the creature returns to its home plane after reporting back to you if possible. If you are unable to agree on a price for the creature's servic"
      },
      {
        "document": 1377,
        "excerpt": "vels to you to report this fact if you are on the same plane of existence. If you are on a different plane, it returns to the place where you bound it and remains th"
      },
      {
        "document": 1378,
        "excerpt": "Plane Shift"
      },
      {
        "document": 1387,
        "excerpt": "condition ends, and the creature teleports to another plane of existence (GM's choice). 8 Special. The target is struck by two rays. Roll twice, rerolling any 8."
      },
      {
        "document": 1388,
        "excerpt": "V, S Duration: 10 minutes A shimmering, multicolored plane of light forms a vertical opaque wall - up to 90 feet long, 30 feet high, and 1 inch thick - centered on"
      },
      {
        "document": 1413,
        "excerpt": "see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by"
      },
      {
        "document": 1415,
        "excerpt": "You hide a chest and all its contents on the Ethereal Plane. You must touch the chest and the miniature replica that serve as Material components for the spell. The"
      },
      {
        "document": 1416,
        "excerpt": "f they were visible, and you can see into the Ethereal Plane. Creatures and objects there appear ghostly."
      },
      {
        "document": 1418,
        "excerpt": "anes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive. You know if the delivery fails."
      },
      {
        "document": 1454,
        "excerpt": "hoose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfu"
      },
      {
        "document": 1455,
        "excerpt": "whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end"
      },
      {
        "document": 1461,
        "excerpt": "range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration"
      },
      {
        "document": 1473,
        "excerpt": "ntly, however. The wall also extends into the Ethereal Plane and blocks ethereal travel through the wall."
      },
      {
        "document": 1507,
        "excerpt": "name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence (Arcana) check. On a successful check, you cast Plane Shift"
      },
      {
        "document": 1516,
        "excerpt": "any objects inside it and spits them out into another plane of existence. The GM determines the time and plane. If the bag is pierced or torn, it is destroyed, and"
      },
      {
        "document": 1517,
        "excerpt": "estroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth unharmed, but the bag must be put right befor"
      },
      {
        "document": 1535,
        "excerpt": "rtal created by the spell links to a particular Outer Plane chosen by the GM or determined by rolling on the following table."
      },
      {
        "document": 1553,
        "excerpt": "he six sides of the cube are each keyed to a different plane of existence, one of which is the Material Plane. The other sides are linked to planes determined by the"
      },
      {
        "document": 1560,
        "excerpt": "ment, including teleportation or travel to a different plane of existence. They don't prevent the creature from passing through an interdimensional portal. You and"
      },
      {
        "document": 1594,
        "excerpt": "tly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the"
      },
      {
        "document": 1604,
        "excerpt": "blow this horn. In response, warrior spirits from the plane of Ysgard appear in unoccupied spaces within 60 feet of you. Each spirit uses the Berserker stat block a"
      },
      {
        "document": 1611,
        "excerpt": "f. If the flask is empty and the target is native to a plane of existence other than the one you're on, the target must succeed on a DC 17 Wisdom saving throw or be"
      },
      {
        "document": 1625,
        "excerpt": "tly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the"
      },
      {
        "document": 1644,
        "excerpt": "ylindrical space within the hole exists on a different plane of existence, so it can't be used to create open passages. Any creature inside an open Portable Hole can"
      },
      {
        "document": 1666,
        "excerpt": "ction to summon a particular Djinni from the Elemental Plane of Air. The djinni appears in an unoccupied space you choose within 120 feet of yourself. It remains as"
      },
      {
        "document": 1667,
        "excerpt": "anes. The GM chooses or randomly determines the linked plane. For example, a Ring of Elemental Command (air) is linked to the Elemental Plane of Air. Every Ring of"
      },
      {
        "document": 1689,
        "excerpt": "robe, you can take a Magic action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you take a Magic action to re"
      },
      {
        "document": 1711,
        "excerpt": "e and object within 180 feet of the sphere to a random plane of existence."
      },
      {
        "document": 1716,
        "excerpt": "ve a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take Force damage equal to 16"
      },
      {
        "document": 1719,
        "excerpt": "ve a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take Force damage equal to 16"
      },
      {
        "document": 1756,
        "excerpt": ", 6-foot-diameter, circular portal to another world or plane of existence. Each time the item opens a portal, the GM decides where it leads. The portal remains open"
      },
      {
        "document": 1760,
        "excerpt": "condition until the aboleth dies or is on a different plane of existence from the target. While Charmed, the target acts as an ally to the aboleth and is under its"
      },
      {
        "document": 1845,
        "excerpt": "Restoration. If the djinni dies outside the Elemental Plane of Air, its body dissolves into mist, and it gains a new body in 1d4 days, reviving with all its Hit Poi"
      },
      {
        "document": 1856,
        "excerpt": "Restoration. If the efreeti dies outside the Elemental Plane of Fire, its body dissolves into ash, and it gains a new body in 1d4 days, reviving with all its Hit Poi"
      },
      {
        "document": 1871,
        "excerpt": "eal Sight. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane. Incorporeal Movement. The ghost can move through other creatures and"
      },
      {
        "document": 1884,
        "excerpt": "are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form. Onyx Dog (Rare). This onyx statuette of a dog c"
      },
      {
        "document": 1931,
        "excerpt": "Telepathic Bond. While the homunculus is on the same plane of existence as its master, the two of them can communicate telepathically with each other."
      },
      {
        "document": 1949,
        "excerpt": "idigitation 2/Day Each: Animate Dead, Dimension Door, Plane Shift 1/Day Each: Chain Lightning, Finger of Death, Power Word Kill, Scrying"
      },
      {
        "document": 1969,
        "excerpt": "ing (1/Day; Requires Soul Bag). While on the Ethereal Plane, the hag casts Dream, using the same spellcasting ability as Spellcasting. Only the hag can serve as the"
      },
      {
        "document": 1970,
        "excerpt": "creatures within 5 feet of it teleport to the Ethereal Plane from the Material Plane or vice versa."
      },
      {
        "document": 1982,
        "excerpt": "al Sight. The spider can see 60 feet into the Ethereal Plane while on the Material Plane and vice versa. Spider Climb. The spider can climb difficult surfaces, incl"
      },
      {
        "document": 1997,
        "excerpt": "Illusion 1/Day Each: Fly, Invisibility, Major Image, Plane Shift"
      },
      {
        "document": 2018,
        "excerpt": "let. While the guardian and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the guardian to travel to it, and the guardian"
      },
      {
        "document": 2024,
        "excerpt": "1/Day Each: Dispel Magic, Legend Lore, Locate Object, Plane Shift, Remove Curse, Tongues"
      },
      {
        "document": 2054,
        "excerpt": "le the familiar and its vampire master are on the same plane of existence, the vampire can communicate with the familiar telepathically, and the vampire can perceive"
      }
    ],
    "planes": [
      {
        "document": 181,
        "excerpt": "res, such as angels and pegasi, with ties to the Upper Planes. Constructs are magically created creatures such as homunculi and shield guardians. Dragons are scaly"
      },
      {
        "document": 228,
        "excerpt": "languages that are either secret or derived from other planes of existence and thus less widespread in the worlds of the Material Plane. Some features let a character"
      },
      {
        "document": 613,
        "excerpt": "creature has left the body and departed for the Outer Planes, and reviving the creature requires calling the spirit back. If the creature returns to life, the reviv"
      },
      {
        "document": 744,
        "excerpt": "Recall lore about spells, magic items, and the planes of existence."
      },
      {
        "document": 790,
        "excerpt": "Amulet of the Planes Table 1"
      },
      {
        "document": 940,
        "excerpt": "ls, magic items, eldritch symbols, magical traditions, planes of existence, and certain creatures (Aberrations, Constructs, Elementals, Fey, and Monstrosities)"
      },
      {
        "document": 964,
        "excerpt": "You can channel divine energy directly from the Outer Planes to fuel magical effects. You start with two such effects: Divine Spark and Turn Undead, each of which is"
      },
      {
        "document": 968,
        "excerpt": "You can channel divine energy directly from the Outer Planes, using it to fuel magical effects. You start with one such effect: Divine Sense, which is described belo"
      },
      {
        "document": 979,
        "excerpt": "Make a Deal with the Lower Planes Your pact draws on the Lower Planes, the realms of perdition. You might forge a bargain with a demon lo"
      },
      {
        "document": 1198,
        "excerpt": "cations of settlements - Locations of portals to other planes of existence - Location of one Challenge Rating 10+ creature (GM's choice) that is a Celestial, an Eleme"
      },
      {
        "document": 1205,
        "excerpt": "up to 10 minutes You conjure a spirit from the Upper Planes, which manifests as a pillar of light in a 10-foot-radius, 40-foot-high Cylinder centered on a point wit"
      },
      {
        "document": 1206,
        "excerpt": "conjure a Large, intangible spirit from the Elemental Planes that appears in an unoccupied space within range. Choose the spirit's element, which determines its dama"
      },
      {
        "document": 1208,
        "excerpt": "to 10 minutes You conjure spirits from the Elemental Planes that flit around you in a 15-foot Emanation for the duration. Until the spell ends, any attack you make"
      },
      {
        "document": 1241,
        "excerpt": "ous You utter a word imbued with power from the Upper Planes. Each creature of your choice in range makes a Charisma saving throw. On a failed save, a target that ha"
      },
      {
        "document": 1256,
        "excerpt": "plane that doesn't border it, such as one of the Outer Planes. Using a Higher-Level Spell Slot. You can target up to three willing creatures (including yourself) for"
      },
      {
        "document": 1418,
        "excerpt": "send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the m"
      },
      {
        "document": 1453,
        "excerpt": "ble over any distance, though it can't extend to other planes of existence."
      },
      {
        "document": 1507,
        "excerpt": "Amulet of the Planes"
      },
      {
        "document": 1553,
        "excerpt": "h is the Material Plane. The other sides are linked to planes determined by the GM. The cube has 3 charges and regains 1d3 expended charges daily at dawn. As a Magic"
      },
      {
        "document": 1667,
        "excerpt": "emental Command is linked to one of the four Elemental Planes. The GM chooses or randomly determines the linked plane. For example, a Ring of Elemental Command (air)"
      }
    ],
    "planetar": [
      {
        "document": 1987,
        "excerpt": "Planetar"
      }
    ],
    "planning": [
      {
        "document": 587,
        "excerpt": "unters\") provides guidance to the GM on using CR while planning potential combat encounters. See also \"Stat Block.\""
      }
    ],
    "plant": [
      {
        "document": 438,
        "excerpt": "lity: Intelligence Weight: 3 lb. Utilize: Identify a plant (DC 10) Craft: Antitoxin, Candle, Healer's Kit, Potion of Healing"
      },
      {
        "document": 832,
        "excerpt": "Plant Growth"
      },
      {
        "document": 852,
        "excerpt": "Plant Growth"
      },
      {
        "document": 901,
        "excerpt": "Plant Growth"
      },
      {
        "document": 947,
        "excerpt": "Plant"
      },
      {
        "document": 1170,
        "excerpt": "touch the target. The target must be either a Beast or Plant creature with an Intelligence of 3 or less or a natural plant that isn't a creature. The target gains a"
      },
      {
        "document": 1180,
        "excerpt": "led save or half as much damage on a successful one. A Plant creature automatically fails the save. Alternatively, target a nonmagical plant that isn't a creature,"
      },
      {
        "document": 1198,
        "excerpt": "ey, a Fiend, or an Undead - The most prevalent kind of plant, mineral, or Beast (you choose which to learn) - Locations of bodies of water For example, you could de"
      },
      {
        "document": 1338,
        "excerpt": "tantaneous Describe or name a specific kind of Beast, Plant creature, or nonmagical plant. You learn the direction and distance to the closest creature or plant of"
      },
      {
        "document": 1369,
        "excerpt": "llapse. Similarly, this spell doesn't directly affect plant growth. The moved earth carries any plants along with it."
      },
      {
        "document": 1379,
        "excerpt": "Plant Growth"
      },
      {
        "document": 1437,
        "excerpt": "tances. You can also turn Difficult Terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can"
      },
      {
        "document": 1461,
        "excerpt": "tes a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or t"
      },
      {
        "document": 1515,
        "excerpt": "a successful one. If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean disappears as it produces an effect 1 minute later from"
      },
      {
        "document": 1693,
        "excerpt": "isibility Protective Aura. As a Magic action, you can plant the haft end of the rod in the ground, whereupon the rod's head sheds Bright Light in a 60-foot radius a"
      },
      {
        "document": 1721,
        "excerpt": "the spell. Tree Form. You can take a Magic action to plant one end of the staff in earth in an unoccupied space and expend 1 charge to transform the staff into a h"
      },
      {
        "document": 1793,
        "excerpt": "Small Plant, Neutral"
      },
      {
        "document": 1794,
        "excerpt": "Huge Plant, Neutral"
      },
      {
        "document": 2017,
        "excerpt": "Large Plant, Unaligned"
      },
      {
        "document": 2019,
        "excerpt": "Medium Plant, Unaligned"
      },
      {
        "document": 2048,
        "excerpt": "Huge Plant, Chaotic Good"
      },
      {
        "document": 2058,
        "excerpt": "Medium Plant, Unaligned"
      }
    ],
    "planted": [
      {
        "document": 1515,
        "excerpt": "an effect 1 minute later from the ground where it was planted. The GM can choose an effect from the following table or determine it randomly."
      }
    ],
    "plants": [
      {
        "document": 181,
        "excerpt": "tures, including black puddings and gelatinous cubes. Plants are sentient vegetation and fungal monsters, such as shambling mounds and treants. Undead are spirits a"
      },
      {
        "document": 187,
        "excerpt": "Awakened Plants"
      },
      {
        "document": 744,
        "excerpt": "Recall lore about terrain, plants, animals, and weather."
      },
      {
        "document": 779,
        "excerpt": "Locate Animals or Plants"
      },
      {
        "document": 788,
        "excerpt": "Plants"
      },
      {
        "document": 831,
        "excerpt": "Locate Animals or Plants"
      },
      {
        "document": 832,
        "excerpt": "Speak with Plants"
      },
      {
        "document": 835,
        "excerpt": "Transport via Plants"
      },
      {
        "document": 851,
        "excerpt": "Locate Animals or Plants"
      },
      {
        "document": 852,
        "excerpt": "Speak with Plants"
      },
      {
        "document": 900,
        "excerpt": "Locate Animals or Plants"
      },
      {
        "document": 901,
        "excerpt": "Speak with Plants"
      },
      {
        "document": 940,
        "excerpt": "er, and certain creatures (Beasts, Dragons, Oozes, and Plants)"
      },
      {
        "document": 1254,
        "excerpt": "V, S Duration: Concentration, up to 1 minute Grasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground"
      },
      {
        "document": 1338,
        "excerpt": "Locate Animals or Plants"
      },
      {
        "document": 1369,
        "excerpt": "ectly affect plant growth. The moved earth carries any plants along with it."
      },
      {
        "document": 1379,
        "excerpt": "tion: Instantaneous This spell channels vitality into plants. The casting time you use determines whether the spell has the Overgrowth or the Enrichment effect below"
      },
      {
        "document": 1437,
        "excerpt": "Speak with Plants"
      },
      {
        "document": 1461,
        "excerpt": "Transport via Plants"
      },
      {
        "document": 1566,
        "excerpt": "stitution saving throw. Constructs, Elementals, Oozes, Plants, and Undead succeed on the save automatically. On a failed save, a creature begins sneezing uncontrolla"
      },
      {
        "document": 1852,
        "excerpt": "ells and other magical effects. Speak with Beasts and Plants. The dryad can communicate with Beasts and Plants as if they shared a language."
      }
    ],
    "plaster": [
      {
        "document": 1372,
        "excerpt": "ssage appears at a point that you can see on a wooden, plaster, or stone surface (such as a wall, ceiling, or floor) within range and lasts for the duration. You choos"
      }
    ],
    "plate": [
      {
        "document": 119,
        "excerpt": "cost to the magic item’s value. For example, +1 Armor (Plate Armor) has a value of 5,500 GP, which is the sum of a Rare magic item's value (4,000 GP) and the cost o"
      },
      {
        "document": 133,
        "excerpt": "e rules in “Equipment.” For example, to make +1 Armor (Plate Armor), you must pay 3,500 GP or pay 2,000 GP and craft the armor. Magic Item Crafting Time and Cost *"
      },
      {
        "document": 136,
        "excerpt": "cify the type of armor they are, such as Chain Mail or Plate Armor. If no type is specified, choose the type or determine it randomly."
      },
      {
        "document": 308,
        "excerpt": "ng that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike dr"
      },
      {
        "document": 389,
        "excerpt": "For example, you need 750 GP of raw materials to make Plate Armor, which sells for 1,500 GP. The GM determines whether appropriate raw materials are available."
      },
      {
        "document": 714,
        "excerpt": "t. Examples of triggers include stepping on a pressure plate, crossing a trip wire, turning a doorknob, or using the wrong key in a lock. Duration. Some traps have"
      },
      {
        "document": 718,
        "excerpt": "Levels 1-4) Trigger: A creature moves onto a pressure plate Duration: Instantaneous, and the trap resets at the start of the next turn When a creature moves onto"
      },
      {
        "document": 720,
        "excerpt": "Levels 1–4) Trigger: A creature moves onto a pressure plate Duration: Instantaneous, and the trap resets at the start of the next turn if it has activated fewer tha"
      },
      {
        "document": 722,
        "excerpt": "vels 17–20) Trigger: A creature moves onto a pressure plate Duration: Until the stone stops rolling When a creature moves onto a hidden pressure plate, a 5-foot-ra"
      },
      {
        "document": 929,
        "excerpt": "Half Plate Armor"
      },
      {
        "document": 1066,
        "excerpt": "Half Plate Armor"
      },
      {
        "document": 1106,
        "excerpt": "Plate Armor"
      },
      {
        "document": 1511,
        "excerpt": "Plate Armor"
      },
      {
        "document": 1567,
        "excerpt": "Dwarven Plate"
      },
      {
        "document": 1643,
        "excerpt": "Plate Armor of Etherealness"
      },
      {
        "document": 1929,
        "excerpt": "Greatsword, Half Plate Armor, Longbow"
      },
      {
        "document": 1930,
        "excerpt": "Half Plate Armor, Longbow, Longsword, Shield"
      },
      {
        "document": 1944,
        "excerpt": "Greatsword, Heavy Crossbow, Plate Armor"
      }
    ],
    "plate's": [
      {
        "document": 722,
        "excerpt": "elligence (Investigation) check, deducing the pressure plate's function on a successful check. Wedging an Iron Spike or a similar object under the pressure plate preve"
      }
    ],
    "platinum": [
      {
        "document": 927,
        "excerpt": "Platinum Piece (PP)"
      },
      {
        "document": 942,
        "excerpt": "Platinum Piece(s)"
      },
      {
        "document": 1477,
        "excerpt": "V, S, M (a pair of platinum rings worth 50+ GP each, which you and the target must wear for the duration)"
      }
    ],
    "play": [
      {
        "document": 26,
        "excerpt": "Rhythm of Play"
      },
      {
        "document": 47,
        "excerpt": "nce the NPC. If you offer NPCs something they want or play on their sympathies, fears, or goals, you can form friendships, ward off violence, or learn a key piece"
      },
      {
        "document": 49,
        "excerpt": "still be an element of chance if the GM wants dice to play a role in determining an NPC's response to you. In such situations, the GM will typically ask you to tak"
      },
      {
        "document": 75,
        "excerpt": "If you play using a square grid and miniatures or other tokens, follow these rules. Squares. Each square represents"
      },
      {
        "document": 244,
        "excerpt": "Tiers of Play"
      },
      {
        "document": 439,
        "excerpt": "Ability: Charisma Weight: Varies Utilize: Play a known tune (DC 10), or improvise a song (DC 15) Variants: Bagpipes (30 GP, 6 lb.), drum (6 GP, 3 lb.)"
      },
      {
        "document": 577,
        "excerpt": "ect that the rule applies to in a particular moment of play. For example, the \"you\" in the Prone condition is a creature that currently has that condition. \"See Al"
      },
      {
        "document": 587,
        "excerpt": "ificantly alter how threatening a monster is in actual play. \"Gameplay Toolbox\" (\"Combat Encounters\") provides guidance to the GM on using CR while planning potenti"
      },
      {
        "document": 787,
        "excerpt": "The item believes it and its bearer have key roles to play in future events."
      },
      {
        "document": 1247,
        "excerpt": "of skunk. The effect must fit in a 5-foot Cube. Fire Play. You light or snuff out a candle, a torch, or a campfire."
      },
      {
        "document": 1386,
        "excerpt": "ff of wind, faint musical notes, or an odd odor. Fire Play. You instantaneously light or snuff out a candle, a torch, or a small campfire. Clean or Soil. You inst"
      },
      {
        "document": 1456,
        "excerpt": "ave Advantage on Charisma (Intimidation) checks. Fire Play. You cause flames to flicker, brighten, dim, or change color for 1 minute. Invisible Hand. You instanta"
      },
      {
        "document": 1641,
        "excerpt": "charges daily at dawn. You can take a Magic action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature of your choice within 30 f"
      },
      {
        "document": 1642,
        "excerpt": "and regain 1d3 expended charges daily at dawn. If you play the pipes as a Magic action, you can take a Bonus Action to expend 1 to 3 charges, calling forth one Swa"
      }
    ],
    "playable": [
      {
        "document": 285,
        "excerpt": "ry.” Every species in “Character Origins” is Humanoid; playable non-Humanoid species appear in other books."
      },
      {
        "document": 1402,
        "excerpt": "etermine the body's species, or the GM chooses another playable species. | 1d10 | Species | 1d10 | Species | | :--- | :---------- | :--- | :------- | | 1 | Rol"
      }
    ],
    "played": [
      {
        "document": 1333,
        "excerpt": "hose isn't actually famous, you hear sad musical notes played on a trombone, and the spell fails."
      }
    ],
    "player": [
      {
        "document": 26,
        "excerpt": "complete a task. In those cases, the GM might ask the player to roll a die to help determine what happens. Describing the results often leads to another decision poi"
      },
      {
        "document": 30,
        "excerpt": "piration and you already have it, you can give it to a player character in your group who lacks it. Gaining Heroic Inspiration. Your GM can give you Heroic Inspirati"
      },
      {
        "document": 42,
        "excerpt": "defined in more detail in “Rules Glossary.” Actions Player characters and monsters can also do things not covered by these actions. Many class features and other a"
      },
      {
        "document": 46,
        "excerpt": "During their adventures, player characters meet many different people and face some monsters that would rather talk than fight. In those"
      },
      {
        "document": 47,
        "excerpt": "act of playing out a role. In this case, it's you as a player determining how your character thinks, acts, and talks. Roleplaying is part of every aspect of the game,"
      },
      {
        "document": 57,
        "excerpt": "teracting with objects is often simple to resolve. The player tells the GM that their character is doing something, such as moving a lever or opening a door, and the"
      },
      {
        "document": 73,
        "excerpt": "cides the order if the tie is between a monster and a player character."
      },
      {
        "document": 228,
        "excerpt": "ts languages that are widespread in the setting. Every player character knows Common. The other standard languages originated with the first members of the most promi"
      },
      {
        "document": 234,
        "excerpt": "ote it on your character sheet. The game assumes that player characters aren't of an evil alignment. Check with your GM before making an evil character."
      },
      {
        "document": 252,
        "excerpt": "re especially appropriate for these bonus feats, but a player can choose any feat for which their level 20 character qualifies. in the “Level Advancement” section. Y"
      },
      {
        "document": 283,
        "excerpt": "worlds and include many kinds of sapient life forms. A player character's species is the set of game traits that an adventurer gains from being one of those life form"
      },
      {
        "document": 431,
        "excerpt": "roficiency Bonus to an attack roll you make with it. A player character's features can provide weapon proficiencies. A monster is proficient with any weapon in its st"
      },
      {
        "document": 529,
        "excerpt": "Player Character"
      },
      {
        "document": 545,
        "excerpt": "he same time on a turn, the person at the game table - player or GM - whose turn it is decides the order in which those things happen. For example, if two effects occ"
      },
      {
        "document": 574,
        "excerpt": "A monster has a starting attitude toward a player character: Friendly, Hostile, or Indifferent. See also \"Friendly,\" \"Hostile,\" \"Indifferent,\" and \"Influe"
      },
      {
        "document": 587,
        "excerpt": "mmarizes the threat a monster poses to a group of four player characters. Compare a monster's CR to the characters' level. If the CR is higher, the monster is likely"
      },
      {
        "document": 599,
        "excerpt": "Every creature, including every player character, has a tag in the rules that identifies the type of creature it is. Most player characters are"
      },
      {
        "document": 614,
        "excerpt": "A player character must make a Death Saving Throw (also called a Death Save) if they start their turn with 0 Hit"
      },
      {
        "document": 639,
        "excerpt": "If you (a player character) have Heroic Inspiration, you can expend it to reroll any die immediately after rolling it, an"
      },
      {
        "document": 642,
        "excerpt": "it Point Dice, or Hit Dice for short, help determine a player character's Hit Point maximum, as explained in “Character Creation.” Most monsters also have Hit Dice. A"
      },
      {
        "document": 735,
        "excerpt": "your world. You can also create a background to help a player craft the story they have in mind for their character. This section describes, step by step, how you ca"
      }
    ],
    "player's": [
      {
        "document": 597,
        "excerpt": "Any being in the game, including a player's character, is a creature. See also \"Creature Type.\""
      },
      {
        "document": 732,
        "excerpt": "A player's absence might warrant removing creatures from an encounter to keep it at the intended difficulty. Also,"
      }
    ],
    "players": [
      {
        "document": 26,
        "excerpt": "1: The Game Master Describes a Scene. The GM tells the players where their adventurers are and what's around them (how many doors lead out of a room, what's on a table"
      },
      {
        "document": 73,
        "excerpt": "the GM decides the order among tied monsters, and the players decide the order among tied characters. The GM decides the order if the tie is between a monster and a"
      },
      {
        "document": 92,
        "excerpt": "s. The Game Master determines target numbers and tells players whether their rolls are successful. The target number for an ability check or a saving throw is called a"
      },
      {
        "document": 232,
        "excerpt": "e of these increases can raise a score above 20. Some players like to increase their class's primary ability, while others prefer to increase a low score."
      },
      {
        "document": 240,
        "excerpt": "appropriate ability modifier and note the total. Some players also like to note the modifier for saving throws they're not proficient in, which is just the relevant a"
      },
      {
        "document": 250,
        "excerpt": "t at level 3 if your group is composed of seasoned D&D players."
      },
      {
        "document": 688,
        "excerpt": "plan to use any of these rules, discuss them with your players at the start of the campaign."
      },
      {
        "document": 712,
        "excerpt": "surprise, but too many traps in an adventure can lead players to become overly cautious, which slows down the game. The best traps are fleeting distractions that ski"
      },
      {
        "document": 727,
        "excerpt": "lty is likely to have one or two scary moments for the players, but their characters should emerge victorious with no casualties. One or more of them might need to use"
      }
    ],
    "playing": [
      {
        "document": 1,
        "excerpt": "Playing the Game"
      },
      {
        "document": 13,
        "excerpt": "batics or Athletics skill. See “Proficiency” later in “Playing the Game” for more information about skill and tool proficiencies."
      },
      {
        "document": 21,
        "excerpt": "ency in that kind of save. See “Proficiency” later in “Playing the Game.”"
      },
      {
        "document": 23,
        "excerpt": "ually occur in battle, described in “Combat” later in “Playing the Game,” but the GM might also ask for an attack roll in other situations, such as an archery competit"
      },
      {
        "document": 25,
        "excerpt": "n you attack with a spell. See “Proficiency” later in “Playing the Game” for more information about weapon proficiencies."
      },
      {
        "document": 28,
        "excerpt": "This is called a Critical Hit (see “Combat” later in “Playing the Game”). If you roll a 1 on the d20 (a “natural 1”) for an attack roll, the attack misses regardless"
      },
      {
        "document": 30,
        "excerpt": "t's a reward for making the game more fun for everyone playing. Other rules might allow your character to gain Heroic Inspiration independent of the GM's decision. Fo"
      },
      {
        "document": 36,
        "excerpt": "tions of the actions you take (see “Actions” later in “Playing the Game”) specify which skill applies if you make an ability check for that action, and many other rule"
      },
      {
        "document": 43,
        "excerpt": "mportant in combat, as explained in “Combat” later in “Playing the Game.” Actions can come up in other situations, too: in a social interaction, you can try to Influe"
      },
      {
        "document": 45,
        "excerpt": "ne else's. The Opportunity Attack, described later in \"Playing the Game,\" is the most common type of Reaction. When you take a Reaction, you can't take another one un"
      },
      {
        "document": 47,
        "excerpt": "Roleplaying is, literally, the act of playing out a role. In this case, it's you as a player determining how your character thinks, acts, and talks. R"
      },
      {
        "document": 60,
        "excerpt": "the Utilize action, as explained in \"Combat\" later in \"Playing the Game.\""
      },
      {
        "document": 66,
        "excerpt": "matters, see the movement rules in “Combat” later in “Playing the Game.”"
      },
      {
        "document": 74,
        "excerpt": "tions you can take are listed in “Actions” earlier in “Playing the Game.” A character’s features and a monster’s stat block also provide action options. “Movement and"
      },
      {
        "document": 75,
        "excerpt": "PLAYING ON A GRID"
      },
      {
        "document": 85,
        "excerpt": "Attack. Make the attack roll, as detailed earlier in “Playing the Game.” On a hit, you roll damage unless the particular attack has rules that specify otherwise. Some"
      },
      {
        "document": 92,
        "excerpt": "oll has Advantage or Disadvantage (described later in \"Playing the Game\"), you roll two d20s, but you use the number from only one of them - the higher one if you have"
      },
      {
        "document": 151,
        "excerpt": "Hit Points (average 11). For more on Hit Points, see “Playing the Game.”"
      },
      {
        "document": 153,
        "excerpt": "information on ability scores and saving throws, see “Playing the Game.”"
      },
      {
        "document": 155,
        "excerpt": "onster's Resistances and Vulnerabilities, if any. See “Playing the Game” for more information."
      },
      {
        "document": 157,
        "excerpt": "he damage types are listed before the conditions. See “Playing the Game” for details."
      },
      {
        "document": 161,
        "excerpt": "ter can take the actions here in addition to those in “Playing the Game.” Bonus Actions. This section provides a monster's Bonus Actions, if any. Reactions and Legen"
      },
      {
        "document": 169,
        "excerpt": "e actions available to all creatures, as described in “Playing the Game.”"
      },
      {
        "document": 170,
        "excerpt": "rwise. For details on different kinds of attacks, see “Playing the Game” and “Spells.” Hit. Any damage dealt or other effects that occur as a result of an attack hitt"
      },
      {
        "document": 176,
        "excerpt": "Action options, they are listed in this section. See “Playing the Game” for details on Bonus Actions."
      },
      {
        "document": 177,
        "excerpt": "listed in this section along with their triggers. See “Playing the Game” for details on Reactions."
      },
      {
        "document": 180,
        "excerpt": "ou choose the creature's size from those options. See \"Playing the Game\" for information on size."
      },
      {
        "document": 184,
        "excerpt": "tural armor, Dexterity, gear, and other defenses. See \"Playing the Game\" for information on Armor Class."
      },
      {
        "document": 185,
        "excerpt": "itiative in combat. Initiative is further detailed in “Playing the Game.”"
      },
      {
        "document": 229,
        "excerpt": "ons below and then assign them to your six abilities. \"Playing the Game\" explains what each ability means."
      },
      {
        "document": 271,
        "excerpt": "escription shows your Proficiency Bonus (described in “Playing the Game”), which is +2 for a level 1 character. Note this number on your character sheet. You’ll fill i"
      },
      {
        "document": 437,
        "excerpt": "me (DC 20) Variants: Dice (1 SP), dragonchess (1 GP), playing cards (5 SP), three-dragon ante (1 GP)"
      },
      {
        "document": 525,
        "excerpt": "right before the creature leaves your reach. See also “Playing the Game” (“Combat”)."
      },
      {
        "document": 531,
        "excerpt": "ll or saving throw or with a weapon or tool. See also “Playing the Game” (“Proficiency”)."
      },
      {
        "document": 533,
        "excerpt": "to all creatures. See also \"Opportunity Attacks\" and \"Playing the Game\" (\"Actions\")."
      },
      {
        "document": 536,
        "excerpt": "applied only once to an instance of damage. See also “Playing the Game” (“Damage and Healing”)."
      },
      {
        "document": 540,
        "excerpt": "used by it, the target automatically fails. See also “Playing the Game” (“D20 Tests”)."
      },
      {
        "document": 546,
        "excerpt": "fects its Hit Points. See also \"Breaking Objects\" and \"Playing the Game\" (\"Combat\")."
      },
      {
        "document": 547,
        "excerpt": "an ability check associated with that skill. See also “Playing the Game” (“Proficiency”)."
      },
      {
        "document": 548,
        "excerpt": "ing,” “Crawling,” “Flying,” “Jumping,” “Swimming” and “Playing the Game” (“Combat”). Special Speeds. Some creatures have special speeds, such as a Burrow Speed, Climb"
      },
      {
        "document": 553,
        "excerpt": "isn't required to make Death Saving Throws. See also \"Playing the Game\" (\"Damage and Healing\")."
      },
      {
        "document": 554,
        "excerpt": "ss, Initiative, and Hit Points, which are detailed in \"Playing the Game.\" In parentheses after the Hit Points, the monster's Hit Point Dice are provided, along with th"
      },
      {
        "document": 558,
        "excerpt": "to have Disadvantage on its Initiative roll. See also “Playing the Game” (“Combat”)."
      },
      {
        "document": 564,
        "excerpt": "as a buffer against losing real Hit Points. See also “Playing the Game” (“Damage and Healing”)."
      },
      {
        "document": 565,
        "excerpt": "ith a weapon, an Unarmed Strike, or a spell. See also “Playing the Game” (“D20 Tests”)."
      },
      {
        "document": 571,
        "excerpt": "applied only once to an instance of damage. See also \"Playing the Game\" (\"Damage and Healing\")."
      },
      {
        "document": 579,
        "excerpt": "n to take only if a rule explicitly says so. See also \"Playing the Game\" (\"Actions\")."
      },
      {
        "document": 581,
        "excerpt": "Bright Light is normal illumination. See also “Playing the Game” (“Exploration”)."
      },
      {
        "document": 595,
        "excerpt": "nefits only from the most protective degree. See also “Playing the Game” (“Combat”)."
      },
      {
        "document": 598,
        "excerpt": "d with an ability - to overcome a challenge. See also “Playing the Game” (“D20 Tests” and “Proficiency”)."
      },
      {
        "document": 600,
        "excerpt": "m together. Then add any relevant modifiers. See also \"Playing the Game\" (\"Damage and Healing\")."
      },
      {
        "document": 604,
        "excerpt": "0 Test is warranted in a given circumstance. See also “Playing the Game” (“D20 Tests”)."
      },
      {
        "document": 606,
        "excerpt": "le modifiers, that deals damage to a target. See also \"Playing the Game\" (\"Damage and Healing\")."
      },
      {
        "document": 609,
        "excerpt": "ng ability or when a rule asks you to do so. See also “Playing the Game” (“The Six Abilities”)."
      },
      {
        "document": 610,
        "excerpt": "is Heavily Obscured. See also “Heavily Obscured” and “Playing the Game” (“Exploration”)."
      },
      {
        "document": 611,
        "excerpt": "ors in that Darkness only as shades of gray. See also “Playing the Game” (“Exploration”)."
      },
      {
        "document": 614,
        "excerpt": "if they start their turn with 0 Hit Points. See also “Playing the Game” (“Damage and Healing”)."
      },
      {
        "document": 617,
        "excerpt": "mber for an ability check or a saving throw. See also “Playing the Game” (“D20 Tests”)."
      },
      {
        "document": 618,
        "excerpt": "is Lightly Obscured. See also “Lightly Obscured” and “Playing the Game” (“Exploration”)."
      },
      {
        "document": 619,
        "excerpt": "e special actions provided by your features. See also “Playing the Game” (“Actions”). These actions are defined elsewhere in this glossary:"
      },
      {
        "document": 620,
        "excerpt": "dvantage on the same roll cancel each other. See also \"Playing the Game\" (\"D20 Tests\")."
      },
      {
        "document": 624,
        "excerpt": "social interaction, exploration, or combat. See also \"Playing the Game\" (\"Social Interaction,\" \"Exploration,\" and \"Combat\")."
      },
      {
        "document": 627,
        "excerpt": "the same skill proficiency more than once. See also “Playing the Game” (“Proficiency”)."
      },
      {
        "document": 629,
        "excerpt": "dvantage on the same roll cancel each other. See also \"Playing the Game\" (\"D20 Tests\")."
      },
      {
        "document": 635,
        "excerpt": "Healing is how you regain Hit Points. See also “Playing the Game” (“Damage and Healing”)."
      },
      {
        "document": 636,
        "excerpt": "y Obscured space. See also “Blinded,” “Darkness,” and “Playing the Game” (“Exploration”)."
      },
      {
        "document": 638,
        "excerpt": "ure is a series of encounters. A story emerges through playing them. See also \"Encounter.\""
      },
      {
        "document": 643,
        "excerpt": "n't have less than 0. See also \"Breaking Objects\" and \"Playing the Game\" (\"Damage and Healing\")."
      },
      {
        "document": 652,
        "excerpt": "the order of turns during combat. The combat rules in “Playing the Game” explain how to roll Initiative. Sometimes a GM might have combatants use their Initiative sco"
      },
      {
        "document": 655,
        "excerpt": "in a Lightly Obscured space. See also “Dim Light” and “Playing the Game” (“Exploration”)."
      },
      {
        "document": 669,
        "excerpt": "land at a Normal, Fast, or Slow pace, as described in “Playing the Game.” During any journey stage, the predominant terrain determines the characters’ maximum travel p"
      },
      {
        "document": 963,
        "excerpt": "Choose any 3 skills (see “Playing the Game”)"
      },
      {
        "document": 1642,
        "excerpt": "re's control comes within 30 feet of you while you are playing the pipes, the swarm makes a DC 15 Wisdom saving throw. On a successful save, the swarm behaves as it no"
      }
    ],
    "plays": [
      {
        "document": 820,
        "excerpt": "A gnome-crafted music box that plays a song you dimly remember from your childhood"
      }
    ],
    "pleasant": [
      {
        "document": 266,
        "excerpt": "lack incense that stinks 65 A nightcap that gives you pleasant dreams when you wear it 66 A single caltrop made from bone 67 A gold monocle frame without the lens 6"
      }
    ],
    "please": [
      {
        "document": 237,
        "excerpt": "their desires. A criminal who robs and murders as they please is probably Neutral Evil. Chaotic Evil (CE). Chaotic Evil creatures act with arbitrary violence, spurre"
      }
    ],
    "plentiful": [
      {
        "document": 118,
        "excerpt": "magic items, such as a Potion of Healing, are the most plentiful. Artifacts, such as the Dragon Orb, are priceless, unique, and difficult to acquire."
      }
    ],
    "plesiosaurus": [
      {
        "document": 1988,
        "excerpt": "Plesiosaurus"
      }
    ],
    "plied": [
      {
        "document": 970,
        "excerpt": "cked up various languages in the communities where you plied your roguish talents. You know Thieves' Cant and one other language of your choice, which you choose fro"
      }
    ],
    "plot": [
      {
        "document": 440,
        "excerpt": "Ability: Wisdom Weight: 2 lb. Utilize: Plot a course (DC 10), or determine position by stargazing (DC 15)"
      }
    ],
    "plugging": [
      {
        "document": 720,
        "excerpt": "ion) check, detecting the holes on a successful check. Plugging all the holes with wax, cloth, or detritus prevents the darts from firing. As a Search action, a creatu"
      }
    ],
    "plumb": [
      {
        "document": 976,
        "excerpt": "Plumb the Depths of Magical Knowledge Bards of the College of Lore collect spells and secrets from diverse so"
      }
    ],
    "plummet": [
      {
        "document": 1359,
        "excerpt": "ts: V, S Duration: Instantaneous Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius Spher"
      }
    ],
    "plus": [
      {
        "document": 142,
        "excerpt": "the item's bearer makes a Charisma saving throw (DC 12 plus the item's Charisma modifier). On a failed save, the item makes one or more of the following demands: C"
      },
      {
        "document": 228,
        "excerpt": "Your character knows at least three languages: Common plus two languages you roll or choose from the Standard Languages table. Knowledge of a language means your c"
      },
      {
        "document": 241,
        "excerpt": "Without armor or a shield, your base Armor Class is 10 plus your Dexterity modifier. If your starting equipment includes armor or a Shield (or both), calculate your"
      },
      {
        "document": 307,
        "excerpt": "target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 2d8 Radiant damage if it is a Fiend or an Undead."
      },
      {
        "document": 322,
        "excerpt": "target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or have the Restrained condition until it escapes. The ta"
      },
      {
        "document": 323,
        "excerpt": "target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or be covered in oil. If the target takes Fire damage bef"
      },
      {
        "document": 404,
        "excerpt": "the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the cre"
      },
      {
        "document": 406,
        "excerpt": "example, if you wear Leather Armor, your base AC is 11 plus your Dexterity modifier, whereas your AC is 16 in Chain Mail. Strength. If the table shows a Strength s"
      },
      {
        "document": 445,
        "excerpt": "target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 2d6 Acid damage."
      },
      {
        "document": 446,
        "excerpt": "target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 1d4 Fire damage and start burning (see “Rules Glo"
      },
      {
        "document": 527,
        "excerpt": "ion) check. A creature's Passive Perception equals 10 plus the creature's Wisdom (Perception) check bonus. If the creature has Advantage on such checks, increase t"
      },
      {
        "document": 534,
        "excerpt": "it is to hit a target. Your base AC calculation is 10 plus your Dexterity modifier. If a rule gives you another base AC calculation, you choose which calculation t"
      },
      {
        "document": 557,
        "excerpt": "can hold its breath for a number of minutes equal to 1 plus its Constitution modifier (minimum of 30 seconds) before suffocation begins. When a creature runs out of"
      },
      {
        "document": 568,
        "excerpt": ". Your bonus to the roll equals your Strength modifier plus your Proficiency Bonus. On a hit, the target takes Bludgeoning damage equal to 1 plus your Strength modi"
      },
      {
        "document": 641,
        "excerpt": "ump, you leap into the air a number of feet equal to 3 plus your Strength modifier (minimum of 0 feet) if you move at least 10 feet on foot immediately before the j"
      },
      {
        "document": 652,
        "excerpt": "of rolling Initiative. Your Initiative score equals 10 plus your Dexterity modifier. If you have Advantage on Initiative rolls, increase your Initiative score by 5."
      },
      {
        "document": 702,
        "excerpt": "saving throw or gain 1 Exhaustion level. The DC is 10 plus 1 for each hour past 8 hours."
      },
      {
        "document": 723,
        "excerpt": "tom and takes 3 (1d6) Bludgeoning damage from the fall plus 9 (2d8) Piercing damage from the spikes. Detect and Disarm. As a Study action, a creature can examine t"
      },
      {
        "document": 816,
        "excerpt": "500 GP plus 1d10 × 25 GP plus normal starting equipment"
      },
      {
        "document": 959,
        "excerpt": "10 (3d6) Bludgeoning plus 13 (3d8) Piercing"
      },
      {
        "document": 962,
        "excerpt": "n't wearing any armor, your base Armor Class equals 10 plus your Dexterity and Constitution modifiers. You can use a Shield and still gain this benefit."
      },
      {
        "document": 966,
        "excerpt": "ion, you can use it to regain Hit Points equal to 1d10 plus your Fighter level. You can use this feature twice. You regain one expended use when you finish a Short"
      },
      {
        "document": 967,
        "excerpt": "or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers."
      },
      {
        "document": 969,
        "excerpt": "yourself a number of Temporary Hit Points equal to 1d8 plus your Wisdom modifier (minimum of 1). You can use this action a number of times equal to your Wisdom modi"
      },
      {
        "document": 970,
        "excerpt": "Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus. Poison (Cost: 1d6). You add a toxin to your strike, forc"
      },
      {
        "document": 972,
        "excerpt": "slot to deal an extra 1d8 Force damage to the target, plus another 1d8 per level of the spell slot, and you can give the target the Prone condition if it is Huge o"
      },
      {
        "document": 974,
        "excerpt": "f each of your turns, you regain Hit Points equal to 5 plus your Constitution modifier if you are Bloodied and have at least 1 Hit Point."
      },
      {
        "document": 977,
        "excerpt": "aren't wearing armor, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers."
      },
      {
        "document": 978,
        "excerpt": "ou can see, you can choose a number of them equal to 1 plus the spell's level. The chosen creatures automatically succeed on their saving throws against the spell,"
      },
      {
        "document": 979,
        "excerpt": "n Temporary Hit Points equal to your Charisma modifier plus your Warlock level (minimum of 1 Temporary Hit Point). You also gain this benefit if someone else reduce"
      },
      {
        "document": 981,
        "excerpt": "you cast the spell. The additional Hit Points equal 2 plus the spell slot's level."
      },
      {
        "document": 982,
        "excerpt": "e takes Radiant damage equal to your Charisma modifier plus your Proficiency Bonus. Sunlight. The aura is filled with Bright Light that is sunlight."
      },
      {
        "document": 983,
        "excerpt": "inating from you must make a Wisdom saving throw (DC 8 plus your Strength modifier and Proficiency Bonus). On a failed save, a creature has the Frightened condition"
      },
      {
        "document": 984,
        "excerpt": "first succeed on an Intelligence (Arcana) check (DC 10 plus the spell's level). On a successful check, you cast the spell from the scroll. On a failed check, the sc"
      },
      {
        "document": 985,
        "excerpt": "gain a number of Hit Points equal to the number rolled plus your Wisdom modifier (minimum of 1 Hit Point regained). You can use this feature a number of times equa"
      },
      {
        "document": 986,
        "excerpt": "in that area must make a Dexterity saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus). On a failed save, a creature takes 1d10 damage of the"
      },
      {
        "document": 1163,
        "excerpt": "ving throw, or the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target,"
      },
      {
        "document": 1165,
        "excerpt": "On a hit, the target takes Force damage equal to 4d12 plus your spellcasting ability modifier. On your later turns, you can take a Bonus Action to move the sword"
      },
      {
        "document": 1205,
        "excerpt": "ing Light. The target regains Hit Points equal to 4d12 plus your spellcasting ability modifier. Searing Light. The target makes a Dexterity saving throw, taking 6d"
      },
      {
        "document": 1207,
        "excerpt": "n a hit, the target takes Psychic damage equal to 3d12 plus your spellcasting ability modifier, and the target has the Frightened condition until the start of your"
      },
      {
        "document": 1221,
        "excerpt": "you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 2d8 for e"
      },
      {
        "document": 1236,
        "excerpt": "n ability check using your spellcasting ability (DC 10 plus that spell's level). On a successful check, the spell ends. Using a Higher-Level Spell Slot. You automa"
      },
      {
        "document": 1266,
        "excerpt": "quals your spell attack modifier, reach 5 ft. Hit: 1d8 plus the spell's level of Radiant (Celestial), Psychic (Fey), or Necrotic (Fiend) damage. Bonus Actions Fel"
      },
      {
        "document": 1274,
        "excerpt": "e. On a hit, the target takes Fire damage equal to 3d6 plus your spellcasting ability modifier. The flaming blade sheds Bright Light in a 10-foot radius and Dim Li"
      },
      {
        "document": 1290,
        "excerpt": "your spell attack modifier, reach 10 ft. Hit: 1d6 + 3 plus the spell's level Piercing damage plus 1d4 Poison damage. Web Bolt (Spider Only). Ranged Attack Roll: B"
      },
      {
        "document": 1308,
        "excerpt": "u can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 2d4 for e"
      },
      {
        "document": 1342,
        "excerpt": "Until the spell ends, the target's base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor."
      },
      {
        "document": 1351,
        "excerpt": "hat point. Each target regains Hit Points equal to 5d8 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 1d8 for e"
      },
      {
        "document": 1353,
        "excerpt": "ou can see within range regain Hit Points equal to 2d4 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 1d4 for e"
      },
      {
        "document": 1441,
        "excerpt": ". On a hit, the target takes Force damage equal to 1d8 plus your spellcasting ability modifier. As a Bonus Action on your later turns, you can move the force up to"
      },
      {
        "document": 1589,
        "excerpt": ", you can take a Reaction to reduce the damage by 1d10 plus your Dexterity modifier if you have a free hand. If you reduce the damage to 0, you can catch the ammuni"
      },
      {
        "document": 1596,
        "excerpt": "the spell, make an Intelligence (Arcana) check (DC 10 plus the spell's level). On a successful check, you cast the spell using its normal casting time, and you can"
      },
      {
        "document": 1610,
        "excerpt": "with an attack bonus equal to your Dexterity modifier plus your Proficiency Bonus. On a hit, the target has the Restrained condition until you take a Bonus Action"
      },
      {
        "document": 1690,
        "excerpt": "you aren't wearing armor, your base Armor Class is 15 plus your Dexterity modifier. Magic Resistance. You have Advantage on saving throws against spells and other"
      },
      {
        "document": 1706,
        "excerpt": "ield deals Force damage to the target equal to 2d6 + 2 plus your Strength modifier, and if the target is a creature, you can push it up to 10 feet directly away fro"
      },
      {
        "document": 1709,
        "excerpt": "determine whether you cast the spell. The DC equals 10 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect. The le"
      },
      {
        "document": 1731,
        "excerpt": "lation, you can take a Magic action to move it 10 feet plus a number of additional feet equal to 10 times your Intelligence modifier. This movement doesn't have to"
      },
      {
        "document": 1761,
        "excerpt": "l: +11, reach 10 ft. Hit: 13 (2d6 + 6) Slashing damage plus 4 (1d8) Acid damage. Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 18, each creature in a 60-f"
      },
      {
        "document": 1762,
        "excerpt": "l: +12, reach 10 ft. Hit: 16 (2d8 + 7) Slashing damage plus 5 (1d10) Lightning damage. Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 19, each creatur"
      },
      {
        "document": 1763,
        "excerpt": ": +11, reach 10 ft. Hit: 17 (2d10 + 6) Slashing damage plus 4 (1d8) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 18, each creature in a 60-f"
      },
      {
        "document": 1764,
        "excerpt": "l: +12, reach 10 ft. Hit: 16 (2d8 + 7) Slashing damage plus 5 (1d10) Lightning damage. Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 19, each creatur"
      },
      {
        "document": 1765,
        "excerpt": ": +11, reach 10 ft. Hit: 17 (2d10 + 6) Slashing damage plus 4 (1d8) Acid damage. Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 18, each creature in an 60-"
      },
      {
        "document": 1766,
        "excerpt": "l: +14, reach 10 ft. Hit: 17 (2d8 + 8) Slashing damage plus 4 (1d8) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 21, each creature in a 60-f"
      },
      {
        "document": 1767,
        "excerpt": "l: +11, reach 10 ft. Hit: 15 (2d8 + 6) Slashing damage plus 7 (2d6) Poison damage. Poison Breath (Recharge 5–6). Constitution Saving Throw: DC 18, each creature in"
      },
      {
        "document": 1768,
        "excerpt": ": +14, reach 10 ft. Hit: 13 (1d10 + 8) Slashing damage plus 5 (2d4) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 21, each creature in a 60-f"
      },
      {
        "document": 1769,
        "excerpt": "l: +13, reach 10 ft. Hit: 17 (2d8 + 8) Slashing damage plus 4 (1d8) Cold damage. Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 20, each creature in a 6"
      },
      {
        "document": 1770,
        "excerpt": "l: +11, reach 10 ft. Hit: 13 (2d6 + 6) Slashing damage plus 4 (1d8) Cold damage. Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 19, each creature in a 6"
      },
      {
        "document": 1773,
        "excerpt": "l: +15, reach 15 ft. Hit: 17 (2d8 + 8) Slashing damage plus 9 (2d8) Acid damage. Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 22, each creature in a 90-f"
      },
      {
        "document": 1774,
        "excerpt": "l: +16, reach 15 ft. Hit: 18 (2d8 + 9) Slashing damage plus 11 (2d10) Lightning damage. Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 23, each creatu"
      },
      {
        "document": 1775,
        "excerpt": ": +14, reach 15 ft. Hit: 19 (2d10 + 8) Slashing damage plus 7 (2d6) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 21, each creature in a 90-f"
      },
      {
        "document": 1776,
        "excerpt": "l: +16, reach 15 ft. Hit: 18 (2d8 + 9) Slashing damage plus 9 (2d8) Lightning damage. Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 23, each creature"
      },
      {
        "document": 1777,
        "excerpt": ": +15, reach 15 ft. Hit: 19 (2d10 + 8) Slashing damage plus 9 (2d8) Acid damage. Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 22, each creature in an 90-"
      },
      {
        "document": 1778,
        "excerpt": "o hit, reach 15 ft. Hit: 19 (2d8 + 10) Slashing damage plus 9 (2d8) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 24, each creature in a 90-f"
      },
      {
        "document": 1779,
        "excerpt": "l: +15, reach 15 ft. Hit: 17 (2d8 + 8) Slashing damage plus 10 (3d6) Poison damage. Poison Breath (Recharge 5–6). Constitution Saving Throw: DC 22, each creature i"
      },
      {
        "document": 1780,
        "excerpt": ": +17, reach 15 ft. Hit: 19 (2d8 + 10) Slashing damage plus 10 (3d6) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 24, each creature in a 90-"
      },
      {
        "document": 1781,
        "excerpt": ": +17, reach 15 ft. Hit: 19 (2d8 + 10) Slashing damage plus 9 (2d8) Cold damage. Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 24, each creature in a 9"
      },
      {
        "document": 1782,
        "excerpt": "l: +14, reach 15 ft. Hit: 17 (2d8 + 8) Slashing damage plus 7 (2d6) Cold damage. Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 22, each creature in a 9"
      },
      {
        "document": 1786,
        "excerpt": "ankheg), reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage plus 3 (1d6) Acid damage. If the target is a Large or smaller creature, it has the Grappled condition (escape"
      },
      {
        "document": 1790,
        "excerpt": "Common plus five other languages"
      },
      {
        "document": 1791,
        "excerpt": "Roll: +7, reach 5 ft. Hit: 7 (1d6 + 4) Piercing damage plus 17 (5d6) Poison damage, and the target has the Poisoned condition until the start of the assassin's next"
      },
      {
        "document": 1792,
        "excerpt": "atic hit, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage plus 4 (1d8) Necrotic damage."
      },
      {
        "document": 1793,
        "excerpt": "Common plus one other language"
      },
      {
        "document": 1794,
        "excerpt": "Common plus one other language"
      },
      {
        "document": 1796,
        "excerpt": ": +5, reach 5 ft. Hit: 8 (1d10 + 3) Bludgeoning damage plus 3 (1d6) Fire damage."
      },
      {
        "document": 1799,
        "excerpt": "ginating from the balor. Failure: 31 (9d6) Fire damage plus 31 (9d6) Force damage. Success: Half damage. Failure or Success: If the balor dies outside the Abyss, it"
      },
      {
        "document": 1803,
        "excerpt": "oll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage plus 7 (2d6) Poison damage."
      },
      {
        "document": 1806,
        "excerpt": ": +10, reach 10 ft. Hit: 19 (2d12 + 6) Piercing damage plus 11 (2d10) Lightning damage. Constrict. Strength Saving Throw: DC 18, one Large or smaller creature the"
      },
      {
        "document": 1809,
        "excerpt": "Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage plus 2 (1d4) Acid damage. Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 11, each creature in a 15-f"
      },
      {
        "document": 1813,
        "excerpt": "oll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Slashing damage plus 3 (1d6) Lightning damage. Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 12, each creature"
      },
      {
        "document": 1815,
        "excerpt": "l: +8, reach 10 ft. Hit: 15 (2d10 + 4) Piercing damage plus 18 (4d8) Poison damage, and the target has the Poisoned condition until the start of the devil's next t"
      },
      {
        "document": 1828,
        "excerpt": "Common plus one other language"
      },
      {
        "document": 1830,
        "excerpt": "+12, reach 10 ft. Hit: 21 (3d8 + 8) Bludgeoning damage plus 7 (2d6) Thunder damage. Thundercloud. Ranged Attack Roll: +12, range 240 ft. Hit: 18 (3d6 + 8) Thunder"
      },
      {
        "document": 1838,
        "excerpt": "oll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage plus 7 (2d6) Necrotic damage. Spellcasting. The cultist casts one of the following spells, using Wisdom as t"
      },
      {
        "document": 1839,
        "excerpt": "Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Slashing damage plus 1 Necrotic damage."
      },
      {
        "document": 1843,
        "excerpt": "l: +8, reach 5 ft. Hit: 7 (1d6 + 4) Bludgeoning damage plus 18 (4d8) Radiant damage. Spellcasting. The deva casts one of the following spells, requiring no Materia"
      },
      {
        "document": 1845,
        "excerpt": "l: +9, reach 5 feet. Hit: 12 (2d6 + 5) Slashing damage plus 7 (2d6) Lightning damage. Storm Bolt. Ranged Attack Roll: +9, range 120 feet. Hit: 13 (3d8) Thunder dam"
      },
      {
        "document": 1846,
        "excerpt": "Common plus three other languages"
      },
      {
        "document": 1848,
        "excerpt": ": +13, reach 15 ft. Hit: 23 (3d10 + 7) Piercing damage plus 7 (2d6) Fire damage. Being underwater doesn't grant Resistance to this Fire damage. Tail. Melee Attack"
      },
      {
        "document": 1851,
        "excerpt": "l: +5, reach 5 ft. Hit: 7 (1d8 + 3) Bludgeoning damage plus 2 (1d4) Poison damage. Verdant Wisp. Ranged Attack Roll: +5, range 90 ft. Hit: 10 (3d6) Radiant damage."
      },
      {
        "document": 1856,
        "excerpt": "ll: +10, reach 5 ft. Hit: 13 (2d6 + 6) Slashing damage plus 13 (2d12) Fire damage. Hurl Flame. Ranged Attack Roll: +8, range 120 ft. Hit: 24 (7d6) Fire damage. Sp"
      },
      {
        "document": 1859,
        "excerpt": "oll: +8, reach 5 ft. Hit: 13 (2d8 + 4) Slashing damage plus 11 (2d10) Necrotic damage. Entangling Rope (Requires Magic Rope). Strength Saving Throw: DC 16, one cre"
      },
      {
        "document": 1860,
        "excerpt": "Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 2 (1d4) Poison damage, and the target has the Poisoned condition until the start of the ettercap's next"
      },
      {
        "document": 1863,
        "excerpt": "l: +11, reach 10 ft. Hit: 21 (4d6 + 7) Slashing damage plus 10 (3d6) Fire damage. Hammer Throw. Ranged Attack Roll: +11, range 60/240 ft. Hit: 23 (3d10 + 7) Bludge"
      },
      {
        "document": 1864,
        "excerpt": "Understands Common plus one other language but can't speak"
      },
      {
        "document": 1865,
        "excerpt": "ee Attack Roll: +4, reach 5 ft. Hit: 1 Piercing damage plus 5 (2d4) Poison damage."
      },
      {
        "document": 1867,
        "excerpt": "l: +9, reach 10 ft. Hit: 19 (2d12 + 6) Slashing damage plus 9 (2d8) Cold damage. Great Bow. Ranged Attack Roll: +9, range 150/600 ft. Hit: 17 (2d10 + 6) Piercing d"
      },
      {
        "document": 1870,
        "excerpt": "Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 9 (2d8) Necrotic damage. Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage. If"
      },
      {
        "document": 1871,
        "excerpt": "Common plus one other language"
      },
      {
        "document": 1872,
        "excerpt": "Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 3 (1d6) Necrotic damage. Claw. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Slashing damage. If"
      },
      {
        "document": 1881,
        "excerpt": "Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage plus 3 (1d6) Radiant damage."
      },
      {
        "document": 1882,
        "excerpt": "+6, reach 10 ft. Hit: 11 (2d6 + 4) Bludgeoning damage plus 5 (2d4) Radiant damage. If the target is a Huge or smaller creature and the elk moved 20+ feet straight"
      },
      {
        "document": 1892,
        "excerpt": "Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 11 (2d10) Poison damage."
      },
      {
        "document": 1895,
        "excerpt": "Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 7 (2d6) Poison damage. Web (Recharge 5–6). Dexterity Saving Throw: DC 13, one creature the spider can s"
      },
      {
        "document": 1896,
        "excerpt": "Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 5 (2d4) Poison damage. If the target is a Medium or smaller creature, it has the Grappled condition (esc"
      },
      {
        "document": 1897,
        "excerpt": "oll: +6, reach 10 ft. Hit: 6 (1d4 + 4) Piercing damage plus 4 (1d8) Poison damage."
      },
      {
        "document": 1899,
        "excerpt": "Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 5 (2d4) Poison damage."
      },
      {
        "document": 1901,
        "excerpt": "Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Piercing damage plus 5 (2d4) Poison damage."
      },
      {
        "document": 1907,
        "excerpt": "oll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage, plus 2 (1d4) Slashing damage if the attack roll had Advantage. Shortbow. Ranged Attack Roll: +4, range 80/32"
      },
      {
        "document": 1909,
        "excerpt": "oll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage, plus 2 (1d4) Slashing damage if the attack roll had Advantage. Shortbow. Ranged Attack Roll: +4, range 80/32"
      },
      {
        "document": 1913,
        "excerpt": "oll: +4, reach 5 ft. Hit: 7 (1d10 + 2) Slashing damage plus 3 (1d6) Poison damage. Poison Breath (Recharge 5–6). Constitution Saving Throw: DC 11, each creature in"
      },
      {
        "document": 1914,
        "excerpt": "Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) Slashing damage plus 3 (1d6) Poison damage. Spellcasting. The hag casts one of the following spells, requiring no Material c"
      },
      {
        "document": 1917,
        "excerpt": "l: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage plus 2 (1d4) Psychic damage."
      },
      {
        "document": 1920,
        "excerpt": "l: +8, reach 10 ft. Hit: 17 (2d12 + 4) Piercing damage plus 22 (4d10) Poison damage. Poisonous Spittle. Constitution Saving Throw: DC 16, one creature the naga can"
      },
      {
        "document": 1921,
        "excerpt": "oll: +7, reach 10 ft. Hit: 6 (1d4 + 4) Slashing damage plus 7 (2d6) damage of the type chosen for the Draconic Origin trait. Dragon's Breath (Recharge 5–6). Dexter"
      },
      {
        "document": 1924,
        "excerpt": "Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 3 (1d6) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 12, each creature in a 15-f"
      },
      {
        "document": 1925,
        "excerpt": "Roll: +7, reach 5 ft. Hit: 6 (1d4 + 4) Slashing damage plus 9 (2d8) Poison damage."
      },
      {
        "document": 1929,
        "excerpt": "Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) Slashing damage plus 3 (1d6) Poison damage. Longbow. Ranged Attack Roll: +4, range 150/600 ft. Hit: 6 (1d8 + 2) Piercing dam"
      },
      {
        "document": 1930,
        "excerpt": "+3, range 150/600 ft. Hit: 5 (1d8 + 1) Piercing damage plus 7 (3d4) Poison damage."
      },
      {
        "document": 1931,
        "excerpt": "Understands Common plus one other language but can't speak"
      },
      {
        "document": 1932,
        "excerpt": "l: +10, reach 10 ft. Hit: 15 (2d8 + 6) Piercing damage plus 9 (2d8) Fire damage. Hurl Flame. Ranged Attack Roll: +8, range 150 ft. Hit: 26 (5d8 + 4) Fire damage. I"
      },
      {
        "document": 1936,
        "excerpt": "or range 30/120 ft. Hit: 14 (2d8 + 5) Piercing damage plus 10 (3d6) Cold damage. Until the end of its next turn, the target can't take a Bonus Action or Reaction,"
      },
      {
        "document": 1937,
        "excerpt": "Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Slashing damage plus 2 (1d4) Cold damage. Fog Cloud (1/Day). The mephit casts Fog Cloud, requiring no spell components and u"
      },
      {
        "document": 1938,
        "excerpt": "Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage plus 7 (2d6) Poison damage. Invisibility. The imp casts Invisibility on itself, requiring no spell component"
      },
      {
        "document": 1941,
        "excerpt": "Understands Common plus two other languages but can't speak"
      },
      {
        "document": 1944,
        "excerpt": "Common plus one other language"
      },
      {
        "document": 1947,
        "excerpt": "Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage plus 7 (2d6) Psychic damage. Corrupting Touch. Wisdom Saving Throw: DC 13, one creature the lamia can see wi"
      },
      {
        "document": 1952,
        "excerpt": "Common plus three other languages"
      },
      {
        "document": 1953,
        "excerpt": "Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Slashing damage plus 3 (1d6) Fire damage. Fire Breath (Recharge 6). Dexterity Saving Throw: DC 11, each creature in a 15-foo"
      },
      {
        "document": 1957,
        "excerpt": "l: +10, reach 5 ft. Hit: 10 (1d10 + 5) Slashing damage plus 7 (2d6) Necrotic damage. Constrict. Strength Saving Throw: DC 17, one Medium or smaller creature the ma"
      },
      {
        "document": 1959,
        "excerpt": "Common plus one other language"
      },
      {
        "document": 1960,
        "excerpt": "5 ft. or range 20/60 ft. Hit: 3 (1d6) Piercing damage plus 2 (1d4) Cold damage. If the target is a creature, its Speed decreases by 10 feet until the end of its ne"
      },
      {
        "document": 1962,
        "excerpt": "ercing damage if the target is Grappled by the mimic - plus 4 (1d8) Acid damage. Pseudopod. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Bludgeoning damage"
      },
      {
        "document": 1963,
        "excerpt": "l: +6, reach 10 ft. Hit: 10 (1d12 + 4) Slashing damage plus 10 (3d6) Necrotic damage. Gore (Recharge 5–6). Melee Attack Roll: +6, reach 5 ft. Hit: 18 (4d6 + 4) Pie"
      },
      {
        "document": 1966,
        "excerpt": "Common plus three other languages"
      },
      {
        "document": 1967,
        "excerpt": "Common plus two other languages"
      },
      {
        "document": 1968,
        "excerpt": ": +10, reach 10 ft. Hit: 16 (2d10 + 5) Slashing damage plus 11 (2d10) Force damage. Teleport. The nalfeshnee teleports up to 120 feet to an unoccupied space it can"
      },
      {
        "document": 1970,
        "excerpt": ": +6, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage plus 10 (3d6) Fire damage. Ethereal Stride. The nightmare and up to three willing creatures within 5 feet of"
      },
      {
        "document": 1971,
        "excerpt": "Common plus two other languages"
      },
      {
        "document": 1974,
        "excerpt": "Hit Points, it makes a Constitution saving throw (DC 5 plus the damage taken) unless the damage is Radiant or from a Critical Hit. On a successful save, the zombie"
      },
      {
        "document": 1976,
        "excerpt": "l: +7, reach 10 ft. Hit: 10 (1d12 + 4) Slashing damage plus 9 (2d8) Necrotic damage. Nightmare Ray. Ranged Attack Roll: +5, range 60 ft. Hit: 9 (2d6 + 2) Psychic d"
      },
      {
        "document": 1981,
        "excerpt": "l: +6, reach 5 ft. Hit: 7 (1d6 + 4) Bludgeoning damage plus 5 (2d4) Radiant damage."
      },
      {
        "document": 1982,
        "excerpt": "oll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Piercing damage plus 9 (2d8) Poison damage. If this damage reduces the target to 0 Hit Points, the target becomes Stable, and"
      },
      {
        "document": 1984,
        "excerpt": "Common plus one other language"
      },
      {
        "document": 1985,
        "excerpt": "Common plus one other language"
      },
      {
        "document": 1986,
        "excerpt": "Roll: +14, reach 10 ft. Hit: 22 (4d6 + 8) Force damage plus 21 (6d6) Fire damage. Hellfire Spellcasting (Recharge 4–6). The pit fiend casts Fireball (level 5 versi"
      },
      {
        "document": 1987,
        "excerpt": "l: +12, reach 10 ft. Hit: 14 (2d6 + 7) Slashing damage plus 18 (4d8) Radiant damage. Holy Burst. Dexterity Saving Throw: DC 20, each enemy in a 20-foot-radius Sphe"
      },
      {
        "document": 1991,
        "excerpt": "l: +4, reach 5 ft. Hit: 5 (1d6 + 2) Bludgeoning damage plus 2 (1d4) Radiant damage. Radiant Flame. Ranged Attack Roll: +4, range 60 ft. Hit: 7 (2d6) Radiant damage"
      },
      {
        "document": 1992,
        "excerpt": "Common plus one other language"
      },
      {
        "document": 1995,
        "excerpt": "l: +14, reach 10 ft. Hit: 16 (2d6 + 9) Piercing damage plus 35 (10d6) Poison damage."
      },
      {
        "document": 1997,
        "excerpt": "ll: +10, reach 5 ft. Hit: 12 (2d6 + 5) Slashing damage plus 19 (3d12) Necrotic damage. If the target is a creature, it is cursed. While cursed, the target gains no"
      },
      {
        "document": 2000,
        "excerpt": "oll: +6, reach 5 ft. Hit: 9 (1d10 + 4) Slashing damage plus 3 (1d6) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 13, each creature in a 15-f"
      },
      {
        "document": 2002,
        "excerpt": ": +11, reach 10 ft. Hit: 18 (2d10 + 7) Piercing damage plus 14 (4d6) Fire damage. If the target is a Large or smaller creature, it has the Grappled condition (escap"
      },
      {
        "document": 2010,
        "excerpt": ". or range 20/60 ft. Hit: 13 (2d8 + 4) Piercing damage plus 7 (2d6) Fire damage. Hit or Miss: The spear magically returns to the salamander's hand immediately after"
      },
      {
        "document": 2012,
        "excerpt": "ee Attack Roll: +2, reach 5 ft. Hit: 1 Piercing damage plus 3 (1d6) Poison damage."
      },
      {
        "document": 2013,
        "excerpt": "Common plus one other language"
      },
      {
        "document": 2017,
        "excerpt": ": +7, reach 10 ft. Hit: 7 (1d6 + 4) Bludgeoning damage plus 5 (2d4) Lightning damage. If the target is a Medium or smaller creature, the shambling mound pulls the t"
      },
      {
        "document": 2018,
        "excerpt": "+7, reach 10 ft. Hit: 11 (2d6 + 4) Bludgeoning damage plus 7 (2d6) Force damage."
      },
      {
        "document": 2021,
        "excerpt": "Understands Common plus one other language but can't speak"
      },
      {
        "document": 2022,
        "excerpt": "ft. or range 120 ft. Hit: 22 (4d6 + 8) Slashing damage plus 36 (8d8) Radiant damage. Hit or Miss: The sword magically returns to the solar's hand or hovers within 5"
      },
      {
        "document": 2023,
        "excerpt": "Understands Common plus one other language but can't speak"
      },
      {
        "document": 2026,
        "excerpt": "Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage plus 7 (2d6) Radiant damage."
      },
      {
        "document": 2027,
        "excerpt": "ee Attack Roll: +4, reach 5 ft. Hit: 1 Piercing damage plus 2 (1d4) Poison damage."
      },
      {
        "document": 2028,
        "excerpt": "oll: +7, reach 10 ft. Hit: 7 (1d6 + 4) Piercing damage plus 14 (4d6) Poison damage. Necrotic Ray. Ranged Attack Roll: +6, range 60 ft. Hit: 21 (6d6) Necrotic damag"
      },
      {
        "document": 2030,
        "excerpt": "Common plus one other language"
      },
      {
        "document": 2031,
        "excerpt": "ack Roll: +2, reach 5 ft. Hit: 2 (1d4) Slashing damage plus 2 (1d4) Fire damage. Steam Breath (Recharge 6). Constitution Saving Throw: DC 10, each creature in a 15"
      },
      {
        "document": 2034,
        "excerpt": "Understands Common plus two other languages but can't speak"
      },
      {
        "document": 2035,
        "excerpt": "l: +14, reach 10 ft. Hit: 23 (4d6 + 9) Slashing damage plus 13 (3d8) Lightning damage. Thunderbolt. Ranged Attack Roll: +14, range 500 ft. Hit: 22 (2d12 + 9) Light"
      },
      {
        "document": 2043,
        "excerpt": "6 (1d4 + 4) Piercing damage if the swarm is Bloodied - plus 10 (3d6) Poison damage."
      },
      {
        "document": 2046,
        "excerpt": "Common plus one other language"
      },
      {
        "document": 2054,
        "excerpt": "Common plus one other language"
      },
      {
        "document": 2055,
        "excerpt": "Common plus one other language"
      },
      {
        "document": 2056,
        "excerpt": "Common plus two other languages"
      },
      {
        "document": 2057,
        "excerpt": "Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage plus 3 (1d6) Poison damage."
      },
      {
        "document": 2059,
        "excerpt": "oll: +6, reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage plus 10 (3d6) Poison damage. Spores (Recharge 6). Constitution Saving Throw: DC 15, each creature in a 20-fo"
      },
      {
        "document": 2064,
        "excerpt": "Common plus one other language"
      },
      {
        "document": 2072,
        "excerpt": "Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage plus 2 (1d4) Cold damage. Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 12, each creature in a 1"
      },
      {
        "document": 2073,
        "excerpt": "Common plus one other language"
      },
      {
        "document": 2074,
        "excerpt": "Common plus one other language"
      },
      {
        "document": 2078,
        "excerpt": "Common plus two other languages"
      },
      {
        "document": 2079,
        "excerpt": "ll: +7, reach 10 ft. Hit: 11 (2d6 + 4) Piercing damage plus 24 (7d6) Poison damage, and the target has the Poisoned condition until the start of the wyvern's next t"
      },
      {
        "document": 2081,
        "excerpt": "oll: +7, reach 10 ft. Hit: 9 (2d4 + 4) Slashing damage plus 3 (1d6) Acid damage. Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 14, each creature in a 30-f"
      },
      {
        "document": 2082,
        "excerpt": "ll: +9, reach 10 ft. Hit: 12 (2d6 + 5) Slashing damage plus 5 (1d10) Lightning damage. Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 16, each creatur"
      },
      {
        "document": 2087,
        "excerpt": "ll: +7, reach 10 ft. Hit: 11 (2d6 + 4) Slashing damage plus 7 (2d6) Poison damage. Poison Breath (Recharge 5–6). Constitution Saving Throw: DC 14, each creature in"
      },
      {
        "document": 2088,
        "excerpt": "l: +10, reach 10 ft. Hit: 13 (2d6 + 6) Slashing damage plus 3 (1d6) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 17, each creature in a 30-f"
      },
      {
        "document": 2090,
        "excerpt": "oll: +7, reach 10 ft. Hit: 9 (2d4 + 4) Slashing damage plus 2 (1d4) Cold damage. Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 15, each creature in a 3"
      },
      {
        "document": 2091,
        "excerpt": "Understands Common plus one other language but can't speak"
      }
    ],
    "pocket": [
      {
        "document": 744,
        "excerpt": "Pick a pocket, conceal a handheld object, or perform legerdemain."
      },
      {
        "document": 984,
        "excerpt": "lock or disarm a trap with Thieves' Tools or to pick a pocket. Use an Object. Take the Utilize action, or take the Magic action to use a magic item that requires tha"
      },
      {
        "document": 1265,
        "excerpt": "action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As a Magic action while it is temporarily dismisse"
      },
      {
        "document": 1580,
        "excerpt": "Wondrous Power is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, t"
      }
    ],
    "pockets": [
      {
        "document": 265,
        "excerpt": "an help stock a room in a dungeon or fill a creature's pockets. Trinkets"
      },
      {
        "document": 266,
        "excerpt": "ove sized for a human 36 A vest with one hundred tiny pockets 37 A weightless stone 38 A sketch of a goblin 39 An empty glass vial that smells of perfume 40 A gem"
      },
      {
        "document": 978,
        "excerpt": "You can create pockets of relative safety within the effects of your evocations. When you cast an Evocation spell that affects"
      }
    ],
    "pod": [
      {
        "document": 1247,
        "excerpt": "d. Bloom. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. Sensory Effect. You create a harmless sensory effect, such as falling leaves"
      }
    ],
    "poetry": [
      {
        "document": 1333,
        "excerpt": "ccurate but might be couched in figurative language or poetry, as determined by the GM. If the famous thing you chose isn't actually famous, you hear sad musical not"
      }
    ],
    "point": [
      {
        "document": 5,
        "excerpt": "e attack, you can instead reduce the creature to 1 Hit Point and give it the Unconscious condition. It then starts a Short Rest, at the end of which that condition e"
      },
      {
        "document": 7,
        "excerpt": "individual monster and treat it like a character. Hit Point Maximum of 0. A creature dies if its Hit Point maximum reaches 0. Certain effects drain life energy, red"
      },
      {
        "document": 10,
        "excerpt": "ailures. If you roll a 20 on the d20, you regain 1 Hit Point. Damage at 0 Hit Points. If you take any damage while you have 0 Hit Points, you suffer a Death Saving"
      },
      {
        "document": 11,
        "excerpt": "ain. A Stable creature that isn't healed regains 1 Hit Point after 1d4 hours."
      },
      {
        "document": 26,
        "excerpt": "Describing the results often leads to another decision point, which brings the game back to step 1. This pattern holds during every game session (each time you sit"
      },
      {
        "document": 102,
        "excerpt": "h more Hit Points are more difficult to kill. Your Hit Point maximum is the number of Hit Points you have when uninjured. Your current Hit Points can be any number f"
      },
      {
        "document": 151,
        "excerpt": "umber followed by parentheses, where the monster's Hit Point Dice are provided, along with any contribution from its Constitution. Either use the number for the mons"
      },
      {
        "document": 230,
        "excerpt": "ce. Do this five more times, so you have six numbers. Point Cost. You have 27 points to spend on your ability scores. The cost of each score is shown on the Ability"
      },
      {
        "document": 241,
        "excerpt": "our class and Constitution modifier determine your Hit Point maximum at level 1, as shown on the Level 1 Hit Points by Class table. Level 1 Hit Points by Class The"
      },
      {
        "document": 242,
        "excerpt": "s (XP). A character who reaches a specified Experience Point total advances in capability. This advancement is called gaining a level. The Character Advancement tab"
      },
      {
        "document": 243,
        "excerpt": "“Multiclassing” section. 2: Adjust Hit Points and Hit Point Dice. Each time you gain a level, you gain an additional Hit Die. Roll that die, add your Constitution m"
      },
      {
        "document": 244,
        "excerpt": "tiers don't have any rules associated with them; they point to the fact that the play experience evolves as characters gain levels."
      },
      {
        "document": 256,
        "excerpt": "The Experience Point cost to gain a level is based on your total character level, not your level in a particular class, as sh"
      },
      {
        "document": 257,
        "excerpt": "Hit Points and Hit Point Dice"
      },
      {
        "document": 364,
        "excerpt": "n be made while the vessel is berthed. Repairing 1 Hit Point of damage requires 1 day and costs 20 GP for materials and labor. If the repairs are made in a location"
      },
      {
        "document": 470,
        "excerpt": "u do, you can't fall more than 25 feet from the anchor point, and you can't move more than 25 feet from there without undoing the anchor as a Bonus Action."
      },
      {
        "document": 517,
        "excerpt": "st. To start a Long Rest, you must have at least 1 Hit Point. When you finish the rest, you gain the following benefits: Regain All HP. You regain all lost Hit Poin"
      },
      {
        "document": 526,
        "excerpt": "Line Cube Emanation Sphere An area of effect has a point of origin, a location from which the effect's energy erupts. The rules for each shape specify how to pos"
      },
      {
        "document": 543,
        "excerpt": "h. To start a Short Rest, you must have at least 1 Hit Point. Benefits of the Rest. When you finish the rest, you gain the following benefits: Spend Hit Point Dice"
      },
      {
        "document": 552,
        "excerpt": "n area of effect that extends in straight lines from a point of origin outward in all directions. The effect that creates a Sphere specifies the distance it extends"
      },
      {
        "document": 554,
        "excerpt": "In parentheses after the Hit Points, the monster's Hit Point Dice are provided, along with the contribution of its Constitution, if any, to its Hit Points. Following"
      },
      {
        "document": 594,
        "excerpt": "n area of effect that extends in straight lines from a point of origin in a direction its creator chooses. A Cone's width at any point along its length is equal to t"
      },
      {
        "document": 601,
        "excerpt": "n area of effect that extends in straight lines from a point of origin located anywhere on a face of the Cube. The effect that creates a Cube specifies its size, whi"
      },
      {
        "document": 603,
        "excerpt": "n area of effect that extends in straight lines from a point of origin located at the center of the circular top or bottom of the Cylinder. The effect that creates a"
      },
      {
        "document": 642,
        "excerpt": "Hit Point Dice"
      },
      {
        "document": 643,
        "excerpt": "res them. You can't have more Hit Points than your Hit Point maximum, and you can't have less than 0. See also \"Breaking Objects\" and \"Playing the Game\" (\"Damage and"
      },
      {
        "document": 654,
        "excerpt": "e attack, you can instead reduce the creature to 1 Hit Point. The creature then has the Unconscious condition and starts a Short Rest. The creature remains Unconsci"
      },
      {
        "document": 656,
        "excerpt": "A Line is an area of effect that extends from a point of origin in a straight path along its length and covers an area defined by its width. The effect that c"
      },
      {
        "document": 676,
        "excerpt": "half the normal number of Hit Points from spending Hit Point Dice. Restlessness. While the creature has any Exhaustion levels, finishing a Long Rest neither restore"
      },
      {
        "document": 783,
        "excerpt": "You cast a spell originating from the chosen point. Roll 1d10 to determine the spell: on a 1–2, Darkness; on a 3–4, Faerie Fire; on a 5–6, Fireball; on a 7"
      },
      {
        "document": 789,
        "excerpt": ", a Potion of Healing might increase the drinker’s Hit Point maximum by 2d4 + 2, or a Potion of Invisibility might give the drinker the Invisible condition indefinit"
      },
      {
        "document": 810,
        "excerpt": "Ability Score Point Costs"
      },
      {
        "document": 813,
        "excerpt": "Hit Point Maximum"
      },
      {
        "document": 856,
        "excerpt": "Sorcery Point Cost"
      },
      {
        "document": 941,
        "excerpt": "Hit Point(s)"
      },
      {
        "document": 942,
        "excerpt": "Experience Point(s)"
      },
      {
        "document": 962,
        "excerpt": "Hit Point Die"
      },
      {
        "document": 963,
        "excerpt": "Hit Point Die"
      },
      {
        "document": 964,
        "excerpt": "Hit Point Die"
      },
      {
        "document": 965,
        "excerpt": "Hit Point Die"
      },
      {
        "document": 966,
        "excerpt": "Hit Point Die"
      },
      {
        "document": 967,
        "excerpt": "Hit Point Die"
      },
      {
        "document": 968,
        "excerpt": "Hit Point Die"
      },
      {
        "document": 969,
        "excerpt": "Hit Point Die"
      },
      {
        "document": 970,
        "excerpt": "Hit Point Die"
      },
      {
        "document": 971,
        "excerpt": "Hit Point Die"
      },
      {
        "document": 972,
        "excerpt": "Hit Point Die"
      },
      {
        "document": 973,
        "excerpt": "Hit Point Die"
      },
      {
        "document": 974,
        "excerpt": "n modifier if you are Bloodied and have at least 1 Hit Point."
      },
      {
        "document": 975,
        "excerpt": ", you can expend a use of your Wild Shape and choose a point within 60 feet of yourself. Vitality-giving flowers and life-draining thorns appear for a moment in a 10"
      },
      {
        "document": 977,
        "excerpt": "ifests physical traits of your draconic gift. Your Hit Point maximum increases by 3, and it increases by 1 whenever you gain another Sorcerer level. Parts of you ar"
      },
      {
        "document": 979,
        "excerpt": "er plus your Warlock level (minimum of 1 Temporary Hit Point). You also gain this benefit if someone else reduces an enemy within 10 feet of you to 0 Hit Points."
      },
      {
        "document": 981,
        "excerpt": "re can restore a creature to no more than half its Hit Point maximum."
      },
      {
        "document": 985,
        "excerpt": "ber rolled plus your Wisdom modifier (minimum of 1 Hit Point regained). You can use this feature a number of times equal to your Wisdom modifier (minimum of once),"
      },
      {
        "document": 987,
        "excerpt": "Your Hit Point maximum increases by 1, and it increases by 1 again whenever you gain a level."
      },
      {
        "document": 993,
        "excerpt": "Points but not killed outright, you can drop to 1 Hit Point instead. Once you use this trait, you can't do so again until you finish a Long Rest."
      },
      {
        "document": 1150,
        "excerpt": "ation: Instantaneous You create an acidic bubble at a point within range, where it explodes in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on"
      },
      {
        "document": 1151,
        "excerpt": "up to three creatures within range. Each target's Hit Point maximum and current Hit Points increase by 5 for the duration. Using a Higher-Level Spell Slot. Each ta"
      },
      {
        "document": 1156,
        "excerpt": "the target retains its creature type; Hit Points; Hit Point Dice; alignment; ability to communicate; and Intelligence, Wisdom, and Charisma scores. The target's act"
      },
      {
        "document": 1163,
        "excerpt": "object that has AC 20 and Hit Points equal to your Hit Point maximum. If it drops to 0 Hit Points, the spell ends. The hand doesn't occupy its space. When you cast"
      },
      {
        "document": 1169,
        "excerpt": "llies have Resistance to Necrotic damage, and your Hit Point maximums can't be reduced. If an ally with 0 Hit Points starts its turn in the aura, that ally regains 1"
      },
      {
        "document": 1185,
        "excerpt": "ntration, up to 10 minutes A storm cloud appears at a point within range that you can see above yourself. It takes the shape of a Cylinder that is 10 feet tall with"
      },
      {
        "document": 1186,
        "excerpt": "Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following e"
      },
      {
        "document": 1192,
        "excerpt": "e energy ripples out in a 60-foot-radius Sphere from a point you choose within range. Each creature in that area makes a Constitution saving throw, taking 8d8 Necrot"
      },
      {
        "document": 1195,
        "excerpt": "0-foot-radius Sphere of yellow-green fog centered on a point within range. The fog lasts for the duration or until strong wind (such as the one created by Gust of Wi"
      },
      {
        "document": 1203,
        "excerpt": "Each creature in a 10-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw, or that target can't take Bonus Actions o"
      },
      {
        "document": 1205,
        "excerpt": "a 10-foot-radius, 40-foot-high Cylinder centered on a point within range. For each creature you can see in the Cylinder, choose which of these lights shines on it:"
      },
      {
        "document": 1223,
        "excerpt": "tes For the duration, magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere. Darkvision can't see through it, and nonmagical light ca"
      },
      {
        "document": 1225,
        "excerpt": "ion: 1 hour For the duration, sunlight spreads from a point within range and fills a 60-foot-radius Sphere. The sunlight's area is Bright Light and sheds Dim Light"
      },
      {
        "document": 1226,
        "excerpt": "fore the spell ends, the target instead drops to 1 Hit Point, and the spell ends. If the spell is still in effect when the target is subjected to an effect that wou"
      },
      {
        "document": 1227,
        "excerpt": "low light flashes from you, then condenses at a chosen point within range as a glowing bead for the duration. When the spell ends, the bead explodes, and each creatu"
      },
      {
        "document": 1246,
        "excerpt": "d the spell) or wait for the target to sleep, at which point the messenger enters its dreams. You can make the messenger terrifying to the target. If you do so, the"
      },
      {
        "document": 1248,
        "excerpt": "ock) Duration: Concentration, up to 1 minute Choose a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground"
      },
      {
        "document": 1273,
        "excerpt": ": Instantaneous A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-"
      },
      {
        "document": 1275,
        "excerpt": "a 10-foot-radius, 40-foot-high Cylinder centered on a point within range makes a Dexterity saving throw, taking 5d6 Fire damage and 5d6 Radiant damage on a failed s"
      },
      {
        "document": 1280,
        "excerpt": "ou create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as"
      },
      {
        "document": 1285,
        "excerpt": "n: Instantaneous A frigid globe streaks from you to a point of your choice within range, where it explodes in a 60-foot-radius Sphere. Each creature in that area ma"
      },
      {
        "document": 1294,
        "excerpt": "Action to eat one berry. Eating a berry restores 1 Hit Point, and the berry provides enough nourishment to sustain a creature for one day. Uneaten berries disappear"
      },
      {
        "document": 1295,
        "excerpt": "se covers the ground in a 10-foot square centered on a point within range and turns it into Difficult Terrain for the duration. When the grease appears, each creatu"
      },
      {
        "document": 1297,
        "excerpt": "t's ability scores - Any reduction to the target's Hit Point maximum"
      },
      {
        "document": 1303,
        "excerpt": "spell consumes) Duration: Until dispelled You touch a point and infuse an area around it with holy or unholy power. The area can have a radius up to 60 feet, and th"
      },
      {
        "document": 1305,
        "excerpt": "iled save, it takes 14d6 Necrotic damage, and its Hit Point maximum is reduced by an amount equal to the Necrotic damage it took. On a successful save, it takes hal"
      },
      {
        "document": 1311,
        "excerpt": "ity to the Frightened and Poisoned conditions. Its Hit Point maximum also increases by 2d10, and it gains the same number of Hit Points."
      },
      {
        "document": 1321,
        "excerpt": "a 20-foot-radius, 40-foot-high Cylinder centered on a point within range. Each creature in the Cylinder makes a Dexterity saving throw. A creature takes 2d10 Bludge"
      },
      {
        "document": 1325,
        "excerpt": "and smoke fills a 20-foot-radius Sphere centered on a point within range. The cloud's area is Heavily Obscured. It lasts for the duration or until a strong wind (li"
      },
      {
        "document": 1327,
        "excerpt": "ing locusts fill a 20-foot-radius Sphere centered on a point you choose within range. The Sphere remains for the duration, and its area is Lightly Obscured and Diffi"
      },
      {
        "document": 1343,
        "excerpt": "tion: 1 minute A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 f"
      },
      {
        "document": 1344,
        "excerpt": "20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the Cylinder intersects with"
      },
      {
        "document": 1345,
        "excerpt": "creature's body, you control it. Your Hit Points, Hit Point Dice, Strength, Dexterity, Constitution, Speed, and senses are replaced by the creature's. You otherwise"
      },
      {
        "document": 1351,
        "excerpt": "tantaneous A wave of healing energy washes out from a point you can see within range. Choose up to six creatures in a 30-foot-radius Sphere centered on that point."
      },
      {
        "document": 1358,
        "excerpt": "omponents: S, M (a copper wire) Duration: 1 round You point toward a creature within range and whisper a message. The target (and only the target) hears the message"
      },
      {
        "document": 1368,
        "excerpt": "n a 5-foot-radius, 40-foot-high Cylinder centered on a point within range. Until the spell ends, Dim Light fills the Cylinder, and you can take a Magic action on lat"
      },
      {
        "document": 1372,
        "excerpt": "sesame seeds) Duration: 1 hour A passage appears at a point that you can see on a wooden, plaster, or stone surface (such as a wall, ceiling, or floor) within range"
      },
      {
        "document": 1379,
        "excerpt": "or the Enrichment effect below. Overgrowth. Choose a point within range. All normal plants in a 100-foot-radius Sphere centered on that point become thick and over"
      },
      {
        "document": 1381,
        "excerpt": "nment, personality, creature type, Hit Points, and Hit Point Dice. See the \"Animals\" section of \"Monsters\" for a sample of Beast stat blocks. The target gains a num"
      },
      {
        "document": 1388,
        "excerpt": "t long, 30 feet high, and 1 inch thick - centered on a point within range. Alternatively, you shape the wall into a globe up to 30 feet in diameter centered on a poi"
      },
      {
        "document": 1396,
        "excerpt": "food and drink in a 5-foot-radius Sphere centered on a point within range."
      },
      {
        "document": 1397,
        "excerpt": "when it died. The creature returns to life with 1 Hit Point. This spell also neutralizes any poisons that affected the creature at the time of death. This spell cl"
      },
      {
        "document": 1401,
        "excerpt": "Hit Points. For the duration, the target regains 1 Hit Point at the start of each of its turns, and any severed body parts regrow after 2 minutes."
      },
      {
        "document": 1407,
        "excerpt": "a 50-foot-radius, 100-foot high Cylinder centered on a point within range. All creatures and objects in that area that aren't anchored to the ground fall upward and"
      },
      {
        "document": 1408,
        "excerpt": "thin the last minute. That creature revives with 1 Hit Point. This spell can't revive a creature that has died of old age, nor does it restore any missing body parts"
      },
      {
        "document": 1420,
        "excerpt": "lligence, Wisdom, and Charisma scores; Hit Points; Hit Point Dice; proficiencies; and ability to communicate. If you have the Spellcasting feature, you retain it too"
      },
      {
        "document": 1421,
        "excerpt": "a) Duration: Instantaneous A loud noise erupts from a point of your choice within range. Each creature in a 10-foot-radius Sphere centered there makes a Constitutio"
      },
      {
        "document": 1427,
        "excerpt": "or pass through a 20-foot-radius Sphere centered on a point you choose within range. Any creature or object entirely inside the Sphere has Immunity to Thunder damag"
      },
      {
        "document": 1429,
        "excerpt": "the time of casting, except it is a Construct, its Hit Point maximum is half as much, and it can't cast this spell. The simulacrum is Friendly to you and creatures"
      },
      {
        "document": 1430,
        "excerpt": "of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of"
      },
      {
        "document": 1431,
        "excerpt": "a 40-foot-tall, 20-foot-radius Cylinder centered on a point you choose within range. The area is Heavily Obscured, and exposed flames in the area are doused. Groun"
      },
      {
        "document": 1439,
        "excerpt": "s The ground in a 20-foot-radius Sphere centered on a point within range sprouts hard spikes and thorns. The area becomes Difficult Terrain for the duration. When a"
      },
      {
        "document": 1443,
        "excerpt": "-radius Sphere of yellow, nauseating gas centered on a point within range. The cloud is Heavily Obscured. The cloud lingers in the air for the duration or until a st"
      },
      {
        "document": 1446,
        "excerpt": "ning storm cloud forms for the duration, centered on a point within range and spreading to a radius of 300 feet. Each creature under the cloud when it appears must s"
      },
      {
        "document": 1450,
        "excerpt": "light flashes in a 60-foot-radius Sphere centered on a point you choose within range. Each creature in the Sphere makes a Constitution saving throw. On a failed save"
      },
      {
        "document": 1456,
        "excerpt": "u create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. Trem"
      },
      {
        "document": 1463,
        "excerpt": "ck of the new form, but it retains its Hit Points, Hit Point Dice, alignment, and personality. The target gains a number of Temporary Hit Points equal to the Hit Po"
      },
      {
        "document": 1467,
        "excerpt": "6 rounds A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. Th"
      },
      {
        "document": 1468,
        "excerpt": "space on the ground within range. It has AC 10, 1 Hit Point, and a Strength of 2, and it can't attack. If it drops to 0 Hit Points, the spell ends. Once on each of"
      },
      {
        "document": 1471,
        "excerpt": "V, S, M (a drop of bile) Duration: Instantaneous You point at a location within range, and a glowing, 1-foot-diameter ball of acid streaks there and explodes in a"
      },
      {
        "document": 1473,
        "excerpt": "An Invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical bar"
      },
      {
        "document": 1475,
        "excerpt": "agical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Ea"
      },
      {
        "document": 1480,
        "excerpt": "p to 1 hour You conjure a mass of sticky webbing at a point within range. The webs fill a 20-foot Cube there for the duration. The webs are Difficult Terrain, and t"
      },
      {
        "document": 1481,
        "excerpt": "f your choice in a 30-foot-radius Sphere centered on a point within range makes a Wisdom saving throw. On a failed save, a target takes 10d10 Psychic damage and has"
      },
      {
        "document": 1483,
        "excerpt": "nute A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You c"
      },
      {
        "document": 1486,
        "excerpt": "nst deception in a 15-foot-radius Sphere centered on a point within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn"
      },
      {
        "document": 1508,
        "excerpt": "you die or have the Incapacitated condition, at which point the Shield falls to the ground or into your hand if you have one free."
      },
      {
        "document": 1523,
        "excerpt": "dition, while you are attuned to this weapon, your Hit Point maximum increases by 1 for each level you have attained. Curse. This weapon is cursed, and becoming att"
      },
      {
        "document": 1557,
        "excerpt": "random from the deck and throw it to the ground at a point within 30 feet of yourself. An illusion of a creature, determined by rolling on the Deck of Illusions ta"
      },
      {
        "document": 1579,
        "excerpt": "). You can take a Magic action to throw the token to a point within 10 feet of yourself. The token disappears, and a floating whip takes its place. You can then take"
      },
      {
        "document": 1580,
        "excerpt": "If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figuri"
      },
      {
        "document": 1609,
        "excerpt": "te spindle orbits your head if you have at least 1 Hit Point. Reserve (Rare). This vibrant purple prism stores spells cast into it, holding them until you use them."
      },
      {
        "document": 1639,
        "excerpt": "l one. Natural Healing Boost. Whenever you roll a Hit Point Die to regain Hit Points, double the number of Hit Points it restores."
      },
      {
        "document": 1661,
        "excerpt": "ou regain the maximum number of Hit Points for any Hit Point Die you spend. This potion's crimson liquid regularly pulses with dull light, calling to mind a heartbe"
      },
      {
        "document": 1675,
        "excerpt": "Hit Points every 10 minutes if you have at least 1 Hit Point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality af"
      },
      {
        "document": 1677,
        "excerpt": "you launch a glowing mote of light from the ring at a point you can see within 60 feet of yourself. Each creature in a 15-foot Cube originating from that point is s"
      },
      {
        "document": 1694,
        "excerpt": ". Button 3. The rod's flanged head folds down, a spear point springs from the rod's tip, and the rod's handle lengthens into a 6-foot haft, transforming the rod into"
      },
      {
        "document": 1697,
        "excerpt": "a visitor regains Hit Points as if it had spent 1 Hit Point Die. Also, creatures don't age while there, although time passes normally. Visitors can remain there for"
      },
      {
        "document": 1698,
        "excerpt": "mmunity to Poison and Psychic damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If the rope drops to 0 Hit Points, it is destroy"
      },
      {
        "document": 1699,
        "excerpt": "mmunity to Poison and Psychic damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If the rope drops to 0 Hit Points, it is destroy"
      },
      {
        "document": 1733,
        "excerpt": "disturbance in a 50-foot-radius circle centered on the point of impact. Structures in contact with the ground in that area take 50 Bludgeoning damage, and each creat"
      },
      {
        "document": 1753,
        "excerpt": "ake a Magic action to expend 1 charge while choosing a point within 120 feet of yourself. That location becomes the point of origin of a spell or other magical effec"
      },
      {
        "document": 1763,
        "excerpt": "ted condition until the end of its next turn, at which point it repeats the save. Second Failure: The target has the Unconscious condition for 10 minutes. This effec"
      },
      {
        "document": 1764,
        "excerpt": "each creature in a 20-foot-radius Sphere centered on a point the dragon can see within 90 feet. Failure: 10 (3d6) Thunder damage, and the target has the Deafened co"
      },
      {
        "document": 1766,
        "excerpt": "ne until the start of the dragon's next turn, at which point it reappears in an unoccupied space of the dragon's choice within 120 feet of the dragon. Failure or Suc"
      },
      {
        "document": 1767,
        "excerpt": "each creature in a 20-foot-radius Sphere centered on a point the dragon can see within 90 feet. Failure: 7 (2d6) Poison damage, and the target takes a -2 penalty to"
      },
      {
        "document": 1770,
        "excerpt": "each creature in a 30-foot-radius Sphere centered on a point the dragon can see within 120 feet. Failure: 7 (2d6) Cold damage, and the target's Speed is 0 until the"
      },
      {
        "document": 1775,
        "excerpt": "ted condition until the end of its next turn, at which point it repeats the save. Second Failure: The target has the Unconscious condition for 10 minutes. This effec"
      },
      {
        "document": 1776,
        "excerpt": "each creature in a 20-foot-radius Sphere centered on a point the dragon can see within 120 feet. Failure: 13 (3d8) Thunder damage, and the target has the Deafened co"
      },
      {
        "document": 1778,
        "excerpt": "ne until the start of the dragon's next turn, at which point it reappears in an unoccupied space of the dragon's choice within 120 feet of the dragon. Failure or Suc"
      },
      {
        "document": 1779,
        "excerpt": "each creature in a 30-foot-radius Sphere centered on a point the dragon can see within 90 feet. Failure: 17 (5d6) Poison damage, and the target takes a -2 penalty to"
      },
      {
        "document": 1782,
        "excerpt": "each creature in a 30-foot-radius Sphere centered on a point the dragon can see within 120 feet. Failure: 14 (4d6) Cold damage, and the target's Speed is 0 until the"
      },
      {
        "document": 1816,
        "excerpt": "ted condition until the end of its next turn, at which point it repeats the save. Second Failure: The target has the Unconscious condition for 1 minute. This effect"
      },
      {
        "document": 1825,
        "excerpt": "ition until the end of the devil's next turn, at which point the chain disappears. If the target is Large or smaller, the devil moves the target up to 30 feet straig"
      },
      {
        "document": 1828,
        "excerpt": "damage plus 6 (1d12) Acid damage, and the target's Hit Point maximum decreases by an amount equal to the Acid damage taken."
      },
      {
        "document": 1841,
        "excerpt": "e Poisoned condition. While Poisoned, the target's Hit Point maximum doesn't return to normal when finishing a Long Rest, and it repeats the save every 24 hours that"
      },
      {
        "document": 1845,
        "excerpt": "Create Whirlwind. The djinni conjures a whirlwind at a point it can see within 120 feet. The whirlwind fills a 20-foot-radius, 60-foot-high Cylinder centered on that"
      },
      {
        "document": 1864,
        "excerpt": "ing berserk until the start of its next turn, at which point it resumes rolling for the Berserk trait again if it is still Bloodied. Immutable Form. The golem can't"
      },
      {
        "document": 1873,
        "excerpt": "oulder Toss (Recharge 6). The ape hurls a boulder at a point it can see within 90 feet. Dexterity Saving Throw: DC 17, each creature in a 5-foot-radius Sphere center"
      },
      {
        "document": 1902,
        "excerpt": "each creature in a 10-foot-radius Sphere centered on a point within 30 feet. Failure: 7 (2d6) Radiant damage, and the target has the Blinded condition until the end"
      },
      {
        "document": 1966,
        "excerpt": "ins no benefit from finishing a Long Rest, and its Hit Point maximum decreases by 10 (3d6) every 24 hours that elapse. A creature dies and turns to dust if reduced t"
      },
      {
        "document": 1967,
        "excerpt": "le cursed, the target can't regain Hit Points, its Hit Point maximum doesn't return to normal when finishing a Long Rest, and its Hit Point maximum decreases by 10 ("
      },
      {
        "document": 1969,
        "excerpt": "et takes damage from the Dream spell, the target's Hit Point maximum decreases by an amount equal to that damage. If the spell kills the target, its soul is trapped"
      },
      {
        "document": 1974,
        "excerpt": "l Hit. On a successful save, the zombie drops to 1 Hit Point instead."
      },
      {
        "document": 1976,
        "excerpt": "he start of each of its turns if it has at least 1 Hit Point."
      },
      {
        "document": 1977,
        "excerpt": "itution Saving Throw: DC 15. Failure: The target's Hit Point maximum decreases by 5 (1d10) and doesn't return to normal until the Poisoned condition ends on the targ"
      },
      {
        "document": 1987,
        "excerpt": "0, each enemy in a 20-foot-radius Sphere centered on a point the planetar can see within 120 feet. Failure: 24 (7d6) Radiant damage. Success: Half damage. Spellcast"
      },
      {
        "document": 2018,
        "excerpt": "he start of each of its turns if it has at least 1 Hit Point. Spell Storing. A spellcaster who wears the guardian's amulet can cause the guardian to store one spell"
      },
      {
        "document": 2023,
        "excerpt": "Necrotic damage. If the target is a creature, its Hit Point maximum decreases by an amount equal to the damage taken."
      },
      {
        "document": 2035,
        "excerpt": "-foot-radius, 40-foot-high Cylinder originating from a point the giant can see within 500 feet. Failure: 55 (10d10) Lightning damage. Success: Half damage. Spellcas"
      },
      {
        "document": 2036,
        "excerpt": "ess: Half damage. Failure or Success: The target's Hit Point maximum decreases by an amount equal to the damage taken."
      },
      {
        "document": 2055,
        "excerpt": "damage plus 10 (3d6) Necrotic damage. The target's Hit Point maximum decreases by an amount equal to the Necrotic damage taken, and the vampire regains Hit Points eq"
      },
      {
        "document": 2056,
        "excerpt": "until it regains any Hit Points, and it regains 1 Hit Point after spending 1 hour there. Spider Climb. The vampire can climb difficult surfaces, including along ce"
      },
      {
        "document": 2073,
        "excerpt": "ure: 6 (1d8 + 2) Necrotic damage, and the target's Hit Point maximum decreases by an amount equal to the damage taken. A Humanoid slain by this attack rises 24 hour"
      },
      {
        "document": 2078,
        "excerpt": "Necrotic damage. If the target is a creature, its Hit Point maximum decreases by an amount equal to the damage taken. Create Specter. The wraith targets a Humanoid"
      },
      {
        "document": 2083,
        "excerpt": "ted condition until the end of its next turn, at which point it repeats the save. Second Failure: The target has the Unconscious condition for 1 minute. This effect"
      },
      {
        "document": 2091,
        "excerpt": "l Hit. On a successful save, the zombie drops to 1 Hit Point instead."
      }
    ],
    "point's": [
      {
        "document": 594,
        "excerpt": "s width at any point along its length is equal to that point's distance from the point of origin. For example, a Cone is 15 feet wide at a point along its length that"
      }
    ],
    "pointed": [
      {
        "document": 820,
        "excerpt": "A silver badge that is a five-pointed star"
      },
      {
        "document": 1155,
        "excerpt": "rm of the town guard” or “a red-haired dwarf wearing a pointed hat.” You also communicate a message of up to twenty-five words. The Beast travels for the duration towa"
      },
      {
        "document": 1596,
        "excerpt": "tem, Very Rare (Requires Attunement by a Wizard) This pointed hat has the following properties. Spellcasting Focus. While holding the hat, you can use it as a Spellc"
      }
    ],
    "pointing": [
      {
        "document": 143,
        "excerpt": "name and presents it in bold type, that's a visual cue pointing you to the creature's stat block. Unless the text states otherwise, the stat block is in “Monsters.” How"
      }
    ],
    "points": [
      {
        "document": 4,
        "excerpt": "Hit Points can be restored by magic, such as the Cure Wounds spell or a Potion of Healing, or by a Short or Long Re"
      },
      {
        "document": 5,
        "excerpt": "When you would reduce a creature to 0 Hit Points with a melee attack, you can instead reduce the creature to 1 Hit Point and give it the Unconscious cond"
      },
      {
        "document": 6,
        "excerpt": "Dropping to 0 Hit Points"
      },
      {
        "document": 7,
        "excerpt": "er Death. A monster dies the instant it drops to 0 Hit Points, although a Game Master can ignore this rule for an individual monster and treat it like a character. H"
      },
      {
        "document": 9,
        "excerpt": "If you reach 0 Hit Points and don't die instantly, you have the Unconscious condition (see “Rules Glossary”) until you regain any"
      },
      {
        "document": 10,
        "excerpt": "Whenever you start your turn with 0 Hit Points, you must make a Death Saving Throw to determine whether you creep closer to death or hang on to life. U"
      },
      {
        "document": 11,
        "excerpt": "Help action to try to stabilize a creature with 0 Hit Points, which requires a successful DC 10 Wisdom (Medicine) check. A Stable creature doesn't make Death Saving"
      },
      {
        "document": 12,
        "excerpt": "Temporary Hit Points"
      },
      {
        "document": 14,
        "excerpt": "Lose Temporary Hit Points First"
      },
      {
        "document": 15,
        "excerpt": "Temporary Hit Points last until they're depleted or you finish a Long Rest (see \"Rules Glossary\")."
      },
      {
        "document": 16,
        "excerpt": "Temporary Hit Points can't be added together. If you have Temporary Hit Points and receive more of them, you decide whether t"
      },
      {
        "document": 17,
        "excerpt": "They're Not Hit Points or Healing"
      },
      {
        "document": 102,
        "excerpt": "Hit Points"
      },
      {
        "document": 104,
        "excerpt": "a day and an 8-hour Long Rest to end it. Regaining Hit Points is one of the main benefits of a rest. “Rules Glossary” provides the rules for Short and Long Rests."
      },
      {
        "document": 151,
        "excerpt": "Hit Points"
      },
      {
        "document": 161,
        "excerpt": "), and alignment. Combat Highlights. Armor Class, Hit Points, Speed, and Initiative are provided here. Ability Scores. A monster's ability scores, ability modifiers"
      },
      {
        "document": 166,
        "excerpt": "Experience Points"
      },
      {
        "document": 230,
        "excerpt": "mes, so you have six numbers. Point Cost. You have 27 points to spend on your ability scores. The cost of each score is shown on the Ability Score Point Costs table."
      },
      {
        "document": 241,
        "excerpt": "2 for your Wisdom modifier + 2 for proficiency). Hit Points. Your class and Constitution modifier determine your Hit Point maximum at level 1, as shown on the Level"
      },
      {
        "document": 242,
        "excerpt": "character gains experience, represented by Experience Points (XP). A character who reaches a specified Experience Point total advances in capability. This advancemen"
      },
      {
        "document": 243,
        "excerpt": "he rules in the “Multiclassing” section. 2: Adjust Hit Points and Hit Point Dice. Each time you gain a level, you gain an additional Hit Die. Roll that die, add your"
      },
      {
        "document": 256,
        "excerpt": "Experience Points"
      },
      {
        "document": 257,
        "excerpt": "Hit Points and Hit Point Dice"
      },
      {
        "document": 268,
        "excerpt": "dvances in level by adventuring and gaining Experience Points (XP). Write Your XP. Also record your Experience Points. A level 1 character has 0 XP. Starting at a H"
      },
      {
        "document": 331,
        "excerpt": "the magical red fluid in this vial regains 2d4 + 2 Hit Points."
      },
      {
        "document": 484,
        "excerpt": "es to stabilize an Unconscious creature that has 0 Hit Points without needing to make a Wisdom (Medicine) check."
      },
      {
        "document": 517,
        "excerpt": "wing benefits: Regain All HP. You regain all lost Hit Points and all spent Hit Point Dice. If your Hit Point maximum was reduced, it returns to normal. Ability Scor"
      },
      {
        "document": 543,
        "excerpt": "spend one or more of your Hit Point Dice to regain Hit Points. For each Hit Point Die you spend in this way, roll the die and add your Constitution modifier to it. Yo"
      },
      {
        "document": 546,
        "excerpt": "e occupies in combat. An object's size affects its Hit Points. See also \"Breaking Objects\" and \"Playing the Game\" (\"Combat\")."
      },
      {
        "document": 553,
        "excerpt": "A creature is Stable if it has 0 Hit Points but isn't required to make Death Saving Throws. See also \"Playing the Game\" (\"Damage and Healing\")."
      },
      {
        "document": 554,
        "excerpt": "es give the monster's Armor Class, Initiative, and Hit Points, which are detailed in \"Playing the Game.\" In parentheses after the Hit Points, the monster's Hit Point"
      },
      {
        "document": 564,
        "excerpt": "Temporary Hit Points"
      },
      {
        "document": 577,
        "excerpt": "Some glossary entries include a See also section that points to other entries in the glossary, to other parts of this document, or both. No Obsolete Terms. The glos"
      },
      {
        "document": 578,
        "excerpt": "A creature is Bloodied while it has half its Hit Points or fewer remaining."
      },
      {
        "document": 580,
        "excerpt": "s ACs for various substances. Object Armor Class Hit Points. An object is destroyed when it has 0 Hit Points. The Object Hit Points table suggests Hit Points for fr"
      },
      {
        "document": 605,
        "excerpt": "s harm that causes a creature or an object to lose Hit Points."
      },
      {
        "document": 607,
        "excerpt": "damage threshold is superficial and doesn't reduce Hit Points. For example, if an object has a damage threshold of 10, the object takes no damage if 9 damage is dealt"
      },
      {
        "document": 613,
        "excerpt": "A dead creature has no Hit Points and can't regain them unless it is first revived by magic such as the Raise Dead or Revivify spell. When"
      },
      {
        "document": 614,
        "excerpt": "lled a Death Save) if they start their turn with 0 Hit Points. See also “Playing the Game” (“Damage and Healing”)."
      },
      {
        "document": 626,
        "excerpt": "Experience Points"
      },
      {
        "document": 635,
        "excerpt": "Healing is how you regain Hit Points. See also “Playing the Game” (“Damage and Healing”)."
      },
      {
        "document": 642,
        "excerpt": "e can spend Hit Dice during a Short Rest to regain Hit Points. See also “Short Rest.”"
      },
      {
        "document": 643,
        "excerpt": "Hit Points"
      },
      {
        "document": 654,
        "excerpt": "When you would reduce a creature to 0 Hit Points with a melee attack, you can instead reduce the creature to 1 Hit Point. The creature then has the Uncon"
      },
      {
        "document": 676,
        "excerpt": "levels, it regains only half the normal number of Hit Points from spending Hit Point Dice. Restlessness. While the creature has any Exhaustion levels, finishing a L"
      },
      {
        "document": 717,
        "excerpt": "required). Destroy the Net. Reducing the Net to 0 Hit Points frees any creature trapped in it (see “Adventuring Gear” for the Net’s statistics). Set the Trap. A cre"
      },
      {
        "document": 756,
        "excerpt": "d it disappears after 1 hour or when it drops to 0 Hit Points. Roll 1d4 to determine the creature: on a 1, a Camel; on a 2, a Constrictor Snake; on a 3, an Elephant;"
      },
      {
        "document": 783,
        "excerpt": "and disappears after 1 hour or when it drops to 0 Hit Points. Roll 1d4 to determine which creature appears. On a 1, a Rhinoceros appears; on a 2, an Elephant appears"
      },
      {
        "document": 793,
        "excerpt": "ur. On an even roll, the eater gains 5d6 Temporary Hit Points for 1 hour."
      },
      {
        "document": 805,
        "excerpt": "Experience Points by Challenge Rating"
      },
      {
        "document": 806,
        "excerpt": "Experience Points by Challenge Rating"
      },
      {
        "document": 813,
        "excerpt": "Level 1 Hit Points by Class"
      },
      {
        "document": 814,
        "excerpt": "Experience Points"
      },
      {
        "document": 815,
        "excerpt": "Fixed Hit Points by Class"
      },
      {
        "document": 840,
        "excerpt": "Focus Points"
      },
      {
        "document": 858,
        "excerpt": "Sorcery Points"
      },
      {
        "document": 944,
        "excerpt": "Object Hit Points"
      },
      {
        "document": 962,
        "excerpt": "fighting despite grievous wounds. If you drop to 0 Hit Points while your Rage is active and don't die outright, you can make a DC 10 Constitution saving throw. If you"
      },
      {
        "document": 964,
        "excerpt": "8 and add your Wisdom modifier. You either restore Hit Points to the creature equal to that total or force the creature to make a Constitution saving throw. On a fail"
      },
      {
        "document": 965,
        "excerpt": "o speak, and the following rules apply: Temporary Hit Points. When you assume a Wild Shape form, you gain a number of Temporary Hit Points equal to your Druid level."
      },
      {
        "document": 966,
        "excerpt": "aw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level. You can use this feature twice. You regain one expended use when"
      },
      {
        "document": 967,
        "excerpt": "y within yourself. This energy is represented by Focus Points. Your Monk level determines the number of points you have, as shown in the Focus Points column of the Mo"
      },
      {
        "document": 968,
        "excerpt": "With that pool, you can restore a total number of Hit Points equal to five times your Paladin level. As a Bonus Action, you can touch a creature (which could be you"
      },
      {
        "document": 969,
        "excerpt": "s, granting you the following benefits. Temporary Hit Points. As a Magic action, you can give yourself a number of Temporary Hit Points equal to 1d8 plus your Wisdom"
      },
      {
        "document": 971,
        "excerpt": "in yourself. This wellspring is represented by Sorcery Points, which allow you to create a variety of magical effects. You have 2 Sorcery Points, and you gain more a"
      },
      {
        "document": 972,
        "excerpt": "feature, you don't roll the die for the Temporary Hit Points; you automatically get the highest number on the die. Gaze of Two Minds Prerequisite: Level 5+ Warlock"
      },
      {
        "document": 974,
        "excerpt": "ly. At the start of each of your turns, you regain Hit Points equal to 5 plus your Constitution modifier if you are Bloodied and have at least 1 Hit Point."
      },
      {
        "document": 975,
        "excerpt": "e creature of your choice in that area regains 2d6 Hit Points. The damage and healing increase by 1d6 when you reach Druid levels 10 (3d6) and 14 (4d6)."
      },
      {
        "document": 977,
        "excerpt": "ntil you finish a Long Rest unless you spend 3 Sorcery Points (no action required) to restore your use of it."
      },
      {
        "document": 979,
        "excerpt": "When you reduce an enemy to 0 Hit Points, you gain Temporary Hit Points equal to your Charisma modifier plus your Warlock level (minimum of 1 Tem"
      },
      {
        "document": 980,
        "excerpt": "d8 damage to the target if it's missing any of its Hit Points. You can deal this extra damage only once per turn. Horde Breaker. Once on each of your turns when you"
      },
      {
        "document": 981,
        "excerpt": "When a spell you cast with a spell slot restores Hit Points to a creature, that creature regains additional Hit Points on the turn you cast the spell. The additiona"
      },
      {
        "document": 985,
        "excerpt": "roll your Martial Arts die. You regain a number of Hit Points equal to the number rolled plus your Wisdom modifier (minimum of 1 Hit Point regained). You can use thi"
      },
      {
        "document": 993,
        "excerpt": "on. When you do so, you gain a number of Temporary Hit Points equal to your Proficiency Bonus. You can use this trait a number of times equal to your Proficiency Bon"
      },
      {
        "document": 1151,
        "excerpt": "range. Each target's Hit Point maximum and current Hit Points increase by 5 for the duration. Using a Higher-Level Spell Slot. Each target's Hit Points increase by 5"
      },
      {
        "document": 1156,
        "excerpt": "tistics, but the target retains its creature type; Hit Points; Hit Point Dice; alignment; ability to communicate; and Intelligence, Wisdom, and Charisma scores. The t"
      },
      {
        "document": 1158,
        "excerpt": "l until the spell ends or until it is reduced to 0 Hit Points. Each creature you make with this spell is an ally to you and your allies. In combat, it shares your Ini"
      },
      {
        "document": 1163,
        "excerpt": "wn hand. The hand is an object that has AC 20 and Hit Points equal to your Hit Point maximum. If it drops to 0 Hit Points, the spell ends. The hand doesn't occupy it"
      },
      {
        "document": 1167,
        "excerpt": "ersa. If a target's body or astral form drops to 0 Hit Points, the spell ends for that target. The spell ends for all the targets if you take a Magic action to dismis"
      },
      {
        "document": 1169,
        "excerpt": "Point maximums can't be reduced. If an ally with 0 Hit Points starts its turn in the aura, that ally regains 1 Hit Point."
      },
      {
        "document": 1174,
        "excerpt": "th Saving Throws and regains the maximum number of Hit Points possible from any healing."
      },
      {
        "document": 1190,
        "excerpt": "et takes 1d10 Necrotic damage, and it can't regain Hit Points until the end of your next turn. Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5"
      },
      {
        "document": 1205,
        "excerpt": "s shines on it: Healing Light. The target regains Hit Points equal to 4d12 plus your spellcasting ability modifier. Searing Light. The target makes a Dexterity savi"
      },
      {
        "document": 1221,
        "excerpt": "ntaneous A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing incr"
      },
      {
        "document": 1226,
        "excerpt": "m death. The first time the target would drop to 0 Hit Points before the spell ends, the target instead drops to 1 Hit Point, and the spell ends. If the spell is sti"
      },
      {
        "document": 1235,
        "excerpt": "+ 40 Force damage. If this damage reduces it to 0 Hit Points, it and everything nonmagical it is wearing and carrying are disintegrated into gray dust. The target ca"
      },
      {
        "document": 1241,
        "excerpt": "ving throw. On a failed save, a target that has 50 Hit Points or fewer suffers an effect based on its current Hit Points, as shown in the Divine Word Effects table. R"
      },
      {
        "document": 1248,
        "excerpt": "ns until the spell ends. If a structure drops to 0 Hit Points, it collapses. A creature within a distance from a collapsing structure equal to half the structure's h"
      },
      {
        "document": 1262,
        "excerpt": "uration: Instantaneous You gain 2d4 + 4 Temporary Hit Points. Using a Higher-Level Spell Slot. You gain 5 additional Temporary Hit Points for each spell slot level"
      },
      {
        "document": 1265,
        "excerpt": "ance of the Familiar. When the familiar drops to 0 Hit Points, it disappears. It reappears after you cast this spell again. As a Magic action, you can temporarily dis"
      },
      {
        "document": 1266,
        "excerpt": "f the Steed. The steed disappears if it drops to 0 Hit Points or if you die. When it disappears, it leaves behind anything it was wearing or carrying. If you cast thi"
      },
      {
        "document": 1286,
        "excerpt": "ion. The spell ends on the target if it drops to 0 Hit Points or if it takes a Magic action to end the spell on itself. While in this form, the target's only method"
      },
      {
        "document": 1290,
        "excerpt": "block. The creature disappears when it drops to 0 Hit Points or when the spell ends. The creature is an ally to you and your allies. In combat, the creature shares"
      },
      {
        "document": 1307,
        "excerpt": "ive energy washes through the target, restoring 70 Hit Points. This spell also ends the Blinded, Deafened, and Poisoned conditions on the target. Using a Higher-Leve"
      },
      {
        "document": 1308,
        "excerpt": "your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing incr"
      },
      {
        "document": 1311,
        "excerpt": "increases by 2d10, and it gains the same number of Hit Points."
      },
      {
        "document": 1312,
        "excerpt": "ne to the Frightened condition and gains Temporary Hit Points equal to your spellcasting ability modifier at the start of each of its turns. Using a Higher-Level Spe"
      },
      {
        "document": 1313,
        "excerpt": "with the chosen ability. If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action on a later turn to curse a new creature. Using a Hi"
      },
      {
        "document": 1318,
        "excerpt": "eck you make to find it. If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action to move the mark to a new creature you can see withi"
      },
      {
        "document": 1345,
        "excerpt": "ou possess a creature's body, you control it. Your Hit Points, Hit Point Dice, Strength, Dexterity, Constitution, Speed, and senses are replaced by the creature's. Yo"
      },
      {
        "document": 1351,
        "excerpt": "Sphere centered on that point. Each target regains Hit Points equal to 5d8 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing incr"
      },
      {
        "document": 1352,
        "excerpt": "u into creatures around you. You restore up to 700 Hit Points, divided as you choose among any number of creatures that you can see within range. Creatures healed by"
      },
      {
        "document": 1353,
        "excerpt": "f your choice that you can see within range regain Hit Points equal to 2d4 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing incr"
      },
      {
        "document": 1359,
        "excerpt": "g orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius Sphere centered on each of those points make"
      },
      {
        "document": 1381,
        "excerpt": "retains its alignment, personality, creature type, Hit Points, and Hit Point Dice. See the \"Animals\" section of \"Monsters\" for a sample of Beast stat blocks. The tar"
      },
      {
        "document": 1382,
        "excerpt": "u can see within range. The target regains all its Hit Points. If the creature has the Charmed, Frightened, Paralyzed, Poisoned, or Stunned condition, the condition e"
      },
      {
        "document": 1383,
        "excerpt": "can see within range to die. If the target has 100 Hit Points or fewer, it dies. Otherwise, it takes 12d12 Psychic damage."
      },
      {
        "document": 1384,
        "excerpt": "re you can see within range. If the target has 150 Hit Points or fewer, it has the Stunned condition. Otherwise, its Speed is 0 until the start of your next turn. Th"
      },
      {
        "document": 1385,
        "excerpt": "n the benefits of a Short Rest and also regain 2d8 Hit Points. A creature can't be affected by this spell again until that creature finishes a Long Rest. Using a Hig"
      },
      {
        "document": 1401,
        "excerpt": "ion: 1 hour A creature you touch regains 4d8 + 15 Hit Points. For the duration, the target regains 1 Hit Point at the start of each of its turns, and any severed bod"
      },
      {
        "document": 1406,
        "excerpt": "t died. The creature returns to life with all its Hit Points. This spell also neutralizes any poisons that affected the creature at the time of death. This spell clo"
      },
      {
        "document": 1420,
        "excerpt": "you cast the spell, you gain a number of Temporary Hit Points equal to the Hit Points of the first form into which you shape-shift. These Temporary Hit Points vanish"
      },
      {
        "document": 1429,
        "excerpt": "mulacrum takes damage, the only way to restore its Hit Points is to repair it as you take a Long Rest, during which you expend components worth 100 GP per Hit Point r"
      },
      {
        "document": 1434,
        "excerpt": "taneous Choose a creature within range that has 0 Hit Points and isn't dead. The creature becomes Stable. Cantrip Upgrade. The range doubles when you reach levels 5"
      },
      {
        "document": 1448,
        "excerpt": "block. The creature disappears when it drops to 0 Hit Points or when the spell ends. The creature is an ally to you and your allies. In combat, the creature shares"
      },
      {
        "document": 1463,
        "excerpt": "the stat block of the new form, but it retains its Hit Points, Hit Point Dice, alignment, and personality. The target gains a number of Temporary Hit Points equal to"
      },
      {
        "document": 1464,
        "excerpt": "cept old age. The creature is revived with all its Hit Points. This spell closes all wounds, neutralizes any poison, cures all magical contagions, and lifts any curs"
      },
      {
        "document": 1468,
        "excerpt": "rength of 2, and it can't attack. If it drops to 0 Hit Points, the spell ends. Once on each of your turns as a Bonus Action, you can mentally command the servant to"
      },
      {
        "document": 1469,
        "excerpt": "e target takes 3d6 Necrotic damage, and you regain Hit Points equal to half the amount of Necrotic damage dealt. Until the spell ends, you can make the attack again"
      },
      {
        "document": 1474,
        "excerpt": "be damaged and thus breached. It has AC 12 and 30 Hit Points per 10-foot section, and it has Immunity to Cold, Poison, and Psychic damage and Vulnerability to Fire d"
      },
      {
        "document": 1475,
        "excerpt": "ged and thus breached. Each panel has AC 15 and 30 Hit Points per inch of thickness, and it has Immunity to Poison and Psychic damage. Reducing a panel to 0 Hit Point"
      },
      {
        "document": 1477,
        "excerpt": "amount of damage. The spell ends if you drop to 0 Hit Points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again"
      },
      {
        "document": 1484,
        "excerpt": "to twenty creatures that you can see to regain all Hit Points, and you end all effects on them listed in the Greater Restoration spell. Resistance. You grant up to t"
      },
      {
        "document": 1518,
        "excerpt": "nishes at the next dawn or when it is reduced to 0 Hit Points. The creature is Friendly to you and your allies, and it acts immediately after you on your Initiative"
      },
      {
        "document": 1579,
        "excerpt": "its maximum distance for a day or if it drops to 0 Hit Points. You can dismiss the bird as a Magic action. Fan (Uncommon). If you are on a boat or ship, you can take"
      },
      {
        "document": 1580,
        "excerpt": "o a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the c"
      },
      {
        "document": 1582,
        "excerpt": "r in “Equipment.” If either vessel is reduced to 0 Hit Points, the Folding Boat is destroyed."
      },
      {
        "document": 1604,
        "excerpt": "turns to Ysgard after 1 hour or when it drops to 0 Hit Points. The spirits look like living, breathing warriors, and they have Immunity to the Charmed and Frightened"
      },
      {
        "document": 1608,
        "excerpt": "casting of Wish causes the tower to regain all its Hit Points."
      },
      {
        "document": 1609,
        "excerpt": "our head. Regeneration (Legendary). You regain 15 Hit Points at the end of each hour this pearly white spindle orbits your head if you have at least 1 Hit Point. Re"
      },
      {
        "document": 1615,
        "excerpt": "an extra 2d6 Radiant damage. If the target has 25 Hit Points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a"
      },
      {
        "document": 1616,
        "excerpt": "damage if it's a Construct. If a Construct has 25 Hit Points or fewer after taking this damage, it is destroyed."
      },
      {
        "document": 1625,
        "excerpt": "ge. It shatters and is destroyed when reduced to 0 Hit Points. If the mirror is hanging on a vertical surface and you are within 5 feet of it, you can take a Magic a"
      },
      {
        "document": 1627,
        "excerpt": "n you roll Initiative. If you reduce your foe to 0 Hit Points during that combat, you have Advantage on Death Saving Throws for 1 year. If someone else reduces your c"
      },
      {
        "document": 1631,
        "excerpt": "When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Cons"
      },
      {
        "document": 1637,
        "excerpt": "ant, you can take a Magic action to regain 2d4 + 2 Hit Points. Once used, this property can't be used again until the next dawn. In addition, you have Advantage on s"
      },
      {
        "document": 1639,
        "excerpt": "Boost. Whenever you roll a Hit Point Die to regain Hit Points, double the number of Hit Points it restores."
      },
      {
        "document": 1653,
        "excerpt": "When you drink this potion, you gain 10 Temporary Hit Points that last for 1 hour. For the same duration, you are under the effect of the Bless spell (no Concentrati"
      },
      {
        "document": 1661,
        "excerpt": "he next 24 hours, you regain the maximum number of Hit Points for any Hit Point Die you spend. This potion's crimson liquid regularly pulses with dull light, calling"
      },
      {
        "document": 1663,
        "excerpt": "Potion, Rarity Varies You regain Hit Points when you drink this potion. The number of Hit Points depends on the potion's rarity, as shown in the tab"
      },
      {
        "document": 1666,
        "excerpt": "on, to a maximum of 1 hour, or until it drops to 0 Hit Points. While summoned, the djinni is Friendly to you and your allies, and it obeys your commands. If you fail"
      },
      {
        "document": 1675,
        "excerpt": "tunement) While wearing this ring, you regain 1d6 Hit Points every 10 minutes if you have at least 1 Hit Point. If you lose a body part, the ring causes the missing"
      },
      {
        "document": 1694,
        "excerpt": "ra 4d6 Necrotic damage, and you regain a number of Hit Points equal to half that Necrotic damage. Once used, this property can't be used again until the next dawn. P"
      },
      {
        "document": 1697,
        "excerpt": "ach hour spent in the demiplane, a visitor regains Hit Points as if it had spent 1 Hit Point Die. Also, creatures don't age while there, although time passes normally"
      },
      {
        "document": 1698,
        "excerpt": "t has at least 1 Hit Point. If the rope drops to 0 Hit Points, it is destroyed."
      },
      {
        "document": 1699,
        "excerpt": "t has at least 1 Hit Point. If the rope drops to 0 Hit Points, it is destroyed."
      },
      {
        "document": 1711,
        "excerpt": "taking 8d10 Force damage. A creature reduced to 0 Hit Points by this damage is obliterated, leaving its possessions behind but no other physical remains. Sphere Int"
      },
      {
        "document": 1720,
        "excerpt": "rty again for 1 hour. If the snake is reduced to 0 Hit Points, it dies and reverts to its staff form; the staff then shatters and is destroyed. If the snake reverts t"
      },
      {
        "document": 1727,
        "excerpt": "t a Construct or an Undead, and you gain Temporary Hit Points equal to the amount of Necrotic damage taken."
      },
      {
        "document": 1729,
        "excerpt": "5 Constitution saving throw or be unable to regain Hit Points for 1 hour. The target repeats the save at the end of each of its turns, ending the effect on itself on"
      },
      {
        "document": 1750,
        "excerpt": "or trap is within 60 feet of you, the wand pulses and points at the one nearest to you."
      },
      {
        "document": 1760,
        "excerpt": "ins a new body in 5d10 days, reviving with all its Hit Points in the Far Realm or another location chosen by the GM. Legendary Resistance (3/Day, or 4/Day in Lair)."
      },
      {
        "document": 1763,
        "excerpt": "echange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell), Spe"
      },
      {
        "document": 1764,
        "excerpt": "echange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell), Spe"
      },
      {
        "document": 1765,
        "excerpt": "echange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell) 1/D"
      },
      {
        "document": 1766,
        "excerpt": "echange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell) 1/D"
      },
      {
        "document": 1769,
        "excerpt": "echange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell) 1/D"
      },
      {
        "document": 1775,
        "excerpt": "echange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell), Spe"
      },
      {
        "document": 1776,
        "excerpt": "echange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell), Spe"
      },
      {
        "document": 1777,
        "excerpt": "echange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell) 1/D"
      },
      {
        "document": 1778,
        "excerpt": "echange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell) 1/D"
      },
      {
        "document": 1781,
        "excerpt": "echange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell) 1/D"
      },
      {
        "document": 1799,
        "excerpt": "gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss. Fire Aura. At the end of each of the balor's turns, each creature in a 5-foot E"
      },
      {
        "document": 1802,
        "excerpt": "gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells. Magic Resistance. The devil has Advantage on saving throws against spells"
      },
      {
        "document": 1805,
        "excerpt": "n. Until this poison ends, the target can't regain Hit Points. Infernal Glaive. Melee Attack Roll: +5, reach 10 ft. Hit: 8 (1d10 + 3) Slashing damage. If the target"
      },
      {
        "document": 1810,
        "excerpt": ": While the pudding is Large or Medium and has 10+ Hit Points, it becomes Bloodied or is subjected to Lightning or Slashing damage. Response: The pudding splits into"
      },
      {
        "document": 1815,
        "excerpt": "gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells. Magic Resistance. The devil has Advantage on saving throws against spells"
      },
      {
        "document": 1825,
        "excerpt": "gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells. Magic Resistance. The devil has Advantage on saving throws against spells"
      },
      {
        "document": 1828,
        "excerpt": "it takes no damage and instead regains a number of Hit Points equal to the Acid damage dealt. Berserk. Whenever the golem starts its turn Bloodied, roll 1d6. On a 6,"
      },
      {
        "document": 1835,
        "excerpt": "echange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell) 1/"
      },
      {
        "document": 1843,
        "excerpt": "gains a new body instantly, reviving with all its Hit Points somewhere in Mount Celestia. Magic Resistance. The deva has Advantage on saving throws against spells a"
      },
      {
        "document": 1845,
        "excerpt": "ains a new body in 1d4 days, reviving with all its Hit Points somewhere on the Plane of Air. Magic Resistance. The djinni has Advantage on saving throws against spel"
      },
      {
        "document": 1856,
        "excerpt": "ains a new body in 1d4 days, reviving with all its Hit Points somewhere on the Plane of Fire. Magic Resistance. The efreeti has Advantage on saving throws against sp"
      },
      {
        "document": 1859,
        "excerpt": "gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells. Magic Resistance. The erinyes has Advantage on saving throws against spell"
      },
      {
        "document": 1864,
        "excerpt": "jected to Lightning damage, it regains a number of Hit Points equal to the Lightning damage dealt. Magic Resistance. The golem has Advantage on saving throws against"
      },
      {
        "document": 1867,
        "excerpt": "t can see or hear it gains 16 (2d10 + 5) Temporary Hit Points and has Advantage on attack rolls until the start of the giant's next turn."
      },
      {
        "document": 1871,
        "excerpt": "s. The possession lasts until the body drops to 0 Hit Points or the ghost leaves as a Bonus Action. When the possession ends, the ghost appears in an unoccupied spac"
      },
      {
        "document": 1894,
        "excerpt": "(with Advantage if the target doesn't have all its Hit Points), reach 5 ft. Hit: 22 (3d10 + 6) Piercing damage."
      },
      {
        "document": 1902,
        "excerpt": "e condition. The target dies if it is reduced to 0 Hit Points by this attack. Its body is then absorbed into the mouther, leaving only equipment behind. Blinding Spi"
      },
      {
        "document": 1903,
        "excerpt": "gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss. Magic Resistance. The glabrezu has Advantage on saving throws against spells an"
      },
      {
        "document": 1920,
        "excerpt": "it returns to life in 1d6 days and regains all its Hit Points unless Dispel Evil and Good is cast on its remains."
      },
      {
        "document": 1925,
        "excerpt": "gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss. Magic Resistance. The hezrou has Advantage on saving throws against spells and"
      },
      {
        "document": 1932,
        "excerpt": "gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells. Magic Resistance. The devil has Advantage on saving throws against spells"
      },
      {
        "document": 1933,
        "excerpt": "(with Advantage if the target doesn't have all its Hit Points), reach 5 ft. Hit: 14 (3d6 + 4) Piercing damage."
      },
      {
        "document": 1934,
        "excerpt": "e damage since its last turn. The hydra regains 20 Hit Points when it grows new heads. Reactive Heads. For each head the hydra has beyond one, it gets an extra React"
      },
      {
        "document": 1936,
        "excerpt": "gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells. Magic Resistance. The devil has Advantage on saving throws against spells"
      },
      {
        "document": 1939,
        "excerpt": "see within 60 feet. Failure: If the target has 20 Hit Points or fewer, it has the Unconscious condition for 1 hour, until it takes damage, or until a creature within"
      },
      {
        "document": 1941,
        "excerpt": "s subjected to Fire damage, it regains a number of Hit Points equal to the Fire damage dealt. Immutable Form. The golem can't shape-shift. Magic Resistance. The gol"
      },
      {
        "document": 1948,
        "excerpt": "re dies in the Nine Hells, it revives with all its Hit Points in 1d10 days unless it is killed by a creature under the effects of a Bless spell or its remains are spr"
      },
      {
        "document": 1949,
        "excerpt": "days if it has a spirit jar, reviving with all its Hit Points. The new body appears in an unoccupied space within the lich's lair."
      },
      {
        "document": 1957,
        "excerpt": "gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss. Magic Resistance. The marilith has Advantage on saving throws against spells an"
      },
      {
        "document": 1966,
        "excerpt": "ours if its heart is intact, reviving with all its Hit Points. The new body appears in an unoccupied space within the mummy's lair. The heart is a Tiny object that ha"
      },
      {
        "document": 1967,
        "excerpt": "t is cursed. While cursed, the target can't regain Hit Points, its Hit Point maximum doesn't return to normal when finishing a Long Rest, and its Hit Point maximum de"
      },
      {
        "document": 1968,
        "excerpt": "gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss. Magic Resistance. The nalfeshnee has Advantage on saving throws against spells"
      },
      {
        "document": 1969,
        "excerpt": "all damage. The bag turns to dust if reduced to 0 Hit Points. If the bag is destroyed, any souls the bag is holding are released. The bag can create a new bag after"
      },
      {
        "document": 1972,
        "excerpt": "er: While the jelly is Large or Medium and has 10+ Hit Points, it becomes Bloodied or is subjected to Lightning or Slashing damage. Response: The jelly splits into tw"
      },
      {
        "document": 1974,
        "excerpt": "ndead Fortitude. If damage reduces the zombie to 0 Hit Points, it makes a Constitution saving throw (DC 5 plus the damage taken) unless the damage is Radiant or from"
      },
      {
        "document": 1976,
        "excerpt": "Regeneration. The oni regains 10 Hit Points at the start of each of its turns if it has at least 1 Hit Point."
      },
      {
        "document": 1982,
        "excerpt": "son damage. If this damage reduces the target to 0 Hit Points, the target becomes Stable, and it has the Poisoned condition for 1 hour. While Poisoned, the target als"
      },
      {
        "document": 1983,
        "excerpt": "(with Advantage if the target doesn't have all its Hit Points), reach 5 ft. Hit: 1 Piercing damage."
      },
      {
        "document": 1986,
        "excerpt": "gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells. Fear Aura. The pit fiend emanates an aura in a 20-foot Emanation while it"
      },
      {
        "document": 1987,
        "excerpt": "gains a new body instantly, reviving with all its Hit Points somewhere in Mount Celestia. Magic Resistance. The planetar has Advantage on saving throws against spel"
      },
      {
        "document": 1997,
        "excerpt": "gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells."
      },
      {
        "document": 2009,
        "excerpt": "lls against any creature that doesn't have all its Hit Points. Limited Amphibiousness. The sahuagin can breathe air and water, but it must be submerged at least once"
      },
      {
        "document": 2014,
        "excerpt": "see within 30 feet. Failure: If the target has 20 Hit Points or fewer, it drops to 0 Hit Points. Otherwise, the target takes 13 (3d8) Psychic damage. Illusory Appea"
      },
      {
        "document": 2017,
        "excerpt": "jected to Lightning damage, it regains a number of Hit Points equal to the Lightning damage dealt."
      },
      {
        "document": 2018,
        "excerpt": "e guardian. Regeneration. The guardian regains 10 Hit Points at the start of each of its turns if it has at least 1 Hit Point. Spell Storing. A spellcaster who wear"
      },
      {
        "document": 2022,
        "excerpt": "gains a new body instantly, reviving with all its Hit Points somewhere in Mount Celestia. Legendary Resistance (4/Day). If the solar fails a saving throw, it can ch"
      },
      {
        "document": 2028,
        "excerpt": "ga returns to life in 1d6 days and regains all its Hit Points. Only a Wish spell can prevent this trait from functioning."
      },
      {
        "document": 2037,
        "excerpt": "arge enough for a Tiny bat. The swarm can't regain Hit Points or gain Temporary Hit Points."
      },
      {
        "document": 2038,
        "excerpt": "enough for a Tiny creature. The swarm can't regain Hit Points or gain Temporary Hit Points."
      },
      {
        "document": 2039,
        "excerpt": "e enough for a Tiny insect. The swarm can't regain Hit Points or gain Temporary Hit Points."
      },
      {
        "document": 2040,
        "excerpt": "enough for a Tiny piranha. The swarm can't regain Hit Points or gain Temporary Hit Points. Water Breathing. The swarm can breathe only underwater."
      },
      {
        "document": 2041,
        "excerpt": "arge enough for a Tiny rat. The swarm can't regain Hit Points or gain Temporary Hit Points."
      },
      {
        "document": 2042,
        "excerpt": "ge enough for a Tiny raven. The swarm can't regain Hit Points or gain Temporary Hit Points."
      },
      {
        "document": 2043,
        "excerpt": "ge enough for a Tiny snake. The swarm can't regain Hit Points or gain Temporary Hit Points."
      },
      {
        "document": 2050,
        "excerpt": "Regeneration. The limb regains 5 Hit Points at the start of each of its turns. If the limb takes Acid or Fire damage, this trait doesn't function on"
      },
      {
        "document": 2051,
        "excerpt": "t grows replacement limbs the next time it regains Hit Points. Regeneration. The troll regains 15 Hit Points at the start of each of its turns. If the troll takes Ac"
      },
      {
        "document": 2053,
        "excerpt": "eet of itself. The target gains 10 (3d6) Temporary Hit Points, and its AC increases by 2 until the end of the unicorn's next turn. The unicorn can't take this action"
      },
      {
        "document": 2054,
        "excerpt": "d4) Necrotic damage. If the target is reduced to 0 Hit Points by this attack, the target becomes Stable but has the Poisoned condition for 1 hour. While it has the Po"
      },
      {
        "document": 2055,
        "excerpt": "the Necrotic damage taken, and the vampire regains Hit Points equal to that amount."
      },
      {
        "document": 2056,
        "excerpt": "instead. Misty Escape. If the vampire drops to 0 Hit Points outside its resting place, the vampire uses Shape-Shift to become mist (no action required). If it can't"
      },
      {
        "document": 2059,
        "excerpt": "gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss. Magic Resistance. The vrock has Advantage on saving throws against spells and o"
      },
      {
        "document": 2067,
        "excerpt": "target is cursed. If the cursed target drops to 0 Hit Points, it instead becomes a Werebear under the GM's control and has 10 Hit Points. Success: The target is imm"
      },
      {
        "document": 2068,
        "excerpt": "target is cursed. If the cursed target drops to 0 Hit Points, it instead becomes a Wereboar under the GM's control and has 10 Hit Points. Success: The target is immu"
      },
      {
        "document": 2069,
        "excerpt": "target is cursed. If the cursed target drops to 0 Hit Points, it instead becomes a Wererat under the GM's control and has 10 Hit Points. Success: The target is immun"
      },
      {
        "document": 2070,
        "excerpt": "target is cursed. If the cursed target drops to 0 Hit Points, it instead becomes a Weretiger under the GM's control and has 10 Hit Points. Success: The target is imm"
      },
      {
        "document": 2071,
        "excerpt": "target is cursed. If the cursed target drops to 0 Hit Points, it instead becomes a Werewolf under the GM's control and has 10 Hit Points. Success: The target is immu"
      },
      {
        "document": 2074,
        "excerpt": "creature the wisp can see within 5 feet that has 0 Hit Points. Failure: The target dies, and the wisp regains 10 (3d6) Hit Points. Vanish. The wisp and its light hav"
      },
      {
        "document": 2091,
        "excerpt": "ndead Fortitude. If damage reduces the zombie to 0 Hit Points, it makes a Constitution saving throw (DC 5 plus the damage taken) unless the damage is Radiant or from"
      }
    ],
    "poise": [
      {
        "document": 746,
        "excerpt": "Confidence, poise, and charm"
      }
    ],
    "poison": [
      {
        "document": 322,
        "excerpt": "troying the Net (AC 10; 5 HP; Immunity to Bludgeoning, Poison, and Psychic damage) also frees the target, ending the effect."
      },
      {
        "document": 327,
        "excerpt": "Poison, Basic (100 GP)"
      },
      {
        "document": 441,
        "excerpt": "tilize: Detect a poisoned object (DC 10) Craft: Basic Poison"
      },
      {
        "document": 580,
        "excerpt": "ts Damage Types and Objects. Objects have Immunity to Poison and Psychic damage. The GM might decide that some damage types are more or less effective against an obj"
      },
      {
        "document": 693,
        "excerpt": "Poison"
      },
      {
        "document": 694,
        "excerpt": "Purchasing Poison"
      },
      {
        "document": 695,
        "excerpt": "Harvesting Poison"
      },
      {
        "document": 696,
        "excerpt": "includes the suggested price for a single dose of the poison, its type (contact, ingested, inhaled, or injury), and a description of the poison's debilitating effect"
      },
      {
        "document": 697,
        "excerpt": "Ingested Poison A creature subjected to Assassin's Blood makes a DC 10 Constitution saving throw. On a failed save, the"
      },
      {
        "document": 698,
        "excerpt": "Inhaled Poison A creature subjected to Burnt Othur Fumes must succeed on a DC 13 Constitution saving throw or take 10"
      },
      {
        "document": 699,
        "excerpt": "Contact Poison A creature subjected to Crawler Mucus must succeed on a DC 13 Constitution saving throw or have the Poi"
      },
      {
        "document": 700,
        "excerpt": "Inhaled Poison A creature subjected to Essence of Ether must succeed on a DC 15 Constitution saving throw or have the"
      },
      {
        "document": 701,
        "excerpt": "Inhaled Poison A creature subjected to Malice must succeed on a DC 15 Constitution saving throw or have the Poisoned c"
      },
      {
        "document": 703,
        "excerpt": "Ingested Poison A creature that ingests Midnight Tears suffers no effect until the stroke of midnight. Any effect that"
      },
      {
        "document": 704,
        "excerpt": "Contact Poison A creature subjected to Oil of Taggit must succeed on a DC 13 Constitution saving throw or have the Poi"
      },
      {
        "document": 705,
        "excerpt": "Ingested Poison A creature subjected to Pale Tincture must succeed on a DC 16 Constitution saving throw or take 3 (1d6)"
      },
      {
        "document": 706,
        "excerpt": "Purple Worm Poison (2,000 GP)"
      },
      {
        "document": 707,
        "excerpt": "Injury Poison A creature subjected to Serpent Venom must succeed on a DC 11 Constitution saving throw, taking 10 (3d"
      },
      {
        "document": 708,
        "excerpt": "Injury Poison A creature subjected to Spider's Sting must succeed on a DC 13 Constitution saving throw or have the Po"
      },
      {
        "document": 709,
        "excerpt": "Ingested Poison A creature subjected to Torpor poison must succeed on a DC 15 Constitution saving throw or have the Poi"
      },
      {
        "document": 710,
        "excerpt": "Ingested Poison A creature subjected to Truth Serum must succeed on a DC 11 Constitution saving throw or have the Poiso"
      },
      {
        "document": 711,
        "excerpt": "Wyvern Poison (1,200 GP)"
      },
      {
        "document": 720,
        "excerpt": "saving throw or be struck by 1d3 darts, taking 3 (1d6) Poison damage per dart. Detect and Disarm. As a Search action, a creature can examine the walls and make a DC"
      },
      {
        "document": 721,
        "excerpt": "g throw. On a failed save, the creature takes 5 (1d10) Poison damage and has the Poisoned condition for 1 hour. On a successful save, the creature takes half as much"
      },
      {
        "document": 722,
        "excerpt": "17, HP 100, a Damage Threshold of 10, and Immunity to Poison and Psychic damage. Slow the Stone. As an action, a creature can try to slow down the stone with a DC 2"
      },
      {
        "document": 765,
        "excerpt": "Poison"
      },
      {
        "document": 768,
        "excerpt": "Poison"
      },
      {
        "document": 789,
        "excerpt": "ose their effects, and the mixture becomes an ingested poison of your choice (see “Poison” in “Gameplay Toolbox”)."
      },
      {
        "document": 792,
        "excerpt": "Poison"
      },
      {
        "document": 793,
        "excerpt": "cceed on a DC 15 Constitution saving throw or take 5d6 Poison damage and have the Poisoned condition for 1 hour. On an even roll, the eater gains 5d6 Temporary Hit Po"
      },
      {
        "document": 803,
        "excerpt": "Poison"
      },
      {
        "document": 825,
        "excerpt": "Poison"
      },
      {
        "document": 829,
        "excerpt": "Poison Spray"
      },
      {
        "document": 830,
        "excerpt": "Detect Poison and Disease"
      },
      {
        "document": 831,
        "excerpt": "Protection from Poison"
      },
      {
        "document": 843,
        "excerpt": "Detect Poison and Disease"
      },
      {
        "document": 844,
        "excerpt": "Protection from Poison"
      },
      {
        "document": 850,
        "excerpt": "Detect Poison and Disease"
      },
      {
        "document": 851,
        "excerpt": "Protection from Poison"
      },
      {
        "document": 859,
        "excerpt": "Poison Spray"
      },
      {
        "document": 872,
        "excerpt": "Poison Spray"
      },
      {
        "document": 884,
        "excerpt": "Poison Spray"
      },
      {
        "document": 911,
        "excerpt": "Detect Poison and Disease"
      },
      {
        "document": 912,
        "excerpt": "Protection from Poison"
      },
      {
        "document": 930,
        "excerpt": "Poison, Basic"
      },
      {
        "document": 948,
        "excerpt": "Poison"
      },
      {
        "document": 958,
        "excerpt": "Poison Damage"
      },
      {
        "document": 970,
        "excerpt": "attack's damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack's damage before rolling. If a Cunning Strike effect requires a"
      },
      {
        "document": 971,
        "excerpt": "f the other listed types: Acid, Cold, Fire, Lightning, Poison, Thunder. Twinned Spell Cost: 1 Sorcery Point When you cast a spell, such as Charm Person, that can b"
      },
      {
        "document": 977,
        "excerpt": "se one of those types: Acid, Cold, Fire, Lightning, or Poison. You have Resistance to that damage type, and when you cast a spell that deals damage of that type, you"
      },
      {
        "document": 986,
        "excerpt": "ld | Fire | | Blue | Lightning | Green | Poison | | Brass | Fire | Red | Fire | | Bronze | Lightning | Silver | Cold | |"
      },
      {
        "document": 987,
        "excerpt": "You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition."
      },
      {
        "document": 992,
        "excerpt": "---------------- | | Abyssal | You have Resistance to Poison damage.You also know the Poison Spray cantrip. | Ray of Sickness | Hold Person | | Chthonic | Y"
      },
      {
        "document": 1107,
        "excerpt": "Poison, Basic"
      },
      {
        "document": 1158,
        "excerpt": "ave: +1 | Save: -5 | Save: -4 | Save: -5 | Immunities Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned Senses Blindsight 30 ft.; Passive Percept"
      },
      {
        "document": 1191,
        "excerpt": "rget within range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder for the type of orb you create, and then make a ranged spell attack against the target. On a"
      },
      {
        "document": 1195,
        "excerpt": "e Sphere makes a Constitution saving throw, taking 5d8 Poison damage on a failed save or half as much damage on a successful one. A creature must also make this save"
      },
      {
        "document": 1231,
        "excerpt": "Detect Poison and Disease"
      },
      {
        "document": 1245,
        "excerpt": "g creature, and choose Acid, Cold, Fire, Lightning, or Poison. Until the spell ends, the target can take a Magic action to exhale a 15-foot Cone. Each creature in tha"
      },
      {
        "document": 1290,
        "excerpt": "ttacks equal to half this spell's level (round down). Poison Jab. Melee Attack Roll: Bonus equals your spell attack modifier, reach 10 ft. Hit: 1d6 + 3 plus the spel"
      },
      {
        "document": 1311,
        "excerpt": "hich last for 24 hours. The creature has Resistance to Poison damage, and it has Immunity to the Frightened and Poisoned conditions. Its Hit Point maximum also increa"
      },
      {
        "document": 1380,
        "excerpt": "Poison Spray"
      },
      {
        "document": 1387,
        "excerpt": "alf as much damage. | | 4 | Green. Failed Save: 12d6 Poison damage. Successful Save: Half as much damage. | 1d8 Ray 5 Blue. Failed Save: 12d6 Cold damage. Suc"
      },
      {
        "document": 1388,
        "excerpt": "| | 4 | Green. Failed Save: 12d6 Poison damage. Successful Save: Half as much damage. Additional Effects: A Passwall spell, or another spell of"
      },
      {
        "document": 1395,
        "excerpt": "Protection from Poison"
      },
      {
        "document": 1396,
        "excerpt": "t Components: V, S Duration: Instantaneous You remove poison and rot from nonmagical food and drink in a 5-foot-radius Sphere centered on a point within range."
      },
      {
        "document": 1400,
        "excerpt": "ack against the target. On a hit, the target takes 2d8 Poison damage and has the Poisoned condition until the end of your next turn. Using a Higher-Level Spell Slot."
      },
      {
        "document": 1405,
        "excerpt": "ludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison, Radiant, Slashing, or Thunder. When the creature takes damage of the chosen type before the spell ends,"
      },
      {
        "document": 1433,
        "excerpt": "age of a type you choose: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder. If you roll an 8 on a d8 for this spell, you can roll another d8, and add it to t"
      },
      {
        "document": 1448,
        "excerpt": "| Save: +2 | Resistances Acid, Cold, Fire, Lightning, Poison Immunities Charmed, Frightened, Poisoned Senses Blindsight 30 ft., Darkvision 60 ft.; Passive Perception"
      },
      {
        "document": 1464,
        "excerpt": "Points. This spell closes all wounds, neutralizes any poison, cures all magical contagions, and lifts any curses affecting the creature when it died. The spell repla"
      },
      {
        "document": 1474,
        "excerpt": "ints per 10-foot section, and it has Immunity to Cold, Poison, and Psychic damage and Vulnerability to Fire damage. Reducing a 10-foot section of wall to 0 Hit Points"
      },
      {
        "document": 1475,
        "excerpt": "t Points per inch of thickness, and it has Immunity to Poison and Psychic damage. Reducing a panel to 0 Hit Points destroys it and might cause connected panels to col"
      },
      {
        "document": 1496,
        "excerpt": "s. Resist Damage. You have Resistance to all damage. Poison Immunity. You have Immunity to the Poisoned condition."
      },
      {
        "document": 1509,
        "excerpt": "ft. for both if the legs aren't extended); Immunity to Poison and Psychic damage. To be used as a vehicle, the apparatus requires one pilot. While the apparatus's ha"
      },
      {
        "document": 1521,
        "excerpt": "range of 60 feet. Resilience. You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition."
      },
      {
        "document": 1541,
        "excerpt": "s. While wearing it, you gain the following benefits. Poison Resistance. You have Resistance to Poison damage. Spider Climb. You have a Climb Speed equal to your Sp"
      },
      {
        "document": 1554,
        "excerpt": "n take a Bonus Action to magically coat the blade with poison. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature mus"
      },
      {
        "document": 1625,
        "excerpt": "weighs 50 pounds, and it has AC 11, HP 10, Immunity to Poison and Psychic damage, and Vulnerability to Bludgeoning damage. It shatters and is destroyed when reduced t"
      },
      {
        "document": 1638,
        "excerpt": "Periapt of Proof against Poison"
      },
      {
        "document": 1658,
        "excerpt": "Potion of Poison"
      },
      {
        "document": 1693,
        "excerpt": "om it: - Detect Evil and Good - Detect Magic - Detect Poison and Disease - See Invisibility Protective Aura. As a Magic action, you can plant the haft end of the ro"
      },
      {
        "document": 1698,
        "excerpt": "the rope. The rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If th"
      },
      {
        "document": 1699,
        "excerpt": "t's space. The rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If th"
      },
      {
        "document": 1761,
        "excerpt": "the dragon can see within 120 feet. Failure: 22 (4d10) Poison damage, and the target has Disadvantage on saving throws to maintain Concentration until the end of its"
      },
      {
        "document": 1767,
        "excerpt": "Poison; Poisoned"
      },
      {
        "document": 1771,
        "excerpt": "Poison, Thunder; Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious"
      },
      {
        "document": 1773,
        "excerpt": "the dragon can see within 120 feet. Failure: 33 (6d10) Poison damage, and the target has Disadvantage on saving throws to maintain Concentration until the end of its"
      },
      {
        "document": 1779,
        "excerpt": "Poison; Poisoned"
      },
      {
        "document": 1783,
        "excerpt": "Poison, Psychic; Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned"
      },
      {
        "document": 1784,
        "excerpt": "Poison, Psychic; Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned"
      },
      {
        "document": 1785,
        "excerpt": "Poison, Psychic; Charmed, Deafened,"
      },
      {
        "document": 1791,
        "excerpt": "Poison"
      },
      {
        "document": 1792,
        "excerpt": "Necrotic, Poison; Charmed, Exhaustion,"
      },
      {
        "document": 1796,
        "excerpt": "Fire, Poison; Poisoned"
      },
      {
        "document": 1798,
        "excerpt": "Poison"
      },
      {
        "document": 1799,
        "excerpt": "Fire, Poison; Charmed, Frightened, Poisoned"
      },
      {
        "document": 1802,
        "excerpt": "Fire, Poison; Poisoned"
      },
      {
        "document": 1803,
        "excerpt": "h 5 ft. Hit: 10 (2d6 + 3) Piercing damage plus 7 (2d6) Poison damage."
      },
      {
        "document": 1805,
        "excerpt": "Fire, Poison; Frightened, Poisoned"
      },
      {
        "document": 1815,
        "excerpt": "Fire, Poison; Poisoned"
      },
      {
        "document": 1825,
        "excerpt": "Fire, Poison; Poisoned"
      },
      {
        "document": 1827,
        "excerpt": "Poison; Poisoned"
      },
      {
        "document": 1828,
        "excerpt": "Acid, Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned"
      },
      {
        "document": 1849,
        "excerpt": "Poison; Poisoned"
      },
      {
        "document": 1850,
        "excerpt": "tack. The drider makes three attacks, using Foreleg or Poison Burst in any combination. Foreleg. Melee Attack Roll: +7, reach 10 ft. Hit: 13 (2d8 + 4) Piercing damag"
      },
      {
        "document": 1851,
        "excerpt": "5 ft. Hit: 7 (1d8 + 3) Bludgeoning damage plus 2 (1d4) Poison damage. Verdant Wisp. Ranged Attack Roll: +5, range 90 ft. Hit: 10 (3d6) Radiant damage. Spellcasting."
      },
      {
        "document": 1853,
        "excerpt": "Poison; Exhaustion, Poisoned"
      },
      {
        "document": 1855,
        "excerpt": "Poison; Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious"
      },
      {
        "document": 1859,
        "excerpt": "Fire, Poison; Poisoned"
      },
      {
        "document": 1860,
        "excerpt": "ch 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 2 (1d4) Poison damage, and the target has the Poisoned condition until the start of the ettercap's next turn. Claw. Me"
      },
      {
        "document": 1862,
        "excerpt": "Fire, Poison; Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious"
      },
      {
        "document": 1864,
        "excerpt": "Lightning, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned"
      },
      {
        "document": 1865,
        "excerpt": "l: +4, reach 5 ft. Hit: 1 Piercing damage plus 5 (2d4) Poison damage."
      },
      {
        "document": 1868,
        "excerpt": "Poison; Exhaustion, Petrified, Poisoned"
      },
      {
        "document": 1870,
        "excerpt": "Poison; Charmed, Exhaustion, Poisoned"
      },
      {
        "document": 1871,
        "excerpt": "Necrotic, Poison; Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained"
      },
      {
        "document": 1872,
        "excerpt": "Poison; Charmed, Exhaustion, Poisoned"
      },
      {
        "document": 1874,
        "excerpt": "Poison"
      },
      {
        "document": 1892,
        "excerpt": "5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 11 (2d10) Poison damage."
      },
      {
        "document": 1895,
        "excerpt": "ch 5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 7 (2d6) Poison damage. Web (Recharge 5–6). Dexterity Saving Throw: DC 13, one creature the spider can see within 60 fe"
      },
      {
        "document": 1896,
        "excerpt": "ch 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 5 (2d4) Poison damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 12). Sw"
      },
      {
        "document": 1897,
        "excerpt": "h 10 ft. Hit: 6 (1d4 + 4) Piercing damage plus 4 (1d8) Poison damage."
      },
      {
        "document": 1899,
        "excerpt": "ch 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 5 (2d4) Poison damage."
      },
      {
        "document": 1901,
        "excerpt": "ch 5 ft. Hit: 5 (1d4 + 3) Piercing damage plus 5 (2d4) Poison damage."
      },
      {
        "document": 1903,
        "excerpt": "Poison; Poisoned"
      },
      {
        "document": 1913,
        "excerpt": "Poison; Poisoned"
      },
      {
        "document": 1914,
        "excerpt": "ch 5 ft. Hit: 8 (1d8 + 4) Slashing damage plus 3 (1d6) Poison damage. Spellcasting. The hag casts one of the following spells, requiring no Material components and u"
      },
      {
        "document": 1920,
        "excerpt": "Poison; Charmed, Paralyzed, Poisoned, Restrained"
      },
      {
        "document": 1921,
        "excerpt": "e types (GM's choice): Acid, Cold, Fire, Lightning, or Poison. This choice affects other aspects of the stat block."
      },
      {
        "document": 1925,
        "excerpt": "Poison; Poisoned"
      },
      {
        "document": 1929,
        "excerpt": "ch 5 ft. Hit: 9 (2d6 + 2) Slashing damage plus 3 (1d6) Poison damage. Longbow. Ranged Attack Roll: +4, range 150/600 ft. Hit: 6 (1d8 + 2) Piercing damage plus 5 (2d4"
      },
      {
        "document": 1930,
        "excerpt": "/600 ft. Hit: 5 (1d8 + 1) Piercing damage plus 7 (3d4) Poison damage."
      },
      {
        "document": 1931,
        "excerpt": "Poison; Charmed, Poisoned"
      },
      {
        "document": 1932,
        "excerpt": "Fire, Poison; Poisoned"
      },
      {
        "document": 1936,
        "excerpt": "Cold, Fire, Poison; Poisoned"
      },
      {
        "document": 1937,
        "excerpt": "Cold, Poison; Exhaustion, Poisoned"
      },
      {
        "document": 1938,
        "excerpt": "Fire, Poison; Poisoned"
      },
      {
        "document": 1939,
        "excerpt": "Cold, Fire, Poison, Psychic"
      },
      {
        "document": 1940,
        "excerpt": "Poison; Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious"
      },
      {
        "document": 1941,
        "excerpt": "Fire, Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned"
      },
      {
        "document": 1948,
        "excerpt": "Fire, Poison; Charmed, Frightened, Poisoned"
      },
      {
        "document": 1949,
        "excerpt": "Necrotic, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned"
      },
      {
        "document": 1953,
        "excerpt": "Fire, Poison; Exhaustion, Poisoned"
      },
      {
        "document": 1957,
        "excerpt": "Poison; Poisoned"
      },
      {
        "document": 1959,
        "excerpt": "w attacks and one Snake Hair attack, or it makes three Poison Ray attacks. Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage. Snake Hair. M"
      },
      {
        "document": 1964,
        "excerpt": "Poison; Exhaustion, Poisoned"
      },
      {
        "document": 1966,
        "excerpt": "Necrotic, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned"
      },
      {
        "document": 1967,
        "excerpt": "Necrotic, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned"
      },
      {
        "document": 1968,
        "excerpt": "Poison; Frightened, Poisoned"
      },
      {
        "document": 1974,
        "excerpt": "Poison; Exhaustion, Poisoned"
      },
      {
        "document": 1982,
        "excerpt": "h 5 ft. Hit: 8 (1d10 + 3) Piercing damage plus 9 (2d8) Poison damage. If this damage reduces the target to 0 Hit Points, the target becomes Stable, and it has the Poi"
      },
      {
        "document": 1986,
        "excerpt": "Fire, Poison; Poisoned"
      },
      {
        "document": 1993,
        "excerpt": "e pseudodragon can see within 5 feet. Failure: 5 (2d4) Poison damage, and the target has the Poisoned condition for 1 hour. Failure by 5 or More: While Poisoned, the"
      },
      {
        "document": 1995,
        "excerpt": "0 ft. Hit: 16 (2d6 + 9) Piercing damage plus 35 (10d6) Poison damage."
      },
      {
        "document": 1996,
        "excerpt": "Poison; Poisoned"
      },
      {
        "document": 2006,
        "excerpt": "has Grappled when destroyed (AC 20, HP 10, Immunity to Poison and Psychic damage). Damaging the tentacle deals no damage to the roper, and a destroyed tentacle regrow"
      },
      {
        "document": 2012,
        "excerpt": "l: +2, reach 5 ft. Hit: 1 Piercing damage plus 3 (1d6) Poison damage."
      },
      {
        "document": 2016,
        "excerpt": "Necrotic, Poison; Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious"
      },
      {
        "document": 2018,
        "excerpt": "Poison; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned"
      },
      {
        "document": 2021,
        "excerpt": "Poison; Exhaustion, Poisoned"
      },
      {
        "document": 2022,
        "excerpt": "Poison, Radiant; Charmed, Exhaustion, Frightened, Poisoned"
      },
      {
        "document": 2023,
        "excerpt": "Necrotic, Poison; Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious"
      },
      {
        "document": 2027,
        "excerpt": "l: +4, reach 5 ft. Hit: 1 Piercing damage plus 2 (1d4) Poison damage."
      },
      {
        "document": 2028,
        "excerpt": "Poison; Charmed, Poisoned"
      },
      {
        "document": 2030,
        "excerpt": "ch 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 7 (2d6) Poison damage. Hand Crossbow. Ranged Attack Roll: +4, range 30/120 ft. Hit: 5 (1d6 + 2) Piercing damage plus 7"
      },
      {
        "document": 2031,
        "excerpt": "Fire, Poison; Exhaustion, Poisoned"
      },
      {
        "document": 2034,
        "excerpt": "Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned"
      },
      {
        "document": 2036,
        "excerpt": "Cold, Fire, Poison, Psychic"
      },
      {
        "document": 2038,
        "excerpt": "Necrotic, Poison; Charmed, Exhaustion, Frightened, Grappled, Incapacitated, Paralyzed, Petrified, Poisoned, Prone, Restra"
      },
      {
        "document": 2039,
        "excerpt": "s. Melee Attack Roll: +3, reach 5 ft. Hit: 6 (2d4 + 1) Poison damage, or 3 (1d4 + 1) Poison damage if the swarm is Bloodied."
      },
      {
        "document": 2043,
        "excerpt": "ercing damage if the swarm is Bloodied - plus 10 (3d6) Poison damage."
      },
      {
        "document": 2044,
        "excerpt": "Fire, Poison; Charmed, Deafened, Frightened, Paralyzed, Poisoned"
      },
      {
        "document": 2053,
        "excerpt": "Poison; Charmed, Paralyzed, Poisoned"
      },
      {
        "document": 2057,
        "excerpt": "ch 5 ft. Hit: 4 (1d4 + 2) Piercing damage plus 3 (1d6) Poison damage."
      },
      {
        "document": 2059,
        "excerpt": "Poison; Poisoned"
      },
      {
        "document": 2061,
        "excerpt": "Poison; Exhaustion, Poisoned"
      },
      {
        "document": 2065,
        "excerpt": "Poison; Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious"
      },
      {
        "document": 2073,
        "excerpt": "Poison; Exhaustion, Poisoned"
      },
      {
        "document": 2074,
        "excerpt": "Lightning, Poison; Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious"
      },
      {
        "document": 2078,
        "excerpt": "Necrotic, Poison; Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious"
      },
      {
        "document": 2079,
        "excerpt": "10 ft. Hit: 11 (2d6 + 4) Piercing damage plus 24 (7d6) Poison damage, and the target has the Poisoned condition until the start of the wyvern's next turn."
      },
      {
        "document": 2080,
        "excerpt": "Poison; Paralyzed, Petrified, Poisoned"
      },
      {
        "document": 2087,
        "excerpt": "Poison; Poisoned"
      },
      {
        "document": 2091,
        "excerpt": "Poison; Exhaustion, Poisoned"
      }
    ],
    "poison's": [
      {
        "document": 696,
        "excerpt": "poisons are detailed here in alphabetical order. Each poison's description includes the suggested price for a single dose of the poison, its type (contact, ingested, i"
      }
    ],
    "poisoned": [
      {
        "document": 327,
        "excerpt": "eature that takes Piercing or Slashing damage from the poisoned weapon or ammunition takes an extra 1d4 Poison damage. Once applied, the poison retains potency for 1 mi"
      },
      {
        "document": 416,
        "excerpt": "Ability: Intelligence Weight: 9 lb. Utilize: Detect poisoned drink (DC 15), or identify alcohol (DC 10) Craft: Antitoxin"
      },
      {
        "document": 422,
        "excerpt": "e: Improve food's flavor (DC 10), or detect spoiled or poisoned food (DC 15) Craft: Rations"
      },
      {
        "document": 441,
        "excerpt": "bility: Intelligence Weight: 2 lb. Utilize: Detect a poisoned object (DC 10) Craft: Basic Poison"
      },
      {
        "document": 448,
        "excerpt": "to gain Advantage on saving throws to avoid or end the Poisoned condition for 1 hour."
      },
      {
        "document": 697,
        "excerpt": "the creature takes 6 (1d12) Poison damage and has the Poisoned condition for 24 hours. On a successful save, the creature takes half as much damage only."
      },
      {
        "document": 699,
        "excerpt": "cceed on a DC 13 Constitution saving throw or have the Poisoned condition for 1 minute. The creature also has the Paralyzed condition while Poisoned in this way. The cr"
      },
      {
        "document": 700,
        "excerpt": "cceed on a DC 15 Constitution saving throw or have the Poisoned condition for 8 hours. The creature also has the Unconscious condition while Poisoned in this way. The c"
      },
      {
        "document": 701,
        "excerpt": "cceed on a DC 15 Constitution saving throw or have the Poisoned condition for 1 hour. The creature also has the Blinded condition while Poisoned in this way."
      },
      {
        "document": 703,
        "excerpt": "ntil the stroke of midnight. Any effect that ends the Poisoned condition neutralizes this poison. If the poison hasn't been neutralized before midnight, the creature m"
      },
      {
        "document": 704,
        "excerpt": "cceed on a DC 13 Constitution saving throw or have the Poisoned condition for 24 hours. The creature also has the Unconscious condition while Poisoned in this way. It w"
      },
      {
        "document": 705,
        "excerpt": "aving throw or take 3 (1d6) Poison damage and have the Poisoned condition. The Poisoned creature repeats the save every 24 hours, taking 3 (1d6) Poison damage on a fail"
      },
      {
        "document": 708,
        "excerpt": "cceed on a DC 13 Constitution saving throw or have the Poisoned condition for 1 hour. If the creature fails the save by 5 or more, the creature also has the Unconscious"
      },
      {
        "document": 709,
        "excerpt": "cceed on a DC 15 Constitution saving throw or have the Poisoned condition for 4d6 hours. The creature's Speed is halved while the creature is Poisoned in this way."
      },
      {
        "document": 710,
        "excerpt": "cceed on a DC 11 Constitution saving throw or have the Poisoned condition for 1 hour. The Poisoned creature can't knowingly communicate a lie."
      },
      {
        "document": 720,
        "excerpt": "Poisoned Darts"
      },
      {
        "document": 721,
        "excerpt": "Poisoned Needle"
      },
      {
        "document": 756,
        "excerpt": "You suffer a bout of “magic sickness” and have the Poisoned condition for 1 hour."
      },
      {
        "document": 793,
        "excerpt": "on saving throw or take 5d6 Poison damage and have the Poisoned condition for 1 hour. On an even roll, the eater gains 5d6 Temporary Hit Points for 1 hour."
      },
      {
        "document": 946,
        "excerpt": "Poisoned"
      },
      {
        "document": 958,
        "excerpt": "Poisoned Needle Table 1"
      },
      {
        "document": 967,
        "excerpt": "the end of each of your turns: Charmed, Frightened, or Poisoned. In addition, forgoing food and drink doesn't give you levels of Exhaustion."
      },
      {
        "document": 968,
        "excerpt": "it Points from the pool of healing power to remove the Poisoned condition from the creature; those points don't also restore Hit Points to the creature."
      },
      {
        "document": 970,
        "excerpt": "ion saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending th"
      },
      {
        "document": 975,
        "excerpt": "You are immune to the Poisoned condition, and you have Resistance to a damage type associated with your current land choice in the Circ"
      },
      {
        "document": 987,
        "excerpt": "dvantage on saving throws you make to avoid or end the Poisoned condition."
      },
      {
        "document": 1158,
        "excerpt": ", Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned Senses Blindsight 30 ft.; Passive Perception 6 Languages Understands the languages you know CR None (XP"
      },
      {
        "document": 1211,
        "excerpt": "saving throw or take 11d8 Necrotic damage and have the Poisoned condition. Also, choose one ability when you cast the spell. While Poisoned, the target has Disadvantage"
      },
      {
        "document": 1258,
        "excerpt": "e you, this effect ends. Sickened. The target has the Poisoned condition."
      },
      {
        "document": 1290,
        "excerpt": "ct can see within 10 feet. Failure: The target has the Poisoned condition until the start of the insect's next turn."
      },
      {
        "document": 1307,
        "excerpt": "oints. This spell also ends the Blinded, Deafened, and Poisoned conditions on the target. Using a Higher-Level Spell Slot. The healing increases by 10 for each spell s"
      },
      {
        "document": 1311,
        "excerpt": "ison damage, and it has Immunity to the Frightened and Poisoned conditions. Its Hit Point maximum also increases by 2d10, and it gains the same number of Hit Points."
      },
      {
        "document": 1334,
        "excerpt": "one condition on it: Blinded, Deafened, Paralyzed, or Poisoned."
      },
      {
        "document": 1352,
        "excerpt": "led by this spell also have the Blinded, Deafened, and Poisoned conditions removed from them."
      },
      {
        "document": 1382,
        "excerpt": "f the creature has the Charmed, Frightened, Paralyzed, Poisoned, or Stunned condition, the condition ends. If the creature has the Prone condition, it can use its React"
      },
      {
        "document": 1395,
        "excerpt": ", S Duration: 1 hour You touch a creature and end the Poisoned condition on it. For the duration, the target has Advantage on saving throws to avoid or end the Poisone"
      },
      {
        "document": 1400,
        "excerpt": "a hit, the target takes 2d8 Poison damage and has the Poisoned condition until the end of your next turn. Using a Higher-Level Spell Slot. The damage increases by 1d8"
      },
      {
        "document": 1443,
        "excerpt": "ust succeed on a Constitution saving throw or have the Poisoned condition until the end of the current turn. While Poisoned in this way, the creature can't take an acti"
      },
      {
        "document": 1448,
        "excerpt": "ire, Lightning, Poison Immunities Charmed, Frightened, Poisoned Senses Blindsight 30 ft., Darkvision 60 ft.; Passive Perception 12 Languages Draconic, understands the l"
      },
      {
        "document": 1496,
        "excerpt": "all damage. Poison Immunity. You have Immunity to the Poisoned condition."
      },
      {
        "document": 1497,
        "excerpt": "Poisoned"
      },
      {
        "document": 1521,
        "excerpt": "dvantage on saving throws you make to avoid or end the Poisoned condition."
      },
      {
        "document": 1554,
        "excerpt": "n saving throw or take 2d10 Poison damage and have the Poisoned condition for 1 minute. The weapon can't be used this way again until the next dawn."
      },
      {
        "document": 1572,
        "excerpt": "nditions end on you: Blinded, Deafened, Paralyzed, and Poisoned. The clear, red liquid has tiny bubbles of light in it."
      },
      {
        "document": 1628,
        "excerpt": "ve Advantage on saving throws made to avoid or end the Poisoned condition."
      },
      {
        "document": 1637,
        "excerpt": "ou have Advantage on saving throws to avoid or end the Poisoned condition while you wear this pendant."
      },
      {
        "document": 1638,
        "excerpt": "m pendant. While you wear it, you have Immunity to the Poisoned condition and Poison damage."
      },
      {
        "document": 1658,
        "excerpt": "cceed on a DC 13 Constitution saving throw or have the Poisoned condition for 1 hour."
      },
      {
        "document": 1661,
        "excerpt": "it removes any Exhaustion levels you have and ends the Poisoned condition on you. For the next 24 hours, you regain the maximum number of Hit Points for any Hit Point D"
      },
      {
        "document": 1767,
        "excerpt": "Poison; Poisoned"
      },
      {
        "document": 1771,
        "excerpt": ", Thunder; Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious"
      },
      {
        "document": 1779,
        "excerpt": "Poison; Poisoned"
      },
      {
        "document": 1783,
        "excerpt": "eafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned"
      },
      {
        "document": 1784,
        "excerpt": "eafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned"
      },
      {
        "document": 1785,
        "excerpt": "afened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Senses Blindsight 60 ft.; Passive Perception 6 Languages None CR 2 (XP 450; PB +2) Actions Smother. M"
      },
      {
        "document": 1791,
        "excerpt": "ge plus 17 (5d6) Poison damage, and the target has the Poisoned condition until the start of the assassin's next turn. Light Crossbow. Ranged Attack Roll: +7, range 80"
      },
      {
        "document": 1792,
        "excerpt": "harmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Unconscious Senses Truesight 60 ft., Passive Perception 13 Languages All languages known to its summon"
      },
      {
        "document": 1796,
        "excerpt": "Fire, Poison; Poisoned"
      },
      {
        "document": 1799,
        "excerpt": "Fire, Poison; Charmed, Frightened, Poisoned"
      },
      {
        "document": 1802,
        "excerpt": "Fire, Poison; Poisoned"
      },
      {
        "document": 1805,
        "excerpt": "Fire, Poison; Frightened, Poisoned"
      },
      {
        "document": 1815,
        "excerpt": "Fire, Poison; Poisoned"
      },
      {
        "document": 1825,
        "excerpt": "Fire, Poison; Poisoned"
      },
      {
        "document": 1827,
        "excerpt": "Poison; Poisoned"
      },
      {
        "document": 1828,
        "excerpt": "Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned"
      },
      {
        "document": 1835,
        "excerpt": "11 (1d12 + 5) Piercing damage, and the target has the Poisoned condition until the end of the couatl's next turn. Constrict. Strength Saving Throw: DC 15, one Medium"
      },
      {
        "document": 1841,
        "excerpt": "Saving Throw: DC 12. First Failure: The target has the Poisoned condition. While Poisoned, the target's Hit Point maximum doesn't return to normal when finishing a Long"
      },
      {
        "document": 1849,
        "excerpt": "Poison; Poisoned"
      },
      {
        "document": 1853,
        "excerpt": "Poison; Exhaustion, Poisoned"
      },
      {
        "document": 1855,
        "excerpt": "Poison; Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious"
      },
      {
        "document": 1859,
        "excerpt": "Fire, Poison; Poisoned"
      },
      {
        "document": 1860,
        "excerpt": "age plus 2 (1d4) Poison damage, and the target has the Poisoned condition until the start of the ettercap's next turn. Claw. Melee Attack Roll: +4, reach 5 ft. Hit: 7"
      },
      {
        "document": 1862,
        "excerpt": "e, Poison; Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious"
      },
      {
        "document": 1864,
        "excerpt": "Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned"
      },
      {
        "document": 1868,
        "excerpt": "Poison; Exhaustion, Petrified, Poisoned"
      },
      {
        "document": 1870,
        "excerpt": "Poison; Charmed, Exhaustion, Poisoned"
      },
      {
        "document": 1871,
        "excerpt": "xhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained"
      },
      {
        "document": 1872,
        "excerpt": "Poison; Charmed, Exhaustion, Poisoned"
      },
      {
        "document": 1877,
        "excerpt": "t: 4 (1d4 + 2) Piercing damage, and the target has the Poisoned condition until the start of the centipede's next turn."
      },
      {
        "document": 1898,
        "excerpt": "t: 9 (2d6 + 2) Piercing damage, and the target has the Poisoned condition until the end of its next turn."
      },
      {
        "document": 1903,
        "excerpt": "Poison; Poisoned"
      },
      {
        "document": 1913,
        "excerpt": "Poison; Poisoned"
      },
      {
        "document": 1920,
        "excerpt": "Poison; Charmed, Paralyzed, Poisoned, Restrained"
      },
      {
        "document": 1925,
        "excerpt": "Poison; Poisoned"
      },
      {
        "document": 1926,
        "excerpt": "(2d10 + 5) Bludgeoning damage, and the target has the Poisoned condition until the end of its next turn."
      },
      {
        "document": 1931,
        "excerpt": "Poison; Charmed, Poisoned"
      },
      {
        "document": 1932,
        "excerpt": "Fire, Poison; Poisoned"
      },
      {
        "document": 1936,
        "excerpt": "Cold, Fire, Poison; Poisoned"
      },
      {
        "document": 1937,
        "excerpt": "Cold, Poison; Exhaustion, Poisoned"
      },
      {
        "document": 1938,
        "excerpt": "Fire, Poison; Poisoned"
      },
      {
        "document": 1940,
        "excerpt": "Poison; Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious"
      },
      {
        "document": 1941,
        "excerpt": "Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned"
      },
      {
        "document": 1946,
        "excerpt": "is underwater. Failure: The target has the Blinded and Poisoned conditions until the end of the kraken's next turn. The kraken then moves up to its Speed. Failure or Su"
      },
      {
        "document": 1947,
        "excerpt": ". Until the curse ends, the target has the Charmed and Poisoned conditions. Spellcasting. The lamia casts one of the following spells, requiring no Material components"
      },
      {
        "document": 1948,
        "excerpt": "Fire, Poison; Charmed, Frightened, Poisoned"
      },
      {
        "document": 1949,
        "excerpt": "c, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned"
      },
      {
        "document": 1953,
        "excerpt": "Fire, Poison; Exhaustion, Poisoned"
      },
      {
        "document": 1957,
        "excerpt": "Poison; Poisoned"
      },
      {
        "document": 1961,
        "excerpt": "t: 6 (1d4 + 4) Piercing damage, and the target has the Poisoned condition until the end of the merrow's next turn. Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (2d4"
      },
      {
        "document": 1964,
        "excerpt": "Poison; Exhaustion, Poisoned"
      },
      {
        "document": 1966,
        "excerpt": "c, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned"
      },
      {
        "document": 1967,
        "excerpt": "c, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned"
      },
      {
        "document": 1968,
        "excerpt": "Poison; Frightened, Poisoned"
      },
      {
        "document": 1974,
        "excerpt": "Poison; Exhaustion, Poisoned"
      },
      {
        "document": 1977,
        "excerpt": ": 12 (2d8 + 3) Piercing damage, and the target has the Poisoned condition. Whenever the Poisoned target finishes a Long Rest, it is subjected to the following effect. C"
      },
      {
        "document": 1982,
        "excerpt": "Hit Points, the target becomes Stable, and it has the Poisoned condition for 1 hour. While Poisoned, the target also has the Paralyzed condition."
      },
      {
        "document": 1986,
        "excerpt": "Fire, Poison; Poisoned"
      },
      {
        "document": 1993,
        "excerpt": "Failure: 5 (2d4) Poison damage, and the target has the Poisoned condition for 1 hour. Failure by 5 or More: While Poisoned, the target also has the Unconscious conditio"
      },
      {
        "document": 1996,
        "excerpt": "Poison; Poisoned"
      },
      {
        "document": 2006,
        "excerpt": "14) from one of six tentacles, and the target has the Poisoned condition until the grapple ends. The tentacle can be damaged, freeing a creature it has Grappled when"
      },
      {
        "document": 2016,
        "excerpt": "xhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious"
      },
      {
        "document": 2018,
        "excerpt": "Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned"
      },
      {
        "document": 2021,
        "excerpt": "Poison; Exhaustion, Poisoned"
      },
      {
        "document": 2022,
        "excerpt": "Poison, Radiant; Charmed, Exhaustion, Frightened, Poisoned"
      },
      {
        "document": 2023,
        "excerpt": "; Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious"
      },
      {
        "document": 2028,
        "excerpt": "Poison; Charmed, Poisoned"
      },
      {
        "document": 2031,
        "excerpt": "Fire, Poison; Exhaustion, Poisoned"
      },
      {
        "document": 2034,
        "excerpt": "Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned"
      },
      {
        "document": 2038,
        "excerpt": "htened, Grappled, Incapacitated, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned"
      },
      {
        "document": 2044,
        "excerpt": "ire, Poison; Charmed, Deafened, Frightened, Paralyzed, Poisoned"
      },
      {
        "document": 2053,
        "excerpt": "Poison; Charmed, Paralyzed, Poisoned"
      },
      {
        "document": 2054,
        "excerpt": "by this attack, the target becomes Stable but has the Poisoned condition for 1 hour. While it has the Poisoned condition, the target has the Paralyzed condition."
      },
      {
        "document": 2059,
        "excerpt": "Poison; Poisoned"
      },
      {
        "document": 2061,
        "excerpt": "Poison; Exhaustion, Poisoned"
      },
      {
        "document": 2065,
        "excerpt": "Poison; Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious"
      },
      {
        "document": 2073,
        "excerpt": "Poison; Exhaustion, Poisoned"
      },
      {
        "document": 2074,
        "excerpt": "g, Poison; Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious"
      },
      {
        "document": 2078,
        "excerpt": "; Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious"
      },
      {
        "document": 2079,
        "excerpt": "ge plus 24 (7d6) Poison damage, and the target has the Poisoned condition until the start of the wyvern's next turn."
      },
      {
        "document": 2080,
        "excerpt": "Poison; Paralyzed, Petrified, Poisoned"
      },
      {
        "document": 2087,
        "excerpt": "Poison; Poisoned"
      },
      {
        "document": 2091,
        "excerpt": "Poison; Exhaustion, Poisoned"
      }
    ],
    "poisoner's": [
      {
        "document": 441,
        "excerpt": "Poisoner's Kit (50 GP)"
      },
      {
        "document": 695,
        "excerpt": "cter makes a DC 20 Intelligence (Nature) check using a Poisoner's Kit. On a successful check, the character harvests enough poison for a single dose, and no additional po"
      },
      {
        "document": 970,
        "excerpt": "elf on a success. To use this effect, you must have a Poisoner's Kit on your person. Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity"
      }
    ],
    "poisonous": [
      {
        "document": 19,
        "excerpt": "resist a threat, such as a fiery explosion, a blast of poisonous gas, or a spell trying to invade your mind. You don’t normally choose to make a save; you must make one"
      },
      {
        "document": 693,
        "excerpt": "g only half as much damage on a failed save. Inhaled. Poisonous powders and gases take effect when inhaled. Blowing the powder or releasing the gas subjects creatures i"
      },
      {
        "document": 1231,
        "excerpt": "For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison,"
      },
      {
        "document": 1920,
        "excerpt": "Bite attacks. It can replace any attack with a use of Poisonous Spittle. Bite. Melee Attack Roll: +8, reach 10 ft. Hit: 17 (2d12 + 4) Piercing damage plus 22 (4d10) Po"
      }
    ],
    "poisons": [
      {
        "document": 693,
        "excerpt": "Given their insidious and deadly nature, poisons are a favorite tool among assassins and evil creatures. Poisons come in the following four types: Conta"
      },
      {
        "document": 696,
        "excerpt": "Sample Poisons"
      },
      {
        "document": 1231,
        "excerpt": "0 minutes For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind"
      },
      {
        "document": 1397,
        "excerpt": "life with 1 Hit Point. This spell also neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wounds, but it doesn't re"
      },
      {
        "document": 1406,
        "excerpt": "th all its Hit Points. This spell also neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wounds and restores any mi"
      }
    ],
    "poisson": [
      {
        "document": 711,
        "excerpt": "kes a DC 14 Constitution saving throw, taking 24 (7d6) Poisson damage on a failed save or half as much damage on a successful one."
      }
    ],
    "poke": [
      {
        "document": 976,
        "excerpt": "e, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority."
      }
    ],
    "polar": [
      {
        "document": 825,
        "excerpt": "Polar"
      },
      {
        "document": 826,
        "excerpt": "Polar Land"
      },
      {
        "document": 975,
        "excerpt": "you finish a Long Rest, choose one type of land: arid, polar, temperate, or tropical. Consult the table below that corresponds to the chosen type; you have the spell"
      },
      {
        "document": 1989,
        "excerpt": "Polar Bear"
      }
    ],
    "pole": [
      {
        "document": 329,
        "excerpt": "Pole (5 CP)"
      },
      {
        "document": 418,
        "excerpt": "Club, Greatclub, Quarterstaff, Barrel, Chest, Ladder, Pole, Portable Ram, Torch"
      },
      {
        "document": 930,
        "excerpt": "Pole"
      },
      {
        "document": 1108,
        "excerpt": "Pole"
      },
      {
        "document": 1664,
        "excerpt": "t into a 6-inch rod (for ease of storage) or a 10-foot pole, or reverting it a Quarterstaff; the weapon will elongate only as far as the surrounding space allows."
      },
      {
        "document": 1691,
        "excerpt": "of each of the following patches: - Dagger - Mirror - Pole - Rope (coiled) - Sack - Bullseye Lantern (filled and lit) In addition, the robe has 4d4 other patches"
      },
      {
        "document": 1694,
        "excerpt": "with it. Button 4. The rod transforms into a climbing pole up to 50 feet long (you specify the length), though the rod's buttons remain within your reach. In surfa"
      }
    ],
    "polished": [
      {
        "document": 148,
        "excerpt": "ted, some are made of wood, and others are composed of polished metal or crystal. A staff weighs between 2 and 7 pounds and serves well as a walking stick or cane. Unl"
      },
      {
        "document": 1725,
        "excerpt": "drous Item, Uncommon (Requires Attunement) While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws."
      },
      {
        "document": 1884,
        "excerpt": "7 days have passed. Obsidian Steed (Very Rare). This polished obsidian horse can become a Nightmare for up to 24 hours. The nightmare fights only to defend itself. On"
      }
    ],
    "polymorph": [
      {
        "document": 542,
        "excerpt": "If an effect, such as Wild Shape or the Polymorph spell, lets you shape-shift, its description specifies what happens to you. Unless that description says"
      },
      {
        "document": 756,
        "excerpt": "7, Lightning Bolt; on an 8, Phantasmal Force; on a 9, Polymorph; on a 10, Stinking Cloud."
      },
      {
        "document": 783,
        "excerpt": "You cast Polymorph, targeting the creature closest to the chosen point of origin. Roll 1d4 to determine the target’s new fo"
      },
      {
        "document": 828,
        "excerpt": "Polymorph"
      },
      {
        "document": 833,
        "excerpt": "Polymorph"
      },
      {
        "document": 864,
        "excerpt": "Polymorph"
      },
      {
        "document": 882,
        "excerpt": "True Polymorph"
      },
      {
        "document": 890,
        "excerpt": "Polymorph"
      },
      {
        "document": 895,
        "excerpt": "True Polymorph"
      },
      {
        "document": 902,
        "excerpt": "Polymorph"
      },
      {
        "document": 907,
        "excerpt": "True Polymorph"
      },
      {
        "document": 1339,
        "excerpt": "form, such as under the effects of a Flesh to Stone or Polymorph spell, this spell doesn't locate the creature. This spell can't locate a creature if any thickness of l"
      },
      {
        "document": 1368,
        "excerpt": "d if the creature is shape-shifted (as a result of the Polymorph spell, for example), it reverts to its true form and can't shape-shift until it leaves the Cylinder. On"
      },
      {
        "document": 1381,
        "excerpt": "Polymorph"
      },
      {
        "document": 1463,
        "excerpt": "True Polymorph"
      },
      {
        "document": 1546,
        "excerpt": "loak in an area of Dim Light or Darkness, you can cast Polymorph on yourself, shape-shifting into a Bat. While in that form, you retain your Intelligence, Wisdom, and Ch"
      },
      {
        "document": 1749,
        "excerpt": "Wand of Polymorph"
      }
    ],
    "pond": [
      {
        "document": 1304,
        "excerpt": "asse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a"
      },
      {
        "document": 1363,
        "excerpt": "crevasse, or some other rough or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a"
      }
    ],
    "ponder": [
      {
        "document": 270,
        "excerpt": "ages provides fertile soil for your imagination as you ponder your character's earliest days."
      }
    ],
    "pony": [
      {
        "document": 920,
        "excerpt": "Pony"
      },
      {
        "document": 1990,
        "excerpt": "Pony"
      }
    ],
    "pool": [
      {
        "document": 257,
        "excerpt": "the Hit Dice granted by all your classes to form your pool of Hit Dice. If these dice are the same die type, you can pool them together. For example, both the Figh"
      },
      {
        "document": 968,
        "excerpt": "Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you finish a Long Rest. With that pool, you can restore a total n"
      }
    ],
    "poor": [
      {
        "document": 235,
        "excerpt": "s tax collectors and uses the stolen money to help the poor is probably Chaotic Good. Lawful Neutral (LN). Lawful Neutral individuals act in accordance with law, t"
      },
      {
        "document": 365,
        "excerpt": "choice), choose a lifestyle below - Wretched, Squalid, Poor, Modest, Comfortable, Wealthy, or Aristocratic - and pay the price to sustain that lifestyle. Lifestyle"
      },
      {
        "document": 368,
        "excerpt": "Poor (2 SP per Day)"
      },
      {
        "document": 923,
        "excerpt": "Poor"
      }
    ],
    "populace": [
      {
        "document": 245,
        "excerpt": "rs, though they are already set apart from the broader populace by virtue of their extraordinary abilities. They learn their starting class features and choose a subcla"
      }
    ],
    "pork": [
      {
        "document": 1295,
        "excerpt": "V, S, M (a bit of pork rind or butter)"
      }
    ],
    "portable": [
      {
        "document": 335,
        "excerpt": "Ram, Portable (4 GP)"
      },
      {
        "document": 418,
        "excerpt": "Greatclub, Quarterstaff, Barrel, Chest, Ladder, Pole, Portable Ram, Torch"
      },
      {
        "document": 930,
        "excerpt": "Ram, Portable"
      },
      {
        "document": 1115,
        "excerpt": "Ram, Portable"
      },
      {
        "document": 1517,
        "excerpt": "n extradimensional space created by a Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate origi"
      },
      {
        "document": 1594,
        "excerpt": "an extradimensional space created by a Bag of Holding, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate origi"
      },
      {
        "document": 1625,
        "excerpt": "an extradimensional space created by a Bag of Holding, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate origi"
      },
      {
        "document": 1627,
        "excerpt": "carry or own, other than magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the lea"
      },
      {
        "document": 1644,
        "excerpt": "Portable Hole"
      },
      {
        "document": 1691,
        "excerpt": "u can place on a vertical surface you can reach 97–00 Portable Ram"
      },
      {
        "document": 1711,
        "excerpt": "l) or an extradimensional space (such as that within a Portable Hole), the GM determines randomly what happens using the following table. 1d100 Result 01–50 The spher"
      }
    ],
    "portal": [
      {
        "document": 756,
        "excerpt": "A vertical, 10-foot-diameter, two-way portal to another plane of existence opens in an unoccupied space within 30 feet of you and remains open until"
      },
      {
        "document": 953,
        "excerpt": "A portal to the Abyss opens, revealing a nightmarish realm of torment and slaughter."
      },
      {
        "document": 1287,
        "excerpt": "Duration: Concentration, up to 1 minute You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of exist"
      },
      {
        "document": 1388,
        "excerpt": "nother spell of equal or greater level that can open a portal on a solid surface, destroys this layer."
      },
      {
        "document": 1409,
        "excerpt": "At the rope's upper end, an Invisible 3-foot-by-5-foot portal opens to an extra-dimensional space that lasts until the spell ends. That space can be reached by climbi"
      },
      {
        "document": 1455,
        "excerpt": "is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that ent"
      },
      {
        "document": 1535,
        "excerpt": "n cast Gate with it. Doing so destroys the candle. The portal created by the spell links to a particular Outer Plane chosen by the GM or determined by rolling on the"
      },
      {
        "document": 1553,
        "excerpt": "ressing one side of the cube, you cast Gate, opening a portal to the plane of existence keyed to that side. Plane Shift. Pressing one side of the cube twice, you cas"
      },
      {
        "document": 1560,
        "excerpt": "the creature from passing through an interdimensional portal. You and any creature you designate when you use the shackles can take a Utilize action to remove them."
      },
      {
        "document": 1711,
        "excerpt": "ctions. If the sphere comes into contact with a planar portal (such as that created by the Gate spell) or an extradimensional space (such as that within a Portable Ho"
      },
      {
        "document": 1756,
        "excerpt": "hereupon it forms a two-way, 6-foot-diameter, circular portal to another world or plane of existence. Each time the item opens a portal, the GM decides where it leads"
      }
    ],
    "portal's": [
      {
        "document": 1287,
        "excerpt": "you choose. The portal lasts for the duration, and the portal's destination is visible through it. The portal has a front and a back on each plane where it appears. Tr"
      }
    ],
    "portals": [
      {
        "document": 1160,
        "excerpt": "teleport into or out of it or use planar travel there. Portals close temporarily while in the aura. Ongoing spells, except those cast by an Artifact or a deity, are s"
      },
      {
        "document": 1198,
        "excerpt": "ell's area: - Locations of settlements - Locations of portals to other planes of existence - Location of one Challenge Rating 10+ creature (GM's choice) that is a Cel"
      },
      {
        "document": 1281,
        "excerpt": "uration, creatures can't teleport into the area or use portals, such as those created by the Gate spell, to enter the area. The spell proofs the area against planar tr"
      },
      {
        "document": 1287,
        "excerpt": "e portal. Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains. When you cast th"
      }
    ],
    "porters": [
      {
        "document": 375,
        "excerpt": "no particular proficiencies; they include laborers and porters. Hirelings"
      }
    ],
    "portion": [
      {
        "document": 1235,
        "excerpt": "uge or larger, this spell disintegrates a 10-foot-Cube portion of it. Using a Higher-Level Spell Slot. The damage increases by 3d6 for each spell slot level above 6."
      },
      {
        "document": 1689,
        "excerpt": "wear it. Six stars, located on the robe's upper-front portion, are particularly large. While wearing this robe, you can take a Magic action to remove one of the stars"
      },
      {
        "document": 1884,
        "excerpt": "as a Riding Horse. It has 24 charges, and each hour or portion thereof it spends in goat form costs 1 charge. While it has charges, you can use it as often as you wish"
      }
    ],
    "portrayal": [
      {
        "document": 47,
        "excerpt": "hen interacting with an NPC, pay attention to the GM's portrayal of the NPC's personality. You might be able to learn an NPC's goals and then use that information to inf"
      }
    ],
    "pose": [
      {
        "document": 245,
        "excerpt": "s and choose a subclass. The threats they face usually pose a danger to local farmsteads or villages."
      },
      {
        "document": 1436,
        "excerpt": "oice within range, allowing it to answer questions you pose. The corpse must have a mouth, and this spell fails if the deceased creature was Undead when it died. Th"
      }
    ],
    "posed": [
      {
        "document": 1268,
        "excerpt": "ocation. You do learn the general nature of the danger posed by a trap you sense."
      }
    ],
    "poses": [
      {
        "document": 554,
        "excerpt": "CR. Challenge Rating summarizes the threat a monster poses and is detailed in “Monsters.” The Experience Points characters receive for defeating a monster and its"
      },
      {
        "document": 587,
        "excerpt": "Challenge Rating (CR) summarizes the threat a monster poses to a group of four player characters. Compare a monster's CR to the characters' level. If the CR is high"
      }
    ],
    "position": [
      {
        "document": 74,
        "excerpt": "stat block also provide action options. “Movement and Position” later in “Playing the Game” gives the rules for movement. Communicating. You can communicate however y"
      },
      {
        "document": 77,
        "excerpt": "Movement and Position"
      },
      {
        "document": 440,
        "excerpt": "t: 2 lb. Utilize: Plot a course (DC 10), or determine position by stargazing (DC 15)"
      },
      {
        "document": 526,
        "excerpt": "energy erupts. The rules for each shape specify how to position its point of origin. If all straight lines extending from the point of origin to a location in the area"
      },
      {
        "document": 1364,
        "excerpt": "licates move with you and mimic your actions, shifting position so it's impossible to track which image is real. Each time a creature hits you with an attack roll duri"
      },
      {
        "document": 1388,
        "excerpt": "within range. The wall lasts for the duration. If you position the wall in a space occupied by a creature, the spell ends instantly without effect. The wall sheds Bri"
      },
      {
        "document": 1509,
        "excerpt": "ers are set in a row at the far end, each in a neutral position, able to move up or down. When certain levers are used, the apparatus transforms to resemble a giant lob"
      }
    ],
    "positioning": [
      {
        "document": 725,
        "excerpt": "of empty crates, ledges, and balconies) reward clever positioning and encourage characters to jump, climb, fly, or teleport. Defensive Positions. Enemies in hard-to-reac"
      }
    ],
    "positions": [
      {
        "document": 72,
        "excerpt": "Combat unfolds in these steps: 1: Establish Positions. The Game Master determines where all the characters and monsters are located. Given the adventurers' ma"
      },
      {
        "document": 725,
        "excerpt": "haracters to jump, climb, fly, or teleport. Defensive Positions. Enemies in hard-to-reach locations or defensive positions force characters who normally attack at range"
      }
    ],
    "positive": [
      {
        "document": 29,
        "excerpt": "d by Advantage or Disadvantage. Advantage reflects the positive circumstances surrounding a d20 roll, while Disadvantage reflects negative circumstances. You usually a"
      },
      {
        "document": 981,
        "excerpt": "the Hurts of the World The Life Domain focuses on the positive energy that helps sustain all life in the multiverse. Clerics who tap into this domain are masters of he"
      },
      {
        "document": 982,
        "excerpt": "ty to imbue one Melee weapon that you are holding with positive energy. For 10 minutes or until you use this feature again, you add your Charisma modifier to attack rol"
      },
      {
        "document": 1307,
        "excerpt": "eous Choose a creature that you can see within range. Positive energy washes through the target, restoring 70 Hit Points. This spell also ends the Blinded, Deafened, a"
      }
    ],
    "possess": [
      {
        "document": 1345,
        "excerpt": "ur living body (and ending the spell) or attempting to possess a Humanoid's body. You can attempt to possess any Humanoid within 100 feet of you that you can see (cre"
      },
      {
        "document": 1454,
        "excerpt": "e sigil sequence you know. - “Linked object” means you possess an object taken from the desired destination within the last six months, such as a book from a wizard’s"
      }
    ],
    "possessed": [
      {
        "document": 134,
        "excerpt": "have sentience and personality. Such an item might be possessed, haunted by the spirit of a previous owner, or self-aware thanks to the magic used to create it. A senti"
      },
      {
        "document": 530,
        "excerpt": "Some effects cause a creature to be possessed by another creature or entity. A possessing effect defines how the possession operates. Possession can b"
      },
      {
        "document": 671,
        "excerpt": "on must succeed on a DC 15 Charisma saving throw or be possessed by a bodiless demonic entity. Whenever the possessed creature rolls a 1 on a D20 Test, the demonic entit"
      },
      {
        "document": 972,
        "excerpt": "creature's senses, you benefit from any special senses possessed by that creature, and you can cast spells as if you were in your space or the other creature's space if"
      },
      {
        "document": 1236,
        "excerpt": "tment. As a Magic action, you touch a creature that is possessed by or has the Charmed or Frightened condition from one or more creatures of the types above. The target"
      },
      {
        "document": 1303,
        "excerpt": "n't willingly enter the area, and any creature that is possessed by or that has the Charmed or Frightened condition from such creatures isn't possessed, Charmed, or Frig"
      },
      {
        "document": 1344,
        "excerpt": "the Cylinder. - Targets within the Cylinder can't be possessed by or gain the Charmed or Frightened condition from the creature. Each time you cast this spell, you ca"
      },
      {
        "document": 1345,
        "excerpt": "tion from Evil and Good or Magic Circle spell can't be possessed). The target makes a Charisma saving throw. On a failed save, your soul enters the target's body, and th"
      },
      {
        "document": 1394,
        "excerpt": "ack rolls against the target. The target also can't be possessed by or gain the Charmed or Frightened conditions from them. If the target is already possessed, Charmed,"
      },
      {
        "document": 1871,
        "excerpt": "he ghost can see within 5 feet. Failure: The target is possessed by the ghost; the ghost disappears, and the target has the Incapacitated condition and loses control of"
      }
    ],
    "possesses": [
      {
        "document": 151,
        "excerpt": "on modifier is multiplied by the number of Hit Dice it possesses, and the result is added to its Hit Points. For example, if a monster has a Constitution of 12 (+1 modif"
      },
      {
        "document": 162,
        "excerpt": "ption score, as well as any special senses the monster possesses. Passive Perception and special senses are described in “Rules Glossary.”"
      }
    ],
    "possessing": [
      {
        "document": 530,
        "excerpt": "ature to be possessed by another creature or entity. A possessing effect defines how the possession operates. Possession can be prevented by the Protection from Evil and"
      },
      {
        "document": 1345,
        "excerpt": "ses, but it can't move and it is Incapacitated. While possessing a body, you can take a Magic action to return from the host body to the container if it is within 100 fe"
      }
    ],
    "possession": [
      {
        "document": 530,
        "excerpt": "Possession"
      },
      {
        "document": 671,
        "excerpt": "ne who lingers there is burdened with a curse. Demonic Possession is one example of an environmental curse. Demonic Possession. Demonic Possession arises from the chaos"
      },
      {
        "document": 694,
        "excerpt": "In some settings, laws prohibit the possession and use of poison, but an illicit dealer or unscrupulous apothecary might keep a hidden stash. Character"
      },
      {
        "document": 1413,
        "excerpt": "ess | -2 | | Garment or other possession | -4 | | Body part, lock of hair, or bit of nail | -10 | On a successf"
      },
      {
        "document": 1523,
        "excerpt": "other creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. This berserk state ends when you start y"
      },
      {
        "document": 1627,
        "excerpt": "tem you wear or carry disintegrates. Artifacts in your possession vanish instead. Throne. You gain proficiency and Expertise in your choice of History, Insight, Intimida"
      },
      {
        "document": 1871,
        "excerpt": "immune to this ghost's Horrific Visage for 24 hours. Possession (Recharge 6). Charisma Saving Throw: DC 13, one Humanoid the ghost can see within 5 feet. Failure: The t"
      }
    ],
    "possessions": [
      {
        "document": 1167,
        "excerpt": "almost every way, replicating its game statistics and possessions. The principal difference is the addition of a silvery cord that trails from between the shoulder blades"
      },
      {
        "document": 1625,
        "excerpt": "the mirror. The freed creature appears, along with its possessions, in the unoccupied space nearest to the mirror and facing away from it. Placing the mirror inside an ex"
      },
      {
        "document": 1711,
        "excerpt": "Hit Points by this damage is obliterated, leaving its possessions behind but no other physical remains. Sphere Interactions. If the sphere comes into contact with a plan"
      }
    ],
    "possibilities": [
      {
        "document": 692,
        "excerpt": "ss can cause prolonged effects. Consider the following possibilities. Short-Term Effects. The character has the Frightened, Incapacitated, or Stunned condition for 1d10 min"
      }
    ],
    "possible": [
      {
        "document": 18,
        "excerpt": "e Typical Difficulty Classes table presents a range of possible DCs for ability checks. Typical Difficulty Classes"
      },
      {
        "document": 42,
        "excerpt": "ules, the Game Master tells you whether that action is possible and what kind of D20 Test you need to make, if any."
      },
      {
        "document": 105,
        "excerpt": "your target. If there's a penalty to the damage, it's possible to deal 0 damage but not negative damage. When attacking with a weapon, you add your ability modifier -"
      },
      {
        "document": 123,
        "excerpt": "a spell from the item. The spell is cast at the lowest possible spell and caster level, doesn't expend any of the user's spell slots, and requires no components unless"
      },
      {
        "document": 156,
        "excerpt": "it use that special ability as quickly and as often as possible. Multiattack. If the monster has Multiattack, have it use Multiattack on any of its turns in which it's"
      },
      {
        "document": 175,
        "excerpt": "pell of level 1 or higher is always cast at its lowest possible level and can't be cast at a higher level. A monster's spell can have special rules or restrictions. Fo"
      },
      {
        "document": 568,
        "excerpt": "rength modifier and Proficiency Bonus. This grapple is possible only if the target is no more than one size larger than you and if you have a hand free to grab it. See"
      },
      {
        "document": 637,
        "excerpt": "rn. The GM has final say on whether your assistance is possible. Assist an Attack Roll. You momentarily distract an enemy within 5 feet of you, giving Advantage to the"
      },
      {
        "document": 649,
        "excerpt": "ul, chaotic, or neutral). These factors allow for nine possible combinations, such as Lawful Good and Neutral Evil. See also “Character Creation” (“Create Your Characte"
      },
      {
        "document": 756,
        "excerpt": "ture appears in an unoccupied space as close to you as possible. The creature isn’t under your control and acts as it normally would, and it disappears after 1 hour or"
      },
      {
        "document": 783,
        "excerpt": "cupied space as close to the chosen point of origin as possible. The creature isn’t under your control, acts as it normally would, and disappears after 1 hour or when i"
      },
      {
        "document": 981,
        "excerpt": "e dice for the healing; instead use the highest number possible for each die. For example, instead of restoring 2d6 Hit Points to a creature with a spell, you restore 1"
      },
      {
        "document": 1161,
        "excerpt": "st use its movement on its turns to get as far away as possible from the target, moving by the safest route. Sympathy. The creature has the Charmed condition. The Char"
      },
      {
        "document": 1174,
        "excerpt": "ng Throws and regains the maximum number of Hit Points possible from any healing."
      },
      {
        "document": 1201,
        "excerpt": "ach Charmed target must use as much of its movement as possible to move in that direction on its next turn, taking the safest route. After moving in this way, a target"
      },
      {
        "document": 1277,
        "excerpt": "intain your Concentration on this spell for the entire possible duration, the target is Petrified until the condition is ended by Greater Restoration or similar magic."
      },
      {
        "document": 1287,
        "excerpt": "h plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, app"
      },
      {
        "document": 1293,
        "excerpt": "ates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires Concentration, it lasts until the end of its full d"
      },
      {
        "document": 1376,
        "excerpt": "turns to its home plane after reporting back to you if possible. If you are unable to agree on a price for the creature's service, the creature immediately returns to i"
      },
      {
        "document": 1444,
        "excerpt": "hinges and a latch, but finer mechanical detail isn't possible."
      },
      {
        "document": 1453,
        "excerpt": "her or not they share a language. The communication is possible over any distance, though it can't extend to other planes of existence."
      },
      {
        "document": 1484,
        "excerpt": "s. To do so, state your wish to the GM as precisely as possible. The GM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater"
      },
      {
        "document": 1523,
        "excerpt": "u can see or hear as your enemy. If there are multiple possible creatures, choose one at random. On each of your turns, you must move as close to the creature as possib"
      },
      {
        "document": 1529,
        "excerpt": "appears in an unoccupied space as close to the bowl as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initi"
      },
      {
        "document": 1532,
        "excerpt": "ears in an unoccupied space as close to the brazier as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initi"
      },
      {
        "document": 1538,
        "excerpt": "pears in an unoccupied space as close to the censer as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initi"
      },
      {
        "document": 1561,
        "excerpt": "in range feel compelled to come to the orb as soon as possible by the most direct route. Dragon deities such as Tiamat are unaffected by this call. Chromatic dragons d"
      },
      {
        "document": 1571,
        "excerpt": "s in an unoccupied space as close to the broken gem as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initi"
      },
      {
        "document": 1627,
        "excerpt": "l or Jester, the card reappears in the deck, making it possible to draw the same card twice. (Once the Fool or Jester has left the deck, re-roll on the table if that ca"
      },
      {
        "document": 1753,
        "excerpt": "eet when cast from the wand. If an effect has multiple possible subjects, the GM determines randomly which among them are affected. Regaining Charges. The wand regains"
      },
      {
        "document": 2048,
        "excerpt": "120 feet from the treant. The tree then takes root if possible."
      }
    ],
    "possibly": [
      {
        "document": 253,
        "excerpt": "e than the standard equipment for a level 1 character, possibly even one or more magic items. The Starting Equipment at Higher Levels table is a guide for the GM. Also"
      },
      {
        "document": 1454,
        "excerpt": "ewed once or described” is a place you have seen once, possibly using magic, or a place you know through someone else’s description, perhaps from a map. - “False destin"
      },
      {
        "document": 1800,
        "excerpt": "onse: The bandit adds 2 to its AC against that attack, possibly causing it to miss."
      },
      {
        "document": 1859,
        "excerpt": "nse: The erinyes adds 4 to its AC against that attack, possibly causing it to miss."
      },
      {
        "document": 1904,
        "excerpt": "e: The gladiator adds 3 to its AC against that attack, possibly causing it to miss."
      },
      {
        "document": 1944,
        "excerpt": "onse: The knight adds 2 to its AC against that attack, possibly causing it to miss."
      },
      {
        "document": 1957,
        "excerpt": "se: The marilith adds 5 to its AC against that attack, possibly causing it to miss."
      },
      {
        "document": 1966,
        "excerpt": "sponse: The mummy adds 2 to its AC against the attack, possibly causing the attack to miss, and the mummy teleports up to 60 feet to an unoccupied space it can see. Eac"
      },
      {
        "document": 1971,
        "excerpt": "ponse: The noble adds 2 to its AC against that attack, possibly causing it to miss."
      },
      {
        "document": 1984,
        "excerpt": "onse: The pirate adds 3 to its AC against that attack, possibly causing it to miss. On a miss, the pirate makes one Rapier attack against the triggering creature if wit"
      },
      {
        "document": 2018,
        "excerpt": "nus to AC, including against the triggering attack and possibly causing it to miss, until the start of the guardian's next turn."
      },
      {
        "document": 2064,
        "excerpt": "nse: The warrior adds 2 to its AC against that attack, possibly causing it to miss."
      }
    ],
    "pot": [
      {
        "document": 330,
        "excerpt": "Pot, Iron (2 GP)"
      },
      {
        "document": 429,
        "excerpt": "Chain, Crowbar, Firearm Bullets, Grappling Hook, Iron Pot, Iron Spikes, Sling Bullets"
      },
      {
        "document": 930,
        "excerpt": "Pot, Iron"
      },
      {
        "document": 1109,
        "excerpt": "Pot, Iron"
      },
      {
        "document": 1623,
        "excerpt": "ng 1 pound in total). Using the brush and expending 1 pot of pigment, you can paint any number of three-dimensional objects and terrain features (such as walls, d"
      }
    ],
    "potency": [
      {
        "document": 327,
        "excerpt": "ra 1d4 Poison damage. Once applied, the poison retains potency for 1 minute or until its damage is dealt, whichever comes first."
      },
      {
        "document": 666,
        "excerpt": "estow Curse provides useful benchmarks for gauging the potency of other curses. A curse that lasts for 1 minute equates to a level 3 spell, while one that lasts until"
      },
      {
        "document": 1663,
        "excerpt": "n's rarity, as shown in the table below. Whatever its potency, the potion's red liquid glimmers when agitated."
      }
    ],
    "potent": [
      {
        "document": 505,
        "excerpt": "l cast multiple times don't combine. Instead, the most potent effect - such as the highest bonus - from those castings applies while their durations overlap. The most"
      },
      {
        "document": 670,
        "excerpt": "e. Regardless, narrative curses should feel like rare, potent magic rooted in the lore of your campaign."
      },
      {
        "document": 693,
        "excerpt": "Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its"
      },
      {
        "document": 964,
        "excerpt": "n extra 1d8 Necrotic or Radiant damage (your choice). Potent Spellcasting. Add your Wisdom modifier to the damage you deal with any Cleric cantrip."
      },
      {
        "document": 965,
        "excerpt": "You gain one of the following options of your choice. Potent Spellcasting. Add your Wisdom modifier to the damage you deal with any Druid cantrip. Primal Strike. On"
      },
      {
        "document": 978,
        "excerpt": "Potent Cantrip"
      }
    ],
    "potential": [
      {
        "document": 165,
        "excerpt": "n “Rules Glossary,” while guidance on using CR to plan potential combat encounters is in “Gameplay Toolbox.”"
      },
      {
        "document": 513,
        "excerpt": ". Spell slots are the main way a spellcaster's magical potential is represented. Each spellcasting class gives its members a limited number of spell slots of certain spe"
      },
      {
        "document": 587,
        "excerpt": "provides guidance to the GM on using CR while planning potential combat encounters. See also \"Stat Block.\""
      }
    ],
    "potentially": [
      {
        "document": 264,
        "excerpt": "f those levels to cast the spells you do prepare - and potentially enhance their effects. Pact Magic. If you have the Pact Magic feature from the Warlock class and the Sp"
      },
      {
        "document": 963,
        "excerpt": "Inspiration die and add the number rolled to the d20, potentially turning the failure into a success. A Bardic Inspiration die is expended when it's rolled. Number of Us"
      },
      {
        "document": 966,
        "excerpt": "l 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn't expended."
      },
      {
        "document": 976,
        "excerpt": "olled from the creature's roll, reducing the damage or potentially turning the success into a failure."
      },
      {
        "document": 1664,
        "excerpt": "nus to your Armor Class against the triggering attack, potentially causing the attack to miss you. You can't use this property again until you finish a Short or Long Rest."
      }
    ],
    "potion": [
      {
        "document": 4,
        "excerpt": "restored by magic, such as the Cure Wounds spell or a Potion of Healing, or by a Short or Long Rest (see “Rules Glossary”)."
      },
      {
        "document": 118,
        "excerpt": "ities and Values table. Common magic items, such as a Potion of Healing, are the most plentiful. Artifacts, such as the Dragon Orb, are priceless, unique, and diffic"
      },
      {
        "document": 122,
        "excerpt": "- used up, in other words - when they are activated. A Potion of Healing must be swallowed, for example, while the writing vanishes from a scroll when it is read. Onc"
      },
      {
        "document": 144,
        "excerpt": "An item in the Potion category might be a magical brew that must be imbibed or an oil that must be applied to a creature or an"
      },
      {
        "document": 331,
        "excerpt": "Potion of Healing (50 GP)"
      },
      {
        "document": 378,
        "excerpt": "ns, a little taste is enough to tell the taster what a potion does. Other items might require more experimentation. For example, if your character puts on a Ring of S"
      },
      {
        "document": 391,
        "excerpt": "ho has proficiency with the Herbalism Kit can create a Potion of Healing. Doing so requires using that kit and 25 GP of raw material over the course of 1 day (8 hours"
      },
      {
        "document": 438,
        "excerpt": "plant (DC 10) Craft: Antitoxin, Candle, Healer's Kit, Potion of Healing"
      },
      {
        "document": 672,
        "excerpt": "Alchemists, potion brewers, and areas of wild magic are credited with creating the first magical contagions. An outbreak of"
      },
      {
        "document": 763,
        "excerpt": "Potion of Giant Strength Table 1"
      },
      {
        "document": 764,
        "excerpt": "Potion"
      },
      {
        "document": 765,
        "excerpt": "Potion of Resistance Table 1"
      },
      {
        "document": 766,
        "excerpt": "Potion of Healing"
      },
      {
        "document": 772,
        "excerpt": "Potion"
      },
      {
        "document": 789,
        "excerpt": "Potion Miscibility"
      },
      {
        "document": 930,
        "excerpt": "Potion of Healing"
      },
      {
        "document": 1110,
        "excerpt": "Potion of Healing"
      },
      {
        "document": 1503,
        "excerpt": "pieces of this ammunition are equivalent in value to a potion of the same rarity."
      },
      {
        "document": 1572,
        "excerpt": "Potion"
      },
      {
        "document": 1633,
        "excerpt": "Potion"
      },
      {
        "document": 1634,
        "excerpt": "Potion"
      },
      {
        "document": 1635,
        "excerpt": "Potion"
      },
      {
        "document": 1640,
        "excerpt": "Potion"
      },
      {
        "document": 1645,
        "excerpt": "Potion of Animal Friendship"
      },
      {
        "document": 1646,
        "excerpt": "Potion of Clairvoyance"
      },
      {
        "document": 1647,
        "excerpt": "Potion of Climbing"
      },
      {
        "document": 1648,
        "excerpt": "Potion of Diminution"
      },
      {
        "document": 1649,
        "excerpt": "Potion of Flying"
      },
      {
        "document": 1650,
        "excerpt": "Potion of Gaseous Form"
      },
      {
        "document": 1651,
        "excerpt": "Potion of Giant Strength"
      },
      {
        "document": 1652,
        "excerpt": "Potion of Growth"
      },
      {
        "document": 1653,
        "excerpt": "Potion of Heroism"
      },
      {
        "document": 1654,
        "excerpt": "Potion of Invisibility"
      },
      {
        "document": 1655,
        "excerpt": "Potion of Invulnerability"
      },
      {
        "document": 1656,
        "excerpt": "Potion of Longevity"
      },
      {
        "document": 1657,
        "excerpt": "Potion of Mind Reading"
      },
      {
        "document": 1658,
        "excerpt": "Potion of Poison"
      },
      {
        "document": 1659,
        "excerpt": "Potion of Resistance"
      },
      {
        "document": 1660,
        "excerpt": "Potion of Speed"
      },
      {
        "document": 1661,
        "excerpt": "Potion of Vitality"
      },
      {
        "document": 1662,
        "excerpt": "Potion of Water Breathing"
      },
      {
        "document": 1663,
        "excerpt": "Potion"
      }
    ],
    "potion's": [
      {
        "document": 1645,
        "excerpt": "Animal Friendship spell (save DC 13). Agitating this potion's muddy liquid brings little bits into view: a fish scale, a hummingbird feather, a cat claw, or a squirre"
      },
      {
        "document": 1646,
        "excerpt": "(no Concentration required). An eyeball bobs in this potion's yellowish liquid but vanishes when the potion is opened."
      },
      {
        "document": 1648,
        "excerpt": "1d4 hours (no Concentration required). The red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaki"
      },
      {
        "document": 1649,
        "excerpt": "less you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it."
      },
      {
        "document": 1650,
        "excerpt": ") or until you end the effect as a Bonus Action. This potion's container seems to hold fog that moves and pours like water."
      },
      {
        "document": 1651,
        "excerpt": "Strength is equal to or greater than that score. This potion's transparent liquid has floating in it a sliver of light resembling a giant's fingernail."
      },
      {
        "document": 1652,
        "excerpt": "0 minutes (no Concentration required). The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Sha"
      },
      {
        "document": 1653,
        "excerpt": "of the Bless spell (no Concentration required). This potion's blue liquid bubbles and steams as if boiling."
      },
      {
        "document": 1654,
        "excerpt": "Potion, Rare This potion's container looks empty but feels as though it holds liquid. When you drink the potion, you have the Invis"
      },
      {
        "document": 1655,
        "excerpt": "this potion, you have Resistance to all damage. This potion's syrupy liquid looks like liquefied iron."
      },
      {
        "document": 1657,
        "excerpt": "13) for 10 minutes (no Concentration required). This potion's dense, purple liquid has an ovoid cloud of pink floating in it."
      },
      {
        "document": 1660,
        "excerpt": "argy that typically occurs when the effect ends. This potion's yellow fluid is streaked with black and swirls on its own."
      },
      {
        "document": 1661,
        "excerpt": "r of Hit Points for any Hit Point Die you spend. This potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat."
      },
      {
        "document": 1662,
        "excerpt": "erwater for 24 hours after drinking this potion. This potion's cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it."
      },
      {
        "document": 1663,
        "excerpt": "k this potion. The number of Hit Points depends on the potion's rarity, as shown in the table below. Whatever its potency, the potion's red liquid glimmers when agitat"
      }
    ],
    "potions": [
      {
        "document": 123,
        "excerpt": "the spell requires Concentration. Many items, such as Potions, bypass the casting of a spell and confer the spell's effects with its usual duration. Certain items mak"
      },
      {
        "document": 128,
        "excerpt": "magical item of its kind. Most magic items, other than Potions and Scrolls, have Resistance to all damage. An Artifact can be destroyed only in some special way. Othe"
      },
      {
        "document": 129,
        "excerpt": "“Equipment” contains rules on brewing Potions of Healing and scribing Spell Scrolls. To create other magic items, follow the rules below. In these rul"
      },
      {
        "document": 134,
        "excerpt": "items can manifest sentience. Single-use items such as potions and scrolls are never sentient. The GM controls sentient magic items and their activated properties. A"
      },
      {
        "document": 144,
        "excerpt": "Potions"
      },
      {
        "document": 378,
        "excerpt": "er hints about its properties. In the specific case of Potions, a little taste is enough to tell the taster what a potion does. Other items might require more experime"
      },
      {
        "document": 391,
        "excerpt": "Brewing Potions of Healing"
      },
      {
        "document": 412,
        "excerpt": "fting rules, see \"Crafting Nonmagical Items,\" \"Brewing Potions of Healing,\" and \"Scribing Spell Scrolls\" later in \"Equipment.\" Variants. This entry appears if the too"
      },
      {
        "document": 675,
        "excerpt": "Magical Contagion Cheaply made potions and elixirs are sometimes tainted by Cackle Fever, which affects Humanoids only (gnomes are strangely im"
      },
      {
        "document": 676,
        "excerpt": "Magical Contagion Fouled potions and alchemical waste can give rise to Sewer Plague, which incubates in sewers and refuse heaps and is so"
      },
      {
        "document": 764,
        "excerpt": "Potions of Healing Table 1"
      },
      {
        "document": 766,
        "excerpt": "Potions"
      },
      {
        "document": 789,
        "excerpt": "Both potions lose their effects, and the mixture creates a magical explosion in a 5-foot-radius Sphere centered on it"
      },
      {
        "document": 793,
        "excerpt": "10 + 20 fruit, 1d8 of which act as randomly determined potions. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days."
      },
      {
        "document": 1663,
        "excerpt": "Potions of Healing"
      },
      {
        "document": 1691,
        "excerpt": "lace on the ground within 10 feet of yourself 60–68 4 Potions of Healing 69–75 Rowboat (12 feet long) 76–83 Spell Scroll containing one spell of level 1, 2, or 3 (y"
      }
    ],
    "pots": [
      {
        "document": 1623,
        "excerpt": "ous Item, Very Rare This fine wooden box contains 1d4 pots of pigment and a brush (weighing 1 pound in total). Using the brush and expending 1 pot of pigment, you"
      }
    ],
    "potter's": [
      {
        "document": 428,
        "excerpt": "Potter's Tools (10 GP)"
      }
    ],
    "pouch": [
      {
        "document": 332,
        "excerpt": "Pouch (5 SP)"
      },
      {
        "document": 415,
        "excerpt": "fire (DC 15) Craft: Acid, Alchemist's Fire, Component Pouch, Oil, Paper, Perfume"
      },
      {
        "document": 425,
        "excerpt": "ck, Crossbow Bolt Case, Map or Scroll Case, Parchment, Pouch, Quiver, Waterskin"
      },
      {
        "document": 451,
        "excerpt": "Utilize action, you can spill Ball Bearings from their pouch. They spread to cover a level, 10-foot-square area within 10 feet of yourself. A creature that enters th"
      },
      {
        "document": 473,
        "excerpt": "Component Pouch (25 GP)"
      },
      {
        "document": 499,
        "excerpt": "ify a cost for them, a spellcaster can use a Component Pouch (see \"Equipment\") instead of providing the materials specified in the spell, or the spellcaster can sub"
      },
      {
        "document": 930,
        "excerpt": "Pouch"
      },
      {
        "document": 931,
        "excerpt": "Component Pouch"
      },
      {
        "document": 932,
        "excerpt": "Pouch"
      },
      {
        "document": 1048,
        "excerpt": "Component Pouch"
      },
      {
        "document": 1111,
        "excerpt": "Pouch"
      },
      {
        "document": 1594,
        "excerpt": "Wondrous Item, Rare This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 200 pou"
      },
      {
        "document": 1627,
        "excerpt": "Wondrous Item, Legendary Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have thi"
      },
      {
        "document": 1949,
        "excerpt": "Component Pouch"
      }
    ],
    "pouches": [
      {
        "document": 996,
        "excerpt": "oose A or B: (A) 2 Daggers, Thieves' Tools, Crowbar, 2 Pouches, Traveler's Clothes, 16 GP; or (B) 50 GP"
      },
      {
        "document": 1594,
        "excerpt": ", Rare This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 200 pounds of material, not"
      }
    ],
    "pounce": [
      {
        "document": 848,
        "excerpt": "Feral Instinct, Instinctive Pounce"
      },
      {
        "document": 962,
        "excerpt": "Instinctive Pounce"
      },
      {
        "document": 1761,
        "excerpt": "e this action again until the start of its next turn. Pounce. The dragon moves up to half its Speed, and it makes one Rend attack."
      },
      {
        "document": 1763,
        "excerpt": ". The dragon uses Spellcasting to cast Scorching Ray. Pounce. The dragon moves up to half its Speed, and it makes one Rend attack. Scorching Sands. Dexterity Saving"
      },
      {
        "document": 1764,
        "excerpt": "Spellcasting to cast Guiding Bolt (level 2 version). Pounce. The dragon moves up to half its Speed, and it makes one Rend attack. Thunderclap. Constitution Saving"
      },
      {
        "document": 1765,
        "excerpt": "e this action again until the start of its next turn. Pounce. The dragon moves up to half its Speed, and it makes one Rend attack."
      },
      {
        "document": 1766,
        "excerpt": "Spellcasting to cast Guiding Bolt (level 2 version). Pounce. The dragon moves up to half its Speed, and it makes one Rend attack."
      },
      {
        "document": 1767,
        "excerpt": "e this action again until the start of its next turn. Pounce. The dragon moves up to half its Speed, and it makes one Rend attack."
      },
      {
        "document": 1768,
        "excerpt": "e this action again until the start of its next turn. Pounce. The dragon moves up to half its Speed, and it makes one Rend attack."
      },
      {
        "document": 1769,
        "excerpt": "e this action again until the start of its next turn. Pounce. The dragon moves up to half its Speed, and it makes one Rend attack."
      },
      {
        "document": 1770,
        "excerpt": "e this action again until the start of its next turn. Pounce. The dragon moves up to half its Speed, and it makes one Rend attack."
      },
      {
        "document": 1773,
        "excerpt": "e this action again until the start of its next turn. Pounce. The dragon moves up to half its Speed, and it makes one Rend attack."
      },
      {
        "document": 1775,
        "excerpt": "Spellcasting to cast Scorching Ray (level 3 version). Pounce. The dragon moves up to half its Speed, and it makes one Rend attack. Scorching Sands. Dexterity Saving"
      },
      {
        "document": 1776,
        "excerpt": "Spellcasting to cast Guiding Bolt (level 2 version). Pounce. The dragon moves up to half its Speed, and it makes one Rend attack. Thunderclap. Constitution Saving"
      },
      {
        "document": 1777,
        "excerpt": "e this action again until the start of its next turn. Pounce. The dragon moves up to half its Speed, and it makes one Rend attack."
      },
      {
        "document": 1778,
        "excerpt": "Spellcasting to cast Guiding Bolt (level 4 version). Pounce. The dragon moves up to half its Speed, and it makes one Rend attack."
      },
      {
        "document": 1779,
        "excerpt": "e this action again until the start of its next turn. Pounce. The dragon moves up to half its Speed, and it makes one Rend attack."
      },
      {
        "document": 1780,
        "excerpt": "e this action again until the start of its next turn. Pounce. The dragon moves up to half its Speed, and it makes one Rend attack."
      },
      {
        "document": 1781,
        "excerpt": "e this action again until the start of its next turn. Pounce. The dragon moves up to half its Speed, and it makes one Rend attack."
      },
      {
        "document": 1782,
        "excerpt": "e this action again until the start of its next turn. Pounce. The dragon moves up to half its Speed, and it makes one Rend attack."
      }
    ],
    "pound": [
      {
        "document": 398,
        "excerpt": "ighs about a third of an ounce, so fifty coins weigh a pound. Coin Values"
      },
      {
        "document": 820,
        "excerpt": "A l-pound egg with a bright-red shell"
      },
      {
        "document": 938,
        "excerpt": "1/4 pound"
      },
      {
        "document": 1515,
        "excerpt": "ntains 3d4 dry beans when found. The bag weighs half a pound regardless of how many beans it contains and becomes a non-magical item when it no longer contains any b"
      },
      {
        "document": 1519,
        "excerpt": "be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside."
      },
      {
        "document": 1539,
        "excerpt": "low metal tube measures about 1 foot long and weighs 1 pound. As a Magic action, you can strike the chime to cast Knock. The spell's customary knocking sound is repl"
      },
      {
        "document": 1610,
        "excerpt": "iron sphere measures 3 inches in diameter and weighs 1 pound. You can take a Magic action to throw the sphere at a Huge or smaller creature you can see within 60 fee"
      },
      {
        "document": 1623,
        "excerpt": "x contains 1d4 pots of pigment and a brush (weighing 1 pound in total). Using the brush and expending 1 pot of pigment, you can paint any number of three-dimensiona"
      },
      {
        "document": 1724,
        "excerpt": "Wondrous Item, Rare While touching this 5-pound stone to the ground, you can take a Magic action to summon an Earth Elemental. The elemental appears in"
      }
    ],
    "pounds": [
      {
        "document": 146,
        "excerpt": "e of metal, wood, or bone. A typical rod weighs 2 to 5 pounds. Unless its description notes otherwise, a rod can be used as an Arcane Focus."
      },
      {
        "document": 148,
        "excerpt": "ished metal or crystal. A staff weighs between 2 and 7 pounds and serves well as a walking stick or cane. Unless its description notes otherwise, a staff can be used"
      },
      {
        "document": 332,
        "excerpt": "A Pouch holds up to 6 pounds within one-fifth of a cubic foot."
      },
      {
        "document": 340,
        "excerpt": "A Sack holds up to 30 pounds within 1 cubic foot."
      },
      {
        "document": 359,
        "excerpt": "on the shores. A Rowboat can be carried and weighs 100 pounds. Airborne and Waterborne Vehicles"
      },
      {
        "document": 450,
        "excerpt": "A Backpack holds up to 30 pounds within 1 cubic foot. It can also serve as a saddlebag."
      },
      {
        "document": 454,
        "excerpt": "A Basket holds up to 40 pounds within 2 cubic feet."
      },
      {
        "document": 586,
        "excerpt": "ize and Strength score determine the maximum weight in pounds that you can carry, as shown in the Carrying Capacity table. The table also shows the maximum weight you"
      },
      {
        "document": 687,
        "excerpt": "Thin ice has a weight tolerance of 3d10 × 10 pounds per 10-foot-square area. Whenever the total weight on an area of thin ice exceeds its tolerance, the ice"
      },
      {
        "document": 938,
        "excerpt": "4 pounds"
      },
      {
        "document": 973,
        "excerpt": "ook: your spellbook. It is a Tiny object that weighs 3 pounds, contains 100 pages, and can be read only by you or someone casting Identify. You determine the book's a"
      },
      {
        "document": 1217,
        "excerpt": "omponents: V, S Duration: Instantaneous You create 45 pounds of food and 30 gallons of fresh water on the ground or in containers within range - both useful in fendi"
      },
      {
        "document": 1278,
        "excerpt": "e disk remains for the duration and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. The di"
      },
      {
        "document": 1328,
        "excerpt": "sapphire used in the casting and an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an Invisible mark on that object and"
      },
      {
        "document": 1335,
        "excerpt": "he spell can levitate an object that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected. The target can move"
      },
      {
        "document": 1343,
        "excerpt": "'t attack, activate magic items, or carry more than 10 pounds."
      },
      {
        "document": 1509,
        "excerpt": "first appears to be a sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation)"
      },
      {
        "document": 1517,
        "excerpt": "4 feet deep on the inside. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 5 pounds, regardless of its contents. Retrievin"
      },
      {
        "document": 1534,
        "excerpt": "It has a Fly Speed of 50 feet. It can carry up to 400 pounds, but its Fly Speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you lan"
      },
      {
        "document": 1556,
        "excerpt": "shaken, as if it contains water. The decanter weighs 2 pounds. You can take a Magic action to remove the stopper and issue one of three command words, whereupon an a"
      },
      {
        "document": 1569,
        "excerpt": "o hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to 60 Arrows, Bolts, or similar objects. The mid-size compartment"
      },
      {
        "document": 1579,
        "excerpt": "It obeys your simple commands and can carry up to 500 pounds while flying at its maximum speed (16 miles per hour for a maximum of 144 miles per day, with a 1-hour r"
      },
      {
        "document": 1582,
        "excerpt": "es long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiri"
      },
      {
        "document": 1594,
        "excerpt": "adimensional space. Each side pouch can hold up to 200 pounds of material, not exceeding a volume of 25 cubic feet. The central pouch can hold up to 500 pounds of mat"
      },
      {
        "document": 1607,
        "excerpt": "ven if it defies gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can take a Utilize action to ma"
      },
      {
        "document": 1625,
        "excerpt": "shows faint images of creatures. The mirror weighs 50 pounds, and it has AC 11, HP 10, Immunity to Poison and Psychic damage, and Vulnerability to Bludgeoning damage"
      },
      {
        "document": 1694,
        "excerpt": "apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form. Button 5. The rod t"
      },
      {
        "document": 1698,
        "excerpt": "mmon This 60-foot length of rope can hold up to 3,000 pounds. While holding one end of the rope, you can take a Magic action to command the other end of the rope to"
      }
    ],
    "pour": [
      {
        "document": 144,
        "excerpt": "one potion while still under the effects of another or pour several potions into a single container. The strange ingredients used in creating potions can result in"
      },
      {
        "document": 323,
        "excerpt": ". Dousing a Space. You can take the Utilize action to pour an Oil flask on level ground to cover a 5-foot-square area within 5 feet of yourself. If lit, the oil bu"
      },
      {
        "document": 1343,
        "excerpt": "r, stow or retrieve an item from an open container, or pour the contents out of a vial. As a Magic action on your later turns, you can control the hand thus again."
      },
      {
        "document": 1349,
        "excerpt": "s, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can't leave the dwelling. When the spell ends, any creatures or objects l"
      },
      {
        "document": 1738,
        "excerpt": "ains 1d6 + 1 ounces. You can take a Utilize action to pour 1 or more ounces of solvent from the tube onto a surface within reach. Each ounce instantly dissolves up"
      }
    ],
    "poured": [
      {
        "document": 1635,
        "excerpt": "ment spell for 8 hours. Alternatively, the oil can be poured on the ground as a Magic action, where it covers a 10-foot square, duplicating the effect of the Grease"
      }
    ],
    "pouring": [
      {
        "document": 1468,
        "excerpt": "ng, folding clothes, lighting fires, serving food, and pouring drinks. Once you give the command, the servant performs the task to the best of its ability until it com"
      },
      {
        "document": 1556,
        "excerpt": "(your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following command words: Splash. The decanter produ"
      }
    ],
    "pours": [
      {
        "document": 1556,
        "excerpt": "n an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following"
      },
      {
        "document": 1650,
        "excerpt": "is potion's container seems to hold fog that moves and pours like water."
      }
    ],
    "powder": [
      {
        "document": 693,
        "excerpt": "owders and gases take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot Cube to its effect. The resulting cloud dissipates i"
      },
      {
        "document": 1192,
        "excerpt": "V, S, M (the powder of a crushed black pearl worth 500+ GP)"
      },
      {
        "document": 1465,
        "excerpt": "V, S, M (mushroom powder worth 25+ GP, which the spell consumes)"
      },
      {
        "document": 1564,
        "excerpt": "Wondrous Item, Uncommon This powder resembles fine sand. There is enough of it for one use. When you take a Utilize action to throw the dust"
      },
      {
        "document": 1566,
        "excerpt": "drous Item, Uncommon Found in a small container, this powder resembles Dust of Disappearance, and Identify reveals it to be such. There is enough of it for one use."
      },
      {
        "document": 1700,
        "excerpt": "d save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended. Spell Resistance. You have Advantage on saving throw"
      }
    ],
    "powdered": [
      {
        "document": 1149,
        "excerpt": "V, S, M (powdered rhubarb leaf)"
      },
      {
        "document": 1236,
        "excerpt": "V, S, M (powdered silver and iron)"
      },
      {
        "document": 1252,
        "excerpt": "V, S, M (a pinch of powdered iron)"
      },
      {
        "document": 1293,
        "excerpt": "V, S, M (powdered diamond worth 200+ GP, which the spell consumes)"
      },
      {
        "document": 1344,
        "excerpt": "V, S, M (salt and powdered silver worth 100+ GP, which the spell consumes)"
      },
      {
        "document": 1429,
        "excerpt": "V, S, M (powdered ruby worth 1,500+ GP, which the spell consumes)"
      },
      {
        "document": 1451,
        "excerpt": "V, S, M (powdered diamond worth 1,000+ GP, which the spell consumes)"
      }
    ],
    "powders": [
      {
        "document": 693,
        "excerpt": "f as much damage on a failed save. Inhaled. Poisonous powders and gases take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-fo"
      }
    ],
    "power": [
      {
        "document": 118,
        "excerpt": "a rarity, which provides a rough measure of an item's power relative to other magic items. The rarities are shown in the Magic Item Rarities and Values table. Comm"
      },
      {
        "document": 142,
        "excerpt": "o control its bearer succeeds, the item can't use this power again until the next dawn."
      },
      {
        "document": 237,
        "excerpt": ". An aristocrat exploiting citizens while scheming for power is probably Lawful Evil. Neutral Evil (NE). Neutral Evil is the alignment of those who are untroubled b"
      },
      {
        "document": 248,
        "excerpt": "In tier 3, characters have reached a level of power that makes them special among adventurers. At level 11, many spellcasters learn reality-altering spells."
      },
      {
        "document": 252,
        "excerpt": "ent after characters reach level 20 to provide greater power to characters who have no more levels to gain. With this approach, each character gains one feat of thei"
      },
      {
        "document": 264,
        "excerpt": "e spell. Cantrips. If a cantrip of yours increases in power at higher levels, the increase is based on your total character level, not your level in a particular cl"
      },
      {
        "document": 496,
        "excerpt": "The words themselves aren't the source of the spell's power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of ma"
      },
      {
        "document": 776,
        "excerpt": "Staff of Power Table 1"
      },
      {
        "document": 817,
        "excerpt": "Power"
      },
      {
        "document": 868,
        "excerpt": "Power Word Stun"
      },
      {
        "document": 869,
        "excerpt": "Power Word Kill"
      },
      {
        "document": 881,
        "excerpt": "Power Word Stun"
      },
      {
        "document": 882,
        "excerpt": "Power Word Kill"
      },
      {
        "document": 894,
        "excerpt": "Power Word Stun"
      },
      {
        "document": 895,
        "excerpt": "Power Word Kill"
      },
      {
        "document": 906,
        "excerpt": "Power Word Stun"
      },
      {
        "document": 907,
        "excerpt": "Power Word Heal"
      },
      {
        "document": 919,
        "excerpt": "Power Word Heal"
      },
      {
        "document": 962,
        "excerpt": "You can imbue yourself with a primal power called Rage, a force that grants you extraordinary might and resilience. You can enter it as a Bonus Act"
      },
      {
        "document": 963,
        "excerpt": "You can use musical notes or words of power to disrupt mind-influencing effects. If you or a creature within 30 feet of you fails a saving throw aga"
      },
      {
        "document": 964,
        "excerpt": "Divine power infuses you in battle. You gain one of the following options of your choice (if you get either option fr"
      },
      {
        "document": 965,
        "excerpt": "The power of nature allows you to assume the form of an animal. As a Bonus Action, you shape-shift into a Beast fo"
      },
      {
        "document": 968,
        "excerpt": "ssed touch can heal wounds. You have a pool of healing power that replenishes when you finish a Long Rest. With that pool, you can restore a total number of Hit Poin"
      },
      {
        "document": 972,
        "excerpt": "the summoned familiar with a measure of your eldritch power, granting the creature the following benefits. Aerial or Aquatic. The familiar gains either a Fly Speed"
      },
      {
        "document": 977,
        "excerpt": "ent dragon facing death bequeathed some of its magical power to you or your ancestor. You might have absorbed magic from a site infused with dragons' power. Or perha"
      },
      {
        "document": 978,
        "excerpt": "artillery to blast armies from afar. Others use their power to protect others, while some seek their own gain."
      },
      {
        "document": 982,
        "excerpt": "ction, you can imbue your Aura of Protection with holy power, granting the benefits below for 10 minutes or until you end them (no action required). Once you use thi"
      },
      {
        "document": 983,
        "excerpt": "ror into others with your menacing presence and primal power. When you do so, each creature of your choice in a 30-foot Emanation originating from you must make a Wi"
      },
      {
        "document": 1241,
        "excerpt": "Duration: Instantaneous You utter a word imbued with power from the Upper Planes. Each creature of your choice in range makes a Charisma saving throw. On a failed"
      },
      {
        "document": 1287,
        "excerpt": "space on your side of the portal. You gain no special power over the creature, and it is free to act as the GM deems appropriate. It might leave, attack you, or hel"
      },
      {
        "document": 1303,
        "excerpt": "point and infuse an area around it with holy or unholy power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already un"
      },
      {
        "document": 1376,
        "excerpt": ": a god, a demon prince, or some other being of cosmic power. That entity sends a Celestial, an Elemental, or a Fiend loyal to it to aid you, making the creature app"
      },
      {
        "document": 1382,
        "excerpt": "Power Word Heal"
      },
      {
        "document": 1383,
        "excerpt": "Power Word Kill"
      },
      {
        "document": 1384,
        "excerpt": "Power Word Stun"
      },
      {
        "document": 1424,
        "excerpt": "r Quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage r"
      },
      {
        "document": 1580,
        "excerpt": "Figurine of Wondrous Power"
      },
      {
        "document": 1584,
        "excerpt": "Gauntlets of Ogre Power"
      },
      {
        "document": 1593,
        "excerpt": "g either a Belt of Giant Strength or Gauntlets of Ogre Power to which you are also attuned, you gain the following benefits: Giants' Bane. When you roll a 20 on the"
      },
      {
        "document": 1636,
        "excerpt": "Pearl of Power"
      },
      {
        "document": 1688,
        "excerpt": "e in the Bright Light that can see you when the robe's power is activated must succeed on a DC 15 Wisdom saving throw or have the Stunned condition until the effect"
      },
      {
        "document": 1716,
        "excerpt": "Staff of Power"
      },
      {
        "document": 1903,
        "excerpt": "etect Magic, Dispel Magic 1/Day Each: Confusion, Fly, Power Word Stun"
      },
      {
        "document": 1949,
        "excerpt": "e Shift 1/Day Each: Chain Lightning, Finger of Death, Power Word Kill, Scrying"
      }
    ],
    "powerful": [
      {
        "document": 156,
        "excerpt": "y of its turns in which it's not using one of its more powerful abilities. Bonus Actions, Reactions, Legendary Actions. If the monster has Bonus Actions, Reactions, or"
      },
      {
        "document": 487,
        "excerpt": "ells, such as Magic Missile and Cure Wounds, have more powerful effects when cast at a higher level, as detailed in a spell's description."
      },
      {
        "document": 512,
        "excerpt": "'s description. A spell's level is an indicator of how powerful it is. Cantrips - simple spells that can be cast almost by rote - are level 0. The rules for each spellc"
      },
      {
        "document": 725,
        "excerpt": "different classes and origins. A diverse force is more powerful. Reasons to Move. Use features that encourage characters and their enemies to move around, such as chan"
      },
      {
        "document": 736,
        "excerpt": "Powerful Creatures"
      },
      {
        "document": 964,
        "excerpt": "The option you chose for Blessed Strikes grows more powerful. Divine Strike. The extra damage of your Divine Strike increases to 2d8. Potent Spellcasting. When you"
      },
      {
        "document": 965,
        "excerpt": "The option you chose for Elemental Fury grows more powerful, as detailed below. Potent Spellcasting. When you cast a Druid can-trip with a range of 10 feet or grea"
      },
      {
        "document": 978,
        "excerpt": "ntal Effects Your studies focus on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning"
      },
      {
        "document": 990,
        "excerpt": "Powerful Build"
      },
      {
        "document": 1198,
        "excerpt": "er For example, you could determine the location of a powerful monster in the area, the locations of bodies of water, and the locations of any towns."
      },
      {
        "document": 1484,
        "excerpt": "community, region, or world, you are likely to attract powerful foes. If your wish would affect a god, the god's divine servants might instantly intervene to prevent it"
      },
      {
        "document": 1627,
        "excerpt": "e card or at any other time before you die. Flames. A powerful devil becomes your enemy. The devil seeks your ruin and torments you, savoring your suffering before att"
      }
    ],
    "powers": [
      {
        "document": 972,
        "excerpt": "formed a pact with a mysterious entity to gain magical powers. The entity is a voice in the shadows - its identity unclear - but its boon to you is concrete: the abil"
      }
    ],
    "practical": [
      {
        "document": 965,
        "excerpt": "t functions as normal, but the GM decides whether it's practical for the new form to wear a piece of equipment based on the creature's size and shape. Your equipment doe"
      }
    ],
    "practice": [
      {
        "document": 380,
        "excerpt": "'s properties). This focus can take the form of weapon practice (for a Weapon), meditation (for a Wand), or some other appropriate activity. If the Short Rest is interr"
      },
      {
        "document": 661,
        "excerpt": "Choose one tool used in the practice of the background or often associated with it."
      },
      {
        "document": 962,
        "excerpt": "and Handaxes. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices. When you reach certain Barbarian levels, you gain"
      },
      {
        "document": 966,
        "excerpt": "your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices. When you reach certain Fighter levels, you gain t"
      },
      {
        "document": 967,
        "excerpt": "Your practice of martial arts gives you mastery of combat styles that use your Unarmed Strike and Monk weapons, which"
      }
    ],
    "practiced": [
      {
        "document": 970,
        "excerpt": "You've practiced new ways to use your Sneak Attack deviously. The following effects are now among your Cunning Strike opt"
      }
    ],
    "practicing": [
      {
        "document": 1619,
        "excerpt": "od of 6 days or fewer studying the book's contents and practicing its guidelines, your Constitution increases by 2, to a maximum of 30. The manual then loses its magic bu"
      },
      {
        "document": 1620,
        "excerpt": "od of 6 days or fewer studying the book's contents and practicing its guidelines, your Strength increases by 2, to a maximum of 30. The manual then loses its magic but re"
      },
      {
        "document": 1622,
        "excerpt": "od of 6 days or fewer studying the book's contents and practicing its guidelines, your Dexterity increases by 2, to a maximum of 30. The manual then loses its magic but r"
      },
      {
        "document": 1734,
        "excerpt": "od of 6 days or fewer studying the book's contents and practicing its guidelines, your Intelligence increases by 2, to a maximum of 30. The manual then loses its magic bu"
      },
      {
        "document": 1735,
        "excerpt": "od of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma increases by 2, to a maximum of 30. The manual then loses its magic but re"
      },
      {
        "document": 1736,
        "excerpt": "od of 6 days or fewer studying the book's contents and practicing its guidelines, your Wisdom increases by 2, to a maximum of 30. The manual then loses its magic, but reg"
      }
    ],
    "prayer": [
      {
        "document": 762,
        "excerpt": "Necklace of Prayer Beads Table 1"
      },
      {
        "document": 844,
        "excerpt": "Prayer of Healing"
      },
      {
        "document": 912,
        "excerpt": "Prayer of Healing"
      },
      {
        "document": 964,
        "excerpt": "You have learned to cast spells through prayer and meditation. See “Spells” for the rules on spellcasting. The information below details how you use th"
      },
      {
        "document": 968,
        "excerpt": "You have learned to cast spells through prayer and meditation. See “Spells” for the rules on spellcasting. The information below details how you use th"
      },
      {
        "document": 1385,
        "excerpt": "Prayer of Healing"
      },
      {
        "document": 1401,
        "excerpt": "V, S, M (a prayer wheel)"
      },
      {
        "document": 1422,
        "excerpt": "V, S, M (a prayer scroll)"
      },
      {
        "document": 1440,
        "excerpt": "V, S, M (a prayer scroll)"
      },
      {
        "document": 1630,
        "excerpt": "Necklace of Prayer Beads"
      }
    ],
    "prayers": [
      {
        "document": 995,
        "excerpt": "Choose A or B: (A) Calligrapher's Supplies, Book (prayers), Holy Symbol, Parchment (10 sheets), Robe, 8 GP; or (B) 50 GP"
      }
    ],
    "precious": [
      {
        "document": 1170,
        "excerpt": "end the casting time tracing magical pathways within a precious gemstone, and then touch the target. The target must be either a Beast or Plant creature with an Intelli"
      },
      {
        "document": 1220,
        "excerpt": "24 hours | | Stone or crystal | 12 hours | | Precious metals | 1 hour | | Gems | 10 minutes | | Adamantine or mithral | 1 minute"
      },
      {
        "document": 2080,
        "excerpt": "Treasure Sense. The xorn can pinpoint the location of precious metals and stones within 60 feet of itself."
      }
    ],
    "precipice": [
      {
        "document": 1304,
        "excerpt": "in. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipm"
      },
      {
        "document": 1363,
        "excerpt": "in. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Similarly, you can alter the a"
      }
    ],
    "precipitation": [
      {
        "document": 683,
        "excerpt": "Heavy Precipitation"
      },
      {
        "document": 1215,
        "excerpt": "itions, which are determined by the GM. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do s"
      }
    ],
    "precise": [
      {
        "document": 849,
        "excerpt": "Precise Hunter"
      },
      {
        "document": 969,
        "excerpt": "Precise Hunter"
      },
      {
        "document": 1287,
        "excerpt": "king an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20"
      },
      {
        "document": 1333,
        "excerpt": "information you already know about the thing, the more precise and detailed the information you receive is. That information is accurate but might be couched in figura"
      }
    ],
    "precisely": [
      {
        "document": 1484,
        "excerpt": "other effects. To do so, state your wish to the GM as precisely as possible. The GM has great latitude in ruling what occurs in such an instance; the greater the wish,"
      }
    ],
    "predators": [
      {
        "document": 237,
        "excerpt": "have alignments; they are unaligned. Sharks are savage predators, for example, but they aren't evil; they are unaligned. doing what seems best at the time. Someone who'"
      }
    ],
    "predicts": [
      {
        "document": 1247,
        "excerpt": "ensor. You create a Tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden o"
      }
    ],
    "predisposed": [
      {
        "document": 46,
        "excerpt": "ile, as defined in “Rules Glossary.” Friendly NPCs are predisposed to help, and Hostile ones are inclined to hinder. Social interactions progress in two ways: through rol"
      }
    ],
    "predominant": [
      {
        "document": 669,
        "excerpt": "d in “Playing the Game.” During any journey stage, the predominant terrain determines the characters’ maximum travel pace, as shown in the Maximum Pace column of the Trave"
      }
    ],
    "prefer": [
      {
        "document": 47,
        "excerpt": "l interactions. As you roleplay, consider whether you prefer an active approach or a descriptive approach. The GM uses an NPC's personality and your character's act"
      },
      {
        "document": 230,
        "excerpt": "sing one of the following three methods. Your GM might prefer you to use a particular one. Standard Array. Use the following six scores for your abilities: 15, 14, 1"
      },
      {
        "document": 232,
        "excerpt": "o increase their class's primary ability, while others prefer to increase a low score."
      },
      {
        "document": 235,
        "excerpt": "l. Neutral (N). Neutral is the alignment of those who prefer to avoid moral questions and don't take sides,"
      }
    ],
    "prefers": [
      {
        "document": 651,
        "excerpt": "cessary; the monster fulfills your request in a way it prefers. Unwilling. If your urging is repugnant to the monster or counter to its alignment, no ability check is"
      }
    ],
    "preparation": [
      {
        "document": 508,
        "excerpt": "r of spells you can change, as summarized in the Spell Preparation by Class table. Spell Preparation by Class Most spellcasting monsters don't change their lists of prep"
      },
      {
        "document": 937,
        "excerpt": "Spell Preparation by Class"
      }
    ],
    "prepare": [
      {
        "document": 241,
        "excerpt": "ow many cantrips you know, and how many spells you can prepare. Choose your cantrips and prepared spells, and note them - along with your number of spell slots - on yo"
      },
      {
        "document": 264,
        "excerpt": "s. Spells Prepared. You determine what spells you can prepare for each class individually, as if you were a single-classed member of that class. If you are a level 4"
      },
      {
        "document": 508,
        "excerpt": "If you have a list of level 1+ spells you prepare, your spellcasting feature specifies when you can change the list and the number of spells you can chang"
      },
      {
        "document": 745,
        "excerpt": "Prepare to take an action in response to a trigger you define."
      },
      {
        "document": 963,
        "excerpt": "finish a Long Rest. Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four"
      },
      {
        "document": 964,
        "excerpt": "finish a Long Rest. Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four"
      },
      {
        "document": 965,
        "excerpt": "finish a Long Rest. Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four"
      },
      {
        "document": 968,
        "excerpt": "finish a Long Rest. Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two l"
      },
      {
        "document": 969,
        "excerpt": "finish a Long Rest. Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two l"
      },
      {
        "document": 971,
        "excerpt": "finish a Long Rest. Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two l"
      },
      {
        "document": 972,
        "excerpt": "as a level 3 spell. Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two l"
      },
      {
        "document": 973,
        "excerpt": "finish a Long Rest. Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To do so, choose four"
      }
    ],
    "prepared": [
      {
        "document": 132,
        "excerpt": "ast any spells from it, you must have all those spells prepared every day you spend crafting the item."
      },
      {
        "document": 241,
        "excerpt": "ability to cast the spell. Spell Slots, Cantrips, and Prepared Spells. If your class gives you the Spellcasting or Pact Magic feature, your class features table shows"
      },
      {
        "document": 264,
        "excerpt": "ly one class, follow the rules for that class. Spells Prepared. You determine what spells you can prepare for each class individually, as if you were a single-classed"
      },
      {
        "document": 395,
        "excerpt": "ill or with Calligrapher's Supplies and have the spell prepared on each day of the inscription. You must also have at hand any Material components required by the spell"
      },
      {
        "document": 497,
        "excerpt": "Before you can cast a spell, you must have the spell prepared in your mind or have access to the spell from a magic item, such as a Spell Scroll. Your features specif"
      },
      {
        "document": 508,
        "excerpt": "Most spellcasting monsters don't change their lists of prepared spells, but the GM is free to alter them."
      },
      {
        "document": 509,
        "excerpt": "Always-Prepared Spells"
      },
      {
        "document": 514,
        "excerpt": "o cast a spell as a Ritual, a spellcaster must have it prepared. Special Abilities. Some characters and monsters have special abilities that allow them to cast specifi"
      },
      {
        "document": 537,
        "excerpt": "If you have a spell prepared that has the Ritual tag, you can cast that spell as a Ritual. The Ritual version of a spell takes 10 min"
      },
      {
        "document": 824,
        "excerpt": "Prepared Spells"
      },
      {
        "document": 842,
        "excerpt": "Prepared Spells"
      },
      {
        "document": 849,
        "excerpt": "Prepared Spells"
      },
      {
        "document": 858,
        "excerpt": "Prepared Spells"
      },
      {
        "document": 871,
        "excerpt": "Prepared Spells"
      },
      {
        "document": 883,
        "excerpt": "Prepared Spells"
      },
      {
        "document": 896,
        "excerpt": "Prepared Spells"
      },
      {
        "document": 908,
        "excerpt": "Prepared Spells"
      },
      {
        "document": 909,
        "excerpt": "Prepared Spells"
      },
      {
        "document": 963,
        "excerpt": "egain all expended slots when you finish a Long Rest. Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this"
      },
      {
        "document": 964,
        "excerpt": "egain all expended slots when you finish a Long Rest. Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this"
      },
      {
        "document": 965,
        "excerpt": "egain all expended slots when you finish a Long Rest. Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this"
      },
      {
        "document": 968,
        "excerpt": "egain all expended slots when you finish a Long Rest. Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this"
      },
      {
        "document": 969,
        "excerpt": "egain all expended slots when you finish a Long Rest. Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this"
      },
      {
        "document": 971,
        "excerpt": "egain all expended slots when you finish a Long Rest. Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this"
      },
      {
        "document": 972,
        "excerpt": "e of those slots, and you cast it as a level 3 spell. Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this"
      },
      {
        "document": 973,
        "excerpt": "egain all expended slots when you finish a Long Rest. Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this"
      },
      {
        "document": 975,
        "excerpt": "have the spells listed for your Druid level and lower prepared. Arid Land Polar Land Temperate Land Tropical Land"
      },
      {
        "document": 976,
        "excerpt": "ard Features table. You always have the chosen spells prepared, and whenever you gain a Bard level, you can replace one of the spells with another spell that meets the"
      },
      {
        "document": 977,
        "excerpt": "ls table, you thereafter always have the listed spells prepared. Draconic Spells"
      },
      {
        "document": 979,
        "excerpt": "ls table, you thereafter always have the listed spells prepared. Fiend Spells"
      },
      {
        "document": 981,
        "excerpt": "ls table, you thereafter always have the listed spells prepared. Life Domain Spells"
      },
      {
        "document": 982,
        "excerpt": "ls table, you thereafter always have the listed spells prepared. Oath of Devotion Spells"
      },
      {
        "document": 988,
        "excerpt": "ell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you f"
      },
      {
        "document": 989,
        "excerpt": "rip. You also always have the Speak with Animals spell prepared. You can cast it without a spell slot a number of times equal to your Proficiency Bonus, and you regain"
      },
      {
        "document": 994,
        "excerpt": "ell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you f"
      },
      {
        "document": 1012,
        "excerpt": "d for this feat's cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you f"
      },
      {
        "document": 1293,
        "excerpt": "age on a successful one. Spell Glyph. You can store a prepared spell of level 3 or lower in the glyph by casting it as part of creating the glyph. The spell must targe"
      },
      {
        "document": 1485,
        "excerpt": "t unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no"
      },
      {
        "document": 1535,
        "excerpt": "r Druid in the light can cast level 1 spells they have prepared without expending spell slots. Alternatively, when you light the candle for the first time, you can cas"
      },
      {
        "document": 1692,
        "excerpt": "stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a"
      }
    ],
    "preparing": [
      {
        "document": 508,
        "excerpt": "Preparing Spells"
      },
      {
        "document": 1485,
        "excerpt": "uary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect. You must designate a location, such as a temple, as a sanctuary b"
      }
    ],
    "prerequisite": [
      {
        "document": 117,
        "excerpt": "Attunement Prerequisites. If a magic item has a class prerequisite, a creature must be a member of that class to attune to the item. If a creature must be a spellcaster to"
      },
      {
        "document": 302,
        "excerpt": "egory is specified, you can choose from any category. Prerequisite. To take a feat, you must meet any prerequisite in its description unless a feature allows you to take t"
      },
      {
        "document": 972,
        "excerpt": "’s description. Prerequisites. If an invocation has a prerequisite, you must meet it to learn that invocation. For example, if an invocation requires you to be a level 5+"
      },
      {
        "document": 999,
        "excerpt": "General Feat (Prerequisite: Level 4+) Increase one ability score of your choice by 2, or increase two ability scores of your choic"
      },
      {
        "document": 1001,
        "excerpt": "Fighting Style Feat (Prerequisite: Fighting Style Feature) You gain a +2 bonus to attack rolls you make with Ranged weapons."
      },
      {
        "document": 1002,
        "excerpt": "Epic Boon Feat (Prerequisite: Level 19+) You gain the following benefits. Ability Score Increase. Increase one ability score of you"
      },
      {
        "document": 1003,
        "excerpt": "Epic Boon Feat (Prerequisite: Level 19+) You gain the following benefits. Ability Score Increase. Increase one ability score of you"
      },
      {
        "document": 1004,
        "excerpt": "Epic Boon Feat (Prerequisite: Level 19+) You gain the following benefits. Ability Score Increase. Increase one ability score of you"
      },
      {
        "document": 1005,
        "excerpt": "Epic Boon Feat (Prerequisite: Level 19+) You gain the following benefits. Ability Score Increase. Increase your Strength or Dexteri"
      },
      {
        "document": 1006,
        "excerpt": "Epic Boon Feat (Prerequisite: Level 19+, Spellcasting Feature) You gain the following benefits. Ability Score Increase. Increase yo"
      },
      {
        "document": 1007,
        "excerpt": "Epic Boon Feat (Prerequisite: Level 19+) You gain the following benefits. Ability Score Increase. Increase one ability score of you"
      },
      {
        "document": 1008,
        "excerpt": "Epic Boon Feat (Prerequisite: Level 19+) You gain the following benefits. Ability Score Increase. Increase one ability score of you"
      },
      {
        "document": 1009,
        "excerpt": "Fighting Style Feat (Prerequisite: Fighting Style Feature) While you're wearing Light, Medium, or Heavy armor, you gain a +1 bonus to Arm"
      },
      {
        "document": 1010,
        "excerpt": "General Feat (Prerequisite: Level 4+, Strength or Dexterity 13+) You gain the following benefits. Ability Score Increase. Increas"
      },
      {
        "document": 1011,
        "excerpt": "Fighting Style Feat (Prerequisite: Fighting Style Feature) When you roll damage for an attack you make with a Melee weapon that you are h"
      },
      {
        "document": 1015,
        "excerpt": "Fighting Style Feat (Prerequisite: Fighting Style Feature) When you make an extra attack as a result of using a weapon that has the Light"
      },
      {
        "document": 1484,
        "excerpt": "its of the new one. You can't replace a feat that is a prerequisite for any of your other feats or features. Roll Redo. You undo a single recent event by forcing a reroll"
      }
    ],
    "prerequisites": [
      {
        "document": 117,
        "excerpt": "nt.” Additional rules are presented below. Attunement Prerequisites. If a magic item has a class prerequisite, a creature must be a member of that class to attune to the it"
      },
      {
        "document": 255,
        "excerpt": "Prerequisites"
      },
      {
        "document": 302,
        "excerpt": "Benefit. The benefits of a feat are detailed after any prerequisites are listed. If you have a feat, you gain its benefits. Repeatable. A feat can be taken only once unless"
      },
      {
        "document": 382,
        "excerpt": "ttunement to an item ends if you no longer satisfy the prerequisites for Attunement, if the item has been more than 100 feet away for at least 24 hours, if you die, or if an"
      },
      {
        "document": 395,
        "excerpt": "Prerequisites for the Scribe"
      },
      {
        "document": 972,
        "excerpt": "n Options” section later in this class’s description. Prerequisites. If an invocation has a prerequisite, you must meet it to learn that invocation. For example, if an invo"
      }
    ],
    "presence": [
      {
        "document": 54,
        "excerpt": "The presence or absence of light determines the category of illumination in an area, as defined below. Bright Light."
      },
      {
        "document": 680,
        "excerpt": "The presence of a good road increases the group's maximum pace by one step (from Slow to Normal or from Normal to Fas"
      },
      {
        "document": 965,
        "excerpt": "tically spot such a message. Others spot the message's presence with a successful DC 15 Intelligence (Investigation) check but can't decipher it without magic."
      },
      {
        "document": 968,
        "excerpt": "ture type. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell."
      },
      {
        "document": 983,
        "excerpt": "Intimidating Presence"
      },
      {
        "document": 994,
        "excerpt": "Otherworldly Presence"
      },
      {
        "document": 1230,
        "excerpt": "ion, up to 10 minutes For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action"
      },
      {
        "document": 1232,
        "excerpt": "on on your later turns. Sense Thoughts. You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. Y"
      },
      {
        "document": 1287,
        "excerpt": "nt portals created by this spell from opening in their presence or anywhere within their domains. When you cast this spell, you can speak the name of a specific creatu"
      },
      {
        "document": 1356,
        "excerpt": "on. You must touch the stone to do so. Nothing of your presence remains visible or otherwise detectable by nonmagical senses. While merged with the stone, you can't se"
      },
      {
        "document": 1363,
        "excerpt": "main, so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion."
      },
      {
        "document": 1484,
        "excerpt": "em or an Artifact might instantly transport you to the presence of the item's current owner. If your wish is granted and its effects have consequences for a whole commu"
      },
      {
        "document": 1518,
        "excerpt": "s empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. You can take a Magic action to pull the fuzzy object from the bag and throw i"
      },
      {
        "document": 1742,
        "excerpt": "but not its distance from you. The wand can sense the presence of Hostile creatures that are Invisible, ethereal, disguised, or hidden, as well as those in plain sight"
      },
      {
        "document": 1761,
        "excerpt": "ion again until the start of its next turn. Frightful Presence. The dragon uses Spellcasting to cast Fear. The dragon can't take this action again until the start of i"
      },
      {
        "document": 1768,
        "excerpt": "ed uses at the start of each of its turns. Commanding Presence. The dragon uses Spellcasting to cast Command (level 2 version). The dragon can't take this action again"
      },
      {
        "document": 1770,
        "excerpt": "ion again until the start of its next turn. Frightful Presence. The dragon casts Fear, requiring no Material components and using Charisma as the spellcasting ability"
      },
      {
        "document": 1773,
        "excerpt": "ion again until the start of its next turn. Frightful Presence. The dragon uses Spellcasting to cast Fear. The dragon can't take this action again until the start of i"
      },
      {
        "document": 1780,
        "excerpt": "ed uses at the start of each of its turns. Commanding Presence. The dragon uses Spellcasting to cast Command (level 2 version). The dragon can't take this action again"
      },
      {
        "document": 1782,
        "excerpt": "ion again until the start of its next turn. Frightful Presence. The dragon casts Fear, requiring no Material components and using Charisma as the spellcasting ability"
      }
    ],
    "present": [
      {
        "document": 227,
        "excerpt": "Imagine Your Past and Present"
      },
      {
        "document": 501,
        "excerpt": "l are detailed after its duration entry. Those details present exactly what the spell does, which ignores mundane physical laws; any outcomes beyond those effects are"
      },
      {
        "document": 964,
        "excerpt": "8), and 18 (4d8). Turn Undead. As a Magic action, you present your Holy Symbol and censure Undead creatures. Each Undead of your choice within 30 feet of you must mak"
      },
      {
        "document": 968,
        "excerpt": "modifier (minimum bonus of +1). If another Paladin is present, a creature can benefit from only one Aura of Protection at a time; the creature chooses which aura whil"
      },
      {
        "document": 981,
        "excerpt": "As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to evoke healing energy that can restore a nu"
      },
      {
        "document": 1232,
        "excerpt": "the thoughts, but you know that a thinking creature is present. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead. Rea"
      },
      {
        "document": 1268,
        "excerpt": "a hidden sinkhole. This spell reveals that a trap is present but not its location. You do learn the general nature of the danger posed by a trap you sense."
      },
      {
        "document": 1338,
        "excerpt": "ature or plant of that kind within 5 miles, if any are present."
      },
      {
        "document": 1363,
        "excerpt": "he appearance of structures or add them where none are present. The spell doesn't disguise, conceal, or add creatures. The illusion includes audible, visual, tactile,"
      },
      {
        "document": 1437,
        "excerpt": "on. Or you can turn ordinary terrain where plants are present into Difficult Terrain that lasts for the duration. The spell doesn't enable plants to uproot themselve"
      },
      {
        "document": 1696,
        "excerpt": "(Requires Attunement) You can take a Magic action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of your"
      },
      {
        "document": 1697,
        "excerpt": "for up to 200 days divided by the number of creatures present (round down). When the time runs out or you take a Magic action to end the effect, all visitors reappea"
      }
    ],
    "presented": [
      {
        "document": 117,
        "excerpt": "agic items appear in “Equipment.” Additional rules are presented below. Attunement Prerequisites. If a magic item has a class prerequisite, a creature must be a member"
      },
      {
        "document": 143,
        "excerpt": "Magic items are presented in alphabetical order. If a magic item description capitalizes a creature's name and presents it in bol"
      },
      {
        "document": 151,
        "excerpt": "A monster's Hit Points are presented as a number followed by parentheses, where the monster's Hit Point Dice are provided, along with any con"
      },
      {
        "document": 180,
        "excerpt": "edium, Large, Huge, or Gargantuan. If size options are presented, you choose the creature's size from those options. See \"Playing the Game\" for information on size."
      },
      {
        "document": 302,
        "excerpt": "tion of a feat contains the following parts, which are presented after the feat's name. Category. A feat is a member of a category, which is noted in the feat. If you'r"
      },
      {
        "document": 554,
        "excerpt": "er. Each stat block includes the following information presented after the monster's name. Size. A monster is Tiny, Small, Medium, Large, Huge, or Gargantuan. See also"
      },
      {
        "document": 715,
        "excerpt": "Traps are presented in alphabetical order."
      },
      {
        "document": 971,
        "excerpt": "available to your Meta-magic feature. The options are presented in alphabetical order. Careful Spell Cost: 1 Sorcery Point When you cast a spell that forces other cr"
      }
    ],
    "presents": [
      {
        "document": 18,
        "excerpt": "mately sets them. The Typical Difficulty Classes table presents a range of possible DCs for ability checks. Typical Difficulty Classes"
      },
      {
        "document": 75,
        "excerpt": "these activities when it needs special care or when it presents an unusual obstacle. For instance, the GM might require you to take the Utilize action to open a stuck d"
      },
      {
        "document": 143,
        "excerpt": "gic item description capitalizes a creature's name and presents it in bold type, that's a visual cue pointing you to the creature's stat block. Unless the text states o"
      },
      {
        "document": 274,
        "excerpt": "This section presents the Druid spell list. The spells are organized by spell level and then alphabetized, and each spell's sc"
      },
      {
        "document": 275,
        "excerpt": "This section presents the Paladin spell list. The spells are organized by spell level and then alphabetized, and each spell's"
      },
      {
        "document": 276,
        "excerpt": "This section presents the Ranger spell list. The spells are organized by spell level and then alphabetized, and each spell's s"
      },
      {
        "document": 277,
        "excerpt": "This section presents the Sorcerer spell list. The spells are organized by spell level and then alphabetized, and each spell's"
      },
      {
        "document": 278,
        "excerpt": "This section presents the Warlock spell list. The spells are organized by spell level and then alphabetized, and each spell's"
      },
      {
        "document": 279,
        "excerpt": "This section presents the Wizard spell list. The spells are organized by spell level and then alphabetized, and each spell's s"
      },
      {
        "document": 280,
        "excerpt": "This section presents the Bard spell list. The spells are organized by spell level and then alphabetized, and each spell's sch"
      },
      {
        "document": 281,
        "excerpt": "This section presents the Cleric spell list. The spells are organized by spell level and then alphabetized, and each spell's s"
      },
      {
        "document": 678,
        "excerpt": "Swimming through deep water (more than 100 feet deep) presents additional challenges because of the water's pressure and cold temperature. After each hour of swimming"
      },
      {
        "document": 727,
        "excerpt": "ever. As a rough guideline, a single monster generally presents a low-difficulty challenge for a party of four characters whose level equals the monster's Challenge Rat"
      }
    ],
    "preservation": [
      {
        "document": 1639,
        "excerpt": "g this pendant, you gain the following benefits. Life Preservation. Whenever you make a Death Saving Throw, you can change a roll of 9 or lower to a 10, turning a failed s"
      },
      {
        "document": 1700,
        "excerpt": "person. Defense. You gain a +1 bonus to Armor Class. Preservation. The scarab has 12 charges. If you fail a saving throw against a Necromancy spell or a harmful effect or"
      }
    ],
    "preserve": [
      {
        "document": 981,
        "excerpt": "Preserve Life"
      },
      {
        "document": 1562,
        "excerpt": "scales and gift them. Other times, hunters carefully preserve the hide of a dead dragon. In either case, Dragon Scale Mail is highly valued. While wearing this armor"
      }
    ],
    "preside": [
      {
        "document": 975,
        "excerpt": "primal secrets in Druidic. The circle's wisest members preside as the chief priests of their communities."
      }
    ],
    "press": [
      {
        "document": 1552,
        "excerpt": "cross. Each face has a distinct marking on it. You can press one of those faces, expend the number of charges required for it, and thereby cast the spell associated"
      },
      {
        "document": 1607,
        "excerpt": "a button on one end. You can take a Utilize action to press the button, which causes the rod to become magically fixed in place. Until you or another creature takes"
      },
      {
        "document": 1694,
        "excerpt": "properties as well, detailed below. Buttons. You can press one of the following buttons as a Bonus Action; a button's effect lasts until you push a different butto"
      }
    ],
    "pressed": [
      {
        "document": 267,
        "excerpt": "epy cat 75 A set of bone pipes 76 A four-leaf clover pressed inside a book discussing manners and etiquette 77 A sheet of parchment upon which is drawn a mechanical"
      }
    ],
    "pressing": [
      {
        "document": 1553,
        "excerpt": "ast one of the following spells using the cube. Gate. Pressing one side of the cube, you cast Gate, opening a portal to the plane of existence keyed to that side. Pla"
      }
    ],
    "pressure": [
      {
        "document": 308,
        "excerpt": "steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a sp"
      },
      {
        "document": 678,
        "excerpt": "presents additional challenges because of the water's pressure and cold temperature. After each hour of swimming in deep water, a creature that lacks a Swim Speed must"
      },
      {
        "document": 714,
        "excerpt": "an object. Examples of triggers include stepping on a pressure plate, crossing a trip wire, turning a doorknob, or using the wrong key in a lock. Duration. Some traps"
      },
      {
        "document": 718,
        "excerpt": "ly Trap (Levels 1-4) Trigger: A creature moves onto a pressure plate Duration: Instantaneous, and the trap resets at the start of the next turn When a creature moves"
      },
      {
        "document": 720,
        "excerpt": "ly Trap (Levels 1–4) Trigger: A creature moves onto a pressure plate Duration: Instantaneous, and the trap resets at the start of the next turn if it has activated few"
      },
      {
        "document": 722,
        "excerpt": "Trap (Levels 17–20) Trigger: A creature moves onto a pressure plate Duration: Until the stone stops rolling When a creature moves onto a hidden pressure plate, a 5-f"
      },
      {
        "document": 1509,
        "excerpt": "vehicle takes 2d6 Bludgeoning damage each minute from pressure. A creature in the compartment can take a Utilize action to move as many as two of the apparatus's leve"
      }
    ],
    "prestidigitation": [
      {
        "document": 859,
        "excerpt": "Prestidigitation"
      },
      {
        "document": 872,
        "excerpt": "Prestidigitation"
      },
      {
        "document": 884,
        "excerpt": "Prestidigitation"
      },
      {
        "document": 897,
        "excerpt": "Prestidigitation"
      },
      {
        "document": 971,
        "excerpt": "You know four Sorcerer cantrips of your choice. Light, Prestidigitation, Shocking Grasp, and Sorcerous Burst are recommended. Whenever you gain a Sorcerer level, you can replac"
      },
      {
        "document": 972,
        "excerpt": "wo Warlock cantrips of your choice. Eldritch Blast and Prestidigitation are recommended. Whenever you gain a Warlock level, you can replace one of your cantrips from this featu"
      },
      {
        "document": 988,
        "excerpt": "Fire | Darkness | | High Elf | You know the Prestidigitation cantrip. Whenever you finish a Long Rest, you can replace that cantrip with a different cantrip from the"
      },
      {
        "document": 989,
        "excerpt": "You know the Mending and Prestidigitation cantrips. In addition, you can spend 10 minutes casting Prestidigitation to create a Tiny clockwork devi"
      },
      {
        "document": 1386,
        "excerpt": "Prestidigitation"
      },
      {
        "document": 1790,
        "excerpt": "bility, Light, Mage Armor (included in AC), Mage Hand, Prestidigitation 2/Day Each: Fly, Lightning Bolt (level 7 version) 1/Day Each: Cone of Cold (level 9 version), Mind Bla"
      },
      {
        "document": 1949,
        "excerpt": "sibility, Lightning Bolt (level 5 version), Mage Hand, Prestidigitation 2/Day Each: Animate Dead, Dimension Door, Plane Shift 1/Day Each: Chain Lightning, Finger of Death, Po"
      },
      {
        "document": 1952,
        "excerpt": "Magic, Light, Mage Armor (included in AC), Mage Hand, Prestidigitation 2/Day Each: Fireball (level 4 version), Invisibility 1/Day Each: Cone of Cold, Fly"
      },
      {
        "document": 2024,
        "excerpt": "ll: Detect Magic, Identify, Mage Hand, Minor Illusion, Prestidigitation 1/Day Each: Dispel Magic, Legend Lore, Locate Object, Plane Shift, Remove Curse, Tongues"
      }
    ],
    "pretty": [
      {
        "document": 267,
        "excerpt": "h of dwarven design 93 An empty wine bottle bearing a pretty label that says, \"The Wizard of Wines Winery, Red Dragon Crush, 331422-W\" 94 A mosaic tile with a multi"
      }
    ],
    "prevalent": [
      {
        "document": 147,
        "excerpt": "tube of ivory, jade, leather, metal, or wood. The most prevalent scroll is the Spell Scroll, a spell stored in written form. Using a Scroll. Scrolls are consumable item"
      },
      {
        "document": 1198,
        "excerpt": "an Elemental, a Fey, a Fiend, or an Undead - The most prevalent kind of plant, mineral, or Beast (you choose which to learn) - Locations of bodies of water For example"
      }
    ],
    "prevent": [
      {
        "document": 719,
        "excerpt": "ged between the pit's lid and the surrounding floor to prevent the lid from opening, thereby making it safe to cross. The cover can also be held shut using Arcane Lock"
      },
      {
        "document": 723,
        "excerpt": "ged between the pit's lid and the surrounding floor to prevent the lid from opening, thereby making it safe to cross. The cover can also be held shut using an Arcane L"
      },
      {
        "document": 1287,
        "excerpt": "st to the portal. Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains. When you"
      },
      {
        "document": 1484,
        "excerpt": "the god's divine servants might instantly intervene to prevent it or to encourage you to craft the wish in a particular way. If your wish would undo the multiverse its"
      },
      {
        "document": 1560,
        "excerpt": "to fit a creature of Small to Large size. The shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or"
      },
      {
        "document": 1673,
        "excerpt": "mmunicate with any creature wearing it. A wearer can't prevent this telepathic communication."
      },
      {
        "document": 1686,
        "excerpt": "bjects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or u"
      },
      {
        "document": 2028,
        "excerpt": "and regains all its Hit Points. Only a Wish spell can prevent this trait from functioning."
      }
    ],
    "prevented": [
      {
        "document": 530,
        "excerpt": "defines how the possession operates. Possession can be prevented by the Protection from Evil and Good spell and ended by the Dispel Evil and Good spell."
      },
      {
        "document": 1484,
        "excerpt": "r level of that spell. This damage can't be reduced or prevented in any way. In addition, your Strength score becomes 3 for 2d4 days. For each of those days that you spe"
      }
    ],
    "preventing": [
      {
        "document": 1344,
        "excerpt": "n cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the Cylinder and protecting targets outside it. Using a H"
      },
      {
        "document": 1389,
        "excerpt": "The barrier of the warded area appears dark and foggy, preventing vision (including Darkvision) through it. - Sensors created by Divination spells can't appear inside the"
      }
    ],
    "prevents": [
      {
        "document": 44,
        "excerpt": "that deprives you of your ability to take actions also prevents you from taking a Bonus Action."
      },
      {
        "document": 645,
        "excerpt": "ects grant the ability to hover. Hovering while flying prevents you from falling in certain circumstances. See also \"Flying.\""
      },
      {
        "document": 718,
        "excerpt": "Iron Spike or similar object under the pressure plate prevents the trap from triggering. At Higher Levels. You can scale the trap for higher levels by increasing the"
      },
      {
        "document": 720,
        "excerpt": "k. Plugging all the holes with wax, cloth, or detritus prevents the darts from firing. As a Search action, a creature can examine the section of floor that forms the p"
      },
      {
        "document": 722,
        "excerpt": "ron Spike or a similar object under the pressure plate prevents the trap from triggering. Destroy the Stone. The stone is a Large object that has AC 17, HP 100, a Dama"
      },
      {
        "document": 936,
        "excerpt": "Prevents or reverses harmful effects"
      },
      {
        "document": 1159,
        "excerpt": "you in a 10-foot Emanation for the duration. The aura prevents creatures other than Constructs and Undead from passing or reaching through it. An affected creature can"
      },
      {
        "document": 1281,
        "excerpt": "l proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, the Ethereal Plane, the Feywild, the Shado"
      },
      {
        "document": 1282,
        "excerpt": "up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area. When you cas"
      },
      {
        "document": 1332,
        "excerpt": "r object that contains a mundane or magical means that prevents access. A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstu"
      },
      {
        "document": 1608,
        "excerpt": "is immune to the Knock spell and similar magic. Magic prevents the tower from being tipped over. The roof, the door, and the walls each have AC 20; HP 100; Immunity to"
      },
      {
        "document": 1617,
        "excerpt": "y the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can take the Dodge action. At the end of eac"
      }
    ],
    "previous": [
      {
        "document": 134,
        "excerpt": "an item might be possessed, haunted by the spirit of a previous owner, or self-aware thanks to the magic used to create it. A sentient item might be a cherished ally to"
      },
      {
        "document": 1228,
        "excerpt": "ect the shadowy door to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a cas"
      },
      {
        "document": 1402,
        "excerpt": "n its original form, except it loses the traits of its previous species and gains the traits of its new one."
      },
      {
        "document": 1627,
        "excerpt": "You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their ow"
      },
      {
        "document": 1852,
        "excerpt": "ond Large or bigger tree that is within 60 feet of the previous tree."
      }
    ],
    "previously": [
      {
        "document": 979,
        "excerpt": "end of your next turn, when it returns to the space it previously occupied or the nearest unoccupied space. Once you use this feature, you can't use it again until you f"
      },
      {
        "document": 1485,
        "excerpt": "creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied spac"
      },
      {
        "document": 2018,
        "excerpt": "l has no effect but is stored within the guardian. Any previously stored spell is lost when a new spell is stored. The guardian can cast the spell stored with any paramet"
      }
    ],
    "prey": [
      {
        "document": 633,
        "excerpt": "ave special attacks that allow them to quickly grapple prey. However a grapple is initiated, it follows these rules. See also “Unarmed Strike” and “Grappled.” Grap"
      },
      {
        "document": 980,
        "excerpt": "Protect Nature and People from Destruction You stalk prey in the wilds and elsewhere, using your abilities as a Hunter to protect nature and people everywhere fro"
      }
    ],
    "price": [
      {
        "document": 365,
        "excerpt": "t, Comfortable, Wealthy, or Aristocratic - and pay the price to sustain that lifestyle. Lifestyles have no inherent consequences, but the GM might take them into ac"
      },
      {
        "document": 387,
        "excerpt": "the item, and you can use it or sell it at its normal price."
      },
      {
        "document": 444,
        "excerpt": "e described here in alphabetical order, with an item's price appearing after its name."
      },
      {
        "document": 696,
        "excerpt": "rder. Each poison's description includes the suggested price for a single dose of the poison, its type (contact, ingested, inhaled, or injury), and a description of"
      },
      {
        "document": 1376,
        "excerpt": "ck to you if possible. If you are unable to agree on a price for the creature's service, the creature immediately returns to its home plane."
      }
    ],
    "priceless": [
      {
        "document": 118,
        "excerpt": "most plentiful. Artifacts, such as the Dragon Orb, are priceless, unique, and difficult to acquire."
      },
      {
        "document": 757,
        "excerpt": "Priceless"
      }
    ],
    "prices": [
      {
        "document": 119,
        "excerpt": "magic items in your campaign, rarity can help you set prices for those items. Gold Piece values are provided in the Magic Item Rarities and Values table, though a se"
      },
      {
        "document": 362,
        "excerpt": "passenger usually pays 5 SP per day for a hammock, but prices can vary from ship to ship. A small private cabin usually costs 2 GP per day."
      },
      {
        "document": 374,
        "excerpt": "The Food, Drink, and Lodging table gives prices for food and a single night's lodging. Prices for daily lodging and meals are included in your lifestyle"
      },
      {
        "document": 420,
        "excerpt": "their full value in the marketplace. \"Magic Items\" has prices for magic items."
      }
    ],
    "pried": [
      {
        "document": 1598,
        "excerpt": "2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic. Y"
      }
    ],
    "priest": [
      {
        "document": 801,
        "excerpt": "Priest"
      },
      {
        "document": 930,
        "excerpt": "Priest’s Pack"
      },
      {
        "document": 964,
        "excerpt": "se A or B: (A) Chain Shirt, Shield, Mace, Holy Symbol, Priest’s Pack, and 7 GP; or (B) 110 GP"
      },
      {
        "document": 968,
        "excerpt": "hain Mail, Shield, Longsword, 6 Javelins, Holy Symbol, Priest’s Pack, and 9 GP; or (B) 150 GP"
      },
      {
        "document": 1112,
        "excerpt": "Priest’s Pack"
      },
      {
        "document": 1991,
        "excerpt": "Priest Acolyte"
      },
      {
        "document": 1992,
        "excerpt": "Priest"
      }
    ],
    "priest's": [
      {
        "document": 333,
        "excerpt": "Priest's Pack (33 GP)"
      }
    ],
    "priests": [
      {
        "document": 202,
        "excerpt": "Priests"
      },
      {
        "document": 975,
        "excerpt": "idic. The circle's wisest members preside as the chief priests of their communities."
      }
    ],
    "primal": [
      {
        "document": 478,
        "excerpt": "and is carved, tied with ribbon, or painted to channel primal magic. A Druid or Ranger can use such an object as a Spellcasting Focus. Druidic Focuses"
      },
      {
        "document": 824,
        "excerpt": "Spellcasting, Druidic, Primal Order"
      },
      {
        "document": 848,
        "excerpt": "Barbarian Subclass, Primal Knowledge"
      },
      {
        "document": 962,
        "excerpt": "You can imbue yourself with a primal power called Rage, a force that grants you extraordinary might and resilience. You can enter it as a Bon"
      },
      {
        "document": 965,
        "excerpt": "Primal Order"
      },
      {
        "document": 969,
        "excerpt": "Primal forces now help fuel you on your journeys, granting you the following benefits. Temporary Hit Points. A"
      },
      {
        "document": 975,
        "excerpt": "sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle's wisest members preside as the chief priests of their communities."
      },
      {
        "document": 983,
        "excerpt": "ike terror into others with your menacing presence and primal power. When you do so, each creature of your choice in a 30-foot Emanation originating from you must mak"
      }
    ],
    "primarily": [
      {
        "document": 983,
        "excerpt": "s who walk the Path of the Berserker direct their Rage primarily toward violence. Their path is one of untrammeled fury, and they thrill in the chaos of battle as they a"
      }
    ],
    "primary": [
      {
        "document": 231,
        "excerpt": "ce, Wisdom, and Charisma, keeping in mind your class's primary ability. Fill in the ability modifiers as well. If you're using the Standard Array option, consult the"
      },
      {
        "document": 232,
        "excerpt": "above 20. Some players like to increase their class's primary ability, while others prefer to increase a low score."
      },
      {
        "document": 255,
        "excerpt": "new class, you must have a score of at least 13 in the primary ability of the new class and your current classes. For example, a Barbarian who decides to multiclass in"
      },
      {
        "document": 271,
        "excerpt": "ds benefit which ability scores. Look for your class's primary ability there. Ability Scores and Backgrounds Record Your Feat. A background gives you a feat, which g"
      },
      {
        "document": 354,
        "excerpt": "you move more quickly through the wilderness, but its primary purpose is to carry gear that would otherwise slow you down. The Mounts and Other Animals table shows ea"
      },
      {
        "document": 817,
        "excerpt": "Primary Ability"
      },
      {
        "document": 818,
        "excerpt": "Primary Ability"
      },
      {
        "document": 962,
        "excerpt": "Primary Ability"
      },
      {
        "document": 963,
        "excerpt": "Primary Ability"
      },
      {
        "document": 964,
        "excerpt": "Primary Ability"
      },
      {
        "document": 965,
        "excerpt": "Primary Ability"
      },
      {
        "document": 966,
        "excerpt": "Primary Ability"
      },
      {
        "document": 967,
        "excerpt": "Primary Ability"
      },
      {
        "document": 968,
        "excerpt": "Primary Ability"
      },
      {
        "document": 969,
        "excerpt": "Primary Ability"
      },
      {
        "document": 970,
        "excerpt": "Primary Ability"
      },
      {
        "document": 971,
        "excerpt": "Primary Ability"
      },
      {
        "document": 972,
        "excerpt": "Primary Ability"
      },
      {
        "document": 973,
        "excerpt": "Primary Ability"
      }
    ],
    "prime": [
      {
        "document": 667,
        "excerpt": "to their ability to spread curses - werewolves being a prime example. You decide how a spell like Remove Curse affects a creature with accursed origins. For example"
      }
    ],
    "primordial": [
      {
        "document": 228,
        "excerpt": "t a character learn a rare language. Rare Languages *Primordial includes the Aquan, Auran, Ignan, and Terran dialects. Creatures that know one of these dialects can com"
      },
      {
        "document": 808,
        "excerpt": "Primordial*"
      },
      {
        "document": 1771,
        "excerpt": "Primordial (Auran)"
      },
      {
        "document": 1796,
        "excerpt": "Primordial (Ignan)"
      },
      {
        "document": 1845,
        "excerpt": "Primordial (Auran)"
      },
      {
        "document": 1848,
        "excerpt": "Draconic, Primordial (Aquan)"
      },
      {
        "document": 1853,
        "excerpt": "Primordial (Auran, Terran)"
      },
      {
        "document": 1855,
        "excerpt": "Primordial (Terran)"
      },
      {
        "document": 1856,
        "excerpt": "Primordial (Ignan)"
      },
      {
        "document": 1862,
        "excerpt": "Primordial (Ignan)"
      },
      {
        "document": 1868,
        "excerpt": "Primordial (Terran)"
      },
      {
        "document": 1881,
        "excerpt": "Celestial; understands Common and Primordial (Auran) but can't speak them"
      },
      {
        "document": 1937,
        "excerpt": "Primordial (Aquan, Auran)"
      },
      {
        "document": 1940,
        "excerpt": "Common, Primordial (Auran)"
      },
      {
        "document": 1946,
        "excerpt": "Understands Abyssal, Celestial, Infernal, and Primordial but can't speak; telepathy 120 ft."
      },
      {
        "document": 1953,
        "excerpt": "Primordial (Ignan, Terran)"
      },
      {
        "document": 1954,
        "excerpt": "Primordial (Ignan)"
      },
      {
        "document": 1960,
        "excerpt": "Common, Primordial (Aquan)"
      },
      {
        "document": 1961,
        "excerpt": "Abyssal, Primordial (Aquan)"
      },
      {
        "document": 1969,
        "excerpt": "Abyssal, Common, Infernal, Primordial"
      },
      {
        "document": 2010,
        "excerpt": "Primordial (Ignan)"
      },
      {
        "document": 2014,
        "excerpt": "Common, Giant, Primordial (Aquan)"
      },
      {
        "document": 2031,
        "excerpt": "Primordial (Aquan, Ignan)"
      },
      {
        "document": 2065,
        "excerpt": "Primordial (Aquan)"
      },
      {
        "document": 2080,
        "excerpt": "Primordial (Terran)"
      }
    ],
    "prince": [
      {
        "document": 1376,
        "excerpt": "or aid. The being must be known to you: a god, a demon prince, or some other being of cosmic power. That entity sends a Celestial, an Elemental, or a Fiend loyal to i"
      }
    ],
    "principal": [
      {
        "document": 1167,
        "excerpt": ", replicating its game statistics and possessions. The principal difference is the addition of a silvery cord that trails from between the shoulder blades of the astral"
      }
    ],
    "principle": [
      {
        "document": 43,
        "excerpt": "one time. You can take only one action at a time. This principle is most important in combat, as explained in “Combat” later in “Playing the Game.” Actions can come up"
      }
    ],
    "printed": [
      {
        "document": 236,
        "excerpt": "use to track your character's details, whether it's a printed character sheet, a digital character sheet, or plain paper. Choose whichever style of sheet works for yo"
      }
    ],
    "prior": [
      {
        "document": 735,
        "excerpt": "aracter's background represents what the character did prior to becoming an adventurer. Creating a unique background or customizing an existing one can reflect the p"
      },
      {
        "document": 1452,
        "excerpt": "oose a new one at any time. If you switch targets, the prior target is no longer affected by the spell. Creature. You can try to move a Huge or smaller creature. Th"
      }
    ],
    "prism": [
      {
        "document": 1585,
        "excerpt": "Wondrous Item, Uncommon This prism has 50 charges. While you are holding it, you can take a Magic action and use one of three command words"
      },
      {
        "document": 1609,
        "excerpt": "Proficiency Bonus increases by 1 while this pale green prism orbits your head. Protection (Rare). You gain a +1 bonus to Armor Class while this dusty-rose prism orb"
      }
    ],
    "prismatic": [
      {
        "document": 867,
        "excerpt": "Prismatic Spray"
      },
      {
        "document": 893,
        "excerpt": "Prismatic Spray"
      },
      {
        "document": 895,
        "excerpt": "Prismatic Wall"
      },
      {
        "document": 905,
        "excerpt": "Prismatic Spray"
      },
      {
        "document": 907,
        "excerpt": "Prismatic Wall"
      },
      {
        "document": 1387,
        "excerpt": "Prismatic Spray"
      },
      {
        "document": 1388,
        "excerpt": "Prismatic Wall"
      },
      {
        "document": 1598,
        "excerpt": "as a component: Daylight (opal), Fireball (fire opal), Prismatic Spray (diamond), or Wall of Fire (ruby). The gem is destroyed when the spell is cast and disappears from"
      }
    ],
    "prison": [
      {
        "document": 1282,
        "excerpt": "ion, up to 1 hour An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can"
      },
      {
        "document": 1324,
        "excerpt": "ned condition and can't be moved by any means. Hedged Prison. The target is trapped in a demi-plane that is warded against teleportation and planar travel. The demip"
      },
      {
        "document": 1627,
        "excerpt": "agic, but a Wish spell can reveal the location of your prison. You draw no more cards. Euryale. The card's medusa-like visage curses you. You take a -2 penalty to sa"
      }
    ],
    "prisoner": [
      {
        "document": 1625,
        "excerpt": "one trapped creature at random to accommodate the new prisoner. A freed creature appears in an unoccupied space within sight of the mirror but facing away from it. If"
      }
    ],
    "private": [
      {
        "document": 362,
        "excerpt": "can accommodate using hammocks. A ship outfitted with private accommodations can carry one-fifth as many passengers. A passenger usually pays 5 SP per day for a hammo"
      },
      {
        "document": 800,
        "excerpt": "Private Sanctum"
      },
      {
        "document": 890,
        "excerpt": "Private Sanctum"
      },
      {
        "document": 1389,
        "excerpt": "Private Sanctum"
      }
    ],
    "probably": [
      {
        "document": 235,
        "excerpt": "ustice and protects the innocent without hesitation is probably Lawful Good. Neutral Good (NG). Neutral Good creatures do the best they can, working within rules but n"
      },
      {
        "document": 237,
        "excerpt": "st at the time. Someone who's bored by moral debate is probably Neutral. Chaotic Neutral (CN). Chaotic Neutral creatures follow their whims, valuing their personal fre"
      },
      {
        "document": 968,
        "excerpt": "lates their oath, talk to your GM. Your Paladin should probably take a more appropriate subclass or even abandon the class and adopt another one. If a Channel Divinity"
      }
    ],
    "probe": [
      {
        "document": 1232,
        "excerpt": ". As a Magic action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed"
      }
    ],
    "probing": [
      {
        "document": 1232,
        "excerpt": "spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target's mind, the target can take an ac"
      },
      {
        "document": 1760,
        "excerpt": "applied to its skin before those minutes have passed. Probing Telepathy. If a creature the aboleth can see communicates telepathically with the aboleth, the aboleth l"
      }
    ],
    "proboscis": [
      {
        "document": 2032,
        "excerpt": "Proboscis. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage, and the stirge attaches to the tar"
      }
    ],
    "procedure": [
      {
        "document": 973,
        "excerpt": "ell. If you lose your spellbook, you can use the same procedure to transcribe the Wizard spells that you have prepared into a new spellbook. Filling out the remainder o"
      }
    ],
    "process": [
      {
        "document": 1216,
        "excerpt": "tantaneous You attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution saving throw. On a failed save, the spell dissipat"
      },
      {
        "document": 1648,
        "excerpt": "around it. Shaking the bottle fails to interrupt this process."
      },
      {
        "document": 1652,
        "excerpt": "contracts. Shaking the bottle fails to interrupt this process."
      }
    ],
    "produce": [
      {
        "document": 829,
        "excerpt": "Produce Flame"
      },
      {
        "document": 965,
        "excerpt": "your choice from the Druid spell list. Druidcraft and Produce Flame are recommended. Whenever you gain a Druid level, you can replace one of your cantrips with anoth"
      },
      {
        "document": 1390,
        "excerpt": "Produce Flame"
      },
      {
        "document": 1484,
        "excerpt": "tself, your wish fails. The stress of casting Wish to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you c"
      },
      {
        "document": 1722,
        "excerpt": "lap. You can take a Magic action to cause the staff to produce a thunderclap audible out to 600 feet. Every creature within a 60-foot Emanation originating from you ma"
      }
    ],
    "produced": [
      {
        "document": 1214,
        "excerpt": "ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts. Part Water. You p"
      },
      {
        "document": 1574,
        "excerpt": "lden energy appears nocked and ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits o"
      }
    ],
    "produces": [
      {
        "document": 343,
        "excerpt": "When blown as a Utilize action, a Signal Whistle produces a sound that can be heard up to 600 feet away."
      },
      {
        "document": 456,
        "excerpt": "When rung as a Utilize action, a Bell produces a sound that can be heard up to 60 feet away."
      },
      {
        "document": 989,
        "excerpt": "choosing one effect from Prestidigitation; the device produces that effect whenever you or another creature takes a Bonus Action to activate it with a touch. If the c"
      },
      {
        "document": 1152,
        "excerpt": "alarm is audible or mental: Audible Alarm. The alarm produces the sound of a handbell for 10 seconds within 60 feet of the warded area. Mental Alarm. You are alerted"
      },
      {
        "document": 1446,
        "excerpt": ". At the start of each of your later turns, the storm produces different effects, as detailed below. Turn 2. Acidic rain falls. Each creature and object under the clo"
      },
      {
        "document": 1515,
        "excerpt": "or sand, and then water it, the bean disappears as it produces an effect 1 minute later from the ground where it was planted. The GM can choose an effect from the foll"
      },
      {
        "document": 1556,
        "excerpt": "rom the following command words: Splash. The decanter produces 1 gallon of water. Fountain. The decanter produces 5 gallons of water. Geyser. The decanter produces 3"
      },
      {
        "document": 1682,
        "excerpt": "ature you can see within 60 feet of yourself. The ring produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, th"
      }
    ],
    "products": [
      {
        "document": 1259,
        "excerpt": "uration: Instantaneous You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from"
      }
    ],
    "professions": [
      {
        "document": 181,
        "excerpt": "olls. Humanoids are people defined by their roles and professions, such as mages, pirates, and warriors. They include members of varied species. Monstrosities are unnatu"
      }
    ],
    "proficiencies": [
      {
        "document": 13,
        "excerpt": "ng the Game” for more information about skill and tool proficiencies."
      },
      {
        "document": 25,
        "excerpt": "n “Playing the Game” for more information about weapon proficiencies."
      },
      {
        "document": 36,
        "excerpt": "Skill Proficiencies"
      },
      {
        "document": 39,
        "excerpt": "A character's starting skill proficiencies are determined at character creation, and a monster's skill proficiencies appear in its stat block."
      },
      {
        "document": 40,
        "excerpt": "Saving Throw Proficiencies"
      },
      {
        "document": 41,
        "excerpt": "Equipment Proficiencies"
      },
      {
        "document": 49,
        "excerpt": "ake the Influence action. Pay attention to your skill proficiencies when thinking of how you will interact with an NPC; use an approach that relies on your group's skill pr"
      },
      {
        "document": 154,
        "excerpt": "The Skills entry specifies a monster's skill proficiencies, if any. For example, a monster that is very perceptive and stealthy might have bonuses to Wisdom (Perce"
      },
      {
        "document": 161,
        "excerpt": "itional details appear in some monsters, such as skill proficiencies, Resistances, Immunities, and Gear. If a monster lacks those details, entries for them don't appear. Tr"
      },
      {
        "document": 260,
        "excerpt": "Proficiencies"
      },
      {
        "document": 271,
        "excerpt": "“Feats.” Write the feat on your character sheet. Note Proficiencies. Your background gives proficiency in two skills and with one tool. Record this information on your char"
      },
      {
        "document": 294,
        "excerpt": "Skill Proficiencies"
      },
      {
        "document": 375,
        "excerpt": "relings are hired for work that requires no particular proficiencies; they include laborers and porters. Hirelings"
      },
      {
        "document": 409,
        "excerpt": "eapon falls into a category: Simple or Martial. Weapon proficiencies are usually tied to one of these categories. For example, you might have proficiency with Simple weapons"
      },
      {
        "document": 431,
        "excerpt": "h it. A player character's features can provide weapon proficiencies. A monster is proficient with any weapon in its stat block."
      },
      {
        "document": 554,
        "excerpt": "e Game.\" Skills. This entry lists the monster's skill proficiencies, if any. See also \"Playing the Game\" (\"Proficiency\"). Resistances and Vulnerabilities. These entries li"
      },
      {
        "document": 637,
        "excerpt": "ist an Ability Check. Choose one of your skill or tool proficiencies and one ally who is near enough for you to assist verbally or physically when they make an ability chec"
      },
      {
        "document": 660,
        "excerpt": "3: Choose Skill Proficiencies"
      },
      {
        "document": 962,
        "excerpt": "Saving Throw Proficiencies"
      },
      {
        "document": 963,
        "excerpt": "Saving Throw Proficiencies"
      },
      {
        "document": 964,
        "excerpt": "Saving Throw Proficiencies"
      },
      {
        "document": 965,
        "excerpt": "Saving Throw Proficiencies"
      },
      {
        "document": 966,
        "excerpt": "Saving Throw Proficiencies"
      },
      {
        "document": 967,
        "excerpt": "Saving Throw Proficiencies"
      },
      {
        "document": 968,
        "excerpt": "Saving Throw Proficiencies"
      },
      {
        "document": 969,
        "excerpt": "Saving Throw Proficiencies"
      },
      {
        "document": 970,
        "excerpt": "Saving Throw Proficiencies"
      },
      {
        "document": 971,
        "excerpt": "Saving Throw Proficiencies"
      },
      {
        "document": 972,
        "excerpt": "Saving Throw Proficiencies"
      },
      {
        "document": 973,
        "excerpt": "Saving Throw Proficiencies"
      },
      {
        "document": 976,
        "excerpt": "Bonus Proficiencies"
      },
      {
        "document": 995,
        "excerpt": "ma Feat: Magic Initiate (Cleric) (see “Feats”) Skill Proficiencies: Insight and Religion Tool Proficiency: Calligrapher's Supplies Equipment: Choose A or B: (A) Calligra"
      },
      {
        "document": 996,
        "excerpt": "tution, Intelligence Feat: Alert (see “Feats”) Skill Proficiencies: Sleight of Hand and Stealth Tool Proficiency: Thieves' Tools Equipment: Choose A or B: (A) 2 Daggers,"
      },
      {
        "document": 997,
        "excerpt": "om Feat: Magic Initiate (Wizard) (see “Feats”) Skill Proficiencies: Arcana and History Tool Proficiency: Calligrapher's Supplies Equipment: Choose A or B: (A) Quartersta"
      },
      {
        "document": 998,
        "excerpt": "nstitution Feat: Savage Attacker (see “Feats”) Skill Proficiencies: Athletics and Intimidation Tool Proficiency: Choose one kind of Gaming Set (see \"Equipment\") Equipmen"
      },
      {
        "document": 1420,
        "excerpt": "sdom, and Charisma scores; Hit Points; Hit Point Dice; proficiencies; and ability to communicate. If you have the Spellcasting feature, you retain it too. Upon shape-shifti"
      }
    ],
    "proficiency": [
      {
        "document": 13,
        "excerpt": "Proficiency Bonus"
      },
      {
        "document": 21,
        "excerpt": "Proficiency Bonus"
      },
      {
        "document": 22,
        "excerpt": "is determined by the caster's spellcasting ability and Proficiency Bonus. Monster abilities that call for saves specify the DC."
      },
      {
        "document": 25,
        "excerpt": "Proficiency Bonus"
      },
      {
        "document": 34,
        "excerpt": "Proficiency"
      },
      {
        "document": 35,
        "excerpt": "Your Proficiency Bonus can't be added to a die roll or another number more than once. For example, if a rule allows you t"
      },
      {
        "document": 36,
        "excerpt": "ure is proficient in a skill, the creature applies its Proficiency Bonus to ability checks involving that skill. Without proficiency in a skill, a creature can still make"
      },
      {
        "document": 38,
        "excerpt": "Skills table, which notes example uses for each skill proficiency as well as the ability check the skill most often applies to."
      },
      {
        "document": 40,
        "excerpt": "Proficiency in a saving throw lets a character add their Proficiency Bonus to saves that use a particular ability. F"
      },
      {
        "document": 41,
        "excerpt": "A character gains proficiency with various weapons and tools from their class and background. There are two categories of equipment pr"
      },
      {
        "document": 92,
        "excerpt": "ability modifiers to use for various D20 Tests. - Your Proficiency Bonus If Relevant. Each creature has a Proficiency Bonus, a number added when making a D20 Test that use"
      },
      {
        "document": 123,
        "excerpt": "ng ability modifier is +0 for the item, and the user's Proficiency Bonus applies."
      },
      {
        "document": 130,
        "excerpt": "Arcana Proficiency"
      },
      {
        "document": 131,
        "excerpt": "ou must use the required tool to make an item and have proficiency with that tool. Any assistants must also have proficiency with it. For more information on the tools, se"
      },
      {
        "document": 154,
        "excerpt": "e sum of a monster's relevant ability modifier and its Proficiency Bonus. Other modifiers might apply."
      },
      {
        "document": 158,
        "excerpt": "Monsters have proficiency with their equipment. If a monster has equipment that can be given away or retrieved, the items are list"
      },
      {
        "document": 167,
        "excerpt": "Proficiency Bonus"
      },
      {
        "document": 185,
        "excerpt": ", but some monsters have additional modifiers, such as Proficiency Bonus, applied to that number. If you don't want to roll a monster's Initiative, use the Initiative sco"
      },
      {
        "document": 240,
        "excerpt": "sheet. Saving Throws. For the saving throws you have proficiency in, add your Proficiency Bonus to the appropriate ability modifier and note the total. Some players also"
      },
      {
        "document": 241,
        "excerpt": "For example, if your character has a Wisdom of 15 and proficiency in the Perception skill, you have a Passive Perception of 14 (10 + 2 for your Wisdom modifier + 2 for pr"
      },
      {
        "document": 242,
        "excerpt": "le lists the XP you need to advance to a level and the Proficiency Bonus for a character of that level. When your XP total equals or exceeds a number in the Experience Poi"
      },
      {
        "document": 243,
        "excerpt": "Make any choices offered by a new feature. 4: Adjust Proficiency Bonus. A character's Proficiency Bonus increases at certain levels, as shown in the Character Advancemen"
      },
      {
        "document": 259,
        "excerpt": "Proficiency Bonus"
      },
      {
        "document": 271,
        "excerpt": "cter sheet. Note Proficiencies. Your background gives proficiency in two skills and with one tool. Record this information on your character sheet. Your class also gives"
      },
      {
        "document": 294,
        "excerpt": "A background gives your character proficiency in two specified skills."
      },
      {
        "document": 295,
        "excerpt": "Tool Proficiency"
      },
      {
        "document": 307,
        "excerpt": "ty saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 2d8 Radiant damage if it is a Fiend or an Undead."
      },
      {
        "document": 322,
        "excerpt": "ty saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or have the Restrained condition until it escapes. The target succeeds automatically if it is Hug"
      },
      {
        "document": 323,
        "excerpt": "ty saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or be covered in oil. If the target takes Fire damage before the oil dries (after 1 minute), the"
      },
      {
        "document": 375,
        "excerpt": "lude anyone hired to perform a service that involves a proficiency (including weapon, tool, or skill): a mercenary, an artisan, a scribe, or the like. The pay shown on the"
      },
      {
        "document": 388,
        "excerpt": "ou must use the required tool to make an item and have proficiency with that tool. Anyone who helps you must also have proficiency with it."
      },
      {
        "document": 391,
        "excerpt": "A character who has proficiency with the Herbalism Kit can create a Potion of Healing. Doing so requires using that kit and 25 GP of raw"
      },
      {
        "document": 395,
        "excerpt": "To scribe a scroll, you must have proficiency in the Arcana skill or with Calligrapher's Supplies and have the spell prepared on each day of the inscr"
      },
      {
        "document": 404,
        "excerpt": "ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition."
      },
      {
        "document": 409,
        "excerpt": "o one of these categories. For example, you might have proficiency with Simple weapons. Melee or Ranged. A weapon is classified as either Melee or Ranged. A Melee weapon"
      },
      {
        "document": 412,
        "excerpt": "s variants, which are listed. Each requires a separate proficiency."
      },
      {
        "document": 413,
        "excerpt": "Tool Proficiency"
      },
      {
        "document": 414,
        "excerpt": "suing a trade. Each of these tools requires a separate proficiency."
      },
      {
        "document": 431,
        "excerpt": "Weapon Proficiency"
      },
      {
        "document": 445,
        "excerpt": "ty saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 2d6 Acid damage."
      },
      {
        "document": 446,
        "excerpt": "ty saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 1d4 Fire damage and start burning (see “Rules Glossary”)."
      },
      {
        "document": 503,
        "excerpt": "ave DC = 8 + your spellcasting ability modifier + your Proficiency Bonus"
      },
      {
        "document": 504,
        "excerpt": "k modifier = your spellcasting ability modifier + your Proficiency Bonus"
      },
      {
        "document": 527,
        "excerpt": "r example, a level 1 character with a Wisdom of 15 and proficiency in Perception has a Passive Perception of 14 ( 10 + 2 + 2 ). If that character has Advantage on Wisdom ("
      },
      {
        "document": 531,
        "excerpt": "Proficiency"
      },
      {
        "document": 547,
        "excerpt": "lization associated with an ability check. If you have proficiency in a skill, you can add your Proficiency Bonus when you make an ability check associated with that skill"
      },
      {
        "document": 554,
        "excerpt": "l proficiencies, if any. See also \"Playing the Game\" (\"Proficiency\"). Resistances and Vulnerabilities. These entries list the monster's Resistances and Vulnerabilities, i"
      },
      {
        "document": 568,
        "excerpt": "us to the roll equals your Strength modifier plus your Proficiency Bonus. On a hit, the target takes Bludgeoning damage equal to 1 plus your Strength modifier. Grapple. T"
      },
      {
        "document": 598,
        "excerpt": "allenge. See also “Playing the Game” (“D20 Tests” and “Proficiency”)."
      },
      {
        "document": 627,
        "excerpt": "pertise is a feature that enhances your use of a skill proficiency. When you make an ability check with a skill proficiency in which you have Expertise, your Proficiency B"
      },
      {
        "document": 648,
        "excerpt": "weapon. An improvised weapon follows the rules below. Proficiency. Don't add your Proficiency Bonus to attack rolls with an improvised weapon. Damage. On a hit, the weap"
      },
      {
        "document": 661,
        "excerpt": "4: Choose a Tool Proficiency"
      },
      {
        "document": 743,
        "excerpt": "Proficiency Bonus"
      },
      {
        "document": 758,
        "excerpt": "Proficiency with all Simple weapons"
      },
      {
        "document": 807,
        "excerpt": "Proficiency Bonus by Challenge Rating"
      },
      {
        "document": 814,
        "excerpt": "Proficiency Bonus"
      },
      {
        "document": 824,
        "excerpt": "Proficiency Level"
      },
      {
        "document": 839,
        "excerpt": "Proficiency Bonus"
      },
      {
        "document": 840,
        "excerpt": "Proficiency Bonus"
      },
      {
        "document": 842,
        "excerpt": "Proficiency Bonus"
      },
      {
        "document": 848,
        "excerpt": "Proficiency Bonus"
      },
      {
        "document": 849,
        "excerpt": "Proficiency Bonus"
      },
      {
        "document": 855,
        "excerpt": "Proficiency Bonus"
      },
      {
        "document": 858,
        "excerpt": "Proficiency Bonus"
      },
      {
        "document": 871,
        "excerpt": "Proficiency Bonus"
      },
      {
        "document": 883,
        "excerpt": "Proficiency Bonus"
      },
      {
        "document": 896,
        "excerpt": "Proficiency Bonus"
      },
      {
        "document": 908,
        "excerpt": "Proficiency"
      },
      {
        "document": 942,
        "excerpt": "Proficiency Bonus"
      },
      {
        "document": 962,
        "excerpt": "You gain proficiency in another skill of your choice from the skill list available to Barbarians at level 1. In addition, wh"
      },
      {
        "document": 963,
        "excerpt": "Performance and Persuasion are recommended if you have proficiency in them. At Bard level 9, you gain Expertise in two more of your skill proficiencies of your choice."
      },
      {
        "document": 964,
        "excerpt": "your choice. Protector. Trained for battle, you gain proficiency with Martial weapons and training with Heavy armor. Thaumaturge. You know one extra cantrip from the Cl"
      },
      {
        "document": 965,
        "excerpt": "um bonus of +1). Warden. Trained for battle, you gain proficiency with Martial weapons and training with Medium armor."
      },
      {
        "document": 966,
        "excerpt": "its from the Core Fighter Traits table: Hit Point Die, proficiency with Martial weapons, and training with Light and Medium armor and Shields. - Gain the Fighter's level 1"
      },
      {
        "document": 967,
        "excerpt": "isan’s Tools or Musical Instrument chosen for the tool proficiency above, Explorer’s Pack, and 11 GP; or (B) 50 GP"
      },
      {
        "document": 968,
        "excerpt": "wo kinds of weapons of your choice with which you have proficiency, such as Longswords and Javelins. Whenever you finish a Long Rest, you can change the kinds of weapons"
      },
      {
        "document": 969,
        "excerpt": "o kinds of weapons of your choice with which you have proficiency, such as Longbows and Shortswords. Whenever you finish a Long Rest, you can change the kinds of weapons"
      },
      {
        "document": 970,
        "excerpt": "leight of Hand and Stealth are recommended if you have proficiency in them. At Rogue level 6, you gain Expertise in two more of your skill proficiencies of your choice."
      },
      {
        "document": 972,
        "excerpt": "rlock is bonded with it. Until the bond ends, you have proficiency with the weapon, and you can use it as a Spellcasting Focus. Whenever you attack with the bonded weapon"
      },
      {
        "document": 973,
        "excerpt": ". Choose one of the following skills in which you have proficiency: Arcana, History, Investigation, Medicine, Nature, or Religion. You have Expertise in the chosen skill."
      },
      {
        "document": 976,
        "excerpt": "You gain proficiency with three skills of your choice."
      },
      {
        "document": 982,
        "excerpt": "diant damage equal to your Charisma modifier plus your Proficiency Bonus. Sunlight. The aura is filled with Bright Light that is sunlight."
      },
      {
        "document": 983,
        "excerpt": "dom saving throw (DC 8 plus your Strength modifier and Proficiency Bonus). On a failed save, a creature has the Frightened condition for 1 minute. At the end of each of th"
      },
      {
        "document": 986,
        "excerpt": "saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus). On a failed save, a creature takes 1d10 damage of the type determined by your Draconic Ancestry"
      },
      {
        "document": 987,
        "excerpt": "use this Bonus Action a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest."
      },
      {
        "document": 988,
        "excerpt": "You have proficiency in the Insight, Perception, or Survival skill."
      },
      {
        "document": 989,
        "excerpt": "t without a spell slot a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. You can also use any spell slots yo"
      },
      {
        "document": 990,
        "excerpt": "use the chosen benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest: Cloud's Jaunt (Cloud Giant). As a"
      },
      {
        "document": 992,
        "excerpt": "You gain proficiency in one skill of your choice."
      },
      {
        "document": 993,
        "excerpt": "ou gain a number of Temporary Hit Points equal to your Proficiency Bonus. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all exp"
      },
      {
        "document": 995,
        "excerpt": "ats”) Skill Proficiencies: Insight and Religion Tool Proficiency: Calligrapher's Supplies Equipment: Choose A or B: (A) Calligrapher's Supplies, Book (prayers), Holy Sy"
      },
      {
        "document": 996,
        "excerpt": "Skill Proficiencies: Sleight of Hand and Stealth Tool Proficiency: Thieves' Tools Equipment: Choose A or B: (A) 2 Daggers, Thieves' Tools, Crowbar, 2 Pouches, Traveler's"
      },
      {
        "document": 997,
        "excerpt": "Feats”) Skill Proficiencies: Arcana and History Tool Proficiency: Calligrapher's Supplies Equipment: Choose A or B: (A) Quarterstaff, Calligrapher's Supplies, Book (his"
      },
      {
        "document": 998,
        "excerpt": "Skill Proficiencies: Athletics and Intimidation Tool Proficiency: Choose one kind of Gaming Set (see \"Equipment\") Equipment: Choose A or B: (A) Spear, Shortbow, 20 Arro"
      },
      {
        "document": 1000,
        "excerpt": "gin Feat You gain the following benefits. Initiative Proficiency. When you roll Initiative, you can add your Proficiency Bonus to the roll. Initiative Swap. Immediately"
      },
      {
        "document": 1014,
        "excerpt": "Origin Feat You gain proficiency in any combination of three skills or tools of your choice. Repeatable. You can take this feat more tha"
      },
      {
        "document": 1158,
        "excerpt": "s the languages you know CR None (XP 0; PB equals your Proficiency Bonus) Actions Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: Forc"
      },
      {
        "document": 1259,
        "excerpt": "of skill - such as weapons and armor - unless you have proficiency with the type of Artisan's Tools used to craft such objects."
      },
      {
        "document": 1266,
        "excerpt": "le (works only with you) CR None (XP 0; PB equals your Proficiency Bonus) Traits Life Bond. When you regain Hit Points from a level 1+ spell, the steed regains the same"
      },
      {
        "document": 1290,
        "excerpt": "s the languages you know CR None (XP 0; PB equals your Proficiency Bonus) Traits Spider Climb. The insect can climb difficult surfaces, including along ceilings, without"
      },
      {
        "document": 1448,
        "excerpt": "s the languages you know CR None (XP 0; PB equals your Proficiency Bonus) Traits Shared Resistances. When you summon the spirit, choose one of its Resistances. You have"
      },
      {
        "document": 1466,
        "excerpt": "S, M (a weapon with which you have proficiency and that is worth I+ CP)"
      },
      {
        "document": 1530,
        "excerpt": "res Attunement) While wearing these bracers, you have proficiency with the Longbow and Shortbow, and you gain a +2 bonus to damage rolls made with such weapons."
      },
      {
        "document": 1609,
        "excerpt": "en sphere orbits your head. Mastery (Legendary). Your Proficiency Bonus increases by 1 while this pale green prism orbits your head. Protection (Rare). You gain a +1 bon"
      },
      {
        "document": 1610,
        "excerpt": "ttack bonus equal to your Dexterity modifier plus your Proficiency Bonus. On a hit, the target has the Restrained condition until you take a Bonus Action to issue a comman"
      },
      {
        "document": 1627,
        "excerpt": "s in your possession vanish instead. Throne. You gain proficiency and Expertise in your choice of History, Insight, Intimidation, or Persuasion. In addition, you gain rig"
      },
      {
        "document": 1706,
        "excerpt": "against a target within 5 feet of yourself. Apply your Proficiency Bonus and Strength modifier to the attack roll. On a hit, the Shield deals Force damage to the target eq"
      },
      {
        "document": 1792,
        "excerpt": "of Reaping Scythe attacks equal to half the summoner's Proficiency Bonus (rounded up). Reaping Scythe. Melee Attack Roll: Automatic hit, reach 5 ft. Hit: 7 (1d8 + 3) Slas"
      },
      {
        "document": 1832,
        "excerpt": "Training. The commoner has proficiency in one skill of the GM's choice and has Advantage whenever it makes an ability check using that skill."
      }
    ],
    "proficient": [
      {
        "document": 35,
        "excerpt": "asion) check, you add your Proficiency Bonus if you're proficient in either skill, but you don't add it twice if you're proficient in both skills. Occasionally, a Profic"
      },
      {
        "document": 36,
        "excerpt": "a skill is relevant in a situation. If a creature is proficient in a skill, the creature applies its Proficiency Bonus to ability checks involving that skill. Without p"
      },
      {
        "document": 40,
        "excerpt": "r resisting certain threats. Wizards, for example, are proficient in Intelligence and Wisdom saves; they train to resist mental assault."
      },
      {
        "document": 49,
        "excerpt": "uard into letting them into a castle, the Rogue who is proficient in Deception should lead the discussion."
      },
      {
        "document": 240,
        "excerpt": "ike to note the modifier for saving throws they're not proficient in, which is just the relevant ability modifier. Skills. For skills you have proficiency in, add your P"
      },
      {
        "document": 431,
        "excerpt": "eatures can provide weapon proficiencies. A monster is proficient with any weapon in its stat block."
      },
      {
        "document": 677,
        "excerpt": "ell ends the contagion immediately. A character who is proficient with an Herbalism Kit can use it to create one dose of nonmagical ointment, which takes 1 hour. When app"
      },
      {
        "document": 1627,
        "excerpt": "Key. A Rare or rarer magic weapon with which you are proficient appears on your person. The GM chooses the weapon. Knight. You gain the service of a Knight, who magica"
      },
      {
        "document": 1726,
        "excerpt": "s as a Longsword with the Finesse property. If you are proficient with Longswords or Shortswords, you are proficient with the Sun Blade. You gain a +2 bonus to attack ro"
      }
    ],
    "progenitor": [
      {
        "document": 986,
        "excerpt": "Your lineage stems from a dragon progenitor. Choose the kind of dragon from the Draconic Ancestors table. Your choice affects your Breath Weapon and"
      }
    ],
    "program": [
      {
        "document": 1299,
        "excerpt": "ea: - Dancing Lights in four corridors, with a simple program that the lights repeat as long as Guards and Wards lasts - Magic Mouth in two locations - Stinking Cloud"
      }
    ],
    "programmed": [
      {
        "document": 892,
        "excerpt": "Programmed Illusion"
      },
      {
        "document": 904,
        "excerpt": "Programmed Illusion"
      },
      {
        "document": 1391,
        "excerpt": "Programmed Illusion"
      }
    ],
    "progress": [
      {
        "document": 46,
        "excerpt": "tile ones are inclined to hinder. Social interactions progress in two ways: through roleplaying and ability checks."
      }
    ],
    "prohibit": [
      {
        "document": 694,
        "excerpt": "In some settings, laws prohibit the possession and use of poison, but an illicit dealer or unscrupulous apothecary might keep a hidden s"
      }
    ],
    "project": [
      {
        "document": 893,
        "excerpt": "Project Image"
      },
      {
        "document": 905,
        "excerpt": "Project Image"
      },
      {
        "document": 1167,
        "excerpt": "ed You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell ends instantly if you are already on that plane). Ea"
      },
      {
        "document": 1345,
        "excerpt": "or take Reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spel"
      },
      {
        "document": 1392,
        "excerpt": "Project Image"
      },
      {
        "document": 1777,
        "excerpt": "spell) 1/Day Each: Greater Restoration, Major Image, Project Image"
      }
    ],
    "projectiles": [
      {
        "document": 87,
        "excerpt": "attack, you fire a bow, hurl an axe, or otherwise send projectiles to strike a foe at a distance. Many spells also involve making a ranged attack."
      },
      {
        "document": 1483,
        "excerpt": "the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and miss automatically. Boulders hurled by Gian"
      }
    ],
    "projection": [
      {
        "document": 882,
        "excerpt": "Astral Projection"
      },
      {
        "document": 895,
        "excerpt": "Astral Projection"
      },
      {
        "document": 919,
        "excerpt": "Astral Projection"
      },
      {
        "document": 1167,
        "excerpt": "Astral Projection"
      }
    ],
    "projects": [
      {
        "document": 1542,
        "excerpt": "s Attunement) While you wear this cloak, it magically projects an illusion that makes you appear to be standing in a place near your actual location, causing any creat"
      }
    ],
    "prolonged": [
      {
        "document": 692,
        "excerpt": "Prolonged Effects"
      }
    ],
    "prominent": [
      {
        "document": 228,
        "excerpt": "anguages originated with the first members of the most prominent species in the setting and have since spread widely. Standard Languages The Rare Languages table lists"
      }
    ],
    "promise": [
      {
        "document": 377,
        "excerpt": "Adventures hold the promise - but not a guarantee - of finding magic items. Hundreds of magic items are detailed in “Magic Items” la"
      },
      {
        "document": 982,
        "excerpt": "s share the following tenets: - Let your word be your promise. - Protect the weak and never fear to act. - Let your honorable deeds be an example."
      }
    ],
    "prone": [
      {
        "document": 80,
        "excerpt": "Dropping Prone"
      },
      {
        "document": 83,
        "excerpt": "a turn in a space with another creature, you have the Prone condition (see “Rules Glossary”) unless you are Tiny or are of a larger size than the other creature."
      },
      {
        "document": 97,
        "excerpt": "0 Dexterity saving throw or fall off, landing with the Prone condition (see “Rules Glossary”) in an unoccupied space within 5 feet of the mount. While mounted, you"
      },
      {
        "document": 404,
        "excerpt": "iciency Bonus). On a failed save, the creature has the Prone condition."
      },
      {
        "document": 451,
        "excerpt": "succeed on a DC 10 Dexterity saving throw or have the Prone condition. It takes 10 minutes to recover the Ball Bearings."
      },
      {
        "document": 568,
        "excerpt": "you either push it 5 feet away or cause it to have the Prone condition. The DC for the saving throw equals 8 plus your Strength modifier and Proficiency Bonus. This"
      },
      {
        "document": 577,
        "excerpt": "rticular moment of play. For example, the \"you\" in the Prone condition is a creature that currently has that condition. \"See Also.\" Some glossary entries include a"
      },
      {
        "document": 582,
        "excerpt": "can extinguish fire on yourself by giving yourself the Prone condition and rolling on the ground. The fire also goes out if it is doused, submerged, or suffocated."
      },
      {
        "document": 628,
        "excerpt": "a maximum of 20d6. When the creature lands, it has the Prone condition unless it avoids taking any damage from the fall. A creature that falls into water or another"
      },
      {
        "document": 630,
        "excerpt": "hile flying, you fall if you have the Incapacitated or Prone condition or your Fly Speed is reduced to 0. You can stay aloft in those circumstances if you can hover."
      },
      {
        "document": 657,
        "excerpt": "ed on a DC 10 Dexterity (Acrobatics) check or have the Prone condition. This Long Jump rule assumes that the height of the jump doesn't matter, such as a jump acros"
      },
      {
        "document": 685,
        "excerpt": "succeed on a DC 10 Dexterity saving throw or have the Prone condition."
      },
      {
        "document": 722,
        "excerpt": "row or take 55 (10d10) Bludgeoning damage and have the Prone condition. The stone stops when it hits a wall or similar barrier. It can't go around corners, but crea"
      },
      {
        "document": 946,
        "excerpt": "Prone"
      },
      {
        "document": 970,
        "excerpt": "t must succeed on a Dexterity saving throw or have the Prone condition. Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without p"
      },
      {
        "document": 972,
        "excerpt": "vel of the spell slot, and you can give the target the Prone condition if it is Huge or smaller. Eldritch Spear Prerequisite: Level 2+ Warlock, a Warlock Cantrip T"
      },
      {
        "document": 985,
        "excerpt": "t must succeed on a Dexterity saving throw or have the Prone condition."
      },
      {
        "document": 990,
        "excerpt": "ll and deal damage to it, you can give that target the Prone condition. Stone's Endurance (Stone Giant). When you take damage, you can take a Reaction to roll 1d12."
      },
      {
        "document": 1197,
        "excerpt": "e fastest available means. Grovel. The target has the Prone condition and then ends its turn. Halt. On its turn, the target doesn't move and takes no action or Bon"
      },
      {
        "document": 1228,
        "excerpt": "nted through the door as it vanishes, landing with the Prone condition in the unoccupied spaces closest to the door's former space. Each time you cast this spell, y"
      },
      {
        "document": 1248,
        "excerpt": "ity saving throw. On a failed save, a creature has the Prone condition, and its Concentration is broken. You can also cause the effects below. Fissures. A total of"
      },
      {
        "document": 1286,
        "excerpt": "Piercing, and Slashing damage; it has Immunity to the Prone condition; and it has Advantage on Strength, Dexterity, and Constitution saving throws. The target can p"
      },
      {
        "document": 1295,
        "excerpt": "a must succeed on a Dexterity saving throw or have the Prone condition. A creature that enters the area or ends its turn there must also succeed on that save or fall"
      },
      {
        "document": 1314,
        "excerpt": "es a Wisdom saving throw. On a failed save, it has the Prone and Incapacitated conditions for the duration. During that time, it laughs uncontrollably if it's capabl"
      },
      {
        "document": 1356,
        "excerpt": "space closest to where you first entered and have the Prone condition."
      },
      {
        "document": 1382,
        "excerpt": "condition, the condition ends. If the creature has the Prone condition, it can use its Reaction to stand up."
      },
      {
        "document": 1431,
        "excerpt": "t must succeed on a Dexterity saving throw or have the Prone condition and lose Concentration."
      },
      {
        "document": 1482,
        "excerpt": "peed of 300 feet and can hover; it has Immunity to the Prone condition; and it has Resistance to Bludgeoning, Piercing, and Slashing damage. The only actions a targe"
      },
      {
        "document": 1498,
        "excerpt": "Prone"
      },
      {
        "document": 1501,
        "excerpt": "lowing effects. Inert. You have the Incapacitated and Prone conditions, and you drop whatever you're holding. When this condition ends, you remain Prone. Speed 0."
      },
      {
        "document": 1556,
        "excerpt": "ving throw or take 1d4 Bludgeoning damage and have the Prone condition. Instead of a creature, you can target one object in the Line that isn't being worn or carried"
      },
      {
        "document": 1587,
        "excerpt": "t succeed on a DC 15 Strength saving throw or have the Prone condition."
      },
      {
        "document": 1706,
        "excerpt": "or smaller, you can also knock it down, giving it the Prone condition. Protective Field. As a Reaction, when you or an ally you can see within 5 feet of you is tar"
      },
      {
        "document": 1733,
        "excerpt": "t succeed on a DC 15 Strength saving throw or have the Prone condition. Nonmagical objects in the Cone that aren't being worn or carried take 3d8 Thunder damage. Ea"
      },
      {
        "document": 1764,
        "excerpt": "p to 60 feet straight away from the dragon and has the Prone condition. Spellcasting. The dragon casts one of the following spells, requiring no Material components"
      },
      {
        "document": 1771,
        "excerpt": "Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious"
      },
      {
        "document": 1772,
        "excerpt": "ward it immediately before the hit, the target has the Prone condition, and the allosaurus can make one Bite attack against it."
      },
      {
        "document": 1776,
        "excerpt": "p to 60 feet straight away from the dragon and has the Prone condition. Spellcasting. The dragon casts one of the following spells, requiring no Material components"
      },
      {
        "document": 1787,
        "excerpt": "f the target is a Huge or smaller creature, it has the Prone condition."
      },
      {
        "document": 1799,
        "excerpt": "25 feet straight toward itself, and the target has the Prone condition. Lightning Blade. Melee Attack Roll: +14, reach 10 ft. Hit: 21 (3d8 + 8) Force damage plus 22"
      },
      {
        "document": 1806,
        "excerpt": "lls in a space within 10 feet of the behir and has the Prone condition. If the behir dies, a swallowed creature is no longer Restrained and can escape from the corps"
      },
      {
        "document": 1810,
        "excerpt": "; Charmed, Deafened, Exhaustion, Frightened, Grappled, Prone, Restrained"
      },
      {
        "document": 1814,
        "excerpt": "get takes an extra 3 (1d6) Piercing damage and has the Prone condition."
      },
      {
        "document": 1817,
        "excerpt": "p to 30 feet straight away from the dragon and has the Prone condition."
      },
      {
        "document": 1818,
        "excerpt": "the target is a Large or smaller creature, it has the Prone condition."
      },
      {
        "document": 1821,
        "excerpt": ": 19 (3d12) Bludgeoning damage, and the target has the Prone condition. Success: Half damage, and the target is pushed 5 feet straight away from the bulette."
      },
      {
        "document": 1824,
        "excerpt": "7 (1d6 + 4) Bludgeoning damage, and the target has the Prone condition."
      },
      {
        "document": 1826,
        "excerpt": "the target is a Medium or smaller creature, it has the Prone condition. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 15, each creature in a 15-foot Cone."
      },
      {
        "document": 1844,
        "excerpt": "the target is a Large or smaller creature, it has the Prone condition."
      },
      {
        "document": 1845,
        "excerpt": "the target is a Large or smaller creature, it has the Prone condition. Create Whirlwind. The djinni conjures a whirlwind at a point it can see within 120 feet. The"
      },
      {
        "document": 1848,
        "excerpt": "f the target is a Huge or smaller creature, it has the Prone condition. Steam Breath (Recharge 5–6). Constitution Saving Throw: DC 19, each creature in a 60-foot Co"
      },
      {
        "document": 1855,
        "excerpt": "the target is a Large or smaller creature, it has the Prone condition."
      },
      {
        "document": 1857,
        "excerpt": "ward it immediately before the hit, the target has the Prone condition."
      },
      {
        "document": 1858,
        "excerpt": "takes an extra 3 (1d6) Bludgeoning damage and has the Prone condition."
      },
      {
        "document": 1861,
        "excerpt": "the target is a Large or smaller creature, it has the Prone condition. Morningstar. Melee Attack Roll: +7, reach 5 ft. Hit: 14 (2d8 + 5) Piercing damage, and the t"
      },
      {
        "document": 1862,
        "excerpt": "Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious"
      },
      {
        "document": 1869,
        "excerpt": "d; Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone"
      },
      {
        "document": 1871,
        "excerpt": "Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained"
      },
      {
        "document": 1873,
        "excerpt": "the target is a Large or smaller creature, it has the Prone condition. Success: Half damage only."
      },
      {
        "document": 1876,
        "excerpt": "get takes an extra 7 (2d6) Piercing damage and has the Prone condition."
      },
      {
        "document": 1880,
        "excerpt": "the target is a Large or smaller creature, it has the Prone condition."
      },
      {
        "document": 1882,
        "excerpt": "takes an extra 5 (2d4) Bludgeoning damage and has the Prone condition."
      },
      {
        "document": 1885,
        "excerpt": "the corpse using 5 feet of movement, exiting with the Prone condition. At the end of the frog's next turn, the swallowed target takes 5 (2d4) Acid damage. If that"
      },
      {
        "document": 1886,
        "excerpt": "takes an extra 5 (2d4) Bludgeoning damage and has the Prone condition."
      },
      {
        "document": 1896,
        "excerpt": "the corpse using 5 feet of movement, exiting with the Prone condition."
      },
      {
        "document": 1902,
        "excerpt": "Prone"
      },
      {
        "document": 1904,
        "excerpt": "the target is a Medium or smaller creature, it has the Prone condition."
      },
      {
        "document": 1911,
        "excerpt": "ward it immediately before the hit, the target has the Prone condition. Petrifying Breath (Recharge 5–6). Constitution Saving Throw: DC 15, each creature in a 30-fo"
      },
      {
        "document": 1912,
        "excerpt": ", Charmed, Deafened, Exhaustion, Frightened, Grappled, Prone, Restrained"
      },
      {
        "document": 1926,
        "excerpt": "the target is a Large or smaller creature, it has the Prone condition. Trash Lob. Ranged Attack Roll: +8, range 60/240 ft. Hit: 16 (2d10 + 5) Bludgeoning damage, a"
      },
      {
        "document": 1940,
        "excerpt": "Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious"
      },
      {
        "document": 1946,
        "excerpt": "e: 18 (4d8) Bludgeoning damage, and the target has the Prone condition. Success: Half damage only. Lightning Strike. Dexterity Saving Throw: DC 23, one creature the"
      },
      {
        "document": 1955,
        "excerpt": "ward it immediately before the hit, the target has the Prone condition."
      },
      {
        "document": 1958,
        "excerpt": "the target is a Medium or smaller creature, it has the Prone condition."
      },
      {
        "document": 1962,
        "excerpt": "Acid; Prone"
      },
      {
        "document": 1963,
        "excerpt": "et takes an extra 10 (3d6) Piercing damage and has the Prone condition."
      },
      {
        "document": 1964,
        "excerpt": "get takes an extra 9 (2d8) Piercing damage and has the Prone condition. Slam. Melee Attack Roll: +6, reach 5 ft. Hit: 15 (2d10 + 4) Bludgeoning damage."
      },
      {
        "document": 1972,
        "excerpt": "; Charmed, Deafened, Exhaustion, Frightened, Grappled, Prone, Restrained"
      },
      {
        "document": 1995,
        "excerpt": "falls in a space within 5 feet of the worm and has the Prone condition. If the worm dies, any swallowed creature no longer has the Restrained condition and can escap"
      },
      {
        "document": 2002,
        "excerpt": "s in a space within 5 feet of the remorhaz and has the Prone condition. If the remorhaz dies, any swallowed creature no longer has the Restrained condition and can e"
      },
      {
        "document": 2003,
        "excerpt": "get takes an extra 9 (2d8) Piercing damage and has the Prone condition."
      },
      {
        "document": 2016,
        "excerpt": "Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious"
      },
      {
        "document": 2023,
        "excerpt": "Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious"
      },
      {
        "document": 2025,
        "excerpt": "lure: 44 (8d10) Thunder damage, and the target has the Prone condition. Success: Half damage only. Spellcasting. The sphinx casts one of the following spells, requi"
      },
      {
        "document": 2033,
        "excerpt": "the target is a Large or smaller creature, it has the Prone condition."
      },
      {
        "document": 2037,
        "excerpt": "Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned"
      },
      {
        "document": 2038,
        "excerpt": "appled, Incapacitated, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned"
      },
      {
        "document": 2039,
        "excerpt": "Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned"
      },
      {
        "document": 2040,
        "excerpt": "Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned"
      },
      {
        "document": 2041,
        "excerpt": "Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned"
      },
      {
        "document": 2042,
        "excerpt": "Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned"
      },
      {
        "document": 2043,
        "excerpt": "Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned"
      },
      {
        "document": 2044,
        "excerpt": "f the target is a Huge or smaller creature, it has the Prone condition. Thunderous Bellow (Recharge 5–6). Constitution Saving Throw: DC 27, each creature and each o"
      },
      {
        "document": 2045,
        "excerpt": "the target is a Large or smaller creature, it has the Prone condition."
      },
      {
        "document": 2049,
        "excerpt": "get takes an extra 9 (2d8) Piercing damage and has the Prone condition."
      },
      {
        "document": 2052,
        "excerpt": "f the target is a Huge or smaller creature, it has the Prone condition."
      },
      {
        "document": 2061,
        "excerpt": "ward it immediately before the hit, the target has the Prone condition."
      },
      {
        "document": 2062,
        "excerpt": "takes an extra 5 (2d4) Bludgeoning damage and has the Prone condition."
      },
      {
        "document": 2065,
        "excerpt": "Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious"
      },
      {
        "document": 2068,
        "excerpt": "get takes an extra 7 (2d6) Piercing damage and has the Prone condition."
      },
      {
        "document": 2074,
        "excerpt": "Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious"
      },
      {
        "document": 2075,
        "excerpt": "the target is a Large or smaller creature, it has the Prone condition. Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 12, each creature in a 15-foot Con"
      },
      {
        "document": 2076,
        "excerpt": "the target is a Medium or smaller creature, it has the Prone condition."
      },
      {
        "document": 2078,
        "excerpt": "Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious"
      },
      {
        "document": 2084,
        "excerpt": "p to 40 feet straight away from the dragon and has the Prone condition."
      }
    ],
    "proof": [
      {
        "document": 1506,
        "excerpt": "Amulet of Proof against Detection and Location"
      },
      {
        "document": 1638,
        "excerpt": "Periapt of Proof against Poison"
      }
    ],
    "proofs": [
      {
        "document": 1281,
        "excerpt": "reated by the Gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the A"
      }
    ],
    "propel": [
      {
        "document": 1484,
        "excerpt": "h. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the"
      }
    ],
    "propelled": [
      {
        "document": 1579,
        "excerpt": "t shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can take a Magic action while on the boat to"
      }
    ],
    "proper": [
      {
        "document": 721,
        "excerpt": "creature opens the lock with any object other than the proper key, the needle springs out and stabs the creature. The creature makes a DC 11 Constitution saving throw"
      }
    ],
    "properties": [
      {
        "document": 37,
        "excerpt": "also includes elements - class features, feats, weapon properties, spells, magic items, monster abilities, and the like - that sometimes contradict a general rule. When a"
      },
      {
        "document": 124,
        "excerpt": "s have charges that must be expended to activate their properties. The number of charges an item has remaining is revealed when the Identify spell is cast on it. A creatu"
      },
      {
        "document": 126,
        "excerpt": "Magic items often have charges or properties that recharge at the next dawn or some other specified time. If such an item is on a world or plane of e"
      },
      {
        "document": 134,
        "excerpt": "e GM controls sentient magic items and their activated properties. A bearer who maintains a good relationship with the item can access those properties. If the relationsh"
      },
      {
        "document": 142,
        "excerpt": "attune to it. - Suppress one or more of its activated properties. - Attempt to take control of its bearer, whereupon the bearer makes a Charisma saving throw (DC 12 plus"
      },
      {
        "document": 241,
        "excerpt": "y modifier + Proficiency Bonus Look up the damage and properties of your weapons in “Equipment.” You add the same ability modifier you use for attacks with a weapon to y"
      },
      {
        "document": 378,
        "excerpt": "that it is extraordinary, but learning a magic item's properties isn't automatic. The Identify spell is the fastest way to reveal an item's properties. Alternatively, y"
      },
      {
        "document": 379,
        "excerpt": "ith them before the creature can use an item's magical properties. Without becoming attuned to an item that requires Attunement, you gain only its nonmagical benefits unl"
      },
      {
        "document": 380,
        "excerpt": "can't be the same Short Rest used to learn the item's properties). This focus can take the form of weapon practice (for a Weapon), meditation (for a Wand), or some other"
      },
      {
        "document": 383,
        "excerpt": "Mastery Properties"
      },
      {
        "document": 384,
        "excerpt": "Using a magic item's properties might mean wearing or wielding it. A magic item meant to be worn must be donned in the intended fashion:"
      },
      {
        "document": 409,
        "excerpt": "cker hits with it as well as the type of that damage. Properties. Any properties a weapon has are listed in the Properties column. Each property is defined in the “Prope"
      },
      {
        "document": 442,
        "excerpt": "Properties"
      },
      {
        "document": 575,
        "excerpt": "ith them before the creature can use an item's magical properties. A creature can have Attunement with no more than three magic items at a time. See also “Equipment” (“Ma"
      },
      {
        "document": 928,
        "excerpt": "Properties"
      },
      {
        "document": 962,
        "excerpt": "ur training with weapons allows you to use the mastery properties of two kinds of Simple or Martial Melee weapons of your choice, such as Great-axes and Handaxes. Wheneve"
      },
      {
        "document": 966,
        "excerpt": "ur training with weapons allows you to use the mastery properties of three kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can pra"
      },
      {
        "document": 968,
        "excerpt": "ur training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longswords and Javelins."
      },
      {
        "document": 969,
        "excerpt": "ur training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longbows and Shortsword"
      },
      {
        "document": 970,
        "excerpt": "ur training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows."
      },
      {
        "document": 1160,
        "excerpt": "target or otherwise affect anything inside it. Magical properties of magic items don't work inside the aura or on anything inside it. Areas of effect created by spells o"
      },
      {
        "document": 1322,
        "excerpt": "magic item or some other magical object, you learn its properties and how to use them, whether it requires Attunement, and how many charges it has, if any. You learn whet"
      },
      {
        "document": 1388,
        "excerpt": "Dexterity saving throw or be affected by that layer's properties as described in the Prismatic Layers table. The wall, which has AC 10, can be destroyed one layer at a"
      },
      {
        "document": 1389,
        "excerpt": "rity the spell provides, choosing any of the following properties: - Sound can't pass through the barrier at the edge of the warded area. - The barrier of the warded are"
      },
      {
        "document": 1574,
        "excerpt": "nal 20 feet. This weapon has the following additional properties. Arrow of Restraint. Whenever you use this weapon to make a ranged attack against a creature, you can t"
      },
      {
        "document": 1596,
        "excerpt": "ement by a Wizard) This pointed hat has the following properties. Spellcasting Focus. While holding the hat, you can use it as a Spellcasting Focus for your Wizard spel"
      },
      {
        "document": 1664,
        "excerpt": "certain forms, the weapon has the following additional properties. Acrobatic Assist (Quarterstaff and 10-Foot Pole Forms Only). While holding this weapon, you have Advan"
      },
      {
        "document": 1667,
        "excerpt": "Every Ring of Elemental Command has the following two properties: Elemental Bane. While wearing the ring, you have Advantage on attack rolls against Elementals and they"
      },
      {
        "document": 1677,
        "excerpt": "s daily at dawn. You can expend its charges to use the properties below. Faerie Fire. You can expend 1 charge to cast Faerie Fire from the ring. Lightning Spheres. You"
      },
      {
        "document": 1693,
        "excerpt": "Rare (Requires Attunement) This rod has the following properties. Alertness. While holding the rod, you have Advantage on Wisdom (Perception) checks and on Initiative r"
      },
      {
        "document": 1694,
        "excerpt": "ttack rolls and damage rolls made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three other propertie"
      },
      {
        "document": 1706,
        "excerpt": "bonus to AC. The Shield has the following additional properties that you can use while holding it. Forceful Bash. When you take the Attack action, you can make one of"
      },
      {
        "document": 1712,
        "excerpt": "arges. While holding the staff, you can use any of its properties: Cast Spell. You can expend 1 of the staff's charges to cast Charm Person, Command, or Comprehend Langu"
      },
      {
        "document": 1716,
        "excerpt": "s to attack rolls and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges. Retributive Strike. You can take a Magic action to break t"
      },
      {
        "document": 1721,
        "excerpt": "he last charge, roll 1d20. On a 1, the staff loses its properties and becomes a nonmagical Quarterstaff."
      },
      {
        "document": 1722,
        "excerpt": "lls made with it. It also has the following additional properties. Once one of these properties is used, it can't be used again until the next dawn. Lightning. When you"
      },
      {
        "document": 1733,
        "excerpt": "n or carried. The weapon has the following additional properties. Clap of Thunder. As a Magic action, you can strike the weapon against a hard surface to create a loud"
      },
      {
        "document": 1884,
        "excerpt": "nique and functions differently from the others. Their properties are as follows: Goat of Terror. This figurine can become a Giant Goat for up to 3 hours. The goat can'"
      }
    ],
    "property": [
      {
        "document": 24,
        "excerpt": "modifiers from those listed. For example, the Finesse property (see “Equipment”) lets you use Strength or Dexterity with a weapon that has that property."
      },
      {
        "document": 115,
        "excerpt": "mly. Ammunition. If a magic weapon has the Ammunition property, ammunition fired from it is considered magical for the purpose of any rule that cares whether a weapon"
      },
      {
        "document": 241,
        "excerpt": "proficiency is one of the following unless a weapon's property says otherwise: Melee attack bonus = Strength modifier + Proficiency Bonus Ranged attack bonus = Dexte"
      },
      {
        "document": 328,
        "excerpt": "a range in parentheses after the Ammunition or Thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second is the weap"
      },
      {
        "document": 350,
        "excerpt": "If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. I"
      },
      {
        "document": 372,
        "excerpt": "hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack."
      },
      {
        "document": 383,
        "excerpt": "Each weapon has a mastery property, which is usable only by a character who has a feature, such as Weapon Mastery, that unlocks the propert"
      },
      {
        "document": 400,
        "excerpt": "When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra atta"
      },
      {
        "document": 403,
        "excerpt": "eature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet."
      },
      {
        "document": 409,
        "excerpt": "a weapon has are listed in the Properties column. Each property is defined in the “Properties” section. Mastery. Each weapon has a mastery property, which is defined i"
      },
      {
        "document": 447,
        "excerpt": "nition is required by a weapon that has the Ammunition property. A weapon's description specifies the type of ammunition used by the weapon. The Ammunition table lists"
      },
      {
        "document": 453,
        "excerpt": "You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is"
      },
      {
        "document": 648,
        "excerpt": "e attack or throw a Melee weapon that lacks the Thrown property, the weapon counts as an improvised weapon. An improvised weapon follows the rules below. Proficiency."
      },
      {
        "document": 966,
        "excerpt": "When you attack with a weapon whose mastery property you can use, you can replace that property with the Push, Sap, or Slow property for that attack."
      },
      {
        "document": 967,
        "excerpt": "Simple weapons and Martial weapons that have the Light property"
      },
      {
        "document": 970,
        "excerpt": "ons and Martial weapons that have the Finesse or Light property"
      },
      {
        "document": 984,
        "excerpt": "items at once. Charges. Whenever you use a magic item property that expends charges, roll 1d6. On a roll of 6, you use the property without expending the charges. Scr"
      },
      {
        "document": 1011,
        "excerpt": "a 3. The weapon must have the Two-Handed or Versatile property to gain this benefit."
      },
      {
        "document": 1015,
        "excerpt": "ttack as a result of using a weapon that has the Light property, you can add your ability modifier to the damage of that attack if you aren't already adding it to the d"
      },
      {
        "document": 1511,
        "excerpt": "r until you are no longer wearing the armor. Once this property is used, it can't be used again until the next dawn."
      },
      {
        "document": 1526,
        "excerpt": "gain, you end the effect. When you've used the boots' property for a total of 10 minutes, the magic ceases to function for you until you finish a Long Rest."
      },
      {
        "document": 1536,
        "excerpt": "use it to cast Dimension Door as a Magic action. This property can't be used again until the next dawn. When you teleport with that spell, you leave behind a cloud of"
      },
      {
        "document": 1541,
        "excerpt": "the spell fills twice its normal area. Once used, this property can't be used again until the next dawn."
      },
      {
        "document": 1542,
        "excerpt": "e on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while your Speed is 0."
      },
      {
        "document": 1561,
        "excerpt": "lling them against their will. Once you have used this property, it can't be used again for 1 hour. Destroying an Orb. A Dragon Orb has AC 20 and is destroyed if it ta"
      },
      {
        "document": 1568,
        "excerpt": "e rolls made with this magic weapon. It has the Thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this"
      },
      {
        "document": 1580,
        "excerpt": "form. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's descriptio"
      },
      {
        "document": 1583,
        "excerpt": "cal flames within 30 feet of yourself. Once used, this property can't be used again for 1 hour."
      },
      {
        "document": 1588,
        "excerpt": "ight. The illusory appearance lasts until you use this property again or doff the armor."
      },
      {
        "document": 1593,
        "excerpt": "ck with the weapon, hurling it as if it had the Thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the weapon unleashes a t"
      },
      {
        "document": 1596,
        "excerpt": "using its normal casting time, and you can't use this property again until you finish a Short or Long Rest. On a failed check, you fail to cast the spell and a random"
      },
      {
        "document": 1612,
        "excerpt": "g this damage, the weapon reappears in your hand. This property can't be used again until the next dawn."
      },
      {
        "document": 1614,
        "excerpt": "ndition. You must use the second roll. Once used, this property can't be used again until the next dawn. Wish. The weapon has 1d3 charges. While holding it, you can ex"
      },
      {
        "document": 1627,
        "excerpt": "own, other than magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. Any d"
      },
      {
        "document": 1631,
        "excerpt": "hen the weapon has no charges remaining, it loses this property."
      },
      {
        "document": 1637,
        "excerpt": "c action to regain 2d4 + 2 Hit Points. Once used, this property can't be used again until the next dawn. In addition, you have Advantage on saving throws to avoid or e"
      },
      {
        "document": 1643,
        "excerpt": "r take a Magic action to repeat the command word. This property of the armor can't be used again until the next dawn."
      },
      {
        "document": 1664,
        "excerpt": "lly causing the attack to miss you. You can't use this property again until you finish a Short or Long Rest. Ranged Weapon (Quarterstaff Form Only). This weapon has th"
      },
      {
        "document": 1693,
        "excerpt": "ction to pull the rod from the ground. Once used, this property can't be used again until the next dawn."
      },
      {
        "document": 1694,
        "excerpt": "ts equal to half that Necrotic damage. Once used, this property can't be used again until the next dawn. Paralyze. When you hit a creature with a melee attack using th"
      },
      {
        "document": 1696,
        "excerpt": "rget ceases to be Charmed in this way. Once used, this property can't be used again until the next dawn."
      },
      {
        "document": 1697,
        "excerpt": "noccupied space nearest that location. Once used, this property can't be used again until 10 days have passed."
      },
      {
        "document": 1706,
        "excerpt": "de the Emanation damage anything outside it. Once this property is used, it can't be used again until the next dawn."
      },
      {
        "document": 1712,
        "excerpt": "failed save into a successful one. You can't use this property of the staff again until the next dawn. Regaining Charges. The staff regains 1d8 + 2 expended charges d"
      },
      {
        "document": 1720,
        "excerpt": "rm in its current space, and you can't use the staff's property again for 1 hour. If the snake is reduced to 0 Hit Points, it dies and reverts to its staff form; the st"
      },
      {
        "document": 1726,
        "excerpt": "magic weapon functions as a Longsword with the Finesse property. If you are proficient with Longswords or Shortswords, you are proficient with the Sun Blade. You gain"
      },
      {
        "document": 1733,
        "excerpt": "re opens collapses into the fissure. Once you use this property, it can't be used again until the next dawn."
      }
    ],
    "prophecy": [
      {
        "document": 787,
        "excerpt": "solve a mystery, learn a secret, or unravel a cryptic prophecy."
      },
      {
        "document": 1609,
        "excerpt": "un Stones are named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun Stones exist, each type a distinct combination of shape and c"
      }
    ],
    "protect": [
      {
        "document": 971,
        "excerpt": "forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, spend 1 Sorcery Point and choose a number"
      },
      {
        "document": 978,
        "excerpt": "y to blast armies from afar. Others use their power to protect others, while some seek their own gain."
      },
      {
        "document": 980,
        "excerpt": "Protect Nature and People from Destruction You stalk prey in the wilds and elsewhere, using your abilities as a"
      },
      {
        "document": 982,
        "excerpt": "following tenets: - Let your word be your promise. - Protect the weak and never fear to act. - Let your honorable deeds be an example."
      },
      {
        "document": 985,
        "excerpt": "rip their opponents and manipulate their own energy to protect themselves from harm."
      },
      {
        "document": 1376,
        "excerpt": "us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for"
      },
      {
        "document": 1411,
        "excerpt": "target or lose the attack or spell. This spell doesn't protect the warded creature from areas of effect. The spell ends if the warded creature makes an attack roll, ca"
      },
      {
        "document": 1508,
        "excerpt": "Shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The Shield remains animate for 1 minute, until"
      }
    ],
    "protected": [
      {
        "document": 1289,
        "excerpt": "rpse or other remains. For the duration, the target is protected from decay and can't become Undead. The spell also effectively extends the time limit on raising the ta"
      },
      {
        "document": 1302,
        "excerpt": "and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a"
      },
      {
        "document": 1389,
        "excerpt": "s created by Divination spells can't appear inside the protected area or pass through the barrier at its perimeter. - Creatures in the area can't be targeted by Divinati"
      },
      {
        "document": 1394,
        "excerpt": "ntil the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection g"
      }
    ],
    "protecting": [
      {
        "document": 1242,
        "excerpt": "n from you, it acts and moves as it likes, focusing on protecting itself. You can command the target to take a Reaction but must take your own Reaction to do so. Using"
      },
      {
        "document": 1243,
        "excerpt": "n from you, it acts and moves as it likes, focusing on protecting itself. You can command the target to take a Reaction but must take your own Reaction to do so. Using"
      },
      {
        "document": 1244,
        "excerpt": "n from you, it acts and moves as it likes, focusing on protecting itself. You can command the target to take a Reaction but must take your own Reaction to do so. Using"
      },
      {
        "document": 1266,
        "excerpt": "iately after yours and acts independently, focusing on protecting you. Disappearance of the Steed. The steed disappears if it drops to 0 Hit Points or if you die. When i"
      },
      {
        "document": 1344,
        "excerpt": "re of the specified type from leaving the Cylinder and protecting targets outside it. Using a Higher-Level Spell Slot. The duration increases by 1 hour for each spell sl"
      }
    ],
    "protection": [
      {
        "document": 381,
        "excerpt": "For example, you can't attune to more than one Ring of Protection at a time."
      },
      {
        "document": 530,
        "excerpt": "ossession operates. Possession can be prevented by the Protection from Evil and Good spell and ended by the Dispel Evil and Good spell."
      },
      {
        "document": 595,
        "excerpt": "Cover provides a degree of protection to a target behind it. There are three degrees of cover, each of which provides a different benefit to a"
      },
      {
        "document": 778,
        "excerpt": "Protection from Evil and Good"
      },
      {
        "document": 830,
        "excerpt": "Protection from Evil and Good"
      },
      {
        "document": 831,
        "excerpt": "Protection from Poison"
      },
      {
        "document": 832,
        "excerpt": "Protection from Energy"
      },
      {
        "document": 841,
        "excerpt": "Protection from Evil and Good,Shield of Faith"
      },
      {
        "document": 842,
        "excerpt": "Aura of Protection"
      },
      {
        "document": 843,
        "excerpt": "Protection from Evil and Good"
      },
      {
        "document": 844,
        "excerpt": "Protection from Poison"
      },
      {
        "document": 851,
        "excerpt": "Protection from Poison"
      },
      {
        "document": 852,
        "excerpt": "Protection from Energy"
      },
      {
        "document": 863,
        "excerpt": "Protection from Energy"
      },
      {
        "document": 873,
        "excerpt": "Protection from Evil and Good"
      },
      {
        "document": 886,
        "excerpt": "Protection from Evil and Good"
      },
      {
        "document": 888,
        "excerpt": "Protection from Energy"
      },
      {
        "document": 911,
        "excerpt": "Protection from Evil and Good"
      },
      {
        "document": 912,
        "excerpt": "Protection from Poison"
      },
      {
        "document": 913,
        "excerpt": "Protection from Energy"
      },
      {
        "document": 968,
        "excerpt": "Aura of Protection"
      },
      {
        "document": 982,
        "excerpt": "mmunity to the Charmed condition while in your Aura of Protection. If a Charmed ally enters the aura, that condition has no effect on that ally while there."
      },
      {
        "document": 1226,
        "excerpt": "hours You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 Hit Points before the spell ends, the target inste"
      },
      {
        "document": 1345,
        "excerpt": "00 feet of you that you can see (creatures warded by a Protection from Evil and Good or Magic Circle spell can't be possessed). The target makes a Charisma saving throw."
      },
      {
        "document": 1393,
        "excerpt": "Protection from Energy"
      },
      {
        "document": 1394,
        "excerpt": "Protection from Evil and Good"
      },
      {
        "document": 1395,
        "excerpt": "Protection from Poison"
      },
      {
        "document": 1528,
        "excerpt": "f 0 degrees Fahrenheit or lower without any additional protection. Winter Strider. You ignore Difficult Terrain created by ice or snow."
      },
      {
        "document": 1545,
        "excerpt": "Cloak of Protection"
      },
      {
        "document": 1609,
        "excerpt": "es by 1 while this pale green prism orbits your head. Protection (Rare). You gain a +1 bonus to Armor Class while this dusty-rose prism orbits your head. Regeneration ("
      },
      {
        "document": 1674,
        "excerpt": "Ring of Protection"
      },
      {
        "document": 1700,
        "excerpt": "Scarab of Protection"
      },
      {
        "document": 1969,
        "excerpt": "and is wasted if the target is under the effect of the Protection from Evil and Good spell or within a Magic Circle spell. If the target takes damage from the Dream spel"
      },
      {
        "document": 2018,
        "excerpt": "Protection. Trigger: An attack roll hits the wearer of the guardian's amulet while the wearer is within 5 feet of t"
      }
    ],
    "protective": [
      {
        "document": 86,
        "excerpt": "get is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren't added together. For example, if a target is behind a creatur"
      },
      {
        "document": 595,
        "excerpt": "degree of cover, a target benefits only from the most protective degree. See also “Playing the Game” (“Combat”)."
      },
      {
        "document": 968,
        "excerpt": "You radiate a protective, unseeable aura in a 10-foot Emanation that originates from you. The aura is inactive while you have the"
      },
      {
        "document": 982,
        "excerpt": "Your magical smite now radiates protective energy. Whenever you cast Divine Smite, you and your allies have Half Cover while in your Aura of Protec"
      },
      {
        "document": 1440,
        "excerpt": "yer scroll) Duration: Concentration, up to 10 minutes Protective spirits flit around you in a 15-foot Emanation for the duration. If you are good or neutral, their spect"
      },
      {
        "document": 1693,
        "excerpt": "Magic - Detect Poison and Disease - See Invisibility Protective Aura. As a Magic action, you can plant the haft end of the rod in the ground, whereupon the rod's head s"
      },
      {
        "document": 1706,
        "excerpt": "an also knock it down, giving it the Prone condition. Protective Field. As a Reaction, when you or an ally you can see within 5 feet of you is targeted by an attack or m"
      },
      {
        "document": 1790,
        "excerpt": "Protective Magic (3/Day). The archmage casts Counterspell or Shield in response to the spell's trigger, using the s"
      },
      {
        "document": 1949,
        "excerpt": "Protective Magic. The lich casts Counterspell or Shield in response to the spell's trigger, using the same spellcas"
      },
      {
        "document": 1952,
        "excerpt": "Protective Magic (3/Day). The mage casts Counterspell or Shield in response to the spell's trigger, using the same"
      }
    ],
    "protector": [
      {
        "document": 787,
        "excerpt": "Protector. The item seeks to defend a particular kind of creature, such as elves or werewolves."
      },
      {
        "document": 964,
        "excerpt": "to one of the following sacred roles of your choice. Protector. Trained for battle, you gain proficiency with Martial weapons and training with Heavy armor. Thaumatur"
      }
    ],
    "protectors": [
      {
        "document": 972,
        "excerpt": "is way again when you finish a Long Rest. Gift of the Protectors Prerequisite: Level 9+ Warlock, Pact of the Tome Invocation A new page appears in your Book of Shadows"
      }
    ],
    "protects": [
      {
        "document": 235,
        "excerpt": "expected by society. Someone who fights injustice and protects the innocent without hesitation is probably Lawful Good. Neutral Good (NG). Neutral Good creatures do t"
      },
      {
        "document": 1281,
        "excerpt": ": 1 day You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatu"
      },
      {
        "document": 1299,
        "excerpt": "rth 10+ GP) Duration: 24 hours You create a ward that protects up to 2,500 square feet of floor space. The warded area can be up to 20 feet tall, and you shape it as o"
      },
      {
        "document": 1423,
        "excerpt": "on: 1 round An imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering att"
      }
    ],
    "proud": [
      {
        "document": 47,
        "excerpt": "ece of information. On the other hand, if you insult a proud warrior or speak ill of a noble's allies, your efforts to convince or deceive will likely fail."
      }
    ],
    "proves": [
      {
        "document": 1627,
        "excerpt": "that alters reality the least. Any documentation that proves you should own something lost to this card also disappears. Sage. At any time you choose within one yea"
      }
    ],
    "provide": [
      {
        "document": 18,
        "excerpt": "more difficult the task, the higher its DC. The rules provide DCs for certain checks, but the GM ultimately sets them. The Typical Difficulty Classes table presents a"
      },
      {
        "document": 42,
        "excerpt": "these actions. Many class features and other abilities provide additional action options, and you can improvise other actions. When you describe an action not detailed"
      },
      {
        "document": 54,
        "excerpt": "ght lets most creatures see normally. Even gloomy days provide Bright Light, as do torches, lanterns, fires, and other sources of illumination within a specific radius"
      },
      {
        "document": 74,
        "excerpt": "A character’s features and a monster’s stat block also provide action options. “Movement and Position” later in “Playing the Game” gives the rules for movement. Commu"
      },
      {
        "document": 86,
        "excerpt": "Walls, trees, creatures, and other obstacles can provide cover, making a target more difficult to harm. As detailed in the Cover table, there are three degrees o"
      },
      {
        "document": 161,
        "excerpt": "any. Reactions and Legendary Actions. These sections provide Reactions and Legendary Actions, if any."
      },
      {
        "document": 182,
        "excerpt": "more tags in parentheses following its type. Such tags provide additional categorization and have no rules of their own, but certain game effects might refer to them."
      },
      {
        "document": 252,
        "excerpt": "form of advancement after characters reach level 20 to provide greater power to characters who have no more levels to gain. With this approach, each character gains on"
      },
      {
        "document": 272,
        "excerpt": "Your background and class both provide starting equipment. Any coins that you gain at this step can be immediately spent on equipment from \"Equ"
      },
      {
        "document": 431,
        "excerpt": "ll you make with it. A player character's features can provide weapon proficiencies. A monster is proficient with any weapon in its stat block."
      },
      {
        "document": 495,
        "excerpt": ", or Material (M) components. If the spellcaster can't provide one or more of a spell's components, the spellcaster can't cast the spell."
      },
      {
        "document": 510,
        "excerpt": "Each spell description has a series of entries that provide the details needed to cast the spell. The following sections explain each of those entries, which follow"
      },
      {
        "document": 526,
        "excerpt": "e area of effect. To block a line, an obstruction must provide Total Cover. See also \"Cover.\" If the creator of an area of effect places it at an unseen point and an"
      },
      {
        "document": 725,
        "excerpt": "llenging: Changes in Elevation. Terrain features that provide a change of elevation (such as stacks of empty crates, ledges, and balconies) reward clever positioning"
      },
      {
        "document": 1271,
        "excerpt": "s and Dim Light for an additional 10 feet. The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you Resistance to Cold d"
      },
      {
        "document": 1464,
        "excerpt": "it is restored to its non-Undead form. The spell can provide a new body if the original no longer exists, in which case you must speak the creature's name. The creat"
      }
    ],
    "provided": [
      {
        "document": 61,
        "excerpt": "ypically asks you to make a Wisdom (Perception) check, provided you describe the character searching in the hidden object's vicinity. On a success, you find the object,"
      },
      {
        "document": 119,
        "excerpt": "you set prices for those items. Gold Piece values are provided in the Magic Item Rarities and Values table, though a seller might ask for a service rather than coin as"
      },
      {
        "document": 151,
        "excerpt": "by parentheses, where the monster's Hit Point Dice are provided, along with any contribution from its Constitution. Either use the number for the monster's Hit Points o"
      },
      {
        "document": 161,
        "excerpt": "ts. Armor Class, Hit Points, Speed, and Initiative are provided here. Ability Scores. A monster's ability scores, ability modifiers, and saving throws are listed here."
      },
      {
        "document": 251,
        "excerpt": "his chapter and the rules for advancing beyond level 1 provided Starting Equipment at Higher Levels"
      },
      {
        "document": 554,
        "excerpt": "after the Hit Points, the monster's Hit Point Dice are provided, along with the contribution of its Constitution, if any, to its Hit Points. Following the Initiative mo"
      },
      {
        "document": 566,
        "excerpt": "creatures and moving objects within a specific range, provided that the creature with Tremorsense and anything it is detecting are both in contact with the same surfac"
      },
      {
        "document": 619,
        "excerpt": "n to take from those below or from the special actions provided by your features. See also “Playing the Game” (“Actions”). These actions are defined elsewhere in this g"
      },
      {
        "document": 791,
        "excerpt": "The apparatus walks or swims forward provided its legs are extended."
      },
      {
        "document": 1516,
        "excerpt": "so with a successful DC 20 Strength (Athletics) check, provided the puller isn't pulled inside the bag first. Any creature that starts its turn inside the bag is devour"
      },
      {
        "document": 1562,
        "excerpt": "one damage type determined by the kind of dragon that provided the scales (see the accompanying table). Additionally, you can focus your senses as a Magic action to d"
      },
      {
        "document": 1574,
        "excerpt": "reature or an object that isn't being worn or carried, provided the object is small enough to fit inside a 5-foot Cube. The arrow teleports the target to an unoccupied"
      },
      {
        "document": 1623,
        "excerpt": "alls, doors, trees, flowers, weapons, webs, and pits), provided these elements are all confined to a 20-foot Cube. The effort takes 10 minutes (regardless of the number"
      },
      {
        "document": 1627,
        "excerpt": "e one of your ability scores by 2, to a maximum of 22, provided you also decrease another one of your ability scores by 2. You can't decrease an ability that has a scor"
      },
      {
        "document": 1929,
        "excerpt": "lies have Advantage on attack rolls and saving throws, provided the hobgoblin doesn't have the Incapacitated condition."
      }
    ],
    "provides": [
      {
        "document": 104,
        "excerpt": "s one of the main benefits of a rest. “Rules Glossary” provides the rules for Short and Long Rests."
      },
      {
        "document": 118,
        "excerpt": "Every magic item has a rarity, which provides a rough measure of an item's power relative to other magic items. The rarities are shown in the Magic It"
      },
      {
        "document": 125,
        "excerpt": "ic Item Categories table lists the nine categories and provides examples. Rules for the categories appear after the table. Magic Item Categories"
      },
      {
        "document": 161,
        "excerpt": "se in “Playing the Game.” Bonus Actions. This section provides a monster's Bonus Actions, if any. Reactions and Legendary Actions. These sections provide Reactions an"
      },
      {
        "document": 170,
        "excerpt": "ther the attack is a melee or a ranged attack and then provides the attack roll's bonus, its reach or range, and what happens on a hit. An attack is against one target"
      },
      {
        "document": 171,
        "excerpt": "e effect identifies the kind of save required and then provides the save's DC, a description of which creatures make the save, and an explanation of what happens on a f"
      },
      {
        "document": 173,
        "excerpt": "A stat block usually provides both a number and a die expression for each instance of damage. For example, an attack might deal 4 (1d4"
      },
      {
        "document": 175,
        "excerpt": "n cast any spells, its stat block lists the spells and provides the monster's spellcasting ability, spell save DC (if any spells require a saving throw), and spell atta"
      },
      {
        "document": 270,
        "excerpt": "The combination of background, species, and languages provides fertile soil for your imagination as you ponder your character's earliest days."
      },
      {
        "document": 309,
        "excerpt": "Ink comes in a 1-ounce bottle, which provides enough ink to write about 500 pages."
      },
      {
        "document": 358,
        "excerpt": "The Airborne and Waterborne Vehicles table provides statistics for various types of large vehicles. The following notes apply."
      },
      {
        "document": 379,
        "excerpt": ". For example, a magic Shield that requires Attunement provides the benefits of a normal Shield if you aren't attuned to it, but none of its magical properties."
      },
      {
        "document": 412,
        "excerpt": "things each time you take the action. This entry also provides the DC for the action. Craft. This entry lists what, if anything, you can craft with the tool. For craf"
      },
      {
        "document": 500,
        "excerpt": "oment and then disappears. Time Span. A duration that provides a time span specifies how long the spell lasts in rounds, minutes, hours, or the like. For example, a Du"
      },
      {
        "document": 554,
        "excerpt": "Fly Speed,\" and \"Swim Speed.\" Ability Scores. A table provides the monster's ability scores, modifiers, and saving throw modifiers, all of which are detailed in \"Playi"
      },
      {
        "document": 587,
        "excerpt": "actual play. \"Gameplay Toolbox\" (\"Combat Encounters\") provides guidance to the GM on using CR while planning potential combat encounters. See also \"Stat Block.\""
      },
      {
        "document": 595,
        "excerpt": "Cover provides a degree of protection to a target behind it. There are three degrees of cover, each of which provides a"
      },
      {
        "document": 666,
        "excerpt": "can be ended by the Remove Curse spell. Bestow Curse provides useful benchmarks for gauging the potency of other curses. A curse that lasts for 1 minute equates to a"
      },
      {
        "document": 689,
        "excerpt": "terrifying the situation is. The Sample Fear DCs table provides some examples. Sample Fear DCs Typically, a Frightened creature repeats the saving throw at the end of"
      },
      {
        "document": 690,
        "excerpt": "e that effect. The Sample Mental Stress Effects table provides a few examples of such effects, with suggested saving throw DCs and damage. Mental stress can usually be"
      },
      {
        "document": 1178,
        "excerpt": "in diameter, 20 feet high, and 5 feet thick. The wall provides Three-Quarters Cover, and its space is Difficult Terrain. Any creature in the wall's space makes a Dext"
      },
      {
        "document": 1294,
        "excerpt": "ry. Eating a berry restores 1 Hit Point, and the berry provides enough nourishment to sustain a creature for one day. Uneaten berries disappear when the spell ends."
      },
      {
        "document": 1389,
        "excerpt": "the spell, you decide what sort of security the spell provides, choosing any of the following properties: - Sound can't pass through the barrier at the edge of the wa"
      },
      {
        "document": 1520,
        "excerpt": "avorless, gelatinous bead dissolves on your tongue and provides as much nourishment as 1 day of Rations."
      },
      {
        "document": 1700,
        "excerpt": "ry (Requires Attunement) This beetle-shaped medallion provides three benefits while it is on your person. Defense. You gain a +1 bonus to Armor Class. Preservation."
      }
    ],
    "providing": [
      {
        "document": 344,
        "excerpt": "st the spell using its normal casting time and without providing any Material components. If the spell requires a saving throw or an attack roll, the spell save DC is 1"
      },
      {
        "document": 499,
        "excerpt": "can use a Component Pouch (see \"Equipment\") instead of providing the materials specified in the spell, or the spellcaster can substitute a Spellcasting Focus if the cas"
      }
    ],
    "provoke": [
      {
        "document": 93,
        "excerpt": "Attack by taking the Disengage action. You also don't provoke an Opportunity Attack when you Teleport or when you are moved without using your movement, action, Bonus"
      },
      {
        "document": 621,
        "excerpt": "f you take the Disengage action, your movement doesn't provoke Opportunity Attacks for the rest of the current turn."
      },
      {
        "document": 745,
        "excerpt": "Your movement doesn’t provoke Opportunity Attacks for the rest of the turn."
      },
      {
        "document": 967,
        "excerpt": "the end of your turn. The creature's movement doesn't provoke Opportunity Attacks."
      },
      {
        "document": 1842,
        "excerpt": "Agile. The deer doesn't provoke an Opportunity Attack when it moves out of an enemy's reach."
      },
      {
        "document": 1865,
        "excerpt": "Flyby. The snake doesn't provoke an Opportunity Attack when it flies out of an enemy's reach."
      },
      {
        "document": 1868,
        "excerpt": "Flyby. The gargoyle doesn't provoke an Opportunity Attack when it flies out of an enemy's reach."
      },
      {
        "document": 1890,
        "excerpt": "Flyby. The owl doesn't provoke an Opportunity Attack when it flies out of an enemy's reach."
      },
      {
        "document": 1899,
        "excerpt": "Flyby. The wasp doesn't provoke an Opportunity Attack when it flies out of an enemy's reach."
      },
      {
        "document": 1927,
        "excerpt": "Flyby. The hippogriff doesn't provoke an Opportunity Attack when it flies out of an enemy's reach."
      },
      {
        "document": 1978,
        "excerpt": "Flyby. The owl doesn't provoke an Opportunity Attack when it flies out of an enemy's reach."
      },
      {
        "document": 1994,
        "excerpt": "Flyby. The pteranodon doesn't provoke an Opportunity Attack when it flies out of an enemy's reach."
      },
      {
        "document": 1998,
        "excerpt": "Agile. The rat doesn't provoke an Opportunity Attack when it moves out of an enemy's reach."
      }
    ],
    "provokes": [
      {
        "document": 563,
        "excerpt": "ss a rule tells you otherwise, and teleportation never provokes Opportunity Attacks. When you teleport, all the equipment you're wearing and carrying teleports with yo"
      }
    ],
    "provoking": [
      {
        "document": 93,
        "excerpt": "edlessly past your foes, you put yourself in danger by provoking an Opportunity Attack. Avoiding Opportunity Attacks. You can avoid provoking an Opportunity Attack by t"
      },
      {
        "document": 525,
        "excerpt": "attack with a weapon or an Unarmed Strike against the provoking creature. The attack occurs right before the creature leaves your reach. See also “Playing the Game” (“C"
      },
      {
        "document": 962,
        "excerpt": "to half your Speed straight toward the target without provoking Opportunity Attacks. Hamstring Blow. The target's Speed is reduced by 15 feet until the start of your n"
      },
      {
        "document": 966,
        "excerpt": "nus Action, you can move up to half your Speed without provoking Opportunity Attacks."
      },
      {
        "document": 970,
        "excerpt": "ter the attack, you move up to half your Speed without provoking Opportunity Attacks."
      },
      {
        "document": 974,
        "excerpt": "itical Hit, you can move up to half your Speed without provoking Opportunity Attacks."
      },
      {
        "document": 1824,
        "excerpt": "charge 5–6). The centaur moves up to its Speed without provoking Opportunity Attacks and can move through the spaces of Medium or smaller creatures. Each creature whose"
      },
      {
        "document": 1869,
        "excerpt": "amage. Engulf. The cube moves up to its Speed without provoking Opportunity Attacks. The cube can move through the spaces of Large or smaller creatures if it has room i"
      },
      {
        "document": 1893,
        "excerpt": ", the seahorse moves up to half its Swim Speed without provoking Opportunity Attacks."
      },
      {
        "document": 2005,
        "excerpt": "appled, the roc flies up to half its Fly Speed without provoking Opportunity Attacks and drops that creature."
      },
      {
        "document": 2015,
        "excerpt": "water, the seahorse moves up to its Swim Speed without provoking Opportunity Attacks."
      },
      {
        "document": 2053,
        "excerpt": "g Horn. The unicorn moves up to half its Speed without provoking Opportunity Attacks, and it makes one Radiant Horn attack. Shimmering Shield. The unicorn targets itsel"
      },
      {
        "document": 2070,
        "excerpt": "orm Only). The weretiger moves up to its Speed without provoking Opportunity Attacks. At the end of this movement, the weretiger can take the Hide action. Shape-Shift."
      }
    ],
    "prowess": [
      {
        "document": 966,
        "excerpt": "You have honed your martial prowess and gain a Fighting Style feat of your choice (see “Feats”). Defense is recommended. Whenever you gain"
      },
      {
        "document": 974,
        "excerpt": "mbat A Champion focuses on the development of martial prowess in a relentless pursuit of victory. Champions combine rigorous training with physical excellence to deal"
      },
      {
        "document": 1002,
        "excerpt": "Boon of Combat Prowess"
      }
    ],
    "prowl": [
      {
        "document": 2024,
        "excerpt": "pended uses at the start of each of its turns. Arcane Prowl. The sphinx can teleport up to 30 feet to an unoccupied space it can see, and it makes one Claw attack."
      },
      {
        "document": 2025,
        "excerpt": "pended uses at the start of each of its turns. Arcane Prowl. The sphinx can teleport up to 30 feet to an unoccupied space it can see, and it makes one Claw attack."
      },
      {
        "document": 2070,
        "excerpt": "Prowl (Tiger or Hybrid Form Only). The weretiger moves up to its Speed without provoking Opportunity Attacks."
      }
    ],
    "proxy": [
      {
        "document": 1199,
        "excerpt": "e) Duration: 1 minute You contact a deity or a divine proxy and ask up to three questions that can be answered with yes or no. You must ask your questions before th"
      }
    ],
    "pry": [
      {
        "document": 418,
        "excerpt": "Ability: Strength Weight: 6 lb. Utilize: Seal or pry open a door or container (DC 20) Craft: Club, Greatclub, Quarterstaff, Barrel, Chest, Ladder, Pole, Por"
      },
      {
        "document": 429,
        "excerpt": "Ability: Strength Weight: 8 lb. Utilize: Pry open a door or container (DC 20) Craft: Any Melee weapon (except Club, Greatclub, Quarterstaff, and Whi"
      }
    ],
    "pseudodragon": [
      {
        "document": 972,
        "excerpt": "r familiar or one of the following special forms: Imp, Pseudodragon, Quasit, Skeleton, Sphinx of Wonder, Sprite, or Venomous Snake (see “Monsters” for the familiar’s stat b"
      },
      {
        "document": 1993,
        "excerpt": "Pseudodragon"
      }
    ],
    "pseudonym": [
      {
        "document": 1287,
        "excerpt": "pell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn't work). If that creature is on a plane other than the one you are on, the por"
      }
    ],
    "pseudopod": [
      {
        "document": 1810,
        "excerpt": "Dissolving Pseudopod. Melee Attack Roll: +5, reach 10 ft. Hit: 17 (4d6 + 3) Acid damage. Nonmagical armor worn by the target"
      },
      {
        "document": 1869,
        "excerpt": "Pseudopod. Melee Attack Roll: +4, reach 5 ft. Hit: 12 (3d6 + 2) Acid damage. Engulf. The cube moves up to its Spe"
      },
      {
        "document": 1912,
        "excerpt": "Pseudopod. Melee Attack Roll: +3, reach 5 ft. Hit: 10 (2d8 + 1) Acid damage. Nonmagical armor worn by the target t"
      },
      {
        "document": 1962,
        "excerpt": "is Grappled by the mimic - plus 4 (1d8) Acid damage. Pseudopod. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Bludgeoning damage plus 4 (1d8) Acid damage. If the"
      },
      {
        "document": 1972,
        "excerpt": "Pseudopod. Melee Attack Roll: +4, reach 5 ft. Hit: 12 (3d6 + 2) Acid damage."
      }
    ],
    "psionic": [
      {
        "document": 1361,
        "excerpt": "ion: Concentration, up to 1 hour You drive a spike of psionic energy into the mind of one creature you can see within range. The target makes a Wisdom saving throw, t"
      }
    ],
    "psychic": [
      {
        "document": 322,
        "excerpt": "Net (AC 10; 5 HP; Immunity to Bludgeoning, Poison, and Psychic damage) also frees the target, ending the effect."
      },
      {
        "document": 580,
        "excerpt": "Types and Objects. Objects have Immunity to Poison and Psychic damage. The GM might decide that some damage types are more or less effective against an object. For exa"
      },
      {
        "document": 675,
        "excerpt": "tion saving throw each time it takes damage other than Psychic damage. On a failed save, the creature takes 5 (1d10) Psychic damage and has the Incapacitated condition"
      },
      {
        "document": 690,
        "excerpt": "jected to an effect that causes intense mental stress, Psychic damage is the best way to emulate that effect. The Sample Mental Stress Effects table provides a few ex"
      },
      {
        "document": 722,
        "excerpt": ", a Damage Threshold of 10, and Immunity to Poison and Psychic damage. Slow the Stone. As an action, a creature can try to slow down the stone with a DC 20 Strength ("
      },
      {
        "document": 765,
        "excerpt": "Psychic"
      },
      {
        "document": 768,
        "excerpt": "Psychic"
      },
      {
        "document": 783,
        "excerpt": "s at the chosen point of origin. Instead, you take 1d6 Psychic damage."
      },
      {
        "document": 792,
        "excerpt": "Psychic"
      },
      {
        "document": 948,
        "excerpt": "Psychic"
      },
      {
        "document": 954,
        "excerpt": "Psychic Damage"
      },
      {
        "document": 972,
        "excerpt": "your pact weapon, you can deal an extra 1d6 Necrotic, Psychic, or Radiant damage (your choice) to the creature, and you can expend one of your Hit Point Dice to roll"
      },
      {
        "document": 979,
        "excerpt": "s through a nightmare landscape. The target takes 8d10 Psychic damage if it isn't a Fiend, and it has the Incapacitated condition until the end of your next turn, when"
      },
      {
        "document": 1007,
        "excerpt": "or Darkness, you have Resistance to all damage except Psychic and Radiant."
      },
      {
        "document": 1158,
        "excerpt": "| Save: -5 | Save: -4 | Save: -5 | Immunities Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned Senses Blindsight 30 ft.; Passive Perception 6 Lan"
      },
      {
        "document": 1175,
        "excerpt": "aving throw. On a failed save, the target takes 10d12 Psychic damage and can't cast spells or take the Magic action. At the end of every 30 days, the target repeats t"
      },
      {
        "document": 1207,
        "excerpt": "eature within 5 feet of it. On a hit, the target takes Psychic damage equal to 3d12 plus your spellcasting ability modifier, and the target has the Frightened conditio"
      },
      {
        "document": 1210,
        "excerpt": "t phrase as an answer. On a failed save, you take 6d6 Psychic damage and have the Incapacitated condition until you finish a Long Rest. A Greater Restoration spell ca"
      },
      {
        "document": 1237,
        "excerpt": "a Wisdom saving throw. On a failed save, it takes 3d6 Psychic damage and must immediately use its Reaction, if available, to move as far away from you as it can, usin"
      },
      {
        "document": 1246,
        "excerpt": "arget gains no benefit from its rest, and it takes 3d6 Psychic damage when it wakes up."
      },
      {
        "document": 1266,
        "excerpt": "it: 1d8 plus the spell's level of Radiant (Celestial), Psychic (Fey), or Necrotic (Fiend) damage. Bonus Actions Fell Glare (Fiend Only; Recharges after a Long Rest)."
      },
      {
        "document": 1288,
        "excerpt": "your command. While Charmed, the creature takes 5d10 Psychic damage if it acts in a manner directly counter to your command. It takes this damage no more than once e"
      },
      {
        "document": 1360,
        "excerpt": "l ends, one willing creature you touch has Immunity to Psychic damage and the Charmed condition. The target is also unaffected by anything that would sense its emotion"
      },
      {
        "document": 1361,
        "excerpt": "ge. The target makes a Wisdom saving throw, taking 3d8 Psychic damage on a failed save or half as much damage on a successful one. On a failed save, you also always kn"
      },
      {
        "document": 1373,
        "excerpt": "d. On each of your turns, such a phantasm can deal 2d8 Psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm. The target percei"
      },
      {
        "document": 1374,
        "excerpt": "saving throw. On a failed save, the target takes 4d10 Psychic damage and has Disadvantage on ability checks and attack rolls for the duration. On a successful save, t"
      },
      {
        "document": 1383,
        "excerpt": "it Points or fewer, it dies. Otherwise, it takes 12d12 Psychic damage."
      },
      {
        "document": 1433,
        "excerpt": "type you choose: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder. If you roll an 8 on a d8 for this spell, you can roll another d8, and add it to the damage"
      },
      {
        "document": 1470,
        "excerpt": "rget must succeed on a Wisdom saving throw or take 1d6 Psychic damage and have Disadvantage on the next attack roll it makes before the end of its next turn. Cantrip"
      },
      {
        "document": 1474,
        "excerpt": "foot section, and it has Immunity to Cold, Poison, and Psychic damage and Vulnerability to Fire damage. Reducing a 10-foot section of wall to 0 Hit Points destroys it"
      },
      {
        "document": 1475,
        "excerpt": "r inch of thickness, and it has Immunity to Poison and Psychic damage. Reducing a panel to 0 Hit Points destroys it and might cause connected panels to collapse at the"
      },
      {
        "document": 1481,
        "excerpt": "m saving throw. On a failed save, a target takes 10d10 Psychic damage and has the Frightened condition for the duration. On a successful save, a target takes half as m"
      },
      {
        "document": 1509,
        "excerpt": "h if the legs aren't extended); Immunity to Poison and Psychic damage. To be used as a vehicle, the apparatus requires one pilot. While the apparatus's hatch is close"
      },
      {
        "document": 1621,
        "excerpt": "e a Manual of Golems and attempts to read it takes 6d6 Psychic damage. To create a golem, you must spend the time shown on the table, working without interruption wit"
      },
      {
        "document": 1625,
        "excerpt": "ounds, and it has AC 11, HP 10, Immunity to Poison and Psychic damage, and Vulnerability to Bludgeoning damage. It shatters and is destroyed when reduced to 0 Hit Poin"
      },
      {
        "document": 1698,
        "excerpt": "The rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If the rope drops"
      },
      {
        "document": 1699,
        "excerpt": "The rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If the rope drops"
      },
      {
        "document": 1730,
        "excerpt": ", the target isn't cast into the fissure but takes 4d6 Psychic damage from the ordeal. In either case, the fissure then closes, leaving no trace of its existence. When"
      },
      {
        "document": 1732,
        "excerpt": ", the target isn't cast into the fissure but takes 4d6 Psychic damage from the ordeal. In either case, the fissure then closes, leaving no trace of its existence. When"
      },
      {
        "document": 1760,
        "excerpt": "Charmed or Grappled by the aboleth. Failure: 10 (3d6) Psychic damage. Success: Half damage. Failure or Success: The aboleth gains the target's memories if the target"
      },
      {
        "document": 1765,
        "excerpt": "e the dragon can see within 90 feet. Failure: 24 (7d6) Psychic damage. Until the end of its next turn, the target rolls 1d6 whenever it makes an ability check or attac"
      },
      {
        "document": 1777,
        "excerpt": "the dragon can see within 120 feet. Failure: 31 (9d6) Psychic damage. Until the end of its next turn, the target rolls 1d8 whenever it makes an ability check or attac"
      },
      {
        "document": 1783,
        "excerpt": "Poison, Psychic; Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned"
      },
      {
        "document": 1784,
        "excerpt": "Poison, Psychic; Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned"
      },
      {
        "document": 1785,
        "excerpt": "Poison, Psychic; Charmed, Deafened,"
      },
      {
        "document": 1790,
        "excerpt": "Psychic; Charmed (with Mind Blank)"
      },
      {
        "document": 1828,
        "excerpt": "Acid, Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned"
      },
      {
        "document": 1835,
        "excerpt": "Psychic, Radiant"
      },
      {
        "document": 1859,
        "excerpt": "The rope has AC 20, HP 90, and Immunity to Poison and Psychic damage. The rope turns to dust if reduced to 0 Hit Points, if it is 5+ feet away from the erinyes for 1"
      },
      {
        "document": 1860,
        "excerpt": "y to Fire damage; Immunity to Bludgeoning, Poison, and Psychic damage)."
      },
      {
        "document": 1871,
        "excerpt": "e the ghost and isn't an Undead. Failure: 10 (2d6 + 3) Psychic damage, and the target has the Frightened condition until the start of the ghost's next turn. Success: T"
      },
      {
        "document": 1895,
        "excerpt": "; Vulnerability to Fire damage; Immunity to Poison and Psychic damage)."
      },
      {
        "document": 1917,
        "excerpt": "5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage plus 2 (1d4) Psychic damage."
      },
      {
        "document": 1939,
        "excerpt": "Cold, Fire, Poison, Psychic"
      },
      {
        "document": 1941,
        "excerpt": "Fire, Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned"
      },
      {
        "document": 1947,
        "excerpt": "ch 5 ft. Hit: 7 (1d8 + 3) Slashing damage plus 7 (2d6) Psychic damage. Corrupting Touch. Wisdom Saving Throw: DC 13, one creature the lamia can see within 5 feet. Fai"
      },
      {
        "document": 1966,
        "excerpt": "he mummy can see within 60 feet. Failure: 25 (6d6 + 4) Psychic damage, and the target has the Paralyzed condition until the end of the mummy's next turn. Spellcasting"
      },
      {
        "document": 1968,
        "excerpt": "ion originating from the nalfeshnee. Failure: 28 (8d6) Psychic damage, and the target has the Frightened condition for 1 minute, until it takes damage, or until it end"
      },
      {
        "document": 1976,
        "excerpt": "Ranged Attack Roll: +5, range 60 ft. Hit: 9 (2d6 + 2) Psychic damage, and the target has the Frightened condition until the start of the oni's next turn. Shape-Shift"
      },
      {
        "document": 1997,
        "excerpt": "ation originating from the rakshasa. Failure: 28 (8d6) Psychic damage, and the target has the Frightened and Incapacitated conditions until the start of the rakshasa's"
      },
      {
        "document": 2006,
        "excerpt": "d when destroyed (AC 20, HP 10, Immunity to Poison and Psychic damage). Damaging the tentacle deals no damage to the roper, and a destroyed tentacle regrows at the sta"
      },
      {
        "document": 2011,
        "excerpt": "the satyr can see within 90 feet. Failure: 5 (1d6 + 2) Psychic damage."
      },
      {
        "document": 2014,
        "excerpt": "to 0 Hit Points. Otherwise, the target takes 13 (3d8) Psychic damage. Illusory Appearance. The hag casts Disguise Self, using Constitution as the spellcasting abilit"
      },
      {
        "document": 2024,
        "excerpt": "Psychic; Charmed, Frightened"
      },
      {
        "document": 2025,
        "excerpt": "Psychic; Charmed, Frightened"
      },
      {
        "document": 2026,
        "excerpt": "Necrotic, Psychic, Radiant"
      },
      {
        "document": 2034,
        "excerpt": "Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned"
      },
      {
        "document": 2036,
        "excerpt": "Cold, Fire, Poison, Psychic"
      }
    ],
    "psychically": [
      {
        "document": 1453,
        "excerpt": "o eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures that can't communicate in any langua"
      }
    ],
    "pteranodon": [
      {
        "document": 1994,
        "excerpt": "Pteranodon"
      }
    ],
    "pudding": [
      {
        "document": 1810,
        "excerpt": "Black Pudding"
      }
    ],
    "pudding's": [
      {
        "document": 1810,
        "excerpt": "ginal pudding and acts on its Initiative. The original pudding's Hit Points are divided evenly between the new puddings (round down)."
      }
    ],
    "puddings": [
      {
        "document": 181,
        "excerpt": "ears. Oozes are gelatinous creatures, including black puddings and gelatinous cubes. Plants are sentient vegetation and fungal monsters, such as shambling mounds and"
      },
      {
        "document": 1810,
        "excerpt": "amage. Response: The pudding splits into two new Black Puddings. Each new pudding is one size smaller than the original pudding and acts on its Initiative. The original"
      }
    ],
    "puff": [
      {
        "document": 793,
        "excerpt": "The monster remains for 1 minute, then disappears in a puff of bright-pink smoke."
      },
      {
        "document": 1375,
        "excerpt": "ny of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed. For the duration, you or a creature yo"
      },
      {
        "document": 1386,
        "excerpt": "harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. Fire Play. You instantaneously light or snuff out a candl"
      }
    ],
    "pull": [
      {
        "document": 355,
        "excerpt": "cluding the weight of the vehicle. If multiple animals pull the same vehicle, add their carrying capacities together."
      },
      {
        "document": 535,
        "excerpt": "es include “If the cultist steps on the trapdoor, I'll pull the lever that opens it,\" and \"If the zombie steps next to me, I move away.\" When the trigger occurs, y"
      },
      {
        "document": 739,
        "excerpt": "Lift, push, pull, or break something"
      },
      {
        "document": 756,
        "excerpt": "You pull a nonmagical object out of the hat. Roll 1d4 to determine the object: on a 1, a vial of Acid; on a 2, a"
      },
      {
        "document": 1214,
        "excerpt": "from the whirlpool only if it first takes an action to pull away and succeeds on a Strength (Athletics) check against your spell save DC."
      },
      {
        "document": 1220,
        "excerpt": "ponents: V, S, M (a paintbrush) Duration: Special You pull wisps of shadow material from the Shadowfell to create an object within range. It is either an object of"
      },
      {
        "document": 1452,
        "excerpt": "eature must succeed on a Strength saving throw, or you pull the object away and move it up to 30 feet in any direction within the spell's range. You can exert fine"
      },
      {
        "document": 1516,
        "excerpt": "r creature can take an action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength (Athletics) check, provided the puller isn't p"
      },
      {
        "document": 1518,
        "excerpt": "a small, fuzzy object. You can take a Magic action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a cr"
      },
      {
        "document": 1544,
        "excerpt": "hile wearing the cloak, you can take a Magic action to pull its hood over your head and expend 1 charge to give yourself the Invisible condition for 1 hour. The ef"
      },
      {
        "document": 1574,
        "excerpt": "this magic weapon, which has no string. Each time you pull your arm back in a firing motion, a magical arrow made of golden energy appears nocked and ready to fire"
      },
      {
        "document": 1596,
        "excerpt": "al Somatic component: you must reach into the hat and “pull” the spell out of it. Unknown Spell. While holding the hat, you can try to cast a level 1+ spell you do"
      },
      {
        "document": 1693,
        "excerpt": "10 minutes or when a creature takes a Magic action to pull the rod from the ground. Once used, this property can't be used again until the next dawn."
      },
      {
        "document": 1869,
        "excerpt": "As an action, a creature within 5 feet of the cube can pull a creature or an object out of the cube by succeeding on a DC 12 Strength (Athletics) check, and the pul"
      },
      {
        "document": 2065,
        "excerpt": "action, a creature within 5 feet of the elemental can pull a creature out of it by succeeding on a DC 14 Strength (Athletics) check. Success: Half damage only."
      }
    ],
    "pulled": [
      {
        "document": 359,
        "excerpt": "rowed against any significant current, but they can be pulled upstream by draft animals on the shores. A Rowboat can be carried and weighs 100 pounds. Airborne and W"
      },
      {
        "document": 716,
        "excerpt": "en two weak supports that topple when the trip wire is pulled. The first creature that crosses the trip wire causes the supports to topple and the unstable section o"
      },
      {
        "document": 1214,
        "excerpt": "re in the water and within 25 feet of the whirlpool is pulled 10 feet toward it. When a creature enters the whirlpool for the first time on a turn or ends its turn th"
      },
      {
        "document": 1409,
        "excerpt": "pace can be reached by climbing the rope, which can be pulled into or dropped out of it. The space can hold up to eight Medium or smaller creatures. Attacks, spells,"
      },
      {
        "document": 1516,
        "excerpt": "it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can take an action to try to escape, doing so with a successfu"
      },
      {
        "document": 1518,
        "excerpt": "ate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn. Gray Bag of Tricks Rust Bag of Tricks"
      },
      {
        "document": 2017,
        "excerpt": "smaller creature within 5 feet. Failure: The target is pulled into the shambling mound's space and has the Grappled condition (escape DC 14). Until the grapple ends,"
      }
    ],
    "puller": [
      {
        "document": 1516,
        "excerpt": "cessful DC 20 Strength (Athletics) check, provided the puller isn't pulled inside the bag first. Any creature that starts its turn inside the bag is devoured, its bod"
      },
      {
        "document": 1869,
        "excerpt": "ceeding on a DC 12 Strength (Athletics) check, and the puller takes 10 (3d6) Acid damage. Transparent. Even when the cube is in plain sight, a creature must succeed"
      }
    ],
    "pulling": [
      {
        "document": 355,
        "excerpt": "An animal pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, i"
      },
      {
        "document": 1335,
        "excerpt": "is unaffected. The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as"
      }
    ],
    "pulls": [
      {
        "document": 1799,
        "excerpt": "If the target is a Huge or smaller creature, the balor pulls the target up to 25 feet straight toward itself, and the target has the Prone condition. Lightning Blad"
      },
      {
        "document": 1860,
        "excerpt": "Reel. The ettercap pulls one creature within 30 feet of itself that is Restrained by its Web Strand up to 25 feet straight toward"
      },
      {
        "document": 1961,
        "excerpt": "the target is a Large or smaller creature, the merrow pulls the target up to 15 feet straight toward itself."
      },
      {
        "document": 2006,
        "excerpt": "t the start of the roper's next turn. Reel. The roper pulls each creature Grappled by it up to 30 feet straight toward it."
      },
      {
        "document": 2017,
        "excerpt": "t is a Medium or smaller creature, the shambling mound pulls the target 5 feet straight toward itself. Engulf. Strength Saving Throw: DC 15, one Medium or smaller c"
      }
    ],
    "pulses": [
      {
        "document": 1661,
        "excerpt": "Die you spend. This potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat."
      },
      {
        "document": 1750,
        "excerpt": "secret door or trap is within 60 feet of you, the wand pulses and points at the one nearest to you."
      }
    ],
    "pummel": [
      {
        "document": 1903,
        "excerpt": "attack. The glabrezu makes two Pincer attacks and uses Pummel or Spellcasting. Pincer. Melee Attack Roll: +9, reach 10 ft. Hit: 16 (2d10 + 5) Slashing damage. If the"
      }
    ],
    "punch": [
      {
        "document": 568,
        "excerpt": "f using a weapon to make a melee attack, you can use a punch, kick, headbutt, or similar forceful blow. In game terms, this is an Unarmed Strike - a melee attack tha"
      },
      {
        "document": 1010,
        "excerpt": "Strength or Dexterity score by 1, to a maximum of 20. Punch and Grab. When you hit a creature with an Unarmed Strike as part of the Attack action on your turn, you"
      }
    ],
    "puncturing": [
      {
        "document": 948,
        "excerpt": "Fangs, puncturing objects"
      }
    ],
    "punished": [
      {
        "document": 670,
        "excerpt": "affected by such a curse should know why they're being punished and be able to learn how to end their curse, likely by symbolically righting the wrong they committed. H"
      }
    ],
    "punishment": [
      {
        "document": 670,
        "excerpt": "creature's violation of a taboo warrants supernatural punishment, such as breaking a vow, defiling a tomb, or murdering an innocent. Such a curse can have any effects yo"
      }
    ],
    "purchase": [
      {
        "document": 119,
        "excerpt": "ment. If a magic item incorporates an item that has a purchase cost in “Equipment” (such as a weapon or a suit of armor), add that item’s cost to the magic item’s valu"
      },
      {
        "document": 133,
        "excerpt": "gain. If a magic item incorporates an item that has a purchase cost (such as a weapon or a suit of armor), you must also pay that entire cost or craft that item using"
      },
      {
        "document": 253,
        "excerpt": "or level 1 characters, but they might be available for purchase if your GM allows them."
      },
      {
        "document": 389,
        "excerpt": "To make an item, you need raw materials worth half its purchase cost (round down). For example, you need 750 GP of raw materials to make Plate Armor, which sells for 1,"
      },
      {
        "document": 390,
        "excerpt": "ng 8 hours a day) it takes to make an item, divide its purchase cost in GP by 10 (round a fraction up to a day). For example, you need 5 days to make a Heavy Crossbow,"
      },
      {
        "document": 1621,
        "excerpt": "hours per day. You must also pay the specified cost to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem become"
      }
    ],
    "purchased": [
      {
        "document": 356,
        "excerpt": "ype of armor on the Armor table in “Equipment” can be purchased as barding. The cost is four times the normal cost, and it weighs twice as much."
      }
    ],
    "purchasing": [
      {
        "document": 272,
        "excerpt": "“Equipment” later. Note any coins you have left after purchasing your equipment."
      },
      {
        "document": 694,
        "excerpt": "Purchasing Poison"
      }
    ],
    "pure": [
      {
        "document": 949,
        "excerpt": "Pure magical energy"
      },
      {
        "document": 1726,
        "excerpt": "hilt, you can take a Bonus Action to cause a blade of pure radiance to spring into existence or make the blade disappear. While the blade exists, this magic weapon"
      },
      {
        "document": 1730,
        "excerpt": "Talisman of Pure Good"
      }
    ],
    "purely": [
      {
        "document": 1428,
        "excerpt": "within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects. As a Magic action, you can caus"
      }
    ],
    "purify": [
      {
        "document": 830,
        "excerpt": "Purify Food and Drink"
      },
      {
        "document": 843,
        "excerpt": "Purify Food and Drink"
      },
      {
        "document": 911,
        "excerpt": "Purify Food and Drink"
      },
      {
        "document": 1396,
        "excerpt": "Purify Food and Drink"
      }
    ],
    "purple": [
      {
        "document": 267,
        "excerpt": "le with an etching of a rat's head in its center 81 A purple handkerchief embroidered with the name of an archmage 82 Half a floor plan for a temple, a castle, or a"
      },
      {
        "document": 706,
        "excerpt": "Purple Worm Poison (2,000 GP)"
      },
      {
        "document": 1609,
        "excerpt": "ve at least 1 Hit Point. Reserve (Rare). This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 4 levels of"
      },
      {
        "document": 1657,
        "excerpt": "tes (no Concentration required). This potion's dense, purple liquid has an ovoid cloud of pink floating in it."
      },
      {
        "document": 1995,
        "excerpt": "Purple Worm"
      }
    ],
    "purpose": [
      {
        "document": 58,
        "excerpt": "For the purpose of the rules, an object is a discrete, inanimate item like a window, door, sword, book, table, chair, or"
      },
      {
        "document": 115,
        "excerpt": "ammunition fired from it is considered magical for the purpose of any rule that cares whether a weapon is magical or not."
      },
      {
        "document": 141,
        "excerpt": "Special Purpose"
      },
      {
        "document": 142,
        "excerpt": "em acts in a manner opposed to the item's alignment or purpose, conflict can arise. When such a conflict occurs, the item's bearer makes a Charisma saving throw (DC 12"
      },
      {
        "document": 354,
        "excerpt": "e more quickly through the wilderness, but its primary purpose is to carry gear that would otherwise slow you down. The Mounts and Other Animals table shows each anima"
      },
      {
        "document": 684,
        "excerpt": "s traveling at high altitude counts as 2 hours for the purpose of determining how long that creature can travel (see “Travel Pace”). Creatures can become acclimated t"
      },
      {
        "document": 787,
        "excerpt": "Sentient Item's Special Purpose"
      },
      {
        "document": 1268,
        "excerpt": "in range that is within line of sight. A trap, for the purpose of this spell, includes any object or mechanism that was created to cause damage or other danger. Thus,"
      },
      {
        "document": 1965,
        "excerpt": "of Burden. The mule counts as one size larger for the purpose of determining its carrying capacity."
      }
    ],
    "purposes": [
      {
        "document": 160,
        "excerpt": "pe is considered a member of that class for Attunement purposes."
      }
    ],
    "pursue": [
      {
        "document": 142,
        "excerpt": "ds: Chase My Dreams. The item demands that its bearer pursue the item's goals to the exclusion of all other goals. Get Rid of It. The item demands that its bearer d"
      },
      {
        "document": 237,
        "excerpt": "hose who are untroubled by the harm they cause as they pursue their desires. A criminal who robs and murders as they please is probably Neutral Evil. Chaotic Evil (C"
      },
      {
        "document": 974,
        "excerpt": "Pursue Physical Excellence in Combat A Champion focuses on the development of martial prowess in a relentless"
      }
    ],
    "pursuers": [
      {
        "document": 51,
        "excerpt": "ntainers with Thieves' Tools, and create obstacles for pursuers with Caltrops. See “Equipment” for rules on many items that are useful on adventures. The items in the"
      }
    ],
    "pursues": [
      {
        "document": 141,
        "excerpt": "You can give a sentient item an objective it pursues, perhaps to the exclusion of all else. As long as the wielder's use of the item aligns with that special"
      },
      {
        "document": 1354,
        "excerpt": "allies deal damage to the target. Each Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration,"
      },
      {
        "document": 1447,
        "excerpt": "r allies deal damage to the target. The Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration,"
      }
    ],
    "pursuing": [
      {
        "document": 237,
        "excerpt": "lence, spurred by their hatred or bloodlust. A villain pursuing schemes of vengeance and havoc is probably Chaotic Evil."
      },
      {
        "document": 414,
        "excerpt": "Artisan's Tools are each focused on crafting items and pursuing a trade. Each of these tools requires a separate proficiency."
      }
    ],
    "pursuit": [
      {
        "document": 974,
        "excerpt": "on the development of martial prowess in a relentless pursuit of victory. Champions combine rigorous training with physical excellence to deal devastating blows, with"
      },
      {
        "document": 1968,
        "excerpt": "Pursuit. Trigger: Another creature the nalfeshnee can see ends its move within 120 feet of the nalfeshnee. Respo"
      }
    ],
    "purview": [
      {
        "document": 501,
        "excerpt": "; any outcomes beyond those effects are under the GM's purview. Whatever the effects, they typically deal with targets, saving throws, attack rolls, or all three, each"
      }
    ],
    "push": [
      {
        "document": 51,
        "excerpt": "battle; you could use a Quarterstaff, for example, to push a sinister-looking button that you’re reluctant to touch."
      },
      {
        "document": 401,
        "excerpt": "Push"
      },
      {
        "document": 568,
        "excerpt": "xterity saving throw (it chooses which), or you either push it 5 feet away or cause it to have the Prone condition. The DC for the saving throw equals 8 plus your S"
      },
      {
        "document": 586,
        "excerpt": "e also shows the maximum weight you can drag, lift, or push. While dragging, lifting, or pushing weight in excess of the maximum weight you can carry, your Speed c"
      },
      {
        "document": 702,
        "excerpt": "Characters can push themselves to travel for more than 8 hours per day, at the risk of tiring. At the end of each additional"
      },
      {
        "document": 739,
        "excerpt": "Lift, push, pull, or break something"
      },
      {
        "document": 928,
        "excerpt": "Push"
      },
      {
        "document": 945,
        "excerpt": "Drag/Lift/Push"
      },
      {
        "document": 966,
        "excerpt": "You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, excep"
      },
      {
        "document": 972,
        "excerpt": "a Large or smaller creature with that cantrip, you can push the creature up to 10 feet straight away from you. Repeatable. You can gain this invocation more than o"
      },
      {
        "document": 985,
        "excerpt": "re masters of unarmed combat. They learn techniques to push and trip their opponents and manipulate their own energy to protect themselves from harm."
      },
      {
        "document": 1063,
        "excerpt": "Push"
      },
      {
        "document": 1070,
        "excerpt": "Push"
      },
      {
        "document": 1104,
        "excerpt": "Push"
      },
      {
        "document": 1146,
        "excerpt": "Push"
      },
      {
        "document": 1163,
        "excerpt": "5d8 Force damage. Forceful Hand. The hand attempts to push a Huge or smaller creature within 5 feet of it. The target must succeed on a Strength saving throw, or t"
      },
      {
        "document": 1404,
        "excerpt": "ect inside. An enclosed creature can take an action to push against the sphere's walls and thus roll the sphere at up to half the creature's Speed. Similarly, the g"
      },
      {
        "document": 1519,
        "excerpt": "gh. An enclosed creature can take a Utilize action to push against the sphere's wall, moving the sphere up to half the creature's Speed. The sphere can be picked u"
      },
      {
        "document": 1607,
        "excerpt": "ntil you or another creature takes a Utilize action to push the button again, the rod doesn't move, even if it defies gravity. The rod can hold up to 8,000 pounds o"
      },
      {
        "document": 1694,
        "excerpt": "s as a Bonus Action; a button's effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal"
      },
      {
        "document": 1706,
        "excerpt": "gth modifier, and if the target is a creature, you can push it up to 10 feet directly away from yourself. If the creature is your size or smaller, you can also knoc"
      }
    ],
    "pushed": [
      {
        "document": 962,
        "excerpt": "ollowing effect options. Forceful Blow. The target is pushed 15 feet straight away from you. You can then move up to half your Speed straight toward the target witho"
      },
      {
        "document": 985,
        "excerpt": "e target must succeed on a Strength saving throw or be pushed up to 15 feet away from you. Topple. The target must succeed on a Dexterity saving throw or have the Pr"
      },
      {
        "document": 1282,
        "excerpt": "hin the area, or those too large to fit inside it, are pushed away from the center of the area until they are completely outside it. A creature inside the cage can't"
      },
      {
        "document": 1302,
        "excerpt": "the Line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the Line. A creature that ends its turn in the Line must"
      },
      {
        "document": 1457,
        "excerpt": "ailed save, a creature takes 2d8 Thunder damage and is pushed 10 feet away from you. On a successful save, a creature takes half as much damage only. In addition, un"
      },
      {
        "document": 1473,
        "excerpt": "gh a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side). Nothing can physically pass through the wall. It is im"
      },
      {
        "document": 1474,
        "excerpt": "gh a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side) and makes a Dexterity saving throw, taking 10d6 Cold dam"
      },
      {
        "document": 1475,
        "excerpt": "gh a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side). If a creature would be surrounded on all sides by the w"
      },
      {
        "document": 1519,
        "excerpt": "eeded on the save or are partially within the area are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass thro"
      },
      {
        "document": 1608,
        "excerpt": ". Each creature in the area where the tower appears is pushed to an unoccupied space outside but next to the tower. Objects in the area that aren't being worn or carr"
      },
      {
        "document": 1682,
        "excerpt": "e you spend, the target takes 2d10 Force damage and is pushed 5 feet away from you. Alternatively, you can expend 1 to 3 of the ring's charges as a Magic action to t"
      },
      {
        "document": 1706,
        "excerpt": "creatures or objects not fully contained within it are pushed into the nearest unoccupied spaces outside it. The attack or area of effect that triggered the Reaction"
      },
      {
        "document": 1764,
        "excerpt": "ach creature in a 30-foot Cone. Failure: The target is pushed up to 60 feet straight away from the dragon and has the Prone condition. Spellcasting. The dragon casts"
      },
      {
        "document": 1769,
        "excerpt": "Line. Failure: 14 (4d6) Cold damage, and the target is pushed up to 30 feet straight away from the dragon. Success: Half damage only. Failure or Success: The dragon c"
      },
      {
        "document": 1771,
        "excerpt": "ilure: 24 (4d10 + 2) Thunder damage, and the target is pushed up to 20 feet straight away from the elemental and has the Prone condition. Success: Half damage only."
      },
      {
        "document": 1776,
        "excerpt": "ach creature in a 30-foot Cone. Failure: The target is pushed up to 60 feet straight away from the dragon and has the Prone condition. Spellcasting. The dragon casts"
      },
      {
        "document": 1781,
        "excerpt": "Line. Failure: 14 (4d6) Cold damage, and the target is pushed up to 30 feet straight away from the dragon. Success: Half damage only. Failure or Success: The dragon c"
      },
      {
        "document": 1817,
        "excerpt": "ach creature in a 30-foot Cone. Failure: The target is pushed up to 30 feet straight away from the dragon and has the Prone condition."
      },
      {
        "document": 1821,
        "excerpt": "one condition. Success: Half damage, and the target is pushed 5 feet straight away from the bulette."
      },
      {
        "document": 1863,
        "excerpt": "ing damage plus 4 (1d8) Fire damage, and the target is pushed up to 15 feet straight away from the giant and has Disadvantage on the next attack roll it makes before"
      },
      {
        "document": 2084,
        "excerpt": "ach creature in a 30-foot Cone. Failure: The target is pushed up to 40 feet straight away from the dragon and has the Prone condition."
      }
    ],
    "pushes": [
      {
        "document": 1163,
        "excerpt": "t must succeed on a Strength saving throw, or the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. Th"
      },
      {
        "document": 2011,
        "excerpt": "the target is a Medium or smaller creature, the satyr pushes the target up to 10 feet straight away from itself. Mockery. Wisdom Saving Throw: DC 12, one creature t"
      },
      {
        "document": 2046,
        "excerpt": "f the target is a Large or smaller creature, the tough pushes the target up to 10 feet straight away from itself. Heavy Crossbow. Ranged Attack Roll: +4, range 100/4"
      }
    ],
    "pushing": [
      {
        "document": 586,
        "excerpt": "can drag, lift, or push. While dragging, lifting, or pushing weight in excess of the maximum weight you can carry, your Speed can be no more than 5 feet. Carrying C"
      },
      {
        "document": 1335,
        "excerpt": "ving throw is unaffected. The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it"
      }
    ],
    "put": [
      {
        "document": 93,
        "excerpt": "heir guard. If you move heedlessly past your foes, you put yourself in danger by provoking an Opportunity Attack. Avoiding Opportunity Attacks. You can avoid prov"
      },
      {
        "document": 487,
        "excerpt": "Effectively, the spell expands to fill the slot it is put into. Some spells, such as Magic Missile and Cure Wounds, have more powerful effects when cast at a hig"
      },
      {
        "document": 988,
        "excerpt": "You don't need to sleep, and magic can't put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a trancelike meditation,"
      },
      {
        "document": 1517,
        "excerpt": "its contents spill forth unharmed, but the bag must be put right before it can be used again. The bag holds enough air for 10 minutes of breathing, divided by the"
      },
      {
        "document": 1594,
        "excerpt": "ntents spill forth unharmed, and the haversack must be put right before it can be used again. Each pouch of the haversack holds enough air for 10 minutes of breat"
      }
    ],
    "puts": [
      {
        "document": 231,
        "excerpt": "to assign scores for your character's class. The table puts the highest scores in a class's main abilities. If you used a different method to generate the scores, y"
      },
      {
        "document": 378,
        "excerpt": "e more experimentation. For example, if your character puts on a Ring of Swimming, the GM might say, \"Your movement feels strangely fluid.\" Perhaps you then dive in"
      },
      {
        "document": 1238,
        "excerpt": "he spell consumes) Duration: Instantaneous This spell puts you in contact with a god or a god's servants. You ask one question about a specific goal, event, or act"
      }
    ],
    "puzzle": [
      {
        "document": 761,
        "excerpt": "Puzzle"
      },
      {
        "document": 1627,
        "excerpt": ". Moon. You gain the ability to cast Wish 1d3 times. Puzzle. Permanently reduce your Intelligence or Wisdom by 1d4 + 1 (to a minimum score of 1). You can draw one a"
      }
    ],
    "puzzles": [
      {
        "document": 712,
        "excerpt": "cters can overcome in a short amount of time or deadly puzzles that require quick thinking and teamwork to overcome. Traps that are undetectable and inescapable are ra"
      }
    ],
    "pyramid": [
      {
        "document": 793,
        "excerpt": "A pyramid with a 60-foot-square base bursts upward. Inside is a burial chamber containing a Mummy, a Mummy Lord, o"
      }
    ],
    "python": [
      {
        "document": 1720,
        "excerpt": "Staff of the Python"
      }
    ],
    "quadrupedal": [
      {
        "document": 1153,
        "excerpt": "if you're bipedal, you can't use this spell to become quadrupedal, for instance. For the duration, you can take a Magic action to change your appearance in this way again"
      }
    ],
    "qualifies": [
      {
        "document": 117,
        "excerpt": "st be a spellcaster to attune to an item, the creature qualifies if it can cast at least one spell using its traits or features, not by using a magic item or the like."
      },
      {
        "document": 252,
        "excerpt": "can choose any feat for which their level 20 character qualifies. in the “Level Advancement” section. You begin with the minimum amount of XP required to reach your sta"
      }
    ],
    "qualify": [
      {
        "document": 255,
        "excerpt": "To qualify for a new class, you must have a score of at least 13 in the primary ability of the new class and your c"
      },
      {
        "document": 962,
        "excerpt": "\"Feats\") or another feat of your choice for which you qualify. You gain this feature again at Barbarian levels 8, 12, and 16."
      },
      {
        "document": 963,
        "excerpt": "\"Feats\") or another feat of your choice for which you qualify. You gain this feature again at Bard levels 8, 12, and 16."
      },
      {
        "document": 964,
        "excerpt": "\"Feats\") or another feat of your choice for which you qualify. You gain this feature again at Cleric levels 8, 12, and 16."
      },
      {
        "document": 965,
        "excerpt": "\"Feats\") or another feat of your choice for which you qualify. You gain this feature again at Druid levels 8, 12, and 16."
      },
      {
        "document": 966,
        "excerpt": "\"Feats\") or another feat of your choice for which you qualify. You gain this feature again at Fighter levels 6, 8, 12, 14, and 16."
      },
      {
        "document": 967,
        "excerpt": "\"Feats\") or another feat of your choice for which you qualify. You gain this feature again at Monk levels 8, 12, and 16."
      },
      {
        "document": 968,
        "excerpt": "\"Feats\") or another feat of your choice for which you qualify. You gain this feature again at Paladin levels 8, 12, and 16."
      },
      {
        "document": 969,
        "excerpt": "\"Feats\") or another feat of your choice for which you qualify. You gain this feature again at Ranger levels 8, 12, and 16."
      },
      {
        "document": 970,
        "excerpt": "\"Feats\") or another feat of your choice for which you qualify. You gain this feature again at Rogue levels 8, 10, 12, and 16."
      },
      {
        "document": 971,
        "excerpt": "\"Feats\") or another feat of your choice for which you qualify. You gain this feature again at Sorcerer levels 8, 12, and 16."
      },
      {
        "document": 972,
        "excerpt": "ne of your invocations with another one for which you qualify. You can't replace an invocation if it's a prerequisite for another invocation that you have. When you"
      },
      {
        "document": 973,
        "excerpt": "\"Feats\") or another feat of your choice for which you qualify. You gain this feature again at Wizard levels 8, 12, and 16."
      }
    ],
    "qualities": [
      {
        "document": 1350,
        "excerpt": "ature can see through the image, and its other sensory qualities become faint to the creature. Using a Higher-Level Spell Slot. The spell lasts until dispelled, without"
      }
    ],
    "quality": [
      {
        "document": 1259,
        "excerpt": "rger than Medium (contained within a 5-foot Cube). The quality of any fabricated objects is based on the quality of the raw materials. Creatures and magic items can't"
      }
    ],
    "quantities": [
      {
        "document": 1503,
        "excerpt": "agical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same r"
      }
    ],
    "quantity": [
      {
        "document": 1259,
        "excerpt": "be or eight connected 5-foot Cubes) given a sufficient quantity of material. If you're working with metal, stone, or another mineral substance, however, the fabricated"
      }
    ],
    "quarry": [
      {
        "document": 1318,
        "excerpt": "lly mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an atta"
      }
    ],
    "quarter": [
      {
        "document": 657,
        "excerpt": "etics) check to clear a low obstacle (no taller than a quarter of the jump's distance), such as a hedge or low wall. Otherwise, you hit the obstacle."
      }
    ],
    "quarters": [
      {
        "document": 86,
        "excerpt": "hat gives Half Cover and a tree trunk that gives Three-Quarters Cover, the target has Three-Quarters Cover. Cover"
      },
      {
        "document": 595,
        "excerpt": "er (+2 bonus to AC and Dexterity saving throws), Three-Quarters Cover (+5 bonus to AC and Dexterity saving throws), and Total Cover (can't be targeted directly). If beh"
      },
      {
        "document": 640,
        "excerpt": "h) check while you're Heavily Obscured or behind Three-Quarters Cover or Total Cover, and you must be out of any enemy's line of sight; if you can see a creature, you c"
      },
      {
        "document": 752,
        "excerpt": "Three-Quarters"
      },
      {
        "document": 984,
        "excerpt": "that condition on you if you end the turn behind Three-Quarters Cover or Total Cover."
      },
      {
        "document": 1178,
        "excerpt": "0 feet high, and 5 feet thick. The wall provides Three-Quarters Cover, and its space is Difficult Terrain. Any creature in the wall's space makes a Dexterity saving th"
      },
      {
        "document": 1410,
        "excerpt": ". The target gains no benefit from Half Cover or Three-Quarters Cover for this save. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d"
      },
      {
        "document": 1632,
        "excerpt": "your target gains no benefit from Half Cover or Three-Quarters Cover, and you suffer no Disadvantage due to long range. If the attack hits, your sworn enemy takes an e"
      }
    ],
    "quarterstaff": [
      {
        "document": 51,
        "excerpt": "can also be used for more than battle; you could use a Quarterstaff, for example, to push a sinister-looking button that you’re reluctant to touch."
      },
      {
        "document": 148,
        "excerpt": "n notes otherwise, a staff can be used as a nonmagical Quarterstaff and an Arcane Focus."
      },
      {
        "document": 418,
        "excerpt": "n a door or container (DC 20) Craft: Club, Greatclub, Quarterstaff, Barrel, Chest, Ladder, Pole, Portable Ram, Torch"
      },
      {
        "document": 429,
        "excerpt": "20) Craft: Any Melee weapon (except Club, Greatclub, Quarterstaff, and Whip), Medium armor (except Hide), Heavy armor, Ball Bearings, Bucket, Caltrops, Chain, Crowbar, Fi"
      },
      {
        "document": 433,
        "excerpt": "rve a pattern in wood (DC 10) Craft: Club, Greatclub, Quarterstaff, Ranged weapons (except Pistol, Musket, and Sling), Arcane Focus, Arrows, Bolts, Druidic Focus, Ink Pen,"
      },
      {
        "document": 928,
        "excerpt": "Quarterstaff"
      },
      {
        "document": 933,
        "excerpt": "Staff (also a Quarterstaff)"
      },
      {
        "document": 934,
        "excerpt": "Wooden staff (also a Quarterstaff)"
      },
      {
        "document": 965,
        "excerpt": "r B: (A) Leather Armor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorer’s Pack, Herbalism Kit, and 9 GP; or (B) 50 GP"
      },
      {
        "document": 973,
        "excerpt": "Choose A or B: (A) 2 Daggers, Arcane Focus (Quarterstaff), Robe, Spellbook, Scholar’s Pack, and 5 GP; or (B) 55 GP"
      },
      {
        "document": 997,
        "excerpt": "Choose A or B: (A) Quarterstaff, Calligrapher's Supplies, Book (history), Parchment (8 sheets), Robe, 8 GP; or (B) 50 GP"
      },
      {
        "document": 1113,
        "excerpt": "Quarterstaff"
      },
      {
        "document": 1424,
        "excerpt": "nts: V, S, M (mistletoe) Duration: 1 minute A Club or Quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability i"
      },
      {
        "document": 1664,
        "excerpt": "Quarterstaff of the Acrobat"
      },
      {
        "document": 1716,
        "excerpt": "his staff has 20 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you gain a +2 bo"
      },
      {
        "document": 1717,
        "excerpt": "ires Attunement) This staff can be wielded as a magic Quarterstaff that grants a +3 bonus to attack rolls and damage rolls made with it. The staff has 10 charges. When yo"
      },
      {
        "document": 1719,
        "excerpt": "his staff has 50 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While you hold it, you gain a +2 b"
      },
      {
        "document": 1721,
        "excerpt": "This staff has 6 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you have a +2 bo"
      },
      {
        "document": 1722,
        "excerpt": "ires Attunement) This staff can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. It also has the following addition"
      },
      {
        "document": 1723,
        "excerpt": "es daily at dawn. The staff can be wielded as a magic Quarterstaff. On a hit, it deals damage as a normal Quarterstaff, and you can expend 1 charge to deal an extra 2d10 N"
      }
    ],
    "quarterstaffs": [
      {
        "document": 1569,
        "excerpt": "compartment holds up to 6 long objects, such as bows, Quarterstaffs, or Spears. You can draw any item the quiver contains as if doing so from a regular quiver or scabbard."
      }
    ],
    "quartz": [
      {
        "document": 1474,
        "excerpt": "V, S, M (a piece of quartz)"
      },
      {
        "document": 1630,
        "excerpt": "as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads exis"
      }
    ],
    "quasi": [
      {
        "document": 1375,
        "excerpt": "e: 30 feet Components: V, S Duration: 1 hour A Large, quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You d"
      }
    ],
    "quasit": [
      {
        "document": 972,
        "excerpt": "one of the following special forms: Imp, Pseudodragon, Quasit, Skeleton, Sphinx of Wonder, Sprite, or Venomous Snake (see “Monsters” for the familiar’s stat block)."
      },
      {
        "document": 1996,
        "excerpt": "Quasit"
      }
    ],
    "quasit's": [
      {
        "document": 1996,
        "excerpt": "rget has the Poisoned condition until the start of the quasit's next turn. Invisibility. The quasit casts Invisibility on itself, requiring no spell components and usi"
      }
    ],
    "queen": [
      {
        "document": 1850,
        "excerpt": "Magic of the Spider Queen (Recharge 5–6). The drider casts Darkness, Faerie Fire, or Web, requiring no Material components and usi"
      }
    ],
    "quenched": [
      {
        "document": 1213,
        "excerpt": "he flame can be covered or hidden but not smothered or quenched."
      }
    ],
    "quest": [
      {
        "document": 128,
        "excerpt": "ifact usually requires research or the completion of a quest."
      },
      {
        "document": 1376,
        "excerpt": "ure. Some creatures might exchange their service for a quest undertaken by you. A task that can be measured in minutes requires a payment worth 100 GP per minute. A"
      }
    ],
    "question": [
      {
        "document": 1199,
        "excerpt": "the spell ends. You receive a correct answer for each question. Divine beings aren't necessarily omniscient, so you might receive “unclear” as an answer if a question"
      },
      {
        "document": 1210,
        "excerpt": "r questions before the spell ends. The GM answers each question with one word, such as “yes,” “no,” “maybe,” “never,” “ir-relevant,” or “unclear” (if the entity doesn’t"
      },
      {
        "document": 1238,
        "excerpt": "in contact with a god or a god's servants. You ask one question about a specific goal, event, or activity to occur within 7 days. The GM offers a truthful reply, which"
      },
      {
        "document": 1437,
        "excerpt": "cate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that ha"
      },
      {
        "document": 1627,
        "excerpt": "se within one year of drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question. Skull. An Avatar of Death (see t"
      }
    ],
    "questions": [
      {
        "document": 227,
        "excerpt": ". With that in mind, consider answers to the following questions as your character: - Who raised you? - Who was your dearest childhood friend? - Did you grow up with a"
      },
      {
        "document": 235,
        "excerpt": "al is the alignment of those who prefer to avoid moral questions and don't take sides,"
      },
      {
        "document": 1199,
        "excerpt": "contact a deity or a divine proxy and ask up to three questions that can be answered with yes or no. You must ask your questions before the spell ends. You receive a co"
      },
      {
        "document": 1210,
        "excerpt": "n a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The GM answers each question with one word, such as"
      },
      {
        "document": 1436,
        "excerpt": "pse of your choice within range, allowing it to answer questions you pose. The corpse must have a mouth, and this spell fails if the deceased creature was Undead when it"
      },
      {
        "document": 1486,
        "excerpt": "creature is aware of the spell and can avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive yet must be truthful. ---"
      }
    ],
    "quick": [
      {
        "document": 712,
        "excerpt": "a short amount of time or deadly puzzles that require quick thinking and teamwork to overcome. Traps that are undetectable and inescapable are rarely fun."
      },
      {
        "document": 727,
        "excerpt": "To survive it, the characters will need smart tactics, quick thinking, and maybe even a little luck."
      },
      {
        "document": 970,
        "excerpt": "Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following"
      },
      {
        "document": 972,
        "excerpt": "a Fly Speed or a Swim Speed (your choice) of 40 feet. Quick Attack. As a Bonus Action, you can command the familiar to take the Attack action. Necrotic or Radiant"
      },
      {
        "document": 1819,
        "excerpt": "Quick Grapple. Dexterity Saving Throw: DC 13, one Medium or smaller creature the bugbear can see within 10 fee"
      }
    ],
    "quickened": [
      {
        "document": 971,
        "excerpt": "of the spell Disadvantage on saves against the spell. Quickened Spell Cost: 2 Sorcery Points When you cast a spell that has a casting time of an action, you can spend"
      }
    ],
    "quickly": [
      {
        "document": 156,
        "excerpt": "only once per day, have it use that special ability as quickly and as often as possible. Multiattack. If the monster has Multiattack, have it use Multiattack on any o"
      },
      {
        "document": 354,
        "excerpt": "A mount can help you move more quickly through the wilderness, but its primary purpose is to carry gear that would otherwise slow you down. The"
      },
      {
        "document": 633,
        "excerpt": "Many monsters have special attacks that allow them to quickly grapple prey. However a grapple is initiated, it follows these rules. See also “Unarmed Strike” and “Gra"
      },
      {
        "document": 731,
        "excerpt": "racter, include fragile creatures that can be defeated quickly. This guideline is especially important for characters of level 1 or 2."
      },
      {
        "document": 739,
        "excerpt": "Move nimbly, quickly, or quietly"
      },
      {
        "document": 970,
        "excerpt": "r quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide."
      },
      {
        "document": 984,
        "excerpt": "You are adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn a"
      },
      {
        "document": 1633,
        "excerpt": "udy, gray oil form on the outside of its container and quickly evaporate."
      },
      {
        "document": 1635,
        "excerpt": "sticky, black unguent is thick and heavy, but it flows quickly when poured."
      }
    ],
    "quickness": [
      {
        "document": 1622,
        "excerpt": "Manual of Quickness of Action"
      }
    ],
    "quicksand": [
      {
        "document": 1479,
        "excerpt": "s any liquid surface - such as water, acid, mud, snow, quicksand, or lava - as if it were harmless solid ground (creatures crossing molten lava can still take damage fro"
      }
    ],
    "quietly": [
      {
        "document": 739,
        "excerpt": "Move nimbly, quickly, or quietly"
      },
      {
        "document": 744,
        "excerpt": "Escape notice by moving quietly and hiding behind things."
      }
    ],
    "quiver": [
      {
        "document": 334,
        "excerpt": "Quiver (1 GP)"
      },
      {
        "document": 425,
        "excerpt": "ssbow Bolt Case, Map or Scroll Case, Parchment, Pouch, Quiver, Waterskin"
      },
      {
        "document": 930,
        "excerpt": "Quiver"
      },
      {
        "document": 932,
        "excerpt": "Quiver"
      },
      {
        "document": 966,
        "excerpt": "ather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Dungeoneer’s Pack, and 11 GP; or (C) 155 GP"
      },
      {
        "document": 969,
        "excerpt": "ather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Druidic Focus (sprig of mistletoe), Explorer’s Pack, and 7 GP; or (B) 150 GP"
      },
      {
        "document": 970,
        "excerpt": "her Armor, 2 Daggers, Shortsword, Shortbow, 20 Arrows, Quiver, Thieves’ Tools, Burglar’s Pack, and 8 GP; or (B) 100 GP"
      },
      {
        "document": 998,
        "excerpt": ", 20 Arrows, Gaming Set (same as above), Healer's Kit, Quiver, Traveler's Clothes, 14 GP; or (B) 50 GP"
      },
      {
        "document": 1114,
        "excerpt": "Quiver"
      },
      {
        "document": 1569,
        "excerpt": "Efficient Quiver"
      }
    ],
    "quiver's": [
      {
        "document": 1569,
        "excerpt": "Wondrous Item, Uncommon Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items w"
      }
    ],
    "quivering": [
      {
        "document": 985,
        "excerpt": "Quivering Palm"
      }
    ],
    "rabbit's": [
      {
        "document": 266,
        "excerpt": "able treasure map 58 A hilt from a broken sword 59 A rabbit's foot 60 A glass eye 61 A cameo of a hideous person 62 A silver skull the size of a coin 63 An alabas"
      }
    ],
    "radiance": [
      {
        "document": 1410,
        "excerpt": "t Components: V, S Duration: Instantaneous Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving thro"
      },
      {
        "document": 1449,
        "excerpt": "s, you can take a Magic action to create a new Line of radiance. For the duration, a mote of brilliant radiance shines above you. It sheds Bright Light in a 30-foot ra"
      },
      {
        "document": 1695,
        "excerpt": "d20. On a 1, the rod disappears in a harmless burst of radiance."
      },
      {
        "document": 1726,
        "excerpt": "ment) This item appears to be a sword hilt. Blade of Radiance. While grasping the hilt, you can take a Bonus Action to cause a blade of pure radiance to spring into e"
      }
    ],
    "radiant": [
      {
        "document": 307,
        "excerpt": "Dexterity modifier and Proficiency Bonus) or take 2d8 Radiant damage if it is a Fiend or an Undead."
      },
      {
        "document": 765,
        "excerpt": "Radiant"
      },
      {
        "document": 768,
        "excerpt": "Radiant"
      },
      {
        "document": 792,
        "excerpt": "Radiant"
      },
      {
        "document": 842,
        "excerpt": "Radiant Strikes"
      },
      {
        "document": 948,
        "excerpt": "Radiant"
      },
      {
        "document": 964,
        "excerpt": "hrow. On a failed save, the creature takes Necrotic or Radiant damage (your choice) equal to that total. On a successful save, the creature takes half as much damage ("
      },
      {
        "document": 968,
        "excerpt": "Radiant Strikes"
      },
      {
        "document": 972,
        "excerpt": "d the familiar to take the Attack action. Necrotic or Radiant Damage. Whenever the familiar deals Bludgeoning, Piercing, or Slashing damage, you can make it deal Necr"
      },
      {
        "document": 982,
        "excerpt": "ith it, you cause it to deal its normal damage type or Radiant damage. The weapon also emits Bright Light in a 20-foot radius and Dim Light 20 feet beyond that. You"
      },
      {
        "document": 1007,
        "excerpt": ", you have Resistance to all damage except Psychic and Radiant."
      },
      {
        "document": 1205,
        "excerpt": "The target makes a Dexterity saving throw, taking 6d12 Radiant damage on a failed save or half as much damage on a successful one. Until the spell ends, Bright Light"
      },
      {
        "document": 1239,
        "excerpt": "pell ends, your attacks with weapons deal an extra 1d4 Radiant damage on a hit."
      },
      {
        "document": 1240,
        "excerpt": "Duration: Instantaneous The target takes an extra 2d8 Radiant damage from the attack. The damage increases by 1d8 if the target is a Fiend or an Undead. Using a High"
      },
      {
        "document": 1266,
        "excerpt": "difier, reach 5 ft. Hit: 1d8 plus the spell's level of Radiant (Celestial), Psychic (Fey), or Necrotic (Fiend) damage. Bonus Actions Fell Glare (Fiend Only; Recharge"
      },
      {
        "document": 1275,
        "excerpt": "Dexterity saving throw, taking 5d6 Fire damage and 5d6 Radiant damage on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. Th"
      },
      {
        "document": 1281,
        "excerpt": "a turn or ends its turn there, the creature takes 5d10 Radiant or Necrotic damage (your choice when you cast this spell). You can designate a password when you cast t"
      },
      {
        "document": 1298,
        "excerpt": "s turn there makes a Dexterity saving throw, taking 20 Radiant damage on a failed save or half as much damage on a successful one. The guardian vanishes when it has de"
      },
      {
        "document": 1301,
        "excerpt": "pell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage. Using"
      },
      {
        "document": 1368,
        "excerpt": "saving throw. On a failed save, a creature takes 2d10 Radiant damage, and if the creature is shape-shifted (as a result of the Polymorph spell, for example), it rever"
      },
      {
        "document": 1405,
        "excerpt": "ng, Cold, Fire, Lightning, Necrotic, Piercing, Poison, Radiant, Slashing, or Thunder. When the creature takes damage of the chosen type before the spell ends, the crea"
      },
      {
        "document": 1410,
        "excerpt": "t must succeed on a Dexterity saving throw or take 1d8 Radiant damage. The target gains no benefit from Half Cover or Three-Quarters Cover for this save. Cantrip Upgr"
      },
      {
        "document": 1425,
        "excerpt": "inute The target hit by the strike takes an extra 2d6 Radiant damage from the attack. Until the spell ends, the target sheds Bright Light in a 5-foot radius, attack r"
      },
      {
        "document": 1440,
        "excerpt": "saving throw. On a failed save, the creature takes 3d8 Radiant damage (if you are good or neutral) or 3d8 Necrotic damage (if you are evil). On a successful save, the"
      },
      {
        "document": 1442,
        "excerpt": "ack against the target. On a hit, the target takes 1d8 Radiant damage, and until the end of your next turn, it emits Dim Light in a 10-foot radius and can't benefit fr"
      },
      {
        "document": 1449,
        "excerpt": "n saving throw. On a failed save, a creature takes 6d8 Radiant damage and has the Blinded condition until the start of your next turn. On a successful save, it takes h"
      },
      {
        "document": 1450,
        "excerpt": "saving throw. On a failed save, a creature takes 12d6 Radiant damage and has the Blinded condition for 1 minute. On a successful save, it takes half as much damage on"
      },
      {
        "document": 1466,
        "excerpt": "th or Dexterity. If the attack deals damage, it can be Radiant damage or the weapon's normal damage type (your choice). Cantrip Upgrade. Whether you deal Radiant dama"
      },
      {
        "document": 1598,
        "excerpt": "Any Undead that starts its turn in that area takes 1d6 Radiant damage. Fire Opal Flames. As long as the helm has at least one fire opal, you can take a Magic action t"
      },
      {
        "document": 1602,
        "excerpt": "r an Undead with it, that creature takes an extra 2d10 Radiant damage. While you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and a"
      },
      {
        "document": 1615,
        "excerpt": "th this magic weapon, that creature takes an extra 2d6 Radiant damage. If the target has 25 Hit Points or fewer after taking this damage, it must succeed on a DC 15 Wi"
      },
      {
        "document": 1677,
        "excerpt": "s and makes a DC 15 Dexterity saving throw, taking 5d4 Radiant damage on a failed save or half as much damage on a successful one."
      },
      {
        "document": 1726,
        "excerpt": "ls and damage rolls made with this weapon, which deals Radiant damage instead of Slashing damage. When you hit an Undead with it, that target takes an extra 1d8 Radian"
      },
      {
        "document": 1730,
        "excerpt": "Fiend or an Undead that touches the talisman takes 8d6 Radiant damage and takes the damage again each time it ends its turn holding or carrying the talisman. Holy Sym"
      },
      {
        "document": 1835,
        "excerpt": "Psychic, Radiant"
      },
      {
        "document": 1843,
        "excerpt": "Radiant"
      },
      {
        "document": 1851,
        "excerpt": "sp. Ranged Attack Roll: +5, range 90 ft. Hit: 10 (3d6) Radiant damage. Spellcasting. The druid casts one of the following spells, using Wisdom as the spellcasting abi"
      },
      {
        "document": 1881,
        "excerpt": "Necrotic, Radiant"
      },
      {
        "document": 1882,
        "excerpt": "Necrotic, Radiant"
      },
      {
        "document": 1890,
        "excerpt": "Necrotic, Radiant"
      },
      {
        "document": 1902,
        "excerpt": "e centered on a point within 30 feet. Failure: 7 (2d6) Radiant damage, and the target has the Blinded condition until the end of the mouther's next turn."
      },
      {
        "document": 1944,
        "excerpt": "h 5 ft. Hit: 10 (2d6 + 3) Slashing damage plus 4 (1d8) Radiant damage. Heavy Crossbow. Ranged Attack Roll: +2, range 100/400 ft. Hit: 11 (2d10) Piercing damage plus 4"
      },
      {
        "document": 1974,
        "excerpt": "hrow (DC 5 plus the damage taken) unless the damage is Radiant or from a Critical Hit. On a successful save, the zombie drops to 1 Hit Point instead."
      },
      {
        "document": 1981,
        "excerpt": "5 ft. Hit: 7 (1d6 + 4) Bludgeoning damage plus 5 (2d4) Radiant damage."
      },
      {
        "document": 1987,
        "excerpt": "Radiant"
      },
      {
        "document": 1991,
        "excerpt": "5 ft. Hit: 5 (1d6 + 2) Bludgeoning damage plus 2 (1d4) Radiant damage. Radiant Flame. Ranged Attack Roll: +4, range 60 ft. Hit: 7 (2d6) Radiant damage. Spellcasting."
      },
      {
        "document": 1992,
        "excerpt": "ltiattack. The priest makes two attacks, using Mace or Radiant Flame in any combination. Mace. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage"
      },
      {
        "document": 2016,
        "excerpt": "Radiant"
      },
      {
        "document": 2022,
        "excerpt": "Poison, Radiant; Charmed, Exhaustion, Frightened, Poisoned"
      },
      {
        "document": 2024,
        "excerpt": "Necrotic, Radiant"
      },
      {
        "document": 2025,
        "excerpt": "Necrotic, Radiant"
      },
      {
        "document": 2026,
        "excerpt": "Necrotic, Psychic, Radiant"
      },
      {
        "document": 2053,
        "excerpt": "ltiattack. The unicorn makes one Hooves attack and one Radiant Horn attack. Hooves. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (2d6 + 4) Bludgeoning damage. Radiant"
      },
      {
        "document": 2055,
        "excerpt": "capacitated condition. Sunlight. The vampire takes 20 Radiant damage if it starts its turn in sunlight. While in sunlight, it has Disadvantage on attack rolls and abi"
      },
      {
        "document": 2056,
        "excerpt": "the weapon is removed. Sunlight. The vampire takes 20 Radiant damage if it starts its turn in sunlight. While in sunlight, it has Disadvantage on attack rolls and abi"
      },
      {
        "document": 2091,
        "excerpt": "hrow (DC 5 plus the damage taken) unless the damage is Radiant or from a Critical Hit. On a successful save, the zombie drops to 1 Hit Point instead."
      }
    ],
    "radiate": [
      {
        "document": 968,
        "excerpt": "You radiate a protective, unseeable aura in a 10-foot Emanation that originates from you. The aura is inactive while"
      },
      {
        "document": 1371,
        "excerpt": "mistletoe) Duration: Concentration, up to 1 hour You radiate a concealing aura in a 30-foot Emanation for the duration. While in the aura, you and each creature you"
      }
    ],
    "radiates": [
      {
        "document": 982,
        "excerpt": "Your magical smite now radiates protective energy. Whenever you cast Divine Smite, you and your allies have Half Cover while in your Aur"
      },
      {
        "document": 1169,
        "excerpt": ": V Duration: Concentration, up to 10 minutes An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Resistance"
      },
      {
        "document": 1553,
        "excerpt": "rous Item, Legendary This cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each keyed to a different plane of existence, one"
      },
      {
        "document": 1721,
        "excerpt": "out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of Transmutation magic that can be discerned with the Detect Magic spell. While touching th"
      }
    ],
    "radiation": [
      {
        "document": 948,
        "excerpt": "Holy energy, searing radiation"
      }
    ],
    "radius": [
      {
        "document": 54,
        "excerpt": "s, and other sources of illumination within a specific radius. Dim Light. Dim Light, also called shadows, creates a Lightly Obscured area. An area of Dim Light is us"
      },
      {
        "document": 313,
        "excerpt": "mp burns Oil as fuel to cast Bright Light in a 15-foot radius and Dim Light for an additional 30 feet."
      },
      {
        "document": 315,
        "excerpt": "rn burns Oil as fuel to cast Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. As a Bonus Action, you can lower the hood, reducing the light t"
      },
      {
        "document": 351,
        "excerpt": "ch burns for 1 hour, casting Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. When you take the Attack action, you can attack with the Torch,"
      },
      {
        "document": 465,
        "excerpt": "or 1 hour, a lit Candle sheds Bright Light in a 5-foot radius and Dim Light for an additional 5 feet."
      },
      {
        "document": 552,
        "excerpt": "ates a Sphere specifies the distance it extends as the radius of the Sphere. A Sphere's point of origin is included in the Sphere's area of effect."
      },
      {
        "document": 603,
        "excerpt": "nder. The effect that creates a Cylinder specifies the radius of the Cylinder's base and the Cylinder's height. A Cylinder's point of origin is included in the area"
      },
      {
        "document": 722,
        "excerpt": "creature moves onto a hidden pressure plate, a 5-foot-radius orb of solid stone is released from a secret compartment and begins to roll. The stone and all creatures"
      },
      {
        "document": 783,
        "excerpt": "vy rain falls for 1 minute in a 120-foot-high, 60-foot-radius Cylinder centered on the chosen point of origin. During that time, the area of effect is Lightly Obscure"
      },
      {
        "document": 789,
        "excerpt": "nd the mixture creates a magical explosion in a 5-foot-radius Sphere centered on itself. Each creature in that area takes 4d10 Force damage."
      },
      {
        "document": 791,
        "excerpt": "Eyelike fixtures emit Bright Light in a 30-foot radius and Dim Light for an additional 30 feet."
      },
      {
        "document": 968,
        "excerpt": "rself, and you know its creature type. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with th"
      },
      {
        "document": 975,
        "excerpt": "life-draining thorns appear for a moment in a 10-foot-radius Sphere centered on that point. Each creature of your choice in the Sphere must make a Constitution savin"
      },
      {
        "document": 982,
        "excerpt": "mage. The weapon also emits Bright Light in a 20-foot radius and Dim Light 20 feet beyond that. You can end this effect early (no action required). This effect also"
      },
      {
        "document": 1150,
        "excerpt": "at a point within range, where it explodes in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage."
      },
      {
        "document": 1185,
        "excerpt": "hape of a Cylinder that is 10 feet tall with a 60-foot radius. When you cast the spell, choose a point you can see under the cloud. A lightning bolt shoots from the"
      },
      {
        "document": 1186,
        "excerpt": "centration, up to 1 minute Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affecte"
      },
      {
        "document": 1192,
        "excerpt": "nstantaneous Negative energy ripples out in a 60-foot-radius Sphere from a point you choose within range. Each creature in that area makes a Constitution saving thro"
      },
      {
        "document": 1195,
        "excerpt": "Concentration, up to 10 minutes You create a 20-foot-radius Sphere of yellow-green fog centered on a point within range. The fog lasts for the duration or until str"
      },
      {
        "document": 1198,
        "excerpt": ". In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such"
      },
      {
        "document": 1203,
        "excerpt": "centration, up to 1 minute Each creature in a 10-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw, or that target"
      },
      {
        "document": 1205,
        "excerpt": "nes, which manifests as a pillar of light in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range. For each creature you can see in the Cylinder,"
      },
      {
        "document": 1213,
        "excerpt": "you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consu"
      },
      {
        "document": 1222,
        "excerpt": "rm you choose, each light sheds Dim Light in a 10-foot radius. As a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be with"
      },
      {
        "document": 1223,
        "excerpt": "spreads from a point within range and fills a 15-foot-radius Sphere. Darkvision can't see through it, and nonmagical light can't illuminate it. Alternatively, you c"
      },
      {
        "document": 1225,
        "excerpt": "spreads from a point within range and fills a 60-foot-radius Sphere. The sunlight's area is Bright Light and sheds Dim Light for an additional 60 feet. Alternativel"
      },
      {
        "document": 1227,
        "excerpt": "nds, the bead explodes, and each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw. A creature takes Fire damage equal to the"
      },
      {
        "document": 1248,
        "excerpt": "n intense tremor rips through the ground in a 100-foot-radius circle centered on that point. The ground there is Difficult Terrain. When you cast this spell and at t"
      },
      {
        "document": 1260,
        "excerpt": "cts and affected creatures shed Dim Light in a 10-foot radius and can't benefit from the Invisible condition. Attack rolls against an affected creature or object hav"
      },
      {
        "document": 1271,
        "excerpt": "y for the duration, shedding Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. The flames provide you with a warm shield or a chill shield, a"
      },
      {
        "document": 1273,
        "excerpt": "oar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 8d6 Fire damage on a failed save or"
      },
      {
        "document": 1274,
        "excerpt": "er. The flaming blade sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. Using a Higher-Level Spell Slot. The damage increases by 1d6 f"
      },
      {
        "document": 1275,
        "excerpt": "fire roars down from above. Each creature in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range makes a Dexterity saving throw, taking 5d6 Fire"
      },
      {
        "document": 1276,
        "excerpt": "by the sphere, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. Using a Higher-Level Spell Slot. The damage increases by 1d6 f"
      },
      {
        "document": 1280,
        "excerpt": "ion: Concentration, up to 1 hour You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duratio"
      },
      {
        "document": 1285,
        "excerpt": "ur choice within range, where it explodes in a 60-foot-radius Sphere. Each creature in that area makes a Constitution saving throw, taking 10d6 Cold damage on failed"
      },
      {
        "document": 1293,
        "excerpt": "red, the glyph erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. Each creature in the area makes a Dexterity saving throw. A creature takes"
      },
      {
        "document": 1303,
        "excerpt": "ound it with holy or unholy power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect of Hallow. Th"
      },
      {
        "document": 1321,
        "excerpt": "tten) Duration: Instantaneous Hail falls in a 20-foot-radius, 40-foot-high Cylinder centered on a point within range. Each creature in the Cylinder makes a Dexterity"
      },
      {
        "document": 1325,
        "excerpt": "A swirling cloud of embers and smoke fills a 20-foot-radius Sphere centered on a point within range. The cloud's area is Heavily Obscured. It lasts for the duration"
      },
      {
        "document": 1327,
        "excerpt": "ion, up to 10 minutes Swarming locusts fill a 20-foot-radius Sphere centered on a point you choose within range. The Sphere remains for the duration, and its area is"
      },
      {
        "document": 1336,
        "excerpt": "spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as you like. Covering the object with"
      },
      {
        "document": 1344,
        "excerpt": "spell consumes) Duration: 1 hour You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range"
      },
      {
        "document": 1351,
        "excerpt": "within range. Choose up to six creatures in a 30-foot-radius Sphere centered on that point. Each target regains Hit Points equal to 5d8 plus your spellcasting abilit"
      },
      {
        "document": 1359,
        "excerpt": "s you can see within range. Each creature in a 40-foot-radius Sphere centered on each of those points makes a Dexterity saving throw. A creature takes 20d6 Fire damag"
      },
      {
        "document": 1368,
        "excerpt": "A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high Cylinder centered on a point within range. Until the spell ends, Dim Light fills the Cylin"
      },
      {
        "document": 1379,
        "excerpt": "a point within range. All normal plants in a 100-foot-radius Sphere centered on that point become thick and overgrown. A creature moving through that area must spend"
      },
      {
        "document": 1390,
        "excerpt": "gnites nothing, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The spell ends if you cast it again. Until the spell ends, you"
      },
      {
        "document": 1396,
        "excerpt": "son and rot from nonmagical food and drink in a 5-foot-radius Sphere centered on a point within range."
      },
      {
        "document": 1407,
        "excerpt": "to 1 minute This spell reverses gravity in a 50-foot-radius, 100-foot high Cylinder centered on a point within range. All creatures and objects in that area that ar"
      },
      {
        "document": 1421,
        "excerpt": "f your choice within range. Each creature in a 10-foot-radius Sphere centered there makes a Constitution saving throw, taking 3d8 Thunder damage on a failed save or h"
      },
      {
        "document": 1425,
        "excerpt": "spell ends, the target sheds Bright Light in a 5-foot radius, attack rolls against it have Advantage, and it can't benefit from the Invisible condition. Using a Hig"
      },
      {
        "document": 1427,
        "excerpt": "sound can be created within or pass through a 20-foot-radius Sphere centered on a point you choose within range. Any creature or object entirely inside the Sphere ha"
      },
      {
        "document": 1430,
        "excerpt": "to 1 minute Each creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated"
      },
      {
        "document": 1431,
        "excerpt": "the spell ends, sleet falls in a 40-foot-tall, 20-foot-radius Cylinder centered on a point you choose within range. The area is Heavily Obscured, and exposed flames i"
      },
      {
        "document": 1439,
        "excerpt": "ncentration, up to 10 minutes The ground in a 20-foot-radius Sphere centered on a point within range sprouts hard spikes and thorns. The area becomes Difficult Terra"
      },
      {
        "document": 1442,
        "excerpt": "end of your next turn, it emits Dim Light in a 10-foot radius and can't benefit from the Invisible condition. Cantrip Upgrade. The damage increases by 1d8 when you r"
      },
      {
        "document": 1443,
        "excerpt": "n: Concentration, up to 1 minute You create a 20-foot-radius Sphere of yellow, nauseating gas centered on a point within range. The cloud is Heavily Obscured. The cl"
      },
      {
        "document": 1446,
        "excerpt": "n, centered on a point within range and spreading to a radius of 300 feet. Each creature under the cloud when it appears must succeed on a Constitution saving throw o"
      },
      {
        "document": 1449,
        "excerpt": "e shines above you. It sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. This light is sunlight."
      },
      {
        "document": 1450,
        "excerpt": "Instantaneous Brilliant sunlight flashes in a 60-foot-radius Sphere centered on a point you choose within range. Each creature in the Sphere makes a Constitution sav"
      },
      {
        "document": 1451,
        "excerpt": "d. Once triggered, the glyph glows, filling a 60-foot-radius Sphere with Dim Light for 10 minutes, after which time the spell ends. Each creature in the Sphere when"
      },
      {
        "document": 1455,
        "excerpt": "ion: 1 round As you cast the spell, you draw a 5-foot-radius circle on the ground inscribed with sigils that link your location to a permanent teleportation circle o"
      },
      {
        "document": 1471,
        "excerpt": "r ball of acid streaks there and explodes in a 20-foot-radius Sphere. Each creature in that area makes a Dexterity saving throw. On a failed save, a creature takes 10"
      },
      {
        "document": 1473,
        "excerpt": "an form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel m"
      },
      {
        "document": 1474,
        "excerpt": "an form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must"
      },
      {
        "document": 1481,
        "excerpt": "hers' minds. Each creature of your choice in a 30-foot-radius Sphere centered on a point within range makes a Wisdom saving throw. On a failed save, a target takes 10"
      },
      {
        "document": 1486,
        "excerpt": "agical zone that guards against deception in a 15-foot-radius Sphere centered on a point within range. Until the spell ends, a creature that enters the spell's area f"
      },
      {
        "document": 1515,
        "excerpt": "r more beans out of the bag, they explode in a 10-foot-radius Sphere centered on them. All the dumped beans are destroyed in the explosion, and each creature in the S"
      },
      {
        "document": 1517,
        "excerpt": "placed inside the other. Any creature within a 10-foot-radius Sphere centered on the gate is sucked through it to a random location on the Astral Plane. The gate then"
      },
      {
        "document": 1519,
        "excerpt": "the bead up to 60 feet. The bead explodes in a 10-foot-radius Sphere on impact and is destroyed. Each creature in the Sphere must succeed on a DC 15 Dexterity saving"
      },
      {
        "document": 1535,
        "excerpt": "e. While lit, the candle sheds Dim Light in a 30-foot radius. While you are within that light, you have Advantage on D20 Tests. In addition, a Cleric or Druid in the"
      },
      {
        "document": 1574,
        "excerpt": "disappears, the arrow emits Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. This weapon has the following additional properties. Arrow of"
      },
      {
        "document": 1579,
        "excerpt": "k, and its branches at the top spread out in a 20-foot radius. Whip (Rare). You can take a Magic action to throw the token to a point within 10 feet of yourself. The"
      },
      {
        "document": 1581,
        "excerpt": "he weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage o"
      },
      {
        "document": 1583,
        "excerpt": "mperatures, the weapon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. When you draw this weapon, you can extinguish all nonmagical f"
      },
      {
        "document": 1585,
        "excerpt": "Command Word. The gem sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you take a"
      },
      {
        "document": 1598,
        "excerpt": "into flames. The flames emit Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit wit"
      },
      {
        "document": 1613,
        "excerpt": "s on 1 pint of oil, shedding Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. Invisible creatures and objects are visible as long as they are"
      },
      {
        "document": 1615,
        "excerpt": "u hold this weapon, it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet."
      },
      {
        "document": 1677,
        "excerpt": "to 1 minute. Each sphere sheds Dim Light in a 30-foot radius. As a Bonus Action, you can move each sphere up to 30 feet, but no farther than 120 feet away from your"
      },
      {
        "document": 1686,
        "excerpt": "0 feet for 1 minute. To you, solid objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot o"
      },
      {
        "document": 1688,
        "excerpt": "ng this time, the robe sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet, and creatures that can see you have Disadvantage on attack roll"
      },
      {
        "document": 1693,
        "excerpt": "ereupon the rod's head sheds Bright Light in a 60-foot radius and Dim Light for an additional 60 feet. While in that Bright Light, you and your allies gain a +1 bonu"
      },
      {
        "document": 1694,
        "excerpt": "langed head. The flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet, and the blade functions as a magic Longsword or Shortsword (you"
      },
      {
        "document": 1721,
        "excerpt": "k, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of Transmutation magic that can be discerned with t"
      },
      {
        "document": 1726,
        "excerpt": "sword's luminous blade emits Bright Light in a 15-foot radius and Dim Light for an additional 15 feet. The light is sunlight. While the blade persists, you can take a"
      },
      {
        "document": 1733,
        "excerpt": "to create an intense seismic disturbance in a 50-foot-radius circle centered on the point of impact. Structures in contact with the ground in that area take 50 Bludg"
      },
      {
        "document": 1764,
        "excerpt": "tution Saving Throw: DC 17, each creature in a 20-foot-radius Sphere centered on a point the dragon can see within 90 feet. Failure: 10 (3d6) Thunder damage, and the"
      },
      {
        "document": 1767,
        "excerpt": "tution Saving Throw: DC 17, each creature in a 20-foot-radius Sphere centered on a point the dragon can see within 90 feet. Failure: 7 (2d6) Poison damage, and the ta"
      },
      {
        "document": 1770,
        "excerpt": "tution Saving Throw: DC 14, each creature in a 30-foot-radius Sphere centered on a point the dragon can see within 120 feet. Failure: 7 (2d6) Cold damage, and the tar"
      },
      {
        "document": 1776,
        "excerpt": "tution Saving Throw: DC 22, each creature in a 20-foot-radius Sphere centered on a point the dragon can see within 120 feet. Failure: 13 (3d8) Thunder damage, and the"
      },
      {
        "document": 1779,
        "excerpt": "tution Saving Throw: DC 21, each creature in a 30-foot-radius Sphere centered on a point the dragon can see within 90 feet. Failure: 17 (5d6) Poison damage, and the t"
      },
      {
        "document": 1782,
        "excerpt": "tution Saving Throw: DC 20, each creature in a 30-foot-radius Sphere centered on a point the dragon can see within 120 feet. Failure: 14 (4d6) Cold damage, and the ta"
      },
      {
        "document": 1796,
        "excerpt": "Illumination. The azer sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet."
      },
      {
        "document": 1845,
        "excerpt": "can see within 120 feet. The whirlwind fills a 20-foot-radius, 60-foot-high Cylinder centered on that point. The whirlwind lasts until the djinni's Concentration on i"
      },
      {
        "document": 1862,
        "excerpt": "ination. The elemental sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. Water Susceptibility. The elemental takes 3 (1d6) Cold damage"
      },
      {
        "document": 1873,
        "excerpt": "xterity Saving Throw: DC 17, each creature in a 5-foot-radius Sphere centered on that point. Failure: 24 (7d6) Bludgeoning damage. If the target is a Large or smaller"
      },
      {
        "document": 1883,
        "excerpt": "lumination. The beetle sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet."
      },
      {
        "document": 1902,
        "excerpt": "terity Saving Throw: DC 10, each creature in a 10-foot-radius Sphere centered on a point within 30 feet. Failure: 7 (2d6) Radiant damage, and the target has the Blind"
      },
      {
        "document": 1954,
        "excerpt": "ile ablaze, the magmin sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet."
      },
      {
        "document": 1970,
        "excerpt": "ination. The nightmare sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet."
      },
      {
        "document": 1987,
        "excerpt": "Dexterity Saving Throw: DC 20, each enemy in a 20-foot-radius Sphere centered on a point the planetar can see within 120 feet. Failure: 24 (7d6) Radiant damage. Succe"
      },
      {
        "document": 2035,
        "excerpt": "terity Saving Throw: DC 18, each creature in a 10-foot-radius, 40-foot-high Cylinder originating from a point the giant can see within 500 feet. Failure: 55 (10d10) L"
      },
      {
        "document": 2074,
        "excerpt": "Illumination. The wisp sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. Incorporeal Movement. The wisp can move through other creature"
      }
    ],
    "rage": [
      {
        "document": 848,
        "excerpt": "Rage Damage"
      },
      {
        "document": 962,
        "excerpt": "Rage"
      },
      {
        "document": 983,
        "excerpt": "Channel Rage into Violent Fury Barbarians who walk the Path of the Berserker direct their Rage primarily toward viol"
      }
    ],
    "rages": [
      {
        "document": 848,
        "excerpt": "Rages"
      },
      {
        "document": 962,
        "excerpt": "number of times shown for your Barbarian level in the Rages column of the Barbarian Features table. You regain one expended use when you finish a Short Rest, and yo"
      }
    ],
    "railing": [
      {
        "document": 483,
        "excerpt": "Utilize action, you can throw the Grappling Hook at a railing, a ledge, or another catch within 50 feet of yourself, and the hook catches on if you succeed on a DC 13"
      }
    ],
    "rain": [
      {
        "document": 683,
        "excerpt": "Everything within an area of heavy rain or heavy snowfall is Lightly Obscured, and creatures in the area have Disadvantage on all Wisdom (Percep"
      },
      {
        "document": 783,
        "excerpt": "Heavy rain falls for 1 minute in a 120-foot-high, 60-foot-radius Cylinder centered on the chosen point of origin. D"
      },
      {
        "document": 1215,
        "excerpt": "Overcast or ground fog | | 4 | Rain, hail, or snow | | 5 | Torrential rain, driving hail, or blizzard | | Temper"
      },
      {
        "document": 1218,
        "excerpt": "n an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there. Destroy Water. You destroy up to 10"
      },
      {
        "document": 1247,
        "excerpt": "manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round. Bloom. You instantly make a"
      },
      {
        "document": 1446,
        "excerpt": "different effects, as detailed below. Turn 2. Acidic rain falls. Each creature and object under the cloud takes 4d6 Acid damage. Turn 3. You call six bolts of li"
      }
    ],
    "rainbow": [
      {
        "document": 793,
        "excerpt": "A nest of 1d4 + 3 rainbow-colored eggs springs up. Any creature that eats an egg makes a DC 20 Constitution saving throw. On a suc"
      }
    ],
    "raise": [
      {
        "document": 8,
        "excerpt": "magical way to revive your character, such as with the Raise Dead spell. Or talk with the GM about making a new character to join the group. “Rules Glossary” has mor"
      },
      {
        "document": 232,
        "excerpt": "r increase all three by 1. None of these increases can raise a score above 20. Some players like to increase their class's primary ability, while others prefer to i"
      },
      {
        "document": 246,
        "excerpt": "in iconic spells such as Fireball, Lightning Bolt, and Raise Dead. Most weapon-focused classes gain the ability to make multiple attacks in a round. The characters n"
      },
      {
        "document": 292,
        "excerpt": "r increase all three by 1. None of these increases can raise a score above 20."
      },
      {
        "document": 315,
        "excerpt": "reducing the light to Dim Light in a 5-foot radius, or raise it again."
      },
      {
        "document": 613,
        "excerpt": "n them unless it is first revived by magic such as the Raise Dead or Revivify spell. When such a spell is cast, the spirit knows who is casting it and can refuse. Th"
      },
      {
        "document": 847,
        "excerpt": "Raise Dead"
      },
      {
        "document": 903,
        "excerpt": "Raise Dead"
      },
      {
        "document": 915,
        "excerpt": "Raise Dead"
      },
      {
        "document": 1289,
        "excerpt": "l don't count against the time limit of spells such as Raise Dead."
      },
      {
        "document": 1369,
        "excerpt": "rea in any manner you choose for the duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. Th"
      },
      {
        "document": 1397,
        "excerpt": "Raise Dead"
      },
      {
        "document": 1843,
        "excerpt": "required to maintain the spell) 1/Day Each: Commune, Raise Dead"
      },
      {
        "document": 1987,
        "excerpt": "Each: Commune, Control Weather, Dispel Evil and Good, Raise Dead"
      }
    ],
    "raised": [
      {
        "document": 227,
        "excerpt": "s to the following questions as your character: - Who raised you? - Who was your dearest childhood friend? - Did you grow up with a pet? - Have you fallen in love? I"
      },
      {
        "document": 1969,
        "excerpt": "trapped in the hag's soul bag, and the target can't be raised from the dead until its soul is released. Spellcasting. The hag casts one of the following spells, requ"
      }
    ],
    "raising": [
      {
        "document": 1289,
        "excerpt": "The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the tim"
      }
    ],
    "rake": [
      {
        "document": 1793,
        "excerpt": "Rake. Melee Attack Roll: +1, reach 5 ft. Hit: 1 Slashing damage."
      }
    ],
    "rakshasa": [
      {
        "document": 1997,
        "excerpt": "Rakshasa"
      }
    ],
    "rakshasa's": [
      {
        "document": 1997,
        "excerpt": "ack rolls of spells automatically miss it. Without the rakshasa's permission, no spell can observe the rakshasa remotely or detect its thoughts, creature type, or alignme"
      }
    ],
    "rally": [
      {
        "document": 974,
        "excerpt": "w, you gain the benefit of rolling a 20 on it. Heroic Rally. At the start of each of your turns, you regain Hit Points equal to 5 plus your Constitution modifier if"
      }
    ],
    "ram": [
      {
        "document": 335,
        "excerpt": "Ram, Portable (4 GP)"
      },
      {
        "document": 418,
        "excerpt": "b, Quarterstaff, Barrel, Chest, Ladder, Pole, Portable Ram, Torch"
      },
      {
        "document": 930,
        "excerpt": "Ram, Portable"
      },
      {
        "document": 1115,
        "excerpt": "Ram, Portable"
      },
      {
        "document": 1682,
        "excerpt": "Ring of the Ram"
      },
      {
        "document": 1691,
        "excerpt": "ce on a vertical surface you can reach 97–00 Portable Ram"
      },
      {
        "document": 1694,
        "excerpt": "Button 5. The rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through doors, barricades,"
      },
      {
        "document": 1826,
        "excerpt": "Multiattack. The chimera makes one Ram attack, one Bite attack, and one Claw attack. It can replace the Claw attack with a use of Fire Breath i"
      },
      {
        "document": 1842,
        "excerpt": "Ram. Melee Attack Roll: +2, reach 5 ft. Hit: 2 (1d4) Bludgeoning damage."
      },
      {
        "document": 1858,
        "excerpt": "Ram. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage. If the target is a Large or sma"
      },
      {
        "document": 1882,
        "excerpt": "Ram. Melee Attack Roll: +6, reach 10 ft. Hit: 11 (2d6 + 4) Bludgeoning damage plus 5 (2d4) Radiant damage. I"
      },
      {
        "document": 1886,
        "excerpt": "Ram. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage. If the target is a Large or sma"
      },
      {
        "document": 1893,
        "excerpt": "Ram. Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) Bludgeoning damage, or 11 (2d8 + 2) Bludgeoning dam"
      },
      {
        "document": 1906,
        "excerpt": "Ram. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Bludgeoning damage, or 2 (1d4) Bludgeoning damage if the goat"
      }
    ],
    "ram's": [
      {
        "document": 1682,
        "excerpt": "thin 60 feet of yourself. The ring produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d"
      }
    ],
    "ramp": [
      {
        "document": 1475,
        "excerpt": ", you can use this spell to bridge a chasm or create a ramp. If you create a span greater than 20 feet in length, you must halve the size of each panel to create s"
      },
      {
        "document": 1608,
        "excerpt": "divided into two floors, with a ladder, staircase, or ramp (your choice) connecting them. This ladder, staircase, or ramp ends at a trap-door leading to the roof."
      }
    ],
    "rampage": [
      {
        "document": 1887,
        "excerpt": "Rampage (1/Day). Immediately after dealing damage to a creature that was already Bloodied, the hyena can move up"
      },
      {
        "document": 1905,
        "excerpt": "Rampage (1/Day). Immediately after dealing damage to a creature that is already Bloodied, the gnoll moves up to"
      }
    ],
    "rampant": [
      {
        "document": 1580,
        "excerpt": "Griffon (Rare). This bronze statuette is of a griffon rampant. It can become a Griffon for up to 6 hours. Once it has been used, it can't be used again until 5 days h"
      }
    ],
    "random": [
      {
        "document": 230,
        "excerpt": "six scores for your abilities: 15, 14, 13, 12, 10, 8. Random Generation. Roll four d6s and record the total of the highest three dice. Do this five more times, so yo"
      },
      {
        "document": 756,
        "excerpt": "You cast a random spell determined by rolling 1d10: on a 1, Enlarge/Reduce (enlarge effect); on a 2, Enlarge/Reduce (reduc"
      },
      {
        "document": 790,
        "excerpt": "Random location on the plane you named"
      },
      {
        "document": 1172,
        "excerpt": "s for 1 minute. The target is instead transported to a random location on a plane (GM's choice) associated with its creature type. Using a Higher-Level Spell Slot. Y"
      },
      {
        "document": 1203,
        "excerpt": "s the Attack action to make one melee attack against a random creature within reach. If none are within reach, the target takes no action. | 9–10 The target chooses"
      },
      {
        "document": 1454,
        "excerpt": "ject) appear 2d12 miles away from the destination in a random direction. Roll 1d8 for the direction: 1, east; 2, southeast; 3, south; 4, southwest; 5, west; 6, northw"
      },
      {
        "document": 1507,
        "excerpt": "creature and object within 15 feet of you travel to a random destination determined by rolling 1d100 and consulting the following table."
      },
      {
        "document": 1516,
        "excerpt": ", and anything contained within it is transported to a random location on the Astral Plane."
      },
      {
        "document": 1517,
        "excerpt": "Sphere centered on the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way and can't be reopened."
      },
      {
        "document": 1523,
        "excerpt": "f there are multiple possible creatures, choose one at random. On each of your turns, you must move as close to the creature as possible and take the Attack action, t"
      },
      {
        "document": 1557,
        "excerpt": "c of the deck functions only if its cards are drawn at random. You can take a Magic action to draw a card at random from the deck and throw it to the ground at a poi"
      },
      {
        "document": 1594,
        "excerpt": "nd Total Cover is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened."
      },
      {
        "document": 1596,
        "excerpt": "t. On a failed check, you fail to cast the spell and a random effect occurs instead, determined by rolling on the following table. Any spell you cast from the hat us"
      },
      {
        "document": 1625,
        "excerpt": "ady occupied, the mirror frees one trapped creature at random to accommodate the new prisoner. A freed creature appears in an unoccupied space within sight of the mir"
      },
      {
        "document": 1644,
        "excerpt": "nd Total Cover is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened."
      },
      {
        "document": 1711,
        "excerpt": "creature and object within 180 feet of the sphere to a random plane of existence."
      },
      {
        "document": 1716,
        "excerpt": "You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take Force damage equal"
      },
      {
        "document": 1719,
        "excerpt": "You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take Force damage equal"
      },
      {
        "document": 1884,
        "excerpt": ", you and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form. Onyx Dog (Rare). This ony"
      },
      {
        "document": 1902,
        "excerpt": "or Bonus Action and uses all its movement to move in a random direction. 7–8. The target makes a melee attack against a randomly determined creature within its reach"
      }
    ],
    "randomly": [
      {
        "document": 115,
        "excerpt": "is specified, you may choose the type or determine it randomly. Ammunition. If a magic weapon has the Ammunition property, ammunition fired from it is considered magi"
      },
      {
        "document": 136,
        "excerpt": "no type is specified, choose the type or determine it randomly."
      },
      {
        "document": 137,
        "excerpt": "scores. Choose the item's abilities, or determine them randomly as follows: roll 4d6 for each one, dropping the lowest roll and totaling the rest."
      },
      {
        "document": 151,
        "excerpt": "n in parentheses to determine the monster's Hit Points randomly; don't use both. A monster's size typically determines the die used to calculate its Hit Points, as sho"
      },
      {
        "document": 793,
        "excerpt": "ree grows. It has 1d10 + 20 fruit, 1d8 of which act as randomly determined potions. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 day"
      },
      {
        "document": 1504,
        "excerpt": "a particular type, which the GM chooses or determines randomly by rolling on the table below. If a creature of that type takes damage from the ammunition, the creature"
      },
      {
        "document": 1512,
        "excerpt": "r this armor. The GM chooses the type or determines it randomly by rolling on the following table."
      },
      {
        "document": 1513,
        "excerpt": "or Slashing. The GM chooses the type or determines it randomly. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor"
      },
      {
        "document": 1515,
        "excerpt": "ose an effect from the following table or determine it randomly."
      },
      {
        "document": 1537,
        "excerpt": "GM chooses the size of a given carpet or determines it randomly by rolling on the following table. A carpet can carry up to twice the weight shown on the table, but its"
      },
      {
        "document": 1579,
        "excerpt": "ect. The GM chooses the kind of token or determines it randomly by rolling on the Feather Tokens table. The type of token determines its rarity. Anchor (Uncommon). You"
      },
      {
        "document": 1604,
        "excerpt": "s use. The GM chooses the horn's type or determines it randomly by rolling on the following table. If you blow the horn without meeting its requirement, the summoned s"
      },
      {
        "document": 1621,
        "excerpt": "ype of golem. The GM chooses the type or determines it randomly by rolling on the accompanying table. To decipher and use the manual, you must be a spellcaster with at"
      },
      {
        "document": 1627,
        "excerpt": "e appropriate column of the Mysterious Deck table when randomly determining cards drawn from the deck. Before you draw a card, you must declare how many cards you inte"
      },
      {
        "document": 1630,
        "excerpt": "the type of each bead on the necklace or determines it randomly by rolling on the table below. A necklace can have more than one bead of the same type. To use one, you"
      },
      {
        "document": 1659,
        "excerpt": "e for 1 hour. The GM chooses the type or determines it randomly by rolling on the following table."
      },
      {
        "document": 1667,
        "excerpt": "to one of the four Elemental Planes. The GM chooses or randomly determines the linked plane. For example, a Ring of Elemental Command (air) is linked to the Elemental P"
      },
      {
        "document": 1676,
        "excerpt": "indicates the type, which the GM chooses or determines randomly by rolling on the following table."
      },
      {
        "document": 1691,
        "excerpt": "patches. The GM chooses the patches or determines them randomly by rolling on the following table. 1d100 Patch 01-08 Bag of 100 GP 09–15 Silver coffer (1 foot long,"
      },
      {
        "document": 1711,
        "excerpt": "uch as that within a Portable Hole), the GM determines randomly what happens using the following table. 1d100 Result 01–50 The sphere is destroyed. 51–85 The sphere"
      },
      {
        "document": 1753,
        "excerpt": "fect has multiple possible subjects, the GM determines randomly which among them are affected. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at da"
      },
      {
        "document": 1902,
        "excerpt": "ction. 7–8. The target makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack."
      }
    ],
    "range": [
      {
        "document": 18,
        "excerpt": "them. The Typical Difficulty Classes table presents a range of possible DCs for ability checks. Typical Difficulty Classes"
      },
      {
        "document": 75,
        "excerpt": "eature that fills its space. Ranges. To determine the range on a grid between two things - whether creatures or objects - count squares from a square adjacent to on"
      },
      {
        "document": 85,
        "excerpt": "1: Choose a Target. Pick a target within your attack's range: a creature, an object, or a location. 2: Determine Modifiers. The GM determines whether the target has"
      },
      {
        "document": 88,
        "excerpt": "Range"
      },
      {
        "document": 99,
        "excerpt": "tomatically misses a target beyond the weapon's normal range, and the attack roll has Disadvantage against a target within normal range."
      },
      {
        "document": 123,
        "excerpt": "tes otherwise. The spell uses its normal casting time, range, and duration, and the user of the item must concentrate if the spell requires Concentration. Many items"
      },
      {
        "document": 140,
        "excerpt": "nt item can perceive its surroundings out to a limited range. You can choose its senses or roll on the Sentient Item's Senses table."
      },
      {
        "document": 164,
        "excerpt": "cate mentally with another creature within a specified range. See “Rules Glossary” for more information."
      },
      {
        "document": 170,
        "excerpt": "nd then provides the attack roll's bonus, its reach or range, and what happens on a hit. An attack is against one target unless its entry says otherwise. For details"
      },
      {
        "document": 179,
        "excerpt": "er's turns, roll 1d6. If the roll is within the number range given in the notation (represented by X–Y), the monster regains the use of that part, which also recharg"
      },
      {
        "document": 286,
        "excerpt": "cter's size. Individuals within a species cover a wide range of heights, and some species include such diversity of size that you can choose whether your character"
      },
      {
        "document": 328,
        "excerpt": "Range"
      },
      {
        "document": 453,
        "excerpt": "of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a f"
      },
      {
        "document": 494,
        "excerpt": "Range"
      },
      {
        "document": 554,
        "excerpt": "nd then provides the attack roll's bonus, its reach or range, and what happens on a hit. An attack is against one target unless its entry says otherwise. Saving Thr"
      },
      {
        "document": 562,
        "excerpt": "cate mentally with another creature within a specified range. Unless a rule states otherwise, the contacted creature doesn't need to share a language with the telepa"
      },
      {
        "document": 566,
        "excerpt": "tion of creatures and moving objects within a specific range, provided that the creature with Tremorsense and anything it is detecting are both in contact with the s"
      },
      {
        "document": 567,
        "excerpt": "Truesight, your vision is enhanced within a specified range. Within that range, your vision pierces through the following: Darkness. You can see in normal and magi"
      },
      {
        "document": 576,
        "excerpt": "If you have Blindsight, you can see within a specific range without relying on physical sight. Within that range, you can see anything that isn't behind Total Cover"
      },
      {
        "document": 611,
        "excerpt": "arkvision, you can see in Dim Light within a specified range as if it were Bright Light and in Darkness within that range as if it were Dim Light. You discern colors"
      },
      {
        "document": 633,
        "excerpt": "Grappled target and the grappler exceeds the grapple's range. In addition, the grappler can release the target at any time (no action required)."
      },
      {
        "document": 648,
        "excerpt": "f a type the GM thinks is appropriate for the object. Range. If you throw the weapon, it has a normal range of 20 feet and a long range of 60 feet. Weapon Equivale"
      },
      {
        "document": 714,
        "excerpt": "p to characters of a level lower than the trap's level range. A trap that is a nuisance at one level range could be deadly to characters of a lower level range."
      },
      {
        "document": 725,
        "excerpt": "sive positions force characters who normally attack at range to move around. Mixed Monster Groups. When different types of monsters work together, they can combine"
      },
      {
        "document": 727,
        "excerpt": "Three categories describe the range of encounter difficulty: Low Difficulty. An encounter of low difficulty is likely to have one or two sc"
      },
      {
        "document": 783,
        "excerpt": "feet in any dimension. If there are no such objects in range, nothing happens."
      },
      {
        "document": 928,
        "excerpt": "Finesse, Light, Thrown (Range 20/60)"
      },
      {
        "document": 965,
        "excerpt": "nt Spellcasting. When you cast a Druid can-trip with a range of 10 feet or greater, the spell's range increases by 300 feet. Primal Strike. The extra damage of your"
      },
      {
        "document": 969,
        "excerpt": "n to the forces of nature grants you Blindsight with a range of 30 feet."
      },
      {
        "document": 971,
        "excerpt": "ost: 1 Sorcery Point When you cast a spell that has a range of at least 5 feet, you can spend 1 Sorcery Point to double the spell's range. Or when you cast a spell"
      },
      {
        "document": 972,
        "excerpt": "our known Warlock cantrips that deals damage and has a range of 10+ feet. When you cast that spell, its range increases by a number of feet equal to 30 times your Wa"
      },
      {
        "document": 980,
        "excerpt": "et of the original target, that is within the weapon's range, and that you haven't attacked this turn."
      },
      {
        "document": 986,
        "excerpt": "You have Darkvision with a range of 60 feet."
      },
      {
        "document": 987,
        "excerpt": "You have Darkvision with a range of 120 feet."
      },
      {
        "document": 988,
        "excerpt": "You have Darkvision with a range of 60 feet."
      },
      {
        "document": 989,
        "excerpt": "You have Darkvision with a range of 60 feet."
      },
      {
        "document": 993,
        "excerpt": "You have Darkvision with a range of 120 feet."
      },
      {
        "document": 994,
        "excerpt": "You have Darkvision with a range of 60 feet."
      },
      {
        "document": 1008,
        "excerpt": "a maximum of 30. Truesight. You have Truesight with a range of 60 feet. ---"
      },
      {
        "document": 1030,
        "excerpt": "Ammunition (Range 25/100; Needle)"
      },
      {
        "document": 1051,
        "excerpt": "Thrown (Range 20/60)"
      },
      {
        "document": 1052,
        "excerpt": "Thrown (Range 20/60)"
      },
      {
        "document": 1067,
        "excerpt": "Ammunition (Range 30/120; Bolt)"
      },
      {
        "document": 1068,
        "excerpt": "Thrown (Range 20/60)"
      },
      {
        "document": 1070,
        "excerpt": "Ammunition (Range 100/400; Bolt)"
      },
      {
        "document": 1077,
        "excerpt": "Thrown (Range 30/120)"
      },
      {
        "document": 1085,
        "excerpt": "Ammunition (Range 80/320; Bolt)"
      },
      {
        "document": 1086,
        "excerpt": "Thrown (Range 20/60)"
      },
      {
        "document": 1088,
        "excerpt": "Ammunition (Range 150/600; Arrow)"
      },
      {
        "document": 1097,
        "excerpt": "Ammunition (Range 40/120; Bullet)"
      },
      {
        "document": 1105,
        "excerpt": "Ammunition (Range 30/90; Bullet)"
      },
      {
        "document": 1126,
        "excerpt": "Ammunition (Range 80/320; Arrow)"
      },
      {
        "document": 1131,
        "excerpt": "Ammunition (Range 30/120; Bullet)"
      },
      {
        "document": 1132,
        "excerpt": "Thrown (Range 20/60)"
      },
      {
        "document": 1143,
        "excerpt": "Thrown (Range 20/60)"
      },
      {
        "document": 1149,
        "excerpt": "Level 2 Evocation (Wizard) Casting Time: Action Range: 90 feet Components: V, S, M (powdered rhubarb leaf) Duration: Instantaneous A shimmering green arrow s"
      },
      {
        "document": 1150,
        "excerpt": "ation Cantrip (Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous You create an acidic bubble at a point within range,"
      },
      {
        "document": 1151,
        "excerpt": "Cleric, Druid, Paladin, Ranger) Casting Time: Action Range: 30 feet Components: V, S, M (a strip of white cloth) Duration: 8 hours Choose up to three creatures wi"
      },
      {
        "document": 1152,
        "excerpt": "ion (Ranger, Wizard) Casting Time: 1 minute or Ritual Range: 30 feet Components: V, S, M (a bell and silver wire) Duration: 8 hours You set an alarm against intrus"
      },
      {
        "document": 1153,
        "excerpt": "Transmutation (Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S Duration: Concentration, up to 1 hour You alter your physical form. Choose one o"
      },
      {
        "document": 1154,
        "excerpt": "nchantment (Bard, Druid, Ranger) Casting Time: Action Range: 30 feet Components: V, S, M (a morsel of food) Duration: 24 hours Target a Beast that you can see with"
      },
      {
        "document": 1155,
        "excerpt": "(Bard, Druid, Ranger) Casting Time: Action or Ritual Range: 30 feet Components: V, S, M (a morsel of food) Duration: 24 hours A Tiny Beast of your choice that you"
      },
      {
        "document": 1156,
        "excerpt": "Level 8 Transmutation (Druid) Casting Time: Action Range: 30 feet Components: V, S Duration: 24 hours Choose any number of willing creatures that you can see wi"
      },
      {
        "document": 1157,
        "excerpt": "3 Necromancy (Cleric, Wizard) Casting Time: 1 minute Range: 10 feet Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust) Duration: Ins"
      },
      {
        "document": 1158,
        "excerpt": "utation (Bard, Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S Duration: Concentration, up to 1 minute Objects animate at your command. Cho"
      },
      {
        "document": 1159,
        "excerpt": "Level 5 Abjuration (Druid) Casting Time: Action Range: Self Components: V, S Duration: Concentration, up to 1 hour An aura extends from you in a 10-foot Eman"
      },
      {
        "document": 1160,
        "excerpt": "el 8 Abjuration (Cleric, Wizard) Casting Time: Action Range: Self Components: V, S, M (iron filings) Duration: Concentration, up to 1 hour An aura of antimagic sur"
      },
      {
        "document": 1161,
        "excerpt": "nchantment (Bard, Druid, Wizard) Casting Time: 1 hour Range: 60 feet Components: V, S, M (a mix of vinegar and honey) Duration: 10 days As you cast the spell, choo"
      },
      {
        "document": 1162,
        "excerpt": "Level 4 Divination (Wizard) Casting Time: Action Range: 30 feet Components: V, S, M (a bit of bat fur) Duration: Concentration, up to 1 hour You create an Inv"
      },
      {
        "document": 1163,
        "excerpt": "l 5 Evocation (Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S, M (an eggshell and a glove) Duration: Concentration, up to 1 minute You cre"
      },
      {
        "document": 1164,
        "excerpt": "Level 2 Abjuration (Wizard) Casting Time: Action Range: Touch Components: V, S, M (gold dust worth 25+ GP, which the spell consumes) Duration: Until dispelled"
      },
      {
        "document": 1165,
        "excerpt": "Level 7 Evocation (Bard, Wizard) Casting Time: Action Range: 90 feet Components: V, S, M (a miniature sword worth 250+ GP) Duration: Concentration, up to 1 minute"
      },
      {
        "document": 1166,
        "excerpt": "Level 2 Illusion (Wizard) Casting Time: Action Range: Touch Components: V, S, M (a small square of silk) Duration: 24 hours With a touch, you place an illus"
      },
      {
        "document": 1167,
        "excerpt": "omancy (Cleric, Warlock, Wizard) Casting Time: 1 hour Range: 10 feet Components: V, S, M (for each of the spell's targets, one jacinth worth 1,000+ GP and one silve"
      },
      {
        "document": 1168,
        "excerpt": "eric, Druid, Wizard) Casting Time: 1 minute or Ritual Range: Self Components: V, S, M (specially marked sticks, bones, cards, or other divinatory tokens worth 25+ G"
      },
      {
        "document": 1169,
        "excerpt": "l 4 Abjuration (Cleric, Paladin) Casting Time: Action Range: Self Components: V Duration: Concentration, up to 10 minutes An aura radiates from you in a 30-foot Em"
      },
      {
        "document": 1170,
        "excerpt": "l 5 Transmutation (Bard, Druid) Casting Time: 8 hours Range: Touch Components: V, S, M (an agate worth 1,000+ GP, which the spell consumes) Duration: Instantaneous"
      },
      {
        "document": 1171,
        "excerpt": "hantment (Bard, Cleric, Warlock) Casting Time: Action Range: 30 feet Components: V, S, M (a drop of blood) Duration: Concentration, up to 1 minute Up to three crea"
      },
      {
        "document": 1172,
        "excerpt": "adin, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 30 feet Components: V, S, M (a pentacle) Duration: Concentration, up to 1 minute One creature that you"
      },
      {
        "document": 1173,
        "excerpt": "nsmutation (Druid, Ranger) Casting Time: Bonus Action Range: Touch Components: V, S, M (a handful of bark) Duration: 1 hour You touch a willing creature. Until the"
      },
      {
        "document": 1174,
        "excerpt": "Level 3 Abjuration (Cleric) Casting Time: Action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute Choose any number of creatures within"
      },
      {
        "document": 1175,
        "excerpt": "t (Bard, Druid, Warlock, Wizard) Casting Time: Action Range: 150 feet Components: V, S, M (a key ring with no keys) Duration: Instantaneous You blast the mind of a"
      },
      {
        "document": 1176,
        "excerpt": "ecromancy (Bard, Cleric, Wizard) Casting Time: Action Range: Touch Components: V, S Duration: Concentration, up to 1 minute You touch a creature, which must succee"
      },
      {
        "document": 1177,
        "excerpt": "Level 4 Conjuration (Wizard) Casting Time: Action Range: 90 feet Components: V, S, M (a tentacle) Duration: Concentration, up to 1 minute Squirming, ebony tent"
      },
      {
        "document": 1178,
        "excerpt": "Level 6 Evocation (Cleric) Casting Time: Action Range: 90 feet Components: V, S Duration: Concentration, up to 10 minutes You create a wall of whirling blade"
      },
      {
        "document": 1179,
        "excerpt": "1 Enchantment (Cleric, Paladin) Casting Time: Action Range: 30 feet Components: V, S, M (a Holy Symbol worth 5+ GP) Duration: Concentration, up to 1 minute You bl"
      },
      {
        "document": 1180,
        "excerpt": "ruid, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 30 feet Components: V, S Duration: Instantaneous A creature that you can see within range makes a Cons"
      },
      {
        "document": 1181,
        "excerpt": "(Bard, Cleric, Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V Duration: 1 minute One creature that you can see within range must succeed on a"
      },
      {
        "document": 1182,
        "excerpt": "Transmutation (Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S Duration: 1 minute Roll 1d6 at the end of each of your turns for the duration. O"
      },
      {
        "document": 1183,
        "excerpt": "el 2 Illusion (Sorcerer, Wizard) Casting Time: Action Range: Self Components: V Duration: Concentration, up to 1 minute Your body becomes blurred. For the duration"
      },
      {
        "document": 1184,
        "excerpt": "l 1 Evocation (Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S Duration: Instantaneous A thin sheet of flames shoots forth from you. Each creat"
      },
      {
        "document": 1185,
        "excerpt": "Level 3 Conjuration (Druid) Casting Time: Action Range: 120 feet Components: V, S Duration: Concentration, up to 10 minutes A storm cloud appears at a point w"
      },
      {
        "document": 1186,
        "excerpt": "vel 2 Enchantment (Bard, Cleric) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute Each Humanoid in a 20-foot-radius Sph"
      },
      {
        "document": 1187,
        "excerpt": "l 6 Evocation (Sorcerer, Wizard) Casting Time: Action Range: 150 feet Components: V, S, M (three silver pins) Duration: Instantaneous You launch a lightning bolt t"
      },
      {
        "document": 1188,
        "excerpt": "ruid, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 30 feet Components: V, S Duration: 1 hour One creature you can see within range makes a Wisdom saving"
      },
      {
        "document": 1189,
        "excerpt": "ruid, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 30 feet Components: V, S Duration: 1 hour One Humanoid you can see within range makes a Wisdom saving"
      },
      {
        "document": 1190,
        "excerpt": "trip (Sorcerer, Warlock, Wizard) Casting Time: Action Range: Touch Components: V, S Duration: Instantaneous Channeling the chill of the grave, make a melee spell a"
      },
      {
        "document": 1191,
        "excerpt": "l 1 Evocation (Sorcerer, Wizard) Casting Time: Action Range: 90 feet Components: V, S, M (a diamond worth 50+ GP) Duration: Instantaneous You hurl an orb of energy"
      },
      {
        "document": 1192,
        "excerpt": "ancy (Sorcerer, Warlock, Wizard) Casting Time: Action Range: 150 feet Components: V, S, M (the powder of a crushed black pearl worth 500+ GP) Duration: Instantaneou"
      },
      {
        "document": 1193,
        "excerpt": "d, Cleric, Sorcerer, Wizard) Casting Time: 10 minutes Range: 1 mile Components: V, S, M (a focus worth 100+ GP, either a jeweled horn for hearing or a glass eye for"
      },
      {
        "document": 1194,
        "excerpt": "Level 8 Necromancy (Wizard) Casting Time: 1 hour Range: Touch Components: V, S, M (a diamond worth 1,000+ GP, which the spell consumes, and a sealable vessel w"
      },
      {
        "document": 1195,
        "excerpt": "5 Conjuration (Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S Duration: Concentration, up to 10 minutes You create a 20-foot-radius Sphere"
      },
      {
        "document": 1196,
        "excerpt": "llusion (Bard, Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S, M (a pinch of colorful sand) Duration: Instantaneous You launch a dazzling arra"
      },
      {
        "document": 1197,
        "excerpt": "hantment (Bard, Cleric, Paladin) Casting Time: Action Range: 60 feet Components: V Duration: Instantaneous You speak a one-word command to a creature you can see w"
      },
      {
        "document": 1198,
        "excerpt": "tion (Druid, Ranger) Casting Time: 1 minute or Ritual Range: Self Components: V, S Duration: Instantaneous You commune with nature spirits and gain knowledge of th"
      },
      {
        "document": 1199,
        "excerpt": "Divination (Cleric) Casting Time: 1 minute or Ritual Range: Self Components: V, S, M (incense) Duration: 1 minute You contact a deity or a divine proxy and ask up"
      },
      {
        "document": 1200,
        "excerpt": "erer, Warlock, Wizard) Casting Time: Action or Ritual Range: Self Components: V, S, M (a pinch of soot and salt) Duration: 1 hour For the duration, you understand"
      },
      {
        "document": 1201,
        "excerpt": "Level 4 Enchantment (Bard) Casting Time: Action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute Each creature of your choice that you"
      },
      {
        "document": 1202,
        "excerpt": "cation (Druid, Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S, M (a small crystal or glass cone) Duration: Instantaneous You unleash a blast o"
      },
      {
        "document": 1203,
        "excerpt": "(Bard, Druid, Sorcerer, Wizard) Casting Time: Action Range: 90 feet Components: V, S, M (three nut shells) Duration: Concentration, up to 1 minute Each creature i"
      },
      {
        "document": 1204,
        "excerpt": "el 3 Conjuration (Druid, Ranger) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 10 minutes You conjure nature spirits that app"
      },
      {
        "document": 1205,
        "excerpt": "Level 7 Conjuration (Cleric) Casting Time: Action Range: 90 feet Components: V, S Duration: Concentration, up to 10 minutes You conjure a spirit from the Upper"
      },
      {
        "document": 1206,
        "excerpt": "el 5 Conjuration (Druid, Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 10 minutes You conjure a Large, intangible spi"
      },
      {
        "document": 1207,
        "excerpt": "Level 6 Conjuration (Druid) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 10 minutes You conjure a Medium spirit from th"
      },
      {
        "document": 1208,
        "excerpt": "el 4 Conjuration (Druid, Wizard) Casting Time: Action Range: Self Components: V, S Duration: Concentration, up to 10 minutes You conjure spirits from the Elemental"
      },
      {
        "document": 1209,
        "excerpt": "el 4 Conjuration (Druid, Ranger) Casting Time: Action Range: Self Components: V, S Duration: Concentration, up to 10 minutes You conjure nature spirits that flit a"
      },
      {
        "document": 1210,
        "excerpt": "on (Warlock, Wizard) Casting Time: 1 minute or Ritual Range: Self Components: V Duration: 1 minute You mentally contact a demigod, the spirit of a long-dead sage,"
      },
      {
        "document": 1211,
        "excerpt": "vel 5 Necromancy (Cleric, Druid) Casting Time: Action Range: Touch Components: V, S Duration: 7 days Your touch inflicts a magical contagion. The target must succe"
      },
      {
        "document": 1212,
        "excerpt": "Level 6 Abjuration (Wizard) Casting Time: 10 minutes Range: Self Components: V, S, M (a gem-encrusted statuette of yourself worth 1,500+ GP) Duration: 10 days Cho"
      },
      {
        "document": 1213,
        "excerpt": "vocation (Cleric, Druid, Wizard) Casting Time: Action Range: Touch Components: V, S, M (ruby dust worth 50+ GP, which the spell consumes) Duration: Until dispelled"
      },
      {
        "document": 1214,
        "excerpt": "mutation (Cleric, Druid, Wizard) Casting Time: Action Range: 300 feet Components: V, S, M (a mixture of water and dust) Duration: Concentration, up to 10 minutes U"
      },
      {
        "document": 1215,
        "excerpt": "tion (Cleric, Druid, Wizard) Casting Time: 10 minutes Range: Self Components: V, S, M (burning incense) Duration: Concentration, up to 8 hours You take control of"
      },
      {
        "document": 1216,
        "excerpt": "g a spell with Verbal, Somatic, or Material components Range: 60 feet Components: S Duration: Instantaneous You attempt to interrupt a creature in the process of ca"
      },
      {
        "document": 1217,
        "excerpt": "3 Conjuration (Cleric, Paladin) Casting Time: Action Range: 30 feet Components: V, S Duration: Instantaneous You create 45 pounds of food and 30 gallons of fresh"
      },
      {
        "document": 1218,
        "excerpt": "1 Transmutation (Cleric, Druid) Casting Time: Action Range: 30 feet Components: V, S, M (a mix of water and sand) Duration: Instantaneous You do one of the follow"
      },
      {
        "document": 1219,
        "excerpt": "ancy (Cleric, Warlock, Wizard) Casting Time: 1 minute Range: 10 feet Components: V, S, M (one 150+ GP black onyx stone for each corpse) Duration: Instantaneous You"
      },
      {
        "document": 1220,
        "excerpt": "5 Illusion (Sorcerer, Wizard) Casting Time: 1 minute Range: 30 feet Components: V, S, M (a paintbrush) Duration: Special You pull wisps of shadow material from th"
      },
      {
        "document": 1221,
        "excerpt": "Cleric, Druid, Paladin, Ranger) Casting Time: Action Range: Touch Components: V, S Duration: Instantaneous A creature you touch regains a number of Hit Points equ"
      },
      {
        "document": 1222,
        "excerpt": "Cantrip (Bard, Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S, M (a bit of phosphorus) Duration: Concentration, up to 1 minute You create"
      },
      {
        "document": 1223,
        "excerpt": "tion (Sorcerer, Warlock, Wizard) Casting Time: Action Range: 60 feet Components: V, M (bat fur and a piece of coal) Duration: Concentration, up to 10 minutes For t"
      },
      {
        "document": 1224,
        "excerpt": "Druid, Ranger, Sorcerer, Wizard) Casting Time: Action Range: Touch Components: V, S, M (a dried carrot) Duration: 8 hours For the duration, a willing creature you"
      },
      {
        "document": 1225,
        "excerpt": "ruid, Paladin, Ranger, Sorcerer) Casting Time: Action Range: 60 feet Components: V, S Duration: 1 hour For the duration, sunlight spreads from a point within range"
      },
      {
        "document": 1226,
        "excerpt": "l 4 Abjuration (Cleric, Paladin) Casting Time: Action Range: Touch Components: V, S Duration: 8 hours You touch a creature and grant it a measure of protection fro"
      },
      {
        "document": 1227,
        "excerpt": "l 7 Evocation (Sorcerer, Wizard) Casting Time: Action Range: 150 feet Components: V, S, M (a ball of bat guano and sulfur) Duration: Concentration, up to 1 minute"
      },
      {
        "document": 1228,
        "excerpt": "tion (Sorcerer, Warlock, Wizard) Casting Time: Action Range: 60 feet Components: S Duration: 1 hour You create a shadowy Medium door on a flat solid surface that y"
      },
      {
        "document": 1229,
        "excerpt": "l 1 Divination (Cleric, Paladin) Casting Time: Action Range: Self Components: V, S Duration: Concentration, up to 10 minutes For the duration, you sense the locati"
      },
      {
        "document": 1230,
        "excerpt": "erer, Warlock, Wizard) Casting Time: Action or Ritual Range: Self Components: V, S Duration: Concentration, up to 10 minutes For the duration, you sense the presen"
      },
      {
        "document": 1231,
        "excerpt": "ruid, Paladin, Ranger) Casting Time: Action or Ritual Range: Self Components: V, S, M (a yew leaf) Duration: Concentration, up to 10 minutes For the duration, you"
      },
      {
        "document": 1232,
        "excerpt": "ination (Bard, Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S, M (I Copper Piece) Duration: Concentration, up to 1 minute You activate one of"
      },
      {
        "document": 1233,
        "excerpt": "Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 500 feet Components: V Duration: Instantaneous You teleport to a location within range. You arrive at"
      },
      {
        "document": 1234,
        "excerpt": "llusion (Bard, Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S Duration: 1 hour You make yourself - including your clothing, armor, weapons, an"
      },
      {
        "document": 1235,
        "excerpt": "Transmutation (Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a lodestone and dust) Duration: Instantaneous You launch a green ray at a"
      },
      {
        "document": 1236,
        "excerpt": "l 5 Abjuration (Cleric, Paladin) Casting Time: Action Range: Self Components: V, S, M (powdered silver and iron) Duration: Concentration, up to 1 minute For the du"
      },
      {
        "document": 1237,
        "excerpt": "Level 1 Enchantment (Bard) Casting Time: Action Range: 60 feet Components: V Duration: Instantaneous One creature of your choice that you can see within rang"
      },
      {
        "document": 1238,
        "excerpt": "Cleric, Druid, Wizard) Casting Time: Action or Ritual Range: Self Components: V, S, M (incense worth 25+ GP, which the spell consumes) Duration: Instantaneous This"
      },
      {
        "document": 1239,
        "excerpt": "1 Transmutation (Paladin) Casting Time: Bonus Action Range: Self Components: V, S Duration: 1 minute Until the spell ends, your attacks with weapons deal an extra"
      },
      {
        "document": 1240,
        "excerpt": "ting a target with a Melee weapon or an Unarmed Strike Range: Self Components: V Duration: Instantaneous The target takes an extra 2d8 Radiant damage from the attac"
      },
      {
        "document": 1241,
        "excerpt": "Level 7 Evocation (Cleric) Casting Time: Bonus Action Range: 30 feet Components: V Duration: Instantaneous You utter a word imbued with power from the Upper Planes"
      },
      {
        "document": 1242,
        "excerpt": "ntment (Druid, Ranger, Sorcerer) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute One Beast you can see within range mu"
      },
      {
        "document": 1243,
        "excerpt": "Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 1 hour One creature you can see within range m"
      },
      {
        "document": 1244,
        "excerpt": "antment (Bard, Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute One Humanoid you can see within range"
      },
      {
        "document": 1245,
        "excerpt": "utation (Sorcerer, Wizard) Casting Time: Bonus Action Range: Touch Components: V, S, M (a hot pepper) Duration: Concentration, up to 1 minute You touch one willing"
      },
      {
        "document": 1246,
        "excerpt": "lusion (Bard, Warlock, Wizard) Casting Time: 1 minute Range: Special Components: V, S, M (a handful of sand) Duration: 8 hours You target a creature you know on th"
      },
      {
        "document": 1247,
        "excerpt": "Transmutation Cantrip (Druid) Casting Time: Action Range: 30 feet Components: V, S Duration: Instantaneous Whispering to the spirits of nature, you create one o"
      },
      {
        "document": 1248,
        "excerpt": "tation (Cleric, Druid, Sorcerer) Casting Time: Action Range: 500 feet Components: V, S, M (a fractured rock) Duration: Concentration, up to 1 minute Choose a point"
      },
      {
        "document": 1249,
        "excerpt": "Evocation Cantrip (Warlock) Casting Time: Action Range: 120 feet Components: V, S Duration: Instantaneous You hurl a beam of crackling energy. Make a ranged s"
      },
      {
        "document": 1250,
        "excerpt": "antrip (Druid, Sorcerer, Wizard) Casting Time: Action Range: 30 feet Components: V, S Duration: Instantaneous You exert control over the elements, creating one of"
      },
      {
        "document": 1251,
        "excerpt": "Druid, Ranger, Sorcerer, Wizard) Casting Time: Action Range: Touch Components: V, S, M (fur or a feather) Duration: Concentration, up to 1 hour You touch a creatur"
      },
      {
        "document": 1252,
        "excerpt": "(Bard, Druid, Sorcerer, Wizard) Casting Time: Action Range: 30 feet Components: V, S, M (a pinch of powdered iron) Duration: Concentration, up to 1 minute For the"
      },
      {
        "document": 1253,
        "excerpt": "ake immediately after hitting a creature with a weapon Range: Self Components: V Duration: Concentration, up to 1 minute As you hit the target, grasping vines appea"
      },
      {
        "document": 1254,
        "excerpt": "el 1 Conjuration (Druid, Ranger) Casting Time: Action Range: 90 feet Components: V, S Duration: Concentration, up to 1 minute Grasping plants sprout from the groun"
      },
      {
        "document": 1255,
        "excerpt": "el 2 Enchantment (Bard, Warlock) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You weave a distracting string of wor"
      },
      {
        "document": 1256,
        "excerpt": "eric, Sorcerer, Warlock, Wizard) Casting Time: Action Range: Self Components: V, S Duration: Up to 8 hours You step into the border regions of the Ethereal Plane,"
      },
      {
        "document": 1257,
        "excerpt": "Sorcerer, Warlock, Wizard) Casting Time: Bonus Action Range: Self Components: V, S Duration: Concentration, up to 10 minutes You take the Dash action, and until th"
      },
      {
        "document": 1258,
        "excerpt": "Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: Self Components: V, S Duration: Concentration, up to 1 minute For the duration, your eyes become an in"
      },
      {
        "document": 1259,
        "excerpt": "vel 4 Transmutation (Wizard) Casting Time: 10 minutes Range: 120 feet Components: V, S Duration: Instantaneous You convert raw materials into products of the same"
      },
      {
        "document": 1260,
        "excerpt": "Level 1 Evocation (Bard, Druid) Casting Time: Action Range: 60 feet Components: V Duration: Concentration, up to 1 minute Objects in a 20-foot Cube within range a"
      },
      {
        "document": 1261,
        "excerpt": "Level 4 Conjuration (Wizard) Casting Time: Action Range: 30 feet Components: V, S, M (a silver whistle) Duration: 8 hours You conjure a phantom watchdog in an"
      },
      {
        "document": 1262,
        "excerpt": "1 Necromancy (Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S, M (a drop of alcohol) Duration: Instantaneous You gain 2d4 + 4 Temporary Hit Po"
      },
      {
        "document": 1263,
        "excerpt": "Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: Self Components: V, S, M (a white feather) Duration: Concentration, up to 1 minute Each creature in a"
      },
      {
        "document": 1264,
        "excerpt": "or a creature you can see within 60 feet of you falls Range: 60 feet Components: V, M (a small feather or piece of down) Duration: 1 minute Choose up to five falli"
      },
      {
        "document": 1265,
        "excerpt": "1 Conjuration (Wizard) Casting Time: 1 hour or Ritual Range: 10 feet Components: V, S, M (burning incense worth 10+ GP, which the spell consumes) Duration: Instanta"
      },
      {
        "document": 1266,
        "excerpt": "Level 2 Conjuration (Paladin) Casting Time: Action Range: 30 feet Components: V, S Duration: Instantaneous You summon an otherworldly being that appears as a lo"
      },
      {
        "document": 1267,
        "excerpt": "vination (Bard, Cleric, Druid) Casting Time: 1 minute Range: Self Components: V, S, M (a set of divination tools - such as cards or runes - worth 100+ GP) Duration:"
      },
      {
        "document": 1268,
        "excerpt": "vination (Cleric, Druid, Ranger) Casting Time: Action Range: 120 feet Components: V, S Duration: Instantaneous You sense any trap within range that is within line"
      },
      {
        "document": 1269,
        "excerpt": "ancy (Sorcerer, Warlock, Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous You unleash negative energy toward a creature you can"
      },
      {
        "document": 1270,
        "excerpt": "ation Cantrip (Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S Duration: Instantaneous You hurl a mote of fire at a creature or an object w"
      },
      {
        "document": 1271,
        "excerpt": "cation (Druid, Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S, M (a bit of phosphorus or a firefly) Duration: 10 minutes Wispy flames wreathe"
      },
      {
        "document": 1272,
        "excerpt": "cation (Cleric, Druid, Sorcerer) Casting Time: Action Range: 150 feet Components: V, S Duration: Instantaneous A storm of fire appears within range. The area of th"
      },
      {
        "document": 1273,
        "excerpt": "l 3 Evocation (Sorcerer, Wizard) Casting Time: Action Range: 150 feet Components: V, S, M (a ball of bat guano and sulfur) Duration: Instantaneous A bright streak"
      },
      {
        "document": 1274,
        "excerpt": "vocation (Druid, Sorcerer) Casting Time: Bonus Action Range: Self Components: V, S, M (a sumac leaf) Duration: Concentration, up to 10 minutes You evoke a fiery bl"
      },
      {
        "document": 1275,
        "excerpt": "Level 5 Evocation (Cleric) Casting Time: Action Range: 60 feet Components: V, S, M (a pinch of sulfur) Duration: Instantaneous A vertical column of brilliant"
      },
      {
        "document": 1276,
        "excerpt": "ration (Druid, Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a ball of wax) Duration: Concentration, up to 1 minute You create a 5-foo"
      },
      {
        "document": 1277,
        "excerpt": "tation (Druid, Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a cockatrice feather) Duration: Concentration, up to 1 minute You attempt"
      },
      {
        "document": 1278,
        "excerpt": "1 Conjuration (Wizard) Casting Time: Action or Ritual Range: 30 feet Components: V, S, M (a drop of mercury) Duration: 1 hour This spell creates a circular, horizo"
      },
      {
        "document": 1279,
        "excerpt": "tion (Sorcerer, Warlock, Wizard) Casting Time: Action Range: Touch Components: V, S, M (a feather) Duration: Concentration, up to 10 minutes You touch a willing cr"
      },
      {
        "document": 1280,
        "excerpt": "Druid, Ranger, Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S Duration: Concentration, up to 1 hour You create a 20-foot-radius Sphere of"
      },
      {
        "document": 1281,
        "excerpt": "bjuration (Cleric) Casting Time: 10 minutes or Ritual Range: Touch Components: V, S, M (ruby dust worth 1,000+ GP) Duration: 1 day You create a ward against magica"
      },
      {
        "document": 1282,
        "excerpt": "vocation (Bard, Warlock, Wizard) Casting Time: Action Range: 100 feet Components: V, S, M (ruby dust worth 1,500+ GP, which the spell consumes) Duration: Concentrat"
      },
      {
        "document": 1283,
        "excerpt": "(Bard, Druid, Warlock, Wizard) Casting Time: 1 minute Range: Touch Components: V, S, M (a hummingbird feather) Duration: 8 hours You touch a willing creature and b"
      },
      {
        "document": 1284,
        "excerpt": "on (Bard, Cleric, Druid, Ranger) Casting Time: Action Range: Touch Components: V, S, M (a leather strap) Duration: 1 hour You touch a willing creature. For the dur"
      },
      {
        "document": 1285,
        "excerpt": "l 6 Evocation (Sorcerer, Wizard) Casting Time: Action Range: 300 feet Components: V, S, M (a miniature crystal sphere) Duration: Instantaneous A frigid globe strea"
      },
      {
        "document": 1286,
        "excerpt": "tion (Sorcerer, Warlock, Wizard) Casting Time: Action Range: Touch Components: V, S, M (a bit of gauze) Duration: Concentration, up to 1 hour A willing creature yo"
      },
      {
        "document": 1287,
        "excerpt": "eric, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a diamond worth 5,000+ GP) Duration: Concentration, up to 1 minute You co"
      },
      {
        "document": 1288,
        "excerpt": "leric, Druid, Paladin, Wizard) Casting Time: 1 minute Range: 60 feet Components: V Duration: 30 days You give a verbal command to a creature that you can see withi"
      },
      {
        "document": 1289,
        "excerpt": "eric, Paladin, Wizard) Casting Time: Action or Ritual Range: Touch Components: V, S, M (2 Copper Pieces, which the spell consumes) Duration: 10 days You touch a co"
      },
      {
        "document": 1290,
        "excerpt": "Level 4 Conjuration (Druid) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 10 minutes You summon a giant centipede, spide"
      },
      {
        "document": 1291,
        "excerpt": "el 8 Enchantment (Bard, Warlock) Casting Time: Action Range: Self Components: V Duration: 1 hour Until the spell ends, when you make a Charisma check, you can repl"
      },
      {
        "document": 1292,
        "excerpt": "6 Abjuration (Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S, M (a glass bead) Duration: Concentration, up to 1 minute An immobile, shimmerin"
      },
      {
        "document": 1293,
        "excerpt": "bjuration (Bard, Cleric, Wizard) Casting Time: 1 hour Range: Touch Components: V, S, M (powdered diamond worth 200+ GP, which the spell consumes) Duration: Until di"
      },
      {
        "document": 1294,
        "excerpt": "el 1 Conjuration (Druid, Ranger) Casting Time: Action Range: Self Components: V, S, M (a sprig of mistletoe) Duration: 24 hours Ten berries appear in your hand and"
      },
      {
        "document": 1295,
        "excerpt": "1 Conjuration (Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a bit of pork rind or butter) Duration: 1 minute Nonflammable grease cove"
      },
      {
        "document": 1296,
        "excerpt": "llusion (Bard, Sorcerer, Wizard) Casting Time: Action Range: Touch Components: V, S Duration: Concentration, up to 1 minute A creature you touch has the Invisible"
      },
      {
        "document": 1297,
        "excerpt": "Cleric, Druid, Paladin, Ranger) Casting Time: Action Range: Touch Components: V, S, M (diamond dust worth 100+ GP, which the spell consumes) Duration: Instantaneou"
      },
      {
        "document": 1298,
        "excerpt": "Level 4 Conjuration (Cleric) Casting Time: Action Range: 30 feet Components: V Duration: 8 hours A Large spectral guardian appears and hovers for the duration"
      },
      {
        "document": 1299,
        "excerpt": "evel 6 Abjuration (Bard, Wizard) Casting Time: 1 hour Range: Touch Components: V, S, M (a silver rod worth 10+ GP) Duration: 24 hours You create a ward that protec"
      },
      {
        "document": 1300,
        "excerpt": "vination Cantrip (Cleric, Druid) Casting Time: Action Range: Touch Components: V, S Duration: Concentration, up to 1 minute You touch a willing creature and choose"
      },
      {
        "document": 1301,
        "excerpt": "Level 1 Evocation (Cleric) Casting Time: Action Range: 120 feet Components: V, S Duration: 1 round You hurl a bolt of light toward a creature within range. M"
      },
      {
        "document": 1302,
        "excerpt": "Druid, Ranger, Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S, M (a legume seed) Duration: Concentration, up to 1 minute A Line of strong wind"
      },
      {
        "document": 1303,
        "excerpt": "Level 5 Abjuration (Cleric) Casting Time: 24 hours Range: Touch Components: V, S, M (incense worth 1,000+ GP, which the spell consumes) Duration: Until dispelled"
      },
      {
        "document": 1304,
        "excerpt": "ard, Druid, Warlock, Wizard) Casting Time: 10 minutes Range: 300 feet Components: V, S, M (a mushroom) Duration: 24 hours You make natural terrain in a 150-foot Cu"
      },
      {
        "document": 1305,
        "excerpt": "Level 6 Necromancy (Cleric) Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous You unleash virulent magic on a creature you can see"
      },
      {
        "document": 1306,
        "excerpt": "Transmutation (Sorcerer, Wizard) Casting Time: Action Range: 30 feet Components: V, S, M (a shaving of licorice root) Duration: Concentration, up to 1 minute Choos"
      },
      {
        "document": 1307,
        "excerpt": "vel 6 Abjuration (Cleric, Druid) Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous Choose a creature that you can see within range. Posi"
      },
      {
        "document": 1308,
        "excerpt": "tion (Bard, Cleric, Druid) Casting Time: Bonus Action Range: 60 feet Components: V Duration: Instantaneous A creature of your choice that you can see within range"
      },
      {
        "document": 1309,
        "excerpt": "el 2 Transmutation (Bard, Druid) Casting Time: Action Range: 60 feet Components: V, S, M (a piece of iron and a flame) Duration: Concentration, up to 1 minute Choo"
      },
      {
        "document": 1310,
        "excerpt": "a creature that you can see within 60 feet of yourself Range: 60 feet Components: V, S Duration: Instantaneous The creature that damaged you is momentarily surround"
      },
      {
        "document": 1311,
        "excerpt": "ration (Bard, Cleric, Druid) Casting Time: 10 minutes Range: Self Components: V, S, M (a gem-encrusted bowl worth 1,000+ GP, which the spell consumes) Duration: Ins"
      },
      {
        "document": 1312,
        "excerpt": "el 1 Enchantment (Bard, Paladin) Casting Time: Action Range: Touch Components: V, S Duration: Concentration, up to 1 minute A willing creature you touch is imbued"
      },
      {
        "document": 1313,
        "excerpt": "el 1 Enchantment (Warlock) Casting Time: Bonus Action Range: 90 feet Components: V, S, M (the petrified eye of a newt) Duration: Concentration, up to 1 hour You pl"
      },
      {
        "document": 1314,
        "excerpt": "hantment (Bard, Warlock, Wizard) Casting Time: Action Range: 30 feet Components: V, S, M (a tart and a feather) Duration: Concentration, up to 1 minute One creatur"
      },
      {
        "document": 1315,
        "excerpt": "Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 90 feet Components: V, S, M (a straight piece of iron) Duration: Concentration, up to 1 minute Choose"
      },
      {
        "document": 1316,
        "excerpt": "ruid, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a straight piece of iron) Duration: Concentration, up to 1 minute Choose"
      },
      {
        "document": 1317,
        "excerpt": "Level 8 Abjuration (Cleric) Casting Time: Action Range: Self Components: V, S, M (a reliquary worth 1,000+ GP) Duration: Concentration, up to 1 minute For the"
      },
      {
        "document": 1318,
        "excerpt": "evel 1 Divination (Ranger) Casting Time: Bonus Action Range: 90 feet Components: V Duration: Concentration, up to 1 hour You magically mark one creature you can se"
      },
      {
        "document": 1319,
        "excerpt": "Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 120 feet Components: S, M (a pinch of confetti) Duration: Concentration, up to 1 minute You create a t"
      },
      {
        "document": 1320,
        "excerpt": "ration (Druid, Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: S, M (a drop of water or a piece of ice) Duration: Instantaneous You create a shar"
      },
      {
        "document": 1321,
        "excerpt": "cation (Druid, Sorcerer, Wizard) Casting Time: Action Range: 300 feet Components: V, S, M (a mitten) Duration: Instantaneous Hail falls in a 20-foot-radius, 40-foo"
      },
      {
        "document": 1322,
        "excerpt": "ation (Bard, Wizard) Casting Time: 1 minute or Ritual Range: Touch Components: V, S, M (a pearl worth 100+ GP) Duration: Instantaneous You touch an object througho"
      },
      {
        "document": 1323,
        "excerpt": "rd, Warlock, Wizard) Casting Time: 1 minute or Ritual Range: Touch Components: S, M (ink worth 10+ GP, which the spell consumes) Duration: 10 days You write on par"
      },
      {
        "document": 1324,
        "excerpt": "9 Abjuration (Warlock, Wizard) Casting Time: 1 minute Range: 30 feet Components: V, S, M (a statuette of the target worth 5,000+ GP) Duration: Until dispelled You"
      },
      {
        "document": 1325,
        "excerpt": "ration (Druid, Sorcerer, Wizard) Casting Time: Action Range: 150 feet Components: V, S Duration: Concentration, up to 1 minute A swirling cloud of embers and smoke"
      },
      {
        "document": 1326,
        "excerpt": "Level 1 Necromancy (Cleric) Casting Time: Action Range: Touch Components: V, S Duration: Instantaneous A creature you touch makes a Constitution saving throw,"
      },
      {
        "document": 1327,
        "excerpt": "ration (Cleric, Druid, Sorcerer) Casting Time: Action Range: 300 feet Components: V, S, M (a locust) Duration: Concentration, up to 10 minutes Swarming locusts fil"
      },
      {
        "document": 1328,
        "excerpt": "Conjuration (Wizard) Casting Time: 1 minute or Ritual Range: Touch Components: V, S, M (a sapphire worth 1,000+ GP) Duration: Until dispelled You touch the sapphir"
      },
      {
        "document": 1329,
        "excerpt": "Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: Touch Components: V, S, M (an eyelash in gum arabic) Duration: Concentration, up to 1 hour A creature"
      },
      {
        "document": 1330,
        "excerpt": "vel 6 Enchantment (Bard, Wizard) Casting Time: Action Range: 30 feet Components: V Duration: Concentration, up to 1 minute One creature that you can see within ran"
      },
      {
        "document": 1331,
        "excerpt": "Ranger, Sorcerer, Wizard) Casting Time: Bonus Action Range: Touch Components: V, S, M (a grasshopper's hind leg) Duration: 1 minute You touch a willing creature."
      },
      {
        "document": 1332,
        "excerpt": "utation (Bard, Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V Duration: Instantaneous Choose an object that you can see within range. The obje"
      },
      {
        "document": 1333,
        "excerpt": "ation (Bard, Cleric, Wizard) Casting Time: 10 minutes Range: Self Components: V, S, M (incense worth 250+ GP, which the spell consumes, and four ivory strips worth"
      },
      {
        "document": 1334,
        "excerpt": "c, Druid, Paladin, Ranger) Casting Time: Bonus Action Range: Touch Components: V, S Duration: Instantaneous You touch a creature and end one condition on it: Blind"
      },
      {
        "document": 1335,
        "excerpt": "Transmutation (Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a metal spring) Duration: Concentration, up to 10 minutes One creature or"
      },
      {
        "document": 1336,
        "excerpt": "(Bard, Cleric, Sorcerer, Wizard) Casting Time: Action Range: Touch Components: V, M (a firefly or phosphorescent moss) Duration: 1 hour You touch one Large or smal"
      },
      {
        "document": 1337,
        "excerpt": "l 3 Evocation (Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S, M (a bit of fur and a crystal rod) Duration: Instantaneous A stroke of lightnin"
      },
      {
        "document": 1338,
        "excerpt": "(Bard, Druid, Ranger) Casting Time: Action or Ritual Range: Self Components: V, S, M (fur from a bloodhound) Duration: Instantaneous Describe or name a specific k"
      },
      {
        "document": 1339,
        "excerpt": "Druid, Paladin, Ranger, Wizard) Casting Time: Action Range: Self Components: V, S, M (fur from a bloodhound) Duration: Concentration, up to 1 hour Describe or nam"
      },
      {
        "document": 1340,
        "excerpt": "Druid, Paladin, Ranger, Wizard) Casting Time: Action Range: Self Components: V, S, M (a forked twig) Duration: Concentration, up to 10 minutes Describe or name an"
      },
      {
        "document": 1341,
        "excerpt": "on (Bard, Druid, Ranger, Wizard) Casting Time: Action Range: Touch Components: V, S, M (a pinch of dirt) Duration: 1 hour You touch a creature. The target's Speed"
      },
      {
        "document": 1342,
        "excerpt": "1 Abjuration (Sorcerer, Wizard) Casting Time: Action Range: Touch Components: V, S, M (a piece of cured leather) Duration: 8 hours You touch a willing creature wh"
      },
      {
        "document": 1343,
        "excerpt": "Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 30 feet Components: V, S Duration: 1 minute A spectral, floating hand appears at a point you choose wi"
      },
      {
        "document": 1344,
        "excerpt": "ric, Paladin, Warlock, Wizard) Casting Time: 1 minute Range: 10 feet Components: V, S, M (salt and powdered silver worth 100+ GP, which the spell consumes) Duration"
      },
      {
        "document": 1345,
        "excerpt": "Level 6 Necromancy (Wizard) Casting Time: 1 minute Range: Self Components: V, S, M (a gem, crystal, or reliquary worth 500+ GP) Duration: Until dispelled Your b"
      },
      {
        "document": 1346,
        "excerpt": "l 1 Evocation (Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S Duration: Instantaneous You create three glowing darts of magical force. Eac"
      },
      {
        "document": 1347,
        "excerpt": "usion (Bard, Wizard) Casting Time: 1 minute or Ritual Range: 30 feet Components: V, S, M (jade dust worth 10+ GP, which the spell consumes) Duration: Until dispelle"
      },
      {
        "document": 1348,
        "excerpt": "Ranger, Sorcerer, Wizard) Casting Time: Bonus Action Range: Touch Components: V, S Duration: 1 hour You touch a nonmagical weapon. Until the spell ends, that weap"
      },
      {
        "document": 1349,
        "excerpt": "l 7 Conjuration (Bard, Wizard) Casting Time: 1 minute Range: 300 feet Components: V, S, M (a miniature door worth 15+ GP) Duration: 24 hours You conjure a shimmeri"
      },
      {
        "document": 1350,
        "excerpt": "Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 120 feet Components: V, S, M (a bit of fleece) Duration: Concentration, up to 10 minutes You create th"
      },
      {
        "document": 1351,
        "excerpt": "Abjuration (Bard, Cleric, Druid) Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous A wave of healing energy washes out from a point you"
      },
      {
        "document": 1352,
        "excerpt": "Level 9 Abjuration (Cleric) Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous A flood of healing energy flows from you into creatur"
      },
      {
        "document": 1353,
        "excerpt": "Abjuration (Bard, Cleric) Casting Time: Bonus Action Range: 60 feet Components: V Duration: Instantaneous Up to six creatures of your choice that you can see with"
      },
      {
        "document": 1354,
        "excerpt": "antment (Bard, Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, M (a snake's tongue) Duration: 24 hours You suggest a course of activity - desc"
      },
      {
        "document": 1355,
        "excerpt": "Level 8 Conjuration (Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 10 minutes You banish a creature that you can"
      },
      {
        "document": 1356,
        "excerpt": "Cleric, Druid, Ranger) Casting Time: Action or Ritual Range: Touch Components: V, S Duration: 8 hours You step into a stone object or surface large enough to fully"
      },
      {
        "document": 1357,
        "excerpt": "eric, Druid, Sorcerer, Wizard) Casting Time: 1 minute Range: Touch Components: V, S, M (two lodestones) Duration: Instantaneous This spell repairs a single break o"
      },
      {
        "document": 1358,
        "excerpt": "(Bard, Druid, Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: S, M (a copper wire) Duration: 1 round You point toward a creature within range a"
      },
      {
        "document": 1359,
        "excerpt": "l 9 Evocation (Sorcerer, Wizard) Casting Time: Action Range: 1 mile Components: V, S Duration: Instantaneous Blazing orbs of fire plummet to the ground at four dif"
      },
      {
        "document": 1360,
        "excerpt": "evel 8 Abjuration (Bard, Wizard) Casting Time: Action Range: Touch Components: V, S Duration: 24 hours Until the spell ends, one willing creature you touch has Imm"
      },
      {
        "document": 1361,
        "excerpt": "tion (Sorcerer, Warlock, Wizard) Casting Time: Action Range: 120 feet Components: S Duration: Concentration, up to 1 hour You drive a spike of psionic energy into"
      },
      {
        "document": 1362,
        "excerpt": "Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 30 feet Components: S, M (a bit of fleece) Duration: 1 minute You create a sound or an image of an obj"
      },
      {
        "document": 1363,
        "excerpt": "lusion (Bard, Druid, Wizard) Casting Time: 10 minutes Range: Sight Components: V, S Duration: 10 days You make terrain in an area up to 1 mile square look, sound,"
      },
      {
        "document": 1364,
        "excerpt": "Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: Self Components: V, S Duration: 1 minute Three illusory duplicates of yourself appear in your space. U"
      },
      {
        "document": 1365,
        "excerpt": "Illusion (Bard, Warlock, Wizard) Casting Time: Action Range: Self Components: S Duration: Concentration, up to 1 hour You gain the Invisible condition at the same"
      },
      {
        "document": 1366,
        "excerpt": "Sorcerer, Warlock, Wizard) Casting Time: Bonus Action Range: Self Components: V Duration: Instantaneous Briefly surrounded by silvery mist, you teleport up to 30 f"
      },
      {
        "document": 1367,
        "excerpt": "vel 5 Enchantment (Bard, Wizard) Casting Time: Action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute You attempt to reshape another creatu"
      },
      {
        "document": 1368,
        "excerpt": "Level 2 Evocation (Druid) Casting Time: Action Range: 120 feet Components: V, S, M (a moonseed leaf) Duration: Concentration, up to 1 minute A silvery beam"
      },
      {
        "document": 1369,
        "excerpt": "tation (Druid, Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S, M (a miniature shovel) Duration: Concentration, up to 2 hours Choose an are"
      },
      {
        "document": 1370,
        "excerpt": "bjuration (Bard, Ranger, Wizard) Casting Time: Action Range: Touch Components: V, S, M (a pinch of diamond dust worth 25+ GP, which the spell consumes) Duration: 8"
      },
      {
        "document": 1371,
        "excerpt": "vel 2 Abjuration (Druid, Ranger) Casting Time: Action Range: Self Components: V, S, M (ashes from burned mistletoe) Duration: Concentration, up to 1 hour You radia"
      },
      {
        "document": 1372,
        "excerpt": "Level 5 Transmutation (Wizard) Casting Time: Action Range: 30 feet Components: V, S, M (a pinch of sesame seeds) Duration: 1 hour A passage appears at a point th"
      },
      {
        "document": 1373,
        "excerpt": "llusion (Bard, Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a bit of fleece) Duration: Concentration, up to 1 minute You attempt to c"
      },
      {
        "document": 1374,
        "excerpt": "Level 4 Illusion (Bard, Wizard) Casting Time: Action Range: 120 feet Components: V, S Duration: Concentration, up to 1 minute You tap into the nightmares of a cre"
      },
      {
        "document": 1375,
        "excerpt": "3 Illusion (Wizard) Casting Time: 1 minute or Ritual Range: 30 feet Components: V, S Duration: 1 hour A Large, quasi-real, horselike creature appears on the groun"
      },
      {
        "document": 1376,
        "excerpt": "Level 6 Conjuration (Cleric) Casting Time: 10 minutes Range: 60 feet Components: V, S Duration: Instantaneous You beseech an otherworldly entity for aid. The being"
      },
      {
        "document": 1377,
        "excerpt": "Cleric, Druid, Warlock, Wizard) Casting Time: 1 hour Range: 60 feet Components: V, S, M (a jewel worth 1,000+ GP, which the spell consumes) Duration: 24 hours You"
      },
      {
        "document": 1378,
        "excerpt": "ruid, Sorcerer, Warlock, Wizard) Casting Time: Action Range: Touch Components: V, S, M (a forked, metal rod worth 250+ GP and attuned to a plane of existence) Durat"
      },
      {
        "document": 1379,
        "excerpt": "ting Time: Action (Overgrowth) or 8 hours (Enrichment) Range: 150 feet Components: V, S Duration: Instantaneous This spell channels vitality into plants. The castin"
      },
      {
        "document": 1380,
        "excerpt": "ruid, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 30 feet Components: V, S Duration: Instantaneous You spray toxic mist at a creature within range. Make"
      },
      {
        "document": 1381,
        "excerpt": "(Bard, Druid, Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a caterpillar cocoon) Duration: Concentration, up to 1 hour You attempt t"
      },
      {
        "document": 1382,
        "excerpt": "vel 9 Enchantment (Bard, Cleric) Casting Time: Action Range: 60 feet Components: V Duration: Instantaneous A wave of healing energy washes over one creature you ca"
      },
      {
        "document": 1383,
        "excerpt": "Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 60 feet Components: V Duration: Instantaneous You compel one creature you can see within range to die."
      },
      {
        "document": 1384,
        "excerpt": "Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 60 feet Components: V Duration: Instantaneous You overwhelm the mind of one creature you can see withi"
      },
      {
        "document": 1385,
        "excerpt": "Abjuration (Cleric, Paladin) Casting Time: 10 minutes Range: 30 feet Components: V Duration: Instantaneous Up to five creatures of your choice who remain within ra"
      },
      {
        "document": 1386,
        "excerpt": "Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 10 feet Components: V, S Duration: Up to 1 hour You create a magical effect within range. Choose the e"
      },
      {
        "document": 1387,
        "excerpt": "ocation (Bard, Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S Duration: Instantaneous Eight rays of light flash from you in a 60-foot Cone. Ea"
      },
      {
        "document": 1388,
        "excerpt": "evel 9 Abjuration (Bard, Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: 10 minutes A shimmering, multicolored plane of light forms a vertic"
      },
      {
        "document": 1389,
        "excerpt": "Level 4 Abjuration (Wizard) Casting Time: 10 minutes Range: 120 feet Components: V, S, M (a thin sheet of lead) Duration: 24 hours You make an area within range m"
      },
      {
        "document": 1390,
        "excerpt": "onjuration Cantrip (Druid) Casting Time: Bonus Action Range: Self Components: V, S Duration: 10 minutes A flickering flame appears in your hand and remains there f"
      },
      {
        "document": 1391,
        "excerpt": "Level 6 Illusion (Bard, Wizard) Casting Time: Action Range: 120 feet Components: V, S, M (jade dust worth 25+ GP) Duration: Until dispelled You create an illusion"
      },
      {
        "document": 1392,
        "excerpt": "Level 7 Illusion (Bard, Wizard) Casting Time: Action Range: 500 miles Components: V, S, M (a statuette of yourself worth 5+ GP) Duration: Concentration, up to 1 da"
      },
      {
        "document": 1393,
        "excerpt": "Druid, Ranger, Sorcerer, Wizard) Casting Time: Action Range: Touch Components: V, S Duration: Concentration, up to 1 hour For the duration, the willing creature yo"
      },
      {
        "document": 1394,
        "excerpt": "Druid, Paladin, Warlock, Wizard) Casting Time: Action Range: Touch Components: V, S, M (a flask of Holy Water worth 25+ GP, which the spell consumes) Duration: Conc"
      },
      {
        "document": 1395,
        "excerpt": "(Cleric, Druid, Paladin, Ranger) Casting Time: Action Range: Touch Components: V, S Duration: 1 hour You touch a creature and end the Poisoned condition on it. For"
      },
      {
        "document": 1396,
        "excerpt": "leric, Druid, Paladin) Casting Time: Action or Ritual Range: 10 feet Components: V, S Duration: Instantaneous You remove poison and rot from nonmagical food and dr"
      },
      {
        "document": 1397,
        "excerpt": "cromancy (Bard, Cleric, Paladin) Casting Time: 1 hour Range: Touch Components: V, S, M (a diamond worth 500+ GP, which the spell consumes) Duration: Instantaneous"
      },
      {
        "document": 1398,
        "excerpt": "l 2 Necromancy (Warlock, Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute A beam of enervating energy shoots fr"
      },
      {
        "document": 1399,
        "excerpt": "ation Cantrip (Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous A frigid beam of blue-white light streaks toward a cr"
      },
      {
        "document": 1400,
        "excerpt": "1 Necromancy (Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous You shoot a greenish ray at a creature within range."
      },
      {
        "document": 1401,
        "excerpt": "mutation (Bard, Cleric, Druid) Casting Time: 1 minute Range: Touch Components: V, S, M (a prayer wheel) Duration: 1 hour A creature you touch regains 4d8 + 15 Hit"
      },
      {
        "document": 1402,
        "excerpt": "Level 5 Necromancy (Druid) Casting Time: 1 hour Range: Touch Components: V, S, M (rare oils worth 1,000+ GP, which the spell consumes) Duration: Instantaneous"
      },
      {
        "document": 1403,
        "excerpt": "leric, Paladin, Warlock, Wizard) Casting Time: Action Range: Touch Components: V, S Duration: Instantaneous At your touch, all curses affecting one creature or obj"
      },
      {
        "document": 1404,
        "excerpt": "Level 4 Abjuration (Wizard) Casting Time: Action Range: 30 feet Components: V, S, M (a glass sphere) Duration: Concentration, up to 1 minute A shimmering sphe"
      },
      {
        "document": 1405,
        "excerpt": "juration Cantrip (Cleric, Druid) Casting Time: Action Range: Touch Components: V, S Duration: Concentration, up to 1 minute You touch a willing creature and choose"
      },
      {
        "document": 1406,
        "excerpt": "evel 7 Necromancy (Bard, Cleric) Casting Time: 1 hour Range: Touch Components: V, S, M (a diamond worth 1,000+ GP, which the spell consumes) Duration: Instantaneous"
      },
      {
        "document": 1407,
        "excerpt": "tation (Druid, Sorcerer, Wizard) Casting Time: Action Range: 100 feet Components: V, S, M (a lodestone and iron filings) Duration: Concentration, up to 1 minute Th"
      },
      {
        "document": 1408,
        "excerpt": "(Cleric, Druid, Paladin, Ranger) Casting Time: Action Range: Touch Components: V, S, M (a diamond worth 300+ GP, which the spell consumes) Duration: Instantaneous"
      },
      {
        "document": 1409,
        "excerpt": "Level 2 Transmutation (Wizard) Casting Time: Action Range: Touch Components: V, S, M (a segment of rope) Duration: 1 hour You touch a rope. One end of it hovers"
      },
      {
        "document": 1410,
        "excerpt": "Evocation Cantrip (Cleric) Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous Flame-like radiance descends on a creature that you c"
      },
      {
        "document": 1411,
        "excerpt": "evel 1 Abjuration (Cleric) Casting Time: Bonus Action Range: 30 feet Components: V, S, M (a shard of glass from a mirror) Duration: 1 minute You ward a creature wi"
      },
      {
        "document": 1412,
        "excerpt": "l 2 Evocation (Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S Duration: Instantaneous You hurl three fiery rays. You can hurl them at one"
      },
      {
        "document": 1413,
        "excerpt": "ric, Druid, Warlock, Wizard) Casting Time: 10 minutes Range: Self Components: V, S, M (a focus worth 1,000+ GP, such as a crystal ball, mirror, or water-filled font"
      },
      {
        "document": 1414,
        "excerpt": "ting a target with a Melee weapon or an Unarmed Strike Range: Self Components: V Duration: 1 minute As you hit the target, it takes an extra 1d6 Fire damage from th"
      },
      {
        "document": 1415,
        "excerpt": "Level 4 Conjuration (Wizard) Casting Time: Action Range: Touch Components: V, S, M (a chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth 5"
      },
      {
        "document": 1416,
        "excerpt": "ination (Bard, Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S, M (a pinch of talc) Duration: 1 hour For the duration, you see creatures and ob"
      },
      {
        "document": 1417,
        "excerpt": "llusion (Bard, Sorcerer, Wizard) Casting Time: Action Range: 30 feet Components: V, S Duration: 8 hours You give an illusory appearance to each creature of your ch"
      },
      {
        "document": 1418,
        "excerpt": "ivination (Bard, Cleric, Wizard) Casting Time: Action Range: Unlimited Components: V, S, M (a copper wire) Duration: Instantaneous You send a short message of 25 w"
      },
      {
        "document": 1419,
        "excerpt": "Level 7 Transmutation (Wizard) Casting Time: Action Range: Touch Components: V, S, M (gem dust worth 5,000+ GP, which the spell consumes) Duration: Until dispelle"
      },
      {
        "document": 1420,
        "excerpt": "9 Transmutation (Druid, Wizard) Casting Time: Action Range: Self Components: V, S, M (a jade circlet worth 1,500+ GP) Duration: Concentration, up to 1 hour You sh"
      },
      {
        "document": 1421,
        "excerpt": "ocation (Bard, Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a chip of mica) Duration: Instantaneous A loud noise erupts from a point"
      },
      {
        "document": 1422,
        "excerpt": "juration (Cleric, Paladin) Casting Time: Bonus Action Range: 60 feet Components: V, S, M (a prayer scroll) Duration: Concentration, up to 10 minutes A shimmering f"
      },
      {
        "document": 1423,
        "excerpt": "an attack roll or targeted by the Magic Missile spell Range: Self Components: V, S Duration: 1 round An imperceptible barrier of magical force protects you. Until"
      },
      {
        "document": 1424,
        "excerpt": "nsmutation Cantrip (Druid) Casting Time: Bonus Action Range: Self Components: V, S, M (mistletoe) Duration: 1 minute A Club or Quarterstaff you are holding is imbu"
      },
      {
        "document": 1425,
        "excerpt": "ng a creature with a Melee weapon or an Unarmed Strike Range: Self Components: V Duration: Concentration, up to 1 minute The target hit by the strike takes an extra"
      },
      {
        "document": 1426,
        "excerpt": "ation Cantrip (Sorcerer, Wizard) Casting Time: Action Range: Touch Components: V, S Duration: Instantaneous Lightning springs from you to a creature that you try t"
      },
      {
        "document": 1427,
        "excerpt": "(Bard, Cleric, Ranger) Casting Time: Action or Ritual Range: 120 feet Components: V, S Duration: Concentration, up to 10 minutes For the duration, no sound can be"
      },
      {
        "document": 1428,
        "excerpt": "llusion (Bard, Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a bit of fleece) Duration: Concentration, up to 10 minutes You create the"
      },
      {
        "document": 1429,
        "excerpt": "Level 7 Illusion (Wizard) Casting Time: 12 hours Range: Touch Components: V, S, M (powdered ruby worth 1,500+ GP, which the spell consumes) Duration: Until dis"
      },
      {
        "document": 1430,
        "excerpt": "antment (Bard, Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a pinch of sand or rose petals) Duration: Concentration, up to 1 minute E"
      },
      {
        "document": 1431,
        "excerpt": "ration (Druid, Sorcerer, Wizard) Casting Time: Action Range: 150 feet Components: V, S, M (a miniature umbrella) Duration: Concentration, up to 1 minute Until the"
      },
      {
        "document": 1432,
        "excerpt": "utation (Bard, Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S, M (a drop of molasses) Duration: Concentration, up to 1 minute You alter ti"
      },
      {
        "document": 1433,
        "excerpt": "Evocation Cantrip (Sorcerer) Casting Time: Action Range: 120 feet Components: V, S Duration: Instantaneous You cast sorcerous energy at one creature or object"
      },
      {
        "document": 1434,
        "excerpt": "cromancy Cantrip (Cleric, Druid) Casting Time: Action Range: 15 feet Components: V, S Duration: Instantaneous Choose a creature within range that has 0 Hit Points"
      },
      {
        "document": 1435,
        "excerpt": "ruid, Ranger, Warlock) Casting Time: Action or Ritual Range: Self Components: V, S Duration: 10 minutes For the duration, you can comprehend and verbally communica"
      },
      {
        "document": 1436,
        "excerpt": "ecromancy (Bard, Cleric, Wizard) Casting Time: Action Range: 10 feet Components: V, S, M (burning incense) Duration: 10 minutes You grant the semblance of life to"
      },
      {
        "document": 1437,
        "excerpt": "nsmutation (Bard, Druid, Ranger) Casting Time: Action Range: Self Components: V, S Duration: 10 minutes You imbue plants in an immobile 30-foot Emanation with limi"
      },
      {
        "document": 1438,
        "excerpt": "tion (Sorcerer, Warlock, Wizard) Casting Time: Action Range: Touch Components: V, S, M (a drop of bitumen and a spider) Duration: Concentration, up to 1 hour Until"
      },
      {
        "document": 1439,
        "excerpt": "2 Transmutation (Druid, Ranger) Casting Time: Action Range: 150 feet Components: V, S, M (seven thorns) Duration: Concentration, up to 10 minutes The ground in a"
      },
      {
        "document": 1440,
        "excerpt": "Level 3 Conjuration (Cleric) Casting Time: Action Range: Self Components: V, S, M (a prayer scroll) Duration: Concentration, up to 10 minutes Protective spirit"
      },
      {
        "document": 1441,
        "excerpt": "Level 2 Evocation (Cleric) Casting Time: Bonus Action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You create a floating, spectral force"
      },
      {
        "document": 1442,
        "excerpt": "Evocation Cantrip (Bard, Druid) Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous You launch a mote of light at one creature or object"
      },
      {
        "document": 1443,
        "excerpt": "uration (Bard, Sorcerer, Wizard) Casting Time: Action Range: 90 feet Components: V, S, M (a rotten egg) Duration: Concentration, up to 1 minute You create a 20-foo"
      },
      {
        "document": 1444,
        "excerpt": "mutation (Cleric, Druid, Wizard) Casting Time: Action Range: Touch Components: V, S, M (soft clay) Duration: Instantaneous You touch a stone object of Medium size"
      },
      {
        "document": 1445,
        "excerpt": "Druid, Ranger, Sorcerer, Wizard) Casting Time: Action Range: Touch Components: V, S, M (diamond dust worth 100+ GP, which the spell consumes) Duration: Concentratio"
      },
      {
        "document": 1446,
        "excerpt": "Level 9 Conjuration (Druid) Casting Time: Action Range: 1 mile Components: V, S Duration: Concentration, up to 1 minute A churning storm cloud forms for the d"
      },
      {
        "document": 1447,
        "excerpt": "Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 30 feet Components: V, M (a drop of honey) Duration: Concentration, up to 8 hours You suggest a course"
      },
      {
        "document": 1448,
        "excerpt": "Level 5 Conjuration (Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (an object with the image of a dragon engraved on it worth 500+ GP) Duratio"
      },
      {
        "document": 1449,
        "excerpt": "Cleric, Druid, Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S, M (a magnifying glass) Duration: Concentration, up to 1 minute You launch a sun"
      },
      {
        "document": 1450,
        "excerpt": "Cleric, Druid, Sorcerer, Wizard) Casting Time: Action Range: 150 feet Components: V, S, M (a piece of sunstone) Duration: Instantaneous Brilliant sunlight flashes"
      },
      {
        "document": 1451,
        "excerpt": "(Bard, Cleric, Druid, Wizard) Casting Time: 1 minute Range: Touch Components: V, S, M (powdered diamond worth 1,000+ GP, which the spell consumes) Duration: Until"
      },
      {
        "document": 1452,
        "excerpt": "Transmutation (Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 10 minutes You gain the ability to move or man"
      },
      {
        "document": 1453,
        "excerpt": "ination (Bard, Wizard) Casting Time: Action or Ritual Range: 30 feet Components: V, S, M (two eggs) Duration: 1 hour You forge a telepathic link among up to eight"
      },
      {
        "document": 1454,
        "excerpt": "uration (Bard, Sorcerer, Wizard) Casting Time: Action Range: 10 feet Components: V Duration: Instantaneous This spell instantly transports you and up to eight will"
      },
      {
        "document": 1455,
        "excerpt": "rd, Sorcerer, Warlock, Wizard) Casting Time: 1 minute Range: 10 feet Components: V, M (rare inks worth 50+ GP, which the spell consumes) Duration: 1 round As you c"
      },
      {
        "document": 1456,
        "excerpt": "Transmutation Cantrip (Cleric) Casting Time: Action Range: 30 feet Components: V Duration: Up to 1 minute You manifest a minor wonder within range. You create on"
      },
      {
        "document": 1457,
        "excerpt": "(Bard, Druid, Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S Duration: Instantaneous You unleash a wave of thunderous energy. Each creature i"
      },
      {
        "document": 1458,
        "excerpt": "Transmutation (Sorcerer, Wizard) Casting Time: Action Range: Self Components: V Duration: Instantaneous You briefly stop the flow of time for everyone but yourself"
      },
      {
        "document": 1459,
        "excerpt": "ation (Bard, Wizard) Casting Time: 1 minute or Ritual Range: Self Components: V, S, M (a crystal bead) Duration: 8 hours A 10-foot Emanation springs into existence"
      },
      {
        "document": 1460,
        "excerpt": "eric, Sorcerer, Warlock, Wizard) Casting Time: Action Range: Touch Components: V, M (a miniature ziggurat) Duration: 1 hour This spell grants the creature you touc"
      },
      {
        "document": 1461,
        "excerpt": "Level 6 Conjuration (Druid) Casting Time: Action Range: 10 feet Components: V, S Duration: 1 minute This spell creates a magical link between a Large or large"
      },
      {
        "document": 1462,
        "excerpt": "el 5 Conjuration (Druid, Ranger) Casting Time: Action Range: Self Components: V, S Duration: Concentration, up to 1 minute You gain the ability to enter a tree and"
      },
      {
        "document": 1463,
        "excerpt": "mutation (Bard, Warlock, Wizard) Casting Time: Action Range: 30 feet Components: V, S, M (a drop of mercury, a dollop of gum arabic, and a wisp of smoke) Duration:"
      },
      {
        "document": 1464,
        "excerpt": "vel 9 Necromancy (Cleric, Druid) Casting Time: 1 hour Range: Touch Components: V, S, M (diamonds worth 25,000+ GP, which the spell consumes) Duration: Instantaneous"
      },
      {
        "document": 1465,
        "excerpt": "eric, Sorcerer, Warlock, Wizard) Casting Time: Action Range: Touch Components: V, S, M (mushroom powder worth 25+ GP, which the spell consumes) Duration: 1 hour Fo"
      },
      {
        "document": 1466,
        "excerpt": "Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: Self Components: S, M (a weapon with which you have proficiency and that is worth I+ CP) Duration: Inst"
      },
      {
        "document": 1467,
        "excerpt": "Level 8 Conjuration (Druid) Casting Time: 1 minute Range: 1 mile Components: V, S Duration: Concentration, up to 6 rounds A wall of water springs into existence"
      },
      {
        "document": 1468,
        "excerpt": "Bard, Warlock, Wizard) Casting Time: Action or Ritual Range: 60 feet Components: V, S, M (a bit of string and of wood) Duration: 1 hour This spell creates an Invis"
      },
      {
        "document": 1469,
        "excerpt": "ancy (Sorcerer, Warlock, Wizard) Casting Time: Action Range: Self Components: V, S Duration: Concentration, up to 1 minute The touch of your shadow-wreathed hand c"
      },
      {
        "document": 1470,
        "excerpt": "Enchantment Cantrip (Bard) Casting Time: Action Range: 60 feet Components: V Duration: Instantaneous You unleash a string of insults laced with subtle enchan"
      },
      {
        "document": 1471,
        "excerpt": "4 Evocation (Sorcerer, Wizard) Casting Time: Action Range: 150 feet Components: V, S, M (a drop of bile) Duration: Instantaneous You point at a location within r"
      },
      {
        "document": 1472,
        "excerpt": "ation (Druid, Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S, M (a piece of charcoal) Duration: Concentration, up to 1 minute You create"
      },
      {
        "document": 1473,
        "excerpt": "Level 5 Evocation (Wizard) Casting Time: Action Range: 120 feet Components: V, S, M (a shard of glass) Duration: Concentration, up to 10 minutes An Invisible"
      },
      {
        "document": 1474,
        "excerpt": "Level 6 Evocation (Wizard) Casting Time: Action Range: 120 feet Components: V, S, M (a piece of quartz) Duration: Concentration, up to 10 minutes You create"
      },
      {
        "document": 1475,
        "excerpt": "cation (Druid, Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S, M (a cube of granite) Duration: Concentration, up to 10 minutes A nonmagica"
      },
      {
        "document": 1476,
        "excerpt": "Level 6 Conjuration (Druid) Casting Time: Action Range: 120 feet Components: V, S, M (a handful of thorns) Duration: Concentration, up to 10 minutes You creat"
      },
      {
        "document": 1477,
        "excerpt": "l 2 Abjuration (Cleric, Paladin) Casting Time: Action Range: Touch Components: V, S, M (a pair of platinum rings worth 50+ GP each, which you and the target must we"
      },
      {
        "document": 1478,
        "excerpt": "ger, Sorcerer, Wizard) Casting Time: Action or Ritual Range: 30 feet Components: V, S, M (a short reed) Duration: 24 hours This spell grants up to ten willing crea"
      },
      {
        "document": 1479,
        "excerpt": "uid, Ranger, Sorcerer) Casting Time: Action or Ritual Range: 30 feet Components: V, S, M (a piece of cork) Duration: 1 hour This spell grants the ability to move a"
      },
      {
        "document": 1480,
        "excerpt": "2 Conjuration (Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a bit of spiderweb) Duration: Concentration, up to 1 hour You conjure a m"
      },
      {
        "document": 1481,
        "excerpt": "vel 9 Illusion (Warlock, Wizard) Casting Time: Action Range: 120 feet Components: V, S Duration: Concentration, up to 1 minute You try to create illusory terrors i"
      },
      {
        "document": 1482,
        "excerpt": "Level 6 Transmutation (Druid) Casting Time: 1 minute Range: 30 feet Components: V, S, M (a candle) Duration: 8 hours You and up to ten willing creatures of your c"
      },
      {
        "document": 1483,
        "excerpt": "evel 3 Evocation (Druid, Ranger) Casting Time: Action Range: 120 feet Components: V, S, M (a fan and a feather) Duration: Concentration, up to 1 minute A wall of s"
      },
      {
        "document": 1484,
        "excerpt": "9 Conjuration (Sorcerer, Wizard) Casting Time: Action Range: Self Components: V Duration: Instantaneous Wish is the mightiest spell a mortal can cast. By simply sp"
      },
      {
        "document": 1485,
        "excerpt": "Level 6 Conjuration (Cleric) Casting Time: Action Range: 5 feet Components: V Duration: Instantaneous You and up to five willing creatures within 5 feet of you"
      },
      {
        "document": 1486,
        "excerpt": "hantment (Bard, Cleric, Paladin) Casting Time: Action Range: 60 feet Components: V, S Duration: 10 minutes You create a magical zone that guards against deception"
      },
      {
        "document": 1521,
        "excerpt": "ring the belt: Darkvision. You have Darkvision with a range of 60 feet. Resilience. You have Resistance to Poison damage. You also have Advantage on saving throws"
      },
      {
        "document": 1550,
        "excerpt": "DC 17) with it. In addition, you have Truesight with a range of 120 feet centered on the spell's sensor."
      },
      {
        "document": 1561,
        "excerpt": "s in all directions for 40 miles. Chromatic dragons in range feel compelled to come to the orb as soon as possible by the most direct route. Dragon deities such as T"
      },
      {
        "document": 1568,
        "excerpt": "magic weapon. It has the Thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an"
      },
      {
        "document": 1577,
        "excerpt": "ring them, your vision improves significantly out to a range of 1 foot, granting you Darkvision within that range and Advantage on Intelligence (Investigation) check"
      },
      {
        "document": 1592,
        "excerpt": "ady have Darkvision, wearing the goggles increases its range by 60 feet."
      },
      {
        "document": 1593,
        "excerpt": "ling it as if it had the Thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the weapon unleashes a thunder-clap audible"
      },
      {
        "document": 1600,
        "excerpt": "t) While wearing this helm, you have telepathy with a range of 30 feet, and you can cast Detect Thoughts or Suggestion (save DC 13) from the helm. Once either spell"
      },
      {
        "document": 1632,
        "excerpt": "ters Cover, and you suffer no Disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 Piercing damage. While your sworn enemy lives,"
      },
      {
        "document": 1664,
        "excerpt": "ly). This weapon has the Thrown property with a normal range of 30 feet and a long range of 120 feet. Immediately after you make a ranged attack with the weapon, it"
      },
      {
        "document": 1686,
        "excerpt": "ou can take a Magic action to gain X-ray vision with a range of 30 feet for 1 minute. To you, solid objects within that radius appear transparent and don't prevent l"
      },
      {
        "document": 1687,
        "excerpt": "Senses. You have Darkvision and Truesight, both with a range of 120 feet. Drawbacks. A Light spell cast on the robe or a Daylight spell cast within 5 feet of the ro"
      },
      {
        "document": 1753,
        "excerpt": "om the wand have a save DC of 15. If a spell's maximum range is normally less than 120 feet, it becomes 120 feet when cast from the wand. If an effect has multiple p"
      },
      {
        "document": 1788,
        "excerpt": "ng damage. Rock (Recharge 6). Ranged Attack Roll: +5, range 25/50 ft. Hit: 10 (2d6 + 3) Bludgeoning damage."
      },
      {
        "document": 1790,
        "excerpt": "Burst. Melee or Ranged Attack Roll: +9, reach 5 ft. or range 150 ft. Hit: 27 (4d10 + 5) Force damage. Spellcasting. The archmage casts one of the following spells,"
      },
      {
        "document": 1791,
        "excerpt": "'s next turn. Light Crossbow. Ranged Attack Roll: +7, range 80/320 ft. Hit: 8 (1d8 + 4) Piercing damage plus 21 (6d6) Poison damage."
      },
      {
        "document": 1800,
        "excerpt": "+ 3) Slashing damage. Pistol. Ranged Attack Roll: +5, range 30/90 ft. Hit: 8 (1d10 + 3) Piercing damage."
      },
      {
        "document": 1801,
        "excerpt": "shing damage. Light Crossbow. Ranged Attack Roll: +3, range 80/320 ft. Hit: 5 (1d8 + 1) Piercing damage."
      },
      {
        "document": 1802,
        "excerpt": "Slashing damage. Hurl Flame. Ranged Attack Roll: +5, range 150 ft. Hit: 17 (5d6) Fire damage. If the target is a flammable object that isn't being worn or carried,"
      },
      {
        "document": 1819,
        "excerpt": "elin. Melee or Ranged Attack Roll: +5, reach 10 ft. or range 30/120 ft. Hit: 13 (3d6 + 3) Piercing damage. Morningstar. Melee Attack Roll: +5 (with Advantage if the"
      },
      {
        "document": 1820,
        "excerpt": "he target is Grappled by the bugbear), reach 10 ft. or range 20/60 ft. Hit: 9 (3d4 + 2) Bludgeoning damage."
      },
      {
        "document": 1824,
        "excerpt": "4) Piercing damage. Longbow. Ranged Attack Roll: +4, range 150/600 ft. Hit: 6 (1d8 + 2) Piercing damage."
      },
      {
        "document": 1830,
        "excerpt": "hunder damage. Thundercloud. Ranged Attack Roll: +12, range 240 ft. Hit: 18 (3d6 + 8) Thunder damage, and the target has the Incapacitated condition until the end o"
      },
      {
        "document": 1845,
        "excerpt": "Lightning damage. Storm Bolt. Ranged Attack Roll: +9, range 120 feet. Hit: 13 (3d8) Thunder damage. If the target is a Large or smaller creature, it has the Prone c"
      },
      {
        "document": 1850,
        "excerpt": "iercing damage. Poison Burst. Ranged Attack Roll: +6, range 120 ft. Hit: 13 (3d6 + 3) Poison damage."
      },
      {
        "document": 1851,
        "excerpt": "Poison damage. Verdant Wisp. Ranged Attack Roll: +5, range 90 ft. Hit: 10 (3d6) Radiant damage. Spellcasting. The druid casts one of the following spells, using W"
      },
      {
        "document": 1852,
        "excerpt": "Slashing damage. Thorn Burst. Ranged Attack Roll: +6, range 60 ft. Hit: 7 (1d6 + 4) Piercing damage. Spellcasting. The dryad casts one of the following spells, req"
      },
      {
        "document": 1855,
        "excerpt": "dgeoning damage. Rock Launch. Ranged Attack Roll: +8, range 60 ft. Hit: 8 (1d6 + 5) Bludgeoning damage. If the target is a Large or smaller creature, it has the Pro"
      },
      {
        "document": 1856,
        "excerpt": "d12) Fire damage. Hurl Flame. Ranged Attack Roll: +8, range 120 ft. Hit: 24 (7d6) Fire damage. Spellcasting. The efreeti casts one of the following spells, requiri"
      },
      {
        "document": 1863,
        "excerpt": ") Fire damage. Hammer Throw. Ranged Attack Roll: +11, range 60/240 ft. Hit: 23 (3d10 + 7) Bludgeoning damage plus 4 (1d8) Fire damage, and the target is pushed up t"
      },
      {
        "document": 1867,
        "excerpt": "(2d8) Cold damage. Great Bow. Ranged Attack Roll: +9, range 150/600 ft. Hit: 17 (2d10 + 6) Piercing damage plus 7 (2d6) Cold damage, and the target's Speed decrease"
      },
      {
        "document": 1884,
        "excerpt": "8 and can speak Common. It also has Blindsight with a range of 60 feet. Once it has been used, it can't be used again until 7 days have passed. Serpentine Owl (Rar"
      },
      {
        "document": 1904,
        "excerpt": "Spear. Melee or Ranged Attack Roll: +7, reach 5 ft. or range 20/60 ft. Hit: 11 (2d6 + 4) Piercing damage. Shield Bash. Strength Saving Throw: DC 15, one creature wi"
      },
      {
        "document": 1905,
        "excerpt": "2) Piercing damage. Bone Bow. Ranged Attack Roll: +3, range 150/600 ft. Hit: 6 (1d10 + 1) Piercing damage."
      },
      {
        "document": 1907,
        "excerpt": "roll had Advantage. Shortbow. Ranged Attack Roll: +4, range 80/320 ft. Hit: 5 (1d6 + 2) Piercing damage, plus 2 (1d4) Piercing damage if the attack roll had Advanta"
      },
      {
        "document": 1908,
        "excerpt": "agger. Melee or Ranged Attack Roll: +4, reach 5 ft. or range 20/60 ft. Hit: 4 (1d4 + 2) Piercing damage."
      },
      {
        "document": 1909,
        "excerpt": "roll had Advantage. Shortbow. Ranged Attack Roll: +4, range 80/320 ft. Hit: 5 (1d6 + 2) Piercing damage, plus 2 (1d4) Piercing damage if the attack roll had Advanta"
      },
      {
        "document": 1918,
        "excerpt": "velin. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 30/120 ft. Hit: 14 (3d6 + 4) Piercing damage. Longsword. Melee Attack Roll: +6, reach 5 ft. Hit: 15 (2d"
      },
      {
        "document": 1919,
        "excerpt": "Spear. Melee or Ranged Attack Roll: +3, reach 5 ft. or range 20/60 ft. Hit: 4 (1d6 + 1) Piercing damage."
      },
      {
        "document": 1926,
        "excerpt": "e Prone condition. Trash Lob. Ranged Attack Roll: +8, range 60/240 ft. Hit: 16 (2d10 + 5) Bludgeoning damage, and the target has the Poisoned condition until the en"
      },
      {
        "document": 1929,
        "excerpt": "(1d6) Poison damage. Longbow. Ranged Attack Roll: +4, range 150/600 ft. Hit: 6 (1d8 + 2) Piercing damage plus 5 (2d4) Poison damage."
      },
      {
        "document": 1930,
        "excerpt": "1) Slashing damage. Longbow. Ranged Attack Roll: +3, range 150/600 ft. Hit: 5 (1d8 + 1) Piercing damage plus 7 (3d4) Poison damage."
      },
      {
        "document": 1932,
        "excerpt": "2d8) Fire damage. Hurl Flame. Ranged Attack Roll: +8, range 150 ft. Hit: 26 (5d8 + 4) Fire damage. If the target is a flammable object that isn't being worn or carr"
      },
      {
        "document": 1936,
        "excerpt": "pear. Melee or Ranged Attack Roll: +10, reach 5 ft. or range 30/120 ft. Hit: 14 (2d8 + 5) Piercing damage plus 10 (3d6) Cold damage. Until the end of its next turn,"
      },
      {
        "document": 1941,
        "excerpt": "d6) Fire damage. Fiery Bolt. Ranged Attack Roll: +10, range 120 ft. Hit: 36 (8d8) Fire damage. Poison Breath (Recharge 6). Constitution Saving Throw: DC 18, each c"
      },
      {
        "document": 1944,
        "excerpt": "diant damage. Heavy Crossbow. Ranged Attack Roll: +2, range 100/400 ft. Hit: 11 (2d10) Piercing damage plus 4 (1d8) Radiant damage."
      },
      {
        "document": 1945,
        "excerpt": "agger. Melee or Ranged Attack Roll: +4, reach 5 ft. or range 20/60 ft. Hit: 4 (1d4 + 2) Piercing damage."
      },
      {
        "document": 1949,
        "excerpt": "urst. Melee or Ranged Attack Roll: +12, reach 5 ft. or range 120 ft. Hit: 31 (4d12 + 5) Force damage. Paralyzing Touch. Melee Attack Roll: +12, reach 5 ft. Hit: 15"
      },
      {
        "document": 1952,
        "excerpt": "Burst. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 120 ft. Hit: 16 (3d8 + 3) Force damage. Spellcasting. The mage casts one of the following spells, using"
      },
      {
        "document": 1956,
        "excerpt": "Slashing damage. Tail Spike. Ranged Attack Roll: +5, range 100/200 ft. Hit: 7 (1d8 + 3) Piercing damage."
      },
      {
        "document": 1959,
        "excerpt": "6) Poison damage. Poison Ray. Ranged Attack Roll: +5, range 150 ft. Hit: 11 (2d8 + 2) Poison damage."
      },
      {
        "document": 1960,
        "excerpt": "Spear. Melee or Ranged Attack Roll: +2, reach 5 ft. or range 20/60 ft. Hit: 3 (1d6) Piercing damage plus 2 (1d4) Cold damage. If the target is a creature, its Speed"
      },
      {
        "document": 1961,
        "excerpt": "rpoon. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 20/60 ft. Hit: 11 (2d6 + 4) Piercing damage. If the target is a Large or smaller creature, the merrow pu"
      },
      {
        "document": 1966,
        "excerpt": "ack. Channel Negative Energy. Ranged Attack Roll: +9, range 60 ft. Hit: 25 (6d6 + 4) Necrotic damage. Dreadful Glare. Wisdom Saving Throw: DC 17, one creature the"
      },
      {
        "document": 1975,
        "excerpt": "velin. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 30/120 ft. Hit: 11 (2d6 + 4) Piercing damage."
      },
      {
        "document": 1976,
        "excerpt": "crotic damage. Nightmare Ray. Ranged Attack Roll: +5, range 60 ft. Hit: 9 (2d6 + 2) Psychic damage, and the target has the Frightened condition until the start of t"
      },
      {
        "document": 1984,
        "excerpt": "the end of this turn. Pistol. Ranged Attack Roll: +7, range 30/90 ft. Hit: 15 (2d10 + 4) Piercing damage."
      },
      {
        "document": 1985,
        "excerpt": "agger. Melee or Ranged Attack Roll: +5, reach 5 ft. or range 20/60 ft. Hit: 5 (1d4 + 3) Piercing damage. Enthralling Panache. Wisdom Saving Throw: DC 12, one creatu"
      },
      {
        "document": 1991,
        "excerpt": "adiant damage. Radiant Flame. Ranged Attack Roll: +4, range 60 ft. Hit: 7 (2d6) Radiant damage. Spellcasting. The priest casts one of the following spells, using W"
      },
      {
        "document": 1992,
        "excerpt": "adiant damage. Radiant Flame. Ranged Attack Roll: +5, range 60 ft. Hit: 11 (2d10) Radiant damage. Spellcasting. The priest casts one of the following spells, using"
      },
      {
        "document": 2010,
        "excerpt": "Spear. Melee or Ranged Attack Roll: +7, reach 5 ft. or range 20/60 ft. Hit: 13 (2d8 + 4) Piercing damage plus 7 (2d6) Fire damage. Hit or Miss: The spear magically r"
      },
      {
        "document": 2013,
        "excerpt": "2) Piercing damage. Longbow. Ranged Attack Roll: +4, range 150/600 ft. Hit: 6 (1d8 + 2) Piercing damage."
      },
      {
        "document": 2021,
        "excerpt": "3) Piercing damage. Shortbow. Ranged Attack Roll: +5, range 80/320 ft. Hit: 6 (1d6 + 3) Piercing damage."
      },
      {
        "document": 2022,
        "excerpt": "ord. Melee or Ranged Attack Roll: +15, reach 10 ft. or range 120 ft. Hit: 22 (4d6 + 8) Slashing damage plus 36 (8d8) Radiant damage. Hit or Miss: The sword magically"
      },
      {
        "document": 2028,
        "excerpt": "Poison damage. Necrotic Ray. Ranged Attack Roll: +6, range 60 ft. Hit: 21 (6d6) Necrotic damage. Spellcasting. The naga casts one of the following spells, requiri"
      },
      {
        "document": 2029,
        "excerpt": "rcing damage. Enchanting Bow. Ranged Attack Roll: +6, range 40/160 ft. Hit: 1 Piercing damage, and the target has the Charmed condition until the start of the sprit"
      },
      {
        "document": 2030,
        "excerpt": "Poison damage. Hand Crossbow. Ranged Attack Roll: +4, range 30/120 ft. Hit: 5 (1d6 + 2) Piercing damage plus 7 (2d6) Poison damage."
      },
      {
        "document": 2033,
        "excerpt": "Bludgeoning damage. Boulder. Ranged Attack Roll: +9, range 60/240 ft. Hit: 15 (2d8 + 6) Bludgeoning damage. If the target is a Large or smaller creature, it has th"
      },
      {
        "document": 2034,
        "excerpt": "d8) Force damage. Force Bolt. Ranged Attack Roll: +9, range 120 ft. Hit: 22 (4d10) Force damage."
      },
      {
        "document": 2035,
        "excerpt": "ghtning damage. Thunderbolt. Ranged Attack Roll: +14, range 500 ft. Hit: 22 (2d12 + 9) Lightning damage, and the target has the Blinded and Deafened conditions unti"
      },
      {
        "document": 2046,
        "excerpt": "from itself. Heavy Crossbow. Ranged Attack Roll: +4, range 100/400 ft. Hit: 13 (2d10 + 2) Piercing damage."
      },
      {
        "document": 2047,
        "excerpt": "oning damage. Heavy Crossbow. Ranged Attack Roll: +3, range 100/400 ft. Hit: 6 (1d10 + 1) Piercing damage."
      },
      {
        "document": 2048,
        "excerpt": "eoning damage. Hail of Bark. Ranged Attack Roll: +10, range 180 ft. Hit: 28 (4d10 + 6) Piercing damage. Animate Trees (1/Day). The treant magically animates up to"
      },
      {
        "document": 2054,
        "excerpt": "agger. Melee or Ranged Attack Roll: +5, reach 5 ft. or range 20/60 ft. Hit: 5 (1d4 + 3) Piercing damage plus 7 (3d4) Necrotic damage. If the target is reduced to 0 H"
      },
      {
        "document": 2063,
        "excerpt": "Spear. Melee or Ranged Attack Roll: +3, reach 5 ft. or range 20/60 ft. Hit: 4 (1d6 + 1) Piercing damage."
      },
      {
        "document": 2064,
        "excerpt": "shing damage. Heavy Crossbow. Ranged Attack Roll: +3, range 100/400 ft. Hit: 12 (2d10 + 1) Piercing damage."
      },
      {
        "document": 2067,
        "excerpt": "Only). Melee or Ranged Attack Roll: +7, reach 5 ft or range 20/60 ft. Hit: 14 (3d6 + 4) Slashing damage. Rend (Bear or Hybrid Form Only). Melee Attack Roll: +7, re"
      },
      {
        "document": 2068,
        "excerpt": "Only). Melee or Ranged Attack Roll: +5, reach 5 ft. or range 30/120 ft. Hit: 13 (3d6 + 3) Piercing damage. Tusk (Boar or Hybrid Form Only). Melee Attack Roll: +5, r"
      },
      {
        "document": 2069,
        "excerpt": "umanoid or Hybrid Form Only). Ranged Attack Roll: +5, range 30/120 ft. Hit: 6 (1d6 + 3) Piercing damage."
      },
      {
        "document": 2070,
        "excerpt": "Humanoid or Hybrid Form Only). Ranged Attack Roll: +4, range 150/600 ft. Hit: 11 (2d8 + 2) Piercing damage."
      },
      {
        "document": 2071,
        "excerpt": "Humanoid or Hybrid Form Only). Ranged Attack Roll: +4, range 150/600 ft. Hit: 11 (2d8 + 2) Piercing damage."
      },
      {
        "document": 2073,
        "excerpt": "ecrotic damage. Necrotic Bow. Ranged Attack Roll: +4, range 150/600 ft. Hit: 6 (1d8 + 2) Piercing damage plus 4 (1d8) Necrotic damage. Life Drain. Constitution Sav"
      }
    ],
    "ranged": [
      {
        "document": 37,
        "excerpt": "bat rules tell you that melee attacks use Strength and ranged attacks use Dexterity. That's a general rule, and a general rule is in effect as long as something in th"
      },
      {
        "document": 84,
        "excerpt": "attack. Whether you strike with a Melee weapon, fire a Ranged weapon,"
      },
      {
        "document": 87,
        "excerpt": "Ranged Attacks"
      },
      {
        "document": 88,
        "excerpt": "You can make ranged attacks only against targets within a specified range. If a ranged attack, such as one made with a spell"
      },
      {
        "document": 89,
        "excerpt": "Ranged Attacks in Close Combat"
      },
      {
        "document": 99,
        "excerpt": "ttack roll unless the weapon deals Piercing damage. A ranged attack roll with a weapon underwater automatically misses a target beyond the weapon's normal range, and"
      },
      {
        "document": 159,
        "excerpt": "Ammunition and Ranged Attacks"
      },
      {
        "document": 170,
        "excerpt": "s attack identifies whether the attack is a melee or a ranged attack and then provides the attack roll's bonus, its reach or range, and what happens on a hit. An atta"
      },
      {
        "document": 241,
        "excerpt": "attack bonus = Strength modifier + Proficiency Bonus Ranged attack bonus = Dexterity modifier + Proficiency Bonus Look up the damage and properties of your weapons"
      },
      {
        "document": 350,
        "excerpt": "he Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the sam"
      },
      {
        "document": 394,
        "excerpt": "you wield a weapon in an unusual way, such as using a Ranged weapon to make a melee attack."
      },
      {
        "document": 409,
        "excerpt": "might have proficiency with Simple weapons. Melee or Ranged. A weapon is classified as either Melee or Ranged. A Melee weapon is used to attack a target within 5 fe"
      },
      {
        "document": 433,
        "excerpt": "in wood (DC 10) Craft: Club, Greatclub, Quarterstaff, Ranged weapons (except Pistol, Musket, and Sling), Arcane Focus, Arrows, Bolts, Druidic Focus, Ink Pen, Needles"
      },
      {
        "document": 453,
        "excerpt": "se a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with th"
      },
      {
        "document": 475,
        "excerpt": "and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13."
      },
      {
        "document": 554,
        "excerpt": "arts by identifying whether the attack is a melee or a ranged attack and then provides the attack roll's bonus, its reach or range, and what happens on a hit. An atta"
      },
      {
        "document": 648,
        "excerpt": "wielded in a way contrary to its design; if you use a Ranged weapon to make a melee attack or throw a Melee weapon that lacks the Thrown property, the weapon counts"
      },
      {
        "document": 686,
        "excerpt": "Strong wind imposes Disadvantage on ranged attack rolls with weapons. It also extinguishes open flames and disperses fog. A flying creature in a st"
      },
      {
        "document": 742,
        "excerpt": "Ranged attack with a weapon"
      },
      {
        "document": 928,
        "excerpt": "Simple Ranged Weapons"
      },
      {
        "document": 967,
        "excerpt": "self that isn't behind Total Cover if the attack was a ranged attack. That creature must succeed on a Dexterity saving throw or take damage equal to two rolls of your"
      },
      {
        "document": 970,
        "excerpt": "vantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage's type is the same as the weapon's type. You don't need Advantage on the attac"
      },
      {
        "document": 1001,
        "excerpt": "re) You gain a +2 bonus to attack rolls you make with Ranged weapons."
      },
      {
        "document": 1030,
        "excerpt": "Ranged"
      },
      {
        "document": 1052,
        "excerpt": "Ranged"
      },
      {
        "document": 1067,
        "excerpt": "Ranged"
      },
      {
        "document": 1070,
        "excerpt": "Ranged"
      },
      {
        "document": 1085,
        "excerpt": "Ranged"
      },
      {
        "document": 1088,
        "excerpt": "Ranged"
      },
      {
        "document": 1097,
        "excerpt": "Ranged"
      },
      {
        "document": 1105,
        "excerpt": "Ranged"
      },
      {
        "document": 1126,
        "excerpt": "Ranged"
      },
      {
        "document": 1131,
        "excerpt": "Ranged"
      },
      {
        "document": 1149,
        "excerpt": "get within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 Acid damage and 2d4 Acid damage at the e"
      },
      {
        "document": 1159,
        "excerpt": "ffected creature can cast spells or make attacks with Ranged or Reach weapons through the barrier. If you move so that an affected creature is forced to pass throug"
      },
      {
        "document": 1191,
        "excerpt": "hunder for the type of orb you create, and then make a ranged spell attack against the target. On a hit, the target takes 3d8 damage of the chosen type. If you roll"
      },
      {
        "document": 1249,
        "excerpt": "antaneous You hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10 Force damage. Can"
      },
      {
        "document": 1270,
        "excerpt": "f fire at a creature or an object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire damage. A flammable object hit by"
      },
      {
        "document": 1290,
        "excerpt": "amage plus 1d4 Poison damage. Web Bolt (Spider Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 60 ft. Hit: 1d10 + 3 plus the spell's level"
      },
      {
        "document": 1301,
        "excerpt": "a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made a"
      },
      {
        "document": 1320,
        "excerpt": "ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Piercing damage. Hit or miss, the shard"
      },
      {
        "document": 1380,
        "excerpt": "ou spray toxic mist at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 Poison damage. Cantrip Upgrade. The da"
      },
      {
        "document": 1388,
        "excerpt": "e: Half as much damage. Additional Effects: Nonmagical ranged attacks can’t pass through this layer, which is destroyed if it takes at least 25 Cold damage."
      },
      {
        "document": 1390,
        "excerpt": "a creature or an object within 60 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 Fire damage. Cantrip Upgrade. The damage increases by 1d8"
      },
      {
        "document": 1399,
        "excerpt": "e light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 Cold damage, and its Speed is reduced by 10 feet"
      },
      {
        "document": 1400,
        "excerpt": "hoot a greenish ray at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 Poison damage and has the Poisoned condi"
      },
      {
        "document": 1412,
        "excerpt": "them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage. Using a Higher-Level Spell Slot."
      },
      {
        "document": 1433,
        "excerpt": "energy at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 damage of a type you choose: Acid, Cold,"
      },
      {
        "document": 1442,
        "excerpt": "f light at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Radiant damage, and until the end of you"
      },
      {
        "document": 1446,
        "excerpt": "s, the area is Difficult Terrain and Heavily Obscured, ranged attacks with weapons are impossible there, and strong wind blows through the area."
      },
      {
        "document": 1514,
        "excerpt": "ttunement) You gain a +2 bonus to Armor Class against ranged attack rolls while you wield this Shield. This bonus is in addition to the Shield's normal bonus to AC."
      },
      {
        "document": 1568,
        "excerpt": "feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 Force damage, or an extra 2d8 Force damage if the target"
      },
      {
        "document": 1574,
        "excerpt": "w of Restraint. Whenever you use this weapon to make a ranged attack against a creature, you can try to restrain the target instead of dealing damage to it. If the ar"
      },
      {
        "document": 1589,
        "excerpt": "tunement) If you're hit by an attack roll made with a Ranged or Thrown weapon while wearing these gloves, you can take a Reaction to reduce the damage by 1d10 plus y"
      },
      {
        "document": 1593,
        "excerpt": "apon has 5 charges. You can expend 1 charge and make a ranged attack with the weapon, hurling it as if it had the Thrown property with a normal range of 20 feet and a"
      },
      {
        "document": 1610,
        "excerpt": "he air, it opens into a tangle of metal bands. Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your Proficiency Bonus. On a hit,"
      },
      {
        "document": 1612,
        "excerpt": "farther than 120 feet from you, you can forgo making a ranged attack roll and instead turn the weapon into a bolt of lightning. This bolt forms a 5-foot-wide Line bet"
      },
      {
        "document": 1632,
        "excerpt": "eat to my enemies.” When you use this weapon to make a ranged attack, you can utter or sign the following command words: “Swift death to you who have wronged me.” The"
      },
      {
        "document": 1664,
        "excerpt": "property again until you finish a Short or Long Rest. Ranged Weapon (Quarterstaff Form Only). This weapon has the Thrown property with a normal range of 30 feet and"
      },
      {
        "document": 1682,
        "excerpt": "take a Magic action to expend 1 to 3 charges to make a ranged spell attack against one creature you can see within 60 feet of yourself. The ring produces a spectral r"
      },
      {
        "document": 1705,
        "excerpt": ", you have Resistance to damage from attacks made with Ranged weapons. Curse. This Shield is cursed. Attuning to it curses you until you are targeted by a Remove Cur"
      },
      {
        "document": 1788,
        "excerpt": "t: 5 (1d4 + 3) Bludgeoning damage. Rock (Recharge 6). Ranged Attack Roll: +5, range 25/50 ft. Hit: 10 (2d6 + 3) Bludgeoning damage."
      },
      {
        "document": 1790,
        "excerpt": "kes four Arcane Burst attacks. Arcane Burst. Melee or Ranged Attack Roll: +9, reach 5 ft. or range 150 ft. Hit: 27 (4d10 + 5) Force damage. Spellcasting. The archma"
      },
      {
        "document": 1791,
        "excerpt": "he start of the assassin's next turn. Light Crossbow. Ranged Attack Roll: +7, range 80/320 ft. Hit: 8 (1d8 + 4) Piercing damage plus 21 (6d6) Poison damage."
      },
      {
        "document": 1800,
        "excerpt": "reach 5 ft. Hit: 6 (1d6 + 3) Slashing damage. Pistol. Ranged Attack Roll: +5, range 30/90 ft. Hit: 8 (1d10 + 3) Piercing damage."
      },
      {
        "document": 1801,
        "excerpt": "ft. Hit: 4 (1d6 + 1) Slashing damage. Light Crossbow. Ranged Attack Roll: +3, range 80/320 ft. Hit: 5 (1d8 + 1) Piercing damage."
      },
      {
        "document": 1802,
        "excerpt": "0 ft. Hit: 14 (2d10 + 3) Slashing damage. Hurl Flame. Ranged Attack Roll: +5, range 150 ft. Hit: 17 (5d6) Fire damage. If the target is a flammable object that isn't"
      },
      {
        "document": 1819,
        "excerpt": "two Javelin or Morningstar attacks. Javelin. Melee or Ranged Attack Roll: +5, reach 10 ft. or range 30/120 ft. Hit: 13 (3d6 + 3) Piercing damage. Morningstar. Melee"
      },
      {
        "document": 1820,
        "excerpt": "pled condition (escape DC 12). Light Hammer. Melee or Ranged Attack Roll: +4 (with Advantage if the target is Grappled by the bugbear), reach 10 ft. or range 20/60 f"
      },
      {
        "document": 1824,
        "excerpt": "ch 10 ft. Hit: 9 (1d10 + 4) Piercing damage. Longbow. Ranged Attack Roll: +4, range 150/600 ft. Hit: 6 (1d8 + 2) Piercing damage."
      },
      {
        "document": 1830,
        "excerpt": "ing damage plus 7 (2d6) Thunder damage. Thundercloud. Ranged Attack Roll: +12, range 240 ft. Hit: 18 (3d6 + 8) Thunder damage, and the target has the Incapacitated c"
      },
      {
        "document": 1845,
        "excerpt": "ing damage plus 7 (2d6) Lightning damage. Storm Bolt. Ranged Attack Roll: +9, range 120 feet. Hit: 13 (3d8) Thunder damage. If the target is a Large or smaller creat"
      },
      {
        "document": 1850,
        "excerpt": "ft. Hit: 13 (2d8 + 4) Piercing damage. Poison Burst. Ranged Attack Roll: +6, range 120 ft. Hit: 13 (3d6 + 3) Poison damage."
      },
      {
        "document": 1851,
        "excerpt": "ning damage plus 2 (1d4) Poison damage. Verdant Wisp. Ranged Attack Roll: +5, range 90 ft. Hit: 10 (3d6) Radiant damage. Spellcasting. The druid casts one of the fo"
      },
      {
        "document": 1852,
        "excerpt": "10 ft. Hit: 8 (1d8 + 4) Slashing damage. Thorn Burst. Ranged Attack Roll: +6, range 60 ft. Hit: 7 (1d6 + 4) Piercing damage. Spellcasting. The dryad casts one of th"
      },
      {
        "document": 1855,
        "excerpt": "t. Hit: 14 (2d8 + 5) Bludgeoning damage. Rock Launch. Ranged Attack Roll: +8, range 60 ft. Hit: 8 (1d6 + 5) Bludgeoning damage. If the target is a Large or smaller c"
      },
      {
        "document": 1856,
        "excerpt": "ashing damage plus 13 (2d12) Fire damage. Hurl Flame. Ranged Attack Roll: +8, range 120 ft. Hit: 24 (7d6) Fire damage. Spellcasting. The efreeti casts one of the fo"
      },
      {
        "document": 1863,
        "excerpt": "shing damage plus 10 (3d6) Fire damage. Hammer Throw. Ranged Attack Roll: +11, range 60/240 ft. Hit: 23 (3d10 + 7) Bludgeoning damage plus 4 (1d8) Fire damage, and t"
      },
      {
        "document": 1867,
        "excerpt": "Slashing damage plus 9 (2d8) Cold damage. Great Bow. Ranged Attack Roll: +9, range 150/600 ft. Hit: 17 (2d10 + 6) Piercing damage plus 7 (2d6) Cold damage, and the"
      },
      {
        "document": 1904,
        "excerpt": "one attack with a use of Shield Bash. Spear. Melee or Ranged Attack Roll: +7, reach 5 ft. or range 20/60 ft. Hit: 11 (2d6 + 4) Piercing damage. Shield Bash. Strengt"
      },
      {
        "document": 1905,
        "excerpt": "ach 5 ft. Hit: 5 (1d6 + 2) Piercing damage. Bone Bow. Ranged Attack Roll: +3, range 150/600 ft. Hit: 6 (1d10 + 1) Piercing damage."
      },
      {
        "document": 1907,
        "excerpt": "ng damage if the attack roll had Advantage. Shortbow. Ranged Attack Roll: +4, range 80/320 ft. Hit: 5 (1d6 + 2) Piercing damage, plus 2 (1d4) Piercing damage if the"
      },
      {
        "document": 1908,
        "excerpt": "Dagger. Melee or Ranged Attack Roll: +4, reach 5 ft. or range 20/60 ft. Hit: 4 (1d4 + 2) Piercing damage."
      },
      {
        "document": 1909,
        "excerpt": "ng damage if the attack roll had Advantage. Shortbow. Ranged Attack Roll: +4, range 80/320 ft. Hit: 5 (1d6 + 2) Piercing damage, plus 2 (1d4) Piercing damage if the"
      },
      {
        "document": 1918,
        "excerpt": "in or Longsword in any combination. Javelin. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 30/120 ft. Hit: 14 (3d6 + 4) Piercing damage. Longsword. Melee At"
      },
      {
        "document": 1919,
        "excerpt": "Spear. Melee or Ranged Attack Roll: +3, reach 5 ft. or range 20/60 ft. Hit: 4 (1d6 + 1) Piercing damage."
      },
      {
        "document": 1926,
        "excerpt": "ller creature, it has the Prone condition. Trash Lob. Ranged Attack Roll: +8, range 60/240 ft. Hit: 16 (2d10 + 5) Bludgeoning damage, and the target has the Poisoned"
      },
      {
        "document": 1929,
        "excerpt": "Slashing damage plus 3 (1d6) Poison damage. Longbow. Ranged Attack Roll: +4, range 150/600 ft. Hit: 6 (1d8 + 2) Piercing damage plus 5 (2d4) Poison damage."
      },
      {
        "document": 1930,
        "excerpt": "ch 5 ft. Hit: 12 (2d10 + 1) Slashing damage. Longbow. Ranged Attack Roll: +3, range 150/600 ft. Hit: 5 (1d8 + 1) Piercing damage plus 7 (3d4) Poison damage."
      },
      {
        "document": 1932,
        "excerpt": "Piercing damage plus 9 (2d8) Fire damage. Hurl Flame. Ranged Attack Roll: +8, range 150 ft. Hit: 26 (5d8 + 4) Fire damage. If the target is a flammable object that i"
      },
      {
        "document": 1936,
        "excerpt": "ce one attack with a Tail attack. Ice Spear. Melee or Ranged Attack Roll: +10, reach 5 ft. or range 30/120 ft. Hit: 14 (2d8 + 5) Piercing damage plus 10 (3d6) Cold d"
      },
      {
        "document": 1941,
        "excerpt": "lashing damage plus 10 (3d6) Fire damage. Fiery Bolt. Ranged Attack Roll: +10, range 120 ft. Hit: 36 (8d8) Fire damage. Poison Breath (Recharge 6). Constitution Sav"
      },
      {
        "document": 1944,
        "excerpt": "g damage plus 4 (1d8) Radiant damage. Heavy Crossbow. Ranged Attack Roll: +2, range 100/400 ft. Hit: 11 (2d10) Piercing damage plus 4 (1d8) Radiant damage."
      },
      {
        "document": 1945,
        "excerpt": "Dagger. Melee or Ranged Attack Roll: +4, reach 5 ft. or range 20/60 ft. Hit: 4 (1d4 + 2) Piercing damage."
      },
      {
        "document": 1949,
        "excerpt": "ng Touch in any combination. Eldritch Burst. Melee or Ranged Attack Roll: +12, reach 5 ft. or range 120 ft. Hit: 31 (4d12 + 5) Force damage. Paralyzing Touch. Melee"
      },
      {
        "document": 1952,
        "excerpt": "es three Arcane Burst attacks. Arcane Burst. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 120 ft. Hit: 16 (3d8 + 3) Force damage. Spellcasting. The mage ca"
      },
      {
        "document": 1956,
        "excerpt": "h 5 ft. Hit: 7 (1d8 + 3) Slashing damage. Tail Spike. Ranged Attack Roll: +5, range 100/200 ft. Hit: 7 (1d8 + 3) Piercing damage."
      },
      {
        "document": 1959,
        "excerpt": "rcing damage plus 14 (4d6) Poison damage. Poison Ray. Ranged Attack Roll: +5, range 150 ft. Hit: 11 (2d8 + 2) Poison damage."
      },
      {
        "document": 1960,
        "excerpt": "Ocean Spear. Melee or Ranged Attack Roll: +2, reach 5 ft. or range 20/60 ft. Hit: 3 (1d6) Piercing damage plus 2 (1d4) Cold damage. I"
      },
      {
        "document": 1961,
        "excerpt": ". Hit: 9 (2d4 + 4) Slashing damage. Harpoon. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 20/60 ft. Hit: 11 (2d6 + 4) Piercing damage. If the target is a La"
      },
      {
        "document": 1966,
        "excerpt": "0 Hit Points by this attack. Channel Negative Energy. Ranged Attack Roll: +9, range 60 ft. Hit: 25 (6d6 + 4) Necrotic damage. Dreadful Glare. Wisdom Saving Throw: D"
      },
      {
        "document": 1975,
        "excerpt": "t: 13 (2d8 + 4) Bludgeoning damage. Javelin. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 30/120 ft. Hit: 11 (2d6 + 4) Piercing damage."
      },
      {
        "document": 1976,
        "excerpt": "g damage plus 9 (2d8) Necrotic damage. Nightmare Ray. Ranged Attack Roll: +5, range 60 ft. Hit: 9 (2d6 + 2) Psychic damage, and the target has the Frightened conditi"
      },
      {
        "document": 1984,
        "excerpt": "ck roll it makes before the end of this turn. Pistol. Ranged Attack Roll: +7, range 30/90 ft. Hit: 15 (2d10 + 4) Piercing damage."
      },
      {
        "document": 1985,
        "excerpt": "k with a use of Enthralling Panache. Dagger. Melee or Ranged Attack Roll: +5, reach 5 ft. or range 20/60 ft. Hit: 5 (1d4 + 3) Piercing damage. Enthralling Panache."
      },
      {
        "document": 1991,
        "excerpt": "ng damage plus 2 (1d4) Radiant damage. Radiant Flame. Ranged Attack Roll: +4, range 60 ft. Hit: 7 (2d6) Radiant damage. Spellcasting. The priest casts one of the fo"
      },
      {
        "document": 1992,
        "excerpt": "ng damage plus 5 (2d4) Radiant damage. Radiant Flame. Ranged Attack Roll: +5, range 60 ft. Hit: 11 (2d10) Radiant damage. Spellcasting. The priest casts one of the"
      },
      {
        "document": 2010,
        "excerpt": "attack with a use of Constrict. Flame Spear. Melee or Ranged Attack Roll: +7, reach 5 ft. or range 20/60 ft. Hit: 13 (2d8 + 4) Piercing damage plus 7 (2d6) Fire dama"
      },
      {
        "document": 2013,
        "excerpt": "each 5 ft. Hit: 5 (1d6 + 2) Piercing damage. Longbow. Ranged Attack Roll: +4, range 150/600 ft. Hit: 6 (1d8 + 2) Piercing damage."
      },
      {
        "document": 2021,
        "excerpt": "ach 5 ft. Hit: 6 (1d6 + 3) Piercing damage. Shortbow. Ranged Attack Roll: +5, range 80/320 ft. Hit: 6 (1d6 + 3) Piercing damage."
      },
      {
        "document": 2022,
        "excerpt": "ack with a use of Slaying Bow. Flying Sword. Melee or Ranged Attack Roll: +15, reach 10 ft. or range 120 ft. Hit: 22 (4d6 + 8) Slashing damage plus 36 (8d8) Radiant"
      },
      {
        "document": 2028,
        "excerpt": "ing damage plus 14 (4d6) Poison damage. Necrotic Ray. Ranged Attack Roll: +6, range 60 ft. Hit: 21 (6d6) Necrotic damage. Spellcasting. The naga casts one of the fo"
      },
      {
        "document": 2029,
        "excerpt": "ft. Hit: 6 (1d4 + 4) Piercing damage. Enchanting Bow. Ranged Attack Roll: +6, range 40/160 ft. Hit: 1 Piercing damage, and the target has the Charmed condition until"
      },
      {
        "document": 2030,
        "excerpt": "ing damage plus 7 (2d6) Poison damage. Hand Crossbow. Ranged Attack Roll: +4, range 30/120 ft. Hit: 5 (1d6 + 2) Piercing damage plus 7 (2d6) Poison damage."
      },
      {
        "document": 2033,
        "excerpt": "5 ft. Hit: 22 (3d10 + 6) Bludgeoning damage. Boulder. Ranged Attack Roll: +9, range 60/240 ft. Hit: 15 (2d8 + 6) Bludgeoning damage. If the target is a Large or smal"
      },
      {
        "document": 2034,
        "excerpt": "geoning damage plus 9 (2d8) Force damage. Force Bolt. Ranged Attack Roll: +9, range 120 ft. Hit: 22 (4d10) Force damage."
      },
      {
        "document": 2035,
        "excerpt": "g damage plus 13 (3d8) Lightning damage. Thunderbolt. Ranged Attack Roll: +14, range 500 ft. Hit: 22 (2d12 + 9) Lightning damage, and the target has the Blinded and"
      },
      {
        "document": 2044,
        "excerpt": "ed by a Magic Missile spell or a spell that requires a ranged attack roll, roll 1d6. On a 1–5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected and re"
      },
      {
        "document": 2046,
        "excerpt": "to 10 feet straight away from itself. Heavy Crossbow. Ranged Attack Roll: +4, range 100/400 ft. Hit: 13 (2d10 + 2) Piercing damage."
      },
      {
        "document": 2047,
        "excerpt": "Hit: 5 (1d6 + 2) Bludgeoning damage. Heavy Crossbow. Ranged Attack Roll: +3, range 100/400 ft. Hit: 6 (1d10 + 1) Piercing damage."
      },
      {
        "document": 2048,
        "excerpt": ". Hit: 16 (3d6 + 6) Bludgeoning damage. Hail of Bark. Ranged Attack Roll: +10, range 180 ft. Hit: 28 (4d10 + 6) Piercing damage. Animate Trees (1/Day). The treant m"
      },
      {
        "document": 2054,
        "excerpt": "es two Umbral Dagger attacks. Umbral Dagger. Melee or Ranged Attack Roll: +5, reach 5 ft. or range 20/60 ft. Hit: 5 (1d4 + 3) Piercing damage plus 7 (3d4) Necrotic d"
      },
      {
        "document": 2063,
        "excerpt": "Spear. Melee or Ranged Attack Roll: +3, reach 5 ft. or range 20/60 ft. Hit: 4 (1d6 + 1) Piercing damage."
      },
      {
        "document": 2064,
        "excerpt": "t. Hit: 10 (2d6 + 3) Slashing damage. Heavy Crossbow. Ranged Attack Roll: +3, range 100/400 ft. Hit: 12 (2d10 + 1) Piercing damage."
      },
      {
        "document": 2067,
        "excerpt": "urs. Handaxe (Humanoid or Hybrid Form Only). Melee or Ranged Attack Roll: +7, reach 5 ft or range 20/60 ft. Hit: 14 (3d6 + 4) Slashing damage. Rend (Bear or Hybrid"
      },
      {
        "document": 2068,
        "excerpt": "urs. Javelin (Humanoid or Hybrid Form Only). Melee or Ranged Attack Roll: +5, reach 5 ft. or range 30/120 ft. Hit: 13 (3d6 + 3) Piercing damage. Tusk (Boar or Hybri"
      },
      {
        "document": 2069,
        "excerpt": "amage. Hand Crossbow (Humanoid or Hybrid Form Only). Ranged Attack Roll: +5, range 30/120 ft. Hit: 6 (1d6 + 3) Piercing damage."
      },
      {
        "document": 2070,
        "excerpt": "shing damage. Longbow (Humanoid or Hybrid Form Only). Ranged Attack Roll: +4, range 150/600 ft. Hit: 11 (2d8 + 2) Piercing damage."
      },
      {
        "document": 2071,
        "excerpt": "shing damage. Longbow (Humanoid or Hybrid Form Only). Ranged Attack Roll: +4, range 150/600 ft. Hit: 11 (2d8 + 2) Piercing damage."
      },
      {
        "document": 2073,
        "excerpt": "ng damage plus 4 (1d8) Necrotic damage. Necrotic Bow. Ranged Attack Roll: +4, range 150/600 ft. Hit: 6 (1d8 + 2) Piercing damage plus 4 (1d8) Necrotic damage. Life"
      }
    ],
    "ranger": [
      {
        "document": 264,
        "excerpt": "gle-classed member of that class. If you are a level 4 Ranger / level 3 Sorcerer, for example, you can prepare five level 1 Ranger spells, and you can prepare six Sor"
      },
      {
        "document": 276,
        "excerpt": "Ranger Spell List"
      },
      {
        "document": 478,
        "excerpt": "ribbon, or painted to channel primal magic. A Druid or Ranger can use such an object as a Spellcasting Focus. Druidic Focuses"
      },
      {
        "document": 811,
        "excerpt": "Ranger"
      },
      {
        "document": 813,
        "excerpt": "Fighter, Paladin, or Ranger"
      },
      {
        "document": 815,
        "excerpt": "Fighter, Paladin, or Ranger"
      },
      {
        "document": 818,
        "excerpt": "Ranger"
      },
      {
        "document": 849,
        "excerpt": "Ranger Features"
      },
      {
        "document": 850,
        "excerpt": "Level 1 Ranger Spells"
      },
      {
        "document": 851,
        "excerpt": "Level 2 Ranger Spells"
      },
      {
        "document": 852,
        "excerpt": "Level 3 Ranger Spells"
      },
      {
        "document": 853,
        "excerpt": "Level 4 Ranger Spells"
      },
      {
        "document": 854,
        "excerpt": "Level 5 Ranger Spells"
      },
      {
        "document": 937,
        "excerpt": "Ranger"
      },
      {
        "document": 969,
        "excerpt": "Ranger"
      },
      {
        "document": 980,
        "excerpt": "Ranger"
      },
      {
        "document": 1151,
        "excerpt": "Ranger"
      },
      {
        "document": 1152,
        "excerpt": "Ranger"
      },
      {
        "document": 1154,
        "excerpt": "Ranger"
      },
      {
        "document": 1155,
        "excerpt": "Ranger"
      },
      {
        "document": 1173,
        "excerpt": "Ranger"
      },
      {
        "document": 1198,
        "excerpt": "Ranger"
      },
      {
        "document": 1204,
        "excerpt": "Ranger"
      },
      {
        "document": 1209,
        "excerpt": "Ranger"
      },
      {
        "document": 1221,
        "excerpt": "Ranger"
      },
      {
        "document": 1224,
        "excerpt": "Ranger"
      },
      {
        "document": 1225,
        "excerpt": "Ranger"
      },
      {
        "document": 1230,
        "excerpt": "Ranger"
      },
      {
        "document": 1231,
        "excerpt": "Ranger"
      },
      {
        "document": 1236,
        "excerpt": "ic Level 3 Abjuration (Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 120 feet Components: V, S Duration: Instantaneo"
      },
      {
        "document": 1242,
        "excerpt": "Ranger"
      },
      {
        "document": 1251,
        "excerpt": "Ranger"
      },
      {
        "document": 1253,
        "excerpt": "Ranger"
      },
      {
        "document": 1254,
        "excerpt": "Ranger"
      },
      {
        "document": 1268,
        "excerpt": "Ranger"
      },
      {
        "document": 1280,
        "excerpt": "Ranger"
      },
      {
        "document": 1284,
        "excerpt": "Ranger"
      },
      {
        "document": 1294,
        "excerpt": "Ranger"
      },
      {
        "document": 1297,
        "excerpt": "Ranger"
      },
      {
        "document": 1302,
        "excerpt": "Ranger"
      },
      {
        "document": 1318,
        "excerpt": "Ranger"
      },
      {
        "document": 1331,
        "excerpt": "Ranger"
      },
      {
        "document": 1334,
        "excerpt": "Ranger"
      },
      {
        "document": 1338,
        "excerpt": "Ranger"
      },
      {
        "document": 1339,
        "excerpt": "Ranger"
      },
      {
        "document": 1340,
        "excerpt": "Ranger"
      },
      {
        "document": 1341,
        "excerpt": "Ranger"
      },
      {
        "document": 1348,
        "excerpt": "Ranger"
      },
      {
        "document": 1356,
        "excerpt": "Ranger"
      },
      {
        "document": 1370,
        "excerpt": "Ranger"
      },
      {
        "document": 1371,
        "excerpt": "Ranger"
      },
      {
        "document": 1379,
        "excerpt": "Ranger"
      },
      {
        "document": 1393,
        "excerpt": "Ranger"
      },
      {
        "document": 1395,
        "excerpt": "Ranger"
      },
      {
        "document": 1408,
        "excerpt": "Ranger"
      },
      {
        "document": 1427,
        "excerpt": "Ranger"
      },
      {
        "document": 1435,
        "excerpt": "Ranger"
      },
      {
        "document": 1437,
        "excerpt": "Ranger"
      },
      {
        "document": 1439,
        "excerpt": "Ranger"
      },
      {
        "document": 1445,
        "excerpt": "Ranger"
      },
      {
        "document": 1462,
        "excerpt": "Ranger"
      },
      {
        "document": 1478,
        "excerpt": "Ranger"
      },
      {
        "document": 1479,
        "excerpt": "Ranger"
      },
      {
        "document": 1483,
        "excerpt": "Ranger"
      }
    ],
    "ranger's": [
      {
        "document": 969,
        "excerpt": "the traits in the Core Ranger Traits table. - Gain the Ranger's level 1 features, which are listed in the Ranger Features table. As a Multiclass Character - Gain the"
      }
    ],
    "ranges": [
      {
        "document": 75,
        "excerpt": "ree, or another terrain feature that fills its space. Ranges. To determine the range on a grid between two things - whether creatures or objects - count squares from"
      },
      {
        "document": 88,
        "excerpt": "d attacks, such as those made with a Longbow, have two ranges. The smaller number is the normal range, and the larger number is the long range. Your attack roll has D"
      }
    ],
    "rank": [
      {
        "document": 266,
        "excerpt": "but you 41 A scrap of cloth from an old banner 42 A rank insignia from a lost legionnaire 43 A silver bell without a clapper 44 A mechanical canary inside a la"
      }
    ],
    "ranks": [
      {
        "document": 73,
        "excerpt": "heir Initiative count, or Initiative for short. The GM ranks the combatants, from highest to lowest Initiative. This is the order in which they act during each round"
      }
    ],
    "rapidly": [
      {
        "document": 1608,
        "excerpt": "the ground and, using a command word, cause it to grow rapidly into a square adamantine tower. Repeating the command word causes the tower to revert to statuette form,"
      }
    ],
    "rapier": [
      {
        "document": 928,
        "excerpt": "Rapier"
      },
      {
        "document": 1116,
        "excerpt": "Rapier"
      },
      {
        "document": 1555,
        "excerpt": "Greatsword, Longsword, Rapier, Scimitar, or Shortsword"
      },
      {
        "document": 1583,
        "excerpt": "Glaive, Greatsword, Longsword, Rapier, Scimitar, or Shortsword"
      },
      {
        "document": 1614,
        "excerpt": "Glaive, Greatsword, Longsword, Rapier, Scimitar, Sickle, or Shortsword"
      },
      {
        "document": 1727,
        "excerpt": "Glaive, Greatsword, Longsword, Rapier, Scimitar, or Shortsword"
      },
      {
        "document": 1729,
        "excerpt": "Glaive, Greatsword, Longsword, Rapier, Scimitar, or Shortsword"
      },
      {
        "document": 1971,
        "excerpt": "Breastplate, Rapier"
      },
      {
        "document": 1984,
        "excerpt": "Pistol, Rapier"
      }
    ],
    "rare": [
      {
        "document": 119,
        "excerpt": "ms can often be bought in a town or city. Uncommon and Rare magic items are usually found only in cities, and rarer magic items might be sold only in wondrous locat"
      },
      {
        "document": 228,
        "excerpt": "and have since spread widely. Standard Languages The Rare Languages table lists languages that are either secret or derived from other planes of existence and thu"
      },
      {
        "document": 670,
        "excerpt": "a time. Regardless, narrative curses should feel like rare, potent magic rooted in the lore of your campaign."
      },
      {
        "document": 755,
        "excerpt": "Rare"
      },
      {
        "document": 756,
        "excerpt": "rarity: on a 1–3, Common; on a 4–5, Uncommon; on a 6, Rare. The GM chooses the item, which disappears after 1 hour if it’s not consumed or destroyed before then."
      },
      {
        "document": 757,
        "excerpt": "Very Rare"
      },
      {
        "document": 763,
        "excerpt": "Rare"
      },
      {
        "document": 764,
        "excerpt": "Rare"
      },
      {
        "document": 771,
        "excerpt": "Rare"
      },
      {
        "document": 780,
        "excerpt": "Rare"
      },
      {
        "document": 797,
        "excerpt": "Rare"
      },
      {
        "document": 808,
        "excerpt": "Rare Languages"
      },
      {
        "document": 816,
        "excerpt": "2 Common, 3 Uncommon, 1 Rare"
      },
      {
        "document": 1402,
        "excerpt": "V, S, M (rare oils worth 1,000+ GP, which the spell consumes)"
      },
      {
        "document": 1415,
        "excerpt": "(a chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth 5,000+ GP, and a Tiny replica of the chest made from the same materials worth 50+ GP)"
      },
      {
        "document": 1455,
        "excerpt": "V, M (rare inks worth 50+ GP, which the spell consumes)"
      },
      {
        "document": 1503,
        "excerpt": "Rare"
      },
      {
        "document": 1504,
        "excerpt": "Very Rare"
      },
      {
        "document": 1505,
        "excerpt": "Rare"
      },
      {
        "document": 1507,
        "excerpt": "Very Rare"
      },
      {
        "document": 1508,
        "excerpt": "Very Rare"
      },
      {
        "document": 1510,
        "excerpt": "Rare"
      },
      {
        "document": 1512,
        "excerpt": "Rare"
      },
      {
        "document": 1513,
        "excerpt": "Rare"
      },
      {
        "document": 1514,
        "excerpt": "Rare"
      },
      {
        "document": 1515,
        "excerpt": "Rare"
      },
      {
        "document": 1516,
        "excerpt": "Very Rare"
      },
      {
        "document": 1519,
        "excerpt": "Rare"
      },
      {
        "document": 1521,
        "excerpt": "Rare"
      },
      {
        "document": 1523,
        "excerpt": "Rare"
      },
      {
        "document": 1525,
        "excerpt": "Rare"
      },
      {
        "document": 1526,
        "excerpt": "Rare"
      },
      {
        "document": 1529,
        "excerpt": "Rare"
      },
      {
        "document": 1531,
        "excerpt": "Rare"
      },
      {
        "document": 1532,
        "excerpt": "Rare"
      },
      {
        "document": 1535,
        "excerpt": "Very Rare"
      },
      {
        "document": 1536,
        "excerpt": "Rare"
      },
      {
        "document": 1537,
        "excerpt": "Very Rare"
      },
      {
        "document": 1538,
        "excerpt": "Rare"
      },
      {
        "document": 1539,
        "excerpt": "Rare"
      },
      {
        "document": 1541,
        "excerpt": "Very Rare"
      },
      {
        "document": 1542,
        "excerpt": "Rare"
      },
      {
        "document": 1546,
        "excerpt": "Rare"
      },
      {
        "document": 1551,
        "excerpt": "Very Rare"
      },
      {
        "document": 1552,
        "excerpt": "Rare"
      },
      {
        "document": 1554,
        "excerpt": "Rare"
      },
      {
        "document": 1555,
        "excerpt": "Very Rare"
      },
      {
        "document": 1559,
        "excerpt": "Very Rare"
      },
      {
        "document": 1560,
        "excerpt": "Rare"
      },
      {
        "document": 1562,
        "excerpt": "Very Rare"
      },
      {
        "document": 1563,
        "excerpt": "Rare"
      },
      {
        "document": 1567,
        "excerpt": "Very Rare"
      },
      {
        "document": 1568,
        "excerpt": "Very Rare"
      },
      {
        "document": 1570,
        "excerpt": "Very Rare"
      },
      {
        "document": 1572,
        "excerpt": "Rare"
      },
      {
        "document": 1573,
        "excerpt": "Rare"
      },
      {
        "document": 1574,
        "excerpt": "Very Rare"
      },
      {
        "document": 1579,
        "excerpt": "ct. When the effect ends, the token disappears. Bird (Rare). You can take a Magic action to toss the token 5 feet into the air. The token disappears and an enormou"
      },
      {
        "document": 1580,
        "excerpt": "cified in the figurine's description. Bronze Griffon (Rare). This bronze statuette is of a griffon rampant. It can become a Griffon for up to 6 hours. Once it has"
      },
      {
        "document": 1581,
        "excerpt": "Rare"
      },
      {
        "document": 1582,
        "excerpt": "Rare"
      },
      {
        "document": 1583,
        "excerpt": "Very Rare"
      },
      {
        "document": 1586,
        "excerpt": "Rare"
      },
      {
        "document": 1587,
        "excerpt": "Rare"
      },
      {
        "document": 1588,
        "excerpt": "Rare"
      },
      {
        "document": 1594,
        "excerpt": "Rare"
      },
      {
        "document": 1596,
        "excerpt": "Very Rare"
      },
      {
        "document": 1598,
        "excerpt": "Very Rare"
      },
      {
        "document": 1601,
        "excerpt": "Rare"
      },
      {
        "document": 1603,
        "excerpt": "Rare"
      },
      {
        "document": 1604,
        "excerpt": "Rare"
      },
      {
        "document": 1605,
        "excerpt": "Very Rare"
      },
      {
        "document": 1606,
        "excerpt": "Rare"
      },
      {
        "document": 1608,
        "excerpt": "Rare"
      },
      {
        "document": 1609,
        "excerpt": "e determines its rarity and effects. Absorption (Very Rare). While this pale lavender ellipsoid orbits your head, you can take a Reaction to cancel a spell of leve"
      },
      {
        "document": 1610,
        "excerpt": "Rare"
      },
      {
        "document": 1615,
        "excerpt": "Rare"
      },
      {
        "document": 1616,
        "excerpt": "Rare"
      },
      {
        "document": 1617,
        "excerpt": "Rare"
      },
      {
        "document": 1618,
        "excerpt": "Rare"
      },
      {
        "document": 1619,
        "excerpt": "Very Rare"
      },
      {
        "document": 1620,
        "excerpt": "Very Rare"
      },
      {
        "document": 1621,
        "excerpt": "Very Rare"
      },
      {
        "document": 1622,
        "excerpt": "Very Rare"
      },
      {
        "document": 1623,
        "excerpt": "Very Rare"
      },
      {
        "document": 1625,
        "excerpt": "Very Rare"
      },
      {
        "document": 1627,
        "excerpt": "o additional cards beyond your declared draws. Key. A Rare or rarer magic weapon with which you are proficient appears on your person. The GM chooses the weapon."
      },
      {
        "document": 1629,
        "excerpt": "Rare"
      },
      {
        "document": 1630,
        "excerpt": "Rare"
      },
      {
        "document": 1631,
        "excerpt": "Very Rare"
      },
      {
        "document": 1632,
        "excerpt": "Very Rare"
      },
      {
        "document": 1633,
        "excerpt": "Rare"
      },
      {
        "document": 1634,
        "excerpt": "Very Rare"
      },
      {
        "document": 1638,
        "excerpt": "Rare"
      },
      {
        "document": 1644,
        "excerpt": "Rare"
      },
      {
        "document": 1646,
        "excerpt": "Rare"
      },
      {
        "document": 1648,
        "excerpt": "Rare"
      },
      {
        "document": 1649,
        "excerpt": "Very Rare"
      },
      {
        "document": 1650,
        "excerpt": "Rare"
      },
      {
        "document": 1653,
        "excerpt": "Rare"
      },
      {
        "document": 1654,
        "excerpt": "Rare"
      },
      {
        "document": 1655,
        "excerpt": "Rare"
      },
      {
        "document": 1656,
        "excerpt": "Very Rare"
      },
      {
        "document": 1657,
        "excerpt": "Rare"
      },
      {
        "document": 1660,
        "excerpt": "Very Rare"
      },
      {
        "document": 1661,
        "excerpt": "Very Rare"
      },
      {
        "document": 1664,
        "excerpt": "Very Rare"
      },
      {
        "document": 1665,
        "excerpt": "Rare"
      },
      {
        "document": 1668,
        "excerpt": "Rare"
      },
      {
        "document": 1669,
        "excerpt": "Rare"
      },
      {
        "document": 1670,
        "excerpt": "Rare"
      },
      {
        "document": 1674,
        "excerpt": "Rare"
      },
      {
        "document": 1675,
        "excerpt": "Very Rare"
      },
      {
        "document": 1676,
        "excerpt": "Rare"
      },
      {
        "document": 1677,
        "excerpt": "Very Rare"
      },
      {
        "document": 1678,
        "excerpt": "Rare"
      },
      {
        "document": 1681,
        "excerpt": "Very Rare"
      },
      {
        "document": 1682,
        "excerpt": "Rare"
      },
      {
        "document": 1686,
        "excerpt": "Rare"
      },
      {
        "document": 1687,
        "excerpt": "Rare"
      },
      {
        "document": 1688,
        "excerpt": "Very Rare"
      },
      {
        "document": 1689,
        "excerpt": "Very Rare"
      },
      {
        "document": 1692,
        "excerpt": "Very Rare"
      },
      {
        "document": 1693,
        "excerpt": "Very Rare"
      },
      {
        "document": 1696,
        "excerpt": "Rare"
      },
      {
        "document": 1697,
        "excerpt": "Very Rare"
      },
      {
        "document": 1699,
        "excerpt": "Rare"
      },
      {
        "document": 1701,
        "excerpt": "Very Rare"
      },
      {
        "document": 1704,
        "excerpt": "Rare"
      },
      {
        "document": 1705,
        "excerpt": "Rare"
      },
      {
        "document": 1706,
        "excerpt": "Very Rare"
      },
      {
        "document": 1710,
        "excerpt": "Very Rare"
      },
      {
        "document": 1712,
        "excerpt": "Rare"
      },
      {
        "document": 1713,
        "excerpt": "Very Rare"
      },
      {
        "document": 1714,
        "excerpt": "Very Rare"
      },
      {
        "document": 1715,
        "excerpt": "Rare"
      },
      {
        "document": 1716,
        "excerpt": "Very Rare"
      },
      {
        "document": 1717,
        "excerpt": "Very Rare"
      },
      {
        "document": 1718,
        "excerpt": "Rare"
      },
      {
        "document": 1721,
        "excerpt": "Rare"
      },
      {
        "document": 1722,
        "excerpt": "Very Rare"
      },
      {
        "document": 1723,
        "excerpt": "Rare"
      },
      {
        "document": 1724,
        "excerpt": "Rare"
      },
      {
        "document": 1726,
        "excerpt": "Rare"
      },
      {
        "document": 1727,
        "excerpt": "Rare"
      },
      {
        "document": 1728,
        "excerpt": "Very Rare"
      },
      {
        "document": 1729,
        "excerpt": "Rare"
      },
      {
        "document": 1733,
        "excerpt": "Very Rare"
      },
      {
        "document": 1734,
        "excerpt": "Very Rare"
      },
      {
        "document": 1735,
        "excerpt": "Very Rare"
      },
      {
        "document": 1736,
        "excerpt": "Very Rare"
      },
      {
        "document": 1739,
        "excerpt": "Rare"
      },
      {
        "document": 1741,
        "excerpt": "Rare"
      },
      {
        "document": 1742,
        "excerpt": "Rare"
      },
      {
        "document": 1743,
        "excerpt": "Rare"
      },
      {
        "document": 1744,
        "excerpt": "Rare"
      },
      {
        "document": 1745,
        "excerpt": "Rare"
      },
      {
        "document": 1748,
        "excerpt": "Rare"
      },
      {
        "document": 1749,
        "excerpt": "Very Rare"
      },
      {
        "document": 1751,
        "excerpt": "Rare"
      },
      {
        "document": 1753,
        "excerpt": "Rare"
      },
      {
        "document": 1754,
        "excerpt": "Rare"
      },
      {
        "document": 1759,
        "excerpt": "Rare"
      },
      {
        "document": 1884,
        "excerpt": "on 10 Languages None CR 0 (XP 0; PB +2) Golden Lions (Rare). These gold statuettes of lions are always created in pairs. You can use one figurine or both simultane"
      }
    ],
    "rarely": [
      {
        "document": 114,
        "excerpt": "aults. Such items grant capabilities a character could rarely have otherwise, or they complement their owner's capabilities in wondrous ways."
      },
      {
        "document": 712,
        "excerpt": "rcome. Traps that are undetectable and inescapable are rarely fun."
      },
      {
        "document": 970,
        "excerpt": "You're so evasive that attackers rarely gain the upper hand against you. No attack roll can have Advantage against you unless you have the Incap"
      },
      {
        "document": 1376,
        "excerpt": "angerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal. After the creature completes the task, or when the agreed-upon duratio"
      }
    ],
    "rarer": [
      {
        "document": 119,
        "excerpt": "Rare magic items are usually found only in cities, and rarer magic items might be sold only in wondrous locations, such as a city on another plane of existence. If y"
      },
      {
        "document": 1627,
        "excerpt": "onal cards beyond your declared draws. Key. A Rare or rarer magic weapon with which you are proficient appears on your person. The GM chooses the weapon. Knight. Y"
      }
    ],
    "rarities": [
      {
        "document": 118,
        "excerpt": "of an item's power relative to other magic items. The rarities are shown in the Magic Item Rarities and Values table. Common magic items, such as a Potion of Healing,"
      },
      {
        "document": 119,
        "excerpt": "tems. Gold Piece values are provided in the Magic Item Rarities and Values table, though a seller might ask for a service rather than coin as payment. If a magic item"
      },
      {
        "document": 757,
        "excerpt": "Magic Item Rarities and Values"
      }
    ],
    "rarity": [
      {
        "document": 118,
        "excerpt": "Magic Item Rarity"
      },
      {
        "document": 119,
        "excerpt": "Magic Item Values by Rarity"
      },
      {
        "document": 133,
        "excerpt": "takes an amount of time and money based on the item's rarity as shown in the Magic Item Crafting Time and Cost table. Work per Day. For each day of crafting, you mu"
      },
      {
        "document": 755,
        "excerpt": "Rarity"
      },
      {
        "document": 756,
        "excerpt": "item out of the hat. Roll 1d6 to determine the item’s rarity: on a 1–3, Common; on a 4–5, Uncommon; on a 6, Rare. The GM chooses the item, which disappears after 1 h"
      },
      {
        "document": 757,
        "excerpt": "Rarity"
      },
      {
        "document": 763,
        "excerpt": "Rarity"
      },
      {
        "document": 764,
        "excerpt": "Rarity"
      },
      {
        "document": 770,
        "excerpt": "Rarity"
      },
      {
        "document": 771,
        "excerpt": "Rarity"
      },
      {
        "document": 780,
        "excerpt": "Item Rarity"
      },
      {
        "document": 797,
        "excerpt": "Rarity"
      },
      {
        "document": 1503,
        "excerpt": "ce of magic ammunition. The bonus is determined by the rarity of the ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typic"
      },
      {
        "document": 1510,
        "excerpt": "ile wearing this armor. The bonus is determined by its rarity."
      },
      {
        "document": 1522,
        "excerpt": "Rarity Varies"
      },
      {
        "document": 1579,
        "excerpt": "Rarity Varies"
      },
      {
        "document": 1580,
        "excerpt": "Rarity Varies"
      },
      {
        "document": 1609,
        "excerpt": "Rarity Varies"
      },
      {
        "document": 1651,
        "excerpt": "Rarity Varies"
      },
      {
        "document": 1663,
        "excerpt": "Rarity Varies"
      },
      {
        "document": 1704,
        "excerpt": "have a bonus to Armor Class determined by the Shield's rarity, in addition to the Shield's normal bonus to AC."
      },
      {
        "document": 1709,
        "excerpt": "Rarity Varies"
      },
      {
        "document": 1751,
        "excerpt": "a bonus to spell attack rolls determined by the wand's rarity. In addition, you ignore Half Cover when making a spell attack roll."
      },
      {
        "document": 1754,
        "excerpt": "magic weapon. The bonus is determined by the weapon's rarity."
      }
    ],
    "rat": [
      {
        "document": 783,
        "excerpt": "appears; on a 2, an Elephant appears; and on a 3-4, a Rat appears."
      },
      {
        "document": 794,
        "excerpt": "Giant Rat"
      },
      {
        "document": 795,
        "excerpt": "Rat"
      },
      {
        "document": 965,
        "excerpt": "e “Animals” in “Monsters” for stat block options). The Rat, Riding Horse, Spider, and Wolf are recommended. Whenever you finish a Long Rest, you can replace one of"
      },
      {
        "document": 1265,
        "excerpt": "ou choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating of 0. Appearing in an unoccupied sp"
      },
      {
        "document": 1891,
        "excerpt": "Giant Rat"
      },
      {
        "document": 1938,
        "excerpt": "lity. Shape-Shift. The imp shape-shifts to resemble a rat (Speed 20 ft.), a raven (20 ft., Fly 60 ft.), or a spider (20 ft., Climb 20 ft.), or it returns to its t"
      },
      {
        "document": 1998,
        "excerpt": "Rat"
      },
      {
        "document": 2041,
        "excerpt": "m can move through any opening large enough for a Tiny rat. The swarm can't regain Hit Points or gain Temporary Hit Points."
      },
      {
        "document": 2069,
        "excerpt": "Common (can't speak in rat form)"
      }
    ],
    "rat's": [
      {
        "document": 267,
        "excerpt": "er happened 80 A bronze pentacle with an etching of a rat's head in its center 81 A purple handkerchief embroidered with the name of an archmage 82 Half a floor p"
      },
      {
        "document": 1891,
        "excerpt": "attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      }
    ],
    "rate": [
      {
        "document": 724,
        "excerpt": "per hour (as shown in “Equipment”) to determine their rate of travel, and they don't choose a travel pace."
      },
      {
        "document": 738,
        "excerpt": "o keep up a Fast pace in Arctic terrain. † Characters' rate of travel while waterborne depends on the vehicle carrying them; see “Vehicles.” Intelligence or Wisdom"
      },
      {
        "document": 1264,
        "excerpt": "e falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If a creature lands before the spell ends, t"
      },
      {
        "document": 1758,
        "excerpt": "are flying when the duration expires, you descend at a rate of 30 feet per round until you land."
      }
    ],
    "rates": [
      {
        "document": 713,
        "excerpt": "pet of Flying, translate the party's Speed into travel rates using these rules: Miles per hour = Speed ÷ 10 Miles per day (Normal pace) = Miles per hour × number o"
      }
    ],
    "rather": [
      {
        "document": 46,
        "excerpt": "any different people and face some monsters that would rather talk than fight. In those situations, it's time for social interaction, which takes many forms. For exam"
      },
      {
        "document": 75,
        "excerpt": "ules. Squares. Each square represents 5 feet. Speed. Rather than moving foot by foot, move square by square on the grid, using your Speed in 5-foot segments. You ca"
      },
      {
        "document": 106,
        "excerpt": "a Critical Hit with a Dagger, roll 2d4 for the damage rather than 1d4, and add your relevant ability modifier. If the attack involves other damage dice, such as from"
      },
      {
        "document": 119,
        "excerpt": "Values table, though a seller might ask for a service rather than coin as payment. If a magic item incorporates an item that has a purchase cost in “Equipment” (suc"
      },
      {
        "document": 496,
        "excerpt": "rds themselves aren't the source of the spell's power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in m"
      },
      {
        "document": 965,
        "excerpt": "ty to handle objects is determined by the form's limbs rather than your own. In addition, you choose whether your equipment falls in your space, merges into your new"
      },
      {
        "document": 966,
        "excerpt": "e of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially tur"
      },
      {
        "document": 969,
        "excerpt": "The damage die of your Hunter's Mark is a d10 rather than a d6."
      },
      {
        "document": 972,
        "excerpt": "r Thirsting Blade invocation confers two extra attacks rather than one. Eldritch Mind You have Advantage on Constitution saving throws that you make to maintain Con"
      },
      {
        "document": 984,
        "excerpt": "can determine your jump distance using your Dexterity rather than your Strength."
      },
      {
        "document": 1153,
        "excerpt": "sting ability modifier for the attack and damage rolls rather than using Strength."
      },
      {
        "document": 1157,
        "excerpt": "up to four creatures you have animated with this spell rather than animating a new creature. Using a Higher-Level Spell Slot. You animate or reassert control over tw"
      },
      {
        "document": 1219,
        "excerpt": "p to three creatures you have animated with this spell rather than animating new ones. Using a Higher-Level Spell Slot. If you use a level 7 spell slot, you can anim"
      },
      {
        "document": 1823,
        "excerpt": "cat's jump distance is determined using its Dexterity rather than its Strength."
      }
    ],
    "rating": [
      {
        "document": 34,
        "excerpt": "monster's Proficiency Bonus is based on its Challenge Rating (see “Rules Glossary”). The Proficiency Bonus table shows how the bonus is determined. This bonus is ap"
      },
      {
        "document": 156,
        "excerpt": "ensure a monster acts in accordance with its Challenge Rating, follow these rules during combat: Special Abilities. If the monster has a special ability that deals a"
      },
      {
        "document": 160,
        "excerpt": "items, since those might alter the monster's Challenge Rating. If you do give a monster a magic item, the monster can have Attunement with magic items as noted in “Eq"
      },
      {
        "document": 165,
        "excerpt": "Challenge Rating"
      },
      {
        "document": 166,
        "excerpt": "CR, as detailed in the Experience Points by Challenge Rating table. XP is awarded for defeating the monster in combat or otherwise neutralizing it. Unless a rule sa"
      },
      {
        "document": 167,
        "excerpt": "its CR, as shown in the Proficiency Bonus by Challenge Rating table, and is reflected in saving throws, skills, and other statistics where the monster's exceptional a"
      },
      {
        "document": 554,
        "excerpt": "lists any languages the monster knows. CR. Challenge Rating summarizes the threat a monster poses and is detailed in “Monsters.” The Experience Points characters re"
      },
      {
        "document": 587,
        "excerpt": "Challenge Rating"
      },
      {
        "document": 727,
        "excerpt": "characters whose level equals the monster's Challenge Rating. Moderate Difficulty. Absent healing and other resources, an encounter of moderate difficulty could go"
      },
      {
        "document": 737,
        "excerpt": "ters whose level is lower than the monster's Challenge Rating. ---"
      },
      {
        "document": 805,
        "excerpt": "Experience Points by Challenge Rating"
      },
      {
        "document": 806,
        "excerpt": "Experience Points by Challenge Rating"
      },
      {
        "document": 807,
        "excerpt": "Proficiency Bonus by Challenge Rating"
      },
      {
        "document": 941,
        "excerpt": "Challenge Rating"
      },
      {
        "document": 965,
        "excerpt": "among Beast stat blocks that have a maximum Challenge Rating of 1/4 and that lack a Fly Speed (see “Animals” in “Monsters” for stat block options). The Rat, Riding H"
      },
      {
        "document": 1155,
        "excerpt": "o deliver a message for you (if the target's Challenge Rating isn't 0, it automatically succeeds). You specify a location you have visited and a recipient who matches"
      },
      {
        "document": 1156,
        "excerpt": "e or smaller Beast of your choice that has a Challenge Rating of 4 or lower. You can choose a different form for each target. On later turns, you can take a Magic act"
      },
      {
        "document": 1198,
        "excerpt": "other planes of existence - Location of one Challenge Rating 10+ creature (GM's choice) that is a Celestial, an Elemental, a Fey, a Fiend, or an Undead - The most pr"
      },
      {
        "document": 1265,
        "excerpt": "Spider, Weasel, or another Beast that has a Challenge Rating of 0. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form"
      },
      {
        "document": 1381,
        "excerpt": "form can be any Beast you choose that has a Challenge Rating equal to or less than the target's (or the target's level if it doesn't have a Challenge Rating). The ta"
      },
      {
        "document": 1420,
        "excerpt": "he new form must be of a creature that has a Challenge Rating no higher than your level or Challenge Rating. You must have seen the sort of creature before, and it ca"
      },
      {
        "document": 1463,
        "excerpt": "w form can be any kind you choose that has a Challenge Rating equal to or less than the target's Challenge Rating or level. The target's game statistics are replaced"
      }
    ],
    "rational": [
      {
        "document": 237,
        "excerpt": "Most creatures that lack the capacity for rational thought don't have alignments; they are unaligned. Sharks are savage predators, for example, but they ar"
      }
    ],
    "rationalizes": [
      {
        "document": 1373,
        "excerpt": "the target treats the phantasm as if it were real and rationalizes any illogical outcomes from interacting with it. For example, if the target steps through a phantasmal b"
      }
    ],
    "rations": [
      {
        "document": 333,
        "excerpt": "items: Backpack, Blanket, Holy Water, Lamp, 7 days of Rations, Robe, and Tinderbox."
      },
      {
        "document": 336,
        "excerpt": "Rations (5 SP)"
      },
      {
        "document": 422,
        "excerpt": "0), or detect spoiled or poisoned food (DC 15) Craft: Rations"
      },
      {
        "document": 462,
        "excerpt": "s, Crowbar, Hooded Lantern, 7 flasks of Oil, 5 days of Rations, Rope, Tinderbox, and Waterskin."
      },
      {
        "document": 479,
        "excerpt": "kpack, Caltrops, Crowbar, 2 flasks of Oil, 10 days of Rations, Rope, Tinderbox, 10 Torches, and Waterskin."
      },
      {
        "document": 480,
        "excerpt": "antern, 3 Costumes, Mirror, 8 flasks of Oil, 9 days of Rations, Tinderbox, and Waterskin."
      },
      {
        "document": 481,
        "excerpt": "items: Backpack, Bedroll, 2 flasks of Oil, 10 days of Rations, Rope, Tinderbox, 10 Torches, and Waterskin."
      },
      {
        "document": 930,
        "excerpt": "Rations"
      },
      {
        "document": 1117,
        "excerpt": "Rations"
      },
      {
        "document": 1520,
        "excerpt": "ur tongue and provides as much nourishment as 1 day of Rations."
      }
    ],
    "rats": [
      {
        "document": 676,
        "excerpt": "tures that dwell in such areas, including otyu-ghs and rats. Any Humanoid that is wounded by a creature that carries the contagion or that comes into contact with c"
      },
      {
        "document": 729,
        "excerpt": "Giant Wasps (100 XP each), for 200 XP total - 6 Giant Rats (25 XP each), for 150 XP total Example 2. A moderate-difficulty encounter for five level 3 characters h"
      },
      {
        "document": 1642,
        "excerpt": "ement) While these pipes are on your person, ordinary rats and giant rats are Indifferent toward you and won't attack you unless you threaten or harm them. The pi"
      },
      {
        "document": 2041,
        "excerpt": "Swarm of Rats"
      }
    ],
    "raven": [
      {
        "document": 820,
        "excerpt": "A silver icon of a raven"
      },
      {
        "document": 1265,
        "excerpt": "oose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating of 0. Appearing in an unoccupied space wit"
      },
      {
        "document": 1456,
        "excerpt": "ithin range, such as a rumble of thunder, the cry of a raven, or ominous whispers. Tremors. You cause harmless tremors in the ground for 1 minute."
      },
      {
        "document": 1884,
        "excerpt": "can't be used again until 2 days have passed. Silver Raven (Uncommon). This silver statuette of a raven can become a Raven for up to 12 hours. Once it has been use"
      },
      {
        "document": 1938,
        "excerpt": "e imp shape-shifts to resemble a rat (Speed 20 ft.), a raven (20 ft., Fly 60 ft.), or a spider (20 ft., Climb 20 ft.), or it returns to its true form. Its game stati"
      },
      {
        "document": 1999,
        "excerpt": "Raven"
      },
      {
        "document": 2042,
        "excerpt": "m can move through any opening large enough for a Tiny raven. The swarm can't regain Hit Points or gain Temporary Hit Points."
      }
    ],
    "ravens": [
      {
        "document": 2042,
        "excerpt": "Swarm of Ravens"
      }
    ],
    "raw": [
      {
        "document": 133,
        "excerpt": "n assist you, but the GM might allow more assistants. Raw Materials. The cost in the table represents the raw materials needed to make a magic item. The GM determ"
      },
      {
        "document": 387,
        "excerpt": "To craft a nonmagical item, you need tools, raw materials, and time, each of which is detailed below. If you meet the requirements, you make the item, a"
      },
      {
        "document": 389,
        "excerpt": "Raw Materials"
      },
      {
        "document": 391,
        "excerpt": "Healing. Doing so requires using that kit and 25 GP of raw material over the course of 1 day (8 hours of work)."
      },
      {
        "document": 1259,
        "excerpt": "Components: V, S Duration: Instantaneous You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clum"
      }
    ],
    "ray": [
      {
        "document": 776,
        "excerpt": "Ray of Enfeeblement"
      },
      {
        "document": 826,
        "excerpt": "Fog Cloud, Hold Person, Ray of Frost"
      },
      {
        "document": 828,
        "excerpt": "Acid Splash, Ray of Sickness, Web"
      },
      {
        "document": 859,
        "excerpt": "Ray of Frost"
      },
      {
        "document": 860,
        "excerpt": "Ray of Sickness"
      },
      {
        "document": 861,
        "excerpt": "Scorching Ray"
      },
      {
        "document": 870,
        "excerpt": "Burning Hands, Command,Scorching Ray, Suggestion"
      },
      {
        "document": 874,
        "excerpt": "Ray of Enfeeblement"
      },
      {
        "document": 884,
        "excerpt": "Ray of Frost"
      },
      {
        "document": 886,
        "excerpt": "Ray of Sickness"
      },
      {
        "document": 887,
        "excerpt": "Ray of Enfeeblement"
      },
      {
        "document": 973,
        "excerpt": "Wizard cantrips of your choice. Light, Mage Hand, and Ray of Frost are recommended. Whenever you finish a Long Rest, you can replace one of your cantrips from thi"
      },
      {
        "document": 992,
        "excerpt": "ison damage.You also know the Poison Spray cantrip. | Ray of Sickness | Hold Person | | Chthonic | You have Resistance to Necrotic damage.You also know th"
      },
      {
        "document": 1235,
        "excerpt": "and dust) Duration: Instantaneous You launch a green ray at a target you can see within range. The target can be a creature, a non-magical object, or a creation"
      },
      {
        "document": 1387,
        "excerpt": "ow. For each target, roll 1d8 to determine which color ray affects it, consulting the Prismatic Rays table. Prismatic Rays | 1d8 | Ray"
      },
      {
        "document": 1398,
        "excerpt": "Ray of Enfeeblement"
      },
      {
        "document": 1399,
        "excerpt": "Ray of Frost"
      },
      {
        "document": 1400,
        "excerpt": "Ray of Sickness"
      },
      {
        "document": 1412,
        "excerpt": "Scorching Ray"
      },
      {
        "document": 1540,
        "excerpt": "on While wearing this circlet, you can cast Scorching Ray with it (+5 to hit). The circlet can't cast this spell again until the next dawn."
      },
      {
        "document": 1547,
        "excerpt": "Cloak of the Manta Ray"
      },
      {
        "document": 1686,
        "excerpt": "Ring of X-ray Vision"
      },
      {
        "document": 1748,
        "excerpt": "a Magic action to expend 1 charge to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of yourself. The target must succeed"
      },
      {
        "document": 1763,
        "excerpt": "(A) Sleep Breath or (B) Spellcasting to cast Scorching Ray. Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 17 (2d10 + 6) Slashing damage plus 4 (1d8) Fire damage"
      },
      {
        "document": 1768,
        "excerpt": "ne attack with a use of Spellcasting to cast Scorching Ray. Rend. Melee Attack Roll: +14, reach 10 ft. Hit: 13 (1d10 + 8) Slashing damage plus 5 (2d4) Fire damage"
      },
      {
        "document": 1775,
        "excerpt": "(A) Sleep Breath or (B) Spellcasting to cast Scorching Ray (level 3 version). Rend. Melee Attack Roll: +14, reach 15 ft. Hit: 19 (2d10 + 8) Slashing damage plus 7"
      },
      {
        "document": 1780,
        "excerpt": "ne attack with a use of Spellcasting to cast Scorching Ray (level 3 version). Rend. Melee Attack Roll: +17, reach 15 ft. Hit: 19 (2d8 + 10) Slashing damage plus 1"
      },
      {
        "document": 1914,
        "excerpt": "hag leaves no tracks while Invisible), Minor Illusion, Ray of Sickness (level 3 version)"
      },
      {
        "document": 1959,
        "excerpt": "ks and one Snake Hair attack, or it makes three Poison Ray attacks. Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage. Snake Hair. Melee"
      },
      {
        "document": 1976,
        "excerpt": "Multiattack. The oni makes two Claw or Nightmare Ray attacks. It can replace one attack with a use of Spellcasting. Claw. Melee Attack Roll: +7, reach 10 ft"
      },
      {
        "document": 2028,
        "excerpt": ". The naga makes three attacks, using Bite or Necrotic Ray in any combination. Bite. Melee Attack Roll: +7, reach 10 ft. Hit: 7 (1d6 + 4) Piercing damage plus 14"
      }
    ],
    "rays": [
      {
        "document": 1387,
        "excerpt": ": Self Components: V, S Duration: Instantaneous Eight rays of light flash from you in a 60-foot Cone. Each creature in the Cone makes a Dexterity saving throw. For"
      },
      {
        "document": 1412,
        "excerpt": "ts: V, S Duration: Instantaneous You hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On"
      },
      {
        "document": 1768,
        "excerpt": "action again until the start of its next turn. Fiery Rays. The dragon uses Spellcasting to cast Scorching Ray. The dragon can't take this action again until the s"
      },
      {
        "document": 1780,
        "excerpt": "action again until the start of its next turn. Fiery Rays. The dragon uses Spellcasting to cast Scorching Ray (level 3 version). The dragon can't take this action"
      }
    ],
    "reach": [
      {
        "document": 9,
        "excerpt": "If you reach 0 Hit Points and don't die instantly, you have the Unconscious condition (see “Rules Glossary”) until yo"
      },
      {
        "document": 51,
        "excerpt": "ment can help them in many ways. For example, they can reach out-of-the-way places with a Ladder, perceive things they wouldn't otherwise notice with a Torch or anot"
      },
      {
        "document": 90,
        "excerpt": "melee attack allows you to attack a target within your reach. A melee attack typically uses a hand-held weapon or an Unarmed Strike. Many monsters make melee attacks"
      },
      {
        "document": 91,
        "excerpt": "Reach"
      },
      {
        "document": 93,
        "excerpt": "tunity Attack if an explosion hurls you out of a foe's reach or if you fall past an enemy. Making an Opportunity Attack. You can make an Opportunity Attack when a c"
      },
      {
        "document": 102,
        "excerpt": "oint loss has no effect on your capabilities until you reach 0 Hit Points. If you have half your Hit Points or fewer, you're Bloodied, which has no game effect on i"
      },
      {
        "document": 170,
        "excerpt": "attack and then provides the attack roll's bonus, its reach or range, and what happens on a hit. An attack is against one target unless its entry says otherwise. Fo"
      },
      {
        "document": 242,
        "excerpt": "exceeds a number in the Experience Points column, you reach the corresponding level. Character Advancement"
      },
      {
        "document": 252,
        "excerpt": "an use feats as a form of advancement after characters reach level 20 to provide greater power to characters who have no more levels to gain. With this approach, eac"
      },
      {
        "document": 256,
        "excerpt": "6 Cleric / level 1 Fighter, you must gain enough XP to reach level 8 before you can take your second level as a Fighter or your seventh level as a Cleric."
      },
      {
        "document": 283,
        "excerpt": "gins.” Regardless of life span, members of all species reach physical maturity at about the same age. Your character can be any age that isn’t beyond their species’"
      },
      {
        "document": 308,
        "excerpt": ") check, freeing itself or another creature within its reach on a success. Each failed check deals 1 Piercing damage to the trapped creature."
      },
      {
        "document": 339,
        "excerpt": "Reach"
      },
      {
        "document": 397,
        "excerpt": "re within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that da"
      },
      {
        "document": 494,
        "excerpt": "he spell, that the spellcaster must touch within their reach. Self. The spell is cast on the spellcaster or emanates from them, as specified in the spell. If a spe"
      },
      {
        "document": 499,
        "excerpt": "To use a Component Pouch, you must have a hand free to reach into it, and to use a Spellcasting Focus, you must hold it unless its description says otherwise (see “E"
      },
      {
        "document": 525,
        "excerpt": "ty Attack when a creature that you can see leaves your reach using its action, its Bonus Action, its Reaction, or one of its speeds. To make the Opportunity Attack,"
      },
      {
        "document": 532,
        "excerpt": "Reach"
      },
      {
        "document": 554,
        "excerpt": "attack and then provides the attack roll's bonus, its reach or range, and what happens on a hit. An attack is against one target unless its entry says otherwise. S"
      },
      {
        "document": 641,
        "excerpt": "r height above yourself during the jump. Thus, you can reach a distance equal to the height of the jump plus 1 1/2 times your height."
      },
      {
        "document": 717,
        "excerpt": ") check, freeing itself or another creature within its reach from the Net on a successful check. Detect and Disarm. As a Search action, a creature can examine the t"
      },
      {
        "document": 725,
        "excerpt": "or teleport. Defensive Positions. Enemies in hard-to-reach locations or defensive positions force characters who normally attack at range to move around. Mixed Mo"
      },
      {
        "document": 791,
        "excerpt": "nded claw makes the following melee attack: +8 to hit, reach 5 ft. Hit: 7 (2d6) Bludgeoning damage."
      },
      {
        "document": 928,
        "excerpt": "Heavy, Reach, Two-Handed"
      },
      {
        "document": 962,
        "excerpt": "ills and change one of those weapon choices. When you reach certain Barbarian levels, you gain the ability to use the mastery properties of more kinds of weapons, a"
      },
      {
        "document": 963,
        "excerpt": "r Levels. Your Bardic Inspiration die changes when you reach certain Bard levels, as shown in the Bardic Die column of the Bard Features table. The die becomes a d8"
      },
      {
        "document": 964,
        "excerpt": "p of your choice from the Cleric spell list. When you reach Cleric levels 4 and 10, you learn another cantrip of your choice from the Cleric spell list, as shown in"
      },
      {
        "document": 965,
        "excerpt": "ip of your choice from the Druid spell list. When you reach Druid levels 4 and 10, you learn another cantrip of your choice from the Druid spell list, as shown in t"
      },
      {
        "document": 966,
        "excerpt": "l expended uses when you finish a Long Rest. When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fi"
      },
      {
        "document": 967,
        "excerpt": "or or wielding a Shield. This bonus increases when you reach certain Monk levels, as shown on the Monk Features table."
      },
      {
        "document": 968,
        "excerpt": "inish a Long Rest. You gain an additional use when you reach Paladin level 11."
      },
      {
        "document": 969,
        "excerpt": "cast the spell without a spell slot increases when you reach certain Ranger levels, as shown in the Favored Enemy column of the Ranger Features table."
      },
      {
        "document": 970,
        "excerpt": "Rogue, you gain the following class features when you reach the specified Rogue levels. These features are listed in the Rogue Features table. Rogue Features"
      },
      {
        "document": 971,
        "excerpt": "ith another Sorcerer cantrip of your choice. When you reach Sorcerer levels 4 and 10, you learn another Sorcerer cantrip of your choice, as shown in the Cantrips co"
      },
      {
        "document": 972,
        "excerpt": "vel 5+ Warlock, you can select the invocation once you reach Warlock level 5. Replacing and Gaining Invocations. Whenever you gain a Warlock level, you can replace"
      },
      {
        "document": 973,
        "excerpt": "with another Wizard cantrip of your choice. When you reach Wizard levels 4 and 10, you learn another Wizard cantrip of your choice, as shown in the Cantrips column"
      },
      {
        "document": 975,
        "excerpt": "ints. The damage and healing increase by 1d6 when you reach Druid levels 10 (3d6) and 14 (4d6)."
      },
      {
        "document": 977,
        "excerpt": "When you reach a Sorcerer level specified in the Draconic Spells table, you thereafter always have the listed spells pr"
      },
      {
        "document": 979,
        "excerpt": "ensures you always have certain spells ready; when you reach a Warlock level specified in the Fiend Spells table, you thereafter always have the listed spells prepar"
      },
      {
        "document": 981,
        "excerpt": "ensures you always have certain spells ready. When you reach a Cleric level specified in the Life Domain Spells table, you thereafter always have the listed spells p"
      },
      {
        "document": 982,
        "excerpt": "ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Devotion Spells table, you thereafter always have the listed sp"
      },
      {
        "document": 984,
        "excerpt": "You've trained to get into especially hard-to-reach places, granting you these benefits. Climber. You gain a Climb Speed equal to your Speed. Jumper. You"
      },
      {
        "document": 986,
        "excerpt": "as much damage. This damage increases by 1d10 when you reach character levels 5 (2d10), 11 (3d10), and 17 (4d10). You can use this Breath Weapon a number of times e"
      },
      {
        "document": 988,
        "excerpt": "ou gain the level 1 benefit of that lineage. When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that sp"
      },
      {
        "document": 994,
        "excerpt": "in the level 1 benefit of the chosen legacy. When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that sp"
      },
      {
        "document": 1060,
        "excerpt": "Reach"
      },
      {
        "document": 1065,
        "excerpt": "Reach"
      },
      {
        "document": 1081,
        "excerpt": "Reach"
      },
      {
        "document": 1104,
        "excerpt": "Reach"
      },
      {
        "document": 1148,
        "excerpt": "Reach"
      },
      {
        "document": 1150,
        "excerpt": "Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6)."
      },
      {
        "document": 1155,
        "excerpt": "ed, mimicking your communication. If the Beast doesn't reach its destination before the spell ends, the message is lost, and the Beast returns to where you cast the"
      },
      {
        "document": 1158,
        "excerpt": "Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: Force damage equal to 1d4 + 3 (Medium or smaller), 2d6 + 3 + your spellcasting ability modifi"
      },
      {
        "document": 1159,
        "excerpt": "eature can cast spells or make attacks with Ranged or Reach weapons through the barrier. If you move so that an affected creature is forced to pass through the bar"
      },
      {
        "document": 1190,
        "excerpt": "ave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can't regain Hit Points until the end of your n"
      },
      {
        "document": 1203,
        "excerpt": "make one melee attack against a random creature within reach. If none are within reach, the target takes no action. | 9–10 The target chooses its behavior. At the"
      },
      {
        "document": 1253,
        "excerpt": "of each of its turns. The target or a creature within reach of it can take an action to make a Strength (Athletics) check against your spell save DC. On a success,"
      },
      {
        "document": 1266,
        "excerpt": "Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 plus the spell's level of Radiant (Celestial), Psychic (Fey), or Necrotic (Fiend) damage."
      },
      {
        "document": 1270,
        "excerpt": "Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10)."
      },
      {
        "document": 1290,
        "excerpt": "Attack Roll: Bonus equals your spell attack modifier, reach 10 ft. Hit: 1d6 + 3 plus the spell's level Piercing damage plus 1d4 Poison damage. Web Bolt (Spider Onl"
      },
      {
        "document": 1303,
        "excerpt": "und can emanate from within the area, and no sound can reach into it. Tongues. Creatures of any types you choose can communicate with any other creature in the area"
      },
      {
        "document": 1335,
        "excerpt": "ng or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target"
      },
      {
        "document": 1380,
        "excerpt": "Cantrip Upgrade. The damage increases by 1d12 when you reach levels 5 (2d12), 11 (3d12), and 17 (4d12)."
      },
      {
        "document": 1390,
        "excerpt": "Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8)."
      },
      {
        "document": 1399,
        "excerpt": "Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8)."
      },
      {
        "document": 1407,
        "excerpt": "rea that aren't anchored to the ground fall upward and reach the top of the Cylinder. A creature can make a Dexterity saving throw to grab a fixed object it can reac"
      },
      {
        "document": 1410,
        "excerpt": "Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8)."
      },
      {
        "document": 1418,
        "excerpt": "ing your message, a creature can block your ability to reach it again with this spell for 8 hours. If you try to send another message during that time, you learn tha"
      },
      {
        "document": 1424,
        "excerpt": "pon. Cantrip Upgrade. The damage die changes when you reach levels 5 (d10), 11 (d12), and 17 (2d6)."
      },
      {
        "document": 1426,
        "excerpt": "Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8)."
      },
      {
        "document": 1433,
        "excerpt": "Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8)."
      },
      {
        "document": 1434,
        "excerpt": "s Stable. Cantrip Upgrade. The range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet)."
      },
      {
        "document": 1442,
        "excerpt": "Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8)."
      },
      {
        "document": 1448,
        "excerpt": "Attack Roll: Bonus equals your spell attack modifier, reach 10 feet. Hit: 1d6 + 4 + the spell's level Piercing damage. Breath Weapon. Dexterity Saving Throw: DC eq"
      },
      {
        "document": 1466,
        "excerpt": "e type, the attack deals extra Radiant damage when you reach levels 5 (1d6), 11 (2d6), and 17 (3d6)."
      },
      {
        "document": 1469,
        "excerpt": "Make a melee spell attack against one creature within reach. On a hit, the target takes 3d6 Necrotic damage, and you regain Hit Points equal to half the amount of N"
      },
      {
        "document": 1470,
        "excerpt": "Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6)."
      },
      {
        "document": 1516,
        "excerpt": "hletics) check. Another creature can take an action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength (Athletics) check, provid"
      },
      {
        "document": 1523,
        "excerpt": "e unwilling to part with the weapon, keeping it within reach at all times. You also have Disadvantage on attack rolls with weapons other than this one. Whenever ano"
      },
      {
        "document": 1594,
        "excerpt": "ilize action or a Bonus Action (your choice). When you reach into the haversack for a specific item, the item is always magically on top. If any of its pouches is o"
      },
      {
        "document": 1596,
        "excerpt": "ng the hat gains a special Somatic component: you must reach into the hat and “pull” the spell out of it. Unknown Spell. While holding the hat, you can try to cast"
      },
      {
        "document": 1691,
        "excerpt": "our choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself 23–30 10 gems worth 100 GP each 31–44 Wo"
      },
      {
        "document": 1694,
        "excerpt": "e length), though the rod's buttons remain within your reach. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horiz"
      },
      {
        "document": 1738,
        "excerpt": "ounces of solvent from the tube onto a surface within reach. Each ounce instantly dissolves up to 1 square foot of adhesive it touches, including Sovereign Glue."
      },
      {
        "document": 1755,
        "excerpt": "res Attunement) As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The"
      },
      {
        "document": 1760,
        "excerpt": "e Mind if available. Tentacle. Melee Attack Roll: +9, reach 15 ft. Hit: 12 (2d6 + 5) Bludgeoning damage. If the target is a Large or smaller creature, it has the Gr"
      },
      {
        "document": 1761,
        "excerpt": "rrow (level 3 version). Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 13 (2d6 + 6) Slashing damage plus 4 (1d8) Acid damage. Acid Breath (Recharge 5–6). Dexterit"
      },
      {
        "document": 1762,
        "excerpt": "asting to cast Shatter. Rend. Melee Attack Roll: +12, reach 10 ft. Hit: 16 (2d8 + 7) Slashing damage plus 5 (1d10) Lightning damage. Lightning Breath (Recharge 5–6"
      },
      {
        "document": 1763,
        "excerpt": "to cast Scorching Ray. Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 17 (2d10 + 6) Slashing damage plus 4 (1d8) Fire damage. Fire Breath (Recharge 5–6). Dexteri"
      },
      {
        "document": 1764,
        "excerpt": "Bolt (level 2 version). Rend. Melee Attack Roll: +12, reach 10 ft. Hit: 16 (2d8 + 7) Slashing damage plus 5 (1d10) Lightning damage. Lightning Breath (Recharge 5–6"
      },
      {
        "document": 1765,
        "excerpt": "pike (level 4 version). Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 17 (2d10 + 6) Slashing damage plus 4 (1d8) Acid damage. Acid Breath (Recharge 5–6). Dexteri"
      },
      {
        "document": 1766,
        "excerpt": "r (B) Weakening Breath. Rend. Melee Attack Roll: +14, reach 10 ft. Hit: 17 (2d8 + 8) Slashing damage plus 4 (1d8) Fire damage. Fire Breath (Recharge 5–6). Dexterit"
      },
      {
        "document": 1767,
        "excerpt": "pike (level 3 version). Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 15 (2d8 + 6) Slashing damage plus 7 (2d6) Poison damage. Poison Breath (Recharge 5–6). Cons"
      },
      {
        "document": 1768,
        "excerpt": "to cast Scorching Ray. Rend. Melee Attack Roll: +14, reach 10 ft. Hit: 13 (1d10 + 8) Slashing damage plus 5 (2d4) Fire damage. Fire Breath (Recharge 5–6). Dexteri"
      },
      {
        "document": 1769,
        "excerpt": "ting to cast Ice Knife. Rend. Melee Attack Roll: +13, reach 10 ft. Hit: 17 (2d8 + 8) Slashing damage plus 4 (1d8) Cold damage. Cold Breath (Recharge 5–6). Constitu"
      },
      {
        "document": 1770,
        "excerpt": "kes three Rend attacks. Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 13 (2d6 + 6) Slashing damage plus 4 (1d8) Cold damage. Cold Breath (Recharge 5–6). Constitu"
      },
      {
        "document": 1771,
        "excerpt": "Slam attacks. Thunderous Slam. Melee Attack Roll: +8, reach 10 ft. Hit: 14 (2d8 + 5) Thunder damage. Whirlwind (Recharge 4–6). Strength Saving Throw: DC 13, one Me"
      },
      {
        "document": 1772,
        "excerpt": "Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 15 (2d10 + 4) Piercing damage. Claws. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) Sl"
      },
      {
        "document": 1773,
        "excerpt": "rrow (level 4 version). Rend. Melee Attack Roll: +15, reach 15 ft. Hit: 17 (2d8 + 8) Slashing damage plus 9 (2d8) Acid damage. Acid Breath (Recharge 5–6). Dexterit"
      },
      {
        "document": 1774,
        "excerpt": "tter (level 3 version). Rend. Melee Attack Roll: +16, reach 15 ft. Hit: 18 (2d8 + 9) Slashing damage plus 11 (2d10) Lightning damage. Lightning Breath (Recharge 5–"
      },
      {
        "document": 1775,
        "excerpt": "Ray (level 3 version). Rend. Melee Attack Roll: +14, reach 15 ft. Hit: 19 (2d10 + 8) Slashing damage plus 7 (2d6) Fire damage. Fire Breath (Recharge 5–6). Dexteri"
      },
      {
        "document": 1776,
        "excerpt": "Bolt (level 2 version). Rend. Melee Attack Roll: +16, reach 15 ft. Hit: 18 (2d8 + 9) Slashing damage plus 9 (2d8) Lightning damage. Lightning Breath (Recharge 5–6)"
      },
      {
        "document": 1777,
        "excerpt": "pike (level 5 version). Rend. Melee Attack Roll: +15, reach 15 ft. Hit: 19 (2d10 + 8) Slashing damage plus 9 (2d8) Acid damage. Acid Breath (Recharge 5–6). Dexteri"
      },
      {
        "document": 1778,
        "excerpt": "eakening Breath. Rend. Melee Attack Roll: +17 to hit, reach 15 ft. Hit: 19 (2d8 + 10) Slashing damage plus 9 (2d8) Fire damage. Fire Breath (Recharge 5–6). Dexteri"
      },
      {
        "document": 1779,
        "excerpt": "pike (level 5 version). Rend. Melee Attack Roll: +15, reach 15 ft. Hit: 17 (2d8 + 8) Slashing damage plus 10 (3d6) Poison damage. Poison Breath (Recharge 5–6). Con"
      },
      {
        "document": 1780,
        "excerpt": "Ray (level 3 version). Rend. Melee Attack Roll: +17, reach 15 ft. Hit: 19 (2d8 + 10) Slashing damage plus 10 (3d6) Fire damage. Fire Breath (Recharge 5–6). Dexter"
      },
      {
        "document": 1781,
        "excerpt": "nife (level 2 version). Rend. Melee Attack Roll: +17, reach 15 ft. Hit: 19 (2d8 + 10) Slashing damage plus 9 (2d8) Cold damage. Cold Breath (Recharge 5–6). Constit"
      },
      {
        "document": 1782,
        "excerpt": "kes three Rend attacks. Rend. Melee Attack Roll: +14, reach 15 ft. Hit: 17 (2d8 + 8) Slashing damage plus 7 (2d6) Cold damage. Cold Breath (Recharge 5–6). Constitu"
      },
      {
        "document": 1783,
        "excerpt": "makes two Slam attacks. Slam. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Bludgeoning damage."
      },
      {
        "document": 1784,
        "excerpt": "Slash. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage."
      },
      {
        "document": 1785,
        "excerpt": "Smother. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Bludgeoning damage. If the target is a Medium or smaller creature, the rug can g"
      },
      {
        "document": 1786,
        "excerpt": "th Advantage if the target is Grappled by the ankheg), reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage plus 3 (1d6) Acid damage. If the target is a Large or smaller cr"
      },
      {
        "document": 1787,
        "excerpt": "makes two Tail attacks. Tail. Melee Attack Roll: +6, reach 10 ft. Hit: 9 (1d10 + 4) Bludgeoning damage. If the target is a Huge or smaller creature, it has the Pro"
      },
      {
        "document": 1788,
        "excerpt": "makes two Fist attacks. Fist. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Bludgeoning damage. Rock (Recharge 6). Ranged Attack Roll: +5, range 25/50 ft. H"
      },
      {
        "document": 1789,
        "excerpt": "makes two Bite attacks. Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 14 (3d6 + 4) Piercing damage."
      },
      {
        "document": 1790,
        "excerpt": "tacks. Arcane Burst. Melee or Ranged Attack Roll: +9, reach 5 ft. or range 150 ft. Hit: 27 (4d10 + 5) Force damage. Spellcasting. The archmage casts one of the fol"
      },
      {
        "document": 1791,
        "excerpt": "n any combination. Shortsword. Melee Attack Roll: +7, reach 5 ft. Hit: 7 (1d6 + 4) Piercing damage plus 17 (5d6) Poison damage, and the target has the Poisoned cond"
      },
      {
        "document": 1792,
        "excerpt": "p). Reaping Scythe. Melee Attack Roll: Automatic hit, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage plus 4 (1d8) Necrotic damage."
      },
      {
        "document": 1793,
        "excerpt": "Rake. Melee Attack Roll: +1, reach 5 ft. Hit: 1 Slashing damage."
      },
      {
        "document": 1794,
        "excerpt": "Slam. Melee Attack Roll: +6, reach 10 ft. Hit: 14 (3d6 + 4) Bludgeoning damage."
      },
      {
        "document": 1795,
        "excerpt": "Beak. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage."
      },
      {
        "document": 1796,
        "excerpt": "Burning Hammer. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Bludgeoning damage plus 3 (1d6) Fire damage."
      },
      {
        "document": 1797,
        "excerpt": "Bite. Melee Attack Roll: +1, reach 5 ft. Hit: 1 (1d4 - 1) Piercing damage."
      },
      {
        "document": 1798,
        "excerpt": "Bite. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Piercing damage."
      },
      {
        "document": 1799,
        "excerpt": "ing Blade attack. Flame Whip. Melee Attack Roll: +14, reach 30 ft. Hit: 18 (3d6 + 8) Force damage plus 17 (5d6) Fire damage. If the target is a Huge or smaller crea"
      },
      {
        "document": 1800,
        "excerpt": "in any combination. Scimitar. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Slashing damage. Pistol. Ranged Attack Roll: +5, range 30/90 ft. Hit: 8 (1d10 +"
      },
      {
        "document": 1801,
        "excerpt": "Scimitar. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Slashing damage. Light Crossbow. Ranged Attack Roll: +3, range 80/320 ft. Hit: 5"
      },
      {
        "document": 1802,
        "excerpt": "two Hurl Flame attacks. Claws. Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage. If the target is a Large or smaller creature, it has the Grappl"
      },
      {
        "document": 1803,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage plus 7 (2d6) Poison damage."
      },
      {
        "document": 1804,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Piercing damage."
      },
      {
        "document": 1805,
        "excerpt": "Infernal Glaive attack. Beard. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage, and the target has the Poisoned condition until the start of the"
      },
      {
        "document": 1806,
        "excerpt": "ack and uses Constrict. Bite. Melee Attack Roll: +10, reach 10 ft. Hit: 19 (2d12 + 6) Piercing damage plus 11 (2d10) Lightning damage. Constrict. Strength Saving T"
      },
      {
        "document": 1807,
        "excerpt": "Greataxe. Melee Attack Roll: +5, reach 5 ft. Hit: 9 (1d12 + 3) Slashing damage."
      },
      {
        "document": 1808,
        "excerpt": "makes two Rend attacks. Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage."
      },
      {
        "document": 1809,
        "excerpt": "makes two Rend attacks. Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage plus 2 (1d4) Acid damage. Acid Breath (Recharge 5–6). Dexterity"
      },
      {
        "document": 1810,
        "excerpt": "Dissolving Pseudopod. Melee Attack Roll: +5, reach 10 ft. Hit: 17 (4d6 + 3) Acid damage. Nonmagical armor worn by the target takes a -1 penalty to the AC i"
      },
      {
        "document": 1811,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Piercing damage."
      },
      {
        "document": 1812,
        "excerpt": "Beak. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage, or 6 (1d8 + 2) Piercing damage if the target is Bloodied."
      },
      {
        "document": 1813,
        "excerpt": "makes two Rend attacks. Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Slashing damage plus 3 (1d6) Lightning damage. Lightning Breath (Recharge 5–6)."
      },
      {
        "document": 1814,
        "excerpt": "Gore. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Piercing damage. If the target is a Medium or smaller creature and the boar moved"
      },
      {
        "document": 1815,
        "excerpt": "e Infernal Sting attack. Claw. Melee Attack Roll: +8, reach 10 ft. Hit: 13 (2d8 + 4) Slashing damage. Infernal Sting. Melee Attack Roll: +8, reach 10 ft. Hit: 15 ("
      },
      {
        "document": 1816,
        "excerpt": "Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 + 2) Slashing damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 11, eac"
      },
      {
        "document": 1817,
        "excerpt": "makes two Rend attacks. Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Slashing damage. Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 12"
      },
      {
        "document": 1818,
        "excerpt": "ack and one Claw attack. Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage. Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slash"
      },
      {
        "document": 1819,
        "excerpt": "ar attacks. Javelin. Melee or Ranged Attack Roll: +5, reach 10 ft. or range 30/120 ft. Hit: 13 (3d6 + 3) Piercing damage. Morningstar. Melee Attack Roll: +5 (with"
      },
      {
        "document": 1820,
        "excerpt": "Grab. Melee Attack Roll: +4, reach 10 ft. Hit: 9 (2d6 + 2) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Gr"
      },
      {
        "document": 1821,
        "excerpt": "makes two Bite attacks. Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 17 (2d12 + 4) Piercing damage. Deadly Leap. The bulette spends 5 feet of movement to jump to"
      },
      {
        "document": 1822,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Bludgeoning damage."
      },
      {
        "document": 1823,
        "excerpt": "Scratch. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Slashing damage."
      },
      {
        "document": 1824,
        "excerpt": "gbow in any combination. Pike. Melee Attack Roll: +6, reach 10 ft. Hit: 9 (1d10 + 4) Piercing damage. Longbow. Ranged Attack Roll: +4, range 150/600 ft. Hit: 6 (1d"
      },
      {
        "document": 1825,
        "excerpt": "Conjure Infernal Chain. Chain. Melee Attack Roll: +7, reach 10 ft. Hit: 11 (2d6 + 4) Slashing damage. If the target is a Large or smaller creature, it has the Grapp"
      },
      {
        "document": 1826,
        "excerpt": "ire Breath if available. Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (2d6 + 4) Piercing damage, or 18 (4d6 + 4) Piercing damage if the chimera had Advantage on"
      },
      {
        "document": 1827,
        "excerpt": "Paralyzing Tentacles. Pincer. Melee Attack Roll: +6, reach 10 ft. Hit: 9 (1d10 + 4) Bludgeoning damage. If the target is a Large or smaller creature, it has the Gr"
      },
      {
        "document": 1828,
        "excerpt": "t used Hasten this turn. Slam. Melee Attack Roll: +9, reach 5 ft. Hit: 10 (1d10 + 5) Bludgeoning damage plus 6 (1d12) Acid damage, and the target's Hit Point maximu"
      },
      {
        "document": 1829,
        "excerpt": "and two Tail attacks. Attach. Melee Attack Roll: +6, reach 5 ft. Hit: 13 (3d6 + 3) Piercing damage. If the target is a Large or smaller creature, the cloaker attac"
      },
      {
        "document": 1830,
        "excerpt": "t Fog Cloud. Thunderous Mace. Melee Attack Roll: +12, reach 10 ft. Hit: 21 (3d8 + 8) Bludgeoning damage plus 7 (2d6) Thunder damage. Thundercloud. Ranged Attack Ro"
      },
      {
        "document": 1831,
        "excerpt": "Petrifying Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Piercing damage. If the target is a creature, it is subjected to the following ef"
      },
      {
        "document": 1832,
        "excerpt": "Club. Melee Attack Roll: +2, reach 5 ft. Hit: 2 (1d4) Bludgeoning damage."
      },
      {
        "document": 1833,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Piercing damage. Constrict. Strength Saving Throw: DC 12, one Medium or smaller"
      },
      {
        "document": 1834,
        "excerpt": "Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 + 2) Slashing damage. Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 11, eac"
      },
      {
        "document": 1835,
        "excerpt": "Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (1d12 + 5) Piercing damage, and the target has the Poisoned condition until the end of the"
      },
      {
        "document": 1836,
        "excerpt": "Claw. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Bludgeoning damage."
      },
      {
        "document": 1837,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Piercing damage. If the target is a Medium or smaller creature, it has the Grappl"
      },
      {
        "document": 1838,
        "excerpt": "Pact Blade. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage plus 7 (2d6) Necrotic damage. Spellcasting. The cultist casts o"
      },
      {
        "document": 1839,
        "excerpt": "Ritual Sickle. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Slashing damage plus 1 Necrotic damage."
      },
      {
        "document": 1840,
        "excerpt": "Crush. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage, and the darkmantle attaches to the target. If the target is a"
      },
      {
        "document": 1841,
        "excerpt": "makes two Bite attacks. Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage. If the target is a creature, it is subjected to the following ef"
      },
      {
        "document": 1842,
        "excerpt": "an Opportunity Attack when it moves out of an enemy's reach."
      },
      {
        "document": 1843,
        "excerpt": "Holy Mace attacks. Holy Mace. Melee Attack Roll: +8, reach 5 ft. Hit: 7 (1d6 + 4) Bludgeoning damage plus 18 (4d8) Radiant damage. Spellcasting. The deva casts on"
      },
      {
        "document": 1844,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Piercing damage. If the target is a Large or smaller creature, it has the Prone"
      },
      {
        "document": 1845,
        "excerpt": "any combination. Storm Blade. Melee Attack Roll: +9, reach 5 feet. Hit: 12 (2d6 + 5) Slashing damage plus 7 (2d6) Lightning damage. Storm Bolt. Ranged Attack Roll"
      },
      {
        "document": 1846,
        "excerpt": "with Advantage during the first round of each combat), reach 5 ft. Hit: 11 (2d6 + 4) Bludgeoning damage. Read Thoughts. The doppelganger casts Detect Thoughts, requ"
      },
      {
        "document": 1847,
        "excerpt": "Hooves. Melee Attack Roll: +6, reach 5 ft. Hit: 6 (1d4 + 4) Bludgeoning damage."
      },
      {
        "document": 1848,
        "excerpt": "ack with a Tail attack. Bite. Melee Attack Roll: +13, reach 15 ft. Hit: 23 (3d10 + 7) Piercing damage plus 7 (2d6) Fire damage. Being underwater doesn't grant Resis"
      },
      {
        "document": 1849,
        "excerpt": "Rend. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Slashing damage. Fetid Cloud (1/Day). Constitution Saving Throw: DC 11, each cre"
      },
      {
        "document": 1850,
        "excerpt": "t in any combination. Foreleg. Melee Attack Roll: +7, reach 10 ft. Hit: 13 (2d8 + 4) Piercing damage. Poison Burst. Ranged Attack Roll: +6, range 120 ft. Hit: 13 ("
      },
      {
        "document": 1851,
        "excerpt": "n any combination. Vine Staff. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Bludgeoning damage plus 2 (1d4) Poison damage. Verdant Wisp. Ranged Attack Roll:"
      },
      {
        "document": 1852,
        "excerpt": "cast Charm Monster. Vine Lash. Melee Attack Roll: +6, reach 10 ft. Hit: 8 (1d8 + 4) Slashing damage. Thorn Burst. Ranged Attack Roll: +6, range 60 ft. Hit: 7 (1d6"
      },
      {
        "document": 1853,
        "excerpt": "Claw. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Slashing damage. Blinding Breath (Recharge 6). Dexterity Saving Throw: DC 10, ea"
      },
      {
        "document": 1854,
        "excerpt": "Talons. Melee Attack Roll: +4, reach 5 feet. Hit: 4 (1d4 + 2) Slashing damage."
      },
      {
        "document": 1855,
        "excerpt": "unch in any combination. Slam. Melee Attack Roll: +8, reach 10 ft. Hit: 14 (2d8 + 5) Bludgeoning damage. Rock Launch. Ranged Attack Roll: +8, range 60 ft. Hit: 8 ("
      },
      {
        "document": 1856,
        "excerpt": "ny combination. Heated Blade. Melee Attack Roll: +10, reach 5 ft. Hit: 13 (2d6 + 6) Slashing damage plus 13 (2d12) Fire damage. Hurl Flame. Ranged Attack Roll: +8,"
      },
      {
        "document": 1857,
        "excerpt": "makes two Gore attacks. Gore. Melee Attack Roll: +8, reach 5 ft. Hit: 15 (2d8 + 6) Piercing damage. If the target is a Huge or smaller creature and the elephant mo"
      },
      {
        "document": 1858,
        "excerpt": "Ram. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage. If the target is a Large or smaller creature and the elk move"
      },
      {
        "document": 1859,
        "excerpt": "angling Rope. Withering Sword. Melee Attack Roll: +8, reach 5 ft. Hit: 13 (2d8 + 4) Slashing damage plus 11 (2d10) Necrotic damage. Entangling Rope (Requires Magic"
      },
      {
        "document": 1860,
        "excerpt": "ack and one Claw attack. Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 2 (1d4) Poison damage, and the target has the Poisoned condi"
      },
      {
        "document": 1861,
        "excerpt": "Morningstar attack. Battleaxe. Melee Attack Roll: +7, reach 5 ft. Hit: 14 (2d8 + 5) Slashing damage. If the target is a Large or smaller creature, it has the Prone"
      },
      {
        "document": 1862,
        "excerpt": "makes two Burn attacks. Burn. Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 + 3) Fire damage. If the target is a creature or a flammable object, it starts burnin"
      },
      {
        "document": 1863,
        "excerpt": "any combination. Flame Sword. Melee Attack Roll: +11, reach 10 ft. Hit: 21 (4d6 + 7) Slashing damage plus 10 (3d6) Fire damage. Hammer Throw. Ranged Attack Roll: +"
      },
      {
        "document": 1864,
        "excerpt": "makes two Slam attacks. Slam. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage plus 4 (1d8) Lightning damage."
      },
      {
        "document": 1865,
        "excerpt": "an Opportunity Attack when it flies out of an enemy's reach."
      },
      {
        "document": 1866,
        "excerpt": "Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 1 Piercing damage."
      },
      {
        "document": 1867,
        "excerpt": "in any combination. Frost Axe. Melee Attack Roll: +9, reach 10 ft. Hit: 19 (2d12 + 6) Slashing damage plus 9 (2d8) Cold damage. Great Bow. Ranged Attack Roll: +9,"
      },
      {
        "document": 1868,
        "excerpt": "an Opportunity Attack when it flies out of an enemy's reach."
      },
      {
        "document": 1869,
        "excerpt": "Pseudopod. Melee Attack Roll: +4, reach 5 ft. Hit: 12 (3d6 + 2) Acid damage. Engulf. The cube moves up to its Speed without provoking Opportuni"
      },
      {
        "document": 1870,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 9 (2d8) Necrotic damage. Claw. Melee Attack Roll: +5, reach"
      },
      {
        "document": 1871,
        "excerpt": "ouch attacks. Withering Touch. Melee Attack Roll: +5, reach 5 ft. Hit: 19 (3d10 + 3) Necrotic damage. Etherealness. The ghost casts the Etherealness spell, requiri"
      },
      {
        "document": 1872,
        "excerpt": "makes two Bite attacks. Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 3 (1d6) Necrotic damage. Claw. Melee Attack Roll: +4, reach"
      },
      {
        "document": 1873,
        "excerpt": "makes two Fist attacks. Fist. Melee Attack Roll: +9, reach 10 ft. Hit: 22 (3d10 + 6) Bludgeoning damage. Boulder Toss (Recharge 6). The ape hurls a boulder at a p"
      },
      {
        "document": 1874,
        "excerpt": "Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 6 (2d4 + 1) Piercing damage."
      },
      {
        "document": 1875,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage."
      },
      {
        "document": 1876,
        "excerpt": "Gore. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage. If the target is a Large or smaller creature and the boar moved"
      },
      {
        "document": 1877,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage, and the target has the Poisoned condition until the start of the"
      },
      {
        "document": 1878,
        "excerpt": "tack and uses Constrict. Bite. Melee Attack Roll: +6, reach 10 ft. Hit: 11 (2d6 + 4) Piercing damage. Constrict. Strength Saving Throw: DC 14, one Large or smaller"
      },
      {
        "document": 1879,
        "excerpt": "Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Gra"
      },
      {
        "document": 1880,
        "excerpt": "ack and one Tail attack. Bite. Melee Attack Roll: +8, reach 5 ft. Hit: 21 (3d10 + 5) Piercing damage. If the target is a Large or smaller creature, it has the Grapp"
      },
      {
        "document": 1881,
        "excerpt": "makes two Rend attacks. Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage plus 3 (1d6) Radiant damage."
      },
      {
        "document": 1882,
        "excerpt": "Ram. Melee Attack Roll: +6, reach 10 ft. Hit: 11 (2d6 + 4) Bludgeoning damage plus 5 (2d4) Radiant damage. If the target is a Huge or smal"
      },
      {
        "document": 1883,
        "excerpt": "Bite. Melee Attack Roll: +1, reach 5 ft. Hit: 1 Fire damage."
      },
      {
        "document": 1885,
        "excerpt": "Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage. If the target is a Medium or smaller creature, it has the Grappl"
      },
      {
        "document": 1886,
        "excerpt": "Ram. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage. If the target is a Large or smaller creature and the goat mov"
      },
      {
        "document": 1887,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage."
      },
      {
        "document": 1888,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Piercing damage."
      },
      {
        "document": 1889,
        "excerpt": "Tentacles. Melee Attack Roll: +5, reach 10 ft. Hit: 10 (2d6 + 3) Bludgeoning damage. If the target is a Medium or smaller creature, it has the G"
      },
      {
        "document": 1890,
        "excerpt": "an Opportunity Attack when it flies out of an enemy's reach."
      },
      {
        "document": 1891,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 feet. Hit: 5 (1d4 + 3) Piercing damage."
      },
      {
        "document": 1892,
        "excerpt": "ks and one Sting attack. Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage. If the target is a Large or smaller creature, it has the Grap"
      },
      {
        "document": 1893,
        "excerpt": "Ram. Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) Bludgeoning damage, or 11 (2d8 + 2) Bludgeoning damage if the seahorse moved 20+"
      },
      {
        "document": 1894,
        "excerpt": "antage if the target doesn't have all its Hit Points), reach 5 ft. Hit: 22 (3d10 + 6) Piercing damage."
      },
      {
        "document": 1895,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 7 (2d6) Poison damage. Web (Recharge 5–6). Dexterity Saving"
      },
      {
        "document": 1896,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 5 (2d4) Poison damage. If the target is a Medium or smaller"
      },
      {
        "document": 1897,
        "excerpt": "Bite. Melee Attack Roll: +6, reach 10 ft. Hit: 6 (1d4 + 4) Piercing damage plus 4 (1d8) Poison damage."
      },
      {
        "document": 1898,
        "excerpt": "Gouge. Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) Piercing damage, and the target has the Poisoned condition until the end of its n"
      },
      {
        "document": 1899,
        "excerpt": "an Opportunity Attack when it flies out of an enemy's reach."
      },
      {
        "document": 1900,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Piercing damage."
      },
      {
        "document": 1901,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Piercing damage plus 5 (2d4) Poison damage."
      },
      {
        "document": 1902,
        "excerpt": "tack against a randomly determined creature within its reach or does nothing if it can't make such an attack."
      },
      {
        "document": 1903,
        "excerpt": "ummel or Spellcasting. Pincer. Melee Attack Roll: +9, reach 10 ft. Hit: 16 (2d10 + 5) Slashing damage. If the target is a Medium or smaller creature, it has the Gra"
      },
      {
        "document": 1904,
        "excerpt": "Shield Bash. Spear. Melee or Ranged Attack Roll: +7, reach 5 ft. or range 20/60 ft. Hit: 11 (2d6 + 4) Piercing damage. Shield Bash. Strength Saving Throw: DC 15,"
      },
      {
        "document": 1905,
        "excerpt": "Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage. Bone Bow. Ranged Attack Roll: +3, range 150/600 ft. Hit: 6 (1d"
      },
      {
        "document": 1906,
        "excerpt": "Ram. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Bludgeoning damage, or 2 (1d4) Bludgeoning damage if the goat moved 20+ feet straight towar"
      },
      {
        "document": 1907,
        "excerpt": "in any combination. Scimitar. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage, plus 2 (1d4) Slashing damage if the attack roll had Advantage."
      },
      {
        "document": 1908,
        "excerpt": "Dagger. Melee or Ranged Attack Roll: +4, reach 5 ft. or range 20/60 ft. Hit: 4 (1d4 + 2) Piercing damage."
      },
      {
        "document": 1909,
        "excerpt": "Scimitar. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage, plus 2 (1d4) Slashing damage if the attack roll had Advantage."
      },
      {
        "document": 1910,
        "excerpt": "makes two Rend attacks. Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (1d10 + 4) Slashing damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 13, eac"
      },
      {
        "document": 1911,
        "excerpt": "Gore. Melee Attack Roll: +8, reach 5 ft. Hit: 18 (2d12 + 5) Piercing damage. If the target is a Large or smaller creature and the gorgon mo"
      },
      {
        "document": 1912,
        "excerpt": "Pseudopod. Melee Attack Roll: +3, reach 5 ft. Hit: 10 (2d8 + 1) Acid damage. Nonmagical armor worn by the target takes a -1 penalty to the AC it"
      },
      {
        "document": 1913,
        "excerpt": "makes two Rend attacks. Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 + 2) Slashing damage plus 3 (1d6) Poison damage. Poison Breath (Recharge 5–6). Const"
      },
      {
        "document": 1914,
        "excerpt": "makes two Claw attacks. Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) Slashing damage plus 3 (1d6) Poison damage. Spellcasting. The hag casts one of t"
      },
      {
        "document": 1915,
        "excerpt": "nd one Tentacles attack. Beak. Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) Piercing damage. Tentacles. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 + 2)"
      },
      {
        "document": 1916,
        "excerpt": "makes two Rend attacks. Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) Piercing damage. If the target is a Medium or smaller creature, it has the Grappl"
      },
      {
        "document": 1917,
        "excerpt": "Bone Cudgel. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage plus 2 (1d4) Psychic damage."
      },
      {
        "document": 1918,
        "excerpt": "ombination. Javelin. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 30/120 ft. Hit: 14 (3d6 + 4) Piercing damage. Longsword. Melee Attack Roll: +6, reach 5"
      },
      {
        "document": 1919,
        "excerpt": "Spear. Melee or Ranged Attack Roll: +3, reach 5 ft. or range 20/60 ft. Hit: 4 (1d6 + 1) Piercing damage."
      },
      {
        "document": 1920,
        "excerpt": "se of Poisonous Spittle. Bite. Melee Attack Roll: +8, reach 10 ft. Hit: 17 (2d12 + 4) Piercing damage plus 22 (4d10) Poison damage. Poisonous Spittle. Constitution"
      },
      {
        "document": 1921,
        "excerpt": "makes two Claw attacks. Claw. Melee Attack Roll: +7, reach 10 ft. Hit: 6 (1d4 + 4) Slashing damage plus 7 (2d6) damage of the type chosen for the Draconic Origin t"
      },
      {
        "document": 1922,
        "excerpt": "Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 6 (2d4 + 1) Slashing damage. Luring Song. The harpy sings a magical melody, which lasts unti"
      },
      {
        "document": 1923,
        "excerpt": "Talons. Melee Attack Roll: +5, reach 5 ft. Hit: 1 Slashing damage."
      },
      {
        "document": 1924,
        "excerpt": "makes two Bite attacks. Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 3 (1d6) Fire damage. Fire Breath (Recharge 5–6). Dexterity"
      },
      {
        "document": 1925,
        "excerpt": "akes three Rend attacks. Rend. Melee Attack Roll: +7, reach 5 ft. Hit: 6 (1d4 + 4) Slashing damage plus 9 (2d8) Poison damage."
      },
      {
        "document": 1926,
        "excerpt": "in any combination. Tree Club. Melee Attack Roll: +8, reach 10 ft. Hit: 18 (3d8 + 5) Bludgeoning damage. If the target is a Large or smaller creature, it has the Pr"
      },
      {
        "document": 1927,
        "excerpt": "an Opportunity Attack when it flies out of an enemy's reach."
      },
      {
        "document": 1928,
        "excerpt": "makes two Bite attacks. Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 16 (2d10 + 5) Piercing damage."
      },
      {
        "document": 1929,
        "excerpt": "n any combination. Greatsword. Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) Slashing damage plus 3 (1d6) Poison damage. Longbow. Ranged Attack Roll: +4, ran"
      },
      {
        "document": 1930,
        "excerpt": "Longsword. Melee Attack Roll: +3, reach 5 ft. Hit: 12 (2d10 + 1) Slashing damage. Longbow. Ranged Attack Roll: +3, range 150/600 ft. Hit: 5 (1d"
      },
      {
        "document": 1931,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Piercing damage, and the target is subjected to the following effect. Constitution Saving T"
      },
      {
        "document": 1932,
        "excerpt": "Infernal Tail. Searing Fork. Melee Attack Roll: +10, reach 10 ft. Hit: 15 (2d8 + 6) Piercing damage plus 9 (2d8) Fire damage. Hurl Flame. Ranged Attack Roll: +8,"
      },
      {
        "document": 1933,
        "excerpt": "antage if the target doesn't have all its Hit Points), reach 5 ft. Hit: 14 (3d6 + 4) Piercing damage."
      },
      {
        "document": 1934,
        "excerpt": "attacks as it has heads. Bite. Melee Attack Roll: +8, reach 10 ft. Hit: 10 (1d10 + 5) Piercing damage."
      },
      {
        "document": 1935,
        "excerpt": "Bite. Melee Attack Roll: +2, reach 5 ft. Hit: 3 (1d6) Piercing damage."
      },
      {
        "document": 1936,
        "excerpt": "attack. Ice Spear. Melee or Ranged Attack Roll: +10, reach 5 ft. or range 30/120 ft. Hit: 14 (2d8 + 5) Piercing damage plus 10 (3d6) Cold damage. Until the end of"
      },
      {
        "document": 1937,
        "excerpt": "Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Slashing damage plus 2 (1d4) Cold damage. Fog Cloud (1/Day). The mephit casts Fo"
      },
      {
        "document": 1938,
        "excerpt": "Sting. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage plus 7 (2d6) Poison damage. Invisibility. The imp casts Invisibi"
      },
      {
        "document": 1939,
        "excerpt": "Touch attacks. Restless Touch. Melee Attack Roll: +7, reach 5 ft. Hit: 15 (3d6 + 5) Psychic damage, and the target is cursed for 24 hours or until the incubus dies."
      },
      {
        "document": 1940,
        "excerpt": "h a use of Vortex. Wind Swipe. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (2d6 + 4) Force damage. Vortex. Constitution Saving Throw: DC 14, one Large or smaller cr"
      },
      {
        "document": 1941,
        "excerpt": "any combination. Bladed Arm. Melee Attack Roll: +12, reach 10 ft. Hit: 20 (3d8 + 7) Slashing damage plus 10 (3d6) Fire damage. Fiery Bolt. Ranged Attack Roll: +10"
      },
      {
        "document": 1942,
        "excerpt": "Bite. Melee Attack Roll: +1, reach 5 ft. Hit: 1 (1d4 - 1) Piercing damage."
      },
      {
        "document": 1943,
        "excerpt": "Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 21 (5d6 + 4) Piercing damage."
      },
      {
        "document": 1944,
        "excerpt": "n any combination. Greatsword. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage plus 4 (1d8) Radiant damage. Heavy Crossbow. Ranged Attack Roll"
      },
      {
        "document": 1945,
        "excerpt": "Dagger. Melee or Ranged Attack Roll: +4, reach 5 ft. or range 20/60 ft. Hit: 4 (1d4 + 2) Piercing damage."
      },
      {
        "document": 1946,
        "excerpt": "Strike, or Swallow. Tentacle. Melee Attack Roll: +17, reach 30 ft. Hit: 24 (4d6 + 10) Bludgeoning damage. The target has the Grappled condition (escape DC 20) from"
      },
      {
        "document": 1947,
        "excerpt": "use of Corrupting Touch. Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage plus 7 (2d6) Psychic damage. Corrupting Touch. Wisdom Saving Thr"
      },
      {
        "document": 1948,
        "excerpt": "Vile Slime. Melee Attack Roll: +2, reach 5 ft. Hit: 2 (1d4) Poison damage."
      },
      {
        "document": 1949,
        "excerpt": "on. Eldritch Burst. Melee or Ranged Attack Roll: +12, reach 5 ft. or range 120 ft. Hit: 31 (4d12 + 5) Force damage. Paralyzing Touch. Melee Attack Roll: +12, reach"
      },
      {
        "document": 1950,
        "excerpt": "tack with a use of Roar. Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage. Roar. Wisdom Saving Throw: DC 11, one creature within 15 feet."
      },
      {
        "document": 1951,
        "excerpt": "Bite. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Piercing damage."
      },
      {
        "document": 1952,
        "excerpt": "tacks. Arcane Burst. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 120 ft. Hit: 16 (3d8 + 3) Force damage. Spellcasting. The mage casts one of the followin"
      },
      {
        "document": 1953,
        "excerpt": "Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Slashing damage plus 3 (1d6) Fire damage. Fire Breath (Recharge 6). Dexterity Sa"
      },
      {
        "document": 1954,
        "excerpt": "Touch. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2) Fire damage. If the target is a creature or a flammable object that isn't being w"
      },
      {
        "document": 1955,
        "excerpt": "makes two Gore attacks. Gore. Melee Attack Roll: +10, reach 10 ft. Hit: 18 (2d10 + 7) Piercing damage. If the target is a Huge or smaller creature and the mammoth m"
      },
      {
        "document": 1956,
        "excerpt": "pike in any combination. Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage. Tail Spike. Ranged Attack Roll: +5, range 100/200 ft. Hit: 7 (1"
      },
      {
        "document": 1957,
        "excerpt": "d uses Constrict. Pact Blade. Melee Attack Roll: +10, reach 5 ft. Hit: 10 (1d10 + 5) Slashing damage plus 7 (2d6) Necrotic damage. Constrict. Strength Saving Throw"
      },
      {
        "document": 1958,
        "excerpt": "Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Piercing damage. If the target is a Medium or smaller creature, it has the Prone"
      },
      {
        "document": 1959,
        "excerpt": "hree Poison Ray attacks. Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage. Snake Hair. Melee Attack Roll: +6, reach 5 ft. Hit: 5 (1d4 + 3"
      },
      {
        "document": 1960,
        "excerpt": "Ocean Spear. Melee or Ranged Attack Roll: +2, reach 5 ft. or range 20/60 ft. Hit: 3 (1d6) Piercing damage plus 2 (1d4) Cold damage. If the target is a creat"
      },
      {
        "document": 1961,
        "excerpt": "poon in any combination. Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 6 (1d4 + 4) Piercing damage, and the target has the Poisoned condition until the end of the m"
      },
      {
        "document": 1962,
        "excerpt": "ith Advantage if the target is Grappled by the mimic), reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage - or 12 (2d8 + 3) Piercing damage if the target is Grappled by th"
      },
      {
        "document": 1963,
        "excerpt": "Abyssal Glaive. Melee Attack Roll: +6, reach 10 ft. Hit: 10 (1d12 + 4) Slashing damage plus 10 (3d6) Necrotic damage. Gore (Recharge 5–6). Melee Att"
      },
      {
        "document": 1964,
        "excerpt": "Gore. Melee Attack Roll: +6, reach 5 ft. Hit: 11 (2d6 + 4) Piercing damage. If the target is a Large or smaller creature and the skeleton m"
      },
      {
        "document": 1965,
        "excerpt": "Hooves. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Bludgeoning damage."
      },
      {
        "document": 1966,
        "excerpt": "Dreadful Glare. Rotting Fist. Melee Attack Roll: +9, reach 5 ft. Hit: 15 (2d10 + 4) Bludgeoning damage plus 10 (3d6) Necrotic damage. If the target is a creature,"
      },
      {
        "document": 1967,
        "excerpt": "Dreadful Glare. Rotting Fist. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Bludgeoning damage plus 10 (3d6) Necrotic damage. If the target is a creature, i"
      },
      {
        "document": 1968,
        "excerpt": "kes three Rend attacks. Rend. Melee Attack Roll: +10, reach 10 ft. Hit: 16 (2d10 + 5) Slashing damage plus 11 (2d10) Force damage. Teleport. The nalfeshnee telepor"
      },
      {
        "document": 1969,
        "excerpt": "makes two Claw attacks. Claw. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Slashing damage. Nightmare Haunting (1/Day; Requires Soul Bag). While on the E"
      },
      {
        "document": 1970,
        "excerpt": "Hooves. Melee Attack Roll: +6, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage plus 10 (3d6) Fire damage. Ethereal Stride. The nightmare an"
      },
      {
        "document": 1971,
        "excerpt": "Rapier. Melee Attack Roll: +3, reach 5 ft. Hit: 5 (1d8 + 1) Piercing damage."
      },
      {
        "document": 1972,
        "excerpt": "Pseudopod. Melee Attack Roll: +4, reach 5 ft. Hit: 12 (3d6 + 2) Acid damage."
      },
      {
        "document": 1973,
        "excerpt": "Tentacles. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Bludgeoning damage."
      },
      {
        "document": 1974,
        "excerpt": "Slam. Melee Attack Roll: +6, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage. ---"
      },
      {
        "document": 1975,
        "excerpt": "Greatclub. Melee Attack Roll: +6, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage. Javelin. Melee or Ranged Attack Roll: +6, reach 5 ft. or ra"
      },
      {
        "document": 1976,
        "excerpt": "h a use of Spellcasting. Claw. Melee Attack Roll: +7, reach 10 ft. Hit: 10 (1d12 + 4) Slashing damage plus 9 (2d8) Necrotic damage. Nightmare Ray. Ranged Attack Ro"
      },
      {
        "document": 1977,
        "excerpt": "nd two Tentacle attacks. Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 12 (2d8 + 3) Piercing damage, and the target has the Poisoned condition. Whenever the Poisone"
      },
      {
        "document": 1978,
        "excerpt": "an Opportunity Attack when it flies out of an enemy's reach."
      },
      {
        "document": 1979,
        "excerpt": "makes two Rend attacks. Rend. Melee Attack Roll: +7, reach 5 ft. Hit: 14 (2d8 + 5) Slashing damage."
      },
      {
        "document": 1980,
        "excerpt": "Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Slashing damage."
      },
      {
        "document": 1981,
        "excerpt": "Hooves. Melee Attack Roll: +6, reach 5 ft. Hit: 7 (1d6 + 4) Bludgeoning damage plus 5 (2d4) Radiant damage."
      },
      {
        "document": 1982,
        "excerpt": "makes two Bite attacks. Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Piercing damage plus 9 (2d8) Poison damage. If this damage reduces the target to"
      },
      {
        "document": 1983,
        "excerpt": "antage if the target doesn't have all its Hit Points), reach 5 ft. Hit: 1 Piercing damage."
      },
      {
        "document": 1984,
        "excerpt": "ol in any combination. Rapier. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Piercing damage, and the pirate has Advantage on the next attack roll it makes b"
      },
      {
        "document": 1985,
        "excerpt": "ing Panache. Dagger. Melee or Ranged Attack Roll: +5, reach 5 ft. or range 20/60 ft. Hit: 5 (1d4 + 3) Piercing damage. Enthralling Panache. Wisdom Saving Throw: DC"
      },
      {
        "document": 1986,
        "excerpt": "one Fiery Mace attack. Bite. Melee Attack Roll: +14, reach 10 ft. Hit: 18 (3d6 + 8) Piercing damage. If the target is a creature, it must make the following saving"
      },
      {
        "document": 1987,
        "excerpt": "y Burst twice. Radiant Sword. Melee Attack Roll: +12, reach 10 ft. Hit: 14 (2d6 + 7) Slashing damage plus 18 (4d8) Radiant damage. Holy Burst. Dexterity Saving Thr"
      },
      {
        "document": 1988,
        "excerpt": "Bite. Melee Attack Roll: +6, reach 10 ft. Hit: 11 (2d6 + 4) Piercing damage."
      },
      {
        "document": 1989,
        "excerpt": "makes two Rend attacks. Rend. Melee Attack Roll: +7, reach 5 ft. Hit: 9 (1d8 + 5) Slashing damage."
      },
      {
        "document": 1990,
        "excerpt": "Hooves. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Bludgeoning damage."
      },
      {
        "document": 1991,
        "excerpt": "Mace. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Bludgeoning damage plus 2 (1d4) Radiant damage. Radiant Flame. Ranged Attack Rol"
      },
      {
        "document": 1992,
        "excerpt": "lame in any combination. Mace. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage plus 5 (2d4) Radiant damage. Radiant Flame. Ranged Attack Rol"
      },
      {
        "document": 1993,
        "excerpt": "makes two Bite attacks. Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage. Sting. Constitution Saving Throw: DC 12, one creature the pseud"
      },
      {
        "document": 1994,
        "excerpt": "an Opportunity Attack when it flies out of an enemy's reach."
      },
      {
        "document": 1995,
        "excerpt": "ne Tail Stinger attack. Bite. Melee Attack Roll: +14, reach 10 ft. Hit: 22 (3d8 + 9) Piercing damage. If the target is a Large or smaller creature, it has the Grapp"
      },
      {
        "document": 1996,
        "excerpt": "Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage, and the target has the Poisoned condition until the start of the"
      },
      {
        "document": 1997,
        "excerpt": "Touch attacks. Cursed Touch. Melee Attack Roll: +10, reach 5 ft. Hit: 12 (2d6 + 5) Slashing damage plus 19 (3d12) Necrotic damage. If the target is a creature, it"
      },
      {
        "document": 1998,
        "excerpt": "an Opportunity Attack when it moves out of an enemy's reach."
      },
      {
        "document": 1999,
        "excerpt": "Beak. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Piercing damage."
      },
      {
        "document": 2000,
        "excerpt": "makes two Rend attacks. Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (1d10 + 4) Slashing damage plus 3 (1d6) Fire damage. Fire Breath (Recharge 5–6). Dexterity"
      },
      {
        "document": 2001,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2) Piercing damage."
      },
      {
        "document": 2002,
        "excerpt": "Bite. Melee Attack Roll: +11, reach 10 ft. Hit: 18 (2d10 + 7) Piercing damage plus 14 (4d6) Fire damage. If the target is a Large or smaller"
      },
      {
        "document": 2003,
        "excerpt": "Gore. Melee Attack Roll: +7, reach 5 ft. Hit: 14 (2d8 + 5) Piercing damage. If target is a Large or smaller creature and the rhinoceros mov"
      },
      {
        "document": 2004,
        "excerpt": "Hooves. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Bludgeoning damage."
      },
      {
        "document": 2005,
        "excerpt": "k with a Talons attack. Beak. Melee Attack Roll: +13, reach 10 ft. Hit: 28 (3d12 + 9) Piercing damage. Talons. Melee Attack Roll: +13, reach 5 ft. Hit: 23 (4d6 + 9"
      },
      {
        "document": 2006,
        "excerpt": "makes two Bite attacks. Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 17 (3d8 + 4) Piercing damage. Tentacle. Melee Attack Roll: +7, reach 60 ft. Hit: The target"
      },
      {
        "document": 2007,
        "excerpt": "and uses Antennae twice. Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 5 (1d8 + 1) Piercing damage. Antennae. The rust monster targets one nonmagical metal object"
      },
      {
        "document": 2008,
        "excerpt": "makes two Rend attacks. Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 11 (2d6 + 4) Slashing damage."
      },
      {
        "document": 2009,
        "excerpt": "makes two Claw attacks. Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Slashing damage."
      },
      {
        "document": 2010,
        "excerpt": "strict. Flame Spear. Melee or Ranged Attack Roll: +7, reach 5 ft. or range 20/60 ft. Hit: 13 (2d8 + 4) Piercing damage plus 7 (2d6) Fire damage. Hit or Miss: The sp"
      },
      {
        "document": 2011,
        "excerpt": "Hooves. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Bludgeoning damage. If the target is a Medium or smaller creature, the satyr push"
      },
      {
        "document": 2012,
        "excerpt": "Sting. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Piercing damage plus 3 (1d6) Poison damage."
      },
      {
        "document": 2013,
        "excerpt": "n any combination. Shortsword. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage. Longbow. Ranged Attack Roll: +4, range 150/600 ft. Hit: 6 (1d8"
      },
      {
        "document": 2014,
        "excerpt": "Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage. Death Glare (Recharge 5–6). Wisdom Saving Throw: DC 11, one Fr"
      },
      {
        "document": 2016,
        "excerpt": "Draining Swipe. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Necrotic damage, and the target's Strength score decreases by 1d4. The target die"
      },
      {
        "document": 2017,
        "excerpt": "se of Engulf. Charged Tendril. Melee Attack Roll: +7, reach 10 ft. Hit: 7 (1d6 + 4) Bludgeoning damage plus 5 (2d4) Lightning damage. If the target is a Medium or s"
      },
      {
        "document": 2018,
        "excerpt": "makes two Fist attacks. Fist. Melee Attack Roll: +7, reach 10 ft. Hit: 11 (2d6 + 4) Bludgeoning damage plus 7 (2d6) Force damage."
      },
      {
        "document": 2020,
        "excerpt": "makes two Rend attacks. Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (1d10 + 4) Piercing damage. Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 13,"
      },
      {
        "document": 2021,
        "excerpt": "Shortsword. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage. Shortbow. Ranged Attack Roll: +5, range 80/320 ft. Hit: 6 (1d6"
      },
      {
        "document": 2022,
        "excerpt": "Bow. Flying Sword. Melee or Ranged Attack Roll: +15, reach 10 ft. or range 120 ft. Hit: 22 (4d6 + 8) Slashing damage plus 36 (8d8) Radiant damage. Hit or Miss: The"
      },
      {
        "document": 2023,
        "excerpt": "Life Drain. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d6) Necrotic damage. If the target is a creature, its Hit Point maximum decreases by an a"
      },
      {
        "document": 2024,
        "excerpt": "akes three Claw attacks. Claw. Melee Attack Roll: +8, reach 5 ft. Hit: 14 (3d6 + 4) Slashing damage. Mind-Rending Roar (Recharge 5–6). Wisdom Saving Throw: DC 16,"
      },
      {
        "document": 2025,
        "excerpt": "attacks and uses Roar. Claw. Melee Attack Roll: +12, reach 5 ft. Hit: 20 (4d6 + 6) Slashing damage. Roar (3/Day). The sphinx emits a magical roar. Whenever it roa"
      },
      {
        "document": 2026,
        "excerpt": "Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage plus 7 (2d6) Radiant damage."
      },
      {
        "document": 2027,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Piercing damage plus 2 (1d4) Poison damage."
      },
      {
        "document": 2028,
        "excerpt": "Ray in any combination. Bite. Melee Attack Roll: +7, reach 10 ft. Hit: 7 (1d6 + 4) Piercing damage plus 14 (4d6) Poison damage. Necrotic Ray. Ranged Attack Roll:"
      },
      {
        "document": 2029,
        "excerpt": "Needle Sword. Melee Attack Roll: +6, reach 5 ft. Hit: 6 (1d4 + 4) Piercing damage. Enchanting Bow. Ranged Attack Roll: +6, range 40/160 ft. Hit: 1"
      },
      {
        "document": 2030,
        "excerpt": "Shortsword. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 7 (2d6) Poison damage. Hand Crossbow. Ranged Attack Roll: +"
      },
      {
        "document": 2031,
        "excerpt": "Claw. Melee Attack Roll: +2, reach 5 ft. Hit: 2 (1d4) Slashing damage plus 2 (1d4) Fire damage. Steam Breath (Recharge 6). Constitution Sa"
      },
      {
        "document": 2032,
        "excerpt": "Proboscis. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage, and the stirge attaches to the target. While attached, the stirg"
      },
      {
        "document": 2033,
        "excerpt": "n any combination. Stone Club. Melee Attack Roll: +9, reach 15 ft. Hit: 22 (3d10 + 6) Bludgeoning damage. Boulder. Ranged Attack Roll: +9, range 60/240 ft. Hit: 15"
      },
      {
        "document": 2034,
        "excerpt": "olt in any combination. Slam. Melee Attack Roll: +10, reach 5 ft. Hit: 15 (2d8 + 6) Bludgeoning damage plus 9 (2d8) Force damage. Force Bolt. Ranged Attack Roll: +"
      },
      {
        "document": 2035,
        "excerpt": "any combination. Storm Sword. Melee Attack Roll: +14, reach 10 ft. Hit: 23 (4d6 + 9) Slashing damage plus 13 (3d8) Lightning damage. Thunderbolt. Ranged Attack Rol"
      },
      {
        "document": 2036,
        "excerpt": "Draining Kiss. Fiendish Touch. Melee Attack Roll: +7, reach 5 ft. Hit: 16 (2d10 + 5) Psychic damage. Charm. The succubus casts Dominate Person (level 8 version), r"
      },
      {
        "document": 2037,
        "excerpt": "Bites. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (2d4) Piercing damage, or 2 (1d4) Piercing damage if the swarm is Bloodied."
      },
      {
        "document": 2038,
        "excerpt": "Swarm of Grasping Hands. Melee Attack Roll: +4, reach 5 ft. Hit: 20 (4d8 + 2) Necrotic damage, or 11 (2d8 + 2) Necrotic damage if the swarm is Bloodied. If th"
      },
      {
        "document": 2039,
        "excerpt": "Bites. Melee Attack Roll: +3, reach 5 ft. Hit: 6 (2d4 + 1) Poison damage, or 3 (1d4 + 1) Poison damage if the swarm is Bloodied."
      },
      {
        "document": 2040,
        "excerpt": "antage if the target doesn't have all its Hit Points), reach 5 ft. Hit: 8 (2d4 + 3) Piercing damage, or 5 (1d4 + 3) Piercing damage if the swarm is Bloodied."
      },
      {
        "document": 2041,
        "excerpt": "Bites. Melee Attack Roll: +2, reach 5 ft. Hit: 5 (2d4) Piercing damage, or 2 (1d4) Piercing damage if the swarm is Bloodied."
      },
      {
        "document": 2042,
        "excerpt": "Beaks. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage, or 2 (1d4) Piercing damage if the swarm is Bloodied. Cacophony"
      },
      {
        "document": 2043,
        "excerpt": "Bites. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) Piercing damage - or 6 (1d4 + 4) Piercing damage if the swarm is Bloodied - plus"
      },
      {
        "document": 2044,
        "excerpt": "ail in any combination. Bite. Melee Attack Roll: +19, reach 15 ft. Hit: 36 (4d12 + 10) Piercing damage, and the target has the Grappled condition (escape DC 20). U"
      },
      {
        "document": 2045,
        "excerpt": "Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage. If the target is a Large or smaller creature, it has the Prone"
      },
      {
        "document": 2046,
        "excerpt": "in any combination. Warhammer. Melee Attack Roll: +5, reach 5 ft. Hit: 12 (2d8 + 3) Bludgeoning damage. If the target is a Large or smaller creature, the tough push"
      },
      {
        "document": 2047,
        "excerpt": "Mace. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Bludgeoning damage. Heavy Crossbow. Ranged Attack Roll: +3, range 100/400 ft. Hi"
      },
      {
        "document": 2048,
        "excerpt": "makes two Slam attacks. Slam. Melee Attack Roll: +10, reach 5 ft. Hit: 16 (3d6 + 6) Bludgeoning damage. Hail of Bark. Ranged Attack Roll: +10, range 180 ft. Hit: 2"
      },
      {
        "document": 2049,
        "excerpt": "makes two Gore attacks. Gore. Melee Attack Roll: +9, reach 5 ft. Hit: 19 (2d12 + 6) Piercing damage. If the target is Huge or smaller and the triceratops moved 20+"
      },
      {
        "document": 2050,
        "excerpt": "Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (2d4 + 4) Slashing damage."
      },
      {
        "document": 2051,
        "excerpt": "akes three Rend attacks. Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 11 (2d6 + 4) Slashing damage."
      },
      {
        "document": 2052,
        "excerpt": "ck and one Tail attack. Bite. Melee Attack Roll: +10, reach 10 ft. Hit: 33 (4d12 + 7) Piercing damage. If the target is a Large or smaller creature, it has the Grap"
      },
      {
        "document": 2053,
        "excerpt": "e Radiant Horn attack. Hooves. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (2d6 + 4) Bludgeoning damage. Radiant Horn. Melee Attack Roll: +7, reach 5 ft. Hit: 9 (1d"
      },
      {
        "document": 2054,
        "excerpt": "acks. Umbral Dagger. Melee or Ranged Attack Roll: +5, reach 5 ft. or range 20/60 ft. Hit: 5 (1d4 + 3) Piercing damage plus 7 (3d4) Necrotic damage. If the target is"
      },
      {
        "document": 2055,
        "excerpt": "w attacks and uses Bite. Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (2d4 + 3) Slashing damage. If the target is a Medium or smaller creature, it has the Grappl"
      },
      {
        "document": 2056,
        "excerpt": "form, it can't return to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it returns to its vampire f"
      },
      {
        "document": 2057,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage plus 3 (1d6) Poison damage."
      },
      {
        "document": 2058,
        "excerpt": "Touch attacks. Rotting Touch. Melee Attack Roll: +2, reach 10 ft. Hit: 4 (1d8) Necrotic damage."
      },
      {
        "document": 2059,
        "excerpt": "akes two Shred attacks. Shred. Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage plus 10 (3d6) Poison damage. Spores (Recharge 6). Constitution"
      },
      {
        "document": 2060,
        "excerpt": "Beak. Melee Attack Roll: +2, reach 5 ft. Hit: 2 (1d4) Piercing damage."
      },
      {
        "document": 2061,
        "excerpt": "Hooves. Melee Attack Roll: +6, reach 5 ft. Hit: 7 (1d6 + 4) Bludgeoning damage. If the target is a Large or smaller creature and the skeleton"
      },
      {
        "document": 2062,
        "excerpt": "Hooves. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (2d4 + 4) Bludgeoning damage. If the target is a Large or smaller creature and the horse mo"
      },
      {
        "document": 2063,
        "excerpt": "Spear. Melee or Ranged Attack Roll: +3, reach 5 ft. or range 20/60 ft. Hit: 4 (1d6 + 1) Piercing damage."
      },
      {
        "document": 2064,
        "excerpt": "Crossbow attacks. Greatsword. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage. Heavy Crossbow. Ranged Attack Roll: +3, range 100/400 ft. Hit:"
      },
      {
        "document": 2065,
        "excerpt": "makes two Slam attacks. Slam. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Pr"
      },
      {
        "document": 2066,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 1 Piercing damage."
      },
      {
        "document": 2067,
        "excerpt": "ite (Bear or Hybrid Form Only). Melee Attack Roll: +7, reach 5 ft. Hit: 17 (2d12 + 4) Piercing damage. If the target is a Humanoid, it is subjected to the following"
      },
      {
        "document": 2068,
        "excerpt": "ore (Boar or Hybrid Form Only). Melee Attack Roll: +5, reach 5 ft. Hit: 12 (2d8 + 3) Piercing damage. If the target is a Humanoid, it is subjected to the following e"
      },
      {
        "document": 2069,
        "excerpt": "Bite (Rat or Hybrid Form Only). Melee Attack Roll: +5, reach 5 ft. Hit: 8 (2d4 + 3) Piercing damage. If the target is a Humanoid, it is subjected to the following ef"
      },
      {
        "document": 2070,
        "excerpt": "te (Tiger or Hybrid Form Only). Melee Attack Roll: +5, reach 5 ft. Hit: 12 (2d8 + 3) Piercing damage. If the target is a Humanoid, it is subjected to the following e"
      },
      {
        "document": 2071,
        "excerpt": "ite (Wolf or Hybrid Form Only). Melee Attack Roll: +5, reach 5 ft. Hit: 12 (2d8 + 3) Piercing damage. If the target is a Humanoid, it is subjected to the following e"
      },
      {
        "document": 2072,
        "excerpt": "makes two Rend attacks. Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage plus 2 (1d4) Cold damage. Cold Breath (Recharge 5–6). Constituti"
      },
      {
        "document": 2073,
        "excerpt": "of Life Drain. Necrotic Sword. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage plus 4 (1d8) Necrotic damage. Necrotic Bow. Ranged Attack Roll:"
      },
      {
        "document": 2074,
        "excerpt": "Shock. Melee Attack Roll: +4, reach 5 ft. Hit: 11 (2d8 + 2) Lightning damage."
      },
      {
        "document": 2075,
        "excerpt": "Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 11 (2d6 + 4) Piercing damage. If the target is a Large or smaller creature, it has the Prone"
      },
      {
        "document": 2076,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage. If the target is a Medium or smaller creature, it has the Prone"
      },
      {
        "document": 2077,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage, and the next attack roll made against the target before the star"
      },
      {
        "document": 2078,
        "excerpt": "Life Drain. Melee Attack Roll: +6, reach 5 ft. Hit: 21 (4d8 + 3) Necrotic damage. If the target is a creature, its Hit Point maximum decreases by"
      },
      {
        "document": 2079,
        "excerpt": "ck and one Sting attack. Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Piercing damage. Sting. Melee Attack Roll: +7, reach 10 ft. Hit: 11 (2d6 + 4) P"
      },
      {
        "document": 2080,
        "excerpt": "and three Claw attacks. Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 17 (4d6 + 3) Piercing damage. Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d10 + 3) Sla"
      },
      {
        "document": 2081,
        "excerpt": "akes three Rend attacks. Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 9 (2d4 + 4) Slashing damage plus 3 (1d6) Acid damage. Acid Breath (Recharge 5–6). Dexterity"
      },
      {
        "document": 2082,
        "excerpt": "akes three Rend attacks. Rend. Melee Attack Roll: +9, reach 10 ft. Hit: 12 (2d6 + 5) Slashing damage plus 5 (1d10) Lightning damage. Lightning Breath (Recharge 5–6"
      },
      {
        "document": 2083,
        "excerpt": "h a use of Sleep Breath. Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 15 (2d10 + 4) Slashing damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 14, e"
      },
      {
        "document": 2084,
        "excerpt": "use of Repulsion Breath. Rend. Melee Attack Roll: +8, reach 10 ft. Hit: 16 (2d10 + 5) Slashing damage. Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC"
      },
      {
        "document": 2085,
        "excerpt": "a use of Slowing Breath. Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 15 (2d10 + 4) Slashing damage. Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 14, e"
      },
      {
        "document": 2086,
        "excerpt": "se of Weakening Breath. Rend. Melee Attack Roll: +10, reach 10 ft. Hit: 17 (2d10 + 6) Slashing damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 17, e"
      },
      {
        "document": 2087,
        "excerpt": "akes three Rend attacks. Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 11 (2d6 + 4) Slashing damage plus 7 (2d6) Poison damage. Poison Breath (Recharge 5–6). Cons"
      },
      {
        "document": 2088,
        "excerpt": "kes three Rend attacks. Rend. Melee Attack Roll: +10, reach 10 ft. Hit: 13 (2d6 + 6) Slashing damage plus 3 (1d6) Fire damage. Fire Breath (Recharge 5–6). Dexterit"
      },
      {
        "document": 2089,
        "excerpt": "e of Paralyzing Breath. Rend. Melee Attack Roll: +10, reach 10 ft. Hit: 15 (2d8 + 6) Slashing damage. Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 17,"
      },
      {
        "document": 2090,
        "excerpt": "akes three Rend attacks. Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 9 (2d4 + 4) Slashing damage plus 2 (1d4) Cold damage. Cold Breath (Recharge 5–6). Constitut"
      },
      {
        "document": 2091,
        "excerpt": "Slam. Melee Attack Roll: +3, reach 5 ft. Hit: 5 (1d8 + 1) Bludgeoning damage."
      }
    ],
    "reached": [
      {
        "document": 248,
        "excerpt": "In tier 3, characters have reached a level of power that makes them special among adventurers. At level 11, many spellcasters learn reality"
      },
      {
        "document": 1409,
        "excerpt": "ace that lasts until the spell ends. That space can be reached by climbing the rope, which can be pulled into or dropped out of it. The space can hold up to eight Med"
      }
    ],
    "reaches": [
      {
        "document": 7,
        "excerpt": "Maximum of 0. A creature dies if its Hit Point maximum reaches 0. Certain effects drain life energy, reducing a creature's Hit Point maximum. Massive Damage. When dam"
      },
      {
        "document": 242,
        "excerpt": "represented by Experience Points (XP). A character who reaches a specified Experience Point total advances in capability. This advancement is called gaining a level."
      },
      {
        "document": 243,
        "excerpt": "h level you have attained. For example, if a character reaches level 8 and increases their Constitution score from 17 to 18, the Constitution modifier increases to +4."
      },
      {
        "document": 1388,
        "excerpt": "n layers, each with a different color. When a creature reaches into or passes through the wall, it does so one layer at a time through all the layers. Each layer force"
      },
      {
        "document": 1407,
        "excerpt": "ing a downward fall. If an affected creature or object reaches the Cylinder's top without striking anything, it hovers there for the duration. When the spell ends, aff"
      },
      {
        "document": 1409,
        "excerpt": "the rope hangs perpendicular to the ground or the rope reaches a ceiling. At the rope's upper end, an Invisible 3-foot-by-5-foot portal opens to an extra-dimensional s"
      },
      {
        "document": 1467,
        "excerpt": "als on later rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends. A creature caught in the wall can move by swimming. Because of the wa"
      },
      {
        "document": 1490,
        "excerpt": "of your Exhaustion levels. When your Exhaustion level reaches 0, the condition ends."
      },
      {
        "document": 1516,
        "excerpt": "creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside th"
      },
      {
        "document": 1575,
        "excerpt": "he size of the Emanation increases by 10 feet until it reaches its maximum size of 120 feet. Closing the bottle causes the cloud to become fixed in place until it dis"
      },
      {
        "document": 1629,
        "excerpt": "detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a level 3 Fireball (save DC 15). You can hurl multiple"
      },
      {
        "document": 1810,
        "excerpt": "ontact with it. The weapon is destroyed if the penalty reaches -5. The penalty can be removed by casting the Mending spell on the weapon. In 1 minute, the pudding can"
      },
      {
        "document": 1912,
        "excerpt": "ontact with it. The weapon is destroyed if the penalty reaches -5. The penalty can be removed by casting the Mending spell on the weapon. The ooze can eat through 2-i"
      },
      {
        "document": 2007,
        "excerpt": "its AC to 10, and a weapon is destroyed if its penalty reaches -5. The penalty can be removed by casting the Mending spell on the armor or weapon. Destroy Metal. The"
      }
    ],
    "reaching": [
      {
        "document": 243,
        "excerpt": "creases by 8, in addition to the Hit Points gained for reaching level 8."
      },
      {
        "document": 1159,
        "excerpt": "tures other than Constructs and Undead from passing or reaching through it. An affected creature can cast spells or make attacks with Ranged or Reach weapons through t"
      },
      {
        "document": 1518,
        "excerpt": "bag made from gray, rust, or tan cloth appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. You can take a Magic action to"
      },
      {
        "document": 1698,
        "excerpt": "et at the start of each of your subsequent turns until reaching its destination or until you tell it to stop. You can also tell the rope to fasten itself securely to an"
      }
    ],
    "reaction": [
      {
        "document": 45,
        "excerpt": "situations allow you to take a special action called a Reaction. A Reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone"
      },
      {
        "document": 79,
        "excerpt": "movement before and after any action, Bonus Action, or Reaction you take on the same turn. For example, if you have a Speed of 30 feet, you could go 10 feet, take an ac"
      },
      {
        "document": 93,
        "excerpt": "without using your movement, action, Bonus Action, or Reaction. For example, you don't provoke an Opportunity Attack if an explosion hurls you out of a foe's reach or"
      },
      {
        "document": 177,
        "excerpt": "If the monster has Reaction options, those are listed in this section along with their triggers. See “Playing the Game” for details"
      },
      {
        "document": 179,
        "excerpt": "sh a Long Rest to regain expended uses. For example, a Reaction that includes “1/Day” means the Reaction can be taken once and that the monster must finish a Long Rest"
      },
      {
        "document": 317,
        "excerpt": "ng weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make."
      },
      {
        "document": 490,
        "excerpt": "ion to cast, but some spells require a Bonus Action, a Reaction, or 1 minute or more. A spell's Casting Time entry specifies which of those is required."
      },
      {
        "document": 492,
        "excerpt": "Reaction and Bonus Action Triggers"
      },
      {
        "document": 525,
        "excerpt": "ves your reach using its action, its Bonus Action, its Reaction, or one of its speeds. To make the Opportunity Attack, take a Reaction to make one melee attack with a w"
      },
      {
        "document": 533,
        "excerpt": "Reaction"
      },
      {
        "document": 535,
        "excerpt": "is action on your turn, which lets you act by taking a Reaction before the start of your next turn. First, you decide what perceivable circumstance will trigger your R"
      },
      {
        "document": 628,
        "excerpt": "re that falls into water or another liquid can use its Reaction to make a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check to hit the surface head or feet fir"
      },
      {
        "document": 963,
        "excerpt": "es the Charmed or Frightened condition, you can take a Reaction to cause the save to be rerolled, and the new roll has Advantage."
      },
      {
        "document": 964,
        "excerpt": "leric spell of level 5 or lower that doesn't require a Reaction to cast. As part of the same action, you cast that spell without expending a spell slot or needing Mater"
      },
      {
        "document": 967,
        "excerpt": "dgeoning, Piercing, or Slashing damage, you can take a Reaction to reduce the attack's total damage against you. The reduction equals 1d10 plus your Dexterity modifier"
      },
      {
        "document": 970,
        "excerpt": "u can see hits you with an attack roll, you can take a Reaction to halve the attack's damage against you (round down)."
      },
      {
        "document": 972,
        "excerpt": "stance. When the familiar takes damage, you can take a Reaction to grant it Resistance against that damage. Lessons of the First Ones Prerequisite: Level 2+ Warlock"
      },
      {
        "document": 976,
        "excerpt": "eds on an ability check or attack roll, you can take a Reaction to expend one use of your Bardic Inspiration; roll your Bardic Inspiration die, and subtract the number"
      },
      {
        "document": 980,
        "excerpt": "When you take damage, you can take a Reaction to give yourself Resistance to that damage and any other damage of the same type until the end of the cu"
      },
      {
        "document": 983,
        "excerpt": "creature that is within 5 feet of you, you can take a Reaction to make one melee attack against that creature, using a weapon or an Unarmed Strike."
      },
      {
        "document": 990,
        "excerpt": "ce (Stone Giant). When you take damage, you can take a Reaction to roll 1d12. Add your Constitution modifier to the number rolled and reduce the damage by that total."
      },
      {
        "document": 1007,
        "excerpt": "diately after you take an action, a Bonus Action, or a Reaction. Shadowy Form. While within Dim Light or Darkness, you have Resistance to all damage except Psychic and"
      },
      {
        "document": 1216,
        "excerpt": "Reaction, which you take when you see a creature within 60 feet of yourself casting a spell with Verbal, Somatic,"
      },
      {
        "document": 1237,
        "excerpt": "takes 3d6 Psychic damage and must immediately use its Reaction, if available, to move as far away from you as it can, using the safest route. On a successful save, the"
      },
      {
        "document": 1242,
        "excerpt": "otecting itself. You can command the target to take a Reaction but must take your own Reaction to do so. Using a Higher-Level Spell Slot. Your Concentration can last"
      },
      {
        "document": 1243,
        "excerpt": "otecting itself. You can command the target to take a Reaction but must take your own Reaction to do so. Using a Higher-Level Spell Slot. Your Concentration can last"
      },
      {
        "document": 1244,
        "excerpt": "otecting itself. You can command the target to take a Reaction but must take your own Reaction to do so. Using a Higher-Level Spell Slot. Your Concentration can last"
      },
      {
        "document": 1264,
        "excerpt": "Reaction, which you take when you or a creature you can see within 60 feet of you falls"
      },
      {
        "document": 1265,
        "excerpt": "ar must be within 100 feet of you, and it must take a Reaction to deliver the touch when you cast the spell. Combat. The familiar is an ally to you and your allies. I"
      },
      {
        "document": 1310,
        "excerpt": "Reaction, which you take in response to taking damage from a creature that you can see within 60 feet of yourself"
      },
      {
        "document": 1382,
        "excerpt": "f the creature has the Prone condition, it can use its Reaction to stand up."
      },
      {
        "document": 1423,
        "excerpt": "Reaction, which you take when you are hit by an attack roll or targeted by the Magic Missile spell"
      },
      {
        "document": 1475,
        "excerpt": "a Dexterity saving throw. On a success, it can use its Reaction to move up to its Speed so that it is no longer enclosed by the wall. The wall can have any shape you d"
      },
      {
        "document": 1493,
        "excerpt": "Inactive. You can't take any action, Bonus Action, or Reaction. No Concentration. Your Concentration is broken. Speechless. You can't speak. Surprised. If you're In"
      },
      {
        "document": 1514,
        "excerpt": "against a target within 5 feet of you, you can take a Reaction to become the target of the attack instead."
      },
      {
        "document": 1567,
        "excerpt": "you against your will along the ground, you can take a Reaction to reduce the distance you are moved by up to 10 feet."
      },
      {
        "document": 1589,
        "excerpt": "rown weapon while wearing these gloves, you can take a Reaction to reduce the damage by 1d10 plus your Dexterity modifier if you have a free hand. If you reduce the dam"
      },
      {
        "document": 1609,
        "excerpt": "le lavender ellipsoid orbits your head, you can take a Reaction to cancel a spell of level 4 or lower cast by a creature you can see. A canceled spell has no effect, an"
      },
      {
        "document": 1664,
        "excerpt": "by an attack while holding the weapon, you can take a Reaction to twirl the weapon around you, gaining a +5 bonus to your Armor Class against the triggering attack, po"
      },
      {
        "document": 1668,
        "excerpt": "ty saving throw while wearing the ring, you can take a Reaction to expend 1 charge to succeed on that save instead."
      },
      {
        "document": 1679,
        "excerpt": "ou and didn't create an area of effect, you can take a Reaction to deflect the spell back at the spell's caster; the caster must make a saving throw against the spell u"
      },
      {
        "document": 1692,
        "excerpt": "es Attunement) While holding this rod, you can take a Reaction to absorb a spell that is targeting only you and doesn't create an area of effect. The absorbed spell's"
      },
      {
        "document": 1699,
        "excerpt": "the rope when a target escapes from it, you can take a Reaction to command the rope to coil up in your hand; otherwise, the rope coils up in the target's space. The ro"
      },
      {
        "document": 1700,
        "excerpt": "mful effect originating from an Undead, you can take a Reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and i"
      },
      {
        "document": 1706,
        "excerpt": "giving it the Prone condition. Protective Field. As a Reaction, when you or an ally you can see within 5 feet of you is targeted by an attack or makes a saving throw a"
      },
      {
        "document": 1712,
        "excerpt": "nchantment spell that targets only you, you can take a Reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell. R"
      },
      {
        "document": 1719,
        "excerpt": "ing throws against spells. In addition, you can take a Reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the"
      },
      {
        "document": 1934,
        "excerpt": "r each head the hydra has beyond one, it gets an extra Reaction that can be used only for Opportunity Attacks."
      },
      {
        "document": 1936,
        "excerpt": "its next turn, the target can't take a Bonus Action or Reaction, its Speed decreases by 10 feet, and it can move or take one action on its turn, not both. Hit or Miss:"
      },
      {
        "document": 1957,
        "excerpt": "magical effects. Reactive. The marilith can take one Reaction on every turn of combat."
      }
    ],
    "reaction's": [
      {
        "document": 45,
        "excerpt": "n takes place immediately after its trigger unless the Reaction's description says otherwise."
      },
      {
        "document": 533,
        "excerpt": "l action taken in response to a trigger defined in the Reaction's description. You can take a Reaction on another creature's turn, and if you take it on your turn, you ca"
      }
    ],
    "reactions": [
      {
        "document": 45,
        "excerpt": "Reactions"
      },
      {
        "document": 84,
        "excerpt": "make an attack. Some other actions, Bonus Actions, and Reactions also let you make an attack. Whether you strike with a Melee weapon, fire a Ranged weapon,"
      },
      {
        "document": 156,
        "excerpt": "ng one of its more powerful abilities. Bonus Actions, Reactions, Legendary Actions. If the monster has Bonus Actions, Reactions, or Legendary Actions in its stat block,"
      },
      {
        "document": 161,
        "excerpt": "s section provides a monster's Bonus Actions, if any. Reactions and Legendary Actions. These sections provide Reactions and Legendary Actions, if any."
      },
      {
        "document": 177,
        "excerpt": "Reactions"
      },
      {
        "document": 554,
        "excerpt": "onus Action options, they are listed in this section. Reactions. If the monster can take special Reactions, those are listed in this section. Attack Notation. The entr"
      },
      {
        "document": 1203,
        "excerpt": "ving throw, or that target can't take Bonus Actions or Reactions and must roll 1d10 at the start of each of its turns to determine its behavior for that turn, consulting"
      },
      {
        "document": 1345,
        "excerpt": "were in the container's space. You can't move or take Reactions. The only action you can take is to project your soul up to 100 feet out of the container, either return"
      },
      {
        "document": 1432,
        "excerpt": "y to AC and Dexterity saving throws, and it can't take Reactions. On its turns, it can take either an action or a Bonus Action, not both, and it can make only one attack"
      },
      {
        "document": 1765,
        "excerpt": "ture in a 60-foot Cone. Failure: The target can't take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn, not both. This eff"
      },
      {
        "document": 1777,
        "excerpt": "ture in a 90-foot Cone. Failure: The target can't take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn, not both. This eff"
      },
      {
        "document": 1790,
        "excerpt": "Reactions"
      },
      {
        "document": 1799,
        "excerpt": "22 (4d10) Lightning damage, and the target can't take Reactions until the start of the balor's next turn."
      },
      {
        "document": 1800,
        "excerpt": "Reactions"
      },
      {
        "document": 1810,
        "excerpt": "Reactions"
      },
      {
        "document": 1825,
        "excerpt": "Reactions"
      },
      {
        "document": 1834,
        "excerpt": "ture in a 15-foot Cone. Failure: The target can't take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn, not both. This eff"
      },
      {
        "document": 1849,
        "excerpt": "Bonus Action on its turn, not both, and it can't take Reactions."
      },
      {
        "document": 1859,
        "excerpt": "Reactions"
      },
      {
        "document": 1889,
        "excerpt": "Reactions"
      },
      {
        "document": 1904,
        "excerpt": "Reactions"
      },
      {
        "document": 1907,
        "excerpt": "Reactions"
      },
      {
        "document": 1944,
        "excerpt": "Reactions"
      },
      {
        "document": 1949,
        "excerpt": "Reactions"
      },
      {
        "document": 1952,
        "excerpt": "Reactions"
      },
      {
        "document": 1957,
        "excerpt": "Reactions"
      },
      {
        "document": 1966,
        "excerpt": "Reactions"
      },
      {
        "document": 1968,
        "excerpt": "Reactions"
      },
      {
        "document": 1971,
        "excerpt": "Reactions"
      },
      {
        "document": 1972,
        "excerpt": "Reactions"
      },
      {
        "document": 1973,
        "excerpt": "Reactions"
      },
      {
        "document": 1984,
        "excerpt": "Reactions"
      },
      {
        "document": 2007,
        "excerpt": "Reactions"
      },
      {
        "document": 2018,
        "excerpt": "Reactions"
      },
      {
        "document": 2019,
        "excerpt": "Reactions"
      },
      {
        "document": 2026,
        "excerpt": "Reactions"
      },
      {
        "document": 2033,
        "excerpt": "Reactions"
      },
      {
        "document": 2064,
        "excerpt": "Reactions"
      },
      {
        "document": 2085,
        "excerpt": "ture in a 30-foot Cone. Failure: The target can't take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn, not both. This eff"
      }
    ],
    "reactive": [
      {
        "document": 1934,
        "excerpt": "hydra regains 20 Hit Points when it grows new heads. Reactive Heads. For each head the hydra has beyond one, it gets an extra Reaction that can be used only for Oppor"
      },
      {
        "document": 1957,
        "excerpt": "ving throws against spells and other magical effects. Reactive. The marilith can take one Reaction on every turn of combat."
      }
    ],
    "reacts": [
      {
        "document": 47,
        "excerpt": "acter's actions and attitudes to determine how an NPC reacts. A cowardly bandit might buckle under threats of imprisonment. A stubborn merchant refuses to help if th"
      }
    ],
    "read": [
      {
        "document": 43,
        "excerpt": "ry to Influence a creature or use the Search action to read the creature's body language, but you can't do both at the same time. And when you're exploring a dungeo"
      },
      {
        "document": 122,
        "excerpt": "e, while the writing vanishes from a scroll when it is read. Once used, a consumable item loses its magic."
      },
      {
        "document": 143,
        "excerpt": "tes otherwise, the stat block is in “Monsters.” How to read and use a stat block is explained in “Monsters.”"
      },
      {
        "document": 147,
        "excerpt": "Unleashing the magic in a scroll requires the user to read the scroll. When its magic has been invoked, the scroll can't be used again. Its words fade, or it crumb"
      },
      {
        "document": 228,
        "excerpt": "a language means your character can communicate in it, read it, and write it. Your class and other features might also give you languages. The Standard Languages t"
      },
      {
        "document": 239,
        "excerpt": "too. Some class features offer choices. Make sure to read all your features and make any offered choices."
      },
      {
        "document": 344,
        "excerpt": "r. If the spell is on your class's spell list, you can read the scroll and cast the spell using its normal casting time and without providing any Material component"
      },
      {
        "document": 502,
        "excerpt": "vious, but a more subtle effect, such as an attempt to read thoughts, goes unnoticed unless a spell's description says otherwise. Invalid Targets. If you cast a sp"
      },
      {
        "document": 973,
        "excerpt": "t that weighs 3 pounds, contains 100 pages, and can be read only by you or someone casting Identify. You determine the book's appearance and materials, such as a gi"
      },
      {
        "document": 1200,
        "excerpt": "hich the words are written. It takes about 1 minute to read one page of text. This spell doesn't decode symbols or secret messages."
      },
      {
        "document": 1232,
        "excerpt": "tures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present. The spell is blocked by 1 foot of stone"
      },
      {
        "document": 1323,
        "excerpt": "ion both disappear. A creature that has Truesight can read the hidden message."
      },
      {
        "document": 1360,
        "excerpt": "y anything that would sense its emotions or alignment, read its thoughts, or magically detect its location, and no spell - not even Wish - can gather information ab"
      },
      {
        "document": 1621,
        "excerpt": "ture that can't use a Manual of Golems and attempts to read it takes 6d6 Psychic damage. To create a golem, you must spend the time shown on the table, working wit"
      },
      {
        "document": 1673,
        "excerpt": "you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatur"
      },
      {
        "document": 1709,
        "excerpt": "al cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Cast"
      },
      {
        "document": 1835,
        "excerpt": "Shielded Mind. The couatl's thoughts can't be read by any means, and other creatures can communicate with it telepathically only if it allows them."
      },
      {
        "document": 1846,
        "excerpt": "t), reach 5 ft. Hit: 11 (2d6 + 4) Bludgeoning damage. Read Thoughts. The doppelganger casts Detect Thoughts, requiring no spell components and using Charisma as th"
      }
    ],
    "readied": [
      {
        "document": 535,
        "excerpt": "ease with your Reaction when the trigger occurs. To be readied, a spell must have a casting time of an action, and holding on to the spell's magic requires Concentrati"
      }
    ],
    "readiness": [
      {
        "document": 1755,
        "excerpt": "a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage on its Initiative rolls."
      }
    ],
    "reading": [
      {
        "document": 517,
        "excerpt": "erform no more than 2 hours of light activity, such as reading, talking, eating, or standing watch. During sleep, you have the Unconscious condition. After you finish"
      },
      {
        "document": 543,
        "excerpt": "ring which a creature does nothing more strenuous than reading, talking, eating, or standing watch. To start a Short Rest, you must have at least 1 Hit Point. Benefit"
      },
      {
        "document": 1548,
        "excerpt": "Crystal Ball of Mind Reading"
      },
      {
        "document": 1657,
        "excerpt": "Potion of Mind Reading"
      },
      {
        "document": 1709,
        "excerpt": "se, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the scroll crumbles to dust"
      }
    ],
    "reads": [
      {
        "document": 267,
        "excerpt": "rved 98 A glass jar containing lard with a label that reads, \"Griffon Grease\" 99 A wooden box with a ceramic bottom that holds a living worm with a head on each en"
      }
    ],
    "ready": [
      {
        "document": 75,
        "excerpt": "do, consider taking the defensive Dodge action or the Ready action to delay acting."
      },
      {
        "document": 336,
        "excerpt": "Rations consist of travel-ready food, including jerky, dried fruit, hardtack, and nuts. See “Malnutrition” in “Rules Glossary” for the r"
      },
      {
        "document": 535,
        "excerpt": "Ready [Action]"
      },
      {
        "document": 745,
        "excerpt": "Ready"
      },
      {
        "document": 951,
        "excerpt": "Ready"
      },
      {
        "document": 979,
        "excerpt": "of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Fiend Spells table, you thereafter always have the list"
      },
      {
        "document": 981,
        "excerpt": "s divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Life Domain Spells table, you thereafter always have the"
      },
      {
        "document": 982,
        "excerpt": "ic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Devotion Spells table, you thereafter always ha"
      },
      {
        "document": 1574,
        "excerpt": "magical arrow made of golden energy appears nocked and ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it"
      }
    ],
    "real": [
      {
        "document": 183,
        "excerpt": "nster, inspired by its traditional role in the game or real-world folklore. Change a monster's alignment to suit your storytelling needs. The Neutral alignment, in"
      },
      {
        "document": 266,
        "excerpt": "f parchment 72 A silver teardrop earring containing a real teardrop"
      },
      {
        "document": 564,
        "excerpt": "by certain effects and act as a buffer against losing real Hit Points. See also “Playing the Game” (“Damage and Healing”)."
      },
      {
        "document": 646,
        "excerpt": "be affected by the environment as if the illusion were real unless the effect that created it specifies otherwise. For example, a visual illusion of a creature cast"
      },
      {
        "document": 1304,
        "excerpt": "y, the creature sees a vague image superimposed on the real terrain."
      },
      {
        "document": 1350,
        "excerpt": "see within range and lasts for the duration. It seems real, including sounds, smells, and temperature appropriate to the thing depicted, but it can't deal damage o"
      },
      {
        "document": 1364,
        "excerpt": "ng position so it's impossible to track which image is real. Each time a creature hits you with an attack roll during the spell's duration, roll a d6 for each of y"
      },
      {
        "document": 1373,
        "excerpt": "he spell, the target treats the phantasm as if it were real and rationalizes any illogical outcomes from interacting with it. For example, if the target steps throu"
      },
      {
        "document": 1375,
        "excerpt": "feet Components: V, S Duration: 1 hour A Large, quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide"
      },
      {
        "document": 1557,
        "excerpt": "creature created by the card looks and behaves like a real creature of its kind, except that it can do no harm. While you are within 120 feet of the illusory creat"
      },
      {
        "document": 1623,
        "excerpt": "e, all the painted objects and terrain features become real. Thus, painting a door on a wall creates an actual door, which can be opened to whatever is beyond. Pain"
      }
    ],
    "reality": [
      {
        "document": 248,
        "excerpt": "mong adventurers. At level 11, many spellcasters learn reality-altering spells. Other characters gain features that allow them to make more attacks or to do more impre"
      },
      {
        "document": 954,
        "excerpt": "substance that distorts the character’s perception of reality."
      },
      {
        "document": 1484,
        "excerpt": "rtal can cast. By simply speaking aloud, you can alter reality itself. The basic use of this spell is to duplicate any other spell of level 8 or lower. If you use it"
      },
      {
        "document": 1627,
        "excerpt": "ldings, and land you own are lost in a way that alters reality the least. Any documentation that proves you should own something lost to this card also disappears. Sa"
      }
    ],
    "reality's": [
      {
        "document": 1627,
        "excerpt": "he magic of the Fates card can end this curse. Fates. Reality's fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You ca"
      }
    ],
    "realize": [
      {
        "document": 254,
        "excerpt": "oing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in a single class."
      }
    ],
    "realizes": [
      {
        "document": 1373,
        "excerpt": "your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends. While affected by the spell, the target treats th"
      }
    ],
    "realm": [
      {
        "document": 820,
        "excerpt": "The deed for a parcel of land in a realm unknown to you"
      },
      {
        "document": 953,
        "excerpt": "A portal to the Abyss opens, revealing a nightmarish realm of torment and slaughter."
      },
      {
        "document": 954,
        "excerpt": "A magical trap flings a character into the Far Realm until the end of that character’s next turn."
      },
      {
        "document": 1760,
        "excerpt": "5d10 days, reviving with all its Hit Points in the Far Realm or another location chosen by the GM. Legendary Resistance (3/Day, or 4/Day in Lair). If the aboleth fa"
      }
    ],
    "realms": [
      {
        "document": 283,
        "excerpt": "or god, while other species first appeared in multiple realms at once. Whatever a species' genesis, its members have spread across the multiverse and contribute to ma"
      },
      {
        "document": 972,
        "excerpt": "ke the Attack action on your turn. Visions of Distant Realms Prerequisite: Level 9+ Warlock You can cast Arcane Eye without expending a spell slot. Whispers of th"
      },
      {
        "document": 979,
        "excerpt": "Lower Planes Your pact draws on the Lower Planes, the realms of perdition. You might forge a bargain with a demon lord, an archdevil, or another fiend that is especi"
      }
    ],
    "reanimated": [
      {
        "document": 181,
        "excerpt": "mbling mounds and treants. Undead are spirits and the reanimated dead, such as ghosts, vampires, and zombies."
      }
    ],
    "reaping": [
      {
        "document": 1792,
        "excerpt": "Multiattack. The avatar makes a number of Reaping Scythe attacks equal to half the summoner's Proficiency Bonus (rounded up). Reaping Scythe. Melee Attac"
      }
    ],
    "reappear": [
      {
        "document": 563,
        "excerpt": "cal transportation. If you teleport, you disappear and reappear elsewhere instantly, without moving through the intervening space. This transportation doesn't expend mo"
      },
      {
        "document": 1265,
        "excerpt": "while it is temporarily dismissed, you can cause it to reappear in an unoccupied space within 30 feet of you. Whenever the familiar drops to 0 Hit Points or disappears"
      },
      {
        "document": 1689,
        "excerpt": "ion of Magic Missile. Daily at dusk, 1d6 removed stars reappear on the robe. While you wear the robe, you can take a Magic action to enter the Astral Plane along with"
      },
      {
        "document": 1697,
        "excerpt": "ou take a Magic action to end the effect, all visitors reappear in the location they occupied when you activated the rod or an unoccupied space nearest that location. O"
      }
    ],
    "reappears": [
      {
        "document": 1167,
        "excerpt": "the spell ends for a target who isn't dead, the target reappears in its body and exits the state of suspended animation."
      },
      {
        "document": 1172,
        "excerpt": "capacitated condition. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the target is an"
      },
      {
        "document": 1265,
        "excerpt": "the familiar drops to 0 Hit Points, it disappears. It reappears after you cast this spell again. As a Magic action, you can temporarily dismiss the familiar to a pocket"
      },
      {
        "document": 1355,
        "excerpt": ", and the spell ends. When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space."
      },
      {
        "document": 1612,
        "excerpt": "one. Immediately after dealing this damage, the weapon reappears in your hand. This property can't be used again until the next dawn."
      },
      {
        "document": 1627,
        "excerpt": "pears. Unless the card is the Fool or Jester, the card reappears in the deck, making it possible to draw the same card twice. (Once the Fool or Jester has left the deck,"
      },
      {
        "document": 1766,
        "excerpt": "the start of the dragon's next turn, at which point it reappears in an unoccupied space of the dragon's choice within 120 feet of the dragon. Failure or Success: The dra"
      },
      {
        "document": 1778,
        "excerpt": "the start of the dragon's next turn, at which point it reappears in an unoccupied space of the dragon's choice within 120 feet of the dragon. Failure or Success: The dra"
      }
    ],
    "rear": [
      {
        "document": 791,
        "excerpt": "The rear hatch unseals and opens."
      }
    ],
    "reason": [
      {
        "document": 739,
        "excerpt": "Reason or remember"
      },
      {
        "document": 973,
        "excerpt": "ook requires you to find new spells to do so. For this reason, many wizards keep a backup spellbook. of your career, you gain each of your subclass's features that a"
      },
      {
        "document": 1464,
        "excerpt": "ead for no longer than 200 years and that died for any reason except old age. The creature is revived with all its Hit Points. This spell closes all wounds, neutrali"
      },
      {
        "document": 1656,
        "excerpt": "in this amber liquid is a tiny heart that, against all reason, is still beating. These ingredients vanish when the potion is opened."
      }
    ],
    "reasoning": [
      {
        "document": 746,
        "excerpt": "Reasoning and memory"
      },
      {
        "document": 1232,
        "excerpt": "ving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful"
      }
    ],
    "reasons": [
      {
        "document": 30,
        "excerpt": "ur GM can give you Heroic Inspiration for a variety of reasons. Typically, GMs award it when you do something particularly heroic, in character, or entertaining. It's"
      },
      {
        "document": 725,
        "excerpt": "lasses and origins. A diverse force is more powerful. Reasons to Move. Use features that encourage characters and their enemies to move around, such as chandeliers, k"
      }
    ],
    "reassert": [
      {
        "document": 1157,
        "excerpt": "ture. Using a Higher-Level Spell Slot. You animate or reassert control over two additional Undead creatures for each spell slot level above 3. Each of the creatures mu"
      },
      {
        "document": 1219,
        "excerpt": "t. If you use a level 7 spell slot, you can animate or reassert control over four Ghouls. If you use a level 8 spell slot, you can animate or reassert control over five"
      }
    ],
    "reasserts": [
      {
        "document": 1157,
        "excerpt": "the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell rather than animating a new cre"
      },
      {
        "document": 1219,
        "excerpt": "the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell rather than animating new ones"
      }
    ],
    "rebel": [
      {
        "document": 235,
        "excerpt": "e directs with little regard for what others expect. A rebel who waylays a cruel baron's tax collectors and uses the stolen money to help the poor is probably Chaoti"
      }
    ],
    "rebuke": [
      {
        "document": 873,
        "excerpt": "Hellish Rebuke"
      },
      {
        "document": 992,
        "excerpt": "e.You also know the Fire Bolt cantrip. | Hellish Rebuke | Darkness |"
      },
      {
        "document": 1310,
        "excerpt": "Hellish Rebuke"
      },
      {
        "document": 1730,
        "excerpt": "to spell attack rolls while you wear or hold it. Pure Rebuke. The talisman has 7 charges. While wearing or holding the talisman, you can take a Magic action to expen"
      }
    ],
    "recall": [
      {
        "document": 744,
        "excerpt": "Recall lore about spells, magic items, and the planes of existence."
      },
      {
        "document": 916,
        "excerpt": "Word of Recall"
      },
      {
        "document": 963,
        "excerpt": "at of your choice for which you qualify. Boon of Spell Recall is recommended."
      },
      {
        "document": 973,
        "excerpt": "at of your choice for which you qualify. Boon of Spell Recall is recommended."
      },
      {
        "document": 1006,
        "excerpt": "Boon of Spell Recall"
      },
      {
        "document": 1367,
        "excerpt": "eliminate all memory of the event, allow the target to recall the event with perfect clarity, change its memory of the event's details, or create a memory of some oth"
      },
      {
        "document": 1415,
        "excerpt": ", you can take a Magic action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest"
      },
      {
        "document": 1485,
        "excerpt": "Word of Recall"
      },
      {
        "document": 1778,
        "excerpt": ") 1/Day Each: Flame Strike (level 6 version), Word of Recall, Zone of Truth Weakening Breath. Strength Saving Throw: DC 24, each creature that isn't currently affec"
      },
      {
        "document": 2053,
        "excerpt": "l Evil and Good, Entangle, Pass without Trace, Word of Recall"
      }
    ],
    "recalls": [
      {
        "document": 1246,
        "excerpt": "m the trance at any time, ending the spell. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it"
      },
      {
        "document": 1402,
        "excerpt": "s that a species' description offers, and the creature recalls its former life. It retains the capabilities it had in its original form, except it loses the traits of"
      }
    ],
    "receipt": [
      {
        "document": 267,
        "excerpt": "th that, when unfolded, turns into a stylish cap 84 A receipt of deposit at a bank in a far-off city 85 A diary with seven missing pages 86 An empty silver snuffbox"
      }
    ],
    "receive": [
      {
        "document": 5,
        "excerpt": "a successful DC 10 Wisdom (Medicine) check. When you receive healing, add the restored Hit Points to your current Hit Points. Your Hit Points can't exceed your Hit P"
      },
      {
        "document": 16,
        "excerpt": "e added together. If you have Temporary Hit Points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if a sp"
      },
      {
        "document": 17,
        "excerpt": "t Hit Points, a creature can be at full Hit Points and receive Temporary Hit Points. If you have 0 Hit Points, receiving Temporary Hit Points doesn't restore you to c"
      },
      {
        "document": 505,
        "excerpt": "ains the spell's benefit only once; the target doesn't receive two bonus dice. But if the durations of the spells overlap, the effect continues until the duration of t"
      },
      {
        "document": 554,
        "excerpt": "tailed in “Monsters.” The Experience Points characters receive for defeating a monster and its Proficiency Bonus follow. Some creatures that are created by magic have"
      },
      {
        "document": 561,
        "excerpt": "ed to make a saving throw by an effect, or selected to receive the effects of a spell or another phenomenon."
      },
      {
        "document": 562,
        "excerpt": "eature within range. A creature without telepathy can receive telepathic messages but can't initiate a telepathic conversation. Once a telepathic conversation starts,"
      },
      {
        "document": 1162,
        "excerpt": "ithin range that hovers for the duration. You mentally receive visual information from the eye, which can see in every direction. It also has Darkvision with a range o"
      },
      {
        "document": 1168,
        "excerpt": "tory tokens worth 25+ GP) Duration: Instantaneous You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within"
      },
      {
        "document": 1199,
        "excerpt": "You must ask your questions before the spell ends. You receive a correct answer for each question. Divine beings aren't necessarily omniscient, so you might receive “"
      },
      {
        "document": 1242,
        "excerpt": "obey on its turn. If it completes an order and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself. You can comma"
      },
      {
        "document": 1243,
        "excerpt": "obey on its turn. If it completes an order and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself. You can comma"
      },
      {
        "document": 1244,
        "excerpt": "obey on its turn. If it completes an order and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself. You can comma"
      },
      {
        "document": 1333,
        "excerpt": "ing, the more precise and detailed the information you receive is. That information is accurate but might be couched in figurative language or poetry, as determined by"
      },
      {
        "document": 1490,
        "excerpt": "on Levels. This condition is cumulative. Each time you receive it, you gain 1 Exhaustion level. You die if your Exhaustion level is 6. D20 Tests Affected. When you ma"
      },
      {
        "document": 1627,
        "excerpt": "ard, you can ask a question in meditation and mentally receive a truthful answer to that question. Skull. An Avatar of Death (see the accompanying stat block) appears"
      }
    ],
    "received": [
      {
        "document": 972,
        "excerpt": "e First Ones Prerequisite: Level 2+ Warlock You have received knowledge from an elder entity of the multiverse, allowing you to gain one Origin feat of your choice (s"
      }
    ],
    "receives": [
      {
        "document": 1211,
        "excerpt": "lasts for 7 days on it. Whenever the Poisoned target receives an effect that would end the Poisoned condition, the target must succeed on a Constitution saving throw,"
      },
      {
        "document": 1299,
        "excerpt": "ne 5-foot square; any creature that enters that square receives the suggestion mentally"
      },
      {
        "document": 1805,
        "excerpt": "Constitution Saving Throw: DC 12. Failure: The target receives an infernal wound. While wounded, the target loses 5 (1d10) Hit Points at the start of each of its turns"
      },
      {
        "document": 1932,
        "excerpt": "Failure: 10 (1d8 + 6) Necrotic damage, and the target receives an infernal wound if it doesn't have one. While wounded, the target loses 10 (3d6) Hit Points at the sta"
      }
    ],
    "receiving": [
      {
        "document": 17,
        "excerpt": "ed to your Hit Points, healing can't restore them, and receiving Temporary Hit Points doesn't count as healing. Because Temporary Hit Points aren't Hit Points, a creatur"
      },
      {
        "document": 1418,
        "excerpt": "doesn't arrive. You know if the delivery fails. Upon receiving your message, a creature can block your ability to reach it again with this spell for 8 hours. If you tr"
      },
      {
        "document": 1977,
        "excerpt": "Otyugh; telepathy 120 ft. (doesn't allow the receiving creature to respond telepathically)"
      }
    ],
    "recent": [
      {
        "document": 505,
        "excerpt": "stings applies while their durations overlap. The most recent effect applies if the castings are equally potent and their durations overlap. For example, if two Cleri"
      },
      {
        "document": 962,
        "excerpt": "fected by only one Hamstring Blow at a time - the most recent one."
      },
      {
        "document": 1484,
        "excerpt": "other feats or features. Roll Redo. You undo a single recent event by forcing a reroll of any die roll made within the last round (including your last turn). Reality"
      }
    ],
    "recently": [
      {
        "document": 744,
        "excerpt": "Diagnose an illness, or determine what killed the recently slain."
      }
    ],
    "recharge": [
      {
        "document": 126,
        "excerpt": "Magic items often have charges or properties that recharge at the next dawn or some other specified time. If such an item is on a world or plane of existence where"
      },
      {
        "document": 179,
        "excerpt": "the monster must finish a Long Rest to take it again. Recharge X–Y. This notation means a monster can use the stat block part once. At the start of each of the monster"
      },
      {
        "document": 1761,
        "excerpt": "lashing damage plus 4 (1d8) Acid damage. Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 18, each creature in a 60-foot-long, 5-foot-wide Line. Failure: 54 (12d"
      },
      {
        "document": 1762,
        "excerpt": "age plus 5 (1d10) Lightning damage. Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 19, each creature in a 90-foot-long, 5-foot-wide Line. Failure: 60 (11d"
      },
      {
        "document": 1763,
        "excerpt": "lashing damage plus 4 (1d8) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 18, each creature in a 60-foot-long, 5-foot-wide Line. Failure: 45 (10d"
      },
      {
        "document": 1764,
        "excerpt": "age plus 5 (1d10) Lightning damage. Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 19, each creature in a 90-foot-long, 5-foot-wide Line. Failure: 55 (10d"
      },
      {
        "document": 1765,
        "excerpt": "lashing damage plus 4 (1d8) Acid damage. Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 18, each creature in an 60-foot-long, 5-foot-wide Line. Failure: 54 (12"
      },
      {
        "document": 1766,
        "excerpt": "lashing damage plus 4 (1d8) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 21, each creature in a 60-foot Cone. Failure: 66 (12d10) Fire damage. S"
      },
      {
        "document": 1767,
        "excerpt": "ing damage plus 7 (2d6) Poison damage. Poison Breath (Recharge 5–6). Constitution Saving Throw: DC 18, each creature in a 60-foot Cone. Failure: 56 (16d6) Poison damag"
      },
      {
        "document": 1768,
        "excerpt": "lashing damage plus 5 (2d4) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 21, each creature in a 60-foot Cone. Failure: 59 (17d6) Fire damage. Su"
      },
      {
        "document": 1769,
        "excerpt": "lashing damage plus 4 (1d8) Cold damage. Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 20, each creature in a 60-foot Cone. Failure: 54 (12d8) Cold damage."
      },
      {
        "document": 1770,
        "excerpt": "lashing damage plus 4 (1d8) Cold damage. Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 19, each creature in a 60-foot Cone. Failure: 54 (12d8) Cold damage."
      },
      {
        "document": 1771,
        "excerpt": "h 10 ft. Hit: 14 (2d8 + 5) Thunder damage. Whirlwind (Recharge 4–6). Strength Saving Throw: DC 13, one Medium or smaller creature in the elemental's space. Failure: 24"
      },
      {
        "document": 1773,
        "excerpt": "lashing damage plus 9 (2d8) Acid damage. Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 22, each creature in a 90-foot-long, 10-foot-wide Line. Failure: 67 (15"
      },
      {
        "document": 1774,
        "excerpt": "ge plus 11 (2d10) Lightning damage. Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 23, each creature in a 120-foot-long, 10-foot-wide Line. Failure: 88 (1"
      },
      {
        "document": 1775,
        "excerpt": "lashing damage plus 7 (2d6) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 21, each creature in a 90-foot-long, 5-foot-wide Line. Failure: 58 (13d"
      },
      {
        "document": 1776,
        "excerpt": "mage plus 9 (2d8) Lightning damage. Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 23, each creature in a 120-foot-long, 10-foot-wide Line. Failure: 82 (1"
      },
      {
        "document": 1777,
        "excerpt": "lashing damage plus 9 (2d8) Acid damage. Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 22, each creature in an 90-foot-long, 10-foot-wide Line. Failure: 63 (1"
      },
      {
        "document": 1778,
        "excerpt": "lashing damage plus 9 (2d8) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 24, each creature in a 90-foot Cone. Failure: 71 (13d10) Fire damage. S"
      },
      {
        "document": 1779,
        "excerpt": "ng damage plus 10 (3d6) Poison damage. Poison Breath (Recharge 5–6). Constitution Saving Throw: DC 22, each creature in a 90-foot Cone. Failure: 77 (22d6) Poison damag"
      },
      {
        "document": 1780,
        "excerpt": "ashing damage plus 10 (3d6) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 24, each creature in a 90-foot Cone. Failure: 91 (26d6) Fire damage. Su"
      },
      {
        "document": 1781,
        "excerpt": "lashing damage plus 9 (2d8) Cold damage. Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 24, each creature in a 90-foot Cone. Failure: 67 (15d8) Cold damage."
      },
      {
        "document": 1782,
        "excerpt": "lashing damage plus 7 (2d6) Cold damage. Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 22, each creature in a 90-foot Cone. Failure: 63 (14d8) Cold damage."
      },
      {
        "document": 1786,
        "excerpt": "as the Grappled condition (escape DC 13). Acid Spray (Recharge 6). Dexterity Saving Throw: DC 12, each creature in a 30-foot-long, 5-foot-wide Line. Failure: 14 (4d6)"
      },
      {
        "document": 1788,
        "excerpt": "each 5 ft. Hit: 5 (1d4 + 3) Bludgeoning damage. Rock (Recharge 6). Ranged Attack Roll: +5, range 25/50 ft. Hit: 10 (2d6 + 3) Bludgeoning damage."
      },
      {
        "document": 1803,
        "excerpt": "Petrifying Gaze (Recharge 4–6). Constitution Saving Throw: DC 12, each creature in a 30-foot Cone. If the basilisk sees its reflec"
      },
      {
        "document": 1806,
        "excerpt": "d condition until the grapple ends. Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 16, each creature in a 90-foot-long, 5-foot-wide Line. Failure: 66 (12d"
      },
      {
        "document": 1809,
        "excerpt": "lashing damage plus 2 (1d4) Acid damage. Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 11, each creature in a 15-foot-long, 5-foot-wide Line. Failure: 22 (5d8"
      },
      {
        "document": 1811,
        "excerpt": "Teleport (Recharge 4–6). The dog teleports up to 40 feet to an unoccupied space it can see."
      },
      {
        "document": 1813,
        "excerpt": "mage plus 3 (1d6) Lightning damage. Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 12, each creature in a 30-foot-long, 5-foot-wide Line. Failure: 21 (6d6"
      },
      {
        "document": 1816,
        "excerpt": "5 ft. Hit: 7 (1d10 + 2) Slashing damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 11, each creature in a 20-foot-long, 5-foot-wide Line. Failure: 14 (4d6"
      },
      {
        "document": 1817,
        "excerpt": "Hit: 8 (1d10 + 3) Slashing damage. Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 12, each creature in a 40-foot-long, 5-foot-wide Line. Failure: 16 (3d1"
      },
      {
        "document": 1824,
        "excerpt": "Trampling Charge (Recharge 5–6). The centaur moves up to its Speed without provoking Opportunity Attacks and can move through the s"
      },
      {
        "document": 1826,
        "excerpt": "er creature, it has the Prone condition. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 15, each creature in a 15-foot Cone. Failure: 31(7d8) Fire damage. Succ"
      },
      {
        "document": 1828,
        "excerpt": "Hasten (Recharge 5–6). The golem takes the Dash and Disengage actions."
      },
      {
        "document": 1829,
        "excerpt": "this cloaker's Moan for the next 24 hours. Phantasms (Recharge after a Short or Long Rest). The cloaker casts the Mirror Image spell, requiring no spell components and"
      },
      {
        "document": 1834,
        "excerpt": "5 ft. Hit: 7 (1d10 + 2) Slashing damage. Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 11, each creature in a 20-foot-long, 5-foot-wide Line. Failure: 18 (4d8"
      },
      {
        "document": 1846,
        "excerpt": "asting ability (spell save DC 12). Unsettling Visage (Recharge 6). Wisdom Saving Throw: DC 12, each creature in a 15-foot Emanation originating from the doppelganger t"
      },
      {
        "document": 1848,
        "excerpt": "r creature, it has the Prone condition. Steam Breath (Recharge 5–6). Constitution Saving Throw: DC 19, each creature in a 60-foot Cone. Failure: 56 (16d6) Fire damage."
      },
      {
        "document": 1850,
        "excerpt": "Magic of the Spider Queen (Recharge 5–6). The drider casts Darkness, Faerie Fire, or Web, requiring no Material components and using Wisdom"
      },
      {
        "document": 1853,
        "excerpt": "t. Hit: 4 (1d4 + 2) Slashing damage. Blinding Breath (Recharge 6). Dexterity Saving Throw: DC 10, each creature in a 15-foot Cone. Failure: The target has the Blinded"
      },
      {
        "document": 1860,
        "excerpt": "h 5 ft. Hit: 7 (2d4 + 2) Slashing damage. Web Strand (Recharge 5–6). Dexterity Saving Throw: DC 12, one Large or smaller creature the ettercap can see within 30 feet."
      },
      {
        "document": 1867,
        "excerpt": "War Cry (Recharge 5–6). The giant or one creature of its choice that can see or hear it gains 16 (2d10 + 5) Temporary Hit"
      },
      {
        "document": 1871,
        "excerpt": "his ghost's Horrific Visage for 24 hours. Possession (Recharge 6). Charisma Saving Throw: DC 13, one Humanoid the ghost can see within 5 feet. Failure: The target is p"
      },
      {
        "document": 1873,
        "excerpt": "Hit: 22 (3d10 + 6) Bludgeoning damage. Boulder Toss (Recharge 6). The ape hurls a boulder at a point it can see within 90 feet. Dexterity Saving Throw: DC 17, each cr"
      },
      {
        "document": 1895,
        "excerpt": "+ 3) Piercing damage plus 7 (2d6) Poison damage. Web (Recharge 5–6). Dexterity Saving Throw: DC 13, one creature the spider can see within 60 feet. Failure: The target"
      },
      {
        "document": 1902,
        "excerpt": "her, leaving only equipment behind. Blinding Spittle (Recharge 5–6). Dexterity Saving Throw: DC 10, each creature in a 10-foot-radius Sphere centered on a point within"
      },
      {
        "document": 1910,
        "excerpt": "5 ft. Hit: 9 (1d10 + 4) Slashing damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 13, each creature in a 15-foot Cone. Failure: 22 (4d10) Fire damage. Su"
      },
      {
        "document": 1911,
        "excerpt": "he target has the Prone condition. Petrifying Breath (Recharge 5–6). Constitution Saving Throw: DC 15, each creature in a 30-foot Cone. First Failure: The target has t"
      },
      {
        "document": 1913,
        "excerpt": "ing damage plus 3 (1d6) Poison damage. Poison Breath (Recharge 5–6). Constitution Saving Throw: DC 11, each creature in a 15-foot Cone. Failure: 21 (6d6) Poison damage"
      },
      {
        "document": 1921,
        "excerpt": "hosen for the Draconic Origin trait. Dragon's Breath (Recharge 5–6). Dexterity Saving Throw: DC 14, each creature in a 30-foot Cone. Failure: 28 (8d6) damage of the ty"
      },
      {
        "document": 1924,
        "excerpt": "iercing damage plus 3 (1d6) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 12, each creature in a 15-foot Cone. Failure: 17 (5d6) Fire damage. Suc"
      },
      {
        "document": 1936,
        "excerpt": "udgeoning damage plus 18 (4d8) Cold damage. Ice Wall (Recharge 6). The devil casts Wall of Ice (level 8 version), requiring no spell components and using Intelligence"
      },
      {
        "document": 1937,
        "excerpt": "g Charisma as the spellcasting ability. Frost Breath (Recharge 6). Constitution Saving Throw: DC 10, each creature in a 15-foot Cone. Failure: 7 (3d4) Cold damage. Suc"
      },
      {
        "document": 1939,
        "excerpt": "Nightmare (Recharge 6). Wisdom Saving Throw: DC 15, one creature the incubus can see within 60 feet. Failure: If the target"
      },
      {
        "document": 1941,
        "excerpt": "nge 120 ft. Hit: 36 (8d8) Fire damage. Poison Breath (Recharge 6). Constitution Saving Throw: DC 18, each creature in a 60-foot Cone. Failure: 55 (10d10) Poison damage"
      },
      {
        "document": 1953,
        "excerpt": "lashing damage plus 3 (1d6) Fire damage. Fire Breath (Recharge 6). Dexterity Saving Throw: DC 11, each creature in a 15-foot Cone. Failure: 7 (2d6) Fire damage. Succes"
      },
      {
        "document": 1957,
        "excerpt": "Teleport (Recharge 5–6). The marilith teleports up to 120 feet to an unoccupied space it can see."
      },
      {
        "document": 1959,
        "excerpt": "Petrifying Gaze (Recharge 5–6). Constitution Saving Throw: DC 13, each creature in a 30-foot Cone. If the medusa sees its reflecti"
      },
      {
        "document": 1963,
        "excerpt": "Slashing damage plus 10 (3d6) Necrotic damage. Gore (Recharge 5–6). Melee Attack Roll: +6, reach 5 ft. Hit: 18 (4d6 + 4) Piercing damage. If the target is a Large or"
      },
      {
        "document": 1968,
        "excerpt": "Horror Nimbus (Recharge 5–6). Wisdom Saving Throw: DC 15, each creature in a 15-foot Emanation originating from the nalfeshnee."
      },
      {
        "document": 1986,
        "excerpt": "age plus 21 (6d6) Fire damage. Hellfire Spellcasting (Recharge 4–6). The pit fiend casts Fireball (level 5 version) twice, requiring no Material components and using C"
      },
      {
        "document": 1997,
        "excerpt": "from finishing a Short or Long Rest. Baleful Command (Recharge 5–6). Wisdom Saving Throw: DC 18, each enemy in a 30-foot Emanation originating from the rakshasa. Failu"
      },
      {
        "document": 2000,
        "excerpt": "lashing damage plus 3 (1d6) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 13, each creature in a 15-foot Cone. Failure: 24 (7d6) Fire damage. Suc"
      },
      {
        "document": 2005,
        "excerpt": "Swoop (Recharge 5–6). If the roc has a creature Grappled, the roc flies up to half its Fly Speed without provoking Oppor"
      },
      {
        "document": 2014,
        "excerpt": "5 ft. Hit: 10 (2d6 + 3) Slashing damage. Death Glare (Recharge 5–6). Wisdom Saving Throw: DC 11, one Frightened creature the hag can see within 30 feet. Failure: If th"
      },
      {
        "document": 2020,
        "excerpt": "5 ft. Hit: 9 (1d10 + 4) Piercing damage. Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 13, each creature in a 15-foot Cone. Failure: 18 (4d8) Cold damage."
      },
      {
        "document": 2024,
        "excerpt": "Hit: 14 (3d6 + 4) Slashing damage. Mind-Rending Roar (Recharge 5–6). Wisdom Saving Throw: DC 16, each enemy in a 300-foot Emanation originating from the sphinx. Failur"
      },
      {
        "document": 2031,
        "excerpt": "ashing damage plus 2 (1d4) Fire damage. Steam Breath (Recharge 6). Constitution Saving Throw: DC 10, each creature in a 15-foot Cone. Failure: 5 (2d4) Fire damage, and"
      },
      {
        "document": 2033,
        "excerpt": "Deflect Missile (Recharge 5–6). Trigger: The giant is hit by a ranged attack roll and takes Bludgeoning, Piercing, or Slashing dam"
      },
      {
        "document": 2034,
        "excerpt": "Slow (Recharge 5–6). The golem casts the Slow spell, requiring no spell components and using Constitution as the spellc"
      },
      {
        "document": 2035,
        "excerpt": "the start of the giant's next turn. Lightning Storm (Recharge 5–6). Dexterity Saving Throw: DC 18, each creature in a 10-foot-radius, 40-foot-high Cylinder originatin"
      },
      {
        "document": 2042,
        "excerpt": "Piercing damage if the swarm is Bloodied. Cacophony (Recharge 6). Wisdom Saving Throw: DC 10, one creature in the swarm's space. Failure: The target has the Deafened"
      },
      {
        "document": 2044,
        "excerpt": "ature, it has the Prone condition. Thunderous Bellow (Recharge 5–6). Constitution Saving Throw: DC 27, each creature and each object that isn't being worn or carried i"
      },
      {
        "document": 2056,
        "excerpt": "Charm (Recharge 5–6). The vampire casts Charm Person, requiring no spell components and using Charisma as the spellcasti"
      },
      {
        "document": 2059,
        "excerpt": "Piercing damage plus 10 (3d6) Poison damage. Spores (Recharge 6). Constitution Saving Throw: DC 15, each creature in a 20-foot Emanation originating from the vrock. F"
      },
      {
        "document": 2065,
        "excerpt": "smaller creature, it has the Prone condition. Whelm (Recharge 4–6). Strength Saving Throw: DC 15, each creature in the elemental's space. Failure: 22 (4d8 + 4) Bludge"
      },
      {
        "document": 2072,
        "excerpt": "lashing damage plus 2 (1d4) Cold damage. Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 12, each creature in a 15-foot Cone. Failure: 22 (5d8) Cold damage."
      },
      {
        "document": 2075,
        "excerpt": "er creature, it has the Prone condition. Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 12, each creature in a 15-foot Cone. Failure: 18 (4d8) Cold damage."
      },
      {
        "document": 2081,
        "excerpt": "lashing damage plus 3 (1d6) Acid damage. Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 14, each creature in a 30-foot-long, 5-foot-wide Line. Failure: 49 (14d"
      },
      {
        "document": 2082,
        "excerpt": "age plus 5 (1d10) Lightning damage. Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 16, each creature in a 60-foot-long, 5-foot-wide Line. Failure: 55 (10d"
      },
      {
        "document": 2083,
        "excerpt": "ft. Hit: 15 (2d10 + 4) Slashing damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 14, each creature in a 40-foot-long, 5-foot-wide Line. Failure: 38 (11d"
      },
      {
        "document": 2084,
        "excerpt": "Hit: 16 (2d10 + 5) Slashing damage. Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 15, each creature in a 60-foot-long, 5-foot-wide Line. Failure: 49 (9d1"
      },
      {
        "document": 2085,
        "excerpt": "ft. Hit: 15 (2d10 + 4) Slashing damage. Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 14, each creature in a 40-foot-long, 5-foot-wide Line. Failure: 40 (9d8"
      },
      {
        "document": 2086,
        "excerpt": "ft. Hit: 17 (2d10 + 6) Slashing damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 17, each creature in a 30-foot Cone. Failure: 55 (10d10) Fire damage. S"
      },
      {
        "document": 2087,
        "excerpt": "ing damage plus 7 (2d6) Poison damage. Poison Breath (Recharge 5–6). Constitution Saving Throw: DC 14, each creature in a 30-foot Cone. Failure: 42 (12d6) Poison damag"
      },
      {
        "document": 2088,
        "excerpt": "lashing damage plus 3 (1d6) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 17, each creature in a 30-foot Cone. Failure: 56 (16d6) Fire damage. Su"
      },
      {
        "document": 2089,
        "excerpt": "0 ft. Hit: 15 (2d8 + 6) Slashing damage. Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 17, each creature in a 30-foot Cone. Failure: 49 (11d8) Cold damage."
      },
      {
        "document": 2090,
        "excerpt": "lashing damage plus 2 (1d4) Cold damage. Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 15, each creature in a 30-foot Cone. Failure: 40 (9d8) Cold damage."
      }
    ],
    "recharged": [
      {
        "document": 517,
        "excerpt": "el decreases by 1. Special Feature. Some features are recharged by a Long Rest. If you have such a feature, it recharges in the way specified in its description. Inter"
      },
      {
        "document": 543,
        "excerpt": "e after each roll. Special Feature. Some features are recharged by a Short Rest. If you have such a feature, it recharges in the way specified in its description. Inte"
      }
    ],
    "recharges": [
      {
        "document": 126,
        "excerpt": "d event doesn't occur, the GM determines when the item recharges."
      },
      {
        "document": 179,
        "excerpt": ", the monster regains the use of that part, which also recharges when the monster finishes a Short or Long Rest. For example, \"Recharge 5–6\" in an action means a monster"
      },
      {
        "document": 517,
        "excerpt": "charged by a Long Rest. If you have such a feature, it recharges in the way specified in its description. Interrupting the Rest. A Long Rest is stopped by the following"
      },
      {
        "document": 543,
        "excerpt": "harged by a Short Rest. If you have such a feature, it recharges in the way specified in its description. Interrupting the Rest. A Short Rest is stopped by the followin"
      },
      {
        "document": 1266,
        "excerpt": "Fiend) damage. Bonus Actions Fell Glare (Fiend Only; Recharges after a Long Rest). Wisdom Saving Throw: DC equals your spell save DC, one creature within 60 feet the"
      }
    ],
    "recharging": [
      {
        "document": 156,
        "excerpt": "of damage but has a limited number of uses, such as a recharging breath weapon or a spell it can cast only once per day, have it use that special ability as quickly and"
      }
    ],
    "recipient": [
      {
        "document": 593,
        "excerpt": "The definition of a condition says how it affects its recipient, and various rules define how to end a condition. This glossary defines these conditions: A condition d"
      },
      {
        "document": 994,
        "excerpt": "You are the recipient of a legacy that grants you supernatural abilities. Choose a legacy from the Fiendish Legacies table. Yo"
      },
      {
        "document": 1155,
        "excerpt": "cceeds). You specify a location you have visited and a recipient who matches a general description, such as “a person dressed in the uniform of the town guard” or “a red"
      },
      {
        "document": 2056,
        "excerpt": "duration is 24 hours. The Charmed target is a willing recipient of the vampire's Bite, the damage of which doesn't end the spell. When the spell ends, the target is una"
      }
    ],
    "recites": [
      {
        "document": 1347,
        "excerpt": "gger occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or somet"
      }
    ],
    "reckless": [
      {
        "document": 848,
        "excerpt": "Danger Sense, Reckless Attack"
      },
      {
        "document": 962,
        "excerpt": "Reckless Attack"
      },
      {
        "document": 983,
        "excerpt": "If you use Reckless Attack while your Rage is active, you deal extra damage to the first target you hit on your turn with a"
      }
    ],
    "recklessly": [
      {
        "document": 962,
        "excerpt": "rst attack roll on your turn, you can decide to attack recklessly. Doing so gives you Advantage on attack rolls using Strength until the start of your next turn, but att"
      }
    ],
    "recognizable": [
      {
        "document": 427,
        "excerpt": "Ability: Wisdom Weight: 5 lb. Utilize: Paint a recognizable image of something you've seen (DC 10) Craft: Druidic Focus, Holy Symbol"
      }
    ],
    "recognize": [
      {
        "document": 741,
        "excerpt": "Recognize an illusion as fake"
      },
      {
        "document": 1439,
        "excerpt": "ption or Survival) check against your spell save DC to recognize the terrain as hazardous before entering it."
      }
    ],
    "recognized": [
      {
        "document": 1702,
        "excerpt": "one carved to match the other so the pairing is easily recognized. While you touch one stone, you can cast Sending from it. The target is the bearer of the other stone. I"
      },
      {
        "document": 2006,
        "excerpt": "attack hit clause contained no recognized damage component"
      }
    ],
    "recognizes": [
      {
        "document": 1418,
        "excerpt": "has met it. The target hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables target"
      },
      {
        "document": 1436,
        "excerpt": "ruthful answer if you are antagonistic toward it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. T"
      }
    ],
    "recommended": [
      {
        "document": 250,
        "excerpt": "haracters at a level higher than 1. It is particularly recommended to start at level 3 if your group is composed of seasoned D&D players."
      },
      {
        "document": 962,
        "excerpt": "for which you qualify. Boon of Irresistible Offense is recommended."
      },
      {
        "document": 963,
        "excerpt": "ard spell list. Dancing Lights and Vicious Mockery are recommended. Whenever you gain a Bard level, you can replace one of your cantrips with another cantrip of your choi"
      },
      {
        "document": 964,
        "excerpt": "pell list. Guidance, Sacred Flame, and Thaumaturgy are recommended. Whenever you gain a Cleric level, you can replace one of your cantrips with another cantrip of your ch"
      },
      {
        "document": 965,
        "excerpt": "the Druid spell list. Druidcraft and Produce Flame are recommended. Whenever you gain a Druid level, you can replace one of your cantrips with another cantrip of your cho"
      },
      {
        "document": 966,
        "excerpt": "ng Style feat of your choice (see “Feats”). Defense is recommended. Whenever you gain a Fighter level, you can replace the feat you chose with a different Fighting Style"
      },
      {
        "document": 967,
        "excerpt": "for which you qualify. Boon of Irresistible Offense is recommended."
      },
      {
        "document": 968,
        "excerpt": "level 1 Paladin spells. Heroism and Searing Smite are recommended. The number of spells on your list increases as you gain Paladin levels, as shown in the Prepared Spell"
      },
      {
        "document": 969,
        "excerpt": "1 Ranger spells. Cure Wounds and Ensnaring Strike are recommended. The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells"
      },
      {
        "document": 970,
        "excerpt": "encies of your choice. Sleight of Hand and Stealth are recommended if you have proficiency in them. At Rogue level 6, you gain Expertise in two more of your skill profici"
      },
      {
        "document": 971,
        "excerpt": "stidigitation, Shocking Grasp, and Sorcerous Burst are recommended. Whenever you gain a Sorcerer level, you can replace one of your cantrips from this feature with another"
      },
      {
        "document": 972,
        "excerpt": "f your choice. Eldritch Blast and Prestidigitation are recommended. Whenever you gain a Warlock level, you can replace one of your cantrips from this feature with another"
      },
      {
        "document": 973,
        "excerpt": "of your choice. Light, Mage Hand, and Ray of Frost are recommended. Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Wi"
      },
      {
        "document": 992,
        "excerpt": "n Origin feat of your choice (see \"Feats\"). Skilled is recommended. Fiendish Legacies | Legacy | Level 1"
      }
    ],
    "record": [
      {
        "document": 64,
        "excerpt": "You can change your marching order outside combat and record the order any way you like: write it down, for example, or arrange miniatures to show it."
      },
      {
        "document": 226,
        "excerpt": "osen a species, write it on your character sheet. Then record your species’ traits. Your character's size and Speed are determined by the character's species; record"
      },
      {
        "document": 230,
        "excerpt": ", 13, 12, 10, 8. Random Generation. Roll four d6s and record the total of the highest three dice. Do this five more times, so you have six numbers. Point Cost. You"
      },
      {
        "document": 236,
        "excerpt": "You'll record the main details of your character on a character sheet. Throughout this chapter, we use the term \"chara"
      },
      {
        "document": 239,
        "excerpt": "Record Class Features"
      },
      {
        "document": 243,
        "excerpt": "Points by Class table. Fixed Hit Points by Class 3: Record New Class Features. Look at your class features table in \"Classes,\" and note the features you gain at yo"
      },
      {
        "document": 268,
        "excerpt": "d gaining Experience Points (XP). Write Your XP. Also record your Experience Points. A level 1 character has 0 XP. Starting at a Higher Level. Your GM might start y"
      },
      {
        "document": 271,
        "excerpt": "rimary ability there. Ability Scores and Backgrounds Record Your Feat. A background gives you a feat, which grants your character particular capabilities. Feats are"
      },
      {
        "document": 272,
        "excerpt": "n be immediately spent on equipment from \"Equipment.\" Record your chosen equipment on your character sheet. Equipment is described in “Equipment,” but for now you ca"
      },
      {
        "document": 589,
        "excerpt": "A character sheet is a paper or digital record that you use to track your character's information. See also \"Character Creation.\""
      }
    ],
    "recover": [
      {
        "document": 241,
        "excerpt": "Hit Die. You can spend Hit Dice during a Short Rest to recover Hit Points. Your character sheet also includes space to note how many Hit Dice you've spent. Initiative"
      },
      {
        "document": 451,
        "excerpt": "ow or have the Prone condition. It takes 10 minutes to recover the Ball Bearings."
      },
      {
        "document": 453,
        "excerpt": "nded weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost."
      },
      {
        "document": 463,
        "excerpt": "til the start of its next turn. It takes 10 minutes to recover the Caltrops."
      },
      {
        "document": 973,
        "excerpt": "h a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level equal to no more than half your Wizard level (round up), and"
      },
      {
        "document": 975,
        "excerpt": "h a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your Druid level (round up"
      }
    ],
    "recoverable": [
      {
        "document": 160,
        "excerpt": "ation. You decide how much of a monster’s equipment is recoverable after the creature is slain and whether any of that equipment is still usable. Beware of giving a monst"
      }
    ],
    "recovery": [
      {
        "document": 883,
        "excerpt": "Spellcasting, Ritual Adept, Arcane Recovery"
      },
      {
        "document": 973,
        "excerpt": "Arcane Recovery"
      },
      {
        "document": 975,
        "excerpt": "Natural Recovery"
      },
      {
        "document": 1484,
        "excerpt": "doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast Wish ever ag"
      }
    ],
    "rectangular": [
      {
        "document": 820,
        "excerpt": "A rectangular metal device with two tiny metal cups on one end that throws sparks when wet"
      }
    ],
    "recuperating": [
      {
        "document": 673,
        "excerpt": "eature infected with a magical contagion spends 3 days recuperating - engaging in no activities that would interrupt a Long Rest - the creature makes a DC 15 Constitution s"
      }
    ],
    "recuperation": [
      {
        "document": 673,
        "excerpt": "Rest and Recuperation"
      }
    ],
    "red": [
      {
        "document": 181,
        "excerpt": ". Dragons are scaly beings of ancient origin, such as red dragons and wyverns. Elementals are beings from the Elemental Planes, such as efreet and water elementa"
      },
      {
        "document": 203,
        "excerpt": "Red Dragons"
      },
      {
        "document": 267,
        "excerpt": "a pretty label that says, \"The Wizard of Wines Winery, Red Dragon Crush, 331422-W\" 94 A mosaic tile with a multicolored, glazed surface 95 A petrified mouse 96"
      },
      {
        "document": 331,
        "excerpt": "feet of yourself. The creature that drinks the magical red fluid in this vial regains 2d4 + 2 Hit Points."
      },
      {
        "document": 729,
        "excerpt": "With that, you could build this encounter: - 2 Adult Red Dragons (18,000 XP each) and 2 Fire Giants (5,000 XP each), for 46,000 XP total"
      },
      {
        "document": 754,
        "excerpt": "Red corundum"
      },
      {
        "document": 801,
        "excerpt": "Adult Red Dragon"
      },
      {
        "document": 803,
        "excerpt": "Red"
      },
      {
        "document": 820,
        "excerpt": "A l-pound egg with a bright-red shell"
      },
      {
        "document": 986,
        "excerpt": "ng | Green | Poison | | Brass | Fire | Red | Fire | | Bronze | Lightning | Silver | Cold | | Copper | Acid | White | Col"
      },
      {
        "document": 1155,
        "excerpt": "person dressed in the uniform of the town guard” or “a red-haired dwarf wearing a pointed hat.” You also communicate a message of up to twenty-five words. The Beas"
      },
      {
        "document": 1161,
        "excerpt": "e or smaller. Then specify a kind of creature, such as red dragons, goblins, or vampires. A creature of the chosen kind makes a Wisdom saving throw when it comes w"
      },
      {
        "document": 1309,
        "excerpt": "you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 Fire damage when you cast the spell. Unt"
      },
      {
        "document": 1387,
        "excerpt": "-------------------------------------------- | | 1 | Red. Failed Save: 12d6 Fire damage. Successful Save: Half as much damage. | | 2 | Orange. Failed S"
      },
      {
        "document": 1388,
        "excerpt": "0, can be destroyed one layer at a time, in order from red to violet, by means specific to each layer. If a layer is destroyed, it is gone for the duration. Antim"
      },
      {
        "document": 1572,
        "excerpt": "linded, Deafened, Paralyzed, and Poisoned. The clear, red liquid has tiny bubbles of light in it."
      },
      {
        "document": 1609,
        "excerpt": "ty increases by 2, to a maximum of 20, while this deep-red sphere orbits your head. Awareness (Rare). While this dark-blue rhomboid orbits your head, you have Adv"
      },
      {
        "document": 1648,
        "excerpt": "spell for 1d4 hours (no Concentration required). The red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid"
      },
      {
        "document": 1652,
        "excerpt": "spell for 10 minutes (no Concentration required). The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and the"
      },
      {
        "document": 1663,
        "excerpt": "n the table below. Whatever its potency, the potion's red liquid glimmers when agitated."
      },
      {
        "document": 1768,
        "excerpt": "Adult Red Dragon"
      },
      {
        "document": 1780,
        "excerpt": "Ancient Red Dragon"
      },
      {
        "document": 2000,
        "excerpt": "Red Dragon Wyrmling"
      },
      {
        "document": 2088,
        "excerpt": "Young Red Dragon"
      }
    ],
    "redirect": [
      {
        "document": 967,
        "excerpt": "educe the damage to 0, you can expend 1 Focus Point to redirect some of the attack's force. If you do so, choose a creature you can see within 5 feet of yourself if the"
      },
      {
        "document": 1214,
        "excerpt": "next round until the normal water level is restored. Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to fl"
      },
      {
        "document": 1907,
        "excerpt": "Redirect Attack. Trigger: A creature the goblin can see makes an attack roll against it. Response: The goblin cho"
      },
      {
        "document": 2033,
        "excerpt": "6), and if that damage is reduced to 0, the giant can redirect some of the attack's force. Dexterity Saving Throw: DC 17, one creature the giant can see within 60 feet"
      }
    ],
    "redirected": [
      {
        "document": 722,
        "excerpt": "one moves 60 feet in one direction, changing course if redirected by an obstacle. The stone can move through creatures' spaces, and creatures can move through the stone's"
      }
    ],
    "redo": [
      {
        "document": 1484,
        "excerpt": "quisite for any of your other feats or features. Roll Redo. You undo a single recent event by forcing a reroll of any die roll made within the last round (includin"
      }
    ],
    "reduce": [
      {
        "document": 5,
        "excerpt": "When you would reduce a creature to 0 Hit Points with a melee attack, you can instead reduce the creature to 1 Hit Point and g"
      },
      {
        "document": 403,
        "excerpt": "eature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons"
      },
      {
        "document": 607,
        "excerpt": "exceed the damage threshold is superficial and doesn't reduce Hit Points. For example, if an object has a damage threshold of 10, the object takes no damage if 9 dama"
      },
      {
        "document": 654,
        "excerpt": "When you would reduce a creature to 0 Hit Points with a melee attack, you can instead reduce the creature to 1 Hit Point. The"
      },
      {
        "document": 756,
        "excerpt": "ndom spell determined by rolling 1d10: on a 1, Enlarge/Reduce (enlarge effect); on a 2, Enlarge/Reduce (reduce effect); on a 3, Faerie Fire; on a 4, Fireball; on a 5,"
      },
      {
        "document": 778,
        "excerpt": "Enlarge/Reduce"
      },
      {
        "document": 783,
        "excerpt": "point of origin is enlarged as if you had cast Enlarge/Reduce on it. If the target isn’t you and can’t be affected by that spell, you become the target instead."
      },
      {
        "document": 831,
        "excerpt": "Enlarge/Reduce"
      },
      {
        "document": 862,
        "excerpt": "Enlarge/Reduce"
      },
      {
        "document": 887,
        "excerpt": "Enlarge/Reduce"
      },
      {
        "document": 900,
        "excerpt": "Enlarge/Reduce"
      },
      {
        "document": 967,
        "excerpt": "ercing, or Slashing damage, you can take a Reaction to reduce the attack's total damage against you. The reduction equals 1d10 plus your Dexterity modifier and Monk l"
      },
      {
        "document": 979,
        "excerpt": "When you reduce an enemy to 0 Hit Points, you gain Temporary Hit Points equal to your Charisma modifier plus your Warloc"
      },
      {
        "document": 990,
        "excerpt": ", you can also deal 1d6 Cold damage to that target and reduce its Speed by 10 feet until the start of your next turn. Hill's Tumble (Hill Giant). When you hit a Larg"
      },
      {
        "document": 1252,
        "excerpt": "Enlarge/Reduce"
      },
      {
        "document": 1284,
        "excerpt": "ain, and spells and other magical effects can neither reduce the target's Speed nor cause the target to have the Paralyzed or Restrained conditions. The target also"
      },
      {
        "document": 1305,
        "excerpt": "e, it takes half as much damage only. This spell can't reduce a target's Hit Point maximum below 1."
      },
      {
        "document": 1558,
        "excerpt": "on's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted b"
      },
      {
        "document": 1567,
        "excerpt": "your will along the ground, you can take a Reaction to reduce the distance you are moved by up to 10 feet."
      },
      {
        "document": 1589,
        "excerpt": "while wearing these gloves, you can take a Reaction to reduce the damage by 1d10 plus your Dexterity modifier if you have a free hand. If you reduce the damage to 0,"
      },
      {
        "document": 1627,
        "excerpt": "e of them as your foe when you roll Initiative. If you reduce your foe to 0 Hit Points during that combat, you have Advantage on Death Saving Throws for 1 year. If so"
      },
      {
        "document": 1648,
        "excerpt": "otion, Rare When you drink this potion, you gain the “reduce” effect of the Enlarge/Reduce spell for 1d4 hours (no Concentration required). The red in the potion's"
      },
      {
        "document": 1652,
        "excerpt": "s potion, you gain the “enlarge” effect of the Enlarge/Reduce spell for 10 minutes (no Concentration required). The red in the potion's liquid continuously expands f"
      },
      {
        "document": 1670,
        "excerpt": "ost you extra movement. In addition, magic can neither reduce any of your Speeds nor cause you to have the Paralyzed or Restrained condition."
      },
      {
        "document": 1726,
        "excerpt": "ade persists, you can take a Magic action to expand or reduce its radius of Bright Light and Dim Light by 5 feet each, to a maximum of 30 feet each or a minimum of 10"
      }
    ],
    "reduced": [
      {
        "document": 112,
        "excerpt": "s well as Resistance to all damage, Necrotic damage is reduced by half against you."
      },
      {
        "document": 113,
        "excerpt": "by 5. If it takes 28 Fire damage, the damage is first reduced by 5 (to 23), then halved for the creature's Resistance (and rounded down to 11), then doubled for its V"
      },
      {
        "document": 308,
        "excerpt": "g throw or take 1d4 Piercing damage and have its Speed reduced to 0 until the start of its next turn. Thereafter, until the creature breaks free of the trap, its movem"
      },
      {
        "document": 463,
        "excerpt": "ing throw or take 1 Piercing damage and have its Speed reduced to 0 until the start of its next turn. It takes 10 minutes to recover the Caltrops."
      },
      {
        "document": 517,
        "excerpt": "ll spent Hit Point Dice. If your Hit Point maximum was reduced, it returns to normal. Ability Scores Restored. If any of your ability scores were reduced, they return"
      },
      {
        "document": 548,
        "excerpt": "t for the same duration. For example, if your Speed is reduced to 0 and you have a Climb Speed, your Climb Speed is also reduced to 0. Similarly, if your Speed is halv"
      },
      {
        "document": 612,
        "excerpt": "on your turn if you Dash. If your Speed of 30 feet is reduced to 15 feet, you can move up to 30 feet this turn if you Dash. If you have a special speed, such as a Fl"
      },
      {
        "document": 630,
        "excerpt": "Incapacitated or Prone condition or your Fly Speed is reduced to 0. You can stay aloft in those circumstances if you can hover. See also “Falling” and “Fly Speed.”"
      },
      {
        "document": 676,
        "excerpt": "decreases by 1. If the creature's Exhaustion level is reduced to 0, the contagion ends on the creature."
      },
      {
        "document": 684,
        "excerpt": "sea level is taxing for most creatures because of the reduced amount of oxygen in the air. Each hour such a creature spends traveling at high altitude counts as 2 hou"
      },
      {
        "document": 691,
        "excerpt": "ust move at a Slow pace if any group member's Speed is reduced to half or less of normal."
      },
      {
        "document": 693,
        "excerpt": "or a liquid. You may decide that a partial dose has a reduced effect, such as allowing Advantage on the saving throw or dealing only half as much damage on a failed s"
      },
      {
        "document": 722,
        "excerpt": "uccessful, the distance the stone moves on its turn is reduced by 15 feet. If that distance drops to 0, it stops moving and is no longer a threat."
      },
      {
        "document": 962,
        "excerpt": "tunity Attacks. Hamstring Blow. The target's Speed is reduced by 15 feet until the start of your next turn. A target can be affected by only one Hamstring Blow at a t"
      },
      {
        "document": 972,
        "excerpt": "name). When any creature whose name is on the page is reduced to 0 Hit Points but not killed outright, the creature magically drops to 1 Hit Point instead. Once thi"
      },
      {
        "document": 993,
        "excerpt": "When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 Hit Point instead. Once you use this trait, y"
      },
      {
        "document": 1158,
        "excerpt": "under your control until the spell ends or until it is reduced to 0 Hit Points. Each creature you make with this spell is an ally to you and your allies. In combat, it"
      },
      {
        "document": 1169,
        "excerpt": "Necrotic damage, and your Hit Point maximums can't be reduced. If an ally with 0 Hit Points starts its turn in the aura, that ally regains 1 Hit Point."
      },
      {
        "document": 1252,
        "excerpt": "Strength saving throws. The target's attacks with its reduced weapons or Unarmed Strikes deal 1d4 less damage on a hit (this can't reduce the damage below 1)."
      },
      {
        "document": 1290,
        "excerpt": "'s level Bludgeoning damage, and the target's Speed is reduced to 0 until the start of the insect's next turn. Bonus Actions Venomous Spew (Centipede Only). Constitu"
      },
      {
        "document": 1305,
        "excerpt": "es 14d6 Necrotic damage, and its Hit Point maximum is reduced by an amount equal to the Necrotic damage it took. On a successful save, it takes half as much damage on"
      },
      {
        "document": 1397,
        "excerpt": "y time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0."
      },
      {
        "document": 1399,
        "excerpt": ". On a hit, it takes 1d8 Cold damage, and its Speed is reduced by 10 feet until the start of your next turn. Cantrip Upgrade. The damage increases by 1d8 when you rea"
      },
      {
        "document": 1406,
        "excerpt": "y time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0. Casting this spell to revive a creature that has been dead for 365 days or lon"
      },
      {
        "document": 1467,
        "excerpt": "er round. At the end of the turn, the wall's height is reduced by 50 feet, and the damage the wall deals on later rounds is reduced by 1d10. When the wall reaches 0 f"
      },
      {
        "document": 1484,
        "excerpt": "c damage per level of that spell. This damage can't be reduced or prevented in any way. In addition, your Strength score becomes 3 for 2d4 days. For each of those days"
      },
      {
        "document": 1490,
        "excerpt": "Tests Affected. When you make a D20 Test, the roll is reduced by 2 times your Exhaustion level. Speed Reduced. Your Speed is reduced by a number of feet equal to 5 t"
      },
      {
        "document": 1518,
        "excerpt": ". The creature vanishes at the next dawn or when it is reduced to 0 Hit Points. The creature is Friendly to you and your allies, and it acts immediately after you on"
      },
      {
        "document": 1527,
        "excerpt": "feet unless your Speed is higher, and your Speed isn't reduced by you carrying weight in excess of your carrying capacity or wearing Heavy Armor. Once on each of your"
      },
      {
        "document": 1582,
        "excerpt": "nd Keelboat appear in “Equipment.” If either vessel is reduced to 0 Hit Points, the Folding Boat is destroyed."
      },
      {
        "document": 1625,
        "excerpt": "Bludgeoning damage. It shatters and is destroyed when reduced to 0 Hit Points. If the mirror is hanging on a vertical surface and you are within 5 feet of it, you ca"
      },
      {
        "document": 1656,
        "excerpt": "Rare When you drink this potion, your physical age is reduced by 1d6 + 6 years, to a minimum of 13 years. Each time you subsequently drink a Potion of Longevity, ther"
      },
      {
        "document": 1711,
        "excerpt": "be touched by it, taking 8d10 Force damage. A creature reduced to 0 Hit Points by this damage is obliterated, leaving its possessions behind but no other physical rema"
      },
      {
        "document": 1720,
        "excerpt": "the staff's property again for 1 hour. If the snake is reduced to 0 Hit Points, it dies and reverts to its staff form; the staff then shatters and is destroyed. If the"
      },
      {
        "document": 1760,
        "excerpt": "e target's memories if the target is a Humanoid and is reduced to 0 Hit Points by this action. Dominate Mind (2/Day). Wisdom Saving Throw: DC 16, one creature the abo"
      },
      {
        "document": 1859,
        "excerpt": "o Poison and Psychic damage. The rope turns to dust if reduced to 0 Hit Points, if it is 5+ feet away from the erinyes for 1 hour or more, or if the erinyes dies. If t"
      },
      {
        "document": 1902,
        "excerpt": ", it has the Prone condition. The target dies if it is reduced to 0 Hit Points by this attack. Its body is then absorbed into the mouther, leaving only equipment behin"
      },
      {
        "document": 1966,
        "excerpt": "ours that elapse. A creature dies and turns to dust if reduced to 0 Hit Points by this attack. Channel Negative Energy. Ranged Attack Roll: +9, range 60 ft. Hit: 25 ("
      },
      {
        "document": 1967,
        "excerpt": "ours that elapse. A creature dies and turns to dust if reduced to 0 Hit Points by this attack. Dreadful Glare. Wisdom Saving Throw: DC 11, one creature the mummy can"
      },
      {
        "document": 1969,
        "excerpt": "and Resistance to all damage. The bag turns to dust if reduced to 0 Hit Points. If the bag is destroyed, any souls the bag is holding are released. The bag can create"
      },
      {
        "document": 2033,
        "excerpt": "rom the attack by 11 (1d10 + 6), and if that damage is reduced to 0, the giant can redirect some of the attack's force. Dexterity Saving Throw: DC 17, one creature the"
      },
      {
        "document": 2054,
        "excerpt": "damage plus 7 (3d4) Necrotic damage. If the target is reduced to 0 Hit Points by this attack, the target becomes Stable but has the Poisoned condition for 1 hour. Whi"
      },
      {
        "document": 2056,
        "excerpt": "re regains Hit Points equal to that amount. A Humanoid reduced to 0 Hit Points by this damage and then buried rises the following sunset as a Vampire Spawn under the v"
      }
    ],
    "reduces": [
      {
        "document": 7,
        "excerpt": "ture's Hit Point maximum. Massive Damage. When damage reduces a character to 0 Hit Points and damage remains, the character dies if the remainder equals or exceeds th"
      },
      {
        "document": 113,
        "excerpt": "ty to Fire damage, and it's within a magical aura that reduces all damage by 5. If it takes 28 Fire damage, the damage is first reduced by 5 (to 23), then halved for t"
      },
      {
        "document": 406,
        "excerpt": "e in the Strength column for an armor type, that armor reduces the wearer's speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed"
      },
      {
        "document": 643,
        "excerpt": "is to kill or destroy a creature or an object. Damage reduces Hit Points, and healing restores them. You can't have more Hit Points than your Hit Point maximum, and y"
      },
      {
        "document": 676,
        "excerpt": "shing a Long Rest neither restores lost Hit Points nor reduces the creature's Exhaustion level. Fighting the Contagion. Daily at dawn, an infected creature makes a DC"
      },
      {
        "document": 747,
        "excerpt": "is is the lowest a score can normally go. If an effect reduces a score to 0, that effect explains what happens."
      },
      {
        "document": 979,
        "excerpt": "Hit Point). You also gain this benefit if someone else reduces an enemy within 10 feet of you to 0 Hit Points."
      },
      {
        "document": 1235,
        "excerpt": "he target takes 10d6 + 40 Force damage. If this damage reduces it to 0 Hit Points, it and everything nonmagical it is wearing and carrying are disintegrated into gray"
      },
      {
        "document": 1252,
        "excerpt": "p to 1 minute For the duration, the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A targeted object must"
      },
      {
        "document": 1405,
        "excerpt": "of the chosen type before the spell ends, the creature reduces the total damage taken by 1d4. A creature can benefit from this spell only once per turn."
      },
      {
        "document": 1625,
        "excerpt": "cell is an infinite expanse filled with thick fog that reduces visibility to 10 feet. Creatures trapped in the mirror's cells don't age, and they don't need to eat, dr"
      },
      {
        "document": 1627,
        "excerpt": "age on Death Saving Throws for 1 year. If someone else reduces your chosen foe to 0 Hit Points or you don't choose a foe, this card has no effect. Donjon. You disappe"
      },
      {
        "document": 1684,
        "excerpt": "you take Cold damage while wearing this ring, the ring reduces the damage you take by 2d8. In addition, while wearing this ring, you and everything you wear and carry"
      },
      {
        "document": 1810,
        "excerpt": "he AC it offers. The armor is destroyed if the penalty reduces its AC to 10. The penalty can be removed by casting the Mending spell on the armor."
      },
      {
        "document": 1912,
        "excerpt": "he AC it offers. The armor is destroyed if the penalty reduces its AC to 10. The penalty can be removed by casting the Mending spell on the armor."
      },
      {
        "document": 1974,
        "excerpt": "Undead Fortitude. If damage reduces the zombie to 0 Hit Points, it makes a Constitution saving throw (DC 5 plus the damage taken) unless the"
      },
      {
        "document": 1982,
        "excerpt": "cing damage plus 9 (2d8) Poison damage. If this damage reduces the target to 0 Hit Points, the target becomes Stable, and it has the Poisoned condition for 1 hour. Whi"
      },
      {
        "document": 2007,
        "excerpt": "tack rolls (weapon). Armor is destroyed if the penalty reduces its AC to 10, and a weapon is destroyed if its penalty reaches -5. The penalty can be removed by casting"
      },
      {
        "document": 2016,
        "excerpt": "rength score decreases by 1d4. The target dies if this reduces that score to 0. If a Humanoid is slain by this attack, a Shadow rises from the corpse 1d4 hours later."
      },
      {
        "document": 2033,
        "excerpt": "rcing, or Slashing damage from it. Response: The giant reduces the damage it takes from the attack by 11 (1d10 + 6), and if that damage is reduced to 0, the giant can"
      },
      {
        "document": 2091,
        "excerpt": "Undead Fortitude. If damage reduces the zombie to 0 Hit Points, it makes a Constitution saving throw (DC 5 plus the damage taken) unless the"
      }
    ],
    "reducing": [
      {
        "document": 7,
        "excerpt": "maximum reaches 0. Certain effects drain life energy, reducing a creature's Hit Point maximum. Massive Damage. When damage reduces a character to 0 Hit Points and dam"
      },
      {
        "document": 315,
        "excerpt": "al 30 feet. As a Bonus Action, you can lower the hood, reducing the light to Dim Light in a 5-foot radius, or raise it again."
      },
      {
        "document": 717,
        "excerpt": "avoided (no ability check required). Destroy the Net. Reducing the Net to 0 Hit Points frees any creature trapped in it (see “Adventuring Gear” for the Net’s statistic"
      },
      {
        "document": 791,
        "excerpt": "Legs retract, reducing the apparatus’s Speed and Swim Speed to 0 and making it unable to benefit from bonuses to speed."
      },
      {
        "document": 976,
        "excerpt": "d subtract the number rolled from the creature's roll, reducing the damage or potentially turning the success into a failure."
      },
      {
        "document": 1474,
        "excerpt": ", and Psychic damage and Vulnerability to Fire damage. Reducing a 10-foot section of wall to 0 Hit Points destroys it and leaves behind a sheet of frigid air in the spa"
      },
      {
        "document": 1475,
        "excerpt": "ess, and it has Immunity to Poison and Psychic damage. Reducing a panel to 0 Hit Points destroys it and might cause connected panels to collapse at the GM's discretion."
      },
      {
        "document": 1613,
        "excerpt": "ght. You can take a Utilize action to lower the hood, reducing the lantern's light to Dim Light in a 5-foot radius."
      }
    ],
    "reduction": [
      {
        "document": 403,
        "excerpt": "han once by weapons that have this property, the Speed reduction doesn't exceed 10 feet."
      },
      {
        "document": 967,
        "excerpt": "n to reduce the attack's total damage against you. The reduction equals 1d10 plus your Dexterity modifier and Monk level. If you reduce the damage to 0, you can expend"
      },
      {
        "document": 1297,
        "excerpt": "g the target's Attunement to a cursed magic item - Any reduction to one of the target's ability scores - Any reduction to the target's Hit Point maximum"
      }
    ],
    "reed": [
      {
        "document": 1478,
        "excerpt": "V, S, M (a short reed)"
      }
    ],
    "reef": [
      {
        "document": 2001,
        "excerpt": "Reef Shark"
      }
    ],
    "reel": [
      {
        "document": 1860,
        "excerpt": "Reel. The ettercap pulls one creature within 30 feet of itself that is Restrained by its Web Strand up to 25"
      },
      {
        "document": 2006,
        "excerpt": "ultiattack. The roper makes two Tentacle attacks, uses Reel, and makes two Bite attacks. Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 17 (3d8 + 4) Piercing damage"
      }
    ],
    "refer": [
      {
        "document": 182,
        "excerpt": "no rules of their own, but certain game effects might refer to them."
      },
      {
        "document": 488,
        "excerpt": "have no rules of their own, although some other rules refer to them. Schools of Magic"
      }
    ],
    "reference": [
      {
        "document": 0,
        "excerpt": "System Reference Document 5.2.1"
      },
      {
        "document": 728,
        "excerpt": "Using the XP Budget per Character table, cross-reference the party's level with the desired encounter difficulty. Multiply the number in the table by the number"
      }
    ],
    "referencing": [
      {
        "document": 734,
        "excerpt": "e number of stat blocks you need to run the encounter. Referencing more than two or three stat blocks for a single encounter can be daunting, particularly if the creatures"
      }
    ],
    "refers": [
      {
        "document": 13,
        "excerpt": "and you have that proficiency. For example, if a rule refers to a Strength (Acrobatics or Athletics) check, you can add your Proficiency Bonus to the check if you ha"
      },
      {
        "document": 129,
        "excerpt": "c items, follow the rules below. In these rules, “you” refers to the character crafting the magic item."
      },
      {
        "document": 577,
        "excerpt": "mething happening to you in the game world. That \"you\" refers to the creature or object that the rule applies to in a particular moment of play. For example, the \"you"
      }
    ],
    "refine": [
      {
        "document": 1293,
        "excerpt": ". Once a glyph is triggered, this spell ends. You can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to"
      },
      {
        "document": 1451,
        "excerpt": "lude opening that object or seeing the glyph. You can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to"
      }
    ],
    "reflect": [
      {
        "document": 735,
        "excerpt": "a unique background or customizing an existing one can reflect the particular theme of your campaign or elements of your world. You can also create a background to hel"
      },
      {
        "document": 973,
        "excerpt": "he spells you add to your spellbook as you gain levels reflect your ongoing magical research, but you might find other spells during your adventures that you can add t"
      },
      {
        "document": 1712,
        "excerpt": "omprehend Languages from it using your spell save DC. Reflect Enchantment. If you succeed on a saving throw against an Enchantment spell that targets only you, you ca"
      }
    ],
    "reflected": [
      {
        "document": 167,
        "excerpt": "he Proficiency Bonus by Challenge Rating table, and is reflected in saving throws, skills, and other statistics where the monster's exceptional aptitude is a factor. Pr"
      },
      {
        "document": 254,
        "excerpt": "asses to realize a character concept that might not be reflected in a single class."
      }
    ],
    "reflecting": [
      {
        "document": 321,
        "excerpt": "onal cosmetics but also for peeking around corners and reflecting light as a signal."
      }
    ],
    "reflection": [
      {
        "document": 1625,
        "excerpt": "ctivate it. Any creature other than you that sees its reflection in the activated mirror while within 30 feet of the mirror must succeed on a DC 15 Charisma saving throw"
      },
      {
        "document": 1803,
        "excerpt": "h creature in a 30-foot Cone. If the basilisk sees its reflection in the Cone, the basilisk must make this save. First Failure: The target has the Restrained condition an"
      },
      {
        "document": 1959,
        "excerpt": "ach creature in a 30-foot Cone. If the medusa sees its reflection in the Cone, the medusa must make this save. First Failure: The target has the Restrained condition and"
      }
    ],
    "reflections": [
      {
        "document": 646,
        "excerpt": "ple, a visual illusion of a creature casts shadows and reflections, and wind appears to affect the illusory creature. Similarly, an audible illusion echoes in an echoey sp"
      }
    ],
    "reflective": [
      {
        "document": 2044,
        "excerpt": "ving throws against spells and other magical effects. Reflective Carapace. If the tarrasque is targeted by a Magic Missile spell or a spell that requires a ranged attack"
      }
    ],
    "reflects": [
      {
        "document": 29,
        "excerpt": "st is modified by Advantage or Disadvantage. Advantage reflects the positive circumstances surrounding a d20 roll, while Disadvantage reflects negative circumstances."
      },
      {
        "document": 34,
        "excerpt": "tiverse. All creatures have a Proficiency Bonus, which reflects the impact that training has on the creature's capabilities. A character's Proficiency Bonus increases a"
      },
      {
        "document": 240,
        "excerpt": "Perception instead. Passive Perception is a score that reflects a general awareness of your surroundings when you're not actively looking for something. Use this formul"
      },
      {
        "document": 527,
        "excerpt": "Passive Perception is a score that reflects a creature's general awareness of its surroundings. The GM uses this score when determining whether a cr"
      },
      {
        "document": 2044,
        "excerpt": "is unaffected. On a 6, the tarrasque is unaffected and reflects the spell, turning the caster into the target. Siege Monster. The tarrasque deals double damage to obje"
      }
    ],
    "reflexes": [
      {
        "document": 746,
        "excerpt": "Agility, reflexes, and balance"
      },
      {
        "document": 984,
        "excerpt": "Thief's Reflexes"
      }
    ],
    "reflexive": [
      {
        "document": 2007,
        "excerpt": "Reflexive Antennae. Trigger: An attack roll hits the rust monster. Response: The rust monster uses Antennae."
      }
    ],
    "reforms": [
      {
        "document": 1949,
        "excerpt": "o succeed instead. Spirit Jar. If destroyed, the lich reforms in 1d10 days if it has a spirit jar, reviving with all its Hit Points. The new body appears in an unoccu"
      }
    ],
    "refrain": [
      {
        "document": 1285,
        "excerpt": "eck against your spell save DC to break free. You can refrain from firing the globe after completing the spell's casting. If you do so, a globe about the size of a sl"
      },
      {
        "document": 1288,
        "excerpt": "within range, ordering it to carry out some service or refrain from an action or a course of activity as you decide. The target must succeed on a Wisdom saving throw o"
      }
    ],
    "refuse": [
      {
        "document": 613,
        "excerpt": "ll is cast, the spirit knows who is casting it and can refuse. The spirit of a dead creature has left the body and departed for the Outer Planes, and reviving the cre"
      },
      {
        "document": 676,
        "excerpt": "ve rise to Sewer Plague, which incubates in sewers and refuse heaps and is sometimes transmitted by creatures that dwell in such areas, including otyu-ghs and rats. A"
      },
      {
        "document": 820,
        "excerpt": "A blank book whose pages refuse to hold ink, chalk, graphite, or any other marking"
      }
    ],
    "refuses": [
      {
        "document": 47,
        "excerpt": "kle under threats of imprisonment. A stubborn merchant refuses to help if the characters badger her. A vain dragon laps up flattery. When interacting with an NPC, pay"
      },
      {
        "document": 142,
        "excerpt": "on being carried or worn at all times. If its bearer refuses to comply with the item's demands, the item can do any of the following: - Make it impossible for its b"
      }
    ],
    "regain": [
      {
        "document": 5,
        "excerpt": "have 14 Hit Points and a Hit Point maximum of 20, you regain 6 Hit Points, not 8."
      },
      {
        "document": 9,
        "excerpt": "Unconscious condition (see “Rules Glossary”) until you regain any Hit Points, and you now face making Death Saving Throws (see below)."
      },
      {
        "document": 10,
        "excerpt": "f a kind. The number of both is reset to zero when you regain any Hit Points or become Stable. Rolling a 1 or 20. When you roll a 1 on the d20 for a Death Saving Thr"
      },
      {
        "document": 179,
        "excerpt": "ed by X) and that a monster must finish a Long Rest to regain expended uses. For example, a Reaction that includes “1/Day” means the Reaction can be taken once and th"
      },
      {
        "document": 517,
        "excerpt": "you finish the rest, you gain the following benefits: Regain All HP. You regain all lost Hit Points and all spent Hit Point Dice. If your Hit Point maximum was reduc"
      },
      {
        "document": 543,
        "excerpt": "e. You can spend one or more of your Hit Point Dice to regain Hit Points. For each Hit Point Die you spend in this way, roll the die and add your Constitution modifie"
      },
      {
        "document": 613,
        "excerpt": "A dead creature has no Hit Points and can't regain them unless it is first revived by magic such as the Raise Dead or Revivify spell. When such a spell is"
      },
      {
        "document": 635,
        "excerpt": "Healing is how you regain Hit Points. See also “Playing the Game” (“Damage and Healing”)."
      },
      {
        "document": 642,
        "excerpt": ". A creature can spend Hit Dice during a Short Rest to regain Hit Points. See also “Short Rest.”"
      },
      {
        "document": 962,
        "excerpt": "the Rages column of the Barbarian Features table. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long R"
      },
      {
        "document": 963,
        "excerpt": "l to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. At Higher Levels. Your Bardic Inspiration die changes wh"
      },
      {
        "document": 964,
        "excerpt": "spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest. Prepared Spells of Level 1+. You prepare the list of le"
      },
      {
        "document": 965,
        "excerpt": "spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest. Prepared Spells of Level 1+. You prepare the list of le"
      },
      {
        "document": 966,
        "excerpt": "you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level. You can use this feature twice. You regain one expend"
      },
      {
        "document": 967,
        "excerpt": "u finish a Short or Long Rest, at the end of which you regain all your expended points. Some features that use Focus Points require your target to make a saving thro"
      },
      {
        "document": 968,
        "excerpt": "spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest. Prepared Spells of Level 1+. You prepare the list of le"
      },
      {
        "document": 969,
        "excerpt": "spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest. Prepared Spells of Level 1+. You prepare the list of le"
      },
      {
        "document": 971,
        "excerpt": "spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest. Prepared Spells of Level 1+. You prepare the list of le"
      },
      {
        "document": 972,
        "excerpt": "l of those slots, all of which are the same level. You regain all expended Pact Magic spell slots when you finish a Short or Long Rest. For example, when you're a le"
      },
      {
        "document": 973,
        "excerpt": "spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest. Prepared Spells of Level 1+. You prepare the list of le"
      },
      {
        "document": 974,
        "excerpt": "Heroic Rally. At the start of each of your turns, you regain Hit Points equal to 5 plus your Constitution modifier if you are Bloodied and have at least 1 Hit Point."
      },
      {
        "document": 977,
        "excerpt": "ou can also cast it once without a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest. Whenever you start casting the spell, y"
      },
      {
        "document": 979,
        "excerpt": "e), but you can use it no more than once per roll. You regain all expended uses when you finish a Long Rest."
      },
      {
        "document": 981,
        "excerpt": "ints to one or more creatures other than yourself, you regain Hit Points equal to 2 plus the spell slot's level."
      },
      {
        "document": 985,
        "excerpt": "Bonus Action, you can roll your Martial Arts die. You regain a number of Hit Points equal to the number rolled plus your Wisdom modifier (minimum of 1 Hit Point rega"
      },
      {
        "document": 986,
        "excerpt": "mber of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest."
      },
      {
        "document": 987,
        "excerpt": "mber of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest."
      },
      {
        "document": 988,
        "excerpt": "ed. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any sp"
      },
      {
        "document": 989,
        "excerpt": "mber of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. You can also use any spell slots you have to cast the spe"
      },
      {
        "document": 990,
        "excerpt": "mber of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest: Cloud's Jaunt (Cloud Giant). As a Bonus Action, you magi"
      },
      {
        "document": 993,
        "excerpt": "mber of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Short or Long Rest."
      },
      {
        "document": 994,
        "excerpt": "ed. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any sp"
      },
      {
        "document": 1012,
        "excerpt": "ed. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any sp"
      },
      {
        "document": 1190,
        "excerpt": "t, the target takes 1d10 Necrotic damage, and it can't regain Hit Points until the end of your next turn. Cantrip Upgrade. The damage increases by 1d10 when you reac"
      },
      {
        "document": 1266,
        "excerpt": "s your Proficiency Bonus) Traits Life Bond. When you regain Hit Points from a level 1+ spell, the steed regains the same number of Hit Points if you're within 5 fee"
      },
      {
        "document": 1353,
        "excerpt": "creatures of your choice that you can see within range regain Hit Points equal to 2d4 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The h"
      },
      {
        "document": 1385,
        "excerpt": "ire casting gain the benefits of a Short Rest and also regain 2d8 Hit Points. A creature can't be affected by this spell again until that creature finishes a Long Res"
      },
      {
        "document": 1469,
        "excerpt": "n a hit, the target takes 3d6 Necrotic damage, and you regain Hit Points equal to half the amount of Necrotic damage dealt. Until the spell ends, you can make the at"
      },
      {
        "document": 1484,
        "excerpt": "ourself and up to twenty creatures that you can see to regain all Hit Points, and you end all effects on them listed in the Greater Restoration spell. Resistance. Yo"
      },
      {
        "document": 1576,
        "excerpt": "one for each additional charge you expend. The lenses regain all expended charges daily at dawn."
      },
      {
        "document": 1608,
        "excerpt": "8 or lower). Each casting of Wish causes the tower to regain all its Hit Points."
      },
      {
        "document": 1609,
        "excerpt": "prism orbits your head. Regeneration (Legendary). You regain 15 Hit Points at the end of each hour this pearly white spindle orbits your head if you have at least 1"
      },
      {
        "document": 1636,
        "excerpt": "earl is on your person, you can take a Magic action to regain one expended spell slot of level 3 or lower. Once you use the pearl, it can't be used again until the ne"
      },
      {
        "document": 1637,
        "excerpt": "e wearing this pendant, you can take a Magic action to regain 2d4 + 2 Hit Points. Once used, this property can't be used again until the next dawn. In addition, you"
      },
      {
        "document": 1639,
        "excerpt": "al Healing Boost. Whenever you roll a Hit Point Die to regain Hit Points, double the number of Hit Points it restores."
      },
      {
        "document": 1641,
        "excerpt": "ondrous Item, Uncommon These pipes have 3 charges and regain 1d3 expended charges daily at dawn. You can take a Magic action to play them and expend 1 charge to crea"
      },
      {
        "document": 1642,
        "excerpt": "u threaten or harm them. The pipes have 3 charges and regain 1d3 expended charges daily at dawn. If you play the pipes as a Magic action, you can take a Bonus Action"
      },
      {
        "document": 1661,
        "excerpt": "Poisoned condition on you. For the next 24 hours, you regain the maximum number of Hit Points for any Hit Point Die you spend. This potion's crimson liquid regularl"
      },
      {
        "document": 1663,
        "excerpt": "Potion, Rarity Varies You regain Hit Points when you drink this potion. The number of Hit Points depends on the potion's rarity, as shown"
      },
      {
        "document": 1675,
        "excerpt": "re (Requires Attunement) While wearing this ring, you regain 1d6 Hit Points every 10 minutes if you have at least 1 Hit Point. If you lose a body part, the ring caus"
      },
      {
        "document": 1694,
        "excerpt": "the target takes an extra 4d6 Necrotic damage, and you regain a number of Hit Points equal to half that Necrotic damage. Once used, this property can't be used again"
      },
      {
        "document": 1729,
        "excerpt": "d on a DC 15 Constitution saving throw or be unable to regain Hit Points for 1 hour. The target repeats the save at the end of each of its turns, ending the effect on"
      },
      {
        "document": 1758,
        "excerpt": "(Requires Attunement) These boots have 4 charges and regain 1d4 expended charges daily at dawn. While wearing the boots, you can take a Magic action to expend 1 cha"
      },
      {
        "document": 1760,
        "excerpt": "my, the target can breathe air and water, and it can't regain Hit Points unless it is underwater. While the cursed creature is outside a body of water, the creature"
      },
      {
        "document": 1805,
        "excerpt": "'s next turn. Until this poison ends, the target can't regain Hit Points. Infernal Glaive. Melee Attack Roll: +5, reach 10 ft. Hit: 8 (1d10 + 3) Slashing damage. If"
      },
      {
        "document": 1815,
        "excerpt": "he devil's next turn. While Poisoned, the target can't regain Hit Points."
      },
      {
        "document": 1966,
        "excerpt": "creature, it is cursed. While cursed, the target can't regain Hit Points, it gains no benefit from finishing a Long Rest, and its Hit Point maximum decreases by 10 (3"
      },
      {
        "document": 1967,
        "excerpt": "creature, it is cursed. While cursed, the target can't regain Hit Points, its Hit Point maximum doesn't return to normal when finishing a Long Rest, and its Hit Point"
      },
      {
        "document": 1986,
        "excerpt": "e Poisoned condition. While Poisoned, the target can't regain Hit Points and takes 21 (6d6) Poison damage at the start of each of its turns, and it repeats the save a"
      },
      {
        "document": 2037,
        "excerpt": "y opening large enough for a Tiny bat. The swarm can't regain Hit Points or gain Temporary Hit Points."
      },
      {
        "document": 2038,
        "excerpt": "ning large enough for a Tiny creature. The swarm can't regain Hit Points or gain Temporary Hit Points."
      },
      {
        "document": 2039,
        "excerpt": "pening large enough for a Tiny insect. The swarm can't regain Hit Points or gain Temporary Hit Points."
      },
      {
        "document": 2040,
        "excerpt": "ening large enough for a Tiny piranha. The swarm can't regain Hit Points or gain Temporary Hit Points. Water Breathing. The swarm can breathe only underwater."
      },
      {
        "document": 2041,
        "excerpt": "y opening large enough for a Tiny rat. The swarm can't regain Hit Points or gain Temporary Hit Points."
      },
      {
        "document": 2042,
        "excerpt": "opening large enough for a Tiny raven. The swarm can't regain Hit Points or gain Temporary Hit Points."
      },
      {
        "document": 2043,
        "excerpt": "opening large enough for a Tiny snake. The swarm can't regain Hit Points or gain Temporary Hit Points."
      }
    ],
    "regained": [
      {
        "document": 5,
        "excerpt": "can't exceed your Hit Point maximum, so any Hit Points regained in excess of the maximum are lost. For example, if you receive 8 Hit Points of healing and have 14 Hit P"
      },
      {
        "document": 764,
        "excerpt": "HP Regained"
      },
      {
        "document": 985,
        "excerpt": "lled plus your Wisdom modifier (minimum of 1 Hit Point regained). You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you r"
      }
    ],
    "regaining": [
      {
        "document": 104,
        "excerpt": "the midst of a day and an 8-hour Long Rest to end it. Regaining Hit Points is one of the main benefits of a rest. “Rules Glossary” provides the rules for Short and Long"
      },
      {
        "document": 671,
        "excerpt": "rns, the creature makes a DC 15 Charisma saving throw, regaining control of itself on a success. After finishing a Long Rest, a creature with Demonic Possession makes a"
      },
      {
        "document": 966,
        "excerpt": "cond Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a"
      },
      {
        "document": 973,
        "excerpt": "ou can recover up to two levels' worth of spell slots, regaining either one level 2 spell slot or two level 1 spell slots. Once you use this feature, you can't do so ag"
      },
      {
        "document": 1712,
        "excerpt": "this property of the staff again until the next dawn. Regaining Charges. The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll 1"
      },
      {
        "document": 1713,
        "excerpt": "s how many charges you must expend to cast the spell. Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1"
      },
      {
        "document": 1714,
        "excerpt": "s how many charges you must expend to cast the spell. Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1"
      },
      {
        "document": 1715,
        "excerpt": "s how many charges you must expend to cast the spell. Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1"
      },
      {
        "document": 1716,
        "excerpt": "s how many charges you must expend to cast the spell. Regaining Charges. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll 1"
      },
      {
        "document": 1717,
        "excerpt": "u expend, the target takes an extra 1d6 Force damage. Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1"
      },
      {
        "document": 1718,
        "excerpt": "s how many charges you must expend to cast the spell. Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1"
      },
      {
        "document": 1719,
        "excerpt": "s how many charges you must expend to cast the spell. Regaining Charges. The staff regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll 1"
      },
      {
        "document": 1721,
        "excerpt": "e in the tree falls when the tree reverts to a staff. Regaining Charges. The staff regains 1d6 expended charges daily at dawn. If you expend the last charge, roll 1d20."
      },
      {
        "document": 1741,
        "excerpt": "s how many charges you must expend to cast the spell. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge,"
      },
      {
        "document": 1742,
        "excerpt": "sight. The effect ends if you stop holding the wand. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge,"
      },
      {
        "document": 1743,
        "excerpt": "s how many charges you must expend to cast the spell. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge,"
      },
      {
        "document": 1744,
        "excerpt": "l's level by 1 for each additional charge you expend. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge,"
      },
      {
        "document": 1745,
        "excerpt": "l's level by 1 for each additional charge you expend. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge,"
      },
      {
        "document": 1747,
        "excerpt": "l's level by 1 for each additional charge you expend. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge,"
      },
      {
        "document": 1748,
        "excerpt": "s the save, ending the effect on itself on a success. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge,"
      },
      {
        "document": 1749,
        "excerpt": "pend 1 charge to cast Polymorph (save DC 15) from it. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge,"
      },
      {
        "document": 1752,
        "excerpt": "can expend 1 charge to cast Web (save DC 13) from it. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge,"
      },
      {
        "document": 1753,
        "excerpt": "GM determines randomly which among them are affected. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge,"
      }
    ],
    "regains": [
      {
        "document": 5,
        "excerpt": "n ends on it. The condition ends early if the creature regains any Hit Points or if someone takes an action to administer first aid to it, making a successful DC 10 Wi"
      },
      {
        "document": 11,
        "excerpt": "ving Throws again. A Stable creature that isn't healed regains 1 Hit Point after 1d4 hours."
      },
      {
        "document": 124,
        "excerpt": "em knows how many charges the item has and how many it regains."
      },
      {
        "document": 178,
        "excerpt": "s one use whenever it takes a Legendary Action, and it regains all expended uses at the start of each of its turns."
      },
      {
        "document": 179,
        "excerpt": "iven in the notation (represented by X–Y), the monster regains the use of that part, which also recharges when the monster finishes a Short or Long Rest. For example,"
      },
      {
        "document": 331,
        "excerpt": "reature that drinks the magical red fluid in this vial regains 2d4 + 2 Hit Points."
      },
      {
        "document": 654,
        "excerpt": "Short Rest. The creature remains Unconscious until it regains any Hit Points or until someone uses an action to administer first aid to it, which requires a successfu"
      },
      {
        "document": 676,
        "excerpt": "ness. While the creature has any Exhaustion levels, it regains only half the normal number of Hit Points from spending Hit Point Dice. Restlessness. While the creatur"
      },
      {
        "document": 975,
        "excerpt": "ccessful one. One creature of your choice in that area regains 2d6 Hit Points. The damage and healing increase by 1d6 when you reach Druid levels 10 (3d6) and 14 (4d6"
      },
      {
        "document": 981,
        "excerpt": "slot restores Hit Points to a creature, that creature regains additional Hit Points on the turn you cast the spell. The additional Hit Points equal 2 plus the spell s"
      },
      {
        "document": 1169,
        "excerpt": "th 0 Hit Points starts its turn in the aura, that ally regains 1 Hit Point."
      },
      {
        "document": 1174,
        "excerpt": "ge on Wisdom saving throws and Death Saving Throws and regains the maximum number of Hit Points possible from any healing."
      },
      {
        "document": 1205,
        "excerpt": "these lights shines on it: Healing Light. The target regains Hit Points equal to 4d12 plus your spellcasting ability modifier. Searing Light. The target makes a Dex"
      },
      {
        "document": 1221,
        "excerpt": "ts: V, S Duration: Instantaneous A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier. Using a Higher-Level Spell"
      },
      {
        "document": 1266,
        "excerpt": "you regain Hit Points from a level 1+ spell, the steed regains the same number of Hit Points if you're within 5 feet of it. Actions Otherworldly Slam. Melee Attack R"
      },
      {
        "document": 1308,
        "excerpt": "creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The h"
      },
      {
        "document": 1351,
        "excerpt": "foot-radius Sphere centered on that point. Each target regains Hit Points equal to 5d8 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The h"
      },
      {
        "document": 1382,
        "excerpt": "over one creature you can see within range. The target regains all its Hit Points. If the creature has the Charmed, Frightened, Paralyzed, Poisoned, or Stunned conditi"
      },
      {
        "document": 1401,
        "excerpt": "a prayer wheel) Duration: 1 hour A creature you touch regains 4d8 + 15 Hit Points. For the duration, the target regains 1 Hit Point at the start of each of its turns,"
      },
      {
        "document": 1544,
        "excerpt": "ry (Requires Attunement) This cloak has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the cloak, you can take a Magic action to pull its hoo"
      },
      {
        "document": 1552,
        "excerpt": "Faces table. The cube starts with 10 charges, and it regains 1d6 expended charges daily at dawn. Cube of Force Faces"
      },
      {
        "document": 1553,
        "excerpt": "anes determined by the GM. The cube has 3 charges and regains 1d3 expended charges daily at dawn. As a Magic action, you can expend 1 of the cube's charges to cast on"
      },
      {
        "document": 1561,
        "excerpt": "lse the GM decides. Spells. The orb has 7 charges and regains 1d4 + 3 expended charges daily at dawn. If you control the orb, you can cast one of the spells on the fo"
      },
      {
        "document": 1586,
        "excerpt": "ut to 120 feet when you peer through the gem. The gem regains 1d3 expended charges daily at dawn."
      },
      {
        "document": 1593,
        "excerpt": "issing, the weapon flies back to your hand. The weapon regains 1d4 + 1 expended charges daily at dawn. Giant's Bane. While you are attuned to the weapon and wearing e"
      },
      {
        "document": 1601,
        "excerpt": "can expend 1 charge to cast Teleport from it. The helm regains 1d3 expended charges daily at dawn."
      },
      {
        "document": 1617,
        "excerpt": "uires Attunement) This magic weapon has 3 charges and regains 1d3 expended charges daily at dawn. While holding the weapon, you can take a Magic action and expend 1 c"
      },
      {
        "document": 1619,
        "excerpt": "o a maximum of 30. The manual then loses its magic but regains it in a century."
      },
      {
        "document": 1620,
        "excerpt": "o a maximum of 30. The manual then loses its magic but regains it in a century."
      },
      {
        "document": 1622,
        "excerpt": "o a maximum of 30. The manual then loses its magic but regains it in a century."
      },
      {
        "document": 1624,
        "excerpt": "st Detect Thoughts (save DC 13) from it. The medallion regains 1d4 expended charges daily at dawn."
      },
      {
        "document": 1665,
        "excerpt": "Ring, Rare This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can expend 1 charge to cast one of the f"
      },
      {
        "document": 1668,
        "excerpt": "(Requires Attunement) This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing the ring, you c"
      },
      {
        "document": 1677,
        "excerpt": "ts or Light from the ring. The ring has 6 charges and regains 1d6 expended charges daily at dawn. You can expend its charges to use the properties below. Faerie Fire"
      },
      {
        "document": 1682,
        "excerpt": "are (Requires Attunement) This ring has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the ring, you can take a Magic action to expend 1 to 3"
      },
      {
        "document": 1688,
        "excerpt": "(Requires Attunement) This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can take a Magic action and expend 1 charge t"
      },
      {
        "document": 1695,
        "excerpt": "charge) or Resurrection (expends 5 charges). The rod regains 1 expended charge daily at dawn. If you expend the last charge, roll 1d20. On a 1, the rod disappears in"
      },
      {
        "document": 1697,
        "excerpt": "lane. For each hour spent in the demiplane, a visitor regains Hit Points as if it had spent 1 Hit Point Die. Also, creatures don't age while there, although time pass"
      },
      {
        "document": 1698,
        "excerpt": ", HP 20, and Immunity to Poison and Psychic damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If the rope drops to 0 Hit Points, i"
      },
      {
        "document": 1699,
        "excerpt": ", HP 20, and Immunity to Poison and Psychic damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If the rope drops to 0 Hit Points, i"
      },
      {
        "document": 1712,
        "excerpt": "ain until the next dawn. Regaining Charges. The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff crum"
      },
      {
        "document": 1713,
        "excerpt": "xpend to cast the spell. Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff crum"
      },
      {
        "document": 1714,
        "excerpt": "xpend to cast the spell. Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff turn"
      },
      {
        "document": 1715,
        "excerpt": "xpend to cast the spell. Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff vani"
      },
      {
        "document": 1716,
        "excerpt": "xpend to cast the spell. Regaining Charges. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff reta"
      },
      {
        "document": 1717,
        "excerpt": "extra 1d6 Force damage. Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff beco"
      },
      {
        "document": 1718,
        "excerpt": "xpend to cast the spell. Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, a swarm of ins"
      },
      {
        "document": 1719,
        "excerpt": "xpend to cast the spell. Regaining Charges. The staff regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 20, the staff reg"
      },
      {
        "document": 1720,
        "excerpt": "rts to staff form before losing all its Hit Points, it regains all of them."
      },
      {
        "document": 1721,
        "excerpt": "tree reverts to a staff. Regaining Charges. The staff regains 1d6 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff loses it"
      },
      {
        "document": 1723,
        "excerpt": "re (Requires Attunement) This staff has 3 charges and regains 1d3 expended charges daily at dawn. The staff can be wielded as a magic Quarterstaff. On a hit, it deal"
      },
      {
        "document": 1734,
        "excerpt": "o a maximum of 30. The manual then loses its magic but regains it in a century."
      },
      {
        "document": 1735,
        "excerpt": "o a maximum of 30. The manual then loses its magic but regains it in a century."
      },
      {
        "document": 1736,
        "excerpt": "a maximum of 30. The manual then loses its magic, but regains it in a century."
      },
      {
        "document": 1737,
        "excerpt": "s Attunement) This magic weapon has 3 charges, and it regains 1d3 expended charges daily at dawn. While you carry it, you can expend 1 charge to cast Dominate Beast ("
      },
      {
        "document": 1741,
        "excerpt": "expend to cast the spell. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wan"
      },
      {
        "document": 1742,
        "excerpt": "ou stop holding the wand. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wan"
      },
      {
        "document": 1743,
        "excerpt": "expend to cast the spell. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wan"
      },
      {
        "document": 1744,
        "excerpt": "tional charge you expend. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wan"
      },
      {
        "document": 1745,
        "excerpt": "tional charge you expend. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wan"
      },
      {
        "document": 1746,
        "excerpt": "expend 1 charge to cast Detect Magic from it. The wand regains 1d3 expended charges daily at dawn."
      },
      {
        "document": 1747,
        "excerpt": "tional charge you expend. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wan"
      },
      {
        "document": 1748,
        "excerpt": "t on itself on a success. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wan"
      },
      {
        "document": 1749,
        "excerpt": "rph (save DC 15) from it. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wan"
      },
      {
        "document": 1750,
        "excerpt": "Wand, Uncommon This wand has 3 charges and regains 1d3 expended charges daily at dawn. While holding it, you can take a Magic action to expend 1 charge, an"
      },
      {
        "document": 1752,
        "excerpt": "Web (save DC 13) from it. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wan"
      },
      {
        "document": 1753,
        "excerpt": "among them are affected. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wan"
      },
      {
        "document": 1760,
        "excerpt": "use to take one of the following actions. The aboleth regains all expended uses at the start of each of its turns. Lash. The aboleth makes one Tentacle attack. Psyc"
      },
      {
        "document": 1761,
        "excerpt": "a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns. Cloud of Insects. Dexterity Saving Throw: DC 17, o"
      },
      {
        "document": 1762,
        "excerpt": "a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns. Cloaked Flight. The dragon uses Spellcasting to ca"
      },
      {
        "document": 1763,
        "excerpt": "a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns. Blazing Light. The dragon uses Spellcasting to cas"
      },
      {
        "document": 1764,
        "excerpt": "a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns. Guiding Light. The dragon uses Spellcasting to cas"
      },
      {
        "document": 1765,
        "excerpt": "a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns. Giggling Magic. Charisma Saving Throw: DC 17, one"
      },
      {
        "document": 1766,
        "excerpt": "a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns. Banish. Charisma Saving Throw: DC 21, one creature"
      },
      {
        "document": 1767,
        "excerpt": "a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns. Mind Invasion. The dragon uses Spellcasting to cas"
      },
      {
        "document": 1768,
        "excerpt": "a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns. Commanding Presence. The dragon uses Spellcasting"
      },
      {
        "document": 1769,
        "excerpt": "a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns. Chill. The dragon uses Spellcasting to cast Hold M"
      },
      {
        "document": 1770,
        "excerpt": "a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns. Freezing Burst. Constitution Saving Throw: DC 14,"
      },
      {
        "document": 1773,
        "excerpt": "a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns. Cloud of Insects. Dexterity Saving Throw: DC 21, o"
      },
      {
        "document": 1774,
        "excerpt": "a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns. Cloaked Flight. The dragon uses Spellcasting to ca"
      },
      {
        "document": 1775,
        "excerpt": "a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns. Blazing Light. The dragon uses Spellcasting to cas"
      },
      {
        "document": 1776,
        "excerpt": "a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns. Guiding Light. The dragon uses Spellcasting to cas"
      },
      {
        "document": 1777,
        "excerpt": "a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns. Giggling Magic. Charisma Saving Throw: DC 21, one"
      },
      {
        "document": 1778,
        "excerpt": "a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns. Banish. Charisma Saving Throw: DC 24, one creature"
      },
      {
        "document": 1779,
        "excerpt": "a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns. Mind Invasion. The dragon uses Spellcasting to cas"
      },
      {
        "document": 1780,
        "excerpt": "a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns. Commanding Presence. The dragon uses Spellcasting"
      },
      {
        "document": 1781,
        "excerpt": "a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns. Chill. The dragon uses Spellcasting to cast Hold M"
      },
      {
        "document": 1782,
        "excerpt": "a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns. Freezing Burst. Constitution Saving Throw: DC 20,"
      },
      {
        "document": 1828,
        "excerpt": "bjected to Acid damage, it takes no damage and instead regains a number of Hit Points equal to the Acid damage dealt. Berserk. Whenever the golem starts its turn Bloo"
      },
      {
        "document": 1864,
        "excerpt": "henever the golem is subjected to Lightning damage, it regains a number of Hit Points equal to the Lightning damage dealt. Magic Resistance. The golem has Advantage o"
      },
      {
        "document": 1884,
        "excerpt": "can't be used again until 7 days have passed, when it regains all expended charges. Goat of Travail. This figurine can become a Giant Goat for up to 3 hours. Once it"
      },
      {
        "document": 1920,
        "excerpt": ". If the naga dies, it returns to life in 1d6 days and regains all its Hit Points unless Dispel Evil and Good is cast on its remains."
      },
      {
        "document": 1934,
        "excerpt": "t has taken Fire damage since its last turn. The hydra regains 20 Hit Points when it grows new heads. Reactive Heads. For each head the hydra has beyond one, it gets"
      },
      {
        "document": 1941,
        "excerpt": "on. Whenever the golem is subjected to Fire damage, it regains a number of Hit Points equal to the Fire damage dealt. Immutable Form. The golem can't shape-shift. Ma"
      },
      {
        "document": 1946,
        "excerpt": "a use to take one of the following actions. The kraken regains all expended uses at the start of each of its turns. Storm Bolt. The kraken uses Lightning Strike. Tox"
      },
      {
        "document": 1949,
        "excerpt": "d a use to take one of the following actions. The lich regains all expended uses at the start of each of its turns. Deathly Teleport. The lich teleports up to 60 feet"
      },
      {
        "document": 1966,
        "excerpt": "a use to take one of the following actions. The mummy regains all expended uses at the start of each of its turns. Dread Command. The mummy casts Command (level 2 ve"
      },
      {
        "document": 1976,
        "excerpt": "Regeneration. The oni regains 10 Hit Points at the start of each of its turns if it has at least 1 Hit Point."
      },
      {
        "document": 2017,
        "excerpt": "e shambling mound is subjected to Lightning damage, it regains a number of Hit Points equal to the Lightning damage dealt."
      },
      {
        "document": 2018,
        "excerpt": "ansferred to the guardian. Regeneration. The guardian regains 10 Hit Points at the start of each of its turns if it has at least 1 Hit Point. Spell Storing. A spellc"
      },
      {
        "document": 2022,
        "excerpt": "a use to take one of the following actions. The solar regains all expended uses at the start of each of its turns. Blinding Gaze. Constitution Saving Throw: DC 25, o"
      },
      {
        "document": 2024,
        "excerpt": "a use to take one of the following actions. The sphinx regains all expended uses at the start of each of its turns. Arcane Prowl. The sphinx can teleport up to 30 fee"
      },
      {
        "document": 2025,
        "excerpt": "a use to take one of the following actions. The sphinx regains all expended uses at the start of each of its turns. Arcane Prowl. The sphinx can teleport up to 30 fee"
      },
      {
        "document": 2028,
        "excerpt": ". If it dies, the naga returns to life in 1d6 days and regains all its Hit Points. Only a Wish spell can prevent this trait from functioning."
      },
      {
        "document": 2044,
        "excerpt": "se to take one of the following actions. The tarrasque regains all expended uses at the start of each of its turns. Onslaught. The tarrasque moves up to half its Spee"
      },
      {
        "document": 2050,
        "excerpt": "Regeneration. The limb regains 5 Hit Points at the start of each of its turns. If the limb takes Acid or Fire damage, this trait doesn'"
      },
      {
        "document": 2051,
        "excerpt": "limb, and it grows replacement limbs the next time it regains Hit Points. Regeneration. The troll regains 15 Hit Points at the start of each of its turns. If the tro"
      },
      {
        "document": 2053,
        "excerpt": "use to take one of the following actions. The unicorn regains all expended uses at the start of each of its turns. Charging Horn. The unicorn moves up to half its Sp"
      },
      {
        "document": 2055,
        "excerpt": "nt equal to the Necrotic damage taken, and the vampire regains Hit Points equal to that amount."
      },
      {
        "document": 2056,
        "excerpt": "vampire form and has the Paralyzed condition until it regains any Hit Points, and it regains 1 Hit Point after spending 1 hour there. Spider Climb. The vampire can c"
      },
      {
        "document": 2074,
        "excerpt": "s 0 Hit Points. Failure: The target dies, and the wisp regains 10 (3d6) Hit Points. Vanish. The wisp and its light have the Invisible condition until the wisp's Conce"
      }
    ],
    "regard": [
      {
        "document": 235,
        "excerpt": "creatures act as their conscience directs with little regard for what others expect. A rebel who waylays a cruel baron's tax collectors and uses the stolen money to"
      },
      {
        "document": 1523,
        "excerpt": "t of you that you can see or hear. While berserk, you regard the creature nearest to you that you can see or hear as your enemy. If there are multiple possible creat"
      }
    ],
    "regardless": [
      {
        "document": 28,
        "excerpt": "ed a “natural 20”) for an attack roll, the attack hits regardless of any modifiers or the target’s AC. This is called a Critical Hit (see “Combat” later in “Playing the G"
      },
      {
        "document": 170,
        "excerpt": ". Hit or Miss. If an attack has an effect that occurs regardless of whether it hits or misses its target, that information follows the “Hit or Miss:” notation."
      },
      {
        "document": 283,
        "excerpt": "in the text about the species in “Character Origins.” Regardless of life span, members of all species reach physical maturity at about the same age. Your character can b"
      },
      {
        "document": 317,
        "excerpt": "e an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make."
      },
      {
        "document": 384,
        "excerpt": "magic item that's meant to be worn can fit a creature regardless of size or build. Magic garments are made to be easily adjustable, or they magically adjust themselves t"
      },
      {
        "document": 600,
        "excerpt": "ck roll, you score a Critical Hit, and the attack hits regardless of any modifiers or the target's AC. A Critical Hit lets you roll extra dice for the attack's damage aga"
      },
      {
        "document": 670,
        "excerpt": "t merely suppress the effects of the curse for a time. Regardless, narrative curses should feel like rare, potent magic rooted in the lore of your campaign."
      },
      {
        "document": 713,
        "excerpt": "ignore Difficult Terrain, they can move at a Fast pace regardless of the terrain."
      },
      {
        "document": 1241,
        "excerpt": "Hit Points, as shown in the Divine Word Effects table. Regardless of its Hit Points, a Celestial, an Elemental, a Fey, or a Fiend target that fails its save is forced ba"
      },
      {
        "document": 1328,
        "excerpt": "he sapphire. The object instantly appears in your hand regardless of physical or planar distances, and the spell ends. If another creature is holding or carrying the obj"
      },
      {
        "document": 1392,
        "excerpt": "t any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you, but it is intangible. If the illusion"
      },
      {
        "document": 1459,
        "excerpt": "tmosphere inside the Emanation is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to have Dim Light or Darkness"
      },
      {
        "document": 1515,
        "excerpt": "3d4 dry beans when found. The bag weighs half a pound regardless of how many beans it contains and becomes a non-magical item when it no longer contains any beans. If y"
      },
      {
        "document": 1517,
        "excerpt": "ng a volume of 64 cubic feet. The bag weighs 5 pounds, regardless of its contents. Retrieving an item from the bag requires a Utilize action. If the bag is overloaded, p"
      },
      {
        "document": 1519,
        "excerpt": "ked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside."
      },
      {
        "document": 1524,
        "excerpt": "While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have Advantage on Dexterity (Stealth) checks."
      },
      {
        "document": 1594,
        "excerpt": "f 64 cubic feet. The haversack always weighs 5 pounds, regardless of its contents. Retrieving an item from the haversack requires a Utilize action or a Bonus Action (you"
      },
      {
        "document": 1623,
        "excerpt": "nfined to a 20-foot Cube. The effort takes 10 minutes (regardless of the number of elements you create), during which time you must remain in the Cube, and requires Conce"
      },
      {
        "document": 1697,
        "excerpt": "fantastic carnival, or whatever else you can imagine. Regardless of its nature, the demiplane contains enough water and food to sustain its visitors, and the demiplane's"
      }
    ],
    "regards": [
      {
        "document": 1696,
        "excerpt": "n for 8 hours. While Charmed in this way, the creature regards you as its trusted leader. If harmed by you or your allies or commanded to do something contrary to its"
      }
    ],
    "regenerate": [
      {
        "document": 836,
        "excerpt": "Regenerate"
      },
      {
        "document": 905,
        "excerpt": "Regenerate"
      },
      {
        "document": 917,
        "excerpt": "Regenerate"
      },
      {
        "document": 1401,
        "excerpt": "Regenerate"
      },
      {
        "document": 2050,
        "excerpt": "ly if it starts its turn with 0 Hit Points and doesn't regenerate. Troll Spawn. The limb uncannily has the same senses as a whole troll. If the limb isn't destroyed with"
      },
      {
        "document": 2051,
        "excerpt": "ly if it starts its turn with 0 Hit Points and doesn't regenerate."
      }
    ],
    "regeneration": [
      {
        "document": 1609,
        "excerpt": "r Class while this dusty-rose prism orbits your head. Regeneration (Legendary). You regain 15 Hit Points at the end of each hour this pearly white spindle orbits your head"
      },
      {
        "document": 1675,
        "excerpt": "Ring of Regeneration"
      },
      {
        "document": 1976,
        "excerpt": "Regeneration. The oni regains 10 Hit Points at the start of each of its turns if it has at least 1 Hit Point."
      },
      {
        "document": 2018,
        "excerpt": "arer takes (round up) is transferred to the guardian. Regeneration. The guardian regains 10 Hit Points at the start of each of its turns if it has at least 1 Hit Point. S"
      },
      {
        "document": 2050,
        "excerpt": "Regeneration. The limb regains 5 Hit Points at the start of each of its turns. If the limb takes Acid or Fire damage,"
      },
      {
        "document": 2051,
        "excerpt": "eplacement limbs the next time it regains Hit Points. Regeneration. The troll regains 15 Hit Points at the start of each of its turns. If the troll takes Acid or Fire dama"
      }
    ],
    "region": [
      {
        "document": 1484,
        "excerpt": "d its effects have consequences for a whole community, region, or world, you are likely to attract powerful foes. If your wish would affect a god, the god's divine se"
      }
    ],
    "regions": [
      {
        "document": 248,
        "excerpt": "cks. These adventurers often confront threats to whole regions."
      },
      {
        "document": 1256,
        "excerpt": "V, S Duration: Up to 8 hours You step into the border regions of the Ethereal Plane, where it overlaps with your current plane. You remain in the Border Ethereal for"
      }
    ],
    "regrow": [
      {
        "document": 1299,
        "excerpt": "from top to bottom, as in the Web spell. These strands regrow in 10 minutes if they are destroyed while Guards and Wards lasts. Other Spell Effect. Place one of the"
      },
      {
        "document": 1401,
        "excerpt": "start of each of its turns, and any severed body parts regrow after 2 minutes."
      },
      {
        "document": 1675,
        "excerpt": "lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 Hit Point the whole time."
      }
    ],
    "regrows": [
      {
        "document": 2006,
        "excerpt": "deals no damage to the roper, and a destroyed tentacle regrows at the start of the roper's next turn. Reel. The roper pulls each creature Grappled by it up to 30 feet"
      }
    ],
    "regular": [
      {
        "document": 77,
        "excerpt": "different modes of movement can be combined with your regular movement, or they can constitute your entire move. However you're moving with your Speed, you deduct th"
      },
      {
        "document": 1213,
        "excerpt": "d Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered"
      },
      {
        "document": 1569,
        "excerpt": "raw any item the quiver contains as if doing so from a regular quiver or scabbard."
      }
    ],
    "regularly": [
      {
        "document": 973,
        "excerpt": "e spells are the culmination of arcane research you do regularly. Spell Slots. The Wizard Features table shows how many spell slots you have to cast your level 1+ spell"
      },
      {
        "document": 1661,
        "excerpt": "Hit Point Die you spend. This potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat."
      }
    ],
    "regurgitate": [
      {
        "document": 1806,
        "excerpt": "4 Constitution saving throw at the end of that turn or regurgitate the creature, which falls in a space within 10 feet of the behir and has the Prone condition. If the beh"
      },
      {
        "document": 1946,
        "excerpt": "5 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls in a space within 10 feet of the kraken with the Prone cond"
      },
      {
        "document": 1995,
        "excerpt": "1 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls in a space within 5 feet of the worm and has the Prone cond"
      },
      {
        "document": 2002,
        "excerpt": "5 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls in a space within 5 feet of the remorhaz and has the Prone"
      },
      {
        "document": 2044,
        "excerpt": "0 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls in a space within 10 feet of the tarrasque and has the Pron"
      }
    ],
    "reincarnate": [
      {
        "document": 834,
        "excerpt": "Reincarnate"
      },
      {
        "document": 1402,
        "excerpt": "Reincarnate"
      }
    ],
    "reincarnated": [
      {
        "document": 1402,
        "excerpt": "c | | 5 | Gnome | 10 | Tiefling | The reincarnated creature makes any choices that a species' description offers, and the creature recalls its former life."
      }
    ],
    "reinforced": [
      {
        "document": 1502,
        "excerpt": "y, Except Hide Armor), Uncommon This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any Critical Hit a"
      }
    ],
    "reinforcements": [
      {
        "document": 732,
        "excerpt": "creatures flee (making the encounter easier) or adding reinforcements (making the encounter harder)."
      }
    ],
    "reins": [
      {
        "document": 357,
        "excerpt": "A saddle comes with a bit, a bridle, reins, and any other equipment needed to use the saddle. A Military Saddle gives Advantage on any ability chec"
      }
    ],
    "rekindle": [
      {
        "document": 323,
        "excerpt": "n extinguish the burning Oil (as a Utilize action) and rekindle it again until it has burned for a total of 6 hours."
      }
    ],
    "related": [
      {
        "document": 1921,
        "excerpt": "Draconic Origin. The half-dragon is related to a type of dragon associated with one of the following damage types (GM's choice): Acid, Cold, Fire, L"
      }
    ],
    "relationship": [
      {
        "document": 134,
        "excerpt": "ir activated properties. A bearer who maintains a good relationship with the item can access those properties. If the relationship is strained, a conflict can ensue (see “C"
      },
      {
        "document": 660,
        "excerpt": "lls appropriate for the background. There needn't be a relationship between the skill proficiencies a background grants and the ability scores it increases."
      }
    ],
    "relative": [
      {
        "document": 118,
        "excerpt": "ity, which provides a rough measure of an item's power relative to other magic items. The rarities are shown in the Magic Item Rarities and Values table. Common magic"
      },
      {
        "document": 398,
        "excerpt": "es. Coins come in different denominations based on the relative worth of their material. The Coin Values table lists coins and how much they're worth relative to the Go"
      },
      {
        "document": 820,
        "excerpt": "A knife that belonged to a relative"
      },
      {
        "document": 978,
        "excerpt": "You can create pockets of relative safety within the effects of your evocations. When you cast an Evocation spell that affects other creatu"
      }
    ],
    "release": [
      {
        "document": 535,
        "excerpt": "ources used to cast it) but hold its energy, which you release with your Reaction when the trigger occurs. To be readied, a spell must have a casting time of an action"
      },
      {
        "document": 633,
        "excerpt": "eds the grapple's range. In addition, the grappler can release the target at any time (no action required)."
      },
      {
        "document": 717,
        "excerpt": "Instantaneous A falling net trap uses a trip wire to release a weighted, 10-foot-square Net suspended from the ceiling. The trip wire is 3 inches off the ground and"
      },
      {
        "document": 1565,
        "excerpt": "inst a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so destroys the pellet and ends its magic. As a Utilize action, you"
      },
      {
        "document": 1611,
        "excerpt": "take a Magic action to remove the flask's stopper and release the creature in the flask. The creature then obeys your commands for 1 hour, understanding those command"
      },
      {
        "document": 1617,
        "excerpt": "on, you can take a Magic action and expend 1 charge to release a wave of terror from it. Each creature of your choice within 30 feet of you must succeed on a DC 15 Wis"
      },
      {
        "document": 1699,
        "excerpt": "saving throw or have the Restrained condition. You can release the target by letting go of your end of the rope (causing the rope to coil up in the target's space) or"
      },
      {
        "document": 1859,
        "excerpt": "rope is destroyed, the erinyes uses a Bonus Action to release the target, or the erinyes uses Entangling Rope again."
      }
    ],
    "released": [
      {
        "document": 722,
        "excerpt": "pressure plate, a 5-foot-radius orb of solid stone is released from a secret compartment and begins to roll. The stone and all creatures nearby roll Initiative; the st"
      },
      {
        "document": 1611,
        "excerpt": "e. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn't age and doesn't"
      },
      {
        "document": 1969,
        "excerpt": "the bag is destroyed, any souls the bag is holding are released. The bag can create a new bag after 7 days."
      }
    ],
    "releases": [
      {
        "document": 1610,
        "excerpt": "until you take a Bonus Action to issue a command that releases it. Doing so or missing with the attack causes the bands to contract and become a sphere once more. A c"
      },
      {
        "document": 1716,
        "excerpt": "or against a solid surface. The staff is destroyed and releases its magic in an explosion that fills a 30-foot Emanation originating from itself. You have a 50 percent"
      },
      {
        "document": 1719,
        "excerpt": "or against a solid surface. The staff is destroyed and releases its magic in an explosion that fills a 30-foot Emanation originating from itself. You have a 50 percent"
      },
      {
        "document": 1889,
        "excerpt": "s takes damage while underwater. Response: The octopus releases ink that fills a 10-foot Cube centered on itself, and the octopus moves up to its Swim Speed. The Cube i"
      },
      {
        "document": 1973,
        "excerpt": "of the octopus while underwater. Response: The octopus releases ink that fills a 5-foot Cube centered on itself, and the octopus moves up to its Swim Speed. The Cube is"
      }
    ],
    "releasing": [
      {
        "document": 693,
        "excerpt": "gases take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot Cube to its effect. The resulting cloud dissipates immediately af"
      },
      {
        "document": 1509,
        "excerpt": "a successful DC 20 Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl in"
      }
    ],
    "relentless": [
      {
        "document": 848,
        "excerpt": "Relentless Rage"
      },
      {
        "document": 849,
        "excerpt": "Relentless Hunter"
      },
      {
        "document": 962,
        "excerpt": "Relentless Rage"
      },
      {
        "document": 969,
        "excerpt": "Relentless Hunter"
      },
      {
        "document": 974,
        "excerpt": "ion focuses on the development of martial prowess in a relentless pursuit of victory. Champions combine rigorous training with physical excellence to deal devastating blo"
      },
      {
        "document": 993,
        "excerpt": "Relentless Endurance"
      }
    ],
    "relevant": [
      {
        "document": 2,
        "excerpt": "fferent situations, depending on which ability is most relevant. See the Ability Check Examples table for examples of each check's use. Ability Check Examples"
      },
      {
        "document": 13,
        "excerpt": "the GM determines that a skill or tool proficiency is relevant to the check and you have that proficiency. For example, if a rule refers to a Strength (Acrobatics or A"
      },
      {
        "document": 36,
        "excerpt": "that action, and many other rules note when a skill is relevant. The GM has the ultimate say on whether a skill is relevant in a situation. If a creature is proficient"
      },
      {
        "document": 92,
        "excerpt": "hese modifiers to the number rolled on the d20: - The Relevant Ability Modifier. “Playing the Game” and “Rules Glossary” explain which ability modifiers to use for var"
      },
      {
        "document": 106,
        "excerpt": "ck's damage dice twice, add them together, and add any relevant modifiers as normal. For example, if you score a Critical Hit with a Dagger, roll 2d4 for the damage rat"
      },
      {
        "document": 154,
        "excerpt": "ealth) checks. A skill bonus is the sum of a monster's relevant ability modifier and its Proficiency Bonus. Other modifiers might apply."
      },
      {
        "document": 240,
        "excerpt": "ng throws they're not proficient in, which is just the relevant ability modifier. Skills. For skills you have proficiency in, add your Proficiency Bonus to the ability"
      },
      {
        "document": 600,
        "excerpt": "damage dice twice and add them together. Then add any relevant modifiers. See also \"Playing the Game\" (\"Damage and Healing\")."
      },
      {
        "document": 1210,
        "excerpt": "h one word, such as “yes,” “no,” “maybe,” “never,” “ir-relevant,” or “unclear” (if the entity doesn’t know the answer to the question). If a one-word answer would be mi"
      },
      {
        "document": 1394,
        "excerpt": "rget has Advantage on any new saving throw against the relevant effect."
      }
    ],
    "reliable": [
      {
        "document": 855,
        "excerpt": "Evasion, Reliable Talent"
      },
      {
        "document": 970,
        "excerpt": "Reliable Talent"
      }
    ],
    "reliably": [
      {
        "document": 984,
        "excerpt": "spell is a cantrip or a level 1 spell, you can cast it reliably. If the scroll contains a higher-level spell, you must first succeed on an Intelligence (Arcana) check ("
      }
    ],
    "reliefs": [
      {
        "document": 720,
        "excerpt": "ured by dust and cobwebs or skillfully hidden amid bas-reliefs, murals, or frescoes. Each creature in the darts' path must succeed on a DC 13 Dexterity saving throw o"
      }
    ],
    "relies": [
      {
        "document": 49,
        "excerpt": "ow you will interact with an NPC; use an approach that relies on your group's skill proficiencies. For example, if the group needs to trick a guard into letting them"
      },
      {
        "document": 981,
        "excerpt": "that life force to cure many hurts. Existence itself relies on the positive energy associated with this domain, so a Cleric of almost any religious tradition might"
      }
    ],
    "religion": [
      {
        "document": 227,
        "excerpt": "om? - Did you join an organization, such as a guild or religion? If so, are you still a member of it? - What elements of your past inspire you to go on adventures now?"
      },
      {
        "document": 459,
        "excerpt": "+5 bonus to Intelligence (Arcana, History, Nature, or Religion) checks you make about that topic."
      },
      {
        "document": 744,
        "excerpt": "Religion"
      },
      {
        "document": 745,
        "excerpt": "telligence (Arcana, History, Investigation, Nature, or Religion) check."
      },
      {
        "document": 940,
        "excerpt": "Religion"
      },
      {
        "document": 964,
        "excerpt": "Choose 2: History, Insight, Medicine, Persuasion, or Religion"
      },
      {
        "document": 965,
        "excerpt": "ndling, Arcana, Insight, Medicine, Nature, Perception, Religion, or Survival"
      },
      {
        "document": 967,
        "excerpt": "Choose 2: Acrobatics, Athletics, History, Insight, Religion, or Stealth"
      },
      {
        "document": 968,
        "excerpt": "etics, Insight, Intimidation, Medicine, Persuasion, or Religion"
      },
      {
        "document": 971,
        "excerpt": "cana, Deception, Insight, Intimidation, Persuasion, or Religion"
      },
      {
        "document": 972,
        "excerpt": "tion, History, Intimidation, Investigation, Nature, or Religion"
      },
      {
        "document": 973,
        "excerpt": "History, Insight, Investigation, Medicine, Nature, or Religion"
      },
      {
        "document": 995,
        "excerpt": "Insight and Religion"
      },
      {
        "document": 1838,
        "excerpt": "Deception +3, Persuasion +3, Religion +2"
      },
      {
        "document": 1839,
        "excerpt": "Deception +2, Religion +2"
      },
      {
        "document": 1920,
        "excerpt": "Arcana +11, History +11, Religion +11"
      },
      {
        "document": 1966,
        "excerpt": "History +5, Perception +9, Religion +5"
      },
      {
        "document": 1991,
        "excerpt": "Medicine +4, Religion +2"
      },
      {
        "document": 1992,
        "excerpt": "Medicine +7, Perception +5, Religion +5"
      },
      {
        "document": 2024,
        "excerpt": "Arcana +12, History +12, Perception +8, Religion +12"
      },
      {
        "document": 2025,
        "excerpt": "Arcana +9, Perception +12, Religion +15"
      },
      {
        "document": 2026,
        "excerpt": "Arcana +4, Religion +4, Stealth +5"
      }
    ],
    "religious": [
      {
        "document": 744,
        "excerpt": "Recall lore about gods, religious rituals, and holy symbols."
      },
      {
        "document": 940,
        "excerpt": "Deities, religious hierarchies and rites, holy symbols, cults, and certain creatures (Celestials, Fiends, and Undead)"
      },
      {
        "document": 981,
        "excerpt": "associated with this domain, so a Cleric of almost any religious tradition might choose it. This domain is particularly associated with agricultural deities, gods of hea"
      }
    ],
    "reliquary": [
      {
        "document": 935,
        "excerpt": "Reliquary (held)"
      },
      {
        "document": 1317,
        "excerpt": "V, S, M (a reliquary worth 1,000+ GP)"
      },
      {
        "document": 1345,
        "excerpt": "V, S, M (a gem, crystal, or reliquary worth 500+ GP)"
      }
    ],
    "reluctant": [
      {
        "document": 51,
        "excerpt": "example, to push a sinister-looking button that you’re reluctant to touch."
      }
    ],
    "rely": [
      {
        "document": 53,
        "excerpt": "u have Disadvantage on Wisdom (Perception) checks that rely on sight. A Heavily Obscured area - such as an area with Darkness, heavy fog, or dense foliage - is opa"
      },
      {
        "document": 110,
        "excerpt": "les of their own, but other rules, such as Resistance, rely on damage types."
      },
      {
        "document": 608,
        "excerpt": "les of their own, but other rules, such as Resistance, rely on the types. The Damage Types table offers examples to help a GM assign a type to a new effect. Damage"
      },
      {
        "document": 1578,
        "excerpt": "you have Advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creature"
      },
      {
        "document": 1687,
        "excerpt": "gives you Advantage on Wisdom (Perception) checks that rely on sight. Special Senses. You have Darkvision and Truesight, both with a range of 120 feet. Drawbacks."
      }
    ],
    "relying": [
      {
        "document": 576,
        "excerpt": "lindsight, you can see within a specific range without relying on physical sight. Within that range, you can see anything that isn't behind Total Cover even if you hav"
      }
    ],
    "remain": [
      {
        "document": 357,
        "excerpt": "addle gives Advantage on any ability check you make to remain mounted. An Exotic Saddle is required for riding an aquatic or a flying mount. Mounts and Other Animals"
      },
      {
        "document": 592,
        "excerpt": "Some spells and other effects require Concentration to remain active, as specified in their descriptions. If the effect's creator loses Concentration, the effect ends"
      },
      {
        "document": 783,
        "excerpt": "entered on the chosen point of origin. The butterflies remain for 10 minutes, during which time the area of effect is Heavily Obscured."
      },
      {
        "document": 1156,
        "excerpt": "shape-shifts. These Temporary Hit Points vanish if any remain when the spell ends. The transformation lasts for the duration or until the target ends it as a Bonus Ac"
      },
      {
        "document": 1228,
        "excerpt": "he door vanishes, and any objects inside the demiplane remain there. Any creatures inside also remain unless they opt to be shunted through the door as it vanishes, l"
      },
      {
        "document": 1256,
        "excerpt": "Plane, where it overlaps with your current plane. You remain in the Border Ethereal for the duration. During this time, you can move in any direction. If you move up"
      },
      {
        "document": 1335,
        "excerpt": "can take a Magic action to move the target, which must remain within the spell's range. When the spell ends, the target floats gently to the ground if it is still al"
      },
      {
        "document": 1347,
        "excerpt": "the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs. The trigger can be as general or as detailed as you"
      },
      {
        "document": 1356,
        "excerpt": "hear sounds outside it are made with Disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use 5 fe"
      },
      {
        "document": 1363,
        "excerpt": "true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact w"
      },
      {
        "document": 1381,
        "excerpt": "e Beast form. These Temporary Hit Points vanish if any remain when the spell ends. The spell ends early on the target if it has no Temporary Hit Points left. The tar"
      },
      {
        "document": 1385,
        "excerpt": "Instantaneous Up to five creatures of your choice who remain within range for the spell's entire casting gain the benefits of a Short Rest and also regain 2d8 Hit Po"
      },
      {
        "document": 1420,
        "excerpt": "shape-shift. These Temporary Hit Points vanish if any remain when the spell ends. Your game statistics are replaced by the stat block of the chosen form, but you re"
      },
      {
        "document": 1451,
        "excerpt": "10 feet in diameter. If you choose an object, it must remain in place; if it is moved more than 10 feet from where you cast this spell, the glyph is broken, and the"
      },
      {
        "document": 1463,
        "excerpt": "the new form. These Temporary Hit Points vanish if any remain when the spell ends. The target is limited in the actions it can perform by the anatomy of its new form"
      },
      {
        "document": 1501,
        "excerpt": "whatever you're holding. When this condition ends, you remain Prone. Speed 0. Your Speed is 0 and can't increase. Attacks Affected. Attack rolls against you have Ad"
      },
      {
        "document": 1523,
        "excerpt": "attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times. You also have D"
      },
      {
        "document": 1558,
        "excerpt": "d gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC fro"
      },
      {
        "document": 1561,
        "excerpt": "uccessful save, you control the orb for as long as you remain attuned to it. On a failed save, the orb imposes the Charmed condition on you for as long as you remain"
      },
      {
        "document": 1582,
        "excerpt": "ny objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so. When the box"
      },
      {
        "document": 1623,
        "excerpt": "er of elements you create), during which time you must remain in the Cube, and requires Concentration. If your Concentration is broken or you leave the Cube before th"
      },
      {
        "document": 1627,
        "excerpt": "nd in the space you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can't be located by any Divination magic"
      },
      {
        "document": 1644,
        "excerpt": "h closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing. If the hole is"
      },
      {
        "document": 1671,
        "excerpt": "c action to give yourself the Invisible condition. You remain Invisible until the ring is removed or until you take a Bonus Action to become visible again."
      },
      {
        "document": 1673,
        "excerpt": "ul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically com"
      },
      {
        "document": 1689,
        "excerpt": "long with everything you are wearing and carrying. You remain there until you take a Magic action to return to the plane you were on. You reappear in the last space y"
      },
      {
        "document": 1694,
        "excerpt": "ong (you specify the length), though the rod's buttons remain within your reach. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anch"
      },
      {
        "document": 1697,
        "excerpt": "ile there, although time passes normally. Visitors can remain there for up to 200 days divided by the number of creatures present (round down). When the time runs ou"
      },
      {
        "document": 1718,
        "excerpt": "a 30-foot Emanation originating from you. The insects remain for 10 minutes, making the area Heavily Obscured for creatures other than you. A strong wind (like that"
      }
    ],
    "remainder": [
      {
        "document": 7,
        "excerpt": "t Points and damage remains, the character dies if the remainder equals or exceeds their Hit Point maximum. For example, if your character has a Hit Point maximum of 12,"
      },
      {
        "document": 973,
        "excerpt": "ou have prepared into a new spellbook. Filling out the remainder of the new book requires you to find new spells to do so. For this reason, many wizards keep a backup sp"
      }
    ],
    "remaining": [
      {
        "document": 124,
        "excerpt": "te their properties. The number of charges an item has remaining is revealed when the Identify spell is cast on it. A creature attuned to an item knows how many charges"
      },
      {
        "document": 247,
        "excerpt": "in Details. Using the choices you've made, fill in the remaining details on your character sheet."
      },
      {
        "document": 513,
        "excerpt": "Wizard spends one of four level 1 slots and has three remaining. Finishing a Long Rest restores any expended spell slots."
      },
      {
        "document": 578,
        "excerpt": "is Bloodied while it has half its Hit Points or fewer remaining."
      },
      {
        "document": 968,
        "excerpt": "Hit Points to that creature, up to the maximum amount remaining in the pool. You can also expend 5 Hit Points from the pool of healing power to remove the Poisoned con"
      },
      {
        "document": 1158,
        "excerpt": "o 0 Hit Points, it reverts to its object form, and any remaining damage carries over to that form. Using a Higher-Level Spell Slot. The creature's Slam damage increases"
      },
      {
        "document": 1163,
        "excerpt": "ting ability modifier. The hand moves with the target, remaining within 5 feet of it. Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 fe"
      },
      {
        "document": 1364,
        "excerpt": "uring the spell's duration, roll a d6 for each of your remaining duplicates. If any of the d6s rolls a 3 or higher, one of the duplicates is hit instead of you, and the"
      },
      {
        "document": 1413,
        "excerpt": "s if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. If something can see the sensor, it appears as a luminous orb abo"
      },
      {
        "document": 1482,
        "excerpt": "safely. If it can't land after 1 minute, it falls the remaining distance."
      },
      {
        "document": 1484,
        "excerpt": "sting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast Wis"
      },
      {
        "document": 1598,
        "excerpt": "On a roll of 1, the helm emits beams of light from its remaining gems and is then destroyed. Each creature within a 60-foot Emanation originating from you must succeed o"
      },
      {
        "document": 1627,
        "excerpt": "vious draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once. Once a card is drawn, it di"
      },
      {
        "document": 1631,
        "excerpt": "the creature is slain. When the weapon has no charges remaining, it loses this property."
      },
      {
        "document": 1692,
        "excerpt": "at can no longer absorb spell energy and has no energy remaining becomes nonmagical."
      }
    ],
    "remains": [
      {
        "document": 7,
        "excerpt": "damage reduces a character to 0 Hit Points and damage remains, the character dies if the remainder equals or exceeds their Hit Point maximum. For example, if your cha"
      },
      {
        "document": 73,
        "excerpt": "which they act during each round. The Initiative order remains the same from round to round. Ties. If a tie occurs, the GM decides the order among tied monsters, and"
      },
      {
        "document": 141,
        "excerpt": "of the item aligns with that special purpose, the item remains cooperative. Deviating from this course might cause conflict between the wielder and the item (see “Conf"
      },
      {
        "document": 654,
        "excerpt": "cious condition and starts a Short Rest. The creature remains Unconscious until it regains any Hit Points or until someone uses an action to administer first aid to i"
      },
      {
        "document": 693,
        "excerpt": "ontact. Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffe"
      },
      {
        "document": 705,
        "excerpt": "deals can't be healed by any means while the creature remains Poisoned. After seven successful saves against the poison, the creature is no longer Poisoned."
      },
      {
        "document": 719,
        "excerpt": "or, causing the creature to fall into the pit. The lid remains open thereafter. A creature that falls into the pit takes 3 (1d6) Bludgeoning damage from the fall. De"
      },
      {
        "document": 723,
        "excerpt": "harpened wooden or metal spikes at the bottom. The lid remains open thereafter. A creature that falls into the pit lands at the bottom and takes 3 (1d6) Bludgeoning d"
      },
      {
        "document": 756,
        "excerpt": "opens in an unoccupied space within 30 feet of you and remains open until the end of your next turn. The GM determines where it leads."
      },
      {
        "document": 783,
        "excerpt": "s already there grows to ten times its normal size and remains overgrown for 1 minute."
      },
      {
        "document": 793,
        "excerpt": "accordance with its alignment and nature. The monster remains for 1 minute, then disappears in a puff of bright-pink smoke."
      },
      {
        "document": 1193,
        "excerpt": "a grove of trees). The intangible, invulnerable sensor remains in place for the duration. When you cast the spell, choose seeing or hearing. You can use the chosen se"
      },
      {
        "document": 1194,
        "excerpt": "is the same age as the creature or younger. The clone remains inert and endures indefinitely while its vessel remains undisturbed. If the original creature dies afte"
      },
      {
        "document": 1214,
        "excerpt": "ave a 25 percent chance of capsizing. The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave"
      },
      {
        "document": 1246,
        "excerpt": "dreams and can converse with the target as long as it remains asleep, through the spell's duration. The messenger can also shape the dream's environment, creating lan"
      },
      {
        "document": 1261,
        "excerpt": "ccupied space that you can see within range. The hound remains for the duration or until the two of you are more than 300 feet apart from each other. No one but you c"
      },
      {
        "document": 1278,
        "excerpt": "of your choice that you can see within range. The disk remains for the duration and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and ever"
      },
      {
        "document": 1289,
        "excerpt": "nsumes) Duration: 10 days You touch a corpse or other remains. For the duration, the target is protected from decay and can't become Undead. The spell also effective"
      },
      {
        "document": 1292,
        "excerpt": "barrier appears in a 10-foot Emanation around you and remains for the duration. Any spell of level 5 or lower cast from outside the barrier can't affect anything wit"
      },
      {
        "document": 1327,
        "excerpt": "entered on a point you choose within range. The Sphere remains for the duration, and its area is Lightly Obscured and Difficult Terrain. When the swarm appears, each"
      },
      {
        "document": 1335,
        "excerpt": "an see within range rises vertically up to 20 feet and remains suspended there for the duration. The spell can levitate an object that weighs up to 500 pounds. An unw"
      },
      {
        "document": 1349,
        "excerpt": "nter the extradimensional dwelling as long as the door remains open. You can open or close it (no action required) if you are within 30 feet of it. While closed, the d"
      },
      {
        "document": 1355,
        "excerpt": "within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze. The target can take a Study action to try to escap"
      },
      {
        "document": 1356,
        "excerpt": "ust touch the stone to do so. Nothing of your presence remains visible or otherwise detectable by nonmagical senses. While merged with the stone, you can't see what o"
      },
      {
        "document": 1377,
        "excerpt": "plane, it returns to the place where you bound it and remains there until the spell ends. Using a Higher-Level Spell Slot. The duration increases with a spell slot o"
      },
      {
        "document": 1390,
        "excerpt": "0 minutes A flickering flame appears in your hand and remains there for the duration. While there, the flame emits no heat and ignites nothing, and it sheds Bright Li"
      },
      {
        "document": 1391,
        "excerpt": "ce the illusion finishes performing, it disappears and remains dormant for 10 minutes, after which the illusion can be activated again. The trigger can be as general"
      },
      {
        "document": 1403,
        "excerpt": "t end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's Attunement to the object so it can be removed or discarded."
      },
      {
        "document": 1415,
        "excerpt": "aterial (3 feet by 2 feet by 2 feet). While the chest remains on the Ethereal Plane, you can take a Magic action and touch the replica to recall the chest. It appears"
      },
      {
        "document": 1455,
        "excerpt": "shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 fee"
      },
      {
        "document": 1459,
        "excerpt": "0-foot Emanation springs into existence around you and remains stationary for the duration. The spell fails when you cast it if the Emanation isn't big enough to fully"
      },
      {
        "document": 1508,
        "excerpt": "were wielding it, leaving your hands free. The Shield remains animate for 1 minute, until you take a Bonus Action to end this effect, or until you die or have the Inc"
      },
      {
        "document": 1554,
        "excerpt": "on to magically coat the blade with poison. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15"
      },
      {
        "document": 1557,
        "excerpt": "eck of Illusions table, forms over the thrown card and remains until dispelled. The illusory creature created by the card looks and behaves like a real creature of its"
      },
      {
        "document": 1575,
        "excerpt": "the smoke is Heavily Obscured. Each minute the bottle remains open, the size of the Emanation increases by 10 feet until it reaches its maximum size of 120 feet. Clo"
      },
      {
        "document": 1579,
        "excerpt": "mmand it to move or to turn up to 90 degrees. The boat remains for 24 hours and then disappears. You can dismiss the boat as a Magic action. Tree (Uncommon). You must"
      },
      {
        "document": 1582,
        "excerpt": "ssel its size, and anything that was stored in the box remains in the boat. Statistics for the Rowboat and Keelboat appear in “Equipment.” If either vessel is reduced"
      },
      {
        "document": 1611,
        "excerpt": "it has Advantage on the save. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the f"
      },
      {
        "document": 1625,
        "excerpt": "Magic action and use a command word to activate it. It remains activated until you take a Magic action and repeat the command word to deactivate it. Any creature othe"
      },
      {
        "document": 1666,
        "excerpt": "upied space you choose within 120 feet of yourself. It remains as long as you maintain Concentration, to a maximum of 1 hour, or until it drops to 0 Hit Points. While"
      },
      {
        "document": 1694,
        "excerpt": "ades, and other barriers. Button 6. The rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in"
      },
      {
        "document": 1711,
        "excerpt": ", leaving its possessions behind but no other physical remains. Sphere Interactions. If the sphere comes into contact with a planar portal (such as that created by th"
      },
      {
        "document": 1730,
        "excerpt": "et falls into the fissure and is destroyed, leaving no remains. On a successful save, the target isn't cast into the fissure but takes 4d6 Psychic damage from the orde"
      },
      {
        "document": 1732,
        "excerpt": "et falls into the fissure and is destroyed, leaving no remains. On a successful save, the target isn't cast into the fissure but takes 4d6 Psychic damage from the orde"
      },
      {
        "document": 1756,
        "excerpt": "ns a portal, the GM decides where it leads. The portal remains open until a creature within 5 feet of it takes a Magic action to close it by taking hold of the edges o"
      },
      {
        "document": 1864,
        "excerpt": "lem attacks an object. Once the golem goes berserk, it remains so until it is destroyed or it is no longer Bloodied. The golem's creator, if within 60 feet of the ber"
      },
      {
        "document": 1920,
        "excerpt": "Hit Points unless Dispel Evil and Good is cast on its remains."
      },
      {
        "document": 1948,
        "excerpt": "y a creature under the effects of a Bless spell or its remains are sprinkled with Holy Water."
      },
      {
        "document": 2048,
        "excerpt": "same Initiative count, and it obeys the treant. A tree remains animate for 1 day or until it dies, the treant dies, or it is more than 120 feet from the treant. The tr"
      }
    ],
    "remarkable": [
      {
        "document": 974,
        "excerpt": "Remarkable Athlete"
      }
    ],
    "remember": [
      {
        "document": 739,
        "excerpt": "Reason or remember"
      },
      {
        "document": 820,
        "excerpt": "A gnome-crafted music box that plays a song you dimly remember from your childhood"
      }
    ],
    "remorhaz": [
      {
        "document": 2002,
        "excerpt": "Remorhaz"
      }
    ],
    "remorhaz's": [
      {
        "document": 2002,
        "excerpt": "Heat Aura. At the end of each of the remorhaz's turns, each creature in a 5-foot Emanation originating from the remorhaz takes 16 (3d10) Fire damage."
      }
    ],
    "remotely": [
      {
        "document": 1360,
        "excerpt": "- can gather information about the target, observe it remotely, or control its mind."
      },
      {
        "document": 1419,
        "excerpt": "ted by Divination spells, detected by magic, or viewed remotely with magic. If the target is a creature, it enters a state of suspended animation; it has the Unconscio"
      },
      {
        "document": 1997,
        "excerpt": "kshasa's permission, no spell can observe the rakshasa remotely or detect its thoughts, creature type, or alignment. Fiendish Restoration. If the rakshasa dies outside"
      },
      {
        "document": 2024,
        "excerpt": "Inscrutable. No magic can observe the sphinx remotely or detect its thoughts without its permission. Wisdom (Insight) checks made to ascertain its intentions"
      },
      {
        "document": 2025,
        "excerpt": "Inscrutable. No magic can observe the sphinx remotely or detect its thoughts without its permission. Wisdom (Insight) checks made to ascertain its intentions"
      }
    ],
    "remove": [
      {
        "document": 127,
        "excerpt": "arily unless the curse is broken first, such as with a Remove Curse spell."
      },
      {
        "document": 602,
        "excerpt": "ines what the curse does. Curses can be removed by the Remove Curse and Greater Restoration spells or other magic that explicitly ends curses."
      },
      {
        "document": 666,
        "excerpt": "cts of such curses are limited and can be ended by the Remove Curse spell. Bestow Curse provides useful benchmarks for gauging the potency of other curses. A curse t"
      },
      {
        "document": 667,
        "excerpt": "es being a prime example. You decide how a spell like Remove Curse affects a creature with accursed origins. For example, you might decide that a mummy was created t"
      },
      {
        "document": 670,
        "excerpt": "ly righting the wrong they committed. How a spell like Remove Curse affects a curse that's part of your adventure is up to you - the spell might merely suppress the e"
      },
      {
        "document": 845,
        "excerpt": "Remove Curse"
      },
      {
        "document": 875,
        "excerpt": "Remove Curse"
      },
      {
        "document": 888,
        "excerpt": "Remove Curse"
      },
      {
        "document": 913,
        "excerpt": "Remove Curse"
      },
      {
        "document": 967,
        "excerpt": "Through sheer force of will, you can remove one of the following conditions from yourself at the end of each of your turns: Charmed, Frightened, or"
      },
      {
        "document": 968,
        "excerpt": "expend 5 Hit Points from the pool of healing power to remove the Poisoned condition from the creature; those points don't also restore Hit Points to the creature."
      },
      {
        "document": 970,
        "excerpt": "tack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack's damage is dealt. For exampl"
      },
      {
        "document": 1288,
        "excerpt": "hould you issue a suicidal command, the spell ends. A Remove Curse, Greater Restoration, or Wish spell ends this spell. Using a Higher-Level Spell Slot. If you use"
      },
      {
        "document": 1297,
        "excerpt": "ion: Instantaneous You touch a creature and magically remove one of the following effects from it: - 1 Exhaustion level - The Charmed or Petrified condition - A cur"
      },
      {
        "document": 1367,
        "excerpt": "dified memory too nonsensical to affect a creature. A Remove Curse or Greater Restoration spell cast on the target restores the creature's true memory. Using a High"
      },
      {
        "document": 1396,
        "excerpt": "10 feet Components: V, S Duration: Instantaneous You remove poison and rot from nonmagical food and drink in a 5-foot-radius Sphere centered on a point within range"
      },
      {
        "document": 1403,
        "excerpt": "Remove Curse"
      },
      {
        "document": 1513,
        "excerpt": "ng to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerab"
      },
      {
        "document": 1515,
        "excerpt": "ve or half as much damage on a successful one. If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean disappears as it produces an"
      },
      {
        "document": 1556,
        "excerpt": "anter weighs 2 pounds. You can take a Magic action to remove the stopper and issue one of three command words, whereupon an amount of fresh water or salt water (your"
      },
      {
        "document": 1559,
        "excerpt": "armor, you can't doff it unless you are targeted by a Remove Curse spell or similar magic. While wearing the armor, you have Disadvantage on attack rolls against dem"
      },
      {
        "document": 1560,
        "excerpt": "when you use the shackles can take a Utilize action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a successf"
      },
      {
        "document": 1570,
        "excerpt": "drous Item, Very Rare When you take a Magic action to remove the stopper of this painted brass bottle, a cloud of thick smoke flows out of it. At the end of your tur"
      },
      {
        "document": 1611,
        "excerpt": "reathe, eat, or drink. You can take a Magic action to remove the flask's stopper and release the creature in the flask. The creature then obeys your commands for 1 h"
      },
      {
        "document": 1643,
        "excerpt": "Etherealness spell. The spell ends immediately if you remove the armor or take a Magic action to repeat the command word. This property of the armor can't be used ag"
      },
      {
        "document": 1673,
        "excerpt": "nother Magic action to make it perceptible, until you remove the ring, or until you die. If you die while wearing the ring, your soul enters it, unless it already h"
      },
      {
        "document": 1689,
        "excerpt": "hile wearing this robe, you can take a Magic action to remove one of the stars and expend it to cast the level 5 version of Magic Missile. Daily at dusk, 1d6 removed"
      },
      {
        "document": 1705,
        "excerpt": "Attuning to it curses you until you are targeted by a Remove Curse spell or similar magic. Removing the Shield fails to end the curse on you. Whenever an attack with"
      },
      {
        "document": 1843,
        "excerpt": "y). The deva casts Cure Wounds, Lesser Restoration, or Remove Curse, using the same spellcasting ability as Spellcasting."
      },
      {
        "document": 1884,
        "excerpt": "hours. The goat can't attack, but you can (harmlessly) remove its horns and use them as weapons. One horn becomes a +1 Lance, and the other becomes a +2 Longsword. Re"
      },
      {
        "document": 1987,
        "excerpt": "asts Cure Wounds, Invisibility, Lesser Restoration, or Remove Curse, using the same spellcasting ability as Spellcasting."
      },
      {
        "document": 2022,
        "excerpt": "Cure Wounds (level 2 version), Lesser Restoration, or Remove Curse, using the same spellcasting ability as Spellcasting."
      },
      {
        "document": 2024,
        "excerpt": "Dispel Magic, Legend Lore, Locate Object, Plane Shift, Remove Curse, Tongues"
      }
    ],
    "removed": [
      {
        "document": 520,
        "excerpt": "hout food. Exhaustion caused by malnutrition can't be removed until the creature eats the full amount of food required for a day. See also \"Exhaustion.\" Food Needs p"
      },
      {
        "document": 602,
        "excerpt": "ers a curse defines what the curse does. Curses can be removed by the Remove Curse and Greater Restoration spells or other magic that explicitly ends curses."
      },
      {
        "document": 615,
        "excerpt": "e day's end. Exhaustion caused by dehydration can't be removed until the creature drinks the full amount of water required for a day. See also \"Exhaustion.\" Water Nee"
      },
      {
        "document": 692,
        "excerpt": "ects can be suppressed with the Calm Emotions spell or removed by the Lesser Restoration spell. Long-Term Effects. The character has Disadvantage on some or all abili"
      },
      {
        "document": 753,
        "excerpt": "e, and a new stopper contains it. The stopper can’t be removed for 24 hours. The next two times the bottle is opened, the same effect occurs. If the bottle is opened a"
      },
      {
        "document": 1349,
        "excerpt": "objects created by this spell dissipate into smoke if removed from it. A staff of 100 near-transparent servants attends all who enter. You determine the appearance o"
      },
      {
        "document": 1352,
        "excerpt": "so have the Blinded, Deafened, and Poisoned conditions removed from them."
      },
      {
        "document": 1363,
        "excerpt": "the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately. Creatures with Truesight can see through the illusion to"
      },
      {
        "document": 1403,
        "excerpt": "eaks its owner's Attunement to the object so it can be removed or discarded."
      },
      {
        "document": 1595,
        "excerpt": "the Disguise Self spell. The spell ends if the hat is removed."
      },
      {
        "document": 1598,
        "excerpt": "from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic. You gain the following benefits while wearing the helm. Diamon"
      },
      {
        "document": 1627,
        "excerpt": "ppeared. You remain imprisoned until you are found and removed from the sphere. You can't be located by any Divination magic, but a Wish spell can reveal the location"
      },
      {
        "document": 1630,
        "excerpt": "ine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads exist. The GM decides the type o"
      },
      {
        "document": 1671,
        "excerpt": "ible condition. You remain Invisible until the ring is removed or until you take a Bonus Action to become visible again."
      },
      {
        "document": 1689,
        "excerpt": "e level 5 version of Magic Missile. Daily at dusk, 1d6 removed stars reappear on the robe. While you wear the robe, you can take a Magic action to enter the Astral Pl"
      },
      {
        "document": 1691,
        "excerpt": "ject or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment. The robe has two of each of the following patches: - Dagger - M"
      },
      {
        "document": 1810,
        "excerpt": "estroyed if the penalty reaches -5. The penalty can be removed by casting the Mending spell on the weapon. In 1 minute, the pudding can eat through 2 feet of nonmagic"
      },
      {
        "document": 1912,
        "excerpt": "estroyed if the penalty reaches -5. The penalty can be removed by casting the Mending spell on the weapon. The ooze can eat through 2-inch-thick, nonmagical metal or"
      },
      {
        "document": 2007,
        "excerpt": "estroyed if its penalty reaches -5. The penalty can be removed by casting the Mending spell on the armor or weapon. Destroy Metal. The rust monster touches a nonmagic"
      },
      {
        "document": 2056,
        "excerpt": "ampire has the Paralyzed condition until the weapon is removed. Sunlight. The vampire takes 20 Radiant damage if it starts its turn in sunlight. While in sunlight, it"
      }
    ],
    "removes": [
      {
        "document": 557,
        "excerpt": "ch of its turns. When a creature can breathe again, it removes all levels of Exhaustion it gained from suffocating."
      },
      {
        "document": 671,
        "excerpt": "eature. A Dispel Evil and Good spell or any magic that removes a curse also ends the effect on it."
      },
      {
        "document": 1490,
        "excerpt": "el. Removing Exhaustion Levels. Finishing a Long Rest removes 1 of your Exhaustion levels. When your Exhaustion level reaches 0, the condition ends."
      },
      {
        "document": 1661,
        "excerpt": "Potion, Very Rare When you drink this potion, it removes any Exhaustion levels you have and ends the Poisoned condition on you. For the next 24 hours, you regain"
      }
    ],
    "removing": [
      {
        "document": 732,
        "excerpt": "A player's absence might warrant removing creatures from an encounter to keep it at the intended difficulty. Also, die rolls and other factors can"
      },
      {
        "document": 1293,
        "excerpt": "on triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within"
      },
      {
        "document": 1451,
        "excerpt": "on triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within"
      },
      {
        "document": 1484,
        "excerpt": "riod when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a Legendary magic item or an Artifact might instantly transpo"
      },
      {
        "document": 1490,
        "excerpt": "umber of feet equal to 5 times your Exhaustion level. Removing Exhaustion Levels. Finishing a Long Rest removes 1 of your Exhaustion levels. When your Exhaustion level"
      },
      {
        "document": 1513,
        "excerpt": "are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to two of the three damage types"
      },
      {
        "document": 1605,
        "excerpt": "e, whereupon the horseshoe affixes itself to the hoof. Removing a horseshoe also takes a Magic action. While all four shoes are affixed to the hooves of a horse or sim"
      },
      {
        "document": 1606,
        "excerpt": "e, whereupon the horseshoe affixes itself to the hoof. Removing a horseshoe also takes a Magic action. While all four horseshoes are attached to the same creature, its"
      },
      {
        "document": 1705,
        "excerpt": "are targeted by a Remove Curse spell or similar magic. Removing the Shield fails to end the curse on you. Whenever an attack with a Ranged weapon targets a creature wit"
      },
      {
        "document": 1884,
        "excerpt": "omes a +1 Lance, and the other becomes a +2 Longsword. Removing a horn requires a Magic action, and the weapons disappear and the horns return when the goat reverts to"
      }
    ],
    "rend": [
      {
        "document": 1448,
        "excerpt": "s. Actions Multiattack. The spirit makes a number of Rend attacks equal to half the spell's level (round down), and it uses Breath Weapon. Rend. Melee Attack Rol"
      },
      {
        "document": 1761,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Acid Arrow (level 3 version). Ren"
      },
      {
        "document": 1762,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Shatter. Rend. Melee Attack Roll:"
      },
      {
        "document": 1763,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Sleep Breath or (B) Spellcasting to cast Scorching"
      },
      {
        "document": 1764,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Repulsion Breath or (B) Spellcasting to cast Guidin"
      },
      {
        "document": 1765,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Slowing Breath or (B) Spellcasting to cast Mind Spi"
      },
      {
        "document": 1766,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Spellcasting to cast Guiding Bolt (level 2 version)"
      },
      {
        "document": 1767,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Mind Spike (level 3 version). Ren"
      },
      {
        "document": 1768,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Scorching Ray. Rend. Melee Attack"
      },
      {
        "document": 1769,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Paralyzing Breath or (B) Spellcasting to cast Ice K"
      },
      {
        "document": 1770,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 13 (2d6 + 6) Slashing damage plus 4 (1d8) Cold"
      },
      {
        "document": 1773,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Acid Arrow (level 4 version). Ren"
      },
      {
        "document": 1774,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Shatter (level 3 version). Rend."
      },
      {
        "document": 1775,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Sleep Breath or (B) Spellcasting to cast Scorching"
      },
      {
        "document": 1776,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Repulsion Breath or (B) Spellcasting to cast Guidin"
      },
      {
        "document": 1777,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Slowing Breath or (B) Spellcasting to cast Mind Spi"
      },
      {
        "document": 1778,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Spellcasting to cast Guiding Bolt (level 4 version)"
      },
      {
        "document": 1779,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Mind Spike (level 5 version). Ren"
      },
      {
        "document": 1780,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Scorching Ray (level 3 version)."
      },
      {
        "document": 1781,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Paralyzing Breath or (B) Spellcasting to cast Ice K"
      },
      {
        "document": 1782,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. Rend. Melee Attack Roll: +14, reach 15 ft. Hit: 17 (2d8 + 8) Slashing damage plus 7 (2d6) Cold"
      },
      {
        "document": 1808,
        "excerpt": "Multiattack. The bear makes two Rend attacks. Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage."
      },
      {
        "document": 1809,
        "excerpt": "Multiattack. The dragon makes two Rend attacks. Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage plus 2 (1d4) Acid da"
      },
      {
        "document": 1813,
        "excerpt": "Multiattack. The dragon makes two Rend attacks. Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Slashing damage plus 3 (1d6) Lightn"
      },
      {
        "document": 1816,
        "excerpt": "Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 + 2) Slashing damage. Fire Breath (Recharge 5–6). Dext"
      },
      {
        "document": 1817,
        "excerpt": "Multiattack. The dragon makes two Rend attacks. Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Slashing damage. Lightning Breath"
      },
      {
        "document": 1834,
        "excerpt": "Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 + 2) Slashing damage. Acid Breath (Recharge 5–6). Dext"
      },
      {
        "document": 1849,
        "excerpt": "Rend. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Slashing damage. Fetid Cloud (1/Day). Constitution"
      },
      {
        "document": 1881,
        "excerpt": "Multiattack. The eagle makes two Rend attacks. Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage plus 3 (1d6) Radiant"
      },
      {
        "document": 1905,
        "excerpt": "Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage. Bone Bow. Ranged Attack Roll: +3,"
      },
      {
        "document": 1910,
        "excerpt": "Multiattack. The dragon makes two Rend attacks. Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (1d10 + 4) Slashing damage. Fire Breath (Rech"
      },
      {
        "document": 1913,
        "excerpt": "Multiattack. The dragon makes two Rend attacks. Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 + 2) Slashing damage plus 3 (1d6) Poison"
      },
      {
        "document": 1916,
        "excerpt": "Multiattack. The griffon makes two Rend attacks. Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) Piercing damage. If the target is a"
      },
      {
        "document": 1925,
        "excerpt": "Multiattack. The hezrou makes three Rend attacks. Rend. Melee Attack Roll: +7, reach 5 ft. Hit: 6 (1d4 + 4) Slashing damage plus 9 (2d8) Poison"
      },
      {
        "document": 1927,
        "excerpt": "Multiattack. The hippogriff makes two Rend attacks. Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage."
      },
      {
        "document": 1950,
        "excerpt": "Multiattack. The lion makes two Rend attacks. It can replace one attack with a use of Roar. Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 7"
      },
      {
        "document": 1956,
        "excerpt": "Multiattack. The manticore makes three attacks, using Rend or Tail Spike in any combination. Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Slashing da"
      },
      {
        "document": 1968,
        "excerpt": "Multiattack. The nalfeshnee makes three Rend attacks. Rend. Melee Attack Roll: +10, reach 10 ft. Hit: 16 (2d10 + 5) Slashing damage plus 11 (2d10) F"
      },
      {
        "document": 1979,
        "excerpt": "Multiattack. The owlbear makes two Rend attacks. Rend. Melee Attack Roll: +7, reach 5 ft. Hit: 14 (2d8 + 5) Slashing damage."
      },
      {
        "document": 1980,
        "excerpt": "Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Slashing damage."
      },
      {
        "document": 1989,
        "excerpt": "Multiattack. The bear makes two Rend attacks. Rend. Melee Attack Roll: +7, reach 5 ft. Hit: 9 (1d8 + 5) Slashing damage."
      },
      {
        "document": 1996,
        "excerpt": "Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage, and the target has the Poisoned co"
      },
      {
        "document": 2000,
        "excerpt": "Multiattack. The dragon makes two Rend attacks. Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (1d10 + 4) Slashing damage plus 3 (1d6) Fire d"
      },
      {
        "document": 2008,
        "excerpt": "Multiattack. The tiger makes two Rend attacks. Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 11 (2d6 + 4) Slashing damage."
      },
      {
        "document": 2020,
        "excerpt": "Multiattack. The dragon makes two Rend attacks. Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (1d10 + 4) Piercing damage. Cold Breath (Rech"
      },
      {
        "document": 2026,
        "excerpt": "Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage plus 7 (2d6) Radiant damage."
      },
      {
        "document": 2045,
        "excerpt": "Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage. If the target is a Large or small"
      },
      {
        "document": 2050,
        "excerpt": "Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (2d4 + 4) Slashing damage."
      },
      {
        "document": 2051,
        "excerpt": "Multiattack. The troll makes three Rend attacks. Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 11 (2d6 + 4) Slashing damage."
      },
      {
        "document": 2067,
        "excerpt": "tack. The werebear makes two attacks, using Handaxe or Rend in any combination. It can replace one attack with a Bite attack. Bite (Bear or Hybrid Form Only). Mele"
      },
      {
        "document": 2072,
        "excerpt": "Multiattack. The dragon makes two Rend attacks. Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage plus 2 (1d4) Cold da"
      },
      {
        "document": 2081,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 9 (2d4 + 4) Slashing damage plus 3 (1d6) Acid d"
      },
      {
        "document": 2082,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. Rend. Melee Attack Roll: +9, reach 10 ft. Hit: 12 (2d6 + 5) Slashing damage plus 5 (1d10) Ligh"
      },
      {
        "document": 2083,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace two attacks with a use of Sleep Breath. Rend. Melee Attack Roll: +7, reach 10 f"
      },
      {
        "document": 2084,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Repulsion Breath. Rend. Melee Attack Roll: +8, reach 1"
      },
      {
        "document": 2085,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Slowing Breath. Rend. Melee Attack Roll: +7, reach 10"
      },
      {
        "document": 2086,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Weakening Breath. Rend. Melee Attack Roll: +10, reach"
      },
      {
        "document": 2087,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 11 (2d6 + 4) Slashing damage plus 7 (2d6) Poiso"
      },
      {
        "document": 2088,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. Rend. Melee Attack Roll: +10, reach 10 ft. Hit: 13 (2d6 + 6) Slashing damage plus 3 (1d6) Fire"
      },
      {
        "document": 2089,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Paralyzing Breath. Rend. Melee Attack Roll: +10, reach"
      },
      {
        "document": 2090,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 9 (2d4 + 4) Slashing damage plus 2 (1d4) Cold d"
      }
    ],
    "rending": [
      {
        "document": 948,
        "excerpt": "Mind-rending energy"
      },
      {
        "document": 2024,
        "excerpt": ", reach 5 ft. Hit: 14 (3d6 + 4) Slashing damage. Mind-Rending Roar (Recharge 5–6). Wisdom Saving Throw: DC 16, each enemy in a 300-foot Emanation originating from the"
      }
    ],
    "renown": [
      {
        "document": 787,
        "excerpt": "Glory Seeker. The item seeks renown as the greatest magic item in the world by winning fame or notoriety for its user."
      }
    ],
    "reopened": [
      {
        "document": 1517,
        "excerpt": "The gate then closes. The gate is one-way and can't be reopened."
      },
      {
        "document": 1594,
        "excerpt": "ate then closes. The gate is one-way only and can't be reopened."
      },
      {
        "document": 1625,
        "excerpt": "ate then closes. The gate is one-way only and can't be reopened."
      },
      {
        "document": 1644,
        "excerpt": "ate then closes. The gate is one-way only and can't be reopened."
      }
    ],
    "repair": [
      {
        "document": 364,
        "excerpt": "Ship Repair"
      },
      {
        "document": 1357,
        "excerpt": "trace of the former damage. This spell can physically repair a magic item, but it can't restore magic to such an object."
      },
      {
        "document": 1429,
        "excerpt": "s damage, the only way to restore its Hit Points is to repair it as you take a Long Rest, during which you expend components worth 100 GP per Hit Point restored. The"
      },
      {
        "document": 1608,
        "excerpt": "hrinking the tower back down to statuette form doesn't repair damage to the tower. Only a Wish spell can repair the tower (this use of the spell counts as replicating"
      }
    ],
    "repairing": [
      {
        "document": 364,
        "excerpt": "damaged ship can be made while the vessel is berthed. Repairing 1 Hit Point of damage requires 1 day and costs 20 GP for materials and labor. If the repairs are made in"
      }
    ],
    "repairs": [
      {
        "document": 364,
        "excerpt": "Repairs to a damaged ship can be made while the vessel is berthed. Repairing 1 Hit Point of damage requires 1 da"
      },
      {
        "document": 1357,
        "excerpt": "M (two lodestones) Duration: Instantaneous This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key,"
      }
    ],
    "repeat": [
      {
        "document": 72,
        "excerpt": "involved in the combat has had a turn, the round ends. Repeat this step until the fighting stops."
      },
      {
        "document": 698,
        "excerpt": "ving throw or take 10 (3d6) Poison damage, and it must repeat the save at the start of each of its turns. On each successive failed save, the creature takes 3 (1d6) P"
      },
      {
        "document": 1165,
        "excerpt": "move the sword up to 30 feet to a spot you can see and repeat the attack against the same target or a different one."
      },
      {
        "document": 1211,
        "excerpt": "throws made with the chosen ability. The target must repeat the saving throw at the end of each of its turns until it gets three successes or failures. If the targe"
      },
      {
        "document": 1214,
        "excerpt": "ffects. As a Magic action on your later turns, you can repeat the same effect or choose a different one. Flood. You cause the water level of all standing water in th"
      },
      {
        "document": 1299,
        "excerpt": "four corridors, with a simple program that the lights repeat as long as Guards and Wards lasts - Magic Mouth in two locations - Stinking Cloud in two locations (the"
      },
      {
        "document": 1330,
        "excerpt": "s, the target can take an action to collect itself and repeat the save, ending the spell on itself on a success."
      },
      {
        "document": 1347,
        "excerpt": "nd after it delivers its message, or it can remain and repeat its message whenever the trigger occurs. The trigger can be as general or as detailed as you like, thou"
      },
      {
        "document": 1430,
        "excerpt": "until the end of its next turn, at which point it must repeat the save. If the target fails the second save, the target has the Unconscious condition for the duration"
      },
      {
        "document": 1441,
        "excerpt": "later turns, you can move the force up to 20 feet and repeat the attack against a creature within 5 feet of it. Using a Higher-Level Spell Slot. The damage increase"
      },
      {
        "document": 1579,
        "excerpt": "tion, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of the whip. The whip disappears after 1 hour, when you tak"
      },
      {
        "document": 1585,
        "excerpt": "nd a charge. It lasts until you take a Bonus Action to repeat the command word or until you use another function of the gem. Second Command Word. You expend 1 charge"
      },
      {
        "document": 1625,
        "excerpt": "It remains activated until you take a Magic action and repeat the command word to deactivate it. Any creature other than you that sees its reflection in the activate"
      },
      {
        "document": 1643,
        "excerpt": "tely if you remove the armor or take a Magic action to repeat the command word. This property of the armor can't be used again until the next dawn."
      },
      {
        "document": 1699,
        "excerpt": "p in the target's space) or by using a Bonus Action to repeat the command (causing the rope to coil up in your hand). A target Restrained by the rope can take an act"
      }
    ],
    "repeatable": [
      {
        "document": 302,
        "excerpt": "re listed. If you have a feat, you gain its benefits. Repeatable. A feat can be taken only once unless its description states otherwise in a “Repeatable” subsection."
      },
      {
        "document": 972,
        "excerpt": "your Charisma modifier to that spell's damage rolls. Repeatable. You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip."
      },
      {
        "document": 999,
        "excerpt": ". This feat can't increase an ability score above 20. Repeatable. You can take this feat more than once."
      },
      {
        "document": 1012,
        "excerpt": "t spell of the same level from the chosen spell list. Repeatable. You can take this feat more than once, but you must choose a different spell list each time."
      },
      {
        "document": 1014,
        "excerpt": "combination of three skills or tools of your choice. Repeatable. You can take this feat more than once."
      }
    ],
    "repeating": [
      {
        "document": 1608,
        "excerpt": "use it to grow rapidly into a square adamantine tower. Repeating the command word causes the tower to revert to statuette form, which works only if the tower is empty. E"
      }
    ],
    "repeats": [
      {
        "document": 142,
        "excerpt": "ow the item's commands. If the bearer takes damage, it repeats the save, ending the effect on a success. Whether or not the attempt to control its bearer succeeds, the"
      },
      {
        "document": 675,
        "excerpt": "ollably. At the end of each of its turns, the creature repeats the save, ending the effect on itself on a success. After 1 minute, it succeeds automatically. Fighting"
      },
      {
        "document": 689,
        "excerpt": "es. Sample Fear DCs Typically, a Frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. At your dis"
      },
      {
        "document": 699,
        "excerpt": "zed condition while Poisoned in this way. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success."
      },
      {
        "document": 705,
        "excerpt": "and have the Poisoned condition. The Poisoned creature repeats the save every 24 hours, taking 3 (1d6) Poison damage on a failed save. The damage the poison deals can'"
      },
      {
        "document": 783,
        "excerpt": "or have the Blinded condition for 1 minute. A creature repeats the save at the end of each of its turns, ending the effect on itself on a success."
      },
      {
        "document": 970,
        "excerpt": ". At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success. To use this effect, you must have a Poisoner's Kit"
      },
      {
        "document": 983,
        "excerpt": "each of the Frightened creature's turns, the creature repeats the save, ending the effect on itself on a success. Once you use this feature, you can't use it again u"
      },
      {
        "document": 1175,
        "excerpt": "Magic action. At the end of every 30 days, the target repeats the save, ending the effect on a success. The effect can also be ended by the Greater Restoration, Heal,"
      },
      {
        "document": 1181,
        "excerpt": "duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success. Using a Higher-Level Spell Slot. You can target one"
      },
      {
        "document": 1201,
        "excerpt": "g the safest route. After moving in this way, a target repeats the save, ending the spell on itself on a success."
      },
      {
        "document": 1203,
        "excerpt": ". At the end of each of its turns, an affected target repeats the save, ending the spell on itself on a success. Using a Higher-Level Spell Slot. The Sphere's radius"
      },
      {
        "document": 1206,
        "excerpt": "the start of each of its turns, the Restrained target repeats the save. On a failed save, the target takes 4d8 damage of the spirit's type. On a successful save, the"
      },
      {
        "document": 1214,
        "excerpt": "erent effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts. Part Water. You part water in the area and"
      },
      {
        "document": 1242,
        "excerpt": "are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success. You have a telepathic link with the Charmed target w"
      },
      {
        "document": 1243,
        "excerpt": "are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success. You have a telepathic link with the Charmed target w"
      },
      {
        "document": 1244,
        "excerpt": "are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success. You have a telepathic link with the Charmed target w"
      },
      {
        "document": 1315,
        "excerpt": "duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success. Using a Higher-Level Spell Slot. You can target one"
      },
      {
        "document": 1316,
        "excerpt": "duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success. Using a Higher-Level Spell Slot. You can target one"
      },
      {
        "document": 1398,
        "excerpt": "so subtracts 1d8 from all its damage rolls. The target repeats the save at the end of each of its turns, ending the spell on a success."
      },
      {
        "document": 1432,
        "excerpt": "g the spell's gestures too slowly. An affected target repeats the save at the end of each of its turns, ending the spell on itself on a success."
      },
      {
        "document": 1566,
        "excerpt": "capacitated condition and is suffocating. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success. The effect also ends"
      },
      {
        "document": 1585,
        "excerpt": "have the Blinded condition for 1 minute. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success. Third Command Word."
      },
      {
        "document": 1617,
        "excerpt": "ge action. At the end of each of its turns, a creature repeats the save, ending the effect on itself on a success."
      },
      {
        "document": 1641,
        "excerpt": "ondition for 1 minute. A creature that fails the save repeats it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds o"
      },
      {
        "document": 1694,
        "excerpt": "t has the Paralyzed condition for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on a success. Once used, this property can't"
      },
      {
        "document": 1729,
        "excerpt": "be unable to regain Hit Points for 1 hour. The target repeats the save at the end of each of its turns, ending the effect on itself on a success."
      },
      {
        "document": 1748,
        "excerpt": "1 minute. At the end of each of the target's turns, it repeats the save, ending the effect on itself on a success. Regaining Charges. The wand regains 1d6 + 1 expende"
      },
      {
        "document": 1760,
        "excerpt": "hically with each other over any distance. The target repeats the save whenever it takes damage as well as after every 24 hours it spends at least 1 mile away from th"
      },
      {
        "document": 1763,
        "excerpt": "tion until the end of its next turn, at which point it repeats the save. Second Failure: The target has the Unconscious condition for 10 minutes. This effect ends for"
      },
      {
        "document": 1766,
        "excerpt": "Tests and subtracts 3 (1d6) from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it s"
      },
      {
        "document": 1769,
        "excerpt": "ated condition until the end of its next turn, when it repeats the save. Second Failure: The target has the Paralyzed condition, and it repeats the save at the end of"
      },
      {
        "document": 1775,
        "excerpt": "tion until the end of its next turn, at which point it repeats the save. Second Failure: The target has the Unconscious condition for 10 minutes. This effect ends for"
      },
      {
        "document": 1778,
        "excerpt": "Tests and subtracts 5 (1d10) from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it s"
      },
      {
        "document": 1781,
        "excerpt": "ated condition until the end of its next turn, when it repeats the save. Second Failure: The target has the Paralyzed condition, and it repeats the save at the end of"
      },
      {
        "document": 1803,
        "excerpt": "t Failure: The target has the Restrained condition and repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success"
      },
      {
        "document": 1816,
        "excerpt": "tion until the end of its next turn, at which point it repeats the save. Second Failure: The target has the Unconscious condition for 1 minute. This effect ends for th"
      },
      {
        "document": 1827,
        "excerpt": "ul. Failure: The target has the Poisoned condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it s"
      },
      {
        "document": 1831,
        "excerpt": "e: The target has the Restrained condition. The target repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success"
      },
      {
        "document": 1841,
        "excerpt": "'t return to normal when finishing a Long Rest, and it repeats the save every 24 hours that elapse, ending the effect on itself on a success. Subsequent Failures: The"
      },
      {
        "document": 1845,
        "excerpt": "r damage. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success. Spellcasting. The djinni casts one of the following"
      },
      {
        "document": 1846,
        "excerpt": ". Failure: The target has the Frightened condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it s"
      },
      {
        "document": 1884,
        "excerpt": "goat reverts to figurine form. The Frightened creature repeats the save at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on"
      },
      {
        "document": 1910,
        "excerpt": "Tests and subtracts 2 (1d4) from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it s"
      },
      {
        "document": 1911,
        "excerpt": "t Failure: The target has the Restrained condition and repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success"
      },
      {
        "document": 1922,
        "excerpt": "rget has the Charmed condition until the song ends and repeats the save at the end of each of its turns. While Charmed, the target has the Incapacitated condition and"
      },
      {
        "document": 1959,
        "excerpt": "t Failure: The target has the Restrained condition and repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success"
      },
      {
        "document": 1986,
        "excerpt": "oison damage at the start of each of its turns, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it s"
      },
      {
        "document": 1996,
        "excerpt": "condition. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success. After 1 minute, it succeeds automatically. Shape-Sh"
      },
      {
        "document": 2020,
        "excerpt": "ated condition until the end of its next turn, when it repeats the save. Second Failure: The target has the Paralyzed condition, and it repeats the save at the end of"
      },
      {
        "document": 2025,
        "excerpt": "ailure: The target has the Paralyzed condition, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it s"
      },
      {
        "document": 2059,
        "excerpt": "ck. Failure: The target has the Poisoned condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. While Poisoned, the"
      },
      {
        "document": 2083,
        "excerpt": "tion until the end of its next turn, at which point it repeats the save. Second Failure: The target has the Unconscious condition for 1 minute. This effect ends for th"
      },
      {
        "document": 2086,
        "excerpt": "Tests and subtracts 3 (1d6) from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it s"
      },
      {
        "document": 2089,
        "excerpt": "ated condition until the end of its next turn, when it repeats the save. Second Failure: The target has the Paralyzed condition, and it repeats the save at the end of"
      }
    ],
    "repelling": [
      {
        "document": 972,
        "excerpt": "Focus. You can use the book as a Spellcasting Focus. Repelling Blast Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage via an Attack Roll Choose on"
      }
    ],
    "repetitive": [
      {
        "document": 1436,
        "excerpt": "guages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are antagonistic toward it or i"
      }
    ],
    "replace": [
      {
        "document": 33,
        "excerpt": "advantage and something in the game lets you reroll or replace the d20, you can reroll or replace only one die, not both. You choose which one. For example, if you ha"
      },
      {
        "document": 307,
        "excerpt": "When you take the Attack action, you can replace one of your attacks with throwing a flask of Holy Water. Target one creature you can see within 20 feet"
      },
      {
        "document": 322,
        "excerpt": "When you take the Attack action, you can replace one of your attacks with throwing a Net. Target a creature you can see within 15 feet of yourself. The t"
      },
      {
        "document": 323,
        "excerpt": "or an Object. When you take the Attack action, you can replace one of your attacks with throwing an Oil flask. Target one creature or object within 20 feet of yourself"
      },
      {
        "document": 445,
        "excerpt": "When you take the Attack action, you can replace one of your attacks with throwing a vial of Acid. Target one creature or object you can see within 20 fe"
      },
      {
        "document": 446,
        "excerpt": "When you take the Attack action, you can replace one of your attacks with throwing a flask of Alchemist's Fire. Target one creature or object you can see"
      },
      {
        "document": 963,
        "excerpt": "recommended. Whenever you gain a Bard level, you can replace one of your cantrips with another cantrip of your choice from the Bard spell list. When you reach Bard"
      },
      {
        "document": 964,
        "excerpt": "ecommended. Whenever you gain a Cleric level, you can replace one of your cantrips with another cantrip of your choice from the Cleric spell list. When you reach Cle"
      },
      {
        "document": 965,
        "excerpt": "recommended. Whenever you gain a Druid level, you can replace one of your cantrips with another cantrip of your choice from the Druid spell list. When you reach Drui"
      },
      {
        "document": 966,
        "excerpt": "commended. Whenever you gain a Fighter level, you can replace the feat you chose with a different Fighting Style feat."
      },
      {
        "document": 968,
        "excerpt": "pared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Paladin spell for which you have spell slots. Spellcasting Ability."
      },
      {
        "document": 969,
        "excerpt": "pared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger spell for which you have spell slots. Spellcasting Ability."
      },
      {
        "document": 971,
        "excerpt": "commended. Whenever you gain a Sorcerer level, you can replace one of your cantrips from this feature with another Sorcerer cantrip of your choice. When you reach Sor"
      },
      {
        "document": 972,
        "excerpt": "nvocations. Whenever you gain a Warlock level, you can replace one of your invocations with another one for which you qualify. You can't replace an invocation if it's"
      },
      {
        "document": 973,
        "excerpt": "recommended. Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Wizard cantrip of your choice. When you reach Wizar"
      },
      {
        "document": 976,
        "excerpt": "prepared, and whenever you gain a Bard level, you can replace one of the spells with another spell that meets these requirements."
      },
      {
        "document": 980,
        "excerpt": "ice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one. Colossus Slayer: Your tenacity can wear down even the most resili"
      },
      {
        "document": 986,
        "excerpt": "When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in either a 15-foot Cone or a 30-foot Line that"
      },
      {
        "document": 988,
        "excerpt": "tion cantrip. Whenever you finish a Long Rest, you can replace that cantrip with a different cantrip from the Wizard spell list. | Detect Magic | Misty Step |"
      },
      {
        "document": 1012,
        "excerpt": "Spell Change. Whenever you gain a new level, you can replace one of the spells you chose for this feat with a different spell of the same level from the chosen spell"
      },
      {
        "document": 1153,
        "excerpt": "duration, during which you can take a Magic action to replace the option you chose with a different one. Aquatic Adaptation. You sprout gills and grow webs between y"
      },
      {
        "document": 1291,
        "excerpt": "he spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you a"
      },
      {
        "document": 1484,
        "excerpt": "ther magical effect for 8 hours. Sudden Learning. You replace one of your feats with another feat for which you are eligible. You lose all the benefits of the old fea"
      },
      {
        "document": 1761,
        "excerpt": "ltiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Acid Arrow (level 3 version). Rend. Melee Attack Roll: +1"
      },
      {
        "document": 1762,
        "excerpt": "ltiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Shatter. Rend. Melee Attack Roll: +12, reach 10 ft. Hit:"
      },
      {
        "document": 1763,
        "excerpt": "ltiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Sleep Breath or (B) Spellcasting to cast Scorching Ray. Rend. Melee Attack"
      },
      {
        "document": 1764,
        "excerpt": "ltiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Repulsion Breath or (B) Spellcasting to cast Guiding Bolt (level 2 version)"
      },
      {
        "document": 1765,
        "excerpt": "ltiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Slowing Breath or (B) Spellcasting to cast Mind Spike (level 4 version). R"
      },
      {
        "document": 1766,
        "excerpt": "ltiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Spellcasting to cast Guiding Bolt (level 2 version) or (B) Weakening Breath"
      },
      {
        "document": 1767,
        "excerpt": "ltiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Mind Spike (level 3 version). Rend. Melee Attack Roll: +1"
      },
      {
        "document": 1768,
        "excerpt": "ltiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Scorching Ray. Rend. Melee Attack Roll: +14, reach 10 ft."
      },
      {
        "document": 1769,
        "excerpt": "ltiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Paralyzing Breath or (B) Spellcasting to cast Ice Knife. Rend. Melee Attac"
      },
      {
        "document": 1773,
        "excerpt": "ltiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Acid Arrow (level 4 version). Rend. Melee Attack Roll: +1"
      },
      {
        "document": 1774,
        "excerpt": "ltiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Shatter (level 3 version). Rend. Melee Attack Roll: +16,"
      },
      {
        "document": 1775,
        "excerpt": "ltiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Sleep Breath or (B) Spellcasting to cast Scorching Ray (level 3 version)."
      },
      {
        "document": 1776,
        "excerpt": "ltiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Repulsion Breath or (B) Spellcasting to cast Guiding Bolt (level 2 version)"
      },
      {
        "document": 1777,
        "excerpt": "ltiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Slowing Breath or (B) Spellcasting to cast Mind Spike (level 5 version). R"
      },
      {
        "document": 1778,
        "excerpt": "ltiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Spellcasting to cast Guiding Bolt (level 4 version) or (B) Weakening Breath"
      },
      {
        "document": 1779,
        "excerpt": "ltiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Mind Spike (level 5 version). Rend. Melee Attack Roll: +1"
      },
      {
        "document": 1780,
        "excerpt": "ltiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Scorching Ray (level 3 version). Rend. Melee Attack Roll:"
      },
      {
        "document": 1781,
        "excerpt": "ltiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Paralyzing Breath or (B) Spellcasting to cast Ice Knife (level 2 version)."
      },
      {
        "document": 1826,
        "excerpt": "m attack, one Bite attack, and one Claw attack. It can replace the Claw attack with a use of Fire Breath if available. Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 1"
      },
      {
        "document": 1830,
        "excerpt": "derous Mace or Thundercloud in any combination. It can replace one attack with a use of Spellcasting to cast Fog Cloud. Thunderous Mace. Melee Attack Roll: +12, reach"
      },
      {
        "document": 1848,
        "excerpt": "ltiattack. The dragon makes three Bite attacks. It can replace one attack with a Tail attack. Bite. Melee Attack Roll: +13, reach 15 ft. Hit: 23 (3d10 + 7) Piercing d"
      },
      {
        "document": 1904,
        "excerpt": "ttack. The gladiator makes three Spear attacks. It can replace one attack with a use of Shield Bash. Spear. Melee or Ranged Attack Roll: +7, reach 5 ft. or range 20/6"
      },
      {
        "document": 1920,
        "excerpt": "Multiattack. The naga makes two Bite attacks. It can replace any attack with a use of Poisonous Spittle. Bite. Melee Attack Roll: +8, reach 10 ft. Hit: 17 (2d12 + 4"
      },
      {
        "document": 1932,
        "excerpt": "Searing Fork or Hurl Flame in any combination. It can replace one attack with a use of Infernal Tail. Searing Fork. Melee Attack Roll: +10, reach 10 ft. Hit: 15 (2d8"
      },
      {
        "document": 1936,
        "excerpt": "ttack. The devil makes three Ice Spear attacks. It can replace one attack with a Tail attack. Ice Spear. Melee or Ranged Attack Roll: +10, reach 5 ft. or range 30/120"
      },
      {
        "document": 1940,
        "excerpt": "ck. The stalker makes three Wind Swipe attacks. It can replace one attack with a use of Vortex. Wind Swipe. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (2d6 + 4) Force"
      },
      {
        "document": 1947,
        "excerpt": "Multiattack. The lamia makes two Claw attacks. It can replace one attack with a use of Corrupting Touch. Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Sl"
      },
      {
        "document": 1950,
        "excerpt": "Multiattack. The lion makes two Rend attacks. It can replace one attack with a use of Roar. Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damag"
      },
      {
        "document": 1976,
        "excerpt": "he oni makes two Claw or Nightmare Ray attacks. It can replace one attack with a use of Spellcasting. Claw. Melee Attack Roll: +7, reach 10 ft. Hit: 10 (1d12 + 4) Sla"
      },
      {
        "document": 1985,
        "excerpt": "ltiattack. The pirate makes two Dagger attacks. It can replace one attack with a use of Enthralling Panache. Dagger. Melee or Ranged Attack Roll: +5, reach 5 ft. or r"
      },
      {
        "document": 1986,
        "excerpt": "as the spellcasting ability (spell save DC 21). It can replace one Fireball with Hold Monster (level 7 version) or Wall of Fire."
      },
      {
        "document": 2005,
        "excerpt": "Multiattack. The roc makes two Beak attacks. It can replace one attack with a Talons attack. Beak. Melee Attack Roll: +13, reach 10 ft. Hit: 28 (3d12 + 9) Piercing"
      },
      {
        "document": 2010,
        "excerpt": ". The salamander makes two Flame Spear attacks. It can replace one attack with a use of Constrict. Flame Spear. Melee or Ranged Attack Roll: +7, reach 5 ft. or range"
      },
      {
        "document": 2017,
        "excerpt": "ling mound makes three Charged Tendril attacks. It can replace one attack with a use of Engulf. Charged Tendril. Melee Attack Roll: +7, reach 10 ft. Hit: 7 (1d6 + 4)"
      },
      {
        "document": 2022,
        "excerpt": "tack. The solar makes two Flying Sword attacks. It can replace one attack with a use of Slaying Bow. Flying Sword. Melee or Ranged Attack Roll: +15, reach 10 ft. or r"
      },
      {
        "document": 2067,
        "excerpt": "acks, using Handaxe or Rend in any combination. It can replace one attack with a Bite attack. Bite (Bear or Hybrid Form Only). Melee Attack Roll: +7, reach 5 ft. Hit:"
      },
      {
        "document": 2068,
        "excerpt": "acks, using Javelin or Tusk in any combination. It can replace one attack with a Gore attack. Gore (Boar or Hybrid Form Only). Melee Attack Roll: +5, reach 5 ft. Hit:"
      },
      {
        "document": 2069,
        "excerpt": "ng Scratch or Hand Crossbow in any combination. It can replace one attack with a Bite attack. Bite (Rat or Hybrid Form Only). Melee Attack Roll: +5, reach 5 ft. Hit:"
      },
      {
        "document": 2070,
        "excerpt": "s, using Scratch or Longbow in any combination. It can replace one attack with a Bite attack. Bite (Tiger or Hybrid Form Only). Melee Attack Roll: +5, reach 5 ft. Hit"
      },
      {
        "document": 2071,
        "excerpt": "s, using Scratch or Longbow in any combination. It can replace one attack with a Bite attack. Bite (Wolf or Hybrid Form Only). Melee Attack Roll: +5, reach 5 ft. Hit:"
      },
      {
        "document": 2073,
        "excerpt": "rotic Sword or Necrotic Bow in any combination. It can replace one attack with a use of Life Drain. Necrotic Sword. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2"
      },
      {
        "document": 2083,
        "excerpt": "ltiattack. The dragon makes three Rend attacks. It can replace two attacks with a use of Sleep Breath. Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 15 (2d10 + 4) Sl"
      },
      {
        "document": 2084,
        "excerpt": "ltiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Repulsion Breath. Rend. Melee Attack Roll: +8, reach 10 ft. Hit: 16 (2d10 + 5)"
      },
      {
        "document": 2085,
        "excerpt": "ltiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Slowing Breath. Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 15 (2d10 + 4) S"
      },
      {
        "document": 2086,
        "excerpt": "ltiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Weakening Breath. Rend. Melee Attack Roll: +10, reach 10 ft. Hit: 17 (2d10 + 6"
      },
      {
        "document": 2089,
        "excerpt": "ltiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Paralyzing Breath. Rend. Melee Attack Roll: +10, reach 10 ft. Hit: 15 (2d8 + 6"
      }
    ],
    "replaced": [
      {
        "document": 965,
        "excerpt": "ruid level. Game Statistics. Your game statistics are replaced by the Beast's stat block, but you retain your creature type; Hit Points; Hit Point Dice; Intelligence,"
      },
      {
        "document": 1156,
        "excerpt": "orm the targets again. A target's game statistics are replaced by the chosen Beast's statistics, but the target retains its creature type; Hit Points; Hit Point Dice;"
      },
      {
        "document": 1198,
        "excerpt": "eet. The spell doesn't function where nature has been replaced by construction, such as in castles and settlements. Choose three of the following facts; you learn tho"
      },
      {
        "document": 1266,
        "excerpt": "you already have a steed from this spell, the steed is replaced by the new one. The steed resembles a Large, rideable animal of your choice, such as a horse, a camel,"
      },
      {
        "document": 1345,
        "excerpt": "rength, Dexterity, Constitution, Speed, and senses are replaced by the creature's. You otherwise keep your game statistics. Meanwhile, the possessed creature's soul ca"
      },
      {
        "document": 1381,
        "excerpt": "a Challenge Rating). The target's game statistics are replaced by the stat block of the chosen Beast, but the target retains its alignment, personality, creature type,"
      },
      {
        "document": 1420,
        "excerpt": "remain when the spell ends. Your game statistics are replaced by the stat block of the chosen form, but you retain your creature type; alignment; personality; Intelli"
      },
      {
        "document": 1463,
        "excerpt": "enge Rating or level. The target's game statistics are replaced by the stat block of the new form, but it retains its Hit Points, Hit Point Dice, alignment, and persona"
      },
      {
        "document": 1539,
        "excerpt": "to cast Knock. The spell's customary knocking sound is replaced by the clear, ringing tone of the chime, which is audible out to 300 feet. The chime can be used 10 tim"
      }
    ],
    "replacement": [
      {
        "document": 2051,
        "excerpt": "1 Exhaustion level for each missing limb, and it grows replacement limbs the next time it regains Hit Points. Regeneration. The troll regains 15 Hit Points at the start o"
      }
    ],
    "replaces": [
      {
        "document": 1464,
        "excerpt": "curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was Undead, it is restored to its non-Undead form."
      }
    ],
    "replacing": [
      {
        "document": 964,
        "excerpt": "ong Rest, you can change your list of prepared spells, replacing any of the spells there with other Cleric spells for which you have spell slots. Spellcasting Ability."
      },
      {
        "document": 965,
        "excerpt": "ong Rest, you can change your list of prepared spells, replacing any of the spells with other Druid spells for which you have spell slots. Spellcasting Ability. Wisdom"
      },
      {
        "document": 972,
        "excerpt": "select the invocation once you reach Warlock level 5. Replacing and Gaining Invocations. Whenever you gain a Warlock level, you can replace one of your invocations with"
      },
      {
        "document": 973,
        "excerpt": "ong Rest, you can change your list of prepared spells, replacing any of the spells there with spells from your spellbook. Spellcasting Ability. Intelligence is your spe"
      }
    ],
    "replenishes": [
      {
        "document": 968,
        "excerpt": "can heal wounds. You have a pool of healing power that replenishes when you finish a Long Rest. With that pool, you can restore a total number of Hit Points equal to five"
      }
    ],
    "replica": [
      {
        "document": 1415,
        "excerpt": "ructed from rare materials worth 5,000+ GP, and a Tiny replica of the chest made from the same materials worth 50+ GP)"
      }
    ],
    "replicating": [
      {
        "document": 1167,
        "excerpt": "'s astral form resembles its body in almost every way, replicating its game statistics and possessions. The principal difference is the addition of a silvery cord that tra"
      },
      {
        "document": 1608,
        "excerpt": "can repair the tower (this use of the spell counts as replicating a spell of level 8 or lower). Each casting of Wish causes the tower to regain all its Hit Points."
      }
    ],
    "reply": [
      {
        "document": 1238,
        "excerpt": "ivity to occur within 7 days. The GM offers a truthful reply, which might be a short phrase or cryptic rhyme. The spell doesn't account for circumstances that might"
      },
      {
        "document": 1358,
        "excerpt": "target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar"
      }
    ],
    "report": [
      {
        "document": 1377,
        "excerpt": "completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane, it returns to the"
      }
    ],
    "reporting": [
      {
        "document": 1376,
        "excerpt": "expires, the creature returns to its home plane after reporting back to you if possible. If you are unable to agree on a price for the creature's service, the creature"
      }
    ],
    "repose": [
      {
        "document": 844,
        "excerpt": "Gentle Repose"
      },
      {
        "document": 887,
        "excerpt": "Gentle Repose"
      },
      {
        "document": 912,
        "excerpt": "Gentle Repose"
      },
      {
        "document": 1289,
        "excerpt": "Gentle Repose"
      }
    ],
    "represent": [
      {
        "document": 102,
        "excerpt": "Hit Points represent durability and the will to live. Creatures with more Hit Points are more difficult to kill. Your Hit Poi"
      },
      {
        "document": 289,
        "excerpt": "r's background is a collection of characteristics that represent the place and occupation that were most formative before your character embarked on a life of adventure."
      },
      {
        "document": 1627,
        "excerpt": "for this NPC. The GM can use a different stat block to represent the knight, as desired. Moon. You gain the ability to cast Wish 1d3 times. Puzzle. Permanently reduce"
      }
    ],
    "represented": [
      {
        "document": 179,
        "excerpt": "stat block part can be used a certain number of times (represented by X) and that a monster must finish a Long Rest to regain expended uses. For example, a Reaction that i"
      },
      {
        "document": 242,
        "excerpt": "going on adventures, your character gains experience, represented by Experience Points (XP). A character who reaches a specified Experience Point total advances in capabi"
      },
      {
        "document": 320,
        "excerpt": "urvival) checks you make to find your way in the place represented on it."
      },
      {
        "document": 513,
        "excerpt": "are the main way a spellcaster's magical potential is represented. Each spellcasting class gives its members a limited number of spell slots of certain spell levels. For"
      },
      {
        "document": 580,
        "excerpt": "cts, such as castle walls, often have extra resilience represented by a damage threshold. See also “Damage Threshold.” No Ability Scores. An object lacks ability scores u"
      },
      {
        "document": 963,
        "excerpt": "rs through words, music, or dance. This inspiration is represented by your Bardic Inspiration die, which is a d6. Using Bardic Inspiration. As a Bonus Action, you can ins"
      },
      {
        "document": 967,
        "excerpt": "f extraordinary energy within yourself. This energy is represented by Focus Points. Your Monk level determines the number of points you have, as shown in the Focus Points"
      },
      {
        "document": 971,
        "excerpt": "ellspring of magic within yourself. This wellspring is represented by Sorcery Points, which allow you to create a variety of magical effects. You have 2 Sorcery Points, a"
      }
    ],
    "representing": [
      {
        "document": 40,
        "excerpt": "class gives proficiency in at least two saving throws, representing that class's training in evading or resisting certain threats. Wizards, for example, are proficient in I"
      }
    ],
    "represents": [
      {
        "document": 18,
        "excerpt": "The Difficulty Class of an ability check represents the task's difficulty. The more difficult the task, the higher its DC. The rules provide DCs for certain"
      },
      {
        "document": 19,
        "excerpt": "A saving throw - also called a save - represents an attempt to evade or resist a threat, such as a fiery explosion, a blast of poisonous gas, or a spell"
      },
      {
        "document": 27,
        "excerpt": "A creature's Armor Class represents how well the creature avoids being wounded in combat. The AC of a character is determined at character c"
      },
      {
        "document": 36,
        "excerpt": "Most ability checks involve using a skill, which represents a category of things creatures try to do with an ability check. The descriptions of the actions you take"
      },
      {
        "document": 59,
        "excerpt": "gh some monsters have a score as high as 30. The score represents the magnitude of an ability. The Ability Scores table summarizes what the scores mean. Ability Scores"
      },
      {
        "document": 71,
        "excerpt": "nizes combat into a cycle of rounds and turns. A round represents about 6 seconds in the game world. During a round, each participant in a battle takes a turn. The order"
      },
      {
        "document": 75,
        "excerpt": "ther tokens, follow these rules. Squares. Each square represents 5 feet. Speed. Rather than moving foot by foot, move square by square on the grid, using your Speed in"
      },
      {
        "document": 103,
        "excerpt": "An ability check represents a creature using talent and training to try to overcome a challenge, such as forcing open a stuck door,"
      },
      {
        "document": 133,
        "excerpt": "more assistants. Raw Materials. The cost in the table represents the raw materials needed to make a magic item. The GM determines whether appropriate raw materials are a"
      },
      {
        "document": 270,
        "excerpt": "species, and two languages. A character's background represents the place and occupation that were most formative for the character. The combination of background, spec"
      },
      {
        "document": 474,
        "excerpt": "ou make to impersonate the person or type of person it represents."
      },
      {
        "document": 534,
        "excerpt": "Class (AC) is the target number for an attack roll. AC represents how difficult it is to hit a target. Your base AC calculation is 10 plus your Dexterity modifier. If a"
      },
      {
        "document": 540,
        "excerpt": "A saving throw - also called a save - represents an attempt to avoid or resist a threat. You normally make a saving throw only when a rule requires you t"
      },
      {
        "document": 565,
        "excerpt": "An attack roll is a D20 Test that represents making an attack with a weapon, an Unarmed Strike, or a spell. See also “Playing the Game” (“D20 Tests”)"
      },
      {
        "document": 598,
        "excerpt": "An ability check is a D20 Test that represents using one of the six abilities - or a specific skill associated with an ability - to overcome a challeng"
      },
      {
        "document": 605,
        "excerpt": "Damage represents harm that causes a creature or an object to lose Hit Points."
      },
      {
        "document": 735,
        "excerpt": "A character's background represents what the character did prior to becoming an adventurer. Creating a unique background or customizing an e"
      },
      {
        "document": 747,
        "excerpt": "This represents a weak capability."
      },
      {
        "document": 962,
        "excerpt": "or Survival. When you use this ability, your Strength represents primal power coursing through you, honing your agility, bearing, and senses."
      },
      {
        "document": 1373,
        "excerpt": "can even take damage from the illusion if the phantasm represents a dangerous creature or hazard. On each of your turns, such a phantasm can deal 2d8 Psychic damage to th"
      },
      {
        "document": 1691,
        "excerpt": "atches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment. The robe has two of each of the"
      }
    ],
    "repugnant": [
      {
        "document": 142,
        "excerpt": "nds that its bearer dispose of anything the item finds repugnant. It's Time for a Change. The item demands to be given to someone else. Keep Me Close. The item insists"
      },
      {
        "document": 651,
        "excerpt": "est in a way it prefers. Unwilling. If your urging is repugnant to the monster or counter to its alignment, no ability check is necessary; it doesn't comply. Hesitant."
      }
    ],
    "repulsion": [
      {
        "document": 1764,
        "excerpt": "d attacks. It can replace one attack with a use of (A) Repulsion Breath or (B) Spellcasting to cast Guiding Bolt (level 2 version). Rend. Melee Attack Roll: +12, reach"
      },
      {
        "document": 1776,
        "excerpt": "d attacks. It can replace one attack with a use of (A) Repulsion Breath or (B) Spellcasting to cast Guiding Bolt (level 2 version). Rend. Melee Attack Roll: +16, reach"
      },
      {
        "document": 1817,
        "excerpt": "re: 16 (3d10) Lightning damage. Success: Half damage. Repulsion Breath. Strength Saving Throw: DC 12, each creature in a 30-foot Cone. Failure: The target is pushed up"
      },
      {
        "document": 2084,
        "excerpt": "Rend attacks. It can replace one attack with a use of Repulsion Breath. Rend. Melee Attack Roll: +8, reach 10 ft. Hit: 16 (2d10 + 5) Slashing damage. Lightning Breath"
      }
    ],
    "request": [
      {
        "document": 651,
        "excerpt": "ability check is necessary; the monster fulfills your request in a way it prefers. Unwilling. If your urging is repugnant to the monster or counter to its alignment,"
      },
      {
        "document": 1376,
        "excerpt": "e, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (GM's choice). When the creature appear"
      }
    ],
    "requested": [
      {
        "document": 1376,
        "excerpt": "change for payment, but it isn't obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our"
      }
    ],
    "require": [
      {
        "document": 60,
        "excerpt": "ture's movement or action. Any additional interactions require the Utilize action, as explained in \"Combat\" later in \"Playing the Game.\""
      },
      {
        "document": 62,
        "excerpt": "t or a massive number of lighter objects, the GM might require you to abide by the rules for carrying capacity in \"Rules Glossary.\""
      },
      {
        "document": 74,
        "excerpt": "ion. Some magic items and other special objects always require an action to use, as stated in their descriptions."
      },
      {
        "document": 75,
        "excerpt": "other one. Count by the shortest route. The GM might require you to use an action for any of these activities when it needs special care or when it presents an unusu"
      },
      {
        "document": 123,
        "excerpt": "duration, or other parts of a spell. A magic item may require the user to use their own spellcasting ability when casting a spell from the item. If the user has more"
      },
      {
        "document": 175,
        "excerpt": "r's spellcasting ability, spell save DC (if any spells require a saving throw), and spell attack bonus (if any spells require an attack roll). Unless noted otherwise,"
      },
      {
        "document": 375,
        "excerpt": "he Hirelings table is a minimum; some expert hirelings require more pay. Untrained hirelings are hired for work that requires no particular proficiencies; they include"
      },
      {
        "document": 378,
        "excerpt": "tell the taster what a potion does. Other items might require more experimentation. For example, if your character puts on a Ring of Swimming, the GM might say, \"Your"
      },
      {
        "document": 379,
        "excerpt": "Some magic items require a creature to form a bond - called Attunement - with them before the creature can use an item's magical"
      },
      {
        "document": 490,
        "excerpt": "Most spells require the Magic action to cast, but some spells require a Bonus Action, a Reaction, or 1 minute or more. A spe"
      },
      {
        "document": 493,
        "excerpt": "Certain spells - including a spell cast as a Ritual - require more time to cast: minutes or even hours. While you cast a spell with a casting time of 1 minute or more"
      },
      {
        "document": 504,
        "excerpt": "Some spells require the caster to make an attack roll to determine whether the spell hits a target. Here's how to calculate"
      },
      {
        "document": 559,
        "excerpt": "GM's option, moving any distance in rough water might require a successful DC 15 Strength (Athletics) check."
      },
      {
        "document": 575,
        "excerpt": "Some magic items require a creature to form a bond - called Attunement - with them before the creature can use an item's magical"
      },
      {
        "document": 590,
        "excerpt": "ing a slippery surface or one with few handholds might require a successful DC 15 Strength (Athletics) check."
      },
      {
        "document": 592,
        "excerpt": "Some spells and other effects require Concentration to remain active, as specified in their descriptions. If the effect's creator loses Concen"
      },
      {
        "document": 689,
        "excerpt": "ndition as the baseline effect. Fear effects typically require a Wisdom saving throw, with a save DC based on how terrifying the situation is. The Sample Fear DCs tabl"
      },
      {
        "document": 712,
        "excerpt": "rcome in a short amount of time or deadly puzzles that require quick thinking and teamwork to overcome. Traps that are undetectable and inescapable are rarely fun."
      },
      {
        "document": 964,
        "excerpt": "oose any Cleric spell of level 5 or lower that doesn't require a Reaction to cast. As part of the same action, you cast that spell without expending a spell slot or ne"
      },
      {
        "document": 967,
        "excerpt": "expended points. Some features that use Focus Points require your target to make a saving throw. The save DC equals 8 plus your Wisdom modifier and Proficiency Bonus"
      },
      {
        "document": 977,
        "excerpt": "asting the spell, you can modify it so that it doesn't require Concentration. If you do so, the spell's duration becomes 1 minute for that casting."
      },
      {
        "document": 1176,
        "excerpt": "s. If you use a level 5+ spell slot, the spell doesn't require Concentration, and the duration becomes 8 hours (level 5–6 slot) or 24 hours (level 7–8 slot). If you us"
      },
      {
        "document": 1259,
        "excerpt": "this spell. You also can't use it to create items that require a high degree of skill - such as weapons and armor - unless you have proficiency with the type of Artisa"
      },
      {
        "document": 1376,
        "excerpt": "Payment can take a variety of forms. A Celestial might require a sizable donation of gold or magic items to an allied temple, while a Fiend might demand a living sacri"
      }
    ],
    "required": [
      {
        "document": 131,
        "excerpt": "The Magic Item Tools table lists which tool is required to make a magic item of each category. You must use the required tool to make an item and have proficien"
      },
      {
        "document": 171,
        "excerpt": "a saving throw, the effect identifies the kind of save required and then provides the save's DC, a description of which creatures make the save, and an explanation of w"
      },
      {
        "document": 175,
        "excerpt": "certain spell components. If any spell components are required, describe the monster's use of Verbal, Somatic, or Material components to signal to characters that it i"
      },
      {
        "document": 252,
        "excerpt": "ment” section. You begin with the minimum amount of XP required to reach your starting level. For example, if the GM starts you at level 10, you have 64,000 XP."
      },
      {
        "document": 357,
        "excerpt": "check you make to remain mounted. An Exotic Saddle is required for riding an aquatic or a flying mount. Mounts and Other Animals Tack, Harness, and Drawn Vehicles"
      },
      {
        "document": 388,
        "excerpt": "e “Tools” section of “Equipment” lists which tools are required to make certain items. The GM assigns required tools for items not listed there. You must use the requi"
      },
      {
        "document": 395,
        "excerpt": "on. You must also have at hand any Material components required by the spell; if the spell consumes its Material components, they are consumed only when you complete th"
      },
      {
        "document": 447,
        "excerpt": "Ammunition is required by a weapon that has the Ammunition property. A weapon's description specifies the type of ammunition us"
      },
      {
        "document": 453,
        "excerpt": "ave ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunitio"
      },
      {
        "document": 490,
        "excerpt": "spell's Casting Time entry specifies which of those is required."
      },
      {
        "document": 500,
        "excerpt": "hat you cast is ongoing, you can dismiss it (no action required) if you don’t have the Incapacitated condition."
      },
      {
        "document": 520,
        "excerpt": ". A creature that eats but consumes less than half the required food for a day must succeed on a DC 10 Constitution saving throw or gain 1 Exhaustion level at the day's"
      },
      {
        "document": 553,
        "excerpt": "A creature is Stable if it has 0 Hit Points but isn't required to make Death Saving Throws. See also \"Playing the Game\" (\"Damage and Healing\")."
      },
      {
        "document": 554,
        "excerpt": "s entry starts by identifying the kind of saving throw required and then provides the save's DC, a description of which creatures must make the save, and what happens o"
      },
      {
        "document": 562,
        "excerpt": "t or end the telepathic contact at any time (no action required). Telepathic contact can't be initiated and is immediately broken if either the telepath or the other cr"
      },
      {
        "document": 592,
        "excerpt": "e creator can end Concentration at any time (no action required). The following factors break Concentration. Another Concentration Effect. You lose Concentration on an"
      },
      {
        "document": 615,
        "excerpt": "r Day table. A creature that drinks less than half the required water for a day gains 1 Exhaustion level at the day's end. Exhaustion caused by dehydration can't be rem"
      },
      {
        "document": 633,
        "excerpt": "grappler can release the target at any time (no action required)."
      },
      {
        "document": 716,
        "excerpt": "ip wire can be easily cut or avoided (no ability check required). At Higher Levels. You can scale the trap for higher levels by increasing the damage and the save DC,"
      },
      {
        "document": 717,
        "excerpt": "ip wire can be easily cut or avoided (no ability check required). Destroy the Net. Reducing the Net to 0 Hit Points frees any creature trapped in it (see “Adventuring"
      },
      {
        "document": 772,
        "excerpt": "Required Tool"
      },
      {
        "document": 963,
        "excerpt": ". In addition, you can expend a spell slot (no action required) to regain one expended use of Bardic Inspiration."
      },
      {
        "document": 965,
        "excerpt": "yourself one use by expending a spell slot (no action required). In addition, you can expend one use of Wild Shape (no action required) to give yourself a level 1 spe"
      },
      {
        "document": 971,
        "excerpt": "of Sorcery Points equal to the slot's level (no action required). Creating Spell Slots. As a Bonus Action, you can transform unexpended Sorcery Points into one spell s"
      },
      {
        "document": 977,
        "excerpt": "s last for 1 hour or until you dismiss them (no action required). For the duration, you have a Fly Speed of 60 feet. Once you use this feature, you can't use it again"
      },
      {
        "document": 979,
        "excerpt": "t unless you expend a Pact Magic spell slot (no action required) to restore your use of it."
      },
      {
        "document": 982,
        "excerpt": "beyond that. You can end this effect early (no action required). This effect also ends if you aren't carrying the weapon."
      },
      {
        "document": 983,
        "excerpt": "g Rest unless you expend a use of your Rage (no action required) to restore your use of it."
      },
      {
        "document": 985,
        "excerpt": "time. You can end the vibrations harmlessly (no action required)."
      },
      {
        "document": 986,
        "excerpt": "r 10 minutes or until you retract the wings (no action required) or have the Incapacitated condition. During that time, you have a Fly Speed equal to your Speed. Your w"
      },
      {
        "document": 990,
        "excerpt": "on lasts for 10 minutes or until you end it (no action required). For that duration, you have Advantage on Strength checks, and your Speed increases by 10 feet. Once yo"
      },
      {
        "document": 1242,
        "excerpt": "e this link to issue commands to the target (no action required), such as “Attack that creature,” “Move over there,” or “Fetch that object.” The target does its best to"
      },
      {
        "document": 1243,
        "excerpt": "e this link to issue commands to the target (no action required), such as “Attack that creature,” “Move over there,” or “Fetch that object.” The target does its best to"
      },
      {
        "document": 1244,
        "excerpt": "e this link to issue commands to the target (no action required), such as “Attack that creature,” “Move over there,” or “Fetch that object.” The target does its best to"
      },
      {
        "document": 1290,
        "excerpt": "after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger. Using"
      },
      {
        "document": 1349,
        "excerpt": "door remains open. You can open or close it (no action required) if you are within 30 feet of it. While closed, the door is imperceptible. Beyond the door is a magnifi"
      },
      {
        "document": 1448,
        "excerpt": "after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger. Using"
      },
      {
        "document": 1459,
        "excerpt": "the interior to have Dim Light or Darkness (no action required). The Emanation is opaque from the outside and of any color you choose, but it's transparent from the in"
      },
      {
        "document": 1544,
        "excerpt": "effect ends early if you pull the hood down (no action required) or cease wearing the cloak."
      },
      {
        "document": 1552,
        "excerpt": "press one of those faces, expend the number of charges required for it, and thereby cast the spell associated with it (save DC 17), as shown in the Cube of Force Faces"
      },
      {
        "document": 1556,
        "excerpt": "er, you can aim the geyser in one direction (no action required). One creature of your choice in the Line must succeed on a DC 13 Strength saving throw or take 1d4 Blud"
      },
      {
        "document": 1614,
        "excerpt": "is on your person, you can call on its luck (no action required) to reroll one failed D20 Test if you don't have the Incapacitated condition. You must use the second ro"
      },
      {
        "document": 1633,
        "excerpt": "ment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gain"
      },
      {
        "document": 1635,
        "excerpt": "ment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gain"
      },
      {
        "document": 1646,
        "excerpt": "the effect of the Clairvoyance spell (no Concentration required). An eyeball bobs in this potion's yellowish liquid but vanishes when the potion is opened."
      },
      {
        "document": 1648,
        "excerpt": "e Enlarge/Reduce spell for 1d4 hours (no Concentration required). The red in the potion's liquid continuously contracts to a tiny bead and then expands to color the cl"
      },
      {
        "document": 1650,
        "excerpt": "of the Gaseous Form spell for 1 hour (no Concentration required) or until you end the effect as a Bonus Action. This potion's container seems to hold fog that moves an"
      },
      {
        "document": 1652,
        "excerpt": "Enlarge/Reduce spell for 10 minutes (no Concentration required). The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around"
      },
      {
        "document": 1653,
        "excerpt": "under the effect of the Bless spell (no Concentration required). This potion's blue liquid bubbles and steams as if boiling."
      },
      {
        "document": 1657,
        "excerpt": "ts spell (save DC 13) for 10 minutes (no Concentration required). This potion's dense, purple liquid has an ovoid cloud of pink floating in it."
      },
      {
        "document": 1660,
        "excerpt": "fect of the Haste spell for 1 minute (no Concentration required) without suffering the wave of lethargy that typically occurs when the effect ends. This potion's yello"
      },
      {
        "document": 1720,
        "excerpt": "ur turn, you can mentally command the snake (no action required) if it is within 60 feet of you and you don't have the Incapacitated condition. You decide what action t"
      },
      {
        "document": 1722,
        "excerpt": "arget to take an extra 2d6 Lightning damage (no action required). Thunder. When you hit with a melee attack using the staff, you can cause the staff to emit a crack of"
      },
      {
        "document": 1763,
        "excerpt": "he spell, and no Concentration or Temporary Hit Points required to maintain the spell), Speak with Animals 1/Day Each: Detect Thoughts, Control Weather"
      },
      {
        "document": 1764,
        "excerpt": "he spell, and no Concentration or Temporary Hit Points required to maintain the spell), Speak with Animals, Thaumaturgy 1/Day Each: Detect Thoughts, Water Breathing"
      },
      {
        "document": 1765,
        "excerpt": "he spell, and no Concentration or Temporary Hit Points required to maintain the spell) 1/Day Each: Greater Restoration, Major Image"
      },
      {
        "document": 1766,
        "excerpt": "he spell, and no Concentration or Temporary Hit Points required to maintain the spell) 1/Day Each: Flame Strike, Zone of Truth Weakening Breath. Strength Saving Throw"
      },
      {
        "document": 1769,
        "excerpt": "he spell, and no Concentration or Temporary Hit Points required to maintain the spell) 1/Day Each: Ice Storm (level 5 version), Zone of Truth"
      },
      {
        "document": 1775,
        "excerpt": "he spell, and no Concentration or Temporary Hit Points required to maintain the spell), Speak with Animals 1/Day Each: Control Weather, Detect Thoughts"
      },
      {
        "document": 1776,
        "excerpt": "he spell, and no Concentration or Temporary Hit Points required to maintain the spell), Speak with Animals, Thaumaturgy 1/Day Each: Detect Thoughts, Control Water, Scr"
      },
      {
        "document": 1777,
        "excerpt": "he spell, and no Concentration or Temporary Hit Points required to maintain the spell) 1/Day Each: Greater Restoration, Major Image, Project Image"
      },
      {
        "document": 1778,
        "excerpt": "he spell, and no Concentration or Temporary Hit Points required to maintain the spell) 1/Day Each: Flame Strike (level 6 version), Word of Recall, Zone of Truth Weake"
      },
      {
        "document": 1781,
        "excerpt": "he spell, and no Concentration or Temporary Hit Points required to maintain the spell) 1/Day Each: Control Weather, Ice Storm (level 7 version), Teleport, Zone of Trut"
      },
      {
        "document": 1835,
        "excerpt": "e spell, and no Concentration or Temporary Hit Points required to maintain the spell) 1/Day Each: Create Food and Water, Dream, Greater Restoration, Scrying, Sleep"
      },
      {
        "document": 1843,
        "excerpt": "he spell, and no Concentration or Temporary Hit Points required to maintain the spell) 1/Day Each: Commune, Raise Dead"
      },
      {
        "document": 2056,
        "excerpt": "the vampire uses Shape-Shift to become mist (no action required). If it can't use Shape-Shift, it is destroyed. While it has 0 Hit Points in mist form, it can't return"
      }
    ],
    "requirement": [
      {
        "document": 758,
        "excerpt": "Requirement"
      },
      {
        "document": 1604,
        "excerpt": "determines how many spirits it summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly by rolling on the following table."
      },
      {
        "document": 1626,
        "excerpt": "antage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't."
      }
    ],
    "requirements": [
      {
        "document": 387,
        "excerpt": "time, each of which is detailed below. If you meet the requirements, you make the item, and you can use it or sell it at its normal price."
      },
      {
        "document": 495,
        "excerpt": "A spell's components are physical requirements the spellcaster must meet to cast the spell. Each spell's description indicates whether it requires Verb"
      },
      {
        "document": 976,
        "excerpt": "one of the spells with another spell that meets these requirements."
      },
      {
        "document": 1484,
        "excerpt": "er. If you use it this way, you don't need to meet any requirements to cast that spell, including costly components. The spell simply takes effect. Alternatively, you can"
      }
    ],
    "requires": [
      {
        "document": 11,
        "excerpt": "o try to stabilize a creature with 0 Hit Points, which requires a successful DC 10 Wisdom (Medicine) check. A Stable creature doesn't make Death Saving Throws even tho"
      },
      {
        "document": 74,
        "excerpt": "lanation of something or an attempt to persuade a foe, requires an action. The Influence action is the main way you try to influence a monster. Interacting with Things"
      },
      {
        "document": 123,
        "excerpt": "vel, doesn't expend any of the user's spell slots, and requires no components unless the item's description notes otherwise. The spell uses its normal casting time, ran"
      },
      {
        "document": 128,
        "excerpt": "to damage. Learning how to destroy an Artifact usually requires research or the completion of a quest."
      },
      {
        "document": 133,
        "excerpt": "day of crafting, you must work for 8 hours. If an item requires multiple days, those days needn't be consecutive. Assistants. Characters can combine their efforts to s"
      },
      {
        "document": 144,
        "excerpt": "nking a potion or administering it to another creature requires a Bonus Action. Applying an oil might take longer as specified in its description. Once used, a potion t"
      },
      {
        "document": 147,
        "excerpt": "are consumable items. Unleashing the magic in a scroll requires the user to read the scroll. When its magic has been invoked, the scroll can't be used again. Its words"
      },
      {
        "document": 159,
        "excerpt": "A monster that requires ammunition to make ranged attacks carries the necessary ammunition."
      },
      {
        "document": 175,
        "excerpt": "characters that it is casting a spell. A monster that requires Material components has them. Casting Times of 1+ Minutes. If a spell has a casting time of 1 minute or"
      },
      {
        "document": 274,
        "excerpt": "ic is listed. In the Special column, C means the spell requires Concentration, R means it's a Ritual, and M means it requires a specific Material component. Cantrips ("
      },
      {
        "document": 275,
        "excerpt": "ic is listed. In the Special column, C means the spell requires Concentration, R means it's a Ritual, and M means it requires a specific Material component. Level 1 Pa"
      },
      {
        "document": 276,
        "excerpt": "ic is listed. In the Special column, C means the spell requires Concentration, R means it's a Ritual, and M means it requires a specific Material component. Level 1 Ra"
      },
      {
        "document": 277,
        "excerpt": "ic is listed. In the Special column, C means the spell requires Concentration, R means it's a Ritual, and M means it requires a specific Material component. Cantrips ("
      },
      {
        "document": 278,
        "excerpt": "ic is listed. In the Special column, C means the spell requires Concentration, R means it's a Ritual, and M means it requires a specific Material component. Cantrips ("
      },
      {
        "document": 279,
        "excerpt": "ic is listed. In the Special column, C means the spell requires Concentration, R means it's a Ritual, and M means it requires a specific Material component. Cantrips ("
      },
      {
        "document": 280,
        "excerpt": "ic is listed. In the Special column, C means the spell requires Concentration, R means it's a Ritual, and M means it requires a specific Material component. Cantrips ("
      },
      {
        "document": 281,
        "excerpt": "ic is listed. In the Special column, C means the spell requires Concentration, R means it's a Ritual, and M means it requires a specific Material component. Cantrips ("
      },
      {
        "document": 318,
        "excerpt": "detailed item. Lighting a fire with a Magnifying Glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite."
      },
      {
        "document": 319,
        "excerpt": "or hook that is fixed in place. Escaping the Manacles requires a successful DC 20 Dexterity (Sleight of Hand) check as an action. Bursting them requires a successful D"
      },
      {
        "document": 338,
        "excerpt": "strained condition until it escapes. Escaping the Rope requires the creature to make a successful DC 15 Dexterity (Ac-robatics) check as an action."
      },
      {
        "document": 344,
        "excerpt": "thout providing any Material components. If the spell requires a saving throw or an attack roll, the spell save DC is 13, and the attack bonus is +5. The scroll disint"
      },
      {
        "document": 361,
        "excerpt": "A Two-Handed weapon requires two hands when you attack with it."
      },
      {
        "document": 364,
        "excerpt": "the vessel is berthed. Repairing 1 Hit Point of damage requires 1 day and costs 20 GP for materials and labor. If the repairs are made in a location where supplies and"
      },
      {
        "document": 375,
        "excerpt": "more pay. Untrained hirelings are hired for work that requires no particular proficiencies; they include laborers and porters. Hirelings"
      },
      {
        "document": 379,
        "excerpt": "l properties. Without becoming attuned to an item that requires Attunement, you gain only its nonmagical benefits unless its description states otherwise. For example,"
      },
      {
        "document": 380,
        "excerpt": "Attuning to an item requires you to spend a Short Rest focused on only that item while being in physical contact with it (this can't"
      },
      {
        "document": 390,
        "excerpt": "e a Heavy Crossbow, which sells for 50 GP. If an item requires multiple days, the days needn't be consecutive. Characters can combine their efforts to shorten the cra"
      },
      {
        "document": 391,
        "excerpt": "Herbalism Kit can create a Potion of Healing. Doing so requires using that kit and 25 GP of raw material over the course of 1 day (8 hours of work)."
      },
      {
        "document": 393,
        "excerpt": "of inscription, you must work for 8 hours. If a scroll requires multiple days, those days needn't be consecutive."
      },
      {
        "document": 412,
        "excerpt": "pears if the tool has variants, which are listed. Each requires a separate proficiency."
      },
      {
        "document": 414,
        "excerpt": "afting items and pursuing a trade. Each of these tools requires a separate proficiency."
      },
      {
        "document": 468,
        "excerpt": "trained condition until it escapes. Escaping the Chain requires the creature to make a successful DC 18 Dexterity (Acrobatics) check as an action. Bursting the Chain re"
      },
      {
        "document": 495,
        "excerpt": "e spell. Each spell's description indicates whether it requires Verbal (V), Somatic (S), or Material (M) components. If the spellcaster can't provide one or more of a s"
      },
      {
        "document": 500,
        "excerpt": "f the following forms: Concentration. A duration that requires Concentration follows the Concentration rules (see “Rules Glossary”). Instantaneous. An instantaneous d"
      },
      {
        "document": 502,
        "excerpt": "A typical spell requires the caster to pick one or more targets to be affected by the spell's magic. A spell's description says w"
      },
      {
        "document": 517,
        "excerpt": "ediately after an interruption. If you do so, the rest requires 1 additional hour per interruption to finish."
      },
      {
        "document": 518,
        "excerpt": "time of an action or use a feature or magic item that requires a Magic action to be activated. If you cast a spell that has a casting time of 1 minute or longer, you"
      },
      {
        "document": 535,
        "excerpt": "time of an action, and holding on to the spell's magic requires Concentration, which you can maintain up to the start of your next turn. If your Concentration is broken"
      },
      {
        "document": 540,
        "excerpt": "eat. You normally make a saving throw only when a rule requires you to do so, but you can decide to fail the save without rolling. The result of a save is detailed in t"
      },
      {
        "document": 570,
        "excerpt": "w a sword as part of the Attack action. When an object requires an action for its use, you take the Utilize action."
      },
      {
        "document": 592,
        "excerpt": "on an effect the moment you start casting a spell that requires Concentration or activate another effect that requires Concentration. Damage. If you take damage, you m"
      },
      {
        "document": 613,
        "excerpt": "parted for the Outer Planes, and reviving the creature requires calling the spirit back. If the creature returns to life, the revival effect determines the creature's"
      },
      {
        "document": 615,
        "excerpt": "A creature requires an amount of water per day based on its size, as shown in the Water Needs per Day table. A creature that"
      },
      {
        "document": 654,
        "excerpt": "ne uses an action to administer first aid to it, which requires a successful DC 10 Wisdom (Medicine) check."
      },
      {
        "document": 682,
        "excerpt": "effects. Each additional minute spent in frigid water requires the creature to succeed on a DC 10 Constitution saving throw or gain 1 Exhaustion level. Creatures with"
      },
      {
        "document": 964,
        "excerpt": "e Cleric Features table. If a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class's Spellcasting feature. Divine Spark. A"
      },
      {
        "document": 968,
        "excerpt": "s and adopt another one. If a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class's Spellcasting feature. Divine Sense. A"
      },
      {
        "document": 970,
        "excerpt": "k's damage before rolling. If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus. Poison (Cost: 1d6)."
      },
      {
        "document": 971,
        "excerpt": "a maximum duration of 24 hours. If the affected spell requires Concentration, you have Advantage on any saving throw you make to maintain that Concentration. Heighten"
      },
      {
        "document": 972,
        "excerpt": "o learn that invocation. For example, if an invocation requires you to be a level 5+ Warlock, you can select the invocation once you reach Warlock level 5. Replacing a"
      },
      {
        "document": 973,
        "excerpt": "w spellbook. Filling out the remainder of the new book requires you to find new spells to do so. For this reason, many wizards keep a backup spellbook. of your career,"
      },
      {
        "document": 984,
        "excerpt": "ion, or take the Magic action to use a magic item that requires that action."
      },
      {
        "document": 1266,
        "excerpt": "equal to the spell's level) Speed 60 ft., Fly 60 ft. (requires level 4+ spell) | STR | DEX | CON | INT | WIS | CHA | | :---: | :---: | :---: | :---: | :---: | :---: |"
      },
      {
        "document": 1293,
        "excerpt": "eing triggered. The glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice. When you inscribe the glyp"
      },
      {
        "document": 1322,
        "excerpt": "u learn its properties and how to use them, whether it requires Attunement, and how many charges it has, if any. You learn whether any ongoing spells are affecting the"
      },
      {
        "document": 1376,
        "excerpt": "rtaken by you. A task that can be measured in minutes requires a payment worth 100 GP per minute. A task measured in hours requires 1,000 GP per hour. And a task measu"
      },
      {
        "document": 1451,
        "excerpt": "eing triggered. The glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice. When you inscribe the glyp"
      },
      {
        "document": 1482,
        "excerpt": "ends, the target can revert to cloud form, which also requires a Magic action followed by a 1-minute transformation. If a target is in cloud form and flying when the"
      },
      {
        "document": 1487,
        "excerpt": "an't see and automatically fail any ability check that requires sight. Attacks Affected. Attack rolls against you have Advantage, and your attack rolls have Disadvanta"
      },
      {
        "document": 1489,
        "excerpt": "n't hear and automatically fail any ability check that requires hearing."
      },
      {
        "document": 1494,
        "excerpt": "ll. Concealed. You aren't affected by any effect that requires its target to be seen unless the effect's creator can somehow see you. Any equipment you are wearing or"
      },
      {
        "document": 1505,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1506,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1507,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1508,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1509,
        "excerpt": "sychic damage. To be used as a vehicle, the apparatus requires one pilot. While the apparatus's hatch is closed, the compartment is airtight and watertight. The compar"
      },
      {
        "document": 1511,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1512,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1513,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1514,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1517,
        "excerpt": "dless of its contents. Retrieving an item from the bag requires a Utilize action. If the bag is overloaded, pierced, or torn, it is destroyed, and its contents are sca"
      },
      {
        "document": 1521,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1522,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1523,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1525,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1526,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1527,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1528,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1530,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1531,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1533,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1534,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1535,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1541,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1542,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1543,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1544,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1545,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1546,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1547,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1548,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1549,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1550,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1551,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1552,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1555,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1558,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1559,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1561,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1562,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1568,
        "excerpt": "Requires Attunement by a Dwarf or a Creature Attuned to a Belt of Dwarvenkind"
      },
      {
        "document": 1574,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1576,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1581,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1583,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1584,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1586,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1589,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1590,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1593,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1594,
        "excerpt": "f its contents. Retrieving an item from the haversack requires a Utilize action or a Bonus Action (your choice). When you reach into the haversack for a specific item,"
      },
      {
        "document": 1595,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1596,
        "excerpt": "Requires Attunement by a Wizard"
      },
      {
        "document": 1597,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1598,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1600,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1601,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1602,
        "excerpt": "Requires Attunement by a Paladin"
      },
      {
        "document": 1608,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1609,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1614,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1615,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1617,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1618,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1623,
        "excerpt": "e), during which time you must remain in the Cube, and requires Concentration. If your Concentration is broken or you leave the Cube before the work is done, all the pa"
      },
      {
        "document": 1624,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1627,
        "excerpt": "ped in this way, your body is inert, ceases aging, and requires no food, air, or water. A Wish spell can't return your soul to your body, but the spell reveals the loca"
      },
      {
        "document": 1628,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1630,
        "excerpt": "Requires Attunement by a Cleric, Druid, or Paladin"
      },
      {
        "document": 1631,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1632,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1636,
        "excerpt": "Requires Attunement by a Spellcaster"
      },
      {
        "document": 1637,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1638,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1639,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1642,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1643,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1664,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1666,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1667,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1668,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1669,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1670,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1671,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1672,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1673,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1674,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1675,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1677,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1678,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1679,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1681,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1682,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1684,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1686,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1687,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1688,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1689,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1690,
        "excerpt": "Requires Attunement by a Sorcerer, Warlock, or Wizard"
      },
      {
        "document": 1692,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1693,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1694,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1695,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1696,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1700,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1701,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1705,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1706,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1707,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1709,
        "excerpt": "nintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is"
      },
      {
        "document": 1710,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1712,
        "excerpt": "Requires Attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard"
      },
      {
        "document": 1713,
        "excerpt": "Requires Attunement by a Druid, Sorcerer, Warlock, or Wizard"
      },
      {
        "document": 1714,
        "excerpt": "Requires Attunement by a Druid, Sorcerer, Warlock, or Wizard"
      },
      {
        "document": 1715,
        "excerpt": "Requires Attunement by a Bard, Cleric, or Druid"
      },
      {
        "document": 1716,
        "excerpt": "Requires Attunement by a Sorcerer, Warlock, or Wizard"
      },
      {
        "document": 1717,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1718,
        "excerpt": "Requires Attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard"
      },
      {
        "document": 1719,
        "excerpt": "Requires Attunement by a Sorcerer, Warlock, or Wizard"
      },
      {
        "document": 1720,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1721,
        "excerpt": "Requires Attunement by a Druid"
      },
      {
        "document": 1722,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1723,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1725,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1726,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1727,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1728,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1729,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1730,
        "excerpt": "Requires Attunement by a Cleric or Paladin"
      },
      {
        "document": 1731,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1732,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1733,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1737,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1740,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1741,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1742,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1743,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1744,
        "excerpt": "Requires Attunement by a Spellcaster"
      },
      {
        "document": 1745,
        "excerpt": "Requires Attunement by a Spellcaster"
      },
      {
        "document": 1748,
        "excerpt": "Requires Attunement by a Spellcaster"
      },
      {
        "document": 1749,
        "excerpt": "Requires Attunement by a Spellcaster"
      },
      {
        "document": 1751,
        "excerpt": "Requires Attunement by a Spellcaster"
      },
      {
        "document": 1752,
        "excerpt": "Requires Attunement by a Spellcaster"
      },
      {
        "document": 1753,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1755,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1758,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1759,
        "excerpt": "Requires Attunement"
      },
      {
        "document": 1859,
        "excerpt": "mage plus 11 (2d10) Necrotic damage. Entangling Rope (Requires Magic Rope). Strength Saving Throw: DC 16, one creature the erinyes can see within 120 feet. Failure: 14"
      },
      {
        "document": 1884,
        "excerpt": "and the other becomes a +2 Longsword. Removing a horn requires a Magic action, and the weapons disappear and the horns return when the goat reverts to figurine form. W"
      },
      {
        "document": 1969,
        "excerpt": "(2d8 + 4) Slashing damage. Nightmare Haunting (1/Day; Requires Soul Bag). While on the Ethereal Plane, the hag casts Dream, using the same spellcasting ability as Spe"
      },
      {
        "document": 2044,
        "excerpt": "e is targeted by a Magic Missile spell or a spell that requires a ranged attack roll, roll 1d6. On a 1–5, the tarrasque is unaffected. On a 6, the tarrasque is unaffect"
      }
    ],
    "requiring": [
      {
        "document": 677,
        "excerpt": "ion is suppressed in this way for a total of 72 hours (requiring three doses and applications of the ointment), the contagion ends on the creature. Spreading the Contag"
      },
      {
        "document": 1248,
        "excerpt": "has the Prone condition, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. On a successful save, the creature takes half"
      },
      {
        "document": 1350,
        "excerpt": "l Spell Slot. The spell lasts until dispelled, without requiring Concentration, if cast with a level 4+ spell slot."
      },
      {
        "document": 1582,
        "excerpt": "s inside. This item also has three command words, each requiring a Magic action to use: First Command Word. The box unfolds into a Rowboat. Second Command Word. The bo"
      },
      {
        "document": 1761,
        "excerpt": "casting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17, +9 to hit with"
      },
      {
        "document": 1762,
        "excerpt": "casting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 18): At Will: Dete"
      },
      {
        "document": 1763,
        "excerpt": "casting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 16): At Will: Dete"
      },
      {
        "document": 1764,
        "excerpt": "casting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17, +10 to hit with"
      },
      {
        "document": 1765,
        "excerpt": "casting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17): At Will: Dete"
      },
      {
        "document": 1766,
        "excerpt": "casting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21, +13 to hit with"
      },
      {
        "document": 1767,
        "excerpt": "casting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17): At Will: Dete"
      },
      {
        "document": 1768,
        "excerpt": "casting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 20, +12 to hit with"
      },
      {
        "document": 1769,
        "excerpt": "casting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 19, +11 to hit with"
      },
      {
        "document": 1770,
        "excerpt": "next turn. Frightful Presence. The dragon casts Fear, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 14). The dragon can"
      },
      {
        "document": 1773,
        "excerpt": "casting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21, +13 to hit with"
      },
      {
        "document": 1774,
        "excerpt": "casting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 22): At Will: Dete"
      },
      {
        "document": 1775,
        "excerpt": "casting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 20): At Will: Dete"
      },
      {
        "document": 1776,
        "excerpt": "casting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 22, +14 to hit with"
      },
      {
        "document": 1777,
        "excerpt": "casting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21): At Will: Dete"
      },
      {
        "document": 1778,
        "excerpt": "casting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 24, +16 to hit wit"
      },
      {
        "document": 1779,
        "excerpt": "casting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21): At Will: Dete"
      },
      {
        "document": 1780,
        "excerpt": "casting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 23, +15 to hit with"
      },
      {
        "document": 1781,
        "excerpt": "casting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 23, +15 to hit with"
      },
      {
        "document": 1782,
        "excerpt": "next turn. Frightful Presence. The dragon casts Fear, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 18). The dragon can"
      },
      {
        "document": 1829,
        "excerpt": "Long Rest). The cloaker casts the Mirror Image spell, requiring no spell components and using Wisdom as the spellcasting ability. The spell ends early if the cloaker st"
      },
      {
        "document": 1830,
        "excerpt": "lcasting. The giant casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 15): At Will: Dete"
      },
      {
        "document": 1835,
        "excerpt": "casting. The couatl casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 15): At Will: Detect Ev"
      },
      {
        "document": 1843,
        "excerpt": "llcasting. The deva casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17): At Will: Dete"
      },
      {
        "document": 1845,
        "excerpt": "casting. The djinni casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17): At Will: Dete"
      },
      {
        "document": 1846,
        "excerpt": "Read Thoughts. The doppelganger casts Detect Thoughts, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 12). Unsettling Visag"
      },
      {
        "document": 1850,
        "excerpt": "5–6). The drider casts Darkness, Faerie Fire, or Web, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 14)."
      },
      {
        "document": 1852,
        "excerpt": "lcasting. The dryad casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 14): At Will: Anim"
      },
      {
        "document": 1853,
        "excerpt": "urn. Sleep (1/Day). The mephit casts the Sleep spell, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 10)."
      },
      {
        "document": 1856,
        "excerpt": "asting. The efreeti casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 16): At Will: Dete"
      },
      {
        "document": 1871,
        "excerpt": "Etherealness. The ghost casts the Etherealness spell, requiring no spell components and using Charisma as the spellcasting ability. The ghost is visible on the Material"
      },
      {
        "document": 1890,
        "excerpt": "ellcasting. The owl casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability: At Will: Detect Evil and Good, Detect"
      },
      {
        "document": 1903,
        "excerpt": "sting. The glabrezu casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 16): At Will:"
      },
      {
        "document": 1914,
        "excerpt": "allies, the hag can cast one of the following spells, requiring no Material components, using the spell's normal casting time, and using Intelligence as the spellcastin"
      },
      {
        "document": 1920,
        "excerpt": "llcasting. The naga casts one of the following spells, requiring no Somatic or Material components and using Wisdom as the spellcasting ability (spell save DC 16): At W"
      },
      {
        "document": 1936,
        "excerpt": "rge 6). The devil casts Wall of Ice (level 8 version), requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 17)."
      },
      {
        "document": 1937,
        "excerpt": "amage. Fog Cloud (1/Day). The mephit casts Fog Cloud, requiring no spell components and using Charisma as the spellcasting ability. Frost Breath (Recharge 6). Constitu"
      },
      {
        "document": 1938,
        "excerpt": ". Invisibility. The imp casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability. Shape-Shift. The imp shape-shifts t"
      },
      {
        "document": 1939,
        "excerpt": "asting. The incubus casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 15): At Will: Disg"
      },
      {
        "document": 1947,
        "excerpt": "lcasting. The lamia casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 13): At Will: Disg"
      },
      {
        "document": 1966,
        "excerpt": "lcasting. The mummy casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 17, +9 to hit with sp"
      },
      {
        "document": 1969,
        "excerpt": "allies, the hag can cast one of the following spells, requiring no Material components, using the spell's normal casting time, and using Intelligence as the spellcastin"
      },
      {
        "document": 1976,
        "excerpt": "ellcasting. The oni casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 13): 1/Day Each: C"
      },
      {
        "document": 1986,
        "excerpt": "The pit fiend casts Fireball (level 5 version) twice, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21). It can replace"
      },
      {
        "document": 1987,
        "excerpt": "sting. The planetar casts one of the following spells, requiring no Material components and using Charisma as spellcasting ability (spell save DC 20): At Will: Detect E"
      },
      {
        "document": 1996,
        "excerpt": "Invisibility. The quasit casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability. Scare (1/Day). Wisdom Saving Throw:"
      },
      {
        "document": 1997,
        "excerpt": "sting. The rakshasa casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 18): At Will: Dete"
      },
      {
        "document": 2014,
        "excerpt": "allies, the hag can cast one of the following spells, requiring no Material components, using the spell's normal casting time, and using Intelligence as the spellcastin"
      },
      {
        "document": 2018,
        "excerpt": "stored with any parameters set by the original caster, requiring no spell components and using the caster's spellcasting ability. The stored spell is then lost."
      },
      {
        "document": 2022,
        "excerpt": "lcasting. The solar casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 25): At Will: Dete"
      },
      {
        "document": 2024,
        "excerpt": "casting. The sphinx casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 16): At Will:"
      },
      {
        "document": 2025,
        "excerpt": "casting. The sphinx casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 20): At Will: Detect"
      },
      {
        "document": 2028,
        "excerpt": "llcasting. The naga casts one of the following spells, requiring no Somatic or Material components and using Intelligence as the spellcasting ability (spell save DC 14):"
      },
      {
        "document": 2029,
        "excerpt": "Invisibility. The sprite casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability."
      },
      {
        "document": 2034,
        "excerpt": "Slow (Recharge 5–6). The golem casts the Slow spell, requiring no spell components and using Constitution as the spellcasting ability (spell save DC 17)."
      },
      {
        "document": 2035,
        "excerpt": "lcasting. The giant casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 18): At Will: Detect"
      },
      {
        "document": 2036,
        "excerpt": "The succubus casts Dominate Person (level 8 version), requiring no spell components and using Charisma as the spellcasting ability (spell save DC 15). Draining Kiss. C"
      },
      {
        "document": 2053,
        "excerpt": "asting. The unicorn casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 14): At Will: Detect"
      },
      {
        "document": 2056,
        "excerpt": "Charm (Recharge 5–6). The vampire casts Charm Person, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 17), and the duration"
      }
    ],
    "reroll": [
      {
        "document": 30,
        "excerpt": ". If you have Heroic Inspiration, you can expend it to reroll any die immediately after rolling it, and you must use the new roll. Only One at a Time. You can never"
      },
      {
        "document": 33,
        "excerpt": "age or Disadvantage and something in the game lets you reroll or replace the d20, you can reroll or replace only one die, not both. You choose which one. For example"
      },
      {
        "document": 639,
        "excerpt": "aracter) have Heroic Inspiration, you can expend it to reroll any die immediately after rolling it, and you must use the new roll. If you gain Heroic Inspiration but"
      },
      {
        "document": 966,
        "excerpt": "If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. You must use the new roll, and you can't use this feature a"
      },
      {
        "document": 967,
        "excerpt": "saving throw and fail, you can expend 1 Focus Point to reroll it, and you must use the new roll."
      },
      {
        "document": 971,
        "excerpt": "l damage for a spell, you can spend 1 Sorcery Point to reroll a number of the damage dice up to your Charisma modifier (minimum of one), and you must use the new roll"
      },
      {
        "document": 991,
        "excerpt": "When you roll a 1 on the d20 of a D20 Test, you can reroll the die, and you must use the new roll."
      },
      {
        "document": 1484,
        "excerpt": "Roll Redo. You undo a single recent event by forcing a reroll of any die roll made within the last round (including your last turn). Reality reshapes itself to accomm"
      },
      {
        "document": 1614,
        "excerpt": "rson, you can call on its luck (no action required) to reroll one failed D20 Test if you don't have the Incapacitated condition. You must use the second roll. Once us"
      }
    ],
    "rerolled": [
      {
        "document": 963,
        "excerpt": "ition, you can take a Reaction to cause the save to be rerolled, and the new roll has Advantage."
      }
    ],
    "rerolling": [
      {
        "document": 1387,
        "excerpt": "Special. The target is struck by two rays. Roll twice, rerolling any 8."
      }
    ],
    "rerolls": [
      {
        "document": 33,
        "excerpt": "Interactions with Rerolls"
      },
      {
        "document": 1454,
        "excerpt": "the target object) takes 3d10 Force damage, and the GM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time). Similar A"
      }
    ],
    "research": [
      {
        "document": 128,
        "excerpt": ". Learning how to destroy an Artifact usually requires research or the completion of a quest."
      },
      {
        "document": 973,
        "excerpt": "atures table. The spells are the culmination of arcane research you do regularly. Spell Slots. The Wizard Features table shows how many spell slots you have to cast yo"
      }
    ],
    "resemble": [
      {
        "document": 1304,
        "excerpt": "al terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like"
      },
      {
        "document": 1363,
        "excerpt": "ort of terrain. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other rough or impassable terrain. A pond can be made to seem like a gr"
      },
      {
        "document": 1509,
        "excerpt": "n certain levers are used, the apparatus transforms to resemble a giant lobster. The Apparatus of the Crab is a Large object with the following statistics: AC 20; HP 2"
      },
      {
        "document": 1938,
        "excerpt": "casting ability. Shape-Shift. The imp shape-shifts to resemble a rat (Speed 20 ft.), a raven (20 ft., Fly 60 ft.), or a spider (20 ft., Climb 20 ft.), or it returns to"
      },
      {
        "document": 1962,
        "excerpt": "Shape-Shift. The mimic shape-shifts to resemble a Medium or Small object while retaining its game statistics, or it returns to its true blob form. Any e"
      },
      {
        "document": 1996,
        "excerpt": "utomatically. Shape-Shift. The quasit shape-shifts to resemble a bat (Speed 10 ft., Fly 40 ft.), a centipede (40 ft., Climb 40 ft.), or a toad (40 ft., Swim 40 ft.), o"
      }
    ],
    "resembles": [
      {
        "document": 648,
        "excerpt": "60 feet. Weapon Equivalents. If an improvised weapon resembles a Simple or Martial weapon, the GM may say it functions as that weapon and uses that weapon's rules. For"
      },
      {
        "document": 1167,
        "excerpt": "food or air, and doesn't age. A target's astral form resembles its body in almost every way, replicating its game statistics and possessions. The principal difference"
      },
      {
        "document": 1266,
        "excerpt": "pell, the steed is replaced by the new one. The steed resembles a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you"
      },
      {
        "document": 1441,
        "excerpt": "o 1 minute You create a floating, spectral force that resembles a weapon of your choice and lasts for the duration. The force appears within range in a space of your ch"
      },
      {
        "document": 1516,
        "excerpt": "Wondrous Item, Very Rare This bag resembles a Bag of Holding but is a feeding orifice for a gigantic extradimensional creature. Turning the bag insi"
      },
      {
        "document": 1564,
        "excerpt": "Wondrous Item, Uncommon This powder resembles fine sand. There is enough of it for one use. When you take a Utilize action to throw the dust into the"
      },
      {
        "document": 1566,
        "excerpt": "tem, Uncommon Found in a small container, this powder resembles Dust of Disappearance, and Identify reveals it to be such. There is enough of it for one use. As a Util"
      },
      {
        "document": 1884,
        "excerpt": "passed. Marble Elephant (Rare). This marble statuette resembles a trumpeting elephant. It can become an Elephant for up to 24 hours. Once it has been used, it can't be"
      }
    ],
    "resembling": [
      {
        "document": 1647,
        "excerpt": "otion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors."
      },
      {
        "document": 1651,
        "excerpt": "ransparent liquid has floating in it a sliver of light resembling a giant's fingernail."
      }
    ],
    "reserve": [
      {
        "document": 1609,
        "excerpt": "le orbits your head if you have at least 1 Hit Point. Reserve (Rare). This vibrant purple prism stores spells cast into it, holding them until you use them. The stone"
      }
    ],
    "reset": [
      {
        "document": 10,
        "excerpt": "til you collect three of a kind. The number of both is reset to zero when you regain any Hit Points or become Stable. Rolling a 1 or 20. When you roll a 1 on the d2"
      }
    ],
    "resets": [
      {
        "document": 714,
        "excerpt": "antaneous, its effect is resolved instantly. If a trap resets after activating, that fact is noted in this entry. A trap is otherwise inert after activation. Use cau"
      },
      {
        "document": 718,
        "excerpt": "pressure plate Duration: Instantaneous, and the trap resets at the start of the next turn When a creature moves onto this trap's pressure plate for the first time"
      },
      {
        "document": 720,
        "excerpt": "a pressure plate Duration: Instantaneous, and the trap resets at the start of the next turn if it has activated fewer than three times When a creature moves onto thi"
      },
      {
        "document": 962,
        "excerpt": "ses by 5. When you finish a Short or Long Rest, the DC resets to 10."
      },
      {
        "document": 2025,
        "excerpt": "as a different effect, as detailed below (the sequence resets when it takes a Long Rest): First Roar. Wisdom Saving Throw: DC 20, each enemy in a 500-foot Emanation"
      }
    ],
    "reshape": [
      {
        "document": 1367,
        "excerpt": "uration: Concentration, up to 1 minute You attempt to reshape another creature's memories. One creature that you can see within range makes a Wisdom saving throw. If"
      },
      {
        "document": 1369,
        "excerpt": "no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the ar"
      },
      {
        "document": 1484,
        "excerpt": "hoose whether to use the reroll or the original roll. Reshape Reality. You may wish for something not included in any of the other effects. To do so, state your wish"
      }
    ],
    "reshapes": [
      {
        "document": 1484,
        "excerpt": "hin the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a Wish spell could undo an ally's failed saving throw"
      }
    ],
    "residence": [
      {
        "document": 2055,
        "excerpt": "se weaknesses: Forbiddance. The vampire can't enter a residence without an invitation from an occupant. Running Water. The vampire takes 20 Acid damage if it ends its"
      },
      {
        "document": 2056,
        "excerpt": "se weaknesses: Forbiddance. The vampire can't enter a residence without an invitation from an occupant. Running Water. The vampire takes 20 Acid damage if it ends its"
      }
    ],
    "resilience": [
      {
        "document": 128,
        "excerpt": "Magic Item Resilience"
      },
      {
        "document": 262,
        "excerpt": "s Unarmored Defense feature and a Sorcerer's Draconic Resilience feature must choose only one of those features as a way to calculate Armor Class."
      },
      {
        "document": 580,
        "excerpt": "d. Big objects, such as castle walls, often have extra resilience represented by a damage threshold. See also “Damage Threshold.” No Ability Scores. An object lacks abil"
      },
      {
        "document": 962,
        "excerpt": "Rage, a force that grants you extraordinary might and resilience. You can enter it as a Bonus Action if you aren't wearing Heavy armor. You can enter your Rage the numb"
      },
      {
        "document": 974,
        "excerpt": "You attain the pinnacle of resilience in battle, giving you these benefits. Defy Death. You have Advantage on Death Saving Throws. Moreover,"
      },
      {
        "document": 977,
        "excerpt": "Draconic Resilience"
      },
      {
        "document": 979,
        "excerpt": "Fiendish Resilience"
      },
      {
        "document": 987,
        "excerpt": "Dwarven Resilience"
      },
      {
        "document": 1521,
        "excerpt": "kvision. You have Darkvision with a range of 60 feet. Resilience. You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end"
      }
    ],
    "resilient": [
      {
        "document": 63,
        "excerpt": "a piece of paper. If you try to damage something more resilient, the GM might use the rules on breaking objects in “Rules Glossary.”"
      },
      {
        "document": 472,
        "excerpt": "Traveler's Clothes are resilient garments designed for travel in various environments."
      },
      {
        "document": 580,
        "excerpt": "t Hit Points table suggests Hit Points for fragile and resilient objects that are Large or smaller. To track Hit Points for a Huge or Gargantuan object, divide it into L"
      },
      {
        "document": 800,
        "excerpt": "Resilient Sphere"
      },
      {
        "document": 890,
        "excerpt": "Resilient Sphere"
      },
      {
        "document": 944,
        "excerpt": "Resilient"
      },
      {
        "document": 980,
        "excerpt": "ssus Slayer: Your tenacity can wear down even the most resilient foes. When you hit a creature with a weapon, the weapon deals an extra 1d8 damage to the target if it's"
      },
      {
        "document": 1404,
        "excerpt": "Resilient Sphere"
      }
    ],
    "resist": [
      {
        "document": 19,
        "excerpt": "also called a save - represents an attempt to evade or resist a threat, such as a fiery explosion, a blast of poisonous gas, or a spell trying to invade your mind. Yo"
      },
      {
        "document": 20,
        "excerpt": "throw, and so on. Different saving throws are used to resist different kinds of effects, as shown on the Saving Throw Examples table. Saving Throw Examples"
      },
      {
        "document": 40,
        "excerpt": "icient in Intelligence and Wisdom saves; they train to resist mental assault."
      },
      {
        "document": 540,
        "excerpt": "also called a save - represents an attempt to avoid or resist a threat. You normally make a saving throw only when a rule requires you to do so, but you can decide to"
      },
      {
        "document": 741,
        "excerpt": "Physically resist direct force"
      },
      {
        "document": 1496,
        "excerpt": "omatically fail Strength and Dexterity saving throws. Resist Damage. You have Resistance to all damage. Poison Immunity. You have Immunity to the Poisoned condition"
      },
      {
        "document": 1712,
        "excerpt": "pell back on its caster as if you had cast the spell. Resist Enchantment. If you fail a saving throw against an Enchantment spell that targets only you, you can turn"
      }
    ],
    "resistance": [
      {
        "document": 100,
        "excerpt": "Fire Resistance"
      },
      {
        "document": 110,
        "excerpt": "d have no rules of their own, but other rules, such as Resistance, rely on damage types."
      },
      {
        "document": 111,
        "excerpt": "Resistance and Vulnerability"
      },
      {
        "document": 112,
        "excerpt": "Multiple instances of Resistance or Vulnerability that affect the same damage type count as only one instance. For example, if you have R"
      },
      {
        "document": 113,
        "excerpt": "bonuses, penalties, or multipliers are applied first; Resistance is applied second; and Vulnerability is applied third. For example, a creature has Resistance to all da"
      },
      {
        "document": 128,
        "excerpt": "Most magic items, other than Potions and Scrolls, have Resistance to all damage. An Artifact can be destroyed only in some special way. Otherwise, it is impervious to da"
      },
      {
        "document": 536,
        "excerpt": "Resistance"
      },
      {
        "document": 554,
        "excerpt": "r's Resistances and Vulnerabilities, if any. See also \"Resistance\" and \"Vulnerability.\" Immunities. This section lists the monster's damage and condition Immunities, if"
      },
      {
        "document": 608,
        "excerpt": "s have no rules of their own, but other rules, such as Resistance, rely on the types. The Damage Types table offers examples to help a GM assign a type to a new effect."
      },
      {
        "document": 679,
        "excerpt": "h hour or gain 1 Exhaustion level. Creatures that have Resistance or Immunity to Cold damage automatically succeed on the save."
      },
      {
        "document": 681,
        "excerpt": "mor have Disadvantage on the save. Creatures that have Resistance or Immunity to Fire damage automatically succeed on the save."
      },
      {
        "document": 682,
        "excerpt": "aving throw or gain 1 Exhaustion level. Creatures with Resistance or Immunity to Cold damage automatically succeed on the save, as do creatures that are naturally adapted"
      },
      {
        "document": 765,
        "excerpt": "Potion of Resistance Table 1"
      },
      {
        "document": 768,
        "excerpt": "Ring of Resistance Table 1"
      },
      {
        "document": 792,
        "excerpt": "Armor of Resistance Table 1"
      },
      {
        "document": 803,
        "excerpt": "Resistance"
      },
      {
        "document": 825,
        "excerpt": "Resistance"
      },
      {
        "document": 829,
        "excerpt": "Resistance"
      },
      {
        "document": 910,
        "excerpt": "Resistance"
      },
      {
        "document": 962,
        "excerpt": "ile active, your Rage follows the rules below. Damage Resistance. You have Resistance to Bludgeoning, Piercing, and Slashing damage. Rage Damage. When you make an attac"
      },
      {
        "document": 967,
        "excerpt": "he Incapacitated condition. During that time, you have Resistance to all damage except Force damage."
      },
      {
        "document": 972,
        "excerpt": "e to make a saving throw, it uses your spell save DC. Resistance. When the familiar takes damage, you can take a Reaction to grant it Resistance against that damage. Le"
      },
      {
        "document": 975,
        "excerpt": "You are immune to the Poisoned condition, and you have Resistance to a damage type associated with your current land choice in the Circle Spells feature, as shown in the"
      },
      {
        "document": 977,
        "excerpt": "pes: Acid, Cold, Fire, Lightning, or Poison. You have Resistance to that damage type, and when you cast a spell that deals damage of that type, you can add your Charisma"
      },
      {
        "document": 978,
        "excerpt": "lot immediately after you cast it. This damage ignores Resistance and Immunity. Each time you use this feature again before finishing a Long Rest, the Necrotic damage pe"
      },
      {
        "document": 979,
        "excerpt": "ce, whenever you finish a Short or Long Rest. You have Resistance to that damage type until you choose a different one with this feature."
      },
      {
        "document": 980,
        "excerpt": "take damage, you can take a Reaction to give yourself Resistance to that damage and any other damage of the same type until the end of the current turn."
      },
      {
        "document": 986,
        "excerpt": "ble. Your choice affects your Breath Weapon and Damage Resistance traits as well as your appearance. Draconic Ancestors | Dragon | Damage Type | Dragon | Damage Type |"
      },
      {
        "document": 987,
        "excerpt": "You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned conditi"
      },
      {
        "document": 992,
        "excerpt": "-------- | :------------------ | | Abyssal | You have Resistance to Poison damage.You also know the Poison Spray cantrip. | Ray of Sickness | Hold Person | | Ch"
      },
      {
        "document": 1005,
        "excerpt": "Piercing, and Slashing damage you deal always ignores Resistance. Overwhelming Strike. When you roll a 20 on the d20 for an attack roll, you can deal extra damage to th"
      },
      {
        "document": 1007,
        "excerpt": "owy Form. While within Dim Light or Darkness, you have Resistance to all damage except Psychic and Radiant."
      },
      {
        "document": 1169,
        "excerpt": "duration. While in the aura, you and your allies have Resistance to Necrotic damage, and your Hit Point maximums can't be reduced. If an ally with 0 Hit Points starts it"
      },
      {
        "document": 1271,
        "excerpt": "hill shield, as you choose. The warm shield grants you Resistance to Cold damage, and the chill shield grants you Resistance to Fire damage. In addition, whenever a crea"
      },
      {
        "document": 1286,
        "excerpt": "d occupy the space of another creature. The target has Resistance to Bludgeoning, Piercing, and Slashing damage; it has Immunity to the Prone condition; and it has Advant"
      },
      {
        "document": 1303,
        "excerpt": "oose have the Frightened condition while in the area. Resistance. Creatures of any types you choose have Resistance to one damage type of your choice while in the area."
      },
      {
        "document": 1311,
        "excerpt": "al benefits, which last for 24 hours. The creature has Resistance to Poison damage, and it has Immunity to the Frightened and Poisoned conditions. Its Hit Point maximum a"
      },
      {
        "document": 1393,
        "excerpt": "For the duration, the willing creature you touch has Resistance to one damage type of your choice: Acid, Cold, Fire, Lightning, or Thunder."
      },
      {
        "document": 1395,
        "excerpt": "ows to avoid or end the Poisoned condition, and it has Resistance to Poison damage."
      },
      {
        "document": 1405,
        "excerpt": "Resistance"
      },
      {
        "document": 1445,
        "excerpt": "til the spell ends, one willing creature you touch has Resistance to Bludgeoning, Piercing, and Slashing damage."
      },
      {
        "document": 1448,
        "excerpt": "on the spirit, choose one of its Resistances. You have Resistance to the chosen damage type until the spell ends. Actions Multiattack. The spirit makes a number of Rend"
      },
      {
        "document": 1477,
        "excerpt": "t gains a +1 bonus to AC and saving throws, and it has Resistance to all damage. Also, each time it takes damage, you take the same amount of damage. The spell ends if y"
      },
      {
        "document": 1482,
        "excerpt": "er; it has Immunity to the Prone condition; and it has Resistance to Bludgeoning, Piercing, and Slashing damage. The only actions a target can take in this form are the D"
      },
      {
        "document": 1484,
        "excerpt": "ects on them listed in the Greater Restoration spell. Resistance. You grant up to ten creatures that you can see Resistance to one damage type that you choose. This Resi"
      },
      {
        "document": 1496,
        "excerpt": "and Dexterity saving throws. Resist Damage. You have Resistance to all damage. Poison Immunity. You have Immunity to the Poisoned condition."
      },
      {
        "document": 1511,
        "excerpt": "late Armor), Legendary (Requires Attunement) You have Resistance to Bludgeoning, Piercing, and Slashing damage while you wear this armor. Metal Shell. You can take a Ma"
      },
      {
        "document": 1512,
        "excerpt": "Armor of Resistance"
      },
      {
        "document": 1513,
        "excerpt": "quires Attunement) While wearing this armor, you have Resistance to one of the following damage types: Bludgeoning, Piercing, or Slashing. The GM chooses the type or det"
      },
      {
        "document": 1521,
        "excerpt": "kvision with a range of 60 feet. Resilience. You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned conditi"
      },
      {
        "document": 1528,
        "excerpt": "e wearing them, you gain the following benefits. Cold Resistance. You have Resistance to Cold damage and can tolerate temperatures of 0 degrees Fahrenheit or lower witho"
      },
      {
        "document": 1533,
        "excerpt": "uires Attunement) While wearing this brooch, you have Resistance to Force damage, and you have Immunity to damage from the Magic Missile spell."
      },
      {
        "document": 1541,
        "excerpt": "e wearing it, you gain the following benefits. Poison Resistance. You have Resistance to Poison damage. Spider Climb. You have a Climb Speed equal to your Speed and can"
      },
      {
        "document": 1562,
        "excerpt": "ws against the breath weapons of Dragons, and you have Resistance to one damage type determined by the kind of dragon that provided the scales (see the accompanying table"
      },
      {
        "document": 1583,
        "excerpt": "mage. In addition, while you hold the weapon, you have Resistance to Fire damage. In freezing temperatures, the weapon sheds Bright Light in a 10-foot radius and Dim Lig"
      },
      {
        "document": 1598,
        "excerpt": "guish them or until you drop or stow the weapon. Ruby Resistance. As long as the helm has at least one ruby, you have Resistance to Fire damage. Spells. You can cast on"
      },
      {
        "document": 1608,
        "excerpt": "age except that which is dealt by siege equipment; and Resistance to all other damage. Shrinking the tower back down to statuette form doesn't repair damage to the tower."
      },
      {
        "document": 1618,
        "excerpt": "Mantle of Spell Resistance"
      },
      {
        "document": 1655,
        "excerpt": "re For 1 minute after you drink this potion, you have Resistance to all damage. This potion's syrupy liquid looks like liquefied iron."
      },
      {
        "document": 1659,
        "excerpt": "Potion of Resistance"
      },
      {
        "document": 1667,
        "excerpt": "linked Elemental Plane: Air. You know Auran, you have Resistance to Lightning damage, and you have a Fly Speed equal to your Speed and can hover. Earth. You know Terran"
      },
      {
        "document": 1676,
        "excerpt": "Ring of Resistance"
      },
      {
        "document": 1690,
        "excerpt": "Armor Class is 15 plus your Dexterity modifier. Magic Resistance. You have Advantage on saving throws against spells and other magical effects. War Mage. Your spell sav"
      },
      {
        "document": 1700,
        "excerpt": "is destroyed when its last charge is expended. Spell Resistance. You have Advantage on saving throws against spells."
      },
      {
        "document": 1705,
        "excerpt": "uires Attunement) While holding this Shield, you have Resistance to damage from attacks made with Ranged weapons. Curse. This Shield is cursed. Attuning to it curses yo"
      },
      {
        "document": 1713,
        "excerpt": "nt by a Druid, Sorcerer, Warlock, or Wizard) You have Resistance to Fire damage while you hold this staff. Spells. The staff has 10 charges. While holding the staff, yo"
      },
      {
        "document": 1714,
        "excerpt": "nt by a Druid, Sorcerer, Warlock, or Wizard) You have Resistance to Cold damage while you hold this staff. Spells. The staff has 10 charges. While holding the staff, yo"
      },
      {
        "document": 1740,
        "excerpt": "ith this magic weapon. In addition, the weapon ignores Resistance to Slashing damage. When you use this weapon to attack a creature that has at least one head and roll a"
      },
      {
        "document": 1760,
        "excerpt": "Realm or another location chosen by the GM. Legendary Resistance (3/Day, or 4/Day in Lair). If the aboleth fails a saving throw, it can choose to succeed instead. Mucus"
      },
      {
        "document": 1761,
        "excerpt": "ious. The dragon can breathe air and water. Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1762,
        "excerpt": "Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1763,
        "excerpt": "Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1764,
        "excerpt": "ious. The dragon can breathe air and water. Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1765,
        "excerpt": "Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1766,
        "excerpt": "ious. The dragon can breathe air and water. Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1767,
        "excerpt": "ious. The dragon can breathe air and water. Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1768,
        "excerpt": "Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1769,
        "excerpt": "Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1770,
        "excerpt": "ice or snow doesn't cost it extra movement. Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1773,
        "excerpt": "ious. The dragon can breathe air and water. Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1774,
        "excerpt": "Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1775,
        "excerpt": "Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1776,
        "excerpt": "ious. The dragon can breathe air and water. Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1777,
        "excerpt": "Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1778,
        "excerpt": "ious. The dragon can breathe air and water. Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1779,
        "excerpt": "ious. The dragon can breathe air and water. Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1780,
        "excerpt": "Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1781,
        "excerpt": "Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1782,
        "excerpt": "ice or snow doesn't cost it extra movement. Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1790,
        "excerpt": "Magic Resistance. The archmage has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1799,
        "excerpt": "from the balor takes 13 (3d8) Fire damage. Legendary Resistance (3/Day). If the balor fails a saving throw, it can choose to succeed instead. Magic Resistance. The bal"
      },
      {
        "document": 1802,
        "excerpt": "all its Hit Points somewhere in the Nine Hells. Magic Resistance. The devil has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1805,
        "excerpt": "Magic Resistance. The devil has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1815,
        "excerpt": "all its Hit Points somewhere in the Nine Hells. Magic Resistance. The devil has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1825,
        "excerpt": "all its Hit Points somewhere in the Nine Hells. Magic Resistance. The devil has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1828,
        "excerpt": ". Immutable Form. The golem can't shape-shift. Magic Resistance. The golem has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1843,
        "excerpt": "all its Hit Points somewhere in Mount Celestia. Magic Resistance. The deva has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1845,
        "excerpt": "l its Hit Points somewhere on the Plane of Air. Magic Resistance. The djinni has Advantage on saving throws against spells and other magical effects. Wishes. The djinni"
      },
      {
        "document": 1848,
        "excerpt": "us 7 (2d6) Fire damage. Being underwater doesn't grant Resistance to this Fire damage. Tail. Melee Attack Roll: +13, reach 15 ft. Hit: 18 (2d10 + 7) Bludgeoning damage."
      },
      {
        "document": 1852,
        "excerpt": "Magic Resistance. The dryad has Advantage on saving throws against spells and other magical effects. Speak with Beasts a"
      },
      {
        "document": 1856,
        "excerpt": "its Hit Points somewhere on the Plane of Fire. Magic Resistance. The efreeti has Advantage on saving throws against spells and other magical effects. Wishes. The efree"
      },
      {
        "document": 1859,
        "excerpt": "all its Hit Points somewhere in the Nine Hells. Magic Resistance. The erinyes has Advantage on saving throws against spells and other magical effects. Magic Rope. The e"
      },
      {
        "document": 1864,
        "excerpt": "Hit Points equal to the Lightning damage dealt. Magic Resistance. The golem has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1903,
        "excerpt": "with all its Hit Points somewhere in the Abyss. Magic Resistance. The glabrezu has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1925,
        "excerpt": "with all its Hit Points somewhere in the Abyss. Magic Resistance. The hezrou has Advantage on saving throws against spells and other magical effects. Stench. Constituti"
      },
      {
        "document": 1932,
        "excerpt": "all its Hit Points somewhere in the Nine Hells. Magic Resistance. The devil has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1936,
        "excerpt": "all its Hit Points somewhere in the Nine Hells. Magic Resistance. The devil has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1938,
        "excerpt": "Magic Resistance. The imp has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1941,
        "excerpt": ". Immutable Form. The golem can't shape-shift. Magic Resistance. The golem has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1946,
        "excerpt": "ious. The kraken can breathe air and water. Legendary Resistance (4/Day, or 5/Day in Lair). If the kraken fails a saving throw, it can choose to succeed instead. Siege"
      },
      {
        "document": 1949,
        "excerpt": "Legendary Resistance (4/Day, or 5/Day in Lair). If the lich fails a saving throw, it can choose to succeed instead. Spirit J"
      },
      {
        "document": 1957,
        "excerpt": "with all its Hit Points somewhere in the Abyss. Magic Resistance. The marilith has Advantage on saving throws against spells and other magical effects. Reactive. The ma"
      },
      {
        "document": 1966,
        "excerpt": "Legendary Resistance (3/Day, or 4/Day in Lair). If the mummy fails a saving throw, it can choose to succeed instead. Magic R"
      },
      {
        "document": 1968,
        "excerpt": "with all its Hit Points somewhere in the Abyss. Magic Resistance. The nalfeshnee has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1969,
        "excerpt": "fore using this trait to cast that spell again. Magic Resistance. The hag has Advantage on saving throws against spells and other magical effects. Soul Bag. The hag has"
      },
      {
        "document": 1970,
        "excerpt": "Confer Fire Resistance. The nightmare can grant Resistance to Fire damage to a rider while it is on the nightmare. Illuminatio"
      },
      {
        "document": 1986,
        "excerpt": "mune to this pit fiend's aura for 24 hours. Legendary Resistance (4/Day). If the pit fiend fails a saving throw, it can choose to succeed instead. Magic Resistance. The"
      },
      {
        "document": 1987,
        "excerpt": "all its Hit Points somewhere in Mount Celestia. Magic Resistance. The planetar has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1993,
        "excerpt": "Magic Resistance. The pseudodragon has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1996,
        "excerpt": "Magic Resistance. The quasit has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1997,
        "excerpt": "Greater Magic Resistance. The rakshasa automatically succeeds on saving throws against spells and other magical effects, and the"
      },
      {
        "document": 2011,
        "excerpt": "Magic Resistance. The satyr has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 2022,
        "excerpt": "its Hit Points somewhere in Mount Celestia. Legendary Resistance (4/Day). If the solar fails a saving throw, it can choose to succeed instead. Magic Resistance. The sol"
      },
      {
        "document": 2024,
        "excerpt": "ns or sincerity are made with Disadvantage. Legendary Resistance (3/Day, or 4/Day in Lair). If the sphinx fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 2025,
        "excerpt": "ns or sincerity are made with Disadvantage. Legendary Resistance (3/Day, or 4/Day in Lair). If the sphinx fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 2026,
        "excerpt": "Magic Resistance. The sphinx has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 2031,
        "excerpt": "ly. Failure or Success: Being underwater doesn't grant Resistance to this Fire damage."
      },
      {
        "document": 2034,
        "excerpt": "Immutable Form. The golem can't shape-shift. Magic Resistance. The golem has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 2044,
        "excerpt": "Legendary Resistance (6/Day). If the tarrasque fails a saving throw, it can choose to succeed instead. Magic Resistance. The"
      },
      {
        "document": 2053,
        "excerpt": "Legendary Resistance (3/Day). If the unicorn fails a saving throw, it can choose to succeed instead. Magic Resistance. The u"
      },
      {
        "document": 2056,
        "excerpt": "Legendary Resistance (3/Day, or 4/Day in Lair). If the vampire fails a saving throw, it can choose to succeed instead. Misty"
      },
      {
        "document": 2059,
        "excerpt": "with all its Hit Points somewhere in the Abyss. Magic Resistance. The vrock has Advantage on saving throws against spells and other magical effects."
      }
    ],
    "resistances": [
      {
        "document": 155,
        "excerpt": "Resistances and Vulnerabilities"
      },
      {
        "document": 161,
        "excerpt": "appear in some monsters, such as skill proficiencies, Resistances, Immunities, and Gear. If a monster lacks those details, entries for them don't appear. Traits. Monster"
      },
      {
        "document": 554,
        "excerpt": "if any. See also \"Playing the Game\" (\"Proficiency\"). Resistances and Vulnerabilities. These entries list the monster's Resistances and Vulnerabilities, if any. See also"
      },
      {
        "document": 980,
        "excerpt": "rk, you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are."
      },
      {
        "document": 1448,
        "excerpt": "ave: +2 | Save: +3 | Save: +0 | Save: +2 | Save: +2 | Resistances Acid, Cold, Fire, Lightning, Poison Immunities Charmed, Frightened, Poisoned Senses Blindsight 30 ft., D"
      },
      {
        "document": 1771,
        "excerpt": ") HP 90 (12d10 + 24) Speed 10 ft., Fly 90 ft. (hover) Resistances Bludgeoning, Lightning, Piercing, Slashing Immunities Poison, Thunder; Exhaustion, Grappled, Paralyzed,"
      },
      {
        "document": 1791,
        "excerpt": "ft. Skills Acrobatics +7, Perception +6, Stealth +10 Resistances Poison Gear Light Crossbow, Shortsword, Studded Leather Armor Senses Passive Perception 16 Languages Com"
      },
      {
        "document": 1793,
        "excerpt": "-1 (9) HP 10 (3d6) Speed 20 ft. Vulnerabilities Fire Resistances Piercing Senses Passive Perception 10 Languages Common plus one other language CR 0 (XP 10; PB +2) Acti"
      },
      {
        "document": 1794,
        "excerpt": ") HP 59 (7d12 + 14) Speed 20 ft. Vulnerabilities Fire Resistances Bludgeoning, Piercing Senses Passive Perception 10 Languages Common plus one other language CR 2 (XP 450"
      },
      {
        "document": 1798,
        "excerpt": "+ 3) Speed 20 ft., Burrow 5 ft. Skills Perception +3 Resistances Poison Senses Darkvision 30 ft.; Passive Perception 13 Languages None CR 0 (XP 10; PB +2) Actions Bite"
      },
      {
        "document": 1799,
        "excerpt": "+ 138) Speed 40 ft., Fly 80 ft. Skills Perception +9 Resistances Cold, Lightning Immunities Fire, Poison; Charmed, Frightened, Poisoned Senses Truesight 120 ft.; Passive"
      },
      {
        "document": 1802,
        "excerpt": "30 ft. Skills Deception +5, Insight +5, Perception +8 Resistances Cold Immunities Fire, Poison; Poisoned Senses Darkvision 120 ft. (unimpeded by magical Darkness); Passi"
      },
      {
        "document": 1805,
        "excerpt": "C 13 Initiative +2 (12) HP 58 (9d8 + 18) Speed 30 ft. Resistances Cold Immunities Fire, Poison; Frightened, Poisoned Senses Darkvision 120 ft. (unimpeded by magical Darkn"
      },
      {
        "document": 1815,
        "excerpt": "ed 40 ft., Fly 40 ft. Skills Deception +7, Insight +6 Resistances Cold Immunities Fire, Poison; Poisoned Senses Darkvision 120 ft. (unimpeded by magical Darkness); Passiv"
      },
      {
        "document": 1825,
        "excerpt": "15 Initiative +5 (15) HP 85 (10d8 + 40) Speed 30 ft. Resistances Bludgeoning, Cold, Piercing, Slashing Immunities Fire, Poison; Poisoned Senses Darkvision 120 ft. (unimp"
      },
      {
        "document": 1828,
        "excerpt": "4 Initiative +3 (13) HP 123 (13d10 + 52) Speed 30 ft. Resistances Bludgeoning, Piercing, Slashing Immunities Acid, Poison, Psychic; Charmed, Exhaustion, Frightened, Paral"
      },
      {
        "document": 1835,
        "excerpt": "ive +5 (15) HP 60 (8d8 + 24) Speed 30 ft., Fly 90 ft. Resistances Bludgeoning, Piercing, Slashing Immunities Psychic, Radiant Senses Truesight 120 ft.; Passive Perception"
      },
      {
        "document": 1843,
        "excerpt": ", Fly 90 ft. (hover) Skills Insight +9, Perception +9 Resistances Radiant Immunities Charmed, Exhaustion, Frightened Senses Darkvision 120 ft.; Passive Perception 19 Lang"
      },
      {
        "document": 1848,
        "excerpt": "6 (16) HP 356 (23d20 + 115) Speed 20 ft., Swim 50 ft. Resistances Fire Senses Darkvision 120 ft.; Passive Perception 11 Languages Draconic, Primordial (Aquan) CR 17 (XP 1"
      },
      {
        "document": 1849,
        "excerpt": "AC 11 Initiative +0 (10) HP 18 (4d6 + 4) Speed 20 ft. Resistances Cold, Fire, Lightning Immunities Poison; Poisoned Senses Darkvision 60 ft.; Passive Perception 9 Languag"
      },
      {
        "document": 1859,
        "excerpt": "0 ft., Fly 60 ft. Skills Perception +6, Persuasion +8 Resistances Cold Immunities Fire, Poison; Poisoned Senses Truesight 120 ft.; Passive Perception 16 Languages Inferna"
      },
      {
        "document": 1862,
        "excerpt": "13 Initiative +3 (13) HP 93 (11d10 + 33) Speed 50 ft. Resistances Bludgeoning, Piercing, Slashing Immunities Fire, Poison; Exhaustion, Grappled, Paralyzed, Petrified, Poi"
      },
      {
        "document": 1870,
        "excerpt": "il AC 13 Initiative +3 (13) HP 36 (8d8) Speed 30 ft. Resistances Necrotic Immunities Poison; Charmed, Exhaustion, Poisoned Senses Darkvision 60 ft.; Passive Perception 1"
      },
      {
        "document": 1871,
        "excerpt": "+1 (11) HP 45 (10d8) Speed 5 ft., Fly 40 ft. (hover) Resistances Acid, Bludgeoning, Cold, Fire, Lightning, Piercing, Slashing, Thunder Immunities Necrotic, Poison; Charm"
      },
      {
        "document": 1874,
        "excerpt": "+ 6) Speed 30 ft., Burrow 10 ft. Skills Perception +3 Resistances Poison Senses Darkvision 60 ft.; Passive Perception 13 Languages None CR 1/4 (XP 50; PB +2) Actions Bi"
      },
      {
        "document": 1881,
        "excerpt": "10 + 4) Speed 10 ft., Fly 80 ft. Skills Perception +6 Resistances Necrotic, Radiant Senses Passive Perception 16 Languages Celestial; understands Common and Primordial (A"
      },
      {
        "document": 1882,
        "excerpt": ") HP 42 (5d12 + 10) Speed 60 ft. Skills Perception +4 Resistances Necrotic, Radiant Senses Darkvision 90 ft.; Passive Perception 14 Languages Celestial; understands Commo"
      },
      {
        "document": 1883,
        "excerpt": "ive +0 (10) HP 4 (1d6 + 1) Speed 30 ft., Climb 30 ft. Resistances Fire Senses Blindsight 30 ft.; Passive Perception 8 Languages None CR 0 (XP 10; PB +2) Traits Illumina"
      },
      {
        "document": 1890,
        "excerpt": "ed 5 ft., Fly 60 ft. Skills Perception +6, Stealth +6 Resistances Necrotic, Radiant Senses Darkvision 120 ft.; Passive Perception 16 Languages Celestial; understands Comm"
      },
      {
        "document": 1898,
        "excerpt": "10 + 9) Speed 10 ft., Fly 60 ft. Skills Perception +3 Resistances Necrotic Senses Darkvision 60 ft.; Passive Perception 13 Languages Understands Common but can't speak CR"
      },
      {
        "document": 1903,
        "excerpt": "+ 90) Speed 40 ft. Skills Deception +7, Perception +7 Resistances Cold, Fire, Lightning Immunities Poison; Poisoned Senses Truesight 120 ft.; Passive Perception 17 Langua"
      },
      {
        "document": 1912,
        "excerpt": "3d8 + 9) Speed 10 ft., Climb 10 ft. Skills Stealth +2 Resistances Acid, Cold, Fire Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Grappled, Prone, Restrai"
      },
      {
        "document": 1921,
        "excerpt": "40 ft. Skills Athletics +7, Perception +5, Stealth +5 Resistances Damage type chosen for the Draconic Origin trait below Senses Blindsight 10 ft., Darkvision 60 ft.; Pass"
      },
      {
        "document": 1925,
        "excerpt": "8 Initiative +6 (16) HP 157 (15d10 + 75) Speed 30 ft. Resistances Cold, Fire, Lightning Immunities Poison; Poisoned Senses Darkvision 120 ft.; Passive Perception 11 Langu"
      },
      {
        "document": 1932,
        "excerpt": "+7 (17) HP 199 (19d10 + 95) Speed 30 ft., Fly 60 ft. Resistances Cold Immunities Fire, Poison; Poisoned Senses Darkvision 150 ft. (unimpeded by magical Darkness); Passiv"
      },
      {
        "document": 1938,
        "excerpt": "ly 40 ft. Skills Deception +4, Insight +3, Stealth +5 Resistances Cold Immunities Fire, Poison; Poisoned Senses Darkvision 120 ft. (unimpeded by magical Darkness); Passiv"
      },
      {
        "document": 1939,
        "excerpt": ", Insight +5, Perception +5, Persuasion +9, Stealth +7 Resistances Cold, Fire, Poison, Psychic Senses Darkvision 60 ft.; Passive Perception 15 Languages Abyssal, Common, I"
      },
      {
        "document": 1940,
        "excerpt": "Fly 50 ft. (hover) Skills Perception +8, Stealth +10 Resistances Bludgeoning, Piercing, Slashing Immunities Poison; Exhaustion, Grappled, Paralyzed, Petrified, Poisoned,"
      },
      {
        "document": 1948,
        "excerpt": "Evil AC 9 Initiative -3 (7) HP 9 (2d8) Speed 20 ft. Resistances Cold Immunities Fire, Poison; Charmed, Frightened, Poisoned Senses Darkvision 120 ft. (unimpeded by magi"
      },
      {
        "document": 1949,
        "excerpt": "lls Arcana +19, History +12, Insight +9, Perception +9 Resistances Cold, Lightning Immunities Necrotic, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned Gear C"
      },
      {
        "document": 1957,
        "excerpt": "105) Speed 40 ft., Climb 40 ft. Skills Perception +8 Resistances Cold, Fire, Lightning Immunities Poison; Poisoned Senses Truesight 120 ft.; Passive Perception 18 Langua"
      },
      {
        "document": 1968,
        "excerpt": "+5 (15) HP 184 (16d10 + 96) Speed 20 ft., Fly 30 ft. Resistances Cold, Fire, Lightning Immunities Poison; Frightened, Poisoned Senses Truesight 120 ft.; Passive Percepti"
      },
      {
        "document": 1969,
        "excerpt": "ls Deception +6, Insight +5, Perception +5, Stealth +5 Resistances Cold, Fire Immunities Charmed Senses Darkvision 120 ft.; Passive Perception 15 Languages Abyssal, Common"
      },
      {
        "document": 1972,
        "excerpt": "e -2 (8) HP 52 (7d10 + 14) Speed 20 ft., Climb 20 ft. Resistances Acid Immunities Lightning, Slashing; Charmed, Deafened, Exhaustion, Frightened, Grappled, Prone, Restrai"
      },
      {
        "document": 1976,
        "excerpt": "(hover) Skills Arcana +5, Deception +8, Perception +4 Resistances Cold Senses Darkvision 60 ft.; Passive Perception 14 Languages Common, Giant CR 7 (XP 2,900; PB +3) Tra"
      },
      {
        "document": 1986,
        "excerpt": "ft., Fly 60 ft. Skills Perception +10, Persuasion +19 Resistances Cold Immunities Fire, Poison; Poisoned Senses Truesight 120 ft.; Passive Perception 20 Languages Inferna"
      },
      {
        "document": 1987,
        "excerpt": "eed 40 ft., Fly 120 ft. (hover) Skills Perception +11 Resistances Radiant Immunities Charmed, Exhaustion, Frightened Senses Truesight 120 ft.; Passive Perception 21 Langu"
      },
      {
        "document": 1989,
        "excerpt": "40 ft., Swim 40 ft. Skills Perception +5, Stealth +4 Resistances Cold Senses Darkvision 60 ft.; Passive Perception 15 Languages None CR 2 (XP 450; PB +2) Actions Multi"
      },
      {
        "document": 1996,
        "excerpt": "e +3 (13) HP 25 (10d4) Speed 40 ft. Skills Stealth +5 Resistances Cold, Fire, Lightning Immunities Poison; Poisoned Senses Darkvision 120 ft.; Passive Perception 10 Langu"
      },
      {
        "document": 2009,
        "excerpt": "8 + 4) Speed 30 ft., Swim 40 ft. Skills Perception +5 Resistances Acid, Cold Senses Darkvision 120 ft.; Passive Perception 15 Languages Sahuagin CR 1/2 (XP 100; PB +2) T"
      },
      {
        "document": 2016,
        "excerpt": "peed 40 ft. Skills Stealth +6 Vulnerabilities Radiant Resistances Acid, Cold, Fire, Lightning, Thunder Immunities Necrotic, Poison; Exhaustion, Frightened, Grappled, Para"
      },
      {
        "document": 2017,
        "excerpt": "d10 + 39) Speed 30 ft., Swim 20 ft. Skills Stealth +3 Resistances Cold, Fire Immunities Lightning; Deafened, Exhaustion Senses Blindsight 60 ft.; Passive Perception 10 La"
      },
      {
        "document": 2023,
        "excerpt": "+2 (12) HP 22 (5d8) Speed 30 ft., Fly 50 ft. (hover) Resistances Acid, Bludgeoning, Cold, Fire, Lightning, Piercing, Slashing, Thunder Immunities Necrotic, Poison; Charm"
      },
      {
        "document": 2024,
        "excerpt": "s Arcana +12, History +12, Perception +8, Religion +12 Resistances Necrotic, Radiant Immunities Psychic; Charmed, Frightened Senses Truesight 120 ft.; Passive Perception 1"
      },
      {
        "document": 2025,
        "excerpt": "60 ft. Skills Arcana +9, Perception +12, Religion +15 Resistances Necrotic, Radiant Immunities Psychic; Charmed, Frightened Senses Truesight 120 ft.; Passive Perception 2"
      },
      {
        "document": 2026,
        "excerpt": "Fly 40 ft. Skills Arcana +4, Religion +4, Stealth +5 Resistances Necrotic, Psychic, Radiant Senses Darkvision 60 ft.; Passive Perception 11 Languages Celestial, Common C"
      },
      {
        "document": 2035,
        "excerpt": "s Arcana +8, Athletics +14, History +8, Perception +10 Resistances Cold Immunities Lightning, Thunder Senses Darkvision 120 ft., Truesight 30 ft.; Passive Perception 20 La"
      },
      {
        "document": 2036,
        "excerpt": ", Insight +5, Perception +5, Persuasion +9, Stealth +7 Resistances Cold, Fire, Poison, Psychic Senses Darkvision 60 ft.; Passive Perception 15 Languages Abyssal, Common, I"
      },
      {
        "document": 2037,
        "excerpt": "itiative +2 (12) HP 11 (2d10) Speed 5 ft., Fly 30 ft. Resistances Bludgeoning, Piercing, Slashing Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, R"
      },
      {
        "document": 2038,
        "excerpt": "ative +2 (12) HP 49 (11d8) Speed 30 ft., Climb 30 ft. Resistances Bludgeoning, Piercing, Slashing Immunities Necrotic, Poison; Charmed, Exhaustion, Frightened, Grappled,"
      },
      {
        "document": 2039,
        "excerpt": "+ 6) Speed 20 ft., Climb or Fly 20 ft. (GM's choice) Resistances Bludgeoning, Piercing, Slashing Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, R"
      },
      {
        "document": 2040,
        "excerpt": "tive +3 (13) HP 28 (8d8 - 8) Speed 5 ft., Swim 40 ft. Resistances Bludgeoning, Piercing, Slashing Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, R"
      },
      {
        "document": 2041,
        "excerpt": "ve +0 (10) HP 14 (4d8 - 4) Speed 30 ft., Climb 30 ft. Resistances Bludgeoning, Piercing, Slashing Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, R"
      },
      {
        "document": 2042,
        "excerpt": "d8 + 2) Speed 10 ft., Fly 50 ft. Skills Perception +5 Resistances Bludgeoning, Piercing, Slashing Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, R"
      },
      {
        "document": 2043,
        "excerpt": "tiative +4 (14) HP 36 (8d8) Speed 30 ft., Swim 30 ft. Resistances Bludgeoning, Piercing, Slashing Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, R"
      },
      {
        "document": 2044,
        "excerpt": "ft., Burrow 40 ft., Climb 60 ft. Skills Perception +9 Resistances Bludgeoning, Piercing, Slashing Immunities Fire, Poison; Charmed, Deafened, Frightened, Paralyzed, Poiso"
      },
      {
        "document": 2048,
        "excerpt": "HP 138 (12d12 + 60) Speed 30 ft. Vulnerabilities Fire Resistances Bludgeoning, Piercing Senses Passive Perception 13 Languages Common, Druidic, Elvish, Sylvan CR 9 (XP 5,"
      },
      {
        "document": 2054,
        "excerpt": "0 ft. Skills Perception +4, Persuasion +4, Stealth +7 Resistances Necrotic Immunities Charmed (except from its vampire master) Gear Daggers (10) Senses Darkvision 60 ft.;"
      },
      {
        "document": 2055,
        "excerpt": "8 + 36) Speed 30 ft. Skills Perception +3, Stealth +6 Resistances Necrotic Senses Darkvision 60 ft.; Passive Perception 13 Languages Common plus one other language CR 5 ("
      },
      {
        "document": 2056,
        "excerpt": "40 ft., Climb 40 ft. Skills Perception +7, Stealth +9 Resistances Necrotic Senses Darkvision 120 ft.; Passive Perception 17 Languages Common plus two other languages CR 1"
      },
      {
        "document": 2059,
        "excerpt": "+2 (12) HP 152 (16d10 + 64) Speed 40 ft., Fly 60 ft. Resistances Cold, Fire, Lightning Immunities Poison; Poisoned Senses Darkvision 120 ft.; Passive Perception 11 Langu"
      },
      {
        "document": 2065,
        "excerpt": "+2 (12) HP 114 (12d10 + 48) Speed 30 ft., Swim 90 ft. Resistances Acid, Fire Immunities Poison; Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, U"
      },
      {
        "document": 2073,
        "excerpt": "8 + 33) Speed 30 ft. Skills Perception +3, Stealth +4 Resistances Necrotic Immunities Poison; Exhaustion, Poisoned Gear Studded Leather Armor Senses Darkvision 60 ft.; Pa"
      },
      {
        "document": 2074,
        "excerpt": "+9 (19) HP 27 (11d4) Speed 5 ft., Fly 50 ft. (hover) Resistances Acid, Bludgeoning, Cold, Fire, Necrotic, Piercing, Slashing Immunities Lightning, Poison; Exhaustion, Gr"
      },
      {
        "document": 2078,
        "excerpt": "(13) HP 67 (9d8 + 27) Speed 5 ft., Fly 60 ft. (hover) Resistances Acid, Bludgeoning, Cold, Fire, Piercing, Slashing Immunities Necrotic, Poison; Charmed, Exhaustion, Grap"
      }
    ],
    "resisted": [
      {
        "document": 690,
        "excerpt": "ing throw DCs and damage. Mental stress can usually be resisted with a successful Wisdom save, but sometimes an Intelligence or Charisma save is more appropriate. On a"
      }
    ],
    "resisting": [
      {
        "document": 40,
        "excerpt": "rows, representing that class's training in evading or resisting certain threats. Wizards, for example, are proficient in Intelligence and Wisdom saves; they train to re"
      }
    ],
    "resists": [
      {
        "document": 1345,
        "excerpt": "ped in the container. On a successful save, the target resists your efforts to possess it, and you can't attempt to possess it again for 24 hours. Once you possess a"
      }
    ],
    "resolve": [
      {
        "document": 26,
        "excerpt": "every character has a chance to act and decides how to resolve their activity. In combat, the characters take turns. 3: The GM Narrates the Results of the Adventurers"
      },
      {
        "document": 57,
        "excerpt": "Interacting with objects is often simple to resolve. The player tells the GM that their character is doing something, such as moving a lever or opening a d"
      },
      {
        "document": 85,
        "excerpt": "can apply penalties or bonuses to your attack roll. 3: Resolve the Attack. Make the attack roll, as detailed earlier in “Playing the Game.” On a hit, you roll damage u"
      }
    ],
    "resolved": [
      {
        "document": 714,
        "excerpt": ". If a trap's duration is instantaneous, its effect is resolved instantly. If a trap resets after activating, that fact is noted in this entry. A trap is otherwise iner"
      }
    ],
    "resolving": [
      {
        "document": 26,
        "excerpt": "tes the Results of the Adventurers' Actions. Sometimes resolving a task is easy. If an adventurer walks across a room and tries to open a door, the GM might say the door"
      }
    ],
    "resonance": [
      {
        "document": 496,
        "excerpt": "ticular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. Thus, a creature who is gagged or in an area of magical silence ca"
      }
    ],
    "resourceful": [
      {
        "document": 992,
        "excerpt": "Resourceful"
      }
    ],
    "resources": [
      {
        "document": 535,
        "excerpt": "ou Ready a spell, you cast it as normal (expending any resources used to cast it) but hold its energy, which you release with your Reaction when the trigger occurs. To b"
      },
      {
        "document": 727,
        "excerpt": "ualties. One or more of them might need to use healing resources, however. As a rough guideline, a single monster generally presents a low-difficulty challenge for a par"
      },
      {
        "document": 1609,
        "excerpt": "e you can see. A canceled spell has no effect, and any resources used to cast it are wasted. Once the stone has canceled 20 levels of spells, it burns out, turns dull gr"
      },
      {
        "document": 1692,
        "excerpt": "t. A canceled spell dissipates with no effect, and any resources used to cast it are wasted. The rod can absorb and store up to 50 levels of energy over the course of it"
      }
    ],
    "respectively": [
      {
        "document": 344,
        "excerpt": "em that bears the words of a cantrip or level 1 spell, respectively, determined by the scroll's creator. If the spell is on your class's spell list, you can read the scroll"
      }
    ],
    "respiration": [
      {
        "document": 1478,
        "excerpt": "s. Affected creatures also retain their normal mode of respiration."
      }
    ],
    "respond": [
      {
        "document": 1486,
        "excerpt": "n avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive yet must be truthful. ---"
      },
      {
        "document": 1977,
        "excerpt": "pathy 120 ft. (doesn't allow the receiving creature to respond telepathically)"
      }
    ],
    "response": [
      {
        "document": 45,
        "excerpt": "ial action called a Reaction. A Reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone else's. The Opportunity Attack, de"
      },
      {
        "document": 49,
        "excerpt": "e GM wants dice to play a role in determining an NPC's response to you. In such situations, the GM will typically ask you to take the Influence action. Pay attention t"
      },
      {
        "document": 492,
        "excerpt": "spell that has a casting time of a Reaction is cast in response to a trigger that is defined in the spell's Casting Time entry. Some spells that have a casting time of"
      },
      {
        "document": 533,
        "excerpt": "A Reaction is a special action taken in response to a trigger defined in the Reaction's description. You can take a Reaction on another creature's turn,"
      },
      {
        "document": 535,
        "excerpt": "Reaction. Then, you choose the action you will take in response to that trigger, or you choose to move up to your Speed in response to it. Examples include “If the cult"
      },
      {
        "document": 745,
        "excerpt": "Prepare to take an action in response to a trigger you define."
      },
      {
        "document": 1310,
        "excerpt": "Reaction, which you take in response to taking damage from a creature that you can see within 60 feet of yourself"
      },
      {
        "document": 1604,
        "excerpt": "on) You can take a Magic action to blow this horn. In response, warrior spirits from the plane of Ysgard appear in unoccupied spaces within 60 feet of you. Each spirit"
      },
      {
        "document": 1790,
        "excerpt": "(3/Day). The archmage casts Counterspell or Shield in response to the spell's trigger, using the same spellcasting ability as Spellcasting."
      },
      {
        "document": 1800,
        "excerpt": "is hit by a melee attack roll while holding a weapon. Response: The bandit adds 2 to its AC against that attack, possibly causing it to miss."
      },
      {
        "document": 1810,
        "excerpt": "odied or is subjected to Lightning or Slashing damage. Response: The pudding splits into two new Black Puddings. Each new pudding is one size smaller than the original"
      },
      {
        "document": 1825,
        "excerpt": "urn within 30 feet of the devil and can see the devil. Response - Wisdom Saving Throw: DC 15, the triggering creature. Failure: The target has the Frightened condition"
      },
      {
        "document": 1859,
        "excerpt": "is hit by a melee attack roll while holding a weapon. Response: The erinyes adds 4 to its AC against that attack, possibly causing it to miss."
      },
      {
        "document": 1889,
        "excerpt": "). Trigger: The octopus takes damage while underwater. Response: The octopus releases ink that fills a 10-foot Cube centered on itself, and the octopus moves up to its"
      },
      {
        "document": 1904,
        "excerpt": "is hit by a melee attack roll while holding a weapon. Response: The gladiator adds 3 to its AC against that attack, possibly causing it to miss."
      },
      {
        "document": 1907,
        "excerpt": "re the goblin can see makes an attack roll against it. Response: The goblin chooses a Small or Medium ally within 5 feet of itself. The goblin and that ally swap places"
      },
      {
        "document": 1944,
        "excerpt": "is hit by a melee attack roll while holding a weapon. Response: The knight adds 2 to its AC against that attack, possibly causing it to miss."
      },
      {
        "document": 1949,
        "excerpt": "ective Magic. The lich casts Counterspell or Shield in response to the spell's trigger, using the same spellcasting ability as Spellcasting."
      },
      {
        "document": 1952,
        "excerpt": "agic (3/Day). The mage casts Counterspell or Shield in response to the spell's trigger, using the same spellcasting ability as Spellcasting."
      },
      {
        "document": 1957,
        "excerpt": "is hit by a melee attack roll while holding a weapon. Response: The marilith adds 5 to its AC against that attack, possibly causing it to miss."
      },
      {
        "document": 1966,
        "excerpt": "of Sand. Trigger: The mummy is hit by an attack roll. Response: The mummy adds 2 to its AC against the attack, possibly causing the attack to miss, and the mummy telep"
      },
      {
        "document": 1968,
        "excerpt": "n see ends its move within 120 feet of the nalfeshnee. Response: The nalfeshnee uses Teleport, but its destination space must be within 10 feet of the triggering creatu"
      },
      {
        "document": 1971,
        "excerpt": "is hit by a melee attack roll while holding a weapon. Response: The noble adds 2 to its AC against that attack, possibly causing it to miss."
      },
      {
        "document": 1972,
        "excerpt": "odied or is subjected to Lightning or Slashing damage. Response: The jelly splits into two new Ochre Jellies. Each new jelly is one size smaller than the original jelly"
      },
      {
        "document": 1973,
        "excerpt": "ts turn within 5 feet of the octopus while underwater. Response: The octopus releases ink that fills a 5-foot Cube centered on itself, and the octopus moves up to its S"
      },
      {
        "document": 1984,
        "excerpt": "is hit by a melee attack roll while holding a weapon. Response: The pirate adds 3 to its AC against that attack, possibly causing it to miss. On a miss, the pirate mak"
      },
      {
        "document": 2007,
        "excerpt": "tennae. Trigger: An attack roll hits the rust monster. Response: The rust monster uses Antennae."
      },
      {
        "document": 2018,
        "excerpt": "let while the wearer is within 5 feet of the guardian. Response: The wearer gains a +5 bonus to AC, including against the triggering attack and possibly causing it to m"
      },
      {
        "document": 2019,
        "excerpt": "of Bright Light moves within 30 feet of the shrieker. Response: The shrieker emits a shriek audible within 300 feet of itself for 1 minute or until the shrieker dies."
      },
      {
        "document": 2026,
        "excerpt": "thin 30 feet makes an ability check or a saving throw. Response: The sphinx adds 2 to the roll."
      },
      {
        "document": 2033,
        "excerpt": "kes Bludgeoning, Piercing, or Slashing damage from it. Response: The giant reduces the damage it takes from the attack by 11 (1d10 + 6), and if that damage is reduced t"
      },
      {
        "document": 2064,
        "excerpt": "is hit by a melee attack roll while holding a weapon. Response: The warrior adds 2 to its AC against that attack, possibly causing it to miss."
      }
    ],
    "rest": [
      {
        "document": 4,
        "excerpt": "ds spell or a Potion of Healing, or by a Short or Long Rest (see “Rules Glossary”)."
      },
      {
        "document": 5,
        "excerpt": "e it the Unconscious condition. It then starts a Short Rest, at the end of which that condition ends on it. The condition ends early if the creature regains any Hit"
      },
      {
        "document": 15,
        "excerpt": "oints last until they're depleted or you finish a Long Rest (see \"Rules Glossary\")."
      },
      {
        "document": 67,
        "excerpt": "or 1 hour, after which the mounts need a Short or Long Rest before they can move at that increased pace again (see “Equipment” for a selection of mounts for sale)."
      },
      {
        "document": 104,
        "excerpt": "enturers can't spend every hour adventuring. They need rest. Any creature can take hour-long Short Rests in the midst of a day and an 8-hour Long Rest to end it. Re"
      },
      {
        "document": 137,
        "excerpt": "or each one, dropping the lowest roll and totaling the rest."
      },
      {
        "document": 179,
        "excerpt": "epresented by X) and that a monster must finish a Long Rest to regain expended uses. For example, a Reaction that includes “1/Day” means the Reaction can be taken o"
      },
      {
        "document": 238,
        "excerpt": "Now fill in the rest of your character sheet."
      },
      {
        "document": 241,
        "excerpt": "r has 1 Hit Die. You can spend Hit Dice during a Short Rest to recover Hit Points. Your character sheet also includes space to note how many Hit Dice you've spent."
      },
      {
        "document": 378,
        "excerpt": "tively, you can focus on one magic item during a Short Rest while being in physical contact with the item. At the end of the rest, you learn its properties and how"
      },
      {
        "document": 380,
        "excerpt": "Attune during a Short Rest"
      },
      {
        "document": 382,
        "excerpt": "o voluntarily end Attunement by spending another Short Rest focused on the item unless the item is cursed."
      },
      {
        "document": 453,
        "excerpt": "the ammunition (round down) you used in the fight; the rest is lost."
      },
      {
        "document": 513,
        "excerpt": "vel 1 slots and has three remaining. Finishing a Long Rest restores any expended spell slots."
      },
      {
        "document": 517,
        "excerpt": "Long Rest"
      },
      {
        "document": 528,
        "excerpt": "er of times per day, that means you must finish a Long Rest to use it again after you run out of uses."
      },
      {
        "document": 543,
        "excerpt": "Short Rest"
      },
      {
        "document": 621,
        "excerpt": "r movement doesn't provoke Opportunity Attacks for the rest of the current turn."
      },
      {
        "document": 642,
        "excerpt": "Hit Dice. A creature can spend Hit Dice during a Short Rest to regain Hit Points. See also “Short Rest.”"
      },
      {
        "document": 654,
        "excerpt": "then has the Unconscious condition and starts a Short Rest. The creature remains Unconscious until it regains any Hit Points or until someone uses an action to ad"
      },
      {
        "document": 671,
        "excerpt": "ontrol of itself on a success. After finishing a Long Rest, a creature with Demonic Possession makes a DC 15 Charisma saving throw. On a successful save, the effec"
      },
      {
        "document": 673,
        "excerpt": "Rest and Recuperation"
      },
      {
        "document": 675,
        "excerpt": "ally. Fighting the Contagion. At the end of each Long Rest, an infected creature makes a DC 13 Constitution saving throw. After the creature succeeds on three of t"
      },
      {
        "document": 676,
        "excerpt": "e creature has any Exhaustion levels, finishing a Long Rest neither restores lost Hit Points nor reduces the creature's Exhaustion level. Fighting the Contagion. D"
      },
      {
        "document": 745,
        "excerpt": "For the rest of the turn, give yourself extra movement equal to your Speed."
      },
      {
        "document": 937,
        "excerpt": "Finish a Long Rest"
      },
      {
        "document": 962,
        "excerpt": "e. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. While active, your Rage follows the rule"
      },
      {
        "document": 963,
        "excerpt": "nd you regain all expended uses when you finish a Long Rest. At Higher Levels. Your Bardic Inspiration die changes when you reach certain Bard levels, as shown in"
      },
      {
        "document": 964,
        "excerpt": ". You regain all expended slots when you finish a Long Rest. Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cas"
      },
      {
        "document": 965,
        "excerpt": ". You regain all expended slots when you finish a Long Rest. Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cas"
      },
      {
        "document": 966,
        "excerpt": "e. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. When you reach certain Fighter levels, y"
      },
      {
        "document": 967,
        "excerpt": "nt, it is unavailable until you finish a Short or Long Rest, at the end of which you regain all your expended points. Some features that use Focus Points require y"
      },
      {
        "document": 968,
        "excerpt": "healing power that replenishes when you finish a Long Rest. With that pool, you can restore a total number of Hit Points equal to five times your Paladin level. A"
      },
      {
        "document": 969,
        "excerpt": ". You regain all expended slots when you finish a Long Rest. Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cas"
      },
      {
        "document": 970,
        "excerpt": "as Daggers and Shortbows. Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery prope"
      },
      {
        "document": 971,
        "excerpt": ". You regain all expended slots when you finish a Long Rest. Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cas"
      },
      {
        "document": 972,
        "excerpt": "Pact Magic spell slots when you finish a Short or Long Rest. For example, when you're a level 5 Warlock, you have two level 3 spell slots. To cast the level 1 spel"
      },
      {
        "document": 973,
        "excerpt": "y of Frost are recommended. Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Wizard cantrip of your choice. Whe"
      },
      {
        "document": 975,
        "excerpt": "Whenever you finish a Long Rest, choose one type of land: arid, polar, temperate, or tropical. Consult the table below that corresponds"
      },
      {
        "document": 977,
        "excerpt": "eature, you can't use it again until you finish a Long Rest unless you spend 3 Sorcery Points (no action required) to restore your use of it."
      },
      {
        "document": 978,
        "excerpt": "If you use this feature again before you finish a Long Rest, you take 2d12 Necrotic damage for each level of the spell slot immediately after you cast it. This dama"
      },
      {
        "document": 979,
        "excerpt": "l. You regain all expended uses when you finish a Long Rest."
      },
      {
        "document": 980,
        "excerpt": "ns of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one. Colossus Slayer: Your tenacity can wear down eve"
      },
      {
        "document": 982,
        "excerpt": "of conduct, and some - for better or worse - hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and us"
      },
      {
        "document": 983,
        "excerpt": "eature, you can't use it again until you finish a Long Rest unless you expend a use of your Rage (no action required) to restore your use of it."
      },
      {
        "document": 985,
        "excerpt": "nd you regain all expended uses when you finish a Long Rest."
      },
      {
        "document": 986,
        "excerpt": "nd you regain all expended uses when you finish a Long Rest."
      },
      {
        "document": 987,
        "excerpt": "nd you regain all expended uses when you finish a Long Rest."
      },
      {
        "document": 988,
        "excerpt": "ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level. Elven Lineages |"
      },
      {
        "document": 989,
        "excerpt": "nd you regain all expended uses when you finish a Long Rest. You can also use any spell slots you have to cast the spell."
      },
      {
        "document": 990,
        "excerpt": "nd you regain all expended uses when you finish a Long Rest: Cloud's Jaunt (Cloud Giant). As a Bonus Action, you magically teleport up to 30 feet to an unoccupied"
      },
      {
        "document": 992,
        "excerpt": "You gain Heroic Inspiration whenever you finish a Long Rest."
      },
      {
        "document": 993,
        "excerpt": "gain all expended uses when you finish a Short or Long Rest."
      },
      {
        "document": 994,
        "excerpt": "ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level. Intelligence, Wis"
      },
      {
        "document": 1004,
        "excerpt": "in until you roll Initiative or finish a Short or Long Rest."
      },
      {
        "document": 1012,
        "excerpt": "ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have. Spell Change. Whenever you gain a new leve"
      },
      {
        "document": 1168,
        "excerpt": "cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer."
      },
      {
        "document": 1199,
        "excerpt": "cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer."
      },
      {
        "document": 1210,
        "excerpt": "ve the Incapacitated condition until you finish a Long Rest. A Greater Restoration spell cast on you ends this effect."
      },
      {
        "document": 1238,
        "excerpt": "cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer."
      },
      {
        "document": 1246,
        "excerpt": "On a failed save, the target gains no benefit from its rest, and it takes 3d6 Psychic damage when it wakes up."
      },
      {
        "document": 1266,
        "excerpt": "ctions Fell Glare (Fiend Only; Recharges after a Long Rest). Wisdom Saving Throw: DC equals your spell save DC, one creature within 60 feet the steed can see. Fai"
      },
      {
        "document": 1303,
        "excerpt": "than this spell can't extinguish the light. Peaceful Rest. Dead bodies interred in the area can't be turned into Undead. Extradimensional Interference. Creatures"
      },
      {
        "document": 1385,
        "excerpt": "he spell's entire casting gain the benefits of a Short Rest and also regain 2d8 Hit Points. A creature can't be affected by this spell again until that creature fin"
      },
      {
        "document": 1397,
        "excerpt": "ty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0."
      },
      {
        "document": 1406,
        "excerpt": "ty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0. Casting this spell to revive a creature that has been"
      },
      {
        "document": 1429,
        "excerpt": "tore its Hit Points is to repair it as you take a Long Rest, during which you expend components worth 100 GP per Hit Point restored. The simulacrum must stay within"
      },
      {
        "document": 1475,
        "excerpt": "ure or object. The wall doesn't need to be vertical or rest on a firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you"
      },
      {
        "document": 1484,
        "excerpt": "ss, each time you cast a spell until you finish a Long Rest, you take 1d10 Necrotic damage per level of that spell. This damage can't be reduced or prevented in any"
      },
      {
        "document": 1490,
        "excerpt": "n level. Removing Exhaustion Levels. Finishing a Long Rest removes 1 of your Exhaustion levels. When your Exhaustion level reaches 0, the condition ends."
      },
      {
        "document": 1526,
        "excerpt": "gic ceases to function for you until you finish a Long Rest."
      },
      {
        "document": 1579,
        "excerpt": "hour for a maximum of 144 miles per day, with a 1-hour rest for every 3 hours of flying) or 1,000 pounds at half that speed. The bird disappears after flying its ma"
      },
      {
        "document": 1596,
        "excerpt": "e this property again until you finish a Short or Long Rest. On a failed check, you fail to cast the spell and a random effect occurs instead, determined by rolling"
      },
      {
        "document": 1664,
        "excerpt": "e this property again until you finish a Short or Long Rest. Ranged Weapon (Quarterstaff Form Only). This weapon has the Thrown property with a normal range of 30"
      },
      {
        "document": 1686,
        "excerpt": "Whenever you use the ring again before taking a Long Rest, you must succeed on a DC 15 Constitution saving throw or gain 1 Exhaustion level."
      },
      {
        "document": 1829,
        "excerpt": "t 24 hours. Phantasms (Recharge after a Short or Long Rest). The cloaker casts the Mirror Image spell, requiring no spell components and using Wisdom as the spellc"
      },
      {
        "document": 1841,
        "excerpt": "maximum doesn't return to normal when finishing a Long Rest, and it repeats the save every 24 hours that elapse, ending the effect on itself on a success. Subsequen"
      },
      {
        "document": 1859,
        "excerpt": "es can fully restore it when finishing a Short or Long Rest."
      },
      {
        "document": 1914,
        "excerpt": "Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast that spell again. Mimicry. The hag can mimic animal sounds and humanoid"
      },
      {
        "document": 1939,
        "excerpt": "Succubus Form. When the incubus finishes a Long Rest, it can shape-shift into a Succubus, using that stat block instead of this one. Any equipment it is wear"
      },
      {
        "document": 1966,
        "excerpt": "Hit Points, it gains no benefit from finishing a Long Rest, and its Hit Point maximum decreases by 10 (3d6) every 24 hours that elapse. A creature dies and turns t"
      },
      {
        "document": 1967,
        "excerpt": "maximum doesn't return to normal when finishing a Long Rest, and its Hit Point maximum decreases by 10 (3d6) every 24 hours that elapse. A creature dies and turns t"
      },
      {
        "document": 1969,
        "excerpt": "Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast that spell again. Magic Resistance. The hag has Advantage on saving thr"
      },
      {
        "document": 1977,
        "excerpt": "ondition. Whenever the Poisoned target finishes a Long Rest, it is subjected to the following effect. Constitution Saving Throw: DC 15. Failure: The target's Hit Po"
      },
      {
        "document": 1997,
        "excerpt": "target gains no benefit from finishing a Short or Long Rest. Baleful Command (Recharge 5–6). Wisdom Saving Throw: DC 18, each enemy in a 30-foot Emanation originat"
      },
      {
        "document": 2014,
        "excerpt": "Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast that spell again. Vile Appearance. Wisdom Saving Throw: DC 11, any Beas"
      },
      {
        "document": 2025,
        "excerpt": "tailed below (the sequence resets when it takes a Long Rest): First Roar. Wisdom Saving Throw: DC 20, each enemy in a 500-foot Emanation originating from the sphin"
      },
      {
        "document": 2036,
        "excerpt": "Incubus Form. When the succubus finishes a Long Rest, it can shape-shift into an Incubus, using that stat block instead of this one."
      }
    ],
    "rested": [
      {
        "document": 517,
        "excerpt": "- 1 hour of walking or other physical exertion If you rested at least 1 hour before the interruption, you gain the benefits of a Short Rest. See also “Short Rest.”"
      }
    ],
    "resting": [
      {
        "document": 104,
        "excerpt": "Resting"
      },
      {
        "document": 513,
        "excerpt": "n cast only a limited number of level 1+ spells before resting. Spell slots are the main way a spellcaster's magical potential is represented. Each spellcasting class"
      },
      {
        "document": 1473,
        "excerpt": "cal barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet,"
      },
      {
        "document": 1484,
        "excerpt": "3 for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, t"
      },
      {
        "document": 1621,
        "excerpt": "rking without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the specified cost to purchase supplies. Once you finis"
      },
      {
        "document": 2056,
        "excerpt": "cape. If the vampire drops to 0 Hit Points outside its resting place, the vampire uses Shape-Shift to become mist (no action required). If it can't use Shape-Shift, it"
      }
    ],
    "restless": [
      {
        "document": 1939,
        "excerpt": "Multiattack. The incubus makes two Restless Touch attacks. Restless Touch. Melee Attack Roll: +7, reach 5 ft. Hit: 15 (3d6 + 5) Psychic damage, and"
      }
    ],
    "restlessness": [
      {
        "document": 676,
        "excerpt": "al number of Hit Points from spending Hit Point Dice. Restlessness. While the creature has any Exhaustion levels, finishing a Long Rest neither restores lost Hit Points no"
      }
    ],
    "restoration": [
      {
        "document": 602,
        "excerpt": "Curses can be removed by the Remove Curse and Greater Restoration spells or other magic that explicitly ends curses."
      },
      {
        "document": 677,
        "excerpt": "Fighting the Contagion. Magic such as a Heal or Lesser Restoration spell ends the contagion immediately. A character who is proficient with an Herbalism Kit can use it to"
      },
      {
        "document": 692,
        "excerpt": "with the Calm Emotions spell or removed by the Lesser Restoration spell. Long-Term Effects. The character has Disadvantage on some or all ability checks for 1d10 × 10 ho"
      },
      {
        "document": 762,
        "excerpt": "Greater Restoration"
      },
      {
        "document": 775,
        "excerpt": "Lesser Restoration"
      },
      {
        "document": 783,
        "excerpt": "ation lasts until the creature is freed by the Greater Restoration spell or similar magic."
      },
      {
        "document": 831,
        "excerpt": "Lesser Restoration"
      },
      {
        "document": 834,
        "excerpt": "Greater Restoration"
      },
      {
        "document": 840,
        "excerpt": "Heightened Focus, Self-Restoration"
      },
      {
        "document": 844,
        "excerpt": "Lesser Restoration"
      },
      {
        "document": 847,
        "excerpt": "Greater Restoration"
      },
      {
        "document": 851,
        "excerpt": "Lesser Restoration"
      },
      {
        "document": 854,
        "excerpt": "Greater Restoration"
      },
      {
        "document": 858,
        "excerpt": "Sorcerous Restoration"
      },
      {
        "document": 900,
        "excerpt": "Lesser Restoration"
      },
      {
        "document": 903,
        "excerpt": "Greater Restoration"
      },
      {
        "document": 909,
        "excerpt": "Aid, Bless, Cure Wounds, Lesser Restoration"
      },
      {
        "document": 912,
        "excerpt": "Lesser Restoration"
      },
      {
        "document": 915,
        "excerpt": "Greater Restoration"
      },
      {
        "document": 967,
        "excerpt": "Self-Restoration"
      },
      {
        "document": 971,
        "excerpt": "Sorcerous Restoration"
      },
      {
        "document": 1175,
        "excerpt": "a success. The effect can also be ended by the Greater Restoration, Heal, or Wish spell. On a successful save, the target takes half as much damage only."
      },
      {
        "document": 1210,
        "excerpt": "ated condition until you finish a Long Rest. A Greater Restoration spell cast on you ends this effect."
      },
      {
        "document": 1277,
        "excerpt": "t is Petrified until the condition is ended by Greater Restoration or similar magic."
      },
      {
        "document": 1288,
        "excerpt": "idal command, the spell ends. A Remove Curse, Greater Restoration, or Wish spell ends this spell. Using a Higher-Level Spell Slot. If you use a level 7 or 8 spell slot,"
      },
      {
        "document": 1297,
        "excerpt": "Greater Restoration"
      },
      {
        "document": 1334,
        "excerpt": "Lesser Restoration"
      },
      {
        "document": 1367,
        "excerpt": "sical to affect a creature. A Remove Curse or Greater Restoration spell cast on the target restores the creature's true memory. Using a Higher-Level Spell Slot. You can"
      },
      {
        "document": 1387,
        "excerpt": "dition until it is freed by an effect like the Greater Restoration spell. The successes and failures needn't be consecutive; keep track of both until the target collects t"
      },
      {
        "document": 1388,
        "excerpt": "dition until it is freed by an effect like the Greater Restoration spell. The successes and failures needn’t be consecutive; keep track of both until the target collects t"
      },
      {
        "document": 1484,
        "excerpt": "and you end all effects on them listed in the Greater Restoration spell. Resistance. You grant up to ten creatures that you can see Resistance to one damage type that yo"
      },
      {
        "document": 1566,
        "excerpt": "effect also ends on any creature targeted by a Lesser Restoration spell."
      },
      {
        "document": 1760,
        "excerpt": "ious. The aboleth can breathe air and water. Eldritch Restoration. If destroyed, the aboleth gains a new body in 5d10 days, reviving with all its Hit Points in the Far Re"
      },
      {
        "document": 1765,
        "excerpt": "s required to maintain the spell) 1/Day Each: Greater Restoration, Major Image"
      },
      {
        "document": 1777,
        "excerpt": "s required to maintain the spell) 1/Day Each: Greater Restoration, Major Image, Project Image"
      },
      {
        "document": 1802,
        "excerpt": "is grappling or any creature grappling it. Diabolical Restoration. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new bo"
      },
      {
        "document": 1815,
        "excerpt": "Diabolical Restoration. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new bo"
      },
      {
        "document": 1825,
        "excerpt": "Diabolical Restoration. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new bo"
      },
      {
        "document": 1835,
        "excerpt": "ll) 1/Day Each: Create Food and Water, Dream, Greater Restoration, Scrying, Sleep"
      },
      {
        "document": 1843,
        "excerpt": "Exalted Restoration. If the deva dies outside Mount Celestia, its body disappears, and it gains a new body instantly, revivi"
      },
      {
        "document": 1845,
        "excerpt": "Elemental Restoration. If the djinni dies outside the Elemental Plane of Air, its body dissolves into mist, and it gains a new"
      },
      {
        "document": 1856,
        "excerpt": "Elemental Restoration. If the efreeti dies outside the Elemental Plane of Fire, its body dissolves into ash, and it gains a ne"
      },
      {
        "document": 1859,
        "excerpt": "Diabolical Restoration. If the erinyes dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new"
      },
      {
        "document": 1903,
        "excerpt": "Demonic Restoration. If the glabrezu dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantl"
      },
      {
        "document": 1920,
        "excerpt": "Celestial Restoration. If the naga dies, it returns to life in 1d6 days and regains all its Hit Points unless Dispel Evil and"
      },
      {
        "document": 1925,
        "excerpt": "Demonic Restoration. If the hezrou dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly,"
      },
      {
        "document": 1932,
        "excerpt": "Diabolical Restoration. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new bo"
      },
      {
        "document": 1936,
        "excerpt": "Diabolical Restoration. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new bo"
      },
      {
        "document": 1948,
        "excerpt": "Hellish Restoration. If the lemure dies in the Nine Hells, it revives with all its Hit Points in 1d10 days unless it is kill"
      },
      {
        "document": 1957,
        "excerpt": "Demonic Restoration. If the marilith dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantl"
      },
      {
        "document": 1966,
        "excerpt": "rows against spells and other magical effects. Undead Restoration. If destroyed, the mummy gains a new body in 24 hours if its heart is intact, reviving with all its Hit"
      },
      {
        "document": 1968,
        "excerpt": "Demonic Restoration. If the nalfeshnee dies outside the Abyss, its body dissolves into ichor, and it gains a new body instan"
      },
      {
        "document": 1986,
        "excerpt": "Diabolical Restoration. If the pit fiend dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a ne"
      },
      {
        "document": 1987,
        "excerpt": "reness. The planetar knows if it hears a lie. Exalted Restoration. If the planetar dies outside Mount Celestia, its body disappears, and it gains a new body instantly, re"
      },
      {
        "document": 1992,
        "excerpt": "est casts Bless, Dispel Magic, Healing Word, or Lesser Restoration, using the same spellcasting ability as Spellcasting."
      },
      {
        "document": 1997,
        "excerpt": "t its thoughts, creature type, or alignment. Fiendish Restoration. If the rakshasa dies outside the Nine Hells, its body turns to ichor, and it gains a new body instantly"
      },
      {
        "document": 2022,
        "excerpt": "Awareness. The solar knows if it hears a lie. Exalted Restoration. If the solar dies outside Mount Celestia, its body disappears, and it gains a new body instantly, reviv"
      },
      {
        "document": 2025,
        "excerpt": "turgy 1/Day Each: Detect Magic, Dispel Magic, Greater Restoration, Heroes' Feast, Zone of Truth"
      },
      {
        "document": 2028,
        "excerpt": "Fiendish Restoration. If it dies, the naga returns to life in 1d6 days and regains all its Hit Points. Only a Wish spell can"
      },
      {
        "document": 2053,
        "excerpt": "creature with its horn and casts Cure Wounds or Lesser Restoration on that creature, using the same spellcasting ability as Spellcasting."
      },
      {
        "document": 2059,
        "excerpt": "Demonic Restoration. If the vrock dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly,"
      }
    ],
    "restore": [
      {
        "document": 17,
        "excerpt": "oints can't be added to your Hit Points, healing can't restore them, and receiving Temporary Hit Points doesn't count as healing. Because Temporary Hit Points aren't H"
      },
      {
        "document": 964,
        "excerpt": "it. Roll 1d8 and add your Wisdom modifier. You either restore Hit Points to the creature equal to that total or force the creature to make a Constitution saving throw"
      },
      {
        "document": 968,
        "excerpt": "s when you finish a Long Rest. With that pool, you can restore a total number of Hit Points equal to five times your Paladin level. As a Bonus Action, you can touch a"
      },
      {
        "document": 977,
        "excerpt": "ess you spend 3 Sorcery Points (no action required) to restore your use of it."
      },
      {
        "document": 979,
        "excerpt": "expend a Pact Magic spell slot (no action required) to restore your use of it."
      },
      {
        "document": 981,
        "excerpt": "your Channel Divinity to evoke healing energy that can restore a number of Hit Points equal to five times your Cleric level. Choose Bloodied creatures within 30 feet o"
      },
      {
        "document": 982,
        "excerpt": "se it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required). Holy Ward. You have Advantage on"
      },
      {
        "document": 983,
        "excerpt": "you expend a use of your Rage (no action required) to restore your use of it."
      },
      {
        "document": 1352,
        "excerpt": "g energy flows from you into creatures around you. You restore up to 700 Hit Points, divided as you choose among any number of creatures that you can see within range."
      },
      {
        "document": 1357,
        "excerpt": "spell can physically repair a magic item, but it can't restore magic to such an object."
      },
      {
        "document": 1397,
        "excerpt": ". This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival - its head"
      },
      {
        "document": 1408,
        "excerpt": "evive a creature that has died of old age, nor does it restore any missing body parts."
      },
      {
        "document": 1429,
        "excerpt": "ests. If the simulacrum takes damage, the only way to restore its Hit Points is to repair it as you take a Long Rest, during which you expend components worth 100 GP"
      },
      {
        "document": 1859,
        "excerpt": "he rope is damaged or destroyed, the erinyes can fully restore it when finishing a Short or Long Rest."
      }
    ],
    "restored": [
      {
        "document": 4,
        "excerpt": "Hit Points can be restored by magic, such as the Cure Wounds spell or a Potion of Healing, or by a Short or Long Rest (see “Rules G"
      },
      {
        "document": 5,
        "excerpt": "m (Medicine) check. When you receive healing, add the restored Hit Points to your current Hit Points. Your Hit Points can't exceed your Hit Point maximum, so any Hit P"
      },
      {
        "document": 517,
        "excerpt": "mum was reduced, it returns to normal. Ability Scores Restored. If any of your ability scores were reduced, they return to normal. Exhaustion Reduced. If you have the"
      },
      {
        "document": 1214,
        "excerpt": "urse of the next round until the normal water level is restored. Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the wate"
      },
      {
        "document": 1429,
        "excerpt": "which you expend components worth 100 GP per Hit Point restored. The simulacrum must stay within 5 feet of you for the repair. The simulacrum lasts until it drops to 0"
      },
      {
        "document": 1464,
        "excerpt": "ng organs and limbs. If the creature was Undead, it is restored to its non-Undead form. The spell can provide a new body if the original no longer exists, in which cas"
      },
      {
        "document": 1627,
        "excerpt": "e of this draw. A creature slain by an avatar can't be restored to life. Star. Increase one of your ability scores by 2, to a maximum of 24. Sun. A magic item (chosen"
      },
      {
        "document": 2073,
        "excerpt": "mbie under the wight's control, unless the Humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at a"
      }
    ],
    "restores": [
      {
        "document": 513,
        "excerpt": "slots and has three remaining. Finishing a Long Rest restores any expended spell slots."
      },
      {
        "document": 643,
        "excerpt": "e or an object. Damage reduces Hit Points, and healing restores them. You can't have more Hit Points than your Hit Point maximum, and you can't have less than 0. See al"
      },
      {
        "document": 676,
        "excerpt": "s any Exhaustion levels, finishing a Long Rest neither restores lost Hit Points nor reduces the creature's Exhaustion level. Fighting the Contagion. Daily at dawn, an"
      },
      {
        "document": 981,
        "excerpt": "When a spell you cast with a spell slot restores Hit Points to a creature, that creature regains additional Hit Points on the turn you cast the spell. Th"
      },
      {
        "document": 1294,
        "excerpt": "n take a Bonus Action to eat one berry. Eating a berry restores 1 Hit Point, and the berry provides enough nourishment to sustain a creature for one day. Uneaten berri"
      },
      {
        "document": 1367,
        "excerpt": "Curse or Greater Restoration spell cast on the target restores the creature's true memory. Using a Higher-Level Spell Slot. You can alter the target's memories of an"
      },
      {
        "document": 1406,
        "excerpt": "time of death. This spell closes all mortal wounds and restores any missing body parts. Coming back from the dead is an ordeal. The target takes a -4 penalty to D20 Te"
      },
      {
        "document": 1639,
        "excerpt": "regain Hit Points, double the number of Hit Points it restores."
      },
      {
        "document": 1805,
        "excerpt": "turns. The wound closes after 1 minute, after a spell restores Hit Points to the target, or after the target or a creature within 5 feet of it takes an action to stanc"
      },
      {
        "document": 1932,
        "excerpt": "turns. The wound closes after 1 minute, after a spell restores Hit Points to the target, or after the target or a creature within 5 feet of it takes an action to stanc"
      }
    ],
    "restoring": [
      {
        "document": 842,
        "excerpt": "Restoring Touch"
      },
      {
        "document": 968,
        "excerpt": "Restoring Touch"
      },
      {
        "document": 981,
        "excerpt": "number possible for each die. For example, instead of restoring 2d6 Hit Points to a creature with a spell, you restore 12."
      },
      {
        "document": 1307,
        "excerpt": "thin range. Positive energy washes through the target, restoring 70 Hit Points. This spell also ends the Blinded, Deafened, and Poisoned conditions on the target. Using"
      }
    ],
    "restrain": [
      {
        "document": 1574,
        "excerpt": "ake a ranged attack against a creature, you can try to restrain the target instead of dealing damage to it. If the arrow hits, the target must succeed on a DC 15 Streng"
      }
    ],
    "restrained": [
      {
        "document": 319,
        "excerpt": "t of yourself that has the Grappled, Incapacitated, or Restrained condition if you succeed on a DC 13 Dexterity (Sleight of Hand) check. While bound, a creature has Disa"
      },
      {
        "document": 322,
        "excerpt": "Dexterity modifier and Proficiency Bonus) or have the Restrained condition until it escapes. The target succeeds automatically if it is Huge or larger. To escape, the t"
      },
      {
        "document": 338,
        "excerpt": "ly if the creature has the Grappled, Incapacitated, or Restrained condition. If the creature's legs are bound, the creature has the Restrained condition until it escapes."
      },
      {
        "document": 468,
        "excerpt": "t of yourself that has the Grappled, Incapacitated, or Restrained condition if you succeed on a DC 13 Strength (Athletics) check. If the creature's legs are bound, the cr"
      },
      {
        "document": 717,
        "excerpt": "succeed on a DC 10 Dexterity saving throw or have the Restrained condition until it escapes. The target succeeds automatically if it's Huge or larger. A creature can tak"
      },
      {
        "document": 783,
        "excerpt": "n saving throw. On a failed save, the creature has the Restrained condition and begins to turn to stone. While Restrained in this way, the creature repeats the save at th"
      },
      {
        "document": 946,
        "excerpt": "Restrained"
      },
      {
        "document": 1177,
        "excerpt": "save, it takes 3d6 Bludgeoning damage, and it has the Restrained condition until the spell ends. A creature also makes that save if it enters the area or ends it turn th"
      },
      {
        "document": 1206,
        "excerpt": "a Dexterity saving throw if the spirit has no creature Restrained. On failed save, the target takes 8d8 damage of the spirit's type, and the target has the Restrained con"
      },
      {
        "document": 1253,
        "excerpt": "age on this save. On a failed save, the target has the Restrained condition until the spell ends. On a successful save, the vines shrivel away, and the spell ends. While"
      },
      {
        "document": 1254,
        "excerpt": "l must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to make a Strength (Athletics)"
      },
      {
        "document": 1277,
        "excerpt": "onstitution saving throw. On a failed save, it has the Restrained condition for the duration. On a successful save, its Speed is 0 until the start of your next turn. Cons"
      },
      {
        "document": 1284,
        "excerpt": "'s Speed nor cause the target to have the Paralyzed or Restrained conditions. The target also has a Swim Speed equal to its Speed. In addition, the target can spend 5 fe"
      },
      {
        "document": 1285,
        "excerpt": "ce of frozen water are trapped in the ice and have the Restrained condition. A trapped creature can take an action to make a Strength (Athletics) check against your spell"
      },
      {
        "document": 1324,
        "excerpt": "he ground hold the target in place. The target has the Restrained condition and can't be moved by any means. Hedged Prison. The target is trapped in a demi-plane that is"
      },
      {
        "document": 1387,
        "excerpt": "uch damage. 6 Indigo. Failed Save: The target has the Restrained condition and makes a Constitution saving throw at the end of each of its turns. If it successfully save"
      },
      {
        "document": 1388,
        "excerpt": "| | 6 | Indigo. Failed Save: The target has the Restrained condition and makes a Constitution saving throw at the end of each of its turns. If it successfully save"
      },
      {
        "document": 1452,
        "excerpt": "Until the end of your next turn, the creature has the Restrained condition, and if you lift it into the air, it is suspended there. It falls at the end of your next turn"
      },
      {
        "document": 1480,
        "excerpt": "t must succeed on a Dexterity saving throw or have the Restrained condition while in the webs or until it breaks free. A creature Restrained by the webs can take an acti"
      },
      {
        "document": 1499,
        "excerpt": "Restrained"
      },
      {
        "document": 1574,
        "excerpt": "t succeed on a DC 15 Strength saving throw or have the Restrained condition for 1 minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athle"
      },
      {
        "document": 1610,
        "excerpt": "s your Proficiency Bonus. On a hit, the target has the Restrained condition until you take a Bonus Action to issue a command that releases it. Doing so or missing with th"
      },
      {
        "document": 1670,
        "excerpt": "of your Speeds nor cause you to have the Paralyzed or Restrained condition."
      },
      {
        "document": 1699,
        "excerpt": "succeed on a DC 15 Dexterity saving throw or have the Restrained condition. You can release the target by letting go of your end of the rope (causing the rope to coil up"
      },
      {
        "document": 1771,
        "excerpt": "tion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious"
      },
      {
        "document": 1785,
        "excerpt": "Until the grapple ends, the target has the Blinded and Restrained conditions, is suffocating, and takes 10 (2d6 + 3) Bludgeoning damage at the start of each of its turns."
      },
      {
        "document": 1803,
        "excerpt": "must make this save. First Failure: The target has the Restrained condition and repeats the save at the end of its next turn if it is still Restrained, ending the effect"
      },
      {
        "document": 1806,
        "excerpt": "the Grappled condition (escape DC 16), and it has the Restrained condition until the grapple ends. Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 16, each"
      },
      {
        "document": 1810,
        "excerpt": "ed, Deafened, Exhaustion, Frightened, Grappled, Prone, Restrained"
      },
      {
        "document": 1825,
        "excerpt": "(escape DC 14) from one of two chains, and it has the Restrained condition until the grapple ends. Conjure Infernal Chain. The devil conjures a fiery chain to bind a cr"
      },
      {
        "document": 1831,
        "excerpt": "Saving Throw: DC 11. First Failure: The target has the Restrained condition. The target repeats the save at the end of its next turn if it is still Restrained, ending the"
      },
      {
        "document": 1835,
        "excerpt": "the Grappled condition (escape DC 13), and it has the Restrained condition until the grapple ends. Spellcasting. The couatl casts one of the following spells, requiring"
      },
      {
        "document": 1837,
        "excerpt": "ion (escape DC 12). While Grappled, the target has the Restrained condition."
      },
      {
        "document": 1845,
        "excerpt": "). Failure: While in the whirlwind, the target has the Restrained condition and moves with the whirlwind. At the start of each of its turns, the Restrained target takes 2"
      },
      {
        "document": 1859,
        "excerpt": "Failure: 14 (4d6) Force damage, and the target has the Restrained condition until the rope is destroyed, the erinyes uses a Bonus Action to release the target, or the eri"
      },
      {
        "document": 1860,
        "excerpt": "ap can see within 30 feet. Failure: The target has the Restrained condition until the web is destroyed (AC 10; HP 5; Vulnerability to Fire damage; Immunity to Bludgeoning"
      },
      {
        "document": 1862,
        "excerpt": "tion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious"
      },
      {
        "document": 1869,
        "excerpt": "ng, can't cast spells with a Verbal component, has the Restrained condition, and takes 10 (3d6) Acid damage at the start of each of the cube's turns. When the cube moves,"
      },
      {
        "document": 1871,
        "excerpt": "ened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained"
      },
      {
        "document": 1880,
        "excerpt": "ion (escape DC 15). While Grappled, the target has the Restrained condition and can't be targeted by the crocodile's Tail. Tail. Melee Attack Roll: +8, reach 10 ft. Hit:"
      },
      {
        "document": 1885,
        "excerpt": "wed, the target isn't Grappled but has the Blinded and Restrained conditions, and it has Total Cover against attacks and other effects outside the frog. While swallowing"
      },
      {
        "document": 1889,
        "excerpt": "ll eight tentacles. While Grappled, the target has the Restrained condition."
      },
      {
        "document": 1895,
        "excerpt": "er can see within 60 feet. Failure: The target has the Restrained condition until the web is destroyed (AC 10; HP 5; Vulnerability to Fire damage; Immunity to Poison and"
      },
      {
        "document": 1896,
        "excerpt": "wed, the target isn't Grappled but has the Blinded and Restrained conditions, and it has Total Cover against attacks and other effects outside the toad. In addition, the"
      },
      {
        "document": 1911,
        "excerpt": "e in a 30-foot Cone. First Failure: The target has the Restrained condition and repeats the save at the end of its next turn if it is still Restrained, ending the effect"
      },
      {
        "document": 1912,
        "excerpt": "ed, Deafened, Exhaustion, Frightened, Grappled, Prone, Restrained"
      },
      {
        "document": 1920,
        "excerpt": "Poison; Charmed, Paralyzed, Poisoned, Restrained"
      },
      {
        "document": 1940,
        "excerpt": "tion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious"
      },
      {
        "document": 1946,
        "excerpt": "Cold, Lightning; Frightened, Grappled, Paralyzed, Restrained"
      },
      {
        "document": 1957,
        "excerpt": "the Grappled condition (escape DC 14), and it has the Restrained condition until the grapple ends."
      },
      {
        "document": 1959,
        "excerpt": "must make this save. First Failure: The target has the Restrained condition and repeats the save at the end of its next turn if it is still Restrained, ending the effect"
      },
      {
        "document": 1972,
        "excerpt": "ed, Deafened, Exhaustion, Frightened, Grappled, Prone, Restrained"
      },
      {
        "document": 1995,
        "excerpt": "the Grappled condition (escape DC 19), and it has the Restrained condition until the grapple ends. Tail Stinger. Melee Attack Roll: +14, reach 10 ft. Hit: 16 (2d6 + 9)"
      },
      {
        "document": 2002,
        "excerpt": "the Grappled condition (escape DC 17), and it has the Restrained condition until the grapple ends."
      },
      {
        "document": 2005,
        "excerpt": "dition (escape DC 19) from both talons, and it has the Restrained condition until the grapple ends."
      },
      {
        "document": 2010,
        "excerpt": "the Grappled condition (escape DC 14), and it has the Restrained condition until the grapple ends."
      },
      {
        "document": 2016,
        "excerpt": "ened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious"
      },
      {
        "document": 2017,
        "excerpt": "Until the grapple ends, the target has the Blinded and Restrained conditions, and it takes 10 (3d6) Lightning damage at the start of each of its turns. When the shambling"
      },
      {
        "document": 2023,
        "excerpt": "tion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious"
      },
      {
        "document": 2037,
        "excerpt": "ed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned"
      },
      {
        "document": 2038,
        "excerpt": "Incapacitated, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned"
      },
      {
        "document": 2039,
        "excerpt": "ed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned"
      },
      {
        "document": 2040,
        "excerpt": "ed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned"
      },
      {
        "document": 2041,
        "excerpt": "ed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned"
      },
      {
        "document": 2042,
        "excerpt": "ed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned"
      },
      {
        "document": 2043,
        "excerpt": "ed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned"
      },
      {
        "document": 2044,
        "excerpt": "ape DC 20). Until the grapple ends, the target has the Restrained condition and can't teleport. Claw. Melee Attack Roll: +19, reach 15 ft. Hit: 28 (4d8 + 10) Slashing da"
      },
      {
        "document": 2052,
        "excerpt": "ion (escape DC 17). While Grappled, the target has the Restrained condition and can't be targeted by the tyrannosaurus's Tail. Tail. Melee Attack Roll: +10, reach 15 ft."
      },
      {
        "document": 2055,
        "excerpt": "is willing or that has the Grappled, Incapacitated, or Restrained condition. Failure: 5 (1d4 + 3) Piercing damage plus 10 (3d6) Necrotic damage. The target's Hit Point ma"
      },
      {
        "document": 2056,
        "excerpt": "is willing or that has the Grappled, Incapacitated, or Restrained condition. Failure: 6 (1d4 + 4) Piercing damage plus 13 (3d8) Necrotic damage. The target's Hit Point ma"
      },
      {
        "document": 2065,
        "excerpt": "tion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious"
      },
      {
        "document": 2074,
        "excerpt": "tion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious"
      },
      {
        "document": 2078,
        "excerpt": "tion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious"
      }
    ],
    "restraint": [
      {
        "document": 1324,
        "excerpt": "0+ GP) Duration: Until dispelled You create a magical restraint to hold a creature that you can see within range. The target must make a Wisdom saving throw. On a succe"
      },
      {
        "document": 1574,
        "excerpt": "pon has the following additional properties. Arrow of Restraint. Whenever you use this weapon to make a ranged attack against a creature, you can try to restrain the ta"
      }
    ],
    "restraints": [
      {
        "document": 1284,
        "excerpt": "et of movement to automatically escape from nonmagical restraints, such as manacles or a creature imposing the Grappled condition on it. Using a Higher-Level Spell Slot."
      }
    ],
    "restricted": [
      {
        "document": 494,
        "excerpt": "he spell. If a spell has movable effects, they aren't restricted by its range unless the spell's description says otherwise."
      },
      {
        "document": 1498,
        "excerpt": "rone condition, you experience the following effects. Restricted Movement. Your only movement options are to crawl or to spend an amount of movement equal to half your S"
      }
    ],
    "restriction": [
      {
        "document": 175,
        "excerpt": "he Invisibility spell, but the spell has a “self only” restriction, which means the spell affects only the hag. Spell Components. The Spellcasting trait notes whether the"
      }
    ],
    "restrictions": [
      {
        "document": 175,
        "excerpt": "er level. A monster's spell can have special rules or restrictions. For example, a green hag can cast the Invisibility spell, but the spell has a “self only” restriction,"
      },
      {
        "document": 179,
        "excerpt": "Some parts of a stat block have restrictions on the number of times they can be used. Here are the most common ways that usage is limited: X/Day. Th"
      },
      {
        "document": 1850,
        "excerpt": "attack rolls. Web Walker. The drider ignores movement restrictions caused by webs, and the drider knows the location of any other creature in contact with the same web."
      },
      {
        "document": 1860,
        "excerpt": "lity check. Web Walker. The ettercap ignores movement restrictions caused by webs, and the ettercap knows the location of any other creature in contact with the same web."
      },
      {
        "document": 1895,
        "excerpt": "bility check. Web Walker. The spider ignores movement restrictions caused by webs, and it knows the location of any other creature in contact with the same web."
      },
      {
        "document": 1982,
        "excerpt": "bility check. Web Walker. The spider ignores movement restrictions caused by webs, and the spider knows the location of any other creature in contact with the same web."
      },
      {
        "document": 2027,
        "excerpt": "bility check. Web Walker. The spider ignores movement restrictions caused by webs, and the spider knows the location of any other creature in contact with the same web."
      }
    ],
    "rests": [
      {
        "document": 104,
        "excerpt": "They need rest. Any creature can take hour-long Short Rests in the midst of a day and an 8-hour Long Rest to end it. Regaining Hit Points is one of the main benefit"
      },
      {
        "document": 964,
        "excerpt": "se Divine Intervention again until you finish 2d4 Long Rests."
      },
      {
        "document": 1429,
        "excerpt": "rum can't gain levels, and it can't take Short or Long Rests. If the simulacrum takes damage, the only way to restore its Hit Points is to repair it as you take a L"
      },
      {
        "document": 1565,
        "excerpt": "of water into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet's weight is negligible. A creature can take a Utilize acti"
      },
      {
        "document": 1939,
        "excerpt": "ends, the target gains no benefit from finishing Short Rests. Spellcasting. The incubus casts one of the following spells, requiring no Material components and usin"
      }
    ],
    "result": [
      {
        "document": 19,
        "excerpt": "r or a monster (if you’re the GM) is at risk. A save’s result is detailed in the effect that caused it. If you don't want to resist the effect, you can choose to fai"
      },
      {
        "document": 103,
        "excerpt": "in and narratively interesting, the dice determine the result."
      },
      {
        "document": 144,
        "excerpt": ". The strange ingredients used in creating potions can result in unpredictable interactions. When a character mixes two potions together, roll on the Potion Miscibil"
      },
      {
        "document": 151,
        "excerpt": "iplied by the number of Hit Dice it possesses, and the result is added to its Hit Points. For example, if a monster has a Constitution of 12 (+1 modifier) and 2d8 Hit"
      },
      {
        "document": 170,
        "excerpt": "Hit. Any damage dealt or other effects that occur as a result of an attack hitting a target are described after the “Hit:” notation. Miss. If an attack has an effect"
      },
      {
        "document": 366,
        "excerpt": "charity. You're often exposed to natural dangers as a result of sleeping outside."
      },
      {
        "document": 540,
        "excerpt": "t you can decide to fail the save without rolling. The result of a save is detailed in the effect that allowed it. If a target is forced to make a save and lacks the"
      },
      {
        "document": 548,
        "excerpt": "act the distance already moved from the new speed. The result determines how much farther you can move. If the result is 0 or less, you can't use the new speed during"
      },
      {
        "document": 668,
        "excerpt": "gic items are created deliberately or originate as the result of supernatural events. Such items are detailed in “Magic Items.”"
      },
      {
        "document": 732,
        "excerpt": "nded difficulty. Also, die rolls and other factors can result in an encounter being easier or harder than intended. You can adjust an encounter on the fly, such as by"
      },
      {
        "document": 789,
        "excerpt": "Result"
      },
      {
        "document": 1015,
        "excerpt": "ing Style Feature) When you make an extra attack as a result of using a weapon that has the Light property, you can add your ability modifier to the damage of that a"
      },
      {
        "document": 1288,
        "excerpt": "ny command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. A Remove Curse, Greater Restorat"
      },
      {
        "document": 1368,
        "excerpt": "ant damage, and if the creature is shape-shifted (as a result of the Polymorph spell, for example), it reverts to its true form and can't shape-shift until it leaves"
      },
      {
        "document": 1432,
        "excerpt": "ent, there is a 25 percent chance the spell fails as a result of the target making the spell's gestures too slowly. An affected target repeats the save at the end of"
      },
      {
        "document": 1484,
        "excerpt": "turn). Reality reshapes itself to accommodate the new result. For example, a Wish spell could undo an ally's failed saving throw or a foe's Critical Hit. You can for"
      },
      {
        "document": 1598,
        "excerpt": "if you are wearing the helm and take Fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remai"
      },
      {
        "document": 1611,
        "excerpt": "mands or give the creature a command that is likely to result in its death or imprisonment, it defends itself but otherwise takes no actions. At the end of the durati"
      },
      {
        "document": 1711,
        "excerpt": "andomly what happens using the following table. 1d100 Result 01–50 The sphere is destroyed. 51–85 The sphere moves through the portal or into the extradimensional"
      }
    ],
    "resulting": [
      {
        "document": 628,
        "excerpt": "head or feet first. On a successful check, any damage resulting from the fall is halved."
      },
      {
        "document": 693,
        "excerpt": "subjects creatures in a 5-foot Cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as"
      }
    ],
    "results": [
      {
        "document": 26,
        "excerpt": "at, the characters take turns. 3: The GM Narrates the Results of the Adventurers' Actions. Sometimes resolving a task is easy. If an adventurer walks across a room an"
      },
      {
        "document": 144,
        "excerpt": ", roll again for each subsequent potion, combining the results. Unless the effects are immediately obvious, reveal them only when they become evident. Potion Miscibil"
      },
      {
        "document": 1168,
        "excerpt": "receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The GM chooses the omen from the"
      },
      {
        "document": 1454,
        "excerpt": "onger exists. Mishap. The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 Force damage, and th"
      }
    ],
    "resume": [
      {
        "document": 517,
        "excerpt": "efits of a Short Rest. See also “Short Rest.” You can resume a Long Rest immediately after an interruption. If you do so, the rest requires 1 additional hour per int"
      }
    ],
    "resumes": [
      {
        "document": 1214,
        "excerpt": "rect it, but once it moves beyond the spell's area, it resumes its flow based on the terrain. The water continues to move in the direction you chose until the spell en"
      },
      {
        "document": 1864,
        "excerpt": "rk until the start of its next turn, at which point it resumes rolling for the Berserk trait again if it is still Bloodied. Immutable Form. The golem can't shape-shif"
      }
    ],
    "resurgence": [
      {
        "document": 824,
        "excerpt": "Wild Resurgence"
      },
      {
        "document": 965,
        "excerpt": "Wild Resurgence"
      }
    ],
    "resurrection": [
      {
        "document": 838,
        "excerpt": "True Resurrection"
      },
      {
        "document": 905,
        "excerpt": "Resurrection"
      },
      {
        "document": 917,
        "excerpt": "Resurrection"
      },
      {
        "document": 919,
        "excerpt": "True Resurrection"
      },
      {
        "document": 1235,
        "excerpt": "to gray dust. The target can be revived only by a True Resurrection or a Wish spell. This spell automatically disintegrates a Large or smaller nonmagical object or a creat"
      },
      {
        "document": 1406,
        "excerpt": "Resurrection"
      },
      {
        "document": 1464,
        "excerpt": "True Resurrection"
      },
      {
        "document": 1695,
        "excerpt": "Rod of Resurrection"
      },
      {
        "document": 2022,
        "excerpt": "Each: Commune, Control Weather, Dispel Evil and Good, Resurrection"
      }
    ],
    "retain": [
      {
        "document": 420,
        "excerpt": "rade goods and valuables - like gems and art objects - retain their full value in the marketplace. \"Magic Items\" has prices for magic items."
      },
      {
        "document": 965,
        "excerpt": "hapes Rules While Shape-Shifted. While in a form, you retain your personality, memories, and ability to speak, and the following rules apply: Temporary Hit Points."
      },
      {
        "document": 988,
        "excerpt": "ose hours in a trancelike meditation, during which you retain consciousness."
      },
      {
        "document": 1420,
        "excerpt": "replaced by the stat block of the chosen form, but you retain your creature type; alignment; personality; Intelligence, Wisdom, and Charisma scores; Hit Points; Hit P"
      },
      {
        "document": 1478,
        "excerpt": "derwater until the spell ends. Affected creatures also retain their normal mode of respiration."
      },
      {
        "document": 1546,
        "excerpt": "lf, shape-shifting into a Bat. While in that form, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next da"
      }
    ],
    "retaining": [
      {
        "document": 793,
        "excerpt": "The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days."
      },
      {
        "document": 1962,
        "excerpt": "hape-shifts to resemble a Medium or Small object while retaining its game statistics, or it returns to its true blob form. Any equipment it is wearing or carrying isn't"
      }
    ],
    "retains": [
      {
        "document": 96,
        "excerpt": "nt - one that lets you ride but ignores your control - retains its place in the Initiative order and moves and acts as it likes."
      },
      {
        "document": 327,
        "excerpt": "s an extra 1d4 Poison damage. Once applied, the poison retains potency for 1 minute or until its damage is dealt, whichever comes first."
      },
      {
        "document": 1156,
        "excerpt": "laced by the chosen Beast's statistics, but the target retains its creature type; Hit Points; Hit Point Dice; alignment; ability to communicate; and Intelligence, Wisd"
      },
      {
        "document": 1381,
        "excerpt": "by the stat block of the chosen Beast, but the target retains its alignment, personality, creature type, Hit Points, and Hit Point Dice. See the \"Animals\" section of"
      },
      {
        "document": 1402,
        "excerpt": "n offers, and the creature recalls its former life. It retains the capabilities it had in its original form, except it loses the traits of its previous species and gai"
      },
      {
        "document": 1463,
        "excerpt": "are replaced by the stat block of the new form, but it retains its Hit Points, Hit Point Dice, alignment, and personality. The target gains a number of Temporary Hit"
      },
      {
        "document": 1588,
        "excerpt": "ncluding color, style, and accessories - but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or doff the"
      },
      {
        "document": 1716,
        "excerpt": "u expend the last charge, roll 1d20. On a 1, the staff retains its +2 bonus to attack rolls and damage rolls but loses all other properties. On a 20, the staff regains"
      },
      {
        "document": 1871,
        "excerpt": "body. The ghost now controls the body, but the target retains awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that specifica"
      }
    ],
    "retaliation": [
      {
        "document": 983,
        "excerpt": "Retaliation"
      }
    ],
    "retract": [
      {
        "document": 791,
        "excerpt": "Legs retract, reducing the apparatus’s Speed and Swim Speed to 0 and making it unable to benefit from bonuses to spee"
      },
      {
        "document": 986,
        "excerpt": "ngs on your back that last for 10 minutes or until you retract the wings (no action required) or have the Incapacitated condition. During that time, you have a Fly Spe"
      }
    ],
    "retreat": [
      {
        "document": 860,
        "excerpt": "Expeditious Retreat"
      },
      {
        "document": 873,
        "excerpt": "Expeditious Retreat"
      },
      {
        "document": 886,
        "excerpt": "Expeditious Retreat"
      },
      {
        "document": 1257,
        "excerpt": "Expeditious Retreat"
      }
    ],
    "retributive": [
      {
        "document": 1716,
        "excerpt": "operties. On a 20, the staff regains 1d8 + 2 charges. Retributive Strike. You can take a Magic action to break the staff over your knee or against a solid surface. The st"
      },
      {
        "document": 1719,
        "excerpt": "s above 50, the staff explodes as if you activated its Retributive Strike (see below). Spells. While holding the staff, you can cast one of the spells on the following ta"
      }
    ],
    "retrievable": [
      {
        "document": 158,
        "excerpt": "Equipment” for that item. When used by someone else, a retrievable item uses its “Equipment” rules, ignoring any special flourishes in the stat block. The Gear entry does"
      }
    ],
    "retrieve": [
      {
        "document": 1343,
        "excerpt": "an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. As a Magic action on your later tur"
      }
    ],
    "retrieved": [
      {
        "document": 158,
        "excerpt": ". If a monster has equipment that can be given away or retrieved, the items are listed in the Gear entry. The monster's stat block might include special flourishes that"
      },
      {
        "document": 554,
        "excerpt": "he monster has any equipment that can be given away or retrieved, it's listed in this entry. Senses. This entry lists the monster's special senses, such as Darkvision,"
      }
    ],
    "retrieving": [
      {
        "document": 1517,
        "excerpt": ". The bag weighs 5 pounds, regardless of its contents. Retrieving an item from the bag requires a Utilize action. If the bag is overloaded, pierced, or torn, it is destr"
      },
      {
        "document": 1594,
        "excerpt": "k always weighs 5 pounds, regardless of its contents. Retrieving an item from the haversack requires a Utilize action or a Bonus Action (your choice). When you reach int"
      }
    ],
    "return": [
      {
        "document": 517,
        "excerpt": "ored. If any of your ability scores were reduced, they return to normal. Exhaustion Reduced. If you have the Exhaustion condition, its level decreases by 1. Special"
      },
      {
        "document": 1172,
        "excerpt": "l, an Elemental, a Fey, or a Fiend, the target doesn't return if the spell lasts for 1 minute. The target is instead transported to a random location on a plane (GM's"
      },
      {
        "document": 1182,
        "excerpt": "lets them perceive things on the Ethereal Plane. You return to the other plane at the start of your next turn and when the spell ends if you are on the Ethereal Pla"
      },
      {
        "document": 1194,
        "excerpt": "nsfers to the clone if the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities"
      },
      {
        "document": 1241,
        "excerpt": "plane of origin (if it isn't there already) and can't return to the current plane for 24 hours by any means short of a Wish spell. Divine Word Effects | Hit Points"
      },
      {
        "document": 1256,
        "excerpt": "s them the ability to do so. When the spell ends, you return to the plane you left in the spot that corresponds to your space in the Border Ethereal. If you appear i"
      },
      {
        "document": 1299,
        "excerpt": "ocations - Stinking Cloud in two locations (the vapors return within 10 minutes if dispersed while Guards and Wards lasts) - Gust of Wind in one corridor or room (the"
      },
      {
        "document": 1345,
        "excerpt": "hile possessing a body, you can take a Magic action to return from the host body to the container if it is within 100 feet of you, returning the host creature's soul"
      },
      {
        "document": 1436,
        "excerpt": "t or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information"
      },
      {
        "document": 1447,
        "excerpt": "top fighting, leave this library peacefully, and don’t return.” The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or un"
      },
      {
        "document": 1555,
        "excerpt": "for the fourth time, it flies back to you and tries to return to your hand. If you have no hand free, the weapon falls to the ground in your space. If the weapon has"
      },
      {
        "document": 1627,
        "excerpt": "nd requires no food, air, or water. A Wish spell can't return your soul to your body, but the spell reveals the location of the object that holds your soul. You draw"
      },
      {
        "document": 1675,
        "excerpt": "y part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 Hit Point the whole time."
      },
      {
        "document": 1689,
        "excerpt": "ing. You remain there until you take a Magic action to return to the plane you were on. You reappear in the last space you occupied or, if that space is occupied, the"
      },
      {
        "document": 1721,
        "excerpt": "While touching the tree and using a Magic action, you return the staff to its normal form. Any creature in the tree falls when the tree reverts to a staff. Regainin"
      },
      {
        "document": 1841,
        "excerpt": "While Poisoned, the target's Hit Point maximum doesn't return to normal when finishing a Long Rest, and it repeats the save every 24 hours that elapse, ending the eff"
      },
      {
        "document": 1884,
        "excerpt": "Magic action, and the weapons disappear and the horns return when the goat reverts to figurine form. While you ride the goat, any Hostile creature that starts its tu"
      },
      {
        "document": 1967,
        "excerpt": "can't regain Hit Points, its Hit Point maximum doesn't return to normal when finishing a Long Rest, and its Hit Point maximum decreases by 10 (3d6) every 24 hours tha"
      },
      {
        "document": 1977,
        "excerpt": "'s Hit Point maximum decreases by 5 (1d10) and doesn't return to normal until the Poisoned condition ends on the target. Success: The Poisoned condition ends. Tentac"
      },
      {
        "document": 2056,
        "excerpt": "yed. While it has 0 Hit Points in mist form, it can't return to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its res"
      }
    ],
    "returning": [
      {
        "document": 1345,
        "excerpt": "your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a Humanoid's body. You can attempt"
      }
    ],
    "returns": [
      {
        "document": 517,
        "excerpt": "Point Dice. If your Hit Point maximum was reduced, it returns to normal. Ability Scores Restored. If any of your ability scores were reduced, they return to normal."
      },
      {
        "document": 613,
        "excerpt": "ure requires calling the spirit back. If the creature returns to life, the revival effect determines the creature's current Hit Points. Unless otherwise stated, the c"
      },
      {
        "document": 753,
        "excerpt": "ges and obeys your commands for 1 hour, after which it returns to the bottle, and a new stopper contains it. The stopper can’t be removed for 24 hours. The next two ti"
      },
      {
        "document": 979,
        "excerpt": "ted condition until the end of your next turn, when it returns to the space it previously occupied or the nearest unoccupied space. Once you use this feature, you can"
      },
      {
        "document": 1155,
        "excerpt": "ore the spell ends, the message is lost, and the Beast returns to where you cast the spell. Using a Higher-Level Spell Slot. The spell's duration increases by 48 hour"
      },
      {
        "document": 1186,
        "excerpt": "g damage. When the spell ends, the creature's attitude returns to normal."
      },
      {
        "document": 1215,
        "excerpt": "ions again. When the spell ends, the weather gradually returns to normal. When you change the weather conditions, find a current condition on the following tables and"
      },
      {
        "document": 1252,
        "excerpt": "g and carrying changes size with it. Any item it drops returns to normal size at once. A thrown weapon or piece of ammunition returns to normal size immediately after"
      },
      {
        "document": 1345,
        "excerpt": "he container is destroyed or the spell ends, your soul returns to your body. If your body is more than 100 feet away from you or if your body is dead, you die. If anot"
      },
      {
        "document": 1376,
        "excerpt": "agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you if possible. If you are unable to agree on a price for the"
      },
      {
        "document": 1377,
        "excerpt": "lane of existence. If you are on a different plane, it returns to the place where you bound it and remains there until the spell ends. Using a Higher-Level Spell Slot"
      },
      {
        "document": 1397,
        "excerpt": "days and it wasn't Undead when it died. The creature returns to life with 1 Hit Point. This spell also neutralizes any poisons that affected the creature at the time"
      },
      {
        "document": 1406,
        "excerpt": "old age, and wasn't Undead when it died. The creature returns to life with all its Hit Points. This spell also neutralizes any poisons that affected the creature at t"
      },
      {
        "document": 1463,
        "excerpt": "of time spent in this form after the spell ends and it returns to normal."
      },
      {
        "document": 1604,
        "excerpt": "of you. Each spirit uses the Berserker stat block and returns to Ysgard after 1 hour or when it drops to 0 Hit Points. The spirits look like living, breathing warrior"
      },
      {
        "document": 1846,
        "excerpt": "er shape-shifts into a Medium or Small Humanoid, or it returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it"
      },
      {
        "document": 1920,
        "excerpt": "Celestial Restoration. If the naga dies, it returns to life in 1d6 days and regains all its Hit Points unless Dispel Evil and Good is cast on its remains."
      },
      {
        "document": 1936,
        "excerpt": "n its turn, not both. Hit or Miss: The spear magically returns to the devil's hand immediately after a ranged attack. Tail. Melee Attack Roll: +10, reach 10 ft. Hit:"
      },
      {
        "document": 1938,
        "excerpt": "Fly 60 ft.), or a spider (20 ft., Climb 20 ft.), or it returns to its true form. Its game statistics are the same in each form, except for its Speed. Any equipment it"
      },
      {
        "document": 1960,
        "excerpt": "end of its next turn. Hit or Miss: The spear magically returns to the merfolk's hand immediately after a ranged attack."
      },
      {
        "document": 1962,
        "excerpt": "mall object while retaining its game statistics, or it returns to its true blob form. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 1969,
        "excerpt": "ag shape-shifts into a Small or Medium Humanoid, or it returns to its true form. Other than its size, its game statistics are the same in each form. Any equipment it i"
      },
      {
        "document": 1976,
        "excerpt": "nto a Small or Medium Humanoid or a Large Giant, or it returns to its true form. Other than its size, its game statistics are the same in each form. Any equipment it i"
      },
      {
        "document": 1996,
        "excerpt": "Climb 40 ft.), or a toad (40 ft., Swim 40 ft.), or it returns to its true form. Its game statistics are the same in each form, except for its Speed. Any equipment it"
      },
      {
        "document": 2010,
        "excerpt": "7 (2d6) Fire damage. Hit or Miss: The spear magically returns to the salamander's hand immediately after a ranged attack. Constrict. Strength Saving Throw: DC 15, on"
      },
      {
        "document": 2022,
        "excerpt": "(8d8) Radiant damage. Hit or Miss: The sword magically returns to the solar's hand or hovers within 5 feet of the solar immediately after a ranged attack. Slaying Bow"
      },
      {
        "document": 2028,
        "excerpt": "Fiendish Restoration. If it dies, the naga returns to life in 1d6 days and regains all its Hit Points. Only a Wish spell can prevent this trait from functi"
      },
      {
        "document": 2036,
        "excerpt": "us shape-shifts into a Medium or Small Humanoid, or it returns to its true form. Its game statistics are the same in each form, except its Fly Speed is available only"
      },
      {
        "document": 2056,
        "excerpt": "2 hours or be destroyed. Once in its resting place, it returns to its vampire form and has the Paralyzed condition until it regains any Hit Points, and it regains 1 Hi"
      },
      {
        "document": 2067,
        "excerpt": "Large bear-humanoid hybrid form or a Large bear, or it returns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equi"
      },
      {
        "document": 2068,
        "excerpt": "o a Medium boar-humanoid hybrid or a Small boar, or it returns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equi"
      },
      {
        "document": 2069,
        "excerpt": "nto a Medium rat-humanoid hybrid or a Small rat, or it returns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equi"
      },
      {
        "document": 2070,
        "excerpt": "a Large tiger-humanoid hybrid or a Large tiger, or it returns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equi"
      },
      {
        "document": 2071,
        "excerpt": "o a Large wolf-humanoid hybrid or a Medium wolf, or it returns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equi"
      }
    ],
    "reveal": [
      {
        "document": 61,
        "excerpt": "ear a hidden object, a Wisdom (Perception) check won't reveal the object, no matter the check's total."
      },
      {
        "document": 127,
        "excerpt": "entifying items, including the Identify spell, fail to reveal such a curse. Attunement to a cursed item can't be ended voluntarily unless the curse is broken first,"
      },
      {
        "document": 144,
        "excerpt": "e results. Unless the effects are immediately obvious, reveal them only when they become evident. Potion Miscibility"
      },
      {
        "document": 378,
        "excerpt": "t automatic. The Identify spell is the fastest way to reveal an item's properties. Alternatively, you can focus on one magic item during a Short Rest while being in"
      },
      {
        "document": 980,
        "excerpt": "You can call on the forces of nature to reveal certain strengths and weaknesses of your prey. While a creature is marked by your Hunter's Mark, you kno"
      },
      {
        "document": 1268,
        "excerpt": "arding spell or a mechanical pit trap, but it wouldn't reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. This spell reveals that a t"
      },
      {
        "document": 1627,
        "excerpt": "located by any Divination magic, but a Wish spell can reveal the location of your prison. You draw no more cards. Euryale. The card's medusa-like visage curses you."
      }
    ],
    "revealed": [
      {
        "document": 124,
        "excerpt": "erties. The number of charges an item has remaining is revealed when the Identify spell is cast on it. A creature attuned to an item knows how many charges the item has"
      },
      {
        "document": 1513,
        "excerpt": "randomly. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you"
      }
    ],
    "revealing": [
      {
        "document": 953,
        "excerpt": "A portal to the Abyss opens, revealing a nightmarish realm of torment and slaughter."
      },
      {
        "document": 1613,
        "excerpt": "Lantern of Revealing"
      }
    ],
    "reveals": [
      {
        "document": 718,
        "excerpt": "ccessful one. Detect and Disarm. A Detect Magic spell reveals an aura of Evocation magic around the statue. As a Search action, a creature within 5 feet of the statue"
      },
      {
        "document": 936,
        "excerpt": "Reveals information"
      },
      {
        "document": 1268,
        "excerpt": "an unstable ceiling, or a hidden sinkhole. This spell reveals that a trap is present but not its location. You do learn the general nature of the danger posed by a tr"
      },
      {
        "document": 1350,
        "excerpt": "ion, for example. Physical interaction with the image reveals it to be an illusion, for things can pass through it. A creature that takes a Study action to examine th"
      },
      {
        "document": 1362,
        "excerpt": "er sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it."
      },
      {
        "document": 1391,
        "excerpt": "n a trapped door. Physical interaction with the image reveals it to be illusory, since things can pass through it. A creature that takes the Study action to examine t"
      },
      {
        "document": 1392,
        "excerpt": "erisms perfectly. Physical interaction with the image reveals it to be illusory, since things can pass through it. A creature that takes the Study action to examine t"
      },
      {
        "document": 1428,
        "excerpt": "rs to be walking. Physical interaction with the image reveals it to be an illusion, since things can pass through it. A creature that takes a Study action to examine"
      },
      {
        "document": 1518,
        "excerpt": "cloth appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. You can take a Magic action to pull the fuzzy object from the ba"
      },
      {
        "document": 1557,
        "excerpt": ". Any physical interaction with the illusory creature reveals it to be false, because objects pass through it. A creature that takes a Study action to visually inspec"
      },
      {
        "document": 1566,
        "excerpt": "s powder resembles Dust of Disappearance, and Identify reveals it to be such. There is enough of it for one use. As a Utilize action, you can throw the dust into the"
      },
      {
        "document": 1611,
        "excerpt": "s normal disposition and alignment. An Identify spell reveals if the flask contains a creature, but the only way to determine the type of creature is to open the flas"
      },
      {
        "document": 1623,
        "excerpt": "le of gold), they look authentic, but close inspection reveals they're made from paste, cookies, or some other worthless material. If you paint a form of energy such"
      },
      {
        "document": 1627,
        "excerpt": "ow the identity of this NPC until they or someone else reveals it. Nothing less than a Wish spell or divine intervention can end the NPC's hostility toward you. Ruin."
      },
      {
        "document": 1658,
        "excerpt": "is actually poison masked by illusion magic. Identify reveals its true nature. If you drink this potion, you take 4d6 Poison damage and must succeed on a DC 13 Const"
      }
    ],
    "revelations": [
      {
        "document": 1333,
        "excerpt": "The lore might consist of important details, amusing revelations, or even secret lore that has never been widely known. The more information you already know about the t"
      }
    ],
    "revered": [
      {
        "document": 1609,
        "excerpt": "are named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun Stones exist, each type a distinct combination of shape and color. W"
      }
    ],
    "reverse": [
      {
        "document": 836,
        "excerpt": "Reverse Gravity"
      },
      {
        "document": 867,
        "excerpt": "Reverse Gravity"
      },
      {
        "document": 893,
        "excerpt": "Reverse Gravity"
      },
      {
        "document": 1344,
        "excerpt": "this spell, you can cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the Cylinder and protecting targets"
      },
      {
        "document": 1407,
        "excerpt": "Reverse Gravity"
      }
    ],
    "reverses": [
      {
        "document": 936,
        "excerpt": "Prevents or reverses harmful effects"
      },
      {
        "document": 1407,
        "excerpt": "s) Duration: Concentration, up to 1 minute This spell reverses gravity in a 50-foot-radius, 100-foot high Cylinder centered on a point within range. All creatures and"
      }
    ],
    "revert": [
      {
        "document": 542,
        "excerpt": "the like - carry over from one form to the other. You revert to your true form if you die."
      },
      {
        "document": 1482,
        "excerpt": "tunned condition. Until the spell ends, the target can revert to cloud form, which also requires a Magic action followed by a 1-minute transformation. If a target is"
      },
      {
        "document": 1580,
        "excerpt": "a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can't be used again until a c"
      },
      {
        "document": 1608,
        "excerpt": "tower. Repeating the command word causes the tower to revert to statuette form, which works only if the tower is empty. Each creature in the area where the tower app"
      },
      {
        "document": 1694,
        "excerpt": "ou push the same button again, which causes the rod to revert to its normal form: Button 1. A fiery blade sprouts from the end opposite the rod's flanged head. The f"
      },
      {
        "document": 1720,
        "excerpt": "self. As a Bonus Action, you can command the snake to revert to staff form in its current space, and you can't use the staff's property again for 1 hour. If the snak"
      },
      {
        "document": 1884,
        "excerpt": "u use it to ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are"
      }
    ],
    "reverting": [
      {
        "document": 1482,
        "excerpt": "is form are the Dash action or a Magic action to begin reverting to its normal form. Reverting takes 1 minute, during which the target has the Stunned condition. Until t"
      },
      {
        "document": 1664,
        "excerpt": "6-inch rod (for ease of storage) or a 10-foot pole, or reverting it a Quarterstaff; the weapon will elongate only as far as the surrounding space allows. In certain for"
      }
    ],
    "reverts": [
      {
        "document": 1158,
        "excerpt": "void harm. When the creature drops to 0 Hit Points, it reverts to its object form, and any remaining damage carries over to that form. Using a Higher-Level Spell Slot"
      },
      {
        "document": 1368,
        "excerpt": "(as a result of the Polymorph spell, for example), it reverts to its true form and can't shape-shift until it leaves the Cylinder. On a successful save, a creature ta"
      },
      {
        "document": 1429,
        "excerpt": "asts until it drops to 0 Hit Points, at which point it reverts to snow and melts away. If you cast this spell again, any simulacrum you created with this spell is inst"
      },
      {
        "document": 1580,
        "excerpt": "ach figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if yo"
      },
      {
        "document": 1720,
        "excerpt": ". If the snake is reduced to 0 Hit Points, it dies and reverts to its staff form; the staff then shatters and is destroyed. If the snake reverts to staff form before l"
      },
      {
        "document": 1721,
        "excerpt": "mal form. Any creature in the tree falls when the tree reverts to a staff. Regaining Charges. The staff regains 1d6 expended charges daily at dawn. If you expend the"
      },
      {
        "document": 1884,
        "excerpt": "e weapons disappear and the horns return when the goat reverts to figurine form. While you ride the goat, any Hostile creature that starts its turn within a 30-foot E"
      }
    ],
    "revival": [
      {
        "document": 613,
        "excerpt": "the spirit back. If the creature returns to life, the revival effect determines the creature's current Hit Points. Unless otherwise stated, the creature returns to li"
      }
    ],
    "revive": [
      {
        "document": 8,
        "excerpt": "our character dies, others might find a magical way to revive your character, such as with the Raise Dead spell. Or talk with the GM about making a new character to j"
      },
      {
        "document": 1397,
        "excerpt": "l consumes) Duration: Instantaneous With a touch, you revive a dead creature if it has been dead no longer than 10 days and it wasn't Undead when it died. The creat"
      },
      {
        "document": 1406,
        "excerpt": "l consumes) Duration: Instantaneous With a touch, you revive a dead creature that has been dead for no more than a century, didn't die of old age, and wasn't Undead"
      },
      {
        "document": 1408,
        "excerpt": "at creature revives with 1 Hit Point. This spell can't revive a creature that has died of old age, nor does it restore any missing body parts."
      }
    ],
    "revived": [
      {
        "document": 613,
        "excerpt": "no Hit Points and can't regain them unless it is first revived by magic such as the Raise Dead or Revivify spell. When such a spell is cast, the spirit knows who is ca"
      },
      {
        "document": 1194,
        "excerpt": "'s original remains, if any, become inert and can't be revived, since the creature's soul is elsewhere."
      },
      {
        "document": 1235,
        "excerpt": "ng are disintegrated into gray dust. The target can be revived only by a True Resurrection or a Wish spell. This spell automatically disintegrates a Large or smaller"
      },
      {
        "document": 1464,
        "excerpt": "at died for any reason except old age. The creature is revived with all its Hit Points. This spell closes all wounds, neutralizes any poison, cures all magical contag"
      }
    ],
    "revives": [
      {
        "document": 1408,
        "excerpt": "re that has died within the last minute. That creature revives with 1 Hit Point. This spell can't revive a creature that has died of old age, nor does it restore any m"
      },
      {
        "document": 1948,
        "excerpt": "Restoration. If the lemure dies in the Nine Hells, it revives with all its Hit Points in 1d10 days unless it is killed by a creature under the effects of a Bless spel"
      }
    ],
    "revivify": [
      {
        "document": 613,
        "excerpt": "it is first revived by magic such as the Raise Dead or Revivify spell. When such a spell is cast, the spirit knows who is casting it and can refuse. The spirit of a dea"
      },
      {
        "document": 832,
        "excerpt": "Revivify"
      },
      {
        "document": 845,
        "excerpt": "Revivify"
      },
      {
        "document": 852,
        "excerpt": "Revivify"
      },
      {
        "document": 909,
        "excerpt": "Mass Healing Word, Revivify"
      },
      {
        "document": 913,
        "excerpt": "Revivify"
      },
      {
        "document": 1408,
        "excerpt": "Revivify"
      }
    ],
    "reviving": [
      {
        "document": 613,
        "excerpt": "s left the body and departed for the Outer Planes, and reviving the creature requires calling the spirit back. If the creature returns to life, the revival effect dete"
      },
      {
        "document": 1760,
        "excerpt": "destroyed, the aboleth gains a new body in 5d10 days, reviving with all its Hit Points in the Far Realm or another location chosen by the GM. Legendary Resistance (3/"
      },
      {
        "document": 1799,
        "excerpt": "dies outside the Abyss, it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss. Fire Aura. At the end of each of the balor's turns, eac"
      },
      {
        "document": 1802,
        "excerpt": "in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells. Magic Resistance. The devil has Advantage on savin"
      },
      {
        "document": 1815,
        "excerpt": "in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells. Magic Resistance. The devil has Advantage on savin"
      },
      {
        "document": 1825,
        "excerpt": "in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells. Magic Resistance. The devil has Advantage on savin"
      },
      {
        "document": 1843,
        "excerpt": "ts body disappears, and it gains a new body instantly, reviving with all its Hit Points somewhere in Mount Celestia. Magic Resistance. The deva has Advantage on saving"
      },
      {
        "document": 1845,
        "excerpt": "solves into mist, and it gains a new body in 1d4 days, reviving with all its Hit Points somewhere on the Plane of Air. Magic Resistance. The djinni has Advantage on sa"
      },
      {
        "document": 1856,
        "excerpt": "ssolves into ash, and it gains a new body in 1d4 days, reviving with all its Hit Points somewhere on the Plane of Fire. Magic Resistance. The efreeti has Advantage on"
      },
      {
        "document": 1859,
        "excerpt": "in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells. Magic Resistance. The erinyes has Advantage on sav"
      },
      {
        "document": 1903,
        "excerpt": "ssolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss. Magic Resistance. The glabrezu has Advantage on saving"
      },
      {
        "document": 1925,
        "excerpt": "ssolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss. Magic Resistance. The hezrou has Advantage on saving th"
      },
      {
        "document": 1932,
        "excerpt": "in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells. Magic Resistance. The devil has Advantage on savin"
      },
      {
        "document": 1936,
        "excerpt": "in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells. Magic Resistance. The devil has Advantage on savin"
      },
      {
        "document": 1949,
        "excerpt": "the lich reforms in 1d10 days if it has a spirit jar, reviving with all its Hit Points. The new body appears in an unoccupied space within the lich's lair."
      },
      {
        "document": 1957,
        "excerpt": "ssolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss. Magic Resistance. The marilith has Advantage on saving"
      },
      {
        "document": 1966,
        "excerpt": "y gains a new body in 24 hours if its heart is intact, reviving with all its Hit Points. The new body appears in an unoccupied space within the mummy's lair. The heart"
      },
      {
        "document": 1968,
        "excerpt": "ssolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss. Magic Resistance. The nalfeshnee has Advantage on savin"
      },
      {
        "document": 1986,
        "excerpt": "in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells. Fear Aura. The pit fiend emanates an aura in a 20-"
      },
      {
        "document": 1987,
        "excerpt": "ts body disappears, and it gains a new body instantly, reviving with all its Hit Points somewhere in Mount Celestia. Magic Resistance. The planetar has Advantage on sa"
      },
      {
        "document": 1997,
        "excerpt": "ody turns to ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells."
      },
      {
        "document": 2022,
        "excerpt": "ts body disappears, and it gains a new body instantly, reviving with all its Hit Points somewhere in Mount Celestia. Legendary Resistance (4/Day). If the solar fails a"
      },
      {
        "document": 2059,
        "excerpt": "ssolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss. Magic Resistance. The vrock has Advantage on saving thr"
      }
    ],
    "reward": [
      {
        "document": 30,
        "excerpt": "icularly heroic, in character, or entertaining. It's a reward for making the game more fun for everyone playing. Other rules might allow your character to gain Heroi"
      },
      {
        "document": 725,
        "excerpt": "such as stacks of empty crates, ledges, and balconies) reward clever positioning and encourage characters to jump, climb, fly, or teleport. Defensive Positions. Enem"
      }
    ],
    "rex": [
      {
        "document": 2052,
        "excerpt": "Tyrannosaurus Rex"
      }
    ],
    "rhinoceros": [
      {
        "document": 783,
        "excerpt": "oll 1d4 to determine which creature appears. On a 1, a Rhinoceros appears; on a 2, an Elephant appears; and on a 3-4, a Rat appears."
      },
      {
        "document": 2003,
        "excerpt": "Rhinoceros"
      }
    ],
    "rhomboid": [
      {
        "document": 1609,
        "excerpt": "its your head. Awareness (Rare). While this dark-blue rhomboid orbits your head, you have Advantage on Initiative rolls and Wisdom (Perception) checks. Fortitude (Ver"
      }
    ],
    "rhubarb": [
      {
        "document": 1149,
        "excerpt": "V, S, M (powdered rhubarb leaf)"
      }
    ],
    "rhyme": [
      {
        "document": 1238,
        "excerpt": "uthful reply, which might be a short phrase or cryptic rhyme. The spell doesn't account for circumstances that might change the answer, such as the casting of other"
      }
    ],
    "rhythm": [
      {
        "document": 26,
        "excerpt": "Rhythm of Play"
      }
    ],
    "ribbon": [
      {
        "document": 478,
        "excerpt": "in the Druidic Focuses table and is carved, tied with ribbon, or painted to channel primal magic. A Druid or Ranger can use such an object as a Spellcasting Focus."
      }
    ],
    "rid": [
      {
        "document": 142,
        "excerpt": "item's goals to the exclusion of all other goals. Get Rid of It. The item demands that its bearer dispose of anything the item finds repugnant. It's Time for a C"
      }
    ],
    "ridden": [
      {
        "document": 1534,
        "excerpt": "to make it hover beneath you, at which time it can be ridden in the air. It has a Fly Speed of 50 feet. It can carry up to 400 pounds, but its Fly Speed becomes 30 f"
      },
      {
        "document": 1580,
        "excerpt": "accompanying stat block) for up to 12 hours and can be ridden as a mount. Once it has been used, it can't be used again until 2 days have passed."
      }
    ],
    "riddles": [
      {
        "document": 940,
        "excerpt": "Traps, ciphers, riddles, and gadgetry"
      }
    ],
    "ride": [
      {
        "document": 96,
        "excerpt": "In contrast, an independent mount - one that lets you ride but ignores your control - retains its place in the Initiative order and moves and acts as it likes."
      },
      {
        "document": 1266,
        "excerpt": "ount, and it functions as a controlled mount while you ride it (as defined in the rules on mounted combat). If you have the Incapacitated condition, the steed takes"
      },
      {
        "document": 1375,
        "excerpt": "d. For the duration, you or a creature you choose can ride the steed. The steed uses the Riding Horse stat block (see “Monsters”), except it has a Speed of 100 fee"
      },
      {
        "document": 1884,
        "excerpt": "turn when the goat reverts to figurine form. While you ride the goat, any Hostile creature that starts its turn within a 30-foot Emanation originating from the goa"
      }
    ],
    "rideable": [
      {
        "document": 1266,
        "excerpt": "replaced by the new one. The steed resembles a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, ch"
      }
    ],
    "rider": [
      {
        "document": 94,
        "excerpt": "lling creature that is at least one size larger than a rider and that has an appropriate anatomy can serve as a mount, using the following rules."
      },
      {
        "document": 96,
        "excerpt": "ontrol a mount only if it has been trained to accept a rider. Domesticated horses, mules, and similar creatures have such training. The Initiative of a controlled m"
      },
      {
        "document": 1266,
        "excerpt": "fter a Long Rest). The steed teleports, along with its rider, to an unoccupied space of your choice up to 60 feet away from itself. Healing Touch (Celestial Only; R"
      },
      {
        "document": 1375,
        "excerpt": "the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends early if the steed takes any damage."
      },
      {
        "document": 1970,
        "excerpt": "The nightmare can grant Resistance to Fire damage to a rider while it is on the nightmare. Illumination. The nightmare sheds Bright Light in a 10-foot radius and Di"
      }
    ],
    "riding": [
      {
        "document": 67,
        "excerpt": "tes how far the party can move in a period of time; if riding horses or other mounts, the group can move twice that distance for 1 hour, after which the mounts need a"
      },
      {
        "document": 357,
        "excerpt": "ke to remain mounted. An Exotic Saddle is required for riding an aquatic or a flying mount. Mounts and Other Animals Tack, Harness, and Drawn Vehicles"
      },
      {
        "document": 920,
        "excerpt": "Horse, Riding"
      },
      {
        "document": 921,
        "excerpt": "Riding"
      },
      {
        "document": 965,
        "excerpt": "imals” in “Monsters” for stat block options). The Rat, Riding Horse, Spider, and Wolf are recommended. Whenever you finish a Long Rest, you can replace one of your kn"
      },
      {
        "document": 1375,
        "excerpt": "ture you choose can ride the steed. The steed uses the Riding Horse stat block (see “Monsters”), except it has a Speed of 100 feet and can travel 13 miles in an hour."
      },
      {
        "document": 1534,
        "excerpt": "stops hovering when you land or when you're no longer riding it. As a Magic action, you can send the broom to travel alone to a destination within 1 mile of you if"
      },
      {
        "document": 1691,
        "excerpt": "100 GP each 31–44 Wooden ladder (24 feet long) 45–51 Riding Horse with a Riding Saddle 52–59 Open pit (a 10-foot Cube), which you can place on the ground within 10"
      },
      {
        "document": 1884,
        "excerpt": "htened condition for 1 minute, until you are no longer riding the goat, or until the goat reverts to figurine form. The Frightened creature repeats the save at the en"
      },
      {
        "document": 2004,
        "excerpt": "Riding Horse"
      }
    ],
    "rift": [
      {
        "document": 1711,
        "excerpt": "l or into the extradimensional space. 86–00 A spatial rift sends the sphere and each creature and object within 180 feet of the sphere to a random plane of existen"
      }
    ],
    "right": [
      {
        "document": 45,
        "excerpt": "r creature's turn, that creature can continue its turn right after the Reaction. In terms of timing, a Reaction takes place immediately after its trigger unless the"
      },
      {
        "document": 93,
        "excerpt": "narmed Strike against that creature. The attack occurs right before it leaves your reach."
      },
      {
        "document": 235,
        "excerpt": "ul Good (LG). Lawful Good creatures endeavor to do the right thing as expected by society. Someone who fights injustice and protects the innocent without hesitation"
      },
      {
        "document": 525,
        "excerpt": "rike against the provoking creature. The attack occurs right before the creature leaves your reach. See also “Playing the Game” (“Combat”)."
      },
      {
        "document": 535,
        "excerpt": "the trigger occurs, you can either take your Reaction right after the trigger finishes or ignore the trigger. When you Ready a spell, you cast it as normal (expend"
      },
      {
        "document": 1232,
        "excerpt": "ts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing. As a Magic actio"
      },
      {
        "document": 1498,
        "excerpt": "t of movement equal to half your Speed (round down) to right yourself and thereby end the condition. If your Speed is 0, you can't right yourself. Attacks Affected."
      },
      {
        "document": 1509,
        "excerpt": "back to its neutral position. Each lever, from left to right, functions as shown in the Apparatus of the Crab Levers table. Apparatus of the Crab Levers"
      },
      {
        "document": 1517,
        "excerpt": "contents spill forth unharmed, but the bag must be put right before it can be used again. The bag holds enough air for 10 minutes of breathing, divided by the number"
      },
      {
        "document": 1594,
        "excerpt": "ts spill forth unharmed, and the haversack must be put right before it can be used again. Each pouch of the haversack holds enough air for 10 minutes of breathing,"
      }
    ],
    "rightful": [
      {
        "document": 1627,
        "excerpt": "ht, Intimidation, or Persuasion. In addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is currently home to one or more mon"
      }
    ],
    "righting": [
      {
        "document": 670,
        "excerpt": "o learn how to end their curse, likely by symbolically righting the wrong they committed. How a spell like Remove Curse affects a curse that's part of your adventure is"
      }
    ],
    "rigorous": [
      {
        "document": 974,
        "excerpt": "in a relentless pursuit of victory. Champions combine rigorous training with physical excellence to deal devastating blows, withstand peril, and garner glory. Whether"
      }
    ],
    "rind": [
      {
        "document": 1295,
        "excerpt": "V, S, M (a bit of pork rind or butter)"
      }
    ],
    "ring": [
      {
        "document": 117,
        "excerpt": "creature can wear an item not made for its anatomy. A ring placed on a tentacle might work, but a yuan-ti with a snakelike tail instead of legs can't wear magic bo"
      },
      {
        "document": 145,
        "excerpt": "For its magic to function, an item in the Ring category must be worn on a finger or a similar digit unless its description notes otherwise."
      },
      {
        "document": 308,
        "excerpt": "you can set a Hunting Trap, which is a sawtooth steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy"
      },
      {
        "document": 378,
        "excerpt": "clue to its properties. The command word to activate a ring might be etched inside the band, or a feathered design might hint that it's a Ring of Feather Falling."
      },
      {
        "document": 381,
        "excerpt": "n item. For example, you can't attune to more than one Ring of Protection at a time."
      },
      {
        "document": 766,
        "excerpt": "Ring of Invisibility"
      },
      {
        "document": 767,
        "excerpt": "Ring of Elemental Command Table 1"
      },
      {
        "document": 768,
        "excerpt": "Ring of Resistance Table 1"
      },
      {
        "document": 769,
        "excerpt": "Ring of Shooting Stars Table 1"
      },
      {
        "document": 772,
        "excerpt": "Ring"
      },
      {
        "document": 820,
        "excerpt": "A brass ring that never tarnishes"
      },
      {
        "document": 929,
        "excerpt": "Ring Mail"
      },
      {
        "document": 1118,
        "excerpt": "Ring Mail"
      },
      {
        "document": 1175,
        "excerpt": "V, S, M (a key ring with no keys)"
      },
      {
        "document": 1665,
        "excerpt": "Ring of Animal Influence"
      },
      {
        "document": 1666,
        "excerpt": "Ring of Djinni Summoning"
      },
      {
        "document": 1667,
        "excerpt": "Ring of Elemental Command"
      },
      {
        "document": 1668,
        "excerpt": "Ring of Evasion"
      },
      {
        "document": 1669,
        "excerpt": "Ring of Feather Falling"
      },
      {
        "document": 1670,
        "excerpt": "Ring of Free Action"
      },
      {
        "document": 1671,
        "excerpt": "Ring of Invisibility"
      },
      {
        "document": 1672,
        "excerpt": "Ring of Jumping"
      },
      {
        "document": 1673,
        "excerpt": "Ring of Mind Shielding"
      },
      {
        "document": 1674,
        "excerpt": "Ring of Protection"
      },
      {
        "document": 1675,
        "excerpt": "Ring of Regeneration"
      },
      {
        "document": 1676,
        "excerpt": "Ring of Resistance"
      },
      {
        "document": 1677,
        "excerpt": "Ring of Shooting Stars"
      },
      {
        "document": 1678,
        "excerpt": "Ring of Spell Storing"
      },
      {
        "document": 1679,
        "excerpt": "Ring of Spell Turning"
      },
      {
        "document": 1680,
        "excerpt": "Ring of Swimming"
      },
      {
        "document": 1681,
        "excerpt": "Ring of Telekinesis"
      },
      {
        "document": 1682,
        "excerpt": "Ring of the Ram"
      },
      {
        "document": 1683,
        "excerpt": "Ring of Three Wishes"
      },
      {
        "document": 1684,
        "excerpt": "Ring of Warmth"
      },
      {
        "document": 1685,
        "excerpt": "Ring of Water Walking"
      },
      {
        "document": 1686,
        "excerpt": "Ring of X-ray Vision"
      }
    ],
    "ring's": [
      {
        "document": 1667,
        "excerpt": "enefit from additional properties corresponding to the ring's linked Elemental Plane: Air. You know Auran, you have Resistance to Lightning damage, and you have a Fl"
      },
      {
        "document": 1682,
        "excerpt": "from you. Alternatively, you can expend 1 to 3 of the ring's charges as a Magic action to try to break a nonmagical object you can see within 60 feet of yourself tha"
      }
    ],
    "ringed": [
      {
        "document": 1178,
        "excerpt": "to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides Three-Quarters Cover,"
      },
      {
        "document": 1472,
        "excerpt": "to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the dur"
      }
    ],
    "ringing": [
      {
        "document": 1539,
        "excerpt": "l's customary knocking sound is replaced by the clear, ringing tone of the chime, which is audible out to 300 feet. The chime can be used 10 times. After the tenth ti"
      }
    ],
    "rings": [
      {
        "document": 145,
        "excerpt": "Rings"
      },
      {
        "document": 384,
        "excerpt": "feet, gloves on hands, hats and helmets on a head, and rings on a finger. Magic armor must be donned, a Shield strapped to the arm, a cloak fastened about the should"
      },
      {
        "document": 766,
        "excerpt": "Rings"
      },
      {
        "document": 1347,
        "excerpt": "ves within 30 feet of the object or when a silver bell rings within 30 feet of it."
      },
      {
        "document": 1477,
        "excerpt": "V, S, M (a pair of platinum rings worth 50+ GP each, which you and the target must wear for the duration)"
      },
      {
        "document": 1666,
        "excerpt": ", and the ring becomes nonmagical if the djinni dies. Rings of Djinni Summoning are often created by the djinn they summon and given to mortals as gifts of friendsh"
      }
    ],
    "riposte": [
      {
        "document": 1984,
        "excerpt": "Riposte. Trigger: The pirate is hit by a melee attack roll while holding a weapon. Response: The pirate adds 3 t"
      }
    ],
    "ripple": [
      {
        "document": 1250,
        "excerpt": "nge. Beckon Air. You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot Cube. Doors and shut"
      }
    ],
    "ripples": [
      {
        "document": 1192,
        "excerpt": "orth 500+ GP) Duration: Instantaneous Negative energy ripples out in a 60-foot-radius Sphere from a point you choose within range. Each creature in that area makes a"
      }
    ],
    "rips": [
      {
        "document": 1248,
        "excerpt": "see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point. The ground there is Difficult Ter"
      }
    ],
    "rise": [
      {
        "document": 267,
        "excerpt": "to an unknown god 88 A book about a legendary hero's rise and fall, with the last chapter missing 89 A vial of dragon blood 90 An ancient arrow of elven design"
      },
      {
        "document": 676,
        "excerpt": "ontagion Fouled potions and alchemical waste can give rise to Sewer Plague, which incubates in sewers and refuse heaps and is sometimes transmitted by creatures th"
      },
      {
        "document": 1214,
        "excerpt": "e the water level of all standing water in the area to rise by as much as 20 feet. If you choose an area in a large body of water, you instead create a 20-foot tal"
      }
    ],
    "rises": [
      {
        "document": 791,
        "excerpt": "The apparatus rises up to 20 feet if it’s in liquid."
      },
      {
        "document": 793,
        "excerpt": "An animate but immobile stone statue in your likeness rises and makes verbal threats against you. If you leave it and others come near, it describes you as the most"
      },
      {
        "document": 1269,
        "excerpt": "on a successful one. A Humanoid killed by this spell rises at the start of your next turn as a Zombie (see “Monsters”) that follows your verbal orders."
      },
      {
        "document": 1335,
        "excerpt": "se object of your choice that you can see within range rises vertically up to 20 feet and remains suspended there for the duration. The spell can levitate an object"
      },
      {
        "document": 1483,
        "excerpt": ": Concentration, up to 1 minute A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet hi"
      },
      {
        "document": 2016,
        "excerpt": "to 0. If a Humanoid is slain by this attack, a Shadow rises from the corpse 1d4 hours later."
      },
      {
        "document": 2056,
        "excerpt": "reduced to 0 Hit Points by this damage and then buried rises the following sunset as a Vampire Spawn under the vampire's control."
      },
      {
        "document": 2073,
        "excerpt": "to the damage taken. A Humanoid slain by this attack rises 24 hours later as a Zombie under the wight's control, unless the Humanoid is restored to life or its bod"
      },
      {
        "document": 2078,
        "excerpt": "dead for no longer than 1 minute. The target's spirit rises as a Specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wra"
      }
    ],
    "risk": [
      {
        "document": 19,
        "excerpt": "e your character or a monster (if you’re the GM) is at risk. A save’s result is detailed in the effect that caused it. If you don't want to resist the effect, you"
      },
      {
        "document": 353,
        "excerpt": "p to 4 pints. If you don't drink sufficient water, you risk dehydration (see “Rules Glossary”)."
      },
      {
        "document": 702,
        "excerpt": "selves to travel for more than 8 hours per day, at the risk of tiring. At the end of each additional hour of travel beyond 8 hours, each character must succeed on a"
      },
      {
        "document": 731,
        "excerpt": "The more creatures in an encounter, the higher the risk that a lucky streak on their part could deal more damage to the characters than you expect. If your enco"
      }
    ],
    "risks": [
      {
        "document": 336,
        "excerpt": "d nuts. See “Malnutrition” in “Rules Glossary” for the risks of not eating."
      },
      {
        "document": 365,
        "excerpt": "t the GM might take them into account when determining risks or how others perceive your character."
      }
    ],
    "rite": [
      {
        "document": 968,
        "excerpt": "as a sign of penitence or undertaking a fast. After a rite of forgiveness, the Paladin starts fresh. If your Paladin unrepentantly violates their oath, talk to yo"
      },
      {
        "document": 972,
        "excerpt": "You can perform an esoteric rite for 1 minute. At the end of it, you regain expended Pact Magic spell slots but no more than a number equ"
      }
    ],
    "rites": [
      {
        "document": 940,
        "excerpt": "Deities, religious hierarchies and rites, holy symbols, cults, and certain creatures (Celestials, Fiends, and Undead)"
      },
      {
        "document": 975,
        "excerpt": "mystics and sages who safeguard ancient knowledge and rites. These Druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidi"
      },
      {
        "document": 976,
        "excerpt": "rom diverse sources, such as scholarly tomes, mystical rites, and peasant tales. The college's members gather in libraries and universities to share their lore with"
      }
    ],
    "ritual": [
      {
        "document": 274,
        "excerpt": "means the spell requires Concentration, R means it's a Ritual, and M means it requires a specific Material component. Cantrips (Level 0 Druid Spells) Level 1 Druid"
      },
      {
        "document": 275,
        "excerpt": "means the spell requires Concentration, R means it's a Ritual, and M means it requires a specific Material component. Level 1 Paladin Spells Level 2 Paladin Spells"
      },
      {
        "document": 276,
        "excerpt": "means the spell requires Concentration, R means it's a Ritual, and M means it requires a specific Material component. Level 1 Ranger Spells Level 2 Ranger Spells L"
      },
      {
        "document": 277,
        "excerpt": "means the spell requires Concentration, R means it's a Ritual, and M means it requires a specific Material component. Cantrips (Level 0 Sorcerer Spells) Level 1 Sor"
      },
      {
        "document": 278,
        "excerpt": "means the spell requires Concentration, R means it's a Ritual, and M means it requires a specific Material component. Cantrips (Level 0 Warlock Spells) Level 1 Warl"
      },
      {
        "document": 279,
        "excerpt": "means the spell requires Concentration, R means it's a Ritual, and M means it requires a specific Material component. Cantrips (Level 0 Wizard Spells) Level 1 Wizar"
      },
      {
        "document": 280,
        "excerpt": "means the spell requires Concentration, R means it's a Ritual, and M means it requires a specific Material component. Cantrips (Level 0 Bard Spells) Level 1 Bard Sp"
      },
      {
        "document": 281,
        "excerpt": "means the spell requires Concentration, R means it's a Ritual, and M means it requires a specific Material component. Cantrips (Level 0 Cleric Spells) Level 1 Cleri"
      },
      {
        "document": 493,
        "excerpt": "Certain spells - including a spell cast as a Ritual - require more time to cast: minutes or even hours. While you cast a spell with a casting time of 1 minu"
      },
      {
        "document": 514,
        "excerpt": "ithout a spell slot. Rituals. Certain spells have the Ritual tag in the Casting Time entry. Such a spell can be cast following the normal rules for spellcasting, or"
      },
      {
        "document": 537,
        "excerpt": "Ritual"
      },
      {
        "document": 883,
        "excerpt": "Spellcasting, Ritual Adept, Arcane Recovery"
      },
      {
        "document": 942,
        "excerpt": "Ritual"
      },
      {
        "document": 972,
        "excerpt": "cantrips, and choose two level 1 spells that have the Ritual tag. The spells can be from any class's spell list, and they must be spells you don't already have prepa"
      },
      {
        "document": 973,
        "excerpt": "Ritual Adept"
      },
      {
        "document": 1152,
        "excerpt": "1 minute or Ritual"
      },
      {
        "document": 1155,
        "excerpt": "Action or Ritual"
      },
      {
        "document": 1168,
        "excerpt": "1 minute or Ritual"
      },
      {
        "document": 1198,
        "excerpt": "1 minute or Ritual"
      },
      {
        "document": 1199,
        "excerpt": "1 minute or Ritual"
      },
      {
        "document": 1200,
        "excerpt": "Action or Ritual"
      },
      {
        "document": 1210,
        "excerpt": "1 minute or Ritual"
      },
      {
        "document": 1230,
        "excerpt": "Action or Ritual"
      },
      {
        "document": 1231,
        "excerpt": "Action or Ritual"
      },
      {
        "document": 1238,
        "excerpt": "Action or Ritual"
      },
      {
        "document": 1265,
        "excerpt": "1 hour or Ritual"
      },
      {
        "document": 1278,
        "excerpt": "Action or Ritual"
      },
      {
        "document": 1281,
        "excerpt": "10 minutes or Ritual"
      },
      {
        "document": 1289,
        "excerpt": "Action or Ritual"
      },
      {
        "document": 1322,
        "excerpt": "1 minute or Ritual"
      },
      {
        "document": 1323,
        "excerpt": "1 minute or Ritual"
      },
      {
        "document": 1328,
        "excerpt": "1 minute or Ritual"
      },
      {
        "document": 1338,
        "excerpt": "Action or Ritual"
      },
      {
        "document": 1347,
        "excerpt": "1 minute or Ritual"
      },
      {
        "document": 1356,
        "excerpt": "Action or Ritual"
      },
      {
        "document": 1375,
        "excerpt": "1 minute or Ritual"
      },
      {
        "document": 1396,
        "excerpt": "Action or Ritual"
      },
      {
        "document": 1427,
        "excerpt": "Action or Ritual"
      },
      {
        "document": 1435,
        "excerpt": "Action or Ritual"
      },
      {
        "document": 1453,
        "excerpt": "Action or Ritual"
      },
      {
        "document": 1459,
        "excerpt": "1 minute or Ritual"
      },
      {
        "document": 1468,
        "excerpt": "Action or Ritual"
      },
      {
        "document": 1478,
        "excerpt": "Action or Ritual"
      },
      {
        "document": 1479,
        "excerpt": "Action or Ritual"
      },
      {
        "document": 1839,
        "excerpt": "Ritual Sickle. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Slashing damage plus 1 Necrotic damage."
      }
    ],
    "rituals": [
      {
        "document": 514,
        "excerpt": "t: Cantrips. A cantrip is cast without a spell slot. Rituals. Certain spells have the Ritual tag in the Casting Time entry. Such a spell can be cast following the no"
      },
      {
        "document": 744,
        "excerpt": "Recall lore about gods, religious rituals, and holy symbols."
      },
      {
        "document": 972,
        "excerpt": "er book with this feature or if you die. Cantrips and Rituals. When the book appears, choose three cantrips, and choose two level 1 spells that have the Ritual tag. T"
      }
    ],
    "river": [
      {
        "document": 378,
        "excerpt": "t feels strangely fluid.\" Perhaps you then dive into a river to see what happens. The GM would then say you swim unexpectedly well."
      }
    ],
    "rivers": [
      {
        "document": 359,
        "excerpt": "be rowed. Keelboats and Rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehi"
      }
    ],
    "road": [
      {
        "document": 680,
        "excerpt": "The presence of a good road increases the group's maximum pace by one step (from Slow to Normal or from Normal to Fast)."
      },
      {
        "document": 1304,
        "excerpt": "nother sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond c"
      },
      {
        "document": 1354,
        "excerpt": "example, you could say, “Walk to the village down that road, and help the villagers there harvest crops until sunset.” Or you could say, “Now is not the time for vi"
      },
      {
        "document": 1363,
        "excerpt": "feel like some other sort of terrain. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other rough or impassable terrain. A pond can"
      }
    ],
    "roads": [
      {
        "document": 680,
        "excerpt": "Good Roads"
      }
    ],
    "roar": [
      {
        "document": 1273,
        "excerpt": "t you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterit"
      },
      {
        "document": 1362,
        "excerpt": ". It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration"
      },
      {
        "document": 1950,
        "excerpt": "Rend attacks. It can replace one attack with a use of Roar. Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage. Roar. Wisdom Saving Throw:"
      },
      {
        "document": 2024,
        "excerpt": "5 ft. Hit: 14 (3d6 + 4) Slashing damage. Mind-Rending Roar (Recharge 5–6). Wisdom Saving Throw: DC 16, each enemy in a 300-foot Emanation originating from the sphi"
      },
      {
        "document": 2025,
        "excerpt": "ultiattack. The sphinx makes two Claw attacks and uses Roar. Claw. Melee Attack Roll: +12, reach 5 ft. Hit: 20 (4d6 + 6) Slashing damage. Roar (3/Day). The sphinx"
      }
    ],
    "roars": [
      {
        "document": 1275,
        "excerpt": "on: Instantaneous A vertical column of brilliant fire roars down from above. Each creature in a 10-foot-radius, 40-foot-high Cylinder centered on a point within ran"
      },
      {
        "document": 2025,
        "excerpt": "(3/Day). The sphinx emits a magical roar. Whenever it roars, the roar has a different effect, as detailed below (the sequence resets when it takes a Long Rest): Fi"
      }
    ],
    "robatics": [
      {
        "document": 338,
        "excerpt": "the creature to make a successful DC 15 Dexterity (Ac-robatics) check as an action."
      }
    ],
    "robe": [
      {
        "document": 333,
        "excerpt": "ackpack, Blanket, Holy Water, Lamp, 7 days of Rations, Robe, and Tinderbox."
      },
      {
        "document": 337,
        "excerpt": "Robe (1 GP)"
      },
      {
        "document": 432,
        "excerpt": "ed Armor, Basket, Bedroll, Blanket, Fine Clothes, Net, Robe, Rope, Sack, String, Tent, Traveler's Clothes"
      },
      {
        "document": 930,
        "excerpt": "Robe"
      },
      {
        "document": 973,
        "excerpt": "se A or B: (A) 2 Daggers, Arcane Focus (Quarterstaff), Robe, Spellbook, Scholar’s Pack, and 5 GP; or (B) 55 GP"
      },
      {
        "document": 995,
        "excerpt": "s, Book (prayers), Holy Symbol, Parchment (10 sheets), Robe, 8 GP; or (B) 50 GP"
      },
      {
        "document": 997,
        "excerpt": "pher's Supplies, Book (history), Parchment (8 sheets), Robe, 8 GP; or (B) 50 GP"
      },
      {
        "document": 1119,
        "excerpt": "Robe"
      },
      {
        "document": 1627,
        "excerpt": "pearing as a ghostly skeleton clad in a tattered black robe and carrying a spectral scythe. The avatar disappears when it drops to 0 Hit Points or you die. If an al"
      },
      {
        "document": 1687,
        "excerpt": "Robe of Eyes"
      },
      {
        "document": 1688,
        "excerpt": "Robe of Scintillating Colors"
      },
      {
        "document": 1689,
        "excerpt": "Robe of Stars"
      },
      {
        "document": 1690,
        "excerpt": "Robe of the Archmagi"
      },
      {
        "document": 1691,
        "excerpt": "Robe of Useful Items"
      }
    ],
    "robe's": [
      {
        "document": 1688,
        "excerpt": "creature in the Bright Light that can see you when the robe's power is activated must succeed on a DC 15 Wisdom saving throw or have the Stunned condition until the e"
      },
      {
        "document": 1689,
        "excerpt": "g throws while you wear it. Six stars, located on the robe's upper-front portion, are particularly large. While wearing this robe, you can take a Magic action to rem"
      }
    ],
    "robs": [
      {
        "document": 237,
        "excerpt": "hey cause as they pursue their desires. A criminal who robs and murders as they please is probably Neutral Evil. Chaotic Evil (CE). Chaotic Evil creatures act with"
      }
    ],
    "roc": [
      {
        "document": 1579,
        "excerpt": "bird takes its place. The bird has the statistics of a Roc, but it can't attack. It obeys your simple commands and can carry up to 500 pounds while flying at its m"
      },
      {
        "document": 2005,
        "excerpt": "Roc"
      }
    ],
    "rock": [
      {
        "document": 583,
        "excerpt": ", mud, or ice. The creature can't burrow through solid rock unless the creature has a trait that allows it to do so. See also \"Speed.\""
      },
      {
        "document": 989,
        "excerpt": "Rock Gnome"
      },
      {
        "document": 1248,
        "excerpt": "V, S, M (a fractured rock)"
      },
      {
        "document": 1304,
        "excerpt": "a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the a"
      },
      {
        "document": 1363,
        "excerpt": "a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Similarly, you can alter the appearance of structures or add"
      },
      {
        "document": 1444,
        "excerpt": "y shape you like. For example, you could shape a large rock into a weapon, statue, or coffer, or you could make a small passage through a wall that is 5 feet thick."
      },
      {
        "document": 1667,
        "excerpt": "you. In addition, you can move through solid earth or rock as if those areas were Difficult Terrain without disturbing the matter through which you pass. If you en"
      },
      {
        "document": 1786,
        "excerpt": "Tunneler. The ankheg can burrow through solid rock at half its Burrow Speed and leaves a 10-foot-diameter tunnel in its wake."
      },
      {
        "document": 1788,
        "excerpt": "+5, reach 5 ft. Hit: 5 (1d4 + 3) Bludgeoning damage. Rock (Recharge 6). Ranged Attack Roll: +5, range 25/50 ft. Hit: 10 (2d6 + 3) Bludgeoning damage."
      },
      {
        "document": 1855,
        "excerpt": "attack. The elemental makes two attacks, using Slam or Rock Launch in any combination. Slam. Melee Attack Roll: +8, reach 10 ft. Hit: 14 (2d8 + 5) Bludgeoning dama"
      },
      {
        "document": 1995,
        "excerpt": "Tunneler. The worm can burrow through solid rock at half its Burrow Speed and leaves a 10-foot-diameter tunnel in its wake."
      }
    ],
    "rocks": [
      {
        "document": 1369,
        "excerpt": "can't manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a struc"
      },
      {
        "document": 1667,
        "excerpt": "Resistance to Acid damage. Terrain composed of rubble, rocks, or dirt isn't Difficult Terrain for you. In addition, you can move through solid earth or rock as if th"
      }
    ],
    "rod": [
      {
        "document": 146,
        "excerpt": "An item in the Rod category is a scepter usually made of metal, wood, or bone. A typical rod weighs 2 to 5 pounds. Unless"
      },
      {
        "document": 766,
        "excerpt": "Immovable Rod"
      },
      {
        "document": 772,
        "excerpt": "Rod"
      },
      {
        "document": 933,
        "excerpt": "Rod"
      },
      {
        "document": 1299,
        "excerpt": "V, S, M (a silver rod worth 10+ GP)"
      },
      {
        "document": 1337,
        "excerpt": "V, S, M (a bit of fur and a crystal rod)"
      },
      {
        "document": 1378,
        "excerpt": "V, S, M (a forked, metal rod worth 250+ GP and attuned to a plane of existence)"
      },
      {
        "document": 1607,
        "excerpt": "Immovable Rod"
      },
      {
        "document": 1664,
        "excerpt": "nus Action to alter its form, turning it into a 6-inch rod (for ease of storage) or a 10-foot pole, or reverting it a Quarterstaff; the weapon will elongate only a"
      },
      {
        "document": 1692,
        "excerpt": "Rod of Absorption"
      },
      {
        "document": 1693,
        "excerpt": "Rod of Alertness"
      },
      {
        "document": 1694,
        "excerpt": "Rod of Lordly Might"
      },
      {
        "document": 1695,
        "excerpt": "Rod of Resurrection"
      },
      {
        "document": 1696,
        "excerpt": "Rod of Rulership"
      },
      {
        "document": 1697,
        "excerpt": "Rod of Security"
      }
    ],
    "rod's": [
      {
        "document": 1693,
        "excerpt": "t the haft end of the rod in the ground, whereupon the rod's head sheds Bright Light in a 60-foot radius and Dim Light for an additional 60 feet. While in that Brigh"
      },
      {
        "document": 1694,
        "excerpt": "ton 1. A fiery blade sprouts from the end opposite the rod's flanged head. The flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet,"
      }
    ],
    "rods": [
      {
        "document": 146,
        "excerpt": "Rods"
      },
      {
        "document": 147,
        "excerpt": "ll of paper or parchment, sometimes attached to wooden rods and typically kept safe in a tube of ivory, jade, leather, metal, or wood. The most prevalent scroll is"
      },
      {
        "document": 766,
        "excerpt": "Rods"
      }
    ],
    "rogue": [
      {
        "document": 44,
        "excerpt": "on. The Cunning Action feature, for example, allows a Rogue to take a Bonus Action. You can take a Bonus Action only when a special ability, a spell, or another fea"
      },
      {
        "document": 49,
        "excerpt": "to trick a guard into letting them into a castle, the Rogue who is proficient in Deception should lead the discussion."
      },
      {
        "document": 259,
        "excerpt": "e. For example, if you are a level 3 Fighter / level 2 Rogue, you have the Proficiency Bonus of a level 5 character, which is +3."
      },
      {
        "document": 761,
        "excerpt": "Rogue"
      },
      {
        "document": 811,
        "excerpt": "Rogue"
      },
      {
        "document": 813,
        "excerpt": "Bard, Cleric, Druid, Monk, Rogue, or Warlock"
      },
      {
        "document": 815,
        "excerpt": "Bard, Cleric, Druid, Monk, Rogue, or Warlock"
      },
      {
        "document": 817,
        "excerpt": "Rogue"
      },
      {
        "document": 855,
        "excerpt": "Rogue Features"
      },
      {
        "document": 970,
        "excerpt": "Rogue"
      },
      {
        "document": 984,
        "excerpt": "Rogue"
      },
      {
        "document": 1627,
        "excerpt": "draw one additional card beyond your declared draws. Rogue. An NPC of the GM's choice becomes Hostile toward you. You don't know the identity of this NPC until the"
      }
    ],
    "rogue's": [
      {
        "document": 106,
        "excerpt": "he attack involves other damage dice, such as from the Rogue's Sneak Attack feature, you also roll those dice twice."
      },
      {
        "document": 970,
        "excerpt": "the traits in the Core Rogue Traits table. - Gain the Rogue's level 1 features, which are listed in the Rogue Features table. As a Multiclass Character - Gain the f"
      }
    ],
    "roguish": [
      {
        "document": 970,
        "excerpt": "ious languages in the communities where you plied your roguish talents. You know Thieves' Cant and one other language of your choice, which you choose from the languag"
      }
    ],
    "role": [
      {
        "document": 47,
        "excerpt": "Roleplaying is, literally, the act of playing out a role. In this case, it's you as a player determining how your character thinks, acts, and talks. Roleplaying"
      },
      {
        "document": 49,
        "excerpt": "be an element of chance if the GM wants dice to play a role in determining an NPC's response to you. In such situations, the GM will typically ask you to take the I"
      },
      {
        "document": 183,
        "excerpt": "w to roleplay the monster, inspired by its traditional role in the game or real-world folklore. Change a monster's alignment to suit your storytelling needs. The Ne"
      }
    ],
    "roleplay": [
      {
        "document": 47,
        "excerpt": "comes to the fore during social interactions. As you roleplay, consider whether you prefer an active approach or a descriptive approach. The GM uses an NPC's persona"
      },
      {
        "document": 183,
        "excerpt": "monster's stat block is a default suggestion of how to roleplay the monster, inspired by its traditional role in the game or real-world folklore. Change a monster's ali"
      },
      {
        "document": 651,
        "excerpt": "ction, you urge a monster to do something. Describe or roleplay how you're communicating with the monster. Are you trying to deceive, intimidate, amuse, or gently persu"
      }
    ],
    "roleplaying": [
      {
        "document": 46,
        "excerpt": "er. Social interactions progress in two ways: through roleplaying and ability checks."
      },
      {
        "document": 47,
        "excerpt": "Roleplaying"
      },
      {
        "document": 49,
        "excerpt": "determining the outcome of a social interaction. Your roleplaying efforts can alter an NPC's attitude, but there might still be an element of chance if the GM wants dice"
      }
    ],
    "roles": [
      {
        "document": 46,
        "excerpt": "or try to flatter a guard. The Game Master assumes the roles of any nonplayer characters who are participating. An NPC's attitude toward your character is Friendly,"
      },
      {
        "document": 181,
        "excerpt": "nts and trolls. Humanoids are people defined by their roles and professions, such as mages, pirates, and warriors. They include members of varied species. Monstros"
      },
      {
        "document": 787,
        "excerpt": "y Seeker. The item believes it and its bearer have key roles to play in future events."
      },
      {
        "document": 964,
        "excerpt": "have dedicated yourself to one of the following sacred roles of your choice. Protector. Trained for battle, you gain proficiency with Martial weapons and training w"
      },
      {
        "document": 965,
        "excerpt": "have dedicated yourself to one of the following sacred roles of your choice. Magician. You know one extra cantrip from the Druid spell list. In addition, your mysti"
      }
    ],
    "roll": [
      {
        "document": 10,
        "excerpt": "e in the hands of fate now. Three Successes/Failures. Roll 1d20. If the roll is 10 or higher, you succeed. Otherwise, you fail. A success or failure has no effect"
      },
      {
        "document": 23,
        "excerpt": "An attack roll determines whether an attack hits a target. An attack roll hits if the roll equals or exceeds the target"
      },
      {
        "document": 24,
        "excerpt": "The Attack Roll Abilities table shows which ability modifier to use for different types of attack rolls. Attack Roll Ab"
      },
      {
        "document": 25,
        "excerpt": "You add your Proficiency Bonus to your attack roll when you attack using a weapon you have proficiency with, as well as when you attack with a spell. See “"
      },
      {
        "document": 26,
        "excerpt": "a task. In those cases, the GM might ask the player to roll a die to help determine what happens. Describing the results often leads to another decision point, whic"
      },
      {
        "document": 28,
        "excerpt": "If you roll a 20 on the d20 (called a “natural 20”) for an attack roll, the attack hits regardless of any modifiers"
      },
      {
        "document": 29,
        "excerpt": "reflects the positive circumstances surrounding a d20 roll, while Disadvantage reflects negative circumstances. You usually acquire Advantage or Disadvantage thro"
      },
      {
        "document": 30,
        "excerpt": "immediately after rolling it, and you must use the new roll. Only One at a Time. You can never have more than one instance of Heroic Inspiration. If something give"
      },
      {
        "document": 31,
        "excerpt": "Roll Two D20s"
      },
      {
        "document": 32,
        "excerpt": "If multiple situations affect a roll and they all grant Advantage on it, you still roll only two d20s. Similarly, if multiple situations impo"
      },
      {
        "document": 33,
        "excerpt": "ou have Heroic Inspiration (see the sidebar below) and roll a 3 and an 18 on an ability check that has Advantage or Disadvantage, you could expend your Heroic Inspi"
      },
      {
        "document": 35,
        "excerpt": "Your Proficiency Bonus can't be added to a die roll or another number more than once. For example, if a rule allows you to make a Charisma (Deception or Per"
      },
      {
        "document": 72,
        "excerpt": "versaries are - how far away and in what direction. 2: Roll Initiative. Everyone involved in the combat encounter rolls Initiative, determining the order of combata"
      },
      {
        "document": 73,
        "excerpt": "a group of identical creatures, the GM makes a single roll, so each member of the group has the same Initiative. Surprise. If a combatant is surprised by combat s"
      },
      {
        "document": 85,
        "excerpt": "When you make an attack roll against a target you can't see, you have Disadvantage on the roll. This is true whether you're guessing"
      },
      {
        "document": 88,
        "excerpt": ", and the larger number is the long range. Your attack roll has Disadvantage when your target is beyond normal range, and you can't attack a target beyond long rang"
      },
      {
        "document": 89,
        "excerpt": "en a foe is next to you. When you make a ranged attack roll with a weapon, a spell, or some other means, you have Disadvantage on the roll if you are within 5 feet"
      },
      {
        "document": 92,
        "excerpt": "outcome of an action is uncertain, the game uses a d20 roll to determine success or failure. These rolls are called D20 Tests, and they come in three kinds: ability"
      },
      {
        "document": 99,
        "excerpt": "When making a melee attack roll with a weapon underwater, a creature that lacks a Swim Speed has Disadvantage on the attack roll unless"
      },
      {
        "document": 105,
        "excerpt": "ing monster ability specifies the damage it deals. You roll the damage dice, add any modifiers, and deal the damage to your target. If there's a penalty to the dama"
      },
      {
        "document": 106,
        "excerpt": "When you score a Critical Hit, you deal extra damage. Roll the attack's damage dice twice, add them together, and add any relevant modifiers as normal. For example"
      },
      {
        "document": 108,
        "excerpt": "ets to make saving throws against it at the same time, roll the damage once for all the targets. For example, when a wizard casts Fireball, the spell's damage is ro"
      },
      {
        "document": 137,
        "excerpt": "em's abilities, or determine them randomly as follows: roll 4d6 for each one, dropping the lowest roll and totaling the rest."
      },
      {
        "document": 138,
        "excerpt": "suggest an alignment. Otherwise, pick an alignment or roll on the Sentient Item's Alignment table."
      },
      {
        "document": 139,
        "excerpt": "speaking aloud. You can choose how it communicates or roll on the Sentient Item's Communication table."
      },
      {
        "document": 140,
        "excerpt": "s out to a limited range. You can choose its senses or roll on the Sentient Item's Senses table."
      },
      {
        "document": 141,
        "excerpt": "e “Conflict” below). You can pick a special purpose or roll on the Sentient Item's Special Purpose table. Sentient Item's Alignment Sentient Item's Communication"
      },
      {
        "document": 144,
        "excerpt": "actions. When a character mixes two potions together, roll on the Potion Miscibility table. If more than two are combined, roll again for each subsequent potion, c"
      },
      {
        "document": 147,
        "excerpt": "An item in the Scroll category is a roll of paper or parchment, sometimes attached to wooden rods and typically kept safe in a tube of ivory, jad"
      },
      {
        "document": 151,
        "excerpt": "Either use the number for the monster's Hit Points or roll the die expression in parentheses to determine the monster's Hit Points randomly; don't use both. A mon"
      },
      {
        "document": 175,
        "excerpt": "nd spell attack bonus (if any spells require an attack roll). Unless noted otherwise, a spell of level 1 or higher is always cast at its lowest possible level and c"
      },
      {
        "document": 179,
        "excerpt": "art once. At the start of each of the monster's turns, roll 1d6. If the roll is within the number range given in the notation (represented by X–Y), the monster rega"
      },
      {
        "document": 185,
        "excerpt": "iative score in parentheses. Use the modifier when you roll to determine a monster's Initiative. A monster's Initiative modifier is typically equal to its Dexterity"
      },
      {
        "document": 228,
        "excerpt": "t least three languages: Common plus two languages you roll or choose from the Standard Languages table. Knowledge of a language means your character can communicat"
      },
      {
        "document": 230,
        "excerpt": "abilities: 15, 14, 13, 12, 10, 8. Random Generation. Roll four d6s and record the total of the highest three dice. Do this five more times, so you have six number"
      },
      {
        "document": 241,
        "excerpt": "aracter sheet, write your starting weapons. The attack roll bonus for a weapon with which you have proficiency is one of the following unless a weapon's property sa"
      },
      {
        "document": 243,
        "excerpt": "time you gain a level, you gain an additional Hit Die. Roll that die, add your Constitution modifier to the roll, and add the total (minimum of 1) to your Hit Point"
      },
      {
        "document": 265,
        "excerpt": "When you make your character, you can roll once on the Trinkets table to gain a Tiny trinket, a simple item lightly touched by mystery. The GM migh"
      },
      {
        "document": 306,
        "excerpt": "add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative."
      },
      {
        "document": 328,
        "excerpt": "yond normal range, you have Disadvantage on the attack roll. You can't attack a target beyond the long range."
      },
      {
        "document": 344,
        "excerpt": "ts. If the spell requires a saving throw or an attack roll, the spell save DC is 13, and the attack bonus is +5. The scroll disintegrates when the casting is compl"
      },
      {
        "document": 397,
        "excerpt": "If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 f"
      },
      {
        "document": 399,
        "excerpt": "If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier y"
      },
      {
        "document": 402,
        "excerpt": "pon, that creature has Disadvantage on its next attack roll before the start of your next turn."
      },
      {
        "document": 404,
        "excerpt": "DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition."
      },
      {
        "document": 405,
        "excerpt": "o the creature, you have Advantage on your next attack roll against that creature before the end of your next turn. Weapons"
      },
      {
        "document": 431,
        "excerpt": "ncy with it to add your Proficiency Bonus to an attack roll you make with it. A player character's features can provide weapon proficiencies. A monster is proficien"
      },
      {
        "document": 504,
        "excerpt": "Some spells require the caster to make an attack roll to determine whether the spell hits a target. Here's how to calculate the attack modifier for your spell"
      },
      {
        "document": 534,
        "excerpt": "An Armor Class (AC) is the target number for an attack roll. AC represents how difficult it is to hit a target. Your base AC calculation is 10 plus your Dexterity"
      },
      {
        "document": 543,
        "excerpt": "Points. For each Hit Point Die you spend in this way, roll the die and add your Constitution modifier to it. You regain Hit Points equal to the total (minimum of 1"
      },
      {
        "document": 550,
        "excerpt": "A spell attack is an attack roll made as part of a spell or another magical effect. See also “Spells” (“Casting Spells”)."
      },
      {
        "document": 555,
        "excerpt": "en you take the Attack action, you can make one attack roll with a weapon or an Unarmed Strike. Equipping and Unequipping Weapons. You can either equip or unequip"
      },
      {
        "document": 558,
        "excerpt": "which causes it to have Disadvantage on its Initiative roll. See also “Playing the Game” (“Combat”)."
      },
      {
        "document": 561,
        "excerpt": "target is the creature or object targeted by an attack roll, forced to make a saving throw by an effect, or selected to receive the effects of a spell or another ph"
      },
      {
        "document": 565,
        "excerpt": "Attack Roll"
      },
      {
        "document": 568,
        "excerpt": "ng options for its effect. Damage. You make an attack roll against the target. Your bonus to the roll equals your Strength modifier plus your Proficiency Bonus. On"
      },
      {
        "document": 573,
        "excerpt": "A weapon attack is an attack roll made with a weapon. See also \"Weapon.\" ---"
      },
      {
        "document": 600,
        "excerpt": "If you roll a 20 on the d20 for an attack roll, you score a Critical Hit, and the attack hits regardless of any modi"
      },
      {
        "document": 606,
        "excerpt": "Damage Roll"
      },
      {
        "document": 620,
        "excerpt": "If you have Disadvantage on a D20 Test, roll two d20s and use the lower roll. A roll can't be affected by more than one Disadvantage, and Advantage a"
      },
      {
        "document": 622,
        "excerpt": "enefits: until the start of your next turn, any attack roll made against you has Disadvantage if you can see the attacker, and you make Dexterity saving throws with"
      },
      {
        "document": 629,
        "excerpt": "If you have Advantage on a D20 Test, roll two d20s, and use the higher roll. A roll can't be affected by more than one Advantage, and Advantage an"
      },
      {
        "document": 637,
        "excerpt": "whether your assistance is possible. Assist an Attack Roll. You momentarily distract an enemy within 5 feet of you, giving Advantage to the next attack roll by one"
      },
      {
        "document": 639,
        "excerpt": "immediately after rolling it, and you must use the new roll. If you gain Heroic Inspiration but already have it, it's lost unless you give it to a player character"
      },
      {
        "document": 640,
        "excerpt": "than a whisper, an enemy finds you, you make an attack roll, or you cast a spell with a Verbal component."
      },
      {
        "document": 652,
        "excerpt": "The combat rules in “Playing the Game” explain how to roll Initiative. Sometimes a GM might have combatants use their Initiative scores instead of rolling Initiat"
      },
      {
        "document": 722,
        "excerpt": "ne is released from a secret compartment and begins to roll. The stone and all creatures nearby roll Initiative; the stone gets a +8 bonus on its Initiative roll."
      },
      {
        "document": 742,
        "excerpt": "Attack Roll Abilities"
      },
      {
        "document": 745,
        "excerpt": "Help another creature’s ability check or attack roll, or administer first aid."
      },
      {
        "document": 756,
        "excerpt": "You pull a nonmagical object out of the hat. Roll 1d4 to determine the object: on a 1, a vial of Acid; on a 2, a flask of Alchemist’s Fire; on a 3, a Crow"
      },
      {
        "document": 783,
        "excerpt": "You cast a spell originating from the chosen point. Roll 1d10 to determine the spell: on a 1–2, Darkness; on a 3–4, Faerie Fire; on a 5–6, Fireball; on a 7–8, Sl"
      },
      {
        "document": 793,
        "excerpt": "5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take 5d6 Poison"
      },
      {
        "document": 962,
        "excerpt": "round by doing one of the following: - Make an attack roll against an enemy. - Force an enemy to make a saving throw. - Take a Bonus Action to extend your Rage. E"
      },
      {
        "document": 963,
        "excerpt": "r when the creature fails a D20 Test, the creature can roll the Bardic Inspiration die and add the number rolled to the d20, potentially turning the failure into a"
      },
      {
        "document": 964,
        "excerpt": "hin 30 feet of yourself and focus divine energy at it. Roll 1d8 and add your Wisdom modifier. You either restore Hit Points to the creature equal to that total or f"
      },
      {
        "document": 965,
        "excerpt": "h of your turns when you hit a creature with an attack roll using a weapon or a Beast form's attack in Wild Shape, you can cause the target to take an extra 1d8 Col"
      },
      {
        "document": 966,
        "excerpt": "toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check"
      },
      {
        "document": 967,
        "excerpt": "d Strike as a Bonus Action. Martial Arts Die. You can roll 1d6 in place of the normal damage of your Unarmed Strike or Monk weapons. This die changes as you gain M"
      },
      {
        "document": 968,
        "excerpt": "pernatural power. When you hit a target with an attack roll using a Melee weapon or an Unarmed Strike, the target takes an extra 1d8 Radiant damage."
      },
      {
        "document": 970,
        "excerpt": "xtra 1d6 damage to one creature you hit with an attack roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage's t"
      },
      {
        "document": 971,
        "excerpt": "eet. Empowered Spell Cost: 1 Sorcery Point When you roll damage for a spell, you can spend 1 Sorcery Point to reroll a number of the damage dice up to your Chari"
      },
      {
        "document": 972,
        "excerpt": ". When you cast the spell with this feature, you don't roll the die for the Temporary Hit Points; you automatically get the highest number on the die. Gaze of Two"
      },
      {
        "document": 974,
        "excerpt": "pons and Unarmed Strikes can score a Critical Hit on a roll of 19 or 20 on the d20."
      },
      {
        "document": 976,
        "excerpt": "you can see within 60 feet of yourself makes a damage roll or succeeds on an ability check or attack roll, you can take a Reaction to expend one use of your Bardic"
      },
      {
        "document": 977,
        "excerpt": "type, you can add your Charisma modifier to one damage roll of that spell."
      },
      {
        "document": 978,
        "excerpt": "a can-trip at a creature and you miss with the attack roll or the target succeeds on a saving throw against the cantrip, the target takes half the cantrip's damage"
      },
      {
        "document": 979,
        "excerpt": "ng throw, you can use this feature to add 1d10 to your roll. You can do so after seeing the roll but before any of the roll's effects occur. You can use this featu"
      },
      {
        "document": 980,
        "excerpt": "ttack Defense. When a creature hits you with an attack roll, that creature has Disadvantage on all other attack rolls against you this turn."
      },
      {
        "document": 981,
        "excerpt": "When you would normally roll one or more dice to restore Hit Points to a creature with a spell or Channel Divinity, don't roll those"
      },
      {
        "document": 983,
        "excerpt": "Strength-based attack. To determine the extra damage, roll a number of d6s equal to your Rage Damage bonus, and add them together. The damage has the same type as"
      },
      {
        "document": 984,
        "excerpt": "er you use a magic item property that expends charges, roll 1d6. On a roll of 6, you use the property without expending the charges. Scrolls. You can use any Spell"
      },
      {
        "document": 985,
        "excerpt": "e ability to heal yourself. As a Bonus Action, you can roll your Martial Arts die. You regain a number of Hit Points equal to the number rolled plus your Wisdom mod"
      },
      {
        "document": 990,
        "excerpt": "urn (Fire Giant). When you hit a target with an attack roll and deal damage to it, you can also deal 1d10 Fire damage to that target. Frost's Chill (Frost Giant)."
      },
      {
        "document": 991,
        "excerpt": "When you roll a 1 on the d20 of a D20 Test, you can reroll the die, and you must use the new roll."
      },
      {
        "document": 1000,
        "excerpt": "following benefits. Initiative Proficiency. When you roll Initiative, you can add your Proficiency Bonus to the roll. Initiative Swap. Immediately after you roll"
      },
      {
        "document": 1002,
        "excerpt": "mum of 30. Peerless Aim. When you miss with an attack roll, you can hit instead. Once you use this benefit, you can't use it again until the start of your next tur"
      },
      {
        "document": 1004,
        "excerpt": "0 feet of you succeeds on or fails a D20 Test, you can roll 2d4 and apply the total rolled as a bonus or penalty to the d20 roll. Once you use this benefit, you ca"
      },
      {
        "document": 1005,
        "excerpt": "ays ignores Resistance. Overwhelming Strike. When you roll a 20 on the d20 for an attack roll, you can deal extra damage to the target equal to the ability score i"
      },
      {
        "document": 1006,
        "excerpt": "Whenever you cast a spell with a level 1–4 spell slot, roll 1d4. If the number you roll is the same as the slot's level, the slot isn't expended."
      },
      {
        "document": 1011,
        "excerpt": "Feat (Prerequisite: Fighting Style Feature) When you roll damage for an attack you make with a Melee weapon that you are holding with two hands, you can treat any"
      },
      {
        "document": 1013,
        "excerpt": "per turn when you hit a target with a weapon, you can roll the weapon's damage dice twice and use either roll against the target."
      },
      {
        "document": 1158,
        "excerpt": "s your Proficiency Bonus) Actions Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: Force damage equal to 1d4 + 3 (Medium or smal"
      },
      {
        "document": 1171,
        "excerpt": "Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, the target must subtract 1d4 from the attack roll or save. Usi"
      },
      {
        "document": 1176,
        "excerpt": "rn. - If you deal damage to the target with an attack roll or a spell, the target takes an extra 1d8 Necrotic damage. Using a Higher-Level Spell Slot. If you cast"
      },
      {
        "document": 1179,
        "excerpt": "atures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save. Using a Higher"
      },
      {
        "document": 1182,
        "excerpt": "ction Range: Self Components: V, S Duration: 1 minute Roll 1d6 at the end of each of your turns for the duration. On a roll of 4–6, you vanish from your current pl"
      },
      {
        "document": 1191,
        "excerpt": "he target takes 3d8 damage of the chosen type. If you roll the same number on two or more of the d8s, the orb leaps to a different target of your choice within 30"
      },
      {
        "document": 1203,
        "excerpt": "target can't take Bonus Actions or Reactions and must roll 1d10 at the start of each of its turns to determine its behavior for that turn, consulting the table bel"
      },
      {
        "document": 1249,
        "excerpt": "me target or at different ones. Make a separate attack roll for each beam."
      },
      {
        "document": 1266,
        "excerpt": "feet of it. Actions Otherworldly Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 plus the spell's level of Radiant (Celest"
      },
      {
        "document": 1271,
        "excerpt": "ture within 5 feet of you hits you with a melee attack roll, the shield erupts with flame. The attacker takes 2d8 Fire damage from a warm shield or 2d8 Cold damage"
      },
      {
        "document": 1290,
        "excerpt": "spell's level (round down). Poison Jab. Melee Attack Roll: Bonus equals your spell attack modifier, reach 10 ft. Hit: 1d6 + 3 plus the spell's level Piercing dama"
      },
      {
        "document": 1291,
        "excerpt": "make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth"
      },
      {
        "document": 1301,
        "excerpt": "hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage. Using a Higher-Level Spell Slot. The da"
      },
      {
        "document": 1313,
        "excerpt": "amage to the target whenever you hit it with an attack roll. Also, choose one ability when you cast the spell. The target has Disadvantage on ability checks made wi"
      },
      {
        "document": 1317,
        "excerpt": "n Undead hits an affected creature with a melee attack roll, the attacker must succeed on a Constitution saving throw or have the Blinded condition until the end of"
      },
      {
        "document": 1318,
        "excerpt": "amage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check you make to find it. If the targe"
      },
      {
        "document": 1329,
        "excerpt": "nds early immediately after the target makes an attack roll, deals damage, or casts a spell. Using a Higher-Level Spell Slot. You can target one additional creatur"
      },
      {
        "document": 1364,
        "excerpt": "is real. Each time a creature hits you with an attack roll during the spell's duration, roll a d6 for each of your remaining duplicates. If any of the d6s rolls a"
      },
      {
        "document": 1365,
        "excerpt": "invisibility ends immediately after you make an attack roll, deal damage, or cast a spell. As a Magic action, you can move the illusory double up to twice your Spe"
      },
      {
        "document": 1387,
        "excerpt": "Cone makes a Dexterity saving throw. For each target, roll 1d8 to determine which color ray affects it, consulting the Prismatic Rays table. Prismatic Rays | 1d8"
      },
      {
        "document": 1398,
        "excerpt": "l save, the target has Disadvantage on the next attack roll it makes until the start of your next turn. On a failed save, the target has Disadvantage on Strength-b"
      },
      {
        "document": 1402,
        "excerpt": "new body for it and calls the soul to enter that body. Roll 1d10 and consult the table below to determine the body's species, or the GM chooses another playable spe"
      },
      {
        "document": 1404,
        "excerpt": "an action to push against the sphere's walls and thus roll the sphere at up to half the creature's Speed. Similarly, the globe can be picked up and moved by other"
      },
      {
        "document": 1411,
        "excerpt": "reature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a new target or lose the atta"
      },
      {
        "document": 1423,
        "excerpt": "Reaction, which you take when you are hit by an attack roll or targeted by the Magic Missile spell"
      },
      {
        "document": 1433,
        "excerpt": "Fire, Lightning, Poison, Psychic, or Thunder. If you roll an 8 on a d8 for this spell, you can roll another d8, and add it to the damage. When you cast this spell"
      },
      {
        "document": 1448,
        "excerpt": "down), and it uses Breath Weapon. Rend. Melee Attack Roll: Bonus equals your spell attack modifier, reach 10 feet. Hit: 1d6 + 4 + the spell's level Piercing damag"
      },
      {
        "document": 1454,
        "excerpt": "miles away from the destination in a random direction. Roll 1d8 for the direction: 1, east; 2, southeast; 3, south; 4, southwest; 5, west; 6, northwest; 7, north; o"
      },
      {
        "document": 1470,
        "excerpt": "sychic damage and have Disadvantage on the next attack roll it makes before the end of its next turn. Cantrip Upgrade. The damage increases by 1d6 when you reach l"
      },
      {
        "document": 1484,
        "excerpt": "prerequisite for any of your other feats or features. Roll Redo. You undo a single recent event by forcing a reroll of any die roll made within the last round (inc"
      },
      {
        "document": 1490,
        "excerpt": "6. D20 Tests Affected. When you make a D20 Test, the roll is reduced by 2 times your Exhaustion level. Speed Reduced. Your Speed is reduced by a number of feet e"
      },
      {
        "document": 1493,
        "excerpt": "'t speak. Surprised. If you're Incapacitated when you roll Initiative, you have Disadvantage on the roll."
      },
      {
        "document": 1494,
        "excerpt": "owing effects. Surprise. If you're Invisible when you roll Initiative, you have Advantage on the roll. Concealed. You aren't affected by any effect that requires"
      },
      {
        "document": 1495,
        "excerpt": "u have Advantage. Automatic Critical Hits. Any attack roll that hits you is a Critical Hit if the attacker is within 5 feet of you."
      },
      {
        "document": 1498,
        "excerpt": "cted. You have Disadvantage on attack rolls. An attack roll against you has Advantage if the attacker is within 5 feet of you. Otherwise, that attack roll has Disad"
      },
      {
        "document": 1501,
        "excerpt": "ty saving throws. Automatic Critical Hits. Any attack roll that hits you is a Critical Hit if the attacker is within 5 feet of you. Unaware. You're unaware of you"
      },
      {
        "document": 1514,
        "excerpt": "nus to AC. Whenever an attacker makes a ranged attack roll against a target within 5 feet of you, you can take a Reaction to become the target of the attack instea"
      },
      {
        "document": 1526,
        "excerpt": "nity Attack against you has Disadvantage on the attack roll. If you click your heels together again, you end the effect. When you've used the boots' property for a"
      },
      {
        "document": 1555,
        "excerpt": "e within 5 feet of itself. The weapon uses your attack roll and adds your ability modifier to damage rolls. While the weapon hovers, you can take a Bonus Action to"
      },
      {
        "document": 1564,
        "excerpt": "Immediately after an affected creature makes an attack roll, deals damage, or casts a spell, the Invisible condition ends for that creature."
      },
      {
        "document": 1583,
        "excerpt": "are (Requires Attunement) When you hit with an attack roll using this magic weapon, the target takes an extra 1d6 Cold damage. In addition, while you hold the weap"
      },
      {
        "document": 1589,
        "excerpt": "mmon (Requires Attunement) If you're hit by an attack roll made with a Ranged or Thrown weapon while wearing these gloves, you can take a Reaction to reduce the da"
      },
      {
        "document": 1593,
        "excerpt": "u gain the following benefits: Giants' Bane. When you roll a 20 on the d20 for an attack roll made with this weapon against a Giant, the creature must succeed on a"
      },
      {
        "document": 1598,
        "excerpt": "ast and disappears from the helm. Taking Fire Damage. Roll 1d20 if you are wearing the helm and take Fire damage as a result of failing a saving throw against a s"
      },
      {
        "document": 1610,
        "excerpt": "ns into a tangle of metal bands. Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your Proficiency Bonus. On a hit, the target"
      },
      {
        "document": 1612,
        "excerpt": "apon (Javelin), Uncommon Each time you make an attack roll with this magic weapon and hit, you can have it deal Lightning damage instead of Piercing damage. Light"
      },
      {
        "document": 1614,
        "excerpt": "e the Incapacitated condition. You must use the second roll. Once used, this property can't be used again until the next dawn. Wish. The weapon has 1d3 charges. Wh"
      },
      {
        "document": 1616,
        "excerpt": "en you use the weapon to attack a Construct. When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 Bludgeoning damage, or 14 Blud"
      },
      {
        "document": 1627,
        "excerpt": "twice. (Once the Fool or Jester has left the deck, re-roll on the table if that card comes up again.) Mysterious Deck Each card's effect is described below. Bal"
      },
      {
        "document": 1631,
        "excerpt": "hat has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or b"
      },
      {
        "document": 1632,
        "excerpt": "ne after the next dawn. When you make a ranged attack roll with this weapon against your sworn enemy, you have Advantage on the roll. In addition, your target gain"
      },
      {
        "document": 1639,
        "excerpt": "enever you make a Death Saving Throw, you can change a roll of 9 or lower to a 10, turning a failed save into a successful one. Natural Healing Boost. Whenever you"
      },
      {
        "document": 1654,
        "excerpt": "or 1 hour. The effect ends early if you make an attack roll, deal damage, or cast a spell."
      },
      {
        "document": 1664,
        "excerpt": "out to 10 feet, either as a Bonus Action or after you roll Initiative, or you can extinguish the light as a Bonus Action. While holding this weapon, you can take"
      },
      {
        "document": 1682,
        "excerpt": "ng produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 Force damage and is pushed 5"
      },
      {
        "document": 1695,
        "excerpt": "d charge daily at dawn. If you expend the last charge, roll 1d20. On a 1, the rod disappears in a harmless burst of radiance."
      },
      {
        "document": 1706,
        "excerpt": "Proficiency Bonus and Strength modifier to the attack roll. On a hit, the Shield deals Force damage to the target equal to 2d6 + 2 plus your Strength modifier, and"
      },
      {
        "document": 1712,
        "excerpt": "charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff crumbles to dust and is destroyed."
      },
      {
        "document": 1713,
        "excerpt": "charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff crumbles into cinders and is destroyed."
      },
      {
        "document": 1714,
        "excerpt": "charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff turns to water and is destroyed."
      },
      {
        "document": 1715,
        "excerpt": "charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff vanishes in a flash of light, lost forever."
      },
      {
        "document": 1716,
        "excerpt": "charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff retains its +2 bonus to attack rolls and damage rolls but loses all other proper"
      },
      {
        "document": 1717,
        "excerpt": "charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff becomes a nonmagical Quarterstaff."
      },
      {
        "document": 1718,
        "excerpt": "charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses."
      },
      {
        "document": 1719,
        "excerpt": "charges daily at dawn. If you expend the last charge, roll 1d20. On a 20, the staff regains 1d12 + 1 charges. Retributive Strike. You can take a Magic action to b"
      },
      {
        "document": 1721,
        "excerpt": "charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff loses its properties and becomes a nonmagical Quarterstaff."
      },
      {
        "document": 1727,
        "excerpt": "When you attack a creature with this magic weapon and roll a 20 on the d20 for the attack roll, that target takes an extra 15 Necrotic damage if it isn't a Constru"
      },
      {
        "document": 1728,
        "excerpt": "rget. When you attack a creature with this weapon and roll a 20 on the d20 for the attack roll, that target takes an extra 14 Slashing damage and gains 1 Exhaustio"
      },
      {
        "document": 1740,
        "excerpt": "on to attack a creature that has at least one head and roll a 20 on the d20 for the attack roll, you cut off one of the creature's heads. The creature dies if it ca"
      },
      {
        "document": 1741,
        "excerpt": "s daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1742,
        "excerpt": "s daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1743,
        "excerpt": "s daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1744,
        "excerpt": "s daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1745,
        "excerpt": "s daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1747,
        "excerpt": "s daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1748,
        "excerpt": "s daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1749,
        "excerpt": "s daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1751,
        "excerpt": "tion, you ignore Half Cover when making a spell attack roll."
      },
      {
        "document": 1752,
        "excerpt": "s daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1753,
        "excerpt": "s daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into dust and is destroyed. Wand of Wonder Effects"
      },
      {
        "document": 1760,
        "excerpt": "or Dominate Mind if available. Tentacle. Melee Attack Roll: +9, reach 15 ft. Hit: 12 (2d6 + 5) Bludgeoning damage. If the target is a Large or smaller creature, it"
      },
      {
        "document": 1761,
        "excerpt": "cast Acid Arrow (level 3 version). Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 13 (2d6 + 6) Slashing damage plus 4 (1d8) Acid damage. Acid Breath (Recharge 5–"
      },
      {
        "document": 1762,
        "excerpt": "e of Spellcasting to cast Shatter. Rend. Melee Attack Roll: +12, reach 10 ft. Hit: 16 (2d8 + 7) Slashing damage plus 5 (1d10) Lightning damage. Lightning Breath ("
      },
      {
        "document": 1763,
        "excerpt": "pellcasting to cast Scorching Ray. Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 17 (2d10 + 6) Slashing damage plus 4 (1d8) Fire damage. Fire Breath (Recharge 5"
      },
      {
        "document": 1764,
        "excerpt": "st Guiding Bolt (level 2 version). Rend. Melee Attack Roll: +12, reach 10 ft. Hit: 16 (2d8 + 7) Slashing damage plus 5 (1d10) Lightning damage. Lightning Breath ("
      },
      {
        "document": 1765,
        "excerpt": "cast Mind Spike (level 4 version). Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 17 (2d10 + 6) Slashing damage plus 4 (1d8) Acid damage. Acid Breath (Recharge 5"
      },
      {
        "document": 1766,
        "excerpt": "version) or (B) Weakening Breath. Rend. Melee Attack Roll: +14, reach 10 ft. Hit: 17 (2d8 + 8) Slashing damage plus 4 (1d8) Fire damage. Fire Breath (Recharge 5–"
      },
      {
        "document": 1767,
        "excerpt": "cast Mind Spike (level 3 version). Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 15 (2d8 + 6) Slashing damage plus 7 (2d6) Poison damage. Poison Breath (Recharg"
      },
      {
        "document": 1768,
        "excerpt": "pellcasting to cast Scorching Ray. Rend. Melee Attack Roll: +14, reach 10 ft. Hit: 13 (1d10 + 8) Slashing damage plus 5 (2d4) Fire damage. Fire Breath (Recharge 5"
      },
      {
        "document": 1769,
        "excerpt": "B) Spellcasting to cast Ice Knife. Rend. Melee Attack Roll: +13, reach 10 ft. Hit: 17 (2d8 + 8) Slashing damage plus 4 (1d8) Cold damage. Cold Breath (Recharge 5–"
      },
      {
        "document": 1770,
        "excerpt": "e dragon makes three Rend attacks. Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 13 (2d6 + 6) Slashing damage plus 4 (1d8) Cold damage. Cold Breath (Recharge 5–"
      },
      {
        "document": 1771,
        "excerpt": "hunderous Slam attacks. Thunderous Slam. Melee Attack Roll: +8, reach 10 ft. Hit: 14 (2d8 + 5) Thunder damage. Whirlwind (Recharge 4–6). Strength Saving Throw: DC"
      },
      {
        "document": 1772,
        "excerpt": "Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 15 (2d10 + 4) Piercing damage. Claws. Melee Attack Roll: +6, reach 5 ft. Hit: 8 ("
      },
      {
        "document": 1773,
        "excerpt": "cast Acid Arrow (level 4 version). Rend. Melee Attack Roll: +15, reach 15 ft. Hit: 17 (2d8 + 8) Slashing damage plus 9 (2d8) Acid damage. Acid Breath (Recharge 5–"
      },
      {
        "document": 1774,
        "excerpt": "to cast Shatter (level 3 version). Rend. Melee Attack Roll: +16, reach 15 ft. Hit: 18 (2d8 + 9) Slashing damage plus 11 (2d10) Lightning damage. Lightning Breath"
      },
      {
        "document": 1775,
        "excerpt": "t Scorching Ray (level 3 version). Rend. Melee Attack Roll: +14, reach 15 ft. Hit: 19 (2d10 + 8) Slashing damage plus 7 (2d6) Fire damage. Fire Breath (Recharge 5"
      },
      {
        "document": 1776,
        "excerpt": "st Guiding Bolt (level 2 version). Rend. Melee Attack Roll: +16, reach 15 ft. Hit: 18 (2d8 + 9) Slashing damage plus 9 (2d8) Lightning damage. Lightning Breath (R"
      },
      {
        "document": 1777,
        "excerpt": "cast Mind Spike (level 5 version). Rend. Melee Attack Roll: +15, reach 15 ft. Hit: 19 (2d10 + 8) Slashing damage plus 9 (2d8) Acid damage. Acid Breath (Recharge 5"
      },
      {
        "document": 1778,
        "excerpt": "version) or (B) Weakening Breath. Rend. Melee Attack Roll: +17 to hit, reach 15 ft. Hit: 19 (2d8 + 10) Slashing damage plus 9 (2d8) Fire damage. Fire Breath (Rec"
      },
      {
        "document": 1779,
        "excerpt": "cast Mind Spike (level 5 version). Rend. Melee Attack Roll: +15, reach 15 ft. Hit: 17 (2d8 + 8) Slashing damage plus 10 (3d6) Poison damage. Poison Breath (Rechar"
      },
      {
        "document": 1780,
        "excerpt": "t Scorching Ray (level 3 version). Rend. Melee Attack Roll: +17, reach 15 ft. Hit: 19 (2d8 + 10) Slashing damage plus 10 (3d6) Fire damage. Fire Breath (Recharge"
      },
      {
        "document": 1781,
        "excerpt": "cast Ice Knife (level 2 version). Rend. Melee Attack Roll: +17, reach 15 ft. Hit: 19 (2d8 + 10) Slashing damage plus 9 (2d8) Cold damage. Cold Breath (Recharge 5"
      },
      {
        "document": 1782,
        "excerpt": "e dragon makes three Rend attacks. Rend. Melee Attack Roll: +14, reach 15 ft. Hit: 17 (2d8 + 8) Slashing damage plus 7 (2d6) Cold damage. Cold Breath (Recharge 5–"
      },
      {
        "document": 1783,
        "excerpt": "The armor makes two Slam attacks. Slam. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Bludgeoning damage."
      },
      {
        "document": 1784,
        "excerpt": "Slash. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage."
      },
      {
        "document": 1785,
        "excerpt": "Smother. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Bludgeoning damage. If the target is a Medium or smaller creature, th"
      },
      {
        "document": 1786,
        "excerpt": "Bite. Melee Attack Roll: +5 (with Advantage if the target is Grappled by the ankheg), reach 5 ft. Hit: 10 (2d6 + 3) Slashing dam"
      },
      {
        "document": 1787,
        "excerpt": "kylosaurus makes two Tail attacks. Tail. Melee Attack Roll: +6, reach 10 ft. Hit: 9 (1d10 + 4) Bludgeoning damage. If the target is a Huge or smaller creature, it"
      },
      {
        "document": 1788,
        "excerpt": "k. The ape makes two Fist attacks. Fist. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Bludgeoning damage. Rock (Recharge 6). Ranged Attack Roll: +5, range"
      },
      {
        "document": 1789,
        "excerpt": "e archelon makes two Bite attacks. Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 14 (3d6 + 4) Piercing damage."
      },
      {
        "document": 1790,
        "excerpt": "e Burst attacks. Arcane Burst. Melee or Ranged Attack Roll: +9, reach 5 ft. or range 150 ft. Hit: 27 (4d10 + 5) Force damage. Spellcasting. The archmage casts one"
      },
      {
        "document": 1791,
        "excerpt": "Crossbow in any combination. Shortsword. Melee Attack Roll: +7, reach 5 ft. Hit: 7 (1d6 + 4) Piercing damage plus 17 (5d6) Poison damage, and the target has the Po"
      },
      {
        "document": 1792,
        "excerpt": "ency Bonus (rounded up). Reaping Scythe. Melee Attack Roll: Automatic hit, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage plus 4 (1d8) Necrotic damage."
      },
      {
        "document": 1793,
        "excerpt": "Rake. Melee Attack Roll: +1, reach 5 ft. Hit: 1 Slashing damage."
      },
      {
        "document": 1794,
        "excerpt": "Slam. Melee Attack Roll: +6, reach 10 ft. Hit: 14 (3d6 + 4) Bludgeoning damage."
      },
      {
        "document": 1795,
        "excerpt": "Beak. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage."
      },
      {
        "document": 1796,
        "excerpt": "Burning Hammer. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Bludgeoning damage plus 3 (1d6) Fire damage."
      },
      {
        "document": 1797,
        "excerpt": "Pack Tactics. The baboon has Advantage on an attack roll against a creature if at least one of the baboon's allies is within 5 feet of the creature and the ally"
      },
      {
        "document": 1798,
        "excerpt": "Bite. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Piercing damage."
      },
      {
        "document": 1799,
        "excerpt": "one Lightning Blade attack. Flame Whip. Melee Attack Roll: +14, reach 30 ft. Hit: 18 (3d6 + 8) Force damage plus 17 (5d6) Fire damage. If the target is a Huge or"
      },
      {
        "document": 1800,
        "excerpt": "and Pistol in any combination. Scimitar. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Slashing damage. Pistol. Ranged Attack Roll: +5, range 30/90 ft. Hit:"
      },
      {
        "document": 1801,
        "excerpt": "Scimitar. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Slashing damage. Light Crossbow. Ranged Attack Roll: +3, range 80/320"
      },
      {
        "document": 1802,
        "excerpt": "it makes two Hurl Flame attacks. Claws. Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage. If the target is a Large or smaller creature, it has"
      },
      {
        "document": 1803,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage plus 7 (2d6) Poison damage."
      },
      {
        "document": 1804,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Piercing damage."
      },
      {
        "document": 1805,
        "excerpt": "k and one Infernal Glaive attack. Beard. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage, and the target has the Poisoned condition until the s"
      },
      {
        "document": 1806,
        "excerpt": "ne Bite attack and uses Constrict. Bite. Melee Attack Roll: +10, reach 10 ft. Hit: 19 (2d12 + 6) Piercing damage plus 11 (2d10) Lightning damage. Constrict. Stren"
      },
      {
        "document": 1807,
        "excerpt": "Greataxe. Melee Attack Roll: +5, reach 5 ft. Hit: 9 (1d12 + 3) Slashing damage."
      },
      {
        "document": 1808,
        "excerpt": ". The bear makes two Rend attacks. Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage."
      },
      {
        "document": 1809,
        "excerpt": "The dragon makes two Rend attacks. Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage plus 2 (1d4) Acid damage. Acid Breath (Recharge 5–6)."
      },
      {
        "document": 1810,
        "excerpt": ". A creature that hits the pudding with a melee attack roll takes 4 (1d8) Acid damage. Nonmagical ammunition is destroyed immediately after hitting the pudding and"
      },
      {
        "document": 1811,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Piercing damage."
      },
      {
        "document": 1812,
        "excerpt": "Pack Tactics. The hawk has Advantage on an attack roll against a creature if at least one of the hawk's allies is within 5 feet of the creature and the ally do"
      },
      {
        "document": 1813,
        "excerpt": "The dragon makes two Rend attacks. Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Slashing damage plus 3 (1d6) Lightning damage. Lightning Breath (Rec"
      },
      {
        "document": 1814,
        "excerpt": "Gore. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Piercing damage. If the target is a Medium or smaller creature and the"
      },
      {
        "document": 1815,
        "excerpt": "cks and one Infernal Sting attack. Claw. Melee Attack Roll: +8, reach 10 ft. Hit: 13 (2d8 + 4) Slashing damage. Infernal Sting. Melee Attack Roll: +8, reach 10 ft"
      },
      {
        "document": 1816,
        "excerpt": "Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 + 2) Slashing damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw:"
      },
      {
        "document": 1817,
        "excerpt": "The dragon makes two Rend attacks. Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Slashing damage. Lightning Breath (Recharge 5–6). Dexterity Saving T"
      },
      {
        "document": 1818,
        "excerpt": "e Bite attack and one Claw attack. Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage. Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4"
      },
      {
        "document": 1819,
        "excerpt": "Morningstar attacks. Javelin. Melee or Ranged Attack Roll: +5, reach 10 ft. or range 30/120 ft. Hit: 13 (3d6 + 3) Piercing damage. Morningstar. Melee Attack Roll"
      },
      {
        "document": 1820,
        "excerpt": "Grab. Melee Attack Roll: +4, reach 10 ft. Hit: 9 (2d6 + 2) Bludgeoning damage. If the target is a Medium or smaller creature, it"
      },
      {
        "document": 1821,
        "excerpt": "he bulette makes two Bite attacks. Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 17 (2d12 + 4) Piercing damage. Deadly Leap. The bulette spends 5 feet of movement"
      },
      {
        "document": 1822,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Bludgeoning damage."
      },
      {
        "document": 1823,
        "excerpt": "Scratch. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Slashing damage."
      },
      {
        "document": 1824,
        "excerpt": "ike or Longbow in any combination. Pike. Melee Attack Roll: +6, reach 10 ft. Hit: 9 (1d10 + 4) Piercing damage. Longbow. Ranged Attack Roll: +4, range 150/600 ft."
      },
      {
        "document": 1825,
        "excerpt": "and uses Conjure Infernal Chain. Chain. Melee Attack Roll: +7, reach 10 ft. Hit: 11 (2d6 + 4) Slashing damage. If the target is a Large or smaller creature, it ha"
      },
      {
        "document": 1826,
        "excerpt": "a use of Fire Breath if available. Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (2d6 + 4) Piercing damage, or 18 (4d6 + 4) Piercing damage if the chimera had A"
      },
      {
        "document": 1827,
        "excerpt": "s and uses Paralyzing Tentacles. Pincer. Melee Attack Roll: +6, reach 10 ft. Hit: 9 (1d10 + 4) Bludgeoning damage. If the target is a Large or smaller creature, it"
      },
      {
        "document": 1828,
        "excerpt": "Berserk. Whenever the golem starts its turn Bloodied, roll 1d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest c"
      },
      {
        "document": 1829,
        "excerpt": "ach attack and two Tail attacks. Attach. Melee Attack Roll: +6, reach 5 ft. Hit: 13 (3d6 + 3) Piercing damage. If the target is a Large or smaller creature, the cl"
      },
      {
        "document": 1830,
        "excerpt": "ting to cast Fog Cloud. Thunderous Mace. Melee Attack Roll: +12, reach 10 ft. Hit: 21 (3d8 + 8) Bludgeoning damage plus 7 (2d6) Thunder damage. Thundercloud. Rang"
      },
      {
        "document": 1831,
        "excerpt": "Petrifying Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Piercing damage. If the target is a creature, it is subjected to the f"
      },
      {
        "document": 1832,
        "excerpt": "Club. Melee Attack Roll: +2, reach 5 ft. Hit: 2 (1d4) Bludgeoning damage."
      },
      {
        "document": 1833,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Piercing damage. Constrict. Strength Saving Throw: DC 12, one Medium"
      },
      {
        "document": 1834,
        "excerpt": "Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 + 2) Slashing damage. Acid Breath (Recharge 5–6). Dexterity Saving Throw:"
      },
      {
        "document": 1835,
        "excerpt": "Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (1d12 + 5) Piercing damage, and the target has the Poisoned condition until the"
      },
      {
        "document": 1836,
        "excerpt": "Claw. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Bludgeoning damage."
      },
      {
        "document": 1837,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Piercing damage. If the target is a Medium or smaller creature, it has"
      },
      {
        "document": 1838,
        "excerpt": "Pact Blade. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage plus 7 (2d6) Necrotic damage. Spellcasting. The cult"
      },
      {
        "document": 1839,
        "excerpt": "Ritual Sickle. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Slashing damage plus 1 Necrotic damage."
      },
      {
        "document": 1840,
        "excerpt": "Crush. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage, and the darkmantle attaches to the target. If the"
      },
      {
        "document": 1841,
        "excerpt": "death dog makes two Bite attacks. Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage. If the target is a creature, it is subjected to the f"
      },
      {
        "document": 1842,
        "excerpt": "Ram. Melee Attack Roll: +2, reach 5 ft. Hit: 2 (1d4) Bludgeoning damage."
      },
      {
        "document": 1843,
        "excerpt": "makes two Holy Mace attacks. Holy Mace. Melee Attack Roll: +8, reach 5 ft. Hit: 7 (1d6 + 4) Bludgeoning damage plus 18 (4d8) Radiant damage. Spellcasting. The de"
      },
      {
        "document": 1844,
        "excerpt": "Pack Tactics. The wolf has Advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally do"
      },
      {
        "document": 1845,
        "excerpt": "rm Bolt in any combination. Storm Blade. Melee Attack Roll: +9, reach 5 feet. Hit: 12 (2d6 + 5) Slashing damage plus 7 (2d6) Lightning damage. Storm Bolt. Ranged"
      },
      {
        "document": 1846,
        "excerpt": "es Unsettling Visage if available. Slam. Melee Attack Roll: +6 (with Advantage during the first round of each combat), reach 5 ft. Hit: 11 (2d6 + 4) Bludgeoning da"
      },
      {
        "document": 1847,
        "excerpt": "Hooves. Melee Attack Roll: +6, reach 5 ft. Hit: 6 (1d4 + 4) Bludgeoning damage."
      },
      {
        "document": 1848,
        "excerpt": "ace one attack with a Tail attack. Bite. Melee Attack Roll: +13, reach 15 ft. Hit: 23 (3d10 + 7) Piercing damage plus 7 (2d6) Fire damage. Being underwater doesn't"
      },
      {
        "document": 1849,
        "excerpt": "Rend. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Slashing damage. Fetid Cloud (1/Day). Constitution Saving Throw: DC 1"
      },
      {
        "document": 1850,
        "excerpt": "oison Burst in any combination. Foreleg. Melee Attack Roll: +7, reach 10 ft. Hit: 13 (2d8 + 4) Piercing damage. Poison Burst. Ranged Attack Roll: +6, range 120 ft"
      },
      {
        "document": 1851,
        "excerpt": "ant Wisp in any combination. Vine Staff. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Bludgeoning damage plus 2 (1d4) Poison damage. Verdant Wisp. Ranged A"
      },
      {
        "document": 1852,
        "excerpt": "asting to cast Charm Monster. Vine Lash. Melee Attack Roll: +6, reach 10 ft. Hit: 8 (1d8 + 4) Slashing damage. Thorn Burst. Ranged Attack Roll: +6, range 60 ft. H"
      },
      {
        "document": 1853,
        "excerpt": "Claw. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Slashing damage. Blinding Breath (Recharge 6). Dexterity Saving Throw"
      },
      {
        "document": 1854,
        "excerpt": "Talons. Melee Attack Roll: +4, reach 5 feet. Hit: 4 (1d4 + 2) Slashing damage."
      },
      {
        "document": 1855,
        "excerpt": "or Rock Launch in any combination. Slam. Melee Attack Roll: +8, reach 10 ft. Hit: 14 (2d8 + 5) Bludgeoning damage. Rock Launch. Ranged Attack Roll: +8, range 60 f"
      },
      {
        "document": 1856,
        "excerpt": "Flame in any combination. Heated Blade. Melee Attack Roll: +10, reach 5 ft. Hit: 13 (2d6 + 6) Slashing damage plus 13 (2d12) Fire damage. Hurl Flame. Ranged Atta"
      },
      {
        "document": 1857,
        "excerpt": "e elephant makes two Gore attacks. Gore. Melee Attack Roll: +8, reach 5 ft. Hit: 15 (2d8 + 6) Piercing damage. If the target is a Huge or smaller creature and the"
      },
      {
        "document": 1858,
        "excerpt": "Ram. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage. If the target is a Large or smaller creature and t"
      },
      {
        "document": 1859,
        "excerpt": "an use Entangling Rope. Withering Sword. Melee Attack Roll: +8, reach 5 ft. Hit: 13 (2d8 + 4) Slashing damage plus 11 (2d10) Necrotic damage. Entangling Rope (Req"
      },
      {
        "document": 1860,
        "excerpt": "e Bite attack and one Claw attack. Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 2 (1d4) Poison damage, and the target has the Poi"
      },
      {
        "document": 1861,
        "excerpt": "k and one Morningstar attack. Battleaxe. Melee Attack Roll: +7, reach 5 ft. Hit: 14 (2d8 + 5) Slashing damage. If the target is a Large or smaller creature, it has"
      },
      {
        "document": 1862,
        "excerpt": "elemental makes two Burn attacks. Burn. Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 + 3) Fire damage. If the target is a creature or a flammable object, it st"
      },
      {
        "document": 1863,
        "excerpt": "r Throw in any combination. Flame Sword. Melee Attack Roll: +11, reach 10 ft. Hit: 21 (4d6 + 7) Slashing damage plus 10 (3d6) Fire damage. Hammer Throw. Ranged At"
      },
      {
        "document": 1864,
        "excerpt": "Berserk. Whenever the golem starts its turn Bloodied, roll 1d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest c"
      },
      {
        "document": 1865,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Piercing damage plus 5 (2d4) Poison damage."
      },
      {
        "document": 1866,
        "excerpt": "Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 1 Piercing damage."
      },
      {
        "document": 1867,
        "excerpt": "Great Bow in any combination. Frost Axe. Melee Attack Roll: +9, reach 10 ft. Hit: 19 (2d12 + 6) Slashing damage plus 9 (2d8) Cold damage. Great Bow. Ranged Attack"
      },
      {
        "document": 1868,
        "excerpt": "e gargoyle makes two Claw attacks. Claw. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2) Slashing damage."
      },
      {
        "document": 1869,
        "excerpt": "Pseudopod. Melee Attack Roll: +4, reach 5 ft. Hit: 12 (3d6 + 2) Acid damage. Engulf. The cube moves up to its Speed without provokin"
      },
      {
        "document": 1870,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 9 (2d8) Necrotic damage. Claw. Melee Attack Roll"
      },
      {
        "document": 1871,
        "excerpt": "ithering Touch attacks. Withering Touch. Melee Attack Roll: +5, reach 5 ft. Hit: 19 (3d10 + 3) Necrotic damage. Etherealness. The ghost casts the Etherealness spe"
      },
      {
        "document": 1872,
        "excerpt": "The ghoul makes two Bite attacks. Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 3 (1d6) Necrotic damage. Claw. Melee Attack Roll"
      },
      {
        "document": 1873,
        "excerpt": "k. The ape makes two Fist attacks. Fist. Melee Attack Roll: +9, reach 10 ft. Hit: 22 (3d10 + 6) Bludgeoning damage. Boulder Toss (Recharge 6). The ape hurls a bou"
      },
      {
        "document": 1874,
        "excerpt": "Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 6 (2d4 + 1) Piercing damage."
      },
      {
        "document": 1875,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage."
      },
      {
        "document": 1876,
        "excerpt": "Gore. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage. If the target is a Large or smaller creature and the"
      },
      {
        "document": 1877,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage, and the target has the Poisoned condition until the s"
      },
      {
        "document": 1878,
        "excerpt": "ne Bite attack and uses Constrict. Bite. Melee Attack Roll: +6, reach 10 ft. Hit: 11 (2d6 + 4) Piercing damage. Constrict. Strength Saving Throw: DC 14, one Large"
      },
      {
        "document": 1879,
        "excerpt": "Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Bludgeoning damage. If the target is a Medium or smaller creature, it"
      },
      {
        "document": 1880,
        "excerpt": "e Bite attack and one Tail attack. Bite. Melee Attack Roll: +8, reach 5 ft. Hit: 21 (3d10 + 5) Piercing damage. If the target is a Large or smaller creature, it ha"
      },
      {
        "document": 1881,
        "excerpt": "The eagle makes two Rend attacks. Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage plus 3 (1d6) Radiant damage."
      },
      {
        "document": 1882,
        "excerpt": "Ram. Melee Attack Roll: +6, reach 10 ft. Hit: 11 (2d6 + 4) Bludgeoning damage plus 5 (2d4) Radiant damage. If the target is a H"
      },
      {
        "document": 1883,
        "excerpt": "Bite. Melee Attack Roll: +1, reach 5 ft. Hit: 1 Fire damage."
      },
      {
        "document": 1885,
        "excerpt": "Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage. If the target is a Medium or smaller creature, it has"
      },
      {
        "document": 1886,
        "excerpt": "Ram. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage. If the target is a Large or smaller creature and t"
      },
      {
        "document": 1887,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage."
      },
      {
        "document": 1888,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Piercing damage."
      },
      {
        "document": 1889,
        "excerpt": "Tentacles. Melee Attack Roll: +5, reach 10 ft. Hit: 10 (2d6 + 3) Bludgeoning damage. If the target is a Medium or smaller creature, i"
      },
      {
        "document": 1890,
        "excerpt": "Talons. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 + 2) Slashing damage. Spellcasting. The owl casts one of the following sp"
      },
      {
        "document": 1891,
        "excerpt": "Pack Tactics. The rat has Advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally doe"
      },
      {
        "document": 1892,
        "excerpt": "Claw attacks and one Sting attack. Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage. If the target is a Large or smaller creature, it h"
      },
      {
        "document": 1893,
        "excerpt": "Ram. Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) Bludgeoning damage, or 11 (2d8 + 2) Bludgeoning damage if the seahorse"
      },
      {
        "document": 1894,
        "excerpt": "The shark makes two Bite attacks. Bite. Melee Attack Roll: +9 (with Advantage if the target doesn't have all its Hit Points), reach 5 ft. Hit: 22 (3d10 + 6) Pierc"
      },
      {
        "document": 1895,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 7 (2d6) Poison damage. Web (Recharge 5–6). Dexte"
      },
      {
        "document": 1896,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 5 (2d4) Poison damage. If the target is a Medium"
      },
      {
        "document": 1897,
        "excerpt": "Bite. Melee Attack Roll: +6, reach 10 ft. Hit: 6 (1d4 + 4) Piercing damage plus 4 (1d8) Poison damage."
      },
      {
        "document": 1898,
        "excerpt": "Pack Tactics. The vulture has Advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally"
      },
      {
        "document": 1899,
        "excerpt": "Sting. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 5 (2d4) Poison damage."
      },
      {
        "document": 1900,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Piercing damage."
      },
      {
        "document": 1901,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Piercing damage plus 5 (2d4) Poison damage."
      },
      {
        "document": 1902,
        "excerpt": "Bite. Melee Attack Roll: +2, reach 5 ft. Hit: 7 (2d6) Piercing damage. If the target is a Medium or smaller creature, it has the"
      },
      {
        "document": 1903,
        "excerpt": "and uses Pummel or Spellcasting. Pincer. Melee Attack Roll: +9, reach 10 ft. Hit: 16 (2d10 + 5) Slashing damage. If the target is a Medium or smaller creature, it"
      },
      {
        "document": 1904,
        "excerpt": "h a use of Shield Bash. Spear. Melee or Ranged Attack Roll: +7, reach 5 ft. or range 20/60 ft. Hit: 11 (2d6 + 4) Piercing damage. Shield Bash. Strength Saving Thr"
      },
      {
        "document": 1905,
        "excerpt": "Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage. Bone Bow. Ranged Attack Roll: +3, range 150/600 ft."
      },
      {
        "document": 1906,
        "excerpt": "Ram. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Bludgeoning damage, or 2 (1d4) Bludgeoning damage if the goat moved 20+ feet str"
      },
      {
        "document": 1907,
        "excerpt": "r Shortbow in any combination. Scimitar. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage, plus 2 (1d4) Slashing damage if the attack roll had A"
      },
      {
        "document": 1908,
        "excerpt": "Dagger. Melee or Ranged Attack Roll: +4, reach 5 ft. or range 20/60 ft. Hit: 4 (1d4 + 2) Piercing damage."
      },
      {
        "document": 1909,
        "excerpt": "Scimitar. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage, plus 2 (1d4) Slashing damage if the attack roll had A"
      },
      {
        "document": 1910,
        "excerpt": "The dragon makes two Rend attacks. Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (1d10 + 4) Slashing damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw:"
      },
      {
        "document": 1911,
        "excerpt": "Gore. Melee Attack Roll: +8, reach 5 ft. Hit: 18 (2d12 + 5) Piercing damage. If the target is a Large or smaller creature and th"
      },
      {
        "document": 1912,
        "excerpt": "Pseudopod. Melee Attack Roll: +3, reach 5 ft. Hit: 10 (2d8 + 1) Acid damage. Nonmagical armor worn by the target takes a -1 penalty t"
      },
      {
        "document": 1913,
        "excerpt": "The dragon makes two Rend attacks. Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 + 2) Slashing damage plus 3 (1d6) Poison damage. Poison Breath (Recharge"
      },
      {
        "document": 1914,
        "excerpt": "k. The hag makes two Claw attacks. Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) Slashing damage plus 3 (1d6) Poison damage. Spellcasting. The hag cas"
      },
      {
        "document": 1915,
        "excerpt": "k attack and one Tentacles attack. Beak. Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) Piercing damage. Tentacles. Melee Attack Roll: +4, reach 5 ft. Hit: 7"
      },
      {
        "document": 1916,
        "excerpt": "he griffon makes two Rend attacks. Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) Piercing damage. If the target is a Medium or smaller creature, it has"
      },
      {
        "document": 1917,
        "excerpt": "Bone Cudgel. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage plus 2 (1d4) Psychic damage."
      },
      {
        "document": 1918,
        "excerpt": "d in any combination. Javelin. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 30/120 ft. Hit: 14 (3d6 + 4) Piercing damage. Longsword. Melee Attack Roll: +"
      },
      {
        "document": 1919,
        "excerpt": "Spear. Melee or Ranged Attack Roll: +3, reach 5 ft. or range 20/60 ft. Hit: 4 (1d6 + 1) Piercing damage."
      },
      {
        "document": 1920,
        "excerpt": "k with a use of Poisonous Spittle. Bite. Melee Attack Roll: +8, reach 10 ft. Hit: 17 (2d12 + 4) Piercing damage plus 22 (4d10) Poison damage. Poisonous Spittle. C"
      },
      {
        "document": 1921,
        "excerpt": "alf-dragon makes two Claw attacks. Claw. Melee Attack Roll: +7, reach 10 ft. Hit: 6 (1d4 + 4) Slashing damage plus 7 (2d6) damage of the type chosen for the Dracon"
      },
      {
        "document": 1922,
        "excerpt": "Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 6 (2d4 + 1) Slashing damage. Luring Song. The harpy sings a magical melody, which"
      },
      {
        "document": 1923,
        "excerpt": "Talons. Melee Attack Roll: +5, reach 5 ft. Hit: 1 Slashing damage."
      },
      {
        "document": 1924,
        "excerpt": "Pack Tactics. The hound has Advantage on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally d"
      },
      {
        "document": 1925,
        "excerpt": "e hezrou makes three Rend attacks. Rend. Melee Attack Roll: +7, reach 5 ft. Hit: 6 (1d4 + 4) Slashing damage plus 9 (2d8) Poison damage."
      },
      {
        "document": 1926,
        "excerpt": "Trash Lob in any combination. Tree Club. Melee Attack Roll: +8, reach 10 ft. Hit: 18 (3d8 + 5) Bludgeoning damage. If the target is a Large or smaller creature, it"
      },
      {
        "document": 1927,
        "excerpt": "hippogriff makes two Rend attacks. Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage."
      },
      {
        "document": 1928,
        "excerpt": "ppopotamus makes two Bite attacks. Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 16 (2d10 + 5) Piercing damage."
      },
      {
        "document": 1929,
        "excerpt": "Longbow in any combination. Greatsword. Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) Slashing damage plus 3 (1d6) Poison damage. Longbow. Ranged Attack Ro"
      },
      {
        "document": 1930,
        "excerpt": "Pack Tactics. The hobgoblin has Advantage on an attack roll against a creature if at least one of the hobgoblin's allies is within 5 feet of the creature and the al"
      },
      {
        "document": 1931,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Piercing damage, and the target is subjected to the following effect. Constituti"
      },
      {
        "document": 1932,
        "excerpt": "th a use of Infernal Tail. Searing Fork. Melee Attack Roll: +10, reach 10 ft. Hit: 15 (2d8 + 6) Piercing damage plus 9 (2d8) Fire damage. Hurl Flame. Ranged Attac"
      },
      {
        "document": 1933,
        "excerpt": "Bite. Melee Attack Roll: +6 (with Advantage if the target doesn't have all its Hit Points), reach 5 ft. Hit: 14 (3d6 + 4) Pierci"
      },
      {
        "document": 1934,
        "excerpt": "many Bite attacks as it has heads. Bite. Melee Attack Roll: +8, reach 10 ft. Hit: 10 (1d10 + 5) Piercing damage."
      },
      {
        "document": 1935,
        "excerpt": "Pack Tactics. The hyena has Advantage on an attack roll against a creature if at least one of the hyena's allies is within 5 feet of the creature and the ally d"
      },
      {
        "document": 1936,
        "excerpt": "with a Tail attack. Ice Spear. Melee or Ranged Attack Roll: +10, reach 5 ft. or range 30/120 ft. Hit: 14 (2d8 + 5) Piercing damage plus 10 (3d6) Cold damage. Until"
      },
      {
        "document": 1937,
        "excerpt": "Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Slashing damage plus 2 (1d4) Cold damage. Fog Cloud (1/Day). The meph"
      },
      {
        "document": 1938,
        "excerpt": "Sting. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage plus 7 (2d6) Poison damage. Invisibility. The imp cas"
      },
      {
        "document": 1939,
        "excerpt": "Restless Touch attacks. Restless Touch. Melee Attack Roll: +7, reach 5 ft. Hit: 15 (3d6 + 5) Psychic damage, and the target is cursed for 24 hours or until the in"
      },
      {
        "document": 1940,
        "excerpt": "attack with a use of Vortex. Wind Swipe. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (2d6 + 4) Force damage. Vortex. Constitution Saving Throw: DC 14, one Large or"
      },
      {
        "document": 1941,
        "excerpt": "ery Bolt in any combination. Bladed Arm. Melee Attack Roll: +12, reach 10 ft. Hit: 20 (3d8 + 7) Slashing damage plus 10 (3d6) Fire damage. Fiery Bolt. Ranged Atta"
      },
      {
        "document": 1942,
        "excerpt": "Bite. Melee Attack Roll: +1, reach 5 ft. Hit: 1 (1d4 - 1) Piercing damage."
      },
      {
        "document": 1943,
        "excerpt": "Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 21 (5d6 + 4) Piercing damage."
      },
      {
        "document": 1944,
        "excerpt": "Crossbow in any combination. Greatsword. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage plus 4 (1d8) Radiant damage. Heavy Crossbow. Ranged"
      },
      {
        "document": 1945,
        "excerpt": "Pack Tactics. The kobold has Advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally"
      },
      {
        "document": 1946,
        "excerpt": "Lightning Strike, or Swallow. Tentacle. Melee Attack Roll: +17, reach 30 ft. Hit: 24 (4d6 + 10) Bludgeoning damage. The target has the Grappled condition (escape"
      },
      {
        "document": 1947,
        "excerpt": "ck with a use of Corrupting Touch. Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage plus 7 (2d6) Psychic damage. Corrupting Touch. Wisdom"
      },
      {
        "document": 1948,
        "excerpt": "Vile Slime. Melee Attack Roll: +2, reach 5 ft. Hit: 2 (1d4) Poison damage."
      },
      {
        "document": 1949,
        "excerpt": "y combination. Eldritch Burst. Melee or Ranged Attack Roll: +12, reach 5 ft. or range 120 ft. Hit: 31 (4d12 + 5) Force damage. Paralyzing Touch. Melee Attack Roll"
      },
      {
        "document": 1950,
        "excerpt": "Pack Tactics. The lion has Advantage on an attack roll against a creature if at least one of the lion's allies is within 5 feet of the creature and the ally do"
      },
      {
        "document": 1951,
        "excerpt": "Bite. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Piercing damage."
      },
      {
        "document": 1952,
        "excerpt": "e Burst attacks. Arcane Burst. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 120 ft. Hit: 16 (3d8 + 3) Force damage. Spellcasting. The mage casts one of t"
      },
      {
        "document": 1953,
        "excerpt": "Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Slashing damage plus 3 (1d6) Fire damage. Fire Breath (Recharge 6). D"
      },
      {
        "document": 1954,
        "excerpt": "Touch. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2) Fire damage. If the target is a creature or a flammable object that is"
      },
      {
        "document": 1955,
        "excerpt": "he mammoth makes two Gore attacks. Gore. Melee Attack Roll: +10, reach 10 ft. Hit: 18 (2d10 + 7) Piercing damage. If the target is a Huge or smaller creature and t"
      },
      {
        "document": 1956,
        "excerpt": "or Tail Spike in any combination. Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage. Tail Spike. Ranged Attack Roll: +5, range 100/200 ft"
      },
      {
        "document": 1957,
        "excerpt": "attacks and uses Constrict. Pact Blade. Melee Attack Roll: +10, reach 5 ft. Hit: 10 (1d10 + 5) Slashing damage plus 7 (2d6) Necrotic damage. Constrict. Strength"
      },
      {
        "document": 1958,
        "excerpt": "Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Piercing damage. If the target is a Medium or smaller creature, it has"
      },
      {
        "document": 1959,
        "excerpt": "it makes three Poison Ray attacks. Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage. Snake Hair. Melee Attack Roll: +6, reach 5 ft. Hit:"
      },
      {
        "document": 1960,
        "excerpt": "Ocean Spear. Melee or Ranged Attack Roll: +2, reach 5 ft. or range 20/60 ft. Hit: 3 (1d6) Piercing damage plus 2 (1d4) Cold damage. If the target"
      },
      {
        "document": 1961,
        "excerpt": "aw, or Harpoon in any combination. Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 6 (1d4 + 4) Piercing damage, and the target has the Poisoned condition until the e"
      },
      {
        "document": 1962,
        "excerpt": "Bite. Melee Attack Roll: +5 (with Advantage if the target is Grappled by the mimic), reach 5 ft. Hit: 7 (1d8 + 3) Piercing damag"
      },
      {
        "document": 1963,
        "excerpt": "Abyssal Glaive. Melee Attack Roll: +6, reach 10 ft. Hit: 10 (1d12 + 4) Slashing damage plus 10 (3d6) Necrotic damage. Gore (Recharge 5–6)"
      },
      {
        "document": 1964,
        "excerpt": "Gore. Melee Attack Roll: +6, reach 5 ft. Hit: 11 (2d6 + 4) Piercing damage. If the target is a Large or smaller creature and the"
      },
      {
        "document": 1965,
        "excerpt": "Hooves. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Bludgeoning damage."
      },
      {
        "document": 1966,
        "excerpt": "nd it uses Dreadful Glare. Rotting Fist. Melee Attack Roll: +9, reach 5 ft. Hit: 15 (2d10 + 4) Bludgeoning damage plus 10 (3d6) Necrotic damage. If the target is a"
      },
      {
        "document": 1967,
        "excerpt": "s and uses Dreadful Glare. Rotting Fist. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Bludgeoning damage plus 10 (3d6) Necrotic damage. If the target is a"
      },
      {
        "document": 1968,
        "excerpt": "lfeshnee makes three Rend attacks. Rend. Melee Attack Roll: +10, reach 10 ft. Hit: 16 (2d10 + 5) Slashing damage plus 11 (2d10) Force damage. Teleport. The nalfes"
      },
      {
        "document": 1969,
        "excerpt": "k. The hag makes two Claw attacks. Claw. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Slashing damage. Nightmare Haunting (1/Day; Requires Soul Bag). Whi"
      },
      {
        "document": 1970,
        "excerpt": "Hooves. Melee Attack Roll: +6, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage plus 10 (3d6) Fire damage. Ethereal Stride. The n"
      },
      {
        "document": 1971,
        "excerpt": "Rapier. Melee Attack Roll: +3, reach 5 ft. Hit: 5 (1d8 + 1) Piercing damage."
      },
      {
        "document": 1972,
        "excerpt": "Pseudopod. Melee Attack Roll: +4, reach 5 ft. Hit: 12 (3d6 + 2) Acid damage."
      },
      {
        "document": 1973,
        "excerpt": "Tentacles. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Bludgeoning damage."
      },
      {
        "document": 1974,
        "excerpt": "Slam. Melee Attack Roll: +6, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage. ---"
      },
      {
        "document": 1975,
        "excerpt": "Greatclub. Melee Attack Roll: +6, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage. Javelin. Melee or Ranged Attack Roll: +6, reach"
      },
      {
        "document": 1976,
        "excerpt": "attack with a use of Spellcasting. Claw. Melee Attack Roll: +7, reach 10 ft. Hit: 10 (1d12 + 4) Slashing damage plus 9 (2d8) Necrotic damage. Nightmare Ray. Range"
      },
      {
        "document": 1977,
        "excerpt": "e attack and two Tentacle attacks. Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 12 (2d8 + 3) Piercing damage, and the target has the Poisoned condition. Whenever"
      },
      {
        "document": 1978,
        "excerpt": "Talons. Melee Attack Roll: +3, reach 5 ft. Hit: 1 Slashing damage."
      },
      {
        "document": 1979,
        "excerpt": "he owlbear makes two Rend attacks. Rend. Melee Attack Roll: +7, reach 5 ft. Hit: 14 (2d8 + 5) Slashing damage."
      },
      {
        "document": 1980,
        "excerpt": "Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Slashing damage."
      },
      {
        "document": 1981,
        "excerpt": "Hooves. Melee Attack Roll: +6, reach 5 ft. Hit: 7 (1d6 + 4) Bludgeoning damage plus 5 (2d4) Radiant damage."
      },
      {
        "document": 1982,
        "excerpt": "The spider makes two Bite attacks. Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Piercing damage plus 9 (2d8) Poison damage. If this damage reduces th"
      },
      {
        "document": 1983,
        "excerpt": "Bite. Melee Attack Roll: +5 (with Advantage if the target doesn't have all its Hit Points), reach 5 ft. Hit: 1 Piercing damage."
      },
      {
        "document": 1984,
        "excerpt": "er or Pistol in any combination. Rapier. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Piercing damage, and the pirate has Advantage on the next attack roll"
      },
      {
        "document": 1985,
        "excerpt": "f Enthralling Panache. Dagger. Melee or Ranged Attack Roll: +5, reach 5 ft. or range 20/60 ft. Hit: 5 (1d4 + 3) Piercing damage. Enthralling Panache. Wisdom Savin"
      },
      {
        "document": 1986,
        "excerpt": "ttacks, and one Fiery Mace attack. Bite. Melee Attack Roll: +14, reach 10 ft. Hit: 18 (3d6 + 8) Piercing damage. If the target is a creature, it must make the foll"
      },
      {
        "document": 1987,
        "excerpt": "or uses Holy Burst twice. Radiant Sword. Melee Attack Roll: +12, reach 10 ft. Hit: 14 (2d6 + 7) Slashing damage plus 18 (4d8) Radiant damage. Holy Burst. Dexterit"
      },
      {
        "document": 1988,
        "excerpt": "Bite. Melee Attack Roll: +6, reach 10 ft. Hit: 11 (2d6 + 4) Piercing damage."
      },
      {
        "document": 1989,
        "excerpt": ". The bear makes two Rend attacks. Rend. Melee Attack Roll: +7, reach 5 ft. Hit: 9 (1d8 + 5) Slashing damage."
      },
      {
        "document": 1990,
        "excerpt": "Hooves. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Bludgeoning damage."
      },
      {
        "document": 1991,
        "excerpt": "Mace. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Bludgeoning damage plus 2 (1d4) Radiant damage. Radiant Flame. Ranged"
      },
      {
        "document": 1992,
        "excerpt": "Radiant Flame in any combination. Mace. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage plus 5 (2d4) Radiant damage. Radiant Flame. Ranged"
      },
      {
        "document": 1993,
        "excerpt": "eudodragon makes two Bite attacks. Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage. Sting. Constitution Saving Throw: DC 12, one creatur"
      },
      {
        "document": 1994,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Piercing damage."
      },
      {
        "document": 1995,
        "excerpt": "ttack and one Tail Stinger attack. Bite. Melee Attack Roll: +14, reach 10 ft. Hit: 22 (3d8 + 9) Piercing damage. If the target is a Large or smaller creature, it h"
      },
      {
        "document": 1996,
        "excerpt": "Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage, and the target has the Poisoned condition until the s"
      },
      {
        "document": 1997,
        "excerpt": "hree Cursed Touch attacks. Cursed Touch. Melee Attack Roll: +10, reach 5 ft. Hit: 12 (2d6 + 5) Slashing damage plus 19 (3d12) Necrotic damage. If the target is a c"
      },
      {
        "document": 1998,
        "excerpt": "Bite. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Piercing damage."
      },
      {
        "document": 1999,
        "excerpt": "Beak. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Piercing damage."
      },
      {
        "document": 2000,
        "excerpt": "The dragon makes two Rend attacks. Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (1d10 + 4) Slashing damage plus 3 (1d6) Fire damage. Fire Breath (Recharge 5–6)"
      },
      {
        "document": 2001,
        "excerpt": "Pack Tactics. The shark has Advantage on an attack roll against a creature if at least one of the shark's allies is within 5 feet of the creature and the ally d"
      },
      {
        "document": 2002,
        "excerpt": "Bite. Melee Attack Roll: +11, reach 10 ft. Hit: 18 (2d10 + 7) Piercing damage plus 14 (4d6) Fire damage. If the target is a Larg"
      },
      {
        "document": 2003,
        "excerpt": "Gore. Melee Attack Roll: +7, reach 5 ft. Hit: 14 (2d8 + 5) Piercing damage. If target is a Large or smaller creature and the rhi"
      },
      {
        "document": 2004,
        "excerpt": "Hooves. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Bludgeoning damage."
      },
      {
        "document": 2005,
        "excerpt": "e one attack with a Talons attack. Beak. Melee Attack Roll: +13, reach 10 ft. Hit: 28 (3d12 + 9) Piercing damage. Talons. Melee Attack Roll: +13, reach 5 ft. Hit:"
      },
      {
        "document": 2006,
        "excerpt": "Reel, and makes two Bite attacks. Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 17 (3d8 + 4) Piercing damage. Tentacle. Melee Attack Roll: +7, reach 60 ft. Hit:"
      },
      {
        "document": 2007,
        "excerpt": "te attack and uses Antennae twice. Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 5 (1d8 + 1) Piercing damage. Antennae. The rust monster targets one nonmagical me"
      },
      {
        "document": 2008,
        "excerpt": "The tiger makes two Rend attacks. Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 11 (2d6 + 4) Slashing damage."
      },
      {
        "document": 2009,
        "excerpt": "e sahuagin makes two Claw attacks. Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Slashing damage."
      },
      {
        "document": 2010,
        "excerpt": "use of Constrict. Flame Spear. Melee or Ranged Attack Roll: +7, reach 5 ft. or range 20/60 ft. Hit: 13 (2d8 + 4) Piercing damage plus 7 (2d6) Fire damage. Hit or M"
      },
      {
        "document": 2011,
        "excerpt": "Hooves. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Bludgeoning damage. If the target is a Medium or smaller creature, the"
      },
      {
        "document": 2012,
        "excerpt": "Sting. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Piercing damage plus 3 (1d6) Poison damage."
      },
      {
        "document": 2013,
        "excerpt": "Longbow in any combination. Shortsword. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage. Longbow. Ranged Attack Roll: +4, range 150/600 ft. H"
      },
      {
        "document": 2014,
        "excerpt": "Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage. Death Glare (Recharge 5–6). Wisdom Saving Throw: DC"
      },
      {
        "document": 2016,
        "excerpt": "Draining Swipe. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Necrotic damage, and the target's Strength score decreases by 1d4. The"
      },
      {
        "document": 2017,
        "excerpt": "k with a use of Engulf. Charged Tendril. Melee Attack Roll: +7, reach 10 ft. Hit: 7 (1d6 + 4) Bludgeoning damage plus 5 (2d4) Lightning damage. If the target is a"
      },
      {
        "document": 2018,
        "excerpt": "e guardian makes two Fist attacks. Fist. Melee Attack Roll: +7, reach 10 ft. Hit: 11 (2d6 + 4) Bludgeoning damage plus 7 (2d6) Force damage."
      },
      {
        "document": 2020,
        "excerpt": "The dragon makes two Rend attacks. Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (1d10 + 4) Piercing damage. Cold Breath (Recharge 5–6). Constitution Saving Thr"
      },
      {
        "document": 2021,
        "excerpt": "Shortsword. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage. Shortbow. Ranged Attack Roll: +5, range 80/320 ft. H"
      },
      {
        "document": 2022,
        "excerpt": "of Slaying Bow. Flying Sword. Melee or Ranged Attack Roll: +15, reach 10 ft. or range 120 ft. Hit: 22 (4d6 + 8) Slashing damage plus 36 (8d8) Radiant damage. Hit"
      },
      {
        "document": 2023,
        "excerpt": "Life Drain. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d6) Necrotic damage. If the target is a creature, its Hit Point maximum decrea"
      },
      {
        "document": 2024,
        "excerpt": "e sphinx makes three Claw attacks. Claw. Melee Attack Roll: +8, reach 5 ft. Hit: 14 (3d6 + 4) Slashing damage. Mind-Rending Roar (Recharge 5–6). Wisdom Saving Thr"
      },
      {
        "document": 2025,
        "excerpt": "es two Claw attacks and uses Roar. Claw. Melee Attack Roll: +12, reach 5 ft. Hit: 20 (4d6 + 6) Slashing damage. Roar (3/Day). The sphinx emits a magical roar. Whe"
      },
      {
        "document": 2026,
        "excerpt": "Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage plus 7 (2d6) Radiant damage."
      },
      {
        "document": 2027,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Piercing damage plus 2 (1d4) Poison damage."
      },
      {
        "document": 2028,
        "excerpt": "r Necrotic Ray in any combination. Bite. Melee Attack Roll: +7, reach 10 ft. Hit: 7 (1d6 + 4) Piercing damage plus 14 (4d6) Poison damage. Necrotic Ray. Ranged At"
      },
      {
        "document": 2029,
        "excerpt": "Needle Sword. Melee Attack Roll: +6, reach 5 ft. Hit: 6 (1d4 + 4) Piercing damage. Enchanting Bow. Ranged Attack Roll: +6, range 40/160"
      },
      {
        "document": 2030,
        "excerpt": "Shortsword. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 7 (2d6) Poison damage. Hand Crossbow. Ranged Att"
      },
      {
        "document": 2031,
        "excerpt": "Claw. Melee Attack Roll: +2, reach 5 ft. Hit: 2 (1d4) Slashing damage plus 2 (1d4) Fire damage. Steam Breath (Recharge 6). Cons"
      },
      {
        "document": 2032,
        "excerpt": "Proboscis. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage, and the stirge attaches to the target. While attached"
      },
      {
        "document": 2033,
        "excerpt": "Boulder in any combination. Stone Club. Melee Attack Roll: +9, reach 15 ft. Hit: 22 (3d10 + 6) Bludgeoning damage. Boulder. Ranged Attack Roll: +9, range 60/240"
      },
      {
        "document": 2034,
        "excerpt": "or Force Bolt in any combination. Slam. Melee Attack Roll: +10, reach 5 ft. Hit: 15 (2d8 + 6) Bludgeoning damage plus 9 (2d8) Force damage. Force Bolt. Ranged At"
      },
      {
        "document": 2035,
        "excerpt": "derbolt in any combination. Storm Sword. Melee Attack Roll: +14, reach 10 ft. Hit: 23 (4d6 + 9) Slashing damage plus 13 (3d8) Lightning damage. Thunderbolt. Range"
      },
      {
        "document": 2036,
        "excerpt": "Charm or Draining Kiss. Fiendish Touch. Melee Attack Roll: +7, reach 5 ft. Hit: 16 (2d10 + 5) Psychic damage. Charm. The succubus casts Dominate Person (level 8"
      },
      {
        "document": 2037,
        "excerpt": "Bites. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (2d4) Piercing damage, or 2 (1d4) Piercing damage if the swarm is Bloodied."
      },
      {
        "document": 2038,
        "excerpt": "Swarm of Grasping Hands. Melee Attack Roll: +4, reach 5 ft. Hit: 20 (4d8 + 2) Necrotic damage, or 11 (2d8 + 2) Necrotic damage if the swarm is Bloo"
      },
      {
        "document": 2039,
        "excerpt": "Bites. Melee Attack Roll: +3, reach 5 ft. Hit: 6 (2d4 + 1) Poison damage, or 3 (1d4 + 1) Poison damage if the swarm is Bloodied."
      },
      {
        "document": 2040,
        "excerpt": "Bites. Melee Attack Roll: +5 (with Advantage if the target doesn't have all its Hit Points), reach 5 ft. Hit: 8 (2d4 + 3) Piercin"
      },
      {
        "document": 2041,
        "excerpt": "Bites. Melee Attack Roll: +2, reach 5 ft. Hit: 5 (2d4) Piercing damage, or 2 (1d4) Piercing damage if the swarm is Bloodied."
      },
      {
        "document": 2042,
        "excerpt": "Beaks. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage, or 2 (1d4) Piercing damage if the swarm is Bloodied."
      },
      {
        "document": 2043,
        "excerpt": "Bites. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) Piercing damage - or 6 (1d4 + 4) Piercing damage if the swarm is Blood"
      },
      {
        "document": 2044,
        "excerpt": "Missile spell or a spell that requires a ranged attack roll, roll 1d6. On a 1–5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected and reflects the s"
      },
      {
        "document": 2045,
        "excerpt": "Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage. If the target is a Large or smaller creature, it has"
      },
      {
        "document": 2046,
        "excerpt": "Pack Tactics. The tough has Advantage on an attack roll against a creature if at least one of the tough's allies is within 5 feet of the creature and the ally d"
      },
      {
        "document": 2047,
        "excerpt": "Pack Tactics. The tough has Advantage on an attack roll against a creature if at least one of the tough's allies is within 5 feet of the creature and the ally d"
      },
      {
        "document": 2048,
        "excerpt": "The treant makes two Slam attacks. Slam. Melee Attack Roll: +10, reach 5 ft. Hit: 16 (3d6 + 6) Bludgeoning damage. Hail of Bark. Ranged Attack Roll: +10, range 18"
      },
      {
        "document": 2049,
        "excerpt": "riceratops makes two Gore attacks. Gore. Melee Attack Roll: +9, reach 5 ft. Hit: 19 (2d12 + 6) Piercing damage. If the target is Huge or smaller and the triceratop"
      },
      {
        "document": 2050,
        "excerpt": "le troll. If the limb isn't destroyed within 24 hours, roll 1d12. On a 12, the limb turns into a Troll. Otherwise, the limb withers away."
      },
      {
        "document": 2051,
        "excerpt": "he troll makes three Rend attacks. Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 11 (2d6 + 4) Slashing damage."
      },
      {
        "document": 2052,
        "excerpt": "e Bite attack and one Tail attack. Bite. Melee Attack Roll: +10, reach 10 ft. Hit: 33 (4d12 + 7) Piercing damage. If the target is a Large or smaller creature, it"
      },
      {
        "document": 2053,
        "excerpt": "ack and one Radiant Horn attack. Hooves. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (2d6 + 4) Bludgeoning damage. Radiant Horn. Melee Attack Roll: +7, reach 5 ft."
      },
      {
        "document": 2054,
        "excerpt": "Dagger attacks. Umbral Dagger. Melee or Ranged Attack Roll: +5, reach 5 ft. or range 20/60 ft. Hit: 5 (1d4 + 3) Piercing damage plus 7 (3d4) Necrotic damage. If th"
      },
      {
        "document": 2055,
        "excerpt": "es two Claw attacks and uses Bite. Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (2d4 + 3) Slashing damage. If the target is a Medium or smaller creature, it has"
      },
      {
        "document": 2056,
        "excerpt": "Bite. Grave Strike (Vampire Form Only). Melee Attack Roll: +9, reach 5 ft. Hit: 8 (1d8 + 4) Bludgeoning damage plus 7 (2d6) Necrotic damage. If the target is a La"
      },
      {
        "document": 2057,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage plus 3 (1d6) Poison damage."
      },
      {
        "document": 2058,
        "excerpt": "wo Rotting Touch attacks. Rotting Touch. Melee Attack Roll: +2, reach 10 ft. Hit: 4 (1d8) Necrotic damage."
      },
      {
        "document": 2059,
        "excerpt": "he vrock makes two Shred attacks. Shred. Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage plus 10 (3d6) Poison damage. Spores (Recharge 6). Co"
      },
      {
        "document": 2060,
        "excerpt": "Pack Tactics. The vulture has Advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally"
      },
      {
        "document": 2061,
        "excerpt": "Hooves. Melee Attack Roll: +6, reach 5 ft. Hit: 7 (1d6 + 4) Bludgeoning damage. If the target is a Large or smaller creature and t"
      },
      {
        "document": 2062,
        "excerpt": "Hooves. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (2d4 + 4) Bludgeoning damage. If the target is a Large or smaller creature and t"
      },
      {
        "document": 2063,
        "excerpt": "Pack Tactics. The warrior has Advantage on an attack roll against a creature if at least one of the warrior's allies is within 5 feet of the creature and the ally"
      },
      {
        "document": 2064,
        "excerpt": "d or Heavy Crossbow attacks. Greatsword. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage. Heavy Crossbow. Ranged Attack Roll: +3, range 100/4"
      },
      {
        "document": 2065,
        "excerpt": "elemental makes two Slam attacks. Slam. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage. If the target is a Medium or smaller creature, it"
      },
      {
        "document": 2066,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 1 Piercing damage."
      },
      {
        "document": 2067,
        "excerpt": "attack. Bite (Bear or Hybrid Form Only). Melee Attack Roll: +7, reach 5 ft. Hit: 17 (2d12 + 4) Piercing damage. If the target is a Humanoid, it is subjected to the"
      },
      {
        "document": 2068,
        "excerpt": "attack. Gore (Boar or Hybrid Form Only). Melee Attack Roll: +5, reach 5 ft. Hit: 12 (2d8 + 3) Piercing damage. If the target is a Humanoid, it is subjected to the"
      },
      {
        "document": 2069,
        "excerpt": "attack. Bite (Rat or Hybrid Form Only). Melee Attack Roll: +5, reach 5 ft. Hit: 8 (2d4 + 3) Piercing damage. If the target is a Humanoid, it is subjected to the f"
      },
      {
        "document": 2070,
        "excerpt": "ttack. Bite (Tiger or Hybrid Form Only). Melee Attack Roll: +5, reach 5 ft. Hit: 12 (2d8 + 3) Piercing damage. If the target is a Humanoid, it is subjected to the"
      },
      {
        "document": 2071,
        "excerpt": "Pack Tactics. The werewolf has Advantage on an attack roll against a creature if at least one of the werewolf's allies is within 5 feet of the creature and the all"
      },
      {
        "document": 2072,
        "excerpt": "The dragon makes two Rend attacks. Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage plus 2 (1d4) Cold damage. Cold Breath (Recharge 5–6)."
      },
      {
        "document": 2073,
        "excerpt": "ith a use of Life Drain. Necrotic Sword. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage plus 4 (1d8) Necrotic damage. Necrotic Bow. Ranged At"
      },
      {
        "document": 2074,
        "excerpt": "Shock. Melee Attack Roll: +4, reach 5 ft. Hit: 11 (2d8 + 2) Lightning damage."
      },
      {
        "document": 2075,
        "excerpt": "Pack Tactics. The wolf has Advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally do"
      },
      {
        "document": 2076,
        "excerpt": "Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage. If the target is a Medium or smaller creature, it has"
      },
      {
        "document": 2077,
        "excerpt": "Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage, and the next attack roll made against the target befo"
      },
      {
        "document": 2078,
        "excerpt": "Life Drain. Melee Attack Roll: +6, reach 5 ft. Hit: 21 (4d8 + 3) Necrotic damage. If the target is a creature, its Hit Point maximum d"
      },
      {
        "document": 2079,
        "excerpt": "Bite attack and one Sting attack. Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Piercing damage. Sting. Melee Attack Roll: +7, reach 10 ft. Hit: 11"
      },
      {
        "document": 2080,
        "excerpt": "ite attack and three Claw attacks. Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 17 (4d6 + 3) Piercing damage. Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d"
      },
      {
        "document": 2081,
        "excerpt": "e dragon makes three Rend attacks. Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 9 (2d4 + 4) Slashing damage plus 3 (1d6) Acid damage. Acid Breath (Recharge 5–6)"
      },
      {
        "document": 2082,
        "excerpt": "e dragon makes three Rend attacks. Rend. Melee Attack Roll: +9, reach 10 ft. Hit: 12 (2d6 + 5) Slashing damage plus 5 (1d10) Lightning damage. Lightning Breath (R"
      },
      {
        "document": 2083,
        "excerpt": "ttacks with a use of Sleep Breath. Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 15 (2d10 + 4) Slashing damage. Fire Breath (Recharge 5–6). Dexterity Saving Thro"
      },
      {
        "document": 2084,
        "excerpt": "ck with a use of Repulsion Breath. Rend. Melee Attack Roll: +8, reach 10 ft. Hit: 16 (2d10 + 5) Slashing damage. Lightning Breath (Recharge 5–6). Dexterity Saving"
      },
      {
        "document": 2085,
        "excerpt": "tack with a use of Slowing Breath. Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 15 (2d10 + 4) Slashing damage. Acid Breath (Recharge 5–6). Dexterity Saving Thro"
      },
      {
        "document": 2086,
        "excerpt": "ck with a use of Weakening Breath. Rend. Melee Attack Roll: +10, reach 10 ft. Hit: 17 (2d10 + 6) Slashing damage. Fire Breath (Recharge 5–6). Dexterity Saving Thr"
      },
      {
        "document": 2087,
        "excerpt": "e dragon makes three Rend attacks. Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 11 (2d6 + 4) Slashing damage plus 7 (2d6) Poison damage. Poison Breath (Recharge"
      },
      {
        "document": 2088,
        "excerpt": "e dragon makes three Rend attacks. Rend. Melee Attack Roll: +10, reach 10 ft. Hit: 13 (2d6 + 6) Slashing damage plus 3 (1d6) Fire damage. Fire Breath (Recharge 5–"
      },
      {
        "document": 2089,
        "excerpt": "k with a use of Paralyzing Breath. Rend. Melee Attack Roll: +10, reach 10 ft. Hit: 15 (2d8 + 6) Slashing damage. Cold Breath (Recharge 5–6). Constitution Saving T"
      },
      {
        "document": 2090,
        "excerpt": "e dragon makes three Rend attacks. Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 9 (2d4 + 4) Slashing damage plus 2 (1d4) Cold damage. Cold Breath (Recharge 5–6)"
      },
      {
        "document": 2091,
        "excerpt": "Slam. Melee Attack Roll: +3, reach 5 ft. Hit: 5 (1d8 + 1) Bludgeoning damage."
      }
    ],
    "roll's": [
      {
        "document": 170,
        "excerpt": "melee or a ranged attack and then provides the attack roll's bonus, its reach or range, and what happens on a hit. An attack is against one target unless its entry s"
      },
      {
        "document": 554,
        "excerpt": "melee or a ranged attack and then provides the attack roll's bonus, its reach or range, and what happens on a hit. An attack is against one target unless its entry s"
      },
      {
        "document": 964,
        "excerpt": "t use of Turn Undead takes Radiant damage equal to the roll's total. This damage doesn't end the turn effect."
      },
      {
        "document": 979,
        "excerpt": "can do so after seeing the roll but before any of the roll's effects occur. You can use this feature a number of times equal to your Charisma modifier (minimum of o"
      }
    ],
    "rolled": [
      {
        "document": 92,
        "excerpt": "e. 5: Add Modifiers. Add these modifiers to the number rolled on the d20: - The Relevant Ability Modifier. “Playing the Game” and “Rules Glossary” explain which abil"
      },
      {
        "document": 108,
        "excerpt": "e, when a wizard casts Fireball, the spell's damage is rolled once for all creatures caught in the blast."
      },
      {
        "document": 963,
        "excerpt": "can roll the Bardic Inspiration die and add the number rolled to the d20, potentially turning the failure into a success. A Bardic Inspiration die is expended when it"
      },
      {
        "document": 966,
        "excerpt": "regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Secon"
      },
      {
        "document": 967,
        "excerpt": "of Hit Points equal to your Monk level plus the number rolled. Once you use this feature, you can't use it again until you finish a Long Rest."
      },
      {
        "document": 976,
        "excerpt": "l your Bardic Inspiration die, and subtract the number rolled from the creature's roll, reducing the damage or potentially turning the success into a failure."
      },
      {
        "document": 985,
        "excerpt": "You regain a number of Hit Points equal to the number rolled plus your Wisdom modifier (minimum of 1 Hit Point regained). You can use this feature a number of times"
      },
      {
        "document": 990,
        "excerpt": "oll 1d12. Add your Constitution modifier to the number rolled and reduce the damage by that total. Storm's Thunder (Storm Giant). When you take damage from a creatur"
      },
      {
        "document": 1004,
        "excerpt": "fails a D20 Test, you can roll 2d4 and apply the total rolled as a bonus or penalty to the d20 roll. Once you use this benefit, you can't use it again until you roll"
      },
      {
        "document": 1765,
        "excerpt": "ability check or attack roll and subtracts the number rolled from the D20 Test. Failure or Success: The dragon can't take this action again until the start of its ne"
      },
      {
        "document": 1777,
        "excerpt": "ability check or attack roll and subtracts the number rolled from the D20 Test. Failure or Success: The dragon can't take this action again until the start of its ne"
      }
    ],
    "rolling": [
      {
        "document": 10,
        "excerpt": "zero when you regain any Hit Points or become Stable. Rolling a 1 or 20. When you roll a 1 on the d20 for a Death Saving Throw, you suffer two failures. If you roll a"
      },
      {
        "document": 19,
        "excerpt": "st the effect, you can choose to fail the save without rolling."
      },
      {
        "document": 28,
        "excerpt": "Rolling 20 or 1"
      },
      {
        "document": 30,
        "excerpt": "you can expend it to reroll any die immediately after rolling it, and you must use the new roll. Only One at a Time. You can never have more than one instance of Her"
      },
      {
        "document": 243,
        "excerpt": "l (minimum of 1) to your Hit Point maximum. Instead of rolling, you can use the fixed value shown in the Fixed Hit Points by Class table. Fixed Hit Points by Class 3"
      },
      {
        "document": 517,
        "excerpt": "ong Rest is stopped by the following interruptions: - Rolling Initiative - Casting a spell other than a cantrip - Taking any damage - 1 hour of walking or other physi"
      },
      {
        "document": 540,
        "excerpt": "to do so, but you can decide to fail the save without rolling. The result of a save is detailed in the effect that allowed it. If a target is forced to make a save an"
      },
      {
        "document": 543,
        "excerpt": "ort Rest is stopped by the following interruptions: - Rolling Initiative - Casting a spell other than a cantrip - Taking any damage An interrupted Short Rest confers"
      },
      {
        "document": 582,
        "excerpt": "on yourself by giving yourself the Prone condition and rolling on the ground. The fire also goes out if it is doused, submerged, or suffocated."
      },
      {
        "document": 639,
        "excerpt": "you can expend it to reroll any die immediately after rolling it, and you must use the new roll. If you gain Heroic Inspiration but already have it, it's lost unless"
      },
      {
        "document": 652,
        "excerpt": "have combatants use their Initiative scores instead of rolling Initiative. Your Initiative score equals 10 plus your Dexterity modifier. If you have Advantage on Initi"
      },
      {
        "document": 722,
        "excerpt": "Rolling Stone"
      },
      {
        "document": 725,
        "excerpt": "nd, such as chandeliers, kegs of gunpowder or oil, and rolling stone traps."
      },
      {
        "document": 756,
        "excerpt": "You cast a random spell determined by rolling 1d10: on a 1, Enlarge/Reduce (enlarge effect); on a 2, Enlarge/Reduce (reduce effect); on a 3, Faerie Fi"
      },
      {
        "document": 790,
        "excerpt": "Random location on an Inner Plane determined by rolling 1d6: on a 1, the Plane of Air; on a 2, the Plane of Earth; on a 3, the Plane of Fire; on a 4, the Plane"
      },
      {
        "document": 970,
        "excerpt": "ust forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack's damage is dealt. For example, if you add the Poiso"
      },
      {
        "document": 974,
        "excerpt": "18–20 on a Death Saving Throw, you gain the benefit of rolling a 20 on it. Heroic Rally. At the start of each of your turns, you regain Hit Points equal to 5 plus you"
      },
      {
        "document": 978,
        "excerpt": "elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some Evokers find employment in military forces, serving"
      },
      {
        "document": 1276,
        "excerpt": "a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move the sphere into a creature's space, that creature makes the save agains"
      },
      {
        "document": 1504,
        "excerpt": "r type, which the GM chooses or determines randomly by rolling on the table below. If a creature of that type takes damage from the ammunition, the creature makes a DC"
      },
      {
        "document": 1507,
        "excerpt": "et of you travel to a random destination determined by rolling 1d100 and consulting the following table."
      },
      {
        "document": 1512,
        "excerpt": ". The GM chooses the type or determines it randomly by rolling on the following table."
      },
      {
        "document": 1518,
        "excerpt": "lands, it transforms into a creature you determine by rolling on the table that corresponds to the bag's color. See “Monsters” for the creature's stat block. The crea"
      },
      {
        "document": 1535,
        "excerpt": "rticular Outer Plane chosen by the GM or determined by rolling on the following table."
      },
      {
        "document": 1537,
        "excerpt": "he size of a given carpet or determines it randomly by rolling on the following table. A carpet can carry up to twice the weight shown on the table, but its Fly Speed"
      },
      {
        "document": 1557,
        "excerpt": "of yourself. An illusion of a creature, determined by rolling on the Deck of Illusions table, forms over the thrown card and remains until dispelled. The illusory cre"
      },
      {
        "document": 1579,
        "excerpt": "chooses the kind of token or determines it randomly by rolling on the Feather Tokens table. The type of token determines its rarity. Anchor (Uncommon). You can take a"
      },
      {
        "document": 1596,
        "excerpt": "pell and a random effect occurs instead, determined by rolling on the following table. Any spell you cast from the hat uses your spell save DC and spell attack bonus."
      },
      {
        "document": 1604,
        "excerpt": "M chooses the horn's type or determines it randomly by rolling on the following table. If you blow the horn without meeting its requirement, the summoned spirits atta"
      },
      {
        "document": 1621,
        "excerpt": ". The GM chooses the type or determines it randomly by rolling on the accompanying table. To decipher and use the manual, you must be a spellcaster with at least two l"
      },
      {
        "document": 1630,
        "excerpt": "each bead on the necklace or determines it randomly by rolling on the table below. A necklace can have more than one bead of the same type. To use one, you must be wea"
      },
      {
        "document": 1659,
        "excerpt": ". The GM chooses the type or determines it randomly by rolling on the following table."
      },
      {
        "document": 1676,
        "excerpt": "e type, which the GM chooses or determines randomly by rolling on the following table."
      },
      {
        "document": 1691,
        "excerpt": "GM chooses the patches or determines them randomly by rolling on the following table. 1d100 Patch 01-08 Bag of 100 GP 09–15 Silver coffer (1 foot long, 6 inches wi"
      },
      {
        "document": 1753,
        "excerpt": "rigin of a spell or other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell's maximu"
      },
      {
        "document": 1864,
        "excerpt": "the start of its next turn, at which point it resumes rolling for the Berserk trait again if it is still Bloodied. Immutable Form. The golem can't shape-shift. Ligh"
      }
    ],
    "rolls": [
      {
        "document": 23,
        "excerpt": "Attack Rolls"
      },
      {
        "document": 24,
        "excerpt": "ability modifier to use for different types of attack rolls. Attack Roll Abilities Some features let you use different ability modifiers from those listed. For ex"
      },
      {
        "document": 31,
        "excerpt": "d20 when you make the roll. Use the higher of the two rolls if you have Advantage, and use the lower roll if you have Disadvantage. For example, if you have Disadva"
      },
      {
        "document": 41,
        "excerpt": "ith a weapon, you add your Proficiency Bonus to attack rolls you make with it. Tools. If you have proficiency with a tool, you can add your Proficiency Bonus to any"
      },
      {
        "document": 71,
        "excerpt": "is determined at the beginning of combat when everyone rolls Initiative. Once everyone has taken a turn, the fight continues to the next round if neither side is def"
      },
      {
        "document": 72,
        "excerpt": "Initiative. Everyone involved in the combat encounter rolls Initiative, determining the order of combatants' turns. 3: Take Turns. Each participant in the battle ta"
      },
      {
        "document": 73,
        "excerpt": "s during combat. When combat starts, every participant rolls Initiative; they make a Dexterity check that determines their place in the Initiative order. The GM roll"
      },
      {
        "document": 85,
        "excerpt": "a creature can't see you, you have Advantage on attack rolls against it. If you are hidden when you make an attack roll, you give away your location when the attack"
      },
      {
        "document": 92,
        "excerpt": "uses a d20 roll to determine success or failure. These rolls are called D20 Tests, and they come in three kinds: ability checks, saving throws, and attack rolls. The"
      },
      {
        "document": 105,
        "excerpt": "Damage Rolls"
      },
      {
        "document": 179,
        "excerpt": "nster's turns, it regains the use of that action if it rolls a 5 or 6 on 1d6. Recharge after a Short or Long Rest. This notation means the monster can use the stat"
      },
      {
        "document": 241,
        "excerpt": "ifier you use for attacks with a weapon to your damage rolls with that weapon. Spellcasting. Note both the saving throw DC for your spells and the attack bonus for"
      },
      {
        "document": 319,
        "excerpt": "ck. While bound, a creature has Disadvantage on attack rolls, and the creature is Restrained if the Manacles are attached to a chain or hook that is fixed in place."
      },
      {
        "document": 350,
        "excerpt": "se the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon."
      },
      {
        "document": 464,
        "excerpt": "rength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls."
      },
      {
        "document": 475,
        "excerpt": "You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged"
      },
      {
        "document": 501,
        "excerpt": "hey typically deal with targets, saving throws, attack rolls, or all three, each of which is detailed below."
      },
      {
        "document": 504,
        "excerpt": "Attack Rolls"
      },
      {
        "document": 604,
        "excerpt": "D20 Tests encompass the three main d20 rolls of the game: ability checks, attack rolls, and saving throws. If something in the game affects D20 Tests"
      },
      {
        "document": 648,
        "excerpt": "roficiency. Don't add your Proficiency Bonus to attack rolls with an improvised weapon. Damage. On a hit, the weapon deals 1d4 damage of a type the GM thinks is app"
      },
      {
        "document": 652,
        "excerpt": "exterity modifier. If you have Advantage on Initiative rolls, increase your Initiative score by 5. If you have Disadvantage on those rolls, decrease that score by 5."
      },
      {
        "document": 671,
        "excerpt": "diless demonic entity. Whenever the possessed creature rolls a 1 on a D20 Test, the demonic entity takes control of the creature and determines the creature's behavi"
      },
      {
        "document": 686,
        "excerpt": "Strong wind imposes Disadvantage on ranged attack rolls with weapons. It also extinguishes open flames and disperses fog. A flying creature in a strong wind mus"
      },
      {
        "document": 689,
        "excerpt": "get farther away from the source of its fear. - Attack rolls against the Frightened creature have Advantage. - The Frightened creature can do only one of the followi"
      },
      {
        "document": 732,
        "excerpt": "unter to keep it at the intended difficulty. Also, die rolls and other factors can result in an encounter being easier or harder than intended. You can adjust an enc"
      },
      {
        "document": 745,
        "excerpt": "Until the start of your next turn, attack rolls against you have Disadvantage, and you make Dexterity saving throws with Advantage. You lose this benefi"
      },
      {
        "document": 962,
        "excerpt": "ack recklessly. Doing so gives you Advantage on attack rolls using Strength until the start of your next turn, but attack rolls against you have Advantage during th"
      },
      {
        "document": 964,
        "excerpt": "l to your Wisdom modifier (minimum of 1d8) and add the rolls together. Each Undead that fails its saving throw against that use of Turn Undead takes Radiant damage e"
      },
      {
        "document": 967,
        "excerpt": "ad of your Strength modifier for the attack and damage rolls of your Unarmed Strikes and Monk weapons. In addition, when you use the Grapple or Shove option of your"
      },
      {
        "document": 969,
        "excerpt": "You have Advantage on attack rolls against the creature currently marked by your Hunter's Mark."
      },
      {
        "document": 971,
        "excerpt": "lls increases by 1. - You have Advantage on the attack rolls of Sorcerer spells you cast. You can use this feature twice, and you regain all expended uses of it whe"
      },
      {
        "document": 972,
        "excerpt": "can add your Charisma modifier to that spell's damage rolls. Repeatable. You can gain this invocation more than once. Each time you do so, choose a different eligi"
      },
      {
        "document": 974,
        "excerpt": "Your attack rolls with weapons and Unarmed Strikes can score a Critical Hit on a roll of 19 or 20 on the d20."
      },
      {
        "document": 980,
        "excerpt": "ll, that creature has Disadvantage on all other attack rolls against you this turn."
      },
      {
        "document": 982,
        "excerpt": "eature again, you add your Charisma modifier to attack rolls you make with that weapon (minimum bonus of +1), and each time you hit with it, you cause it to deal its"
      },
      {
        "document": 1001,
        "excerpt": "Fighting Style Feature) You gain a +2 bonus to attack rolls you make with Ranged weapons."
      },
      {
        "document": 1010,
        "excerpt": "turn. Attack Advantage. You have Advantage on attack rolls against a creature Grappled by you. Fast Wrestler. You don't have to spend extra movement to move a cre"
      },
      {
        "document": 1153,
        "excerpt": "pellcasting ability modifier for the attack and damage rolls rather than using Strength."
      },
      {
        "document": 1176,
        "excerpt": "that ability. - The target has Disadvantage on attack rolls against you. - In combat, the target must succeed on a Wisdom saving throw at the start of each of its t"
      },
      {
        "document": 1183,
        "excerpt": "the duration, any creature has Disadvantage on attack rolls against you. An attacker is immune to this effect if it perceives you with Blindsight or Truesight."
      },
      {
        "document": 1236,
        "excerpt": "s, Fey, Fiends, and Undead have Disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions. Break Ench"
      },
      {
        "document": 1260,
        "excerpt": "nd can't benefit from the Invisible condition. Attack rolls against an affected creature or object have Advantage if the attacker can see it."
      },
      {
        "document": 1265,
        "excerpt": "at. The familiar is an ally to you and your allies. It rolls its own Initiative and acts on its own turn. A familiar can't attack, but it can take other actions as n"
      },
      {
        "document": 1283,
        "excerpt": "Tests, and other creatures have Disadvantage on attack rolls against it. The spell ends early if you cast it again."
      },
      {
        "document": 1309,
        "excerpt": "doesn't drop the object, it has Disadvantage on attack rolls and ability checks until the start of your next turn. Using a Higher-Level Spell Slot. The damage incre"
      },
      {
        "document": 1317,
        "excerpt": "hrows, and other creatures have Disadvantage on attack rolls against them. In addition, when a Fiend or an Undead hits an affected creature with a melee attack roll,"
      },
      {
        "document": 1330,
        "excerpt": "has Disadvantage on Dexterity saving throws and attack rolls, and other creatures have Advantage on attack rolls against it. On each of its turns, the target can tak"
      },
      {
        "document": 1344,
        "excerpt": "aving throw. - The creature has Disadvantage on attack rolls against targets within the Cylinder. - Targets within the Cylinder can't be possessed by or gain the Ch"
      },
      {
        "document": 1348,
        "excerpt": "eapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. The spell ends early if you cast it again. Using a Higher-Level Spell Slot. The bonus"
      },
      {
        "document": 1364,
        "excerpt": "r each of your remaining duplicates. If any of the d6s rolls a 3 or higher, one of the duplicates is hit instead of you, and the duplicate is destroyed. The duplicat"
      },
      {
        "document": 1374,
        "excerpt": "mage and has Disadvantage on ability checks and attack rolls for the duration. On a successful save, the target takes half as much damage, and the spell ends. For t"
      },
      {
        "document": 1394,
        "excerpt": ". Creatures of those types have Disadvantage on attack rolls against the target. The target also can't be possessed by or gain the Charmed or Frightened conditions f"
      },
      {
        "document": 1398,
        "excerpt": "g that time, it also subtracts 1d8 from all its damage rolls. The target repeats the save at the end of each of its turns, ending the spell on a success."
      },
      {
        "document": 1424,
        "excerpt": "ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. If the attack deals damage"
      },
      {
        "document": 1425,
        "excerpt": "e target sheds Bright Light in a 5-foot radius, attack rolls against it have Advantage, and it can't benefit from the Invisible condition. Using a Higher-Level Spel"
      },
      {
        "document": 1451,
        "excerpt": "eaningful communication and has Disadvantage on attack rolls and ability checks. Fear. Each target must succeed on a Wisdom saving throw or have the Frightened cond"
      },
      {
        "document": 1454,
        "excerpt": "termines whether you arrive there successfully. The GM rolls 1d100 and consults the Teleportation Outcome table and the explanations after it. Teleportation Outcome"
      },
      {
        "document": 1466,
        "excerpt": "es your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity. If the attack deals damage, it can be Radiant damage or the weap"
      },
      {
        "document": 1487,
        "excerpt": "y check that requires sight. Attacks Affected. Attack rolls against you have Advantage, and your attack rolls have Disadvantage."
      },
      {
        "document": 1491,
        "excerpt": "ed. You have Disadvantage on ability checks and attack rolls while the source of fear is within line of sight. Can't Approach. You can't willingly move closer to th"
      },
      {
        "document": 1492,
        "excerpt": "se. Attacks Affected. You have Disadvantage on attack rolls against any target other than the grappler. Movable. The grappler can drag or carry you when it moves,"
      },
      {
        "document": 1494,
        "excerpt": "carrying is also concealed. Attacks Affected. Attack rolls against you have Disadvantage, and your attack rolls have Advantage. If a creature can somehow see you,"
      },
      {
        "document": 1495,
        "excerpt": "and Dexterity saving throws. Attacks Affected. Attack rolls against you have Advantage. Automatic Critical Hits. Any attack roll that hits you is a Critical Hit if"
      },
      {
        "document": 1496,
        "excerpt": "eed is 0 and can't increase. Attacks Affected. Attack rolls against you have Advantage. Saving Throws Affected. You automatically fail Strength and Dexterity savin"
      },
      {
        "document": 1497,
        "excerpt": "and Attacks Affected. You have Disadvantage on attack rolls and ability checks."
      },
      {
        "document": 1498,
        "excerpt": "lf. Attacks Affected. You have Disadvantage on attack rolls. An attack roll against you has Advantage if the attacker is within 5 feet of you. Otherwise, that attac"
      },
      {
        "document": 1499,
        "excerpt": "eed is 0 and can't increase. Attacks Affected. Attack rolls against you have Advantage, and your attack rolls have Disadvantage. Saving Throws Affected. You have D"
      },
      {
        "document": 1500,
        "excerpt": "and Dexterity saving throws. Attacks Affected. Attack rolls against you have Advantage."
      },
      {
        "document": 1501,
        "excerpt": "eed is 0 and can't increase. Attacks Affected. Attack rolls against you have Advantage. Saving Throws Affected. You automatically fail Strength and Dexterity savin"
      },
      {
        "document": 1503,
        "excerpt": "re (+2), or Very Rare (+3) You have a bonus to attack rolls and damage rolls made with this piece of magic ammunition. The bonus is determined by the rarity of the"
      },
      {
        "document": 1514,
        "excerpt": "u gain a +2 bonus to Armor Class against ranged attack rolls while you wield this Shield. This bonus is in addition to the Shield's normal bonus to AC. Whenever an"
      },
      {
        "document": 1523,
        "excerpt": "e (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your Hi"
      },
      {
        "document": 1530,
        "excerpt": "ongbow and Shortbow, and you gain a +2 bonus to damage rolls made with such weapons."
      },
      {
        "document": 1542,
        "excerpt": "n, causing any creature to have Disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This"
      },
      {
        "document": 1554,
        "excerpt": "Weapon (Dagger), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. You can take a Bonus Action to magically coat the blade w"
      },
      {
        "document": 1555,
        "excerpt": "r attack roll and adds your ability modifier to damage rolls. While the weapon hovers, you can take a Bonus Action to cause it to fly up to 30 feet to another spot"
      },
      {
        "document": 1558,
        "excerpt": "y (Requires Attunement) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your"
      },
      {
        "document": 1559,
        "excerpt": "mage, and you gain a +1 bonus to the attack and damage rolls of your Unarmed Strikes. Curse. Once you don this cursed armor, you can't doff it unless you are target"
      },
      {
        "document": 1563,
        "excerpt": "imple or Martial), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon deals an extra 3d6 damage of the weapon's type"
      },
      {
        "document": 1568,
        "excerpt": "a Belt of Dwarvenkind) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. It has the Thrown property with a normal range of 20 feet"
      },
      {
        "document": 1570,
        "excerpt": "t of you. The first time the bottle is opened, the GM rolls on the following table to determine what happens."
      },
      {
        "document": 1574,
        "excerpt": "e (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a"
      },
      {
        "document": 1587,
        "excerpt": "imple or Martial), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an"
      },
      {
        "document": 1593,
        "excerpt": "y (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon has 5 charges. You can expend 1 charge and mak"
      },
      {
        "document": 1602,
        "excerpt": "ttunement by a Paladin) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature t"
      },
      {
        "document": 1609,
        "excerpt": "oid orbits your head, you have Advantage on Initiative rolls and Wisdom (Perception) checks. Fortitude (Very Rare). Your Constitution increases by 2, to a maximum o"
      },
      {
        "document": 1614,
        "excerpt": "y (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. While the weapon is on your person, you also gain a +1 bon"
      },
      {
        "document": 1616,
        "excerpt": "Weapon (Mace), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The bonus increases to +3 when you use the weapon to attac"
      },
      {
        "document": 1631,
        "excerpt": "e (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you a"
      },
      {
        "document": 1632,
        "excerpt": "our sworn enemy lives, you have Disadvantage on attack rolls with all other weapons."
      },
      {
        "document": 1664,
        "excerpt": "e (Requires Attunement) You have a +2 bonus to attack rolls and damage rolls made with this magic weapon. While holding this weapon, you can cause it to emit green"
      },
      {
        "document": 1667,
        "excerpt": ". While wearing the ring, you have Advantage on attack rolls against Elementals and they have Disadvantage on attack rolls against you. Elemental Compulsion. While"
      },
      {
        "document": 1688,
        "excerpt": "creatures that can see you have Disadvantage on attack rolls against you. Any creature in the Bright Light that can see you when the robe's power is activated must s"
      },
      {
        "document": 1693,
        "excerpt": "antage on Wisdom (Perception) checks and on Initiative rolls. Spells. While holding the rod, you can cast the following spells from it: - Detect Evil and Good - De"
      },
      {
        "document": 1694,
        "excerpt": "tions as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made with it. The rod has properties associated with six different buttons that are set"
      },
      {
        "document": 1701,
        "excerpt": "e (Requires Attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. In addition, you can make one attack with it as a Bonus Ac"
      },
      {
        "document": 1703,
        "excerpt": "holding this Shield, you have Advantage on Initiative rolls and Wisdom (Perception) checks. The Shield is emblazoned with a symbol of an eye."
      },
      {
        "document": 1706,
        "excerpt": "take the Attack action, you can make one of the attack rolls using the Shield against a target within 5 feet of yourself. Apply your Proficiency Bonus and Strength m"
      },
      {
        "document": 1710,
        "excerpt": "nst spells and other magical effects, and spell attack rolls have Disadvantage against you."
      },
      {
        "document": 1716,
        "excerpt": "a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and"
      },
      {
        "document": 1717,
        "excerpt": "a magic Quarterstaff that grants a +3 bonus to attack rolls and damage rolls made with it. The staff has 10 charges. When you hit with a melee attack using it, you"
      },
      {
        "document": 1719,
        "excerpt": "a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls. Spell Abso"
      },
      {
        "document": 1721,
        "excerpt": "a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls. Spells. Whi"
      },
      {
        "document": 1722,
        "excerpt": "a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. It also has the following additional properties. Once one of these proper"
      },
      {
        "document": 1726,
        "excerpt": "ent with the Sun Blade. You gain a +2 bonus to attack rolls and damage rolls made with this weapon, which deals Radiant damage instead of Slashing damage. When you"
      },
      {
        "document": 1730,
        "excerpt": "as a Holy Symbol. You gain a +2 bonus to spell attack rolls while you wear or hold it. Pure Rebuke. The talisman has 7 charges. While wearing or holding the talism"
      },
      {
        "document": 1732,
        "excerpt": "as a Holy Symbol. You gain a +2 bonus to spell attack rolls while you wear or hold it. Ultimate End. The talisman has 6 charges. While wearing or holding the talis"
      },
      {
        "document": 1740,
        "excerpt": "y (Requires Attunement) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. In addition, the weapon ignores Resistance to Slashing dam"
      },
      {
        "document": 1751,
        "excerpt": "le holding this wand, you gain a bonus to spell attack rolls determined by the wand's rarity. In addition, you ignore Half Cover when making a spell attack roll."
      },
      {
        "document": 1754,
        "excerpt": "re (+2), or Very Rare (+3) You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity."
      },
      {
        "document": 1755,
        "excerpt": "eadiness. Each subject has Advantage on its Initiative rolls."
      },
      {
        "document": 1765,
        "excerpt": "hic damage. Until the end of its next turn, the target rolls 1d6 whenever it makes an ability check or attack roll and subtracts the number rolled from the D20 Test."
      },
      {
        "document": 1766,
        "excerpt": "-based D20 Tests and subtracts 3 (1d6) from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1"
      },
      {
        "document": 1777,
        "excerpt": "hic damage. Until the end of its next turn, the target rolls 1d8 whenever it makes an ability check or attack roll and subtracts the number rolled from the D20 Test."
      },
      {
        "document": 1778,
        "excerpt": "based D20 Tests and subtracts 5 (1d10) from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1"
      },
      {
        "document": 1807,
        "excerpt": "While Bloodied, the berserker has Advantage on attack rolls and saving throws."
      },
      {
        "document": 1810,
        "excerpt": "magical weapon takes a cumulative -1 penalty to attack rolls immediately after dealing damage to the pudding and coming into contact with it. The weapon is destroyed"
      },
      {
        "document": 1814,
        "excerpt": "Fury. While Bloodied, the boar has Advantage on attack rolls."
      },
      {
        "document": 1829,
        "excerpt": "n Bright Light, the cloaker has Disadvantage on attack rolls."
      },
      {
        "document": 1840,
        "excerpt": "attack only the target but has Advantage on its attack rolls. Its Speed becomes 0, it can't benefit from any bonus to its Speed, and it moves with the target. A cre"
      },
      {
        "document": 1850,
        "excerpt": "e drider has Disadvantage on ability checks and attack rolls. Web Walker. The drider ignores movement restrictions caused by webs, and the drider knows the location"
      },
      {
        "document": 1864,
        "excerpt": "golem takes Fire damage, it has Disadvantage on attack rolls and ability checks until the end of its next turn. Berserk. Whenever the golem starts its turn Bloodied"
      },
      {
        "document": 1867,
        "excerpt": "+ 5) Temporary Hit Points and has Advantage on attack rolls until the start of the giant's next turn."
      },
      {
        "document": 1876,
        "excerpt": "Bloodied Fury. The boar has Advantage on melee attack rolls while it is Bloodied."
      },
      {
        "document": 1902,
        "excerpt": "the mouther while it is babbling. Failure: The target rolls 1d8 to determine what it does during the current turn: 1-4. The target does nothing. 5–6. The target t"
      },
      {
        "document": 1910,
        "excerpt": "-based D20 Tests and subtracts 2 (1d4) from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1"
      },
      {
        "document": 1912,
        "excerpt": "magical weapon takes a cumulative -1 penalty to attack rolls immediately after dealing damage to the ooze and coming into contact with it. The weapon is destroyed if"
      },
      {
        "document": 1929,
        "excerpt": "the hobgoblin and its allies have Advantage on attack rolls and saving throws, provided the hobgoblin doesn't have the Incapacitated condition."
      },
      {
        "document": 1945,
        "excerpt": "e kobold has Disadvantage on ability checks and attack rolls."
      },
      {
        "document": 1997,
        "excerpt": "ainst spells and other magical effects, and the attack rolls of spells automatically miss it. Without the rakshasa's permission, no spell can observe the rakshasa re"
      },
      {
        "document": 2007,
        "excerpt": "1 penalty to the AC it offers (armor) or to its attack rolls (weapon). Armor is destroyed if the penalty reduces its AC to 10, and a weapon is destroyed if its penal"
      },
      {
        "document": 2009,
        "excerpt": "Blood Frenzy. The sahuagin has Advantage on attack rolls against any creature that doesn't have all its Hit Points. Limited Amphibiousness. The sahuagin can bre"
      },
      {
        "document": 2023,
        "excerpt": "specter has Disadvantage on ability checks and attack rolls."
      },
      {
        "document": 2031,
        "excerpt": "Blurred Form. Attack rolls against the mephit are made with Disadvantage unless the mephit has the Incapacitated condition. Death"
      },
      {
        "document": 2042,
        "excerpt": "get also has Disadvantage on ability checks and attack rolls."
      },
      {
        "document": 2055,
        "excerpt": "ight. While in sunlight, it has Disadvantage on attack rolls and ability checks."
      },
      {
        "document": 2056,
        "excerpt": "ight. While in sunlight, it has Disadvantage on attack rolls and ability checks."
      },
      {
        "document": 2073,
        "excerpt": "he wight has Disadvantage on ability checks and attack rolls."
      },
      {
        "document": 2076,
        "excerpt": "Pack Tactics. The wolf has Advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally do"
      },
      {
        "document": 2078,
        "excerpt": "e wraith has Disadvantage on ability checks and attack rolls."
      },
      {
        "document": 2086,
        "excerpt": "-based D20 Tests and subtracts 3 (1d6) from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1"
      }
    ],
    "roof": [
      {
        "document": 716,
        "excerpt": "Collapsing Roof"
      },
      {
        "document": 955,
        "excerpt": "Collapsing Roof Table 1"
      },
      {
        "document": 1608,
        "excerpt": "staircase, or ramp ends at a trap-door leading to the roof. When created, the tower has a single door at ground level on the side facing you. The door opens only a"
      }
    ],
    "room": [
      {
        "document": 26,
        "excerpt": "e and what's around them (how many doors lead out of a room, what's on a table, and so on). 2: The Players Describe What Their Characters Do. Typically, the charac"
      },
      {
        "document": 72,
        "excerpt": "urers' marching order or their stated positions in the room or other location, the GM figures out where the adversaries are - how far away and in what direction. 2:"
      },
      {
        "document": 241,
        "excerpt": "el 1 Hit Points by Class The character sheet includes room to note your current Hit Points when you take damage, as well as any Temporary Hit Points you might gain"
      },
      {
        "document": 265,
        "excerpt": "The GM might also use this table. It can help stock a room in a dungeon or fill a creature's pockets. Trinkets"
      },
      {
        "document": 1228,
        "excerpt": "d closed, and it leads to a demiplane that is an empty room 30 feet in each dimension, made of wood or stone (your choice). When the spell ends, the door vanishes,"
      },
      {
        "document": 1299,
        "excerpt": "rds and Wards lasts) - Gust of Wind in one corridor or room (the wind blows continuously while the spell lasts) - Suggestion in one 5-foot square; any creature that"
      },
      {
        "document": 1869,
        "excerpt": "ugh the spaces of Large or smaller creatures if it has room inside itself to contain them (see the Ooze Cube trait). Dexterity Saving Throw: DC 12, each creature wh"
      }
    ],
    "root": [
      {
        "document": 1306,
        "excerpt": "V, S, M (a shaving of licorice root)"
      },
      {
        "document": 1367,
        "excerpt": "rstand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you finish desc"
      },
      {
        "document": 2048,
        "excerpt": "ore than 120 feet from the treant. The tree then takes root if possible."
      }
    ],
    "rooted": [
      {
        "document": 670,
        "excerpt": ", narrative curses should feel like rare, potent magic rooted in the lore of your campaign."
      },
      {
        "document": 1324,
        "excerpt": "ass into or out of the globe. Chaining. Chains firmly rooted in the ground hold the target in place. The target has the Restrained condition and can't be moved by an"
      }
    ],
    "roots": [
      {
        "document": 1170,
        "excerpt": "lant creature and gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. The GM chooses statistics appr"
      }
    ],
    "rope": [
      {
        "document": 338,
        "excerpt": "Rope (1 GP)"
      },
      {
        "document": 345,
        "excerpt": "ial. You can do so to jam a door shut or to then tie a Rope or Chain to the Spike."
      },
      {
        "document": 432,
        "excerpt": "or, Basket, Bedroll, Blanket, Fine Clothes, Net, Robe, Rope, Sack, String, Tent, Traveler's Clothes"
      },
      {
        "document": 462,
        "excerpt": "r, Hooded Lantern, 7 flasks of Oil, 5 days of Rations, Rope, Tinderbox, and Waterskin."
      },
      {
        "document": 479,
        "excerpt": "ltrops, Crowbar, 2 flasks of Oil, 10 days of Rations, Rope, Tinderbox, 10 Torches, and Waterskin."
      },
      {
        "document": 481,
        "excerpt": "ackpack, Bedroll, 2 flasks of Oil, 10 days of Rations, Rope, Tinderbox, 10 Torches, and Waterskin."
      },
      {
        "document": 483,
        "excerpt": "on a DC 13 Dexterity (Acrobatics) check. If you tied a Rope to the hook, you can then climb it."
      },
      {
        "document": 756,
        "excerpt": "4 to determine the object: on a 1, a Dagger; on a 2, a Rope with a Grappling Hook tied to one end; on a 3, a bag of Caltrops; on a 4, a gem worth 50 GP."
      },
      {
        "document": 887,
        "excerpt": "Rope Trick"
      },
      {
        "document": 930,
        "excerpt": "Rope"
      },
      {
        "document": 943,
        "excerpt": "Cloth, paper, rope"
      },
      {
        "document": 1120,
        "excerpt": "Rope"
      },
      {
        "document": 1220,
        "excerpt": "t is either an object of vegetable matter (soft goods, rope, wood, and the like) or mineral matter (stone, crystal, metal, and the like). The object must be no larg"
      },
      {
        "document": 1259,
        "excerpt": "can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, or clothes from flax or wool. Choose raw materials that you can see within range."
      },
      {
        "document": 1409,
        "excerpt": "Rope Trick"
      },
      {
        "document": 1691,
        "excerpt": "of the following patches: - Dagger - Mirror - Pole - Rope (coiled) - Sack - Bullseye Lantern (filled and lit) In addition, the robe has 4d4 other patches. The G"
      },
      {
        "document": 1698,
        "excerpt": "Rope of Climbing"
      },
      {
        "document": 1699,
        "excerpt": "Rope of Entanglement"
      },
      {
        "document": 1859,
        "excerpt": "hrows against spells and other magical effects. Magic Rope. The erinyes has a magic rope. While bearing it, the erinyes can use the Entangling Rope action. The rop"
      }
    ],
    "rope's": [
      {
        "document": 1409,
        "excerpt": "ar to the ground or the rope reaches a ceiling. At the rope's upper end, an Invisible 3-foot-by-5-foot portal opens to an extra-dimensional space that lasts until the"
      },
      {
        "document": 1698,
        "excerpt": "te and move toward a destination you choose, up to the rope's length away from you. That end moves 10 feet on your turn when you first command it and 10 feet at the s"
      }
    ],
    "roper": [
      {
        "document": 2006,
        "excerpt": "Roper"
      }
    ],
    "roper's": [
      {
        "document": 2006,
        "excerpt": ", and a destroyed tentacle regrows at the start of the roper's next turn. Reel. The roper pulls each creature Grappled by it up to 30 feet straight toward it."
      }
    ],
    "rose": [
      {
        "document": 1430,
        "excerpt": "V, S, M (a pinch of sand or rose petals)"
      },
      {
        "document": 1609,
        "excerpt": "). You gain a +1 bonus to Armor Class while this dusty-rose prism orbits your head. Regeneration (Legendary). You regain 15 Hit Points at the end of each hour this"
      },
      {
        "document": 1640,
        "excerpt": "ature and have the Charmed condition for 1 hour. This rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart."
      }
    ],
    "rot": [
      {
        "document": 677,
        "excerpt": "Sight Rot"
      },
      {
        "document": 1396,
        "excerpt": "s: V, S Duration: Instantaneous You remove poison and rot from nonmagical food and drink in a 5-foot-radius Sphere centered on a point within range."
      }
    ],
    "rote": [
      {
        "document": 512,
        "excerpt": "s. Cantrips - simple spells that can be cast almost by rote - are level 0. The rules for each spellcasting class say when its members gain access to spells of certa"
      }
    ],
    "rotten": [
      {
        "document": 820,
        "excerpt": "A bag containing forty-seven teeth, one of which is rotten"
      },
      {
        "document": 1443,
        "excerpt": "V, S, M (a rotten egg)"
      }
    ],
    "rotting": [
      {
        "document": 1966,
        "excerpt": "Multiattack. The mummy makes one Rotting Fist or Channel Negative Energy attack, and it uses Dreadful Glare. Rotting Fist. Melee Attack Roll: +9"
      },
      {
        "document": 1967,
        "excerpt": "Multiattack. The mummy makes two Rotting Fist attacks and uses Dreadful Glare. Rotting Fist. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3"
      },
      {
        "document": 2058,
        "excerpt": "Multiattack. The fungus makes two Rotting Touch attacks. Rotting Touch. Melee Attack Roll: +2, reach 10 ft. Hit: 4 (1d8) Necrotic damage."
      }
    ],
    "rough": [
      {
        "document": 118,
        "excerpt": "Every magic item has a rarity, which provides a rough measure of an item's power relative to other magic items. The rarities are shown in the Magic Item Rarit"
      },
      {
        "document": 559,
        "excerpt": "it to swim. At the GM's option, moving any distance in rough water might require a successful DC 15 Strength (Athletics) check."
      },
      {
        "document": 727,
        "excerpt": "hem might need to use healing resources, however. As a rough guideline, a single monster generally presents a low-difficulty challenge for a party of four characters"
      },
      {
        "document": 744,
        "excerpt": "Jump farther than normal, stay afloat in rough water, or break something."
      },
      {
        "document": 1363,
        "excerpt": "ade to resemble a swamp, hill, crevasse, or some other rough or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope,"
      }
    ],
    "roughly": [
      {
        "document": 1517,
        "excerpt": "pace considerably larger than its outside dimensions - roughly 2 feet square and 4 feet deep on the inside. The bag can hold up to 500 pounds, not exceeding a volume o"
      },
      {
        "document": 1609,
        "excerpt": "Wondrous Item, Rarity Varies (Requires Attunement) Roughly marble sized, Ioun Stones are named after Ioun, a god of knowledge and prophecy revered on some worlds."
      }
    ],
    "round": [
      {
        "document": 71,
        "excerpt": "e organizes combat into a cycle of rounds and turns. A round represents about 6 seconds in the game world. During a round, each participant in a battle takes a turn."
      },
      {
        "document": 72,
        "excerpt": "en everyone involved in the combat has had a turn, the round ends. Repeat this step until the fighting stops."
      },
      {
        "document": 73,
        "excerpt": "ative. This is the order in which they act during each round. The Initiative order remains the same from round to round. Ties. If a tie occurs, the GM decides the o"
      },
      {
        "document": 81,
        "excerpt": "Round Down"
      },
      {
        "document": 95,
        "excerpt": "costs an amount of movement equal to half your Speed (round down). For example, if your Speed is 30 feet, you spend 15 feet of movement to mount a horse."
      },
      {
        "document": 109,
        "excerpt": "Many saving throw effects deal half damage (round down) to a target when the target succeeds on the saving throw. The halved damage is equal to half the d"
      },
      {
        "document": 111,
        "excerpt": "amage type, damage of that type is halved against you (round down). If you have Vulnerability to a damage type, damage of that type is doubled against you. For examp"
      },
      {
        "document": 171,
        "excerpt": "ssful save means the target takes half as much damage (round down) as targets that fail the save, while also ignoring all other parts of the effect."
      },
      {
        "document": 246,
        "excerpt": "classes gain the ability to make multiple attacks in a round. The characters now face dangers that threaten cities and kingdoms."
      },
      {
        "document": 264,
        "excerpt": "ruid, Sorcerer, and Wizard classes - Half your levels (round up) in the Paladin and Ranger classes Then look up this total level in the Level column of the Multicla"
      },
      {
        "document": 389,
        "excerpt": ", you need raw materials worth half its purchase cost (round down). For example, you need 750 GP of raw materials to make Plate Armor, which sells for 1,500 GP. The"
      },
      {
        "document": 390,
        "excerpt": "to make an item, divide its purchase cost in GP by 10 (round a fraction up to a day). For example, you need 5 days to make a Heavy Crossbow, which sells for 50 GP."
      },
      {
        "document": 453,
        "excerpt": "you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost."
      },
      {
        "document": 536,
        "excerpt": "amage type, damage of that type is halved against you (round down). Resistance is applied only once to an instance of damage. See also “Playing the Game” (“Damage an"
      },
      {
        "document": 538,
        "excerpt": "Round Down"
      },
      {
        "document": 592,
        "excerpt": "centration. The DC equals 10 or half the damage taken (round down), whichever number is higher, up to a maximum DC of 30. Incapacitated or Dead. Your Concentration"
      },
      {
        "document": 713,
        "excerpt": "raveled (typically 8) Fast pace = Miles per day × 1½ (round down) Slow pace = Miles per day × 2/3 (round down) If the characters are flying or their special movem"
      },
      {
        "document": 962,
        "excerpt": "on your next turn, you can extend the Rage for another round by doing one of the following: - Make an attack roll against an enemy. - Force an enemy to make a savin"
      },
      {
        "document": 963,
        "excerpt": "You can add half your Proficiency Bonus (round down) to any ability check you make that uses a skill proficiency you lack and that doesn't otherwise us"
      },
      {
        "document": 964,
        "excerpt": "ccessful save, the creature takes half as much damage (round down). You roll an additional d8 when you reach Cleric levels 7 (2d8), 13 (3d8), and 18 (4d8). Turn Un"
      },
      {
        "document": 970,
        "excerpt": "e a Reaction to halve the attack's damage against you (round down)."
      },
      {
        "document": 971,
        "excerpt": "more than a number equal to half your Sorcerer level (round down). Once you use this feature, you can't do so again until you finish a Long Rest."
      },
      {
        "document": 972,
        "excerpt": "but no more than a number equal to half your maximum (round up). Once you use this feature, you can't do so again until you finish a Long Rest."
      },
      {
        "document": 973,
        "excerpt": "ed level equal to no more than half your Wizard level (round up), and none of the slots can be level 6 or higher. For example, if you're a level 4 Wizard, you can re"
      },
      {
        "document": 975,
        "excerpt": "l that is equal to or less than half your Druid level (round up), and none of them can be level 6+. For example, if you're a level 6 Druid, you can recover up to thr"
      },
      {
        "document": 984,
        "excerpt": "caping danger. You can take two turns during the first round of any combat. You take your first turn at your normal Initiative and your second turn at your Initiativ"
      },
      {
        "document": 1214,
        "excerpt": "slowly fills in the trench over the course of the next round until the normal water level is restored. Redirect Flow. You cause flowing water in the area to move in"
      },
      {
        "document": 1247,
        "excerpt": "flakes for snow, and so on. This effect persists for 1 round. Bloom. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. Sensory Effect. You"
      },
      {
        "document": 1264,
        "excerpt": "alling creature's rate of descent slows to 60 feet per round until the spell ends. If a creature lands before the spell ends, the creature takes no damage from the f"
      },
      {
        "document": 1290,
        "excerpt": "a number of attacks equal to half this spell's level (round down). Poison Jab. Melee Attack Roll: Bonus equals your spell attack modifier, reach 10 ft. Hit: 1d6 +"
      },
      {
        "document": 1301,
        "excerpt": "1 round"
      },
      {
        "document": 1358,
        "excerpt": "1 round"
      },
      {
        "document": 1423,
        "excerpt": "1 round"
      },
      {
        "document": 1448,
        "excerpt": "umber of Rend attacks equal to half the spell's level (round down), and it uses Breath Weapon. Rend. Melee Attack Roll: Bonus equals your spell attack modifier, rea"
      },
      {
        "document": 1452,
        "excerpt": "propriate effect below. You can affect the same target round after round or choose a new one at any time. If you switch targets, the prior target is no longer affect"
      },
      {
        "document": 1455,
        "excerpt": "1 round"
      },
      {
        "document": 1467,
        "excerpt": "damage. A creature can take this damage only once per round. At the end of the turn, the wall's height is reduced by 50 feet, and the damage the wall deals on later"
      },
      {
        "document": 1480,
        "excerpt": "ny 5-foot Cube of webs exposed to fire burns away in 1 round, dealing 2d4 Fire damage to any creature that starts its turn in the fire."
      },
      {
        "document": 1482,
        "excerpt": "when the effect ends, the target descends 60 feet per round for 1 minute until it lands, which it does safely. If it can't land after 1 minute, it falls the remaini"
      },
      {
        "document": 1484,
        "excerpt": "forcing a reroll of any die roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a Wish s"
      },
      {
        "document": 1498,
        "excerpt": "spend an amount of movement equal to half your Speed (round down) to right yourself and thereby end the condition. If your Speed is 0, you can't right yourself. At"
      },
      {
        "document": 1642,
        "excerpt": "ies for as long as you continue to play the pipes each round as a Magic action. A Friendly swarm obeys your commands. If you issue no commands to a Friendly swarm, i"
      },
      {
        "document": 1669,
        "excerpt": "fall while wearing this ring, you descend 60 feet per round and take no damage from falling."
      },
      {
        "document": 1697,
        "excerpt": "o 200 days divided by the number of creatures present (round down). When the time runs out or you take a Magic action to end the effect, all visitors reappear in th"
      },
      {
        "document": 1758,
        "excerpt": "duration expires, you descend at a rate of 30 feet per round until you land."
      },
      {
        "document": 1785,
        "excerpt": "take this action, the rug halves the damage it takes (round down), and the target takes the same amount of damage."
      },
      {
        "document": 1810,
        "excerpt": "t Points are divided evenly between the new puddings (round down)."
      },
      {
        "document": 1829,
        "excerpt": ". In addition, the cloaker halves the damage it takes (round down), and the target takes the same amount of damage. The cloaker can detach itself by spending 5 feet"
      },
      {
        "document": 1846,
        "excerpt": "Melee Attack Roll: +6 (with Advantage during the first round of each combat), reach 5 ft. Hit: 11 (2d6 + 4) Bludgeoning damage. Read Thoughts. The doppelganger cast"
      },
      {
        "document": 1912,
        "excerpt": "at through 2-inch-thick, nonmagical metal or wood in 1 round."
      },
      {
        "document": 1972,
        "excerpt": "Hit Points are divided evenly between the new jellies (round down)."
      },
      {
        "document": 2018,
        "excerpt": "amulet's wearer, half of any damage the wearer takes (round up) is transferred to the guardian. Regeneration. The guardian regains 10 Hit Points at the start of ea"
      }
    ],
    "rounded": [
      {
        "document": 113,
        "excerpt": "to 23), then halved for the creature's Resistance (and rounded down to 11), then doubled for its Vulnerability (to 22)."
      },
      {
        "document": 1792,
        "excerpt": "ttacks equal to half the summoner's Proficiency Bonus (rounded up). Reaping Scythe. Melee Attack Roll: Automatic hit, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage plu"
      }
    ],
    "rounds": [
      {
        "document": 71,
        "excerpt": "pellcasting. The game organizes combat into a cycle of rounds and turns. A round represents about 6 seconds in the game world. During a round, each participant in a b"
      },
      {
        "document": 323,
        "excerpt": "elf. If lit, the oil burns until the end of the turn 2 rounds from when the oil was lit (or 12 seconds) and deals 5 Fire damage to any creature that enters the area o"
      },
      {
        "document": 500,
        "excerpt": "ides a time span specifies how long the spell lasts in rounds, minutes, hours, or the like. For example, a Duration entry might say “1 minute,” meaning the spell ends"
      },
      {
        "document": 714,
        "excerpt": "ock. Duration. Some traps have durations expressed in rounds, minutes, or hours. Others specify that their effects last until the trap is destroyed or dispelled. If"
      },
      {
        "document": 753,
        "excerpt": "The efreeti attacks you. After fighting for 5 rounds, the efreeti disappears, and the bottle loses its magic."
      },
      {
        "document": 1467,
        "excerpt": "Concentration, up to 6 rounds"
      }
    ],
    "route": [
      {
        "document": 75,
        "excerpt": "g in the space of the other one. Count by the shortest route. The GM might require you to use an action for any of these activities when it needs special care or wh"
      },
      {
        "document": 1161,
        "excerpt": "away as possible from the target, moving by the safest route. Sympathy. The creature has the Charmed condition. The Charmed creature must use its movement on its tu"
      },
      {
        "document": 1197,
        "excerpt": "arget moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and th"
      },
      {
        "document": 1201,
        "excerpt": "in that direction on its next turn, taking the safest route. After moving in this way, a target repeats the save, ending the spell on itself on a success."
      },
      {
        "document": 1237,
        "excerpt": "move as far away from you as it can, using the safest route. On a successful save, the target takes half as much damage only. Using a Higher-Level Spell Slot. The"
      },
      {
        "document": 1258,
        "excerpt": "tion and move away from you by the safest and shortest route available. If the target moves to a space at least 60 feet away from you where it can't see you, this ef"
      },
      {
        "document": 1263,
        "excerpt": "the Dash action and moves away from you by the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it"
      },
      {
        "document": 1267,
        "excerpt": "to 1 day You magically sense the most direct physical route to a location you name. You must be familiar with the location, and the spell fails if you name a destin"
      },
      {
        "document": 1561,
        "excerpt": "come to the orb as soon as possible by the most direct route. Dragon deities such as Tiamat are unaffected by this call. Chromatic dragons drawn to the orb might be"
      },
      {
        "document": 1642,
        "excerpt": "swarms move toward the music by the shortest available route but aren't under your control otherwise. Whenever a Swarm of Rats that isn't under another creature's c"
      },
      {
        "document": 1922,
        "excerpt": "moves on its turn toward the harpy by the most direct route, trying to get within 5 feet of the harpy. It doesn't avoid Opportunity Attacks; however, before moving"
      }
    ],
    "roving": [
      {
        "document": 849,
        "excerpt": "Roving"
      },
      {
        "document": 969,
        "excerpt": "Roving"
      }
    ],
    "row": [
      {
        "document": 1458,
        "excerpt": "for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal. This spell ends if one of the actions you use dur"
      },
      {
        "document": 1509,
        "excerpt": "ler creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move up or down. When certain levers are used, the a"
      },
      {
        "document": 1694,
        "excerpt": "ssociated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below. Buttons. You can press one of th"
      }
    ],
    "rowboat": [
      {
        "document": 359,
        "excerpt": "n be pulled upstream by draft animals on the shores. A Rowboat can be carried and weighs 100 pounds. Airborne and Waterborne Vehicles"
      },
      {
        "document": 360,
        "excerpt": "A ship larger than a Keelboat or Rowboat needs a crew of skilled hirelings (see “Hirelings” later in “Equipment”) to function. The minimum number"
      },
      {
        "document": 922,
        "excerpt": "Rowboat"
      },
      {
        "document": 1582,
        "excerpt": "on to use: First Command Word. The box unfolds into a Rowboat. Second Command Word. The box unfolds into a Keelboat. Third Command Word. The Folding Boat folds back"
      },
      {
        "document": 1691,
        "excerpt": "10 feet of yourself 60–68 4 Potions of Healing 69–75 Rowboat (12 feet long) 76–83 Spell Scroll containing one spell of level 1, 2, or 3 (your choice) 1d100 Patch"
      }
    ],
    "rowboats": [
      {
        "document": 359,
        "excerpt": "can't move under sail and must be rowed. Keelboats and Rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per h"
      }
    ],
    "rowed": [
      {
        "document": 359,
        "excerpt": "d), waterborne ships can't move under sail and must be rowed. Keelboats and Rowboats are used on lakes and rivers. If going downstream, add the speed of the current"
      }
    ],
    "rubble": [
      {
        "document": 78,
        "excerpt": "often slowed down by Difficult Terrain. Low furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs are examples of Difficult Terrain. Every foot of mov"
      },
      {
        "document": 616,
        "excerpt": "or creatures of your size or larger - Heavy snow, ice, rubble, or undergrowth - Liquid that's between shin- and waist-deep - A narrow opening sized for a creature one"
      },
      {
        "document": 716,
        "excerpt": "iled save or half as much damage on a successful one. Rubble from the collapse turns the trapped area into Difficult Terrain. Detect and Disarm. As a Search action,"
      },
      {
        "document": 1248,
        "excerpt": "damage, has the Prone condition, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. On a successful save, the creature"
      },
      {
        "document": 1667,
        "excerpt": "ou have Resistance to Acid damage. Terrain composed of rubble, rocks, or dirt isn't Difficult Terrain for you. In addition, you can move through solid earth or rock a"
      }
    ],
    "rubies": [
      {
        "document": 1598,
        "excerpt": "Attunement) This helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are re"
      }
    ],
    "ruby": [
      {
        "document": 1213,
        "excerpt": "V, S, M (ruby dust worth 50+ GP, which the spell consumes)"
      },
      {
        "document": 1281,
        "excerpt": "V, S, M (ruby dust worth 1,000+ GP)"
      },
      {
        "document": 1282,
        "excerpt": "V, S, M (ruby dust worth 1,500+ GP, which the spell consumes)"
      },
      {
        "document": 1429,
        "excerpt": "V, S, M (powdered ruby worth 1,500+ GP, which the spell consumes)"
      },
      {
        "document": 1598,
        "excerpt": "extinguish them or until you drop or stow the weapon. Ruby Resistance. As long as the helm has at least one ruby, you have Resistance to Fire damage. Spells. You"
      }
    ],
    "rug": [
      {
        "document": 1785,
        "excerpt": "Animated Rug of Smothering"
      }
    ],
    "ruin": [
      {
        "document": 26,
        "excerpt": "er the adventurers are talking to a noble, exploring a ruin, or fighting a dragon. In certain situations - particularly combat - the action is more structured, and"
      },
      {
        "document": 761,
        "excerpt": "Ruin"
      },
      {
        "document": 1627,
        "excerpt": "owerful devil becomes your enemy. The devil seeks your ruin and torments you, savoring your suffering before attempting to slay you. This enmity lasts until either"
      }
    ],
    "ruins": [
      {
        "document": 984,
        "excerpt": "nd stealth, you gain abilities useful for delving into ruins and getting maximum benefit from the magic items you find there."
      }
    ],
    "rule": [
      {
        "document": 7,
        "excerpt": "o 0 Hit Points, although a Game Master can ignore this rule for an individual monster and treat it like a character. Hit Point Maximum of 0. A creature dies if its"
      },
      {
        "document": 13,
        "excerpt": "check and you have that proficiency. For example, if a rule refers to a Strength (Acrobatics or Athletics) check, you can add your Proficiency Bonus to the check if"
      },
      {
        "document": 30,
        "excerpt": "Sometimes the GM or a rule gives you Heroic Inspiration. If you have Heroic Inspiration, you can expend it to reroll any die immedi"
      },
      {
        "document": 35,
        "excerpt": "ll or another number more than once. For example, if a rule allows you to make a Charisma (Deception or Persuasion) check, you add your Proficiency Bonus if you're"
      },
      {
        "document": 37,
        "excerpt": "gth and ranged attacks use Dexterity. That's a general rule, and a general rule is in effect as long as something in the game doesn't explicitly say otherwise. The"
      },
      {
        "document": 92,
        "excerpt": "es and Penalties. A class feature, a spell, or another rule might give a bonus or penalty to the die roll. 6: Compare the Total to a Target Number. If the total of"
      },
      {
        "document": 105,
        "excerpt": "for damage and whether to add any modifiers. Unless a rule says otherwise, you don't add your ability modifier to a fixed damage amount that doesn't use a roll, su"
      },
      {
        "document": 115,
        "excerpt": "d from it is considered magical for the purpose of any rule that cares whether a weapon is magical or not."
      },
      {
        "document": 117,
        "excerpt": "boots. Paired Items. You can allow exceptions to the rule that paired items must both be worn. For example, a character with only one arm might be able to use a s"
      },
      {
        "document": 166,
        "excerpt": "ster in combat or otherwise neutralizing it. Unless a rule says otherwise, a monster summoned by a spell or another magical ability is worth the XP noted in its st"
      },
      {
        "document": 235,
        "excerpt": ", or personal codes. Someone who follows a disciplined rule of life - and isn’t swayed either by the demands of those in need or by the temptations of evil - is pro"
      },
      {
        "document": 254,
        "excerpt": "lows you to gain levels in multiple classes. With this rule, you have the option of gaining a level in a new class whenever you advance in level instead of gaining"
      },
      {
        "document": 491,
        "excerpt": "u can expend only one spell slot to cast a spell. This rule means you can't, for example, cast a spell with a spell slot using the Magic action and another one usin"
      },
      {
        "document": 519,
        "excerpt": "eated by a spell, a magic item, or a phenomenon that a rule labels as magical."
      },
      {
        "document": 528,
        "excerpt": "If a rule says you can use something a certain number of times per day, that means you must finish a Long Rest to"
      },
      {
        "document": 532,
        "excerpt": "A creature has a reach of 5 feet unless a rule says otherwise."
      },
      {
        "document": 534,
        "excerpt": "C calculation is 10 plus your Dexterity modifier. If a rule gives you another base AC calculation, you choose which calculation to use; you can't use more than one."
      },
      {
        "document": 540,
        "excerpt": "a threat. You normally make a saving throw only when a rule requires you to do so, but you can decide to fail the save without rolling. The result of a save is deta"
      },
      {
        "document": 562,
        "excerpt": "th another creature within a specified range. Unless a rule states otherwise, the contacted creature doesn't need to share a language with the telepath to understan"
      },
      {
        "document": 563,
        "excerpt": ". This transportation doesn't expend movement unless a rule tells you otherwise, and teleportation never provokes Opportunity Attacks. When you teleport, all the e"
      },
      {
        "document": 577,
        "excerpt": "ect, Attitude, Condition, or Hazard - indicates that a rule is part of a family of rules. The tags also have glossary entries. \"You.\" The game's rules - in this gl"
      },
      {
        "document": 579,
        "excerpt": "a turn, and you have a Bonus Action to take only if a rule explicitly says so. See also \"Playing the Game\" (\"Actions\")."
      },
      {
        "document": 580,
        "excerpt": "bility Scores. An object lacks ability scores unless a rule assigns scores to the object. Without ability scores, an object can't make ability checks, and it fails"
      },
      {
        "document": 593,
        "excerpt": "sn't. The Exhaustion condition is an exception to that rule."
      },
      {
        "document": 609,
        "excerpt": "ke a D20 Test with the corresponding ability or when a rule asks you to do so. See also “Playing the Game” (“The Six Abilities”)."
      },
      {
        "document": 657,
        "excerpt": "cs) check or have the Prone condition. This Long Jump rule assumes that the height of the jump doesn't matter, such as a jump across a stream or chasm. At your GM'"
      }
    ],
    "rulers": [
      {
        "document": 1287,
        "excerpt": "space nearest to the portal. Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domain"
      }
    ],
    "rulership": [
      {
        "document": 1696,
        "excerpt": "Rod of Rulership"
      }
    ],
    "rules": [
      {
        "document": 4,
        "excerpt": "a Potion of Healing, or by a Short or Long Rest (see “Rules Glossary”)."
      },
      {
        "document": 8,
        "excerpt": "he GM about making a new character to join the group. “Rules Glossary” has more information on being dead."
      },
      {
        "document": 9,
        "excerpt": "ie instantly, you have the Unconscious condition (see “Rules Glossary”) until you regain any Hit Points, and you now face making Death Saving Throws (see below)."
      },
      {
        "document": 15,
        "excerpt": "until they're depleted or you finish a Long Rest (see \"Rules Glossary\")."
      },
      {
        "document": 18,
        "excerpt": "y. The more difficult the task, the higher its DC. The rules provide DCs for certain checks, but the GM ultimately sets them. The Typical Difficulty Classes table pr"
      },
      {
        "document": 30,
        "excerpt": "making the game more fun for everyone playing. Other rules might allow your character to gain Heroic Inspiration independent of the GM's decision. For example, Hum"
      },
      {
        "document": 34,
        "excerpt": "oficiency Bonus is based on its Challenge Rating (see “Rules Glossary”). The Proficiency Bonus table shows how the bonus is determined. This bonus is applied to a D"
      },
      {
        "document": 35,
        "excerpt": "being added. For example, the Expertise feature (see “Rules Glossary”) doubles the Proficiency Bonus for certain ability checks. Whenever the bonus is used, it can"
      },
      {
        "document": 36,
        "excerpt": "make an ability check for that action, and many other rules note when a skill is relevant. The GM has the ultimate say on whether a skill is relevant in a situation"
      },
      {
        "document": 37,
        "excerpt": "Exceptions Supersede General Rules"
      },
      {
        "document": 42,
        "excerpt": "e's main actions, which are defined in more detail in “Rules Glossary.” Actions Player characters and monsters can also do things not covered by these actions. Man"
      },
      {
        "document": 46,
        "excerpt": "r is Friendly, Indifferent, or Hostile, as defined in “Rules Glossary.” Friendly NPCs are predisposed to help, and Hostile ones are inclined to hinder. Social inter"
      },
      {
        "document": 50,
        "excerpt": "nto places that are dangerous and full of mystery. The rules in this section detail some of the ways adventurers interact with the environment in such places."
      },
      {
        "document": 51,
        "excerpt": "acles for pursuers with Caltrops. See “Equipment” for rules on many items that are useful on adventures. The items in the “Tools” and “Adventuring Gear” sections ar"
      },
      {
        "document": 53,
        "excerpt": "iage - is opaque. You have the Blinded condition (see “Rules Glossary”) when trying to see something there."
      },
      {
        "document": 55,
        "excerpt": "that help them perceive things in certain situations. “Rules Glossary” defines the following special senses: Blindsight Darkvision Tremorsense Truesight"
      },
      {
        "document": 57,
        "excerpt": "and the GM describes what happens. Sometimes, however, rules govern what you can do with an object, as detailed in the following sections."
      },
      {
        "document": 58,
        "excerpt": "For the purpose of the rules, an object is a discrete, inanimate item like a window, door, sword, book, table, chair, or stone. It is"
      },
      {
        "document": 62,
        "excerpt": "hter objects, the GM might require you to abide by the rules for carrying capacity in \"Rules Glossary.\""
      },
      {
        "document": 63,
        "excerpt": "damage something more resilient, the GM might use the rules on breaking objects in “Rules Glossary.”"
      },
      {
        "document": 65,
        "excerpt": "main perils characters face, but other dangers await. “Rules Glossary” defines the following hazards:"
      },
      {
        "document": 66,
        "excerpt": "el times, or the GM might have you use the travel pace rules below. If you need to know how fast you can move when every second matters, see the movement rules in “"
      },
      {
        "document": 67,
        "excerpt": "selection of mounts for sale). “Gameplay Toolbox” has rules that affect which pace you can choose in certain types of terrain. Travel Pace Distance Traveled Per .."
      },
      {
        "document": 74,
        "excerpt": "nt and Position” later in “Playing the Game” gives the rules for movement. Communicating. You can communicate however you are able - through brief utterances and ge"
      },
      {
        "document": 75,
        "excerpt": "uare grid and miniatures or other tokens, follow these rules. Squares. Each square represents 5 feet. Speed. Rather than moving foot by foot, move square by square"
      },
      {
        "document": 77,
        "excerpt": "g, crawling, jumping, and swimming (each explained in “Rules Glossary”). These different modes of movement can be combined with your regular movement, or they can co"
      },
      {
        "document": 80,
        "excerpt": "turn, you can give yourself the Prone condition (see “Rules Glossary”) without using an action or any of your Speed, but you can’t do so if your Speed is 0."
      },
      {
        "document": 81,
        "excerpt": "ion, even if the fraction is one-half or greater. Some rules make an exception and tell you to round up. Ability Modifiers"
      },
      {
        "document": 83,
        "excerpt": "a creature that has the Incapacitated condition (see “Rules Glossary”), a Tiny creature, or a creature that is two sizes larger or smaller than you. Another creatu"
      },
      {
        "document": 85,
        "excerpt": "hit, you roll damage unless the particular attack has rules that specify otherwise. Some attacks cause special effects in addition to or instead of damage."
      },
      {
        "document": 89,
        "excerpt": "you and doesn't have the Incapacitated condition (see “Rules Glossary”)."
      },
      {
        "document": 92,
        "excerpt": "The Relevant Ability Modifier. “Playing the Game” and “Rules Glossary” explain which ability modifiers to use for various D20 Tests. - Your Proficiency Bonus If Rele"
      },
      {
        "document": 94,
        "excerpt": "iate anatomy can serve as a mount, using the following rules."
      },
      {
        "document": 97,
        "excerpt": "ow or fall off, landing with the Prone condition (see “Rules Glossary”) in an unoccupied space within 5 feet of the mount. While mounted, you must make the same sav"
      },
      {
        "document": 98,
        "excerpt": "A fight underwater follows these rules."
      },
      {
        "document": 101,
        "excerpt": "ath are frequent threats, as detailed in the following rules."
      },
      {
        "document": 103,
        "excerpt": "ining a crowd, or deciphering a cipher. The GM and the rules often call for an ability check when a creature attempts something other than an attack that has a chanc"
      },
      {
        "document": 104,
        "excerpt": "ing Hit Points is one of the main benefits of a rest. “Rules Glossary” provides the rules for Short and Long Rests."
      },
      {
        "document": 107,
        "excerpt": "Damage dealt via saving throws uses these rules."
      },
      {
        "document": 110,
        "excerpt": "pe, like Fire or Slashing. Damage types are listed in “Rules Glossary\" and have no rules of their own, but other rules, such as Resistance, rely on damage types."
      },
      {
        "document": 117,
        "excerpt": "MAGIC ITEM RULES"
      },
      {
        "document": 120,
        "excerpt": "an item is activated. Certain items use the following rules for their activation."
      },
      {
        "document": 123,
        "excerpt": "usual duration. Certain items make exceptions to these rules, changing the casting time, duration, or other parts of a spell. A magic item may require the user to u"
      },
      {
        "document": 125,
        "excerpt": "table lists the nine categories and provides examples. Rules for the categories appear after the table. Magic Item Categories"
      },
      {
        "document": 129,
        "excerpt": "“Equipment” contains rules on brewing Potions of Healing and scribing Spell Scrolls. To create other magic items, follow the rules"
      },
      {
        "document": 133,
        "excerpt": "also pay that entire cost or craft that item using the rules in “Equipment.” For example, to make +1 Armor (Plate Armor), you must pay 3,500 GP or pay 2,000 GP and c"
      },
      {
        "document": 152,
        "excerpt": "ore of the following speeds: Burrow, Climb, Fly, Swim. Rules for Speed and these specials speeds appear in “Rules Glossary.”"
      },
      {
        "document": 156,
        "excerpt": "in accordance with its Challenge Rating, follow these rules during combat: Special Abilities. If the monster has a special ability that deals a lot of damage but h"
      },
      {
        "document": 158,
        "excerpt": "ster uses an item, and the stat block might ignore the rules in “Equipment” for that item. When used by someone else, a retrievable item uses its “Equipment” rules,"
      },
      {
        "document": 161,
        "excerpt": "A monster has a stat block that contains the rules necessary to use it in the game. Stat blocks are divided into the following parts: Name and General Det"
      },
      {
        "document": 162,
        "excerpt": "assive Perception and special senses are described in “Rules Glossary.”"
      },
      {
        "document": 164,
        "excerpt": "y with another creature within a specified range. See “Rules Glossary” for more information."
      },
      {
        "document": 165,
        "excerpt": "Challenge Rating is defined in “Rules Glossary,” while guidance on using CR to plan potential combat encounters is in “Gameplay Toolbox.”"
      },
      {
        "document": 172,
        "excerpt": "The rules for a stat block are detailed in “Rules Glossary” and in this section."
      },
      {
        "document": 175,
        "excerpt": "at a higher level. A monster's spell can have special rules or restrictions. For example, a green hag can cast the Invisibility spell, but the spell has a “self onl"
      },
      {
        "document": 181,
        "excerpt": "e includes the following creature types, which have no rules of their own: Aberrations are utterly alien beings, such as aboleths and cloakers. Beasts are non-Huma"
      },
      {
        "document": 182,
        "excerpt": "uch tags provide additional categorization and have no rules of their own, but certain game effects might refer to them."
      },
      {
        "document": 235,
        "excerpt": "al Good creatures do the best they can, working within rules but not feeling bound by them. A kindly person who helps others according to their needs is probably Neu"
      },
      {
        "document": 241,
        "excerpt": "mor or a Shield (or both), calculate your AC using the rules in \"Equipment.\" A class feature might give you a different way to calculate your AC. Attacks. In the We"
      },
      {
        "document": 243,
        "excerpt": "ight decide to gain a level in another class using the rules in the “Multiclassing” section. 2: Adjust Hit Points and Hit Point Dice. Each time you gain a level, you"
      },
      {
        "document": 244,
        "excerpt": "e epic heights of level 20. These tiers don't have any rules associated with them; they point to the fact that the play experience evolves as characters gain levels."
      },
      {
        "document": 251,
        "excerpt": "racter-creation steps outlined in this chapter and the rules for advancing beyond level 1 provided Starting Equipment at Higher Levels"
      },
      {
        "document": 261,
        "excerpt": "eatures for that level. A few features have additional rules when you're multiclassing. Check the information about multiclassing included in each of your classes' d"
      },
      {
        "document": 264,
        "excerpt": "Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, follow the rules for tha"
      },
      {
        "document": 285,
        "excerpt": "the character's creature type, which is described in “Rules Glossary.” Every species in “Character Origins” is Humanoid; playable non-Humanoid species appear in oth"
      },
      {
        "document": 336,
        "excerpt": "ried fruit, hardtack, and nuts. See “Malnutrition” in “Rules Glossary” for the risks of not eating."
      },
      {
        "document": 353,
        "excerpt": "n't drink sufficient water, you risk dehydration (see “Rules Glossary”)."
      },
      {
        "document": 363,
        "excerpt": "If a vehicle has a damage threshold (see “Rules Glossary”), it’s noted in the table."
      },
      {
        "document": 392,
        "excerpt": "spell to a scroll and create a Spell Scroll, using the rules below."
      },
      {
        "document": 394,
        "excerpt": "- as a makeshift weapon, see “Improvised Weapons” in “Rules Glossary.” Also see those rules if you wield a weapon in an unusual way, such as using a Ranged weapon t"
      },
      {
        "document": 412,
        "excerpt": "if anything, you can craft with the tool. For crafting rules, see \"Crafting Nonmagical Items,\" \"Brewing Potions of Healing,\" and \"Scribing Spell Scrolls\" later in \"E"
      },
      {
        "document": 446,
        "excerpt": "Bonus) or take 1d4 Fire damage and start burning (see “Rules Glossary”)."
      },
      {
        "document": 488,
        "excerpt": "ble. These categories help describe spells but have no rules of their own, although some other rules refer to them. Schools of Magic"
      },
      {
        "document": 493,
        "excerpt": "your turns, and you must maintain Concentration (see “Rules Glossary”) while you do so. If your Concentration is broken, the spell fails, but you don't expend a sp"
      },
      {
        "document": 500,
        "excerpt": "that requires Concentration follows the Concentration rules (see “Rules Glossary”). Instantaneous. An instantaneous duration means the spell's magic appears only f"
      },
      {
        "document": 502,
        "excerpt": "an area called an area of effect, which is defined in “Rules Glossary.” The area determines what the spell targets. The description of a spell specifies whether it h"
      },
      {
        "document": 512,
        "excerpt": "lls that can be cast almost by rote - are level 0. The rules for each spellcasting class say when its members gain access to spells of certain levels."
      },
      {
        "document": 514,
        "excerpt": "e entry. Such a spell can be cast following the normal rules for spellcasting, or it can be cast as a Ritual. The Ritual version of a spell takes 10 minutes longer t"
      },
      {
        "document": 515,
        "excerpt": "Rules Glossary"
      },
      {
        "document": 516,
        "excerpt": "friend, on your side in combat, or a creature that the rules or the GM designates as your ally."
      },
      {
        "document": 526,
        "excerpt": "a location from which the effect's energy erupts. The rules for each shape specify how to position its point of origin. If all straight lines extending from the poi"
      },
      {
        "document": 538,
        "excerpt": "ion, even if the fraction is one-half or greater. Some rules make an exception and tell you to round up."
      },
      {
        "document": 577,
        "excerpt": "Hazard - indicates that a rule is part of a family of rules. The tags also have glossary entries. \"You.\" The game's rules - in this glossary and elsewhere - often"
      },
      {
        "document": 580,
        "excerpt": "can be harmed by attacks and by some spells, using the rules below. If an object is exceedingly fragile, the GM may allow a creature to break it automatically with t"
      },
      {
        "document": 588,
        "excerpt": "Rules Definitions"
      },
      {
        "document": 593,
        "excerpt": "ndition says how it affects its recipient, and various rules define how to end a condition. This glossary defines these conditions: A condition doesn't stack with i"
      },
      {
        "document": 599,
        "excerpt": "re, including every player character, has a tag in the rules that identifies the type of creature it is. Most player characters are of the Humanoid type. These are t"
      },
      {
        "document": 608,
        "excerpt": "s deal different types of damage. Damage types have no rules of their own, but other rules, such as Resistance, rely on the types. The Damage Types table offers exam"
      },
      {
        "document": 625,
        "excerpt": "rks to harm you, or is designated as your enemy by the rules or GM."
      },
      {
        "document": 633,
        "excerpt": "prey. However a grapple is initiated, it follows these rules. See also “Unarmed Strike” and “Grappled.” Grappled Condition. Successfully grappling a creature gives"
      },
      {
        "document": 648,
        "excerpt": "an improvised weapon. An improvised weapon follows the rules below. Proficiency. Don't add your Proficiency Bonus to attack rolls with an improvised weapon. Damage"
      },
      {
        "document": 652,
        "excerpt": "etermines the order of turns during combat. The combat rules in “Playing the Game” explain how to roll Initiative. Sometimes a GM might have combatants use their In"
      },
      {
        "document": 688,
        "excerpt": "stalwart adventurer. If you plan to use any of these rules, discuss them with your players at the start of the campaign."
      },
      {
        "document": 713,
        "excerpt": "nslate the party's Speed into travel rates using these rules: Miles per hour = Speed ÷ 10 Miles per day (Normal pace) = Miles per hour × number of hours traveled ("
      },
      {
        "document": 742,
        "excerpt": "Melee attack with a weapon or an Unarmed Strike (see “Rules Glossary”)"
      },
      {
        "document": 962,
        "excerpt": "nish a Long Rest. While active, your Rage follows the rules below. Damage Resistance. You have Resistance to Bludgeoning, Piercing, and Slashing damage. Rage Dama"
      },
      {
        "document": 963,
        "excerpt": "spells through your bardic arts. See “Spells” for the rules on spellcasting. The information below details how you use those rules with Bard spells, which appear in"
      },
      {
        "document": 964,
        "excerpt": "ls through prayer and meditation. See “Spells” for the rules on spellcasting. The information below details how you use those rules with Cleric spells, which appear"
      },
      {
        "document": 965,
        "excerpt": "ng the mystical forces of nature. See “Spells” for the rules on spellcasting. The information below details how you use those rules with Druid spells, which appear"
      },
      {
        "document": 968,
        "excerpt": "ls through prayer and meditation. See “Spells” for the rules on spellcasting. The information below details how you use those rules with Paladin spells, which appear"
      },
      {
        "document": 969,
        "excerpt": "essence of nature to cast spells. See “Spells” for the rules on spellcasting. The information below details how you use those rules with Ranger spells, which appear"
      },
      {
        "document": 971,
        "excerpt": "nnate magic, you can cast spells. See “Spells” for the rules on spellcasting. The information below details how you use those rules with Sorcerer spells, which appea"
      },
      {
        "document": 972,
        "excerpt": "rete: the ability to cast spells. See “Spells” for the rules on spellcasting. The information below details how you use those rules with Warlock spells, which appear"
      },
      {
        "document": 973,
        "excerpt": "you have learned to cast spells. See “Spells” for the rules on spellcasting. The information below details how you use those rules with Wizard spells, which appear"
      },
      {
        "document": 1266,
        "excerpt": "controlled mount while you ride it (as defined in the rules on mounted combat). If you have the Incapacitated condition, the steed takes its turn immediately after"
      }
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      {
        "document": 1293,
        "excerpt": "u set its trigger and choose whether it's an explosive rune or a spell glyph, as explained below. Set the Trigger. You decide what triggers the glyph when you cast"
      }
    ],
    "runes": [
      {
        "document": 820,
        "excerpt": "A brass orb etched with strange runes"
      },
      {
        "document": 1267,
        "excerpt": "V, S, M (a set of divination tools - such as cards or runes - worth 100+ GP)"
      },
      {
        "document": 1344,
        "excerpt": "t on the ground that you can see within range. Glowing runes appear wherever the Cylinder intersects with the floor or other surface. Choose one or more of the foll"
      },
      {
        "document": 1455,
        "excerpt": "circle includes a unique sigil sequence - a string of runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sig"
      },
      {
        "document": 1690,
        "excerpt": "garment is made from exquisite cloth and adorned with runes. You gain these benefits while wearing the robe. Armor. If you aren't wearing armor, your base Armor C"
      }
    ],
    "rung": [
      {
        "document": 456,
        "excerpt": "When rung as a Utilize action, a Bell produces a sound that can be heard up to 60 feet away."
      }
    ],
    "rungs": [
      {
        "document": 1574,
        "excerpt": "60 feet away from yourself. The arrows become glowing rungs that stick out of the wall, forming a magical ladder up to 60 feet long on the wall. This ladder lasts f"
      }
    ],
    "running": [
      {
        "document": 156,
        "excerpt": "RUNNING A MONSTER"
      },
      {
        "document": 730,
        "excerpt": "When creating and running combat encounters, keep the following in mind."
      },
      {
        "document": 1866,
        "excerpt": "et and its High Jump is up to 5 feet with or without a running start."
      },
      {
        "document": 1885,
        "excerpt": "t and its High Jump is up to 10 feet with or without a running start."
      },
      {
        "document": 1896,
        "excerpt": "t and its High Jump is up to 10 feet with or without a running start."
      },
      {
        "document": 1950,
        "excerpt": "nd the ally doesn't have the Incapacitated condition. Running Leap. With a 10-foot running start, the lion can Long Jump up to 25 feet."
      },
      {
        "document": 2008,
        "excerpt": "Running Leap. With a 10-foot running start, the tiger can Long Jump up to 25 feet."
      },
      {
        "document": 2055,
        "excerpt": "r a residence without an invitation from an occupant. Running Water. The vampire takes 20 Acid damage if it ends its turn in running water. Stake to the Heart. The v"
      },
      {
        "document": 2056,
        "excerpt": "r a residence without an invitation from an occupant. Running Water. The vampire takes 20 Acid damage if it ends its turn in running water. Stake to the Heart. If a"
      }
    ],
    "runs": [
      {
        "document": 557,
        "excerpt": "30 seconds) before suffocation begins. When a creature runs out of breath or is choking, it gains 1 Exhaustion level at the end of each of its turns. When a creatur"
      },
      {
        "document": 1697,
        "excerpt": "mber of creatures present (round down). When the time runs out or you take a Magic action to end the effect, all visitors reappear in the location they occupied wh"
      },
      {
        "document": 1884,
        "excerpt": "charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can't be used again until 7 days have passed, when it regai"
      }
    ],
    "ruptures": [
      {
        "document": 1594,
        "excerpt": "pouches is overloaded, pierced, or torn, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an Artifact alw"
      }
    ],
    "rush": [
      {
        "document": 993,
        "excerpt": "Adrenaline Rush"
      }
    ],
    "rust": [
      {
        "document": 795,
        "excerpt": "Rust Bag of Tricks"
      },
      {
        "document": 1518,
        "excerpt": "Wondrous Item, Uncommon This bag made from gray, rust, or tan cloth appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy ob"
      },
      {
        "document": 2007,
        "excerpt": "Rust Monster"
      }
    ],
    "rustle": [
      {
        "document": 1250,
        "excerpt": "ate a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot Cube. Doors and shutters being held open by s"
      }
    ],
    "rusty": [
      {
        "document": 1610,
        "excerpt": "Wondrous Item, Rare This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can take a Magic action to throw the s"
      }
    ],
    "saber": [
      {
        "document": 2008,
        "excerpt": "Saber-Toothed Tiger"
      }
    ],
    "sack": [
      {
        "document": 340,
        "excerpt": "Sack (1 CP)"
      },
      {
        "document": 432,
        "excerpt": "sket, Bedroll, Blanket, Fine Clothes, Net, Robe, Rope, Sack, String, Tent, Traveler's Clothes"
      },
      {
        "document": 930,
        "excerpt": "Sack"
      },
      {
        "document": 1121,
        "excerpt": "Sack"
      },
      {
        "document": 1691,
        "excerpt": "g patches: - Dagger - Mirror - Pole - Rope (coiled) - Sack - Bullseye Lantern (filled and lit) In addition, the robe has 4d4 other patches. The GM chooses the pa"
      }
    ],
    "sacred": [
      {
        "document": 910,
        "excerpt": "Sacred Flame"
      },
      {
        "document": 964,
        "excerpt": "s of your choice from the Cleric spell list. Guidance, Sacred Flame, and Thaumaturgy are recommended. Whenever you gain a Cleric level, you can replace one of your c"
      },
      {
        "document": 965,
        "excerpt": "You have dedicated yourself to one of the following sacred roles of your choice. Magician. You know one extra cantrip from the Druid spell list. In addition, your"
      },
      {
        "document": 968,
        "excerpt": "s's section for a list of Cleric spells). Guidance and Sacred Flame are recommended. The chosen cantrips count as Paladin spells for you, and Charisma is your spellca"
      },
      {
        "document": 975,
        "excerpt": "ancient knowledge and rites. These Druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle's wisest members pr"
      },
      {
        "document": 982,
        "excerpt": "Sacred Weapon"
      },
      {
        "document": 1410,
        "excerpt": "Sacred Flame"
      }
    ],
    "sacrifice": [
      {
        "document": 1376,
        "excerpt": "an allied temple, while a Fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you. A tas"
      }
    ],
    "sad": [
      {
        "document": 1333,
        "excerpt": "famous thing you chose isn't actually famous, you hear sad musical notes played on a trombone, and the spell fails."
      }
    ],
    "saddle": [
      {
        "document": 357,
        "excerpt": "A saddle comes with a bit, a bridle, reins, and any other equipment needed to use the saddle. A Military Saddle g"
      },
      {
        "document": 921,
        "excerpt": "Saddle"
      },
      {
        "document": 1375,
        "excerpt": "e the creature's appearance, and it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried"
      },
      {
        "document": 1691,
        "excerpt": "adder (24 feet long) 45–51 Riding Horse with a Riding Saddle 52–59 Open pit (a 10-foot Cube), which you can place on the ground within 10 feet of yourself 60–68 4"
      }
    ],
    "saddlebag": [
      {
        "document": 450,
        "excerpt": "30 pounds within 1 cubic foot. It can also serve as a saddlebag."
      }
    ],
    "saddles": [
      {
        "document": 357,
        "excerpt": "Saddles"
      }
    ],
    "safe": [
      {
        "document": 147,
        "excerpt": ", sometimes attached to wooden rods and typically kept safe in a tube of ivory, jade, leather, metal, or wood. The most prevalent scroll is the Spell Scroll, a spel"
      },
      {
        "document": 719,
        "excerpt": "oor to prevent the lid from opening, thereby making it safe to cross. The cover can also be held shut using Arcane Lock or similar magic. Escape. A creature needs"
      },
      {
        "document": 723,
        "excerpt": "oor to prevent the lid from opening, thereby making it safe to cross. The cover can also be held shut using an Arcane Lock spell or similar magic. Escape. A creatu"
      }
    ],
    "safeguard": [
      {
        "document": 975,
        "excerpt": "The Circle of the Land comprises mystics and sages who safeguard ancient knowledge and rites. These Druids meet within sacred circles of trees or standing stones to whis"
      }
    ],
    "safely": [
      {
        "document": 1372,
        "excerpt": "objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell."
      },
      {
        "document": 1482,
        "excerpt": "t per round for 1 minute until it lands, which it does safely. If it can't land after 1 minute, it falls the remaining distance."
      }
    ],
    "safest": [
      {
        "document": 1161,
        "excerpt": "as far away as possible from the target, moving by the safest route. Sympathy. The creature has the Charmed condition. The Charmed creature must use its movement on"
      },
      {
        "document": 1201,
        "excerpt": "to move in that direction on its next turn, taking the safest route. After moving in this way, a target repeats the save, ending the spell on itself on a success."
      },
      {
        "document": 1237,
        "excerpt": "ble, to move as far away from you as it can, using the safest route. On a successful save, the target takes half as much damage only. Using a Higher-Level Spell Slot"
      },
      {
        "document": 1258,
        "excerpt": "ust take the Dash action and move away from you by the safest and shortest route available. If the target moves to a space at least 60 feet away from you where it can"
      },
      {
        "document": 1263,
        "excerpt": "e takes the Dash action and moves away from you by the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space whe"
      }
    ],
    "safety": [
      {
        "document": 978,
        "excerpt": "You can create pockets of relative safety within the effects of your evocations. When you cast an Evocation spell that affects other creatures tha"
      }
    ],
    "sage": [
      {
        "document": 761,
        "excerpt": "Sage"
      },
      {
        "document": 997,
        "excerpt": "Sage"
      },
      {
        "document": 1210,
        "excerpt": "mentally contact a demigod, the spirit of a long-dead sage, or some other knowledgeable entity from another plane. Contacting this otherworldly intelligence can br"
      },
      {
        "document": 1627,
        "excerpt": "ould own something lost to this card also disappears. Sage. At any time you choose within one year of drawing this card, you can ask a question in meditation and m"
      }
    ],
    "sages": [
      {
        "document": 975,
        "excerpt": "al World The Circle of the Land comprises mystics and sages who safeguard ancient knowledge and rites. These Druids meet within sacred circles of trees or standing"
      }
    ],
    "sahuagin": [
      {
        "document": 204,
        "excerpt": "Sahuagin"
      },
      {
        "document": 2009,
        "excerpt": "Sahuagin Warrior"
      }
    ],
    "said": [
      {
        "document": 688,
        "excerpt": "pparition, adventurers are made of sterner stuff. That said, certain creatures and game effects can terrify or fray the mind of even the most stalwart adventurer."
      }
    ],
    "sail": [
      {
        "document": 359,
        "excerpt": "dead calm (no wind), waterborne ships can't move under sail and must be rowed. Keelboats and Rowboats are used on lakes and rivers. If going downstream, add the spe"
      }
    ],
    "sailing": [
      {
        "document": 359,
        "excerpt": "A ship sailing against a strong wind moves at half speed. In a dead calm (no wind), waterborne ships can't move under s"
      },
      {
        "document": 922,
        "excerpt": "Sailing Ship"
      }
    ],
    "sails": [
      {
        "document": 1579,
        "excerpt": "oats and creates a strong wind. This wind can fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as a Magic ac"
      }
    ],
    "salamander": [
      {
        "document": 2010,
        "excerpt": "Salamander"
      }
    ],
    "salamander's": [
      {
        "document": 2010,
        "excerpt": "Fire Aura. At the end of each of the salamander's turns, each creature of the salamander's choice in a 5-foot Emanation originating from the salamander ta"
      }
    ],
    "sale": [
      {
        "document": 67,
        "excerpt": "e again (see “Equipment” for a selection of mounts for sale). “Gameplay Toolbox” has rules that affect which pace you can choose in certain types of terrain. Trave"
      },
      {
        "document": 68,
        "excerpt": "to 24 hours per day. \"Equipment\" includes vehicles for sale."
      }
    ],
    "salt": [
      {
        "document": 1200,
        "excerpt": "V, S, M (a pinch of soot and salt)"
      },
      {
        "document": 1344,
        "excerpt": "V, S, M (salt and powdered silver worth 100+ GP, which the spell consumes)"
      },
      {
        "document": 1556,
        "excerpt": "e command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn."
      }
    ],
    "same": [
      {
        "document": 27,
        "excerpt": "t block. Calculating AC. All creatures start with the same base AC calculation: Base AC = 10 + the creature's Dexterity modifier A creature's AC can then be modi"
      },
      {
        "document": 41,
        "excerpt": "rom both skill proficiency and tool proficiency on the same ability check."
      },
      {
        "document": 43,
        "excerpt": "creature's body language, but you can't do both at the same time. And when you're exploring a dungeon, you can't simultaneously use the Search action to look for tr"
      },
      {
        "document": 73,
        "excerpt": "kes a single roll, so each member of the group has the same Initiative. Surprise. If a combatant is surprised by combat starting, that combatant has Disadvantage o"
      },
      {
        "document": 79,
        "excerpt": "any action, Bonus Action, or Reaction you take on the same turn. For example, if you have a Speed of 30 feet, you could go 10 feet, take an action, and then go 20"
      },
      {
        "document": 97,
        "excerpt": "5 feet of the mount. While mounted, you must make the same save if you're knocked Prone or the mount is."
      },
      {
        "document": 105,
        "excerpt": "ing with a weapon, you add your ability modifier - the same modifier used for the attack roll - to the damage roll. A spell tells you which dice to roll for damage"
      },
      {
        "document": 108,
        "excerpt": "r more targets to make saving throws against it at the same time, roll the damage once for all the targets. For example, when a wizard casts Fireball, the spell's d"
      },
      {
        "document": 112,
        "excerpt": "stances of Resistance or Vulnerability that affect the same damage type count as only one instance. For example, if you have Resistance to Necrotic damage as well a"
      },
      {
        "document": 241,
        "excerpt": "properties of your weapons in “Equipment.” You add the same ability modifier you use for attacks with a weapon to your damage rolls with that weapon. Spellcasting."
      },
      {
        "document": 243,
        "excerpt": "ps: 1: Choose a Class. Most characters advance in the same class. However, you might decide to gain a level in another class using the rules in the “Multiclassing”"
      },
      {
        "document": 251,
        "excerpt": "Creating a higher-level character uses the same character-creation steps outlined in this chapter and the rules for advancing beyond level 1 provided S"
      },
      {
        "document": 257,
        "excerpt": "s to form your pool of Hit Dice. If these dice are the same die type, you can pool them together. For example, both the Fighter and the Paladin have a d10 Hit Die,"
      },
      {
        "document": 283,
        "excerpt": "rs of all species reach physical maturity at about the same age. Your character can be any age that isn’t beyond their species’ normal life span."
      },
      {
        "document": 306,
        "excerpt": "n make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modif"
      },
      {
        "document": 350,
        "excerpt": "f the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon."
      },
      {
        "document": 355,
        "excerpt": "he weight of the vehicle. If multiple animals pull the same vehicle, add their carrying capacities together."
      },
      {
        "document": 380,
        "excerpt": "e being in physical contact with it (this can't be the same Short Rest used to learn the item's properties). This focus can take the form of weapon practice (for a"
      },
      {
        "document": 385,
        "excerpt": "Multiple Items of the Same Kind"
      },
      {
        "document": 399,
        "excerpt": "r you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier."
      },
      {
        "document": 464,
        "excerpt": "fier for the attack and damage rolls. You must use the same modifier for both rolls."
      },
      {
        "document": 491,
        "excerpt": "gic action and another one using a Bonus Action on the same turn."
      },
      {
        "document": 499,
        "excerpt": "ust have a hand free to access them, but it can be the same hand used to perform Somatic components, if any. If a spell doesn't consume its materials and doesn't s"
      },
      {
        "document": 505,
        "excerpt": "eir durations overlap. In contrast, the effects of the same spell cast multiple times don't combine. Instead, the most potent effect - such as the highest bonus - f"
      },
      {
        "document": 545,
        "excerpt": "If two or more things happen at the same time on a turn, the person at the game table - player or GM - whose turn it is decides the order in whic"
      },
      {
        "document": 548,
        "excerpt": "have increases or decreases by an equal amount for the same duration. For example, if your Speed is reduced to 0 and you have a Climb Speed, your Climb Speed is als"
      },
      {
        "document": 566,
        "excerpt": "anything it is detecting are both in contact with the same surface (such as the ground, a wall, or a ceiling) or the same liquid. Tremorsense can't detect creatur"
      },
      {
        "document": 579,
        "excerpt": "us Action is a special action that you can take on the same turn that you take an action. You can't take more than one Bonus Action on a turn, and you have a Bonus"
      },
      {
        "document": 607,
        "excerpt": "ince that damage fails to exceed the threshold. If the same object is dealt 11 damage, it takes all of that damage."
      },
      {
        "document": 620,
        "excerpt": "ne Disadvantage, and Advantage and Disadvantage on the same roll cancel each other. See also \"Playing the Game\" (\"D20 Tests\")."
      },
      {
        "document": 627,
        "excerpt": "you have proficiency. You can't have Expertise in the same skill proficiency more than once. See also “Playing the Game” (“Proficiency”)."
      },
      {
        "document": 629,
        "excerpt": "n one Advantage, and Advantage and Disadvantage on the same roll cancel each other. See also \"Playing the Game\" (\"D20 Tests\")."
      },
      {
        "document": 651,
        "excerpt": "(or a duration set by the GM) before urging it in the same way again. Influence Checks"
      },
      {
        "document": 753,
        "excerpt": "24 hours. The next two times the bottle is opened, the same effect occurs. If the bottle is opened a fourth time, the efreeti escapes and disappears, and the bottle"
      },
      {
        "document": 793,
        "excerpt": "he newcomers to find and attack you. If you are on the same plane of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours."
      },
      {
        "document": 962,
        "excerpt": "oll hits, the target takes an extra 1d10 damage of the same type dealt by the weapon or Unarmed Strike, and you can cause one Brutal Strike effect of your choice. Y"
      },
      {
        "document": 964,
        "excerpt": "hat doesn't require a Reaction to cast. As part of the same action, you cast that spell without expending a spell slot or needing Material components. You can't use"
      },
      {
        "document": 967,
        "excerpt": "ts die plus your Dexterity modifier. The damage is the same type dealt by the attack."
      },
      {
        "document": 968,
        "excerpt": "f yourself, and you know its creature type. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as"
      },
      {
        "document": 970,
        "excerpt": "sse or a Ranged weapon. The extra damage's type is the same as the weapon's type. You don't need Advantage on the attack roll if at least one of your allies is wit"
      },
      {
        "document": 972,
        "excerpt": "umn of the Warlock Features table. You can't pick the same invocation more than once unless its description says otherwise."
      },
      {
        "document": 973,
        "excerpt": "lace one of those spells with an eligible spell of the same level from the book."
      },
      {
        "document": 980,
        "excerpt": "ck with a weapon, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target, that is within the wea"
      },
      {
        "document": 982,
        "excerpt": "or better or worse - hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods' tenets as t"
      },
      {
        "document": 983,
        "excerpt": "amage bonus, and add them together. The damage has the same type as the weapon or Unarmed Strike used for the attack."
      },
      {
        "document": 985,
        "excerpt": "ations. To end them, you and the target must be on the same plane of existence. When you end them, the target must make a Constitution saving throw, taking 10d12 Fo"
      },
      {
        "document": 986,
        "excerpt": "ual to your Speed. Your wings appear to be made of the same energy as your Breath Weapon. Once you use this trait, you can't use it again until you finish a Long Re"
      },
      {
        "document": 991,
        "excerpt": "t is a size larger than you, but you can't stop in the same space."
      },
      {
        "document": 994,
        "excerpt": ". When you cast it with this trait, the spell uses the same spellcasting ability you use for your Fiendish Legacy trait. ---"
      },
      {
        "document": 998,
        "excerpt": "se A or B: (A) Spear, Shortbow, 20 Arrows, Gaming Set (same as above), Healer's Kit, Quiver, Traveler's Clothes, 14 GP; or (B) 50 GP"
      },
      {
        "document": 1000,
        "excerpt": "tiative with the Initiative of one willing ally in the same combat. You can't make this swap if you or the ally has the Incapacitated condition."
      },
      {
        "document": 1005,
        "excerpt": "increased by this feat. The extra damage's type is the same as the attack's type."
      },
      {
        "document": 1006,
        "excerpt": "–4 spell slot, roll 1d4. If the number you roll is the same as the slot's level, the slot isn't expended."
      },
      {
        "document": 1012,
        "excerpt": "feat). Level 1 Spell. Choose a level 1 spell from the same list you selected for this feat's cantrips. You always have that spell prepared. You can cast it once wi"
      },
      {
        "document": 1153,
        "excerpt": "re of a different size, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. For the duration, you"
      },
      {
        "document": 1157,
        "excerpt": "multiple creatures, you can command any of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it"
      },
      {
        "document": 1158,
        "excerpt": "multiple creatures, you can command any of them at the same time, issuing the same command to each one). If you issue no commands, the creature takes the Dodge acti"
      },
      {
        "document": 1165,
        "excerpt": "o a spot you can see and repeat the attack against the same target or a different one."
      },
      {
        "document": 1166,
        "excerpt": "t lasts for the duration. If you cast the spell on the same target every day for 30 days, the illusion lasts until dispelled. Mask (Creature). Choose a creature ty"
      },
      {
        "document": 1185,
        "excerpt": "o call down lightning in that way again, targeting the same point or a different one. If you're outdoors in a storm when you cast this spell, the spell gives you c"
      },
      {
        "document": 1191,
        "excerpt": "takes 3d8 damage of the chosen type. If you roll the same number on two or more of the d8s, the orb leaps to a different target of your choice within 30 feet of"
      },
      {
        "document": 1194,
        "excerpt": "120 days; you choose whether the finished clone is the same age as the creature or younger. The clone remains inert and endures indefinitely while its vessel remain"
      },
      {
        "document": 1214,
        "excerpt": "a Magic action on your later turns, you can repeat the same effect or choose a different one. Flood. You cause the water level of all standing water in the area to"
      },
      {
        "document": 1219,
        "excerpt": "multiple creatures, you can command any of them at the same time, issuing the same command to them). You decide what action the creature will take and where it will"
      },
      {
        "document": 1234,
        "excerpt": "heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you. The changes"
      },
      {
        "document": 1242,
        "excerpt": "ith the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action requi"
      },
      {
        "document": 1243,
        "excerpt": "ith the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action requi"
      },
      {
        "document": 1244,
        "excerpt": "ith the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action requi"
      },
      {
        "document": 1246,
        "excerpt": "ration: 8 hours You target a creature you know on the same plane of existence. You or a willing creature you touch enters a trance state to act as a dream messenge"
      },
      {
        "document": 1248,
        "excerpt": "of the spell's area to another edge. A creature in the same space as a fissure must succeed on a Dexterity saving throw or fall in. A creature that successfully sav"
      },
      {
        "document": 1249,
        "excerpt": "our beams at level 17. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam."
      },
      {
        "document": 1259,
        "excerpt": "aneous You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of h"
      },
      {
        "document": 1266,
        "excerpt": "it Points from a level 1+ spell, the steed regains the same number of Hit Points if you're within 5 feet of it. Actions Otherworldly Slam. Melee Attack Roll: Bonu"
      },
      {
        "document": 1267,
        "excerpt": "s lair”). For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. Whenever yo"
      },
      {
        "document": 1281,
        "excerpt": ". If you cast Forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the Material components are consumed on the last ca"
      },
      {
        "document": 1285,
        "excerpt": "sling's normal range). It shatters on impact, with the same effect as a normal casting of the spell. You can also set the globe down without shattering it. After 1"
      },
      {
        "document": 1293,
        "excerpt": "te a spell glyph, you can store any spell of up to the same level as the spell slot you use for the Glyph of Warding."
      },
      {
        "document": 1299,
        "excerpt": "s. If you cast the spell every day for 365 days on the same area, the spell thereafter lasts until all its effects are dispelled. Corridors. Fog fills all the ward"
      },
      {
        "document": 1302,
        "excerpt": "creature that ends its turn in the Line must make the same save. Any creature in the Line must spend 2 feet of movement for every 1 foot it moves when moving clos"
      },
      {
        "document": 1311,
        "excerpt": "Point maximum also increases by 2d10, and it gains the same number of Hit Points."
      },
      {
        "document": 1347,
        "excerpt": "bject and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example,"
      },
      {
        "document": 1361,
        "excerpt": "e spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can't become hidden from you, and if it h"
      },
      {
        "document": 1365,
        "excerpt": "up to 1 hour You gain the Invisible condition at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, b"
      },
      {
        "document": 1377,
        "excerpt": "t travels to you to report this fact if you are on the same plane of existence. If you are on a different plane, it returns to the place where you bound it and rema"
      },
      {
        "document": 1389,
        "excerpt": "ked within the warded area. Casting this spell on the same spot every day for 365 days makes the spell last until dispelled. Using a Higher-Level Spell Slot. You"
      },
      {
        "document": 1413,
        "excerpt": "can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables bel"
      },
      {
        "document": 1415,
        "excerpt": "000+ GP, and a Tiny replica of the chest made from the same materials worth 50+ GP)"
      },
      {
        "document": 1417,
        "excerpt": "eds, it is unaffected by this spell. You can give the same appearance or different ones to the targets. The spell can change the appearance of the targets' bodies"
      },
      {
        "document": 1429,
        "excerpt": "oth the creature and a pile of ice or snow that is the same size as that creature, and the pile turns into the simulacrum, which is a creature. It uses the game sta"
      },
      {
        "document": 1452,
        "excerpt": "using the appropriate effect below. You can affect the same target round after round or choose a new one at any time. If you switch targets, the prior target is no"
      },
      {
        "document": 1454,
        "excerpt": "you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there suc"
      },
      {
        "document": 1455,
        "excerpt": "hoice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until t"
      },
      {
        "document": 1461,
        "excerpt": "ithin range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the du"
      },
      {
        "document": 1462,
        "excerpt": "and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet o"
      },
      {
        "document": 1469,
        "excerpt": "on each of your turns as a Magic action, targeting the same creature or a different one. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spel"
      },
      {
        "document": 1472,
        "excerpt": "of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of th"
      },
      {
        "document": 1475,
        "excerpt": "have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on a firm foundation. It mus"
      },
      {
        "document": 1477,
        "excerpt": "damage. Also, each time it takes damage, you take the same amount of damage. The spell ends if you drop to 0 Hit Points or if you and the target become separated"
      },
      {
        "document": 1503,
        "excerpt": "ammunition are equivalent in value to a potion of the same rarity."
      },
      {
        "document": 1555,
        "excerpt": "to another spot within 30 feet of you. As part of the same Bonus Action, you can cause the weapon to attack one creature within 5 feet of the weapon. After the ho"
      },
      {
        "document": 1562,
        "excerpt": "sest dragon within 30 miles of yourself that is of the same type as the armor. This action can't be used again until the next dawn."
      },
      {
        "document": 1564,
        "excerpt": "visible condition for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. Immediately after an affected cr"
      },
      {
        "document": 1606,
        "excerpt": "action. While all four horseshoes are attached to the same creature, its Speed is increased by 30 feet."
      },
      {
        "document": 1609,
        "excerpt": "have up to three Ioun Stones orbiting your head at the same time. Each Ioun Stone orbiting your head is considered to be an object you are wearing. The orbiting st"
      },
      {
        "document": 1627,
        "excerpt": "reappears in the deck, making it possible to draw the same card twice. (Once the Fool or Jester has left the deck, re-roll on the table if that card comes up again"
      },
      {
        "document": 1630,
        "excerpt": "e below. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it"
      },
      {
        "document": 1653,
        "excerpt": "10 Temporary Hit Points that last for 1 hour. For the same duration, you are under the effect of the Bless spell (no Concentration required). This potion's blue l"
      },
      {
        "document": 1692,
        "excerpt": "pell itself - is stored in the rod. The energy has the same level as the spell when it was cast. A canceled spell dissipates with no effect, and any resources used"
      },
      {
        "document": 1694,
        "excerpt": "ntil you push a different button or until you push the same button again, which causes the rod to revert to its normal form: Button 1. A fiery blade sprouts from t"
      },
      {
        "document": 1722,
        "excerpt": "he Lightning and Thunder properties (see above) at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one. Lightning St"
      },
      {
        "document": 1739,
        "excerpt": "e to any creature it hits. This extra damage is of the same type as the weapon's normal damage."
      },
      {
        "document": 1785,
        "excerpt": "damage it takes (round down), and the target takes the same amount of damage."
      },
      {
        "document": 1790,
        "excerpt": "sty Step (3/Day). The mage casts Misty Step, using the same spellcasting ability as Spellcasting."
      },
      {
        "document": 1829,
        "excerpt": "damage it takes (round down), and the target takes the same amount of damage. The cloaker can detach itself by spending 5 feet of movement. The target or a creatur"
      },
      {
        "document": 1830,
        "excerpt": "Step. The giant casts the Misty Step spell, using the same spellcasting ability as Spellcasting."
      },
      {
        "document": 1835,
        "excerpt": "Sanctuary, requiring no spell components and using the same spellcasting ability as Spellcasting."
      },
      {
        "document": 1838,
        "excerpt": "he cultist casts the Spiritual Weapon spell, using the same spellcasting ability as Spellcasting."
      },
      {
        "document": 1843,
        "excerpt": "Wounds, Lesser Restoration, or Remove Curse, using the same spellcasting ability as Spellcasting."
      },
      {
        "document": 1846,
        "excerpt": "orm. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 1850,
        "excerpt": "the location of any other creature in contact with the same web."
      },
      {
        "document": 1860,
        "excerpt": "the location of any other creature in contact with the same web."
      },
      {
        "document": 1871,
        "excerpt": "lly target Undead. The ghost's game statistics are the same, except it uses the possessed target's Speed, as well as the target's Strength, Dexterity, and Constitut"
      },
      {
        "document": 1884,
        "excerpt": "veling. This figurine can become a Large goat with the same statistics as a Riding Horse. It has 24 charges, and each hour or portion thereof it spends in goat form"
      },
      {
        "document": 1895,
        "excerpt": "the location of any other creature in contact with the same web."
      },
      {
        "document": 1931,
        "excerpt": "Telepathic Bond. While the homunculus is on the same plane of existence as its master, the two of them can communicate telepathically with each other."
      },
      {
        "document": 1938,
        "excerpt": "returns to its true form. Its game statistics are the same in each form, except for its Speed. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 1949,
        "excerpt": "r Shield in response to the spell's trigger, using the same spellcasting ability as Spellcasting."
      },
      {
        "document": 1952,
        "excerpt": "sty Step (3/Day). The mage casts Misty Step, using the same spellcasting ability as Spellcasting."
      },
      {
        "document": 1966,
        "excerpt": ". The mummy casts Command (level 2 version), using the same spellcasting ability as Spellcasting. The mummy can't take this action again until the start of its next"
      },
      {
        "document": 1969,
        "excerpt": "on the Ethereal Plane, the hag casts Dream, using the same spellcasting ability as Spellcasting. Only the hag can serve as the spell's messenger, and the target mu"
      },
      {
        "document": 1976,
        "excerpt": "form. Other than its size, its game statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. Spellcasting. The oni casts on"
      },
      {
        "document": 1982,
        "excerpt": "the location of any other creature in contact with the same web."
      },
      {
        "document": 1987,
        "excerpt": "bility, Lesser Restoration, or Remove Curse, using the same spellcasting ability as Spellcasting."
      },
      {
        "document": 1991,
        "excerpt": "est casts Bless, Healing Word, or Sanctuary, using the same spellcasting ability as Spellcasting."
      },
      {
        "document": 1992,
        "excerpt": "Magic, Healing Word, or Lesser Restoration, using the same spellcasting ability as Spellcasting."
      },
      {
        "document": 1996,
        "excerpt": "returns to its true form. Its game statistics are the same in each form, except for its Speed. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 2018,
        "excerpt": "n amulet. While the guardian and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the guardian to travel to it, and the gu"
      },
      {
        "document": 2022,
        "excerpt": "rsion), Lesser Restoration, or Remove Curse, using the same spellcasting ability as Spellcasting."
      },
      {
        "document": 2027,
        "excerpt": "the location of any other creature in contact with the same web."
      },
      {
        "document": 2036,
        "excerpt": "returns to its true form. Its game statistics are the same in each form, except its Fly Speed is available only in its true form. Any equipment it is wearing or ca"
      },
      {
        "document": 2048,
        "excerpt": "ree takes its turn immediately after the treant on the same Initiative count, and it obeys the treant. A tree remains animate for 1 day or until it dies, the treant"
      },
      {
        "document": 2050,
        "excerpt": "t regenerate. Troll Spawn. The limb uncannily has the same senses as a whole troll. If the limb isn't destroyed within 24 hours, roll 1d12. On a 12, the limb turns"
      },
      {
        "document": 2053,
        "excerpt": "unds or Lesser Restoration on that creature, using the same spellcasting ability as Spellcasting."
      },
      {
        "document": 2054,
        "excerpt": ". While the familiar and its vampire master are on the same plane of existence, the vampire can communicate with the familiar telepathically, and the vampire can pe"
      },
      {
        "document": 2067,
        "excerpt": "orm. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 2068,
        "excerpt": "orm. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 2069,
        "excerpt": "orm. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 2070,
        "excerpt": "orm. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 2071,
        "excerpt": "orm. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed."
      }
    ],
    "sample": [
      {
        "document": 689,
        "excerpt": "save DC based on how terrifying the situation is. The Sample Fear DCs table provides some examples. Sample Fear DCs Typically, a Frightened creature repeats the sa"
      },
      {
        "document": 690,
        "excerpt": "ic damage is the best way to emulate that effect. The Sample Mental Stress Effects table provides a few examples of such effects, with suggested saving throw DCs and"
      },
      {
        "document": 696,
        "excerpt": "Sample Poisons"
      },
      {
        "document": 953,
        "excerpt": "Sample Fear DCs"
      },
      {
        "document": 954,
        "excerpt": "Sample Mental Stress Effects"
      },
      {
        "document": 1381,
        "excerpt": "nt Dice. See the \"Animals\" section of \"Monsters\" for a sample of Beast stat blocks. The target gains a number of Temporary Hit Points equal to the Hit Points of the"
      }
    ],
    "sanctuary": [
      {
        "document": 911,
        "excerpt": "Sanctuary"
      },
      {
        "document": 975,
        "excerpt": "Nature's Sanctuary"
      },
      {
        "document": 1411,
        "excerpt": "Sanctuary"
      },
      {
        "document": 1485,
        "excerpt": "t of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you des"
      },
      {
        "document": 1835,
        "excerpt": "2/Day). The couatl casts Bless, Lesser Restoration, or Sanctuary, requiring no spell components and using the same spellcasting ability as Spellcasting."
      },
      {
        "document": 1991,
        "excerpt": "Aid (1/Day). The priest casts Bless, Healing Word, or Sanctuary, using the same spellcasting ability as Spellcasting."
      }
    ],
    "sanctum": [
      {
        "document": 800,
        "excerpt": "Private Sanctum"
      },
      {
        "document": 890,
        "excerpt": "Private Sanctum"
      },
      {
        "document": 1389,
        "excerpt": "Private Sanctum"
      },
      {
        "document": 1454,
        "excerpt": "at doesn’t exist. Perhaps you tried to scry an enemy’s sanctum but instead viewed an illusion, or you are attempting to teleport to a location that no longer exists."
      }
    ],
    "sand": [
      {
        "document": 266,
        "excerpt": "no opening but sounds as if it is filled with liquid, sand, spiders, or broken glass (your choice) 48 A glass orb filled with water, in which swims a clockwork go"
      },
      {
        "document": 583,
        "excerpt": "has a Burrow Speed can use that speed to move through sand, earth, mud, or ice. The creature can't burrow through solid rock unless the creature has a trait that a"
      },
      {
        "document": 1196,
        "excerpt": "V, S, M (a pinch of colorful sand)"
      },
      {
        "document": 1218,
        "excerpt": "V, S, M (a mix of water and sand)"
      },
      {
        "document": 1246,
        "excerpt": "V, S, M (a handful of sand)"
      },
      {
        "document": 1250,
        "excerpt": "ed. Beckon Earth. You create a thin shroud of dust or sand that covers surfaces in a 5-foot-square area, or you cause a single word to appear in your handwriting i"
      },
      {
        "document": 1369,
        "excerpt": "40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevat"
      },
      {
        "document": 1430,
        "excerpt": "V, S, M (a pinch of sand or rose petals)"
      },
      {
        "document": 1515,
        "excerpt": "If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean disappears as it produces an effect 1 minute later from the ground where it"
      },
      {
        "document": 1564,
        "excerpt": "Wondrous Item, Uncommon This powder resembles fine sand. There is enough of it for one use. When you take a Utilize action to throw the dust into the air, you a"
      },
      {
        "document": 1966,
        "excerpt": "Whirlwind of Sand. Trigger: The mummy is hit by an attack roll. Response: The mummy adds 2 to its AC against the attack, p"
      }
    ],
    "sands": [
      {
        "document": 1763,
        "excerpt": "lf its Speed, and it makes one Rend attack. Scorching Sands. Dexterity Saving Throw: DC 16, one creature the dragon can see within 120 feet. Failure: 27 (6d8) Fire"
      },
      {
        "document": 1775,
        "excerpt": "lf its Speed, and it makes one Rend attack. Scorching Sands. Dexterity Saving Throw: DC 20, one creature the dragon can see within 120 feet. Failure: 36 (8d8) Fire"
      }
    ],
    "sandstorm": [
      {
        "document": 686,
        "excerpt": "turn or fall. A strong wind in a desert can create a sandstorm that imposes Disadvantage on Wisdom (Perception) checks."
      }
    ],
    "sap": [
      {
        "document": 402,
        "excerpt": "Sap"
      },
      {
        "document": 928,
        "excerpt": "Sap"
      },
      {
        "document": 966,
        "excerpt": "can use, you can replace that property with the Push, Sap, or Slow property for that attack."
      },
      {
        "document": 976,
        "excerpt": "wit to supernaturally distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of yourself mak"
      },
      {
        "document": 1058,
        "excerpt": "Sap"
      },
      {
        "document": 1089,
        "excerpt": "Sap"
      },
      {
        "document": 1090,
        "excerpt": "Sap"
      },
      {
        "document": 1096,
        "excerpt": "Sap"
      },
      {
        "document": 1132,
        "excerpt": "Sap"
      },
      {
        "document": 1145,
        "excerpt": "Sap"
      }
    ],
    "sapient": [
      {
        "document": 283,
        "excerpt": "e hail from different worlds and include many kinds of sapient life forms. A player character's species is the set of game traits that an adventurer gains from being o"
      }
    ],
    "sapphire": [
      {
        "document": 754,
        "excerpt": "Blue sapphire"
      },
      {
        "document": 768,
        "excerpt": "Sapphire"
      },
      {
        "document": 1328,
        "excerpt": "V, S, M (a sapphire worth 1,000+ GP)"
      }
    ],
    "sarcophagus": [
      {
        "document": 793,
        "excerpt": "mmy Lord, or some other Undead of the GM’s choice. Its sarcophagus contains treasure of the GM’s choice."
      },
      {
        "document": 953,
        "excerpt": "When the characters open a sarcophagus, a harmless yet terrifying apparition appears."
      }
    ],
    "satisfy": [
      {
        "document": 382,
        "excerpt": "Your Attunement to an item ends if you no longer satisfy the prerequisites for Attunement, if the item has been more than 100 feet away for at least 24 hours, if"
      }
    ],
    "satyr": [
      {
        "document": 2011,
        "excerpt": "Satyr"
      }
    ],
    "savage": [
      {
        "document": 237,
        "excerpt": "don't have alignments; they are unaligned. Sharks are savage predators, for example, but they aren't evil; they are unaligned. doing what seems best at the time. So"
      },
      {
        "document": 998,
        "excerpt": "Savage Attacker (see “Feats”)"
      },
      {
        "document": 1013,
        "excerpt": "Savage Attacker"
      }
    ],
    "savant": [
      {
        "document": 978,
        "excerpt": "Evocation Savant"
      }
    ],
    "save": [
      {
        "document": 17,
        "excerpt": "'t restore you to consciousness. Only true healing can save you. ---"
      },
      {
        "document": 19,
        "excerpt": "A saving throw - also called a save - represents an attempt to evade or resist a threat, such as a fiery explosion, a blast of poisonous gas"
      },
      {
        "document": 21,
        "excerpt": "r saving throw if you have proficiency in that kind of save. See “Proficiency” later in “Playing the Game.”"
      },
      {
        "document": 22,
        "excerpt": "y the GM. For example, if a spell forces you to make a save, the DC is determined by the caster's spellcasting ability and Proficiency Bonus. Monster abilities that"
      },
      {
        "document": 97,
        "excerpt": "t of the mount. While mounted, you must make the same save if you're knocked Prone or the mount is."
      },
      {
        "document": 109,
        "excerpt": "ual to half the damage that would be dealt on a failed save."
      },
      {
        "document": 142,
        "excerpt": "(DC 12 plus the item's Charisma modifier). On a failed save, the item makes one or more of the following demands: Chase My Dreams. The item demands that its bearer"
      },
      {
        "document": 171,
        "excerpt": "rces a saving throw, the effect identifies the kind of save required and then provides the save's DC, a description of which creatures make the save, and an explana"
      },
      {
        "document": 175,
        "excerpt": "and provides the monster's spellcasting ability, spell save DC (if any spells require a saving throw), and spell attack bonus (if any spells require an attack roll)"
      },
      {
        "document": 241,
        "excerpt": "tacks you make with them, using these formulas: Spell save DC = 8 + spellcasting ability modifier + Proficiency Bonus Spell attack bonus = spellcasting ability mo"
      },
      {
        "document": 344,
        "excerpt": "l requires a saving throw or an attack roll, the spell save DC is 13, and the attack bonus is +5. The scroll disintegrates when the casting is completed."
      },
      {
        "document": 395,
        "excerpt": "omplete the scroll. The scroll's spell uses your spell save DC and spell attack bonus."
      },
      {
        "document": 404,
        "excerpt": "e attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition."
      },
      {
        "document": 503,
        "excerpt": "ell specifies the ability that the target uses for the save and what happens on a success or failure. Here's how to calculate the DC for your spells: Spell save DC"
      },
      {
        "document": 539,
        "excerpt": "Save"
      },
      {
        "document": 540,
        "excerpt": "A saving throw - also called a save - represents an attempt to avoid or resist a threat. You normally make a saving throw only when a rule r"
      },
      {
        "document": 554,
        "excerpt": "e's DC, a description of which creatures must make the save, and what happens on a failed or a successful save. Damage Notation. A stat block usually provides both"
      },
      {
        "document": 614,
        "excerpt": "er must make a Death Saving Throw (also called a Death Save) if they start their turn with 0 Hit Points. See also “Playing the Game” (“Damage and Healing”)."
      },
      {
        "document": 671,
        "excerpt": "n makes a DC 15 Charisma saving throw. On a successful save, the effect ends on the creature. A Dispel Evil and Good spell or any magic that removes a curse also en"
      },
      {
        "document": 673,
        "excerpt": "at the end of the recuperation period. On a successful save, the creature has Advantage on saving throws to fight off the magical contagion for the next 24 hours."
      },
      {
        "document": 675,
        "excerpt": "it takes damage other than Psychic damage. On a failed save, the creature takes 5 (1d10) Psychic damage and has the Incapacitated condition as it laughs uncontrolla"
      },
      {
        "document": 676,
        "excerpt": "e makes a DC 11 Constitution saving throw. On a failed save, the creature gains 1 Exhaustion level as its fatigue worsens. On a successful save, the creature's Exha"
      },
      {
        "document": 677,
        "excerpt": "so become infected with the contagion. On a successful save, the Humanoid can't catch the contagion from that particular infected creature for the next 24 hours."
      },
      {
        "document": 679,
        "excerpt": "r Immunity to Cold damage automatically succeed on the save."
      },
      {
        "document": 681,
        "excerpt": "wearing Medium or Heavy armor have Disadvantage on the save. Creatures that have Resistance or Immunity to Fire damage automatically succeed on the save."
      },
      {
        "document": 682,
        "excerpt": "r Immunity to Cold damage automatically succeed on the save, as do creatures that are naturally adapted to living in ice-cold water."
      },
      {
        "document": 689,
        "excerpt": "ffects typically require a Wisdom saving throw, with a save DC based on how terrifying the situation is. The Sample Fear DCs table provides some examples. Sample F"
      },
      {
        "document": 690,
        "excerpt": "tress can usually be resisted with a successful Wisdom save, but sometimes an Intelligence or Charisma save is more appropriate. On a successful save, a character m"
      },
      {
        "document": 693,
        "excerpt": "throw or dealing only half as much damage on a failed save. Inhaled. Poisonous powders and gases take effect when inhaled. Blowing the powder or releasing the gas"
      },
      {
        "document": 697,
        "excerpt": "d makes a DC 10 Constitution saving throw. On a failed save, the creature takes 6 (1d12) Poison damage and has the Poisoned condition for 24 hours. On a successful"
      },
      {
        "document": 698,
        "excerpt": "or take 10 (3d6) Poison damage, and it must repeat the save at the start of each of its turns. On each successive failed save, the creature takes 3 (1d6) Poison dam"
      },
      {
        "document": 699,
        "excerpt": "n while Poisoned in this way. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success."
      },
      {
        "document": 703,
        "excerpt": "aving throw, taking 31 (9d6) Poison damage on a failed save or half as much damage on a successful one."
      },
      {
        "document": 705,
        "excerpt": "Poisoned condition. The Poisoned creature repeats the save every 24 hours, taking 3 (1d6) Poison damage on a failed save. The damage the poison deals can't be heal"
      },
      {
        "document": 706,
        "excerpt": "ving throw, taking 35 (10d6) Poison damage on a failed save or half as much damage on a successful one."
      },
      {
        "document": 707,
        "excerpt": "ving throw, taking 10 (3d6) Poison damage on a failed save or half as much damage on a successful one."
      },
      {
        "document": 708,
        "excerpt": "isoned condition for 1 hour. If the creature fails the save by 5 or more, the creature also has the Unconscious condition while Poisoned in this way. The creature w"
      },
      {
        "document": 711,
        "excerpt": "ving throw, taking 24 (7d6) Poisson damage on a failed save or half as much damage on a successful one."
      },
      {
        "document": 716,
        "excerpt": "throw, taking 11 (2d10) Bludgeoning damage on a failed save or half as much damage on a successful one. Rubble from the collapse turns the trapped area into Diffic"
      },
      {
        "document": 717,
        "excerpt": "increasing the weight of the Net, which increases the save DC and the DC of the Strength (Athletics) check as follows: DC 12 at levels 5–10, DC 14 at levels 11–16,"
      },
      {
        "document": 718,
        "excerpt": "saving throw, taking 11 (2d10) Fire damage on a failed save or half as much damage on a successful one. Detect and Disarm. A Detect Magic spell reveals an aura of"
      },
      {
        "document": 721,
        "excerpt": "e makes a DC 11 Constitution saving throw. On a failed save, the creature takes 5 (1d10) Poison damage and has the Poisoned condition for 1 hour. On a successful s"
      },
      {
        "document": 741,
        "excerpt": "Make a Save To ..."
      },
      {
        "document": 770,
        "excerpt": "Save DC"
      },
      {
        "document": 771,
        "excerpt": "Save DC"
      },
      {
        "document": 783,
        "excerpt": "Blinded condition for 1 minute. A creature repeats the save at the end of each of its turns, ending the effect on itself on a success."
      },
      {
        "document": 793,
        "excerpt": "kes a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low sco"
      },
      {
        "document": 802,
        "excerpt": "Scrying (save DC 18)"
      },
      {
        "document": 953,
        "excerpt": "Save DC"
      },
      {
        "document": 954,
        "excerpt": "Save DC"
      },
      {
        "document": 955,
        "excerpt": "Save DC"
      },
      {
        "document": 958,
        "excerpt": "Save DC"
      },
      {
        "document": 963,
        "excerpt": "htened condition, you can take a Reaction to cause the save to be rerolled, and the new roll has Advantage."
      },
      {
        "document": 964,
        "excerpt": "ffect requires a saving throw, the DC equals the spell save DC from this class's Spellcasting feature. Divine Spark. As a Magic action, you point your Holy Symbol"
      },
      {
        "document": 967,
        "excerpt": "ier instead of your Strength modifier to determine the save DC."
      },
      {
        "document": 968,
        "excerpt": "ffect requires a saving throw, the DC equals the spell save DC from this class's Spellcasting feature. Divine Sense. As a Bonus Action, you can open your awareness"
      },
      {
        "document": 970,
        "excerpt": "arget to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned targe"
      },
      {
        "document": 971,
        "excerpt": "ng which you gain the following benefits: - The spell save DC of your Sorcerer spells increases by 1. - You have Advantage on the attack rolls of Sorcerer spells y"
      },
      {
        "document": 972,
        "excerpt": "make it deal Necrotic or Radiant damage instead. Your Save DC. If the familiar forces a creature to make a saving throw, it uses your spell save DC. Resistance. W"
      },
      {
        "document": 975,
        "excerpt": "st make a Constitution saving throw against your spell save DC, taking 2d6 Necrotic damage on a failed save or half as much damage on a successful one. One creature"
      },
      {
        "document": 978,
        "excerpt": "f they would normally take half damage on a successful save."
      },
      {
        "document": 979,
        "excerpt": "succeed on a Charisma saving throw against your spell save DC, or the target disappears and hurtles through a nightmare landscape. The target takes 8d10 Psychic da"
      },
      {
        "document": 983,
        "excerpt": "Strength modifier and Proficiency Bonus). On a failed save, a creature has the Frightened condition for 1 minute. At the end of each of the Frightened creature's t"
      },
      {
        "document": 985,
        "excerpt": "on saving throw, taking 10d12 Force damage on a failed save or half as much damage on a successful one. You can have only one creature under the effect of this fea"
      },
      {
        "document": 986,
        "excerpt": "stitution modifier and Proficiency Bonus). On a failed save, a creature takes 1d10 damage of the type determined by your Draconic Ancestry trait. On a successful sa"
      },
      {
        "document": 1158,
        "excerpt": "+2) | 11 (+0) | 13 (+1) | 1 (-5) | 3 (-4) | 1 (-5) | | Save: +2 | Save: +0 | Save: +1 | Save: -5 | Save: -4 | Save: -5 | Immunities Poison, Psychic; Charmed, Exhau"
      },
      {
        "document": 1161,
        "excerpt": "termines what happens to a creature when it fails that save: Antipathy. The creature has the Frightened condition. The Frightened creature must use its movement on"
      },
      {
        "document": 1163,
        "excerpt": "ppled condition, with an escape DC equal to your spell save DC. While the hand grapples the target, you can take a Bonus Action to cause the hand to crush it, deali"
      },
      {
        "document": 1171,
        "excerpt": "arisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, the target must subtract 1d4 from the atta"
      },
      {
        "document": 1175,
        "excerpt": "arget makes an Intelligence saving throw. On a failed save, the target takes 10d12 Psychic damage and can't cast spells or take the Magic action. At the end of eve"
      },
      {
        "document": 1177,
        "excerpt": "n that area makes a Strength saving throw. On a failed save, it takes 3d6 Bludgeoning damage, and it has the Restrained condition until the spell ends. A creature a"
      },
      {
        "document": 1178,
        "excerpt": "ity saving throw, taking 6d10 Force damage on a failed save or half as much damage on a successful one. A creature also makes that save if it enters the wall's spac"
      },
      {
        "document": 1179,
        "excerpt": "spell ends, the target adds 1d4 to the attack roll or save. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level abov"
      },
      {
        "document": 1180,
        "excerpt": "n saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one. A Plant creature automatically fails the save. Alternativel"
      },
      {
        "document": 1181,
        "excerpt": "t the end of each of its turns, the target repeats the save, ending the spell on itself on a success. Using a Higher-Level Spell Slot. You can target one additiona"
      },
      {
        "document": 1184,
        "excerpt": "erity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the Cone that aren't being worn or car"
      },
      {
        "document": 1185,
        "excerpt": "saving throw, taking 3d10 Lightning damage on a failed save or half as much damage on a successful one. Until the spell ends, you can take a Magic action to call d"
      },
      {
        "document": 1187,
        "excerpt": "saving throw, taking 10d8 Lightning damage on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. One additional bolt leaps"
      },
      {
        "document": 1188,
        "excerpt": "age if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Ch"
      },
      {
        "document": 1189,
        "excerpt": "age if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Ch"
      },
      {
        "document": 1192,
        "excerpt": "n saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. The damage increases by 2d"
      },
      {
        "document": 1195,
        "excerpt": "ion saving throw, taking 5d8 Poison damage on a failed save or half as much damage on a successful one. A creature must also make this save when the Sphere moves in"
      },
      {
        "document": 1201,
        "excerpt": "route. After moving in this way, a target repeats the save, ending the spell on itself on a success."
      },
      {
        "document": 1202,
        "excerpt": "ution saving throw, taking 8d8 Cold damage on a failed save or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue unti"
      },
      {
        "document": 1203,
        "excerpt": "d of each of its turns, an affected target repeats the save, ending the spell on itself on a success. Using a Higher-Level Spell Slot. The Sphere's radius increase"
      },
      {
        "document": 1204,
        "excerpt": "creature to make a Dexterity saving throw. On a failed save, the creature takes 3d10 Slashing damage. A creature makes this save only once per turn. Using a Higher"
      },
      {
        "document": 1205,
        "excerpt": "y saving throw, taking 6d12 Radiant damage on a failed save or half as much damage on a successful one. Until the spell ends, Bright Light fills the Cylinder, and"
      },
      {
        "document": 1206,
        "excerpt": "ow if the spirit has no creature Restrained. On failed save, the target takes 8d8 damage of the spirit's type, and the target has the Restrained condition until the"
      },
      {
        "document": 1209,
        "excerpt": "throw. The creature takes 5d8 Force damage on a failed save or half as much damage on a successful one. A creature makes this save only once per turn. In addition,"
      },
      {
        "document": 1210,
        "excerpt": "ake a DC 15 Intelligence saving throw. On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The GM"
      },
      {
        "document": 1214,
        "excerpt": "n there, it makes a Strength saving throw. On a failed save, the creature takes 2d8 Bludgeoning damage. On a successful save, the creature takes half as much damage"
      },
      {
        "document": 1216,
        "excerpt": "reature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is waste"
      },
      {
        "document": 1227,
        "excerpt": "mage equal to the total accumulated damage on a failed save or half as much damage on a successful one. The spell's base damage is 12d6, and the damage increases b"
      },
      {
        "document": 1232,
        "excerpt": "r, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind (such as a wor"
      },
      {
        "document": 1234,
        "excerpt": "Intelligence (Investigation) check against your spell save DC."
      },
      {
        "document": 1235,
        "excerpt": "this spell makes a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 Force damage. If this damage reduces it to 0 Hit Points, it and everything n"
      },
      {
        "document": 1237,
        "excerpt": "d. The target makes a Wisdom saving throw. On a failed save, it takes 3d6 Psychic damage and must immediately use its Reaction, if available, to move as far away fr"
      },
      {
        "document": 1241,
        "excerpt": "ce in range makes a Charisma saving throw. On a failed save, a target that has 50 Hit Points or fewer suffers an effect based on its current Hit Points, as shown in"
      },
      {
        "document": 1242,
        "excerpt": "tion for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the"
      },
      {
        "document": 1243,
        "excerpt": "tion for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the"
      },
      {
        "document": 1244,
        "excerpt": "tion for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the"
      },
      {
        "document": 1245,
        "excerpt": "hrow, taking 3d6 damage of the chosen type on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. The damage increases by 1d"
      },
      {
        "document": 1246,
        "excerpt": "en the target makes a Wisdom saving throw. On a failed save, the target gains no benefit from its rest, and it takes 3d6 Psychic damage when it wakes up."
      },
      {
        "document": 1248,
        "excerpt": "n the area makes a Dexterity saving throw. On a failed save, a creature has the Prone condition, and its Concentration is broken. You can also cause the effects be"
      },
      {
        "document": 1252,
        "excerpt": "can make a Constitution saving throw. On a successful save, the spell has no effect. Everything that a targeted creature is wearing and carrying changes size with"
      },
      {
        "document": 1253,
        "excerpt": "hrow. A Large or larger creature has Advantage on this save. On a failed save, the target has the Restrained condition until the spell ends. On a successful save, t"
      },
      {
        "document": 1254,
        "excerpt": "o make a Strength (Athletics) check against your spell save DC. On a success, it frees itself from the grasping plants and is no longer Restrained by them."
      },
      {
        "document": 1255,
        "excerpt": "companions are fighting automatically succeeds on this save. On a failed save, a target has a -10 penalty to Wisdom (Perception) checks and Passive Perception until"
      },
      {
        "document": 1258,
        "excerpt": "can't target a creature again if it has succeeded on a save against this casting of the spell. Asleep. The target has the Unconscious condition. It wakes up if it"
      },
      {
        "document": 1263,
        "excerpt": "creature makes a Wisdom saving throw. On a successful save, the spell ends on that creature."
      },
      {
        "document": 1266,
        "excerpt": "4) | 12 (+1) | 14 (+2) | 6 (-2) | 12 (+1) | 8 (-1) | | Save: +4 | Save: +1 | Save: +2 | Save: -2 | Save: +1 | Save: -1 | Senses Passive Perception 11 Languages Tel"
      },
      {
        "document": 1269,
        "excerpt": "ing throw, taking 7d8 + 30 Necrotic damage on a failed save or half as much damage on a successful one. A Humanoid killed by this spell rises at the start of your"
      },
      {
        "document": 1272,
        "excerpt": "rity saving throw, taking 7d10 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the area that aren't being worn or car"
      },
      {
        "document": 1273,
        "excerpt": "erity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the area that aren't being worn or car"
      },
      {
        "document": 1275,
        "excerpt": "ing 5d6 Fire damage and 5d6 Radiant damage on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. The Fire damage and the Ra"
      },
      {
        "document": 1276,
        "excerpt": "erity saving throw, taking 2d6 Fire damage on a failed save or half as much damage on a successful one. As a Bonus Action, you can move the sphere up to 30 feet, r"
      },
      {
        "document": 1277,
        "excerpt": "target makes a Constitution saving throw. On a failed save, it has the Restrained condition for the duration. On a successful save, its Speed is 0 until the start"
      },
      {
        "document": 1282,
        "excerpt": "st first make a Charisma saving throw. On a successful save, the creature can use that magic to exit the cage. On a failed save, the creature doesn't exit the cage"
      },
      {
        "document": 1285,
        "excerpt": "tution saving throw, taking 10d6 Cold damage on failed save or half as much damage on a successful one. If the globe strikes a body of water, it freezes the water"
      },
      {
        "document": 1290,
        "excerpt": "3) | 13 (+1) | 15 (+2) | 4 (-3) | 14 (+2) | 3 (-4) | | Save: +3 | Save: +1 | Save: +2 | Save: -3 | Save: +2 | Save: -4 | Senses Darkvision 60 ft.; Passive Percepti"
      },
      {
        "document": 1293,
        "excerpt": "uccessful Wisdom (Perception) check against your spell save DC to notice. When you inscribe the glyph, you set its trigger and choose whether it's an explosive run"
      },
      {
        "document": 1295,
        "excerpt": "area or ends its turn there must also succeed on that save or fall Prone."
      },
      {
        "document": 1298,
        "excerpt": "ity saving throw, taking 20 Radiant damage on a failed save or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage"
      },
      {
        "document": 1302,
        "excerpt": "ture that ends its turn in the Line must make the same save. Any creature in the Line must spend 2 feet of movement for every 1 foot it moves when moving closer to"
      },
      {
        "document": 1304,
        "excerpt": "Intelligence (Investigation) check against your spell save DC to disbelieve it. If a creature discerns that the terrain is illusory, the creature sees a vague imag"
      },
      {
        "document": 1305,
        "excerpt": "target makes a Constitution saving throw. On a failed save, it takes 14d6 Necrotic damage, and its Hit Point maximum is reduced by an amount equal to the Necrotic"
      },
      {
        "document": 1310,
        "excerpt": "rity saving throw, taking 2d10 Fire damage on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. The damage increases by 1d"
      },
      {
        "document": 1314,
        "excerpt": "within range makes a Wisdom saving throw. On a failed save, it has the Prone and Incapacitated conditions for the duration. During that time, it laughs uncontrolla"
      },
      {
        "document": 1315,
        "excerpt": "t the end of each of its turns, the target repeats the save, ending the spell on itself on a success. Using a Higher-Level Spell Slot. You can target one additiona"
      },
      {
        "document": 1316,
        "excerpt": "t the end of each of its turns, the target repeats the save, ending the spell on itself on a success. Using a Higher-Level Spell Slot. You can target one additiona"
      },
      {
        "document": 1321,
        "excerpt": "d10 Bludgeoning damage and 4d6 Cold damage on a failed save or half as much damage on a successful one. Hailstones turn ground in the Cylinder into Difficult Terra"
      },
      {
        "document": 1324,
        "excerpt": "arget must make a Wisdom saving throw. On a successful save, the target is unaffected, and it is immune to this spell for the next 24 hours. On a failed save, the"
      },
      {
        "document": 1325,
        "excerpt": "rity saving throw, taking 10d8 Fire damage on a failed save or half as much damage on a successful one. A creature must also make this save when the Sphere moves in"
      },
      {
        "document": 1326,
        "excerpt": "saving throw, taking 2d10 Necrotic damage on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. The damage increases by 1d"
      },
      {
        "document": 1327,
        "excerpt": "saving throw, taking 4d10 Piercing damage on a failed save or half as much damage on a successful one. A creature also makes this save when it enters the spell's a"
      },
      {
        "document": 1330,
        "excerpt": "range must make a Wisdom saving throw. On a successful save, the target dances comically until the end of its next turn, during which it must spend all its movement"
      },
      {
        "document": 1337,
        "excerpt": "saving throw, taking 8d6 Lightning damage on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. The damage increases by 1d"
      },
      {
        "document": 1345,
        "excerpt": "The target makes a Charisma saving throw. On a failed save, your soul enters the target's body, and the target's soul becomes trapped in the container. On a succes"
      },
      {
        "document": 1350,
        "excerpt": "Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its"
      },
      {
        "document": 1359,
        "excerpt": "d6 Fire damage and 20d6 Bludgeoning damage on a failed save or half as much damage on a successful one. A creature in the area of more than one fiery Sphere is affe"
      },
      {
        "document": 1361,
        "excerpt": "om saving throw, taking 3d8 Psychic damage on a failed save or half as much damage on a successful one. On a failed save, you also always know the target's location"
      },
      {
        "document": 1362,
        "excerpt": "Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. Sou"
      },
      {
        "document": 1367,
        "excerpt": "you are fighting the creature, it has Advantage on the save. On a failed save, the target has the Charmed condition for the duration. While Charmed in this way, the"
      },
      {
        "document": 1368,
        "excerpt": "e in it makes a Constitution saving throw. On a failed save, a creature takes 2d10 Radiant damage, and if the creature is shape-shifted (as a result of the Polymorp"
      },
      {
        "document": 1373,
        "excerpt": "target makes an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other phenomenon that is no larger than a 10-foot Cube and"
      },
      {
        "document": 1374,
        "excerpt": "e. The target makes a Wisdom saving throw. On a failed save, the target takes 4d10 Psychic damage and has Disadvantage on ability checks and attack rolls for the du"
      },
      {
        "document": 1387,
        "excerpt": "-------------------------------- | | 1 | Red. Failed Save: 12d6 Fire damage. Successful Save: Half as much damage. | | 2 | Orange. Failed Save: 12d6 Aci"
      },
      {
        "document": 1388,
        "excerpt": "------------------------------ | | 1 | Red. Failed Save: 12d6 Fire damage. Successful Save: Half as much damage. Additional Effects: Nonmagical ranged attacks c"
      },
      {
        "document": 1391,
        "excerpt": "Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any"
      },
      {
        "document": 1392,
        "excerpt": "Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any"
      },
      {
        "document": 1398,
        "excerpt": "must make a Constitution saving throw. On a successful save, the target has Disadvantage on the next attack roll it makes until the start of your next turn. On a f"
      },
      {
        "document": 1410,
        "excerpt": "nefit from Half Cover or Three-Quarters Cover for this save. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8)."
      },
      {
        "document": 1413,
        "excerpt": "e to it. The target doesn't know what it is making the save against, only that it feels uneasy. | Your Knowledge of the Target Is ... | Save Modifier | | :--------"
      },
      {
        "document": 1414,
        "excerpt": "nd then makes a Constitution saving throw. On a failed save, the spell continues. On a successful save, the spell ends. Using a Higher-Level Spell Slot. All the da"
      },
      {
        "document": 1417,
        "excerpt": "Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised."
      },
      {
        "document": 1421,
        "excerpt": "on saving throw, taking 3d8 Thunder damage on a failed save or half as much damage on a successful one. A Construct has Disadvantage on the save. A nonmagical obje"
      },
      {
        "document": 1428,
        "excerpt": "Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image."
      },
      {
        "document": 1430,
        "excerpt": "nd of its next turn, at which point it must repeat the save. If the target fails the second save, the target has the Unconscious condition for the duration. The spe"
      },
      {
        "document": 1432,
        "excerpt": "s gestures too slowly. An affected target repeats the save at the end of each of its turns, ending the spell on itself on a success."
      },
      {
        "document": 1439,
        "excerpt": "sdom (Perception or Survival) check against your spell save DC to recognize the terrain as hazardous before entering it."
      },
      {
        "document": 1440,
        "excerpt": "creature must make a Wisdom saving throw. On a failed save, the creature takes 3d8 Radiant damage (if you are good or neutral) or 3d8 Necrotic damage (if you are e"
      },
      {
        "document": 1446,
        "excerpt": "saving throw, taking 10d6 Lightning damage on a failed save or half as much damage on a successful one. Turn 4. Hailstones rain down. Each creature under the cloud"
      },
      {
        "document": 1448,
        "excerpt": "| 14 (+2) | 17 (+3) | 10 (+0) | 14 (+2) | 14 (+2) | | Save: +4 | Save: +2 | Save: +3 | Save: +0 | Save: +2 | Save: +2 | Resistances Acid, Cold, Fire, Lightning, P"
      },
      {
        "document": 1449,
        "excerpt": "he Line makes a Constitution saving throw. On a failed save, a creature takes 6d8 Radiant damage and has the Blinded condition until the start of your next turn. On"
      },
      {
        "document": 1450,
        "excerpt": "Sphere makes a Constitution saving throw. On a failed save, a creature takes 12d6 Radiant damage and has the Blinded condition for 1 minute. On a successful save,"
      },
      {
        "document": 1451,
        "excerpt": "uccessful Wisdom (Perception) check against your spell save DC to notice. When you inscribe the glyph, you set its trigger and choose which effect the symbol bears"
      },
      {
        "document": 1452,
        "excerpt": "nless you use this option on it again and it fails the save. Object. You can try to move a Huge or smaller object. If the object isn't being worn or carried, you a"
      },
      {
        "document": 1457,
        "excerpt": "rom you makes a Constitution saving throw. On a failed save, a creature takes 2d8 Thunder damage and is pushed 10 feet away from you. On a successful save, a creatu"
      },
      {
        "document": 1467,
        "excerpt": "ving throw, taking 6d10 Bludgeoning damage on a failed save or half as much damage on a successful one. At the start of each of your turns after the wall appears,"
      },
      {
        "document": 1471,
        "excerpt": "that area makes a Dexterity saving throw. On a failed save, a creature takes 10d4 Acid damage and another 5d4 Acid damage at the end of its next turn. On a success"
      },
      {
        "document": 1472,
        "excerpt": "erity saving throw, taking 5d8 Fire damage on a failed save or half as much damage on a successful one. One side of the wall, selected by you when you cast this sp"
      },
      {
        "document": 1474,
        "excerpt": "rity saving throw, taking 10d6 Cold damage on a failed save or half as much damage on a successful one. The wall is an object that can be damaged and thus breached"
      },
      {
        "document": 1476,
        "excerpt": "y saving throw, taking 7d8 Piercing damage on a failed save or half as much damage on a successful one. A creature can move through the wall, albeit slowly and pai"
      },
      {
        "document": 1480,
        "excerpt": "o make a Strength (Athletics) check against your spell save DC. If it succeeds, it is no longer Restrained. The webs are flammable. Any 5-foot Cube of webs exposed"
      },
      {
        "document": 1481,
        "excerpt": "within range makes a Wisdom saving throw. On a failed save, a target takes 10d10 Psychic damage and has the Frightened condition for the duration. On a successful"
      },
      {
        "document": 1483,
        "excerpt": "aving throw, taking 4d8 Bludgeoning damage on a failed save or half as much damage on a successful one. The strong wind keeps fog, smoke, and other gases at bay. S"
      },
      {
        "document": 1486,
        "excerpt": "turn there makes a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether a creature succeeds or fa"
      },
      {
        "document": 1504,
        "excerpt": "g throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the amm"
      },
      {
        "document": 1515,
        "excerpt": "rity saving throw, taking 5d4 Force damage on a failed save or half as much damage on a successful one. If you remove a bean from the bag, plant it in dirt or sand"
      },
      {
        "document": 1519,
        "excerpt": "es the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save or"
      },
      {
        "document": 1541,
        "excerpt": "f they were Difficult Terrain. Web. You can cast Web (save DC 13). The web created by the spell fills twice its normal area. Once used, this property can't be used"
      },
      {
        "document": 1548,
        "excerpt": "While touching this crystal orb, you can cast Scrying (save DC 17) with it. In addition, you can cast Detect Thoughts (save DC 17) targeting creatures you can see w"
      },
      {
        "document": 1549,
        "excerpt": "While touching this crystal orb, you can cast Scrying (save DC 17) with it. In addition, you can communicate telepathically with creatures you can see within 30 fee"
      },
      {
        "document": 1550,
        "excerpt": "While touching this crystal orb, you can cast Scrying (save DC 17) with it. In addition, you have Truesight with a range of 120 feet centered on the spell's sensor."
      },
      {
        "document": 1551,
        "excerpt": "While touching this crystal orb, you can cast Scrying (save DC 17) with it."
      },
      {
        "document": 1552,
        "excerpt": "for it, and thereby cast the spell associated with it (save DC 17), as shown in the Cube of Force Faces table. The cube starts with 10 charges, and it regains 1d6"
      },
      {
        "document": 1561,
        "excerpt": "en make a DC 15 Charisma saving throw. On a successful save, you control the orb for as long as you remain attuned to it. On a failed save, the orb imposes the Char"
      },
      {
        "document": 1565,
        "excerpt": "saving throw, taking 10d6 Necrotic damage on a failed save or half as much damage on a successful one."
      },
      {
        "document": 1566,
        "excerpt": ", Elementals, Oozes, Plants, and Undead succeed on the save automatically. On a failed save, a creature begins sneezing uncontrollably; it has the Incapacitated co"
      },
      {
        "document": 1576,
        "excerpt": "you can expend 1 or more charges to cast Charm Person (save DC 13). For 1 charge, you cast the level 1 version of the spell. You increase the spell's level by one f"
      },
      {
        "document": 1585,
        "excerpt": "inded condition for 1 minute. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success. Third Command Word. You expe"
      },
      {
        "document": 1596,
        "excerpt": "able. Any spell you cast from the hat uses your spell save DC and spell attack bonus."
      },
      {
        "document": 1598,
        "excerpt": "ge. Spells. You can cast one of the following spells (save DC 18), using one of the helm's gems of the specified type as a component: Daylight (opal), Fireball (fi"
      },
      {
        "document": 1600,
        "excerpt": "feet, and you can cast Detect Thoughts or Suggestion (save DC 13) from the helm. Once either spell is cast from the helm, that spell can't be cast from it again un"
      },
      {
        "document": 1603,
        "excerpt": "e makes a DC 15 Constitution saving throw. On a failed save, a creature takes 5d8 Thunder damage and has the Deafened condition for 1 minute. On a successful save,"
      },
      {
        "document": 1609,
        "excerpt": "ell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster but is otherwise treated as if y"
      },
      {
        "document": 1611,
        "excerpt": "n trapped by the flask before, it has Advantage on the save. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a"
      },
      {
        "document": 1612,
        "excerpt": "saving throw, taking 4d6 Lightning damage on a failed save or half as much damage on a successful one. Immediately after dealing this damage, the weapon reappears"
      },
      {
        "document": 1615,
        "excerpt": "5 Wisdom saving throw or be destroyed. On a successful save, the creature has the Frightened condition until the end of your next turn. Light. While you hold this"
      },
      {
        "document": 1617,
        "excerpt": "t the end of each of its turns, a creature repeats the save, ending the effect on itself on a success."
      },
      {
        "document": 1624,
        "excerpt": "g it, you can expend 1 charge to cast Detect Thoughts (save DC 13) from it. The medallion regains 1d4 expended charges daily at dawn."
      },
      {
        "document": 1625,
        "excerpt": "s. A creature that knows the mirror's nature makes the save with Advantage, and Constructs succeed on the save automatically. An extradimensional cell is an infini"
      },
      {
        "document": 1629,
        "excerpt": "trajectory, the bead detonates as a level 3 Fireball (save DC 15). You can hurl multiple beads, or even the whole necklace, at one time. When you do so, increase"
      },
      {
        "document": 1630,
        "excerpt": "u can cast from it as a Bonus Action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the n"
      },
      {
        "document": 1631,
        "excerpt": "ce from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remain"
      },
      {
        "document": 1639,
        "excerpt": "change a roll of 9 or lower to a 10, turning a failed save into a successful one. Natural Healing Boost. Whenever you roll a Hit Point Die to regain Hit Points, d"
      },
      {
        "document": 1641,
        "excerpt": "ened condition for 1 minute. A creature that fails the save repeats it at the end of each of its turns, ending the effect on itself on a success. A creature that s"
      },
      {
        "document": 1642,
        "excerpt": "arm makes a DC 15 Wisdom saving throw. On a successful save, the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. O"
      },
      {
        "document": 1645,
        "excerpt": "st the level 3 version of the Animal Friendship spell (save DC 13). Agitating this potion's muddy liquid brings little bits into view: a fish scale, a hummingbird"
      },
      {
        "document": 1657,
        "excerpt": "ion, you gain the effect of the Detect Thoughts spell (save DC 13) for 10 minutes (no Concentration required). This potion's dense, purple liquid has an ovoid clou"
      },
      {
        "document": 1665,
        "excerpt": "n expend 1 charge to cast one of the following spells (save DC 13) from it: - Animal Friendship - Fear (affects Beasts only) - Speak with Animals"
      },
      {
        "document": 1667,
        "excerpt": "emental makes a DC 18 Wisdom saving throw. On a failed save, the Elemental has the Charmed condition until the start your next turn, and you determine what it does"
      },
      {
        "document": 1668,
        "excerpt": "take a Reaction to expend 1 charge to succeed on that save instead."
      },
      {
        "document": 1677,
        "excerpt": "ture makes a DC 15 Dexterity saving throw. On a failed save, the creature takes Lightning damage based on the number of spheres you created, as shown in the followi"
      },
      {
        "document": 1678,
        "excerpt": "ell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster but is otherwise treated as if y"
      },
      {
        "document": 1679,
        "excerpt": "on saving throws against spells. If you succeed on the save for a spell of level 7 or lower, the spell has no effect on you. If that spell targeted only you and did"
      },
      {
        "document": 1690,
        "excerpt": "pells and other magical effects. War Mage. Your spell save DC and spell attack bonus each increase by 2."
      },
      {
        "document": 1694,
        "excerpt": "to make a DC 17 Constitution saving throw. On a failed save, the target takes an extra 4d6 Necrotic damage, and you regain a number of Hit Points equal to half that"
      },
      {
        "document": 1700,
        "excerpt": "take a Reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended"
      },
      {
        "document": 1712,
        "excerpt": "mand, or Comprehend Languages from it using your spell save DC. Reflect Enchantment. If you succeed on a saving throw against an Enchantment spell that targets onl"
      },
      {
        "document": 1713,
        "excerpt": "pells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell. Regaining Charges. The staf"
      },
      {
        "document": 1714,
        "excerpt": "pells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell. Regaining Charges. The staf"
      },
      {
        "document": 1716,
        "excerpt": "pells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell. Regaining Charges. The staf"
      },
      {
        "document": 1718,
        "excerpt": "pells on the following table from it, using your spell save DC and spell attack modifier. The table indicates how many charges you must expend to cast the spell. R"
      },
      {
        "document": 1719,
        "excerpt": "pells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell. Regaining Charges. The staf"
      },
      {
        "document": 1721,
        "excerpt": "pells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell. Tree Form. You can take a M"
      },
      {
        "document": 1722,
        "excerpt": "saving throw, taking 9d6 Lightning damage on a failed save or half as much damage on a successful one. Thunderclap. You can take a Magic action to cause the staff"
      },
      {
        "document": 1723,
        "excerpt": "to make a DC 15 Constitution saving throw. On a failed save, the target has Disadvantage for 1 hour on any ability check or saving throw that uses Strength or Const"
      },
      {
        "document": 1729,
        "excerpt": "o regain Hit Points for 1 hour. The target repeats the save at the end of each of its turns, ending the effect on itself on a success."
      },
      {
        "document": 1730,
        "excerpt": "et is a Fiend or an Undead, it has Disadvantage on the save. On a failed save, the target falls into the fissure and is destroyed, leaving no remains. On a successf"
      },
      {
        "document": 1732,
        "excerpt": "the target is a Celestial, it has Disadvantage on the save. On a failed save, the target falls into the fissure and is destroyed, leaving no remains. On a successf"
      },
      {
        "document": 1733,
        "excerpt": "ity saving throw, falling into the fissure on a failed save or moving with the fissure's edge on a successful one. Any structure on a spot where the fissure opens c"
      },
      {
        "document": 1737,
        "excerpt": "ry it, you can expend 1 charge to cast Dominate Beast (save DC 15) from it on a Beast that has a Swim Speed."
      },
      {
        "document": 1741,
        "excerpt": "hile holding the wand, you can cast one of the spells (save DC 17) on the following table from it. The table indicates how many charges you must expend to cast the"
      },
      {
        "document": 1743,
        "excerpt": "hile holding the wand, you can cast one of the spells (save DC 15) on the following table from it. The table indicates how many charges you must expend to cast the"
      },
      {
        "document": 1744,
        "excerpt": "ou can expend no more than 3 charges to cast Fireball (save DC 15) from it. For 1 charge, you cast the level 3 version of the spell. You can increase the spell's le"
      },
      {
        "document": 1745,
        "excerpt": "expend no more than 3 charges to cast Lightning Bolt (save DC 15) from it. For 1 charge, you cast the level 3 version of the spell. You can increase the spell's le"
      },
      {
        "document": 1748,
        "excerpt": "the end of each of the target's turns, it repeats the save, ending the effect on itself on a success. Regaining Charges. The wand regains 1d6 + 1 expended charges"
      },
      {
        "document": 1749,
        "excerpt": "holding it, you can expend 1 charge to cast Polymorph (save DC 15) from it. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expe"
      },
      {
        "document": 1752,
        "excerpt": "While holding it, you can expend 1 charge to cast Web (save DC 13) from it. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expe"
      },
      {
        "document": 1753,
        "excerpt": "Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell's maximum range is normally less than 120 feet, it becomes 120 feet when cast from"
      },
      {
        "document": 1757,
        "excerpt": "on While holding this fan, you can cast Gust of Wind (save DC 13) from it. Each subsequent time the fan is used before the next dawn, it has a cumulative 20 percen"
      },
      {
        "document": 1760,
        "excerpt": "each other over any distance. The target repeats the save whenever it takes damage as well as after every 24 hours it spends at least 1 mile away from the aboleth"
      },
      {
        "document": 1761,
        "excerpt": "and using Charisma as the spellcasting ability (spell save DC 17, +9 to hit with spell attacks): At Will: Acid Arrow (level 3 version), Detect Magic, Fear 1/Day E"
      },
      {
        "document": 1762,
        "excerpt": "and using Charisma as the spellcasting ability (spell save DC 18): At Will: Detect Magic, Invisibility, Mage Hand, Shatter 1/Day Each: Scrying, Sending"
      },
      {
        "document": 1763,
        "excerpt": "he end of its next turn, at which point it repeats the save. Second Failure: The target has the Unconscious condition for 10 minutes. This effect ends for the targe"
      },
      {
        "document": 1764,
        "excerpt": "and using Charisma as the spellcasting ability (spell save DC 17, +10 to hit with spell attacks): At Will: Detect Magic, Guiding Bolt (level 2 version), Shapechan"
      },
      {
        "document": 1765,
        "excerpt": "and using Charisma as the spellcasting ability (spell save DC 17): At Will: Detect Magic, Mind Spike (level 4 version), Minor Illusion, Shapechange (Beast or Huma"
      },
      {
        "document": 1766,
        "excerpt": "and using Charisma as the spellcasting ability (spell save DC 21, +13 to hit with spell attacks): At Will: Detect Magic, Guiding Bolt (level 2 version), Shapechan"
      },
      {
        "document": 1767,
        "excerpt": "and using Charisma as the spellcasting ability (spell save DC 17): At Will: Detect Magic, Mind Spike (level 3 version) 1/Day: Geas"
      },
      {
        "document": 1768,
        "excerpt": "and using Charisma as the spellcasting ability (spell save DC 20, +12 to hit with spell attacks): At Will: Command (level 2 version), Detect Magic, Scorching Ray"
      },
      {
        "document": 1769,
        "excerpt": "on until the end of its next turn, when it repeats the save. Second Failure: The target has the Paralyzed condition, and it repeats the save at the end of each of i"
      },
      {
        "document": 1770,
        "excerpt": "and using Charisma as the spellcasting ability (spell save DC 14). The dragon can't take this action again until the start of its next turn. Pounce. The dragon mo"
      },
      {
        "document": 1773,
        "excerpt": "and using Charisma as the spellcasting ability (spell save DC 21, +13 to hit with spell attacks): At Will: Acid Arrow (level 4 version), Detect Magic, Fear 1/Day"
      },
      {
        "document": 1774,
        "excerpt": "and using Charisma as the spellcasting ability (spell save DC 22): At Will: Detect Magic, Invisibility, Mage Hand, Shatter (level 3 version) 1/Day Each: Scrying,"
      },
      {
        "document": 1775,
        "excerpt": "he end of its next turn, at which point it repeats the save. Second Failure: The target has the Unconscious condition for 10 minutes. This effect ends for the targe"
      },
      {
        "document": 1776,
        "excerpt": "and using Charisma as the spellcasting ability (spell save DC 22, +14 to hit with spell attacks): At Will: Detect Magic, Guiding Bolt (level 2 version), Shapechan"
      },
      {
        "document": 1777,
        "excerpt": "and using Charisma as the spellcasting ability (spell save DC 21): At Will: Detect Magic, Mind Spike (level 5 version), Minor Illusion, Shapechange (Beast or Huma"
      },
      {
        "document": 1778,
        "excerpt": "and using Charisma as the spellcasting ability (spell save DC 24, +16 to hit with spell attacks): At Will: Detect Magic, Guiding Bolt (level 4 version), Shapechan"
      },
      {
        "document": 1779,
        "excerpt": "and using Charisma as the spellcasting ability (spell save DC 21): At Will: Detect Magic, Mind Spike (level 5 version) 1/Day Each: Geas, Modify Memory"
      },
      {
        "document": 1780,
        "excerpt": "and using Charisma as the spellcasting ability (spell save DC 23, +15 to hit with spell attacks): At Will: Command (level 2 version), Detect Magic, Scorching Ray"
      },
      {
        "document": 1781,
        "excerpt": "on until the end of its next turn, when it repeats the save. Second Failure: The target has the Paralyzed condition, and it repeats the save at the end of each of i"
      },
      {
        "document": 1782,
        "excerpt": "and using Charisma as the spellcasting ability (spell save DC 18). The dragon can't take this action again until the start of its next turn. Pounce. The dragon mo"
      },
      {
        "document": 1790,
        "excerpt": "using Intelligence as the spellcasting ability (spell save DC 17): At Will: Detect Magic, Detect Thoughts, Disguise Self, Invisibility, Light, Mage Armor (include"
      },
      {
        "document": 1791,
        "excerpt": "assassin instead takes no damage if it succeeds on the save and only half damage if it fails. It can't use this trait if it has the Incapacitated condition."
      },
      {
        "document": 1803,
        "excerpt": "ts reflection in the Cone, the basilisk must make this save. First Failure: The target has the Restrained condition and repeats the save at the end of its next turn"
      },
      {
        "document": 1816,
        "excerpt": "he end of its next turn, at which point it repeats the save. Second Failure: The target has the Unconscious condition for 1 minute. This effect ends for the target"
      },
      {
        "document": 1827,
        "excerpt": "The target has the Poisoned condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds a"
      },
      {
        "document": 1830,
        "excerpt": "and using Charisma as the spellcasting ability (spell save DC 15): At Will: Detect Magic, Fog Cloud, Light 1/Day Each: Control Weather, Gaseous Form, Telekinesis"
      },
      {
        "document": 1831,
        "excerpt": "t has the Restrained condition. The target repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success. Second"
      },
      {
        "document": 1835,
        "excerpt": "ts and using Wisdom as the spellcasting ability (spell save DC 15): At Will: Detect Evil and Good, Detect Magic, Detect Thoughts, Shapechange (Beast or Humanoid fo"
      },
      {
        "document": 1838,
        "excerpt": "pells, using Wisdom as the spellcasting ability (spell save DC 12, +4 to hit with spell attacks): At Will: Light, Thaumaturgy 2/Day: Command 1/Day: Hold Person"
      },
      {
        "document": 1841,
        "excerpt": "normal when finishing a Long Rest, and it repeats the save every 24 hours that elapse, ending the effect on itself on a success. Subsequent Failures: The Poisoned"
      },
      {
        "document": 1843,
        "excerpt": "and using Charisma as the spellcasting ability (spell save DC 17): At Will: Detect Evil and Good, Shapechange (Beast or Humanoid form only, no Temporary Hit Point"
      },
      {
        "document": 1845,
        "excerpt": "t. Strength Saving Throw: DC 17 (a creature makes this save only once per turn, and the djinni is unaffected). Failure: While in the whirlwind, the target has the R"
      },
      {
        "document": 1846,
        "excerpt": "and using Charisma as the spellcasting ability (spell save DC 12). Unsettling Visage (Recharge 6). Wisdom Saving Throw: DC 12, each creature in a 15-foot Emanatio"
      },
      {
        "document": 1850,
        "excerpt": "ts and using Wisdom as the spellcasting ability (spell save DC 14)."
      },
      {
        "document": 1851,
        "excerpt": "pells, using Wisdom as the spellcasting ability (spell save DC 13): At Will: Druidcraft, Speak with Animals 2/Day Each: Entangle, Thunderwave 1/Day Each: Animal"
      },
      {
        "document": 1852,
        "excerpt": "and using Charisma as the spellcasting ability (spell save DC 14): At Will: Animal Friendship, Charm Monster (lasts 24 hours; ends early if the dryad casts the sp"
      },
      {
        "document": 1853,
        "excerpt": "and using Charisma as the spellcasting ability (spell save DC 10)."
      },
      {
        "document": 1856,
        "excerpt": "and using Charisma as the spellcasting ability (spell save DC 16): At Will: Detect Magic, Elementalism 1/Day Each: Gaseous Form, Invisibility, Major Image, Plane"
      },
      {
        "document": 1869,
        "excerpt": "If there is no unoccupied space, the target fails the save instead."
      },
      {
        "document": 1884,
        "excerpt": "to figurine form. The Frightened creature repeats the save at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the save,"
      },
      {
        "document": 1903,
        "excerpt": "using Intelligence as the spellcasting ability (spell save DC 16): At Will: Darkness, Detect Magic, Dispel Magic 1/Day Each: Confusion, Fly, Power Word Stun"
      },
      {
        "document": 1910,
        "excerpt": "ubtracts 2 (1d4) from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds a"
      },
      {
        "document": 1911,
        "excerpt": "he target has the Restrained condition and repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success. Second"
      },
      {
        "document": 1914,
        "excerpt": "using Intelligence as the spellcasting ability (spell save DC 11): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must finish"
      },
      {
        "document": 1920,
        "excerpt": "ts and using Wisdom as the spellcasting ability (spell save DC 16): At Will: Thaumaturgy 1/Day Each: Clairvoyance, Cure Wounds (level 6 version), Flame Strike (le"
      },
      {
        "document": 1922,
        "excerpt": "Charmed condition until the song ends and repeats the save at the end of each of its turns. While Charmed, the target has the Incapacitated condition and ignores t"
      },
      {
        "document": 1936,
        "excerpt": "using Intelligence as the spellcasting ability (spell save DC 17)."
      },
      {
        "document": 1939,
        "excerpt": "and using Charisma as the spellcasting ability (spell save DC 15): At Will: Disguise Self, Etherealness 1/Day Each: Dream, Hypnotic Pattern"
      },
      {
        "document": 1947,
        "excerpt": "and using Charisma as the spellcasting ability (spell save DC 13): At Will: Disguise Self (can appear as a Large or Medium biped), Minor Illusion 1/Day Each: Gea"
      },
      {
        "document": 1949,
        "excerpt": "using Intelligence as the spellcasting ability (spell save DC 20): At Will: Detect Magic, Detect Thoughts, Dispel Magic, Fireball (level 5 version), Invisibility,"
      },
      {
        "document": 1952,
        "excerpt": "using Intelligence as the spellcasting ability (spell save DC 14): At Will: Detect Magic, Light, Mage Armor (included in AC), Mage Hand, Prestidigitation 2/Day E"
      },
      {
        "document": 1959,
        "excerpt": "its reflection in the Cone, the medusa must make this save. First Failure: The target has the Restrained condition and repeats the save at the end of its next turn"
      },
      {
        "document": 1966,
        "excerpt": "ts and using Wisdom as the spellcasting ability (spell save DC 17, +9 to hit with spell attacks): At Will: Dispel Magic, Thaumaturgy 1/Day Each: Animate Dead, Har"
      },
      {
        "document": 1969,
        "excerpt": "using Intelligence as the spellcasting ability (spell save DC 14): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must finish"
      },
      {
        "document": 1974,
        "excerpt": "age is Radiant or from a Critical Hit. On a successful save, the zombie drops to 1 Hit Point instead."
      },
      {
        "document": 1976,
        "excerpt": "and using Charisma as the spellcasting ability (spell save DC 13): 1/Day Each: Charm Person (level 2 version), Darkness, Gaseous Form, Sleep"
      },
      {
        "document": 1986,
        "excerpt": "at the start of each of its turns, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds a"
      },
      {
        "document": 1987,
        "excerpt": "ents and using Charisma as spellcasting ability (spell save DC 20): At Will: Detect Evil and Good 1/Day Each: Commune, Control Weather, Dispel Evil and Good, Rais"
      },
      {
        "document": 1992,
        "excerpt": "pells, using Wisdom as the spellcasting ability (spell save DC 13): At Will: Light, Thaumaturgy 1/Day: Spirit Guardians"
      },
      {
        "document": 1996,
        "excerpt": "t the end of each of its turns, the target repeats the save, ending the effect on itself on a success. After 1 minute, it succeeds automatically. Shape-Shift. The"
      },
      {
        "document": 1997,
        "excerpt": "and using Charisma as the spellcasting ability (spell save DC 18): At Will: Detect Magic, Detect Thoughts, Disguise Self, Mage Hand, Minor Illusion 1/Day Each: F"
      },
      {
        "document": 2014,
        "excerpt": "using Intelligence as the spellcasting ability (spell save DC 11): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must finish"
      },
      {
        "document": 2020,
        "excerpt": "on until the end of its next turn, when it repeats the save. Second Failure: The target has the Paralyzed condition, and it repeats the save at the end of each of i"
      },
      {
        "document": 2022,
        "excerpt": "and using Charisma as the spellcasting ability (spell save DC 25): At Will: Detect Evil and Good 1/Day Each: Commune, Control Weather, Dispel Evil and Good, Resu"
      },
      {
        "document": 2024,
        "excerpt": "using Intelligence as the spellcasting ability (spell save DC 16): At Will: Detect Magic, Identify, Mage Hand, Minor Illusion, Prestidigitation 1/Day Each: Dispe"
      },
      {
        "document": 2025,
        "excerpt": "target has the Paralyzed condition, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds a"
      },
      {
        "document": 2028,
        "excerpt": "using Intelligence as the spellcasting ability (spell save DC 14): At Will: Detect Magic, Mage Hand, Minor Illusion, Water Breathing 2/Day Each: Detect Thoughts,"
      },
      {
        "document": 2029,
        "excerpt": "(Celestials, Fiends, and Undead automatically fail the save). Failure: The sprite knows the target's emotions and alignment. Invisibility. The sprite casts Invisib"
      },
      {
        "document": 2034,
        "excerpt": "using Constitution as the spellcasting ability (spell save DC 17)."
      },
      {
        "document": 2035,
        "excerpt": "ts and using Wisdom as the spellcasting ability (spell save DC 18): At Will: Detect Magic, Light 1/Day: Control Weather"
      },
      {
        "document": 2036,
        "excerpt": "and using Charisma as the spellcasting ability (spell save DC 15). Draining Kiss. Constitution Saving Throw: DC 15, one creature Charmed by the succubus within 5"
      },
      {
        "document": 2053,
        "excerpt": "and using Charisma as the spellcasting ability (spell save DC 14): At Will: Detect Evil and Good, Druidcraft 1/Day Each: Calm Emotions, Dispel Evil and Good, Ent"
      },
      {
        "document": 2056,
        "excerpt": "and using Charisma as the spellcasting ability (spell save DC 17), and the duration is 24 hours. The Charmed target is a willing recipient of the vampire's Bite, t"
      },
      {
        "document": 2059,
        "excerpt": "The target has the Poisoned condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. While Poisoned, the target ta"
      },
      {
        "document": 2083,
        "excerpt": "he end of its next turn, at which point it repeats the save. Second Failure: The target has the Unconscious condition for 1 minute. This effect ends for the target"
      },
      {
        "document": 2086,
        "excerpt": "ubtracts 3 (1d6) from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds a"
      },
      {
        "document": 2089,
        "excerpt": "on until the end of its next turn, when it repeats the save. Second Failure: The target has the Paralyzed condition, and it repeats the save at the end of each of i"
      },
      {
        "document": 2091,
        "excerpt": "age is Radiant or from a Critical Hit. On a successful save, the zombie drops to 1 Hit Point instead."
      }
    ],
    "save's": [
      {
        "document": 171,
        "excerpt": "tifies the kind of save required and then provides the save's DC, a description of which creatures make the save, and an explanation of what happens on a failed or su"
      },
      {
        "document": 554,
        "excerpt": "he kind of saving throw required and then provides the save's DC, a description of which creatures must make the save, and what happens on a failed or a successful sa"
      }
    ],
    "saves": [
      {
        "document": 22,
        "excerpt": "and Proficiency Bonus. Monster abilities that call for saves specify the DC."
      },
      {
        "document": 40,
        "excerpt": "throw lets a character add their Proficiency Bonus to saves that use a particular ability. For example, proficiency in Wisdom saves lets you add your Proficiency Bo"
      },
      {
        "document": 675,
        "excerpt": "g throw. After the creature succeeds on three of these saves, the contagion ends on it, and the creature is immune to Cackle Fever for 1 year. Spreading the Contagi"
      },
      {
        "document": 698,
        "excerpt": "re takes 3 (1d6) Poison damage. After three successful saves, the poison ends."
      },
      {
        "document": 705,
        "excerpt": "the creature remains Poisoned. After seven successful saves against the poison, the creature is no longer Poisoned."
      },
      {
        "document": 971,
        "excerpt": "Points to give one target of the spell Disadvantage on saves against the spell. Quickened Spell Cost: 2 Sorcery Points When you cast a spell that has a casting ti"
      },
      {
        "document": 1161,
        "excerpt": "r affected by the target. A creature that successfully saves against this effect is immune to it for 1 minute, after which it can be affected again."
      },
      {
        "document": 1211,
        "excerpt": "or failures. If the target succeeds on three of these saves, the spell ends on the target. If the target fails three of the saves, the spell lasts for 7 days on it."
      },
      {
        "document": 1248,
        "excerpt": "saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens. Structures. The tremor deals 50 Bludgeoning damage to any st"
      },
      {
        "document": 1277,
        "excerpt": "ow at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone"
      },
      {
        "document": 1387,
        "excerpt": "ow at the end of each of its turns. If it successfully saves three times, the condition ends. If it fails three times, it has the Petrified condition until it is fre"
      },
      {
        "document": 1388,
        "excerpt": "ow at the end of each of its turns. If it successfully saves three times, the condition ends. If it fails three times, it has the Petrified condition until it is fre"
      },
      {
        "document": 1430,
        "excerpt": "y to the Exhaustion condition automatically succeed on saves against this spell."
      }
    ],
    "saving": [
      {
        "document": 9,
        "excerpt": "u regain any Hit Points, and you now face making Death Saving Throws (see below)."
      },
      {
        "document": 10,
        "excerpt": "Death Saving Throws"
      },
      {
        "document": 11,
        "excerpt": "Medicine) check. A Stable creature doesn't make Death Saving Throws even though it has 0 Hit Points, but it still has the Unconscious condition. If the creature take"
      },
      {
        "document": 19,
        "excerpt": "Saving Throws"
      },
      {
        "document": 20,
        "excerpt": "Saving throws are named for the ability modifiers they use: a Constitution saving throw, a Wisdom saving throw,"
      },
      {
        "document": 21,
        "excerpt": "You add your Proficiency Bonus to your saving throw if you have proficiency in that kind of save. See “Proficiency” later in “Playing the Game.”"
      },
      {
        "document": 22,
        "excerpt": "The Difficulty Class for a saving throw is determined by the effect that causes it or by the GM. For example, if a spell forces you to mak"
      },
      {
        "document": 34,
        "excerpt": "est when the creature has proficiency in a skill, in a saving throw, or with an item that the creature uses to make the D20 Test. The bonus is also used for spell att"
      },
      {
        "document": 40,
        "excerpt": "Saving Throw Proficiencies"
      },
      {
        "document": 92,
        "excerpt": "0 Tests, and they come in three kinds: ability checks, saving throws, and attack rolls. They follow these steps: 4: Roll 1d20. You always want to roll high. If the r"
      },
      {
        "document": 97,
        "excerpt": "le you're on it, you must succeed on a DC 10 Dexterity saving throw or fall off, landing with the Prone condition (see “Rules Glossary”) in an unoccupied space within"
      },
      {
        "document": 107,
        "excerpt": "Saving Throws and Damage"
      },
      {
        "document": 108,
        "excerpt": "amaging effect that forces two or more targets to make saving throws against it at the same time, roll the damage once for all the targets. For example, when a wizard"
      },
      {
        "document": 109,
        "excerpt": "Many saving throw effects deal half damage (round down) to a target when the target succeeds on the saving throw. Th"
      },
      {
        "document": 142,
        "excerpt": "a conflict occurs, the item's bearer makes a Charisma saving throw (DC 12 plus the item's Charisma modifier). On a failed save, the item makes one or more of the fol"
      },
      {
        "document": 153,
        "excerpt": "s along with corresponding ability score modifiers and saving throw modifiers. For more information on ability scores and saving throws, see “Playing the Game.”"
      },
      {
        "document": 161,
        "excerpt": "es. A monster's ability scores, ability modifiers, and saving throws are listed here. Other Details. The monster's Senses, Languages, and CR entries appear here. Add"
      },
      {
        "document": 167,
        "excerpt": "y Bonus by Challenge Rating table, and is reflected in saving throws, skills, and other statistics where the monster's exceptional aptitude is a factor. Proficiency"
      },
      {
        "document": 171,
        "excerpt": "Saving Throw Effect Notation"
      },
      {
        "document": 175,
        "excerpt": "asting ability, spell save DC (if any spells require a saving throw), and spell attack bonus (if any spells require an attack roll). Unless noted otherwise, a spell o"
      },
      {
        "document": 240,
        "excerpt": "Note these numbers on your character sheet. Saving Throws. For the saving throws you have proficiency in, add your Proficiency Bonus to the appropriate abi"
      },
      {
        "document": 241,
        "excerpt": "ints you might gain. There's also space to track Death Saving Throws. Hit Point Dice. Your class's description tells you the die type of your character's Hit Point D"
      },
      {
        "document": 307,
        "excerpt": "et of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 2d8 Radiant damage if it is a Fi"
      },
      {
        "document": 308,
        "excerpt": "t steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 Piercing damage and have its Speed reduced to 0 until the start of its next turn. Ther"
      },
      {
        "document": 322,
        "excerpt": "et of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or have the Restrained condition until i"
      },
      {
        "document": 323,
        "excerpt": "et of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or be covered in oil. If the target take"
      },
      {
        "document": 344,
        "excerpt": "ding any Material components. If the spell requires a saving throw or an attack roll, the spell save DC is 13, and the attack bonus is +5. The scroll disintegrates w"
      },
      {
        "document": 404,
        "excerpt": "pon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a fai"
      },
      {
        "document": 445,
        "excerpt": "et of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 2d6 Acid damage."
      },
      {
        "document": 446,
        "excerpt": "et of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 1d4 Fire damage and start burnin"
      },
      {
        "document": 448,
        "excerpt": "you can drink a vial of Antitoxin to gain Advantage on saving throws to avoid or end the Poisoned condition for 1 hour."
      },
      {
        "document": 451,
        "excerpt": "first time on a turn must succeed on a DC 10 Dexterity saving throw or have the Prone condition. It takes 10 minutes to recover the Ball Bearings."
      },
      {
        "document": 455,
        "excerpt": "ture. While in a Bedroll, you automatically succeed on saving throws against extreme cold (see “Gameplay Toolbox”)."
      },
      {
        "document": 457,
        "excerpt": "While wrapped in a blanket, you have Advantage on saving throws against extreme cold (see “Gameplay Toolbox”)."
      },
      {
        "document": 463,
        "excerpt": "first time on a turn must succeed on a DC 15 Dexterity saving throw or take 1 Piercing damage and have its Speed reduced to 0 until the start of its next turn. It tak"
      },
      {
        "document": 501,
        "excerpt": "hatever the effects, they typically deal with targets, saving throws, attack rolls, or all three, each of which is detailed below."
      },
      {
        "document": 502,
        "excerpt": "normally has no effect on a target that succeeds on a saving throw, the invalid target appears to have succeeded on its saving throw, even though it didn't attempt o"
      },
      {
        "document": 503,
        "excerpt": "Saving Throws"
      },
      {
        "document": 520,
        "excerpt": "ed food for a day must succeed on a DC 10 Constitution saving throw or gain 1 Exhaustion level at the day's end. A creature that eats nothing for 5 days automatically"
      },
      {
        "document": 531,
        "excerpt": "thing. A creature might have proficiency in a skill or saving throw or with a weapon or tool. See also “Playing the Game” (“Proficiency”)."
      },
      {
        "document": 539,
        "excerpt": "Save is another name for a saving throw. See also \"Saving Throw.\""
      },
      {
        "document": 540,
        "excerpt": "Saving Throw"
      },
      {
        "document": 553,
        "excerpt": "f it has 0 Hit Points but isn't required to make Death Saving Throws. See also \"Playing the Game\" (\"Damage and Healing\")."
      },
      {
        "document": 554,
        "excerpt": "provides the monster's ability scores, modifiers, and saving throw modifiers, all of which are detailed in \"Playing the Game.\" Skills. This entry lists the monster'"
      },
      {
        "document": 561,
        "excerpt": "or object targeted by an attack roll, forced to make a saving throw by an effect, or selected to receive the effects of a spell or another phenomenon."
      },
      {
        "document": 567,
        "excerpt": "r transparent to you, and you automatically succeed on saving throws against them. Transformations. You discern the true form of any creature or object you see that"
      },
      {
        "document": 568,
        "excerpt": "le. The target must succeed on a Strength or Dexterity saving throw (it chooses which), or it has the Grappled condition. The DC for the saving throw and any escape a"
      },
      {
        "document": 580,
        "excerpt": "an object can't make ability checks, and it fails all saving throws."
      },
      {
        "document": 592,
        "excerpt": "If you take damage, you must succeed on a Constitution saving throw to maintain Concentration. The DC equals 10 or half the damage taken (round down), whichever numbe"
      },
      {
        "document": 595,
        "excerpt": "to a target: Half Cover (+2 bonus to AC and Dexterity saving throws), Three-Quarters Cover (+5 bonus to AC and Dexterity saving throws), and Total Cover (can't be ta"
      },
      {
        "document": 604,
        "excerpt": "0 rolls of the game: ability checks, attack rolls, and saving throws. If something in the game affects D20 Tests, it affects all three of these rolls. The GM determin"
      },
      {
        "document": 614,
        "excerpt": "Death Saving Throw"
      },
      {
        "document": 617,
        "excerpt": "ss (DC) is the target number for an ability check or a saving throw. See also “Playing the Game” (“D20 Tests”)."
      },
      {
        "document": 622,
        "excerpt": "ge if you can see the attacker, and you make Dexterity saving throws with Advantage. You lose these benefits if you have the Incapacitated condition or if your Speed"
      },
      {
        "document": 671,
        "excerpt": "of Demonic Possession must succeed on a DC 15 Charisma saving throw or be possessed by a bodiless demonic entity. Whenever the possessed creature rolls a 1 on a D20 T"
      },
      {
        "document": 673,
        "excerpt": "a Long Rest - the creature makes a DC 15 Constitution saving throw at the end of the recuperation period. On a successful save, the creature has Advantage on saving"
      },
      {
        "document": 674,
        "excerpt": "ow magical contagions can work. Feel free to alter the saving throw DCs, effects, and other characteristics of these contagions to suit your campaign."
      },
      {
        "document": 675,
        "excerpt": "ion condition, the creature makes a DC 13 Constitution saving throw each time it takes damage other than Psychic damage. On a failed save, the creature takes 5 (1d10)"
      },
      {
        "document": 676,
        "excerpt": "ed filth or offal must succeed on a DC 11 Constitution saving throw or become infected with Sewer Plague. A creature suffers the following effects 1d4 days after infe"
      },
      {
        "document": 677,
        "excerpt": "nted by Sight Rot must succeed on a DC 15 Constitution saving throw or have the Blinded condition until the contagion ends. Fighting the Contagion. Magic such as a H"
      },
      {
        "document": 678,
        "excerpt": "acks a Swim Speed must succeed on a DC 10 Constitution saving throw or gain 1 Exhaustion level."
      },
      {
        "document": 679,
        "excerpt": "the extreme cold must succeed on a DC 10 Constitution saving throw at the end of each hour or gain 1 Exhaustion level. Creatures that have Resistance or Immunity to"
      },
      {
        "document": 681,
        "excerpt": "cess to drinkable water must succeed on a Constitution saving throw at the end of each hour or gain 1 Exhaustion level. The DC is 5 for the first hour and increases b"
      },
      {
        "document": 682,
        "excerpt": "quires the creature to succeed on a DC 10 Constitution saving throw or gain 1 Exhaustion level. Creatures with Resistance or Immunity to Cold damage automatically suc"
      },
      {
        "document": 685,
        "excerpt": "tarts its turn there must succeed on a DC 10 Dexterity saving throw or have the Prone condition."
      },
      {
        "document": 689,
        "excerpt": "seline effect. Fear effects typically require a Wisdom saving throw, with a save DC based on how terrifying the situation is. The Sample Fear DCs table provides some"
      },
      {
        "document": 690,
        "excerpt": "rovides a few examples of such effects, with suggested saving throw DCs and damage. Mental stress can usually be resisted with a successful Wisdom save, but sometimes"
      },
      {
        "document": 693,
        "excerpt": "as a reduced effect, such as allowing Advantage on the saving throw or dealing only half as much damage on a failed save. Inhaled. Poisonous powders and gases take e"
      },
      {
        "document": 697,
        "excerpt": "bjected to Assassin's Blood makes a DC 10 Constitution saving throw. On a failed save, the creature takes 6 (1d12) Poison damage and has the Poisoned condition for 24"
      },
      {
        "document": 698,
        "excerpt": "Burnt Othur Fumes must succeed on a DC 13 Constitution saving throw or take 10 (3d6) Poison damage, and it must repeat the save at the start of each of its turns. On"
      },
      {
        "document": 699,
        "excerpt": "to Crawler Mucus must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 1 minute. The creature also has the Paralyzed condition while P"
      },
      {
        "document": 700,
        "excerpt": "Essence of Ether must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 8 hours. The creature also has the Unconscious condition while"
      },
      {
        "document": 701,
        "excerpt": "bjected to Malice must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 1 hour. The creature also has the Blinded condition while Poiso"
      },
      {
        "document": 702,
        "excerpt": "8 hours, each character must succeed on a Constitution saving throw or gain 1 Exhaustion level. The DC is 10 plus 1 for each hour past 8 hours."
      },
      {
        "document": 703,
        "excerpt": "fore midnight, the creature makes a DC 17 Constitution saving throw, taking 31 (9d6) Poison damage on a failed save or half as much damage on a successful one."
      },
      {
        "document": 704,
        "excerpt": "to Oil of Taggit must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 24 hours. The creature also has the Unconscious condition while"
      },
      {
        "document": 705,
        "excerpt": "to Pale Tincture must succeed on a DC 16 Constitution saving throw or take 3 (1d6) Poison damage and have the Poisoned condition. The Poisoned creature repeats the s"
      },
      {
        "document": 706,
        "excerpt": "ected to Purple Worm Poison makes a DC 21 Constitution saving throw, taking 35 (10d6) Poison damage on a failed save or half as much damage on a successful one."
      },
      {
        "document": 707,
        "excerpt": "to Serpent Venom must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) Poison damage on a failed save or half as much damage on a successful one."
      },
      {
        "document": 708,
        "excerpt": "to Spider's Sting must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 1 hour. If the creature fails the save by 5 or more, the creatu"
      },
      {
        "document": 709,
        "excerpt": "to Torpor poison must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 4d6 hours. The creature's Speed is halved while the creature is"
      },
      {
        "document": 710,
        "excerpt": "ed to Truth Serum must succeed on a DC 11 Constitution saving throw or have the Poisoned condition for 1 hour. The Poisoned creature can't knowingly communicate a lie"
      },
      {
        "document": 711,
        "excerpt": "subjected to Wyvern Poison makes a DC 14 Constitution saving throw, taking 24 (7d6) Poisson damage on a failed save or half as much damage on a successful one."
      },
      {
        "document": 716,
        "excerpt": "e section of ceiling must succeed on a DC 13 Dexterity saving throw, taking 11 (2d10) Bludgeoning damage on a failed save or half as much damage on a successful one."
      },
      {
        "document": 717,
        "excerpt": "ll on it. The target must succeed on a DC 10 Dexterity saving throw or have the Restrained condition until it escapes. The target succeeds automatically if it's Huge"
      },
      {
        "document": 718,
        "excerpt": "creature in the Cone must succeed on a DC 15 Dexterity saving throw, taking 11 (2d10) Fire damage on a failed save or half as much damage on a successful one. Detect"
      },
      {
        "document": 720,
        "excerpt": "e in the darts' path must succeed on a DC 13 Dexterity saving throw or be struck by 1d3 darts, taking 3 (1d6) Poison damage per dart. Detect and Disarm. As a Search"
      },
      {
        "document": 721,
        "excerpt": "the creature. The creature makes a DC 11 Constitution saving throw. On a failed save, the creature takes 5 (1d10) Poison damage and has the Poisoned condition for 1"
      },
      {
        "document": 722,
        "excerpt": "lling, that creature must succeed on a DC 15 Dexterity saving throw or take 55 (10d10) Bludgeoning damage and have the Prone condition. The stone stops when it hits"
      },
      {
        "document": 741,
        "excerpt": "Saving Throw Examples"
      },
      {
        "document": 745,
        "excerpt": "against you have Disadvantage, and you make Dexterity saving throws with Advantage. You lose this benefit if you have the Incapacitated condition or if your Speed is"
      },
      {
        "document": 752,
        "excerpt": "+2 bonus to AC and Dexterity saving throws"
      },
      {
        "document": 783,
        "excerpt": "ature in the area must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. A creature repeats the save at the end of each of its"
      },
      {
        "document": 793,
        "excerpt": "d roll, the eater must succeed on a DC 15 Constitution saving throw or take 5d6 Poison damage and have the Poisoned condition for 1 hour. On an even roll, the eater g"
      },
      {
        "document": 962,
        "excerpt": "Saving Throw Proficiencies"
      },
      {
        "document": 963,
        "excerpt": "Saving Throw Proficiencies"
      },
      {
        "document": 964,
        "excerpt": "Saving Throw Proficiencies"
      },
      {
        "document": 965,
        "excerpt": "Saving Throw Proficiencies"
      },
      {
        "document": 966,
        "excerpt": "Saving Throw Proficiencies"
      },
      {
        "document": 967,
        "excerpt": "Saving Throw Proficiencies"
      },
      {
        "document": 968,
        "excerpt": "Saving Throw Proficiencies"
      },
      {
        "document": 969,
        "excerpt": "Saving Throw Proficiencies"
      },
      {
        "document": 970,
        "excerpt": "Saving Throw Proficiencies"
      },
      {
        "document": 971,
        "excerpt": "Saving Throw Proficiencies"
      },
      {
        "document": 972,
        "excerpt": "Saving Throw Proficiencies"
      },
      {
        "document": 973,
        "excerpt": "Saving Throw Proficiencies"
      },
      {
        "document": 974,
        "excerpt": "ese benefits. Defy Death. You have Advantage on Death Saving Throws. Moreover, when you roll 18–20 on a Death Saving Throw, you gain the benefit of rolling a 20 on i"
      },
      {
        "document": 975,
        "excerpt": "of your choice in the Sphere must make a Constitution saving throw against your spell save DC, taking 2d6 Necrotic damage on a failed save or half as much damage on"
      },
      {
        "document": 978,
        "excerpt": "miss with the attack roll or the target succeeds on a saving throw against the cantrip, the target takes half the cantrip's damage (if any) but suffers no additional"
      },
      {
        "document": 979,
        "excerpt": "ate in your favor. When you make an ability check or a saving throw, you can use this feature to add 1d10 to your roll. You can do so after seeing the roll but before"
      },
      {
        "document": 982,
        "excerpt": "ction required). Holy Ward. You have Advantage on any saving throw you are forced to make by a Fiend or an Undead. Radiant Damage. Whenever an enemy starts its turn"
      },
      {
        "document": 983,
        "excerpt": "foot Emanation originating from you must make a Wisdom saving throw (DC 8 plus your Strength modifier and Proficiency Bonus). On a failed save, a creature has the Fri"
      },
      {
        "document": 985,
        "excerpt": "ext turn. Push. The target must succeed on a Strength saving throw or be pushed up to 15 feet away from you. Topple. The target must succeed on a Dexterity saving t"
      },
      {
        "document": 986,
        "excerpt": "ime). Each creature in that area must make a Dexterity saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus). On a failed save, a creature takes 1"
      },
      {
        "document": 987,
        "excerpt": "esistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition."
      },
      {
        "document": 988,
        "excerpt": "You have Advantage on saving throws you make to avoid or end the Charmed condition."
      },
      {
        "document": 989,
        "excerpt": "u have Advantage on Intelligence, Wisdom, and Charisma saving throws."
      },
      {
        "document": 991,
        "excerpt": "You have Advantage on saving throws you make to avoid or end the Frightened condition."
      },
      {
        "document": 1150,
        "excerpt": "ch creature in that Sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage. Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d"
      },
      {
        "document": 1154,
        "excerpt": "see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. If you or one of your allies deals damage to the"
      },
      {
        "document": 1155,
        "excerpt": "at you can see within range must succeed on a Charisma saving throw, or it attempts to deliver a message for you (if the target's Challenge Rating isn't 0, it automat"
      },
      {
        "document": 1161,
        "excerpt": "vampires. A creature of the chosen kind makes a Wisdom saving throw when it comes within 120 feet of the target. Your choice of antipathy or sympathy determines what"
      },
      {
        "document": 1163,
        "excerpt": "in 5 feet of it. The target must succeed on a Strength saving throw, or the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellca"
      },
      {
        "document": 1171,
        "excerpt": "hat you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell en"
      },
      {
        "document": 1172,
        "excerpt": "at you can see within range must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the Incapa"
      },
      {
        "document": 1174,
        "excerpt": "For the duration, each target has Advantage on Wisdom saving throws and Death Saving Throws and regains the maximum number of Hit Points possible from any healing."
      },
      {
        "document": 1175,
        "excerpt": "can see within range. The target makes an Intelligence saving throw. On a failed save, the target takes 10d12 Psychic damage and can't cast spells or take the Magic"
      },
      {
        "document": 1176,
        "excerpt": "You touch a creature, which must succeed on a Wisdom saving throw or become cursed for the duration. Until the curse ends, the target suffers one of the following e"
      },
      {
        "document": 1177,
        "excerpt": "Terrain. Each creature in that area makes a Strength saving throw. On a failed save, it takes 3d6 Bludgeoning damage, and it has the Restrained condition until the"
      },
      {
        "document": 1178,
        "excerpt": "n. Any creature in the wall's space makes a Dexterity saving throw, taking 6d10 Force damage on a failed save or half as much damage on a successful one. A creature"
      },
      {
        "document": 1179,
        "excerpt": "hin range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save. Using a Higher-Level Spell"
      },
      {
        "document": 1180,
        "excerpt": "ure that you can see within range makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one. A Plant c"
      },
      {
        "document": 1181,
        "excerpt": "ou can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of"
      },
      {
        "document": 1184,
        "excerpt": "you. Each creature in a 15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one. Flammable ob"
      },
      {
        "document": 1185,
        "excerpt": "creature within 5 feet of that point makes a Dexterity saving throw, taking 3d10 Lightning damage on a failed save or half as much damage on a successful one. Until"
      },
      {
        "document": 1186,
        "excerpt": "int you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature): - The creature has Imm"
      },
      {
        "document": 1187,
        "excerpt": "only one of the bolts. Each target makes a Dexterity saving throw, taking 10d8 Lightning damage on a failed save or half as much damage on a successful one. Using"
      },
      {
        "document": 1188,
        "excerpt": "One creature you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has"
      },
      {
        "document": 1189,
        "excerpt": "One Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has"
      },
      {
        "document": 1192,
        "excerpt": "range. Each creature in that area makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one. Using a"
      },
      {
        "document": 1195,
        "excerpt": "red. Each creature in the Sphere makes a Constitution saving throw, taking 5d8 Poison damage on a failed save or half as much damage on a successful one. A creature"
      },
      {
        "document": 1196,
        "excerpt": "ne originating from you must succeed on a Constitution saving throw or have the Blinded condition until the end of your next turn."
      },
      {
        "document": 1197,
        "excerpt": "see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options: Approach. The targ"
      },
      {
        "document": 1201,
        "excerpt": "that you can see within range must succeed on a Wisdom saving throw or have the Charmed condition until the spell ends. For the duration, you can take a Bonus Action"
      },
      {
        "document": 1202,
        "excerpt": "0-foot Cone originating from you makes a Constitution saving throw, taking 8d8 Cold damage on a failed save or half as much damage on a successful one. A creature ki"
      },
      {
        "document": 1203,
        "excerpt": "point you choose within range must succeed on a Wisdom saving throw, or that target can't take Bonus Actions or Reactions and must roll 1d10 at the start of each of i"
      },
      {
        "document": 1204,
        "excerpt": "s, serpents, or birds. You have Advantage on Strength saving throws while you're within 5 feet of the pack, and when you move on your turn, you can also move the pac"
      },
      {
        "document": 1205,
        "excerpt": "modifier. Searing Light. The target makes a Dexterity saving throw, taking 6d12 Radiant damage on a failed save or half as much damage on a successful one. Until th"
      },
      {
        "document": 1206,
        "excerpt": "pirit, you can force that creature to make a Dexterity saving throw if the spirit has no creature Restrained. On failed save, the target takes 8d8 damage of the spiri"
      },
      {
        "document": 1209,
        "excerpt": "rn there, you can force that creature to make a Wisdom saving throw. The creature takes 5d8 Force damage on a failed save or half as much damage on a successful one."
      },
      {
        "document": 1210,
        "excerpt": "d. When you cast this spell, make a DC 15 Intelligence saving throw. On a successful save, you can ask the entity up to five questions. You must ask your questions be"
      },
      {
        "document": 1211,
        "excerpt": "l contagion. The target must succeed on a Constitution saving throw or take 11d8 Necrotic damage and have the Poisoned condition. Also, choose one ability when you ca"
      },
      {
        "document": 1214,
        "excerpt": "on a turn or ends its turn there, it makes a Strength saving throw. On a failed save, the creature takes 2d8 Bludgeoning damage. On a successful save, the creature t"
      },
      {
        "document": 1216,
        "excerpt": "of casting a spell. The creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction"
      },
      {
        "document": 1227,
        "excerpt": "radius Sphere centered on that point makes a Dexterity saving throw. A creature takes Fire damage equal to the total accumulated damage on a failed save or half as mu"
      },
      {
        "document": 1232,
        "excerpt": "s mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in"
      },
      {
        "document": 1235,
        "excerpt": ". A creature targeted by this spell makes a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 Force damage. If this damage reduces it to 0 Hit Poi"
      },
      {
        "document": 1236,
        "excerpt": "ure types above. The target must succeed on a Charisma saving throw or be sent back to its home plane if it isn't there already. If they aren't on their home plane, U"
      },
      {
        "document": 1237,
        "excerpt": "scordant melody in its mind. The target makes a Wisdom saving throw. On a failed save, it takes 3d6 Psychic damage and must immediately use its Reaction, if available"
      },
      {
        "document": 1241,
        "excerpt": "Each creature of your choice in range makes a Charisma saving throw. On a failed save, a target that has 50 Hit Points or fewer suffers an effect based on its current"
      },
      {
        "document": 1242,
        "excerpt": "east you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or you"
      },
      {
        "document": 1243,
        "excerpt": "ture you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or you"
      },
      {
        "document": 1244,
        "excerpt": "noid you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or you"
      },
      {
        "document": 1245,
        "excerpt": "oot Cone. Each creature in that area makes a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save or half as much damage on a successful one."
      },
      {
        "document": 1246,
        "excerpt": "ore than ten words, and then the target makes a Wisdom saving throw. On a failed save, the target gains no benefit from its rest, and it takes 3d6 Psychic damage when"
      },
      {
        "document": 1248,
        "excerpt": "h creature on the ground in the area makes a Dexterity saving throw. On a failed save, a creature has the Prone condition, and its Concentration is broken. You can a"
      },
      {
        "document": 1252,
        "excerpt": "t is an unwilling creature, it can make a Constitution saving throw. On a successful save, the spell has no effect. Everything that a targeted creature is wearing an"
      },
      {
        "document": 1253,
        "excerpt": ", grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the Restr"
      },
      {
        "document": 1254,
        "excerpt": "ea when you cast the spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to"
      },
      {
        "document": 1255,
        "excerpt": "choice that you can see within range to make a Wisdom saving throw. Any creature you or your companions are fighting automatically succeeds on this save. On a failed"
      },
      {
        "document": 1258,
        "excerpt": "feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your t"
      },
      {
        "document": 1260,
        "excerpt": "e in the Cube is also outlined if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed Dim Light in a 10-foot radius and can't ben"
      },
      {
        "document": 1261,
        "excerpt": "n 5 feet of it. That enemy must succeed on a Dexterity saving throw or take 4d8 Force damage. On your later turns, you can take a Magic action to move the hound up t"
      },
      {
        "document": 1263,
        "excerpt": "ch creature in a 30-foot Cone must succeed on a Wisdom saving throw or drop whatever it is holding and have the Frightened condition for the duration. A Frightened c"
      },
      {
        "document": 1266,
        "excerpt": "are (Fiend Only; Recharges after a Long Rest). Wisdom Saving Throw: DC equals your spell save DC, one creature within 60 feet the steed can see. Failure: The target"
      },
      {
        "document": 1269,
        "excerpt": "can see within range. The target makes a Constitution saving throw, taking 7d8 + 30 Necrotic damage on a failed save or half as much damage on a successful one. A H"
      },
      {
        "document": 1272,
        "excerpt": "ther Cube. Each creature in the area makes a Dexterity saving throw, taking 7d10 Fire damage on a failed save or half as much damage on a successful one. Flammable o"
      },
      {
        "document": 1273,
        "excerpt": "radius Sphere centered on that point makes a Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one. Flammable ob"
      },
      {
        "document": 1275,
        "excerpt": "der centered on a point within range makes a Dexterity saving throw, taking 5d6 Fire damage and 5d6 Radiant damage on a failed save or half as much damage on a succes"
      },
      {
        "document": 1276,
        "excerpt": "its turn within 5 feet of the sphere makes a Dexterity saving throw, taking 2d6 Fire damage on a failed save or half as much damage on a successful one. As a Bonus A"
      },
      {
        "document": 1277,
        "excerpt": "thin range into stone. The target makes a Constitution saving throw. On a failed save, it has the Restrained condition for the duration. On a successful save, its Spe"
      },
      {
        "document": 1282,
        "excerpt": "rplanar travel to leave, it must first make a Charisma saving throw. On a successful save, the creature can use that magic to exit the cage. On a failed save, the cre"
      },
      {
        "document": 1285,
        "excerpt": "phere. Each creature in that area makes a Constitution saving throw, taking 10d6 Cold damage on failed save or half as much damage on a successful one. If the globe"
      },
      {
        "document": 1286,
        "excerpt": "has Advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through narrow openings, but it treats liquids as though they were solid sur"
      },
      {
        "document": 1288,
        "excerpt": "ity as you decide. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target automatically succeeds if it can't unde"
      },
      {
        "document": 1290,
        "excerpt": "Actions Venomous Spew (Centipede Only). Constitution Saving Throw: Your spell save DC, one creature the insect can see within 10 feet. Failure: The target has the P"
      },
      {
        "document": 1293,
        "excerpt": "the glyph. Each creature in the area makes a Dexterity saving throw. A creature takes 5d8 Acid, Cold, Fire, Lightning, or Thunder damage (your choice when you create"
      },
      {
        "document": 1295,
        "excerpt": "ature standing in its area must succeed on a Dexterity saving throw or have the Prone condition. A creature that enters the area or ends its turn there must also succ"
      },
      {
        "document": 1298,
        "excerpt": "e on a turn or starts its turn there makes a Dexterity saving throw, taking 20 Radiant damage on a failed save or half as much damage on a successful one. The guardia"
      },
      {
        "document": 1302,
        "excerpt": ". Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the Line. A creature that ends its tur"
      },
      {
        "document": 1305,
        "excerpt": "can see within range. The target makes a Constitution saving throw. On a failed save, it takes 14d6 Necrotic damage, and its Hit Point maximum is reduced by an amou"
      },
      {
        "document": 1306,
        "excerpt": "+2 bonus to Armor Class, it has Advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used to take only the"
      },
      {
        "document": 1309,
        "excerpt": "e from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has Disadvantage on attack rolls a"
      },
      {
        "document": 1310,
        "excerpt": "arily surrounded by green flames. It makes a Dexterity saving throw, taking 2d10 Fire damage on a failed save or half as much damage on a successful one. Using a Hig"
      },
      {
        "document": 1314,
        "excerpt": "ur choice that you can see within range makes a Wisdom saving throw. On a failed save, it has the Prone and Incapacitated conditions for the duration. During that tim"
      },
      {
        "document": 1315,
        "excerpt": "see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repe"
      },
      {
        "document": 1316,
        "excerpt": "see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repe"
      },
      {
        "document": 1317,
        "excerpt": "e aura, creatures of your choice have Advantage on all saving throws, and other creatures have Disadvantage on attack rolls against them. In addition, when a Fiend or"
      },
      {
        "document": 1319,
        "excerpt": "area who can see the pattern must succeed on a Wisdom saving throw or have the Charmed condition for the duration. While Charmed, the creature has the Incapacitated"
      },
      {
        "document": 1320,
        "excerpt": "eature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 Cold damage. Using a Higher-Level Spell Slot. The Cold damage increases by 1d6 for ea"
      },
      {
        "document": 1321,
        "excerpt": "range. Each creature in the Cylinder makes a Dexterity saving throw. A creature takes 2d10 Bludgeoning damage and 4d6 Cold damage on a failed save or half as much dam"
      },
      {
        "document": 1324,
        "excerpt": "ou can see within range. The target must make a Wisdom saving throw. On a successful save, the target is unaffected, and it is immune to this spell for the next 24 h"
      },
      {
        "document": 1325,
        "excerpt": "e cloud appears, each creature in it makes a Dexterity saving throw, taking 10d8 Fire damage on a failed save or half as much damage on a successful one. A creature m"
      },
      {
        "document": 1326,
        "excerpt": "stantaneous A creature you touch makes a Constitution saving throw, taking 2d10 Necrotic damage on a failed save or half as much damage on a successful one. Using a"
      },
      {
        "document": 1327,
        "excerpt": "warm appears, each creature in it makes a Constitution saving throw, taking 4d10 Piercing damage on a failed save or half as much damage on a successful one. A creatu"
      },
      {
        "document": 1330,
        "excerpt": "ature that you can see within range must make a Wisdom saving throw. On a successful save, the target dances comically until the end of its next turn, during which it"
      },
      {
        "document": 1335,
        "excerpt": "An unwilling creature that succeeds on a Constitution saving throw is unaffected. The target can move only by pushing or pulling against a fixed object or surface w"
      },
      {
        "document": 1337,
        "excerpt": "ou choose. Each creature in the Line makes a Dexterity saving throw, taking 8d6 Lightning damage on a failed save or half as much damage on a successful one. Using a"
      },
      {
        "document": 1344,
        "excerpt": "r travel to do so, it must first succeed on a Charisma saving throw. - The creature has Disadvantage on attack rolls against targets within the Cylinder. - Targets w"
      },
      {
        "document": 1345,
        "excerpt": "spell can't be possessed). The target makes a Charisma saving throw. On a failed save, your soul enters the target's body, and the target's soul becomes trapped in th"
      },
      {
        "document": 1354,
        "excerpt": "top in an hour.” Each target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the targ"
      },
      {
        "document": 1359,
        "excerpt": "ere centered on each of those points makes a Dexterity saving throw. A creature takes 20d6 Fire damage and 20d6 Bludgeoning damage on a failed save or half as much da"
      },
      {
        "document": 1361,
        "excerpt": "re you can see within range. The target makes a Wisdom saving throw, taking 3d8 Psychic damage on a failed save or half as much damage on a successful one. On a faile"
      },
      {
        "document": 1367,
        "excerpt": "creature that you can see within range makes a Wisdom saving throw. If you are fighting the creature, it has Advantage on the save. On a failed save, the target has"
      },
      {
        "document": 1368,
        "excerpt": "nder appears, each creature in it makes a Constitution saving throw. On a failed save, a creature takes 2d10 Radiant damage, and if the creature is shape-shifted (as"
      },
      {
        "document": 1373,
        "excerpt": "can see within range. The target makes an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other phenomenon that is no larger"
      },
      {
        "document": 1374,
        "excerpt": "sible only to that creature. The target makes a Wisdom saving throw. On a failed save, the target takes 4d10 Psychic damage and has Disadvantage on ability checks and"
      },
      {
        "document": 1377,
        "excerpt": "of the casting, the target must succeed on a Charisma saving throw or be bound to serve you for the duration. If the creature was summoned or created by another spel"
      },
      {
        "document": 1381,
        "excerpt": "ange into a Beast. The target must succeed on a Wisdom saving throw or shape-shift into a Beast form for the duration. That form can be any Beast you choose that has"
      },
      {
        "document": 1384,
        "excerpt": "ur next turn. The Stunned target makes a Constitution saving throw at the end of each of its turns, ending the condition on itself on a success."
      },
      {
        "document": 1387,
        "excerpt": "foot Cone. Each creature in the Cone makes a Dexterity saving throw. For each target, roll 1d8 to determine which color ray affects it, consulting the Prismatic Rays"
      },
      {
        "document": 1388,
        "excerpt": "urn there, the creature must succeed on a Constitution saving throw or have the Blinded condition for 1 minute. The wall consists of seven layers, each with a differ"
      },
      {
        "document": 1394,
        "excerpt": "y such a creature, the target has Advantage on any new saving throw against the relevant effect."
      },
      {
        "document": 1395,
        "excerpt": "n on it. For the duration, the target has Advantage on saving throws to avoid or end the Poisoned condition, and it has Resistance to Poison damage."
      },
      {
        "document": 1398,
        "excerpt": "ture within range. The target must make a Constitution saving throw. On a successful save, the target has Disadvantage on the next attack roll it makes until the star"
      },
      {
        "document": 1404,
        "excerpt": "nge. An unwilling creature must succeed on a Dexterity saving throw or be enclosed for the duration. Nothing - not physical objects, energy, or other spell effects -"
      },
      {
        "document": 1407,
        "excerpt": "e top of the Cylinder. A creature can make a Dexterity saving throw to grab a fixed object it can reach, thus avoiding the fall upward. If a ceiling or an anchored o"
      },
      {
        "document": 1410,
        "excerpt": "e within range. The target must succeed on a Dexterity saving throw or take 1d8 Radiant damage. The target gains no benefit from Half Cover or Three-Quarters Cover fo"
      },
      {
        "document": 1411,
        "excerpt": "tack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a new target or lose the attack or spell. This spell doesn't protect the warded c"
      },
      {
        "document": 1413,
        "excerpt": "e plane of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you know the target and the sort of physical"
      },
      {
        "document": 1414,
        "excerpt": "et takes 1d6 Fire damage and then makes a Constitution saving throw. On a failed save, the spell continues. On a successful save, the spell ends. Using a Higher-Leve"
      },
      {
        "document": 1417,
        "excerpt": "within range. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell. You can give the same appearance or differen"
      },
      {
        "document": 1421,
        "excerpt": "foot-radius Sphere centered there makes a Constitution saving throw, taking 3d8 Thunder damage on a failed save or half as much damage on a successful one. A Construc"
      },
      {
        "document": 1430,
        "excerpt": "tered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn, at which point it must repeat"
      },
      {
        "document": 1431,
        "excerpt": "starts its turn there, it must succeed on a Dexterity saving throw or have the Prone condition and lose Concentration."
      },
      {
        "document": 1432,
        "excerpt": "ube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration. An affected target's Speed is halved, it takes a -"
      },
      {
        "document": 1440,
        "excerpt": "r ends its turn there, the creature must make a Wisdom saving throw. On a failed save, the creature takes 3d8 Radiant damage (if you are good or neutral) or 3d8 Necro"
      },
      {
        "document": 1443,
        "excerpt": "its turn in the Sphere must succeed on a Constitution saving throw or have the Poisoned condition until the end of the current turn. While Poisoned in this way, the"
      },
      {
        "document": 1446,
        "excerpt": "e cloud when it appears must succeed on a Constitution saving throw or take 2d6 Thunder damage and have the Deafened condition for the duration. At the start of each"
      },
      {
        "document": 1447,
        "excerpt": "nd don’t return.” The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the targ"
      },
      {
        "document": 1448,
        "excerpt": "ell's level Piercing damage. Breath Weapon. Dexterity Saving Throw: DC equals your spell save DC, each creature in a 30-foot Cone. Failure: 2d6 damage of a type this"
      },
      {
        "document": 1449,
        "excerpt": "g Line. Each creature in the Line makes a Constitution saving throw. On a failed save, a creature takes 6d8 Radiant damage and has the Blinded condition until the sta"
      },
      {
        "document": 1450,
        "excerpt": "ange. Each creature in the Sphere makes a Constitution saving throw. On a failed save, a creature takes 12d6 Radiant damage and has the Blinded condition for 1 minute"
      },
      {
        "document": 1451,
        "excerpt": "nce per turn. Death. Each target makes a Constitution saving throw, taking 10d10 Necrotic damage on a failed save or half as much damage on a successful save. Disco"
      },
      {
        "document": 1452,
        "excerpt": "maller creature. The target must succeed on a Strength saving throw, or you move it up to 30 feet in any direction within the spell's range. Until the end of your nex"
      },
      {
        "document": 1457,
        "excerpt": "15-foot Cube originating from you makes a Constitution saving throw. On a failed save, a creature takes 2d8 Thunder damage and is pushed 10 feet away from you. On a s"
      },
      {
        "document": 1463,
        "excerpt": "il dispelled. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn't affected by this spell. Creature into Creature. If you turn a creat"
      },
      {
        "document": 1467,
        "excerpt": "ll appears, each creature in its area makes a Strength saving throw, taking 6d10 Bludgeoning damage on a failed save or half as much damage on a successful one. At t"
      },
      {
        "document": 1470,
        "excerpt": "hear within range. The target must succeed on a Wisdom saving throw or take 1d6 Psychic damage and have Disadvantage on the next attack roll it makes before the end o"
      },
      {
        "document": 1471,
        "excerpt": "s Sphere. Each creature in that area makes a Dexterity saving throw. On a failed save, a creature takes 10d4 Acid damage and another 5d4 Acid damage at the end of its"
      },
      {
        "document": 1472,
        "excerpt": "l appears, each creature in its area makes a Dexterity saving throw, taking 5d8 Fire damage on a failed save or half as much damage on a successful one. One side of"
      },
      {
        "document": 1474,
        "excerpt": "the wall (you choose which side) and makes a Dexterity saving throw, taking 10d6 Cold damage on a failed save or half as much damage on a successful one. The wall is"
      },
      {
        "document": 1475,
        "excerpt": "her solid surface), that creature can make a Dexterity saving throw. On a success, it can use its Reaction to move up to its Speed so that it is no longer enclosed by"
      },
      {
        "document": 1476,
        "excerpt": "l appears, each creature in its area makes a Dexterity saving throw, taking 7d8 Piercing damage on a failed save or half as much damage on a successful one. A creatu"
      },
      {
        "document": 1477,
        "excerpt": "s within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has Resistance to all damage. Also, each time it takes damage, you take the same amount o"
      },
      {
        "document": 1480,
        "excerpt": "starts its turn there, it must succeed on a Dexterity saving throw or have the Restrained condition while in the webs or until it breaks free. A creature Restrained"
      },
      {
        "document": 1481,
        "excerpt": "Sphere centered on a point within range makes a Wisdom saving throw. On a failed save, a target takes 10d10 Psychic damage and has the Frightened condition for the du"
      },
      {
        "document": 1483,
        "excerpt": "ll appears, each creature in its area makes a Strength saving throw, taking 4d8 Bludgeoning damage on a failed save or half as much damage on a successful one. The s"
      },
      {
        "document": 1484,
        "excerpt": "For example, a Wish spell could undo an ally's failed saving throw or a foe's Critical Hit. You can force the reroll to be made with Advantage or Disadvantage, and y"
      },
      {
        "document": 1486,
        "excerpt": "me on a turn or starts its turn there makes a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether a"
      },
      {
        "document": 1495,
        "excerpt": "dition. Speed 0. Your Speed is 0 and can't increase. Saving Throws Affected. You automatically fail Strength and Dexterity saving throws. Attacks Affected. Attack"
      },
      {
        "document": 1496,
        "excerpt": "ks Affected. Attack rolls against you have Advantage. Saving Throws Affected. You automatically fail Strength and Dexterity saving throws. Resist Damage. You have R"
      },
      {
        "document": 1499,
        "excerpt": "e Advantage, and your attack rolls have Disadvantage. Saving Throws Affected. You have Disadvantage on Dexterity saving throws."
      },
      {
        "document": 1500,
        "excerpt": "Incapacitated. You have the Incapacitated condition. Saving Throws Affected. You automatically fail Strength and Dexterity saving throws. Attacks Affected. Attack"
      },
      {
        "document": 1501,
        "excerpt": "ks Affected. Attack rolls against you have Advantage. Saving Throws Affected. You automatically fail Strength and Dexterity saving throws. Automatic Critical Hits."
      },
      {
        "document": 1504,
        "excerpt": "he ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful o"
      },
      {
        "document": 1515,
        "excerpt": "in the Sphere, including you, makes a DC 15 Dexterity saving throw, taking 5d4 Force damage on a failed save or half as much damage on a successful one. If you remo"
      },
      {
        "document": 1519,
        "excerpt": "ature in the Sphere must succeed on a DC 15 Dexterity saving throw or take 5d4 Force damage. A sphere of transparent force then encloses the area for 1 minute. Any c"
      },
      {
        "document": 1521,
        "excerpt": "esistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition."
      },
      {
        "document": 1523,
        "excerpt": "in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. This berserk state ends when you start your turn and there are no creatures within"
      },
      {
        "document": 1545,
        "excerpt": "es Attunement) You gain a +1 bonus to Armor Class and saving throws while you wear this cloak."
      },
      {
        "document": 1554,
        "excerpt": "re. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 Poison damage and have the Poisoned condition for 1 minute. The weapon can't be used"
      },
      {
        "document": 1556,
        "excerpt": "ur choice in the Line must succeed on a DC 13 Strength saving throw or take 1d4 Bludgeoning damage and have the Prone condition. Instead of a creature, you can target"
      },
      {
        "document": 1559,
        "excerpt": "ave Disadvantage on attack rolls against demons and on saving throws against their spells and special abilities."
      },
      {
        "document": 1561,
        "excerpt": "the orb's depths. You must then make a DC 15 Charisma saving throw. On a successful save, you control the orb for as long as you remain attuned to it. On a failed sa"
      },
      {
        "document": 1562,
        "excerpt": "gain a +1 bonus to Armor Class, you have Advantage on saving throws against the breath weapons of Dragons, and you have Resistance to one damage type determined by t"
      },
      {
        "document": 1565,
        "excerpt": "osed to a pinch of the dust makes a DC 13 Constitution saving throw, taking 10d6 Necrotic damage on a failed save or half as much damage on a successful one."
      },
      {
        "document": 1566,
        "excerpt": "tion originating from you to make a DC 15 Constitution saving throw. Constructs, Elementals, Oozes, Plants, and Undead succeed on the save automatically. On a failed"
      },
      {
        "document": 1574,
        "excerpt": "rrow hits, the target must succeed on a DC 15 Strength saving throw or have the Restrained condition for 1 minute. As an action, a creature Restrained by an arrow can"
      },
      {
        "document": 1585,
        "excerpt": "elf. The creature must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. The creature repeats the save at the end of each of it"
      },
      {
        "document": 1587,
        "excerpt": "the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition."
      },
      {
        "document": 1593,
        "excerpt": "it other than you must succeed on a DC 17 Constitution saving throw or have the Stunned condition until the end of your next turn. Immediately after hitting or missin"
      },
      {
        "document": 1598,
        "excerpt": "he helm and take Fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems and is then"
      },
      {
        "document": 1602,
        "excerpt": "res Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the"
      },
      {
        "document": 1603,
        "excerpt": ". Each creature in the Cone makes a DC 15 Constitution saving throw. On a failed save, a creature takes 5d8 Thunder damage and has the Deafened condition for 1 minute"
      },
      {
        "document": 1611,
        "excerpt": "e you're on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. If the target has been trapped by the flask before, it has Advantage o"
      },
      {
        "document": 1612,
        "excerpt": "re in the Line (excluding you) makes a DC 13 Dexterity saving throw, taking 4d6 Lightning damage on a failed save or half as much damage on a successful one. Immediat"
      },
      {
        "document": 1614,
        "excerpt": "weapon is on your person, you also gain a +1 bonus to saving throws. Luck. If the weapon is on your person, you can call on its luck (no action required) to reroll"
      },
      {
        "document": 1615,
        "excerpt": "taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature has the Frightened condition until the end of"
      },
      {
        "document": 1617,
        "excerpt": "e within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute. While Frightened in this way, a creature must spen"
      },
      {
        "document": 1618,
        "excerpt": "tem, Rare (Requires Attunement) You have Advantage on saving throws against spells while you wear this cloak."
      },
      {
        "document": 1625,
        "excerpt": "30 feet of the mirror must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is wearing or carrying, in one of the mirror's twelve extrad"
      },
      {
        "document": 1627,
        "excerpt": "Points during that combat, you have Advantage on Death Saving Throws for 1 year. If someone else reduces your chosen foe to 0 Hit Points or you don't choose a foe, th"
      },
      {
        "document": 1628,
        "excerpt": "normally in any environment, and you have Advantage on saving throws made to avoid or end the Poisoned condition."
      },
      {
        "document": 1631,
        "excerpt": "oll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succe"
      },
      {
        "document": 1637,
        "excerpt": "til the next dawn. In addition, you have Advantage on saving throws to avoid or end the Poisoned condition while you wear this pendant."
      },
      {
        "document": 1639,
        "excerpt": "enefits. Life Preservation. Whenever you make a Death Saving Throw, you can change a roll of 9 or lower to a 10, turning a failed save into a successful one. Natura"
      },
      {
        "document": 1641,
        "excerpt": "e within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute. A creature that fails the save repeats it at the e"
      },
      {
        "document": 1642,
        "excerpt": "are playing the pipes, the swarm makes a DC 15 Wisdom saving throw. On a successful save, the swarm behaves as it normally would and can't be swayed by the pipes' mu"
      },
      {
        "document": 1658,
        "excerpt": "Poison damage and must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 1 hour."
      },
      {
        "document": 1667,
        "excerpt": "0 feet of yourself. The Elemental makes a DC 18 Wisdom saving throw. On a failed save, the Elemental has the Charmed condition until the start your next turn, and you"
      },
      {
        "document": 1668,
        "excerpt": "ended charges daily at dawn. When you fail a Dexterity saving throw while wearing the ring, you can take a Reaction to expend 1 charge to succeed on that save instead"
      },
      {
        "document": 1674,
        "excerpt": "es Attunement) You gain a +1 bonus to Armor Class and saving throws while wearing this ring."
      },
      {
        "document": 1677,
        "excerpt": "and disappears. That creature makes a DC 15 Dexterity saving throw. On a failed save, the creature takes Lightning damage based on the number of spheres you created,"
      },
      {
        "document": 1679,
        "excerpt": "ement) While wearing this ring, you have Advantage on saving throws against spells. If you succeed on the save for a spell of level 7 or lower, the spell has no effe"
      },
      {
        "document": 1686,
        "excerpt": "a Long Rest, you must succeed on a DC 15 Constitution saving throw or gain 1 Exhaustion level."
      },
      {
        "document": 1687,
        "excerpt": "the end of each of your turns, you make a Constitution saving throw (DC 11 for Light or DC 15 for Daylight), ending the condition on yourself on a success."
      },
      {
        "document": 1688,
        "excerpt": "be's power is activated must succeed on a DC 15 Wisdom saving throw or have the Stunned condition until the effect ends."
      },
      {
        "document": 1689,
        "excerpt": "th small white or silver stars. You gain a +1 bonus to saving throws while you wear it. Six stars, located on the robe's upper-front portion, are particularly large."
      },
      {
        "document": 1690,
        "excerpt": "ity modifier. Magic Resistance. You have Advantage on saving throws against spells and other magical effects. War Mage. Your spell save DC and spell attack bonus ea"
      },
      {
        "document": 1693,
        "excerpt": "ou and your allies gain a +1 bonus to Armor Class and saving throws and can sense the location of any Invisible creature that is also in the Bright Light. The rod's"
      },
      {
        "document": 1694,
        "excerpt": "you can force the target to make a DC 17 Constitution saving throw. On a failed save, the target takes an extra 4d6 Necrotic damage, and you regain a number of Hit P"
      },
      {
        "document": 1696,
        "excerpt": "f yourself. Each target must succeed on a DC 15 Wisdom saving throw or have the Charmed condition for 8 hours. While Charmed in this way, the creature regards you as"
      },
      {
        "document": 1699,
        "excerpt": "yourself. The target must succeed on a DC 15 Dexterity saving throw or have the Restrained condition. You can release the target by letting go of your end of the rope"
      },
      {
        "document": 1700,
        "excerpt": "Preservation. The scarab has 12 charges. If you fail a saving throw against a Necromancy spell or a harmful effect originating from an Undead, you can take a Reaction"
      },
      {
        "document": 1706,
        "excerpt": "thin 5 feet of you is targeted by an attack or makes a saving throw against an area of effect, you can use the Shield to create an immobile 5-foot Emanation originati"
      },
      {
        "document": 1709,
        "excerpt": "evel of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the following table. Copying a S"
      },
      {
        "document": 1710,
        "excerpt": "ent) While holding this Shield, you have Advantage on saving throws against spells and other magical effects, and spell attack rolls have Disadvantage against you."
      },
      {
        "document": 1711,
        "excerpt": "ce the sphere enters must succeed on a DC 19 Dexterity saving throw or be touched by it, taking 8d10 Force damage. A creature reduced to 0 Hit Points by this damage i"
      },
      {
        "document": 1712,
        "excerpt": "ell save DC. Reflect Enchantment. If you succeed on a saving throw against an Enchantment spell that targets only you, you can take a Reaction to expend 1 charge fro"
      },
      {
        "document": 1716,
        "excerpt": "While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. Spells. While holding the staff, you can cast one of the spells on the"
      },
      {
        "document": 1719,
        "excerpt": "rption. While holding the staff, you have Advantage on saving throws against spells. In addition, you can take a Reaction when another creature casts a spell that tar"
      },
      {
        "document": 1722,
        "excerpt": "he target you hit must succeed on a DC 17 Constitution saving throw or have the Stunned condition until the end of your next turn. Thunder and Lightning. Immediately"
      },
      {
        "document": 1723,
        "excerpt": "o the target and force it to make a DC 15 Constitution saving throw. On a failed save, the target has Disadvantage for 1 hour on any ability check or saving throw tha"
      },
      {
        "document": 1725,
        "excerpt": "your person, you gain a +1 bonus to ability checks and saving throws."
      },
      {
        "document": 1729,
        "excerpt": "crotic damage and must succeed on a DC 15 Constitution saving throw or be unable to regain Hit Points for 1 hour. The target repeats the save at the end of each of it"
      },
      {
        "document": 1730,
        "excerpt": "der the target, and the target makes a DC 20 Dexterity saving throw. If the target is a Fiend or an Undead, it has Disadvantage on the save. On a failed save, the tar"
      },
      {
        "document": 1732,
        "excerpt": "der the target, and the target makes a DC 20 Dexterity saving throw. If the target is a Celestial, it has Disadvantage on the save. On a failed save, the target falls"
      },
      {
        "document": 1733,
        "excerpt": "creature in the Cone must succeed on a DC 15 Strength saving throw or have the Prone condition. Nonmagical objects in the Cone that aren't being worn or carried take"
      },
      {
        "document": 1748,
        "excerpt": "rself. The target must succeed on a DC 15 Constitution saving throw or have the Paralyzed condition for 1 minute. At the end of each of the target's turns, it repeats"
      },
      {
        "document": 1760,
        "excerpt": "ance (3/Day, or 4/Day in Lair). If the aboleth fails a saving throw, it can choose to succeed instead. Mucus Cloud. While underwater, the aboleth is surrounded by mu"
      },
      {
        "document": 1761,
        "excerpt": "tance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1762,
        "excerpt": "tance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1763,
        "excerpt": "tance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1764,
        "excerpt": "tance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1765,
        "excerpt": "tance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1766,
        "excerpt": "tance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1767,
        "excerpt": "tance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1768,
        "excerpt": "tance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1769,
        "excerpt": "tance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1770,
        "excerpt": "tance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1771,
        "excerpt": "5) Thunder damage. Whirlwind (Recharge 4–6). Strength Saving Throw: DC 13, one Medium or smaller creature in the elemental's space. Failure: 24 (4d10 + 2) Thunder da"
      },
      {
        "document": 1773,
        "excerpt": "tance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1774,
        "excerpt": "tance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1775,
        "excerpt": "tance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1776,
        "excerpt": "tance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1777,
        "excerpt": "tance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1778,
        "excerpt": "tance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1779,
        "excerpt": "tance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1780,
        "excerpt": "tance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1781,
        "excerpt": "tance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1782,
        "excerpt": "tance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1786,
        "excerpt": "on (escape DC 13). Acid Spray (Recharge 6). Dexterity Saving Throw: DC 12, each creature in a 30-foot-long, 5-foot-wide Line. Failure: 14 (4d6) Acid damage. Success:"
      },
      {
        "document": 1790,
        "excerpt": "Magic Resistance. The archmage has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1791,
        "excerpt": "jected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the save and only"
      },
      {
        "document": 1799,
        "excerpt": "ath Throes. The balor explodes when it dies. Dexterity Saving Throw: DC 20, each creature in a 30-foot Emanation originating from the balor. Failure: 31 (9d6) Fire da"
      },
      {
        "document": 1802,
        "excerpt": "e Hells. Magic Resistance. The devil has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1803,
        "excerpt": "Petrifying Gaze (Recharge 4–6). Constitution Saving Throw: DC 12, each creature in a 30-foot Cone. If the basilisk sees its reflection in the Cone, the basi"
      },
      {
        "document": 1805,
        "excerpt": "Magic Resistance. The devil has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1806,
        "excerpt": "plus 11 (2d10) Lightning damage. Constrict. Strength Saving Throw: DC 18, one Large or smaller creature the behir can see within 5 feet. Failure: 28 (5d8 + 6) Bludg"
      },
      {
        "document": 1807,
        "excerpt": "odied, the berserker has Advantage on attack rolls and saving throws."
      },
      {
        "document": 1809,
        "excerpt": "4) Acid damage. Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 11, each creature in a 15-foot-long, 5-foot-wide Line. Failure: 22 (5d8) Acid damage. Success:"
      },
      {
        "document": 1813,
        "excerpt": "ng damage. Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 12, each creature in a 30-foot-long, 5-foot-wide Line. Failure: 21 (6d6) Lightning damage. Suc"
      },
      {
        "document": 1815,
        "excerpt": "e Hells. Magic Resistance. The devil has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1816,
        "excerpt": "lashing damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 11, each creature in a 20-foot-long, 5-foot-wide Line. Failure: 14 (4d6) Fire damage. Success:"
      },
      {
        "document": 1817,
        "excerpt": "ng damage. Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 12, each creature in a 40-foot-long, 5-foot-wide Line. Failure: 16 (3d10) Lightning damage. Su"
      },
      {
        "document": 1819,
        "excerpt": "Quick Grapple. Dexterity Saving Throw: DC 13, one Medium or smaller creature the bugbear can see within 10 feet. Failure: The target has"
      },
      {
        "document": 1821,
        "excerpt": "ains one or more Large or smaller creatures. Dexterity Saving Throw: DC 15, each creature in the bulette's destination space. Failure: 19 (3d12) Bludgeoning damage, a"
      },
      {
        "document": 1824,
        "excerpt": "ers is targeted once by the following effect. Strength Saving Throw: DC 14. Failure: 7 (1d6 + 4) Bludgeoning damage, and the target has the Prone condition."
      },
      {
        "document": 1825,
        "excerpt": "e Hells. Magic Resistance. The devil has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1826,
        "excerpt": "rone condition. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 15, each creature in a 15-foot Cone. Failure: 31(7d8) Fire damage. Success: Half damage."
      },
      {
        "document": 1827,
        "excerpt": "ne of two pincers. Paralyzing Tentacles. Constitution Saving Throw: DC 13, one creature Grappled by the chuul. Failure: The target has the Poisoned condition and rep"
      },
      {
        "document": 1828,
        "excerpt": "e-shift. Magic Resistance. The golem has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1829,
        "excerpt": "Moan. Wisdom Saving Throw: DC 13, each creature in a 60-foot Emanation originating from the cloaker. Failure: The target has"
      },
      {
        "document": 1831,
        "excerpt": "it is subjected to the following effect. Constitution Saving Throw: DC 11. First Failure: The target has the Restrained condition. The target repeats the save at the"
      },
      {
        "document": 1833,
        "excerpt": "Hit: 6 (1d8 + 2) Piercing damage. Constrict. Strength Saving Throw: DC 12, one Medium or smaller creature the snake can see within 5 feet. Failure: 7 (3d4) Bludgeoni"
      },
      {
        "document": 1834,
        "excerpt": "lashing damage. Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 11, each creature in a 20-foot-long, 5-foot-wide Line. Failure: 18 (4d8) Acid damage. Success:"
      },
      {
        "document": 1835,
        "excerpt": "he end of the couatl's next turn. Constrict. Strength Saving Throw: DC 15, one Medium or smaller creature the couatl can see within 5 feet. Failure: 8 (1d6 + 5) Blud"
      },
      {
        "document": 1841,
        "excerpt": "it is subjected to the following effect. Constitution Saving Throw: DC 12. First Failure: The target has the Poisoned condition. While Poisoned, the target's Hit Poi"
      },
      {
        "document": 1843,
        "excerpt": "Celestia. Magic Resistance. The deva has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1845,
        "excerpt": "of Air. Magic Resistance. The djinni has Advantage on saving throws against spells and other magical effects. Wishes. The djinni has a 30 percent chance of knowing"
      },
      {
        "document": 1846,
        "excerpt": "l save DC 12). Unsettling Visage (Recharge 6). Wisdom Saving Throw: DC 12, each creature in a 15-foot Emanation originating from the doppelganger that can see the do"
      },
      {
        "document": 1848,
        "excerpt": "condition. Steam Breath (Recharge 5–6). Constitution Saving Throw: DC 19, each creature in a 60-foot Cone. Failure: 56 (16d6) Fire damage. Success: Half damage. Fai"
      },
      {
        "document": 1849,
        "excerpt": "1) Slashing damage. Fetid Cloud (1/Day). Constitution Saving Throw: DC 11, each creature in a 10-foot Emanation originating from the dretch. Failure: The target has"
      },
      {
        "document": 1852,
        "excerpt": "Magic Resistance. The dryad has Advantage on saving throws against spells and other magical effects. Speak with Beasts and Plants. The dryad can communicat"
      },
      {
        "document": 1853,
        "excerpt": "ath Burst. The mephit explodes when it dies. Dexterity Saving Throw: DC 10, each creature in a 5-foot Emanation originating from the mephit. Failure: 5 (2d4) Bludgeon"
      },
      {
        "document": 1856,
        "excerpt": "Fire. Magic Resistance. The efreeti has Advantage on saving throws against spells and other magical effects. Wishes. The efreeti has a 30 percent chance of knowing"
      },
      {
        "document": 1857,
        "excerpt": "Trample. Dexterity Saving Throw: DC 16, one creature within 5 feet that has the Prone condition. Failure: 17 (2d10 + 6) Bludgeonin"
      },
      {
        "document": 1859,
        "excerpt": "Hells. Magic Resistance. The erinyes has Advantage on saving throws against spells and other magical effects. Magic Rope. The erinyes has a magic rope. While bearin"
      },
      {
        "document": 1860,
        "excerpt": "Slashing damage. Web Strand (Recharge 5–6). Dexterity Saving Throw: DC 12, one Large or smaller creature the ettercap can see within 30 feet. Failure: The target has"
      },
      {
        "document": 1864,
        "excerpt": "e dealt. Magic Resistance. The golem has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1869,
        "excerpt": "ected to the cube's Engulf and has Disadvantage on the saving throw. Creatures inside the cube have Total Cover, and the cube can hold one Large creature or up to fo"
      },
      {
        "document": 1870,
        "excerpt": "Stench. Constitution Saving Throw: DC 10, any creature that starts its turn in a 5-foot Emanation originating from the ghast. Failur"
      },
      {
        "document": 1871,
        "excerpt": "anything on the other plane. Horrific Visage. Wisdom Saving Throw: DC 13, each creature in a 60-foot Cone that can see the ghost and isn't an Undead. Failure: 10 (2"
      },
      {
        "document": 1872,
        "excerpt": "it is subjected to the following effect. Constitution Saving Throw: DC 10. Failure: The target has the Paralyzed condition until the end of its next turn."
      },
      {
        "document": 1873,
        "excerpt": "oulder at a point it can see within 90 feet. Dexterity Saving Throw: DC 17, each creature in a 5-foot-radius Sphere centered on that point. Failure: 24 (7d6) Bludgeon"
      },
      {
        "document": 1878,
        "excerpt": "it: 11 (2d6 + 4) Piercing damage. Constrict. Strength Saving Throw: DC 14, one Large or smaller creature the snake can see within 10 feet. Failure: 13 (2d8 + 4) Blud"
      },
      {
        "document": 1884,
        "excerpt": "iginating from the goat must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute, until you are no longer riding the goat, or until t"
      },
      {
        "document": 1895,
        "excerpt": "7 (2d6) Poison damage. Web (Recharge 5–6). Dexterity Saving Throw: DC 13, one creature the spider can see within 60 feet. Failure: The target has the Restrained con"
      },
      {
        "document": 1902,
        "excerpt": "le it doesn't have the Incapacitated condition. Wisdom Saving Throw: DC 10, any creature that starts its turn within 20 feet of the mouther while it is babbling. Fai"
      },
      {
        "document": 1903,
        "excerpt": "byss. Magic Resistance. The glabrezu has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1904,
        "excerpt": ": 11 (2d6 + 4) Piercing damage. Shield Bash. Strength Saving Throw: DC 15, one creature within 5 feet that the gladiator can see. Failure: 9 (2d4 + 4) Bludgeoning da"
      },
      {
        "document": 1910,
        "excerpt": "lashing damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 13, each creature in a 15-foot Cone. Failure: 22 (4d10) Fire damage. Success: Half damage. We"
      },
      {
        "document": 1911,
        "excerpt": "ition. Petrifying Breath (Recharge 5–6). Constitution Saving Throw: DC 15, each creature in a 30-foot Cone. First Failure: The target has the Restrained condition an"
      },
      {
        "document": 1913,
        "excerpt": "on damage. Poison Breath (Recharge 5–6). Constitution Saving Throw: DC 11, each creature in a 15-foot Cone. Failure: 21 (6d6) Poison damage. Success: Half damage."
      },
      {
        "document": 1920,
        "excerpt": "(4d10) Poison damage. Poisonous Spittle. Constitution Saving Throw: DC 16, one creature the naga can see within 60 feet. Failure: 31 (7d8) Poison damage, and the tar"
      },
      {
        "document": 1921,
        "excerpt": "igin trait. Dragon's Breath (Recharge 5–6). Dexterity Saving Throw: DC 14, each creature in a 30-foot Cone. Failure: 28 (8d6) damage of the type chosen for the Draco"
      },
      {
        "document": 1922,
        "excerpt": "sts until the harpy's Concentration ends on it. Wisdom Saving Throw: DC 11, each Humanoid and Giant in a 300-foot Emanation originating from the harpy when the song s"
      },
      {
        "document": 1924,
        "excerpt": "6) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 12, each creature in a 15-foot Cone. Failure: 17 (5d6) Fire damage. Success: Half damage."
      },
      {
        "document": 1925,
        "excerpt": "Abyss. Magic Resistance. The hezrou has Advantage on saving throws against spells and other magical effects. Stench. Constitution Saving Throw: DC 16, any creature"
      },
      {
        "document": 1929,
        "excerpt": "blin and its allies have Advantage on attack rolls and saving throws, provided the hobgoblin doesn't have the Incapacitated condition."
      },
      {
        "document": 1931,
        "excerpt": "get is subjected to the following effect. Constitution Saving Throw: DC 12. Failure: The target has the Poisoned condition until the end of the homunculus's next turn"
      },
      {
        "document": 1932,
        "excerpt": "e Hells. Magic Resistance. The devil has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1936,
        "excerpt": "e Hells. Magic Resistance. The devil has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1937,
        "excerpt": "Burst. The mephit explodes when it dies. Constitution Saving Throw: DC 10, each creature in a 5-foot Emanation originating from the mephit. Failure: 5 (2d4) Cold dam"
      },
      {
        "document": 1938,
        "excerpt": "Magic Resistance. The imp has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1939,
        "excerpt": "Nightmare (Recharge 6). Wisdom Saving Throw: DC 15, one creature the incubus can see within 60 feet. Failure: If the target has 20 Hit Points"
      },
      {
        "document": 1940,
        "excerpt": "Hit: 11 (2d6 + 4) Force damage. Vortex. Constitution Saving Throw: DC 14, one Large or smaller creature in the stalker's space. Failure: 7 (1d8 + 3) Thunder damage,"
      },
      {
        "document": 1941,
        "excerpt": "e-shift. Magic Resistance. The golem has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1946,
        "excerpt": "tance (4/Day, or 5/Day in Lair). If the kraken fails a saving throw, it can choose to succeed instead. Siege Monster. The kraken deals double damage to objects and s"
      },
      {
        "document": 1947,
        "excerpt": "plus 7 (2d6) Psychic damage. Corrupting Touch. Wisdom Saving Throw: DC 13, one creature the lamia can see within 5 feet. Failure: 13 (3d8) Psychic damage, and the ta"
      },
      {
        "document": 1949,
        "excerpt": "istance (4/Day, or 5/Day in Lair). If the lich fails a saving throw, it can choose to succeed instead. Spirit Jar. If destroyed, the lich reforms in 1d10 days if it"
      },
      {
        "document": 1950,
        "excerpt": "5 ft. Hit: 7 (1d8 + 3) Slashing damage. Roar. Wisdom Saving Throw: DC 11, one creature within 15 feet. Failure: The target has the Frightened condition until the st"
      },
      {
        "document": 1953,
        "excerpt": "ath Burst. The mephit explodes when it dies. Dexterity Saving Throw: DC 11, each creature in a 5-foot Emanation originating from the mephit. Failure: 7 (2d6) Fire dam"
      },
      {
        "document": 1954,
        "excerpt": "ath Burst. The magmin explodes when it dies. Dexterity Saving Throw: DC 11, each creature in a 10-foot Emanation originating from the magmin. Failure: 7 (2d6) Fire da"
      },
      {
        "document": 1955,
        "excerpt": "Trample. Dexterity Saving Throw: DC 18, one creature within 5 feet that has the Prone condition. Failure: 29 (4d10 + 7) Bludgeonin"
      },
      {
        "document": 1957,
        "excerpt": "byss. Magic Resistance. The marilith has Advantage on saving throws against spells and other magical effects. Reactive. The marilith can take one Reaction on every"
      },
      {
        "document": 1959,
        "excerpt": "Petrifying Gaze (Recharge 5–6). Constitution Saving Throw: DC 13, each creature in a 30-foot Cone. If the medusa sees its reflection in the Cone, the medusa"
      },
      {
        "document": 1966,
        "excerpt": "stance (3/Day, or 4/Day in Lair). If the mummy fails a saving throw, it can choose to succeed instead. Magic Resistance. The mummy has Advantage on saving throws aga"
      },
      {
        "document": 1967,
        "excerpt": "o 0 Hit Points by this attack. Dreadful Glare. Wisdom Saving Throw: DC 11, one creature the mummy can see within 60 feet. Failure: The target has the Frightened cond"
      },
      {
        "document": 1968,
        "excerpt": "ss. Magic Resistance. The nalfeshnee has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1969,
        "excerpt": "ell again. Magic Resistance. The hag has Advantage on saving throws against spells and other magical effects. Soul Bag. The hag has a soul bag. While holding or car"
      },
      {
        "document": 1974,
        "excerpt": "es the zombie to 0 Hit Points, it makes a Constitution saving throw (DC 5 plus the damage taken) unless the damage is Radiant or from a Critical Hit. On a successful"
      },
      {
        "document": 1977,
        "excerpt": "it is subjected to the following effect. Constitution Saving Throw: DC 15. Failure: The target's Hit Point maximum decreases by 5 (1d10) and doesn't return to normal"
      },
      {
        "document": 1984,
        "excerpt": "Captain's Charm. Wisdom Saving Throw: DC 14, one creature the pirate can see within 30 feet. Failure: The target has the Charmed condit"
      },
      {
        "document": 1985,
        "excerpt": "1d4 + 3) Piercing damage. Enthralling Panache. Wisdom Saving Throw: DC 12, one creature the pirate can see within 30 feet. Failure: The target has the Charmed condit"
      },
      {
        "document": 1986,
        "excerpt": "le it doesn't have the Incapacitated condition. Wisdom Saving Throw: DC 21, any enemy that starts its turn in the aura. Failure: The target has the Frightened conditi"
      },
      {
        "document": 1987,
        "excerpt": "stia. Magic Resistance. The planetar has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1993,
        "excerpt": "Magic Resistance. The pseudodragon has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1995,
        "excerpt": "Swallow. Strength Saving Throw: DC 19, one Large or smaller creature Grappled by the worm (it can have up to three creatures swal"
      },
      {
        "document": 1996,
        "excerpt": "Magic Resistance. The quasit has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1997,
        "excerpt": "gic Resistance. The rakshasa automatically succeeds on saving throws against spells and other magical effects, and the attack rolls of spells automatically miss it. W"
      },
      {
        "document": 2000,
        "excerpt": "6) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 13, each creature in a 15-foot Cone. Failure: 24 (7d6) Fire damage. Success: Half damage."
      },
      {
        "document": 2002,
        "excerpt": "Swallow. Strength Saving Throw: DC 19, one Large or smaller creature Grappled by the remorhaz (it can have up to two creatures sw"
      },
      {
        "document": 2007,
        "excerpt": "rried by a creature within 5 feet of itself. Dexterity Saving Throw: DC 11, the creature with the object. Failure: The object takes a -1 penalty to the AC it offers ("
      },
      {
        "document": 2010,
        "excerpt": "mmediately after a ranged attack. Constrict. Strength Saving Throw: DC 15, one Large or smaller creature the salamander can see within 10 feet. Failure: 11 (2d6 + 4)"
      },
      {
        "document": 2011,
        "excerpt": "Magic Resistance. The satyr has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 2014,
        "excerpt": "ait to cast that spell again. Vile Appearance. Wisdom Saving Throw: DC 11, any Beast or Humanoid that starts its turn within 30 feet of the hag and can see the hag's"
      },
      {
        "document": 2017,
        "excerpt": "arget 5 feet straight toward itself. Engulf. Strength Saving Throw: DC 15, one Medium or smaller creature within 5 feet. Failure: The target is pulled into the shamb"
      },
      {
        "document": 2020,
        "excerpt": "cing damage. Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 13, each creature in a 15-foot Cone. Failure: 18 (4d8) Cold damage. Success: Half damage. Par"
      },
      {
        "document": 2022,
        "excerpt": "a. Legendary Resistance (4/Day). If the solar fails a saving throw, it can choose to succeed instead. Magic Resistance. The solar has Advantage on saving throws aga"
      },
      {
        "document": 2024,
        "excerpt": "tance (3/Day, or 4/Day in Lair). If the sphinx fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 2025,
        "excerpt": "tance (3/Day, or 4/Day in Lair). If the sphinx fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 2026,
        "excerpt": "Magic Resistance. The sphinx has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 2029,
        "excerpt": "tart of the sprite's next turn. Heart Sight. Charisma Saving Throw: DC 10, one creature within 5 feet the sprite can see (Celestials, Fiends, and Undead automaticall"
      },
      {
        "document": 2031,
        "excerpt": "ath Burst. The mephit explodes when it dies. Dexterity Saving Throw: DC 10, each creature in a 5-foot Emanation originating from the mephit. Failure: 5 (2d4) Fire dam"
      },
      {
        "document": 2033,
        "excerpt": "ant can redirect some of the attack's force. Dexterity Saving Throw: DC 17, one creature the giant can see within 60 feet. Failure: 11 (1d10 + 6) Force damage."
      },
      {
        "document": 2034,
        "excerpt": "e-shift. Magic Resistance. The golem has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 2035,
        "excerpt": "next turn. Lightning Storm (Recharge 5–6). Dexterity Saving Throw: DC 18, each creature in a 10-foot-radius, 40-foot-high Cylinder originating from a point the gian"
      },
      {
        "document": 2036,
        "excerpt": "ility (spell save DC 15). Draining Kiss. Constitution Saving Throw: DC 15, one creature Charmed by the succubus within 5 feet. Failure: 13 (3d8) Psychic damage. Succ"
      },
      {
        "document": 2042,
        "excerpt": "the swarm is Bloodied. Cacophony (Recharge 6). Wisdom Saving Throw: DC 10, one creature in the swarm's space. Failure: The target has the Deafened condition until th"
      },
      {
        "document": 2044,
        "excerpt": "Legendary Resistance (6/Day). If the tarrasque fails a saving throw, it can choose to succeed instead. Magic Resistance. The tarrasque has Advantage on saving throws"
      },
      {
        "document": 2053,
        "excerpt": "Legendary Resistance (3/Day). If the unicorn fails a saving throw, it can choose to succeed instead. Magic Resistance. The unicorn has Advantage on saving throws a"
      },
      {
        "document": 2055,
        "excerpt": "cape DC 13) from one of two claws. Bite. Constitution Saving Throw: DC 14, one creature within 5 feet that is willing or that has the Grappled, Incapacitated, or Res"
      },
      {
        "document": 2056,
        "excerpt": "ance (3/Day, or 4/Day in Lair). If the vampire fails a saving throw, it can choose to succeed instead. Misty Escape. If the vampire drops to 0 Hit Points outside its"
      },
      {
        "document": 2059,
        "excerpt": "e Abyss. Magic Resistance. The vrock has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 2065,
        "excerpt": "s the Prone condition. Whelm (Recharge 4–6). Strength Saving Throw: DC 15, each creature in the elemental's space. Failure: 22 (4d8 + 4) Bludgeoning damage. If the t"
      },
      {
        "document": 2067,
        "excerpt": "it is subjected to the following effect. Constitution Saving Throw: DC 14. Failure: The target is cursed. If the cursed target drops to 0 Hit Points, it instead beco"
      },
      {
        "document": 2068,
        "excerpt": "it is subjected to the following effect. Constitution Saving Throw: DC 12. Failure: The target is cursed. If the cursed target drops to 0 Hit Points, it instead beco"
      },
      {
        "document": 2069,
        "excerpt": "it is subjected to the following effect. Constitution Saving Throw: DC 11. Failure: The target is cursed. If the cursed target drops to 0 Hit Points, it instead beco"
      },
      {
        "document": 2070,
        "excerpt": "it is subjected to the following effect. Constitution Saving Throw: DC 13. Failure: The target is cursed. If the cursed target drops to 0 Hit Points, it instead beco"
      },
      {
        "document": 2071,
        "excerpt": "it is subjected to the following effect. Constitution Saving Throw: DC 12. Failure: The target is cursed. If the cursed target drops to 0 Hit Points, it instead beco"
      },
      {
        "document": 2072,
        "excerpt": "Cold damage. Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 12, each creature in a 15-foot Cone. Failure: 22 (5d8) Cold damage. Success: Half damage."
      },
      {
        "document": 2073,
        "excerpt": "lus 4 (1d8) Necrotic damage. Life Drain. Constitution Saving Throw: DC 13, one creature within 5 feet. Failure: 6 (1d8 + 2) Necrotic damage, and the target's Hit Poi"
      },
      {
        "document": 2074,
        "excerpt": "Consume Life. Constitution Saving Throw: DC 10, one living creature the wisp can see within 5 feet that has 0 Hit Points. Failure: The tar"
      },
      {
        "document": 2075,
        "excerpt": "e condition. Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 12, each creature in a 15-foot Cone. Failure: 18 (4d8) Cold damage. Success: Half damage."
      },
      {
        "document": 2081,
        "excerpt": "6) Acid damage. Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 14, each creature in a 30-foot-long, 5-foot-wide Line. Failure: 49 (14d6) Acid damage. Success"
      },
      {
        "document": 2082,
        "excerpt": "ng damage. Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 16, each creature in a 60-foot-long, 5-foot-wide Line. Failure: 55 (10d10) Lightning damage. S"
      },
      {
        "document": 2083,
        "excerpt": "lashing damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 14, each creature in a 40-foot-long, 5-foot-wide Line. Failure: 38 (11d6) Fire damage. Success"
      },
      {
        "document": 2084,
        "excerpt": "ng damage. Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 15, each creature in a 60-foot-long, 5-foot-wide Line. Failure: 49 (9d10) Lightning damage. Su"
      },
      {
        "document": 2085,
        "excerpt": "lashing damage. Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 14, each creature in a 40-foot-long, 5-foot-wide Line. Failure: 40 (9d8) Acid damage. Success:"
      },
      {
        "document": 2086,
        "excerpt": "lashing damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 17, each creature in a 30-foot Cone. Failure: 55 (10d10) Fire damage. Success: Half damage. W"
      },
      {
        "document": 2087,
        "excerpt": "on damage. Poison Breath (Recharge 5–6). Constitution Saving Throw: DC 14, each creature in a 30-foot Cone. Failure: 42 (12d6) Poison damage. Success: Half damage."
      },
      {
        "document": 2088,
        "excerpt": "6) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 17, each creature in a 30-foot Cone. Failure: 56 (16d6) Fire damage. Success: Half damage."
      },
      {
        "document": 2089,
        "excerpt": "hing damage. Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 17, each creature in a 30-foot Cone. Failure: 49 (11d8) Cold damage. Success: Half damage. Pa"
      },
      {
        "document": 2090,
        "excerpt": "Cold damage. Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 15, each creature in a 30-foot Cone. Failure: 40 (9d8) Cold damage. Success: Half damage."
      },
      {
        "document": 2091,
        "excerpt": "es the zombie to 0 Hit Points, it makes a Constitution saving throw (DC 5 plus the damage taken) unless the damage is Radiant or from a Critical Hit. On a successful"
      }
    ],
    "savoring": [
      {
        "document": 1627,
        "excerpt": "our enemy. The devil seeks your ruin and torments you, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies. Foo"
      }
    ],
    "sawtooth": [
      {
        "document": 308,
        "excerpt": "Utilize action, you can set a Hunting Trap, which is a sawtooth steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed"
      }
    ],
    "say": [
      {
        "document": 26,
        "excerpt": "s across a room and tries to open a door, the GM might say the door opens and describe what lies beyond. But the door might be locked, the floor might hide a trap,"
      },
      {
        "document": 36,
        "excerpt": "note when a skill is relevant. The GM has the ultimate say on whether a skill is relevant in a situation. If a creature is proficient in a skill, the creature app"
      },
      {
        "document": 37,
        "excerpt": "ct as long as something in the game doesn't explicitly say otherwise. The game also includes elements - class features, feats, weapon properties, spells, magic it"
      },
      {
        "document": 378,
        "excerpt": "our character puts on a Ring of Swimming, the GM might say, \"Your movement feels strangely fluid.\" Perhaps you then dive into a river to see what happens. The GM w"
      },
      {
        "document": 500,
        "excerpt": "ours, or the like. For example, a Duration entry might say “1 minute,” meaning the spell ends after 1 minute has passed. While a time-span spell that you cast is o"
      },
      {
        "document": 512,
        "excerpt": "e - are level 0. The rules for each spellcasting class say when its members gain access to spells of certain levels."
      },
      {
        "document": 637,
        "excerpt": "t before the start of your next turn. The GM has final say on whether your assistance is possible. Assist an Attack Roll. You momentarily distract an enemy within"
      },
      {
        "document": 648,
        "excerpt": "eapon resembles a Simple or Martial weapon, the GM may say it functions as that weapon and uses that weapon's rules. For example, the GM could treat a table leg as"
      },
      {
        "document": 1291,
        "excerpt": "r you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful."
      },
      {
        "document": 1293,
        "excerpt": "atures that don't trigger the glyph, such as those who say a certain password. Explosive Rune. When triggered, the glyph erupts with magical energy in a 20-foot-r"
      },
      {
        "document": 1354,
        "excerpt": "of the targets or their allies. For example, you could say, “Walk to the village down that road, and help the villagers there harvest crops until sunset.” Or you c"
      },
      {
        "document": 1435,
        "excerpt": "s skill options with them. Most Beasts have little to say about topics that don't pertain to survival or companionship, but at minimum, a Beast can give you infor"
      },
      {
        "document": 1447,
        "excerpt": "ge to the target or its allies. For example, you could say, “Fetch the key to the cult’s treasure vault, and give the key to me.” Or you could say, “Stop fighting,"
      },
      {
        "document": 1451,
        "excerpt": "atures that don't trigger the glyph, such as those who say a certain password. Once triggered, the glyph glows, filling a 60-foot-radius Sphere with Dim Light for"
      }
    ],
    "says": [
      {
        "document": 37,
        "excerpt": "isagree, the exception wins. For example, if a feature says you can make melee attacks using your Charisma, you can do so, even though that statement disagrees with"
      },
      {
        "document": 45,
        "excerpt": "ly after its trigger unless the Reaction's description says otherwise."
      },
      {
        "document": 105,
        "excerpt": "damage and whether to add any modifiers. Unless a rule says otherwise, you don't add your ability modifier to a fixed damage amount that doesn't use a roll, such as"
      },
      {
        "document": 166,
        "excerpt": "in combat or otherwise neutralizing it. Unless a rule says otherwise, a monster summoned by a spell or another magical ability is worth the XP noted in its stat bl"
      },
      {
        "document": 170,
        "excerpt": "hit. An attack is against one target unless its entry says otherwise. For details on different kinds of attacks, see “Playing the Game” and “Spells.” Hit. Any dam"
      },
      {
        "document": 241,
        "excerpt": "ncy is one of the following unless a weapon's property says otherwise: Melee attack bonus = Strength modifier + Proficiency Bonus Ranged attack bonus = Dexterity"
      },
      {
        "document": 263,
        "excerpt": "tacks with this feature unless you have a feature that says you can (such as the Fighter's Two Extra Attacks feature). Similarly, the Warlock's Thirsting Blade inv"
      },
      {
        "document": 264,
        "excerpt": "not your level in a particular class, unless the spell says otherwise. Spell Slots. You determine your available spell slots by adding together the following: - A"
      },
      {
        "document": 267,
        "excerpt": "n 93 An empty wine bottle bearing a pretty label that says, \"The Wizard of Wines Winery, Red Dragon Crush, 331422-W\" 94 A mosaic tile with a multicolored, glazed"
      },
      {
        "document": 494,
        "excerpt": "restricted by its range unless the spell's description says otherwise."
      },
      {
        "document": 499,
        "excerpt": "casting Focus, you must hold it unless its description says otherwise (see “Equipment” for descriptions)."
      },
      {
        "document": 502,
        "excerpt": "e affected by the spell's magic. A spell's description says whether the spell targets creatures, objects, or something else. A Clear Path to the Target. To target"
      },
      {
        "document": 528,
        "excerpt": "If a rule says you can use something a certain number of times per day, that means you must finish a Long Rest to use i"
      },
      {
        "document": 532,
        "excerpt": "A creature has a reach of 5 feet unless a rule says otherwise."
      },
      {
        "document": 542,
        "excerpt": "specifies what happens to you. Unless that description says otherwise, any ongoing effects on you - conditions, spells, curses, and the like - carry over from one f"
      },
      {
        "document": 554,
        "excerpt": "hit. An attack is against one target unless its entry says otherwise. Saving Throw Effect Notation. If an effect forces a saving throw, the effect's entry starts"
      },
      {
        "document": 563,
        "excerpt": "sn't teleport with you unless the teleportation effect says otherwise. If the destination space of your teleportation is occupied by another creature or blocked by"
      },
      {
        "document": 579,
        "excerpt": "have a Bonus Action to take only if a rule explicitly says so. See also \"Playing the Game\" (\"Actions\")."
      },
      {
        "document": 593,
        "excerpt": "a temporary game state. The definition of a condition says how it affects its recipient, and various rules define how to end a condition. This glossary defines the"
      },
      {
        "document": 747,
        "excerpt": "highest an adventurer’s score can go unless a feature says otherwise."
      },
      {
        "document": 972,
        "excerpt": "same invocation more than once unless its description says otherwise."
      }
    ],
    "scabbard": [
      {
        "document": 267,
        "excerpt": "which is drawn a mechanical contraption 78 An ornate scabbard that fits no blade you have found 79 An invitation to a party where a murder happened 80 A bronze pent"
      },
      {
        "document": 1569,
        "excerpt": "uiver contains as if doing so from a regular quiver or scabbard."
      }
    ],
    "scale": [
      {
        "document": 716,
        "excerpt": "no ability check required). At Higher Levels. You can scale the trap for higher levels by increasing the damage and the save DC, as shown in the following table."
      },
      {
        "document": 717,
        "excerpt": "this trap takes 10 minutes. At Higher Levels. You can scale the trap for higher levels by increasing the weight of the Net, which increases the save DC and the DC o"
      },
      {
        "document": 718,
        "excerpt": "s the trap from triggering. At Higher Levels. You can scale the trap for higher levels by increasing the damage and the area of effect, as shown in the following ta"
      },
      {
        "document": 719,
        "excerpt": "Speed, climbing gear, or magic such as Spider Climb to scale the pit's smooth walls. You can make the pit easier to escape by adding cracks in the walls big enough t"
      },
      {
        "document": 720,
        "excerpt": "s the trap from triggering. At Higher Levels. You can scale the trap for higher levels by increasing each dart's Poison damage as follows: 7 (2d6) at levels 5-10, 1"
      },
      {
        "document": 721,
        "excerpt": "creature triggers the trap. At Higher Levels. You can scale the trap for higher levels by increasing the damage and the save DC, as shown in the following table."
      },
      {
        "document": 723,
        "excerpt": "limbing gear, or magic such as a Spider Climb spell to scale the pit's smooth walls. You can make the pit easier to escape by adding cracks in the walls big enough t"
      },
      {
        "document": 803,
        "excerpt": "Dragon Scale Mail Table 1"
      },
      {
        "document": 820,
        "excerpt": "An enormous scale, perhaps from a dragon"
      },
      {
        "document": 929,
        "excerpt": "Scale Mail"
      },
      {
        "document": 1122,
        "excerpt": "Scale Mail"
      },
      {
        "document": 1562,
        "excerpt": "Dragon Scale Mail"
      },
      {
        "document": 1645,
        "excerpt": "on's muddy liquid brings little bits into view: a fish scale, a hummingbird feather, a cat claw, or a squirrel hair."
      }
    ],
    "scales": [
      {
        "document": 977,
        "excerpt": "r level. Parts of you are also covered by dragon-like scales. While you aren't wearing armor, your base Armor Class equals 10 plus your Dexterity and Charisma modifi"
      },
      {
        "document": 1562,
        "excerpt": "Requires Attunement) Dragon Scale Mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them. Other times, hunt"
      }
    ],
    "scaly": [
      {
        "document": 181,
        "excerpt": "s such as homunculi and shield guardians. Dragons are scaly beings of ancient origin, such as red dragons and wyverns. Elementals are beings from the Elemental Pla"
      }
    ],
    "scarab": [
      {
        "document": 266,
        "excerpt": "e 50 A whistle made from gold-colored wood 51 A dead scarab beetle the size of your hand 52 Two toy soldiers, one missing a head 53 A small box filled with differ"
      },
      {
        "document": 1700,
        "excerpt": "Scarab of Protection"
      }
    ],
    "scare": [
      {
        "document": 1996,
        "excerpt": "nents and using Charisma as the spellcasting ability. Scare (1/Day). Wisdom Saving Throw: DC 10, one creature within 20 feet. Failure: The target has the Frightened"
      }
    ],
    "scarlet": [
      {
        "document": 1609,
        "excerpt": "increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head. Leadership (Very Rare). Your Charisma increases by 2, to a maximum of"
      }
    ],
    "scary": [
      {
        "document": 727,
        "excerpt": "counter of low difficulty is likely to have one or two scary moments for the players, but their characters should emerge victorious with no casualties. One or more o"
      }
    ],
    "scattered": [
      {
        "document": 1517,
        "excerpt": "ierced, or torn, it is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth unharmed, but the bag mus"
      }
    ],
    "scene": [
      {
        "document": 26,
        "excerpt": "to this basic pattern: 1: The Game Master Describes a Scene. The GM tells the players where their adventurers are and what's around them (how many doors lead out of"
      },
      {
        "document": 624,
        "excerpt": "An encounter is a scene in an adventure that is part of at least one of the game's three pillars: social interaction, exploratio"
      }
    ],
    "scenes": [
      {
        "document": 267,
        "excerpt": "73 An eggshell painted with scenes of misery in disturbing detail 74 A fan that, when unfolded, shows a sleepy cat 75 A set of bone pipes"
      }
    ],
    "scent": [
      {
        "document": 1250,
        "excerpt": "ented smoke in a 5-foot Cube. You choose the color and scent, and the embers can light candles, torches, or lamps in that area. The smoke's scent lingers for 1 minut"
      },
      {
        "document": 2007,
        "excerpt": "Iron Scent. The rust monster can pinpoint the location of ferrous metal within 30 feet of itself."
      }
    ],
    "scented": [
      {
        "document": 1250,
        "excerpt": "ou create a thin cloud of harmless embers and colored, scented smoke in a 5-foot Cube. You choose the color and scent, and the embers can light candles, torches, or la"
      }
    ],
    "scepter": [
      {
        "document": 146,
        "excerpt": "An item in the Rod category is a scepter usually made of metal, wood, or bone. A typical rod weighs 2 to 5 pounds. Unless its description notes"
      }
    ],
    "schemes": [
      {
        "document": 237,
        "excerpt": "urred by their hatred or bloodlust. A villain pursuing schemes of vengeance and havoc is probably Chaotic Evil."
      }
    ],
    "scheming": [
      {
        "document": 237,
        "excerpt": "lty, or order. An aristocrat exploiting citizens while scheming for power is probably Lawful Evil. Neutral Evil (NE). Neutral Evil is the alignment of those who are un"
      }
    ],
    "scholar": [
      {
        "document": 883,
        "excerpt": "Scholar"
      },
      {
        "document": 930,
        "excerpt": "Scholar’s Pack"
      },
      {
        "document": 972,
        "excerpt": "le, 2 Daggers, Arcane Focus (orb), Book (occult lore), Scholar’s Pack, and 15 GP; or (B) 100 GP"
      },
      {
        "document": 973,
        "excerpt": "Daggers, Arcane Focus (Quarterstaff), Robe, Spellbook, Scholar’s Pack, and 5 GP; or (B) 55 GP"
      },
      {
        "document": 1123,
        "excerpt": "Scholar’s Pack"
      }
    ],
    "scholar's": [
      {
        "document": 341,
        "excerpt": "Scholar's Pack (40 GP)"
      }
    ],
    "scholarly": [
      {
        "document": 976,
        "excerpt": "llect spells and secrets from diverse sources, such as scholarly tomes, mystical rites, and peasant tales. The college's members gather in libraries and universities to"
      }
    ],
    "school": [
      {
        "document": 274,
        "excerpt": "by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column, C means the spell requires Concentration, R means it's a Ritu"
      },
      {
        "document": 275,
        "excerpt": "by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column, C means the spell requires Concentration, R means it's a Ritu"
      },
      {
        "document": 276,
        "excerpt": "by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column, C means the spell requires Concentration, R means it's a Ritu"
      },
      {
        "document": 277,
        "excerpt": "by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column, C means the spell requires Concentration, R means it's a Ritu"
      },
      {
        "document": 278,
        "excerpt": "by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column, C means the spell requires Concentration, R means it's a Ritu"
      },
      {
        "document": 279,
        "excerpt": "by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column, C means the spell requires Concentration, R means it's a Ritu"
      },
      {
        "document": 280,
        "excerpt": "by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column, C means the spell requires Concentration, R means it's a Ritu"
      },
      {
        "document": 281,
        "excerpt": "by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column, C means the spell requires Concentration, R means it's a Ritu"
      },
      {
        "document": 488,
        "excerpt": "School of Magic"
      },
      {
        "document": 489,
        "excerpt": "class's name appears in parentheses after the spell's school of magic. Some features add a spell to a character's spell list even if the character isn't a member of"
      },
      {
        "document": 829,
        "excerpt": "School"
      },
      {
        "document": 830,
        "excerpt": "School"
      },
      {
        "document": 831,
        "excerpt": "School"
      },
      {
        "document": 832,
        "excerpt": "School"
      },
      {
        "document": 833,
        "excerpt": "School"
      },
      {
        "document": 834,
        "excerpt": "School"
      },
      {
        "document": 835,
        "excerpt": "School"
      },
      {
        "document": 836,
        "excerpt": "School"
      },
      {
        "document": 837,
        "excerpt": "School"
      },
      {
        "document": 838,
        "excerpt": "School"
      },
      {
        "document": 843,
        "excerpt": "School"
      },
      {
        "document": 844,
        "excerpt": "School"
      },
      {
        "document": 845,
        "excerpt": "School"
      },
      {
        "document": 846,
        "excerpt": "School"
      },
      {
        "document": 847,
        "excerpt": "School"
      },
      {
        "document": 850,
        "excerpt": "School"
      },
      {
        "document": 851,
        "excerpt": "School"
      },
      {
        "document": 852,
        "excerpt": "School"
      },
      {
        "document": 853,
        "excerpt": "School"
      },
      {
        "document": 854,
        "excerpt": "School"
      },
      {
        "document": 859,
        "excerpt": "School"
      },
      {
        "document": 860,
        "excerpt": "School"
      },
      {
        "document": 861,
        "excerpt": "School"
      },
      {
        "document": 862,
        "excerpt": "School"
      },
      {
        "document": 863,
        "excerpt": "School"
      },
      {
        "document": 864,
        "excerpt": "School"
      },
      {
        "document": 865,
        "excerpt": "School"
      },
      {
        "document": 866,
        "excerpt": "School"
      },
      {
        "document": 867,
        "excerpt": "School"
      },
      {
        "document": 868,
        "excerpt": "School"
      },
      {
        "document": 869,
        "excerpt": "School"
      },
      {
        "document": 872,
        "excerpt": "School"
      },
      {
        "document": 873,
        "excerpt": "School"
      },
      {
        "document": 874,
        "excerpt": "School"
      },
      {
        "document": 875,
        "excerpt": "School"
      },
      {
        "document": 876,
        "excerpt": "School"
      },
      {
        "document": 877,
        "excerpt": "School"
      },
      {
        "document": 878,
        "excerpt": "School"
      },
      {
        "document": 879,
        "excerpt": "School"
      },
      {
        "document": 880,
        "excerpt": "School"
      },
      {
        "document": 881,
        "excerpt": "School"
      },
      {
        "document": 882,
        "excerpt": "School"
      },
      {
        "document": 884,
        "excerpt": "School"
      },
      {
        "document": 885,
        "excerpt": "School"
      },
      {
        "document": 886,
        "excerpt": "School"
      },
      {
        "document": 887,
        "excerpt": "School"
      },
      {
        "document": 888,
        "excerpt": "School"
      },
      {
        "document": 889,
        "excerpt": "School"
      },
      {
        "document": 890,
        "excerpt": "School"
      },
      {
        "document": 891,
        "excerpt": "School"
      },
      {
        "document": 892,
        "excerpt": "School"
      },
      {
        "document": 893,
        "excerpt": "School"
      },
      {
        "document": 894,
        "excerpt": "School"
      },
      {
        "document": 895,
        "excerpt": "School"
      },
      {
        "document": 897,
        "excerpt": "School"
      },
      {
        "document": 898,
        "excerpt": "School"
      },
      {
        "document": 899,
        "excerpt": "School"
      },
      {
        "document": 900,
        "excerpt": "School"
      },
      {
        "document": 901,
        "excerpt": "School"
      },
      {
        "document": 902,
        "excerpt": "School"
      },
      {
        "document": 903,
        "excerpt": "School"
      },
      {
        "document": 904,
        "excerpt": "School"
      },
      {
        "document": 905,
        "excerpt": "School"
      },
      {
        "document": 906,
        "excerpt": "School"
      },
      {
        "document": 907,
        "excerpt": "School"
      },
      {
        "document": 910,
        "excerpt": "School"
      },
      {
        "document": 911,
        "excerpt": "School"
      },
      {
        "document": 912,
        "excerpt": "School"
      },
      {
        "document": 913,
        "excerpt": "School"
      },
      {
        "document": 914,
        "excerpt": "School"
      },
      {
        "document": 915,
        "excerpt": "School"
      },
      {
        "document": 916,
        "excerpt": "School"
      },
      {
        "document": 917,
        "excerpt": "School"
      },
      {
        "document": 918,
        "excerpt": "School"
      },
      {
        "document": 919,
        "excerpt": "School"
      },
      {
        "document": 936,
        "excerpt": "School"
      },
      {
        "document": 978,
        "excerpt": "Choose two Wizard spells from the Evocation school, each of which must be no higher than level 2, and add them to your spellbook for free. In addition, wh"
      },
      {
        "document": 1166,
        "excerpt": "ge the object's aura so that it appears to belong to a school of magic you choose."
      },
      {
        "document": 1230,
        "excerpt": "n effect was created by a spell, you learn the spell's school of magic. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of l"
      }
    ],
    "schools": [
      {
        "document": 488,
        "excerpt": "Each spell belongs to a school of magic. The schools are listed in the Schools of Magic table. These categories help describe spells but have no rules of the"
      },
      {
        "document": 936,
        "excerpt": "Schools of Magic"
      }
    ],
    "scimitar": [
      {
        "document": 928,
        "excerpt": "Scimitar"
      },
      {
        "document": 966,
        "excerpt": "ungeoneer’s Pack, and 4 GP; (B) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Dungeoneer’s Pack, and 11 GP; or (C) 155 GP"
      },
      {
        "document": 969,
        "excerpt": "Choose A or B: (A) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Druidic Focus (sprig of mistletoe), Explorer’s Pack, and 7 GP;"
      },
      {
        "document": 1124,
        "excerpt": "Scimitar"
      },
      {
        "document": 1274,
        "excerpt": "free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke it again as"
      },
      {
        "document": 1555,
        "excerpt": "Greatsword, Longsword, Rapier, Scimitar, or Shortsword"
      },
      {
        "document": 1583,
        "excerpt": "Glaive, Greatsword, Longsword, Rapier, Scimitar, or Shortsword"
      },
      {
        "document": 1614,
        "excerpt": "Glaive, Greatsword, Longsword, Rapier, Scimitar, Sickle, or Shortsword"
      },
      {
        "document": 1701,
        "excerpt": "Scimitar of Speed"
      },
      {
        "document": 1727,
        "excerpt": "Glaive, Greatsword, Longsword, Rapier, Scimitar, or Shortsword"
      },
      {
        "document": 1728,
        "excerpt": "Glaive, Greatsword, Longsword, or Scimitar"
      },
      {
        "document": 1729,
        "excerpt": "Glaive, Greatsword, Longsword, Rapier, Scimitar, or Shortsword"
      },
      {
        "document": 1740,
        "excerpt": "Glaive, Greatsword, Longsword, or Scimitar"
      },
      {
        "document": 1800,
        "excerpt": "Pistol, Scimitar, Studded Leather Armor"
      },
      {
        "document": 1801,
        "excerpt": "Leather Armor, Light Crossbow, Scimitar"
      },
      {
        "document": 1907,
        "excerpt": "Chain Shirt, Scimitar, Shield, Shortbow"
      },
      {
        "document": 1909,
        "excerpt": "Leather Armor, Scimitar, Shield, Shortbow"
      }
    ],
    "scimitars": [
      {
        "document": 969,
        "excerpt": "e, you could switch to using the mastery properties of Scimitars and Longswords."
      },
      {
        "document": 970,
        "excerpt": "e, you could switch to using the mastery properties of Scimitars and Shortswords."
      }
    ],
    "scintillating": [
      {
        "document": 1688,
        "excerpt": "Robe of Scintillating Colors"
      }
    ],
    "scorching": [
      {
        "document": 861,
        "excerpt": "Scorching Ray"
      },
      {
        "document": 870,
        "excerpt": "Burning Hands, Command,Scorching Ray, Suggestion"
      },
      {
        "document": 887,
        "excerpt": "Scorching Ray"
      },
      {
        "document": 1412,
        "excerpt": "Scorching Ray"
      },
      {
        "document": 1540,
        "excerpt": "em, Uncommon While wearing this circlet, you can cast Scorching Ray with it (+5 to hit). The circlet can't cast this spell again until the next dawn."
      },
      {
        "document": 1763,
        "excerpt": "a use of (A) Sleep Breath or (B) Spellcasting to cast Scorching Ray. Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 17 (2d10 + 6) Slashing damage plus 4 (1d8) Fire da"
      },
      {
        "document": 1768,
        "excerpt": "replace one attack with a use of Spellcasting to cast Scorching Ray. Rend. Melee Attack Roll: +14, reach 10 ft. Hit: 13 (1d10 + 8) Slashing damage plus 5 (2d4) Fire da"
      },
      {
        "document": 1775,
        "excerpt": "a use of (A) Sleep Breath or (B) Spellcasting to cast Scorching Ray (level 3 version). Rend. Melee Attack Roll: +14, reach 15 ft. Hit: 19 (2d10 + 8) Slashing damage pl"
      },
      {
        "document": 1780,
        "excerpt": "replace one attack with a use of Spellcasting to cast Scorching Ray (level 3 version). Rend. Melee Attack Roll: +17, reach 15 ft. Hit: 19 (2d8 + 10) Slashing damage pl"
      }
    ],
    "score": [
      {
        "document": 10,
        "excerpt": "other saving throws, this one isn't tied to an ability score. You're in the hands of fate now. Three Successes/Failures. Roll 1d20. If the roll is 10 or higher, you"
      },
      {
        "document": 59,
        "excerpt": "Each ability has a score from 1 to 20, although some monsters have a score as high as 30. The score represents the magnitude of a"
      },
      {
        "document": 70,
        "excerpt": "\"D20 Tests\"). An ability modifier is derived from its score, as shown in the Ability Modifiers table."
      },
      {
        "document": 106,
        "excerpt": "When you score a Critical Hit, you deal extra damage. Roll the attack's damage dice twice, add them together, and add a"
      },
      {
        "document": 153,
        "excerpt": "as six ability scores along with corresponding ability score modifiers and saving throw modifiers. For more information on ability scores and saving throws, see “Pla"
      },
      {
        "document": 162,
        "excerpt": "Senses entry specifies a monster's Passive Perception score, as well as any special senses the monster possesses. Passive Perception and special senses are describe"
      },
      {
        "document": 185,
        "excerpt": "itiative modifier followed by the monster's Initiative score in parentheses. Use the modifier when you roll to determine a monster's Initiative. A monster's Initiati"
      },
      {
        "document": 230,
        "excerpt": "ints to spend on your ability scores. The cost of each score is shown on the Ability Score Point Costs table. For example, a score of 14 costs 7 of your 27 points."
      },
      {
        "document": 232,
        "excerpt": "se all three by 1. None of these increases can raise a score above 20. Some players like to increase their class's primary ability, while others prefer to increase"
      },
      {
        "document": 240,
        "excerpt": "ur Passive Perception instead. Passive Perception is a score that reflects a general awareness of your surroundings when you're not actively looking for something. U"
      },
      {
        "document": 243,
        "excerpt": "scores, your ability modifier also changes if the new score is an even number. When that happens, adjust all the numbers on your character sheet that use that abili"
      },
      {
        "document": 255,
        "excerpt": "To qualify for a new class, you must have a score of at least 13 in the primary ability of the new class and your current classes. For example, a Barbaria"
      },
      {
        "document": 292,
        "excerpt": "se all three by 1. None of these increases can raise a score above 20."
      },
      {
        "document": 406,
        "excerpt": "n Chain Mail. Strength. If the table shows a Strength score in the Strength column for an armor type, that armor reduces the wearer's speed by 10 feet unless the we"
      },
      {
        "document": 475,
        "excerpt": "Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13."
      },
      {
        "document": 527,
        "excerpt": "Passive Perception is a score that reflects a creature's general awareness of its surroundings. The GM uses this score when determinin"
      },
      {
        "document": 540,
        "excerpt": "target is forced to make a save and lacks the ability score used by it, the target automatically fails. See also “Playing the Game” (“D20 Tests”)."
      },
      {
        "document": 554,
        "excerpt": "ts. Following the Initiative modifier is an Initiative score. Some creatures that are created by magic lack Hit Dice and Initiative information. Speed. Here the mon"
      },
      {
        "document": 586,
        "excerpt": "Your size and Strength score determine the maximum weight in pounds that you can carry, as shown in the Carrying Capacity table. The"
      },
      {
        "document": 600,
        "excerpt": "If you roll a 20 on the d20 for an attack roll, you score a Critical Hit, and the attack hits regardless of any modifiers or the target's AC. A Critical Hit lets"
      },
      {
        "document": 609,
        "excerpt": "Ability Score and Modifier"
      },
      {
        "document": 651,
        "excerpt": "a default DC equal to 15 or the monster's Intelligence score, whichever is higher. On a successful check, the monster does as urged. On a failed check, you must wait"
      },
      {
        "document": 652,
        "excerpt": "scores instead of rolling Initiative. Your Initiative score equals 10 plus your Dexterity modifier. If you have Advantage on Initiative rolls, increase your Initiat"
      },
      {
        "document": 657,
        "excerpt": "leap horizontally a number of feet up to your Strength score if you move at least 10 feet immediately before the jump. When you make a standing Long Jump, you can l"
      },
      {
        "document": 682,
        "excerpt": "ater for a number of minutes equal to its Constitution score before suffering any ill effects. Each additional minute spent in frigid water requires the creature to"
      },
      {
        "document": 746,
        "excerpt": "Score Measures ..."
      },
      {
        "document": 747,
        "excerpt": "Score"
      },
      {
        "document": 750,
        "excerpt": "Score"
      },
      {
        "document": 793,
        "excerpt": "e, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature takes 10d6 Force damage"
      },
      {
        "document": 810,
        "excerpt": "Ability Score Point Costs"
      },
      {
        "document": 812,
        "excerpt": "Score"
      },
      {
        "document": 824,
        "excerpt": "Ability Score Improvement"
      },
      {
        "document": 839,
        "excerpt": "Ability Score Improvement"
      },
      {
        "document": 840,
        "excerpt": "Ability Score Improvement, Slow Fall"
      },
      {
        "document": 842,
        "excerpt": "Ability Score Improvement"
      },
      {
        "document": 848,
        "excerpt": "Ability Score Improvement"
      },
      {
        "document": 849,
        "excerpt": "Ability Score Improvement"
      },
      {
        "document": 855,
        "excerpt": "Ability Score Improvement"
      },
      {
        "document": 858,
        "excerpt": "Ability Score Improvement"
      },
      {
        "document": 871,
        "excerpt": "Ability Score Improvement"
      },
      {
        "document": 883,
        "excerpt": "Ability Score Improvement"
      },
      {
        "document": 896,
        "excerpt": "Ability Score Improvement"
      },
      {
        "document": 908,
        "excerpt": "Ability Score Improvement"
      },
      {
        "document": 962,
        "excerpt": "Ability Score Improvement"
      },
      {
        "document": 963,
        "excerpt": "Ability Score Improvement"
      },
      {
        "document": 964,
        "excerpt": "Ability Score Improvement"
      },
      {
        "document": 965,
        "excerpt": "Ability Score Improvement"
      },
      {
        "document": 966,
        "excerpt": "Ability Score Improvement"
      },
      {
        "document": 967,
        "excerpt": "Ability Score Improvement"
      },
      {
        "document": 968,
        "excerpt": "Ability Score Improvement"
      },
      {
        "document": 969,
        "excerpt": "Ability Score Improvement"
      },
      {
        "document": 970,
        "excerpt": "Ability Score Improvement"
      },
      {
        "document": 971,
        "excerpt": "Ability Score Improvement"
      },
      {
        "document": 972,
        "excerpt": "Ability Score Improvement"
      },
      {
        "document": 973,
        "excerpt": "Ability Score Improvement"
      },
      {
        "document": 974,
        "excerpt": "Your attack rolls with weapons and Unarmed Strikes can score a Critical Hit on a roll of 19 or 20 on the d20."
      },
      {
        "document": 999,
        "excerpt": "Ability Score Improvement"
      },
      {
        "document": 1002,
        "excerpt": "Level 19+) You gain the following benefits. Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30. Peerless Aim. When you mi"
      },
      {
        "document": 1003,
        "excerpt": "Level 19+) You gain the following benefits. Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30. Blink Steps. Immediately"
      },
      {
        "document": 1004,
        "excerpt": "Level 19+) You gain the following benefits. Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30. Improve Fate. When you or"
      },
      {
        "document": 1005,
        "excerpt": "Level 19+) You gain the following benefits. Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 30. Overcome Defenses. The Bl"
      },
      {
        "document": 1006,
        "excerpt": "ng Feature) You gain the following benefits. Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 30. Free Casting."
      },
      {
        "document": 1007,
        "excerpt": "Level 19+) You gain the following benefits. Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30. Merge with Shadows. While"
      },
      {
        "document": 1008,
        "excerpt": "Level 19+) You gain the following benefits. Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30. Truesight. You have Trues"
      },
      {
        "document": 1010,
        "excerpt": "terity 13+) You gain the following benefits. Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20. Punch and Grab. When you"
      },
      {
        "document": 1484,
        "excerpt": "ed or prevented in any way. In addition, your Strength score becomes 3 for 2d4 days. For each of those days that you spend resting and doing nothing more than light"
      },
      {
        "document": 1522,
        "excerpt": ") While wearing this belt, your Strength changes to a score granted by the belt. The type of giant determines the score (see the table below). The item has no effec"
      },
      {
        "document": 1593,
        "excerpt": "on saving throw or die. Might of Giants. The Strength score bestowed by your Belt of Giant Strength or Gauntlets of Ogre Power increases by 4, to a maximum of 30."
      },
      {
        "document": 1627,
        "excerpt": "scores by 2. You can't decrease an ability that has a score of 5 or lower. Alternatively, you can choose not to adjust your ability scores, in which case this card"
      },
      {
        "document": 1651,
        "excerpt": "rity Varies When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effe"
      },
      {
        "document": 1733,
        "excerpt": "your Strength is already equal to or greater than that score. The weapon deals an extra 1d8 Thunder damage to any creature it hits and an extra 3d8 Thunder damage to"
      },
      {
        "document": 2016,
        "excerpt": "5 (1d6 + 2) Necrotic damage, and the target's Strength score decreases by 1d4. The target dies if this reduces that score to 0. If a Humanoid is slain by this attack"
      }
    ],
    "scores": [
      {
        "document": 59,
        "excerpt": "Ability Scores"
      },
      {
        "document": 137,
        "excerpt": "ient magic item has Intelligence, Wisdom, and Charisma scores. Choose the item's abilities, or determine them randomly as follows: roll 4d6 for each one, dropping the"
      },
      {
        "document": 153,
        "excerpt": "Ability Scores"
      },
      {
        "document": 161,
        "excerpt": "nts, Speed, and Initiative are provided here. Ability Scores. A monster's ability scores, ability modifiers, and saving throws are listed here. Other Details. The m"
      },
      {
        "document": 229,
        "excerpt": "Step 3: Ability Scores"
      },
      {
        "document": 230,
        "excerpt": "Generate Your Scores"
      },
      {
        "document": 231,
        "excerpt": "Assign Ability Scores"
      },
      {
        "document": 232,
        "excerpt": "Adjust Ability Scores"
      },
      {
        "document": 233,
        "excerpt": "ly, determine your ability modifiers using the Ability Scores and Modifiers table. Write the modifier next to each of your scores. Ability Scores and Modifiers"
      },
      {
        "document": 243,
        "excerpt": "oose a feat that increases one or more of your ability scores, your ability modifier also changes if the new score is an even number. When that happens, adjust all th"
      },
      {
        "document": 247,
        "excerpt": "hoose your character's languages. 3: Determine Ability Scores. Much of what your character does in the game depends on the character's six abilities. 4: Choose an Ali"
      },
      {
        "document": 255,
        "excerpt": "ass into the Druid class must have Strength and Wisdom scores of 13 or higher, since Strength is the primary ability for Barbarians and Wisdom is the primary ability"
      },
      {
        "document": 271,
        "excerpt": "es step 3, when you determine your character's ability scores. If you're having trouble choosing, the Ability Scores and Backgrounds table shows which backgrounds ben"
      },
      {
        "document": 292,
        "excerpt": "Ability Scores"
      },
      {
        "document": 517,
        "excerpt": "nt maximum was reduced, it returns to normal. Ability Scores Restored. If any of your ability scores were reduced, they return to normal. Exhaustion Reduced. If you"
      },
      {
        "document": 554,
        "excerpt": "\"Climb Speed,\" \"Fly Speed,\" and \"Swim Speed.\" Ability Scores. A table provides the monster's ability scores, modifiers, and saving throw modifiers, all of which are"
      },
      {
        "document": 580,
        "excerpt": "ge threshold. See also “Damage Threshold.” No Ability Scores. An object lacks ability scores unless a rule assigns scores to the object. Without ability scores, an o"
      },
      {
        "document": 609,
        "excerpt": "A creature has six ability scores - Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma - each of which has a correspond"
      },
      {
        "document": 652,
        "excerpt": "etimes a GM might have combatants use their Initiative scores instead of rolling Initiative. Your Initiative score equals 10 plus your Dexterity modifier. If you have"
      },
      {
        "document": 660,
        "excerpt": "kill proficiencies a background grants and the ability scores it increases."
      },
      {
        "document": 747,
        "excerpt": "Ability Scores"
      },
      {
        "document": 793,
        "excerpt": "bility score by 1, randomly choosing among equally low scores. On a failed save, the creature takes 10d6 Force damage from an internal explosion."
      },
      {
        "document": 812,
        "excerpt": "Ability Scores and Modifiers"
      },
      {
        "document": 821,
        "excerpt": "Ability Scores and Backgrounds"
      },
      {
        "document": 962,
        "excerpt": "ou embody primal power. Your Strength and Constitution scores increase by 4, to a maximum of 25."
      },
      {
        "document": 965,
        "excerpt": "ts; Hit Point Dice; Intelligence, Wisdom, and Charisma scores; class features; languages; and feats. You also retain your skill and saving throw proficiencies and use"
      },
      {
        "document": 967,
        "excerpt": "ody and mind to new heights. Your Dexterity and Wisdom scores increase by 4, to a maximum of 25."
      },
      {
        "document": 995,
        "excerpt": "Ability Scores: Intelligence, Wisdom, Charisma Feat: Magic Initiate (Cleric) (see “Feats”) Skill Proficiencies: Insig"
      },
      {
        "document": 996,
        "excerpt": "Ability Scores: Dexterity, Constitution, Intelligence Feat: Alert (see “Feats”) Skill Proficiencies: Sleight of Hand"
      },
      {
        "document": 997,
        "excerpt": "Ability Scores: Constitution, Intelligence, Wisdom Feat: Magic Initiate (Wizard) (see “Feats”) Skill Proficiencies: A"
      },
      {
        "document": 998,
        "excerpt": "Ability Scores: Strength, Dexterity, Constitution Feat: Savage Attacker (see “Feats”) Skill Proficiencies: Athletics"
      },
      {
        "document": 999,
        "excerpt": "ity score of your choice by 2, or increase two ability scores of your choice by 1. This feat can't increase an ability score above 20. Repeatable. You can take this"
      },
      {
        "document": 1156,
        "excerpt": "to communicate; and Intelligence, Wisdom, and Charisma scores. The target's actions are limited by the Beast form's anatomy, and it can't cast spells. The target's eq"
      },
      {
        "document": 1297,
        "excerpt": "ic item - Any reduction to one of the target's ability scores - Any reduction to the target's Hit Point maximum"
      },
      {
        "document": 1420,
        "excerpt": "nment; personality; Intelligence, Wisdom, and Charisma scores; Hit Points; Hit Point Dice; proficiencies; and ability to communicate. If you have the Spellcasting fea"
      },
      {
        "document": 1546,
        "excerpt": "rm, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn."
      },
      {
        "document": 1627,
        "excerpt": "below. Balance. You can increase one of your ability scores by 2, to a maximum of 22, provided you also decrease another one of your ability scores by 2. You can't"
      },
      {
        "document": 2048,
        "excerpt": "nt stat block, except it has Intelligence and Charisma scores of 1, it can't speak, and it lacks this action. The tree takes its turn immediately after the treant on"
      }
    ],
    "scorpion": [
      {
        "document": 1892,
        "excerpt": "Giant Scorpion"
      },
      {
        "document": 2012,
        "excerpt": "Scorpion"
      }
    ],
    "scoundrel": [
      {
        "document": 237,
        "excerpt": "hims, valuing their personal freedom above all else. A scoundrel who wanders the land living by their wits is probably Chaotic Neutral. Lawful Evil (LE). Lawful Evil cr"
      }
    ],
    "scout": [
      {
        "document": 2013,
        "excerpt": "Scout"
      }
    ],
    "scrap": [
      {
        "document": 266,
        "excerpt": "e a lump of coal when examined by anyone but you 41 A scrap of cloth from an old banner 42 A rank insignia from a lost legionnaire 43 A silver bell without a clap"
      },
      {
        "document": 430,
        "excerpt": "ght: 10 lb. Utilize: Assemble a Tiny item composed of scrap, which falls apart in 1 minute (DC 20) Craft: Musket, Pistol, Bell, Bullseye Lantern, Flask, Hooded Lan"
      }
    ],
    "scratch": [
      {
        "document": 1823,
        "excerpt": "Scratch. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Slashing damage."
      },
      {
        "document": 2069,
        "excerpt": "Multiattack. The wererat makes two attacks, using Scratch or Hand Crossbow in any combination. It can replace one attack with a Bite attack. Bite (Rat or Hybrid"
      },
      {
        "document": 2070,
        "excerpt": "Multiattack. The weretiger makes two attacks, using Scratch or Longbow in any combination. It can replace one attack with a Bite attack. Bite (Tiger or Hybrid Form"
      },
      {
        "document": 2071,
        "excerpt": "Multiattack. The werewolf makes two attacks, using Scratch or Longbow in any combination. It can replace one attack with a Bite attack. Bite (Wolf or Hybrid Form"
      }
    ],
    "scream": [
      {
        "document": 1362,
        "excerpt": "eate a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you c"
      }
    ],
    "screech": [
      {
        "document": 2059,
        "excerpt": "y Water on the target ends the effect early. Stunning Screech (1/Day). Constitution Saving Throw: DC 15, each creature in a 20-foot Emanation originating from the vro"
      }
    ],
    "scribe": [
      {
        "document": 119,
        "excerpt": "The value of a Spell Scroll is double what it costs to scribe the scroll (as specified in the “Scribing Spell Scrolls” section of “Equipment”)."
      },
      {
        "document": 375,
        "excerpt": "ng weapon, tool, or skill): a mercenary, an artisan, a scribe, or the like. The pay shown on the Hirelings table is a minimum; some expert hirelings require more pay."
      },
      {
        "document": 395,
        "excerpt": "Prerequisites for the Scribe"
      }
    ],
    "scribed": [
      {
        "document": 396,
        "excerpt": "If the scribed spell is a cantrip, the version on the scroll works as if the caster were your level. Spell Scroll Cost"
      }
    ],
    "scribing": [
      {
        "document": 119,
        "excerpt": "at it costs to scribe the scroll (as specified in the “Scribing Spell Scrolls” section of “Equipment”)."
      },
      {
        "document": 129,
        "excerpt": "ment” contains rules on brewing Potions of Healing and scribing Spell Scrolls. To create other magic items, follow the rules below. In these rules, “you” refers to the"
      },
      {
        "document": 392,
        "excerpt": "Scribing Spell Scrolls"
      },
      {
        "document": 393,
        "excerpt": "Scribing a scroll takes an amount of time and money based on the level of the spell, as shown in the Spell Scroll"
      },
      {
        "document": 412,
        "excerpt": "Nonmagical Items,\" \"Brewing Potions of Healing,\" and \"Scribing Spell Scrolls\" later in \"Equipment.\" Variants. This entry appears if the tool has variants, which are l"
      }
    ],
    "script": [
      {
        "document": 873,
        "excerpt": "Illusory Script"
      },
      {
        "document": 886,
        "excerpt": "Illusory Script"
      },
      {
        "document": 899,
        "excerpt": "Illusory Script"
      },
      {
        "document": 1323,
        "excerpt": "Illusory Script"
      }
    ],
    "scripted": [
      {
        "document": 1391,
        "excerpt": "ow the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes. When the trigger you specify occurs, the illusion springs into ex"
      }
    ],
    "scroll": [
      {
        "document": 119,
        "excerpt": "lve the value for a consumable item other than a Spell Scroll. The value of a Spell Scroll is double what it costs to scribe the scroll (as specified in the “Scribing"
      },
      {
        "document": 122,
        "excerpt": "llowed, for example, while the writing vanishes from a scroll when it is read. Once used, a consumable item loses its magic."
      },
      {
        "document": 133,
        "excerpt": "st are halved for a consumable item other than a Spell Scroll, whose crafting time and cost are given in “Equipment.”"
      },
      {
        "document": 147,
        "excerpt": "An item in the Scroll category is a roll of paper or parchment, sometimes attached to wooden rods and typically kept safe in a"
      },
      {
        "document": 344,
        "excerpt": "Spell Scroll (Cantrip, 30 GP; Level 1, 50 GP)"
      },
      {
        "document": 392,
        "excerpt": "A spellcaster can transfer a spell to a scroll and create a Spell Scroll, using the rules below."
      },
      {
        "document": 393,
        "excerpt": "Scribing a scroll takes an amount of time and money based on the level of the spell, as shown in the Spell Scroll Costs ta"
      },
      {
        "document": 395,
        "excerpt": "To scribe a scroll, you must have proficiency in the Arcana skill or with Calligrapher's Supplies and have the spell prepar"
      },
      {
        "document": 396,
        "excerpt": "If the scribed spell is a cantrip, the version on the scroll works as if the caster were your level. Spell Scroll Costs ---"
      },
      {
        "document": 417,
        "excerpt": "that guard against forgery (DC 15) Craft: Ink, Spell Scroll"
      },
      {
        "document": 425,
        "excerpt": "ed Leather Armor, Backpack, Crossbow Bolt Case, Map or Scroll Case, Parchment, Pouch, Quiver, Waterskin"
      },
      {
        "document": 467,
        "excerpt": "Case, Map or Scroll (1 GP)"
      },
      {
        "document": 477,
        "excerpt": ": Chest, Fine Clothes, Ink, 5 Ink Pens, Lamp, 2 Map or Scroll Cases, 4 flasks of Oil, 5 sheets of Paper, 5 sheets of Parchment, Perfume, and Tinderbox."
      },
      {
        "document": 497,
        "excerpt": "access to the spell from a magic item, such as a Spell Scroll. Your features specify which spells you have access to, if any; whether you always have certain spells p"
      },
      {
        "document": 766,
        "excerpt": "Spell Scroll"
      },
      {
        "document": 770,
        "excerpt": "Spell Scroll Table 1"
      },
      {
        "document": 771,
        "excerpt": "Spell Scroll Table 2"
      },
      {
        "document": 772,
        "excerpt": "Scroll"
      },
      {
        "document": 926,
        "excerpt": "Spell Scroll Costs"
      },
      {
        "document": 930,
        "excerpt": "Spell Scroll (Cantrip)"
      },
      {
        "document": 931,
        "excerpt": "Case, Map or Scroll"
      },
      {
        "document": 973,
        "excerpt": "the book. You could discover a Wizard spell on a Spell Scroll, for example, and then copy it into your spellbook. Copying a Spell into the Book. When you find a leve"
      },
      {
        "document": 984,
        "excerpt": "expending the charges. Scrolls. You can use any Spell Scroll, using Intelligence as your spellcasting ability for the spell. If the spell is a cantrip or a level 1 s"
      },
      {
        "document": 1039,
        "excerpt": "Case, Map or Scroll"
      },
      {
        "document": 1133,
        "excerpt": "Spell Scroll (Cantrip)"
      },
      {
        "document": 1134,
        "excerpt": "Spell Scroll (Level 1)"
      },
      {
        "document": 1422,
        "excerpt": "V, S, M (a prayer scroll)"
      },
      {
        "document": 1440,
        "excerpt": "V, S, M (a prayer scroll)"
      },
      {
        "document": 1691,
        "excerpt": "of Healing 69–75 Rowboat (12 feet long) 76–83 Spell Scroll containing one spell of level 1, 2, or 3 (your choice) 1d100 Patch 84–90 2 Mastiffs 91–96 Window (2 f"
      },
      {
        "document": 1709,
        "excerpt": "Spell Scroll"
      }
    ],
    "scroll's": [
      {
        "document": 344,
        "excerpt": "trip or level 1 spell, respectively, determined by the scroll's creator. If the spell is on your class's spell list, you can read the scroll and cast the spell using it"
      },
      {
        "document": 395,
        "excerpt": "ey are consumed only when you complete the scroll. The scroll's spell uses your spell save DC and spell attack bonus."
      },
      {
        "document": 1709,
        "excerpt": "ell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the following table. Copying a Scroll into a Spellbook. A Wizard spell on a Spell S"
      }
    ],
    "scrolls": [
      {
        "document": 119,
        "excerpt": "scribe the scroll (as specified in the “Scribing Spell Scrolls” section of “Equipment”)."
      },
      {
        "document": 128,
        "excerpt": "of its kind. Most magic items, other than Potions and Scrolls, have Resistance to all damage. An Artifact can be destroyed only in some special way. Otherwise, it is"
      },
      {
        "document": 129,
        "excerpt": "rules on brewing Potions of Healing and scribing Spell Scrolls. To create other magic items, follow the rules below. In these rules, “you” refers to the character craf"
      },
      {
        "document": 134,
        "excerpt": "nifest sentience. Single-use items such as potions and scrolls are never sentient. The GM controls sentient magic items and their activated properties. A bearer who m"
      },
      {
        "document": 147,
        "excerpt": "Scrolls"
      },
      {
        "document": 392,
        "excerpt": "Scribing Spell Scrolls"
      },
      {
        "document": 412,
        "excerpt": "ms,\" \"Brewing Potions of Healing,\" and \"Scribing Spell Scrolls\" later in \"Equipment.\" Variants. This entry appears if the tool has variants, which are listed. Each re"
      },
      {
        "document": 514,
        "excerpt": "a limited number of times per day. Magic Items. Spell Scrolls and some other magic items contain spells that can be cast without a spell slot. The description of such"
      },
      {
        "document": 766,
        "excerpt": "Scrolls"
      },
      {
        "document": 984,
        "excerpt": ", you use the property without expending the charges. Scrolls. You can use any Spell Scroll, using Intelligence as your spellcasting ability for the spell. If the spe"
      }
    ],
    "scry": [
      {
        "document": 1454,
        "excerpt": "n” is a place that doesn’t exist. Perhaps you tried to scry an enemy’s sanctum but instead viewed an illusion, or you are attempting to teleport to a location that"
      }
    ],
    "scrying": [
      {
        "document": 802,
        "excerpt": "Scrying (save DC 18)"
      },
      {
        "document": 834,
        "excerpt": "Scrying"
      },
      {
        "document": 878,
        "excerpt": "Scrying"
      },
      {
        "document": 891,
        "excerpt": "Scrying"
      },
      {
        "document": 903,
        "excerpt": "Scrying"
      },
      {
        "document": 915,
        "excerpt": "Scrying"
      },
      {
        "document": 1370,
        "excerpt": "d by any Divination spell or perceived through magical scrying sensors."
      },
      {
        "document": 1413,
        "excerpt": "Scrying"
      },
      {
        "document": 1506,
        "excerpt": "eted by Divination spells or perceived through magical scrying sensors unless you allow it."
      },
      {
        "document": 1548,
        "excerpt": "nement) While touching this crystal orb, you can cast Scrying (save DC 17) with it. In addition, you can cast Detect Thoughts (save DC 17) targeting creatures you can"
      },
      {
        "document": 1549,
        "excerpt": "nement) While touching this crystal orb, you can cast Scrying (save DC 17) with it. In addition, you can communicate telepathically with creatures you can see within"
      },
      {
        "document": 1550,
        "excerpt": "nement) While touching this crystal orb, you can cast Scrying (save DC 17) with it. In addition, you have Truesight with a range of 120 feet centered on the spell's s"
      },
      {
        "document": 1551,
        "excerpt": "nement) While touching this crystal orb, you can cast Scrying (save DC 17) with it."
      },
      {
        "document": 1762,
        "excerpt": "t Magic, Invisibility, Mage Hand, Shatter 1/Day Each: Scrying, Sending"
      },
      {
        "document": 1774,
        "excerpt": "ity, Mage Hand, Shatter (level 3 version) 1/Day Each: Scrying, Sending"
      },
      {
        "document": 1776,
        "excerpt": "aumaturgy 1/Day Each: Detect Thoughts, Control Water, Scrying, Water Breathing"
      },
      {
        "document": 1780,
        "excerpt": "el 3 version) 1/Day Each: Fireball (level 6 version), Scrying"
      },
      {
        "document": 1790,
        "excerpt": "ld (level 9 version), Mind Blank (cast before combat), Scrying, Teleport"
      },
      {
        "document": 1835,
        "excerpt": "ch: Create Food and Water, Dream, Greater Restoration, Scrying, Sleep"
      },
      {
        "document": 1914,
        "excerpt": "C 11): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast that spell again. M"
      },
      {
        "document": 1947,
        "excerpt": "biped), Minor Illusion 1/Day Each: Geas, Major Image, Scrying"
      },
      {
        "document": 1949,
        "excerpt": "ch: Chain Lightning, Finger of Death, Power Word Kill, Scrying"
      },
      {
        "document": 1969,
        "excerpt": "C 14): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast that spell again. M"
      },
      {
        "document": 2014,
        "excerpt": "C 11): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast that spell again. V"
      }
    ],
    "sculpt": [
      {
        "document": 978,
        "excerpt": "Sculpt Spells"
      },
      {
        "document": 1250,
        "excerpt": "r on a surface, and the water evaporates in 1 minute. Sculpt Element. You cause dirt, sand, fire, smoke, mist, or water that can fit in a 1-foot Cube to assume a cru"
      }
    ],
    "scythe": [
      {
        "document": 1627,
        "excerpt": "clad in a tattered black robe and carrying a spectral scythe. The avatar disappears when it drops to 0 Hit Points or you die. If an ally of yours deals damage to the"
      },
      {
        "document": 1792,
        "excerpt": "Multiattack. The avatar makes a number of Reaping Scythe attacks equal to half the summoner's Proficiency Bonus (rounded up). Reaping Scythe. Melee Attack Roll:"
      }
    ],
    "sea": [
      {
        "document": 684,
        "excerpt": "Traveling at altitudes of 10,000 feet or higher above sea level is taxing for most creatures because of the reduced amount of oxygen in the air. Each hour such a"
      },
      {
        "document": 1662,
        "excerpt": "otion. This potion's cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it."
      },
      {
        "document": 2014,
        "excerpt": "Sea Hag"
      }
    ],
    "seahorse": [
      {
        "document": 1893,
        "excerpt": "Giant Seahorse"
      },
      {
        "document": 2015,
        "excerpt": "Seahorse"
      }
    ],
    "seal": [
      {
        "document": 418,
        "excerpt": "Ability: Strength Weight: 6 lb. Utilize: Seal or pry open a door or container (DC 20) Craft: Club, Greatclub, Quarterstaff, Barrel, Chest, Ladder, Po"
      },
      {
        "document": 436,
        "excerpt": "someone else's handwriting (DC 15), or duplicate a wax seal (DC 20)"
      },
      {
        "document": 1444,
        "excerpt": "ick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail"
      }
    ],
    "sealable": [
      {
        "document": 1194,
        "excerpt": "amond worth 1,000+ GP, which the spell consumes, and a sealable vessel worth 2,000+ GP that is large enough to hold the creature being cloned)"
      }
    ],
    "sealed": [
      {
        "document": 1299,
        "excerpt": "l doors in the warded area are magically locked, as if sealed by the Arcane Lock spell. In addition, you can cover up to ten doors with an illusion to make them appea"
      },
      {
        "document": 1509,
        "excerpt": "drous Item, Legendary This item first appears to be a sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC"
      }
    ],
    "seals": [
      {
        "document": 791,
        "excerpt": "The rear hatch closes and seals."
      }
    ],
    "sear": [
      {
        "document": 908,
        "excerpt": "Sear Undead"
      },
      {
        "document": 964,
        "excerpt": "Sear Undead"
      }
    ],
    "search": [
      {
        "document": 26,
        "excerpt": "adventurers do different things: one adventurer might search a treasure chest while a second examines a mysterious symbol engraved on a wall and a third keeps watch"
      },
      {
        "document": 43,
        "excerpt": "action, you can try to Influence a creature or use the Search action to read the creature's body language, but you can't do both at the same time. And when you're exp"
      },
      {
        "document": 541,
        "excerpt": "Search [Action]"
      },
      {
        "document": 672,
        "excerpt": "agion can form the basis of an adventure as characters search for a cure and try to stop the contagion's spread."
      },
      {
        "document": 716,
        "excerpt": "area into Difficult Terrain. Detect and Disarm. As a Search action, a creature can examine the trapped area and make a DC 11 Wisdom (Perception) check, detecting th"
      },
      {
        "document": 717,
        "excerpt": "he Net on a successful check. Detect and Disarm. As a Search action, a creature can examine the trapped area and make a DC 11 Wisdom (Perception) check, detecting th"
      },
      {
        "document": 718,
        "excerpt": "als an aura of Evocation magic around the statue. As a Search action, a creature within 5 feet of the statue can examine it and make a DC 10 Wisdom (Perception) check"
      },
      {
        "document": 720,
        "excerpt": "(1d6) Poison damage per dart. Detect and Disarm. As a Search action, a creature can examine the walls and make a DC 15 Wisdom (Perception) check, detecting the holes"
      },
      {
        "document": 721,
        "excerpt": "Knock spell or similar magic. Detect and Disarm. As a Search action, a creature can examine the trapped lock and make a DC 15 Wisdom (Perception) check, detecting th"
      },
      {
        "document": 745,
        "excerpt": "Search"
      },
      {
        "document": 939,
        "excerpt": "Search"
      },
      {
        "document": 951,
        "excerpt": "Search"
      },
      {
        "document": 961,
        "excerpt": "Search DC"
      },
      {
        "document": 1439,
        "excerpt": "can't see the area when the spell is cast must take a Search action and succeed on a Wisdom (Perception or Survival) check against your spell save DC to recognize th"
      }
    ],
    "searches": [
      {
        "document": 61,
        "excerpt": "When your character searches for hidden things, such as a secret door or a trap, the GM typically asks you to make a Wisdom (Percepti"
      }
    ],
    "searching": [
      {
        "document": 61,
        "excerpt": "Perception) check, provided you describe the character searching in the hidden object's vicinity. On a success, you find the object, other important details, or both. I"
      }
    ],
    "searing": [
      {
        "document": 843,
        "excerpt": "Searing Smite"
      },
      {
        "document": 948,
        "excerpt": "Holy energy, searing radiation"
      },
      {
        "document": 968,
        "excerpt": "start, choose two level 1 Paladin spells. Heroism and Searing Smite are recommended. The number of spells on your list increases as you gain Paladin levels, as shown"
      },
      {
        "document": 978,
        "excerpt": "reates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some Evokers find employment in military"
      },
      {
        "document": 1205,
        "excerpt": "qual to 4d12 plus your spellcasting ability modifier. Searing Light. The target makes a Dexterity saving throw, taking 6d12 Radiant damage on a failed save or half as"
      },
      {
        "document": 1414,
        "excerpt": "Searing Smite"
      },
      {
        "document": 1932,
        "excerpt": "Multiattack. The devil makes three attacks, using Searing Fork or Hurl Flame in any combination. It can replace one attack with a use of Infernal Tail. Searing F"
      }
    ],
    "seasoned": [
      {
        "document": 250,
        "excerpt": "ended to start at level 3 if your group is composed of seasoned D&D players."
      }
    ],
    "second": [
      {
        "document": 26,
        "excerpt": ": one adventurer might search a treasure chest while a second examines a mysterious symbol engraved on a wall and a third keeps watch for monsters. Outside combat, th"
      },
      {
        "document": 31,
        "excerpt": "en a roll has either Advantage or Disadvantage, roll a second d20 when you make the roll. Use the higher of the two rolls if you have Advantage, and use the lower rol"
      },
      {
        "document": 66,
        "excerpt": "If you need to know how fast you can move when every second matters, see the movement rules in “Combat” later in “Playing the Game.”"
      },
      {
        "document": 74,
        "excerpt": "u stride toward a foe. If you want to interact with a second object, you need to take the Utilize action. Some magic items and other special objects always require a"
      },
      {
        "document": 113,
        "excerpt": "r multipliers are applied first; Resistance is applied second; and Vulnerability is applied third. For example, a creature has Resistance to all damage and Vulnerabi"
      },
      {
        "document": 256,
        "excerpt": "in enough XP to reach level 8 before you can take your second level as a Fighter or your seventh level as a Cleric."
      },
      {
        "document": 328,
        "excerpt": "he first is the weapon's normal range in feet, and the second is the weapon's long range. When attacking a target beyond normal range, you have Disadvantage on the at"
      },
      {
        "document": 397,
        "excerpt": "can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes"
      },
      {
        "document": 505,
        "excerpt": "verlap, the effect continues until the duration of the second Bless ends."
      },
      {
        "document": 839,
        "excerpt": "Second Wind"
      },
      {
        "document": 963,
        "excerpt": "prepared. When you cast either spell, you can target a second creature with it if that creature is within 10 feet of the first target."
      },
      {
        "document": 966,
        "excerpt": "Second Wind"
      },
      {
        "document": 984,
        "excerpt": "Second-Story Work"
      },
      {
        "document": 1378,
        "excerpt": "c city on the Elemental Plane of Fire or palace on the second level of the Nine Hells, and you appear in or near that destination, as determined by the GM. Alternati"
      },
      {
        "document": 1430,
        "excerpt": "point it must repeat the save. If the target fails the second save, the target has the Unconscious condition for the duration. The spell ends on a target if it takes"
      },
      {
        "document": 1582,
        "excerpt": "First Command Word. The box unfolds into a Rowboat. Second Command Word. The box unfolds into a Keelboat. Third Command Word. The Folding Boat folds back into a b"
      },
      {
        "document": 1585,
        "excerpt": "nd word or until you use another function of the gem. Second Command Word. You expend 1 charge and cause the gem to fire a brilliant beam of light at one creature yo"
      },
      {
        "document": 1614,
        "excerpt": "n't have the Incapacitated condition. You must use the second roll. Once used, this property can't be used again until the next dawn. Wish. The weapon has 1d3 charge"
      },
      {
        "document": 1625,
        "excerpt": "n a similar way, you can take a Magic action and use a second command word to free one creature trapped in the mirror. The freed creature appears, along with its poss"
      },
      {
        "document": 1763,
        "excerpt": "of its next turn, at which point it repeats the save. Second Failure: The target has the Unconscious condition for 10 minutes. This effect ends for the target if it"
      },
      {
        "document": 1769,
        "excerpt": "il the end of its next turn, when it repeats the save. Second Failure: The target has the Paralyzed condition, and it repeats the save at the end of each of its turns"
      },
      {
        "document": 1775,
        "excerpt": "of its next turn, at which point it repeats the save. Second Failure: The target has the Unconscious condition for 10 minutes. This effect ends for the target if it"
      },
      {
        "document": 1781,
        "excerpt": "il the end of its next turn, when it repeats the save. Second Failure: The target has the Paralyzed condition, and it repeats the save at the end of each of its turns"
      },
      {
        "document": 1803,
        "excerpt": "Restrained, ending the effect on itself on a success. Second Failure: The target has the Petrified condition instead of the Restrained condition."
      },
      {
        "document": 1816,
        "excerpt": "of its next turn, at which point it repeats the save. Second Failure: The target has the Unconscious condition for 1 minute. This effect ends for the target if it ta"
      },
      {
        "document": 1831,
        "excerpt": "Restrained, ending the effect on itself on a success. Second Failure: The target has the Petrified condition, instead of the Restrained condition, for 24 hours."
      },
      {
        "document": 1852,
        "excerpt": "ad teleports to an unoccupied space within 5 feet of a second Large or bigger tree that is within 60 feet of the previous tree."
      },
      {
        "document": 1911,
        "excerpt": "Restrained, ending the effect on itself on a success. Second Failure: The target has the Petrified condition instead of the Restrained condition."
      },
      {
        "document": 1959,
        "excerpt": "Restrained, ending the effect on itself on a success. Second Failure: The target has the Petrified condition instead of the Restrained condition."
      },
      {
        "document": 2020,
        "excerpt": "il the end of its next turn, when it repeats the save. Second Failure: The target has the Paralyzed condition, and it repeats the save at the end of each of its turns"
      },
      {
        "document": 2025,
        "excerpt": "The target has the Frightened condition for 1 minute. Second Roar. Wisdom Saving Throw: DC 20, each enemy in a 500-foot Emanation originating from the sphinx. Failur"
      },
      {
        "document": 2083,
        "excerpt": "of its next turn, at which point it repeats the save. Second Failure: The target has the Unconscious condition for 1 minute. This effect ends for the target if it ta"
      },
      {
        "document": 2089,
        "excerpt": "il the end of its next turn, when it repeats the save. Second Failure: The target has the Paralyzed condition, and it repeats the save at the end of each of its turns"
      }
    ],
    "secondhand": [
      {
        "document": 1413,
        "excerpt": "---------------------------------- | :------------ | | Secondhand (heard of the target) | +5 | | Firsthand (met the target) | +0 | | Ext"
      }
    ],
    "seconds": [
      {
        "document": 71,
        "excerpt": "cycle of rounds and turns. A round represents about 6 seconds in the game world. During a round, each participant in a battle takes a turn. The order of turns is dete"
      },
      {
        "document": 323,
        "excerpt": "of the turn 2 rounds from when the oil was lit (or 12 seconds) and deals 5 Fire damage to any creature that enters the area or ends its turn there. A creature can tak"
      },
      {
        "document": 557,
        "excerpt": "ual to 1 plus its Constitution modifier (minimum of 30 seconds) before suffocation begins. When a creature runs out of breath or is choking, it gains 1 Exhaustion leve"
      },
      {
        "document": 1152,
        "excerpt": "arm. The alarm produces the sound of a handbell for 10 seconds within 60 feet of the warded area. Mental Alarm. You are alerted by a mental ping if you are within 1 m"
      }
    ],
    "secret": [
      {
        "document": 61,
        "excerpt": "n your character searches for hidden things, such as a secret door or a trap, the GM typically asks you to make a Wisdom (Perception) check, provided you describe the"
      },
      {
        "document": 228,
        "excerpt": "e Rare Languages table lists languages that are either secret or derived from other planes of existence and thus less widespread in the worlds of the Material Plane."
      },
      {
        "document": 722,
        "excerpt": "a 5-foot-radius orb of solid stone is released from a secret compartment and begins to roll. The stone and all creatures nearby roll Initiative; the stone gets a +8"
      },
      {
        "document": 787,
        "excerpt": "knowledge or is determined to solve a mystery, learn a secret, or unravel a cryptic prophecy."
      },
      {
        "document": 890,
        "excerpt": "Secret Chest"
      },
      {
        "document": 965,
        "excerpt": "You know Druidic, the secret language of Druids. While learning this ancient tongue, you also unlocked the magic of communicating wit"
      },
      {
        "document": 972,
        "excerpt": "Your patron grants you a magical secret called an arcanum. Choose one level 6 Warlock spell as this arcanum. You can cast your arcanum spell on"
      },
      {
        "document": 1200,
        "excerpt": "one page of text. This spell doesn't decode symbols or secret messages."
      },
      {
        "document": 1333,
        "excerpt": "ist of important details, amusing revelations, or even secret lore that has never been widely known. The more information you already know about the thing, the more p"
      },
      {
        "document": 1415,
        "excerpt": "Secret Chest"
      },
      {
        "document": 1750,
        "excerpt": "u can take a Magic action to expend 1 charge, and if a secret door or trap is within 60 feet of you, the wand pulses and points at the one nearest to you."
      }
    ],
    "secrets": [
      {
        "document": 34,
        "excerpt": "ople's motives, and others are better at unlocking the secrets of the multiverse. All creatures have a Proficiency Bonus, which reflects the impact that training has o"
      },
      {
        "document": 896,
        "excerpt": "Magical Secrets"
      },
      {
        "document": 963,
        "excerpt": "Magical Secrets"
      },
      {
        "document": 975,
        "excerpt": "circles of trees or standing stones to whisper primal secrets in Druidic. The circle's wisest members preside as the chief priests of their communities."
      },
      {
        "document": 976,
        "excerpt": "ledge Bards of the College of Lore collect spells and secrets from diverse sources, such as scholarly tomes, mystical rites, and peasant tales. The college's members"
      },
      {
        "document": 1750,
        "excerpt": "Wand of Secrets"
      }
    ],
    "section": [
      {
        "document": 50,
        "excerpt": "t are dangerous and full of mystery. The rules in this section detail some of the ways adventurers interact with the environment in such places."
      },
      {
        "document": 85,
        "excerpt": "determines whether the target has Cover (see the next section) and whether you have Advantage or Disadvantage against the target. In addition, spells, special abiliti"
      },
      {
        "document": 119,
        "excerpt": "e scroll (as specified in the “Scribing Spell Scrolls” section of “Equipment”)."
      },
      {
        "document": 161,
        "excerpt": "n to those in “Playing the Game.” Bonus Actions. This section provides a monster's Bonus Actions, if any. Reactions and Legendary Actions. These sections provide Rea"
      },
      {
        "document": 169,
        "excerpt": "A monster can take the actions in this section or take one of the actions available to all creatures, as described in “Playing the Game.”"
      },
      {
        "document": 172,
        "excerpt": "tat block are detailed in “Rules Glossary” and in this section."
      },
      {
        "document": 174,
        "excerpt": "creatures have the Multiattack entry in the “Actions” section of their stat block. This entry details the attacks a creature can make, as well as any additional abili"
      },
      {
        "document": 176,
        "excerpt": "ster has Bonus Action options, they are listed in this section. See “Playing the Game” for details on Bonus Actions."
      },
      {
        "document": 177,
        "excerpt": "monster has Reaction options, those are listed in this section along with their triggers. See “Playing the Game” for details on Reactions."
      },
      {
        "document": 178,
        "excerpt": "has Legendary Action options, those are listed in this section. A Legendary Action is an action that a monster can take immediately after another creature's turn. Only"
      },
      {
        "document": 241,
        "excerpt": "te your AC. Attacks. In the Weapons & Damage Cantrips section of the character sheet, write your starting weapons. The attack roll bonus for a weapon with which you h"
      },
      {
        "document": 243,
        "excerpt": "n another class using the rules in the “Multiclassing” section. 2: Adjust Hit Points and Hit Point Dice. Each time you gain a level, you gain an additional Hit Die. Ro"
      },
      {
        "document": 252,
        "excerpt": "el 20 character qualifies. in the “Level Advancement” section. You begin with the minimum amount of XP required to reach your starting level. For example, if the GM s"
      },
      {
        "document": 268,
        "excerpt": "r character sheet. See the “Starting at Higher Levels” section later in “Character Creation” for more information."
      },
      {
        "document": 274,
        "excerpt": "This section presents the Druid spell list. The spells are organized by spell level and then alphabetized, and each s"
      },
      {
        "document": 275,
        "excerpt": "This section presents the Paladin spell list. The spells are organized by spell level and then alphabetized, and each"
      },
      {
        "document": 276,
        "excerpt": "This section presents the Ranger spell list. The spells are organized by spell level and then alphabetized, and each"
      },
      {
        "document": 277,
        "excerpt": "This section presents the Sorcerer spell list. The spells are organized by spell level and then alphabetized, and eac"
      },
      {
        "document": 278,
        "excerpt": "This section presents the Warlock spell list. The spells are organized by spell level and then alphabetized, and each"
      },
      {
        "document": 279,
        "excerpt": "This section presents the Wizard spell list. The spells are organized by spell level and then alphabetized, and each"
      },
      {
        "document": 280,
        "excerpt": "This section presents the Bard spell list. The spells are organized by spell level and then alphabetized, and each sp"
      },
      {
        "document": 281,
        "excerpt": "This section presents the Cleric spell list. The spells are organized by spell level and then alphabetized, and each"
      },
      {
        "document": 388,
        "excerpt": "The “Tools” section of “Equipment” lists which tools are required to make certain items. The GM assigns required tools for i"
      },
      {
        "document": 409,
        "excerpt": "The Weapons table in this section shows the game's main weapons. The table lists the cost and weight of each weapon, as well as the follow"
      },
      {
        "document": 444,
        "excerpt": "The Adventuring Gear table in this section includes gear that adventurers often find useful. These items are described here in alphabetical order,"
      },
      {
        "document": 554,
        "excerpt": "so \"Resistance\" and \"Vulnerability.\" Immunities. This section lists the monster's damage and condition Immunities, if any. See also \"Immunity.\" Gear. If the monster"
      },
      {
        "document": 577,
        "excerpt": "\"See Also.\" Some glossary entries include a See also section that points to other entries in the glossary, to other parts of this document, or both. No Obsolete Ter"
      },
      {
        "document": 670,
        "excerpt": "zed version of another type of curse discussed in this section. A creature affected by such a curse should know why they're being punished and be able to learn how to"
      },
      {
        "document": 716,
        "excerpt": "us This trap uses a trip wire to collapse an unstable section of ceiling. The trip wire is 3 inches off the ground and stretches between two weak supports that topple"
      },
      {
        "document": 718,
        "excerpt": "trap. As a Search action, a creature can examine the section of floor that forms the pressure plate and make a DC 15 Wisdom (Perception) check, detecting the pressur"
      },
      {
        "document": 719,
        "excerpt": "Disarm. As a Study action, a creature can examine the section of floor that forms the pit's lid and make a DC 15 Intelligence (Investigation) check, detecting the pit"
      },
      {
        "document": 720,
        "excerpt": "iring. As a Search action, a creature can examine the section of floor that forms the pressure plate and make a DC 15 Wisdom (Perception) check, detecting the pressur"
      },
      {
        "document": 722,
        "excerpt": "Disarm. As a Study action, a creature can examine the section of floor that forms the pressure plate and make a DC 15 Intelligence (Investigation) check, deducing the"
      },
      {
        "document": 723,
        "excerpt": "Disarm. As a Study action, a creature can examine the section of floor that forms the pit's lid and make a DC 15 Intelligence (Investigation) check, detecting the pit"
      },
      {
        "document": 735,
        "excerpt": "the story they have in mind for their character. This section describes, step by step, how you can create backgrounds tailored for your world and the heroes in it."
      },
      {
        "document": 963,
        "excerpt": "sen spells count as Bard spells for you (see a class's section for its spell list). In addition, whenever you replace a spell prepared for this class, you can replace"
      },
      {
        "document": 968,
        "excerpt": "Cleric cantrips of your choice (see the Cleric class's section for a list of Cleric spells). Guidance and Sacred Flame are recommended. The chosen cantrips count as Pa"
      },
      {
        "document": 969,
        "excerpt": "o Druid cantrips of your choice (see the Druid class's section for a list of Druid spells). Guidance and Starry Wisp are recommended. The chosen cantrips count as Rang"
      },
      {
        "document": 972,
        "excerpt": "ons are described in the “Eldritch Invocation Options” section later in this class’s description. Prerequisites. If an invocation has a prerequisite, you must meet it"
      },
      {
        "document": 976,
        "excerpt": "d spell list or any combination thereof (see a class's section for its spell list). A spell you choose must be a cantrip or a spell for which you have spell slots, as"
      },
      {
        "document": 1293,
        "excerpt": "inscribe it either on a surface (such as a table or a section of floor) or within an object that can be closed (such as a book or chest) to conceal the glyph. The gly"
      },
      {
        "document": 1381,
        "excerpt": "ype, Hit Points, and Hit Point Dice. See the \"Animals\" section of \"Monsters\" for a sample of Beast stat blocks. The target gains a number of Temporary Hit Points equa"
      },
      {
        "document": 1444,
        "excerpt": "ou touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape you like. For example, you coul"
      },
      {
        "document": 1451,
        "excerpt": "nscribe a harmful glyph either on a surface (such as a section of floor or wall) or within an object that can be closed (such as a book or chest). The glyph can cover"
      },
      {
        "document": 1474,
        "excerpt": "s breached. It has AC 12 and 30 Hit Points per 10-foot section, and it has Immunity to Cold, Poison, and Psychic damage and Vulnerability to Fire damage. Reducing a 10"
      }
    ],
    "section's": [
      {
        "document": 580,
        "excerpt": "vide it into Large or smaller sections, and track each section's Hit Points separately. The GM determines whether destroying part of an object causes the whole thing to"
      }
    ],
    "sections": [
      {
        "document": 51,
        "excerpt": "tures. The items in the “Tools” and “Adventuring Gear” sections are especially useful. The weapons in “Equipment” can also be used for more than battle; you could use a"
      },
      {
        "document": 57,
        "excerpt": "ou can do with an object, as detailed in the following sections."
      },
      {
        "document": 161,
        "excerpt": "tions, if any. Reactions and Legendary Actions. These sections provide Reactions and Legendary Actions, if any."
      },
      {
        "document": 510,
        "excerpt": "de the details needed to cast the spell. The following sections explain each of those entries, which follow a spell's name."
      },
      {
        "document": 580,
        "excerpt": "or Gargantuan object, divide it into Large or smaller sections, and track each section's Hit Points separately. The GM determines whether destroying part of an object"
      },
      {
        "document": 664,
        "excerpt": "rigin that is contagious by definition. The following sections discuss curses and magical contagions in detail."
      },
      {
        "document": 1299,
        "excerpt": "en doors with an illusion to make them appear as plain sections of wall. Stairs. Webs fill all stairs in the warded area from top to bottom, as in the Web spell. These"
      }
    ],
    "secure": [
      {
        "document": 1389,
        "excerpt": "ion: 24 hours You make an area within range magically secure. The area is a Cube that can be as small as 5 feet to as large as 100 feet on each side. The spell last"
      }
    ],
    "securely": [
      {
        "document": 1698,
        "excerpt": "t to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying. If you te"
      }
    ],
    "security": [
      {
        "document": 1389,
        "excerpt": "ion. When you cast the spell, you decide what sort of security the spell provides, choosing any of the following properties: - Sound can't pass through the barrier at"
      },
      {
        "document": 1697,
        "excerpt": "Rod of Security"
      }
    ],
    "see": [
      {
        "document": 2,
        "excerpt": "tuations, depending on which ability is most relevant. See the Ability Check Examples table for examples of each check's use. Ability Check Examples"
      },
      {
        "document": 4,
        "excerpt": "ll or a Potion of Healing, or by a Short or Long Rest (see “Rules Glossary”)."
      },
      {
        "document": 9,
        "excerpt": "n't die instantly, you have the Unconscious condition (see “Rules Glossary”) until you regain any Hit Points, and you now face making Death Saving Throws (see belo"
      },
      {
        "document": 10,
        "excerpt": "t by itself. On your third success, you become Stable (see “Stabilizing a Character” below). On your third failure, you die. The successes and failures don't need"
      },
      {
        "document": 13,
        "excerpt": "have proficiency in the Acrobatics or Athletics skill. See “Proficiency” later in “Playing the Game” for more information about skill and tool proficiencies."
      },
      {
        "document": 15,
        "excerpt": "last until they're depleted or you finish a Long Rest (see \"Rules Glossary\")."
      },
      {
        "document": 21,
        "excerpt": "ng throw if you have proficiency in that kind of save. See “Proficiency” later in “Playing the Game.”"
      },
      {
        "document": 24,
        "excerpt": "from those listed. For example, the Finesse property (see “Equipment”) lets you use Strength or Dexterity with a weapon that has that property."
      },
      {
        "document": 25,
        "excerpt": "iciency with, as well as when you attack with a spell. See “Proficiency” later in “Playing the Game” for more information about weapon proficiencies."
      },
      {
        "document": 27,
        "excerpt": "AC of a character is determined at character creation (see “Character Creation”), whereas the AC of a monster appears in its stat block. Calculating AC. All creat"
      },
      {
        "document": 28,
        "excerpt": "ers or the target’s AC. This is called a Critical Hit (see “Combat” later in “Playing the Game”). If you roll a 1 on the d20 (a “natural 1”) for an attack roll, t"
      },
      {
        "document": 33,
        "excerpt": "ich one. For example, if you have Heroic Inspiration (see the sidebar below) and roll a 3 and an 18 on an ability check that has Advantage or Disadvantage, you co"
      },
      {
        "document": 34,
        "excerpt": "'s Proficiency Bonus is based on its Challenge Rating (see “Rules Glossary”). The Proficiency Bonus table shows how the bonus is determined. This bonus is applied"
      },
      {
        "document": 35,
        "excerpt": "efore being added. For example, the Expertise feature (see “Rules Glossary”) doubles the Proficiency Bonus for certain ability checks. Whenever the bonus is used,"
      },
      {
        "document": 36,
        "excerpt": "ility check. The descriptions of the actions you take (see “Actions” later in “Playing the Game”) specify which skill applies if you make an ability check for that"
      },
      {
        "document": 51,
        "excerpt": "ols, and create obstacles for pursuers with Caltrops. See “Equipment” for rules on many items that are useful on adventures. The items in the “Tools” and “Adventu"
      },
      {
        "document": 53,
        "excerpt": "e foliage - is opaque. You have the Blinded condition (see “Rules Glossary”) when trying to see something there."
      },
      {
        "document": 54,
        "excerpt": "below. Bright Light. Bright Light lets most creatures see normally. Even gloomy days provide Bright Light, as do torches, lanterns, fires, and other sources of il"
      },
      {
        "document": 66,
        "excerpt": "know how fast you can move when every second matters, see the movement rules in “Combat” later in “Playing the Game.”"
      },
      {
        "document": 67,
        "excerpt": "est before they can move at that increased pace again (see “Equipment” for a selection of mounts for sale). “Gameplay Toolbox” has rules that affect which pace you"
      },
      {
        "document": 77,
        "excerpt": "monster's Speed is noted in the monster's stat block. See “Rules Glossary” for more about Speed as well as about special speeds, such as a Climb Speed, Fly Speed,"
      },
      {
        "document": 80,
        "excerpt": "your turn, you can give yourself the Prone condition (see “Rules Glossary”) without using an action or any of your Speed, but you can’t do so if your Speed is 0."
      },
      {
        "document": 83,
        "excerpt": "ally, a creature that has the Incapacitated condition (see “Rules Glossary”), a Tiny creature, or a creature that is two sizes larger or smaller than you. Another"
      },
      {
        "document": 85,
        "excerpt": "hen you make an attack roll against a target you can't see, you have Disadvantage on the roll. This is true whether you're guessing the target's location or target"
      },
      {
        "document": 89,
        "excerpt": "the roll if you are within 5 feet of an enemy who can see you and doesn't have the Incapacitated condition (see “Rules Glossary”)."
      },
      {
        "document": 92,
        "excerpt": "uch as a skill, in which the creature has proficiency. See “Proficiency” later in “Playing the Game.” - Circumstantial Bonuses and Penalties. A class feature, a sp"
      },
      {
        "document": 93,
        "excerpt": "ake an Opportunity Attack when a creature that you can see leaves your reach. To make the attack, take a Reaction to make one melee attack with a weapon or an Unar"
      },
      {
        "document": 97,
        "excerpt": "g throw or fall off, landing with the Prone condition (see “Rules Glossary”) in an unoccupied space within 5 feet of the mount. While mounted, you must make the s"
      },
      {
        "document": 105,
        "excerpt": "t doesn't use a roll, such as the damage of a Blowgun. See “Equipment” for weapons' damage dice and “Spells” for spells' damage dice."
      },
      {
        "document": 131,
        "excerpt": "roficiency with it. For more information on the tools, see “Equipment.” Magic Item Tools ---"
      },
      {
        "document": 134,
        "excerpt": "If the relationship is strained, a conflict can ensue (see “Conflict” below)."
      },
      {
        "document": 141,
        "excerpt": "might cause conflict between the wielder and the item (see “Conflict” below). You can pick a special purpose or roll on the Sentient Item's Special Purpose table."
      },
      {
        "document": 151,
        "excerpt": "+ 2 Hit Points (average 11). For more on Hit Points, see “Playing the Game.”"
      },
      {
        "document": 153,
        "excerpt": "more information on ability scores and saving throws, see “Playing the Game.”"
      },
      {
        "document": 155,
        "excerpt": "t a monster's Resistances and Vulnerabilities, if any. See “Playing the Game” for more information."
      },
      {
        "document": 157,
        "excerpt": "es, the damage types are listed before the conditions. See “Playing the Game” for details."
      },
      {
        "document": 164,
        "excerpt": "ntally with another creature within a specified range. See “Rules Glossary” for more information."
      },
      {
        "document": 170,
        "excerpt": "otherwise. For details on different kinds of attacks, see “Playing the Game” and “Spells.” Hit. Any damage dealt or other effects that occur as a result of an at"
      },
      {
        "document": 176,
        "excerpt": "Bonus Action options, they are listed in this section. See “Playing the Game” for details on Bonus Actions."
      },
      {
        "document": 177,
        "excerpt": "are listed in this section along with their triggers. See “Playing the Game” for details on Reactions."
      },
      {
        "document": 180,
        "excerpt": "ed, you choose the creature's size from those options. See \"Playing the Game\" for information on size."
      },
      {
        "document": 184,
        "excerpt": "ts natural armor, Dexterity, gear, and other defenses. See \"Playing the Game\" for information on Armor Class."
      },
      {
        "document": 258,
        "excerpt": "heet. The Class Overview table summarizes the classes. See “Classes” for the classes’ details. Class Overview"
      },
      {
        "document": 268,
        "excerpt": "r, write your chosen subclass on your character sheet. See the “Starting at Higher Levels” section later in “Character Creation” for more information."
      },
      {
        "document": 307,
        "excerpt": "ing a flask of Holy Water. Target one creature you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterit"
      },
      {
        "document": 322,
        "excerpt": "attacks with throwing a Net. Target a creature you can see within 15 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterit"
      },
      {
        "document": 336,
        "excerpt": "ood, including jerky, dried fruit, hardtack, and nuts. See “Malnutrition” in “Rules Glossary” for the risks of not eating."
      },
      {
        "document": 353,
        "excerpt": "ou don't drink sufficient water, you risk dehydration (see “Rules Glossary”)."
      },
      {
        "document": 354,
        "excerpt": "r Animals table shows each animal's carrying capacity. See “Monsters” for the animals' stat blocks."
      },
      {
        "document": 360,
        "excerpt": "Keelboat or Rowboat needs a crew of skilled hirelings (see “Hirelings” later in “Equipment”) to function. The minimum number of skilled hirelings needed to crew a"
      },
      {
        "document": 363,
        "excerpt": "If a vehicle has a damage threshold (see “Rules Glossary”), it’s noted in the table."
      },
      {
        "document": 378,
        "excerpt": "trangely fluid.\" Perhaps you then dive into a river to see what happens. The GM would then say you swim unexpectedly well."
      },
      {
        "document": 394,
        "excerpt": "le leg, frying pan, or bottle - as a makeshift weapon, see “Improvised Weapons” in “Rules Glossary.” Also see those rules if you wield a weapon in an unusual way,"
      },
      {
        "document": 412,
        "excerpt": "hing, you can craft with the tool. For crafting rules, see \"Crafting Nonmagical Items,\" \"Brewing Potions of Healing,\" and \"Scribing Spell Scrolls\" later in \"Equipm"
      },
      {
        "document": 445,
        "excerpt": "a vial of Acid. Target one creature or object you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterit"
      },
      {
        "document": 446,
        "excerpt": "lchemist's Fire. Target one creature or object you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterit"
      },
      {
        "document": 455,
        "excerpt": "tically succeed on saving throws against extreme cold (see “Gameplay Toolbox”)."
      },
      {
        "document": 457,
        "excerpt": "have Advantage on saving throws against extreme cold (see “Gameplay Toolbox”)."
      },
      {
        "document": 493,
        "excerpt": "ch of your turns, and you must maintain Concentration (see “Rules Glossary”) while you do so. If your Concentration is broken, the spell fails, but you don't expe"
      },
      {
        "document": 499,
        "excerpt": "ost for them, a spellcaster can use a Component Pouch (see \"Equipment\") instead of providing the materials specified in the spell, or the spellcaster can substitu"
      },
      {
        "document": 500,
        "excerpt": "equires Concentration follows the Concentration rules (see “Rules Glossary”). Instantaneous. An instantaneous duration means the spell's magic appears only for a"
      },
      {
        "document": 517,
        "excerpt": "e interruption, you gain the benefits of a Short Rest. See also “Short Rest.” You can resume a Long Rest immediately after an interruption. If you do so, the rest"
      },
      {
        "document": 518,
        "excerpt": "n, the spell fails, but you don't expend a spell slot. See also “Concentration.”"
      },
      {
        "document": 520,
        "excerpt": "ature eats the full amount of food required for a day. See also \"Exhaustion.\" Food Needs per Day"
      },
      {
        "document": 521,
        "excerpt": "trolled by the GM, even if the creature is benevolent. See also “Creature” and “NPC.”"
      },
      {
        "document": 522,
        "excerpt": "r that has a personal name and a distinct personality. See also \"Monster.\""
      },
      {
        "document": 523,
        "excerpt": "things, like buildings, comprise more than one object. See also “Breaking Objects.”"
      },
      {
        "document": 525,
        "excerpt": "ake an Opportunity Attack when a creature that you can see leaves your reach using its action, its Bonus Action, its Reaction, or one of its speeds. To make the Op"
      },
      {
        "document": 526,
        "excerpt": "block a line, an obstruction must provide Total Cover. See also \"Cover.\" If the creator of an area of effect places it at an unseen point and an obstruction - suc"
      },
      {
        "document": 529,
        "excerpt": "layer character is a character controlled by a player. See also “Character Creation.”"
      },
      {
        "document": 531,
        "excerpt": "y in a skill or saving throw or with a weapon or tool. See also “Playing the Game” (“Proficiency”)."
      },
      {
        "document": 533,
        "excerpt": "unity Attack is a Reaction available to all creatures. See also \"Opportunity Attacks\" and \"Playing the Game\" (\"Actions\")."
      },
      {
        "document": 534,
        "excerpt": "which calculation to use; you can't use more than one. See also \"Attack Roll.\""
      },
      {
        "document": 536,
        "excerpt": "istance is applied only once to an instance of damage. See also “Playing the Game” (“Damage and Healing”)."
      },
      {
        "document": 537,
        "excerpt": "al version of a spell can't be cast at a higher level. See also \"Spells.\""
      },
      {
        "document": 539,
        "excerpt": "Save is another name for a saving throw. See also \"Saving Throw.\""
      },
      {
        "document": 540,
        "excerpt": "lity score used by it, the target automatically fails. See also “Playing the Game” (“D20 Tests”)."
      },
      {
        "document": 544,
        "excerpt": "nd lack training with it, you don't gain its AC bonus. See also \"Disadvantage\" and \"Equipment\" (\"Armor\")."
      },
      {
        "document": 546,
        "excerpt": "es in combat. An object's size affects its Hit Points. See also \"Breaking Objects\" and \"Playing the Game\" (\"Combat\")."
      },
      {
        "document": 547,
        "excerpt": "you make an ability check associated with that skill. See also “Playing the Game” (“Proficiency”)."
      },
      {
        "document": 548,
        "excerpt": "feet the creature can cover when it moves on its turn. See also “Climbing,” “Crawling,” “Flying,” “Jumping,” “Swimming” and “Playing the Game” (“Combat”). Special"
      },
      {
        "document": 550,
        "excerpt": "oll made as part of a spell or another magical effect. See also “Spells” (“Casting Spells”)."
      },
      {
        "document": 551,
        "excerpt": "members to use certain types of Spellcasting Focuses. See also \"Spells\" (\"Casting Spells\")."
      },
      {
        "document": 553,
        "excerpt": "Points but isn't required to make Death Saving Throws. See also \"Playing the Game\" (\"Damage and Healing\")."
      },
      {
        "document": 554,
        "excerpt": "er is Tiny, Small, Medium, Large, Huge, or Gargantuan. See also \"Size.\" Creature Type. This entry notes the family of beings a monster belongs to, along with any"
      },
      {
        "document": 558,
        "excerpt": "causes it to have Disadvantage on its Initiative roll. See also “Playing the Game” (“Combat”)."
      },
      {
        "document": 560,
        "excerpt": "the extra movement normally associated with swimming. See also “Swimming” and “Speed.”"
      },
      {
        "document": 562,
        "excerpt": "thic itself to understand. A telepath doesn't need to see a contacted creature, and the telepath can start or end the telepathic contact at any time (no action re"
      },
      {
        "document": 563,
        "excerpt": "iption of a teleportation effect tells you if you must see the teleportation's destination."
      },
      {
        "document": 564,
        "excerpt": "ts and act as a buffer against losing real Hit Points. See also “Playing the Game” (“Damage and Healing”)."
      },
      {
        "document": 565,
        "excerpt": "n attack with a weapon, an Unarmed Strike, or a spell. See also “Playing the Game” (“D20 Tests”)."
      },
      {
        "document": 567,
        "excerpt": "sion pierces through the following: Darkness. You can see in normal and magical Darkness. Invisibility. You see creatures and objects that have the Invisible con"
      },
      {
        "document": 568,
        "excerpt": "arger than you and if you have a hand free to grab it. See also “Grappling.” Shove. The target must succeed on a Strength or Dexterity saving throw (it chooses wh"
      },
      {
        "document": 571,
        "excerpt": "ability is applied only once to an instance of damage. See also \"Playing the Game\" (\"Damage and Healing\")."
      },
      {
        "document": 572,
        "excerpt": "ject that is in the Simple or Martial weapon category. See also “Equipment” (“Weapons”)."
      },
      {
        "document": 573,
        "excerpt": "A weapon attack is an attack roll made with a weapon. See also \"Weapon.\" ---"
      },
      {
        "document": 574,
        "excerpt": "a player character: Friendly, Hostile, or Indifferent. See also \"Friendly,\" \"Hostile,\" \"Indifferent,\" and \"Influence.\""
      },
      {
        "document": 575,
        "excerpt": "unement with no more than three magic items at a time. See also “Equipment” (“Magic Items”)."
      },
      {
        "document": 576,
        "excerpt": "If you have Blindsight, you can see within a specific range without relying on physical sight. Within that range, you can see anything that"
      },
      {
        "document": 577,
        "excerpt": "ion is a creature that currently has that condition. \"See Also.\" Some glossary entries include a See also section that points to other entries in the glossary, to"
      },
      {
        "document": 579,
        "excerpt": "onus Action to take only if a rule explicitly says so. See also \"Playing the Game\" (\"Actions\")."
      },
      {
        "document": 580,
        "excerpt": "ve extra resilience represented by a damage threshold. See also “Damage Threshold.” No Ability Scores. An object lacks ability scores unless a rule assigns scores"
      },
      {
        "document": 581,
        "excerpt": "Bright Light is normal illumination. See also “Playing the Game” (“Exploration”)."
      },
      {
        "document": 583,
        "excerpt": "less the creature has a trait that allows it to do so. See also \"Speed.\""
      },
      {
        "document": 584,
        "excerpt": "A campaign is a series of adventures. See also \"Adventure.\""
      },
      {
        "document": 585,
        "excerpt": "s a level 0 spell, which is cast without a spell slot. See also “Spells.”"
      },
      {
        "document": 587,
        "excerpt": "n using CR while planning potential combat encounters. See also \"Stat Block.\""
      },
      {
        "document": 589,
        "excerpt": "rd that you use to track your character's information. See also \"Character Creation.\""
      },
      {
        "document": 591,
        "excerpt": "the extra movement normally associated with climbing. See also “Climbing” and “Speed.”"
      },
      {
        "document": 595,
        "excerpt": "target benefits only from the most protective degree. See also “Playing the Game” (“Combat”)."
      },
      {
        "document": 596,
        "excerpt": "osts 1 extra foot (2 extra feet in Difficult Terrain). See also \"Speed.\""
      },
      {
        "document": 597,
        "excerpt": "e game, including a player's character, is a creature. See also \"Creature Type.\""
      },
      {
        "document": 598,
        "excerpt": "associated with an ability - to overcome a challenge. See also “Playing the Game” (“D20 Tests” and “Proficiency”)."
      },
      {
        "document": 600,
        "excerpt": "nd add them together. Then add any relevant modifiers. See also \"Playing the Game\" (\"Damage and Healing\")."
      },
      {
        "document": 604,
        "excerpt": "ether a D20 Test is warranted in a given circumstance. See also “Playing the Game” (“D20 Tests”)."
      },
      {
        "document": 606,
        "excerpt": "y applicable modifiers, that deals damage to a target. See also \"Playing the Game\" (\"Damage and Healing\")."
      },
      {
        "document": 609,
        "excerpt": "orresponding ability or when a rule asks you to do so. See also “Playing the Game” (“The Six Abilities”)."
      },
      {
        "document": 610,
        "excerpt": "An area of Darkness is Heavily Obscured. See also “Heavily Obscured” and “Playing the Game” (“Exploration”)."
      },
      {
        "document": 611,
        "excerpt": "If you have Darkvision, you can see in Dim Light within a specified range as if it were Bright Light and in Darkness within that range as if"
      },
      {
        "document": 612,
        "excerpt": ". You choose which speed to use each time you take it. See also “Speed.”"
      },
      {
        "document": 614,
        "excerpt": "eath Save) if they start their turn with 0 Hit Points. See also “Playing the Game” (“Damage and Healing”)."
      },
      {
        "document": 615,
        "excerpt": "re drinks the full amount of water required for a day. See also \"Exhaustion.\" Water Needs per Day"
      },
      {
        "document": 617,
        "excerpt": "target number for an ability check or a saving throw. See also “Playing the Game” (“D20 Tests”)."
      },
      {
        "document": 618,
        "excerpt": "An area with Dim Light is Lightly Obscured. See also “Lightly Obscured” and “Playing the Game” (“Exploration”)."
      },
      {
        "document": 619,
        "excerpt": "or from the special actions provided by your features. See also “Playing the Game” (“Actions”). These actions are defined elsewhere in this glossary:"
      },
      {
        "document": 620,
        "excerpt": "e and Disadvantage on the same roll cancel each other. See also \"Playing the Game\" (\"D20 Tests\")."
      },
      {
        "document": 622,
        "excerpt": "tack roll made against you has Disadvantage if you can see the attacker, and you make Dexterity saving throws with Advantage. You lose these benefits if you have"
      },
      {
        "document": 624,
        "excerpt": "e pillars: social interaction, exploration, or combat. See also \"Playing the Game\" (\"Social Interaction,\" \"Exploration,\" and \"Combat\")."
      },
      {
        "document": 626,
        "excerpt": "s certain thresholds, the character's level increases. See also “Level Advancement.”"
      },
      {
        "document": 627,
        "excerpt": "pertise in the same skill proficiency more than once. See also “Playing the Game” (“Proficiency”)."
      },
      {
        "document": 629,
        "excerpt": "e and Disadvantage on the same roll cancel each other. See also \"Playing the Game\" (\"D20 Tests\")."
      },
      {
        "document": 630,
        "excerpt": "an stay aloft in those circumstances if you can hover. See also “Falling” and “Fly Speed.”"
      },
      {
        "document": 631,
        "excerpt": "peed, you can stay aloft until you land, fall, or die. See also “Flying” and “Speed.”"
      },
      {
        "document": 632,
        "excerpt": "on an ability check to influence a Friendly creature. See also “Influence.”"
      },
      {
        "document": 633,
        "excerpt": "owever a grapple is initiated, it follows these rules. See also “Unarmed Strike” and “Grappled.” Grappled Condition. Successfully grappling a creature gives it th"
      },
      {
        "document": 634,
        "excerpt": "A hazard is an environmental danger. See also \"Burning,\" \"Dehydration,\" \"Falling,\" \"Malnutrition,\" and \"Suffocation.\""
      },
      {
        "document": 635,
        "excerpt": "Healing is how you regain Hit Points. See also “Playing the Game” (“Damage and Healing”)."
      },
      {
        "document": 636,
        "excerpt": "You have the Blinded condition while trying to see something in a Heavily Obscured space. See also “Blinded,” “Darkness,” and “Playing the Game” (“Explorat"
      },
      {
        "document": 638,
        "excerpt": "s of encounters. A story emerges through playing them. See also \"Encounter.\""
      },
      {
        "document": 640,
        "excerpt": "u must be out of any enemy's line of sight; if you can see a creature, you can discern whether it can see you. On a successful check, you have the Invisible condi"
      },
      {
        "document": 642,
        "excerpt": "end Hit Dice during a Short Rest to regain Hit Points. See also “Short Rest.”"
      },
      {
        "document": 643,
        "excerpt": "our Hit Point maximum, and you can't have less than 0. See also \"Breaking Objects\" and \"Playing the Game\" (\"Damage and Healing\")."
      },
      {
        "document": 644,
        "excerpt": "e on an ability check to influence a Hostile creature. See also “Influence.”"
      },
      {
        "document": 645,
        "excerpt": "ng prevents you from falling in certain circumstances. See also \"Flying.\""
      },
      {
        "document": 649,
        "excerpt": "le combinations, such as Lawful Good and Neutral Evil. See also “Character Creation” (“Create Your Character”)."
      },
      {
        "document": 650,
        "excerpt": "you. Indifferent is the default attitude of a monster. See also “Influence.”"
      },
      {
        "document": 652,
        "excerpt": "Disadvantage on those rolls, decrease that score by 5. See also “Playing the Game” (“Combat”)."
      },
      {
        "document": 653,
        "excerpt": "er a Long Jump (horizontal) or a High Jump (vertical). See also “Long Jump” and “High Jump.”"
      },
      {
        "document": 655,
        "excerpt": "You have Disadvantage on Wisdom (Perception) checks to see something in a Lightly Obscured space. See also “Dim Light” and “Playing the Game” (“Exploration”)."
      },
      {
        "document": 659,
        "excerpt": "Choose one feat from the Origin category. See “Origin Feats” for examples of Origin feats."
      },
      {
        "document": 684,
        "excerpt": "pose of determining how long that creature can travel (see “Travel Pace”). Creatures can become acclimated to a high altitude by spending 30 days or more at this"
      },
      {
        "document": 687,
        "excerpt": "roken ice fall through. Below the ice is frigid water (see “Frigid Water” above)."
      },
      {
        "document": 692,
        "excerpt": "e Effects. An indefinite effect is a long-term effect (see above) that lasts until removed by a Greater Restoration spell. It can be suppressed by a Calm Emotions"
      },
      {
        "document": 717,
        "excerpt": "Net to 0 Hit Points frees any creature trapped in it (see “Adventuring Gear” for the Net’s statistics). Set the Trap. A creature that has Thieves' Tools and all"
      },
      {
        "document": 738,
        "excerpt": "while waterborne depends on the vehicle carrying them; see “Vehicles.” Intelligence or Wisdom. One or both abilities are ideal for a background that focuses on ce"
      },
      {
        "document": 742,
        "excerpt": "Melee attack with a weapon or an Unarmed Strike (see “Rules Glossary”)"
      },
      {
        "document": 789,
        "excerpt": "the mixture becomes an ingested poison of your choice (see “Poison” in “Gameplay Toolbox”)."
      },
      {
        "document": 861,
        "excerpt": "See Invisibility"
      },
      {
        "document": 887,
        "excerpt": "See Invisibility"
      },
      {
        "document": 900,
        "excerpt": "See Invisibility"
      },
      {
        "document": 962,
        "excerpt": "You gain the Ability Score Improvement feat (see \"Feats\") or another feat of your choice for which you qualify. You gain this feature again at Barbarian"
      },
      {
        "document": 963,
        "excerpt": "Choose any 3 skills (see “Playing the Game”)"
      },
      {
        "document": 964,
        "excerpt": "learned to cast spells through prayer and meditation. See “Spells” for the rules on spellcasting. The information below details how you use those rules with Cleri"
      },
      {
        "document": 965,
        "excerpt": "spells through studying the mystical forces of nature. See “Spells” for the rules on spellcasting. The information below details how you use those rules with Drui"
      },
      {
        "document": 966,
        "excerpt": "prowess and gain a Fighting Style feat of your choice (see “Feats”). Defense is recommended. Whenever you gain a Fighter level, you can replace the feat you chose"
      },
      {
        "document": 967,
        "excerpt": "ose one type of Artisan’s Tools or Musical Instrument (see “Equipment”)"
      },
      {
        "document": 968,
        "excerpt": "learned to cast spells through prayer and meditation. See “Spells” for the rules on spellcasting. The information below details how you use those rules with Palad"
      },
      {
        "document": 969,
        "excerpt": "channel the magical essence of nature to cast spells. See “Spells” for the rules on spellcasting. The information below details how you use those rules with Range"
      },
      {
        "document": 970,
        "excerpt": "You gain the Ability Score Improvement feat (see \"Feats\") or another feat of your choice for which you qualify. You gain this feature again at Rogue leve"
      },
      {
        "document": 971,
        "excerpt": "Drawing from your innate magic, you can cast spells. See “Spells” for the rules on spellcasting. The information below details how you use those rules with Sorce"
      },
      {
        "document": 972,
        "excerpt": "s boon to you is concrete: the ability to cast spells. See “Spells” for the rules on spellcasting. The information below details how you use those rules with Warlo"
      },
      {
        "document": 973,
        "excerpt": "dent of arcane magic, you have learned to cast spells. See “Spells” for the rules on spellcasting. The information below details how you use those rules with Wizar"
      },
      {
        "document": 976,
        "excerpt": "and competence of others. When a creature that you can see within 60 feet of yourself makes a damage roll or succeeds on an ability check or attack roll, you can t"
      },
      {
        "document": 978,
        "excerpt": "cation spell that affects other creatures that you can see, you can choose a number of them equal to 1 plus the spell's level. The chosen creatures automatically s"
      },
      {
        "document": 980,
        "excerpt": "ll's extra damage to a different creature that you can see within 30 feet of the first creature."
      },
      {
        "document": 990,
        "excerpt": "teleport up to 30 feet to an unoccupied space you can see. Fire's Burn (Fire Giant). When you hit a target with an attack roll and deal damage to it, you can als"
      },
      {
        "document": 992,
        "excerpt": "You gain an Origin feat of your choice (see \"Feats\"). Skilled is recommended. Fiendish Legacies | Legacy | Level 1"
      },
      {
        "document": 995,
        "excerpt": "Magic Initiate (Cleric) (see “Feats”)"
      },
      {
        "document": 996,
        "excerpt": "Alert (see “Feats”)"
      },
      {
        "document": 997,
        "excerpt": "Magic Initiate (Wizard) (see “Feats”)"
      },
      {
        "document": 998,
        "excerpt": "Savage Attacker (see “Feats”)"
      },
      {
        "document": 1003,
        "excerpt": "teleport up to 30 feet to an unoccupied space you can see."
      },
      {
        "document": 1154,
        "excerpt": "food) Duration: 24 hours Target a Beast that you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the dur"
      },
      {
        "document": 1155,
        "excerpt": "on: 24 hours A Tiny Beast of your choice that you can see within range must succeed on a Charisma saving throw, or it attempts to deliver a message for you (if th"
      },
      {
        "document": 1156,
        "excerpt": "s Choose any number of willing creatures that you can see within range. Each target shape-shifts into a Large or smaller Beast of your choice that has a Challenge"
      },
      {
        "document": 1157,
        "excerpt": "if you chose bones or a Zombie if you chose a corpse (see “Monsters” for the stat blocks). On each of your turns, you can take a Bonus Action to mentally command"
      },
      {
        "document": 1162,
        "excerpt": "lly receive visual information from the eye, which can see in every direction. It also has Darkvision with a range of 30 feet. As a Bonus Action, you can move the"
      },
      {
        "document": 1163,
        "excerpt": "ing magical energy in an unoccupied space that you can see within range. The hand lasts for the duration, and it moves at your command, mimicking the movements of"
      },
      {
        "document": 1165,
        "excerpt": "tion to move the sword up to 30 feet to a spot you can see and repeat the attack against the same target or a different one."
      },
      {
        "document": 1171,
        "excerpt": "ute Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an att"
      },
      {
        "document": 1172,
        "excerpt": "ncentration, up to 1 minute One creature that you can see within range must succeed on a Charisma saving throw or be transported to a harmless demiplane for the d"
      },
      {
        "document": 1175,
        "excerpt": "taneous You blast the mind of a creature that you can see within range. The target makes an Intelligence saving throw. On a failed save, the target takes 10d12 P"
      },
      {
        "document": 1177,
        "excerpt": "tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in that area into Difficult Terrain. Ea"
      },
      {
        "document": 1180,
        "excerpt": "V, S Duration: Instantaneous A creature that you can see within range makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as m"
      },
      {
        "document": 1181,
        "excerpt": "nents: V Duration: 1 minute One creature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (y"
      },
      {
        "document": 1182,
        "excerpt": "u left, which is cast in shades of gray, but you can't see anything there more than 60 feet away. You can affect and be affected only by other creatures on the Eth"
      },
      {
        "document": 1185,
        "excerpt": "orm cloud appears at a point within range that you can see above yourself. It takes the shape of a Cylinder that is 10 feet tall with a 60-foot radius. When you c"
      },
      {
        "document": 1187,
        "excerpt": "s You launch a lightning bolt toward a target you can see within range. Three bolts then leap from that target to as many as three other targets of your choice, e"
      },
      {
        "document": 1188,
        "excerpt": "omponents: V, S Duration: 1 hour One creature you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting i"
      },
      {
        "document": 1189,
        "excerpt": "omponents: V, S Duration: 1 hour One Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting i"
      },
      {
        "document": 1193,
        "excerpt": "at sees the sensor (such as a creature benefiting from See Invisibility or Truesight) sees a luminous orb about the size of your fist."
      },
      {
        "document": 1197,
        "excerpt": "us You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. C"
      },
      {
        "document": 1200,
        "excerpt": "d the literal meaning of any language that you hear or see signed. You also understand any written language that you see, but you must be touching the surface on w"
      },
      {
        "document": 1201,
        "excerpt": "to 1 minute Each creature of your choice that you can see within range must succeed on a Wisdom saving throw or have the Charmed condition until the spell ends."
      },
      {
        "document": 1204,
        "excerpt": "ral, intangible animals in an unoccupied space you can see within range. The pack lasts for the duration, and you choose the spirits' animal form, such as wolves,"
      },
      {
        "document": 1205,
        "excerpt": "red on a point within range. For each creature you can see in the Cylinder, choose which of these lights shines on it: Healing Light. The target regains Hit Point"
      },
      {
        "document": 1206,
        "excerpt": "t lasts for the duration. Whenever a creature you can see enters the spirit's space or starts its turn within 5 feet of the spirit, you can force that creature to"
      },
      {
        "document": 1207,
        "excerpt": "spirit from the Feywild in an unoccupied space you can see within range. The spirit lasts for the duration, and it looks like a Fey creature of your choice. When t"
      },
      {
        "document": 1209,
        "excerpt": "the Emanation enters the space of a creature you can see and whenever a creature you can see enters the Emanation or ends its turn there, you can force that crea"
      },
      {
        "document": 1216,
        "excerpt": "Reaction, which you take when you see a creature within 60 feet of yourself casting a spell with Verbal, Somatic, or Material components"
      },
      {
        "document": 1219,
        "excerpt": "in range. Each one becomes a Ghoul under your control (see “Monsters” for its stat block). As a Bonus Action on each of your turns, you can mentally command any c"
      },
      {
        "document": 1223,
        "excerpt": "ge and fills a 15-foot-radius Sphere. Darkvision can't see through it, and nonmagical light can't illuminate it. Alternatively, you cast the spell on an object th"
      },
      {
        "document": 1228,
        "excerpt": "adowy Medium door on a flat solid surface that you can see within range. This door can be opened and closed, and it leads to a demiplane that is an empty room 30 f"
      },
      {
        "document": 1230,
        "excerpt": "u sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect wa"
      },
      {
        "document": 1232,
        "excerpt": "t of lead. Read Thoughts. Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense T"
      },
      {
        "document": 1233,
        "excerpt": "at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “200 feet str"
      },
      {
        "document": 1235,
        "excerpt": "tantaneous You launch a green ray at a target you can see within range. The target can be a creature, a non-magical object, or a creation of magical force, such a"
      },
      {
        "document": 1236,
        "excerpt": "al. As a Magic action, you target one creature you can see within 5 feet of you that has one of the creature types above. The target must succeed on a Charisma sav"
      },
      {
        "document": 1237,
        "excerpt": "nstantaneous One creature of your choice that you can see within range hears a discordant melody in its mind. The target makes a Wisdom saving throw. On a failed"
      },
      {
        "document": 1242,
        "excerpt": "tion: Concentration, up to 1 minute One Beast you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The t"
      },
      {
        "document": 1243,
        "excerpt": "ion: Concentration, up to 1 hour One creature you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The t"
      },
      {
        "document": 1244,
        "excerpt": "n: Concentration, up to 1 minute One Humanoid you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The t"
      },
      {
        "document": 1248,
        "excerpt": "to 1 minute Choose a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle ce"
      },
      {
        "document": 1252,
        "excerpt": "ll enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A targeted object must be neither worn nor carried. If the"
      },
      {
        "document": 1255,
        "excerpt": "f words, causing creatures of your choice that you can see within range to make a Wisdom saving throw. Any creature you or your companions are fighting automatical"
      },
      {
        "document": 1256,
        "excerpt": "ve the plane you left, which looks gray, and you can't see anything there more than 60 feet away. While on the Ethereal Plane, you can affect and be affected only"
      },
      {
        "document": 1258,
        "excerpt": "ture of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for"
      },
      {
        "document": 1259,
        "excerpt": "from flax or wool. Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot Cube or eight conn"
      },
      {
        "document": 1260,
        "excerpt": "creature or object have Advantage if the attacker can see it."
      },
      {
        "document": 1261,
        "excerpt": "a phantom watchdog in an unoccupied space that you can see within range. The hound remains for the duration or until the two of you are more than 300 feet apart fr"
      },
      {
        "document": 1264,
        "excerpt": "eaction, which you take when you or a creature you can see within 60 feet of you falls"
      },
      {
        "document": 1265,
        "excerpt": "e, the familiar has the statistics of the chosen form (see “Monsters”), though it is a Celestial, Fey, or Fiend (your choice) instead of a Beast. Your familiar act"
      },
      {
        "document": 1266,
        "excerpt": "ell save DC, one creature within 60 feet the steed can see. Failure: The target has the Frightened condition until the end of your next turn. Fey Step (Fey Only;"
      },
      {
        "document": 1269,
        "excerpt": "You unleash negative energy toward a creature you can see within range. The target makes a Constitution saving throw, taking 7d8 + 30 Necrotic damage on a failed"
      },
      {
        "document": 1277,
        "excerpt": "minute You attempt to turn one creature that you can see within range into stone. The target makes a Constitution saving throw. On a failed save, it has the Rest"
      },
      {
        "document": 1278,
        "excerpt": "und in an unoccupied space of your choice that you can see within range. The disk remains for the duration and can hold up to 500 pounds. If more weight is placed"
      },
      {
        "document": 1283,
        "excerpt": "uch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target has Advantage on D20 Tests, and other creatures"
      },
      {
        "document": 1287,
        "excerpt": "u conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening,"
      },
      {
        "document": 1288,
        "excerpt": "You give a verbal command to a creature that you can see within range, ordering it to carry out some service or refrain from an action or a course of activity as"
      },
      {
        "document": 1290,
        "excerpt": "he spell). It manifests in an unoccupied space you can see within range and uses the Giant Insect stat block. The form you choose determines certain details in its"
      },
      {
        "document": 1298,
        "excerpt": "s for the duration in an unoccupied space that you can see within range. The guardian occupies that space and is invulnerable, and it appears in a form appropriate"
      },
      {
        "document": 1305,
        "excerpt": "eous You unleash virulent magic on a creature you can see within range. The target makes a Constitution saving throw. On a failed save, it takes 14d6 Necrotic da"
      },
      {
        "document": 1306,
        "excerpt": "up to 1 minute Choose a willing creature that you can see within range. Until the spell ends, the target's Speed is doubled, it gains a +2 bonus to Armor Class, i"
      },
      {
        "document": 1307,
        "excerpt": "uration: Instantaneous Choose a creature that you can see within range. Positive energy washes through the target, restoring 70 Hit Points. This spell also ends t"
      },
      {
        "document": 1308,
        "excerpt": "Instantaneous A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier. Using a Higher-Le"
      },
      {
        "document": 1309,
        "excerpt": "or a suit of Heavy or Medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object tak"
      },
      {
        "document": 1310,
        "excerpt": "response to taking damage from a creature that you can see within 60 feet of yourself"
      },
      {
        "document": 1313,
        "excerpt": "o 1 hour You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 Necrotic damage to the target whenever you hit"
      },
      {
        "document": 1314,
        "excerpt": "to 1 minute One creature of your choice that you can see within range makes a Wisdom saving throw. On a failed save, it has the Prone and Incapacitated condition"
      },
      {
        "document": 1315,
        "excerpt": "ration, up to 1 minute Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the d"
      },
      {
        "document": 1316,
        "excerpt": "ration, up to 1 minute Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the d"
      },
      {
        "document": 1318,
        "excerpt": "up to 1 hour You magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target when"
      },
      {
        "document": 1319,
        "excerpt": "moment and vanishes. Each creature in the area who can see the pattern must succeed on a Wisdom saving throw or have the Charmed condition for the duration. While"
      },
      {
        "document": 1324,
        "excerpt": "te a magical restraint to hold a creature that you can see within range. The target must make a Wisdom saving throw. On a successful save, the target is unaffected"
      },
      {
        "document": 1330,
        "excerpt": "ncentration, up to 1 minute One creature that you can see within range must make a Wisdom saving throw. On a successful save, the target dances comically until th"
      },
      {
        "document": 1332,
        "excerpt": "Duration: Instantaneous Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object"
      },
      {
        "document": 1335,
        "excerpt": "e creature or loose object of your choice that you can see within range rises vertically up to 20 feet and remains suspended there for the duration. The spell can"
      },
      {
        "document": 1344,
        "excerpt": "energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the Cylinder intersects with the floor or other surface. Ch"
      },
      {
        "document": 1345,
        "excerpt": "ssess any Humanoid within 100 feet of you that you can see (creatures warded by a Protection from Evil and Good or Magic Circle spell can't be possessed). The targ"
      },
      {
        "document": 1346,
        "excerpt": "ch dart strikes a creature of your choice that you can see within range. A dart deals 1d4 + 1 Force damage to its target. The darts all strike simultaneously, and"
      },
      {
        "document": 1347,
        "excerpt": "rigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words"
      },
      {
        "document": 1350,
        "excerpt": "20-foot Cube. The image appears at a spot that you can see within range and lasts for the duration. It seems real, including sounds, smells, and temperature approp"
      },
      {
        "document": 1351,
        "excerpt": "wave of healing energy washes out from a point you can see within range. Choose up to six creatures in a 30-foot-radius Sphere centered on that point. Each target"
      },
      {
        "document": 1352,
        "excerpt": "you choose among any number of creatures that you can see within range. Creatures healed by this spell also have the Blinded, Deafened, and Poisoned conditions re"
      },
      {
        "document": 1353,
        "excerpt": "neous Up to six creatures of your choice that you can see within range regain Hit Points equal to 2d4 plus your spellcasting ability modifier. Using a Higher-Lev"
      },
      {
        "document": 1354,
        "excerpt": "e than 25 words - to twelve or fewer creatures you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anyt"
      },
      {
        "document": 1355,
        "excerpt": ", up to 10 minutes You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escape"
      },
      {
        "document": 1356,
        "excerpt": "agical senses. While merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made w"
      },
      {
        "document": 1359,
        "excerpt": "plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius Sphere centered on each of those points makes a Dexterit"
      },
      {
        "document": 1361,
        "excerpt": "f psionic energy into the mind of one creature you can see within range. The target makes a Wisdom saving throw, taking 3d8 Psychic damage on a failed save or half"
      },
      {
        "document": 1362,
        "excerpt": "of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again. If a cr"
      },
      {
        "document": 1363,
        "excerpt": "disappears immediately. Creatures with Truesight can see through the illusion to the terrain's true form; however, all other elements of the illusion remain, so"
      },
      {
        "document": 1365,
        "excerpt": "ou choose. It is intangible and invulnerable. You can see through its eyes and hear through its ears as if you were located where it is."
      },
      {
        "document": 1366,
        "excerpt": "teleport up to 30 feet to an unoccupied space you can see."
      },
      {
        "document": 1367,
        "excerpt": "another creature's memories. One creature that you can see within range makes a Wisdom saving throw. If you are fighting the creature, it has Advantage on the save"
      },
      {
        "document": 1372,
        "excerpt": "ion: 1 hour A passage appears at a point that you can see on a wooden, plaster, or stone surface (such as a wall, ceiling, or floor) within range and lasts for th"
      },
      {
        "document": 1373,
        "excerpt": "to craft an illusion in the mind of a creature you can see within range. The target makes an Intelligence saving throw. On a failed save, you create a phantasmal o"
      },
      {
        "document": 1374,
        "excerpt": "ute You tap into the nightmares of a creature you can see within range and create an illusion of its deepest fears, visible only to that creature. The target make"
      },
      {
        "document": 1375,
        "excerpt": "the steed. The steed uses the Riding Horse stat block (see “Monsters”), except it has a Speed of 100 feet and can travel 13 miles in an hour. When the spell ends,"
      },
      {
        "document": 1381,
        "excerpt": "hour You attempt to transform a creature that you can see within range into a Beast. The target must succeed on a Wisdom saving throw or shape-shift into a Beast"
      },
      {
        "document": 1382,
        "excerpt": "ave of healing energy washes over one creature you can see within range. The target regains all its Hit Points. If the creature has the Charmed, Frightened, Paraly"
      },
      {
        "document": 1383,
        "excerpt": "ration: Instantaneous You compel one creature you can see within range to die. If the target has 100 Hit Points or fewer, it dies. Otherwise, it takes 12d12 Psych"
      },
      {
        "document": 1384,
        "excerpt": "aneous You overwhelm the mind of one creature you can see within range. If the target has 150 Hit Points or fewer, it has the Stunned condition. Otherwise, its Sp"
      },
      {
        "document": 1388,
        "excerpt": "ar the wall without harm. If another creature that can see the wall moves within 20 feet of it or starts its turn there, the creature must succeed on a Constitutio"
      },
      {
        "document": 1391,
        "excerpt": "discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature."
      },
      {
        "document": 1392,
        "excerpt": "ny damage, it disappears, and the spell ends. You can see through the illusion's eyes and hear through its ears as if you were in its space. As a Magic action, yo"
      },
      {
        "document": 1409,
        "excerpt": "into or out of the space, but creatures inside it can see through the portal. Anything inside the space drops out when the spell ends."
      },
      {
        "document": 1410,
        "excerpt": "lame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 Radiant damage. The target"
      },
      {
        "document": 1413,
        "excerpt": "nt) Duration: Concentration, up to 10 minutes You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom"
      },
      {
        "document": 1416,
        "excerpt": "See Invisibility"
      },
      {
        "document": 1417,
        "excerpt": "ppearance to each creature of your choice that you can see within range. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected"
      },
      {
        "document": 1428,
        "excerpt": "discerns the illusion for what it is, the creature can see through the image."
      },
      {
        "document": 1439,
        "excerpt": "s camouflaged to look natural. Any creature that can't see the area when the spell is cast must take a Search action and succeed on a Wisdom (Perception or Surviva"
      },
      {
        "document": 1447,
        "excerpt": "bed in no more than 25 words - to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anyt"
      },
      {
        "document": 1448,
        "excerpt": "irit. It manifests in an unoccupied space that you can see within range and uses the Draconic Spirit stat block. The creature disappears when it drops to 0 Hit Poi"
      },
      {
        "document": 1452,
        "excerpt": "exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round or"
      },
      {
        "document": 1454,
        "excerpt": "rts you and up to eight willing creatures that you can see within range, or a single object that you can see within range, to a destination you select. If you targ"
      },
      {
        "document": 1460,
        "excerpt": "understand it if that creature can hear the speech or see the signing."
      },
      {
        "document": 1463,
        "excerpt": "Choose one creature or nonmagical object that you can see within range. The creature shape-shifts into a different creature or a nonmagical object, or the object"
      },
      {
        "document": 1470,
        "excerpt": "laced with subtle enchantments at one creature you can see or hear within range. The target must succeed on a Wisdom saving throw or take 1d6 Psychic damage and ha"
      },
      {
        "document": 1484,
        "excerpt": "on, and it appears in an unoccupied space that you can see on the ground. Instant Health. You allow yourself and up to twenty creatures that you can see to regain"
      },
      {
        "document": 1485,
        "excerpt": "spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect. You must d"
      },
      {
        "document": 1487,
        "excerpt": "ondition, you experience the following effects. Can't See. You can't see and automatically fail any ability check that requires sight. Attacks Affected. Attack r"
      },
      {
        "document": 1494,
        "excerpt": "get to be seen unless the effect's creator can somehow see you. Any equipment you are wearing or carrying is also concealed. Attacks Affected. Attack rolls agains"
      },
      {
        "document": 1518,
        "excerpt": "ling on the table that corresponds to the bag's color. See “Monsters” for the creature's stat block. The creature vanishes at the next dawn or when it is reduced t"
      },
      {
        "document": 1522,
        "excerpt": "d by the belt. The type of giant determines the score (see the table below). The item has no effect on you if your Strength without the belt is equal to or greater"
      },
      {
        "document": 1523,
        "excerpt": "re are no creatures within 60 feet of you that you can see or hear. While berserk, you regard the creature nearest to you that you can see or hear as your enemy."
      },
      {
        "document": 1548,
        "excerpt": "tect Thoughts (save DC 17) targeting creatures you can see within 30 feet of the spell's sensor. You don't need to concentrate on this Detect Thoughts spell to mai"
      },
      {
        "document": 1549,
        "excerpt": "can communicate telepathically with creatures you can see within 30 feet of the spell's sensor. You can also cast Suggestion (save DC 17) through the sensor on on"
      },
      {
        "document": 1557,
        "excerpt": "u are within 120 feet of the illusory creature and can see it, you can take a Magic action to move it anywhere within 30 feet of its card. Any physical interactio"
      },
      {
        "document": 1562,
        "excerpt": "rmined by the kind of dragon that provided the scales (see the accompanying table). Additionally, you can focus your senses as a Magic action to discern the dista"
      },
      {
        "document": 1571,
        "excerpt": "ize action to break the gem, an elemental is summoned (see “Monsters” for its stat block), and the gem ceases to be magical. The elemental appears in an unoccupied"
      },
      {
        "document": 1574,
        "excerpt": "one energy arrow from this weapon at a target you can see within 60 feet of yourself. The target can be either a willing Medium or smaller creature or an object t"
      },
      {
        "document": 1580,
        "excerpt": "in the likeness of a horsefly, can become a Giant Fly (see the accompanying stat block) for up to 12 hours and can be ridden as a mount. Once it has been used, it"
      },
      {
        "document": 1585,
        "excerpt": "fire a brilliant beam of light at one creature you can see within 60 feet of yourself. The creature must succeed on a DC 15 Constitution saving throw or have the B"
      },
      {
        "document": 1609,
        "excerpt": "a spell of level 4 or lower cast by a creature you can see. A canceled spell has no effect, and any resources used to cast it are wasted. Once the stone has cancel"
      },
      {
        "document": 1610,
        "excerpt": "throw the sphere at a Huge or smaller creature you can see within 60 feet of yourself. As the sphere moves through the air, it opens into a tangle of metal bands."
      },
      {
        "document": 1611,
        "excerpt": "take a Magic action to target a creature that you can see within 60 feet of yourself. If the flask is empty and the target is native to a plane of existence other"
      },
      {
        "document": 1621,
        "excerpt": "mate when the ashes of the manual are sprinkled on it. See “Monsters” for the golem’s stat block. The golem is under your control, and it understands and obeys you"
      },
      {
        "document": 1627,
        "excerpt": "l answer to that question. Skull. An Avatar of Death (see the accompanying stat block) appears in an unoccupied space as close to you as possible. The avatar targ"
      },
      {
        "document": 1640,
        "excerpt": "Potion, Uncommon The next time you see a creature within 10 minutes after drinking this philter, you are charmed by that creature and have the"
      },
      {
        "document": 1651,
        "excerpt": "es for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that scor"
      },
      {
        "document": 1667,
        "excerpt": "take a Magic action to try to compel an Elemental you see within 60 feet of yourself. The Elemental makes a DC 18 Wisdom saving throw. On a failed save, the Eleme"
      },
      {
        "document": 1677,
        "excerpt": "g. Each sphere appears in an unoccupied space you can see within 120 feet of yourself. The spheres last as long as you maintain Concentration, up to 1 minute. Ea"
      },
      {
        "document": 1682,
        "excerpt": "ake a ranged spell attack against one creature you can see within 60 feet of yourself. The ring produces a spectral ram's head and makes its attack roll with a +7"
      },
      {
        "document": 1688,
        "excerpt": "ight for an additional 30 feet, and creatures that can see you have Disadvantage on attack rolls against you. Any creature in the Bright Light that can see you whe"
      },
      {
        "document": 1693,
        "excerpt": "and Good - Detect Magic - Detect Poison and Disease - See Invisibility Protective Aura. As a Magic action, you can plant the haft end of the rod in the ground, w"
      },
      {
        "document": 1694,
        "excerpt": "can take a Magic action to force each creature you can see within 30 feet of yourself to make a DC 17 Wisdom saving throw. On a failed save, a target has the Frigh"
      },
      {
        "document": 1696,
        "excerpt": "edience from each creature of your choice that you can see within 120 feet of yourself. Each target must succeed on a DC 15 Wisdom saving throw or have the Charmed"
      },
      {
        "document": 1697,
        "excerpt": "orts you and up to 199 other willing creatures you can see to a demiplane. You choose the form the demiplane takes. It could be a tranquil garden, a cheery tavern"
      },
      {
        "document": 1699,
        "excerpt": "end to dart forward and entangle one creature you can see within 20 feet of yourself. The target must succeed on a DC 15 Dexterity saving throw or have the Restra"
      },
      {
        "document": 1706,
        "excerpt": "tive Field. As a Reaction, when you or an ally you can see within 5 feet of you is targeted by an attack or makes a saving throw against an area of effect, you can"
      },
      {
        "document": 1719,
        "excerpt": "f explodes as if you activated its Retributive Strike (see below). Spells. While holding the staff, you can cast one of the spells on the following table from it,"
      },
      {
        "document": 1722,
        "excerpt": "us Action to use the Lightning and Thunder properties (see above) at the same time. Doing so doesn't expend the daily use of those properties, only the use of this"
      },
      {
        "document": 1730,
        "excerpt": "ion to expend 1 charge and target one creature you can see on the ground within 120 feet of yourself. A flaming fissure opens under the target, and the target make"
      },
      {
        "document": 1732,
        "excerpt": "ion to expend 1 charge and target one creature you can see on the ground within 120 feet of yourself. A flaming fissure opens under the target, and the target make"
      },
      {
        "document": 1748,
        "excerpt": "e ray to streak from the tip toward a creature you can see within 60 feet of yourself. The target must succeed on a DC 15 Constitution saving throw or have the Par"
      },
      {
        "document": 1760,
        "excerpt": "sed. Probing Telepathy. If a creature the aboleth can see communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires."
      },
      {
        "document": 1761,
        "excerpt": "erity Saving Throw: DC 17, one creature the dragon can see within 120 feet. Failure: 22 (4d10) Poison damage, and the target has Disadvantage on saving throws to m"
      },
      {
        "document": 1763,
        "excerpt": "erity Saving Throw: DC 16, one creature the dragon can see within 120 feet. Failure: 27 (6d8) Fire damage, and the target's Speed is halved until the end of its ne"
      },
      {
        "document": 1764,
        "excerpt": "-foot-radius Sphere centered on a point the dragon can see within 90 feet. Failure: 10 (3d6) Thunder damage, and the target has the Deafened condition until the e"
      },
      {
        "document": 1765,
        "excerpt": "risma Saving Throw: DC 17, one creature the dragon can see within 90 feet. Failure: 24 (7d6) Psychic damage. Until the end of its next turn, the target rolls 1d6 w"
      },
      {
        "document": 1766,
        "excerpt": "risma Saving Throw: DC 21, one creature the dragon can see within 120 feet. Failure: 10 (3d6) Force damage, and the target has the Incapacitated condition and is t"
      },
      {
        "document": 1767,
        "excerpt": "-foot-radius Sphere centered on a point the dragon can see within 90 feet. Failure: 7 (2d6) Poison damage, and the target takes a -2 penalty to AC until the end of"
      },
      {
        "document": 1770,
        "excerpt": "-foot-radius Sphere centered on a point the dragon can see within 120 feet. Failure: 7 (2d6) Cold damage, and the target's Speed is 0 until the end of the target's"
      },
      {
        "document": 1773,
        "excerpt": "erity Saving Throw: DC 21, one creature the dragon can see within 120 feet. Failure: 33 (6d10) Poison damage, and the target has Disadvantage on saving throws to m"
      },
      {
        "document": 1775,
        "excerpt": "erity Saving Throw: DC 20, one creature the dragon can see within 120 feet. Failure: 36 (8d8) Fire damage, and the target's Speed is halved until the end of its ne"
      },
      {
        "document": 1776,
        "excerpt": "-foot-radius Sphere centered on a point the dragon can see within 120 feet. Failure: 13 (3d8) Thunder damage, and the target has the Deafened condition until the e"
      },
      {
        "document": 1777,
        "excerpt": "risma Saving Throw: DC 21, one creature the dragon can see within 120 feet. Failure: 31 (9d6) Psychic damage. Until the end of its next turn, the target rolls 1d8"
      },
      {
        "document": 1778,
        "excerpt": "risma Saving Throw: DC 24, one creature the dragon can see within 120 feet. Failure: 24 (7d6) Force damage, and the target has the Incapacitated condition and is t"
      },
      {
        "document": 1779,
        "excerpt": "-foot-radius Sphere centered on a point the dragon can see within 90 feet. Failure: 17 (5d6) Poison damage, and the target takes a -2 penalty to AC until the end o"
      },
      {
        "document": 1782,
        "excerpt": "-foot-radius Sphere centered on a point the dragon can see within 120 feet. Failure: 14 (4d6) Cold damage, and the target's Speed is 0 until the end of the target'"
      },
      {
        "document": 1799,
        "excerpt": "elf up to 60 feet to an unoccupied space the balor can see."
      },
      {
        "document": 1806,
        "excerpt": "ow: DC 18, one Large or smaller creature the behir can see within 5 feet. Failure: 28 (5d8 + 6) Bludgeoning damage. The target has the Grappled condition (escape D"
      },
      {
        "document": 1811,
        "excerpt": "teleports up to 40 feet to an unoccupied space it can see."
      },
      {
        "document": 1819,
        "excerpt": "DC 13, one Medium or smaller creature the bugbear can see within 10 feet. Failure: The target has the Grappled condition (escape DC 13)."
      },
      {
        "document": 1825,
        "excerpt": "terity Saving Throw: DC 15, one creature the devil can see within 60 feet. Failure: 9 (2d4 + 4) Fire damage, and the target has the Restrained condition until the"
      },
      {
        "document": 1828,
        "excerpt": "berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object. Once the golem goes b"
      },
      {
        "document": 1833,
        "excerpt": "w: DC 12, one Medium or smaller creature the snake can see within 5 feet. Failure: 7 (3d4) Bludgeoning damage, and the target has the Grappled condition (escape DC"
      },
      {
        "document": 1835,
        "excerpt": ": DC 15, one Medium or smaller creature the couatl can see within 5 feet. Failure: 8 (1d6 + 5) Bludgeoning damage. The target has the Grappled condition (escape DC"
      },
      {
        "document": 1845,
        "excerpt": "ind. The djinni conjures a whirlwind at a point it can see within 120 feet. The whirlwind fills a 20-foot-radius, 60-foot-high Cylinder centered on that point. The"
      },
      {
        "document": 1846,
        "excerpt": "t Emanation originating from the doppelganger that can see the doppelganger. Failure: The target has the Frightened condition and repeats the save at the end of ea"
      },
      {
        "document": 1859,
        "excerpt": "ngth Saving Throw: DC 16, one creature the erinyes can see within 120 feet. Failure: 14 (4d6) Force damage, and the target has the Restrained condition until the r"
      },
      {
        "document": 1860,
        "excerpt": "DC 12, one Large or smaller creature the ettercap can see within 30 feet. Failure: The target has the Restrained condition until the web is destroyed (AC 10; HP 5"
      },
      {
        "document": 1864,
        "excerpt": "berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object. Once the golem goes b"
      },
      {
        "document": 1867,
        "excerpt": "5–6). The giant or one creature of its choice that can see or hear it gains 16 (2d10 + 5) Temporary Hit Points and has Advantage on attack rolls until the start of"
      },
      {
        "document": 1869,
        "excerpt": "reatures if it has room inside itself to contain them (see the Ooze Cube trait). Dexterity Saving Throw: DC 12, each creature whose space the cube enters for the f"
      },
      {
        "document": 1871,
        "excerpt": "Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane. Incorporeal Movement. The ghost can m"
      },
      {
        "document": 1873,
        "excerpt": "Recharge 6). The ape hurls a boulder at a point it can see within 90 feet. Dexterity Saving Throw: DC 17, each creature in a 5-foot-radius Sphere centered on that"
      },
      {
        "document": 1878,
        "excerpt": "ow: DC 14, one Large or smaller creature the snake can see within 10 feet. Failure: 13 (2d8 + 4) Bludgeoning damage, and the target has the Grappled condition (esc"
      },
      {
        "document": 1895,
        "excerpt": "erity Saving Throw: DC 13, one creature the spider can see within 60 feet. Failure: The target has the Restrained condition until the web is destroyed (AC 10; HP 5"
      },
      {
        "document": 1904,
        "excerpt": "15, one creature within 5 feet that the gladiator can see. Failure: 9 (2d4 + 4) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Pron"
      },
      {
        "document": 1907,
        "excerpt": "Redirect Attack. Trigger: A creature the goblin can see makes an attack roll against it. Response: The goblin chooses a Small or Medium ally within 5 feet of it"
      },
      {
        "document": 1920,
        "excerpt": "itution Saving Throw: DC 16, one creature the naga can see within 60 feet. Failure: 31 (7d8) Poison damage, and the target has the Blinded condition until the star"
      },
      {
        "document": 1932,
        "excerpt": "terity Saving Throw: DC 17, one creature the devil can see within 10 feet. Failure: 10 (1d8 + 6) Necrotic damage, and the target receives an infernal wound if it d"
      },
      {
        "document": 1939,
        "excerpt": "sdom Saving Throw: DC 15, one creature the incubus can see within 60 feet. Failure: If the target has 20 Hit Points or fewer, it has the Unconscious condition for"
      },
      {
        "document": 1946,
        "excerpt": "e or smaller creature Grappled by it to a space it can see within 60 feet of itself that isn't in the air. Dexterity Saving Throw: DC 25, the creature thrown and e"
      },
      {
        "document": 1947,
        "excerpt": "Wisdom Saving Throw: DC 13, one creature the lamia can see within 5 feet. Failure: 13 (3d8) Psychic damage, and the target is cursed for 1 hour. Until the curse en"
      },
      {
        "document": 1949,
        "excerpt": "teleports up to 60 feet to an unoccupied space it can see, and each creature within 10 feet of the space it left takes 11 (2d10) Necrotic damage. Disrupt Life. C"
      },
      {
        "document": 1957,
        "excerpt": "DC 17, one Medium or smaller creature the marilith can see within 5 feet. Failure: 15 (2d10 + 4) Bludgeoning damage. The target has the Grappled condition (escape"
      },
      {
        "document": 1966,
        "excerpt": "Wisdom Saving Throw: DC 17, one creature the mummy can see within 60 feet. Failure: 25 (6d6 + 4) Psychic damage, and the target has the Paralyzed condition until t"
      },
      {
        "document": 1967,
        "excerpt": "Wisdom Saving Throw: DC 11, one creature the mummy can see within 60 feet. Failure: The target has the Frightened condition until the end of the mummy's next turn."
      },
      {
        "document": 1968,
        "excerpt": "teleports up to 120 feet to an unoccupied space it can see."
      },
      {
        "document": 1969,
        "excerpt": "ssenger, and the target must be a creature the hag can see on the Material Plane. The spell fails and is wasted if the target is under the effect of the Protection"
      },
      {
        "document": 1982,
        "excerpt": "Ethereal Sight. The spider can see 60 feet into the Ethereal Plane while on the Material Plane and vice versa. Spider Climb. The spider ca"
      },
      {
        "document": 1984,
        "excerpt": "isdom Saving Throw: DC 14, one creature the pirate can see within 30 feet. Failure: The target has the Charmed condition until the start of the pirate's next turn."
      },
      {
        "document": 1985,
        "excerpt": "isdom Saving Throw: DC 12, one creature the pirate can see within 30 feet. Failure: The target has the Charmed condition until the start of the pirate's next turn."
      },
      {
        "document": 1987,
        "excerpt": "oot-radius Sphere centered on a point the planetar can see within 120 feet. Failure: 24 (7d6) Radiant damage. Success: Half damage. Spellcasting. The planetar cas"
      },
      {
        "document": 1993,
        "excerpt": "Saving Throw: DC 12, one creature the pseudodragon can see within 5 feet. Failure: 5 (2d4) Poison damage, and the target has the Poisoned condition for 1 hour. Fai"
      },
      {
        "document": 2009,
        "excerpt": "s up to its Swim Speed straight toward an enemy it can see."
      },
      {
        "document": 2010,
        "excerpt": "C 15, one Large or smaller creature the salamander can see within 10 feet. Failure: 11 (2d6 + 4) Bludgeoning damage plus 7 (2d6) Fire damage. The target has the Gr"
      },
      {
        "document": 2011,
        "excerpt": "Wisdom Saving Throw: DC 12, one creature the satyr can see within 90 feet. Failure: 5 (1d6 + 2) Psychic damage."
      },
      {
        "document": 2014,
        "excerpt": "that starts its turn within 30 feet of the hag and can see the hag's true form. Failure: The target has the Frightened condition until the start of its next turn."
      },
      {
        "document": 2022,
        "excerpt": "terity Saving Throw: DC 21, one creature the solar can see within 600 feet. Failure: If the creature has 100 Hit Points or fewer, it dies. It otherwise takes 24 (4"
      },
      {
        "document": 2024,
        "excerpt": "n teleport up to 30 feet to an unoccupied space it can see, and it makes one Claw attack. Weight of Years. Constitution Saving Throw: DC 16, one creature the sphi"
      },
      {
        "document": 2025,
        "excerpt": "n teleport up to 30 feet to an unoccupied space it can see, and it makes one Claw attack. Weight of Years. Constitution Saving Throw: DC 16, one creature the sphi"
      },
      {
        "document": 2029,
        "excerpt": "hrow: DC 10, one creature within 5 feet the sprite can see (Celestials, Fiends, and Undead automatically fail the save). Failure: The sprite knows the target's emo"
      },
      {
        "document": 2033,
        "excerpt": "terity Saving Throw: DC 17, one creature the giant can see within 60 feet. Failure: 11 (1d10 + 6) Force damage."
      },
      {
        "document": 2035,
        "excerpt": "t-high Cylinder originating from a point the giant can see within 500 feet. Failure: 55 (10d10) Lightning damage. Success: Half damage. Spellcasting. The giant ca"
      },
      {
        "document": 2048,
        "excerpt": ". The treant magically animates up to two trees it can see within 60 feet of itself. Each tree uses the Treant stat block, except it has Intelligence and Charisma"
      },
      {
        "document": 2051,
        "excerpt": "s up to half its Speed straight toward an enemy it can see."
      },
      {
        "document": 2053,
        "excerpt": "eld. The unicorn targets itself or one creature it can see within 60 feet of itself. The target gains 10 (3d6) Temporary Hit Points, and its AC increases by 2 unti"
      },
      {
        "document": 2074,
        "excerpt": "Saving Throw: DC 10, one living creature the wisp can see within 5 feet that has 0 Hit Points. Failure: The target dies, and the wisp regains 10 (3d6) Hit Points."
      }
    ],
    "seed": [
      {
        "document": 1247,
        "excerpt": "round. Bloom. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. Sensory Effect. You create a harmless sensory effect, such as falling le"
      },
      {
        "document": 1302,
        "excerpt": "V, S, M (a legume seed)"
      }
    ],
    "seeds": [
      {
        "document": 1372,
        "excerpt": "V, S, M (a pinch of sesame seeds)"
      }
    ],
    "seeing": [
      {
        "document": 866,
        "excerpt": "True Seeing"
      },
      {
        "document": 879,
        "excerpt": "True Seeing"
      },
      {
        "document": 892,
        "excerpt": "True Seeing"
      },
      {
        "document": 904,
        "excerpt": "True Seeing"
      },
      {
        "document": 916,
        "excerpt": "True Seeing"
      },
      {
        "document": 979,
        "excerpt": "feature to add 1d10 to your roll. You can do so after seeing the roll but before any of the roll's effects occur. You can use this feature a number of times equal t"
      },
      {
        "document": 1193,
        "excerpt": ", either a jeweled horn for hearing or a glass eye for seeing)"
      },
      {
        "document": 1293,
        "excerpt": "object, common triggers include opening that object or seeing the glyph. Once a glyph is triggered, this spell ends. You can refine the trigger so that only creature"
      },
      {
        "document": 1451,
        "excerpt": "object, common triggers include opening that object or seeing the glyph. You can refine the trigger so that only creatures of certain types activate it (for example,"
      },
      {
        "document": 1465,
        "excerpt": "True Seeing"
      },
      {
        "document": 1550,
        "excerpt": "Crystal Ball of True Seeing"
      },
      {
        "document": 1577,
        "excerpt": "Eyes of Minute Seeing"
      },
      {
        "document": 1586,
        "excerpt": "Gem of Seeing"
      },
      {
        "document": 1920,
        "excerpt": "6 version), Flame Strike (level 6 version), Geas, True Seeing"
      }
    ],
    "seek": [
      {
        "document": 694,
        "excerpt": "ies and pay bribes before they acquire the poison they seek."
      },
      {
        "document": 978,
        "excerpt": ". Others use their power to protect others, while some seek their own gain."
      },
      {
        "document": 981,
        "excerpt": "f home and community. Religious orders of healing also seek the magic of this domain."
      }
    ],
    "seeker": [
      {
        "document": 787,
        "excerpt": "Creator Seeker. The item seeks its creator and wants to understand why it was created."
      }
    ],
    "seeking": [
      {
        "document": 971,
        "excerpt": "ell on this turn after modifying a spell in this way. Seeking Spell Cost: 1 Sorcery Point If you make an attack roll for a spell and miss, you can spend 1 Sorcery P"
      }
    ],
    "seeks": [
      {
        "document": 787,
        "excerpt": "Aligned. The item seeks to defeat or destroy those of a diametrically opposed alignment.Such an item is never Neutral."
      },
      {
        "document": 968,
        "excerpt": "their oath. A Paladin who has broken a vow typically seeks absolution, spending an all-night vigil as a sign of penitence or undertaking a fast. After a rite of fo"
      },
      {
        "document": 1627,
        "excerpt": "Flames. A powerful devil becomes your enemy. The devil seeks your ruin and torments you, savoring your suffering before attempting to slay you. This enmity lasts unt"
      }
    ],
    "seem": [
      {
        "document": 738,
        "excerpt": "Choose three abilities that seem appropriate for the background: Strength or Dexterity. These abilities are ideal for a background invol"
      },
      {
        "document": 1234,
        "excerpt": "person - look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basi"
      },
      {
        "document": 1304,
        "excerpt": "difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth roa"
      },
      {
        "document": 1363,
        "excerpt": "her rough or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth roa"
      },
      {
        "document": 1376,
        "excerpt": "ire a greater gift. Creatures rarely accept tasks that seem suicidal. After the creature completes the task, or when the agreed-upon duration of service expires, t"
      },
      {
        "document": 1417,
        "excerpt": "gets' bodies and equipment. You can make each creature seem 1 foot shorter or taller and appear heavier or lighter. A target's new appearance must have the same bas"
      }
    ],
    "seeming": [
      {
        "document": 865,
        "excerpt": "Seeming"
      },
      {
        "document": 891,
        "excerpt": "Seeming"
      },
      {
        "document": 903,
        "excerpt": "Seeming"
      },
      {
        "document": 1417,
        "excerpt": "Seeming"
      }
    ],
    "seems": [
      {
        "document": 237,
        "excerpt": "but they aren't evil; they are unaligned. doing what seems best at the time. Someone who's bored by moral debate is probably Neutral. Chaotic Neutral (CN). Chaoti"
      },
      {
        "document": 646,
        "excerpt": ", the illusion is insubstantial and weightless, yet it seems to be affected by the environment as if the illusion were real unless the effect that created it specifi"
      },
      {
        "document": 789,
        "excerpt": "the simplest effect to make permanent or the one that seems the most fun. For example, a Potion of Healing might increase the drinker’s Hit Point maximum by 2d4 + 2"
      },
      {
        "document": 1323,
        "excerpt": "e when you cast the spell, the writing appears normal, seems to be written in your hand, and conveys whatever meaning you intended when you wrote the text. To all ot"
      },
      {
        "document": 1350,
        "excerpt": "ou can see within range and lasts for the duration. It seems real, including sounds, smells, and temperature appropriate to the thing depicted, but it can't deal dam"
      },
      {
        "document": 1650,
        "excerpt": "the effect as a Bonus Action. This potion's container seems to hold fog that moves and pours like water."
      }
    ],
    "seen": [
      {
        "document": 427,
        "excerpt": "tilize: Paint a recognizable image of something you've seen (DC 10) Craft: Druidic Focus, Holy Symbol"
      },
      {
        "document": 1193,
        "excerpt": "location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or"
      },
      {
        "document": 1220,
        "excerpt": "he object must be of a form and material that you have seen. The spell's duration depends on the object's material, as shown in the Materials table. If the object"
      },
      {
        "document": 1339,
        "excerpt": "ecific kind (such as a human or a unicorn) if you have seen such a creature up close - within 30 feet - at least once. If the creature you described or named is in"
      },
      {
        "document": 1340,
        "excerpt": "can locate a specific object known to you if you have seen it up close - within 30 feet - at least once. Alternatively, the spell can locate the nearest object of"
      },
      {
        "document": 1392,
        "excerpt": "can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you, but it is intangibl"
      },
      {
        "document": 1413,
        "excerpt": "rgeting a creature, you can target a location you have seen. When you do so, the sensor appears at that location and doesn't move."
      },
      {
        "document": 1420,
        "excerpt": "her than your level or Challenge Rating. You must have seen the sort of creature before, and it can't be a Construct or an Undead. When you cast the spell, you gai"
      },
      {
        "document": 1454,
        "excerpt": "| 01–05 | 06–13 | 14–24 | 25–00 | | Seen casually | 01–33 | 34–43 | 44–53 | 54–00 | | Viewed once or described | 01–4"
      },
      {
        "document": 1461,
        "excerpt": "istance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the"
      },
      {
        "document": 1494,
        "excerpt": "affected by any effect that requires its target to be seen unless the effect's creator can somehow see you. Any equipment you are wearing or carrying is also conce"
      },
      {
        "document": 1523,
        "excerpt": "ble movement. If the creature dies or can no longer be seen or heard by you, the next nearest creature that you can see or hear becomes your new target."
      }
    ],
    "seeps": [
      {
        "document": 1634,
        "excerpt": "the oil takes 1 minute, after which the oil magically seeps into whatever it coats, turning the coated weapon into a +3 Weapon or the coated ammunition into +3 Ammu"
      }
    ],
    "sees": [
      {
        "document": 1193,
        "excerpt": "an switch between seeing and hearing. A creature that sees the sensor (such as a creature benefiting from See Invisibility or Truesight) sees a luminous orb about"
      },
      {
        "document": 1304,
        "excerpt": "re discerns that the terrain is illusory, the creature sees a vague image superimposed on the real terrain."
      },
      {
        "document": 1460,
        "excerpt": "erstand any spoken or signed language that it hears or sees. Moreover, when the target communicates by speaking or signing, any creature that knows at least one la"
      },
      {
        "document": 1625,
        "excerpt": "rd to deactivate it. Any creature other than you that sees its reflection in the activated mirror while within 30 feet of the mirror must succeed on a DC 15 Charis"
      },
      {
        "document": 1803,
        "excerpt": "C 12, each creature in a 30-foot Cone. If the basilisk sees its reflection in the Cone, the basilisk must make this save. First Failure: The target has the Restrain"
      },
      {
        "document": 1959,
        "excerpt": "DC 13, each creature in a 30-foot Cone. If the medusa sees its reflection in the Cone, the medusa must make this save. First Failure: The target has the Restrained"
      }
    ],
    "segment": [
      {
        "document": 1409,
        "excerpt": "V, S, M (a segment of rope)"
      }
    ],
    "segments": [
      {
        "document": 75,
        "excerpt": "uare by square on the grid, using your Speed in 5-foot segments. You can translate your Speed into squares by dividing it by 5. For example, a Speed of 30 feet translat"
      }
    ],
    "seismic": [
      {
        "document": 1733,
        "excerpt": "ike the weapon against the ground to create an intense seismic disturbance in a 50-foot-radius circle centered on the point of impact. Structures in contact with the g"
      }
    ],
    "seize": [
      {
        "document": 983,
        "excerpt": "ill in the chaos of battle as they allow their Rage to seize and empower them."
      },
      {
        "document": 1609,
        "excerpt": "to attack or snatch it. As a Utilize action, you can seize and stow any number of Ioun Stones orbiting your head. If your Attunement to an Ioun Stone ends while it"
      }
    ],
    "select": [
      {
        "document": 964,
        "excerpt": "ine Intervention feature, you can choose Wish when you select a spell. If you do so, you can't use Divine Intervention again until you finish 2d4 Long Rests."
      },
      {
        "document": 972,
        "excerpt": "ocation requires you to be a level 5+ Warlock, you can select the invocation once you reach Warlock level 5. Replacing and Gaining Invocations. Whenever you gain a W"
      },
      {
        "document": 988,
        "excerpt": "you cast with this trait (choose the ability when you select the lineage)."
      },
      {
        "document": 989,
        "excerpt": "you cast with this trait (choose the ability when you select the lineage):"
      },
      {
        "document": 992,
        "excerpt": "tall) or Small (about 2–4 feet tall), chosen when you select this species"
      },
      {
        "document": 994,
        "excerpt": "tall) or Small (about 3–4 feet tall), chosen when you select this species"
      },
      {
        "document": 1012,
        "excerpt": "asting ability for this feat's spells (choose when you select this feat). Level 1 Spell. Choose a level 1 spell from the same list you selected for this feat's cantr"
      },
      {
        "document": 1454,
        "excerpt": "ct that you can see within range, to a destination you select. If you target an object, it must be Large or smaller, and it can't be held or carried by an unwilling c"
      },
      {
        "document": 1627,
        "excerpt": "combat against one or more Hostile creatures, you can select one of them as your foe when you roll Initiative. If you reduce your foe to 0 Hit Points during that com"
      }
    ],
    "selected": [
      {
        "document": 561,
        "excerpt": "k roll, forced to make a saving throw by an effect, or selected to receive the effects of a spell or another phenomenon."
      },
      {
        "document": 1012,
        "excerpt": "1 Spell. Choose a level 1 spell from the same list you selected for this feat's cantrips. You always have that spell prepared. You can cast it once without a spell slot"
      },
      {
        "document": 1472,
        "excerpt": "uch damage on a successful one. One side of the wall, selected by you when you cast this spell, deals 5d8 Fire damage to each creature that ends its turn within 10 fee"
      }
    ],
    "selection": [
      {
        "document": 67,
        "excerpt": "ve at that increased pace again (see “Equipment” for a selection of mounts for sale). “Gameplay Toolbox” has rules that affect which pace you can choose in certain types"
      }
    ],
    "self": [
      {
        "document": 134,
        "excerpt": "ssessed, haunted by the spirit of a previous owner, or self-aware thanks to the magic used to create it. A sentient item might be a cherished ally to its wielder or"
      },
      {
        "document": 175,
        "excerpt": "can cast the Invisibility spell, but the spell has a “self only” restriction, which means the spell affects only the hag. Spell Components. The Spellcasting trait"
      },
      {
        "document": 494,
        "excerpt": ", that the spellcaster must touch within their reach. Self. The spell is cast on the spellcaster or emanates from them, as specified in the spell. If a spell has"
      },
      {
        "document": 840,
        "excerpt": "Heightened Focus, Self-Restoration"
      },
      {
        "document": 857,
        "excerpt": "Alter Self, Chromatic Orb, Command, Dragon’s Breath"
      },
      {
        "document": 860,
        "excerpt": "Disguise Self"
      },
      {
        "document": 862,
        "excerpt": "Alter Self"
      },
      {
        "document": 886,
        "excerpt": "Disguise Self"
      },
      {
        "document": 887,
        "excerpt": "Alter Self"
      },
      {
        "document": 899,
        "excerpt": "Disguise Self"
      },
      {
        "document": 967,
        "excerpt": "Self-Restoration"
      },
      {
        "document": 972,
        "excerpt": "Prerequisite: Level 2+ Warlock You can cast Disguise Self without expending a spell slot. Master of Myriad Forms Prerequisite: Level 5+ Warlock You can cast Al"
      },
      {
        "document": 976,
        "excerpt": "y can expose corruption, unravel lies, and poke fun at self-important figures of authority."
      },
      {
        "document": 1153,
        "excerpt": "Alter Self"
      },
      {
        "document": 1159,
        "excerpt": "Self"
      },
      {
        "document": 1160,
        "excerpt": "Self"
      },
      {
        "document": 1168,
        "excerpt": "Self"
      },
      {
        "document": 1169,
        "excerpt": "Self"
      },
      {
        "document": 1182,
        "excerpt": "Self"
      },
      {
        "document": 1183,
        "excerpt": "Self"
      },
      {
        "document": 1184,
        "excerpt": "Self"
      },
      {
        "document": 1196,
        "excerpt": "Self"
      },
      {
        "document": 1198,
        "excerpt": "Self"
      },
      {
        "document": 1199,
        "excerpt": "Self"
      },
      {
        "document": 1200,
        "excerpt": "Self"
      },
      {
        "document": 1202,
        "excerpt": "Self"
      },
      {
        "document": 1208,
        "excerpt": "Self"
      },
      {
        "document": 1209,
        "excerpt": "Self"
      },
      {
        "document": 1210,
        "excerpt": "Self"
      },
      {
        "document": 1212,
        "excerpt": "Self"
      },
      {
        "document": 1215,
        "excerpt": "Self"
      },
      {
        "document": 1229,
        "excerpt": "Self"
      },
      {
        "document": 1230,
        "excerpt": "Self"
      },
      {
        "document": 1231,
        "excerpt": "Self"
      },
      {
        "document": 1232,
        "excerpt": "Self"
      },
      {
        "document": 1234,
        "excerpt": "Disguise Self"
      },
      {
        "document": 1236,
        "excerpt": "Self"
      },
      {
        "document": 1238,
        "excerpt": "Self"
      },
      {
        "document": 1239,
        "excerpt": "Self"
      },
      {
        "document": 1240,
        "excerpt": "Self"
      },
      {
        "document": 1253,
        "excerpt": "Self"
      },
      {
        "document": 1256,
        "excerpt": "Self"
      },
      {
        "document": 1257,
        "excerpt": "Self"
      },
      {
        "document": 1258,
        "excerpt": "Self"
      },
      {
        "document": 1262,
        "excerpt": "Self"
      },
      {
        "document": 1263,
        "excerpt": "Self"
      },
      {
        "document": 1267,
        "excerpt": "Self"
      },
      {
        "document": 1271,
        "excerpt": "Self"
      },
      {
        "document": 1274,
        "excerpt": "Self"
      },
      {
        "document": 1291,
        "excerpt": "Self"
      },
      {
        "document": 1292,
        "excerpt": "Self"
      },
      {
        "document": 1294,
        "excerpt": "Self"
      },
      {
        "document": 1302,
        "excerpt": "Self"
      },
      {
        "document": 1311,
        "excerpt": "Self"
      },
      {
        "document": 1317,
        "excerpt": "Self"
      },
      {
        "document": 1333,
        "excerpt": "Self"
      },
      {
        "document": 1337,
        "excerpt": "Self"
      },
      {
        "document": 1338,
        "excerpt": "Self"
      },
      {
        "document": 1339,
        "excerpt": "Self"
      },
      {
        "document": 1340,
        "excerpt": "Self"
      },
      {
        "document": 1345,
        "excerpt": "Self"
      },
      {
        "document": 1364,
        "excerpt": "Self"
      },
      {
        "document": 1365,
        "excerpt": "Self"
      },
      {
        "document": 1366,
        "excerpt": "Self"
      },
      {
        "document": 1371,
        "excerpt": "Self"
      },
      {
        "document": 1387,
        "excerpt": "Self"
      },
      {
        "document": 1390,
        "excerpt": "Self"
      },
      {
        "document": 1413,
        "excerpt": "Self"
      },
      {
        "document": 1414,
        "excerpt": "Self"
      },
      {
        "document": 1416,
        "excerpt": "Self"
      },
      {
        "document": 1420,
        "excerpt": "Self"
      },
      {
        "document": 1423,
        "excerpt": "Self"
      },
      {
        "document": 1424,
        "excerpt": "Self"
      },
      {
        "document": 1425,
        "excerpt": "Self"
      },
      {
        "document": 1435,
        "excerpt": "Self"
      },
      {
        "document": 1437,
        "excerpt": "Self"
      },
      {
        "document": 1440,
        "excerpt": "Self"
      },
      {
        "document": 1449,
        "excerpt": "Self"
      },
      {
        "document": 1457,
        "excerpt": "Self"
      },
      {
        "document": 1458,
        "excerpt": "Self"
      },
      {
        "document": 1459,
        "excerpt": "Self"
      },
      {
        "document": 1462,
        "excerpt": "Self"
      },
      {
        "document": 1466,
        "excerpt": "Self"
      },
      {
        "document": 1469,
        "excerpt": "Self"
      },
      {
        "document": 1484,
        "excerpt": "Self"
      },
      {
        "document": 1579,
        "excerpt": "e boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can take a Magic action while on th"
      },
      {
        "document": 1595,
        "excerpt": "nt) While wearing this hat, you can cast the Disguise Self spell. The spell ends if the hat is removed."
      },
      {
        "document": 1790,
        "excerpt": "17): At Will: Detect Magic, Detect Thoughts, Disguise Self, Invisibility, Light, Mage Armor (included in AC), Mage Hand, Prestidigitation 2/Day Each: Fly, Lightni"
      },
      {
        "document": 1914,
        "excerpt": "ith spell attacks): At Will: Dancing Lights, Disguise Self (24-hour duration), Invisibility (self only, and the hag leaves no tracks while Invisible), Minor Illusi"
      },
      {
        "document": 1939,
        "excerpt": "casting ability (spell save DC 15): At Will: Disguise Self, Etherealness 1/Day Each: Dream, Hypnotic Pattern"
      },
      {
        "document": 1947,
        "excerpt": "casting ability (spell save DC 13): At Will: Disguise Self (can appear as a Large or Medium biped), Minor Illusion 1/Day Each: Geas, Major Image, Scrying"
      },
      {
        "document": 1969,
        "excerpt": "version) 2/Day Each: Phantasmal Killer, Plane Shift (self only)"
      },
      {
        "document": 1997,
        "excerpt": "18): At Will: Detect Magic, Detect Thoughts, Disguise Self, Mage Hand, Minor Illusion 1/Day Each: Fly, Invisibility, Major Image, Plane Shift"
      },
      {
        "document": 2014,
        "excerpt": "c damage. Illusory Appearance. The hag casts Disguise Self, using Constitution as the spellcasting ability (spell save DC 13). The spell's duration is 24 hours."
      }
    ],
    "sell": [
      {
        "document": 119,
        "excerpt": "plane of existence. If you allow characters to buy and sell magic items in your campaign, rarity can help you set prices for those items. Gold Piece values are prov"
      },
      {
        "document": 387,
        "excerpt": "requirements, you make the item, and you can use it or sell it at its normal price."
      }
    ],
    "seller": [
      {
        "document": 119,
        "excerpt": "in the Magic Item Rarities and Values table, though a seller might ask for a service rather than coin as payment. If a magic item incorporates an item that has a pu"
      }
    ],
    "selling": [
      {
        "document": 420,
        "excerpt": "SELLING EQUIPMENT"
      }
    ],
    "sells": [
      {
        "document": 389,
        "excerpt": "eed 750 GP of raw materials to make Plate Armor, which sells for 1,500 GP. The GM determines whether appropriate raw materials are available."
      },
      {
        "document": 390,
        "excerpt": "ample, you need 5 days to make a Heavy Crossbow, which sells for 50 GP. If an item requires multiple days, the days needn't be consecutive. Characters can combine"
      }
    ],
    "semblance": [
      {
        "document": 1436,
        "excerpt": "(burning incense) Duration: 10 minutes You grant the semblance of life to a corpse of your choice within range, allowing it to answer questions you pose. The corpse mu"
      }
    ],
    "send": [
      {
        "document": 87,
        "excerpt": "nged attack, you fire a bow, hurl an axe, or otherwise send projectiles to strike a foe at a distance. Many spells also involve making a ranged attack."
      },
      {
        "document": 1415,
        "excerpt": "pied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by taking a Magic action to touch the chest and the replica. After"
      },
      {
        "document": 1418,
        "excerpt": ": V, S, M (a copper wire) Duration: Instantaneous You send a short message of 25 words or fewer to a creature you have met or a creature described to you by someon"
      },
      {
        "document": 1534,
        "excerpt": "ou're no longer riding it. As a Magic action, you can send the broom to travel alone to a destination within 1 mile of you if you name the location and are familia"
      }
    ],
    "sender": [
      {
        "document": 1418,
        "excerpt": "t hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables targets to understand th"
      }
    ],
    "sending": [
      {
        "document": 888,
        "excerpt": "Sending"
      },
      {
        "document": 901,
        "excerpt": "Sending"
      },
      {
        "document": 913,
        "excerpt": "Sending"
      },
      {
        "document": 1418,
        "excerpt": "Sending"
      },
      {
        "document": 1702,
        "excerpt": "Sending Stones"
      },
      {
        "document": 1762,
        "excerpt": "Invisibility, Mage Hand, Shatter 1/Day Each: Scrying, Sending"
      },
      {
        "document": 1774,
        "excerpt": "Hand, Shatter (level 3 version) 1/Day Each: Scrying, Sending"
      }
    ],
    "sends": [
      {
        "document": 1376,
        "excerpt": "ince, or some other being of cosmic power. That entity sends a Celestial, an Elemental, or a Fiend loyal to it to aid you, making the creature appear in an unoccupie"
      },
      {
        "document": 1711,
        "excerpt": "into the extradimensional space. 86–00 A spatial rift sends the sphere and each creature and object within 180 feet of the sphere to a random plane of existence."
      }
    ],
    "sensation": [
      {
        "document": 1386,
        "excerpt": "or soil an object no larger than 1 cubic foot. Minor Sensation. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. Magic Mark. You make a"
      }
    ],
    "sense": [
      {
        "document": 378,
        "excerpt": "agical. Handling a magic item is enough to give you a sense that it is extraordinary, but learning a magic item's properties isn't automatic. The Identify spell is"
      },
      {
        "document": 848,
        "excerpt": "Danger Sense, Reckless Attack"
      },
      {
        "document": 962,
        "excerpt": "Danger Sense"
      },
      {
        "document": 968,
        "excerpt": "agical effects. You start with one such effect: Divine Sense, which is described below. Other Paladin features give additional Channel Divinity effect options. Each"
      },
      {
        "document": 1193,
        "excerpt": "pell, choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As a Bonus Action, you can switch between seeing and hea"
      },
      {
        "document": 1229,
        "excerpt": "Concentration, up to 10 minutes For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself."
      },
      {
        "document": 1230,
        "excerpt": "Concentration, up to 10 minutes For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the"
      },
      {
        "document": 1231,
        "excerpt": "Concentration, up to 10 minutes For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of your"
      },
      {
        "document": 1232,
        "excerpt": "either effect as a Magic action on your later turns. Sense Thoughts. You sense the presence of thoughts within 30 feet of yourself that belong to creatures that kn"
      },
      {
        "document": 1267,
        "excerpt": "P) Duration: Concentration, up to 1 day You magically sense the most direct physical route to a location you name. You must be familiar with the location, and the s"
      },
      {
        "document": 1268,
        "excerpt": "120 feet Components: V, S Duration: Instantaneous You sense any trap within range that is within line of sight. A trap, for the purpose of this spell, includes any"
      },
      {
        "document": 1339,
        "excerpt": "scribe or name a creature that is familiar to you. You sense the direction to the creature's location if that creature is within 1,000 feet of you. If the creature i"
      },
      {
        "document": 1340,
        "excerpt": "escribe or name an object that is familiar to you. You sense the direction to the object's location if that object is within 1,000 feet of you. If the object is in m"
      },
      {
        "document": 1360,
        "excerpt": ". The target is also unaffected by anything that would sense its emotions or alignment, read its thoughts, or magically detect its location, and no spell - not even"
      },
      {
        "document": 1516,
        "excerpt": "The extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and l"
      },
      {
        "document": 1693,
        "excerpt": "n a +1 bonus to Armor Class and saving throws and can sense the location of any Invisible creature that is also in the Bright Light. The rod's head stops glowing a"
      },
      {
        "document": 1742,
        "excerpt": "n 60 feet, but not its distance from you. The wand can sense the presence of Hostile creatures that are Invisible, ethereal, disguised, or hidden, as well as those i"
      },
      {
        "document": 1827,
        "excerpt": "Amphibious. The chuul can breathe air and water. Sense Magic. The chuul senses magic within 120 feet of itself. This trait otherwise works like the Detect Magi"
      },
      {
        "document": 2080,
        "excerpt": "esn't disturb the material it moves through. Treasure Sense. The xorn can pinpoint the location of precious metals and stones within 60 feet of itself."
      }
    ],
    "senses": [
      {
        "document": 55,
        "excerpt": "Special Senses"
      },
      {
        "document": 140,
        "excerpt": "Senses"
      },
      {
        "document": 141,
        "excerpt": "gnment Sentient Item's Communication Sentient Item's Senses Sentient Item's Special Purpose"
      },
      {
        "document": 161,
        "excerpt": "throws are listed here. Other Details. The monster's Senses, Languages, and CR entries appear here. Additional details appear in some monsters, such as skill profic"
      },
      {
        "document": 162,
        "excerpt": "Senses"
      },
      {
        "document": 554,
        "excerpt": "e given away or retrieved, it's listed in this entry. Senses. This entry lists the monster's special senses, such as Darkvision, and its Passive Perception. See also"
      },
      {
        "document": 646,
        "excerpt": "uch an effect defines what the illusion does and which senses or mental faculties it deceives. If an illusion manifests in space, the illusion is insubstantial and w"
      },
      {
        "document": 744,
        "excerpt": "Using a combination of senses, notice something that’s easy to miss."
      },
      {
        "document": 786,
        "excerpt": "Sentient Item's Senses"
      },
      {
        "document": 849,
        "excerpt": "Feral Senses"
      },
      {
        "document": 936,
        "excerpt": "Deceives the mind or senses"
      },
      {
        "document": 962,
        "excerpt": "oursing through you, honing your agility, bearing, and senses."
      },
      {
        "document": 969,
        "excerpt": "Feral Senses"
      },
      {
        "document": 972,
        "excerpt": "n to touch a willing creature and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you c"
      },
      {
        "document": 988,
        "excerpt": "Keen Senses"
      },
      {
        "document": 1158,
        "excerpt": "; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned Senses Blindsight 30 ft.; Passive Perception 6 Languages Understands the languages you know CR None (XP 0; PB e"
      },
      {
        "document": 1170,
        "excerpt": "bs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. The GM chooses statistics appropriate for the awakened Plant, such as the statisti"
      },
      {
        "document": 1265,
        "excerpt": "of your next turn, gaining the benefits of any special senses it has. Finally, when you cast a spell with a range of touch, your familiar can deliver the touch. Your"
      },
      {
        "document": 1266,
        "excerpt": "ave: +1 | Save: +2 | Save: -2 | Save: +1 | Save: -1 | Senses Passive Perception 11 Languages Telepathy 1 mile (works only with you) CR None (XP 0; PB equals your Pro"
      },
      {
        "document": 1290,
        "excerpt": "ave: +1 | Save: +2 | Save: -3 | Save: +2 | Save: -4 | Senses Darkvision 60 ft.; Passive Perception 12 Languages Understands the languages you know CR None (XP 0; PB"
      },
      {
        "document": 1345,
        "excerpt": "nt Dice, Strength, Dexterity, Constitution, Speed, and senses are replaced by the creature's. You otherwise keep your game statistics. Meanwhile, the possessed creat"
      },
      {
        "document": 1356,
        "excerpt": "remains visible or otherwise detectable by nonmagical senses. While merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks"
      },
      {
        "document": 1448,
        "excerpt": "tning, Poison Immunities Charmed, Frightened, Poisoned Senses Blindsight 30 ft., Darkvision 60 ft.; Passive Perception 12 Languages Draconic, understands the language"
      },
      {
        "document": 1562,
        "excerpt": "accompanying table). Additionally, you can focus your senses as a Magic action to discern the distance and direction to the closest dragon within 30 miles of yoursel"
      },
      {
        "document": 1687,
        "excerpt": "isdom (Perception) checks that rely on sight. Special Senses. You have Darkvision and Truesight, both with a range of 120 feet. Drawbacks. A Light spell cast on the"
      },
      {
        "document": 1760,
        "excerpt": "0 ft., Swim 40 ft. Skills History +12, Perception +10 Senses Darkvision 120 ft.; Passive Perception 20 Languages Deep Speech; telepathy 120 ft. CR 10 (XP 5,900, or 7"
      },
      {
        "document": 1761,
        "excerpt": "ft. Skills Perception +11, Stealth +7 Immunities Acid Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 21 Languages Common, Draconic CR 14 (XP 11,500"
      },
      {
        "document": 1762,
        "excerpt": "Skills Perception +12, Stealth +5 Immunities Lightning Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 22 Languages Common, Draconic CR 16 (XP 15,000"
      },
      {
        "document": 1763,
        "excerpt": "ception +11, Persuasion +8, Stealth +5 Immunities Fire Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 21 Languages Common, Draconic CR 13 (XP 10,000"
      },
      {
        "document": 1764,
        "excerpt": "ht +7, Perception +12, Stealth +5 Immunities Lightning Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 22 Languages Common, Draconic CR 15 (XP 13,000"
      },
      {
        "document": 1765,
        "excerpt": "ception +9, Perception +12, Stealth +6 Immunities Acid Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 22 Languages Common, Draconic CR 14 (XP 11,500"
      },
      {
        "document": 1766,
        "excerpt": "eption +14, Persuasion +13, Stealth +8 Immunities Fire Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 24 Languages Common, Draconic CR 17 (XP 18,000"
      },
      {
        "document": 1767,
        "excerpt": "Persuasion +9, Stealth +6 Immunities Poison; Poisoned Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 22 Languages Common, Draconic CR 15 (XP 13,000"
      },
      {
        "document": 1768,
        "excerpt": "ft. Skills Perception +13, Stealth +6 Immunities Fire Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 23 Languages Common, Draconic CR 17 (XP 18,000"
      },
      {
        "document": 1769,
        "excerpt": "History +8, Perception +11, Stealth +5 Immunities Cold Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 21 Languages Common, Draconic CR 16 (XP 15,000"
      },
      {
        "document": 1770,
        "excerpt": "ft. Skills Perception +11, Stealth +5 Immunities Cold Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 21 Languages Common, Draconic CR 13 (XP 10,000"
      },
      {
        "document": 1771,
        "excerpt": "d, Petrified, Poisoned, Prone, Restrained, Unconscious Senses Darkvision 60 ft.; Passive Perception 10 Languages Primordial (Auran) CR 5 (XP 1,800; PB +3) Traits Ai"
      },
      {
        "document": 1772,
        "excerpt": ") HP 51 (6d10 + 18) Speed 60 ft. Skills Perception +5 Senses Passive Perception 15 Languages None CR 2 (XP 450; PB +2) Actions Bite. Melee Attack Roll: +6, reach 5"
      },
      {
        "document": 1773,
        "excerpt": "ft. Skills Perception +16, Stealth +9 Immunities Acid Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 26 Languages Common, Draconic CR 21 (XP 33,000"
      },
      {
        "document": 1774,
        "excerpt": "Skills Perception +17, Stealth +7 Immunities Lightning Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 27 Languages Common, Draconic CR 23 (XP 50,000"
      },
      {
        "document": 1775,
        "excerpt": "eption +14, Persuasion +12, Stealth +6 Immunities Fire Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 24 Languages Common, Draconic CR 20 (XP 25,000"
      },
      {
        "document": 1776,
        "excerpt": "t +10, Perception +17, Stealth +7 Immunities Lightning Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 27 Languages Common, Draconic CR 22 (XP 41,0"
      },
      {
        "document": 1777,
        "excerpt": "eption +13, Perception +17, Stealth +8 Immunities Acid Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 27 Languages Common, Draconic CR 21 (XP 33,0"
      },
      {
        "document": 1778,
        "excerpt": "eption +17, Persuasion +16, Stealth +9 Immunities Fire Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 27 Languages Common, Draconic CR 24 (XP 62,000"
      },
      {
        "document": 1779,
        "excerpt": "Persuasion +13, Stealth +8 Immunities Poison; Poisoned Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 27 Languages Common, Draconic CR 22 (XP 41,000"
      },
      {
        "document": 1780,
        "excerpt": "ft. Skills Perception +16, Stealth +7 Immunities Fire Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 26 Languages Common, Draconic CR 24 (XP 62,000"
      },
      {
        "document": 1781,
        "excerpt": "istory +11, Perception +16, Stealth +7 Immunities Cold Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 26 Languages Common, Draconic CR 23 (XP 50,000"
      },
      {
        "document": 1782,
        "excerpt": "ft. Skills Perception +13, Stealth +6 Immunities Cold Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 23 Languages Common, Draconic CR 20 (XP 25,0"
      },
      {
        "document": 1783,
        "excerpt": "Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Senses Blindsight 60 ft.; Passive Perception 6 Languages None CR 1 (XP 200; PB +2) Actions Multiattack. The a"
      },
      {
        "document": 1784,
        "excerpt": "Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Senses Blindsight 60 ft.; Passive Perception 7 Languages None CR 1/4 (XP 50; PB +2) Actions Slash. Melee Atta"
      },
      {
        "document": 1785,
        "excerpt": "xhaustion, Frightened, Paralyzed, Petrified, Poisoned Senses Blindsight 60 ft.; Passive Perception 6 Languages None CR 2 (XP 450; PB +2) Actions Smother. Melee Att"
      },
      {
        "document": 1786,
        "excerpt": "+0 (10) HP 45 (6d10 + 12) Speed 30 ft., Burrow 10 ft. Senses Darkvision 60 ft., Tremorsense 60 ft.; Passive Perception 11 Languages None CR 2 (XP 450; PB +2) Trai"
      },
      {
        "document": 1787,
        "excerpt": "15 Initiative +0 (10) HP 68 (8d12 + 16) Speed 30 ft. Senses Passive Perception 11 Languages None CR 3 (XP 700; PB +2) Actions Multiattack. The ankylosaurus makes"
      },
      {
        "document": 1788,
        "excerpt": "ft., Climb 30 ft. Skills Athletics +5, Perception +3 Senses Passive Perception 13 Languages None CR 1/2 (XP 100; PB +2) Actions Multiattack. The ape makes two Fis"
      },
      {
        "document": 1789,
        "excerpt": "d12 + 12) Speed 20 ft., Swim 80 ft. Skills Stealth +5 Senses Passive Perception 12 Languages None CR 4 (XP 1,100; PB +2) Traits Amphibious. The archelon can breath"
      },
      {
        "document": 1790,
        "excerpt": "mmunities Psychic; Charmed (with Mind Blank) Gear Wand Senses Passive Perception 16 Languages Common plus five other languages CR 12 (XP 8,000; PB +4) Traits Magic"
      },
      {
        "document": 1791,
        "excerpt": "Gear Light Crossbow, Shortsword, Studded Leather Armor Senses Passive Perception 16 Languages Common, Thieves' Cant CR 8 (XP 3,900; PB +3) Traits Evasion. If the as"
      },
      {
        "document": 1792,
        "excerpt": "ightened, Paralyzed, Petrified, Poisoned, Unconscious Senses Truesight 60 ft., Passive Perception 13 Languages All languages known to its summoner CR None (XP 0; PB"
      },
      {
        "document": 1793,
        "excerpt": "peed 20 ft. Vulnerabilities Fire Resistances Piercing Senses Passive Perception 10 Languages Common plus one other language CR 0 (XP 10; PB +2) Actions Rake. Melee"
      },
      {
        "document": 1794,
        "excerpt": "Vulnerabilities Fire Resistances Bludgeoning, Piercing Senses Passive Perception 10 Languages Common plus one other language CR 2 (XP 450; PB +2) Actions Slam. Mele"
      },
      {
        "document": 1795,
        "excerpt": "C 11 Initiative +1 (11) HP 19 (3d10 + 3) Speed 50 ft. Senses Passive Perception 10 Languages None CR 1/4 (XP 50; PB +2) Actions Beak. Melee Attack Roll: +4, reach"
      },
      {
        "document": 1796,
        "excerpt": "+ 12) Speed 30 ft. Immunities Fire, Poison; Poisoned Senses Passive Perception 11 Languages Primordial (Ignan) CR 2 (XP 450; PB +2) Traits Fire Aura. At the end o"
      },
      {
        "document": 1797,
        "excerpt": "tiative +2 (12) HP 3 (1d6) Speed 30 ft., Climb 30 ft. Senses Passive Perception 11 Languages None CR 0 (XP 10; PB +2) Traits Pack Tactics. The baboon has Advantage"
      },
      {
        "document": 1798,
        "excerpt": "Burrow 5 ft. Skills Perception +3 Resistances Poison Senses Darkvision 30 ft.; Passive Perception 13 Languages None CR 0 (XP 10; PB +2) Actions Bite. Melee Attack"
      },
      {
        "document": 1799,
        "excerpt": "Immunities Fire, Poison; Charmed, Frightened, Poisoned Senses Truesight 120 ft.; Passive Perception 19 Languages Abyssal; telepathy 120 ft. CR 19 (XP 22,000; PB +6)"
      },
      {
        "document": 1800,
        "excerpt": "eption +4 Gear Pistol, Scimitar, Studded Leather Armor Senses Passive Perception 10 Languages Common, Thieves' Cant CR 2 (XP 450; PB +2) Actions Multiattack. The ba"
      },
      {
        "document": 1801,
        "excerpt": "d 30 ft. Gear Leather Armor, Light Crossbow, Scimitar Senses Passive Perception 10 Languages Common, Thieves' Cant CR 1/8 (XP 25; PB +2) Actions Scimitar. Melee At"
      },
      {
        "document": 1802,
        "excerpt": "+8 Resistances Cold Immunities Fire, Poison; Poisoned Senses Darkvision 120 ft. (unimpeded by magical Darkness); Passive Perception 18 Languages Infernal; telepath"
      },
      {
        "document": 1803,
        "excerpt": "AC 15 Initiative -1 (9) HP 52 (8d8 + 16) Speed 20 ft. Senses Darkvision 60 ft.; Passive Perception 9 Languages None CR 3 (XP 700; PB +2) Actions Bite. Melee Attack"
      },
      {
        "document": 1804,
        "excerpt": "iative +2 (12) HP 1 (1d4 - 1) Speed 5 ft., Fly 30 ft. Senses Blindsight 60 ft.; Passive Perception 11 Languages None CR 0 (XP 10; PB +2) Actions Bite. Melee Attack"
      },
      {
        "document": 1805,
        "excerpt": "ces Cold Immunities Fire, Poison; Frightened, Poisoned Senses Darkvision 120 ft. (unimpeded by magical Darkness); Passive Perception 10 Languages Infernal; telepathy"
      },
      {
        "document": 1806,
        "excerpt": "Skills Perception +6, Stealth +7 Immunities Lightning Senses Darkvision 90 ft.; Passive Perception 16 Languages Draconic CR 11 (XP 7,200; PB +4) Actions Multiattac"
      },
      {
        "document": 1807,
        "excerpt": "67 (9d8 + 27) Speed 30 ft. Gear Greataxe, Hide Armor Senses Passive Perception 10 Languages Common CR 2 (XP 450; PB +2) Traits Bloodied Frenzy. While Bloodied, th"
      },
      {
        "document": 1808,
        "excerpt": "0 ft., Climb 30 ft., Swim 30 ft. Skills Perception +5 Senses Darkvision 60 ft.; Passive Perception 15 Languages None CR 1/2 (XP 100; PB +2) Actions Multiattack. Th"
      },
      {
        "document": 1809,
        "excerpt": "ft. Skills Perception +4, Stealth +4 Immunities Acid Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14 Languages Draconic CR 2 (XP 450; PB +2) T"
      },
      {
        "document": 1810,
        "excerpt": "d, Exhaustion, Frightened, Grappled, Prone, Restrained Senses Blindsight 60 ft.; Passive Perception 8 Languages None CR 4 (XP 1,100; PB +2) Traits Amorphous. The pu"
      },
      {
        "document": 1811,
        "excerpt": "d8 + 4) Speed 40 ft. Skills Perception +5, Stealth +5 Senses Darkvision 60 ft.; Passive Perception 15 Languages Blink Dog; understands Elvish and Sylvan but can't sp"
      },
      {
        "document": 1812,
        "excerpt": "7 (2d6) Speed 10 ft., Fly 60 ft. Skills Perception +6 Senses Passive Perception 16 Languages None CR 1/8 (XP 25; PB +2) Traits Pack Tactics. The hawk has Advantage"
      },
      {
        "document": 1813,
        "excerpt": "Skills Perception +4, Stealth +2 Immunities Lightning Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14 Languages Draconic CR 3 (XP 700; PB +2) Act"
      },
      {
        "document": 1814,
        "excerpt": "AC 11 Initiative +0 (10) HP 13 (2d8 + 4) Speed 40 ft. Senses Passive Perception 9 Languages None CR 1/4 (XP 50; PB +2) Traits Bloodied Fury. While Bloodied, the bo"
      },
      {
        "document": 1815,
        "excerpt": "+6 Resistances Cold Immunities Fire, Poison; Poisoned Senses Darkvision 120 ft. (unimpeded by magical Darkness); Passive Perception 12 Languages Infernal; telepathy"
      },
      {
        "document": 1816,
        "excerpt": "ft. Skills Perception +4, Stealth +2 Immunities Fire Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14 Languages Draconic CR 1 (XP 200; PB +2) Act"
      },
      {
        "document": 1817,
        "excerpt": "Skills Perception +4, Stealth +2 Immunities Lightning Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14 Languages Draconic CR 2 (XP 450; PB +2) Tra"
      },
      {
        "document": 1818,
        "excerpt": "+ 6) Speed 40 ft., Climb 30 ft. Skills Perception +3 Senses Darkvision 60 ft.; Passive Perception 13 Languages None CR 1 (XP 200; PB +2) Actions Multiattack. The"
      },
      {
        "document": 1819,
        "excerpt": "urvival +3 Gear Chain Shirt, Javelins (6), Morningstar Senses Darkvision 60 ft.; Passive Perception 11 Languages Common, Goblin CR 3 (XP 700; PB +2) Traits Abduct."
      },
      {
        "document": 1820,
        "excerpt": "lth +6, Survival +2 Gear Hide Armor, Light Hammers (3) Senses Darkvision 60 ft.; Passive Perception 10 Languages Common, Goblin CR 1 (XP 200; PB +2) Traits Abduct."
      },
      {
        "document": 1821,
        "excerpt": "45) Speed 40 ft., Burrow 40 ft. Skills Perception +6 Senses Darkvision 60 ft., Tremorsense 120 ft.; Passive Perception 16 Languages None CR 5 (XP 1,800; PB +3) Act"
      },
      {
        "document": 1822,
        "excerpt": "AC 10 Initiative -1 (9) HP 17 (2d10 + 6) Speed 50 ft. Senses Darkvision 60 ft.; Passive Perception 10 Languages None CR 1/8 (XP 25; PB +2) Actions Bite. Melee Atta"
      },
      {
        "document": 1823,
        "excerpt": "40 ft., Climb 40 ft. Skills Perception +3, Stealth +4 Senses Darkvision 60 ft.; Passive Perception 13 Languages None CR 0 (XP 10; PB +2) Traits Jumper. The cat's j"
      },
      {
        "document": 1824,
        "excerpt": "tics +6, Perception +3 Gear Breastplate, Longbow, Pike Senses Passive Perception 13 Languages Elvish, Sylvan CR 2 (XP 450; PB +2) Actions Multiattack. The centaur m"
      },
      {
        "document": 1825,
        "excerpt": ", Piercing, Slashing Immunities Fire, Poison; Poisoned Senses Darkvision 120 ft. (unimpeded by magical Darkness); Passive Perception 11 Languages Infernal; telepath"
      },
      {
        "document": 1826,
        "excerpt": "0 + 48) Speed 30 ft., Fly 60 ft. Skills Perception +8 Senses Darkvision 60 ft.; Passive Perception 18 Languages Understands Draconic but can't speak CR 6 (XP 2,300;"
      },
      {
        "document": 1827,
        "excerpt": "uul can breathe air and water. Sense Magic. The chuul senses magic within 120 feet of itself. This trait otherwise works like the Detect Magic spell but isn't itself"
      },
      {
        "document": 1828,
        "excerpt": "Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Senses Darkvision 60 ft.; Passive Perception 9 Languages Common plus one other language CR 9 (XP 5,000; PB +4)"
      },
      {
        "document": 1829,
        "excerpt": "., Fly 40 ft. Skills Stealth +5 Immunities Frightened Senses Darkvision 120 ft.; Passive Perception 12 Languages Deep Speech, Undercommon CR 8 (XP 3,900; PB +3) Tra"
      },
      {
        "document": 1830,
        "excerpt": "Fly 20 ft. (hover) Skills Insight +7, Perception +11 Senses Passive Perception 21 Languages Common, Giant CR 9 (XP 5,000; PB +4) Actions Multiattack. The giant ma"
      },
      {
        "document": 1831,
        "excerpt": "d6 + 5) Speed 20 ft., Fly 40 ft. Immunities Petrified Senses Darkvision 60 ft.; Passive Perception 11 Languages None CR 1/2 (XP 100; PB +2) Actions Petrifying Bite"
      },
      {
        "document": 1832,
        "excerpt": "Initiative +0 (10) HP 4 (1d8) Speed 30 ft. Gear Club Senses Passive Perception 10 Languages Common CR 0 (XP 10; PB +2) Traits Training. The commoner has proficien"
      },
      {
        "document": 1833,
        "excerpt": "30 ft., Swim 30 ft. Skills Perception +2, Stealth +4 Senses Blindsight 10 ft.; Passive Perception 12 Languages None CR 1/4 (XP 50; PB +2) Actions Bite. Melee Atta"
      },
      {
        "document": 1834,
        "excerpt": "ft. Skills Perception +4, Stealth +3 Immunities Acid Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14 Languages Draconic CR 1 (XP 200; PB +2) Act"
      },
      {
        "document": 1835,
        "excerpt": "eoning, Piercing, Slashing Immunities Psychic, Radiant Senses Truesight 120 ft.; Passive Perception 15 Languages All; telepathy 120 ft. CR 4 (XP 1,100; PB +2) Traits"
      },
      {
        "document": 1836,
        "excerpt": "(1d4 + 1) Speed 20 ft., Swim 20 ft. Skills Stealth +2 Senses Blindsight 30 ft.; Passive Perception 9 Languages None CR 0 (XP 10; PB +2) Traits Amphibious. The crab"
      },
      {
        "document": 1837,
        "excerpt": "2d10 + 2) Speed 20 ft., Swim 30 ft. Skills Stealth +2 Senses Passive Perception 10 Languages None CR 1/2 (XP 100; PB +2) Traits Hold Breath. The crocodile can hold"
      },
      {
        "document": 1838,
        "excerpt": "uasion +3, Religion +2 Gear Holy Symbol, Leather Armor Senses Passive Perception 12 Languages Common CR 2 (XP 450; PB +2) Actions Pact Blade. Melee Attack Roll: +4,"
      },
      {
        "document": 1839,
        "excerpt": "s Deception +2, Religion +2 Gear Leather Armor, Sickle Senses Passive Perception 10 Languages Common CR 1/8 (XP 25; PB +2) Actions Ritual Sickle. Melee Attack Roll:"
      },
      {
        "document": 1840,
        "excerpt": "(5d6 + 5) Speed 10 ft., Fly 30 ft. Skills Stealth +3 Senses Blindsight 60 ft.; Passive Perception 10 Languages None CR 1/2 (XP 100; PB +2) Actions Crush. Melee At"
      },
      {
        "document": 1841,
        "excerpt": "d, Charmed, Deafened, Frightened, Stunned, Unconscious Senses Darkvision 120 ft.; Passive Perception 15 Languages None CR 1 (XP 200; PB +2) Actions Multiattack. The"
      },
      {
        "document": 1842,
        "excerpt": "+3 (13) HP 4 (1d8) Speed 50 ft. Skills Perception +4 Senses Darkvision 60 ft.; Passive Perception 14 Languages None CR 0 (XP 10; PB +2) Traits Agile. The deer doe"
      },
      {
        "document": 1843,
        "excerpt": "ces Radiant Immunities Charmed, Exhaustion, Frightened Senses Darkvision 120 ft.; Passive Perception 19 Languages All; telepathy 120 ft. CR 10 (XP 5,900; PB +4) Trai"
      },
      {
        "document": 1844,
        "excerpt": "10 + 6) Speed 50 ft. Skills Perception +5, Stealth +4 Senses Darkvision 60 ft.; Passive Perception 15 Languages None CR 1 (XP 200; PB +2) Traits Pack Tactics. The"
      },
      {
        "document": 1845,
        "excerpt": "ft., Fly 90 ft. (hover) Immunities Lightning, Thunder Senses Darkvision 120 ft.; Passive Perception 13 Languages Primordial (Auran) CR 11 (XP 7,200; PB +4) Traits"
      },
      {
        "document": 1846,
        "excerpt": "t. Skills Deception +6, Insight +3 Immunities Charmed Senses Darkvision 60 ft.; Passive Perception 11 Languages Common plus three other languages CR 3 (XP 700; PB +2"
      },
      {
        "document": 1847,
        "excerpt": "C 10 Initiative +0 (10) HP 15 (2d10 + 4) Speed 40 ft. Senses Passive Perception 10 Languages None CR 1/4 (XP 50; PB +2) Actions Hooves. Melee Attack Roll: +6, reac"
      },
      {
        "document": 1848,
        "excerpt": "d20 + 115) Speed 20 ft., Swim 50 ft. Resistances Fire Senses Darkvision 120 ft.; Passive Perception 11 Languages Draconic, Primordial (Aquan) CR 17 (XP 18,000; PB +6"
      },
      {
        "document": 1849,
        "excerpt": "nces Cold, Fire, Lightning Immunities Poison; Poisoned Senses Darkvision 60 ft.; Passive Perception 9 Languages Abyssal; telepathy 60 ft. (works only with creatures t"
      },
      {
        "document": 1850,
        "excerpt": "0 ft., Climb 30 ft. Skills Perception +6, Stealth +10 Senses Darkvision 120 ft.; Passive Perception 16 Languages Elvish, Undercommon CR 6 (XP 2,300; PB +3) Traits"
      },
      {
        "document": 1851,
        "excerpt": "5, Nature +3, Perception +5 Gear Studded Leather Armor Senses Passive Perception 15 Languages Common, Druidic, Sylvan CR 2 (XP 450; PB +2) Actions Multiattack. The"
      },
      {
        "document": 1852,
        "excerpt": "2 (5d8) Speed 30 ft. Skills Perception +4, Stealth +5 Senses Darkvision 60 ft.; Passive Perception 14 Languages Elvish, Sylvan CR 1 (XP 200; PB +2) Traits Magic Re"
      },
      {
        "document": 1853,
        "excerpt": "abilities Fire Immunities Poison; Exhaustion, Poisoned Senses Darkvision 60 ft.; Passive Perception 12 Languages Primordial (Auran, Terran) CR 1/2 (XP 100; PB +2) Tr"
      },
      {
        "document": 1854,
        "excerpt": "d6 + 1) Speed 10 ft., Fly 60 ft. Skills Perception +6 Senses Passive Perception 16 Languages None CR 0 (XP 10; PB +2) Actions Talons. Melee Attack Roll: +4, reach"
      },
      {
        "document": 1855,
        "excerpt": "xhaustion, Paralyzed, Petrified, Poisoned, Unconscious Senses Darkvision 60 ft., Tremorsense 60 ft.; Passive Perception 10 Languages Primordial (Terran) CR 5 (XP 1,80"
      },
      {
        "document": 1856,
        "excerpt": "119) Speed 40 ft., Fly 60 ft. (hover) Immunities Fire Senses Darkvision 120 ft.; Passive Perception 12 Languages Primordial (Ignan) CR 11 (XP 7,200; PB +4) Traits"
      },
      {
        "document": 1857,
        "excerpt": "C 12 Initiative -1 (9) HP 76 (8d12 + 24) Speed 40 ft. Senses Passive Perception 10 Languages None CR 4 (XP 1,100; PB +2) Actions Multiattack. The elephant makes tw"
      },
      {
        "document": 1858,
        "excerpt": "0 (10) HP 11 (2d10) Speed 50 ft. Skills Perception +2 Senses Darkvision 60 ft.; Passive Perception 12 Languages None CR 1/4 (XP 50; PB +2) Actions Ram. Melee Attac"
      },
      {
        "document": 1859,
        "excerpt": "+8 Resistances Cold Immunities Fire, Poison; Poisoned Senses Truesight 120 ft.; Passive Perception 16 Languages Infernal; telepathy 120 ft. CR 12 (XP 8,400; PB +4)"
      },
      {
        "document": 1860,
        "excerpt": "30 ft. Skills Perception +3, Stealth +4, Survival +3 Senses Darkvision 60 ft.; Passive Perception 13 Languages None CR 2 (XP 450; PB +2) Traits Spider Climb. The"
      },
      {
        "document": 1861,
        "excerpt": "ened, Stunned, Unconscious Gear Battleaxe, Morningstar Senses Darkvision 60 ft.; Passive Perception 14 Languages Giant CR 4 (XP 1,100; PB +2) Actions Multiattack. T"
      },
      {
        "document": 1862,
        "excerpt": "d, Petrified, Poisoned, Prone, Restrained, Unconscious Senses Darkvision 60 ft.; Passive Perception 10 Languages Primordial (Ignan) CR 5 (XP 1,800; PB +3) Traits Fi"
      },
      {
        "document": 1863,
        "excerpt": ". Skills Athletics +11, Perception +6 Immunities Fire Senses Passive Perception 16 Languages Giant CR 9 (XP 5,000; PB +4) Actions Multiattack. The giant makes two"
      },
      {
        "document": 1864,
        "excerpt": "Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Senses Darkvision 60 ft.; Passive Perception 10 Languages Understands Common plus one other language but can't"
      },
      {
        "document": 1865,
        "excerpt": "(12) HP 5 (2d4) Speed 30 ft., Fly 60 ft., Swim 30 ft. Senses Blindsight 10 ft.; Passive Perception 11 Languages None CR 1/8 (XP 25; PB +2) Traits Flyby. The snake"
      },
      {
        "document": 1866,
        "excerpt": "20 ft., Swim 20 ft. Skills Perception +1, Stealth +3 Senses Darkvision 30 ft.; Passive Perception 11 Languages None CR 0 (XP 10; PB +2) Traits Amphibious. The fro"
      },
      {
        "document": 1867,
        "excerpt": "t. Skills Athletics +9, Perception +3 Immunities Cold Senses Passive Perception 13 Languages Giant CR 8 (XP 3,900; PB +3) Actions Multiattack. The giant makes two"
      },
      {
        "document": 1868,
        "excerpt": "+4 Immunities Poison; Exhaustion, Petrified, Poisoned Senses Darkvision 60 ft.; Passive Perception 10 Languages Primordial (Terran) CR 2 (XP 450; PB +2) Traits Fly"
      },
      {
        "document": 1869,
        "excerpt": "nded, Charmed, Deafened, Exhaustion, Frightened, Prone Senses Blindsight 60 ft.; Passive Perception 8 Languages None CR 2 (XP 450; PB +2) Traits Ooze Cube. The cube"
      },
      {
        "document": 1870,
        "excerpt": "rotic Immunities Poison; Charmed, Exhaustion, Poisoned Senses Darkvision 60 ft.; Passive Perception 10 Languages Common CR 2 (XP 450; PB +2) Traits Stench. Constitu"
      },
      {
        "document": 1871,
        "excerpt": "led, Paralyzed, Petrified, Poisoned, Prone, Restrained Senses Darkvision 60 ft.; Passive Perception 11 Languages Common plus one other language CR 4 (XP 1,100; PB +2)"
      },
      {
        "document": 1872,
        "excerpt": "ft. Immunities Poison; Charmed, Exhaustion, Poisoned Senses Darkvision 60 ft.; Passive Perception 10 Languages Common CR 1 (XP 200; PB +2) Actions Multiattack. Th"
      },
      {
        "document": 1873,
        "excerpt": "0 ft. Skills Athletics +9, Perception +4, Survival +4 Senses Passive Perception 14 Languages None CR 7 (XP 2,900; PB +3) Actions Multiattack. The ape makes two Fis"
      },
      {
        "document": 1874,
        "excerpt": "Burrow 10 ft. Skills Perception +3 Resistances Poison Senses Darkvision 60 ft.; Passive Perception 13 Languages None CR 1/4 (XP 50; PB +2) Actions Bite. Melee Atta"
      },
      {
        "document": 1875,
        "excerpt": "tiative +3 (13) HP 22 (4d10) Speed 10 ft., Fly 60 ft. Senses Blindsight 120 ft.; Passive Perception 11 Languages None CR 1/4 (XP 50; PB +2) Actions Bite. Melee Att"
      },
      {
        "document": 1876,
        "excerpt": "13 Initiative +0 (10) HP 42 (5d10 + 15) Speed 40 ft. Senses Passive Perception 8 Languages None CR 2 (XP 450; PB +2) Traits Bloodied Fury. The boar has Advantage"
      },
      {
        "document": 1877,
        "excerpt": "ive +2 (12) HP 9 (2d6 + 2) Speed 30 ft., Climb 30 ft. Senses Blindsight 30 ft.; Passive Perception 8 Languages None CR 1/4 (XP 50; PB +2) Actions Bite. Melee Attac"
      },
      {
        "document": 1878,
        "excerpt": "2 + 8) Speed 30 ft., Swim 30 ft. Skills Perception +2 Senses Blindsight 10 ft.; Passive Perception 12 Languages None CR 2 (XP 450; PB +2) Actions Multiattack. The"
      },
      {
        "document": 1879,
        "excerpt": "13 (3d8) Speed 30 ft., Swim 30 ft. Skills Stealth +3 Senses Blindsight 30 ft.; Passive Perception 9 Languages None CR 1/8 (XP 25; PB +2) Traits Amphibious. The cr"
      },
      {
        "document": 1880,
        "excerpt": "d12 + 27) Speed 30 ft., Swim 50 ft. Skills Stealth +5 Senses Passive Perception 10 Languages None CR 5 (XP 1,800; PB +3) Traits Hold Breath. The crocodile can hold"
      },
      {
        "document": 1881,
        "excerpt": "t. Skills Perception +6 Resistances Necrotic, Radiant Senses Passive Perception 16 Languages Celestial; understands Common and Primordial (Auran) but can't speak the"
      },
      {
        "document": 1882,
        "excerpt": "t. Skills Perception +4 Resistances Necrotic, Radiant Senses Darkvision 90 ft.; Passive Perception 14 Languages Celestial; understands Common, Elvish, and Sylvan but"
      },
      {
        "document": 1883,
        "excerpt": "(1d6 + 1) Speed 30 ft., Climb 30 ft. Resistances Fire Senses Blindsight 30 ft.; Passive Perception 8 Languages None CR 0 (XP 10; PB +2) Traits Illumination. The be"
      },
      {
        "document": 1884,
        "excerpt": "ive +1 (11) HP 19 (3d10 + 3) Speed 30 ft., Fly 60 ft. Senses Darkvision 60 ft., Passive Perception 10 Languages None CR 0 (XP 0; PB +2) Golden Lions (Rare). These g"
      },
      {
        "document": 1885,
        "excerpt": "30 ft., Swim 30 ft. Skills Perception +2, Stealth +4 Senses Darkvision 30 ft.; Passive Perception 12 Languages None CR 1/4 (XP 50; PB +2) Traits Amphibious. The f"
      },
      {
        "document": 1886,
        "excerpt": "+ 3) Speed 40 ft., Climb 30 ft. Skills Perception +3 Senses Darkvision 60 ft.; Passive Perception 13 Languages None CR 1/2 (XP 100; PB +2) Actions Ram. Melee Atta"
      },
      {
        "document": 1887,
        "excerpt": ") HP 45 (6d10 + 12) Speed 50 ft. Skills Perception +3 Senses Darkvision 60 ft.; Passive Perception 13 Languages None CR 1 (XP 200; PB +2) Actions Bite. Melee Attac"
      },
      {
        "document": 1888,
        "excerpt": "e +1 (11) HP 19 (3d10 + 3) Speed 40 ft., Climb 40 ft. Senses Darkvision 60 ft.; Passive Perception 10 Languages None CR 1/4 (XP 50; PB +2) Traits Spider Climb. The"
      },
      {
        "document": 1889,
        "excerpt": "10 ft., Swim 60 ft. Skills Perception +4, Stealth +5 Senses Darkvision 60 ft.; Passive Perception 14 Languages None CR 1 (XP 200; PB +2) Traits Water Breathing. T"
      },
      {
        "document": 1890,
        "excerpt": "erception +6, Stealth +6 Resistances Necrotic, Radiant Senses Darkvision 120 ft.; Passive Perception 16 Languages Celestial; understands Common, Elvish, and Sylvan bu"
      },
      {
        "document": 1891,
        "excerpt": "(2d6) Speed 30 ft., Climb 30 ft. Skills Perception +2 Senses Darkvision 60 ft.; Passive Perception 12 Languages None CR 1/8 (XP 25; PB +2) Traits Pack Tactics. The"
      },
      {
        "document": 1892,
        "excerpt": "15 Initiative +1 (11) HP 52 (7d10 + 14) Speed 40 ft. Senses Blindsight 60 ft.; Passive Perception 9 Languages None CR 3 (XP 700; PB +2) Actions Multiattack. The s"
      },
      {
        "document": 1893,
        "excerpt": "tiative +1 (11) HP 16 (3d10) Speed 5 ft., Swim 40 ft. Senses Passive Perception 11 Languages None CR 1/2 (XP 100; PB +2) Traits Water Breathing. The seahorse can b"
      },
      {
        "document": 1894,
        "excerpt": "2 + 40) Speed 5 ft., Swim 60 ft. Skills Perception +3 Senses Blindsight 60 ft.; Passive Perception 13 Languages None CR 5 (XP 1,800; PB +3) Traits Water Breathing."
      },
      {
        "document": 1895,
        "excerpt": "30 ft., Climb 30 ft. Skills Perception +4, Stealth +7 Senses Darkvision 60 ft.; Passive Perception 14 Languages None CR 1 (XP 200; PB +2) Traits Spider Climb. The"
      },
      {
        "document": 1896,
        "excerpt": "ve +1 (11) HP 39 (6d10 + 6) Speed 30 ft., Swim 30 ft. Senses Darkvision 60 ft.; Passive Perception 10 Languages None CR 1 (XP 200; PB +2) Traits Amphibious. The to"
      },
      {
        "document": 1897,
        "excerpt": "8 + 2) Speed 40 ft., Swim 40 ft. Skills Perception +2 Senses Blindsight 10 ft.; Passive Perception 12 Languages None CR 1/4 (XP 50; PB +2) Actions Bite. Melee Atta"
      },
      {
        "document": 1898,
        "excerpt": "Fly 60 ft. Skills Perception +3 Resistances Necrotic Senses Darkvision 60 ft.; Passive Perception 13 Languages Understands Common but can't speak CR 1 (XP 200; PB +"
      },
      {
        "document": 1899,
        "excerpt": "itiative +2 (12) HP 22 (5d8) Speed 10 ft., Fly 50 ft. Senses Passive Perception 10 Languages None CR 1/2 (XP 100; PB +2) Traits Flyby. The wasp doesn't provoke an"
      },
      {
        "document": 1900,
        "excerpt": "0 ft. Skills Acrobatics +5, Perception +3, Stealth +5 Senses Darkvision 60 ft.; Passive Perception 13 Languages None CR 1/8 (XP 25; PB +2) Actions Bite. Melee Atta"
      },
      {
        "document": 1901,
        "excerpt": "40 ft., Climb 40 ft. Skills Perception +3, Stealth +7 Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 13 Languages None CR 1/4 (XP 50; PB +2) Trai"
      },
      {
        "document": 1902,
        "excerpt": "(7d8 + 21) Speed 20 ft., Swim 20 ft. Immunities Prone Senses Darkvision 60 ft.; Passive Perception 10 Languages None CR 2 (XP 450; PB +2) Traits Aberrant Ground. T"
      },
      {
        "document": 1903,
        "excerpt": "nces Cold, Fire, Lightning Immunities Poison; Poisoned Senses Truesight 120 ft.; Passive Perception 17 Languages Abyssal; telepathy 120 ft. CR 9 (XP 5,000; PB +4) Tr"
      },
      {
        "document": 1904,
        "excerpt": "ance +5 Gear Shield, Spears (3), Studded Leather Armor Senses Passive Perception 11 Languages Common CR 5 (XP 1,800; PB +3) Actions Multiattack. The gladiator makes"
      },
      {
        "document": 1905,
        "excerpt": "il AC 15 Initiative +1 (11) HP 27 (6d8) Speed 30 ft. Senses Darkvision 60 ft.; Passive Perception 10 Languages Gnoll CR 1/2 (XP 100; PB +2) Actions Rend. Melee At"
      },
      {
        "document": 1906,
        "excerpt": "(1d8) Speed 40 ft., Climb 30 ft. Skills Perception +2 Senses Darkvision 60 ft.; Passive Perception 12 Languages None CR 0 (XP 10; PB +2) Actions Ram. Melee Attack"
      },
      {
        "document": 1907,
        "excerpt": "tealth +6 Gear Chain Shirt, Scimitar, Shield, Shortbow Senses Darkvision 60 ft.; Passive Perception 9 Languages Common, Goblin CR 1 (XP 200; PB +2) Actions Multiatt"
      },
      {
        "document": 1908,
        "excerpt": "(2d6) Speed 30 ft. Skills Stealth +6 Gear Daggers (3) Senses Darkvision 60 ft.; Passive Perception 9 Languages Common, Goblin CR 1/8 (XP 25; PB +2) Actions Dagger."
      },
      {
        "document": 1909,
        "excerpt": "alth +6 Gear Leather Armor, Scimitar, Shield, Shortbow Senses Darkvision 60 ft.; Passive Perception 9 Languages Common, Goblin CR 1/4 (XP 50; PB +2) Actions Scimita"
      },
      {
        "document": 1910,
        "excerpt": "ft. Skills Perception +4, Stealth +4 Immunities Fire Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14 Languages Draconic CR 3 (XP 700; PB +2) Tra"
      },
      {
        "document": 1911,
        "excerpt": "Skills Perception +7 Immunities Exhaustion, Petrified Senses Darkvision 60 ft.; Passive Perception 17 Languages None CR 5 (XP 1,800; PB +3) Actions Gore. Melee Att"
      },
      {
        "document": 1912,
        "excerpt": "d, Exhaustion, Frightened, Grappled, Prone, Restrained Senses Blindsight 60 ft.; Passive Perception 8 Languages None CR 1/2 (XP 100; PB +2) Traits Amorphous. The oo"
      },
      {
        "document": 1913,
        "excerpt": "Perception +4, Stealth +3 Immunities Poison; Poisoned Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14 Languages Draconic CR 2 (XP 450; PB +2) Tra"
      },
      {
        "document": 1914,
        "excerpt": "lls Arcana +5, Deception +4, Perception +4, Stealth +3 Senses Darkvision 60 ft.; Passive Perception 14 Languages Common, Elvish, Sylvan CR 3 (XP 700; PB +2) Traits"
      },
      {
        "document": 1915,
        "excerpt": "4 (12d8) Speed 30 ft., Climb 30 ft. Skills Stealth +4 Senses Darkvision 60 ft.; Passive Perception 12 Languages None CR 2 (XP 450; PB +2) Actions Multiattack. The"
      },
      {
        "document": 1916,
        "excerpt": "0 + 21) Speed 30 ft., Fly 80 ft. Skills Perception +5 Senses Darkvision 60 ft.; Passive Perception 15 Languages None CR 2 (XP 450; PB +2) Actions Multiattack. The"
      },
      {
        "document": 1917,
        "excerpt": "30 ft. Skills Athletics +5, Perception +3, Stealth +5 Senses Blindsight 30 ft.; Passive Perception 13 Languages None CR 1/4 (XP 50; PB +2) Actions Bone Cudgel. Mel"
      },
      {
        "document": 1918,
        "excerpt": "n +4 Gear Breastplate, Javelins (6), Longsword, Shield Senses Passive Perception 14 Languages Common CR 4 (XP 1,100; PB +2) Actions Multiattack. The guard makes two"
      },
      {
        "document": 1919,
        "excerpt": "Skills Perception +2 Gear Chain Shirt, Shield, Spear Senses Passive Perception 12 Languages Common CR 1/8 (XP 25; PB +2) Actions Spear. Melee or Ranged Attack Rol"
      },
      {
        "document": 1920,
        "excerpt": "ities Poison; Charmed, Paralyzed, Poisoned, Restrained Senses Darkvision 60 ft.; Passive Perception 14 Languages Celestial, Common CR 10 (XP 5,900; PB +4) Traits Ce"
      },
      {
        "document": 1921,
        "excerpt": "Damage type chosen for the Draconic Origin trait below Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 15 Languages Common, Draconic CR 5 (XP 1,800; P"
      },
      {
        "document": 1922,
        "excerpt": "tive +1 (11) HP 38 (7d8 + 7) Speed 20 ft., Fly 40 ft. Senses Passive Perception 10 Languages Common CR 1 (XP 200; PB +2) Actions Claw. Melee Attack Roll: +3, reach"
      },
      {
        "document": 1923,
        "excerpt": "d4 - 1) Speed 10 ft., Fly 60 ft. Skills Perception +6 Senses Passive Perception 16 Languages None CR 0 (XP 10; PB +2) Actions Talons. Melee Attack Roll: +5, reach"
      },
      {
        "document": 1924,
        "excerpt": "18) Speed 50 ft. Skills Perception +5 Immunities Fire Senses Darkvision 60 ft.; Passive Perception 15 Languages Understands Infernal but can't speak CR 3 (XP 700; PB"
      },
      {
        "document": 1925,
        "excerpt": "nces Cold, Fire, Lightning Immunities Poison; Poisoned Senses Darkvision 120 ft.; Passive Perception 11 Languages Abyssal; telepathy 120 ft. CR 8 (XP 3,900; PB +3) T"
      },
      {
        "document": 1926,
        "excerpt": "HP 105 (10d12 + 40) Speed 40 ft. Skills Perception +2 Senses Passive Perception 12 Languages Giant CR 5 (XP 1,800; PB +3) Actions Multiattack. The giant makes two"
      },
      {
        "document": 1927,
        "excerpt": "10 + 4) Speed 40 ft., Fly 60 ft. Skills Perception +5 Senses Passive Perception 15 Languages None CR 1 (XP 200; PB +2) Traits Flyby. The hippogriff doesn't provoke"
      },
      {
        "document": 1928,
        "excerpt": "+ 22) Speed 30 ft., Swim 30 ft. Skills Perception +3 Senses Passive Perception 13 Languages None CR 4 (XP 1,100; PB +2) Traits Hold Breath. The hippopotamus can h"
      },
      {
        "document": 1929,
        "excerpt": "eed 30 ft. Gear Greatsword, Half Plate Armor, Longbow Senses Darkvision 60 ft.; Passive Perception 10 Languages Common, Goblin CR 3 (XP 700; PB +2) Traits Aura of"
      },
      {
        "document": 1930,
        "excerpt": "ft. Gear Half Plate Armor, Longbow, Longsword, Shield Senses Darkvision 60 ft.; Passive Perception 10 Languages Common, Goblin CR 1/2 (XP 100; PB +2) Traits Pack T"
      },
      {
        "document": 1931,
        "excerpt": "ft., Fly 40 ft. Immunities Poison; Charmed, Poisoned Senses Darkvision 60 ft.; Passive Perception 10 Languages Understands Common plus one other language but can't"
      },
      {
        "document": 1932,
        "excerpt": "t. Resistances Cold Immunities Fire, Poison; Poisoned Senses Darkvision 150 ft. (unimpeded by magical Darkness); Passive Perception 13 Languages Infernal; telepathy"
      },
      {
        "document": 1933,
        "excerpt": "0 + 12) Speed 5 ft., Swim 40 ft. Skills Perception +2 Senses Blindsight 60 ft.; Passive Perception 12 Languages None CR 2 (XP 450; PB +2) Traits Water Breathing. T"
      },
      {
        "document": 1934,
        "excerpt": "d, Charmed, Deafened, Frightened, Stunned, Unconscious Senses Darkvision 60 ft.; Passive Perception 16 Languages None CR 8 (XP 3,900; PB +3) Traits Hold Breath. The"
      },
      {
        "document": 1935,
        "excerpt": "(11) HP 5 (1d8 + 1) Speed 50 ft. Skills Perception +3 Senses Darkvision 60 ft.; Passive Perception 13 Languages None CR 0 (XP 10; PB +2) Traits Pack Tactics. The h"
      },
      {
        "document": 1936,
        "excerpt": "Persuasion +9 Immunities Cold, Fire, Poison; Poisoned Senses Blindsight 120 ft.; Passive Perception 17 Languages Infernal; telepathy 120 ft. CR 14 (XP 11,500; PB +5)"
      },
      {
        "document": 1937,
        "excerpt": "ies Fire Immunities Cold, Poison; Exhaustion, Poisoned Senses Darkvision 60 ft.; Passive Perception 12 Languages Primordial (Aquan, Auran) CR 1/2 (XP 100; PB +2) Tra"
      },
      {
        "document": 1938,
        "excerpt": "+5 Resistances Cold Immunities Fire, Poison; Poisoned Senses Darkvision 120 ft. (unimpeded by magical Darkness); Passive Perception 11 Languages Common, Infernal CR"
      },
      {
        "document": 1939,
        "excerpt": "+9, Stealth +7 Resistances Cold, Fire, Poison, Psychic Senses Darkvision 60 ft.; Passive Perception 15 Languages Abyssal, Common, Infernal; telepathy 60 ft. CR 4 (XP"
      },
      {
        "document": 1940,
        "excerpt": "d, Petrified, Poisoned, Prone, Restrained, Unconscious Senses Darkvision 60 ft.; Passive Perception 18 Languages Common, Primordial (Auran) CR 6 (XP 2,300; PB +3) Tr"
      },
      {
        "document": 1941,
        "excerpt": "Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Senses Darkvision 120 ft.; Passive Perception 10 Languages Understands Common plus two other languages but can'"
      },
      {
        "document": 1942,
        "excerpt": "3 (1d6) Speed 40 ft. Skills Perception +5, Stealth +4 Senses Darkvision 90 ft.; Passive Perception 15 Languages None CR 0 (XP 10; PB +2) Actions Bite. Melee Attack"
      },
      {
        "document": 1943,
        "excerpt": "d 5 ft., Swim 60 ft. Skills Perception +3, Stealth +4 Senses Blindsight 120 ft.; Passive Perception 13 Languages None CR 3 (XP 700; PB +2) Traits Hold Breath. The"
      },
      {
        "document": 1944,
        "excerpt": "rightened Gear Greatsword, Heavy Crossbow, Plate Armor Senses Passive Perception 10 Languages Common plus one other language CR 3 (XP 700; PB +2) Actions Multiattac"
      },
      {
        "document": 1945,
        "excerpt": "+2 (12) HP 7 (3d6 - 3) Speed 30 ft. Gear Daggers (3) Senses Darkvision 60 ft.; Passive Perception 8 Languages Common, Draconic CR 1/8 (XP 25; PB +2) Traits Pack T"
      },
      {
        "document": 1946,
        "excerpt": "Lightning; Frightened, Grappled, Paralyzed, Restrained Senses Truesight 120 ft.; Passive Perception 21 Languages Understands Abyssal, Celestial, Infernal, and Primord"
      },
      {
        "document": 1947,
        "excerpt": "ed 40 ft. Skills Deception +7, Insight +4, Stealth +5 Senses Darkvision 60 ft.; Passive Perception 12 Languages Abyssal, Common CR 4 (XP 1,100; PB +2) Actions Mult"
      },
      {
        "document": 1948,
        "excerpt": "Immunities Fire, Poison; Charmed, Frightened, Poisoned Senses Darkvision 120 ft. (unimpeded by magical Darkness); Passive Perception 10 Languages Understands Infernal"
      },
      {
        "document": 1949,
        "excerpt": ", Frightened, Paralyzed, Poisoned Gear Component Pouch Senses Truesight 120 ft.; Passive Perception 19 Languages All CR 21 (XP 33,000, or 41,000 in lair; PB +7) Trai"
      },
      {
        "document": 1950,
        "excerpt": "(4d10) Speed 50 ft. Skills Perception +3, Stealth +4 Senses Darkvision 60 ft.; Passive Perception 13 Languages None CR 1 (XP 200; PB +2) Traits Pack Tactics. The"
      },
      {
        "document": 1951,
        "excerpt": "tiative +0 (10) HP 2 (1d4) Speed 20 ft., Climb 20 ft. Senses Darkvision 30 ft.; Passive Perception 9 Languages None CR 0 (XP 10; PB +2) Traits Spider Climb. The li"
      },
      {
        "document": 1952,
        "excerpt": "Skills Arcana +6, History +6, Perception +4 Gear Wand Senses Passive Perception 14 Languages Common plus three other languages CR 6 (XP 2,300; PB +3) Actions Multi"
      },
      {
        "document": 1953,
        "excerpt": "ies Cold Immunities Fire, Poison; Exhaustion, Poisoned Senses Darkvision 60 ft.; Passive Perception 10 Languages Primordial (Ignan, Terran) CR 1/2 (XP 100; PB +2) Tr"
      },
      {
        "document": 1954,
        "excerpt": "+2 (12) HP 13 (3d6 + 3) Speed 30 ft. Immunities Fire Senses Darkvision 60 ft.; Passive Perception 10 Languages Primordial (Ignan) CR 1/2 (XP 100; PB +2) Traits De"
      },
      {
        "document": 1955,
        "excerpt": "3 Initiative +2 (12) HP 126 (11d12 + 55) Speed 50 ft. Senses Passive Perception 10 Languages None CR 6 (XP 2,300; PB +3) Actions Multiattack. The mammoth makes two"
      },
      {
        "document": 1956,
        "excerpt": "ve +3 (13) HP 68 (8d10 + 24) Speed 30 ft., Fly 50 ft. Senses Darkvision 60 ft.; Passive Perception 11 Languages Common CR 3 (XP 700; PB +2) Actions Multiattack. Th"
      },
      {
        "document": 1957,
        "excerpt": "nces Cold, Fire, Lightning Immunities Poison; Poisoned Senses Truesight 120 ft.; Passive Perception 18 Languages Abyssal; telepathy 120 ft. CR 16 (XP 15,000; PB +5)"
      },
      {
        "document": 1958,
        "excerpt": "(12) HP 5 (1d8 + 1) Speed 40 ft. Skills Perception +5 Senses Darkvision 60 ft.; Passive Perception 15 Languages None CR 1/8 (XP 25; PB +2) Actions Bite. Melee Atta"
      },
      {
        "document": 1959,
        "excerpt": "30 ft. Skills Deception +5, Perception +4, Stealth +6 Senses Darkvision 150 ft.; Passive Perception 14 Languages Common plus one other language CR 6 (XP 2,300; PB +3"
      },
      {
        "document": 1960,
        "excerpt": "ive +1 (11) HP 11 (2d8 + 2) Speed 10 ft., Swim 40 ft. Senses Passive Perception 12 Languages Common, Primordial (Aquan) CR 1/8 (XP 25; PB +2) Traits Amphibious. Th"
      },
      {
        "document": 1961,
        "excerpt": "e +2 (12) HP 45 (6d10 + 12) Speed 10 ft., Swim 40 ft. Senses Darkvision 60 ft.; Passive Perception 10 Languages Abyssal, Primordial (Aquan) CR 2 (XP 450; PB +2) Tra"
      },
      {
        "document": 1962,
        "excerpt": "Speed 20 ft. Skills Stealth +5 Immunities Acid; Prone Senses Darkvision 60 ft.; Passive Perception 11 Languages None CR 2 (XP 450; PB +2) Traits Adhesive (Object F"
      },
      {
        "document": 1963,
        "excerpt": "+ 30) Speed 40 ft. Skills Perception +7, Survival +7 Senses Darkvision 60 ft.; Passive Perception 17 Languages Abyssal CR 3 (XP 700; PB +2) Actions Abyssal Glaive"
      },
      {
        "document": 1964,
        "excerpt": "es Bludgeoning Immunities Poison; Exhaustion, Poisoned Senses Darkvision 60 ft.; Passive Perception 9 Languages Understands Abyssal but can't speak CR 2 (XP 450; PB +"
      },
      {
        "document": 1965,
        "excerpt": "AC 10 Initiative +0 (10) HP 11 (2d8 + 2) Speed 40 ft. Senses Passive Perception 10 Languages None CR 1/8 (XP 25; PB +2) Traits Beast of Burden. The mule counts as"
      },
      {
        "document": 1966,
        "excerpt": "; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned Senses Truesight 60 ft.; Passive Perception 19 Languages Common plus three other languages CR 15 (XP 13,000, or"
      },
      {
        "document": 1967,
        "excerpt": "; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned Senses Darkvision 60 ft.; Passive Perception 11 Languages Common plus two other languages CR 3 (XP 700; PB +2)"
      },
      {
        "document": 1968,
        "excerpt": "ire, Lightning Immunities Poison; Frightened, Poisoned Senses Truesight 120 ft.; Passive Perception 11 Languages Abyssal; telepathy 120 ft. CR 13 (XP 10,000; PB +5)"
      },
      {
        "document": 1969,
        "excerpt": ", Stealth +5 Resistances Cold, Fire Immunities Charmed Senses Darkvision 120 ft.; Passive Perception 15 Languages Abyssal, Common, Infernal, Primordial CR 5 (XP 1,800"
      },
      {
        "document": 1970,
        "excerpt": "24) Speed 60 ft., Fly 90 ft. (hover) Immunities Fire Senses Passive Perception 11 Languages Understands Abyssal, Common, and Infernal but can't speak CR 3 (XP 700;"
      },
      {
        "document": 1971,
        "excerpt": "+5, Insight +4, Persuasion +5 Gear Breastplate, Rapier Senses Passive Perception 12 Languages Common plus two other languages CR 1/8 (XP 25; PB +2) Actions Rapier."
      },
      {
        "document": 1972,
        "excerpt": "d, Exhaustion, Frightened, Grappled, Prone, Restrained Senses Blindsight 60 ft.; Passive Perception 8 Languages None CR 2 (XP 450; PB +2) Traits Amorphous. The jell"
      },
      {
        "document": 1973,
        "excerpt": "d 5 ft., Swim 30 ft. Skills Perception +2, Stealth +6 Senses Darkvision 30 ft.; Passive Perception 12 Languages None CR 0 (XP 10; PB +2) Traits Compression. The oc"
      },
      {
        "document": 1974,
        "excerpt": "Speed 30 ft. Immunities Poison; Exhaustion, Poisoned Senses Darkvision 60 ft.; Passive Perception 8 Languages Understands Common and Giant but can't speak CR 2 (XP"
      },
      {
        "document": 1975,
        "excerpt": "(8d10 + 24) Speed 40 ft. Gear Greatclub, Javelins (3) Senses Darkvision 60 ft.; Passive Perception 8 Languages Common, Giant CR 2 (XP 450; PB +2) Actions Greatclub"
      },
      {
        "document": 1976,
        "excerpt": "rcana +5, Deception +8, Perception +4 Resistances Cold Senses Darkvision 60 ft.; Passive Perception 14 Languages Common, Giant CR 7 (XP 2,900; PB +3) Traits Regener"
      },
      {
        "document": 1977,
        "excerpt": "4 Initiative +0 (10) HP 104 (11d10 + 44) Speed 30 ft. Senses Darkvision 120 ft.; Passive Perception 11 Languages Otyugh; telepathy 120 ft. (doesn't allow the receivi"
      },
      {
        "document": 1978,
        "excerpt": "ed 5 ft., Fly 60 ft. Skills Perception +5, Stealth +5 Senses Darkvision 120 ft.; Passive Perception 15 Languages None CR 0 (XP 10; PB +2) Traits Flyby. The owl doe"
      },
      {
        "document": 1979,
        "excerpt": "+ 21) Speed 40 ft., Climb 40 ft. Skills Perception +5 Senses Darkvision 60 ft.; Passive Perception 15 Languages None CR 3 (XP 700; PB +2) Actions Multiattack. The"
      },
      {
        "document": 1980,
        "excerpt": "50 ft., Climb 40 ft. Skills Perception +4, Stealth +7 Senses Darkvision 60 ft.; Passive Perception 14 Languages None CR 1/4 (XP 50; PB +2) Actions Rend. Melee Atta"
      },
      {
        "document": 1981,
        "excerpt": "0 + 21) Speed 60 ft., Fly 90 ft. Skills Perception +6 Senses Passive Perception 16 Languages Understands Celestial, Common, Elvish, and Sylvan but can't speak CR 2 ("
      },
      {
        "document": 1982,
        "excerpt": "d10 + 7) Speed 30 ft., Climb 30 ft. Skills Stealth +7 Senses Darkvision 60 ft.; Passive Perception 10 Languages None CR 3 (XP 700; PB +2) Traits Ethereal Sight. Th"
      },
      {
        "document": 1983,
        "excerpt": "ative +3 (13) HP 1 (1d4 - 1) Speed 5 ft., Swim 40 ft. Senses Darkvision 60 ft.; Passive Perception 8 Languages None CR 0 (XP 10; PB +2) Traits Water Breathing. The"
      },
      {
        "document": 1984,
        "excerpt": "kills Acrobatics +7, Perception +5 Gear Pistol, Rapier Senses Passive Perception 15 Languages Common plus one other language CR 6 (XP 2,300; PB +3) Actions Multiatt"
      },
      {
        "document": 1985,
        "excerpt": "6d8 + 6) Speed 30 ft. Gear Daggers (6), Leather Armor Senses Passive Perception 11 Languages Common plus one other language CR 1 (XP 200; PB +2) Actions Multiattac"
      },
      {
        "document": 1986,
        "excerpt": "+19 Resistances Cold Immunities Fire, Poison; Poisoned Senses Truesight 120 ft.; Passive Perception 20 Languages Infernal; telepathy 120 ft. CR 20 (XP 25,000; PB +6)"
      },
      {
        "document": 1987,
        "excerpt": "ces Radiant Immunities Charmed, Exhaustion, Frightened Senses Truesight 120 ft.; Passive Perception 21 Languages All; telepathy 120 ft. CR 16 (XP 15,000; PB +5) Trai"
      },
      {
        "document": 1988,
        "excerpt": "20 ft., Swim 40 ft. Skills Perception +3, Stealth +4 Senses Passive Perception 13 Languages None CR 2 (XP 450; PB +2) Traits Hold Breath. The plesiosaurus can hol"
      },
      {
        "document": 1989,
        "excerpt": "ft. Skills Perception +5, Stealth +4 Resistances Cold Senses Darkvision 60 ft.; Passive Perception 15 Languages None CR 2 (XP 450; PB +2) Actions Multiattack. The"
      },
      {
        "document": 1990,
        "excerpt": "AC 10 Initiative +0 (10) HP 11 (2d8 + 2) Speed 40 ft. Senses Passive Perception 10 Languages None CR 1/8 (XP 25; PB +2) Actions Hooves. Melee Attack Roll: +4, reac"
      },
      {
        "document": 1991,
        "excerpt": "ne +4, Religion +2 Gear Chain Shirt, Holy Symbol, Mace Senses Passive Perception 12 Languages Common CR 1/4 (XP 50; PB +2) Actions Mace. Melee Attack Roll: +4, reac"
      },
      {
        "document": 1992,
        "excerpt": "on +5, Religion +5 Gear Chain Shirt, Holy Symbol, Mace Senses Passive Perception 15 Languages Common plus one other language CR 2 (XP 450; PB +2) Actions Multiattac"
      },
      {
        "document": 1993,
        "excerpt": "d 15 ft., Fly 60 ft. Skills Perception +5, Stealth +4 Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 15 Languages Understands Common and Draconic bu"
      },
      {
        "document": 1994,
        "excerpt": "3 (3d8) Speed 10 ft., Fly 60 ft. Skills Perception +1 Senses Passive Perception 11 Languages None CR 1/4 (XP 50; PB +2) Traits Flyby. The pteranodon doesn't provok"
      },
      {
        "document": 1995,
        "excerpt": "(13) HP 247 (15d20 + 90) Speed 50 ft., Burrow 50 ft. Senses Blindsight 30 ft., Tremorsense 60 ft.; Passive Perception 9 Languages None CR 15 (XP 13,000; PB +5) Tra"
      },
      {
        "document": 1996,
        "excerpt": "nces Cold, Fire, Lightning Immunities Poison; Poisoned Senses Darkvision 120 ft.; Passive Perception 10 Languages Abyssal, Common CR 1 (XP 200; PB +2) Traits Magic"
      },
      {
        "document": 1997,
        "excerpt": "effect of a Bless spell Immunities Charmed, Frightened Senses Truesight 60 ft.; Passive Perception 18 Languages Common, Infernal CR 13 (XP 10,000; PB +5) Traits Gre"
      },
      {
        "document": 1998,
        "excerpt": "- 1) Speed 20 ft., Climb 20 ft. Skills Perception +2 Senses Darkvision 30 ft.; Passive Perception 12 Languages None CR 0 (XP 10; PB +2) Traits Agile. The rat does"
      },
      {
        "document": 1999,
        "excerpt": "2 (1d4) Speed 10 ft., Fly 50 ft. Skills Perception +3 Senses Passive Perception 13 Languages None CR 0 (XP 10; PB +2) Traits Mimicry. The raven can mimic simple so"
      },
      {
        "document": 2000,
        "excerpt": "ft. Skills Perception +4, Stealth +2 Immunities Fire Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14 Languages Draconic CR 4 (XP 1,100; PB +2) A"
      },
      {
        "document": 2001,
        "excerpt": "d8 + 4) Speed 5 ft., Swim 30 ft. Skills Perception +2 Senses Blindsight 30 ft.; Passive Perception 12 Languages None CR 1/2 (XP 100; PB +2) Traits Pack Tactics. Th"
      },
      {
        "document": 2002,
        "excerpt": "85) Speed 40 ft., Burrow 30 ft. Immunities Cold, Fire Senses Darkvision 60 ft., Tremorsense 60 ft.; Passive Perception 10 Languages None CR 11 (XP 7,200; PB +4) Tra"
      },
      {
        "document": 2003,
        "excerpt": "C 13 Initiative -1 (9) HP 45 (6d10 + 12) Speed 40 ft. Senses Passive Perception 11 Languages None CR 2 (XP 450; PB +2) Actions Gore. Melee Attack Roll: +7, reach 5"
      },
      {
        "document": 2004,
        "excerpt": "C 11 Initiative +1 (11) HP 13 (2d10 + 2) Speed 60 ft. Senses Passive Perception 10 Languages None CR 1/4 (XP 50; PB +2) Actions Hooves. Melee Attack Roll: +5, reac"
      },
      {
        "document": 2005,
        "excerpt": "+ 80) Speed 20 ft., Fly 120 ft. Skills Perception +8 Senses Passive Perception 18 Languages None CR 11 (XP 7,200; PB +4) Actions Multiattack. The roc makes two Be"
      },
      {
        "document": 2006,
        "excerpt": "10 ft., Climb 20 ft. Skills Perception +6, Stealth +5 Senses Darkvision 60 ft.; Passive Perception 16 Languages None CR 5 (XP 1,800; PB +3) Traits Spider Climb. Th"
      },
      {
        "document": 2007,
        "excerpt": "AC 14 Initiative +1 (11) HP 33 (6d8 + 6) Speed 40 ft. Senses Darkvision 60 ft.; Passive Perception 11 Languages None CR 1/2 (XP 100; PB +2) Traits Iron Scent. The"
      },
      {
        "document": 2008,
        "excerpt": "0 + 14) Speed 40 ft. Skills Perception +5, Stealth +7 Senses Darkvision 60 ft.; Passive Perception 15 Languages None CR 2 (XP 450; PB +2) Traits Running Leap. With"
      },
      {
        "document": 2009,
        "excerpt": "im 40 ft. Skills Perception +5 Resistances Acid, Cold Senses Darkvision 120 ft.; Passive Perception 15 Languages Sahuagin CR 1/2 (XP 100; PB +2) Traits Blood Frenz"
      },
      {
        "document": 2010,
        "excerpt": "t., Climb 30 ft. Vulnerabilities Cold Immunities Fire Senses Darkvision 60 ft.; Passive Perception 10 Languages Primordial (Ignan) CR 5 (XP 1,800; PB +3) Traits Fi"
      },
      {
        "document": 2011,
        "excerpt": "ft. Skills Perception +2, Performance +6, Stealth +5 Senses Passive Perception 12 Languages Common, Elvish, Sylvan CR 1/2 (XP 100; PB +2) Traits Magic Resistance."
      },
      {
        "document": 2012,
        "excerpt": "AC 11 Initiative +0 (10) HP 1 (1d4 - 1) Speed 10 ft. Senses Blindsight 10 ft.; Passive Perception 9 Languages None CR 0 (XP 10; PB +2) Actions Sting. Melee Attack"
      },
      {
        "document": 2013,
        "excerpt": "6, Survival +5 Gear Leather Armor, Longbow, Shortsword Senses Passive Perception 15 Languages Common plus one other language CR 1/2 (XP 100; PB +2) Actions Multiatt"
      },
      {
        "document": 2014,
        "excerpt": "ve +1 (11) HP 52 (7d8 + 21) Speed 30 ft., Swim 40 ft. Senses Darkvision 60 ft.; Passive Perception 11 Languages Common, Giant, Primordial (Aquan) CR 2 (XP 450; PB +2"
      },
      {
        "document": 2015,
        "excerpt": "d 5 ft., Swim 20 ft. Skills Perception +2, Stealth +5 Senses Passive Perception 12 Languages None CR 0 (XP 0; PB +2) Traits Water Breathing. The seahorse can breat"
      },
      {
        "document": 2016,
        "excerpt": "d, Petrified, Poisoned, Prone, Restrained, Unconscious Senses Darkvision 60 ft.; Passive Perception 10 Languages None CR 1/2 (XP 100; PB +2) Traits Amorphous. The s"
      },
      {
        "document": 2017,
        "excerpt": "Cold, Fire Immunities Lightning; Deafened, Exhaustion Senses Blindsight 60 ft.; Passive Perception 10 Languages None CR 5 (XP 1,800; PB +3) Traits Lightning Absorp"
      },
      {
        "document": 2018,
        "excerpt": "Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 10 Languages Understands commands given in any"
      },
      {
        "document": 2019,
        "excerpt": "ft. Immunities Blinded, Charmed, Deafened, Frightened Senses Blindsight 30 ft.; Passive Perception 6 Languages None CR 0 (XP 0; PB +2) Reactions Shriek. Trigger: A"
      },
      {
        "document": 2020,
        "excerpt": "ft. Skills Perception +4, Stealth +2 Immunities Cold Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14 Languages Draconic CR 2 (XP 450; PB +2) Act"
      },
      {
        "document": 2021,
        "excerpt": "Poison; Exhaustion, Poisoned Gear Shortbow, Shortsword Senses Darkvision 60 ft.; Passive Perception 9 Languages Understands Common plus one other language but can't s"
      },
      {
        "document": 2022,
        "excerpt": "on, Radiant; Charmed, Exhaustion, Frightened, Poisoned Senses Truesight 120 ft.; Passive Perception 24 Languages All; telepathy 120 ft. CR 21 (XP 33,000; PB +7) Trai"
      },
      {
        "document": 2023,
        "excerpt": "d, Petrified, Poisoned, Prone, Restrained, Unconscious Senses Darkvision 60 ft.; Passive Perception 10 Languages Understands Common plus one other language but can't"
      },
      {
        "document": 2024,
        "excerpt": "rotic, Radiant Immunities Psychic; Charmed, Frightened Senses Truesight 120 ft.; Passive Perception 18 Languages Celestial, Common CR 11 (XP 7,200, or 8,400 in lair;"
      },
      {
        "document": 2025,
        "excerpt": "rotic, Radiant Immunities Psychic; Charmed, Frightened Senses Truesight 120 ft.; Passive Perception 22 Languages Celestial, Common CR 17 (XP 18,000, or 20,000 in lair"
      },
      {
        "document": 2026,
        "excerpt": "+4, Stealth +5 Resistances Necrotic, Psychic, Radiant Senses Darkvision 60 ft.; Passive Perception 11 Languages Celestial, Common CR 1 (XP 200; PB +2) Traits Magic"
      },
      {
        "document": 2027,
        "excerpt": "1d4 - 1) Speed 20 ft., Climb 20 ft. Skills Stealth +4 Senses Darkvision 30 ft.; Passive Perception 10 Languages None CR 0 (XP 10; PB +2) Traits Spider Climb. The s"
      },
      {
        "document": 2028,
        "excerpt": "36) Speed 40 ft. Immunities Poison; Charmed, Poisoned Senses Darkvision 60 ft.; Passive Perception 12 Languages Abyssal, Common CR 8 (XP 3,900; PB +3) Traits Fiend"
      },
      {
        "document": 2029,
        "excerpt": "d 10 ft., Fly 40 ft. Skills Perception +3, Stealth +8 Senses Passive Perception 13 Languages Common, Elvish, Sylvan CR 1/4 (XP 50; PB +2) Actions Needle Sword. Mel"
      },
      {
        "document": 2030,
        "excerpt": "alth +6 Gear Hand Crossbow, Shortsword, Thieves' Tools Senses Passive Perception 16 Languages Common plus one other language CR 1 (XP 200; PB +2) Actions Shortsword"
      },
      {
        "document": 2031,
        "excerpt": "ealth +2 Immunities Fire, Poison; Exhaustion, Poisoned Senses Darkvision 60 ft.; Passive Perception 10 Languages Primordial (Aquan, Ignan) CR 1/4 (XP 50; PB +2) Trai"
      },
      {
        "document": 2032,
        "excerpt": "nitiative +3 (13) HP 5 (2d4) Speed 10 ft., Fly 40 ft. Senses Darkvision 60 ft.; Passive Perception 9 Languages None CR 1/8 (XP 25; PB +2) Actions Proboscis. Melee"
      },
      {
        "document": 2033,
        "excerpt": "0 ft. Skills Athletics +12, Perception +4, Stealth +5 Senses Darkvision 60 ft.; Passive Perception 14 Languages Giant CR 7 (XP 2,900; PB +3) Actions Multiattack. T"
      },
      {
        "document": 2034,
        "excerpt": "Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Senses Darkvision 120 ft.; Passive Perception 10 Languages Understands Common plus two other languages but can'"
      },
      {
        "document": 2035,
        "excerpt": "ion +10 Resistances Cold Immunities Lightning, Thunder Senses Darkvision 120 ft., Truesight 30 ft.; Passive Perception 20 Languages Common, Giant CR 13 (XP 10,000; PB"
      },
      {
        "document": 2036,
        "excerpt": "+9, Stealth +7 Resistances Cold, Fire, Poison, Psychic Senses Darkvision 60 ft.; Passive Perception 15 Languages Abyssal, Common, Infernal; telepathy 60 ft. CR 4 (XP"
      },
      {
        "document": 2037,
        "excerpt": "pled, Paralyzed, Petrified, Prone, Restrained, Stunned Senses Blindsight 60 ft.; Passive Perception 11 Languages None CR 1/4 (XP 50; PB +2) Traits Swarm. The swarm"
      },
      {
        "document": 2038,
        "excerpt": "lyzed, Petrified, Poisoned, Prone, Restrained, Stunned Senses Blindsight 30 ft.; Passive Perception 10 Languages Understands Common but can't speak CR 3 (XP 700; PB +"
      },
      {
        "document": 2039,
        "excerpt": "pled, Paralyzed, Petrified, Prone, Restrained, Stunned Senses Blindsight 30 ft.; Passive Perception 8 Languages None CR 1/2 (XP 100; PB +2) Traits Spider Climb. If"
      },
      {
        "document": 2040,
        "excerpt": "pled, Paralyzed, Petrified, Prone, Restrained, Stunned Senses Darkvision 60 ft.; Passive Perception 8 Languages None CR 1 (XP 200; PB +2) Traits Swarm. The swarm ca"
      },
      {
        "document": 2041,
        "excerpt": "pled, Paralyzed, Petrified, Prone, Restrained, Stunned Senses Darkvision 30 ft.; Passive Perception 10 Languages None CR 1/4 (XP 50; PB +2) Traits Swarm. The swarm"
      },
      {
        "document": 2042,
        "excerpt": "pled, Paralyzed, Petrified, Prone, Restrained, Stunned Senses Passive Perception 15 Languages None CR 1/4 (XP 50; PB +2) Traits Swarm. The swarm can occupy another"
      },
      {
        "document": 2043,
        "excerpt": "pled, Paralyzed, Petrified, Prone, Restrained, Stunned Senses Blindsight 10 ft.; Passive Perception 10 Languages None CR 2 (XP 450; PB +2) Traits Swarm. The swarm c"
      },
      {
        "document": 2044,
        "excerpt": "on; Charmed, Deafened, Frightened, Paralyzed, Poisoned Senses Blindsight 120 ft.; Passive Perception 19 Languages None CR 30 (XP 155,000; PB +9) Traits Legendary Re"
      },
      {
        "document": 2045,
        "excerpt": "10 + 8) Speed 40 ft. Skills Perception +3, Stealth +7 Senses Darkvision 60 ft.; Passive Perception 13 Languages None CR 1 (XP 200; PB +2) Actions Rend. Melee Attac"
      },
      {
        "document": 2046,
        "excerpt": "eed 30 ft. Gear Chain Mail, Heavy Crossbow, Warhammer Senses Passive Perception 10 Languages Common plus one other language CR 4 (XP 1,100; PB +2) Traits Pack Tact"
      },
      {
        "document": 2047,
        "excerpt": "Speed 30 ft. Gear Heavy Crossbow, Leather Armor, Mace Senses Passive Perception 10 Languages Common CR 1/2 (XP 100; PB +2) Traits Pack Tactics. The tough has Advan"
      },
      {
        "document": 2048,
        "excerpt": "Vulnerabilities Fire Resistances Bludgeoning, Piercing Senses Passive Perception 13 Languages Common, Druidic, Elvish, Sylvan CR 9 (XP 5,000; PB +4) Traits Siege Mo"
      },
      {
        "document": 2049,
        "excerpt": "14 Initiative -1 (9) HP 114 (12d12 + 36) Speed 50 ft. Senses Passive Perception 10 Languages None CR 5 (XP 1,800; PB +3) Actions Multiattack. The triceratops makes"
      },
      {
        "document": 2050,
        "excerpt": "enerate. Troll Spawn. The limb uncannily has the same senses as a whole troll. If the limb isn't destroyed within 24 hours, roll 1d12. On a 12, the limb turns into a"
      },
      {
        "document": 2051,
        "excerpt": ") HP 94 (9d10 + 45) Speed 30 ft. Skills Perception +5 Senses Darkvision 60 ft.; Passive Perception 15 Languages Giant CR 5 (XP 1,800; PB +3) Traits Loathsome Limbs"
      },
      {
        "document": 2052,
        "excerpt": "HP 136 (13d12 + 52) Speed 50 ft. Skills Perception +4 Senses Passive Perception 14 Languages None CR 8 (XP 3,900; PB +3) Actions Multiattack. The tyrannosaurus mak"
      },
      {
        "document": 2053,
        "excerpt": "0 ft. Immunities Poison; Charmed, Paralyzed, Poisoned Senses Darkvision 60 ft.; Passive Perception 13 Languages Celestial, Elvish, Sylvan; telepathy 120 ft. CR 5 (XP"
      },
      {
        "document": 2054,
        "excerpt": "y, and the vampire can perceive through the familiar's senses."
      },
      {
        "document": 2055,
        "excerpt": "Skills Perception +3, Stealth +6 Resistances Necrotic Senses Darkvision 60 ft.; Passive Perception 13 Languages Common plus one other language CR 5 (XP 1,800; PB +3)"
      },
      {
        "document": 2056,
        "excerpt": "Skills Perception +7, Stealth +9 Resistances Necrotic Senses Darkvision 120 ft.; Passive Perception 17 Languages Common plus two other languages CR 13 (XP 10,000, or"
      },
      {
        "document": 2057,
        "excerpt": "itiative +2 (12) HP 5 (2d4) Speed 30 ft., Swim 30 ft. Senses Blindsight 10 ft.; Passive Perception 10 Languages None CR 1/8 (XP 25; PB +2) Actions Bite. Melee Atta"
      },
      {
        "document": 2058,
        "excerpt": "ft. Immunities Blinded, Charmed, Deafened, Frightened Senses Blindsight 30 ft.; Passive Perception 6 Languages None CR 1/4 (XP 50; PB +2) Actions Multiattack. The"
      },
      {
        "document": 2059,
        "excerpt": "nces Cold, Fire, Lightning Immunities Poison; Poisoned Senses Darkvision 120 ft.; Passive Perception 11 Languages Abyssal; telepathy 120 ft. CR 6 (XP 2,300; PB +3) T"
      },
      {
        "document": 2060,
        "excerpt": "d8 + 1) Speed 10 ft., Fly 50 ft. Skills Perception +3 Senses Passive Perception 13 Languages None CR 0 (XP 10; PB +2) Traits Pack Tactics. The vulture has Advantag"
      },
      {
        "document": 2061,
        "excerpt": "es Bludgeoning Immunities Poison; Exhaustion, Poisoned Senses Darkvision 60 ft.; Passive Perception 9 Languages None CR 1/2 (XP 100; PB +2) Actions Hooves. Melee At"
      },
      {
        "document": 2062,
        "excerpt": "C 11 Initiative +1 (11) HP 19 (3d10 + 3) Speed 60 ft. Senses Passive Perception 11 Languages None CR 1/2 (XP 100; PB +2) Actions Hooves. Melee Attack Roll: +6, rea"
      },
      {
        "document": 2063,
        "excerpt": "(10) HP 9 (2d8) Speed 30 ft. Gear Chain Shirt, Spear Senses Passive Perception 10 Languages Common CR 1/8 (XP 25; PB +2) Traits Pack Tactics. The warrior has Adva"
      },
      {
        "document": 2064,
        "excerpt": "ption +2 Gear Greatsword, Heavy Crossbow, Splint Armor Senses Passive Perception 12 Languages Common plus one other language CR 3 (XP 700; PB +2) Actions Multiattac"
      },
      {
        "document": 2065,
        "excerpt": "d, Petrified, Poisoned, Prone, Restrained, Unconscious Senses Darkvision 60 ft.; Passive Perception 10 Languages Primordial (Aquan) CR 5 (XP 1,800; PB +3) Traits Fr"
      },
      {
        "document": 2066,
        "excerpt": "0 ft. Skills Acrobatics +5, Perception +3, Stealth +5 Senses Darkvision 60 ft.; Passive Perception 13 Languages None CR 0 (XP 10; PB +2) Actions Bite. Melee Attack"
      },
      {
        "document": 2067,
        "excerpt": "ear form only) Skills Perception +7 Gear Handaxes (4) Senses Darkvision 60 ft.; Passive Perception 17 Languages Common (can't speak in bear form) CR 5 (XP 1,800; PB"
      },
      {
        "document": 2068,
        "excerpt": "oar form only) Skills Perception +2 Gear Javelins (6) Senses Passive Perception 12 Languages Common (can't speak in boar form) CR 4 (XP 1,100; PB +2) Actions Multi"
      },
      {
        "document": 2069,
        "excerpt": ". Skills Perception +4, Stealth +5 Gear Hand Crossbow Senses Darkvision 60 ft.; Passive Perception 14 Languages Common (can't speak in rat form) CR 2 (XP 450; PB +2)"
      },
      {
        "document": 2070,
        "excerpt": "m only) Skills Perception +5, Stealth +4 Gear Longbow Senses Darkvision 60 ft.; Passive Perception 15 Languages Common (can't speak in tiger form) CR 4 (XP 1,100; PB"
      },
      {
        "document": 2071,
        "excerpt": "m only) Skills Perception +4, Stealth +4 Gear Longbow Senses Darkvision 60 ft.; Passive Perception 14 Languages Common (can't speak in wolf form) CR 3 (XP 700; PB +2"
      },
      {
        "document": 2072,
        "excerpt": "ft. Skills Perception +4, Stealth +2 Immunities Cold Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14 Languages Draconic CR 2 (XP 450; PB +2) T"
      },
      {
        "document": 2073,
        "excerpt": "oison; Exhaustion, Poisoned Gear Studded Leather Armor Senses Darkvision 60 ft.; Passive Perception 13 Languages Common plus one other language CR 3 (XP 700; PB +2)"
      },
      {
        "document": 2074,
        "excerpt": "d, Petrified, Poisoned, Prone, Restrained, Unconscious Senses Darkvision 120 ft.; Passive Perception 12 Languages Common plus one other language CR 2 (XP 450; PB +2)"
      },
      {
        "document": 2075,
        "excerpt": "ft. Skills Perception +5, Stealth +5 Immunities Cold Senses Passive Perception 15 Languages Common, Giant CR 3 (XP 700; PB +2) Traits Pack Tactics. The wolf has A"
      },
      {
        "document": 2076,
        "excerpt": "d8 + 2) Speed 40 ft. Skills Perception +5, Stealth +4 Senses Darkvision 60 ft.; Passive Perception 15 Languages None CR 1/4 (XP 50; PB +2) Traits Pack Tactics. The"
      },
      {
        "document": 2077,
        "excerpt": "1) HP 26 (4d10 + 4) Speed 50 ft. Skills Perception +4 Senses Darkvision 60 ft.; Passive Perception 14 Languages Goblin, Worg CR 1/2 (XP 100; PB +2) Actions Bite. M"
      },
      {
        "document": 2078,
        "excerpt": "d, Petrified, Poisoned, Prone, Restrained, Unconscious Senses Darkvision 60 ft.; Passive Perception 12 Languages Common plus two other languages CR 5 (XP 1,800; PB +3"
      },
      {
        "document": 2079,
        "excerpt": "0 + 45) Speed 30 ft., Fly 80 ft. Skills Perception +4 Senses Darkvision 120 ft.; Passive Perception 14 Languages None CR 6 (XP 2,300; PB +3) Actions Multiattack. T"
      },
      {
        "document": 2080,
        "excerpt": "h +6 Immunities Poison; Paralyzed, Petrified, Poisoned Senses Darkvision 60 ft., Tremorsense 60 ft.; Passive Perception 16 Languages Primordial (Terran) CR 5 (XP 1,80"
      },
      {
        "document": 2081,
        "excerpt": "ft. Skills Perception +6, Stealth +5 Immunities Acid Senses Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 16 Languages Common, Draconic CR 7 (XP 2,900"
      },
      {
        "document": 2082,
        "excerpt": "Skills Perception +9, Stealth +4 Immunities Lightning Senses Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 19 Languages Common, Draconic CR 9 (XP 5,000;"
      },
      {
        "document": 2083,
        "excerpt": "rception +6, Persuasion +5, Stealth +3 Immunities Fire Senses Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 16 Languages Common, Draconic CR 6 (XP 2,300;"
      },
      {
        "document": 2084,
        "excerpt": "ght +4, Perception +7, Stealth +3 Immunities Lightning Senses Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 17 Languages Common, Draconic CR 8 (XP 3,900;"
      },
      {
        "document": 2085,
        "excerpt": "eception +5, Perception +7, Stealth +4 Immunities Acid Senses Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 17 Languages Common, Draconic CR 7 (XP 2,900;"
      },
      {
        "document": 2086,
        "excerpt": "rception +9, Persuasion +9, Stealth +6 Immunities Fire Senses Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 19 Languages Common, Draconic CR 10 (XP 5,900;"
      },
      {
        "document": 2087,
        "excerpt": "Perception +7, Stealth +4 Immunities Poison; Poisoned Senses Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 17 Languages Common, Draconic CR 8 (XP 3,900;"
      },
      {
        "document": 2088,
        "excerpt": "ft. Skills Perception +8, Stealth +4 Immunities Fire Senses Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 18 Languages Common, Draconic CR 10 (XP 5,900;"
      },
      {
        "document": 2089,
        "excerpt": "History +6, Perception +8, Stealth +4 Immunities Cold Senses Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 18 Languages Common, Draconic CR 9 (XP 5,000;"
      },
      {
        "document": 2090,
        "excerpt": "ft. Skills Perception +6, Stealth +3 Immunities Cold Senses Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 16 Languages Common, Draconic CR 6 (XP 2,300;"
      },
      {
        "document": 2091,
        "excerpt": "Speed 20 ft. Immunities Poison; Exhaustion, Poisoned Senses Darkvision 60 ft.; Passive Perception 8 Languages Understands Common plus one other language but can't s"
      }
    ],
    "sensitivity": [
      {
        "document": 1829,
        "excerpt": "Light Sensitivity. While in Bright Light, the cloaker has Disadvantage on attack rolls."
      },
      {
        "document": 1850,
        "excerpt": "s, without needing to make an ability check. Sunlight Sensitivity. While in sunlight, the drider has Disadvantage on ability checks and attack rolls. Web Walker. The dri"
      },
      {
        "document": 1945,
        "excerpt": "ly doesn't have the Incapacitated condition. Sunlight Sensitivity. While in sunlight, the kobold has Disadvantage on ability checks and attack rolls."
      },
      {
        "document": 2023,
        "excerpt": "damage if it ends its turn inside an object. Sunlight Sensitivity. While in sunlight, the specter has Disadvantage on ability checks and attack rolls."
      },
      {
        "document": 2073,
        "excerpt": "Sunlight Sensitivity. While in sunlight, the wight has Disadvantage on ability checks and attack rolls."
      },
      {
        "document": 2078,
        "excerpt": "damage if it ends its turn inside an object. Sunlight Sensitivity. While in sunlight, the wraith has Disadvantage on ability checks and attack rolls."
      }
    ],
    "sensor": [
      {
        "document": 1193,
        "excerpt": "ncentration, up to 10 minutes You create an Invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious lo"
      },
      {
        "document": 1247,
        "excerpt": "te one of the following effects within range. Weather Sensor. You create a Tiny, harmless sensory effect that predicts what the weather will be at your location for"
      },
      {
        "document": 1413,
        "excerpt": "ailed save, the spell creates an Invisible, intangible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor m"
      },
      {
        "document": 1548,
        "excerpt": "ng creatures you can see within 30 feet of the spell's sensor. You don't need to concentrate on this Detect Thoughts spell to maintain it during its duration, but it"
      },
      {
        "document": 1549,
        "excerpt": "th creatures you can see within 30 feet of the spell's sensor. You can also cast Suggestion (save DC 17) through the sensor on one of those creatures. You don't need"
      },
      {
        "document": 1550,
        "excerpt": "sight with a range of 120 feet centered on the spell's sensor."
      }
    ],
    "sensors": [
      {
        "document": 1370,
        "excerpt": "Divination spell or perceived through magical scrying sensors."
      },
      {
        "document": 1389,
        "excerpt": "preventing vision (including Darkvision) through it. - Sensors created by Divination spells can't appear inside the protected area or pass through the barrier at its p"
      },
      {
        "document": 1506,
        "excerpt": "Divination spells or perceived through magical scrying sensors unless you allow it."
      }
    ],
    "sensory": [
      {
        "document": 1247,
        "excerpt": "in range. Weather Sensor. You create a Tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might m"
      },
      {
        "document": 1350,
        "excerpt": "the creature can see through the image, and its other sensory qualities become faint to the creature. Using a Higher-Level Spell Slot. The spell lasts until dispelle"
      },
      {
        "document": 1362,
        "excerpt": "e image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through"
      },
      {
        "document": 1386,
        "excerpt": "ee of its non-instantaneous effects active at a time. Sensory Effect. You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind"
      },
      {
        "document": 1428,
        "excerpt": "visual; it isn't accompanied by sound, smell, or other sensory effects. As a Magic action, you can cause the image to move to any spot within range. As the image chan"
      }
    ],
    "sent": [
      {
        "document": 1236,
        "excerpt": "e target must succeed on a Charisma saving throw or be sent back to its home plane if it isn't there already. If they aren't on their home plane, Undead are sent to"
      }
    ],
    "sentience": [
      {
        "document": 134,
        "excerpt": "Some magic items have sentience and personality. Such an item might be possessed, haunted by the spirit of a previous owner, or self-awa"
      },
      {
        "document": 1437,
        "excerpt": "e plants in an immobile 30-foot Emanation with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can"
      }
    ],
    "sentient": [
      {
        "document": 134,
        "excerpt": "Sentient Magic Items"
      },
      {
        "document": 135,
        "excerpt": "Sentient Magic Item Traits"
      },
      {
        "document": 137,
        "excerpt": "A sentient magic item has Intelligence, Wisdom, and Charisma scores. Choose the item's abilities, or determine them"
      },
      {
        "document": 138,
        "excerpt": "A sentient magic item has an alignment. Its creator or nature might suggest an alignment. Otherwise, pick an alignm"
      },
      {
        "document": 139,
        "excerpt": "A sentient item communicates by sharing its emotions, broadcasting its thoughts telepathically, or speaking aloud."
      },
      {
        "document": 140,
        "excerpt": "A sentient item can perceive its surroundings out to a limited range. You can choose its senses or roll on the Sent"
      },
      {
        "document": 141,
        "excerpt": "You can give a sentient item an objective it pursues, perhaps to the exclusion of all else. As long as the wielder's use of the"
      },
      {
        "document": 142,
        "excerpt": "When the bearer of a sentient item acts in a manner opposed to the item's alignment or purpose, conflict can arise. When such a confli"
      },
      {
        "document": 181,
        "excerpt": "uding black puddings and gelatinous cubes. Plants are sentient vegetation and fungal monsters, such as shambling mounds and treants. Undead are spirits and the reanim"
      },
      {
        "document": 784,
        "excerpt": "Sentient Item's Alignment"
      },
      {
        "document": 785,
        "excerpt": "Sentient Item's Communication"
      },
      {
        "document": 786,
        "excerpt": "Sentient Item's Senses"
      },
      {
        "document": 787,
        "excerpt": "Sentient Item's Special Purpose"
      }
    ],
    "sentinel": [
      {
        "document": 1703,
        "excerpt": "Sentinel Shield"
      },
      {
        "document": 1796,
        "excerpt": "Azer Sentinel"
      }
    ],
    "separate": [
      {
        "document": 412,
        "excerpt": "e tool has variants, which are listed. Each requires a separate proficiency."
      },
      {
        "document": 414,
        "excerpt": "s and pursuing a trade. Each of these tools requires a separate proficiency."
      },
      {
        "document": 1249,
        "excerpt": "beams at the same target or at different ones. Make a separate attack roll for each beam."
      }
    ],
    "separated": [
      {
        "document": 1214,
        "excerpt": "h. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different eff"
      },
      {
        "document": 1477,
        "excerpt": "u drop to 0 Hit Points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures."
      },
      {
        "document": 1647,
        "excerpt": "Strength (Athletics) checks to climb. This potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the color"
      }
    ],
    "separately": [
      {
        "document": 257,
        "excerpt": "asses give you Hit Dice of different types, track them separately. If you are a level 5 Cleric / level 5 Paladin, for example, you have five d8 Hit Dice and five d10 Hit"
      },
      {
        "document": 447,
        "excerpt": "ically used to store each type; storage must be bought separately. Adventuring Gear Ammunition"
      },
      {
        "document": 580,
        "excerpt": "smaller sections, and track each section's Hit Points separately. The GM determines whether destroying part of an object causes the whole thing to collapse. Object Hit"
      }
    ],
    "sequence": [
      {
        "document": 1378,
        "excerpt": "mined by the GM. Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the"
      },
      {
        "document": 1454,
        "excerpt": "le” means a permanent teleportation circle whose sigil sequence you know. - “Linked object” means you possess an object taken from the desired destination within the la"
      },
      {
        "document": 1455,
        "excerpt": "manent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle"
      },
      {
        "document": 2025,
        "excerpt": "he roar has a different effect, as detailed below (the sequence resets when it takes a Long Rest): First Roar. Wisdom Saving Throw: DC 20, each enemy in a 500-foot Ema"
      }
    ],
    "sequences": [
      {
        "document": 1455,
        "excerpt": "in the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the GM. You might learn additional sigil seque"
      }
    ],
    "sequester": [
      {
        "document": 893,
        "excerpt": "Sequester"
      },
      {
        "document": 1419,
        "excerpt": "Sequester"
      }
    ],
    "sequined": [
      {
        "document": 266,
        "excerpt": "35 A white, sequined glove sized for a human 36 A vest with one hundred tiny pockets 37 A weightless stone 38 A sketch of"
      }
    ],
    "series": [
      {
        "document": 510,
        "excerpt": "Each spell description has a series of entries that provide the details needed to cast the spell. The following sections explain each of tho"
      },
      {
        "document": 584,
        "excerpt": "A campaign is a series of adventures. See also \"Adventure.\""
      },
      {
        "document": 638,
        "excerpt": "An adventure is a series of encounters. A story emerges through playing them. See also \"Encounter.\""
      }
    ],
    "seriously": [
      {
        "document": 714,
        "excerpt": "ters of certain levels. A nuisance trap is unlikely to seriously harm characters of the indicated levels, whereas a deadly trap can grievously damage characters of the i"
      }
    ],
    "serpent": [
      {
        "document": 707,
        "excerpt": "Serpent Venom (200 GP)"
      }
    ],
    "serpentine": [
      {
        "document": 1884,
        "excerpt": "sed, it can't be used again until 7 days have passed. Serpentine Owl (Rare). This serpentine statuette of an owl can become a Giant Owl for up to 8 hours. The owl can co"
      }
    ],
    "serpents": [
      {
        "document": 1204,
        "excerpt": "d you choose the spirits' animal form, such as wolves, serpents, or birds. You have Advantage on Strength saving throws while you're within 5 feet of the pack, and whe"
      }
    ],
    "serum": [
      {
        "document": 710,
        "excerpt": "Truth Serum (150 GP)"
      }
    ],
    "servant": [
      {
        "document": 873,
        "excerpt": "Unseen Servant"
      },
      {
        "document": 886,
        "excerpt": "Unseen Servant"
      },
      {
        "document": 899,
        "excerpt": "Unseen Servant"
      },
      {
        "document": 1349,
        "excerpt": "re. They are invulnerable and obey your commands. Each servant can perform tasks that a human could perform, but they can't attack or take any action that would direct"
      },
      {
        "document": 1468,
        "excerpt": "Unseen Servant"
      },
      {
        "document": 1914,
        "excerpt": "Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast that spell again. Mimicry. The hag can"
      },
      {
        "document": 1969,
        "excerpt": "Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast that spell again. Magic Resistance. Th"
      },
      {
        "document": 2014,
        "excerpt": "Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast that spell again. Vile Appearance. Wis"
      }
    ],
    "servants": [
      {
        "document": 371,
        "excerpt": "accustomed to the finer things in life and might have servants."
      },
      {
        "document": 787,
        "excerpt": "Templar. The item seeks to defend the servants and interests of a particular deity."
      },
      {
        "document": 1238,
        "excerpt": "This spell puts you in contact with a god or a god's servants. You ask one question about a specific goal, event, or activity to occur within 7 days. The GM offers a"
      },
      {
        "document": 1349,
        "excerpt": "e if removed from it. A staff of 100 near-transparent servants attends all who enter. You determine the appearance of these servants and their attire. They are invulne"
      },
      {
        "document": 1484,
        "excerpt": "oes. If your wish would affect a god, the god's divine servants might instantly intervene to prevent it or to encourage you to craft the wish in a particular way. If yo"
      }
    ],
    "serve": [
      {
        "document": 94,
        "excerpt": "r than a rider and that has an appropriate anatomy can serve as a mount, using the following rules."
      },
      {
        "document": 450,
        "excerpt": "holds up to 30 pounds within 1 cubic foot. It can also serve as a saddlebag."
      },
      {
        "document": 719,
        "excerpt": "to escape by adding cracks in the walls big enough to serve as handholds and footholds. At Higher Levels. You can scale the trap for higher levels by increasing th"
      },
      {
        "document": 723,
        "excerpt": "to escape by adding cracks in the walls big enough to serve as handholds and footholds. At Higher Levels. You can scale the trap for higher levels by increasing th"
      },
      {
        "document": 1349,
        "excerpt": "ecorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. Furnishings and other objects created by this spell dissipat"
      },
      {
        "document": 1377,
        "excerpt": "must succeed on a Charisma saving throw or be bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is"
      },
      {
        "document": 1415,
        "excerpt": "ou must touch the chest and the miniature replica that serve as Material components for the spell. The chest can contain up to 12 cubic feet of nonliving material (3"
      },
      {
        "document": 1969,
        "excerpt": "spellcasting ability as Spellcasting. Only the hag can serve as the spell's messenger, and the target must be a creature the hag can see on the Material Plane. The s"
      }
    ],
    "serves": [
      {
        "document": 148,
        "excerpt": "or crystal. A staff weighs between 2 and 7 pounds and serves well as a walking stick or cane. Unless its description notes otherwise, a staff can be used as a nonma"
      },
      {
        "document": 323,
        "excerpt": "re can take this damage only once per turn. Fuel. Oil serves as fuel for Lamps and Lanterns. Once lit, a flask of Oil burns for 6 hours in a Lamp or Lantern. That du"
      },
      {
        "document": 1627,
        "excerpt": "yourself. The knight has the same alignment as you and serves you loyally until death, believing the two of you have been drawn together by fate. Work with your GM to"
      }
    ],
    "service": [
      {
        "document": 119,
        "excerpt": "ties and Values table, though a seller might ask for a service rather than coin as payment. If a magic item incorporates an item that has a purchase cost in “Equipmen"
      },
      {
        "document": 375,
        "excerpt": "Skilled hirelings include anyone hired to perform a service that involves a proficiency (including weapon, tool, or skill): a mercenary, an artisan, a scribe, or th"
      },
      {
        "document": 924,
        "excerpt": "Service"
      },
      {
        "document": 1265,
        "excerpt": "spell consumes) Duration: Instantaneous You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl"
      },
      {
        "document": 1288,
        "excerpt": "ou can see within range, ordering it to carry out some service or refrain from an action or a course of activity as you decide. The target must succeed on a Wisdom sav"
      },
      {
        "document": 1376,
        "excerpt": "o behave a particular way. You can ask it to perform a service in exchange for payment, but it isn't obliged to do so. The requested task could range from simple (fly"
      },
      {
        "document": 1377,
        "excerpt": "d a Celestial, an Elemental, a Fey, or a Fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is firs"
      },
      {
        "document": 1627,
        "excerpt": "rson. The GM chooses the weapon. Knight. You gain the service of a Knight, who magically appears in an unoccupied space you choose within 30 feet of yourself. The kni"
      }
    ],
    "services": [
      {
        "document": 376,
        "excerpt": "hose components to the cost listed in the Spellcasting Services table. The higher the level of a desired spell, the harder it is to find someone to cast it. Spellcasti"
      },
      {
        "document": 925,
        "excerpt": "Spellcasting Services"
      },
      {
        "document": 1376,
        "excerpt": "le to communicate with the creature to bargain for its services. Payment can take a variety of forms. A Celestial might require a sizable donation of gold or magic ite"
      }
    ],
    "serving": [
      {
        "document": 978,
        "excerpt": "acid. Some Evokers find employment in military forces, serving as artillery to blast armies from afar. Others use their power to protect others, while some seek their"
      },
      {
        "document": 1468,
        "excerpt": "s, cleaning, mending, folding clothes, lighting fires, serving food, and pouring drinks. Once you give the command, the servant performs the task to the best of its ab"
      }
    ],
    "sesame": [
      {
        "document": 1372,
        "excerpt": "V, S, M (a pinch of sesame seeds)"
      }
    ],
    "session": [
      {
        "document": 26,
        "excerpt": "back to step 1. This pattern holds during every game session (each time you sit down to play D&D), whether the adventurers are talking to a noble, exploring a ruin,"
      }
    ],
    "set": [
      {
        "document": 56,
        "excerpt": "ether to spy on one another, sneak past a guardian, or set an ambush. The Game Master decides when circumstances are appropriate for hiding. When you try to hide,"
      },
      {
        "document": 119,
        "excerpt": "sell magic items in your campaign, rarity can help you set prices for those items. Gold Piece values are provided in the Magic Item Rarities and Values table, thou"
      },
      {
        "document": 229,
        "excerpt": "your character's ability scores, you first generate a set of six numbers using the instructions below and then assign them to your six abilities. \"Playing the Gam"
      },
      {
        "document": 245,
        "excerpt": "rs are apprentice adventurers, though they are already set apart from the broader populace by virtue of their extraordinary abilities. They learn their starting cl"
      },
      {
        "document": 267,
        "excerpt": "74 A fan that, when unfolded, shows a sleepy cat 75 A set of bone pipes 76 A four-leaf clover pressed inside a book discussing manners and etiquette 77 A sheet"
      },
      {
        "document": 283,
        "excerpt": "apient life forms. A player character's species is the set of game traits that an adventurer gains from being one of those life forms. Some species can trace thei"
      },
      {
        "document": 308,
        "excerpt": "As a Utilize action, you can set a Hunting Trap, which is a sawtooth steel ring that snaps shut when a creature steps on a pressure plate"
      },
      {
        "document": 319,
        "excerpt": "l DC 25 Strength (Athletics) check as an action. Each set of Manacles comes with a key. Without the key, a creature can use Thieves' Tools to pick the Manacles' l"
      },
      {
        "document": 437,
        "excerpt": "Gaming Set (Varies)"
      },
      {
        "document": 498,
        "excerpt": "component is a forceful gesticulation or an intricate set of gestures. A spellcaster must use at least one of their hands to perform these movements."
      },
      {
        "document": 651,
        "excerpt": "a failed check, you must wait 24 hours (or a duration set by the GM) before urging it in the same way again. Influence Checks"
      },
      {
        "document": 692,
        "excerpt": "om an unwillingness or inability to exert a particular set of abilities. The character might feel enervated and unable to exert much Strength, for example, or beco"
      },
      {
        "document": 714,
        "excerpt": "ers of the indicated levels. Trigger. Traps are often set to go off when a creature enters an area or touches an object. Examples of triggers include stepping on"
      },
      {
        "document": 717,
        "excerpt": "it (see “Adventuring Gear” for the Net’s statistics). Set the Trap. A creature that has Thieves' Tools and all the trap's components (including a Net) can try to"
      },
      {
        "document": 985,
        "excerpt": "You gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an Unarmed Strike, you can expend 4"
      },
      {
        "document": 998,
        "excerpt": "Choose one kind of Gaming Set (see \"Equipment\")"
      },
      {
        "document": 1152,
        "excerpt": ", S, M (a bell and silver wire) Duration: 8 hours You set an alarm against intrusion. Choose a door, a window, or an area within range that is no larger than a 20"
      },
      {
        "document": 1164,
        "excerpt": "en and close the object despite the lock. You can also set a password that, when spoken within 5 feet of the object, unlocks it for 1 minute."
      },
      {
        "document": 1267,
        "excerpt": "V, S, M (a set of divination tools - such as cards or runes - worth 100+ GP)"
      },
      {
        "document": 1285,
        "excerpt": "effect as a normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn't already shattered, it explodes"
      },
      {
        "document": 1293,
        "excerpt": "l save DC to notice. When you inscribe the glyph, you set its trigger and choose whether it's an explosive rune or a spell glyph, as explained below. Set the Tri"
      },
      {
        "document": 1311,
        "excerpt": "the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve creatures can partake of the feast. A creature that partakes g"
      },
      {
        "document": 1332,
        "excerpt": "hin range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access."
      },
      {
        "document": 1419,
        "excerpt": "'t age, and doesn't need food, water, or air. You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or b"
      },
      {
        "document": 1451,
        "excerpt": "l save DC to notice. When you inscribe the glyph, you set its trigger and choose which effect the symbol bears: Death, Discord, Fear, Pain, Sleep, or Stunning. Ea"
      },
      {
        "document": 1509,
        "excerpt": "m or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move up or down. When certain levers are us"
      },
      {
        "document": 1557,
        "excerpt": "Wondrous Item, Uncommon This box contains a set of cards. A full deck has 34 cards: 32 depicting specific creatures and two with a mirrored surface. A d"
      },
      {
        "document": 1588,
        "excerpt": "o cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like - including color, style, and acc"
      },
      {
        "document": 1598,
        "excerpt": "us Item, Very Rare (Requires Attunement) This helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles t"
      },
      {
        "document": 1605,
        "excerpt": "Wondrous Item, Very Rare These horseshoes come in a set of four. As a Magic action, you can touch one of the horseshoes to the hoof of a horse or similar creatu"
      },
      {
        "document": 1606,
        "excerpt": "Wondrous Item, Rare These horseshoes come in a set of four. As a Magic action, you can touch one of the horseshoes to the hoof of a horse or similar creatu"
      },
      {
        "document": 1694,
        "excerpt": "perties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below. Buttons. You can press"
      },
      {
        "document": 1708,
        "excerpt": "Utilize action, and the applied glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the application of Universal Solvent or"
      },
      {
        "document": 2018,
        "excerpt": "guardian can cast the spell stored with any parameters set by the original caster, requiring no spell components and using the caster's spellcasting ability. The s"
      }
    ],
    "sets": [
      {
        "document": 18,
        "excerpt": "provide DCs for certain checks, but the GM ultimately sets them. The Typical Difficulty Classes table presents a range of possible DCs for ability checks. Typical"
      },
      {
        "document": 496,
        "excerpt": "bination of sounds, with specific pitch and resonance, sets the threads of magic in motion. Thus, a creature who is gagged or in an area of magical silence can't ca"
      },
      {
        "document": 1884,
        "excerpt": "These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as foll"
      },
      {
        "document": 1954,
        "excerpt": "Ignited Illumination. The magmin sets itself ablaze or extinguishes its flames. While ablaze, the magmin sheds Bright Light in a 10-foot radiu"
      }
    ],
    "setting": [
      {
        "document": 228,
        "excerpt": "uages table lists languages that are widespread in the setting. Every player character knows Common. The other standard languages originated with the first members of"
      }
    ],
    "settings": [
      {
        "document": 694,
        "excerpt": "In some settings, laws prohibit the possession and use of poison, but an illicit dealer or unscrupulous apothecary might"
      },
      {
        "document": 1198,
        "excerpt": "3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by constr"
      }
    ],
    "settlement": [
      {
        "document": 133,
        "excerpt": "nce that the materials are available, and in any other settlement, that chance is 25 percent. If materials aren't available, you must wait at least 7 days before checking"
      }
    ],
    "settlements": [
      {
        "document": 376,
        "excerpt": "Most settlements contain individuals who are willing to cast spells in exchange for payment. If a spell has expensive com"
      },
      {
        "document": 1198,
        "excerpt": "been replaced by construction, such as in castles and settlements. Choose three of the following facts; you learn those facts as they pertain to the spell's area: - Loc"
      }
    ],
    "seven": [
      {
        "document": 267,
        "excerpt": "f deposit at a bank in a far-off city 85 A diary with seven missing pages 86 An empty silver snuffbox bearing the inscription “dreams” on its lid 87 An iron holy"
      },
      {
        "document": 705,
        "excerpt": "y any means while the creature remains Poisoned. After seven successful saves against the poison, the creature is no longer Poisoned."
      },
      {
        "document": 820,
        "excerpt": "A bag containing forty-seven teeth, one of which is rotten"
      },
      {
        "document": 1388,
        "excerpt": "Blinded condition for 1 minute. The wall consists of seven layers, each with a different color. When a creature reaches into or passes through the wall, it does so"
      },
      {
        "document": 1439,
        "excerpt": "V, S, M (seven thorns)"
      },
      {
        "document": 2078,
        "excerpt": "the wraith's control. The wraith can have no more than seven specters under its control at a time."
      }
    ],
    "seventh": [
      {
        "document": 256,
        "excerpt": "re you can take your second level as a Fighter or your seventh level as a Cleric."
      }
    ],
    "several": [
      {
        "document": 144,
        "excerpt": "otion while still under the effects of another or pour several potions into a single container. The strange ingredients used in creating potions can result in unpredic"
      },
      {
        "document": 514,
        "excerpt": "There are several ways to cast a spell without expending a spell slot: Cantrips. A cantrip is cast without a spell slot."
      },
      {
        "document": 1311,
        "excerpt": "partake of the feast. A creature that partakes gains several benefits, which last for 24 hours. The creature has Resistance to Poison damage, and it has Immunity to"
      },
      {
        "document": 1346,
        "excerpt": "eously, and you can direct them to hit one creature or several. Using a Higher-Level Spell Slot. The spell creates one more dart for each spell slot level above 1."
      },
      {
        "document": 1394,
        "excerpt": "mentals, Fey, Fiends, or Undead. The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target. The target also"
      },
      {
        "document": 1412,
        "excerpt": "ys. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage. Using a Higher-Le"
      }
    ],
    "severed": [
      {
        "document": 1401,
        "excerpt": "1 Hit Point at the start of each of its turns, and any severed body parts regrow after 2 minutes."
      },
      {
        "document": 2051,
        "excerpt": "g damage during that turn, one of the troll's limbs is severed, falls into the troll's space, and becomes a Troll Limb. The limb acts immediately after the troll's tur"
      }
    ],
    "severity": [
      {
        "document": 714,
        "excerpt": "p includes the following parts after the trap's name: Severity and Levels. A trap is designated as a nuisance or as deadly for characters of certain levels. A nuisance"
      }
    ],
    "sew": [
      {
        "document": 432,
        "excerpt": "t: 5 lb. Utilize: Mend a tear in clothing (DC 10), or sew a Tiny design (DC 10) Craft: Padded Armor, Basket, Bedroll, Blanket, Fine Clothes, Net, Robe, Rope, Sac"
      }
    ],
    "sewer": [
      {
        "document": 676,
        "excerpt": "Sewer Plague"
      }
    ],
    "sewers": [
      {
        "document": 676,
        "excerpt": "aste can give rise to Sewer Plague, which incubates in sewers and refuse heaps and is sometimes transmitted by creatures that dwell in such areas, including otyu-ghs"
      },
      {
        "document": 1642,
        "excerpt": "Pipes of the Sewers"
      }
    ],
    "shackles": [
      {
        "document": 1560,
        "excerpt": "Dimensional Shackles"
      }
    ],
    "shades": [
      {
        "document": 611,
        "excerpt": "Dim Light. You discern colors in that Darkness only as shades of gray. See also “Playing the Game” (“Exploration”)."
      },
      {
        "document": 1182,
        "excerpt": "you can perceive the plane you left, which is cast in shades of gray, but you can't see anything there more than 60 feet away. You can affect and be affected only by"
      }
    ],
    "shadow": [
      {
        "document": 972,
        "excerpt": "tion. Pact of the Tome Stitching together strands of shadow, you conjure forth a book in your hand at the end of a Short or Long Rest. This Book of Shadows (you det"
      },
      {
        "document": 1220,
        "excerpt": "M (a paintbrush) Duration: Special You pull wisps of shadow material from the Shadowfell to create an object within range. It is either an object of vegetable matte"
      },
      {
        "document": 1469,
        "excerpt": "tion: Concentration, up to 1 minute The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against"
      },
      {
        "document": 2016,
        "excerpt": "Shadow"
      }
    ],
    "shadowfell": [
      {
        "document": 790,
        "excerpt": ", the Plane of Water; on a 5, the Feywild; on a 6, the Shadowfell"
      },
      {
        "document": 1220,
        "excerpt": "n: Special You pull wisps of shadow material from the Shadowfell to create an object within range. It is either an object of vegetable matter (soft goods, rope, wood, an"
      },
      {
        "document": 1236,
        "excerpt": "hey aren't on their home plane, Undead are sent to the Shadowfell, and Fey are sent to the Feywild. Dispel Magic Level 3 Abjuration (Bard, Cleric, Druid, Paladin, Rang"
      },
      {
        "document": 1281,
        "excerpt": "the Astral Plane, the Ethereal Plane, the Feywild, the Shadowfell, or the Plane Shift spell. In addition, the spell damages types of creatures that you choose when you c"
      }
    ],
    "shadows": [
      {
        "document": 54,
        "excerpt": "a specific radius. Dim Light. Dim Light, also called shadows, creates a Lightly Obscured area. An area of Dim Light is usually a boundary between Bright Light and su"
      },
      {
        "document": 646,
        "excerpt": "se. For example, a visual illusion of a creature casts shadows and reflections, and wind appears to affect the illusory creature. Similarly, an audible illusion echoes"
      },
      {
        "document": 972,
        "excerpt": "y to gain magical powers. The entity is a voice in the shadows - its identity unclear - but its boon to you is concrete: the ability to cast spells. See “Spells” for t"
      },
      {
        "document": 1007,
        "excerpt": "e of your choice by 1, to a maximum of 30. Merge with Shadows. While within Dim Light or Darkness, you can give yourself the Invisible condition as a Bonus Action. Th"
      }
    ],
    "shadowy": [
      {
        "document": 1007,
        "excerpt": "er you take an action, a Bonus Action, or a Reaction. Shadowy Form. While within Dim Light or Darkness, you have Resistance to all damage except Psychic and Radiant."
      },
      {
        "document": 1228,
        "excerpt": ": 60 feet Components: S Duration: 1 hour You create a shadowy Medium door on a flat solid surface that you can see within range. This door can be opened and closed, a"
      }
    ],
    "shake": [
      {
        "document": 700,
        "excerpt": "takes damage or if another creature takes an action to shake it awake."
      },
      {
        "document": 708,
        "excerpt": "takes damage or if another creature takes an action to shake it awake."
      },
      {
        "document": 1258,
        "excerpt": "s any damage or if another creature takes an action to shake it awake. Panicked. The target has the Frightened condition. On each of its turns, the Frightened targe"
      },
      {
        "document": 1319,
        "excerpt": "takes any damage or if someone else uses an action to shake the creature out of its stupor."
      },
      {
        "document": 1430,
        "excerpt": "mage or someone within 5 feet of it takes an action to shake it out of the spell's effect. Creatures that don't sleep, such as elves, or that have Immunity to the E"
      },
      {
        "document": 1451,
        "excerpt": "ns if it takes damage or if someone takes an action to shake it awake. Stunning. Each target must succeed on a Wisdom saving throw or have the Stunned condition for"
      }
    ],
    "shaken": [
      {
        "document": 1556,
        "excerpt": "rous Item, Uncommon This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. You can take a Magic action to remove the stopp"
      }
    ],
    "shaking": [
      {
        "document": 1647,
        "excerpt": "wn, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors."
      },
      {
        "document": 1648,
        "excerpt": "and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process."
      },
      {
        "document": 1652,
        "excerpt": "o color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process."
      },
      {
        "document": 2044,
        "excerpt": "ts Speed, and it makes one Claw or Tail attack. World-Shaking Movement. The tarrasque moves up to its Speed. At the end of this movement, the tarrasque creates an ins"
      }
    ],
    "shallow": [
      {
        "document": 78,
        "excerpt": "urniture, rubble, undergrowth, steep stairs, snow, and shallow bogs are examples of Difficult Terrain. Every foot of movement in Difficult Terrain costs 1 extra foot,"
      }
    ],
    "shambling": [
      {
        "document": 181,
        "excerpt": "s are sentient vegetation and fungal monsters, such as shambling mounds and treants. Undead are spirits and the reanimated dead, such as ghosts, vampires, and zombies."
      },
      {
        "document": 2017,
        "excerpt": "Shambling Mound"
      }
    ],
    "shape": [
      {
        "document": 526,
        "excerpt": "m which the effect's energy erupts. The rules for each shape specify how to position its point of origin. If all straight lines extending from the point of origin to"
      },
      {
        "document": 542,
        "excerpt": "Shape-Shifting"
      },
      {
        "document": 767,
        "excerpt": "Earthquake (5 charges), Stone Shape (2 charges), Stoneskin (3 charges), Wall of Stone (3 charges)"
      },
      {
        "document": 824,
        "excerpt": "Wild Shape"
      },
      {
        "document": 833,
        "excerpt": "Stone Shape"
      },
      {
        "document": 890,
        "excerpt": "Stone Shape"
      },
      {
        "document": 914,
        "excerpt": "Stone Shape"
      },
      {
        "document": 965,
        "excerpt": "Wild Shape"
      },
      {
        "document": 975,
        "excerpt": "As a Magic action, you can expend a use of your Wild Shape and choose a point within 60 feet of yourself. Vitality-giving flowers and life-draining thorns appear f"
      },
      {
        "document": 986,
        "excerpt": "Cone or a 30-foot Line that is 5 feet wide (choose the shape each time). Each creature in that area must make a Dexterity saving throw (DC 8 plus your Constitution m"
      },
      {
        "document": 1153,
        "excerpt": "pear as a creature of a different size, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. For the"
      },
      {
        "document": 1156,
        "excerpt": "g creatures that you can see within range. Each target shape-shifts into a Large or smaller Beast of your choice that has a Challenge Rating of 4 or lower. You can c"
      },
      {
        "document": 1185,
        "excerpt": "in range that you can see above yourself. It takes the shape of a Cylinder that is 10 feet tall with a 60-foot radius. When you cast the spell, choose a point you c"
      },
      {
        "document": 1246,
        "excerpt": ", through the spell's duration. The messenger can also shape the dream's environment, creating landscapes, objects, and other images. The messenger can emerge from t"
      },
      {
        "document": 1250,
        "excerpt": "water that can fit in a 1-foot Cube to assume a crude shape (such as that of a creature) for 1 hour."
      },
      {
        "document": 1274,
        "excerpt": "de in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evo"
      },
      {
        "document": 1282,
        "excerpt": "a cage or a solid box, as you choose. A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart."
      },
      {
        "document": 1286,
        "excerpt": "centration, up to 1 hour A willing creature you touch shape-shifts, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell"
      },
      {
        "document": 1299,
        "excerpt": "ce. The warded area can be up to 20 feet tall, and you shape it as one 50-foot square, one hundred 5-foot squares that are contiguous, or twenty-five 10-foot squares"
      },
      {
        "document": 1356,
        "excerpt": "rm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 Force damage to you. The stone"
      },
      {
        "document": 1368,
        "excerpt": "ture takes 2d10 Radiant damage, and if the creature is shape-shifted (as a result of the Polymorph spell, for example), it reverts to its true form and can't shape-s"
      },
      {
        "document": 1369,
        "excerpt": "s shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse. Similarly, this spell doesn't directly"
      },
      {
        "document": 1381,
        "excerpt": "t. The target must succeed on a Wisdom saving throw or shape-shift into a Beast form for the duration. That form can be any Beast you choose that has a Challenge Rat"
      },
      {
        "document": 1388,
        "excerpt": "- centered on a point within range. Alternatively, you shape the wall into a globe up to 30 feet in diameter centered on a point within range. The wall lasts for the"
      },
      {
        "document": 1420,
        "excerpt": "1,500+ GP) Duration: Concentration, up to 1 hour You shape-shift into another creature for the duration or until you take a Magic action to shape-shift into a diff"
      },
      {
        "document": 1444,
        "excerpt": "Stone Shape"
      },
      {
        "document": 1463,
        "excerpt": "cal object that you can see within range. The creature shape-shifts into a different creature or a nonmagical object, or the object shape-shifts into a creature (the"
      },
      {
        "document": 1473,
        "excerpt": "or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another pane"
      },
      {
        "document": 1474,
        "excerpt": "or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. I"
      },
      {
        "document": 1475,
        "excerpt": "no longer enclosed by the wall. The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be v"
      },
      {
        "document": 1483,
        "excerpt": "50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts"
      },
      {
        "document": 1546,
        "excerpt": "Light or Darkness, you can cast Polymorph on yourself, shape-shifting into a Bat. While in that form, you retain your Intelligence, Wisdom, and Charisma scores. The"
      },
      {
        "document": 1609,
        "excerpt": "Ioun Stones exist, each type a distinct combination of shape and color. When you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head"
      },
      {
        "document": 1828,
        "excerpt": "s no longer Bloodied. Immutable Form. The golem can't shape-shift. Magic Resistance. The golem has Advantage on saving throws against spells and other magical effe"
      },
      {
        "document": 1846,
        "excerpt": "Shape-Shift. The doppelganger shape-shifts into a Medium or Small Humanoid, or it returns to its true form. It"
      },
      {
        "document": 1864,
        "excerpt": "it is still Bloodied. Immutable Form. The golem can't shape-shift. Lightning Absorption. Whenever the golem is subjected to Lightning damage, it regains a number o"
      },
      {
        "document": 1938,
        "excerpt": "nents and using Charisma as the spellcasting ability. Shape-Shift. The imp shape-shifts to resemble a rat (Speed 20 ft.), a raven (20 ft., Fly 60 ft.), or a spider"
      },
      {
        "document": 1939,
        "excerpt": "us Form. When the incubus finishes a Long Rest, it can shape-shift into a Succubus, using that stat block instead of this one. Any equipment it is wearing or carryin"
      },
      {
        "document": 1941,
        "excerpt": "he Fire damage dealt. Immutable Form. The golem can't shape-shift. Magic Resistance. The golem has Advantage on saving throws against spells and other magical effe"
      },
      {
        "document": 1962,
        "excerpt": "Shape-Shift. The mimic shape-shifts to resemble a Medium or Small object while retaining its game statistics,"
      },
      {
        "document": 1969,
        "excerpt": "Shape-Shift. The hag shape-shifts into a Small or Medium Humanoid, or it returns to its true form. Other than"
      },
      {
        "document": 1976,
        "excerpt": "ned condition until the start of the oni's next turn. Shape-Shift. The oni shape-shifts into a Small or Medium Humanoid or a Large Giant, or it returns to its true"
      },
      {
        "document": 1996,
        "excerpt": "a success. After 1 minute, it succeeds automatically. Shape-Shift. The quasit shape-shifts to resemble a bat (Speed 10 ft., Fly 40 ft.), a centipede (40 ft., Climb"
      },
      {
        "document": 2034,
        "excerpt": "Immutable Form. The golem can't shape-shift. Magic Resistance. The golem has Advantage on saving throws against spells and other magical effe"
      },
      {
        "document": 2036,
        "excerpt": "s Form. When the succubus finishes a Long Rest, it can shape-shift into an Incubus, using that stat block instead of this one."
      },
      {
        "document": 2056,
        "excerpt": "Hit Points outside its resting place, the vampire uses Shape-Shift to become mist (no action required). If it can't use Shape-Shift, it is destroyed. While it has 0"
      },
      {
        "document": 2067,
        "excerpt": "Shape-Shift. The werebear shape-shifts into a Large bear-humanoid hybrid form or a Large bear, or it returns t"
      },
      {
        "document": 2068,
        "excerpt": "Shape-Shift. The wereboar shape-shifts into a Medium boar-humanoid hybrid or a Small boar, or it returns to it"
      },
      {
        "document": 2069,
        "excerpt": "Shape-Shift. The wererat shape-shifts into a Medium rat-humanoid hybrid or a Small rat, or it returns to its t"
      },
      {
        "document": 2070,
        "excerpt": "his movement, the weretiger can take the Hide action. Shape-Shift. The weretiger shape-shifts into a Large tiger-humanoid hybrid or a Large tiger, or it returns to"
      },
      {
        "document": 2071,
        "excerpt": "Shape-Shift. The werewolf shape-shifts into a Large wolf-humanoid hybrid or a Medium wolf, or it returns to it"
      }
    ],
    "shapechange": [
      {
        "document": 838,
        "excerpt": "Shapechange"
      },
      {
        "document": 895,
        "excerpt": "Shapechange"
      },
      {
        "document": 1420,
        "excerpt": "Shapechange"
      },
      {
        "document": 1763,
        "excerpt": "At Will: Detect Magic, Minor Illusion, Scorching Ray, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Tem"
      },
      {
        "document": 1764,
        "excerpt": "At Will: Detect Magic, Guiding Bolt (level 2 version), Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Tem"
      },
      {
        "document": 1765,
        "excerpt": "t Magic, Mind Spike (level 4 version), Minor Illusion, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Tem"
      },
      {
        "document": 1766,
        "excerpt": "At Will: Detect Magic, Guiding Bolt (level 2 version), Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Tem"
      },
      {
        "document": 1769,
        "excerpt": "cks): At Will: Detect Magic, Hold Monster, Ice Knife, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Tem"
      },
      {
        "document": 1775,
        "excerpt": "agic, Minor Illusion, Scorching Ray (level 3 version), Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Tem"
      },
      {
        "document": 1776,
        "excerpt": "At Will: Detect Magic, Guiding Bolt (level 2 version), Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Tem"
      },
      {
        "document": 1777,
        "excerpt": "t Magic, Mind Spike (level 5 version), Minor Illusion, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Tem"
      },
      {
        "document": 1778,
        "excerpt": "At Will: Detect Magic, Guiding Bolt (level 4 version), Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Tem"
      },
      {
        "document": 1781,
        "excerpt": "tect Magic, Hold Monster, Ice Knife (level 2 version), Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Tem"
      },
      {
        "document": 1835,
        "excerpt": ": Detect Evil and Good, Detect Magic, Detect Thoughts, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Te"
      },
      {
        "document": 1843,
        "excerpt": "ty (spell save DC 17): At Will: Detect Evil and Good, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Tem"
      }
    ],
    "shaped": [
      {
        "document": 117,
        "excerpt": "might make items usable only by folk who are sized and shaped like dwarves. Unusual Anatomy. Use your discretion to decide whether a creature can wear an item not ma"
      },
      {
        "document": 1282,
        "excerpt": "centration, up to 1 hour An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within range. The pris"
      },
      {
        "document": 1579,
        "excerpt": "oken disappears, and a 50-foot-long, 20-foot-wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per"
      },
      {
        "document": 1640,
        "excerpt": ", effervescent liquid contains one easy-to-miss bubble shaped like a heart."
      },
      {
        "document": 1694,
        "excerpt": "2. The rod's flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic Battleaxe that grants a +3 bonus to attack rolls an"
      },
      {
        "document": 1700,
        "excerpt": "ous Item, Legendary (Requires Attunement) This beetle-shaped medallion provides three benefits while it is on your person. Defense. You gain a +1 bonus to Armor Cla"
      }
    ],
    "shapeless": [
      {
        "document": 1468,
        "excerpt": "on: 1 hour This spell creates an Invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into"
      }
    ],
    "shapes": [
      {
        "document": 181,
        "excerpt": "ell hounds. Giants are towering beings with humanlike shapes, like fire giants and trolls. Humanoids are people defined by their roles and professions, such as mage"
      },
      {
        "document": 502,
        "excerpt": "has an area of effect, which is typically one of these shapes: Cone, Cube, Cylinder, Emanation, Line, or Sphere. Awareness of Being Targeted. Unless a spell has a pe"
      },
      {
        "document": 526,
        "excerpt": "have an area of effect, which typically has one of six shapes. These shapes are defined elsewhere in this glossary: Cone Cylinder Line Cube Emanation Sphere An"
      },
      {
        "document": 823,
        "excerpt": "Beast Shapes"
      },
      {
        "document": 837,
        "excerpt": "Animal Shapes"
      },
      {
        "document": 965,
        "excerpt": "ating for those forms increases, as shown in the Beast Shapes table. In addition, starting at level 8, you can adopt a form that has a Fly Speed. When choosing known"
      },
      {
        "document": 1156,
        "excerpt": "Animal Shapes"
      },
      {
        "document": 1691,
        "excerpt": "Item, Uncommon This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can take a Magic action to detach one of the patches"
      }
    ],
    "shard": [
      {
        "document": 820,
        "excerpt": "A shard of obsidian that always feels warm to the touch"
      },
      {
        "document": 1320,
        "excerpt": "a piece of ice) Duration: Instantaneous You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hi"
      },
      {
        "document": 1411,
        "excerpt": "V, S, M (a shard of glass from a mirror)"
      },
      {
        "document": 1473,
        "excerpt": "V, S, M (a shard of glass)"
      }
    ],
    "shards": [
      {
        "document": 1634,
        "excerpt": "r, gelatinous oil sparkles with tiny, ultrathin silver shards."
      }
    ],
    "share": [
      {
        "document": 373,
        "excerpt": ". Others notice your wealth and might encourage you to share it, either legally or otherwise."
      },
      {
        "document": 562,
        "excerpt": "ates otherwise, the contacted creature doesn't need to share a language with the telepath to understand this communication, but the contacted creature must be able t"
      },
      {
        "document": 976,
        "excerpt": "lege's members gather in libraries and universities to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corr"
      },
      {
        "document": 982,
        "excerpt": "s into their helmets or coats of arms. These paladins share the following tenets: - Let your word be your promise. - Protect the weak and never fear to act. - Let"
      },
      {
        "document": 1303,
        "excerpt": "with any other creature in the area even if they don't share a common language. Vulnerability. Creatures of any types you choose have Vulnerability to one damage ty"
      },
      {
        "document": 1453,
        "excerpt": "te telepathically through the bond whether or not they share a language. The communication is possible over any distance, though it can't extend to other planes of e"
      }
    ],
    "shared": [
      {
        "document": 1437,
        "excerpt": "is in the area, you can communicate with it as if you shared a common language."
      },
      {
        "document": 1448,
        "excerpt": "None (XP 0; PB equals your Proficiency Bonus) Traits Shared Resistances. When you summon the spirit, choose one of its Resistances. You have Resistance to the chose"
      },
      {
        "document": 1852,
        "excerpt": "ryad can communicate with Beasts and Plants as if they shared a language."
      }
    ],
    "shares": [
      {
        "document": 1158,
        "excerpt": "spell is an ally to you and your allies. In combat, it shares your Initiative count and takes its turn immediately after yours. Until the spell ends, you can take a"
      },
      {
        "document": 1266,
        "excerpt": "steed is an ally to you and your allies. In combat, it shares your Initiative count, and it functions as a controlled mount while you ride it (as defined in the rules"
      },
      {
        "document": 1290,
        "excerpt": "n ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no"
      },
      {
        "document": 1448,
        "excerpt": "n ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no"
      },
      {
        "document": 1720,
        "excerpt": "ake in that space. The snake is under your control and shares your Initiative count, taking its turn immediately after yours. On your turn, you can mentally command"
      }
    ],
    "sharing": [
      {
        "document": 139,
        "excerpt": "A sentient item communicates by sharing its emotions, broadcasting its thoughts telepathically, or speaking aloud. You can choose how it communi"
      }
    ],
    "shark": [
      {
        "document": 1894,
        "excerpt": "Giant Shark"
      },
      {
        "document": 1933,
        "excerpt": "Hunter Shark"
      },
      {
        "document": 2001,
        "excerpt": "Reef Shark"
      },
      {
        "document": 2009,
        "excerpt": "nce every 4 hours to avoid suffocating outside water. Shark Telepathy. The sahuagin can magically control sharks within 120 feet of itself, using a special telepath"
      }
    ],
    "shark's": [
      {
        "document": 2001,
        "excerpt": "attack roll against a creature if at least one of the shark's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition. Water Br"
      }
    ],
    "sharks": [
      {
        "document": 237,
        "excerpt": "nal thought don't have alignments; they are unaligned. Sharks are savage predators, for example, but they aren't evil; they are unaligned. doing what seems best at t"
      },
      {
        "document": 2009,
        "excerpt": ". Shark Telepathy. The sahuagin can magically control sharks within 120 feet of itself, using a special telepathy."
      }
    ],
    "sharp": [
      {
        "document": 718,
        "excerpt": "successful check. As an action, a character can use a sharp tool to deface the glyph, which disarms the trap. As a Search action, a creature can examine the sectio"
      },
      {
        "document": 1476,
        "excerpt": "u create a wall of tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make"
      }
    ],
    "sharpened": [
      {
        "document": 723,
        "excerpt": ", causing the creature to fall into the pit, which has sharpened wooden or metal spikes at the bottom. The lid remains open thereafter. A creature that falls into the p"
      }
    ],
    "sharpness": [
      {
        "document": 1634,
        "excerpt": "Oil of Sharpness"
      },
      {
        "document": 1728,
        "excerpt": "Sword of Sharpness"
      }
    ],
    "shatter": [
      {
        "document": 861,
        "excerpt": "Shatter"
      },
      {
        "document": 887,
        "excerpt": "Shatter"
      },
      {
        "document": 900,
        "excerpt": "Shatter"
      },
      {
        "document": 954,
        "excerpt": "dol that tears at the character’s mind, threatening to shatter it."
      },
      {
        "document": 1421,
        "excerpt": "Shatter"
      },
      {
        "document": 1565,
        "excerpt": "e pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so destroys the pellet and ends its magic. As a Utilize"
      },
      {
        "document": 1762,
        "excerpt": "replace one attack with a use of Spellcasting to cast Shatter. Rend. Melee Attack Roll: +12, reach 10 ft. Hit: 16 (2d8 + 7) Slashing damage plus 5 (1d10) Lightning d"
      },
      {
        "document": 1774,
        "excerpt": "replace one attack with a use of Spellcasting to cast Shatter (level 3 version). Rend. Melee Attack Roll: +16, reach 15 ft. Hit: 18 (2d8 + 9) Slashing damage plus 11"
      }
    ],
    "shattered": [
      {
        "document": 1285,
        "excerpt": "tering it. After 1 minute, if the globe hasn't already shattered, it explodes. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level ab"
      },
      {
        "document": 1625,
        "excerpt": "f the mirror but facing away from it. If the mirror is shattered, all creatures it contains are freed and appear in unoccupied spaces near it. While within 5 feet of th"
      }
    ],
    "shattering": [
      {
        "document": 1285,
        "excerpt": "of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn't already shattered, it explodes. Using a Higher-Level Spell Slot"
      }
    ],
    "shatters": [
      {
        "document": 1285,
        "excerpt": "hurl it with a sling (to the sling's normal range). It shatters on impact, with the same effect as a normal casting of the spell. You can also set the globe down withou"
      },
      {
        "document": 1625,
        "excerpt": "ic damage, and Vulnerability to Bludgeoning damage. It shatters and is destroyed when reduced to 0 Hit Points. If the mirror is hanging on a vertical surface and you a"
      },
      {
        "document": 1720,
        "excerpt": "it dies and reverts to its staff form; the staff then shatters and is destroyed. If the snake reverts to staff form before losing all its Hit Points, it regains all of"
      }
    ],
    "shaving": [
      {
        "document": 1306,
        "excerpt": "V, S, M (a shaving of licorice root)"
      }
    ],
    "shawm": [
      {
        "document": 439,
        "excerpt": "2 lb.), lyre (30 GP, 2 lb.), pan flute (12 GP, 2 lb.), shawm (2 GP, 1 lb.), viol (30 GP, 1 lb.)"
      }
    ],
    "sheath": [
      {
        "document": 555,
        "excerpt": "attack. Equipping a weapon includes drawing it from a sheath or picking it up. Unequipping a weapon includes sheathing, stowing, or dropping it. Moving between Atta"
      }
    ],
    "sheathe": [
      {
        "document": 1581,
        "excerpt": "to issue the command again or until you drop, stow, or sheathe the weapon."
      }
    ],
    "sheathing": [
      {
        "document": 555,
        "excerpt": "sheath or picking it up. Unequipping a weapon includes sheathing, stowing, or dropping it. Moving between Attacks. If you move on your turn and have a feature, such as"
      }
    ],
    "shed": [
      {
        "document": 1260,
        "excerpt": "hrow. For the duration, objects and affected creatures shed Dim Light in a 10-foot radius and can't benefit from the Invisible condition. Attack rolls against an a"
      },
      {
        "document": 1388,
        "excerpt": "through this layer, which is destroyed by Bright Light shed by the Daylight spell. | | 7 | Violet. Failed Save: The target has the Blinded condition and makes a"
      },
      {
        "document": 1581,
        "excerpt": "lf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it"
      },
      {
        "document": 1694,
        "excerpt": "om the end opposite the rod's flanged head. The flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet, and the blade functions as a m"
      }
    ],
    "shedding": [
      {
        "document": 1271,
        "excerpt": "utes Wispy flames wreathe your body for the duration, shedding Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. The flames provide you with a"
      },
      {
        "document": 1613,
        "excerpt": "his hooded lantern burns for 6 hours on 1 pint of oil, shedding Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. Invisible creatures and object"
      }
    ],
    "sheds": [
      {
        "document": 465,
        "excerpt": "For 1 hour, a lit Candle sheds Bright Light in a 5-foot radius and Dim Light for an additional 5 feet."
      },
      {
        "document": 1222,
        "excerpt": "guely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius. As a Bonus Action, you can move the lights up to 60 feet to a space with"
      },
      {
        "document": 1225,
        "excerpt": "radius Sphere. The sunlight's area is Bright Light and sheds Dim Light for an additional 60 feet. Alternatively, you cast the spell on an object that isn't being wo"
      },
      {
        "document": 1274,
        "excerpt": "your spellcasting ability modifier. The flaming blade sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. Using a Higher-Level Spell Sl"
      },
      {
        "document": 1276,
        "excerpt": "carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. Using a Higher-Level Spell Sl"
      },
      {
        "document": 1336,
        "excerpt": "ried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as yo"
      },
      {
        "document": 1388,
        "excerpt": "re, the spell ends instantly without effect. The wall sheds Bright Light within 100 feet and Dim Light for an additional 100 feet. You and creatures you designate w"
      },
      {
        "document": 1390,
        "excerpt": "e, the flame emits no heat and ignites nothing, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The spell ends if you cast it"
      },
      {
        "document": 1425,
        "excerpt": "mage from the attack. Until the spell ends, the target sheds Bright Light in a 5-foot radius, attack rolls against it have Advantage, and it can't benefit from the I"
      },
      {
        "document": 1449,
        "excerpt": "ion, a mote of brilliant radiance shines above you. It sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. This light is sunlight."
      },
      {
        "document": 1535,
        "excerpt": "inute from its total burn time. While lit, the candle sheds Dim Light in a 30-foot radius. While you are within that light, you have Advantage on D20 Tests. In addi"
      },
      {
        "document": 1583,
        "excerpt": "to Fire damage. In freezing temperatures, the weapon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. When you draw this weapon, yo"
      },
      {
        "document": 1585,
        "excerpt": "of the following effects: First Command Word. The gem sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. This effect doesn't expend a c"
      },
      {
        "document": 1615,
        "excerpt": "your next turn. Light. While you hold this weapon, it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet."
      },
      {
        "document": 1677,
        "excerpt": "ou maintain Concentration, up to 1 minute. Each sphere sheds Dim Light in a 30-foot radius. As a Bonus Action, you can move each sphere up to 30 feet, but no farthe"
      },
      {
        "document": 1688,
        "excerpt": "the end of your next turn. During this time, the robe sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet, and creatures that can see you"
      },
      {
        "document": 1693,
        "excerpt": "end of the rod in the ground, whereupon the rod's head sheds Bright Light in a 60-foot radius and Dim Light for an additional 60 feet. While in that Bright Light, yo"
      },
      {
        "document": 1796,
        "excerpt": "s the Incapacitated condition. Illumination. The azer sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet."
      },
      {
        "document": 1862,
        "excerpt": "kes 5 (1d10) Fire damage. Illumination. The elemental sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. Water Susceptibility. The ele"
      },
      {
        "document": 1883,
        "excerpt": "Illumination. The beetle sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet."
      },
      {
        "document": 1954,
        "excerpt": "e or extinguishes its flames. While ablaze, the magmin sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet."
      },
      {
        "document": 1970,
        "excerpt": "e it is on the nightmare. Illumination. The nightmare sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet."
      },
      {
        "document": 2074,
        "excerpt": "can't wear or carry anything. Illumination. The wisp sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. Incorporeal Movement. The wis"
      }
    ],
    "sheer": [
      {
        "document": 967,
        "excerpt": "Through sheer force of will, you can remove one of the following conditions from yourself at the end of each of your t"
      }
    ],
    "sheet": [
      {
        "document": 75,
        "excerpt": "nsider writing your Speed in squares on your character sheet. Entering a Square. To enter a square, you must have enough movement left to pay for entering. It costs"
      },
      {
        "document": 92,
        "excerpt": "lled an Armor Class (AC), which appears on a character sheet or in a stat block (see “Rules Glossary”)."
      },
      {
        "document": 226,
        "excerpt": "ce you’ve chosen a species, write it on your character sheet. Then record your species’ traits. Your character's size and Speed are determined by the character's sp"
      },
      {
        "document": 234,
        "excerpt": "from the options below, and note it on your character sheet. The game assumes that player characters aren't of an evil alignment. Check with your GM before making"
      },
      {
        "document": 236,
        "excerpt": "Choose a Character Sheet"
      },
      {
        "document": 238,
        "excerpt": "Now fill in the rest of your character sheet."
      },
      {
        "document": 240,
        "excerpt": "Note these numbers on your character sheet. Saving Throws. For the saving throws you have proficiency in, add your Proficiency Bonus to the approp"
      },
      {
        "document": 241,
        "excerpt": "ass table. Level 1 Hit Points by Class The character sheet includes room to note your current Hit Points when you take damage, as well as any Temporary Hit Points"
      },
      {
        "document": 243,
        "excerpt": "increases, increase all the numbers on your character sheet that include your Proficiency Bonus. 5: Adjust Ability Modifiers. If you choose a feat that increases o"
      },
      {
        "document": 247,
        "excerpt": "made, fill in the remaining details on your character sheet."
      },
      {
        "document": 258,
        "excerpt": "Choose a class, and write it on your character sheet. The Class Overview table summarizes the classes. See “Classes” for the classes’ details. Class Overvie"
      },
      {
        "document": 267,
        "excerpt": "d inside a book discussing manners and etiquette 77 A sheet of parchment upon which is drawn a mechanical contraption 78 An ornate scabbard that fits no blade you"
      },
      {
        "document": 268,
        "excerpt": "Write your character's level on your character sheet. Typically, a character starts at level 1 and advances in level by adventuring and gaining Experience Po"
      },
      {
        "document": 269,
        "excerpt": "s of armor. Note your armor training on your character sheet. Armor training with a kind of armor means you can wear that armor effectively, gaining defensive bonuse"
      },
      {
        "document": 271,
        "excerpt": "character's background, and write it on your character sheet. You can choose any of the backgrounds detailed in \"Character Origins,\" and your GM might offer addition"
      },
      {
        "document": 272,
        "excerpt": "ment.\" Record your chosen equipment on your character sheet. Equipment is described in “Equipment,” but for now you can just write it all down and look up the speci"
      },
      {
        "document": 324,
        "excerpt": "One sheet of Paper can hold about 250 handwritten words."
      },
      {
        "document": 325,
        "excerpt": "One sheet of Parchment can hold about 250 handwritten words."
      },
      {
        "document": 589,
        "excerpt": "Character Sheet"
      },
      {
        "document": 1184,
        "excerpt": "Self Components: V, S Duration: Instantaneous A thin sheet of flames shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw, taking"
      },
      {
        "document": 1229,
        "excerpt": "ot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead."
      },
      {
        "document": 1230,
        "excerpt": "ot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead."
      },
      {
        "document": 1231,
        "excerpt": "ot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead."
      },
      {
        "document": 1232,
        "excerpt": "ot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead. Read Thoughts. Target one creature you can see within 30 feet of yourself or one creature with"
      },
      {
        "document": 1358,
        "excerpt": "al silence; 1 foot of stone, metal, or wood; or a thin sheet of lead blocks the spell."
      },
      {
        "document": 1389,
        "excerpt": "V, S, M (a thin sheet of lead)"
      },
      {
        "document": 1474,
        "excerpt": "f wall to 0 Hit Points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the"
      },
      {
        "document": 1644,
        "excerpt": "mensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. You can take a Magic action to unfold a Portable Hole and place it on or against a"
      },
      {
        "document": 1686,
        "excerpt": "o 3 feet of wood or dirt. Thicker substances or a thin sheet of lead block the vision. Whenever you use the ring again before taking a Long Rest, you must succeed o"
      },
      {
        "document": 1756,
        "excerpt": "mensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. You can take a Magic action to unfold the Well of Many Worlds and place it on a sol"
      }
    ],
    "sheets": [
      {
        "document": 341,
        "excerpt": "ckpack, Book, Ink, Ink Pen, Lamp, 10 flasks of Oil, 10 sheets of Parchment, and Tinderbox."
      },
      {
        "document": 467,
        "excerpt": "A Map or Scroll Case holds up to 10 sheets of paper or 5 sheets of parchment."
      },
      {
        "document": 477,
        "excerpt": "Pens, Lamp, 2 Map or Scroll Cases, 4 flasks of Oil, 5 sheets of Paper, 5 sheets of Parchment, Perfume, and Tinderbox."
      },
      {
        "document": 995,
        "excerpt": "s Supplies, Book (prayers), Holy Symbol, Parchment (10 sheets), Robe, 8 GP; or (B) 50 GP"
      },
      {
        "document": 997,
        "excerpt": "Calligrapher's Supplies, Book (history), Parchment (8 sheets), Robe, 8 GP; or (B) 50 GP"
      }
    ],
    "shell": [
      {
        "document": 820,
        "excerpt": "A l-pound egg with a bright-red shell"
      },
      {
        "document": 834,
        "excerpt": "Antilife Shell"
      },
      {
        "document": 1159,
        "excerpt": "Antilife Shell"
      },
      {
        "document": 1511,
        "excerpt": "and Slashing damage while you wear this armor. Metal Shell. You can take a Magic action to give yourself Immunity to Bludgeoning, Piercing, and Slashing damage for"
      }
    ],
    "shells": [
      {
        "document": 1203,
        "excerpt": "V, S, M (three nut shells)"
      }
    ],
    "shield": [
      {
        "document": 181,
        "excerpt": "are magically created creatures such as homunculi and shield guardians. Dragons are scaly beings of ancient origin, such as red dragons and wyverns. Elementals are"
      },
      {
        "document": 241,
        "excerpt": "your character sheet. Armor Class. Without armor or a shield, your base Armor Class is 10 plus your Dexterity modifier. If your starting equipment includes armor or"
      },
      {
        "document": 379,
        "excerpt": "its description states otherwise. For example, a magic Shield that requires Attunement provides the benefits of a normal Shield if you aren't attuned to it, but none"
      },
      {
        "document": 384,
        "excerpt": ", and rings on a finger. Magic armor must be donned, a Shield strapped to the arm, a cloak fastened about the shoulders. A weapon must be held. In most cases, a magi"
      },
      {
        "document": 407,
        "excerpt": "Anyone can don armor or hold a Shield, but only those with training can use them effectively, as explained below. A character's class and othe"
      },
      {
        "document": 410,
        "excerpt": "Shield"
      },
      {
        "document": 411,
        "excerpt": "ar only one suit of armor at a time and wield only one Shield at a time. Armor"
      },
      {
        "document": 485,
        "excerpt": "or borne on fabric (such as a tab-ard or banner) or a Shield. Holy Symbols"
      },
      {
        "document": 544,
        "excerpt": "or Dexterity, and you can't cast spells. If you use a Shield and lack training with it, you don't gain its AC bonus. See also \"Disadvantage\" and \"Equipment\" (\"Armor\""
      },
      {
        "document": 766,
        "excerpt": "+1 Leather Armor, +1 Shield"
      },
      {
        "document": 800,
        "excerpt": "Shield"
      },
      {
        "document": 833,
        "excerpt": "Fire Shield"
      },
      {
        "document": 841,
        "excerpt": "Protection from Evil and Good,Shield of Faith"
      },
      {
        "document": 843,
        "excerpt": "Shield of Faith"
      },
      {
        "document": 860,
        "excerpt": "Shield"
      },
      {
        "document": 864,
        "excerpt": "Fire Shield"
      },
      {
        "document": 870,
        "excerpt": "Fire Shield, Wall of Fire"
      },
      {
        "document": 886,
        "excerpt": "Shield"
      },
      {
        "document": 890,
        "excerpt": "Fire Shield"
      },
      {
        "document": 911,
        "excerpt": "Shield of Faith"
      },
      {
        "document": 929,
        "excerpt": "Shield (Utilize Action to Don or Doff)"
      },
      {
        "document": 935,
        "excerpt": "Emblem (borne on fabric or a Shield)"
      },
      {
        "document": 962,
        "excerpt": "ur Dexterity and Constitution modifiers. You can use a Shield and still gain this benefit."
      },
      {
        "document": 964,
        "excerpt": "Choose A or B: (A) Chain Shirt, Shield, Mace, Holy Symbol, Priest’s Pack, and 7 GP; or (B) 110 GP"
      },
      {
        "document": 965,
        "excerpt": "Choose A or B: (A) Leather Armor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorer’s Pack, Herbalism Kit, and 9 GP; or (B) 50 GP"
      },
      {
        "document": 967,
        "excerpt": "onk weapons and you aren't wearing armor or wielding a Shield. Bonus Unarmed Strike. You can make an Unarmed Strike as a Bonus Action. Martial Arts Die. You can rol"
      },
      {
        "document": 968,
        "excerpt": "Choose A or B: (A) Chain Mail, Shield, Longsword, 6 Javelins, Holy Symbol, Priest’s Pack, and 9 GP; or (B) 150 GP"
      },
      {
        "document": 1125,
        "excerpt": "Shield"
      },
      {
        "document": 1271,
        "excerpt": "Fire Shield"
      },
      {
        "document": 1422,
        "excerpt": "Shield of Faith"
      },
      {
        "document": 1423,
        "excerpt": "Shield"
      },
      {
        "document": 1508,
        "excerpt": "Animated Shield"
      },
      {
        "document": 1514,
        "excerpt": "Arrow-Catching Shield"
      },
      {
        "document": 1531,
        "excerpt": "o Armor Class if you are wearing no armor and using no Shield."
      },
      {
        "document": 1703,
        "excerpt": "Sentinel Shield"
      },
      {
        "document": 1704,
        "excerpt": "Shield, +1, +2, or +3"
      },
      {
        "document": 1705,
        "excerpt": "Shield of Missile Attraction"
      },
      {
        "document": 1706,
        "excerpt": "Shield of the Cavalier"
      },
      {
        "document": 1710,
        "excerpt": "Spellguard Shield"
      },
      {
        "document": 1790,
        "excerpt": "tive Magic (3/Day). The archmage casts Counterspell or Shield in response to the spell's trigger, using the same spellcasting ability as Spellcasting."
      },
      {
        "document": 1904,
        "excerpt": "Shield, Spears (3), Studded Leather Armor"
      },
      {
        "document": 1907,
        "excerpt": "Chain Shirt, Scimitar, Shield, Shortbow"
      },
      {
        "document": 1909,
        "excerpt": "Leather Armor, Scimitar, Shield, Shortbow"
      },
      {
        "document": 1918,
        "excerpt": "Breastplate, Javelins (6), Longsword, Shield"
      },
      {
        "document": 1919,
        "excerpt": "Chain Shirt, Shield, Spear"
      },
      {
        "document": 1930,
        "excerpt": "Half Plate Armor, Longbow, Longsword, Shield"
      },
      {
        "document": 1949,
        "excerpt": "Protective Magic. The lich casts Counterspell or Shield in response to the spell's trigger, using the same spellcasting ability as Spellcasting."
      },
      {
        "document": 1952,
        "excerpt": "otective Magic (3/Day). The mage casts Counterspell or Shield in response to the spell's trigger, using the same spellcasting ability as Spellcasting."
      },
      {
        "document": 2018,
        "excerpt": "Shield Guardian"
      },
      {
        "document": 2053,
        "excerpt": "cks, and it makes one Radiant Horn attack. Shimmering Shield. The unicorn targets itself or one creature it can see within 60 feet of itself. The target gains 10 (3d"
      }
    ],
    "shield's": [
      {
        "document": 1514,
        "excerpt": "ou wield this Shield. This bonus is in addition to the Shield's normal bonus to AC. Whenever an attacker makes a ranged attack roll against a target within 5 feet of y"
      },
      {
        "document": 1704,
        "excerpt": "eld, you have a bonus to Armor Class determined by the Shield's rarity, in addition to the Shield's normal bonus to AC."
      },
      {
        "document": 1706,
        "excerpt": "bonus to Armor Class. This bonus is in addition to the Shield's normal bonus to AC. The Shield has the following additional properties that you can use while holding i"
      }
    ],
    "shielded": [
      {
        "document": 1835,
        "excerpt": "Shielded Mind. The couatl's thoughts can't be read by any means, and other creatures can communicate with it tele"
      }
    ],
    "shielding": [
      {
        "document": 1533,
        "excerpt": "Brooch of Shielding"
      },
      {
        "document": 1673,
        "excerpt": "Ring of Mind Shielding"
      }
    ],
    "shields": [
      {
        "document": 962,
        "excerpt": "Light and Medium armor and Shields"
      },
      {
        "document": 964,
        "excerpt": "Light and Medium armor and Shields"
      },
      {
        "document": 965,
        "excerpt": "Light armor and Shields"
      },
      {
        "document": 966,
        "excerpt": "Light, Medium, and Heavy armor and Shields"
      },
      {
        "document": 968,
        "excerpt": "Light, Medium, and Heavy armor and Shields"
      },
      {
        "document": 969,
        "excerpt": "Light and Medium armor and Shields"
      }
    ],
    "shift": [
      {
        "document": 542,
        "excerpt": "h as Wild Shape or the Polymorph spell, lets you shape-shift, its description specifies what happens to you. Unless that description says otherwise, any ongoing effe"
      },
      {
        "document": 778,
        "excerpt": "Plane Shift"
      },
      {
        "document": 836,
        "excerpt": "Plane Shift"
      },
      {
        "document": 839,
        "excerpt": "Extra Attack, Tactical Shift"
      },
      {
        "document": 867,
        "excerpt": "Plane Shift"
      },
      {
        "document": 880,
        "excerpt": "Plane Shift"
      },
      {
        "document": 893,
        "excerpt": "Plane Shift"
      },
      {
        "document": 917,
        "excerpt": "Plane Shift"
      },
      {
        "document": 965,
        "excerpt": "me the form of an animal. As a Bonus Action, you shape-shift into a Beast form that you have learned for this feature (see “Known Forms” below). You stay in that for"
      },
      {
        "document": 966,
        "excerpt": "Tactical Shift"
      },
      {
        "document": 1232,
        "excerpt": "nows that you are probing into its mind, and until you shift your attention away from the target's mind, the target can take an action on its turn to make an Intelli"
      },
      {
        "document": 1281,
        "excerpt": "ereal Plane, the Feywild, the Shadowfell, or the Plane Shift spell. In addition, the spell damages types of creatures that you choose when you cast it. Choose one o"
      },
      {
        "document": 1368,
        "excerpt": "example), it reverts to its true form and can't shape-shift until it leaves the Cylinder. On a successful save, a creature takes half as much damage only. A creatur"
      },
      {
        "document": 1369,
        "excerpt": "ural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it mig"
      },
      {
        "document": 1378,
        "excerpt": "Plane Shift"
      },
      {
        "document": 1381,
        "excerpt": "target must succeed on a Wisdom saving throw or shape-shift into a Beast form for the duration. That form can be any Beast you choose that has a Challenge Rating eq"
      },
      {
        "document": 1420,
        "excerpt": "+ GP) Duration: Concentration, up to 1 hour You shape-shift into another creature for the duration or until you take a Magic action to shape-shift into a different"
      },
      {
        "document": 1507,
        "excerpt": "(Arcana) check. On a successful check, you cast Plane Shift. On a failed check, you and each creature and object within 15 feet of you travel to a random destinatio"
      },
      {
        "document": 1553,
        "excerpt": "l to the plane of existence keyed to that side. Plane Shift. Pressing one side of the cube twice, you cast Plane Shift, transporting the targets to the plane of exi"
      },
      {
        "document": 1828,
        "excerpt": "onger Bloodied. Immutable Form. The golem can't shape-shift. Magic Resistance. The golem has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1845,
        "excerpt": "eation, Gaseous Form, Invisibility, Major Image, Plane Shift"
      },
      {
        "document": 1846,
        "excerpt": "Shape-Shift. The doppelganger shape-shifts into a Medium or Small Humanoid, or it returns to its true form. Its game"
      },
      {
        "document": 1856,
        "excerpt": "y Each: Gaseous Form, Invisibility, Major Image, Plane Shift, Tongues, Wall of Fire (level 7 version)"
      },
      {
        "document": 1864,
        "excerpt": "still Bloodied. Immutable Form. The golem can't shape-shift. Lightning Absorption. Whenever the golem is subjected to Lightning damage, it regains a number of Hit"
      },
      {
        "document": 1938,
        "excerpt": "and using Charisma as the spellcasting ability. Shape-Shift. The imp shape-shifts to resemble a rat (Speed 20 ft.), a raven (20 ft., Fly 60 ft.), or a spider (20 ft"
      },
      {
        "document": 1939,
        "excerpt": "m. When the incubus finishes a Long Rest, it can shape-shift into a Succubus, using that stat block instead of this one. Any equipment it is wearing or carrying isn'"
      },
      {
        "document": 1941,
        "excerpt": "e damage dealt. Immutable Form. The golem can't shape-shift. Magic Resistance. The golem has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1949,
        "excerpt": "ation 2/Day Each: Animate Dead, Dimension Door, Plane Shift 1/Day Each: Chain Lightning, Finger of Death, Power Word Kill, Scrying"
      },
      {
        "document": 1962,
        "excerpt": "Shape-Shift. The mimic shape-shifts to resemble a Medium or Small object while retaining its game statistics, or it"
      },
      {
        "document": 1969,
        "excerpt": "level 4 version) 2/Day Each: Phantasmal Killer, Plane Shift (self only)"
      },
      {
        "document": 1976,
        "excerpt": "ndition until the start of the oni's next turn. Shape-Shift. The oni shape-shifts into a Small or Medium Humanoid or a Large Giant, or it returns to its true form."
      },
      {
        "document": 1996,
        "excerpt": "ess. After 1 minute, it succeeds automatically. Shape-Shift. The quasit shape-shifts to resemble a bat (Speed 10 ft., Fly 40 ft.), a centipede (40 ft., Climb 40 ft."
      },
      {
        "document": 1997,
        "excerpt": "ion 1/Day Each: Fly, Invisibility, Major Image, Plane Shift"
      },
      {
        "document": 2024,
        "excerpt": "Each: Dispel Magic, Legend Lore, Locate Object, Plane Shift, Remove Curse, Tongues"
      },
      {
        "document": 2034,
        "excerpt": "Immutable Form. The golem can't shape-shift. Magic Resistance. The golem has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 2036,
        "excerpt": ". When the succubus finishes a Long Rest, it can shape-shift into an Incubus, using that stat block instead of this one."
      },
      {
        "document": 2056,
        "excerpt": "ints outside its resting place, the vampire uses Shape-Shift to become mist (no action required). If it can't use Shape-Shift, it is destroyed. While it has 0 Hit P"
      },
      {
        "document": 2067,
        "excerpt": "Shape-Shift. The werebear shape-shifts into a Large bear-humanoid hybrid form or a Large bear, or it returns to its"
      },
      {
        "document": 2068,
        "excerpt": "Shape-Shift. The wereboar shape-shifts into a Medium boar-humanoid hybrid or a Small boar, or it returns to its true"
      },
      {
        "document": 2069,
        "excerpt": "Shape-Shift. The wererat shape-shifts into a Medium rat-humanoid hybrid or a Small rat, or it returns to its true hu"
      },
      {
        "document": 2070,
        "excerpt": "vement, the weretiger can take the Hide action. Shape-Shift. The weretiger shape-shifts into a Large tiger-humanoid hybrid or a Large tiger, or it returns to its tr"
      },
      {
        "document": 2071,
        "excerpt": "Shape-Shift. The werewolf shape-shifts into a Large wolf-humanoid hybrid or a Medium wolf, or it returns to its true"
      }
    ],
    "shifted": [
      {
        "document": 965,
        "excerpt": "permits you to do so. Beast Shapes Rules While Shape-Shifted. While in a form, you retain your personality, memories, and ability to speak, and the following rules a"
      },
      {
        "document": 1368,
        "excerpt": "akes 2d10 Radiant damage, and if the creature is shape-shifted (as a result of the Polymorph spell, for example), it reverts to its true form and can't shape-shift unt"
      }
    ],
    "shifting": [
      {
        "document": 542,
        "excerpt": "Shape-Shifting"
      },
      {
        "document": 965,
        "excerpt": "ck. No Spellcasting. You can't cast spells, but shape-shifting doesn't break your Concentration or otherwise interfere with a spell you've already cast. Objects. Your"
      },
      {
        "document": 1364,
        "excerpt": ", the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. Each time a creature hits you with an attack"
      },
      {
        "document": 1420,
        "excerpt": "e Spellcasting feature, you retain it too. Upon shape-shifting, you determine whether your equipment drops to the ground or changes in size and shape to fit the new fo"
      },
      {
        "document": 1546,
        "excerpt": "or Darkness, you can cast Polymorph on yourself, shape-shifting into a Bat. While in that form, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can"
      },
      {
        "document": 1688,
        "excerpt": "and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds Bright Light"
      }
    ],
    "shifts": [
      {
        "document": 1156,
        "excerpt": "tures that you can see within range. Each target shape-shifts into a Large or smaller Beast of your choice that has a Challenge Rating of 4 or lower. You can choose a"
      },
      {
        "document": 1286,
        "excerpt": "tion, up to 1 hour A willing creature you touch shape-shifts, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends on"
      },
      {
        "document": 1463,
        "excerpt": "ject that you can see within range. The creature shape-shifts into a different creature or a nonmagical object, or the object shape-shifts into a creature (the object"
      },
      {
        "document": 1846,
        "excerpt": "Shape-Shift. The doppelganger shape-shifts into a Medium or Small Humanoid, or it returns to its true form. Its game statistics, other than its siz"
      },
      {
        "document": 1938,
        "excerpt": "the spellcasting ability. Shape-Shift. The imp shape-shifts to resemble a rat (Speed 20 ft.), a raven (20 ft., Fly 60 ft.), or a spider (20 ft., Climb 20 ft.), or i"
      },
      {
        "document": 1962,
        "excerpt": "Shape-Shift. The mimic shape-shifts to resemble a Medium or Small object while retaining its game statistics, or it returns to its true blob"
      },
      {
        "document": 1969,
        "excerpt": "Shape-Shift. The hag shape-shifts into a Small or Medium Humanoid, or it returns to its true form. Other than its size, its game statistic"
      },
      {
        "document": 1976,
        "excerpt": "rt of the oni's next turn. Shape-Shift. The oni shape-shifts into a Small or Medium Humanoid or a Large Giant, or it returns to its true form. Other than its size, i"
      },
      {
        "document": 1996,
        "excerpt": "succeeds automatically. Shape-Shift. The quasit shape-shifts to resemble a bat (Speed 10 ft., Fly 40 ft.), a centipede (40 ft., Climb 40 ft.), or a toad (40 ft., Swi"
      },
      {
        "document": 2036,
        "excerpt": "Shape-Shift. The succubus shape-shifts into a Medium or Small Humanoid, or it returns to its true form. Its game statistics are the same in eac"
      },
      {
        "document": 2056,
        "excerpt": "e vampire isn't in sunlight or running water, it shape-shifts into a Tiny bat (Speed 5 ft., Fly Speed 30 ft.) or a Medium cloud of mist (Speed 5 ft., Fly Speed 20 ft."
      },
      {
        "document": 2067,
        "excerpt": "Shape-Shift. The werebear shape-shifts into a Large bear-humanoid hybrid form or a Large bear, or it returns to its true humanoid form. Its gam"
      },
      {
        "document": 2068,
        "excerpt": "Shape-Shift. The wereboar shape-shifts into a Medium boar-humanoid hybrid or a Small boar, or it returns to its true humanoid form. Its game st"
      },
      {
        "document": 2069,
        "excerpt": "Shape-Shift. The wererat shape-shifts into a Medium rat-humanoid hybrid or a Small rat, or it returns to its true humanoid form. Its game stat"
      },
      {
        "document": 2070,
        "excerpt": "ake the Hide action. Shape-Shift. The weretiger shape-shifts into a Large tiger-humanoid hybrid or a Large tiger, or it returns to its true humanoid form. Its game s"
      },
      {
        "document": 2071,
        "excerpt": "Shape-Shift. The werewolf shape-shifts into a Large wolf-humanoid hybrid or a Medium wolf, or it returns to its true humanoid form. Its game st"
      }
    ],
    "shillelagh": [
      {
        "document": 829,
        "excerpt": "Shillelagh"
      },
      {
        "document": 1424,
        "excerpt": "Shillelagh"
      }
    ],
    "shimmering": [
      {
        "document": 783,
        "excerpt": "chosen point of origin. Instead, a burst of colorful, shimmering light extends from you in a 30-foot Emanation. Each creature in the area must succeed on a DC 15 Constit"
      },
      {
        "document": 1149,
        "excerpt": ", M (powdered rhubarb leaf) Duration: Instantaneous A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell atta"
      },
      {
        "document": 1163,
        "excerpt": "centration, up to 1 minute You create a Large hand of shimmering magical energy in an unoccupied space that you can see within range. The hand lasts for the duration, an"
      },
      {
        "document": 1292,
        "excerpt": "Duration: Concentration, up to 1 minute An immobile, shimmering barrier appears in a 10-foot Emanation around you and remains for the duration. Any spell of level 5 or"
      },
      {
        "document": 1349,
        "excerpt": "e door worth 15+ GP) Duration: 24 hours You conjure a shimmering door in range that lasts for the duration. The door leads to an extradimensional dwelling and is 5 feet"
      },
      {
        "document": 1388,
        "excerpt": "ange: 60 feet Components: V, S Duration: 10 minutes A shimmering, multicolored plane of light forms a vertical opaque wall - up to 90 feet long, 30 feet high, and 1 inch"
      },
      {
        "document": 1404,
        "excerpt": "ass sphere) Duration: Concentration, up to 1 minute A shimmering sphere encloses a Large or smaller creature or object within range. An unwilling creature must succeed o"
      },
      {
        "document": 1422,
        "excerpt": "r scroll) Duration: Concentration, up to 10 minutes A shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration."
      },
      {
        "document": 1455,
        "excerpt": "w and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature t"
      },
      {
        "document": 2053,
        "excerpt": "tunity Attacks, and it makes one Radiant Horn attack. Shimmering Shield. The unicorn targets itself or one creature it can see within 60 feet of itself. The target gains"
      }
    ],
    "shin": [
      {
        "document": 616,
        "excerpt": "w, ice, rubble, or undergrowth - Liquid that's between shin- and waist-deep - A narrow opening sized for a creature one size smaller than you - A slope of 20 degree"
      }
    ],
    "shines": [
      {
        "document": 1205,
        "excerpt": "can see in the Cylinder, choose which of these lights shines on it: Healing Light. The target regains Hit Points equal to 4d12 plus your spellcasting ability modifi"
      },
      {
        "document": 1368,
        "excerpt": "ntration, up to 1 minute A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high Cylinder centered on a point within range. Until the spell ends, D"
      },
      {
        "document": 1449,
        "excerpt": "iance. For the duration, a mote of brilliant radiance shines above you. It sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. This light"
      }
    ],
    "shining": [
      {
        "document": 762,
        "excerpt": "Shining Smite"
      },
      {
        "document": 844,
        "excerpt": "Shining Smite"
      },
      {
        "document": 982,
        "excerpt": "er. These Paladins meet the archetype of the knight in shining armor. They hold themselves to the highest standards of conduct, and some - for better or worse - hold t"
      },
      {
        "document": 1425,
        "excerpt": "Shining Smite"
      }
    ],
    "ship": [
      {
        "document": 359,
        "excerpt": "A ship sailing against a strong wind moves at half speed. In a dead calm (no wind), waterborne ships can't move"
      },
      {
        "document": 360,
        "excerpt": "A ship larger than a Keelboat or Rowboat needs a crew of skilled hirelings (see “Hirelings” later in “Equipment"
      },
      {
        "document": 362,
        "excerpt": "le lists the number of Small and Medium passengers the ship can accommodate using hammocks. A ship outfitted with private accommodations can carry one-fifth as many"
      },
      {
        "document": 364,
        "excerpt": "Ship Repair"
      },
      {
        "document": 922,
        "excerpt": "Ship"
      },
      {
        "document": 1579,
        "excerpt": "an take a Magic action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be moved by any means. Touching the token to the vessel again e"
      }
    ],
    "ships": [
      {
        "document": 68,
        "excerpt": "ace. Depending on the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day. \"Equipment\" includes vehicles for sale."
      },
      {
        "document": 359,
        "excerpt": "es at half speed. In a dead calm (no wind), waterborne ships can't move under sail and must be rowed. Keelboats and Rowboats are used on lakes and rivers. If going d"
      }
    ],
    "shipyard": [
      {
        "document": 364,
        "excerpt": "upplies and skilled labor are abundant, such as a city shipyard, the repair time and cost are halved."
      }
    ],
    "shirt": [
      {
        "document": 929,
        "excerpt": "Chain Shirt"
      },
      {
        "document": 964,
        "excerpt": "Choose A or B: (A) Chain Shirt, Shield, Mace, Holy Symbol, Priest’s Pack, and 7 GP; or (B) 110 GP"
      },
      {
        "document": 1041,
        "excerpt": "Chain Shirt"
      },
      {
        "document": 1573,
        "excerpt": "Chain Mail or Chain Shirt"
      },
      {
        "document": 1819,
        "excerpt": "Chain Shirt, Javelins (6), Morningstar"
      },
      {
        "document": 1907,
        "excerpt": "Chain Shirt, Scimitar, Shield, Shortbow"
      },
      {
        "document": 1919,
        "excerpt": "Chain Shirt, Shield, Spear"
      },
      {
        "document": 1991,
        "excerpt": "Chain Shirt, Holy Symbol, Mace"
      },
      {
        "document": 1992,
        "excerpt": "Chain Shirt, Holy Symbol, Mace"
      },
      {
        "document": 2063,
        "excerpt": "Chain Shirt, Spear"
      }
    ],
    "shock": [
      {
        "document": 2044,
        "excerpt": "this movement, the tarrasque creates an instantaneous shock wave in a 60-foot Emanation originating from itself. Creatures in that area lose Concentration and, if M"
      },
      {
        "document": 2074,
        "excerpt": "Shock. Melee Attack Roll: +4, reach 5 ft. Hit: 11 (2d8 + 2) Lightning damage."
      }
    ],
    "shocking": [
      {
        "document": 827,
        "excerpt": "Misty Step, Shocking Grasp, Sleep"
      },
      {
        "document": 859,
        "excerpt": "Shocking Grasp"
      },
      {
        "document": 884,
        "excerpt": "Shocking Grasp"
      },
      {
        "document": 971,
        "excerpt": "erer cantrips of your choice. Light, Prestidigitation, Shocking Grasp, and Sorcerous Burst are recommended. Whenever you gain a Sorcerer level, you can replace one of y"
      },
      {
        "document": 1426,
        "excerpt": "Shocking Grasp"
      }
    ],
    "shoes": [
      {
        "document": 1605,
        "excerpt": "a horseshoe also takes a Magic action. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while"
      },
      {
        "document": 1707,
        "excerpt": "mmon (Requires Attunement) While you wear these light shoes, you can move up, down, and across vertical surfaces and along ceilings, while leaving your hands free."
      }
    ],
    "shoot": [
      {
        "document": 720,
        "excerpt": "ure plate for the first time on a turn, poisoned darts shoot from tubes embedded in the surrounding walls. The holes that house these tubes are obscured by dust and"
      },
      {
        "document": 1400,
        "excerpt": "60 feet Components: V, S Duration: Instantaneous You shoot a greenish ray at a creature within range. Make a ranged spell attack against the target. On a hit, the"
      }
    ],
    "shooting": [
      {
        "document": 769,
        "excerpt": "Ring of Shooting Stars Table 1"
      },
      {
        "document": 1677,
        "excerpt": "Ring of Shooting Stars"
      }
    ],
    "shoots": [
      {
        "document": 783,
        "excerpt": ". Instead, a stream of 1d4 × 10 gems, each worth 1 GP, shoots from the wand’s tip in a Line 30 feet long and 5 feet wide toward the chosen point of origin. Each gem d"
      },
      {
        "document": 1184,
        "excerpt": ": V, S Duration: Instantaneous A thin sheet of flames shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage o"
      },
      {
        "document": 1185,
        "excerpt": "a point you can see under the cloud. A lightning bolt shoots from the cloud to that point. Each creature within 5 feet of that point makes a Dexterity saving throw,"
      },
      {
        "document": 1398,
        "excerpt": "entration, up to 1 minute A beam of enervating energy shoots from you toward a creature within range. The target must make a Constitution saving throw. On a successf"
      }
    ],
    "shops": [
      {
        "document": 398,
        "excerpt": "coins on their adventures and can spend those coins in shops, inns, and other businesses. Coins come in different denominations based on the relative worth of their"
      }
    ],
    "shores": [
      {
        "document": 359,
        "excerpt": "ut they can be pulled upstream by draft animals on the shores. A Rowboat can be carried and weighs 100 pounds. Airborne and Waterborne Vehicles"
      }
    ],
    "short": [
      {
        "document": 4,
        "excerpt": "the Cure Wounds spell or a Potion of Healing, or by a Short or Long Rest (see “Rules Glossary”)."
      },
      {
        "document": 5,
        "excerpt": "nd give it the Unconscious condition. It then starts a Short Rest, at the end of which that condition ends on it. The condition ends early if the creature regains an"
      },
      {
        "document": 60,
        "excerpt": "When time is short, such as in combat, interactions with objects are limited: one free interaction per turn. That interacti"
      },
      {
        "document": 67,
        "excerpt": "hat distance for 1 hour, after which the mounts need a Short or Long Rest before they can move at that increased pace again (see “Equipment” for a selection of mount"
      },
      {
        "document": 73,
        "excerpt": "al is called their Initiative count, or Initiative for short. The GM ranks the combatants, from highest to lowest Initiative. This is the order in which they act dur"
      },
      {
        "document": 104,
        "excerpt": "uring. They need rest. Any creature can take hour-long Short Rests in the midst of a day and an 8-hour Long Rest to end it. Regaining Hit Points is one of the main b"
      },
      {
        "document": 121,
        "excerpt": "A command word is a word or short phrase that must be spoken or signed for an item to work. Spoken command words must be audible and fail"
      },
      {
        "document": 179,
        "excerpt": "part, which also recharges when the monster finishes a Short or Long Rest. For example, \"Recharge 5–6\" in an action means a monster can take the action once. Then, a"
      },
      {
        "document": 241,
        "excerpt": "pe of your character's Hit Point Dice (or Hit Dice for short); write this on your character sheet. At level 1, your character has 1 Hit Die. You can spend Hit Dice d"
      },
      {
        "document": 378,
        "excerpt": "lternatively, you can focus on one magic item during a Short Rest while being in physical contact with the item. At the end of the rest, you learn its properties and"
      },
      {
        "document": 380,
        "excerpt": "Attune during a Short Rest"
      },
      {
        "document": 382,
        "excerpt": "an also voluntarily end Attunement by spending another Short Rest focused on the item unless the item is cursed."
      },
      {
        "document": 517,
        "excerpt": "ur before the interruption, you gain the benefits of a Short Rest. See also “Short Rest.” You can resume a Long Rest immediately after an interruption. If you do so"
      },
      {
        "document": 543,
        "excerpt": "Short Rest"
      },
      {
        "document": 642,
        "excerpt": "Hit Point Dice, or Hit Dice for short, help determine a player character's Hit Point maximum, as explained in “Character Creation.” Most monst"
      },
      {
        "document": 654,
        "excerpt": "eature then has the Unconscious condition and starts a Short Rest. The creature remains Unconscious until it regains any Hit Points or until someone uses an action"
      },
      {
        "document": 692,
        "excerpt": "longed effects. Consider the following possibilities. Short-Term Effects. The character has the Frightened, Incapacitated, or Stunned condition for 1d10 minutes. Th"
      },
      {
        "document": 712,
        "excerpt": "distractions that skilled characters can overcome in a short amount of time or deadly puzzles that require quick thinking and teamwork to overcome. Traps that are un"
      },
      {
        "document": 962,
        "excerpt": "s table. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. While active, your Rage follows the"
      },
      {
        "document": 963,
        "excerpt": "expended uses of Bardic Inspiration when you finish a Short or Long Rest. In addition, you can expend a spell slot (no action required) to regain one expended use"
      },
      {
        "document": 964,
        "excerpt": "You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain additional uses when you re"
      },
      {
        "document": 965,
        "excerpt": "e twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain additional uses when you r"
      },
      {
        "document": 966,
        "excerpt": "e twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. When you reach certain Fighter leve"
      },
      {
        "document": 967,
        "excerpt": "nd a Focus Point, it is unavailable until you finish a Short or Long Rest, at the end of which you regain all your expended points. Some features that use Focus Poi"
      },
      {
        "document": 968,
        "excerpt": "You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain an additional use when you"
      },
      {
        "document": 969,
        "excerpt": "Long Rest. Decrease Exhaustion. Whenever you finish a Short Rest, your Exhaustion level, if any, decreases by 1."
      },
      {
        "document": 970,
        "excerpt": "his feature, you can't use it again until you finish a Short or Long Rest."
      },
      {
        "document": 971,
        "excerpt": "When you finish a Short Rest, you can regain expended Sorcery Points, but no more than a number equal to half your Sorcerer leve"
      },
      {
        "document": 972,
        "excerpt": "all expended Pact Magic spell slots when you finish a Short or Long Rest. For example, when you're a level 5 Warlock, you have two level 3 spell slots. To cast the"
      },
      {
        "document": 973,
        "excerpt": "l energy by studying your spellbook. When you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level equal to"
      },
      {
        "document": 975,
        "excerpt": "efore you do so again. In addition, when you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is"
      },
      {
        "document": 979,
        "excerpt": "e damage type, other than Force, whenever you finish a Short or Long Rest. You have Resistance to that damage type until you choose a different one with this feature"
      },
      {
        "document": 980,
        "excerpt": "feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one. Colossus Slayer: Your tenacity can"
      },
      {
        "document": 993,
        "excerpt": "us, and you regain all expended uses when you finish a Short or Long Rest."
      },
      {
        "document": 1004,
        "excerpt": "n't use it again until you roll Initiative or finish a Short or Long Rest."
      },
      {
        "document": 1199,
        "excerpt": "ontrary to the deity's interests, the GM might offer a short phrase as an answer instead. If you cast the spell more than once before finishing a Long Rest, there i"
      },
      {
        "document": 1210,
        "excerpt": "swer would be misleading, the GM might instead offer a short phrase as an answer. On a failed save, you take 6d6 Psychic damage and have the Incapacitated condition"
      },
      {
        "document": 1238,
        "excerpt": "days. The GM offers a truthful reply, which might be a short phrase or cryptic rhyme. The spell doesn't account for circumstances that might change the answer, such"
      },
      {
        "document": 1241,
        "excerpt": "return to the current plane for 24 hours by any means short of a Wish spell. Divine Word Effects | Hit Points | Effect"
      },
      {
        "document": 1288,
        "excerpt": "once each day. You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends."
      },
      {
        "document": 1385,
        "excerpt": "for the spell's entire casting gain the benefits of a Short Rest and also regain 2d8 Hit Points. A creature can't be affected by this spell again until that creatur"
      },
      {
        "document": 1418,
        "excerpt": "M (a copper wire) Duration: Instantaneous You send a short message of 25 words or fewer to a creature you have met or a creature described to you by someone who ha"
      },
      {
        "document": 1429,
        "excerpt": "t. The simulacrum can't gain levels, and it can't take Short or Long Rests. If the simulacrum takes damage, the only way to restore its Hit Points is to repair it a"
      },
      {
        "document": 1478,
        "excerpt": "V, S, M (a short reed)"
      },
      {
        "document": 1596,
        "excerpt": "d you can't use this property again until you finish a Short or Long Rest. On a failed check, you fail to cast the spell and a random effect occurs instead, determin"
      },
      {
        "document": 1664,
        "excerpt": ". You can't use this property again until you finish a Short or Long Rest. Ranged Weapon (Quarterstaff Form Only). This weapon has the Thrown property with a normal"
      },
      {
        "document": 1829,
        "excerpt": "an for the next 24 hours. Phantasms (Recharge after a Short or Long Rest). The cloaker casts the Mirror Image spell, requiring no spell components and using Wisdom"
      },
      {
        "document": 1859,
        "excerpt": "yed, the erinyes can fully restore it when finishing a Short or Long Rest."
      },
      {
        "document": 1939,
        "excerpt": "curse ends, the target gains no benefit from finishing Short Rests. Spellcasting. The incubus casts one of the following spells, requiring no Material components an"
      },
      {
        "document": 1997,
        "excerpt": "e cursed, the target gains no benefit from finishing a Short or Long Rest. Baleful Command (Recharge 5–6). Wisdom Saving Throw: DC 18, each enemy in a 30-foot Emana"
      },
      {
        "document": 2013,
        "excerpt": "Multiattack. The scout makes two attacks, using Short-word and Longbow in any combination. Shortsword. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Pi"
      }
    ],
    "shortbow": [
      {
        "document": 928,
        "excerpt": "Shortbow"
      },
      {
        "document": 970,
        "excerpt": "oose A or B: (A) Leather Armor, 2 Daggers, Shortsword, Shortbow, 20 Arrows, Quiver, Thieves’ Tools, Burglar’s Pack, and 8 GP; or (B) 100 GP"
      },
      {
        "document": 998,
        "excerpt": "Choose A or B: (A) Spear, Shortbow, 20 Arrows, Gaming Set (same as above), Healer's Kit, Quiver, Traveler's Clothes, 14 GP; or (B) 50 GP"
      },
      {
        "document": 1126,
        "excerpt": "Shortbow"
      },
      {
        "document": 1530,
        "excerpt": "ese bracers, you have proficiency with the Longbow and Shortbow, and you gain a +2 bonus to damage rolls made with such weapons."
      },
      {
        "document": 1574,
        "excerpt": "Longbow or Shortbow"
      },
      {
        "document": 1632,
        "excerpt": "Longbow or Shortbow"
      },
      {
        "document": 1907,
        "excerpt": "Chain Shirt, Scimitar, Shield, Shortbow"
      },
      {
        "document": 1909,
        "excerpt": "Leather Armor, Scimitar, Shield, Shortbow"
      },
      {
        "document": 2021,
        "excerpt": "Shortbow, Shortsword"
      }
    ],
    "shortbows": [
      {
        "document": 970,
        "excerpt": "e with which you have proficiency, such as Daggers and Shortbows. Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could"
      }
    ],
    "shorten": [
      {
        "document": 133,
        "excerpt": ". Assistants. Characters can combine their efforts to shorten the crafting time. Divide the time needed to create an item by the number of characters working on it. N"
      },
      {
        "document": 390,
        "excerpt": "consecutive. Characters can combine their efforts to shorten the crafting time. Divide the time needed to create an item by the number of characters working on it. N"
      }
    ],
    "shortens": [
      {
        "document": 1698,
        "excerpt": "foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants Advantage on ability checks made to climb using the rope. The rope has A"
      }
    ],
    "shorter": [
      {
        "document": 1234,
        "excerpt": "ok different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement o"
      },
      {
        "document": 1354,
        "excerpt": "n, but if the suggested activity can be completed in a shorter time, the spell ends for a target upon completing it. Using a Higher-Level Spell Slot. The duration is"
      },
      {
        "document": 1417,
        "excerpt": "and equipment. You can make each creature seem 1 foot shorter or taller and appear heavier or lighter. A target's new appearance must have the same basic arrangement"
      },
      {
        "document": 1447,
        "excerpt": "n, but if the suggested activity can be completed in a shorter time, the spell ends for the target upon completing it."
      }
    ],
    "shortest": [
      {
        "document": 75,
        "excerpt": "p counting in the space of the other one. Count by the shortest route. The GM might require you to use an action for any of these activities when it needs special care"
      },
      {
        "document": 1197,
        "excerpt": "options: Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whateve"
      },
      {
        "document": 1220,
        "excerpt": "the object is composed of multiple materials, use the shortest duration. Using any object created by this spell as another spell's Material component causes the other"
      },
      {
        "document": 1258,
        "excerpt": "e Dash action and move away from you by the safest and shortest route available. If the target moves to a space at least 60 feet away from you where it can't see you, t"
      },
      {
        "document": 1569,
        "excerpt": "ous items while never weighing more than 2 pounds. The shortest compartment can hold up to 60 Arrows, Bolts, or similar objects. The mid-size compartment holds up to 18"
      },
      {
        "document": 1642,
        "excerpt": "is wasted. Called swarms move toward the music by the shortest available route but aren't under your control otherwise. Whenever a Swarm of Rats that isn't under anot"
      }
    ],
    "shorthand": [
      {
        "document": 247,
        "excerpt": "six abilities. 4: Choose an Alignment. Alignment is a shorthand for your character's moral compass. 5: Fill in Details. Using the choices you've made, fill in the remai"
      }
    ],
    "shortsword": [
      {
        "document": 306,
        "excerpt": "difier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your"
      },
      {
        "document": 928,
        "excerpt": "Shortsword"
      },
      {
        "document": 966,
        "excerpt": "s Pack, and 4 GP; (B) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Dungeoneer’s Pack, and 11 GP; or (C) 155 GP"
      },
      {
        "document": 969,
        "excerpt": "Choose A or B: (A) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Druidic Focus (sprig of mistletoe), Explorer’s Pack, and 7 GP; or (B) 150 G"
      },
      {
        "document": 970,
        "excerpt": "Choose A or B: (A) Leather Armor, 2 Daggers, Shortsword, Shortbow, 20 Arrows, Quiver, Thieves’ Tools, Burglar’s Pack, and 8 GP; or (B) 100 GP"
      },
      {
        "document": 1127,
        "excerpt": "Shortsword"
      },
      {
        "document": 1555,
        "excerpt": "Greatsword, Longsword, Rapier, Scimitar, or Shortsword"
      },
      {
        "document": 1583,
        "excerpt": "Glaive, Greatsword, Longsword, Rapier, Scimitar, or Shortsword"
      },
      {
        "document": 1614,
        "excerpt": "e, Greatsword, Longsword, Rapier, Scimitar, Sickle, or Shortsword"
      },
      {
        "document": 1694,
        "excerpt": "feet, and the blade functions as a magic Longsword or Shortsword (your choice) that deals an extra 2d6 Fire damage on a hit. Button 2. The rod's flanged head folds down"
      },
      {
        "document": 1727,
        "excerpt": "Glaive, Greatsword, Longsword, Rapier, Scimitar, or Shortsword"
      },
      {
        "document": 1729,
        "excerpt": "Glaive, Greatsword, Longsword, Rapier, Scimitar, or Shortsword"
      },
      {
        "document": 1791,
        "excerpt": "Light Crossbow, Shortsword, Studded Leather Armor"
      },
      {
        "document": 2013,
        "excerpt": "Leather Armor, Longbow, Shortsword"
      },
      {
        "document": 2021,
        "excerpt": "Shortbow, Shortsword"
      },
      {
        "document": 2030,
        "excerpt": "Hand Crossbow, Shortsword, Thieves' Tools"
      }
    ],
    "shortswords": [
      {
        "document": 969,
        "excerpt": "with which you have proficiency, such as Longbows and Shortswords. Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could"
      },
      {
        "document": 970,
        "excerpt": "witch to using the mastery properties of Scimitars and Shortswords."
      },
      {
        "document": 1726,
        "excerpt": "sse property. If you are proficient with Longswords or Shortswords, you are proficient with the Sun Blade. You gain a +2 bonus to attack rolls and damage rolls made with"
      }
    ],
    "should": [
      {
        "document": 49,
        "excerpt": "nto a castle, the Rogue who is proficient in Deception should lead the discussion."
      },
      {
        "document": 64,
        "excerpt": "The adventurers should establish a marching order while they travel, whether indoors or outdoors. A marching order makes it eas"
      },
      {
        "document": 670,
        "excerpt": "in this section. A creature affected by such a curse should know why they're being punished and be able to learn how to end their curse, likely by symbolically righ"
      },
      {
        "document": 712,
        "excerpt": "Traps should be used sparingly, lest they lose their charm. A hidden pit can be a fun surprise, but too many traps in"
      },
      {
        "document": 727,
        "excerpt": "wo scary moments for the players, but their characters should emerge victorious with no casualties. One or more of them might need to use healing resources, however."
      },
      {
        "document": 733,
        "excerpt": "have a CR of 0, particularly ones that are worth 0 XP, should be used sparingly. If you want to include many CR 0 critters in an encounter, use swarms instead."
      },
      {
        "document": 962,
        "excerpt": "ou gain an uncanny sense of when things aren't as they should be, giving you an edge when you dodge perils. You have Advantage on Dexterity saving throws unless you h"
      },
      {
        "document": 968,
        "excerpt": "tly violates their oath, talk to your GM. Your Paladin should probably take a more appropriate subclass or even abandon the class and adopt another one. If a Channel"
      },
      {
        "document": 1288,
        "excerpt": "ort of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. A Remove Curse, Greater Restoration, or Wish spell ends t"
      },
      {
        "document": 1627,
        "excerpt": "s reality the least. Any documentation that proves you should own something lost to this card also disappears. Sage. At any time you choose within one year of drawin"
      }
    ],
    "shoulder": [
      {
        "document": 1167,
        "excerpt": "ddition of a silvery cord that trails from between the shoulder blades of the astral form. The cord fades from view after 1 foot. If the cord is cut - which happens onl"
      }
    ],
    "shoulders": [
      {
        "document": 384,
        "excerpt": "Shield strapped to the arm, a cloak fastened about the shoulders. A weapon must be held. In most cases, a magic item that's meant to be worn can fit a creature regardle"
      }
    ],
    "shove": [
      {
        "document": 568,
        "excerpt": "at involves you using your body to damage, grapple, or shove a target within 5 feet of you. Whenever you use your Unarmed Strike, choose one of the following option"
      },
      {
        "document": 967,
        "excerpt": "Monk weapons. In addition, when you use the Grapple or Shove option of your Unarmed Strike, you can use your Dexterity modifier instead of your Strength modifier to"
      }
    ],
    "shovel": [
      {
        "document": 342,
        "excerpt": "Shovel (2 GP)"
      },
      {
        "document": 430,
        "excerpt": "Hooded Lantern, Hunting Trap, Lock, Manacles, Mirror, Shovel, Signal Whistle, Tinderbox"
      },
      {
        "document": 930,
        "excerpt": "Shovel"
      },
      {
        "document": 1128,
        "excerpt": "Shovel"
      },
      {
        "document": 1369,
        "excerpt": "V, S, M (a miniature shovel)"
      }
    ],
    "show": [
      {
        "document": 64,
        "excerpt": ": write it down, for example, or arrange miniatures to show it."
      },
      {
        "document": 674,
        "excerpt": "The following examples show how magical contagions can work. Feel free to alter the saving throw DCs, effects, and other characteris"
      },
      {
        "document": 820,
        "excerpt": "ch with a skull symbol on the side that would normally show six pips"
      }
    ],
    "shower": [
      {
        "document": 1386,
        "excerpt": "e an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. Fire Play. You instantaneously light or"
      }
    ],
    "showered": [
      {
        "document": 1677,
        "excerpt": "ature in a 15-foot Cube originating from that point is showered in sparks and makes a DC 15 Dexterity saving throw, taking 5d4 Radiant damage on a failed save or half a"
      }
    ],
    "shown": [
      {
        "document": 20,
        "excerpt": "rows are used to resist different kinds of effects, as shown on the Saving Throw Examples table. Saving Throw Examples"
      },
      {
        "document": 38,
        "excerpt": "The skills are shown on the Skills table, which notes example uses for each skill proficiency as well as the ability check th"
      },
      {
        "document": 48,
        "excerpt": "s that measure physical and mental characteristics, as shown on the Ability Descriptions table. Ability Descriptions"
      },
      {
        "document": 67,
        "excerpt": ", a group can move at a Fast, Normal, or Slow pace, as shown on the Travel Pace table. The table states how far the party can move in a period of time; if riding hor"
      },
      {
        "document": 70,
        "excerpt": "s\"). An ability modifier is derived from its score, as shown in the Ability Modifiers table."
      },
      {
        "document": 82,
        "excerpt": "of the square space the creature occupies on a map, as shown on the Creature Size and Space table. That table lists the sizes from smallest (Tiny) to largest (Gargan"
      },
      {
        "document": 118,
        "excerpt": "power relative to other magic items. The rarities are shown in the Magic Item Rarities and Values table. Common magic items, such as a Potion of Healing, are the m"
      },
      {
        "document": 133,
        "excerpt": "amount of time and money based on the item's rarity as shown in the Magic Item Crafting Time and Cost table. Work per Day. For each day of crafting, you must work f"
      },
      {
        "document": 151,
        "excerpt": "etermines the die used to calculate its Hit Points, as shown in the Hit Dice by Size table. Hit Dice by Size A monster's Constitution modifier is multiplied by the"
      },
      {
        "document": 167,
        "excerpt": "r's Proficiency Bonus (PB) is determined by its CR, as shown in the Proficiency Bonus by Challenge Rating table, and is reflected in saving throws, skills, and other"
      },
      {
        "document": 230,
        "excerpt": "pend on your ability scores. The cost of each score is shown on the Ability Score Point Costs table. For example, a score of 14 costs 7 of your 27 points. Ability S"
      },
      {
        "document": 241,
        "excerpt": "difier determine your Hit Point maximum at level 1, as shown on the Level 1 Hit Points by Class table. Level 1 Hit Points by Class The character sheet includes roo"
      },
      {
        "document": 243,
        "excerpt": "ximum. Instead of rolling, you can use the fixed value shown in the Fixed Hit Points by Class table. Fixed Hit Points by Class 3: Record New Class Features. Look a"
      },
      {
        "document": 256,
        "excerpt": "racter level, not your level in a particular class, as shown in the Character Advancement table in “Character Creation.” For example, if you are a level 6 Cleric / l"
      },
      {
        "document": 259,
        "excerpt": "racter level, not your level in a particular class, as shown in the Character Advancement table. For example, if you are a level 3 Fighter / level 2 Rogue, you have"
      },
      {
        "document": 264,
        "excerpt": "r levels as a Sorcerer and half your Ranger levels. As shown in the Multiclass Spellcaster table, you have four level 1 spell slots, three level 2 slots, and two le"
      },
      {
        "document": 360,
        "excerpt": "needed to crew a ship depends on the type of ship, as shown in the table."
      },
      {
        "document": 375,
        "excerpt": "mercenary, an artisan, a scribe, or the like. The pay shown on the Hirelings table is a minimum; some expert hirelings require more pay. Untrained hirelings are hir"
      },
      {
        "document": 393,
        "excerpt": "of time and money based on the level of the spell, as shown in the Spell Scroll Costs table. For each day of inscription, you must work for 8 hours. If a scroll req"
      },
      {
        "document": 406,
        "excerpt": "ermines how long it takes to don or doff the armor (as shown in the table). Armor Class (AC). The table's Armor Class column tells you what your base AC is when you"
      },
      {
        "document": 520,
        "excerpt": "needs an amount of food per day based on its size, as shown in the Food Needs per Day table. A creature that eats but consumes less than half the required food for"
      },
      {
        "document": 586,
        "excerpt": "ne the maximum weight in pounds that you can carry, as shown in the Carrying Capacity table. The table also shows the maximum weight you can drag, lift, or push. Wh"
      },
      {
        "document": 615,
        "excerpt": "uires an amount of water per day based on its size, as shown in the Water Needs per Day table. A creature that drinks less than half the required water for a day gai"
      },
      {
        "document": 669,
        "excerpt": "ain determines the characters’ maximum travel pace, as shown in the Maximum Pace column of the Travel Terrain table. Certain factors can affect a group’s travel pace"
      },
      {
        "document": 716,
        "excerpt": "er levels by increasing the damage and the save DC, as shown in the following table."
      },
      {
        "document": 718,
        "excerpt": "ls by increasing the damage and the area of effect, as shown in the following table."
      },
      {
        "document": 719,
        "excerpt": "er levels by increasing the pit's depth and damage, as shown in the following table."
      },
      {
        "document": 721,
        "excerpt": "er levels by increasing the damage and the save DC, as shown in the following table."
      },
      {
        "document": 723,
        "excerpt": "er levels by increasing the pit's depth and damage, as shown in the following table."
      },
      {
        "document": 724,
        "excerpt": "vehicle use the vehicle's speed in miles per hour (as shown in “Equipment”) to determine their rate of travel, and they don't choose a travel pace."
      },
      {
        "document": 962,
        "excerpt": "vy armor. You can enter your Rage the number of times shown for your Barbarian level in the Rages column of the Barbarian Features table. You regain one expended us"
      },
      {
        "document": 963,
        "excerpt": "ion die changes when you reach certain Bard levels, as shown in the Bardic Die column of the Bard Features table. The die becomes a d8 at level 5, a d10 at level 10,"
      },
      {
        "document": 964,
        "excerpt": "cantrip of your choice from the Cleric spell list, as shown in the Cantrips column of the Cleric Features table. Spell Slots. The Cleric Features table shows how m"
      },
      {
        "document": 965,
        "excerpt": "r cantrip of your choice from the Druid spell list, as shown in the Cantrips column of the Druid Features table. Spell Slots. The Druid Features table shows how man"
      },
      {
        "document": 966,
        "excerpt": "Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table."
      },
      {
        "document": 967,
        "excerpt": "weapons. This die changes as you gain Monk levels, as shown in the Martial Arts column of the Monk Features table. Dexterous Attacks. You can use your Dexterity mo"
      },
      {
        "document": 968,
        "excerpt": "on your list increases as you gain Paladin levels, as shown in the Prepared Spells column of the Paladin Features table. Whenever that number increases, choose addi"
      },
      {
        "document": 969,
        "excerpt": "s on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose addit"
      },
      {
        "document": 970,
        "excerpt": "he extra damage increases as you gain Rogue levels, as shown in the Sneak Attack column of the Rogue Features table."
      },
      {
        "document": 971,
        "excerpt": "you learn another Sorcerer cantrip of your choice, as shown in the Cantrips column of the Sorcerer Features table. Spell Slots. The Sorcerer Features table shows h"
      },
      {
        "document": 972,
        "excerpt": "k levels, you gain more invocations of your choice, as shown in the Invocations column of the Warlock Features table. You can't pick the same invocation more than o"
      },
      {
        "document": 973,
        "excerpt": "0, you learn another Wizard cantrip of your choice, as shown in the Cantrips column of the Wizard Features table. Spellbook. Your wizardly apprenticeship culminated"
      },
      {
        "document": 975,
        "excerpt": "r current land choice in the Circle Spells feature, as shown in the Nature's Ward table. Nature's Ward"
      },
      {
        "document": 976,
        "excerpt": "cantrip or a spell for which you have spell slots, as shown in the Bard Features table. You always have the chosen spells prepared, and whenever you gain a Bard le"
      },
      {
        "document": 988,
        "excerpt": "ter levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you re"
      },
      {
        "document": 994,
        "excerpt": "ter levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you re"
      },
      {
        "document": 1220,
        "excerpt": "spell's duration depends on the object's material, as shown in the Materials table. If the object is composed of multiple materials, use the shortest duration. Usin"
      },
      {
        "document": 1241,
        "excerpt": "suffers an effect based on its current Hit Points, as shown in the Divine Word Effects table. Regardless of its Hit Points, a Celestial, an Elemental, a Fey, or a F"
      },
      {
        "document": 1509,
        "excerpt": "position. Each lever, from left to right, functions as shown in the Apparatus of the Crab Levers table. Apparatus of the Crab Levers"
      },
      {
        "document": 1537,
        "excerpt": "owing table. A carpet can carry up to twice the weight shown on the table, but its Fly Speed is halved if it carries more than its normal capacity."
      },
      {
        "document": 1552,
        "excerpt": "eby cast the spell associated with it (save DC 17), as shown in the Cube of Force Faces table. The cube starts with 10 charges, and it regains 1d6 expended charges"
      },
      {
        "document": 1571,
        "excerpt": "s Action. The type of gem determines the elemental, as shown in the following table."
      },
      {
        "document": 1621,
        "excerpt": "ic damage. To create a golem, you must spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hours per"
      },
      {
        "document": 1663,
        "excerpt": "umber of Hit Points depends on the potion's rarity, as shown in the table below. Whatever its potency, the potion's red liquid glimmers when agitated."
      },
      {
        "document": 1667,
        "excerpt": "based on the Elemental Plane the ring is linked to, as shown in the following table. The table indicates how many charges you must expend to cast the spell, which ha"
      },
      {
        "document": 1677,
        "excerpt": "damage based on the number of spheres you created, as shown in the following table. On a successful save, the creature takes half as much damage. Shooting Stars. Y"
      },
      {
        "document": 1709,
        "excerpt": "C and attack bonus, as well as the scroll's rarity, as shown in the following table. Copying a Scroll into a Spellbook. A Wizard spell on a Spell Scroll can be copi"
      }
    ],
    "shows": [
      {
        "document": 24,
        "excerpt": "The Attack Roll Abilities table shows which ability modifier to use for different types of attack rolls. Attack Roll Abilities Some features"
      },
      {
        "document": 34,
        "excerpt": "ng (see “Rules Glossary”). The Proficiency Bonus table shows how the bonus is determined. This bonus is applied to a D20 Test when the creature has proficiency in a"
      },
      {
        "document": 241,
        "excerpt": "sting or Pact Magic feature, your class features table shows the number of spell slots you have available, how many cantrips you know, and how many spells you can pr"
      },
      {
        "document": 267,
        "excerpt": "ry in disturbing detail 74 A fan that, when unfolded, shows a sleepy cat 75 A set of bone pipes 76 A four-leaf clover pressed inside a book discussing manners and"
      },
      {
        "document": 271,
        "excerpt": "ble choosing, the Ability Scores and Backgrounds table shows which backgrounds benefit which ability scores. Look for your class's primary ability there. Ability Sc"
      },
      {
        "document": 354,
        "excerpt": "wise slow you down. The Mounts and Other Animals table shows each animal's carrying capacity. See “Monsters” for the animals' stat blocks."
      },
      {
        "document": 406,
        "excerpt": "s your AC is 16 in Chain Mail. Strength. If the table shows a Strength score in the Strength column for an armor type, that armor reduces the wearer's speed by 10 f"
      },
      {
        "document": 409,
        "excerpt": "The Weapons table in this section shows the game's main weapons. The table lists the cost and weight of each weapon, as well as the following de"
      },
      {
        "document": 586,
        "excerpt": "s shown in the Carrying Capacity table. The table also shows the maximum weight you can drag, lift, or push. While dragging, lifting, or pushing weight in excess of"
      },
      {
        "document": 963,
        "excerpt": "Features table. Spell Slots. The Bard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finis"
      },
      {
        "document": 964,
        "excerpt": "eatures table. Spell Slots. The Cleric Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finis"
      },
      {
        "document": 965,
        "excerpt": "Features table. Spell Slots. The Druid Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finis"
      },
      {
        "document": 968,
        "excerpt": "description. Spell Slots. The Paladin Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finis"
      },
      {
        "document": 969,
        "excerpt": "s description. Spell Slots. The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finis"
      },
      {
        "document": 971,
        "excerpt": "tures table. Spell Slots. The Sorcerer Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finis"
      },
      {
        "document": 972,
        "excerpt": "atures table. Spell Slots. The Warlock Features table shows how many spell slots you have to cast your Warlock spells of levels 1–5. The table also shows the level"
      },
      {
        "document": 973,
        "excerpt": "do regularly. Spell Slots. The Wizard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finis"
      },
      {
        "document": 1625,
        "excerpt": ", 2-foot-wide mirror is viewed indirectly, its surface shows faint images of creatures. The mirror weighs 50 pounds, and it has AC 11, HP 10, Immunity to Poison and"
      }
    ],
    "shred": [
      {
        "document": 2059,
        "excerpt": "Multiattack. The vrock makes two Shred attacks. Shred. Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage plus 10 (3d6) Pois"
      }
    ],
    "shriek": [
      {
        "document": 2019,
        "excerpt": "Shriek. Trigger: A creature or a source of Bright Light moves within 30 feet of the shrieker. Response: The shr"
      }
    ],
    "shrieker": [
      {
        "document": 793,
        "excerpt": "Three Shrieker Fungi sprout."
      },
      {
        "document": 2019,
        "excerpt": "Shrieker Fungus"
      }
    ],
    "shrink": [
      {
        "document": 783,
        "excerpt": "ng happens at the chosen point of origin. Instead, you shrink as if you had cast Enlarge/Reduce on yourself and remain in that state for 1 minute."
      }
    ],
    "shrinking": [
      {
        "document": 1608,
        "excerpt": "y siege equipment; and Resistance to all other damage. Shrinking the tower back down to statuette form doesn't repair damage to the tower. Only a Wish spell can repair t"
      }
    ],
    "shrivel": [
      {
        "document": 1253,
        "excerpt": "until the spell ends. On a successful save, the vines shrivel away, and the spell ends. While Restrained, the target takes 1d6 Piercing damage at the start of each o"
      }
    ],
    "shroud": [
      {
        "document": 1250,
        "excerpt": "hing aren't affected. Beckon Earth. You create a thin shroud of dust or sand that covers surfaces in a 5-foot-square area, or you cause a single word to appear in yo"
      }
    ],
    "shrub": [
      {
        "document": 1170,
        "excerpt": "akened Plant, such as the statistics for the Awakened Shrub or Awakened Tree in \"Monsters.\" The awakened target has the Charmed condition for 30 days or until you"
      },
      {
        "document": 1180,
        "excerpt": "magical plant that isn't a creature, such as a tree or shrub. It doesn't make a save; it simply withers and dies. Using a Higher-Level Spell Slot. The damage increa"
      },
      {
        "document": 1793,
        "excerpt": "Awakened Shrub"
      }
    ],
    "shunted": [
      {
        "document": 1228,
        "excerpt": "Any creatures inside also remain unless they opt to be shunted through the door as it vanishes, landing with the Prone condition in the unoccupied spaces closest to th"
      },
      {
        "document": 1256,
        "excerpt": "Ethereal. If you appear in an occupied space, you are shunted to the nearest unoccupied space and take Force damage equal to twice the number of feet you are moved."
      },
      {
        "document": 1667,
        "excerpt": ". If you end your turn in solid earth or rock, you are shunted out to the nearest unoccupied space you last occupied. Fire. You know Ignan, and you have Immunity to F"
      }
    ],
    "shut": [
      {
        "document": 308,
        "excerpt": "unting Trap, which is a sawtooth steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an imm"
      },
      {
        "document": 345,
        "excerpt": "th, or a similar material. You can do so to jam a door shut or to then tie a Rope or Chain to the Spike."
      },
      {
        "document": 719,
        "excerpt": "by making it safe to cross. The cover can also be held shut using Arcane Lock or similar magic. Escape. A creature needs a Climb Speed, climbing gear, or magic suc"
      },
      {
        "document": 723,
        "excerpt": "by making it safe to cross. The cover can also be held shut using an Arcane Lock spell or similar magic. Escape. A creature needs a Climb Speed, climbing gear, or"
      },
      {
        "document": 1332,
        "excerpt": "cal means that prevents access. A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has m"
      },
      {
        "document": 1444,
        "excerpt": "also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible"
      },
      {
        "document": 1456,
        "excerpt": "y cause an unlocked door or window to fly open or slam shut. Phantom Sound. You create an instantaneous sound that originates from a point of your choice within ra"
      }
    ],
    "shutter": [
      {
        "document": 791,
        "excerpt": "Forward window shutter opens."
      }
    ],
    "shutters": [
      {
        "document": 791,
        "excerpt": "Side window shutters open (two per side)."
      },
      {
        "document": 1250,
        "excerpt": "th, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot Cube. Doors and shutters being held open by someone or something aren't affected. Beck"
      }
    ],
    "sickened": [
      {
        "document": 1258,
        "excerpt": "ay from you where it can't see you, this effect ends. Sickened. The target has the Poisoned condition."
      }
    ],
    "sickle": [
      {
        "document": 928,
        "excerpt": "Sickle"
      },
      {
        "document": 965,
        "excerpt": "Choose A or B: (A) Leather Armor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorer’s Pack, Herbalism Kit, and 9 GP; or (B) 50 GP"
      },
      {
        "document": 972,
        "excerpt": "Choose A or B: (A) Leather Armor, Sickle, 2 Daggers, Arcane Focus (orb), Book (occult lore), Scholar’s Pack, and 15 GP; or (B) 100 GP"
      },
      {
        "document": 1129,
        "excerpt": "Sickle"
      },
      {
        "document": 1614,
        "excerpt": "Glaive, Greatsword, Longsword, Rapier, Scimitar, Sickle, or Shortsword"
      },
      {
        "document": 1839,
        "excerpt": "Leather Armor, Sickle"
      }
    ],
    "sickness": [
      {
        "document": 756,
        "excerpt": "You suffer a bout of “magic sickness” and have the Poisoned condition for 1 hour."
      },
      {
        "document": 828,
        "excerpt": "Acid Splash, Ray of Sickness, Web"
      },
      {
        "document": 860,
        "excerpt": "Ray of Sickness"
      },
      {
        "document": 886,
        "excerpt": "Ray of Sickness"
      },
      {
        "document": 992,
        "excerpt": "mage.You also know the Poison Spray cantrip. | Ray of Sickness | Hold Person | | Chthonic | You have Resistance to Necrotic damage.You also know the Chill Touc"
      },
      {
        "document": 1400,
        "excerpt": "Ray of Sickness"
      },
      {
        "document": 1914,
        "excerpt": "ves no tracks while Invisible), Minor Illusion, Ray of Sickness (level 3 version)"
      }
    ],
    "side": [
      {
        "document": 71,
        "excerpt": "turn, the fight continues to the next round if neither side is defeated."
      },
      {
        "document": 76,
        "excerpt": "Combat ends when one side or the other is defeated, which can mean the creatures are killed or knocked out or have surrendered or"
      },
      {
        "document": 86,
        "excerpt": "n an attack or other effect originates on the opposite side of the cover. If a target is behind multiple sources of cover, only the most protective degree of cover"
      },
      {
        "document": 134,
        "excerpt": "rished ally to its wielder or a continual thorn in the side. Most sentient items are weapons, but other kinds of items can manifest sentience. Single-use items suc"
      },
      {
        "document": 266,
        "excerpt": "monocle frame without the lens 68 A l-inch cube, each side a different color 69 A crystal doorknob 70 A packet filled with pink dust 71 A fragment of a beautifu"
      },
      {
        "document": 342,
        "excerpt": "can use a Shovel to dig a hole that is 5 feet on each side in soil or similar material."
      },
      {
        "document": 516,
        "excerpt": "member of your adventuring party, your friend, on your side in combat, or a creature that the rules or the GM designates as your ally."
      },
      {
        "document": 526,
        "excerpt": "oint, the point of origin comes into being on the near side of the obstruction."
      },
      {
        "document": 601,
        "excerpt": "a Cube specifies its size, which is the length of each side. A Cube's point of origin isn't included in the area of effect unless its creator decides otherwise."
      },
      {
        "document": 791,
        "excerpt": "Side window shutters open (two per side)."
      },
      {
        "document": 820,
        "excerpt": "r of knucklebone dice, each with a skull symbol on the side that would normally show six pips"
      },
      {
        "document": 1214,
        "excerpt": "an area you choose that is a Cube up to 100 feet on a side, using one of the following effects. As a Magic action on your later turns, you can repeat the same effe"
      },
      {
        "document": 1282,
        "excerpt": "rison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up"
      },
      {
        "document": 1287,
        "excerpt": "transports it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the GM deems approp"
      },
      {
        "document": 1369,
        "excerpt": "Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration."
      },
      {
        "document": 1389,
        "excerpt": "be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration. When you cast the spell, you decide what sort of security the spell"
      },
      {
        "document": 1472,
        "excerpt": "save or half as much damage on a successful one. One side of the wall, selected by you when you cast this spell, deals 5d8 Fire damage to each creature that ends"
      },
      {
        "document": 1473,
        "excerpt": "s space when it appears, the creature is pushed to one side of the wall (you choose which side). Nothing can physically pass through the wall. It is immune to all"
      },
      {
        "document": 1474,
        "excerpt": "s space when it appears, the creature is pushed to one side of the wall (you choose which side) and makes a Dexterity saving throw, taking 10d6 Cold damage on a fai"
      },
      {
        "document": 1475,
        "excerpt": "s space when it appears, the creature is pushed to one side of the wall (you choose which side). If a creature would be surrounded on all sides by the wall (or the"
      },
      {
        "document": 1553,
        "excerpt": "e following spells using the cube. Gate. Pressing one side of the cube, you cast Gate, opening a portal to the plane of existence keyed to that side. Plane Shift."
      },
      {
        "document": 1594,
        "excerpt": "Item, Rare This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 200 pounds of materi"
      },
      {
        "document": 1608,
        "excerpt": "pushed clear of the tower. The tower is 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into t"
      },
      {
        "document": 1691,
        "excerpt": "or (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attach"
      }
    ],
    "sidebar": [
      {
        "document": 33,
        "excerpt": "For example, if you have Heroic Inspiration (see the sidebar below) and roll a 3 and an 18 on an ability check that has Advantage or Disadvantage, you could expend y"
      }
    ],
    "sides": [
      {
        "document": 71,
        "excerpt": "A typical combat encounter is a clash between two sides: a flurry of weapon swings, feints, parries, footwork, and spellcasting. The game organizes combat into"
      },
      {
        "document": 76,
        "excerpt": "ave surrendered or fled. Combat can also end when both sides agree to end it."
      },
      {
        "document": 235,
        "excerpt": "ose who prefer to avoid moral questions and don't take sides,"
      },
      {
        "document": 1475,
        "excerpt": "which side). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On"
      },
      {
        "document": 1553,
        "excerpt": "s across and radiates palpable magical energy. The six sides of the cube are each keyed to a different plane of existence, one of which is the Material Plane. The ot"
      },
      {
        "document": 1608,
        "excerpt": "et on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder, staircase, or ramp (yo"
      },
      {
        "document": 1694,
        "excerpt": "pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anch"
      }
    ],
    "siege": [
      {
        "document": 1483,
        "excerpt": "d and miss automatically. Boulders hurled by Giants or siege engines, and similar projectiles, are unaffected. Creatures in gaseous form can't pass through it."
      },
      {
        "document": 1608,
        "excerpt": "ing, and Slashing damage except that which is dealt by siege equipment; and Resistance to all other damage. Shrinking the tower back down to statuette form doesn't r"
      },
      {
        "document": 1855,
        "excerpt": "mental doesn't disturb the material it moves through. Siege Monster. The elemental deals double damage to objects and structures."
      },
      {
        "document": 1946,
        "excerpt": "ils a saving throw, it can choose to succeed instead. Siege Monster. The kraken deals double damage to objects and structures."
      },
      {
        "document": 2044,
        "excerpt": "flects the spell, turning the caster into the target. Siege Monster. The tarrasque deals double damage to objects and structures."
      },
      {
        "document": 2048,
        "excerpt": "Siege Monster. The treant deals double damage to objects and structures."
      }
    ],
    "sight": [
      {
        "document": 52,
        "excerpt": "enemy, and targeting certain spells - are affected by sight, so effects that obscure vision can hinder you, as explained below."
      },
      {
        "document": 53,
        "excerpt": "isadvantage on Wisdom (Perception) checks that rely on sight. A Heavily Obscured area - such as an area with Darkness, heavy fog, or dense foliage - is opaque. You"
      },
      {
        "document": 566,
        "excerpt": "objects in the air, and it doesn't count as a form of sight."
      },
      {
        "document": 576,
        "excerpt": "ee within a specific range without relying on physical sight. Within that range, you can see anything that isn't behind Total Cover even if you have the Blinded cond"
      },
      {
        "document": 640,
        "excerpt": "otal Cover, and you must be out of any enemy's line of sight; if you can see a creature, you can discern whether it can see you. On a successful check, you have the"
      },
      {
        "document": 677,
        "excerpt": "Sight Rot"
      },
      {
        "document": 972,
        "excerpt": "e on yourself without expending a spell slot. Devil's Sight Prerequisite: Level 2+ Warlock You can see normally in Dim Light and Darkness - both magical and nonma"
      },
      {
        "document": 1263,
        "excerpt": "ends its turn in a space where it doesn't have line of sight to you, the creature makes a Wisdom saving throw. On a successful save, the spell ends on that creature."
      },
      {
        "document": 1268,
        "excerpt": "You sense any trap within range that is within line of sight. A trap, for the purpose of this spell, includes any object or mechanism that was created to cause damag"
      },
      {
        "document": 1363,
        "excerpt": "Sight"
      },
      {
        "document": 1476,
        "excerpt": "20 feet high and 5 feet thick. The wall blocks line of sight. When the wall appears, each creature in its area makes a Dexterity saving throw, taking 7d8 Piercing d"
      },
      {
        "document": 1487,
        "excerpt": "and automatically fail any ability check that requires sight. Attacks Affected. Attack rolls against you have Advantage, and your attack rolls have Disadvantage."
      },
      {
        "document": 1491,
        "excerpt": "ttack rolls while the source of fear is within line of sight. Can't Approach. You can't willingly move closer to the source of fear."
      },
      {
        "document": 1578,
        "excerpt": "e Advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and obj"
      },
      {
        "document": 1625,
        "excerpt": "A freed creature appears in an unoccupied space within sight of the mirror but facing away from it. If the mirror is shattered, all creatures it contains are freed a"
      },
      {
        "document": 1687,
        "excerpt": "u Advantage on Wisdom (Perception) checks that rely on sight. Special Senses. You have Darkvision and Truesight, both with a range of 120 feet. Drawbacks. A Light"
      },
      {
        "document": 1742,
        "excerpt": "ereal, disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding the wand. Regaining Charges. The wand regains 1d6 + 1 expended cha"
      },
      {
        "document": 1869,
        "excerpt": "d damage. Transparent. Even when the cube is in plain sight, a creature must succeed on a DC 15 Wisdom (Perception) check to notice the cube if the creature hasn't"
      },
      {
        "document": 1871,
        "excerpt": "Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane. Incorporeal Moveme"
      },
      {
        "document": 1968,
        "excerpt": "il it ends its turn with the nalfeshnee out of line of sight. Success: The target is immune to this nalfeshnee's Horror Nimbus for 24 hours."
      },
      {
        "document": 1982,
        "excerpt": "Ethereal Sight. The spider can see 60 feet into the Ethereal Plane while on the Material Plane and vice versa. Spider"
      },
      {
        "document": 2029,
        "excerpt": "tion until the start of the sprite's next turn. Heart Sight. Charisma Saving Throw: DC 10, one creature within 5 feet the sprite can see (Celestials, Fiends, and Un"
      }
    ],
    "sigil": [
      {
        "document": 1378,
        "excerpt": "determined by the GM. Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle"
      },
      {
        "document": 1454,
        "excerpt": "t circle” means a permanent teleportation circle whose sigil sequence you know. - “Linked object” means you possess an object taken from the desired destination with"
      },
      {
        "document": 1455,
        "excerpt": "a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within th"
      }
    ],
    "sigils": [
      {
        "document": 1455,
        "excerpt": "aw a 5-foot-radius circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know"
      }
    ],
    "sign": [
      {
        "document": 809,
        "excerpt": "Common Sign Language"
      },
      {
        "document": 968,
        "excerpt": "lly seeks absolution, spending an all-night vigil as a sign of penitence or undertaking a fast. After a rite of forgiveness, the Paladin starts fresh. If your Pala"
      },
      {
        "document": 1632,
        "excerpt": "this weapon to make a ranged attack, you can utter or sign the following command words: “Swift death to you who have wronged me.” The target of your attack becomes"
      }
    ],
    "signal": [
      {
        "document": 175,
        "excerpt": "er's use of Verbal, Somatic, or Material components to signal to characters that it is casting a spell. A monster that requires Material components has them. Casting"
      },
      {
        "document": 321,
        "excerpt": "o for peeking around corners and reflecting light as a signal."
      },
      {
        "document": 343,
        "excerpt": "Signal Whistle (5 CP)"
      },
      {
        "document": 430,
        "excerpt": "Lantern, Hunting Trap, Lock, Manacles, Mirror, Shovel, Signal Whistle, Tinderbox"
      },
      {
        "document": 930,
        "excerpt": "Signal Whistle"
      },
      {
        "document": 1130,
        "excerpt": "Signal Whistle"
      }
    ],
    "signature": [
      {
        "document": 883,
        "excerpt": "Signature Spells"
      },
      {
        "document": 973,
        "excerpt": "Signature Spells"
      }
    ],
    "signed": [
      {
        "document": 121,
        "excerpt": "word is a word or short phrase that must be spoken or signed for an item to work. Spoken command words must be audible and fail to work in areas where all sound is s"
      },
      {
        "document": 1200,
        "excerpt": "e literal meaning of any language that you hear or see signed. You also understand any written language that you see, but you must be touching the surface on which th"
      },
      {
        "document": 1460,
        "excerpt": "ture you touch the ability to understand any spoken or signed language that it hears or sees. Moreover, when the target communicates by speaking or signing, any creat"
      }
    ],
    "significance": [
      {
        "document": 337,
        "excerpt": "A Robe has vocational or ceremonial significance. Some events and locations admit only people wearing a Robe bearing certain colors or symbols."
      }
    ],
    "significant": [
      {
        "document": 359,
        "excerpt": "the vehicle. These vehicles can't be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. A Rowboat can be carried and we"
      },
      {
        "document": 1333,
        "excerpt": ". The spell brings to your mind a brief summary of the significant lore about that famous thing, as described by the GM. The lore might consist of important details, amus"
      }
    ],
    "significantly": [
      {
        "document": 587,
        "excerpt": "circumstances and the number of player characters can significantly alter how threatening a monster is in actual play. \"Gameplay Toolbox\" (\"Combat Encounters\") provides gui"
      },
      {
        "document": 1577,
        "excerpt": "ver the eyes. While wearing them, your vision improves significantly out to a range of 1 foot, granting you Darkvision within that range and Advantage on Intelligence (Inves"
      }
    ],
    "signing": [
      {
        "document": 1460,
        "excerpt": "Moreover, when the target communicates by speaking or signing, any creature that knows at least one language can understand it if that creature can hear the speech o"
      }
    ],
    "silence": [
      {
        "document": 121,
        "excerpt": "s where all sound is suppressed, as in the area of the Silence spell."
      },
      {
        "document": 496,
        "excerpt": "hus, a creature who is gagged or in an area of magical silence can't cast a spell with a Verbal component."
      },
      {
        "document": 851,
        "excerpt": "Silence"
      },
      {
        "document": 900,
        "excerpt": "Silence"
      },
      {
        "document": 912,
        "excerpt": "Silence"
      },
      {
        "document": 1303,
        "excerpt": "to one damage type of your choice while in the area. Silence. No sound can emanate from within the area, and no sound can reach into it. Tongues. Creatures of any t"
      },
      {
        "document": 1358,
        "excerpt": "the target and know it is beyond the barrier. Magical silence; 1 foot of stone, metal, or wood; or a thin sheet of lead blocks the spell."
      },
      {
        "document": 1427,
        "excerpt": "Silence"
      }
    ],
    "silent": [
      {
        "document": 860,
        "excerpt": "Silent Image"
      },
      {
        "document": 886,
        "excerpt": "Silent Image"
      },
      {
        "document": 899,
        "excerpt": "Silent Image"
      },
      {
        "document": 972,
        "excerpt": "Visions Prerequisite: Level 2+ Warlock You can cast Silent Image without expending a spell slot. One with Shadows Prerequisite: Level 5+ Warlock While you're in"
      },
      {
        "document": 1428,
        "excerpt": "Silent Image"
      }
    ],
    "silk": [
      {
        "document": 1166,
        "excerpt": "V, S, M (a small square of silk)"
      },
      {
        "document": 1541,
        "excerpt": "quires Attunement) This fine garment is made of black silk interwoven with faint, silvery threads. While wearing it, you gain the following benefits. Poison Resis"
      },
      {
        "document": 1644,
        "excerpt": "Wondrous Item, Rare This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter."
      },
      {
        "document": 1756,
        "excerpt": "ndrous Item, Legendary This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter."
      }
    ],
    "silver": [
      {
        "document": 205,
        "excerpt": "Silver Dragons"
      },
      {
        "document": 266,
        "excerpt": "nner 42 A rank insignia from a lost legionnaire 43 A silver bell without a clapper 44 A mechanical canary inside a lamp 45 A miniature chest carved to look like i"
      },
      {
        "document": 267,
        "excerpt": "city 85 A diary with seven missing pages 86 An empty silver snuffbox bearing the inscription “dreams” on its lid 87 An iron holy symbol devoted to an unknown god"
      },
      {
        "document": 758,
        "excerpt": "Silver"
      },
      {
        "document": 803,
        "excerpt": "Silver"
      },
      {
        "document": 820,
        "excerpt": "A silver icon of a raven"
      },
      {
        "document": 927,
        "excerpt": "Silver Piece (SP)"
      },
      {
        "document": 942,
        "excerpt": "Silver Piece(s)"
      },
      {
        "document": 986,
        "excerpt": "| Red | Fire | | Bronze | Lightning | Silver | Cold | | Copper | Acid | White | Cold |"
      },
      {
        "document": 1152,
        "excerpt": "V, S, M (a bell and silver wire)"
      },
      {
        "document": 1167,
        "excerpt": "e spell's targets, one jacinth worth 1,000+ GP and one silver bar worth 100+ GP, all of which the spell consumes)"
      },
      {
        "document": 1187,
        "excerpt": "V, S, M (three silver pins)"
      },
      {
        "document": 1236,
        "excerpt": "V, S, M (powdered silver and iron)"
      },
      {
        "document": 1261,
        "excerpt": "V, S, M (a silver whistle)"
      },
      {
        "document": 1299,
        "excerpt": "V, S, M (a silver rod worth 10+ GP)"
      },
      {
        "document": 1344,
        "excerpt": "V, S, M (salt and powdered silver worth 100+ GP, which the spell consumes)"
      },
      {
        "document": 1347,
        "excerpt": "creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it."
      },
      {
        "document": 1604,
        "excerpt": "Silver or Brass"
      },
      {
        "document": 1634,
        "excerpt": "is clear, gelatinous oil sparkles with tiny, ultrathin silver shards."
      },
      {
        "document": 1638,
        "excerpt": "ndrous Item, Rare (Requires Attunement) This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, you have Immunity to the Poisoned condit"
      },
      {
        "document": 1647,
        "excerpt": "checks to climb. This potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors."
      },
      {
        "document": 1689,
        "excerpt": "k or dark-blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it. Six stars, located on the robe's upper-f"
      },
      {
        "document": 1691,
        "excerpt": "lowing table. 1d100 Patch 01-08 Bag of 100 GP 09–15 Silver coffer (1 foot long, 6 inches wide and deep) worth 500 GP 16–22 Iron door (up to 10 feet wide and 10 fe"
      },
      {
        "document": 1769,
        "excerpt": "Adult Silver Dragon"
      },
      {
        "document": 1781,
        "excerpt": "Ancient Silver Dragon"
      },
      {
        "document": 1884,
        "excerpt": "sed, it can't be used again until 2 days have passed. Silver Raven (Uncommon). This silver statuette of a raven can become a Raven for up to 12 hours. Once it has be"
      },
      {
        "document": 2020,
        "excerpt": "Silver Dragon Wyrmling"
      },
      {
        "document": 2089,
        "excerpt": "Young Silver Dragon"
      }
    ],
    "silvery": [
      {
        "document": 1167,
        "excerpt": "essions. The principal difference is the addition of a silvery cord that trails from between the shoulder blades of the astral form. The cord fades from view after 1 f"
      },
      {
        "document": 1366,
        "excerpt": "ents: V Duration: Instantaneous Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see."
      },
      {
        "document": 1368,
        "excerpt": "nseed leaf) Duration: Concentration, up to 1 minute A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high Cylinder centered on a point within rang"
      },
      {
        "document": 1541,
        "excerpt": "e garment is made of black silk interwoven with faint, silvery threads. While wearing it, you gain the following benefits. Poison Resistance. You have Resistance to P"
      }
    ],
    "similar": [
      {
        "document": 96,
        "excerpt": "ned to accept a rider. Domesticated horses, mules, and similar creatures have such training. The Initiative of a controlled mount changes to match yours when you moun"
      },
      {
        "document": 145,
        "excerpt": "tem in the Ring category must be worn on a finger or a similar digit unless its description notes otherwise."
      },
      {
        "document": 342,
        "excerpt": "l to dig a hole that is 5 feet on each side in soil or similar material."
      },
      {
        "document": 345,
        "excerpt": "Light Hammer, to hammer a spike into wood, earth, or a similar material. You can do so to jam a door shut or to then tie a Rope or Chain to the Spike."
      },
      {
        "document": 568,
        "excerpt": "melee attack, you can use a punch, kick, headbutt, or similar forceful blow. In game terms, this is an Unarmed Strike - a melee attack that involves you using your bo"
      },
      {
        "document": 616,
        "excerpt": "f the space contains any of the following or something similar: - A creature that isn’t Tiny or your ally - Furniture that is sized for creatures of your size or larg"
      },
      {
        "document": 693,
        "excerpt": "a Bonus Action to a weapon, a piece of ammunition, or similar object. The poison remains potent until delivered through a wound or washed off. A creature that takes P"
      },
      {
        "document": 718,
        "excerpt": "plate on a successful check. Wedging an Iron Spike or similar object under the pressure plate prevents the trap from triggering. At Higher Levels. You can scale the"
      },
      {
        "document": 719,
        "excerpt": "ul check. Once the pit is detected, an Iron Spike or a similar object can be wedged between the pit's lid and the surrounding floor to prevent the lid from opening, th"
      },
      {
        "document": 720,
        "excerpt": "late on a successful check. Wedging an Iron Spike or a similar object under the pressure plate prevents the trap from triggering. At Higher Levels. You can scale the"
      },
      {
        "document": 721,
        "excerpt": "t trigger if the lock is opened using a Knock spell or similar magic. Detect and Disarm. As a Search action, a creature can examine the trapped lock and make a DC 15"
      },
      {
        "document": 722,
        "excerpt": "one condition. The stone stops when it hits a wall or similar barrier. It can't go around corners, but creative dungeon builders incorporate curving turns into nearby"
      },
      {
        "document": 723,
        "excerpt": "k. Once the hidden pit is detected, an Iron Spike or a similar object can be wedged between the pit's lid and the surrounding floor to prevent the lid from opening, th"
      },
      {
        "document": 783,
        "excerpt": "creature is freed by the Greater Restoration spell or similar magic."
      },
      {
        "document": 787,
        "excerpt": "seeks another sentient magic item, perhaps one that is similar to itself."
      },
      {
        "document": 789,
        "excerpt": "efinitely. At your discretion, a Dispel Magic spell or similar magic might end this lasting effect."
      },
      {
        "document": 1170,
        "excerpt": "ts, vines, creepers, and so forth, and it gains senses similar to a human's. The GM chooses statistics appropriate for the awakened Plant, such as the statistics for t"
      },
      {
        "document": 1212,
        "excerpt": "comes into effect when you are engulfed in water or a similar liquid. The contingent spell takes effect immediately after the trigger occurs for the first time, whet"
      },
      {
        "document": 1274,
        "excerpt": "ou evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappear"
      },
      {
        "document": 1277,
        "excerpt": "until the condition is ended by Greater Restoration or similar magic."
      },
      {
        "document": 1302,
        "excerpt": "isperses gas or vapor, and it extinguishes candles and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly a"
      },
      {
        "document": 1324,
        "excerpt": "and is trapped inside an indestructible gemstone or a similar object. Light can pass through the gemstone (allowing the target to see out and other creatures to see i"
      },
      {
        "document": 1454,
        "excerpt": "rtation Outcome | Familiarity | Mishap | Similar Area | Off Target | On Target | | :----------------------- | :----- | :----------- | :--------- | :-----"
      },
      {
        "document": 1483,
        "excerpt": "cally. Boulders hurled by Giants or siege engines, and similar projectiles, are unaffected. Creatures in gaseous form can't pass through it."
      },
      {
        "document": 1513,
        "excerpt": "you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to two of the thr"
      },
      {
        "document": 1517,
        "excerpt": "space created by a Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the o"
      },
      {
        "document": 1557,
        "excerpt": "illusion is dispelled (using a Dispel Magic spell or a similar effect). When the illusion ends, the image on its card disappears, and that card can't be used again. D"
      },
      {
        "document": 1559,
        "excerpt": "it unless you are targeted by a Remove Curse spell or similar magic. While wearing the armor, you have Disadvantage on attack rolls against demons and on saving throw"
      },
      {
        "document": 1569,
        "excerpt": "ortest compartment can hold up to 60 Arrows, Bolts, or similar objects. The mid-size compartment holds up to 18 Javelins or similar objects. The longest compartment ho"
      },
      {
        "document": 1594,
        "excerpt": "l space created by a Bag of Holding, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the o"
      },
      {
        "document": 1605,
        "excerpt": "touch one of the horseshoes to the hoof of a horse or similar creature, whereupon the horseshoe affixes itself to the hoof. Removing a horseshoe also takes a Magic ac"
      },
      {
        "document": 1606,
        "excerpt": "touch one of the horseshoes to the hoof of a horse or similar creature, whereupon the horseshoe affixes itself to the hoof. Removing a horseshoe also takes a Magic ac"
      },
      {
        "document": 1608,
        "excerpt": "as a Bonus Action. It is immune to the Knock spell and similar magic. Magic prevents the tower from being tipped over. The roof, the door, and the walls each have AC"
      },
      {
        "document": 1625,
        "excerpt": "face. You and the creature can then communicate. In a similar way, you can take a Magic action and use a second command word to free one creature trapped in the mirro"
      },
      {
        "document": 1644,
        "excerpt": "space created by a Bag of Holding, Handy Haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the o"
      },
      {
        "document": 1705,
        "excerpt": "you until you are targeted by a Remove Curse spell or similar magic. Removing the Shield fails to end the curse on you. Whenever an attack with a Ranged weapon target"
      },
      {
        "document": 1889,
        "excerpt": "ily Obscured for 1 minute or until a strong current or similar effect disperses the ink."
      },
      {
        "document": 1973,
        "excerpt": "ily Obscured for 1 minute or until a strong current or similar effect disperses the ink."
      }
    ],
    "similarly": [
      {
        "document": 32,
        "excerpt": "l grant Advantage on it, you still roll only two d20s. Similarly, if multiple situations impose Disadvantage on a roll, you roll only two d20s. If circumstances cause a"
      },
      {
        "document": 263,
        "excerpt": "an (such as the Fighter's Two Extra Attacks feature). Similarly, the Warlock's Thirsting Blade invocation, which grants you the Extra Attack feature with your pact weap"
      },
      {
        "document": 548,
        "excerpt": "a Climb Speed, your Climb Speed is also reduced to 0. Similarly, if your Speed is halved and you have a Fly Speed, your Fly Speed is also halved."
      },
      {
        "document": 646,
        "excerpt": "ons, and wind appears to affect the illusory creature. Similarly, an audible illusion echoes in an echoey space."
      },
      {
        "document": 1292,
        "excerpt": "thin the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from areas of effect created by such spells. Using a Higher-Le"
      },
      {
        "document": 1350,
        "excerpt": "can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conve"
      },
      {
        "document": 1363,
        "excerpt": ", or a rock-strewn gully like a wide and smooth road. Similarly, you can alter the appearance of structures or add them where none are present. The spell doesn't disgui"
      },
      {
        "document": 1369,
        "excerpt": "n would make a structure unstable, it might collapse. Similarly, this spell doesn't directly affect plant growth. The moved earth carries any plants along with it."
      },
      {
        "document": 1404,
        "excerpt": "us roll the sphere at up to half the creature's Speed. Similarly, the globe can be picked up and moved by other creatures. A Disintegrate spell targeting the globe dest"
      },
      {
        "document": 1484,
        "excerpt": "longer alive, effectively removing you from the game. Similarly, wishing for a Legendary magic item or an Artifact might instantly transport you to the presence of the"
      }
    ],
    "simmering": [
      {
        "document": 971,
        "excerpt": "past left an indelible mark on you, infusing you with simmering magic. As a Bonus Action, you can unleash that magic for 1 minute, during which you gain the following b"
      }
    ],
    "simple": [
      {
        "document": 57,
        "excerpt": "Interacting with objects is often simple to resolve. The player tells the GM that their character is doing something, such as moving a lever or o"
      },
      {
        "document": 265,
        "excerpt": "l once on the Trinkets table to gain a Tiny trinket, a simple item lightly touched by mystery. The GM might also use this table. It can help stock a room in a dungeon"
      },
      {
        "document": 351,
        "excerpt": "k action, you can attack with the Torch, using it as a Simple Melee weapon. On a hit, the target takes 1 Fire damage."
      },
      {
        "document": 409,
        "excerpt": "etails: Category. Every weapon falls into a category: Simple or Martial. Weapon proficiencies are usually tied to one of these categories. For example, you might hav"
      },
      {
        "document": 512,
        "excerpt": "evel is an indicator of how powerful it is. Cantrips - simple spells that can be cast almost by rote - are level 0. The rules for each spellcasting class say when its"
      },
      {
        "document": 572,
        "excerpt": "A weapon is an object that is in the Simple or Martial weapon category. See also “Equipment” (“Weapons”)."
      },
      {
        "document": 648,
        "excerpt": "such as broken glass, a table leg, or a frying pan. A Simple or Martial weapon also counts as an improvised weapon if it's wielded in a way contrary to its design; i"
      },
      {
        "document": 758,
        "excerpt": "Proficiency with all Simple weapons"
      },
      {
        "document": 928,
        "excerpt": "Simple Melee Weapons"
      },
      {
        "document": 962,
        "excerpt": "Simple and Martial weapons"
      },
      {
        "document": 963,
        "excerpt": "Simple weapons"
      },
      {
        "document": 964,
        "excerpt": "Simple weapons"
      },
      {
        "document": 965,
        "excerpt": "Simple weapons"
      },
      {
        "document": 966,
        "excerpt": "Simple and Martial weapons"
      },
      {
        "document": 967,
        "excerpt": "Simple weapons and Martial weapons that have the Light property"
      },
      {
        "document": 968,
        "excerpt": "Simple and Martial weapons"
      },
      {
        "document": 969,
        "excerpt": "Simple and Martial weapons"
      },
      {
        "document": 970,
        "excerpt": "Simple weapons and Martial weapons that have the Finesse or Light property"
      },
      {
        "document": 971,
        "excerpt": "Simple weapons"
      },
      {
        "document": 972,
        "excerpt": "Simple weapons"
      },
      {
        "document": 973,
        "excerpt": "Simple weapons"
      },
      {
        "document": 1047,
        "excerpt": "Simple"
      },
      {
        "document": 1051,
        "excerpt": "Simple"
      },
      {
        "document": 1052,
        "excerpt": "Simple"
      },
      {
        "document": 1063,
        "excerpt": "Simple"
      },
      {
        "document": 1068,
        "excerpt": "Simple"
      },
      {
        "document": 1077,
        "excerpt": "Simple"
      },
      {
        "document": 1085,
        "excerpt": "Simple"
      },
      {
        "document": 1086,
        "excerpt": "Simple"
      },
      {
        "document": 1090,
        "excerpt": "Simple"
      },
      {
        "document": 1113,
        "excerpt": "Simple"
      },
      {
        "document": 1126,
        "excerpt": "Simple"
      },
      {
        "document": 1129,
        "excerpt": "Simple"
      },
      {
        "document": 1131,
        "excerpt": "Simple"
      },
      {
        "document": 1132,
        "excerpt": "Simple"
      },
      {
        "document": 1299,
        "excerpt": "rded area: - Dancing Lights in four corridors, with a simple program that the lights repeat as long as Guards and Wards lasts - Magic Mouth in two locations - Stinki"
      },
      {
        "document": 1324,
        "excerpt": "cify a trigger that will end it. The trigger can be as simple or as elaborate as you choose, but the GM must agree that it has a high likelihood of happening within t"
      },
      {
        "document": 1376,
        "excerpt": "obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us durin"
      },
      {
        "document": 1437,
        "excerpt": "em the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining informat"
      },
      {
        "document": 1452,
        "excerpt": "cts with your telekinetic grip, such as manipulating a simple tool,"
      },
      {
        "document": 1468,
        "excerpt": "sible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on"
      },
      {
        "document": 1563,
        "excerpt": "Any Simple or Martial"
      },
      {
        "document": 1579,
        "excerpt": "tatistics of a Roc, but it can't attack. It obeys your simple commands and can carry up to 500 pounds while flying at its maximum speed (16 miles per hour for a maxim"
      },
      {
        "document": 1587,
        "excerpt": "Any Simple or Martial"
      },
      {
        "document": 1602,
        "excerpt": "Any Simple or Martial"
      },
      {
        "document": 1631,
        "excerpt": "Any Simple or Martial"
      },
      {
        "document": 1739,
        "excerpt": "Any Simple or Martial"
      },
      {
        "document": 1754,
        "excerpt": "Any Simple or Martial"
      },
      {
        "document": 1755,
        "excerpt": "Any Simple or Martial"
      },
      {
        "document": 1999,
        "excerpt": "Mimicry. The raven can mimic simple sounds it has heard, such as a whisper or chitter. A hearer can discern the sounds are imitations with a"
      }
    ],
    "simplest": [
      {
        "document": 666,
        "excerpt": "The simplest curses are created by the Bestow Curse spell. The effects of such curses are limited and can be ended by"
      },
      {
        "document": 789,
        "excerpt": "otion works, but its effects are permanent. Choose the simplest effect to make permanent or the one that seems the most fun. For example, a Potion of Healing might incr"
      }
    ],
    "simply": [
      {
        "document": 1180,
        "excerpt": "e, such as a tree or shrub. It doesn't make a save; it simply withers and dies. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot leve"
      },
      {
        "document": 1484,
        "excerpt": "ous Wish is the mightiest spell a mortal can cast. By simply speaking aloud, you can alter reality itself. The basic use of this spell is to duplicate any other spe"
      }
    ],
    "simulacrum": [
      {
        "document": 893,
        "excerpt": "Simulacrum"
      },
      {
        "document": 1429,
        "excerpt": "Simulacrum"
      }
    ],
    "simultaneous": [
      {
        "document": 545,
        "excerpt": "Simultaneous Effects"
      }
    ],
    "simultaneously": [
      {
        "document": 43,
        "excerpt": "e time. And when you're exploring a dungeon, you can't simultaneously use the Search action to look for traps and use the Help action to aid another character who's trying to"
      },
      {
        "document": 1346,
        "excerpt": "4 + 1 Force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. Using a Higher-Level Spell Slot. The spell cre"
      },
      {
        "document": 1884,
        "excerpt": "ays created in pairs. You can use one figurine or both simultaneously. Each can become a Lion for up to 1 hour. Once a lion has been used, it can't be used again until 7 days"
      }
    ],
    "since": [
      {
        "document": 7,
        "excerpt": "oints, but 12 damage remains. The character then dies, since 12 equals their Hit Point maximum."
      },
      {
        "document": 160,
        "excerpt": "eware of giving a monster combat-oriented magic items, since those might alter the monster's Challenge Rating. If you do give a monster a magic item, the monster can"
      },
      {
        "document": 228,
        "excerpt": "of the most prominent species in the setting and have since spread widely. Standard Languages The Rare Languages table lists languages that are either secret or d"
      },
      {
        "document": 255,
        "excerpt": "must have Strength and Wisdom scores of 13 or higher, since Strength is the primary ability for Barbarians and Wisdom is the primary ability for Druids."
      },
      {
        "document": 607,
        "excerpt": "the object takes no damage if 9 damage is dealt to it, since that damage fails to exceed the threshold. If the same object is dealt 11 damage, it takes all of that d"
      },
      {
        "document": 973,
        "excerpt": "ke copying a new spell into your spellbook but faster, since you already know how to cast the spell. You need spend only 1 hour and 10 GP for each level of the copie"
      },
      {
        "document": 1194,
        "excerpt": "al remains, if any, become inert and can't be revived, since the creature's soul is elsewhere."
      },
      {
        "document": 1289,
        "excerpt": "ds the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as Raise"
      },
      {
        "document": 1362,
        "excerpt": "teraction with the image reveals it to be an illusion, since things can pass through it."
      },
      {
        "document": 1391,
        "excerpt": "interaction with the image reveals it to be illusory, since things can pass through it. A creature that takes the Study action to examine the image can determine th"
      },
      {
        "document": 1392,
        "excerpt": "interaction with the image reveals it to be illusory, since things can pass through it. A creature that takes the Study action to examine the image can determine th"
      },
      {
        "document": 1428,
        "excerpt": "teraction with the image reveals it to be an illusion, since things can pass through it. A creature that takes a Study action to examine the image can determine that"
      },
      {
        "document": 1436,
        "excerpt": "rmation, doesn't comprehend anything that has happened since it died, and can't speculate about future events."
      },
      {
        "document": 1934,
        "excerpt": "hydra grows two heads for each of its heads that died since its last turn, unless it has taken Fire damage since its last turn. The hydra regains 20 Hit Points when"
      }
    ],
    "sincerity": [
      {
        "document": 2024,
        "excerpt": "m (Insight) checks made to ascertain its intentions or sincerity are made with Disadvantage. Legendary Resistance (3/Day, or 4/Day in Lair). If the sphinx fails a savin"
      },
      {
        "document": 2025,
        "excerpt": "m (Insight) checks made to ascertain its intentions or sincerity are made with Disadvantage. Legendary Resistance (3/Day, or 4/Day in Lair). If the sphinx fails a savin"
      }
    ],
    "single": [
      {
        "document": 73,
        "excerpt": "rs. For a group of identical creatures, the GM makes a single roll, so each member of the group has the same Initiative. Surprise. If a combatant is surprised by com"
      },
      {
        "document": 88,
        "excerpt": "a ranged attack, such as one made with a spell, has a single range, you can't attack a target beyond this range. Some ranged attacks, such as those made with a Long"
      },
      {
        "document": 117,
        "excerpt": ", a character with only one arm might be able to use a single Glove of Missile Snaring so long as the matching glove is on their person."
      },
      {
        "document": 134,
        "excerpt": "pons, but other kinds of items can manifest sentience. Single-use items such as potions and scrolls are never sentient. The GM controls sentient magic items and thei"
      },
      {
        "document": 144,
        "excerpt": "the effects of another or pour several potions into a single container. The strange ingredients used in creating potions can result in unpredictable interactions. W"
      },
      {
        "document": 254,
        "excerpt": "e a character concept that might not be reflected in a single class."
      },
      {
        "document": 264,
        "excerpt": "prepare for each class individually, as if you were a single-classed member of that class. If you are a level 4 Ranger / level 3 Sorcerer, for example, you can prepa"
      },
      {
        "document": 266,
        "excerpt": "that gives you pleasant dreams when you wear it 66 A single caltrop made from bone 67 A gold monocle frame without the lens 68 A l-inch cube, each side a differen"
      },
      {
        "document": 283,
        "excerpt": "life forms. Some species can trace their origin to a single world, plane of existence, or god, while other species first appeared in multiple realms at once. Whatev"
      },
      {
        "document": 374,
        "excerpt": ", Drink, and Lodging table gives prices for food and a single night's lodging. Prices for daily lodging and meals are included in your lifestyle's expenses. Food, Dr"
      },
      {
        "document": 607,
        "excerpt": "all damage unless it takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, in which case it takes that entire insta"
      },
      {
        "document": 695,
        "excerpt": "sful check, the character harvests enough poison for a single dose, and no additional poison can be harvested from that creature. On a failed check, the character is"
      },
      {
        "document": 696,
        "excerpt": "oison's description includes the suggested price for a single dose of the poison, its type (contact, ingested, inhaled, or injury), and a description of the poison's"
      },
      {
        "document": 727,
        "excerpt": "se healing resources, however. As a rough guideline, a single monster generally presents a low-difficulty challenge for a party of four characters whose level equals"
      },
      {
        "document": 734,
        "excerpt": ". Referencing more than two or three stat blocks for a single encounter can be daunting, particularly if the creatures are complex."
      },
      {
        "document": 736,
        "excerpt": "e that such a creature might deal enough damage with a single action to take out one or more characters. For example, an Ogre (CR 2) can kill a level 1 Wizard with a"
      },
      {
        "document": 965,
        "excerpt": "unexpended uses of Wild Shape and convert them into a single spell slot, with each use contributing 2 spell levels. For example, if you convert two uses of Wild Shap"
      },
      {
        "document": 1250,
        "excerpt": "overs surfaces in a 5-foot-square area, or you cause a single word to appear in your handwriting in a patch of dirt or sand. Beckon Fire. You create a thin cloud of"
      },
      {
        "document": 1293,
        "excerpt": "as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the gly"
      },
      {
        "document": 1357,
        "excerpt": "estones) Duration: Instantaneous This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cl"
      },
      {
        "document": 1454,
        "excerpt": "willing creatures that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be L"
      },
      {
        "document": 1484,
        "excerpt": "ou grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. Sudden Learning. You replace one of your feats with another"
      },
      {
        "document": 1579,
        "excerpt": "t types of feather tokens exist, each with a different single-use effect. The GM chooses the kind of token or determines it randomly by rolling on the Feather Tokens"
      },
      {
        "document": 1608,
        "excerpt": "oor leading to the roof. When created, the tower has a single door at ground level on the side facing you. The door opens only at your command, which you can issue as"
      },
      {
        "document": 1709,
        "excerpt": "ll, Rarity Varies A Spell Scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cas"
      },
      {
        "document": 1806,
        "excerpt": "ir's turns. If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a DC 14 Constitution saving throw at the end"
      },
      {
        "document": 1934,
        "excerpt": "heads. Whenever the hydra takes 25 damage or more on a single turn, one of its heads dies. The hydra dies if all its heads are dead. At the end of each of its turns w"
      },
      {
        "document": 1946,
        "excerpt": "its turns. If the kraken takes 50 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 25 Constitution saving throw at the end"
      },
      {
        "document": 1995,
        "excerpt": "orm's turns. If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of"
      },
      {
        "document": 2002,
        "excerpt": "s turns. If the remorhaz takes 30 damage or more on a single turn from a creature inside it, the remorhaz must succeed on a DC 15 Constitution saving throw at the en"
      },
      {
        "document": 2044,
        "excerpt": "turns. If the tarrasque takes 60 damage or more on a single turn from a creature inside it, the tarrasque must succeed on a DC 20 Constitution saving throw at the e"
      }
    ],
    "sings": [
      {
        "document": 1922,
        "excerpt": ": 6 (2d4 + 1) Slashing damage. Luring Song. The harpy sings a magical melody, which lasts until the harpy's Concentration ends on it. Wisdom Saving Throw: DC 11, ea"
      }
    ],
    "sinister": [
      {
        "document": 51,
        "excerpt": "; you could use a Quarterstaff, for example, to push a sinister-looking button that you’re reluctant to touch."
      }
    ],
    "sinkhole": [
      {
        "document": 1268,
        "excerpt": "eakness in the floor, an unstable ceiling, or a hidden sinkhole. This spell reveals that a trap is present but not its location. You do learn the general nature of the"
      }
    ],
    "sinks": [
      {
        "document": 791,
        "excerpt": "The apparatus sinks up to 20 feet if it’s in liquid."
      }
    ],
    "siphon": [
      {
        "document": 1469,
        "excerpt": "o 1 minute The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against one creature within reach"
      }
    ],
    "sit": [
      {
        "document": 26,
        "excerpt": "pattern holds during every game session (each time you sit down to play D&D), whether the adventurers are talking to a noble, exploring a ruin, or fighting a drago"
      }
    ],
    "site": [
      {
        "document": 977,
        "excerpt": "or your ancestor. You might have absorbed magic from a site infused with dragons' power. Or perhaps you handled a treasure taken from a dragon's hoard that was stee"
      }
    ],
    "situation": [
      {
        "document": 32,
        "excerpt": "and only one grants Advantage or vice versa. In such a situation, you have neither Advantage nor Disadvantage."
      },
      {
        "document": 36,
        "excerpt": "s the ultimate say on whether a skill is relevant in a situation. If a creature is proficient in a skill, the creature applies its Proficiency Bonus to ability checks i"
      },
      {
        "document": 689,
        "excerpt": "ving throw, with a save DC based on how terrifying the situation is. The Sample Fear DCs table provides some examples. Sample Fear DCs Typically, a Frightened creature"
      },
      {
        "document": 744,
        "excerpt": "Stay on your feet in a tricky situation, or perform an acrobatic stunt."
      }
    ],
    "situations": [
      {
        "document": 2,
        "excerpt": ". Different ability checks are called for in different situations, depending on which ability is most relevant. See the Ability Check Examples table for examples of each"
      },
      {
        "document": 23,
        "excerpt": "but the GM might also ask for an attack roll in other situations, such as an archery competition."
      },
      {
        "document": 26,
        "excerpt": "le, exploring a ruin, or fighting a dragon. In certain situations - particularly combat - the action is more structured, and everyone takes turns."
      },
      {
        "document": 32,
        "excerpt": "If multiple situations affect a roll and they all grant Advantage on it, you still roll only two d20s. Similarly, if multiple s"
      },
      {
        "document": 43,
        "excerpt": "r in “Playing the Game.” Actions can come up in other situations, too: in a social interaction, you can try to Influence a creature or use the Search action to read the"
      },
      {
        "document": 45,
        "excerpt": "Certain special abilities, spells, and situations allow you to take a special action called a Reaction. A Reaction is an instant response to a trigger of"
      },
      {
        "document": 46,
        "excerpt": "e monsters that would rather talk than fight. In those situations, it's time for social interaction, which takes many forms. For example, you might try to convince a burg"
      },
      {
        "document": 49,
        "excerpt": "role in determining an NPC's response to you. In such situations, the GM will typically ask you to take the Influence action. Pay attention to your skill proficiencies"
      },
      {
        "document": 55,
        "excerpt": "ecial senses that help them perceive things in certain situations. “Rules Glossary” defines the following special senses: Blindsight Darkvision Tremorsense Truesight"
      },
      {
        "document": 161,
        "excerpt": "ristics that are active at all times or during certain situations appear here. Actions. The monster can take the actions here in addition to those in “Playing the Game.”"
      },
      {
        "document": 168,
        "excerpt": "re features that are active at all times or in certain situations."
      },
      {
        "document": 554,
        "excerpt": "re features that are active at all times or in certain situations. Actions. The monster can take these actions in addition to those detailed in this glossary. See also \""
      }
    ],
    "six": [
      {
        "document": 48,
        "excerpt": "The Six Abilities"
      },
      {
        "document": 153,
        "excerpt": "Every monster has six ability scores along with corresponding ability score modifiers and saving throw modifiers. For more inf"
      },
      {
        "document": 229,
        "excerpt": "haracter's ability scores, you first generate a set of six numbers using the instructions below and then assign them to your six abilities. \"Playing the Game\" expl"
      },
      {
        "document": 230,
        "excerpt": "e a particular one. Standard Array. Use the following six scores for your abilities: 15, 14, 13, 12, 10, 8. Random Generation. Roll four d6s and record the total"
      },
      {
        "document": 231,
        "excerpt": "Once you've generated six scores, assign them to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma, keeping in"
      },
      {
        "document": 247,
        "excerpt": "character does in the game depends on the character's six abilities. 4: Choose an Alignment. Alignment is a shorthand for your character's moral compass. 5: Fill"
      },
      {
        "document": 264,
        "excerpt": "repare five level 1 Ranger spells, and you can prepare six Sorcerer spells of level 1 or 2 (as well as four Sorcerer cantrips). Each spell you prepare is associat"
      },
      {
        "document": 526,
        "excerpt": "hey have an area of effect, which typically has one of six shapes. These shapes are defined elsewhere in this glossary: Cone Cylinder Line Cube Emanation Sph"
      },
      {
        "document": 598,
        "excerpt": "y check is a D20 Test that represents using one of the six abilities - or a specific skill associated with an ability - to overcome a challenge. See also “Playing"
      },
      {
        "document": 609,
        "excerpt": "A creature has six ability scores - Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma - each of which h"
      },
      {
        "document": 729,
        "excerpt": "0 XP total Example 3. A high-difficulty encounter for six level 15 characters has an XP budget of 7,800 × 6 , for a total of 46,800 XP. With that, you could build"
      },
      {
        "document": 820,
        "excerpt": "th a skull symbol on the side that would normally show six pips"
      },
      {
        "document": 963,
        "excerpt": "evel 3 Bard, your list of prepared spells can include six spells of levels 1 and 2 in any combination. If another Bard feature gives you spells that you always h"
      },
      {
        "document": 964,
        "excerpt": "vel 3 Cleric, your list of prepared spells can include six spells of levels 1 and 2 in any combination. If another Cleric feature gives you spells that you always"
      },
      {
        "document": 965,
        "excerpt": "evel 3 Druid, your list of prepared spells can include six spells of levels 1 and 2 in any combination. If another Druid feature gives you spells that you always"
      },
      {
        "document": 968,
        "excerpt": "el 5 Paladin, your list of prepared spells can include six Paladin spells of level 1 or 2 in any combination. If another Paladin feature gives you spells that you"
      },
      {
        "document": 969,
        "excerpt": "vel 5 Ranger, your list of prepared spells can include six Ranger spells of level 1 or 2 in any combination. If another Ranger feature gives you spells that you a"
      },
      {
        "document": 971,
        "excerpt": "l 3 Sorcerer, your list of prepared spells can include six Sorcerer spells of level 1 or 2 in any combination. If another Sorcerer feature gives you spells that y"
      },
      {
        "document": 973,
        "excerpt": "contains the level 1+ spells you know. It starts with six level 1 Wizard spells of your choice. Detect Magic, Feather Fall, Mage Armor, Magic Missile, Sleep, and"
      },
      {
        "document": 1219,
        "excerpt": "9 spell slot, you can animate or reassert control over six Ghouls, three Ghasts or Wights, or two Mummies. See “Monsters” for these stat blocks."
      },
      {
        "document": 1351,
        "excerpt": "ut from a point you can see within range. Choose up to six creatures in a 30-foot-radius Sphere centered on that point. Each target regains Hit Points equal to 5d8"
      },
      {
        "document": 1353,
        "excerpt": ": 60 feet Components: V Duration: Instantaneous Up to six creatures of your choice that you can see within range regain Hit Points equal to 2d4 plus your spellcas"
      },
      {
        "document": 1432,
        "excerpt": "entration, up to 1 minute You alter time around up to six creatures of your choice in a 40-foot Cube within range. Each target must succeed on a Wisdom saving thr"
      },
      {
        "document": 1446,
        "excerpt": "der the cloud takes 4d6 Acid damage. Turn 3. You call six bolts of lightning from the cloud to strike six different creatures or objects beneath it. Each target m"
      },
      {
        "document": 1454,
        "excerpt": "ect taken from the desired destination within the last six months, such as a book from a wizard’s library. - “Very familiar” is a place you have visited often, a p"
      },
      {
        "document": 1553,
        "excerpt": "nches across and radiates palpable magical energy. The six sides of the cube are each keyed to a different plane of existence, one of which is the Material Plane."
      },
      {
        "document": 1630,
        "excerpt": "removed from the necklace, that bead loses its magic. Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it random"
      },
      {
        "document": 1689,
        "excerpt": "u gain a +1 bonus to saving throws while you wear it. Six stars, located on the robe's upper-front portion, are particularly large. While wearing this robe, you c"
      },
      {
        "document": 1694,
        "excerpt": "s made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed"
      },
      {
        "document": 1957,
        "excerpt": "Multiattack. The marilith makes six Pact Blade attacks and uses Constrict. Pact Blade. Melee Attack Roll: +10, reach 5 ft. Hit: 10 (1d10 +"
      },
      {
        "document": 2006,
        "excerpt": "has the Grappled condition (escape DC 14) from one of six tentacles, and the target has the Poisoned condition until the grapple ends. The tentacle can be damage"
      },
      {
        "document": 2044,
        "excerpt": "creature Grappled by the tarrasque (it can have up to six creatures swallowed at a time). Failure: The target is swallowed, and the Grappled condition ends. A swa"
      }
    ],
    "sizable": [
      {
        "document": 1376,
        "excerpt": "n take a variety of forms. A Celestial might require a sizable donation of gold or magic items to an allied temple, while a Fiend might demand a living sacrifice or a"
      }
    ],
    "size": [
      {
        "document": 68,
        "excerpt": "choose a travel pace. Depending on the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day. \"Equipment\" includes vehicles for"
      },
      {
        "document": 82,
        "excerpt": "Creature Size"
      },
      {
        "document": 83,
        "excerpt": "ules Glossary”) unless you are Tiny or are of a larger size than the other creature."
      },
      {
        "document": 94,
        "excerpt": "A willing creature that is at least one size larger than a rider and that has an appropriate anatomy can serve as a mount, using the following rules."
      },
      {
        "document": 117,
        "excerpt": "r, you can decide that a magic item doesn't adjust its size to fit any wearer. For example, a particular armorer might make items usable only by folk who are sized"
      },
      {
        "document": 151,
        "excerpt": "er's Hit Points randomly; don't use both. A monster's size typically determines the die used to calculate its Hit Points, as shown in the Hit Dice by Size table."
      },
      {
        "document": 161,
        "excerpt": "al Details. The name of the monster is followed by its size, creature type (along with any descriptive tags), and alignment. Combat Highlights. Armor Class, Hit Po"
      },
      {
        "document": 180,
        "excerpt": "Size"
      },
      {
        "document": 226,
        "excerpt": "t. Then record your species’ traits. Your character's size and Speed are determined by the character's species; record these in the appropriate places on your char"
      },
      {
        "document": 266,
        "excerpt": "de from gold-colored wood 51 A dead scarab beetle the size of your hand 52 Two toy soldiers, one missing a head 53 A small box filled with different-sized button"
      },
      {
        "document": 286,
        "excerpt": "Size"
      },
      {
        "document": 346,
        "excerpt": "viewed through a Spyglass are magnified to twice their size."
      },
      {
        "document": 384,
        "excerpt": "at's meant to be worn can fit a creature regardless of size or build. Magic garments are made to be easily adjustable, or they magically adjust themselves to the we"
      },
      {
        "document": 513,
        "excerpt": "e spell. Imagine a spell slot is a groove of a certain size - small for a level 1 slot and larger for a higher-level spell. A level 1 spell fits into a slot of any"
      },
      {
        "document": 520,
        "excerpt": "creature needs an amount of food per day based on its size, as shown in the Food Needs per Day table. A creature that eats but consumes less than half the required"
      },
      {
        "document": 546,
        "excerpt": "Size"
      },
      {
        "document": 554,
        "excerpt": "owing information presented after the monster's name. Size. A monster is Tiny, Small, Medium, Large, Huge, or Gargantuan. See also \"Size.\" Creature Type. This ent"
      },
      {
        "document": 568,
        "excerpt": "ple is possible only if the target is no more than one size larger than you and if you have a hand free to grab it. See also “Grappling.” Shove. The target must su"
      },
      {
        "document": 586,
        "excerpt": "Your size and Strength score determine the maximum weight in pounds that you can carry, as shown in the Carrying C"
      },
      {
        "document": 601,
        "excerpt": "the Cube. The effect that creates a Cube specifies its size, which is the length of each side. A Cube's point of origin isn't included in the area of effect unless"
      },
      {
        "document": 615,
        "excerpt": "ature requires an amount of water per day based on its size, as shown in the Water Needs per Day table. A creature that drinks less than half the required water for"
      },
      {
        "document": 616,
        "excerpt": "r ally - Furniture that is sized for creatures of your size or larger - Heavy snow, ice, rubble, or undergrowth - Liquid that's between shin- and waist-deep - A nar"
      },
      {
        "document": 751,
        "excerpt": "Creature Size and Space"
      },
      {
        "document": 783,
        "excerpt": "ass that’s already there grows to ten times its normal size and remains overgrown for 1 minute."
      },
      {
        "document": 799,
        "excerpt": "Size"
      },
      {
        "document": 804,
        "excerpt": "Hit Dice by Size"
      },
      {
        "document": 938,
        "excerpt": "Size"
      },
      {
        "document": 944,
        "excerpt": "Size"
      },
      {
        "document": 945,
        "excerpt": "Creature Size"
      },
      {
        "document": 950,
        "excerpt": "Size"
      },
      {
        "document": 965,
        "excerpt": "m to wear a piece of equipment based on the creature's size and shape. Your equipment doesn't change size or shape to match the new form, and any equipment that the"
      },
      {
        "document": 986,
        "excerpt": "Creature Type: Humanoid Size: Medium (about 5–7 feet tall) Speed: 30 feet As a Dragonborn, you have these special traits. Draconic"
      },
      {
        "document": 987,
        "excerpt": "Creature Type: Humanoid Size: Medium (about 4–5 feet tall) Speed: 30 feet As a Dwarf, you have these special traits. Darkvision. Y"
      },
      {
        "document": 988,
        "excerpt": "Creature Type: Humanoid Size: Medium (about 5–6 feet tall) Speed: 30 feet As an Elf, you have these special traits. Darkvision. Yo"
      },
      {
        "document": 989,
        "excerpt": "Creature Type: Humanoid Size: Small (about 3–4 feet tall) Speed: 30 feet As a Gnome, you have these special traits. Darkvision. Yo"
      },
      {
        "document": 990,
        "excerpt": "Starting at character level 5, you can change your size to Large as a Bonus Action if you're in a big enough space. This transformation lasts for 10 minutes or"
      },
      {
        "document": 991,
        "excerpt": "u can move through the space of any creature that is a size larger than you, but you can't stop in the same space."
      },
      {
        "document": 992,
        "excerpt": "Creature Type: Humanoid Size: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this species Speed"
      },
      {
        "document": 993,
        "excerpt": "Creature Type: Humanoid Size: Medium (about 6–7 feet tall) Speed: 30 feet As an Orc, you have these special traits. Adrenaline Rus"
      },
      {
        "document": 994,
        "excerpt": "Creature Type: Humanoid Size: Medium (about 4–7 feet tall) or Small (about 3–4 feet tall), chosen when you select this species Speed"
      },
      {
        "document": 1010,
        "excerpt": "ove a creature Grappled by you if the creature is your size or smaller."
      },
      {
        "document": 1153,
        "excerpt": "change. You can't appear as a creature of a different size, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal,"
      },
      {
        "document": 1193,
        "excerpt": "visibility or Truesight) sees a luminous orb about the size of your fist."
      },
      {
        "document": 1218,
        "excerpt": "eate or destroy 10 additional gallons of water, or the size of the Cube increases by 5 feet, for each spell slot level above 1."
      },
      {
        "document": 1222,
        "excerpt": "entration, up to 1 minute You create up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duratio"
      },
      {
        "document": 1252,
        "excerpt": "at a targeted creature is wearing and carrying changes size with it. Any item it drops returns to normal size at once. A thrown weapon or piece of ammunition return"
      },
      {
        "document": 1274,
        "excerpt": "fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but y"
      },
      {
        "document": 1285,
        "excerpt": "g the spell's casting. If you do so, a globe about the size of a sling bullet, cool to the touch, appears in your hand. At any time, you or a creature you give the"
      },
      {
        "document": 1379,
        "excerpt": "oot it moves. You can exclude one or more areas of any size within the spell's area from being affected. Enrichment. All plants in a half-mile radius centered on a"
      },
      {
        "document": 1389,
        "excerpt": "Using a Higher-Level Spell Slot. You can increase the size of the Cube by 100 feet for each spell slot level above 4."
      },
      {
        "document": 1413,
        "excerpt": "see the sensor, it appears as a luminous orb about the size of your fist. Instead of targeting a creature, you can target a location you have seen. When you do so,"
      },
      {
        "document": 1420,
        "excerpt": "ether your equipment drops to the ground or changes in size and shape to fit the new form while you're in it."
      },
      {
        "document": 1429,
        "excerpt": "he creature and a pile of ice or snow that is the same size as that creature, and the pile turns into the simulacrum, which is a creature. It uses the game statisti"
      },
      {
        "document": 1444,
        "excerpt": "ion: Instantaneous You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape you lik"
      },
      {
        "document": 1462,
        "excerpt": "feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other tr"
      },
      {
        "document": 1463,
        "excerpt": "t into any kind of creature, as long as the creature's size is no larger than the object's size and the creature has a Challenge Rating of 9 or lower. The creature"
      },
      {
        "document": 1475,
        "excerpt": "pan greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create battlements and the like. Th"
      },
      {
        "document": 1537,
        "excerpt": "ur sizes of Carpet of Flying exist. The GM chooses the size of a given carpet or determines it randomly by rolling on the following table. A carpet can carry up to"
      },
      {
        "document": 1560,
        "excerpt": "he shackles adjust to fit a creature of Small to Large size. The shackles prevent a creature bound by them from using any method of extradimensional movement, inclu"
      },
      {
        "document": 1569,
        "excerpt": "ld up to 60 Arrows, Bolts, or similar objects. The mid-size compartment holds up to 18 Javelins or similar objects. The longest compartment holds up to 6 long objec"
      },
      {
        "document": 1575,
        "excerpt": "ly Obscured. Each minute the bottle remains open, the size of the Emanation increases by 10 feet until it reaches its maximum size of 120 feet. Closing the bottle"
      },
      {
        "document": 1582,
        "excerpt": "vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat. Statistics for the Rowboat and Keelboat a"
      },
      {
        "document": 1602,
        "excerpt": "f you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet."
      },
      {
        "document": 1633,
        "excerpt": "and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect o"
      },
      {
        "document": 1635,
        "excerpt": "and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect o"
      },
      {
        "document": 1706,
        "excerpt": "t directly away from yourself. If the creature is your size or smaller, you can also knock it down, giving it the Prone condition. Protective Field. As a Reaction,"
      },
      {
        "document": 1810,
        "excerpt": "s into two new Black Puddings. Each new pudding is one size smaller than the original pudding and acts on its Initiative. The original pudding's Hit Points are div"
      },
      {
        "document": 1846,
        "excerpt": "to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 1965,
        "excerpt": "Beast of Burden. The mule counts as one size larger for the purpose of determining its carrying capacity."
      },
      {
        "document": 1969,
        "excerpt": "manoid, or it returns to its true form. Other than its size, its game statistics are the same in each form. Any equipment it is wearing or carrying isn't transforme"
      },
      {
        "document": 1972,
        "excerpt": "lits into two new Ochre Jellies. Each new jelly is one size smaller than the original jelly and acts on its Initiative. The original jelly's Hit Points are divided"
      },
      {
        "document": 1976,
        "excerpt": "Giant, or it returns to its true form. Other than its size, its game statistics are the same in each form. Any equipment it is wearing or carrying isn't transforme"
      },
      {
        "document": 2056,
        "excerpt": "mpire can't speak. Its game statistics, other than its size and Speed, are unchanged. While in mist form, the vampire can't take any actions, speak, or manipulate"
      },
      {
        "document": 2067,
        "excerpt": "rue humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 2068,
        "excerpt": "rue humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 2069,
        "excerpt": "rue humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 2070,
        "excerpt": "rue humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 2071,
        "excerpt": "rue humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed."
      }
    ],
    "sized": [
      {
        "document": 117,
        "excerpt": "r armorer might make items usable only by folk who are sized and shaped like dwarves. Unusual Anatomy. Use your discretion to decide whether a creature can wear an"
      },
      {
        "document": 266,
        "excerpt": "35 A white, sequined glove sized for a human 36 A vest with one hundred tiny pockets 37 A weightless stone 38 A sketch of a goblin 39"
      },
      {
        "document": 616,
        "excerpt": "ature that isn’t Tiny or your ally - Furniture that is sized for creatures of your size or larger - Heavy snow, ice, rubble, or undergrowth - Liquid that's between s"
      },
      {
        "document": 1565,
        "excerpt": "turning up to a 15-foot Cube of water into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet's weight is negligible. A cr"
      },
      {
        "document": 1609,
        "excerpt": "m, Rarity Varies (Requires Attunement) Roughly marble sized, Ioun Stones are named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of"
      }
    ],
    "sizes": [
      {
        "document": 82,
        "excerpt": "he Creature Size and Space table. That table lists the sizes from smallest (Tiny) to largest (Gargantuan). A creature's space is the area that it effectively control"
      },
      {
        "document": 83,
        "excerpt": "Glossary”), a Tiny creature, or a creature that is two sizes larger or smaller than you. Another creature's space is Difficult Terrain for you unless that creature"
      },
      {
        "document": 1492,
        "excerpt": "sts it 1 extra foot unless you are Tiny or two or more sizes smaller than it."
      },
      {
        "document": 1537,
        "excerpt": "your directions if you are within 30 feet of it. Four sizes of Carpet of Flying exist. The GM chooses the size of a given carpet or determines it randomly by rollin"
      }
    ],
    "skeleton": [
      {
        "document": 729,
        "excerpt": "ch), for 1,125 XP total - 1 Wight (700 XP), 1 Warhorse Skeleton (100 XP), and 6 Skeletons (50 XP each), for 1,100 XP total Example 3. A high-difficulty encounter for s"
      },
      {
        "document": 972,
        "excerpt": "he following special forms: Imp, Pseudodragon, Quasit, Skeleton, Sphinx of Wonder, Sprite, or Venomous Snake (see “Monsters” for the familiar’s stat block). Additional"
      },
      {
        "document": 1157,
        "excerpt": "within range. The target becomes an Undead creature: a Skeleton if you chose bones or a Zombie if you chose a corpse (see “Monsters” for the stat blocks). On each of y"
      },
      {
        "document": 1627,
        "excerpt": "gets only you with its attacks, appearing as a ghostly skeleton clad in a tattered black robe and carrying a spectral scythe. The avatar disappears when it drops to 0 H"
      },
      {
        "document": 1964,
        "excerpt": "Minotaur Skeleton"
      },
      {
        "document": 2021,
        "excerpt": "Skeleton"
      },
      {
        "document": 2061,
        "excerpt": "Warhorse Skeleton"
      }
    ],
    "skeletons": [
      {
        "document": 206,
        "excerpt": "Skeletons"
      },
      {
        "document": 729,
        "excerpt": "1 Wight (700 XP), 1 Warhorse Skeleton (100 XP), and 6 Skeletons (50 XP each), for 1,100 XP total Example 3. A high-difficulty encounter for six level 15 characters has"
      }
    ],
    "sketch": [
      {
        "document": 266,
        "excerpt": "one hundred tiny pockets 37 A weightless stone 38 A sketch of a goblin 39 An empty glass vial that smells of perfume 40 A gemstone that looks like a lump of coal"
      }
    ],
    "skewered": [
      {
        "document": 820,
        "excerpt": "A small cloth doll skewered with needles"
      }
    ],
    "skies": [
      {
        "document": 1247,
        "excerpt": "s. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round. Bloom. You"
      }
    ],
    "skill": [
      {
        "document": 13,
        "excerpt": "onus to an ability check when the GM determines that a skill or tool proficiency is relevant to the check and you have that proficiency. For example, if a rule refer"
      },
      {
        "document": 34,
        "excerpt": "d to a D20 Test when the creature has proficiency in a skill, in a saving throw, or with an item that the creature uses to make the D20 Test. The bonus is also used"
      },
      {
        "document": 35,
        "excerpt": "your Proficiency Bonus if you're proficient in either skill, but you don't add it twice if you're proficient in both skills. Occasionally, a Proficiency Bonus migh"
      },
      {
        "document": 36,
        "excerpt": "Skill Proficiencies"
      },
      {
        "document": 38,
        "excerpt": "Skill List"
      },
      {
        "document": 39,
        "excerpt": "A character's starting skill proficiencies are determined at character creation, and a monster's skill proficiencies appear in its st"
      },
      {
        "document": 41,
        "excerpt": "ake that uses the tool. If you have proficiency in the skill that's also used with that check, you have Advantage on the check too. This means you can benefit from b"
      },
      {
        "document": 49,
        "excerpt": "u to take the Influence action. Pay attention to your skill proficiencies when thinking of how you will interact with an NPC; use an approach that relies on your gr"
      },
      {
        "document": 92,
        "excerpt": "when making a D20 Test that uses something, such as a skill, in which the creature has proficiency. See “Proficiency” later in “Playing the Game.” - Circumstantial"
      },
      {
        "document": 130,
        "excerpt": "and any assistants must have proficiency in the Arcana skill."
      },
      {
        "document": 154,
        "excerpt": "The Skills entry specifies a monster's skill proficiencies, if any. For example, a monster that is very perceptive and stealthy might have bonuses to"
      },
      {
        "document": 161,
        "excerpt": "e. Additional details appear in some monsters, such as skill proficiencies, Resistances, Immunities, and Gear. If a monster lacks those details, entries for them don"
      },
      {
        "document": 240,
        "excerpt": "ncy Bonus to the ability modifier associated with that skill, and note the total. You might also wish to note the modifier for skills you're not proficient in, which"
      },
      {
        "document": 241,
        "excerpt": "r has a Wisdom of 15 and proficiency in the Perception skill, you have a Passive Perception of 14 (10 + 2 for your Wisdom modifier + 2 for proficiency). Hit Points."
      },
      {
        "document": 294,
        "excerpt": "Skill Proficiencies"
      },
      {
        "document": 375,
        "excerpt": "hat involves a proficiency (including weapon, tool, or skill): a mercenary, an artisan, a scribe, or the like. The pay shown on the Hirelings table is a minimum; som"
      },
      {
        "document": 395,
        "excerpt": "ribe a scroll, you must have proficiency in the Arcana skill or with Calligrapher's Supplies and have the spell prepared on each day of the inscription. You must als"
      },
      {
        "document": 413,
        "excerpt": "make that uses the tool. If you have proficiency in a skill that's used with that check, you have Advantage on the check too. Your features might give you proficie"
      },
      {
        "document": 531,
        "excerpt": "ing that thing. A creature might have proficiency in a skill or saving throw or with a weapon or tool. See also “Playing the Game” (“Proficiency”)."
      },
      {
        "document": 547,
        "excerpt": "Skill"
      },
      {
        "document": 554,
        "excerpt": "ing the Game.\" Skills. This entry lists the monster's skill proficiencies, if any. See also \"Playing the Game\" (\"Proficiency\"). Resistances and Vulnerabilities. Th"
      },
      {
        "document": 598,
        "excerpt": "resents using one of the six abilities - or a specific skill associated with an ability - to overcome a challenge. See also “Playing the Game” (“D20 Tests” and “Prof"
      },
      {
        "document": 627,
        "excerpt": "Expertise is a feature that enhances your use of a skill proficiency. When you make an ability check with a skill proficiency in which you have Expertise, your P"
      },
      {
        "document": 637,
        "excerpt": "ollowing. Assist an Ability Check. Choose one of your skill or tool proficiencies and one ally who is near enough for you to assist verbally or physically when the"
      },
      {
        "document": 660,
        "excerpt": "3: Choose Skill Proficiencies"
      },
      {
        "document": 744,
        "excerpt": "Skill"
      },
      {
        "document": 939,
        "excerpt": "Skill"
      },
      {
        "document": 940,
        "excerpt": "Skill"
      },
      {
        "document": 962,
        "excerpt": "Skill Proficiencies"
      },
      {
        "document": 963,
        "excerpt": "Skill Proficiencies"
      },
      {
        "document": 964,
        "excerpt": "Skill Proficiencies"
      },
      {
        "document": 965,
        "excerpt": "Skill Proficiencies"
      },
      {
        "document": 966,
        "excerpt": "Skill Proficiencies"
      },
      {
        "document": 967,
        "excerpt": "Skill Proficiencies"
      },
      {
        "document": 968,
        "excerpt": "Skill Proficiencies"
      },
      {
        "document": 969,
        "excerpt": "Skill Proficiencies"
      },
      {
        "document": 970,
        "excerpt": "Skill Proficiencies"
      },
      {
        "document": 971,
        "excerpt": "Skill Proficiencies"
      },
      {
        "document": 972,
        "excerpt": "Skill Proficiencies"
      },
      {
        "document": 973,
        "excerpt": "Skill Proficiencies"
      },
      {
        "document": 976,
        "excerpt": "Peerless Skill"
      },
      {
        "document": 988,
        "excerpt": "ve proficiency in the Insight, Perception, or Survival skill."
      },
      {
        "document": 992,
        "excerpt": "You gain proficiency in one skill of your choice."
      },
      {
        "document": 995,
        "excerpt": "Charisma Feat: Magic Initiate (Cleric) (see “Feats”) Skill Proficiencies: Insight and Religion Tool Proficiency: Calligrapher's Supplies Equipment: Choose A or B"
      },
      {
        "document": 996,
        "excerpt": "Constitution, Intelligence Feat: Alert (see “Feats”) Skill Proficiencies: Sleight of Hand and Stealth Tool Proficiency: Thieves' Tools Equipment: Choose A or B:"
      },
      {
        "document": 997,
        "excerpt": ", Wisdom Feat: Magic Initiate (Wizard) (see “Feats”) Skill Proficiencies: Arcana and History Tool Proficiency: Calligrapher's Supplies Equipment: Choose A or B:"
      },
      {
        "document": 998,
        "excerpt": "ty, Constitution Feat: Savage Attacker (see “Feats”) Skill Proficiencies: Athletics and Intimidation Tool Proficiency: Choose one kind of Gaming Set (see \"Equipme"
      },
      {
        "document": 1259,
        "excerpt": "t use it to create items that require a high degree of skill - such as weapons and armor - unless you have proficiency with the type of Artisan's Tools used to craft"
      },
      {
        "document": 1300,
        "excerpt": "to 1 minute You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill."
      },
      {
        "document": 1435,
        "excerpt": "Beasts, and you can use any of the Influence action's skill options with them. Most Beasts have little to say about topics that don't pertain to survival or compan"
      },
      {
        "document": 1832,
        "excerpt": "Training. The commoner has proficiency in one skill of the GM's choice and has Advantage whenever it makes an ability check using that skill."
      }
    ],
    "skilled": [
      {
        "document": 34,
        "excerpt": "ters and monsters are good at various things. Some are skilled with many weapons, while others can use only a few. Some are better at understanding people's motives, a"
      },
      {
        "document": 360,
        "excerpt": "ship larger than a Keelboat or Rowboat needs a crew of skilled hirelings (see “Hirelings” later in “Equipment”) to function. The minimum number of skilled hirelings ne"
      },
      {
        "document": 364,
        "excerpt": "the repairs are made in a location where supplies and skilled labor are abundant, such as a city shipyard, the repair time and cost are halved."
      },
      {
        "document": 375,
        "excerpt": "Skilled hirelings include anyone hired to perform a service that involves a proficiency (including weapon, tool,"
      },
      {
        "document": 712,
        "excerpt": "e game. The best traps are fleeting distractions that skilled characters can overcome in a short amount of time or deadly puzzles that require quick thinking and team"
      },
      {
        "document": 924,
        "excerpt": "Skilled hireling"
      },
      {
        "document": 992,
        "excerpt": "You gain an Origin feat of your choice (see \"Feats\"). Skilled is recommended. Fiendish Legacies | Legacy | Level 1"
      },
      {
        "document": 1014,
        "excerpt": "Skilled"
      }
    ],
    "skillful": [
      {
        "document": 992,
        "excerpt": "Skillful"
      }
    ],
    "skillfully": [
      {
        "document": 720,
        "excerpt": "house these tubes are obscured by dust and cobwebs or skillfully hidden amid bas-reliefs, murals, or frescoes. Each creature in the darts' path must succeed on a DC 13"
      }
    ],
    "skills": [
      {
        "document": 35,
        "excerpt": "ut you don't add it twice if you're proficient in both skills. Occasionally, a Proficiency Bonus might be multiplied or divided (doubled or halved, for example) befo"
      },
      {
        "document": 36,
        "excerpt": "l, a creature can still make ability checks involving Skills that skill but doesn't add its Proficiency Bonus. For example, if a character tries to climb a cliff, t"
      },
      {
        "document": 38,
        "excerpt": "The skills are shown on the Skills table, which notes example uses for each skill proficiency as well as the abilit"
      },
      {
        "document": 39,
        "excerpt": "Determining Skills"
      },
      {
        "document": 154,
        "excerpt": "Skills"
      },
      {
        "document": 167,
        "excerpt": "lenge Rating table, and is reflected in saving throws, skills, and other statistics where the monster's exceptional aptitude is a factor. Proficiency Bonus by Challe"
      },
      {
        "document": 240,
        "excerpt": "ient in, which is just the relevant ability modifier. Skills. For skills you have proficiency in, add your Proficiency Bonus to the ability modifier associated with"
      },
      {
        "document": 271,
        "excerpt": "roficiencies. Your background gives proficiency in two skills and with one tool. Record this information on your character sheet. Your class also gives proficiencies"
      },
      {
        "document": 294,
        "excerpt": "ound gives your character proficiency in two specified skills."
      },
      {
        "document": 541,
        "excerpt": "ng that isn't obvious. The Search table suggests which skills are applicable when you take this action, depending on what you're trying to detect. Search"
      },
      {
        "document": 554,
        "excerpt": "ers, all of which are detailed in \"Playing the Game.\" Skills. This entry lists the monster's skill proficiencies, if any. See also \"Playing the Game\" (\"Proficiency\")"
      },
      {
        "document": 556,
        "excerpt": "about it. The Areas of Knowledge table suggests which skills are applicable to various areas of knowledge. Areas of Knowledge"
      },
      {
        "document": 660,
        "excerpt": "Choose two skills appropriate for the background. There needn't be a relationship between the skill proficiencies a backgr"
      },
      {
        "document": 744,
        "excerpt": "Skills"
      },
      {
        "document": 962,
        "excerpt": "r you make an ability check using one of the following skills, you can make it as a Strength check even if it normally uses a different ability: Acrobatics, Intimidat"
      },
      {
        "document": 963,
        "excerpt": "Choose any 3 skills (see “Playing the Game”)"
      },
      {
        "document": 969,
        "excerpt": "which you lack Expertise. You gain Expertise in those skills."
      },
      {
        "document": 973,
        "excerpt": "in another field of study. Choose one of the following skills in which you have proficiency: Arcana, History, Investigation, Medicine, Nature, or Religion. You have E"
      },
      {
        "document": 976,
        "excerpt": "You gain proficiency with three skills of your choice."
      },
      {
        "document": 1014,
        "excerpt": "Feat You gain proficiency in any combination of three skills or tools of your choice. Repeatable. You can take this feat more than once."
      },
      {
        "document": 1760,
        "excerpt": "+7 (17) HP 150 (20d10 + 40) Speed 10 ft., Swim 40 ft. Skills History +12, Perception +10 Senses Darkvision 120 ft.; Passive Perception 20 Languages Deep Speech; tele"
      },
      {
        "document": 1761,
        "excerpt": "95 (17d12 + 85) Speed 40 ft., Fly 80 ft., Swim 40 ft. Skills Perception +11, Stealth +7 Immunities Acid Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Percept"
      },
      {
        "document": 1762,
        "excerpt": "(17d12 + 102) Speed 40 ft., Burrow 30 ft., Fly 80 ft. Skills Perception +12, Stealth +5 Immunities Lightning Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Pe"
      },
      {
        "document": 1763,
        "excerpt": "(15d12 + 75) Speed 40 ft., Burrow 30 ft., Fly 80 ft. Skills History +7, Perception +11, Persuasion +8, Stealth +5 Immunities Fire Senses Blindsight 60 ft., Darkvisi"
      },
      {
        "document": 1764,
        "excerpt": "2 (17d12 + 102) Speed 40 ft., Fly 80 ft., Swim 40 ft. Skills Insight +7, Perception +12, Stealth +5 Immunities Lightning Senses Blindsight 60 ft., Darkvision 120 ft."
      },
      {
        "document": 1765,
        "excerpt": "4 (16d12 + 80) Speed 40 ft., Climb 40 ft., Fly 80 ft. Skills Deception +9, Perception +12, Stealth +6 Immunities Acid Senses Blindsight 60 ft., Darkvision 120 ft.; P"
      },
      {
        "document": 1766,
        "excerpt": "3 (18d12 + 126) Speed 40 ft., Fly 80 ft., Swim 40 ft. Skills Insight +8, Perception +14, Persuasion +13, Stealth +8 Immunities Fire Senses Blindsight 60 ft., Darkvis"
      },
      {
        "document": 1767,
        "excerpt": "07 (18d12 + 90) Speed 40 ft., Fly 80 ft., Swim 40 ft. Skills Deception +9, Perception +12, Persuasion +9, Stealth +6 Immunities Poison; Poisoned Senses Blindsight 60"
      },
      {
        "document": 1768,
        "excerpt": "(19d12 + 133) Speed 40 ft., Climb 40 ft., Fly 80 ft. Skills Perception +13, Stealth +6 Immunities Fire Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Percept"
      },
      {
        "document": 1769,
        "excerpt": "10 (20) HP 216 (16d12 + 112) Speed 40 ft., Fly 80 ft. Skills History +8, Perception +11, Stealth +5 Immunities Cold Senses Blindsight 60 ft., Darkvision 120 ft.; Pas"
      },
      {
        "document": 1770,
        "excerpt": "Speed 40 ft., Burrow 30 ft., Fly 80 ft., Swim 40 ft. Skills Perception +11, Stealth +5 Immunities Cold Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Percept"
      },
      {
        "document": 1772,
        "excerpt": "13 Initiative +1 (11) HP 51 (6d10 + 18) Speed 60 ft. Skills Perception +5 Senses Passive Perception 15 Languages None CR 2 (XP 450; PB +2) Actions Bite. Melee Att"
      },
      {
        "document": 1773,
        "excerpt": "7 (21d20 + 147) Speed 40 ft., Fly 80 ft., Swim 40 ft. Skills Perception +16, Stealth +9 Immunities Acid Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Percept"
      },
      {
        "document": 1774,
        "excerpt": "(26d20 + 208) Speed 40 ft., Burrow 40 ft., Fly 80 ft. Skills Perception +17, Stealth +7 Immunities Lightning Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Pe"
      },
      {
        "document": 1775,
        "excerpt": "(19d20 + 133) Speed 40 ft., Burrow 40 ft., Fly 80 ft. Skills History +9, Perception +14, Persuasion +12, Stealth +6 Immunities Fire Senses Blindsight 60 ft., Darkvis"
      },
      {
        "document": 1776,
        "excerpt": "4 (24d20 + 192) Speed 40 ft., Fly 80 ft., Swim 40 ft. Skills Insight +10, Perception +17, Stealth +7 Immunities Lightning Senses Blindsight 60 ft., Darkvision 120 ft"
      },
      {
        "document": 1777,
        "excerpt": "(21d20 + 147) Speed 40 ft., Climb 40 ft., Fly 80 ft. Skills Deception +13, Perception +17, Stealth +8 Immunities Acid Senses Blindsight 60 ft., Darkvision 120 ft.;"
      },
      {
        "document": 1778,
        "excerpt": "6 (28d20 + 252) Speed 40 ft., Fly 80 ft., Swim 40 ft. Skills Insight +10, Perception +17, Persuasion +16, Stealth +9 Immunities Fire Senses Blindsight 60 ft., Darkvi"
      },
      {
        "document": 1779,
        "excerpt": "2 (23d20 + 161) Speed 40 ft., Fly 80 ft., Swim 40 ft. Skills Deception +13, Perception +17, Persuasion +13, Stealth +8 Immunities Poison; Poisoned Senses Blindsight"
      },
      {
        "document": 1780,
        "excerpt": "(26d20 + 234) Speed 40 ft., Climb 40 ft., Fly 80 ft. Skills Perception +16, Stealth +7 Immunities Fire Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Percept"
      },
      {
        "document": 1781,
        "excerpt": "14 (24) HP 468 (24d20 + 216) Speed 40 ft., Fly 80 ft. Skills History +11, Perception +16, Stealth +7 Immunities Cold Senses Blindsight 60 ft., Darkvision 120 ft.; Pa"
      },
      {
        "document": 1782,
        "excerpt": "Speed 40 ft., Burrow 40 ft., Fly 80 ft., Swim 40 ft. Skills Perception +13, Stealth +6 Immunities Cold Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Percep"
      },
      {
        "document": 1788,
        "excerpt": "ve +2 (12) HP 19 (3d8 + 6) Speed 30 ft., Climb 30 ft. Skills Athletics +5, Perception +3 Senses Passive Perception 13 Languages None CR 1/2 (XP 100; PB +2) Actions"
      },
      {
        "document": 1789,
        "excerpt": "+3 (13) HP 90 (12d12 + 12) Speed 20 ft., Swim 80 ft. Skills Stealth +5 Senses Passive Perception 12 Languages None CR 4 (XP 1,100; PB +2) Traits Amphibious. The a"
      },
      {
        "document": 1790,
        "excerpt": "17 Initiative +7 (17) HP 170 (31d8 + 31) Speed 30 ft. Skills Arcana +13, History +9, Perception +6 Immunities Psychic; Charmed (with Mind Blank) Gear Wand Senses Pas"
      },
      {
        "document": 1791,
        "excerpt": "16 Initiative +10 (20) HP 97 (15d8 + 30) Speed 30 ft. Skills Acrobatics +7, Perception +6, Stealth +10 Resistances Poison Gear Light Crossbow, Shortsword, Studded Le"
      },
      {
        "document": 1798,
        "excerpt": "ive +0 (10) HP 5 (1d4 + 3) Speed 20 ft., Burrow 5 ft. Skills Perception +3 Resistances Poison Senses Darkvision 30 ft.; Passive Perception 13 Languages None CR 0 (XP"
      },
      {
        "document": 1799,
        "excerpt": "14 (24) HP 287 (23d12 + 138) Speed 40 ft., Fly 80 ft. Skills Perception +9 Resistances Cold, Lightning Immunities Fire, Poison; Charmed, Frightened, Poisoned Senses"
      },
      {
        "document": 1800,
        "excerpt": "C 15 Initiative +3 (13) HP 52 (8d8 + 16) Speed 30 ft. Skills Athletics +4, Deception +4 Gear Pistol, Scimitar, Studded Leather Armor Senses Passive Perception 10 Lan"
      },
      {
        "document": 1802,
        "excerpt": "+3 (13) HP 110 (13d8 + 52) Speed 30 ft., Climb 30 ft. Skills Deception +5, Insight +5, Perception +8 Resistances Cold Immunities Fire, Poison; Poisoned Senses Darkvi"
      },
      {
        "document": 1806,
        "excerpt": "3 (13) HP 168 (16d12 + 64) Speed 50 ft., Climb 50 ft. Skills Perception +6, Stealth +7 Immunities Lightning Senses Darkvision 90 ft.; Passive Perception 16 Languages"
      },
      {
        "document": 1808,
        "excerpt": "19 (3d8 + 6) Speed 30 ft., Climb 30 ft., Swim 30 ft. Skills Perception +5 Senses Darkvision 60 ft.; Passive Perception 15 Languages None CR 1/2 (XP 100; PB +2) Act"
      },
      {
        "document": 1809,
        "excerpt": "HP 33 (6d8 + 6) Speed 30 ft., Fly 60 ft., Swim 30 ft. Skills Perception +4, Stealth +4 Immunities Acid Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Percepti"
      },
      {
        "document": 1811,
        "excerpt": "AC 13 Initiative +3 (13) HP 22 (4d8 + 4) Speed 40 ft. Skills Perception +5, Stealth +5 Senses Darkvision 60 ft.; Passive Perception 15 Languages Blink Dog; understan"
      },
      {
        "document": 1812,
        "excerpt": "nitiative +2 (12) HP 7 (2d6) Speed 10 ft., Fly 60 ft. Skills Perception +6 Senses Passive Perception 16 Languages None CR 1/8 (XP 25; PB +2) Traits Pack Tactics. T"
      },
      {
        "document": 1813,
        "excerpt": "5 (10d8 + 20) Speed 30 ft., Burrow 15 ft., Fly 60 ft. Skills Perception +4, Stealth +2 Immunities Lightning Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perc"
      },
      {
        "document": 1815,
        "excerpt": "+7 (17) HP 161 (17d10 + 68) Speed 40 ft., Fly 40 ft. Skills Deception +7, Insight +6 Resistances Cold Immunities Fire, Poison; Poisoned Senses Darkvision 120 ft. (u"
      },
      {
        "document": 1816,
        "excerpt": "22 (4d8 + 4) Speed 30 ft., Burrow 15 ft., Fly 60 ft. Skills Perception +4, Stealth +2 Immunities Fire Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perceptio"
      },
      {
        "document": 1817,
        "excerpt": "P 39 (6d8 + 12) Speed 30 ft., Fly 60 ft., Swim 30 ft. Skills Perception +4, Stealth +2 Immunities Lightning Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perc"
      },
      {
        "document": 1818,
        "excerpt": "e +1 (11) HP 22 (3d10 + 6) Speed 40 ft., Climb 30 ft. Skills Perception +3 Senses Darkvision 60 ft.; Passive Perception 13 Languages None CR 1 (XP 200; PB +2) Actio"
      },
      {
        "document": 1819,
        "excerpt": "15 Initiative +2 (12) HP 65 (10d8 + 20) Speed 30 ft. Skills Stealth +6, Survival +3 Gear Chain Shirt, Javelins (6), Morningstar Senses Darkvision 60 ft.; Passive Pe"
      },
      {
        "document": 1820,
        "excerpt": "AC 14 Initiative +2 (12) HP 33 (6d8 + 6) Speed 30 ft. Skills Stealth +6, Survival +2 Gear Hide Armor, Light Hammers (3) Senses Darkvision 60 ft.; Passive Perception"
      },
      {
        "document": 1821,
        "excerpt": "+0 (10) HP 94 (9d10 + 45) Speed 40 ft., Burrow 40 ft. Skills Perception +6 Senses Darkvision 60 ft., Tremorsense 120 ft.; Passive Perception 16 Languages None CR 5 ("
      },
      {
        "document": 1823,
        "excerpt": "tiative +2 (12) HP 2 (1d4) Speed 40 ft., Climb 40 ft. Skills Perception +3, Stealth +4 Senses Darkvision 60 ft.; Passive Perception 13 Languages None CR 0 (XP 10; PB"
      },
      {
        "document": 1824,
        "excerpt": "16 Initiative +2 (12) HP 45 (6d10 + 12) Speed 50 ft. Skills Athletics +6, Perception +3 Gear Breastplate, Longbow, Pike Senses Passive Perception 13 Languages Elvis"
      },
      {
        "document": 1826,
        "excerpt": "+0 (10) HP 114 (12d10 + 48) Speed 30 ft., Fly 60 ft. Skills Perception +8 Senses Darkvision 60 ft.; Passive Perception 18 Languages Understands Draconic but can't s"
      },
      {
        "document": 1827,
        "excerpt": "e +0 (10) HP 76 (9d10 + 27) Speed 30 ft., Swim 30 ft. Skills Perception +4 Immunities Poison; Poisoned Senses Darkvision 60 ft.; Passive Perception 14 Languages Unde"
      },
      {
        "document": 1829,
        "excerpt": "e +5 (15) HP 91 (14d10 + 14) Speed 10 ft., Fly 40 ft. Skills Stealth +5 Immunities Frightened Senses Darkvision 120 ft.; Passive Perception 12 Languages Deep Speech,"
      },
      {
        "document": 1830,
        "excerpt": "HP 200 (16d12 + 96) Speed 40 ft., Fly 20 ft. (hover) Skills Insight +7, Perception +11 Senses Passive Perception 21 Languages Common, Giant CR 9 (XP 5,000; PB +4)"
      },
      {
        "document": 1833,
        "excerpt": "ve +2 (12) HP 13 (2d10 + 2) Speed 30 ft., Swim 30 ft. Skills Perception +2, Stealth +4 Senses Blindsight 10 ft.; Passive Perception 12 Languages None CR 1/4 (XP 50;"
      },
      {
        "document": 1834,
        "excerpt": "P 22 (4d8 + 4) Speed 30 ft., Climb 30 ft., Fly 60 ft. Skills Perception +4, Stealth +3 Immunities Acid Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perceptio"
      },
      {
        "document": 1836,
        "excerpt": "tive +0 (10) HP 3 (1d4 + 1) Speed 20 ft., Swim 20 ft. Skills Stealth +2 Senses Blindsight 30 ft.; Passive Perception 9 Languages None CR 0 (XP 10; PB +2) Traits Am"
      },
      {
        "document": 1837,
        "excerpt": "ve +0 (10) HP 13 (2d10 + 2) Speed 20 ft., Swim 30 ft. Skills Stealth +2 Senses Passive Perception 10 Languages None CR 1/2 (XP 100; PB +2) Traits Hold Breath. The"
      },
      {
        "document": 1838,
        "excerpt": "AC 13 Initiative +2 (12) HP 44 (8d8 + 8) Speed 30 ft. Skills Deception +3, Persuasion +3, Religion +2 Gear Holy Symbol, Leather Armor Senses Passive Perception 12 La"
      },
      {
        "document": 1839,
        "excerpt": "ral AC 12 Initiative +1 (11) HP 9 (2d8) Speed 30 ft. Skills Deception +2, Religion +2 Gear Leather Armor, Sickle Senses Passive Perception 10 Languages Common CR 1/"
      },
      {
        "document": 1840,
        "excerpt": "tive +3 (13) HP 22 (5d6 + 5) Speed 10 ft., Fly 30 ft. Skills Stealth +3 Senses Blindsight 60 ft.; Passive Perception 10 Languages None CR 1/2 (XP 100; PB +2) Action"
      },
      {
        "document": 1841,
        "excerpt": "C 12 Initiative +2 (12) HP 39 (6d8 + 12) Speed 40 ft. Skills Perception +5, Stealth +4 Immunities Blinded, Charmed, Deafened, Frightened, Stunned, Unconscious Senses"
      },
      {
        "document": 1842,
        "excerpt": "ned AC 13 Initiative +3 (13) HP 4 (1d8) Speed 50 ft. Skills Perception +4 Senses Darkvision 60 ft.; Passive Perception 14 Languages None CR 0 (XP 10; PB +2) Traits"
      },
      {
        "document": 1843,
        "excerpt": "HP 229 (27d8 + 108) Speed 30 ft., Fly 90 ft. (hover) Skills Insight +9, Perception +9 Resistances Radiant Immunities Charmed, Exhaustion, Frightened Senses Darkvisi"
      },
      {
        "document": 1844,
        "excerpt": "C 14 Initiative +2 (12) HP 22 (3d10 + 6) Speed 50 ft. Skills Perception +5, Stealth +4 Senses Darkvision 60 ft.; Passive Perception 15 Languages None CR 1 (XP 200; P"
      },
      {
        "document": 1846,
        "excerpt": "C 14 Initiative +4 (14) HP 52 (8d8 + 16) Speed 30 ft. Skills Deception +6, Insight +3 Immunities Charmed Senses Darkvision 60 ft.; Passive Perception 11 Languages Co"
      },
      {
        "document": 1850,
        "excerpt": "4 (14) HP 123 (13d10 + 52) Speed 30 ft., Climb 30 ft. Skills Perception +6, Stealth +10 Senses Darkvision 120 ft.; Passive Perception 16 Languages Elvish, Undercommo"
      },
      {
        "document": 1851,
        "excerpt": "AC 13 Initiative +1 (11) HP 44 (8d8 + 8) Speed 30 ft. Skills Medicine +5, Nature +3, Perception +5 Gear Studded Leather Armor Senses Passive Perception 15 Languages"
      },
      {
        "document": 1852,
        "excerpt": "al AC 16 Initiative +1 (11) HP 22 (5d8) Speed 30 ft. Skills Perception +4, Stealth +5 Senses Darkvision 60 ft.; Passive Perception 14 Languages Elvish, Sylvan CR 1"
      },
      {
        "document": 1853,
        "excerpt": "itiative +2 (12) HP 17 (5d6) Speed 30 ft., Fly 30 ft. Skills Perception +2, Stealth +4 Vulnerabilities Fire Immunities Poison; Exhaustion, Poisoned Senses Darkvision"
      },
      {
        "document": 1854,
        "excerpt": "ative +2 (12) HP 4 (1d6 + 1) Speed 10 ft., Fly 60 ft. Skills Perception +6 Senses Passive Perception 16 Languages None CR 0 (XP 10; PB +2) Actions Talons. Melee At"
      },
      {
        "document": 1858,
        "excerpt": "d AC 10 Initiative +0 (10) HP 11 (2d10) Speed 50 ft. Skills Perception +2 Senses Darkvision 60 ft.; Passive Perception 12 Languages None CR 1/4 (XP 50; PB +2) Acti"
      },
      {
        "document": 1859,
        "excerpt": "e +7 (17) HP 178 (21d8 + 84) Speed 30 ft., Fly 60 ft. Skills Perception +6, Persuasion +8 Resistances Cold Immunities Fire, Poison; Poisoned Senses Truesight 120 ft."
      },
      {
        "document": 1860,
        "excerpt": "ve +2 (12) HP 44 (8d8 + 8) Speed 30 ft., Climb 30 ft. Skills Perception +3, Stealth +4, Survival +3 Senses Darkvision 60 ft.; Passive Perception 13 Languages None CR"
      },
      {
        "document": 1861,
        "excerpt": "12 Initiative -1 (9) HP 85 (10d10 + 30) Speed 40 ft. Skills Perception +4 Immunities Blinded, Charmed, Deafened, Frightened, Stunned, Unconscious Gear Battleaxe, Mo"
      },
      {
        "document": 1863,
        "excerpt": "8 Initiative +3 (13) HP 162 (13d12 + 78) Speed 30 ft. Skills Athletics +11, Perception +6 Immunities Fire Senses Passive Perception 16 Languages Giant CR 9 (XP 5,000"
      },
      {
        "document": 1866,
        "excerpt": "tive +1 (11) HP 1 (1d4 - 1) Speed 20 ft., Swim 20 ft. Skills Perception +1, Stealth +3 Senses Darkvision 30 ft.; Passive Perception 11 Languages None CR 0 (XP 10; PB"
      },
      {
        "document": 1867,
        "excerpt": "5 Initiative +2 (12) HP 149 (13d12 + 65) Speed 40 ft. Skills Athletics +9, Perception +3 Immunities Cold Senses Passive Perception 13 Languages Giant CR 8 (XP 3,900;"
      },
      {
        "document": 1868,
        "excerpt": "ive +2 (12) HP 67 (9d8 + 27) Speed 30 ft., Fly 60 ft. Skills Stealth +4 Immunities Poison; Exhaustion, Petrified, Poisoned Senses Darkvision 60 ft.; Passive Percepti"
      },
      {
        "document": 1873,
        "excerpt": "5 (15) HP 168 (16d12 + 64) Speed 40 ft., Climb 40 ft. Skills Athletics +9, Perception +4, Survival +4 Senses Passive Perception 14 Languages None CR 7 (XP 2,900; PB"
      },
      {
        "document": 1874,
        "excerpt": "e +0 (10) HP 15 (2d8 + 6) Speed 30 ft., Burrow 10 ft. Skills Perception +3 Resistances Poison Senses Darkvision 60 ft.; Passive Perception 13 Languages None CR 1/4 ("
      },
      {
        "document": 1878,
        "excerpt": "ve +2 (12) HP 60 (8d12 + 8) Speed 30 ft., Swim 30 ft. Skills Perception +2 Senses Blindsight 10 ft.; Passive Perception 12 Languages None CR 2 (XP 450; PB +2) Actio"
      },
      {
        "document": 1879,
        "excerpt": "tiative +1 (11) HP 13 (3d8) Speed 30 ft., Swim 30 ft. Skills Stealth +3 Senses Blindsight 30 ft.; Passive Perception 9 Languages None CR 1/8 (XP 25; PB +2) Traits"
      },
      {
        "document": 1880,
        "excerpt": "ve -1 (9) HP 85 (9d12 + 27) Speed 30 ft., Swim 50 ft. Skills Stealth +5 Senses Passive Perception 10 Languages None CR 5 (XP 1,800; PB +3) Traits Hold Breath. The"
      },
      {
        "document": 1881,
        "excerpt": "ive +3 (13) HP 26 (4d10 + 4) Speed 10 ft., Fly 80 ft. Skills Perception +6 Resistances Necrotic, Radiant Senses Passive Perception 16 Languages Celestial; understand"
      },
      {
        "document": 1882,
        "excerpt": "14 Initiative +6 (16) HP 42 (5d12 + 10) Speed 60 ft. Skills Perception +4 Resistances Necrotic, Radiant Senses Darkvision 90 ft.; Passive Perception 14 Languages Ce"
      },
      {
        "document": 1885,
        "excerpt": "tiative +1 (11) HP 18 (4d8) Speed 30 ft., Swim 30 ft. Skills Perception +2, Stealth +4 Senses Darkvision 30 ft.; Passive Perception 12 Languages None CR 1/4 (XP 50;"
      },
      {
        "document": 1886,
        "excerpt": "e +1 (11) HP 19 (3d10 + 3) Speed 40 ft., Climb 30 ft. Skills Perception +3 Senses Darkvision 60 ft.; Passive Perception 13 Languages None CR 1/2 (XP 100; PB +2) Act"
      },
      {
        "document": 1887,
        "excerpt": "12 Initiative +2 (12) HP 45 (6d10 + 12) Speed 50 ft. Skills Perception +3 Senses Darkvision 60 ft.; Passive Perception 13 Languages None CR 1 (XP 200; PB +2) Actio"
      },
      {
        "document": 1889,
        "excerpt": "ve +1 (11) HP 45 (7d10 + 7) Speed 10 ft., Swim 60 ft. Skills Perception +4, Stealth +5 Senses Darkvision 60 ft.; Passive Perception 14 Languages None CR 1 (XP 200; P"
      },
      {
        "document": 1890,
        "excerpt": "tive +2 (12) HP 19 (3d10 + 3) Speed 5 ft., Fly 60 ft. Skills Perception +6, Stealth +6 Resistances Necrotic, Radiant Senses Darkvision 120 ft.; Passive Perception 16"
      },
      {
        "document": 1891,
        "excerpt": "tiative +3 (13) HP 7 (2d6) Speed 30 ft., Climb 30 ft. Skills Perception +2 Senses Darkvision 60 ft.; Passive Perception 12 Languages None CR 1/8 (XP 25; PB +2) Trai"
      },
      {
        "document": 1894,
        "excerpt": "ve +3 (13) HP 92 (8d12 + 40) Speed 5 ft., Swim 60 ft. Skills Perception +3 Senses Blindsight 60 ft.; Passive Perception 13 Languages None CR 5 (XP 1,800; PB +3) Tra"
      },
      {
        "document": 1895,
        "excerpt": "e +3 (13) HP 26 (4d10 + 4) Speed 30 ft., Climb 30 ft. Skills Perception +4, Stealth +7 Senses Darkvision 60 ft.; Passive Perception 14 Languages None CR 1 (XP 200; P"
      },
      {
        "document": 1897,
        "excerpt": "ive +4 (14) HP 11 (2d8 + 2) Speed 40 ft., Swim 40 ft. Skills Perception +2 Senses Blindsight 10 ft.; Passive Perception 12 Languages None CR 1/4 (XP 50; PB +2) Acti"
      },
      {
        "document": 1898,
        "excerpt": "ive +0 (10) HP 25 (3d10 + 9) Speed 10 ft., Fly 60 ft. Skills Perception +3 Resistances Necrotic Senses Darkvision 60 ft.; Passive Perception 13 Languages Understands"
      },
      {
        "document": 1900,
        "excerpt": "tiative +3 (13) HP 9 (2d8) Speed 40 ft., Climb 30 ft. Skills Acrobatics +5, Perception +3, Stealth +5 Senses Darkvision 60 ft.; Passive Perception 13 Languages None"
      },
      {
        "document": 1901,
        "excerpt": "ve +3 (13) HP 11 (2d8 + 2) Speed 40 ft., Climb 40 ft. Skills Perception +3, Stealth +7 Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 13 Languages"
      },
      {
        "document": 1903,
        "excerpt": "7 Initiative +6 (16) HP 189 (18d10 + 90) Speed 40 ft. Skills Deception +7, Perception +7 Resistances Cold, Fire, Lightning Immunities Poison; Poisoned Senses Truesig"
      },
      {
        "document": 1904,
        "excerpt": "16 Initiative +5 (15) HP 112 (15d8 + 45) Speed 30 ft. Skills Athletics +10, Performance +5 Gear Shield, Spears (3), Studded Leather Armor Senses Passive Perception 1"
      },
      {
        "document": 1906,
        "excerpt": "tiative +0 (10) HP 4 (1d8) Speed 40 ft., Climb 30 ft. Skills Perception +2 Senses Darkvision 60 ft.; Passive Perception 12 Languages None CR 0 (XP 10; PB +2) Action"
      },
      {
        "document": 1907,
        "excerpt": "al AC 17 Initiative +2 (12) HP 21 (6d6) Speed 30 ft. Skills Stealth +6 Gear Chain Shirt, Scimitar, Shield, Shortbow Senses Darkvision 60 ft.; Passive Perception 9 L"
      },
      {
        "document": 1908,
        "excerpt": "ral AC 12 Initiative +2 (12) HP 7 (2d6) Speed 30 ft. Skills Stealth +6 Gear Daggers (3) Senses Darkvision 60 ft.; Passive Perception 9 Languages Common, Goblin CR 1"
      },
      {
        "document": 1909,
        "excerpt": "al AC 15 Initiative +2 (12) HP 10 (3d6) Speed 30 ft. Skills Stealth +6 Gear Leather Armor, Scimitar, Shield, Shortbow Senses Darkvision 60 ft.; Passive Perception 9"
      },
      {
        "document": 1910,
        "excerpt": "P 60 (8d8 + 24) Speed 30 ft., Fly 60 ft., Swim 30 ft. Skills Perception +4, Stealth +4 Immunities Fire Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perceptio"
      },
      {
        "document": 1911,
        "excerpt": "9 Initiative +0 (10) HP 114 (12d10 + 48) Speed 40 ft. Skills Perception +7 Immunities Exhaustion, Petrified Senses Darkvision 60 ft.; Passive Perception 17 Languages"
      },
      {
        "document": 1912,
        "excerpt": "ve -2 (13) HP 22 (3d8 + 9) Speed 10 ft., Climb 10 ft. Skills Stealth +2 Resistances Acid, Cold, Fire Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, G"
      },
      {
        "document": 1913,
        "excerpt": "HP 38 (7d8 + 7) Speed 30 ft., Fly 60 ft., Swim 30 ft. Skills Perception +4, Stealth +3 Immunities Poison; Poisoned Senses Blindsight 10 ft., Darkvision 60 ft.; Passi"
      },
      {
        "document": 1914,
        "excerpt": "+1 (11) HP 82 (11d8 + 33) Speed 30 ft., Swim 30 ft. Skills Arcana +5, Deception +4, Perception +4, Stealth +3 Senses Darkvision 60 ft.; Passive Perception 14 Langu"
      },
      {
        "document": 1915,
        "excerpt": "tive +2 (12) HP 54 (12d8) Speed 30 ft., Climb 30 ft. Skills Stealth +4 Senses Darkvision 60 ft.; Passive Perception 12 Languages None CR 2 (XP 450; PB +2) Actions"
      },
      {
        "document": 1916,
        "excerpt": "e +2 (12) HP 59 (7d10 + 21) Speed 30 ft., Fly 80 ft. Skills Perception +5 Senses Darkvision 60 ft.; Passive Perception 15 Languages None CR 2 (XP 450; PB +2) Actio"
      },
      {
        "document": 1917,
        "excerpt": "ve +1 (11) HP 11 (2d8 + 2) Speed 30 ft., Climb 30 ft. Skills Athletics +5, Perception +3, Stealth +5 Senses Blindsight 30 ft.; Passive Perception 13 Languages None C"
      },
      {
        "document": 1918,
        "excerpt": "18 Initiative +4 (14) HP 75 (10d8 + 30) Speed 30 ft. Skills Athletics +6, Perception +4 Gear Breastplate, Javelins (6), Longsword, Shield Senses Passive Perception"
      },
      {
        "document": 1919,
        "excerpt": "AC 16 Initiative +1 (11) HP 11 (2d8 + 2) Speed 30 ft. Skills Perception +2 Gear Chain Shirt, Shield, Spear Senses Passive Perception 12 Languages Common CR 1/8 (XP 2"
      },
      {
        "document": 1920,
        "excerpt": "(16d10 + 48) Speed 40 ft., Climb 40 ft., Swim 40 ft. Skills Arcana +11, History +11, Religion +11 Immunities Poison; Charmed, Paralyzed, Poisoned, Restrained Senses"
      },
      {
        "document": 1921,
        "excerpt": "18 Initiative +5 (15) HP 105 (14d8 + 42) Speed 40 ft. Skills Athletics +7, Perception +5, Stealth +5 Resistances Damage type chosen for the Draconic Origin trait bel"
      },
      {
        "document": 1923,
        "excerpt": "ative +3 (13) HP 1 (1d4 - 1) Speed 10 ft., Fly 60 ft. Skills Perception +6 Senses Passive Perception 16 Languages None CR 0 (XP 10; PB +2) Actions Talons. Melee At"
      },
      {
        "document": 1924,
        "excerpt": "C 15 Initiative +1 (11) HP 58 (9d8 + 18) Speed 50 ft. Skills Perception +5 Immunities Fire Senses Darkvision 60 ft.; Passive Perception 15 Languages Understands Infe"
      },
      {
        "document": 1926,
        "excerpt": "3 Initiative +2 (12) HP 105 (10d12 + 40) Speed 40 ft. Skills Perception +2 Senses Passive Perception 12 Languages Giant CR 5 (XP 1,800; PB +3) Actions Multiattack."
      },
      {
        "document": 1927,
        "excerpt": "ive +1 (11) HP 26 (4d10 + 4) Speed 40 ft., Fly 60 ft. Skills Perception +5 Senses Passive Perception 15 Languages None CR 1 (XP 200; PB +2) Traits Flyby. The hippo"
      },
      {
        "document": 1928,
        "excerpt": "e -2 (8) HP 82 (11d10 + 22) Speed 30 ft., Swim 30 ft. Skills Perception +3 Senses Passive Perception 13 Languages None CR 4 (XP 1,100; PB +2) Traits Hold Breath. T"
      },
      {
        "document": 1933,
        "excerpt": "ve +2 (12) HP 45 (6d10 + 12) Speed 5 ft., Swim 40 ft. Skills Perception +2 Senses Blindsight 60 ft.; Passive Perception 12 Languages None CR 2 (XP 450; PB +2) Trait"
      },
      {
        "document": 1934,
        "excerpt": "+4 (14) HP 184 (16d12 + 80) Speed 40 ft., Swim 40 ft. Skills Perception +6 Immunities Blinded, Charmed, Deafened, Frightened, Stunned, Unconscious Senses Darkvision"
      },
      {
        "document": 1935,
        "excerpt": "AC 11 Initiative +1 (11) HP 5 (1d8 + 1) Speed 50 ft. Skills Perception +3 Senses Darkvision 60 ft.; Passive Perception 13 Languages None CR 0 (XP 10; PB +2) Traits"
      },
      {
        "document": 1936,
        "excerpt": "8 Initiative +7 (17) HP 228 (24d10 + 96) Speed 40 ft. Skills Insight +7, Perception +7, Persuasion +9 Immunities Cold, Fire, Poison; Poisoned Senses Blindsight 120 f"
      },
      {
        "document": 1937,
        "excerpt": "itiative +1 (11) HP 21 (6d6) Speed 30 ft., Fly 30 ft. Skills Perception +2, Stealth +3 Vulnerabilities Fire Immunities Cold, Poison; Exhaustion, Poisoned Senses Dark"
      },
      {
        "document": 1938,
        "excerpt": "tive +3 (13) HP 21 (6d4 + 6) Speed 20 ft., Fly 40 ft. Skills Deception +4, Insight +3, Stealth +5 Resistances Cold Immunities Fire, Poison; Poisoned Senses Darkvisio"
      },
      {
        "document": 1939,
        "excerpt": "ve +3 (13) HP 66 (12d8 + 12) Speed 30 ft., Fly 60 ft. Skills Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7 Resistances Cold, Fire, Poison, Psych"
      },
      {
        "document": 1940,
        "excerpt": ") HP 97 (13d10 + 26) Speed 50 ft., Fly 50 ft. (hover) Skills Perception +8, Stealth +10 Resistances Bludgeoning, Piercing, Slashing Immunities Poison; Exhaustion, Gr"
      },
      {
        "document": 1942,
        "excerpt": "ned AC 12 Initiative +2 (12) HP 3 (1d6) Speed 40 ft. Skills Perception +5, Stealth +4 Senses Darkvision 90 ft.; Passive Perception 15 Languages None CR 0 (XP 10; PB"
      },
      {
        "document": 1943,
        "excerpt": "e +2 (12) HP 90 (12d12 + 12) Speed 5 ft., Swim 60 ft. Skills Perception +3, Stealth +4 Senses Blindsight 120 ft.; Passive Perception 13 Languages None CR 3 (XP 700;"
      },
      {
        "document": 1946,
        "excerpt": "(24) HP 481 (26d20 + 208) Speed 30 ft., Swim 120 ft. Skills History +13, Perception +11 Immunities Cold, Lightning; Frightened, Grappled, Paralyzed, Restrained Sens"
      },
      {
        "document": 1947,
        "excerpt": "13 Initiative +1 (11) HP 97 (13d10 + 26) Speed 40 ft. Skills Deception +7, Insight +4, Stealth +5 Senses Darkvision 60 ft.; Passive Perception 12 Languages Abyssal,"
      },
      {
        "document": 1949,
        "excerpt": "Initiative +17 (27) HP 315 (42d8 + 126) Speed 30 ft. Skills Arcana +19, History +12, Insight +9, Perception +9 Resistances Cold, Lightning Immunities Necrotic, Pois"
      },
      {
        "document": 1950,
        "excerpt": "d AC 12 Initiative +2 (12) HP 22 (4d10) Speed 50 ft. Skills Perception +3, Stealth +4 Senses Darkvision 60 ft.; Passive Perception 13 Languages None CR 1 (XP 200; P"
      },
      {
        "document": 1952,
        "excerpt": "l AC 15 Initiative +2 (12) HP 81 (18d8) Speed 30 ft. Skills Arcana +6, History +6, Perception +4 Gear Wand Senses Passive Perception 14 Languages Common plus three"
      },
      {
        "document": 1953,
        "excerpt": "tive +1 (11) HP 18 (4d6 + 4) Speed 30 ft., Fly 30 ft. Skills Stealth +3 Vulnerabilities Cold Immunities Fire, Poison; Exhaustion, Poisoned Senses Darkvision 60 ft.;"
      },
      {
        "document": 1957,
        "excerpt": "(20) HP 220 (21d10 + 105) Speed 40 ft., Climb 40 ft. Skills Perception +8 Resistances Cold, Fire, Lightning Immunities Poison; Poisoned Senses Truesight 120 ft.; Pa"
      },
      {
        "document": 1958,
        "excerpt": "AC 12 Initiative +2 (12) HP 5 (1d8 + 1) Speed 40 ft. Skills Perception +5 Senses Darkvision 60 ft.; Passive Perception 15 Languages None CR 1/8 (XP 25; PB +2) Acti"
      },
      {
        "document": 1959,
        "excerpt": "15 Initiative +6 (16) HP 127 (17d8 + 51) Speed 30 ft. Skills Deception +5, Perception +4, Stealth +6 Senses Darkvision 150 ft.; Passive Perception 14 Languages Commo"
      },
      {
        "document": 1962,
        "excerpt": "C 12 Initiative +3 (13) HP 58 (9d8 + 18) Speed 20 ft. Skills Stealth +5 Immunities Acid; Prone Senses Darkvision 60 ft.; Passive Perception 11 Languages None CR 2 (X"
      },
      {
        "document": 1963,
        "excerpt": "14 Initiative +0 (10) HP 85 (10d10 + 30) Speed 40 ft. Skills Perception +7, Survival +7 Senses Darkvision 60 ft.; Passive Perception 17 Languages Abyssal CR 3 (XP 70"
      },
      {
        "document": 1966,
        "excerpt": "7 Initiative +10 (20) HP 187 (25d8 + 75) Speed 30 ft. Skills History +5, Perception +9, Religion +5 Vulnerabilities Fire Immunities Necrotic, Poison; Charmed, Exhaus"
      },
      {
        "document": 1969,
        "excerpt": "17 Initiative +5 (15) HP 112 (15d8 + 45) Speed 30 ft. Skills Deception +6, Insight +5, Perception +5, Stealth +5 Resistances Cold, Fire Immunities Charmed Senses Dar"
      },
      {
        "document": 1971,
        "excerpt": "ral AC 15 Initiative +1 (11) HP 9 (2d8) Speed 30 ft. Skills Deception +5, Insight +4, Persuasion +5 Gear Breastplate, Rapier Senses Passive Perception 12 Languages"
      },
      {
        "document": 1973,
        "excerpt": "nitiative +2 (12) HP 3 (1d6) Speed 5 ft., Swim 30 ft. Skills Perception +2, Stealth +6 Senses Darkvision 30 ft.; Passive Perception 12 Languages None CR 0 (XP 10; PB"
      },
      {
        "document": 1976,
        "excerpt": "HP 119 (14d10 + 42) Speed 30 ft., Fly 30 ft. (hover) Skills Arcana +5, Deception +8, Perception +4 Resistances Cold Senses Darkvision 60 ft.; Passive Perception 14"
      },
      {
        "document": 1978,
        "excerpt": "iative +1 (11) HP 1 (1d4 - 1) Speed 5 ft., Fly 60 ft. Skills Perception +5, Stealth +5 Senses Darkvision 120 ft.; Passive Perception 15 Languages None CR 0 (XP 10; P"
      },
      {
        "document": 1979,
        "excerpt": "+1 (11) HP 59 (7d10 + 21) Speed 40 ft., Climb 40 ft. Skills Perception +5 Senses Darkvision 60 ft.; Passive Perception 15 Languages None CR 3 (XP 700; PB +2) Actio"
      },
      {
        "document": 1980,
        "excerpt": "iative +3 (13) HP 13 (3d8) Speed 50 ft., Climb 40 ft. Skills Perception +4, Stealth +7 Senses Darkvision 60 ft.; Passive Perception 14 Languages None CR 1/4 (XP 50;"
      },
      {
        "document": 1981,
        "excerpt": "ve +2 (12) HP 59 (7d10 + 21) Speed 60 ft., Fly 90 ft. Skills Perception +6 Senses Passive Perception 16 Languages Understands Celestial, Common, Elvish, and Sylvan b"
      },
      {
        "document": 1982,
        "excerpt": "e +3 (13) HP 45 (7d10 + 7) Speed 30 ft., Climb 30 ft. Skills Stealth +7 Senses Darkvision 60 ft.; Passive Perception 10 Languages None CR 3 (XP 700; PB +2) Traits"
      },
      {
        "document": 1984,
        "excerpt": "17 Initiative +7 (17) HP 84 (13d8 + 26) Speed 30 ft. Skills Acrobatics +7, Perception +5 Gear Pistol, Rapier Senses Passive Perception 15 Languages Common plus one"
      },
      {
        "document": 1986,
        "excerpt": "14 (24) HP 337 (27d10 + 189) Speed 30 ft., Fly 60 ft. Skills Perception +10, Persuasion +19 Resistances Cold Immunities Fire, Poison; Poisoned Senses Truesight 120 f"
      },
      {
        "document": 1987,
        "excerpt": "P 262 (21d10 + 147) Speed 40 ft., Fly 120 ft. (hover) Skills Perception +11 Resistances Radiant Immunities Charmed, Exhaustion, Frightened Senses Truesight 120 ft.;"
      },
      {
        "document": 1988,
        "excerpt": "e +2 (12) HP 68 (8d10 + 24) Speed 20 ft., Swim 40 ft. Skills Perception +3, Stealth +4 Senses Passive Perception 13 Languages None CR 2 (XP 450; PB +2) Traits Hold"
      },
      {
        "document": 1989,
        "excerpt": "e +2 (12) HP 42 (5d10 + 15) Speed 40 ft., Swim 40 ft. Skills Perception +5, Stealth +4 Resistances Cold Senses Darkvision 60 ft.; Passive Perception 15 Languages Non"
      },
      {
        "document": 1991,
        "excerpt": "AC 13 Initiative +0 (10) HP 11 (2d8 + 2) Speed 30 ft. Skills Medicine +4, Religion +2 Gear Chain Shirt, Holy Symbol, Mace Senses Passive Perception 12 Languages Comm"
      },
      {
        "document": 1992,
        "excerpt": "AC 13 Initiative +0 (10) HP 38 (7d8 + 7) Speed 30 ft. Skills Medicine +7, Perception +5, Religion +5 Gear Chain Shirt, Holy Symbol, Mace Senses Passive Perception 15"
      },
      {
        "document": 1993,
        "excerpt": "tive +2 (12) HP 10 (3d4 + 3) Speed 15 ft., Fly 60 ft. Skills Perception +5, Stealth +4 Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 15 Languages U"
      },
      {
        "document": 1994,
        "excerpt": "itiative +2 (12) HP 13 (3d8) Speed 10 ft., Fly 60 ft. Skills Perception +1 Senses Passive Perception 11 Languages None CR 1/4 (XP 50; PB +2) Traits Flyby. The pter"
      },
      {
        "document": 1996,
        "excerpt": "l AC 13 Initiative +3 (13) HP 25 (10d4) Speed 40 ft. Skills Stealth +5 Resistances Cold, Fire, Lightning Immunities Poison; Poisoned Senses Darkvision 120 ft.; Pass"
      },
      {
        "document": 1997,
        "excerpt": "7 Initiative +8 (18) HP 221 (26d8 + 104) Speed 40 ft. Skills Deception +10, Insight +8, Perception +8 Vulnerabilities Piercing damage from weapons wielded by creatur"
      },
      {
        "document": 1998,
        "excerpt": "ive +0 (10) HP 1 (1d4 - 1) Speed 20 ft., Climb 20 ft. Skills Perception +2 Senses Darkvision 30 ft.; Passive Perception 12 Languages None CR 0 (XP 10; PB +2) Traits"
      },
      {
        "document": 1999,
        "excerpt": "nitiative +2 (12) HP 2 (1d4) Speed 10 ft., Fly 50 ft. Skills Perception +3 Senses Passive Perception 13 Languages None CR 0 (XP 10; PB +2) Traits Mimicry. The rave"
      },
      {
        "document": 2000,
        "excerpt": "75 (10d8 + 30) Speed 30 ft., Climb 30 ft., Fly 60 ft. Skills Perception +4, Stealth +2 Immunities Fire Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perceptio"
      },
      {
        "document": 2001,
        "excerpt": "tive +2 (12) HP 22 (4d8 + 4) Speed 5 ft., Swim 30 ft. Skills Perception +2 Senses Blindsight 30 ft.; Passive Perception 12 Languages None CR 1/2 (XP 100; PB +2) Tra"
      },
      {
        "document": 2005,
        "excerpt": "+8 (18) HP 248 (16d20 + 80) Speed 20 ft., Fly 120 ft. Skills Perception +8 Senses Passive Perception 18 Languages None CR 11 (XP 7,200; PB +4) Actions Multiattack."
      },
      {
        "document": 2006,
        "excerpt": "+5 (15) HP 93 (11d10 + 33) Speed 10 ft., Climb 20 ft. Skills Perception +6, Stealth +5 Senses Darkvision 60 ft.; Passive Perception 16 Languages None CR 5 (XP 1,800;"
      },
      {
        "document": 2008,
        "excerpt": "13 Initiative +3 (13) HP 52 (7d10 + 14) Speed 40 ft. Skills Perception +5, Stealth +7 Senses Darkvision 60 ft.; Passive Perception 15 Languages None CR 2 (XP 450; P"
      },
      {
        "document": 2009,
        "excerpt": "ive +0 (10) HP 22 (4d8 + 4) Speed 30 ft., Swim 40 ft. Skills Perception +5 Resistances Acid, Cold Senses Darkvision 120 ft.; Passive Perception 15 Languages Sahuagin"
      },
      {
        "document": 2011,
        "excerpt": "al AC 13 Initiative +3 (13) HP 31 (7d8) Speed 40 ft. Skills Perception +2, Performance +6, Stealth +5 Senses Passive Perception 12 Languages Common, Elvish, Sylvan"
      },
      {
        "document": 2013,
        "excerpt": "AC 13 Initiative +2 (12) HP 16 (3d8 + 3) Speed 30 ft. Skills Nature +4, Perception +5, Stealth +6, Survival +5 Gear Leather Armor, Longbow, Shortsword Senses Passive"
      },
      {
        "document": 2015,
        "excerpt": "ative +1 (11) HP 1 (1d4 - 1) Speed 5 ft., Swim 20 ft. Skills Perception +2, Stealth +5 Senses Passive Perception 12 Languages None CR 0 (XP 0; PB +2) Traits Water"
      },
      {
        "document": 2016,
        "excerpt": "AC 12 Initiative +2 (12) HP 27 (5d8 + 5) Speed 40 ft. Skills Stealth +6 Vulnerabilities Radiant Resistances Acid, Cold, Fire, Lightning, Thunder Immunities Necrotic,"
      },
      {
        "document": 2017,
        "excerpt": "-1 (9) HP 110 (13d10 + 39) Speed 30 ft., Swim 20 ft. Skills Stealth +3 Resistances Cold, Fire Immunities Lightning; Deafened, Exhaustion Senses Blindsight 60 ft.; P"
      },
      {
        "document": 2020,
        "excerpt": "ive +2 (12) HP 45 (6d8 + 18) Speed 30 ft., Fly 60 ft. Skills Perception +4, Stealth +2 Immunities Cold Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perceptio"
      },
      {
        "document": 2022,
        "excerpt": "P 297 (22d10 + 176) Speed 50 ft., Fly 150 ft. (hover) Skills Perception +14 Immunities Poison, Radiant; Charmed, Exhaustion, Frightened, Poisoned Senses Truesight 12"
      },
      {
        "document": 2024,
        "excerpt": "+10 (20) HP 170 (20d10 + 60) Speed 40 ft., Fly 60 ft. Skills Arcana +12, History +12, Perception +8, Religion +12 Resistances Necrotic, Radiant Immunities Psychic; C"
      },
      {
        "document": 2025,
        "excerpt": "+12 (22) HP 199 (19d10 + 95) Speed 40 ft., Fly 60 ft. Skills Arcana +9, Perception +12, Religion +15 Resistances Necrotic, Radiant Immunities Psychic; Charmed, Frigh"
      },
      {
        "document": 2026,
        "excerpt": "tive +3 (13) HP 24 (7d4 + 7) Speed 20 ft., Fly 40 ft. Skills Arcana +4, Religion +4, Stealth +5 Resistances Necrotic, Psychic, Radiant Senses Darkvision 60 ft.; Pass"
      },
      {
        "document": 2027,
        "excerpt": "ive +2 (12) HP 1 (1d4 - 1) Speed 20 ft., Climb 20 ft. Skills Stealth +4 Senses Darkvision 30 ft.; Passive Perception 10 Languages None CR 0 (XP 10; PB +2) Traits S"
      },
      {
        "document": 2029,
        "excerpt": "itiative +4 (14) HP 10 (4d4) Speed 10 ft., Fly 40 ft. Skills Perception +3, Stealth +8 Senses Passive Perception 13 Languages Common, Elvish, Sylvan CR 1/4 (XP 50; P"
      },
      {
        "document": 2030,
        "excerpt": "iative +4 (14) HP 27 (6d8) Speed 30 ft., Climb 30 ft. Skills Deception +5, Insight +4, Investigation +5, Perception +6, Sleight of Hand +4, Stealth +6 Gear Hand Cros"
      },
      {
        "document": 2031,
        "excerpt": "itiative +0 (10) HP 17 (5d6) Speed 30 ft., Fly 30 ft. Skills Stealth +2 Immunities Fire, Poison; Exhaustion, Poisoned Senses Darkvision 60 ft.; Passive Perception 10"
      },
      {
        "document": 2033,
        "excerpt": "7 Initiative +5 (15) HP 126 (11d12 + 55) Speed 40 ft. Skills Athletics +12, Perception +4, Stealth +5 Senses Darkvision 60 ft.; Passive Perception 14 Languages Giant"
      },
      {
        "document": 2035,
        "excerpt": "+ 100) Speed 50 ft., Fly 25 ft. (hover), Swim 50 ft. Skills Arcana +8, Athletics +14, History +8, Perception +10 Resistances Cold Immunities Lightning, Thunder Sens"
      },
      {
        "document": 2036,
        "excerpt": "ve +3 (13) HP 71 (13d8 + 13) Speed 30 ft., Fly 60 ft. Skills Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7 Resistances Cold, Fire, Poison, Psych"
      },
      {
        "document": 2042,
        "excerpt": "tive +2 (12) HP 11 (2d8 + 2) Speed 10 ft., Fly 50 ft. Skills Perception +5 Resistances Bludgeoning, Piercing, Slashing Immunities Charmed, Frightened, Grappled, Para"
      },
      {
        "document": 2044,
        "excerpt": "4d20 + 340) Speed 60 ft., Burrow 40 ft., Climb 60 ft. Skills Perception +9 Resistances Bludgeoning, Piercing, Slashing Immunities Fire, Poison; Charmed, Deafened, Fr"
      },
      {
        "document": 2045,
        "excerpt": "C 13 Initiative +3 (13) HP 30 (4d10 + 8) Speed 40 ft. Skills Perception +3, Stealth +7 Senses Darkvision 60 ft.; Passive Perception 13 Languages None CR 1 (XP 200; P"
      },
      {
        "document": 2051,
        "excerpt": "15 Initiative +1 (11) HP 94 (9d10 + 45) Speed 30 ft. Skills Perception +5 Senses Darkvision 60 ft.; Passive Perception 15 Languages Giant CR 5 (XP 1,800; PB +3) Tr"
      },
      {
        "document": 2052,
        "excerpt": "3 Initiative +3 (13) HP 136 (13d12 + 52) Speed 50 ft. Skills Perception +4 Senses Passive Perception 14 Languages None CR 8 (XP 3,900; PB +3) Actions Multiattack."
      },
      {
        "document": 2054,
        "excerpt": "+5 (15) HP 65 (10d8 + 20) Speed 30 ft., Climb 30 ft. Skills Perception +4, Persuasion +4, Stealth +7 Resistances Necrotic Immunities Charmed (except from its vampir"
      },
      {
        "document": 2055,
        "excerpt": "16 Initiative +3 (13) HP 90 (12d8 + 36) Speed 30 ft. Skills Perception +3, Stealth +6 Resistances Necrotic Senses Darkvision 60 ft.; Passive Perception 13 Languages"
      },
      {
        "document": 2056,
        "excerpt": "14 (24) HP 195 (23d8 + 92) Speed 40 ft., Climb 40 ft. Skills Perception +7, Stealth +9 Resistances Necrotic Senses Darkvision 120 ft.; Passive Perception 17 Language"
      },
      {
        "document": 2060,
        "excerpt": "ative +0 (10) HP 5 (1d8 + 1) Speed 10 ft., Fly 50 ft. Skills Perception +3 Senses Passive Perception 13 Languages None CR 0 (XP 10; PB +2) Traits Pack Tactics. The"
      },
      {
        "document": 2064,
        "excerpt": "17 Initiative +3 (13) HP 65 (10d8 + 20) Speed 30 ft. Skills Athletics +5, Perception +2 Gear Greatsword, Heavy Crossbow, Splint Armor Senses Passive Perception 12 L"
      },
      {
        "document": 2066,
        "excerpt": "ive +3 (13) HP 1 (1d4 - 1) Speed 30 ft., Climb 30 ft. Skills Acrobatics +5, Perception +3, Stealth +5 Senses Darkvision 60 ft.; Passive Perception 13 Languages None"
      },
      {
        "document": 2067,
        "excerpt": "0 ft. (bear form only), Climb 30 ft. (bear form only) Skills Perception +7 Gear Handaxes (4) Senses Darkvision 60 ft.; Passive Perception 17 Languages Common (can't"
      },
      {
        "document": 2068,
        "excerpt": "97 (15d8 + 30) Speed 30 ft., 40 ft. (boar form only) Skills Perception +2 Gear Javelins (6) Senses Passive Perception 12 Languages Common (can't speak in boar form)"
      },
      {
        "document": 2069,
        "excerpt": "+3 (13) HP 60 (11d8 + 11) Speed 30 ft., Climb 30 ft. Skills Perception +4, Stealth +5 Gear Hand Crossbow Senses Darkvision 60 ft.; Passive Perception 14 Languages C"
      },
      {
        "document": 2070,
        "excerpt": "20 (16d8 + 48) Speed 30 ft., 40 ft. (tiger form only) Skills Perception +5, Stealth +4 Gear Longbow Senses Darkvision 60 ft.; Passive Perception 15 Languages Common"
      },
      {
        "document": 2071,
        "excerpt": "71 (11d8 + 22) Speed 30 ft., 40 ft. (wolf form only) Skills Perception +4, Stealth +4 Gear Longbow Senses Darkvision 60 ft.; Passive Perception 14 Languages Common"
      },
      {
        "document": 2072,
        "excerpt": "Speed 30 ft., Burrow 15 ft., Fly 60 ft., Swim 30 ft. Skills Perception +4, Stealth +2 Immunities Cold Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Percepti"
      },
      {
        "document": 2073,
        "excerpt": "14 Initiative +4 (14) HP 82 (11d8 + 33) Speed 30 ft. Skills Perception +3, Stealth +4 Resistances Necrotic Immunities Poison; Exhaustion, Poisoned Gear Studded Leat"
      },
      {
        "document": 2075,
        "excerpt": "13 Initiative +1 (11) HP 75 (10d10 + 20) Speed 50 ft. Skills Perception +5, Stealth +5 Immunities Cold Senses Passive Perception 15 Languages Common, Giant CR 3 (XP"
      },
      {
        "document": 2076,
        "excerpt": "AC 12 Initiative +2 (12) HP 11 (2d8 + 2) Speed 40 ft. Skills Perception +5, Stealth +4 Senses Darkvision 60 ft.; Passive Perception 15 Languages None CR 1/4 (XP 50;"
      },
      {
        "document": 2077,
        "excerpt": "C 13 Initiative +1 (11) HP 26 (4d10 + 4) Speed 50 ft. Skills Perception +4 Senses Darkvision 60 ft.; Passive Perception 14 Languages Goblin, Worg CR 1/2 (XP 100; PB"
      },
      {
        "document": 2079,
        "excerpt": "+0 (10) HP 127 (15d10 + 45) Speed 30 ft., Fly 80 ft. Skills Perception +4 Senses Darkvision 120 ft.; Passive Perception 14 Languages None CR 6 (XP 2,300; PB +3) Ac"
      },
      {
        "document": 2080,
        "excerpt": "+0 (10) HP 84 (8d8 + 48) Speed 20 ft., Burrow 20 ft. Skills Perception +6, Stealth +6 Immunities Poison; Paralyzed, Petrified, Poisoned Senses Darkvision 60 ft., Tr"
      },
      {
        "document": 2081,
        "excerpt": "27 (15d10 + 45) Speed 40 ft., Fly 80 ft., Swim 40 ft. Skills Perception +6, Stealth +5 Immunities Acid Senses Blindsight 30 ft., Darkvision 120 ft.; Passive Percept"
      },
      {
        "document": 2082,
        "excerpt": "(16d10 + 64) Speed 40 ft., Burrow 20 ft., Fly 80 ft. Skills Perception +9, Stealth +4 Immunities Lightning Senses Blindsight 30 ft., Darkvision 120 ft.; Passive Per"
      },
      {
        "document": 2083,
        "excerpt": "(13d10 + 39) Speed 40 ft., Burrow 20 ft., Fly 80 ft. Skills Perception +6, Persuasion +5, Stealth +3 Immunities Fire Senses Blindsight 30 ft., Darkvision 120 ft.; P"
      },
      {
        "document": 2084,
        "excerpt": "42 (15d10 + 60) Speed 40 ft., Fly 80 ft., Swim 40 ft. Skills Insight +4, Perception +7, Stealth +3 Immunities Lightning Senses Blindsight 30 ft., Darkvision 120 ft.;"
      },
      {
        "document": 2085,
        "excerpt": "9 (14d10 + 42) Speed 40 ft., Climb 40 ft., Fly 80 ft. Skills Deception +5, Perception +7, Stealth +4 Immunities Acid Senses Blindsight 30 ft., Darkvision 120 ft.; Pa"
      },
      {
        "document": 2086,
        "excerpt": "78 (17d10 + 85) Speed 40 ft., Fly 80 ft., Swim 40 ft. Skills Insight +5, Perception +9, Persuasion +9, Stealth +6 Immunities Fire Senses Blindsight 30 ft., Darkvisio"
      },
      {
        "document": 2087,
        "excerpt": "36 (16d10 + 48) Speed 40 ft., Fly 80 ft., Swim 40 ft. Skills Deception +5, Perception +7, Stealth +4 Immunities Poison; Poisoned Senses Blindsight 30 ft., Darkvision"
      },
      {
        "document": 2088,
        "excerpt": "8 (17d10 + 85) Speed 40 ft., Climb 40 ft., Fly 80 ft. Skills Perception +8, Stealth +4 Immunities Fire Senses Blindsight 30 ft., Darkvision 120 ft.; Passive Percepti"
      },
      {
        "document": 2089,
        "excerpt": "+4 (14) HP 168 (16d10 + 80) Speed 40 ft., Fly 80 ft. Skills History +6, Perception +8, Stealth +4 Immunities Cold Senses Blindsight 30 ft., Darkvision 120 ft.; Pass"
      },
      {
        "document": 2090,
        "excerpt": "Speed 40 ft., Burrow 20 ft., Fly 80 ft., Swim 40 ft. Skills Perception +6, Stealth +3 Immunities Cold Senses Blindsight 30 ft., Darkvision 120 ft.; Passive Percepti"
      }
    ],
    "skin": [
      {
        "document": 677,
        "excerpt": "ure. Spreading the Contagion. Any Humanoid that makes skin contact with a creature infected with Sight Rot must succeed on a DC 15 Constitution saving throw or als"
      },
      {
        "document": 693,
        "excerpt": "f. A creature that touches contact poison with exposed skin suffers its effects. Ingested. A creature must swallow an entire dose of ingested poison to suffer its"
      },
      {
        "document": 1173,
        "excerpt": "a willing creature. Until the spell ends, the target's skin assumes a bark-like appearance, and the target has an Armor Class of 17 if its AC is lower than that."
      },
      {
        "document": 1760,
        "excerpt": "e target is cursed. Until the curse ends, the target's skin becomes slimy, the target can breathe air and water, and it can't regain Hit Points unless it is underwa"
      }
    ],
    "skirmisher": [
      {
        "document": 1960,
        "excerpt": "Merfolk Skirmisher"
      }
    ],
    "skis": [
      {
        "document": 738,
        "excerpt": "vity. Travel Terrain *Appropriate equipment (such as skis) is necessary to keep up a Fast pace in Arctic terrain. † Characters' rate of travel while waterborne de"
      }
    ],
    "skull": [
      {
        "document": 266,
        "excerpt": "glass eye 61 A cameo of a hideous person 62 A silver skull the size of a coin 63 An alabaster mask 64 A cone of sticky black incense that stinks 65 A nightcap t"
      },
      {
        "document": 267,
        "excerpt": "mouse 96 A black pirate flag adorned with a dragon's skull and crossbones 97 A tiny mechanical crab or spider that moves about when it's not being observed 98 A"
      },
      {
        "document": 760,
        "excerpt": "Skull"
      },
      {
        "document": 820,
        "excerpt": "A pair of knucklebone dice, each with a skull symbol on the side that would normally show six pips"
      },
      {
        "document": 1627,
        "excerpt": "mentally receive a truthful answer to that question. Skull. An Avatar of Death (see the accompanying stat block) appears in an unoccupied space as close to you as"
      }
    ],
    "skunk": [
      {
        "document": 1247,
        "excerpt": "e breeze, the sound of an animal, or the faint odor of skunk. The effect must fit in a 5-foot Cube. Fire Play. You light or snuff out a candle, a torch, or a campfi"
      }
    ],
    "slain": [
      {
        "document": 160,
        "excerpt": "nster’s equipment is recoverable after the creature is slain and whether any of that equipment is still usable. Beware of giving a monster combat-oriented magic ite"
      },
      {
        "document": 744,
        "excerpt": "nose an illness, or determine what killed the recently slain."
      },
      {
        "document": 1627,
        "excerpt": "y one avatar as a consequence of this draw. A creature slain by an avatar can't be restored to life. Star. Increase one of your ability scores by 2, to a maximum of"
      },
      {
        "document": 1631,
        "excerpt": "ust succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save aut"
      },
      {
        "document": 2016,
        "excerpt": "dies if this reduces that score to 0. If a Humanoid is slain by this attack, a Shadow rises from the corpse 1d4 hours later."
      },
      {
        "document": 2073,
        "excerpt": "es by an amount equal to the damage taken. A Humanoid slain by this attack rises 24 hours later as a Zombie under the wight's control, unless the Humanoid is restor"
      }
    ],
    "slam": [
      {
        "document": 1158,
        "excerpt": "form. Using a Higher-Level Spell Slot. The creature's Slam damage increases by 1d4 (Medium or smaller), 1d6 (Large), or 1d12 (Huge) for each spell slot level above"
      },
      {
        "document": 1266,
        "excerpt": "if you're within 5 feet of it. Actions Otherworldly Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 plus the spell's level"
      },
      {
        "document": 1456,
        "excerpt": "eously cause an unlocked door or window to fly open or slam shut. Phantom Sound. You create an instantaneous sound that originates from a point of your choice with"
      },
      {
        "document": 1771,
        "excerpt": "Multiattack. The elemental makes two Thunderous Slam attacks. Thunderous Slam. Melee Attack Roll: +8, reach 10 ft. Hit: 14 (2d8 + 5) Thunder damage. Whirlw"
      },
      {
        "document": 1783,
        "excerpt": "Multiattack. The armor makes two Slam attacks. Slam. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Bludgeoning damage."
      },
      {
        "document": 1794,
        "excerpt": "Slam. Melee Attack Roll: +6, reach 10 ft. Hit: 14 (3d6 + 4) Bludgeoning damage."
      },
      {
        "document": 1828,
        "excerpt": "Multiattack. The golem makes two Slam attacks, or it makes three Slam attacks if it used Hasten this turn. Slam. Melee Attack Roll: +9, reach"
      },
      {
        "document": 1846,
        "excerpt": "Multiattack. The doppelganger makes two Slam attacks and uses Unsettling Visage if available. Slam. Melee Attack Roll: +6 (with Advantage during the"
      },
      {
        "document": 1855,
        "excerpt": "Multiattack. The elemental makes two attacks, using Slam or Rock Launch in any combination. Slam. Melee Attack Roll: +8, reach 10 ft. Hit: 14 (2d8 + 5) Bludgeon"
      },
      {
        "document": 1864,
        "excerpt": "Multiattack. The golem makes two Slam attacks. Slam. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage plus 4 (1d8) Lig"
      },
      {
        "document": 1964,
        "excerpt": "9 (2d8) Piercing damage and has the Prone condition. Slam. Melee Attack Roll: +6, reach 5 ft. Hit: 15 (2d10 + 4) Bludgeoning damage."
      },
      {
        "document": 1974,
        "excerpt": "Slam. Melee Attack Roll: +6, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage. ---"
      },
      {
        "document": 1977,
        "excerpt": "on (escape DC 13) from one of two tentacles. Tentacle Slam. Constitution Saving Throw: DC 14, each creature Grappled by the otyugh. Failure: 16 (3d8 + 3) Bludgeoni"
      },
      {
        "document": 2034,
        "excerpt": "Multiattack. The golem makes two attacks, using Slam or Force Bolt in any combination. Slam. Melee Attack Roll: +10, reach 5 ft. Hit: 15 (2d8 + 6) Bludgeoni"
      },
      {
        "document": 2048,
        "excerpt": "Multiattack. The treant makes two Slam attacks. Slam. Melee Attack Roll: +10, reach 5 ft. Hit: 16 (3d6 + 6) Bludgeoning damage. Hail of Bark."
      },
      {
        "document": 2065,
        "excerpt": "Multiattack. The elemental makes two Slam attacks. Slam. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage. If the target i"
      },
      {
        "document": 2091,
        "excerpt": "Slam. Melee Attack Roll: +3, reach 5 ft. Hit: 5 (1d8 + 1) Bludgeoning damage."
      }
    ],
    "slash": [
      {
        "document": 1784,
        "excerpt": "Slash. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage."
      }
    ],
    "slashing": [
      {
        "document": 110,
        "excerpt": "Each instance of damage has a type, like Fire or Slashing. Damage types are listed in “Rules Glossary\" and have no rules of their own, but other rules, such as R"
      },
      {
        "document": 327,
        "excerpt": "ieces of ammunition. A creature that takes Piercing or Slashing damage from the poisoned weapon or ammunition takes an extra 1d4 Poison damage. Once applied, the poison"
      },
      {
        "document": 693,
        "excerpt": "wound or washed off. A creature that takes Piercing or Slashing damage from an object coated with the poison is exposed to its effects."
      },
      {
        "document": 928,
        "excerpt": "1d6 Slashing"
      },
      {
        "document": 948,
        "excerpt": "Slashing"
      },
      {
        "document": 962,
        "excerpt": "nce. You have Resistance to Bludgeoning, Piercing, and Slashing damage. Rage Damage. When you make an attack using Strength - with either a weapon or an Unarmed Strike"
      },
      {
        "document": 967,
        "excerpt": "you and its damage includes Bludgeoning, Piercing, or Slashing damage, you can take a Reaction to reduce the attack's total damage against you. The reduction equals 1d"
      },
      {
        "document": 972,
        "excerpt": "Whenever the familiar deals Bludgeoning, Piercing, or Slashing damage, you can make it deal Necrotic or Radiant damage instead. Your Save DC. If the familiar forces a"
      },
      {
        "document": 1005,
        "excerpt": "30. Overcome Defenses. The Bludgeoning, Piercing, and Slashing damage you deal always ignores Resistance. Overwhelming Strike. When you roll a 20 on the d20 for an at"
      },
      {
        "document": 1025,
        "excerpt": "1d8 Slashing"
      },
      {
        "document": 1060,
        "excerpt": "1d10 Slashing"
      },
      {
        "document": 1062,
        "excerpt": "1d12 Slashing"
      },
      {
        "document": 1064,
        "excerpt": "2d6 Slashing"
      },
      {
        "document": 1065,
        "excerpt": "1d10 Slashing"
      },
      {
        "document": 1068,
        "excerpt": "1d6 Slashing"
      },
      {
        "document": 1089,
        "excerpt": "1d8 Slashing"
      },
      {
        "document": 1124,
        "excerpt": "1d6 Slashing"
      },
      {
        "document": 1129,
        "excerpt": "1d4 Slashing"
      },
      {
        "document": 1148,
        "excerpt": "1d4 Slashing"
      },
      {
        "document": 1153,
        "excerpt": "e in this way again. Natural Weapons. You grow claws (Slashing), fangs (Piercing), horns (Piercing), or hooves (Bludgeoning). When you use your Unarmed Strike to deal"
      },
      {
        "document": 1204,
        "excerpt": "aving throw. On a failed save, the creature takes 3d10 Slashing damage. A creature makes this save only once per turn. Using a Higher-Level Spell Slot. The damage incr"
      },
      {
        "document": 1286,
        "excerpt": "he target has Resistance to Bludgeoning, Piercing, and Slashing damage; it has Immunity to the Prone condition; and it has Advantage on Strength, Dexterity, and Constit"
      },
      {
        "document": 1405,
        "excerpt": "Fire, Lightning, Necrotic, Piercing, Poison, Radiant, Slashing, or Thunder. When the creature takes damage of the chosen type before the spell ends, the creature reduc"
      },
      {
        "document": 1445,
        "excerpt": "you touch has Resistance to Bludgeoning, Piercing, and Slashing damage."
      },
      {
        "document": 1476,
        "excerpt": "he creature makes a Dexterity saving throw, taking 7d8 Slashing damage on a failed save or half as much damage on a successful one. A creature makes this save only once"
      },
      {
        "document": 1482,
        "excerpt": "n; and it has Resistance to Bludgeoning, Piercing, and Slashing damage. The only actions a target can take in this form are the Dash action or a Magic action to begin r"
      },
      {
        "document": 1511,
        "excerpt": "nt) You have Resistance to Bludgeoning, Piercing, and Slashing damage while you wear this armor. Metal Shell. You can take a Magic action to give yourself Immunity to"
      },
      {
        "document": 1513,
        "excerpt": "the following damage types: Bludgeoning, Piercing, or Slashing. The GM chooses the type or determines it randomly. Curse. This armor is cursed, a fact that is reveale"
      },
      {
        "document": 1559,
        "excerpt": "lawed gauntlets allow your Unarmed Strikes to deal 1d8 Slashing damage instead of the usual Bludgeoning damage, and you gain a +1 bonus to the attack and damage rolls o"
      },
      {
        "document": 1608,
        "excerpt": "AC 20; HP 100; Immunity to Bludgeoning, Piercing, and Slashing damage except that which is dealt by siege equipment; and Resistance to all other damage. Shrinking the"
      },
      {
        "document": 1634,
        "excerpt": "unition and Melee weapons that are nonmagical and deal Slashing or Piercing damage are affected. Applying the oil takes 1 minute, after which the oil magically seeps in"
      },
      {
        "document": 1726,
        "excerpt": "ith this weapon, which deals Radiant damage instead of Slashing damage. When you hit an Undead with it, that target takes an extra 1d8 Radiant damage. Sunlight. The sw"
      },
      {
        "document": 1728,
        "excerpt": "d20 for the attack roll, that target takes an extra 14 Slashing damage and gains 1 Exhaustion level."
      },
      {
        "document": 1740,
        "excerpt": "weapon. In addition, the weapon ignores Resistance to Slashing damage. When you use this weapon to attack a creature that has at least one head and roll a 20 on the d"
      },
      {
        "document": 1761,
        "excerpt": "Melee Attack Roll: +11, reach 10 ft. Hit: 13 (2d6 + 6) Slashing damage plus 4 (1d8) Acid damage. Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 18, each creatu"
      },
      {
        "document": 1762,
        "excerpt": "Melee Attack Roll: +12, reach 10 ft. Hit: 16 (2d8 + 7) Slashing damage plus 5 (1d10) Lightning damage. Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 19,"
      },
      {
        "document": 1763,
        "excerpt": "elee Attack Roll: +11, reach 10 ft. Hit: 17 (2d10 + 6) Slashing damage plus 4 (1d8) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 18, each creatu"
      },
      {
        "document": 1764,
        "excerpt": "Melee Attack Roll: +12, reach 10 ft. Hit: 16 (2d8 + 7) Slashing damage plus 5 (1d10) Lightning damage. Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 19,"
      },
      {
        "document": 1765,
        "excerpt": "elee Attack Roll: +11, reach 10 ft. Hit: 17 (2d10 + 6) Slashing damage plus 4 (1d8) Acid damage. Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 18, each creatu"
      },
      {
        "document": 1766,
        "excerpt": "Melee Attack Roll: +14, reach 10 ft. Hit: 17 (2d8 + 8) Slashing damage plus 4 (1d8) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 21, each creatu"
      },
      {
        "document": 1767,
        "excerpt": "Melee Attack Roll: +11, reach 10 ft. Hit: 15 (2d8 + 6) Slashing damage plus 7 (2d6) Poison damage. Poison Breath (Recharge 5–6). Constitution Saving Throw: DC 18, each"
      },
      {
        "document": 1768,
        "excerpt": "elee Attack Roll: +14, reach 10 ft. Hit: 13 (1d10 + 8) Slashing damage plus 5 (2d4) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 21, each creatu"
      },
      {
        "document": 1769,
        "excerpt": "Melee Attack Roll: +13, reach 10 ft. Hit: 17 (2d8 + 8) Slashing damage plus 4 (1d8) Cold damage. Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 20, each cre"
      },
      {
        "document": 1770,
        "excerpt": "Melee Attack Roll: +11, reach 10 ft. Hit: 13 (2d6 + 6) Slashing damage plus 4 (1d8) Cold damage. Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 19, each cre"
      },
      {
        "document": 1771,
        "excerpt": "Bludgeoning, Lightning, Piercing, Slashing"
      },
      {
        "document": 1772,
        "excerpt": "s. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) Slashing damage. If the target is a Large or smaller creature and the allosaurus moved 30+ feet straight toward i"
      },
      {
        "document": 1773,
        "excerpt": "Melee Attack Roll: +15, reach 15 ft. Hit: 17 (2d8 + 8) Slashing damage plus 9 (2d8) Acid damage. Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 22, each creatu"
      },
      {
        "document": 1774,
        "excerpt": "Melee Attack Roll: +16, reach 15 ft. Hit: 18 (2d8 + 9) Slashing damage plus 11 (2d10) Lightning damage. Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 23,"
      },
      {
        "document": 1775,
        "excerpt": "elee Attack Roll: +14, reach 15 ft. Hit: 19 (2d10 + 8) Slashing damage plus 7 (2d6) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 21, each creatu"
      },
      {
        "document": 1776,
        "excerpt": "Melee Attack Roll: +16, reach 15 ft. Hit: 18 (2d8 + 9) Slashing damage plus 9 (2d8) Lightning damage. Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 23, e"
      },
      {
        "document": 1777,
        "excerpt": "elee Attack Roll: +15, reach 15 ft. Hit: 19 (2d10 + 8) Slashing damage plus 9 (2d8) Acid damage. Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 22, each creatu"
      },
      {
        "document": 1778,
        "excerpt": "tack Roll: +17 to hit, reach 15 ft. Hit: 19 (2d8 + 10) Slashing damage plus 9 (2d8) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 24, each creatu"
      },
      {
        "document": 1779,
        "excerpt": "Melee Attack Roll: +15, reach 15 ft. Hit: 17 (2d8 + 8) Slashing damage plus 10 (3d6) Poison damage. Poison Breath (Recharge 5–6). Constitution Saving Throw: DC 22, eac"
      },
      {
        "document": 1780,
        "excerpt": "elee Attack Roll: +17, reach 15 ft. Hit: 19 (2d8 + 10) Slashing damage plus 10 (3d6) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 24, each creat"
      },
      {
        "document": 1781,
        "excerpt": "elee Attack Roll: +17, reach 15 ft. Hit: 19 (2d8 + 10) Slashing damage plus 9 (2d8) Cold damage. Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 24, each cre"
      },
      {
        "document": 1782,
        "excerpt": "Melee Attack Roll: +14, reach 15 ft. Hit: 17 (2d8 + 8) Slashing damage plus 7 (2d6) Cold damage. Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 22, each cre"
      },
      {
        "document": 1784,
        "excerpt": "h. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage."
      },
      {
        "document": 1786,
        "excerpt": "Grappled by the ankheg), reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage plus 3 (1d6) Acid damage. If the target is a Large or smaller creature, it has the Grappled condi"
      },
      {
        "document": 1792,
        "excerpt": "tack Roll: Automatic hit, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage plus 4 (1d8) Necrotic damage."
      },
      {
        "document": 1793,
        "excerpt": "Rake. Melee Attack Roll: +1, reach 5 ft. Hit: 1 Slashing damage."
      },
      {
        "document": 1795,
        "excerpt": "k. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage."
      },
      {
        "document": 1800,
        "excerpt": "r. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Slashing damage. Pistol. Ranged Attack Roll: +5, range 30/90 ft. Hit: 8 (1d10 + 3) Piercing damage."
      },
      {
        "document": 1801,
        "excerpt": "r. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Slashing damage. Light Crossbow. Ranged Attack Roll: +3, range 80/320 ft. Hit: 5 (1d8 + 1) Piercing damage."
      },
      {
        "document": 1802,
        "excerpt": "Melee Attack Roll: +6, reach 10 ft. Hit: 14 (2d10 + 3) Slashing damage. Hurl Flame. Ranged Attack Roll: +5, range 150 ft. Hit: 17 (5d6) Fire damage. If the target is a"
      },
      {
        "document": 1805,
        "excerpt": "Melee Attack Roll: +5, reach 10 ft. Hit: 8 (1d10 + 3) Slashing damage. If the target is a creature and doesn't already have an infernal wound, it is subjected to the f"
      },
      {
        "document": 1807,
        "excerpt": ". Melee Attack Roll: +5, reach 5 ft. Hit: 9 (1d12 + 3) Slashing damage."
      },
      {
        "document": 1808,
        "excerpt": "d. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage."
      },
      {
        "document": 1809,
        "excerpt": "d. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage plus 2 (1d4) Acid damage. Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 11, each creatu"
      },
      {
        "document": 1810,
        "excerpt": "Acid, Cold, Lightning, Slashing; Charmed, Deafened, Exhaustion, Frightened, Grappled, Prone, Restrained"
      },
      {
        "document": 1813,
        "excerpt": ". Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Slashing damage plus 3 (1d6) Lightning damage. Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 12, e"
      },
      {
        "document": 1815,
        "excerpt": "Melee Attack Roll: +8, reach 10 ft. Hit: 13 (2d8 + 4) Slashing damage. Infernal Sting. Melee Attack Roll: +8, reach 10 ft. Hit: 15 (2d10 + 4) Piercing damage plus 18"
      },
      {
        "document": 1816,
        "excerpt": ". Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 + 2) Slashing damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 11, each creature in a 20-foot-long, 5-f"
      },
      {
        "document": 1817,
        "excerpt": ". Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Slashing damage. Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 12, each creature in a 40-foot-long"
      },
      {
        "document": 1818,
        "excerpt": "w. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage. If the target is a Large or smaller creature, it has the Prone condition."
      },
      {
        "document": 1823,
        "excerpt": "Scratch. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Slashing damage."
      },
      {
        "document": 1825,
        "excerpt": "Bludgeoning, Cold, Piercing, Slashing"
      },
      {
        "document": 1826,
        "excerpt": "w. Melee Attack Roll: +7, reach 5 ft. Hit: 7 (1d6 + 4) Slashing damage. Ram. Melee Attack Roll: +7, reach 5 ft. Hit: 10 (1d12 + 4) Bludgeoning damage. If the target is"
      },
      {
        "document": 1828,
        "excerpt": "Bludgeoning, Piercing, Slashing"
      },
      {
        "document": 1829,
        "excerpt": "Melee Attack Roll: +6, reach 10 ft. Hit: 8 (1d10 + 3) Slashing damage."
      },
      {
        "document": 1834,
        "excerpt": ". Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 + 2) Slashing damage. Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 11, each creature in a 20-foot-long, 5-f"
      },
      {
        "document": 1835,
        "excerpt": "Bludgeoning, Piercing, Slashing"
      },
      {
        "document": 1838,
        "excerpt": ". Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage plus 7 (2d6) Necrotic damage. Spellcasting. The cultist casts one of the following spells, using"
      },
      {
        "document": 1839,
        "excerpt": "e. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Slashing damage plus 1 Necrotic damage."
      },
      {
        "document": 1845,
        "excerpt": "Melee Attack Roll: +9, reach 5 feet. Hit: 12 (2d6 + 5) Slashing damage plus 7 (2d6) Lightning damage. Storm Bolt. Ranged Attack Roll: +9, range 120 feet. Hit: 13 (3d8)"
      },
      {
        "document": 1849,
        "excerpt": "d. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Slashing damage. Fetid Cloud (1/Day). Constitution Saving Throw: DC 11, each creature in a 10-foot Emanation ori"
      },
      {
        "document": 1852,
        "excerpt": ". Melee Attack Roll: +6, reach 10 ft. Hit: 8 (1d8 + 4) Slashing damage. Thorn Burst. Ranged Attack Roll: +6, range 60 ft. Hit: 7 (1d6 + 4) Piercing damage. Spellcasti"
      },
      {
        "document": 1853,
        "excerpt": "w. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Slashing damage. Blinding Breath (Recharge 6). Dexterity Saving Throw: DC 10, each creature in a 15-foot Cone. F"
      },
      {
        "document": 1854,
        "excerpt": "Melee Attack Roll: +4, reach 5 feet. Hit: 4 (1d4 + 2) Slashing damage."
      },
      {
        "document": 1856,
        "excerpt": "Melee Attack Roll: +10, reach 5 ft. Hit: 13 (2d6 + 6) Slashing damage plus 13 (2d12) Fire damage. Hurl Flame. Ranged Attack Roll: +8, range 120 ft. Hit: 24 (7d6) Fire"
      },
      {
        "document": 1859,
        "excerpt": ". Melee Attack Roll: +8, reach 5 ft. Hit: 13 (2d8 + 4) Slashing damage plus 11 (2d10) Necrotic damage. Entangling Rope (Requires Magic Rope). Strength Saving Throw: DC"
      },
      {
        "document": 1860,
        "excerpt": "w. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2) Slashing damage. Web Strand (Recharge 5–6). Dexterity Saving Throw: DC 12, one Large or smaller creature the ett"
      },
      {
        "document": 1861,
        "excerpt": ". Melee Attack Roll: +7, reach 5 ft. Hit: 14 (2d8 + 5) Slashing damage. If the target is a Large or smaller creature, it has the Prone condition. Morningstar. Melee At"
      },
      {
        "document": 1862,
        "excerpt": "Bludgeoning, Piercing, Slashing"
      },
      {
        "document": 1863,
        "excerpt": "Melee Attack Roll: +11, reach 10 ft. Hit: 21 (4d6 + 7) Slashing damage plus 10 (3d6) Fire damage. Hammer Throw. Ranged Attack Roll: +11, range 60/240 ft. Hit: 23 (3d10"
      },
      {
        "document": 1867,
        "excerpt": "Melee Attack Roll: +9, reach 10 ft. Hit: 19 (2d12 + 6) Slashing damage plus 9 (2d8) Cold damage. Great Bow. Ranged Attack Roll: +9, range 150/600 ft. Hit: 17 (2d10 + 6"
      },
      {
        "document": 1868,
        "excerpt": "w. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2) Slashing damage."
      },
      {
        "document": 1870,
        "excerpt": ". Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage. If the target is a non-Undead creature, it is subjected to the following effect. Constitution Sa"
      },
      {
        "document": 1871,
        "excerpt": "Acid, Bludgeoning, Cold, Fire, Lightning, Piercing, Slashing, Thunder"
      },
      {
        "document": 1872,
        "excerpt": "w. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Slashing damage. If the target is a creature that isn't an Undead or elf, it is subjected to the following effect"
      },
      {
        "document": 1881,
        "excerpt": "d. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage plus 3 (1d6) Radiant damage."
      },
      {
        "document": 1890,
        "excerpt": ". Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 + 2) Slashing damage. Spellcasting. The owl casts one of the following spells, requiring no spell components and usin"
      },
      {
        "document": 1903,
        "excerpt": "Melee Attack Roll: +9, reach 10 ft. Hit: 16 (2d10 + 5) Slashing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 15) from"
      },
      {
        "document": 1907,
        "excerpt": "r. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage, plus 2 (1d4) Slashing damage if the attack roll had Advantage. Shortbow. Ranged Attack Roll: +4"
      },
      {
        "document": 1909,
        "excerpt": "r. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage, plus 2 (1d4) Slashing damage if the attack roll had Advantage. Shortbow. Ranged Attack Roll: +4"
      },
      {
        "document": 1910,
        "excerpt": ". Melee Attack Roll: +6, reach 5 ft. Hit: 9 (1d10 + 4) Slashing damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 13, each creature in a 15-foot Cone. Fai"
      },
      {
        "document": 1913,
        "excerpt": ". Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 + 2) Slashing damage plus 3 (1d6) Poison damage. Poison Breath (Recharge 5–6). Constitution Saving Throw: DC 11, each"
      },
      {
        "document": 1914,
        "excerpt": "w. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) Slashing damage plus 3 (1d6) Poison damage. Spellcasting. The hag casts one of the following spells, requiring n"
      },
      {
        "document": 1915,
        "excerpt": ". Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 + 2) Slashing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 12) from"
      },
      {
        "document": 1918,
        "excerpt": "Melee Attack Roll: +6, reach 5 ft. Hit: 15 (2d10 + 4) Slashing damage."
      },
      {
        "document": 1921,
        "excerpt": ". Melee Attack Roll: +7, reach 10 ft. Hit: 6 (1d4 + 4) Slashing damage plus 7 (2d6) damage of the type chosen for the Draconic Origin trait. Dragon's Breath (Recharge"
      },
      {
        "document": 1922,
        "excerpt": "w. Melee Attack Roll: +3, reach 5 ft. Hit: 6 (2d4 + 1) Slashing damage. Luring Song. The harpy sings a magical melody, which lasts until the harpy's Concentration ends"
      },
      {
        "document": 1923,
        "excerpt": "Talons. Melee Attack Roll: +5, reach 5 ft. Hit: 1 Slashing damage."
      },
      {
        "document": 1925,
        "excerpt": "d. Melee Attack Roll: +7, reach 5 ft. Hit: 6 (1d4 + 4) Slashing damage plus 9 (2d8) Poison damage."
      },
      {
        "document": 1927,
        "excerpt": "d. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage."
      },
      {
        "document": 1929,
        "excerpt": "d. Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) Slashing damage plus 3 (1d6) Poison damage. Longbow. Ranged Attack Roll: +4, range 150/600 ft. Hit: 6 (1d8 + 2)"
      },
      {
        "document": 1930,
        "excerpt": "Melee Attack Roll: +3, reach 5 ft. Hit: 12 (2d10 + 1) Slashing damage. Longbow. Ranged Attack Roll: +3, range 150/600 ft. Hit: 5 (1d8 + 1) Piercing damage plus 7 (3d4"
      },
      {
        "document": 1937,
        "excerpt": "w. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Slashing damage plus 2 (1d4) Cold damage. Fog Cloud (1/Day). The mephit casts Fog Cloud, requiring no spell comp"
      },
      {
        "document": 1940,
        "excerpt": "Bludgeoning, Piercing, Slashing"
      },
      {
        "document": 1941,
        "excerpt": "Melee Attack Roll: +12, reach 10 ft. Hit: 20 (3d8 + 7) Slashing damage plus 10 (3d6) Fire damage. Fiery Bolt. Ranged Attack Roll: +10, range 120 ft. Hit: 36 (8d8) Fire"
      },
      {
        "document": 1944,
        "excerpt": ". Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage plus 4 (1d8) Radiant damage. Heavy Crossbow. Ranged Attack Roll: +2, range 100/400 ft. Hit: 11 ("
      },
      {
        "document": 1947,
        "excerpt": "w. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage plus 7 (2d6) Psychic damage. Corrupting Touch. Wisdom Saving Throw: DC 13, one creature the lami"
      },
      {
        "document": 1950,
        "excerpt": "d. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage. Roar. Wisdom Saving Throw: DC 11, one creature within 15 feet. Failure: The target has the Frig"
      },
      {
        "document": 1953,
        "excerpt": "w. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Slashing damage plus 3 (1d6) Fire damage. Fire Breath (Recharge 6). Dexterity Saving Throw: DC 11, each creature"
      },
      {
        "document": 1956,
        "excerpt": "d. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage. Tail Spike. Ranged Attack Roll: +5, range 100/200 ft. Hit: 7 (1d8 + 3) Piercing damage."
      },
      {
        "document": 1957,
        "excerpt": "Melee Attack Roll: +10, reach 5 ft. Hit: 10 (1d10 + 5) Slashing damage plus 7 (2d6) Necrotic damage. Constrict. Strength Saving Throw: DC 17, one Medium or smaller cre"
      },
      {
        "document": 1959,
        "excerpt": ". Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage. Snake Hair. Melee Attack Roll: +6, reach 5 ft. Hit: 5 (1d4 + 3) Piercing damage plus 14 (4d6) P"
      },
      {
        "document": 1961,
        "excerpt": "w. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (2d4 + 4) Slashing damage. Harpoon. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 20/60 ft. Hit: 11 (2d6 + 4) Pier"
      },
      {
        "document": 1963,
        "excerpt": "Melee Attack Roll: +6, reach 10 ft. Hit: 10 (1d12 + 4) Slashing damage plus 10 (3d6) Necrotic damage. Gore (Recharge 5–6). Melee Attack Roll: +6, reach 5 ft. Hit: 18 ("
      },
      {
        "document": 1968,
        "excerpt": "elee Attack Roll: +10, reach 10 ft. Hit: 16 (2d10 + 5) Slashing damage plus 11 (2d10) Force damage. Teleport. The nalfeshnee teleports up to 120 feet to an unoccupied"
      },
      {
        "document": 1969,
        "excerpt": ". Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Slashing damage. Nightmare Haunting (1/Day; Requires Soul Bag). While on the Ethereal Plane, the hag casts Drea"
      },
      {
        "document": 1972,
        "excerpt": "Lightning, Slashing; Charmed, Deafened, Exhaustion, Frightened, Grappled, Prone, Restrained"
      },
      {
        "document": 1976,
        "excerpt": "Melee Attack Roll: +7, reach 10 ft. Hit: 10 (1d12 + 4) Slashing damage plus 9 (2d8) Necrotic damage. Nightmare Ray. Ranged Attack Roll: +5, range 60 ft. Hit: 9 (2d6 +"
      },
      {
        "document": 1978,
        "excerpt": "Talons. Melee Attack Roll: +3, reach 5 ft. Hit: 1 Slashing damage."
      },
      {
        "document": 1979,
        "excerpt": ". Melee Attack Roll: +7, reach 5 ft. Hit: 14 (2d8 + 5) Slashing damage."
      },
      {
        "document": 1980,
        "excerpt": "d. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Slashing damage."
      },
      {
        "document": 1987,
        "excerpt": "Melee Attack Roll: +12, reach 10 ft. Hit: 14 (2d6 + 7) Slashing damage plus 18 (4d8) Radiant damage. Holy Burst. Dexterity Saving Throw: DC 20, each enemy in a 20-foot"
      },
      {
        "document": 1989,
        "excerpt": "d. Melee Attack Roll: +7, reach 5 ft. Hit: 9 (1d8 + 5) Slashing damage."
      },
      {
        "document": 1996,
        "excerpt": "d. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage, and the target has the Poisoned condition until the start of the quasit's next turn. Invisibili"
      },
      {
        "document": 1997,
        "excerpt": "Melee Attack Roll: +10, reach 5 ft. Hit: 12 (2d6 + 5) Slashing damage plus 19 (3d12) Necrotic damage. If the target is a creature, it is cursed. While cursed, the targ"
      },
      {
        "document": 2000,
        "excerpt": ". Melee Attack Roll: +6, reach 5 ft. Hit: 9 (1d10 + 4) Slashing damage plus 3 (1d6) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 13, each creatu"
      },
      {
        "document": 2005,
        "excerpt": "Melee Attack Roll: +13, reach 5 ft. Hit: 23 (4d6 + 9) Slashing damage. If the target is a Huge or smaller creature, it has the Grappled condition (escape DC 19) from b"
      },
      {
        "document": 2008,
        "excerpt": ". Melee Attack Roll: +6, reach 5 ft. Hit: 11 (2d6 + 4) Slashing damage."
      },
      {
        "document": 2009,
        "excerpt": "w. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Slashing damage."
      },
      {
        "document": 2014,
        "excerpt": ". Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage. Death Glare (Recharge 5–6). Wisdom Saving Throw: DC 11, one Frightened creature the hag can see"
      },
      {
        "document": 2022,
        "excerpt": ": +15, reach 10 ft. or range 120 ft. Hit: 22 (4d6 + 8) Slashing damage plus 36 (8d8) Radiant damage. Hit or Miss: The sword magically returns to the solar's hand or hov"
      },
      {
        "document": 2023,
        "excerpt": "Acid, Bludgeoning, Cold, Fire, Lightning, Piercing, Slashing, Thunder"
      },
      {
        "document": 2024,
        "excerpt": ". Melee Attack Roll: +8, reach 5 ft. Hit: 14 (3d6 + 4) Slashing damage. Mind-Rending Roar (Recharge 5–6). Wisdom Saving Throw: DC 16, each enemy in a 300-foot Emanatio"
      },
      {
        "document": 2025,
        "excerpt": "Melee Attack Roll: +12, reach 5 ft. Hit: 20 (4d6 + 6) Slashing damage. Roar (3/Day). The sphinx emits a magical roar. Whenever it roars, the roar has a different effe"
      },
      {
        "document": 2026,
        "excerpt": "d. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage plus 7 (2d6) Radiant damage."
      },
      {
        "document": 2031,
        "excerpt": "Claw. Melee Attack Roll: +2, reach 5 ft. Hit: 2 (1d4) Slashing damage plus 2 (1d4) Fire damage. Steam Breath (Recharge 6). Constitution Saving Throw: DC 10, each crea"
      },
      {
        "document": 2033,
        "excerpt": "ranged attack roll and takes Bludgeoning, Piercing, or Slashing damage from it. Response: The giant reduces the damage it takes from the attack by 11 (1d10 + 6), and if"
      },
      {
        "document": 2035,
        "excerpt": "Melee Attack Roll: +14, reach 10 ft. Hit: 23 (4d6 + 9) Slashing damage plus 13 (3d8) Lightning damage. Thunderbolt. Ranged Attack Roll: +14, range 500 ft. Hit: 22 (2d1"
      },
      {
        "document": 2037,
        "excerpt": "Bludgeoning, Piercing, Slashing"
      },
      {
        "document": 2038,
        "excerpt": "Bludgeoning, Piercing, Slashing"
      },
      {
        "document": 2039,
        "excerpt": "Bludgeoning, Piercing, Slashing"
      },
      {
        "document": 2040,
        "excerpt": "Bludgeoning, Piercing, Slashing"
      },
      {
        "document": 2041,
        "excerpt": "Bludgeoning, Piercing, Slashing"
      },
      {
        "document": 2042,
        "excerpt": "Bludgeoning, Piercing, Slashing"
      },
      {
        "document": 2043,
        "excerpt": "Bludgeoning, Piercing, Slashing"
      },
      {
        "document": 2044,
        "excerpt": "Bludgeoning, Piercing, Slashing"
      },
      {
        "document": 2045,
        "excerpt": ". Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage. If the target is a Large or smaller creature, it has the Prone condition."
      },
      {
        "document": 2050,
        "excerpt": "d. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (2d4 + 4) Slashing damage."
      },
      {
        "document": 2051,
        "excerpt": "Day). If the troll ends any turn Bloodied and took 15+ Slashing damage during that turn, one of the troll's limbs is severed, falls into the troll's space, and becomes"
      },
      {
        "document": 2055,
        "excerpt": "w. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (2d4 + 3) Slashing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 13) from"
      },
      {
        "document": 2064,
        "excerpt": ". Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage. Heavy Crossbow. Ranged Attack Roll: +3, range 100/400 ft. Hit: 12 (2d10 + 1) Piercing damage."
      },
      {
        "document": 2067,
        "excerpt": "l: +7, reach 5 ft or range 20/60 ft. Hit: 14 (3d6 + 4) Slashing damage. Rend (Bear or Hybrid Form Only). Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Slashing"
      },
      {
        "document": 2069,
        "excerpt": "h. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Slashing damage. Hand Crossbow (Humanoid or Hybrid Form Only). Ranged Attack Roll: +5, range 30/120 ft. Hit: 6"
      },
      {
        "document": 2070,
        "excerpt": ". Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage. Longbow (Humanoid or Hybrid Form Only). Ranged Attack Roll: +4, range 150/600 ft. Hit: 11 (2d8"
      },
      {
        "document": 2071,
        "excerpt": ". Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage. Longbow (Humanoid or Hybrid Form Only). Ranged Attack Roll: +4, range 150/600 ft. Hit: 11 (2d8"
      },
      {
        "document": 2072,
        "excerpt": "d. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage plus 2 (1d4) Cold damage. Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 12, each cre"
      },
      {
        "document": 2073,
        "excerpt": "d. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage plus 4 (1d8) Necrotic damage. Necrotic Bow. Ranged Attack Roll: +4, range 150/600 ft. Hit: 6 (1d"
      },
      {
        "document": 2074,
        "excerpt": "Acid, Bludgeoning, Cold, Fire, Necrotic, Piercing, Slashing"
      },
      {
        "document": 2078,
        "excerpt": "Acid, Bludgeoning, Cold, Fire, Piercing, Slashing"
      },
      {
        "document": 2080,
        "excerpt": ". Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d10 + 3) Slashing damage."
      },
      {
        "document": 2081,
        "excerpt": ". Melee Attack Roll: +7, reach 10 ft. Hit: 9 (2d4 + 4) Slashing damage plus 3 (1d6) Acid damage. Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 14, each creatu"
      },
      {
        "document": 2082,
        "excerpt": "Melee Attack Roll: +9, reach 10 ft. Hit: 12 (2d6 + 5) Slashing damage plus 5 (1d10) Lightning damage. Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 16,"
      },
      {
        "document": 2083,
        "excerpt": "Melee Attack Roll: +7, reach 10 ft. Hit: 15 (2d10 + 4) Slashing damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 14, each creature in a 40-foot-long, 5-f"
      },
      {
        "document": 2084,
        "excerpt": "Melee Attack Roll: +8, reach 10 ft. Hit: 16 (2d10 + 5) Slashing damage. Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 15, each creature in a 60-foot-long"
      },
      {
        "document": 2085,
        "excerpt": "Melee Attack Roll: +7, reach 10 ft. Hit: 15 (2d10 + 4) Slashing damage. Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 14, each creature in a 40-foot-long, 5-f"
      },
      {
        "document": 2086,
        "excerpt": "elee Attack Roll: +10, reach 10 ft. Hit: 17 (2d10 + 6) Slashing damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 17, each creature in a 30-foot Cone. Fai"
      },
      {
        "document": 2087,
        "excerpt": "Melee Attack Roll: +7, reach 10 ft. Hit: 11 (2d6 + 4) Slashing damage plus 7 (2d6) Poison damage. Poison Breath (Recharge 5–6). Constitution Saving Throw: DC 14, each"
      },
      {
        "document": 2088,
        "excerpt": "Melee Attack Roll: +10, reach 10 ft. Hit: 13 (2d6 + 6) Slashing damage plus 3 (1d6) Fire damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 17, each creatu"
      },
      {
        "document": 2089,
        "excerpt": "Melee Attack Roll: +10, reach 10 ft. Hit: 15 (2d8 + 6) Slashing damage. Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 17, each creature in a 30-foot Cone."
      },
      {
        "document": 2090,
        "excerpt": ". Melee Attack Roll: +7, reach 10 ft. Hit: 9 (2d4 + 4) Slashing damage plus 2 (1d4) Cold damage. Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 15, each cre"
      }
    ],
    "slaughter": [
      {
        "document": 953,
        "excerpt": "ss opens, revealing a nightmarish realm of torment and slaughter."
      }
    ],
    "slay": [
      {
        "document": 1504,
        "excerpt": "unition), Very Rare This magic ammunition is meant to slay creatures of a particular type, which the GM chooses or determines randomly by rolling on the table belo"
      },
      {
        "document": 1627,
        "excerpt": "ents you, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies. Fool. You have Disadvantage on D20 Tests for"
      }
    ],
    "slayer": [
      {
        "document": 849,
        "excerpt": "Foe Slayer"
      },
      {
        "document": 969,
        "excerpt": "Foe Slayer"
      },
      {
        "document": 980,
        "excerpt": "eplace the chosen option with the other one. Colossus Slayer: Your tenacity can wear down even the most resilient foes. When you hit a creature with a weapon, the we"
      },
      {
        "document": 1563,
        "excerpt": "Dragon Slayer"
      },
      {
        "document": 1587,
        "excerpt": "Giant Slayer"
      }
    ],
    "slaying": [
      {
        "document": 788,
        "excerpt": "Ammunition of Slaying Table 1"
      },
      {
        "document": 1504,
        "excerpt": "Ammunition of Slaying"
      },
      {
        "document": 2022,
        "excerpt": "Sword attacks. It can replace one attack with a use of Slaying Bow. Flying Sword. Melee or Ranged Attack Roll: +15, reach 10 ft. or range 120 ft. Hit: 22 (4d6 + 8) Sl"
      }
    ],
    "sled": [
      {
        "document": 355,
        "excerpt": "An animal pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehic"
      },
      {
        "document": 921,
        "excerpt": "Sled"
      }
    ],
    "sleep": [
      {
        "document": 517,
        "excerpt": "s - available to any creature. During a Long Rest, you sleep for at least 6 hours and perform no more than 2 hours of light activity, such as reading, talking, eatin"
      },
      {
        "document": 820,
        "excerpt": "ish creature that gives you unsettling dreams when you sleep near it"
      },
      {
        "document": 827,
        "excerpt": "Misty Step, Shocking Grasp, Sleep"
      },
      {
        "document": 860,
        "excerpt": "Sleep"
      },
      {
        "document": 886,
        "excerpt": "Sleep"
      },
      {
        "document": 899,
        "excerpt": "Sleep"
      },
      {
        "document": 973,
        "excerpt": "Detect Magic, Feather Fall, Mage Armor, Magic Missile, Sleep, and Thunderwave are recommended. Whenever you gain a Wizard level after 1, add two Wizard spells of yo"
      },
      {
        "document": 988,
        "excerpt": "You don't need to sleep, and magic can't put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a t"
      },
      {
        "document": 1246,
        "excerpt": "d the trance (and the spell) or wait for the target to sleep, at which point the messenger enters its dreams. You can make the messenger terrifying to the target. I"
      },
      {
        "document": 1430,
        "excerpt": "Sleep"
      },
      {
        "document": 1451,
        "excerpt": "h effect the symbol bears: Death, Discord, Fear, Pain, Sleep, or Stunning. Each one is explained below. Set the Trigger. You decide what triggers the glyph when you"
      },
      {
        "document": 1625,
        "excerpt": "cells don't age, and they don't need to eat, drink, or sleep. A creature trapped within a cell can escape using magic that permits planar travel. Otherwise, the crea"
      },
      {
        "document": 1755,
        "excerpt": "benefit doesn't wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage on its Initiative rolls."
      },
      {
        "document": 1763,
        "excerpt": "d attacks. It can replace one attack with a use of (A) Sleep Breath or (B) Spellcasting to cast Scorching Ray. Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 17 (2"
      },
      {
        "document": 1775,
        "excerpt": "d attacks. It can replace one attack with a use of (A) Sleep Breath or (B) Spellcasting to cast Scorching Ray (level 3 version). Rend. Melee Attack Roll: +14, reach"
      },
      {
        "document": 1816,
        "excerpt": "Failure: 14 (4d6) Fire damage. Success: Half damage. Sleep Breath. Constitution Saving Throw: DC 11, each creature in a 15-foot Cone. Failure: The target has the I"
      },
      {
        "document": 1835,
        "excerpt": "e Food and Water, Dream, Greater Restoration, Scrying, Sleep"
      },
      {
        "document": 1853,
        "excerpt": "ed condition until the end of the mephit's next turn. Sleep (1/Day). The mephit casts the Sleep spell, requiring no spell components and using Charisma as the spell"
      },
      {
        "document": 1976,
        "excerpt": "harm Person (level 2 version), Darkness, Gaseous Form, Sleep"
      },
      {
        "document": 2083,
        "excerpt": "Rend attacks. It can replace two attacks with a use of Sleep Breath. Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 15 (2d10 + 4) Slashing damage. Fire Breath (Rec"
      }
    ],
    "sleeping": [
      {
        "document": 366,
        "excerpt": "You're often exposed to natural dangers as a result of sleeping outside."
      },
      {
        "document": 1755,
        "excerpt": "larm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep. Superna"
      }
    ],
    "sleeps": [
      {
        "document": 348,
        "excerpt": "A Tent sleeps up to two Small or Medium creatures."
      },
      {
        "document": 455,
        "excerpt": "A Bedroll sleeps one Small or Medium creature. While in a Bedroll, you automatically succeed on saving throws against ext"
      }
    ],
    "sleepy": [
      {
        "document": 267,
        "excerpt": "sturbing detail 74 A fan that, when unfolded, shows a sleepy cat 75 A set of bone pipes 76 A four-leaf clover pressed inside a book discussing manners and etiquett"
      }
    ],
    "sleet": [
      {
        "document": 826,
        "excerpt": "Sleet Storm"
      },
      {
        "document": 832,
        "excerpt": "Sleet Storm"
      },
      {
        "document": 863,
        "excerpt": "Sleet Storm"
      },
      {
        "document": 888,
        "excerpt": "Sleet Storm"
      },
      {
        "document": 1431,
        "excerpt": "Sleet Storm"
      }
    ],
    "sleight": [
      {
        "document": 316,
        "excerpt": "s to pick this Lock with a successful DC 15 Dexterity (Sleight of Hand) check."
      },
      {
        "document": 319,
        "excerpt": "rained condition if you succeed on a DC 13 Dexterity (Sleight of Hand) check. While bound, a creature has Disadvantage on attack rolls, and the creature is Restrained"
      },
      {
        "document": 338,
        "excerpt": "a knot with Rope if you succeed on a DC 10 Dexterity (Sleight of Hand) check. The Rope can be burst with a successful DC 20 Strength (Athletics) check. You can bind"
      },
      {
        "document": 717,
        "excerpt": "net trap, doing so with a successful DC 13 Dexterity (Sleight of Hand) check. Each attempt to set this trap takes 10 minutes. At Higher Levels. You can scale the tra"
      },
      {
        "document": 721,
        "excerpt": "the trap, doing so with a successful DC 15 Dexterity (Sleight of Hand) check. On a failed check, the creature triggers the trap. At Higher Levels. You can scale the"
      },
      {
        "document": 744,
        "excerpt": "Sleight of Hand"
      },
      {
        "document": 970,
        "excerpt": ", Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, or Stealth"
      },
      {
        "document": 984,
        "excerpt": "As a Bonus Action, you can do one of the following. Sleight of Hand. Make a Dexterity (Sleight of Hand) check to pick a lock or disarm a trap with Thieves' Tools or"
      },
      {
        "document": 996,
        "excerpt": "Sleight of Hand and Stealth"
      },
      {
        "document": 1591,
        "excerpt": "While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks."
      },
      {
        "document": 2030,
        "excerpt": "ption +5, Insight +4, Investigation +5, Perception +6, Sleight of Hand +4, Stealth +6"
      }
    ],
    "slim": [
      {
        "document": 727,
        "excerpt": "acters might get taken out of the fight, and there's a slim chance that one or more characters might die. High Difficulty. A high-difficulty encounter could be let"
      }
    ],
    "slime": [
      {
        "document": 1732,
        "excerpt": "last charge, the talisman dissolves into foul-smelling slime and is destroyed."
      },
      {
        "document": 1948,
        "excerpt": "Vile Slime. Melee Attack Roll: +2, reach 5 ft. Hit: 2 (1d4) Poison damage."
      }
    ],
    "slimy": [
      {
        "document": 1760,
        "excerpt": "ursed. Until the curse ends, the target's skin becomes slimy, the target can breathe air and water, and it can't regain Hit Points unless it is underwater. While th"
      }
    ],
    "sling": [
      {
        "document": 425,
        "excerpt": "tilize: Add a design to a leather item (DC 10) Craft: Sling, Whip, Hide Armor, Leather Armor, Studded Leather Armor, Backpack, Crossbow Bolt Case, Map or Scroll Cas"
      },
      {
        "document": 429,
        "excerpt": "irearm Bullets, Grappling Hook, Iron Pot, Iron Spikes, Sling Bullets"
      },
      {
        "document": 433,
        "excerpt": "arterstaff, Ranged weapons (except Pistol, Musket, and Sling), Arcane Focus, Arrows, Bolts, Druidic Focus, Ink Pen, Needles"
      },
      {
        "document": 928,
        "excerpt": "Sling"
      },
      {
        "document": 932,
        "excerpt": "Bullets, Sling"
      },
      {
        "document": 1131,
        "excerpt": "Sling"
      },
      {
        "document": 1285,
        "excerpt": "l's casting. If you do so, a globe about the size of a sling bullet, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to ca"
      }
    ],
    "sling's": [
      {
        "document": 1285,
        "excerpt": "to a range of 40 feet) or hurl it with a sling (to the sling's normal range). It shatters on impact, with the same effect as a normal casting of the spell. You can als"
      }
    ],
    "slipperiness": [
      {
        "document": 1635,
        "excerpt": "Oil of Slipperiness"
      },
      {
        "document": 1708,
        "excerpt": "a jar or flask that has been coated inside with Oil of Slipperiness. When found, a container contains 1d6 + 1 ounces. One ounce of the glue can cover a 1-foot square surfa"
      }
    ],
    "slippers": [
      {
        "document": 1707,
        "excerpt": "Slippers of Spider Climbing"
      }
    ],
    "slippery": [
      {
        "document": 590,
        "excerpt": "d and use it to climb. At the GM's option, climbing a slippery surface or one with few handholds might require a successful DC 15 Strength (Athletics) check."
      },
      {
        "document": 685,
        "excerpt": "Slippery Ice"
      },
      {
        "document": 855,
        "excerpt": "Slippery Mind"
      },
      {
        "document": 970,
        "excerpt": "Slippery Mind"
      },
      {
        "document": 1707,
        "excerpt": "er, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil."
      }
    ],
    "slits": [
      {
        "document": 1608,
        "excerpt": "ower is 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder, staircase"
      }
    ],
    "sliver": [
      {
        "document": 1651,
        "excerpt": "This potion's transparent liquid has floating in it a sliver of light resembling a giant's fingernail."
      }
    ],
    "slope": [
      {
        "document": 616,
        "excerpt": "ing sized for a creature one size smaller than you - A slope of 20 degrees or more"
      },
      {
        "document": 1304,
        "excerpt": "o seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures w"
      },
      {
        "document": 1363,
        "excerpt": "o seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Similarly, you can alter the appearance of structu"
      }
    ],
    "slopes": [
      {
        "document": 1278,
        "excerpt": "It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't mov"
      }
    ],
    "sloshes": [
      {
        "document": 1556,
        "excerpt": "Wondrous Item, Uncommon This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. You can take a Magic action to remo"
      }
    ],
    "slot": [
      {
        "document": 487,
        "excerpt": "Using a Higher-Level Spell Slot"
      },
      {
        "document": 491,
        "excerpt": "One Spell with a Spell Slot per Turn"
      },
      {
        "document": 493,
        "excerpt": "broken, the spell fails, but you don't expend a spell slot. To cast the spell again, you must start over."
      },
      {
        "document": 502,
        "excerpt": "othing happens to that target, but if you used a spell slot to cast the spell, the slot is still expended. If the spell normally has no effect on a target that suc"
      },
      {
        "document": 513,
        "excerpt": "wo level 2 slots. When you cast a spell, you expend a slot of that spell's level or higher, effectively \"filling\" a slot with the spell. Imagine a spell slot is a"
      },
      {
        "document": 514,
        "excerpt": "several ways to cast a spell without expending a spell slot: Cantrips. A cantrip is cast without a spell slot. Rituals. Certain spells have the Ritual tag in the"
      },
      {
        "document": 518,
        "excerpt": "broken, the spell fails, but you don't expend a spell slot. See also “Concentration.”"
      },
      {
        "document": 537,
        "excerpt": "er to cast than normal. It also doesn't expend a spell slot, which means the ritual version of a spell can't be cast at a higher level. See also \"Spells.\""
      },
      {
        "document": 585,
        "excerpt": "trip is a level 0 spell, which is cast without a spell slot. See also “Spells.”"
      },
      {
        "document": 856,
        "excerpt": "Spell Slot Level"
      },
      {
        "document": 871,
        "excerpt": "Slot Level"
      },
      {
        "document": 963,
        "excerpt": "ort or Long Rest. In addition, you can expend a spell slot (no action required) to regain one expended use of Bardic Inspiration."
      },
      {
        "document": 964,
        "excerpt": "action, you cast that spell without expending a spell slot or needing Material components. You can't use this feature again until you finish a Long Rest."
      },
      {
        "document": 965,
        "excerpt": "to aid you. As a Magic action, you can expend a spell slot or a use of Wild Shape to cast the Find Familiar spell without Material components. When you cast the s"
      },
      {
        "document": 968,
        "excerpt": "In addition, you can cast it without expending a spell slot, but you must finish a Long Rest before you can cast it in this way again."
      },
      {
        "document": 969,
        "excerpt": "pared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest. The number of times you"
      },
      {
        "document": 971,
        "excerpt": "Spell Slots to Sorcery Points. You can expend a spell slot to gain a number of Sorcery Points equal to the slot's level (no action required). Creating Spell Slots"
      },
      {
        "document": 972,
        "excerpt": "of a level no higher than what's shown in the table's Slot Level column for your level. When you reach level 6, for example, you learn a new Warlock spell, which c"
      },
      {
        "document": 973,
        "excerpt": "rth of spell slots, regaining either one level 2 spell slot or two level 1 spell slots. Once you use this feature, you can't do so again until you finish a Long Re"
      },
      {
        "document": 975,
        "excerpt": "m your Circle Spells feature without expending a spell slot, and you must finish a Long Rest before you do so again. In addition, when you finish a Short Rest, you"
      },
      {
        "document": 977,
        "excerpt": "l component. You can also cast it once without a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest. Whenever you start cast"
      },
      {
        "document": 978,
        "excerpt": "your spells. When you cast a Wizard spell with a spell slot of levels 1–5 that deals damage, you can deal maximum damage with that spell on the turn you cast it. T"
      },
      {
        "document": 979,
        "excerpt": "inish a Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it."
      },
      {
        "document": 981,
        "excerpt": "When a spell you cast with a spell slot restores Hit Points to a creature, that creature regains additional Hit Points on the turn you cast the"
      },
      {
        "document": 982,
        "excerpt": "so restore your use of it by expending a level 5 spell slot (no action required). Holy Ward. You have Advantage on any saving throw you are forced to make by a Fie"
      },
      {
        "document": 988,
        "excerpt": "t spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the sp"
      },
      {
        "document": 989,
        "excerpt": "nimals spell prepared. You can cast it without a spell slot a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Lo"
      },
      {
        "document": 994,
        "excerpt": "t spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the sp"
      },
      {
        "document": 1006,
        "excerpt": "ting. Whenever you cast a spell with a level 1–4 spell slot, roll 1d4. If the number you roll is the same as the slot's level, the slot isn't expended."
      },
      {
        "document": 1012,
        "excerpt": "t spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the sp"
      },
      {
        "document": 1149,
        "excerpt": "f the initial damage only. Using a Higher-Level Spell Slot. The damage (both initial and later) increases by 1d4 for each spell slot level above 2."
      },
      {
        "document": 1151,
        "excerpt": "ase by 5 for the duration. Using a Higher-Level Spell Slot. Each target's Hit Points increase by 5 for each spell slot level above 2."
      },
      {
        "document": 1154,
        "excerpt": "e target, the spells ends. Using a Higher-Level Spell Slot. You can target one additional Beast for each spell slot level above 1."
      },
      {
        "document": 1155,
        "excerpt": "where you cast the spell. Using a Higher-Level Spell Slot. The spell's duration increases by 48 hours for each spell slot level above 2."
      },
      {
        "document": 1157,
        "excerpt": "animating a new creature. Using a Higher-Level Spell Slot. You animate or reassert control over two additional Undead creatures for each spell slot level above 3."
      },
      {
        "document": 1158,
        "excerpt": "carries over to that form. Using a Higher-Level Spell Slot. The creature's Slam damage increases by 1d4 (Medium or smaller), 1d6 (Large), or 1d12 (Huge) for each s"
      },
      {
        "document": 1163,
        "excerpt": "Terrain for your enemies. Using a Higher-Level Spell Slot. The damage of the Clenched Fist increases by 2d8 and the damage of the Grasping Hand increases by 2d6 f"
      },
      {
        "document": 1171,
        "excerpt": "m the attack roll or save. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1."
      },
      {
        "document": 1172,
        "excerpt": "ed with its creature type. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4."
      },
      {
        "document": 1176,
        "excerpt": "extra 1d8 Necrotic damage. Using a Higher-Level Spell Slot. If you cast this spell using a level 4 spell slot, you can maintain Concentration on it for up to 10 mi"
      },
      {
        "document": 1179,
        "excerpt": "o the attack roll or save. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1."
      },
      {
        "document": 1180,
        "excerpt": "t simply withers and dies. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4."
      },
      {
        "document": 1181,
        "excerpt": "ll on itself on a success. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2."
      },
      {
        "document": 1184,
        "excerpt": "or carried start burning. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1."
      },
      {
        "document": 1185,
        "excerpt": "damage increases by 1d10. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 3."
      },
      {
        "document": 1187,
        "excerpt": "amage on a successful one. Using a Higher-Level Spell Slot. One additional bolt leaps from the first target to another target for each spell slot level above 6."
      },
      {
        "document": 1188,
        "excerpt": "ows it was Charmed by you. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4."
      },
      {
        "document": 1189,
        "excerpt": "ows it was Charmed by you. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1."
      },
      {
        "document": 1191,
        "excerpt": "again unless you cast the spell with a level 2+ spell slot. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1. The or"
      },
      {
        "document": 1192,
        "excerpt": "amage on a successful one. Using a Higher-Level Spell Slot. The damage increases by 2d8 for each spell slot level above 6."
      },
      {
        "document": 1195,
        "excerpt": "art of each of your turns. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 5."
      },
      {
        "document": 1197,
        "excerpt": "no action or Bonus Action. Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot level above 1."
      },
      {
        "document": 1202,
        "excerpt": "zen statue until it thaws. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 5."
      },
      {
        "document": 1203,
        "excerpt": "ll on itself on a success. Using a Higher-Level Spell Slot. The Sphere's radius increases by 5 feet for each spell slot level above 4."
      },
      {
        "document": 1204,
        "excerpt": "s save only once per turn. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 3."
      },
      {
        "document": 1205,
        "excerpt": "spell only once per turn. Using a Higher-Level Spell Slot. The healing and damage increase by 1d12 for each spell slot level above 7."
      },
      {
        "document": 1206,
        "excerpt": "Restrained by the spirit. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 5."
      },
      {
        "document": 1207,
        "excerpt": "ature within 5 feet of it. Using a Higher-Level Spell Slot. The damage increases by 1d12 for each spell slot level above 6."
      },
      {
        "document": 1208,
        "excerpt": "Terrain for your enemies. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4."
      },
      {
        "document": 1209,
        "excerpt": "for the spell's duration. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4."
      },
      {
        "document": 1216,
        "excerpt": "cast it is wasted. If that spell was cast with a spell slot, the slot isn't expended."
      },
      {
        "document": 1218,
        "excerpt": "30-foot Cube within range. Using a Higher-Level Spell Slot. You create or destroy 10 additional gallons of water, or the size of the Cube increases by 5 feet, for"
      },
      {
        "document": 1219,
        "excerpt": "r than animating new ones. Using a Higher-Level Spell Slot. If you use a level 7 spell slot, you can animate or reassert control over four Ghouls. If you use a lev"
      },
      {
        "document": 1220,
        "excerpt": "or mithral | 1 minute | Using a Higher-Level Spell Slot. The Cube increases by 5 feet for each spell slot level above 5."
      },
      {
        "document": 1221,
        "excerpt": "lcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1."
      },
      {
        "document": 1227,
        "excerpt": "or carried start burning. Using a Higher-Level Spell Slot. The base damage increases by 1d6 for each spell slot level above 7."
      },
      {
        "document": 1235,
        "excerpt": "0-foot-Cube portion of it. Using a Higher-Level Spell Slot. The damage increases by 3d6 for each spell slot level above 6."
      },
      {
        "document": 1236,
        "excerpt": "ful check, the spell ends. Using a Higher-Level Spell Slot. You automatically end a spell on the target if the spell's level is equal to or less than the level of"
      },
      {
        "document": 1237,
        "excerpt": "half as much damage only. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1."
      },
      {
        "document": 1240,
        "excerpt": "t is a Fiend or an Undead. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1."
      },
      {
        "document": 1242,
        "excerpt": "our own Reaction to do so. Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 5 (up to 10 minutes), 6 (up to 1 hour), o"
      },
      {
        "document": 1243,
        "excerpt": "our own Reaction to do so. Using a Higher-Level Spell Slot. Your Concentration can last longer with a level 9 spell slot (up to 8 hours)."
      },
      {
        "document": 1244,
        "excerpt": "our own Reaction to do so. Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 6 (up to 10 minutes), 7 (up to 1 hour), o"
      },
      {
        "document": 1245,
        "excerpt": "amage on a successful one. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2."
      },
      {
        "document": 1251,
        "excerpt": "using the chosen ability. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2. You can choose a different ab"
      },
      {
        "document": 1253,
        "excerpt": "a success, the spell ends. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1."
      },
      {
        "document": 1256,
        "excerpt": "s one of the Outer Planes. Using a Higher-Level Spell Slot. You can target up to three willing creatures (including yourself) for each spell slot level above 7. Th"
      },
      {
        "document": 1262,
        "excerpt": "+ 4 Temporary Hit Points. Using a Higher-Level Spell Slot. You gain 5 additional Temporary Hit Points for each spell slot level above 1."
      },
      {
        "document": 1266,
        "excerpt": "peared or a different one. Using a Higher-Level Spell Slot. Use the spell slot's level for the spell's level in the stat block. Otherworldly Steed Large Celestia"
      },
      {
        "document": 1273,
        "excerpt": "or carried start burning. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3."
      },
      {
        "document": 1274,
        "excerpt": "for an additional 10 feet. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2."
      },
      {
        "document": 1275,
        "excerpt": "amage on a successful one. Using a Higher-Level Spell Slot. The Fire damage and the Radiant damage increase by 1d6 for each spell slot level above 5."
      },
      {
        "document": 1276,
        "excerpt": "for an additional 20 feet. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2."
      },
      {
        "document": 1279,
        "excerpt": "less it can stop the fall. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3."
      },
      {
        "document": 1280,
        "excerpt": "ust of Wind) disperses it. Using a Higher-Level Spell Slot. The fog's radius increases by 20 feet for each spell slot level above 1."
      },
      {
        "document": 1284,
        "excerpt": "Grappled condition on it. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4."
      },
      {
        "document": 1285,
        "excerpt": "dy shattered, it explodes. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 6."
      },
      {
        "document": 1286,
        "excerpt": "n't attack or cast spells. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3."
      },
      {
        "document": 1288,
        "excerpt": "ish spell ends this spell. Using a Higher-Level Spell Slot. If you use a level 7 or 8 spell slot, the duration is 365 days. If you use a level 9 spell slot, the sp"
      },
      {
        "document": 1290,
        "excerpt": "movement to avoid danger. Using a Higher-Level Spell Slot. Use the spell slot's level for the spell's level in the stat block. Giant Insect Large Beast, Unalign"
      },
      {
        "document": 1292,
        "excerpt": "ct created by such spells. Using a Higher-Level Spell Slot. The barrier blocks spells of 1 level higher for each spell slot level above 6."
      },
      {
        "document": 1293,
        "excerpt": "end of its full duration. Using a Higher-Level Spell Slot. The damage of an explosive rune increases by 1d8 for each spell slot level above 3. If you create a spe"
      },
      {
        "document": 1301,
        "excerpt": "r next turn has Advantage. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1."
      },
      {
        "document": 1307,
        "excerpt": "conditions on the target. Using a Higher-Level Spell Slot. The healing increases by 10 for each spell slot level above 6."
      },
      {
        "document": 1308,
        "excerpt": "lcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 2d4 for each spell slot level above 1."
      },
      {
        "document": 1309,
        "excerpt": "e start of your next turn. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2."
      },
      {
        "document": 1310,
        "excerpt": "amage on a successful one. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1."
      },
      {
        "document": 1312,
        "excerpt": "tart of each of its turns. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1."
      },
      {
        "document": 1313,
        "excerpt": "n to curse a new creature. Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 2 (up to 4 hours), 3–4 (up to 8 hours), o"
      },
      {
        "document": 1314,
        "excerpt": "sful save, the spell ends. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1."
      },
      {
        "document": 1315,
        "excerpt": "ll on itself on a success. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 5."
      },
      {
        "document": 1316,
        "excerpt": "ll on itself on a success. Using a Higher-Level Spell Slot. You can target one additional Humanoid for each spell slot level above 2."
      },
      {
        "document": 1318,
        "excerpt": "you can see within range. Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 3–4 (up to 8 hours) or 5+ (up to 24 hours"
      },
      {
        "document": 1320,
        "excerpt": "w or take 2d6 Cold damage. Using a Higher-Level Spell Slot. The Cold damage increases by 1d6 for each spell slot level above 1."
      },
      {
        "document": 1321,
        "excerpt": "the end of your next turn. Using a Higher-Level Spell Slot. The Bludgeoning damage increases by 1d10 for each spell slot level above 4."
      },
      {
        "document": 1324,
        "excerpt": "end the spell only if it is cast with a level 9 spell slot, targeting either the prison or the component used to create it."
      },
      {
        "document": 1326,
        "excerpt": "amage on a successful one. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1."
      },
      {
        "document": 1327,
        "excerpt": "s save only once per turn. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 5."
      },
      {
        "document": 1329,
        "excerpt": "damage, or casts a spell. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2."
      },
      {
        "document": 1331,
        "excerpt": "nding 10 feet of movement. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1."
      },
      {
        "document": 1337,
        "excerpt": "amage on a successful one. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3."
      },
      {
        "document": 1341,
        "excerpt": "feet until the spell ends. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1."
      },
      {
        "document": 1344,
        "excerpt": "ecting targets outside it. Using a Higher-Level Spell Slot. The duration increases by 1 hour for each spell slot level above 3."
      },
      {
        "document": 1346,
        "excerpt": "t one creature or several. Using a Higher-Level Spell Slot. The spell creates one more dart for each spell slot level above 1."
      },
      {
        "document": 1348,
        "excerpt": "arly if you cast it again. Using a Higher-Level Spell Slot. The bonus increases to +2 with a level 3–5 spell slot. The bonus increases to +3 with a level 6+ spell"
      },
      {
        "document": 1350,
        "excerpt": "ome faint to the creature. Using a Higher-Level Spell Slot. The spell lasts until dispelled, without requiring Concentration, if cast with a level 4+ spell slot."
      },
      {
        "document": 1351,
        "excerpt": "lcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 1d8 for each spell slot level above 5."
      },
      {
        "document": 1353,
        "excerpt": "lcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 1d4 for each spell slot level above 3."
      },
      {
        "document": 1354,
        "excerpt": "target upon completing it. Using a Higher-Level Spell Slot. The duration is longer with a spell slot of level 7 (10 days), 8 (30 days), or 9 (366 days)."
      },
      {
        "document": 1361,
        "excerpt": "hat condition against you. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2."
      },
      {
        "document": 1367,
        "excerpt": "he creature's true memory. Using a Higher-Level Spell Slot. You can alter the target's memories of an event that took place up to 7 days ago (level 6 spell slot),"
      },
      {
        "document": 1368,
        "excerpt": "s save only once per turn. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 2."
      },
      {
        "document": 1374,
        "excerpt": "sful save, the spell ends. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 4."
      },
      {
        "document": 1377,
        "excerpt": "here until the spell ends. Using a Higher-Level Spell Slot. The duration increases with a spell slot of level 6 (10 days), 7 (30 days), 8 (180 days), and 9 (366 da"
      },
      {
        "document": 1385,
        "excerpt": "ture finishes a Long Rest. Using a Higher-Level Spell Slot. The healing increases by 1d8 for each spell slot level above 2."
      },
      {
        "document": 1389,
        "excerpt": "pell last until dispelled. Using a Higher-Level Spell Slot. You can increase the size of the Cube by 100 feet for each spell slot level above 4."
      },
      {
        "document": 1400,
        "excerpt": "the end of your next turn. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1."
      },
      {
        "document": 1412,
        "excerpt": "get takes 2d6 Fire damage. Using a Higher-Level Spell Slot. You create one additional ray for each spell slot level above 2."
      },
      {
        "document": 1414,
        "excerpt": "sful save, the spell ends. Using a Higher-Level Spell Slot. All the damage increases by 1d6 for each spell slot level above 1."
      },
      {
        "document": 1421,
        "excerpt": "it's in the spell's area. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2."
      },
      {
        "document": 1425,
        "excerpt": "m the Invisible condition. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2."
      },
      {
        "document": 1438,
        "excerpt": "Speed equal to its Speed. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2."
      },
      {
        "document": 1440,
        "excerpt": "s save only once per turn. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 3."
      },
      {
        "document": 1441,
        "excerpt": "ature within 5 feet of it. Using a Higher-Level Spell Slot. The damage increases by 1d8 for every slot level above 2."
      },
      {
        "document": 1448,
        "excerpt": "movement to avoid danger. Using a Higher-Level Spell Slot. Use the spell slot's level for the spell's level in the stat block. Draconic Spirit Large Dragon, Neu"
      },
      {
        "document": 1457,
        "excerpt": "s audible within 300 feet. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1."
      },
      {
        "document": 1469,
        "excerpt": "eature or a different one. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3."
      },
      {
        "document": 1471,
        "excerpt": "f the initial damage only. Using a Higher-Level Spell Slot. The initial damage increases by 2d4 for each spell slot level above 4."
      },
      {
        "document": 1472,
        "excerpt": "the wall deals no damage. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4."
      },
      {
        "document": 1474,
        "excerpt": "amage on a successful one. Using a Higher-Level Spell Slot. The damage the wall deals when it appears increases by 2d6 and the damage from passing through the shee"
      },
      {
        "document": 1476,
        "excerpt": "s save only once per turn. Using a Higher-Level Spell Slot. Both types of damage increase by 1d8 for each spell slot level above 6."
      },
      {
        "document": 1596,
        "excerpt": "Once you decide on the spell, you must expend a spell slot of the spell's level. Then, to determine whether you cast the spell, make an Intelligence (Arcana) check"
      },
      {
        "document": 1609,
        "excerpt": "the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While this stone orbits your head, you can ca"
      },
      {
        "document": 1636,
        "excerpt": "u can take a Magic action to regain one expended spell slot of level 3 or lower. Once you use the pearl, it can't be used again until the next dawn."
      },
      {
        "document": 1678,
        "excerpt": "the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spe"
      },
      {
        "document": 1692,
        "excerpt": "can use 3 levels stored in the rod as a level 3 spell slot. A newly found rod typically has 1d10 levels of spell energy stored in it. A rod that can no longer abs"
      }
    ],
    "slot's": [
      {
        "document": 971,
        "excerpt": "l slot to gain a number of Sorcery Points equal to the slot's level (no action required). Creating Spell Slots. As a Bonus Action, you can transform unexpended Sorce"
      },
      {
        "document": 981,
        "excerpt": "pell. The additional Hit Points equal 2 plus the spell slot's level."
      },
      {
        "document": 1006,
        "excerpt": "t, roll 1d4. If the number you roll is the same as the slot's level, the slot isn't expended."
      },
      {
        "document": 1266,
        "excerpt": "t one. Using a Higher-Level Spell Slot. Use the spell slot's level for the spell's level in the stat block. Otherworldly Steed Large Celestial, Fey, or Fiend (Your"
      },
      {
        "document": 1290,
        "excerpt": "anger. Using a Higher-Level Spell Slot. Use the spell slot's level for the spell's level in the stat block. Giant Insect Large Beast, Unaligned AC 11 + the spell'"
      },
      {
        "document": 1448,
        "excerpt": "anger. Using a Higher-Level Spell Slot. Use the spell slot's level for the spell's level in the stat block. Draconic Spirit Large Dragon, Neutral AC 14 + the spel"
      }
    ],
    "slots": [
      {
        "document": 123,
        "excerpt": "d caster level, doesn't expend any of the user's spell slots, and requires no components unless the item's description notes otherwise. The spell uses its normal cas"
      },
      {
        "document": 241,
        "excerpt": "eature gives you the ability to cast the spell. Spell Slots, Cantrips, and Prepared Spells. If your class gives you the Spellcasting or Pact Magic feature, your cla"
      },
      {
        "document": 264,
        "excerpt": "ticular class, unless the spell says otherwise. Spell Slots. You determine your available spell slots by adding together the following: - All your levels in the Ba"
      },
      {
        "document": 513,
        "excerpt": "Spell Slots"
      },
      {
        "document": 514,
        "excerpt": "Casting without Slots"
      },
      {
        "document": 819,
        "excerpt": "Spell Slots per Spell Level"
      },
      {
        "document": 824,
        "excerpt": "-Spell Slots per Spell Level-"
      },
      {
        "document": 842,
        "excerpt": "-Spell Slots per Spell Level-"
      },
      {
        "document": 849,
        "excerpt": "-Spell Slots per Spell Level-"
      },
      {
        "document": 856,
        "excerpt": "Creating Spell Slots"
      },
      {
        "document": 858,
        "excerpt": "--Spell Slots per Spell Level--"
      },
      {
        "document": 871,
        "excerpt": "Spell Slots"
      },
      {
        "document": 883,
        "excerpt": "--Spell Slots per Spell Level--"
      },
      {
        "document": 896,
        "excerpt": "--Spell Slots per Spell Level--"
      },
      {
        "document": 908,
        "excerpt": "-Spell Slots per Spell Level-"
      },
      {
        "document": 963,
        "excerpt": "the Cantrips column of the Bard Features table. Spell Slots. The Bard Features table shows how many spell slots you have to cast your level 1+ spells. You regain al"
      },
      {
        "document": 964,
        "excerpt": "e Cantrips column of the Cleric Features table. Spell Slots. The Cleric Features table shows how many spell slots you have to cast your level 1+ spells. You regain"
      },
      {
        "document": 965,
        "excerpt": "he Cantrips column of the Druid Features table. Spell Slots. The Druid Features table shows how many spell slots you have to cast your level 1+ spells. You regain a"
      },
      {
        "document": 968,
        "excerpt": "in spell list later in the class’s description. Spell Slots. The Paladin Features table shows how many spell slots you have to cast your level 1+ spells. You regain"
      },
      {
        "document": 969,
        "excerpt": "er spell list later in the class’s description. Spell Slots. The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. You regain"
      },
      {
        "document": 971,
        "excerpt": "Cantrips column of the Sorcerer Features table. Spell Slots. The Sorcerer Features table shows how many spell slots you have to cast your level 1+ spells. You regai"
      },
      {
        "document": 972,
        "excerpt": "Cantrips column of the Warlock Features table. Spell Slots. The Warlock Features table shows how many spell slots you have to cast your Warlock spells of levels 1–"
      },
      {
        "document": 973,
        "excerpt": "ese spells must be of a level for which you have spell slots, as shown in the Wizard Features table. The spells are the culmination of arcane research you do regular"
      },
      {
        "document": 975,
        "excerpt": "you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your Druid leve"
      },
      {
        "document": 976,
        "excerpt": "must be a cantrip or a spell for which you have spell slots, as shown in the Bard Features table. You always have the chosen spells prepared, and whenever you gain"
      },
      {
        "document": 978,
        "excerpt": "tion, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Evocation school to your spellbook for free. The ch"
      },
      {
        "document": 988,
        "excerpt": "Long Rest. You can also cast the spell using any spell slots you have of the appropriate level. Elven Lineages | Lineage | Level 1"
      },
      {
        "document": 989,
        "excerpt": "hen you finish a Long Rest. You can also use any spell slots you have to cast the spell."
      },
      {
        "document": 994,
        "excerpt": "Long Rest. You can also cast the spell using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for t"
      },
      {
        "document": 1012,
        "excerpt": "Long Rest. You can also cast the spell using any spell slots you have. Spell Change. Whenever you gain a new level, you can replace one of the spells you chose for"
      },
      {
        "document": 1212,
        "excerpt": "pell - as part of casting Contingency, expending spell slots for both, but the contingent spell doesn’t come into effect. Instead, it takes effect when a certain tri"
      },
      {
        "document": 1535,
        "excerpt": "el 1 spells they have prepared without expending spell slots. Alternatively, when you light the candle for the first time, you can cast Gate with it. Doing so destr"
      },
      {
        "document": 1621,
        "excerpt": "must be a spellcaster with at least two level 5 spell slots. A creature that can't use a Manual of Golems and attempts to read it takes 6d6 Psychic damage. To crea"
      },
      {
        "document": 1692,
        "excerpt": "he rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower t"
      }
    ],
    "slow": [
      {
        "document": 67,
        "excerpt": "outside combat, a group can move at a Fast, Normal, or Slow pace, as shown on the Travel Pace table. The table states how far the party can move in a period of time"
      },
      {
        "document": 354,
        "excerpt": "primary purpose is to carry gear that would otherwise slow you down. The Mounts and Other Animals table shows each animal's carrying capacity. See “Monsters” for t"
      },
      {
        "document": 403,
        "excerpt": "Slow"
      },
      {
        "document": 669,
        "excerpt": "f characters can travel overland at a Normal, Fast, or Slow pace, as described in “Playing the Game.” During any journey stage, the predominant terrain determines t"
      },
      {
        "document": 680,
        "excerpt": "d increases the group's maximum pace by one step (from Slow to Normal or from Normal to Fast)."
      },
      {
        "document": 691,
        "excerpt": "The group must move at a Slow pace if any group member's Speed is reduced to half or less of normal."
      },
      {
        "document": 713,
        "excerpt": "cally 8) Fast pace = Miles per day × 1½ (round down) Slow pace = Miles per day × 2/3 (round down) If the characters are flying or their special movement allows t"
      },
      {
        "document": 722,
        "excerpt": "old of 10, and Immunity to Poison and Psychic damage. Slow the Stone. As an action, a creature can try to slow down the stone with a DC 20 Strength (Athletics) che"
      },
      {
        "document": 749,
        "excerpt": "Slow"
      },
      {
        "document": 783,
        "excerpt": "; on a 3–4, Faerie Fire; on a 5–6, Fireball; on a 7–8, Slow; on a 9–10, Stinking Cloud."
      },
      {
        "document": 840,
        "excerpt": "Ability Score Improvement, Slow Fall"
      },
      {
        "document": 863,
        "excerpt": "Slow"
      },
      {
        "document": 888,
        "excerpt": "Slow"
      },
      {
        "document": 901,
        "excerpt": "Slow"
      },
      {
        "document": 928,
        "excerpt": "Slow"
      },
      {
        "document": 961,
        "excerpt": "Slow"
      },
      {
        "document": 966,
        "excerpt": ", you can replace that property with the Push, Sap, or Slow property for that attack."
      },
      {
        "document": 967,
        "excerpt": "Slow Fall"
      },
      {
        "document": 1047,
        "excerpt": "Slow"
      },
      {
        "document": 1077,
        "excerpt": "Slow"
      },
      {
        "document": 1085,
        "excerpt": "Slow"
      },
      {
        "document": 1088,
        "excerpt": "Slow"
      },
      {
        "document": 1097,
        "excerpt": "Slow"
      },
      {
        "document": 1131,
        "excerpt": "Slow"
      },
      {
        "document": 1148,
        "excerpt": "Slow"
      },
      {
        "document": 1432,
        "excerpt": "Slow"
      },
      {
        "document": 2034,
        "excerpt": "Slow (Recharge 5–6). The golem casts the Slow spell, requiring no spell components and using Constitution as"
      }
    ],
    "slowed": [
      {
        "document": 78,
        "excerpt": "Combatants are often slowed down by Difficult Terrain. Low furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs are"
      }
    ],
    "slower": [
      {
        "document": 691,
        "excerpt": "Slower Travelers"
      }
    ],
    "slowing": [
      {
        "document": 1765,
        "excerpt": "d attacks. It can replace one attack with a use of (A) Slowing Breath or (B) Spellcasting to cast Mind Spike (level 4 version). Rend. Melee Attack Roll: +11, reach 10"
      },
      {
        "document": 1777,
        "excerpt": "d attacks. It can replace one attack with a use of (A) Slowing Breath or (B) Spellcasting to cast Mind Spike (level 5 version). Rend. Melee Attack Roll: +15, reach 15"
      },
      {
        "document": 1834,
        "excerpt": "Failure: 18 (4d8) Acid damage. Success: Half damage. Slowing Breath. Constitution Saving Throw: DC 11, each creature in a 15-foot Cone. Failure: The target can't tak"
      },
      {
        "document": 2085,
        "excerpt": "Rend attacks. It can replace one attack with a use of Slowing Breath. Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 15 (2d10 + 4) Slashing damage. Acid Breath (Rec"
      }
    ],
    "slowly": [
      {
        "document": 965,
        "excerpt": "The primal magic that you wield causes you to age more slowly. For every ten years that pass, your body ages only one year."
      },
      {
        "document": 1214,
        "excerpt": "ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored. Redirec"
      },
      {
        "document": 1369,
        "excerpt": "complete. Because the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or injured by the ground's movement. At the end of ever"
      },
      {
        "document": 1432,
        "excerpt": "a result of the target making the spell's gestures too slowly. An affected target repeats the save at the end of each of its turns, ending the spell on itself on a s"
      },
      {
        "document": 1476,
        "excerpt": "ful one. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Fur"
      }
    ],
    "slows": [
      {
        "document": 712,
        "excerpt": "ture can lead players to become overly cautious, which slows down the game. The best traps are fleeting distractions that skilled characters can overcome in a short"
      },
      {
        "document": 1264,
        "excerpt": "res within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If a creature lands before the spell ends, the creature takes"
      }
    ],
    "slumber": [
      {
        "document": 1324,
        "excerpt": "in), but nothing else can pass through by any means. Slumber. The target has the Unconscious condition and can't be awoken. Ending the Spell. When you cast the spel"
      }
    ],
    "small": [
      {
        "document": 180,
        "excerpt": "A monster is Tiny, Small, Medium, Large, Huge, or Gargantuan. If size options are presented, you choose the creature's size from"
      },
      {
        "document": 266,
        "excerpt": "ur hand 52 Two toy soldiers, one missing a head 53 A small box filled with different-sized buttons 54 A candle that can't be lit 55 A miniature cage with no door"
      },
      {
        "document": 286,
        "excerpt": "of size that you can choose whether your character is Small or Medium."
      },
      {
        "document": 319,
        "excerpt": "lize action, you can use Manacles to bind an unwilling Small or Medium creature within 5 feet of yourself that has the Grappled, Incapacitated, or Restrained conditi"
      },
      {
        "document": 348,
        "excerpt": "A Tent sleeps up to two Small or Medium creatures."
      },
      {
        "document": 349,
        "excerpt": "A Tinderbox is a small container holding flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a"
      },
      {
        "document": 362,
        "excerpt": "The table lists the number of Small and Medium passengers the ship can accommodate using hammocks. A ship outfitted with private accommodati"
      },
      {
        "document": 419,
        "excerpt": "ility: Wisdom Weight: 6 lb. Utilize: Draft a map of a small area (DC 15) Craft: Map"
      },
      {
        "document": 455,
        "excerpt": "A Bedroll sleeps one Small or Medium creature. While in a Bedroll, you automatically succeed on saving throws against extreme cold"
      },
      {
        "document": 513,
        "excerpt": ". Imagine a spell slot is a groove of a certain size - small for a level 1 slot and larger for a higher-level spell. A level 1 spell fits into a slot of any size, bu"
      },
      {
        "document": 546,
        "excerpt": "reature or an object belongs to a size category: Tiny, Small, Medium, Large, Huge, or Gargantuan. A creature's size determines how much space the creature occupies i"
      },
      {
        "document": 554,
        "excerpt": "ed after the monster's name. Size. A monster is Tiny, Small, Medium, Large, Huge, or Gargantuan. See also \"Size.\" Creature Type. This entry notes the family of bei"
      },
      {
        "document": 751,
        "excerpt": "Small"
      },
      {
        "document": 804,
        "excerpt": "Small"
      },
      {
        "document": 820,
        "excerpt": "A small idol depicting a nightmarish creature that gives you unsettling dreams when you sleep near it"
      },
      {
        "document": 938,
        "excerpt": "Small"
      },
      {
        "document": 944,
        "excerpt": "Small (chest, lute)"
      },
      {
        "document": 945,
        "excerpt": "Small/Medium"
      },
      {
        "document": 950,
        "excerpt": "Small"
      },
      {
        "document": 989,
        "excerpt": "Small (about 3–4 feet tall)"
      },
      {
        "document": 991,
        "excerpt": "Small (about 2–3 feet tall)"
      },
      {
        "document": 992,
        "excerpt": "Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this species"
      },
      {
        "document": 994,
        "excerpt": "Medium (about 4–7 feet tall) or Small (about 3–4 feet tall), chosen when you select this species"
      },
      {
        "document": 1157,
        "excerpt": "ous Choose a pile of bones or a corpse of a Medium or Small Humanoid within range. The target becomes an Undead creature: a Skeleton if you chose bones or a Zombie"
      },
      {
        "document": 1162,
        "excerpt": "s movement, but the eye can pass through an opening as small as 1 inch in diameter."
      },
      {
        "document": 1166,
        "excerpt": "V, S, M (a small square of silk)"
      },
      {
        "document": 1202,
        "excerpt": "V, S, M (a small crystal or glass cone)"
      },
      {
        "document": 1219,
        "excerpt": "only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a Ghoul under your control (see “Monsters” for its stat block)."
      },
      {
        "document": 1252,
        "excerpt": "rget's size decreases by one category - from Medium to Small, for example. The target also has Disadvantage on Strength checks and Strength saving throws. The target"
      },
      {
        "document": 1261,
        "excerpt": "hound, and it is in-tangible and invulnerable. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when"
      },
      {
        "document": 1264,
        "excerpt": "V, M (a small feather or piece of down)"
      },
      {
        "document": 1362,
        "excerpt": "of an object - such as a chair, muddy footprints, or a small chest - it must be no larger than a 5-foot Cube. The image can't create sound, light, smell, or any othe"
      },
      {
        "document": 1378,
        "excerpt": "you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circ"
      },
      {
        "document": 1386,
        "excerpt": "antaneously light or snuff out a candle, a torch, or a small campfire. Clean or Soil. You instantaneously clean or soil an object no larger than 1 cubic foot. Mino"
      },
      {
        "document": 1389,
        "excerpt": "e magically secure. The area is a Cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration. When you cast the spe"
      },
      {
        "document": 1444,
        "excerpt": "into a weapon, statue, or coffer, or you could make a small passage through a wall that is 5 feet thick. You could also shape a stone door or its frame to seal the"
      },
      {
        "document": 1483,
        "excerpt": "strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought"
      },
      {
        "document": 1518,
        "excerpt": "ing inside the bag, however, reveals the presence of a small, fuzzy object. You can take a Magic action to pull the fuzzy object from the bag and throw it up to 20"
      },
      {
        "document": 1519,
        "excerpt": "Wondrous Item, Rare This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 Beads of Force"
      },
      {
        "document": 1560,
        "excerpt": "ed condition. The shackles adjust to fit a creature of Small to Large size. The shackles prevent a creature bound by them from using any method of extradimensional m"
      },
      {
        "document": 1565,
        "excerpt": "Wondrous Item, Uncommon This small packet contains 1d6 + 4 pinches of dust. As a Utilize action, you can sprinkle a pinch of the dust over"
      },
      {
        "document": 1566,
        "excerpt": "Wondrous Item, Uncommon Found in a small container, this powder resembles Dust of Disappearance, and Identify reveals it to be such. There is eno"
      },
      {
        "document": 1574,
        "excerpt": "at isn't being worn or carried, provided the object is small enough to fit inside a 5-foot Cube. The arrow teleports the target to an unoccupied space you can see wi"
      },
      {
        "document": 1578,
        "excerpt": "ils of even extremely distant creatures and objects as small as 2 feet across."
      },
      {
        "document": 1580,
        "excerpt": "ty Varies A Figurine of Wondrous Power is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground wit"
      },
      {
        "document": 1589,
        "excerpt": "to 0, you can catch the ammunition or weapon if it is small enough for you to hold in that hand."
      },
      {
        "document": 1627,
        "excerpt": "suasion. In addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is currently home to one or more monsters, which must be"
      },
      {
        "document": 1689,
        "excerpt": "ent) This black or dark-blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it. Six stars, located on th"
      },
      {
        "document": 1784,
        "excerpt": "Small Construct, Unaligned"
      },
      {
        "document": 1790,
        "excerpt": "Medium or Small Humanoid (Wizard), Neutral"
      },
      {
        "document": 1791,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 1793,
        "excerpt": "Small Plant, Neutral"
      },
      {
        "document": 1797,
        "excerpt": "Small Beast, Unaligned"
      },
      {
        "document": 1800,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 1801,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 1807,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 1812,
        "excerpt": "Small Beast, Unaligned"
      },
      {
        "document": 1831,
        "excerpt": "Small Monstrosity, Unaligned"
      },
      {
        "document": 1832,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 1838,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 1839,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 1840,
        "excerpt": "Small Aberration, Unaligned"
      },
      {
        "document": 1846,
        "excerpt": "-Shift. The doppelganger shape-shifts into a Medium or Small Humanoid, or it returns to its true form. Its game statistics, other than its size, are the same in each"
      },
      {
        "document": 1849,
        "excerpt": "Small Fiend (Demon), Chaotic Evil"
      },
      {
        "document": 1851,
        "excerpt": "Medium or Small Humanoid (Druid), Neutral"
      },
      {
        "document": 1853,
        "excerpt": "Small Elemental, Neutral Evil"
      },
      {
        "document": 1854,
        "excerpt": "Small Beast, Unaligned"
      },
      {
        "document": 1869,
        "excerpt": "be can hold one Large creature or up to four Medium or Small creatures inside itself at a time. As an action, a creature within 5 feet of the cube can pull a creatu"
      },
      {
        "document": 1877,
        "excerpt": "Small Beast, Unaligned"
      },
      {
        "document": 1883,
        "excerpt": "Small Beast, Unaligned"
      },
      {
        "document": 1885,
        "excerpt": "ondition (escape DC 11). Swallow. The frog swallows a Small or smaller target it is grappling. While swallowed, the target isn't Grappled but has the Blinded and Re"
      },
      {
        "document": 1891,
        "excerpt": "Small Beast, Unaligned"
      },
      {
        "document": 1904,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 1907,
        "excerpt": "Small Fey (Goblinoid), Chaotic Neutral"
      },
      {
        "document": 1908,
        "excerpt": "Small Fey (Goblinoid), Chaotic Neutral"
      },
      {
        "document": 1909,
        "excerpt": "Small Fey (Goblinoid), Chaotic Neutral"
      },
      {
        "document": 1918,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 1919,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 1937,
        "excerpt": "Small Elemental, Neutral Evil"
      },
      {
        "document": 1942,
        "excerpt": "Small Beast, Unaligned"
      },
      {
        "document": 1944,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 1945,
        "excerpt": "Small Dragon, Neutral"
      },
      {
        "document": 1952,
        "excerpt": "Medium or Small Humanoid (Wizard), Neutral"
      },
      {
        "document": 1953,
        "excerpt": "Small Elemental, Neutral Evil"
      },
      {
        "document": 1954,
        "excerpt": "Small Elemental, Chaotic Neutral"
      },
      {
        "document": 1962,
        "excerpt": "-Shift. The mimic shape-shifts to resemble a Medium or Small object while retaining its game statistics, or it returns to its true blob form. Any equipment it is wea"
      },
      {
        "document": 1966,
        "excerpt": "Medium or Small Undead (Cleric), Lawful Evil"
      },
      {
        "document": 1967,
        "excerpt": "Medium or Small Undead, Lawful Evil"
      },
      {
        "document": 1969,
        "excerpt": "Shape-Shift. The hag shape-shifts into a Small or Medium Humanoid, or it returns to its true form. Other than its size, its game statistics are the sam"
      },
      {
        "document": 1971,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 1973,
        "excerpt": "Small Beast, Unaligned"
      },
      {
        "document": 1976,
        "excerpt": "s next turn. Shape-Shift. The oni shape-shifts into a Small or Medium Humanoid or a Large Giant, or it returns to its true form. Other than its size, its game stati"
      },
      {
        "document": 1984,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 1985,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 1991,
        "excerpt": "Medium or Small Humanoid (Cleric), Neutral"
      },
      {
        "document": 1992,
        "excerpt": "Medium or Small Humanoid (Cleric), Neutral"
      },
      {
        "document": 2013,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 2030,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 2031,
        "excerpt": "Small Elemental, Neutral Evil"
      },
      {
        "document": 2036,
        "excerpt": "hape-Shift. The succubus shape-shifts into a Medium or Small Humanoid, or it returns to its true form. Its game statistics are the same in each form, except its Fly"
      },
      {
        "document": 2046,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 2047,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 2050,
        "excerpt": "Small Giant, Chaotic Evil"
      },
      {
        "document": 2054,
        "excerpt": "Medium or Small Humanoid, Neutral Evil"
      },
      {
        "document": 2055,
        "excerpt": "Medium or Small Undead, Neutral Evil"
      },
      {
        "document": 2056,
        "excerpt": "Medium or Small Undead, Lawful Evil"
      },
      {
        "document": 2063,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 2064,
        "excerpt": "Medium or Small Humanoid, Neutral"
      },
      {
        "document": 2067,
        "excerpt": "Medium or Small Monstrosity (Lycanthrope), Neutral Good"
      },
      {
        "document": 2068,
        "excerpt": "Medium or Small Monstrosity (Lycanthrope), Neutral Evil"
      },
      {
        "document": 2069,
        "excerpt": "Medium or Small Monstrosity (Lycanthrope), Lawful Evil"
      },
      {
        "document": 2070,
        "excerpt": "Medium or Small Monstrosity (Lycanthrope), Neutral"
      },
      {
        "document": 2071,
        "excerpt": "Medium or Small Monstrosity (Lycanthrope), Chaotic Evil"
      },
      {
        "document": 2078,
        "excerpt": "Medium or Small Undead, Neutral Evil"
      }
    ],
    "smaller": [
      {
        "document": 83,
        "excerpt": "ny creature, or a creature that is two sizes larger or smaller than you. Another creature's space is Difficult Terrain for you unless that creature is Tiny or your al"
      },
      {
        "document": 88,
        "excerpt": "uch as those made with a Longbow, have two ranges. The smaller number is the normal range, and the larger number is the long range. Your attack roll has Disadvantage w"
      },
      {
        "document": 401,
        "excerpt": "10 feet straight away from yourself if it is Large or smaller."
      },
      {
        "document": 580,
        "excerpt": "ts for fragile and resilient objects that are Large or smaller. To track Hit Points for a Huge or Gargantuan object, divide it into Large or smaller sections, and trac"
      },
      {
        "document": 616,
        "excerpt": "-deep - A narrow opening sized for a creature one size smaller than you - A slope of 20 degrees or more"
      },
      {
        "document": 793,
        "excerpt": "never a toad is touched, it transforms into a Large or smaller monster of the GM’s choice that acts in accordance with its alignment and nature. The monster remains fo"
      },
      {
        "document": 967,
        "excerpt": "ng creature within 5 feet of yourself that is Large or smaller. You move the creature with you until the end of your turn. The creature's movement doesn't provoke Oppo"
      },
      {
        "document": 970,
        "excerpt": "r person. Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition. Withdraw (Cost: 1d6). Immedia"
      },
      {
        "document": 972,
        "excerpt": "n give the target the Prone condition if it is Huge or smaller. Eldritch Spear Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage Choose one of you"
      },
      {
        "document": 990,
        "excerpt": ". Hill's Tumble (Hill Giant). When you hit a Large or smaller creature with an attack roll and deal damage to it, you can give that target the Prone condition. Stone"
      },
      {
        "document": 1010,
        "excerpt": "eature Grappled by you if the creature is your size or smaller."
      },
      {
        "document": 1156,
        "excerpt": "within range. Each target shape-shifts into a Large or smaller Beast of your choice that has a Challenge Rating of 4 or lower. You can choose a different form for each"
      },
      {
        "document": 1158,
        "excerpt": "casting ability modifier; for this number, a Medium or smaller target counts as one object, a Large target counts as two, and a Huge target counts as three. Each tar"
      },
      {
        "document": 1161,
        "excerpt": "thy, and target one creature or object that is Huge or smaller. Then specify a kind of creature, such as red dragons, goblins, or vampires. A creature of the chosen ki"
      },
      {
        "document": 1163,
        "excerpt": "e. Forceful Hand. The hand attempts to push a Huge or smaller creature within 5 feet of it. The target must succeed on a Strength saving throw, or the hand pushes the"
      },
      {
        "document": 1214,
        "excerpt": "of the area to the other and then crashes. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck b"
      },
      {
        "document": 1235,
        "excerpt": "ll. This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If such a target is Huge or larger, this spell disinte"
      },
      {
        "document": 1259,
        "excerpt": "you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot Cube or eight connected 5-foot Cubes) given a sufficient quantity of"
      },
      {
        "document": 1336,
        "excerpt": "rescent moss) Duration: 1 hour You touch one Large or smaller object that isn't being worn or carried by someone else. Until the spell ends, the object sheds Bright L"
      },
      {
        "document": 1404,
        "excerpt": "p to 1 minute A shimmering sphere encloses a Large or smaller creature or object within range. An unwilling creature must succeed on a Dexterity saving throw or be en"
      },
      {
        "document": 1409,
        "excerpt": "d out of it. The space can hold up to eight Medium or smaller creatures. Attacks, spells, and other effects can't pass into or out of the space, but creatures inside"
      },
      {
        "document": 1444,
        "excerpt": "tantaneous You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape you like. For exam"
      },
      {
        "document": 1452,
        "excerpt": "by the spell. Creature. You can try to move a Huge or smaller creature. The target must succeed on a Strength saving throw, or you move it up to 30 feet in any direct"
      },
      {
        "document": 1454,
        "excerpt": "u select. If you target an object, it must be Large or smaller, and it can't be held or carried by an unwilling creature. The destination you choose must be known to"
      },
      {
        "document": 1467,
        "excerpt": "atures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving"
      },
      {
        "document": 1483,
        "excerpt": "ind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the w"
      },
      {
        "document": 1492,
        "excerpt": "1 extra foot unless you are Tiny or two or more sizes smaller than it."
      },
      {
        "document": 1509,
        "excerpt": "hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able"
      },
      {
        "document": 1574,
        "excerpt": "yourself. The target can be either a willing Medium or smaller creature or an object that isn't being worn or carried, provided the object is small enough to fit insid"
      },
      {
        "document": 1610,
        "excerpt": "n take a Magic action to throw the sphere at a Huge or smaller creature you can see within 60 feet of yourself. As the sphere moves through the air, it opens into a ta"
      },
      {
        "document": 1633,
        "excerpt": "on, Rare One vial of this oil can cover one Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each s"
      },
      {
        "document": 1635,
        "excerpt": "Uncommon One vial of this oil can cover one Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each s"
      },
      {
        "document": 1706,
        "excerpt": "ly away from yourself. If the creature is your size or smaller, you can also knock it down, giving it the Prone condition. Protective Field. As a Reaction, when you o"
      },
      {
        "document": 1760,
        "excerpt": "6 + 5) Bludgeoning damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of four tentacles. Consume Memories. In"
      },
      {
        "document": 1771,
        "excerpt": "arge 4–6). Strength Saving Throw: DC 13, one Medium or smaller creature in the elemental's space. Failure: 24 (4d10 + 2) Thunder damage, and the target is pushed up to"
      },
      {
        "document": 1772,
        "excerpt": "(1d8 + 4) Slashing damage. If the target is a Large or smaller creature and the allosaurus moved 30+ feet straight toward it immediately before the hit, the target has"
      },
      {
        "document": 1785,
        "excerpt": "+ 3) Bludgeoning damage. If the target is a Medium or smaller creature, the rug can give it the Grappled condition (escape DC 13) instead of dealing damage. Until the"
      },
      {
        "document": 1786,
        "excerpt": "plus 3 (1d6) Acid damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 13). Acid Spray (Recharge 6). Dexterity Saving Throw"
      },
      {
        "document": 1787,
        "excerpt": "10 + 4) Bludgeoning damage. If the target is a Huge or smaller creature, it has the Prone condition."
      },
      {
        "document": 1799,
        "excerpt": "plus 17 (5d6) Fire damage. If the target is a Huge or smaller creature, the balor pulls the target up to 25 feet straight toward itself, and the target has the Prone"
      },
      {
        "document": 1802,
        "excerpt": "(2d6 + 3) Piercing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 13) from both claws. Tail. Melee Attack Roll: +6, re"
      },
      {
        "document": 1806,
        "excerpt": "Constrict. Strength Saving Throw: DC 18, one Large or smaller creature the behir can see within 5 feet. Failure: 28 (5d8 + 6) Bludgeoning damage. The target has the G"
      },
      {
        "document": 1810,
        "excerpt": "o two new Black Puddings. Each new pudding is one size smaller than the original pudding and acts on its Initiative. The original pudding's Hit Points are divided eve"
      },
      {
        "document": 1814,
        "excerpt": "1d6 + 1) Piercing damage. If the target is a Medium or smaller creature and the boar moved 20+ feet straight toward it immediately before the hit, the target takes an"
      },
      {
        "document": 1818,
        "excerpt": "(1d4 + 3) Slashing damage. If the target is a Large or smaller creature, it has the Prone condition."
      },
      {
        "document": 1819,
        "excerpt": "Grapple. Dexterity Saving Throw: DC 13, one Medium or smaller creature the bugbear can see within 10 feet. Failure: The target has the Grappled condition (escape DC 1"
      },
      {
        "document": 1820,
        "excerpt": "+ 2) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 12). Light Hammer. Melee or Ranged Attack Roll: +4 ("
      },
      {
        "document": 1821,
        "excerpt": "pace within 15 feet that contains one or more Large or smaller creatures. Dexterity Saving Throw: DC 15, each creature in the bulette's destination space. Failure: 19"
      },
      {
        "document": 1824,
        "excerpt": "y Attacks and can move through the spaces of Medium or smaller creatures. Each creature whose space the centaur enters is targeted once by the following effect. Streng"
      },
      {
        "document": 1825,
        "excerpt": "(2d6 + 4) Slashing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two chains, and it has the Restrained"
      },
      {
        "document": 1826,
        "excerpt": "+ 4) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Prone condition. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 15, each c"
      },
      {
        "document": 1827,
        "excerpt": "0 + 4) Bludgeoning damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two pincers. Paralyzing Tentacles. C"
      },
      {
        "document": 1829,
        "excerpt": "(3d6 + 3) Piercing damage. If the target is a Large or smaller creature, the cloaker attaches to it. While the cloaker is attached, the target has the Blinded conditio"
      },
      {
        "document": 1833,
        "excerpt": "Constrict. Strength Saving Throw: DC 12, one Medium or smaller creature the snake can see within 5 feet. Failure: 7 (3d4) Bludgeoning damage, and the target has the Gr"
      },
      {
        "document": 1835,
        "excerpt": "Constrict. Strength Saving Throw: DC 15, one Medium or smaller creature the couatl can see within 5 feet. Failure: 8 (1d6 + 5) Bludgeoning damage. The target has the G"
      },
      {
        "document": 1837,
        "excerpt": "1d8 + 2) Piercing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 12). While Grappled, the target has the Restrained co"
      },
      {
        "document": 1840,
        "excerpt": "e attaches to the target. If the target is a Medium or smaller creature and the darkmantle had Advantage on the attack roll, it covers the target, which has the Blinde"
      },
      {
        "document": 1844,
        "excerpt": "1d10 + 3) Piercing damage. If the target is a Large or smaller creature, it has the Prone condition."
      },
      {
        "document": 1845,
        "excerpt": ": 13 (3d8) Thunder damage. If the target is a Large or smaller creature, it has the Prone condition. Create Whirlwind. The djinni conjures a whirlwind at a point it c"
      },
      {
        "document": 1848,
        "excerpt": "10 + 7) Bludgeoning damage. If the target is a Huge or smaller creature, it has the Prone condition. Steam Breath (Recharge 5–6). Constitution Saving Throw: DC 19, ea"
      },
      {
        "document": 1855,
        "excerpt": "6 + 5) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition."
      },
      {
        "document": 1857,
        "excerpt": "(2d8 + 6) Piercing damage. If the target is a Huge or smaller creature and the elephant moved 20+ feet straight toward it immediately before the hit, the target has t"
      },
      {
        "document": 1858,
        "excerpt": "6 + 3) Bludgeoning damage. If the target is a Large or smaller creature and the elk moved 20+ feet straight toward it immediately before the hit, the target takes an e"
      },
      {
        "document": 1860,
        "excerpt": "arge 5–6). Dexterity Saving Throw: DC 12, one Large or smaller creature the ettercap can see within 30 feet. Failure: The target has the Restrained condition until the"
      },
      {
        "document": 1861,
        "excerpt": "(2d8 + 5) Slashing damage. If the target is a Large or smaller creature, it has the Prone condition. Morningstar. Melee Attack Roll: +7, reach 5 ft. Hit: 14 (2d8 + 5)"
      },
      {
        "document": 1869,
        "excerpt": "acks. The cube can move through the spaces of Large or smaller creatures if it has room inside itself to contain them (see the Ooze Cube trait). Dexterity Saving Throw"
      },
      {
        "document": 1873,
        "excerpt": "(7d6) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition. Success: Half damage only."
      },
      {
        "document": 1876,
        "excerpt": "(2d6 + 3) Piercing damage. If the target is a Large or smaller creature and the boar moved 20+ feet straight toward it immediately before the hit, the target takes an"
      },
      {
        "document": 1878,
        "excerpt": "Constrict. Strength Saving Throw: DC 14, one Large or smaller creature the snake can see within 10 feet. Failure: 13 (2d8 + 4) Bludgeoning damage, and the target has"
      },
      {
        "document": 1879,
        "excerpt": "+ 1) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 11) from one of two claws."
      },
      {
        "document": 1880,
        "excerpt": "3d10 + 5) Piercing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 15). While Grappled, the target has the Restrained co"
      },
      {
        "document": 1882,
        "excerpt": "lus 5 (2d4) Radiant damage. If the target is a Huge or smaller creature and the elk moved 20+ feet straight toward it immediately before the hit, the target takes an e"
      },
      {
        "document": 1885,
        "excerpt": "1d6 + 2) Piercing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 11). Swallow. The frog swallows a Small or smaller t"
      },
      {
        "document": 1886,
        "excerpt": "6 + 3) Bludgeoning damage. If the target is a Large or smaller creature and the goat moved 20+ feet straight toward it immediately before the hit, the target takes an"
      },
      {
        "document": 1889,
        "excerpt": "+ 3) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 13) from all eight tentacles. While Grappled, the tar"
      },
      {
        "document": 1892,
        "excerpt": "6 + 3) Bludgeoning damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 13) from one of two claws. Sting. Melee Attack Roll:"
      },
      {
        "document": 1896,
        "excerpt": "us 5 (2d4) Poison damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 12). Swallow. The toad swallows a Medium or smaller"
      },
      {
        "document": 1902,
        "excerpt": "7 (2d6) Piercing damage. If the target is a Medium or smaller creature, it has the Prone condition. The target dies if it is reduced to 0 Hit Points by this attack. I"
      },
      {
        "document": 1903,
        "excerpt": "d10 + 5) Slashing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 15) from one of two pincers. Pummel. Dexterity Savin"
      },
      {
        "document": 1904,
        "excerpt": "+ 4) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Prone condition."
      },
      {
        "document": 1911,
        "excerpt": "2d12 + 5) Piercing damage. If the target is a Large or smaller creature and the gorgon moved 20+ feet straight toward it immediately before the hit, the target has the"
      },
      {
        "document": 1915,
        "excerpt": "d10 + 2) Slashing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 12) from all four tentacles."
      },
      {
        "document": 1916,
        "excerpt": "1d8 + 4) Piercing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 14) from both of the griffon's front claws."
      },
      {
        "document": 1926,
        "excerpt": "8 + 5) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition. Trash Lob. Ranged Attack Roll: +8, range 60/240 ft. Hit: 16 (2d10"
      },
      {
        "document": 1940,
        "excerpt": "Vortex. Constitution Saving Throw: DC 14, one Large or smaller creature in the stalker's space. Failure: 7 (1d8 + 3) Thunder damage, and the target has the Grappled co"
      },
      {
        "document": 1946,
        "excerpt": "the grapple ends. Fling. The kraken throws a Large or smaller creature Grappled by it to a space it can see within 60 feet of itself that isn't in the air. Dexterity"
      },
      {
        "document": 1955,
        "excerpt": "(2d10 + 7) Piercing damage. If the target is a Huge or smaller creature and the mammoth moved 20+ feet straight toward it immediately before the hit, the target has th"
      },
      {
        "document": 1957,
        "excerpt": "Constrict. Strength Saving Throw: DC 17, one Medium or smaller creature the marilith can see within 5 feet. Failure: 15 (2d10 + 4) Bludgeoning damage. The target has t"
      },
      {
        "document": 1958,
        "excerpt": "1d6 + 1) Piercing damage. If the target is a Medium or smaller creature, it has the Prone condition."
      },
      {
        "document": 1961,
        "excerpt": "(2d6 + 4) Piercing damage. If the target is a Large or smaller creature, the merrow pulls the target up to 15 feet straight toward itself."
      },
      {
        "document": 1962,
        "excerpt": "e mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic has the Grappled condition (escape DC 13). Ability checks made to escape t"
      },
      {
        "document": 1963,
        "excerpt": "(4d6 + 4) Piercing damage. If the target is a Large or smaller creature and the minotaur moved 10+ feet straight toward it immediately before the hit, the target takes"
      },
      {
        "document": 1964,
        "excerpt": "(2d6 + 4) Piercing damage. If the target is a Large or smaller creature and the skeleton moved 20+ feet straight toward it immediately before the hit, the target takes"
      },
      {
        "document": 1972,
        "excerpt": "into two new Ochre Jellies. Each new jelly is one size smaller than the original jelly and acts on its Initiative. The original jelly's Hit Points are divided evenly b"
      },
      {
        "document": 1977,
        "excerpt": "2d8 + 3) Piercing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 13) from one of two tentacles. Tentacle Slam. Consti"
      },
      {
        "document": 1995,
        "excerpt": "(3d8 + 9) Piercing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 19), and it has the Restrained condition until the gr"
      },
      {
        "document": 2002,
        "excerpt": "plus 14 (4d6) Fire damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 17), and it has the Restrained condition until the gr"
      },
      {
        "document": 2003,
        "excerpt": "14 (2d8 + 5) Piercing damage. If target is a Large or smaller creature and the rhinoceros moved 20+ feet straight toward it immediately before the hit, the target tak"
      },
      {
        "document": 2005,
        "excerpt": "(4d6 + 9) Slashing damage. If the target is a Huge or smaller creature, it has the Grappled condition (escape DC 19) from both talons, and it has the Restrained condi"
      },
      {
        "document": 2010,
        "excerpt": "Constrict. Strength Saving Throw: DC 15, one Large or smaller creature the salamander can see within 10 feet. Failure: 11 (2d6 + 4) Bludgeoning damage plus 7 (2d6) Fi"
      },
      {
        "document": 2011,
        "excerpt": "+ 3) Bludgeoning damage. If the target is a Medium or smaller creature, the satyr pushes the target up to 10 feet straight away from itself. Mockery. Wisdom Saving T"
      },
      {
        "document": 2017,
        "excerpt": "5 (2d4) Lightning damage. If the target is a Medium or smaller creature, the shambling mound pulls the target 5 feet straight toward itself. Engulf. Strength Saving T"
      },
      {
        "document": 2033,
        "excerpt": "8 + 6) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition."
      },
      {
        "document": 2038,
        "excerpt": "if the swarm is Bloodied. If the target is a Medium or smaller creature, it has the Prone condition."
      },
      {
        "document": 2044,
        "excerpt": "8 + 10) Bludgeoning damage. If the target is a Huge or smaller creature, it has the Prone condition. Thunderous Bellow (Recharge 5–6). Constitution Saving Throw: DC 2"
      },
      {
        "document": 2045,
        "excerpt": "(2d6 + 3) Slashing damage. If the target is a Large or smaller creature, it has the Prone condition."
      },
      {
        "document": 2046,
        "excerpt": "8 + 3) Bludgeoning damage. If the target is a Large or smaller creature, the tough pushes the target up to 10 feet straight away from itself. Heavy Crossbow. Ranged A"
      },
      {
        "document": 2049,
        "excerpt": "9 (2d12 + 6) Piercing damage. If the target is Huge or smaller and the triceratops moved 20+ feet straight toward it immediately before the hit, the target takes an ex"
      },
      {
        "document": 2052,
        "excerpt": "4d12 + 7) Piercing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 17). While Grappled, the target has the Restrained co"
      },
      {
        "document": 2055,
        "excerpt": "2d4 + 3) Slashing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 13) from one of two claws. Bite. Constitution Saving"
      },
      {
        "document": 2056,
        "excerpt": "s 7 (2d6) Necrotic damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two hands. Bite (Bat or Vampire Form"
      },
      {
        "document": 2061,
        "excerpt": "6 + 4) Bludgeoning damage. If the target is a Large or smaller creature and the skeleton moved 20+ feet straight toward it immediately before the hit, the target has t"
      },
      {
        "document": 2062,
        "excerpt": "4 + 4) Bludgeoning damage. If the target is a Large or smaller creature and the horse moved 20+ feet straight toward it immediately before the hit, the target takes an"
      },
      {
        "document": 2065,
        "excerpt": "+ 4) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Prone condition. Whelm (Recharge 4–6). Strength Saving Throw: DC 15, each creature"
      },
      {
        "document": 2068,
        "excerpt": "2d6 + 3) Piercing damage. If the target is a Medium or smaller creature and the were-boar moved 20+ feet straight toward it immediately before the hit, the target take"
      },
      {
        "document": 2075,
        "excerpt": "(2d6 + 4) Piercing damage. If the target is a Large or smaller creature, it has the Prone condition. Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 12, eac"
      },
      {
        "document": 2076,
        "excerpt": "1d6 + 2) Piercing damage. If the target is a Medium or smaller creature, it has the Prone condition."
      }
    ],
    "smallest": [
      {
        "document": 82,
        "excerpt": "Size and Space table. That table lists the sizes from smallest (Tiny) to largest (Gargantuan). A creature's space is the area that it effectively controls in combat an"
      }
    ],
    "smart": [
      {
        "document": 727,
        "excerpt": "re characters. To survive it, the characters will need smart tactics, quick thinking, and maybe even a little luck."
      }
    ],
    "smash": [
      {
        "document": 1565,
        "excerpt": "is negligible. A creature can take a Utilize action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed"
      }
    ],
    "smashing": [
      {
        "document": 580,
        "excerpt": "object. For example, Bludgeoning damage works well for smashing things but not for cutting. Paper or cloth objects might have Vulnerability to Fire damage. Damage Thre"
      }
    ],
    "smeared": [
      {
        "document": 693,
        "excerpt": "following four types: Contact. Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poiso"
      }
    ],
    "smell": [
      {
        "document": 1304,
        "excerpt": "l terrain in a 150-foot Cube in range look, sound, and smell like another sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill,"
      },
      {
        "document": 1362,
        "excerpt": "an a 5-foot Cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since th"
      },
      {
        "document": 1363,
        "excerpt": "ke terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. Open fields or a road could be made to resemble a swamp,"
      },
      {
        "document": 1428,
        "excerpt": "image is purely visual; it isn't accompanied by sound, smell, or other sensory effects. As a Magic action, you can cause the image to move to any spot within range."
      },
      {
        "document": 1738,
        "excerpt": "ry This tube holds milky liquid with a strong alcohol smell. When found, a tube contains 1d6 + 1 ounces. You can take a Utilize action to pour 1 or more ounces of"
      }
    ],
    "smelling": [
      {
        "document": 1732,
        "excerpt": "pend the last charge, the talisman dissolves into foul-smelling slime and is destroyed."
      }
    ],
    "smells": [
      {
        "document": 266,
        "excerpt": "38 A sketch of a goblin 39 An empty glass vial that smells of perfume 40 A gemstone that looks like a lump of coal when examined by anyone but you 41 A scrap of"
      },
      {
        "document": 1350,
        "excerpt": "sts for the duration. It seems real, including sounds, smells, and temperature appropriate to the thing depicted, but it can't deal damage or cause conditions. If yo"
      },
      {
        "document": 1536,
        "excerpt": "Wondrous Item, Rare This cape smells faintly of brimstone. While wearing it, you can use it to cast Dimension Door as a Magic action. This pr"
      },
      {
        "document": 1658,
        "excerpt": "Potion, Uncommon This concoction looks, smells, and tastes like a Potion of Healing or another beneficial potion. However, it is actually poison masked"
      },
      {
        "document": 1662,
        "excerpt": "rinking this potion. This potion's cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it."
      }
    ],
    "smite": [
      {
        "document": 762,
        "excerpt": "Shining Smite"
      },
      {
        "document": 842,
        "excerpt": "Fighting Style, Paladin’s Smite"
      },
      {
        "document": 843,
        "excerpt": "Divine Smite"
      },
      {
        "document": 844,
        "excerpt": "Shining Smite"
      },
      {
        "document": 968,
        "excerpt": "choose two level 1 Paladin spells. Heroism and Searing Smite are recommended. The number of spells on your list increases as you gain Paladin levels, as shown in th"
      },
      {
        "document": 972,
        "excerpt": "ows that you make to maintain Concentration. Eldritch Smite Prerequisite: Level 5+ Warlock, Pact of the Blade Invocation Once per turn when you hit a creature wit"
      },
      {
        "document": 982,
        "excerpt": "Smite of Protection"
      },
      {
        "document": 1240,
        "excerpt": "Divine Smite"
      },
      {
        "document": 1414,
        "excerpt": "Searing Smite"
      },
      {
        "document": 1425,
        "excerpt": "Shining Smite"
      }
    ],
    "smith": [
      {
        "document": 772,
        "excerpt": "Leatherworker’s Tools, Smith’s Tools, or Weaver’s Tools depending on the kind of armor as noted in the tools’ descriptions"
      }
    ],
    "smith's": [
      {
        "document": 429,
        "excerpt": "Smith's Tools (20 GP)"
      }
    ],
    "smiting": [
      {
        "document": 762,
        "excerpt": "Bead of Smiting"
      },
      {
        "document": 1616,
        "excerpt": "Mace of Smiting"
      }
    ],
    "smoke": [
      {
        "document": 793,
        "excerpt": "for 1 minute, then disappears in a puff of bright-pink smoke."
      },
      {
        "document": 820,
        "excerpt": "A glass orb filled with moving smoke"
      },
      {
        "document": 1250,
        "excerpt": "e a thin cloud of harmless embers and colored, scented smoke in a 5-foot Cube. You choose the color and scent, and the embers can light candles, torches, or lamps in"
      },
      {
        "document": 1325,
        "excerpt": "ration, up to 1 minute A swirling cloud of embers and smoke fills a 20-foot-radius Sphere centered on a point within range. The cloud's area is Heavily Obscured. It"
      },
      {
        "document": 1349,
        "excerpt": "and other objects created by this spell dissipate into smoke if removed from it. A staff of 100 near-transparent servants attends all who enter. You determine the a"
      },
      {
        "document": 1375,
        "excerpt": "e equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed. For the duration, you or a creature you choose"
      },
      {
        "document": 1463,
        "excerpt": "drop of mercury, a dollop of gum arabic, and a wisp of smoke)"
      },
      {
        "document": 1483,
        "excerpt": "amage on a successful one. The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose"
      },
      {
        "document": 1536,
        "excerpt": "teleport with that spell, you leave behind a cloud of smoke. The space you left is Lightly Obscured by that smoke until the end of your next turn."
      },
      {
        "document": 1570,
        "excerpt": "stopper of this painted brass bottle, a cloud of thick smoke flows out of it. At the end of your turn, the smoke disappears with a flash of harmless fire, and an Efr"
      },
      {
        "document": 1575,
        "excerpt": "or close this bottle. Opening the bottle causes thick smoke to billow out, forming a cloud that fills a 60-foot Emanation originating from the bottle. The area with"
      },
      {
        "document": 1802,
        "excerpt": "tside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells. Magic"
      },
      {
        "document": 1815,
        "excerpt": "tside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells. Magic"
      },
      {
        "document": 1825,
        "excerpt": "tside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells. Magic"
      },
      {
        "document": 1859,
        "excerpt": "tside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells. Magic"
      },
      {
        "document": 1932,
        "excerpt": "tside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells. Magic"
      },
      {
        "document": 1936,
        "excerpt": "tside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells. Magic"
      },
      {
        "document": 1986,
        "excerpt": "tside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells. Fear"
      }
    ],
    "smoke's": [
      {
        "document": 1250,
        "excerpt": "can light candles, torches, or lamps in that area. The smoke's scent lingers for 1 minute. Beckon Water. You create a spray of cool mist that lightly dampens creature"
      }
    ],
    "smooth": [
      {
        "document": 148,
        "excerpt": "ance: some are of nearly equal diameter throughout and smooth, others are gnarled and twisted, some are made of wood, and others are composed of polished metal or cry"
      },
      {
        "document": 719,
        "excerpt": "gear, or magic such as Spider Climb to scale the pit's smooth walls. You can make the pit easier to escape by adding cracks in the walls big enough to serve as handho"
      },
      {
        "document": 723,
        "excerpt": "magic such as a Spider Climb spell to scale the pit's smooth walls. You can make the pit easier to escape by adding cracks in the walls big enough to serve as handho"
      },
      {
        "document": 1304,
        "excerpt": "a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed. The tactile cha"
      },
      {
        "document": 1363,
        "excerpt": "a gentle slope, or a rock-strewn gully like a wide and smooth road. Similarly, you can alter the appearance of structures or add them where none are present. The spe"
      }
    ],
    "smother": [
      {
        "document": 1785,
        "excerpt": "Smother. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Bludgeoning damage. If the target is a Medium or s"
      }
    ],
    "smothered": [
      {
        "document": 1213,
        "excerpt": "es no fuel. The flame can be covered or hidden but not smothered or quenched."
      }
    ],
    "smothering": [
      {
        "document": 1785,
        "excerpt": "Animated Rug of Smothering"
      }
    ],
    "smug": [
      {
        "document": 820,
        "excerpt": "A wooden statuette of a smug halfling"
      }
    ],
    "snake": [
      {
        "document": 756,
        "excerpt": "e the creature: on a 1, a Camel; on a 2, a Constrictor Snake; on a 3, an Elephant; on a 4, a Mule."
      },
      {
        "document": 972,
        "excerpt": "uasit, Skeleton, Sphinx of Wonder, Sprite, or Venomous Snake (see “Monsters” for the familiar’s stat block). Additionally, when you take the Attack action, you can"
      },
      {
        "document": 1720,
        "excerpt": "you, causing the staff to become a Giant Constrictor Snake in that space. The snake is under your control and shares your Initiative count, taking its turn immedia"
      },
      {
        "document": 1833,
        "excerpt": "Constrictor Snake"
      },
      {
        "document": 1865,
        "excerpt": "Flying Snake"
      },
      {
        "document": 1878,
        "excerpt": "Giant Constrictor Snake"
      },
      {
        "document": 1897,
        "excerpt": "Giant Venomous Snake"
      },
      {
        "document": 1959,
        "excerpt": "Multiattack. The medusa makes two Claw attacks and one Snake Hair attack, or it makes three Poison Ray attacks. Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d"
      },
      {
        "document": 2043,
        "excerpt": "m can move through any opening large enough for a Tiny snake. The swarm can't regain Hit Points or gain Temporary Hit Points."
      },
      {
        "document": 2057,
        "excerpt": "Venomous Snake"
      }
    ],
    "snake's": [
      {
        "document": 1354,
        "excerpt": "V, M (a snake's tongue)"
      }
    ],
    "snakelike": [
      {
        "document": 117,
        "excerpt": "placed on a tentacle might work, but a yuan-ti with a snakelike tail instead of legs can't wear magic boots. Paired Items. You can allow exceptions to the rule that pa"
      }
    ],
    "snakes": [
      {
        "document": 2043,
        "excerpt": "Swarm of Venomous Snakes"
      }
    ],
    "snaps": [
      {
        "document": 308,
        "excerpt": "et a Hunting Trap, which is a sawtooth steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to a"
      }
    ],
    "snaring": [
      {
        "document": 117,
        "excerpt": "one arm might be able to use a single Glove of Missile Snaring so long as the matching glove is on their person."
      },
      {
        "document": 1589,
        "excerpt": "Gloves of Missile Snaring"
      }
    ],
    "snatch": [
      {
        "document": 1609,
        "excerpt": "thwarting all attempts by other creatures to attack or snatch it. As a Utilize action, you can seize and stow any number of Ioun Stones orbiting your head. If your A"
      }
    ],
    "sneak": [
      {
        "document": 56,
        "excerpt": "nd monsters often hide, whether to spy on one another, sneak past a guardian, or set an ambush. The Game Master decides when circumstances are appropriate for hiding"
      },
      {
        "document": 106,
        "excerpt": "k involves other damage dice, such as from the Rogue's Sneak Attack feature, you also roll those dice twice."
      },
      {
        "document": 855,
        "excerpt": "Sneak Attack"
      },
      {
        "document": 970,
        "excerpt": "Sneak Attack"
      },
      {
        "document": 984,
        "excerpt": "Supreme Sneak"
      }
    ],
    "sneezing": [
      {
        "document": 1566,
        "excerpt": "Dust of Sneezing and Choking"
      }
    ],
    "snow": [
      {
        "document": 78,
        "excerpt": "ain. Low furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs are examples of Difficult Terrain. Every foot of movement in Difficult Terrain costs"
      },
      {
        "document": 616,
        "excerpt": "is sized for creatures of your size or larger - Heavy snow, ice, rubble, or undergrowth - Liquid that's between shin- and waist-deep - A narrow opening sized for a"
      },
      {
        "document": 1215,
        "excerpt": "und fog | | 4 | Rain, hail, or snow | | 5 | Torrential rain, driving hail, or blizzard | | Temperature |"
      },
      {
        "document": 1247,
        "excerpt": "clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round. Bloom. You instantly make a flower blossom, a seed pod op"
      },
      {
        "document": 1429,
        "excerpt": "ing by touching both the creature and a pile of ice or snow that is the same size as that creature, and the pile turns into the simulacrum, which is a creature. It"
      },
      {
        "document": 1479,
        "excerpt": "across any liquid surface - such as water, acid, mud, snow, quicksand, or lava - as if it were harmless solid ground (creatures crossing molten lava can still take"
      },
      {
        "document": 1528,
        "excerpt": "trider. You ignore Difficult Terrain created by ice or snow."
      },
      {
        "document": 1770,
        "excerpt": "ck. Additionally, Difficult Terrain composed of ice or snow doesn't cost it extra movement. Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a s"
      },
      {
        "document": 1782,
        "excerpt": "ck. Additionally, Difficult Terrain composed of ice or snow doesn't cost it extra movement. Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a s"
      },
      {
        "document": 2072,
        "excerpt": "ck. Additionally, Difficult Terrain composed of ice or snow doesn't cost it extra movement."
      },
      {
        "document": 2090,
        "excerpt": "ck. Additionally, Difficult Terrain composed of ice or snow doesn't cost it extra movement."
      }
    ],
    "snowfall": [
      {
        "document": 683,
        "excerpt": "Everything within an area of heavy rain or heavy snowfall is Lightly Obscured, and creatures in the area have Disadvantage on all Wisdom (Perception) checks. Heav"
      }
    ],
    "snowflakes": [
      {
        "document": 1247,
        "excerpt": "golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round. Bloom. You instantly make a flower blossom, a se"
      }
    ],
    "snuff": [
      {
        "document": 1247,
        "excerpt": "ct must fit in a 5-foot Cube. Fire Play. You light or snuff out a candle, a torch, or a campfire."
      },
      {
        "document": 1386,
        "excerpt": "an odd odor. Fire Play. You instantaneously light or snuff out a candle, a torch, or a small campfire. Clean or Soil. You instantaneously clean or soil an object"
      },
      {
        "document": 1535,
        "excerpt": "burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from its total"
      }
    ],
    "snuffbox": [
      {
        "document": 267,
        "excerpt": "5 A diary with seven missing pages 86 An empty silver snuffbox bearing the inscription “dreams” on its lid 87 An iron holy symbol devoted to an unknown god 88 A book"
      }
    ],
    "snug": [
      {
        "document": 1528,
        "excerpt": "Uncommon (Requires Attunement) These furred boots are snug and feel warm. While wearing them, you gain the following benefits. Cold Resistance. You have Resistanc"
      }
    ],
    "soaked": [
      {
        "document": 349,
        "excerpt": "lding flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a Candle, Lamp, Lantern, or Torch - or anything e"
      }
    ],
    "social": [
      {
        "document": 26,
        "excerpt": "The three main pillars of D&D play are social interaction, exploration, and combat. Whichever one you're experiencing, the game unfolds according to t"
      },
      {
        "document": 43,
        "excerpt": ".” Actions can come up in other situations, too: in a social interaction, you can try to Influence a creature or use the Search action to read the creature's body la"
      },
      {
        "document": 46,
        "excerpt": "Social Interaction"
      },
      {
        "document": 47,
        "excerpt": "ry aspect of the game, and it comes to the fore during social interactions. As you roleplay, consider whether you prefer an active approach or a descriptive approach"
      },
      {
        "document": 49,
        "excerpt": "lity checks can be key in determining the outcome of a social interaction. Your roleplaying efforts can alter an NPC's attitude, but there might still be an element o"
      },
      {
        "document": 624,
        "excerpt": "t is part of at least one of the game's three pillars: social interaction, exploration, or combat. See also \"Playing the Game\" (\"Social Interaction,\" \"Exploration,\" a"
      },
      {
        "document": 738,
        "excerpt": "is ideal for a background that involves performance or social interaction."
      },
      {
        "document": 1488,
        "excerpt": "e charmer with damaging abilities or magical effects. Social Advantage. The charmer has Advantage on any ability check to interact with you socially."
      }
    ],
    "socially": [
      {
        "document": 1488,
        "excerpt": "as Advantage on any ability check to interact with you socially."
      }
    ],
    "society": [
      {
        "document": 235,
        "excerpt": "reatures endeavor to do the right thing as expected by society. Someone who fights injustice and protects the innocent without hesitation is probably Lawful Good. Neu"
      },
      {
        "document": 1561,
        "excerpt": "ght want many things: the annihilation of a particular society or organization, freedom from the orb, to spread suffering in the world, to advance the worship of Tiama"
      }
    ],
    "socks": [
      {
        "document": 820,
        "excerpt": "A pair of old socks"
      }
    ],
    "soft": [
      {
        "document": 54,
        "excerpt": "ary between Bright Light and surrounding Darkness. The soft light of twilight and dawn also counts as Dim Light. A full moon might bathe the land in Dim Light. Dar"
      },
      {
        "document": 1220,
        "excerpt": "hin range. It is either an object of vegetable matter (soft goods, rope, wood, and the like) or mineral matter (stone, crystal, metal, and the like). The object mus"
      },
      {
        "document": 1444,
        "excerpt": "V, S, M (soft clay)"
      },
      {
        "document": 1644,
        "excerpt": "Wondrous Item, Rare This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in di"
      },
      {
        "document": 1756,
        "excerpt": "Wondrous Item, Legendary This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in di"
      }
    ],
    "soil": [
      {
        "document": 270,
        "excerpt": "of background, species, and languages provides fertile soil for your imagination as you ponder your character's earliest days."
      },
      {
        "document": 342,
        "excerpt": "a Shovel to dig a hole that is 5 feet on each side in soil or similar material."
      },
      {
        "document": 1386,
        "excerpt": "out a candle, a torch, or a small campfire. Clean or Soil. You instantaneously clean or soil an object no larger than 1 cubic foot. Minor Sensation. You chill, w"
      }
    ],
    "solar": [
      {
        "document": 2022,
        "excerpt": "Solar"
      }
    ],
    "solar's": [
      {
        "document": 2022,
        "excerpt": "amage. Hit or Miss: The sword magically returns to the solar's hand or hovers within 5 feet of the solar immediately after a ranged attack. Slaying Bow. Dexterity Sav"
      }
    ],
    "sold": [
      {
        "document": 119,
        "excerpt": "y found only in cities, and rarer magic items might be sold only in wondrous locations, such as a city on another plane of existence. If you allow characters to buy"
      },
      {
        "document": 420,
        "excerpt": "Equipment fetches half its cost when sold. In contrast, trade goods and valuables - like gems and art objects - retain their full value in the mar"
      },
      {
        "document": 1503,
        "excerpt": "longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion"
      }
    ],
    "soldier": [
      {
        "document": 821,
        "excerpt": "Soldier"
      },
      {
        "document": 998,
        "excerpt": "Soldier"
      }
    ],
    "soldiers": [
      {
        "document": 266,
        "excerpt": "A dead scarab beetle the size of your hand 52 Two toy soldiers, one missing a head 53 A small box filled with different-sized buttons 54 A candle that can't be lit"
      }
    ],
    "solid": [
      {
        "document": 563,
        "excerpt": "tation is occupied by another creature or blocked by a solid obstacle, you instead appear in the nearest unoccupied space of your choice. The description of a telep"
      },
      {
        "document": 583,
        "excerpt": "earth, mud, or ice. The creature can't burrow through solid rock unless the creature has a trait that allows it to do so. See also \"Speed.\""
      },
      {
        "document": 722,
        "excerpt": "s onto a hidden pressure plate, a 5-foot-radius orb of solid stone is released from a secret compartment and begins to roll. The stone and all creatures nearby roll"
      },
      {
        "document": 1162,
        "excerpt": "you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diamete"
      },
      {
        "document": 1227,
        "excerpt": "rown bead enters a creature's space or collides with a solid object, the spell ends, and the bead explodes. When the bead explodes, flammable objects in the explosi"
      },
      {
        "document": 1228,
        "excerpt": "on: 1 hour You create a shadowy Medium door on a flat solid surface that you can see within range. This door can be opened and closed, and it leads to a demiplane t"
      },
      {
        "document": 1282,
        "excerpt": "you choose within range. The prison can be a cage or a solid box, as you choose. A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2"
      },
      {
        "document": 1286,
        "excerpt": "ow openings, but it treats liquids as though they were solid surfaces. The target can't talk or manipulate objects, and any objects it was carrying or holding can't"
      },
      {
        "document": 1358,
        "excerpt": "at only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence; 1 foot o"
      },
      {
        "document": 1388,
        "excerpt": "of equal or greater level that can open a portal on a solid surface, destroys this layer."
      },
      {
        "document": 1472,
        "excerpt": "ration, up to 1 minute You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a rin"
      },
      {
        "document": 1473,
        "excerpt": "r at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can"
      },
      {
        "document": 1474,
        "excerpt": "ation, up to 10 minutes You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a globe with a radius of up to 10 fee"
      },
      {
        "document": 1475,
        "excerpt": "Concentration, up to 10 minutes A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is compo"
      },
      {
        "document": 1476,
        "excerpt": "eedle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5"
      },
      {
        "document": 1479,
        "excerpt": "mud, snow, quicksand, or lava - as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures"
      },
      {
        "document": 1480,
        "excerpt": "tly Obscured. If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself"
      },
      {
        "document": 1496,
        "excerpt": "onmagical objects you are wearing and carrying, into a solid inanimate substance (usually stone). Your weight increases by a factor of ten, and you cease aging. Inc"
      },
      {
        "document": 1644,
        "excerpt": "to unfold a Portable Hole and place it on or against a solid surface, whereupon the Portable Hole creates an extradimensional hole 10 feet deep. The cylindrical spac"
      },
      {
        "document": 1667,
        "excerpt": "ult Terrain for you. In addition, you can move through solid earth or rock as if those areas were Difficult Terrain without disturbing the matter through which you p"
      },
      {
        "document": 1686,
        "excerpt": "y vision with a range of 30 feet for 1 minute. To you, solid objects within that radius appear transparent and don't prevent light from passing through them. The vis"
      },
      {
        "document": 1694,
        "excerpt": "le can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form. Button 5. The rod transforms into a handheld batt"
      },
      {
        "document": 1716,
        "excerpt": "action to break the staff over your knee or against a solid surface. The staff is destroyed and releases its magic in an explosion that fills a 30-foot Emanation or"
      },
      {
        "document": 1719,
        "excerpt": "action to break the staff over your knee or against a solid surface. The staff is destroyed and releases its magic in an explosion that fills a 30-foot Emanation or"
      },
      {
        "document": 1756,
        "excerpt": "on to unfold the Well of Many Worlds and place it on a solid surface, whereupon it forms a two-way, 6-foot-diameter, circular portal to another world or plane of exi"
      },
      {
        "document": 1786,
        "excerpt": "Tunneler. The ankheg can burrow through solid rock at half its Burrow Speed and leaves a 10-foot-diameter tunnel in its wake."
      },
      {
        "document": 1995,
        "excerpt": "Tunneler. The worm can burrow through solid rock at half its Burrow Speed and leaves a 10-foot-diameter tunnel in its wake."
      }
    ],
    "solidly": [
      {
        "document": 1475,
        "excerpt": "a firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp. If you cr"
      }
    ],
    "solve": [
      {
        "document": 787,
        "excerpt": "Seeker. The item craves knowledge or is determined to solve a mystery, learn a secret, or unravel a cryptic prophecy."
      }
    ],
    "solvent": [
      {
        "document": 1708,
        "excerpt": "tes can be broken only by the application of Universal Solvent or Oil of Etherealness, or with a Wish spell."
      },
      {
        "document": 1738,
        "excerpt": "Universal Solvent"
      }
    ],
    "somatic": [
      {
        "document": 175,
        "excerpt": "ts are required, describe the monster's use of Verbal, Somatic, or Material components to signal to characters that it is casting a spell. A monster that requires Mate"
      },
      {
        "document": 495,
        "excerpt": "description indicates whether it requires Verbal (V), Somatic (S), or Material (M) components. If the spellcaster can't provide one or more of a spell's components, t"
      },
      {
        "document": 498,
        "excerpt": "Somatic (S)"
      },
      {
        "document": 499,
        "excerpt": "cess them, but it can be the same hand used to perform Somatic components, if any. If a spell doesn't consume its materials and doesn't specify a cost for them, a spe"
      },
      {
        "document": 942,
        "excerpt": "Somatic component"
      },
      {
        "document": 971,
        "excerpt": "n spend 1 Sorcery Point to cast it without any Verbal, Somatic, or Material components, except Material components that are consumed by the spell or that have a cost s"
      },
      {
        "document": 1216,
        "excerpt": "ithin 60 feet of yourself casting a spell with Verbal, Somatic, or Material components"
      },
      {
        "document": 1432,
        "excerpt": "it takes the Attack action. If it casts a spell with a Somatic component, there is a 25 percent chance the spell fails as a result of the target making the spell's ges"
      },
      {
        "document": 1596,
        "excerpt": "ells. Any spell you cast using the hat gains a special Somatic component: you must reach into the hat and “pull” the spell out of it. Unknown Spell. While holding the"
      },
      {
        "document": 1920,
        "excerpt": "e naga casts one of the following spells, requiring no Somatic or Material components and using Wisdom as the spellcasting ability (spell save DC 16): At Will: Thauma"
      },
      {
        "document": 2028,
        "excerpt": "e naga casts one of the following spells, requiring no Somatic or Material components and using Intelligence as the spellcasting ability (spell save DC 14): At Will:"
      }
    ],
    "some": [
      {
        "document": 3,
        "excerpt": "Some creatures and objects have Immunity to certain damage types and conditions. Immunity to a damage type me"
      },
      {
        "document": 12,
        "excerpt": "Some spells and other effects confer Temporary Hit Points, which are a buffer against losing actual Hit Point"
      },
      {
        "document": 24,
        "excerpt": "fferent types of attack rolls. Attack Roll Abilities Some features let you use different ability modifiers from those listed. For example, the Finesse property (s"
      },
      {
        "document": 26,
        "excerpt": "door might be locked, the floor might hide a trap, or some other circumstance might make it challenging for an adventurer to complete a task. In those cases, the G"
      },
      {
        "document": 27,
        "excerpt": "mor, magic items, spells, and more. Only One Base AC. Some spells and class features give characters a different way to calculate their AC. A character with multip"
      },
      {
        "document": 34,
        "excerpt": "Characters and monsters are good at various things. Some are skilled with many weapons, while others can use only a few. Some are better at understanding people'"
      },
      {
        "document": 40,
        "excerpt": "s you add your Proficiency Bonus to your Wisdom saves. Some monsters also have saving throw proficiencies, as noted in their stat blocks. Each class gives proficie"
      },
      {
        "document": 45,
        "excerpt": "ion. A Reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone else's. The Opportunity Attack, described later in \"Pla"
      },
      {
        "document": 46,
        "excerpt": "player characters meet many different people and face some monsters that would rather talk than fight. In those situations, it's time for social interaction, which"
      },
      {
        "document": 50,
        "excerpt": "and full of mystery. The rules in this section detail some of the ways adventurers interact with the environment in such places."
      },
      {
        "document": 52,
        "excerpt": "Some adventuring tasks - such as noticing danger, hitting an enemy, and targeting certain spells - are affect"
      },
      {
        "document": 55,
        "excerpt": "Some creatures have special senses that help them perceive things in certain situations. “Rules Glossary” def"
      },
      {
        "document": 59,
        "excerpt": "Each ability has a score from 1 to 20, although some monsters have a score as high as 30. The score represents the magnitude of an ability. The Ability Score"
      },
      {
        "document": 74,
        "excerpt": "a second object, you need to take the Utilize action. Some magic items and other special objects always require an action to use, as stated in their descriptions."
      },
      {
        "document": 79,
        "excerpt": "You can break up your move, using some of its movement before and after any action, Bonus Action, or Reaction you take on the same turn. For ex"
      },
      {
        "document": 81,
        "excerpt": "fraction, even if the fraction is one-half or greater. Some rules make an exception and tell you to round up. Ability Modifiers"
      },
      {
        "document": 84,
        "excerpt": "When you take the Attack action, you make an attack. Some other actions, Bonus Actions, and Reactions also let you make an attack. Whether you strike with a Melee"
      },
      {
        "document": 85,
        "excerpt": "he particular attack has rules that specify otherwise. Some attacks cause special effects in addition to or instead of damage."
      },
      {
        "document": 88,
        "excerpt": "e range, you can't attack a target beyond this range. Some ranged attacks, such as those made with a Longbow, have two ranges. The smaller number is the normal ran"
      },
      {
        "document": 89,
        "excerpt": "u make a ranged attack roll with a weapon, a spell, or some other means, you have Disadvantage on the roll if you are within 5 feet of an enemy who can see you and"
      },
      {
        "document": 111,
        "excerpt": "Some creatures and objects have Resistance or Vulnerability to certain damage types. If you have Resistance t"
      },
      {
        "document": 115,
        "excerpt": "ically a magical version of a weapon from “Equipment.” Some magic weapons specify the type of weapon they are in their descriptions, such as a Longsword or Longbow."
      },
      {
        "document": 122,
        "excerpt": "Some items are consumed - used up, in other words - when they are activated. A Potion of Healing must be swal"
      },
      {
        "document": 123,
        "excerpt": "Some magic items allow the user to cast a spell from the item. The spell is cast at the lowest possible spell"
      },
      {
        "document": 124,
        "excerpt": "Some magic items have charges that must be expended to activate their properties. The number of charges an it"
      },
      {
        "document": 126,
        "excerpt": "harges or properties that recharge at the next dawn or some other specified time. If such an item is on a world or plane of existence where the specified event does"
      },
      {
        "document": 128,
        "excerpt": "e to all damage. An Artifact can be destroyed only in some special way. Otherwise, it is impervious to damage. Learning how to destroy an Artifact usually requires"
      },
      {
        "document": 134,
        "excerpt": "Some magic items have sentience and personality. Such an item might be possessed, haunted by the spirit of a"
      },
      {
        "document": 136,
        "excerpt": "se, the armor must be worn for its magic to function. Some suits of magic armor specify the type of armor they are, such as Chain Mail or Plate Armor. If no type i"
      },
      {
        "document": 148,
        "excerpt": "Items in the Staff category vary widely in appearance: some are of nearly equal diameter throughout and smooth, others are gnarled and twisted, some are made of woo"
      },
      {
        "document": 149,
        "excerpt": ", or wood. It is tipped with metal, crystal, stone, or some other material. Unless its description notes otherwise, a wand can be used as an Arcane Focus."
      },
      {
        "document": 152,
        "excerpt": "The Speed entry specifies a monster's Speed. Some monsters have one or more of the following speeds: Burrow, Climb, Fly, Swim. Rules for Speed and these s"
      },
      {
        "document": 161,
        "excerpt": "d CR entries appear here. Additional details appear in some monsters, such as skill proficiencies, Resistances, Immunities, and Gear. If a monster lacks those detai"
      },
      {
        "document": 174,
        "excerpt": "Some creatures can make more than one attack when they take the Attack action. Such creatures have the Multia"
      },
      {
        "document": 179,
        "excerpt": "Some parts of a stat block have restrictions on the number of times they can be used. Here are the most commo"
      },
      {
        "document": 185,
        "excerpt": "fier is typically equal to its Dexterity modifier, but some monsters have additional modifiers, such as Proficiency Bonus, applied to that number. If you don't wan"
      },
      {
        "document": 228,
        "excerpt": "s less widespread in the worlds of the Material Plane. Some features let a character learn a rare language. Rare Languages *Primordial includes the Aquan, Auran,"
      },
      {
        "document": 232,
        "excerpt": ". None of these increases can raise a score above 20. Some players like to increase their class's primary ability, while others prefer to increase a low score."
      },
      {
        "document": 239,
        "excerpt": "features. The class features are detailed there too. Some class features offer choices. Make sure to read all your features and make any offered choices."
      },
      {
        "document": 240,
        "excerpt": "o the appropriate ability modifier and note the total. Some players also like to note the modifier for saving throws they're not proficient in, which is just the re"
      },
      {
        "document": 260,
        "excerpt": "n a class other than your initial class, you gain only some of the new class's starting proficiencies, as detailed in each class's description in “Classes.”"
      },
      {
        "document": 283,
        "excerpt": "adventurer gains from being one of those life forms. Some species can trace their origin to a single world, plane of existence, or god, while other species first"
      },
      {
        "document": 286,
        "excerpt": "ls within a species cover a wide range of heights, and some species include such diversity of size that you can choose whether your character is Small or Medium."
      },
      {
        "document": 288,
        "excerpt": "r character gets all the special traits listed for it. Some traits involve making a choice from a handful of options."
      },
      {
        "document": 337,
        "excerpt": "A Robe has vocational or ceremonial significance. Some events and locations admit only people wearing a Robe bearing certain colors or symbols."
      },
      {
        "document": 375,
        "excerpt": "ke. The pay shown on the Hirelings table is a minimum; some expert hirelings require more pay. Untrained hirelings are hired for work that requires no particular pr"
      },
      {
        "document": 378,
        "excerpt": "Some magic items are indistinguishable from their nonmagical counterparts, while others are conspicuously mag"
      },
      {
        "document": 379,
        "excerpt": "Some magic items require a creature to form a bond - called Attunement - with them before the creature can us"
      },
      {
        "document": 380,
        "excerpt": "n practice (for a Weapon), meditation (for a Wand), or some other appropriate activity. If the Short Rest is interrupted, the Attunement attempt fails. Otherwise, a"
      },
      {
        "document": 471,
        "excerpt": "ive fabrics and adorned with expertly crafted details. Some events and locations admit only people wearing these clothes."
      },
      {
        "document": 487,
        "excerpt": "y, the spell expands to fill the slot it is put into. Some spells, such as Magic Missile and Cure Wounds, have more powerful effects when cast at a higher level, a"
      },
      {
        "document": 488,
        "excerpt": "scribe spells but have no rules of their own, although some other rules refer to them. Schools of Magic"
      },
      {
        "document": 489,
        "excerpt": "ears in parentheses after the spell's school of magic. Some features add a spell to a character's spell list even if the character isn't a member of a class in the"
      },
      {
        "document": 490,
        "excerpt": "Most spells require the Magic action to cast, but some spells require a Bonus Action, a Reaction, or 1 minute or more. A spell's Casting Time entry specifies w"
      },
      {
        "document": 492,
        "excerpt": "ger that is defined in the spell's Casting Time entry. Some spells that have a casting time of a Bonus Action are also cast in response to a trigger defined in the"
      },
      {
        "document": 502,
        "excerpt": "cifically a creature other than you. Areas of Effect. Some spells, such as Thunder-wave, cover an area called an area of effect, which is defined in “Rules Glossar"
      },
      {
        "document": 503,
        "excerpt": "ls specify that a target makes a saving throw to avoid some or all of a spell's effects. The spell specifies the ability that the target uses for the save and what"
      },
      {
        "document": 504,
        "excerpt": "Some spells require the caster to make an attack roll to determine whether the spell hits a target. Here's ho"
      },
      {
        "document": 514,
        "excerpt": "spellcaster must have it prepared. Special Abilities. Some characters and monsters have special abilities that allow them to cast specific spells without a spell s"
      },
      {
        "document": 517,
        "excerpt": "condition, its level decreases by 1. Special Feature. Some features are recharged by a Long Rest. If you have such a feature, it recharges in the way specified in"
      },
      {
        "document": 530,
        "excerpt": "Some effects cause a creature to be possessed by another creature or entity. A possessing effect defines how"
      },
      {
        "document": 538,
        "excerpt": "fraction, even if the fraction is one-half or greater. Some rules make an exception and tell you to round up."
      },
      {
        "document": 543,
        "excerpt": "ional Hit Point Die after each roll. Special Feature. Some features are recharged by a Short Rest. If you have such a feature, it recharges in the way specified in"
      },
      {
        "document": 548,
        "excerpt": "g” and “Playing the Game” (“Combat”). Special Speeds. Some creatures have special speeds, such as a Burrow Speed, Climb Speed, Fly Speed, or Swim Speed, each of wh"
      },
      {
        "document": 551,
        "excerpt": "consumed by the spell and don't have a cost specified. Some classes allow its members to use certain types of Spellcasting Focuses. See also \"Spells\" (\"Casting Spel"
      },
      {
        "document": 554,
        "excerpt": "lowing the Initiative modifier is an Initiative score. Some creatures that are created by magic lack Hit Dice and Initiative information. Speed. Here the monster's"
      },
      {
        "document": 555,
        "excerpt": "n one attack as part of the Attack action, you can use some or all of that movement to move between those attacks."
      },
      {
        "document": 575,
        "excerpt": "Some magic items require a creature to form a bond - called Attunement - with them before the creature can us"
      },
      {
        "document": 577,
        "excerpt": "ary uses the following conventions: Tags in Brackets. Some entries have a tag in brackets after the entry's name, as in \"Attack [Action].\" A tag - Action, Area of"
      },
      {
        "document": 580,
        "excerpt": "Objects can be harmed by attacks and by some spells, using the rules below. If an object is exceedingly fragile, the GM may allow a creature to break"
      },
      {
        "document": 592,
        "excerpt": "Some spells and other effects require Concentration to remain active, as specified in their descriptions. If"
      },
      {
        "document": 599,
        "excerpt": "ure types: The types don't have rules themselves, but some rules in the game affect creatures of certain types in different ways."
      },
      {
        "document": 602,
        "excerpt": "Some game effects curse a creature or an object. The effect that confers a curse defines what the curse does."
      },
      {
        "document": 633,
        "excerpt": "ure must have a hand free to grapple another creature. Some stat blocks and game effects allow a creature to grapple using a tentacle, a maw, or another body part."
      },
      {
        "document": 645,
        "excerpt": "Some creatures can hover, as noted in their stat blocks, and some spells and other effects grant the ability"
      },
      {
        "document": 664,
        "excerpt": "hat lasts for a specified time or until it is ended by some means. A magical contagion is an adverse effect of magical origin that is contagious by definition. The"
      },
      {
        "document": 667,
        "excerpt": "Some monsters are associated with curses, whether as part of their origins or due to their ability to spread"
      },
      {
        "document": 671,
        "excerpt": "Some locations are so suffused with evil that anyone who lingers there is burdened with a curse. Demonic Poss"
      },
      {
        "document": 689,
        "excerpt": "g the situation is. The Sample Fear DCs table provides some examples. Sample Fear DCs Typically, a Frightened creature repeats the saving throw at the end of each"
      },
      {
        "document": 692,
        "excerpt": "Long-Term Effects. The character has Disadvantage on some or all ability checks for 1d10 × 10 hours, stemming from an unwillingness or inability to exert a partic"
      },
      {
        "document": 694,
        "excerpt": "In some settings, laws prohibit the possession and use of poison, but an illicit dealer or unscrupulous apotheca"
      },
      {
        "document": 714,
        "excerpt": "doorknob, or using the wrong key in a lock. Duration. Some traps have durations expressed in rounds, minutes, or hours. Others specify that their effects last unti"
      },
      {
        "document": 793,
        "excerpt": "a burial chamber containing a Mummy, a Mummy Lord, or some other Undead of the GM’s choice. Its sarcophagus contains treasure of the GM’s choice."
      },
      {
        "document": 967,
        "excerpt": "the end of which you regain all your expended points. Some features that use Focus Points require your target to make a saving throw. The save DC equals 8 plus you"
      },
      {
        "document": 971,
        "excerpt": "ther creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, spend 1 Sorcery Point and choose a number of t"
      },
      {
        "document": 973,
        "excerpt": "You can regain some of your magical energy by studying your spellbook. When you finish a Short Rest, you can choose expended"
      },
      {
        "document": 977,
        "excerpt": "gon. Perhaps an ancient dragon facing death bequeathed some of its magical power to you or your ancestor. You might have absorbed magic from a site infused with dra"
      },
      {
        "document": 978,
        "excerpt": "olling thunder, crackling lightning, and burning acid. Some Evokers find employment in military forces, serving as artillery to blast armies from afar. Others use t"
      },
      {
        "document": 982,
        "excerpt": "ld themselves to the highest standards of conduct, and some - for better or worse - hold the rest of the world to the same standards. Many who swear this oath are"
      },
      {
        "document": 1210,
        "excerpt": "contact a demigod, the spirit of a long-dead sage, or some other knowledgeable entity from another plane. Contacting this otherworldly intelligence can break your"
      },
      {
        "document": 1288,
        "excerpt": "hat you can see within range, ordering it to carry out some service or refrain from an action or a course of activity as you decide. The target must succeed on a Wi"
      },
      {
        "document": 1304,
        "excerpt": "ad can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like"
      },
      {
        "document": 1322,
        "excerpt": "the spell's casting. If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires Attunement, and"
      },
      {
        "document": 1350,
        "excerpt": "tes You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot Cube. The image appears at a spot that you ca"
      },
      {
        "document": 1363,
        "excerpt": "o 1 mile square look, sound, smell, and even feel like some other sort of terrain. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some"
      },
      {
        "document": 1367,
        "excerpt": "s memory of the event's details, or create a memory of some other event. You must speak to the target to describe how its memories are affected, and it must be abl"
      },
      {
        "document": 1376,
        "excerpt": "being must be known to you: a god, a demon prince, or some other being of cosmic power. That entity sends a Celestial, an Elemental, or a Fiend loyal to it to aid"
      },
      {
        "document": 1391,
        "excerpt": "d You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific trigger occurs. The illusion is imp"
      },
      {
        "document": 1428,
        "excerpt": "tes You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot Cube. The image appears at a spot within range"
      },
      {
        "document": 1558,
        "excerpt": "ith the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack"
      },
      {
        "document": 1588,
        "excerpt": "o assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like - including color, style, and accessories - but the a"
      },
      {
        "document": 1609,
        "excerpt": "after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun Stones exist, each type a distinct combination of shape and color. When you"
      },
      {
        "document": 1623,
        "excerpt": "nspection reveals they're made from paste, cookies, or some other worthless material. If you paint a form of energy such as fire or lightning, the energy dissipate"
      },
      {
        "document": 1627,
        "excerpt": "t (75 percent) of these decks have thirteen cards, but some have twenty-two. Use the appropriate column of the Mysterious Deck table when randomly determining cards"
      },
      {
        "document": 1649,
        "excerpt": "ir when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has clo"
      },
      {
        "document": 2033,
        "excerpt": "if that damage is reduced to 0, the giant can redirect some of the attack's force. Dexterity Saving Throw: DC 17, one creature the giant can see within 60 feet. Fai"
      }
    ],
    "somehow": [
      {
        "document": 83,
        "excerpt": "a move in a space occupied by another creature. If you somehow end a turn in a space with another creature, you have the Prone condition (see “Rules Glossary”) unless"
      },
      {
        "document": 1494,
        "excerpt": "its target to be seen unless the effect's creator can somehow see you. Any equipment you are wearing or carrying is also concealed. Attacks Affected. Attack rolls ag"
      }
    ],
    "someone": [
      {
        "document": 5,
        "excerpt": "nds early if the creature regains any Hit Points or if someone takes an action to administer first aid to it, making a successful DC 10 Wisdom (Medicine) check. When"
      },
      {
        "document": 45,
        "excerpt": "igger of some kind, which can occur on your turn or on someone else's. The Opportunity Attack, described later in \"Playing the Game,\" is the most common type of Reacti"
      },
      {
        "document": 142,
        "excerpt": "t's Time for a Change. The item demands to be given to someone else. Keep Me Close. The item insists on being carried or worn at all times. If its bearer refuses to"
      },
      {
        "document": 158,
        "excerpt": "e the rules in “Equipment” for that item. When used by someone else, a retrievable item uses its “Equipment” rules, ignoring any special flourishes in the stat block."
      },
      {
        "document": 235,
        "excerpt": "endeavor to do the right thing as expected by society. Someone who fights injustice and protects the innocent without hesitation is probably Lawful Good. Neutral Good"
      },
      {
        "document": 237,
        "excerpt": "hey are unaligned. doing what seems best at the time. Someone who's bored by moral debate is probably Neutral. Chaotic Neutral (CN). Chaotic Neutral creatures follow"
      },
      {
        "document": 376,
        "excerpt": "the level of a desired spell, the harder it is to find someone to cast it. Spellcasting Services ---"
      },
      {
        "document": 436,
        "excerpt": "ty Weight: 5 lb. Utilize: Mimic 10 or fewer words of someone else's handwriting (DC 15), or duplicate a wax seal (DC 20)"
      },
      {
        "document": 437,
        "excerpt": "Ability: Wisdom Weight: - Utilize: Discern whether someone is cheating (DC 10), or win the game (DC 20) Variants: Dice (1 SP), dragonchess (1 GP), playing cards ("
      },
      {
        "document": 502,
        "excerpt": "ys otherwise. Invalid Targets. If you cast a spell on someone or something that can't be affected by it, nothing happens to that target, but if you used a spell slot"
      },
      {
        "document": 654,
        "excerpt": "s Unconscious until it regains any Hit Points or until someone uses an action to administer first aid to it, which requires a successful DC 10 Wisdom (Medicine) check."
      },
      {
        "document": 744,
        "excerpt": "Awe or threaten someone into doing what you want."
      },
      {
        "document": 820,
        "excerpt": "A lock of someone’s hair"
      },
      {
        "document": 972,
        "excerpt": "eapon you touch; you can't bond with a magic weapon if someone else is attuned to it or another Warlock is bonded with it. Until the bond ends, you have proficiency wi"
      },
      {
        "document": 973,
        "excerpt": "ds, contains 100 pages, and can be read only by you or someone casting Identify. You determine the book's appearance and materials, such as a gilt-edged tome or a coll"
      },
      {
        "document": 979,
        "excerpt": "1 Temporary Hit Point). You also gain this benefit if someone else reduces an enemy within 10 feet of you to 0 Hit Points."
      },
      {
        "document": 1250,
        "excerpt": "n a 5-foot Cube. Doors and shutters being held open by someone or something aren't affected. Beckon Earth. You create a thin shroud of dust or sand that covers surfac"
      },
      {
        "document": 1319,
        "excerpt": "for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor."
      },
      {
        "document": 1324,
        "excerpt": "ade. The trigger must be an observable action, such as someone making a particular offering at the temple of your god, saving your true love, or defeating a specific m"
      },
      {
        "document": 1336,
        "excerpt": "or smaller object that isn't being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an addit"
      },
      {
        "document": 1362,
        "excerpt": "ange from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unab"
      },
      {
        "document": 1415,
        "excerpt": "the Ethereal Plane, the chest remains there for you or someone else to find."
      },
      {
        "document": 1418,
        "excerpt": "reature you have met or a creature described to you by someone who has met it. The target hears the message in its mind, recognizes you as the sender if it knows you,"
      },
      {
        "document": 1430,
        "excerpt": "tion. The spell ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the spell's effect. Creatures that don't sleep,"
      },
      {
        "document": 1451,
        "excerpt": "0 minutes. A creature awakens if it takes damage or if someone takes an action to shake it awake. Stunning. Each target must succeed on a Wisdom saving throw or have"
      },
      {
        "document": 1454,
        "excerpt": "nce, possibly using magic, or a place you know through someone else’s description, perhaps from a map. - “False destination” is a place that doesn’t exist. Perhaps you"
      },
      {
        "document": 1458,
        "excerpt": "e other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the locatio"
      },
      {
        "document": 1516,
        "excerpt": "living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature i"
      },
      {
        "document": 1627,
        "excerpt": "u have Advantage on Death Saving Throws for 1 year. If someone else reduces your chosen foe to 0 Hit Points or you don't choose a foe, this card has no effect. Donjon"
      },
      {
        "document": 1711,
        "excerpt": "e Sphere. A Sphere of Annihilation is stationary until someone takes control of it. If you are within 60 feet of a sphere, you can take a Magic action to make a DC 25"
      }
    ],
    "someone's": [
      {
        "document": 985,
        "excerpt": "You gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an Unarmed Strike, you can expend 4 Focus Points to start these imper"
      }
    ],
    "something": [
      {
        "document": 30,
        "excerpt": "have more than one instance of Heroic Inspiration. If something gives you Heroic Inspiration and you already have it, you can give it to a player character in your grou"
      },
      {
        "document": 33,
        "excerpt": "When you have Advantage or Disadvantage and something in the game lets you reroll or replace the d20, you can reroll or replace only one die, not both. You ch"
      },
      {
        "document": 37,
        "excerpt": "neral rule, and a general rule is in effect as long as something in the game doesn't explicitly say otherwise. The game also includes elements - class features, feats,"
      },
      {
        "document": 42,
        "excerpt": "When you do something other than moving or communicating, you typically take an action. The Action table lists the game's main"
      },
      {
        "document": 44,
        "excerpt": "or another feature of the game states that you can do something as a Bonus Action. You otherwise don't have a Bonus Action to take. You can take only one Bonus Action"
      },
      {
        "document": 47,
        "excerpt": "t information to influence the NPC. If you offer NPCs something they want or play on their sympathies, fears, or goals, you can form friendships, ward off violence, or"
      },
      {
        "document": 53,
        "excerpt": "ed condition (see “Rules Glossary”) when trying to see something there."
      },
      {
        "document": 57,
        "excerpt": "The player tells the GM that their character is doing something, such as moving a lever or opening a door, and the GM describes what happens. Sometimes, however, rules"
      },
      {
        "document": 63,
        "excerpt": "ss container or a piece of paper. If you try to damage something more resilient, the GM might use the rules on breaking objects in “Rules Glossary.”"
      },
      {
        "document": 74,
        "excerpt": "ended communication, such as a detailed explanation of something or an attempt to persuade a foe, requires an action. The Influence action is the main way you try to inf"
      },
      {
        "document": 92,
        "excerpt": "Bonus, a number added when making a D20 Test that uses something, such as a skill, in which the creature has proficiency. See “Proficiency” later in “Playing the Game.”"
      },
      {
        "document": 103,
        "excerpt": "ten call for an ability check when a creature attempts something other than an attack that has a chance of meaningful failure. When the outcome is uncertain and narrativ"
      },
      {
        "document": 120,
        "excerpt": "te a magic item. The item's user might also need to do something special. The description of each item category or individual item details how an item is activated. Cert"
      },
      {
        "document": 240,
        "excerpt": "your GM will determine whether your character notices something without asking you to make a Wisdom (Perception) check; the GM uses your Passive Perception instead. Pas"
      },
      {
        "document": 329,
        "excerpt": "A Pole is 10 feet long. You can use it to touch something up to 10 feet away. If you must make a Strength (Athletics) check as part of a High or Long Jump, you ca"
      },
      {
        "document": 427,
        "excerpt": "Weight: 5 lb. Utilize: Paint a recognizable image of something you've seen (DC 10) Craft: Druidic Focus, Holy Symbol"
      },
      {
        "document": 494,
        "excerpt": "ssed in feet. Touch. The spell's effect originates on something, as defined by the spell, that the spellcaster must touch within their reach. Self. The spell is cast o"
      },
      {
        "document": 502,
        "excerpt": "says whether the spell targets creatures, objects, or something else. A Clear Path to the Target. To target something with a spell, a caster must have a clear path to"
      },
      {
        "document": 527,
        "excerpt": "this score when determining whether a creature notices something without consciously making a Wisdom (Perception) check. A creature's Passive Perception equals 10 plus"
      },
      {
        "document": 528,
        "excerpt": "If a rule says you can use something a certain number of times per day, that means you must finish a Long Rest to use it again after you run"
      },
      {
        "document": 531,
        "excerpt": "If you have proficiency with something, you can add your Proficiency Bonus to any D20 Test you make using that thing. A creature might have pro"
      },
      {
        "document": 541,
        "excerpt": "the Search action, you make a Wisdom check to discern something that isn't obvious. The Search table suggests which skills are applicable when you take this action, dep"
      },
      {
        "document": 570,
        "excerpt": "You normally interact with an object while doing something else, such as when you draw a sword as part of the Attack action. When an object requires an action for"
      },
      {
        "document": 576,
        "excerpt": "are in Darkness. Moreover, in that range, you can see something that has the Invisible condition."
      },
      {
        "document": 577,
        "excerpt": "es - in this glossary and elsewhere - often talk about something happening to you in the game world. That \"you\" refers to the creature or object that the rule applies to"
      },
      {
        "document": 604,
        "excerpt": "e: ability checks, attack rolls, and saving throws. If something in the game affects D20 Tests, it affects all three of these rolls. The GM determines whether a D20 Test"
      },
      {
        "document": 616,
        "excerpt": "Terrain if the space contains any of the following or something similar: - A creature that isn’t Tiny or your ally - Furniture that is sized for creatures of your size"
      },
      {
        "document": 636,
        "excerpt": "You have the Blinded condition while trying to see something in a Heavily Obscured space. See also “Blinded,” “Darkness,” and “Playing the Game” (“Exploration”)."
      },
      {
        "document": 651,
        "excerpt": "With the Influence action, you urge a monster to do something. Describe or roleplay how you're communicating with the monster. Are you trying to deceive, intimidate,"
      },
      {
        "document": 655,
        "excerpt": "have Disadvantage on Wisdom (Perception) checks to see something in a Lightly Obscured space. See also “Dim Light” and “Playing the Game” (“Exploration”)."
      },
      {
        "document": 689,
        "excerpt": "Whenever the characters encounter something that is supernaturally frightful, use the Frightened condition as the baseline effect. Fear effects typi"
      },
      {
        "document": 739,
        "excerpt": "Lift, push, pull, or break something"
      },
      {
        "document": 744,
        "excerpt": "ther than normal, stay afloat in rough water, or break something."
      },
      {
        "document": 756,
        "excerpt": "d condition until the end of your next turn, believing something awesome just happened."
      },
      {
        "document": 783,
        "excerpt": "condition until the start of your next turn, believing something awesome just happened."
      },
      {
        "document": 1223,
        "excerpt": "riginating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the Darkness. If any of this spell's area overlaps with an area"
      },
      {
        "document": 1225,
        "excerpt": "iginating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the sunlight. If any of this spell's area overlaps with an area"
      },
      {
        "document": 1232,
        "excerpt": "ave, you discern the target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Eit"
      },
      {
        "document": 1250,
        "excerpt": "Cube. Doors and shutters being held open by someone or something aren't affected. Beckon Earth. You create a thin shroud of dust or sand that covers surfaces in a 5-foo"
      },
      {
        "document": 1336,
        "excerpt": "can be colored as you like. Covering the object with something opaque blocks the light. The spell ends if you cast it again."
      },
      {
        "document": 1347,
        "excerpt": "lume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there, so the wo"
      },
      {
        "document": 1373,
        "excerpt": "d survives the fall, it believes the bridge exists and something else caused it to fall. An affected target can even take damage from the illusion if the phantasm repre"
      },
      {
        "document": 1413,
        "excerpt": "t, remaining within 10 feet of it for the duration. If something can see the sensor, it appears as a luminous orb about the size of your fist. Instead of targeting a cr"
      },
      {
        "document": 1484,
        "excerpt": "the original roll. Reshape Reality. You may wish for something not included in any of the other effects. To do so, state your wish to the GM as precisely as possible."
      },
      {
        "document": 1561,
        "excerpt": "ing in the world, to advance the worship of Tiamat, or something else the GM decides. Spells. The orb has 7 charges and regains 1d4 + 3 expended charges daily at dawn."
      },
      {
        "document": 1577,
        "excerpt": "on Intelligence (Investigation) checks made to examine something within that range."
      },
      {
        "document": 1627,
        "excerpt": "he least. Any documentation that proves you should own something lost to this card also disappears. Sage. At any time you choose within one year of drawing this card, y"
      },
      {
        "document": 1696,
        "excerpt": "er. If harmed by you or your allies or commanded to do something contrary to its nature, a target ceases to be Charmed in this way. Once used, this property can't be use"
      }
    ],
    "sometimes": [
      {
        "document": 26,
        "excerpt": "they travel through a dungeon or another environment. Sometimes different adventurers do different things: one adventurer might search a treasure chest while a second e"
      },
      {
        "document": 29,
        "excerpt": "Sometimes a D20 Test is modified by Advantage or Disadvantage. Advantage reflects the positive circumstances surro"
      },
      {
        "document": 30,
        "excerpt": "Sometimes the GM or a rule gives you Heroic Inspiration. If you have Heroic Inspiration, you can expend it to rero"
      },
      {
        "document": 37,
        "excerpt": "s, magic items, monster abilities, and the like - that sometimes contradict a general rule. When an exception and a general rule disagree, the exception wins. For exampl"
      },
      {
        "document": 57,
        "excerpt": "or opening a door, and the GM describes what happens. Sometimes, however, rules govern what you can do with an object, as detailed in the following sections."
      },
      {
        "document": 147,
        "excerpt": "n the Scroll category is a roll of paper or parchment, sometimes attached to wooden rods and typically kept safe in a tube of ivory, jade, leather, metal, or wood. The m"
      },
      {
        "document": 163,
        "excerpt": "sts languages that the monster can use to communicate. Sometimes a monster can understand a language but can't communicate with it, which is noted in its entry. \"None\" i"
      },
      {
        "document": 240,
        "excerpt": "st the relevant ability modifier. Passive Perception. Sometimes your GM will determine whether your character notices something without asking you to make a Wisdom (Per"
      },
      {
        "document": 378,
        "excerpt": "to use them (but not any curse the item might bear). Sometimes a magic item carries a clue to its properties. The command word to activate a ring might be etched insid"
      },
      {
        "document": 646,
        "excerpt": "Spells and other effects sometimes create magical illusions. Such an effect defines what the illusion does and which senses or mental facul"
      },
      {
        "document": 652,
        "excerpt": "in “Playing the Game” explain how to roll Initiative. Sometimes a GM might have combatants use their Initiative scores instead of rolling Initiative. Your Initiative sc"
      },
      {
        "document": 675,
        "excerpt": "agical Contagion Cheaply made potions and elixirs are sometimes tainted by Cackle Fever, which affects Humanoids only (gnomes are strangely immune). A creature suffers"
      },
      {
        "document": 676,
        "excerpt": "gue, which incubates in sewers and refuse heaps and is sometimes transmitted by creatures that dwell in such areas, including otyu-ghs and rats. Any Humanoid that is wou"
      },
      {
        "document": 690,
        "excerpt": "usually be resisted with a successful Wisdom save, but sometimes an Intelligence or Charisma save is more appropriate. On a successful save, a character might take half"
      },
      {
        "document": 968,
        "excerpt": "of conduct, but even the most dedicated are fallible. Sometimes a Paladin transgresses their oath. A Paladin who has broken a vow typically seeks absolution, spending"
      },
      {
        "document": 1562,
        "excerpt": "cale Mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them. Other times, hunters carefully preserve the hide o"
      }
    ],
    "somewhere": [
      {
        "document": 1594,
        "excerpt": "st forever, although an Artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth unharmed, and the haversack must be put"
      },
      {
        "document": 1627,
        "excerpt": "addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is currently home to one or more monsters, which must be cleared out bef"
      },
      {
        "document": 1799,
        "excerpt": "a new body instantly, reviving with all its Hit Points somewhere in the Abyss. Fire Aura. At the end of each of the balor's turns, each creature in a 5-foot Emanation o"
      },
      {
        "document": 1802,
        "excerpt": "a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells. Magic Resistance. The devil has Advantage on saving throws against spells and other"
      },
      {
        "document": 1815,
        "excerpt": "a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells. Magic Resistance. The devil has Advantage on saving throws against spells and other"
      },
      {
        "document": 1825,
        "excerpt": "a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells. Magic Resistance. The devil has Advantage on saving throws against spells and other"
      },
      {
        "document": 1843,
        "excerpt": "a new body instantly, reviving with all its Hit Points somewhere in Mount Celestia. Magic Resistance. The deva has Advantage on saving throws against spells and other m"
      },
      {
        "document": 1845,
        "excerpt": "new body in 1d4 days, reviving with all its Hit Points somewhere on the Plane of Air. Magic Resistance. The djinni has Advantage on saving throws against spells and oth"
      },
      {
        "document": 1856,
        "excerpt": "new body in 1d4 days, reviving with all its Hit Points somewhere on the Plane of Fire. Magic Resistance. The efreeti has Advantage on saving throws against spells and o"
      },
      {
        "document": 1859,
        "excerpt": "a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells. Magic Resistance. The erinyes has Advantage on saving throws against spells and othe"
      },
      {
        "document": 1903,
        "excerpt": "a new body instantly, reviving with all its Hit Points somewhere in the Abyss. Magic Resistance. The glabrezu has Advantage on saving throws against spells and other ma"
      },
      {
        "document": 1925,
        "excerpt": "a new body instantly, reviving with all its Hit Points somewhere in the Abyss. Magic Resistance. The hezrou has Advantage on saving throws against spells and other magi"
      },
      {
        "document": 1932,
        "excerpt": "a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells. Magic Resistance. The devil has Advantage on saving throws against spells and other"
      },
      {
        "document": 1936,
        "excerpt": "a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells. Magic Resistance. The devil has Advantage on saving throws against spells and other"
      },
      {
        "document": 1957,
        "excerpt": "a new body instantly, reviving with all its Hit Points somewhere in the Abyss. Magic Resistance. The marilith has Advantage on saving throws against spells and other ma"
      },
      {
        "document": 1968,
        "excerpt": "a new body instantly, reviving with all its Hit Points somewhere in the Abyss. Magic Resistance. The nalfeshnee has Advantage on saving throws against spells and other"
      },
      {
        "document": 1986,
        "excerpt": "a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells. Fear Aura. The pit fiend emanates an aura in a 20-foot Emanation while it doesn't ha"
      },
      {
        "document": 1987,
        "excerpt": "a new body instantly, reviving with all its Hit Points somewhere in Mount Celestia. Magic Resistance. The planetar has Advantage on saving throws against spells and oth"
      },
      {
        "document": 1997,
        "excerpt": "a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells."
      },
      {
        "document": 2022,
        "excerpt": "a new body instantly, reviving with all its Hit Points somewhere in Mount Celestia. Legendary Resistance (4/Day). If the solar fails a saving throw, it can choose to su"
      },
      {
        "document": 2059,
        "excerpt": "a new body instantly, reviving with all its Hit Points somewhere in the Abyss. Magic Resistance. The vrock has Advantage on saving throws against spells and other magic"
      }
    ],
    "song": [
      {
        "document": 266,
        "excerpt": "et filled with pink dust 71 A fragment of a beautiful song, written as musical notes on two pieces of parchment 72 A silver teardrop earring containing a real tea"
      },
      {
        "document": 439,
        "excerpt": "es Utilize: Play a known tune (DC 10), or improvise a song (DC 15) Variants: Bagpipes (30 GP, 6 lb.), drum (6 GP, 3 lb.), dulcimer (25 GP, 10 lb.), flute (2 GP, 1"
      },
      {
        "document": 820,
        "excerpt": "A gnome-crafted music box that plays a song you dimly remember from your childhood"
      },
      {
        "document": 1922,
        "excerpt": "reach 5 ft. Hit: 6 (2d4 + 1) Slashing damage. Luring Song. The harpy sings a magical melody, which lasts until the harpy's Concentration ends on it. Wisdom Saving"
      }
    ],
    "sonic": [
      {
        "document": 1762,
        "excerpt": "e this action again until the start of its next turn. Sonic Boom. The dragon uses Spellcasting to cast Shatter. The dragon can't take this action again until the st"
      },
      {
        "document": 1774,
        "excerpt": "e this action again until the start of its next turn. Sonic Boom. The dragon uses Spellcasting to cast Shatter (level 3 version). The dragon can't take this action"
      }
    ],
    "soon": [
      {
        "document": 1561,
        "excerpt": "dragons in range feel compelled to come to the orb as soon as possible by the most direct route. Dragon deities such as Tiamat are unaffected by this call. Chromat"
      },
      {
        "document": 1623,
        "excerpt": "gy such as fire or lightning, the energy dissipates as soon as you complete the painting, doing no harm."
      },
      {
        "document": 1627,
        "excerpt": "in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour af"
      },
      {
        "document": 1702,
        "excerpt": "creature bears the other stone, you know that fact as soon as you use the stone, and you don't cast the spell. Once Sending is cast using either stone, the stones"
      }
    ],
    "soot": [
      {
        "document": 1200,
        "excerpt": "V, S, M (a pinch of soot and salt)"
      }
    ],
    "soothe": [
      {
        "document": 981,
        "excerpt": "Soothe the Hurts of the World The Life Domain focuses on the positive energy that helps sustain all life in th"
      }
    ],
    "sorcerer": [
      {
        "document": 262,
        "excerpt": "n benefit from only one at a time. For example, a Monk/Sorcerer with a Monk's Unarmored Defense feature and a Sorcerer's Draconic Resilience feature must choose only o"
      },
      {
        "document": 264,
        "excerpt": "r of that class. If you are a level 4 Ranger / level 3 Sorcerer, for example, you can prepare five level 1 Ranger spells, and you can prepare six Sorcerer spells of lev"
      },
      {
        "document": 277,
        "excerpt": "Sorcerer Spell List"
      },
      {
        "document": 449,
        "excerpt": "and is be jeweled or carved to channel arcane magic. A Sorcerer, Warlock, or Wizard can use such an item as a Spellcasting Focus. Arcane Focuses"
      },
      {
        "document": 811,
        "excerpt": "Sorcerer"
      },
      {
        "document": 813,
        "excerpt": "Sorcerer or Wizard"
      },
      {
        "document": 815,
        "excerpt": "Sorcerer or Wizard"
      },
      {
        "document": 817,
        "excerpt": "Sorcerer"
      },
      {
        "document": 856,
        "excerpt": "Min. Sorcerer Level"
      },
      {
        "document": 857,
        "excerpt": "Sorcerer Level"
      },
      {
        "document": 858,
        "excerpt": "Sorcerer Features"
      },
      {
        "document": 859,
        "excerpt": "Cantrips (Level 0 Sorcerer Spells)"
      },
      {
        "document": 860,
        "excerpt": "Level 1 Sorcerer Spells"
      },
      {
        "document": 861,
        "excerpt": "Level 2 Sorcerer Spells"
      },
      {
        "document": 862,
        "excerpt": "Level 2 Sorcerer Spells"
      },
      {
        "document": 863,
        "excerpt": "Level 3 Sorcerer Spells"
      },
      {
        "document": 864,
        "excerpt": "Level 4 Sorcerer Spells"
      },
      {
        "document": 865,
        "excerpt": "Level 5 Sorcerer Spells"
      },
      {
        "document": 866,
        "excerpt": "Level 6 Sorcerer Spells"
      },
      {
        "document": 867,
        "excerpt": "Level 7 Sorcerer Spells"
      },
      {
        "document": 868,
        "excerpt": "Level 8 Sorcerer Spells"
      },
      {
        "document": 869,
        "excerpt": "Level 9 Sorcerer Spells"
      },
      {
        "document": 937,
        "excerpt": "Sorcerer"
      },
      {
        "document": 971,
        "excerpt": "Sorcerer"
      },
      {
        "document": 977,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1150,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1153,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1158,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1163,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1172,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1180,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1181,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1182,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1183,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1184,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1187,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1188,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1189,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1190,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1191,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1192,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1193,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1195,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1196,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1200,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1202,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1203,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1216,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1220,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1222,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1223,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1224,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1225,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1227,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1228,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1230,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1232,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1233,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1234,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1235,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1236,
        "excerpt": "l 3 Abjuration (Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 120 feet Components: V, S Duration: Instantaneous Choose"
      },
      {
        "document": 1242,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1243,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1244,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1245,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1248,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1250,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1251,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1252,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1256,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1257,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1258,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1262,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1263,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1264,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1269,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1270,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1271,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1272,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1273,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1274,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1276,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1277,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1279,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1280,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1285,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1286,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1287,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1292,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1295,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1296,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1302,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1306,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1315,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1316,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1319,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1320,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1321,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1325,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1327,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1329,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1331,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1332,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1335,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1336,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1337,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1342,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1343,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1346,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1348,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1350,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1354,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1357,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1358,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1359,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1361,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1362,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1364,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1366,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1369,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1373,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1378,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1380,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1381,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1383,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1384,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1386,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1387,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1393,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1399,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1400,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1407,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1412,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1416,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1417,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1421,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1423,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1426,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1428,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1430,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1431,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1432,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1433,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1438,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1443,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1445,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1447,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1449,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1450,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1452,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1454,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1455,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1457,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1458,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1460,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1465,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1466,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1469,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1471,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1472,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1475,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1478,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1479,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1480,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1484,
        "excerpt": "Sorcerer"
      },
      {
        "document": 1690,
        "excerpt": "Requires Attunement by a Sorcerer, Warlock, or Wizard"
      },
      {
        "document": 1712,
        "excerpt": "Requires Attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard"
      },
      {
        "document": 1713,
        "excerpt": "Requires Attunement by a Druid, Sorcerer, Warlock, or Wizard"
      },
      {
        "document": 1714,
        "excerpt": "Requires Attunement by a Druid, Sorcerer, Warlock, or Wizard"
      },
      {
        "document": 1716,
        "excerpt": "Requires Attunement by a Sorcerer, Warlock, or Wizard"
      },
      {
        "document": 1718,
        "excerpt": "Requires Attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard"
      },
      {
        "document": 1719,
        "excerpt": "Requires Attunement by a Sorcerer, Warlock, or Wizard"
      }
    ],
    "sorcerer's": [
      {
        "document": 262,
        "excerpt": "orcerer with a Monk's Unarmored Defense feature and a Sorcerer's Draconic Resilience feature must choose only one of those features as a way to calculate Armor Class."
      },
      {
        "document": 971,
        "excerpt": "e traits in the Core Sorcerer Traits table. - Gain the Sorcerer's level 1 features, which are listed in the Sorcerer Features table. As a Multiclass Character - Gain th"
      }
    ],
    "sorcerous": [
      {
        "document": 858,
        "excerpt": "Sorcerous Restoration"
      },
      {
        "document": 859,
        "excerpt": "Sorcerous Burst"
      },
      {
        "document": 971,
        "excerpt": "r choice. Light, Prestidigitation, Shocking Grasp, and Sorcerous Burst are recommended. Whenever you gain a Sorcerer level, you can replace one of your cantrips from thi"
      },
      {
        "document": 1433,
        "excerpt": "Sorcerous Burst"
      }
    ],
    "sorcery": [
      {
        "document": 856,
        "excerpt": "Sorcery Point Cost"
      },
      {
        "document": 858,
        "excerpt": "Sorcery Points"
      },
      {
        "document": 971,
        "excerpt": "Innate Sorcery"
      },
      {
        "document": 977,
        "excerpt": "Draconic Sorcery"
      }
    ],
    "sort": [
      {
        "document": 1304,
        "excerpt": "foot Cube in range look, sound, and smell like another sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some"
      },
      {
        "document": 1363,
        "excerpt": "uare look, sound, smell, and even feel like some other sort of terrain. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other rough"
      },
      {
        "document": 1389,
        "excerpt": "he duration. When you cast the spell, you decide what sort of security the spell provides, choosing any of the following properties: - Sound can't pass through th"
      },
      {
        "document": 1413,
        "excerpt": "tables below) by how well you know the target and the sort of physical connection you have to it. The target doesn't know what it is making the save against, only"
      },
      {
        "document": 1420,
        "excerpt": "your level or Challenge Rating. You must have seen the sort of creature before, and it can't be a Construct or an Undead. When you cast the spell, you gain a numbe"
      },
      {
        "document": 1541,
        "excerpt": "free. Spider Walk. You can't be caught in webs of any sort and can move through webs as if they were Difficult Terrain. Web. You can cast Web (save DC 13). The we"
      }
    ],
    "soul": [
      {
        "document": 1194,
        "excerpt": "dies after the clone finishes forming, the creature's soul transfers to the clone if the soul is free and willing to return. The clone is physically identical to t"
      },
      {
        "document": 1345,
        "excerpt": "pelled Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's Material component. While your soul inhabits"
      },
      {
        "document": 1402,
        "excerpt": "days, the spell forms a new body for it and calls the soul to enter that body. Roll 1d10 and consult the table below to determine the body's species, or the GM cho"
      },
      {
        "document": 1436,
        "excerpt": "as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend"
      },
      {
        "document": 1627,
        "excerpt": "ut before you can claim the keep as yours. Void. Your soul is drawn from your body and contained in an object in a place of the GM's choice. One or more powerful b"
      },
      {
        "document": 1673,
        "excerpt": "ntil you die. If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As l"
      },
      {
        "document": 1969,
        "excerpt": "ving throws against spells and other magical effects. Soul Bag. The hag has a soul bag. While holding or carrying the bag, the hag can use its Nightmare Haunting a"
      }
    ],
    "soulmate": [
      {
        "document": 787,
        "excerpt": "Soulmate Seeker. The item seeks another sentient magic item, perhaps one that is similar to itself."
      }
    ],
    "souls": [
      {
        "document": 1969,
        "excerpt": "reduced to 0 Hit Points. If the bag is destroyed, any souls the bag is holding are released. The bag can create a new bag after 7 days."
      }
    ],
    "sound": [
      {
        "document": 121,
        "excerpt": "ds must be audible and fail to work in areas where all sound is suppressed, as in the area of the Silence spell."
      },
      {
        "document": 343,
        "excerpt": "blown as a Utilize action, a Signal Whistle produces a sound that can be heard up to 600 feet away."
      },
      {
        "document": 456,
        "excerpt": "When rung as a Utilize action, a Bell produces a sound that can be heard up to 60 feet away."
      },
      {
        "document": 496,
        "excerpt": "erbal component is the chanting of esoteric words that sound like nonsense to the uninitiated. The words must be uttered in a normal speaking voice. The words themse"
      },
      {
        "document": 640,
        "excerpt": "ediately after any of the following occurs: you make a sound louder than a whisper, an enemy finds you, you make an attack roll, or you cast a spell with a Verbal co"
      },
      {
        "document": 948,
        "excerpt": "Concussive sound"
      },
      {
        "document": 1152,
        "excerpt": "ible or mental: Audible Alarm. The alarm produces the sound of a handbell for 10 seconds within 60 feet of the warded area. Mental Alarm. You are alerted by a ment"
      },
      {
        "document": 1153,
        "excerpt": "like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself"
      },
      {
        "document": 1247,
        "excerpt": "leaves, spectral dancing fairies, a gentle breeze, the sound of an animal, or the faint odor of skunk. The effect must fit in a 5-foot Cube. Fire Play. You light or"
      },
      {
        "document": 1303,
        "excerpt": "ge type of your choice while in the area. Silence. No sound can emanate from within the area, and no sound can reach into it. Tongues. Creatures of any types you c"
      },
      {
        "document": 1304,
        "excerpt": "make natural terrain in a 150-foot Cube in range look, sound, and smell like another sort of natural terrain. Thus, open fields or a road can be made to resemble a s"
      },
      {
        "document": 1354,
        "excerpt": "that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to any of the targets or their alli"
      },
      {
        "document": 1362,
        "excerpt": ", M (a bit of fleece) Duration: 1 minute You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the ef"
      },
      {
        "document": 1363,
        "excerpt": "You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. Open fields or a road could be made to resemble a"
      },
      {
        "document": 1373,
        "excerpt": "to the target for the duration. The phantasm includes sound, temperature, and other stimuli. The target can take a Study action to examine the phantasm with an Int"
      },
      {
        "document": 1389,
        "excerpt": "provides, choosing any of the following properties: - Sound can't pass through the barrier at the edge of the warded area. - The barrier of the warded area appears"
      },
      {
        "document": 1427,
        "excerpt": "Concentration, up to 10 minutes For the duration, no sound can be created within or pass through a 20-foot-radius Sphere centered on a point you choose within rang"
      },
      {
        "document": 1428,
        "excerpt": "n. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects. As a Magic action, you can cause the image to move to any spot within"
      },
      {
        "document": 1447,
        "excerpt": "that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or its allies. For ex"
      },
      {
        "document": 1456,
        "excerpt": "cked door or window to fly open or slam shut. Phantom Sound. You create an instantaneous sound that originates from a point of your choice within range, such as a r"
      },
      {
        "document": 1524,
        "excerpt": "common While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have Advantage on Dexterity (Stealth) checks."
      },
      {
        "document": 1539,
        "excerpt": "he chime to cast Knock. The spell's customary knocking sound is replaced by the clear, ringing tone of the chime, which is audible out to 300 feet. The chime can be"
      }
    ],
    "sounds": [
      {
        "document": 266,
        "excerpt": "r glass bottle 47 A metal can that has no opening but sounds as if it is filled with liquid, sand, spiders, or broken glass (your choice) 48 A glass orb filled with"
      },
      {
        "document": 496,
        "excerpt": "e spell's power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. Thus, a creature who is gagged"
      },
      {
        "document": 1350,
        "excerpt": "e and lasts for the duration. It seems real, including sounds, smells, and temperature appropriate to the thing depicted, but it can't deal damage or cause conditions"
      },
      {
        "document": 1356,
        "excerpt": "t, and any Wisdom (Perception) checks you make to hear sounds outside it are made with Disadvantage. You remain aware of the passage of time and can cast spells on yo"
      },
      {
        "document": 1362,
        "excerpt": "ated throughout the duration, or you can make discrete sounds at different times before the spell ends. Image. If you create an image of an object - such as a chair,"
      },
      {
        "document": 1391,
        "excerpt": "n you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes. When the trigger you specify occurs, the"
      },
      {
        "document": 1392,
        "excerpt": "dless of intervening obstacles. The illusion looks and sounds like you, but it is intangible. If the illusion takes any damage, it disappears, and the spell ends. Yo"
      },
      {
        "document": 1914,
        "excerpt": "t that spell again. Mimicry. The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations only with a successfu"
      },
      {
        "document": 1999,
        "excerpt": "Mimicry. The raven can mimic simple sounds it has heard, such as a whisper or chitter. A hearer can discern the sounds are imitations with a succes"
      }
    ],
    "source": [
      {
        "document": 51,
        "excerpt": "ouldn't otherwise notice with a Torch or another light source, bypass locked doors and containers with Thieves' Tools, and create obstacles for pursuers with Caltrops"
      },
      {
        "document": 496,
        "excerpt": "normal speaking voice. The words themselves aren't the source of the spell's power; rather, the particular combination of sounds, with specific pitch and resonance, s"
      },
      {
        "document": 556,
        "excerpt": "check to study your memory, a book, a clue, or another source of knowledge and call to mind an important piece of information about it. The Areas of Knowledge table"
      },
      {
        "document": 689,
        "excerpt": "rns and uses its movement to get farther away from the source of its fear. - Attack rolls against the Frightened creature have Advantage. - The Frightened creature ca"
      },
      {
        "document": 1207,
        "excerpt": "of your next turn, with both you and the spirit as the source of the fear. As a Bonus Action on your later turns, you can teleport the spirit to an unoccupied space"
      },
      {
        "document": 1491,
        "excerpt": "advantage on ability checks and attack rolls while the source of fear is within line of sight. Can't Approach. You can't willingly move closer to the source of fear."
      },
      {
        "document": 1922,
        "excerpt": "as lava or a pit) and whenever it takes damage from a source other than the harpy, the target repeats the save. Success: The target is immune to this harpy's Luring"
      },
      {
        "document": 2019,
        "excerpt": "Shriek. Trigger: A creature or a source of Bright Light moves within 30 feet of the shrieker. Response: The shrieker emits a shriek audible with"
      }
    ],
    "sources": [
      {
        "document": 54,
        "excerpt": "right Light, as do torches, lanterns, fires, and other sources of illumination within a specific radius. Dim Light. Dim Light, also called shadows, creates a Lightly"
      },
      {
        "document": 86,
        "excerpt": "site side of the cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren't added together. For examp"
      },
      {
        "document": 965,
        "excerpt": "eed. When choosing known forms, you may look in other sources for eligible Beasts if the Game Master permits you to do so. Beast Shapes Rules While Shape-Shifted. W"
      },
      {
        "document": 976,
        "excerpt": "ollege of Lore collect spells and secrets from diverse sources, such as scholarly tomes, mystical rites, and peasant tales. The college's members gather in libraries a"
      }
    ],
    "south": [
      {
        "document": 1203,
        "excerpt": "ove. Roll 1d4 for the direction: 1, north; 2, east; 3, south; or 4, west. | | 2–6 | The target doesn’t move or take actions."
      },
      {
        "document": 1454,
        "excerpt": "Roll 1d8 for the direction: 1, east; 2, southeast; 3, south; 4, southwest; 5, west; 6, northwest; 7, north; or 8, northeast. On Target. You and your group (or the"
      }
    ],
    "southeast": [
      {
        "document": 1454,
        "excerpt": "dom direction. Roll 1d8 for the direction: 1, east; 2, southeast; 3, south; 4, southwest; 5, west; 6, northwest; 7, north; or 8, northeast. On Target. You and your grou"
      }
    ],
    "southwest": [
      {
        "document": 1454,
        "excerpt": "for the direction: 1, east; 2, southeast; 3, south; 4, southwest; 5, west; 6, northwest; 7, north; or 8, northeast. On Target. You and your group (or the target object)"
      }
    ],
    "sovereign": [
      {
        "document": 1708,
        "excerpt": "Sovereign Glue"
      },
      {
        "document": 1738,
        "excerpt": "up to 1 square foot of adhesive it touches, including Sovereign Glue."
      }
    ],
    "space": [
      {
        "document": 75,
        "excerpt": "to enter an unoccupied square that's adjacent to your space (orthogonally or diagonally adjacent). A square of Difficult Terrain costs 2 squares to enter. Other eff"
      },
      {
        "document": 78,
        "excerpt": "rrain costs 1 extra foot, even if multiple things in a space count as Difficult Terrain."
      },
      {
        "document": 82,
        "excerpt": "ize category, which determines the width of the square space the creature occupies on a map, as shown on the Creature Size and Space table. That table lists the size"
      },
      {
        "document": 83,
        "excerpt": "During your move, you can pass through the space of an ally, a creature that has the Incapacitated condition (see “Rules Glossary”), a Tiny creature, or"
      },
      {
        "document": 97,
        "excerpt": "rone condition (see “Rules Glossary”) in an unoccupied space within 5 feet of the mount. While mounted, you must make the same save if you're knocked Prone or the m"
      },
      {
        "document": 241,
        "excerpt": "any Temporary Hit Points you might gain. There's also space to track Death Saving Throws. Hit Point Dice. Your class's description tells you the die type of your c"
      },
      {
        "document": 323,
        "excerpt": "You can douse a creature, object, or space with Oil or use it as fuel, as detailed below. Dousing a Creature or an Object. When you take the Attac"
      },
      {
        "document": 524,
        "excerpt": "Occupied Space"
      },
      {
        "document": 546,
        "excerpt": ", or Gargantuan. A creature's size determines how much space the creature occupies in combat. An object's size affects its Hit Points. See also \"Breaking Objects\" an"
      },
      {
        "document": 563,
        "excerpt": "here instantly, without moving through the intervening space. This transportation doesn't expend movement unless a rule tells you otherwise, and teleportation never"
      },
      {
        "document": 569,
        "excerpt": "Unoccupied Space"
      },
      {
        "document": 616,
        "excerpt": "If a space is Difficult Terrain, every foot of movement in that space costs 1 extra foot. For example, moving 5 fee"
      },
      {
        "document": 636,
        "excerpt": "on while trying to see something in a Heavily Obscured space. See also “Blinded,” “Darkness,” and “Playing the Game” (“Exploration”)."
      },
      {
        "document": 646,
        "excerpt": "al faculties it deceives. If an illusion manifests in space, the illusion is insubstantial and weightless, yet it seems to be affected by the environment as if the"
      },
      {
        "document": 655,
        "excerpt": "ception) checks to see something in a Lightly Obscured space. See also “Dim Light” and “Playing the Game” (“Exploration”)."
      },
      {
        "document": 722,
        "excerpt": "es' spaces, and creatures can move through the stone's space, treating it as Difficult Terrain. Whenever the stone enters a creature's space for the first time on a"
      },
      {
        "document": 751,
        "excerpt": "Creature Size and Space"
      },
      {
        "document": 756,
        "excerpt": "A creature appears in an unoccupied space as close to you as possible. The creature isn’t under your control and acts as it normally would, and it"
      },
      {
        "document": 783,
        "excerpt": "A magically formed creature appears in an unoccupied space as close to the chosen point of origin as possible. The creature isn’t under your control, acts as it no"
      },
      {
        "document": 965,
        "excerpt": "ition, you choose whether your equipment falls in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whe"
      },
      {
        "document": 972,
        "excerpt": "eature, and you can cast spells as if you were in your space or the other creature's space if the two of you are within 60 feet of each other. Gift of the Depths P"
      },
      {
        "document": 979,
        "excerpt": "ntil the end of your next turn, when it returns to the space it previously occupied or the nearest unoccupied space. Once you use this feature, you can't use it aga"
      },
      {
        "document": 990,
        "excerpt": "you magically teleport up to 30 feet to an unoccupied space you can see. Fire's Burn (Fire Giant). When you hit a target with an attack roll and deal damage to it,"
      },
      {
        "document": 991,
        "excerpt": "You can move through the space of any creature that is a size larger than you, but you can't stop in the same space."
      },
      {
        "document": 1003,
        "excerpt": "ction, you can teleport up to 30 feet to an unoccupied space you can see."
      },
      {
        "document": 1163,
        "excerpt": "rge hand of shimmering magical energy in an unoccupied space that you can see within range. The hand lasts for the duration, and it moves at your command, mimicking"
      },
      {
        "document": 1172,
        "excerpt": "tion. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the target is an Aberration, a"
      },
      {
        "document": 1178,
        "excerpt": "thick. The wall provides Three-Quarters Cover, and its space is Difficult Terrain. Any creature in the wall's space makes a Dexterity saving throw, taking 6d10 Forc"
      },
      {
        "document": 1182,
        "excerpt": "are on the Ethereal Plane. You return to an unoccupied space of your choice that you can see within 10 feet of the space you left. If no unoccupied space is availabl"
      },
      {
        "document": 1193,
        "excerpt": "chosen sense through the sensor as if you were in its space. As a Bonus Action, you can switch between seeing and hearing. A creature that sees the sensor (such as"
      },
      {
        "document": 1195,
        "excerpt": "ust also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn. Th"
      },
      {
        "document": 1204,
        "excerpt": "pack of spectral, intangible animals in an unoccupied space you can see within range. The pack lasts for the duration, and you choose the spirits' animal form, such"
      },
      {
        "document": 1205,
        "excerpt": "r up to 30 feet. Whenever the Cylinder moves into the space of a creature you can see and whenever a creature you can see enters the Cylinder or ends its turn there"
      },
      {
        "document": 1206,
        "excerpt": "rom the Elemental Planes that appears in an unoccupied space within range. Choose the spirit's element, which determines its damage type: air (Lightning), earth (Thu"
      },
      {
        "document": 1207,
        "excerpt": "jure a Medium spirit from the Feywild in an unoccupied space you can see within range. The spirit lasts for the duration, and it looks like a Fey creature of your ch"
      },
      {
        "document": 1209,
        "excerpt": "on for the duration. Whenever the Emanation enters the space of a creature you can see and whenever a creature you can see enters the Emanation or ends its turn the"
      },
      {
        "document": 1222,
        "excerpt": "nus Action, you can move the lights up to 60 feet to a space within range. A light must be within 20 feet of another light created by this spell, and a light vanishe"
      },
      {
        "document": 1227,
        "excerpt": "up to 40 feet. If the thrown bead enters a creature's space or collides with a solid object, the spell ends, and the bead explodes. When the bead explodes, flammab"
      },
      {
        "document": 1228,
        "excerpt": "in the unoccupied spaces closest to the door's former space. Each time you cast this spell, you can create a new demiplane or connect the shadowy door to a demipla"
      },
      {
        "document": 1233,
        "excerpt": "5 feet of you when you teleport, and it teleports to a space within 5 feet of your destination space. If you, the other creature, or both would arrive in a space oc"
      },
      {
        "document": 1248,
        "excerpt": "e spell's area to another edge. A creature in the same space as a fissure must succeed on a Dexterity saving throw or fall in. A creature that successfully saves mov"
      },
      {
        "document": 1256,
        "excerpt": "he plane you left in the spot that corresponds to your space in the Border Ethereal. If you appear in an occupied space, you are shunted to the nearest unoccupied sp"
      },
      {
        "document": 1258,
        "excerpt": "and shortest route available. If the target moves to a space at least 60 feet away from you where it can't see you, this effect ends. Sickened. The target has the P"
      },
      {
        "document": 1261,
        "excerpt": "hours You conjure a phantom watchdog in an unoccupied space that you can see within range. The hound remains for the duration or until the two of you are more than"
      },
      {
        "document": 1263,
        "excerpt": "is nowhere to move. If the creature ends its turn in a space where it doesn't have line of sight to you, the creature makes a Wisdom saving throw. On a successful sa"
      },
      {
        "document": 1265,
        "excerpt": "as a Challenge Rating of 0. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form (see “Monsters”), though it is a Celest"
      },
      {
        "document": 1266,
        "excerpt": "y being that appears as a loyal steed in an unoccupied space of your choice within range. This creature uses the Otherworldly Steed stat block. If you already have a"
      },
      {
        "document": 1276,
        "excerpt": "eate a 5-foot-diameter sphere of fire in an unoccupied space on the ground within range. It lasts for the duration. Any creature that ends its turn within 5 feet of"
      },
      {
        "document": 1278,
        "excerpt": ", that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration and can hold up to 500 p"
      },
      {
        "document": 1281,
        "excerpt": "travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can't teleport into the area or use"
      },
      {
        "document": 1286,
        "excerpt": "and it can hover. The target can enter and occupy the space of another creature. The target has Resistance to Bludgeoning, Piercing, and Slashing damage; it has Imm"
      },
      {
        "document": 1287,
        "excerpt": "o 1 minute You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circul"
      },
      {
        "document": 1290,
        "excerpt": "hen you cast the spell). It manifests in an unoccupied space you can see within range and uses the Giant Insect stat block. The form you choose determines certain de"
      },
      {
        "document": 1298,
        "excerpt": "n appears and hovers for the duration in an unoccupied space that you can see within range. The guardian occupies that space and is invulnerable, and it appears in a"
      },
      {
        "document": 1299,
        "excerpt": "a ward that protects up to 2,500 square feet of floor space. The warded area can be up to 20 feet tall, and you shape it as one 50-foot square, one hundred 5-foot s"
      },
      {
        "document": 1325,
        "excerpt": "ust also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn. Th"
      },
      {
        "document": 1345,
        "excerpt": "of your surroundings as if you were in the container's space. You can't move or take Reactions. The only action you can take is to project your soul up to 100 feet o"
      },
      {
        "document": 1349,
        "excerpt": "creatures or objects left inside the extradimensional space are expelled into the unoccupied spaces nearest to the entrance."
      },
      {
        "document": 1355,
        "excerpt": "nds. When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space."
      },
      {
        "document": 1356,
        "excerpt": "amage to you. If expelled, you move into an unoccupied space closest to where you first entered and have the Prone condition."
      },
      {
        "document": 1364,
        "excerpt": "Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's im"
      },
      {
        "document": 1366,
        "excerpt": "very mist, you teleport up to 30 feet to an unoccupied space you can see."
      },
      {
        "document": 1368,
        "excerpt": "o makes this save when the spell's area moves into its space and when it enters the spell's area or ends its turn there. A creature makes this save only once per tur"
      },
      {
        "document": 1372,
        "excerpt": "eated by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell."
      },
      {
        "document": 1375,
        "excerpt": "selike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, and it is equipped with a saddle, bit"
      },
      {
        "document": 1376,
        "excerpt": "o aid you, making the creature appear in an unoccupied space within range. If you know a specific creature's name, you can speak that name when you cast this spell t"
      },
      {
        "document": 1388,
        "excerpt": "lasts for the duration. If you position the wall in a space occupied by a creature, the spell ends instantly without effect. The wall sheds Bright Light within 100"
      },
      {
        "document": 1392,
        "excerpt": "s eyes and hear through its ears as if you were in its space. As a Magic action, you can move it up to 60 feet and make it gesture, speak, and behave in whatever way"
      },
      {
        "document": 1409,
        "excerpt": "3-foot-by-5-foot portal opens to an extra-dimensional space that lasts until the spell ends. That space can be reached by climbing the rope, which can be pulled int"
      },
      {
        "document": 1415,
        "excerpt": "plica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by taking a Magic"
      },
      {
        "document": 1440,
        "excerpt": "nation, and whenever the Emanation enters a creature's space and whenever a creature enters the Emanation or ends its turn there, the creature must make a Wisdom sa"
      },
      {
        "document": 1441,
        "excerpt": "for the duration. The force appears within range in a space of your choice, and you can immediately make one melee spell attack against one creature within 5 feet o"
      },
      {
        "document": 1448,
        "excerpt": "l forth a Dragon spirit. It manifests in an unoccupied space that you can see within range and uses the Draconic Spirit stat block. The creature disappears when it d"
      },
      {
        "document": 1455,
        "excerpt": "of the destination circle or in the nearest unoccupied space if that space is occupied. Many major temples, guildhalls, and other important places have permanent te"
      },
      {
        "document": 1464,
        "excerpt": "ure's name. The creature then appears in an unoccupied space you choose within 10 feet of you."
      },
      {
        "document": 1467,
        "excerpt": "Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 Bludgeoning damage. A"
      },
      {
        "document": 1468,
        "excerpt": "s. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 Hit Point, and a Strength of 2, and it can't attack. If it d"
      },
      {
        "document": 1473,
        "excerpt": "or the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side). Nothing can ph"
      },
      {
        "document": 1474,
        "excerpt": "r the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side) and makes a Dext"
      },
      {
        "document": 1475,
        "excerpt": "3 inches thick. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side). If a creature w"
      },
      {
        "document": 1476,
        "excerpt": "ement. Furthermore, the first time a creature enters a space in the wall on a turn or ends its turn there, the creature makes a Dexterity saving throw, taking 7d8 Sl"
      },
      {
        "document": 1484,
        "excerpt": "feet in any dimension, and it appears in an unoccupied space that you can see on the ground. Instant Health. You allow yourself and up to twenty creatures that you"
      },
      {
        "document": 1485,
        "excerpt": "hat teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without"
      },
      {
        "document": 1508,
        "excerpt": "mate. The Shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The Shield remains animate for 1 min"
      },
      {
        "document": 1517,
        "excerpt": "Wondrous Item, Uncommon This bag has an interior space considerably larger than its outside dimensions - roughly 2 feet square and 4 feet deep on the inside. T"
      },
      {
        "document": 1529,
        "excerpt": "ater Elemental. The elemental appears in an unoccupied space as close to the bowl as possible, understands your languages, obeys your commands, and takes its turn im"
      },
      {
        "document": 1532,
        "excerpt": "Fire Elemental. The elemental appears in an unoccupied space as close to the brazier as possible, understands your languages, obeys your commands, and takes its turn"
      },
      {
        "document": 1536,
        "excerpt": "ith that spell, you leave behind a cloud of smoke. The space you left is Lightly Obscured by that smoke until the end of your next turn."
      },
      {
        "document": 1538,
        "excerpt": "Air Elemental. The elemental appears in an unoccupied space as close to the censer as possible, understands your languages, obeys your commands, and takes its turn"
      },
      {
        "document": 1555,
        "excerpt": "e no hand free, the weapon falls to the ground in your space. If the weapon has no unobstructed path to you, it moves as close to you as it can and then falls to the"
      },
      {
        "document": 1569,
        "excerpt": "r's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest comp"
      },
      {
        "document": 1570,
        "excerpt": "harmless fire, and an Efreeti appears in an unoccupied space within 30 feet of you. The first time the bottle is opened, the GM rolls on the following table to dete"
      },
      {
        "document": 1571,
        "excerpt": "to be magical. The elemental appears in an unoccupied space as close to the broken gem as possible, understands your languages, obeys your commands, and takes its t"
      },
      {
        "document": 1574,
        "excerpt": "Cube. The arrow teleports the target to an unoccupied space you can see within 10 feet of you. Energy Ladder. As a Magic action, you can loose a flurry of energy a"
      },
      {
        "document": 1579,
        "excerpt": "u can take a Magic action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The"
      },
      {
        "document": 1580,
        "excerpt": "specified in the figurine's description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough spa"
      },
      {
        "document": 1594,
        "excerpt": "two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 200 pounds of material, not exceeding a volume of 25 cubic feet. The cen"
      },
      {
        "document": 1608,
        "excerpt": "rea where the tower appears is pushed to an unoccupied space outside but next to the tower. Objects in the area that aren't being worn or carried are also pushed cle"
      },
      {
        "document": 1609,
        "excerpt": "of the slot used to cast the spell determines how much space it uses. While this stone orbits your head, you can cast any spell stored in it. The spell uses the slo"
      },
      {
        "document": 1625,
        "excerpt": "ew prisoner. A freed creature appears in an unoccupied space within sight of the mirror but facing away from it. If the mirror is shattered, all creatures it contain"
      },
      {
        "document": 1627,
        "excerpt": "ith you except for Artifacts, which stay behind in the space you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere"
      },
      {
        "document": 1644,
        "excerpt": "an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane of existence, so it can't be used to create open passages. A"
      },
      {
        "document": 1664,
        "excerpt": "he weapon will elongate only as far as the surrounding space allows. In certain forms, the weapon has the following additional properties. Acrobatic Assist (Quarte"
      },
      {
        "document": 1666,
        "excerpt": "ntal Plane of Air. The djinni appears in an unoccupied space you choose within 120 feet of yourself. It remains as long as you maintain Concentration, to a maximum o"
      },
      {
        "document": 1667,
        "excerpt": "or rock, you are shunted out to the nearest unoccupied space you last occupied. Fire. You know Ignan, and you have Immunity to Fire damage. Water. You know Aquan,"
      },
      {
        "document": 1677,
        "excerpt": "es of lightning. Each sphere appears in an unoccupied space you can see within 120 feet of yourself. The spheres last as long as you maintain Concentration, up to"
      },
      {
        "document": 1678,
        "excerpt": "of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, s"
      },
      {
        "document": 1689,
        "excerpt": "urn to the plane you were on. You reappear in the last space you occupied or, if that space is occupied, the nearest unoccupied space."
      },
      {
        "document": 1697,
        "excerpt": "y occupied when you activated the rod or an unoccupied space nearest that location. Once used, this property can't be used again until 10 days have passed."
      },
      {
        "document": 1699,
        "excerpt": "the rope (causing the rope to coil up in the target's space) or by using a Bonus Action to repeat the command (causing the rope to coil up in your hand). A target"
      },
      {
        "document": 1711,
        "excerpt": "black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it. The sphere obliterates all matter it passes through a"
      },
      {
        "document": 1720,
        "excerpt": "can throw this staff so that it lands in an unoccupied space within 10 feet of you, causing the staff to become a Giant Constrictor Snake in that space. The snake i"
      },
      {
        "document": 1721,
        "excerpt": "o plant one end of the staff in earth in an unoccupied space and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foo"
      },
      {
        "document": 1724,
        "excerpt": "arth Elemental. The elemental appears in an unoccupied space you choose within 30 feet of yourself, obeys your commands, and takes its turn immediately after you on"
      },
      {
        "document": 1766,
        "excerpt": "ext turn, at which point it reappears in an unoccupied space of the dragon's choice within 120 feet of the dragon. Failure or Success: The dragon can't take this act"
      },
      {
        "document": 1771,
        "excerpt": "Air Form. The elemental can enter a creature's space and stop there. It can move through a space as narrow as 1 inch without expending extra movement to do s"
      },
      {
        "document": 1778,
        "excerpt": "ext turn, at which point it reappears in an unoccupied space of the dragon's choice within 120 feet of the dragon. Failure or Success: The dragon can't take this act"
      },
      {
        "document": 1799,
        "excerpt": "ithin 10 feet of itself up to 60 feet to an unoccupied space the balor can see."
      },
      {
        "document": 1806,
        "excerpt": "hat turn or regurgitate the creature, which falls in a space within 10 feet of the behir and has the Prone condition. If the behir dies, a swallowed creature is no l"
      },
      {
        "document": 1810,
        "excerpt": "Amorphous. The pudding can move through a space as narrow as 1 inch without expending extra movement to do so. Corrosive Form. A creature that hits the"
      },
      {
        "document": 1811,
        "excerpt": "4–6). The dog teleports up to 40 feet to an unoccupied space it can see."
      },
      {
        "document": 1821,
        "excerpt": "ap. The bulette spends 5 feet of movement to jump to a space within 15 feet that contains one or more Large or smaller creatures. Dexterity Saving Throw: DC 15, each"
      },
      {
        "document": 1824,
        "excerpt": "es of Medium or smaller creatures. Each creature whose space the centaur enters is targeted once by the following effect. Strength Saving Throw: DC 14. Failure: 7 (1"
      },
      {
        "document": 1845,
        "excerpt": "its turns. Whenever the whirlwind enters a creature's space or a creature enters the whirlwind, that creature is subjected to the following effect. Strength Saving"
      },
      {
        "document": 1852,
        "excerpt": "e or bigger tree, the dryad teleports to an unoccupied space within 5 feet of a second Large or bigger tree that is within 60 feet of the previous tree."
      },
      {
        "document": 1862,
        "excerpt": "burning. Fire Form. The elemental can move through a space as narrow as 1 inch without expending extra movement to do so, and it can enter a creature's space and s"
      },
      {
        "document": 1869,
        "excerpt": "Ooze Cube. The cube fills its entire space and is transparent. Other creatures can enter that space, but a creature that does so is subjected to th"
      },
      {
        "document": 1871,
        "excerpt": "he possession ends, the ghost appears in an unoccupied space within 5 feet of the target, and the target is immune to this ghost's Possession for 24 hours. Success:"
      },
      {
        "document": 1912,
        "excerpt": "Amorphous. The ooze can move through a space as narrow as 1 inch without expending extra movement to do so. Corrosive Form. Nonmagical ammunition is"
      },
      {
        "document": 1940,
        "excerpt": "Air Form. The stalker can enter an enemy's space and stop there. It can move through a space as narrow as 1 inch without expending extra movement to do s"
      },
      {
        "document": 1946,
        "excerpt": "throws a Large or smaller creature Grappled by it to a space it can see within 60 feet of itself that isn't in the air. Dexterity Saving Throw: DC 25, the creature t"
      },
      {
        "document": 1949,
        "excerpt": "its Hit Points. The new body appears in an unoccupied space within the lich's lair."
      },
      {
        "document": 1957,
        "excerpt": "The marilith teleports up to 120 feet to an unoccupied space it can see."
      },
      {
        "document": 1966,
        "excerpt": "its Hit Points. The new body appears in an unoccupied space within the mummy's lair. The heart is a Tiny object that has AC 17, HP 10, and Immunity to all damage ex"
      },
      {
        "document": 1968,
        "excerpt": "e nalfeshnee teleports up to 120 feet to an unoccupied space it can see."
      },
      {
        "document": 1972,
        "excerpt": "Amorphous. The jelly can move through a space as narrow as 1 inch without expending extra movement to do so. Spider Climb. The jelly can climb diffic"
      },
      {
        "document": 1973,
        "excerpt": "Compression. The octopus can move through a space as narrow as 1 inch without expending extra movement to do so. Water Breathing. The octopus can breathe"
      },
      {
        "document": 1995,
        "excerpt": "tate all swallowed creatures, each of which falls in a space within 5 feet of the worm and has the Prone condition. If the worm dies, any swallowed creature no longe"
      },
      {
        "document": 2002,
        "excerpt": "tate all swallowed creatures, each of which falls in a space within 5 feet of the remorhaz and has the Prone condition. If the remorhaz dies, any swallowed creature"
      },
      {
        "document": 2016,
        "excerpt": "Amorphous. The shadow can move through a space as narrow as 1 inch without expending extra movement to do so. Sunlight Weakness. While in sunlight, th"
      },
      {
        "document": 2017,
        "excerpt": "ilure: The target is pulled into the shambling mound's space and has the Grappled condition (escape DC 14). Until the grapple ends, the target has the Blinded and Re"
      },
      {
        "document": 2022,
        "excerpt": "rt. The solar teleports up to 60 feet to an unoccupied space it can see. Dexterity Saving Throw: DC 25, each creature in a 10-foot Emanation originating from the sol"
      },
      {
        "document": 2024,
        "excerpt": "The sphinx can teleport up to 30 feet to an unoccupied space it can see, and it makes one Claw attack. Weight of Years. Constitution Saving Throw: DC 16, one creatu"
      },
      {
        "document": 2025,
        "excerpt": "The sphinx can teleport up to 30 feet to an unoccupied space it can see, and it makes one Claw attack. Weight of Years. Constitution Saving Throw: DC 16, one creatu"
      },
      {
        "document": 2037,
        "excerpt": "Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't"
      },
      {
        "document": 2038,
        "excerpt": "Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm c"
      },
      {
        "document": 2039,
        "excerpt": "check. Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can"
      },
      {
        "document": 2040,
        "excerpt": "Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny piranha. The swarm ca"
      },
      {
        "document": 2041,
        "excerpt": "Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't"
      },
      {
        "document": 2042,
        "excerpt": "Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm can'"
      },
      {
        "document": 2043,
        "excerpt": "Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm can'"
      },
      {
        "document": 2044,
        "excerpt": "tate all swallowed creatures, each of which falls in a space within 10 feet of the tarrasque and has the Prone condition. If the tarrasque dies, any swallowed creatu"
      },
      {
        "document": 2051,
        "excerpt": "f the troll's limbs is severed, falls into the troll's space, and becomes a Troll Limb. The limb acts immediately after the troll's turn. The troll has 1 Exhaustion"
      },
      {
        "document": 2056,
        "excerpt": "ate objects. It is weightless and can enter an enemy's space and stop there. If air can pass through a space, the mist can do so, but it can't pass through liquid. I"
      },
      {
        "document": 2065,
        "excerpt": "turn. Water Form. The elemental can enter an enemy's space and stop there. It can move through a space as narrow as 1 inch without expending extra movement to do s"
      },
      {
        "document": 2078,
        "excerpt": "minute. The target's spirit rises as a Specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith's control. The wraith"
      }
    ],
    "spaced": [
      {
        "document": 1282,
        "excerpt": "feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier"
      }
    ],
    "spaces": [
      {
        "document": 722,
        "excerpt": "by an obstacle. The stone can move through creatures' spaces, and creatures can move through the stone's space, treating it as Difficult Terrain. Whenever the stone"
      },
      {
        "document": 1228,
        "excerpt": "es, landing with the Prone condition in the unoccupied spaces closest to the door's former space. Each time you cast this spell, you can create a new demiplane or co"
      },
      {
        "document": 1349,
        "excerpt": "xtradimensional space are expelled into the unoccupied spaces nearest to the entrance."
      },
      {
        "document": 1378,
        "excerpt": "you transported, they appear in the closest unoccupied spaces next to the circle."
      },
      {
        "document": 1604,
        "excerpt": "spirits from the plane of Ysgard appear in unoccupied spaces within 60 feet of you. Each spirit uses the Berserker stat block and returns to Ysgard after 1 hour or w"
      },
      {
        "document": 1625,
        "excerpt": "eatures it contains are freed and appear in unoccupied spaces near it. While within 5 feet of the mirror, you can take a Magic action to name one creature trapped in"
      },
      {
        "document": 1706,
        "excerpt": "ained within it are pushed into the nearest unoccupied spaces outside it. The attack or area of effect that triggered the Reaction has no effect on creatures and obje"
      },
      {
        "document": 1824,
        "excerpt": "provoking Opportunity Attacks and can move through the spaces of Medium or smaller creatures. Each creature whose space the centaur enters is targeted once by the fol"
      },
      {
        "document": 1869,
        "excerpt": "ing Opportunity Attacks. The cube can move through the spaces of Large or smaller creatures if it has room inside itself to contain them (see the Ooze Cube trait). De"
      }
    ],
    "span": [
      {
        "document": 283,
        "excerpt": "the species in “Character Origins.” Regardless of life span, members of all species reach physical maturity at about the same age. Your character can be any age tha"
      },
      {
        "document": 500,
        "excerpt": "c appears only for a moment and then disappears. Time Span. A duration that provides a time span specifies how long the spell lasts in rounds, minutes, hours, or t"
      },
      {
        "document": 1475,
        "excerpt": "l to bridge a chasm or create a ramp. If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudel"
      }
    ],
    "spare": [
      {
        "document": 829,
        "excerpt": "Spare the Dying"
      },
      {
        "document": 910,
        "excerpt": "Spare the Dying"
      },
      {
        "document": 1434,
        "excerpt": "Spare the Dying"
      }
    ],
    "sparingly": [
      {
        "document": 712,
        "excerpt": "Traps should be used sparingly, lest they lose their charm. A hidden pit can be a fun surprise, but too many traps in an adventure can"
      },
      {
        "document": 733,
        "excerpt": "particularly ones that are worth 0 XP, should be used sparingly. If you want to include many CR 0 critters in an encounter, use swarms instead."
      }
    ],
    "spark": [
      {
        "document": 964,
        "excerpt": "gical effects. You start with two such effects: Divine Spark and Turn Undead, each of which is described below. Each time you use this class's Channel Divinity, choo"
      }
    ],
    "sparkles": [
      {
        "document": 1634,
        "excerpt": "nition into +3 Ammunition. This clear, gelatinous oil sparkles with tiny, ultrathin silver shards."
      }
    ],
    "sparks": [
      {
        "document": 820,
        "excerpt": "device with two tiny metal cups on one end that throws sparks when wet"
      },
      {
        "document": 1386,
        "excerpt": "ntaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. Fire Play. You instantaneously light or snuff out"
      },
      {
        "document": 1677,
        "excerpt": "5-foot Cube originating from that point is showered in sparks and makes a DC 15 Dexterity saving throw, taking 5d4 Radiant damage on a failed save or half as much dam"
      }
    ],
    "spatial": [
      {
        "document": 1711,
        "excerpt": "he portal or into the extradimensional space. 86–00 A spatial rift sends the sphere and each creature and object within 180 feet of the sphere to a random plane of ex"
      }
    ],
    "spawn": [
      {
        "document": 2050,
        "excerpt": "turn with 0 Hit Points and doesn't regenerate. Troll Spawn. The limb uncannily has the same senses as a whole troll. If the limb isn't destroyed within 24 hours, r"
      },
      {
        "document": 2055,
        "excerpt": "Vampire Spawn"
      },
      {
        "document": 2056,
        "excerpt": "nd then buried rises the following sunset as a Vampire Spawn under the vampire's control."
      }
    ],
    "speak": [
      {
        "document": 47,
        "excerpt": "n. On the other hand, if you insult a proud warrior or speak ill of a noble's allies, your efforts to convince or deceive will likely fail."
      },
      {
        "document": 779,
        "excerpt": "Speak with Animals"
      },
      {
        "document": 830,
        "excerpt": "Speak with Animals"
      },
      {
        "document": 832,
        "excerpt": "Speak with Plants"
      },
      {
        "document": 850,
        "excerpt": "Speak with Animals"
      },
      {
        "document": 852,
        "excerpt": "Speak with Plants"
      },
      {
        "document": 873,
        "excerpt": "Speak with Animals"
      },
      {
        "document": 888,
        "excerpt": "Speak with Dead"
      },
      {
        "document": 899,
        "excerpt": "Speak with Animals"
      },
      {
        "document": 901,
        "excerpt": "Speak with Dead"
      },
      {
        "document": 913,
        "excerpt": "Speak with Dead"
      },
      {
        "document": 965,
        "excerpt": "gic of communicating with animals; you always have the Speak with Animals spell prepared. You can use Druidic to leave hidden messages. You and others who know Drui"
      },
      {
        "document": 972,
        "excerpt": "he Grave Prerequisite: Level 7+ Warlock You can cast Speak with Dead without expending a spell slot. Witch Sight Prerequisite: Level 15+ Warlock You have Truesi"
      },
      {
        "document": 989,
        "excerpt": "w the Minor Illusion cantrip. You also always have the Speak with Animals spell prepared. You can cast it without a spell slot a number of times equal to your Profic"
      },
      {
        "document": 1170,
        "excerpt": "target gains an Intelligence of 10 and the ability to speak one language you know. If the target is a natural plant, it becomes a Plant creature and gains the abili"
      },
      {
        "document": 1197,
        "excerpt": "ge: 60 feet Components: V Duration: Instantaneous You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving th"
      },
      {
        "document": 1287,
        "excerpt": "thin their domains. When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn't work). If that creature is on a"
      },
      {
        "document": 1328,
        "excerpt": "sapphire. Thereafter, you can take a Magic action to speak the object's name and crush the sapphire. The object instantly appears in your hand regardless of physic"
      },
      {
        "document": 1347,
        "excerpt": "isn't being worn or carried by another creature. Then speak the message, which must be 25 words or fewer, though it can be delivered over as long as 10 minutes. Fin"
      },
      {
        "document": 1365,
        "excerpt": "ory double up to twice your Speed and make it gesture, speak, and behave in whatever way you choose. It is intangible and invulnerable. You can see through its eyes"
      },
      {
        "document": 1367,
        "excerpt": "ils, or create a memory of some other event. You must speak to the target to describe how its memories are affected, and it must be able to understand your language"
      },
      {
        "document": 1376,
        "excerpt": "range. If you know a specific creature's name, you can speak that name when you cast this spell to request that creature, though you might get a different creature a"
      },
      {
        "document": 1381,
        "excerpt": "n perform by the anatomy of its new form, and it can't speak or cast spells. The target's gear melds into the new form. The creature can't use or otherwise benefit"
      },
      {
        "document": 1392,
        "excerpt": "on, you can move it up to 60 feet and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly. Physical interaction with"
      },
      {
        "document": 1435,
        "excerpt": "Speak with Animals"
      },
      {
        "document": 1436,
        "excerpt": "Speak with Dead"
      },
      {
        "document": 1437,
        "excerpt": "Speak with Plants"
      },
      {
        "document": 1463,
        "excerpt": "n perform by the anatomy of its new form, and it can't speak or cast spells. The target's gear melds into the new form. The creature can't use or otherwise benefit"
      },
      {
        "document": 1464,
        "excerpt": "the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you."
      },
      {
        "document": 1486,
        "excerpt": "risma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether a creature succeeds or fails on this save. An af"
      },
      {
        "document": 1493,
        "excerpt": ". Your Concentration is broken. Speechless. You can't speak. Surprised. If you're Incapacitated when you roll Initiative, you have Disadvantage on the roll."
      },
      {
        "document": 1665,
        "excerpt": "t: - Animal Friendship - Fear (affects Beasts only) - Speak with Animals"
      },
      {
        "document": 1761,
        "excerpt": "rrow (level 3 version), Detect Magic, Fear 1/Day Each: Speak with Dead, Vitriolic Sphere"
      },
      {
        "document": 1763,
        "excerpt": "Temporary Hit Points required to maintain the spell), Speak with Animals 1/Day Each: Detect Thoughts, Control Weather"
      },
      {
        "document": 1764,
        "excerpt": "Temporary Hit Points required to maintain the spell), Speak with Animals, Thaumaturgy 1/Day Each: Detect Thoughts, Water Breathing"
      },
      {
        "document": 1773,
        "excerpt": "rsion), Detect Magic, Fear 1/Day Each: Create Undead, Speak with Dead, Vitriolic Sphere (level 5 version)"
      },
      {
        "document": 1775,
        "excerpt": "Temporary Hit Points required to maintain the spell), Speak with Animals 1/Day Each: Control Weather, Detect Thoughts"
      },
      {
        "document": 1776,
        "excerpt": "Temporary Hit Points required to maintain the spell), Speak with Animals, Thaumaturgy 1/Day Each: Detect Thoughts, Control Water, Scrying, Water Breathing"
      },
      {
        "document": 1811,
        "excerpt": "Blink Dog; understands Elvish and Sylvan but can't speak them"
      },
      {
        "document": 1826,
        "excerpt": "Understands Draconic but can't speak"
      },
      {
        "document": 1827,
        "excerpt": "Understands Deep Speech but can't speak"
      },
      {
        "document": 1851,
        "excerpt": "ting ability (spell save DC 13): At Will: Druidcraft, Speak with Animals 2/Day Each: Entangle, Thunderwave 1/Day Each: Animal Messenger, Long-strider, Moonbeam"
      },
      {
        "document": 1852,
        "excerpt": "ving throws against spells and other magical effects. Speak with Beasts and Plants. The dryad can communicate with Beasts and Plants as if they shared a language."
      },
      {
        "document": 1864,
        "excerpt": "Understands Common plus one other language but can't speak"
      },
      {
        "document": 1881,
        "excerpt": "l; understands Common and Primordial (Auran) but can't speak them"
      },
      {
        "document": 1882,
        "excerpt": "tial; understands Common, Elvish, and Sylvan but can't speak them"
      },
      {
        "document": 1884,
        "excerpt": "6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has Blindsight with a range of 60 feet. Once it has been used, it can't be used again un"
      },
      {
        "document": 1890,
        "excerpt": "tial; understands Common, Elvish, and Sylvan but can't speak them"
      },
      {
        "document": 1898,
        "excerpt": "Understands Common but can't speak"
      },
      {
        "document": 1924,
        "excerpt": "Understands Infernal but can't speak"
      },
      {
        "document": 1931,
        "excerpt": "Understands Common plus one other language but can't speak"
      },
      {
        "document": 1941,
        "excerpt": "Understands Common plus two other languages but can't speak"
      },
      {
        "document": 1946,
        "excerpt": "Abyssal, Celestial, Infernal, and Primordial but can't speak; telepathy 120 ft."
      },
      {
        "document": 1948,
        "excerpt": "Understands Infernal but can't speak"
      },
      {
        "document": 1964,
        "excerpt": "Understands Abyssal but can't speak"
      },
      {
        "document": 1970,
        "excerpt": "Understands Abyssal, Common, and Infernal but can't speak"
      },
      {
        "document": 1974,
        "excerpt": "Understands Common and Giant but can't speak"
      },
      {
        "document": 1981,
        "excerpt": "stands Celestial, Common, Elvish, and Sylvan but can't speak"
      },
      {
        "document": 1993,
        "excerpt": "Understands Common and Draconic but can't speak"
      },
      {
        "document": 2018,
        "excerpt": "Understands commands given in any language but can't speak"
      },
      {
        "document": 2021,
        "excerpt": "Understands Common plus one other language but can't speak"
      },
      {
        "document": 2023,
        "excerpt": "Understands Common plus one other language but can't speak"
      },
      {
        "document": 2034,
        "excerpt": "Understands Common plus two other languages but can't speak"
      },
      {
        "document": 2038,
        "excerpt": "Understands Common but can't speak"
      },
      {
        "document": 2048,
        "excerpt": "it has Intelligence and Charisma scores of 1, it can't speak, and it lacks this action. The tree takes its turn immediately after the treant on the same Initiative c"
      },
      {
        "document": 2056,
        "excerpt": "nsforms with it. While in bat form, the vampire can't speak. Its game statistics, other than its size and Speed, are unchanged. While in mist form, the vampire can"
      },
      {
        "document": 2067,
        "excerpt": "Common (can't speak in bear form)"
      },
      {
        "document": 2068,
        "excerpt": "Common (can't speak in boar form)"
      },
      {
        "document": 2069,
        "excerpt": "Common (can't speak in rat form)"
      },
      {
        "document": 2070,
        "excerpt": "Common (can't speak in tiger form)"
      },
      {
        "document": 2071,
        "excerpt": "Common (can't speak in wolf form)"
      },
      {
        "document": 2091,
        "excerpt": "Understands Common plus one other language but can't speak"
      }
    ],
    "speaker": [
      {
        "document": 1299,
        "excerpt": "oken aloud within 5 feet of the warded area, makes the speaker immune to its effects. The spell creates the effects below within the warded area. Dispel Magic has no"
      }
    ],
    "speaking": [
      {
        "document": 139,
        "excerpt": "emotions, broadcasting its thoughts telepathically, or speaking aloud. You can choose how it communicates or roll on the Sentient Item's Communication table."
      },
      {
        "document": 496,
        "excerpt": "the uninitiated. The words must be uttered in a normal speaking voice. The words themselves aren't the source of the spell's power; rather, the particular combination o"
      },
      {
        "document": 1261,
        "excerpt": "rger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound has T"
      },
      {
        "document": 1460,
        "excerpt": "ars or sees. Moreover, when the target communicates by speaking or signing, any creature that knows at least one language can understand it if that creature can hear t"
      },
      {
        "document": 1484,
        "excerpt": "sh is the mightiest spell a mortal can cast. By simply speaking aloud, you can alter reality itself. The basic use of this spell is to duplicate any other spell of lev"
      }
    ],
    "speaks": [
      {
        "document": 785,
        "excerpt": "The item speaks one or more languages."
      },
      {
        "document": 1281,
        "excerpt": "te a password when you cast the spell. A creature that speaks the password as it enters the area takes no damage from the spell. The spell's area can't overlap with"
      }
    ],
    "spear": [
      {
        "document": 928,
        "excerpt": "Spear"
      },
      {
        "document": 967,
        "excerpt": "Choose A or B: (A) Spear, 5 Daggers, Artisan’s Tools or Musical Instrument chosen for the tool proficiency above, Explorer’s Pack"
      },
      {
        "document": 971,
        "excerpt": "Choose A or B: (A) Spear, 2 Daggers, Arcane Focus (crystal), Dungeoneer’s Pack, and 28 GP; or (B) 50 GP"
      },
      {
        "document": 972,
        "excerpt": "he Prone condition if it is Huge or smaller. Eldritch Spear Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage Choose one of your known Warlock c"
      },
      {
        "document": 998,
        "excerpt": "Choose A or B: (A) Spear, Shortbow, 20 Arrows, Gaming Set (same as above), Healer's Kit, Quiver, Traveler's Clothes, 14 GP; or (B"
      },
      {
        "document": 1132,
        "excerpt": "Spear"
      },
      {
        "document": 1694,
        "excerpt": "ith it. Button 3. The rod's flanged head folds down, a spear point springs from the rod's tip, and the rod's handle lengthens into a 6-foot haft, transforming the ro"
      },
      {
        "document": 1904,
        "excerpt": "Multiattack. The gladiator makes three Spear attacks. It can replace one attack with a use of Shield Bash. Spear. Melee or Ranged Attack Roll: +7, r"
      },
      {
        "document": 1919,
        "excerpt": "Chain Shirt, Shield, Spear"
      },
      {
        "document": 1936,
        "excerpt": "Multiattack. The devil makes three Ice Spear attacks. It can replace one attack with a Tail attack. Ice Spear. Melee or Ranged Attack Roll: +10, rea"
      },
      {
        "document": 1960,
        "excerpt": "Ocean Spear. Melee or Ranged Attack Roll: +2, reach 5 ft. or range 20/60 ft. Hit: 3 (1d6) Piercing damage plus 2 (1d"
      },
      {
        "document": 2010,
        "excerpt": "Multiattack. The salamander makes two Flame Spear attacks. It can replace one attack with a use of Constrict. Flame Spear. Melee or Ranged Attack Roll: +"
      },
      {
        "document": 2063,
        "excerpt": "Chain Shirt, Spear"
      }
    ],
    "spears": [
      {
        "document": 1569,
        "excerpt": "up to 6 long objects, such as bows, Quarterstaffs, or Spears. You can draw any item the quiver contains as if doing so from a regular quiver or scabbard."
      },
      {
        "document": 1904,
        "excerpt": "Shield, Spears (3), Studded Leather Armor"
      }
    ],
    "special": [
      {
        "document": 29,
        "excerpt": "y acquire Advantage or Disadvantage through the use of special abilities and actions. The GM can also decide that circumstances grant Advantage or impose Disadvantage."
      },
      {
        "document": 44,
        "excerpt": "Bonus Action. You can take a Bonus Action only when a special ability, a spell, or another feature of the game states that you can do something as a Bonus Action. You"
      },
      {
        "document": 45,
        "excerpt": "Certain special abilities, spells, and situations allow you to take a special action called a Reaction. A Reaction is an"
      },
      {
        "document": 55,
        "excerpt": "Special Senses"
      },
      {
        "document": 74,
        "excerpt": "to take the Utilize action. Some magic items and other special objects always require an action to use, as stated in their descriptions."
      },
      {
        "document": 75,
        "excerpt": "se an action for any of these activities when it needs special care or when it presents an unusual obstacle. For instance, the GM might require you to take the Utilize"
      },
      {
        "document": 77,
        "excerpt": "“Rules Glossary” for more about Speed as well as about special speeds, such as a Climb Speed, Fly Speed, or Swim Speed."
      },
      {
        "document": 85,
        "excerpt": "Disadvantage against the target. In addition, spells, special abilities, and other effects can apply penalties or bonuses to your attack roll. 3: Resolve the Attack."
      },
      {
        "document": 120,
        "excerpt": "item. The item's user might also need to do something special. The description of each item category or individual item details how an item is activated. Certain item"
      },
      {
        "document": 128,
        "excerpt": "all damage. An Artifact can be destroyed only in some special way. Otherwise, it is impervious to damage. Learning how to destroy an Artifact usually requires researc"
      },
      {
        "document": 141,
        "excerpt": "Special Purpose"
      },
      {
        "document": 156,
        "excerpt": "s Challenge Rating, follow these rules during combat: Special Abilities. If the monster has a special ability that deals a lot of damage but has a limited number of u"
      },
      {
        "document": 158,
        "excerpt": "the Gear entry. The monster's stat block might include special flourishes that happen when the monster uses an item, and the stat block might ignore the rules in “Equi"
      },
      {
        "document": 162,
        "excerpt": "s a monster's Passive Perception score, as well as any special senses the monster possesses. Passive Perception and special senses are described in “Rules Glossary.”"
      },
      {
        "document": 175,
        "excerpt": "be cast at a higher level. A monster's spell can have special rules or restrictions. For example, a green hag can cast the Invisibility spell, but the spell has a “se"
      },
      {
        "document": 181,
        "excerpt": "ss features, and other effects in the game interact in special ways with creatures of a particular type. The game includes the following creature types, which have no"
      },
      {
        "document": 247,
        "excerpt": "ass. A class broadly describes a character's vocation, special talents, and favored tactics. 2: Determine Origin. A character's origin includes two elements: backgroun"
      },
      {
        "document": 248,
        "excerpt": "aracters have reached a level of power that makes them special among adventurers. At level 11, many spellcasters learn reality-altering spells. Other characters gain f"
      },
      {
        "document": 261,
        "excerpt": "ssing included in each of your classes' descriptions. Special rules apply to Extra Attack, Spellcasting, and features (such as Unarmored Defense) that give you altern"
      },
      {
        "document": 274,
        "excerpt": "ed, and each spell's school of magic is listed. In the Special column, C means the spell requires Concentration, R means it's a Ritual, and M means it requires a speci"
      },
      {
        "document": 275,
        "excerpt": "ed, and each spell's school of magic is listed. In the Special column, C means the spell requires Concentration, R means it's a Ritual, and M means it requires a speci"
      },
      {
        "document": 276,
        "excerpt": "ed, and each spell's school of magic is listed. In the Special column, C means the spell requires Concentration, R means it's a Ritual, and M means it requires a speci"
      },
      {
        "document": 277,
        "excerpt": "ed, and each spell's school of magic is listed. In the Special column, C means the spell requires Concentration, R means it's a Ritual, and M means it requires a speci"
      },
      {
        "document": 278,
        "excerpt": "ed, and each spell's school of magic is listed. In the Special column, C means the spell requires Concentration, R means it's a Ritual, and M means it requires a speci"
      },
      {
        "document": 279,
        "excerpt": "ed, and each spell's school of magic is listed. In the Special column, C means the spell requires Concentration, R means it's a Ritual, and M means it requires a speci"
      },
      {
        "document": 280,
        "excerpt": "ed, and each spell's school of magic is listed. In the Special column, C means the spell requires Concentration, R means it's a Ritual, and M means it requires a speci"
      },
      {
        "document": 281,
        "excerpt": "ed, and each spell's school of magic is listed. In the Special column, C means the spell requires Concentration, R means it's a Ritual, and M means it requires a speci"
      },
      {
        "document": 288,
        "excerpt": "Special Traits"
      },
      {
        "document": 514,
        "excerpt": "ell as a Ritual, a spellcaster must have it prepared. Special Abilities. Some characters and monsters have special abilities that allow them to cast specific spells w"
      },
      {
        "document": 517,
        "excerpt": "e the Exhaustion condition, its level decreases by 1. Special Feature. Some features are recharged by a Long Rest. If you have such a feature, it recharges in the way"
      },
      {
        "document": 533,
        "excerpt": "A Reaction is a special action taken in response to a trigger defined in the Reaction's description. You can take a Reaction on"
      },
      {
        "document": 543,
        "excerpt": "to spend an additional Hit Point Die after each roll. Special Feature. Some features are recharged by a Short Rest. If you have such a feature, it recharges in the wa"
      },
      {
        "document": 548,
        "excerpt": "mping,” “Swimming” and “Playing the Game” (“Combat”). Special Speeds. Some creatures have special speeds, such as a Burrow Speed, Climb Speed, Fly Speed, or Swim Spee"
      },
      {
        "document": 554,
        "excerpt": ". Here the monster's Speed is provided, along with any special speeds. See also \"Burrow Speed,\" \"Climb Speed,\" \"Fly Speed,\" and \"Swim Speed.\" Ability Scores. A table"
      },
      {
        "document": 563,
        "excerpt": "Teleportation is a special kind of magical transportation. If you teleport, you disappear and reappear elsewhere instantly, without"
      },
      {
        "document": 579,
        "excerpt": "A Bonus Action is a special action that you can take on the same turn that you take an action. You can't take more than one Bonus Ac"
      },
      {
        "document": 612,
        "excerpt": "ve up to 30 feet this turn if you Dash. If you have a special speed, such as a Fly Speed or Swim Speed, you can use that speed instead of your Speed when you take thi"
      },
      {
        "document": 619,
        "excerpt": "oose which action to take from those below or from the special actions provided by your features. See also “Playing the Game” (“Actions”). These actions are defined el"
      },
      {
        "document": 633,
        "excerpt": "grapple by using an Unarmed Strike. Many monsters have special attacks that allow them to quickly grapple prey. However a grapple is initiated, it follows these rules."
      },
      {
        "document": 713,
        "excerpt": "Special Movement"
      },
      {
        "document": 787,
        "excerpt": "Sentient Item's Special Purpose"
      },
      {
        "document": 829,
        "excerpt": "Special"
      },
      {
        "document": 830,
        "excerpt": "Special"
      },
      {
        "document": 831,
        "excerpt": "Special"
      },
      {
        "document": 832,
        "excerpt": "Special"
      },
      {
        "document": 833,
        "excerpt": "Special"
      },
      {
        "document": 834,
        "excerpt": "Special"
      },
      {
        "document": 835,
        "excerpt": "Special"
      },
      {
        "document": 836,
        "excerpt": "Special"
      },
      {
        "document": 837,
        "excerpt": "Special"
      },
      {
        "document": 838,
        "excerpt": "Special"
      },
      {
        "document": 843,
        "excerpt": "Special"
      },
      {
        "document": 844,
        "excerpt": "Special"
      },
      {
        "document": 845,
        "excerpt": "Special"
      },
      {
        "document": 846,
        "excerpt": "Special"
      },
      {
        "document": 847,
        "excerpt": "Special"
      },
      {
        "document": 850,
        "excerpt": "Special"
      },
      {
        "document": 851,
        "excerpt": "Special"
      },
      {
        "document": 852,
        "excerpt": "Special"
      },
      {
        "document": 853,
        "excerpt": "Special"
      },
      {
        "document": 854,
        "excerpt": "Special"
      },
      {
        "document": 859,
        "excerpt": "Special"
      },
      {
        "document": 860,
        "excerpt": "Special"
      },
      {
        "document": 861,
        "excerpt": "Special"
      },
      {
        "document": 862,
        "excerpt": "Special"
      },
      {
        "document": 863,
        "excerpt": "Special"
      },
      {
        "document": 864,
        "excerpt": "Special"
      },
      {
        "document": 865,
        "excerpt": "Special"
      },
      {
        "document": 866,
        "excerpt": "Special"
      },
      {
        "document": 867,
        "excerpt": "Special"
      },
      {
        "document": 868,
        "excerpt": "Special"
      },
      {
        "document": 869,
        "excerpt": "Special"
      },
      {
        "document": 872,
        "excerpt": "Special"
      },
      {
        "document": 873,
        "excerpt": "Special"
      },
      {
        "document": 874,
        "excerpt": "Special"
      },
      {
        "document": 875,
        "excerpt": "Special"
      },
      {
        "document": 876,
        "excerpt": "Special"
      },
      {
        "document": 877,
        "excerpt": "Special"
      },
      {
        "document": 878,
        "excerpt": "Special"
      },
      {
        "document": 879,
        "excerpt": "Special"
      },
      {
        "document": 880,
        "excerpt": "Special"
      },
      {
        "document": 881,
        "excerpt": "Special"
      },
      {
        "document": 882,
        "excerpt": "Special"
      },
      {
        "document": 884,
        "excerpt": "Special"
      },
      {
        "document": 885,
        "excerpt": "Special"
      },
      {
        "document": 886,
        "excerpt": "Special"
      },
      {
        "document": 887,
        "excerpt": "Special"
      },
      {
        "document": 888,
        "excerpt": "Special"
      },
      {
        "document": 889,
        "excerpt": "Special"
      },
      {
        "document": 890,
        "excerpt": "Special"
      },
      {
        "document": 891,
        "excerpt": "Special"
      },
      {
        "document": 892,
        "excerpt": "Special"
      },
      {
        "document": 893,
        "excerpt": "Special"
      },
      {
        "document": 894,
        "excerpt": "Special"
      },
      {
        "document": 895,
        "excerpt": "Special"
      },
      {
        "document": 897,
        "excerpt": "Special"
      },
      {
        "document": 898,
        "excerpt": "Special"
      },
      {
        "document": 899,
        "excerpt": "Special"
      },
      {
        "document": 900,
        "excerpt": "Special"
      },
      {
        "document": 901,
        "excerpt": "Special"
      },
      {
        "document": 902,
        "excerpt": "Special"
      },
      {
        "document": 903,
        "excerpt": "Special"
      },
      {
        "document": 904,
        "excerpt": "Special"
      },
      {
        "document": 905,
        "excerpt": "Special"
      },
      {
        "document": 906,
        "excerpt": "Special"
      },
      {
        "document": 907,
        "excerpt": "Special"
      },
      {
        "document": 910,
        "excerpt": "Special"
      },
      {
        "document": 911,
        "excerpt": "Special"
      },
      {
        "document": 912,
        "excerpt": "Special"
      },
      {
        "document": 913,
        "excerpt": "Special"
      },
      {
        "document": 914,
        "excerpt": "Special"
      },
      {
        "document": 915,
        "excerpt": "Special"
      },
      {
        "document": 916,
        "excerpt": "Special"
      },
      {
        "document": 917,
        "excerpt": "Special"
      },
      {
        "document": 918,
        "excerpt": "Special"
      },
      {
        "document": 919,
        "excerpt": "Special"
      },
      {
        "document": 961,
        "excerpt": "Special†"
      },
      {
        "document": 972,
        "excerpt": "ough the other creature's senses, you benefit from any special senses possessed by that creature, and you can cast spells as if you were in your space or the other cre"
      },
      {
        "document": 986,
        "excerpt": "tall) Speed: 30 feet As a Dragonborn, you have these special traits. Draconic Ancestry. Your lineage stems from a dragon progenitor. Choose the kind of dragon from"
      },
      {
        "document": 987,
        "excerpt": "feet tall) Speed: 30 feet As a Dwarf, you have these special traits. Darkvision. You have Darkvision with a range of 120 feet. Dwarven Resilience. You have Resista"
      },
      {
        "document": 988,
        "excerpt": "feet tall) Speed: 30 feet As an Elf, you have these special traits. Darkvision. You have Darkvision with a range of 60 feet. Elven Lineage. You are part of a line"
      },
      {
        "document": 989,
        "excerpt": "feet tall) Speed: 30 feet As a Gnome, you have these special traits. Darkvision. You have Darkvision with a range of 60 feet. Gnomish Cunning. You have Advantage o"
      },
      {
        "document": 990,
        "excerpt": "et tall) Speed: 35 feet As a Goliath, you have these special traits. Giant Ancestry. You are descended from Giants. Choose one of the following benefits - a superna"
      },
      {
        "document": 991,
        "excerpt": "t tall) Speed: 30 feet As a Halfling, you have these special traits. Brave. You have Advantage on saving throws you make to avoid or end the Frightened condition."
      },
      {
        "document": 992,
        "excerpt": "is species Speed: 30 feet As a Human, you have these special traits. Resourceful. You gain Heroic Inspiration whenever you finish a Long Rest. Skillful. You gain p"
      },
      {
        "document": 993,
        "excerpt": "feet tall) Speed: 30 feet As an Orc, you have these special traits. Adrenaline Rush. You can take the Dash action as a Bonus Action. When you do so, you gain a num"
      },
      {
        "document": 994,
        "excerpt": "Speed: 30 feet As a Tiefling, you have the following special traits. Darkvision. You have Darkvision with a range of 60 feet. Fiendish Legacy. You are the recipien"
      },
      {
        "document": 1182,
        "excerpt": "the other plane can't perceive you unless they have a special ability that lets them perceive things on the Ethereal Plane. You return to the other plane at the star"
      },
      {
        "document": 1220,
        "excerpt": "Special"
      },
      {
        "document": 1236,
        "excerpt": "n end the spell early by using either of the following special functions. Break Enchantment. As a Magic action, you touch a creature that is possessed by or has the C"
      },
      {
        "document": 1246,
        "excerpt": "Special"
      },
      {
        "document": 1265,
        "excerpt": "e start of your next turn, gaining the benefits of any special senses it has. Finally, when you cast a spell with a range of touch, your familiar can deliver the touc"
      },
      {
        "document": 1287,
        "excerpt": "occupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the GM deems appropriate. It might leave, attack you,"
      },
      {
        "document": 1387,
        "excerpt": "eports to another plane of existence (GM's choice). 8 Special. The target is struck by two rays. Roll twice, rerolling any 8."
      },
      {
        "document": 1559,
        "excerpt": "t demons and on saving throws against their spells and special abilities."
      },
      {
        "document": 1596,
        "excerpt": "izard spells. Any spell you cast using the hat gains a special Somatic component: you must reach into the hat and “pull” the spell out of it. Unknown Spell. While hol"
      },
      {
        "document": 1687,
        "excerpt": "age on Wisdom (Perception) checks that rely on sight. Special Senses. You have Darkvision and Truesight, both with a range of 120 feet. Drawbacks. A Light spell cast"
      },
      {
        "document": 2009,
        "excerpt": "ally control sharks within 120 feet of itself, using a special telepathy."
      }
    ],
    "specialization": [
      {
        "document": 547,
        "excerpt": "A skill is an area of specialization associated with an ability check. If you have proficiency in a skill, you can add your Proficiency Bonus"
      },
      {
        "document": 962,
        "excerpt": "tailed after this class's description. A subclass is a specialization that grants you features at certain Barbarian levels. For the rest of your career, you gain each of your"
      },
      {
        "document": 963,
        "excerpt": "tailed after this class's description. A subclass is a specialization that grants you features at certain Bard levels. For the rest of your career, you gain each of your subc"
      },
      {
        "document": 964,
        "excerpt": "tailed after this class's description. A subclass is a specialization that grants you features at certain Cleric levels. For the rest of your career, you gain each of your su"
      },
      {
        "document": 965,
        "excerpt": "tailed after this class's description. A subclass is a specialization that grants you features at certain Druid levels. For the rest of your career, you gain each of your sub"
      },
      {
        "document": 966,
        "excerpt": "tailed after this class's description. A subclass is a specialization that grants you features at certain Fighter levels. For the rest of your career, you gain each of your s"
      },
      {
        "document": 967,
        "excerpt": "tailed after this class's description. A subclass is a specialization that grants you features at certain Monk levels. For the rest of your career, you gain each of your subc"
      },
      {
        "document": 968,
        "excerpt": "tailed after this class's description. A subclass is a specialization that grants you features at certain Paladin levels. For the rest of your career, you gain each of your s"
      },
      {
        "document": 969,
        "excerpt": "tailed after this class's description. A subclass is a specialization that grants you features at certain Ranger levels. For the rest of your career, you gain each of your su"
      },
      {
        "document": 970,
        "excerpt": "tailed after this class's description. A subclass is a specialization that grants you features at certain Rogue levels. For the rest of your career, you gain each of your sub"
      },
      {
        "document": 971,
        "excerpt": "tailed after this class's description. A subclass is a specialization that grants you features at certain Sorcerer levels. For the rest of your career, you gain each of your"
      },
      {
        "document": 972,
        "excerpt": "tailed after this class's description. A subclass is a specialization that grants you features at certain Warlock levels. For the rest of your career, you gain each of your s"
      },
      {
        "document": 973,
        "excerpt": "tailed after this class's description. A subclass is a specialization that grants you features at certain Wizard levels. For the rest"
      }
    ],
    "specialized": [
      {
        "document": 158,
        "excerpt": "Gear entry is considered to be supernatural or highly specialized, and it is unusable when the monster is defeated."
      },
      {
        "document": 412,
        "excerpt": "A tool helps you make specialized ability checks, craft certain items, or both. A tool's description includes the tool's cost and weight,"
      },
      {
        "document": 973,
        "excerpt": "While studying magic, you also specialized in another field of study. Choose one of the following skills in which you have proficiency: Arcana, His"
      }
    ],
    "specially": [
      {
        "document": 1168,
        "excerpt": "V, S, M (specially marked sticks, bones, cards, or other divinatory tokens worth 25+ GP)"
      }
    ],
    "specials": [
      {
        "document": 152,
        "excerpt": "s: Burrow, Climb, Fly, Swim. Rules for Speed and these specials speeds appear in “Rules Glossary.”"
      }
    ],
    "species": [
      {
        "document": 82,
        "excerpt": "ight effectively. A character's size is determined by species, and a monster's size is specified in the monster's stat block. Creature Size and Space"
      },
      {
        "document": 181,
        "excerpt": "pirates, and warriors. They include members of varied species. Monstrosities are unnatural creatures with strange origins, such as mimics and owlbears. Oozes are ge"
      },
      {
        "document": 226,
        "excerpt": "Choose a Species"
      },
      {
        "document": 227,
        "excerpt": "Let your character's background and species inspire how you imagine their past. That past fed into the character's present. With that in mind, consi"
      },
      {
        "document": 228,
        "excerpt": "riginated with the first members of the most prominent species in the setting and have since spread widely. Standard Languages The Rare Languages table lists languag"
      },
      {
        "document": 247,
        "excerpt": "aracter's origin includes two elements: background and species. How did the character spend the years leading up to a life of adventure? Who are the character's ancest"
      },
      {
        "document": 270,
        "excerpt": "r character's origin involves choosing a background, a species, and two languages. A character's background represents the place and occupation that were most formati"
      },
      {
        "document": 283,
        "excerpt": "Character Species"
      },
      {
        "document": 284,
        "excerpt": "Parts of a Species"
      },
      {
        "document": 285,
        "excerpt": "A character's species determines the character's creature type, which is described in “Rules Glossary.” Every species in “Char"
      },
      {
        "document": 286,
        "excerpt": "Your character's species determines the character's size. Individuals within a species cover a wide range of heights, and some sp"
      },
      {
        "document": 287,
        "excerpt": "Your character's species determines the character's Speed."
      },
      {
        "document": 288,
        "excerpt": "Each species gives a character special traits - unique characteristics based on the species' physiology or magical na"
      },
      {
        "document": 290,
        "excerpt": "Species Descriptions"
      },
      {
        "document": 992,
        "excerpt": "all (about 2–4 feet tall), chosen when you select this species"
      },
      {
        "document": 994,
        "excerpt": "all (about 3–4 feet tall), chosen when you select this species"
      },
      {
        "document": 1153,
        "excerpt": "s. You can make yourself appear as a member of another species, though none of your statistics change. You can't appear as a creature of a different size, and your bas"
      },
      {
        "document": 1402,
        "excerpt": "10 and consult the table below to determine the body's species, or the GM chooses another playable species. | 1d10 | Species | 1d10 | Species | | :--- | :-------"
      }
    ],
    "species'": [
      {
        "document": 283,
        "excerpt": "first appeared in multiple realms at once. Whatever a species' genesis, its members have spread across the multiverse and contribute to many different cultures. Membe"
      },
      {
        "document": 288,
        "excerpt": "r special traits - unique characteristics based on the species' physiology or magical nature. When you choose a species, your character gets all the special traits list"
      },
      {
        "document": 1402,
        "excerpt": "| The reincarnated creature makes any choices that a species' description offers, and the creature recalls its former life. It retains the capabilities it had in its"
      }
    ],
    "specific": [
      {
        "document": 54,
        "excerpt": "rns, fires, and other sources of illumination within a specific radius. Dim Light. Dim Light, also called shadows, creates a Lightly Obscured area. An area of Dim Ligh"
      },
      {
        "document": 117,
        "excerpt": "not by using a magic item or the like. Items Made for Specific Creatures. Magic items that are meant to be worn tend to magically adjust themselves to the wearer. Howe"
      },
      {
        "document": 274,
        "excerpt": "tion, R means it's a Ritual, and M means it requires a specific Material component. Cantrips (Level 0 Druid Spells) Level 1 Druid Spells Level 2 Druid Spells Level"
      },
      {
        "document": 275,
        "excerpt": "tion, R means it's a Ritual, and M means it requires a specific Material component. Level 1 Paladin Spells Level 2 Paladin Spells Level 3 Paladin Spells Level 4 Pal"
      },
      {
        "document": 276,
        "excerpt": "tion, R means it's a Ritual, and M means it requires a specific Material component. Level 1 Ranger Spells Level 2 Ranger Spells Level 3 Ranger Spells Level 4 Ranger"
      },
      {
        "document": 277,
        "excerpt": "tion, R means it's a Ritual, and M means it requires a specific Material component. Cantrips (Level 0 Sorcerer Spells) Level 1 Sorcerer Spells Level 2 Sorcerer Spell"
      },
      {
        "document": 278,
        "excerpt": "tion, R means it's a Ritual, and M means it requires a specific Material component. Cantrips (Level 0 Warlock Spells) Level 1 Warlock Spells Level 2 Warlock Spells"
      },
      {
        "document": 279,
        "excerpt": "tion, R means it's a Ritual, and M means it requires a specific Material component. Cantrips (Level 0 Wizard Spells) Level 1 Wizard Spells Level 2 Wizard Spells Lev"
      },
      {
        "document": 280,
        "excerpt": "tion, R means it's a Ritual, and M means it requires a specific Material component. Cantrips (Level 0 Bard Spells) Level 1 Bard Spells Level 2 Bard Spells Level 3 B"
      },
      {
        "document": 281,
        "excerpt": "tion, R means it's a Ritual, and M means it requires a specific Material component. Cantrips (Level 0 Cleric Spells) Level 1 Cleric Spells Level 2 Cleric Spells Lev"
      },
      {
        "document": 295,
        "excerpt": "gives a character proficiency with one tool - either a specific tool or one chosen from the Artisan's Tools category. Tools are detailed in \"Equipment.\" ---"
      },
      {
        "document": 302,
        "excerpt": "the feat. If you're instructed to choose a feat from a specific category, such as the Origin category, that category must appear under the feat's name. If you're instru"
      },
      {
        "document": 378,
        "excerpt": "item can also offer hints about its properties. In the specific case of Potions, a little taste is enough to tell the taster what a potion does. Other items might requi"
      },
      {
        "document": 496,
        "excerpt": "er; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. Thus, a creature who is gagged or in an area o"
      },
      {
        "document": 514,
        "excerpt": "onsters have special abilities that allow them to cast specific spells without a spell slot. This casting is usually limited in another way, such as being able to cast"
      },
      {
        "document": 566,
        "excerpt": "the location of creatures and moving objects within a specific range, provided that the creature with Tremorsense and anything it is detecting are both in contact with"
      },
      {
        "document": 576,
        "excerpt": "If you have Blindsight, you can see within a specific range without relying on physical sight. Within that range, you can see anything that isn't behind Total"
      },
      {
        "document": 598,
        "excerpt": "that represents using one of the six abilities - or a specific skill associated with an ability - to overcome a challenge. See also “Playing the Game” (“D20 Tests” and"
      },
      {
        "document": 1238,
        "excerpt": "god or a god's servants. You ask one question about a specific goal, event, or activity to occur within 7 days. The GM offers a truthful reply, which might be a short"
      },
      {
        "document": 1287,
        "excerpt": "When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn't work). If that creature is on a plane other than the o"
      },
      {
        "document": 1324,
        "excerpt": "ple of your god, saving your true love, or defeating a specific monster. A Dispel Magic spell can end the spell only if it is cast with a level 9 spell slot, targeting"
      },
      {
        "document": 1338,
        "excerpt": "loodhound) Duration: Instantaneous Describe or name a specific kind of Beast, Plant creature, or nonmagical plant. You learn the direction and distance to the closest"
      },
      {
        "document": 1339,
        "excerpt": "the direction of its movement. The spell can locate a specific creature known to you or the nearest creature of a specific kind (such as a human or a unicorn) if you h"
      },
      {
        "document": 1340,
        "excerpt": "the direction of its movement. The spell can locate a specific object known to you if you have seen it up close - within 30 feet - at least once. Alternatively, the sp"
      },
      {
        "document": 1376,
        "excerpt": "ear in an unoccupied space within range. If you know a specific creature's name, you can speak that name when you cast this spell to request that creature, though you m"
      },
      {
        "document": 1378,
        "excerpt": "ecify a target destination in general terms, such as a specific city on the Elemental Plane of Fire or palace on the second level of the Nine Hells, and you appear in o"
      },
      {
        "document": 1388,
        "excerpt": "ayer at a time, in order from red to violet, by means specific to each layer. If a layer is destroyed, it is gone for the duration. Antimagic Field has no effect on th"
      },
      {
        "document": 1391,
        "excerpt": "visible phenomenon within range that activates when a specific trigger occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot Cube, and"
      },
      {
        "document": 1557,
        "excerpt": "a set of cards. A full deck has 34 cards: 32 depicting specific creatures and two with a mirrored surface. A deck found as treasure is usually missing 1d20 - 1 cards."
      },
      {
        "document": 1580,
        "excerpt": "no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a"
      },
      {
        "document": 1594,
        "excerpt": "(your choice). When you reach into the haversack for a specific item, the item is always magically on top. If any of its pouches is overloaded, pierced, or torn, the h"
      }
    ],
    "specifically": [
      {
        "document": 502,
        "excerpt": "choose yourself unless the creature must be Hostile or specifically a creature other than you. Areas of Effect. Some spells, such as Thunder-wave, cover an area called an"
      },
      {
        "document": 1871,
        "excerpt": "y any attack, spell, or other effect, except ones that specifically target Undead. The ghost's game statistics are the same, except it uses the possessed target's Speed, as"
      }
    ],
    "specifics": [
      {
        "document": 272,
        "excerpt": "for now you can just write it all down and look up the specifics in “Equipment” later. Note any coins you have left after purchasing your equipment."
      }
    ],
    "specified": [
      {
        "document": 44,
        "excerpt": "n during your turn unless the Bonus Action's timing is specified. Anything that deprives you of your ability to take actions also prevents you from taking a Bonus Action"
      },
      {
        "document": 82,
        "excerpt": "size is determined by species, and a monster's size is specified in the monster's stat block. Creature Size and Space"
      },
      {
        "document": 88,
        "excerpt": "can make ranged attacks only against targets within a specified range. If a ranged attack, such as one made with a spell, has a single range, you can't attack a target"
      },
      {
        "document": 115,
        "excerpt": ", such as a Longsword or Longbow. If no weapon type is specified, you may choose the type or determine it randomly. Ammunition. If a magic weapon has the Ammunition pro"
      },
      {
        "document": 119,
        "excerpt": "croll is double what it costs to scribe the scroll (as specified in the “Scribing Spell Scrolls” section of “Equipment”)."
      },
      {
        "document": 126,
        "excerpt": "roperties that recharge at the next dawn or some other specified time. If such an item is on a world or plane of existence where the specified event doesn't occur, the G"
      },
      {
        "document": 136,
        "excerpt": "are, such as Chain Mail or Plate Armor. If no type is specified, choose the type or determine it randomly."
      },
      {
        "document": 144,
        "excerpt": "s a Bonus Action. Applying an oil might take longer as specified in its description. Once used, a potion takes effect immediately, and it is used up. Mixing Potions. A"
      },
      {
        "document": 164,
        "excerpt": "to communicate mentally with another creature within a specified range. See “Rules Glossary” for more information."
      },
      {
        "document": 178,
        "excerpt": "ed number of Legendary Action uses, and that number is specified in the stat block. The monster expends one use whenever it takes a Legendary Action, and it regains all"
      },
      {
        "document": 183,
        "excerpt": "The alignment specified in a monster's stat block is a default suggestion of how to roleplay the monster, inspired by its tradit"
      },
      {
        "document": 242,
        "excerpt": "d by Experience Points (XP). A character who reaches a specified Experience Point total advances in capability. This advancement is called gaining a level. The Characte"
      },
      {
        "document": 293,
        "excerpt": "A background gives your character a specified Origin feat (described in \"Feats\")."
      },
      {
        "document": 294,
        "excerpt": "A background gives your character proficiency in two specified skills."
      },
      {
        "document": 302,
        "excerpt": "you're instructed to choose a feat and no category is specified, you can choose from any category. Prerequisite. To take a feat, you must meet any prerequisite in its"
      },
      {
        "document": 453,
        "excerpt": "on to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of"
      },
      {
        "document": 494,
        "excerpt": "l is cast on the spellcaster or emanates from them, as specified in the spell. If a spell has movable effects, they aren't restricted by its range unless the spell's de"
      },
      {
        "document": 499,
        "excerpt": "is a particular material used in a spell's casting, as specified in parentheses in the Components entry. These materials aren't consumed by the spell unless the spell's"
      },
      {
        "document": 517,
        "excerpt": "t. If you have such a feature, it recharges in the way specified in its description. Interrupting the Rest. A Long Rest is stopped by the following interruptions: - Ro"
      },
      {
        "document": 543,
        "excerpt": "t. If you have such a feature, it recharges in the way specified in its description. Interrupting the Rest. A Short Rest is stopped by the following interruptions: - R"
      },
      {
        "document": 551,
        "excerpt": "als aren't consumed by the spell and don't have a cost specified. Some classes allow its members to use certain types of Spellcasting Focuses. See also \"Spells\" (\"Castin"
      },
      {
        "document": 562,
        "excerpt": "to communicate mentally with another creature within a specified range. Unless a rule states otherwise, the contacted creature doesn't need to share a language with the"
      },
      {
        "document": 567,
        "excerpt": "f you have Truesight, your vision is enhanced within a specified range. Within that range, your vision pierces through the following: Darkness. You can see in normal an"
      },
      {
        "document": 592,
        "excerpt": "her effects require Concentration to remain active, as specified in their descriptions. If the effect's creator loses Concentration, the effect ends. If the effect has a"
      },
      {
        "document": 611,
        "excerpt": "you have Darkvision, you can see in Dim Light within a specified range as if it were Bright Light and in Darkness within that range as if it were Dim Light. You discern"
      },
      {
        "document": 664,
        "excerpt": "A curse is a magical burden that lasts for a specified time or until it is ended by some means. A magical contagion is an adverse effect of magical origin that"
      },
      {
        "document": 962,
        "excerpt": "u gain the following class features when you reach the specified Barbarian levels. These features are listed in the Barbarian Features table. Barbarian Features"
      },
      {
        "document": 963,
        "excerpt": "u gain the following class features when you reach the specified Bard levels. These features are listed in the Bard Features table. Bard Features"
      },
      {
        "document": 964,
        "excerpt": "u gain the following class features when you reach the specified Cleric levels. These features are listed in the Cleric Features table. Cleric Features"
      },
      {
        "document": 965,
        "excerpt": "or any spell that has a Material component with a cost specified or that consumes its Material component."
      },
      {
        "document": 966,
        "excerpt": "u gain the following class features when you reach the specified Fighter levels. These features are listed on the Fighter Features table. Fighter Features"
      },
      {
        "document": 967,
        "excerpt": "u gain the following class features when you reach the specified Monk levels. These features are listed in the Monk Features table. Monk Features"
      },
      {
        "document": 968,
        "excerpt": "u gain the following class features when you reach the specified Paladin levels. These features are listed in the Paladin Features table. Paladin Features BREAKING YOU"
      },
      {
        "document": 969,
        "excerpt": "u gain the following class features when you reach the specified Ranger levels. These features are listed in the Ranger Features table. Ranger Features"
      },
      {
        "document": 970,
        "excerpt": "u gain the following class features when you reach the specified Rogue levels. These features are listed in the Rogue Features table. Rogue Features"
      },
      {
        "document": 971,
        "excerpt": "u gain the following class features when you reach the specified Sorcerer levels. These features are listed in the Sorcerer Features table. Sorcerer Features Metamagic"
      },
      {
        "document": 972,
        "excerpt": "u gain the following class features when you reach the specified Warlock levels. These features are listed in the Warlock Features table. Warlock Features Eldritch Inv"
      },
      {
        "document": 973,
        "excerpt": "u gain the following class features when you reach the specified Wizard levels. These features are listed in the Wizard Features table. Wizard Features EXPANDING AND R"
      },
      {
        "document": 977,
        "excerpt": "When you reach a Sorcerer level specified in the Draconic Spells table, you thereafter always have the listed spells prepared. Draconic Spells"
      },
      {
        "document": 979,
        "excerpt": "e certain spells ready; when you reach a Warlock level specified in the Fiend Spells table, you thereafter always have the listed spells prepared. Fiend Spells"
      },
      {
        "document": 981,
        "excerpt": "ve certain spells ready. When you reach a Cleric level specified in the Life Domain Spells table, you thereafter always have the listed spells prepared. Life Domain Spe"
      },
      {
        "document": 982,
        "excerpt": "e certain spells ready; when you reach a Paladin level specified in the Oath of Devotion Spells table, you thereafter always have the listed spells prepared. Oath of De"
      },
      {
        "document": 1155,
        "excerpt": "e words. The Beast travels for the duration toward the specified location, covering about 25 miles per 24 hours or 50 miles if the Beast can fly. When the Beast arrives"
      },
      {
        "document": 1344,
        "excerpt": "in the reverse direction, preventing a creature of the specified type from leaving the Cylinder and protecting targets outside it. Using a Higher-Level Spell Slot. The"
      },
      {
        "document": 1580,
        "excerpt": "et of yourself, the figurine becomes a living creature specified in the figurine's description below. If the space where the creature would appear is occupied by other c"
      },
      {
        "document": 1598,
        "excerpt": "ells (save DC 18), using one of the helm's gems of the specified type as a component: Daylight (opal), Fireball (fire opal), Prismatic Spray (diamond), or Wall of Fire ("
      },
      {
        "document": 1621,
        "excerpt": "ng no more than 8 hours per day. You must also pay the specified cost to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames."
      }
    ],
    "specifies": [
      {
        "document": 105,
        "excerpt": "Each weapon, spell, and damaging monster ability specifies the damage it deals. You roll the damage dice, add any modifiers, and deal the damage to your target. If"
      },
      {
        "document": 127,
        "excerpt": "A magic item's description specifies whether it bears a curse. Most methods of identifying items, including the Identify spell, fail to revea"
      },
      {
        "document": 152,
        "excerpt": "The Speed entry specifies a monster's Speed. Some monsters have one or more of the following speeds: Burrow, Climb, Fly, Swim. Rul"
      },
      {
        "document": 154,
        "excerpt": "The Skills entry specifies a monster's skill proficiencies, if any. For example, a monster that is very perceptive and stealthy mig"
      },
      {
        "document": 162,
        "excerpt": "The Senses entry specifies a monster's Passive Perception score, as well as any special senses the monster possesses. Passive Perce"
      },
      {
        "document": 185,
        "excerpt": "The Initiative entry specifies the monster's Initiative modifier followed by the monster's Initiative score in parentheses. Use the mod"
      },
      {
        "document": 447,
        "excerpt": "at has the Ammunition property. A weapon's description specifies the type of ammunition used by the weapon. The Ammunition table lists the different types and the amount"
      },
      {
        "document": 490,
        "excerpt": "ion, or 1 minute or more. A spell's Casting Time entry specifies which of those is required."
      },
      {
        "document": 494,
        "excerpt": "ll's effect can originate, and the spell's description specifies which part of the effect is limited by the range. A range usually takes one of the following forms: Di"
      },
      {
        "document": 500,
        "excerpt": "ears. Time Span. A duration that provides a time span specifies how long the spell lasts in rounds, minutes, hours, or the like. For example, a Duration entry might say"
      },
      {
        "document": 502,
        "excerpt": "nes what the spell targets. The description of a spell specifies whether it has an area of effect, which is typically one of these shapes: Cone, Cube, Cylinder, Emanatio"
      },
      {
        "document": 503,
        "excerpt": "w to avoid some or all of a spell's effects. The spell specifies the ability that the target uses for the save and what happens on a success or failure. Here's how to ca"
      },
      {
        "document": 508,
        "excerpt": "level 1+ spells you prepare, your spellcasting feature specifies when you can change the list and the number of spells you can change, as summarized in the Spell Prepara"
      },
      {
        "document": 514,
        "excerpt": "without a spell slot. The description of such an item specifies how many times a spell can be cast from it."
      },
      {
        "document": 542,
        "excerpt": "Polymorph spell, lets you shape-shift, its description specifies what happens to you. Unless that description says otherwise, any ongoing effects on you - conditions, sp"
      },
      {
        "document": 552,
        "excerpt": "rd in all directions. The effect that creates a Sphere specifies the distance it extends as the radius of the Sphere. A Sphere's point of origin is included in the Sphe"
      },
      {
        "document": 592,
        "excerpt": "ffect has a maximum duration, the effect's description specifies how long the creator can concentrate on it: up to 1 minute, 1 hour, or some other duration. The creator"
      },
      {
        "document": 594,
        "excerpt": "om the point of origin. The effect that creates a Cone specifies its maximum length. A Cone's point of origin isn't included in the area of effect unless its creator de"
      },
      {
        "document": 601,
        "excerpt": "on a face of the Cube. The effect that creates a Cube specifies its size, which is the length of each side. A Cube's point of origin isn't included in the area of effe"
      },
      {
        "document": 603,
        "excerpt": "om of the Cylinder. The effect that creates a Cylinder specifies the radius of the Cylinder's base and the Cylinder's height. A Cylinder's point of origin is included i"
      },
      {
        "document": 623,
        "excerpt": "n all directions. The effect that creates an Emanation specifies the distance it extends. An Emanation moves with the creature or object that is its origin unless it is"
      },
      {
        "document": 646,
        "excerpt": "e illusion were real unless the effect that created it specifies otherwise. For example, a visual illusion of a creature casts shadows and reflections, and wind appears"
      },
      {
        "document": 656,
        "excerpt": "a defined by its width. The effect that creates a Line specifies its length and width. A Line's point of origin isn't included in the area of effect unless its creator"
      }
    ],
    "specify": [
      {
        "document": 22,
        "excerpt": "oficiency Bonus. Monster abilities that call for saves specify the DC."
      },
      {
        "document": 36,
        "excerpt": "s you take (see “Actions” later in “Playing the Game”) specify which skill applies if you make an ability check for that action, and many other rules note when a skill"
      },
      {
        "document": 85,
        "excerpt": "oll damage unless the particular attack has rules that specify otherwise. Some attacks cause special effects in addition to or instead of damage."
      },
      {
        "document": 115,
        "excerpt": "rsion of a weapon from “Equipment.” Some magic weapons specify the type of weapon they are in their descriptions, such as a Longsword or Longbow. If no weapon type is"
      },
      {
        "document": 136,
        "excerpt": "for its magic to function. Some suits of magic armor specify the type of armor they are, such as Chain Mail or Plate Armor. If no type is specified, choose the type"
      },
      {
        "document": 497,
        "excerpt": "om a magic item, such as a Spell Scroll. Your features specify which spells you have access to, if any; whether you always have certain spells prepared; and whether yo"
      },
      {
        "document": 499,
        "excerpt": "If a spell doesn't consume its materials and doesn't specify a cost for them, a spellcaster can use a Component Pouch (see \"Equipment\") instead of providing the mate"
      },
      {
        "document": 503,
        "excerpt": "Many spells specify that a target makes a saving throw to avoid some or all of a spell's effects. The spell specifies the ab"
      },
      {
        "document": 526,
        "excerpt": "The descriptions of many spells and other features specify that they have an area of effect, which typically has one of six shapes. These shapes are defined elsewh"
      },
      {
        "document": 714,
        "excerpt": "rations expressed in rounds, minutes, or hours. Others specify that their effects last until the trap is destroyed or dispelled. If a trap's duration is instantaneous,"
      },
      {
        "document": 1155,
        "excerpt": "llenge Rating isn't 0, it automatically succeeds). You specify a location you have visited and a recipient who matches a general description, such as “a person dressed"
      },
      {
        "document": 1161,
        "excerpt": "t one creature or object that is Huge or smaller. Then specify a kind of creature, such as red dragons, goblins, or vampires. A creature of the chosen kind makes a Wis"
      },
      {
        "document": 1261,
        "excerpt": "eet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound has Truesight with a range of 30 fe"
      },
      {
        "document": 1299,
        "excerpt": "hat are contiguous. When you cast this spell, you can specify individuals that are unaffected by the spell's effects. You can also specify a password that, when spoke"
      },
      {
        "document": 1324,
        "excerpt": "be awoken. Ending the Spell. When you cast the spell, specify a trigger that will end it. The trigger can be as simple or as elaborate as you choose, but the GM must"
      },
      {
        "document": 1378,
        "excerpt": "transported to a different plane of existence. You can specify a target destination in general terms, such as a specific city on the Elemental Plane of Fire or palace"
      },
      {
        "document": 1391,
        "excerpt": "rmance can last up to 5 minutes. When the trigger you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion"
      },
      {
        "document": 1694,
        "excerpt": "ransforms into a climbing pole up to 50 feet long (you specify the length), though the rod's buttons remain within your reach. In surfaces as hard as granite, a spike"
      }
    ],
    "specter": [
      {
        "document": 2023,
        "excerpt": "Specter"
      },
      {
        "document": 2078,
        "excerpt": "reases by an amount equal to the damage taken. Create Specter. The wraith targets a Humanoid corpse within 10 feet of itself that has been dead for no longer than 1 m"
      }
    ],
    "specters": [
      {
        "document": 2078,
        "excerpt": "aith's control. The wraith can have no more than seven specters under its control at a time."
      }
    ],
    "spectral": [
      {
        "document": 975,
        "excerpt": "ion, you can expend a use of your Wild Shape and cause spectral trees and vines to appear in a 15-foot Cube on the ground within 120 feet of yourself. They last there f"
      },
      {
        "document": 986,
        "excerpt": "urself temporary flight. As a Bonus Action, you sprout spectral wings on your back that last for 10 minutes or until you retract the wings (no action required) or have"
      },
      {
        "document": 1165,
        "excerpt": "Duration: Concentration, up to 1 minute You create a spectral sword that hovers within range. It lasts for the duration. When the sword appears, you make a melee spe"
      },
      {
        "document": 1204,
        "excerpt": "conjure nature spirits that appear as a Large pack of spectral, intangible animals in an unoccupied space you can see within range. The pack lasts for the duration, an"
      },
      {
        "document": 1247,
        "excerpt": "ate a harmless sensory effect, such as falling leaves, spectral dancing fairies, a gentle breeze, the sound of an animal, or the faint odor of skunk. The effect must fi"
      },
      {
        "document": 1298,
        "excerpt": "ange: 30 feet Components: V Duration: 8 hours A Large spectral guardian appears and hovers for the duration in an unoccupied space that you can see within range. The g"
      },
      {
        "document": 1343,
        "excerpt": "Range: 30 feet Components: V, S Duration: 1 minute A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand van"
      },
      {
        "document": 1440,
        "excerpt": "on for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this sp"
      },
      {
        "document": 1441,
        "excerpt": "Concentration, up to 1 minute You create a floating, spectral force that resembles a weapon of your choice and lasts for the duration. The force appears within range"
      },
      {
        "document": 1627,
        "excerpt": "skeleton clad in a tattered black robe and carrying a spectral scythe. The avatar disappears when it drops to 0 Hit Points or you die. If an ally of yours deals damage"
      },
      {
        "document": 1682,
        "excerpt": "an see within 60 feet of yourself. The ring produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target ta"
      }
    ],
    "speculate": [
      {
        "document": 1436,
        "excerpt": "nd anything that has happened since it died, and can't speculate about future events."
      }
    ],
    "speech": [
      {
        "document": 808,
        "excerpt": "Deep Speech"
      },
      {
        "document": 1460,
        "excerpt": "nguage can understand it if that creature can hear the speech or see the signing."
      },
      {
        "document": 1760,
        "excerpt": "Deep Speech; telepathy 120 ft."
      },
      {
        "document": 1827,
        "excerpt": "Understands Deep Speech but can't speak"
      },
      {
        "document": 1829,
        "excerpt": "Deep Speech, Undercommon"
      }
    ],
    "speechless": [
      {
        "document": 1493,
        "excerpt": "ion. No Concentration. Your Concentration is broken. Speechless. You can't speak. Surprised. If you're Incapacitated when you roll Initiative, you have Disadvantage on"
      }
    ],
    "speed": [
      {
        "document": 68,
        "excerpt": ". Characters in a waterborne vessel are limited to the speed of the vessel, and they don't choose a travel pace. Depending on the vessel and the size of the crew, sh"
      },
      {
        "document": 74,
        "excerpt": "On your turn, you can move a distance up to your Speed and take one action. You decide whether to move first or take your action first. The main actions you c"
      },
      {
        "document": 75,
        "excerpt": "these rules. Squares. Each square represents 5 feet. Speed. Rather than moving foot by foot, move square by square on the grid, using your Speed in 5-foot segments"
      },
      {
        "document": 77,
        "excerpt": "On your turn, you can move a distance equal to your Speed or less. Or you can decide not to move. Your movement can include climbing, crawling, jumping, and swim"
      },
      {
        "document": 79,
        "excerpt": "you take on the same turn. For example, if you have a Speed of 30 feet, you could go 10 feet, take an action, and then go 20 feet."
      },
      {
        "document": 80,
        "excerpt": "ules Glossary”) without using an action or any of your Speed, but you can’t do so if your Speed is 0."
      },
      {
        "document": 95,
        "excerpt": "oing so costs an amount of movement equal to half your Speed (round down). For example, if your Speed is 30 feet, you spend 15 feet of movement to mount a horse."
      },
      {
        "document": 99,
        "excerpt": "with a weapon underwater, a creature that lacks a Swim Speed has Disadvantage on the attack roll unless the weapon deals Piercing damage. A ranged attack roll with"
      },
      {
        "document": 152,
        "excerpt": "Speed"
      },
      {
        "document": 161,
        "excerpt": "lignment. Combat Highlights. Armor Class, Hit Points, Speed, and Initiative are provided here. Ability Scores. A monster's ability scores, ability modifiers, and s"
      },
      {
        "document": 226,
        "excerpt": "ecord your species’ traits. Your character's size and Speed are determined by the character's species; record these in the appropriate places on your character shee"
      },
      {
        "document": 287,
        "excerpt": "Speed"
      },
      {
        "document": 308,
        "excerpt": "saving throw or take 1d4 Piercing damage and have its Speed reduced to 0 until the start of its next turn. Thereafter, until the creature breaks free of the trap, i"
      },
      {
        "document": 359,
        "excerpt": "Speed"
      },
      {
        "document": 403,
        "excerpt": "this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have"
      },
      {
        "document": 406,
        "excerpt": "umn for an armor type, that armor reduces the wearer's speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score. Stealth. If"
      },
      {
        "document": 463,
        "excerpt": "ty saving throw or take 1 Piercing damage and have its Speed reduced to 0 until the start of its next turn. It takes 10 minutes to recover the Caltrops."
      },
      {
        "document": 535,
        "excerpt": "onse to that trigger, or you choose to move up to your Speed in response to it. Examples include “If the cultist steps on the trapdoor, I'll pull the lever that open"
      },
      {
        "document": 548,
        "excerpt": "Speed"
      },
      {
        "document": 554,
        "excerpt": "ed by magic lack Hit Dice and Initiative information. Speed. Here the monster's Speed is provided, along with any special speeds. See also \"Burrow Speed,\" \"Climb Sp"
      },
      {
        "document": 559,
        "excerpt": "errain). You ignore this extra cost if you have a Swim Speed and use it to swim. At the GM's option, moving any distance in rough water might require a successful DC"
      },
      {
        "document": 560,
        "excerpt": "Swim Speed"
      },
      {
        "document": 583,
        "excerpt": "Burrow Speed"
      },
      {
        "document": 586,
        "excerpt": "ht in excess of the maximum weight you can carry, your Speed can be no more than 5 feet. Carrying Capacity"
      },
      {
        "document": 590,
        "excerpt": "rrain). You ignore this extra cost if you have a Climb Speed and use it to climb. At the GM's option, climbing a slippery surface or one with few handholds might re"
      },
      {
        "document": 591,
        "excerpt": "Climb Speed"
      },
      {
        "document": 596,
        "excerpt": "ra foot (2 extra feet in Difficult Terrain). See also \"Speed.\""
      },
      {
        "document": 612,
        "excerpt": "ovement for the current turn. The increase equals your Speed after applying any modifiers. With a Speed of 30 feet, for example, you can move up to 60 feet on your t"
      },
      {
        "document": 622,
        "excerpt": "its if you have the Incapacitated condition or if your Speed is 0."
      },
      {
        "document": 630,
        "excerpt": "have the Incapacitated or Prone condition or your Fly Speed is reduced to 0. You can stay aloft in those circumstances if you can hover. See also “Falling” and “Fly"
      },
      {
        "document": 631,
        "excerpt": "Fly Speed"
      },
      {
        "document": 678,
        "excerpt": "f swimming in deep water, a creature that lacks a Swim Speed must succeed on a DC 10 Constitution saving throw or gain 1 Exhaustion level."
      },
      {
        "document": 691,
        "excerpt": "e group must move at a Slow pace if any group member's Speed is reduced to half or less of normal."
      },
      {
        "document": 709,
        "excerpt": "e the Poisoned condition for 4d6 hours. The creature's Speed is halved while the creature is Poisoned in this way."
      },
      {
        "document": 713,
        "excerpt": "If a party can travel at a high Speed for an extended time, as with a spell such as Wind Walk or a magic item such as a Carpet of Flying, tran"
      },
      {
        "document": 719,
        "excerpt": "ck or similar magic. Escape. A creature needs a Climb Speed, climbing gear, or magic such as Spider Climb to scale the pit's smooth walls. You can make the pit easi"
      },
      {
        "document": 723,
        "excerpt": "ll or similar magic. Escape. A creature needs a Climb Speed, climbing gear, or magic such as a Spider Climb spell to scale the pit's smooth walls. You can make the"
      },
      {
        "document": 724,
        "excerpt": "Characters traveling in a vehicle use the vehicle's speed in miles per hour (as shown in “Equipment”) to determine their rate of travel, and they don't choose a t"
      },
      {
        "document": 745,
        "excerpt": "f the turn, give yourself extra movement equal to your Speed."
      },
      {
        "document": 791,
        "excerpt": "Legs retract, reducing the apparatus’s Speed and Swim Speed to 0 and making it unable to benefit from bonuses to speed."
      },
      {
        "document": 799,
        "excerpt": "Fly Speed"
      },
      {
        "document": 823,
        "excerpt": "Fly Speed"
      },
      {
        "document": 922,
        "excerpt": "Speed"
      },
      {
        "document": 962,
        "excerpt": "Your speed increases by 10 feet while you aren't wearing Heavy armor."
      },
      {
        "document": 965,
        "excerpt": "a maximum Challenge Rating of 1/4 and that lack a Fly Speed (see “Animals” in “Monsters” for stat block options). The Rat, Riding Horse, Spider, and Wolf are recomm"
      },
      {
        "document": 966,
        "excerpt": "Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks."
      },
      {
        "document": 967,
        "excerpt": "Your speed increases by 10 feet while you aren't wearing armor or wielding a Shield. This bonus increases when you"
      },
      {
        "document": 969,
        "excerpt": "Your Speed increases by 10 feet while you aren't wearing Heavy armor. You also have a Climb Speed and a Swim Speed"
      },
      {
        "document": 970,
        "excerpt": "n't moved during this turn, and after you use it, your Speed is 0 until the end of the current turn."
      },
      {
        "document": 972,
        "excerpt": "rlock You can breathe underwater, and you gain a Swim Speed equal to your Speed. You can also cast Water Breathing once without expending a spell slot. You regain"
      },
      {
        "document": 974,
        "excerpt": "you score a Critical Hit, you can move up to half your Speed without provoking Opportunity Attacks."
      },
      {
        "document": 977,
        "excerpt": "(no action required). For the duration, you have a Fly Speed of 60 feet. Once you use this feature, you can't use it again until you finish a Long Rest unless you s"
      },
      {
        "document": 984,
        "excerpt": "ranting you these benefits. Climber. You gain a Climb Speed equal to your Speed. Jumper. You can determine your jump distance using your Dexterity rather than your"
      },
      {
        "document": 986,
        "excerpt": "apacitated condition. During that time, you have a Fly Speed equal to your Speed. Your wings appear to be made of the same energy as your Breath Weapon. Once you use"
      },
      {
        "document": 987,
        "excerpt": "re Type: Humanoid Size: Medium (about 4–5 feet tall) Speed: 30 feet As a Dwarf, you have these special traits. Darkvision. You have Darkvision with a range of 12"
      },
      {
        "document": 988,
        "excerpt": "Detect Magic | Misty Step | | Wood Elf | Your Speed increases to 35 feet. You also know the Druidcraft cantrip."
      },
      {
        "document": 989,
        "excerpt": "ure Type: Humanoid Size: Small (about 3–4 feet tall) Speed: 30 feet As a Gnome, you have these special traits. Darkvision. You have Darkvision with a range of 60"
      },
      {
        "document": 990,
        "excerpt": "lso deal 1d6 Cold damage to that target and reduce its Speed by 10 feet until the start of your next turn. Hill's Tumble (Hill Giant). When you hit a Large or small"
      },
      {
        "document": 991,
        "excerpt": "ure Type: Humanoid Size: Small (about 2–3 feet tall) Speed: 30 feet As a Halfling, you have these special traits. Brave. You have Advantage on saving throws you"
      },
      {
        "document": 992,
        "excerpt": "t 2–4 feet tall), chosen when you select this species Speed: 30 feet As a Human, you have these special traits. Resourceful. You gain Heroic Inspiration whenever"
      },
      {
        "document": 993,
        "excerpt": "re Type: Humanoid Size: Medium (about 6–7 feet tall) Speed: 30 feet As an Orc, you have these special traits. Adrenaline Rush. You can take the Dash action as a"
      },
      {
        "document": 994,
        "excerpt": "t 3–4 feet tall), chosen when you select this species Speed: 30 feet As a Tiefling, you have the following special traits. Darkvision. You have Darkvision with a"
      },
      {
        "document": 1153,
        "excerpt": "ur fingers. You can breathe underwater and gain a Swim Speed equal to your Speed. Change Appearance. You alter your appearance. You decide what you look like, inclu"
      },
      {
        "document": 1158,
        "excerpt": "C 15 HP 10 (Medium or smaller), 20 (Large), 40 (Huge) Speed 30 ft. | STR | DEX | CON | INT | WIS | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 14 (+2"
      },
      {
        "document": 1246,
        "excerpt": "n the trance, the messenger is Incapacitated and has a Speed of 0. If the target is asleep, the messenger appears in the target's dreams and can converse with the t"
      },
      {
        "document": 1266,
        "excerpt": "number of Hit Dice [d10s] equal to the spell's level) Speed 60 ft., Fly 60 ft. (requires level 4+ spell) | STR | DEX | CON | INT | WIS | CHA | | :---: | :---: | :-"
      },
      {
        "document": 1277,
        "excerpt": "condition for the duration. On a successful save, its Speed is 0 until the start of your next turn. Constructs automatically succeed on the save. A Restrained targ"
      },
      {
        "document": 1279,
        "excerpt": "ing creature. For the duration, the target gains a Fly Speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop"
      },
      {
        "document": 1284,
        "excerpt": "other magical effects can neither reduce the target's Speed nor cause the target to have the Paralyzed or Restrained conditions. The target also has a Swim Speed eq"
      },
      {
        "document": 1286,
        "excerpt": "is form, the target's only method of movement is a Fly Speed of 10 feet, and it can hover. The target can enter and occupy the space of another creature. The target"
      },
      {
        "document": 1290,
        "excerpt": "spell's level HP 30 + 10 for each spell level above 4 Speed 40 ft., Climb 40 ft., Fly 40 ft. (Wasp only) | STR | DEX | CON | INT | WIS | CHA | | :---: | :---: | :-"
      },
      {
        "document": 1306,
        "excerpt": "n see within range. Until the spell ends, the target's Speed is doubled, it gains a +2 bonus to Armor Class, it has Advantage on Dexterity saving throws, and it gain"
      },
      {
        "document": 1319,
        "excerpt": "ed, the creature has the Incapacitated condition and a Speed of 0. The spell ends for an affected creature if it takes any damage or if someone else uses an action"
      },
      {
        "document": 1341,
        "excerpt": ") Duration: 1 hour You touch a creature. The target's Speed increases by 10 feet until the spell ends. Using a Higher-Level Spell Slot. You can target one addition"
      },
      {
        "document": 1345,
        "excerpt": "ts, Hit Point Dice, Strength, Dexterity, Constitution, Speed, and senses are replaced by the creature's. You otherwise keep your game statistics. Meanwhile, the pos"
      },
      {
        "document": 1365,
        "excerpt": "ion, you can move the illusory double up to twice your Speed and make it gesture, speak, and behave in whatever way you choose. It is intangible and invulnerable. Y"
      },
      {
        "document": 1375,
        "excerpt": "ing Horse stat block (see “Monsters”), except it has a Speed of 100 feet and can travel 13 miles in an hour. When the spell ends, the steed gradually fades, giving t"
      },
      {
        "document": 1384,
        "excerpt": "or fewer, it has the Stunned condition. Otherwise, its Speed is 0 until the start of your next turn. The Stunned target makes a Constitution saving throw at the end"
      },
      {
        "document": 1399,
        "excerpt": "he target. On a hit, it takes 1d8 Cold damage, and its Speed is reduced by 10 feet until the start of your next turn. Cantrip Upgrade. The damage increases by 1d8 w"
      },
      {
        "document": 1404,
        "excerpt": "and thus roll the sphere at up to half the creature's Speed. Similarly, the globe can be picked up and moved by other creatures. A Disintegrate spell targeting the"
      },
      {
        "document": 1432,
        "excerpt": "by this spell for the duration. An affected target's Speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't take Reactions. On its"
      },
      {
        "document": 1438,
        "excerpt": "leaving its hands free. The target also gains a Climb Speed equal to its Speed. Using a Higher-Level Spell Slot. You can target one additional creature for each sp"
      },
      {
        "document": 1440,
        "excerpt": "creatures to be unaffected by it. Any other creature's Speed is halved in the Emanation, and whenever the Emanation enters a creature's space and whenever a creatur"
      },
      {
        "document": 1448,
        "excerpt": "spell's level HP 50 + 10 for each spell level above 5 Speed 30 ft., Fly 60 ft., Swim 30 ft. | STR | DEX | CON | INT | WIS | CHA | | :---: | :---: | :---: | :---: |"
      },
      {
        "document": 1475,
        "excerpt": "n a success, it can use its Reaction to move up to its Speed so that it is no longer enclosed by the wall. The wall can have any shape you desire, though it can't o"
      },
      {
        "document": 1482,
        "excerpt": "of cloud. While in this cloud form, a target has a Fly Speed of 300 feet and can hover; it has Immunity to the Prone condition; and it has Resistance to Bludgeoning,"
      },
      {
        "document": 1490,
        "excerpt": "the roll is reduced by 2 times your Exhaustion level. Speed Reduced. Your Speed is reduced by a number of feet equal to 5 times your Exhaustion level. Removing Exh"
      },
      {
        "document": 1492,
        "excerpt": "pled condition, you experience the following effects. Speed 0. Your Speed is 0 and can't increase. Attacks Affected. You have Disadvantage on attack rolls against"
      },
      {
        "document": 1495,
        "excerpt": "Incapacitated. You have the Incapacitated condition. Speed 0. Your Speed is 0 and can't increase. Saving Throws Affected. You automatically fail Strength and Dext"
      },
      {
        "document": 1496,
        "excerpt": "Incapacitated. You have the Incapacitated condition. Speed 0. Your Speed is 0 and can't increase. Attacks Affected. Attack rolls against you have Advantage. Savi"
      },
      {
        "document": 1498,
        "excerpt": "l or to spend an amount of movement equal to half your Speed (round down) to right yourself and thereby end the condition. If your Speed is 0, you can't right yourse"
      },
      {
        "document": 1499,
        "excerpt": "ined condition, you experience the following effects. Speed 0. Your Speed is 0 and can't increase. Attacks Affected. Attack rolls against you have Advantage, and y"
      },
      {
        "document": 1501,
        "excerpt": "holding. When this condition ends, you remain Prone. Speed 0. Your Speed is 0 and can't increase. Attacks Affected. Attack rolls against you have Advantage. Savi"
      },
      {
        "document": 1509,
        "excerpt": "e object with the following statistics: AC 20; HP 200; Speed 30 ft., Swim 30 ft. (or 0 ft. for both if the legs aren't extended); Immunity to Poison and Psychic dama"
      },
      {
        "document": 1519,
        "excerpt": "re's wall, moving the sphere up to half the creature's Speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of"
      },
      {
        "document": 1526,
        "excerpt": "Boots of Speed"
      },
      {
        "document": 1527,
        "excerpt": "Requires Attunement) While you wear these boots, your Speed becomes 30 feet unless your Speed is higher, and your Speed isn't reduced by you carrying weight in exce"
      },
      {
        "document": 1534,
        "excerpt": "t which time it can be ridden in the air. It has a Fly Speed of 50 feet. It can carry up to 400 pounds, but its Fly Speed becomes 30 feet while carrying over 200 pou"
      },
      {
        "document": 1537,
        "excerpt": "up to twice the weight shown on the table, but its Fly Speed is halved if it carries more than its normal capacity."
      },
      {
        "document": 1541,
        "excerpt": "ance to Poison damage. Spider Climb. You have a Climb Speed equal to your Speed and can move up, down, and across vertical surfaces and along ceilings, while leavin"
      },
      {
        "document": 1542,
        "excerpt": "your next turn. This property is suppressed while your Speed is 0."
      },
      {
        "document": 1546,
        "excerpt": "n grip the edges of the cloak and use it to gain a Fly Speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer"
      },
      {
        "document": 1547,
        "excerpt": "cloak, you can breathe underwater, and you have a Swim Speed of 60 feet."
      },
      {
        "document": 1579,
        "excerpt": "can carry up to 500 pounds while flying at its maximum speed (16 miles per hour for a maximum of 144 miles per day, with a 1-hour rest for every 3 hours of flying) o"
      },
      {
        "document": 1590,
        "excerpt": "unement) While wearing these gloves, you have a Climb Speed and a Swim Speed equal to your Speed, and you gain a +5 bonus to Strength (Athletics) checks made to cli"
      },
      {
        "document": 1606,
        "excerpt": "Horseshoes of Speed"
      },
      {
        "document": 1647,
        "excerpt": ", Common When you drink this potion, you gain a Climb Speed equal to your Speed for 1 hour. During this time, you have Advantage on Strength (Athletics) checks to c"
      },
      {
        "document": 1649,
        "excerpt": "Very Rare When you drink this potion, you gain a Fly Speed equal to your Speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall u"
      },
      {
        "document": 1660,
        "excerpt": "Potion of Speed"
      },
      {
        "document": 1667,
        "excerpt": "ave Resistance to Lightning damage, and you have a Fly Speed equal to your Speed and can hover. Earth. You know Terran, and you have Resistance to Acid damage. Terr"
      },
      {
        "document": 1680,
        "excerpt": "Ring, Uncommon You have a Swim Speed of 40 feet while wearing this ring."
      },
      {
        "document": 1701,
        "excerpt": "Scimitar of Speed"
      },
      {
        "document": 1707,
        "excerpt": "lings, while leaving your hands free. You have a Climb Speed equal to your Speed. However, the slippers don't allow you to move this way on a slippery surface, such"
      },
      {
        "document": 1737,
        "excerpt": "Beast (save DC 15) from it on a Beast that has a Swim Speed."
      },
      {
        "document": 1758,
        "excerpt": "take a Magic action to expend 1 charge, gaining a Fly Speed of 30 feet for 1 hour. If you are flying when the duration expires, you descend at a rate of 30 feet per"
      },
      {
        "document": 1759,
        "excerpt": "fect early as a Magic action. The wings give you a Fly Speed of 60 feet. If you are aloft when the wings disappear, you fall. When the wings disappear, you can't use"
      },
      {
        "document": 1760,
        "excerpt": "ful Evil AC 17 Initiative +7 (17) HP 150 (20d10 + 40) Speed 10 ft., Swim 40 ft. Skills History +12, Perception +10 Senses Darkvision 120 ft.; Passive Perception 20"
      },
      {
        "document": 1761,
        "excerpt": "ts next turn. Pounce. The dragon moves up to half its Speed, and it makes one Rend attack."
      },
      {
        "document": 1762,
        "excerpt": "isibility on itself, and it can fly up to half its Fly Speed. The dragon can't take this action again until the start of its next turn. Sonic Boom. The dragon uses"
      },
      {
        "document": 1763,
        "excerpt": "corching Ray. Pounce. The dragon moves up to half its Speed, and it makes one Rend attack. Scorching Sands. Dexterity Saving Throw: DC 16, one creature the dragon"
      },
      {
        "document": 1764,
        "excerpt": "l 2 version). Pounce. The dragon moves up to half its Speed, and it makes one Rend attack. Thunderclap. Constitution Saving Throw: DC 17, each creature in a 20-foo"
      },
      {
        "document": 1765,
        "excerpt": "ot Cone. Failure: The target can't take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn, not both. This effect lasts u"
      },
      {
        "document": 1766,
        "excerpt": "l 2 version). Pounce. The dragon moves up to half its Speed, and it makes one Rend attack."
      },
      {
        "document": 1767,
        "excerpt": "ts next turn. Pounce. The dragon moves up to half its Speed, and it makes one Rend attack."
      },
      {
        "document": 1768,
        "excerpt": "ts next turn. Pounce. The dragon moves up to half its Speed, and it makes one Rend attack."
      },
      {
        "document": 1769,
        "excerpt": "ts next turn. Pounce. The dragon moves up to half its Speed, and it makes one Rend attack."
      },
      {
        "document": 1770,
        "excerpt": "0 feet. Failure: 7 (2d6) Cold damage, and the target's Speed is 0 until the end of the target's next turn. Failure or Success: The dragon can't take this action agai"
      },
      {
        "document": 1771,
        "excerpt": ", Neutral AC 15 Initiative +5 (15) HP 90 (12d10 + 24) Speed 10 ft., Fly 90 ft. (hover) Resistances Bludgeoning, Lightning, Piercing, Slashing Immunities Poison, Th"
      },
      {
        "document": 1772,
        "excerpt": "Unaligned AC 13 Initiative +1 (11) HP 51 (6d10 + 18) Speed 60 ft. Skills Perception +5 Senses Passive Perception 15 Languages None CR 2 (XP 450; PB +2) Actions"
      },
      {
        "document": 1773,
        "excerpt": "ts next turn. Pounce. The dragon moves up to half its Speed, and it makes one Rend attack."
      },
      {
        "document": 1774,
        "excerpt": "isibility on itself, and it can fly up to half its Fly Speed. The dragon can't take this action again until the start of its next turn. Sonic Boom. The dragon uses"
      },
      {
        "document": 1775,
        "excerpt": "l 3 version). Pounce. The dragon moves up to half its Speed, and it makes one Rend attack. Scorching Sands. Dexterity Saving Throw: DC 20, one creature the dragon"
      },
      {
        "document": 1776,
        "excerpt": "l 2 version). Pounce. The dragon moves up to half its Speed, and it makes one Rend attack. Thunderclap. Constitution Saving Throw: DC 22, each creature in a 20-foo"
      },
      {
        "document": 1777,
        "excerpt": "ot Cone. Failure: The target can't take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn, not both. This effect lasts u"
      },
      {
        "document": 1778,
        "excerpt": "l 4 version). Pounce. The dragon moves up to half its Speed, and it makes one Rend attack."
      },
      {
        "document": 1779,
        "excerpt": "ts next turn. Pounce. The dragon moves up to half its Speed, and it makes one Rend attack."
      },
      {
        "document": 1780,
        "excerpt": "ts next turn. Pounce. The dragon moves up to half its Speed, and it makes one Rend attack."
      },
      {
        "document": 1781,
        "excerpt": "ts next turn. Pounce. The dragon moves up to half its Speed, and it makes one Rend attack."
      },
      {
        "document": 1782,
        "excerpt": "feet. Failure: 14 (4d6) Cold damage, and the target's Speed is 0 until the end of the target's next turn. Failure or Success: The dragon can't take this action agai"
      },
      {
        "document": 1783,
        "excerpt": "t, Unaligned AC 18 Initiative +2 (12) HP 33 (6d8 + 6) Speed 25 ft. Immunities Poison, Psychic; Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poi"
      },
      {
        "document": 1784,
        "excerpt": "truct, Unaligned AC 17 Initiative +4 (14) HP 14 (4d6) Speed 5 ft., Fly 50 ft. (hover) Immunities Poison, Psychic; Charmed, Deafened, Exhaustion, Frightened, Paraly"
      },
      {
        "document": 1785,
        "excerpt": "ruct, Unaligned AC 12 Initiative +4 (14) HP 27 (5d10) Speed 10 ft. Immunities Poison, Psychic; Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Po"
      },
      {
        "document": 1786,
        "excerpt": "nkheg can burrow through solid rock at half its Burrow Speed and leaves a 10-foot-diameter tunnel in its wake."
      },
      {
        "document": 1787,
        "excerpt": "Unaligned AC 15 Initiative +0 (10) HP 68 (8d12 + 16) Speed 30 ft. Senses Passive Perception 11 Languages None CR 3 (XP 700; PB +2) Actions Multiattack. The anky"
      },
      {
        "document": 1788,
        "excerpt": "t, Unaligned AC 12 Initiative +2 (12) HP 19 (3d8 + 6) Speed 30 ft., Climb 30 ft. Skills Athletics +5, Perception +3 Senses Passive Perception 13 Languages None CR"
      },
      {
        "document": 1789,
        "excerpt": "Unaligned AC 17 Initiative +3 (13) HP 90 (12d12 + 12) Speed 20 ft., Swim 80 ft. Skills Stealth +5 Senses Passive Perception 12 Languages None CR 4 (XP 1,100; PB +2"
      },
      {
        "document": 1790,
        "excerpt": ", Neutral AC 17 Initiative +7 (17) HP 170 (31d8 + 31) Speed 30 ft. Skills Arcana +13, History +9, Perception +6 Immunities Psychic; Charmed (with Mind Blank) Gear"
      },
      {
        "document": 1791,
        "excerpt": ", Neutral AC 16 Initiative +10 (20) HP 97 (15d8 + 30) Speed 30 ft. Skills Acrobatics +7, Perception +6, Stealth +10 Resistances Poison Gear Light Crossbow, Shortsw"
      },
      {
        "document": 1792,
        "excerpt": "tiative +3 (13) HP Half the HP maximum of its summoner Speed 60 ft., Fly 60 ft. (hover) Immunities Necrotic, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Pe"
      },
      {
        "document": 1793,
        "excerpt": "all Plant, Neutral AC 9 Initiative -1 (9) HP 10 (3d6) Speed 20 ft. Vulnerabilities Fire Resistances Piercing Senses Passive Perception 10 Languages Common plus one"
      },
      {
        "document": 1794,
        "excerpt": "nt, Neutral AC 13 Initiative -2 (8) HP 59 (7d12 + 14) Speed 20 ft. Vulnerabilities Fire Resistances Bludgeoning, Piercing Senses Passive Perception 10 Languages Co"
      },
      {
        "document": 1795,
        "excerpt": ", Unaligned AC 11 Initiative +1 (11) HP 19 (3d10 + 3) Speed 50 ft. Senses Passive Perception 10 Languages None CR 1/4 (XP 50; PB +2) Actions Beak. Melee Attack R"
      },
      {
        "document": 1796,
        "excerpt": "ful Neutral AC 17 Initiative +1 (11) HP 39 (6d8 + 12) Speed 30 ft. Immunities Fire, Poison; Poisoned Senses Passive Perception 11 Languages Primordial (Ignan) CR 2"
      },
      {
        "document": 1797,
        "excerpt": "Beast, Unaligned AC 12 Initiative +2 (12) HP 3 (1d6) Speed 30 ft., Climb 30 ft. Senses Passive Perception 11 Languages None CR 0 (XP 10; PB +2) Traits Pack Tact"
      },
      {
        "document": 1798,
        "excerpt": "st, Unaligned AC 11 Initiative +0 (10) HP 5 (1d4 + 3) Speed 20 ft., Burrow 5 ft. Skills Perception +3 Resistances Poison Senses Darkvision 30 ft.; Passive Percepti"
      },
      {
        "document": 1799,
        "excerpt": "c Evil AC 19 Initiative +14 (24) HP 287 (23d12 + 138) Speed 40 ft., Fly 80 ft. Skills Perception +9 Resistances Cold, Lightning Immunities Fire, Poison; Charmed, F"
      },
      {
        "document": 1800,
        "excerpt": "id, Neutral AC 15 Initiative +3 (13) HP 52 (8d8 + 16) Speed 30 ft. Skills Athletics +4, Deception +4 Gear Pistol, Scimitar, Studded Leather Armor Senses Passive Pe"
      },
      {
        "document": 1801,
        "excerpt": "oid, Neutral AC 12 Initiative +1 (11) HP 11 (2d8 + 2) Speed 30 ft. Gear Leather Armor, Light Crossbow, Scimitar Senses Passive Perception 10 Languages Common, Thie"
      },
      {
        "document": 1802,
        "excerpt": "wful Evil AC 15 Initiative +3 (13) HP 110 (13d8 + 52) Speed 30 ft., Climb 30 ft. Skills Deception +5, Insight +5, Perception +8 Resistances Cold Immunities Fire, P"
      },
      {
        "document": 1803,
        "excerpt": "y, Unaligned AC 15 Initiative -1 (9) HP 52 (8d8 + 16) Speed 20 ft. Senses Darkvision 60 ft.; Passive Perception 9 Languages None CR 3 (XP 700; PB +2) Actions Bit"
      },
      {
        "document": 1804,
        "excerpt": "st, Unaligned AC 12 Initiative +2 (12) HP 1 (1d4 - 1) Speed 5 ft., Fly 30 ft. Senses Blindsight 60 ft.; Passive Perception 11 Languages None CR 0 (XP 10; PB +2) A"
      },
      {
        "document": 1805,
        "excerpt": "Lawful Evil AC 13 Initiative +2 (12) HP 58 (9d8 + 18) Speed 30 ft. Resistances Cold Immunities Fire, Poison; Frightened, Poisoned Senses Darkvision 120 ft. (unimpe"
      },
      {
        "document": 1806,
        "excerpt": "ral Evil AC 17 Initiative +3 (13) HP 168 (16d12 + 64) Speed 50 ft., Climb 50 ft. Skills Perception +6, Stealth +7 Immunities Lightning Senses Darkvision 90 ft.; Pa"
      },
      {
        "document": 1807,
        "excerpt": "id, Neutral AC 13 Initiative +1 (11) HP 67 (9d8 + 27) Speed 30 ft. Gear Greataxe, Hide Armor Senses Passive Perception 10 Languages Common CR 2 (XP 450; PB +2) Tr"
      },
      {
        "document": 1808,
        "excerpt": "t, Unaligned AC 11 Initiative +1 (11) HP 19 (3d8 + 6) Speed 30 ft., Climb 30 ft., Swim 30 ft. Skills Perception +5 Senses Darkvision 60 ft.; Passive Perception 15"
      },
      {
        "document": 1809,
        "excerpt": "Chaotic Evil AC 17 Initiative +4 (14) HP 33 (6d8 + 6) Speed 30 ft., Fly 60 ft., Swim 30 ft. Skills Perception +4, Stealth +4 Immunities Acid Senses Blindsight 10 f"
      },
      {
        "document": 1810,
        "excerpt": "e, Unaligned AC 7 Initiative -3 (7) HP 68 (8d10 + 24) Speed 20 ft., Climb 20 ft. Immunities Acid, Cold, Lightning, Slashing; Charmed, Deafened, Exhaustion, Frighte"
      },
      {
        "document": 1811,
        "excerpt": "Lawful Good AC 13 Initiative +3 (13) HP 22 (4d8 + 4) Speed 40 ft. Skills Perception +5, Stealth +5 Senses Darkvision 60 ft.; Passive Perception 15 Languages Blink"
      },
      {
        "document": 1812,
        "excerpt": "Beast, Unaligned AC 12 Initiative +2 (12) HP 7 (2d6) Speed 10 ft., Fly 60 ft. Skills Perception +6 Senses Passive Perception 16 Languages None CR 1/8 (XP 25; PB +"
      },
      {
        "document": 1813,
        "excerpt": "awful Evil AC 17 Initiative +2 (12) HP 65 (10d8 + 20) Speed 30 ft., Burrow 15 ft., Fly 60 ft. Skills Perception +4, Stealth +2 Immunities Lightning Senses Blindsig"
      },
      {
        "document": 1814,
        "excerpt": "t, Unaligned AC 11 Initiative +0 (10) HP 13 (2d8 + 4) Speed 40 ft. Senses Passive Perception 9 Languages None CR 1/4 (XP 50; PB +2) Traits Bloodied Fury. While B"
      },
      {
        "document": 1815,
        "excerpt": "ful Evil AC 16 Initiative +7 (17) HP 161 (17d10 + 68) Speed 40 ft., Fly 40 ft. Skills Deception +7, Insight +6 Resistances Cold Immunities Fire, Poison; Poisoned S"
      },
      {
        "document": 1816,
        "excerpt": "Chaotic Good AC 15 Initiative +2 (12) HP 22 (4d8 + 4) Speed 30 ft., Burrow 15 ft., Fly 60 ft. Skills Perception +4, Stealth +2 Immunities Fire Senses Blindsight 10"
      },
      {
        "document": 1817,
        "excerpt": "Lawful Good AC 15 Initiative +2 (12) HP 39 (6d8 + 12) Speed 30 ft., Fly 60 ft., Swim 30 ft. Skills Perception +4, Stealth +2 Immunities Lightning Senses Blindsight"
      },
      {
        "document": 1818,
        "excerpt": ", Unaligned AC 11 Initiative +1 (11) HP 22 (3d10 + 6) Speed 40 ft., Climb 30 ft. Skills Perception +3 Senses Darkvision 60 ft.; Passive Perception 13 Languages Non"
      },
      {
        "document": 1819,
        "excerpt": "aotic Evil AC 15 Initiative +2 (12) HP 65 (10d8 + 20) Speed 30 ft. Skills Stealth +6, Survival +3 Gear Chain Shirt, Javelins (6), Morningstar Senses Darkvision 60"
      },
      {
        "document": 1820,
        "excerpt": "Chaotic Evil AC 14 Initiative +2 (12) HP 33 (6d8 + 6) Speed 30 ft. Skills Stealth +6, Survival +2 Gear Hide Armor, Light Hammers (3) Senses Darkvision 60 ft.; Pass"
      },
      {
        "document": 1821,
        "excerpt": "Unaligned AC 17 Initiative +0 (10) HP 94 (9d10 + 45) Speed 40 ft., Burrow 40 ft. Skills Perception +6 Senses Darkvision 60 ft., Tremorsense 120 ft.; Passive Perce"
      },
      {
        "document": 1822,
        "excerpt": "t, Unaligned AC 10 Initiative -1 (9) HP 17 (2d10 + 6) Speed 50 ft. Senses Darkvision 60 ft.; Passive Perception 10 Languages None CR 1/8 (XP 25; PB +2) Actions B"
      },
      {
        "document": 1823,
        "excerpt": "Beast, Unaligned AC 12 Initiative +2 (12) HP 2 (1d4) Speed 40 ft., Climb 40 ft. Skills Perception +3, Stealth +4 Senses Darkvision 60 ft.; Passive Perception 13 L"
      },
      {
        "document": 1824,
        "excerpt": "ing Charge (Recharge 5–6). The centaur moves up to its Speed without provoking Opportunity Attacks and can move through the spaces of Medium or smaller creatures. Ea"
      },
      {
        "document": 1825,
        "excerpt": "awful Evil AC 15 Initiative +5 (15) HP 85 (10d8 + 40) Speed 30 ft. Resistances Bludgeoning, Cold, Piercing, Slashing Immunities Fire, Poison; Poisoned Senses Darkv"
      },
      {
        "document": 1826,
        "excerpt": "tic Evil AC 14 Initiative +0 (10) HP 114 (12d10 + 48) Speed 30 ft., Fly 60 ft. Skills Perception +8 Senses Darkvision 60 ft.; Passive Perception 18 Languages Under"
      },
      {
        "document": 1827,
        "excerpt": "aotic Evil AC 16 Initiative +0 (10) HP 76 (9d10 + 27) Speed 30 ft., Swim 30 ft. Skills Perception +4 Immunities Poison; Poisoned Senses Darkvision 60 ft.; Passive"
      },
      {
        "document": 1828,
        "excerpt": "naligned AC 14 Initiative +3 (13) HP 123 (13d10 + 52) Speed 30 ft. Resistances Bludgeoning, Piercing, Slashing Immunities Acid, Poison, Psychic; Charmed, Exhaustio"
      },
      {
        "document": 1829,
        "excerpt": "c Neutral AC 14 Initiative +5 (15) HP 91 (14d10 + 14) Speed 10 ft., Fly 40 ft. Skills Stealth +5 Immunities Frightened Senses Darkvision 120 ft.; Passive Perceptio"
      },
      {
        "document": 1830,
        "excerpt": "Neutral AC 14 Initiative +4 (14) HP 200 (16d12 + 96) Speed 40 ft., Fly 20 ft. (hover) Skills Insight +7, Perception +11 Senses Passive Perception 21 Languages Com"
      },
      {
        "document": 1831,
        "excerpt": "y, Unaligned AC 11 Initiative +1 (11) HP 22 (5d6 + 5) Speed 20 ft., Fly 40 ft. Immunities Petrified Senses Darkvision 60 ft.; Passive Perception 11 Languages None"
      },
      {
        "document": 1832,
        "excerpt": "Humanoid, Neutral AC 10 Initiative +0 (10) HP 4 (1d8) Speed 30 ft. Gear Club Senses Passive Perception 10 Languages Common CR 0 (XP 10; PB +2) Traits Training. T"
      },
      {
        "document": 1833,
        "excerpt": ", Unaligned AC 13 Initiative +2 (12) HP 13 (2d10 + 2) Speed 30 ft., Swim 30 ft. Skills Perception +2, Stealth +4 Senses Blindsight 10 ft.; Passive Perception 12 La"
      },
      {
        "document": 1834,
        "excerpt": "ot Cone. Failure: The target can't take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn, not both. This effect lasts u"
      },
      {
        "document": 1835,
        "excerpt": "Lawful Good AC 19 Initiative +5 (15) HP 60 (8d8 + 24) Speed 30 ft., Fly 90 ft. Resistances Bludgeoning, Piercing, Slashing Immunities Psychic, Radiant Senses Trues"
      },
      {
        "document": 1836,
        "excerpt": "st, Unaligned AC 11 Initiative +0 (10) HP 3 (1d4 + 1) Speed 20 ft., Swim 20 ft. Skills Stealth +2 Senses Blindsight 30 ft.; Passive Perception 9 Languages None CR"
      },
      {
        "document": 1837,
        "excerpt": ", Unaligned AC 12 Initiative +0 (10) HP 13 (2d10 + 2) Speed 20 ft., Swim 30 ft. Skills Stealth +2 Senses Passive Perception 10 Languages None CR 1/2 (XP 100; PB +2"
      },
      {
        "document": 1838,
        "excerpt": "oid, Neutral AC 13 Initiative +2 (12) HP 44 (8d8 + 8) Speed 30 ft. Skills Deception +3, Persuasion +3, Religion +2 Gear Holy Symbol, Leather Armor Senses Passive P"
      },
      {
        "document": 1839,
        "excerpt": "Humanoid, Neutral AC 12 Initiative +1 (11) HP 9 (2d8) Speed 30 ft. Skills Deception +2, Religion +2 Gear Leather Armor, Sickle Senses Passive Perception 10 Languag"
      },
      {
        "document": 1840,
        "excerpt": "the target but has Advantage on its attack rolls. Its Speed becomes 0, it can't benefit from any bonus to its Speed, and it moves with the target. A creature can t"
      },
      {
        "document": 1841,
        "excerpt": "eutral Evil AC 12 Initiative +2 (12) HP 39 (6d8 + 12) Speed 40 ft. Skills Perception +5, Stealth +4 Immunities Blinded, Charmed, Deafened, Frightened, Stunned, Unc"
      },
      {
        "document": 1842,
        "excerpt": "Beast, Unaligned AC 13 Initiative +3 (13) HP 4 (1d8) Speed 50 ft. Skills Perception +4 Senses Darkvision 60 ft.; Passive Perception 14 Languages None CR 0 (XP 10;"
      },
      {
        "document": 1843,
        "excerpt": "ful Good AC 17 Initiative +4 (14) HP 229 (27d8 + 108) Speed 30 ft., Fly 90 ft. (hover) Skills Insight +9, Perception +9 Resistances Radiant Immunities Charmed, Exh"
      },
      {
        "document": 1844,
        "excerpt": ", Unaligned AC 14 Initiative +2 (12) HP 22 (3d10 + 6) Speed 50 ft. Skills Perception +5, Stealth +4 Senses Darkvision 60 ft.; Passive Perception 15 Languages None"
      },
      {
        "document": 1845,
        "excerpt": "Neutral AC 17 Initiative +2 (12) HP 218 (19d10 + 114) Speed 30 ft., Fly 90 ft. (hover) Immunities Lightning, Thunder Senses Darkvision 120 ft.; Passive Perception"
      },
      {
        "document": 1846,
        "excerpt": "ty, Neutral AC 14 Initiative +4 (14) HP 52 (8d8 + 16) Speed 30 ft. Skills Deception +6, Insight +3 Immunities Charmed Senses Darkvision 60 ft.; Passive Perception"
      },
      {
        "document": 1847,
        "excerpt": ", Unaligned AC 10 Initiative +0 (10) HP 15 (2d10 + 4) Speed 40 ft. Senses Passive Perception 10 Languages None CR 1/4 (XP 50; PB +2) Actions Hooves. Melee Attack"
      },
      {
        "document": 1848,
        "excerpt": "Neutral AC 20 Initiative +6 (16) HP 356 (23d20 + 115) Speed 20 ft., Swim 50 ft. Resistances Fire Senses Darkvision 120 ft.; Passive Perception 11 Languages Draconi"
      },
      {
        "document": 1849,
        "excerpt": "Chaotic Evil AC 11 Initiative +0 (10) HP 18 (4d6 + 4) Speed 20 ft. Resistances Cold, Fire, Lightning Immunities Poison; Poisoned Senses Darkvision 60 ft.; Passive"
      },
      {
        "document": 1850,
        "excerpt": "tic Evil AC 19 Initiative +4 (14) HP 123 (13d10 + 52) Speed 30 ft., Climb 30 ft. Skills Perception +6, Stealth +10 Senses Darkvision 120 ft.; Passive Perception 16"
      },
      {
        "document": 1851,
        "excerpt": "id), Neutral AC 13 Initiative +1 (11) HP 44 (8d8 + 8) Speed 30 ft. Skills Medicine +5, Nature +3, Perception +5 Gear Studded Leather Armor Senses Passive Perceptio"
      },
      {
        "document": 1852,
        "excerpt": "ium Fey, Neutral AC 16 Initiative +1 (11) HP 22 (5d8) Speed 30 ft. Skills Perception +4, Stealth +5 Senses Darkvision 60 ft.; Passive Perception 14 Languages Elvis"
      },
      {
        "document": 1853,
        "excerpt": "al, Neutral Evil AC 12 Initiative +2 (12) HP 17 (5d6) Speed 30 ft., Fly 30 ft. Skills Perception +2, Stealth +4 Vulnerabilities Fire Immunities Poison; Exhaustion,"
      },
      {
        "document": 1854,
        "excerpt": "st, Unaligned AC 12 Initiative +2 (12) HP 4 (1d6 + 1) Speed 10 ft., Fly 60 ft. Skills Perception +6 Senses Passive Perception 16 Languages None CR 0 (XP 10; PB +2)"
      },
      {
        "document": 1855,
        "excerpt": ", Neutral AC 17 Initiative -1 (9) HP 147 (14d10 + 70) Speed 30 ft., Burrow 30 ft. Vulnerabilities Thunder Immunities Poison; Exhaustion, Paralyzed, Petrified, Pois"
      },
      {
        "document": 1856,
        "excerpt": "Neutral AC 17 Initiative +1 (11) HP 212 (17d10 + 119) Speed 40 ft., Fly 60 ft. (hover) Immunities Fire Senses Darkvision 120 ft.; Passive Perception 12 Languages P"
      },
      {
        "document": 1857,
        "excerpt": ", Unaligned AC 12 Initiative -1 (9) HP 76 (8d12 + 24) Speed 40 ft. Senses Passive Perception 10 Languages None CR 4 (XP 1,100; PB +2) Actions Multiattack. The el"
      },
      {
        "document": 1858,
        "excerpt": "east, Unaligned AC 10 Initiative +0 (10) HP 11 (2d10) Speed 50 ft. Skills Perception +2 Senses Darkvision 60 ft.; Passive Perception 12 Languages None CR 1/4 (XP 5"
      },
      {
        "document": 1859,
        "excerpt": "wful Evil AC 18 Initiative +7 (17) HP 178 (21d8 + 84) Speed 30 ft., Fly 60 ft. Skills Perception +6, Persuasion +8 Resistances Cold Immunities Fire, Poison; Poison"
      },
      {
        "document": 1860,
        "excerpt": "Neutral Evil AC 13 Initiative +2 (12) HP 44 (8d8 + 8) Speed 30 ft., Climb 30 ft. Skills Perception +3, Stealth +4, Survival +3 Senses Darkvision 60 ft.; Passive Pe"
      },
      {
        "document": 1861,
        "excerpt": "aotic Evil AC 12 Initiative -1 (9) HP 85 (10d10 + 30) Speed 40 ft. Skills Perception +4 Immunities Blinded, Charmed, Deafened, Frightened, Stunned, Unconscious Gea"
      },
      {
        "document": 1862,
        "excerpt": ", Neutral AC 13 Initiative +3 (13) HP 93 (11d10 + 33) Speed 50 ft. Resistances Bludgeoning, Piercing, Slashing Immunities Fire, Poison; Exhaustion, Grappled, Paral"
      },
      {
        "document": 1863,
        "excerpt": "ful Evil AC 18 Initiative +3 (13) HP 162 (13d12 + 78) Speed 30 ft. Skills Athletics +11, Perception +6 Immunities Fire Senses Passive Perception 16 Languages Giant"
      },
      {
        "document": 1864,
        "excerpt": "ct, Neutral AC 9 Initiative -1 (9) HP 127 (15d8 + 60) Speed 30 ft. Immunities Lightning, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Se"
      },
      {
        "document": 1865,
        "excerpt": "rosity, Unaligned AC 14 Initiative +2 (12) HP 5 (2d4) Speed 30 ft., Fly 60 ft., Swim 30 ft. Senses Blindsight 10 ft.; Passive Perception 11 Languages None CR 1/8 ("
      },
      {
        "document": 1866,
        "excerpt": "st, Unaligned AC 11 Initiative +1 (11) HP 1 (1d4 - 1) Speed 20 ft., Swim 20 ft. Skills Perception +1, Stealth +3 Senses Darkvision 30 ft.; Passive Perception 11 La"
      },
      {
        "document": 1867,
        "excerpt": "cing damage plus 7 (2d6) Cold damage, and the target's Speed decreases by 10 feet until the end of its next turn."
      },
      {
        "document": 1868,
        "excerpt": "haotic Evil AC 15 Initiative +2 (12) HP 67 (9d8 + 27) Speed 30 ft., Fly 60 ft. Skills Stealth +4 Immunities Poison; Exhaustion, Petrified, Poisoned Senses Darkvisi"
      },
      {
        "document": 1869,
        "excerpt": "d6 + 2) Acid damage. Engulf. The cube moves up to its Speed without provoking Opportunity Attacks. The cube can move through the spaces of Large or smaller creature"
      },
      {
        "document": 1870,
        "excerpt": "ad, Chaotic Evil AC 13 Initiative +3 (13) HP 36 (8d8) Speed 30 ft. Resistances Necrotic Immunities Poison; Charmed, Exhaustion, Poisoned Senses Darkvision 60 ft.;"
      },
      {
        "document": 1871,
        "excerpt": "cs are the same, except it uses the possessed target's Speed, as well as the target's Strength, Dexterity, and Constitution modifiers. The possession lasts until th"
      },
      {
        "document": 1872,
        "excerpt": "ad, Chaotic Evil AC 12 Initiative +2 (12) HP 22 (5d8) Speed 30 ft. Immunities Poison; Charmed, Exhaustion, Poisoned Senses Darkvision 60 ft.; Passive Perception 10"
      },
      {
        "document": 1873,
        "excerpt": "naligned AC 12 Initiative +5 (15) HP 168 (16d12 + 64) Speed 40 ft., Climb 40 ft. Skills Athletics +9, Perception +4, Survival +4 Senses Passive Perception 14 Langu"
      },
      {
        "document": 1874,
        "excerpt": "t, Unaligned AC 13 Initiative +0 (10) HP 15 (2d8 + 6) Speed 30 ft., Burrow 10 ft. Skills Perception +3 Resistances Poison Senses Darkvision 60 ft.; Passive Percept"
      },
      {
        "document": 1875,
        "excerpt": "east, Unaligned AC 13 Initiative +3 (13) HP 22 (4d10) Speed 10 ft., Fly 60 ft. Senses Blindsight 120 ft.; Passive Perception 11 Languages None CR 1/4 (XP 50; PB +2"
      },
      {
        "document": 1876,
        "excerpt": "Unaligned AC 13 Initiative +0 (10) HP 42 (5d10 + 15) Speed 40 ft. Senses Passive Perception 8 Languages None CR 2 (XP 450; PB +2) Traits Bloodied Fury. The boar"
      },
      {
        "document": 1877,
        "excerpt": "st, Unaligned AC 14 Initiative +2 (12) HP 9 (2d6 + 2) Speed 30 ft., Climb 30 ft. Senses Blindsight 30 ft.; Passive Perception 8 Languages None CR 1/4 (XP 50; PB +2"
      },
      {
        "document": 1878,
        "excerpt": ", Unaligned AC 12 Initiative +2 (12) HP 60 (8d12 + 8) Speed 30 ft., Swim 30 ft. Skills Perception +2 Senses Blindsight 10 ft.; Passive Perception 12 Languages None"
      },
      {
        "document": 1879,
        "excerpt": "Beast, Unaligned AC 15 Initiative +1 (11) HP 13 (3d8) Speed 30 ft., Swim 30 ft. Skills Stealth +3 Senses Blindsight 30 ft.; Passive Perception 9 Languages None CR"
      },
      {
        "document": 1880,
        "excerpt": ", Unaligned AC 14 Initiative -1 (9) HP 85 (9d12 + 27) Speed 30 ft., Swim 50 ft. Skills Stealth +5 Senses Passive Perception 10 Languages None CR 5 (XP 1,800; PB +3"
      },
      {
        "document": 1881,
        "excerpt": "eutral Good AC 13 Initiative +3 (13) HP 26 (4d10 + 4) Speed 10 ft., Fly 80 ft. Skills Perception +6 Resistances Necrotic, Radiant Senses Passive Perception 16 Lang"
      },
      {
        "document": 1882,
        "excerpt": "utral Good AC 14 Initiative +6 (16) HP 42 (5d12 + 10) Speed 60 ft. Skills Perception +4 Resistances Necrotic, Radiant Senses Darkvision 90 ft.; Passive Perception"
      },
      {
        "document": 1883,
        "excerpt": "st, Unaligned AC 13 Initiative +0 (10) HP 4 (1d6 + 1) Speed 30 ft., Climb 30 ft. Resistances Fire Senses Blindsight 30 ft.; Passive Perception 8 Languages None CR"
      },
      {
        "document": 1884,
        "excerpt": ", Unaligned AC 11 Initiative +1 (11) HP 19 (3d10 + 3) Speed 30 ft., Fly 60 ft. Senses Darkvision 60 ft., Passive Perception 10 Languages None CR 0 (XP 0; PB +2) G"
      },
      {
        "document": 1885,
        "excerpt": "Beast, Unaligned AC 11 Initiative +1 (11) HP 18 (4d8) Speed 30 ft., Swim 30 ft. Skills Perception +2, Stealth +4 Senses Darkvision 30 ft.; Passive Perception 12 La"
      },
      {
        "document": 1886,
        "excerpt": ", Unaligned AC 11 Initiative +1 (11) HP 19 (3d10 + 3) Speed 40 ft., Climb 30 ft. Skills Perception +3 Senses Darkvision 60 ft.; Passive Perception 13 Languages Non"
      },
      {
        "document": 1887,
        "excerpt": "as already Bloodied, the hyena can move up to half its Speed, and it makes one Bite attack."
      },
      {
        "document": 1888,
        "excerpt": ", Unaligned AC 12 Initiative +1 (11) HP 19 (3d10 + 3) Speed 40 ft., Climb 40 ft. Senses Darkvision 60 ft.; Passive Perception 10 Languages None CR 1/4 (XP 50; PB +"
      },
      {
        "document": 1889,
        "excerpt": "ntered on itself, and the octopus moves up to its Swim Speed. The Cube is Heavily Obscured for 1 minute or until a strong current or similar effect disperses the ink"
      },
      {
        "document": 1890,
        "excerpt": "al, Neutral AC 12 Initiative +2 (12) HP 19 (3d10 + 3) Speed 5 ft., Fly 60 ft. Skills Perception +6, Stealth +6 Resistances Necrotic, Radiant Senses Darkvision 120"
      },
      {
        "document": 1891,
        "excerpt": "Beast, Unaligned AC 13 Initiative +3 (13) HP 7 (2d6) Speed 30 ft., Climb 30 ft. Skills Perception +2 Senses Darkvision 60 ft.; Passive Perception 12 Languages Non"
      },
      {
        "document": 1892,
        "excerpt": "Unaligned AC 15 Initiative +1 (11) HP 52 (7d10 + 14) Speed 40 ft. Senses Blindsight 60 ft.; Passive Perception 9 Languages None CR 3 (XP 700; PB +2) Actions Mul"
      },
      {
        "document": 1893,
        "excerpt": "ile underwater, the seahorse moves up to half its Swim Speed without provoking Opportunity Attacks."
      },
      {
        "document": 1894,
        "excerpt": "Unaligned AC 13 Initiative +3 (13) HP 92 (8d12 + 40) Speed 5 ft., Swim 60 ft. Skills Perception +3 Senses Blindsight 60 ft.; Passive Perception 13 Languages None"
      },
      {
        "document": 1895,
        "excerpt": ", Unaligned AC 14 Initiative +3 (13) HP 26 (4d10 + 4) Speed 30 ft., Climb 30 ft. Skills Perception +4, Stealth +7 Senses Darkvision 60 ft.; Passive Perception 14 L"
      },
      {
        "document": 1896,
        "excerpt": ", Unaligned AC 11 Initiative +1 (11) HP 39 (6d10 + 6) Speed 30 ft., Swim 30 ft. Senses Darkvision 60 ft.; Passive Perception 10 Languages None CR 1 (XP 200; PB +2)"
      },
      {
        "document": 1897,
        "excerpt": "t, Unaligned AC 14 Initiative +4 (14) HP 11 (2d8 + 2) Speed 40 ft., Swim 40 ft. Skills Perception +2 Senses Blindsight 10 ft.; Passive Perception 12 Languages None"
      },
      {
        "document": 1898,
        "excerpt": "eutral Evil AC 10 Initiative +0 (10) HP 25 (3d10 + 9) Speed 10 ft., Fly 60 ft. Skills Perception +3 Resistances Necrotic Senses Darkvision 60 ft.; Passive Percepti"
      },
      {
        "document": 1899,
        "excerpt": "Beast, Unaligned AC 13 Initiative +2 (12) HP 22 (5d8) Speed 10 ft., Fly 50 ft. Senses Passive Perception 10 Languages None CR 1/2 (XP 100; PB +2) Traits Flyby. T"
      },
      {
        "document": 1900,
        "excerpt": "Beast, Unaligned AC 13 Initiative +3 (13) HP 9 (2d8) Speed 40 ft., Climb 30 ft. Skills Acrobatics +5, Perception +3, Stealth +5 Senses Darkvision 60 ft.; Passive"
      },
      {
        "document": 1901,
        "excerpt": "t, Unaligned AC 13 Initiative +3 (13) HP 11 (2d8 + 2) Speed 40 ft., Climb 40 ft. Skills Perception +3, Stealth +7 Senses Blindsight 10 ft., Darkvision 60 ft.; Pas"
      },
      {
        "document": 1902,
        "excerpt": "aotic Neutral AC 9 Initiative -1 (9) HP 52 (7d8 + 21) Speed 20 ft., Swim 20 ft. Immunities Prone Senses Darkvision 60 ft.; Passive Perception 10 Languages None CR"
      },
      {
        "document": 1903,
        "excerpt": "tic Evil AC 17 Initiative +6 (16) HP 189 (18d10 + 90) Speed 40 ft. Skills Deception +7, Perception +7 Resistances Cold, Fire, Lightning Immunities Poison; Poisoned"
      },
      {
        "document": 1904,
        "excerpt": ", Neutral AC 16 Initiative +5 (15) HP 112 (15d8 + 45) Speed 30 ft. Skills Athletics +10, Performance +5 Gear Shield, Spears (3), Studded Leather Armor Senses Passi"
      },
      {
        "document": 1905,
        "excerpt": "at is already Bloodied, the gnoll moves up to half its Speed, and it makes one Rend attack."
      },
      {
        "document": 1906,
        "excerpt": "Beast, Unaligned AC 10 Initiative +0 (10) HP 4 (1d8) Speed 40 ft., Climb 30 ft. Skills Perception +2 Senses Darkvision 60 ft.; Passive Perception 12 Languages Non"
      },
      {
        "document": 1907,
        "excerpt": "Chaotic Neutral AC 17 Initiative +2 (12) HP 21 (6d6) Speed 30 ft. Skills Stealth +6 Gear Chain Shirt, Scimitar, Shield, Shortbow Senses Darkvision 60 ft.; Passive"
      },
      {
        "document": 1908,
        "excerpt": ", Chaotic Neutral AC 12 Initiative +2 (12) HP 7 (2d6) Speed 30 ft. Skills Stealth +6 Gear Daggers (3) Senses Darkvision 60 ft.; Passive Perception 9 Languages Comm"
      },
      {
        "document": 1909,
        "excerpt": "Chaotic Neutral AC 15 Initiative +2 (12) HP 10 (3d6) Speed 30 ft. Skills Stealth +6 Gear Leather Armor, Scimitar, Shield, Shortbow Senses Darkvision 60 ft.; Passi"
      },
      {
        "document": 1910,
        "excerpt": "Lawful Good AC 17 Initiative +4 (14) HP 60 (8d8 + 24) Speed 30 ft., Fly 60 ft., Swim 30 ft. Skills Perception +4, Stealth +4 Immunities Fire Senses Blindsight 10 f"
      },
      {
        "document": 1911,
        "excerpt": "naligned AC 19 Initiative +0 (10) HP 114 (12d10 + 48) Speed 40 ft. Skills Perception +7 Immunities Exhaustion, Petrified Senses Darkvision 60 ft.; Passive Percepti"
      },
      {
        "document": 1912,
        "excerpt": "ze, Unaligned AC 9 Initiative -2 (13) HP 22 (3d8 + 9) Speed 10 ft., Climb 10 ft. Skills Stealth +2 Resistances Acid, Cold, Fire Immunities Blinded, Charmed, Deafen"
      },
      {
        "document": 1913,
        "excerpt": "Lawful Evil AC 17 Initiative +3 (13) HP 38 (7d8 + 7) Speed 30 ft., Fly 60 ft., Swim 30 ft. Skills Perception +4, Stealth +3 Immunities Poison; Poisoned Senses Bli"
      },
      {
        "document": 1914,
        "excerpt": "tral Evil AC 17 Initiative +1 (11) HP 82 (11d8 + 33) Speed 30 ft., Swim 30 ft. Skills Arcana +5, Deception +4, Perception +4, Stealth +3 Senses Darkvision 60 ft.;"
      },
      {
        "document": 1915,
        "excerpt": "ion, Unaligned AC 14 Initiative +2 (12) HP 54 (12d8) Speed 30 ft., Climb 30 ft. Skills Stealth +4 Senses Darkvision 60 ft.; Passive Perception 12 Languages None C"
      },
      {
        "document": 1916,
        "excerpt": "Unaligned AC 12 Initiative +2 (12) HP 59 (7d10 + 21) Speed 30 ft., Fly 80 ft. Skills Perception +5 Senses Darkvision 60 ft.; Passive Perception 15 Languages None"
      },
      {
        "document": 1917,
        "excerpt": "Neutral Evil AC 11 Initiative +1 (11) HP 11 (2d8 + 2) Speed 30 ft., Climb 30 ft. Skills Athletics +5, Perception +3, Stealth +5 Senses Blindsight 30 ft.; Passive P"
      },
      {
        "document": 1918,
        "excerpt": "d, Neutral AC 18 Initiative +4 (14) HP 75 (10d8 + 30) Speed 30 ft. Skills Athletics +6, Perception +4 Gear Breastplate, Javelins (6), Longsword, Shield Senses Pass"
      },
      {
        "document": 1919,
        "excerpt": "oid, Neutral AC 16 Initiative +1 (11) HP 11 (2d8 + 2) Speed 30 ft. Skills Perception +2 Gear Chain Shirt, Shield, Spear Senses Passive Perception 12 Languages Comm"
      },
      {
        "document": 1920,
        "excerpt": "ful Good AC 18 Initiative +4 (14) HP 136 (16d10 + 48) Speed 40 ft., Climb 40 ft., Swim 40 ft. Skills Arcana +11, History +11, Religion +11 Immunities Poison; Charm"
      },
      {
        "document": 1921,
        "excerpt": ", Neutral AC 18 Initiative +5 (15) HP 105 (14d8 + 42) Speed 40 ft. Skills Athletics +7, Perception +5, Stealth +5 Resistances Damage type chosen for the Draconic O"
      },
      {
        "document": 1922,
        "excerpt": "Chaotic Evil AC 11 Initiative +1 (11) HP 38 (7d8 + 7) Speed 20 ft., Fly 40 ft. Senses Passive Perception 10 Languages Common CR 1 (XP 200; PB +2) Actions Claw. M"
      },
      {
        "document": 1923,
        "excerpt": "st, Unaligned AC 13 Initiative +3 (13) HP 1 (1d4 - 1) Speed 10 ft., Fly 60 ft. Skills Perception +6 Senses Passive Perception 16 Languages None CR 0 (XP 10; PB +2)"
      },
      {
        "document": 1924,
        "excerpt": "Lawful Evil AC 15 Initiative +1 (11) HP 58 (9d8 + 18) Speed 50 ft. Skills Perception +5 Immunities Fire Senses Darkvision 60 ft.; Passive Perception 15 Languages U"
      },
      {
        "document": 1925,
        "excerpt": "tic Evil AC 18 Initiative +6 (16) HP 157 (15d10 + 75) Speed 30 ft. Resistances Cold, Fire, Lightning Immunities Poison; Poisoned Senses Darkvision 120 ft.; Passive"
      },
      {
        "document": 1926,
        "excerpt": "tic Evil AC 13 Initiative +2 (12) HP 105 (10d12 + 40) Speed 40 ft. Skills Perception +2 Senses Passive Perception 12 Languages Giant CR 5 (XP 1,800; PB +3) Action"
      },
      {
        "document": 1927,
        "excerpt": ", Unaligned AC 11 Initiative +1 (11) HP 26 (4d10 + 4) Speed 40 ft., Fly 60 ft. Skills Perception +5 Senses Passive Perception 15 Languages None CR 1 (XP 200; PB +2"
      },
      {
        "document": 1928,
        "excerpt": "Unaligned AC 14 Initiative -2 (8) HP 82 (11d10 + 22) Speed 30 ft., Swim 30 ft. Skills Perception +3 Senses Passive Perception 13 Languages None CR 4 (XP 1,100; PB"
      },
      {
        "document": 1929,
        "excerpt": "Lawful Evil AC 17 Initiative +4 (14) HP 58 (9d8 + 18) Speed 30 ft. Gear Greatsword, Half Plate Armor, Longbow Senses Darkvision 60 ft.; Passive Perception 10 Langu"
      },
      {
        "document": 1930,
        "excerpt": "Lawful Evil AC 18 Initiative +3 (13) HP 11 (2d8 + 2) Speed 30 ft. Gear Half Plate Armor, Longbow, Longsword, Shield Senses Darkvision 60 ft.; Passive Perception 1"
      },
      {
        "document": 1931,
        "excerpt": "ruct, Neutral AC 13 Initiative +2 (12) HP 4 (1d4 + 2) Speed 20 ft., Fly 40 ft. Immunities Poison; Charmed, Poisoned Senses Darkvision 60 ft.; Passive Perception 10"
      },
      {
        "document": 1932,
        "excerpt": "ful Evil AC 18 Initiative +7 (17) HP 199 (19d10 + 95) Speed 30 ft., Fly 60 ft. Resistances Cold Immunities Fire, Poison; Poisoned Senses Darkvision 150 ft. (unimpe"
      },
      {
        "document": 1933,
        "excerpt": "Unaligned AC 12 Initiative +2 (12) HP 45 (6d10 + 12) Speed 5 ft., Swim 40 ft. Skills Perception +2 Senses Blindsight 60 ft.; Passive Perception 12 Languages None"
      },
      {
        "document": 1934,
        "excerpt": "naligned AC 15 Initiative +4 (14) HP 184 (16d12 + 80) Speed 40 ft., Swim 40 ft. Skills Perception +6 Immunities Blinded, Charmed, Deafened, Frightened, Stunned, Un"
      },
      {
        "document": 1935,
        "excerpt": "st, Unaligned AC 11 Initiative +1 (11) HP 5 (1d8 + 1) Speed 50 ft. Skills Perception +3 Senses Darkvision 60 ft.; Passive Perception 13 Languages None CR 0 (XP 10;"
      },
      {
        "document": 1936,
        "excerpt": "the target can't take a Bonus Action or Reaction, its Speed decreases by 10 feet, and it can move or take one action on its turn, not both. Hit or Miss: The spear m"
      },
      {
        "document": 1937,
        "excerpt": "al, Neutral Evil AC 11 Initiative +1 (11) HP 21 (6d6) Speed 30 ft., Fly 30 ft. Skills Perception +2, Stealth +3 Vulnerabilities Fire Immunities Cold, Poison; Exhau"
      },
      {
        "document": 1938,
        "excerpt": "Shape-Shift. The imp shape-shifts to resemble a rat (Speed 20 ft.), a raven (20 ft., Fly 60 ft.), or a spider (20 ft., Climb 20 ft.), or it returns to its true for"
      },
      {
        "document": 1939,
        "excerpt": "utral Evil AC 15 Initiative +3 (13) HP 66 (12d8 + 12) Speed 30 ft., Fly 60 ft. Skills Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7 Resistance"
      },
      {
        "document": 1940,
        "excerpt": ", Neutral AC 14 Initiative +7 (22) HP 97 (13d10 + 26) Speed 50 ft., Fly 50 ft. (hover) Skills Perception +8, Stealth +10 Resistances Bludgeoning, Piercing, Slashin"
      },
      {
        "document": 1941,
        "excerpt": "aligned AC 20 Initiative +9 (19) HP 252 (24d10 + 120) Speed 30 ft. Immunities Fire, Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisone"
      },
      {
        "document": 1942,
        "excerpt": "Beast, Unaligned AC 12 Initiative +2 (12) HP 3 (1d6) Speed 40 ft. Skills Perception +5, Stealth +4 Senses Darkvision 90 ft.; Passive Perception 15 Languages None"
      },
      {
        "document": 1943,
        "excerpt": "Unaligned AC 12 Initiative +2 (12) HP 90 (12d12 + 12) Speed 5 ft., Swim 60 ft. Skills Perception +3, Stealth +4 Senses Blindsight 120 ft.; Passive Perception 13 La"
      },
      {
        "document": 1944,
        "excerpt": "id, Neutral AC 18 Initiative +0 (10) HP 52 (8d8 + 16) Speed 30 ft. Immunities Frightened Gear Greatsword, Heavy Crossbow, Plate Armor Senses Passive Perception 10"
      },
      {
        "document": 1945,
        "excerpt": "agon, Neutral AC 14 Initiative +2 (12) HP 7 (3d6 - 3) Speed 30 ft. Gear Daggers (3) Senses Darkvision 60 ft.; Passive Perception 8 Languages Common, Draconic CR 1/"
      },
      {
        "document": 1946,
        "excerpt": "he kraken's next turn. The kraken then moves up to its Speed. Failure or Success: The kraken can't take this action again until the start of its next turn."
      },
      {
        "document": 1947,
        "excerpt": "otic Evil AC 13 Initiative +1 (11) HP 97 (13d10 + 26) Speed 40 ft. Skills Deception +7, Insight +4, Stealth +5 Senses Darkvision 60 ft.; Passive Perception 12 Lang"
      },
      {
        "document": 1948,
        "excerpt": "Devil), Lawful Evil AC 9 Initiative -3 (7) HP 9 (2d8) Speed 20 ft. Resistances Cold Immunities Fire, Poison; Charmed, Frightened, Poisoned Senses Darkvision 120 ft"
      },
      {
        "document": 1949,
        "excerpt": "al Evil AC 20 Initiative +17 (27) HP 315 (42d8 + 126) Speed 30 ft. Skills Arcana +19, History +12, Insight +9, Perception +9 Resistances Cold, Lightning Immunities"
      },
      {
        "document": 1950,
        "excerpt": "east, Unaligned AC 12 Initiative +2 (12) HP 22 (4d10) Speed 50 ft. Skills Perception +3, Stealth +4 Senses Darkvision 60 ft.; Passive Perception 13 Languages None"
      },
      {
        "document": 1951,
        "excerpt": "Beast, Unaligned AC 10 Initiative +0 (10) HP 2 (1d4) Speed 20 ft., Climb 20 ft. Senses Darkvision 30 ft.; Passive Perception 9 Languages None CR 0 (XP 10; PB +2)"
      },
      {
        "document": 1952,
        "excerpt": "izard), Neutral AC 15 Initiative +2 (12) HP 81 (18d8) Speed 30 ft. Skills Arcana +6, History +6, Perception +4 Gear Wand Senses Passive Perception 14 Languages Com"
      },
      {
        "document": 1953,
        "excerpt": "Neutral Evil AC 11 Initiative +1 (11) HP 18 (4d6 + 4) Speed 30 ft., Fly 30 ft. Skills Stealth +3 Vulnerabilities Cold Immunities Fire, Poison; Exhaustion, Poisoned"
      },
      {
        "document": 1954,
        "excerpt": "otic Neutral AC 14 Initiative +2 (12) HP 13 (3d6 + 3) Speed 30 ft. Immunities Fire Senses Darkvision 60 ft.; Passive Perception 10 Languages Primordial (Ignan) CR"
      },
      {
        "document": 1955,
        "excerpt": "naligned AC 13 Initiative +2 (12) HP 126 (11d12 + 55) Speed 50 ft. Senses Passive Perception 10 Languages None CR 6 (XP 2,300; PB +3) Actions Multiattack. The ma"
      },
      {
        "document": 1956,
        "excerpt": "awful Evil AC 14 Initiative +3 (13) HP 68 (8d10 + 24) Speed 30 ft., Fly 50 ft. Senses Darkvision 60 ft.; Passive Perception 11 Languages Common CR 3 (XP 700; PB +2"
      },
      {
        "document": 1957,
        "excerpt": "c Evil AC 16 Initiative +10 (20) HP 220 (21d10 + 105) Speed 40 ft., Climb 40 ft. Skills Perception +8 Resistances Cold, Fire, Lightning Immunities Poison; Poisoned"
      },
      {
        "document": 1958,
        "excerpt": "st, Unaligned AC 12 Initiative +2 (12) HP 5 (1d8 + 1) Speed 40 ft. Skills Perception +5 Senses Darkvision 60 ft.; Passive Perception 15 Languages None CR 1/8 (XP 2"
      },
      {
        "document": 1959,
        "excerpt": "wful Evil AC 15 Initiative +6 (16) HP 127 (17d8 + 51) Speed 30 ft. Skills Deception +5, Perception +4, Stealth +6 Senses Darkvision 150 ft.; Passive Perception 14"
      },
      {
        "document": 1960,
        "excerpt": "2 (1d4) Cold damage. If the target is a creature, its Speed decreases by 10 feet until the end of its next turn. Hit or Miss: The spear magically returns to the mer"
      },
      {
        "document": 1961,
        "excerpt": "aotic Evil AC 13 Initiative +2 (12) HP 45 (6d10 + 12) Speed 10 ft., Swim 40 ft. Senses Darkvision 60 ft.; Passive Perception 10 Languages Abyssal, Primordial (Aqua"
      },
      {
        "document": 1962,
        "excerpt": "ty, Neutral AC 12 Initiative +3 (13) HP 58 (9d8 + 18) Speed 20 ft. Skills Stealth +5 Immunities Acid; Prone Senses Darkvision 60 ft.; Passive Perception 11 Languag"
      },
      {
        "document": 1963,
        "excerpt": "otic Evil AC 14 Initiative +0 (10) HP 85 (10d10 + 30) Speed 40 ft. Skills Perception +7, Survival +7 Senses Darkvision 60 ft.; Passive Perception 17 Languages Abys"
      },
      {
        "document": 1964,
        "excerpt": "awful Evil AC 12 Initiative +0 (10) HP 45 (6d10 + 12) Speed 40 ft. Vulnerabilities Bludgeoning Immunities Poison; Exhaustion, Poisoned Senses Darkvision 60 ft.; Pa"
      },
      {
        "document": 1965,
        "excerpt": "t, Unaligned AC 10 Initiative +0 (10) HP 11 (2d8 + 2) Speed 40 ft. Senses Passive Perception 10 Languages None CR 1/8 (XP 25; PB +2) Traits Beast of Burden. The"
      },
      {
        "document": 1966,
        "excerpt": "ful Evil AC 17 Initiative +10 (20) HP 187 (25d8 + 75) Speed 30 ft. Skills History +5, Perception +9, Religion +5 Vulnerabilities Fire Immunities Necrotic, Poison;"
      },
      {
        "document": 1967,
        "excerpt": "Lawful Evil AC 11 Initiative -1 (9) HP 58 (9d8 + 18) Speed 20 ft. Vulnerabilities Fire Immunities Necrotic, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Po"
      },
      {
        "document": 1968,
        "excerpt": "tic Evil AC 18 Initiative +5 (15) HP 184 (16d10 + 96) Speed 20 ft., Fly 30 ft. Resistances Cold, Fire, Lightning Immunities Poison; Frightened, Poisoned Senses Tru"
      },
      {
        "document": 1969,
        "excerpt": "tral Evil AC 17 Initiative +5 (15) HP 112 (15d8 + 45) Speed 30 ft. Skills Deception +6, Insight +5, Perception +5, Stealth +5 Resistances Cold, Fire Immunities Cha"
      },
      {
        "document": 1970,
        "excerpt": "utral Evil AC 13 Initiative +2 (12) HP 68 (8d10 + 24) Speed 60 ft., Fly 90 ft. (hover) Immunities Fire Senses Passive Perception 11 Languages Understands Abyssal,"
      },
      {
        "document": 1971,
        "excerpt": "Humanoid, Neutral AC 15 Initiative +1 (11) HP 9 (2d8) Speed 30 ft. Skills Deception +5, Insight +4, Persuasion +5 Gear Breastplate, Rapier Senses Passive Perceptio"
      },
      {
        "document": 1972,
        "excerpt": "e, Unaligned AC 8 Initiative -2 (8) HP 52 (7d10 + 14) Speed 20 ft., Climb 20 ft. Resistances Acid Immunities Lightning, Slashing; Charmed, Deafened, Exhaustion, Fr"
      },
      {
        "document": 1973,
        "excerpt": "ntered on itself, and the octopus moves up to its Swim Speed. The Cube is Heavily Obscured for 1 minute or until a strong current or similar effect disperses the ink"
      },
      {
        "document": 1974,
        "excerpt": "Neutral Evil AC 8 Initiative -2 (8) HP 85 (9d10 + 36) Speed 30 ft. Immunities Poison; Exhaustion, Poisoned Senses Darkvision 60 ft.; Passive Perception 8 Languages"
      },
      {
        "document": 1975,
        "excerpt": "haotic Evil AC 11 Initiative -1 (9) HP 68 (8d10 + 24) Speed 40 ft. Gear Greatclub, Javelins (3) Senses Darkvision 60 ft.; Passive Perception 8 Languages Common, Gi"
      },
      {
        "document": 1976,
        "excerpt": "ful Evil AC 17 Initiative +0 (10) HP 119 (14d10 + 42) Speed 30 ft., Fly 30 ft. (hover) Skills Arcana +5, Deception +8, Perception +4 Resistances Cold Senses Darkvi"
      },
      {
        "document": 1977,
        "excerpt": "Neutral AC 14 Initiative +0 (10) HP 104 (11d10 + 44) Speed 30 ft. Senses Darkvision 120 ft.; Passive Perception 11 Languages Otyugh; telepathy 120 ft. (doesn't al"
      },
      {
        "document": 1978,
        "excerpt": "st, Unaligned AC 11 Initiative +1 (11) HP 1 (1d4 - 1) Speed 5 ft., Fly 60 ft. Skills Perception +5, Stealth +5 Senses Darkvision 120 ft.; Passive Perception 15 Lan"
      },
      {
        "document": 1979,
        "excerpt": "Unaligned AC 13 Initiative +1 (11) HP 59 (7d10 + 21) Speed 40 ft., Climb 40 ft. Skills Perception +5 Senses Darkvision 60 ft.; Passive Perception 15 Languages Non"
      },
      {
        "document": 1980,
        "excerpt": "Beast, Unaligned AC 13 Initiative +3 (13) HP 13 (3d8) Speed 50 ft., Climb 40 ft. Skills Perception +4, Stealth +7 Senses Darkvision 60 ft.; Passive Perception 14 L"
      },
      {
        "document": 1981,
        "excerpt": "aotic Good AC 12 Initiative +2 (12) HP 59 (7d10 + 21) Speed 60 ft., Fly 90 ft. Skills Perception +6 Senses Passive Perception 16 Languages Understands Celestial, C"
      },
      {
        "document": 1982,
        "excerpt": ", Unaligned AC 14 Initiative +3 (13) HP 45 (7d10 + 7) Speed 30 ft., Climb 30 ft. Skills Stealth +7 Senses Darkvision 60 ft.; Passive Perception 10 Languages None C"
      },
      {
        "document": 1983,
        "excerpt": "st, Unaligned AC 13 Initiative +3 (13) HP 1 (1d4 - 1) Speed 5 ft., Swim 40 ft. Senses Darkvision 60 ft.; Passive Perception 8 Languages None CR 0 (XP 10; PB +2) T"
      },
      {
        "document": 1984,
        "excerpt": "d, Neutral AC 17 Initiative +7 (17) HP 84 (13d8 + 26) Speed 30 ft. Skills Acrobatics +7, Perception +5 Gear Pistol, Rapier Senses Passive Perception 15 Languages C"
      },
      {
        "document": 1985,
        "excerpt": "oid, Neutral AC 14 Initiative +5 (15) HP 33 (6d8 + 6) Speed 30 ft. Gear Daggers (6), Leather Armor Senses Passive Perception 11 Languages Common plus one other lan"
      },
      {
        "document": 1986,
        "excerpt": "l Evil AC 21 Initiative +14 (24) HP 337 (27d10 + 189) Speed 30 ft., Fly 60 ft. Skills Perception +10, Persuasion +19 Resistances Cold Immunities Fire, Poison; Pois"
      },
      {
        "document": 1987,
        "excerpt": "l Good AC 19 Initiative +10 (20) HP 262 (21d10 + 147) Speed 40 ft., Fly 120 ft. (hover) Skills Perception +11 Resistances Radiant Immunities Charmed, Exhaustion, F"
      },
      {
        "document": 1988,
        "excerpt": "Unaligned AC 13 Initiative +2 (12) HP 68 (8d10 + 24) Speed 20 ft., Swim 40 ft. Skills Perception +3, Stealth +4 Senses Passive Perception 13 Languages None CR 2 ("
      },
      {
        "document": 1989,
        "excerpt": "Unaligned AC 12 Initiative +2 (12) HP 42 (5d10 + 15) Speed 40 ft., Swim 40 ft. Skills Perception +5, Stealth +4 Resistances Cold Senses Darkvision 60 ft.; Passive"
      },
      {
        "document": 1990,
        "excerpt": "t, Unaligned AC 10 Initiative +0 (10) HP 11 (2d8 + 2) Speed 40 ft. Senses Passive Perception 10 Languages None CR 1/8 (XP 25; PB +2) Actions Hooves. Melee Attack"
      },
      {
        "document": 1991,
        "excerpt": "ic), Neutral AC 13 Initiative +0 (10) HP 11 (2d8 + 2) Speed 30 ft. Skills Medicine +4, Religion +2 Gear Chain Shirt, Holy Symbol, Mace Senses Passive Perception 12"
      },
      {
        "document": 1992,
        "excerpt": "ic), Neutral AC 13 Initiative +0 (10) HP 38 (7d8 + 7) Speed 30 ft. Skills Medicine +7, Perception +5, Religion +5 Gear Chain Shirt, Holy Symbol, Mace Senses Passiv"
      },
      {
        "document": 1993,
        "excerpt": "Neutral Good AC 14 Initiative +2 (12) HP 10 (3d4 + 3) Speed 15 ft., Fly 60 ft. Skills Perception +5, Stealth +4 Senses Blindsight 10 ft., Darkvision 60 ft.; Passiv"
      },
      {
        "document": 1994,
        "excerpt": "saur), Unaligned AC 13 Initiative +2 (12) HP 13 (3d8) Speed 10 ft., Fly 60 ft. Skills Perception +1 Senses Passive Perception 11 Languages None CR 1/4 (XP 50; PB +"
      },
      {
        "document": 1995,
        "excerpt": "worm can burrow through solid rock at half its Burrow Speed and leaves a 10-foot-diameter tunnel in its wake."
      },
      {
        "document": 1996,
        "excerpt": "hape-Shift. The quasit shape-shifts to resemble a bat (Speed 10 ft., Fly 40 ft.), a centipede (40 ft., Climb 40 ft.), or a toad (40 ft., Swim 40 ft.), or it returns"
      },
      {
        "document": 1997,
        "excerpt": "ful Evil AC 17 Initiative +8 (18) HP 221 (26d8 + 104) Speed 40 ft. Skills Deception +10, Insight +8, Perception +8 Vulnerabilities Piercing damage from weapons wie"
      },
      {
        "document": 1998,
        "excerpt": "st, Unaligned AC 10 Initiative +0 (10) HP 1 (1d4 - 1) Speed 20 ft., Climb 20 ft. Skills Perception +2 Senses Darkvision 30 ft.; Passive Perception 12 Languages Non"
      },
      {
        "document": 1999,
        "excerpt": "Beast, Unaligned AC 12 Initiative +2 (12) HP 2 (1d4) Speed 10 ft., Fly 50 ft. Skills Perception +3 Senses Passive Perception 13 Languages None CR 0 (XP 10; PB +2)"
      },
      {
        "document": 2000,
        "excerpt": "aotic Evil AC 17 Initiative +2 (12) HP 75 (10d8 + 30) Speed 30 ft., Climb 30 ft., Fly 60 ft. Skills Perception +4, Stealth +2 Immunities Fire Senses Blindsight 10"
      },
      {
        "document": 2001,
        "excerpt": "t, Unaligned AC 12 Initiative +2 (12) HP 22 (4d8 + 4) Speed 5 ft., Swim 30 ft. Skills Perception +2 Senses Blindsight 30 ft.; Passive Perception 12 Languages None"
      },
      {
        "document": 2002,
        "excerpt": "naligned AC 17 Initiative +5 (15) HP 195 (17d12 + 85) Speed 40 ft., Burrow 30 ft. Immunities Cold, Fire Senses Darkvision 60 ft., Tremorsense 60 ft.; Passive Perce"
      },
      {
        "document": 2003,
        "excerpt": ", Unaligned AC 13 Initiative -1 (9) HP 45 (6d10 + 12) Speed 40 ft. Senses Passive Perception 11 Languages None CR 2 (XP 450; PB +2) Actions Gore. Melee Attack Ro"
      },
      {
        "document": 2004,
        "excerpt": ", Unaligned AC 11 Initiative +1 (11) HP 13 (2d10 + 2) Speed 60 ft. Senses Passive Perception 10 Languages None CR 1/4 (XP 50; PB +2) Actions Hooves. Melee Attack"
      },
      {
        "document": 2005,
        "excerpt": "a creature Grappled, the roc flies up to half its Fly Speed without provoking Opportunity Attacks and drops that creature."
      },
      {
        "document": 2006,
        "excerpt": "tral Evil AC 20 Initiative +5 (15) HP 93 (11d10 + 33) Speed 10 ft., Climb 20 ft. Skills Perception +6, Stealth +5 Senses Darkvision 60 ft.; Passive Perception 16 L"
      },
      {
        "document": 2007,
        "excerpt": "y, Unaligned AC 14 Initiative +1 (11) HP 33 (6d8 + 6) Speed 40 ft. Senses Darkvision 60 ft.; Passive Perception 11 Languages None CR 1/2 (XP 100; PB +2) Traits I"
      },
      {
        "document": 2008,
        "excerpt": "Unaligned AC 13 Initiative +3 (13) HP 52 (7d10 + 14) Speed 40 ft. Skills Perception +5, Stealth +7 Senses Darkvision 60 ft.; Passive Perception 15 Languages None"
      },
      {
        "document": 2009,
        "excerpt": "Aquatic Charge. The sahuagin swims up to its Swim Speed straight toward an enemy it can see."
      },
      {
        "document": 2010,
        "excerpt": "tral Evil AC 15 Initiative +2 (12) HP 90 (12d10 + 24) Speed 30 ft., Climb 30 ft. Vulnerabilities Cold Immunities Fire Senses Darkvision 60 ft.; Passive Perception"
      },
      {
        "document": 2011,
        "excerpt": "Chaotic Neutral AC 13 Initiative +3 (13) HP 31 (7d8) Speed 40 ft. Skills Perception +2, Performance +6, Stealth +5 Senses Passive Perception 12 Languages Common,"
      },
      {
        "document": 2012,
        "excerpt": "st, Unaligned AC 11 Initiative +0 (10) HP 1 (1d4 - 1) Speed 10 ft. Senses Blindsight 10 ft.; Passive Perception 9 Languages None CR 0 (XP 10; PB +2) Actions Stin"
      },
      {
        "document": 2013,
        "excerpt": "oid, Neutral AC 13 Initiative +2 (12) HP 16 (3d8 + 3) Speed 30 ft. Skills Nature +4, Perception +5, Stealth +6, Survival +5 Gear Leather Armor, Longbow, Shortsword"
      },
      {
        "document": 2014,
        "excerpt": "haotic Evil AC 14 Initiative +1 (11) HP 52 (7d8 + 21) Speed 30 ft., Swim 40 ft. Senses Darkvision 60 ft.; Passive Perception 11 Languages Common, Giant, Primordial"
      },
      {
        "document": 2015,
        "excerpt": "h. While underwater, the seahorse moves up to its Swim Speed without provoking Opportunity Attacks."
      },
      {
        "document": 2016,
        "excerpt": "Chaotic Evil AC 12 Initiative +2 (12) HP 27 (5d8 + 5) Speed 40 ft. Skills Stealth +6 Vulnerabilities Radiant Resistances Acid, Cold, Fire, Lightning, Thunder Immun"
      },
      {
        "document": 2017,
        "excerpt": "Unaligned AC 15 Initiative -1 (9) HP 110 (13d10 + 39) Speed 30 ft., Swim 20 ft. Skills Stealth +3 Resistances Cold, Fire Immunities Lightning; Deafened, Exhaustion"
      },
      {
        "document": 2018,
        "excerpt": "Unaligned AC 17 Initiative -1 (9) HP 142 (15d10 + 60) Speed 30 ft. Immunities Poison; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Senses Blinds"
      },
      {
        "document": 2019,
        "excerpt": "m Plant, Unaligned AC 5 Initiative -5 (5) HP 13 (3d8) Speed 5 ft. Immunities Blinded, Charmed, Deafened, Frightened Senses Blindsight 30 ft.; Passive Perception 6"
      },
      {
        "document": 2020,
        "excerpt": "Lawful Good AC 17 Initiative +2 (12) HP 45 (6d8 + 18) Speed 30 ft., Fly 60 ft. Skills Perception +4, Stealth +2 Immunities Cold Senses Blindsight 10 ft., Darkvisio"
      },
      {
        "document": 2021,
        "excerpt": "Lawful Evil AC 14 Initiative +3 (13) HP 13 (2d8 + 4) Speed 30 ft. Vulnerabilities Bludgeoning Immunities Poison; Exhaustion, Poisoned Gear Shortbow, Shortsword Se"
      },
      {
        "document": 2022,
        "excerpt": "l Good AC 21 Initiative +20 (30) HP 297 (22d10 + 176) Speed 50 ft., Fly 150 ft. (hover) Skills Perception +14 Immunities Poison, Radiant; Charmed, Exhaustion, Frig"
      },
      {
        "document": 2023,
        "excerpt": "ad, Chaotic Evil AC 12 Initiative +2 (12) HP 22 (5d8) Speed 30 ft., Fly 50 ft. (hover) Resistances Acid, Bludgeoning, Cold, Fire, Lightning, Piercing, Slashing, Th"
      },
      {
        "document": 2024,
        "excerpt": "Neutral AC 17 Initiative +10 (20) HP 170 (20d10 + 60) Speed 40 ft., Fly 60 ft. Skills Arcana +12, History +12, Perception +8, Religion +12 Resistances Necrotic, Ra"
      },
      {
        "document": 2025,
        "excerpt": "Neutral AC 17 Initiative +12 (22) HP 199 (19d10 + 95) Speed 40 ft., Fly 60 ft. Skills Arcana +9, Perception +12, Religion +15 Resistances Necrotic, Radiant Immunit"
      },
      {
        "document": 2026,
        "excerpt": "Lawful Good AC 13 Initiative +3 (13) HP 24 (7d4 + 7) Speed 20 ft., Fly 40 ft. Skills Arcana +4, Religion +4, Stealth +5 Resistances Necrotic, Psychic, Radiant Sen"
      },
      {
        "document": 2027,
        "excerpt": "st, Unaligned AC 12 Initiative +2 (12) HP 1 (1d4 - 1) Speed 20 ft., Climb 20 ft. Skills Stealth +4 Senses Darkvision 30 ft.; Passive Perception 10 Languages None C"
      },
      {
        "document": 2028,
        "excerpt": "tic Evil AC 17 Initiative +3 (13) HP 135 (18d10 + 36) Speed 40 ft. Immunities Poison; Charmed, Poisoned Senses Darkvision 60 ft.; Passive Perception 12 Languages A"
      },
      {
        "document": 2029,
        "excerpt": "ey, Neutral Good AC 15 Initiative +4 (14) HP 10 (4d4) Speed 10 ft., Fly 40 ft. Skills Perception +3, Stealth +8 Senses Passive Perception 13 Languages Common, Elvi"
      },
      {
        "document": 2030,
        "excerpt": "umanoid, Neutral AC 12 Initiative +4 (14) HP 27 (6d8) Speed 30 ft., Climb 30 ft. Skills Deception +5, Insight +4, Investigation +5, Perception +6, Sleight of Hand"
      },
      {
        "document": 2031,
        "excerpt": "t Cone. Failure: 5 (2d4) Fire damage, and the target's Speed decreases by 10 feet until the end of the mephit's next turn. Success: Half damage only. Failure or Succ"
      },
      {
        "document": 2032,
        "excerpt": "rosity, Unaligned AC 13 Initiative +3 (13) HP 5 (2d4) Speed 10 ft., Fly 40 ft. Senses Darkvision 60 ft.; Passive Perception 9 Languages None CR 1/8 (XP 25; PB +2)"
      },
      {
        "document": 2033,
        "excerpt": "Neutral AC 17 Initiative +5 (15) HP 126 (11d12 + 55) Speed 40 ft. Skills Athletics +12, Perception +4, Stealth +5 Senses Darkvision 60 ft.; Passive Perception 14"
      },
      {
        "document": 2034,
        "excerpt": "aligned AC 18 Initiative +3 (13) HP 220 (21d10 + 105) Speed 30 ft. Immunities Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Sens"
      },
      {
        "document": 2035,
        "excerpt": "ic Good AC 16 Initiative +7 (17) HP 230 (20d12 + 100) Speed 50 ft., Fly 25 ft. (hover), Swim 50 ft. Skills Arcana +8, Athletics +14, History +8, Perception +10 Res"
      },
      {
        "document": 2036,
        "excerpt": "e statistics are the same in each form, except its Fly Speed is available only in its true form. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 2037,
        "excerpt": "asts, Unaligned AC 12 Initiative +2 (12) HP 11 (2d10) Speed 5 ft., Fly 30 ft. Resistances Bludgeoning, Piercing, Slashing Immunities Charmed, Frightened, Grappled,"
      },
      {
        "document": 2038,
        "excerpt": "d, Neutral Evil AC 12 Initiative +2 (12) HP 49 (11d8) Speed 30 ft., Climb 30 ft. Resistances Bludgeoning, Piercing, Slashing Immunities Necrotic, Poison; Charmed,"
      },
      {
        "document": 2039,
        "excerpt": "Spider Climb. If the swarm has a Climb Speed, the swarm can climb difficult surfaces, including along ceilings, without needing to make an ability ch"
      },
      {
        "document": 2040,
        "excerpt": "s, Unaligned AC 13 Initiative +3 (13) HP 28 (8d8 - 8) Speed 5 ft., Swim 40 ft. Resistances Bludgeoning, Piercing, Slashing Immunities Charmed, Frightened, Grappled"
      },
      {
        "document": 2041,
        "excerpt": "s, Unaligned AC 10 Initiative +0 (10) HP 14 (4d8 - 4) Speed 30 ft., Climb 30 ft. Resistances Bludgeoning, Piercing, Slashing Immunities Charmed, Frightened, Grappl"
      },
      {
        "document": 2042,
        "excerpt": "s, Unaligned AC 12 Initiative +2 (12) HP 11 (2d8 + 2) Speed 10 ft., Fly 50 ft. Skills Perception +5 Resistances Bludgeoning, Piercing, Slashing Immunities Charmed,"
      },
      {
        "document": 2043,
        "excerpt": "easts, Unaligned AC 14 Initiative +4 (14) HP 36 (8d8) Speed 30 ft., Swim 30 ft. Resistances Bludgeoning, Piercing, Slashing Immunities Charmed, Frightened, Grapple"
      },
      {
        "document": 2044,
        "excerpt": "turns. Onslaught. The tarrasque moves up to half its Speed, and it makes one Claw or Tail attack. World-Shaking Movement. The tarrasque moves up to its Speed. At"
      },
      {
        "document": 2045,
        "excerpt": ", Unaligned AC 13 Initiative +3 (13) HP 30 (4d10 + 8) Speed 40 ft. Skills Perception +3, Stealth +7 Senses Darkvision 60 ft.; Passive Perception 13 Languages None"
      },
      {
        "document": 2046,
        "excerpt": "d, Neutral AC 16 Initiative +2 (12) HP 82 (11d8 + 33) Speed 30 ft. Gear Chain Mail, Heavy Crossbow, Warhammer Senses Passive Perception 10 Languages Common plus on"
      },
      {
        "document": 2047,
        "excerpt": "id, Neutral AC 12 Initiative +1 (11) HP 32 (5d8 + 10) Speed 30 ft. Gear Heavy Crossbow, Leather Armor, Mace Senses Passive Perception 10 Languages Common CR 1/2 (X"
      },
      {
        "document": 2048,
        "excerpt": "tic Good AC 16 Initiative +3 (13) HP 138 (12d12 + 60) Speed 30 ft. Vulnerabilities Fire Resistances Bludgeoning, Piercing Senses Passive Perception 13 Languages Co"
      },
      {
        "document": 2049,
        "excerpt": "Unaligned AC 14 Initiative -1 (9) HP 114 (12d12 + 36) Speed 50 ft. Senses Passive Perception 10 Languages None CR 5 (XP 1,800; PB +3) Actions Multiattack. The tr"
      },
      {
        "document": 2050,
        "excerpt": "nt, Chaotic Evil AC 13 Initiative +1 (11) HP 14 (4d6) Speed 20 ft. Senses Darkvision 60 ft.; Passive Perception 9 Languages None CR 1/2 (XP 100; PB +2) Traits Re"
      },
      {
        "document": 2051,
        "excerpt": "Charge. The troll moves up to half its Speed straight toward an enemy it can see."
      },
      {
        "document": 2052,
        "excerpt": "naligned AC 13 Initiative +3 (13) HP 136 (13d12 + 52) Speed 50 ft. Skills Perception +4 Senses Passive Perception 14 Languages None CR 8 (XP 3,900; PB +3) Actions"
      },
      {
        "document": 2053,
        "excerpt": "urns. Charging Horn. The unicorn moves up to half its Speed without provoking Opportunity Attacks, and it makes one Radiant Horn attack. Shimmering Shield. The uni"
      },
      {
        "document": 2054,
        "excerpt": "utral Evil AC 15 Initiative +5 (15) HP 65 (10d8 + 20) Speed 30 ft., Climb 30 ft. Skills Perception +4, Persuasion +4, Stealth +7 Resistances Necrotic Immunities Ch"
      },
      {
        "document": 2055,
        "excerpt": "utral Evil AC 16 Initiative +3 (13) HP 90 (12d8 + 36) Speed 30 ft. Skills Perception +3, Stealth +6 Resistances Necrotic Senses Darkvision 60 ft.; Passive Percepti"
      },
      {
        "document": 2056,
        "excerpt": "ght or running water, it shape-shifts into a Tiny bat (Speed 5 ft., Fly Speed 30 ft.) or a Medium cloud of mist (Speed 5 ft., Fly Speed 20 ft. [hover]), or it return"
      },
      {
        "document": 2057,
        "excerpt": "Beast, Unaligned AC 12 Initiative +2 (12) HP 5 (2d4) Speed 30 ft., Swim 30 ft. Senses Blindsight 10 ft.; Passive Perception 10 Languages None CR 1/8 (XP 25; PB +2"
      },
      {
        "document": 2058,
        "excerpt": "m Plant, Unaligned AC 5 Initiative -5 (5) HP 18 (4d8) Speed 5 ft. Immunities Blinded, Charmed, Deafened, Frightened Senses Blindsight 30 ft.; Passive Perception 6"
      },
      {
        "document": 2059,
        "excerpt": "tic Evil AC 15 Initiative +2 (12) HP 152 (16d10 + 64) Speed 40 ft., Fly 60 ft. Resistances Cold, Fire, Lightning Immunities Poison; Poisoned Senses Darkvision 120"
      },
      {
        "document": 2060,
        "excerpt": "st, Unaligned AC 10 Initiative +0 (10) HP 5 (1d8 + 1) Speed 10 ft., Fly 50 ft. Skills Perception +3 Senses Passive Perception 13 Languages None CR 0 (XP 10; PB +2)"
      },
      {
        "document": 2061,
        "excerpt": "Lawful Evil AC 13 Initiative +1 (11) HP 22 (3d10 + 6) Speed 60 ft. Vulnerabilities Bludgeoning Immunities Poison; Exhaustion, Poisoned Senses Darkvision 60 ft.; Pa"
      },
      {
        "document": 2062,
        "excerpt": ", Unaligned AC 11 Initiative +1 (11) HP 19 (3d10 + 3) Speed 60 ft. Senses Passive Perception 11 Languages None CR 1/2 (XP 100; PB +2) Actions Hooves. Melee Attac"
      },
      {
        "document": 2063,
        "excerpt": "Humanoid, Neutral AC 13 Initiative +0 (10) HP 9 (2d8) Speed 30 ft. Gear Chain Shirt, Spear Senses Passive Perception 10 Languages Common CR 1/8 (XP 25; PB +2) Tra"
      },
      {
        "document": 2064,
        "excerpt": "d, Neutral AC 17 Initiative +3 (13) HP 65 (10d8 + 20) Speed 30 ft. Skills Athletics +5, Perception +2 Gear Greatsword, Heavy Crossbow, Splint Armor Senses Passive"
      },
      {
        "document": 2065,
        "excerpt": "Freeze. If the elemental takes Cold damage, its Speed decreases by 20 feet until the end of its next turn. Water Form. The elemental can enter an enemy's spa"
      },
      {
        "document": 2066,
        "excerpt": "st, Unaligned AC 13 Initiative +3 (13) HP 1 (1d4 - 1) Speed 30 ft., Climb 30 ft. Skills Acrobatics +5, Perception +3, Stealth +5 Senses Darkvision 60 ft.; Passive"
      },
      {
        "document": 2067,
        "excerpt": "tral Good AC 15 Initiative +3 (13) HP 135 (18d8 + 54) Speed 30 ft., 40 ft. (bear form only), Climb 30 ft. (bear form only) Skills Perception +7 Gear Handaxes (4) S"
      },
      {
        "document": 2068,
        "excerpt": "utral Evil AC 15 Initiative +2 (12) HP 97 (15d8 + 30) Speed 30 ft., 40 ft. (boar form only) Skills Perception +2 Gear Javelins (6) Senses Passive Perception 12 Lan"
      },
      {
        "document": 2069,
        "excerpt": "awful Evil AC 13 Initiative +3 (13) HP 60 (11d8 + 11) Speed 30 ft., Climb 30 ft. Skills Perception +4, Stealth +5 Gear Hand Crossbow Senses Darkvision 60 ft.; Pass"
      },
      {
        "document": 2070,
        "excerpt": "er or Hybrid Form Only). The weretiger moves up to its Speed without provoking Opportunity Attacks. At the end of this movement, the weretiger can take the Hide acti"
      },
      {
        "document": 2071,
        "excerpt": "aotic Evil AC 15 Initiative +4 (14) HP 71 (11d8 + 22) Speed 30 ft., 40 ft. (wolf form only) Skills Perception +4, Stealth +4 Gear Longbow Senses Darkvision 60 ft.;"
      },
      {
        "document": 2072,
        "excerpt": "haotic Evil AC 16 Initiative +2 (12) HP 32 (5d8 + 10) Speed 30 ft., Burrow 15 ft., Fly 60 ft., Swim 30 ft. Skills Perception +4, Stealth +2 Immunities Cold Senses"
      },
      {
        "document": 2073,
        "excerpt": "utral Evil AC 14 Initiative +4 (14) HP 82 (11d8 + 33) Speed 30 ft. Skills Perception +3, Stealth +4 Resistances Necrotic Immunities Poison; Exhaustion, Poisoned Ge"
      },
      {
        "document": 2074,
        "excerpt": "d, Chaotic Evil AC 19 Initiative +9 (19) HP 27 (11d4) Speed 5 ft., Fly 50 ft. (hover) Resistances Acid, Bludgeoning, Cold, Fire, Necrotic, Piercing, Slashing Immun"
      },
      {
        "document": 2075,
        "excerpt": "tral Evil AC 13 Initiative +1 (11) HP 75 (10d10 + 20) Speed 50 ft. Skills Perception +5, Stealth +5 Immunities Cold Senses Passive Perception 15 Languages Common,"
      },
      {
        "document": 2076,
        "excerpt": "t, Unaligned AC 12 Initiative +2 (12) HP 11 (2d8 + 2) Speed 40 ft. Skills Perception +5, Stealth +4 Senses Darkvision 60 ft.; Passive Perception 15 Languages None"
      },
      {
        "document": 2077,
        "excerpt": "eutral Evil AC 13 Initiative +1 (11) HP 26 (4d10 + 4) Speed 50 ft. Skills Perception +4 Senses Darkvision 60 ft.; Passive Perception 14 Languages Goblin, Worg CR 1"
      },
      {
        "document": 2078,
        "excerpt": "eutral Evil AC 13 Initiative +3 (13) HP 67 (9d8 + 27) Speed 5 ft., Fly 60 ft. (hover) Resistances Acid, Bludgeoning, Cold, Fire, Piercing, Slashing Immunities Necr"
      },
      {
        "document": 2079,
        "excerpt": "naligned AC 14 Initiative +0 (10) HP 127 (15d10 + 45) Speed 30 ft., Fly 80 ft. Skills Perception +4 Senses Darkvision 120 ft.; Passive Perception 14 Languages None"
      },
      {
        "document": 2080,
        "excerpt": "Charge. The xorn moves up to its Speed or Burrow Speed straight toward an enemy it can sense."
      },
      {
        "document": 2081,
        "excerpt": "tic Evil AC 18 Initiative +5 (15) HP 127 (15d10 + 45) Speed 40 ft., Fly 80 ft., Swim 40 ft. Skills Perception +6, Stealth +5 Immunities Acid Senses Blindsight 30 f"
      },
      {
        "document": 2082,
        "excerpt": "ful Evil AC 18 Initiative +4 (14) HP 152 (16d10 + 64) Speed 40 ft., Burrow 20 ft., Fly 80 ft. Skills Perception +9, Stealth +4 Immunities Lightning Senses Blindsig"
      },
      {
        "document": 2083,
        "excerpt": "tic Good AC 17 Initiative +3 (13) HP 110 (13d10 + 39) Speed 40 ft., Burrow 20 ft., Fly 80 ft. Skills Perception +6, Persuasion +5, Stealth +3 Immunities Fire Sense"
      },
      {
        "document": 2084,
        "excerpt": "ful Good AC 17 Initiative +3 (13) HP 142 (15d10 + 60) Speed 40 ft., Fly 80 ft., Swim 40 ft. Skills Insight +4, Perception +7, Stealth +3 Immunities Lightning Sense"
      },
      {
        "document": 2085,
        "excerpt": "ot Cone. Failure: The target can't take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn, not both. This effect lasts u"
      },
      {
        "document": 2086,
        "excerpt": "ful Good AC 18 Initiative +6 (16) HP 178 (17d10 + 85) Speed 40 ft., Fly 80 ft., Swim 40 ft. Skills Insight +5, Perception +9, Persuasion +9, Stealth +6 Immunities"
      },
      {
        "document": 2087,
        "excerpt": "ful Evil AC 18 Initiative +4 (14) HP 136 (16d10 + 48) Speed 40 ft., Fly 80 ft., Swim 40 ft. Skills Deception +5, Perception +7, Stealth +4 Immunities Poison; Poiso"
      },
      {
        "document": 2088,
        "excerpt": "tic Evil AC 18 Initiative +4 (14) HP 178 (17d10 + 85) Speed 40 ft., Climb 40 ft., Fly 80 ft. Skills Perception +8, Stealth +4 Immunities Fire Senses Blindsight 30"
      },
      {
        "document": 2089,
        "excerpt": "ful Good AC 18 Initiative +4 (14) HP 168 (16d10 + 80) Speed 40 ft., Fly 80 ft. Skills History +6, Perception +8, Stealth +4 Immunities Cold Senses Blindsight 30 ft"
      },
      {
        "document": 2090,
        "excerpt": "tic Evil AC 17 Initiative +3 (13) HP 123 (13d10 + 52) Speed 40 ft., Burrow 20 ft., Fly 80 ft., Swim 40 ft. Skills Perception +6, Stealth +3 Immunities Cold Senses"
      },
      {
        "document": 2091,
        "excerpt": ", Neutral Evil AC 8 Initiative -2 (8) HP 15 (2d8 + 6) Speed 20 ft. Immunities Poison; Exhaustion, Poisoned Senses Darkvision 60 ft.; Passive Perception 8 Languages"
      }
    ],
    "speeds": [
      {
        "document": 77,
        "excerpt": "lossary” for more about Speed as well as about special speeds, such as a Climb Speed, Fly Speed, or Swim Speed."
      },
      {
        "document": 152,
        "excerpt": "Speed. Some monsters have one or more of the following speeds: Burrow, Climb, Fly, Swim. Rules for Speed and these specials speeds appear in “Rules Glossary.”"
      },
      {
        "document": 525,
        "excerpt": "action, its Bonus Action, its Reaction, or one of its speeds. To make the Opportunity Attack, take a Reaction to make one melee attack with a weapon or an Unarmed St"
      },
      {
        "document": 548,
        "excerpt": "“Swimming” and “Playing the Game” (“Combat”). Special Speeds. Some creatures have special speeds, such as a Burrow Speed, Climb Speed, Fly Speed, or Swim Speed, each"
      },
      {
        "document": 554,
        "excerpt": "he monster's Speed is provided, along with any special speeds. See also \"Burrow Speed,\" \"Climb Speed,\" \"Fly Speed,\" and \"Swim Speed.\" Ability Scores. A table provide"
      },
      {
        "document": 1670,
        "excerpt": "ent. In addition, magic can neither reduce any of your Speeds nor cause you to have the Paralyzed or Restrained condition."
      }
    ],
    "spell": [
      {
        "document": 4,
        "excerpt": "ints can be restored by magic, such as the Cure Wounds spell or a Potion of Healing, or by a Short or Long Rest (see “Rules Glossary”)."
      },
      {
        "document": 8,
        "excerpt": "to revive your character, such as with the Raise Dead spell. Or talk with the GM about making a new character to join the group. “Rules Glossary” has more informati"
      },
      {
        "document": 16,
        "excerpt": "es you have or to gain the new ones. For example, if a spell grants you 12 Temporary Hit Points when you already have 10, you can have 12 or 10, not 22."
      },
      {
        "document": 19,
        "excerpt": "h as a fiery explosion, a blast of poisonous gas, or a spell trying to invade your mind. You don’t normally choose to make a save; you must make one because your cha"
      },
      {
        "document": 22,
        "excerpt": "effect that causes it or by the GM. For example, if a spell forces you to make a save, the DC is determined by the caster's spellcasting ability and Proficiency Bon"
      },
      {
        "document": 25,
        "excerpt": "ve proficiency with, as well as when you attack with a spell. See “Proficiency” later in “Playing the Game” for more information about weapon proficiencies."
      },
      {
        "document": 34,
        "excerpt": "uses to make the D20 Test. The bonus is also used for spell attacks and for calculating the DC of saving throws for spells. Proficiency Bonus"
      },
      {
        "document": 44,
        "excerpt": "can take a Bonus Action only when a special ability, a spell, or another feature of the game states that you can do something as a Bonus Action. You otherwise don't"
      },
      {
        "document": 85,
        "excerpt": "k hits or misses. or make an attack roll as part of a spell, an attack has the following structure: 1: Choose a Target. Pick a target within your attack's range: a"
      },
      {
        "document": 88,
        "excerpt": "ied range. If a ranged attack, such as one made with a spell, has a single range, you can't attack a target beyond this range. Some ranged attacks, such as those ma"
      },
      {
        "document": 89,
        "excerpt": "u. When you make a ranged attack roll with a weapon, a spell, or some other means, you have Disadvantage on the roll if you are within 5 feet of an enemy who can see"
      },
      {
        "document": 92,
        "excerpt": "rcumstantial Bonuses and Penalties. A class feature, a spell, or another rule might give a bonus or penalty to the die roll. 6: Compare the Total to a Target Number."
      },
      {
        "document": 105,
        "excerpt": "Each weapon, spell, and damaging monster ability specifies the damage it deals. You roll the damage dice, add any modifiers"
      },
      {
        "document": 117,
        "excerpt": "em, the creature qualifies if it can cast at least one spell using its traits or features, not by using a magic item or the like. Items Made for Specific Creatures."
      },
      {
        "document": 119,
        "excerpt": "s *Halve the value for a consumable item other than a Spell Scroll. The value of a Spell Scroll is double what it costs to scribe the scroll (as specified in the “S"
      },
      {
        "document": 121,
        "excerpt": "all sound is suppressed, as in the area of the Silence spell."
      },
      {
        "document": 123,
        "excerpt": "Some magic items allow the user to cast a spell from the item. The spell is cast at the lowest possible spell and caster level, doesn't expend any of th"
      },
      {
        "document": 124,
        "excerpt": "es an item has remaining is revealed when the Identify spell is cast on it. A creature attuned to an item knows how many charges the item has and how many it regains"
      },
      {
        "document": 127,
        "excerpt": "t methods of identifying items, including the Identify spell, fail to reveal such a curse. Attunement to a cursed item can't be ended voluntarily unless the curse i"
      },
      {
        "document": 129,
        "excerpt": "tains rules on brewing Potions of Healing and scribing Spell Scrolls. To create other magic items, follow the rules below. In these rules, “you” refers to the charac"
      },
      {
        "document": 133,
        "excerpt": "and cost are halved for a consumable item other than a Spell Scroll, whose crafting time and cost are given in “Equipment.”"
      },
      {
        "document": 147,
        "excerpt": "ther, metal, or wood. The most prevalent scroll is the Spell Scroll, a spell stored in written form. Using a Scroll. Scrolls are consumable items. Unleashing the ma"
      },
      {
        "document": 156,
        "excerpt": "umber of uses, such as a recharging breath weapon or a spell it can cast only once per day, have it use that special ability as quickly and as often as possible. Mu"
      },
      {
        "document": 166,
        "excerpt": "Unless a rule says otherwise, a monster summoned by a spell or another magical ability is worth the XP noted in its stat block. Experience Points by Challenge Rati"
      },
      {
        "document": 175,
        "excerpt": "pells and provides the monster's spellcasting ability, spell save DC (if any spells require a saving throw), and spell attack bonus (if any spells require an attack"
      },
      {
        "document": 241,
        "excerpt": "for attacks you make with them, using these formulas: Spell save DC = 8 + spellcasting ability modifier + Proficiency Bonus Spell attack bonus = spellcasting abili"
      },
      {
        "document": 264,
        "excerpt": "evel 1 or 2 (as well as four Sorcerer cantrips). Each spell you prepare is associated with one of your classes, and you use the spellcasting ability of that class w"
      },
      {
        "document": 274,
        "excerpt": "Druid Spell List"
      },
      {
        "document": 275,
        "excerpt": "Paladin Spell List"
      },
      {
        "document": 276,
        "excerpt": "Ranger Spell List"
      },
      {
        "document": 277,
        "excerpt": "Sorcerer Spell List"
      },
      {
        "document": 278,
        "excerpt": "Warlock Spell List"
      },
      {
        "document": 279,
        "excerpt": "Wizard Spell List"
      },
      {
        "document": 280,
        "excerpt": "Bard Spell List"
      },
      {
        "document": 281,
        "excerpt": "Cleric Spell List"
      },
      {
        "document": 344,
        "excerpt": "Spell Scroll (Cantrip, 30 GP; Level 1, 50 GP)"
      },
      {
        "document": 376,
        "excerpt": "e willing to cast spells in exchange for payment. If a spell has expensive components, add the cost of those components to the cost listed in the Spellcasting Servic"
      },
      {
        "document": 378,
        "excerpt": "magic item's properties isn't automatic. The Identify spell is the fastest way to reveal an item's properties. Alternatively, you can focus on one magic item during"
      },
      {
        "document": 392,
        "excerpt": "Scribing Spell Scrolls"
      },
      {
        "document": 393,
        "excerpt": "an amount of time and money based on the level of the spell, as shown in the Spell Scroll Costs table. For each day of inscription, you must work for 8 hours. If a"
      },
      {
        "document": 395,
        "excerpt": "ana skill or with Calligrapher's Supplies and have the spell prepared on each day of the inscription. You must also have at hand any Material components required by"
      },
      {
        "document": 396,
        "excerpt": "If the scribed spell is a cantrip, the version on the scroll works as if the caster were your level. Spell Scroll Costs ---"
      },
      {
        "document": 412,
        "excerpt": "al Items,\" \"Brewing Potions of Healing,\" and \"Scribing Spell Scrolls\" later in \"Equipment.\" Variants. This entry appears if the tool has variants, which are listed."
      },
      {
        "document": 417,
        "excerpt": "rishes that guard against forgery (DC 15) Craft: Ink, Spell Scroll"
      },
      {
        "document": 487,
        "excerpt": "Using a Higher-Level Spell Slot"
      },
      {
        "document": 488,
        "excerpt": "Each spell belongs to a school of magic. The schools are listed in the Schools of Magic table. These categories hel"
      },
      {
        "document": 489,
        "excerpt": "Class Spell Lists"
      },
      {
        "document": 491,
        "excerpt": "One Spell with a Spell Slot per Turn"
      },
      {
        "document": 492,
        "excerpt": "A spell that has a casting time of a Reaction is cast in response to a trigger that is defined in the spell's Ca"
      },
      {
        "document": 493,
        "excerpt": "Certain spells - including a spell cast as a Ritual - require more time to cast: minutes or even hours. While you cast a spell with a casti"
      },
      {
        "document": 494,
        "excerpt": "ll's effect originates on something, as defined by the spell, that the spellcaster must touch within their reach. Self. The spell is cast on the spellcaster or eman"
      },
      {
        "document": 495,
        "excerpt": "cal requirements the spellcaster must meet to cast the spell. Each spell's description indicates whether it requires Verbal (V), Somatic (S), or Material (M) compone"
      },
      {
        "document": 496,
        "excerpt": "s gagged or in an area of magical silence can't cast a spell with a Verbal component."
      },
      {
        "document": 497,
        "excerpt": "Before you can cast a spell, you must have the spell prepared in your mind or have access to the spell from a magic item, such as a"
      },
      {
        "document": 499,
        "excerpt": "mponents entry. These materials aren't consumed by the spell unless the spell's description states otherwise. The spellcaster must have a hand free to access them, b"
      },
      {
        "document": 500,
        "excerpt": "A spell's duration is the length of time the spell persists after it is cast. A duration typically takes one of the following forms: Concentration. A dura"
      },
      {
        "document": 501,
        "excerpt": "The effects of a spell are detailed after its duration entry. Those details present exactly what the spell does, which ignores"
      },
      {
        "document": 502,
        "excerpt": "A typical spell requires the caster to pick one or more targets to be affected by the spell's magic. A spell's descripti"
      },
      {
        "document": 503,
        "excerpt": "g throw to avoid some or all of a spell's effects. The spell specifies the ability that the target uses for the save and what happens on a success or failure. Here's"
      },
      {
        "document": 504,
        "excerpt": "caster to make an attack roll to determine whether the spell hits a target. Here's how to calculate the attack modifier for your spells: Spell attack modifier = you"
      },
      {
        "document": 505,
        "excerpt": "Combining Spell Effects"
      },
      {
        "document": 506,
        "excerpt": "IDENTIFYING AN ONGOING SPELL"
      },
      {
        "document": 507,
        "excerpt": "Spell Descriptions"
      },
      {
        "document": 508,
        "excerpt": "number of spells you can change, as summarized in the Spell Preparation by Class table. Spell Preparation by Class Most spellcasting monsters don't change their l"
      },
      {
        "document": 509,
        "excerpt": "Certain features might give you a spell that you always have prepared. If you also have a list of prepared spells that you can change, a spell t"
      },
      {
        "document": 510,
        "excerpt": "Each spell description has a series of entries that provide the details needed to cast the spell. The following sec"
      },
      {
        "document": 512,
        "excerpt": "Spell Level"
      },
      {
        "document": 513,
        "excerpt": "Spell Slots"
      },
      {
        "document": 514,
        "excerpt": "There are several ways to cast a spell without expending a spell slot: Cantrips. A cantrip is cast without a spell slot. Rituals. Certain spe"
      },
      {
        "document": 517,
        "excerpt": "owing interruptions: - Rolling Initiative - Casting a spell other than a cantrip - Taking any damage - 1 hour of walking or other physical exertion If you rested a"
      },
      {
        "document": 518,
        "excerpt": "When you take the Magic action, you cast a spell that has a casting time of an action or use a feature or magic item that requires a Magic action to be a"
      },
      {
        "document": 519,
        "excerpt": "An effect is magical if it is created by a spell, a magic item, or a phenomenon that a rule labels as magical."
      },
      {
        "document": 530,
        "excerpt": "can be prevented by the Protection from Evil and Good spell and ended by the Dispel Evil and Good spell."
      },
      {
        "document": 535,
        "excerpt": "gger finishes or ignore the trigger. When you Ready a spell, you cast it as normal (expending any resources used to cast it) but hold its energy, which you release"
      },
      {
        "document": 537,
        "excerpt": "If you have a spell prepared that has the Ritual tag, you can cast that spell as a Ritual. The Ritual version of a spell tak"
      },
      {
        "document": 542,
        "excerpt": "If an effect, such as Wild Shape or the Polymorph spell, lets you shape-shift, its description specifies what happens to you. Unless that description says other"
      },
      {
        "document": 543,
        "excerpt": "owing interruptions: - Rolling Initiative - Casting a spell other than a cantrip - Taking any damage An interrupted Short Rest confers no benefits."
      },
      {
        "document": 549,
        "excerpt": "Spell"
      },
      {
        "document": 550,
        "excerpt": "Spell Attack"
      },
      {
        "document": 551,
        "excerpt": "l components if those materials aren't consumed by the spell and don't have a cost specified. Some classes allow its members to use certain types of Spellcasting Foc"
      },
      {
        "document": 561,
        "excerpt": "by an effect, or selected to receive the effects of a spell or another phenomenon."
      },
      {
        "document": 565,
        "excerpt": "aking an attack with a weapon, an Unarmed Strike, or a spell. See also “Playing the Game” (“D20 Tests”)."
      },
      {
        "document": 585,
        "excerpt": "A cantrip is a level 0 spell, which is cast without a spell slot. See also “Spells.”"
      },
      {
        "document": 592,
        "excerpt": "centration on an effect the moment you start casting a spell that requires Concentration or activate another effect that requires Concentration. Damage. If you take"
      },
      {
        "document": 613,
        "excerpt": "st revived by magic such as the Raise Dead or Revivify spell. When such a spell is cast, the spirit knows who is casting it and can refuse. The spirit of a dead crea"
      },
      {
        "document": 640,
        "excerpt": "nemy finds you, you make an attack roll, or you cast a spell with a Verbal component."
      },
      {
        "document": 666,
        "excerpt": "The simplest curses are created by the Bestow Curse spell. The effects of such curses are limited and can be ended by the Remove Curse spell. Bestow Curse provid"
      },
      {
        "document": 667,
        "excerpt": "- werewolves being a prime example. You decide how a spell like Remove Curse affects a creature with accursed origins. For example, you might decide that a mummy w"
      },
      {
        "document": 670,
        "excerpt": "symbolically righting the wrong they committed. How a spell like Remove Curse affects a curse that's part of your adventure is up to you - the spell might merely su"
      },
      {
        "document": 671,
        "excerpt": "he effect ends on the creature. A Dispel Evil and Good spell or any magic that removes a curse also ends the effect on it."
      },
      {
        "document": 677,
        "excerpt": "Contagion. Magic such as a Heal or Lesser Restoration spell ends the contagion immediately. A character who is proficient with an Herbalism Kit can use it to create"
      },
      {
        "document": 692,
        "excerpt": "These effects can be suppressed with the Calm Emotions spell or removed by the Lesser Restoration spell. Long-Term Effects. The character has Disadvantage on some o"
      },
      {
        "document": 713,
        "excerpt": "travel at a high Speed for an extended time, as with a spell such as Wind Walk or a magic item such as a Carpet of Flying, translate the party's Speed into travel ra"
      },
      {
        "document": 718,
        "excerpt": "n a successful one. Detect and Disarm. A Detect Magic spell reveals an aura of Evocation magic around the statue. As a Search action, a creature within 5 feet of th"
      },
      {
        "document": 721,
        "excerpt": "ap doesn't trigger if the lock is opened using a Knock spell or similar magic. Detect and Disarm. As a Search action, a creature can examine the trapped lock and ma"
      },
      {
        "document": 723,
        "excerpt": ". The cover can also be held shut using an Arcane Lock spell or similar magic. Escape. A creature needs a Climb Speed, climbing gear, or magic such as a Spider Clim"
      },
      {
        "document": 742,
        "excerpt": "Spell attack (the ability used is determined by the spellcaster’s spellcasting feature, as explained in “Spell"
      },
      {
        "document": 745,
        "excerpt": "Cast a spell, use a magic item, or use a magical feature."
      },
      {
        "document": 756,
        "excerpt": "You cast a random spell determined by rolling 1d10: on a 1, Enlarge/Reduce (enlarge effect); on a 2, Enlarge/Reduce (reduce effe"
      },
      {
        "document": 762,
        "excerpt": "Spell"
      },
      {
        "document": 766,
        "excerpt": "Spell Scroll"
      },
      {
        "document": 770,
        "excerpt": "Spell Scroll Table 1"
      },
      {
        "document": 771,
        "excerpt": "Spell Scroll Table 2"
      },
      {
        "document": 773,
        "excerpt": "Spell"
      },
      {
        "document": 774,
        "excerpt": "Spell"
      },
      {
        "document": 775,
        "excerpt": "Spell"
      },
      {
        "document": 776,
        "excerpt": "Spell"
      },
      {
        "document": 777,
        "excerpt": "Spell"
      },
      {
        "document": 778,
        "excerpt": "Spell"
      },
      {
        "document": 779,
        "excerpt": "Spell"
      },
      {
        "document": 781,
        "excerpt": "Spell"
      },
      {
        "document": 782,
        "excerpt": "Spell"
      },
      {
        "document": 783,
        "excerpt": "You cast a spell originating from the chosen point. Roll 1d10 to determine the spell: on a 1–2, Darkness; on a 3–4, Faeri"
      },
      {
        "document": 789,
        "excerpt": "ition indefinitely. At your discretion, a Dispel Magic spell or similar magic might end this lasting effect."
      },
      {
        "document": 800,
        "excerpt": "Spell"
      },
      {
        "document": 802,
        "excerpt": "Spell"
      },
      {
        "document": 819,
        "excerpt": "Spell Slots per Spell Level"
      },
      {
        "document": 824,
        "excerpt": "-Spell Slots per Spell Level-"
      },
      {
        "document": 829,
        "excerpt": "Spell"
      },
      {
        "document": 830,
        "excerpt": "Spell"
      },
      {
        "document": 831,
        "excerpt": "Spell"
      },
      {
        "document": 832,
        "excerpt": "Spell"
      },
      {
        "document": 833,
        "excerpt": "Spell"
      },
      {
        "document": 834,
        "excerpt": "Spell"
      },
      {
        "document": 835,
        "excerpt": "Spell"
      },
      {
        "document": 836,
        "excerpt": "Spell"
      },
      {
        "document": 837,
        "excerpt": "Spell"
      },
      {
        "document": 838,
        "excerpt": "Spell"
      },
      {
        "document": 842,
        "excerpt": "-Spell Slots per Spell Level-"
      },
      {
        "document": 843,
        "excerpt": "Spell"
      },
      {
        "document": 844,
        "excerpt": "Spell"
      },
      {
        "document": 845,
        "excerpt": "Spell"
      },
      {
        "document": 846,
        "excerpt": "Spell"
      },
      {
        "document": 847,
        "excerpt": "Spell"
      },
      {
        "document": 849,
        "excerpt": "-Spell Slots per Spell Level-"
      },
      {
        "document": 850,
        "excerpt": "Spell"
      },
      {
        "document": 851,
        "excerpt": "Spell"
      },
      {
        "document": 852,
        "excerpt": "Spell"
      },
      {
        "document": 853,
        "excerpt": "Spell"
      },
      {
        "document": 854,
        "excerpt": "Spell"
      },
      {
        "document": 856,
        "excerpt": "Creating Spell Slots"
      },
      {
        "document": 858,
        "excerpt": "--Spell Slots per Spell Level--"
      },
      {
        "document": 859,
        "excerpt": "Spell"
      },
      {
        "document": 860,
        "excerpt": "Spell"
      },
      {
        "document": 861,
        "excerpt": "Spell"
      },
      {
        "document": 862,
        "excerpt": "Spell"
      },
      {
        "document": 863,
        "excerpt": "Spell"
      },
      {
        "document": 864,
        "excerpt": "Spell"
      },
      {
        "document": 865,
        "excerpt": "Spell"
      },
      {
        "document": 866,
        "excerpt": "Spell"
      },
      {
        "document": 867,
        "excerpt": "Spell"
      },
      {
        "document": 868,
        "excerpt": "Spell"
      },
      {
        "document": 869,
        "excerpt": "Spell"
      },
      {
        "document": 871,
        "excerpt": "Spell Slots"
      },
      {
        "document": 872,
        "excerpt": "Spell"
      },
      {
        "document": 873,
        "excerpt": "Spell"
      },
      {
        "document": 874,
        "excerpt": "Spell"
      },
      {
        "document": 875,
        "excerpt": "Spell"
      },
      {
        "document": 876,
        "excerpt": "Spell"
      },
      {
        "document": 877,
        "excerpt": "Spell"
      },
      {
        "document": 878,
        "excerpt": "Spell"
      },
      {
        "document": 879,
        "excerpt": "Spell"
      },
      {
        "document": 880,
        "excerpt": "Spell"
      },
      {
        "document": 881,
        "excerpt": "Spell"
      },
      {
        "document": 882,
        "excerpt": "Spell"
      },
      {
        "document": 883,
        "excerpt": "--Spell Slots per Spell Level--"
      },
      {
        "document": 884,
        "excerpt": "Spell"
      },
      {
        "document": 885,
        "excerpt": "Spell"
      },
      {
        "document": 886,
        "excerpt": "Spell"
      },
      {
        "document": 887,
        "excerpt": "Spell"
      },
      {
        "document": 888,
        "excerpt": "Spell"
      },
      {
        "document": 889,
        "excerpt": "Spell"
      },
      {
        "document": 890,
        "excerpt": "Spell"
      },
      {
        "document": 891,
        "excerpt": "Spell"
      },
      {
        "document": 892,
        "excerpt": "Spell"
      },
      {
        "document": 893,
        "excerpt": "Spell"
      },
      {
        "document": 894,
        "excerpt": "Spell"
      },
      {
        "document": 895,
        "excerpt": "Spell"
      },
      {
        "document": 896,
        "excerpt": "--Spell Slots per Spell Level--"
      },
      {
        "document": 897,
        "excerpt": "Spell"
      },
      {
        "document": 898,
        "excerpt": "Spell"
      },
      {
        "document": 899,
        "excerpt": "Spell"
      },
      {
        "document": 900,
        "excerpt": "Spell"
      },
      {
        "document": 901,
        "excerpt": "Spell"
      },
      {
        "document": 902,
        "excerpt": "Spell"
      },
      {
        "document": 903,
        "excerpt": "Spell"
      },
      {
        "document": 904,
        "excerpt": "Spell"
      },
      {
        "document": 905,
        "excerpt": "Spell"
      },
      {
        "document": 906,
        "excerpt": "Spell"
      },
      {
        "document": 907,
        "excerpt": "Spell"
      },
      {
        "document": 908,
        "excerpt": "-Spell Slots per Spell Level-"
      },
      {
        "document": 910,
        "excerpt": "Spell"
      },
      {
        "document": 911,
        "excerpt": "Spell"
      },
      {
        "document": 912,
        "excerpt": "Spell"
      },
      {
        "document": 913,
        "excerpt": "Spell"
      },
      {
        "document": 914,
        "excerpt": "Spell"
      },
      {
        "document": 915,
        "excerpt": "Spell"
      },
      {
        "document": 916,
        "excerpt": "Spell"
      },
      {
        "document": 917,
        "excerpt": "Spell"
      },
      {
        "document": 918,
        "excerpt": "Spell"
      },
      {
        "document": 919,
        "excerpt": "Spell"
      },
      {
        "document": 925,
        "excerpt": "Spell Level"
      },
      {
        "document": 926,
        "excerpt": "Spell Scroll Costs"
      },
      {
        "document": 930,
        "excerpt": "Spell Scroll (Cantrip)"
      },
      {
        "document": 937,
        "excerpt": "Spell Preparation by Class"
      },
      {
        "document": 963,
        "excerpt": "those rules with Bard spells, which appear in the Bard spell list later in the class’s description. Cantrips. You know two cantrips of your choice from the Bard spe"
      },
      {
        "document": 964,
        "excerpt": "e rules with Cleric spells, which appear on the Cleric spell list later in the class’s description. Cantrips. You know three cantrips of your choice from the Cleric"
      },
      {
        "document": 965,
        "excerpt": "ose rules with Druid spells, which appear on the Druid spell list later in the class's description. Cantrips. You know two cantrips of your choice from the Druid sp"
      },
      {
        "document": 968,
        "excerpt": "rules with Paladin spells, which appear in the Paladin spell list later in the class’s description. Spell Slots. The Paladin Features table shows how many spell slo"
      },
      {
        "document": 969,
        "excerpt": "e rules with Ranger spells, which appear in the Ranger spell list later in the class’s description. Spell Slots. The Ranger Features table shows how many spell slot"
      },
      {
        "document": 971,
        "excerpt": "les with Sorcerer spells, which appear in the Sorcerer spell list later in the class’s description. Cantrips. You know four Sorcerer cantrips of your choice. Light,"
      },
      {
        "document": 972,
        "excerpt": "rules with Warlock spells, which appear in the Warlock spell list later in the class’s description. Cantrips. You know two Warlock cantrips of your choice. Eldritch"
      },
      {
        "document": 973,
        "excerpt": "e rules with Wizard spells, which appear in the Wizard spell list later in the class’s description. Cantrips. You know three Wizard cantrips of your choice. Light,"
      },
      {
        "document": 975,
        "excerpt": "ere must make a Constitution saving throw against your spell save DC, taking 2d6 Necrotic damage on a failed save or half as much damage on a successful one. One cre"
      },
      {
        "document": 976,
        "excerpt": "hese spells can come from the Cleric, Druid, or Wizard spell list or any combination thereof (see a class's section for its spell list). A spell you choose must be a"
      },
      {
        "document": 977,
        "excerpt": "ve Resistance to that damage type, and when you cast a spell that deals damage of that type, you can add your Charisma modifier to one damage roll of that spell."
      },
      {
        "document": 978,
        "excerpt": "n addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Evocation school to your spellbook for free."
      },
      {
        "document": 979,
        "excerpt": "t must succeed on a Charisma saving throw against your spell save DC, or the target disappears and hurtles through a nightmare landscape. The target takes 8d10 Psych"
      },
      {
        "document": 981,
        "excerpt": "When a spell you cast with a spell slot restores Hit Points to a creature, that creature regains additional Hit Point"
      },
      {
        "document": 982,
        "excerpt": "can also restore your use of it by expending a level 5 spell slot (no action required). Holy Ward. You have Advantage on any saving throw you are forced to make by"
      },
      {
        "document": 984,
        "excerpt": "thout expending the charges. Scrolls. You can use any Spell Scroll, using Intelligence as your spellcasting ability for the spell. If the spell is a cantrip or a le"
      },
      {
        "document": 988,
        "excerpt": "ach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot,"
      },
      {
        "document": 989,
        "excerpt": "n cantrip. You also always have the Speak with Animals spell prepared. You can cast it without a spell slot a number of times equal to your Proficiency Bonus, and yo"
      },
      {
        "document": 994,
        "excerpt": "ach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot,"
      },
      {
        "document": 1006,
        "excerpt": "Boon of Spell Recall"
      },
      {
        "document": 1012,
        "excerpt": "trips of your choice from the Cleric, Druid, or Wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this feat's spells (choose when"
      },
      {
        "document": 1133,
        "excerpt": "Spell Scroll (Cantrip)"
      },
      {
        "document": 1134,
        "excerpt": "Spell Scroll (Level 1)"
      },
      {
        "document": 1149,
        "excerpt": "hin range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 Acid damage and 2d4 Acid damage at the end of"
      },
      {
        "document": 1151,
        "excerpt": "increase by 5 for the duration. Using a Higher-Level Spell Slot. Each target's Hit Points increase by 5 for each spell slot level above 2."
      },
      {
        "document": 1152,
        "excerpt": "range that is no larger than a 20-foot Cube. Until the spell ends, an alarm alerts you whenever a creature touches or enters the warded area. When you cast the spel"
      },
      {
        "document": 1153,
        "excerpt": "stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. For the duration, you can take a Magic action to change your appear"
      },
      {
        "document": 1154,
        "excerpt": "to the target, the spells ends. Using a Higher-Level Spell Slot. You can target one additional Beast for each spell slot level above 1."
      },
      {
        "document": 1155,
        "excerpt": "If the Beast doesn't reach its destination before the spell ends, the message is lost, and the Beast returns to where you cast the spell. Using a Higher-Level Spel"
      },
      {
        "document": 1156,
        "excerpt": "ese Temporary Hit Points vanish if any remain when the spell ends. The transformation lasts for the duration or until the target ends it as a Bonus Action."
      },
      {
        "document": 1157,
        "excerpt": "on to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any of them"
      },
      {
        "document": 1158,
        "excerpt": "t block; this creature is under your control until the spell ends or until it is reduced to 0 Hit Points. Each creature you make with this spell is an ally to you an"
      },
      {
        "document": 1159,
        "excerpt": "ed creature is forced to pass through the barrier, the spell ends."
      },
      {
        "document": 1161,
        "excerpt": "vinegar and honey) Duration: 10 days As you cast the spell, choose whether it creates antipathy or sympathy, and target one creature or object that is Huge or smal"
      },
      {
        "document": 1163,
        "excerpt": "ur Hit Point maximum. If it drops to 0 Hit Points, the spell ends. The hand doesn't occupy its space. When you cast the spell and as a Bonus Action on your later tu"
      },
      {
        "document": 1164,
        "excerpt": "V, S, M (gold dust worth 25+ GP, which the spell consumes)"
      },
      {
        "document": 1165,
        "excerpt": "he duration. When the sword appears, you make a melee spell attack against a target within 5 feet of the sword. On a hit, the target takes Force damage equal to 4d1"
      },
      {
        "document": 1166,
        "excerpt": "ow. The effect lasts for the duration. If you cast the spell on the same target every day for 30 days, the illusion lasts until dispelled. Mask (Creature). Choose a"
      },
      {
        "document": 1167,
        "excerpt": "GP and one silver bar worth 100+ GP, all of which the spell consumes)"
      },
      {
        "document": 1168,
        "excerpt": "| | Indifference | Neither good nor bad | The spell doesn't account for circumstances, such as other spells, that might change the results. If you cast the"
      },
      {
        "document": 1170,
        "excerpt": "V, S, M (an agate worth 1,000+ GP, which the spell consumes)"
      },
      {
        "document": 1171,
        "excerpt": "save makes an attack roll or a saving throw before the spell ends, the target must subtract 1d4 from the attack roll or save. Using a Higher-Level Spell Slot. You c"
      },
      {
        "document": 1172,
        "excerpt": ", the target has the Incapacitated condition. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occu"
      },
      {
        "document": 1173,
        "excerpt": "ation: 1 hour You touch a willing creature. Until the spell ends, the target's skin assumes a bark-like appearance, and the target has an Armor Class of 17 if its A"
      },
      {
        "document": 1175,
        "excerpt": "lso be ended by the Greater Restoration, Heal, or Wish spell. On a successful save, the target takes half as much damage only."
      },
      {
        "document": 1176,
        "excerpt": "you deal damage to the target with an attack roll or a spell, the target takes an extra 1d8 Necrotic damage. Using a Higher-Level Spell Slot. If you cast this spell"
      },
      {
        "document": 1177,
        "excerpt": "damage, and it has the Restrained condition until the spell ends. A creature also makes that save if it enters the area or ends it turn there. A creature makes that"
      },
      {
        "document": 1179,
        "excerpt": "rget makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save. Using a Higher-Level Spell Slot. You can target o"
      },
      {
        "document": 1180,
        "excerpt": "ave; it simply withers and dies. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4."
      },
      {
        "document": 1181,
        "excerpt": "of its turns, the target repeats the save, ending the spell on itself on a success. Using a Higher-Level Spell Slot. You can target one additional creature for eac"
      },
      {
        "document": 1182,
        "excerpt": "ane of existence and appear in the Ethereal Plane (the spell ends instantly if you are already on that plane). While on the Ethereal Plane, you can perceive the pla"
      },
      {
        "document": 1184,
        "excerpt": "g worn or carried start burning. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1."
      },
      {
        "document": 1185,
        "excerpt": "10 feet tall with a 60-foot radius. When you cast the spell, choose a point you can see under the cloud. A lightning bolt shoots from the cloud to that point. Each"
      },
      {
        "document": 1186,
        "excerpt": "ity to the Charmed and Frightened conditions until the spell ends. If the creature was already Charmed or Frightened, those conditions are suppressed for the duratio"
      },
      {
        "document": 1187,
        "excerpt": "much damage on a successful one. Using a Higher-Level Spell Slot. One additional bolt leaps from the first target to another target for each spell slot level above"
      },
      {
        "document": 1188,
        "excerpt": "d save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends"
      },
      {
        "document": 1189,
        "excerpt": "d save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends"
      },
      {
        "document": 1190,
        "excerpt": "neous Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can't rega"
      },
      {
        "document": 1191,
        "excerpt": "for the type of orb you create, and then make a ranged spell attack against the target. On a hit, the target takes 3d8 damage of the chosen type. If you roll the sa"
      },
      {
        "document": 1192,
        "excerpt": "much damage on a successful one. Using a Higher-Level Spell Slot. The damage increases by 2d8 for each spell slot level above 6."
      },
      {
        "document": 1193,
        "excerpt": "remains in place for the duration. When you cast the spell, choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space."
      },
      {
        "document": 1194,
        "excerpt": "V, S, M (a diamond worth 1,000+ GP, which the spell consumes, and a sealable vessel worth 2,000+ GP that is large enough to hold the creature being cloned)"
      },
      {
        "document": 1195,
        "excerpt": "one created by Gust of Wind) disperses it, ending the spell. Its area is Heavily Obscured. Each creature in the Sphere makes a Constitution saving throw, taking 5d"
      },
      {
        "document": 1197,
        "excerpt": "takes no action or Bonus Action. Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot level above 1."
      },
      {
        "document": 1198,
        "excerpt": "nowledge of the surrounding area. In the outdoors, the spell gives you knowledge of the area within 3 miles of you. In caves and other natural underground settings,"
      },
      {
        "document": 1199,
        "excerpt": "with yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question. Divine beings aren't necessarily omniscient, so y"
      },
      {
        "document": 1200,
        "excerpt": "It takes about 1 minute to read one page of text. This spell doesn't decode symbols or secret messages."
      },
      {
        "document": 1201,
        "excerpt": "m saving throw or have the Charmed condition until the spell ends. For the duration, you can take a Bonus Action to designate a direction that is horizontal to you."
      },
      {
        "document": 1202,
        "excerpt": "damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws. Using a Higher-Level Spell Slot. The damage increases by 1d8 fo"
      },
      {
        "document": 1203,
        "excerpt": "turns, an affected target repeats the save, ending the spell on itself on a success. Using a Higher-Level Spell Slot. The Sphere's radius increases by 5 feet for ea"
      },
      {
        "document": 1204,
        "excerpt": "es this save only once per turn. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 3."
      },
      {
        "document": 1205,
        "excerpt": "or half as much damage on a successful one. Until the spell ends, Bright Light fills the Cylinder, and when you move on your turn, you can also move the Cylinder up"
      },
      {
        "document": 1206,
        "excerpt": "and the target has the Restrained condition until the spell ends. At the start of each of its turns, the Restrained target repeats the save. On a failed save, the"
      },
      {
        "document": 1207,
        "excerpt": "hoice. When the spirit appears, you can make one melee spell attack against a creature within 5 feet of it. On a hit, the target takes Psychic damage equal to 3d12 p"
      },
      {
        "document": 1208,
        "excerpt": "you in a 15-foot Emanation for the duration. Until the spell ends, any attack you make deals an extra 2d8 damage when you hit a creature in the Emanation. This damag"
      },
      {
        "document": 1209,
        "excerpt": "Action for the spell's duration. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4."
      },
      {
        "document": 1210,
        "excerpt": "y intelligence can break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a successful save, you can ask the entity up to five questio"
      },
      {
        "document": 1211,
        "excerpt": "condition. Also, choose one ability when you cast the spell. While Poisoned, the target has Disadvantage on saving throws made with the chosen ability. The target"
      },
      {
        "document": 1212,
        "excerpt": "yourself worth 1,500+ GP) Duration: 10 days Choose a spell of level 5 or lower that you can cast, that has a casting time of an action, and that can target you. Yo"
      },
      {
        "document": 1213,
        "excerpt": "V, S, M (ruby dust worth 50+ GP, which the spell consumes)"
      },
      {
        "document": 1214,
        "excerpt": ") Duration: Concentration, up to 10 minutes Until the spell ends, you control any water inside an area you choose that is a Cube up to 100 feet on a side, using one"
      },
      {
        "document": 1215,
        "excerpt": "ou for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors. When you cast the spell, you change the current weather condition"
      },
      {
        "document": 1216,
        "excerpt": "ou see a creature within 60 feet of yourself casting a spell with Verbal, Somatic, or Material components"
      },
      {
        "document": 1218,
        "excerpt": "in a 30-foot Cube within range. Using a Higher-Level Spell Slot. You create or destroy 10 additional gallons of water, or the size of the Cube increases by 5 feet,"
      },
      {
        "document": 1219,
        "excerpt": "ach corpse) Duration: Instantaneous You can cast this spell only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a"
      },
      {
        "document": 1220,
        "excerpt": "he shortest duration. Using any object created by this spell as another spell's Material component causes the other spell to fail. Materials | Material"
      },
      {
        "document": 1221,
        "excerpt": "r spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1."
      },
      {
        "document": 1222,
        "excerpt": "ust be within 20 feet of another light created by this spell, and a light vanishes if it exceeds the spell's range."
      },
      {
        "document": 1223,
        "excerpt": "ight can't illuminate it. Alternatively, you cast the spell on an object that isn't being worn or carried, causing the Darkness to fill a 15-foot Emanation originat"
      },
      {
        "document": 1225,
        "excerpt": "or an additional 60 feet. Alternatively, you cast the spell on an object that isn't being worn or carried, causing the sunlight to fill a 60-foot Emanation originat"
      },
      {
        "document": 1226,
        "excerpt": "time the target would drop to 0 Hit Points before the spell ends, the target instead drops to 1 Hit Point, and the spell ends. If the spell is still in effect when"
      },
      {
        "document": 1227,
        "excerpt": "hin range as a glowing bead for the duration. When the spell ends, the bead explodes, and each creature in a 20-foot-radius Sphere centered on that point makes a Dex"
      },
      {
        "document": 1228,
        "excerpt": "ension, made of wood or stone (your choice). When the spell ends, the door vanishes, and any objects inside the demiplane remain there. Any creatures inside also re"
      },
      {
        "document": 1229,
        "excerpt": "30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of me"
      },
      {
        "document": 1230,
        "excerpt": "hat bears the magic, and if an effect was created by a spell, you learn the spell's school of magic. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch"
      },
      {
        "document": 1231,
        "excerpt": "d of poison, creature, or contagion in each case. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead."
      },
      {
        "document": 1232,
        "excerpt": "nute You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns. Sense Thoughts. You sense t"
      },
      {
        "document": 1234,
        "excerpt": "r belongings on your person - look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form tha"
      },
      {
        "document": 1235,
        "excerpt": "created by Wall of Force. A creature targeted by this spell makes a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 Force damage. If this damag"
      },
      {
        "document": 1236,
        "excerpt": "advantage on attack rolls against you. You can end the spell early by using either of the following special functions. Break Enchantment. As a Magic action, you tou"
      },
      {
        "document": 1237,
        "excerpt": "takes half as much damage only. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1."
      },
      {
        "document": 1238,
        "excerpt": "V, S, M (incense worth 25+ GP, which the spell consumes)"
      },
      {
        "document": 1239,
        "excerpt": "e: Self Components: V, S Duration: 1 minute Until the spell ends, your attacks with weapons deal an extra 1d4 Radiant damage on a hit."
      },
      {
        "document": 1240,
        "excerpt": "target is a Fiend or an Undead. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1."
      },
      {
        "document": 1241,
        "excerpt": "urrent plane for 24 hours by any means short of a Wish spell. Divine Word Effects | Hit Points | Effect"
      },
      {
        "document": 1242,
        "excerpt": "e target takes damage, it repeats the save, ending the spell on itself on a success. You have a telepathic link with the Charmed target while the two of you are on"
      },
      {
        "document": 1243,
        "excerpt": "e target takes damage, it repeats the save, ending the spell on itself on a success. You have a telepathic link with the Charmed target while the two of you are on"
      },
      {
        "document": 1244,
        "excerpt": "e target takes damage, it repeats the save, ending the spell on itself on a success. You have a telepathic link with the Charmed target while the two of you are on"
      },
      {
        "document": 1245,
        "excerpt": "oose Acid, Cold, Fire, Lightning, or Poison. Until the spell ends, the target can take a Magic action to exhale a 15-foot Cone. Each creature in that area makes a De"
      },
      {
        "document": 1246,
        "excerpt": "ger can emerge from the trance at any time, ending the spell. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, th"
      },
      {
        "document": 1248,
        "excerpt": "ground there is Difficult Terrain. When you cast this spell and at the end of each of your turns for the duration, each creature on the ground in the area makes a D"
      },
      {
        "document": 1249,
        "excerpt": "us You hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10 Force damage. Cantrip U"
      },
      {
        "document": 1251,
        "excerpt": "checks using the chosen ability. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2. You can choose a differe"
      },
      {
        "document": 1252,
        "excerpt": ": Concentration, up to 1 minute For the duration, the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A t"
      },
      {
        "document": 1253,
        "excerpt": "ave, the target has the Restrained condition until the spell ends. On a successful save, the vines shrivel away, and the spell ends. While Restrained, the target ta"
      },
      {
        "document": 1254,
        "excerpt": "e area into Difficult Terrain. They disappear when the spell ends. Each creature (other than you) in the area when you cast the spell must succeed on a Strength sa"
      },
      {
        "document": 1255,
        "excerpt": "m (Perception) checks and Passive Perception until the spell ends."
      },
      {
        "document": 1256,
        "excerpt": "s a feature gives them the ability to do so. When the spell ends, you return to the plane you left in the spot that corresponds to your space in the Border Ethereal"
      },
      {
        "document": 1257,
        "excerpt": "to 10 minutes You take the Dash action, and until the spell ends, you can take that action again as a Bonus Action."
      },
      {
        "document": 1258,
        "excerpt": "ice for the duration. On each of your turns until the spell ends, you can take a Magic action to target another creature but can't target a creature again if it has"
      },
      {
        "document": 1259,
        "excerpt": "s. Creatures and magic items can't be created by this spell. You also can't use it to create items that require a high degree of skill - such as weapons and armor -"
      },
      {
        "document": 1261,
        "excerpt": "aking the password that you specify when you cast this spell, the hound starts barking loudly. The hound has Truesight with a range of 30 feet. At the start of each"
      },
      {
        "document": 1262,
        "excerpt": "in 2d4 + 4 Temporary Hit Points. Using a Higher-Level Spell Slot. You gain 5 additional Temporary Hit Points for each spell slot level above 1."
      },
      {
        "document": 1263,
        "excerpt": "makes a Wisdom saving throw. On a successful save, the spell ends on that creature."
      },
      {
        "document": 1264,
        "excerpt": "s rate of descent slows to 60 feet per round until the spell ends. If a creature lands before the spell ends, the creature takes no damage from the fall, and the spe"
      },
      {
        "document": 1265,
        "excerpt": "V, S, M (burning incense worth 10+ GP, which the spell consumes)"
      },
      {
        "document": 1266,
        "excerpt": "teed stat block. If you already have a steed from this spell, the steed is replaced by the new one. The steed resembles a Large, rideable animal of your choice, suc"
      },
      {
        "document": 1267,
        "excerpt": "name. You must be familiar with the location, and the spell fails if you name a destination on another plane of existence, a moving destination (such as a mobile fo"
      },
      {
        "document": 1268,
        "excerpt": "within line of sight. A trap, for the purpose of this spell, includes any object or mechanism that was created to cause damage or other danger. Thus, the spell woul"
      },
      {
        "document": 1269,
        "excerpt": "damage on a successful one. A Humanoid killed by this spell rises at the start of your next turn as a Zombie (see “Monsters”) that follows your verbal orders."
      },
      {
        "document": 1270,
        "excerpt": "at a creature or an object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this s"
      },
      {
        "document": 1273,
        "excerpt": "g worn or carried start burning. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3."
      },
      {
        "document": 1274,
        "excerpt": "Bonus Action. As a Magic action, you can make a melee spell attack with the fiery blade. On a hit, the target takes Fire damage equal to 3d6 plus your spellcasting"
      },
      {
        "document": 1275,
        "excerpt": "much damage on a successful one. Using a Higher-Level Spell Slot. The Fire damage and the Radiant damage increase by 1d6 for each spell slot level above 5."
      },
      {
        "document": 1276,
        "excerpt": "Light for an additional 20 feet. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2."
      },
      {
        "document": 1277,
        "excerpt": "ch of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and has the Petrif"
      },
      {
        "document": 1278,
        "excerpt": "ts: V, S, M (a drop of mercury) Duration: 1 hour This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet a"
      },
      {
        "document": 1279,
        "excerpt": "t gains a Fly Speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall. Using a Higher-Level Spell Slo"
      },
      {
        "document": 1280,
        "excerpt": "d by Gust of Wind) disperses it. Using a Higher-Level Spell Slot. The fog's radius increases by 20 feet for each spell slot level above 1."
      },
      {
        "document": 1281,
        "excerpt": "area or use portals, such as those created by the Gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures fr"
      },
      {
        "document": 1282,
        "excerpt": "V, S, M (ruby dust worth 1,500+ GP, which the spell consumes)"
      },
      {
        "document": 1283,
        "excerpt": "ures have Disadvantage on attack rolls against it. The spell ends early if you cast it again."
      },
      {
        "document": 1284,
        "excerpt": "ng the Grappled condition on it. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4."
      },
      {
        "document": 1285,
        "excerpt": "tion to make a Strength (Athletics) check against your spell save DC to break free. You can refrain from firing the globe after completing the spell's casting. If y"
      },
      {
        "document": 1286,
        "excerpt": "and carrying, into a misty cloud for the duration. The spell ends on the target if it drops to 0 Hit Points or if it takes a Magic action to end the spell on itself."
      },
      {
        "document": 1287,
        "excerpt": "ther planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains. When you cast this spell, you can spea"
      },
      {
        "document": 1288,
        "excerpt": "ertain death. Should you issue a suicidal command, the spell ends. A Remove Curse, Greater Restoration, or Wish spell ends this spell. Using a Higher-Level Spell S"
      },
      {
        "document": 1289,
        "excerpt": "V, S, M (2 Copper Pieces, which the spell consumes)"
      },
      {
        "document": 1290,
        "excerpt": "t centipede, spider, or wasp (chosen when you cast the spell). It manifests in an unoccupied space you can see within range and uses the Giant Insect stat block. The"
      },
      {
        "document": 1291,
        "excerpt": "Range: Self Components: V Duration: 1 hour Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no ma"
      },
      {
        "document": 1292,
        "excerpt": "manation around you and remains for the duration. Any spell of level 5 or lower cast from outside the barrier can't affect anything within it. Such a spell can targ"
      },
      {
        "document": 1293,
        "excerpt": "V, S, M (powdered diamond worth 200+ GP, which the spell consumes)"
      },
      {
        "document": 1294,
        "excerpt": "ature for one day. Uneaten berries disappear when the spell ends."
      },
      {
        "document": 1296,
        "excerpt": "eature you touch has the Invisible condition until the spell ends."
      },
      {
        "document": 1297,
        "excerpt": "V, S, M (diamond dust worth 100+ GP, which the spell consumes)"
      },
      {
        "document": 1299,
        "excerpt": "-foot squares that are contiguous. When you cast this spell, you can specify individuals that are unaffected by the spell's effects. You can also specify a password"
      },
      {
        "document": 1300,
        "excerpt": "touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill."
      },
      {
        "document": 1301,
        "excerpt": "of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against"
      },
      {
        "document": 1303,
        "excerpt": "V, S, M (incense worth 1,000+ GP, which the spell consumes)"
      },
      {
        "document": 1304,
        "excerpt": "ake an Intelligence (Investigation) check against your spell save DC to disbelieve it. If a creature discerns that the terrain is illusory, the creature sees a vague"
      },
      {
        "document": 1305,
        "excerpt": "ccessful save, it takes half as much damage only. This spell can't reduce a target's Hit Point maximum below 1."
      },
      {
        "document": 1306,
        "excerpt": "ling creature that you can see within range. Until the spell ends, the target's Speed is doubled, it gains a +2 bonus to Armor Class, it has Advantage on Dexterity s"
      },
      {
        "document": 1307,
        "excerpt": "shes through the target, restoring 70 Hit Points. This spell also ends the Blinded, Deafened, and Poisoned conditions on the target. Using a Higher-Level Spell Slot"
      },
      {
        "document": 1308,
        "excerpt": "r spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 2d4 for each spell slot level above 1."
      },
      {
        "document": 1309,
        "excerpt": "ith the object takes 2d8 Fire damage when you cast the spell. Until the spell ends, you can take a Bonus Action on each of your later turns to deal this damage again"
      },
      {
        "document": 1310,
        "excerpt": "much damage on a successful one. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1."
      },
      {
        "document": 1311,
        "excerpt": "S, M (a gem-encrusted bowl worth 1,000+ GP, which the spell consumes)"
      },
      {
        "document": 1312,
        "excerpt": "g creature you touch is imbued with bravery. Until the spell ends, the creature is immune to the Frightened condition and gains Temporary Hit Points equal to your sp"
      },
      {
        "document": 1313,
        "excerpt": "on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 Necrotic damage to the target whenever you hit it with an attack roll. Also,"
      },
      {
        "document": 1314,
        "excerpt": "save is triggered by damage. On a successful save, the spell ends. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level"
      },
      {
        "document": 1315,
        "excerpt": "of its turns, the target repeats the save, ending the spell on itself on a success. Using a Higher-Level Spell Slot. You can target one additional creature for eac"
      },
      {
        "document": 1316,
        "excerpt": "of its turns, the target repeats the save, ending the spell on itself on a success. Using a Higher-Level Spell Slot. You can target one additional Humanoid for eac"
      },
      {
        "document": 1318,
        "excerpt": "ure you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also"
      },
      {
        "document": 1319,
        "excerpt": "has the Incapacitated condition and a Speed of 0. The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the crea"
      },
      {
        "document": 1320,
        "excerpt": "d fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Piercing damage. Hit or miss, the shard then"
      },
      {
        "document": 1321,
        "excerpt": "until the end of your next turn. Using a Higher-Level Spell Slot. The Bludgeoning damage increases by 1d10 for each spell slot level above 4."
      },
      {
        "document": 1322,
        "excerpt": "e item and what they are. If the item was created by a spell, you learn that spell's name. If you instead touch a creature throughout the casting, you learn which o"
      },
      {
        "document": 1323,
        "excerpt": "S, M (ink worth 10+ GP, which the spell consumes)"
      },
      {
        "document": 1324,
        "excerpt": "e, the target is unaffected, and it is immune to this spell for the next 24 hours. On a failed save, the target is imprisoned. While imprisoned, the target doesn't"
      },
      {
        "document": 1326,
        "excerpt": "much damage on a successful one. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1."
      },
      {
        "document": 1327,
        "excerpt": "es this save only once per turn. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 5."
      },
      {
        "document": 1328,
        "excerpt": "or less whose longest dimension is 6 feet or less. The spell leaves an Invisible mark on that object and invisibly inscribes the object's name on the sapphire. Each"
      },
      {
        "document": 1329,
        "excerpt": "eature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a s"
      },
      {
        "document": 1330,
        "excerpt": "tion to collect itself and repeat the save, ending the spell on itself on a success."
      },
      {
        "document": 1331,
        "excerpt": "willing creature. Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement. Using a Higher-Level Spell"
      },
      {
        "document": 1332,
        "excerpt": "cked. If the target is held shut by Arcane Lock, that spell is suppressed for 10 minutes, during which time the target can be opened and closed. When you cast the"
      },
      {
        "document": 1333,
        "excerpt": "V, S, M (incense worth 250+ GP, which the spell consumes, and four ivory strips worth 50+ GP each)"
      },
      {
        "document": 1335,
        "excerpt": "eet and remains suspended there for the duration. The spell can levitate an object that weighs up to 500 pounds. An unwilling creature that succeeds on a Constituti"
      },
      {
        "document": 1336,
        "excerpt": "isn't being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The lig"
      },
      {
        "document": 1337,
        "excerpt": "much damage on a successful one. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3."
      },
      {
        "document": 1339,
        "excerpt": "s moving, you know the direction of its movement. The spell can locate a specific creature known to you or the nearest creature of a specific kind (such as a human"
      },
      {
        "document": 1340,
        "excerpt": "n motion, you know the direction of its movement. The spell can locate a specific object known to you if you have seen it up close - within 30 feet - at least once."
      },
      {
        "document": 1341,
        "excerpt": "ure. The target's Speed increases by 10 feet until the spell ends. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level"
      },
      {
        "document": 1342,
        "excerpt": "a willing creature who isn't wearing armor. Until the spell ends, the target's base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target do"
      },
      {
        "document": 1343,
        "excerpt": "er more than 30 feet away from you or if you cast this spell again. When you cast the spell, you can use the hand to manipulate an object, open an unlocked door or"
      },
      {
        "document": 1344,
        "excerpt": ", M (salt and powdered silver worth 100+ GP, which the spell consumes)"
      },
      {
        "document": 1345,
        "excerpt": ", either returning to your living body (and ending the spell) or attempting to possess a Humanoid's body. You can attempt to possess any Humanoid within 100 feet of"
      },
      {
        "document": 1346,
        "excerpt": "to hit one creature or several. Using a Higher-Level Spell Slot. The spell creates one more dart for each spell slot level above 1."
      },
      {
        "document": 1347,
        "excerpt": "V, S, M (jade dust worth 10+ GP, which the spell consumes)"
      },
      {
        "document": 1348,
        "excerpt": "tion: 1 hour You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. The spell end"
      },
      {
        "document": 1349,
        "excerpt": ". You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the door remains open. You can open or close it (no a"
      },
      {
        "document": 1350,
        "excerpt": "essful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and"
      },
      {
        "document": 1351,
        "excerpt": "r spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 1d8 for each spell slot level above 5."
      },
      {
        "document": 1352,
        "excerpt": "hat you can see within range. Creatures healed by this spell also have the Blinded, Deafened, and Poisoned conditions removed from them."
      },
      {
        "document": 1353,
        "excerpt": "r spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 1d4 for each spell slot level above 3."
      },
      {
        "document": 1354,
        "excerpt": "ested activity can be completed in a shorter time, the spell ends for a target upon completing it. Using a Higher-Level Spell Slot. The duration is longer with a sp"
      },
      {
        "document": 1355,
        "excerpt": "estigation) check. If it succeeds, it escapes, and the spell ends. When the spell ends, the target reappears in the space it left or, if that space is occupied, in"
      },
      {
        "document": 1356,
        "excerpt": "o leave the stone where you entered it, which ends the spell. You otherwise can't move. Minor physical damage to the stone doesn't harm you, but its partial destruc"
      },
      {
        "document": 1357,
        "excerpt": "V, S, M (two lodestones) Duration: Instantaneous This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a brok"
      },
      {
        "document": 1358,
        "excerpt": "n a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical sil"
      },
      {
        "document": 1360,
        "excerpt": ": Touch Components: V, S Duration: 24 hours Until the spell ends, one willing creature you touch has Immunity to Psychic damage and the Charmed condition. The targe"
      },
      {
        "document": 1361,
        "excerpt": ", you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge,"
      },
      {
        "document": 1362,
        "excerpt": "he effects of each. The illusion ends if you cast this spell again. If a creature takes a Study action to examine the sound or image, the creature can determine tha"
      },
      {
        "document": 1363,
        "excerpt": "of structures or add them where none are present. The spell doesn't disguise, conceal, or add creatures. The illusion includes audible, visual, tactile, and olfact"
      },
      {
        "document": 1364,
        "excerpt": "duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track"
      },
      {
        "document": 1365,
        "excerpt": "after you make an attack roll, deal damage, or cast a spell. As a Magic action, you can move the illusory double up to twice your Speed and make it gesture, speak,"
      },
      {
        "document": 1367,
        "excerpt": "you. If it takes any damage or is targeted by another spell, this spell ends, and no memories are modified. While this charm lasts, you can affect the target's mem"
      },
      {
        "document": 1368,
        "excerpt": "h Cylinder centered on a point within range. Until the spell ends, Dim Light fills the Cylinder, and you can take a Magic action on later turns to move the Cylinder"
      },
      {
        "document": 1369,
        "excerpt": "end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect within range. This spell can't manipulate natural stone"
      },
      {
        "document": 1370,
        "excerpt": "S, M (a pinch of diamond dust worth 25+ GP, which the spell consumes)"
      },
      {
        "document": 1372,
        "excerpt": "eatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell."
      },
      {
        "document": 1373,
        "excerpt": "ith an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell end"
      },
      {
        "document": 1374,
        "excerpt": "ul save, the target takes half as much damage, and the spell ends. For the duration, the target makes a Wisdom saving throw at the end of each of its turns. On a fa"
      },
      {
        "document": 1375,
        "excerpt": ", bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed. For the duration, y"
      },
      {
        "document": 1376,
        "excerpt": "ure's name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (GM's choice). When the crea"
      },
      {
        "document": 1377,
        "excerpt": "V, S, M (a jewel worth 1,000+ GP, which the spell consumes)"
      },
      {
        "document": 1378,
        "excerpt": "leportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you tran"
      },
      {
        "document": 1379,
        "excerpt": "50 feet Components: V, S Duration: Instantaneous This spell channels vitality into plants. The casting time you use determines whether the spell has the Overgrowth"
      },
      {
        "document": 1380,
        "excerpt": "y toxic mist at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 Poison damage. Cantrip Upgrade. The damage i"
      },
      {
        "document": 1381,
        "excerpt": "ese Temporary Hit Points vanish if any remain when the spell ends. The spell ends early on the target if it has no Temporary Hit Points left. The target is limited"
      },
      {
        "document": 1385,
        "excerpt": "n 2d8 Hit Points. A creature can't be affected by this spell again until that creature finishes a Long Rest. Using a Higher-Level Spell Slot. The healing increases"
      },
      {
        "document": 1386,
        "excerpt": "se the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time. Sensory Eff"
      },
      {
        "document": 1387,
        "excerpt": "it is freed by an effect like the Greater Restoration spell. The successes and failures needn't be consecutive; keep track of both until the target collects three o"
      },
      {
        "document": 1388,
        "excerpt": "sition the wall in a space occupied by a creature, the spell ends instantly without effect. The wall sheds Bright Light within 100 feet and Dim Light for an additio"
      },
      {
        "document": 1389,
        "excerpt": "ll as 5 feet to as large as 100 feet on each side. The spell lasts for the duration. When you cast the spell, you decide what sort of security the spell provides, c"
      },
      {
        "document": 1390,
        "excerpt": "ot radius and Dim Light for an additional 20 feet. The spell ends if you cast it again. Until the spell ends, you can take a Magic action to hurl fire at a creature"
      },
      {
        "document": 1391,
        "excerpt": "than a 30-foot Cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes."
      },
      {
        "document": 1392,
        "excerpt": "the illusion takes any damage, it disappears, and the spell ends. You can see through the illusion's eyes and hear through its ears as if you were in its space. As"
      },
      {
        "document": 1394,
        "excerpt": "V, S, M (a flask of Holy Water worth 25+ GP, which the spell consumes)"
      },
      {
        "document": 1397,
        "excerpt": "V, S, M (a diamond worth 500+ GP, which the spell consumes)"
      },
      {
        "document": 1398,
        "excerpt": "s the save at the end of each of its turns, ending the spell on a success."
      },
      {
        "document": 1399,
        "excerpt": "streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 Cold damage, and its Speed is reduced by 10 feet until"
      },
      {
        "document": 1400,
        "excerpt": "greenish ray at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 Poison damage and has the Poisoned condition u"
      },
      {
        "document": 1402,
        "excerpt": "V, S, M (rare oils worth 1,000+ GP, which the spell consumes)"
      },
      {
        "document": 1403,
        "excerpt": "ect is a cursed magic item, its curse remains, but the spell breaks its owner's Attunement to the object so it can be removed or discarded."
      },
      {
        "document": 1404,
        "excerpt": "ion. Nothing - not physical objects, energy, or other spell effects - can pass through the barrier, in or out, though a creature in the sphere can breathe there. Th"
      },
      {
        "document": 1405,
        "excerpt": "he creature takes damage of the chosen type before the spell ends, the creature reduces the total damage taken by 1d4. A creature can benefit from this spell only on"
      },
      {
        "document": 1406,
        "excerpt": "V, S, M (a diamond worth 1,000+ GP, which the spell consumes)"
      },
      {
        "document": 1407,
        "excerpt": "filings) Duration: Concentration, up to 1 minute This spell reverses gravity in a 50-foot-radius, 100-foot high Cylinder centered on a point within range. All creat"
      },
      {
        "document": 1408,
        "excerpt": "V, S, M (a diamond worth 300+ GP, which the spell consumes)"
      },
      {
        "document": 1409,
        "excerpt": "ens to an extra-dimensional space that lasts until the spell ends. That space can be reached by climbing the rope, which can be pulled into or dropped out of it. Th"
      },
      {
        "document": 1411,
        "excerpt": "1 minute You ward a creature within range. Until the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed"
      },
      {
        "document": 1412,
        "excerpt": "t one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage. Using a Higher-Level Spell Slot. You c"
      },
      {
        "document": 1413,
        "excerpt": "ave, the target isn't affected, and you can't use this spell on it again for 24 hours. On a failed save, the spell creates an Invisible, intangible sensor within 10"
      },
      {
        "document": 1414,
        "excerpt": "he attack. At the start of each of its turns until the spell ends, the target takes 1d6 Fire damage and then makes a Constitution saving throw. On a failed save, the"
      },
      {
        "document": 1415,
        "excerpt": "ture replica that serve as Material components for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet). While th"
      },
      {
        "document": 1417,
        "excerpt": "ng throw, and if it succeeds, it is unaffected by this spell. You can give the same appearance or different ones to the targets. The spell can change the appearance"
      },
      {
        "document": 1418,
        "excerpt": "you, and can answer in a like manner immediately. The spell enables targets to understand the meaning of your message. You can send the message across any distance"
      },
      {
        "document": 1419,
        "excerpt": "V, S, M (gem dust worth 5,000+ GP, which the spell consumes)"
      },
      {
        "document": 1420,
        "excerpt": "can't be a Construct or an Undead. When you cast the spell, you gain a number of Temporary Hit Points equal to the Hit Points of the first form into which you shap"
      },
      {
        "document": 1421,
        "excerpt": "age if it's in the spell's area. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2."
      },
      {
        "document": 1423,
        "excerpt": "hit by an attack roll or targeted by the Magic Missile spell"
      },
      {
        "document": 1424,
        "excerpt": "or the weapon's normal damage type (your choice). The spell ends early if you cast it again or if you let go of the weapon. Cantrip Upgrade. The damage die changes"
      },
      {
        "document": 1425,
        "excerpt": "an extra 2d6 Radiant damage from the attack. Until the spell ends, the target sheds Bright Light in a 5-foot radius, attack rolls against it have Advantage, and it c"
      },
      {
        "document": 1426,
        "excerpt": "you to a creature that you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d8 Lightning damage, and it can't make Opportunit"
      },
      {
        "document": 1427,
        "excerpt": "Deafened condition while entirely inside it. Casting a spell that includes a Verbal component is impossible there."
      },
      {
        "document": 1428,
        "excerpt": "essful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image."
      },
      {
        "document": 1429,
        "excerpt": "V, S, M (powdered ruby worth 1,500+ GP, which the spell consumes)"
      },
      {
        "document": 1430,
        "excerpt": "et has the Unconscious condition for the duration. The spell ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of th"
      },
      {
        "document": 1431,
        "excerpt": "la) Duration: Concentration, up to 1 minute Until the spell ends, sleet falls in a 40-foot-tall, 20-foot-radius Cylinder centered on a point you choose within range"
      },
      {
        "document": 1432,
        "excerpt": "ucceed on a Wisdom saving throw or be affected by this spell for the duration. An affected target's Speed is halved, it takes a -2 penalty to AC and Dexterity savin"
      },
      {
        "document": 1433,
        "excerpt": "at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 damage of a type you choose: Acid, Cold, Fire,"
      },
      {
        "document": 1436,
        "excerpt": "tions you pose. The corpse must have a mouth, and this spell fails if the deceased creature was Undead when it died. The spell also fails if the corpse was the targe"
      },
      {
        "document": 1437,
        "excerpt": "to Difficult Terrain that lasts for the duration. The spell doesn't enable plants to uproot themselves and move about, but they can move their branches, tendrils, a"
      },
      {
        "document": 1438,
        "excerpt": "ider) Duration: Concentration, up to 1 hour Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces an"
      },
      {
        "document": 1439,
        "excerpt": "natural. Any creature that can't see the area when the spell is cast must take a Search action and succeed on a Wisdom (Perception or Survival) check against your sp"
      },
      {
        "document": 1440,
        "excerpt": "ou are evil, they appear fiendish. When you cast this spell, you can designate creatures to be unaffected by it. Any other creature's Speed is halved in the Emanati"
      },
      {
        "document": 1441,
        "excerpt": "of your choice, and you can immediately make one melee spell attack against one creature within 5 feet of the force. On a hit, the target takes Force damage equal to"
      },
      {
        "document": 1442,
        "excerpt": "at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Radiant damage, and until the end of your next"
      },
      {
        "document": 1445,
        "excerpt": "V, S, M (diamond dust worth 100+ GP, which the spell consumes)"
      },
      {
        "document": 1446,
        "excerpt": ". Each creature there takes 1d6 Cold damage. Until the spell ends, the area is Difficult Terrain and Heavily Obscured, ranged attacks with weapons are impossible the"
      },
      {
        "document": 1447,
        "excerpt": "ested activity can be completed in a shorter time, the spell ends for the target upon completing it."
      },
      {
        "document": 1448,
        "excerpt": "e disappears when it drops to 0 Hit Points or when the spell ends. The creature is an ally to you and your allies. In combat, the creature shares your Initiative co"
      },
      {
        "document": 1449,
        "excerpt": "ul save, it takes half as much damage only. Until the spell ends, you can take a Magic action to create a new Line of radiance. For the duration, a mote of brillia"
      },
      {
        "document": 1450,
        "excerpt": "half as much damage only. A creature Blinded by this spell makes another Constitution saving throw at the end of each of its turns, ending the effect on itself on"
      },
      {
        "document": 1451,
        "excerpt": "V, S, M (powdered diamond worth 1,000+ GP, which the spell consumes)"
      },
      {
        "document": 1452,
        "excerpt": "ate creatures or objects by thought. When you cast the spell and as a Magic action on your later turns before the spell ends, you can exert your will on one creature"
      },
      {
        "document": 1453,
        "excerpt": "t communicate in any languages aren't affected by this spell. Until the spell ends, the targets can communicate telepathically through the bond whether or not they"
      },
      {
        "document": 1454,
        "excerpt": "e: 10 feet Components: V Duration: Instantaneous This spell instantly transports you and up to eight willing creatures that you can see within range, or a single ob"
      },
      {
        "document": 1455,
        "excerpt": "V, M (rare inks worth 50+ GP, which the spell consumes)"
      },
      {
        "document": 1456,
        "excerpt": "ne of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time. Altered Eyes. You al"
      },
      {
        "document": 1457,
        "excerpt": "boom is audible within 300 feet. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1."
      },
      {
        "document": 1458,
        "excerpt": "ng which you can use actions and move as normal. This spell ends if one of the actions you use during this period, or any effects that you create during it, affects"
      },
      {
        "document": 1459,
        "excerpt": "round you and remains stationary for the duration. The spell fails when you cast it if the Emanation isn't big enough to fully encapsulate all creatures in its area."
      },
      {
        "document": 1460,
        "excerpt": "ts: V, M (a miniature ziggurat) Duration: 1 hour This spell grants the creature you touch the ability to understand any spoken or signed language that it hears or s"
      },
      {
        "document": 1461,
        "excerpt": "nge: 10 feet Components: V, S Duration: 1 minute This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any"
      },
      {
        "document": 1463,
        "excerpt": "s destroyed, but if you maintain Concentration on this spell for the full duration, the spell lasts until dispelled. An unwilling creature can make a Wisdom saving"
      },
      {
        "document": 1464,
        "excerpt": "V, S, M (diamonds worth 25,000+ GP, which the spell consumes)"
      },
      {
        "document": 1465,
        "excerpt": "V, S, M (mushroom powder worth 25+ GP, which the spell consumes)"
      },
      {
        "document": 1467,
        "excerpt": "d by 1d10. When the wall reaches 0 feet in height, the spell ends. A creature caught in the wall can move by swimming. Because of the wave's force, though, the crea"
      },
      {
        "document": 1468,
        "excerpt": "M (a bit of string and of wood) Duration: 1 hour This spell creates an Invisible, mindless, shapeless, Medium force that performs simple tasks at your command until"
      },
      {
        "document": 1469,
        "excerpt": "e force from others to heal your wounds. Make a melee spell attack against one creature within reach. On a hit, the target takes 3d6 Necrotic damage, and you regain"
      },
      {
        "document": 1471,
        "excerpt": "es half the initial damage only. Using a Higher-Level Spell Slot. The initial damage increases by 2d4 for each spell slot level above 4."
      },
      {
        "document": 1472,
        "excerpt": "e side of the wall, selected by you when you cast this spell, deals 5d8 Fire damage to each creature that ends its turn within 10 feet of that side or inside the wal"
      },
      {
        "document": 1473,
        "excerpt": "and can't be dispelled by Dispel Magic. A Disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane and blocks ethereal"
      },
      {
        "document": 1474,
        "excerpt": "much damage on a successful one. Using a Higher-Level Spell Slot. The damage the wall deals when it appears increases by 2d6 and the damage from passing through the"
      },
      {
        "document": 1475,
        "excerpt": "ly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp. If you create a span greater than 20 feet in length, you must halve"
      },
      {
        "document": 1476,
        "excerpt": "es this save only once per turn. Using a Higher-Level Spell Slot. Both types of damage increase by 1d8 for each spell slot level above 6."
      },
      {
        "document": 1477,
        "excerpt": "mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has"
      },
      {
        "document": 1478,
        "excerpt": "nents: V, S, M (a short reed) Duration: 24 hours This spell grants up to ten willing creatures of your choice within range the ability to breathe underwater until t"
      },
      {
        "document": 1479,
        "excerpt": "ents: V, S, M (a piece of cork) Duration: 1 hour This spell grants the ability to move across any liquid surface - such as water, acid, mud, snow, quicksand, or lav"
      },
      {
        "document": 1480,
        "excerpt": "wall, or ceiling, the web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. The first"
      },
      {
        "document": 1481,
        "excerpt": "t takes 5d10 Psychic damage. On a successful save, the spell ends on that target."
      },
      {
        "document": 1482,
        "excerpt": "which the target has the Stunned condition. Until the spell ends, the target can revert to cloud form, which also requires a Magic action followed by a 1-minute tra"
      },
      {
        "document": 1484,
        "excerpt": "ents: V Duration: Instantaneous Wish is the mightiest spell a mortal can cast. By simply speaking aloud, you can alter reality itself. The basic use of this spell"
      },
      {
        "document": 1485,
        "excerpt": "prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect. You must designate a location, such as a"
      },
      {
        "document": 1486,
        "excerpt": "ius Sphere centered on a point within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there make"
      },
      {
        "document": 1513,
        "excerpt": "cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a R"
      },
      {
        "document": 1533,
        "excerpt": "and you have Immunity to damage from the Magic Missile spell."
      },
      {
        "document": 1535,
        "excerpt": "st level 1 spells they have prepared without expending spell slots. Alternatively, when you light the candle for the first time, you can cast Gate with it. Doing so"
      },
      {
        "document": 1536,
        "excerpt": "gain until the next dawn. When you teleport with that spell, you leave behind a cloud of smoke. The space you left is Lightly Obscured by that smoke until the end o"
      },
      {
        "document": 1540,
        "excerpt": "g Ray with it (+5 to hit). The circlet can't cast this spell again until the next dawn."
      },
      {
        "document": 1541,
        "excerpt": "You can cast Web (save DC 13). The web created by the spell fills twice its normal area. Once used, this property can't be used again until the next dawn."
      },
      {
        "document": 1548,
        "excerpt": "You don't need to concentrate on this Detect Thoughts spell to maintain it during its duration, but it ends if the Scrying spell ends."
      },
      {
        "document": 1552,
        "excerpt": "umber of charges required for it, and thereby cast the spell associated with it (save DC 17), as shown in the Cube of Force Faces table. The cube starts with 10 cha"
      },
      {
        "document": 1557,
        "excerpt": "ved or the illusion is dispelled (using a Dispel Magic spell or a similar effect). When the illusion ends, the image on its card disappears, and that card can't be u"
      },
      {
        "document": 1559,
        "excerpt": "an't doff it unless you are targeted by a Remove Curse spell or similar magic. While wearing the armor, you have Disadvantage on attack rolls against demons and on s"
      },
      {
        "document": 1561,
        "excerpt": "indicates how many charges you must expend to cast the spell. Call Dragons. While you control the orb, you can take a Magic action to cause the orb to issue a telep"
      },
      {
        "document": 1564,
        "excerpt": "reature makes an attack roll, deals damage, or casts a spell, the Invisible condition ends for that creature."
      },
      {
        "document": 1566,
        "excerpt": "ends on any creature targeted by a Lesser Restoration spell."
      },
      {
        "document": 1575,
        "excerpt": "strong wind (such as that created by the Gust of Wind spell) disperses the cloud after 1 minute."
      },
      {
        "document": 1576,
        "excerpt": "13). For 1 charge, you cast the level 1 version of the spell. You increase the spell's level by one for each additional charge you expend. The lenses regain all expe"
      },
      {
        "document": 1579,
        "excerpt": "lace. You can then take a Bonus Action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target t"
      },
      {
        "document": 1595,
        "excerpt": "While wearing this hat, you can cast the Disguise Self spell. The spell ends if the hat is removed."
      },
      {
        "document": 1596,
        "excerpt": "it as a Spellcasting Focus for your Wizard spells. Any spell you cast using the hat gains a special Somatic component: you must reach into the hat and “pull” the spe"
      },
      {
        "document": 1598,
        "excerpt": "or Wall of Fire (ruby). The gem is destroyed when the spell is cast and disappears from the helm. Taking Fire Damage. Roll 1d20 if you are wearing the helm and tak"
      },
      {
        "document": 1600,
        "excerpt": "or Suggestion (save DC 13) from the helm. Once either spell is cast from the helm, that spell can't be cast from it again until the next dawn."
      },
      {
        "document": 1608,
        "excerpt": "can issue as a Bonus Action. It is immune to the Knock spell and similar magic. Magic prevents the tower from being tipped over. The roof, the door, and the walls e"
      },
      {
        "document": 1609,
        "excerpt": "orbits your head, you can take a Reaction to cancel a spell of level 4 or lower cast by a creature you can see. A canceled spell has no effect, and any resources us"
      },
      {
        "document": 1611,
        "excerpt": "ith its normal disposition and alignment. An Identify spell reveals if the flask contains a creature, but the only way to determine the type of creature is to open"
      },
      {
        "document": 1618,
        "excerpt": "Mantle of Spell Resistance"
      },
      {
        "document": 1621,
        "excerpt": "l, you must be a spellcaster with at least two level 5 spell slots. A creature that can't use a Manual of Golems and attempts to read it takes 6d6 Psychic damage. T"
      },
      {
        "document": 1627,
        "excerpt": "u can't be located by any Divination magic, but a Wish spell can reveal the location of your prison. You draw no more cards. Euryale. The card's medusa-like visage"
      },
      {
        "document": 1630,
        "excerpt": "you must be wearing the necklace. Each bead contains a spell that you can cast from it as a Bonus Action (using your spell save DC if a save is necessary). Once a ma"
      },
      {
        "document": 1633,
        "excerpt": "ted creature then gains the effect of the Etherealness spell for 1 hour. Beads of this cloudy, gray oil form on the outside of its container and quickly evaporate."
      },
      {
        "document": 1635,
        "excerpt": "ature then gains the effect of the Freedom of Movement spell for 8 hours. Alternatively, the oil can be poured on the ground as a Magic action, where it covers a 10"
      },
      {
        "document": 1636,
        "excerpt": "on, you can take a Magic action to regain one expended spell slot of level 3 or lower. Once you use the pearl, it can't be used again until the next dawn."
      },
      {
        "document": 1643,
        "excerpt": "a command word to gain the effect of the Etherealness spell. The spell ends immediately if you remove the armor or take a Magic action to repeat the command word. T"
      },
      {
        "document": 1645,
        "excerpt": "can cast the level 3 version of the Animal Friendship spell (save DC 13). Agitating this potion's muddy liquid brings little bits into view: a fish scale, a hummin"
      },
      {
        "document": 1646,
        "excerpt": "k this potion, you gain the effect of the Clairvoyance spell (no Concentration required). An eyeball bobs in this potion's yellowish liquid but vanishes when the po"
      },
      {
        "document": 1648,
        "excerpt": "on, you gain the “reduce” effect of the Enlarge/Reduce spell for 1d4 hours (no Concentration required). The red in the potion's liquid continuously contracts to a t"
      },
      {
        "document": 1650,
        "excerpt": "k this potion, you gain the effect of the Gaseous Form spell for 1 hour (no Concentration required) or until you end the effect as a Bonus Action. This potion's con"
      },
      {
        "document": 1652,
        "excerpt": "n, you gain the “enlarge” effect of the Enlarge/Reduce spell for 10 minutes (no Concentration required). The red in the potion's liquid continuously expands from a"
      },
      {
        "document": 1653,
        "excerpt": "e same duration, you are under the effect of the Bless spell (no Concentration required). This potion's blue liquid bubbles and steams as if boiling."
      },
      {
        "document": 1654,
        "excerpt": "rly if you make an attack roll, deal damage, or cast a spell."
      },
      {
        "document": 1657,
        "excerpt": "his potion, you gain the effect of the Detect Thoughts spell (save DC 13) for 10 minutes (no Concentration required). This potion's dense, purple liquid has an ovoi"
      },
      {
        "document": 1660,
        "excerpt": "ou drink this potion, you gain the effect of the Haste spell for 1 minute (no Concentration required) without suffering the wave of lethargy that typically occurs wh"
      },
      {
        "document": 1667,
        "excerpt": "daily at dawn. While wearing the ring, you can cast a spell from it. Choose the spell from the list of available spells based on the Elemental Plane the ring is lin"
      },
      {
        "document": 1678,
        "excerpt": "Ring of Spell Storing"
      },
      {
        "document": 1679,
        "excerpt": "Ring of Spell Turning"
      },
      {
        "document": 1682,
        "excerpt": "Magic action to expend 1 to 3 charges to make a ranged spell attack against one creature you can see within 60 feet of yourself. The ring produces a spectral ram's h"
      },
      {
        "document": 1687,
        "excerpt": "ht, both with a range of 120 feet. Drawbacks. A Light spell cast on the robe or a Daylight spell cast within 5 feet of the robe gives you the Blinded condition for"
      },
      {
        "document": 1690,
        "excerpt": "inst spells and other magical effects. War Mage. Your spell save DC and spell attack bonus each increase by 2."
      },
      {
        "document": 1691,
        "excerpt": "otions of Healing 69–75 Rowboat (12 feet long) 76–83 Spell Scroll containing one spell of level 1, 2, or 3 (your choice) 1d100 Patch 84–90 2 Mastiffs 91–96 Wind"
      },
      {
        "document": 1692,
        "excerpt": "holding this rod, you can take a Reaction to absorb a spell that is targeting only you and doesn't create an area of effect. The absorbed spell's effect is canceled"
      },
      {
        "document": 1700,
        "excerpt": "arges. If you fail a saving throw against a Necromancy spell or a harmful effect originating from an Undead, you can take a Reaction to expend 1 charge and turn the"
      },
      {
        "document": 1702,
        "excerpt": "t as soon as you use the stone, and you don't cast the spell. Once Sending is cast using either stone, the stones can't be used again until the next dawn. If one of"
      },
      {
        "document": 1705,
        "excerpt": "it curses you until you are targeted by a Remove Curse spell or similar magic. Removing the Shield fails to end the curse on you. Whenever an attack with a Ranged we"
      },
      {
        "document": 1708,
        "excerpt": "iversal Solvent or Oil of Etherealness, or with a Wish spell."
      },
      {
        "document": 1709,
        "excerpt": "Spell Scroll"
      },
      {
        "document": 1710,
        "excerpt": "g throws against spells and other magical effects, and spell attack rolls have Disadvantage against you."
      },
      {
        "document": 1711,
        "excerpt": "with a planar portal (such as that created by the Gate spell) or an extradimensional space (such as that within a Portable Hole), the GM determines randomly what hap"
      },
      {
        "document": 1712,
        "excerpt": "ng the staff, you can use any of its properties: Cast Spell. You can expend 1 of the staff's charges to cast Charm Person, Command, or Comprehend Languages from it"
      },
      {
        "document": 1713,
        "excerpt": "the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell. Regaining Charges. The"
      },
      {
        "document": 1714,
        "excerpt": "the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell. Regaining Charges. The"
      },
      {
        "document": 1715,
        "excerpt": "indicates how many charges you must expend to cast the spell. Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last ch"
      },
      {
        "document": 1716,
        "excerpt": "you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. Spells. While holding the staff, you can cast one of the spells on the following table fr"
      },
      {
        "document": 1718,
        "excerpt": "the spells on the following table from it, using your spell save DC and spell attack modifier. The table indicates how many charges you must expend to cast the spel"
      },
      {
        "document": 1719,
        "excerpt": "ade with it. While you hold it, you gain a +2 bonus to spell attack rolls. Spell Absorption. While holding the staff, you have Advantage on saving throws against sp"
      },
      {
        "document": 1721,
        "excerpt": "made with it. While holding it, you have a +2 bonus to spell attack rolls. Spells. While holding the staff, you can cast one of the spells on the following table fr"
      },
      {
        "document": 1730,
        "excerpt": "the talisman as a Holy Symbol. You gain a +2 bonus to spell attack rolls while you wear or hold it. Pure Rebuke. The talisman has 7 charges. While wearing or holdi"
      },
      {
        "document": 1732,
        "excerpt": "the talisman as a Holy Symbol. You gain a +2 bonus to spell attack rolls while you wear or hold it. Ultimate End. The talisman has 6 charges. While wearing or hold"
      },
      {
        "document": 1741,
        "excerpt": "indicates how many charges you must expend to cast the spell. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's l"
      },
      {
        "document": 1743,
        "excerpt": "indicates how many charges you must expend to cast the spell. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's l"
      },
      {
        "document": 1744,
        "excerpt": "it. For 1 charge, you cast the level 3 version of the spell. You can increase the spell's level by 1 for each additional charge you expend. Regaining Charges. The"
      },
      {
        "document": 1745,
        "excerpt": "it. For 1 charge, you cast the level 3 version of the spell. You can increase the spell's level by 1 for each additional charge you expend. Regaining Charges. The"
      },
      {
        "document": 1747,
        "excerpt": "it. For 1 charge, you cast the level 1 version of the spell. You can increase the spell's level by 1 for each additional charge you expend. Regaining Charges. The"
      },
      {
        "document": 1751,
        "excerpt": "lcaster) While holding this wand, you gain a bonus to spell attack rolls determined by the wand's rarity. In addition, you ignore Half Cover when making a spell att"
      },
      {
        "document": 1753,
        "excerpt": "urself. That location becomes the point of origin of a spell or other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the"
      },
      {
        "document": 1761,
        "excerpt": "onents and using Charisma as the spellcasting ability (spell save DC 17, +9 to hit with spell attacks): At Will: Acid Arrow (level 3 version), Detect Magic, Fear 1/"
      },
      {
        "document": 1762,
        "excerpt": "onents and using Charisma as the spellcasting ability (spell save DC 18): At Will: Detect Magic, Invisibility, Mage Hand, Shatter 1/Day Each: Scrying, Sending"
      },
      {
        "document": 1763,
        "excerpt": "onents and using Charisma as the spellcasting ability (spell save DC 16): At Will: Detect Magic, Minor Illusion, Scorching Ray, Shapechange (Beast or Humanoid form"
      },
      {
        "document": 1764,
        "excerpt": "onents and using Charisma as the spellcasting ability (spell save DC 17, +10 to hit with spell attacks): At Will: Detect Magic, Guiding Bolt (level 2 version), Shap"
      },
      {
        "document": 1765,
        "excerpt": "onents and using Charisma as the spellcasting ability (spell save DC 17): At Will: Detect Magic, Mind Spike (level 4 version), Minor Illusion, Shapechange (Beast or"
      },
      {
        "document": 1766,
        "excerpt": "onents and using Charisma as the spellcasting ability (spell save DC 21, +13 to hit with spell attacks): At Will: Detect Magic, Guiding Bolt (level 2 version), Shap"
      },
      {
        "document": 1767,
        "excerpt": "onents and using Charisma as the spellcasting ability (spell save DC 17): At Will: Detect Magic, Mind Spike (level 3 version) 1/Day: Geas"
      },
      {
        "document": 1768,
        "excerpt": "onents and using Charisma as the spellcasting ability (spell save DC 20, +12 to hit with spell attacks): At Will: Command (level 2 version), Detect Magic, Scorching"
      },
      {
        "document": 1769,
        "excerpt": "onents and using Charisma as the spellcasting ability (spell save DC 19, +11 to hit with spell attacks): At Will: Detect Magic, Hold Monster, Ice Knife, Shapechange"
      },
      {
        "document": 1770,
        "excerpt": "onents and using Charisma as the spellcasting ability (spell save DC 14). The dragon can't take this action again until the start of its next turn. Pounce. The drag"
      },
      {
        "document": 1773,
        "excerpt": "onents and using Charisma as the spellcasting ability (spell save DC 21, +13 to hit with spell attacks): At Will: Acid Arrow (level 4 version), Detect Magic, Fear"
      },
      {
        "document": 1774,
        "excerpt": "onents and using Charisma as the spellcasting ability (spell save DC 22): At Will: Detect Magic, Invisibility, Mage Hand, Shatter (level 3 version) 1/Day Each: Scr"
      },
      {
        "document": 1775,
        "excerpt": "onents and using Charisma as the spellcasting ability (spell save DC 20): At Will: Detect Magic, Minor Illusion, Scorching Ray (level 3 version), Shapechange (Beast"
      },
      {
        "document": 1776,
        "excerpt": "onents and using Charisma as the spellcasting ability (spell save DC 22, +14 to hit with spell attacks): At Will: Detect Magic, Guiding Bolt (level 2 version), Shap"
      },
      {
        "document": 1777,
        "excerpt": "onents and using Charisma as the spellcasting ability (spell save DC 21): At Will: Detect Magic, Mind Spike (level 5 version), Minor Illusion, Shapechange (Beast or"
      },
      {
        "document": 1778,
        "excerpt": "nents and using Charisma as the spellcasting ability (spell save DC 24, +16 to hit with spell attacks): At Will: Detect Magic, Guiding Bolt (level 4 version), Shap"
      },
      {
        "document": 1779,
        "excerpt": "onents and using Charisma as the spellcasting ability (spell save DC 21): At Will: Detect Magic, Mind Spike (level 5 version) 1/Day Each: Geas, Modify Memory"
      },
      {
        "document": 1780,
        "excerpt": "onents and using Charisma as the spellcasting ability (spell save DC 23, +15 to hit with spell attacks): At Will: Command (level 2 version), Detect Magic, Scorching"
      },
      {
        "document": 1781,
        "excerpt": "onents and using Charisma as the spellcasting ability (spell save DC 23, +15 to hit with spell attacks): At Will: Detect Magic, Hold Monster, Ice Knife (level 2 ver"
      },
      {
        "document": 1782,
        "excerpt": "onents and using Charisma as the spellcasting ability (spell save DC 18). The dragon can't take this action again until the start of its next turn. Pounce. The drag"
      },
      {
        "document": 1790,
        "excerpt": "pells, using Intelligence as the spellcasting ability (spell save DC 17): At Will: Detect Magic, Detect Thoughts, Disguise Self, Invisibility, Light, Mage Armor (in"
      },
      {
        "document": 1805,
        "excerpt": "of its turns. The wound closes after 1 minute, after a spell restores Hit Points to the target, or after the target or a creature within 5 feet of it takes an action"
      },
      {
        "document": 1810,
        "excerpt": "-5. The penalty can be removed by casting the Mending spell on the weapon. In 1 minute, the pudding can eat through 2 feet of nonmagical wood or metal. Spider Cli"
      },
      {
        "document": 1827,
        "excerpt": "self. This trait otherwise works like the Detect Magic spell but isn't itself magical."
      },
      {
        "document": 1829,
        "excerpt": "hort or Long Rest). The cloaker casts the Mirror Image spell, requiring no spell components and using Wisdom as the spellcasting ability. The spell ends early if the"
      },
      {
        "document": 1830,
        "excerpt": "onents and using Charisma as the spellcasting ability (spell save DC 15): At Will: Detect Magic, Fog Cloud, Light 1/Day Each: Control Weather, Gaseous Form, Teleki"
      },
      {
        "document": 1835,
        "excerpt": "couatl casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 15): At Will: Detect Evil and Go"
      },
      {
        "document": 1838,
        "excerpt": "wing spells, using Wisdom as the spellcasting ability (spell save DC 12, +4 to hit with spell attacks): At Will: Light, Thaumaturgy 2/Day: Command 1/Day: Hold Per"
      },
      {
        "document": 1843,
        "excerpt": "onents and using Charisma as the spellcasting ability (spell save DC 17): At Will: Detect Evil and Good, Shapechange (Beast or Humanoid form only, no Temporary Hit"
      },
      {
        "document": 1845,
        "excerpt": "The djinni has a 30 percent chance of knowing the Wish spell. If the djinni knows it, the djinni can cast it only on behalf of a non-genie creature who communicates"
      },
      {
        "document": 1846,
        "excerpt": ". The doppelganger casts Detect Thoughts, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 12). Unsettling Visage (Rechar"
      },
      {
        "document": 1850,
        "excerpt": "mponents and using Wisdom as the spellcasting ability (spell save DC 14)."
      },
      {
        "document": 1851,
        "excerpt": "wing spells, using Wisdom as the spellcasting ability (spell save DC 13): At Will: Druidcraft, Speak with Animals 2/Day Each: Entangle, Thunderwave 1/Day Each: An"
      },
      {
        "document": 1852,
        "excerpt": "onents and using Charisma as the spellcasting ability (spell save DC 14): At Will: Animal Friendship, Charm Monster (lasts 24 hours; ends early if the dryad casts t"
      },
      {
        "document": 1853,
        "excerpt": "next turn. Sleep (1/Day). The mephit casts the Sleep spell, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 10)."
      },
      {
        "document": 1856,
        "excerpt": "he efreeti has a 30 percent chance of knowing the Wish spell. If the efreeti knows it, the efreeti can cast it only on behalf of a non-genie creature who communicate"
      },
      {
        "document": 1871,
        "excerpt": "amage. Etherealness. The ghost casts the Etherealness spell, requiring no spell components and using Charisma as the spellcasting ability. The ghost is visible on t"
      },
      {
        "document": 1890,
        "excerpt": "he owl casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability: At Will: Detect Evil and Good, Detect Magic 1/"
      },
      {
        "document": 1903,
        "excerpt": "ts and using Intelligence as the spellcasting ability (spell save DC 16): At Will: Darkness, Detect Magic, Dispel Magic 1/Day Each: Confusion, Fly, Power Word Stun"
      },
      {
        "document": 1912,
        "excerpt": "-5. The penalty can be removed by casting the Mending spell on the weapon. The ooze can eat through 2-inch-thick, nonmagical metal or wood in 1 round."
      },
      {
        "document": 1914,
        "excerpt": "e, and using Intelligence as the spellcasting ability (spell save DC 11): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must fi"
      },
      {
        "document": 1920,
        "excerpt": "mponents and using Wisdom as the spellcasting ability (spell save DC 16): At Will: Thaumaturgy 1/Day Each: Clairvoyance, Cure Wounds (level 6 version), Flame Strik"
      },
      {
        "document": 1932,
        "excerpt": "of its turns. The wound closes after 1 minute, after a spell restores Hit Points to the target, or after the target or a creature within 5 feet of it takes an action"
      },
      {
        "document": 1936,
        "excerpt": "evil casts Wall of Ice (level 8 version), requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 17)."
      },
      {
        "document": 1937,
        "excerpt": "loud (1/Day). The mephit casts Fog Cloud, requiring no spell components and using Charisma as the spellcasting ability. Frost Breath (Recharge 6). Constitution Savi"
      },
      {
        "document": 1938,
        "excerpt": "ty. The imp casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability. Shape-Shift. The imp shape-shifts to resembl"
      },
      {
        "document": 1939,
        "excerpt": "onents and using Charisma as the spellcasting ability (spell save DC 15): At Will: Disguise Self, Etherealness 1/Day Each: Dream, Hypnotic Pattern"
      },
      {
        "document": 1947,
        "excerpt": "onents and using Charisma as the spellcasting ability (spell save DC 13): At Will: Disguise Self (can appear as a Large or Medium biped), Minor Illusion 1/Day Each"
      },
      {
        "document": 1948,
        "excerpt": "t is killed by a creature under the effects of a Bless spell or its remains are sprinkled with Holy Water."
      },
      {
        "document": 1949,
        "excerpt": "pells, using Intelligence as the spellcasting ability (spell save DC 20): At Will: Detect Magic, Detect Thoughts, Dispel Magic, Fireball (level 5 version), Invisibi"
      },
      {
        "document": 1952,
        "excerpt": "pells, using Intelligence as the spellcasting ability (spell save DC 14): At Will: Detect Magic, Light, Mage Armor (included in AC), Mage Hand, Prestidigitation 2/"
      },
      {
        "document": 1966,
        "excerpt": "mponents and using Wisdom as the spellcasting ability (spell save DC 17, +9 to hit with spell attacks): At Will: Dispel Magic, Thaumaturgy 1/Day Each: Animate Dead"
      },
      {
        "document": 1969,
        "excerpt": "e, and using Intelligence as the spellcasting ability (spell save DC 14): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must fi"
      },
      {
        "document": 1976,
        "excerpt": "onents and using Charisma as the spellcasting ability (spell save DC 13): 1/Day Each: Charm Person (level 2 version), Darkness, Gaseous Form, Sleep"
      },
      {
        "document": 1986,
        "excerpt": "onents and using Charisma as the spellcasting ability (spell save DC 21). It can replace one Fireball with Hold Monster (level 7 version) or Wall of Fire."
      },
      {
        "document": 1987,
        "excerpt": "components and using Charisma as spellcasting ability (spell save DC 20): At Will: Detect Evil and Good 1/Day Each: Commune, Control Weather, Dispel Evil and Good,"
      },
      {
        "document": 1992,
        "excerpt": "wing spells, using Wisdom as the spellcasting ability (spell save DC 13): At Will: Light, Thaumaturgy 1/Day: Spirit Guardians"
      },
      {
        "document": 1996,
        "excerpt": "The quasit casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability. Scare (1/Day). Wisdom Saving Throw: DC 10, o"
      },
      {
        "document": 1997,
        "excerpt": "apons wielded by creatures under the effect of a Bless spell"
      },
      {
        "document": 2007,
        "excerpt": "-5. The penalty can be removed by casting the Mending spell on the armor or weapon. Destroy Metal. The rust monster touches a nonmagical metal object within 5 feet"
      },
      {
        "document": 2014,
        "excerpt": "e, and using Intelligence as the spellcasting ability (spell save DC 11): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must fi"
      },
      {
        "document": 2018,
        "excerpt": "of each of its turns if it has at least 1 Hit Point. Spell Storing. A spellcaster who wears the guardian's amulet can cause the guardian to store one spell of leve"
      },
      {
        "document": 2022,
        "excerpt": "onents and using Charisma as the spellcasting ability (spell save DC 25): At Will: Detect Evil and Good 1/Day Each: Commune, Control Weather, Dispel Evil and Good,"
      },
      {
        "document": 2024,
        "excerpt": "ts and using Intelligence as the spellcasting ability (spell save DC 16): At Will: Detect Magic, Identify, Mage Hand, Minor Illusion, Prestidigitation 1/Day Each:"
      },
      {
        "document": 2025,
        "excerpt": "mponents and using Wisdom as the spellcasting ability (spell save DC 20): At Will: Detect Evil and Good, Thaumaturgy 1/Day Each: Detect Magic, Dispel Magic, Greate"
      },
      {
        "document": 2028,
        "excerpt": "n 1d6 days and regains all its Hit Points. Only a Wish spell can prevent this trait from functioning."
      },
      {
        "document": 2029,
        "excerpt": "The sprite casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability."
      },
      {
        "document": 2034,
        "excerpt": "Slow (Recharge 5–6). The golem casts the Slow spell, requiring no spell components and using Constitution as the spellcasting ability (spell save DC 17)."
      },
      {
        "document": 2035,
        "excerpt": "mponents and using Wisdom as the spellcasting ability (spell save DC 18): At Will: Detect Magic, Light 1/Day: Control Weather"
      },
      {
        "document": 2036,
        "excerpt": "casts Dominate Person (level 8 version), requiring no spell components and using Charisma as the spellcasting ability (spell save DC 15). Draining Kiss. Constituti"
      },
      {
        "document": 2044,
        "excerpt": "apace. If the tarrasque is targeted by a Magic Missile spell or a spell that requires a ranged attack roll, roll 1d6. On a 1–5, the tarrasque is unaffected. On a 6,"
      },
      {
        "document": 2053,
        "excerpt": "nicorn casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 14): At Will: Detect Evil and"
      },
      {
        "document": 2056,
        "excerpt": "rge 5–6). The vampire casts Charm Person, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 17), and the duration is 24 hou"
      }
    ],
    "spell's": [
      {
        "document": 108,
        "excerpt": "argets. For example, when a wizard casts Fireball, the spell's damage is rolled once for all creatures caught in the blast."
      },
      {
        "document": 123,
        "excerpt": "Potions, bypass the casting of a spell and confer the spell's effects with its usual duration. Certain items make exceptions to these rules, changing the casting time"
      },
      {
        "document": 274,
        "excerpt": "ganized by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column, C means the spell requires Concentration, R means it's"
      },
      {
        "document": 275,
        "excerpt": "ganized by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column, C means the spell requires Concentration, R means it's"
      },
      {
        "document": 276,
        "excerpt": "ganized by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column, C means the spell requires Concentration, R means it's"
      },
      {
        "document": 277,
        "excerpt": "ganized by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column, C means the spell requires Concentration, R means it's"
      },
      {
        "document": 278,
        "excerpt": "ganized by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column, C means the spell requires Concentration, R means it's"
      },
      {
        "document": 279,
        "excerpt": "ganized by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column, C means the spell requires Concentration, R means it's"
      },
      {
        "document": 280,
        "excerpt": "ganized by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column, C means the spell requires Concentration, R means it's"
      },
      {
        "document": 281,
        "excerpt": "ganized by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column, C means the spell requires Concentration, R means it's"
      },
      {
        "document": 487,
        "excerpt": "effects when cast at a higher level, as detailed in a spell's description."
      },
      {
        "document": 489,
        "excerpt": "ist, the class's name appears in parentheses after the spell's school of magic. Some features add a spell to a character's spell list even if the character isn't a mem"
      },
      {
        "document": 490,
        "excerpt": "ire a Bonus Action, a Reaction, or 1 minute or more. A spell's Casting Time entry specifies which of those is required."
      },
      {
        "document": 492,
        "excerpt": "s cast in response to a trigger that is defined in the spell's Casting Time entry. Some spells that have a casting time of a Bonus Action are also cast in response to"
      },
      {
        "document": 494,
        "excerpt": "A spell's range indicates how far from the spellcaster the spell's effect can originate, and the spell's descripti"
      },
      {
        "document": 495,
        "excerpt": "A spell's components are physical requirements the spellcaster must meet to cast the spell. Each spell's descripti"
      },
      {
        "document": 496,
        "excerpt": "g voice. The words themselves aren't the source of the spell's power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads"
      },
      {
        "document": 499,
        "excerpt": "Material component is a particular material used in a spell's casting, as specified in parentheses in the Components entry. These materials aren't consumed by the spe"
      },
      {
        "document": 500,
        "excerpt": "A spell's duration is the length of time the spell persists after it is cast. A duration typically takes one of th"
      },
      {
        "document": 502,
        "excerpt": "ster to pick one or more targets to be affected by the spell's magic. A spell's description says whether the spell targets creatures, objects, or something else. A Cl"
      },
      {
        "document": 503,
        "excerpt": "target makes a saving throw to avoid some or all of a spell's effects. The spell specifies the ability that the target uses for the save and what happens on a success"
      },
      {
        "document": 505,
        "excerpt": "s cast Bless on the same target, that target gains the spell's benefit only once; the target doesn't receive two bonus dice. But if the durations of the spells overlap"
      },
      {
        "document": 510,
        "excerpt": "sections explain each of those entries, which follow a spell's name."
      },
      {
        "document": 512,
        "excerpt": "spell has a level from 0 to 9, which is indicated in a spell's description. A spell's level is an indicator of how powerful it is. Cantrips - simple spells that can be"
      },
      {
        "document": 513,
        "excerpt": "ots. When you cast a spell, you expend a slot of that spell's level or higher, effectively \"filling\" a slot with the spell. Imagine a spell slot is a groove of a cert"
      },
      {
        "document": 535,
        "excerpt": "ave a casting time of an action, and holding on to the spell's magic requires Concentration, which you can maintain up to the start of your next turn. If your Concentr"
      },
      {
        "document": 551,
        "excerpt": "an object that certain creatures can use in place of a spell's Material components if those materials aren't consumed by the spell and don't have a cost specified. Som"
      },
      {
        "document": 965,
        "excerpt": "Druid can-trip with a range of 10 feet or greater, the spell's range increases by 300 feet. Primal Strike. The extra damage of your Primal Strike increases to 2d8."
      },
      {
        "document": 971,
        "excerpt": "hrow, you can protect some of those creatures from the spell's full force. To do so, spend 1 Sorcery Point and choose a number of those creatures up to your Charisma m"
      },
      {
        "document": 972,
        "excerpt": "tact your patron, and you automatically succeed on the spell's saving throw. Once you cast the spell with this feature, you can't do so in this way again until you fi"
      },
      {
        "document": 977,
        "excerpt": "at it doesn't require Concentration. If you do so, the spell's duration becomes 1 minute for that casting."
      },
      {
        "document": 978,
        "excerpt": "e, you can choose a number of them equal to 1 plus the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they tak"
      },
      {
        "document": 980,
        "excerpt": "e marked by your Hunter's Mark, you can also deal that spell's extra damage to a different creature that you can see within 30 feet of the first creature."
      },
      {
        "document": 984,
        "excerpt": "ceed on an Intelligence (Arcana) check (DC 10 plus the spell's level). On a successful check, you cast the spell from the scroll. On a failed check, the scroll disinte"
      },
      {
        "document": 989,
        "excerpt": "ice when you create it. For example, if you choose the spell's ignite-extinguish effect, you determine whether the device ignites or extinguishes fire; the device does"
      },
      {
        "document": 1155,
        "excerpt": "cast the spell. Using a Higher-Level Spell Slot. The spell's duration increases by 48 hours for each spell slot level above 2."
      },
      {
        "document": 1167,
        "excerpt": "V, S, M (for each of the spell's targets, one jacinth worth 1,000+ GP and one silver bar worth 100+ GP, all of which the spell consumes)"
      },
      {
        "document": 1185,
        "excerpt": "tead of creating a new one. Under such conditions, the spell's damage increases by 1d10. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell"
      },
      {
        "document": 1194,
        "excerpt": "e of that creature forms inside the vessel used in the spell's casting and finishes growing after 120 days; you choose whether the finished clone is the same age as th"
      },
      {
        "document": 1198,
        "excerpt": "ng facts; you learn those facts as they pertain to the spell's area: - Locations of settlements - Locations of portals to other planes of existence - Location of one"
      },
      {
        "document": 1209,
        "excerpt": "an take the Disengage action as a Bonus Action for the spell's duration. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above"
      },
      {
        "document": 1214,
        "excerpt": "rea and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or yo"
      },
      {
        "document": 1220,
        "excerpt": "ust be of a form and material that you have seen. The spell's duration depends on the object's material, as shown in the Materials table. If the object is composed of"
      },
      {
        "document": 1222,
        "excerpt": "by this spell, and a light vanishes if it exceeds the spell's range."
      },
      {
        "document": 1223,
        "excerpt": "s a bowl or helm, blocks the Darkness. If any of this spell's area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that oth"
      },
      {
        "document": 1225,
        "excerpt": "s a bowl or helm, blocks the sunlight. If any of this spell's area overlaps with an area of Darkness created by a spell of level 3 or lower, that other spell is dispe"
      },
      {
        "document": 1227,
        "excerpt": "save or half as much damage on a successful one. The spell's base damage is 12d6, and the damage increases by 1d6 whenever your turn ends and the spell hasn't ended."
      },
      {
        "document": 1230,
        "excerpt": "and if an effect was created by a spell, you learn the spell's school of magic. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin she"
      },
      {
        "document": 1236,
        "excerpt": "check using your spellcasting ability (DC 10 plus that spell's level). On a successful check, the spell ends. Using a Higher-Level Spell Slot. You automatically end a"
      },
      {
        "document": 1246,
        "excerpt": "h the target as long as it remains asleep, through the spell's duration. The messenger can also shape the dream's environment, creating landscapes, objects, and other"
      },
      {
        "document": 1248,
        "excerpt": "below. Fissures. A total of 1d6 fissures open in the spell's area at the end of the turn you cast it. You choose the fissures' locations, which can't be under struct"
      },
      {
        "document": 1266,
        "excerpt": "r-Level Spell Slot. Use the spell slot's level for the spell's level in the stat block. Otherworldly Steed Large Celestial, Fey, or Fiend (Your Choice), Neutral AC"
      },
      {
        "document": 1281,
        "excerpt": "nd Undead. When a creature of a chosen type enters the spell's area for the first time on a turn or ends its turn there, the creature takes 5d10 Radiant or Necrotic da"
      },
      {
        "document": 1285,
        "excerpt": "can refrain from firing the globe after completing the spell's casting. If you do so, a globe about the size of a sling bullet, cool to the touch, appears in your hand"
      },
      {
        "document": 1290,
        "excerpt": "r-Level Spell Slot. Use the spell slot's level for the spell's level in the stat block. Giant Insect Large Beast, Unaligned AC 11 + the spell's level HP 30 + 10 fo"
      },
      {
        "document": 1299,
        "excerpt": "you can specify individuals that are unaffected by the spell's effects. You can also specify a password that, when spoken aloud within 5 feet of the warded area, makes"
      },
      {
        "document": 1322,
        "excerpt": "ion: Instantaneous You touch an object throughout the spell's casting. If the object is a magic item or some other magical object, you learn its properties and how to"
      },
      {
        "document": 1327,
        "excerpt": "ne. A creature also makes this save when it enters the spell's area for the first time on a turn or ends its turn there. A creature makes this save only once per turn."
      },
      {
        "document": 1335,
        "excerpt": "ction to move the target, which must remain within the spell's range. When the spell ends, the target floats gently to the ground if it is still aloft."
      },
      {
        "document": 1345,
        "excerpt": "ul leaves it and enters the container you used for the spell's Material component. While your soul inhabits the container, you are aware of your surroundings as if you"
      },
      {
        "document": 1359,
        "excerpt": "g worn or carried also takes the damage if it's in the spell's area, and the object starts burning if it's flammable."
      },
      {
        "document": 1363,
        "excerpt": "ain (such as a rock or stick) that is removed from the spell's area disappears immediately. Creatures with Truesight can see through the illusion to the terrain's tru"
      },
      {
        "document": 1364,
        "excerpt": "ime a creature hits you with an attack roll during the spell's duration, roll a d6 for each of your remaining duplicates. If any of the d6s rolls a 3 or higher, one of"
      },
      {
        "document": 1368,
        "excerpt": "damage only. A creature also makes this save when the spell's area moves into its space and when it enters the spell's area or ends its turn there. A creature makes t"
      },
      {
        "document": 1377,
        "excerpt": "reature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell. A bound creature must follow your commands to"
      },
      {
        "document": 1379,
        "excerpt": "u can exclude one or more areas of any size within the spell's area from being affected. Enrichment. All plants in a half-mile radius centered on a point within range"
      },
      {
        "document": 1385,
        "excerpt": "eatures of your choice who remain within range for the spell's entire casting gain the benefits of a Short Rest and also regain 2d8 Hit Points. A creature can't be aff"
      },
      {
        "document": 1421,
        "excerpt": "g worn or carried also takes the damage if it's in the spell's area. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2."
      },
      {
        "document": 1430,
        "excerpt": "in 5 feet of it takes an action to shake it out of the spell's effect. Creatures that don't sleep, such as elves, or that have Immunity to the Exhaustion condition au"
      },
      {
        "document": 1432,
        "excerpt": "e the spell fails as a result of the target making the spell's gestures too slowly. An affected target repeats the save at the end of each of its turns, ending the sp"
      },
      {
        "document": 1433,
        "excerpt": "ll, the maximum number of these d8s you can add to the spell's damage equals your spellcasting ability modifier. Cantrip Upgrade. The damage increases by 1d8 when you"
      },
      {
        "document": 1437,
        "excerpt": "commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circu"
      },
      {
        "document": 1448,
        "excerpt": "r-Level Spell Slot. Use the spell slot's level for the spell's level in the stat block. Draconic Spirit Large Dragon, Neutral AC 14 + the spell's level HP 50 + 10"
      },
      {
        "document": 1452,
        "excerpt": "you move it up to 30 feet in any direction within the spell's range. Until the end of your next turn, the creature has the Restrained condition, and if you lift it in"
      },
      {
        "document": 1454,
        "excerpt": "port to a location that no longer exists. Mishap. The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) tak"
      },
      {
        "document": 1466,
        "excerpt": "sight, you make one attack with the weapon used in the spell's casting. The attack uses your spellcasting ability for the attack and damage rolls instead of using Stre"
      },
      {
        "document": 1486,
        "excerpt": "ange. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there makes a Charisma saving throw. On a failed sa"
      },
      {
        "document": 1539,
        "excerpt": "ic action, you can strike the chime to cast Knock. The spell's customary knocking sound is replaced by the clear, ringing tone of the chime, which is audible out to 30"
      },
      {
        "document": 1548,
        "excerpt": "targeting creatures you can see within 30 feet of the spell's sensor. You don't need to concentrate on this Detect Thoughts spell to maintain it during its duration,"
      },
      {
        "document": 1549,
        "excerpt": "cally with creatures you can see within 30 feet of the spell's sensor. You can also cast Suggestion (save DC 17) through the sensor on one of those creatures. You don'"
      },
      {
        "document": 1550,
        "excerpt": "ave Truesight with a range of 120 feet centered on the spell's sensor."
      },
      {
        "document": 1576,
        "excerpt": "ast the level 1 version of the spell. You increase the spell's level by one for each additional charge you expend. The lenses regain all expended charges daily at dawn"
      },
      {
        "document": 1596,
        "excerpt": "cide on the spell, you must expend a spell slot of the spell's level. Then, to determine whether you cast the spell, make an Intelligence (Arcana) check (DC 10 plus th"
      },
      {
        "document": 1679,
        "excerpt": "u can take a Reaction to deflect the spell back at the spell's caster; the caster must make a saving throw against the spell using their own spell save DC."
      },
      {
        "document": 1692,
        "excerpt": "you and doesn't create an area of effect. The absorbed spell's effect is canceled, and the spell's energy - not the spell itself - is stored in the rod. The energy has"
      },
      {
        "document": 1709,
        "excerpt": ". Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted,"
      },
      {
        "document": 1719,
        "excerpt": "and gaining a number of charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of charges above 50, the staff explodes as i"
      },
      {
        "document": 1744,
        "excerpt": "the level 3 version of the spell. You can increase the spell's level by 1 for each additional charge you expend. Regaining Charges. The wand regains 1d6 + 1 expended"
      },
      {
        "document": 1745,
        "excerpt": "the level 3 version of the spell. You can increase the spell's level by 1 for each additional charge you expend. Regaining Charges. The wand regains 1d6 + 1 expended"
      },
      {
        "document": 1747,
        "excerpt": "the level 1 version of the spell. You can increase the spell's level by 1 for each additional charge you expend. Regaining Charges. The wand regains 1d6 + 1 expended"
      },
      {
        "document": 1753,
        "excerpt": ". Spells cast from the wand have a save DC of 15. If a spell's maximum range is normally less than 120 feet, it becomes 120 feet when cast from the wand. If an effect"
      },
      {
        "document": 1790,
        "excerpt": "chmage casts Counterspell or Shield in response to the spell's trigger, using the same spellcasting ability as Spellcasting."
      },
      {
        "document": 1845,
        "excerpt": "spell for the creature, the djinni suffers none of the spell's stress. Once the djinni has cast it three times, the djinni can't do so again for 365 days."
      },
      {
        "document": 1856,
        "excerpt": "pell for the creature, the efreeti suffers none of the spell's stress. Once the efreeti has cast it three times, the efreeti can't do so again for 365 days."
      },
      {
        "document": 1914,
        "excerpt": "ng spells, requiring no Material components, using the spell's normal casting time, and using Intelligence as the spellcasting ability (spell save DC 11): Augury, Find"
      },
      {
        "document": 1949,
        "excerpt": "e lich casts Counterspell or Shield in response to the spell's trigger, using the same spellcasting ability as Spellcasting."
      },
      {
        "document": 1952,
        "excerpt": "e mage casts Counterspell or Shield in response to the spell's trigger, using the same spellcasting ability as Spellcasting."
      },
      {
        "document": 1969,
        "excerpt": "ng spells, requiring no Material components, using the spell's normal casting time, and using Intelligence as the spellcasting ability (spell save DC 14): Augury, Find"
      },
      {
        "document": 2014,
        "excerpt": "ng spells, requiring no Material components, using the spell's normal casting time, and using Intelligence as the spellcasting ability (spell save DC 11): Augury, Find"
      }
    ],
    "spellbinding": [
      {
        "document": 1641,
        "excerpt": "n to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or"
      }
    ],
    "spellbook": [
      {
        "document": 973,
        "excerpt": "r B: (A) 2 Daggers, Arcane Focus (Quarterstaff), Robe, Spellbook, Scholar’s Pack, and 5 GP; or (B) 55 GP"
      },
      {
        "document": 978,
        "excerpt": "h must be no higher than level 2, and add them to your spellbook for free. In addition, whenever you gain access to a new level of spell slots in this class, you can ad"
      },
      {
        "document": 1709,
        "excerpt": "shown in the following table. Copying a Scroll into a Spellbook. A Wizard spell on a Spell Scroll can be copied into a spellbook. When a spell is copied in this way, th"
      }
    ],
    "spellbooks": [
      {
        "document": 817,
        "excerpt": "Spellbooks"
      }
    ],
    "spellcaster": [
      {
        "document": 117,
        "excerpt": "t class to attune to the item. If a creature must be a spellcaster to attune to an item, the creature qualifies if it can cast at least one spell using its traits or featu"
      },
      {
        "document": 264,
        "excerpt": "this total level in the Level column of the Multiclass Spellcaster table. You use the slots for that level to cast spells of an appropriate level from any class whose Spel"
      },
      {
        "document": 392,
        "excerpt": "A spellcaster can transfer a spell to a scroll and create a Spell Scroll, using the rules below."
      },
      {
        "document": 487,
        "excerpt": "When a spellcaster casts a spell using a slot that is of a higher level than the spell, the spell takes on the higher level"
      },
      {
        "document": 494,
        "excerpt": "A spell's range indicates how far from the spellcaster the spell's effect can originate, and the spell's description specifies which part of the effect is limi"
      },
      {
        "document": 495,
        "excerpt": "A spell's components are physical requirements the spellcaster must meet to cast the spell. Each spell's description indicates whether it requires Verbal (V), Somatic"
      },
      {
        "document": 498,
        "excerpt": "ceful gesticulation or an intricate set of gestures. A spellcaster must use at least one of their hands to perform these movements."
      },
      {
        "document": 499,
        "excerpt": "l unless the spell's description states otherwise. The spellcaster must have a hand free to access them, but it can be the same hand used to perform Somatic components, if"
      },
      {
        "document": 513,
        "excerpt": "Spellcasting is taxing, so a spellcaster can cast only a limited number of level 1+ spells before resting. Spell slots are the main way a spellca"
      },
      {
        "document": 514,
        "excerpt": "'t expend a spell slot. To cast a spell as a Ritual, a spellcaster must have it prepared. Special Abilities. Some characters and monsters have special abilities that allo"
      },
      {
        "document": 742,
        "excerpt": "Spell attack (the ability used is determined by the spellcaster’s spellcasting feature, as explained in “Spells”)"
      },
      {
        "document": 1621,
        "excerpt": "g table. To decipher and use the manual, you must be a spellcaster with at least two level 5 spell slots. A creature that can't use a Manual of Golems and attempts to read"
      },
      {
        "document": 1636,
        "excerpt": "Requires Attunement by a Spellcaster"
      },
      {
        "document": 1692,
        "excerpt": "of spell energy it currently has stored. If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared o"
      },
      {
        "document": 1744,
        "excerpt": "Requires Attunement by a Spellcaster"
      },
      {
        "document": 1745,
        "excerpt": "Requires Attunement by a Spellcaster"
      },
      {
        "document": 1748,
        "excerpt": "Requires Attunement by a Spellcaster"
      },
      {
        "document": 1749,
        "excerpt": "Requires Attunement by a Spellcaster"
      },
      {
        "document": 1751,
        "excerpt": "Requires Attunement by a Spellcaster"
      },
      {
        "document": 1752,
        "excerpt": "Requires Attunement by a Spellcaster"
      },
      {
        "document": 2018,
        "excerpt": "urns if it has at least 1 Hit Point. Spell Storing. A spellcaster who wears the guardian's amulet can cause the guardian to store one spell of level 4 or lower. To do so,"
      }
    ],
    "spellcaster's": [
      {
        "document": 513,
        "excerpt": "spells before resting. Spell slots are the main way a spellcaster's magical potential is represented. Each spellcasting class gives its members a limited number of spell sl"
      }
    ],
    "spellcasters": [
      {
        "document": 246,
        "excerpt": "In tier 2, characters are full-fledged adventurers. Spellcasters gain iconic spells such as Fireball, Lightning Bolt, and Raise Dead. Most weapon-focused classes gain th"
      },
      {
        "document": 248,
        "excerpt": "akes them special among adventurers. At level 11, many spellcasters learn reality-altering spells. Other characters gain features that allow them to make more attacks or to"
      }
    ],
    "spellcasting": [
      {
        "document": 22,
        "excerpt": "u to make a save, the DC is determined by the caster's spellcasting ability and Proficiency Bonus. Monster abilities that call for saves specify the DC."
      },
      {
        "document": 71,
        "excerpt": "lurry of weapon swings, feints, parries, footwork, and spellcasting. The game organizes combat into a cycle of rounds and turns. A round represents about 6 seconds in the g"
      },
      {
        "document": 123,
        "excerpt": "l. A magic item may require the user to use their own spellcasting ability when casting a spell from the item. If the user has more than one spellcasting ability, the user"
      },
      {
        "document": 175,
        "excerpt": "Spellcasting"
      },
      {
        "document": 241,
        "excerpt": "with a weapon to your damage rolls with that weapon. Spellcasting. Note both the saving throw DC for your spells and the attack bonus for attacks you make with them, usin"
      },
      {
        "document": 261,
        "excerpt": "s' descriptions. Special rules apply to Extra Attack, Spellcasting, and features (such as Unarmored Defense) that give you alternative ways to calculate your Armor Class."
      },
      {
        "document": 264,
        "excerpt": "Spellcasting"
      },
      {
        "document": 376,
        "excerpt": "Spellcasting"
      },
      {
        "document": 449,
        "excerpt": "Sorcerer, Warlock, or Wizard can use such an item as a Spellcasting Focus. Arcane Focuses"
      },
      {
        "document": 478,
        "excerpt": "l magic. A Druid or Ranger can use such an object as a Spellcasting Focus. Druidic Focuses"
      },
      {
        "document": 485,
        "excerpt": "magic. A Cleric or Paladin can use a Holy Symbol as a Spellcasting Focus. The table indicates whether a Holy Symbol needs to be held, worn, or borne on fabric (such as a"
      },
      {
        "document": 499,
        "excerpt": "ied in the spell, or the spellcaster can substitute a Spellcasting Focus if the caster has a feature that allows that substitution. To use a Component Pouch, you must have"
      },
      {
        "document": 503,
        "excerpt": "late the DC for your spells: Spell save DC = 8 + your spellcasting ability modifier + your Proficiency Bonus"
      },
      {
        "document": 504,
        "excerpt": "odifier for your spells: Spell attack modifier = your spellcasting ability modifier + your Proficiency Bonus"
      },
      {
        "document": 508,
        "excerpt": "f you have a list of level 1+ spells you prepare, your spellcasting feature specifies when you can change the list and the number of spells you can change, as summarized in"
      },
      {
        "document": 511,
        "excerpt": "ng it. You are otherwise too hampered by the armor for spellcasting."
      },
      {
        "document": 512,
        "excerpt": "cast almost by rote - are level 0. The rules for each spellcasting class say when its members gain access to spells of certain levels."
      },
      {
        "document": 513,
        "excerpt": "Spellcasting is taxing, so a spellcaster can cast only a limited number of level 1+ spells before resting. Spell slot"
      },
      {
        "document": 514,
        "excerpt": "uch a spell can be cast following the normal rules for spellcasting, or it can be cast as a Ritual. The Ritual version of a spell takes 10 minutes longer to cast than norma"
      },
      {
        "document": 551,
        "excerpt": "Spellcasting Focus"
      },
      {
        "document": 742,
        "excerpt": "k (the ability used is determined by the spellcaster’s spellcasting feature, as explained in “Spells”)"
      },
      {
        "document": 824,
        "excerpt": "Spellcasting, Druidic, Primal Order"
      },
      {
        "document": 842,
        "excerpt": "Lay On Hands, Spellcasting, Weapon Mastery"
      },
      {
        "document": 849,
        "excerpt": "Spellcasting, Favored Enemy, Weapon Mastery"
      },
      {
        "document": 858,
        "excerpt": "Spellcasting, Innate Sorcery"
      },
      {
        "document": 883,
        "excerpt": "Spellcasting, Ritual Adept, Arcane Recovery"
      },
      {
        "document": 896,
        "excerpt": "Bardic Inspiration, Spellcasting"
      },
      {
        "document": 908,
        "excerpt": "Spellcasting, Divine Order"
      },
      {
        "document": 925,
        "excerpt": "Spellcasting Services"
      },
      {
        "document": 963,
        "excerpt": "Spellcasting"
      },
      {
        "document": 964,
        "excerpt": "Spellcasting"
      },
      {
        "document": 965,
        "excerpt": "Spellcasting"
      },
      {
        "document": 968,
        "excerpt": "Spellcasting"
      },
      {
        "document": 969,
        "excerpt": "Spellcasting"
      },
      {
        "document": 971,
        "excerpt": "Spellcasting"
      },
      {
        "document": 972,
        "excerpt": "ability to cast spells. See “Spells” for the rules on spellcasting. The information below details how you use those rules with Warlock spells, which appear in the Warlock"
      },
      {
        "document": 973,
        "excerpt": "Spellcasting"
      },
      {
        "document": 984,
        "excerpt": "u can use any Spell Scroll, using Intelligence as your spellcasting ability for the spell. If the spell is a cantrip or a level 1 spell, you can cast it reliably. If the sc"
      },
      {
        "document": 988,
        "excerpt": "out Trace | Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage)."
      },
      {
        "document": 989,
        "excerpt": "you choose, Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage):"
      },
      {
        "document": 994,
        "excerpt": "iate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the legacy)."
      },
      {
        "document": 1006,
        "excerpt": "Level 19+, Spellcasting Feature"
      },
      {
        "document": 1012,
        "excerpt": "spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this feat's spells (choose when you select this feat). Level 1 Spell. Choose a level 1 spel"
      },
      {
        "document": 1153,
        "excerpt": "ormal damage for your Unarmed Strike, and you use your spellcasting ability modifier for the attack and damage rolls rather than using Strength."
      },
      {
        "document": 1158,
        "excerpt": "antuan. The maximum number of objects is equal to your spellcasting ability modifier; for this number, a Medium or smaller target counts as one object, a Large target coun"
      },
      {
        "document": 1163,
        "excerpt": "5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target, remaining within 5 feet of it. Grasping Hand. The han"
      },
      {
        "document": 1165,
        "excerpt": "the target takes Force damage equal to 4d12 plus your spellcasting ability modifier. On your later turns, you can take a Bonus Action to move the sword up to 30 feet to a"
      },
      {
        "document": 1205,
        "excerpt": "The target regains Hit Points equal to 4d12 plus your spellcasting ability modifier. Searing Light. The target makes a Dexterity saving throw, taking 6d12 Radiant damage"
      },
      {
        "document": 1207,
        "excerpt": "he target takes Psychic damage equal to 3d12 plus your spellcasting ability modifier, and the target has the Frightened condition until the start of your next turn, with bo"
      },
      {
        "document": 1221,
        "excerpt": "regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot lev"
      },
      {
        "document": 1236,
        "excerpt": "higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell's level). On a successful check, the spell ends. Using a Higher-Level Sp"
      },
      {
        "document": 1274,
        "excerpt": "t, the target takes Fire damage equal to 3d6 plus your spellcasting ability modifier. The flaming blade sheds Bright Light in a 10-foot radius and Dim Light for an additio"
      },
      {
        "document": 1308,
        "excerpt": "within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 2d4 for each spell slot lev"
      },
      {
        "document": 1312,
        "excerpt": "condition and gains Temporary Hit Points equal to your spellcasting ability modifier at the start of each of its turns. Using a Higher-Level Spell Slot. You can target one"
      },
      {
        "document": 1345,
        "excerpt": "and you make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die. If t"
      },
      {
        "document": 1351,
        "excerpt": "Each target regains Hit Points equal to 5d8 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 1d8 for each spell slot lev"
      },
      {
        "document": 1353,
        "excerpt": "within range regain Hit Points equal to 2d4 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 1d4 for each spell slot lev"
      },
      {
        "document": 1420,
        "excerpt": "iciencies; and ability to communicate. If you have the Spellcasting feature, you retain it too. Upon shape-shifting, you determine whether your equipment drops to the grou"
      },
      {
        "document": 1424,
        "excerpt": "ith nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the"
      },
      {
        "document": 1433,
        "excerpt": "hese d8s you can add to the spell's damage equals your spellcasting ability modifier. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8),"
      },
      {
        "document": 1441,
        "excerpt": ", the target takes Force damage equal to 1d8 plus your spellcasting ability modifier. As a Bonus Action on your later turns, you can move the force up to 20 feet and repea"
      },
      {
        "document": 1466,
        "excerpt": "apon used in the spell's casting. The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity. If the attack deals dama"
      },
      {
        "document": 1596,
        "excerpt": "zard) This pointed hat has the following properties. Spellcasting Focus. While holding the hat, you can use it as a Spellcasting Focus for your Wizard spells. Any spell y"
      },
      {
        "document": 1609,
        "excerpt": "the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster but is otherwise treated as if you cast the spell. The spell cast from th"
      },
      {
        "document": 1667,
        "excerpt": "wim Speed of 60 feet, and you can breathe underwater. Spellcasting. The ring has 5 charges and re-gains 1d4 + 1 expended charges daily at dawn. While wearing the ring, you"
      },
      {
        "document": 1678,
        "excerpt": "the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster but is otherwise treated as if you cast the spell. The spell cast from th"
      },
      {
        "document": 1709,
        "excerpt": "an normally cast, you make an ability check using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell's level. On a failed ch"
      },
      {
        "document": 1715,
        "excerpt": "the spells on the following table from it, using your spellcasting ability modifier. The table indicates how many charges you must expend to cast the spell. Regaining Cha"
      },
      {
        "document": 1761,
        "excerpt": "Rend attacks. It can replace one attack with a use of Spellcasting to cast Acid Arrow (level 3 version). Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 13 (2d6 + 6) Slas"
      },
      {
        "document": 1762,
        "excerpt": "Rend attacks. It can replace one attack with a use of Spellcasting to cast Shatter. Rend. Melee Attack Roll: +12, reach 10 ft. Hit: 16 (2d8 + 7) Slashing damage plus 5 (1"
      },
      {
        "document": 1763,
        "excerpt": "place one attack with a use of (A) Sleep Breath or (B) Spellcasting to cast Scorching Ray. Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 17 (2d10 + 6) Slashing damage pl"
      },
      {
        "document": 1764,
        "excerpt": "e one attack with a use of (A) Repulsion Breath or (B) Spellcasting to cast Guiding Bolt (level 2 version). Rend. Melee Attack Roll: +12, reach 10 ft. Hit: 16 (2d8 + 7) Sl"
      },
      {
        "document": 1765,
        "excerpt": "ace one attack with a use of (A) Slowing Breath or (B) Spellcasting to cast Mind Spike (level 4 version). Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 17 (2d10 + 6) Sla"
      },
      {
        "document": 1766,
        "excerpt": "d attacks. It can replace one attack with a use of (A) Spellcasting to cast Guiding Bolt (level 2 version) or (B) Weakening Breath. Rend. Melee Attack Roll: +14, reach 10"
      },
      {
        "document": 1767,
        "excerpt": "Rend attacks. It can replace one attack with a use of Spellcasting to cast Mind Spike (level 3 version). Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 15 (2d8 + 6) Slas"
      },
      {
        "document": 1768,
        "excerpt": "Rend attacks. It can replace one attack with a use of Spellcasting to cast Scorching Ray. Rend. Melee Attack Roll: +14, reach 10 ft. Hit: 13 (1d10 + 8) Slashing damage pl"
      },
      {
        "document": 1769,
        "excerpt": "one attack with a use of (A) Paralyzing Breath or (B) Spellcasting to cast Ice Knife. Rend. Melee Attack Roll: +13, reach 10 ft. Hit: 17 (2d8 + 8) Slashing damage plus 4"
      },
      {
        "document": 1770,
        "excerpt": "iring no Material components and using Charisma as the spellcasting ability (spell save DC 14). The dragon can't take this action again until the start of its next turn. P"
      },
      {
        "document": 1773,
        "excerpt": "Rend attacks. It can replace one attack with a use of Spellcasting to cast Acid Arrow (level 4 version). Rend. Melee Attack Roll: +15, reach 15 ft. Hit: 17 (2d8 + 8) Slas"
      },
      {
        "document": 1774,
        "excerpt": "Rend attacks. It can replace one attack with a use of Spellcasting to cast Shatter (level 3 version). Rend. Melee Attack Roll: +16, reach 15 ft. Hit: 18 (2d8 + 9) Slashin"
      },
      {
        "document": 1775,
        "excerpt": "place one attack with a use of (A) Sleep Breath or (B) Spellcasting to cast Scorching Ray (level 3 version). Rend. Melee Attack Roll: +14, reach 15 ft. Hit: 19 (2d10 + 8)"
      },
      {
        "document": 1776,
        "excerpt": "e one attack with a use of (A) Repulsion Breath or (B) Spellcasting to cast Guiding Bolt (level 2 version). Rend. Melee Attack Roll: +16, reach 15 ft. Hit: 18 (2d8 + 9) Sl"
      },
      {
        "document": 1777,
        "excerpt": "ace one attack with a use of (A) Slowing Breath or (B) Spellcasting to cast Mind Spike (level 5 version). Rend. Melee Attack Roll: +15, reach 15 ft. Hit: 19 (2d10 + 8) Sla"
      },
      {
        "document": 1778,
        "excerpt": "d attacks. It can replace one attack with a use of (A) Spellcasting to cast Guiding Bolt (level 4 version) or (B) Weakening Breath. Rend. Melee Attack Roll: +17 to hit, re"
      },
      {
        "document": 1779,
        "excerpt": "Rend attacks. It can replace one attack with a use of Spellcasting to cast Mind Spike (level 5 version). Rend. Melee Attack Roll: +15, reach 15 ft. Hit: 17 (2d8 + 8) Slas"
      },
      {
        "document": 1780,
        "excerpt": "Rend attacks. It can replace one attack with a use of Spellcasting to cast Scorching Ray (level 3 version). Rend. Melee Attack Roll: +17, reach 15 ft. Hit: 19 (2d8 + 10)"
      },
      {
        "document": 1781,
        "excerpt": "one attack with a use of (A) Paralyzing Breath or (B) Spellcasting to cast Ice Knife (level 2 version). Rend. Melee Attack Roll: +17, reach 15 ft. Hit: 19 (2d8 + 10) Slas"
      },
      {
        "document": 1782,
        "excerpt": "iring no Material components and using Charisma as the spellcasting ability (spell save DC 18). The dragon can't take this action again until the start of its next turn. P"
      },
      {
        "document": 1790,
        "excerpt": "ft. or range 150 ft. Hit: 27 (4d10 + 5) Force damage. Spellcasting. The archmage casts one of the following spells, using Intelligence as the spellcasting ability (spell s"
      },
      {
        "document": 1829,
        "excerpt": "requiring no spell components and using Wisdom as the spellcasting ability. The spell ends early if the cloaker starts or ends its turn in Bright Light."
      },
      {
        "document": 1830,
        "excerpt": "y combination. It can replace one attack with a use of Spellcasting to cast Fog Cloud. Thunderous Mace. Melee Attack Roll: +12, reach 10 ft. Hit: 21 (3d8 + 8) Bludgeoning"
      },
      {
        "document": 1835,
        "excerpt": "has the Restrained condition until the grapple ends. Spellcasting. The couatl casts one of the following spells, requiring no spell components and using Wisdom as the spe"
      },
      {
        "document": 1838,
        "excerpt": "d8 + 2) Slashing damage plus 7 (2d6) Necrotic damage. Spellcasting. The cultist casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC"
      },
      {
        "document": 1843,
        "excerpt": "+ 4) Bludgeoning damage plus 18 (4d8) Radiant damage. Spellcasting. The deva casts one of the following spells, requiring no Material components and using Charisma as the"
      },
      {
        "document": 1845,
        "excerpt": "s the save, ending the effect on itself on a success. Spellcasting. The djinni casts one of the following spells, requiring no Material components and using Charisma as th"
      },
      {
        "document": 1846,
        "excerpt": "equiring no spell components and using Charisma as the spellcasting ability (spell save DC 12). Unsettling Visage (Recharge 6). Wisdom Saving Throw: DC 12, each creature i"
      },
      {
        "document": 1850,
        "excerpt": "quiring no Material components and using Wisdom as the spellcasting ability (spell save DC 14)."
      },
      {
        "document": 1851,
        "excerpt": "Roll: +5, range 90 ft. Hit: 10 (3d6) Radiant damage. Spellcasting. The druid casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13"
      },
      {
        "document": 1852,
        "excerpt": "es one Vine Lash or Thorn Burst attack, and it can use Spellcasting to cast Charm Monster. Vine Lash. Melee Attack Roll: +6, reach 10 ft. Hit: 8 (1d8 + 4) Slashing damage."
      },
      {
        "document": 1853,
        "excerpt": "equiring no spell components and using Charisma as the spellcasting ability (spell save DC 10)."
      },
      {
        "document": 1856,
        "excerpt": "ck Roll: +8, range 120 ft. Hit: 24 (7d6) Fire damage. Spellcasting. The efreeti casts one of the following spells, requiring no Material components and using Charisma as t"
      },
      {
        "document": 1871,
        "excerpt": "equiring no spell components and using Charisma as the spellcasting ability. The ghost is visible on the Material Plane while on the Border Ethereal and vice versa, but it"
      },
      {
        "document": 1890,
        "excerpt": "l: +4, reach 5 ft. Hit: 7 (1d10 + 2) Slashing damage. Spellcasting. The owl casts one of the following spells, requiring no spell components and using Wisdom as the spellc"
      },
      {
        "document": 1903,
        "excerpt": "e glabrezu makes two Pincer attacks and uses Pummel or Spellcasting. Pincer. Melee Attack Roll: +9, reach 10 ft. Hit: 16 (2d10 + 5) Slashing damage. If the target is a Med"
      },
      {
        "document": 1914,
        "excerpt": "l's normal casting time, and using Intelligence as the spellcasting ability (spell save DC 11): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant."
      },
      {
        "document": 1920,
        "excerpt": "t of the naga's next turn. Success: Half damage only. Spellcasting. The naga casts one of the following spells, requiring no Somatic or Material components and using Wisdo"
      },
      {
        "document": 1936,
        "excerpt": "ring no spell components and using Intelligence as the spellcasting ability (spell save DC 17)."
      },
      {
        "document": 1937,
        "excerpt": "equiring no spell components and using Charisma as the spellcasting ability. Frost Breath (Recharge 6). Constitution Saving Throw: DC 10, each creature in a 15-foot Cone."
      },
      {
        "document": 1938,
        "excerpt": "equiring no spell components and using Charisma as the spellcasting ability. Shape-Shift. The imp shape-shifts to resemble a rat (Speed 20 ft.), a raven (20 ft., Fly 60 ft"
      },
      {
        "document": 1939,
        "excerpt": "e target gains no benefit from finishing Short Rests. Spellcasting. The incubus casts one of the following spells, requiring no Material components and using Charisma as t"
      },
      {
        "document": 1947,
        "excerpt": ", the target has the Charmed and Poisoned conditions. Spellcasting. The lamia casts one of the following spells, requiring no Material components and using Charisma as the"
      },
      {
        "document": 1949,
        "excerpt": "ed condition until the start of the lich's next turn. Spellcasting. The lich casts one of the following spells, using Intelligence as the spellcasting ability (spell save"
      },
      {
        "document": 1952,
        "excerpt": "ft. or range 120 ft. Hit: 16 (3d8 + 3) Force damage. Spellcasting. The mage casts one of the following spells, using Intelligence as the spellcasting ability (spell save"
      },
      {
        "document": 1966,
        "excerpt": "zed condition until the end of the mummy's next turn. Spellcasting. The mummy casts one of the following spells, requiring no Material components and using Wisdom as the s"
      },
      {
        "document": 1969,
        "excerpt": "l's normal casting time, and using Intelligence as the spellcasting ability (spell save DC 14): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant."
      },
      {
        "document": 1976,
        "excerpt": "e Ray attacks. It can replace one attack with a use of Spellcasting. Claw. Melee Attack Roll: +7, reach 10 ft. Hit: 10 (1d12 + 4) Slashing damage plus 9 (2d8) Necrotic dam"
      },
      {
        "document": 1986,
        "excerpt": "+ 8) Force damage plus 21 (6d6) Fire damage. Hellfire Spellcasting (Recharge 4–6). The pit fiend casts Fireball (level 5 version) twice, requiring no Material components a"
      },
      {
        "document": 1987,
        "excerpt": "ilure: 24 (7d6) Radiant damage. Success: Half damage. Spellcasting. The planetar casts one of the following spells, requiring no Material components and using Charisma as"
      },
      {
        "document": 1991,
        "excerpt": "k Roll: +4, range 60 ft. Hit: 7 (2d6) Radiant damage. Spellcasting. The priest casts one of the following spells, using Wisdom as the spellcasting ability: At Will: Light"
      },
      {
        "document": 1992,
        "excerpt": "Roll: +5, range 60 ft. Hit: 11 (2d10) Radiant damage. Spellcasting. The priest casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 1"
      },
      {
        "document": 1996,
        "excerpt": "equiring no spell components and using Charisma as the spellcasting ability. Scare (1/Day). Wisdom Saving Throw: DC 10, one creature within 20 feet. Failure: The target ha"
      },
      {
        "document": 1997,
        "excerpt": "nditions until the start of the rakshasa's next turn. Spellcasting. The rakshasa casts one of the following spells, requiring no Material components and using Charisma as"
      },
      {
        "document": 2014,
        "excerpt": "l's normal casting time, and using Intelligence as the spellcasting ability (spell save DC 11): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant."
      },
      {
        "document": 2018,
        "excerpt": ", requiring no spell components and using the caster's spellcasting ability. The stored spell is then lost."
      },
      {
        "document": 2022,
        "excerpt": "d8 + 6) Piercing damage plus 36 (8d8) Radiant damage. Spellcasting. The solar casts one of the following spells, requiring no Material components and using Charisma as the"
      },
      {
        "document": 2024,
        "excerpt": "condition until the start of the sphinx's next turn. Spellcasting. The sphinx casts one of the following spells, requiring no Material components and using Intelligence a"
      },
      {
        "document": 2025,
        "excerpt": "t has the Prone condition. Success: Half damage only. Spellcasting. The sphinx casts one of the following spells, requiring no Material components and using Wisdom as the"
      },
      {
        "document": 2028,
        "excerpt": "Roll: +6, range 60 ft. Hit: 21 (6d6) Necrotic damage. Spellcasting. The naga casts one of the following spells, requiring no Somatic or Material components and using Intel"
      },
      {
        "document": 2029,
        "excerpt": "equiring no spell components and using Charisma as the spellcasting ability."
      },
      {
        "document": 2034,
        "excerpt": "ring no spell components and using Constitution as the spellcasting ability (spell save DC 17)."
      },
      {
        "document": 2035,
        "excerpt": "e: 55 (10d10) Lightning damage. Success: Half damage. Spellcasting. The giant casts one of the following spells, requiring no Material components and using Wisdom as the s"
      },
      {
        "document": 2036,
        "excerpt": "equiring no spell components and using Charisma as the spellcasting ability (spell save DC 15). Draining Kiss. Constitution Saving Throw: DC 15, one creature Charmed by th"
      },
      {
        "document": 2053,
        "excerpt": "ll: +7, reach 5 ft. Hit: 9 (1d10 + 4) Radiant damage. Spellcasting. The unicorn casts one of the following spells, requiring no spell components and using Charisma as the"
      },
      {
        "document": 2056,
        "excerpt": "equiring no spell components and using Charisma as the spellcasting ability (spell save DC 17), and the duration is 24 hours. The Charmed target is a willing recipient of t"
      }
    ],
    "spellguard": [
      {
        "document": 1710,
        "excerpt": "Spellguard Shield"
      }
    ],
    "spells": [
      {
        "document": 12,
        "excerpt": "Some spells and other effects confer Temporary Hit Points, which are a buffer against losing actual Hit Points, as e"
      },
      {
        "document": 27,
        "excerpt": "ature's AC can then be modified by armor, magic items, spells, and more. Only One Base AC. Some spells and class features give characters a different way to calculat"
      },
      {
        "document": 34,
        "excerpt": "ttacks and for calculating the DC of saving throws for spells. Proficiency Bonus"
      },
      {
        "document": 37,
        "excerpt": "s elements - class features, feats, weapon properties, spells, magic items, monster abilities, and the like - that sometimes contradict a general rule. When an except"
      },
      {
        "document": 44,
        "excerpt": "Various class features, spells, and other abilities let you take an additional action on your turn called a Bonus Action. The Cunning A"
      },
      {
        "document": 45,
        "excerpt": "Certain special abilities, spells, and situations allow you to take a special action called a Reaction. A Reaction is an instant response"
      },
      {
        "document": 52,
        "excerpt": "ticing danger, hitting an enemy, and targeting certain spells - are affected by sight, so effects that obscure vision can hinder you, as explained below."
      },
      {
        "document": 85,
        "excerpt": "ntage or Disadvantage against the target. In addition, spells, special abilities, and other effects can apply penalties or bonuses to your attack roll. 3: Resolve the"
      },
      {
        "document": 87,
        "excerpt": "e send projectiles to strike a foe at a distance. Many spells also involve making a ranged attack."
      },
      {
        "document": 90,
        "excerpt": "attacks with claws, teeth, or other body parts. A few spells also involve melee attacks."
      },
      {
        "document": 105,
        "excerpt": "Blowgun. See “Equipment” for weapons' damage dice and “Spells” for spells' damage dice."
      },
      {
        "document": 123,
        "excerpt": "Spells Cast from Items"
      },
      {
        "document": 132,
        "excerpt": "Spells"
      },
      {
        "document": 170,
        "excerpt": "ifferent kinds of attacks, see “Playing the Game” and “Spells.” Hit. Any damage dealt or other effects that occur as a result of an attack hitting a target are descr"
      },
      {
        "document": 175,
        "excerpt": "If a monster can cast any spells, its stat block lists the spells and provides the monster's spellcasting ability, spell save DC (if any"
      },
      {
        "document": 181,
        "excerpt": "ag that identifies the type of creature it is. Certain spells, magic items, class features, and other effects in the game interact in special ways with creatures of a"
      },
      {
        "document": 241,
        "excerpt": "Spellcasting. Note both the saving throw DC for your spells and the attack bonus for attacks you make with them, using these formulas: Spell save DC = 8 + spellcas"
      },
      {
        "document": 246,
        "excerpt": "are full-fledged adventurers. Spellcasters gain iconic spells such as Fireball, Lightning Bolt, and Raise Dead. Most weapon-focused classes gain the ability to make m"
      },
      {
        "document": 248,
        "excerpt": "At level 11, many spellcasters learn reality-altering spells. Other characters gain features that allow them to make more attacks or to do more impressive things wit"
      },
      {
        "document": 264,
        "excerpt": "from only one class, follow the rules for that class. Spells Prepared. You determine what spells you can prepare for each class individually, as if you were a single"
      },
      {
        "document": 274,
        "excerpt": "This section presents the Druid spell list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the S"
      },
      {
        "document": 275,
        "excerpt": "This section presents the Paladin spell list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the S"
      },
      {
        "document": 276,
        "excerpt": "This section presents the Ranger spell list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the S"
      },
      {
        "document": 277,
        "excerpt": "This section presents the Sorcerer spell list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the S"
      },
      {
        "document": 278,
        "excerpt": "This section presents the Warlock spell list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the S"
      },
      {
        "document": 279,
        "excerpt": "This section presents the Wizard spell list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the S"
      },
      {
        "document": 280,
        "excerpt": "This section presents the Bard spell list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the S"
      },
      {
        "document": 281,
        "excerpt": "This section presents the Cleric spell list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the S"
      },
      {
        "document": 376,
        "excerpt": "ettlements contain individuals who are willing to cast spells in exchange for payment. If a spell has expensive components, add the cost of those components to the co"
      },
      {
        "document": 408,
        "excerpt": "hat involves Strength or Dexterity, and you can't cast spells."
      },
      {
        "document": 473,
        "excerpt": "nts that hold all the free Material components of your spells."
      },
      {
        "document": 486,
        "excerpt": "Spells"
      },
      {
        "document": 487,
        "excerpt": "e spell expands to fill the slot it is put into. Some spells, such as Magic Missile and Cure Wounds, have more powerful effects when cast at a higher level, as detai"
      },
      {
        "document": 488,
        "excerpt": "Schools of Magic table. These categories help describe spells but have no rules of their own, although some other rules refer to them. Schools of Magic"
      },
      {
        "document": 490,
        "excerpt": "Most spells require the Magic action to cast, but some spells require a Bonus Action, a Reaction, or 1 minute or mor"
      },
      {
        "document": 492,
        "excerpt": "hat is defined in the spell's Casting Time entry. Some spells that have a casting time of a Bonus Action are also cast in response to a trigger defined in the spell."
      },
      {
        "document": 493,
        "excerpt": "Certain spells - including a spell cast as a Ritual - require more time to cast: minutes or even hours. While you cast"
      },
      {
        "document": 497,
        "excerpt": "Gaining Spells"
      },
      {
        "document": 502,
        "excerpt": "ally a creature other than you. Areas of Effect. Some spells, such as Thunder-wave, cover an area called an area of effect, which is defined in “Rules Glossary.” The"
      },
      {
        "document": 503,
        "excerpt": "Many spells specify that a target makes a saving throw to avoid some or all of a spell's effects. The spell specifie"
      },
      {
        "document": 504,
        "excerpt": "Some spells require the caster to make an attack roll to determine whether the spell hits a target. Here's how to ca"
      },
      {
        "document": 505,
        "excerpt": "The effects of different spells add together while their durations overlap. In contrast, the effects of the same spell cast multiple tim"
      },
      {
        "document": 508,
        "excerpt": "Preparing Spells"
      },
      {
        "document": 509,
        "excerpt": "Always-Prepared Spells"
      },
      {
        "document": 510,
        "excerpt": "Casting Spells"
      },
      {
        "document": 511,
        "excerpt": "t have training with any armor you are wearing to cast spells while wearing it. You are otherwise too hampered by the armor for spellcasting."
      },
      {
        "document": 512,
        "excerpt": "an indicator of how powerful it is. Cantrips - simple spells that can be cast almost by rote - are level 0. The rules for each spellcasting class say when its member"
      },
      {
        "document": 513,
        "excerpt": "spellcaster can cast only a limited number of level 1+ spells before resting. Spell slots are the main way a spellcaster's magical potential is represented. Each spel"
      },
      {
        "document": 514,
        "excerpt": "antrip is cast without a spell slot. Rituals. Certain spells have the Ritual tag in the Casting Time entry. Such a spell can be cast following the normal rules for s"
      },
      {
        "document": 526,
        "excerpt": "The descriptions of many spells and other features specify that they have an area of effect, which typically has one of six shapes. Thes"
      },
      {
        "document": 537,
        "excerpt": "of a spell can't be cast at a higher level. See also \"Spells.\""
      },
      {
        "document": 542,
        "excerpt": "ys otherwise, any ongoing effects on you - conditions, spells, curses, and the like - carry over from one form to the other. You revert to your true form if you die."
      },
      {
        "document": 544,
        "excerpt": "hat involves Strength or Dexterity, and you can't cast spells. If you use a Shield and lack training with it, you don't gain its AC bonus. See also \"Disadvantage\" and"
      },
      {
        "document": 549,
        "excerpt": "ical effect that has the characteristics described in “Spells.”"
      },
      {
        "document": 550,
        "excerpt": "s part of a spell or another magical effect. See also “Spells” (“Casting Spells”)."
      },
      {
        "document": 551,
        "excerpt": "o use certain types of Spellcasting Focuses. See also \"Spells\" (\"Casting Spells\")."
      },
      {
        "document": 580,
        "excerpt": "Objects can be harmed by attacks and by some spells, using the rules below. If an object is exceedingly fragile, the GM may allow a creature to break it aut"
      },
      {
        "document": 585,
        "excerpt": "0 spell, which is cast without a spell slot. See also “Spells.”"
      },
      {
        "document": 592,
        "excerpt": "Some spells and other effects require Concentration to remain active, as specified in their descriptions. If the eff"
      },
      {
        "document": 602,
        "excerpt": "be removed by the Remove Curse and Greater Restoration spells or other magic that explicitly ends curses."
      },
      {
        "document": 645,
        "excerpt": "res can hover, as noted in their stat blocks, and some spells and other effects grant the ability to hover. Hovering while flying prevents you from falling in certain"
      },
      {
        "document": 646,
        "excerpt": "Spells and other effects sometimes create magical illusions. Such an effect defines what the illusion does and"
      },
      {
        "document": 742,
        "excerpt": "e spellcaster’s spellcasting feature, as explained in “Spells”)"
      },
      {
        "document": 744,
        "excerpt": "Recall lore about spells, magic items, and the planes of existence."
      },
      {
        "document": 756,
        "excerpt": "Hat of Many Spells Table 1"
      },
      {
        "document": 767,
        "excerpt": "Spells (Charges)"
      },
      {
        "document": 822,
        "excerpt": "Circle Spells"
      },
      {
        "document": 824,
        "excerpt": "Prepared Spells"
      },
      {
        "document": 826,
        "excerpt": "Circle Spells"
      },
      {
        "document": 827,
        "excerpt": "Circle Spells"
      },
      {
        "document": 828,
        "excerpt": "Circle Spells"
      },
      {
        "document": 829,
        "excerpt": "Cantrips (Level 0 Druid Spells)"
      },
      {
        "document": 830,
        "excerpt": "Level 1 Druid Spells"
      },
      {
        "document": 831,
        "excerpt": "Level 2 Druid Spells"
      },
      {
        "document": 832,
        "excerpt": "Level 3 Druid Spells"
      },
      {
        "document": 833,
        "excerpt": "Level 4 Druid Spells"
      },
      {
        "document": 834,
        "excerpt": "Level 5 Druid Spells"
      },
      {
        "document": 835,
        "excerpt": "Level 6 Druid Spells"
      },
      {
        "document": 836,
        "excerpt": "Level 7 Druid Spells"
      },
      {
        "document": 837,
        "excerpt": "Level 8 Druid Spells"
      },
      {
        "document": 838,
        "excerpt": "Level 9 Druid Spells"
      },
      {
        "document": 841,
        "excerpt": "Oath of Devotion Spells"
      },
      {
        "document": 842,
        "excerpt": "Prepared Spells"
      },
      {
        "document": 843,
        "excerpt": "Level 1 Paladin Spells"
      },
      {
        "document": 844,
        "excerpt": "Level 2 Paladin Spells"
      },
      {
        "document": 845,
        "excerpt": "Level 3 Paladin Spells"
      },
      {
        "document": 846,
        "excerpt": "Level 4 Paladin Spells"
      },
      {
        "document": 847,
        "excerpt": "Level 5 Paladin Spells"
      },
      {
        "document": 849,
        "excerpt": "Prepared Spells"
      },
      {
        "document": 850,
        "excerpt": "Level 1 Ranger Spells"
      },
      {
        "document": 851,
        "excerpt": "Level 2 Ranger Spells"
      },
      {
        "document": 852,
        "excerpt": "Level 3 Ranger Spells"
      },
      {
        "document": 853,
        "excerpt": "Level 4 Ranger Spells"
      },
      {
        "document": 854,
        "excerpt": "Level 5 Ranger Spells"
      },
      {
        "document": 857,
        "excerpt": "Draconic Spells"
      },
      {
        "document": 858,
        "excerpt": "Prepared Spells"
      },
      {
        "document": 859,
        "excerpt": "Cantrips (Level 0 Sorcerer Spells)"
      },
      {
        "document": 860,
        "excerpt": "Level 1 Sorcerer Spells"
      },
      {
        "document": 861,
        "excerpt": "Level 2 Sorcerer Spells"
      },
      {
        "document": 862,
        "excerpt": "Level 2 Sorcerer Spells"
      },
      {
        "document": 863,
        "excerpt": "Level 3 Sorcerer Spells"
      },
      {
        "document": 864,
        "excerpt": "Level 4 Sorcerer Spells"
      },
      {
        "document": 865,
        "excerpt": "Level 5 Sorcerer Spells"
      },
      {
        "document": 866,
        "excerpt": "Level 6 Sorcerer Spells"
      },
      {
        "document": 867,
        "excerpt": "Level 7 Sorcerer Spells"
      },
      {
        "document": 868,
        "excerpt": "Level 8 Sorcerer Spells"
      },
      {
        "document": 869,
        "excerpt": "Level 9 Sorcerer Spells"
      },
      {
        "document": 870,
        "excerpt": "Fiend Spells"
      },
      {
        "document": 871,
        "excerpt": "Prepared Spells"
      },
      {
        "document": 872,
        "excerpt": "Cantrips (Level 0 Warlock Spells)"
      },
      {
        "document": 873,
        "excerpt": "Level 1 Warlock Spells"
      },
      {
        "document": 874,
        "excerpt": "Level 2 Warlock Spells"
      },
      {
        "document": 875,
        "excerpt": "Level 3 Warlock Spells"
      },
      {
        "document": 876,
        "excerpt": "Level 3 Warlock Spells"
      },
      {
        "document": 877,
        "excerpt": "Level 4 Warlock Spells"
      },
      {
        "document": 878,
        "excerpt": "Level 5 Warlock Spells"
      },
      {
        "document": 879,
        "excerpt": "Level 6 Warlock Spells"
      },
      {
        "document": 880,
        "excerpt": "Level 7 Warlock Spells"
      },
      {
        "document": 881,
        "excerpt": "Level 8 Warlock Spells"
      },
      {
        "document": 882,
        "excerpt": "Level 9 Warlock Spells"
      },
      {
        "document": 883,
        "excerpt": "Prepared Spells"
      },
      {
        "document": 884,
        "excerpt": "Cantrips (Level 0 Wizard Spells)"
      },
      {
        "document": 885,
        "excerpt": "Cantrips (Level 0 Wizard Spells)"
      },
      {
        "document": 886,
        "excerpt": "Level 1 Wizard Spells"
      },
      {
        "document": 887,
        "excerpt": "Level 2 Wizard Spells"
      },
      {
        "document": 888,
        "excerpt": "Level 3 Wizard Spells"
      },
      {
        "document": 889,
        "excerpt": "Level 3 Wizard Spells"
      },
      {
        "document": 890,
        "excerpt": "Level 4 Wizard Spells"
      },
      {
        "document": 891,
        "excerpt": "Level 5 Wizard Spells"
      },
      {
        "document": 892,
        "excerpt": "Level 6 Wizard Spells"
      },
      {
        "document": 893,
        "excerpt": "Level 7 Wizard Spells"
      },
      {
        "document": 894,
        "excerpt": "Level 8 Wizard Spells"
      },
      {
        "document": 895,
        "excerpt": "Level 9 Wizard Spells"
      },
      {
        "document": 896,
        "excerpt": "Prepared Spells"
      },
      {
        "document": 897,
        "excerpt": "Cantrips (Level 0 Bard Spells)"
      },
      {
        "document": 898,
        "excerpt": "Cantrips (Level 0 Bard Spells)"
      },
      {
        "document": 899,
        "excerpt": "Level 1 Bard Spells"
      },
      {
        "document": 900,
        "excerpt": "Level 2 Bard Spells"
      },
      {
        "document": 901,
        "excerpt": "Level 3 Bard Spells"
      },
      {
        "document": 902,
        "excerpt": "Level 4 Bard Spells"
      },
      {
        "document": 903,
        "excerpt": "Level 5 Bard Spells"
      },
      {
        "document": 904,
        "excerpt": "Level 6 Bard Spells"
      },
      {
        "document": 905,
        "excerpt": "Level 7 Bard Spells"
      },
      {
        "document": 906,
        "excerpt": "Level 8 Bard Spells"
      },
      {
        "document": 907,
        "excerpt": "Level 9 Bard Spells"
      },
      {
        "document": 908,
        "excerpt": "Prepared Spells"
      },
      {
        "document": 909,
        "excerpt": "Life Domain Spells"
      },
      {
        "document": 910,
        "excerpt": "Cantrips (Level 0 Cleric Spells)"
      },
      {
        "document": 911,
        "excerpt": "Level 1 Cleric Spells"
      },
      {
        "document": 912,
        "excerpt": "Level 2 Cleric Spells"
      },
      {
        "document": 913,
        "excerpt": "Level 3 Cleric Spells"
      },
      {
        "document": 914,
        "excerpt": "Level 4 Cleric Spells"
      },
      {
        "document": 915,
        "excerpt": "Level 5 Cleric Spells"
      },
      {
        "document": 916,
        "excerpt": "Level 6 Cleric Spells"
      },
      {
        "document": 917,
        "excerpt": "Level 7 Cleric Spells"
      },
      {
        "document": 918,
        "excerpt": "Level 8 Cleric Spells"
      },
      {
        "document": 919,
        "excerpt": "Level 9 Cleric Spells"
      },
      {
        "document": 937,
        "excerpt": "Number of Spells"
      },
      {
        "document": 940,
        "excerpt": "Spells, magic items, eldritch symbols, magical traditions, planes of existence, and certain creatures (Aberrati"
      },
      {
        "document": 962,
        "excerpt": "hecks and Strength saving throws. No Concentration or Spells. You can't maintain Concentration, and you can't cast spells. Duration. The Rage lasts until the end of"
      },
      {
        "document": 963,
        "excerpt": "You have learned to cast spells through your bardic arts. See “Spells” for the rules on spellcasting. The information below details how"
      },
      {
        "document": 964,
        "excerpt": "You have learned to cast spells through prayer and meditation. See “Spells” for the rules on spellcasting. The information below details"
      },
      {
        "document": 965,
        "excerpt": "You have learned to cast spells through studying the mystical forces of nature. See “Spells” for the rules on spellcasting. The informat"
      },
      {
        "document": 968,
        "excerpt": "You have learned to cast spells through prayer and meditation. See “Spells” for the rules on spellcasting. The information below details"
      },
      {
        "document": 969,
        "excerpt": "arned to channel the magical essence of nature to cast spells. See “Spells” for the rules on spellcasting. The information below details how you use those rules with"
      },
      {
        "document": 971,
        "excerpt": "Drawing from your innate magic, you can cast spells. See “Spells” for the rules on spellcasting. The information below details how you use those rules with"
      },
      {
        "document": 972,
        "excerpt": "- but its boon to you is concrete: the ability to cast spells. See “Spells” for the rules on spellcasting. The information below details how you use those rules with"
      },
      {
        "document": 973,
        "excerpt": "As a student of arcane magic, you have learned to cast spells. See “Spells” for the rules on spellcasting. The information below details how you use those rules with"
      },
      {
        "document": 975,
        "excerpt": "Circle of the Land Spells"
      },
      {
        "document": 976,
        "excerpt": "agical Knowledge Bards of the College of Lore collect spells and secrets from diverse sources, such as scholarly tomes, mystical rites, and peasant tales. The colleg"
      },
      {
        "document": 977,
        "excerpt": "Draconic Spells"
      },
      {
        "document": 978,
        "excerpt": "Choose two Wizard spells from the Evocation school, each of which must be no higher than level 2, and add them to your spellbook"
      },
      {
        "document": 979,
        "excerpt": "Fiend Spells"
      },
      {
        "document": 981,
        "excerpt": "Life Domain Spells"
      },
      {
        "document": 982,
        "excerpt": "Oath of Devotion Spells"
      },
      {
        "document": 988,
        "excerpt": "sdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage)."
      },
      {
        "document": 989,
        "excerpt": "sdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage):"
      },
      {
        "document": 994,
        "excerpt": "sdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the legacy)."
      },
      {
        "document": 1012,
        "excerpt": "Charisma is your spellcasting ability for this feat's spells (choose when you select this feat). Level 1 Spell. Choose a level 1 spell from the same list you select"
      },
      {
        "document": 1154,
        "excerpt": "or one of your allies deals damage to the target, the spells ends. Using a Higher-Level Spell Slot. You can target one additional Beast for each spell slot level ab"
      },
      {
        "document": 1156,
        "excerpt": "limited by the Beast form's anatomy, and it can't cast spells. The target's equipment melds into the new form, and the target can't use any of that equipment while in"
      },
      {
        "document": 1159,
        "excerpt": "or reaching through it. An affected creature can cast spells or make attacks with Ranged or Reach weapons through the barrier. If you move so that an affected crea"
      },
      {
        "document": 1160,
        "excerpt": "ic surrounds you in 10-foot Emanation. No one can cast spells, take Magic actions, or create other magical effects inside the aura, and those things can't target or o"
      },
      {
        "document": 1166,
        "excerpt": "e a creature type other than the target's actual type. Spells and other magical effects treat the target as if it were a creature of the chosen type. False Aura (Obj"
      },
      {
        "document": 1168,
        "excerpt": "spell doesn't account for circumstances, such as other spells, that might change the results. If you cast the spell more than once before finishing a Long Rest, ther"
      },
      {
        "document": 1175,
        "excerpt": ", the target takes 10d12 Psychic damage and can't cast spells or take the Magic action. At the end of every 30 days, the target repeats the save, ending the effect on"
      },
      {
        "document": 1212,
        "excerpt": "ccurs. You describe that trigger when you cast the two spells. For example, a Contingency cast with Water Breathing might stipulate that Water Breathing comes into ef"
      },
      {
        "document": 1238,
        "excerpt": "might change the answer, such as the casting of other spells. If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent ch"
      },
      {
        "document": 1282,
        "excerpt": "ts any matter from passing through it and blocking any spells cast into or out from the area. When you cast the spell, any creature that is completely inside the cag"
      },
      {
        "document": 1284,
        "excerpt": "get's movement is unaffected by Difficult Terrain, and spells and other magical effects can neither reduce the target's Speed nor cause the target to have the Paraly"
      },
      {
        "document": 1286,
        "excerpt": "eracted with. Finally, the target can't attack or cast spells. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level abov"
      },
      {
        "document": 1288,
        "excerpt": "slot, the spell lasts until it is ended by one of the spells mentioned above."
      },
      {
        "document": 1289,
        "excerpt": "ce of this spell don't count against the time limit of spells such as Raise Dead."
      },
      {
        "document": 1292,
        "excerpt": "rrier is excluded from areas of effect created by such spells. Using a Higher-Level Spell Slot. The barrier blocks spells of 1 level higher for each spell slot level"
      },
      {
        "document": 1303,
        "excerpt": "rea. Normal light, as well as magical light created by spells of a level lower than this spell, can't illuminate the area. Daylight. Bright light fills the area. Mag"
      },
      {
        "document": 1322,
        "excerpt": "charges it has, if any. You learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spell's nam"
      },
      {
        "document": 1324,
        "excerpt": "breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the imprisoned target, and the target can't teleport. Until the spell ends, th"
      },
      {
        "document": 1356,
        "excerpt": ". You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use 5 feet of movement to leave the stone where you enter"
      },
      {
        "document": 1370,
        "excerpt": "tion, you hide a target that you touch from Divination spells. The target can be a willing creature, or it can be a place or an object no larger than 10 feet in any d"
      },
      {
        "document": 1381,
        "excerpt": "he anatomy of its new form, and it can't speak or cast spells. The target's gear melds into the new form. The creature can't use or otherwise benefit from any of tha"
      },
      {
        "document": 1388,
        "excerpt": "e target collects three of a kind. Additional Effects: Spells can’t be cast through this layer, which is destroyed by Bright Light shed by the Daylight spell. | | 7"
      },
      {
        "document": 1389,
        "excerpt": "arkvision) through it. - Sensors created by Divination spells can't appear inside the protected area or pass through the barrier at its perimeter. - Creatures in the"
      },
      {
        "document": 1406,
        "excerpt": "axes you. Until you finish a Long Rest, you can't cast spells again, and you have Disadvantage on D20 Tests."
      },
      {
        "document": 1409,
        "excerpt": "hold up to eight Medium or smaller creatures. Attacks, spells, and other effects can't pass into or out of the space, but creatures inside it can see through the port"
      },
      {
        "document": 1419,
        "excerpt": "nvisible condition and can't be targeted by Divination spells, detected by magic, or viewed remotely with magic. If the target is a creature, it enters a state of su"
      },
      {
        "document": 1459,
        "excerpt": "atures and objects are barred from passing through it. Spells of level 3 or lower can't be cast through it, and the effects of such spells can't extend into it. The"
      },
      {
        "document": 1463,
        "excerpt": "he anatomy of its new form, and it can't speak or cast spells. The target's gear melds into the new form. The creature can't use or otherwise benefit from any of tha"
      },
      {
        "document": 1506,
        "excerpt": "aring this amulet, you can't be targeted by Divination spells or perceived through magical scrying sensors unless you allow it."
      },
      {
        "document": 1535,
        "excerpt": "ition, a Cleric or Druid in the light can cast level 1 spells they have prepared without expending spell slots. Alternatively, when you light the candle for the firs"
      },
      {
        "document": 1553,
        "excerpt": "d 1 of the cube's charges to cast one of the following spells using the cube. Gate. Pressing one side of the cube, you cast Gate, opening a portal to the plane of ex"
      },
      {
        "document": 1559,
        "excerpt": "olls against demons and on saving throws against their spells and special abilities."
      },
      {
        "document": 1561,
        "excerpt": "worship of Tiamat, or something else the GM decides. Spells. The orb has 7 charges and regains 1d4 + 3 expended charges daily at dawn. If you control the orb, you c"
      },
      {
        "document": 1596,
        "excerpt": "Hat of Many Spells"
      },
      {
        "document": 1598,
        "excerpt": "t least one ruby, you have Resistance to Fire damage. Spells. You can cast one of the following spells (save DC 18), using one of the helm's gems of the specified ty"
      },
      {
        "document": 1602,
        "excerpt": "the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation"
      },
      {
        "document": 1609,
        "excerpt": "t are wasted. Once the stone has canceled 20 levels of spells, it burns out, turns dull gray, and loses its magic. Agility (Very Rare). Your Dexterity increases by 2"
      },
      {
        "document": 1618,
        "excerpt": "tunement) You have Advantage on saving throws against spells while you wear this cloak."
      },
      {
        "document": 1665,
        "excerpt": ", you can expend 1 charge to cast one of the following spells (save DC 13) from it: - Animal Friendship - Fear (affects Beasts only) - Speak with Animals"
      },
      {
        "document": 1667,
        "excerpt": "l from it. Choose the spell from the list of available spells based on the Elemental Plane the ring is linked to, as shown in the following table. The table indicates"
      },
      {
        "document": 1678,
        "excerpt": "Ring, Rare (Requires Attunement) This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth o"
      },
      {
        "document": 1679,
        "excerpt": "this ring, you have Advantage on saving throws against spells. If you succeed on the save for a spell of level 7 or lower, the spell has no effect on you. If that spe"
      },
      {
        "document": 1690,
        "excerpt": "esistance. You have Advantage on saving throws against spells and other magical effects. War Mage. Your spell save DC and spell attack bonus each increase by 2."
      },
      {
        "document": 1692,
        "excerpt": "n convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own sp"
      },
      {
        "document": 1693,
        "excerpt": "n Wisdom (Perception) checks and on Initiative rolls. Spells. While holding the rod, you can cast the following spells from it: - Detect Evil and Good - Detect Magi"
      },
      {
        "document": 1695,
        "excerpt": ". While you hold it, you can cast one of the following spells from it: Heal (expends 1 charge) or Resurrection (expends 5 charges). The rod regains 1 expended charge"
      },
      {
        "document": 1700,
        "excerpt": "esistance. You have Advantage on saving throws against spells."
      },
      {
        "document": 1710,
        "excerpt": "is Shield, you have Advantage on saving throws against spells and other magical effects, and spell attack rolls have Disadvantage against you."
      },
      {
        "document": 1713,
        "excerpt": "Resistance to Fire damage while you hold this staff. Spells. The staff has 10 charges. While holding the staff, you can cast one of the spells on the following tabl"
      },
      {
        "document": 1714,
        "excerpt": "Resistance to Cold damage while you hold this staff. Spells. The staff has 10 charges. While holding the staff, you can cast one of the spells on the following tabl"
      },
      {
        "document": 1715,
        "excerpt": "rges. While holding the staff, you can cast one of the spells on the following table from it, using your spellcasting ability modifier. The table indicates how many c"
      },
      {
        "document": 1716,
        "excerpt": "o Armor Class, saving throws, and spell attack rolls. Spells. While holding the staff, you can cast one of the spells on the following table from it, using your spel"
      },
      {
        "document": 1718,
        "excerpt": "ust of Wind) disperses the swarm and ends the effect. Spells. While holding the staff, you can cast one of the spells on the following table from it, using your spel"
      },
      {
        "document": 1719,
        "excerpt": "the staff, you have Advantage on saving throws against spells. In addition, you can take a Reaction when another creature casts a spell that targets only you. If you"
      },
      {
        "document": 1721,
        "excerpt": "olding it, you have a +2 bonus to spell attack rolls. Spells. While holding the staff, you can cast one of the spells on the following table from it, using your spel"
      },
      {
        "document": 1741,
        "excerpt": "Rare (Requires Attunement) This wand has 7 charges. Spells. While holding the wand, you can cast one of the spells (save DC 17) on the following table from it. The"
      },
      {
        "document": 1743,
        "excerpt": "Rare (Requires Attunement) This wand has 7 charges. Spells. While holding the wand, you can cast one of the spells (save DC 15) on the following table from it. The"
      },
      {
        "document": 1753,
        "excerpt": "rmined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell's maximum range is normally less than 120 feet, it b"
      },
      {
        "document": 1761,
        "excerpt": ". Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17, +9 t"
      },
      {
        "document": 1762,
        "excerpt": ". Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 18): At"
      },
      {
        "document": 1763,
        "excerpt": ". Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 16): At"
      },
      {
        "document": 1764,
        "excerpt": ". Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17, +10"
      },
      {
        "document": 1765,
        "excerpt": ". Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17): At"
      },
      {
        "document": 1766,
        "excerpt": ". Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21, +13"
      },
      {
        "document": 1767,
        "excerpt": ". Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17): At"
      },
      {
        "document": 1768,
        "excerpt": ". Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 20, +12"
      },
      {
        "document": 1769,
        "excerpt": ". Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 19, +11"
      },
      {
        "document": 1773,
        "excerpt": ". Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21, +13"
      },
      {
        "document": 1774,
        "excerpt": ". Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 22): At"
      },
      {
        "document": 1775,
        "excerpt": ". Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 20): At"
      },
      {
        "document": 1776,
        "excerpt": ". Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 22, +14"
      },
      {
        "document": 1777,
        "excerpt": ". Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21): At"
      },
      {
        "document": 1778,
        "excerpt": ". Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 24, +16"
      },
      {
        "document": 1779,
        "excerpt": ". Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21): At"
      },
      {
        "document": 1780,
        "excerpt": ". Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 23, +15"
      },
      {
        "document": 1781,
        "excerpt": ". Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 23, +15"
      },
      {
        "document": 1790,
        "excerpt": "e. The archmage has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1799,
        "excerpt": "ance. The balor has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1802,
        "excerpt": "ance. The devil has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1805,
        "excerpt": "ance. The devil has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1815,
        "excerpt": "ance. The devil has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1825,
        "excerpt": "ance. The devil has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1828,
        "excerpt": "ance. The golem has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1830,
        "excerpt": "n. Spellcasting. The giant casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 15): At"
      },
      {
        "document": 1835,
        "excerpt": ". Spellcasting. The couatl casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 15): At Will"
      },
      {
        "document": 1838,
        "excerpt": "Spellcasting. The cultist casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 12, +4 to hit with spell attacks): At Will: Li"
      },
      {
        "document": 1843,
        "excerpt": "tance. The deva has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1845,
        "excerpt": "nce. The djinni has Advantage on saving throws against spells and other magical effects. Wishes. The djinni has a 30 percent chance of knowing the Wish spell. If the"
      },
      {
        "document": 1851,
        "excerpt": "e. Spellcasting. The druid casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13): At Will: Druidcraft, Speak with Animals"
      },
      {
        "document": 1852,
        "excerpt": "ance. The dryad has Advantage on saving throws against spells and other magical effects. Speak with Beasts and Plants. The dryad can communicate with Beasts and Plan"
      },
      {
        "document": 1856,
        "excerpt": "ce. The efreeti has Advantage on saving throws against spells and other magical effects. Wishes. The efreeti has a 30 percent chance of knowing the Wish spell. If th"
      },
      {
        "document": 1859,
        "excerpt": "ce. The erinyes has Advantage on saving throws against spells and other magical effects. Magic Rope. The erinyes has a magic rope. While bearing it, the erinyes can"
      },
      {
        "document": 1864,
        "excerpt": "ance. The golem has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1869,
        "excerpt": "ngulfed. An engulfed target is suffocating, can't cast spells with a Verbal component, has the Restrained condition, and takes 10 (3d6) Acid damage at the start of ea"
      },
      {
        "document": 1890,
        "excerpt": "age. Spellcasting. The owl casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability: At Will: Detect Evil and G"
      },
      {
        "document": 1903,
        "excerpt": "e. The glabrezu has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1914,
        "excerpt": "two hag allies, the hag can cast one of the following spells, requiring no Material components, using the spell's normal casting time, and using Intelligence as the"
      },
      {
        "document": 1920,
        "excerpt": "ly. Spellcasting. The naga casts one of the following spells, requiring no Somatic or Material components and using Wisdom as the spellcasting ability (spell save DC"
      },
      {
        "document": 1925,
        "excerpt": "nce. The hezrou has Advantage on saving throws against spells and other magical effects. Stench. Constitution Saving Throw: DC 16, any creature that starts its turn"
      },
      {
        "document": 1932,
        "excerpt": "ance. The devil has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1936,
        "excerpt": "ance. The devil has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1938,
        "excerpt": "stance. The imp has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1939,
        "excerpt": "Spellcasting. The incubus casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 15): At"
      },
      {
        "document": 1940,
        "excerpt": "DC 13). Until the grapple ends, the target can't cast spells with a Verbal component and takes 7 (2d6) Thunder damage at the start of each of the stalker's turns."
      },
      {
        "document": 1941,
        "excerpt": "ance. The golem has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1947,
        "excerpt": "s. Spellcasting. The lamia casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 13): At"
      },
      {
        "document": 1949,
        "excerpt": "rn. Spellcasting. The lich casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 20): At Will: Detect Magic, Detect Thoug"
      },
      {
        "document": 1952,
        "excerpt": "ge. Spellcasting. The mage casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14): At Will: Detect Magic, Light, Mage"
      },
      {
        "document": 1957,
        "excerpt": "e. The marilith has Advantage on saving throws against spells and other magical effects. Reactive. The marilith can take one Reaction on every turn of combat."
      },
      {
        "document": 1966,
        "excerpt": "ance. The mummy has Advantage on saving throws against spells and other magical effects. Undead Restoration. If destroyed, the mummy gains a new body in 24 hours if"
      },
      {
        "document": 1968,
        "excerpt": "The nalfeshnee has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1969,
        "excerpt": "two hag allies, the hag can cast one of the following spells, requiring no Material components, using the spell's normal casting time, and using Intelligence as the"
      },
      {
        "document": 1976,
        "excerpt": "med. Spellcasting. The oni casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 13): 1/"
      },
      {
        "document": 1986,
        "excerpt": ". The pit fiend has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1987,
        "excerpt": "e. The planetar has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1991,
        "excerpt": ". Spellcasting. The priest casts one of the following spells, using Wisdom as the spellcasting ability: At Will: Light, Thaumaturgy"
      },
      {
        "document": 1992,
        "excerpt": ". Spellcasting. The priest casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13): At Will: Light, Thaumaturgy 1/Day: Spiri"
      },
      {
        "document": 1993,
        "excerpt": "he pseudodragon has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1996,
        "excerpt": "nce. The quasit has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1997,
        "excerpt": "kshasa automatically succeeds on saving throws against spells and other magical effects, and the attack rolls of spells automatically miss it. Without the rakshasa's"
      },
      {
        "document": 2011,
        "excerpt": "ance. The satyr has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 2014,
        "excerpt": "two hag allies, the hag can cast one of the following spells, requiring no Material components, using the spell's normal casting time, and using Intelligence as the"
      },
      {
        "document": 2022,
        "excerpt": "ance. The solar has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 2024,
        "excerpt": ". Spellcasting. The sphinx casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 16):"
      },
      {
        "document": 2025,
        "excerpt": ". Spellcasting. The sphinx casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 20): At W"
      },
      {
        "document": 2026,
        "excerpt": "nce. The sphinx has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 2028,
        "excerpt": "ge. Spellcasting. The naga casts one of the following spells, requiring no Somatic or Material components and using Intelligence as the spellcasting ability (spell s"
      },
      {
        "document": 2034,
        "excerpt": "ance. The golem has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 2035,
        "excerpt": "e. Spellcasting. The giant casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 18): At W"
      },
      {
        "document": 2044,
        "excerpt": ". The tarrasque has Advantage on saving throws against spells and other magical effects. Reflective Carapace. If the tarrasque is targeted by a Magic Missile spell o"
      },
      {
        "document": 2053,
        "excerpt": "ce. The unicorn has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 2059,
        "excerpt": "ance. The vrock has Advantage on saving throws against spells and other magical effects."
      }
    ],
    "spells'": [
      {
        "document": 105,
        "excerpt": "“Equipment” for weapons' damage dice and “Spells” for spells' damage dice."
      }
    ],
    "spend": [
      {
        "document": 95,
        "excerpt": "ound down). For example, if your Speed is 30 feet, you spend 15 feet of movement to mount a horse."
      },
      {
        "document": 104,
        "excerpt": "Adventurers can't spend every hour adventuring. They need rest. Any creature can take hour-long Short Rests in the midst of a da"
      },
      {
        "document": 132,
        "excerpt": "you must have all those spells prepared every day you spend crafting the item."
      },
      {
        "document": 230,
        "excerpt": "u have six numbers. Point Cost. You have 27 points to spend on your ability scores. The cost of each score is shown on the Ability Score Point Costs table. For exam"
      },
      {
        "document": 241,
        "excerpt": "eet. At level 1, your character has 1 Hit Die. You can spend Hit Dice during a Short Rest to recover Hit Points. Your character sheet also includes space to note how"
      },
      {
        "document": 247,
        "excerpt": "lements: background and species. How did the character spend the years leading up to a life of adventure? Who are the character's ancestors? You can also choose your"
      },
      {
        "document": 367,
        "excerpt": "You spend the bare minimum for your necessities. You might be exposed to unhealthy conditions and opportunistic cr"
      },
      {
        "document": 368,
        "excerpt": "You spend frugally for your necessities."
      },
      {
        "document": 370,
        "excerpt": "You spend modestly for your necessities and enjoy a few luxuries."
      },
      {
        "document": 380,
        "excerpt": "Attuning to an item requires you to spend a Short Rest focused on only that item while being in physical contact with it (this can't be the same S"
      },
      {
        "document": 398,
        "excerpt": "haracters often find coins on their adventures and can spend those coins in shops, inns, and other businesses. Coins come in different denominations based on the rel"
      },
      {
        "document": 453,
        "excerpt": "d to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost."
      },
      {
        "document": 543,
        "excerpt": "you finish the rest, you gain the following benefits: Spend Hit Point Dice. You can spend one or more of your Hit Point Dice to regain Hit Points. For each Hit Poin"
      },
      {
        "document": 642,
        "excerpt": "ion.” Most monsters also have Hit Dice. A creature can spend Hit Dice during a Short Rest to regain Hit Points. See also “Short Rest.”"
      },
      {
        "document": 729,
        "excerpt": "Step 3: Spend Your Budget"
      },
      {
        "document": 971,
        "excerpt": "ily modify spells you cast. To use an option, you must spend the number of Sorcery Points that it costs. You can use only one Metamagic option on a spell when you c"
      },
      {
        "document": 972,
        "excerpt": "lots. To cast the level 1 spell Charm Person, you must spend one of those slots, and you cast it as a level 3 spell. Prepared Spells of Level 1+. You prepare the li"
      },
      {
        "document": 973,
        "excerpt": "since you already know how to cast the spell. You need spend only 1 hour and 10 GP for each level of the copied spell. If you lose your spellbook, you can use the s"
      },
      {
        "document": 977,
        "excerpt": "t use it again until you finish a Long Rest unless you spend 3 Sorcery Points (no action required) to restore your use of it."
      },
      {
        "document": 988,
        "excerpt": "to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness."
      },
      {
        "document": 989,
        "excerpt": "ng and Prestidigitation cantrips. In addition, you can spend 10 minutes casting Prestidigitation to create a Tiny clockwork device (AC 5, 1 HP), such as a toy, fire"
      },
      {
        "document": 1010,
        "excerpt": "ure Grappled by you. Fast Wrestler. You don't have to spend extra movement to move a creature Grappled by you if the creature is your size or smaller."
      },
      {
        "document": 1170,
        "excerpt": "which the spell consumes) Duration: Instantaneous You spend the casting time tracing magical pathways within a precious gemstone, and then touch the target. The tar"
      },
      {
        "document": 1284,
        "excerpt": "Speed equal to its Speed. In addition, the target can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature im"
      },
      {
        "document": 1302,
        "excerpt": "ust make the same save. Any creature in the Line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor"
      },
      {
        "document": 1330,
        "excerpt": "y until the end of its next turn, during which it must spend all its movement to dance in place. On a failed save, the target has the Charmed condition for the dura"
      },
      {
        "document": 1369,
        "excerpt": "ground's movement. At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect within range. This spell can"
      },
      {
        "document": 1379,
        "excerpt": "nd overgrown. A creature moving through that area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the s"
      },
      {
        "document": 1476,
        "excerpt": "very 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters a space in the wall on a turn or ends"
      },
      {
        "document": 1484,
        "excerpt": "ecomes 3 for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Fi"
      },
      {
        "document": 1498,
        "excerpt": "ovement. Your only movement options are to crawl or to spend an amount of movement equal to half your Speed (round down) to right yourself and thereby end the condit"
      },
      {
        "document": 1617,
        "excerpt": "minute. While Frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't make Opportunity Attacks. For its"
      },
      {
        "document": 1619,
        "excerpt": "ion tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, yo"
      },
      {
        "document": 1620,
        "excerpt": "xercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, yo"
      },
      {
        "document": 1621,
        "excerpt": "takes 6d6 Psychic damage. To create a golem, you must spend the time shown on the table, working without interruption with the manual at hand and resting no more th"
      },
      {
        "document": 1622,
        "excerpt": "xercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, yo"
      },
      {
        "document": 1661,
        "excerpt": "maximum number of Hit Points for any Hit Point Die you spend. This potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat."
      },
      {
        "document": 1682,
        "excerpt": "ck roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 Force damage and is pushed 5 feet away from you. Alternatively, you can expend 1"
      },
      {
        "document": 1734,
        "excerpt": "xercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, yo"
      },
      {
        "document": 1735,
        "excerpt": "g others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, yo"
      },
      {
        "document": 1736,
        "excerpt": "xercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, yo"
      },
      {
        "document": 1819,
        "excerpt": "Abduct. The bugbear needn't spend extra movement to move a creature it is grappling."
      },
      {
        "document": 1820,
        "excerpt": "Abduct. The bugbear needn't spend extra movement to move a creature it is grappling."
      }
    ],
    "spending": [
      {
        "document": 382,
        "excerpt": "the item. You can also voluntarily end Attunement by spending another Short Rest focused on the item unless the item is cursed."
      },
      {
        "document": 676,
        "excerpt": "regains only half the normal number of Hit Points from spending Hit Point Dice. Restlessness. While the creature has any Exhaustion levels, finishing a Long Rest neith"
      },
      {
        "document": 684,
        "excerpt": "Creatures can become acclimated to a high altitude by spending 30 days or more at this elevation. Creatures can't become acclimated to elevations above 20,000 feet unl"
      },
      {
        "document": 968,
        "excerpt": "ladin who has broken a vow typically seeks absolution, spending an all-night vigil as a sign of penitence or undertaking a fast. After a rite of forgiveness, the Paladi"
      },
      {
        "document": 971,
        "excerpt": "use one Metamagic option on each of your turns without spending Sorcery Points on it."
      },
      {
        "document": 1331,
        "excerpt": "he spell ends, that creature can jump up to 30 feet by spending 10 feet of movement. Using a Higher-Level Spell Slot. You can target one additional creature for each s"
      },
      {
        "document": 1527,
        "excerpt": "e on each of your turns, you can jump up to 30 feet by spending only 10 feet of movement."
      },
      {
        "document": 1821,
        "excerpt": "Leap. The bulette jumps up to 30 feet by spending 10 feet of movement."
      },
      {
        "document": 1829,
        "excerpt": "me amount of damage. The cloaker can detach itself by spending 5 feet of movement. The target or a creature within 5 feet of it can take an action to try to detach the"
      },
      {
        "document": 1873,
        "excerpt": "Leap. The ape jumps up to 30 feet by spending 10 feet of movement."
      },
      {
        "document": 1921,
        "excerpt": "Leap. The half-dragon jumps up to 30 feet by spending 10 feet of movement."
      },
      {
        "document": 1925,
        "excerpt": "Leap. The hezrou jumps up to 30 feet by spending 10 feet of movement."
      },
      {
        "document": 1947,
        "excerpt": "Leap. The lamia jumps up to 30 feet by spending 10 feet of movement."
      },
      {
        "document": 2032,
        "excerpt": "f the stirge's turns. The stirge can detach itself by spending 5 feet of its movement. The target or a creature within 5 feet of it can detach the stirge as an action."
      },
      {
        "document": 2056,
        "excerpt": "gains any Hit Points, and it regains 1 Hit Point after spending 1 hour there. Spider Climb. The vampire can climb difficult surfaces, including along ceilings, without"
      }
    ],
    "spends": [
      {
        "document": 513,
        "excerpt": "zard casts Magic Missile, a level 1 spell, that Wizard spends one of four level 1 slots and has three remaining. Finishing a Long Rest restores any expended spell sl"
      },
      {
        "document": 673,
        "excerpt": "If a creature infected with a magical contagion spends 3 days recuperating - engaging in no activities that would interrupt a Long Rest - the creature makes a"
      },
      {
        "document": 684,
        "excerpt": "amount of oxygen in the air. Each hour such a creature spends traveling at high altitude counts as 2 hours for the purpose of determining how long that creature can t"
      },
      {
        "document": 1160,
        "excerpt": "ct is suppressed, it doesn't function, but the time it spends suppressed counts against its duration. Dispel Magic has no effect on the aura, and the auras created b"
      },
      {
        "document": 1197,
        "excerpt": "t is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target has the Prone conditio"
      },
      {
        "document": 1760,
        "excerpt": "ver it takes damage as well as after every 24 hours it spends at least 1 mile away from the aboleth, ending the effect on itself on a success."
      },
      {
        "document": 1821,
        "excerpt": "(2d12 + 4) Piercing damage. Deadly Leap. The bulette spends 5 feet of movement to jump to a space within 15 feet that contains one or more Large or smaller creature"
      },
      {
        "document": 1884,
        "excerpt": "It has 24 charges, and each hour or portion thereof it spends in goat form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out"
      }
    ],
    "spent": [
      {
        "document": 241,
        "excerpt": "t also includes space to note how many Hit Dice you've spent. Initiative. Write your Dexterity modifier in the space for Initiative on your character sheet. Armor"
      },
      {
        "document": 272,
        "excerpt": "ny coins that you gain at this step can be immediately spent on equipment from \"Equipment.\" Record your chosen equipment on your character sheet. Equipment is descr"
      },
      {
        "document": 517,
        "excerpt": "Regain All HP. You regain all lost Hit Points and all spent Hit Point Dice. If your Hit Point maximum was reduced, it returns to normal. Ability Scores Restored. I"
      },
      {
        "document": 682,
        "excerpt": "fore suffering any ill effects. Each additional minute spent in frigid water requires the creature to succeed on a DC 10 Constitution saving throw or gain 1 Exhausti"
      },
      {
        "document": 1289,
        "excerpt": "limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as Raise Dead."
      },
      {
        "document": 1463,
        "excerpt": "of the object, and the creature has no memory of time spent in this form after the spell ends and it returns to normal."
      },
      {
        "document": 1697,
        "excerpt": "s if it is taken outside the demiplane. For each hour spent in the demiplane, a visitor regains Hit Points as if it had spent 1 Hit Point Die. Also, creatures don't"
      }
    ],
    "spew": [
      {
        "document": 1290,
        "excerpt": "rt of the insect's next turn. Bonus Actions Venomous Spew (Centipede Only). Constitution Saving Throw: Your spell save DC, one creature the insect can see within"
      }
    ],
    "sphere": [
      {
        "document": 502,
        "excerpt": "hese shapes: Cone, Cube, Cylinder, Emanation, Line, or Sphere. Awareness of Being Targeted. Unless a spell has a perceptible effect, a creature doesn't know it was t"
      },
      {
        "document": 526,
        "excerpt": "this glossary: Cone Cylinder Line Cube Emanation Sphere An area of effect has a point of origin, a location from which the effect's energy erupts. The rules fo"
      },
      {
        "document": 552,
        "excerpt": "Sphere [Area of Effect]"
      },
      {
        "document": 778,
        "excerpt": "Flaming Sphere"
      },
      {
        "document": 789,
        "excerpt": "mixture creates a magical explosion in a 5-foot-radius Sphere centered on itself. Each creature in that area takes 4d10 Force damage."
      },
      {
        "document": 800,
        "excerpt": "Resilient Sphere"
      },
      {
        "document": 831,
        "excerpt": "Flaming Sphere"
      },
      {
        "document": 862,
        "excerpt": "Flaming Sphere"
      },
      {
        "document": 864,
        "excerpt": "Vitriolic Sphere"
      },
      {
        "document": 866,
        "excerpt": "Freezing Sphere"
      },
      {
        "document": 887,
        "excerpt": "Flaming Sphere"
      },
      {
        "document": 890,
        "excerpt": "Resilient Sphere"
      },
      {
        "document": 892,
        "excerpt": "Freezing Sphere"
      },
      {
        "document": 975,
        "excerpt": "raining thorns appear for a moment in a 10-foot-radius Sphere centered on that point. Each creature of your choice in the Sphere must make a Constitution saving throw"
      },
      {
        "document": 1150,
        "excerpt": "int within range, where it explodes in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage. Cantrip"
      },
      {
        "document": 1186,
        "excerpt": "ion, up to 1 minute Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by on"
      },
      {
        "document": 1192,
        "excerpt": "neous Negative energy ripples out in a 60-foot-radius Sphere from a point you choose within range. Each creature in that area makes a Constitution saving throw, taki"
      },
      {
        "document": 1195,
        "excerpt": "tration, up to 10 minutes You create a 20-foot-radius Sphere of yellow-green fog centered on a point within range. The fog lasts for the duration or until strong win"
      },
      {
        "document": 1203,
        "excerpt": "ion, up to 1 minute Each creature in a 10-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw, or that target can't"
      },
      {
        "document": 1223,
        "excerpt": "s from a point within range and fills a 15-foot-radius Sphere. Darkvision can't see through it, and nonmagical light can't illuminate it. Alternatively, you cast the"
      },
      {
        "document": 1225,
        "excerpt": "s from a point within range and fills a 60-foot-radius Sphere. The sunlight's area is Bright Light and sheds Dim Light for an additional 60 feet. Alternatively, you"
      },
      {
        "document": 1227,
        "excerpt": "e bead explodes, and each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw. A creature takes Fire damage equal to the total a"
      },
      {
        "document": 1273,
        "excerpt": "o a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 8d6 Fire damage on a failed save or half a"
      },
      {
        "document": 1276,
        "excerpt": "Flaming Sphere"
      },
      {
        "document": 1280,
        "excerpt": "ncentration, up to 1 hour You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or un"
      },
      {
        "document": 1285,
        "excerpt": "Freezing Sphere"
      },
      {
        "document": 1293,
        "excerpt": "e glyph erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. Each creature in the area makes a Dexterity saving throw. A creature takes 5d8 Ac"
      },
      {
        "document": 1325,
        "excerpt": "rling cloud of embers and smoke fills a 20-foot-radius Sphere centered on a point within range. The cloud's area is Heavily Obscured. It lasts for the duration or unt"
      },
      {
        "document": 1327,
        "excerpt": "to 10 minutes Swarming locusts fill a 20-foot-radius Sphere centered on a point you choose within range. The Sphere remains for the duration, and its area is Lightl"
      },
      {
        "document": 1351,
        "excerpt": "range. Choose up to six creatures in a 30-foot-radius Sphere centered on that point. Each target regains Hit Points equal to 5d8 plus your spellcasting ability modif"
      },
      {
        "document": 1359,
        "excerpt": "an see within range. Each creature in a 40-foot-radius Sphere centered on each of those points makes a Dexterity saving throw. A creature takes 20d6 Fire damage and 2"
      },
      {
        "document": 1379,
        "excerpt": "t within range. All normal plants in a 100-foot-radius Sphere centered on that point become thick and overgrown. A creature moving through that area must spend 4 feet"
      },
      {
        "document": 1396,
        "excerpt": "rot from nonmagical food and drink in a 5-foot-radius Sphere centered on a point within range."
      },
      {
        "document": 1404,
        "excerpt": "Resilient Sphere"
      },
      {
        "document": 1421,
        "excerpt": "choice within range. Each creature in a 10-foot-radius Sphere centered there makes a Constitution saving throw, taking 3d8 Thunder damage on a failed save or half as"
      },
      {
        "document": 1427,
        "excerpt": "can be created within or pass through a 20-foot-radius Sphere centered on a point you choose within range. Any creature or object entirely inside the Sphere has Immun"
      },
      {
        "document": 1430,
        "excerpt": "inute Each creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated conditi"
      },
      {
        "document": 1439,
        "excerpt": "tion, up to 10 minutes The ground in a 20-foot-radius Sphere centered on a point within range sprouts hard spikes and thorns. The area becomes Difficult Terrain for"
      },
      {
        "document": 1443,
        "excerpt": "entration, up to 1 minute You create a 20-foot-radius Sphere of yellow, nauseating gas centered on a point within range. The cloud is Heavily Obscured. The cloud lin"
      },
      {
        "document": 1450,
        "excerpt": "aneous Brilliant sunlight flashes in a 60-foot-radius Sphere centered on a point you choose within range. Each creature in the Sphere makes a Constitution saving thr"
      },
      {
        "document": 1451,
        "excerpt": "e triggered, the glyph glows, filling a 60-foot-radius Sphere with Dim Light for 10 minutes, after which time the spell ends. Each creature in the Sphere when the gl"
      },
      {
        "document": 1471,
        "excerpt": "Vitriolic Sphere"
      },
      {
        "document": 1481,
        "excerpt": "inds. Each creature of your choice in a 30-foot-radius Sphere centered on a point within range makes a Wisdom saving throw. On a failed save, a target takes 10d10 Psy"
      },
      {
        "document": 1486,
        "excerpt": "zone that guards against deception in a 15-foot-radius Sphere centered on a point within range. Until the spell ends, a creature that enters the spell's area for the"
      },
      {
        "document": 1515,
        "excerpt": "beans out of the bag, they explode in a 10-foot-radius Sphere centered on them. All the dumped beans are destroyed in the explosion, and each creature in the Sphere,"
      },
      {
        "document": 1517,
        "excerpt": "inside the other. Any creature within a 10-foot-radius Sphere centered on the gate is sucked through it to a random location on the Astral Plane. The gate then closes"
      },
      {
        "document": 1519,
        "excerpt": "Wondrous Item, Rare This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 Beads of Force are found tog"
      },
      {
        "document": 1609,
        "excerpt": "ncreases by 2, to a maximum of 20, while this deep-red sphere orbits your head. Awareness (Rare). While this dark-blue rhomboid orbits your head, you have Advantage"
      },
      {
        "document": 1610,
        "excerpt": "Wondrous Item, Rare This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can take a Magic action to throw the sphere at a H"
      },
      {
        "document": 1627,
        "excerpt": "state of suspended animation in an extradi-dimensional sphere. Everything you're wearing and carrying disappears with you except for Artifacts, which stay behind in t"
      },
      {
        "document": 1677,
        "excerpt": "up to four 3-foot-diameter spheres of lightning. Each sphere appears in an unoccupied space you can see within 120 feet of yourself. The spheres last as long as you"
      },
      {
        "document": 1711,
        "excerpt": "Sphere of Annihilation"
      },
      {
        "document": 1731,
        "excerpt": "Talisman of the Sphere"
      },
      {
        "document": 1761,
        "excerpt": "ect Magic, Fear 1/Day Each: Speak with Dead, Vitriolic Sphere"
      },
      {
        "document": 1764,
        "excerpt": "Saving Throw: DC 17, each creature in a 20-foot-radius Sphere centered on a point the dragon can see within 90 feet. Failure: 10 (3d6) Thunder damage, and the target"
      },
      {
        "document": 1767,
        "excerpt": "Saving Throw: DC 17, each creature in a 20-foot-radius Sphere centered on a point the dragon can see within 90 feet. Failure: 7 (2d6) Poison damage, and the target ta"
      },
      {
        "document": 1770,
        "excerpt": "Saving Throw: DC 14, each creature in a 30-foot-radius Sphere centered on a point the dragon can see within 120 feet. Failure: 7 (2d6) Cold damage, and the target's S"
      },
      {
        "document": 1773,
        "excerpt": "1/Day Each: Create Undead, Speak with Dead, Vitriolic Sphere (level 5 version)"
      },
      {
        "document": 1776,
        "excerpt": "Saving Throw: DC 22, each creature in a 20-foot-radius Sphere centered on a point the dragon can see within 120 feet. Failure: 13 (3d8) Thunder damage, and the target"
      },
      {
        "document": 1779,
        "excerpt": "Saving Throw: DC 21, each creature in a 30-foot-radius Sphere centered on a point the dragon can see within 90 feet. Failure: 17 (5d6) Poison damage, and the target t"
      },
      {
        "document": 1782,
        "excerpt": "Saving Throw: DC 20, each creature in a 30-foot-radius Sphere centered on a point the dragon can see within 120 feet. Failure: 14 (4d6) Cold damage, and the target's"
      },
      {
        "document": 1873,
        "excerpt": "Saving Throw: DC 17, each creature in a 5-foot-radius Sphere centered on that point. Failure: 24 (7d6) Bludgeoning damage. If the target is a Large or smaller creatu"
      },
      {
        "document": 1902,
        "excerpt": "Saving Throw: DC 10, each creature in a 10-foot-radius Sphere centered on a point within 30 feet. Failure: 7 (2d6) Radiant damage, and the target has the Blinded cond"
      },
      {
        "document": 1987,
        "excerpt": "ty Saving Throw: DC 20, each enemy in a 20-foot-radius Sphere centered on a point the planetar can see within 120 feet. Failure: 24 (7d6) Radiant damage. Success: Hal"
      }
    ],
    "sphere's": [
      {
        "document": 552,
        "excerpt": "he distance it extends as the radius of the Sphere. A Sphere's point of origin is included in the Sphere's area of effect."
      },
      {
        "document": 1203,
        "excerpt": "lf on a success. Using a Higher-Level Spell Slot. The Sphere's radius increases by 5 feet for each spell slot level above 4."
      },
      {
        "document": 1404,
        "excerpt": "closed creature can take an action to push against the sphere's walls and thus roll the sphere at up to half the creature's Speed. Similarly, the globe can be picked up"
      },
      {
        "document": 1519,
        "excerpt": "er inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can pass through. An enclosed creature can take a Utilize action to pus"
      }
    ],
    "spheres": [
      {
        "document": 769,
        "excerpt": "Number of Spheres"
      },
      {
        "document": 1677,
        "excerpt": "1 charge to cast Faerie Fire from the ring. Lightning Spheres. You can expend 2 charges as a Magic action to create up to four 3-foot-diameter spheres of lightning."
      }
    ],
    "sphinx": [
      {
        "document": 972,
        "excerpt": "ng special forms: Imp, Pseudodragon, Quasit, Skeleton, Sphinx of Wonder, Sprite, or Venomous Snake (see “Monsters” for the familiar’s stat block). Additionally, when"
      },
      {
        "document": 2024,
        "excerpt": "Sphinx of Lore"
      },
      {
        "document": 2025,
        "excerpt": "Sphinx of Valor"
      },
      {
        "document": 2026,
        "excerpt": "Sphinx of Wonder"
      }
    ],
    "sphinx's": [
      {
        "document": 2024,
        "excerpt": "has the Incapacitated condition until the start of the sphinx's next turn. Spellcasting. The sphinx casts one of the following spells, requiring no Material components"
      }
    ],
    "sphinxes": [
      {
        "document": 207,
        "excerpt": "Sphinxes"
      }
    ],
    "spider": [
      {
        "document": 267,
        "excerpt": "n's skull and crossbones 97 A tiny mechanical crab or spider that moves about when it's not being observed 98 A glass jar containing lard with a label that reads, \""
      },
      {
        "document": 719,
        "excerpt": "e needs a Climb Speed, climbing gear, or magic such as Spider Climb to scale the pit's smooth walls. You can make the pit easier to escape by adding cracks in the wal"
      },
      {
        "document": 723,
        "excerpt": "needs a Climb Speed, climbing gear, or magic such as a Spider Climb spell to scale the pit's smooth walls. You can make the pit easier to escape by adding cracks in t"
      },
      {
        "document": 861,
        "excerpt": "Spider Climb"
      },
      {
        "document": 874,
        "excerpt": "Spider Climb"
      },
      {
        "document": 887,
        "excerpt": "Spider Climb"
      },
      {
        "document": 965,
        "excerpt": "sters” for stat block options). The Rat, Riding Horse, Spider, and Wolf are recommended. Whenever you finish a Long Rest, you can replace one of your known forms with"
      },
      {
        "document": 1265,
        "excerpt": "at, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating of 0. Appearing in an unoccupied space within rang"
      },
      {
        "document": 1290,
        "excerpt": "ation, up to 10 minutes You summon a giant centipede, spider, or wasp (chosen when you cast the spell). It manifests in an unoccupied space you can see within range"
      },
      {
        "document": 1438,
        "excerpt": "Spider Climb"
      },
      {
        "document": 1541,
        "excerpt": "son Resistance. You have Resistance to Poison damage. Spider Climb. You have a Climb Speed equal to your Speed and can move up, down, and across vertical surfaces an"
      },
      {
        "document": 1707,
        "excerpt": "Slippers of Spider Climbing"
      },
      {
        "document": 1810,
        "excerpt": "g can eat through 2 feet of nonmagical wood or metal. Spider Climb. The pudding can climb difficult surfaces, including along ceilings, without needing to make an ab"
      },
      {
        "document": 1850,
        "excerpt": "Spider Climb. The drider can climb difficult surfaces, including along ceilings, without needing to make an abi"
      },
      {
        "document": 1860,
        "excerpt": "Spider Climb. The ettercap can climb difficult surfaces, including along ceilings, without needing to make an a"
      },
      {
        "document": 1888,
        "excerpt": "Spider Climb. The lizard can climb difficult surfaces, including along ceilings, without needing to make an abi"
      },
      {
        "document": 1895,
        "excerpt": "Giant Spider"
      },
      {
        "document": 1901,
        "excerpt": "Giant Wolf Spider"
      },
      {
        "document": 1938,
        "excerpt": "rat (Speed 20 ft.), a raven (20 ft., Fly 60 ft.), or a spider (20 ft., Climb 20 ft.), or it returns to its true form. Its game statistics are the same in each form, e"
      },
      {
        "document": 1951,
        "excerpt": "Spider Climb. The lizard can climb difficult surfaces, including along ceilings, without needing to make an abi"
      },
      {
        "document": 1972,
        "excerpt": "as 1 inch without expending extra movement to do so. Spider Climb. The jelly can climb difficult surfaces, including along ceilings, without needing to make an abil"
      },
      {
        "document": 1982,
        "excerpt": "Phase Spider"
      },
      {
        "document": 2006,
        "excerpt": "Spider Climb. The roper can climb difficult surfaces, including along ceilings, without needing to make an abil"
      },
      {
        "document": 2027,
        "excerpt": "Spider"
      },
      {
        "document": 2039,
        "excerpt": "Spider Climb. If the swarm has a Climb Speed, the swarm can climb difficult surfaces, including along ceilings,"
      },
      {
        "document": 2055,
        "excerpt": "Spider Climb. The vampire can climb difficult surfaces, including along ceilings, without needing to make an ab"
      },
      {
        "document": 2056,
        "excerpt": "d it regains 1 Hit Point after spending 1 hour there. Spider Climb. The vampire can climb difficult surfaces, including along ceilings, without needing to make an ab"
      }
    ],
    "spider's": [
      {
        "document": 708,
        "excerpt": "Spider's Sting (200 GP)"
      }
    ],
    "spiders": [
      {
        "document": 266,
        "excerpt": "ening but sounds as if it is filled with liquid, sand, spiders, or broken glass (your choice) 48 A glass orb filled with water, in which swims a clockwork goldfish 4"
      }
    ],
    "spiderweb": [
      {
        "document": 1480,
        "excerpt": "V, S, M (a bit of spiderweb)"
      }
    ],
    "spike": [
      {
        "document": 308,
        "excerpt": "heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving thro"
      },
      {
        "document": 345,
        "excerpt": "se a blunt object, such as a Light Hammer, to hammer a spike into wood, earth, or a similar material. You can do so to jam a door shut or to then tie a Rope or Chain"
      },
      {
        "document": 718,
        "excerpt": "pressure plate on a successful check. Wedging an Iron Spike or similar object under the pressure plate prevents the trap from triggering. At Higher Levels. You can"
      },
      {
        "document": 719,
        "excerpt": "a successful check. Once the pit is detected, an Iron Spike or a similar object can be wedged between the pit's lid and the surrounding floor to prevent the lid fro"
      },
      {
        "document": 720,
        "excerpt": "pressure plate on a successful check. Wedging an Iron Spike or a similar object under the pressure plate prevents the trap from triggering. At Higher Levels. You c"
      },
      {
        "document": 722,
        "excerpt": "late's function on a successful check. Wedging an Iron Spike or a similar object under the pressure plate prevents the trap from triggering. Destroy the Stone. The"
      },
      {
        "document": 723,
        "excerpt": "essful check. Once the hidden pit is detected, an Iron Spike or a similar object can be wedged between the pit's lid and the surrounding floor to prevent the lid fro"
      },
      {
        "document": 831,
        "excerpt": "Spike Growth"
      },
      {
        "document": 851,
        "excerpt": "Spike Growth"
      },
      {
        "document": 874,
        "excerpt": "Mind Spike"
      },
      {
        "document": 887,
        "excerpt": "Mind Spike"
      },
      {
        "document": 1361,
        "excerpt": "Mind Spike"
      },
      {
        "document": 1439,
        "excerpt": "Spike Growth"
      },
      {
        "document": 1694,
        "excerpt": "n within your reach. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from th"
      },
      {
        "document": 1765,
        "excerpt": "of (A) Slowing Breath or (B) Spellcasting to cast Mind Spike (level 4 version). Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 17 (2d10 + 6) Slashing damage plus 4"
      },
      {
        "document": 1767,
        "excerpt": "ace one attack with a use of Spellcasting to cast Mind Spike (level 3 version). Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 15 (2d8 + 6) Slashing damage plus 7"
      },
      {
        "document": 1777,
        "excerpt": "of (A) Slowing Breath or (B) Spellcasting to cast Mind Spike (level 5 version). Rend. Melee Attack Roll: +15, reach 15 ft. Hit: 19 (2d10 + 8) Slashing damage plus 9"
      },
      {
        "document": 1779,
        "excerpt": "ace one attack with a use of Spellcasting to cast Mind Spike (level 5 version). Rend. Melee Attack Roll: +15, reach 15 ft. Hit: 17 (2d8 + 8) Slashing damage plus 10"
      },
      {
        "document": 1956,
        "excerpt": "The manticore makes three attacks, using Rend or Tail Spike in any combination. Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage. Tail Sp"
      }
    ],
    "spiked": [
      {
        "document": 723,
        "excerpt": "Spiked Pit"
      },
      {
        "document": 959,
        "excerpt": "Spiked Pit Table 1"
      }
    ],
    "spikes": [
      {
        "document": 345,
        "excerpt": "Spikes, Iron (1 GP)"
      },
      {
        "document": 429,
        "excerpt": "owbar, Firearm Bullets, Grappling Hook, Iron Pot, Iron Spikes, Sling Bullets"
      },
      {
        "document": 723,
        "excerpt": "fall into the pit, which has sharpened wooden or metal spikes at the bottom. The lid remains open thereafter. A creature that falls into the pit lands at the bottom"
      },
      {
        "document": 930,
        "excerpt": "Spikes, Iron"
      },
      {
        "document": 1135,
        "excerpt": "Spikes, Iron"
      },
      {
        "document": 1439,
        "excerpt": "s Sphere centered on a point within range sprouts hard spikes and thorns. The area becomes Difficult Terrain for the duration. When a creature moves into or within th"
      }
    ],
    "spill": [
      {
        "document": 451,
        "excerpt": "As a Utilize action, you can spill Ball Bearings from their pouch. They spread to cover a level, 10-foot-square area within 10 feet of your"
      },
      {
        "document": 1517,
        "excerpt": "l Plane. If the bag is turned inside out, its contents spill forth unharmed, but the bag must be put right before it can be used again. The bag holds enough air for"
      },
      {
        "document": 1594,
        "excerpt": "e. If the haversack is turned inside out, its contents spill forth unharmed, and the haversack must be put right before it can be used again. Each pouch of the have"
      }
    ],
    "spindle": [
      {
        "document": 1609,
        "excerpt": "5 Hit Points at the end of each hour this pearly white spindle orbits your head if you have at least 1 Hit Point. Reserve (Rare). This vibrant purple prism stores spe"
      }
    ],
    "spinel": [
      {
        "document": 768,
        "excerpt": "Spinel"
      }
    ],
    "spins": [
      {
        "document": 1627,
        "excerpt": "end this curse. Fates. Reality's fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card's magic as"
      }
    ],
    "spirit": [
      {
        "document": 134,
        "excerpt": "ality. Such an item might be possessed, haunted by the spirit of a previous owner, or self-aware thanks to the magic used to create it. A sentient item might be a che"
      },
      {
        "document": 613,
        "excerpt": "Dead or Revivify spell. When such a spell is cast, the spirit knows who is casting it and can refuse. The spirit of a dead creature has left the body and departed for"
      },
      {
        "document": 913,
        "excerpt": "Spirit Guardians"
      },
      {
        "document": 965,
        "excerpt": "You can summon a nature spirit that assumes an animal form to aid you. As a Magic action, you can expend a spell slot or a use of Wild"
      },
      {
        "document": 970,
        "excerpt": "f your choice for which you qualify. Boon of the Night Spirit is recommended."
      },
      {
        "document": 1007,
        "excerpt": "Boon of the Night Spirit"
      },
      {
        "document": 1205,
        "excerpt": "ration: Concentration, up to 10 minutes You conjure a spirit from the Upper Planes, which manifests as a pillar of light in a 10-foot-radius, 40-foot-high Cylinder c"
      },
      {
        "document": 1206,
        "excerpt": "ion, up to 10 minutes You conjure a Large, intangible spirit from the Elemental Planes that appears in an unoccupied space within range. Choose the spirit's element,"
      },
      {
        "document": 1207,
        "excerpt": "Concentration, up to 10 minutes You conjure a Medium spirit from the Feywild in an unoccupied space you can see within range. The spirit lasts for the duration, and"
      },
      {
        "document": 1210,
        "excerpt": "uration: 1 minute You mentally contact a demigod, the spirit of a long-dead sage, or some other knowledgeable entity from another plane. Contacting this otherworldly"
      },
      {
        "document": 1265,
        "excerpt": ": Instantaneous You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, We"
      },
      {
        "document": 1436,
        "excerpt": "rn the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it di"
      },
      {
        "document": 1440,
        "excerpt": "Spirit Guardians"
      },
      {
        "document": 1448,
        "excerpt": ": Concentration, up to 1 hour You call forth a Dragon spirit. It manifests in an unoccupied space that you can see within range and uses the Draconic Spirit stat blo"
      },
      {
        "document": 1604,
        "excerpt": "ppear in unoccupied spaces within 60 feet of you. Each spirit uses the Berserker stat block and returns to Ysgard after 1 hour or when it drops to 0 Hit Points. The s"
      },
      {
        "document": 1949,
        "excerpt": "ils a saving throw, it can choose to succeed instead. Spirit Jar. If destroyed, the lich reforms in 1d10 days if it has a spirit jar, reviving with all its Hit Point"
      },
      {
        "document": 1992,
        "excerpt": "pell save DC 13): At Will: Light, Thaumaturgy 1/Day: Spirit Guardians"
      },
      {
        "document": 2028,
        "excerpt": "Spirit Naga"
      },
      {
        "document": 2078,
        "excerpt": "as been dead for no longer than 1 minute. The target's spirit rises as a Specter in the space of its corpse or in the nearest unoccupied space. The specter is under t"
      }
    ],
    "spirit's": [
      {
        "document": 1206,
        "excerpt": "ppears in an unoccupied space within range. Choose the spirit's element, which determines its damage type: air (Lightning), earth (Thunder), fire (Fire), or water (Cold"
      }
    ],
    "spirits": [
      {
        "document": 181,
        "excerpt": "ers, such as shambling mounds and treants. Undead are spirits and the reanimated dead, such as ghosts, vampires, and zombies."
      },
      {
        "document": 671,
        "excerpt": "jects or linger in desecrated locations, where demonic spirits await victims. A creature that becomes the target of Demonic Possession must succeed on a DC 15 Charism"
      },
      {
        "document": 758,
        "excerpt": "Spirits"
      },
      {
        "document": 969,
        "excerpt": "You invoke spirits of nature to magically hide yourself. As a Bonus Action, you can give yourself the Invisible condition u"
      },
      {
        "document": 1198,
        "excerpt": "V, S Duration: Instantaneous You commune with nature spirits and gain knowledge of the surrounding area. In the outdoors, the spell gives you knowledge of the area w"
      },
      {
        "document": 1204,
        "excerpt": "n: Concentration, up to 10 minutes You conjure nature spirits that appear as a Large pack of spectral, intangible animals in an unoccupied space you can see within ra"
      },
      {
        "document": 1208,
        "excerpt": "Duration: Concentration, up to 10 minutes You conjure spirits from the Elemental Planes that flit around you in a 15-foot Emanation for the duration. Until the spell"
      },
      {
        "document": 1209,
        "excerpt": "n: Concentration, up to 10 minutes You conjure nature spirits that flit around you in a 10-foot Emanation for the duration. Whenever the Emanation enters the space of"
      },
      {
        "document": 1247,
        "excerpt": "nents: V, S Duration: Instantaneous Whispering to the spirits of nature, you create one of the following effects within range. Weather Sensor. You create a Tiny, har"
      },
      {
        "document": 1440,
        "excerpt": "Duration: Concentration, up to 10 minutes Protective spirits flit around you in a 15-foot Emanation for the duration. If you are good or neutral, their spectral form"
      },
      {
        "document": 1604,
        "excerpt": "a Magic action to blow this horn. In response, warrior spirits from the plane of Ysgard appear in unoccupied spaces within 60 feet of you. Each spirit uses the Berserk"
      }
    ],
    "spirits'": [
      {
        "document": 1204,
        "excerpt": "e. The pack lasts for the duration, and you choose the spirits' animal form, such as wolves, serpents, or birds. You have Advantage on Strength saving throws while you"
      }
    ],
    "spiritual": [
      {
        "document": 738,
        "excerpt": "are ideal for a background that focuses on cerebral or spiritual matters. Charisma. This ability is ideal for a background that involves performance or social interacti"
      },
      {
        "document": 912,
        "excerpt": "Spiritual Weapon"
      },
      {
        "document": 1441,
        "excerpt": "Spiritual Weapon"
      },
      {
        "document": 1838,
        "excerpt": "Spiritual Weapon (2/Day). The cultist casts the Spiritual Weapon spell, using the same spellcasting ability as Spe"
      }
    ],
    "spits": [
      {
        "document": 1516,
        "excerpt": "e each day, the bag swallows any objects inside it and spits them out into another plane of existence. The GM determines the time and plane. If the bag is pierced o"
      }
    ],
    "spittle": [
      {
        "document": 1902,
        "excerpt": "the mouther, leaving only equipment behind. Blinding Spittle (Recharge 5–6). Dexterity Saving Throw: DC 10, each creature in a 10-foot-radius Sphere centered on a po"
      },
      {
        "document": 1920,
        "excerpt": "cks. It can replace any attack with a use of Poisonous Spittle. Bite. Melee Attack Roll: +8, reach 10 ft. Hit: 17 (2d12 + 4) Piercing damage plus 22 (4d10) Poison dam"
      }
    ],
    "splash": [
      {
        "document": 828,
        "excerpt": "Acid Splash, Ray of Sickness, Web"
      },
      {
        "document": 859,
        "excerpt": "Acid Splash"
      },
      {
        "document": 885,
        "excerpt": "Acid Splash"
      },
      {
        "document": 1150,
        "excerpt": "Acid Splash"
      },
      {
        "document": 1556,
        "excerpt": "r next turn. Choose from the following command words: Splash. The decanter produces 1 gallon of water. Fountain. The decanter produces 5 gallons of water. Geyser."
      }
    ],
    "splashed": [
      {
        "document": 1862,
        "excerpt": "elemental moves in water or for every gallon of water splashed on it."
      }
    ],
    "splashes": [
      {
        "document": 1149,
        "excerpt": "mage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage only. Using a Higher-Level Spell Slot. The"
      }
    ],
    "splint": [
      {
        "document": 929,
        "excerpt": "Splint Armor"
      },
      {
        "document": 1136,
        "excerpt": "Splint Armor"
      },
      {
        "document": 2064,
        "excerpt": "Greatsword, Heavy Crossbow, Splint Armor"
      }
    ],
    "split": [
      {
        "document": 1810,
        "excerpt": "Split. Trigger: While the pudding is Large or Medium and has 10+ Hit Points, it becomes Bloodied or is subject"
      },
      {
        "document": 1972,
        "excerpt": "Split. Trigger: While the jelly is Large or Medium and has 10+ Hit Points, it becomes Bloodied or is subjected"
      }
    ],
    "splits": [
      {
        "document": 1810,
        "excerpt": "to Lightning or Slashing damage. Response: The pudding splits into two new Black Puddings. Each new pudding is one size smaller than the original pudding and acts on"
      },
      {
        "document": 1972,
        "excerpt": "d to Lightning or Slashing damage. Response: The jelly splits into two new Ochre Jellies. Each new jelly is one size smaller than the original jelly and acts on its I"
      }
    ],
    "spoiled": [
      {
        "document": 422,
        "excerpt": "lb. Utilize: Improve food's flavor (DC 10), or detect spoiled or poisoned food (DC 15) Craft: Rations"
      }
    ],
    "spoils": [
      {
        "document": 1217,
        "excerpt": "food of your choice, and the water is clean. The food spoils after 24 hours if uneaten."
      }
    ],
    "spoke": [
      {
        "document": 1347,
        "excerpt": "s the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a s"
      }
    ],
    "spoken": [
      {
        "document": 121,
        "excerpt": "A command word is a word or short phrase that must be spoken or signed for an item to work. Spoken command words must be audible and fail to work in areas where all"
      },
      {
        "document": 1164,
        "excerpt": "spite the lock. You can also set a password that, when spoken within 5 feet of the object, unlocks it for 1 minute."
      },
      {
        "document": 1299,
        "excerpt": "'s effects. You can also specify a password that, when spoken aloud within 5 feet of the warded area, makes the speaker immune to its effects. The spell creates the"
      },
      {
        "document": 1460,
        "excerpt": "s the creature you touch the ability to understand any spoken or signed language that it hears or sees. Moreover, when the target communicates by speaking or signing,"
      }
    ],
    "spoon": [
      {
        "document": 266,
        "excerpt": "ater, in which swims a clockwork goldfish 49 A silver spoon with an M engraved on the handle 50 A whistle made from gold-colored wood 51 A dead scarab beetle the"
      }
    ],
    "spores": [
      {
        "document": 2059,
        "excerpt": "2d6 + 3) Piercing damage plus 10 (3d6) Poison damage. Spores (Recharge 6). Constitution Saving Throw: DC 15, each creature in a 20-foot Emanation originating from th"
      }
    ],
    "spot": [
      {
        "document": 64,
        "excerpt": "which characters are affected by traps, which ones can spot hidden enemies, and which ones are the closest to those enemies if a fight breaks out. You can change yo"
      },
      {
        "document": 965,
        "excerpt": "essages. You and others who know Druidic automatically spot such a message. Others spot the message's presence with a successful DC 15 Intelligence (Investigation)"
      },
      {
        "document": 1165,
        "excerpt": "ke a Bonus Action to move the sword up to 30 feet to a spot you can see and repeat the attack against the same target or a different one."
      },
      {
        "document": 1233,
        "excerpt": "to a location within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distan"
      },
      {
        "document": 1256,
        "excerpt": "he spell ends, you return to the plane you left in the spot that corresponds to your space in the Border Ethereal. If you appear in an occupied space, you are shunt"
      },
      {
        "document": 1350,
        "excerpt": "no larger than a 20-foot Cube. The image appears at a spot that you can see within range and lasts for the duration. It seems real, including sounds, smells, and t"
      },
      {
        "document": 1389,
        "excerpt": "ithin the warded area. Casting this spell on the same spot every day for 365 days makes the spell last until dispelled. Using a Higher-Level Spell Slot. You can i"
      },
      {
        "document": 1428,
        "excerpt": "no larger than a 15-foot Cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smel"
      },
      {
        "document": 1462,
        "excerpt": "ees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no m"
      },
      {
        "document": 1485,
        "excerpt": "with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first prepar"
      },
      {
        "document": 1555,
        "excerpt": "nus Action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same Bonus Action, you can cause the weapon to attack one creature"
      },
      {
        "document": 1733,
        "excerpt": "on the ground anywhere in the area. Any creature on a spot where the fissure opens must make a DC 20 Dexterity saving throw, falling into the fissure on a failed s"
      }
    ],
    "spouts": [
      {
        "document": 793,
        "excerpt": "A geyser erupts and spouts water, beer, mayonnaise, tea, vinegar, wine, or oil (GM’s choice) 30 feet into the air for 1d4 minutes."
      }
    ],
    "spray": [
      {
        "document": 829,
        "excerpt": "Poison Spray"
      },
      {
        "document": 859,
        "excerpt": "Poison Spray"
      },
      {
        "document": 860,
        "excerpt": "Color Spray"
      },
      {
        "document": 867,
        "excerpt": "Prismatic Spray"
      },
      {
        "document": 872,
        "excerpt": "Poison Spray"
      },
      {
        "document": 884,
        "excerpt": "Poison Spray"
      },
      {
        "document": 886,
        "excerpt": "Color Spray"
      },
      {
        "document": 893,
        "excerpt": "Prismatic Spray"
      },
      {
        "document": 899,
        "excerpt": "Color Spray"
      },
      {
        "document": 905,
        "excerpt": "Prismatic Spray"
      },
      {
        "document": 963,
        "excerpt": "1 spells from the Bard spell list. Charm Person, Color Spray, Dissonant Whispers, and Healing Word are recommended. The number of spells on your list increases as y"
      },
      {
        "document": 992,
        "excerpt": "e Resistance to Poison damage.You also know the Poison Spray cantrip. | Ray of Sickness | Hold Person | | Chthonic | You have Resistance to Necrotic damage."
      },
      {
        "document": 1149,
        "excerpt": "w streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 Acid damage and 2"
      },
      {
        "document": 1196,
        "excerpt": "Color Spray"
      },
      {
        "document": 1250,
        "excerpt": "cent lingers for 1 minute. Beckon Water. You create a spray of cool mist that lightly dampens creatures and objects in a 5-foot Cube. Alternatively, you create 1 cu"
      },
      {
        "document": 1380,
        "excerpt": "Poison Spray"
      },
      {
        "document": 1387,
        "excerpt": "Prismatic Spray"
      },
      {
        "document": 1598,
        "excerpt": "nent: Daylight (opal), Fireball (fire opal), Prismatic Spray (diamond), or Wall of Fire (ruby). The gem is destroyed when the spell is cast and disappears from the h"
      },
      {
        "document": 1786,
        "excerpt": "e, it has the Grappled condition (escape DC 13). Acid Spray (Recharge 6). Dexterity Saving Throw: DC 12, each creature in a 30-foot-long, 5-foot-wide Line. Failure:"
      }
    ],
    "spread": [
      {
        "document": 228,
        "excerpt": "e most prominent species in the setting and have since spread widely. Standard Languages The Rare Languages table lists languages that are either secret or derived"
      },
      {
        "document": 283,
        "excerpt": "at once. Whatever a species' genesis, its members have spread across the multiverse and contribute to many different cultures. Members of most species live for about"
      },
      {
        "document": 451,
        "excerpt": "on, you can spill Ball Bearings from their pouch. They spread to cover a level, 10-foot-square area within 10 feet of yourself. A creature that enters this area for t"
      },
      {
        "document": 463,
        "excerpt": "As a Utilize action, you can spread Caltrops from their bag to cover a 5-foot-square area within 5 feet of yourself. A creature that enters"
      },
      {
        "document": 667,
        "excerpt": "er as part of their origins or due to their ability to spread curses - werewolves being a prime example. You decide how a spell like Remove Curse affects a creature"
      },
      {
        "document": 672,
        "excerpt": "ters search for a cure and try to stop the contagion's spread."
      },
      {
        "document": 1561,
        "excerpt": "ular society or organization, freedom from the orb, to spread suffering in the world, to advance the worship of Tiamat, or something else the GM decides. Spells. The"
      },
      {
        "document": 1579,
        "excerpt": "s a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. Whip (Rare). You can take a Magic action to throw the token to a point within"
      },
      {
        "document": 1721,
        "excerpt": "s a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of Transmutation magic that"
      }
    ],
    "spreading": [
      {
        "document": 675,
        "excerpt": "nd the creature is immune to Cackle Fever for 1 year. Spreading the Contagion. Any Humanoid (other than a gnome) that starts its turn within a 10-foot Emanation origina"
      },
      {
        "document": 677,
        "excerpt": "of the ointment), the contagion ends on the creature. Spreading the Contagion. Any Humanoid that makes skin contact with a creature infected with Sight Rot must succeed"
      },
      {
        "document": 1446,
        "excerpt": "for the duration, centered on a point within range and spreading to a radius of 300 feet. Each creature under the cloud when it appears must succeed on a Constitution sa"
      }
    ],
    "spreads": [
      {
        "document": 1223,
        "excerpt": ", up to 10 minutes For the duration, magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere. Darkvision can't see through it, and nonmag"
      },
      {
        "document": 1225,
        "excerpt": "nts: V, S Duration: 1 hour For the duration, sunlight spreads from a point within range and fills a 60-foot-radius Sphere. The sunlight's area is Bright Light and she"
      }
    ],
    "sprig": [
      {
        "document": 934,
        "excerpt": "Sprig of mistletoe"
      },
      {
        "document": 969,
        "excerpt": "Shortsword, Longbow, 20 Arrows, Quiver, Druidic Focus (sprig of mistletoe), Explorer’s Pack, and 7 GP; or (B) 150 GP"
      },
      {
        "document": 1294,
        "excerpt": "V, S, M (a sprig of mistletoe)"
      }
    ],
    "spring": [
      {
        "document": 1335,
        "excerpt": "V, S, M (a metal spring)"
      },
      {
        "document": 1694,
        "excerpt": "flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic Battleaxe that grants a +3 bonus to attack rolls and damage rolls"
      },
      {
        "document": 1726,
        "excerpt": "ke a Bonus Action to cause a blade of pure radiance to spring into existence or make the blade disappear. While the blade exists, this magic weapon functions as a Lon"
      }
    ],
    "springing": [
      {
        "document": 386,
        "excerpt": "or example, a character wearing a Boot of Striding and Springing on one foot and a Boot of Elvenkind on the other foot gains no benefit from either."
      },
      {
        "document": 1527,
        "excerpt": "Boots of Striding and Springing"
      }
    ],
    "springs": [
      {
        "document": 721,
        "excerpt": "with any object other than the proper key, the needle springs out and stabs the creature. The creature makes a DC 11 Constitution saving throw. On a failed save, the"
      },
      {
        "document": 793,
        "excerpt": "A campfire with green flames springs forth and burns for 24 hours or until it is extinguished."
      },
      {
        "document": 1213,
        "excerpt": "the spell consumes) Duration: Until dispelled A flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an ad"
      },
      {
        "document": 1282,
        "excerpt": "nvisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you c"
      },
      {
        "document": 1391,
        "excerpt": "es. When the trigger you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disap"
      },
      {
        "document": 1426,
        "excerpt": "ch Components: V, S Duration: Instantaneous Lightning springs from you to a creature that you try to touch. Make a melee spell attack against the target. On a hit, th"
      },
      {
        "document": 1459,
        "excerpt": "a crystal bead) Duration: 8 hours A 10-foot Emanation springs into existence around you and remains stationary for the duration. The spell fails when you cast it if t"
      },
      {
        "document": 1467,
        "excerpt": "ration: Concentration, up to 6 rounds A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet h"
      },
      {
        "document": 1468,
        "excerpt": "asks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 Hit Point, and a Stren"
      },
      {
        "document": 1473,
        "excerpt": "ntration, up to 10 minutes An Invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a"
      },
      {
        "document": 1475,
        "excerpt": "on, up to 10 minutes A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-"
      },
      {
        "document": 1579,
        "excerpt": "ken disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top sp"
      },
      {
        "document": 1694,
        "excerpt": "on 3. The rod's flanged head folds down, a spear point springs from the rod's tip, and the rod's handle lengthens into a 6-foot haft, transforming the rod into a magic"
      }
    ],
    "sprinkle": [
      {
        "document": 1565,
        "excerpt": "1d6 + 4 pinches of dust. As a Utilize action, you can sprinkle a pinch of the dust over water, turning up to a 15-foot Cube of water into one marble-sized pellet, whic"
      }
    ],
    "sprinkled": [
      {
        "document": 1565,
        "excerpt": "pellet, which floats or rests near where the dust was sprinkled. The pellet's weight is negligible. A creature can take a Utilize action to smash the pellet against a h"
      },
      {
        "document": 1621,
        "excerpt": "golem becomes animate when the ashes of the manual are sprinkled on it. See “Monsters” for the golem’s stat block. The golem is under your control, and it understands an"
      },
      {
        "document": 1948,
        "excerpt": "under the effects of a Bless spell or its remains are sprinkled with Holy Water."
      }
    ],
    "sprite": [
      {
        "document": 266,
        "excerpt": "ook like it has numerous feet on the bottom 46 A dead sprite inside a clear glass bottle 47 A metal can that has no opening but sounds as if it is filled with liqui"
      },
      {
        "document": 972,
        "excerpt": "Imp, Pseudodragon, Quasit, Skeleton, Sphinx of Wonder, Sprite, or Venomous Snake (see “Monsters” for the familiar’s stat block). Additionally, when you take the Atta"
      },
      {
        "document": 2029,
        "excerpt": "Sprite"
      }
    ],
    "sprite's": [
      {
        "document": 2029,
        "excerpt": "arget has the Charmed condition until the start of the sprite's next turn. Heart Sight. Charisma Saving Throw: DC 10, one creature within 5 feet the sprite can see (Ce"
      }
    ],
    "sprout": [
      {
        "document": 793,
        "excerpt": "5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constit"
      },
      {
        "document": 986,
        "excerpt": "give yourself temporary flight. As a Bonus Action, you sprout spectral wings on your back that last for 10 minutes or until you retract the wings (no action required)"
      },
      {
        "document": 1153,
        "excerpt": "u chose with a different one. Aquatic Adaptation. You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your"
      },
      {
        "document": 1254,
        "excerpt": "ration: Concentration, up to 1 minute Grasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the"
      }
    ],
    "sprouts": [
      {
        "document": 793,
        "excerpt": "A Treant sprouts. Roll any die. On an odd roll, the treant is Chaotic Evil. On an even roll, the treant is Chaotic Good."
      },
      {
        "document": 1158,
        "excerpt": "a Huge target counts as three. Each target animates, sprouts legs, and becomes a Construct that uses the Animated Object stat block; this creature is under your cont"
      },
      {
        "document": 1439,
        "excerpt": "20-foot-radius Sphere centered on a point within range sprouts hard spikes and thorns. The area becomes Difficult Terrain for the duration. When a creature moves into"
      },
      {
        "document": 1694,
        "excerpt": "to revert to its normal form: Button 1. A fiery blade sprouts from the end opposite the rod's flanged head. The flames shed Bright Light in a 40-foot radius and Dim L"
      }
    ],
    "spurred": [
      {
        "document": 237,
        "excerpt": "). Chaotic Evil creatures act with arbitrary violence, spurred by their hatred or bloodlust. A villain pursuing schemes of vengeance and havoc is probably Chaotic Evil"
      }
    ],
    "spy": [
      {
        "document": 56,
        "excerpt": "Adventurers and monsters often hide, whether to spy on one another, sneak past a guardian, or set an ambush. The Game Master decides when circumstances are"
      },
      {
        "document": 1376,
        "excerpt": "ross the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with t"
      },
      {
        "document": 2030,
        "excerpt": "Spy"
      }
    ],
    "spyglass": [
      {
        "document": 346,
        "excerpt": "Spyglass (1,000 GP)"
      },
      {
        "document": 423,
        "excerpt": "hours (DC 15) Craft: Glass Bottle, Magnifying Glass, Spyglass, Vial"
      },
      {
        "document": 930,
        "excerpt": "Spyglass"
      },
      {
        "document": 1137,
        "excerpt": "Spyglass"
      }
    ],
    "squalid": [
      {
        "document": 365,
        "excerpt": "th (GM's choice), choose a lifestyle below - Wretched, Squalid, Poor, Modest, Comfortable, Wealthy, or Aristocratic - and pay the price to sustain that lifestyle. Lif"
      },
      {
        "document": 367,
        "excerpt": "Squalid (1 SP per Day)"
      },
      {
        "document": 923,
        "excerpt": "Squalid"
      }
    ],
    "square": [
      {
        "document": 75,
        "excerpt": "If you play using a square grid and miniatures or other tokens, follow these rules. Squares. Each square represents 5 feet. Speed"
      },
      {
        "document": 82,
        "excerpt": "to a size category, which determines the width of the square space the creature occupies on a map, as shown on the Creature Size and Space table. That table lists th"
      },
      {
        "document": 323,
        "excerpt": "to pour an Oil flask on level ground to cover a 5-foot-square area within 5 feet of yourself. If lit, the oil burns until the end of the turn 2 rounds from when the o"
      },
      {
        "document": 451,
        "excerpt": "rom their pouch. They spread to cover a level, 10-foot-square area within 10 feet of yourself. A creature that enters this area for the first time on a turn must succ"
      },
      {
        "document": 463,
        "excerpt": "u can spread Caltrops from their bag to cover a 5-foot-square area within 5 feet of yourself. A creature that enters this area for the first time on a turn must succe"
      },
      {
        "document": 687,
        "excerpt": "has a weight tolerance of 3d10 × 10 pounds per 10-foot-square area. Whenever the total weight on an area of thin ice exceeds its tolerance, the ice in that area break"
      },
      {
        "document": 717,
        "excerpt": "t trap uses a trip wire to release a weighted, 10-foot-square Net suspended from the ceiling. The trip wire is 3 inches off the ground and stretches between two colum"
      },
      {
        "document": 751,
        "excerpt": "4 per square"
      },
      {
        "document": 793,
        "excerpt": "A pyramid with a 60-foot-square base bursts upward. Inside is a burial chamber containing a Mummy, a Mummy Lord, or some other Undead of"
      },
      {
        "document": 1166,
        "excerpt": "V, S, M (a small square of silk)"
      },
      {
        "document": 1177,
        "excerpt": "to 1 minute Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in that area"
      },
      {
        "document": 1214,
        "excerpt": "the center of the area, which must be at least 50 feet square and 25 feet deep. The whirlpool lasts until you choose a different effect or the spell ends. The whirlpo"
      },
      {
        "document": 1250,
        "excerpt": "hroud of dust or sand that covers surfaces in a 5-foot-square area, or you cause a single word to appear in your handwriting in a patch of dirt or sand. Beckon Fire."
      },
      {
        "document": 1254,
        "excerpt": "e Grasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the area into Difficult Terrain. They di"
      },
      {
        "document": 1281,
        "excerpt": "ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can't teleport i"
      },
      {
        "document": 1285,
        "excerpt": "the water to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in"
      },
      {
        "document": 1295,
        "excerpt": "te Nonflammable grease covers the ground in a 10-foot square centered on a point within range and turns it into Difficult Terrain for the duration. When the grease"
      },
      {
        "document": 1299,
        "excerpt": "24 hours You create a ward that protects up to 2,500 square feet of floor space. The warded area can be up to 20 feet tall, and you shape it as one 50-foot square,"
      },
      {
        "document": 1363,
        "excerpt": "ion: 10 days You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. Open fields or a road could be made t"
      },
      {
        "document": 1369,
        "excerpt": "argest dimension. For example, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square's elevation by up to 20 feet, dig"
      },
      {
        "document": 1474,
        "excerpt": "or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and last"
      },
      {
        "document": 1517,
        "excerpt": "ly larger than its outside dimensions - roughly 2 feet square and 4 feet deep on the inside. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic fee"
      },
      {
        "document": 1608,
        "excerpt": "using a command word, cause it to grow rapidly into a square adamantine tower. Repeating the command word causes the tower to revert to statuette form, which works o"
      },
      {
        "document": 1635,
        "excerpt": "he ground as a Magic action, where it covers a 10-foot square, duplicating the effect of the Grease spell in that area for 8 hours. This sticky, black unguent is th"
      },
      {
        "document": 1708,
        "excerpt": "+ 1 ounces. One ounce of the glue can cover a 1-foot square surface. Applying an ounce of Sovereign Glue takes a Utilize action, and the applied glue takes 1 minute"
      },
      {
        "document": 1738,
        "excerpt": "e within reach. Each ounce instantly dissolves up to 1 square foot of adhesive it touches, including Sovereign Glue."
      }
    ],
    "square's": [
      {
        "document": 1369,
        "excerpt": "create a pillar up to 20 feet high, raise or lower the square's elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these ch"
      }
    ],
    "squares": [
      {
        "document": 75,
        "excerpt": "d and miniatures or other tokens, follow these rules. Squares. Each square represents 5 feet. Speed. Rather than moving foot by foot, move square by square on the gr"
      },
      {
        "document": 751,
        "excerpt": "Space (Squares)"
      },
      {
        "document": 1299,
        "excerpt": "you shape it as one 50-foot square, one hundred 5-foot squares that are contiguous, or twenty-five 10-foot squares that are contiguous. When you cast this spell, you"
      }
    ],
    "squirming": [
      {
        "document": 1177,
        "excerpt": "(a tentacle) Duration: Concentration, up to 1 minute Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these"
      }
    ],
    "squirrel": [
      {
        "document": 1645,
        "excerpt": "a fish scale, a hummingbird feather, a cat claw, or a squirrel hair."
      }
    ],
    "srd": [
      {
        "document": 0,
        "excerpt": "es material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licens"
      }
    ],
    "stabilize": [
      {
        "document": 11,
        "excerpt": "You can take the Help action to try to stabilize a creature with 0 Hit Points, which requires a successful DC 10 Wisdom (Medicine) check. A Stable creat"
      },
      {
        "document": 484,
        "excerpt": "As a Utilize action, you can expend one of its uses to stabilize an Unconscious creature that has 0 Hit Points without needing to make a Wisdom (Medicine) check."
      }
    ],
    "stabilized": [
      {
        "document": 1711,
        "excerpt": "ere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it. The sphere obliterates all matter it passes through and all matter t"
      }
    ],
    "stabilizing": [
      {
        "document": 10,
        "excerpt": "itself. On your third success, you become Stable (see “Stabilizing a Character” below). On your third failure, you die. The successes and failures don't need to be consec"
      },
      {
        "document": 11,
        "excerpt": "Stabilizing a Character"
      }
    ],
    "stable": [
      {
        "document": 10,
        "excerpt": "no effect by itself. On your third success, you become Stable (see “Stabilizing a Character” below). On your third failure, you die. The successes and failures don't"
      },
      {
        "document": 11,
        "excerpt": "equires a successful DC 10 Wisdom (Medicine) check. A Stable creature doesn't make Death Saving Throws even though it has 0 Hit Points, but it still has the Unconsci"
      },
      {
        "document": 553,
        "excerpt": "Stable"
      },
      {
        "document": 1434,
        "excerpt": "has 0 Hit Points and isn't dead. The creature becomes Stable. Cantrip Upgrade. The range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet)."
      },
      {
        "document": 1982,
        "excerpt": "reduces the target to 0 Hit Points, the target becomes Stable, and it has the Poisoned condition for 1 hour. While Poisoned, the target also has the Paralyzed conditi"
      },
      {
        "document": 2054,
        "excerpt": "ced to 0 Hit Points by this attack, the target becomes Stable but has the Poisoned condition for 1 hour. While it has the Poisoned condition, the target has the Paral"
      }
    ],
    "stabling": [
      {
        "document": 921,
        "excerpt": "Stabling per day"
      }
    ],
    "stabs": [
      {
        "document": 721,
        "excerpt": "other than the proper key, the needle springs out and stabs the creature. The creature makes a DC 11 Constitution saving throw. On a failed save, the creature takes"
      }
    ],
    "stack": [
      {
        "document": 16,
        "excerpt": "They Don't Stack"
      },
      {
        "document": 32,
        "excerpt": "They Don't Stack"
      },
      {
        "document": 35,
        "excerpt": "The Bonus Doesn't Stack"
      },
      {
        "document": 263,
        "excerpt": "k feature from more than one class, the features don't stack. You can't make more than two attacks with this feature unless you have a feature that says you can (suc"
      },
      {
        "document": 593,
        "excerpt": "lossary defines these conditions: A condition doesn't stack with itself; a recipient either has a condition or doesn't. The Exhaustion condition is an exception to"
      }
    ],
    "stacking": [
      {
        "document": 112,
        "excerpt": "No Stacking"
      }
    ],
    "stacks": [
      {
        "document": 725,
        "excerpt": "n features that provide a change of elevation (such as stacks of empty crates, ledges, and balconies) reward clever positioning and encourage characters to jump, clim"
      }
    ],
    "staff": [
      {
        "document": 148,
        "excerpt": "Items in the Staff category vary widely in appearance: some are of nearly equal diameter throughout and smooth, others are"
      },
      {
        "document": 373,
        "excerpt": "You pay for the best and might have a staff that supports your lifestyle. Others notice your wealth and might encourage you to share it, either lega"
      },
      {
        "document": 766,
        "excerpt": "Staff of Striking"
      },
      {
        "document": 772,
        "excerpt": "Staff"
      },
      {
        "document": 773,
        "excerpt": "Staff of Fire Table 1"
      },
      {
        "document": 774,
        "excerpt": "Staff of Frost Table 1"
      },
      {
        "document": 775,
        "excerpt": "Staff of Healing Table 1"
      },
      {
        "document": 776,
        "excerpt": "Staff of Power Table 1"
      },
      {
        "document": 777,
        "excerpt": "Staff of Swarming Insects Table 1"
      },
      {
        "document": 778,
        "excerpt": "Staff of the Magi Table 1"
      },
      {
        "document": 779,
        "excerpt": "Staff of the Woodlands Table 1"
      },
      {
        "document": 933,
        "excerpt": "Staff (also a Quarterstaff)"
      },
      {
        "document": 934,
        "excerpt": "Wooden staff (also a Quarterstaff)"
      },
      {
        "document": 1349,
        "excerpt": "this spell dissipate into smoke if removed from it. A staff of 100 near-transparent servants attends all who enter. You determine the appearance of these servants a"
      },
      {
        "document": 1712,
        "excerpt": "Staff of Charming"
      },
      {
        "document": 1713,
        "excerpt": "Staff of Fire"
      },
      {
        "document": 1714,
        "excerpt": "Staff of Frost"
      },
      {
        "document": 1715,
        "excerpt": "Staff of Healing"
      },
      {
        "document": 1716,
        "excerpt": "Staff of Power"
      },
      {
        "document": 1717,
        "excerpt": "Staff of Striking"
      },
      {
        "document": 1718,
        "excerpt": "Staff of Swarming Insects"
      },
      {
        "document": 1719,
        "excerpt": "Staff of the Magi"
      },
      {
        "document": 1720,
        "excerpt": "Staff of the Python"
      },
      {
        "document": 1721,
        "excerpt": "Staff of the Woodlands"
      },
      {
        "document": 1722,
        "excerpt": "Staff of Thunder and Lightning"
      },
      {
        "document": 1723,
        "excerpt": "Staff of Withering"
      },
      {
        "document": 1851,
        "excerpt": "Multiattack. The druid makes two attacks, using Vine Staff or Verdant Wisp in any combination. Vine Staff. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Blu"
      }
    ],
    "staff's": [
      {
        "document": 1712,
        "excerpt": "f its properties: Cast Spell. You can expend 1 of the staff's charges to cast Charm Person, Command, or Comprehend Languages from it using your spell save DC. Reflec"
      },
      {
        "document": 1719,
        "excerpt": "bsorbed spell's level. However, if doing so brings the staff's total number of charges above 50, the staff explodes as if you activated its Retributive Strike (see bel"
      },
      {
        "document": 1720,
        "excerpt": "staff form in its current space, and you can't use the staff's property again for 1 hour. If the snake is reduced to 0 Hit Points, it dies and reverts to its staff for"
      },
      {
        "document": 1722,
        "excerpt": "c action to cause a bolt of lightning to leap from the staff's tip in a Line that is 5 feet wide and 120 feet long. Each creature in that Line makes a DC 17 Dexterity"
      }
    ],
    "staffs": [
      {
        "document": 148,
        "excerpt": "Staffs"
      },
      {
        "document": 766,
        "excerpt": "Staffs"
      }
    ],
    "stage": [
      {
        "document": 669,
        "excerpt": "as described in “Playing the Game.” During any journey stage, the predominant terrain determines the characters’ maximum travel pace, as shown in the Maximum Pace co"
      },
      {
        "document": 1215,
        "excerpt": "rrent condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction. Precipitation | Stage | Cond"
      }
    ],
    "staggering": [
      {
        "document": 962,
        "excerpt": "ing effects are now among your Brutal Strike options. Staggering Blow. The target has Disadvantage on the next saving throw it makes, and it can't make Opportunity Attac"
      }
    ],
    "staircase": [
      {
        "document": 1608,
        "excerpt": "ts interior is divided into two floors, with a ladder, staircase, or ramp (your choice) connecting them. This ladder, staircase, or ramp ends at a trap-door leading to t"
      }
    ],
    "stairs": [
      {
        "document": 78,
        "excerpt": "ult Terrain. Low furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs are examples of Difficult Terrain. Every foot of movement in Difficult Terrain"
      },
      {
        "document": 1278,
        "excerpt": "of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk c"
      },
      {
        "document": 1299,
        "excerpt": "lusion to make them appear as plain sections of wall. Stairs. Webs fill all stairs in the warded area from top to bottom, as in the Web spell. These strands regrow i"
      }
    ],
    "stake": [
      {
        "document": 2055,
        "excerpt": "20 Acid damage if it ends its turn in running water. Stake to the Heart. The vampire is destroyed if a weapon that deals Piercing damage is driven into the vampire"
      },
      {
        "document": 2056,
        "excerpt": "20 Acid damage if it ends its turn in running water. Stake to the Heart. If a weapon that deals Piercing damage is driven into the vampire's heart while the vampir"
      }
    ],
    "stakes": [
      {
        "document": 244,
        "excerpt": "e in level, the tone of the game also changes, and the stakes of the campaign get higher. It's helpful to think of a character's (and a campaign's) arc in terms of fo"
      }
    ],
    "stalk": [
      {
        "document": 980,
        "excerpt": "Protect Nature and People from Destruction You stalk prey in the wilds and elsewhere, using your abilities as a Hunter to protect nature and people everywher"
      }
    ],
    "stalker": [
      {
        "document": 1819,
        "excerpt": "Bugbear Stalker"
      },
      {
        "document": 1940,
        "excerpt": "Invisible Stalker"
      }
    ],
    "stalker's": [
      {
        "document": 1940,
        "excerpt": "ing Throw: DC 14, one Large or smaller creature in the stalker's space. Failure: 7 (1d8 + 3) Thunder damage, and the target has the Grappled condition (escape DC 13). Un"
      }
    ],
    "stalks": [
      {
        "document": 1437,
        "excerpt": "about, but they can move their branches, tendrils, and stalks for you. If a Plant creature is in the area, you can communicate with it as if you shared a common lang"
      }
    ],
    "stalwart": [
      {
        "document": 688,
        "excerpt": "effects can terrify or fray the mind of even the most stalwart adventurer. If you plan to use any of these rules, discuss them with your players at the start of the c"
      }
    ],
    "stamina": [
      {
        "document": 746,
        "excerpt": "Health and stamina"
      },
      {
        "document": 966,
        "excerpt": "You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fig"
      }
    ],
    "stanch": [
      {
        "document": 1805,
        "excerpt": "t or a creature within 5 feet of it takes an action to stanch the wound, doing so by succeeding on a DC 12 Wisdom (Medicine) check."
      },
      {
        "document": 1932,
        "excerpt": "t or a creature within 5 feet of it takes an action to stanch the wound, doing so by succeeding on a DC 17 Wisdom (Medicine) check."
      }
    ],
    "stand": [
      {
        "document": 1382,
        "excerpt": "re has the Prone condition, it can use its Reaction to stand up."
      },
      {
        "document": 1534,
        "excerpt": "wooden broom functions like a mundane broom until you stand astride it and take a Magic action to make it hover beneath you, at which time it can be ridden in the a"
      },
      {
        "document": 1605,
        "excerpt": "a surface. This effect means the creature can cross or stand above nonsolid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores Di"
      }
    ],
    "standard": [
      {
        "document": 228,
        "excerpt": "Common plus two languages you roll or choose from the Standard Languages table. Knowledge of a language means your character can communicate in it, read it, and write"
      },
      {
        "document": 230,
        "excerpt": "ds. Your GM might prefer you to use a particular one. Standard Array. Use the following six scores for your abilities: 15, 14, 13, 12, 10, 8. Random Generation. Roll"
      },
      {
        "document": 231,
        "excerpt": "in the ability modifiers as well. If you're using the Standard Array option, consult the Standard Array by Class table for suggestions on where to assign scores for yo"
      },
      {
        "document": 253,
        "excerpt": "cides whether your character starts with more than the standard equipment for a level 1 character, possibly even one or more magic items. The Starting Equipment at High"
      },
      {
        "document": 786,
        "excerpt": "Hearing and standard vision out to 30 feet"
      },
      {
        "document": 809,
        "excerpt": "Standard Languages"
      },
      {
        "document": 811,
        "excerpt": "Standard Array by Class"
      }
    ],
    "standards": [
      {
        "document": 968,
        "excerpt": "KING YOUR OATH A Paladin tries to hold to the highest standards of conduct, but even the most dedicated are fallible. Sometimes a Paladin transgresses their oath. A Pa"
      },
      {
        "document": 982,
        "excerpt": "in shining armor. They hold themselves to the highest standards of conduct, and some - for better or worse - hold the rest of the world to the same standards. Many who"
      }
    ],
    "standing": [
      {
        "document": 517,
        "excerpt": "f light activity, such as reading, talking, eating, or standing watch. During sleep, you have the Unconscious condition. After you finish a Long Rest, you must wait at"
      },
      {
        "document": 543,
        "excerpt": "thing more strenuous than reading, talking, eating, or standing watch. To start a Short Rest, you must have at least 1 Hit Point. Benefits of the Rest. When you finish"
      },
      {
        "document": 641,
        "excerpt": "t on foot immediately before the jump. When you make a standing High Jump, you can jump only half that distance. Either way, each foot of the jump costs a foot of movem"
      },
      {
        "document": 657,
        "excerpt": "t 10 feet immediately before the jump. When you make a standing Long Jump, you can leap only half that distance. Either way, each foot you jump costs a foot of movement"
      },
      {
        "document": 975,
        "excerpt": "s. These Druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle's wisest members preside as the chief priests of"
      },
      {
        "document": 1214,
        "excerpt": "ifferent one. Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If you choose an area in a large body of water, you in"
      },
      {
        "document": 1295,
        "excerpt": "the duration. When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or have the Prone condition. A creature that enters"
      },
      {
        "document": 1365,
        "excerpt": "e that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends immediately after you make an attack roll,"
      },
      {
        "document": 1542,
        "excerpt": "cally projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have Disadvantage on attack rolls against"
      },
      {
        "document": 1866,
        "excerpt": "Amphibious. The frog can breathe air and water. Standing Leap. The frog's Long Jump is up to 10 feet and its High Jump is up to 5 feet with or without a running"
      },
      {
        "document": 1885,
        "excerpt": "Amphibious. The frog can breathe air and water. Standing Leap. The frog's Long Jump is up to 20 feet and its High Jump is up to 10 feet with or without a running"
      },
      {
        "document": 1896,
        "excerpt": "Amphibious. The toad can breathe air and water. Standing Leap. The toad's Long Jump is up to 20 feet and its High Jump is up to 10 feet with or without a running"
      }
    ],
    "star": [
      {
        "document": 760,
        "excerpt": "Star"
      },
      {
        "document": 820,
        "excerpt": "A silver badge that is a five-pointed star"
      },
      {
        "document": 1627,
        "excerpt": "reature slain by an avatar can't be restored to life. Star. Increase one of your ability scores by 2, to a maximum of 24. Sun. A magic item (chosen by the GM) app"
      }
    ],
    "stargazing": [
      {
        "document": 440,
        "excerpt": "ilize: Plot a course (DC 10), or determine position by stargazing (DC 15)"
      }
    ],
    "starry": [
      {
        "document": 829,
        "excerpt": "Starry Wisp"
      },
      {
        "document": 897,
        "excerpt": "Starry Wisp"
      },
      {
        "document": 969,
        "excerpt": "ss's section for a list of Druid spells). Guidance and Starry Wisp are recommended. The chosen cantrips count as Ranger spells for you, and Wisdom is your spellcastin"
      },
      {
        "document": 1442,
        "excerpt": "Starry Wisp"
      }
    ],
    "stars": [
      {
        "document": 769,
        "excerpt": "Ring of Shooting Stars Table 1"
      },
      {
        "document": 1677,
        "excerpt": "Ring of Shooting Stars"
      },
      {
        "document": 1689,
        "excerpt": "Robe of Stars"
      }
    ],
    "start": [
      {
        "document": 10,
        "excerpt": "Whenever you start your turn with 0 Hit Points, you must make a Death Saving Throw to determine whether you creep closer to"
      },
      {
        "document": 27,
        "excerpt": "ears in its stat block. Calculating AC. All creatures start with the same base AC calculation: Base AC = 10 + the creature's Dexterity modifier A creature's AC ca"
      },
      {
        "document": 30,
        "excerpt": "nt of the GM's decision. For example, Human characters start each day with Heroic Inspiration."
      },
      {
        "document": 45,
        "excerpt": "take a Reaction, you can't take another one until the start of your next turn. If the reaction interrupts another creature's turn, that creature can continue its tu"
      },
      {
        "document": 178,
        "excerpt": "endary Action, and it regains all expended uses at the start of each of its turns."
      },
      {
        "document": 179,
        "excerpt": "ans a monster can use the stat block part once. At the start of each of the monster's turns, roll 1d6. If the roll is within the number range given in the notation ("
      },
      {
        "document": 250,
        "excerpt": "Your GM might start your group's characters at a level higher than 1. It is particularly recommended to start at level 3 if"
      },
      {
        "document": 268,
        "excerpt": "r has 0 XP. Starting at a Higher Level. Your GM might start you at a higher level. If you start at level 3 or higher, write your chosen subclass on your character s"
      },
      {
        "document": 308,
        "excerpt": "rcing damage and have its Speed reduced to 0 until the start of its next turn. Thereafter, until the creature breaks free of the trap, its movement is limited by the"
      },
      {
        "document": 365,
        "excerpt": "equipment maintenance, and other necessities. At the start of each week or month (GM's choice), choose a lifestyle below - Wretched, Squalid, Poor, Modest, Comfort"
      },
      {
        "document": 402,
        "excerpt": "re has Disadvantage on its next attack roll before the start of your next turn."
      },
      {
        "document": 403,
        "excerpt": "e to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed r"
      },
      {
        "document": 415,
        "excerpt": "ight: 8 lb. Utilize: Identify a substance (DC 15), or start a fire (DC 15) Craft: Acid, Alchemist's Fire, Component Pouch, Oil, Paper, Perfume"
      },
      {
        "document": 446,
        "excerpt": "ier and Proficiency Bonus) or take 1d4 Fire damage and start burning (see “Rules Glossary”)."
      },
      {
        "document": 463,
        "excerpt": "rcing damage and have its Speed reduced to 0 until the start of its next turn. It takes 10 minutes to recover the Caltrops."
      },
      {
        "document": 493,
        "excerpt": "expend a spell slot. To cast the spell again, you must start over."
      },
      {
        "document": 517,
        "excerpt": "before starting another one. Benefits of the Rest. To start a Long Rest, you must have at least 1 Hit Point. When you finish the rest, you gain the following benefi"
      },
      {
        "document": 533,
        "excerpt": "take a Reaction, you can't take another one until the start of your next turn. The Opportunity Attack is a Reaction available to all creatures. See also \"Opportunit"
      },
      {
        "document": 535,
        "excerpt": "rn, which lets you act by taking a Reaction before the start of your next turn. First, you decide what perceivable circumstance will trigger your Reaction. Then, yo"
      },
      {
        "document": 543,
        "excerpt": "s than reading, talking, eating, or standing watch. To start a Short Rest, you must have at least 1 Hit Point. Benefits of the Rest. When you finish the rest, you g"
      },
      {
        "document": 545,
        "excerpt": "hings happen. For example, if two effects occur at the start of a player character's turn, the player decides which of the effects happens first."
      },
      {
        "document": 558,
        "excerpt": "If a creature is caught unawares by the start of combat, that creature is surprised, which causes it to have Disadvantage on its Initiative roll. See"
      },
      {
        "document": 562,
        "excerpt": "need to see a contacted creature, and the telepath can start or end the telepathic contact at any time (no action required). Telepathic contact can't be initiated an"
      },
      {
        "document": 582,
        "excerpt": "urning creature or object takes 1d4 Fire damage at the start of each of its turns. As an action, you can extinguish fire on yourself by giving yourself the Prone con"
      },
      {
        "document": 592,
        "excerpt": "ct. You lose Concentration on an effect the moment you start casting a spell that requires Concentration or activate another effect that requires Concentration. Dam"
      },
      {
        "document": 614,
        "excerpt": "Death Saving Throw (also called a Death Save) if they start their turn with 0 Hit Points. See also “Playing the Game” (“Damage and Healing”)."
      },
      {
        "document": 622,
        "excerpt": "dge action, you gain the following benefits: until the start of your next turn, any attack roll made against you has Disadvantage if you can see the attacker, and yo"
      },
      {
        "document": 637,
        "excerpt": "benefit expires if the ally doesn't use it before the start of your next turn. The GM has final say on whether your assistance is possible. Assist an Attack Roll."
      },
      {
        "document": 688,
        "excerpt": "of these rules, discuss them with your players at the start of the campaign."
      },
      {
        "document": 698,
        "excerpt": "3d6) Poison damage, and it must repeat the save at the start of each of its turns. On each successive failed save, the creature takes 3 (1d6) Poison damage. After th"
      },
      {
        "document": 718,
        "excerpt": "e Duration: Instantaneous, and the trap resets at the start of the next turn When a creature moves onto this trap's pressure plate for the first time on a turn or"
      },
      {
        "document": 720,
        "excerpt": "te Duration: Instantaneous, and the trap resets at the start of the next turn if it has activated fewer than three times When a creature moves onto this trap's pres"
      },
      {
        "document": 745,
        "excerpt": "Until the start of your next turn, attack rolls against you have Disadvantage, and you make Dexterity saving throws with"
      },
      {
        "document": 783,
        "excerpt": "gin. Instead, you have the Stunned condition until the start of your next turn, believing something awesome just happened."
      },
      {
        "document": 962,
        "excerpt": "you Advantage on attack rolls using Strength until the start of your next turn, but attack rolls against you have Advantage during that time."
      },
      {
        "document": 963,
        "excerpt": "at are available for you to cast with this feature. To start, choose four level 1 spells from the Bard spell list. Charm Person, Color Spray, Dissonant Whispers, and"
      },
      {
        "document": 964,
        "excerpt": "at are available for you to cast with this feature. To start, choose four level 1 spells from the Cleric spell list. Bless, Cure Wounds, Guiding Bolt, and Shield of"
      },
      {
        "document": 965,
        "excerpt": "at are available for you to cast with this feature. To start, choose four level 1 spells from the Druid spell list. Animal Friendship, Cure Wounds, Faerie Fire, and"
      },
      {
        "document": 967,
        "excerpt": "e points to enhance or fuel certain Monk features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind, each of which is de"
      },
      {
        "document": 968,
        "excerpt": "at are available for you to cast with this feature. To start, choose two level 1 Paladin spells. Heroism and Searing Smite are recommended. The number of spells on"
      },
      {
        "document": 969,
        "excerpt": "at are available for you to cast with this feature. To start, choose two level 1 Ranger spells. Cure Wounds and Ensnaring Strike are recommended. The number of spel"
      },
      {
        "document": 971,
        "excerpt": "at are available for you to cast with this feature. To start, choose two level 1 Sorcerer spells. Burning Hands and Detect Magic are recommended. The number of spel"
      },
      {
        "document": 972,
        "excerpt": "at are available for you to cast with this feature. To start, choose two level 1 Warlock spells. Charm Person and Hex are recommended. The number of spells on your"
      },
      {
        "document": 974,
        "excerpt": "you can give yourself Heroic Inspiration whenever you start your turn without it."
      },
      {
        "document": 977,
        "excerpt": "in this way when you finish a Long Rest. Whenever you start casting the spell, you can modify it so that it doesn't require Concentration. If you do so, the spell's"
      },
      {
        "document": 982,
        "excerpt": "ura of Protection. The aura has this benefit until the start of your next turn."
      },
      {
        "document": 985,
        "excerpt": "e. The target can't make Opportunity Attacks until the start of its next turn. Push. The target must succeed on a Strength saving throw or be pushed up to 15 feet a"
      },
      {
        "document": 990,
        "excerpt": "that target and reduce its Speed by 10 feet until the start of your next turn. Hill's Tumble (Hill Giant). When you hit a Large or smaller creature with an attack"
      },
      {
        "document": 1002,
        "excerpt": "you use this benefit, you can't use it again until the start of your next turn."
      },
      {
        "document": 1176,
        "excerpt": "he target must succeed on a Wisdom saving throw at the start of each of its turns or be forced to take the Dodge action on that turn. - If you deal damage to the ta"
      },
      {
        "document": 1182,
        "excerpt": "Ethereal Plane. You return to the other plane at the start of your next turn and when the spell ends if you are on the Ethereal Plane. You return to an unoccupied"
      },
      {
        "document": 1184,
        "excerpt": "objects in the Cone that aren't being worn or carried start burning. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1"
      },
      {
        "document": 1195,
        "excerpt": "r turn. The Sphere moves 10 feet away from you at the start of each of your turns. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot"
      },
      {
        "document": 1203,
        "excerpt": "e Bonus Actions or Reactions and must roll 1d10 at the start of each of its turns to determine its behavior for that turn, consulting the table below. | 1d10 | Beha"
      },
      {
        "document": 1206,
        "excerpt": "the Restrained condition until the spell ends. At the start of each of its turns, the Restrained target repeats the save. On a failed save, the target takes 4d8 da"
      },
      {
        "document": 1207,
        "excerpt": "and the target has the Frightened condition until the start of your next turn, with both you and the spirit as the source of the fear. As a Bonus Action on your la"
      },
      {
        "document": 1214,
        "excerpt": "f this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts. Part Water. You part water in the area and create a tre"
      },
      {
        "document": 1227,
        "excerpt": "cts in the explosion that aren't being worn or carried start burning. Using a Higher-Level Spell Slot. The base damage increases by 1d6 for each spell slot level ab"
      },
      {
        "document": 1253,
        "excerpt": "estrained, the target takes 1d6 Piercing damage at the start of each of its turns. The target or a creature within reach of it can take an action to make a Strength"
      },
      {
        "document": 1261,
        "excerpt": "e hound has Truesight with a range of 30 feet. At the start of each of your turns, the hound attempts to bite one enemy within 5 feet of it. That enemy must succeed"
      },
      {
        "document": 1265,
        "excerpt": "h the familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has. Finally, when you cast a spell wi"
      },
      {
        "document": 1269,
        "excerpt": "ful one. A Humanoid killed by this spell rises at the start of your next turn as a Zombie (see “Monsters”) that follows your verbal orders."
      },
      {
        "document": 1272,
        "excerpt": "objects in the area that aren't being worn or carried start burning."
      },
      {
        "document": 1273,
        "excerpt": "objects in the area that aren't being worn or carried start burning. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3"
      },
      {
        "document": 1276,
        "excerpt": "e. Flammable objects that aren't being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and Dim Light for an add"
      },
      {
        "document": 1277,
        "excerpt": "ration. On a successful save, its Speed is 0 until the start of your next turn. Constructs automatically succeed on the save. A Restrained target makes another Cons"
      },
      {
        "document": 1290,
        "excerpt": "mage, and the target's Speed is reduced to 0 until the start of the insect's next turn. Bonus Actions Venomous Spew (Centipede Only). Constitution Saving Throw: Yo"
      },
      {
        "document": 1309,
        "excerpt": "advantage on attack rolls and ability checks until the start of your next turn. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot lev"
      },
      {
        "document": 1312,
        "excerpt": "nts equal to your spellcasting ability modifier at the start of each of its turns. Using a Higher-Level Spell Slot. You can target one additional creature for each"
      },
      {
        "document": 1325,
        "excerpt": "10 feet away from you in a direction you choose at the start of each of your turns."
      },
      {
        "document": 1384,
        "excerpt": "Stunned condition. Otherwise, its Speed is 0 until the start of your next turn. The Stunned target makes a Constitution saving throw at the end of each of its turns"
      },
      {
        "document": 1387,
        "excerpt": "inded condition and makes a Wisdom saving throw at the start of your next turn. On a successful save, the condition ends. On a failed save, the condition ends, and t"
      },
      {
        "document": 1388,
        "excerpt": "inded condition and makes a Wisdom saving throw at the start of your next turn. On a successful save, the condition ends. On a failed save, the condition ends, and t"
      },
      {
        "document": 1398,
        "excerpt": "isadvantage on the next attack roll it makes until the start of your next turn. On a failed save, the target has Disadvantage on Strength-based D20 Tests for the du"
      },
      {
        "document": 1399,
        "excerpt": "damage, and its Speed is reduced by 10 feet until the start of your next turn. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8)"
      },
      {
        "document": 1401,
        "excerpt": "or the duration, the target regains 1 Hit Point at the start of each of its turns, and any severed body parts regrow after 2 minutes."
      },
      {
        "document": 1414,
        "excerpt": "takes an extra 1d6 Fire damage from the attack. At the start of each of its turns until the spell ends, the target takes 1d6 Fire damage and then makes a Constitutio"
      },
      {
        "document": 1423,
        "excerpt": "tible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no"
      },
      {
        "document": 1426,
        "excerpt": "amage, and it can't make Opportunity Attacks until the start of its next turn. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8),"
      },
      {
        "document": 1446,
        "excerpt": "have the Deafened condition for the duration. At the start of each of your later turns, the storm produces different effects, as detailed below. Turn 2. Acidic ra"
      },
      {
        "document": 1449,
        "excerpt": "Radiant damage and has the Blinded condition until the start of your next turn. On a successful save, it takes half as much damage only. Until the spell ends, you c"
      },
      {
        "document": 1467,
        "excerpt": "ve or half as much damage on a successful one. At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet aw"
      },
      {
        "document": 1480,
        "excerpt": "the web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. The first time a creature e"
      },
      {
        "document": 1523,
        "excerpt": "throw or go berserk. This berserk state ends when you start your turn and there are no creatures within 60 feet of you that you can see or hear. While berserk, you"
      },
      {
        "document": 1542,
        "excerpt": "take damage, the property ceases to function until the start of your next turn. This property is suppressed while your Speed is 0."
      },
      {
        "document": 1556,
        "excerpt": "s out of the flask. The water stops pouring out at the start of your next turn. Choose from the following command words: Splash. The decanter produces 1 gallon of w"
      },
      {
        "document": 1558,
        "excerpt": "Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it."
      },
      {
        "document": 1667,
        "excerpt": "ave, the Elemental has the Charmed condition until the start your next turn, and you determine what it does with its move and action on its next turn. Elemental Foc"
      },
      {
        "document": 1698,
        "excerpt": "your turn when you first command it and 10 feet at the start of each of your subsequent turns until reaching its destination or until you tell it to stop. You can al"
      },
      {
        "document": 1711,
        "excerpt": "n a successful check, you control the sphere until the start of your next turn, and if it was under another creature's control, that creature loses control of the sp"
      },
      {
        "document": 1731,
        "excerpt": "ontrol a Sphere of Annihilation. In addition, when you start your turn in control of a Sphere of Annihilation, you can take a Magic action to move it 10 feet plus a"
      },
      {
        "document": 1760,
        "excerpt": "actions. The aboleth regains all expended uses at the start of each of its turns. Lash. The aboleth makes one Tentacle attack. Psychic Drain. If the aboleth has a"
      },
      {
        "document": 1761,
        "excerpt": "g actions. The dragon regains all expended uses at the start of each of its turns. Cloud of Insects. Dexterity Saving Throw: DC 17, one creature the dragon can see"
      },
      {
        "document": 1762,
        "excerpt": "g actions. The dragon regains all expended uses at the start of each of its turns. Cloaked Flight. The dragon uses Spellcasting to cast Invisibility on itself, and"
      },
      {
        "document": 1763,
        "excerpt": "g actions. The dragon regains all expended uses at the start of each of its turns. Blazing Light. The dragon uses Spellcasting to cast Scorching Ray. Pounce. The d"
      },
      {
        "document": 1764,
        "excerpt": "g actions. The dragon regains all expended uses at the start of each of its turns. Guiding Light. The dragon uses Spellcasting to cast Guiding Bolt (level 2 version"
      },
      {
        "document": 1765,
        "excerpt": "g actions. The dragon regains all expended uses at the start of each of its turns. Giggling Magic. Charisma Saving Throw: DC 17, one creature the dragon can see wit"
      },
      {
        "document": 1766,
        "excerpt": "g actions. The dragon regains all expended uses at the start of each of its turns. Banish. Charisma Saving Throw: DC 21, one creature the dragon can see within 120"
      },
      {
        "document": 1767,
        "excerpt": "g actions. The dragon regains all expended uses at the start of each of its turns. Mind Invasion. The dragon uses Spellcasting to cast Mind Spike (level 3 version)."
      },
      {
        "document": 1768,
        "excerpt": "g actions. The dragon regains all expended uses at the start of each of its turns. Commanding Presence. The dragon uses Spellcasting to cast Command (level 2 versio"
      },
      {
        "document": 1769,
        "excerpt": "g actions. The dragon regains all expended uses at the start of each of its turns. Chill. The dragon uses Spellcasting to cast Hold Monster. The dragon can't take t"
      },
      {
        "document": 1770,
        "excerpt": "g actions. The dragon regains all expended uses at the start of each of its turns. Freezing Burst. Constitution Saving Throw: DC 14, each creature in a 30-foot-radi"
      },
      {
        "document": 1773,
        "excerpt": "g actions. The dragon regains all expended uses at the start of each of its turns. Cloud of Insects. Dexterity Saving Throw: DC 21, one creature the dragon can see"
      },
      {
        "document": 1774,
        "excerpt": "g actions. The dragon regains all expended uses at the start of each of its turns. Cloaked Flight. The dragon uses Spellcasting to cast Invisibility on itself, and"
      },
      {
        "document": 1775,
        "excerpt": "g actions. The dragon regains all expended uses at the start of each of its turns. Blazing Light. The dragon uses Spellcasting to cast Scorching Ray (level 3 versio"
      },
      {
        "document": 1776,
        "excerpt": "g actions. The dragon regains all expended uses at the start of each of its turns. Guiding Light. The dragon uses Spellcasting to cast Guiding Bolt (level 2 version"
      },
      {
        "document": 1777,
        "excerpt": "g actions. The dragon regains all expended uses at the start of each of its turns. Giggling Magic. Charisma Saving Throw: DC 21, one creature the dragon can see wit"
      },
      {
        "document": 1778,
        "excerpt": "g actions. The dragon regains all expended uses at the start of each of its turns. Banish. Charisma Saving Throw: DC 24, one creature the dragon can see within 120"
      },
      {
        "document": 1779,
        "excerpt": "g actions. The dragon regains all expended uses at the start of each of its turns. Mind Invasion. The dragon uses Spellcasting to cast Mind Spike (level 5 version)."
      },
      {
        "document": 1780,
        "excerpt": "g actions. The dragon regains all expended uses at the start of each of its turns. Commanding Presence. The dragon uses Spellcasting to cast Command (level 2 versio"
      },
      {
        "document": 1781,
        "excerpt": "g actions. The dragon regains all expended uses at the start of each of its turns. Chill. The dragon uses Spellcasting to cast Hold Monster. The dragon can't take t"
      },
      {
        "document": 1782,
        "excerpt": "g actions. The dragon regains all expended uses at the start of each of its turns. Freezing Burst. Constitution Saving Throw: DC 20, each creature in a 30-foot-radi"
      },
      {
        "document": 1785,
        "excerpt": "ting, and takes 10 (2d6 + 3) Bludgeoning damage at the start of each of its turns. The rug can smother only one creature at a time. While grappling the target, the"
      },
      {
        "document": 1791,
        "excerpt": "e, and the target has the Poisoned condition until the start of the assassin's next turn. Light Crossbow. Ranged Attack Roll: +7, range 80/320 ft. Hit: 8 (1d8 + 4)"
      },
      {
        "document": 1799,
        "excerpt": "damage, and the target can't take Reactions until the start of the balor's next turn."
      },
      {
        "document": 1802,
        "excerpt": "Barbed Hide. At the start of each of its turns, the devil deals 5 (1d10) Piercing damage to any creature it is grappling or any cr"
      },
      {
        "document": 1805,
        "excerpt": "e, and the target has the Poisoned condition until the start of the devil's next turn. Until this poison ends, the target can't regain Hit Points. Infernal Glaive."
      },
      {
        "document": 1806,
        "excerpt": "tside the behir, and takes 21 (6d6) Acid damage at the start of each of the behir's turns. If the behir takes 30 damage or more on a single turn from the swallowed"
      },
      {
        "document": 1815,
        "excerpt": "e, and the target has the Poisoned condition until the start of the devil's next turn. While Poisoned, the target can't regain Hit Points."
      },
      {
        "document": 1845,
        "excerpt": "The djinni can move the whirlwind up to 20 feet at the start of each of its turns. Whenever the whirlwind enters a creature's space or a creature enters the whirlwi"
      },
      {
        "document": 1860,
        "excerpt": "e, and the target has the Poisoned condition until the start of the ettercap's next turn. Claw. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2) Slashing damage."
      },
      {
        "document": 1862,
        "excerpt": "mage. Creatures and flammable objects in the Emanation start burning. Fire Form. The elemental can move through a space as narrow as 1 inch without expending extra"
      },
      {
        "document": 1864,
        "excerpt": "eck succeeds, the golem ceases being berserk until the start of its next turn, at which point it resumes rolling for the Berserk trait again if it is still Bloodied."
      },
      {
        "document": 1866,
        "excerpt": "ts High Jump is up to 5 feet with or without a running start."
      },
      {
        "document": 1867,
        "excerpt": "Hit Points and has Advantage on attack rolls until the start of the giant's next turn."
      },
      {
        "document": 1869,
        "excerpt": "ained condition, and takes 10 (3d6) Acid damage at the start of each of the cube's turns. When the cube moves, the engulfed target moves with it. An engulfed target"
      },
      {
        "document": 1870,
        "excerpt": "ilure: The target has the Poisoned condition until the start of its next turn. Success: The target is immune to this ghast's Stench for 24 hours."
      },
      {
        "document": 1871,
        "excerpt": "and the target has the Frightened condition until the start of the ghost's next turn. Success: The target is immune to this ghost's Horrific Visage for 24 hours. P"
      },
      {
        "document": 1877,
        "excerpt": "e, and the target has the Poisoned condition until the start of the centipede's next turn."
      },
      {
        "document": 1885,
        "excerpt": "s High Jump is up to 10 feet with or without a running start."
      },
      {
        "document": 1896,
        "excerpt": "s High Jump is up to 10 feet with or without a running start."
      },
      {
        "document": 1920,
        "excerpt": "ge, and the target has the Blinded condition until the start of the naga's next turn. Success: Half damage only. Spellcasting. The naga casts one of the following s"
      },
      {
        "document": 1925,
        "excerpt": "ilure: The target has the Poisoned condition until the start of its next turn."
      },
      {
        "document": 1932,
        "excerpt": "e wounded, the target loses 10 (3d6) Hit Points at the start of each of its turns. The wound closes after 1 minute, after a spell restores Hit Points to the target,"
      },
      {
        "document": 1940,
        "excerpt": "rbal component and takes 7 (2d6) Thunder damage at the start of each of the stalker's turns."
      },
      {
        "document": 1946,
        "excerpt": "side the kraken, and takes 24 (7d6) Acid damage at the start of each of its turns. If the kraken takes 50 damage or more on a single turn from a creature inside it,"
      },
      {
        "document": 1949,
        "excerpt": ", and the target has the Paralyzed condition until the start of the lich's next turn. Spellcasting. The lich casts one of the following spells, using Intelligence a"
      },
      {
        "document": 1950,
        "excerpt": "tated condition. Running Leap. With a 10-foot running start, the lion can Long Jump up to 25 feet."
      },
      {
        "document": 1966,
        "excerpt": "ng actions. The mummy regains all expended uses at the start of each of its turns. Dread Command. The mummy casts Command (level 2 version), using the same spellcas"
      },
      {
        "document": 1976,
        "excerpt": "Regeneration. The oni regains 10 Hit Points at the start of each of its turns if it has at least 1 Hit Point."
      },
      {
        "document": 1977,
        "excerpt": "ge, and the target has the Stunned condition until the start of the otyugh's next turn. Success: Half damage only."
      },
      {
        "document": 1984,
        "excerpt": "ailure: The target has the Charmed condition until the start of the pirate's next turn."
      },
      {
        "document": 1985,
        "excerpt": "ailure: The target has the Charmed condition until the start of the pirate's next turn."
      },
      {
        "document": 1986,
        "excerpt": "ure: The target has the Frightened condition until the start of its next turn. Success: The target is immune to this pit fiend's aura for 24 hours. Legendary Resist"
      },
      {
        "document": 1995,
        "excerpt": "utside the worm, and takes 17 (5d6) Acid damage at the start of each of the worm's turns. If the worm takes 30 damage or more on a single turn from a creature insid"
      },
      {
        "document": 1996,
        "excerpt": "e, and the target has the Poisoned condition until the start of the quasit's next turn. Invisibility. The quasit casts Invisibility on itself, requiring no spell co"
      },
      {
        "document": 1997,
        "excerpt": "the Frightened and Incapacitated conditions until the start of the rakshasa's next turn. Spellcasting. The rakshasa casts one of the following spells, requiring no"
      },
      {
        "document": 2002,
        "excerpt": "10 (3d6) Acid damage plus 10 (3d6) Fire damage at the start of each of the remorhaz's turns. If the remorhaz takes 30 damage or more on a single turn from a creatu"
      },
      {
        "document": 2006,
        "excerpt": "to the roper, and a destroyed tentacle regrows at the start of the roper's next turn. Reel. The roper pulls each creature Grappled by it up to 30 feet straight tow"
      },
      {
        "document": 2008,
        "excerpt": "Running Leap. With a 10-foot running start, the tiger can Long Jump up to 25 feet."
      },
      {
        "document": 2014,
        "excerpt": "ure: The target has the Frightened condition until the start of its next turn. Success: The target is immune to this hag's Vile Appearance for 24 hours."
      },
      {
        "document": 2017,
        "excerpt": "ditions, and it takes 10 (3d6) Lightning damage at the start of each of its turns. When the shambling mound moves, the Grappled target moves with it, costing it no e"
      },
      {
        "document": 2018,
        "excerpt": "egeneration. The guardian regains 10 Hit Points at the start of each of its turns if it has at least 1 Hit Point. Spell Storing. A spellcaster who wears the guardia"
      },
      {
        "document": 2022,
        "excerpt": "ng actions. The solar regains all expended uses at the start of each of its turns. Blinding Gaze. Constitution Saving Throw: DC 25, one creature the solar can see w"
      },
      {
        "document": 2024,
        "excerpt": "d the target has the Incapacitated condition until the start of the sphinx's next turn. Spellcasting. The sphinx casts one of the following spells, requiring no Mat"
      },
      {
        "document": 2025,
        "excerpt": "g actions. The sphinx regains all expended uses at the start of each of its turns. Arcane Prowl. The sphinx can teleport up to 30 feet to an unoccupied space it can"
      },
      {
        "document": 2029,
        "excerpt": "ge, and the target has the Charmed condition until the start of the sprite's next turn. Heart Sight. Charisma Saving Throw: DC 10, one creature within 5 feet the sp"
      },
      {
        "document": 2032,
        "excerpt": "s, and the target takes 5 (2d4) Necrotic damage at the start of each of the stirge's turns. The stirge can detach itself by spending 5 feet of its movement. The tar"
      },
      {
        "document": 2035,
        "excerpt": "rget has the Blinded and Deafened conditions until the start of the giant's next turn. Lightning Storm (Recharge 5–6). Dexterity Saving Throw: DC 18, each creature"
      },
      {
        "document": 2042,
        "excerpt": "ilure: The target has the Deafened condition until the start of the swarm's next turn. While Deafened, the target also has Disadvantage on ability checks and attack"
      },
      {
        "document": 2044,
        "excerpt": "e tarrasque, and it takes 56 (16d6) Acid damage at the start of each of the tarrasque's turns. If the tarrasque takes 60 damage or more on a single turn from a crea"
      },
      {
        "document": 2050,
        "excerpt": "Regeneration. The limb regains 5 Hit Points at the start of each of its turns. If the limb takes Acid or Fire damage, this trait doesn't function on the limb's n"
      },
      {
        "document": 2051,
        "excerpt": "Regeneration. The troll regains 15 Hit Points at the start of each of its turns. If the troll takes Acid or Fire damage, this trait doesn't function on the troll's"
      },
      {
        "document": 2053,
        "excerpt": "actions. The unicorn regains all expended uses at the start of each of its turns. Charging Horn. The unicorn moves up to half its Speed without provoking Opportuni"
      },
      {
        "document": 2056,
        "excerpt": "actions. The vampire regains all expended uses at the start of each of its turns. Beguile. The vampire casts Command, requiring no spell components and using Chari"
      },
      {
        "document": 2059,
        "excerpt": "isoned, the target takes 5 (1d10) Poison damage at the start of each of its turns. Emptying a flask of Holy Water on the target ends the effect early. Stunning Scre"
      },
      {
        "document": 2065,
        "excerpt": "the water, and takes 9 (2d8) Bludgeoning damage at the start of each of the elemental's turns. The elemental can grapple one Large creature or up to two Medium or sm"
      },
      {
        "document": 2077,
        "excerpt": "he next attack roll made against the target before the start of the worg's next turn has Advantage."
      },
      {
        "document": 2079,
        "excerpt": "e, and the target has the Poisoned condition until the start of the wyvern's next turn."
      }
    ],
    "starter": [
      {
        "document": 989,
        "excerpt": "iny clockwork device (AC 5, 1 HP), such as a toy, fire starter, or music box. When you create the device, you determine its function by choosing one effect from Presti"
      }
    ],
    "starting": [
      {
        "document": 39,
        "excerpt": "A character's starting skill proficiencies are determined at character creation, and a monster's skill proficiencies appear in"
      },
      {
        "document": 73,
        "excerpt": "tive. Surprise. If a combatant is surprised by combat starting, that combatant has Disadvantage on their Initiative roll. For example, if an ambusher starts combat whi"
      },
      {
        "document": 241,
        "excerpt": "rmor Class is 10 plus your Dexterity modifier. If your starting equipment includes armor or a Shield (or both), calculate your AC using the rules in \"Equipment.\" A clas"
      },
      {
        "document": 245,
        "excerpt": "tue of their extraordinary abilities. They learn their starting class features and choose a subclass. The threats they face usually pose a danger to local farmsteads or"
      },
      {
        "document": 250,
        "excerpt": "Starting at Higher Levels"
      },
      {
        "document": 251,
        "excerpt": "r and the rules for advancing beyond level 1 provided Starting Equipment at Higher Levels"
      },
      {
        "document": 252,
        "excerpt": "n with the minimum amount of XP required to reach your starting level. For example, if the GM starts you at level 10, you have 64,000 XP."
      },
      {
        "document": 253,
        "excerpt": "Starting Equipment"
      },
      {
        "document": 260,
        "excerpt": "r initial class, you gain only some of the new class's starting proficiencies, as detailed in each class's description in “Classes.”"
      },
      {
        "document": 268,
        "excerpt": "your Experience Points. A level 1 character has 0 XP. Starting at a Higher Level. Your GM might start you at a higher level. If you start at level 3 or higher, write y"
      },
      {
        "document": 272,
        "excerpt": "Choose Starting Equipment"
      },
      {
        "document": 517,
        "excerpt": "sh a Long Rest, you must wait at least 16 hours before starting another one. Benefits of the Rest. To start a Long Rest, you must have at least 1 Hit Point. When you f"
      },
      {
        "document": 574,
        "excerpt": "A monster has a starting attitude toward a player character: Friendly, Hostile, or Indifferent. See also \"Friendly,\" \"Hostile,\" \""
      },
      {
        "document": 816,
        "excerpt": "Starting Equipment at Higher Levels"
      },
      {
        "document": 962,
        "excerpt": "Starting Equipment"
      },
      {
        "document": 963,
        "excerpt": "Starting Equipment"
      },
      {
        "document": 964,
        "excerpt": "Starting Equipment"
      },
      {
        "document": 965,
        "excerpt": "Starting Equipment"
      },
      {
        "document": 966,
        "excerpt": "Starting Equipment"
      },
      {
        "document": 967,
        "excerpt": "Starting Equipment"
      },
      {
        "document": 968,
        "excerpt": "Starting Equipment"
      },
      {
        "document": 969,
        "excerpt": "Starting Equipment"
      },
      {
        "document": 970,
        "excerpt": "Starting Equipment"
      },
      {
        "document": 971,
        "excerpt": "Starting Equipment"
      },
      {
        "document": 972,
        "excerpt": "Starting Equipment"
      },
      {
        "document": 973,
        "excerpt": "Starting Equipment"
      },
      {
        "document": 990,
        "excerpt": "Starting at character level 5, you can change your size to Large as a Bonus Action if you're in a big enough spac"
      }
    ],
    "starts": [
      {
        "document": 5,
        "excerpt": "t Point and give it the Unconscious condition. It then starts a Short Rest, at the end of which that condition ends on it. The condition ends early if the creature re"
      },
      {
        "document": 11,
        "excerpt": "f the creature takes damage, it stops being Stable and starts making Death Saving Throws again. A Stable creature that isn't healed regains 1 Hit Point after 1d4 hour"
      },
      {
        "document": 73,
        "excerpt": "termines the order of turns during combat. When combat starts, every participant rolls Initiative; they make a Dexterity check that determines their place in the Init"
      },
      {
        "document": 252,
        "excerpt": "d to reach your starting level. For example, if the GM starts you at level 10, you have 64,000 XP."
      },
      {
        "document": 253,
        "excerpt": "The GM decides whether your character starts with more than the standard equipment for a level 1 character, possibly even one or more magic items. Th"
      },
      {
        "document": 268,
        "excerpt": "level on your character sheet. Typically, a character starts at level 1 and advances in level by adventuring and gaining Experience Points (XP). Write Your XP. Also"
      },
      {
        "document": 554,
        "excerpt": "on. Attack Notation. The entry for a monster's attack starts by identifying whether the attack is a melee or a ranged attack and then provides the attack roll's bonu"
      },
      {
        "document": 562,
        "excerpt": "elepathic conversation. Once a telepathic conversation starts, the non-telepath can communicate mentally to the telepath until the telepathic connection ends."
      },
      {
        "document": 654,
        "excerpt": "t. The creature then has the Unconscious condition and starts a Short Rest. The creature remains Unconscious until it regains any Hit Points or until someone uses an"
      },
      {
        "document": 675,
        "excerpt": "the Contagion. Any Humanoid (other than a gnome) that starts its turn within a 10-foot Emanation originating from a creature infected with Cackle Fever must succeed"
      },
      {
        "document": 685,
        "excerpt": "oves onto slippery ice for the first time on a turn or starts its turn there must succeed on a DC 10 Dexterity saving throw or have the Prone condition."
      },
      {
        "document": 718,
        "excerpt": "trap's pressure plate for the first time on a turn or starts its turn there, a nearby statue exhales a 15-foot Cone of magical flame. The statue can look like anythi"
      },
      {
        "document": 968,
        "excerpt": "aking a fast. After a rite of forgiveness, the Paladin starts fresh. If your Paladin unrepentantly violates their oath, talk to your GM. Your Paladin should probably"
      },
      {
        "document": 973,
        "excerpt": "e. The book contains the level 1+ spells you know. It starts with six level 1 Wizard spells of your choice. Detect Magic, Feather Fall, Mage Armor, Magic Missile, Sl"
      },
      {
        "document": 982,
        "excerpt": "Fiend or an Undead. Radiant Damage. Whenever an enemy starts its turn in the aura, that creature takes Radiant damage equal to your Charisma modifier plus your Profi"
      },
      {
        "document": 1169,
        "excerpt": "aximums can't be reduced. If an ally with 0 Hit Points starts its turn in the aura, that ally regains 1 Hit Point."
      },
      {
        "document": 1206,
        "excerpt": "er a creature you can see enters the spirit's space or starts its turn within 5 feet of the spirit, you can force that creature to make a Dexterity saving throw if th"
      },
      {
        "document": 1261,
        "excerpt": "d that you specify when you cast this spell, the hound starts barking loudly. The hound has Truesight with a range of 30 feet. At the start of each of your turns, th"
      },
      {
        "document": 1270,
        "excerpt": "1d10 Fire damage. A flammable object hit by this spell starts burning if it isn't being worn or carried. Cantrip Upgrade. The damage increases by 1d10 when you reach"
      },
      {
        "document": 1298,
        "excerpt": "0 feet of the guardian for the first time on a turn or starts its turn there makes a Dexterity saving throw, taking 20 Radiant damage on a failed save or half as much"
      },
      {
        "document": 1359,
        "excerpt": "the damage if it's in the spell's area, and the object starts burning if it's flammable."
      },
      {
        "document": 1388,
        "excerpt": "re that can see the wall moves within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or have the Blinded condition f"
      },
      {
        "document": 1431,
        "excerpt": "re enters the Cylinder for the first time on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Prone condition and lose Concent"
      },
      {
        "document": 1443,
        "excerpt": "ted by Gust of Wind) disperses it. Each creature that starts its turn in the Sphere must succeed on a Constitution saving throw or have the Poisoned condition until"
      },
      {
        "document": 1480,
        "excerpt": "The first time a creature enters the webs on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Restrained condition while in th"
      },
      {
        "document": 1486,
        "excerpt": "nters the spell's area for the first time on a turn or starts its turn there makes a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie"
      },
      {
        "document": 1516,
        "excerpt": "r isn't pulled inside the bag first. Any creature that starts its turn inside the bag is devoured, its body destroyed. Inanimate objects can be stored in the bag, wh"
      },
      {
        "document": 1552,
        "excerpt": ", as shown in the Cube of Force Faces table. The cube starts with 10 charges, and it regains 1d6 expended charges daily at dawn. Cube of Force Faces"
      },
      {
        "document": 1598,
        "excerpt": "he Emanation is filled with Dim Light. Any Undead that starts its turn in that area takes 1d6 Radiant damage. Fire Opal Flames. As long as the helm has at least one"
      },
      {
        "document": 1642,
        "excerpt": "lf but otherwise takes no actions. If a Friendly swarm starts its turn more than 30 feet away from you, your control over that swarm ends, and the swarm behaves as it"
      },
      {
        "document": 1802,
        "excerpt": "flammable object that isn't being worn or carried, it starts burning."
      },
      {
        "document": 1825,
        "excerpt": "Unnerving Gaze. Trigger: A creature the devil can see starts its turn within 30 feet of the devil and can see the devil. Response - Wisdom Saving Throw: DC 15, the t"
      },
      {
        "document": 1828,
        "excerpt": "to the Acid damage dealt. Berserk. Whenever the golem starts its turn Bloodied, roll 1d6. On a 6, the golem goes berserk. On each of its turns while berserk, the gol"
      },
      {
        "document": 1829,
        "excerpt": "llcasting ability. The spell ends early if the cloaker starts or ends its turn in Bright Light."
      },
      {
        "document": 1862,
        "excerpt": "If the target is a creature or a flammable object, it starts burning."
      },
      {
        "document": 1864,
        "excerpt": "the end of its next turn. Berserk. Whenever the golem starts its turn Bloodied, roll 1d6. On a 6, the golem goes berserk. On each of its turns while berserk, the gol"
      },
      {
        "document": 1870,
        "excerpt": "h. Constitution Saving Throw: DC 10, any creature that starts its turn in a 5-foot Emanation originating from the ghast. Failure: The target has the Poisoned conditio"
      },
      {
        "document": 1884,
        "excerpt": "rm. While you ride the goat, any Hostile creature that starts its turn within a 30-foot Emanation originating from the goat must succeed on a DC 15 Wisdom saving thr"
      },
      {
        "document": 1902,
        "excerpt": "ndition. Wisdom Saving Throw: DC 10, any creature that starts its turn within 20 feet of the mouther while it is babbling. Failure: The target rolls 1d8 to determine"
      },
      {
        "document": 1922,
        "excerpt": "oot Emanation originating from the harpy when the song starts. Failure: The target has the Charmed condition until the song ends and repeats the save at the end of ea"
      },
      {
        "document": 1925,
        "excerpt": "h. Constitution Saving Throw: DC 16, any creature that starts its turn in a 10-foot Emanation originating from the hezrou. Failure: The target has the Poisoned condit"
      },
      {
        "document": 1932,
        "excerpt": "flammable object that isn't being worn or carried, it starts burning. Infernal Tail. Dexterity Saving Throw: DC 17, one creature the devil can see within 10 feet. F"
      },
      {
        "document": 1954,
        "excerpt": "flammable object that isn't being worn or carried, it starts burning."
      },
      {
        "document": 1986,
        "excerpt": "condition. Wisdom Saving Throw: DC 21, any enemy that starts its turn in the aura. Failure: The target has the Frightened condition until the start of its next turn."
      },
      {
        "document": 2014,
        "excerpt": "Wisdom Saving Throw: DC 11, any Beast or Humanoid that starts its turn within 30 feet of the hag and can see the hag's true form. Failure: The target has the Frighten"
      },
      {
        "document": 2050,
        "excerpt": "tion on the limb's next turn. The limb dies only if it starts its turn with 0 Hit Points and doesn't regenerate. Troll Spawn. The limb uncannily has the same senses"
      },
      {
        "document": 2051,
        "excerpt": "on on the troll's next turn. The troll dies only if it starts its turn with 0 Hit Points and doesn't regenerate."
      },
      {
        "document": 2055,
        "excerpt": ". Sunlight. The vampire takes 20 Radiant damage if it starts its turn in sunlight. While in sunlight, it has Disadvantage on attack rolls and ability checks."
      },
      {
        "document": 2056,
        "excerpt": ". Sunlight. The vampire takes 20 Radiant damage if it starts its turn in sunlight. While in sunlight, it has Disadvantage on attack rolls and ability checks."
      }
    ],
    "stash": [
      {
        "document": 694,
        "excerpt": "dealer or unscrupulous apothecary might keep a hidden stash. Characters with criminal contacts might be able to acquire poison easily. Other characters might have t"
      }
    ],
    "stat": [
      {
        "document": 27,
        "excerpt": "Creation”), whereas the AC of a monster appears in its stat block. Calculating AC. All creatures start with the same base AC calculation: Base AC = 10 + the creat"
      },
      {
        "document": 39,
        "excerpt": "ion, and a monster's skill proficiencies appear in its stat block."
      },
      {
        "document": 40,
        "excerpt": "lso have saving throw proficiencies, as noted in their stat blocks. Each class gives proficiency in at least two saving throws, representing that class's training"
      },
      {
        "document": 74,
        "excerpt": "ying the Game.” A character’s features and a monster’s stat block also provide action options. “Movement and Position” later in “Playing the Game” gives the rules f"
      },
      {
        "document": 77,
        "excerpt": "creation. A monster's Speed is noted in the monster's stat block. See “Rules Glossary” for more about Speed as well as about special speeds, such as a Climb Speed,"
      },
      {
        "document": 82,
        "excerpt": "es, and a monster's size is specified in the monster's stat block. Creature Size and Space"
      },
      {
        "document": 92,
        "excerpt": "Class (AC), which appears on a character sheet or in a stat block (see “Rules Glossary”)."
      },
      {
        "document": 143,
        "excerpt": "pe, that's a visual cue pointing you to the creature's stat block. Unless the text states otherwise, the stat block is in “Monsters.” How to read and use a stat blo"
      },
      {
        "document": 156,
        "excerpt": "Bonus Actions, Reactions, or Legendary Actions in its stat block, make sure it uses them as often as it can."
      },
      {
        "document": 158,
        "excerpt": "the items are listed in the Gear entry. The monster's stat block might include special flourishes that happen when the monster uses an item, and the stat block mig"
      },
      {
        "document": 161,
        "excerpt": "Stat Block Overview"
      },
      {
        "document": 166,
        "excerpt": "r another magical ability is worth the XP noted in its stat block. Experience Points by Challenge Rating"
      },
      {
        "document": 172,
        "excerpt": "Parts of a Stat Block"
      },
      {
        "document": 173,
        "excerpt": "A stat block usually provides both a number and a die expression for each instance of damage. For example, an a"
      },
      {
        "document": 174,
        "excerpt": "he Multiattack entry in the “Actions” section of their stat block. This entry details the attacks a creature can make, as well as any additional abilities it can us"
      },
      {
        "document": 175,
        "excerpt": "If a monster can cast any spells, its stat block lists the spells and provides the monster's spellcasting ability, spell save DC (if any spells req"
      },
      {
        "document": 178,
        "excerpt": "ndary Action uses, and that number is specified in the stat block. The monster expends one use whenever it takes a Legendary Action, and it regains all expended use"
      },
      {
        "document": 179,
        "excerpt": "Some parts of a stat block have restrictions on the number of times they can be used. Here are the most common ways that usag"
      },
      {
        "document": 183,
        "excerpt": "The alignment specified in a monster's stat block is a default suggestion of how to roleplay the monster, inspired by its traditional role in the ga"
      },
      {
        "document": 354,
        "excerpt": "l's carrying capacity. See “Monsters” for the animals' stat blocks."
      },
      {
        "document": 407,
        "excerpt": "training. A monster has training with any armor in its stat block."
      },
      {
        "document": 413,
        "excerpt": "a tool. A monster has proficiency with any tool in its stat block."
      },
      {
        "document": 431,
        "excerpt": "encies. A monster is proficient with any weapon in its stat block."
      },
      {
        "document": 554,
        "excerpt": "Stat Block"
      },
      {
        "document": 587,
        "excerpt": "while planning potential combat encounters. See also \"Stat Block.\""
      },
      {
        "document": 633,
        "excerpt": "ust have a hand free to grapple another creature. Some stat blocks and game effects allow a creature to grapple using a tentacle, a maw, or another body part. Whate"
      },
      {
        "document": 645,
        "excerpt": "Some creatures can hover, as noted in their stat blocks, and some spells and other effects grant the ability to hover. Hovering while flying prevents you"
      },
      {
        "document": 729,
        "excerpt": "Every creature has an XP value in its stat block. When you add a creature to your combat encounter, deduct its XP from your XP budget to determine"
      },
      {
        "document": 734,
        "excerpt": "Number of Stat Blocks"
      },
      {
        "document": 965,
        "excerpt": "Beast forms for this feature, chosen from among Beast stat blocks that have a maximum Challenge Rating of 1/4 and that lack a Fly Speed (see “Animals” in “Monsters"
      },
      {
        "document": 972,
        "excerpt": ", or Venomous Snake (see “Monsters” for the familiar’s stat block). Additionally, when you take the Attack action, you can forgo one of your own attacks to allow y"
      },
      {
        "document": 1157,
        "excerpt": "a Zombie if you chose a corpse (see “Monsters” for the stat blocks). On each of your turns, you can take a Bonus Action to mentally command any creature you made w"
      },
      {
        "document": 1158,
        "excerpt": "and becomes a Construct that uses the Animated Object stat block; this creature is under your control until the spell ends or until it is reduced to 0 Hit Points."
      },
      {
        "document": 1219,
        "excerpt": "mes a Ghoul under your control (see “Monsters” for its stat block). As a Bonus Action on each of your turns, you can mentally command any creature you animated wit"
      },
      {
        "document": 1266,
        "excerpt": "ithin range. This creature uses the Otherworldly Steed stat block. If you already have a steed from this spell, the steed is replaced by the new one. The steed res"
      },
      {
        "document": 1290,
        "excerpt": "ace you can see within range and uses the Giant Insect stat block. The form you choose determines certain details in its stat block. The creature disappears when it"
      },
      {
        "document": 1375,
        "excerpt": "se can ride the steed. The steed uses the Riding Horse stat block (see “Monsters”), except it has a Speed of 100 feet and can travel 13 miles in an hour. When the s"
      },
      {
        "document": 1381,
        "excerpt": "ing). The target's game statistics are replaced by the stat block of the chosen Beast, but the target retains its alignment, personality, creature type, Hit Points,"
      },
      {
        "document": 1420,
        "excerpt": "spell ends. Your game statistics are replaced by the stat block of the chosen form, but you retain your creature type; alignment; personality; Intelligence, Wisdo"
      },
      {
        "document": 1448,
        "excerpt": "you can see within range and uses the Draconic Spirit stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends. The creature is an"
      },
      {
        "document": 1463,
        "excerpt": "evel. The target's game statistics are replaced by the stat block of the new form, but it retains its Hit Points, Hit Point Dice, alignment, and personality. The t"
      },
      {
        "document": 1518,
        "excerpt": "to the bag's color. See “Monsters” for the creature's stat block. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points. The creature is Fr"
      },
      {
        "document": 1557,
        "excerpt": "nd that card can't be used again. Deck of Illusions *Stat blocks for these creatures (except the card drawer) appear in \"Monsters.\""
      },
      {
        "document": 1571,
        "excerpt": "gem, an elemental is summoned (see “Monsters” for its stat block), and the gem ceases to be magical. The elemental appears in an unoccupied space as close to the b"
      },
      {
        "document": 1580,
        "excerpt": "horsefly, can become a Giant Fly (see the accompanying stat block) for up to 12 hours and can be ridden as a mount. Once it has been used, it can't be used again un"
      },
      {
        "document": 1604,
        "excerpt": "within 60 feet of you. Each spirit uses the Berserker stat block and returns to Ysgard after 1 hour or when it drops to 0 Hit Points. The spirits look like living,"
      },
      {
        "document": 1621,
        "excerpt": "al are sprinkled on it. See “Monsters” for the golem’s stat block. The golem is under your control, and it understands and obeys your commands."
      },
      {
        "document": 1627,
        "excerpt": "and backstory for this NPC. The GM can use a different stat block to represent the knight, as desired. Moon. You gain the ability to cast Wish 1d3 times. Puzzle."
      },
      {
        "document": 1921,
        "excerpt": "g, or Poison. This choice affects other aspects of the stat block."
      },
      {
        "document": 1939,
        "excerpt": "g Rest, it can shape-shift into a Succubus, using that stat block instead of this one. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 2036,
        "excerpt": "g Rest, it can shape-shift into an Incubus, using that stat block instead of this one."
      },
      {
        "document": 2048,
        "excerpt": "ee within 60 feet of itself. Each tree uses the Treant stat block, except it has Intelligence and Charisma scores of 1, it can't speak, and it lacks this action. Th"
      }
    ],
    "state": [
      {
        "document": 593,
        "excerpt": "A condition is a temporary game state. The definition of a condition says how it affects its recipient, and various rules define how to end a"
      },
      {
        "document": 783,
        "excerpt": "had cast Enlarge/Reduce on yourself and remain in that state for 1 minute."
      },
      {
        "document": 939,
        "excerpt": "Creature’s state of mind"
      },
      {
        "document": 976,
        "excerpt": "one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority."
      },
      {
        "document": 1167,
        "excerpt": "on that plane). Each target's body is left behind in a state of suspended animation; it has the Unconscious condition, doesn't need food or air, and doesn't age. A"
      },
      {
        "document": 1246,
        "excerpt": "e. You or a willing creature you touch enters a trance state to act as a dream messenger. While in the trance, the messenger is Incapacitated and has a Speed of 0."
      },
      {
        "document": 1345,
        "excerpt": "ion: Until dispelled Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's Material component. While your"
      },
      {
        "document": 1419,
        "excerpt": "with magic. If the target is a creature, it enters a state of suspended animation; it has the Unconscious condition, doesn't age, and doesn't need food, water, or"
      },
      {
        "document": 1484,
        "excerpt": "ng not included in any of the other effects. To do so, state your wish to the GM as precisely as possible. The GM has great latitude in ruling what occurs in such an"
      },
      {
        "document": 1523,
        "excerpt": "DC 15 Wisdom saving throw or go berserk. This berserk state ends when you start your turn and there are no creatures within 60 feet of you that you can see or hear."
      },
      {
        "document": 1627,
        "excerpt": "ffect. Donjon. You disappear and become entombed in a state of suspended animation in an extradi-dimensional sphere. Everything you're wearing and carrying disappea"
      }
    ],
    "stated": [
      {
        "document": 72,
        "excerpt": "ocated. Given the adventurers' marching order or their stated positions in the room or other location, the GM figures out where the adversaries are - how far away and"
      },
      {
        "document": 74,
        "excerpt": "er special objects always require an action to use, as stated in their descriptions."
      },
      {
        "document": 613,
        "excerpt": "es the creature's current Hit Points. Unless otherwise stated, the creature returns to life with any conditions, magical contagions, or curses that were affecting it"
      }
    ],
    "statement": [
      {
        "document": 37,
        "excerpt": "s using your Charisma, you can do so, even though that statement disagrees with the general rule."
      }
    ],
    "states": [
      {
        "document": 44,
        "excerpt": "ecial ability, a spell, or another feature of the game states that you can do something as a Bonus Action. You otherwise don't have a Bonus Action to take. You can t"
      },
      {
        "document": 67,
        "excerpt": "low pace, as shown on the Travel Pace table. The table states how far the party can move in a period of time; if riding horses or other mounts, the group can move twi"
      },
      {
        "document": 143,
        "excerpt": "ting you to the creature's stat block. Unless the text states otherwise, the stat block is in “Monsters.” How to read and use a stat block is explained in “Monsters.”"
      },
      {
        "document": 175,
        "excerpt": "ell in just one action unless the action's description states otherwise; the monster must take the Magic action on each of its turns and maintain Concentration to cas"
      },
      {
        "document": 302,
        "excerpt": ". A feat can be taken only once unless its description states otherwise in a “Repeatable” subsection."
      },
      {
        "document": 379,
        "excerpt": "in only its nonmagical benefits unless its description states otherwise. For example, a magic Shield that requires Attunement provides the benefits of a normal Shield"
      },
      {
        "document": 499,
        "excerpt": "t consumed by the spell unless the spell's description states otherwise. The spellcaster must have a hand free to access them, but it can be the same hand used to per"
      },
      {
        "document": 562,
        "excerpt": "other creature within a specified range. Unless a rule states otherwise, the contacted creature doesn't need to share a language with the telepath to understand this"
      },
      {
        "document": 1167,
        "excerpt": "If the cord is cut - which happens only when an effect states that it does so - the target's body and astral form both die. A target's astral form can travel through"
      }
    ],
    "static": [
      {
        "document": 554,
        "excerpt": "Damage Notation. A stat block usually provides both a static number and a die expression for each instance of damage. For example, an attack might deal 4 (1d4 + 2) d"
      }
    ],
    "stating": [
      {
        "document": 1233,
        "excerpt": "see, one you can visualize, or one you can describe by stating distance and direction, such as “200 feet straight downward” or “300 feet upward to the northwest at a 4"
      }
    ],
    "stationary": [
      {
        "document": 623,
        "excerpt": "that is its origin unless it is an instantaneous or a stationary effect. An Emanation's origin (creature or object) isn't included in the area of effect unless its crea"
      },
      {
        "document": 1459,
        "excerpt": "manation springs into existence around you and remains stationary for the duration. The spell fails when you cast it if the Emanation isn't big enough to fully encapsulat"
      },
      {
        "document": 1711,
        "excerpt": ". Controlling the Sphere. A Sphere of Annihilation is stationary until someone takes control of it. If you are within 60 feet of a sphere, you can take a Magic action to"
      }
    ],
    "statistics": [
      {
        "document": 167,
        "excerpt": ", and is reflected in saving throws, skills, and other statistics where the monster's exceptional aptitude is a factor. Proficiency Bonus by Challenge Rating"
      },
      {
        "document": 358,
        "excerpt": "The Airborne and Waterborne Vehicles table provides statistics for various types of large vehicles. The following notes apply."
      },
      {
        "document": 554,
        "excerpt": "A stat block contains the game statistics of a monster. Each stat block includes the following information presented after the monster's name. Si"
      },
      {
        "document": 717,
        "excerpt": "re trapped in it (see “Adventuring Gear” for the Net’s statistics). Set the Trap. A creature that has Thieves' Tools and all the trap's components (including a Net) can"
      },
      {
        "document": 965,
        "excerpt": "Temporary Hit Points equal to your Druid level. Game Statistics. Your game statistics are replaced by the Beast's stat block, but you retain your creature type; Hit Poi"
      },
      {
        "document": 1153,
        "excerpt": "ar as a member of another species, though none of your statistics change. You can't appear as a creature of a different size, and your basic shape stays the same; if you'"
      },
      {
        "document": 1156,
        "excerpt": "ction to transform the targets again. A target's game statistics are replaced by the chosen Beast's statistics, but the target retains its creature type; Hit Points; Hit"
      },
      {
        "document": 1167,
        "excerpt": "les its body in almost every way, replicating its game statistics and possessions. The principal difference is the addition of a silvery cord that trails from between the"
      },
      {
        "document": 1170,
        "excerpt": "d it gains senses similar to a human's. The GM chooses statistics appropriate for the awakened Plant, such as the statistics for the Awakened Shrub or Awakened Tree in \""
      },
      {
        "document": 1265,
        "excerpt": "an unoccupied space within range, the familiar has the statistics of the chosen form (see “Monsters”), though it is a Celestial, Fey, or Fiend (your choice) instead of a"
      },
      {
        "document": 1345,
        "excerpt": "placed by the creature's. You otherwise keep your game statistics. Meanwhile, the possessed creature's soul can perceive from the container using its own senses, but it"
      },
      {
        "document": 1381,
        "excerpt": "it doesn't have a Challenge Rating). The target's game statistics are replaced by the stat block of the chosen Beast, but the target retains its alignment, personality, c"
      },
      {
        "document": 1420,
        "excerpt": "s vanish if any remain when the spell ends. Your game statistics are replaced by the stat block of the chosen form, but you retain your creature type; alignment; persona"
      },
      {
        "document": 1429,
        "excerpt": "the simulacrum, which is a creature. It uses the game statistics of the original creature at the time of casting, except it is a Construct, its Hit Point maximum is half"
      },
      {
        "document": 1463,
        "excerpt": "target's Challenge Rating or level. The target's game statistics are replaced by the stat block of the new form, but it retains its Hit Points, Hit Point Dice, alignment"
      },
      {
        "document": 1509,
        "excerpt": "ratus of the Crab is a Large object with the following statistics: AC 20; HP 200; Speed 30 ft., Swim 30 ft. (or 0 ft. for both if the legs aren't extended); Immunity to P"
      },
      {
        "document": 1579,
        "excerpt": "s, multicolored bird takes its place. The bird has the statistics of a Roc, but it can't attack. It obeys your simple commands and can carry up to 500 pounds while flying"
      },
      {
        "document": 1582,
        "excerpt": "thing that was stored in the box remains in the boat. Statistics for the Rowboat and Keelboat appear in “Equipment.” If either vessel is reduced to 0 Hit Points, the Fol"
      },
      {
        "document": 1846,
        "excerpt": "all Humanoid, or it returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transform"
      },
      {
        "document": 1871,
        "excerpt": "ones that specifically target Undead. The ghost's game statistics are the same, except it uses the possessed target's Speed, as well as the target's Strength, Dexterity,"
      },
      {
        "document": 1884,
        "excerpt": "g. This figurine can become a Large goat with the same statistics as a Riding Horse. It has 24 charges, and each hour or portion thereof it spends in goat form costs 1 ch"
      },
      {
        "document": 1938,
        "excerpt": "limb 20 ft.), or it returns to its true form. Its game statistics are the same in each form, except for its Speed. Any equipment it is wearing or carrying isn't transform"
      },
      {
        "document": 1962,
        "excerpt": "mble a Medium or Small object while retaining its game statistics, or it returns to its true blob form. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 1969,
        "excerpt": "eturns to its true form. Other than its size, its game statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 1976,
        "excerpt": "eturns to its true form. Other than its size, its game statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. Spellcasting. The"
      },
      {
        "document": 1996,
        "excerpt": "Swim 40 ft.), or it returns to its true form. Its game statistics are the same in each form, except for its Speed. Any equipment it is wearing or carrying isn't transform"
      },
      {
        "document": 2036,
        "excerpt": "all Humanoid, or it returns to its true form. Its game statistics are the same in each form, except its Fly Speed is available only in its true form. Any equipment it is"
      },
      {
        "document": 2056,
        "excerpt": "While in bat form, the vampire can't speak. Its game statistics, other than its size and Speed, are unchanged. While in mist form, the vampire can't take any actions,"
      },
      {
        "document": 2067,
        "excerpt": "ear, or it returns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transform"
      },
      {
        "document": 2068,
        "excerpt": "oar, or it returns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transform"
      },
      {
        "document": 2069,
        "excerpt": "rat, or it returns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transform"
      },
      {
        "document": 2070,
        "excerpt": "ger, or it returns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transform"
      },
      {
        "document": 2071,
        "excerpt": "olf, or it returns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transform"
      }
    ],
    "statsections": [
      {
        "document": 1760,
        "excerpt": "statSections[1].rulesText.paragraphs[1]"
      },
      {
        "document": 1761,
        "excerpt": "statSections[1].rulesText.paragraphs[1]"
      },
      {
        "document": 1762,
        "excerpt": "statSections[1].rulesText.paragraphs[1]"
      },
      {
        "document": 1763,
        "excerpt": "statSections[1].rulesText.paragraphs[1]"
      },
      {
        "document": 1764,
        "excerpt": "statSections[1].rulesText.paragraphs[1]"
      },
      {
        "document": 1765,
        "excerpt": "statSections[1].rulesText.paragraphs[1]"
      },
      {
        "document": 1766,
        "excerpt": "statSections[1].rulesText.paragraphs[1]"
      },
      {
        "document": 1767,
        "excerpt": "statSections[1].rulesText.paragraphs[1]"
      },
      {
        "document": 1768,
        "excerpt": "statSections[1].rulesText.paragraphs[1]"
      },
      {
        "document": 1769,
        "excerpt": "statSections[1].rulesText.paragraphs[1]"
      },
      {
        "document": 1770,
        "excerpt": "statSections[1].rulesText.paragraphs[1]"
      },
      {
        "document": 1771,
        "excerpt": "statSections[1].rulesText.paragraphs[1]"
      },
      {
        "document": 1772,
        "excerpt": "statSections[0].rulesText.paragraphs[0]"
      },
      {
        "document": 1773,
        "excerpt": "statSections[1].rulesText.paragraphs[1]"
      },
      {
        "document": 1774,
        "excerpt": "statSections[1].rulesText.paragraphs[1]"
      },
      {
        "document": 1775,
        "excerpt": "statSections[1].rulesText.paragraphs[1]"
      },
      {
        "document": 1776,
        "excerpt": "statSections[1].rulesText.paragraphs[1]"
      },
      {
        "document": 1777,
        "excerpt": "statSections[1].rulesText.paragraphs[1]"
      },
      {
        "document": 1778,
        "excerpt": "statSections[1].rulesText.paragraphs[1]"
      },
      {
        "document": 1779,
        "excerpt": "statSections[1].rulesText.paragraphs[1]"
      },
      {
        "document": 1780,
        "excerpt": "statSections[1].rulesText.paragraphs[1]"
      },
      {
        "document": 1781,
        "excerpt": "statSections[1].rulesText.paragraphs[1]"
      },
      {
        "document": 1782,
        "excerpt": "statSections[1].rulesText.paragraphs[1]"
      },
      {
        "document": 1783,
        "excerpt": "statSections[0].rulesText.paragraphs[1]"
      },
      {
        "document": 1784,
        "excerpt": "statSections[0].rulesText.paragraphs[0]"
      },
      {
        "document": 1785,
        "excerpt": "statSections[0].rulesText.paragraphs[0]"
      },
      {
        "document": 1786,
        "excerpt": "statSections[1].rulesText.paragraphs[0]"
      },
      {
        "document": 1787,
        "excerpt": "statSections[0].rulesText.paragraphs[1]"
      },
      {
        "document": 1788,
        "excerpt": "statSections[0].rulesText.paragraphs[1]"
      },
      {
        "document": 1789,
        "excerpt": "statSections[1].rulesText.paragraphs[1]"
      },
      {
        "document": 1790,
        "excerpt": "statSections[1].rulesText.paragraphs[1]"
      },
      {
        "document": 1791,
        "excerpt": "statSections[1].rulesText.paragraphs[1]"
      },
      {
        "document": 1792,
        "excerpt": "statSections[1].rulesText.paragraphs[1]"
      },
      {
        "document": 1793,
        "excerpt": "statSections[0].rulesText.paragraphs[0]"
      },
      {
        "document": 1794,
        "excerpt": "statSections[0].rulesText.paragraphs[0]"
      },
      {
        "document": 1795,
        "excerpt": "statSections[0].rulesText.paragraphs[0]"
      },
      {
        "document": 1796,
        "excerpt": "statSections[1].rulesText.paragraphs[0]"
      },
      {
        "document": 1797,
        "excerpt": "statSections[1].rulesText.paragraphs[0]"
      },
      {
        "document": 1798,
        "excerpt": "statSections[0].rulesText.paragraphs[0]"
      },
      {
        "document": 1799,
        "excerpt": "statSections[1].rulesText.paragraphs[1]"
      },
      {
        "document": 1800,
        "excerpt": "statSections[0].rulesText.paragraphs[1]"
      },
      {
        "document": 1801,
        "excerpt": "statSections[0].rulesText.paragraphs[0]"
      },
      {
        "document": 1802,
        "excerpt": "statSections[1].rulesText.paragraphs[1]"
      },
      {
        "document": 1803,
        "excerpt": "statSections[0].rulesText.paragraphs[0]"
      },
      {
        "document": 1804,
        "excerpt": "statSections[0].rulesText.paragraphs[0]"
      },
      {
        "document": 1805,
        "excerpt": "statSections[1].rulesText.paragraphs[1]"
      },
      {
        "document": 1806,
        "excerpt": "statSections[0].rulesText.paragraphs[1]"
      },
      {
        "document": 1807,
        "excerpt": "statSections[1].rulesText.paragraphs[0]"
      },
      {
        "document": 1808,
        "excerpt": "statSections[0].rulesText.paragraphs[1]"
      },
      {
        "document": 1809,
        "excerpt": "statSections[1].rulesText.paragraphs[1]"
      },
      {
        "document": 1810,
        "excerpt": "statSections[1].rulesText.paragraphs[0]"
      },
      {
        "document": 1811,
        "excerpt": "statSections[0].rulesText.paragraphs[0]"
      },
      {
        "document": 1812,
        "excerpt": "statSections[1].rulesText.paragraphs[0]"
      },
      {
        "document": 1813,
        "excerpt": "statSections[0].rulesText.paragraphs[1]"
      },
      {
        "document": 1814,
        "excerpt": "statSections[1].rulesText.paragraphs[0]"
      },
      {
        "document": 1815,
        "excerpt": "statSections[1].rulesText.paragraphs[1]"
      },
      {
        "document": 1816,
        "excerpt": "statSections[0].rulesText.paragraphs[0]"
      },
      {
        "document": 1817,
        "excerpt": "statSections[1].rulesText.paragraphs[1]"
      },
      {
        "document": 1818,
        "excerpt": "statSections[0].rulesText.paragraphs[1]"
      },
      {
        "document": 1819,
        "excerpt": "statSections[1].rulesText.paragraphs[1]"
      },
      {
        "document": 1820,
        "excerpt": "statSections[1].rulesText.paragraphs[0]"
      },
      {
        "document": 1821,
        "excerpt": "statSections[0].rulesText.paragraphs[1]"
      },
      {
        "document": 1822,
        "excerpt": "statSections[0].rulesText.paragraphs[0]"
      },
      {
        "document": 1823,
        "excerpt": "statSections[1].rulesText.paragraphs[0]"
      },
      {
        "document": 1824,
        "excerpt": "statSections[0].rulesText.paragraphs[1]"
      },
      {
        "document": 1825,
        "excerpt": "statSections[1].rulesText.paragraphs[1]"
      },
      {
        "document": 1826,
        "excerpt": "statSections[0].rulesText.paragraphs[1]"
      },
      {
        "document": 1827,
        "excerpt": "statSections[1].rulesText.paragraphs[1]"
      },
      {
        "document": 1828,
        "excerpt": "statSections[1].rulesText.paragraphs[1]"
      },
      {
        "document": 1829,
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        "document": 2046,
        "excerpt": "statSections[1].rulesText.paragraphs[1]"
      },
      {
        "document": 2047,
        "excerpt": "statSections[1].rulesText.paragraphs[0]"
      },
      {
        "document": 2048,
        "excerpt": "statSections[1].rulesText.paragraphs[1]"
      },
      {
        "document": 2049,
        "excerpt": "statSections[0].rulesText.paragraphs[1]"
      },
      {
        "document": 2050,
        "excerpt": "statSections[1].rulesText.paragraphs[0]"
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      {
        "document": 2051,
        "excerpt": "statSections[1].rulesText.paragraphs[1]"
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      {
        "document": 2052,
        "excerpt": "statSections[0].rulesText.paragraphs[1]"
      },
      {
        "document": 2053,
        "excerpt": "statSections[1].rulesText.paragraphs[1]"
      },
      {
        "document": 2054,
        "excerpt": "statSections[1].rulesText.paragraphs[1]"
      },
      {
        "document": 2055,
        "excerpt": "statSections[1].rulesText.paragraphs[1]"
      },
      {
        "document": 2056,
        "excerpt": "statSections[1].rulesText.paragraphs[1]"
      },
      {
        "document": 2057,
        "excerpt": "statSections[0].rulesText.paragraphs[0]"
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      {
        "document": 2058,
        "excerpt": "statSections[0].rulesText.paragraphs[1]"
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      {
        "document": 2059,
        "excerpt": "statSections[1].rulesText.paragraphs[1]"
      },
      {
        "document": 2060,
        "excerpt": "statSections[1].rulesText.paragraphs[0]"
      },
      {
        "document": 2061,
        "excerpt": "statSections[0].rulesText.paragraphs[0]"
      },
      {
        "document": 2062,
        "excerpt": "statSections[0].rulesText.paragraphs[0]"
      },
      {
        "document": 2063,
        "excerpt": "statSections[1].rulesText.paragraphs[0]"
      },
      {
        "document": 2064,
        "excerpt": "statSections[0].rulesText.paragraphs[1]"
      },
      {
        "document": 2065,
        "excerpt": "statSections[1].rulesText.paragraphs[1]"
      },
      {
        "document": 2066,
        "excerpt": "statSections[0].rulesText.paragraphs[0]"
      },
      {
        "document": 2067,
        "excerpt": "statSections[0].rulesText.paragraphs[1]"
      },
      {
        "document": 2068,
        "excerpt": "statSections[0].rulesText.paragraphs[1]"
      },
      {
        "document": 2069,
        "excerpt": "statSections[0].rulesText.paragraphs[1]"
      },
      {
        "document": 2070,
        "excerpt": "statSections[0].rulesText.paragraphs[1]"
      },
      {
        "document": 2071,
        "excerpt": "statSections[1].rulesText.paragraphs[1]"
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      {
        "document": 2072,
        "excerpt": "statSections[1].rulesText.paragraphs[1]"
      },
      {
        "document": 2073,
        "excerpt": "statSections[1].rulesText.paragraphs[1]"
      },
      {
        "document": 2074,
        "excerpt": "statSections[1].rulesText.paragraphs[0]"
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      {
        "document": 2075,
        "excerpt": "statSections[1].rulesText.paragraphs[0]"
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      {
        "document": 2076,
        "excerpt": "statSections[1].rulesText.paragraphs[0]"
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      {
        "document": 2077,
        "excerpt": "statSections[0].rulesText.paragraphs[0]"
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      {
        "document": 2078,
        "excerpt": "statSections[1].rulesText.paragraphs[0]"
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      {
        "document": 2079,
        "excerpt": "statSections[0].rulesText.paragraphs[1]"
      },
      {
        "document": 2080,
        "excerpt": "statSections[1].rulesText.paragraphs[1]"
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      {
        "document": 2081,
        "excerpt": "statSections[1].rulesText.paragraphs[1]"
      },
      {
        "document": 2082,
        "excerpt": "statSections[0].rulesText.paragraphs[1]"
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      {
        "document": 2083,
        "excerpt": "statSections[0].rulesText.paragraphs[1]"
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      {
        "document": 2084,
        "excerpt": "statSections[1].rulesText.paragraphs[1]"
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      {
        "document": 2085,
        "excerpt": "statSections[0].rulesText.paragraphs[1]"
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      {
        "document": 2086,
        "excerpt": "statSections[1].rulesText.paragraphs[1]"
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      {
        "document": 2087,
        "excerpt": "statSections[1].rulesText.paragraphs[1]"
      },
      {
        "document": 2088,
        "excerpt": "statSections[0].rulesText.paragraphs[1]"
      },
      {
        "document": 2089,
        "excerpt": "statSections[0].rulesText.paragraphs[1]"
      },
      {
        "document": 2090,
        "excerpt": "statSections[1].rulesText.paragraphs[1]"
      },
      {
        "document": 2091,
        "excerpt": "statSections[1].rulesText.paragraphs[0]"
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    ],
    "statue": [
      {
        "document": 718,
        "excerpt": "Fire-Casting Statue"
      },
      {
        "document": 793,
        "excerpt": "An animate but immobile stone statue in your likeness rises and makes verbal threats against you. If you leave it and others come near, it de"
      },
      {
        "document": 956,
        "excerpt": "Fire-Casting Statue Table 1"
      },
      {
        "document": 1202,
        "excerpt": "one. A creature killed by this spell becomes a frozen statue until it thaws. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level"
      },
      {
        "document": 1347,
        "excerpt": "g that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there, so the words appear to come from the object's mouth. When you cast th"
      },
      {
        "document": 1444,
        "excerpt": "r example, you could shape a large rock into a weapon, statue, or coffer, or you could make a small passage through a wall that is 5 feet thick. You could also shape"
      }
    ],
    "statuette": [
      {
        "document": 820,
        "excerpt": "A wooden statuette of a smug halfling"
      },
      {
        "document": 1212,
        "excerpt": "V, S, M (a gem-encrusted statuette of yourself worth 1,500+ GP)"
      },
      {
        "document": 1324,
        "excerpt": "V, S, M (a statuette of the target worth 5,000+ GP)"
      },
      {
        "document": 1392,
        "excerpt": "V, S, M (a statuette of yourself worth 5+ GP)"
      },
      {
        "document": 1580,
        "excerpt": "Item, Rarity Varies A Figurine of Wondrous Power is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the grou"
      },
      {
        "document": 1608,
        "excerpt": "s a Magic action, you can place this 1-inch adamantine statuette on the ground and, using a command word, cause it to grow rapidly into a square adamantine tower. Repeat"
      },
      {
        "document": 1884,
        "excerpt": "days have passed. Marble Elephant (Rare). This marble statuette resembles a trumpeting elephant. It can become an Elephant for up to 24 hours. Once it has been used, it"
      }
    ],
    "statuettes": [
      {
        "document": 1884,
        "excerpt": "ne CR 0 (XP 0; PB +2) Golden Lions (Rare). These gold statuettes of lions are always created in pairs. You can use one figurine or both simultaneously. Each can become a"
      }
    ],
    "stay": [
      {
        "document": 630,
        "excerpt": "e condition or your Fly Speed is reduced to 0. You can stay aloft in those circumstances if you can hover. See also “Falling” and “Fly Speed.”"
      },
      {
        "document": 631,
        "excerpt": "l through the air. While you have a Fly Speed, you can stay aloft until you land, fall, or die. See also “Flying” and “Speed.”"
      },
      {
        "document": 744,
        "excerpt": "Stay on your feet in a tricky situation, or perform an acrobatic stunt."
      },
      {
        "document": 923,
        "excerpt": "Inn Stay per Day"
      },
      {
        "document": 965,
        "excerpt": "earned for this feature (see “Known Forms” below). You stay in that form for a number of hours equal to half your Druid level or until you use Wild Shape again, hav"
      },
      {
        "document": 1429,
        "excerpt": "rth 100 GP per Hit Point restored. The simulacrum must stay within 5 feet of you for the repair. The simulacrum lasts until it drops to 0 Hit Points, at which poin"
      },
      {
        "document": 1627,
        "excerpt": "rrying disappears with you except for Artifacts, which stay behind in the space you occupied when you disappeared. You remain imprisoned until you are found and rem"
      }
    ],
    "staying": [
      {
        "document": 1649,
        "excerpt": "ears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities dr"
      }
    ],
    "stays": [
      {
        "document": 1153,
        "excerpt": "s a creature of a different size, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. For the durat"
      }
    ],
    "steady": [
      {
        "document": 855,
        "excerpt": "Rogue Subclass, Steady Aim"
      },
      {
        "document": 970,
        "excerpt": "Steady Aim"
      }
    ],
    "stealer": [
      {
        "document": 1631,
        "excerpt": "Nine Lives Stealer"
      }
    ],
    "stealing": [
      {
        "document": 1631,
        "excerpt": "ls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this"
      },
      {
        "document": 1727,
        "excerpt": "Sword of Life Stealing"
      }
    ],
    "stealth": [
      {
        "document": 67,
        "excerpt": "veler's Wisdom (Perception or Survival) and Dexterity (Stealth) checks. Normal. Traveling at a Normal pace imposes Disadvantage on Dexterity (Stealth) checks. Slow."
      },
      {
        "document": 154,
        "excerpt": "ght have bonuses to Wisdom (Perception) and Dexterity (Stealth) checks. A skill bonus is the sum of a monster's relevant ability modifier and its Proficiency Bonus. Ot"
      },
      {
        "document": 406,
        "excerpt": "ength score equal to or higher than the listed score. Stealth. If the table shows “Disadvantage” in the Stealth column for an armor type, the wearer has Disadvantage"
      },
      {
        "document": 640,
        "excerpt": "self. To do so, you must succeed on a DC 15 Dexterity (Stealth) check while you're Heavily Obscured or behind Three-Quarters Cover or Total Cover, and you must be out"
      },
      {
        "document": 744,
        "excerpt": "Stealth"
      },
      {
        "document": 745,
        "excerpt": "Make a Dexterity (Stealth) check."
      },
      {
        "document": 817,
        "excerpt": "Stealth"
      },
      {
        "document": 929,
        "excerpt": "Stealth"
      },
      {
        "document": 962,
        "excerpt": "fferent ability: Acrobatics, Intimidation, Perception, Stealth, or Survival. When you use this ability, your Strength represents primal power coursing through you, hon"
      },
      {
        "document": 967,
        "excerpt": "Acrobatics, Athletics, History, Insight, Religion, or Stealth"
      },
      {
        "document": 969,
        "excerpt": "Athletics, Insight, Investigation, Nature, Perception, Stealth, or Survival"
      },
      {
        "document": 970,
        "excerpt": "stigation, Perception, Persuasion, Sleight of Hand, or Stealth"
      },
      {
        "document": 984,
        "excerpt": "adventurer. In addition to improving your agility and stealth, you gain abilities useful for delving into ruins and getting maximum benefit from the magic items you f"
      },
      {
        "document": 996,
        "excerpt": "Sleight of Hand and Stealth"
      },
      {
        "document": 1371,
        "excerpt": "ach creature you choose have a +10 bonus to Dexterity (Stealth) checks and leave no tracks."
      },
      {
        "document": 1524,
        "excerpt": "e moving across. You also have Advantage on Dexterity (Stealth) checks."
      },
      {
        "document": 1543,
        "excerpt": "ave Disadvantage, and you have Advantage on Dexterity (Stealth) checks."
      },
      {
        "document": 1546,
        "excerpt": "e wearing this cloak, you have Advantage on Dexterity (Stealth) checks. In an area of Dim Light or Darkness, you can grip the edges of the cloak and use it to gain a F"
      },
      {
        "document": 1626,
        "excerpt": "the armor normally imposes Disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't."
      },
      {
        "document": 1761,
        "excerpt": "Perception +11, Stealth +7"
      },
      {
        "document": 1762,
        "excerpt": "Perception +12, Stealth +5"
      },
      {
        "document": 1763,
        "excerpt": "History +7, Perception +11, Persuasion +8, Stealth +5"
      },
      {
        "document": 1764,
        "excerpt": "Insight +7, Perception +12, Stealth +5"
      },
      {
        "document": 1765,
        "excerpt": "Deception +9, Perception +12, Stealth +6"
      },
      {
        "document": 1766,
        "excerpt": "Insight +8, Perception +14, Persuasion +13, Stealth +8"
      },
      {
        "document": 1767,
        "excerpt": "Deception +9, Perception +12, Persuasion +9, Stealth +6"
      },
      {
        "document": 1768,
        "excerpt": "Perception +13, Stealth +6"
      },
      {
        "document": 1769,
        "excerpt": "History +8, Perception +11, Stealth +5"
      },
      {
        "document": 1770,
        "excerpt": "Perception +11, Stealth +5"
      },
      {
        "document": 1773,
        "excerpt": "Perception +16, Stealth +9"
      },
      {
        "document": 1774,
        "excerpt": "Perception +17, Stealth +7"
      },
      {
        "document": 1775,
        "excerpt": "History +9, Perception +14, Persuasion +12, Stealth +6"
      },
      {
        "document": 1776,
        "excerpt": "Insight +10, Perception +17, Stealth +7"
      },
      {
        "document": 1777,
        "excerpt": "Deception +13, Perception +17, Stealth +8"
      },
      {
        "document": 1778,
        "excerpt": "Insight +10, Perception +17, Persuasion +16, Stealth +9"
      },
      {
        "document": 1779,
        "excerpt": "Deception +13, Perception +17, Persuasion +13, Stealth +8"
      },
      {
        "document": 1780,
        "excerpt": "Perception +16, Stealth +7"
      },
      {
        "document": 1781,
        "excerpt": "History +11, Perception +16, Stealth +7"
      },
      {
        "document": 1782,
        "excerpt": "Perception +13, Stealth +6"
      },
      {
        "document": 1789,
        "excerpt": "Stealth +5"
      },
      {
        "document": 1791,
        "excerpt": "Acrobatics +7, Perception +6, Stealth +10"
      },
      {
        "document": 1806,
        "excerpt": "Perception +6, Stealth +7"
      },
      {
        "document": 1809,
        "excerpt": "Perception +4, Stealth +4"
      },
      {
        "document": 1811,
        "excerpt": "Perception +5, Stealth +5"
      },
      {
        "document": 1813,
        "excerpt": "Perception +4, Stealth +2"
      },
      {
        "document": 1816,
        "excerpt": "Perception +4, Stealth +2"
      },
      {
        "document": 1817,
        "excerpt": "Perception +4, Stealth +2"
      },
      {
        "document": 1819,
        "excerpt": "Stealth +6, Survival +3"
      },
      {
        "document": 1820,
        "excerpt": "Stealth +6, Survival +2"
      },
      {
        "document": 1823,
        "excerpt": "Perception +3, Stealth +4"
      },
      {
        "document": 1829,
        "excerpt": "Stealth +5"
      },
      {
        "document": 1833,
        "excerpt": "Perception +2, Stealth +4"
      },
      {
        "document": 1834,
        "excerpt": "Perception +4, Stealth +3"
      },
      {
        "document": 1836,
        "excerpt": "Stealth +2"
      },
      {
        "document": 1837,
        "excerpt": "Stealth +2"
      },
      {
        "document": 1840,
        "excerpt": "Stealth +3"
      },
      {
        "document": 1841,
        "excerpt": "Perception +5, Stealth +4"
      },
      {
        "document": 1844,
        "excerpt": "Perception +5, Stealth +4"
      },
      {
        "document": 1850,
        "excerpt": "Perception +6, Stealth +10"
      },
      {
        "document": 1852,
        "excerpt": "Perception +4, Stealth +5"
      },
      {
        "document": 1853,
        "excerpt": "Perception +2, Stealth +4"
      },
      {
        "document": 1860,
        "excerpt": "Perception +3, Stealth +4, Survival +3"
      },
      {
        "document": 1866,
        "excerpt": "Perception +1, Stealth +3"
      },
      {
        "document": 1868,
        "excerpt": "Stealth +4"
      },
      {
        "document": 1879,
        "excerpt": "Stealth +3"
      },
      {
        "document": 1880,
        "excerpt": "Stealth +5"
      },
      {
        "document": 1885,
        "excerpt": "Perception +2, Stealth +4"
      },
      {
        "document": 1889,
        "excerpt": "Perception +4, Stealth +5"
      },
      {
        "document": 1890,
        "excerpt": "Perception +6, Stealth +6"
      },
      {
        "document": 1895,
        "excerpt": "Perception +4, Stealth +7"
      },
      {
        "document": 1900,
        "excerpt": "Acrobatics +5, Perception +3, Stealth +5"
      },
      {
        "document": 1901,
        "excerpt": "Perception +3, Stealth +7"
      },
      {
        "document": 1907,
        "excerpt": "Stealth +6"
      },
      {
        "document": 1908,
        "excerpt": "Stealth +6"
      },
      {
        "document": 1909,
        "excerpt": "Stealth +6"
      },
      {
        "document": 1910,
        "excerpt": "Perception +4, Stealth +4"
      },
      {
        "document": 1912,
        "excerpt": "Stealth +2"
      },
      {
        "document": 1913,
        "excerpt": "Perception +4, Stealth +3"
      },
      {
        "document": 1914,
        "excerpt": "Arcana +5, Deception +4, Perception +4, Stealth +3"
      },
      {
        "document": 1915,
        "excerpt": "Stealth +4"
      },
      {
        "document": 1917,
        "excerpt": "Athletics +5, Perception +3, Stealth +5"
      },
      {
        "document": 1921,
        "excerpt": "Athletics +7, Perception +5, Stealth +5"
      },
      {
        "document": 1937,
        "excerpt": "Perception +2, Stealth +3"
      },
      {
        "document": 1938,
        "excerpt": "Deception +4, Insight +3, Stealth +5"
      },
      {
        "document": 1939,
        "excerpt": "eception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7"
      },
      {
        "document": 1940,
        "excerpt": "Perception +8, Stealth +10"
      },
      {
        "document": 1942,
        "excerpt": "Perception +5, Stealth +4"
      },
      {
        "document": 1943,
        "excerpt": "Perception +3, Stealth +4"
      },
      {
        "document": 1947,
        "excerpt": "Deception +7, Insight +4, Stealth +5"
      },
      {
        "document": 1950,
        "excerpt": "Perception +3, Stealth +4"
      },
      {
        "document": 1953,
        "excerpt": "Stealth +3"
      },
      {
        "document": 1959,
        "excerpt": "Deception +5, Perception +4, Stealth +6"
      },
      {
        "document": 1962,
        "excerpt": "Stealth +5"
      },
      {
        "document": 1969,
        "excerpt": "Deception +6, Insight +5, Perception +5, Stealth +5"
      },
      {
        "document": 1973,
        "excerpt": "Perception +2, Stealth +6"
      },
      {
        "document": 1978,
        "excerpt": "Perception +5, Stealth +5"
      },
      {
        "document": 1980,
        "excerpt": "Perception +4, Stealth +7"
      },
      {
        "document": 1982,
        "excerpt": "Stealth +7"
      },
      {
        "document": 1988,
        "excerpt": "Perception +3, Stealth +4"
      },
      {
        "document": 1989,
        "excerpt": "Perception +5, Stealth +4"
      },
      {
        "document": 1993,
        "excerpt": "Perception +5, Stealth +4"
      },
      {
        "document": 1996,
        "excerpt": "Stealth +5"
      },
      {
        "document": 2000,
        "excerpt": "Perception +4, Stealth +2"
      },
      {
        "document": 2006,
        "excerpt": "Perception +6, Stealth +5"
      },
      {
        "document": 2008,
        "excerpt": "Perception +5, Stealth +7"
      },
      {
        "document": 2011,
        "excerpt": "Perception +2, Performance +6, Stealth +5"
      },
      {
        "document": 2013,
        "excerpt": "Nature +4, Perception +5, Stealth +6, Survival +5"
      },
      {
        "document": 2015,
        "excerpt": "Perception +2, Stealth +5"
      },
      {
        "document": 2016,
        "excerpt": "Stealth +6"
      },
      {
        "document": 2017,
        "excerpt": "Stealth +3"
      },
      {
        "document": 2020,
        "excerpt": "Perception +4, Stealth +2"
      },
      {
        "document": 2026,
        "excerpt": "Arcana +4, Religion +4, Stealth +5"
      },
      {
        "document": 2027,
        "excerpt": "Stealth +4"
      },
      {
        "document": 2029,
        "excerpt": "Perception +3, Stealth +8"
      },
      {
        "document": 2030,
        "excerpt": ", Investigation +5, Perception +6, Sleight of Hand +4, Stealth +6"
      },
      {
        "document": 2031,
        "excerpt": "Stealth +2"
      },
      {
        "document": 2033,
        "excerpt": "Athletics +12, Perception +4, Stealth +5"
      },
      {
        "document": 2036,
        "excerpt": "eception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7"
      },
      {
        "document": 2045,
        "excerpt": "Perception +3, Stealth +7"
      },
      {
        "document": 2054,
        "excerpt": "Perception +4, Persuasion +4, Stealth +7"
      },
      {
        "document": 2055,
        "excerpt": "Perception +3, Stealth +6"
      },
      {
        "document": 2056,
        "excerpt": "Perception +7, Stealth +9"
      },
      {
        "document": 2066,
        "excerpt": "Acrobatics +5, Perception +3, Stealth +5"
      },
      {
        "document": 2069,
        "excerpt": "Perception +4, Stealth +5"
      },
      {
        "document": 2070,
        "excerpt": "Perception +5, Stealth +4"
      },
      {
        "document": 2071,
        "excerpt": "Perception +4, Stealth +4"
      },
      {
        "document": 2072,
        "excerpt": "Perception +4, Stealth +2"
      },
      {
        "document": 2073,
        "excerpt": "Perception +3, Stealth +4"
      },
      {
        "document": 2075,
        "excerpt": "Perception +5, Stealth +5"
      },
      {
        "document": 2076,
        "excerpt": "Perception +5, Stealth +4"
      },
      {
        "document": 2080,
        "excerpt": "Perception +6, Stealth +6"
      },
      {
        "document": 2081,
        "excerpt": "Perception +6, Stealth +5"
      },
      {
        "document": 2082,
        "excerpt": "Perception +9, Stealth +4"
      },
      {
        "document": 2083,
        "excerpt": "Perception +6, Persuasion +5, Stealth +3"
      },
      {
        "document": 2084,
        "excerpt": "Insight +4, Perception +7, Stealth +3"
      },
      {
        "document": 2085,
        "excerpt": "Deception +5, Perception +7, Stealth +4"
      },
      {
        "document": 2086,
        "excerpt": "Insight +5, Perception +9, Persuasion +9, Stealth +6"
      },
      {
        "document": 2087,
        "excerpt": "Deception +5, Perception +7, Stealth +4"
      },
      {
        "document": 2088,
        "excerpt": "Perception +8, Stealth +4"
      },
      {
        "document": 2089,
        "excerpt": "History +6, Perception +8, Stealth +4"
      },
      {
        "document": 2090,
        "excerpt": "Perception +6, Stealth +3"
      }
    ],
    "stealthy": [
      {
        "document": 154,
        "excerpt": "ny. For example, a monster that is very perceptive and stealthy might have bonuses to Wisdom (Perception) and Dexterity (Stealth) checks. A skill bonus is the sum of a"
      },
      {
        "document": 991,
        "excerpt": "Naturally Stealthy"
      }
    ],
    "steam": [
      {
        "document": 1848,
        "excerpt": "Huge or smaller creature, it has the Prone condition. Steam Breath (Recharge 5–6). Constitution Saving Throw: DC 19, each creature in a 60-foot Cone. Failure: 56 (1"
      },
      {
        "document": 2031,
        "excerpt": "Steam Mephit"
      }
    ],
    "steams": [
      {
        "document": 1653,
        "excerpt": "tion required). This potion's blue liquid bubbles and steams as if boiling."
      }
    ],
    "steed": [
      {
        "document": 842,
        "excerpt": "Extra Attack, Faithful Steed"
      },
      {
        "document": 844,
        "excerpt": "Find Steed"
      },
      {
        "document": 888,
        "excerpt": "Phantom Steed"
      },
      {
        "document": 968,
        "excerpt": "Faithful Steed"
      },
      {
        "document": 1266,
        "excerpt": "Find Steed"
      },
      {
        "document": 1375,
        "excerpt": "Phantom Steed"
      },
      {
        "document": 1884,
        "excerpt": "an't be used again until 7 days have passed. Obsidian Steed (Very Rare). This polished obsidian horse can become a Nightmare for up to 24 hours. The nightmare fight"
      }
    ],
    "steed's": [
      {
        "document": 1266,
        "excerpt": "lf, or an elk. Whenever you cast the spell, choose the steed's creature type - Celestial, Fey, or Fiend - which determines certain traits in the stat block. Combat. T"
      }
    ],
    "steel": [
      {
        "document": 308,
        "excerpt": "ction, you can set a Hunting Trap, which is a sawtooth steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a"
      },
      {
        "document": 321,
        "excerpt": "A handheld steel Mirror is useful for personal cosmetics but also for peeking around corners and reflecting light as a si"
      },
      {
        "document": 349,
        "excerpt": "A Tinderbox is a small container holding flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a Candle, L"
      },
      {
        "document": 943,
        "excerpt": "Iron, steel"
      }
    ],
    "steep": [
      {
        "document": 78,
        "excerpt": "Difficult Terrain. Low furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs are examples of Difficult Terrain. Every foot of movement in Difficult T"
      }
    ],
    "steeped": [
      {
        "document": 977,
        "excerpt": "andled a treasure taken from a dragon's hoard that was steeped in draconic power. Or you might have a dragon for an ancestor."
      }
    ],
    "stemming": [
      {
        "document": 692,
        "excerpt": "age on some or all ability checks for 1d10 × 10 hours, stemming from an unwillingness or inability to exert a particular set of abilities. The character might feel ener"
      }
    ],
    "stems": [
      {
        "document": 986,
        "excerpt": "Your lineage stems from a dragon progenitor. Choose the kind of dragon from the Draconic Ancestors table. Your choice affec"
      }
    ],
    "stench": [
      {
        "document": 1870,
        "excerpt": "Stench. Constitution Saving Throw: DC 10, any creature that starts its turn in a 5-foot Emanation originating f"
      },
      {
        "document": 1925,
        "excerpt": "ving throws against spells and other magical effects. Stench. Constitution Saving Throw: DC 16, any creature that starts its turn in a 10-foot Emanation originating"
      }
    ],
    "step": [
      {
        "document": 26,
        "excerpt": "another decision point, which brings the game back to step 1. This pattern holds during every game session (each time you sit down to play D&D), whether the adven"
      },
      {
        "document": 72,
        "excerpt": "Combat Step by Step"
      },
      {
        "document": 229,
        "excerpt": "Step 3: Ability Scores"
      },
      {
        "document": 234,
        "excerpt": "Step 4: Alignment"
      },
      {
        "document": 238,
        "excerpt": "Step 5: Character Creation Details"
      },
      {
        "document": 247,
        "excerpt": "Here are the steps to make a character; each step is explored in detail: 1: Choose a Class. Every adventurer is a member of a class. A class broadly desc"
      },
      {
        "document": 258,
        "excerpt": "Step 1: Choose Class"
      },
      {
        "document": 270,
        "excerpt": "Step 2: Character Origin"
      },
      {
        "document": 271,
        "excerpt": "unds as options. The background you choose influences step 3, when you determine your character's ability scores. If you're having trouble choosing, the Ability Sc"
      },
      {
        "document": 272,
        "excerpt": "de starting equipment. Any coins that you gain at this step can be immediately spent on equipment from \"Equipment.\" Record your chosen equipment on your character"
      },
      {
        "document": 680,
        "excerpt": "a good road increases the group's maximum pace by one step (from Slow to Normal or from Normal to Fast)."
      },
      {
        "document": 727,
        "excerpt": "Step 1: Choose a Difficulty"
      },
      {
        "document": 728,
        "excerpt": "Step 2: Determine Your XP Budget"
      },
      {
        "document": 729,
        "excerpt": "Step 3: Spend Your Budget"
      },
      {
        "document": 735,
        "excerpt": "in mind for their character. This section describes, step by step, how you can create backgrounds tailored for your world and the heroes in it."
      },
      {
        "document": 827,
        "excerpt": "Misty Step, Shocking Grasp, Sleep"
      },
      {
        "document": 861,
        "excerpt": "Misty Step"
      },
      {
        "document": 874,
        "excerpt": "Misty Step"
      },
      {
        "document": 887,
        "excerpt": "Misty Step"
      },
      {
        "document": 967,
        "excerpt": "e such features: Flurry of Blows, Patient Defense, and Step of the Wind, each of which is detailed below. When you expend a Focus Point, it is unavailable until yo"
      },
      {
        "document": 972,
        "excerpt": "on yourself without expending a spell slot. Ascendant Step Prerequisite: Level 5+ Warlock You can cast Levitate on yourself without expending a spell slot. Devi"
      },
      {
        "document": 985,
        "excerpt": "Fleet Step"
      },
      {
        "document": 988,
        "excerpt": "rip from the Wizard spell list. | Detect Magic | Misty Step | | Wood Elf | Your Speed increases to 35 feet. You also know the Druidcraft cantrip."
      },
      {
        "document": 1256,
        "excerpt": "ge: Self Components: V, S Duration: Up to 8 hours You step into the border regions of the Ethereal Plane, where it overlaps with your current plane. You remain in"
      },
      {
        "document": 1266,
        "excerpt": "htened condition until the end of your next turn. Fey Step (Fey Only; Recharges after a Long Rest). The steed teleports, along with its rider, to an unoccupied spa"
      },
      {
        "document": 1356,
        "excerpt": "l Range: Touch Components: V, S Duration: 8 hours You step into a stone object or surface large enough to fully contain your body, merging yourself and your equipm"
      },
      {
        "document": 1366,
        "excerpt": "Misty Step"
      },
      {
        "document": 1461,
        "excerpt": "least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement."
      },
      {
        "document": 1462,
        "excerpt": "r the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, us"
      },
      {
        "document": 1790,
        "excerpt": "Misty Step (3/Day). The mage casts Misty Step, using the same spellcasting ability as Spellcasting."
      },
      {
        "document": 1830,
        "excerpt": "Misty Step. The giant casts the Misty Step spell, using the same spellcasting ability as Spellcasting."
      },
      {
        "document": 1952,
        "excerpt": "Misty Step (3/Day). The mage casts Misty Step, using the same spellcasting ability as Spellcasting."
      }
    ],
    "stepping": [
      {
        "document": 714,
        "excerpt": "rea or touches an object. Examples of triggers include stepping on a pressure plate, crossing a trip wire, turning a doorknob, or using the wrong key in a lock. Durati"
      },
      {
        "document": 1293,
        "excerpt": "ibed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For g"
      },
      {
        "document": 1451,
        "excerpt": "ibed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For g"
      }
    ],
    "steps": [
      {
        "document": 72,
        "excerpt": "Combat unfolds in these steps: 1: Establish Positions. The Game Master determines where all the characters and monsters are located."
      },
      {
        "document": 92,
        "excerpt": "ks, saving throws, and attack rolls. They follow these steps: 4: Roll 1d20. You always want to roll high. If the roll has Advantage or Disadvantage (described later"
      },
      {
        "document": 243,
        "excerpt": "When you gain a level, follow these steps: 1: Choose a Class. Most characters advance in the same class. However, you might decide to gain a leve"
      },
      {
        "document": 247,
        "excerpt": "Here are the steps to make a character; each step is explored in detail: 1: Choose a Class. Every adventurer is a member o"
      },
      {
        "document": 251,
        "excerpt": "igher-level character uses the same character-creation steps outlined in this chapter and the rules for advancing beyond level 1 provided Starting Equipment at High"
      },
      {
        "document": 308,
        "excerpt": "a sawtooth steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as"
      },
      {
        "document": 535,
        "excerpt": "ed in response to it. Examples include “If the cultist steps on the trapdoor, I'll pull the lever that opens it,\" and \"If the zombie steps next to me, I move away.\""
      },
      {
        "document": 1003,
        "excerpt": "score of your choice by 1, to a maximum of 30. Blink Steps. Immediately after you take the Attack action or the Magic action, you can teleport up to 30 feet to an"
      },
      {
        "document": 1373,
        "excerpt": "s from interacting with it. For example, if the target steps through a phantasmal bridge and survives the fall, it believes the bridge exists and something else caus"
      },
      {
        "document": 1524,
        "excerpt": "drous Item, Uncommon While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have Advantage on Dexterity (St"
      }
    ],
    "sterner": [
      {
        "document": 688,
        "excerpt": "from a bear or an apparition, adventurers are made of sterner stuff. That said, certain creatures and game effects can terrify or fray the mind of even the most stalw"
      }
    ],
    "stick": [
      {
        "document": 26,
        "excerpt": "be What Their Characters Do. Typically, the characters stick together as they travel through a dungeon or another environment. Sometimes different adventurers do dif"
      },
      {
        "document": 148,
        "excerpt": "hs between 2 and 7 pounds and serves well as a walking stick or cane. Unless its description notes otherwise, a staff can be used as a nonmagical Quarterstaff and a"
      },
      {
        "document": 1363,
        "excerpt": ". Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately. Creatures with Truesight can see through"
      },
      {
        "document": 1574,
        "excerpt": "ay from yourself. The arrows become glowing rungs that stick out of the wall, forming a magical ladder up to 60 feet long on the wall. This ladder lasts for 1 minute"
      }
    ],
    "sticks": [
      {
        "document": 1168,
        "excerpt": "V, S, M (specially marked sticks, bones, cards, or other divinatory tokens worth 25+ GP)"
      }
    ],
    "sticky": [
      {
        "document": 266,
        "excerpt": "the size of a coin 63 An alabaster mask 64 A cone of sticky black incense that stinks 65 A nightcap that gives you pleasant dreams when you wear it 66 A single ca"
      },
      {
        "document": 1480,
        "excerpt": "on: Concentration, up to 1 hour You conjure a mass of sticky webbing at a point within range. The webs fill a 20-foot Cube there for the duration. The webs are Diffi"
      },
      {
        "document": 1635,
        "excerpt": "ct of the Grease spell in that area for 8 hours. This sticky, black unguent is thick and heavy, but it flows quickly when poured."
      }
    ],
    "still": [
      {
        "document": 11,
        "excerpt": "Saving Throws even though it has 0 Hit Points, but it still has the Unconscious condition. If the creature takes damage, it stops being Stable and starts making Dea"
      },
      {
        "document": 32,
        "excerpt": "affect a roll and they all grant Advantage on it, you still roll only two d20s. Similarly, if multiple situations impose Disadvantage on a roll, you roll only two d"
      },
      {
        "document": 36,
        "excerpt": "skill. Without proficiency in a skill, a creature can still make ability checks involving Skills that skill but doesn't add its Proficiency Bonus. For example, if"
      },
      {
        "document": 49,
        "excerpt": "g efforts can alter an NPC's attitude, but there might still be an element of chance if the GM wants dice to play a role in determining an NPC's response to you. In"
      },
      {
        "document": 144,
        "excerpt": "xing Potions. A character might drink one potion while still under the effects of another or pour several potions into a single container. The strange ingredients us"
      },
      {
        "document": 160,
        "excerpt": "creature is slain and whether any of that equipment is still usable. Beware of giving a monster combat-oriented magic items, since those might alter the monster's C"
      },
      {
        "document": 227,
        "excerpt": "anization, such as a guild or religion? If so, are you still a member of it? - What elements of your past inspire you to go on adventures now?"
      },
      {
        "document": 231,
        "excerpt": "sed a different method to generate the scores, you may still use this table to guide where you place your highest and lowest scores. Standard Array by Class"
      },
      {
        "document": 502,
        "excerpt": "f you used a spell slot to cast the spell, the slot is still expended. If the spell normally has no effect on a target that succeeds on a saving throw, the invalid"
      },
      {
        "document": 613,
        "excerpt": "ting it at death if the durations of those effects are still ongoing. If the creature died with any Exhaustion levels, it returns with 1 fewer level. If the creature"
      },
      {
        "document": 962,
        "excerpt": "r or have the Incapacitated condition. If your Rage is still active on your next turn, you can extend the Rage for another round by doing one of the following: - Ma"
      },
      {
        "document": 966,
        "excerpt": "k, potentially turning it into a success. If the check still fails, this use of Second Wind isn't expended."
      },
      {
        "document": 1226,
        "excerpt": "s to 1 Hit Point, and the spell ends. If the spell is still in effect when the target is subjected to an effect that would kill it instantly without dealing damage,"
      },
      {
        "document": 1279,
        "excerpt": "hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall. Using a Higher-Level Spell Slot. You can target one additional creat"
      },
      {
        "document": 1335,
        "excerpt": "ends, the target floats gently to the ground if it is still aloft."
      },
      {
        "document": 1363,
        "excerpt": "is aware of the illusion's presence, the creature can still physically interact with the illusion."
      },
      {
        "document": 1372,
        "excerpt": "When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on"
      },
      {
        "document": 1479,
        "excerpt": "mless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures of your choice within range gain this ability fo"
      },
      {
        "document": 1534,
        "excerpt": "a Magic action and use a command word if the broom is still within 1 mile of you."
      },
      {
        "document": 1656,
        "excerpt": "er liquid is a tiny heart that, against all reason, is still beating. These ingredients vanish when the potion is opened."
      },
      {
        "document": 1699,
        "excerpt": "target is no longer Restrained by the rope. If you're still holding onto the rope when a target escapes from it, you can take a Reaction to command the rope to coil"
      },
      {
        "document": 1803,
        "excerpt": "repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success. Second Failure: The target has the Petrified condi"
      },
      {
        "document": 1831,
        "excerpt": "repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success. Second Failure: The target has the Petrified condi"
      },
      {
        "document": 1864,
        "excerpt": "t resumes rolling for the Berserk trait again if it is still Bloodied. Immutable Form. The golem can't shape-shift. Lightning Absorption. Whenever the golem is sub"
      },
      {
        "document": 1911,
        "excerpt": "repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success. Second Failure: The target has the Petrified condi"
      },
      {
        "document": 1959,
        "excerpt": "repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success. Second Failure: The target has the Petrified condi"
      }
    ],
    "stimuli": [
      {
        "document": 1373,
        "excerpt": "n. The phantasm includes sound, temperature, and other stimuli. The target can take a Study action to examine the phantasm with an Intelligence (Investigation) check"
      }
    ],
    "sting": [
      {
        "document": 708,
        "excerpt": "Spider's Sting (200 GP)"
      },
      {
        "document": 1815,
        "excerpt": "ack. The devil makes two Claw attacks and one Infernal Sting attack. Claw. Melee Attack Roll: +8, reach 10 ft. Hit: 13 (2d8 + 4) Slashing damage. Infernal Sting. M"
      },
      {
        "document": 1892,
        "excerpt": "ltiattack. The scorpion makes two Claw attacks and one Sting attack. Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage. If the target is"
      },
      {
        "document": 1899,
        "excerpt": "Sting. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 5 (2d4) Poison damage."
      },
      {
        "document": 1938,
        "excerpt": "Sting. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage plus 7 (2d6) Poison damage. Invisi"
      },
      {
        "document": 1993,
        "excerpt": "ll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage. Sting. Constitution Saving Throw: DC 12, one creature the pseudodragon can see within 5 feet. Failure: 5 (2d4)"
      },
      {
        "document": 2012,
        "excerpt": "Sting. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Piercing damage plus 3 (1d6) Poison damage."
      },
      {
        "document": 2079,
        "excerpt": "Multiattack. The wyvern makes one Bite attack and one Sting attack. Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Piercing damage. Sting. Melee Attac"
      }
    ],
    "stinger": [
      {
        "document": 1995,
        "excerpt": "ltiattack. The worm makes one Bite attack and one Tail Stinger attack. Bite. Melee Attack Roll: +14, reach 10 ft. Hit: 22 (3d8 + 9) Piercing damage. If the target is"
      }
    ],
    "stinking": [
      {
        "document": 756,
        "excerpt": "on an 8, Phantasmal Force; on a 9, Polymorph; on a 10, Stinking Cloud."
      },
      {
        "document": 783,
        "excerpt": "e Fire; on a 5–6, Fireball; on a 7–8, Slow; on a 9–10, Stinking Cloud."
      },
      {
        "document": 828,
        "excerpt": "Stinking Cloud"
      },
      {
        "document": 863,
        "excerpt": "Stinking Cloud"
      },
      {
        "document": 870,
        "excerpt": "Fireball, Stinking Cloud"
      },
      {
        "document": 888,
        "excerpt": "Stinking Cloud"
      },
      {
        "document": 901,
        "excerpt": "Stinking Cloud"
      },
      {
        "document": 1299,
        "excerpt": "uards and Wards lasts - Magic Mouth in two locations - Stinking Cloud in two locations (the vapors return within 10 minutes if dispersed while Guards and Wards lasts) -"
      },
      {
        "document": 1443,
        "excerpt": "Stinking Cloud"
      }
    ],
    "stinks": [
      {
        "document": 266,
        "excerpt": "alabaster mask 64 A cone of sticky black incense that stinks 65 A nightcap that gives you pleasant dreams when you wear it 66 A single caltrop made from bone 67 A"
      }
    ],
    "stipulate": [
      {
        "document": 1212,
        "excerpt": "example, a Contingency cast with Water Breathing might stipulate that Water Breathing comes into effect when you are engulfed in water or a similar liquid. The continge"
      }
    ],
    "stir": [
      {
        "document": 1250,
        "excerpt": "ir. You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot Cube. Doors and shutters being h"
      }
    ],
    "stirge": [
      {
        "document": 2032,
        "excerpt": "Stirge"
      }
    ],
    "stirge's": [
      {
        "document": 2032,
        "excerpt": "es 5 (2d4) Necrotic damage at the start of each of the stirge's turns. The stirge can detach itself by spending 5 feet of its movement. The target or a creature within"
      }
    ],
    "stirges": [
      {
        "document": 729,
        "excerpt": "r of these encounters: - 2 Druids (450 XP each) and 9 Stirges (25 XP each), for 1,125 XP total - 1 Wight (700 XP), 1 Warhorse Skeleton (100 XP), and 6 Skeletons (50 X"
      }
    ],
    "stitching": [
      {
        "document": 972,
        "excerpt": "ttack of its own with its Reaction. Pact of the Tome Stitching together strands of shadow, you conjure forth a book in your hand at the end of a Short or Long Rest. Th"
      }
    ],
    "stock": [
      {
        "document": 265,
        "excerpt": "mystery. The GM might also use this table. It can help stock a room in a dungeon or fill a creature's pockets. Trinkets"
      }
    ],
    "stolen": [
      {
        "document": 235,
        "excerpt": "ho waylays a cruel baron's tax collectors and uses the stolen money to help the poor is probably Chaotic Good. Lawful Neutral (LN). Lawful Neutral individuals act in"
      }
    ],
    "stone": [
      {
        "document": 58,
        "excerpt": "tem like a window, door, sword, book, table, chair, or stone. It isn't a building or a vehicle, which are composed of many objects."
      },
      {
        "document": 149,
        "excerpt": "etal, bone, or wood. It is tipped with metal, crystal, stone, or some other material. Unless its description notes otherwise, a wand can be used as an Arcane Focus."
      },
      {
        "document": 266,
        "excerpt": "A vest with one hundred tiny pockets 37 A weightless stone 38 A sketch of a goblin 39 An empty glass vial that smells of perfume 40 A gemstone that looks like a"
      },
      {
        "document": 426,
        "excerpt": "gth Weight: 8 lb. Utilize: Chisel a symbol or hole in stone (DC 10) Craft: Block and Tackle"
      },
      {
        "document": 722,
        "excerpt": "Rolling Stone"
      },
      {
        "document": 725,
        "excerpt": "as chandeliers, kegs of gunpowder or oil, and rolling stone traps."
      },
      {
        "document": 759,
        "excerpt": "Stone Golem"
      },
      {
        "document": 763,
        "excerpt": "Potion of Giant Strength (frost or stone)"
      },
      {
        "document": 767,
        "excerpt": "Earthquake (5 charges), Stone Shape (2 charges), Stoneskin (3 charges), Wall of Stone (3 charges)"
      },
      {
        "document": 783,
        "excerpt": "ure has the Restrained condition and begins to turn to stone. While Restrained in this way, the creature repeats the save at the end of its next turn. On a successfu"
      },
      {
        "document": 793,
        "excerpt": "An animate but immobile stone statue in your likeness rises and makes verbal threats against you. If you leave it and others come near"
      },
      {
        "document": 797,
        "excerpt": "Belt of Giant Strength (frost or stone)"
      },
      {
        "document": 820,
        "excerpt": "A multicolored stone disk"
      },
      {
        "document": 822,
        "excerpt": "Wall of Stone"
      },
      {
        "document": 832,
        "excerpt": "Meld into Stone"
      },
      {
        "document": 833,
        "excerpt": "Stone Shape"
      },
      {
        "document": 834,
        "excerpt": "Wall of Stone"
      },
      {
        "document": 835,
        "excerpt": "Flesh to Stone"
      },
      {
        "document": 852,
        "excerpt": "Meld into Stone"
      },
      {
        "document": 865,
        "excerpt": "Wall of Stone"
      },
      {
        "document": 866,
        "excerpt": "Flesh to Stone"
      },
      {
        "document": 890,
        "excerpt": "Stone Shape"
      },
      {
        "document": 891,
        "excerpt": "Wall of Stone"
      },
      {
        "document": 892,
        "excerpt": "Flesh to Stone"
      },
      {
        "document": 913,
        "excerpt": "Meld into Stone"
      },
      {
        "document": 914,
        "excerpt": "Stone Shape"
      },
      {
        "document": 943,
        "excerpt": "Stone"
      },
      {
        "document": 987,
        "excerpt": "th a range of 60 feet for 10 minutes. You must be on a stone surface or touching a stone surface to use this Tremorsense. The stone can be natural or worked. You ca"
      },
      {
        "document": 990,
        "excerpt": "e that target the Prone condition. Stone's Endurance (Stone Giant). When you take damage, you can take a Reaction to roll 1d12. Add your Constitution modifier to th"
      },
      {
        "document": 1219,
        "excerpt": "V, S, M (one 150+ GP black onyx stone for each corpse)"
      },
      {
        "document": 1220,
        "excerpt": "ft goods, rope, wood, and the like) or mineral matter (stone, crystal, metal, and the like). The object must be no larger than a 5-foot Cube, and the object must be"
      },
      {
        "document": 1228,
        "excerpt": "empty room 30 feet in each dimension, made of wood or stone (your choice). When the spell ends, the door vanishes, and any objects inside the demiplane remain ther"
      },
      {
        "document": 1229,
        "excerpt": "and, if so, where. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead."
      },
      {
        "document": 1230,
        "excerpt": "'s school of magic. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead."
      },
      {
        "document": 1231,
        "excerpt": "agion in each case. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead."
      },
      {
        "document": 1232,
        "excerpt": "reature is present. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead. Read Thoughts. Target one creature you can se"
      },
      {
        "document": 1259,
        "excerpt": "nt quantity of material. If you're working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained wi"
      },
      {
        "document": 1277,
        "excerpt": "Flesh to Stone"
      },
      {
        "document": 1339,
        "excerpt": "ifferent form, such as under the effects of a Flesh to Stone or Polymorph spell, this spell doesn't locate the creature. This spell can't locate a creature if any t"
      },
      {
        "document": 1356,
        "excerpt": "Meld into Stone"
      },
      {
        "document": 1358,
        "excerpt": "w it is beyond the barrier. Magical silence; 1 foot of stone, metal, or wood; or a thin sheet of lead blocks the spell."
      },
      {
        "document": 1369,
        "excerpt": "ect within range. This spell can't manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape t"
      },
      {
        "document": 1372,
        "excerpt": "s at a point that you can see on a wooden, plaster, or stone surface (such as a wall, ceiling, or floor) within range and lasts for the duration. You choose the open"
      },
      {
        "document": 1444,
        "excerpt": "Stone Shape"
      },
      {
        "document": 1475,
        "excerpt": "Wall of Stone"
      },
      {
        "document": 1496,
        "excerpt": "nd carrying, into a solid inanimate substance (usually stone). Your weight increases by a factor of ten, and you cease aging. Incapacitated. You have the Incapacita"
      },
      {
        "document": 1609,
        "excerpt": "Ioun Stone"
      },
      {
        "document": 1647,
        "excerpt": "nto brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors."
      },
      {
        "document": 1686,
        "excerpt": "sing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances or a thin sheet of lead blo"
      },
      {
        "document": 1702,
        "excerpt": "tem, Uncommon Sending Stones come in pairs, with each stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can cast S"
      },
      {
        "document": 1724,
        "excerpt": "Stone of Controlling Earth Elementals"
      },
      {
        "document": 1725,
        "excerpt": "Stone of Good Luck (Luckstone)"
      },
      {
        "document": 1855,
        "excerpt": "ntal can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through. Siege Monster. The elemen"
      },
      {
        "document": 2033,
        "excerpt": "Stone Giant"
      },
      {
        "document": 2034,
        "excerpt": "Stone Golem"
      },
      {
        "document": 2080,
        "excerpt": "xorn can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn't disturb the material it moves through. Treasure Sense. The xorn can p"
      }
    ],
    "stone's": [
      {
        "document": 722,
        "excerpt": "creatures' spaces, and creatures can move through the stone's space, treating it as Difficult Terrain. Whenever the stone enters a creature's space for the first time"
      },
      {
        "document": 990,
        "excerpt": "to it, you can give that target the Prone condition. Stone's Endurance (Stone Giant). When you take damage, you can take a Reaction to roll 1d12. Add your Constituti"
      },
      {
        "document": 1356,
        "excerpt": "it) expels you and deals 6d6 Force damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 Force damage"
      }
    ],
    "stonecunning": [
      {
        "document": 987,
        "excerpt": "Stonecunning"
      }
    ],
    "stones": [
      {
        "document": 975,
        "excerpt": "Druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle's wisest members preside as the chief priests of their"
      },
      {
        "document": 1609,
        "excerpt": "ries (Requires Attunement) Roughly marble sized, Ioun Stones are named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun Stones"
      },
      {
        "document": 1630,
        "excerpt": "or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the n"
      },
      {
        "document": 1702,
        "excerpt": "Sending Stones"
      },
      {
        "document": 2080,
        "excerpt": "xorn can pinpoint the location of precious metals and stones within 60 feet of itself."
      }
    ],
    "stoneskin": [
      {
        "document": 767,
        "excerpt": "Earthquake (5 charges), Stone Shape (2 charges), Stoneskin (3 charges), Wall of Stone (3 charges)"
      },
      {
        "document": 833,
        "excerpt": "Stoneskin"
      },
      {
        "document": 853,
        "excerpt": "Stoneskin"
      },
      {
        "document": 864,
        "excerpt": "Stoneskin"
      },
      {
        "document": 890,
        "excerpt": "Stoneskin"
      },
      {
        "document": 1445,
        "excerpt": "Stoneskin"
      }
    ],
    "stop": [
      {
        "document": 75,
        "excerpt": "ount squares from a square adjacent to one of them and stop counting in the space of the other one. Count by the shortest route. The GM might require you to use an"
      },
      {
        "document": 640,
        "excerpt": "ure to find you with a Wisdom (Perception) check. You stop being hidden immediately after any of the following occurs: you make a sound louder than a whisper, an e"
      },
      {
        "document": 672,
        "excerpt": "n adventure as characters search for a cure and try to stop the contagion's spread."
      },
      {
        "document": 869,
        "excerpt": "Time Stop"
      },
      {
        "document": 895,
        "excerpt": "Time Stop"
      },
      {
        "document": 991,
        "excerpt": "creature that is a size larger than you, but you can't stop in the same space."
      },
      {
        "document": 1279,
        "excerpt": "s, the target falls if it is still aloft unless it can stop the fall. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot l"
      },
      {
        "document": 1354,
        "excerpt": "t the time for violence. Drop your weapons, and dance! Stop in an hour.” Each target must succeed on a Wisdom saving throw or have the Charmed condition for the du"
      },
      {
        "document": 1447,
        "excerpt": "ure vault, and give the key to me.” Or you could say, “Stop fighting, leave this library peacefully, and don’t return.” The target must succeed on a Wisdom saving"
      },
      {
        "document": 1458,
        "excerpt": "Time Stop"
      },
      {
        "document": 1698,
        "excerpt": "until reaching its destination or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unk"
      },
      {
        "document": 1742,
        "excerpt": "s well as those in plain sight. The effect ends if you stop holding the wand. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you ex"
      },
      {
        "document": 1771,
        "excerpt": "r Form. The elemental can enter a creature's space and stop there. It can move through a space as narrow as 1 inch without expending extra movement to do so."
      },
      {
        "document": 1862,
        "excerpt": "ment to do so, and it can enter a creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) Fire damage."
      },
      {
        "document": 1940,
        "excerpt": "Air Form. The stalker can enter an enemy's space and stop there. It can move through a space as narrow as 1 inch without expending extra movement to do so. Invis"
      },
      {
        "document": 2056,
        "excerpt": "s. It is weightless and can enter an enemy's space and stop there. If air can pass through a space, the mist can do so, but it can't pass through liquid. It has Res"
      },
      {
        "document": 2065,
        "excerpt": "ter Form. The elemental can enter an enemy's space and stop there. It can move through a space as narrow as 1 inch without expending extra movement to do so."
      }
    ],
    "stopped": [
      {
        "document": 517,
        "excerpt": "ts description. Interrupting the Rest. A Long Rest is stopped by the following interruptions: - Rolling Initiative - Casting a spell other than a cantrip - Taking an"
      },
      {
        "document": 543,
        "excerpt": "s description. Interrupting the Rest. A Short Rest is stopped by the following interruptions: - Rolling Initiative - Casting a spell other than a cantrip - Taking an"
      }
    ],
    "stopper": [
      {
        "document": 753,
        "excerpt": "hour, after which it returns to the bottle, and a new stopper contains it. The stopper can’t be removed for 24 hours. The next two times the bottle is opened, the sam"
      },
      {
        "document": 1556,
        "excerpt": "s 2 pounds. You can take a Magic action to remove the stopper and issue one of three command words, whereupon an amount of fresh water or salt water (your choice) pou"
      },
      {
        "document": 1570,
        "excerpt": "Very Rare When you take a Magic action to remove the stopper of this painted brass bottle, a cloud of thick smoke flows out of it. At the end of your turn, the smoke"
      },
      {
        "document": 1611,
        "excerpt": "nk. You can take a Magic action to remove the flask's stopper and release the creature in the flask. The creature then obeys your commands for 1 hour, understanding t"
      }
    ],
    "stoppered": [
      {
        "document": 1556,
        "excerpt": "Wondrous Item, Uncommon This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. You can take a Magic"
      },
      {
        "document": 1611,
        "excerpt": "Wondrous Item, Legendary While holding this brass-stoppered iron flask, you can take a Magic action to target a creature that you can see within 60 feet of yourself"
      }
    ],
    "stops": [
      {
        "document": 11,
        "excerpt": "nconscious condition. If the creature takes damage, it stops being Stable and starts making Death Saving Throws again. A Stable creature that isn't healed regains 1"
      },
      {
        "document": 72,
        "excerpt": "n, the round ends. Repeat this step until the fighting stops."
      },
      {
        "document": 722,
        "excerpt": "moves onto a pressure plate Duration: Until the stone stops rolling When a creature moves onto a hidden pressure plate, a 5-foot-radius orb of solid stone is relea"
      },
      {
        "document": 1157,
        "excerpt": "ure is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must"
      },
      {
        "document": 1219,
        "excerpt": "ure is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must"
      },
      {
        "document": 1276,
        "excerpt": "ture makes the save against the sphere, and the sphere stops moving for the turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and ju"
      },
      {
        "document": 1534,
        "excerpt": "omes 30 feet while carrying over 200 pounds. The broom stops hovering when you land or when you're no longer riding it. As a Magic action, you can send the broom to"
      },
      {
        "document": 1556,
        "excerpt": "water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following command words: Splash. The decant"
      },
      {
        "document": 1693,
        "excerpt": "ture that is also in the Bright Light. The rod's head stops glowing and the effect ends after 10 minutes or when a creature takes a Magic action to pull the rod fro"
      }
    ],
    "storage": [
      {
        "document": 447,
        "excerpt": "ts the item that is typically used to store each type; storage must be bought separately. Adventuring Gear Ammunition"
      },
      {
        "document": 932,
        "excerpt": "Storage"
      },
      {
        "document": 1664,
        "excerpt": "er its form, turning it into a 6-inch rod (for ease of storage) or a 10-foot pole, or reverting it a Quarterstaff; the weapon will elongate only as far as the surround"
      }
    ],
    "store": [
      {
        "document": 447,
        "excerpt": "he table also lists the item that is typically used to store each type; storage must be bought separately. Adventuring Gear Ammunition"
      },
      {
        "document": 1293,
        "excerpt": "much damage on a successful one. Spell Glyph. You can store a prepared spell of level 3 or lower in the glyph by casting it as part of creating the glyph. The spell"
      },
      {
        "document": 1582,
        "excerpt": "ep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring a Magic action to use: First Comma"
      },
      {
        "document": 1609,
        "excerpt": "nto it, holding them until you use them. The stone can store up to 4 levels of spells at a time. When found, it contains 1d4 levels of stored spells chosen by the GM"
      },
      {
        "document": 1678,
        "excerpt": "them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen"
      },
      {
        "document": 1692,
        "excerpt": "ces used to cast it are wasted. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it"
      },
      {
        "document": 2018,
        "excerpt": "wears the guardian's amulet can cause the guardian to store one spell of level 4 or lower. To do so, the wearer must cast the spell on the guardian while within 5 f"
      }
    ],
    "stored": [
      {
        "document": 147,
        "excerpt": "The most prevalent scroll is the Spell Scroll, a spell stored in written form. Using a Scroll. Scrolls are consumable items. Unleashing the magic in a scroll require"
      },
      {
        "document": 1293,
        "excerpt": "t target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell takes effe"
      },
      {
        "document": 1516,
        "excerpt": "evoured, its body destroyed. Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any o"
      },
      {
        "document": 1582,
        "excerpt": "hat of a normal vessel its size, and anything that was stored in the box remains in the boat. Statistics for the Rowboat and Keelboat appear in “Equipment.” If eithe"
      },
      {
        "document": 1609,
        "excerpt": "pells at a time. When found, it contains 1d4 levels of stored spells chosen by the GM. Any creature can cast a spell of level 1 through 4 into the stone by touching"
      },
      {
        "document": 1678,
        "excerpt": "s at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the GM. Any creature can cast a spell of level 1 through 5 into the ring by touching t"
      },
      {
        "document": 1692,
        "excerpt": "ed, and the spell's energy - not the spell itself - is stored in the rod. The energy has the same level as the spell when it was cast. A canceled spell dissipates wit"
      },
      {
        "document": 1708,
        "excerpt": "nent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside with Oil of Slipperiness. When found, a container contains"
      },
      {
        "document": 2018,
        "excerpt": "le within 5 feet of it. The spell has no effect but is stored within the guardian. Any previously stored spell is lost when a new spell is stored. The guardian can ca"
      }
    ],
    "stores": [
      {
        "document": 1609,
        "excerpt": "Hit Point. Reserve (Rare). This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 4 levels of spells at a"
      },
      {
        "document": 1678,
        "excerpt": "Ring, Rare (Requires Attunement) This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels"
      }
    ],
    "storing": [
      {
        "document": 1678,
        "excerpt": "Ring of Spell Storing"
      },
      {
        "document": 2018,
        "excerpt": "ch of its turns if it has at least 1 Hit Point. Spell Storing. A spellcaster who wears the guardian's amulet can cause the guardian to store one spell of level 4 or l"
      }
    ],
    "storm": [
      {
        "document": 763,
        "excerpt": "Potion of Giant Strength (storm)"
      },
      {
        "document": 767,
        "excerpt": "Burning Hands (1 charge), Fireball (2 charges), Fire Storm (4 charges), Wall of Fire (3 charges)"
      },
      {
        "document": 774,
        "excerpt": "Ice Storm"
      },
      {
        "document": 778,
        "excerpt": "Ice Storm"
      },
      {
        "document": 797,
        "excerpt": "Belt of Giant Strength (storm)"
      },
      {
        "document": 826,
        "excerpt": "Sleet Storm"
      },
      {
        "document": 832,
        "excerpt": "Sleet Storm"
      },
      {
        "document": 833,
        "excerpt": "Ice Storm"
      },
      {
        "document": 836,
        "excerpt": "Fire Storm"
      },
      {
        "document": 838,
        "excerpt": "Storm of Vengeance"
      },
      {
        "document": 863,
        "excerpt": "Sleet Storm"
      },
      {
        "document": 864,
        "excerpt": "Ice Storm"
      },
      {
        "document": 867,
        "excerpt": "Fire Storm"
      },
      {
        "document": 888,
        "excerpt": "Sleet Storm"
      },
      {
        "document": 890,
        "excerpt": "Ice Storm"
      },
      {
        "document": 917,
        "excerpt": "Fire Storm"
      },
      {
        "document": 990,
        "excerpt": "and reduce the damage by that total. Storm's Thunder (Storm Giant). When you take damage from a creature within 60 feet of you, you can take a Reaction to deal 1d8"
      },
      {
        "document": 1185,
        "excerpt": "nts: V, S Duration: Concentration, up to 10 minutes A storm cloud appears at a point within range that you can see above yourself. It takes the shape of a Cylinder"
      },
      {
        "document": 1215,
        "excerpt": "| Gale | | 5 | Cold | 5 | Storm | | 6 | Freezing | | |"
      },
      {
        "document": 1272,
        "excerpt": "Fire Storm"
      },
      {
        "document": 1321,
        "excerpt": "Ice Storm"
      },
      {
        "document": 1431,
        "excerpt": "Sleet Storm"
      },
      {
        "document": 1446,
        "excerpt": "Storm of Vengeance"
      },
      {
        "document": 1769,
        "excerpt": "oints required to maintain the spell) 1/Day Each: Ice Storm (level 5 version), Zone of Truth"
      },
      {
        "document": 1781,
        "excerpt": "maintain the spell) 1/Day Each: Control Weather, Ice Storm (level 7 version), Teleport, Zone of Truth"
      },
      {
        "document": 1845,
        "excerpt": "Multiattack. The djinni makes three attacks, using Storm Blade or Storm Bolt in any combination. Storm Blade. Melee Attack Roll: +9, reach 5 feet. Hit: 12 (2d6"
      },
      {
        "document": 1946,
        "excerpt": "all expended uses at the start of each of its turns. Storm Bolt. The kraken uses Lightning Strike. Toxic Ink. Constitution Saving Throw: DC 23, each creature in a"
      },
      {
        "document": 2035,
        "excerpt": "Storm Giant"
      }
    ],
    "storm's": [
      {
        "document": 990,
        "excerpt": "he number rolled and reduce the damage by that total. Storm's Thunder (Storm Giant). When you take damage from a creature within 60 feet of you, you can take a Reacti"
      }
    ],
    "story": [
      {
        "document": 638,
        "excerpt": "An adventure is a series of encounters. A story emerges through playing them. See also \"Encounter.\""
      },
      {
        "document": 735,
        "excerpt": "an also create a background to help a player craft the story they have in mind for their character. This section describes, step by step, how you can create backgro"
      },
      {
        "document": 744,
        "excerpt": "Act, tell a story, perform music, or dance."
      },
      {
        "document": 984,
        "excerpt": "Second-Story Work"
      }
    ],
    "storytelling": [
      {
        "document": 183,
        "excerpt": "ld folklore. Change a monster's alignment to suit your storytelling needs. The Neutral alignment, in particular, is an invitation for you to consider whether an individual"
      }
    ],
    "stow": [
      {
        "document": 1343,
        "excerpt": "ipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. As a Magic action on yo"
      },
      {
        "document": 1581,
        "excerpt": "s Action to issue the command again or until you drop, stow, or sheathe the weapon."
      },
      {
        "document": 1598,
        "excerpt": "a Bonus Action to extinguish them or until you drop or stow the weapon. Ruby Resistance. As long as the helm has at least one ruby, you have Resistance to Fire dam"
      },
      {
        "document": 1609,
        "excerpt": "or snatch it. As a Utilize action, you can seize and stow any number of Ioun Stones orbiting your head. If your Attunement to an Ioun Stone ends while it's orbiti"
      }
    ],
    "stowing": [
      {
        "document": 555,
        "excerpt": "icking it up. Unequipping a weapon includes sheathing, stowing, or dropping it. Moving between Attacks. If you move on your turn and have a feature, such as Extra Att"
      }
    ],
    "str": [
      {
        "document": 763,
        "excerpt": "Str."
      },
      {
        "document": 797,
        "excerpt": "Str."
      },
      {
        "document": 811,
        "excerpt": "Str."
      },
      {
        "document": 929,
        "excerpt": "Str 13"
      },
      {
        "document": 942,
        "excerpt": "Str."
      },
      {
        "document": 945,
        "excerpt": "Str. × 7.5 lb."
      },
      {
        "document": 1040,
        "excerpt": "Str 13"
      },
      {
        "document": 1106,
        "excerpt": "Str 15"
      },
      {
        "document": 1136,
        "excerpt": "Str 15"
      },
      {
        "document": 1158,
        "excerpt": "ium or smaller), 20 (Large), 40 (Huge) Speed 30 ft. | STR | DEX | CON | INT | WIS | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 14 (+2) | 11 (+0) |"
      },
      {
        "document": 1266,
        "excerpt": "Speed 60 ft., Fly 60 ft. (requires level 4+ spell) | STR | DEX | CON | INT | WIS | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 18 (+4) | 12 (+1) |"
      },
      {
        "document": 1290,
        "excerpt": "Speed 40 ft., Climb 40 ft., Fly 40 ft. (Wasp only) | STR | DEX | CON | INT | WIS | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 17 (+3) | 13 (+1) |"
      },
      {
        "document": 1448,
        "excerpt": "level above 5 Speed 30 ft., Fly 60 ft., Swim 30 ft. | STR | DEX | CON | INT | WIS | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 19 (+4) | 14 (+2) |"
      }
    ],
    "straight": [
      {
        "document": 401,
        "excerpt": "h this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller."
      },
      {
        "document": 526,
        "excerpt": "pe specify how to position its point of origin. If all straight lines extending from the point of origin to a location in the area of effect are blocked, that location"
      },
      {
        "document": 552,
        "excerpt": "A Sphere is an area of effect that extends in straight lines from a point of origin outward in all directions. The effect that creates a Sphere specifies the d"
      },
      {
        "document": 594,
        "excerpt": "A Cone is an area of effect that extends in straight lines from a point of origin in a direction its creator chooses. A Cone's width at any point along its l"
      },
      {
        "document": 601,
        "excerpt": "A Cube is an area of effect that extends in straight lines from a point of origin located anywhere on a face of the Cube. The effect that creates a Cube spec"
      },
      {
        "document": 603,
        "excerpt": "A Cylinder is an area of effect that extends in straight lines from a point of origin located at the center of the circular top or bottom of the Cylinder. The ef"
      },
      {
        "document": 623,
        "excerpt": "An Emanation is an area of effect that extends in straight lines from a creature or an object in all directions. The effect that creates an Emanation specifies the"
      },
      {
        "document": 656,
        "excerpt": "rea of effect that extends from a point of origin in a straight path along its length and covers an area defined by its width. The effect that creates a Line specifies"
      },
      {
        "document": 962,
        "excerpt": "options. Forceful Blow. The target is pushed 15 feet straight away from you. You can then move up to half your Speed straight toward the target without provoking Oppo"
      },
      {
        "document": 972,
        "excerpt": "that cantrip, you can push the creature up to 10 feet straight away from you. Repeatable. You can gain this invocation more than once. Each time you do so, choose a d"
      },
      {
        "document": 1178,
        "excerpt": "rs within range and lasts for the duration. You make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20"
      },
      {
        "document": 1233,
        "excerpt": "e by stating distance and direction, such as “200 feet straight downward” or “300 feet upward to the northwest at a 45-degree angle.” You can also teleport one willing"
      },
      {
        "document": 1315,
        "excerpt": "V, S, M (a straight piece of iron)"
      },
      {
        "document": 1316,
        "excerpt": "V, S, M (a straight piece of iron)"
      },
      {
        "document": 1711,
        "excerpt": "failed check, the sphere moves 10 feet toward you in a straight line. While in control of the sphere, you can take a Bonus Action to cause it to move in one direction"
      },
      {
        "document": 1731,
        "excerpt": "igence modifier. This movement doesn't have to be in a straight line."
      },
      {
        "document": 1764,
        "excerpt": "foot Cone. Failure: The target is pushed up to 60 feet straight away from the dragon and has the Prone condition. Spellcasting. The dragon casts one of the following s"
      },
      {
        "document": 1769,
        "excerpt": "6) Cold damage, and the target is pushed up to 30 feet straight away from the dragon. Success: Half damage only. Failure or Success: The dragon can't take this action a"
      },
      {
        "document": 1771,
        "excerpt": "Thunder damage, and the target is pushed up to 20 feet straight away from the elemental and has the Prone condition. Success: Half damage only."
      },
      {
        "document": 1772,
        "excerpt": "or smaller creature and the allosaurus moved 30+ feet straight toward it immediately before the hit, the target has the Prone condition, and the allosaurus can make on"
      },
      {
        "document": 1776,
        "excerpt": "foot Cone. Failure: The target is pushed up to 60 feet straight away from the dragon and has the Prone condition. Spellcasting. The dragon casts one of the following s"
      },
      {
        "document": 1781,
        "excerpt": "6) Cold damage, and the target is pushed up to 30 feet straight away from the dragon. Success: Half damage only. Failure or Success: The dragon can't take this action a"
      },
      {
        "document": 1799,
        "excerpt": "ler creature, the balor pulls the target up to 25 feet straight toward itself, and the target has the Prone condition. Lightning Blade. Melee Attack Roll: +14, reach 1"
      },
      {
        "document": 1814,
        "excerpt": "Medium or smaller creature and the boar moved 20+ feet straight toward it immediately before the hit, the target takes an extra 3 (1d6) Piercing damage and has the Pron"
      },
      {
        "document": 1817,
        "excerpt": "foot Cone. Failure: The target is pushed up to 30 feet straight away from the dragon and has the Prone condition."
      },
      {
        "document": 1821,
        "excerpt": "Success: Half damage, and the target is pushed 5 feet straight away from the bulette."
      },
      {
        "document": 1825,
        "excerpt": "e or smaller, the devil moves the target up to 30 feet straight toward itself. Success: The chain disappears."
      },
      {
        "document": 1857,
        "excerpt": "ge or smaller creature and the elephant moved 20+ feet straight toward it immediately before the hit, the target has the Prone condition."
      },
      {
        "document": 1858,
        "excerpt": "a Large or smaller creature and the elk moved 20+ feet straight toward it immediately before the hit, the target takes an extra 3 (1d6) Bludgeoning damage and has the P"
      },
      {
        "document": 1860,
        "excerpt": "elf that is Restrained by its Web Strand up to 25 feet straight toward itself."
      },
      {
        "document": 1863,
        "excerpt": "8) Fire damage, and the target is pushed up to 15 feet straight away from the giant and has Disadvantage on the next attack roll it makes before the end of its next tur"
      },
      {
        "document": 1876,
        "excerpt": "Large or smaller creature and the boar moved 20+ feet straight toward it immediately before the hit, the target takes an extra 7 (2d6) Piercing damage and has the Pron"
      },
      {
        "document": 1882,
        "excerpt": "a Huge or smaller creature and the elk moved 20+ feet straight toward it immediately before the hit, the target takes an extra 5 (2d4) Bludgeoning damage and has the P"
      },
      {
        "document": 1886,
        "excerpt": "Large or smaller creature and the goat moved 20+ feet straight toward it immediately before the hit, the target takes an extra 5 (2d4) Bludgeoning damage and has the P"
      },
      {
        "document": 1893,
        "excerpt": "+ 2) Bludgeoning damage if the seahorse moved 20+ feet straight toward the target immediately before the hit."
      },
      {
        "document": 1906,
        "excerpt": "2 (1d4) Bludgeoning damage if the goat moved 20+ feet straight toward the target immediately before the hit."
      },
      {
        "document": 1911,
        "excerpt": "arge or smaller creature and the gorgon moved 20+ feet straight toward it immediately before the hit, the target has the Prone condition. Petrifying Breath (Recharge 5"
      },
      {
        "document": 1955,
        "excerpt": "uge or smaller creature and the mammoth moved 20+ feet straight toward it immediately before the hit, the target has the Prone condition."
      },
      {
        "document": 1961,
        "excerpt": "er creature, the merrow pulls the target up to 15 feet straight toward itself."
      },
      {
        "document": 1963,
        "excerpt": "ge or smaller creature and the minotaur moved 10+ feet straight toward it immediately before the hit, the target takes an extra 10 (3d6) Piercing damage and has the Pro"
      },
      {
        "document": 1964,
        "excerpt": "ge or smaller creature and the skeleton moved 20+ feet straight toward it immediately before the hit, the target takes an extra 9 (2d8) Piercing damage and has the Pron"
      },
      {
        "document": 2003,
        "excerpt": "or smaller creature and the rhinoceros moved 20+ feet straight toward it immediately before the hit, the target takes an extra 9 (2d8) Piercing damage and has the Pron"
      },
      {
        "document": 2006,
        "excerpt": "roper pulls each creature Grappled by it up to 30 feet straight toward it."
      },
      {
        "document": 2009,
        "excerpt": "quatic Charge. The sahuagin swims up to its Swim Speed straight toward an enemy it can see."
      },
      {
        "document": 2011,
        "excerpt": "er creature, the satyr pushes the target up to 10 feet straight away from itself. Mockery. Wisdom Saving Throw: DC 12, one creature the satyr can see within 90 feet. F"
      },
      {
        "document": 2017,
        "excerpt": "creature, the shambling mound pulls the target 5 feet straight toward itself. Engulf. Strength Saving Throw: DC 15, one Medium or smaller creature within 5 feet. Fail"
      },
      {
        "document": 2046,
        "excerpt": "er creature, the tough pushes the target up to 10 feet straight away from itself. Heavy Crossbow. Ranged Attack Roll: +4, range 100/400 ft. Hit: 13 (2d10 + 2) Piercing"
      },
      {
        "document": 2049,
        "excerpt": "is Huge or smaller and the triceratops moved 20+ feet straight toward it immediately before the hit, the target takes an extra 9 (2d8) Piercing damage and has the Pron"
      },
      {
        "document": 2051,
        "excerpt": "Charge. The troll moves up to half its Speed straight toward an enemy it can see."
      },
      {
        "document": 2061,
        "excerpt": "ge or smaller creature and the skeleton moved 20+ feet straight toward it immediately before the hit, the target has the Prone condition."
      },
      {
        "document": 2062,
        "excerpt": "Large or smaller creature and the horse moved 20+ feet straight toward it immediately before the hit, the target takes an extra 5 (2d4) Bludgeoning damage and has the P"
      },
      {
        "document": 2068,
        "excerpt": "m or smaller creature and the were-boar moved 20+ feet straight toward it immediately before the hit, the target takes an extra 7 (2d6) Piercing damage and has the Pron"
      },
      {
        "document": 2080,
        "excerpt": "Charge. The xorn moves up to its Speed or Burrow Speed straight toward an enemy it can sense."
      },
      {
        "document": 2084,
        "excerpt": "foot Cone. Failure: The target is pushed up to 40 feet straight away from the dragon and has the Prone condition."
      }
    ],
    "strained": [
      {
        "document": 134,
        "excerpt": "em can access those properties. If the relationship is strained, a conflict can ensue (see “Conflict” below)."
      }
    ],
    "strand": [
      {
        "document": 1860,
        "excerpt": "+4, reach 5 ft. Hit: 7 (2d4 + 2) Slashing damage. Web Strand (Recharge 5–6). Dexterity Saving Throw: DC 12, one Large or smaller creature the ettercap can see within"
      }
    ],
    "strands": [
      {
        "document": 972,
        "excerpt": "th its Reaction. Pact of the Tome Stitching together strands of shadow, you conjure forth a book in your hand at the end of a Short or Long Rest. This Book of Shadow"
      },
      {
        "document": 1299,
        "excerpt": "ed area from top to bottom, as in the Web spell. These strands regrow in 10 minutes if they are destroyed while Guards and Wards lasts. Other Spell Effect. Place one"
      }
    ],
    "strange": [
      {
        "document": 144,
        "excerpt": "r or pour several potions into a single container. The strange ingredients used in creating potions can result in unpredictable interactions. When a character mixes t"
      },
      {
        "document": 181,
        "excerpt": "d species. Monstrosities are unnatural creatures with strange origins, such as mimics and owlbears. Oozes are gelatinous creatures, including black puddings and gela"
      },
      {
        "document": 820,
        "excerpt": "A brass orb etched with strange runes"
      }
    ],
    "strangely": [
      {
        "document": 378,
        "excerpt": "ng of Swimming, the GM might say, \"Your movement feels strangely fluid.\" Perhaps you then dive into a river to see what happens. The GM would then say you swim unexpecte"
      },
      {
        "document": 675,
        "excerpt": "Cackle Fever, which affects Humanoids only (gnomes are strangely immune). A creature suffers the following effects 1d4 days after infection: Fever. The creature gains 1"
      }
    ],
    "strap": [
      {
        "document": 1284,
        "excerpt": "V, S, M (a leather strap)"
      }
    ],
    "strapped": [
      {
        "document": 384,
        "excerpt": "ings on a finger. Magic armor must be donned, a Shield strapped to the arm, a cloak fastened about the shoulders. A weapon must be held. In most cases, a magic item th"
      }
    ],
    "streak": [
      {
        "document": 731,
        "excerpt": "ures in an encounter, the higher the risk that a lucky streak on their part could deal more damage to the characters than you expect. If your encounter includes more"
      },
      {
        "document": 1273,
        "excerpt": "at guano and sulfur) Duration: Instantaneous A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explo"
      },
      {
        "document": 1748,
        "excerpt": "action to expend 1 charge to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of yourself. The target must succeed on a DC 1"
      }
    ],
    "streaked": [
      {
        "document": 1660,
        "excerpt": "s when the effect ends. This potion's yellow fluid is streaked with black and swirls on its own."
      }
    ],
    "streaks": [
      {
        "document": 1149,
        "excerpt": "eaf) Duration: Instantaneous A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the targe"
      },
      {
        "document": 1285,
        "excerpt": "rystal sphere) Duration: Instantaneous A frigid globe streaks from you to a point of your choice within range, where it explodes in a 60-foot-radius Sphere. Each crea"
      },
      {
        "document": 1399,
        "excerpt": "tion: Instantaneous A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 Co"
      },
      {
        "document": 1471,
        "excerpt": "hin range, and a glowing, 1-foot-diameter ball of acid streaks there and explodes in a 20-foot-radius Sphere. Each creature in that area makes a Dexterity saving throw"
      }
    ],
    "stream": [
      {
        "document": 657,
        "excerpt": "ht of the jump doesn't matter, such as a jump across a stream or chasm. At your GM's option, you must succeed on a DC 10 Strength (Athletics) check to clear a low obs"
      },
      {
        "document": 783,
        "excerpt": "hing happens at the chosen point of origin. Instead, a stream of 1d4 × 10 gems, each worth 1 GP, shoots from the wand’s tip in a Line 30 feet long and 5 feet wide tow"
      }
    ],
    "strength": [
      {
        "document": 2,
        "excerpt": "ity check is named for the ability modifier it uses: a Strength check, an Intelligence check, and so on. Different ability checks are called for in different situations"
      },
      {
        "document": 13,
        "excerpt": "e that proficiency. For example, if a rule refers to a Strength (Acrobatics or Athletics) check, you can add your Proficiency Bonus to the check if you have proficiency"
      },
      {
        "document": 24,
        "excerpt": "e, the Finesse property (see “Equipment”) lets you use Strength or Dexterity with a weapon that has that property."
      },
      {
        "document": 36,
        "excerpt": "aracter tries to climb a cliff, the GM might ask for a Strength (Athletics) check. If the character has Athletics proficiency, the character adds their Proficiency Bonu"
      },
      {
        "document": 37,
        "excerpt": "mple, the combat rules tell you that melee attacks use Strength and ranged attacks use Dexterity. That's a general rule, and a general rule is in effect as long as some"
      },
      {
        "document": 231,
        "excerpt": "Once you've generated six scores, assign them to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma, keeping in mind your class's primary abili"
      },
      {
        "document": 241,
        "excerpt": "eapon's property says otherwise: Melee attack bonus = Strength modifier + Proficiency Bonus Ranged attack bonus = Dexterity modifier + Proficiency Bonus Look up the"
      },
      {
        "document": 255,
        "excerpt": "o decides to multiclass into the Druid class must have Strength and Wisdom scores of 13 or higher, since Strength is the primary ability for Barbarians and Wisdom is t"
      },
      {
        "document": 306,
        "excerpt": "tack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative."
      },
      {
        "document": 308,
        "excerpt": "3 feet). A creature can use its action to make a DC 13 Strength (Athletics) check, freeing itself or another creature within its reach on a success. Each failed check d"
      },
      {
        "document": 319,
        "excerpt": "s an action. Bursting them requires a successful DC 25 Strength (Athletics) check as an action. Each set of Manacles comes with a key. Without the key, a creature can"
      },
      {
        "document": 322,
        "excerpt": "ithin 5 feet of it must take an action to make a DC 10 Strength (Athletics) check, freeing the Restrained creature on a success. Destroying the Net (AC 10; 5 HP; Immuni"
      },
      {
        "document": 329,
        "excerpt": "touch something up to 10 feet away. If you must make a Strength (Athletics) check as part of a High or Long Jump, you can use the Pole to vault, giving yourself Advanta"
      },
      {
        "document": 335,
        "excerpt": "down doors. When doing so, you gain a +4 bonus to the Strength check. One other character can help you use the ram, giving you Advantage on this check."
      },
      {
        "document": 338,
        "excerpt": ") check. The Rope can be burst with a successful DC 20 Strength (Athletics) check. You can bind an unwilling creature with the Rope only if the creature has the Grappl"
      },
      {
        "document": 406,
        "excerpt": "terity modifier, whereas your AC is 16 in Chain Mail. Strength. If the table shows a Strength score in the Strength column for an armor type, that armor reduces the we"
      },
      {
        "document": 408,
        "excerpt": "t, you have Disadvantage on any D20 Test that involves Strength or Dexterity, and you can't cast spells."
      },
      {
        "document": 418,
        "excerpt": "Ability: Strength Weight: 6 lb. Utilize: Seal or pry open a door or container (DC 20) Craft: Club, Greatclub, Quartersta"
      },
      {
        "document": 426,
        "excerpt": "Ability: Strength Weight: 8 lb. Utilize: Chisel a symbol or hole in stone (DC 10) Craft: Block and Tackle"
      },
      {
        "document": 429,
        "excerpt": "Ability: Strength Weight: 8 lb. Utilize: Pry open a door or container (DC 20) Craft: Any Melee weapon (except Club, Grea"
      },
      {
        "document": 464,
        "excerpt": "attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls."
      },
      {
        "document": 468,
        "excerpt": "ted, or Restrained condition if you succeed on a DC 13 Strength (Athletics) check. If the creature's legs are bound, the creature has the Restrained condition until it"
      },
      {
        "document": 475,
        "excerpt": "ls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13."
      },
      {
        "document": 476,
        "excerpt": "Using a Crowbar gives you Advantage on Strength checks where the Crowbar's leverage can be applied."
      },
      {
        "document": 544,
        "excerpt": "t, you have Disadvantage on any D20 Test that involves Strength or Dexterity, and you can't cast spells. If you use a Shield and lack training with it, you don't gain i"
      },
      {
        "document": 559,
        "excerpt": "stance in rough water might require a successful DC 15 Strength (Athletics) check."
      },
      {
        "document": 568,
        "excerpt": "against the target. Your bonus to the roll equals your Strength modifier plus your Proficiency Bonus. On a hit, the target takes Bludgeoning damage equal to 1 plus your"
      },
      {
        "document": 586,
        "excerpt": "Your size and Strength score determine the maximum weight in pounds that you can carry, as shown in the Carrying Capacity table"
      },
      {
        "document": 590,
        "excerpt": "ne with few handholds might require a successful DC 15 Strength (Athletics) check."
      },
      {
        "document": 609,
        "excerpt": "A creature has six ability scores - Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma - each of which has a corresponding modifie"
      },
      {
        "document": 628,
        "excerpt": "or another liquid can use its Reaction to make a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check to hit the surface head or feet first. On a successful check"
      },
      {
        "document": 633,
        "excerpt": "pple. A Grappled creature can use its action to make a Strength (Athletics) or Dexterity (Acrobatics) check against the grapple's escape DC, ending the condition on its"
      },
      {
        "document": 641,
        "excerpt": "eap into the air a number of feet equal to 3 plus your Strength modifier (minimum of 0 feet) if you move at least 10 feet on foot immediately before the jump. When you"
      },
      {
        "document": 657,
        "excerpt": "ump, you leap horizontally a number of feet up to your Strength score if you move at least 10 feet immediately before the jump. When you make a standing Long Jump, you"
      },
      {
        "document": 692,
        "excerpt": "haracter might feel enervated and unable to exert much Strength, for example, or become so suspicious of others that Charisma checks are more difficult. These effects c"
      },
      {
        "document": 717,
        "excerpt": "larger. A creature can take an action to make a DC 10 Strength (Athletics) check, freeing itself or another creature within its reach from the Net on a successful chec"
      },
      {
        "document": 722,
        "excerpt": "a creature can try to slow down the stone with a DC 20 Strength (Athletics) check. If the check is successful, the distance the stone moves on its turn is reduced by 15"
      },
      {
        "document": 738,
        "excerpt": "e abilities that seem appropriate for the background: Strength or Dexterity. These abilities are ideal for a background involving physical exertion. Constitution. Thi"
      },
      {
        "document": 739,
        "excerpt": "Strength"
      },
      {
        "document": 741,
        "excerpt": "Strength"
      },
      {
        "document": 742,
        "excerpt": "Strength"
      },
      {
        "document": 744,
        "excerpt": "Strength"
      },
      {
        "document": 746,
        "excerpt": "Strength"
      },
      {
        "document": 763,
        "excerpt": "Potion of Giant Strength Table 1"
      },
      {
        "document": 797,
        "excerpt": "Belt of Giant Strength Table 1"
      },
      {
        "document": 818,
        "excerpt": "Strength"
      },
      {
        "document": 821,
        "excerpt": "Strength"
      },
      {
        "document": 929,
        "excerpt": "Strength"
      },
      {
        "document": 942,
        "excerpt": "Strength"
      },
      {
        "document": 962,
        "excerpt": "Strength"
      },
      {
        "document": 963,
        "excerpt": "se your Proficiency Bonus. For example, if you make a Strength (Athletics) check and lack Athletics proficiency, you can add half your Proficiency Bonus to the check."
      },
      {
        "document": 966,
        "excerpt": "Strength or Dexterity"
      },
      {
        "document": 967,
        "excerpt": "Strength and Dexterity"
      },
      {
        "document": 968,
        "excerpt": "Strength and Charisma"
      },
      {
        "document": 969,
        "excerpt": "Strength and Dexterity"
      },
      {
        "document": 972,
        "excerpt": "ifier for the attack and damage rolls instead of using Strength or Dexterity; and you can cause the weapon to deal Necrotic, Psychic, or Radiant damage or its normal da"
      },
      {
        "document": 974,
        "excerpt": "thleticism, you have Advantage on Initiative rolls and Strength (Athletics) checks. In addition, immediately after you score a Critical Hit, you can move up to half yo"
      },
      {
        "document": 983,
        "excerpt": "damage to the first target you hit on your turn with a Strength-based attack. To determine the extra damage, roll a number of d6s equal to your Rage Damage bonus, and a"
      },
      {
        "document": 984,
        "excerpt": "ur jump distance using your Dexterity rather than your Strength."
      },
      {
        "document": 985,
        "excerpt": "of its next turn. Push. The target must succeed on a Strength saving throw or be pushed up to 15 feet away from you. Topple. The target must succeed on a Dexterity s"
      },
      {
        "document": 990,
        "excerpt": "on required). For that duration, you have Advantage on Strength checks, and your Speed increases by 10 feet. Once you use this trait, you can't use it again until you f"
      },
      {
        "document": 998,
        "excerpt": "Strength, Dexterity, Constitution"
      },
      {
        "document": 1005,
        "excerpt": "owing benefits. Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 30. Overcome Defenses. The Bludgeoning, Piercing, and Slashing"
      },
      {
        "document": 1010,
        "excerpt": "Level 4+, Strength or Dexterity 13+"
      },
      {
        "document": 1153,
        "excerpt": "fier for the attack and damage rolls rather than using Strength."
      },
      {
        "document": 1163,
        "excerpt": "ture within 5 feet of it. The target must succeed on a Strength saving throw, or the hand pushes the target up to 5 feet plus a number of feet equal to five times your"
      },
      {
        "document": 1177,
        "excerpt": "Difficult Terrain. Each creature in that area makes a Strength saving throw. On a failed save, it takes 3d6 Bludgeoning damage, and it has the Restrained condition unt"
      },
      {
        "document": 1204,
        "excerpt": "as wolves, serpents, or birds. You have Advantage on Strength saving throws while you're within 5 feet of the pack, and when you move on your turn, you can also move"
      },
      {
        "document": 1214,
        "excerpt": "irst time on a turn or ends its turn there, it makes a Strength saving throw. On a failed save, the creature takes 2d8 Bludgeoning damage. On a successful save, the cre"
      },
      {
        "document": 1248,
        "excerpt": "dition, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. On a successful save, the creature takes half as much damage o"
      },
      {
        "document": 1251,
        "excerpt": "tration, up to 1 hour You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has Advantage on ability che"
      },
      {
        "document": 1252,
        "excerpt": "o Large, for example. The target also has Advantage on Strength checks and Strength saving throws. The target's attacks with its enlarged weapons or Unarmed Strikes dea"
      },
      {
        "document": 1253,
        "excerpt": "he target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has th"
      },
      {
        "document": 1254,
        "excerpt": "in the area when you cast the spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an a"
      },
      {
        "document": 1285,
        "excerpt": "ition. A trapped creature can take an action to make a Strength (Athletics) check against your spell save DC to break free. You can refrain from firing the globe after"
      },
      {
        "document": 1286,
        "excerpt": "munity to the Prone condition; and it has Advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through narrow openings, but it treats l"
      },
      {
        "document": 1302,
        "excerpt": "duration. Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the Line. A creature that ends"
      },
      {
        "document": 1345,
        "excerpt": "body, you control it. Your Hit Points, Hit Point Dice, Strength, Dexterity, Constitution, Speed, and senses are replaced by the creature's. You otherwise keep your game"
      },
      {
        "document": 1398,
        "excerpt": "urn. On a failed save, the target has Disadvantage on Strength-based D20 Tests for the duration. During that time, it also subtracts 1d8 from all its damage rolls. The"
      },
      {
        "document": 1424,
        "excerpt": "tion, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes"
      },
      {
        "document": 1452,
        "excerpt": "Huge or smaller creature. The target must succeed on a Strength saving throw, or you move it up to 30 feet in any direction within the spell's range. Until the end of y"
      },
      {
        "document": 1466,
        "excerpt": "ility for the attack and damage rolls instead of using Strength or Dexterity. If the attack deals damage, it can be Radiant damage or the weapon's normal damage type (y"
      },
      {
        "document": 1467,
        "excerpt": "en the wall appears, each creature in its area makes a Strength saving throw, taking 6d10 Bludgeoning damage on a failed save or half as much damage on a successful one"
      },
      {
        "document": 1468,
        "excerpt": "ground within range. It has AC 10, 1 Hit Point, and a Strength of 2, and it can't attack. If it drops to 0 Hit Points, the spell ends. Once on each of your turns as a"
      },
      {
        "document": 1480,
        "excerpt": "re Restrained by the webs can take an action to make a Strength (Athletics) check against your spell save DC. If it succeeds, it is no longer Restrained. The webs are"
      },
      {
        "document": 1483,
        "excerpt": "en the wall appears, each creature in its area makes a Strength saving throw, taking 4d8 Bludgeoning damage on a failed save or half as much damage on a successful one."
      },
      {
        "document": 1484,
        "excerpt": "be reduced or prevented in any way. In addition, your Strength score becomes 3 for 2d4 days. For each of those days that you spend resting and doing nothing more than"
      },
      {
        "document": 1495,
        "excerpt": "rease. Saving Throws Affected. You automatically fail Strength and Dexterity saving throws. Attacks Affected. Attack rolls against you have Advantage. Automatic Crit"
      },
      {
        "document": 1496,
        "excerpt": "ntage. Saving Throws Affected. You automatically fail Strength and Dexterity saving throws. Resist Damage. You have Resistance to all damage. Poison Immunity. You ha"
      },
      {
        "document": 1500,
        "excerpt": "ition. Saving Throws Affected. You automatically fail Strength and Dexterity saving throws. Attacks Affected. Attack rolls against you have Advantage."
      },
      {
        "document": 1501,
        "excerpt": "ntage. Saving Throws Affected. You automatically fail Strength and Dexterity saving throws. Automatic Critical Hits. Any attack roll that hits you is a Critical Hit i"
      },
      {
        "document": 1516,
        "excerpt": "ion to try to escape, doing so with a successful DC 15 Strength (Athletics) check. Another creature can take an action to reach into the bag to pull a creature out, doi"
      },
      {
        "document": 1522,
        "excerpt": "Belt of Giant Strength"
      },
      {
        "document": 1556,
        "excerpt": "ure of your choice in the Line must succeed on a DC 13 Strength saving throw or take 1d4 Bludgeoning damage and have the Prone condition. Instead of a creature, you can"
      },
      {
        "document": 1560,
        "excerpt": "ce every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a successful check, the creature breaks free and destroys the shackles."
      },
      {
        "document": 1574,
        "excerpt": "If the arrow hits, the target must succeed on a DC 15 Strength saving throw or have the Restrained condition for 1 minute. As an action, a creature Restrained by an ar"
      },
      {
        "document": 1584,
        "excerpt": "Wondrous Item, Uncommon (Requires Attunement) Your Strength is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher withou"
      },
      {
        "document": 1587,
        "excerpt": "amage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition."
      },
      {
        "document": 1590,
        "excerpt": "Speed equal to your Speed, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim."
      },
      {
        "document": 1593,
        "excerpt": "tuned to the weapon and wearing either a Belt of Giant Strength or Gauntlets of Ogre Power to which you are also attuned, you gain the following benefits: Giants' Bane"
      },
      {
        "document": 1607,
        "excerpt": ". A creature can take a Utilize action to make a DC 30 Strength (Athletics) check, moving the fixed rod up to 10 feet on a successful check."
      },
      {
        "document": 1609,
        "excerpt": "he stone is no longer stored in it, freeing up space. Strength (Very Rare). Your Strength increases by 2, to a maximum of 20, while this pale blue rhomboid orbits your"
      },
      {
        "document": 1610,
        "excerpt": "the one Restrained, can take an action to make a DC 20 Strength (Athletics) check to break the iron bands. On a successful check, the item is destroyed, and the Restrai"
      },
      {
        "document": 1620,
        "excerpt": "he book's contents and practicing its guidelines, your Strength increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century."
      },
      {
        "document": 1626,
        "excerpt": "es Disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't."
      },
      {
        "document": 1644,
        "excerpt": "radimensional space can take an action to make a DC 10 Strength (Athletics) check. On a successful check, the creature forces its way out and appears within 5 feet of t"
      },
      {
        "document": 1647,
        "excerpt": "ed for 1 hour. During this time, you have Advantage on Strength (Athletics) checks to climb. This potion is separated into brown, silver, and gray layers resembling ba"
      },
      {
        "document": 1651,
        "excerpt": "Potion of Giant Strength"
      },
      {
        "document": 1682,
        "excerpt": "elf that isn't being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend."
      },
      {
        "document": 1694,
        "excerpt": "dheld battering ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through doors, barricades, and other barriers. Button 6. The rod assume"
      },
      {
        "document": 1699,
        "excerpt": "rope can take an action to make its choice of a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check. On a successful check, the target is no longer Restrained b"
      },
      {
        "document": 1706,
        "excerpt": "n 5 feet of yourself. Apply your Proficiency Bonus and Strength modifier to the attack roll. On a hit, the Shield deals Force damage to the target equal to 2d6 + 2 plus"
      },
      {
        "document": 1723,
        "excerpt": "1 hour on any ability check or saving throw that uses Strength or Constitution."
      },
      {
        "document": 1733,
        "excerpt": "ent) While you are attuned to this magic weapon, your Strength is 20 unless your Strength is already equal to or greater than that score. The weapon deals an extra 1d8"
      },
      {
        "document": 1764,
        "excerpt": "tning damage. Success: Half damage. Repulsion Breath. Strength Saving Throw: DC 19, each creature in a 30-foot Cone. Failure: The target is pushed up to 60 feet straig"
      },
      {
        "document": 1766,
        "excerpt": "y Each: Flame Strike, Zone of Truth Weakening Breath. Strength Saving Throw: DC 21, each creature that isn't currently affected by this breath in a 60-foot Cone. Failu"
      },
      {
        "document": 1771,
        "excerpt": "4 (2d8 + 5) Thunder damage. Whirlwind (Recharge 4–6). Strength Saving Throw: DC 13, one Medium or smaller creature in the elemental's space. Failure: 24 (4d10 + 2) Thu"
      },
      {
        "document": 1776,
        "excerpt": "tning damage. Success: Half damage. Repulsion Breath. Strength Saving Throw: DC 23, each creature in a 30-foot Cone. Failure: The target is pushed up to 60 feet straig"
      },
      {
        "document": 1778,
        "excerpt": "ion), Word of Recall, Zone of Truth Weakening Breath. Strength Saving Throw: DC 24, each creature that isn't currently affected by this breath in a 90-foot Cone. Failu"
      },
      {
        "document": 1806,
        "excerpt": "ng damage plus 11 (2d10) Lightning damage. Constrict. Strength Saving Throw: DC 18, one Large or smaller creature the behir can see within 5 feet. Failure: 28 (5d8 + 6"
      },
      {
        "document": 1817,
        "excerpt": "tning damage. Success: Half damage. Repulsion Breath. Strength Saving Throw: DC 12, each creature in a 30-foot Cone. Failure: The target is pushed up to 30 feet straig"
      },
      {
        "document": 1823,
        "excerpt": "ance is determined using its Dexterity rather than its Strength."
      },
      {
        "document": 1824,
        "excerpt": "ntaur enters is targeted once by the following effect. Strength Saving Throw: DC 14. Failure: 7 (1d6 + 4) Bludgeoning damage, and the target has the Prone condition."
      },
      {
        "document": 1829,
        "excerpt": "detach the cloaker, doing so by succeeding on a DC 14 Strength (Athletics) check. Tail. Melee Attack Roll: +6, reach 10 ft. Hit: 8 (1d10 + 3) Slashing damage."
      },
      {
        "document": 1833,
        "excerpt": "ch 5 ft. Hit: 6 (1d8 + 2) Piercing damage. Constrict. Strength Saving Throw: DC 12, one Medium or smaller creature the snake can see within 5 feet. Failure: 7 (3d4) Bl"
      },
      {
        "document": 1835,
        "excerpt": "n until the end of the couatl's next turn. Constrict. Strength Saving Throw: DC 15, one Medium or smaller creature the couatl can see within 5 feet. Failure: 8 (1d6 +"
      },
      {
        "document": 1840,
        "excerpt": "rkmantle from itself, doing so with a successful DC 13 Strength (Athletics) check. On its turn, the darkmantle can detach itself by using 5 feet of movement. Darkness"
      },
      {
        "document": 1845,
        "excerpt": "d, that creature is subjected to the following effect. Strength Saving Throw: DC 17 (a creature makes this save only once per turn, and the djinni is unaffected). Failu"
      },
      {
        "document": 1859,
        "excerpt": "crotic damage. Entangling Rope (Requires Magic Rope). Strength Saving Throw: DC 16, one creature the erinyes can see within 120 feet. Failure: 14 (4d6) Force damage, a"
      },
      {
        "document": 1869,
        "excerpt": "or an object out of the cube by succeeding on a DC 12 Strength (Athletics) check, and the puller takes 10 (3d6) Acid damage. Transparent. Even when the cube is in pla"
      },
      {
        "document": 1871,
        "excerpt": "the possessed target's Speed, as well as the target's Strength, Dexterity, and Constitution modifiers. The possession lasts until the body drops to 0 Hit Points or th"
      },
      {
        "document": 1878,
        "excerpt": "10 ft. Hit: 11 (2d6 + 4) Piercing damage. Constrict. Strength Saving Throw: DC 14, one Large or smaller creature the snake can see within 10 feet. Failure: 13 (2d8 +"
      },
      {
        "document": 1904,
        "excerpt": "0 ft. Hit: 11 (2d6 + 4) Piercing damage. Shield Bash. Strength Saving Throw: DC 15, one creature within 5 feet that the gladiator can see. Failure: 9 (2d4 + 4) Bludgeo"
      },
      {
        "document": 1910,
        "excerpt": "Fire damage. Success: Half damage. Weakening Breath. Strength Saving Throw: DC 13, each creature that isn't currently affected by this breath in a 15-foot Cone. Failu"
      },
      {
        "document": 1957,
        "excerpt": "shing damage plus 7 (2d6) Necrotic damage. Constrict. Strength Saving Throw: DC 17, one Medium or smaller creature the marilith can see within 5 feet. Failure: 15 (2d1"
      },
      {
        "document": 1995,
        "excerpt": "Swallow. Strength Saving Throw: DC 19, one Large or smaller creature Grappled by the worm (it can have up to three creatur"
      },
      {
        "document": 2002,
        "excerpt": "Swallow. Strength Saving Throw: DC 19, one Large or smaller creature Grappled by the remorhaz (it can have up to two creat"
      },
      {
        "document": 2010,
        "excerpt": "'s hand immediately after a ranged attack. Constrict. Strength Saving Throw: DC 15, one Large or smaller creature the salamander can see within 10 feet. Failure: 11 (2"
      },
      {
        "document": 2016,
        "excerpt": "ft. Hit: 5 (1d6 + 2) Necrotic damage, and the target's Strength score decreases by 1d4. The target dies if this reduces that score to 0. If a Humanoid is slain by this"
      },
      {
        "document": 2017,
        "excerpt": "lls the target 5 feet straight toward itself. Engulf. Strength Saving Throw: DC 15, one Medium or smaller creature within 5 feet. Failure: The target is pulled into th"
      },
      {
        "document": 2044,
        "excerpt": "Swallow. Strength Saving Throw: DC 27, one Large or smaller creature Grappled by the tarrasque (it can have up to six crea"
      },
      {
        "document": 2065,
        "excerpt": "re, it has the Prone condition. Whelm (Recharge 4–6). Strength Saving Throw: DC 15, each creature in the elemental's space. Failure: 22 (4d8 + 4) Bludgeoning damage. I"
      },
      {
        "document": 2084,
        "excerpt": "tning damage. Success: Half damage. Repulsion Breath. Strength Saving Throw: DC 15, each creature in a 30-foot Cone. Failure: The target is pushed up to 40 feet straig"
      },
      {
        "document": 2086,
        "excerpt": "Fire damage. Success: Half damage. Weakening Breath. Strength Saving Throw: DC 17, each creature that isn't currently affected by this breath in a 30-foot Cone. Failu"
      }
    ],
    "strengths": [
      {
        "document": 980,
        "excerpt": "You can call on the forces of nature to reveal certain strengths and weaknesses of your prey. While a creature is marked by your Hunter's Mark, you know whether that cre"
      }
    ],
    "strenuous": [
      {
        "document": 543,
        "excerpt": "of downtime, during which a creature does nothing more strenuous than reading, talking, eating, or standing watch. To start a Short Rest, you must have at least 1 Hit Po"
      }
    ],
    "stress": [
      {
        "document": 688,
        "excerpt": "Fear and Mental Stress"
      },
      {
        "document": 690,
        "excerpt": "Mental Stress Effects"
      },
      {
        "document": 692,
        "excerpt": "Exposure to mental stress can cause prolonged effects. Consider the following possibilities. Short-Term Effects. The character ha"
      },
      {
        "document": 954,
        "excerpt": "Sample Mental Stress Effects"
      },
      {
        "document": 1484,
        "excerpt": "ould undo the multiverse itself, your wish fails. The stress of casting Wish to produce any effect other than duplicating another spell weakens you. After enduring t"
      },
      {
        "document": 1845,
        "excerpt": "r the creature, the djinni suffers none of the spell's stress. Once the djinni has cast it three times, the djinni can't do so again for 365 days."
      },
      {
        "document": 1856,
        "excerpt": "the creature, the efreeti suffers none of the spell's stress. Once the efreeti has cast it three times, the efreeti can't do so again for 365 days."
      }
    ],
    "stretches": [
      {
        "document": 716,
        "excerpt": "ceiling. The trip wire is 3 inches off the ground and stretches between two weak supports that topple when the trip wire is pulled. The first creature that crosses the"
      },
      {
        "document": 717,
        "excerpt": "ceiling. The trip wire is 3 inches off the ground and stretches between two columns or trees. The first creature that crosses the trip wire causes the Net to fall on i"
      }
    ],
    "strewn": [
      {
        "document": 1304,
        "excerpt": "ssy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area are"
      },
      {
        "document": 1363,
        "excerpt": "ssy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Similarly, you can alter the appearance of structures or add them wh"
      }
    ],
    "stride": [
      {
        "document": 74,
        "excerpt": "example, you could open a door during your move as you stride toward a foe. If you want to interact with a second object, you need to take the Utilize action. Some m"
      },
      {
        "document": 827,
        "excerpt": "Tree Stride"
      },
      {
        "document": 834,
        "excerpt": "Tree Stride"
      },
      {
        "document": 854,
        "excerpt": "Tree Stride"
      },
      {
        "document": 1462,
        "excerpt": "Tree Stride"
      },
      {
        "document": 1852,
        "excerpt": "Tree Stride. If within 5 feet of a Large or bigger tree, the dryad teleports to an unoccupied space within 5 feet of"
      },
      {
        "document": 1970,
        "excerpt": "ludgeoning damage plus 10 (3d6) Fire damage. Ethereal Stride. The nightmare and up to three willing creatures within 5 feet of it teleport to the Ethereal Plane from"
      }
    ],
    "strider": [
      {
        "document": 1528,
        "excerpt": "it or lower without any additional protection. Winter Strider. You ignore Difficult Terrain created by ice or snow."
      },
      {
        "document": 1851,
        "excerpt": "angle, Thunderwave 1/Day Each: Animal Messenger, Long-strider, Moonbeam"
      }
    ],
    "striding": [
      {
        "document": 386,
        "excerpt": "r are worn. For example, a character wearing a Boot of Striding and Springing on one foot and a Boot of Elvenkind on the other foot gains no benefit from either."
      },
      {
        "document": 1527,
        "excerpt": "Boots of Striding and Springing"
      }
    ],
    "strike": [
      {
        "document": 84,
        "excerpt": "and Reactions also let you make an attack. Whether you strike with a Melee weapon, fire a Ranged weapon,"
      },
      {
        "document": 87,
        "excerpt": "e a bow, hurl an axe, or otherwise send projectiles to strike a foe at a distance. Many spells also involve making a ranged attack."
      },
      {
        "document": 90,
        "excerpt": "attack typically uses a hand-held weapon or an Unarmed Strike. Many monsters make melee attacks with claws, teeth, or other body parts. A few spells also involve mele"
      },
      {
        "document": 93,
        "excerpt": "n to make one melee attack with a weapon or an Unarmed Strike against that creature. The attack occurs right before it leaves your reach."
      },
      {
        "document": 525,
        "excerpt": "n to make one melee attack with a weapon or an Unarmed Strike against the provoking creature. The attack occurs right before the creature leaves your reach. See also"
      },
      {
        "document": 555,
        "excerpt": "u can make one attack roll with a weapon or an Unarmed Strike. Equipping and Unequipping Weapons. You can either equip or unequip one weapon when you make an attack"
      },
      {
        "document": 565,
        "excerpt": "represents making an attack with a weapon, an Unarmed Strike, or a spell. See also “Playing the Game” (“D20 Tests”)."
      },
      {
        "document": 568,
        "excerpt": "Unarmed Strike"
      },
      {
        "document": 633,
        "excerpt": "ture. Characters typically grapple by using an Unarmed Strike. Many monsters have special attacks that allow them to quickly grapple prey. However a grapple is initia"
      },
      {
        "document": 742,
        "excerpt": "Melee attack with a weapon or an Unarmed Strike (see “Rules Glossary”)"
      },
      {
        "document": 745,
        "excerpt": "Attack with a weapon or an Unarmed Strike."
      },
      {
        "document": 840,
        "excerpt": "Extra Attack, Stunning Strike"
      },
      {
        "document": 841,
        "excerpt": "Commune, Flame Strike"
      },
      {
        "document": 848,
        "excerpt": "Brutal Strike"
      },
      {
        "document": 850,
        "excerpt": "Ensnaring Strike"
      },
      {
        "document": 855,
        "excerpt": "Cunning Strike, Uncanny Dodge"
      },
      {
        "document": 859,
        "excerpt": "True Strike"
      },
      {
        "document": 872,
        "excerpt": "True Strike"
      },
      {
        "document": 884,
        "excerpt": "True Strike"
      },
      {
        "document": 897,
        "excerpt": "True Strike"
      },
      {
        "document": 915,
        "excerpt": "Flame Strike"
      },
      {
        "document": 962,
        "excerpt": "ck using Strength - with either a weapon or an Unarmed Strike - and deal damage to the target, you gain a bonus to the damage that increases as you gain levels as a B"
      },
      {
        "document": 964,
        "excerpt": "only the option you choose for this feature). Divine Strike. Once on each of your turns when you hit a creature with an attack roll using a weapon, you can cause th"
      },
      {
        "document": 965,
        "excerpt": "to the damage you deal with any Druid cantrip. Primal Strike. Once on each of your turns when you hit a creature with an attack roll using a weapon or a Beast form's"
      },
      {
        "document": 967,
        "excerpt": "ves you mastery of combat styles that use your Unarmed Strike and Monk weapons, which are the following: - Simple Melee weapons - Martial Melee weapons that have the"
      },
      {
        "document": 968,
        "excerpt": "with an attack roll using a Melee weapon or an Unarmed Strike, the target takes an extra 1d8 Radiant damage."
      },
      {
        "document": 969,
        "excerpt": "e two level 1 Ranger spells. Cure Wounds and Ensnaring Strike are recommended. The number of spells on your list increases as you gain Ranger levels, as shown in the"
      },
      {
        "document": 970,
        "excerpt": "You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature"
      },
      {
        "document": 983,
        "excerpt": "The damage has the same type as the weapon or Unarmed Strike used for the attack."
      },
      {
        "document": 984,
        "excerpt": "You gain the following Cunning Strike option. Stealth Attack (Cost: 1d6). If you have the Hide action's Invisible condition, this attack does"
      },
      {
        "document": 985,
        "excerpt": "omeone's body. When you hit a creature with an Unarmed Strike, you can expend 4 Focus Points to start these imperceptible vibrations, which last for a number of days"
      },
      {
        "document": 1005,
        "excerpt": "mage you deal always ignores Resistance. Overwhelming Strike. When you roll a 20 on the d20 for an attack roll, you can deal extra damage to the target equal to the"
      },
      {
        "document": 1010,
        "excerpt": "unch and Grab. When you hit a creature with an Unarmed Strike as part of the Attack action on your turn, you can use both the Damage and the Grapple option. You can u"
      },
      {
        "document": 1153,
        "excerpt": "g), or hooves (Bludgeoning). When you use your Unarmed Strike to deal damage with that new growth, it deals 1d6 damage of the type in parentheses instead of dealing t"
      },
      {
        "document": 1240,
        "excerpt": "ter hitting a target with a Melee weapon or an Unarmed Strike"
      },
      {
        "document": 1253,
        "excerpt": "Ensnaring Strike"
      },
      {
        "document": 1275,
        "excerpt": "Flame Strike"
      },
      {
        "document": 1346,
        "excerpt": "eals 1d4 + 1 Force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. Using a Higher-Level Spell Slot"
      },
      {
        "document": 1407,
        "excerpt": "encountered in this upward fall, creatures and objects strike it just as they would during a downward fall. If an affected creature or object reaches the Cylinder's t"
      },
      {
        "document": 1414,
        "excerpt": "ter hitting a target with a Melee weapon or an Unarmed Strike"
      },
      {
        "document": 1425,
        "excerpt": "r hitting a creature with a Melee weapon or an Unarmed Strike"
      },
      {
        "document": 1446,
        "excerpt": "n 3. You call six bolts of lightning from the cloud to strike six different creatures or objects beneath it. Each target makes a Dexterity saving throw, taking 10d6 L"
      },
      {
        "document": 1466,
        "excerpt": "True Strike"
      },
      {
        "document": 1539,
        "excerpt": "ot long and weighs 1 pound. As a Magic action, you can strike the chime to cast Knock. The spell's customary knocking sound is replaced by the clear, ringing tone of"
      },
      {
        "document": 1716,
        "excerpt": "a 20, the staff regains 1d8 + 2 charges. Retributive Strike. You can take a Magic action to break the staff over your knee or against a solid surface. The staff is"
      },
      {
        "document": 1719,
        "excerpt": "the staff explodes as if you activated its Retributive Strike (see below). Spells. While holding the staff, you can cast one of the spells on the following table fro"
      },
      {
        "document": 1722,
        "excerpt": "those properties, only the use of this one. Lightning Strike. You can take a Magic action to cause a bolt of lightning to leap from the staff's tip in a Line that is"
      },
      {
        "document": 1733,
        "excerpt": "operties. Clap of Thunder. As a Magic action, you can strike the weapon against a hard surface to create a loud clap of thunder audible out to 300 feet. You also cre"
      },
      {
        "document": 1766,
        "excerpt": "nts required to maintain the spell) 1/Day Each: Flame Strike, Zone of Truth Weakening Breath. Strength Saving Throw: DC 21, each creature that isn't currently affec"
      },
      {
        "document": 1778,
        "excerpt": "nts required to maintain the spell) 1/Day Each: Flame Strike (level 6 version), Word of Recall, Zone of Truth Weakening Breath. Strength Saving Throw: DC 24, each c"
      },
      {
        "document": 1920,
        "excerpt": "ch: Clairvoyance, Cure Wounds (level 6 version), Flame Strike (level 6 version), Geas, True Seeing"
      },
      {
        "document": 1946,
        "excerpt": "n makes two Tentacle attacks and uses Fling, Lightning Strike, or Swallow. Tentacle. Melee Attack Roll: +17, reach 30 ft. Hit: 24 (4d6 + 10) Bludgeoning damage. The"
      },
      {
        "document": 1966,
        "excerpt": "tion again until the start of its next turn. Necrotic Strike. The mummy makes one Rotting Fist or Channel Negative Energy attack."
      },
      {
        "document": 2056,
        "excerpt": "ttack (Vampire Form Only). The vampire makes two Grave Strike attacks and uses Bite. Grave Strike (Vampire Form Only). Melee Attack Roll: +9, reach 5 ft. Hit: 8 (1d8"
      }
    ],
    "strikes": [
      {
        "document": 840,
        "excerpt": "Empowered Strikes, Subclass feature"
      },
      {
        "document": 842,
        "excerpt": "Radiant Strikes"
      },
      {
        "document": 855,
        "excerpt": "Devious Strikes"
      },
      {
        "document": 908,
        "excerpt": "Blessed Strikes"
      },
      {
        "document": 964,
        "excerpt": "Blessed Strikes"
      },
      {
        "document": 967,
        "excerpt": "difier for the attack and damage rolls of your Unarmed Strikes and Monk weapons. In addition, when you use the Grapple or Shove option of your Unarmed Strike, you can"
      },
      {
        "document": 968,
        "excerpt": "Radiant Strikes"
      },
      {
        "document": 970,
        "excerpt": "Devious Strikes"
      },
      {
        "document": 974,
        "excerpt": "Your attack rolls with weapons and Unarmed Strikes can score a Critical Hit on a roll of 19 or 20 on the d20."
      },
      {
        "document": 1013,
        "excerpt": "gin Feat You've trained to deal particularly damaging strikes. Once per turn when you hit a target with a weapon, you can roll the weapon's damage dice twice and use"
      },
      {
        "document": 1163,
        "excerpt": "one of the following effects: Clenched Fist. The hand strikes a target within 5 feet of it. Make a melee spell attack. On a hit, the target takes 5d8 Force damage. F"
      },
      {
        "document": 1252,
        "excerpt": "target's attacks with its enlarged weapons or Unarmed Strikes deal an extra 1d4 damage on a hit. Reduce. The target's size decreases by one category - from Medium to"
      },
      {
        "document": 1285,
        "excerpt": "half as much damage on a successful one. If the globe strikes a body of water, it freezes the water to a depth of 6 inches over an area 30 feet square. This ice lasts"
      },
      {
        "document": 1346,
        "excerpt": "create three glowing darts of magical force. Each dart strikes a creature of your choice that you can see within range. A dart deals 1d4 + 1 Force damage to its target"
      },
      {
        "document": 1559,
        "excerpt": "ition, the armor's clawed gauntlets allow your Unarmed Strikes to deal 1d8 Slashing damage instead of the usual Bludgeoning damage, and you gain a +1 bonus to the atta"
      }
    ],
    "striking": [
      {
        "document": 766,
        "excerpt": "Staff of Striking"
      },
      {
        "document": 1407,
        "excerpt": "creature or object reaches the Cylinder's top without striking anything, it hovers there for the duration. When the spell ends, affected objects and creatures fall dow"
      },
      {
        "document": 1717,
        "excerpt": "Staff of Striking"
      }
    ],
    "string": [
      {
        "document": 347,
        "excerpt": "String (1 SP)"
      },
      {
        "document": 432,
        "excerpt": "Bedroll, Blanket, Fine Clothes, Net, Robe, Rope, Sack, String, Tent, Traveler's Clothes"
      },
      {
        "document": 930,
        "excerpt": "String"
      },
      {
        "document": 1138,
        "excerpt": "String"
      },
      {
        "document": 1255,
        "excerpt": "Concentration, up to 1 minute You weave a distracting string of words, causing creatures of your choice that you can see within range to make a Wisdom saving throw."
      },
      {
        "document": 1455,
        "excerpt": "cles. Each circle includes a unique sigil sequence - a string of runes arranged in a particular pattern. When you first gain the ability to cast this spell, you lear"
      },
      {
        "document": 1468,
        "excerpt": "V, S, M (a bit of string and of wood)"
      },
      {
        "document": 1470,
        "excerpt": "t Components: V Duration: Instantaneous You unleash a string of insults laced with subtle enchantments at one creature you can see or hear within range. The target m"
      },
      {
        "document": 1574,
        "excerpt": "damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion, a magical arrow made of golden energy appears nock"
      }
    ],
    "strip": [
      {
        "document": 1151,
        "excerpt": "V, S, M (a strip of white cloth)"
      }
    ],
    "strips": [
      {
        "document": 1333,
        "excerpt": "orth 250+ GP, which the spell consumes, and four ivory strips worth 50+ GP each)"
      }
    ],
    "strive": [
      {
        "document": 974,
        "excerpt": "ether in athletic contests or bloody battle, Champions strive for the crown of the victor."
      },
      {
        "document": 979,
        "excerpt": "- and your path is defined by the extent to which you strive against those aims."
      }
    ],
    "strives": [
      {
        "document": 1377,
        "excerpt": "r to deliver a message. If the creature is Hostile, it strives to twist your commands to achieve its own objectives. If the creature carries out your commands complete"
      }
    ],
    "stroke": [
      {
        "document": 703,
        "excerpt": "hat ingests Midnight Tears suffers no effect until the stroke of midnight. Any effect that ends the Poisoned condition neutralizes this poison. If the poison hasn't"
      },
      {
        "document": 855,
        "excerpt": "Stroke of Luck"
      },
      {
        "document": 970,
        "excerpt": "Stroke of Luck"
      },
      {
        "document": 1337,
        "excerpt": "t of fur and a crystal rod) Duration: Instantaneous A stroke of lightning forming a 100-foot-long, 5-foot-wide Line blasts out from you in a direction you choose. Ea"
      }
    ],
    "strong": [
      {
        "document": 359,
        "excerpt": "A ship sailing against a strong wind moves at half speed. In a dead calm (no wind), waterborne ships can't move under sail and must be r"
      },
      {
        "document": 686,
        "excerpt": "Strong Wind"
      },
      {
        "document": 747,
        "excerpt": "This represents a strong capability."
      },
      {
        "document": 1195,
        "excerpt": "within range. The fog lasts for the duration or until strong wind (such as the one created by Gust of Wind) disperses it, ending the spell. Its area is Heavily Obscu"
      },
      {
        "document": 1215,
        "excerpt": "| Moderate wind | | 3 | Warm | 3 | Strong wind | | 4 | Cool | 4 | Gale | | 5 | Cold | 5 | Storm"
      },
      {
        "document": 1250,
        "excerpt": "effects within range. Beckon Air. You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot Cub"
      },
      {
        "document": 1280,
        "excerpt": "Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it. Using a Higher-Level Spell Slot. The fog's rad"
      },
      {
        "document": 1302,
        "excerpt": "ed) Duration: Concentration, up to 1 minute A Line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each crea"
      },
      {
        "document": 1325,
        "excerpt": "Heavily Obscured. It lasts for the duration or until a strong wind (like that created by Gust of Wind) disperses it. When the cloud appears, each creature in it make"
      },
      {
        "document": 1388,
        "excerpt": "can’t pass through this layer, which is destroyed by a strong wind (such as the one created by Gust of Wind)."
      },
      {
        "document": 1443,
        "excerpt": "e cloud lingers in the air for the duration or until a strong wind (such as the one created by Gust of Wind) disperses it. Each creature that starts its turn in the"
      },
      {
        "document": 1446,
        "excerpt": "ranged attacks with weapons are impossible there, and strong wind blows through the area."
      },
      {
        "document": 1483,
        "excerpt": "er) Duration: Concentration, up to 1 minute A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long,"
      },
      {
        "document": 1575,
        "excerpt": "fixed in place until it disperses after 10 minutes. A strong wind (such as that created by the Gust of Wind spell) disperses the cloud after 1 minute."
      },
      {
        "document": 1579,
        "excerpt": "ping fan takes its place. The fan floats and creates a strong wind. This wind can fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. Yo"
      },
      {
        "document": 1718,
        "excerpt": "area Heavily Obscured for creatures other than you. A strong wind (like that created by Gust of Wind) disperses the swarm and ends the effect. Spells. While holding"
      },
      {
        "document": 1738,
        "excerpt": "s Item, Legendary This tube holds milky liquid with a strong alcohol smell. When found, a tube contains 1d6 + 1 ounces. You can take a Utilize action to pour 1 or m"
      },
      {
        "document": 1889,
        "excerpt": ". The Cube is Heavily Obscured for 1 minute or until a strong current or similar effect disperses the ink."
      },
      {
        "document": 1973,
        "excerpt": ". The Cube is Heavily Obscured for 1 minute or until a strong current or similar effect disperses the ink."
      }
    ],
    "struck": [
      {
        "document": 720,
        "excerpt": "h must succeed on a DC 13 Dexterity saving throw or be struck by 1d3 darts, taking 3 (1d6) Poison damage per dart. Detect and Disarm. As a Search action, a creature"
      },
      {
        "document": 1214,
        "excerpt": "ith it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated until the spell end"
      },
      {
        "document": 1387,
        "excerpt": "of existence (GM's choice). 8 Special. The target is struck by two rays. Roll twice, rerolling any 8."
      },
      {
        "document": 1585,
        "excerpt": ". Each creature in the Cone makes a saving throw as if struck by the beam created with the second command word. When all of the gem's charges are expended, the gem b"
      },
      {
        "document": 1598,
        "excerpt": "u must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking Radiant damage equal to the number of gems in the helm."
      }
    ],
    "structure": [
      {
        "document": 85,
        "excerpt": "k roll as part of a spell, an attack has the following structure: 1: Choose a Target. Pick a target within your attack's range: a creature, an object, or a location. 2:"
      },
      {
        "document": 267,
        "excerpt": "2 Half a floor plan for a temple, a castle, or another structure 83 A bit of folded cloth that, when unfolded, turns into a stylish cap 84 A receipt of deposit at a ba"
      },
      {
        "document": 1248,
        "excerpt": "uctures. The tremor deals 50 Bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the end of each of your turns unti"
      },
      {
        "document": 1369,
        "excerpt": "terrain. If the way you shape the terrain would make a structure unstable, it might collapse. Similarly, this spell doesn't directly affect plant growth. The moved eart"
      },
      {
        "document": 1372,
        "excerpt": "20 feet deep. The passage creates no instability in a structure surrounding it. When the opening disappears, any creatures or objects still in the passage created by t"
      },
      {
        "document": 1733,
        "excerpt": "oving with the fissure's edge on a successful one. Any structure on a spot where the fissure opens collapses into the fissure. Once you use this property, it can't be us"
      }
    ],
    "structure's": [
      {
        "document": 1248,
        "excerpt": "distance from a collapsing structure equal to half the structure's height makes a Dexterity saving throw. On a failed save, the creature takes 12d6 Bludgeoning damage, has"
      }
    ],
    "structured": [
      {
        "document": 26,
        "excerpt": "situations - particularly combat - the action is more structured, and everyone takes turns."
      }
    ],
    "structures": [
      {
        "document": 1248,
        "excerpt": "u choose the fissures' locations, which can't be under structures. Each fissure is 1d10 × 10 feet deep and 10 feet wide, and it extends from one edge of the spell's area"
      },
      {
        "document": 1304,
        "excerpt": "strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed. The tactile characteristics of the terrain ar"
      },
      {
        "document": 1363,
        "excerpt": "ooth road. Similarly, you can alter the appearance of structures or add them where none are present. The spell doesn't disguise, conceal, or add creatures. The illusion"
      },
      {
        "document": 1369,
        "excerpt": "ipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable,"
      },
      {
        "document": 1733,
        "excerpt": "50-foot-radius circle centered on the point of impact. Structures in contact with the ground in that area take 50 Bludgeoning damage, and each creature on the ground in t"
      },
      {
        "document": 1855,
        "excerpt": "ster. The elemental deals double damage to objects and structures."
      },
      {
        "document": 1946,
        "excerpt": "Monster. The kraken deals double damage to objects and structures."
      },
      {
        "document": 2044,
        "excerpt": "ster. The tarrasque deals double damage to objects and structures."
      },
      {
        "document": 2048,
        "excerpt": "Monster. The treant deals double damage to objects and structures."
      }
    ],
    "strung": [
      {
        "document": 820,
        "excerpt": "A dragon’s talon strung on a leather necklace"
      }
    ],
    "stubborn": [
      {
        "document": 47,
        "excerpt": "y bandit might buckle under threats of imprisonment. A stubborn merchant refuses to help if the characters badger her. A vain dragon laps up flattery. When interacting"
      }
    ],
    "stuck": [
      {
        "document": 43,
        "excerpt": "action to aid another character who's trying to open a stuck door (with the Utilize action)."
      },
      {
        "document": 75,
        "excerpt": "might require you to take the Utilize action to open a stuck door or turn a crank to lower a drawbridge. Doing Nothing on Your Turn. You can forgo moving, taking an"
      },
      {
        "document": 103,
        "excerpt": "to try to overcome a challenge, such as forcing open a stuck door, picking a lock, entertaining a crowd, or deciphering a cipher. The GM and the rules often call for"
      },
      {
        "document": 1332,
        "excerpt": "target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is"
      }
    ],
    "studded": [
      {
        "document": 425,
        "excerpt": "DC 10) Craft: Sling, Whip, Hide Armor, Leather Armor, Studded Leather Armor, Backpack, Crossbow Bolt Case, Map or Scroll Case, Parchment, Pouch, Quiver, Waterskin"
      },
      {
        "document": 929,
        "excerpt": "Studded Leather Armor"
      },
      {
        "document": 966,
        "excerpt": "d, Flail, 8 Javelins, Dungeoneer’s Pack, and 4 GP; (B) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Dungeoneer’s Pack, and 11 GP; or (C) 15"
      },
      {
        "document": 969,
        "excerpt": "Choose A or B: (A) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Druidic Focus (sprig of mistletoe), Exp"
      },
      {
        "document": 1139,
        "excerpt": "Studded Leather Armor"
      },
      {
        "document": 1588,
        "excerpt": "Glamoured Studded Leather"
      },
      {
        "document": 1791,
        "excerpt": "Light Crossbow, Shortsword, Studded Leather Armor"
      },
      {
        "document": 1800,
        "excerpt": "Pistol, Scimitar, Studded Leather Armor"
      },
      {
        "document": 1851,
        "excerpt": "Studded Leather Armor"
      },
      {
        "document": 1904,
        "excerpt": "Shield, Spears (3), Studded Leather Armor"
      },
      {
        "document": 2073,
        "excerpt": "Studded Leather Armor"
      }
    ],
    "student": [
      {
        "document": 973,
        "excerpt": "As a student of arcane magic, you have learned to cast spells. See “Spells” for the rules on spellcasting. The inform"
      }
    ],
    "studied": [
      {
        "document": 839,
        "excerpt": "Indomitable (two uses), Studied Attacks"
      },
      {
        "document": 966,
        "excerpt": "Studied Attacks"
      },
      {
        "document": 1454,
        "excerpt": "ace you have visited often, a place you have carefully studied, or a place you can see when you cast the spell. - “Seen casually” is a place you have seen more than on"
      }
    ],
    "studies": [
      {
        "document": 978,
        "excerpt": "Create Explosive Elemental Effects Your studies focus on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thund"
      }
    ],
    "study": [
      {
        "document": 506,
        "excerpt": "duration is ongoing. To identify it, you must take the Study action and succeed on a DC 15 Intelligence (Arcana) check."
      },
      {
        "document": 556,
        "excerpt": "Study [Action]"
      },
      {
        "document": 718,
        "excerpt": "check. Once the glyph is found, a character can take a Study action to examine it and make a DC 15 Intelligence (Arcana) check, ascertaining that the glyph means “fi"
      },
      {
        "document": 719,
        "excerpt": "geoning damage from the fall. Detect and Disarm. As a Study action, a creature can examine the section of floor that forms the pit's lid and make a DC 15 Intelligen"
      },
      {
        "document": 722,
        "excerpt": "low the stone to keep moving. Detect and Disarm. As a Study action, a creature can examine the section of floor that forms the pressure plate and make a DC 15 Intel"
      },
      {
        "document": 723,
        "excerpt": "rcing damage from the spikes. Detect and Disarm. As a Study action, a creature can examine the section of floor that forms the pit's lid and make a DC 15 Intelligen"
      },
      {
        "document": 745,
        "excerpt": "Study"
      },
      {
        "document": 951,
        "excerpt": "Study"
      },
      {
        "document": 966,
        "excerpt": "You study your opponents and learn from each attack you make. If you make an attack roll against a creature and mi"
      },
      {
        "document": 973,
        "excerpt": "udying magic, you also specialized in another field of study. Choose one of the following skills in which you have proficiency: Arcana, History, Investigation, Medic"
      },
      {
        "document": 1234,
        "excerpt": "scern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spel"
      },
      {
        "document": 1304,
        "excerpt": "touch, a creature examining the illusion can take the Study action to make an Intelligence (Investigation) check against your spell save DC to disbelieve it. If a c"
      },
      {
        "document": 1350,
        "excerpt": "or things can pass through it. A creature that takes a Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investi"
      },
      {
        "document": 1355,
        "excerpt": "n or until it escapes the maze. The target can take a Study action to try to escape. When it does so, it makes a DC 20 Intelligence (Investigation) check. If it suc"
      },
      {
        "document": 1362,
        "excerpt": "s if you cast this spell again. If a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successfu"
      },
      {
        "document": 1373,
        "excerpt": "temperature, and other stimuli. The target can take a Study action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If"
      },
      {
        "document": 1391,
        "excerpt": "things can pass through it. A creature that takes the Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investi"
      },
      {
        "document": 1392,
        "excerpt": "things can pass through it. A creature that takes the Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investi"
      },
      {
        "document": 1417,
        "excerpt": "jects pass through the hat. A creature that takes the Study action to examine a target can make an Intelligence (Investigation) check against your spell save DC. If"
      },
      {
        "document": 1428,
        "excerpt": "ce things can pass through it. A creature that takes a Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investi"
      },
      {
        "document": 1557,
        "excerpt": "cause objects pass through it. A creature that takes a Study action to visually inspect the illusory creature identifies it as an illusion with a successful DC 15 In"
      }
    ],
    "studying": [
      {
        "document": 965,
        "excerpt": "You have learned to cast spells through studying the mystical forces of nature. See “Spells” for the rules on spellcasting. The information below details"
      },
      {
        "document": 973,
        "excerpt": "You can regain some of your magical energy by studying your spellbook. When you finish a Short Rest, you can choose expended spell slots to recover. The spell"
      },
      {
        "document": 1455,
        "excerpt": "s. You can commit a new sigil sequence to memory after studying it for 1 minute. You can create a permanent teleportation circle by casting this spell in the same loca"
      },
      {
        "document": 1619,
        "excerpt": "If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Constitution increases by 2, to a maximum of 30."
      },
      {
        "document": 1620,
        "excerpt": "If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Strength increases by 2, to a maximum of 30. The"
      },
      {
        "document": 1622,
        "excerpt": "If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Dexterity increases by 2, to a maximum of 30. Th"
      },
      {
        "document": 1734,
        "excerpt": "If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Intelligence increases by 2, to a maximum of 30."
      },
      {
        "document": 1735,
        "excerpt": "If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma increases by 2, to a maximum of 30. The"
      },
      {
        "document": 1736,
        "excerpt": "If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Wisdom increases by 2, to a maximum of 30. The m"
      }
    ],
    "stuff": [
      {
        "document": 688,
        "excerpt": "bear or an apparition, adventurers are made of sterner stuff. That said, certain creatures and game effects can terrify or fray the mind of even the most stalwart ad"
      }
    ],
    "stun": [
      {
        "document": 868,
        "excerpt": "Power Word Stun"
      },
      {
        "document": 881,
        "excerpt": "Power Word Stun"
      },
      {
        "document": 894,
        "excerpt": "Power Word Stun"
      },
      {
        "document": 906,
        "excerpt": "Power Word Stun"
      },
      {
        "document": 1384,
        "excerpt": "Power Word Stun"
      },
      {
        "document": 1903,
        "excerpt": ", Dispel Magic 1/Day Each: Confusion, Fly, Power Word Stun"
      }
    ],
    "stunned": [
      {
        "document": 692,
        "excerpt": "s. The character has the Frightened, Incapacitated, or Stunned condition for 1d10 minutes. This condition might be accompanied by alarming behavior or hallucinations."
      },
      {
        "document": 756,
        "excerpt": "You have the Stunned condition until the end of your next turn, believing something awesome just happened."
      },
      {
        "document": 783,
        "excerpt": "s at the chosen point of origin. Instead, you have the Stunned condition until the start of your next turn, believing something awesome just happened."
      },
      {
        "document": 946,
        "excerpt": "Stunned"
      },
      {
        "document": 967,
        "excerpt": "ion saving throw. On a failed save, the target has the Stunned condition until the start of your next turn. On a successful save, the target's Speed is halved until th"
      },
      {
        "document": 968,
        "excerpt": "Blinded, Charmed, Deafened, Frightened, Paralyzed, or Stunned. You must expend 5 Hit Points from the healing pool of Lay On Hands for each of these conditions you rem"
      },
      {
        "document": 1241,
        "excerpt": "21–30 | The target has the Blinded, Deafened, and Stunned conditions for 1 hour. | | 31–40 | The target has the Blinded and Deafened conditions for 10 minute"
      },
      {
        "document": 1382,
        "excerpt": "e has the Charmed, Frightened, Paralyzed, Poisoned, or Stunned condition, the condition ends. If the creature has the Prone condition, it can use its Reaction to stand"
      },
      {
        "document": 1384,
        "excerpt": "If the target has 150 Hit Points or fewer, it has the Stunned condition. Otherwise, its Speed is 0 until the start of your next turn. The Stunned target makes a Cons"
      },
      {
        "document": 1451,
        "excerpt": "rget must succeed on a Wisdom saving throw or have the Stunned condition for 1 minute."
      },
      {
        "document": 1482,
        "excerpt": "erting takes 1 minute, during which the target has the Stunned condition. Until the spell ends, the target can revert to cloud form, which also requires a Magic action"
      },
      {
        "document": 1500,
        "excerpt": "Stunned"
      },
      {
        "document": 1593,
        "excerpt": "cceed on a DC 17 Constitution saving throw or have the Stunned condition until the end of your next turn. Immediately after hitting or missing, the weapon flies back t"
      },
      {
        "document": 1688,
        "excerpt": "ust succeed on a DC 15 Wisdom saving throw or have the Stunned condition until the effect ends."
      },
      {
        "document": 1722,
        "excerpt": "cceed on a DC 17 Constitution saving throw or have the Stunned condition until the end of your next turn. Thunder and Lightning. Immediately after you hit with a mele"
      },
      {
        "document": 1841,
        "excerpt": "Blinded, Charmed, Deafened, Frightened, Stunned, Unconscious"
      },
      {
        "document": 1861,
        "excerpt": "Blinded, Charmed, Deafened, Frightened, Stunned, Unconscious"
      },
      {
        "document": 1934,
        "excerpt": "Blinded, Charmed, Deafened, Frightened, Stunned, Unconscious"
      },
      {
        "document": 1977,
        "excerpt": "6 (3d8 + 3) Bludgeoning damage, and the target has the Stunned condition until the start of the otyugh's next turn. Success: Half damage only."
      },
      {
        "document": 2037,
        "excerpt": "ed, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned"
      },
      {
        "document": 2038,
        "excerpt": "ed, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned"
      },
      {
        "document": 2039,
        "excerpt": "ed, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned"
      },
      {
        "document": 2040,
        "excerpt": "ed, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned"
      },
      {
        "document": 2041,
        "excerpt": "ed, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned"
      },
      {
        "document": 2042,
        "excerpt": "ed, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned"
      },
      {
        "document": 2043,
        "excerpt": "ed, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned"
      },
      {
        "document": 2059,
        "excerpt": "ilure: 10 (3d6) Thunder damage, and the target has the Stunned condition until the end of the vrock's next turn."
      }
    ],
    "stunning": [
      {
        "document": 840,
        "excerpt": "Extra Attack, Stunning Strike"
      },
      {
        "document": 967,
        "excerpt": "Stunning Strike"
      },
      {
        "document": 1451,
        "excerpt": "he symbol bears: Death, Discord, Fear, Pain, Sleep, or Stunning. Each one is explained below. Set the Trigger. You decide what triggers the glyph when you cast the spe"
      },
      {
        "document": 2059,
        "excerpt": "sk of Holy Water on the target ends the effect early. Stunning Screech (1/Day). Constitution Saving Throw: DC 15, each creature in a 20-foot Emanation originating from"
      }
    ],
    "stunt": [
      {
        "document": 744,
        "excerpt": "ur feet in a tricky situation, or perform an acrobatic stunt."
      }
    ],
    "stupor": [
      {
        "document": 1319,
        "excerpt": "e else uses an action to shake the creature out of its stupor."
      }
    ],
    "style": [
      {
        "document": 236,
        "excerpt": "ital character sheet, or plain paper. Choose whichever style of sheet works for you, and then embark on creating a character!"
      },
      {
        "document": 299,
        "excerpt": "Fighting Style Feats"
      },
      {
        "document": 301,
        "excerpt": "are organized by category - Origin, General, Fighting Style, or Epic Boon - and alphabetized in each category."
      },
      {
        "document": 839,
        "excerpt": "Fighting Style, Second Wind, Weapon Mastery"
      },
      {
        "document": 842,
        "excerpt": "Fighting Style, Paladin’s Smite"
      },
      {
        "document": 849,
        "excerpt": "Deft Explorer, Fighting Style"
      },
      {
        "document": 966,
        "excerpt": "Fighting Style"
      },
      {
        "document": 968,
        "excerpt": "Fighting Style"
      },
      {
        "document": 969,
        "excerpt": "Fighting Style"
      },
      {
        "document": 974,
        "excerpt": "Additional Fighting Style"
      },
      {
        "document": 1001,
        "excerpt": "Fighting Style"
      },
      {
        "document": 1009,
        "excerpt": "Fighting Style"
      },
      {
        "document": 1011,
        "excerpt": "Fighting Style"
      },
      {
        "document": 1015,
        "excerpt": "Fighting Style"
      },
      {
        "document": 1588,
        "excerpt": "rmor. You decide what it looks like - including color, style, and accessories - but the armor retains its normal bulk and weight. The illusory appearance lasts until"
      }
    ],
    "styles": [
      {
        "document": 967,
        "excerpt": "r practice of martial arts gives you mastery of combat styles that use your Unarmed Strike and Monk weapons, which are the following: - Simple Melee weapons - Martia"
      }
    ],
    "stylish": [
      {
        "document": 267,
        "excerpt": "bit of folded cloth that, when unfolded, turns into a stylish cap 84 A receipt of deposit at a bank in a far-off city 85 A diary with seven missing pages 86 An emp"
      }
    ],
    "subclass": [
      {
        "document": 245,
        "excerpt": "They learn their starting class features and choose a subclass. The threats they face usually pose a danger to local farmsteads or villages."
      },
      {
        "document": 268,
        "excerpt": ". If you start at level 3 or higher, write your chosen subclass on your character sheet. See the “Starting at Higher Levels” section later in “Character Creation” for m"
      },
      {
        "document": 824,
        "excerpt": "Druid Subclass"
      },
      {
        "document": 839,
        "excerpt": "Fighter Subclass"
      },
      {
        "document": 840,
        "excerpt": "Deflect Attacks, Monk Subclass"
      },
      {
        "document": 842,
        "excerpt": "Channel Divinity, Paladin Subclass"
      },
      {
        "document": 848,
        "excerpt": "Barbarian Subclass, Primal Knowledge"
      },
      {
        "document": 849,
        "excerpt": "Ranger Subclass"
      },
      {
        "document": 855,
        "excerpt": "Rogue Subclass, Steady Aim"
      },
      {
        "document": 858,
        "excerpt": "Sorcerer Subclass"
      },
      {
        "document": 871,
        "excerpt": "Warlock Subclass"
      },
      {
        "document": 883,
        "excerpt": "Wizard Subclass"
      },
      {
        "document": 896,
        "excerpt": "Bard Subclass"
      },
      {
        "document": 908,
        "excerpt": "Cleric Subclass"
      },
      {
        "document": 962,
        "excerpt": "Barbarian Subclass"
      },
      {
        "document": 963,
        "excerpt": "Bard Subclass"
      },
      {
        "document": 964,
        "excerpt": "Cleric Subclass"
      },
      {
        "document": 965,
        "excerpt": "Druid Subclass"
      },
      {
        "document": 966,
        "excerpt": "Fighter Subclass"
      },
      {
        "document": 967,
        "excerpt": "Monk Subclass"
      },
      {
        "document": 968,
        "excerpt": "Paladin Subclass"
      },
      {
        "document": 969,
        "excerpt": "Ranger Subclass"
      },
      {
        "document": 970,
        "excerpt": "Rogue Subclass"
      },
      {
        "document": 971,
        "excerpt": "Sorcerer Subclass"
      },
      {
        "document": 972,
        "excerpt": "Warlock Subclass"
      },
      {
        "document": 973,
        "excerpt": "Wizard Subclass"
      }
    ],
    "subclass's": [
      {
        "document": 962,
        "excerpt": "ls. For the rest of your career, you gain each of your subclass's features that are of your Barbarian level or lower."
      },
      {
        "document": 963,
        "excerpt": "ls. For the rest of your career, you gain each of your subclass's features that are of your Bard level or lower."
      },
      {
        "document": 964,
        "excerpt": "ls. For the rest of your career, you gain each of your subclass's features that are of your Cleric level or lower."
      },
      {
        "document": 965,
        "excerpt": "ls. For the rest of your career, you gain each of your subclass's features that are of your Druid level or lower."
      },
      {
        "document": 966,
        "excerpt": "ls. For the rest of your career, you gain each of your subclass's features that are of your Fighter level or lower."
      },
      {
        "document": 967,
        "excerpt": "ls. For the rest of your career, you gain each of your subclass's features that are of your Monk level or lower."
      },
      {
        "document": 968,
        "excerpt": "ls. For the rest of your career, you gain each of your subclass's features that are of your Paladin level or lower."
      },
      {
        "document": 969,
        "excerpt": "ls. For the rest of your career, you gain each of your subclass's features that are of your Ranger level or lower."
      },
      {
        "document": 970,
        "excerpt": "ls. For the rest of your career, you gain each of your subclass's features that are of your Rogue level or lower."
      },
      {
        "document": 971,
        "excerpt": "ls. For the rest of your career, you gain each of your subclass's features that are of your Sorcerer level or lower."
      },
      {
        "document": 972,
        "excerpt": "ls. For the rest of your career, you gain each of your subclass's features that are of your Warlock level or lower."
      },
      {
        "document": 973,
        "excerpt": "ckup spellbook. of your career, you gain each of your subclass's features that are of your Wizard level or lower."
      }
    ],
    "subject": [
      {
        "document": 689,
        "excerpt": "s. At your discretion, a Frightened creature might be subject to other effects as long as the Frightened condition lasts. Consider these examples: - The Frightened c"
      },
      {
        "document": 1755,
        "excerpt": "ng benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced"
      }
    ],
    "subjected": [
      {
        "document": 690,
        "excerpt": "When a character is subjected to an effect that causes intense mental stress, Psychic damage is the best way to emulate that effect."
      },
      {
        "document": 695,
        "excerpt": "aracter fails the check by 5 or more, the character is subjected to the creature's poison."
      },
      {
        "document": 697,
        "excerpt": "Ingested Poison A creature subjected to Assassin's Blood makes a DC 10 Constitution saving throw. On a failed save, the creature takes 6 (1d1"
      },
      {
        "document": 698,
        "excerpt": "Inhaled Poison A creature subjected to Burnt Othur Fumes must succeed on a DC 13 Constitution saving throw or take 10 (3d6) Poison damage, a"
      },
      {
        "document": 699,
        "excerpt": "Contact Poison A creature subjected to Crawler Mucus must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 1"
      },
      {
        "document": 700,
        "excerpt": "Inhaled Poison A creature subjected to Essence of Ether must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for"
      },
      {
        "document": 701,
        "excerpt": "Inhaled Poison A creature subjected to Malice must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 1 hour. T"
      },
      {
        "document": 704,
        "excerpt": "Contact Poison A creature subjected to Oil of Taggit must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 24"
      },
      {
        "document": 705,
        "excerpt": "Ingested Poison A creature subjected to Pale Tincture must succeed on a DC 16 Constitution saving throw or take 3 (1d6) Poison damage and hav"
      },
      {
        "document": 706,
        "excerpt": "Injury Poison A creature subjected to Purple Worm Poison makes a DC 21 Constitution saving throw, taking 35 (10d6) Poison damage on a faile"
      },
      {
        "document": 707,
        "excerpt": "Injury Poison A creature subjected to Serpent Venom must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) Poison damage on a"
      },
      {
        "document": 708,
        "excerpt": "Injury Poison A creature subjected to Spider's Sting must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 1"
      },
      {
        "document": 709,
        "excerpt": "Ingested Poison A creature subjected to Torpor poison must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 4d"
      },
      {
        "document": 710,
        "excerpt": "Ingested Poison A creature subjected to Truth Serum must succeed on a DC 11 Constitution saving throw or have the Poisoned condition for 1 ho"
      },
      {
        "document": 711,
        "excerpt": "Injury Poison A creature subjected to Wyvern Poison makes a DC 14 Constitution saving throw, taking 24 (7d6) Poisson damage on a failed sav"
      },
      {
        "document": 967,
        "excerpt": "When you're subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take"
      },
      {
        "document": 970,
        "excerpt": "y dodge out of the way of certain dangers. When you're subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take"
      },
      {
        "document": 1226,
        "excerpt": "s. If the spell is still in effect when the target is subjected to an effect that would kill it instantly without dealing damage, that effect is negated against the tar"
      },
      {
        "document": 1791,
        "excerpt": "Evasion. If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin inst"
      },
      {
        "document": 1805,
        "excerpt": "ture and doesn't already have an infernal wound, it is subjected to the following effect. Constitution Saving Throw: DC 12. Failure: The target receives an infernal woun"
      },
      {
        "document": 1810,
        "excerpt": "dium and has 10+ Hit Points, it becomes Bloodied or is subjected to Lightning or Slashing damage. Response: The pudding splits into two new Black Puddings. Each new pudd"
      },
      {
        "document": 1828,
        "excerpt": "Acid Absorption. Whenever the golem is subjected to Acid damage, it takes no damage and instead regains a number of Hit Points equal to the Acid damage d"
      },
      {
        "document": 1831,
        "excerpt": "1) Piercing damage. If the target is a creature, it is subjected to the following effect. Constitution Saving Throw: DC 11. First Failure: The target has the Restrained"
      },
      {
        "document": 1841,
        "excerpt": "2) Piercing damage. If the target is a creature, it is subjected to the following effect. Constitution Saving Throw: DC 12. First Failure: The target has the Poisoned co"
      },
      {
        "document": 1845,
        "excerpt": "e or a creature enters the whirlwind, that creature is subjected to the following effect. Strength Saving Throw: DC 17 (a creature makes this save only once per turn, an"
      },
      {
        "document": 1864,
        "excerpt": "pe-shift. Lightning Absorption. Whenever the golem is subjected to Lightning damage, it regains a number of Hit Points equal to the Lightning damage dealt. Magic Resis"
      },
      {
        "document": 1869,
        "excerpt": "s can enter that space, but a creature that does so is subjected to the cube's Engulf and has Disadvantage on the saving throw. Creatures inside the cube have Total Cov"
      },
      {
        "document": 1870,
        "excerpt": "damage. If the target is a non-Undead creature, it is subjected to the following effect. Constitution Saving Throw: DC 10. Failure: The target has the Paralyzed conditi"
      },
      {
        "document": 1872,
        "excerpt": "arget is a creature that isn't an Undead or elf, it is subjected to the following effect. Constitution Saving Throw: DC 10. Failure: The target has the Paralyzed conditi"
      },
      {
        "document": 1931,
        "excerpt": "reach 5 ft. Hit: 1 Piercing damage, and the target is subjected to the following effect. Constitution Saving Throw: DC 12. Failure: The target has the Poisoned conditio"
      },
      {
        "document": 1941,
        "excerpt": "Fire Absorption. Whenever the golem is subjected to Fire damage, it regains a number of Hit Points equal to the Fire damage dealt. Immutable Form. The g"
      },
      {
        "document": 1972,
        "excerpt": "dium and has 10+ Hit Points, it becomes Bloodied or is subjected to Lightning or Slashing damage. Response: The jelly splits into two new Ochre Jellies. Each new jelly i"
      },
      {
        "document": 1977,
        "excerpt": "enever the Poisoned target finishes a Long Rest, it is subjected to the following effect. Constitution Saving Throw: DC 15. Failure: The target's Hit Point maximum decre"
      },
      {
        "document": 2017,
        "excerpt": "Lightning Absorption. Whenever the shambling mound is subjected to Lightning damage, it regains a number of Hit Points equal to the Lightning damage dealt."
      },
      {
        "document": 2067,
        "excerpt": "4) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw: DC 14. Failure: The target is cursed. If the cursed"
      },
      {
        "document": 2068,
        "excerpt": "3) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw: DC 12. Failure: The target is cursed. If the cursed"
      },
      {
        "document": 2069,
        "excerpt": "3) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw: DC 11. Failure: The target is cursed. If the cursed"
      },
      {
        "document": 2070,
        "excerpt": "3) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw: DC 13. Failure: The target is cursed. If the cursed"
      },
      {
        "document": 2071,
        "excerpt": "3) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw: DC 12. Failure: The target is cursed. If the cursed"
      }
    ],
    "subjects": [
      {
        "document": 693,
        "excerpt": "when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot Cube to its effect. The resulting cloud dissipates immediately afterward. Holding"
      },
      {
        "document": 1564,
        "excerpt": "tion for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. Immediately after an affected creature makes an a"
      },
      {
        "document": 1753,
        "excerpt": "cast from the wand. If an effect has multiple possible subjects, the GM determines randomly which among them are affected. Regaining Charges. The wand regains 1d6 + 1"
      }
    ],
    "submerged": [
      {
        "document": 582,
        "excerpt": "on the ground. The fire also goes out if it is doused, submerged, or suffocated."
      },
      {
        "document": 2009,
        "excerpt": "The sahuagin can breathe air and water, but it must be submerged at least once every 4 hours to avoid suffocating outside water. Shark Telepathy. The sahuagin can magic"
      }
    ],
    "subsection": [
      {
        "document": 302,
        "excerpt": "ess its description states otherwise in a “Repeatable” subsection."
      }
    ],
    "subsequent": [
      {
        "document": 144,
        "excerpt": "le. If more than two are combined, roll again for each subsequent potion, combining the results. Unless the effects are immediately obvious, reveal them only when they be"
      },
      {
        "document": 520,
        "excerpt": "day as well as an additional level at the end of each subsequent day without food. Exhaustion caused by malnutrition can't be removed until the creature eats the full a"
      },
      {
        "document": 972,
        "excerpt": "ne of existence as you, you can take a Bonus Action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. The connectio"
      },
      {
        "document": 1698,
        "excerpt": "st command it and 10 feet at the start of each of your subsequent turns until reaching its destination or until you tell it to stop. You can also tell the rope to fasten"
      },
      {
        "document": 1757,
        "excerpt": ", you can cast Gust of Wind (save DC 13) from it. Each subsequent time the fan is used before the next dawn, it has a cumulative 20 percent chance of not working; if the"
      },
      {
        "document": 1841,
        "excerpt": "that elapse, ending the effect on itself on a success. Subsequent Failures: The Poisoned target's Hit Point maximum decreases by 5 (1d10)."
      }
    ],
    "subsequently": [
      {
        "document": 1656,
        "excerpt": "1d6 + 6 years, to a minimum of 13 years. Each time you subsequently drink a Potion of Longevity, there is 10 percent cumulative chance that you instead age by 1d6 + 6 years"
      }
    ],
    "substance": [
      {
        "document": 415,
        "excerpt": "ility: Intelligence Weight: 8 lb. Utilize: Identify a substance (DC 15), or start a fire (DC 15) Craft: Acid, Alchemist's Fire, Component Pouch, Oil, Paper, Perfume"
      },
      {
        "document": 943,
        "excerpt": "Substance"
      },
      {
        "document": 954,
        "excerpt": "A character ingests a hallucinogenic substance that distorts the character’s perception of reality."
      },
      {
        "document": 1259,
        "excerpt": "f you're working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a 5-foot Cube). The quali"
      },
      {
        "document": 1356,
        "excerpt": "omplete destruction (or transmutation into a different substance) expels you and deals 50 Force damage to you. If expelled, you move into an unoccupied space closest to"
      },
      {
        "document": 1496,
        "excerpt": "experience the following effects. Turned to Inanimate Substance. You are transformed, along with any nonmagical objects you are wearing and carrying, into a solid inani"
      },
      {
        "document": 1626,
        "excerpt": "Mithral is a light, flexible metal. Armor made of this substance can be worn under normal clothes. If the armor normally imposes Disadvantage on Dexterity (Stealth) chec"
      },
      {
        "document": 1708,
        "excerpt": "Wondrous Item, Legendary This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has"
      }
    ],
    "substances": [
      {
        "document": 580,
        "excerpt": "The Object Armor Class table suggests ACs for various substances. Object Armor Class Hit Points. An object is destroyed when it has 0 Hit Points. The Object Hit Points"
      },
      {
        "document": 1502,
        "excerpt": "rmor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any Critical Hit against you becomes a normal hit."
      },
      {
        "document": 1686,
        "excerpt": "common metal, or up to 3 feet of wood or dirt. Thicker substances or a thin sheet of lead block the vision. Whenever you use the ring again before taking a Long Rest, yo"
      }
    ],
    "substitute": [
      {
        "document": 499,
        "excerpt": "erials specified in the spell, or the spellcaster can substitute a Spellcasting Focus if the caster has a feature that allows that substitution. To use a Component Pouch"
      }
    ],
    "substitution": [
      {
        "document": 499,
        "excerpt": "ing Focus if the caster has a feature that allows that substitution. To use a Component Pouch, you must have a hand free to reach into it, and to use a Spellcasting Focus,"
      }
    ],
    "subtle": [
      {
        "document": 502,
        "excerpt": "spell. An effect like lightning is obvious, but a more subtle effect, such as an attempt to read thoughts, goes unnoticed unless a spell's description says otherwise."
      },
      {
        "document": 971,
        "excerpt": "ent Metamagic option during the casting of the spell. Subtle Spell Cost: 1 Sorcery Point When you cast a spell, you can spend 1 Sorcery Point to cast it without an"
      },
      {
        "document": 1470,
        "excerpt": "tantaneous You unleash a string of insults laced with subtle enchantments at one creature you can see or hear within range. The target must succeed on a Wisdom savin"
      }
    ],
    "subtly": [
      {
        "document": 970,
        "excerpt": "You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit"
      }
    ],
    "subtract": [
      {
        "document": 102,
        "excerpt": "e lowest Hit Points can go. Whenever you take damage, subtract it from your Hit Points. Hit Point loss has no effect on your capabilities until you reach 0 Hit Points."
      },
      {
        "document": 548,
        "excerpt": "ween the speeds during your move. Whenever you switch, subtract the distance already moved from the new speed. The result determines how much farther you can move. If t"
      },
      {
        "document": 976,
        "excerpt": "dic Inspiration; roll your Bardic Inspiration die, and subtract the number rolled from the creature's roll, reducing the damage or potentially turning the success into"
      },
      {
        "document": 1171,
        "excerpt": "a saving throw before the spell ends, the target must subtract 1d4 from the attack roll or save. Using a Higher-Level Spell Slot. You can target one additional creatu"
      }
    ],
    "subtracts": [
      {
        "document": 1398,
        "excerpt": "D20 Tests for the duration. During that time, it also subtracts 1d8 from all its damage rolls. The target repeats the save at the end of each of its turns, ending the s"
      },
      {
        "document": 1765,
        "excerpt": "whenever it makes an ability check or attack roll and subtracts the number rolled from the D20 Test. Failure or Success: The dragon can't take this action again until t"
      },
      {
        "document": 1766,
        "excerpt": "arget has Disadvantage on Strength-based D20 Tests and subtracts 3 (1d6) from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on"
      },
      {
        "document": 1777,
        "excerpt": "whenever it makes an ability check or attack roll and subtracts the number rolled from the D20 Test. Failure or Success: The dragon can't take this action again until t"
      },
      {
        "document": 1778,
        "excerpt": "arget has Disadvantage on Strength-based D20 Tests and subtracts 5 (1d10) from its damage rolls. It repeats the save at the end of each of its turns, ending the effect o"
      },
      {
        "document": 1910,
        "excerpt": "arget has Disadvantage on Strength-based D20 Tests and subtracts 2 (1d4) from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on"
      },
      {
        "document": 2086,
        "excerpt": "arget has Disadvantage on Strength-based D20 Tests and subtracts 3 (1d6) from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on"
      }
    ],
    "succeed": [
      {
        "document": 10,
        "excerpt": "/Failures. Roll 1d20. If the roll is 10 or higher, you succeed. Otherwise, you fail. A success or failure has no effect by itself. On your third success, you become St"
      },
      {
        "document": 97,
        "excerpt": "ur mount against its will while you're on it, you must succeed on a DC 10 Dexterity saving throw or fall off, landing with the Prone condition (see “Rules Glossary”) i"
      },
      {
        "document": 307,
        "excerpt": "ou can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 2d8 Radian"
      },
      {
        "document": 308,
        "excerpt": "to the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 Piercing damage and have its Speed reduced to 0 until the"
      },
      {
        "document": 319,
        "excerpt": "rappled, Incapacitated, or Restrained condition if you succeed on a DC 13 Dexterity (Sleight of Hand) check. While bound, a creature has Disadvantage on attack rolls,"
      },
      {
        "document": 322,
        "excerpt": "ou can see within 15 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or have the Restra"
      },
      {
        "document": 323,
        "excerpt": "or object within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or be covered in o"
      },
      {
        "document": 338,
        "excerpt": "a Utilize action, you can tie a knot with Rope if you succeed on a DC 10 Dexterity (Sleight of Hand) check. The Rope can be burst with a successful DC 20 Strength (At"
      },
      {
        "document": 445,
        "excerpt": "ou can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 2d6 Acid d"
      },
      {
        "document": 446,
        "excerpt": "ou can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 1d4 Fire d"
      },
      {
        "document": 451,
        "excerpt": "hat enters this area for the first time on a turn must succeed on a DC 10 Dexterity saving throw or have the Prone condition. It takes 10 minutes to recover the Ball B"
      },
      {
        "document": 455,
        "excerpt": "Medium creature. While in a Bedroll, you automatically succeed on saving throws against extreme cold (see “Gameplay Toolbox”)."
      },
      {
        "document": 463,
        "excerpt": "hat enters this area for the first time on a turn must succeed on a DC 15 Dexterity saving throw or take 1 Piercing damage and have its Speed reduced to 0 until the st"
      },
      {
        "document": 468,
        "excerpt": "rappled, Incapacitated, or Restrained condition if you succeed on a DC 13 Strength (Athletics) check. If the creature's legs are bound, the creature has the Restrained"
      },
      {
        "document": 483,
        "excerpt": "in 50 feet of yourself, and the hook catches on if you succeed on a DC 13 Dexterity (Acrobatics) check. If you tied a Rope to the hook, you can then climb it."
      },
      {
        "document": 506,
        "excerpt": "ng. To identify it, you must take the Study action and succeed on a DC 15 Intelligence (Arcana) check."
      },
      {
        "document": 520,
        "excerpt": "nsumes less than half the required food for a day must succeed on a DC 10 Constitution saving throw or gain 1 Exhaustion level at the day's end. A creature that eats n"
      },
      {
        "document": 567,
        "excerpt": "sions appear transparent to you, and you automatically succeed on saving throws against them. Transformations. You discern the true form of any creature or object you"
      },
      {
        "document": 568,
        "excerpt": "plus your Strength modifier. Grapple. The target must succeed on a Strength or Dexterity saving throw (it chooses which), or it has the Grappled condition. The DC for"
      },
      {
        "document": 592,
        "excerpt": "s Concentration. Damage. If you take damage, you must succeed on a Constitution saving throw to maintain Concentration. The DC equals 10 or half the damage taken (rou"
      },
      {
        "document": 640,
        "excerpt": "e action, you try to hide yourself. To do so, you must succeed on a DC 15 Dexterity (Stealth) check while you're Heavily Obscured or behind Three-Quarters Cover or Tot"
      },
      {
        "document": 657,
        "excerpt": "movement. If you land in Difficult Terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check or have the Prone condition. This Long Jump rule assumes that t"
      },
      {
        "document": 671,
        "excerpt": "ure that becomes the target of Demonic Possession must succeed on a DC 15 Charisma saving throw or be possessed by a bodiless demonic entity. Whenever the possessed cr"
      },
      {
        "document": 675,
        "excerpt": "nating from a creature infected with Cackle Fever must succeed on a DC 10 Constitution saving throw or also become infected with the contagion. On a successful save, t"
      },
      {
        "document": 676,
        "excerpt": "mes into contact with contaminated filth or offal must succeed on a DC 11 Constitution saving throw or become infected with Sewer Plague. A creature suffers the follow"
      },
      {
        "document": 677,
        "excerpt": "r Humanoid that drinks water tainted by Sight Rot must succeed on a DC 15 Constitution saving throw or have the Blinded condition until the contagion ends. Fighting t"
      },
      {
        "document": 678,
        "excerpt": "in deep water, a creature that lacks a Swim Speed must succeed on a DC 10 Constitution saving throw or gain 1 Exhaustion level."
      },
      {
        "document": 679,
        "excerpt": "or lower, a creature exposed to the extreme cold must succeed on a DC 10 Constitution saving throw at the end of each hour or gain 1 Exhaustion level. Creatures that"
      },
      {
        "document": 681,
        "excerpt": "xtreme heat and without access to drinkable water must succeed on a Constitution saving throw at the end of each hour or gain 1 Exhaustion level. The DC is 5 for the f"
      },
      {
        "document": 682,
        "excerpt": "minute spent in frigid water requires the creature to succeed on a DC 10 Constitution saving throw or gain 1 Exhaustion level. Creatures with Resistance or Immunity t"
      },
      {
        "document": 685,
        "excerpt": "the first time on a turn or starts its turn there must succeed on a DC 10 Dexterity saving throw or have the Prone condition."
      },
      {
        "document": 698,
        "excerpt": "Poison A creature subjected to Burnt Othur Fumes must succeed on a DC 13 Constitution saving throw or take 10 (3d6) Poison damage, and it must repeat the save at the"
      },
      {
        "document": 699,
        "excerpt": "act Poison A creature subjected to Crawler Mucus must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 1 minute. The creature also has"
      },
      {
        "document": 700,
        "excerpt": "Poison A creature subjected to Essence of Ether must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 8 hours. The creature also has t"
      },
      {
        "document": 701,
        "excerpt": "Inhaled Poison A creature subjected to Malice must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 1 hour. The creature also has th"
      },
      {
        "document": 702,
        "excerpt": "nal hour of travel beyond 8 hours, each character must succeed on a Constitution saving throw or gain 1 Exhaustion level. The DC is 10 plus 1 for each hour past 8 hour"
      },
      {
        "document": 704,
        "excerpt": "act Poison A creature subjected to Oil of Taggit must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 24 hours. The creature also has"
      },
      {
        "document": 705,
        "excerpt": "ted Poison A creature subjected to Pale Tincture must succeed on a DC 16 Constitution saving throw or take 3 (1d6) Poison damage and have the Poisoned condition. The"
      },
      {
        "document": 707,
        "excerpt": "ury Poison A creature subjected to Serpent Venom must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) Poison damage on a failed save or half as much da"
      },
      {
        "document": 708,
        "excerpt": "ry Poison A creature subjected to Spider's Sting must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 1 hour. If the creature fails th"
      },
      {
        "document": 709,
        "excerpt": "ted Poison A creature subjected to Torpor poison must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 4d6 hours. The creature's Speed"
      },
      {
        "document": 710,
        "excerpt": "ested Poison A creature subjected to Truth Serum must succeed on a DC 11 Constitution saving throw or have the Poisoned condition for 1 hour. The Poisoned creature ca"
      },
      {
        "document": 716,
        "excerpt": "creature beneath the unstable section of ceiling must succeed on a DC 13 Dexterity saving throw, taking 11 (2d10) Bludgeoning damage on a failed save or half as much"
      },
      {
        "document": 717,
        "excerpt": "rip wire causes the Net to fall on it. The target must succeed on a DC 10 Dexterity saving throw or have the Restrained condition until it escapes. The target succeeds"
      },
      {
        "document": 718,
        "excerpt": "s a dragon or a wizard. Each creature in the Cone must succeed on a DC 15 Dexterity saving throw, taking 11 (2d10) Fire damage on a failed save or half as much damage"
      },
      {
        "document": 720,
        "excerpt": "s, or frescoes. Each creature in the darts' path must succeed on a DC 13 Dexterity saving throw or be struck by 1d3 darts, taking 3 (1d6) Poison damage per dart. Det"
      },
      {
        "document": 722,
        "excerpt": "s space while the stone is rolling, that creature must succeed on a DC 15 Dexterity saving throw or take 55 (10d10) Bludgeoning damage and have the Prone condition. T"
      },
      {
        "document": 783,
        "excerpt": "in a 30-foot Emanation. Each creature in the area must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. A creature repeats the"
      },
      {
        "document": 793,
        "excerpt": "oadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take 5d6 Poison damage and have the Poisoned condition for 1 hou"
      },
      {
        "document": 962,
        "excerpt": "you can make a DC 10 Constitution saving throw. If you succeed, your Hit Points instead change to a number equal to twice your Barbarian level. Each time you use this"
      },
      {
        "document": 967,
        "excerpt": "if the attack was a ranged attack. That creature must succeed on a Dexterity saving throw or take damage equal to two rolls of your Martial Arts die plus your Dexteri"
      },
      {
        "document": 968,
        "excerpt": "u can see within 60 feet of yourself. Each target must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute or until it takes any damage. Whi"
      },
      {
        "document": 970,
        "excerpt": "Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition. Withdraw (Cost: 1d6). Immediately after the at"
      },
      {
        "document": 972,
        "excerpt": "ell slot to contact your patron, and you automatically succeed on the spell's saving throw. Once you cast the spell with this feature, you can't do so in this way aga"
      },
      {
        "document": 978,
        "excerpt": "the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damag"
      },
      {
        "document": 979,
        "excerpt": "t the target through the Lower Planes. The target must succeed on a Charisma saving throw against your spell save DC, or the target disappears and hurtles through a ni"
      },
      {
        "document": 984,
        "excerpt": "e scroll contains a higher-level spell, you must first succeed on an Intelligence (Arcana) check (DC 10 plus the spell's level). On a successful check, you cast the sp"
      },
      {
        "document": 985,
        "excerpt": "til the start of its next turn. Push. The target must succeed on a Strength saving throw or be pushed up to 15 feet away from you. Topple. The target must succeed on"
      },
      {
        "document": 1150,
        "excerpt": "-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage. Cantrip Upgrade. The damage increases by 1d6 when"
      },
      {
        "document": 1154,
        "excerpt": "a Beast that you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. If you or one of your allies d"
      },
      {
        "document": 1155,
        "excerpt": "east of your choice that you can see within range must succeed on a Charisma saving throw, or it attempts to deliver a message for you (if the target's Challenge Ratin"
      },
      {
        "document": 1163,
        "excerpt": "smaller creature within 5 feet of it. The target must succeed on a Strength saving throw, or the hand pushes the target up to 5 feet plus a number of feet equal to fi"
      },
      {
        "document": 1172,
        "excerpt": "inute One creature that you can see within range must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the"
      },
      {
        "document": 1176,
        "excerpt": "tion, up to 1 minute You touch a creature, which must succeed on a Wisdom saving throw or become cursed for the duration. Until the curse ends, the target suffers one"
      },
      {
        "document": 1181,
        "excerpt": "inute One creature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the durati"
      },
      {
        "document": 1186,
        "excerpt": "phere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature): -"
      },
      {
        "document": 1196,
        "excerpt": "h creature in a 15-foot Cone originating from you must succeed on a Constitution saving throw or have the Blinded condition until the end of your next turn."
      },
      {
        "document": 1197,
        "excerpt": "o a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options:"
      },
      {
        "document": 1201,
        "excerpt": "ture of your choice that you can see within range must succeed on a Wisdom saving throw or have the Charmed condition until the spell ends. For the duration, you can"
      },
      {
        "document": 1203,
        "excerpt": "phere centered on a point you choose within range must succeed on a Wisdom saving throw, or that target can't take Bonus Actions or Reactions and must roll 1d10 at the"
      },
      {
        "document": 1211,
        "excerpt": "ur touch inflicts a magical contagion. The target must succeed on a Constitution saving throw or take 11d8 Necrotic damage and have the Poisoned condition. Also, choos"
      },
      {
        "document": 1234,
        "excerpt": "t take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC."
      },
      {
        "document": 1236,
        "excerpt": "t has one of the creature types above. The target must succeed on a Charisma saving throw or be sent back to its home plane if it isn't there already. If they aren't o"
      },
      {
        "document": 1242,
        "excerpt": "p to 1 minute One Beast you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the"
      },
      {
        "document": 1243,
        "excerpt": "to 1 hour One creature you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the"
      },
      {
        "document": 1244,
        "excerpt": "o 1 minute One Humanoid you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the"
      },
      {
        "document": 1248,
        "excerpt": "r edge. A creature in the same space as a fissure must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge"
      },
      {
        "document": 1254,
        "excerpt": "her than you) in the area when you cast the spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature"
      },
      {
        "document": 1258,
        "excerpt": "our choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration."
      },
      {
        "document": 1261,
        "excerpt": "to bite one enemy within 5 feet of it. That enemy must succeed on a Dexterity saving throw or take 4d8 Force damage. On your later turns, you can take a Magic action"
      },
      {
        "document": 1263,
        "excerpt": ", up to 1 minute Each creature in a 30-foot Cone must succeed on a Wisdom saving throw or drop whatever it is holding and have the Frightened condition for the durati"
      },
      {
        "document": 1277,
        "excerpt": "the start of your next turn. Constructs automatically succeed on the save. A Restrained target makes another Constitution saving throw at the end of each of its turn"
      },
      {
        "document": 1288,
        "excerpt": "or a course of activity as you decide. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target automatically succee"
      },
      {
        "document": 1295,
        "excerpt": "rease appears, each creature standing in its area must succeed on a Dexterity saving throw or have the Prone condition. A creature that enters the area or ends its tur"
      },
      {
        "document": 1302,
        "excerpt": "hoose for the duration. Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the Line. A creat"
      },
      {
        "document": 1309,
        "excerpt": "object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has Disad"
      },
      {
        "document": 1315,
        "excerpt": "reature that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its tur"
      },
      {
        "document": 1316,
        "excerpt": "umanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its tur"
      },
      {
        "document": 1317,
        "excerpt": "d creature with a melee attack roll, the attacker must succeed on a Constitution saving throw or have the Blinded condition until the end of its next turn."
      },
      {
        "document": 1319,
        "excerpt": "Each creature in the area who can see the pattern must succeed on a Wisdom saving throw or have the Charmed condition for the duration. While Charmed, the creature has"
      },
      {
        "document": 1320,
        "excerpt": "The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 Cold damage. Using a Higher-Level Spell Slot. The Cold damage i"
      },
      {
        "document": 1344,
        "excerpt": "ortation or interplanar travel to do so, it must first succeed on a Charisma saving throw. - The creature has Disadvantage on attack rolls against targets within the C"
      },
      {
        "document": 1354,
        "excerpt": "eapons, and dance! Stop in an hour.” Each target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal"
      },
      {
        "document": 1377,
        "excerpt": "st.) At the completion of the casting, the target must succeed on a Charisma saving throw or be bound to serve you for the duration. If the creature was summoned or cr"
      },
      {
        "document": 1381,
        "excerpt": "you can see within range into a Beast. The target must succeed on a Wisdom saving throw or shape-shift into a Beast form for the duration. That form can be any Beast y"
      },
      {
        "document": 1388,
        "excerpt": "feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or have the Blinded condition for 1 minute. The wall consists of seven l"
      },
      {
        "document": 1404,
        "excerpt": "ure or object within range. An unwilling creature must succeed on a Dexterity saving throw or be enclosed for the duration. Nothing - not physical objects, energy, or"
      },
      {
        "document": 1410,
        "excerpt": "reature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 Radiant damage. The target gains no benefit from Half Cover or T"
      },
      {
        "document": 1411,
        "excerpt": "creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a new target or lose the attack or spell. This spell doesn't p"
      },
      {
        "document": 1430,
        "excerpt": "ot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn, at which po"
      },
      {
        "document": 1431,
        "excerpt": "first time on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Prone condition and lose Concentration."
      },
      {
        "document": 1432,
        "excerpt": "hoice in a 40-foot Cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration. An affected target's Speed is h"
      },
      {
        "document": 1439,
        "excerpt": "a when the spell is cast must take a Search action and succeed on a Wisdom (Perception or Survival) check against your spell save DC to recognize the terrain as hazard"
      },
      {
        "document": 1443,
        "excerpt": "Each creature that starts its turn in the Sphere must succeed on a Constitution saving throw or have the Poisoned condition until the end of the current turn. While P"
      },
      {
        "document": 1446,
        "excerpt": "et. Each creature under the cloud when it appears must succeed on a Constitution saving throw or take 2d6 Thunder damage and have the Deafened condition for the durati"
      },
      {
        "document": 1447,
        "excerpt": "ibrary peacefully, and don’t return.” The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal"
      },
      {
        "document": 1451,
        "excerpt": "tack rolls and ability checks. Fear. Each target must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute. While Frightened, the target mus"
      },
      {
        "document": 1452,
        "excerpt": "ry to move a Huge or smaller creature. The target must succeed on a Strength saving throw, or you move it up to 30 feet in any direction within the spell's range. Unti"
      },
      {
        "document": 1467,
        "excerpt": "wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 Bludgeoning damage. A creature can take this damage only once pe"
      },
      {
        "document": 1470,
        "excerpt": "ture you can see or hear within range. The target must succeed on a Wisdom saving throw or take 1d6 Psychic damage and have Disadvantage on the next attack roll it mak"
      },
      {
        "document": 1480,
        "excerpt": "s the webs on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Restrained condition while in the webs or until it breaks free."
      },
      {
        "document": 1519,
        "excerpt": "ct and is destroyed. Each creature in the Sphere must succeed on a DC 15 Dexterity saving throw or take 5d4 Force damage. A sphere of transparent force then encloses"
      },
      {
        "document": 1523,
        "excerpt": "s you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. This berserk state ends when you start your turn and there"
      },
      {
        "document": 1554,
        "excerpt": "using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 Poison damage and have the Poisoned condition for 1 mi"
      },
      {
        "document": 1556,
        "excerpt": "equired). One creature of your choice in the Line must succeed on a DC 13 Strength saving throw or take 1d4 Bludgeoning damage and have the Prone condition. Instead of"
      },
      {
        "document": 1566,
        "excerpt": "row. Constructs, Elementals, Oozes, Plants, and Undead succeed on the save automatically. On a failed save, a creature begins sneezing uncontrollably; it has the Inca"
      },
      {
        "document": 1574,
        "excerpt": "aling damage to it. If the arrow hits, the target must succeed on a DC 15 Strength saving throw or have the Restrained condition for 1 minute. As an action, a creature"
      },
      {
        "document": 1585,
        "excerpt": "can see within 60 feet of yourself. The creature must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. The creature repeats th"
      },
      {
        "document": 1587,
        "excerpt": "akes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition."
      },
      {
        "document": 1593,
        "excerpt": "very creature within 30 feet of it other than you must succeed on a DC 17 Constitution saving throw or have the Stunned condition until the end of your next turn. Imme"
      },
      {
        "document": 1598,
        "excerpt": "e within a 60-foot Emanation originating from you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking Radiant damage equal to the number of g"
      },
      {
        "document": 1611,
        "excerpt": "xistence other than the one you're on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. If the target has been trapped by the flask b"
      },
      {
        "document": 1615,
        "excerpt": "Hit Points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature has the Frightened co"
      },
      {
        "document": 1617,
        "excerpt": "ach creature of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute. While Frightened in this"
      },
      {
        "document": 1625,
        "excerpt": "tivated mirror while within 30 feet of the mirror must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is wearing or carrying, in one of"
      },
      {
        "document": 1631,
        "excerpt": "a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its bo"
      },
      {
        "document": 1641,
        "excerpt": "ach creature of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute. A creature that fails the"
      },
      {
        "document": 1658,
        "excerpt": "drink this potion, you take 4d6 Poison damage and must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 1 hour."
      },
      {
        "document": 1668,
        "excerpt": "he ring, you can take a Reaction to expend 1 charge to succeed on that save instead."
      },
      {
        "document": 1679,
        "excerpt": "have Advantage on saving throws against spells. If you succeed on the save for a spell of level 7 or lower, the spell has no effect on you. If that spell targeted only"
      },
      {
        "document": 1686,
        "excerpt": "use the ring again before taking a Long Rest, you must succeed on a DC 15 Constitution saving throw or gain 1 Exhaustion level."
      },
      {
        "document": 1688,
        "excerpt": "at can see you when the robe's power is activated must succeed on a DC 15 Wisdom saving throw or have the Stunned condition until the effect ends."
      },
      {
        "document": 1696,
        "excerpt": "can see within 120 feet of yourself. Each target must succeed on a DC 15 Wisdom saving throw or have the Charmed condition for 8 hours. While Charmed in this way, the"
      },
      {
        "document": 1699,
        "excerpt": "ou can see within 20 feet of yourself. The target must succeed on a DC 15 Dexterity saving throw or have the Restrained condition. You can release the target by lettin"
      },
      {
        "document": 1709,
        "excerpt": "k. When a spell is copied in this way, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 plus the spell's level. On a successful check, t"
      },
      {
        "document": 1711,
        "excerpt": "feet). Any creature whose space the sphere enters must succeed on a DC 19 Dexterity saving throw or be touched by it, taking 8d10 Force damage. A creature reduced to 0"
      },
      {
        "document": 1712,
        "excerpt": "using your spell save DC. Reflect Enchantment. If you succeed on a saving throw against an Enchantment spell that targets only you, you can take a Reaction to expend"
      },
      {
        "document": 1722,
        "excerpt": "300 feet (no action required). The target you hit must succeed on a DC 17 Constitution saving throw or have the Stunned condition until the end of your next turn. Thu"
      },
      {
        "document": 1729,
        "excerpt": "the target takes an extra 2d6 Necrotic damage and must succeed on a DC 15 Constitution saving throw or be unable to regain Hit Points for 1 hour. The target repeats th"
      },
      {
        "document": 1733,
        "excerpt": "e of thunderous energy. Each creature in the Cone must succeed on a DC 15 Strength saving throw or have the Prone condition. Nonmagical objects in the Cone that aren't"
      },
      {
        "document": 1748,
        "excerpt": "ou can see within 60 feet of yourself. The target must succeed on a DC 15 Constitution saving throw or have the Paralyzed condition for 1 minute. At the end of each of"
      },
      {
        "document": 1760,
        "excerpt": "If the aboleth fails a saving throw, it can choose to succeed instead. Mucus Cloud. While underwater, the aboleth is surrounded by mucus. Constitution Saving Throw:"
      },
      {
        "document": 1761,
        "excerpt": ". If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1762,
        "excerpt": ". If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1763,
        "excerpt": ". If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1764,
        "excerpt": ". If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1765,
        "excerpt": ". If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1766,
        "excerpt": ". If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1767,
        "excerpt": ". If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1768,
        "excerpt": ". If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1769,
        "excerpt": ". If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1770,
        "excerpt": ". If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1773,
        "excerpt": ". If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1774,
        "excerpt": ". If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1775,
        "excerpt": ". If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1776,
        "excerpt": ". If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1777,
        "excerpt": ". If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1778,
        "excerpt": ". If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1779,
        "excerpt": ". If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1780,
        "excerpt": ". If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1781,
        "excerpt": ". If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1782,
        "excerpt": ". If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1799,
        "excerpt": "). If the balor fails a saving throw, it can choose to succeed instead. Magic Resistance. The balor has Advantage on saving throws against spells and other magical ef"
      },
      {
        "document": 1806,
        "excerpt": "ingle turn from the swallowed creature, the behir must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls in"
      },
      {
        "document": 1869,
        "excerpt": "Even when the cube is in plain sight, a creature must succeed on a DC 15 Wisdom (Perception) check to notice the cube if the creature hasn't witnessed the cube move o"
      },
      {
        "document": 1884,
        "excerpt": "in a 30-foot Emanation originating from the goat must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute, until you are no longer ri"
      },
      {
        "document": 1946,
        "excerpt": ". If the kraken fails a saving throw, it can choose to succeed instead. Siege Monster. The kraken deals double damage to objects and structures."
      },
      {
        "document": 1949,
        "excerpt": "r). If the lich fails a saving throw, it can choose to succeed instead. Spirit Jar. If destroyed, the lich reforms in 1d10 days if it has a spirit jar, reviving with"
      },
      {
        "document": 1966,
        "excerpt": "). If the mummy fails a saving throw, it can choose to succeed instead. Magic Resistance. The mummy has Advantage on saving throws against spells and other magical ef"
      },
      {
        "document": 1986,
        "excerpt": "f the pit fiend fails a saving throw, it can choose to succeed instead. Magic Resistance. The pit fiend has Advantage on saving throws against spells and other magica"
      },
      {
        "document": 1995,
        "excerpt": "a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, eac"
      },
      {
        "document": 2002,
        "excerpt": "ngle turn from a creature inside it, the remorhaz must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, eac"
      },
      {
        "document": 2022,
        "excerpt": "). If the solar fails a saving throw, it can choose to succeed instead. Magic Resistance. The solar has Advantage on saving throws against spells and other magical ef"
      },
      {
        "document": 2024,
        "excerpt": ". If the sphinx fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 2025,
        "excerpt": ". If the sphinx fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 2044,
        "excerpt": "f the tarrasque fails a saving throw, it can choose to succeed instead. Magic Resistance. The tarrasque has Advantage on saving throws against spells and other magica"
      },
      {
        "document": 2053,
        "excerpt": "If the unicorn fails a saving throw, it can choose to succeed instead. Magic Resistance. The unicorn has Advantage on saving throws against spells and other magical"
      },
      {
        "document": 2056,
        "excerpt": "If the vampire fails a saving throw, it can choose to succeed instead. Misty Escape. If the vampire drops to 0 Hit Points outside its resting place, the vampire uses"
      },
      {
        "document": 2059,
        "excerpt": "a 20-foot Emanation originating from the vrock (demons succeed automatically). Failure: 10 (3d6) Thunder damage, and the target has the Stunned condition until the end"
      }
    ],
    "succeeded": [
      {
        "document": 502,
        "excerpt": "on a saving throw, the invalid target appears to have succeeded on its saving throw, even though it didn't attempt one (giving no hint that the creature is an invalid t"
      },
      {
        "document": 1258,
        "excerpt": "r creature but can't target a creature again if it has succeeded on a save against this casting of the spell. Asleep. The target has the Unconscious condition. It wakes"
      },
      {
        "document": 1519,
        "excerpt": "the area is trapped inside this sphere. Creatures that succeeded on the save or are partially within the area are pushed away from the center of the sphere until they ar"
      }
    ],
    "succeeding": [
      {
        "document": 970,
        "excerpt": "You have a marvelous knack for succeeding when you need to. If you fail a D20 Test, you can turn the roll into a 20. Once you use this feature, y"
      },
      {
        "document": 1805,
        "excerpt": "of it takes an action to stanch the wound, doing so by succeeding on a DC 12 Wisdom (Medicine) check."
      },
      {
        "document": 1829,
        "excerpt": "ke an action to try to detach the cloaker, doing so by succeeding on a DC 14 Strength (Athletics) check. Tail. Melee Attack Roll: +6, reach 10 ft. Hit: 8 (1d10 + 3) Slas"
      },
      {
        "document": 1869,
        "excerpt": "be can pull a creature or an object out of the cube by succeeding on a DC 12 Strength (Athletics) check, and the puller takes 10 (3d6) Acid damage. Transparent. Even whe"
      },
      {
        "document": 1932,
        "excerpt": "of it takes an action to stanch the wound, doing so by succeeding on a DC 17 Wisdom (Medicine) check."
      },
      {
        "document": 2065,
        "excerpt": "feet of the elemental can pull a creature out of it by succeeding on a DC 14 Strength (Athletics) check. Success: Half damage only."
      }
    ],
    "succeeds": [
      {
        "document": 92,
        "excerpt": "iers equals or exceeds the target number, the D20 Test succeeds. Otherwise, it fails. The Game Master determines target numbers and tells players whether their rolls ar"
      },
      {
        "document": 109,
        "excerpt": "l half damage (round down) to a target when the target succeeds on the saving throw. The halved damage is equal to half the damage that would be dealt on a failed save."
      },
      {
        "document": 142,
        "excerpt": "cess. Whether or not the attempt to control its bearer succeeds, the item can't use this power again until the next dawn."
      },
      {
        "document": 322,
        "excerpt": "the Restrained condition until it escapes. The target succeeds automatically if it is Huge or larger. To escape, the target or a creature within 5 feet of it must tak"
      },
      {
        "document": 502,
        "excerpt": "If the spell normally has no effect on a target that succeeds on a saving throw, the invalid target appears to have succeeded on its saving throw, even though it didn"
      },
      {
        "document": 675,
        "excerpt": "the effect on itself on a success. After 1 minute, it succeeds automatically. Fighting the Contagion. At the end of each Long Rest, an infected creature makes a DC 13"
      },
      {
        "document": 717,
        "excerpt": "the Restrained condition until it escapes. The target succeeds automatically if it's Huge or larger. A creature can take an action to make a DC 10 Strength (Athletics)"
      },
      {
        "document": 971,
        "excerpt": "imum of one creature). A chosen creature automatically succeeds on its saving throw against the spell, and it takes no damage if it would normally take half damage on"
      },
      {
        "document": 976,
        "excerpt": "see within 60 feet of yourself makes a damage roll or succeeds on an ability check or attack roll, you can take a Reaction to expend one use of your Bardic Inspiration"
      },
      {
        "document": 978,
        "excerpt": "eature and you miss with the attack roll or the target succeeds on a saving throw against the cantrip, the target takes half the cantrip's damage (if any) but suffers n"
      },
      {
        "document": 1004,
        "excerpt": "te. When you or another creature within 60 feet of you succeeds on or fails a D20 Test, you can roll 2d4 and apply the total rolled as a bonus or penalty to the d20 ro"
      },
      {
        "document": 1155,
        "excerpt": "he target's Challenge Rating isn't 0, it automatically succeeds). You specify a location you have visited and a recipient who matches a general description, such as “a"
      },
      {
        "document": 1211,
        "excerpt": "til it gets three successes or failures. If the target succeeds on three of these saves, the spell ends on the target. If the target fails three of the saves, the spell"
      },
      {
        "document": 1214,
        "excerpt": "pool only if it first takes an action to pull away and succeeds on a Strength (Athletics) check against your spell save DC."
      },
      {
        "document": 1255,
        "excerpt": "ture you or your companions are fighting automatically succeeds on this save. On a failed save, a target has a -10 penalty to Wisdom (Perception) checks and Passive Per"
      },
      {
        "document": 1288,
        "excerpt": "d condition for the duration. The target automatically succeeds if it can't understand your command. While Charmed, the creature takes 5d10 Psychic damage if it acts i"
      },
      {
        "document": 1335,
        "excerpt": "at weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected. The target can move only by pushing or pulling against a"
      },
      {
        "document": 1355,
        "excerpt": "akes a DC 20 Intelligence (Investigation) check. If it succeeds, it escapes, and the spell ends. When the spell ends, the target reappears in the space it left or, if"
      },
      {
        "document": 1373,
        "excerpt": "gation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends. While affected by the spell"
      },
      {
        "document": 1417,
        "excerpt": "ing target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell. You can give the same appearance or different ones to the targets. The"
      },
      {
        "document": 1463,
        "excerpt": "ing creature can make a Wisdom saving throw, and if it succeeds, it isn't affected by this spell. Creature into Creature. If you turn a creature into another kind of c"
      },
      {
        "document": 1480,
        "excerpt": "th (Athletics) check against your spell save DC. If it succeeds, it is no longer Restrained. The webs are flammable. Any 5-foot Cube of webs exposed to fire burns away"
      },
      {
        "document": 1486,
        "excerpt": "e lie while in the radius. You know whether a creature succeeds or fails on this save. An affected creature is aware of the spell and can avoid answering questions to"
      },
      {
        "document": 1641,
        "excerpt": "ing the effect on itself on a success. A creature that succeeds on its save is immune to the effect of these pipes for 24 hours."
      },
      {
        "document": 1709,
        "excerpt": "ccessful check, the spell is copied. Whether the check succeeds or fails, the Spell Scroll is destroyed."
      },
      {
        "document": 1766,
        "excerpt": "the effect on itself on a success. After 1 minute, it succeeds automatically."
      },
      {
        "document": 1769,
        "excerpt": "the effect on itself on a success. After 1 minute, it succeeds automatically. Spellcasting. The dragon casts one of the following spells, requiring no Material compon"
      },
      {
        "document": 1778,
        "excerpt": "the effect on itself on a success. After 1 minute, it succeeds automatically."
      },
      {
        "document": 1781,
        "excerpt": "the effect on itself on a success. After 1 minute, it succeeds automatically. Spellcasting. The dragon casts one of the following spells, requiring no Material compon"
      },
      {
        "document": 1791,
        "excerpt": "alf damage, the assassin instead takes no damage if it succeeds on the save and only half damage if it fails. It can't use this trait if it has the Incapacitated condit"
      },
      {
        "document": 1827,
        "excerpt": "the effect on itself on a success. After 1 minute, it succeeds automatically. While Poisoned, the target has the Paralyzed condition."
      },
      {
        "document": 1846,
        "excerpt": "the effect on itself on a success. After 1 minute, it succeeds automatically."
      },
      {
        "document": 1864,
        "excerpt": "golem must be able to hear its creator. If this check succeeds, the golem ceases being berserk until the start of its next turn, at which point it resumes rolling for"
      },
      {
        "document": 1884,
        "excerpt": "rns, ending the effect on itself on a success. Once it succeeds on the save, a creature is immune to this effect for the next 24 hours. Once the figurine has been used,"
      },
      {
        "document": 1910,
        "excerpt": "the effect on itself on a success. After 1 minute, it succeeds automatically."
      },
      {
        "document": 1986,
        "excerpt": "the effect on itself on a success. After 1 minute, it succeeds automatically. Devilish Claw. Melee Attack Roll: +14, reach 10 ft. Hit: 26 (4d8 + 8) Necrotic damage."
      },
      {
        "document": 1996,
        "excerpt": "the effect on itself on a success. After 1 minute, it succeeds automatically. Shape-Shift. The quasit shape-shifts to resemble a bat (Speed 10 ft., Fly 40 ft.), a cen"
      },
      {
        "document": 1997,
        "excerpt": "Greater Magic Resistance. The rakshasa automatically succeeds on saving throws against spells and other magical effects, and the attack rolls of spells automatically"
      },
      {
        "document": 2020,
        "excerpt": "the effect on itself on a success. After 1 minute, it succeeds automatically."
      },
      {
        "document": 2025,
        "excerpt": "the effect on itself on a success. After 1 minute, it succeeds automatically. Third Roar. Constitution Saving Throw: DC 20, each enemy in a 500-foot Emanation origina"
      },
      {
        "document": 2086,
        "excerpt": "the effect on itself on a success. After 1 minute, it succeeds automatically."
      },
      {
        "document": 2089,
        "excerpt": "the effect on itself on a success. After 1 minute, it succeeds automatically."
      }
    ],
    "success": [
      {
        "document": 10,
        "excerpt": "l is 10 or higher, you succeed. Otherwise, you fail. A success or failure has no effect by itself. On your third success, you become Stable (see “Stabilizing a Charact"
      },
      {
        "document": 61,
        "excerpt": "racter searching in the hidden object's vicinity. On a success, you find the object, other important details, or both. If you describe your character searching nowher"
      },
      {
        "document": 92,
        "excerpt": "on is uncertain, the game uses a d20 roll to determine success or failure. These rolls are called D20 Tests, and they come in three kinds: ability checks, saving throw"
      },
      {
        "document": 142,
        "excerpt": "es damage, it repeats the save, ending the effect on a success. Whether or not the attempt to control its bearer succeeds, the item can't use this power again until th"
      },
      {
        "document": 308,
        "excerpt": "eeing itself or another creature within its reach on a success. Each failed check deals 1 Piercing damage to the trapped creature."
      },
      {
        "document": 322,
        "excerpt": "Athletics) check, freeing the Restrained creature on a success. Destroying the Net (AC 10; 5 HP; Immunity to Bludgeoning, Poison, and Psychic damage) also frees the ta"
      },
      {
        "document": 503,
        "excerpt": "hat the target uses for the save and what happens on a success or failure. Here's how to calculate the DC for your spells: Spell save DC = 8 + your spellcasting abili"
      },
      {
        "document": 633,
        "excerpt": "apple's escape DC, ending the condition on itself on a success. The condition also ends if the grappler has the Incapacitated condition or if the distance between the"
      },
      {
        "document": 671,
        "excerpt": "harisma saving throw, regaining control of itself on a success. After finishing a Long Rest, a creature with Demonic Possession makes a DC 15 Charisma saving throw. O"
      },
      {
        "document": 675,
        "excerpt": "ure repeats the save, ending the effect on itself on a success. After 1 minute, it succeeds automatically. Fighting the Contagion. At the end of each Long Rest, an in"
      },
      {
        "document": 689,
        "excerpt": "of each of its turns, ending the effect on itself on a success. At your discretion, a Frightened creature might be subject to other effects as long as the Frightened"
      },
      {
        "document": 699,
        "excerpt": "of each of its turns, ending the effect on itself on a success."
      },
      {
        "document": 783,
        "excerpt": "of each of its turns, ending the effect on itself on a success."
      },
      {
        "document": 963,
        "excerpt": "led to the d20, potentially turning the failure into a success. A Bardic Inspiration die is expended when it's rolled. Number of Uses. You can confer a Bardic Inspira"
      },
      {
        "document": 966,
        "excerpt": "pend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potenti"
      },
      {
        "document": 970,
        "excerpt": "get repeats the save, ending the effect on itself on a success. To use this effect, you must have a Poisoner's Kit on your person. Trip (Cost: 1d6). If the target is"
      },
      {
        "document": 976,
        "excerpt": "s roll, reducing the damage or potentially turning the success into a failure."
      },
      {
        "document": 983,
        "excerpt": "ure repeats the save, ending the effect on itself on a success. Once you use this feature, you can't use it again until you finish a Long Rest unless you expend a use"
      },
      {
        "document": 1175,
        "excerpt": "s, the target repeats the save, ending the effect on a success. The effect can also be ended by the Greater Restoration, Heal, or Wish spell. On a successful save, th"
      },
      {
        "document": 1177,
        "excerpt": "our spell save DC, ending the condition on itself on a success."
      },
      {
        "document": 1181,
        "excerpt": "rget repeats the save, ending the spell on itself on a success. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level abov"
      },
      {
        "document": 1201,
        "excerpt": "rget repeats the save, ending the spell on itself on a success."
      },
      {
        "document": 1203,
        "excerpt": "rget repeats the save, ending the spell on itself on a success. Using a Higher-Level Spell Slot. The Sphere's radius increases by 5 feet for each spell slot level abo"
      },
      {
        "document": 1232,
        "excerpt": "heck against your spell save DC, ending the spell on a success."
      },
      {
        "document": 1242,
        "excerpt": ", it repeats the save, ending the spell on itself on a success. You have a telepathic link with the Charmed target while the two of you are on the same plane of exist"
      },
      {
        "document": 1243,
        "excerpt": ", it repeats the save, ending the spell on itself on a success. You have a telepathic link with the Charmed target while the two of you are on the same plane of exist"
      },
      {
        "document": 1244,
        "excerpt": ", it repeats the save, ending the spell on itself on a success. You have a telepathic link with the Charmed target while the two of you are on the same plane of exist"
      },
      {
        "document": 1253,
        "excerpt": "gth (Athletics) check against your spell save DC. On a success, the spell ends. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level"
      },
      {
        "document": 1254,
        "excerpt": "gth (Athletics) check against your spell save DC. On a success, it frees itself from the grasping plants and is no longer Restrained by them."
      },
      {
        "document": 1315,
        "excerpt": "rget repeats the save, ending the spell on itself on a success. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level abov"
      },
      {
        "document": 1316,
        "excerpt": "rget repeats the save, ending the spell on itself on a success. Using a Higher-Level Spell Slot. You can target one additional Humanoid for each spell slot level abov"
      },
      {
        "document": 1330,
        "excerpt": "f and repeat the save, ending the spell on itself on a success."
      },
      {
        "document": 1345,
        "excerpt": "ma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die. If the container is d"
      },
      {
        "document": 1384,
        "excerpt": "each of its turns, ending the condition on itself on a success."
      },
      {
        "document": 1398,
        "excerpt": "at the end of each of its turns, ending the spell on a success."
      },
      {
        "document": 1432,
        "excerpt": "of each of its turns, ending the spell on itself on a success."
      },
      {
        "document": 1448,
        "excerpt": "s Resistance to (your choice when you cast the spell). Success: Half damage."
      },
      {
        "document": 1450,
        "excerpt": "of each of its turns, ending the effect on itself on a success. This spell dispels Darkness in its area that was created by any spell."
      },
      {
        "document": 1475,
        "excerpt": "that creature can make a Dexterity saving throw. On a success, it can use its Reaction to move up to its Speed so that it is no longer enclosed by the wall. The wall"
      },
      {
        "document": 1566,
        "excerpt": "of each of its turns, ending the effect on itself on a success. The effect also ends on any creature targeted by a Lesser Restoration spell."
      },
      {
        "document": 1585,
        "excerpt": "of each of its turns, ending the effect on itself on a success. Third Command Word. You expend 5 charges and cause the gem to flare with intense light in a 30-foot Co"
      },
      {
        "document": 1617,
        "excerpt": "ure repeats the save, ending the effect on itself on a success."
      },
      {
        "document": 1641,
        "excerpt": "of each of its turns, ending the effect on itself on a success. A creature that succeeds on its save is immune to the effect of these pipes for 24 hours."
      },
      {
        "document": 1687,
        "excerpt": "5 for Daylight), ending the condition on yourself on a success."
      },
      {
        "document": 1694,
        "excerpt": "t the end of each of its turns, ending the effect on a success. Once used, this property can't be used again until the next dawn. Terrify. While holding the rod, you"
      },
      {
        "document": 1729,
        "excerpt": "of each of its turns, ending the effect on itself on a success."
      },
      {
        "document": 1748,
        "excerpt": "it repeats the save, ending the effect on itself on a success. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's l"
      },
      {
        "document": 1760,
        "excerpt": "led by the aboleth. Failure: 10 (3d6) Psychic damage. Success: Half damage. Failure or Success: The aboleth gains the target's memories if the target is a Humanoid an"
      },
      {
        "document": 1761,
        "excerpt": "ong, 5-foot-wide Line. Failure: 54 (12d8) Acid damage. Success: Half damage. Spellcasting. The dragon casts one of the following spells, requiring no Material compone"
      },
      {
        "document": 1762,
        "excerpt": "-foot-wide Line. Failure: 60 (11d10) Lightning damage. Success: Half damage. Spellcasting. The dragon casts one of the following spells, requiring no Material compone"
      },
      {
        "document": 1763,
        "excerpt": "ong, 5-foot-wide Line. Failure: 45 (10d8) Fire damage. Success: Half damage. Sleep Breath. Constitution Saving Throw: DC 18, each creature in a 60-foot Cone. Failure:"
      },
      {
        "document": 1764,
        "excerpt": "-foot-wide Line. Failure: 55 (10d10) Lightning damage. Success: Half damage. Repulsion Breath. Strength Saving Throw: DC 19, each creature in a 30-foot Cone. Failure:"
      },
      {
        "document": 1765,
        "excerpt": "ong, 5-foot-wide Line. Failure: 54 (12d8) Acid damage. Success: Half damage. Slowing Breath. Constitution Saving Throw: DC 18, each creature in a 60-foot Cone. Failur"
      },
      {
        "document": 1766,
        "excerpt": "re in a 60-foot Cone. Failure: 66 (12d10) Fire damage. Success: Half damage. Spellcasting. The dragon casts one of the following spells, requiring no Material compone"
      },
      {
        "document": 1767,
        "excerpt": "e in a 60-foot Cone. Failure: 56 (16d6) Poison damage. Success: Half damage. Spellcasting. The dragon casts one of the following spells, requiring no Material compone"
      },
      {
        "document": 1768,
        "excerpt": "ure in a 60-foot Cone. Failure: 59 (17d6) Fire damage. Success: Half damage. Spellcasting. The dragon casts one of the following spells, requiring no Material compone"
      },
      {
        "document": 1769,
        "excerpt": "ure in a 60-foot Cone. Failure: 54 (12d8) Cold damage. Success: Half damage. Paralyzing Breath. Constitution Saving Throw: DC 20, each creature in a 60-foot Cone. Fir"
      },
      {
        "document": 1770,
        "excerpt": "ure in a 60-foot Cone. Failure: 54 (12d8) Cold damage. Success: Half damage."
      },
      {
        "document": 1771,
        "excerpt": "t away from the elemental and has the Prone condition. Success: Half damage only."
      },
      {
        "document": 1773,
        "excerpt": "ng, 10-foot-wide Line. Failure: 67 (15d8) Acid damage. Success: Half damage. Spellcasting. The dragon casts one of the following spells, requiring no Material compone"
      },
      {
        "document": 1774,
        "excerpt": "-foot-wide Line. Failure: 88 (16d10) Lightning damage. Success: Half damage. Spellcasting. The dragon casts one of the following spells, requiring no Material compone"
      },
      {
        "document": 1775,
        "excerpt": "ong, 5-foot-wide Line. Failure: 58 (13d8) Fire damage. Success: Half damage. Sleep Breath. Constitution Saving Throw: DC 21, each creature in a 90-foot Cone. Failure:"
      },
      {
        "document": 1776,
        "excerpt": "-foot-wide Line. Failure: 82 (15d10) Lightning damage. Success: Half damage. Repulsion Breath. Strength Saving Throw: DC 23, each creature in a 30-foot Cone. Failure:"
      },
      {
        "document": 1777,
        "excerpt": "ng, 10-foot-wide Line. Failure: 63 (14d8) Acid damage. Success: Half damage. Slowing Breath. Constitution Saving Throw: DC 22, each creature in a 90-foot Cone. Failur"
      },
      {
        "document": 1778,
        "excerpt": "re in a 90-foot Cone. Failure: 71 (13d10) Fire damage. Success: Half damage. Spellcasting. The dragon casts one of the following spells, requiring no Material compone"
      },
      {
        "document": 1779,
        "excerpt": "e in a 90-foot Cone. Failure: 77 (22d6) Poison damage. Success: Half damage. Spellcasting. The dragon casts one of the following spells, requiring no Material compone"
      },
      {
        "document": 1780,
        "excerpt": "ure in a 90-foot Cone. Failure: 91 (26d6) Fire damage. Success: Half damage. Spellcasting. The dragon casts one of the following spells, requiring no Material compone"
      },
      {
        "document": 1781,
        "excerpt": "ure in a 90-foot Cone. Failure: 67 (15d8) Cold damage. Success: Half damage. Paralyzing Breath. Constitution Saving Throw: DC 24, each creature in a 90-foot Cone. Fir"
      },
      {
        "document": 1782,
        "excerpt": "ure in a 90-foot Cone. Failure: 63 (14d8) Cold damage. Success: Half damage."
      },
      {
        "document": 1786,
        "excerpt": "long, 5-foot-wide Line. Failure: 14 (4d6) Acid damage. Success: Half damage."
      },
      {
        "document": 1799,
        "excerpt": "lure: 31 (9d6) Fire damage plus 31 (9d6) Force damage. Success: Half damage. Failure or Success: If the balor dies outside the Abyss, it gains a new body instantly, re"
      },
      {
        "document": 1803,
        "excerpt": "is still Restrained, ending the effect on itself on a success. Second Failure: The target has the Petrified condition instead of the Restrained condition."
      },
      {
        "document": 1806,
        "excerpt": "-foot-wide Line. Failure: 66 (12d10) Lightning damage. Success: Half damage."
      },
      {
        "document": 1809,
        "excerpt": "long, 5-foot-wide Line. Failure: 22 (5d8) Acid damage. Success: Half damage."
      },
      {
        "document": 1813,
        "excerpt": "5-foot-wide Line. Failure: 21 (6d6) Lightning damage. Success: Half damage."
      },
      {
        "document": 1816,
        "excerpt": "long, 5-foot-wide Line. Failure: 14 (4d6) Fire damage. Success: Half damage. Sleep Breath. Constitution Saving Throw: DC 11, each creature in a 15-foot Cone. Failure:"
      },
      {
        "document": 1817,
        "excerpt": "5-foot-wide Line. Failure: 16 (3d10) Lightning damage. Success: Half damage. Repulsion Breath. Strength Saving Throw: DC 12, each creature in a 30-foot Cone. Failure:"
      },
      {
        "document": 1821,
        "excerpt": "eoning damage, and the target has the Prone condition. Success: Half damage, and the target is pushed 5 feet straight away from the bulette."
      },
      {
        "document": 1825,
        "excerpt": "moves the target up to 30 feet straight toward itself. Success: The chain disappears."
      },
      {
        "document": 1826,
        "excerpt": "ature in a 15-foot Cone. Failure: 31(7d8) Fire damage. Success: Half damage."
      },
      {
        "document": 1827,
        "excerpt": "of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. While Poisoned, the target has the Paralyzed condition."
      },
      {
        "document": 1829,
        "excerpt": "ed condition until the end of the cloaker's next turn. Success: The target is immune to this cloaker's Moan for the next 24 hours. Phantasms (Recharge after a Short o"
      },
      {
        "document": 1831,
        "excerpt": "is still Restrained, ending the effect on itself on a success. Second Failure: The target has the Petrified condition, instead of the Restrained condition, for 24 hou"
      },
      {
        "document": 1834,
        "excerpt": "long, 5-foot-wide Line. Failure: 18 (4d8) Acid damage. Success: Half damage. Slowing Breath. Constitution Saving Throw: DC 11, each creature in a 15-foot Cone. Failur"
      },
      {
        "document": 1841,
        "excerpt": "24 hours that elapse, ending the effect on itself on a success. Subsequent Failures: The Poisoned target's Hit Point maximum decreases by 5 (1d10)."
      },
      {
        "document": 1845,
        "excerpt": "get repeats the save, ending the effect on itself on a success. Spellcasting. The djinni casts one of the following spells, requiring no Material components and using"
      },
      {
        "document": 1846,
        "excerpt": "of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically."
      },
      {
        "document": 1848,
        "excerpt": "ure in a 60-foot Cone. Failure: 56 (16d6) Fire damage. Success: Half damage. Failure or Success: Being underwater doesn't grant Resistance to this Fire damage."
      },
      {
        "document": 1853,
        "excerpt": "from the mephit. Failure: 5 (2d4) Bludgeoning damage. Success: Half damage."
      },
      {
        "document": 1857,
        "excerpt": "condition. Failure: 17 (2d10 + 6) Bludgeoning damage. Success: Half damage."
      },
      {
        "document": 1869,
        "excerpt": "arget escapes and enters the nearest unoccupied space. Success: Half damage, and the target moves to an unoccupied space within 5 feet of the cube. If there is no unoc"
      },
      {
        "document": 1870,
        "excerpt": "e Poisoned condition until the start of its next turn. Success: The target is immune to this ghast's Stench for 24 hours."
      },
      {
        "document": 1871,
        "excerpt": "ed condition until the start of the ghost's next turn. Success: The target is immune to this ghost's Horrific Visage for 24 hours. Possession (Recharge 6). Charisma S"
      },
      {
        "document": 1873,
        "excerpt": "Large or smaller creature, it has the Prone condition. Success: Half damage only."
      },
      {
        "document": 1884,
        "excerpt": "of each of its turns, ending the effect on itself on a success. Once it succeeds on the save, a creature is immune to this effect for the next 24 hours. Once the figur"
      },
      {
        "document": 1903,
        "excerpt": "he glabrezu. Failure: 15 (3d6 + 5) Bludgeoning damage. Success: Half damage. Spellcasting. The glabrezu casts one of the following spells, requiring no Material compo"
      },
      {
        "document": 1910,
        "excerpt": "ure in a 15-foot Cone. Failure: 22 (4d10) Fire damage. Success: Half damage. Weakening Breath. Strength Saving Throw: DC 13, each creature that isn't currently affect"
      },
      {
        "document": 1911,
        "excerpt": "is still Restrained, ending the effect on itself on a success. Second Failure: The target has the Petrified condition instead of the Restrained condition."
      },
      {
        "document": 1913,
        "excerpt": "re in a 15-foot Cone. Failure: 21 (6d6) Poison damage. Success: Half damage."
      },
      {
        "document": 1920,
        "excerpt": "ded condition until the start of the naga's next turn. Success: Half damage only. Spellcasting. The naga casts one of the following spells, requiring no Somatic or Ma"
      },
      {
        "document": 1921,
        "excerpt": "mage of the type chosen for the Draconic Origin trait. Success: Half damage."
      },
      {
        "document": 1922,
        "excerpt": "rce other than the harpy, the target repeats the save. Success: The target is immune to this harpy's Luring Song for 24 hours."
      },
      {
        "document": 1924,
        "excerpt": "ture in a 15-foot Cone. Failure: 17 (5d6) Fire damage. Success: Half damage."
      },
      {
        "document": 1937,
        "excerpt": "inating from the mephit. Failure: 5 (2d4) Cold damage. Success: Half damage."
      },
      {
        "document": 1941,
        "excerpt": "in a 60-foot Cone. Failure: 55 (10d10) Poison damage. Success: Half damage."
      },
      {
        "document": 1946,
        "excerpt": "eoning damage, and the target has the Prone condition. Success: Half damage only. Lightning Strike. Dexterity Saving Throw: DC 23, one creature the kraken can see wit"
      },
      {
        "document": 1949,
        "excerpt": "ting from the lich. Failure: 31 (9d6) Necrotic damage. Success: Half damage. Failure or Success: The lich can't take this action again until the start of its next turn"
      },
      {
        "document": 1953,
        "excerpt": "inating from the mephit. Failure: 7 (2d6) Fire damage. Success: Half damage."
      },
      {
        "document": 1954,
        "excerpt": "inating from the magmin. Failure: 7 (2d6) Fire damage. Success: Half damage."
      },
      {
        "document": 1955,
        "excerpt": "condition. Failure: 29 (4d10 + 7) Bludgeoning damage. Success: Half damage."
      },
      {
        "document": 1959,
        "excerpt": "is still Restrained, ending the effect on itself on a success. Second Failure: The target has the Petrified condition instead of the Restrained condition."
      },
      {
        "document": 1967,
        "excerpt": "ened condition until the end of the mummy's next turn. Success: The target is immune to this mummy's Dreadful Glare for 24 hours."
      },
      {
        "document": 1968,
        "excerpt": "nds its turn with the nalfeshnee out of line of sight. Success: The target is immune to this nalfeshnee's Horror Nimbus for 24 hours."
      },
      {
        "document": 1977,
        "excerpt": "ormal until the Poisoned condition ends on the target. Success: The Poisoned condition ends. Tentacle. Melee Attack Roll: +6, reach 10 ft. Hit: 12 (2d8 + 3) Piercing"
      },
      {
        "document": 1986,
        "excerpt": "Frightened condition until the start of its next turn. Success: The target is immune to this pit fiend's aura for 24 hours. Legendary Resistance (4/Day). If the pit f"
      },
      {
        "document": 1987,
        "excerpt": "see within 120 feet. Failure: 24 (7d6) Radiant damage. Success: Half damage. Spellcasting. The planetar casts one of the following spells, requiring no Material compo"
      },
      {
        "document": 1996,
        "excerpt": "get repeats the save, ending the effect on itself on a success. After 1 minute, it succeeds automatically. Shape-Shift. The quasit shape-shifts to resemble a bat (Spe"
      },
      {
        "document": 2000,
        "excerpt": "ture in a 15-foot Cone. Failure: 24 (7d6) Fire damage. Success: Half damage."
      },
      {
        "document": 2014,
        "excerpt": "Frightened condition until the start of its next turn. Success: The target is immune to this hag's Vile Appearance for 24 hours."
      },
      {
        "document": 2020,
        "excerpt": "ture in a 15-foot Cone. Failure: 18 (4d8) Cold damage. Success: Half damage. Paralyzing Breath. Constitution Saving Throw: DC 13, each creature in a 15-foot Cone. Fir"
      },
      {
        "document": 2022,
        "excerpt": "get has the Blinded condition for 1 minute. Failure or Success: The solar can't take this action again until the start of its next turn. Radiant Teleport. The solar t"
      },
      {
        "document": 2024,
        "excerpt": "ustion levels, it appears 3d10 years older. Failure or Success: The sphinx can't take this action again until the start of its next turn."
      },
      {
        "document": 2025,
        "excerpt": "of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. Third Roar. Constitution Saving Throw: DC 20, each enemy in"
      },
      {
        "document": 2031,
        "excerpt": "inating from the mephit. Failure: 5 (2d4) Fire damage. Success: Half damage."
      },
      {
        "document": 2035,
        "excerpt": "within 500 feet. Failure: 55 (10d10) Lightning damage. Success: Half damage. Spellcasting. The giant casts one of the following spells, requiring no Material componen"
      },
      {
        "document": 2036,
        "excerpt": "cubus within 5 feet. Failure: 13 (3d8) Psychic damage. Success: Half damage. Failure or Success: The target's Hit Point maximum decreases by an amount equal to the dam"
      },
      {
        "document": 2044,
        "excerpt": "Frightened conditions until the end of its next turn. Success: Half damage only."
      },
      {
        "document": 2059,
        "excerpt": "of each of its turns, ending the effect on itself on a success. While Poisoned, the target takes 5 (1d10) Poison damage at the start of each of its turns. Emptying a f"
      },
      {
        "document": 2065,
        "excerpt": "t by succeeding on a DC 14 Strength (Athletics) check. Success: Half damage only."
      },
      {
        "document": 2067,
        "excerpt": "erebear under the GM's control and has 10 Hit Points. Success: The target is immune to this werebear's curse for 24 hours. Handaxe (Humanoid or Hybrid Form Only). Me"
      },
      {
        "document": 2068,
        "excerpt": "Wereboar under the GM's control and has 10 Hit Points. Success: The target is immune to this wereboar's curse for 24 hours. Javelin (Humanoid or Hybrid Form Only). Me"
      },
      {
        "document": 2069,
        "excerpt": "Wererat under the GM's control and has 10 Hit Points. Success: The target is immune to this wererat's curse for 24 hours. Scratch. Melee Attack Roll: +5, reach 5 ft."
      },
      {
        "document": 2070,
        "excerpt": "eretiger under the GM's control and has 10 Hit Points. Success: The target is immune to this weretiger's curse for 24 hours. Scratch. Melee Attack Roll: +5, reach 5 f"
      },
      {
        "document": 2071,
        "excerpt": "Werewolf under the GM's control and has 10 Hit Points. Success: The target is immune to this werewolf's curse for 24 hours. Scratch. Melee Attack Roll: +5, reach 5 ft"
      },
      {
        "document": 2072,
        "excerpt": "ture in a 15-foot Cone. Failure: 22 (5d8) Cold damage. Success: Half damage."
      },
      {
        "document": 2075,
        "excerpt": "ture in a 15-foot Cone. Failure: 18 (4d8) Cold damage. Success: Half damage."
      },
      {
        "document": 2081,
        "excerpt": "ong, 5-foot-wide Line. Failure: 49 (14d6) Acid damage. Success: Half damage."
      },
      {
        "document": 2082,
        "excerpt": "-foot-wide Line. Failure: 55 (10d10) Lightning damage. Success: Half damage."
      },
      {
        "document": 2083,
        "excerpt": "ong, 5-foot-wide Line. Failure: 38 (11d6) Fire damage. Success: Half damage. Sleep Breath. Constitution Saving Throw: DC 14, each creature in a 30-foot Cone. Failure:"
      },
      {
        "document": 2084,
        "excerpt": "5-foot-wide Line. Failure: 49 (9d10) Lightning damage. Success: Half damage. Repulsion Breath. Strength Saving Throw: DC 15, each creature in a 30-foot Cone. Failure:"
      },
      {
        "document": 2085,
        "excerpt": "long, 5-foot-wide Line. Failure: 40 (9d8) Acid damage. Success: Half damage. Slowing Breath. Constitution Saving Throw: DC 14, each creature in a 30-foot Cone. Failur"
      },
      {
        "document": 2086,
        "excerpt": "re in a 30-foot Cone. Failure: 55 (10d10) Fire damage. Success: Half damage. Weakening Breath. Strength Saving Throw: DC 17, each creature that isn't currently affect"
      },
      {
        "document": 2087,
        "excerpt": "e in a 30-foot Cone. Failure: 42 (12d6) Poison damage. Success: Half damage."
      },
      {
        "document": 2088,
        "excerpt": "ure in a 30-foot Cone. Failure: 56 (16d6) Fire damage. Success: Half damage."
      },
      {
        "document": 2089,
        "excerpt": "ure in a 30-foot Cone. Failure: 49 (11d8) Cold damage. Success: Half damage. Paralyzing Breath. Constitution Saving Throw: DC 17, each creature in a 30-foot Cone. Fir"
      },
      {
        "document": 2090,
        "excerpt": "ture in a 30-foot Cone. Failure: 40 (9d8) Cold damage. Success: Half damage."
      }
    ],
    "successes": [
      {
        "document": 10,
        "excerpt": "ability score. You're in the hands of fate now. Three Successes/Failures. Roll 1d20. If the roll is 10 or higher, you succeed. Otherwise, you fail. A success or failure"
      },
      {
        "document": 1211,
        "excerpt": "ow at the end of each of its turns until it gets three successes or failures. If the target succeeds on three of these saves, the spell ends on the target. If the target"
      },
      {
        "document": 1277,
        "excerpt": "and has the Petrified condition for the duration. The successes and failures needn't be consecutive; keep track of both until the target collects three of a kind. If y"
      },
      {
        "document": 1387,
        "excerpt": "d by an effect like the Greater Restoration spell. The successes and failures needn't be consecutive; keep track of both until the target collects three of a kind. 7 Vi"
      },
      {
        "document": 1388,
        "excerpt": "d by an effect like the Greater Restoration spell. The successes and failures needn’t be consecutive; keep track of both until the target collects three of a kind. Addit"
      }
    ],
    "successful": [
      {
        "document": 5,
        "excerpt": "akes an action to administer first aid to it, making a successful DC 10 Wisdom (Medicine) check. When you receive healing, add the restored Hit Points to your current Hi"
      },
      {
        "document": 11,
        "excerpt": "abilize a creature with 0 Hit Points, which requires a successful DC 10 Wisdom (Medicine) check. A Stable creature doesn't make Death Saving Throws even though it has 0"
      },
      {
        "document": 92,
        "excerpt": "rget numbers and tells players whether their rolls are successful. The target number for an ability check or a saving throw is called a Difficulty Class (DC). The target"
      },
      {
        "document": 171,
        "excerpt": "ave, and an explanation of what happens on a failed or successful save. “Half damage only” on a successful save means the target takes half as much damage (round down) a"
      },
      {
        "document": 316,
        "excerpt": "eature can use Thieves' Tools to pick this Lock with a successful DC 15 Dexterity (Sleight of Hand) check."
      },
      {
        "document": 319,
        "excerpt": "at is fixed in place. Escaping the Manacles requires a successful DC 20 Dexterity (Sleight of Hand) check as an action. Bursting them requires a successful DC 25 Strength"
      },
      {
        "document": 338,
        "excerpt": "(Sleight of Hand) check. The Rope can be burst with a successful DC 20 Strength (Athletics) check. You can bind an unwilling creature with the Rope only if the creature"
      },
      {
        "document": 468,
        "excerpt": "es. Escaping the Chain requires the creature to make a successful DC 18 Dexterity (Acrobatics) check as an action. Bursting the Chain requires a successful DC 20 Strength"
      },
      {
        "document": 554,
        "excerpt": "must make the save, and what happens on a failed or a successful save. Damage Notation. A stat block usually provides both a static number and a die expression for each"
      },
      {
        "document": 559,
        "excerpt": "on, moving any distance in rough water might require a successful DC 15 Strength (Athletics) check."
      },
      {
        "document": 590,
        "excerpt": "pery surface or one with few handholds might require a successful DC 15 Strength (Athletics) check."
      },
      {
        "document": 628,
        "excerpt": "ics) check to hit the surface head or feet first. On a successful check, any damage resulting from the fall is halved."
      },
      {
        "document": 640,
        "excerpt": "reature, you can discern whether it can see you. On a successful check, you have the Invisible condition while hidden. Make note of your check's total, which is the DC f"
      },
      {
        "document": 651,
        "excerpt": "onster's Intelligence score, whichever is higher. On a successful check, the monster does as urged. On a failed check, you must wait 24 hours (or a duration set by the GM"
      },
      {
        "document": 654,
        "excerpt": "action to administer first aid to it, which requires a successful DC 10 Wisdom (Medicine) check."
      },
      {
        "document": 671,
        "excerpt": "c Possession makes a DC 15 Charisma saving throw. On a successful save, the effect ends on the creature. A Dispel Evil and Good spell or any magic that removes a curse al"
      },
      {
        "document": 673,
        "excerpt": "ving throw at the end of the recuperation period. On a successful save, the creature has Advantage on saving throws to fight off the magical contagion for the next 24 hou"
      },
      {
        "document": 675,
        "excerpt": "throw or also become infected with the contagion. On a successful save, the Humanoid can't catch the contagion from that particular infected creature for the next 24 hour"
      },
      {
        "document": 676,
        "excerpt": "gains 1 Exhaustion level as its fatigue worsens. On a successful save, the creature's Exhaustion level decreases by 1. If the creature's Exhaustion level is reduced to 0"
      },
      {
        "document": 677,
        "excerpt": "throw or also become infected with the contagion. On a successful save, the Humanoid can't catch the contagion from that particular infected creature for the next 24 hour"
      },
      {
        "document": 690,
        "excerpt": "d damage. Mental stress can usually be resisted with a successful Wisdom save, but sometimes an Intelligence or Charisma save is more appropriate. On a successful save, a"
      },
      {
        "document": 695,
        "excerpt": "telligence (Nature) check using a Poisoner's Kit. On a successful check, the character harvests enough poison for a single dose, and no additional poison can be harvested"
      },
      {
        "document": 697,
        "excerpt": "mage and has the Poisoned condition for 24 hours. On a successful save, the creature takes half as much damage only."
      },
      {
        "document": 698,
        "excerpt": "the creature takes 3 (1d6) Poison damage. After three successful saves, the poison ends."
      },
      {
        "document": 703,
        "excerpt": "on damage on a failed save or half as much damage on a successful one."
      },
      {
        "document": 705,
        "excerpt": "means while the creature remains Poisoned. After seven successful saves against the poison, the creature is no longer Poisoned."
      },
      {
        "document": 706,
        "excerpt": "on damage on a failed save or half as much damage on a successful one."
      },
      {
        "document": 707,
        "excerpt": "on damage on a failed save or half as much damage on a successful one."
      },
      {
        "document": 711,
        "excerpt": "on damage on a failed save or half as much damage on a successful one."
      },
      {
        "document": 716,
        "excerpt": "g damage on a failed save or half as much damage on a successful one. Rubble from the collapse turns the trapped area into Difficult Terrain. Detect and Disarm. As a Se"
      },
      {
        "document": 717,
        "excerpt": "or another creature within its reach from the Net on a successful check. Detect and Disarm. As a Search action, a creature can examine the trapped area and make a DC 11"
      },
      {
        "document": 718,
        "excerpt": "re damage on a failed save or half as much damage on a successful one. Detect and Disarm. A Detect Magic spell reveals an aura of Evocation magic around the statue. As a"
      },
      {
        "document": 719,
        "excerpt": "lligence (Investigation) check, detecting the pit on a successful check. Once the pit is detected, an Iron Spike or a similar object can be wedged between the pit's lid a"
      },
      {
        "document": 720,
        "excerpt": "15 Wisdom (Perception) check, detecting the holes on a successful check. Plugging all the holes with wax, cloth, or detritus prevents the darts from firing. As a Search"
      },
      {
        "document": 721,
        "excerpt": "amage and has the Poisoned condition for 1 hour. On a successful save, the creature takes half as much damage only. Avoid. The trap doesn't trigger if the lock is opene"
      },
      {
        "document": 722,
        "excerpt": "on) check, deducing the pressure plate's function on a successful check. Wedging an Iron Spike or a similar object under the pressure plate prevents the trap from trigger"
      },
      {
        "document": 723,
        "excerpt": "lligence (Investigation) check, detecting the pit on a successful check. Once the hidden pit is detected, an Iron Spike or a similar object can be wedged between the pit'"
      },
      {
        "document": 783,
        "excerpt": "ure repeats the save at the end of its next turn. On a successful save, the effect ends. On a failed save, the creature has the Petrified condition instead of the Restrai"
      },
      {
        "document": 793,
        "excerpt": "s an egg makes a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally lo"
      },
      {
        "document": 964,
        "excerpt": "Radiant damage (your choice) equal to that total. On a successful save, the creature takes half as much damage (round down). You roll an additional d8 when you reach Cle"
      },
      {
        "document": 965,
        "excerpt": "a message. Others spot the message's presence with a successful DC 15 Intelligence (Investigation) check but can't decipher it without magic."
      },
      {
        "document": 967,
        "excerpt": "nned condition until the start of your next turn. On a successful save, the target's Speed is halved until the start of your next turn, and the next attack roll made agai"
      },
      {
        "document": 971,
        "excerpt": "s no damage if it would normally take half damage on a successful save. Distant Spell Cost: 1 Sorcery Point When you cast a spell that has a range of at least 5 feet,"
      },
      {
        "document": 975,
        "excerpt": "ic damage on a failed save or half as much damage on a successful one. One creature of your choice in that area regains 2d6 Hit Points. The damage and healing increase b"
      },
      {
        "document": 978,
        "excerpt": "no damage if they would normally take half damage on a successful save."
      },
      {
        "document": 984,
        "excerpt": "ce (Arcana) check (DC 10 plus the spell's level). On a successful check, you cast the spell from the scroll. On a failed check, the scroll disintegrates."
      },
      {
        "document": 985,
        "excerpt": "ce damage on a failed save or half as much damage on a successful one. You can have only one creature under the effect of this feature at a time. You can end the vibrati"
      },
      {
        "document": 986,
        "excerpt": "type determined by your Draconic Ancestry trait. On a successful save, a creature takes half as much damage. This damage increases by 1d10 when you reach character level"
      },
      {
        "document": 1161,
        "excerpt": "target, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target. A creature that successfully saves against this"
      },
      {
        "document": 1175,
        "excerpt": "by the Greater Restoration, Heal, or Wish spell. On a successful save, the target takes half as much damage only."
      },
      {
        "document": 1178,
        "excerpt": "ce damage on a failed save or half as much damage on a successful one. A creature also makes that save if it enters the wall's space or ends it turn there. A creature mak"
      },
      {
        "document": 1180,
        "excerpt": "ic damage on a failed save or half as much damage on a successful one. A Plant creature automatically fails the save. Alternatively, target a nonmagical plant that isn't"
      },
      {
        "document": 1184,
        "excerpt": "re damage on a failed save or half as much damage on a successful one. Flammable objects in the Cone that aren't being worn or carried start burning. Using a Higher-Lev"
      },
      {
        "document": 1185,
        "excerpt": "ng damage on a failed save or half as much damage on a successful one. Until the spell ends, you can take a Magic action to call down lightning in that way again, target"
      },
      {
        "document": 1187,
        "excerpt": "ng damage on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. One additional bolt leaps from the first target to another target"
      },
      {
        "document": 1192,
        "excerpt": "ic damage on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. The damage increases by 2d8 for each spell slot level above 6."
      },
      {
        "document": 1195,
        "excerpt": "on damage on a failed save or half as much damage on a successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sph"
      },
      {
        "document": 1202,
        "excerpt": "ld damage on a failed save or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws. Using a Higher-Level Spell"
      },
      {
        "document": 1205,
        "excerpt": "nt damage on a failed save or half as much damage on a successful one. Until the spell ends, Bright Light fills the Cylinder, and when you move on your turn, you can als"
      },
      {
        "document": 1206,
        "excerpt": "the target takes 4d8 damage of the spirit's type. On a successful save, the target isn't Restrained by the spirit. Using a Higher-Level Spell Slot. The damage increases"
      },
      {
        "document": 1209,
        "excerpt": "ce damage on a failed save or half as much damage on a successful one. A creature makes this save only once per turn. In addition, you can take the Disengage action as a"
      },
      {
        "document": 1210,
        "excerpt": "is spell, make a DC 15 Intelligence saving throw. On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. Th"
      },
      {
        "document": 1214,
        "excerpt": "save, the creature takes 2d8 Bludgeoning damage. On a successful save, the creature takes half as much damage. A creature can swim away from the whirlpool only if it fir"
      },
      {
        "document": 1227,
        "excerpt": "ed damage on a failed save or half as much damage on a successful one. The spell's base damage is 12d6, and the damage increases by 1d6 whenever your turn ends and the s"
      },
      {
        "document": 1232,
        "excerpt": "rge in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shi"
      },
      {
        "document": 1236,
        "excerpt": "lcasting ability (DC 10 plus that spell's level). On a successful check, the spell ends. Using a Higher-Level Spell Slot. You automatically end a spell on the target if"
      },
      {
        "document": 1237,
        "excerpt": "away from you as it can, using the safest route. On a successful save, the target takes half as much damage only. Using a Higher-Level Spell Slot. The damage increases"
      },
      {
        "document": 1245,
        "excerpt": "osen type on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2."
      },
      {
        "document": 1248,
        "excerpt": "trength (Athletics) check as an action to escape. On a successful save, the creature takes half as much damage only."
      },
      {
        "document": 1252,
        "excerpt": "reature, it can make a Constitution saving throw. On a successful save, the spell has no effect. Everything that a targeted creature is wearing and carrying changes size"
      },
      {
        "document": 1253,
        "excerpt": "as the Restrained condition until the spell ends. On a successful save, the vines shrivel away, and the spell ends. While Restrained, the target takes 1d6 Piercing damag"
      },
      {
        "document": 1263,
        "excerpt": "to you, the creature makes a Wisdom saving throw. On a successful save, the spell ends on that creature."
      },
      {
        "document": 1269,
        "excerpt": "ic damage on a failed save or half as much damage on a successful one. A Humanoid killed by this spell rises at the start of your next turn as a Zombie (see “Monsters”)"
      },
      {
        "document": 1272,
        "excerpt": "re damage on a failed save or half as much damage on a successful one. Flammable objects in the area that aren't being worn or carried start burning."
      },
      {
        "document": 1273,
        "excerpt": "re damage on a failed save or half as much damage on a successful one. Flammable objects in the area that aren't being worn or carried start burning. Using a Higher-Lev"
      },
      {
        "document": 1275,
        "excerpt": "nt damage on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. The Fire damage and the Radiant damage increase by 1d6 for each s"
      },
      {
        "document": 1276,
        "excerpt": "re damage on a failed save or half as much damage on a successful one. As a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move"
      },
      {
        "document": 1277,
        "excerpt": "it has the Restrained condition for the duration. On a successful save, its Speed is 0 until the start of your next turn. Constructs automatically succeed on the save. A"
      },
      {
        "document": 1282,
        "excerpt": "eave, it must first make a Charisma saving throw. On a successful save, the creature can use that magic to exit the cage. On a failed save, the creature doesn't exit the"
      },
      {
        "document": 1285,
        "excerpt": "Cold damage on failed save or half as much damage on a successful one. If the globe strikes a body of water, it freezes the water to a depth of 6 inches over an area 30"
      },
      {
        "document": 1293,
        "excerpt": "red. The glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice. When you inscribe the glyph, you set it"
      },
      {
        "document": 1298,
        "excerpt": "nt damage on a failed save or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage."
      },
      {
        "document": 1305,
        "excerpt": "y an amount equal to the Necrotic damage it took. On a successful save, it takes half as much damage only. This spell can't reduce a target's Hit Point maximum below 1."
      },
      {
        "document": 1310,
        "excerpt": "re damage on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1."
      },
      {
        "document": 1314,
        "excerpt": "e on the save if the save is triggered by damage. On a successful save, the spell ends. Using a Higher-Level Spell Slot. You can target one additional creature for each"
      },
      {
        "document": 1321,
        "excerpt": "ld damage on a failed save or half as much damage on a successful one. Hailstones turn ground in the Cylinder into Difficult Terrain until the end of your next turn. Us"
      },
      {
        "document": 1324,
        "excerpt": "ange. The target must make a Wisdom saving throw. On a successful save, the target is unaffected, and it is immune to this spell for the next 24 hours. On a failed save,"
      },
      {
        "document": 1325,
        "excerpt": "re damage on a failed save or half as much damage on a successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sph"
      },
      {
        "document": 1326,
        "excerpt": "ic damage on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1."
      },
      {
        "document": 1327,
        "excerpt": "ng damage on a failed save or half as much damage on a successful one. A creature also makes this save when it enters the spell's area for the first time on a turn or end"
      },
      {
        "document": 1330,
        "excerpt": "see within range must make a Wisdom saving throw. On a successful save, the target dances comically until the end of its next turn, during which it must spend all its mov"
      },
      {
        "document": 1337,
        "excerpt": "ng damage on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3."
      },
      {
        "document": 1345,
        "excerpt": "e target's soul becomes trapped in the container. On a successful save, the target resists your efforts to possess it, and you can't attempt to possess it again for 24 ho"
      },
      {
        "document": 1350,
        "excerpt": "the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for w"
      },
      {
        "document": 1359,
        "excerpt": "ng damage on a failed save or half as much damage on a successful one. A creature in the area of more than one fiery Sphere is affected only once. A nonmagical object th"
      },
      {
        "document": 1361,
        "excerpt": "ic damage on a failed save or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while t"
      },
      {
        "document": 1362,
        "excerpt": "e creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for w"
      },
      {
        "document": 1368,
        "excerpt": "d can't shape-shift until it leaves the Cylinder. On a successful save, a creature takes half as much damage only. A creature also makes this save when the spell's area m"
      },
      {
        "document": 1374,
        "excerpt": "ability checks and attack rolls for the duration. On a successful save, the target takes half as much damage, and the spell ends. For the duration, the target makes a Wi"
      },
      {
        "document": 1387,
        "excerpt": "-------- | | 1 | Red. Failed Save: 12d6 Fire damage. Successful Save: Half as much damage. | | 2 | Orange. Failed Save: 12d6 Acid damage. Successful Save: Hal"
      },
      {
        "document": 1388,
        "excerpt": "------ | | 1 | Red. Failed Save: 12d6 Fire damage. Successful Save: Half as much damage. Additional Effects: Nonmagical ranged attacks can’t pass through this layer,"
      },
      {
        "document": 1391,
        "excerpt": "the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for w"
      },
      {
        "document": 1392,
        "excerpt": "the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for w"
      },
      {
        "document": 1398,
        "excerpt": "The target must make a Constitution saving throw. On a successful save, the target has Disadvantage on the next attack roll it makes until the start of your next turn. O"
      },
      {
        "document": 1413,
        "excerpt": ", lock of hair, or bit of nail | -10 | On a successful save, the target isn't affected, and you can't use this spell on it again for 24 hours. On a failed sav"
      },
      {
        "document": 1414,
        "excerpt": "ing throw. On a failed save, the spell continues. On a successful save, the spell ends. Using a Higher-Level Spell Slot. All the damage increases by 1d6 for each spell s"
      },
      {
        "document": 1421,
        "excerpt": "er damage on a failed save or half as much damage on a successful one. A Construct has Disadvantage on the save. A nonmagical object that isn't being worn or carried als"
      },
      {
        "document": 1428,
        "excerpt": "the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for w"
      },
      {
        "document": 1440,
        "excerpt": "eutral) or 3d8 Necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. A creature makes this save only once per turn. Using a Hi"
      },
      {
        "document": 1446,
        "excerpt": "ng damage on a failed save or half as much damage on a successful one. Turn 4. Hailstones rain down. Each creature under the cloud takes 2d6 Bludgeoning damage. Turns 5"
      },
      {
        "document": 1449,
        "excerpt": "nded condition until the start of your next turn. On a successful save, it takes half as much damage only. Until the spell ends, you can take a Magic action to create a"
      },
      {
        "document": 1450,
        "excerpt": "amage and has the Blinded condition for 1 minute. On a successful save, it takes half as much damage only. A creature Blinded by this spell makes another Constitution sa"
      },
      {
        "document": 1451,
        "excerpt": "red. The glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice. When you inscribe the glyph, you set it"
      },
      {
        "document": 1457,
        "excerpt": "under damage and is pushed 10 feet away from you. On a successful save, a creature takes half as much damage only. In addition, unsecured objects that are entirely withi"
      },
      {
        "document": 1467,
        "excerpt": "ng damage on a failed save or half as much damage on a successful one. At the start of each of your turns after the wall appears, the wall, along with any creatures in i"
      },
      {
        "document": 1471,
        "excerpt": "ther 5d4 Acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage only. Using a Higher-Level Spell Slot. The initial damag"
      },
      {
        "document": 1472,
        "excerpt": "re damage on a failed save or half as much damage on a successful one. One side of the wall, selected by you when you cast this spell, deals 5d8 Fire damage to each crea"
      },
      {
        "document": 1474,
        "excerpt": "ld damage on a failed save or half as much damage on a successful one. The wall is an object that can be damaged and thus breached. It has AC 12 and 30 Hit Points per 10"
      },
      {
        "document": 1476,
        "excerpt": "ng damage on a failed save or half as much damage on a successful one. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature mov"
      },
      {
        "document": 1481,
        "excerpt": "nd has the Frightened condition for the duration. On a successful save, a target takes half as much damage only. A Frightened target makes a Wisdom saving throw at the e"
      },
      {
        "document": 1483,
        "excerpt": "ng damage on a failed save or half as much damage on a successful one. The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or obj"
      },
      {
        "document": 1504,
        "excerpt": "age on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical."
      },
      {
        "document": 1507,
        "excerpt": "e. Then make a DC 15 Intelligence (Arcana) check. On a successful check, you cast Plane Shift. On a failed check, you and each creature and object within 15 feet of you t"
      },
      {
        "document": 1509,
        "excerpt": "e barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel,"
      },
      {
        "document": 1515,
        "excerpt": "ce damage on a failed save or half as much damage on a successful one. If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean disappear"
      },
      {
        "document": 1516,
        "excerpt": "g can take an action to try to escape, doing so with a successful DC 15 Strength (Athletics) check. Another creature can take an action to reach into the bag to pull a cr"
      },
      {
        "document": 1557,
        "excerpt": "illusory creature identifies it as an illusion with a successful DC 15 Intelligence (Investigation) check. The illusion lasts until its card is moved or the illusion is"
      },
      {
        "document": 1560,
        "excerpt": "ure can make a DC 30 Strength (Athletics) check. On a successful check, the creature breaks free and destroys the shackles."
      },
      {
        "document": 1561,
        "excerpt": "You must then make a DC 15 Charisma saving throw. On a successful save, you control the orb for as long as you remain attuned to it. On a failed save, the orb imposes the"
      },
      {
        "document": 1565,
        "excerpt": "ic damage on a failed save or half as much damage on a successful one."
      },
      {
        "document": 1574,
        "excerpt": "break the restraint, ending the effect on itself on a successful check. Arrow of Transport. As a Magic action, you can fire one energy arrow from this weapon at a targe"
      },
      {
        "document": 1596,
        "excerpt": "ce (Arcana) check (DC 10 plus the spell's level). On a successful check, you cast the spell using its normal casting time, and you can't use this property again until you"
      },
      {
        "document": 1603,
        "excerpt": "mage and has the Deafened condition for 1 minute. On a successful save, a creature takes half as much damage only. Glass or crystal objects in the Cone that aren't being"
      },
      {
        "document": 1607,
        "excerpt": "letics) check, moving the fixed rod up to 10 feet on a successful check."
      },
      {
        "document": 1610,
        "excerpt": "rength (Athletics) check to break the iron bands. On a successful check, the item is destroyed, and the Restrained creature is freed. On a failed check, any further attem"
      },
      {
        "document": 1612,
        "excerpt": "ng damage on a failed save or half as much damage on a successful one. Immediately after dealing this damage, the weapon reappears in your hand. This property can't be us"
      },
      {
        "document": 1615,
        "excerpt": "d on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature has the Frightened condition until the end of your next turn. Light. While you hold"
      },
      {
        "document": 1639,
        "excerpt": "ll of 9 or lower to a 10, turning a failed save into a successful one. Natural Healing Boost. Whenever you roll a Hit Point Die to regain Hit Points, double the number o"
      },
      {
        "document": 1642,
        "excerpt": "pes, the swarm makes a DC 15 Wisdom saving throw. On a successful save, the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hou"
      },
      {
        "document": 1644,
        "excerpt": "ction to make a DC 10 Strength (Athletics) check. On a successful check, the creature forces its way out and appears within 5 feet of the Portable Hole. A closed Portable"
      },
      {
        "document": 1677,
        "excerpt": "res you created, as shown in the following table. On a successful save, the creature takes half as much damage. Shooting Stars. You can expend 1 to 3 charges as a Magic"
      },
      {
        "document": 1699,
        "excerpt": "ngth (Athletics) or Dexterity (Acrobatics) check. On a successful check, the target is no longer Restrained by the rope. If you're still holding onto the rope when a targ"
      },
      {
        "document": 1700,
        "excerpt": "ion to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended. Spell Resistanc"
      },
      {
        "document": 1709,
        "excerpt": "eck with a DC equal to 10 plus the spell's level. On a successful check, the spell is copied. Whether the check succeeds or fails, the Spell Scroll is destroyed."
      },
      {
        "document": 1711,
        "excerpt": "tion to make a DC 25 Intelligence (Arcana) check. On a successful check, you control the sphere until the start of your next turn, and if it was under another creature's"
      },
      {
        "document": 1712,
        "excerpt": "targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn. Regaining Charges. The staff r"
      },
      {
        "document": 1716,
        "excerpt": "al to 4 times the number of charges in the staff. On a successful save, a creature takes half as much damage."
      },
      {
        "document": 1719,
        "excerpt": "al to 6 times the number of charges in the staff. On a successful save, a creature takes half as much damage."
      },
      {
        "document": 1722,
        "excerpt": "ng damage on a failed save or half as much damage on a successful one. Thunderclap. You can take a Magic action to cause the staff to produce a thunderclap audible out t"
      },
      {
        "document": 1730,
        "excerpt": "the fissure and is destroyed, leaving no remains. On a successful save, the target isn't cast into the fissure but takes 4d6 Psychic damage from the ordeal. In either cas"
      },
      {
        "document": 1732,
        "excerpt": "the fissure and is destroyed, leaving no remains. On a successful save, the target isn't cast into the fissure but takes 4d6 Psychic damage from the ordeal. In either cas"
      },
      {
        "document": 1733,
        "excerpt": "n a failed save or moving with the fissure's edge on a successful one. Any structure on a spot where the fissure opens collapses into the fissure. Once you use this prope"
      },
      {
        "document": 1840,
        "excerpt": "to detach the darkmantle from itself, doing so with a successful DC 13 Strength (Athletics) check. On its turn, the darkmantle can detach itself by using 5 feet of movem"
      },
      {
        "document": 1869,
        "excerpt": "ction to make a DC 12 Strength (Athletics) check. On a successful check, the target escapes and enters the nearest unoccupied space. Success: Half damage, and the target"
      },
      {
        "document": 1914,
        "excerpt": "rs the sounds can tell they are imitations only with a successful DC 14 Wisdom (Insight) check."
      },
      {
        "document": 1974,
        "excerpt": "ess the damage is Radiant or from a Critical Hit. On a successful save, the zombie drops to 1 Hit Point instead."
      },
      {
        "document": 1999,
        "excerpt": "A hearer can discern the sounds are imitations with a successful DC 10 Wisdom (Insight) check."
      },
      {
        "document": 2091,
        "excerpt": "ess the damage is Radiant or from a Critical Hit. On a successful save, the zombie drops to 1 Hit Point instead."
      }
    ],
    "successfully": [
      {
        "document": 633,
        "excerpt": "“Unarmed Strike” and “Grappled.” Grappled Condition. Successfully grappling a creature gives it the Grappled condition. One Grapple per Hand. A creature must have a hand"
      },
      {
        "document": 1161,
        "excerpt": "e is no longer affected by the target. A creature that successfully saves against this effect is immune to it for 1 minute, after which it can be affected again."
      },
      {
        "document": 1248,
        "excerpt": "n a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens. Structures. The tremor deals 50 Bludgeoning damage to"
      },
      {
        "document": 1277,
        "excerpt": "on saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to"
      },
      {
        "document": 1387,
        "excerpt": "on saving throw at the end of each of its turns. If it successfully saves three times, the condition ends. If it fails three times, it has the Petrified condition until it"
      },
      {
        "document": 1388,
        "excerpt": "on saving throw at the end of each of its turns. If it successfully saves three times, the condition ends. If it fails three times, it has the Petrified condition until it"
      },
      {
        "document": 1454,
        "excerpt": "th the destination determines whether you arrive there successfully. The GM rolls 1d100 and consults the Teleportation Outcome table and the explanations after it. Telepor"
      }
    ],
    "successive": [
      {
        "document": 698,
        "excerpt": "at the save at the start of each of its turns. On each successive failed save, the creature takes 3 (1d6) Poison damage. After three successful saves, the poison ends."
      }
    ],
    "succubus": [
      {
        "document": 801,
        "excerpt": "Succubus"
      },
      {
        "document": 1939,
        "excerpt": "Succubus Form. When the incubus finishes a Long Rest, it can shape-shift into a Succubus, using that stat block i"
      },
      {
        "document": 2036,
        "excerpt": "Succubus"
      }
    ],
    "such": [
      {
        "document": 4,
        "excerpt": "Hit Points can be restored by magic, such as the Cure Wounds spell or a Potion of Healing, or by a Short or Long Rest (see “Rules Glossary”)."
      },
      {
        "document": 8,
        "excerpt": "ers might find a magical way to revive your character, such as with the Raise Dead spell. Or talk with the GM about making a new character to join the group. “Rules"
      },
      {
        "document": 19,
        "excerpt": "e - represents an attempt to evade or resist a threat, such as a fiery explosion, a blast of poisonous gas, or a spell trying to invade your mind. You don’t normall"
      },
      {
        "document": 23,
        "excerpt": "might also ask for an attack roll in other situations, such as an archery competition."
      },
      {
        "document": 32,
        "excerpt": "antage and only one grants Advantage or vice versa. In such a situation, you have neither Advantage nor Disadvantage."
      },
      {
        "document": 49,
        "excerpt": "lay a role in determining an NPC's response to you. In such situations, the GM will typically ask you to take the Influence action. Pay attention to your skill pro"
      },
      {
        "document": 50,
        "excerpt": "the ways adventurers interact with the environment in such places."
      },
      {
        "document": 52,
        "excerpt": "Some adventuring tasks - such as noticing danger, hitting an enemy, and targeting certain spells - are affected by sight, so effects t"
      },
      {
        "document": 53,
        "excerpt": "htly or Heavily Obscured. In a Lightly Obscured area - such as an area with Dim Light, patchy fog, or moderate foliage - you have Disadvantage on Wisdom (Perception"
      },
      {
        "document": 57,
        "excerpt": "tells the GM that their character is doing something, such as moving a lever or opening a door, and the GM describes what happens. Sometimes, however, rules gover"
      },
      {
        "document": 60,
        "excerpt": "When time is short, such as in combat, interactions with objects are limited: one free interaction per turn. That interaction mus"
      },
      {
        "document": 61,
        "excerpt": "When your character searches for hidden things, such as a secret door or a trap, the GM typically asks you to make a Wisdom (Perception) check, provided you"
      },
      {
        "document": 63,
        "excerpt": "eak or otherwise destroy a fragile, nonmagical object, such as a glass container or a piece of paper. If you try to damage something more resilient, the GM might us"
      },
      {
        "document": 74,
        "excerpt": "er your action nor your move. Extended communication, such as a detailed explanation of something or an attempt to persuade a foe, requires an action. The Influenc"
      },
      {
        "document": 77,
        "excerpt": "for more about Speed as well as about special speeds, such as a Climb Speed, Fly Speed, or Swim Speed."
      },
      {
        "document": 88,
        "excerpt": "targets within a specified range. If a ranged attack, such as one made with a spell, has a single range, you can't attack a target beyond this range. Some ranged"
      },
      {
        "document": 92,
        "excerpt": "mber added when making a D20 Test that uses something, such as a skill, in which the creature has proficiency. See “Proficiency” later in “Playing the Game.” - Circ"
      },
      {
        "document": 96,
        "excerpt": "Domesticated horses, mules, and similar creatures have such training. The Initiative of a controlled mount changes to match yours when you mount it. It moves on yo"
      },
      {
        "document": 103,
        "excerpt": "ng talent and training to try to overcome a challenge, such as forcing open a stuck door, picking a lock, entertaining a crowd, or deciphering a cipher. The GM and"
      },
      {
        "document": 105,
        "excerpt": "fier to a fixed damage amount that doesn't use a roll, such as the damage of a Blowgun. See “Equipment” for weapons' damage dice and “Spells” for spells' damage dic"
      },
      {
        "document": 106,
        "excerpt": "ty modifier. If the attack involves other damage dice, such as from the Rogue's Sneak Attack feature, you also roll those dice twice."
      },
      {
        "document": 110,
        "excerpt": "sary\" and have no rules of their own, but other rules, such as Resistance, rely on damage types."
      },
      {
        "document": 111,
        "excerpt": "u. For example, if you have Resistance to Cold damage, such damage is halved against you, and if you have Vulnerability to Fire damage, such damage is doubled again"
      },
      {
        "document": 113,
        "excerpt": "damage are applied in the following order: adjustments such as bonuses, penalties, or multipliers are applied first; Resistance is applied second; and Vulnerability"
      },
      {
        "document": 114,
        "excerpt": "of felled monsters or discovered in long-lost vaults. Such items grant capabilities a character could rarely have otherwise, or they complement their owner's capab"
      },
      {
        "document": 115,
        "excerpt": "ify the type of weapon they are in their descriptions, such as a Longsword or Longbow. If no weapon type is specified, you may choose the type or determine it rando"
      },
      {
        "document": 116,
        "excerpt": "Wondrous Items include wearable items such as boots, belts, capes, amulets, brooches, and circlets. Bags, carpets, figurines, horns, musical instru"
      },
      {
        "document": 118,
        "excerpt": "c Item Rarities and Values table. Common magic items, such as a Potion of Healing, are the most plentiful. Artifacts, such as the Dragon Orb, are priceless, unique"
      },
      {
        "document": 119,
        "excerpt": "magic items might be sold only in wondrous locations, such as a city on another plane of existence. If you allow characters to buy and sell magic items in your cam"
      },
      {
        "document": 123,
        "excerpt": "trate if the spell requires Concentration. Many items, such as Potions, bypass the casting of a spell and confer the spell's effects with its usual duration. Certai"
      },
      {
        "document": 126,
        "excerpt": "arge at the next dawn or some other specified time. If such an item is on a world or plane of existence where the specified event doesn't occur, the GM determines w"
      },
      {
        "document": 127,
        "excerpt": "ng items, including the Identify spell, fail to reveal such a curse. Attunement to a cursed item can't be ended voluntarily unless the curse is broken first, such"
      },
      {
        "document": 133,
        "excerpt": "ic item incorporates an item that has a purchase cost (such as a weapon or a suit of armor), you must also pay that entire cost or craft that item using the rules i"
      },
      {
        "document": 134,
        "excerpt": "Some magic items have sentience and personality. Such an item might be possessed, haunted by the spirit of a previous owner, or self-aware thanks to the magic"
      },
      {
        "document": 136,
        "excerpt": "its of magic armor specify the type of armor they are, such as Chain Mail or Plate Armor. If no type is specified, choose the type or determine it randomly."
      },
      {
        "document": 142,
        "excerpt": "item's alignment or purpose, conflict can arise. When such a conflict occurs, the item's bearer makes a Charisma saving throw (DC 12 plus the item's Charisma modif"
      },
      {
        "document": 156,
        "excerpt": "eals a lot of damage but has a limited number of uses, such as a recharging breath weapon or a spell it can cast only once per day, have it use that special ability"
      },
      {
        "document": 161,
        "excerpt": "pear here. Additional details appear in some monsters, such as skill proficiencies, Resistances, Immunities, and Gear. If a monster lacks those details, entries for"
      },
      {
        "document": 174,
        "excerpt": "more than one attack when they take the Attack action. Such creatures have the Multiattack entry in the “Actions” section of their stat block. This entry details th"
      },
      {
        "document": 181,
        "excerpt": "s of their own: Aberrations are utterly alien beings, such as aboleths and cloakers. Beasts are non-Humanoid natural creatures, like horses and wolves, as well as"
      },
      {
        "document": 182,
        "excerpt": "ve one or more tags in parentheses following its type. Such tags provide additional categorization and have no rules of their own, but certain game effects might re"
      },
      {
        "document": 185,
        "excerpt": "modifier, but some monsters have additional modifiers, such as Proficiency Bonus, applied to that number. If you don't want to roll a monster's Initiative, use the"
      },
      {
        "document": 227,
        "excerpt": "ove? If so, with whom? - Did you join an organization, such as a guild or religion? If so, are you still a member of it? - What elements of your past inspire you to"
      },
      {
        "document": 246,
        "excerpt": "l-fledged adventurers. Spellcasters gain iconic spells such as Fireball, Lightning Bolt, and Raise Dead. Most weapon-focused classes gain the ability to make multip"
      },
      {
        "document": 261,
        "excerpt": "les apply to Extra Attack, Spellcasting, and features (such as Unarmored Defense) that give you alternative ways to calculate your Armor Class."
      },
      {
        "document": 263,
        "excerpt": "s feature unless you have a feature that says you can (such as the Fighter's Two Extra Attacks feature). Similarly, the Warlock's Thirsting Blade invocation, which"
      },
      {
        "document": 283,
        "excerpt": "acter is a human or a member of a fantastical species, such as dragonborn or gnome. The peoples of the multiverse hail from different worlds and include many kinds"
      },
      {
        "document": 286,
        "excerpt": "over a wide range of heights, and some species include such diversity of size that you can choose whether your character is Small or Medium."
      },
      {
        "document": 302,
        "excerpt": "instructed to choose a feat from a specific category, such as the Origin category, that category must appear under the feat's name. If you're instructed to choose"
      },
      {
        "document": 308,
        "excerpt": "rap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13"
      },
      {
        "document": 345,
        "excerpt": "ten. As a Utilize action, you can use a blunt object, such as a Light Hammer, to hammer a spike into wood, earth, or a similar material. You can do so to jam a doo"
      },
      {
        "document": 364,
        "excerpt": "ocation where supplies and skilled labor are abundant, such as a city shipyard, the repair time and cost are halved."
      },
      {
        "document": 383,
        "excerpt": "which is usable only by a character who has a feature, such as Weapon Mastery, that unlocks the property for the character. The properties are defined below."
      },
      {
        "document": 386,
        "excerpt": "Items that come in pairs - such as boots, bracers, gauntlets, and gloves - impart their benefits only if both items of the pair are worn"
      },
      {
        "document": 394,
        "excerpt": "If you use an object - such as a table leg, frying pan, or bottle - as a makeshift weapon, see “Improvised Weapons” in “Rules Glossa"
      },
      {
        "document": 449,
        "excerpt": "l arcane magic. A Sorcerer, Warlock, or Wizard can use such an item as a Spellcasting Focus. Arcane Focuses"
      },
      {
        "document": 478,
        "excerpt": "ted to channel primal magic. A Druid or Ranger can use such an object as a Spellcasting Focus. Druidic Focuses"
      },
      {
        "document": 485,
        "excerpt": "oly Symbol needs to be held, worn, or borne on fabric (such as a tab-ard or banner) or a Shield. Holy Symbols"
      },
      {
        "document": 487,
        "excerpt": "expands to fill the slot it is put into. Some spells, such as Magic Missile and Cure Wounds, have more powerful effects when cast at a higher level, as detailed in"
      },
      {
        "document": 497,
        "excerpt": "ur mind or have access to the spell from a magic item, such as a Spell Scroll. Your features specify which spells you have access to, if any; whether you always hav"
      },
      {
        "document": 502,
        "excerpt": "reature other than you. Areas of Effect. Some spells, such as Thunder-wave, cover an area called an area of effect, which is defined in “Rules Glossary.” The area"
      },
      {
        "document": 505,
        "excerpt": "times don't combine. Instead, the most potent effect - such as the highest bonus - from those castings applies while their durations overlap. The most recent effect"
      },
      {
        "document": 514,
        "excerpt": "spells have the Ritual tag in the Casting Time entry. Such a spell can be cast following the normal rules for spellcasting, or it can be cast as a Ritual. The Ritu"
      },
      {
        "document": 517,
        "excerpt": "rs and perform no more than 2 hours of light activity, such as reading, talking, eating, or standing watch. During sleep, you have the Unconscious condition. After"
      },
      {
        "document": 526,
        "excerpt": "fect places it at an unseen point and an obstruction - such as a wall - is between the creator and that point, the point of origin comes into being on the near side"
      },
      {
        "document": 527,
        "excerpt": "ception) check bonus. If the creature has Advantage on such checks, increase the score by 5. If the creature has Disadvantage on them, decrease the score by 5. For"
      },
      {
        "document": 542,
        "excerpt": "If an effect, such as Wild Shape or the Polymorph spell, lets you shape-shift, its description specifies what happens to yo"
      },
      {
        "document": 543,
        "excerpt": "me features are recharged by a Short Rest. If you have such a feature, it recharges in the way specified in its description. Interrupting the Rest. A Short Rest is"
      },
      {
        "document": 548,
        "excerpt": ". Special Speeds. Some creatures have special speeds, such as a Burrow Speed, Climb Speed, Fly Speed, or Swim Speed, each of which is defined in this glossary. If"
      },
      {
        "document": 554,
        "excerpt": "Senses. This entry lists the monster's special senses, such as Darkvision, and its Passive Perception. See also \"Passive Perception.\" Languages. This entry lists a"
      },
      {
        "document": 555,
        "excerpt": "Attacks. If you move on your turn and have a feature, such as Extra Attack, that gives you more than one attack as part of the Attack action, you can use some or a"
      },
      {
        "document": 566,
        "excerpt": "s detecting are both in contact with the same surface (such as the ground, a wall, or a ceiling) or the same liquid. Tremorsense can't detect creatures or objects"
      },
      {
        "document": 570,
        "excerpt": "ly interact with an object while doing something else, such as when you draw a sword as part of the Attack action. When an object requires an action for its use, yo"
      },
      {
        "document": 580,
        "excerpt": "bility to Fire damage. Damage Threshold. Big objects, such as castle walls, often have extra resilience represented by a damage threshold. See also “Damage Thresho"
      },
      {
        "document": 608,
        "excerpt": "age types have no rules of their own, but other rules, such as Resistance, rely on the types. The Damage Types table offers examples to help a GM assign a type to a"
      },
      {
        "document": 612,
        "excerpt": "t this turn if you Dash. If you have a special speed, such as a Fly Speed or Swim Speed, you can use that speed instead of your Speed when you take this action. Yo"
      },
      {
        "document": 613,
        "excerpt": "can't regain them unless it is first revived by magic such as the Raise Dead or Revivify spell. When such a spell is cast, the spirit knows who is casting it and c"
      },
      {
        "document": 646,
        "excerpt": "and other effects sometimes create magical illusions. Such an effect defines what the illusion does and which senses or mental faculties it deceives. If an illusi"
      },
      {
        "document": 648,
        "excerpt": "sed weapon is an object wielded as a makeshift weapon, such as broken glass, a table leg, or a frying pan. A Simple or Martial weapon also counts as an improvised w"
      },
      {
        "document": 649,
        "excerpt": "). These factors allow for nine possible combinations, such as Lawful Good and Neutral Evil. See also “Character Creation” (“Create Your Character”)."
      },
      {
        "document": 657,
        "excerpt": "le assumes that the height of the jump doesn't matter, such as a jump across a stream or chasm. At your GM's option, you must succeed on a DC 10 Strength (Athletics"
      },
      {
        "document": 666,
        "excerpt": "are created by the Bestow Curse spell. The effects of such curses are limited and can be ended by the Remove Curse spell. Bestow Curse provides useful benchmarks"
      },
      {
        "document": 668,
        "excerpt": "ely or originate as the result of supernatural events. Such items are detailed in “Magic Items.”"
      },
      {
        "document": 670,
        "excerpt": "violation of a taboo warrants supernatural punishment, such as breaking a vow, defiling a tomb, or murdering an innocent. Such a curse can have any effects you desi"
      },
      {
        "document": 672,
        "excerpt": "creating the first magical contagions. An outbreak of such a contagion can form the basis of an adventure as characters search for a cure and try to stop the conta"
      },
      {
        "document": 676,
        "excerpt": "nd is sometimes transmitted by creatures that dwell in such areas, including otyu-ghs and rats. Any Humanoid that is wounded by a creature that carries the contagio"
      },
      {
        "document": 677,
        "excerpt": "til the contagion ends. Fighting the Contagion. Magic such as a Heal or Lesser Restoration spell ends the contagion immediately. A character who is proficient with"
      },
      {
        "document": 684,
        "excerpt": "of the reduced amount of oxygen in the air. Each hour such a creature spends traveling at high altitude counts as 2 hours for the purpose of determining how long t"
      },
      {
        "document": 690,
        "excerpt": "Mental Stress Effects table provides a few examples of such effects, with suggested saving throw DCs and damage. Mental stress can usually be resisted with a succes"
      },
      {
        "document": 693,
        "excerpt": "u may decide that a partial dose has a reduced effect, such as allowing Advantage on the saving throw or dealing only half as much damage on a failed save. Inhaled"
      },
      {
        "document": 713,
        "excerpt": "at a high Speed for an extended time, as with a spell such as Wind Walk or a magic item such as a Carpet of Flying, translate the party's Speed into travel rates u"
      },
      {
        "document": 718,
        "excerpt": "e of magical flame. The statue can look like anything, such as a dragon or a wizard. Each creature in the Cone must succeed on a DC 15 Dexterity saving throw, takin"
      },
      {
        "document": 719,
        "excerpt": "creature needs a Climb Speed, climbing gear, or magic such as Spider Climb to scale the pit's smooth walls. You can make the pit easier to escape by adding cracks"
      },
      {
        "document": 723,
        "excerpt": "creature needs a Climb Speed, climbing gear, or magic such as a Spider Climb spell to scale the pit's smooth walls. You can make the pit easier to escape by adding"
      },
      {
        "document": 725,
        "excerpt": ". Terrain features that provide a change of elevation (such as stacks of empty crates, ledges, and balconies) reward clever positioning and encourage characters to"
      },
      {
        "document": 732,
        "excerpt": "than intended. You can adjust an encounter on the fly, such as by having creatures flee (making the encounter easier) or adding reinforcements (making the encounter"
      },
      {
        "document": 734,
        "excerpt": "counters often pair one kind of creature with another, such as fire giants paired with hell hounds. Be mindful of the number of stat blocks you need to run the enco"
      },
      {
        "document": 736,
        "excerpt": "ose CR is higher than the party's level, be aware that such a creature might deal enough damage with a single action to take out one or more characters. For example"
      },
      {
        "document": 738,
        "excerpt": "of activity. Travel Terrain *Appropriate equipment (such as skis) is necessary to keep up a Fast pace in Arctic terrain. † Characters' rate of travel while water"
      },
      {
        "document": 783,
        "excerpt": "larger than 10 feet in any dimension. If there are no such objects in range, nothing happens."
      },
      {
        "document": 787,
        "excerpt": "or destroy those of a diametrically opposed alignment.Such an item is never Neutral."
      },
      {
        "document": 793,
        "excerpt": "f the GM’s choice. The top leads where the GM chooses, such as to a great view, a cloud giant’s castle, or another plane of existence."
      },
      {
        "document": 962,
        "excerpt": "nds of Simple or Martial Melee weapons of your choice, such as Great-axes and Handaxes. Whenever you finish a Long Rest, you can practice weapon drills and change o"
      },
      {
        "document": 964,
        "excerpt": "ter Planes to fuel magical effects. You start with two such effects: Divine Spark and Turn Undead, each of which is described below. Each time you use this class's"
      },
      {
        "document": 965,
        "excerpt": "es. You and others who know Druidic automatically spot such a message. Others spot the message's presence with a successful DC 15 Intelligence (Investigation) chec"
      },
      {
        "document": 967,
        "excerpt": "or fuel certain Monk features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind, each of which is detailed below. When"
      },
      {
        "document": 968,
        "excerpt": "eapons of your choice with which you have proficiency, such as Longswords and Javelins. Whenever you finish a Long Rest, you can change the kinds of weapons you ch"
      },
      {
        "document": 969,
        "excerpt": "apons of your choice with which you have proficiency, such as Longbows and Shortswords. Whenever you finish a Long Rest, you can change the kinds of weapons you c"
      },
      {
        "document": 970,
        "excerpt": "eapons of your choice with which you have proficiency, such as Daggers and Shortbows. Whenever you finish a Long Rest, you can change the kinds of weapons you chos"
      },
      {
        "document": 971,
        "excerpt": "to fuel the options below, along with other features, such as Metamagic, that use those points. Converting Spell Slots to Sorcery Points. You can expend a spell s"
      },
      {
        "document": 972,
        "excerpt": "other lessons. You gain one invocation of your choice, such as Pact of the Tome. Invocations are described in the “Eldritch Invocation Options” section later in thi"
      },
      {
        "document": 973,
        "excerpt": "fy. You determine the book's appearance and materials, such as a gilt-edged tome or a collection of vellum bound with twine. The book contains the level 1+ spells"
      },
      {
        "document": 976,
        "excerpt": "Lore collect spells and secrets from diverse sources, such as scholarly tomes, mystical rites, and peasant tales. The college's members gather in libraries and uni"
      },
      {
        "document": 978,
        "excerpt": "focus on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some Evokers find"
      },
      {
        "document": 989,
        "excerpt": "tation to create a Tiny clockwork device (AC 5, 1 HP), such as a toy, fire starter, or music box. When you create the device, you determine its function by choosing"
      },
      {
        "document": 1155,
        "excerpt": "ted and a recipient who matches a general description, such as “a person dressed in the uniform of the town guard” or “a red-haired dwarf wearing a pointed hat.” Yo"
      },
      {
        "document": 1157,
        "excerpt": "on its next turn, or you can issue a general command, such as to guard a chamber or corridor. If you issue no commands, the creature takes the Dodge action and mov"
      },
      {
        "document": 1161,
        "excerpt": "t is Huge or smaller. Then specify a kind of creature, such as red dragons, goblins, or vampires. A creature of the chosen kind makes a Wisdom saving throw when it"
      },
      {
        "document": 1166,
        "excerpt": "spells and magical effects that detect magical auras, such as Detect Magic. You can make a nonmagical object appear magical, make a magic item appear nonmagical, o"
      },
      {
        "document": 1168,
        "excerpt": "| The spell doesn't account for circumstances, such as other spells, that might change the results. If you cast the spell more than once before finishing a"
      },
      {
        "document": 1170,
        "excerpt": "chooses statistics appropriate for the awakened Plant, such as the statistics for the Awakened Shrub or Awakened Tree in \"Monsters.\" The awakened target has the C"
      },
      {
        "document": 1180,
        "excerpt": "vely, target a nonmagical plant that isn't a creature, such as a tree or shrub. It doesn't make a save; it simply withers and dies. Using a Higher-Level Spell Slot"
      },
      {
        "document": 1185,
        "excerpt": "l over that storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10. Using a Higher-Level Spell Slot. The damage increases"
      },
      {
        "document": 1193,
        "excerpt": ") or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The intangible, invulnerable sensor remains"
      },
      {
        "document": 1195,
        "excerpt": ". The fog lasts for the duration or until strong wind (such as the one created by Gust of Wind) disperses it, ending the spell. Its area is Heavily Obscured. Each"
      },
      {
        "document": 1198,
        "excerpt": "nction where nature has been replaced by construction, such as in castles and settlements. Choose three of the following facts; you learn those facts as they perta"
      },
      {
        "document": 1204,
        "excerpt": "the duration, and you choose the spirits' animal form, such as wolves, serpents, or birds. You have Advantage on Strength saving throws while you're within 5 feet"
      },
      {
        "document": 1210,
        "excerpt": "pell ends. The GM answers each question with one word, such as “yes,” “no,” “maybe,” “never,” “ir-relevant,” or “unclear” (if the entity doesn’t know the answer to"
      },
      {
        "document": 1219,
        "excerpt": "on its next turn, or you can issue a general command, such as to guard a particular place. If you issue no commands, the creature takes the Dodge action and moves"
      },
      {
        "document": 1223,
        "excerpt": "at object. Covering that object with something opaque, such as a bowl or helm, blocks the Darkness. If any of this spell's area overlaps with an area of Bright Lig"
      },
      {
        "document": 1225,
        "excerpt": "t object. Covering that object with something opaque, such as a bowl or helm, blocks the sunlight. If any of this spell's area overlaps with an area of Darkness c"
      },
      {
        "document": 1230,
        "excerpt": "gical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the"
      },
      {
        "document": 1232,
        "excerpt": "emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you"
      },
      {
        "document": 1233,
        "excerpt": "ne you can describe by stating distance and direction, such as “200 feet straight downward” or “300 feet upward to the northwest at a 45-degree angle.” You can als"
      },
      {
        "document": 1235,
        "excerpt": "a non-magical object, or a creation of magical force, such as the wall created by Wall of Force. A creature targeted by this spell makes a Dexterity saving throw."
      },
      {
        "document": 1236,
        "excerpt": "rget is no longer possessed, Charmed, or Frightened by such creatures. Dismissal. As a Magic action, you target one creature you can see within 5 feet of you that"
      },
      {
        "document": 1238,
        "excerpt": "ccount for circumstances that might change the answer, such as the casting of other spells. If you cast the spell more than once before finishing a Long Rest, ther"
      },
      {
        "document": 1242,
        "excerpt": "to issue commands to the target (no action required), such as “Attack that creature,” “Move over there,” or “Fetch that object.” The target does its best to obey o"
      },
      {
        "document": 1243,
        "excerpt": "to issue commands to the target (no action required), such as “Attack that creature,” “Move over there,” or “Fetch that object.” The target does its best to obey o"
      },
      {
        "document": 1244,
        "excerpt": "to issue commands to the target (no action required), such as “Attack that creature,” “Move over there,” or “Fetch that object.” The target does its best to obey o"
      },
      {
        "document": 1247,
        "excerpt": "Sensory Effect. You create a harmless sensory effect, such as falling leaves, spectral dancing fairies, a gentle breeze, the sound of an animal, or the faint odor"
      },
      {
        "document": 1250,
        "excerpt": "that can fit in a 1-foot Cube to assume a crude shape (such as that of a creature) for 1 hour."
      },
      {
        "document": 1256,
        "excerpt": "the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes. Using a Higher-Level Spell Slot. You can target up to three willing creatur"
      },
      {
        "document": 1259,
        "excerpt": "to create items that require a high degree of skill - such as weapons and armor - unless you have proficiency with the type of Artisan's Tools used to craft such o"
      },
      {
        "document": 1266,
        "excerpt": "eed resembles a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, choose the steed's creature ty"
      },
      {
        "document": 1267,
        "excerpt": "V, S, M (a set of divination tools - such as cards or runes - worth 100+ GP)"
      },
      {
        "document": 1278,
        "excerpt": "n't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom. If you move more than 100 feet from the disk (typically because"
      },
      {
        "document": 1280,
        "excerpt": "red. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it. Using a Higher-Level Spell Slot. The fog's radius increas"
      },
      {
        "document": 1281,
        "excerpt": "creatures can't teleport into the area or use portals, such as those created by the Gate spell, to enter the area. The spell proofs the area against planar travel,"
      },
      {
        "document": 1284,
        "excerpt": "nt to automatically escape from nonmagical restraints, such as manacles or a creature imposing the Grappled condition on it. Using a Higher-Level Spell Slot. You c"
      },
      {
        "document": 1289,
        "excerpt": "his spell don't count against the time limit of spells such as Raise Dead."
      },
      {
        "document": 1292,
        "excerpt": "m outside the barrier can't affect anything within it. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Simila"
      },
      {
        "document": 1293,
        "excerpt": "a magical effect. You inscribe it either on a surface (such as a table or a section of floor) or within an object that can be closed (such as a book or chest) to co"
      },
      {
        "document": 1302,
        "excerpt": "tected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a Bonus Action"
      },
      {
        "document": 1303,
        "excerpt": "y or that has the Charmed or Frightened condition from such creatures isn't possessed, Charmed, or Frightened by them while in the area. Extra Effect. You bind an"
      },
      {
        "document": 1309,
        "excerpt": "n, up to 1 minute Choose a manufactured metal object, such as a metal weapon or a suit of Heavy or Medium metal armor, that you can see within range. You cause the"
      },
      {
        "document": 1324,
        "excerpt": "next decade. The trigger must be an observable action, such as someone making a particular offering at the temple of your god, saving your true love, or defeating a"
      },
      {
        "document": 1335,
        "excerpt": "ulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's alt"
      },
      {
        "document": 1339,
        "excerpt": "own to you or the nearest creature of a specific kind (such as a human or a unicorn) if you have seen such a creature up close - within 30 feet - at least once. If"
      },
      {
        "document": 1340,
        "excerpt": "ll can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon. This spell can't locate an object if"
      },
      {
        "document": 1357,
        "excerpt": "repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the"
      },
      {
        "document": 1362,
        "excerpt": "ll ends. Image. If you create an image of an object - such as a chair, muddy footprints, or a small chest - it must be no larger than a 5-foot Cube. The image can'"
      },
      {
        "document": 1363,
        "excerpt": "t through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately. Creatures with Truesi"
      },
      {
        "document": 1367,
        "excerpt": ", alignment, or beliefs. An illogical modified memory, such as a false memory of how much the creature enjoyed swimming in acid, is dismissed as a bad dream. The GM"
      },
      {
        "document": 1369,
        "excerpt": "or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. For example, if you affect a 40-foot square, you"
      },
      {
        "document": 1372,
        "excerpt": "at you can see on a wooden, plaster, or stone surface (such as a wall, ceiling, or floor) within range and lasts for the duration. You choose the opening's dimensio"
      },
      {
        "document": 1373,
        "excerpt": "a dangerous creature or hazard. On each of your turns, such a phantasm can deal 2d8 Psychic damage to the target if it is in the phantasm's area or within 5 feet of"
      },
      {
        "document": 1378,
        "excerpt": "You can specify a target destination in general terms, such as a specific city on the Elemental Plane of Fire or palace on the second level of the Nine Hells, and y"
      },
      {
        "document": 1386,
        "excerpt": "You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. Fire Play. You instantaneou"
      },
      {
        "document": 1388,
        "excerpt": "rough this layer, which is destroyed by a strong wind (such as the one created by Gust of Wind)."
      },
      {
        "document": 1394,
        "excerpt": "target is already possessed, Charmed, or Frightened by such a creature, the target has Advantage on any new saving throw against the relevant effect."
      },
      {
        "document": 1413,
        "excerpt": "V, S, M (a focus worth 1,000+ GP, such as a crystal ball, mirror, or water-filled font)"
      },
      {
        "document": 1430,
        "excerpt": "ut of the spell's effect. Creatures that don't sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this"
      },
      {
        "document": 1437,
        "excerpt": "an also turn Difficult Terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinar"
      },
      {
        "document": 1443,
        "excerpt": "rs in the air for the duration or until a strong wind (such as the one created by Gust of Wind) disperses it. Each creature that starts its turn in the Sphere must"
      },
      {
        "document": 1451,
        "excerpt": "red You inscribe a harmful glyph either on a surface (such as a section of floor or wall) or within an object that can be closed (such as a book or chest). The gly"
      },
      {
        "document": 1452,
        "excerpt": "rt fine control on objects with your telekinetic grip, such as manipulating a simple tool,"
      },
      {
        "document": 1454,
        "excerpt": "om the desired destination within the last six months, such as a book from a wizard’s library. - “Very familiar” is a place you have visited often, a place you have"
      },
      {
        "document": 1456,
        "excerpt": "t originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. Tremors. You cause harmless tremors in"
      },
      {
        "document": 1459,
        "excerpt": "or lower can't be cast through it, and the effects of such spells can't extend into it. The atmosphere inside the Emanation is comfortable and dry, regardless of"
      },
      {
        "document": 1468,
        "excerpt": "ervant can perform simple tasks that a human could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring drinks"
      },
      {
        "document": 1479,
        "excerpt": "grants the ability to move across any liquid surface - such as water, acid, mud, snow, quicksand, or lava - as if it were harmless solid ground (creatures crossing"
      },
      {
        "document": 1480,
        "excerpt": "If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and the spe"
      },
      {
        "document": 1484,
        "excerpt": "le. The GM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell migh"
      },
      {
        "document": 1485,
        "excerpt": "e spell has no effect. You must designate a location, such as a temple, as a sanctuary by casting this spell there."
      },
      {
        "document": 1486,
        "excerpt": "estions to which it would normally respond with a lie. Such a creature can be evasive yet must be truthful. ---"
      },
      {
        "document": 1516,
        "excerpt": "n be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another"
      },
      {
        "document": 1518,
        "excerpt": "ature moves and what action it takes on its next turn, such as attacking an enemy. In the absence of such orders, the creature acts in a fashion appropriate to its"
      },
      {
        "document": 1530,
        "excerpt": "bow, and you gain a +2 bonus to damage rolls made with such weapons."
      },
      {
        "document": 1561,
        "excerpt": "n as possible by the most direct route. Dragon deities such as Tiamat are unaffected by this call. Chromatic dragons drawn to the orb might be Hostile toward you fo"
      },
      {
        "document": 1565,
        "excerpt": "5 feet of yourself that is composed mostly of water (such as a Water Elemental). Such a creature exposed to a pinch of the dust makes a DC 13 Constitution saving"
      },
      {
        "document": 1566,
        "excerpt": "s Dust of Disappearance, and Identify reveals it to be such. There is enough of it for one use. As a Utilize action, you can throw the dust into the air, forcing y"
      },
      {
        "document": 1569,
        "excerpt": "s. The longest compartment holds up to 6 long objects, such as bows, Quarterstaffs, or Spears. You can draw any item the quiver contains as if doing so from a regu"
      },
      {
        "document": 1575,
        "excerpt": "ce until it disperses after 10 minutes. A strong wind (such as that created by the Gust of Wind spell) disperses the cloud after 1 minute."
      },
      {
        "document": 1605,
        "excerpt": "an cross or stand above nonsolid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores Difficult Terrain. In addition, the creature"
      },
      {
        "document": 1623,
        "excerpt": "ber of three-dimensional objects and terrain features (such as walls, doors, trees, flowers, weapons, webs, and pits), provided these elements are all confined to a"
      },
      {
        "document": 1630,
        "excerpt": "az. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the neckla"
      },
      {
        "document": 1632,
        "excerpt": "dies or until dawn 7 days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn. When y"
      },
      {
        "document": 1707,
        "excerpt": "on't allow you to move this way on a slippery surface, such as one covered by ice or oil."
      },
      {
        "document": 1711,
        "excerpt": "If the sphere comes into contact with a planar portal (such as that created by the Gate spell) or an extradimensional space (such as that within a Portable Hole), t"
      },
      {
        "document": 1720,
        "excerpt": "uring its turn, or you can issue it a general command, such as to attack your enemies or guard a location. Absent commands from you, the snake defends itself. As a"
      },
      {
        "document": 1740,
        "excerpt": "s too big for its head to be cut off with this weapon. Such a creature instead takes an extra 30 Slashing damage from the hit. If the creature has Legendary Resista"
      },
      {
        "document": 1902,
        "excerpt": "ture within its reach or does nothing if it can't make such an attack."
      },
      {
        "document": 1922,
        "excerpt": "Attacks; however, before moving into damaging terrain (such as lava or a pit) and whenever it takes damage from a source other than the harpy, the target repeats th"
      },
      {
        "document": 1999,
        "excerpt": "micry. The raven can mimic simple sounds it has heard, such as a whisper or chitter. A hearer can discern the sounds are imitations with a successful DC 10 Wisdom ("
      }
    ],
    "sucked": [
      {
        "document": 1517,
        "excerpt": "within a 10-foot-radius Sphere centered on the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way and can't"
      },
      {
        "document": 1594,
        "excerpt": "thin 10 feet of the gate and not behind Total Cover is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one"
      },
      {
        "document": 1625,
        "excerpt": "thin 10 feet of the gate and not behind Total Cover is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and"
      },
      {
        "document": 1644,
        "excerpt": "thin 10 feet of the gate and not behind Total Cover is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one"
      }
    ],
    "sudden": [
      {
        "document": 1484,
        "excerpt": "o a single spell or other magical effect for 8 hours. Sudden Learning. You replace one of your feats with another feat for which you are eligible. You lose all the b"
      }
    ],
    "suffer": [
      {
        "document": 10,
        "excerpt": "you roll a 1 on the d20 for a Death Saving Throw, you suffer two failures. If you roll a 20 on the d20, you regain 1 Hit Point. Damage at 0 Hit Points. If you take"
      },
      {
        "document": 693,
        "excerpt": "ture must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a red"
      },
      {
        "document": 756,
        "excerpt": "You suffer a bout of “magic sickness” and have the Poisoned condition for 1 hour."
      },
      {
        "document": 978,
        "excerpt": "n the turn you cast it. The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a Long Rest, you take 2d12 Necrotic d"
      },
      {
        "document": 1484,
        "excerpt": "ou desire might be achieved only in part, or you might suffer an unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain we"
      },
      {
        "document": 1632,
        "excerpt": "nefit from Half Cover or Three-Quarters Cover, and you suffer no Disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 Piercing dama"
      }
    ],
    "suffering": [
      {
        "document": 677,
        "excerpt": "h takes 1 hour. When applied to the eyes of a creature suffering from Sight Rot, the ointment suppresses the contagion on that creature for 24 hours. If the contagion is"
      },
      {
        "document": 682,
        "excerpt": "mber of minutes equal to its Constitution score before suffering any ill effects. Each additional minute spent in frigid water requires the creature to succeed on a DC 1"
      },
      {
        "document": 1561,
        "excerpt": "ciety or organization, freedom from the orb, to spread suffering in the world, to advance the worship of Tiamat, or something else the GM decides. Spells. The orb has 7"
      },
      {
        "document": 1627,
        "excerpt": "devil seeks your ruin and torments you, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies. Fool. You have Dis"
      },
      {
        "document": 1660,
        "excerpt": "spell for 1 minute (no Concentration required) without suffering the wave of lethargy that typically occurs when the effect ends. This potion's yellow fluid is streaked"
      }
    ],
    "suffers": [
      {
        "document": 675,
        "excerpt": "manoids only (gnomes are strangely immune). A creature suffers the following effects 1d4 days after infection: Fever. The creature gains 1 Exhaustion level, which las"
      },
      {
        "document": 676,
        "excerpt": "throw or become infected with Sewer Plague. A creature suffers the following effects 1d4 days after infection: Fatigue. The creature gains 1 Exhaustion level. Weakne"
      },
      {
        "document": 693,
        "excerpt": "creature that touches contact poison with exposed skin suffers its effects. Ingested. A creature must swallow an entire dose of ingested poison to suffer its effects."
      },
      {
        "document": 703,
        "excerpt": "ngested Poison A creature that ingests Midnight Tears suffers no effect until the stroke of midnight. Any effect that ends the Poisoned condition neutralizes this po"
      },
      {
        "document": 978,
        "excerpt": "he target takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip."
      },
      {
        "document": 1176,
        "excerpt": "sed for the duration. Until the curse ends, the target suffers one of the following effects of your choice: - Choose one ability. The target has Disadvantage on abili"
      },
      {
        "document": 1241,
        "excerpt": "failed save, a target that has 50 Hit Points or fewer suffers an effect based on its current Hit Points, as shown in the Divine Word Effects table. Regardless of its"
      },
      {
        "document": 1845,
        "excerpt": "he djinni casts the spell for the creature, the djinni suffers none of the spell's stress. Once the djinni has cast it three times, the djinni can't do so again for 36"
      },
      {
        "document": 1856,
        "excerpt": "efreeti casts the spell for the creature, the efreeti suffers none of the spell's stress. Once the efreeti has cast it three times, the efreeti can't do so again for"
      }
    ],
    "sufficient": [
      {
        "document": 353,
        "excerpt": "A Waterskin holds up to 4 pints. If you don't drink sufficient water, you risk dehydration (see “Rules Glossary”)."
      },
      {
        "document": 1259,
        "excerpt": "10-foot Cube or eight connected 5-foot Cubes) given a sufficient quantity of material. If you're working with metal, stone, or another mineral substance, however, the fa"
      },
      {
        "document": 1349,
        "excerpt": "is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. Furnishings and other objects created by this"
      }
    ],
    "suffocated": [
      {
        "document": 582,
        "excerpt": "The fire also goes out if it is doused, submerged, or suffocated."
      }
    ],
    "suffocating": [
      {
        "document": 557,
        "excerpt": "in, it removes all levels of Exhaustion it gained from suffocating."
      },
      {
        "document": 1566,
        "excerpt": "ontrollably; it has the Incapacitated condition and is suffocating. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success"
      },
      {
        "document": 1785,
        "excerpt": "e target has the Blinded and Restrained conditions, is suffocating, and takes 10 (2d6 + 3) Bludgeoning damage at the start of each of its turns. The rug can smother only o"
      },
      {
        "document": 1840,
        "excerpt": "ers the target, which has the Blinded condition and is suffocating while the darkmantle is attached in this way. While attached to a target, the darkmantle can attack onl"
      },
      {
        "document": 1869,
        "excerpt": "age, and the target is engulfed. An engulfed target is suffocating, can't cast spells with a Verbal component, has the Restrained condition, and takes 10 (3d6) Acid damage"
      },
      {
        "document": 2009,
        "excerpt": "must be submerged at least once every 4 hours to avoid suffocating outside water. Shark Telepathy. The sahuagin can magically control sharks within 120 feet of itself, us"
      },
      {
        "document": 2065,
        "excerpt": "pple ends, the target has the Restrained condition, is suffocating unless it can breathe water, and takes 9 (2d8) Bludgeoning damage at the start of each of the elemental'"
      }
    ],
    "suffocation": [
      {
        "document": 557,
        "excerpt": "Suffocation [Hazard]"
      },
      {
        "document": 634,
        "excerpt": "rning,\" \"Dehydration,\" \"Falling,\" \"Malnutrition,\" and \"Suffocation.\""
      },
      {
        "document": 748,
        "excerpt": "Suffocation"
      }
    ],
    "suffused": [
      {
        "document": 671,
        "excerpt": "Some locations are so suffused with evil that anyone who lingers there is burdened with a curse. Demonic Possession is one example of a"
      }
    ],
    "suggest": [
      {
        "document": 138,
        "excerpt": "gic item has an alignment. Its creator or nature might suggest an alignment. Otherwise, pick an alignment or roll on the Sentient Item's Alignment table."
      },
      {
        "document": 1354,
        "excerpt": "nents: V, M (a snake's tongue) Duration: 24 hours You suggest a course of activity - described in no more than 25 words - to twelve or fewer creatures you can see wit"
      },
      {
        "document": 1447,
        "excerpt": "of honey) Duration: Concentration, up to 8 hours You suggest a course of activity - described in no more than 25 words - to one creature you can see within range tha"
      }
    ],
    "suggested": [
      {
        "document": 554,
        "excerpt": "See also “Creature Type.” Alignment. An alignment is suggested for the monster, with the GM determining its actual alignment. See also “Alignment.” AC, Initiative, an"
      },
      {
        "document": 690,
        "excerpt": "ts table provides a few examples of such effects, with suggested saving throw DCs and damage. Mental stress can usually be resisted with a successful Wisdom save, but so"
      },
      {
        "document": 696,
        "excerpt": "abetical order. Each poison's description includes the suggested price for a single dose of the poison, its type (contact, ingested, inhaled, or injury), and a descripti"
      },
      {
        "document": 1354,
        "excerpt": "pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a short"
      },
      {
        "document": 1376,
        "excerpt": "ed. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks th"
      },
      {
        "document": 1447,
        "excerpt": "pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a short"
      }
    ],
    "suggestion": [
      {
        "document": 183,
        "excerpt": "nment specified in a monster's stat block is a default suggestion of how to roleplay the monster, inspired by its traditional role in the game or real-world folklore. Cha"
      },
      {
        "document": 861,
        "excerpt": "Suggestion"
      },
      {
        "document": 866,
        "excerpt": "Mass Suggestion"
      },
      {
        "document": 870,
        "excerpt": "Burning Hands, Command,Scorching Ray, Suggestion"
      },
      {
        "document": 874,
        "excerpt": "Suggestion"
      },
      {
        "document": 887,
        "excerpt": "Suggestion"
      },
      {
        "document": 892,
        "excerpt": "Mass Suggestion"
      },
      {
        "document": 900,
        "excerpt": "Suggestion"
      },
      {
        "document": 904,
        "excerpt": "Mass Suggestion"
      },
      {
        "document": 1299,
        "excerpt": "(the wind blows continuously while the spell lasts) - Suggestion in one 5-foot square; any creature that enters that square receives the suggestion mentally"
      },
      {
        "document": 1354,
        "excerpt": "Mass Suggestion"
      },
      {
        "document": 1447,
        "excerpt": "Suggestion"
      },
      {
        "document": 1549,
        "excerpt": "ithin 30 feet of the spell's sensor. You can also cast Suggestion (save DC 17) through the sensor on one of those creatures. You don't need to concentrate on this Suggest"
      },
      {
        "document": 1561,
        "excerpt": "luntarily end your Attunement to it, and the orb casts Suggestion on you at will (save DC 18), urging you to work toward the evil ends it desires. The dragon essence with"
      },
      {
        "document": 1600,
        "excerpt": "range of 30 feet, and you can cast Detect Thoughts or Suggestion (save DC 13) from the helm. Once either spell is cast from the helm, that spell can't be cast from it ag"
      }
    ],
    "suggestions": [
      {
        "document": 231,
        "excerpt": "option, consult the Standard Array by Class table for suggestions on where to assign scores for your character's class. The table puts the highest scores in a class's mai"
      }
    ],
    "suggests": [
      {
        "document": 541,
        "excerpt": "discern something that isn't obvious. The Search table suggests which skills are applicable when you take this action, depending on what you're trying to detect. Searc"
      },
      {
        "document": 556,
        "excerpt": "of information about it. The Areas of Knowledge table suggests which skills are applicable to various areas of knowledge. Areas of Knowledge"
      },
      {
        "document": 580,
        "excerpt": "ize action. Armor Class. The Object Armor Class table suggests ACs for various substances. Object Armor Class Hit Points. An object is destroyed when it has 0 Hit Po"
      },
      {
        "document": 651,
        "excerpt": "s defined in this glossary. The Influence Checks table suggests which ability check to make based on how you're interacting with the monster. The GM chooses the check,"
      }
    ],
    "suicidal": [
      {
        "document": 1288,
        "excerpt": "that would result in certain death. Should you issue a suicidal command, the spell ends. A Remove Curse, Greater Restoration, or Wish spell ends this spell. Using a H"
      },
      {
        "document": 1376,
        "excerpt": "greater gift. Creatures rarely accept tasks that seem suicidal. After the creature completes the task, or when the agreed-upon duration of service expires, the creatu"
      }
    ],
    "suit": [
      {
        "document": 119,
        "excerpt": "a purchase cost in “Equipment” (such as a weapon or a suit of armor), add that item’s cost to the magic item’s value. For example, +1 Armor (Plate Armor) has a va"
      },
      {
        "document": 133,
        "excerpt": "n item that has a purchase cost (such as a weapon or a suit of armor), you must also pay that entire cost or craft that item using the rules in “Equipment.” For exa"
      },
      {
        "document": 183,
        "excerpt": "r real-world folklore. Change a monster's alignment to suit your storytelling needs. The Neutral alignment, in particular, is an invitation for you to consider whet"
      },
      {
        "document": 385,
        "excerpt": "pair of gloves or gauntlets, one pair of bracers, one suit of armor, one item of headwear, or one cloak. The GM might make exceptions."
      },
      {
        "document": 411,
        "excerpt": "A creature can wear only one suit of armor at a time and wield only one Shield at a time. Armor"
      },
      {
        "document": 674,
        "excerpt": "ects, and other characteristics of these contagions to suit your campaign."
      },
      {
        "document": 971,
        "excerpt": "magic flows from within, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from “Metamagic Options” later in this class’s"
      },
      {
        "document": 1309,
        "excerpt": "manufactured metal object, such as a metal weapon or a suit of Heavy or Medium metal armor, that you can see within range. You cause the object to glow red-hot. Any"
      },
      {
        "document": 1502,
        "excerpt": "ny Medium or Heavy, Except Hide Armor), Uncommon This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing"
      }
    ],
    "suitable": [
      {
        "document": 1323,
        "excerpt": "on: 10 days You write on parchment, paper, or another suitable material and imbue it with an illusion that lasts for the duration. To you and any creatures you designa"
      }
    ],
    "suits": [
      {
        "document": 136,
        "excerpt": "he armor must be worn for its magic to function. Some suits of magic armor specify the type of armor they are, such as Chain Mail or Plate Armor. If no type is spec"
      }
    ],
    "sulfur": [
      {
        "document": 1227,
        "excerpt": "V, S, M (a ball of bat guano and sulfur)"
      },
      {
        "document": 1273,
        "excerpt": "V, S, M (a ball of bat guano and sulfur)"
      },
      {
        "document": 1275,
        "excerpt": "V, S, M (a pinch of sulfur)"
      }
    ],
    "sulfurous": [
      {
        "document": 1802,
        "excerpt": "il dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells."
      },
      {
        "document": 1815,
        "excerpt": "il dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells."
      },
      {
        "document": 1825,
        "excerpt": "il dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells."
      },
      {
        "document": 1859,
        "excerpt": "es dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells."
      },
      {
        "document": 1932,
        "excerpt": "il dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells."
      },
      {
        "document": 1936,
        "excerpt": "il dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells."
      },
      {
        "document": 1986,
        "excerpt": "nd dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells."
      }
    ],
    "sum": [
      {
        "document": 119,
        "excerpt": "r (Plate Armor) has a value of 5,500 GP, which is the sum of a Rare magic item's value (4,000 GP) and the cost of Plate Armor (1,500 GP). Magic Item Rarities and"
      },
      {
        "document": 154,
        "excerpt": ") and Dexterity (Stealth) checks. A skill bonus is the sum of a monster's relevant ability modifier and its Proficiency Bonus. Other modifiers might apply."
      }
    ],
    "sumac": [
      {
        "document": 1274,
        "excerpt": "V, S, M (a sumac leaf)"
      }
    ],
    "summaries": [
      {
        "document": 235,
        "excerpt": "tudes toward order (lawful, chaotic, or neutral). The summaries of the alignments below describe the typical behavior of a creature with that alignment; individuals can"
      }
    ],
    "summarize": [
      {
        "document": 66,
        "excerpt": "ces on trips that could take hours or days. The GM can summarize this travel without calculating exact distances or travel times, or the GM might have you use the travel"
      },
      {
        "document": 365,
        "excerpt": "Lifestyle expenses summarize the cost of living in a fantasy world. They cover lodging, food, equipment maintenance, and other necess"
      }
    ],
    "summarized": [
      {
        "document": 508,
        "excerpt": "e the list and the number of spells you can change, as summarized in the Spell Preparation by Class table. Spell Preparation by Class Most spellcasting monsters don't c"
      }
    ],
    "summarizes": [
      {
        "document": 59,
        "excerpt": "the magnitude of an ability. The Ability Scores table summarizes what the scores mean. Ability Scores"
      },
      {
        "document": 258,
        "excerpt": "e it on your character sheet. The Class Overview table summarizes the classes. See “Classes” for the classes’ details. Class Overview"
      },
      {
        "document": 554,
        "excerpt": "any languages the monster knows. CR. Challenge Rating summarizes the threat a monster poses and is detailed in “Monsters.” The Experience Points characters receive for d"
      },
      {
        "document": 587,
        "excerpt": "Challenge Rating (CR) summarizes the threat a monster poses to a group of four player characters. Compare a monster's CR to the character"
      }
    ],
    "summary": [
      {
        "document": 745,
        "excerpt": "Summary"
      },
      {
        "document": 1333,
        "excerpt": "lace, or object. The spell brings to your mind a brief summary of the significant lore about that famous thing, as described by the GM. The lore might consist of impo"
      }
    ],
    "summon": [
      {
        "document": 857,
        "excerpt": "Legend Lore, Summon Dragon"
      },
      {
        "document": 891,
        "excerpt": "Summon Dragon"
      },
      {
        "document": 965,
        "excerpt": "You can summon a nature spirit that assumes an animal form to aid you. As a Magic action, you can expend a spell slot o"
      },
      {
        "document": 977,
        "excerpt": "You can cast Summon Dragon without a Material component. You can also cast it once without a spell slot, and you regain the"
      },
      {
        "document": 1266,
        "excerpt": "30 feet Components: V, S Duration: Instantaneous You summon an otherworldly being that appears as a loyal steed in an unoccupied space of your choice within range."
      },
      {
        "document": 1290,
        "excerpt": "s: V, S Duration: Concentration, up to 10 minutes You summon a giant centipede, spider, or wasp (chosen when you cast the spell). It manifests in an unoccupied space"
      },
      {
        "document": 1448,
        "excerpt": "Summon Dragon"
      },
      {
        "document": 1529,
        "excerpt": "re within 5 feet of it, you can take a Magic action to summon a Water Elemental. The elemental appears in an unoccupied space as close to the bowl as possible, unders"
      },
      {
        "document": 1532,
        "excerpt": "5 feet of this brazier, you can take a Magic action to summon a Fire Elemental. The elemental appears in an unoccupied space as close to the brazier as possible, unde"
      },
      {
        "document": 1538,
        "excerpt": "y swinging this censer, you can take a Magic action to summon an Air Elemental. The elemental appears in an unoccupied space as close to the censer as possible, under"
      },
      {
        "document": 1627,
        "excerpt": "at ally with its attacks. You and your allies can each summon only one avatar as a consequence of this draw. A creature slain by an avatar can't be restored to life."
      },
      {
        "document": 1666,
        "excerpt": "hile wearing this ring, you can take a Magic action to summon a particular Djinni from the Elemental Plane of Air. The djinni appears in an unoccupied space you choos"
      },
      {
        "document": 1724,
        "excerpt": "nd stone to the ground, you can take a Magic action to summon an Earth Elemental. The elemental appears in an unoccupied space you choose within 30 feet of yourself,"
      }
    ],
    "summoned": [
      {
        "document": 166,
        "excerpt": "tralizing it. Unless a rule says otherwise, a monster summoned by a spell or another magical ability is worth the XP noted in its stat block. Experience Points by Cha"
      },
      {
        "document": 754,
        "excerpt": "Summoned Elemental"
      },
      {
        "document": 972,
        "excerpt": "nvocation When you cast Find Familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits. Aerial or"
      },
      {
        "document": 1377,
        "excerpt": "asting of the spell. (Typically, the creature is first summoned into the center of the inverted version of the Magic Circle spell to trap it while this spell is cast.)"
      },
      {
        "document": 1571,
        "excerpt": "ake a Utilize action to break the gem, an elemental is summoned (see “Monsters” for its stat block), and the gem ceases to be magical. The elemental appears in an unocc"
      },
      {
        "document": 1604,
        "excerpt": "you blow the horn without meeting its requirement, the summoned spirits attack you. If you meet the requirement, they are Friendly to you and your allies and follow you"
      },
      {
        "document": 1666,
        "excerpt": "m of 1 hour, or until it drops to 0 Hit Points. While summoned, the djinni is Friendly to you and your allies, and it obeys your commands. If you fail to command it, t"
      }
    ],
    "summoner": [
      {
        "document": 1792,
        "excerpt": "Half the HP maximum of its summoner"
      }
    ],
    "summoner's": [
      {
        "document": 1792,
        "excerpt": "None (XP 0; PB equals its summoner's)"
      }
    ],
    "summoning": [
      {
        "document": 1666,
        "excerpt": "Ring of Djinni Summoning"
      }
    ],
    "summons": [
      {
        "document": 762,
        "excerpt": "Bead of Summons"
      },
      {
        "document": 892,
        "excerpt": "Instant Summons"
      },
      {
        "document": 1293,
        "excerpt": "a, the area is centered on that creature. If the spell summons Hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder"
      },
      {
        "document": 1328,
        "excerpt": "Instant Summons"
      },
      {
        "document": 1604,
        "excerpt": "metal. The horn's type determines how many spirits it summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly by rol"
      },
      {
        "document": 1627,
        "excerpt": "an ally of yours deals damage to the avatar, that ally summons another Avatar of Death. The new avatar appears in an unoccupied space as close to that ally as possible"
      }
    ],
    "sun": [
      {
        "document": 760,
        "excerpt": "Sun"
      },
      {
        "document": 1627,
        "excerpt": "one of your ability scores by 2, to a maximum of 24. Sun. A magic item (chosen by the GM) appears on your person. In addition, you gain 10 Temporary Hit Points d"
      },
      {
        "document": 1726,
        "excerpt": "Sun Blade"
      }
    ],
    "sunbeam": [
      {
        "document": 835,
        "excerpt": "Sunbeam"
      },
      {
        "document": 866,
        "excerpt": "Sunbeam"
      },
      {
        "document": 892,
        "excerpt": "Sunbeam"
      },
      {
        "document": 916,
        "excerpt": "Sunbeam"
      },
      {
        "document": 1449,
        "excerpt": "Sunbeam"
      }
    ],
    "sunburst": [
      {
        "document": 837,
        "excerpt": "Sunburst"
      },
      {
        "document": 868,
        "excerpt": "Sunburst"
      },
      {
        "document": 894,
        "excerpt": "Sunburst"
      },
      {
        "document": 918,
        "excerpt": "Sunburst"
      },
      {
        "document": 1450,
        "excerpt": "Sunburst"
      }
    ],
    "sundering": [
      {
        "document": 962,
        "excerpt": "pportunity Attacks until the start of your next turn. Sundering Blow. Before the start of your next turn, the next attack roll made by another creature against the targ"
      }
    ],
    "sunlight": [
      {
        "document": 318,
        "excerpt": "re with a Magnifying Glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite."
      },
      {
        "document": 982,
        "excerpt": "o your Charisma modifier plus your Proficiency Bonus. Sunlight. The aura is filled with Bright Light that is sunlight."
      },
      {
        "document": 1225,
        "excerpt": "t Components: V, S Duration: 1 hour For the duration, sunlight spreads from a point within range and fills a 60-foot-radius Sphere. The sunlight's area is Bright Light"
      },
      {
        "document": 1449,
        "excerpt": "and Dim Light for an additional 30 feet. This light is sunlight."
      },
      {
        "document": 1450,
        "excerpt": "piece of sunstone) Duration: Instantaneous Brilliant sunlight flashes in a 60-foot-radius Sphere centered on a point you choose within range. Each creature in the Sph"
      },
      {
        "document": 1726,
        "excerpt": "th it, that target takes an extra 1d8 Radiant damage. Sunlight. The sword's luminous blade emits Bright Light in a 15-foot radius and Dim Light for an additional 15 fe"
      },
      {
        "document": 1850,
        "excerpt": "g ceilings, without needing to make an ability check. Sunlight Sensitivity. While in sunlight, the drider has Disadvantage on ability checks and attack rolls. Web Wal"
      },
      {
        "document": 1945,
        "excerpt": "nd the ally doesn't have the Incapacitated condition. Sunlight Sensitivity. While in sunlight, the kobold has Disadvantage on ability checks and attack rolls."
      },
      {
        "document": 2016,
        "excerpt": "as 1 inch without expending extra movement to do so. Sunlight Weakness. While in sunlight, the shadow has Disadvantage on D20 Tests."
      },
      {
        "document": 2023,
        "excerpt": "0) Force damage if it ends its turn inside an object. Sunlight Sensitivity. While in sunlight, the specter has Disadvantage on ability checks and attack rolls."
      },
      {
        "document": 2055,
        "excerpt": "rt while the vampire has the Incapacitated condition. Sunlight. The vampire takes 20 Radiant damage if it starts its turn in sunlight. While in sunlight, it has Disadv"
      },
      {
        "document": 2056,
        "excerpt": "the Paralyzed condition until the weapon is removed. Sunlight. The vampire takes 20 Radiant damage if it starts its turn in sunlight. While in sunlight, it has Disadv"
      },
      {
        "document": 2073,
        "excerpt": "Sunlight Sensitivity. While in sunlight, the wight has Disadvantage on ability checks and attack rolls."
      },
      {
        "document": 2078,
        "excerpt": "0) Force damage if it ends its turn inside an object. Sunlight Sensitivity. While in sunlight, the wraith has Disadvantage on ability checks and attack rolls."
      }
    ],
    "sunlight's": [
      {
        "document": 1225,
        "excerpt": "nt within range and fills a 60-foot-radius Sphere. The sunlight's area is Bright Light and sheds Dim Light for an additional 60 feet. Alternatively, you cast the spell o"
      }
    ],
    "sunset": [
      {
        "document": 1354,
        "excerpt": "road, and help the villagers there harvest crops until sunset.” Or you could say, “Now is not the time for violence. Drop your weapons, and dance! Stop in an hour.”"
      },
      {
        "document": 2056,
        "excerpt": "nts by this damage and then buried rises the following sunset as a Vampire Spawn under the vampire's control."
      }
    ],
    "sunstone": [
      {
        "document": 1450,
        "excerpt": "V, S, M (a piece of sunstone)"
      }
    ],
    "superficial": [
      {
        "document": 607,
        "excerpt": "e that fails to meet or exceed the damage threshold is superficial and doesn't reduce Hit Points. For example, if an object has a damage threshold of 10, the object takes"
      }
    ],
    "superimposed": [
      {
        "document": 1304,
        "excerpt": "e terrain is illusory, the creature sees a vague image superimposed on the real terrain."
      }
    ],
    "superior": [
      {
        "document": 764,
        "excerpt": "Potion of Healing (superior)"
      },
      {
        "document": 840,
        "excerpt": "Superior Defense"
      },
      {
        "document": 896,
        "excerpt": "Superior Inspiration"
      },
      {
        "document": 963,
        "excerpt": "Superior Inspiration"
      },
      {
        "document": 967,
        "excerpt": "Superior Defense"
      },
      {
        "document": 974,
        "excerpt": "Superior Critical"
      },
      {
        "document": 980,
        "excerpt": "Superior Hunter's Prey"
      }
    ],
    "supernatural": [
      {
        "document": 158,
        "excerpt": "t mentioned outside the Gear entry is considered to be supernatural or highly specialized, and it is unusable when the monster is defeated."
      },
      {
        "document": 668,
        "excerpt": "are created deliberately or originate as the result of supernatural events. Such items are detailed in “Magic Items.”"
      },
      {
        "document": 670,
        "excerpt": "enture when a creature's violation of a taboo warrants supernatural punishment, such as breaking a vow, defiling a tomb, or murdering an innocent. Such a curse can have any"
      },
      {
        "document": 968,
        "excerpt": "Your strikes now carry supernatural power. When you hit a target with an attack roll using a Melee weapon or an Unarmed Strike, the target t"
      },
      {
        "document": 988,
        "excerpt": "You are part of a lineage that grants you supernatural abilities. Choose a lineage from the Elven Lineages table. You gain the level 1 benefit of that lineage."
      },
      {
        "document": 989,
        "excerpt": "You are part of a lineage that grants you supernatural abilities. Choose one of the following options; whichever one you choose, Intelligence, Wisdom, or Chari"
      },
      {
        "document": 990,
        "excerpt": "from Giants. Choose one of the following benefits - a supernatural boon from your ancestry; you can use the chosen benefit a number of times equal to your Proficiency Bonu"
      },
      {
        "document": 994,
        "excerpt": "You are the recipient of a legacy that grants you supernatural abilities. Choose a legacy from the Fiendish Legacies table. You gain the level 1 benefit of the chosen"
      },
      {
        "document": 1755,
        "excerpt": "doesn't wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage on its Initiative rolls."
      }
    ],
    "supernaturally": [
      {
        "document": 689,
        "excerpt": "Whenever the characters encounter something that is supernaturally frightful, use the Frightened condition as the baseline effect. Fear effects typically require a Wisdom"
      },
      {
        "document": 963,
        "excerpt": "You can supernaturally inspire others through words, music, or dance. This inspiration is represented by your Bardic Inspiratio"
      },
      {
        "document": 976,
        "excerpt": "You learn to use your wit to supernaturally distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you c"
      }
    ],
    "supersede": [
      {
        "document": 37,
        "excerpt": "Exceptions Supersede General Rules"
      }
    ],
    "supplies": [
      {
        "document": 364,
        "excerpt": "and labor. If the repairs are made in a location where supplies and skilled labor are abundant, such as a city shipyard, the repair time and cost are halved."
      },
      {
        "document": 395,
        "excerpt": "proficiency in the Arcana skill or with Calligrapher's Supplies and have the spell prepared on each day of the inscription. You must also have at hand any Material comp"
      },
      {
        "document": 415,
        "excerpt": "Alchemist's Supplies (50 GP)"
      },
      {
        "document": 416,
        "excerpt": "Brewer's Supplies (20 GP)"
      },
      {
        "document": 417,
        "excerpt": "Calligrapher's Supplies (10 GP)"
      },
      {
        "document": 427,
        "excerpt": "Painter's Supplies (10 GP)"
      },
      {
        "document": 772,
        "excerpt": "Alchemist’s Supplies or Herbalism Kit"
      },
      {
        "document": 995,
        "excerpt": "Calligrapher's Supplies"
      },
      {
        "document": 997,
        "excerpt": "Calligrapher's Supplies"
      },
      {
        "document": 1621,
        "excerpt": "day. You must also pay the specified cost to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate"
      }
    ],
    "support": [
      {
        "document": 369,
        "excerpt": "You support yourself at an average level."
      }
    ],
    "supported": [
      {
        "document": 1475,
        "excerpt": "oundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp. If you create a spa"
      }
    ],
    "supports": [
      {
        "document": 373,
        "excerpt": "You pay for the best and might have a staff that supports your lifestyle. Others notice your wealth and might encourage you to share it, either legally or otherwi"
      },
      {
        "document": 716,
        "excerpt": "3 inches off the ground and stretches between two weak supports that topple when the trip wire is pulled. The first creature that crosses the trip wire causes the supp"
      },
      {
        "document": 1475,
        "excerpt": "ength, you must halve the size of each panel to create supports. You can crudely shape the wall to create battlements and the like. The wall is an object made of stone"
      }
    ],
    "suppress": [
      {
        "document": 142,
        "excerpt": "- Make it impossible for its bearer to attune to it. - Suppress one or more of its activated properties. - Attempt to take control of its bearer, whereupon the bearer m"
      },
      {
        "document": 670,
        "excerpt": "f your adventure is up to you - the spell might merely suppress the effects of the curse for a time. Regardless, narrative curses should feel like rare, potent magic ro"
      }
    ],
    "suppressed": [
      {
        "document": 121,
        "excerpt": "e audible and fail to work in areas where all sound is suppressed, as in the area of the Silence spell."
      },
      {
        "document": 677,
        "excerpt": "ion on that creature for 24 hours. If the contagion is suppressed in this way for a total of 72 hours (requiring three doses and applications of the ointment), the contag"
      },
      {
        "document": 692,
        "excerpt": "rming behavior or hallucinations. These effects can be suppressed with the Calm Emotions spell or removed by the Lesser Restoration spell. Long-Term Effects. The charact"
      },
      {
        "document": 1160,
        "excerpt": "ells, except those cast by an Artifact or a deity, are suppressed in the area. While an effect is suppressed, it doesn't function, but the time it spends suppressed count"
      },
      {
        "document": 1186,
        "excerpt": "as already Charmed or Frightened, those conditions are suppressed for the duration. - The creature becomes Indifferent about creatures of your choice that it's Hostile to"
      },
      {
        "document": 1332,
        "excerpt": "the target is held shut by Arcane Lock, that spell is suppressed for 10 minutes, during which time the target can be opened and closed. When you cast the spell, a loud"
      },
      {
        "document": 1542,
        "excerpt": "on until the start of your next turn. This property is suppressed while your Speed is 0."
      }
    ],
    "suppresses": [
      {
        "document": 677,
        "excerpt": "s of a creature suffering from Sight Rot, the ointment suppresses the contagion on that creature for 24 hours. If the contagion is suppressed in this way for a total of 7"
      }
    ],
    "supreme": [
      {
        "document": 764,
        "excerpt": "Potion of Healing (supreme)"
      },
      {
        "document": 981,
        "excerpt": "Supreme Healing"
      },
      {
        "document": 984,
        "excerpt": "Supreme Sneak"
      }
    ],
    "sure": [
      {
        "document": 156,
        "excerpt": "eactions, or Legendary Actions in its stat block, make sure it uses them as often as it can."
      },
      {
        "document": 239,
        "excerpt": "ed there too. Some class features offer choices. Make sure to read all your features and make any offered choices."
      }
    ],
    "surface": [
      {
        "document": 267,
        "excerpt": "31422-W\" 94 A mosaic tile with a multicolored, glazed surface 95 A petrified mouse 96 A black pirate flag adorned with a dragon's skull and crossbones 97 A tiny me"
      },
      {
        "document": 566,
        "excerpt": "hing it is detecting are both in contact with the same surface (such as the ground, a wall, or a ceiling) or the same liquid. Tremorsense can't detect creatures or ob"
      },
      {
        "document": 590,
        "excerpt": "it to climb. At the GM's option, climbing a slippery surface or one with few handholds might require a successful DC 15 Strength (Athletics) check."
      },
      {
        "document": 591,
        "excerpt": "d can be used in place of Speed to traverse a vertical surface without expending the extra movement normally associated with climbing. See also “Climbing” and “Speed.”"
      },
      {
        "document": 628,
        "excerpt": "(Athletics) or Dexterity (Acrobatics) check to hit the surface head or feet first. On a successful check, any damage resulting from the fall is halved."
      },
      {
        "document": 987,
        "excerpt": "ange of 60 feet for 10 minutes. You must be on a stone surface or touching a stone surface to use this Tremorsense. The stone can be natural or worked. You can use th"
      },
      {
        "document": 1158,
        "excerpt": "e that aren't being worn or carried, aren't fixed to a surface, and aren't Gargantuan. The maximum number of objects is equal to your spellcasting ability modifier; fo"
      },
      {
        "document": 1200,
        "excerpt": "en language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn't dec"
      },
      {
        "document": 1228,
        "excerpt": "hour You create a shadowy Medium door on a flat solid surface that you can see within range. This door can be opened and closed, and it leads to a demiplane that is a"
      },
      {
        "document": 1250,
        "excerpt": "cup of clean water either in an open container or on a surface, and the water evaporates in 1 minute. Sculpt Element. You cause dirt, sand, fire, smoke, mist, or wate"
      },
      {
        "document": 1285,
        "excerpt": "asts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice and have the Restrained condition. A trapped creature can take an"
      },
      {
        "document": 1293,
        "excerpt": "nleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor) or within an object that can be closed (such as a book or chest)"
      },
      {
        "document": 1311,
        "excerpt": ": Instantaneous You conjure a feast that appears on a surface in an unoccupied 10-foot Cube next to you. The feast takes 1 hour to consume and disappears at the end o"
      },
      {
        "document": 1335,
        "excerpt": "e only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can chan"
      },
      {
        "document": 1344,
        "excerpt": "erever the Cylinder intersects with the floor or other surface. Choose one or more of the following types of creatures: Celestials, Elementals, Fey, Fiends, or Undead"
      },
      {
        "document": 1356,
        "excerpt": ", S Duration: 8 hours You step into a stone object or surface large enough to fully contain your body, merging yourself and your equipment with the stone for the dura"
      },
      {
        "document": 1372,
        "excerpt": "point that you can see on a wooden, plaster, or stone surface (such as a wall, ceiling, or floor) within range and lasts for the duration. You choose the opening's di"
      },
      {
        "document": 1386,
        "excerpt": "or, a small mark, or a symbol appear on an object or a surface for 1 hour. Minor Creation. You create a nonmagical trinket or an illusory image that can fit in your h"
      },
      {
        "document": 1388,
        "excerpt": "ual or greater level that can open a portal on a solid surface, destroys this layer."
      },
      {
        "document": 1451,
        "excerpt": "or triggered You inscribe a harmful glyph either on a surface (such as a section of floor or wall) or within an object that can be closed (such as a book or chest). T"
      },
      {
        "document": 1472,
        "excerpt": ", up to 1 minute You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall"
      },
      {
        "document": 1473,
        "excerpt": "n angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a"
      },
      {
        "document": 1474,
        "excerpt": "up to 10 minutes You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or yo"
      },
      {
        "document": 1475,
        "excerpt": "n all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its Reaction to move up to i"
      },
      {
        "document": 1476,
        "excerpt": "sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet th"
      },
      {
        "document": 1479,
        "excerpt": "his spell grants the ability to move across any liquid surface - such as water, acid, mud, snow, quicksand, or lava - as if it were harmless solid ground (creatures cr"
      },
      {
        "document": 1480,
        "excerpt": "the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. The first time a creature enters the webs on a turn or starts its turn there, i"
      },
      {
        "document": 1524,
        "excerpt": "ese boots, your steps make no sound, regardless of the surface you are moving across. You also have Advantage on Dexterity (Stealth) checks."
      },
      {
        "document": 1557,
        "excerpt": "2 depicting specific creatures and two with a mirrored surface. A deck found as treasure is usually missing 1d20 - 1 cards. The magic of the deck functions only if it"
      },
      {
        "document": 1565,
        "excerpt": "ke a Utilize action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so destroys the pellet and"
      },
      {
        "document": 1605,
        "excerpt": "ature to move normally while floating 4 inches above a surface. This effect means the creature can cross or stand above nonsolid or unstable surfaces, such as water or"
      },
      {
        "document": 1625,
        "excerpt": "oot-tall, 2-foot-wide mirror is viewed indirectly, its surface shows faint images of creatures. The mirror weighs 50 pounds, and it has AC 11, HP 10, Immunity to Poiso"
      },
      {
        "document": 1644,
        "excerpt": "old a Portable Hole and place it on or against a solid surface, whereupon the Portable Hole creates an extradimensional hole 10 feet deep. The cylindrical space within"
      },
      {
        "document": 1691,
        "excerpt": "up to 2 feet deep), which you can place on a vertical surface you can reach 97–00 Portable Ram"
      },
      {
        "document": 1707,
        "excerpt": "lippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil."
      },
      {
        "document": 1708,
        "excerpt": "nces. One ounce of the glue can cover a 1-foot square surface. Applying an ounce of Sovereign Glue takes a Utilize action, and the applied glue takes 1 minute to set."
      },
      {
        "document": 1716,
        "excerpt": "n to break the staff over your knee or against a solid surface. The staff is destroyed and releases its magic in an explosion that fills a 30-foot Emanation originatin"
      },
      {
        "document": 1719,
        "excerpt": "n to break the staff over your knee or against a solid surface. The staff is destroyed and releases its magic in an explosion that fills a 30-foot Emanation originatin"
      },
      {
        "document": 1733,
        "excerpt": "Magic action, you can strike the weapon against a hard surface to create a loud clap of thunder audible out to 300 feet. You also create a 30-foot Cone of thunderous e"
      },
      {
        "document": 1738,
        "excerpt": "pour 1 or more ounces of solvent from the tube onto a surface within reach. Each ounce instantly dissolves up to 1 square foot of adhesive it touches, including Sover"
      },
      {
        "document": 1756,
        "excerpt": "unfold the Well of Many Worlds and place it on a solid surface, whereupon it forms a two-way, 6-foot-diameter, circular portal to another world or plane of existence."
      }
    ],
    "surfaces": [
      {
        "document": 967,
        "excerpt": "a Shield, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the movement."
      },
      {
        "document": 1250,
        "excerpt": ". You create a thin shroud of dust or sand that covers surfaces in a 5-foot-square area, or you cause a single word to appear in your handwriting in a patch of dirt or"
      },
      {
        "document": 1286,
        "excerpt": "nings, but it treats liquids as though they were solid surfaces. The target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropp"
      },
      {
        "document": 1290,
        "excerpt": "Traits Spider Climb. The insect can climb difficult surfaces, including along ceilings, without needing to make an ability check. Actions Multiattack. The insect m"
      },
      {
        "document": 1438,
        "excerpt": "ains the ability to move up, down, and across vertical surfaces and along ceilings, while leaving its hands free. The target also gains a Climb Speed equal to its Speed"
      },
      {
        "document": 1541,
        "excerpt": "your Speed and can move up, down, and across vertical surfaces and along ceilings, while leaving your hands free. Spider Walk. You can't be caught in webs of any sort"
      },
      {
        "document": 1605,
        "excerpt": "creature can cross or stand above nonsolid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores Difficult Terrain. In addition, the cr"
      },
      {
        "document": 1694,
        "excerpt": "though the rod's buttons remain within your reach. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3"
      },
      {
        "document": 1707,
        "excerpt": "ight shoes, you can move up, down, and across vertical surfaces and along ceilings, while leaving your hands free. You have a Climb Speed equal to your Speed. However,"
      },
      {
        "document": 1770,
        "excerpt": "Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn'"
      },
      {
        "document": 1782,
        "excerpt": "Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn'"
      },
      {
        "document": 1810,
        "excerpt": "metal. Spider Climb. The pudding can climb difficult surfaces, including along ceilings, without needing to make an ability check."
      },
      {
        "document": 1850,
        "excerpt": "Spider Climb. The drider can climb difficult surfaces, including along ceilings, without needing to make an ability check. Sunlight Sensitivity. While in sun"
      },
      {
        "document": 1860,
        "excerpt": "Spider Climb. The ettercap can climb difficult surfaces, including along ceilings, without needing to make an ability check. Web Walker. The ettercap ignores m"
      },
      {
        "document": 1888,
        "excerpt": "Spider Climb. The lizard can climb difficult surfaces, including along ceilings, without needing to make an ability check."
      },
      {
        "document": 1895,
        "excerpt": "Spider Climb. The spider can climb difficult surfaces, including along ceilings, without needing to make an ability check. Web Walker. The spider ignores mov"
      },
      {
        "document": 1901,
        "excerpt": "Spider Climb. The spider can climb difficult surfaces, including along ceilings, without needing to make an ability check."
      },
      {
        "document": 1951,
        "excerpt": "Spider Climb. The lizard can climb difficult surfaces, including along ceilings, without needing to make an ability check."
      },
      {
        "document": 1972,
        "excerpt": "to do so. Spider Climb. The jelly can climb difficult surfaces, including along ceilings, without needing to make an ability check."
      },
      {
        "document": 1982,
        "excerpt": "e versa. Spider Climb. The spider can climb difficult surfaces, including along ceilings, without needing to make an ability check. Web Walker. The spider ignores mov"
      },
      {
        "document": 2006,
        "excerpt": "Spider Climb. The roper can climb difficult surfaces, including along ceilings, without needing to make an ability check."
      },
      {
        "document": 2027,
        "excerpt": "Spider Climb. The spider can climb difficult surfaces, including along ceilings, without needing to make an ability check. Web Walker. The spider ignores mov"
      },
      {
        "document": 2039,
        "excerpt": "swarm has a Climb Speed, the swarm can climb difficult surfaces, including along ceilings, without needing to make an ability check. Swarm. The swarm can occupy anothe"
      },
      {
        "document": 2055,
        "excerpt": "Spider Climb. The vampire can climb difficult surfaces, including along ceilings, without needing to make an ability check. Vampire Weakness. The vampire has"
      },
      {
        "document": 2056,
        "excerpt": "there. Spider Climb. The vampire can climb difficult surfaces, including along ceilings, without needing to make an ability check. Vampire Weakness. The vampire has"
      },
      {
        "document": 2072,
        "excerpt": "Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn'"
      },
      {
        "document": 2090,
        "excerpt": "Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn'"
      }
    ],
    "surge": [
      {
        "document": 839,
        "excerpt": "Action Surge (one use), Tactical Mind"
      },
      {
        "document": 966,
        "excerpt": "Action Surge"
      }
    ],
    "surprise": [
      {
        "document": 73,
        "excerpt": "so each member of the group has the same Initiative. Surprise. If a combatant is surprised by combat starting, that combatant has Disadvantage on their Initiative rol"
      },
      {
        "document": 558,
        "excerpt": "Surprise"
      },
      {
        "document": 712,
        "excerpt": "lest they lose their charm. A hidden pit can be a fun surprise, but too many traps in an adventure can lead players to become overly cautious, which slows down the gam"
      },
      {
        "document": 1494,
        "excerpt": "ible condition, you experience the following effects. Surprise. If you're Invisible when you roll Initiative, you have Advantage on the roll. Concealed. You aren't af"
      }
    ],
    "surprised": [
      {
        "document": 73,
        "excerpt": "has the same Initiative. Surprise. If a combatant is surprised by combat starting, that combatant has Disadvantage on their Initiative roll. For example, if an ambushe"
      },
      {
        "document": 558,
        "excerpt": "ught unawares by the start of combat, that creature is surprised, which causes it to have Disadvantage on its Initiative roll. See also “Playing the Game” (“Combat”)."
      },
      {
        "document": 1493,
        "excerpt": "oncentration is broken. Speechless. You can't speak. Surprised. If you're Incapacitated when you roll Initiative, you have Disadvantage on the roll."
      }
    ],
    "surrendered": [
      {
        "document": 76,
        "excerpt": "n mean the creatures are killed or knocked out or have surrendered or fled. Combat can also end when both sides agree to end it."
      }
    ],
    "surrounded": [
      {
        "document": 1310,
        "excerpt": "ntaneous The creature that damaged you is momentarily surrounded by green flames. It makes a Dexterity saving throw, taking 2d10 Fire damage on a failed save or half as"
      },
      {
        "document": 1366,
        "excerpt": "e: Self Components: V Duration: Instantaneous Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see."
      },
      {
        "document": 1475,
        "excerpt": "e wall (you choose which side). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity sav"
      },
      {
        "document": 1760,
        "excerpt": "nstead. Mucus Cloud. While underwater, the aboleth is surrounded by mucus. Constitution Saving Throw: DC 14, each creature in a 5-foot Emanation originating from the abo"
      }
    ],
    "surrounding": [
      {
        "document": 29,
        "excerpt": "vantage. Advantage reflects the positive circumstances surrounding a d20 roll, while Disadvantage reflects negative circumstances. You usually acquire Advantage or Disadv"
      },
      {
        "document": 54,
        "excerpt": "m Light is usually a boundary between Bright Light and surrounding Darkness. The soft light of twilight and dawn also counts as Dim Light. A full moon might bathe the land"
      },
      {
        "document": 719,
        "excerpt": "hinged lid constructed from material identical to the surrounding floor. When a creature moves onto the lid, it swings open like a trapdoor, causing the creature to fall"
      },
      {
        "document": 720,
        "excerpt": "turn, poisoned darts shoot from tubes embedded in the surrounding walls. The holes that house these tubes are obscured by dust and cobwebs or skillfully hidden amid bas-r"
      },
      {
        "document": 723,
        "excerpt": "hinged lid constructed from material identical to the surrounding floor. When a creature moves onto the lid, it swings open like a trapdoor, causing the creature to fall"
      },
      {
        "document": 1198,
        "excerpt": "commune with nature spirits and gain knowledge of the surrounding area. In the outdoors, the spell gives you knowledge of the area within 3 miles of you. In caves and oth"
      },
      {
        "document": 1372,
        "excerpt": "eep. The passage creates no instability in a structure surrounding it. When the opening disappears, any creatures or objects still in the passage created by the spell are"
      },
      {
        "document": 1664,
        "excerpt": "rterstaff; the weapon will elongate only as far as the surrounding space allows. In certain forms, the weapon has the following additional properties. Acrobatic Assist ("
      },
      {
        "document": 1711,
        "excerpt": "e, hovering in space and stabilized by a magical field surrounding it. The sphere obliterates all matter it passes through and all matter that passes through it. Artifact"
      }
    ],
    "surroundings": [
      {
        "document": 140,
        "excerpt": "A sentient item can perceive its surroundings out to a limited range. You can choose its senses or roll on the Sentient Item's Senses table."
      },
      {
        "document": 240,
        "excerpt": "n is a score that reflects a general awareness of your surroundings when you're not actively looking for something. Use this formula to determine your Passive Perception sc"
      },
      {
        "document": 527,
        "excerpt": "re that reflects a creature's general awareness of its surroundings. The GM uses this score when determining whether a creature notices something without consciously making"
      },
      {
        "document": 1345,
        "excerpt": "our soul inhabits the container, you are aware of your surroundings as if you were in the container's space. You can't move or take Reactions. The only action you can take"
      },
      {
        "document": 1367,
        "excerpt": "has the Incapacitated condition and is unaware of its surroundings, though it can hear you. If it takes any damage or is targeted by another spell, this spell ends, and no"
      },
      {
        "document": 1501,
        "excerpt": "within 5 feet of you. Unaware. You're unaware of your surroundings."
      }
    ],
    "surrounds": [
      {
        "document": 1160,
        "excerpt": "ion: Concentration, up to 1 hour An aura of antimagic surrounds you in 10-foot Emanation. No one can cast spells, take Magic actions, or create other magical effects in"
      },
      {
        "document": 1422,
        "excerpt": "n: Concentration, up to 10 minutes A shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration."
      }
    ],
    "survival": [
      {
        "document": 67,
        "excerpt": "ses Disadvantage on a traveler's Wisdom (Perception or Survival) and Dexterity (Stealth) checks. Normal. Traveling at a Normal pace imposes Disadvantage on Dexterity ("
      },
      {
        "document": 320,
        "excerpt": "onsult an accurate Map, you gain a +5 bonus to Wisdom (Survival) checks you make to find your way in the place represented on it."
      },
      {
        "document": 744,
        "excerpt": "Survival"
      },
      {
        "document": 745,
        "excerpt": "Make a Wisdom (Insight, Medicine, Perception, or Survival) check."
      },
      {
        "document": 818,
        "excerpt": "Survival"
      },
      {
        "document": 939,
        "excerpt": "Survival"
      },
      {
        "document": 962,
        "excerpt": "dling, Athletics, Intimidation, Nature, Perception, or Survival"
      },
      {
        "document": 965,
        "excerpt": "a, Insight, Medicine, Nature, Perception, Religion, or Survival"
      },
      {
        "document": 966,
        "excerpt": "ory, Insight, Intimidation, Persuasion, Perception, or Survival"
      },
      {
        "document": 969,
        "excerpt": "nsight, Investigation, Nature, Perception, Stealth, or Survival"
      },
      {
        "document": 988,
        "excerpt": "You have proficiency in the Insight, Perception, or Survival skill."
      },
      {
        "document": 1318,
        "excerpt": ". You also have Advantage on any Wisdom (Perception or Survival) check you make to find it. If the target drops to 0 Hit Points before this spell ends, you can take a"
      },
      {
        "document": 1397,
        "excerpt": "ature is lacking body parts or organs integral for its survival - its head, for instance - the spell automatically fails. Coming back from the dead is an ordeal. The t"
      },
      {
        "document": 1435,
        "excerpt": "have little to say about topics that don't pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters,"
      },
      {
        "document": 1439,
        "excerpt": "a Search action and succeed on a Wisdom (Perception or Survival) check against your spell save DC to recognize the terrain as hazardous before entering it."
      },
      {
        "document": 1819,
        "excerpt": "Stealth +6, Survival +3"
      },
      {
        "document": 1820,
        "excerpt": "Stealth +6, Survival +2"
      },
      {
        "document": 1860,
        "excerpt": "Perception +3, Stealth +4, Survival +3"
      },
      {
        "document": 1873,
        "excerpt": "Athletics +9, Perception +4, Survival +4"
      },
      {
        "document": 1963,
        "excerpt": "Perception +7, Survival +7"
      },
      {
        "document": 2013,
        "excerpt": "Nature +4, Perception +5, Stealth +6, Survival +5"
      }
    ],
    "survive": [
      {
        "document": 366,
        "excerpt": "You survive via chance and charity. You're often exposed to natural dangers as a result of sleeping outside."
      },
      {
        "document": 727,
        "excerpt": "counter could be lethal for one or more characters. To survive it, the characters will need smart tactics, quick thinking, and maybe even a little luck."
      },
      {
        "document": 1740,
        "excerpt": "of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it has Immunity to Slashing damage, if it"
      }
    ],
    "survives": [
      {
        "document": 1373,
        "excerpt": "e, if the target steps through a phantasmal bridge and survives the fall, it believes the bridge exists and something else caused it to fall. An affected target can ev"
      }
    ],
    "survivor": [
      {
        "document": 840,
        "excerpt": "Disciplined Survivor"
      },
      {
        "document": 967,
        "excerpt": "Disciplined Survivor"
      },
      {
        "document": 974,
        "excerpt": "Survivor"
      }
    ],
    "susceptibility": [
      {
        "document": 1862,
        "excerpt": "radius and Dim Light for an additional 30 feet. Water Susceptibility. The elemental takes 3 (1d6) Cold damage for every 5 feet the elemental moves in water or for every gall"
      }
    ],
    "susceptible": [
      {
        "document": 688,
        "excerpt": "nature of their vocation, adventurers tend to be less susceptible to fear and mental stress than common folk. Whereas a farmer might flee in terror from a bear or an appa"
      },
      {
        "document": 1711,
        "excerpt": "it. Artifacts are the exception. Unless an Artifact is susceptible to damage from a Sphere of Annihilation, it passes through the sphere unscathed. Anything else that touc"
      }
    ],
    "suspended": [
      {
        "document": 717,
        "excerpt": "a trip wire to release a weighted, 10-foot-square Net suspended from the ceiling. The trip wire is 3 inches off the ground and stretches between two columns or trees."
      },
      {
        "document": 1167,
        "excerpt": "lane). Each target's body is left behind in a state of suspended animation; it has the Unconscious condition, doesn't need food or air, and doesn't age. A target's astr"
      },
      {
        "document": 1335,
        "excerpt": "ithin range rises vertically up to 20 feet and remains suspended there for the duration. The spell can levitate an object that weighs up to 500 pounds. An unwilling cre"
      },
      {
        "document": 1419,
        "excerpt": "ic. If the target is a creature, it enters a state of suspended animation; it has the Unconscious condition, doesn't age, and doesn't need food, water, or air. You can"
      },
      {
        "document": 1452,
        "excerpt": "ined condition, and if you lift it into the air, it is suspended there. It falls at the end of your next turn unless you use this option on it again and it fails the sav"
      },
      {
        "document": 1627,
        "excerpt": "onjon. You disappear and become entombed in a state of suspended animation in an extradi-dimensional sphere. Everything you're wearing and carrying disappears with you e"
      },
      {
        "document": 1656,
        "excerpt": "ulative chance that you instead age by 1d6 + 6 years. Suspended in this amber liquid is a tiny heart that, against all reason, is still beating. These ingredients vanis"
      }
    ],
    "suspicious": [
      {
        "document": 692,
        "excerpt": "able to exert much Strength, for example, or become so suspicious of others that Charisma checks are more difficult. These effects can be suppressed with the Calm Emotion"
      }
    ],
    "sustain": [
      {
        "document": 365,
        "excerpt": "table, Wealthy, or Aristocratic - and pay the price to sustain that lifestyle. Lifestyles have no inherent consequences, but the GM might take them into account when"
      },
      {
        "document": 981,
        "excerpt": "Life Domain focuses on the positive energy that helps sustain all life in the multiverse. Clerics who tap into this domain are masters of healing, using that life for"
      },
      {
        "document": 1294,
        "excerpt": "it Point, and the berry provides enough nourishment to sustain a creature for one day. Uneaten berries disappear when the spell ends."
      },
      {
        "document": 1697,
        "excerpt": "ature, the demiplane contains enough water and food to sustain its visitors, and the demiplane's environment can't harm its occupants. Everything else that can be inte"
      }
    ],
    "sustenance": [
      {
        "document": 1609,
        "excerpt": "f 20, while this pale blue rhomboid orbits your head. Sustenance (Rare). You don't need to eat or drink while this clear spindle orbits your head."
      }
    ],
    "swallow": [
      {
        "document": 693,
        "excerpt": "d skin suffers its effects. Ingested. A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid."
      },
      {
        "document": 1806,
        "excerpt": "Swallow. Dexterity Saving Throw: DC 18, one Large or smaller creature Grappled by the behir (the behir can have"
      },
      {
        "document": 1885,
        "excerpt": "eature, it has the Grappled condition (escape DC 11). Swallow. The frog swallows a Small or smaller target it is grappling. While swallowed, the target isn't Grappled"
      },
      {
        "document": 1896,
        "excerpt": "eature, it has the Grappled condition (escape DC 12). Swallow. The toad swallows a Medium or smaller target it is grappling. While swallowed, the target isn't Grapple"
      },
      {
        "document": 1946,
        "excerpt": "Tentacle attacks and uses Fling, Lightning Strike, or Swallow. Tentacle. Melee Attack Roll: +17, reach 30 ft. Hit: 24 (4d6 + 10) Bludgeoning damage. The target has t"
      },
      {
        "document": 1995,
        "excerpt": "Swallow. Strength Saving Throw: DC 19, one Large or smaller creature Grappled by the worm (it can have up to thr"
      },
      {
        "document": 2002,
        "excerpt": "Swallow. Strength Saving Throw: DC 19, one Large or smaller creature Grappled by the remorhaz (it can have up to"
      },
      {
        "document": 2044,
        "excerpt": "Swallow. Strength Saving Throw: DC 27, one Large or smaller creature Grappled by the tarrasque (it can have up t"
      }
    ],
    "swallowed": [
      {
        "document": 122,
        "excerpt": "- when they are activated. A Potion of Healing must be swallowed, for example, while the writing vanishes from a scroll when it is read. Once used, a consumable item los"
      },
      {
        "document": 1806,
        "excerpt": "led by the behir (the behir can have only one creature swallowed at a time). Failure: The behir swallows the target, which is no longer Grappled. While swallowed, a crea"
      },
      {
        "document": 1885,
        "excerpt": "llows a Small or smaller target it is grappling. While swallowed, the target isn't Grappled but has the Blinded and Restrained conditions, and it has Total Cover against"
      },
      {
        "document": 1896,
        "excerpt": "lows a Medium or smaller target it is grappling. While swallowed, the target isn't Grappled but has the Blinded and Restrained conditions, and it has Total Cover against"
      },
      {
        "document": 1946,
        "excerpt": "appled by the kraken (it can have up to four creatures swallowed at a time). Failure: 23 (3d8 + 10) Piercing damage. If the target is Large or smaller, it is swallowed a"
      },
      {
        "document": 1995,
        "excerpt": "rappled by the worm (it can have up to three creatures swallowed at a time). Failure: The target is swallowed by the worm, and the Grappled condition ends. A swallowed c"
      },
      {
        "document": 2002,
        "excerpt": "ppled by the remorhaz (it can have up to two creatures swallowed at a time). Failure: The target is swallowed by the remorhaz, and the Grappled condition ends. A swallow"
      },
      {
        "document": 2044,
        "excerpt": "pled by the tarrasque (it can have up to six creatures swallowed at a time). Failure: The target is swallowed, and the Grappled condition ends. A swallowed creature has"
      }
    ],
    "swallowing": [
      {
        "document": 1885,
        "excerpt": "inst attacks and other effects outside the frog. While swallowing the target, the frog can't use Bite, and if the frog dies, the swallowed target is no longer Restrained"
      }
    ],
    "swallows": [
      {
        "document": 1516,
        "excerpt": "foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The GM determines the time and"
      },
      {
        "document": 1806,
        "excerpt": "one creature swallowed at a time). Failure: The behir swallows the target, which is no longer Grappled. While swallowed, a creature has the Blinded and Restrained cond"
      },
      {
        "document": 1885,
        "excerpt": "Grappled condition (escape DC 11). Swallow. The frog swallows a Small or smaller target it is grappling. While swallowed, the target isn't Grappled but has the Blinde"
      },
      {
        "document": 1896,
        "excerpt": "Grappled condition (escape DC 12). Swallow. The toad swallows a Medium or smaller target it is grappling. While swallowed, the target isn't Grappled but has the Blind"
      }
    ],
    "swamp": [
      {
        "document": 961,
        "excerpt": "Swamp"
      },
      {
        "document": 1304,
        "excerpt": "Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy"
      },
      {
        "document": 1363,
        "excerpt": "ain. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other rough or impassable terrain. A pond can be made to seem like a grassy mea"
      }
    ],
    "swan": [
      {
        "document": 755,
        "excerpt": "Swan boat"
      },
      {
        "document": 1579,
        "excerpt": "r 8 hours. You can dismiss the fan as a Magic action. Swan Boat (Rare). You can take a Magic action to touch the token to a body of water at least 60 feet in diame"
      }
    ],
    "swap": [
      {
        "document": 1000,
        "excerpt": "an add your Proficiency Bonus to the roll. Initiative Swap. Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing"
      },
      {
        "document": 1907,
        "excerpt": "ally within 5 feet of itself. The goblin and that ally swap places, and the ally becomes the target of the attack instead."
      }
    ],
    "swarm": [
      {
        "document": 756,
        "excerpt": "A harmless swarm of butterflies fills a 10-foot Cube within 30 feet of yourself. The swarm disperses after 1 minute."
      },
      {
        "document": 869,
        "excerpt": "Meteor Swarm"
      },
      {
        "document": 895,
        "excerpt": "Meteor Swarm"
      },
      {
        "document": 1327,
        "excerpt": "a is Lightly Obscured and Difficult Terrain. When the swarm appears, each creature in it makes a Constitution saving throw, taking 4d10 Piercing damage on a failed"
      },
      {
        "document": 1359,
        "excerpt": "Meteor Swarm"
      },
      {
        "document": 1642,
        "excerpt": "nus Action to expend 1 to 3 charges, calling forth one Swarm of Rats with each expended charge if enough rats are within half a mile of you to be called in this fash"
      },
      {
        "document": 1718,
        "excerpt": "can take a Magic action and expend 1 charge to cause a swarm of harmless flying insects to fill a 30-foot Emanation originating from you. The insects remain for 10 m"
      },
      {
        "document": 2037,
        "excerpt": "Swarm of Bats"
      },
      {
        "document": 2038,
        "excerpt": "Swarm of Crawling Claws"
      },
      {
        "document": 2039,
        "excerpt": "Swarm of Insects"
      },
      {
        "document": 2040,
        "excerpt": "Swarm of Piranhas"
      },
      {
        "document": 2041,
        "excerpt": "Swarm of Rats"
      },
      {
        "document": 2042,
        "excerpt": "Swarm of Ravens"
      },
      {
        "document": 2043,
        "excerpt": "Swarm of Venomous Snakes"
      }
    ],
    "swarm's": [
      {
        "document": 2042,
        "excerpt": "ge 6). Wisdom Saving Throw: DC 10, one creature in the swarm's space. Failure: The target has the Deafened condition until the start of the swarm's next turn. While De"
      }
    ],
    "swarming": [
      {
        "document": 777,
        "excerpt": "Staff of Swarming Insects Table 1"
      },
      {
        "document": 1327,
        "excerpt": "(a locust) Duration: Concentration, up to 10 minutes Swarming locusts fill a 20-foot-radius Sphere centered on a point you choose within range. The Sphere remains for"
      },
      {
        "document": 1718,
        "excerpt": "Staff of Swarming Insects"
      }
    ],
    "swarms": [
      {
        "document": 733,
        "excerpt": "ant to include many CR 0 critters in an encounter, use swarms instead."
      },
      {
        "document": 1642,
        "excerpt": "ugh rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren't under your control otherwise. Whenever"
      }
    ],
    "swayed": [
      {
        "document": 235,
        "excerpt": "one who follows a disciplined rule of life - and isn’t swayed either by the demands of those in need or by the temptations of evil - is probably Lawful Neutral. Neut"
      },
      {
        "document": 1642,
        "excerpt": "e, the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. On a failed save, the swarm is swayed by the pipes' music and"
      }
    ],
    "swear": [
      {
        "document": 982,
        "excerpt": "the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of personal devo"
      }
    ],
    "swift": [
      {
        "document": 1632,
        "excerpt": "you nock an arrow on this bow, it whispers in Elvish, “Swift defeat to my enemies.” When you use this weapon to make a ranged attack, you can utter or sign the follo"
      }
    ],
    "swim": [
      {
        "document": 77,
        "excerpt": "t special speeds, such as a Climb Speed, Fly Speed, or Swim Speed."
      },
      {
        "document": 99,
        "excerpt": "roll with a weapon underwater, a creature that lacks a Swim Speed has Disadvantage on the attack roll unless the weapon deals Piercing damage. A ranged attack roll"
      },
      {
        "document": 152,
        "excerpt": "e or more of the following speeds: Burrow, Climb, Fly, Swim. Rules for Speed and these specials speeds appear in “Rules Glossary.”"
      },
      {
        "document": 378,
        "excerpt": "a river to see what happens. The GM would then say you swim unexpectedly well."
      },
      {
        "document": 548,
        "excerpt": "ds, such as a Burrow Speed, Climb Speed, Fly Speed, or Swim Speed, each of which is defined in this glossary. If you have more than one speed, choose which one to u"
      },
      {
        "document": 554,
        "excerpt": "also \"Burrow Speed,\" \"Climb Speed,\" \"Fly Speed,\" and \"Swim Speed.\" Ability Scores. A table provides the monster's ability scores, modifiers, and saving throw modi"
      },
      {
        "document": 559,
        "excerpt": "ult Terrain). You ignore this extra cost if you have a Swim Speed and use it to swim. At the GM's option, moving any distance in rough water might require a success"
      },
      {
        "document": 560,
        "excerpt": "Swim Speed"
      },
      {
        "document": 612,
        "excerpt": ". If you have a special speed, such as a Fly Speed or Swim Speed, you can use that speed instead of your Speed when you take this action. You choose which speed to"
      },
      {
        "document": 678,
        "excerpt": "our of swimming in deep water, a creature that lacks a Swim Speed must succeed on a DC 10 Constitution saving throw or gain 1 Exhaustion level."
      },
      {
        "document": 791,
        "excerpt": "Legs extend, allowing the apparatus to walk and swim."
      },
      {
        "document": 969,
        "excerpt": "wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed."
      },
      {
        "document": 972,
        "excerpt": "5+ Warlock You can breathe underwater, and you gain a Swim Speed equal to your Speed. You can also cast Water Breathing once without expending a spell slot. You r"
      },
      {
        "document": 1153,
        "excerpt": "en your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed. Change Appearance. You alter your appearance. You decide what you look like,"
      },
      {
        "document": 1214,
        "excerpt": "the creature takes half as much damage. A creature can swim away from the whirlpool only if it first takes an action to pull away and succeeds on a Strength (Athlet"
      },
      {
        "document": 1284,
        "excerpt": "alyzed or Restrained conditions. The target also has a Swim Speed equal to its Speed. In addition, the target can spend 5 feet of movement to automatically escape"
      },
      {
        "document": 1448,
        "excerpt": "for each spell level above 5 Speed 30 ft., Fly 60 ft., Swim 30 ft. | STR | DEX | CON | INT | WIS | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 19 (+4"
      },
      {
        "document": 1509,
        "excerpt": "the following statistics: AC 20; HP 200; Speed 30 ft., Swim 30 ft. (or 0 ft. for both if the legs aren't extended); Immunity to Poison and Psychic damage. To be us"
      },
      {
        "document": 1547,
        "excerpt": "this cloak, you can breathe underwater, and you have a Swim Speed of 60 feet."
      },
      {
        "document": 1590,
        "excerpt": "ile wearing these gloves, you have a Climb Speed and a Swim Speed equal to your Speed, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim."
      },
      {
        "document": 1667,
        "excerpt": "ity to Fire damage. Water. You know Aquan, you gain a Swim Speed of 60 feet, and you can breathe underwater. Spellcasting. The ring has 5 charges and re-gains 1d4"
      },
      {
        "document": 1680,
        "excerpt": "Ring, Uncommon You have a Swim Speed of 40 feet while wearing this ring."
      },
      {
        "document": 1737,
        "excerpt": "inate Beast (save DC 15) from it on a Beast that has a Swim Speed."
      },
      {
        "document": 1760,
        "excerpt": "10 ft., Swim 40 ft."
      },
      {
        "document": 1761,
        "excerpt": "40 ft., Fly 80 ft., Swim 40 ft."
      },
      {
        "document": 1764,
        "excerpt": "40 ft., Fly 80 ft., Swim 40 ft."
      },
      {
        "document": 1766,
        "excerpt": "40 ft., Fly 80 ft., Swim 40 ft."
      },
      {
        "document": 1767,
        "excerpt": "40 ft., Fly 80 ft., Swim 40 ft."
      },
      {
        "document": 1770,
        "excerpt": "40 ft., Burrow 30 ft., Fly 80 ft., Swim 40 ft."
      },
      {
        "document": 1773,
        "excerpt": "40 ft., Fly 80 ft., Swim 40 ft."
      },
      {
        "document": 1776,
        "excerpt": "40 ft., Fly 80 ft., Swim 40 ft."
      },
      {
        "document": 1778,
        "excerpt": "40 ft., Fly 80 ft., Swim 40 ft."
      },
      {
        "document": 1779,
        "excerpt": "40 ft., Fly 80 ft., Swim 40 ft."
      },
      {
        "document": 1782,
        "excerpt": "40 ft., Burrow 40 ft., Fly 80 ft., Swim 40 ft."
      },
      {
        "document": 1789,
        "excerpt": "20 ft., Swim 80 ft."
      },
      {
        "document": 1808,
        "excerpt": "30 ft., Climb 30 ft., Swim 30 ft."
      },
      {
        "document": 1809,
        "excerpt": "30 ft., Fly 60 ft., Swim 30 ft."
      },
      {
        "document": 1817,
        "excerpt": "30 ft., Fly 60 ft., Swim 30 ft."
      },
      {
        "document": 1827,
        "excerpt": "30 ft., Swim 30 ft."
      },
      {
        "document": 1833,
        "excerpt": "30 ft., Swim 30 ft."
      },
      {
        "document": 1836,
        "excerpt": "20 ft., Swim 20 ft."
      },
      {
        "document": 1837,
        "excerpt": "20 ft., Swim 30 ft."
      },
      {
        "document": 1848,
        "excerpt": "20 ft., Swim 50 ft."
      },
      {
        "document": 1865,
        "excerpt": "30 ft., Fly 60 ft., Swim 30 ft."
      },
      {
        "document": 1866,
        "excerpt": "20 ft., Swim 20 ft."
      },
      {
        "document": 1878,
        "excerpt": "30 ft., Swim 30 ft."
      },
      {
        "document": 1879,
        "excerpt": "30 ft., Swim 30 ft."
      },
      {
        "document": 1880,
        "excerpt": "30 ft., Swim 50 ft."
      },
      {
        "document": 1885,
        "excerpt": "30 ft., Swim 30 ft."
      },
      {
        "document": 1889,
        "excerpt": "10 ft., Swim 60 ft."
      },
      {
        "document": 1893,
        "excerpt": "5 ft., Swim 40 ft."
      },
      {
        "document": 1894,
        "excerpt": "5 ft., Swim 60 ft."
      },
      {
        "document": 1896,
        "excerpt": "30 ft., Swim 30 ft."
      },
      {
        "document": 1897,
        "excerpt": "40 ft., Swim 40 ft."
      },
      {
        "document": 1902,
        "excerpt": "20 ft., Swim 20 ft."
      },
      {
        "document": 1910,
        "excerpt": "30 ft., Fly 60 ft., Swim 30 ft."
      },
      {
        "document": 1913,
        "excerpt": "30 ft., Fly 60 ft., Swim 30 ft."
      },
      {
        "document": 1914,
        "excerpt": "30 ft., Swim 30 ft."
      },
      {
        "document": 1920,
        "excerpt": "40 ft., Climb 40 ft., Swim 40 ft."
      },
      {
        "document": 1928,
        "excerpt": "30 ft., Swim 30 ft."
      },
      {
        "document": 1933,
        "excerpt": "5 ft., Swim 40 ft."
      },
      {
        "document": 1934,
        "excerpt": "40 ft., Swim 40 ft."
      },
      {
        "document": 1943,
        "excerpt": "5 ft., Swim 60 ft."
      },
      {
        "document": 1946,
        "excerpt": "30 ft., Swim 120 ft."
      },
      {
        "document": 1960,
        "excerpt": "10 ft., Swim 40 ft."
      },
      {
        "document": 1961,
        "excerpt": "10 ft., Swim 40 ft."
      },
      {
        "document": 1973,
        "excerpt": "5 ft., Swim 30 ft."
      },
      {
        "document": 1983,
        "excerpt": "5 ft., Swim 40 ft."
      },
      {
        "document": 1988,
        "excerpt": "20 ft., Swim 40 ft."
      },
      {
        "document": 1989,
        "excerpt": "40 ft., Swim 40 ft."
      },
      {
        "document": 1996,
        "excerpt": "a centipede (40 ft., Climb 40 ft.), or a toad (40 ft., Swim 40 ft.), or it returns to its true form. Its game statistics are the same in each form, except for its S"
      },
      {
        "document": 2001,
        "excerpt": "5 ft., Swim 30 ft."
      },
      {
        "document": 2009,
        "excerpt": "30 ft., Swim 40 ft."
      },
      {
        "document": 2014,
        "excerpt": "30 ft., Swim 40 ft."
      },
      {
        "document": 2015,
        "excerpt": "5 ft., Swim 20 ft."
      },
      {
        "document": 2017,
        "excerpt": "30 ft., Swim 20 ft."
      },
      {
        "document": 2035,
        "excerpt": "50 ft., Fly 25 ft. (hover), Swim 50 ft."
      },
      {
        "document": 2040,
        "excerpt": "5 ft., Swim 40 ft."
      },
      {
        "document": 2043,
        "excerpt": "30 ft., Swim 30 ft."
      },
      {
        "document": 2057,
        "excerpt": "30 ft., Swim 30 ft."
      },
      {
        "document": 2065,
        "excerpt": "30 ft., Swim 90 ft."
      },
      {
        "document": 2072,
        "excerpt": "30 ft., Burrow 15 ft., Fly 60 ft., Swim 30 ft."
      },
      {
        "document": 2081,
        "excerpt": "40 ft., Fly 80 ft., Swim 40 ft."
      },
      {
        "document": 2084,
        "excerpt": "40 ft., Fly 80 ft., Swim 40 ft."
      },
      {
        "document": 2086,
        "excerpt": "40 ft., Fly 80 ft., Swim 40 ft."
      },
      {
        "document": 2087,
        "excerpt": "40 ft., Fly 80 ft., Swim 40 ft."
      },
      {
        "document": 2090,
        "excerpt": "40 ft., Burrow 20 ft., Fly 80 ft., Swim 40 ft."
      }
    ],
    "swimming": [
      {
        "document": 77,
        "excerpt": "movement can include climbing, crawling, jumping, and swimming (each explained in “Rules Glossary”). These different modes of movement can be combined with your regula"
      },
      {
        "document": 378,
        "excerpt": "tion. For example, if your character puts on a Ring of Swimming, the GM might say, \"Your movement feels strangely fluid.\" Perhaps you then dive into a river to see what"
      },
      {
        "document": 548,
        "excerpt": "See also “Climbing,” “Crawling,” “Flying,” “Jumping,” “Swimming” and “Playing the Game” (“Combat”). Special Speeds. Some creatures have special speeds, such as a Burro"
      },
      {
        "document": 559,
        "excerpt": "Swimming"
      },
      {
        "document": 560,
        "excerpt": "expending the extra movement normally associated with swimming. See also “Swimming” and “Speed.”"
      },
      {
        "document": 678,
        "excerpt": "Swimming through deep water (more than 100 feet deep) presents additional challenges because of the water's press"
      },
      {
        "document": 1285,
        "excerpt": "uare. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice and have the Restrained condition. A trapped creat"
      },
      {
        "document": 1367,
        "excerpt": "uch as a false memory of how much the creature enjoyed swimming in acid, is dismissed as a bad dream. The GM might deem a modified memory too nonsensical to affect a cr"
      },
      {
        "document": 1467,
        "excerpt": "spell ends. A creature caught in the wall can move by swimming. Because of the wave's force, though, the creature must succeed on a Strength (Athletics) check against"
      },
      {
        "document": 1590,
        "excerpt": "Gloves of Swimming and Climbing"
      },
      {
        "document": 1680,
        "excerpt": "Ring of Swimming"
      }
    ],
    "swims": [
      {
        "document": 266,
        "excerpt": "ur choice) 48 A glass orb filled with water, in which swims a clockwork goldfish 49 A silver spoon with an M engraved on the handle 50 A whistle made from gold-co"
      },
      {
        "document": 791,
        "excerpt": "The apparatus walks or swims forward provided its legs are extended."
      },
      {
        "document": 2009,
        "excerpt": "Aquatic Charge. The sahuagin swims up to its Swim Speed straight toward an enemy it can see."
      }
    ],
    "swinging": [
      {
        "document": 1538,
        "excerpt": "Wondrous Item, Rare While gently swinging this censer, you can take a Magic action to summon an Air Elemental. The elemental appears in an unoccup"
      }
    ],
    "swings": [
      {
        "document": 71,
        "excerpt": "unter is a clash between two sides: a flurry of weapon swings, feints, parries, footwork, and spellcasting. The game organizes combat into a cycle of rounds and turns"
      },
      {
        "document": 719,
        "excerpt": "rounding floor. When a creature moves onto the lid, it swings open like a trapdoor, causing the creature to fall into the pit. The lid remains open thereafter. A cre"
      },
      {
        "document": 723,
        "excerpt": "rounding floor. When a creature moves onto the lid, it swings open like a trapdoor, causing the creature to fall into the pit, which has sharpened wooden or metal spi"
      }
    ],
    "swipe": [
      {
        "document": 1762,
        "excerpt": "s action again until the start of its next turn. Tail Swipe. The dragon makes one Rend attack."
      },
      {
        "document": 1774,
        "excerpt": "s action again until the start of its next turn. Tail Swipe. The dragon makes one Rend attack."
      },
      {
        "document": 1940,
        "excerpt": "Multiattack. The stalker makes three Wind Swipe attacks. It can replace one attack with a use of Vortex. Wind Swipe. Melee Attack Roll: +7, reach 5 ft."
      },
      {
        "document": 2016,
        "excerpt": "Draining Swipe. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Necrotic damage, and the target's Strength score de"
      }
    ],
    "swirling": [
      {
        "document": 1325,
        "excerpt": "nents: V, S Duration: Concentration, up to 1 minute A swirling cloud of embers and smoke fills a 20-foot-radius Sphere centered on a point within range. The cloud's ar"
      }
    ],
    "swirls": [
      {
        "document": 1561,
        "excerpt": "sed, it grows to about 20 inches in diameter, and mist swirls inside it. While attuned to an orb, you can take a Magic action to peer into the orb's depths. You must"
      },
      {
        "document": 1660,
        "excerpt": "This potion's yellow fluid is streaked with black and swirls on its own."
      }
    ],
    "switch": [
      {
        "document": 548,
        "excerpt": "speed, choose which one to use when you move; you can switch between the speeds during your move. Whenever you switch, subtract the distance already moved from the n"
      },
      {
        "document": 968,
        "excerpt": "the kinds of weapons you chose. For example, you could switch to using the mastery properties of Halberds and Flails."
      },
      {
        "document": 969,
        "excerpt": "the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Longswords."
      },
      {
        "document": 970,
        "excerpt": "the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords."
      },
      {
        "document": 1193,
        "excerpt": "s if you were in its space. As a Bonus Action, you can switch between seeing and hearing. A creature that sees the sensor (such as a creature benefiting from See Inv"
      },
      {
        "document": 1452,
        "excerpt": "nd after round or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell. Creature. You can try to move a Huge or s"
      }
    ],
    "swoop": [
      {
        "document": 2005,
        "excerpt": "Swoop (Recharge 5–6). If the roc has a creature Grappled, the roc flies up to half its Fly Speed without provo"
      }
    ],
    "sword": [
      {
        "document": 58,
        "excerpt": "ect is a discrete, inanimate item like a window, door, sword, book, table, chair, or stone. It isn't a building or a vehicle, which are composed of many objects."
      },
      {
        "document": 266,
        "excerpt": "n indecipherable treasure map 58 A hilt from a broken sword 59 A rabbit's foot 60 A glass eye 61 A cameo of a hideous person 62 A silver skull the size of a coi"
      },
      {
        "document": 570,
        "excerpt": "ct while doing something else, such as when you draw a sword as part of the Attack action. When an object requires an action for its use, you take the Utilize action"
      },
      {
        "document": 893,
        "excerpt": "Arcane Sword"
      },
      {
        "document": 905,
        "excerpt": "Arcane Sword"
      },
      {
        "document": 1165,
        "excerpt": "Arcane Sword"
      },
      {
        "document": 1555,
        "excerpt": "Dancing Sword"
      },
      {
        "document": 1631,
        "excerpt": "Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon"
      },
      {
        "document": 1726,
        "excerpt": "Rare (Requires Attunement) This item appears to be a sword hilt. Blade of Radiance. While grasping the hilt, you can take a Bonus Action to cause a blade of pure"
      },
      {
        "document": 1727,
        "excerpt": "Sword of Life Stealing"
      },
      {
        "document": 1728,
        "excerpt": "Sword of Sharpness"
      },
      {
        "document": 1729,
        "excerpt": "Sword of Wounding"
      },
      {
        "document": 1740,
        "excerpt": "Vorpal Sword"
      },
      {
        "document": 1784,
        "excerpt": "Animated Flying Sword"
      },
      {
        "document": 1859,
        "excerpt": "Multiattack. The erinyes makes three Withering Sword attacks and can use Entangling Rope. Withering Sword. Melee Attack Roll: +8, reach 5 ft. Hit: 13 (2d8 +"
      },
      {
        "document": 1863,
        "excerpt": "Multiattack. The giant makes two attacks, using Flame Sword or Hammer Throw in any combination. Flame Sword. Melee Attack Roll: +11, reach 10 ft. Hit: 21 (4d6 + 7)"
      },
      {
        "document": 1987,
        "excerpt": "Multiattack. The planetar makes three Radiant Sword attacks or uses Holy Burst twice. Radiant Sword. Melee Attack Roll: +12, reach 10 ft. Hit: 14 (2d6 + 7)"
      },
      {
        "document": 2022,
        "excerpt": "Multiattack. The solar makes two Flying Sword attacks. It can replace one attack with a use of Slaying Bow. Flying Sword. Melee or Ranged Attack Roll"
      },
      {
        "document": 2029,
        "excerpt": "Needle Sword. Melee Attack Roll: +6, reach 5 ft. Hit: 6 (1d4 + 4) Piercing damage. Enchanting Bow. Ranged Attack Rol"
      },
      {
        "document": 2035,
        "excerpt": "Multiattack. The giant makes two attacks, using Storm Sword or Thunderbolt in any combination. Storm Sword. Melee Attack Roll: +14, reach 10 ft. Hit: 23 (4d6 + 9)"
      },
      {
        "document": 2073,
        "excerpt": "ltiattack. The wight makes two attacks, using Necrotic Sword or Necrotic Bow in any combination. It can replace one attack with a use of Life Drain. Necrotic Sword."
      }
    ],
    "sword's": [
      {
        "document": 1726,
        "excerpt": "rget takes an extra 1d8 Radiant damage. Sunlight. The sword's luminous blade emits Bright Light in a 15-foot radius and Dim Light for an additional 15 feet. The light"
      }
    ],
    "sworn": [
      {
        "document": 1632,
        "excerpt": "ve wronged me.” The target of your attack becomes your sworn enemy until it dies or until dawn 7 days later. You can have only one such sworn enemy at a time. When y"
      }
    ],
    "sylvan": [
      {
        "document": 808,
        "excerpt": "Sylvan"
      },
      {
        "document": 1811,
        "excerpt": "Blink Dog; understands Elvish and Sylvan but can't speak them"
      },
      {
        "document": 1824,
        "excerpt": "Elvish, Sylvan"
      },
      {
        "document": 1851,
        "excerpt": "Common, Druidic, Sylvan"
      },
      {
        "document": 1852,
        "excerpt": "Elvish, Sylvan"
      },
      {
        "document": 1882,
        "excerpt": "Celestial; understands Common, Elvish, and Sylvan but can't speak them"
      },
      {
        "document": 1890,
        "excerpt": "Celestial; understands Common, Elvish, and Sylvan but can't speak them"
      },
      {
        "document": 1914,
        "excerpt": "Common, Elvish, Sylvan"
      },
      {
        "document": 1981,
        "excerpt": "Understands Celestial, Common, Elvish, and Sylvan but can't speak"
      },
      {
        "document": 2011,
        "excerpt": "Common, Elvish, Sylvan"
      },
      {
        "document": 2029,
        "excerpt": "Common, Elvish, Sylvan"
      },
      {
        "document": 2048,
        "excerpt": "Common, Druidic, Elvish, Sylvan"
      },
      {
        "document": 2053,
        "excerpt": "Celestial, Elvish, Sylvan; telepathy 120 ft."
      }
    ],
    "symbol": [
      {
        "document": 26,
        "excerpt": "a treasure chest while a second examines a mysterious symbol engraved on a wall and a third keeps watch for monsters. Outside combat, the GM ensures that every chara"
      },
      {
        "document": 267,
        "excerpt": "g the inscription “dreams” on its lid 87 An iron holy symbol devoted to an unknown god 88 A book about a legendary hero's rise and fall, with the last chapter missi"
      },
      {
        "document": 424,
        "excerpt": "scern a gem's value (DC 15) Craft: Arcane Focus, Holy Symbol"
      },
      {
        "document": 426,
        "excerpt": "Ability: Strength Weight: 8 lb. Utilize: Chisel a symbol or hole in stone (DC 10) Craft: Block and Tackle"
      },
      {
        "document": 427,
        "excerpt": "ething you've seen (DC 10) Craft: Druidic Focus, Holy Symbol"
      },
      {
        "document": 485,
        "excerpt": "Holy Symbol (Varies)"
      },
      {
        "document": 820,
        "excerpt": "A pair of knucklebone dice, each with a skull symbol on the side that would normally show six pips"
      },
      {
        "document": 836,
        "excerpt": "Symbol"
      },
      {
        "document": 893,
        "excerpt": "Symbol"
      },
      {
        "document": 905,
        "excerpt": "Symbol"
      },
      {
        "document": 917,
        "excerpt": "Symbol"
      },
      {
        "document": 931,
        "excerpt": "Holy Symbol"
      },
      {
        "document": 935,
        "excerpt": "Symbol"
      },
      {
        "document": 964,
        "excerpt": "Choose A or B: (A) Chain Shirt, Shield, Mace, Holy Symbol, Priest’s Pack, and 7 GP; or (B) 110 GP"
      },
      {
        "document": 968,
        "excerpt": "B: (A) Chain Mail, Shield, Longsword, 6 Javelins, Holy Symbol, Priest’s Pack, and 9 GP; or (B) 150 GP"
      },
      {
        "document": 981,
        "excerpt": "As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to evoke healing energy that can restore a number of Hit Point"
      },
      {
        "document": 995,
        "excerpt": "r B: (A) Calligrapher's Supplies, Book (prayers), Holy Symbol, Parchment (10 sheets), Robe, 8 GP; or (B) 50 GP"
      },
      {
        "document": 1072,
        "excerpt": "Holy Symbol"
      },
      {
        "document": 1179,
        "excerpt": "V, S, M (a Holy Symbol worth 5+ GP)"
      },
      {
        "document": 1386,
        "excerpt": "our. Magic Mark. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. Minor Creation. You create a nonmagical trinket or an illu"
      },
      {
        "document": 1451,
        "excerpt": "Symbol"
      },
      {
        "document": 1703,
        "excerpt": "m (Perception) checks. The Shield is emblazoned with a symbol of an eye."
      },
      {
        "document": 1730,
        "excerpt": "ent by a Cleric or Paladin) This talisman is a mighty symbol of goodness. A Fiend or an Undead that touches the talisman takes 8d6 Radiant damage and takes the damag"
      },
      {
        "document": 1732,
        "excerpt": "ends its turn holding or carrying the talisman. Holy Symbol. You can use the talisman as a Holy Symbol. You gain a +2 bonus to spell attack rolls while you wear or"
      },
      {
        "document": 1838,
        "excerpt": "Holy Symbol, Leather Armor"
      },
      {
        "document": 1991,
        "excerpt": "Chain Shirt, Holy Symbol, Mace"
      },
      {
        "document": 1992,
        "excerpt": "Chain Shirt, Holy Symbol, Mace"
      }
    ],
    "symbolically": [
      {
        "document": 670,
        "excerpt": "and be able to learn how to end their curse, likely by symbolically righting the wrong they committed. How a spell like Remove Curse affects a curse that's part of your adv"
      }
    ],
    "symbolizes": [
      {
        "document": 1732,
        "excerpt": "drous Item, Legendary (Requires Attunement) This item symbolizes unrepentant evil. A creature that isn't a Fiend or an Undead that touches the talisman takes 8d6 Necroti"
      }
    ],
    "symbols": [
      {
        "document": 337,
        "excerpt": "t only people wearing a Robe bearing certain colors or symbols."
      },
      {
        "document": 485,
        "excerpt": "abric (such as a tab-ard or banner) or a Shield. Holy Symbols"
      },
      {
        "document": 744,
        "excerpt": "Recall lore about gods, religious rituals, and holy symbols."
      },
      {
        "document": 935,
        "excerpt": "Holy Symbols"
      },
      {
        "document": 940,
        "excerpt": "Spells, magic items, eldritch symbols, magical traditions, planes of existence, and certain creatures (Aberrations, Constructs, Elementals, Fe"
      },
      {
        "document": 1200,
        "excerpt": "te to read one page of text. This spell doesn't decode symbols or secret messages."
      }
    ],
    "sympathies": [
      {
        "document": 47,
        "excerpt": "If you offer NPCs something they want or play on their sympathies, fears, or goals, you can form friendships, ward off violence, or learn a key piece of information. On t"
      }
    ],
    "sympathy": [
      {
        "document": 837,
        "excerpt": "Antipathy/Sympathy"
      },
      {
        "document": 894,
        "excerpt": "Antipathy/Sympathy"
      },
      {
        "document": 906,
        "excerpt": "Antipathy/Sympathy"
      },
      {
        "document": 1161,
        "excerpt": "Antipathy/Sympathy"
      }
    ],
    "syrupy": [
      {
        "document": 1655,
        "excerpt": "ion, you have Resistance to all damage. This potion's syrupy liquid looks like liquefied iron."
      }
    ],
    "system": [
      {
        "document": 0,
        "excerpt": "System Reference Document 5.2.1"
      }
    ],
    "tab": [
      {
        "document": 485,
        "excerpt": "needs to be held, worn, or borne on fabric (such as a tab-ard or banner) or a Shield. Holy Symbols"
      }
    ],
    "table": [
      {
        "document": 2,
        "excerpt": "ility is most relevant. See the Ability Check Examples table for examples of each check's use. Ability Check Examples"
      },
      {
        "document": 18,
        "excerpt": "M ultimately sets them. The Typical Difficulty Classes table presents a range of possible DCs for ability checks. Typical Difficulty Classes"
      },
      {
        "document": 20,
        "excerpt": "inds of effects, as shown on the Saving Throw Examples table. Saving Throw Examples"
      },
      {
        "document": 24,
        "excerpt": "The Attack Roll Abilities table shows which ability modifier to use for different types of attack rolls. Attack Roll Abilities Some fe"
      },
      {
        "document": 26,
        "excerpt": "d them (how many doors lead out of a room, what's on a table, and so on). 2: The Players Describe What Their Characters Do. Typically, the characters stick together"
      },
      {
        "document": 34,
        "excerpt": "e Rating (see “Rules Glossary”). The Proficiency Bonus table shows how the bonus is determined. This bonus is applied to a D20 Test when the creature has proficienc"
      },
      {
        "document": 38,
        "excerpt": "The skills are shown on the Skills table, which notes example uses for each skill proficiency as well as the ability check the skill most often a"
      },
      {
        "document": 42,
        "excerpt": "ommunicating, you typically take an action. The Action table lists the game's main actions, which are defined in more detail in “Rules Glossary.” Actions Player ch"
      },
      {
        "document": 48,
        "excerpt": "characteristics, as shown on the Ability Descriptions table. Ability Descriptions"
      },
      {
        "document": 58,
        "excerpt": "rete, inanimate item like a window, door, sword, book, table, chair, or stone. It isn't a building or a vehicle, which are composed of many objects."
      },
      {
        "document": 59,
        "excerpt": "esents the magnitude of an ability. The Ability Scores table summarizes what the scores mean. Ability Scores"
      },
      {
        "document": 67,
        "excerpt": "ast, Normal, or Slow pace, as shown on the Travel Pace table. The table states how far the party can move in a period of time; if riding horses or other mounts, the"
      },
      {
        "document": 70,
        "excerpt": "ived from its score, as shown in the Ability Modifiers table."
      },
      {
        "document": 82,
        "excerpt": "pies on a map, as shown on the Creature Size and Space table. That table lists the sizes from smallest (Tiny) to largest (Gargantuan). A creature's space is the area"
      },
      {
        "document": 86,
        "excerpt": "arget more difficult to harm. As detailed in the Cover table, there are three degrees of cover, each of which gives a different benefit to a target. A target can be"
      },
      {
        "document": 118,
        "excerpt": "rities are shown in the Magic Item Rarities and Values table. Common magic items, such as a Potion of Healing, are the most plentiful. Artifacts, such as the Dragon"
      },
      {
        "document": 119,
        "excerpt": "ues are provided in the Magic Item Rarities and Values table, though a seller might ask for a service rather than coin as payment. If a magic item incorporates an i"
      },
      {
        "document": 125,
        "excerpt": "item belongs to a category. The Magic Item Categories table lists the nine categories and provides examples. Rules for the categories appear after the table. Magic"
      },
      {
        "document": 131,
        "excerpt": "The Magic Item Tools table lists which tool is required to make a magic item of each category. You must use the required tool to ma"
      },
      {
        "document": 133,
        "excerpt": "rity as shown in the Magic Item Crafting Time and Cost table. Work per Day. For each day of crafting, you must work for 8 hours. If an item requires multiple days,"
      },
      {
        "document": 138,
        "excerpt": "an alignment or roll on the Sentient Item's Alignment table."
      },
      {
        "document": 139,
        "excerpt": "municates or roll on the Sentient Item's Communication table."
      },
      {
        "document": 140,
        "excerpt": "hoose its senses or roll on the Sentient Item's Senses table."
      },
      {
        "document": 141,
        "excerpt": "purpose or roll on the Sentient Item's Special Purpose table. Sentient Item's Alignment Sentient Item's Communication Sentient Item's Senses Sentient Item's Spec"
      },
      {
        "document": 144,
        "excerpt": "s two potions together, roll on the Potion Miscibility table. If more than two are combined, roll again for each subsequent potion, combining the results. Unless the"
      },
      {
        "document": 151,
        "excerpt": "ulate its Hit Points, as shown in the Hit Dice by Size table. Hit Dice by Size A monster's Constitution modifier is multiplied by the number of Hit Dice it possess"
      },
      {
        "document": 166,
        "excerpt": "detailed in the Experience Points by Challenge Rating table. XP is awarded for defeating the monster in combat or otherwise neutralizing it. Unless a rule says oth"
      },
      {
        "document": 167,
        "excerpt": "as shown in the Proficiency Bonus by Challenge Rating table, and is reflected in saving throws, skills, and other statistics where the monster's exceptional aptitud"
      },
      {
        "document": 228,
        "excerpt": "nguages you roll or choose from the Standard Languages table. Knowledge of a language means your character can communicate in it, read it, and write it. Your class a"
      },
      {
        "document": 230,
        "excerpt": "f each score is shown on the Ability Score Point Costs table. For example, a score of 14 costs 7 of your 27 points. Ability Score Point Costs"
      },
      {
        "document": 231,
        "excerpt": "dard Array option, consult the Standard Array by Class table for suggestions on where to assign scores for your character's class. The table puts the highest scores"
      },
      {
        "document": 233,
        "excerpt": "ility modifiers using the Ability Scores and Modifiers table. Write the modifier next to each of your scores. Ability Scores and Modifiers"
      },
      {
        "document": 239,
        "excerpt": "Look at your class's feature table in \"Classes,\" and write down the level 1 features. The class features are detailed there too. Some clas"
      },
      {
        "document": 241,
        "excerpt": "t level 1, as shown on the Level 1 Hit Points by Class table. Level 1 Hit Points by Class The character sheet includes room to note your current Hit Points when yo"
      },
      {
        "document": 242,
        "excerpt": "is called gaining a level. The Character Advancement table lists the XP you need to advance to a level and the Proficiency Bonus for a character of that level. Whe"
      },
      {
        "document": 243,
        "excerpt": "the fixed value shown in the Fixed Hit Points by Class table. Fixed Hit Points by Class 3: Record New Class Features. Look at your class features table in \"Classes"
      },
      {
        "document": 253,
        "excerpt": "e magic items. The Starting Equipment at Higher Levels table is a guide for the GM. Also, check with your GM about what equipment is available for you to buy with y"
      },
      {
        "document": 256,
        "excerpt": "articular class, as shown in the Character Advancement table in “Character Creation.” For example, if you are a level 6 Cleric / level 1 Fighter, you must gain enoug"
      },
      {
        "document": 258,
        "excerpt": "d write it on your character sheet. The Class Overview table summarizes the classes. See “Classes” for the classes’ details. Class Overview"
      },
      {
        "document": 259,
        "excerpt": "articular class, as shown in the Character Advancement table. For example, if you are a level 3 Fighter / level 2 Rogue, you have the Proficiency Bonus of a level 5"
      },
      {
        "document": 264,
        "excerpt": "evel in the Level column of the Multiclass Spellcaster table. You use the slots for that level to cast spells of an appropriate level from any class whose Spellcasti"
      },
      {
        "document": 265,
        "excerpt": "make your character, you can roll once on the Trinkets table to gain a Tiny trinket, a simple item lightly touched by mystery. The GM might also use this table. It c"
      },
      {
        "document": 271,
        "excerpt": "g trouble choosing, the Ability Scores and Backgrounds table shows which backgrounds benefit which ability scores. Look for your class's primary ability there. Abil"
      },
      {
        "document": 354,
        "excerpt": "otherwise slow you down. The Mounts and Other Animals table shows each animal's carrying capacity. See “Monsters” for the animals' stat blocks."
      },
      {
        "document": 356,
        "excerpt": "r designed for a mount. Any type of armor on the Armor table in “Equipment” can be purchased as barding. The cost is four times the normal cost, and it weighs twice"
      },
      {
        "document": 358,
        "excerpt": "The Airborne and Waterborne Vehicles table provides statistics for various types of large vehicles. The following notes apply."
      },
      {
        "document": 360,
        "excerpt": "ew a ship depends on the type of ship, as shown in the table."
      },
      {
        "document": 362,
        "excerpt": "The table lists the number of Small and Medium passengers the ship can accommodate using hammocks. A ship outfitte"
      },
      {
        "document": 363,
        "excerpt": "ge threshold (see “Rules Glossary”), it’s noted in the table."
      },
      {
        "document": 374,
        "excerpt": "The Food, Drink, and Lodging table gives prices for food and a single night's lodging. Prices for daily lodging and meals are included in y"
      },
      {
        "document": 375,
        "excerpt": "a scribe, or the like. The pay shown on the Hirelings table is a minimum; some expert hirelings require more pay. Untrained hirelings are hired for work that requir"
      },
      {
        "document": 376,
        "excerpt": "onents to the cost listed in the Spellcasting Services table. The higher the level of a desired spell, the harder it is to find someone to cast it. Spellcasting Ser"
      },
      {
        "document": 393,
        "excerpt": "level of the spell, as shown in the Spell Scroll Costs table. For each day of inscription, you must work for 8 hours. If a scroll requires multiple days, those days"
      },
      {
        "document": 394,
        "excerpt": "If you use an object - such as a table leg, frying pan, or bottle - as a makeshift weapon, see “Improvised Weapons” in “Rules Glossary.” Also s"
      },
      {
        "document": 398,
        "excerpt": "the relative worth of their material. The Coin Values table lists coins and how much they're worth relative to the Gold Piece, which is the game's main coin. For ex"
      },
      {
        "document": 406,
        "excerpt": "The Armor table lists the game's main armor. The table includes the cost and weight of armor, as well as the following d"
      },
      {
        "document": 409,
        "excerpt": "The Weapons table in this section shows the game's main weapons. The table lists the cost and weight of each weapon, as we"
      },
      {
        "document": 442,
        "excerpt": "the properties in the Properties column of the Weapons table."
      },
      {
        "document": 444,
        "excerpt": "The Adventuring Gear table in this section includes gear that adventurers often find useful. These items are described here in alph"
      },
      {
        "document": 447,
        "excerpt": "type of ammunition used by the weapon. The Ammunition table lists the different types and the amount you get when you buy them. The table also lists the item that i"
      },
      {
        "document": 449,
        "excerpt": "ane Focus takes one of the forms in the Arcane Focuses table and is be jeweled or carved to channel arcane magic. A Sorcerer, Warlock, or Wizard can use such an item"
      },
      {
        "document": 478,
        "excerpt": "ic Focus takes one of the forms in the Druidic Focuses table and is carved, tied with ribbon, or painted to channel primal magic. A Druid or Ranger can use such an o"
      },
      {
        "document": 485,
        "excerpt": "Holy Symbol takes one of the forms in the Holy Symbol table and is be jeweled or painted to channel divine magic. A Cleric or Paladin can use a Holy Symbol as a Spe"
      },
      {
        "document": 488,
        "excerpt": "magic. The schools are listed in the Schools of Magic table. These categories help describe spells but have no rules of their own, although some other rules refer t"
      },
      {
        "document": 508,
        "excerpt": "hange, as summarized in the Spell Preparation by Class table. Spell Preparation by Class Most spellcasting monsters don't change their lists of prepared spells, bu"
      },
      {
        "document": 520,
        "excerpt": "based on its size, as shown in the Food Needs per Day table. A creature that eats but consumes less than half the required food for a day must succeed on a DC 10 Co"
      },
      {
        "document": 541,
        "excerpt": "ck to discern something that isn't obvious. The Search table suggests which skills are applicable when you take this action, depending on what you're trying to detec"
      },
      {
        "document": 545,
        "excerpt": "pen at the same time on a turn, the person at the game table - player or GM - whose turn it is decides the order in which those things happen. For example, if two ef"
      },
      {
        "document": 554,
        "excerpt": "ed,\" \"Fly Speed,\" and \"Swim Speed.\" Ability Scores. A table provides the monster's ability scores, modifiers, and saving throw modifiers, all of which are detailed"
      },
      {
        "document": 556,
        "excerpt": "piece of information about it. The Areas of Knowledge table suggests which skills are applicable to various areas of knowledge. Areas of Knowledge"
      },
      {
        "document": 580,
        "excerpt": "r Utilize action. Armor Class. The Object Armor Class table suggests ACs for various substances. Object Armor Class Hit Points. An object is destroyed when it has"
      },
      {
        "document": 586,
        "excerpt": "that you can carry, as shown in the Carrying Capacity table. The table also shows the maximum weight you can drag, lift, or push. While dragging, lifting, or pushi"
      },
      {
        "document": 608,
        "excerpt": "uch as Resistance, rely on the types. The Damage Types table offers examples to help a GM assign a type to a new effect. Damage Types"
      },
      {
        "document": 615,
        "excerpt": "based on its size, as shown in the Water Needs per Day table. A creature that drinks less than half the required water for a day gains 1 Exhaustion level at the day'"
      },
      {
        "document": 648,
        "excerpt": "wielded as a makeshift weapon, such as broken glass, a table leg, or a frying pan. A Simple or Martial weapon also counts as an improvised weapon if it's wielded in"
      },
      {
        "document": 651,
        "excerpt": "hich is defined in this glossary. The Influence Checks table suggests which ability check to make based on how you're interacting with the monster. The GM chooses th"
      },
      {
        "document": 669,
        "excerpt": "shown in the Maximum Pace column of the Travel Terrain table. Certain factors can affect a group’s travel pace."
      },
      {
        "document": 689,
        "excerpt": "n how terrifying the situation is. The Sample Fear DCs table provides some examples. Sample Fear DCs Typically, a Frightened creature repeats the saving throw at t"
      },
      {
        "document": 690,
        "excerpt": "emulate that effect. The Sample Mental Stress Effects table provides a few examples of such effects, with suggested saving throw DCs and damage. Mental stress can u"
      },
      {
        "document": 716,
        "excerpt": "the damage and the save DC, as shown in the following table."
      },
      {
        "document": 718,
        "excerpt": "mage and the area of effect, as shown in the following table."
      },
      {
        "document": 719,
        "excerpt": "the pit's depth and damage, as shown in the following table."
      },
      {
        "document": 721,
        "excerpt": "the damage and the save DC, as shown in the following table."
      },
      {
        "document": 723,
        "excerpt": "the pit's depth and damage, as shown in the following table."
      },
      {
        "document": 728,
        "excerpt": "Using the XP Budget per Character table, cross-reference the party's level with the desired encounter difficulty. Multiply the number in the tab"
      },
      {
        "document": 748,
        "excerpt": "Hazards Table 1"
      },
      {
        "document": 749,
        "excerpt": "Travel Pace Table 1"
      },
      {
        "document": 753,
        "excerpt": "Efreeti Bottle Table 1"
      },
      {
        "document": 754,
        "excerpt": "Elemental Gem Table 1"
      },
      {
        "document": 756,
        "excerpt": "Hat of Many Spells Table 1"
      },
      {
        "document": 758,
        "excerpt": "Horn of Valhalla Table 1"
      },
      {
        "document": 759,
        "excerpt": "Manual of Golems Table 1"
      },
      {
        "document": 762,
        "excerpt": "Necklace of Prayer Beads Table 1"
      },
      {
        "document": 763,
        "excerpt": "Potion of Giant Strength Table 1"
      },
      {
        "document": 764,
        "excerpt": "Potions of Healing Table 1"
      },
      {
        "document": 765,
        "excerpt": "Potion of Resistance Table 1"
      },
      {
        "document": 767,
        "excerpt": "Ring of Elemental Command Table 1"
      },
      {
        "document": 768,
        "excerpt": "Ring of Resistance Table 1"
      },
      {
        "document": 769,
        "excerpt": "Ring of Shooting Stars Table 1"
      },
      {
        "document": 770,
        "excerpt": "Spell Scroll Table 1"
      },
      {
        "document": 771,
        "excerpt": "Spell Scroll Table 2"
      },
      {
        "document": 773,
        "excerpt": "Staff of Fire Table 1"
      },
      {
        "document": 774,
        "excerpt": "Staff of Frost Table 1"
      },
      {
        "document": 775,
        "excerpt": "Staff of Healing Table 1"
      },
      {
        "document": 776,
        "excerpt": "Staff of Power Table 1"
      },
      {
        "document": 777,
        "excerpt": "Staff of Swarming Insects Table 1"
      },
      {
        "document": 778,
        "excerpt": "Staff of the Magi Table 1"
      },
      {
        "document": 779,
        "excerpt": "Staff of the Woodlands Table 1"
      },
      {
        "document": 781,
        "excerpt": "Wand of Binding Table 1"
      },
      {
        "document": 782,
        "excerpt": "Wand of Fear Table 1"
      },
      {
        "document": 788,
        "excerpt": "Ammunition of Slaying Table 1"
      },
      {
        "document": 790,
        "excerpt": "Amulet of the Planes Table 1"
      },
      {
        "document": 792,
        "excerpt": "Armor of Resistance Table 1"
      },
      {
        "document": 793,
        "excerpt": "Bag of Beans Table 1"
      },
      {
        "document": 797,
        "excerpt": "Belt of Giant Strength Table 1"
      },
      {
        "document": 798,
        "excerpt": "Candle of Invocation Table 1"
      },
      {
        "document": 799,
        "excerpt": "Carpet of Flying Table 1"
      },
      {
        "document": 802,
        "excerpt": "Dragon Orb Table 1"
      },
      {
        "document": 803,
        "excerpt": "Dragon Scale Mail Table 1"
      },
      {
        "document": 941,
        "excerpt": "Glossary Conventions Table 1"
      },
      {
        "document": 942,
        "excerpt": "Glossary Conventions Table 2"
      },
      {
        "document": 944,
        "excerpt": "Large (cart, dining table)"
      },
      {
        "document": 946,
        "excerpt": "Condition Table 1"
      },
      {
        "document": 947,
        "excerpt": "Creature Type Table 1"
      },
      {
        "document": 951,
        "excerpt": "Action Table 1"
      },
      {
        "document": 955,
        "excerpt": "Collapsing Roof Table 1"
      },
      {
        "document": 956,
        "excerpt": "Fire-Casting Statue Table 1"
      },
      {
        "document": 957,
        "excerpt": "Hidden Pit Table 1"
      },
      {
        "document": 958,
        "excerpt": "Poisoned Needle Table 1"
      },
      {
        "document": 959,
        "excerpt": "Spiked Pit Table 1"
      },
      {
        "document": 962,
        "excerpt": "an level in the Rages column of the Barbarian Features table. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you fin"
      },
      {
        "document": 963,
        "excerpt": "as shown in the Bardic Die column of the Bard Features table. The die becomes a d8 at level 5, a d10 at level 10, and a d12 at level 15."
      },
      {
        "document": 964,
        "excerpt": "as shown in the Cantrips column of the Cleric Features table. Spell Slots. The Cleric Features table shows how many spell slots you have to cast your level 1+ spell"
      },
      {
        "document": 965,
        "excerpt": "as shown in the Cantrips column of the Druid Features table. Spell Slots. The Druid Features table shows how many spell slots you have to cast your level 1+ spells"
      },
      {
        "document": 966,
        "excerpt": "hown in the Second Wind column of the Fighter Features table."
      },
      {
        "document": 967,
        "excerpt": "shown in the Martial Arts column of the Monk Features table. Dexterous Attacks. You can use your Dexterity modifier instead of your Strength modifier for the attac"
      },
      {
        "document": 968,
        "excerpt": "lass’s description. Spell Slots. The Paladin Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you"
      },
      {
        "document": 969,
        "excerpt": "class’s description. Spell Slots. The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you"
      },
      {
        "document": 970,
        "excerpt": "shown in the Sneak Attack column of the Rogue Features table."
      },
      {
        "document": 971,
        "excerpt": "shown in the Cantrips column of the Sorcerer Features table. Spell Slots. The Sorcerer Features table shows how many spell slots you have to cast your level 1+ spe"
      },
      {
        "document": 972,
        "excerpt": "hown in the Invocations column of the Warlock Features table. You can't pick the same invocation more than once unless its description says otherwise."
      },
      {
        "document": 973,
        "excerpt": "as shown in the Cantrips column of the Wizard Features table. Spellbook. Your wizardly apprenticeship culminated in the creation of a unique book: your spellbook. I"
      },
      {
        "document": 975,
        "excerpt": "land: arid, polar, temperate, or tropical. Consult the table below that corresponds to the chosen type; you have the spells listed for your Druid level and lower pre"
      },
      {
        "document": 976,
        "excerpt": "ch you have spell slots, as shown in the Bard Features table. You always have the chosen spells prepared, and whenever you gain a Bard level, you can replace one of"
      },
      {
        "document": 977,
        "excerpt": "each a Sorcerer level specified in the Draconic Spells table, you thereafter always have the listed spells prepared. Draconic Spells"
      },
      {
        "document": 979,
        "excerpt": "ou reach a Warlock level specified in the Fiend Spells table, you thereafter always have the listed spells prepared. Fiend Spells"
      },
      {
        "document": 981,
        "excerpt": "ach a Cleric level specified in the Life Domain Spells table, you thereafter always have the listed spells prepared. Life Domain Spells"
      },
      {
        "document": 982,
        "excerpt": "Paladin level specified in the Oath of Devotion Spells table, you thereafter always have the listed spells prepared. Oath of Devotion Spells"
      },
      {
        "document": 986,
        "excerpt": "Choose the kind of dragon from the Draconic Ancestors table. Your choice affects your Breath Weapon and Damage Resistance traits as well as your appearance. Dracon"
      },
      {
        "document": 988,
        "excerpt": "al abilities. Choose a lineage from the Elven Lineages table. You gain the level 1 benefit of that lineage. When you reach character levels 3 and 5, you learn a hig"
      },
      {
        "document": 994,
        "excerpt": "abilities. Choose a legacy from the Fiendish Legacies table. You gain the level 1 benefit of the chosen legacy. When you reach character levels 3 and 5, you learn"
      },
      {
        "document": 1168,
        "excerpt": "ext 30 minutes. The GM chooses the omen from the Omens table. Omens | Omen | For Results That Will Be ... | | :----------- | :--------------------------- |"
      },
      {
        "document": 1203,
        "excerpt": "o determine its behavior for that turn, consulting the table below. | 1d10 | Behavior for the Turn"
      },
      {
        "document": 1220,
        "excerpt": "ds on the object's material, as shown in the Materials table. If the object is composed of multiple materials, use the shortest duration. Using any object created by"
      },
      {
        "document": 1241,
        "excerpt": "urrent Hit Points, as shown in the Divine Word Effects table. Regardless of its Hit Points, a Celestial, an Elemental, a Fey, or a Fiend target that fails its save"
      },
      {
        "document": 1293,
        "excerpt": "effect. You inscribe it either on a surface (such as a table or a section of floor) or within an object that can be closed (such as a book or chest) to conceal the g"
      },
      {
        "document": 1387,
        "excerpt": "ch color ray affects it, consulting the Prismatic Rays table. Prismatic Rays | 1d8 | Ray"
      },
      {
        "document": 1388,
        "excerpt": "ayer's properties as described in the Prismatic Layers table. The wall, which has AC 10, can be destroyed one layer at a time, in order from red to violet, by means"
      },
      {
        "document": 1402,
        "excerpt": "the soul to enter that body. Roll 1d10 and consult the table below to determine the body's species, or the GM chooses another playable species. | 1d10 | Species"
      },
      {
        "document": 1454,
        "excerpt": "GM rolls 1d100 and consults the Teleportation Outcome table and the explanations after it. Teleportation Outcome | Familiarity | Mishap | Similar Are"
      },
      {
        "document": 1504,
        "excerpt": "he GM chooses or determines randomly by rolling on the table below. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitut"
      },
      {
        "document": 1507,
        "excerpt": "termined by rolling 1d100 and consulting the following table."
      },
      {
        "document": 1509,
        "excerpt": "functions as shown in the Apparatus of the Crab Levers table. Apparatus of the Crab Levers"
      },
      {
        "document": 1512,
        "excerpt": "or determines it randomly by rolling on the following table."
      },
      {
        "document": 1515,
        "excerpt": "lanted. The GM can choose an effect from the following table or determine it randomly."
      },
      {
        "document": 1518,
        "excerpt": "sforms into a creature you determine by rolling on the table that corresponds to the bag's color. See “Monsters” for the creature's stat block. The creature vanishes"
      },
      {
        "document": 1522,
        "excerpt": "belt. The type of giant determines the score (see the table below). The item has no effect on you if your Strength without the belt is equal to or greater than the"
      },
      {
        "document": 1535,
        "excerpt": "en by the GM or determined by rolling on the following table."
      },
      {
        "document": 1537,
        "excerpt": "or determines it randomly by rolling on the following table. A carpet can carry up to twice the weight shown on the table, but its Fly Speed is halved if it carries"
      },
      {
        "document": 1552,
        "excerpt": "h it (save DC 17), as shown in the Cube of Force Faces table. The cube starts with 10 charges, and it regains 1d6 expended charges daily at dawn. Cube of Force Fac"
      },
      {
        "document": 1557,
        "excerpt": "eature, determined by rolling on the Deck of Illusions table, forms over the thrown card and remains until dispelled. The illusory creature created by the card looks"
      },
      {
        "document": 1561,
        "excerpt": "e orb, you can cast one of the spells on the following table from it. The table indicates how many charges you must expend to cast the spell. Call Dragons. While yo"
      },
      {
        "document": 1562,
        "excerpt": "dragon that provided the scales (see the accompanying table). Additionally, you can focus your senses as a Magic action to discern the distance and direction to th"
      },
      {
        "document": 1570,
        "excerpt": "me the bottle is opened, the GM rolls on the following table to determine what happens."
      },
      {
        "document": 1571,
        "excerpt": "em determines the elemental, as shown in the following table."
      },
      {
        "document": 1579,
        "excerpt": "etermines it randomly by rolling on the Feather Tokens table. The type of token determines its rarity. Anchor (Uncommon). You can take a Magic action to touch the t"
      },
      {
        "document": 1596,
        "excerpt": "occurs instead, determined by rolling on the following table. Any spell you cast from the hat uses your spell save DC and spell attack bonus."
      },
      {
        "document": 1604,
        "excerpt": "or determines it randomly by rolling on the following table. If you blow the horn without meeting its requirement, the summoned spirits attack you. If you meet the"
      },
      {
        "document": 1621,
        "excerpt": "determines it randomly by rolling on the accompanying table. To decipher and use the manual, you must be a spellcaster with at least two level 5 spell slots. A crea"
      },
      {
        "document": 1627,
        "excerpt": "two. Use the appropriate column of the Mysterious Deck table when randomly determining cards drawn from the deck. Before you draw a card, you must declare how many"
      },
      {
        "document": 1630,
        "excerpt": "e necklace or determines it randomly by rolling on the table below. A necklace can have more than one bead of the same type. To use one, you must be wearing the neck"
      },
      {
        "document": 1651,
        "excerpt": "hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score. This p"
      },
      {
        "document": 1659,
        "excerpt": "or determines it randomly by rolling on the following table."
      },
      {
        "document": 1663,
        "excerpt": "Points depends on the potion's rarity, as shown in the table below. Whatever its potency, the potion's red liquid glimmers when agitated."
      },
      {
        "document": 1667,
        "excerpt": "Plane the ring is linked to, as shown in the following table. The table indicates how many charges you must expend to cast the spell, which has a save DC of 18."
      },
      {
        "document": 1676,
        "excerpt": "ses or determines randomly by rolling on the following table."
      },
      {
        "document": 1677,
        "excerpt": "mber of spheres you created, as shown in the following table. On a successful save, the creature takes half as much damage. Shooting Stars. You can expend 1 to 3 ch"
      },
      {
        "document": 1691,
        "excerpt": "r determines them randomly by rolling on the following table. 1d100 Patch 01-08 Bag of 100 GP 09–15 Silver coffer (1 foot long, 6 inches wide and deep) worth 500"
      },
      {
        "document": 1709,
        "excerpt": "well as the scroll's rarity, as shown in the following table. Copying a Scroll into a Spellbook. A Wizard spell on a Spell Scroll can be copied into a spellbook. Wh"
      },
      {
        "document": 1711,
        "excerpt": "M determines randomly what happens using the following table. 1d100 Result 01–50 The sphere is destroyed. 51–85 The sphere moves through the portal or into the ex"
      },
      {
        "document": 1713,
        "excerpt": "staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spel"
      },
      {
        "document": 1714,
        "excerpt": "staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spel"
      },
      {
        "document": 1715,
        "excerpt": "staff, you can cast one of the spells on the following table from it, using your spellcasting ability modifier. The table indicates how many charges you must expend"
      },
      {
        "document": 1716,
        "excerpt": "staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spel"
      },
      {
        "document": 1718,
        "excerpt": "staff, you can cast one of the spells on the following table from it, using your spell save DC and spell attack modifier. The table indicates how many charges you mu"
      },
      {
        "document": 1719,
        "excerpt": "staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spel"
      },
      {
        "document": 1721,
        "excerpt": "staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spel"
      },
      {
        "document": 1741,
        "excerpt": "n cast one of the spells (save DC 17) on the following table from it. The table indicates how many charges you must expend to cast the spell. Regaining Charges. The"
      },
      {
        "document": 1743,
        "excerpt": "n cast one of the spells (save DC 15) on the following table from it. The table indicates how many charges you must expend to cast the spell. Regaining Charges. The"
      },
      {
        "document": 1753,
        "excerpt": "ct determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell's maximum range is normally less than 120 fe"
      }
    ],
    "table's": [
      {
        "document": 406,
        "excerpt": "armor (as shown in the table). Armor Class (AC). The table's Armor Class column tells you what your base AC is when you wear a type of armor. For example, if you wea"
      },
      {
        "document": 972,
        "excerpt": "must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach level 6, for example, you learn a new Warlock spell, wh"
      },
      {
        "document": 1454,
        "excerpt": "Familiarity. Here are the meanings of the terms in the table's Familiarity column: - “Permanent circle” means a permanent teleportation circle whose sigil sequence yo"
      }
    ],
    "tables": [
      {
        "document": 969,
        "excerpt": "ou know two languages of your choice from the language tables in “Character Creation.”"
      },
      {
        "document": 970,
        "excerpt": "age of your choice, which you choose from the language tables in \"Character Creation.\""
      },
      {
        "document": 1215,
        "excerpt": "conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction. Precipit"
      },
      {
        "document": 1413,
        "excerpt": "akes a Wisdom saving throw, which is modified (see the tables below) by how well you know the target and the sort of physical connection you have to it. The target do"
      }
    ],
    "taboo": [
      {
        "document": 670,
        "excerpt": "t during an adventure when a creature's violation of a taboo warrants supernatural punishment, such as breaking a vow, defiling a tomb, or murdering an innocent. Suc"
      }
    ],
    "tack": [
      {
        "document": 357,
        "excerpt": "aquatic or a flying mount. Mounts and Other Animals Tack, Harness, and Drawn Vehicles"
      },
      {
        "document": 921,
        "excerpt": "Tack, Harness, and Drawn Vehicles"
      }
    ],
    "tackle": [
      {
        "document": 426,
        "excerpt": "el a symbol or hole in stone (DC 10) Craft: Block and Tackle"
      },
      {
        "document": 458,
        "excerpt": "Block and Tackle (1 GP)"
      },
      {
        "document": 931,
        "excerpt": "Block and Tackle"
      },
      {
        "document": 1029,
        "excerpt": "Block and Tackle"
      }
    ],
    "tactical": [
      {
        "document": 839,
        "excerpt": "Action Surge (one use), Tactical Mind"
      },
      {
        "document": 966,
        "excerpt": "Tactical Mind"
      }
    ],
    "tactics": [
      {
        "document": 247,
        "excerpt": "s a character's vocation, special talents, and favored tactics. 2: Determine Origin. A character's origin includes two elements: background and species. How did the ch"
      },
      {
        "document": 727,
        "excerpt": "racters. To survive it, the characters will need smart tactics, quick thinking, and maybe even a little luck."
      },
      {
        "document": 966,
        "excerpt": "You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to"
      },
      {
        "document": 980,
        "excerpt": "Defensive Tactics"
      },
      {
        "document": 1797,
        "excerpt": "Pack Tactics. The baboon has Advantage on an attack roll against a creature if at least one of the baboon's allies is"
      },
      {
        "document": 1812,
        "excerpt": "Pack Tactics. The hawk has Advantage on an attack roll against a creature if at least one of the hawk's allies is wit"
      },
      {
        "document": 1844,
        "excerpt": "Pack Tactics. The wolf has Advantage on an attack roll against a creature if at least one of the wolf's allies is wit"
      },
      {
        "document": 1891,
        "excerpt": "Pack Tactics. The rat has Advantage on an attack roll against a creature if at least one of the rat's allies is withi"
      },
      {
        "document": 1898,
        "excerpt": "Pack Tactics. The vulture has Advantage on an attack roll against a creature if at least one of the vulture's allies"
      },
      {
        "document": 1924,
        "excerpt": "Pack Tactics. The hound has Advantage on an attack roll against a creature if at least one of the hound's allies is w"
      },
      {
        "document": 1930,
        "excerpt": "Pack Tactics. The hobgoblin has Advantage on an attack roll against a creature if at least one of the hobgoblin's all"
      },
      {
        "document": 1935,
        "excerpt": "Pack Tactics. The hyena has Advantage on an attack roll against a creature if at least one of the hyena's allies is w"
      },
      {
        "document": 1945,
        "excerpt": "Pack Tactics. The kobold has Advantage on an attack roll against a creature if at least one of the kobold's allies is"
      },
      {
        "document": 1950,
        "excerpt": "Pack Tactics. The lion has Advantage on an attack roll against a creature if at least one of the lion's allies is wit"
      },
      {
        "document": 2001,
        "excerpt": "Pack Tactics. The shark has Advantage on an attack roll against a creature if at least one of the shark's allies is w"
      },
      {
        "document": 2046,
        "excerpt": "Pack Tactics. The tough has Advantage on an attack roll against a creature if at least one of the tough's allies is w"
      },
      {
        "document": 2047,
        "excerpt": "Pack Tactics. The tough has Advantage on an attack roll against a creature if at least one of the tough's allies is w"
      },
      {
        "document": 2060,
        "excerpt": "Pack Tactics. The vulture has Advantage on an attack roll against a creature if at least one of the vulture's allies"
      },
      {
        "document": 2063,
        "excerpt": "Pack Tactics. The warrior has Advantage on an attack roll against a creature if at least one of the warrior's allies"
      },
      {
        "document": 2071,
        "excerpt": "Pack Tactics. The werewolf has Advantage on an attack roll against a creature if at least one of the werewolf's allie"
      },
      {
        "document": 2075,
        "excerpt": "Pack Tactics. The wolf has Advantage on an attack roll against a creature if at least one of the wolf's allies is wit"
      },
      {
        "document": 2076,
        "excerpt": "Pack Tactics. The wolf has Advantage on attack rolls against a creature if at least one of the wolf's allies is withi"
      }
    ],
    "tactile": [
      {
        "document": 1304,
        "excerpt": "nt, and creatures within the area aren't changed. The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to notice the il"
      },
      {
        "document": 1363,
        "excerpt": "add creatures. The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into Difficult Terrain (or vice versa) or otherwis"
      }
    ],
    "tag": [
      {
        "document": 160,
        "excerpt": "items as noted in “Equipment.” A monster with a class tag after its creature type is considered a member of that class for Attunement purposes."
      },
      {
        "document": 181,
        "excerpt": "Each monster has a tag that identifies the type of creature it is. Certain spells, magic items, class features, and other effec"
      },
      {
        "document": 514,
        "excerpt": "a spell slot. Rituals. Certain spells have the Ritual tag in the Casting Time entry. Such a spell can be cast following the normal rules for spellcasting, or it c"
      },
      {
        "document": 537,
        "excerpt": "If you have a spell prepared that has the Ritual tag, you can cast that spell as a Ritual. The Ritual version of a spell takes 10 minutes longer to cast than"
      },
      {
        "document": 577,
        "excerpt": "ng conventions: Tags in Brackets. Some entries have a tag in brackets after the entry's name, as in \"Attack [Action].\" A tag - Action, Area of Effect, Attitude, C"
      },
      {
        "document": 599,
        "excerpt": "very creature, including every player character, has a tag in the rules that identifies the type of creature it is. Most player characters are of the Humanoid type"
      },
      {
        "document": 972,
        "excerpt": "ps, and choose two level 1 spells that have the Ritual tag. The spells can be from any class's spell list, and they must be spells you don't already have prepared."
      },
      {
        "document": 973,
        "excerpt": "ast any spell as a Ritual if that spell has the Ritual tag and the spell is in your spellbook. You needn't have the spell prepared, but you must read from the boo"
      }
    ],
    "taggit": [
      {
        "document": 704,
        "excerpt": "Oil of Taggit (400 GP)"
      }
    ],
    "tags": [
      {
        "document": 161,
        "excerpt": "by its size, creature type (along with any descriptive tags), and alignment. Combat Highlights. Armor Class, Hit Points, Speed, and Initiative are provided here."
      },
      {
        "document": 182,
        "excerpt": "Descriptive Tags"
      },
      {
        "document": 554,
        "excerpt": "eings a monster belongs to, along with any descriptive tags. See also “Creature Type.” Alignment. An alignment is suggested for the monster, with the GM determinin"
      },
      {
        "document": 577,
        "excerpt": "The glossary uses the following conventions: Tags in Brackets. Some entries have a tag in brackets after the entry's name, as in \"Attack [Action].\" A tag"
      }
    ],
    "tail": [
      {
        "document": 117,
        "excerpt": "a tentacle might work, but a yuan-ti with a snakelike tail instead of legs can't wear magic boots. Paired Items. You can allow exceptions to the rule that paired"
      },
      {
        "document": 1762,
        "excerpt": "e this action again until the start of its next turn. Tail Swipe. The dragon makes one Rend attack."
      },
      {
        "document": 1774,
        "excerpt": "e this action again until the start of its next turn. Tail Swipe. The dragon makes one Rend attack."
      },
      {
        "document": 1787,
        "excerpt": "Multiattack. The ankylosaurus makes two Tail attacks. Tail. Melee Attack Roll: +6, reach 10 ft. Hit: 9 (1d10 + 4) Bludgeoning damage. If the target"
      },
      {
        "document": 1802,
        "excerpt": "Multiattack. The devil makes one Claws attack and one Tail attack, or it makes two Hurl Flame attacks. Claws. Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 + 3)"
      },
      {
        "document": 1829,
        "excerpt": "ltiattack. The cloaker makes one Attach attack and two Tail attacks. Attach. Melee Attack Roll: +6, reach 5 ft. Hit: 13 (3d6 + 3) Piercing damage. If the target is"
      },
      {
        "document": 1848,
        "excerpt": "s three Bite attacks. It can replace one attack with a Tail attack. Bite. Melee Attack Roll: +13, reach 15 ft. Hit: 23 (3d10 + 7) Piercing damage plus 7 (2d6) Fire"
      },
      {
        "document": 1880,
        "excerpt": "ltiattack. The crocodile makes one Bite attack and one Tail attack. Bite. Melee Attack Roll: +8, reach 5 ft. Hit: 21 (3d10 + 5) Piercing damage. If the target is a"
      },
      {
        "document": 1932,
        "excerpt": "tion. It can replace one attack with a use of Infernal Tail. Searing Fork. Melee Attack Roll: +10, reach 10 ft. Hit: 15 (2d8 + 6) Piercing damage plus 9 (2d8) Fire"
      },
      {
        "document": 1936,
        "excerpt": "ee Ice Spear attacks. It can replace one attack with a Tail attack. Ice Spear. Melee or Ranged Attack Roll: +10, reach 5 ft. or range 30/120 ft. Hit: 14 (2d8 + 5)"
      },
      {
        "document": 1956,
        "excerpt": "tack. The manticore makes three attacks, using Rend or Tail Spike in any combination. Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage. T"
      },
      {
        "document": 1995,
        "excerpt": "Multiattack. The worm makes one Bite attack and one Tail Stinger attack. Bite. Melee Attack Roll: +14, reach 10 ft. Hit: 22 (3d8 + 9) Piercing damage. If the ta"
      },
      {
        "document": 2044,
        "excerpt": "one Bite attack and three other attacks, using Claw or Tail in any combination. Bite. Melee Attack Roll: +19, reach 15 ft. Hit: 36 (4d12 + 10) Piercing damage, and"
      },
      {
        "document": 2052,
        "excerpt": "ttack. The tyrannosaurus makes one Bite attack and one Tail attack. Bite. Melee Attack Roll: +10, reach 10 ft. Hit: 33 (4d12 + 7) Piercing damage. If the target is"
      }
    ],
    "tailored": [
      {
        "document": 735,
        "excerpt": "escribes, step by step, how you can create backgrounds tailored for your world and the heroes in it."
      }
    ],
    "tainted": [
      {
        "document": 675,
        "excerpt": "tagion Cheaply made potions and elixirs are sometimes tainted by Cackle Fever, which affects Humanoids only (gnomes are strangely immune). A creature suffers the foll"
      },
      {
        "document": 677,
        "excerpt": "cal Contagion Any Beast or Humanoid that drinks water tainted by Sight Rot must succeed on a DC 15 Constitution saving throw or have the Blinded condition until the c"
      }
    ],
    "take": [
      {
        "document": 3,
        "excerpt": "conditions. Immunity to a damage type means you don't take damage of that type, and Immunity to a condition means you aren't affected by it."
      },
      {
        "document": 10,
        "excerpt": "ou regain 1 Hit Point. Damage at 0 Hit Points. If you take any damage while you have 0 Hit Points, you suffer a Death Saving Throw failure. If the damage is from a"
      },
      {
        "document": 11,
        "excerpt": "You can take the Help action to try to stabilize a creature with 0 Hit Points, which requires a successful DC 10 Wisd"
      },
      {
        "document": 14,
        "excerpt": "If you have Temporary Hit Points and take damage, those points are lost first, and any leftover damage carries over to your Hit Points. For exampl"
      },
      {
        "document": 26,
        "excerpt": "w to resolve their activity. In combat, the characters take turns. 3: The GM Narrates the Results of the Adventurers' Actions. Sometimes resolving a task is easy."
      },
      {
        "document": 36,
        "excerpt": "an ability check. The descriptions of the actions you take (see “Actions” later in “Playing the Game”) specify which skill applies if you make an ability check for"
      },
      {
        "document": 42,
        "excerpt": "hing other than moving or communicating, you typically take an action. The Action table lists the game's main actions, which are defined in more detail in “Rules Gl"
      },
      {
        "document": 43,
        "excerpt": "ons to govern how much you can do at one time. You can take only one action at a time. This principle is most important in combat, as explained in “Combat” later in"
      },
      {
        "document": 44,
        "excerpt": "us class features, spells, and other abilities let you take an additional action on your turn called a Bonus Action. The Cunning Action feature, for example, allow"
      },
      {
        "document": 45,
        "excerpt": "special abilities, spells, and situations allow you to take a special action called a Reaction. A Reaction is an instant response to a trigger of some kind, which c"
      },
      {
        "document": 49,
        "excerpt": ". In such situations, the GM will typically ask you to take the Influence action. Pay attention to your skill proficiencies when thinking of how you will interact"
      },
      {
        "document": 56,
        "excerpt": "are appropriate for hiding. When you try to hide, you take the Hide action."
      },
      {
        "document": 66,
        "excerpt": "acters might travel long distances on trips that could take hours or days. The GM can summarize this travel without calculating exact distances or travel times, or"
      },
      {
        "document": 72,
        "excerpt": "iative, determining the order of combatants' turns. 3: Take Turns. Each participant in the battle takes a turn in Initiative order. When everyone involved in the co"
      },
      {
        "document": 74,
        "excerpt": "our turn, you can move a distance up to your Speed and take one action. You decide whether to move first or take your action first. The main actions you can take a"
      },
      {
        "document": 75,
        "excerpt": "al obstacle. For instance, the GM might require you to take the Utilize action to open a stuck door or turn a crank to lower a drawbridge. Doing Nothing on Your Tu"
      },
      {
        "document": 79,
        "excerpt": "re and after any action, Bonus Action, or Reaction you take on the same turn. For example, if you have a Speed of 30 feet, you could go 10 feet, take an action, and"
      },
      {
        "document": 84,
        "excerpt": "When you take the Attack action, you make an attack. Some other actions, Bonus Actions, and Reactions also let you mak"
      },
      {
        "document": 93,
        "excerpt": "hat you can see leaves your reach. To make the attack, take a Reaction to make one melee attack with a weapon or an Unarmed Strike against that creature. The attack"
      },
      {
        "document": 102,
        "excerpt": ", which is the lowest Hit Points can go. Whenever you take damage, subtract it from your Hit Points. Hit Point loss has no effect on your capabilities until you re"
      },
      {
        "document": 104,
        "excerpt": "ery hour adventuring. They need rest. Any creature can take hour-long Short Rests in the midst of a day and an 8-hour Long Rest to end it. Regaining Hit Points is o"
      },
      {
        "document": 142,
        "excerpt": "one or more of its activated properties. - Attempt to take control of its bearer, whereupon the bearer makes a Charisma saving throw (DC 12 plus the item's Charism"
      },
      {
        "document": 144,
        "excerpt": "reature requires a Bonus Action. Applying an oil might take longer as specified in its description. Once used, a potion takes effect immediately, and it is used up."
      },
      {
        "document": 161,
        "excerpt": "tain situations appear here. Actions. The monster can take the actions here in addition to those in “Playing the Game.” Bonus Actions. This section provides a mon"
      },
      {
        "document": 169,
        "excerpt": "A monster can take the actions in this section or take one of the actions available to all creatures, as described in “Play"
      },
      {
        "document": 174,
        "excerpt": "Some creatures can make more than one attack when they take the Attack action. Such creatures have the Multiattack entry in the “Actions” section of their stat bloc"
      },
      {
        "document": 175,
        "excerpt": "ction's description states otherwise; the monster must take the Magic action on each of its turns and maintain Concentration to cast the spell, as described in \"Rul"
      },
      {
        "document": 178,
        "excerpt": "on. A Legendary Action is an action that a monster can take immediately after another creature's turn. Only one of these actions can be taken at a time and only aft"
      },
      {
        "document": 179,
        "excerpt": "n once and that the monster must finish a Long Rest to take it again. Recharge X–Y. This notation means a monster can use the stat block part once. At the start of"
      },
      {
        "document": 235,
        "excerpt": "of those who prefer to avoid moral questions and don't take sides,"
      },
      {
        "document": 237,
        "excerpt": "Lawful Evil (LE). Lawful Evil creatures methodically take what they want within the limits of a code of tradition, loyalty, or order. An aristocrat exploiting cit"
      },
      {
        "document": 241,
        "excerpt": "includes room to note your current Hit Points when you take damage, as well as any Temporary Hit Points you might gain. There's also space to track Death Saving Thr"
      },
      {
        "document": 256,
        "excerpt": "ou must gain enough XP to reach level 8 before you can take your second level as a Fighter or your seventh level as a Cleric."
      },
      {
        "document": 302,
        "excerpt": "d, you can choose from any category. Prerequisite. To take a feat, you must meet any prerequisite in its description unless a feature allows you to take the feat w"
      },
      {
        "document": 306,
        "excerpt": "When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus"
      },
      {
        "document": 307,
        "excerpt": "When you take the Attack action, you can replace one of your attacks with throwing a flask of Holy Water. Target one c"
      },
      {
        "document": 308,
        "excerpt": "late must succeed on a DC 13 Dexterity saving throw or take 1d4 Piercing damage and have its Speed reduced to 0 until the start of its next turn. Thereafter, until"
      },
      {
        "document": 322,
        "excerpt": "When you take the Attack action, you can replace one of your attacks with throwing a Net. Target a creature you can se"
      },
      {
        "document": 323,
        "excerpt": "iled below. Dousing a Creature or an Object. When you take the Attack action, you can replace one of your attacks with throwing an Oil flask. Target one creature o"
      },
      {
        "document": 351,
        "excerpt": "dius and Dim Light for an additional 20 feet. When you take the Attack action, you can attack with the Torch, using it as a Simple Melee weapon. On a hit, the targe"
      },
      {
        "document": 365,
        "excerpt": "styles have no inherent consequences, but the GM might take them into account when determining risks or how others perceive your character."
      },
      {
        "document": 380,
        "excerpt": "t used to learn the item's properties). This focus can take the form of weapon practice (for a Weapon), meditation (for a Wand), or some other appropriate activity."
      },
      {
        "document": 412,
        "excerpt": "s entry lists things you can do with the tool when you take the Utilize action. You can do one of those things each time you take the action. This entry also provid"
      },
      {
        "document": 445,
        "excerpt": "When you take the Attack action, you can replace one of your attacks with throwing a vial of Acid. Target one creature"
      },
      {
        "document": 446,
        "excerpt": "When you take the Attack action, you can replace one of your attacks with throwing a flask of Alchemist's Fire. Target"
      },
      {
        "document": 463,
        "excerpt": "turn must succeed on a DC 15 Dexterity saving throw or take 1 Piercing damage and have its Speed reduced to 0 until the start of its next turn. It takes 10 minutes"
      },
      {
        "document": 493,
        "excerpt": "pell with a casting time of 1 minute or more, you must take the Magic action on each of your turns, and you must maintain Concentration (see “Rules Glossary”) while"
      },
      {
        "document": 506,
        "excerpt": "s if its duration is ongoing. To identify it, you must take the Study action and succeed on a DC 15 Intelligence (Arcana) check."
      },
      {
        "document": 518,
        "excerpt": "When you take the Magic action, you cast a spell that has a casting time of an action or use a feature or magic item t"
      },
      {
        "document": 525,
        "excerpt": "or one of its speeds. To make the Opportunity Attack, take a Reaction to make one melee attack with a weapon or an Unarmed Strike against the provoking creature. T"
      },
      {
        "document": 533,
        "excerpt": "trigger defined in the Reaction's description. You can take a Reaction on another creature's turn, and if you take it on your turn, you can do so even if you also t"
      },
      {
        "document": 535,
        "excerpt": "You take the Ready action to wait for a particular circumstance before you act. To do so, you take this action on"
      },
      {
        "document": 541,
        "excerpt": "When you take the Search action, you make a Wisdom check to discern something that isn't obvious. The Search table sug"
      },
      {
        "document": 554,
        "excerpt": "es or in certain situations. Actions. The monster can take these actions in addition to those detailed in this glossary. See also \"Playing the Game\" (\"Actions\")."
      },
      {
        "document": 555,
        "excerpt": "When you take the Attack action, you can make one attack roll with a weapon or an Unarmed Strike. Equipping and Unequ"
      },
      {
        "document": 556,
        "excerpt": "When you take the Study action, you make an Intelligence check to study your memory, a book, a clue, or another source"
      },
      {
        "document": 570,
        "excerpt": "on. When an object requires an action for its use, you take the Utilize action."
      },
      {
        "document": 579,
        "excerpt": "A Bonus Action is a special action that you can take on the same turn that you take an action. You can't take more than one Bonus Action on a turn, and you h"
      },
      {
        "document": 592,
        "excerpt": "er effect that requires Concentration. Damage. If you take damage, you must succeed on a Constitution saving throw to maintain Concentration. The DC equals 10 or h"
      },
      {
        "document": 612,
        "excerpt": "When you take the Dash action, you gain extra movement for the current turn. The increase equals your Speed after appl"
      },
      {
        "document": 619,
        "excerpt": "On your turn, you can take one action. Choose which action to take from those below or from the special actions provided by your fe"
      },
      {
        "document": 621,
        "excerpt": "If you take the Disengage action, your movement doesn't provoke Opportunity Attacks for the rest of the current turn"
      },
      {
        "document": 622,
        "excerpt": "If you take the Dodge action, you gain the following benefits: until the start of your next turn, any attack roll ma"
      },
      {
        "document": 637,
        "excerpt": "When you take the Help action, you do one of the following. Assist an Ability Check. Choose one of your skill or tool"
      },
      {
        "document": 689,
        "excerpt": "nsider these examples: - The Frightened creature must take the Dash action on each of its turns and uses its movement to get farther away from the source of its fe"
      },
      {
        "document": 690,
        "excerpt": "e appropriate. On a successful save, a character might take half as much damage instead of no damage, at your discretion. Sample Mental Stress Effects"
      },
      {
        "document": 693,
        "excerpt": "n a failed save. Inhaled. Poisonous powders and gases take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot Cube to its"
      },
      {
        "document": 698,
        "excerpt": "s must succeed on a DC 13 Constitution saving throw or take 10 (3d6) Poison damage, and it must repeat the save at the start of each of its turns. On each successiv"
      },
      {
        "document": 705,
        "excerpt": "e must succeed on a DC 16 Constitution saving throw or take 3 (1d6) Poison damage and have the Poisoned condition. The Poisoned creature repeats the save every 24 h"
      },
      {
        "document": 717,
        "excerpt": "s automatically if it's Huge or larger. A creature can take an action to make a DC 10 Strength (Athletics) check, freeing itself or another creature within its reac"
      },
      {
        "document": 718,
        "excerpt": "essful check. Once the glyph is found, a character can take a Study action to examine it and make a DC 15 Intelligence (Arcana) check, ascertaining that the glyph m"
      },
      {
        "document": 721,
        "excerpt": "sful check. Once the trap is detected, a character can take an action to try to disarm the trap, doing so with a successful DC 15 Dexterity (Sleight of Hand) check."
      },
      {
        "document": 722,
        "excerpt": "ture must succeed on a DC 15 Dexterity saving throw or take 55 (10d10) Bludgeoning damage and have the Prone condition. The stone stops when it hits a wall or simi"
      },
      {
        "document": 736,
        "excerpt": "ature might deal enough damage with a single action to take out one or more characters. For example, an Ogre (CR 2) can kill a level 1 Wizard with a single blow."
      },
      {
        "document": 745,
        "excerpt": "Prepare to take an action in response to a trigger you define."
      },
      {
        "document": 783,
        "excerpt": "ng happens at the chosen point of origin. Instead, you take 1d6 Psychic damage."
      },
      {
        "document": 793,
        "excerpt": "r must succeed on a DC 15 Constitution saving throw or take 5d6 Poison damage and have the Poisoned condition for 1 hour. On an even roll, the eater gains 5d6 Tempo"
      },
      {
        "document": 962,
        "excerpt": "t an enemy. - Force an enemy to make a saving throw. - Take a Bonus Action to extend your Rage. Each time the Rage is extended, it lasts until the end of your next"
      },
      {
        "document": 963,
        "excerpt": "t applies the Charmed or Frightened condition, you can take a Reaction to cause the save to be rerolled, and the new roll has Advantage."
      },
      {
        "document": 964,
        "excerpt": "ttack roll using a weapon, you can cause the target to take an extra 1d8 Necrotic or Radiant damage (your choice). Potent Spellcasting. Add your Wisdom modifier to"
      },
      {
        "document": 965,
        "excerpt": "rm's attack in Wild Shape, you can cause the target to take an extra 1d8 Cold, Fire, Lightning, or Thunder damage (choose when you hit)."
      },
      {
        "document": 966,
        "excerpt": "your normal limits for a moment. On your turn, you can take one additional action, except the Magic action. Once you use this feature, you can't do so again until"
      },
      {
        "document": 967,
        "excerpt": "d Strikes as a Bonus Action. Patient Defense. You can take the Disengage action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Di"
      },
      {
        "document": 968,
        "excerpt": "You can attack twice instead of once whenever you take the Attack action on your turn."
      },
      {
        "document": 969,
        "excerpt": "You can attack twice instead of once whenever you take the Attack action on your turn."
      },
      {
        "document": 970,
        "excerpt": "low you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide."
      },
      {
        "document": 971,
        "excerpt": "you can use it if you spend 2 Sorcery Points when you take the Bonus Action to activate it. In addition, while your Innate Sorcery feature is active, you can use"
      },
      {
        "document": 972,
        "excerpt": "ture is on the same plane of existence as you, you can take a Bonus Action on subsequent turns to maintain this connection, extending the duration until the end of"
      },
      {
        "document": 976,
        "excerpt": "r succeeds on an ability check or attack roll, you can take a Reaction to expend one use of your Bardic Inspiration; roll your Bardic Inspiration die, and subtract"
      },
      {
        "document": 978,
        "excerpt": "eed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save."
      },
      {
        "document": 980,
        "excerpt": "When you take damage, you can take a Reaction to give yourself Resistance to that damage and any other damage of the s"
      },
      {
        "document": 982,
        "excerpt": "When you take the Attack action, you can expend one use of your Channel Divinity to imbue one Melee weapon that you ar"
      },
      {
        "document": 983,
        "excerpt": "When you take damage from a creature that is within 5 feet of you, you can take a Reaction to make one melee attack ag"
      },
      {
        "document": 984,
        "excerpt": "th Thieves' Tools or to pick a pocket. Use an Object. Take the Utilize action, or take the Magic action to use a magic item that requires that action."
      },
      {
        "document": 985,
        "excerpt": "When you take a Bonus Action other than Step of the Wind, you can also use Step of the Wind immediately after that Bon"
      },
      {
        "document": 986,
        "excerpt": "When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy"
      },
      {
        "document": 990,
        "excerpt": "condition. Stone's Endurance (Stone Giant). When you take damage, you can take a Reaction to roll 1d12. Add your Constitution modifier to the number rolled and re"
      },
      {
        "document": 991,
        "excerpt": "You can take the Hide action even when you are obscured only by a creature that is at least one size larger than you."
      },
      {
        "document": 993,
        "excerpt": "You can take the Dash action as a Bonus Action. When you do so, you gain a number of Temporary Hit Points equal to yo"
      },
      {
        "document": 999,
        "excerpt": "crease an ability score above 20. Repeatable. You can take this feat more than once."
      },
      {
        "document": 1003,
        "excerpt": "o a maximum of 30. Blink Steps. Immediately after you take the Attack action or the Magic action, you can teleport up to 30 feet to an unoccupied space you can see"
      },
      {
        "document": 1007,
        "excerpt": "ction. The condition ends on you immediately after you take an action, a Bonus Action, or a Reaction. Shadowy Form. While within Dim Light or Darkness, you have Re"
      },
      {
        "document": 1012,
        "excerpt": "level from the chosen spell list. Repeatable. You can take this feat more than once, but you must choose a different spell list each time."
      },
      {
        "document": 1014,
        "excerpt": "e skills or tools of your choice. Repeatable. You can take this feat more than once."
      },
      {
        "document": 1150,
        "excerpt": "hat Sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage. Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6),"
      },
      {
        "document": 1153,
        "excerpt": "ts effects last for the duration, during which you can take a Magic action to replace the option you chose with a different one. Aquatic Adaptation. You sprout gil"
      },
      {
        "document": 1156,
        "excerpt": "ifferent form for each target. On later turns, you can take a Magic action to transform the targets again. A target's game statistics are replaced by the chosen Be"
      },
      {
        "document": 1157,
        "excerpt": "for the stat blocks). On each of your turns, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 60 fe"
      },
      {
        "document": 1158,
        "excerpt": "mmediately after yours. Until the spell ends, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 500 f"
      },
      {
        "document": 1160,
        "excerpt": "unds you in 10-foot Emanation. No one can cast spells, take Magic actions, or create other magical effects inside the aura, and those things can't target or otherwi"
      },
      {
        "document": 1163,
        "excerpt": "l save DC. While the hand grapples the target, you can take a Bonus Action to cause the hand to crush it, dealing Bludgeoning damage to the target equal to 4d6 plus"
      },
      {
        "document": 1165,
        "excerpt": "asting ability modifier. On your later turns, you can take a Bonus Action to move the sword up to 30 feet to a spot you can see and repeat the attack against the s"
      },
      {
        "document": 1167,
        "excerpt": "that target. The spell ends for all the targets if you take a Magic action to dismiss it. When the spell ends for a target who isn't dead, the target reappears in"
      },
      {
        "document": 1168,
        "excerpt": "out the results of a course of action that you plan to take within the next 30 minutes. The GM chooses the omen from the Omens table. Omens | Omen | For R"
      },
      {
        "document": 1175,
        "excerpt": "et takes 10d12 Psychic damage and can't cast spells or take the Magic action. At the end of every 30 days, the target repeats the save, ending the effect on a succe"
      },
      {
        "document": 1176,
        "excerpt": "hrow at the start of each of its turns or be forced to take the Dodge action on that turn. - If you deal damage to the target with an attack roll or a spell, the t"
      },
      {
        "document": 1177,
        "excerpt": "at save only once per turn. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC, ending the condition on itsel"
      },
      {
        "document": 1185,
        "excerpt": "ge on a successful one. Until the spell ends, you can take a Magic action to call down lightning in that way again, targeting the same point or a different one. I"
      },
      {
        "document": 1201,
        "excerpt": "ition until the spell ends. For the duration, you can take a Bonus Action to designate a direction that is horizontal to you. Each Charmed target must use as much"
      },
      {
        "document": 1203,
        "excerpt": "succeed on a Wisdom saving throw, or that target can't take Bonus Actions or Reactions and must roll 1d10 at the start of each of its turns to determine its behavio"
      },
      {
        "document": 1209,
        "excerpt": "es this save only once per turn. In addition, you can take the Disengage action as a Bonus Action for the spell's duration. Using a Higher-Level Spell Slot. The d"
      },
      {
        "document": 1210,
        "excerpt": "er a short phrase as an answer. On a failed save, you take 6d6 Psychic damage and have the Incapacitated condition until you finish a Long Rest. A Greater Restorat"
      },
      {
        "document": 1211,
        "excerpt": "target must succeed on a Constitution saving throw or take 11d8 Necrotic damage and have the Poisoned condition. Also, choose one ability when you cast the spell."
      },
      {
        "document": 1215,
        "excerpt": "g incense) Duration: Concentration, up to 8 hours You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell,"
      },
      {
        "document": 1216,
        "excerpt": "Reaction, which you take when you see a creature within 60 feet of yourself casting a spell with Verbal, Somatic, or Material com"
      },
      {
        "document": 1219,
        "excerpt": "and to them). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a particul"
      },
      {
        "document": 1230,
        "excerpt": "0 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the ma"
      },
      {
        "document": 1232,
        "excerpt": "attention away from the target's mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spel"
      },
      {
        "document": 1233,
        "excerpt": "objects, you and any creature traveling with you each take 4d6 Force damage, and the teleportation fails."
      },
      {
        "document": 1234,
        "excerpt": "g. To discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against"
      },
      {
        "document": 1240,
        "excerpt": "Bonus Action, which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike"
      },
      {
        "document": 1242,
        "excerpt": "g on protecting itself. You can command the target to take a Reaction but must take your own Reaction to do so. Using a Higher-Level Spell Slot. Your Concentratio"
      },
      {
        "document": 1243,
        "excerpt": "g on protecting itself. You can command the target to take a Reaction but must take your own Reaction to do so. Using a Higher-Level Spell Slot. Your Concentratio"
      },
      {
        "document": 1244,
        "excerpt": "g on protecting itself. You can command the target to take a Reaction but must take your own Reaction to do so. Using a Higher-Level Spell Slot. Your Concentratio"
      },
      {
        "document": 1245,
        "excerpt": "tning, or Poison. Until the spell ends, the target can take a Magic action to exhale a 15-foot Cone. Each creature in that area makes a Dexterity saving throw, taki"
      },
      {
        "document": 1253,
        "excerpt": "Bonus Action, which you take immediately after hitting a creature with a weapon"
      },
      {
        "document": 1254,
        "excerpt": "dition until the spell ends. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself"
      },
      {
        "document": 1256,
        "excerpt": "e, you are shunted to the nearest unoccupied space and take Force damage equal to twice the number of feet you are moved. This spell ends instantly if you cast it"
      },
      {
        "document": 1257,
        "excerpt": "s: V, S Duration: Concentration, up to 10 minutes You take the Dash action, and until the spell ends, you can take that action again as a Bonus Action."
      },
      {
        "document": 1258,
        "excerpt": ". On each of your turns until the spell ends, you can take a Magic action to target another creature but can't target a creature again if it has succeeded on a sav"
      },
      {
        "document": 1261,
        "excerpt": "That enemy must succeed on a Dexterity saving throw or take 4d8 Force damage. On your later turns, you can take a Magic action to move the hound up to 30 feet."
      },
      {
        "document": 1264,
        "excerpt": "Reaction, which you take when you or a creature you can see within 60 feet of you falls"
      },
      {
        "document": 1265,
        "excerpt": "familiar must be within 100 feet of you, and it must take a Reaction to deliver the touch when you cast the spell. Combat. The familiar is an ally to you and you"
      },
      {
        "document": 1285,
        "excerpt": "have the Restrained condition. A trapped creature can take an action to make a Strength (Athletics) check against your spell save DC to break free. You can refrai"
      },
      {
        "document": 1294,
        "excerpt": "re infused with magic for the duration. A creature can take a Bonus Action to eat one berry. Eating a berry restores 1 Hit Point, and the berry provides enough nour"
      },
      {
        "document": 1304,
        "excerpt": "bvious by touch, a creature examining the illusion can take the Study action to make an Intelligence (Investigation) check against your spell save DC to disbelieve"
      },
      {
        "document": 1306,
        "excerpt": "ction on each of its turns. That action can be used to take only the Attack (one attack only), Dash, Disengage, Hide, or Utilize action. When the spell ends, the t"
      },
      {
        "document": 1309,
        "excerpt": "when you cast the spell. Until the spell ends, you can take a Bonus Action on each of your later turns to deal this damage again if the object is within range. If"
      },
      {
        "document": 1310,
        "excerpt": "Reaction, which you take in response to taking damage from a creature that you can see within 60 feet of yourself"
      },
      {
        "document": 1313,
        "excerpt": "drops to 0 Hit Points before this spell ends, you can take a Bonus Action on a later turn to curse a new creature. Using a Higher-Level Spell Slot. Your Concentra"
      },
      {
        "document": 1318,
        "excerpt": "drops to 0 Hit Points before this spell ends, you can take a Bonus Action to move the mark to a new creature you can see within range. Using a Higher-Level Spell"
      },
      {
        "document": 1320,
        "excerpt": "feet of it must succeed on a Dexterity saving throw or take 2d6 Cold damage. Using a Higher-Level Spell Slot. The Cold damage increases by 1d6 for each spell slot"
      },
      {
        "document": 1328,
        "excerpt": "ou must use a different sapphire. Thereafter, you can take a Magic action to speak the object's name and crush the sapphire. The object instantly appears in your h"
      },
      {
        "document": 1330,
        "excerpt": "rolls against it. On each of its turns, the target can take an action to collect itself and repeat the save, ending the spell on itself on a success."
      },
      {
        "document": 1335,
        "excerpt": "ve up or down as part of your move. Otherwise, you can take a Magic action to move the target, which must remain within the spell's range. When the spell ends, the"
      },
      {
        "document": 1345,
        "excerpt": "f you were in the container's space. You can't move or take Reactions. The only action you can take is to project your soul up to 100 feet out of the container, eit"
      },
      {
        "document": 1349,
        "excerpt": "s that a human could perform, but they can't attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, f"
      },
      {
        "document": 1350,
        "excerpt": "ons. If you are within range of the illusion, you can take a Magic action to cause the image to move to any other spot within range. As the image changes location,"
      },
      {
        "document": 1355,
        "excerpt": "duration or until it escapes the maze. The target can take a Study action to try to escape. When it does so, it makes a DC 20 Intelligence (Investigation) check. I"
      },
      {
        "document": 1367,
        "excerpt": "understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you finish"
      },
      {
        "document": 1368,
        "excerpt": "spell ends, Dim Light fills the Cylinder, and you can take a Magic action on later turns to move the Cylinder up to 60 feet. When the Cylinder appears, each creat"
      },
      {
        "document": 1373,
        "excerpt": "sound, temperature, and other stimuli. The target can take a Study action to examine the phantasm with an Intelligence (Investigation) check against your spell sav"
      },
      {
        "document": 1376,
        "excerpt": "the creature to bargain for its services. Payment can take a variety of forms. A Celestial might require a sizable donation of gold or magic items to an allied tem"
      },
      {
        "document": 1378,
        "excerpt": "n circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported,"
      },
      {
        "document": 1390,
        "excerpt": "s if you cast it again. Until the spell ends, you can take a Magic action to hurl fire at a creature or an object within 60 feet of you. Make a ranged spell attack"
      },
      {
        "document": 1404,
        "excerpt": "he creature or object inside. An enclosed creature can take an action to push against the sphere's walls and thus roll the sphere at up to half the creature's Speed"
      },
      {
        "document": 1410,
        "excerpt": "The target must succeed on a Dexterity saving throw or take 1d8 Radiant damage. The target gains no benefit from Half Cover or Three-Quarters Cover for this save."
      },
      {
        "document": 1414,
        "excerpt": "Bonus Action, which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike"
      },
      {
        "document": 1415,
        "excerpt": "While the chest remains on the Ethereal Plane, you can take a Magic action and touch the replica to recall the chest. It appears in an unoccupied space on the groun"
      },
      {
        "document": 1420,
        "excerpt": "ft into another creature for the duration or until you take a Magic action to shape-shift into a different eligible form. The new form must be of a creature that ha"
      },
      {
        "document": 1423,
        "excerpt": "Reaction, which you take when you are hit by an attack roll or targeted by the Magic Missile spell"
      },
      {
        "document": 1425,
        "excerpt": "Bonus Action, which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike"
      },
      {
        "document": 1429,
        "excerpt": "combat. The simulacrum can't gain levels, and it can't take Short or Long Rests. If the simulacrum takes damage, the only way to restore its Hit Points is to repai"
      },
      {
        "document": 1432,
        "excerpt": "enalty to AC and Dexterity saving throws, and it can't take Reactions. On its turns, it can take either an action or a Bonus Action, not both, and it can make only"
      },
      {
        "document": 1439,
        "excerpt": "re that can't see the area when the spell is cast must take a Search action and succeed on a Wisdom (Perception or Survival) check against your spell save DC to rec"
      },
      {
        "document": 1443,
        "excerpt": "t turn. While Poisoned in this way, the creature can't take an action or a Bonus Action."
      },
      {
        "document": 1446,
        "excerpt": "appears must succeed on a Constitution saving throw or take 2d6 Thunder damage and have the Deafened condition for the duration. At the start of each of your later"
      },
      {
        "document": 1449,
        "excerpt": "lf as much damage only. Until the spell ends, you can take a Magic action to create a new Line of radiance. For the duration, a mote of brilliant radiance shines"
      },
      {
        "document": 1458,
        "excerpt": "ourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal. This spell ends if one of"
      },
      {
        "document": 1467,
        "excerpt": "en it moves must succeed on a Strength saving throw or take 5d10 Bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, th"
      },
      {
        "document": 1470,
        "excerpt": "e. The target must succeed on a Wisdom saving throw or take 1d6 Psychic damage and have Disadvantage on the next attack roll it makes before the end of its next tur"
      },
      {
        "document": 1477,
        "excerpt": "ce to all damage. Also, each time it takes damage, you take the same amount of damage. The spell ends if you drop to 0 Hit Points or if you and the target become s"
      },
      {
        "document": 1479,
        "excerpt": "solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures of your choice within range gain this ability for the"
      },
      {
        "document": 1480,
        "excerpt": "it breaks free. A creature Restrained by the webs can take an action to make a Strength (Athletics) check against your spell save DC. If it succeeds, it is no long"
      },
      {
        "document": 1482,
        "excerpt": "ng, and Slashing damage. The only actions a target can take in this form are the Dash action or a Magic action to begin reverting to its normal form. Reverting take"
      },
      {
        "document": 1484,
        "excerpt": "ime you cast a spell until you finish a Long Rest, you take 1d10 Necrotic damage per level of that spell. This damage can't be reduced or prevented in any way. In a"
      },
      {
        "document": 1493,
        "excerpt": "experience the following effects. Inactive. You can't take any action, Bonus Action, or Reaction. No Concentration. Your Concentration is broken. Speechless. You"
      },
      {
        "document": 1507,
        "excerpt": "quires Attunement) While wearing this amulet, you can take a Magic action to name a location that you are familiar with on another plane of existence. Then make a"
      },
      {
        "document": 1508,
        "excerpt": "quires Attunement) While holding this Shield, you can take a Bonus Action to cause it to animate. The Shield leaps into the air and hovers in your space to protect"
      },
      {
        "document": 1509,
        "excerpt": "nute from pressure. A creature in the compartment can take a Utilize action to move as many as two of the apparatus's levers up or down. After each use, a lever go"
      },
      {
        "document": 1511,
        "excerpt": "amage while you wear this armor. Metal Shell. You can take a Magic action to give yourself Immunity to Bludgeoning, Piercing, and Slashing damage for 10 minutes or"
      },
      {
        "document": 1514,
        "excerpt": "ck roll against a target within 5 feet of you, you can take a Reaction to become the target of the attack instead."
      },
      {
        "document": 1516,
        "excerpt": "s pulled inside the bag. A creature inside the bag can take an action to try to escape, doing so with a successful DC 15 Strength (Athletics) check. Another creatur"
      },
      {
        "document": 1518,
        "excerpt": "eveals the presence of a small, fuzzy object. You can take a Magic action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands,"
      },
      {
        "document": 1519,
        "excerpt": "y, 1d4 + 4 Beads of Force are found together. You can take a Magic action to throw the bead up to 60 feet. The bead explodes in a 10-foot-radius Sphere on impact a"
      },
      {
        "document": 1523,
        "excerpt": "you must move as close to the creature as possible and take the Attack action, targeting the creature. If you're unable to get close enough to the creature to attac"
      },
      {
        "document": 1526,
        "excerpt": "uires Attunement) While you wear these boots, you can take a Bonus Action to click the boots' heels together. If you do, the boots double your Speed, and any creat"
      },
      {
        "document": 1529,
        "excerpt": "ed with water and you are within 5 feet of it, you can take a Magic action to summon a Water Elemental. The elemental appears in an unoccupied space as close to the"
      },
      {
        "document": 1532,
        "excerpt": "While you are within 5 feet of this brazier, you can take a Magic action to summon a Fire Elemental. The elemental appears in an unoccupied space as close to the"
      },
      {
        "document": 1534,
        "excerpt": "ns like a mundane broom until you stand astride it and take a Magic action to make it hover beneath you, at which time it can be ridden in the air. It has a Fly Spe"
      },
      {
        "document": 1538,
        "excerpt": "Item, Rare While gently swinging this censer, you can take a Magic action to summon an Air Elemental. The elemental appears in an unoccupied space as close to the"
      },
      {
        "document": 1542,
        "excerpt": "have Disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed w"
      },
      {
        "document": 1544,
        "excerpt": "harges daily at dawn. While wearing the cloak, you can take a Magic action to pull its hood over your head and expend 1 charge to give yourself the Invisible condi"
      },
      {
        "document": 1554,
        "excerpt": "and damage rolls made with this magic weapon. You can take a Bonus Action to magically coat the blade with poison. The poison remains for 1 minute or until an atta"
      },
      {
        "document": 1555,
        "excerpt": "Shortsword), Very Rare (Requires Attunement) You can take a Bonus Action to toss this magic weapon into the air. When you do so, the weapon begins to hover, flies"
      },
      {
        "document": 1556,
        "excerpt": "contains water. The decanter weighs 2 pounds. You can take a Magic action to remove the stopper and issue one of three command words, whereupon an amount of fresh"
      },
      {
        "document": 1557,
        "excerpt": "nctions only if its cards are drawn at random. You can take a Magic action to draw a card at random from the deck and throw it to the ground at a point within 30 f"
      },
      {
        "document": 1560,
        "excerpt": "Wondrous Item, Rare You can take a Utilize action to place these shackles on a creature that has the Incapacitated condition. The shackle"
      },
      {
        "document": 1561,
        "excerpt": "st swirls inside it. While attuned to an orb, you can take a Magic action to peer into the orb's depths. You must then make a DC 15 Charisma saving throw. On a suc"
      },
      {
        "document": 1564,
        "excerpt": "fine sand. There is enough of it for one use. When you take a Utilize action to throw the dust into the air, you and each creature and object within a 10-foot Emana"
      },
      {
        "document": 1565,
        "excerpt": "led. The pellet's weight is negligible. A creature can take a Utilize action to smash the pellet against a hard surface, causing the pellet to shatter and release t"
      },
      {
        "document": 1567,
        "excerpt": "moves you against your will along the ground, you can take a Reaction to reduce the distance you are moved by up to 10 feet."
      },
      {
        "document": 1570,
        "excerpt": "Wondrous Item, Very Rare When you take a Magic action to remove the stopper of this painted brass bottle, a cloud of thick smoke flows out of i"
      },
      {
        "document": 1571,
        "excerpt": "This gem contains a mote of elemental energy. When you take a Utilize action to break the gem, an elemental is summoned (see “Monsters” for its stat block), and the"
      },
      {
        "document": 1579,
        "excerpt": "ken determines its rarity. Anchor (Uncommon). You can take a Magic action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be moved by"
      },
      {
        "document": 1580,
        "excerpt": "is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine b"
      },
      {
        "document": 1581,
        "excerpt": "Attunement) While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. T"
      },
      {
        "document": 1585,
        "excerpt": "rism has 50 charges. While you are holding it, you can take a Magic action and use one of three command words to cause one of the following effects: First Command"
      },
      {
        "document": 1588,
        "excerpt": "rmor, you gain a +1 bonus to Armor Class. You can also take a Bonus Action to cause the armor to assume the appearance of a normal set of clothing or some other kin"
      },
      {
        "document": 1589,
        "excerpt": "d or Thrown weapon while wearing these gloves, you can take a Reaction to reduce the damage by 1d10 plus your Dexterity modifier if you have a free hand. If you red"
      },
      {
        "document": 1598,
        "excerpt": "s long as the helm has at least one fire opal, you can take a Magic action to cause one weapon you are holding to burst into flames. The flames emit Bright Light in"
      },
      {
        "document": 1603,
        "excerpt": "Wondrous Item, Rare You can take a Magic action to blow the horn, which emits a thunderous blast in a 30-foot Cone that is audible out to"
      },
      {
        "document": 1604,
        "excerpt": "ass), Very Rare (Bronze), or Legendary (Iron) You can take a Magic action to blow this horn. In response, warrior spirits from the plane of Ysgard appear in unoccu"
      },
      {
        "document": 1607,
        "excerpt": "common This iron rod has a button on one end. You can take a Utilize action to press the button, which causes the rod to become magically fixed in place. Until you"
      },
      {
        "document": 1609,
        "excerpt": "e a distinct combination of shape and color. When you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet,"
      },
      {
        "document": 1610,
        "excerpt": "sures 3 inches in diameter and weighs 1 pound. You can take a Magic action to throw the sphere at a Huge or smaller creature you can see within 60 feet of yourself."
      },
      {
        "document": 1611,
        "excerpt": "While holding this brass-stoppered iron flask, you can take a Magic action to target a creature that you can see within 60 feet of yourself. If the flask is empty a"
      },
      {
        "document": 1613,
        "excerpt": "ong as they are in the lantern's Bright Light. You can take a Utilize action to lower the hood, reducing the lantern's light to Dim Light in a 5-foot radius."
      },
      {
        "document": 1617,
        "excerpt": "arges daily at dawn. While holding the weapon, you can take a Magic action and expend 1 charge to release a wave of terror from it. Each creature of your choice wit"
      },
      {
        "document": 1625,
        "excerpt": "tical surface and you are within 5 feet of it, you can take a Magic action and use a command word to activate it. It remains activated until you take a Magic action"
      },
      {
        "document": 1627,
        "excerpt": "ing number of cards fly from the deck on their own and take effect all at once. Once a card is drawn, it disappears. Unless the card is the Fool or Jester, the car"
      },
      {
        "document": 1629,
        "excerpt": "is necklace has 1d6 + 3 beads hanging from it. You can take a Magic action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajecto"
      },
      {
        "document": 1636,
        "excerpt": "llcaster) While this pearl is on your person, you can take a Magic action to regain one expended spell slot of level 3 or lower. Once you use the pearl, it can't b"
      },
      {
        "document": 1637,
        "excerpt": "uires Attunement) While wearing this pendant, you can take a Magic action to regain 2d4 + 2 Hit Points. Once used, this property can't be used again until the next"
      },
      {
        "document": 1641,
        "excerpt": "and regain 1d3 expended charges daily at dawn. You can take a Magic action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature of"
      },
      {
        "document": 1642,
        "excerpt": "dawn. If you play the pipes as a Magic action, you can take a Bonus Action to expend 1 to 3 charges, calling forth one Swarm of Rats with each expended charge if en"
      },
      {
        "document": 1643,
        "excerpt": "Attunement) While you're wearing this armor, you can take a Magic action and use a command word to gain the effect of the Etherealness spell. The spell ends immed"
      },
      {
        "document": 1644,
        "excerpt": "lds into a circular sheet 6 feet in diameter. You can take a Magic action to unfold a Portable Hole and place it on or against a solid surface, whereupon the Porta"
      },
      {
        "document": 1658,
        "excerpt": "eveals its true nature. If you drink this potion, you take 4d6 Poison damage and must succeed on a DC 13 Constitution saving throw or have the Poisoned condition f"
      },
      {
        "document": 1664,
        "excerpt": "as a Bonus Action. While holding this weapon, you can take a Bonus Action to alter its form, turning it into a 6-inch rod (for ease of storage) or a 10-foot pole,"
      },
      {
        "document": 1666,
        "excerpt": "Requires Attunement) While wearing this ring, you can take a Magic action to summon a particular Djinni from the Elemental Plane of Air. The djinni appears in an u"
      },
      {
        "document": 1667,
        "excerpt": "Elemental Compulsion. While wearing the ring, you can take a Magic action to try to compel an Elemental you see within 60 feet of yourself. The Elemental makes a D"
      },
      {
        "document": 1668,
        "excerpt": "Dexterity saving throw while wearing the ring, you can take a Reaction to expend 1 charge to succeed on that save instead."
      },
      {
        "document": 1669,
        "excerpt": "e wearing this ring, you descend 60 feet per round and take no damage from falling."
      },
      {
        "document": 1671,
        "excerpt": "Requires Attunement) While wearing this ring, you can take a Magic action to give yourself the Invisible condition. You remain Invisible until the ring is removed"
      },
      {
        "document": 1673,
        "excerpt": "ly communicate with you only if you allow it. You can take a Magic action to cause the ring to become imperceptible until you take another Magic action to make it"
      },
      {
        "document": 1679,
        "excerpt": "only you and didn't create an area of effect, you can take a Reaction to deflect the spell back at the spell's caster; the caster must make a saving throw against"
      },
      {
        "document": 1682,
        "excerpt": "charges daily at dawn. While wearing the ring, you can take a Magic action to expend 1 to 3 charges to make a ranged spell attack against one creature you can see w"
      },
      {
        "document": 1684,
        "excerpt": "Ring, Uncommon (Requires Attunement) If you take Cold damage while wearing this ring, the ring reduces the damage you take by 2d8. In addition, while we"
      },
      {
        "document": 1686,
        "excerpt": "Requires Attunement) While wearing this ring, you can take a Magic action to gain X-ray vision with a range of 30 feet for 1 minute. To you, solid objects within t"
      },
      {
        "document": 1688,
        "excerpt": "nded charges daily at dawn. While you wear it, you can take a Magic action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues u"
      },
      {
        "document": 1689,
        "excerpt": "e particularly large. While wearing this robe, you can take a Magic action to remove one of the stars and expend it to cast the level 5 version of Magic Missile. Da"
      },
      {
        "document": 1691,
        "excerpt": "nd colors covering it. While wearing the robe, you can take a Magic action to detach one of the patches, causing it to become the object or creature it represents."
      },
      {
        "document": 1692,
        "excerpt": "(Requires Attunement) While holding this rod, you can take a Reaction to absorb a spell that is targeting only you and doesn't create an area of effect. The absorb"
      },
      {
        "document": 1694,
        "excerpt": "he next dawn. Terrify. While holding the rod, you can take a Magic action to force each creature you can see within 30 feet of yourself to make a DC 17 Wisdom savi"
      },
      {
        "document": 1696,
        "excerpt": "Rod, Rare (Requires Attunement) You can take a Magic action to present the rod and command obedience from each creature of your choice that you can s"
      },
      {
        "document": 1697,
        "excerpt": "Rod, Very Rare While holding this rod, you can take a Magic action to activate it. The rod then instantly transports you and up to 199 other willing creatur"
      },
      {
        "document": 1698,
        "excerpt": "000 pounds. While holding one end of the rope, you can take a Magic action to command the other end of the rope to animate and move toward a destination you choose,"
      },
      {
        "document": 1699,
        "excerpt": "feet long. While holding one end of the rope, you can take a Magic action to command the other end to dart forward and entangle one creature you can see within 20"
      },
      {
        "document": 1700,
        "excerpt": "r a harmful effect originating from an Undead, you can take a Reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into p"
      },
      {
        "document": 1706,
        "excerpt": "you can use while holding it. Forceful Bash. When you take the Attack action, you can make one of the attack rolls using the Shield against a target within 5 feet"
      },
      {
        "document": 1711,
        "excerpt": "of it. If you are within 60 feet of a sphere, you can take a Magic action to make a DC 25 Intelligence (Arcana) check. On a successful check, you control the spher"
      },
      {
        "document": 1712,
        "excerpt": "st an Enchantment spell that targets only you, you can take a Reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast th"
      },
      {
        "document": 1716,
        "excerpt": "regains 1d8 + 2 charges. Retributive Strike. You can take a Magic action to break the staff over your knee or against a solid surface. The staff is destroyed and"
      },
      {
        "document": 1718,
        "excerpt": "arges. Insect Cloud. While holding the staff, you can take a Magic action and expend 1 charge to cause a swarm of harmless flying insects to fill a 30-foot Emanati"
      },
      {
        "document": 1719,
        "excerpt": "on saving throws against spells. In addition, you can take a Reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the m"
      },
      {
        "document": 1721,
        "excerpt": "you must expend to cast the spell. Tree Form. You can take a Magic action to plant one end of the staff in earth in an unoccupied space and expend 1 charge to tran"
      },
      {
        "document": 1722,
        "excerpt": "ee attack using the staff, you can cause the target to take an extra 2d6 Lightning damage (no action required). Thunder. When you hit with a melee attack using the"
      },
      {
        "document": 1724,
        "excerpt": "ile touching this 5-pound stone to the ground, you can take a Magic action to summon an Earth Elemental. The elemental appears in an unoccupied space you choose wit"
      },
      {
        "document": 1726,
        "excerpt": ". Blade of Radiance. While grasping the hilt, you can take a Bonus Action to cause a blade of pure radiance to spring into existence or make the blade disappear. W"
      },
      {
        "document": 1730,
        "excerpt": "harges. While wearing or holding the talisman, you can take a Magic action to expend 1 charge and target one creature you can see on the ground within 120 feet of y"
      },
      {
        "document": 1731,
        "excerpt": "r turn in control of a Sphere of Annihilation, you can take a Magic action to move it 10 feet plus a number of additional feet equal to 10 times your Intelligence m"
      },
      {
        "document": 1732,
        "excerpt": "harges. While wearing or holding the talisman, you can take a Magic action to expend 1 charge and target one creature you can see on the ground within 120 feet of y"
      },
      {
        "document": 1733,
        "excerpt": "objects in the Cone that aren't being worn or carried take 3d8 Thunder damage. Earthquake. As a Magic action, you can strike the weapon against the ground to crea"
      },
      {
        "document": 1738,
        "excerpt": ". When found, a tube contains 1d6 + 1 ounces. You can take a Utilize action to pour 1 or more ounces of solvent from the tube onto a surface within reach. Each oun"
      },
      {
        "document": 1742,
        "excerpt": "t) This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge. For 1 minute, you know the direction of the nearest creature Hostile"
      },
      {
        "document": 1748,
        "excerpt": "r) This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge to cause a thin blue ray to streak from the tip toward a creature you"
      },
      {
        "document": 1750,
        "excerpt": "ended charges daily at dawn. While holding it, you can take a Magic action to expend 1 charge, and if a secret door or trap is within 60 feet of you, the wand pulse"
      },
      {
        "document": 1753,
        "excerpt": "t) This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge while choosing a point within 120 feet of yourself. That location beco"
      },
      {
        "document": 1756,
        "excerpt": "lds into a circular sheet 6 feet in diameter. You can take a Magic action to unfold the Well of Many Worlds and place it on a solid surface, whereupon it forms a t"
      },
      {
        "document": 1758,
        "excerpt": "harges daily at dawn. While wearing the boots, you can take a Magic action to expend 1 charge, gaining a Fly Speed of 30 feet for 1 hour. If you are flying when the"
      },
      {
        "document": 1759,
        "excerpt": "equires Attunement) While wearing this cloak, you can take a Magic action to turn the cloak into a pair of wings on your back. The wings lasts for 1 hour or until"
      },
      {
        "document": 1760,
        "excerpt": "other creature's turn, the aboleth can expend a use to take one of the following actions. The aboleth regains all expended uses at the start of each of its turns."
      },
      {
        "document": 1761,
        "excerpt": "nother creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns. C"
      },
      {
        "document": 1762,
        "excerpt": "nother creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns. C"
      },
      {
        "document": 1763,
        "excerpt": "nother creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns. B"
      },
      {
        "document": 1764,
        "excerpt": "nother creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns. G"
      },
      {
        "document": 1765,
        "excerpt": "creature in a 60-foot Cone. Failure: The target can't take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn, not both"
      },
      {
        "document": 1766,
        "excerpt": "nother creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns. B"
      },
      {
        "document": 1767,
        "excerpt": "nother creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns. M"
      },
      {
        "document": 1768,
        "excerpt": "nother creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns. C"
      },
      {
        "document": 1769,
        "excerpt": "nother creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns. C"
      },
      {
        "document": 1770,
        "excerpt": "nother creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns. F"
      },
      {
        "document": 1773,
        "excerpt": "nother creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns. C"
      },
      {
        "document": 1774,
        "excerpt": "nother creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns. C"
      },
      {
        "document": 1775,
        "excerpt": "nother creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns. B"
      },
      {
        "document": 1776,
        "excerpt": "nother creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns. G"
      },
      {
        "document": 1777,
        "excerpt": "creature in a 90-foot Cone. Failure: The target can't take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn, not both"
      },
      {
        "document": 1778,
        "excerpt": "nother creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns. B"
      },
      {
        "document": 1779,
        "excerpt": "nother creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns. M"
      },
      {
        "document": 1780,
        "excerpt": "nother creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns. C"
      },
      {
        "document": 1781,
        "excerpt": "nother creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns. C"
      },
      {
        "document": 1782,
        "excerpt": "nother creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns. F"
      },
      {
        "document": 1785,
        "excerpt": "at a time. While grappling the target, the rug can't take this action, the rug halves the damage it takes (round down), and the target takes the same amount of da"
      },
      {
        "document": 1791,
        "excerpt": "ect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the save and only half damage i"
      },
      {
        "document": 1799,
        "excerpt": "plus 22 (4d10) Lightning damage, and the target can't take Reactions until the start of the balor's next turn."
      },
      {
        "document": 1829,
        "excerpt": "ment. The target or a creature within 5 feet of it can take an action to try to detach the cloaker, doing so by succeeding on a DC 14 Strength (Athletics) check. T"
      },
      {
        "document": 1834,
        "excerpt": "creature in a 15-foot Cone. Failure: The target can't take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn, not both"
      },
      {
        "document": 1840,
        "excerpt": "s Speed, and it moves with the target. A creature can take an action to try to detach the darkmantle from itself, doing so with a successful DC 13 Strength (Athlet"
      },
      {
        "document": 1849,
        "excerpt": "end of its next turn. While Poisoned, the creature can take either an action or a Bonus Action on its turn, not both, and it can't take Reactions."
      },
      {
        "document": 1936,
        "excerpt": "mage. Until the end of its next turn, the target can't take a Bonus Action or Reaction, its Speed decreases by 10 feet, and it can move or take one action on its tu"
      },
      {
        "document": 1946,
        "excerpt": "nother creature's turn, the kraken can expend a use to take one of the following actions. The kraken regains all expended uses at the start of each of its turns. S"
      },
      {
        "document": 1949,
        "excerpt": "another creature's turn, the lich can expend a use to take one of the following actions. The lich regains all expended uses at the start of each of its turns. Dea"
      },
      {
        "document": 1957,
        "excerpt": "and other magical effects. Reactive. The marilith can take one Reaction on every turn of combat."
      },
      {
        "document": 1966,
        "excerpt": "another creature's turn, the mummy can expend a use to take one of the following actions. The mummy regains all expended uses at the start of each of its turns. Dr"
      },
      {
        "document": 2022,
        "excerpt": "another creature's turn, the solar can expend a use to take one of the following actions. The solar regains all expended uses at the start of each of its turns. Bl"
      },
      {
        "document": 2024,
        "excerpt": "nother creature's turn, the sphinx can expend a use to take one of the following actions. The sphinx regains all expended uses at the start of each of its turns. A"
      },
      {
        "document": 2025,
        "excerpt": "nother creature's turn, the sphinx can expend a use to take one of the following actions. The sphinx regains all expended uses at the start of each of its turns. A"
      },
      {
        "document": 2044,
        "excerpt": "her creature's turn, the tarrasque can expend a use to take one of the following actions. The tarrasque regains all expended uses at the start of each of its turns."
      },
      {
        "document": 2053,
        "excerpt": "other creature's turn, the unicorn can expend a use to take one of the following actions. The unicorn regains all expended uses at the start of each of its turns."
      },
      {
        "document": 2056,
        "excerpt": "are unchanged. While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless and can enter an enemy's space and stop ther"
      },
      {
        "document": 2070,
        "excerpt": "ttacks. At the end of this movement, the weretiger can take the Hide action. Shape-Shift. The weretiger shape-shifts into a Large tiger-humanoid hybrid or a Large"
      },
      {
        "document": 2085,
        "excerpt": "creature in a 30-foot Cone. Failure: The target can't take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn, not both"
      }
    ],
    "taken": [
      {
        "document": 71,
        "excerpt": "mbat when everyone rolls Initiative. Once everyone has taken a turn, the fight continues to the next round if neither side is defeated."
      },
      {
        "document": 178,
        "excerpt": "ther creature's turn. Only one of these actions can be taken at a time and only after another creature's turn ends. The monster can't take a Legendary Action if it h"
      },
      {
        "document": 179,
        "excerpt": "action that includes “1/Day” means the Reaction can be taken once and that the monster must finish a Long Rest to take it again. Recharge X–Y. This notation means a"
      },
      {
        "document": 302,
        "excerpt": "eat, you gain its benefits. Repeatable. A feat can be taken only once unless its description states otherwise in a “Repeatable” subsection."
      },
      {
        "document": 533,
        "excerpt": "A Reaction is a special action taken in response to a trigger defined in the Reaction's description. You can take a Reaction on another creat"
      },
      {
        "document": 592,
        "excerpt": "ain Concentration. The DC equals 10 or half the damage taken (round down), whichever number is higher, up to a maximum DC of 30. Incapacitated or Dead. Your Concent"
      },
      {
        "document": 727,
        "excerpt": "badly for the adventurers. Weaker characters might get taken out of the fight, and there's a slim chance that one or more characters might die. High Difficulty. A h"
      },
      {
        "document": 977,
        "excerpt": "with dragons' power. Or perhaps you handled a treasure taken from a dragon's hoard that was steeped in draconic power. Or you might have a dragon for an ancestor."
      },
      {
        "document": 1405,
        "excerpt": "the spell ends, the creature reduces the total damage taken by 1d4. A creature can benefit from this spell only once per turn."
      },
      {
        "document": 1454,
        "excerpt": "ou know. - “Linked object” means you possess an object taken from the desired destination within the last six months, such as a book from a wizard’s library. - “Very"
      },
      {
        "document": 1697,
        "excerpt": "flower picked from a garden there disappears if it is taken outside the demiplane. For each hour spent in the demiplane, a visitor regains Hit Points as if it had"
      },
      {
        "document": 1727,
        "excerpt": "rary Hit Points equal to the amount of Necrotic damage taken."
      },
      {
        "document": 1828,
        "excerpt": "aximum decreases by an amount equal to the Acid damage taken."
      },
      {
        "document": 1934,
        "excerpt": "its heads that died since its last turn, unless it has taken Fire damage since its last turn. The hydra regains 20 Hit Points when it grows new heads. Reactive Head"
      },
      {
        "document": 1974,
        "excerpt": "akes a Constitution saving throw (DC 5 plus the damage taken) unless the damage is Radiant or from a Critical Hit. On a successful save, the zombie drops to 1 Hit Po"
      },
      {
        "document": 2023,
        "excerpt": "int maximum decreases by an amount equal to the damage taken."
      },
      {
        "document": 2036,
        "excerpt": "int maximum decreases by an amount equal to the damage taken."
      },
      {
        "document": 2055,
        "excerpt": "um decreases by an amount equal to the Necrotic damage taken, and the vampire regains Hit Points equal to that amount."
      },
      {
        "document": 2056,
        "excerpt": "m decreases by an amount equal to the Necrotic damage taken, and the vampire regains Hit Points equal to that amount. A Humanoid reduced to 0 Hit Points by this dam"
      },
      {
        "document": 2073,
        "excerpt": "int maximum decreases by an amount equal to the damage taken. A Humanoid slain by this attack rises 24 hours later as a Zombie under the wight's control, unless the"
      },
      {
        "document": 2078,
        "excerpt": "int maximum decreases by an amount equal to the damage taken. Create Specter. The wraith targets a Humanoid corpse within 10 feet of itself that has been dead for n"
      },
      {
        "document": 2091,
        "excerpt": "akes a Constitution saving throw (DC 5 plus the damage taken) unless the damage is Radiant or from a Critical Hit. On a successful save, the zombie drops to 1 Hit Po"
      }
    ],
    "takes": [
      {
        "document": 5,
        "excerpt": "y if the creature regains any Hit Points or if someone takes an action to administer first aid to it, making a successful DC 10 Wisdom (Medicine) check. When you re"
      },
      {
        "document": 7,
        "excerpt": "t Point maximum of 12, currently has 6 Hit Points, and takes 18 damage, the character drops to 0 Hit Points, but 12 damage remains. The character then dies, since 12"
      },
      {
        "document": 11,
        "excerpt": "t still has the Unconscious condition. If the creature takes damage, it stops being Stable and starts making Death Saving Throws again. A Stable creature that isn't"
      },
      {
        "document": 26,
        "excerpt": "y combat - the action is more structured, and everyone takes turns."
      },
      {
        "document": 45,
        "excerpt": "ht after the Reaction. In terms of timing, a Reaction takes place immediately after its trigger unless the Reaction's description says otherwise."
      },
      {
        "document": 46,
        "excerpt": "se situations, it's time for social interaction, which takes many forms. For example, you might try to convince a burglar to confess to wrongdoing or try to flatter"
      },
      {
        "document": 71,
        "excerpt": "me world. During a round, each participant in a battle takes a turn. The order of turns is determined at the beginning of combat when everyone rolls Initiative. Once"
      },
      {
        "document": 72,
        "excerpt": "' turns. 3: Take Turns. Each participant in the battle takes a turn in Initiative order. When everyone involved in the combat has had a turn, the round ends. Repeat"
      },
      {
        "document": 113,
        "excerpt": "hin a magical aura that reduces all damage by 5. If it takes 28 Fire damage, the damage is first reduced by 5 (to 23), then halved for the creature's Resistance (and"
      },
      {
        "document": 120,
        "excerpt": "It usually takes a Magic action to activate a magic item. The item's user might also need to do something special. The de"
      },
      {
        "document": 133,
        "excerpt": "Crafting a magic item takes an amount of time and money based on the item's rarity as shown in the Magic Item Crafting Time and Cost"
      },
      {
        "document": 142,
        "excerpt": "must try to follow the item's commands. If the bearer takes damage, it repeats the save, ending the effect on a success. Whether or not the attempt to control its b"
      },
      {
        "document": 144,
        "excerpt": "r as specified in its description. Once used, a potion takes effect immediately, and it is used up. Mixing Potions. A character might drink one potion while still u"
      },
      {
        "document": 171,
        "excerpt": "alf damage only” on a successful save means the target takes half as much damage (round down) as targets that fail the save, while also ignoring all other parts of t"
      },
      {
        "document": 178,
        "excerpt": "he stat block. The monster expends one use whenever it takes a Legendary Action, and it regains all expended uses at the start of each of its turns."
      },
      {
        "document": 323,
        "excerpt": "Proficiency Bonus) or be covered in oil. If the target takes Fire damage before the oil dries (after 1 minute), the target takes an extra 5 Fire damage from burning"
      },
      {
        "document": 327,
        "excerpt": "n or up to three pieces of ammunition. A creature that takes Piercing or Slashing damage from the poisoned weapon or ammunition takes an extra 1d4 Poison damage. Onc"
      },
      {
        "document": 349,
        "excerpt": "ntern, or Torch - or anything else with exposed fuel - takes a Bonus Action. Lighting any other fire takes 1 minute."
      },
      {
        "document": 351,
        "excerpt": "sing it as a Simple Melee weapon. On a hit, the target takes 1 Fire damage."
      },
      {
        "document": 390,
        "excerpt": "To determine how many days (working 8 hours a day) it takes to make an item, divide its purchase cost in GP by 10 (round a fraction up to a day). For example, you"
      },
      {
        "document": 393,
        "excerpt": "Scribing a scroll takes an amount of time and money based on the level of the spell, as shown in the Spell Scroll Costs table. F"
      },
      {
        "document": 397,
        "excerpt": "also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative"
      },
      {
        "document": 406,
        "excerpt": "Medium, or Heavy. The category determines how long it takes to don or doff the armor (as shown in the table). Armor Class (AC). The table's Armor Class column tell"
      },
      {
        "document": 449,
        "excerpt": "An Arcane Focus takes one of the forms in the Arcane Focuses table and is be jeweled or carved to channel arcane magic. A Sorc"
      },
      {
        "document": 451,
        "excerpt": "Dexterity saving throw or have the Prone condition. It takes 10 minutes to recover the Ball Bearings."
      },
      {
        "document": 463,
        "excerpt": "peed reduced to 0 until the start of its next turn. It takes 10 minutes to recover the Caltrops."
      },
      {
        "document": 478,
        "excerpt": "A Druidic Focus takes one of the forms in the Druidic Focuses table and is carved, tied with ribbon, or painted to channel pri"
      },
      {
        "document": 485,
        "excerpt": "A Holy Symbol takes one of the forms in the Holy Symbol table and is be jeweled or painted to channel divine magic. A Cleric"
      },
      {
        "document": 487,
        "excerpt": "ot that is of a higher level than the spell, the spell takes on the higher level for that casting. For instance, if a Wizard casts Magic Missile using a level 2 slot"
      },
      {
        "document": 494,
        "excerpt": "f the effect is limited by the range. A range usually takes one of the following forms: Distance. The range is expressed in feet. Touch. The spell's effect origin"
      },
      {
        "document": 500,
        "excerpt": "spell persists after it is cast. A duration typically takes one of the following forms: Concentration. A duration that requires Concentration follows the Concentra"
      },
      {
        "document": 514,
        "excerpt": "can be cast as a Ritual. The Ritual version of a spell takes 10 minutes longer to cast than normal, but it doesn't expend a spell slot. To cast a spell as a Ritual,"
      },
      {
        "document": 537,
        "excerpt": "that spell as a Ritual. The Ritual version of a spell takes 10 minutes longer to cast than normal. It also doesn't expend a spell slot, which means the ritual versi"
      },
      {
        "document": 568,
        "excerpt": "fier plus your Proficiency Bonus. On a hit, the target takes Bludgeoning damage equal to 1 plus your Strength modifier. Grapple. The target must succeed on a Streng"
      },
      {
        "document": 582,
        "excerpt": "A burning creature or object takes 1d4 Fire damage at the start of each of its turns. As an action, you can extinguish fire on yourself by"
      },
      {
        "document": 607,
        "excerpt": "damage threshold has Immunity to all damage unless it takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, in whi"
      },
      {
        "document": 628,
        "excerpt": "A creature that falls takes 1d6 Bludgeoning damage at the end of the fall for every 10 feet it fell, to a maximum of 20d6. When the"
      },
      {
        "document": 665,
        "excerpt": "A curse typically takes one of the forms detailed below."
      },
      {
        "document": 671,
        "excerpt": "d creature rolls a 1 on a D20 Test, the demonic entity takes control of the creature and determines the creature's behavior thereafter. At the end of each of the pos"
      },
      {
        "document": 675,
        "excerpt": "e makes a DC 13 Constitution saving throw each time it takes damage other than Psychic damage. On a failed save, the creature takes 5 (1d10) Psychic damage and has t"
      },
      {
        "document": 677,
        "excerpt": "se it to create one dose of nonmagical ointment, which takes 1 hour. When applied to the eyes of a creature suffering from Sight Rot, the ointment suppresses the con"
      },
      {
        "document": 693,
        "excerpt": "livered through a wound or washed off. A creature that takes Piercing or Slashing damage from an object coated with the poison is exposed to its effects."
      },
      {
        "document": 695,
        "excerpt": "is dead or has the Incapacitated condition. The effort takes 1d6 minutes, after which the character makes a DC 20 Intelligence (Nature) check using a Poisoner's Kit."
      },
      {
        "document": 697,
        "excerpt": "stitution saving throw. On a failed save, the creature takes 6 (1d12) Poison damage and has the Poisoned condition for 24 hours. On a successful save, the creature t"
      },
      {
        "document": 698,
        "excerpt": "ts turns. On each successive failed save, the creature takes 3 (1d6) Poison damage. After three successful saves, the poison ends."
      },
      {
        "document": 700,
        "excerpt": "hile Poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake."
      },
      {
        "document": 704,
        "excerpt": "ondition while Poisoned in this way. It wakes up if it takes damage."
      },
      {
        "document": 708,
        "excerpt": "hile Poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake."
      },
      {
        "document": 717,
        "excerpt": "(Sleight of Hand) check. Each attempt to set this trap takes 10 minutes. At Higher Levels. You can scale the trap for higher levels by increasing the weight of the"
      },
      {
        "document": 719,
        "excerpt": "s open thereafter. A creature that falls into the pit takes 3 (1d6) Bludgeoning damage from the fall. Detect and Disarm. As a Study action, a creature can examine"
      },
      {
        "document": 721,
        "excerpt": "stitution saving throw. On a failed save, the creature takes 5 (1d10) Poison damage and has the Poisoned condition for 1 hour. On a successful save, the creature ta"
      },
      {
        "document": 723,
        "excerpt": "eature that falls into the pit lands at the bottom and takes 3 (1d6) Bludgeoning damage from the fall plus 9 (2d8) Piercing damage from the spikes. Detect and Disar"
      },
      {
        "document": 789,
        "excerpt": "Sphere centered on itself. Each creature in that area takes 4d10 Force damage."
      },
      {
        "document": 793,
        "excerpt": "ong equally low scores. On a failed save, the creature takes 10d6 Force damage from an internal explosion."
      },
      {
        "document": 962,
        "excerpt": "sadvantage. If the chosen attack roll hits, the target takes an extra 1d10 damage of the same type dealt by the weapon or Unarmed Strike, and you can cause one Bruta"
      },
      {
        "document": 964,
        "excerpt": "stitution saving throw. On a failed save, the creature takes Necrotic or Radiant damage (your choice) equal to that total. On a successful save, the creature takes h"
      },
      {
        "document": 968,
        "excerpt": "have the Frightened condition for 1 minute or until it takes any damage. While Frightened in this way, a target can do only one of the following on its turns: move,"
      },
      {
        "document": 970,
        "excerpt": "has the Unconscious condition for 1 minute or until it takes any damage. The Unconscious target repeats the save at the end of each of its turns, ending the effect o"
      },
      {
        "document": 971,
        "excerpt": "ucceeds on its saving throw against the spell, and it takes no damage if it would normally take half damage on a successful save. Distant Spell Cost: 1 Sorcery Po"
      },
      {
        "document": 972,
        "excerpt": "ses your spell save DC. Resistance. When the familiar takes damage, you can take a Reaction to grant it Resistance against that damage. Lessons of the First Ones"
      },
      {
        "document": 973,
        "excerpt": "opy it. For each level of the spell, the transcription takes 2 hours and costs 50 GP. Afterward you can prepare the spell like the other spells in your spellbook. C"
      },
      {
        "document": 978,
        "excerpt": "eeds on a saving throw against the cantrip, the target takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip."
      },
      {
        "document": 979,
        "excerpt": "and hurtles through a nightmare landscape. The target takes 8d10 Psychic damage if it isn't a Fiend, and it has the Incapacitated condition until the end of your ne"
      },
      {
        "document": 982,
        "excerpt": "er an enemy starts its turn in the aura, that creature takes Radiant damage equal to your Charisma modifier plus your Proficiency Bonus. Sunlight. The aura is fille"
      },
      {
        "document": 986,
        "excerpt": "r and Proficiency Bonus). On a failed save, a creature takes 1d10 damage of the type determined by your Draconic Ancestry trait. On a successful save, a creature tak"
      },
      {
        "document": 989,
        "excerpt": "produces that effect whenever you or another creature takes a Bonus Action to activate it with a touch. If the chosen effect has options within it, you choose one o"
      },
      {
        "document": 1149,
        "excerpt": "spell attack against the target. On a hit, the target takes 4d4 Acid damage and 2d4 Acid damage at the end of its next turn. On a miss, the arrow splashes the targe"
      },
      {
        "document": 1157,
        "excerpt": "er or corridor. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow it"
      },
      {
        "document": 1158,
        "excerpt": "allies. In combat, it shares your Initiative count and takes its turn immediately after yours. Until the spell ends, you can take a Bonus Action to mentally command"
      },
      {
        "document": 1163,
        "excerpt": "of it. Make a melee spell attack. On a hit, the target takes 5d8 Force damage. Forceful Hand. The hand attempts to push a Huge or smaller creature within 5 feet of"
      },
      {
        "document": 1165,
        "excerpt": "arget within 5 feet of the sword. On a hit, the target takes Force damage equal to 4d12 plus your spellcasting ability modifier. On your later turns, you can take a"
      },
      {
        "document": 1175,
        "excerpt": "telligence saving throw. On a failed save, the target takes 10d12 Psychic damage and can't cast spells or take the Magic action. At the end of every 30 days, the ta"
      },
      {
        "document": 1176,
        "excerpt": "the target with an attack roll or a spell, the target takes an extra 1d8 Necrotic damage. Using a Higher-Level Spell Slot. If you cast this spell using a level 4 s"
      },
      {
        "document": 1177,
        "excerpt": "ea makes a Strength saving throw. On a failed save, it takes 3d6 Bludgeoning damage, and it has the Restrained condition until the spell ends. A creature also makes"
      },
      {
        "document": 1185,
        "excerpt": "point within range that you can see above yourself. It takes the shape of a Cylinder that is 10 feet tall with a 60-foot radius. When you cast the spell, choose a p"
      },
      {
        "document": 1186,
        "excerpt": "s Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature's attitude returns to no"
      },
      {
        "document": 1190,
        "excerpt": "ck against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can't regain Hit Points until the end of your next turn. Cantrip Upgrade."
      },
      {
        "document": 1191,
        "excerpt": "spell attack against the target. On a hit, the target takes 3d8 damage of the chosen type. If you roll the same number on two or more of the d8s, the orb leaps to"
      },
      {
        "document": 1197,
        "excerpt": "turn. Halt. On its turn, the target doesn't move and takes no action or Bonus Action. Using a Higher-Level Spell Slot. You can affect one additional creature for"
      },
      {
        "document": 1200,
        "excerpt": "ouching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn't decode symbols or secret messages."
      },
      {
        "document": 1203,
        "excerpt": "| | 7–8 | The target doesn’t move, and it takes the Attack action to make one melee attack against a random creature within reach. If none are within re"
      },
      {
        "document": 1204,
        "excerpt": "Dexterity saving throw. On a failed save, the creature takes 3d10 Slashing damage. A creature makes this save only once per turn. Using a Higher-Level Spell Slot. T"
      },
      {
        "document": 1206,
        "excerpt": "has no creature Restrained. On failed save, the target takes 8d8 damage of the spirit's type, and the target has the Restrained condition until the spell ends. At th"
      },
      {
        "document": 1207,
        "excerpt": "t a creature within 5 feet of it. On a hit, the target takes Psychic damage equal to 3d12 plus your spellcasting ability modifier, and the target has the Frightened"
      },
      {
        "document": 1209,
        "excerpt": "t creature to make a Wisdom saving throw. The creature takes 5d8 Force damage on a failed save or half as much damage on a successful one. A creature makes this save"
      },
      {
        "document": 1212,
        "excerpt": "contingent spell doesn’t come into effect. Instead, it takes effect when a certain trigger occurs. You describe that trigger when you cast the two spells. For exampl"
      },
      {
        "document": 1214,
        "excerpt": "Strength saving throw. On a failed save, the creature takes 2d8 Bludgeoning damage. On a successful save, the creature takes half as much damage. A creature can swi"
      },
      {
        "document": 1215,
        "excerpt": "ou can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions"
      },
      {
        "document": 1219,
        "excerpt": "rticular place. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow the"
      },
      {
        "document": 1227,
        "excerpt": "that point makes a Dexterity saving throw. A creature takes Fire damage equal to the total accumulated damage on a failed save or half as much damage on a successfu"
      },
      {
        "document": 1235,
        "excerpt": "a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 Force damage. If this damage reduces it to 0 Hit Points, it and everything nonmagical it is we"
      },
      {
        "document": 1237,
        "excerpt": "rget makes a Wisdom saving throw. On a failed save, it takes 3d6 Psychic damage and must immediately use its Reaction, if available, to move as far away from you as"
      },
      {
        "document": 1240,
        "excerpt": "Self Components: V Duration: Instantaneous The target takes an extra 2d8 Radiant damage from the attack. The damage increases by 1d8 if the target is a Fiend or an"
      },
      {
        "document": 1242,
        "excerpt": "ou or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success. You have a telepathic link with t"
      },
      {
        "document": 1243,
        "excerpt": "ou or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success. You have a telepathic link with t"
      },
      {
        "document": 1244,
        "excerpt": "ou or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success. You have a telepathic link with t"
      },
      {
        "document": 1246,
        "excerpt": "ave, the target gains no benefit from its rest, and it takes 3d6 Psychic damage when it wakes up."
      },
      {
        "document": 1248,
        "excerpt": "Dexterity saving throw. On a failed save, the creature takes 12d6 Bludgeoning damage, has the Prone condition, and is buried in the rubble, requiring a DC 20 Strengt"
      },
      {
        "document": 1249,
        "excerpt": "one creature or object in range. On a hit, the target takes 1d10 Force damage. Cantrip Upgrade. The spell creates two beams at level 5, three beams at level 11, an"
      },
      {
        "document": 1253,
        "excerpt": "way, and the spell ends. While Restrained, the target takes 1d6 Piercing damage at the start of each of its turns. The target or a creature within reach of it can t"
      },
      {
        "document": 1258,
        "excerpt": "arget has the Unconscious condition. It wakes up if it takes any damage or if another creature takes an action to shake it awake. Panicked. The target has the Frigh"
      },
      {
        "document": 1263,
        "excerpt": "ned condition for the duration. A Frightened creature takes the Dash action and moves away from you by the safest route on each of its turns unless there is nowhere"
      },
      {
        "document": 1264,
        "excerpt": "f a creature lands before the spell ends, the creature takes no damage from the fall, and the spell ends for that creature."
      },
      {
        "document": 1265,
        "excerpt": "ous You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or an"
      },
      {
        "document": 1266,
        "excerpt": "t). If you have the Incapacitated condition, the steed takes its turn immediately after yours and acts independently, focusing on protecting you. Disappearance of t"
      },
      {
        "document": 1270,
        "excerpt": "spell attack against the target. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell starts burning if it isn't being worn or carried."
      },
      {
        "document": 1271,
        "excerpt": "ttack roll, the shield erupts with flame. The attacker takes 2d8 Fire damage from a warm shield or 2d8 Cold damage from a chill shield."
      },
      {
        "document": 1274,
        "excerpt": "pell attack with the fiery blade. On a hit, the target takes Fire damage equal to 3d6 plus your spellcasting ability modifier. The flaming blade sheds Bright Light"
      },
      {
        "document": 1281,
        "excerpt": "st time on a turn or ends its turn there, the creature takes 5d10 Radiant or Necrotic damage (your choice when you cast this spell). You can designate a password wh"
      },
      {
        "document": 1286,
        "excerpt": "nds on the target if it drops to 0 Hit Points or if it takes a Magic action to end the spell on itself. While in this form, the target's only method of movement is"
      },
      {
        "document": 1288,
        "excerpt": "understand your command. While Charmed, the creature takes 5d10 Psychic damage if it acts in a manner directly counter to your command. It takes this damage no mor"
      },
      {
        "document": 1290,
        "excerpt": "bat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don'"
      },
      {
        "document": 1293,
        "excerpt": "in the area makes a Dexterity saving throw. A creature takes 5d8 Acid, Cold, Fire, Lightning, or Thunder damage (your choice when you create the glyph) on a failed"
      },
      {
        "document": 1301,
        "excerpt": "a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advan"
      },
      {
        "document": 1305,
        "excerpt": "akes a Constitution saving throw. On a failed save, it takes 14d6 Necrotic damage, and its Hit Point maximum is reduced by an amount equal to the Necrotic damage it"
      },
      {
        "document": 1309,
        "excerpt": "-hot. Any creature in physical contact with the object takes 2d8 Fire damage when you cast the spell. Until the spell ends, you can take a Bonus Action on each of yo"
      },
      {
        "document": 1311,
        "excerpt": "e in an unoccupied 10-foot Cube next to you. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until"
      },
      {
        "document": 1314,
        "excerpt": "elf. At the end of each of its turns and each time it takes damage, it makes another Wisdom saving throw. The target has Advantage on the save if the save is trigge"
      },
      {
        "document": 1319,
        "excerpt": "d of 0. The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor."
      },
      {
        "document": 1320,
        "excerpt": "spell attack against the target. On a hit, the target takes 1d10 Piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet o"
      },
      {
        "document": 1321,
        "excerpt": "he Cylinder makes a Dexterity saving throw. A creature takes 2d10 Bludgeoning damage and 4d6 Cold damage on a failed save or half as much damage on a successful one."
      },
      {
        "document": 1350,
        "excerpt": "usion, for things can pass through it. A creature that takes a Study action to examine the image can determine that it is an illusion with a successful Intelligence"
      },
      {
        "document": 1359,
        "excerpt": "hose points makes a Dexterity saving throw. A creature takes 20d6 Fire damage and 20d6 Bludgeoning damage on a failed save or half as much damage on a successful one"
      },
      {
        "document": 1362,
        "excerpt": "sion ends if you cast this spell again. If a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a s"
      },
      {
        "document": 1367,
        "excerpt": "are of its surroundings, though it can hear you. If it takes any damage or is targeted by another spell, this spell ends, and no memories are modified. While this c"
      },
      {
        "document": 1368,
        "excerpt": "onstitution saving throw. On a failed save, a creature takes 2d10 Radiant damage, and if the creature is shape-shifted (as a result of the Polymorph spell, for examp"
      },
      {
        "document": 1369,
        "excerpt": "0 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete. Because the terrain's transformation occurs slowly, creatures"
      },
      {
        "document": 1374,
        "excerpt": "es a Wisdom saving throw. On a failed save, the target takes 4d10 Psychic damage and has Disadvantage on ability checks and attack rolls for the duration. On a succe"
      },
      {
        "document": 1375,
        "excerpt": "minute to dismount. The spell ends early if the steed takes any damage."
      },
      {
        "document": 1380,
        "excerpt": "spell attack against the target. On a hit, the target takes 1d12 Poison damage. Cantrip Upgrade. The damage increases by 1d12 when you reach levels 5 (2d12), 11 (3"
      },
      {
        "document": 1383,
        "excerpt": "et has 100 Hit Points or fewer, it dies. Otherwise, it takes 12d12 Psychic damage."
      },
      {
        "document": 1388,
        "excerpt": "an’t pass through this layer, which is destroyed if it takes at least 25 Cold damage."
      },
      {
        "document": 1390,
        "excerpt": "you. Make a ranged spell attack. On a hit, the target takes 1d8 Fire damage. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8),"
      },
      {
        "document": 1391,
        "excerpt": "ory, since things can pass through it. A creature that takes the Study action to examine the image can determine that it is an illusion with a successful Intelligenc"
      },
      {
        "document": 1392,
        "excerpt": "sounds like you, but it is intangible. If the illusion takes any damage, it disappears, and the spell ends. You can see through the illusion's eyes and hear through"
      },
      {
        "document": 1397,
        "excerpt": "s. Coming back from the dead is an ordeal. The target takes a -4 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until"
      },
      {
        "document": 1399,
        "excerpt": "a ranged spell attack against the target. On a hit, it takes 1d8 Cold damage, and its Speed is reduced by 10 feet until the start of your next turn. Cantrip Upgrade"
      },
      {
        "document": 1400,
        "excerpt": "spell attack against the target. On a hit, the target takes 2d8 Poison damage and has the Poisoned condition until the end of your next turn. Using a Higher-Level"
      },
      {
        "document": 1405,
        "excerpt": "ison, Radiant, Slashing, or Thunder. When the creature takes damage of the chosen type before the spell ends, the creature reduces the total damage taken by 1d4. A c"
      },
      {
        "document": 1406,
        "excerpt": "s. Coming back from the dead is an ordeal. The target takes a -4 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until"
      },
      {
        "document": 1412,
        "excerpt": "ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage. Using a Higher-Level Spell Slot. You create one additional ray for each spell slot lev"
      },
      {
        "document": 1414,
        "excerpt": "nents: V Duration: 1 minute As you hit the target, it takes an extra 1d6 Fire damage from the attack. At the start of each of its turns until the spell ends, the ta"
      },
      {
        "document": 1417,
        "excerpt": "outfit, objects pass through the hat. A creature that takes the Study action to examine a target can make an Intelligence (Investigation) check against your spell s"
      },
      {
        "document": 1419,
        "excerpt": "tarrasque awakens.” This spell also ends if the target takes any damage."
      },
      {
        "document": 1421,
        "excerpt": "onmagical object that isn't being worn or carried also takes the damage if it's in the spell's area. Using a Higher-Level Spell Slot. The damage increases by 1d8 fo"
      },
      {
        "document": 1425,
        "excerpt": "ntration, up to 1 minute The target hit by the strike takes an extra 2d6 Radiant damage from the attack. Until the spell ends, the target sheds Bright Light in a 5-"
      },
      {
        "document": 1426,
        "excerpt": "spell attack against the target. On a hit, the target takes 1d8 Lightning damage, and it can't make Opportunity Attacks until the start of its next turn. Cantrip U"
      },
      {
        "document": 1428,
        "excerpt": "ion, since things can pass through it. A creature that takes a Study action to examine the image can determine that it is an illusion with a successful Intelligence"
      },
      {
        "document": 1429,
        "excerpt": "it can't take Short or Long Rests. If the simulacrum takes damage, the only way to restore its Hit Points is to repair it as you take a Long Rest, during which you"
      },
      {
        "document": 1430,
        "excerpt": "ion for the duration. The spell ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the spell's effect. Creatures"
      },
      {
        "document": 1432,
        "excerpt": "he duration. An affected target's Speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't take Reactions. On its turns, it can take e"
      },
      {
        "document": 1433,
        "excerpt": "spell attack against the target. On a hit, the target takes 1d8 damage of a type you choose: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder. If you roll"
      },
      {
        "document": 1439,
        "excerpt": "ion. When a creature moves into or within the area, it takes 2d4 Piercing damage for every 5 feet it travels. The transformation of the ground is camouflaged to loo"
      },
      {
        "document": 1440,
        "excerpt": "a Wisdom saving throw. On a failed save, the creature takes 3d8 Radiant damage (if you are good or neutral) or 3d8 Necrotic damage (if you are evil). On a successfu"
      },
      {
        "document": 1441,
        "excerpt": "ature within 5 feet of the force. On a hit, the target takes Force damage equal to 1d8 plus your spellcasting ability modifier. As a Bonus Action on your later turn"
      },
      {
        "document": 1442,
        "excerpt": "spell attack against the target. On a hit, the target takes 1d8 Radiant damage, and until the end of your next turn, it emits Dim Light in a 10-foot radius and can'"
      },
      {
        "document": 1446,
        "excerpt": "c rain falls. Each creature and object under the cloud takes 4d6 Acid damage. Turn 3. You call six bolts of lightning from the cloud to strike six different creatur"
      },
      {
        "document": 1448,
        "excerpt": "bat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don'"
      },
      {
        "document": 1449,
        "excerpt": "onstitution saving throw. On a failed save, a creature takes 6d8 Radiant damage and has the Blinded condition until the start of your next turn. On a successful save"
      },
      {
        "document": 1450,
        "excerpt": "onstitution saving throw. On a failed save, a creature takes 12d6 Radiant damage and has the Blinded condition for 1 minute. On a successful save, it takes half as m"
      },
      {
        "document": 1451,
        "excerpt": "ous condition for 10 minutes. A creature awakens if it takes damage or if someone takes an action to shake it awake. Stunning. Each target must succeed on a Wisdom"
      },
      {
        "document": 1454,
        "excerpt": "rney. Each teleporting creature (or the target object) takes 3d10 Force damage, and the GM rerolls on the table to see where you wind up (multiple mishaps can occur,"
      },
      {
        "document": 1457,
        "excerpt": "onstitution saving throw. On a failed save, a creature takes 2d8 Thunder damage and is pushed 10 feet away from you. On a successful save, a creature takes half as m"
      },
      {
        "document": 1463,
        "excerpt": "ture is Friendly to you and your allies. In combat, it takes its turns immediately after yours, and it obeys your commands. If the spell lasts more than an hour, yo"
      },
      {
        "document": 1469,
        "excerpt": "gainst one creature within reach. On a hit, the target takes 3d6 Necrotic damage, and you regain Hit Points equal to half the amount of Necrotic damage dealt. Until"
      },
      {
        "document": 1471,
        "excerpt": "a Dexterity saving throw. On a failed save, a creature takes 10d4 Acid damage and another 5d4 Acid damage at the end of its next turn. On a successful save, a creatu"
      },
      {
        "document": 1472,
        "excerpt": "in 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other s"
      },
      {
        "document": 1477,
        "excerpt": "nd it has Resistance to all damage. Also, each time it takes damage, you take the same amount of damage. The spell ends if you drop to 0 Hit Points or if you and th"
      },
      {
        "document": 1481,
        "excerpt": "akes a Wisdom saving throw. On a failed save, a target takes 10d10 Psychic damage and has the Frightened condition for the duration. On a successful save, a target t"
      },
      {
        "document": 1482,
        "excerpt": "ction to begin reverting to its normal form. Reverting takes 1 minute, during which the target has the Stunned condition. Until the spell ends, the target can revert"
      },
      {
        "document": 1484,
        "excerpt": "t spell, including costly components. The spell simply takes effect. Alternatively, you can create one of the following effects of your choice: Object Creation. Yo"
      },
      {
        "document": 1504,
        "excerpt": "rolling on the table below. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 F"
      },
      {
        "document": 1509,
        "excerpt": "rwater to a depth of 900 feet. Below that, the vehicle takes 2d6 Bludgeoning damage each minute from pressure. A creature in the compartment can take a Utilize acti"
      },
      {
        "document": 1518,
        "excerpt": "n to command how the creature moves and what action it takes on its next turn, such as attacking an enemy. In the absence of such orders, the creature acts in a fash"
      },
      {
        "document": 1529,
        "excerpt": ", understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it"
      },
      {
        "document": 1532,
        "excerpt": ", understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it"
      },
      {
        "document": 1538,
        "excerpt": ", understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it"
      },
      {
        "document": 1557,
        "excerpt": "alse, because objects pass through it. A creature that takes a Study action to visually inspect the illusory creature identifies it as an illusion with a successful"
      },
      {
        "document": 1561,
        "excerpt": "an Orb. A Dragon Orb has AC 20 and is destroyed if it takes damage from a +3 Weapon or a Disintegrate spell. Nothing else can harm it."
      },
      {
        "document": 1564,
        "excerpt": "all subjects, and the dust is consumed when its magic takes effect. Immediately after an affected creature makes an attack roll, deals damage, or casts a spell, the"
      },
      {
        "document": 1571,
        "excerpt": ", understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it"
      },
      {
        "document": 1579,
        "excerpt": "he token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a Roc, but it can't attack. It obeys your simple commands and"
      },
      {
        "document": 1580,
        "excerpt": "t understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. If you issue no commands, the creature defends"
      },
      {
        "document": 1583,
        "excerpt": "ith an attack roll using this magic weapon, the target takes an extra 1d6 Cold damage. In addition, while you hold the weapon, you have Resistance to Fire damage. I"
      },
      {
        "document": 1587,
        "excerpt": "pon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the P"
      },
      {
        "document": 1598,
        "excerpt": "im Light. Any Undead that starts its turn in that area takes 1d6 Radiant damage. Fire Opal Flames. As long as the helm has at least one fire opal, you can take a Ma"
      },
      {
        "document": 1602,
        "excerpt": "en you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage. While you hold the drawn weapon, it creates a 10-foot Emanation originati"
      },
      {
        "document": 1603,
        "excerpt": "onstitution saving throw. On a failed save, a creature takes 5d8 Thunder damage and has the Deafened condition for 1 minute. On a successful save, a creature takes h"
      },
      {
        "document": 1605,
        "excerpt": "affixes itself to the hoof. Removing a horseshoe also takes a Magic action. While all four shoes are affixed to the hooves of a horse or similar creature, they all"
      },
      {
        "document": 1606,
        "excerpt": "affixes itself to the hoof. Removing a horseshoe also takes a Magic action. While all four horseshoes are attached to the same creature, its Speed is increased by"
      },
      {
        "document": 1607,
        "excerpt": "agically fixed in place. Until you or another creature takes a Utilize action to push the button again, the rod doesn't move, even if it defies gravity. The rod can"
      },
      {
        "document": 1611,
        "excerpt": "death or imprisonment, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and"
      },
      {
        "document": 1615,
        "excerpt": "end or an Undead with this magic weapon, that creature takes an extra 2d6 Radiant damage. If the target has 25 Hit Points or fewer after taking this damage, it must"
      },
      {
        "document": 1616,
        "excerpt": "20 on an attack roll made with this weapon, the target takes an extra 7 Bludgeoning damage, or 14 Bludgeoning damage if it's a Construct. If a Construct has 25 Hit P"
      },
      {
        "document": 1621,
        "excerpt": "t can't use a Manual of Golems and attempts to read it takes 6d6 Psychic damage. To create a golem, you must spend the time shown on the table, working without inte"
      },
      {
        "document": 1623,
        "excerpt": "lements are all confined to a 20-foot Cube. The effort takes 10 minutes (regardless of the number of elements you create), during which time you must remain in the C"
      },
      {
        "document": 1627,
        "excerpt": "e, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the cho"
      },
      {
        "document": 1632,
        "excerpt": "ue to long range. If the attack hits, your sworn enemy takes an extra 3d6 Piercing damage. While your sworn enemy lives, you have Disadvantage on attack rolls with"
      },
      {
        "document": 1633,
        "excerpt": "for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the Etherealness spell for 1 hour. Beads of"
      },
      {
        "document": 1634,
        "excerpt": "hing or Piercing damage are affected. Applying the oil takes 1 minute, after which the oil magically seeps into whatever it coats, turning the coated weapon into a +"
      },
      {
        "document": 1635,
        "excerpt": "for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the Freedom of Movement spell for 8 hours. A"
      },
      {
        "document": 1642,
        "excerpt": "s to a Friendly swarm, it defends itself but otherwise takes no actions. If a Friendly swarm starts its turn more than 30 feet away from you, your control over that"
      },
      {
        "document": 1666,
        "excerpt": "nd it, the djinni defends itself against attackers but takes no other actions. After the djinni departs, it can't be summoned again for 24 hours, and the ring becom"
      },
      {
        "document": 1677,
        "excerpt": "Dexterity saving throw. On a failed save, the creature takes Lightning damage based on the number of spheres you created, as shown in the following table. On a succe"
      },
      {
        "document": 1682,
        "excerpt": "bonus. On a hit, for each charge you spend, the target takes 2d10 Force damage and is pushed 5 feet away from you. Alternatively, you can expend 1 to 3 of the ring'"
      },
      {
        "document": 1693,
        "excerpt": "nd the effect ends after 10 minutes or when a creature takes a Magic action to pull the rod from the ground. Once used, this property can't be used again until the n"
      },
      {
        "document": 1694,
        "excerpt": "onstitution saving throw. On a failed save, the target takes an extra 4d6 Necrotic damage, and you regain a number of Hit Points equal to half that Necrotic damage."
      },
      {
        "document": 1697,
        "excerpt": "see to a demiplane. You choose the form the demiplane takes. It could be a tranquil garden, a cheery tavern, an immense palace, a tropical island, a fantastic carni"
      },
      {
        "document": 1708,
        "excerpt": "ot square surface. Applying an ounce of Sovereign Glue takes a Utilize action, and the applied glue takes 1 minute to set. Once it has done so, the bond it creates c"
      },
      {
        "document": 1711,
        "excerpt": "sphere but isn't wholly engulfed and obliterated by it takes 8d10 Force damage. Controlling the Sphere. A Sphere of Annihilation is stationary until someone takes c"
      },
      {
        "document": 1716,
        "excerpt": "7 Dexterity saving throw. On a failed save, a creature takes Force damage equal to 4 times the number of charges in the staff. On a successful save, a creature takes"
      },
      {
        "document": 1717,
        "excerpt": "p to 3 charges. For each charge you expend, the target takes an extra 1d6 Force damage. Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn."
      },
      {
        "document": 1719,
        "excerpt": "7 Dexterity saving throw. On a failed save, a creature takes Force damage equal to 6 times the number of charges in the staff. On a successful save, a creature takes"
      },
      {
        "document": 1720,
        "excerpt": "apacitated condition. You decide what action the snake takes and where it moves during its turn, or you can issue it a general command, such as to attack your enemie"
      },
      {
        "document": 1722,
        "excerpt": "onstitution saving throw. On a failed save, a creature takes 2d6 Thunder damage and has the Deafened condition for 1 minute. On a successful save, a creature takes h"
      },
      {
        "document": 1724,
        "excerpt": "e within 30 feet of yourself, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it"
      },
      {
        "document": 1726,
        "excerpt": "ng damage. When you hit an Undead with it, that target takes an extra 1d8 Radiant damage. Sunlight. The sword's luminous blade emits Bright Light in a 15-foot radiu"
      },
      {
        "document": 1727,
        "excerpt": "roll a 20 on the d20 for the attack roll, that target takes an extra 15 Necrotic damage if it isn't a Construct or an Undead, and you gain Temporary Hit Points equa"
      },
      {
        "document": 1728,
        "excerpt": "roll a 20 on the d20 for the attack roll, that target takes an extra 14 Slashing damage and gains 1 Exhaustion level."
      },
      {
        "document": 1729,
        "excerpt": "ure with an attack using this magic weapon, the target takes an extra 2d6 Necrotic damage and must succeed on a DC 15 Constitution saving throw or be unable to regai"
      },
      {
        "document": 1730,
        "excerpt": "odness. A Fiend or an Undead that touches the talisman takes 8d6 Radiant damage and takes the damage again each time it ends its turn holding or carrying the talisma"
      },
      {
        "document": 1732,
        "excerpt": "t isn't a Fiend or an Undead that touches the talisman takes 8d6 Necrotic damage and takes the damage again each time it ends its turn holding or carrying the talism"
      },
      {
        "document": 1740,
        "excerpt": "o be cut off with this weapon. Such a creature instead takes an extra 30 Slashing damage from the hit. If the creature has Legendary Resistance, it can expend one da"
      },
      {
        "document": 1756,
        "excerpt": "rtal remains open until a creature within 5 feet of it takes a Magic action to close it by taking hold of the edges of the cloth and folding it up. Once the Well of"
      },
      {
        "document": 1760,
        "excerpt": "rsed creature is outside a body of water, the creature takes 6 (1d12) Acid damage at the end of every 10 minutes unless moisture is applied to its skin before those"
      },
      {
        "document": 1763,
        "excerpt": "for 10 minutes. This effect ends for the target if it takes damage or a creature within 5 feet of it takes an action to wake it. Spellcasting. The dragon casts one"
      },
      {
        "document": 1767,
        "excerpt": "0 feet. Failure: 7 (2d6) Poison damage, and the target takes a -2 penalty to AC until the end of its next turn. Failure or Success: The dragon can't take this action"
      },
      {
        "document": 1775,
        "excerpt": "for 10 minutes. This effect ends for the target if it takes damage or a creature within 5 feet of it takes an action to wake it. Spellcasting. The dragon casts one"
      },
      {
        "document": 1779,
        "excerpt": "feet. Failure: 17 (5d6) Poison damage, and the target takes a -2 penalty to AC until the end of its next turn. Failure or Success: The dragon can't take this action"
      },
      {
        "document": 1785,
        "excerpt": "Blinded and Restrained conditions, is suffocating, and takes 10 (2d6 + 3) Bludgeoning damage at the start of each of its turns. The rug can smother only one creature"
      },
      {
        "document": 1791,
        "excerpt": "g throw to take only half damage, the assassin instead takes no damage if it succeeds on the save and only half damage if it fails. It can't use this trait if it has"
      },
      {
        "document": 1792,
        "excerpt": "ures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object."
      },
      {
        "document": 1796,
        "excerpt": "choice in a 5-foot Emanation originating from the azer takes 5 (1d10) Fire damage unless the azer has the Incapacitated condition. Illumination. The azer sheds Brig"
      },
      {
        "document": 1799,
        "excerpt": "ature in a 5-foot Emanation originating from the balor takes 13 (3d8) Fire damage. Legendary Resistance (3/Day). If the balor fails a saving throw, it can choose to"
      },
      {
        "document": 1805,
        "excerpt": "or after the target or a creature within 5 feet of it takes an action to stanch the wound, doing so by succeeding on a DC 12 Wisdom (Medicine) check."
      },
      {
        "document": 1806,
        "excerpt": "ainst attacks and other effects outside the behir, and takes 21 (6d6) Acid damage at the start of each of the behir's turns. If the behir takes 30 damage or more on"
      },
      {
        "document": 1810,
        "excerpt": "reature that hits the pudding with a melee attack roll takes 4 (1d8) Acid damage. Nonmagical ammunition is destroyed immediately after hitting the pudding and dealin"
      },
      {
        "document": 1814,
        "excerpt": "aight toward it immediately before the hit, the target takes an extra 3 (1d6) Piercing damage and has the Prone condition."
      },
      {
        "document": 1816,
        "excerpt": "on for 1 minute. This effect ends for the target if it takes damage or a creature within 5 feet of it takes an action to wake it."
      },
      {
        "document": 1828,
        "excerpt": "on. Whenever the golem is subjected to Acid damage, it takes no damage and instead regains a number of Hit Points equal to the Acid damage dealt. Berserk. Whenever"
      },
      {
        "document": 1829,
        "excerpt": "targets. In addition, the cloaker halves the damage it takes (round down), and the target takes the same amount of damage. The cloaker can detach itself by spending"
      },
      {
        "document": 1845,
        "excerpt": "the start of each of its turns, the Restrained target takes 21 (6d6) Thunder damage. At the end of each of its turns, the target repeats the save, ending the effec"
      },
      {
        "document": 1858,
        "excerpt": "aight toward it immediately before the hit, the target takes an extra 3 (1d6) Bludgeoning damage and has the Prone condition."
      },
      {
        "document": 1862,
        "excerpt": "in a 10-foot Emanation originating from the elemental takes 5 (1d10) Fire damage. Creatures and flammable objects in the Emanation start burning. Fire Form. The el"
      },
      {
        "document": 1864,
        "excerpt": "Aversion to Fire. If the golem takes Fire damage, it has Disadvantage on attack rolls and ability checks until the end of its next turn. Ber"
      },
      {
        "document": 1869,
        "excerpt": "on a DC 12 Strength (Athletics) check, and the puller takes 10 (3d6) Acid damage. Transparent. Even when the cube is in plain sight, a creature must succeed on a D"
      },
      {
        "document": 1871,
        "excerpt": "ures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object."
      },
      {
        "document": 1876,
        "excerpt": "aight toward it immediately before the hit, the target takes an extra 7 (2d6) Piercing damage and has the Prone condition."
      },
      {
        "document": 1882,
        "excerpt": "aight toward it immediately before the hit, the target takes an extra 5 (2d4) Bludgeoning damage and has the Prone condition."
      },
      {
        "document": 1885,
        "excerpt": "the end of the frog's next turn, the swallowed target takes 5 (2d4) Acid damage. If that damage doesn't kill it, the frog disgorges it, causing it to exit Prone."
      },
      {
        "document": 1886,
        "excerpt": "aight toward it immediately before the hit, the target takes an extra 5 (2d4) Bludgeoning damage and has the Prone condition."
      },
      {
        "document": 1889,
        "excerpt": "Ink Cloud (1/Day). Trigger: The octopus takes damage while underwater. Response: The octopus releases ink that fills a 10-foot Cube centered on itself"
      },
      {
        "document": 1896,
        "excerpt": "ther effects outside the toad. In addition, the target takes 10 (3d6) Acid damage at the end of each of the toad's turns. The toad can have only one target swallowed"
      },
      {
        "document": 1902,
        "excerpt": "turn: 1-4. The target does nothing. 5–6. The target takes no action or Bonus Action and uses all its movement to move in a random direction. 7–8. The target make"
      },
      {
        "document": 1907,
        "excerpt": "Nimble Escape. The goblin takes the Disengage or Hide action."
      },
      {
        "document": 1908,
        "excerpt": "Nimble Escape. The goblin takes the Disengage or Hide action."
      },
      {
        "document": 1909,
        "excerpt": "Nimble Escape. The goblin takes the Disengage or Hide action."
      },
      {
        "document": 1912,
        "excerpt": "the ooze and dealing any damage. Any nonmagical weapon takes a cumulative -1 penalty to attack rolls immediately after dealing damage to the ooze and coming into con"
      },
      {
        "document": 1922,
        "excerpt": "maging terrain (such as lava or a pit) and whenever it takes damage from a source other than the harpy, the target repeats the save. Success: The target is immune to"
      },
      {
        "document": 1931,
        "excerpt": "Unconscious condition, which ends early if the target takes any damage."
      },
      {
        "document": 1932,
        "excerpt": "or after the target or a creature within 5 feet of it takes an action to stanch the wound, doing so by succeeding on a DC 17 Wisdom (Medicine) check."
      },
      {
        "document": 1934,
        "excerpt": "le Heads. The hydra has five heads. Whenever the hydra takes 25 damage or more on a single turn, one of its heads dies. The hydra dies if all its heads are dead. At"
      },
      {
        "document": 1939,
        "excerpt": "it has the Unconscious condition for 1 hour, until it takes damage, or until a creature within 5 feet of it takes an action to wake it. Otherwise, the target takes"
      },
      {
        "document": 1940,
        "excerpt": "e target can't cast spells with a Verbal component and takes 7 (2d6) Thunder damage at the start of each of the stalker's turns."
      },
      {
        "document": 1946,
        "excerpt": "inst attacks and other effects outside the kraken, and takes 24 (7d6) Acid damage at the start of each of its turns. If the kraken takes 50 damage or more on a singl"
      },
      {
        "document": 1949,
        "excerpt": "and each creature within 10 feet of the space it left takes 11 (2d10) Necrotic damage. Disrupt Life. Constitution Saving Throw: DC 20, each creature that isn't an"
      },
      {
        "document": 1963,
        "excerpt": "aight toward it immediately before the hit, the target takes an extra 10 (3d6) Piercing damage and has the Prone condition."
      },
      {
        "document": 1964,
        "excerpt": "aight toward it immediately before the hit, the target takes an extra 9 (2d8) Piercing damage and has the Prone condition. Slam. Melee Attack Roll: +6, reach 5 ft."
      },
      {
        "document": 1968,
        "excerpt": "et has the Frightened condition for 1 minute, until it takes damage, or until it ends its turn with the nalfeshnee out of line of sight. Success: The target is immu"
      },
      {
        "document": 1969,
        "excerpt": "d spell or within a Magic Circle spell. If the target takes damage from the Dream spell, the target's Hit Point maximum decreases by an amount equal to that damage."
      },
      {
        "document": 1980,
        "excerpt": "Nimble Escape. The panther takes the Disengage or Hide action."
      },
      {
        "document": 1986,
        "excerpt": "While Poisoned, the target can't regain Hit Points and takes 21 (6d6) Poison damage at the start of each of its turns, and it repeats the save at the end of each of"
      },
      {
        "document": 1993,
        "excerpt": "Unconscious condition, which ends early if the target takes damage or a creature within 5 feet of it takes an action to wake it."
      },
      {
        "document": 1995,
        "excerpt": "gainst attacks and other effects outside the worm, and takes 17 (5d6) Acid damage at the start of each of the worm's turns. If the worm takes 30 damage or more on a"
      },
      {
        "document": 2002,
        "excerpt": "re in a 5-foot Emanation originating from the remorhaz takes 16 (3d10) Fire damage."
      },
      {
        "document": 2003,
        "excerpt": "aight toward it immediately before the hit, the target takes an extra 9 (2d8) Piercing damage and has the Prone condition."
      },
      {
        "document": 2007,
        "excerpt": "11, the creature with the object. Failure: The object takes a -1 penalty to the AC it offers (armor) or to its attack rolls (weapon). Armor is destroyed if the pena"
      },
      {
        "document": 2008,
        "excerpt": "Nimble Escape. The tiger takes the Disengage or Hide action."
      },
      {
        "document": 2010,
        "excerpt": "in a 5-foot Emanation originating from the salamander takes 7 (2d6) Fire damage."
      },
      {
        "document": 2014,
        "excerpt": "fewer, it drops to 0 Hit Points. Otherwise, the target takes 13 (3d8) Psychic damage. Illusory Appearance. The hag casts Disguise Self, using Constitution as the sp"
      },
      {
        "document": 2016,
        "excerpt": "ow Stealth. While in Dim Light or Darkness, the shadow takes the Hide action."
      },
      {
        "document": 2017,
        "excerpt": "rget has the Blinded and Restrained conditions, and it takes 10 (3d6) Lightning damage at the start of each of its turns. When the shambling mound moves, the Grapple"
      },
      {
        "document": 2018,
        "excerpt": "of the amulet's wearer, half of any damage the wearer takes (round up) is transferred to the guardian. Regeneration. The guardian regains 10 Hit Points at the star"
      },
      {
        "document": 2022,
        "excerpt": "ure has 100 Hit Points or fewer, it dies. It otherwise takes 24 (4d8 + 6) Piercing damage plus 36 (8d8) Radiant damage. Spellcasting. The solar casts one of the fol"
      },
      {
        "document": 2023,
        "excerpt": "ures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object. Sunlight Sensitivity. While in sunlight, th"
      },
      {
        "document": 2025,
        "excerpt": "effect, as detailed below (the sequence resets when it takes a Long Rest): First Roar. Wisdom Saving Throw: DC 20, each enemy in a 500-foot Emanation originating fr"
      },
      {
        "document": 2030,
        "excerpt": "Cunning Action. The spy takes the Dash, Disengage, or Hide action."
      },
      {
        "document": 2032,
        "excerpt": "he stirge can't make Proboscis attacks, and the target takes 5 (2d4) Necrotic damage at the start of each of the stirge's turns. The stirge can detach itself by spe"
      },
      {
        "document": 2033,
        "excerpt": "Trigger: The giant is hit by a ranged attack roll and takes Bludgeoning, Piercing, or Slashing damage from it. Response: The giant reduces the damage it takes from"
      },
      {
        "document": 2044,
        "excerpt": "ttacks and other effects outside the tarrasque, and it takes 56 (16d6) Acid damage at the start of each of the tarrasque's turns. If the tarrasque takes 60 damage o"
      },
      {
        "document": 2045,
        "excerpt": "Nimble Escape. The tiger takes the Disengage or Hide action."
      },
      {
        "document": 2048,
        "excerpt": "1, it can't speak, and it lacks this action. The tree takes its turn immediately after the treant on the same Initiative count, and it obeys the treant. A tree rema"
      },
      {
        "document": 2049,
        "excerpt": "aight toward it immediately before the hit, the target takes an extra 9 (2d8) Piercing damage and has the Prone condition."
      },
      {
        "document": 2050,
        "excerpt": "Points at the start of each of its turns. If the limb takes Acid or Fire damage, this trait doesn't function on the limb's next turn. The limb dies only if it start"
      },
      {
        "document": 2051,
        "excerpt": "Points at the start of each of its turns. If the troll takes Acid or Fire damage, this trait doesn't function on the troll's next turn. The troll dies only if it sta"
      },
      {
        "document": 2054,
        "excerpt": "Deathless Agility. The familiar takes the Dash or Disengage action."
      },
      {
        "document": 2055,
        "excerpt": "vitation from an occupant. Running Water. The vampire takes 20 Acid damage if it ends its turn in running water. Stake to the Heart. The vampire is destroyed if a"
      },
      {
        "document": 2056,
        "excerpt": "vitation from an occupant. Running Water. The vampire takes 20 Acid damage if it ends its turn in running water. Stake to the Heart. If a weapon that deals Piercin"
      },
      {
        "document": 2059,
        "excerpt": "ect on itself on a success. While Poisoned, the target takes 5 (1d10) Poison damage at the start of each of its turns. Emptying a flask of Holy Water on the target e"
      },
      {
        "document": 2062,
        "excerpt": "aight toward it immediately before the hit, the target takes an extra 5 (2d4) Bludgeoning damage and has the Prone condition."
      },
      {
        "document": 2065,
        "excerpt": "Freeze. If the elemental takes Cold damage, its Speed decreases by 20 feet until the end of its next turn. Water Form. The elemental c"
      },
      {
        "document": 2068,
        "excerpt": "aight toward it immediately before the hit, the target takes an extra 7 (2d6) Piercing damage and has the Prone condition."
      },
      {
        "document": 2074,
        "excerpt": "ures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object."
      },
      {
        "document": 2078,
        "excerpt": "ures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object. Sunlight Sensitivity. While in sunlight, th"
      },
      {
        "document": 2083,
        "excerpt": "on for 1 minute. This effect ends for the target if it takes damage or a creature within 5 feet of it takes an action to wake it."
      }
    ],
    "taking": [
      {
        "document": 44,
        "excerpt": "of your ability to take actions also prevents you from taking a Bonus Action."
      },
      {
        "document": 75,
        "excerpt": "ge. Doing Nothing on Your Turn. You can forgo moving, taking an action, or doing anything at all on your turn. If you can't decide what to do, consider taking the de"
      },
      {
        "document": 93,
        "excerpt": "acks. You can avoid provoking an Opportunity Attack by taking the Disengage action. You also don't provoke an Opportunity Attack when you Teleport or when you are mov"
      },
      {
        "document": 517,
        "excerpt": "ng Initiative - Casting a spell other than a cantrip - Taking any damage - 1 hour of walking or other physical exertion If you rested at least 1 hour before the inte"
      },
      {
        "document": 535,
        "excerpt": "u take this action on your turn, which lets you act by taking a Reaction before the start of your next turn. First, you decide what perceivable circumstance will tri"
      },
      {
        "document": 543,
        "excerpt": "ng Initiative - Casting a spell other than a cantrip - Taking any damage An interrupted Short Rest confers no benefits."
      },
      {
        "document": 628,
        "excerpt": "ure lands, it has the Prone condition unless it avoids taking any damage from the fall. A creature that falls into water or another liquid can use its Reaction to ma"
      },
      {
        "document": 703,
        "excerpt": "the creature makes a DC 17 Constitution saving throw, taking 31 (9d6) Poison damage on a failed save or half as much damage on a successful one."
      },
      {
        "document": 705,
        "excerpt": "The Poisoned creature repeats the save every 24 hours, taking 3 (1d6) Poison damage on a failed save. The damage the poison deals can't be healed by any means while t"
      },
      {
        "document": 706,
        "excerpt": "e Worm Poison makes a DC 21 Constitution saving throw, taking 35 (10d6) Poison damage on a failed save or half as much damage on a successful one."
      },
      {
        "document": 707,
        "excerpt": "nom must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) Poison damage on a failed save or half as much damage on a successful one."
      },
      {
        "document": 711,
        "excerpt": "Wyvern Poison makes a DC 14 Constitution saving throw, taking 24 (7d6) Poisson damage on a failed save or half as much damage on a successful one."
      },
      {
        "document": 716,
        "excerpt": "eiling must succeed on a DC 13 Dexterity saving throw, taking 11 (2d10) Bludgeoning damage on a failed save or half as much damage on a successful one. Rubble from t"
      },
      {
        "document": 718,
        "excerpt": "e Cone must succeed on a DC 15 Dexterity saving throw, taking 11 (2d10) Fire damage on a failed save or half as much damage on a successful one. Detect and Disarm. A"
      },
      {
        "document": 720,
        "excerpt": "C 13 Dexterity saving throw or be struck by 1d3 darts, taking 3 (1d6) Poison damage per dart. Detect and Disarm. As a Search action, a creature can examine the walls"
      },
      {
        "document": 969,
        "excerpt": "Taking damage can't break your Concentration on Hunter's Mark."
      },
      {
        "document": 975,
        "excerpt": "Constitution saving throw against your spell save DC, taking 2d6 Necrotic damage on a failed save or half as much damage on a successful one. One creature of your ch"
      },
      {
        "document": 985,
        "excerpt": "hem, the target must make a Constitution saving throw, taking 10d12 Force damage on a failed save or half as much damage on a successful one. You can have only one c"
      },
      {
        "document": 1178,
        "excerpt": "re in the wall's space makes a Dexterity saving throw, taking 6d10 Force damage on a failed save or half as much damage on a successful one. A creature also makes tha"
      },
      {
        "document": 1180,
        "excerpt": "an see within range makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one. A Plant creature automa"
      },
      {
        "document": 1184,
        "excerpt": "ture in a 15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the C"
      },
      {
        "document": 1185,
        "excerpt": "n 5 feet of that point makes a Dexterity saving throw, taking 3d10 Lightning damage on a failed save or half as much damage on a successful one. Until the spell ends"
      },
      {
        "document": 1186,
        "excerpt": "nds if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature's attitude returns to normal."
      },
      {
        "document": 1187,
        "excerpt": "he bolts. Each target makes a Dexterity saving throw, taking 10d8 Lightning damage on a failed save or half as much damage on a successful one. Using a Higher-Level"
      },
      {
        "document": 1192,
        "excerpt": "eature in that area makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one. Using a Higher-Level S"
      },
      {
        "document": 1195,
        "excerpt": "ature in the Sphere makes a Constitution saving throw, taking 5d8 Poison damage on a failed save or half as much damage on a successful one. A creature must also make"
      },
      {
        "document": 1201,
        "excerpt": "s possible to move in that direction on its next turn, taking the safest route. After moving in this way, a target repeats the save, ending the spell on itself on a s"
      },
      {
        "document": 1202,
        "excerpt": "iginating from you makes a Constitution saving throw, taking 8d8 Cold damage on a failed save or half as much damage on a successful one. A creature killed by this s"
      },
      {
        "document": 1205,
        "excerpt": "ring Light. The target makes a Dexterity saving throw, taking 6d12 Radiant damage on a failed save or half as much damage on a successful one. Until the spell ends,"
      },
      {
        "document": 1245,
        "excerpt": "creature in that area makes a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save or half as much damage on a successful one. Using a High"
      },
      {
        "document": 1269,
        "excerpt": "n range. The target makes a Constitution saving throw, taking 7d8 + 30 Necrotic damage on a failed save or half as much damage on a successful one. A Humanoid killed"
      },
      {
        "document": 1272,
        "excerpt": "h creature in the area makes a Dexterity saving throw, taking 7d10 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the"
      },
      {
        "document": 1273,
        "excerpt": "centered on that point makes a Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the a"
      },
      {
        "document": 1275,
        "excerpt": "n a point within range makes a Dexterity saving throw, taking 5d6 Fire damage and 5d6 Radiant damage on a failed save or half as much damage on a successful one. Usi"
      },
      {
        "document": 1276,
        "excerpt": "n 5 feet of the sphere makes a Dexterity saving throw, taking 2d6 Fire damage on a failed save or half as much damage on a successful one. As a Bonus Action, you can"
      },
      {
        "document": 1285,
        "excerpt": "eature in that area makes a Constitution saving throw, taking 10d6 Cold damage on failed save or half as much damage on a successful one. If the globe strikes a body"
      },
      {
        "document": 1298,
        "excerpt": "starts its turn there makes a Dexterity saving throw, taking 20 Radiant damage on a failed save or half as much damage on a successful one. The guardian vanishes whe"
      },
      {
        "document": 1310,
        "excerpt": "Reaction, which you take in response to taking damage from a creature that you can see within 60 feet of yourself"
      },
      {
        "document": 1325,
        "excerpt": "s, each creature in it makes a Dexterity saving throw, taking 10d8 Fire damage on a failed save or half as much damage on a successful one. A creature must also make"
      },
      {
        "document": 1326,
        "excerpt": "creature you touch makes a Constitution saving throw, taking 2d10 Necrotic damage on a failed save or half as much damage on a successful one. Using a Higher-Level"
      },
      {
        "document": 1327,
        "excerpt": "each creature in it makes a Constitution saving throw, taking 4d10 Piercing damage on a failed save or half as much damage on a successful one. A creature also makes"
      },
      {
        "document": 1337,
        "excerpt": "h creature in the Line makes a Dexterity saving throw, taking 8d6 Lightning damage on a failed save or half as much damage on a successful one. Using a Higher-Level"
      },
      {
        "document": 1361,
        "excerpt": "within range. The target makes a Wisdom saving throw, taking 3d8 Psychic damage on a failed save or half as much damage on a successful one. On a failed save, you al"
      },
      {
        "document": 1415,
        "excerpt": ". You can send the chest back to the Ethereal Plane by taking a Magic action to touch the chest and the replica. After 60 days, there is a cumulative 5 percent chanc"
      },
      {
        "document": 1421,
        "excerpt": "here centered there makes a Constitution saving throw, taking 3d8 Thunder damage on a failed save or half as much damage on a successful one. A Construct has Disadvan"
      },
      {
        "document": 1446,
        "excerpt": "eneath it. Each target makes a Dexterity saving throw, taking 10d6 Lightning damage on a failed save or half as much damage on a successful one. Turn 4. Hailstones r"
      },
      {
        "document": 1451,
        "excerpt": "Death. Each target makes a Constitution saving throw, taking 10d10 Necrotic damage on a failed save or half as much damage on a successful save. Discord. Each targe"
      },
      {
        "document": 1467,
        "excerpt": "ch creature in its area makes a Strength saving throw, taking 6d10 Bludgeoning damage on a failed save or half as much damage on a successful one. At the start of ea"
      },
      {
        "document": 1472,
        "excerpt": "h creature in its area makes a Dexterity saving throw, taking 5d8 Fire damage on a failed save or half as much damage on a successful one. One side of the wall, sele"
      },
      {
        "document": 1474,
        "excerpt": "choose which side) and makes a Dexterity saving throw, taking 10d6 Cold damage on a failed save or half as much damage on a successful one. The wall is an object tha"
      },
      {
        "document": 1476,
        "excerpt": "h creature in its area makes a Dexterity saving throw, taking 7d8 Piercing damage on a failed save or half as much damage on a successful one. A creature can move th"
      },
      {
        "document": 1483,
        "excerpt": "ch creature in its area makes a Strength saving throw, taking 4d8 Bludgeoning damage on a failed save or half as much damage on a successful one. The strong wind kee"
      },
      {
        "document": 1504,
        "excerpt": "the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dea"
      },
      {
        "document": 1515,
        "excerpt": ", including you, makes a DC 15 Dexterity saving throw, taking 5d4 Force damage on a failed save or half as much damage on a successful one. If you remove a bean from"
      },
      {
        "document": 1537,
        "excerpt": ", Very Rare You can make this carpet hover and fly by taking a Magic action and using the carpet's command word. It moves according to your directions if you are wit"
      },
      {
        "document": 1565,
        "excerpt": "h of the dust makes a DC 13 Constitution saving throw, taking 10d6 Necrotic damage on a failed save or half as much damage on a successful one."
      },
      {
        "document": 1598,
        "excerpt": "when the spell is cast and disappears from the helm. Taking Fire Damage. Roll 1d20 if you are wearing the helm and take Fire damage as a result of failing a saving"
      },
      {
        "document": 1612,
        "excerpt": "(excluding you) makes a DC 13 Dexterity saving throw, taking 4d6 Lightning damage on a failed save or half as much damage on a successful one. Immediately after deal"
      },
      {
        "document": 1615,
        "excerpt": "damage. If the target has 25 Hit Points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the c"
      },
      {
        "document": 1616,
        "excerpt": "truct. If a Construct has 25 Hit Points or fewer after taking this damage, it is destroyed."
      },
      {
        "document": 1644,
        "excerpt": "ou can take a Magic action to close a Portable Hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures o"
      },
      {
        "document": 1677,
        "excerpt": "ed in sparks and makes a DC 15 Dexterity saving throw, taking 5d4 Radiant damage on a failed save or half as much damage on a successful one."
      },
      {
        "document": 1686,
        "excerpt": "ck the vision. Whenever you use the ring again before taking a Long Rest, you must succeed on a DC 15 Constitution saving throw or gain 1 Exhaustion level."
      },
      {
        "document": 1711,
        "excerpt": "on a DC 19 Dexterity saving throw or be touched by it, taking 8d10 Force damage. A creature reduced to 0 Hit Points by this damage is obliterated, leaving its possess"
      },
      {
        "document": 1720,
        "excerpt": "s under your control and shares your Initiative count, taking its turn immediately after yours. On your turn, you can mentally command the snake (no action required)"
      },
      {
        "document": 1722,
        "excerpt": "ure in that Line makes a DC 17 Dexterity saving throw, taking 9d6 Lightning damage on a failed save or half as much damage on a successful one. Thunderclap. You can"
      },
      {
        "document": 1740,
        "excerpt": "one daily use of that trait to avoid losing its head, taking the extra damage instead."
      },
      {
        "document": 1756,
        "excerpt": "ithin 5 feet of it takes a Magic action to close it by taking hold of the edges of the cloth and folding it up. Once the Well of Many Worlds has opened a portal, it"
      },
      {
        "document": 1864,
        "excerpt": "in 60 feet of the berserk golem, can try to calm it by taking an action to make a DC 15 Charisma (Persuasion) check; the golem must be able to hear its creator. If th"
      },
      {
        "document": 1869,
        "excerpt": "moves with it. An engulfed target can try to escape by taking an action to make a DC 12 Strength (Athletics) check. On a successful check, the target escapes and ente"
      }
    ],
    "talc": [
      {
        "document": 1416,
        "excerpt": "V, S, M (a pinch of talc)"
      }
    ],
    "talent": [
      {
        "document": 103,
        "excerpt": "An ability check represents a creature using talent and training to try to overcome a challenge, such as forcing open a stuck door, picking a lock, entertai"
      },
      {
        "document": 855,
        "excerpt": "Evasion, Reliable Talent"
      },
      {
        "document": 970,
        "excerpt": "Reliable Talent"
      }
    ],
    "talents": [
      {
        "document": 247,
        "excerpt": "lass broadly describes a character's vocation, special talents, and favored tactics. 2: Determine Origin. A character's origin includes two elements: background and sp"
      },
      {
        "document": 970,
        "excerpt": "guages in the communities where you plied your roguish talents. You know Thieves' Cant and one other language of your choice, which you choose from the language tables"
      }
    ],
    "tales": [
      {
        "document": 976,
        "excerpt": ", such as scholarly tomes, mystical rites, and peasant tales. The college's members gather in libraries and universities to share their lore with one another. They a"
      }
    ],
    "talisman": [
      {
        "document": 1730,
        "excerpt": "Talisman of Pure Good"
      },
      {
        "document": 1731,
        "excerpt": "Talisman of the Sphere"
      },
      {
        "document": 1732,
        "excerpt": "Talisman of Ultimate Evil"
      }
    ],
    "talk": [
      {
        "document": 8,
        "excerpt": "your character, such as with the Raise Dead spell. Or talk with the GM about making a new character to join the group. “Rules Glossary” has more information on bei"
      },
      {
        "document": 46,
        "excerpt": "ferent people and face some monsters that would rather talk than fight. In those situations, it's time for social interaction, which takes many forms. For example,"
      },
      {
        "document": 577,
        "excerpt": "game's rules - in this glossary and elsewhere - often talk about something happening to you in the game world. That \"you\" refers to the creature or object that the"
      },
      {
        "document": 968,
        "excerpt": "h. If your Paladin unrepentantly violates their oath, talk to your GM. Your Paladin should probably take a more appropriate subclass or even abandon the class and"
      },
      {
        "document": 1286,
        "excerpt": "as though they were solid surfaces. The target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise i"
      }
    ],
    "talking": [
      {
        "document": 26,
        "excerpt": "you sit down to play D&D), whether the adventurers are talking to a noble, exploring a ruin, or fighting a dragon. In certain situations - particularly combat - the ac"
      },
      {
        "document": 517,
        "excerpt": "more than 2 hours of light activity, such as reading, talking, eating, or standing watch. During sleep, you have the Unconscious condition. After you finish a Long R"
      },
      {
        "document": 543,
        "excerpt": "h a creature does nothing more strenuous than reading, talking, eating, or standing watch. To start a Short Rest, you must have at least 1 Hit Point. Benefits of the"
      }
    ],
    "talks": [
      {
        "document": 47,
        "excerpt": "layer determining how your character thinks, acts, and talks. Roleplaying is part of every aspect of the game, and it comes to the fore during social interactions."
      }
    ],
    "tall": [
      {
        "document": 312,
        "excerpt": "A Ladder is 10 feet tall. You must climb to move up or down it."
      },
      {
        "document": 986,
        "excerpt": "Medium (about 5–7 feet tall)"
      },
      {
        "document": 987,
        "excerpt": "Medium (about 4–5 feet tall)"
      },
      {
        "document": 988,
        "excerpt": "Medium (about 5–6 feet tall)"
      },
      {
        "document": 989,
        "excerpt": "Small (about 3–4 feet tall)"
      },
      {
        "document": 990,
        "excerpt": "Medium (about 7–8 feet tall)"
      },
      {
        "document": 991,
        "excerpt": "Small (about 2–3 feet tall)"
      },
      {
        "document": 992,
        "excerpt": "Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this species"
      },
      {
        "document": 993,
        "excerpt": "Medium (about 6–7 feet tall)"
      },
      {
        "document": 994,
        "excerpt": "Medium (about 4–7 feet tall) or Small (about 3–4 feet tall), chosen when you select this species"
      },
      {
        "document": 1185,
        "excerpt": "self. It takes the shape of a Cylinder that is 10 feet tall with a 60-foot radius. When you cast the spell, choose a point you can see under the cloud. A lightning"
      },
      {
        "document": 1214,
        "excerpt": "in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes. Any Huge or smaller vehicles"
      },
      {
        "document": 1276,
        "excerpt": "e sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. Flammable objects that aren't being worn or carried start bu"
      },
      {
        "document": 1299,
        "excerpt": "t of floor space. The warded area can be up to 20 feet tall, and you shape it as one 50-foot square, one hundred 5-foot squares that are contiguous, or twenty-five"
      },
      {
        "document": 1324,
        "excerpt": "like. Minimus Containment. The target becomes 1 inch tall and is trapped inside an indestructible gemstone or a similar object. Light can pass through the gemston"
      },
      {
        "document": 1344,
        "excerpt": "Duration: 1 hour You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range. Glowing rune"
      },
      {
        "document": 1349,
        "excerpt": "tradimensional dwelling and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as l"
      },
      {
        "document": 1372,
        "excerpt": "se the opening's dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it. When the opening d"
      },
      {
        "document": 1431,
        "excerpt": "minute Until the spell ends, sleet falls in a 40-foot-tall, 20-foot-radius Cylinder centered on a point you choose within range. The area is Heavily Obscured, and"
      },
      {
        "document": 1579,
        "excerpt": "l oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. Whip (Rare"
      },
      {
        "document": 1625,
        "excerpt": "Wondrous Item, Very Rare When this 4-foot-tall, 2-foot-wide mirror is viewed indirectly, its surface shows faint images of creatures. The mirror weighs"
      },
      {
        "document": 1721,
        "excerpt": "orm the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree ap"
      }
    ],
    "taller": [
      {
        "document": 657,
        "excerpt": "Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump's distance), such as a hedge or low wall. Otherwise, you hit the obstacle."
      },
      {
        "document": 1234,
        "excerpt": "t until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as"
      },
      {
        "document": 1417,
        "excerpt": "ent. You can make each creature seem 1 foot shorter or taller and appear heavier or lighter. A target's new appearance must have the same basic arrangement of limbs a"
      }
    ],
    "talon": [
      {
        "document": 820,
        "excerpt": "A dragon’s talon strung on a leather necklace"
      }
    ],
    "talons": [
      {
        "document": 760,
        "excerpt": "Talons"
      },
      {
        "document": 1627,
        "excerpt": "10 Temporary Hit Points daily at dawn until you die. Talons. Every magic item you wear or carry disintegrates. Artifacts in your possession vanish instead. Throne."
      },
      {
        "document": 1854,
        "excerpt": "Talons. Melee Attack Roll: +4, reach 5 feet. Hit: 4 (1d4 + 2) Slashing damage."
      },
      {
        "document": 1890,
        "excerpt": "Talons. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 + 2) Slashing damage. Spellcasting. The owl casts one"
      },
      {
        "document": 1923,
        "excerpt": "Talons. Melee Attack Roll: +5, reach 5 ft. Hit: 1 Slashing damage."
      },
      {
        "document": 1978,
        "excerpt": "Talons. Melee Attack Roll: +3, reach 5 ft. Hit: 1 Slashing damage."
      },
      {
        "document": 2005,
        "excerpt": "kes two Beak attacks. It can replace one attack with a Talons attack. Beak. Melee Attack Roll: +13, reach 10 ft. Hit: 28 (3d12 + 9) Piercing damage. Talons. Melee A"
      }
    ],
    "tan": [
      {
        "document": 796,
        "excerpt": "Tan Bag of Tricks"
      },
      {
        "document": 1518,
        "excerpt": "rous Item, Uncommon This bag made from gray, rust, or tan cloth appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. Y"
      }
    ],
    "tangible": [
      {
        "document": 1261,
        "excerpt": "other. No one but you can see the hound, and it is in-tangible and invulnerable. When a Small or larger creature comes within 30 feet of it without first speaking the"
      }
    ],
    "tangle": [
      {
        "document": 1610,
        "excerpt": ". As the sphere moves through the air, it opens into a tangle of metal bands. Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus yo"
      }
    ],
    "tangled": [
      {
        "document": 1476,
        "excerpt": "Concentration, up to 10 minutes You create a wall of tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for"
      }
    ],
    "tap": [
      {
        "document": 971,
        "excerpt": "You can tap into the wellspring of magic within yourself. This wellspring is represented by Sorcery Points, which al"
      },
      {
        "document": 981,
        "excerpt": "helps sustain all life in the multiverse. Clerics who tap into this domain are masters of healing, using that life force to cure many hurts. Existence itself rel"
      },
      {
        "document": 1374,
        "excerpt": "nts: V, S Duration: Concentration, up to 1 minute You tap into the nightmares of a creature you can see within range and create an illusion of its deepest fears,"
      }
    ],
    "target": [
      {
        "document": 23,
        "excerpt": "An attack roll determines whether an attack hits a target. An attack roll hits if the roll equals or exceeds the target's Armor Class. Attack rolls usually occur"
      },
      {
        "document": 28,
        "excerpt": "ll, the attack hits regardless of any modifiers or the target’s AC. This is called a Critical Hit (see “Combat” later in “Playing the Game”). If you roll a 1 on the"
      },
      {
        "document": 85,
        "excerpt": "When you make an attack roll against a target you can't see, you have Disadvantage on the roll. This is true whether you're guessing the target's loca"
      },
      {
        "document": 86,
        "excerpt": "tures, and other obstacles can provide cover, making a target more difficult to harm. As detailed in the Cover table, there are three degrees of cover, each of which"
      },
      {
        "document": 88,
        "excerpt": "e with a spell, has a single range, you can't attack a target beyond this range. Some ranged attacks, such as those made with a Longbow, have two ranges. The smaller"
      },
      {
        "document": 90,
        "excerpt": "A melee attack allows you to attack a target within your reach. A melee attack typically uses a hand-held weapon or an Unarmed Strike. Many monsters"
      },
      {
        "document": 92,
        "excerpt": "or penalty to the die roll. 6: Compare the Total to a Target Number. If the total of the d20 and its modifiers equals or exceeds the target number, the D20 Test succ"
      },
      {
        "document": 99,
        "excerpt": "k roll with a weapon underwater automatically misses a target beyond the weapon's normal range, and the attack roll has Disadvantage against a target within normal ra"
      },
      {
        "document": 105,
        "excerpt": "e dice, add any modifiers, and deal the damage to your target. If there's a penalty to the damage, it's possible to deal 0 damage but not negative damage. When attac"
      },
      {
        "document": 109,
        "excerpt": "aving throw effects deal half damage (round down) to a target when the target succeeds on the saving throw. The halved damage is equal to half the damage that would b"
      },
      {
        "document": 170,
        "excerpt": "e, and what happens on a hit. An attack is against one target unless its entry says otherwise. For details on different kinds of attacks, see “Playing the Game” and “"
      },
      {
        "document": 171,
        "excerpt": "ve. “Half damage only” on a successful save means the target takes half as much damage (round down) as targets that fail the save, while also ignoring all other part"
      },
      {
        "document": 307,
        "excerpt": "e of your attacks with throwing a flask of Holy Water. Target one creature you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw"
      },
      {
        "document": 322,
        "excerpt": "u can replace one of your attacks with throwing a Net. Target a creature you can see within 15 feet of yourself. The target must succeed on a Dexterity saving throw ("
      },
      {
        "document": 323,
        "excerpt": "eplace one of your attacks with throwing an Oil flask. Target one creature or object within 20 feet of yourself. The target must succeed on a Dexterity saving throw ("
      },
      {
        "document": 328,
        "excerpt": "he second is the weapon's long range. When attacking a target beyond normal range, you have Disadvantage on the attack roll. You can't attack a target beyond the long"
      },
      {
        "document": 351,
        "excerpt": "orch, using it as a Simple Melee weapon. On a hit, the target takes 1 Fire damage."
      },
      {
        "document": 409,
        "excerpt": "er Melee or Ranged. A Melee weapon is used to attack a target within 5 feet, whereas a Ranged weapon is used to attack at a greater distance. Damage. The table lists"
      },
      {
        "document": 445,
        "excerpt": "lace one of your attacks with throwing a vial of Acid. Target one creature or object you can see within 20 feet of yourself. The target must succeed on a Dexterity sa"
      },
      {
        "document": 446,
        "excerpt": "our attacks with throwing a flask of Alchemist's Fire. Target one creature or object you can see within 20 feet of yourself. The target must succeed on a Dexterity sa"
      },
      {
        "document": 502,
        "excerpt": "ures, objects, or something else. A Clear Path to the Target. To target something with a spell, a caster must have a clear path to it, so it can't be behind Total Co"
      },
      {
        "document": 503,
        "excerpt": "Many spells specify that a target makes a saving throw to avoid some or all of a spell's effects. The spell specifies the ability that the"
      },
      {
        "document": 504,
        "excerpt": "e an attack roll to determine whether the spell hits a target. Here's how to calculate the attack modifier for your spells: Spell attack modifier = your spellcasting"
      },
      {
        "document": 505,
        "excerpt": "ap. For example, if two Clerics cast Bless on the same target, that target gains the spell's benefit only once; the target doesn't receive two bonus dice. But if the"
      },
      {
        "document": 534,
        "excerpt": "An Armor Class (AC) is the target number for an attack roll. AC represents how difficult it is to hit a target. Your base AC calculation"
      },
      {
        "document": 540,
        "excerpt": "a save is detailed in the effect that allowed it. If a target is forced to make a save and lacks the ability score used by it, the target automatically fails. See als"
      },
      {
        "document": 554,
        "excerpt": "e, and what happens on a hit. An attack is against one target unless its entry says otherwise. Saving Throw Effect Notation. If an effect forces a saving throw, the"
      },
      {
        "document": 561,
        "excerpt": "Target"
      },
      {
        "document": 568,
        "excerpt": "ves you using your body to damage, grapple, or shove a target within 5 feet of you. Whenever you use your Unarmed Strike, choose one of the following options for its"
      },
      {
        "document": 595,
        "excerpt": "Cover provides a degree of protection to a target behind it. There are three degrees of cover, each of which provides a different benefit to a target: Hal"
      },
      {
        "document": 600,
        "excerpt": "ou roll extra dice for the attack's damage against the target. Roll all of the attack's damage dice twice and add them together. Then add any relevant modifiers. See"
      },
      {
        "document": 606,
        "excerpt": "ed by any applicable modifiers, that deals damage to a target. See also \"Playing the Game\" (\"Damage and Healing\")."
      },
      {
        "document": 617,
        "excerpt": "A Difficulty Class (DC) is the target number for an ability check or a saving throw. See also “Playing the Game” (“D20 Tests”)."
      },
      {
        "document": 633,
        "excerpt": "ith that part, and the grappler can't use that part to target another creature unless it ends the grapple. Ending a Grapple. A Grappled creature can use its action t"
      },
      {
        "document": 671,
        "excerpt": "ic spirits await victims. A creature that becomes the target of Demonic Possession must succeed on a DC 15 Charisma saving throw or be possessed by a bodiless demoni"
      },
      {
        "document": 717,
        "excerpt": "rosses the trip wire causes the Net to fall on it. The target must succeed on a DC 10 Dexterity saving throw or have the Restrained condition until it escapes. The ta"
      },
      {
        "document": 752,
        "excerpt": "Benefit to Target"
      },
      {
        "document": 783,
        "excerpt": "larged as if you had cast Enlarge/Reduce on it. If the target isn’t you and can’t be affected by that spell, you become the target instead."
      },
      {
        "document": 791,
        "excerpt": "ollowing melee attack: +8 to hit, reach 5 ft. Hit: The target has the Grappled condition (escape DC 15)."
      },
      {
        "document": 962,
        "excerpt": "a weapon or an Unarmed Strike - and deal damage to the target, you gain a bonus to the damage that increases as you gain levels as a Barbarian, as shown in the Rage D"
      },
      {
        "document": 963,
        "excerpt": "l spells prepared. When you cast either spell, you can target a second creature with it if that creature is within 10 feet of the first target."
      },
      {
        "document": 964,
        "excerpt": "with an attack roll using a weapon, you can cause the target to take an extra 1d8 Necrotic or Radiant damage (your choice). Potent Spellcasting. Add your Wisdom mod"
      },
      {
        "document": 965,
        "excerpt": "a Beast form's attack in Wild Shape, you can cause the target to take an extra 1d8 Cold, Fire, Lightning, or Thunder damage (choose when you hit)."
      },
      {
        "document": 967,
        "excerpt": "nts. Some features that use Focus Points require your target to make a saving throw. The save DC equals 8 plus your Wisdom modifier and Proficiency Bonus. Flurry of"
      },
      {
        "document": 968,
        "excerpt": "we. As you present your Holy Symbol or weapon, you can target a number of creatures equal to your Charisma modifier (minimum of one creature) that you can see within"
      },
      {
        "document": 970,
        "excerpt": "if at least one of your allies is within 5 feet of the target, the ally doesn't have the Incapacitated condition, and you don't have Disadvantage on the attack roll."
      },
      {
        "document": 971,
        "excerpt": "ving throw, you can spend 2 Sorcery Points to give one target of the spell Disadvantage on saves against the spell. Quickened Spell Cost: 2 Sorcery Points When you"
      },
      {
        "document": 972,
        "excerpt": "ic spell slot to deal an extra 1d8 Force damage to the target, plus another 1d8 per level of the spell slot, and you can give the target the Prone condition if it is"
      },
      {
        "document": 978,
        "excerpt": "at a creature and you miss with the attack roll or the target succeeds on a saving throw against the cantrip, the target takes half the cantrip's damage (if any) but"
      },
      {
        "document": 979,
        "excerpt": "an attack roll, you can try to instantly transport the target through the Lower Planes. The target must succeed on a Charisma saving throw against your spell save DC,"
      },
      {
        "document": 980,
        "excerpt": "a weapon, the weapon deals an extra 1d8 damage to the target if it's missing any of its Hit Points. You can deal this extra damage only once per turn. Horde Breaker"
      },
      {
        "document": 983,
        "excerpt": "our Rage is active, you deal extra damage to the first target you hit on your turn with a Strength-based attack. To determine the extra damage, roll a number of d6s e"
      },
      {
        "document": 985,
        "excerpt": "s, you can impose one of the following effects on that target. Addle. The target can't make Opportunity Attacks until the start of its next turn. Push. The target m"
      },
      {
        "document": 990,
        "excerpt": "you can see. Fire's Burn (Fire Giant). When you hit a target with an attack roll and deal damage to it, you can also deal 1d10 Fire damage to that target. Frost's C"
      },
      {
        "document": 1005,
        "excerpt": "0 for an attack roll, you can deal extra damage to the target equal to the ability score increased by this feat. The extra damage's type is the same as the attack's t"
      },
      {
        "document": 1013,
        "excerpt": "cularly damaging strikes. Once per turn when you hit a target with a weapon, you can roll the weapon's damage dice twice and use either roll against the target."
      },
      {
        "document": 1149,
        "excerpt": "stantaneous A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the"
      },
      {
        "document": 1154,
        "excerpt": "onents: V, S, M (a morsel of food) Duration: 24 hours Target a Beast that you can see within range. The target must succeed on a Wisdom saving throw or have the Char"
      },
      {
        "document": 1156,
        "excerpt": "willing creatures that you can see within range. Each target shape-shifts into a Large or smaller Beast of your choice that has a Challenge Rating of 4 or lower. You"
      },
      {
        "document": 1157,
        "excerpt": "corpse of a Medium or Small Humanoid within range. The target becomes an Undead creature: a Skeleton if you chose bones or a Zombie if you chose a corpse (see “Monste"
      },
      {
        "document": 1158,
        "excerpt": "ability modifier; for this number, a Medium or smaller target counts as one object, a Large target counts as two, and a Huge target counts as three. Each target ani"
      },
      {
        "document": 1160,
        "excerpt": "agical effects inside the aura, and those things can't target or otherwise affect anything inside it. Magical properties of magic items don't work inside the aura or"
      },
      {
        "document": 1161,
        "excerpt": ", choose whether it creates antipathy or sympathy, and target one creature or object that is Huge or smaller. Then specify a kind of creature, such as red dragons, go"
      },
      {
        "document": 1163,
        "excerpt": "following effects: Clenched Fist. The hand strikes a target within 5 feet of it. Make a melee spell attack. On a hit, the target takes 5d8 Force damage. Forceful H"
      },
      {
        "document": 1165,
        "excerpt": "sword appears, you make a melee spell attack against a target within 5 feet of the sword. On a hit, the target takes Force damage equal to 4d12 plus your spellcasting"
      },
      {
        "document": 1166,
        "excerpt": "ts for the duration. If you cast the spell on the same target every day for 30 days, the illusion lasts until dispelled. Mask (Creature). Choose a creature type othe"
      },
      {
        "document": 1167,
        "excerpt": "possessions travel along the silver cord, causing the target to re-enter its body on the new plane. Any damage or other effects that apply to an astral form have no"
      },
      {
        "document": 1170,
        "excerpt": "athways within a precious gemstone, and then touch the target. The target must be either a Beast or Plant creature with an Intelligence of 3 or less or a natural plan"
      },
      {
        "document": 1171,
        "excerpt": "nge must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, the target must subtr"
      },
      {
        "document": 1172,
        "excerpt": "harmless demiplane for the duration. While there, the target has the Incapacitated condition. When the spell ends, the target reappears in the space it left or in th"
      },
      {
        "document": 1173,
        "excerpt": "target's skin assumes a bark-like appearance, and the target has an Armor Class of 17 if its AC is lower than that."
      },
      {
        "document": 1174,
        "excerpt": "mber of creatures within range. For the duration, each target has Advantage on Wisdom saving throws and Death Saving Throws and regains the maximum number of Hit Poin"
      },
      {
        "document": 1175,
        "excerpt": "mind of a creature that you can see within range. The target makes an Intelligence saving throw. On a failed save, the target takes 10d12 Psychic damage and can't c"
      },
      {
        "document": 1176,
        "excerpt": "ome cursed for the duration. Until the curse ends, the target suffers one of the following effects of your choice: - Choose one ability. The target has Disadvantage"
      },
      {
        "document": 1179,
        "excerpt": "u bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or"
      },
      {
        "document": 1180,
        "excerpt": "creature automatically fails the save. Alternatively, target a nonmagical plant that isn't a creature, such as a tree or shrub. It doesn't make a save; it simply wit"
      },
      {
        "document": 1181,
        "excerpt": "for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success. Using a Higher-Level Spell Slot. You can tar"
      },
      {
        "document": 1186,
        "excerpt": "hat it's Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature's attitude returns"
      },
      {
        "document": 1187,
        "excerpt": "n: Instantaneous You launch a lightning bolt toward a target you can see within range. Three bolts then leap from that target to as many as three other targets of yo"
      },
      {
        "document": 1188,
        "excerpt": "or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creatu"
      },
      {
        "document": 1189,
        "excerpt": "or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creatu"
      },
      {
        "document": 1190,
        "excerpt": "hill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can't regain Hit Points until the"
      },
      {
        "document": 1191,
        "excerpt": "uration: Instantaneous You hurl an orb of energy at a target within range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder for the type of orb you create, and"
      },
      {
        "document": 1197,
        "excerpt": "rd command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from th"
      },
      {
        "document": 1201,
        "excerpt": "te a direction that is horizontal to you. Each Charmed target must use as much of its movement as possible to move in that direction on its next turn, taking the safe"
      },
      {
        "document": 1203,
        "excerpt": "n range must succeed on a Wisdom saving throw, or that target can't take Bonus Actions or Reactions and must roll 1d10 at the start of each of its turns to determine"
      },
      {
        "document": 1205,
        "excerpt": "hich of these lights shines on it: Healing Light. The target regains Hit Points equal to 4d12 plus your spellcasting ability modifier. Searing Light. The target mak"
      },
      {
        "document": 1206,
        "excerpt": "spirit has no creature Restrained. On failed save, the target takes 8d8 damage of the spirit's type, and the target has the Restrained condition until the spell ends."
      },
      {
        "document": 1207,
        "excerpt": "against a creature within 5 feet of it. On a hit, the target takes Psychic damage equal to 3d12 plus your spellcasting ability modifier, and the target has the Frigh"
      },
      {
        "document": 1211,
        "excerpt": ": 7 days Your touch inflicts a magical contagion. The target must succeed on a Constitution saving throw or take 11d8 Necrotic damage and have the Poisoned condition"
      },
      {
        "document": 1212,
        "excerpt": "st, that has a casting time of an action, and that can target you. You cast that spell - called the contingent spell - as part of casting Contingency, expending spell"
      },
      {
        "document": 1226,
        "excerpt": "a measure of protection from death. The first time the target would drop to 0 Hit Points before the spell ends, the target instead drops to 1 Hit Point, and the spell"
      },
      {
        "document": 1232,
        "excerpt": "nch of metal; or a thin sheet of lead. Read Thoughts. Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you"
      },
      {
        "document": 1235,
        "excerpt": ") Duration: Instantaneous You launch a green ray at a target you can see within range. The target can be a creature, a non-magical object, or a creation of magical f"
      },
      {
        "document": 1236,
        "excerpt": "ion from one or more creatures of the types above. The target is no longer possessed, Charmed, or Frightened by such creatures. Dismissal. As a Magic action, you tar"
      },
      {
        "document": 1237,
        "excerpt": "ithin range hears a discordant melody in its mind. The target makes a Wisdom saving throw. On a failed save, it takes 3d6 Psychic damage and must immediately use its"
      },
      {
        "document": 1240,
        "excerpt": "nus Action, which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike"
      },
      {
        "document": 1241,
        "excerpt": "nge makes a Charisma saving throw. On a failed save, a target that has 50 Hit Points or fewer suffers an effect based on its current Hit Points, as shown in the Divin"
      },
      {
        "document": 1242,
        "excerpt": "ow or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it re"
      },
      {
        "document": 1243,
        "excerpt": "ow or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it re"
      },
      {
        "document": 1244,
        "excerpt": "ow or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it re"
      },
      {
        "document": 1245,
        "excerpt": "Fire, Lightning, or Poison. Until the spell ends, the target can take a Magic action to exhale a 15-foot Cone. Each creature in that area makes a Dexterity saving th"
      },
      {
        "document": 1246,
        "excerpt": "ts: V, S, M (a handful of sand) Duration: 8 hours You target a creature you know on the same plane of existence. You or a willing creature you touch enters a trance"
      },
      {
        "document": 1249,
        "excerpt": "against one creature or object in range. On a hit, the target takes 1d10 Force damage. Cantrip Upgrade. The spell creates two beams at level 5, three beams at level"
      },
      {
        "document": 1251,
        "excerpt": "telligence, Wisdom, or Charisma. For the duration, the target has Advantage on ability checks using the chosen ability. Using a Higher-Level Spell Slot. You can targ"
      },
      {
        "document": 1252,
        "excerpt": "rgeted object must be neither worn nor carried. If the target is an unwilling creature, it can make a Constitution saving throw. On a successful save, the spell has n"
      },
      {
        "document": 1253,
        "excerpt": "uration: Concentration, up to 1 minute As you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advan"
      },
      {
        "document": 1255,
        "excerpt": "tomatically succeeds on this save. On a failed save, a target has a -10 penalty to Wisdom (Perception) checks and Passive Perception until the spell ends."
      },
      {
        "document": 1256,
        "excerpt": "uter Planes. Using a Higher-Level Spell Slot. You can target up to three willing creatures (including yourself) for each spell slot level above 7. The creatures must"
      },
      {
        "document": 1258,
        "excerpt": "s until the spell ends, you can take a Magic action to target another creature but can't target a creature again if it has succeeded on a save against this casting of"
      },
      {
        "document": 1266,
        "excerpt": "reature within 60 feet the steed can see. Failure: The target has the Frightened condition until the end of your next turn. Fey Step (Fey Only; Recharges after a Lon"
      },
      {
        "document": 1269,
        "excerpt": "energy toward a creature you can see within range. The target makes a Constitution saving throw, taking 7d8 + 30 Necrotic damage on a failed save or half as much dama"
      },
      {
        "document": 1270,
        "excerpt": "t within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell starts burning if it"
      },
      {
        "document": 1274,
        "excerpt": "melee spell attack with the fiery blade. On a hit, the target takes Fire damage equal to 3d6 plus your spellcasting ability modifier. The flaming blade sheds Bright"
      },
      {
        "document": 1277,
        "excerpt": "creature that you can see within range into stone. The target makes a Constitution saving throw. On a failed save, it has the Restrained condition for the duration. O"
      },
      {
        "document": 1279,
        "excerpt": "s You touch a willing creature. For the duration, the target gains a Fly Speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft u"
      },
      {
        "document": 1283,
        "excerpt": "o see into the immediate future. For the duration, the target has Advantage on D20 Tests, and other creatures have Disadvantage on attack rolls against it. The spell"
      },
      {
        "document": 1284,
        "excerpt": "s can neither reduce the target's Speed nor cause the target to have the Paralyzed or Restrained conditions. The target also has a Swim Speed equal to its Speed. In"
      },
      {
        "document": 1286,
        "excerpt": "a misty cloud for the duration. The spell ends on the target if it drops to 0 Hit Points or if it takes a Magic action to end the spell on itself. While in this for"
      },
      {
        "document": 1288,
        "excerpt": "m an action or a course of activity as you decide. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target automat"
      },
      {
        "document": 1289,
        "excerpt": "touch a corpse or other remains. For the duration, the target is protected from decay and can't become Undead. The spell also effectively extends the time limit on r"
      },
      {
        "document": 1290,
        "excerpt": "eature the insect can see within 10 feet. Failure: The target has the Poisoned condition until the start of the insect's next turn."
      },
      {
        "document": 1292,
        "excerpt": "rier can't affect anything within it. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area withi"
      },
      {
        "document": 1293,
        "excerpt": "sting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. Whe"
      },
      {
        "document": 1301,
        "excerpt": "e within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your"
      },
      {
        "document": 1305,
        "excerpt": "lent magic on a creature you can see within range. The target makes a Constitution saving throw. On a failed save, it takes 14d6 Necrotic damage, and its Hit Point m"
      },
      {
        "document": 1306,
        "excerpt": "ge, Hide, or Utilize action. When the spell ends, the target is Incapacitated and has a Speed of 0 until the end of its next turn, as a wave of lethargy washes over"
      },
      {
        "document": 1307,
        "excerpt": "n see within range. Positive energy washes through the target, restoring 70 Hit Points. This spell also ends the Blinded, Deafened, and Poisoned conditions on the tar"
      },
      {
        "document": 1312,
        "excerpt": "f its turns. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1."
      },
      {
        "document": 1313,
        "excerpt": "ell ends, you deal an extra 1d6 Necrotic damage to the target whenever you hit it with an attack roll. Also, choose one ability when you cast the spell. The target ha"
      },
      {
        "document": 1314,
        "excerpt": "akes damage, it makes another Wisdom saving throw. The target has Advantage on the save if the save is triggered by damage. On a successful save, the spell ends. Usi"
      },
      {
        "document": 1315,
        "excerpt": "Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of ea"
      },
      {
        "document": 1316,
        "excerpt": "Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of ea"
      },
      {
        "document": 1318,
        "excerpt": "spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival)"
      },
      {
        "document": 1320,
        "excerpt": "e within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Piercing damage. Hit or miss, the shard then explodes. The target and e"
      },
      {
        "document": 1324,
        "excerpt": "V, S, M (a statuette of the target worth 5,000+ GP)"
      },
      {
        "document": 1329,
        "excerpt": "spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell. Using a Higher-Level Spell Slot. You can target o"
      },
      {
        "document": 1330,
        "excerpt": "make a Wisdom saving throw. On a successful save, the target dances comically until the end of its next turn, during which it must spend all its movement to dance in"
      },
      {
        "document": 1331,
        "excerpt": "of movement. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1."
      },
      {
        "document": 1332,
        "excerpt": "ns a mundane or magical means that prevents access. A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. I"
      },
      {
        "document": 1335,
        "excerpt": "eds on a Constitution saving throw is unaffected. The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a"
      },
      {
        "document": 1341,
        "excerpt": "spell ends. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1."
      },
      {
        "document": 1342,
        "excerpt": "us its Dexterity modifier. The spell ends early if the target dons armor."
      },
      {
        "document": 1345,
        "excerpt": "nd Good or Magic Circle spell can't be possessed). The target makes a Charisma saving throw. On a failed save, your soul enters the target's body, and the target's so"
      },
      {
        "document": 1346,
        "excerpt": "within range. A dart deals 1d4 + 1 Force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. Using a H"
      },
      {
        "document": 1351,
        "excerpt": "n a 30-foot-radius Sphere centered on that point. Each target regains Hit Points equal to 5d8 plus your spellcasting ability modifier. Using a Higher-Level Spell Slo"
      },
      {
        "document": 1354,
        "excerpt": "Drop your weapons, and dance! Stop in an hour.” Each target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or you"
      },
      {
        "document": 1355,
        "excerpt": "an see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze. The target can take a Study action to try"
      },
      {
        "document": 1358,
        "excerpt": "ard a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast"
      },
      {
        "document": 1360,
        "excerpt": "unity to Psychic damage and the Charmed condition. The target is also unaffected by anything that would sense its emotions or alignment, read its thoughts, or magical"
      },
      {
        "document": 1361,
        "excerpt": "the mind of one creature you can see within range. The target makes a Wisdom saving throw, taking 3d8 Psychic damage on a failed save or half as much damage on a succ"
      },
      {
        "document": 1367,
        "excerpt": "e, it has Advantage on the save. On a failed save, the target has the Charmed condition for the duration. While Charmed in this way, the target also has the Incapacit"
      },
      {
        "document": 1370,
        "excerpt": "sumes) Duration: 8 hours For the duration, you hide a target that you touch from Divination spells. The target can be a willing creature, or it can be a place or an"
      },
      {
        "document": 1373,
        "excerpt": "n the mind of a creature you can see within range. The target makes an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other"
      },
      {
        "document": 1374,
        "excerpt": "its deepest fears, visible only to that creature. The target makes a Wisdom saving throw. On a failed save, the target takes 4d10 Psychic damage and has Disadvantage"
      },
      {
        "document": 1377,
        "excerpt": "spell is cast.) At the completion of the casting, the target must succeed on a Charisma saving throw or be bound to serve you for the duration. If the creature was s"
      },
      {
        "document": 1378,
        "excerpt": "d to a different plane of existence. You can specify a target destination in general terms, such as a specific city on the Elemental Plane of Fire or palace on the se"
      },
      {
        "document": 1380,
        "excerpt": "e within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 Poison damage. Cantrip Upgrade. The damage increases by 1d12 when you"
      },
      {
        "document": 1381,
        "excerpt": "eature that you can see within range into a Beast. The target must succeed on a Wisdom saving throw or shape-shift into a Beast form for the duration. That form can b"
      },
      {
        "document": 1382,
        "excerpt": "washes over one creature you can see within range. The target regains all its Hit Points. If the creature has the Charmed, Frightened, Paralyzed, Poisoned, or Stunned"
      },
      {
        "document": 1383,
        "excerpt": "l one creature you can see within range to die. If the target has 100 Hit Points or fewer, it dies. Otherwise, it takes 12d12 Psychic damage."
      },
      {
        "document": 1384,
        "excerpt": "mind of one creature you can see within range. If the target has 150 Hit Points or fewer, it has the Stunned condition. Otherwise, its Speed is 0 until the start of"
      },
      {
        "document": 1387,
        "excerpt": "e in the Cone makes a Dexterity saving throw. For each target, roll 1d8 to determine which color ray affects it, consulting the Prismatic Rays table. Prismatic Rays"
      },
      {
        "document": 1388,
        "excerpt": "| | 6 | Indigo. Failed Save: The target has the Restrained condition and makes a Constitution saving throw at the end of each of its turns. If i"
      },
      {
        "document": 1390,
        "excerpt": "feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 Fire damage. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 ("
      },
      {
        "document": 1394,
        "excerpt": "se types have Disadvantage on attack rolls against the target. The target also can't be possessed by or gain the Charmed or Frightened conditions from them. If the ta"
      },
      {
        "document": 1395,
        "excerpt": "nd the Poisoned condition on it. For the duration, the target has Advantage on saving throws to avoid or end the Poisoned condition, and it has Resistance to Poison d"
      },
      {
        "document": 1397,
        "excerpt": "ly fails. Coming back from the dead is an ordeal. The target takes a -4 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1"
      },
      {
        "document": 1398,
        "excerpt": "gy shoots from you toward a creature within range. The target must make a Constitution saving throw. On a successful save, the target has Disadvantage on the next att"
      },
      {
        "document": 1399,
        "excerpt": "e within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 Cold damage, and its Speed is reduced by 10 feet until the start of your next tu"
      },
      {
        "document": 1400,
        "excerpt": "e within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 Poison damage and has the Poisoned condition until the end of your next"
      },
      {
        "document": 1401,
        "excerpt": "uch regains 4d8 + 15 Hit Points. For the duration, the target regains 1 Hit Point at the start of each of its turns, and any severed body parts regrow after 2 minutes"
      },
      {
        "document": 1406,
        "excerpt": "dy parts. Coming back from the dead is an ordeal. The target takes a -4 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1"
      },
      {
        "document": 1410,
        "excerpt": "cends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 Radiant damage. The target gains no benefit from Ha"
      },
      {
        "document": 1411,
        "excerpt": "ucceed on a Wisdom saving throw or either choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from areas of effect. The sp"
      },
      {
        "document": 1412,
        "excerpt": "s You hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire"
      },
      {
        "document": 1413,
        "excerpt": "ose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you know the target an"
      },
      {
        "document": 1414,
        "excerpt": "nus Action, which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike"
      },
      {
        "document": 1417,
        "excerpt": "our choice that you can see within range. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell. You can give the"
      },
      {
        "document": 1418,
        "excerpt": "eature described to you by someone who has met it. The target hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like ma"
      },
      {
        "document": 1419,
        "excerpt": "an object or a willing creature. For the duration, the target has the Invisible condition and can't be targeted by Divination spells, detected by magic, or viewed rem"
      },
      {
        "document": 1425,
        "excerpt": "onents: V Duration: Concentration, up to 1 minute The target hit by the strike takes an extra 2d6 Radiant damage from the attack. Until the spell ends, the target sh"
      },
      {
        "document": 1426,
        "excerpt": "ou try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d8 Lightning damage, and it can't make Opportunity Attacks until the start"
      },
      {
        "document": 1430,
        "excerpt": "t turn, at which point it must repeat the save. If the target fails the second save, the target has the Unconscious condition for the duration. The spell ends on a ta"
      },
      {
        "document": 1432,
        "excerpt": "es of your choice in a 40-foot Cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration. An affected target"
      },
      {
        "document": 1433,
        "excerpt": "t within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 damage of a type you choose: Acid, Cold, Fire, Lightning, Poison, Psychi"
      },
      {
        "document": 1436,
        "excerpt": "en it died. The spell also fails if the corpse was the target of this spell within the past 10 days. Until the spell ends, you can ask the corpse up to five question"
      },
      {
        "document": 1438,
        "excerpt": "and along ceilings, while leaving its hands free. The target also gains a Climb Speed equal to its Speed. Using a Higher-Level Spell Slot. You can target one additi"
      },
      {
        "document": 1441,
        "excerpt": "one creature within 5 feet of the force. On a hit, the target takes Force damage equal to 1d8 plus your spellcasting ability modifier. As a Bonus Action on your late"
      },
      {
        "document": 1442,
        "excerpt": "t within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Radiant damage, and until the end of your next turn, it emits Dim Light"
      },
      {
        "document": 1446,
        "excerpt": "ke six different creatures or objects beneath it. Each target makes a Dexterity saving throw, taking 10d6 Lightning damage on a failed save or half as much damage on"
      },
      {
        "document": 1447,
        "excerpt": "volve anything that would obviously deal damage to the target or its allies. For example, you could say, “Fetch the key to the cult’s treasure vault, and give the key"
      },
      {
        "document": 1451,
        "excerpt": "creature is targeted only once per turn. Death. Each target makes a Constitution saving throw, taking 10d10 Necrotic damage on a failed save or half as much damage"
      },
      {
        "document": 1452,
        "excerpt": "the appropriate effect below. You can affect the same target round after round or choose a new one at any time. If you switch targets, the prior target is no longer"
      },
      {
        "document": 1454,
        "excerpt": "see within range, to a destination you select. If you target an object, it must be Large or smaller, and it can't be held or carried by an unwilling creature. The d"
      },
      {
        "document": 1460,
        "excerpt": "ned language that it hears or sees. Moreover, when the target communicates by speaking or signing, any creature that knows at least one language can understand it if"
      },
      {
        "document": 1461,
        "excerpt": "fore. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement."
      },
      {
        "document": 1463,
        "excerpt": "The transformation lasts for the duration or until the target dies or is destroyed, but if you maintain Concentration on this spell for the full duration, the spell l"
      },
      {
        "document": 1469,
        "excerpt": "ttack against one creature within reach. On a hit, the target takes 3d6 Necrotic damage, and you regain Hit Points equal to half the amount of Necrotic damage dealt."
      },
      {
        "document": 1470,
        "excerpt": "at one creature you can see or hear within range. The target must succeed on a Wisdom saving throw or take 1d6 Psychic damage and have Disadvantage on the next attac"
      },
      {
        "document": 1477,
        "excerpt": "of platinum rings worth 50+ GP each, which you and the target must wear for the duration)"
      },
      {
        "document": 1479,
        "excerpt": "range gain this ability for the duration. An affected target must take a Bonus Action to pass from the liquid's surface into the liquid itself and vice versa, but if"
      },
      {
        "document": 1481,
        "excerpt": "range makes a Wisdom saving throw. On a failed save, a target takes 10d10 Psychic damage and has the Frightened condition for the duration. On a successful save, a ta"
      },
      {
        "document": 1482,
        "excerpt": "pearing as wisps of cloud. While in this cloud form, a target has a Fly Speed of 300 feet and can hover; it has Immunity to the Prone condition; and it has Resistance"
      },
      {
        "document": 1488,
        "excerpt": "an't Harm the Charmer. You can't attack the charmer or target the charmer with damaging abilities or magical effects. Social Advantage. The charmer has Advantage on"
      },
      {
        "document": 1492,
        "excerpt": "ted. You have Disadvantage on attack rolls against any target other than the grappler. Movable. The grappler can drag or carry you when it moves, but every foot of m"
      },
      {
        "document": 1494,
        "excerpt": "d. You aren't affected by any effect that requires its target to be seen unless the effect's creator can somehow see you. Any equipment you are wearing or carrying is"
      },
      {
        "document": 1503,
        "excerpt": "rmined by the rarity of the ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten o"
      },
      {
        "document": 1514,
        "excerpt": "never an attacker makes a ranged attack roll against a target within 5 feet of you, you can take a Reaction to become the target of the attack instead."
      },
      {
        "document": 1523,
        "excerpt": "est creature that you can see or hear becomes your new target."
      },
      {
        "document": 1556,
        "excerpt": "ve the Prone condition. Instead of a creature, you can target one object in the Line that isn't being worn or carried and that weighs no more than 200 pounds. The obj"
      },
      {
        "document": 1563,
        "excerpt": "deals an extra 3d6 damage of the weapon's type if the target is a Dragon."
      },
      {
        "document": 1568,
        "excerpt": "1d8 Force damage, or an extra 2d8 Force damage if the target is a Giant. Immediately after hitting or missing, the weapon flies back to your hand."
      },
      {
        "document": 1574,
        "excerpt": "n a hit, and it disappears after it hits or misses its target. Until it disappears, the arrow emits Bright Light in a 20-foot radius and Dim Light for an additional 2"
      },
      {
        "document": 1579,
        "excerpt": "of the whip, with an attack bonus of +9. On a hit, the target takes 1d6 + 5 Force damage. As a Bonus Action, you can direct the whip to fly up to 20 feet and repeat"
      },
      {
        "document": 1583,
        "excerpt": "u hit with an attack roll using this magic weapon, the target takes an extra 1d6 Cold damage. In addition, while you hold the weapon, you have Resistance to Fire dama"
      },
      {
        "document": 1593,
        "excerpt": "unleashes a thunder-clap audible out to 300 feet. The target and every creature within 30 feet of it other than you must succeed on a DC 17 Constitution saving throw"
      },
      {
        "document": 1598,
        "excerpt": "n you hit with an attack using the blazing weapon, the target takes an extra 1d6 Fire damage. The flames last until you take a Bonus Action to extinguish them or unti"
      },
      {
        "document": 1610,
        "excerpt": "ty modifier plus your Proficiency Bonus. On a hit, the target has the Restrained condition until you take a Bonus Action to issue a command that releases it. Doing so"
      },
      {
        "document": 1611,
        "excerpt": "s-stoppered iron flask, you can take a Magic action to target a creature that you can see within 60 feet of yourself. If the flask is empty and the target is native t"
      },
      {
        "document": 1612,
        "excerpt": "mage. Lightning Bolt. When you throw this weapon at a target no farther than 120 feet from you, you can forgo making a ranged attack roll and instead turn the weapon"
      },
      {
        "document": 1615,
        "excerpt": "hat creature takes an extra 2d6 Radiant damage. If the target has 25 Hit Points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or b"
      },
      {
        "document": 1616,
        "excerpt": "roll a 20 on an attack roll made with this weapon, the target takes an extra 7 Bludgeoning damage, or 14 Bludgeoning damage if it's a Construct. If a Construct has 25"
      },
      {
        "document": 1632,
        "excerpt": "d words: “Swift death to you who have wronged me.” The target of your attack becomes your sworn enemy until it dies or until dawn 7 days later. You can have only one"
      },
      {
        "document": 1672,
        "excerpt": "wearing this ring, you can cast Jump from it, but can target only yourself when you do so."
      },
      {
        "document": 1682,
        "excerpt": "h a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 Force damage and is pushed 5 feet away from you. Alternatively, you can expend 1 to 3 of the"
      },
      {
        "document": 1694,
        "excerpt": "e with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed save, the target takes an extra 4d6 Necrotic dama"
      },
      {
        "document": 1696,
        "excerpt": "ice that you can see within 120 feet of yourself. Each target must succeed on a DC 15 Wisdom saving throw or have the Charmed condition for 8 hours. While Charmed in"
      },
      {
        "document": 1699,
        "excerpt": "e creature you can see within 20 feet of yourself. The target must succeed on a DC 15 Dexterity saving throw or have the Restrained condition. You can release the tar"
      },
      {
        "document": 1702,
        "excerpt": "you touch one stone, you can cast Sending from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as yo"
      },
      {
        "document": 1705,
        "excerpt": "hin 10 feet of you, the curse causes you to become the target instead."
      },
      {
        "document": 1706,
        "excerpt": "ake one of the attack rolls using the Shield against a target within 5 feet of yourself. Apply your Proficiency Bonus and Strength modifier to the attack roll. On a h"
      },
      {
        "document": 1717,
        "excerpt": "xpend up to 3 charges. For each charge you expend, the target takes an extra 1d6 Force damage. Regaining Charges. The staff regains 1d6 + 4 expended charges daily at"
      },
      {
        "document": 1722,
        "excerpt": "with a melee attack using the staff, you can cause the target to take an extra 2d6 Lightning damage (no action required). Thunder. When you hit with a melee attack u"
      },
      {
        "document": 1723,
        "excerpt": "1 charge to deal an extra 2d10 Necrotic damage to the target and force it to make a DC 15 Constitution saving throw. On a failed save, the target has Disadvantage fo"
      },
      {
        "document": 1726,
        "excerpt": "Slashing damage. When you hit an Undead with it, that target takes an extra 1d8 Radiant damage. Sunlight. The sword's luminous blade emits Bright Light in a 15-foot"
      },
      {
        "document": 1727,
        "excerpt": "pon and roll a 20 on the d20 for the attack roll, that target takes an extra 15 Necrotic damage if it isn't a Construct or an Undead, and you gain Temporary Hit Point"
      },
      {
        "document": 1728,
        "excerpt": "and hit, maximize your weapon damage dice against the target. When you attack a creature with this weapon and roll a 20 on the d20 for the attack roll, that target"
      },
      {
        "document": 1729,
        "excerpt": "a creature with an attack using this magic weapon, the target takes an extra 2d6 Necrotic damage and must succeed on a DC 15 Constitution saving throw or be unable to"
      },
      {
        "document": 1730,
        "excerpt": "an, you can take a Magic action to expend 1 charge and target one creature you can see on the ground within 120 feet of yourself. A flaming fissure opens under the ta"
      },
      {
        "document": 1732,
        "excerpt": "an, you can take a Magic action to expend 1 charge and target one creature you can see on the ground within 120 feet of yourself. A flaming fissure opens under the ta"
      },
      {
        "document": 1748,
        "excerpt": "a creature you can see within 60 feet of yourself. The target must succeed on a DC 15 Constitution saving throw or have the Paralyzed condition for 1 minute. At the e"
      },
      {
        "document": 1760,
        "excerpt": "aboleth at the end of the aboleth's turn. Failure: The target is cursed. Until the curse ends, the target's skin becomes slimy, the target can breathe air and water,"
      },
      {
        "document": 1761,
        "excerpt": "in 120 feet. Failure: 22 (4d10) Poison damage, and the target has Disadvantage on saving throws to maintain Concentration until the end of its next turn. Failure or S"
      },
      {
        "document": 1763,
        "excerpt": ": DC 18, each creature in a 60-foot Cone. Failure: The target has the Incapacitated condition until the end of its next turn, at which point it repeats the save. Seco"
      },
      {
        "document": 1764,
        "excerpt": ": DC 19, each creature in a 30-foot Cone. Failure: The target is pushed up to 60 feet straight away from the dragon and has the Prone condition. Spellcasting. The dr"
      },
      {
        "document": 1765,
        "excerpt": ": DC 18, each creature in a 60-foot Cone. Failure: The target can't take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its tur"
      },
      {
        "document": 1766,
        "excerpt": "ffected by this breath in a 60-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Tests and subtracts 3 (1d6) from its damage rolls. It repeats the"
      },
      {
        "document": 1767,
        "excerpt": "ithin 90 feet. Failure: 7 (2d6) Poison damage, and the target takes a -2 penalty to AC until the end of its next turn. Failure or Success: The dragon can't take this"
      },
      {
        "document": 1769,
        "excerpt": "0, each creature in a 60-foot Cone. First Failure: The target has the Incapacitated condition until the end of its next turn, when it repeats the save. Second Failure"
      },
      {
        "document": 1771,
        "excerpt": "space. Failure: 24 (4d10 + 2) Thunder damage, and the target is pushed up to 20 feet straight away from the elemental and has the Prone condition. Success: Half dama"
      },
      {
        "document": 1772,
        "excerpt": ", reach 5 ft. Hit: 8 (1d8 + 4) Slashing damage. If the target is a Large or smaller creature and the allosaurus moved 30+ feet straight toward it immediately before t"
      },
      {
        "document": 1773,
        "excerpt": "in 120 feet. Failure: 33 (6d10) Poison damage, and the target has Disadvantage on saving throws to maintain Concentration until the end of its next turn. Failure or S"
      },
      {
        "document": 1775,
        "excerpt": ": DC 21, each creature in a 90-foot Cone. Failure: The target has the Incapacitated condition until the end of its next turn, at which point it repeats the save. Seco"
      },
      {
        "document": 1776,
        "excerpt": ": DC 23, each creature in a 30-foot Cone. Failure: The target is pushed up to 60 feet straight away from the dragon and has the Prone condition. Spellcasting. The dr"
      },
      {
        "document": 1777,
        "excerpt": ": DC 22, each creature in a 90-foot Cone. Failure: The target can't take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its tur"
      },
      {
        "document": 1778,
        "excerpt": "ffected by this breath in a 90-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Tests and subtracts 5 (1d10) from its damage rolls. It repeats th"
      },
      {
        "document": 1779,
        "excerpt": "thin 90 feet. Failure: 17 (5d6) Poison damage, and the target takes a -2 penalty to AC until the end of its next turn. Failure or Success: The dragon can't take this"
      },
      {
        "document": 1781,
        "excerpt": "4, each creature in a 90-foot Cone. First Failure: The target has the Incapacitated condition until the end of its next turn, when it repeats the save. Second Failure"
      },
      {
        "document": 1785,
        "excerpt": "ach 5 ft. Hit: 10 (2d6 + 3) Bludgeoning damage. If the target is a Medium or smaller creature, the rug can give it the Grappled condition (escape DC 13) instead of de"
      },
      {
        "document": 1786,
        "excerpt": "Bite. Melee Attack Roll: +5 (with Advantage if the target is Grappled by the ankheg), reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage plus 3 (1d6) Acid damage. If t"
      },
      {
        "document": 1787,
        "excerpt": "ch 10 ft. Hit: 9 (1d10 + 4) Bludgeoning damage. If the target is a Huge or smaller creature, it has the Prone condition."
      },
      {
        "document": 1791,
        "excerpt": ") Piercing damage plus 17 (5d6) Poison damage, and the target has the Poisoned condition until the start of the assassin's next turn. Light Crossbow. Ranged Attack R"
      },
      {
        "document": 1799,
        "excerpt": "d6 + 8) Force damage plus 17 (5d6) Fire damage. If the target is a Huge or smaller creature, the balor pulls the target up to 25 feet straight toward itself, and the"
      },
      {
        "document": 1802,
        "excerpt": "reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 13) from both claws. Tail. Mel"
      },
      {
        "document": 1803,
        "excerpt": ", the basilisk must make this save. First Failure: The target has the Restrained condition and repeats the save at the end of its next turn if it is still Restrained,"
      },
      {
        "document": 1805,
        "excerpt": "reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage, and the target has the Poisoned condition until the start of the devil's next turn. Until this poison ends, the target"
      },
      {
        "document": 1806,
        "excerpt": "5 feet. Failure: 28 (5d8 + 6) Bludgeoning damage. The target has the Grappled condition (escape DC 16), and it has the Restrained condition until the grapple ends."
      },
      {
        "document": 1810,
        "excerpt": "17 (4d6 + 3) Acid damage. Nonmagical armor worn by the target takes a -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. The"
      },
      {
        "document": 1812,
        "excerpt": "Piercing damage, or 6 (1d8 + 2) Piercing damage if the target is Bloodied."
      },
      {
        "document": 1814,
        "excerpt": ", reach 5 ft. Hit: 4 (1d6 + 1) Piercing damage. If the target is a Medium or smaller creature and the boar moved 20+ feet straight toward it immediately before the hi"
      },
      {
        "document": 1815,
        "excerpt": "Piercing damage plus 18 (4d8) Poison damage, and the target has the Poisoned condition until the start of the devil's next turn. While Poisoned, the target can't re"
      },
      {
        "document": 1816,
        "excerpt": ": DC 11, each creature in a 15-foot Cone. Failure: The target has the Incapacitated condition until the end of its next turn, at which point it repeats the save. Seco"
      },
      {
        "document": 1817,
        "excerpt": ": DC 12, each creature in a 30-foot Cone. Failure: The target is pushed up to 30 feet straight away from the dragon and has the Prone condition."
      },
      {
        "document": 1818,
        "excerpt": ", reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage. If the target is a Large or smaller creature, it has the Prone condition."
      },
      {
        "document": 1819,
        "excerpt": "ningstar. Melee Attack Roll: +5 (with Advantage if the target is Grappled by the bugbear), reach 10 ft. Hit: 12 (2d8 + 3) Piercing damage."
      },
      {
        "document": 1820,
        "excerpt": "ach 10 ft. Hit: 9 (2d6 + 2) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 12). Light Hammer. Melee or R"
      },
      {
        "document": 1821,
        "excerpt": "space. Failure: 19 (3d12) Bludgeoning damage, and the target has the Prone condition. Success: Half damage, and the target is pushed 5 feet straight away from the bu"
      },
      {
        "document": 1824,
        "excerpt": "C 14. Failure: 7 (1d6 + 4) Bludgeoning damage, and the target has the Prone condition."
      },
      {
        "document": 1825,
        "excerpt": "reach 10 ft. Hit: 11 (2d6 + 4) Slashing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two chains, and"
      },
      {
        "document": 1826,
        "excerpt": "ch 5 ft. Hit: 10 (1d12 + 4) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Prone condition. Fire Breath (Recharge 5–6). Dexterity Savi"
      },
      {
        "document": 1827,
        "excerpt": "ch 10 ft. Hit: 9 (1d10 + 4) Bludgeoning damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two pincers. P"
      },
      {
        "document": 1829,
        "excerpt": "reach 5 ft. Hit: 13 (3d6 + 3) Piercing damage. If the target is a Large or smaller creature, the cloaker attaches to it. While the cloaker is attached, the target ha"
      },
      {
        "document": 1830,
        "excerpt": "ange 240 ft. Hit: 18 (3d6 + 8) Thunder damage, and the target has the Incapacitated condition until the end of its next turn. Spellcasting. The giant casts one of th"
      },
      {
        "document": 1831,
        "excerpt": ", reach 5 ft. Hit: 3 (1d4 + 1) Piercing damage. If the target is a creature, it is subjected to the following effect. Constitution Saving Throw: DC 11. First Failure:"
      },
      {
        "document": 1833,
        "excerpt": "n 5 feet. Failure: 7 (3d4) Bludgeoning damage, and the target has the Grappled condition (escape DC 12)."
      },
      {
        "document": 1834,
        "excerpt": ": DC 11, each creature in a 15-foot Cone. Failure: The target can't take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its tur"
      },
      {
        "document": 1835,
        "excerpt": "each 5 ft. Hit: 11 (1d12 + 5) Piercing damage, and the target has the Poisoned condition until the end of the couatl's next turn. Constrict. Strength Saving Throw: D"
      },
      {
        "document": 1837,
        "excerpt": ", reach 5 ft. Hit: 6 (1d8 + 2) Piercing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 12). While Grappled, the targe"
      },
      {
        "document": 1840,
        "excerpt": "Bludgeoning damage, and the darkmantle attaches to the target. If the target is a Medium or smaller creature and the darkmantle had Advantage on the attack roll, it c"
      },
      {
        "document": 1841,
        "excerpt": ", reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage. If the target is a creature, it is subjected to the following effect. Constitution Saving Throw: DC 12. First Failure:"
      },
      {
        "document": 1844,
        "excerpt": "reach 5 ft. Hit: 8 (1d10 + 3) Piercing damage. If the target is a Large or smaller creature, it has the Prone condition."
      },
      {
        "document": 1845,
        "excerpt": ", range 120 feet. Hit: 13 (3d8) Thunder damage. If the target is a Large or smaller creature, it has the Prone condition. Create Whirlwind. The djinni conjures a whi"
      },
      {
        "document": 1846,
        "excerpt": "ppelganger that can see the doppelganger. Failure: The target has the Frightened condition and repeats the save at the end of each of its turns, ending the effect on"
      },
      {
        "document": 1848,
        "excerpt": "h 15 ft. Hit: 18 (2d10 + 7) Bludgeoning damage. If the target is a Huge or smaller creature, it has the Prone condition. Steam Breath (Recharge 5–6). Constitution Sa"
      },
      {
        "document": 1849,
        "excerpt": "ot Emanation originating from the dretch. Failure: The target has the Poisoned condition until the end of its next turn. While Poisoned, the creature can take either"
      },
      {
        "document": 1853,
        "excerpt": ": DC 10, each creature in a 15-foot Cone. Failure: The target has the Blinded condition until the end of the mephit's next turn. Sleep (1/Day). The mephit casts the"
      },
      {
        "document": 1855,
        "excerpt": "nge 60 ft. Hit: 8 (1d6 + 5) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition."
      },
      {
        "document": 1857,
        "excerpt": "reach 5 ft. Hit: 15 (2d8 + 6) Piercing damage. If the target is a Huge or smaller creature and the elephant moved 20+ feet straight toward it immediately before the"
      },
      {
        "document": 1858,
        "excerpt": "each 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage. If the target is a Large or smaller creature and the elk moved 20+ feet straight toward it immediately before the hit,"
      },
      {
        "document": 1859,
        "excerpt": "thin 120 feet. Failure: 14 (4d6) Force damage, and the target has the Restrained condition until the rope is destroyed, the erinyes uses a Bonus Action to release the"
      },
      {
        "document": 1860,
        "excerpt": "2) Piercing damage plus 2 (1d4) Poison damage, and the target has the Poisoned condition until the start of the ettercap's next turn. Claw. Melee Attack Roll: +4, re"
      },
      {
        "document": 1861,
        "excerpt": "reach 5 ft. Hit: 14 (2d8 + 5) Slashing damage. If the target is a Large or smaller creature, it has the Prone condition. Morningstar. Melee Attack Roll: +7, reach 5"
      },
      {
        "document": 1862,
        "excerpt": "+6, reach 5 ft. Hit: 10 (2d6 + 3) Fire damage. If the target is a creature or a flammable object, it starts burning."
      },
      {
        "document": 1863,
        "excerpt": ") Bludgeoning damage plus 4 (1d8) Fire damage, and the target is pushed up to 15 feet straight away from the giant and has Disadvantage on the next attack roll it mak"
      },
      {
        "document": 1869,
        "excerpt": "ring this move. Failure: 10 (3d6) Acid damage, and the target is engulfed. An engulfed target is suffocating, can't cast spells with a Verbal component, has the Restr"
      },
      {
        "document": 1870,
        "excerpt": "oot Emanation originating from the ghast. Failure: The target has the Poisoned condition until the start of its next turn. Success: The target is immune to this ghast"
      },
      {
        "document": 1871,
        "excerpt": "Undead. Failure: 10 (2d6 + 3) Psychic damage, and the target has the Frightened condition until the start of the ghost's next turn. Success: The target is immune to"
      },
      {
        "document": 1872,
        "excerpt": ", reach 5 ft. Hit: 4 (1d4 + 2) Slashing damage. If the target is a creature that isn't an Undead or elf, it is subjected to the following effect. Constitution Saving"
      },
      {
        "document": 1873,
        "excerpt": "at point. Failure: 24 (7d6) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition. Success: Half damage only."
      },
      {
        "document": 1876,
        "excerpt": "reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage. If the target is a Large or smaller creature and the boar moved 20+ feet straight toward it immediately before the hit"
      },
      {
        "document": 1877,
        "excerpt": "reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage, and the target has the Poisoned condition until the start of the centipede's next turn."
      },
      {
        "document": 1878,
        "excerpt": "eet. Failure: 13 (2d8 + 4) Bludgeoning damage, and the target has the Grappled condition (escape DC 14)."
      },
      {
        "document": 1879,
        "excerpt": "each 5 ft. Hit: 4 (1d6 + 1) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 11) from one of two claws."
      },
      {
        "document": 1880,
        "excerpt": "reach 5 ft. Hit: 21 (3d10 + 5) Piercing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 15). While Grappled, the target"
      },
      {
        "document": 1882,
        "excerpt": "Bludgeoning damage plus 5 (2d4) Radiant damage. If the target is a Huge or smaller creature and the elk moved 20+ feet straight toward it immediately before the hit,"
      },
      {
        "document": 1885,
        "excerpt": ", reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 11). Swallow. The frog swallo"
      },
      {
        "document": 1886,
        "excerpt": "each 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage. If the target is a Large or smaller creature and the goat moved 20+ feet straight toward it immediately before the hit"
      },
      {
        "document": 1889,
        "excerpt": "ch 10 ft. Hit: 10 (2d6 + 3) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 13) from all eight tentacles."
      },
      {
        "document": 1892,
        "excerpt": "each 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 13) from one of two claws. Sti"
      },
      {
        "document": 1893,
        "excerpt": "age if the seahorse moved 20+ feet straight toward the target immediately before the hit."
      },
      {
        "document": 1894,
        "excerpt": "s. Bite. Melee Attack Roll: +9 (with Advantage if the target doesn't have all its Hit Points), reach 5 ft. Hit: 22 (3d10 + 6) Piercing damage."
      },
      {
        "document": 1895,
        "excerpt": "eature the spider can see within 60 feet. Failure: The target has the Restrained condition until the web is destroyed (AC 10; HP 5; Vulnerability to Fire damage; Immu"
      },
      {
        "document": 1896,
        "excerpt": "2) Piercing damage plus 5 (2d4) Poison damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 12). Swallow. The toad swallo"
      },
      {
        "document": 1898,
        "excerpt": "reach 5 ft. Hit: 9 (2d6 + 2) Piercing damage, and the target has the Poisoned condition until the end of its next turn."
      },
      {
        "document": 1902,
        "excerpt": "eet of the mouther while it is babbling. Failure: The target rolls 1d8 to determine what it does during the current turn: 1-4. The target does nothing. 5–6. The ta"
      },
      {
        "document": 1903,
        "excerpt": "each 10 ft. Hit: 16 (2d10 + 5) Slashing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 15) from one of two pincers."
      },
      {
        "document": 1904,
        "excerpt": "n see. Failure: 9 (2d4 + 4) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Prone condition."
      },
      {
        "document": 1906,
        "excerpt": "damage if the goat moved 20+ feet straight toward the target immediately before the hit."
      },
      {
        "document": 1907,
        "excerpt": "in and that ally swap places, and the ally becomes the target of the attack instead."
      },
      {
        "document": 1910,
        "excerpt": "ffected by this breath in a 15-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Tests and subtracts 2 (1d4) from its damage rolls. It repeats the"
      },
      {
        "document": 1911,
        "excerpt": "reach 5 ft. Hit: 18 (2d12 + 5) Piercing damage. If the target is a Large or smaller creature and the gorgon moved 20+ feet straight toward it immediately before the h"
      },
      {
        "document": 1912,
        "excerpt": "10 (2d8 + 1) Acid damage. Nonmagical armor worn by the target takes a -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. The"
      },
      {
        "document": 1915,
        "excerpt": "reach 5 ft. Hit: 7 (1d10 + 2) Slashing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 12) from all four tentacles."
      },
      {
        "document": 1916,
        "excerpt": ", reach 5 ft. Hit: 8 (1d8 + 4) Piercing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 14) from both of the griffon's"
      },
      {
        "document": 1920,
        "excerpt": "thin 60 feet. Failure: 31 (7d8) Poison damage, and the target has the Blinded condition until the start of the naga's next turn. Success: Half damage only. Spellcast"
      },
      {
        "document": 1922,
        "excerpt": "ting from the harpy when the song starts. Failure: The target has the Charmed condition until the song ends and repeats the save at the end of each of its turns. Whil"
      },
      {
        "document": 1925,
        "excerpt": "ot Emanation originating from the hezrou. Failure: The target has the Poisoned condition until the start of its next turn."
      },
      {
        "document": 1926,
        "excerpt": "ch 10 ft. Hit: 18 (3d8 + 5) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition. Trash Lob. Ranged Attack Roll: +8, range 60"
      },
      {
        "document": 1931,
        "excerpt": "Roll: +4, reach 5 ft. Hit: 1 Piercing damage, and the target is subjected to the following effect. Constitution Saving Throw: DC 12. Failure: The target has the Pois"
      },
      {
        "document": 1932,
        "excerpt": "8, range 150 ft. Hit: 26 (5d8 + 4) Fire damage. If the target is a flammable object that isn't being worn or carried, it starts burning. Infernal Tail. Dexterity Sav"
      },
      {
        "document": 1933,
        "excerpt": "Bite. Melee Attack Roll: +6 (with Advantage if the target doesn't have all its Hit Points), reach 5 ft. Hit: 14 (3d6 + 4) Piercing damage."
      },
      {
        "document": 1936,
        "excerpt": "(3d6) Cold damage. Until the end of its next turn, the target can't take a Bonus Action or Reaction, its Speed decreases by 10 feet, and it can move or take one actio"
      },
      {
        "document": 1939,
        "excerpt": "reach 5 ft. Hit: 15 (3d6 + 5) Psychic damage, and the target is cursed for 24 hours or until the incubus dies. Until the curse ends, the target gains no benefit from"
      },
      {
        "document": 1940,
        "excerpt": "'s space. Failure: 7 (1d8 + 3) Thunder damage, and the target has the Grappled condition (escape DC 13). Until the grapple ends, the target can't cast spells with a V"
      },
      {
        "document": 1946,
        "excerpt": "each 30 ft. Hit: 24 (4d6 + 10) Bludgeoning damage. The target has the Grappled condition (escape DC 20) from one of ten tentacles, and it has the Restrained condition"
      },
      {
        "document": 1947,
        "excerpt": "thin 5 feet. Failure: 13 (3d8) Psychic damage, and the target is cursed for 1 hour. Until the curse ends, the target has the Charmed and Poisoned conditions. Spellca"
      },
      {
        "document": 1949,
        "excerpt": "12, reach 5 ft. Hit: 15 (3d6 + 5) Cold damage, and the target has the Paralyzed condition until the start of the lich's next turn. Spellcasting. The lich casts one o"
      },
      {
        "document": 1950,
        "excerpt": "hrow: DC 11, one creature within 15 feet. Failure: The target has the Frightened condition until the start of the lion's next turn."
      },
      {
        "document": 1954,
        "excerpt": ": +4, reach 5 ft. Hit: 7 (2d4 + 2) Fire damage. If the target is a creature or a flammable object that isn't being worn or carried, it starts burning."
      },
      {
        "document": 1955,
        "excerpt": "each 10 ft. Hit: 18 (2d10 + 7) Piercing damage. If the target is a Huge or smaller creature and the mammoth moved 20+ feet straight toward it immediately before the h"
      },
      {
        "document": 1957,
        "excerpt": "5 feet. Failure: 15 (2d10 + 4) Bludgeoning damage. The target has the Grappled condition (escape DC 14), and it has the Restrained condition until the grapple ends."
      },
      {
        "document": 1958,
        "excerpt": ", reach 5 ft. Hit: 4 (1d6 + 1) Piercing damage. If the target is a Medium or smaller creature, it has the Prone condition."
      },
      {
        "document": 1959,
        "excerpt": "ne, the medusa must make this save. First Failure: The target has the Restrained condition and repeats the save at the end of its next turn if it is still Restrained,"
      },
      {
        "document": 1960,
        "excerpt": "(1d6) Piercing damage plus 2 (1d4) Cold damage. If the target is a creature, its Speed decreases by 10 feet until the end of its next turn. Hit or Miss: The spear mag"
      },
      {
        "document": 1961,
        "excerpt": "reach 5 ft. Hit: 6 (1d4 + 4) Piercing damage, and the target has the Poisoned condition until the end of the merrow's next turn. Claw. Melee Attack Roll: +6, reach"
      },
      {
        "document": 1962,
        "excerpt": "Bite. Melee Attack Roll: +5 (with Advantage if the target is Grappled by the mimic), reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage - or 12 (2d8 + 3) Piercing damag"
      },
      {
        "document": 1963,
        "excerpt": "reach 5 ft. Hit: 18 (4d6 + 4) Piercing damage. If the target is a Large or smaller creature and the minotaur moved 10+ feet straight toward it immediately before the"
      },
      {
        "document": 1964,
        "excerpt": "reach 5 ft. Hit: 11 (2d6 + 4) Piercing damage. If the target is a Large or smaller creature and the skeleton moved 20+ feet straight toward it immediately before the"
      },
      {
        "document": 1966,
        "excerpt": "udgeoning damage plus 10 (3d6) Necrotic damage. If the target is a creature, it is cursed. While cursed, the target can't regain Hit Points, it gains no benefit from"
      },
      {
        "document": 1967,
        "excerpt": "udgeoning damage plus 10 (3d6) Necrotic damage. If the target is a creature, it is cursed. While cursed, the target can't regain Hit Points, its Hit Point maximum doe"
      },
      {
        "document": 1968,
        "excerpt": "nalfeshnee. Failure: 28 (8d6) Psychic damage, and the target has the Frightened condition for 1 minute, until it takes damage, or until it ends its turn with the nal"
      },
      {
        "document": 1969,
        "excerpt": "ly the hag can serve as the spell's messenger, and the target must be a creature the hag can see on the Material Plane. The spell fails and is wasted if the target is"
      },
      {
        "document": 1976,
        "excerpt": "range 60 ft. Hit: 9 (2d6 + 2) Psychic damage, and the target has the Frightened condition until the start of the oni's next turn. Shape-Shift. The oni shape-shifts"
      },
      {
        "document": 1977,
        "excerpt": "reach 5 ft. Hit: 12 (2d8 + 3) Piercing damage, and the target has the Poisoned condition. Whenever the Poisoned target finishes a Long Rest, it is subjected to the fo"
      },
      {
        "document": 1982,
        "excerpt": "plus 9 (2d8) Poison damage. If this damage reduces the target to 0 Hit Points, the target becomes Stable, and it has the Poisoned condition for 1 hour. While Poisoned"
      },
      {
        "document": 1983,
        "excerpt": "Bite. Melee Attack Roll: +5 (with Advantage if the target doesn't have all its Hit Points), reach 5 ft. Hit: 1 Piercing damage."
      },
      {
        "document": 1984,
        "excerpt": "eature the pirate can see within 30 feet. Failure: The target has the Charmed condition until the start of the pirate's next turn."
      },
      {
        "document": 1985,
        "excerpt": "eature the pirate can see within 30 feet. Failure: The target has the Charmed condition until the start of the pirate's next turn."
      },
      {
        "document": 1986,
        "excerpt": "y enemy that starts its turn in the aura. Failure: The target has the Frightened condition until the start of its next turn. Success: The target is immune to this pit"
      },
      {
        "document": 1993,
        "excerpt": "within 5 feet. Failure: 5 (2d4) Poison damage, and the target has the Poisoned condition for 1 hour. Failure by 5 or More: While Poisoned, the target also has the Unc"
      },
      {
        "document": 1995,
        "excerpt": "reach 10 ft. Hit: 22 (3d8 + 9) Piercing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 19), and it has the Restrained"
      },
      {
        "document": 1996,
        "excerpt": "reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage, and the target has the Poisoned condition until the start of the quasit's next turn. Invisibility. The quasit casts In"
      },
      {
        "document": 1997,
        "excerpt": "Slashing damage plus 19 (3d12) Necrotic damage. If the target is a creature, it is cursed. While cursed, the target gains no benefit from finishing a Short or Long Re"
      },
      {
        "document": 2002,
        "excerpt": "+ 7) Piercing damage plus 14 (4d6) Fire damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 17), and it has the Restrained"
      },
      {
        "document": 2003,
        "excerpt": "+7, reach 5 ft. Hit: 14 (2d8 + 5) Piercing damage. If target is a Large or smaller creature and the rhinoceros moved 20+ feet straight toward it immediately before t"
      },
      {
        "document": 2005,
        "excerpt": "reach 5 ft. Hit: 23 (4d6 + 9) Slashing damage. If the target is a Huge or smaller creature, it has the Grappled condition (escape DC 19) from both talons, and it has"
      },
      {
        "document": 2006,
        "excerpt": "Tentacle. Melee Attack Roll: +7, reach 60 ft. Hit: The target has the Grappled condition (escape DC 14) from one of six tentacles, and the target has the Poisoned con"
      },
      {
        "document": 2010,
        "excerpt": "+ 4) Bludgeoning damage plus 7 (2d6) Fire damage. The target has the Grappled condition (escape DC 14), and it has the Restrained condition until the grapple ends."
      },
      {
        "document": 2011,
        "excerpt": "each 5 ft. Hit: 5 (1d4 + 3) Bludgeoning damage. If the target is a Medium or smaller creature, the satyr pushes the target up to 10 feet straight away from itself. M"
      },
      {
        "document": 2014,
        "excerpt": "the hag and can see the hag's true form. Failure: The target has the Frightened condition until the start of its next turn. Success: The target is immune to this hag"
      },
      {
        "document": 2016,
        "excerpt": "and the target's Strength score decreases by 1d4. The target dies if this reduces that score to 0. If a Humanoid is slain by this attack, a Shadow rises from the cor"
      },
      {
        "document": 2017,
        "excerpt": "udgeoning damage plus 5 (2d4) Lightning damage. If the target is a Medium or smaller creature, the shambling mound pulls the target 5 feet straight toward itself. En"
      },
      {
        "document": 2020,
        "excerpt": "3, each creature in a 15-foot Cone. First Failure: The target has the Incapacitated condition until the end of its next turn, when it repeats the save. Second Failure"
      },
      {
        "document": 2022,
        "excerpt": "eature the solar can see within 120 feet. Failure: The target has the Blinded condition for 1 minute. Failure or Success: The solar can't take this action again until"
      },
      {
        "document": 2023,
        "excerpt": ": +4, reach 5 ft. Hit: 7 (2d6) Necrotic damage. If the target is a creature, its Hit Point maximum decreases by an amount equal to the damage taken."
      },
      {
        "document": 2024,
        "excerpt": "the sphinx. Failure: 35 (10d6) Psychic damage, and the target has the Incapacitated condition until the start of the sphinx's next turn. Spellcasting. The sphinx cas"
      },
      {
        "document": 2025,
        "excerpt": "ot Emanation originating from the sphinx. Failure: The target has the Frightened condition for 1 minute. Second Roar. Wisdom Saving Throw: DC 20, each enemy in a 500"
      },
      {
        "document": 2029,
        "excerpt": ": +6, range 40/160 ft. Hit: 1 Piercing damage, and the target has the Charmed condition until the start of the sprite's next turn. Heart Sight. Charisma Saving Throw"
      },
      {
        "document": 2032,
        "excerpt": "6 + 3) Piercing damage, and the stirge attaches to the target. While attached, the stirge can't make Proboscis attacks, and the target takes 5 (2d4) Necrotic damage a"
      },
      {
        "document": 2033,
        "excerpt": "0/240 ft. Hit: 15 (2d8 + 6) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition."
      },
      {
        "document": 2035,
        "excerpt": "e 500 ft. Hit: 22 (2d12 + 9) Lightning damage, and the target has the Blinded and Deafened conditions until the start of the giant's next turn. Lightning Storm (Rech"
      },
      {
        "document": 2038,
        "excerpt": "+ 2) Necrotic damage if the swarm is Bloodied. If the target is a Medium or smaller creature, it has the Prone condition."
      },
      {
        "document": 2040,
        "excerpt": "Bites. Melee Attack Roll: +5 (with Advantage if the target doesn't have all its Hit Points), reach 5 ft. Hit: 8 (2d4 + 3) Piercing damage, or 5 (1d4 + 3) Piercing"
      },
      {
        "document": 2042,
        "excerpt": "DC 10, one creature in the swarm's space. Failure: The target has the Deafened condition until the start of the swarm's next turn. While Deafened, the target also has"
      },
      {
        "document": 2044,
        "excerpt": "ed and reflects the spell, turning the caster into the target. Siege Monster. The tarrasque deals double damage to objects and structures."
      },
      {
        "document": 2045,
        "excerpt": "reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage. If the target is a Large or smaller creature, it has the Prone condition."
      },
      {
        "document": 2046,
        "excerpt": "ach 5 ft. Hit: 12 (2d8 + 3) Bludgeoning damage. If the target is a Large or smaller creature, the tough pushes the target up to 10 feet straight away from itself. He"
      },
      {
        "document": 2049,
        "excerpt": "reach 5 ft. Hit: 19 (2d12 + 6) Piercing damage. If the target is Huge or smaller and the triceratops moved 20+ feet straight toward it immediately before the hit, the"
      },
      {
        "document": 2052,
        "excerpt": "each 10 ft. Hit: 33 (4d12 + 7) Piercing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 17). While Grappled, the target"
      },
      {
        "document": 2053,
        "excerpt": "one creature it can see within 60 feet of itself. The target gains 10 (3d6) Temporary Hit Points, and its AC increases by 2 until the end of the unicorn's next turn."
      },
      {
        "document": 2054,
        "excerpt": ") Piercing damage plus 7 (3d4) Necrotic damage. If the target is reduced to 0 Hit Points by this attack, the target becomes Stable but has the Poisoned condition for"
      },
      {
        "document": 2055,
        "excerpt": ", reach 5 ft. Hit: 8 (2d4 + 3) Slashing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 13) from one of two claws. Bi"
      },
      {
        "document": 2056,
        "excerpt": "ludgeoning damage plus 7 (2d6) Necrotic damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two hands. Bit"
      },
      {
        "document": 2059,
        "excerpt": "oot Emanation originating from the vrock. Failure: The target has the Poisoned condition and repeats the save at the end of each of its turns, ending the effect on it"
      },
      {
        "document": 2061,
        "excerpt": "each 5 ft. Hit: 7 (1d6 + 4) Bludgeoning damage. If the target is a Large or smaller creature and the skeleton moved 20+ feet straight toward it immediately before the"
      },
      {
        "document": 2062,
        "excerpt": "each 5 ft. Hit: 9 (2d4 + 4) Bludgeoning damage. If the target is a Large or smaller creature and the horse moved 20+ feet straight toward it immediately before the hi"
      },
      {
        "document": 2065,
        "excerpt": "ach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Prone condition. Whelm (Recharge 4–6). Strength Saving Thro"
      },
      {
        "document": 2067,
        "excerpt": "reach 5 ft. Hit: 17 (2d12 + 4) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw: DC 14. Failure: The t"
      },
      {
        "document": 2068,
        "excerpt": "reach 5 ft. Hit: 12 (2d8 + 3) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw: DC 12. Failure: The t"
      },
      {
        "document": 2069,
        "excerpt": ", reach 5 ft. Hit: 8 (2d4 + 3) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw: DC 11. Failure: The t"
      },
      {
        "document": 2070,
        "excerpt": "reach 5 ft. Hit: 12 (2d8 + 3) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw: DC 13. Failure: The t"
      },
      {
        "document": 2071,
        "excerpt": "reach 5 ft. Hit: 12 (2d8 + 3) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw: DC 12. Failure: The t"
      },
      {
        "document": 2074,
        "excerpt": "see within 5 feet that has 0 Hit Points. Failure: The target dies, and the wisp regains 10 (3d6) Hit Points. Vanish. The wisp and its light have the Invisible condi"
      },
      {
        "document": 2075,
        "excerpt": "reach 5 ft. Hit: 11 (2d6 + 4) Piercing damage. If the target is a Large or smaller creature, it has the Prone condition. Cold Breath (Recharge 5–6). Constitution Sa"
      },
      {
        "document": 2076,
        "excerpt": ", reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage. If the target is a Medium or smaller creature, it has the Prone condition."
      },
      {
        "document": 2077,
        "excerpt": "cing damage, and the next attack roll made against the target before the start of the worg's next turn has Advantage."
      },
      {
        "document": 2078,
        "excerpt": "reach 5 ft. Hit: 21 (4d8 + 3) Necrotic damage. If the target is a creature, its Hit Point maximum decreases by an amount equal to the damage taken. Create Specter."
      },
      {
        "document": 2079,
        "excerpt": ") Piercing damage plus 24 (7d6) Poison damage, and the target has the Poisoned condition until the start of the wyvern's next turn."
      },
      {
        "document": 2083,
        "excerpt": ": DC 14, each creature in a 30-foot Cone. Failure: The target has the Incapacitated condition until the end of its next turn, at which point it repeats the save. Seco"
      },
      {
        "document": 2084,
        "excerpt": ": DC 15, each creature in a 30-foot Cone. Failure: The target is pushed up to 40 feet straight away from the dragon and has the Prone condition."
      },
      {
        "document": 2085,
        "excerpt": ": DC 14, each creature in a 30-foot Cone. Failure: The target can't take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its tur"
      },
      {
        "document": 2086,
        "excerpt": "ffected by this breath in a 30-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Tests and subtracts 3 (1d6) from its damage rolls. It repeats the"
      },
      {
        "document": 2089,
        "excerpt": "7, each creature in a 30-foot Cone. First Failure: The target has the Incapacitated condition until the end of its next turn, when it repeats the save. Second Failure"
      }
    ],
    "target's": [
      {
        "document": 23,
        "excerpt": "An attack roll hits if the roll equals or exceeds the target's Armor Class. Attack rolls usually occur in battle, described in “Combat” later in “Playing the Game,” bu"
      },
      {
        "document": 85,
        "excerpt": "on the roll. This is true whether you're guessing the target's location or targeting a creature you can hear but not see. If the target isn't in the location you targe"
      },
      {
        "document": 600,
        "excerpt": "and the attack hits regardless of any modifiers or the target's AC. A Critical Hit lets you roll extra dice for the attack's damage against the target. Roll all of the"
      },
      {
        "document": 962,
        "excerpt": "ut provoking Opportunity Attacks. Hamstring Blow. The target's Speed is reduced by 15 feet until the start of your next turn. A target can be affected by only one Hams"
      },
      {
        "document": 967,
        "excerpt": "the start of your next turn. On a successful save, the target's Speed is halved until the start of your next turn, and the next attack roll made against the target befo"
      },
      {
        "document": 1151,
        "excerpt": "hours Choose up to three creatures within range. Each target's Hit Point maximum and current Hit Points increase by 5 for the duration. Using a Higher-Level Spell Slo"
      },
      {
        "document": 1155,
        "excerpt": "w, or it attempts to deliver a message for you (if the target's Challenge Rating isn't 0, it automatically succeeds). You specify a location you have visited and a reci"
      },
      {
        "document": 1156,
        "excerpt": "take a Magic action to transform the targets again. A target's game statistics are replaced by the chosen Beast's statistics, but the target retains its creature type;"
      },
      {
        "document": 1166,
        "excerpt": "Mask (Creature). Choose a creature type other than the target's actual type. Spells and other magical effects treat the target as if it were a creature of the chosen ty"
      },
      {
        "document": 1167,
        "excerpt": "ends instantly if you are already on that plane). Each target's body is left behind in a state of suspended animation; it has the Unconscious condition, doesn't need fo"
      },
      {
        "document": 1173,
        "excerpt": "ou touch a willing creature. Until the spell ends, the target's skin assumes a bark-like appearance, and the target has an Armor Class of 17 if its AC is lower than tha"
      },
      {
        "document": 1232,
        "excerpt": "e Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing. As a"
      },
      {
        "document": 1246,
        "excerpt": "If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the spell's duration. The"
      },
      {
        "document": 1252,
        "excerpt": "iately after it hits or misses a target. Enlarge. The target's size increases by one category - from Medium to Large, for example. The target also has Advantage on Str"
      },
      {
        "document": 1284,
        "excerpt": "r You touch a willing creature. For the duration, the target's movement is unaffected by Difficult Terrain, and spells and other magical effects can neither reduce th"
      },
      {
        "document": 1286,
        "excerpt": "n to end the spell on itself. While in this form, the target's only method of movement is a Fly Speed of 10 feet, and it can hover. The target can enter and occupy the"
      },
      {
        "document": 1290,
        "excerpt": "+ 3 plus the spell's level Bludgeoning damage, and the target's Speed is reduced to 0 until the start of the insect's next turn. Bonus Actions Venomous Spew (Centiped"
      },
      {
        "document": 1297,
        "excerpt": "harmed or Petrified condition - A curse, including the target's Attunement to a cursed magic item - Any reduction to one of the target's ability scores - Any reduction"
      },
      {
        "document": 1305,
        "excerpt": "es half as much damage only. This spell can't reduce a target's Hit Point maximum below 1."
      },
      {
        "document": 1306,
        "excerpt": "at you can see within range. Until the spell ends, the target's Speed is doubled, it gains a +2 bonus to Armor Class, it has Advantage on Dexterity saving throws, and i"
      },
      {
        "document": 1335,
        "excerpt": "it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or do"
      },
      {
        "document": 1341,
        "excerpt": "h of dirt) Duration: 1 hour You touch a creature. The target's Speed increases by 10 feet until the spell ends. Using a Higher-Level Spell Slot. You can target one ad"
      },
      {
        "document": 1342,
        "excerpt": "ure who isn't wearing armor. Until the spell ends, the target's base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor."
      },
      {
        "document": 1345,
        "excerpt": "a saving throw. On a failed save, your soul enters the target's body, and the target's soul becomes trapped in the container. On a successful save, the target resists y"
      },
      {
        "document": 1361,
        "excerpt": "essful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While"
      },
      {
        "document": 1367,
        "excerpt": "modified. While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes."
      },
      {
        "document": 1381,
        "excerpt": "that has a Challenge Rating equal to or less than the target's (or the target's level if it doesn't have a Challenge Rating). The target's game statistics are replaced"
      },
      {
        "document": 1417,
        "excerpt": "oot shorter or taller and appear heavier or lighter. A target's new appearance must have the same basic arrangement of limbs as the target, but the extent of the illusi"
      },
      {
        "document": 1432,
        "excerpt": "affected by this spell for the duration. An affected target's Speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't take Reactions. O"
      },
      {
        "document": 1463,
        "excerpt": "that has a Challenge Rating equal to or less than the target's Challenge Rating or level. The target's game statistics are replaced by the stat block of the new form,"
      },
      {
        "document": 1699,
        "excerpt": "ur end of the rope (causing the rope to coil up in the target's space) or by using a Bonus Action to repeat the command (causing the rope to coil up in your hand). A t"
      },
      {
        "document": 1748,
        "excerpt": "yzed condition for 1 minute. At the end of each of the target's turns, it repeats the save, ending the effect on itself on a success. Regaining Charges. The wand regai"
      },
      {
        "document": 1760,
        "excerpt": "ilure: The target is cursed. Until the curse ends, the target's skin becomes slimy, the target can breathe air and water, and it can't regain Hit Points unless it is un"
      },
      {
        "document": 1763,
        "excerpt": "ithin 120 feet. Failure: 27 (6d8) Fire damage, and the target's Speed is halved until the end of its next turn. Failure or Success: The dragon can't take this action ag"
      },
      {
        "document": 1770,
        "excerpt": "within 120 feet. Failure: 7 (2d6) Cold damage, and the target's Speed is 0 until the end of the target's next turn. Failure or Success: The dragon can't take this actio"
      },
      {
        "document": 1775,
        "excerpt": "ithin 120 feet. Failure: 36 (8d8) Fire damage, and the target's Speed is halved until the end of its next turn. Failure or Success: The dragon can't take this action ag"
      },
      {
        "document": 1782,
        "excerpt": "ithin 120 feet. Failure: 14 (4d6) Cold damage, and the target's Speed is 0 until the end of the target's next turn. Failure or Success: The dragon can't take this actio"
      },
      {
        "document": 1828,
        "excerpt": "Bludgeoning damage plus 6 (1d12) Acid damage, and the target's Hit Point maximum decreases by an amount equal to the Acid damage taken."
      },
      {
        "document": 1841,
        "excerpt": "target has the Poisoned condition. While Poisoned, the target's Hit Point maximum doesn't return to normal when finishing a Long Rest, and it repeats the save every 24"
      },
      {
        "document": 1867,
        "excerpt": "+ 6) Piercing damage plus 7 (2d6) Cold damage, and the target's Speed decreases by 10 feet until the end of its next turn."
      },
      {
        "document": 1871,
        "excerpt": "statistics are the same, except it uses the possessed target's Speed, as well as the target's Strength, Dexterity, and Constitution modifiers. The possession lasts un"
      },
      {
        "document": 1969,
        "excerpt": "If the target takes damage from the Dream spell, the target's Hit Point maximum decreases by an amount equal to that damage. If the spell kills the target, its soul i"
      },
      {
        "document": 1977,
        "excerpt": "effect. Constitution Saving Throw: DC 15. Failure: The target's Hit Point maximum decreases by 5 (1d10) and doesn't return to normal until the Poisoned condition ends o"
      },
      {
        "document": 2016,
        "excerpt": "reach 5 ft. Hit: 5 (1d6 + 2) Necrotic damage, and the target's Strength score decreases by 1d4. The target dies if this reduces that score to 0. If a Humanoid is slain"
      },
      {
        "document": 2029,
        "excerpt": "atically fail the save). Failure: The sprite knows the target's emotions and alignment. Invisibility. The sprite casts Invisibility on itself, requiring no spell compo"
      },
      {
        "document": 2031,
        "excerpt": "a 15-foot Cone. Failure: 5 (2d4) Fire damage, and the target's Speed decreases by 10 feet until the end of the mephit's next turn. Success: Half damage only. Failure o"
      },
      {
        "document": 2036,
        "excerpt": "damage. Success: Half damage. Failure or Success: The target's Hit Point maximum decreases by an amount equal to the damage taken."
      },
      {
        "document": 2055,
        "excerpt": "3) Piercing damage plus 10 (3d6) Necrotic damage. The target's Hit Point maximum decreases by an amount equal to the Necrotic damage taken, and the vampire regains Hit"
      },
      {
        "document": 2056,
        "excerpt": "4) Piercing damage plus 13 (3d8) Necrotic damage. The target's Hit Point maximum decreases by an amount equal to the Necrotic damage taken, and the vampire regains Hi"
      },
      {
        "document": 2073,
        "excerpt": "5 feet. Failure: 6 (1d8 + 2) Necrotic damage, and the target's Hit Point maximum decreases by an amount equal to the damage taken. A Humanoid slain by this attack ris"
      },
      {
        "document": 2078,
        "excerpt": "lf that has been dead for no longer than 1 minute. The target's spirit rises as a Specter in the space of its corpse or in the nearest unoccupied space. The specter is"
      }
    ],
    "targeted": [
      {
        "document": 85,
        "excerpt": "r but not see. If the target isn't in the location you targeted, you miss. When a creature can't see you, you have Advantage on attack rolls against it. If you are hi"
      },
      {
        "document": 502,
        "excerpt": "inder, Emanation, Line, or Sphere. Awareness of Being Targeted. Unless a spell has a perceptible effect, a creature doesn't know it was targeted by the spell. An effec"
      },
      {
        "document": 561,
        "excerpt": "A target is the creature or object targeted by an attack roll, forced to make a saving throw by an effect, or selected to receive the effects of a s"
      },
      {
        "document": 595,
        "excerpt": "nd Dexterity saving throws), and Total Cover (can't be targeted directly). If behind more than one degree of cover, a target benefits only from the most protective degr"
      },
      {
        "document": 752,
        "excerpt": "Can’t be targeted directly"
      },
      {
        "document": 1187,
        "excerpt": "et. A target can be a creature or an object and can be targeted by only one of the bolts. Each target makes a Dexterity saving throw, taking 10d8 Lightning damage on a"
      },
      {
        "document": 1191,
        "excerpt": "the level of the slot expended, and a creature can be targeted only once by each casting of this spell."
      },
      {
        "document": 1235,
        "excerpt": "such as the wall created by Wall of Force. A creature targeted by this spell makes a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 Force damage."
      },
      {
        "document": 1252,
        "excerpt": "can see within range (see the chosen effect below). A targeted object must be neither worn nor carried. If the target is an unwilling creature, it can make a Constitut"
      },
      {
        "document": 1367,
        "excerpt": ", though it can hear you. If it takes any damage or is targeted by another spell, this spell ends, and no memories are modified. While this charm lasts, you can affect"
      },
      {
        "document": 1370,
        "excerpt": "ger than 10 feet in any dimension. The target can't be targeted by any Divination spell or perceived through magical scrying sensors."
      },
      {
        "document": 1389,
        "excerpt": "ier at its perimeter. - Creatures in the area can't be targeted by Divination spells. - Nothing can teleport into or out of the warded area. - Planar travel is blocked"
      },
      {
        "document": 1419,
        "excerpt": "n, the target has the Invisible condition and can't be targeted by Divination spells, detected by magic, or viewed remotely with magic. If the target is a creature, it"
      },
      {
        "document": 1423,
        "excerpt": ", which you take when you are hit by an attack roll or targeted by the Magic Missile spell"
      },
      {
        "document": 1451,
        "excerpt": "ach creature in the Sphere when the glyph activates is targeted by its effect, as is a creature that enters the Sphere for the first time on a turn or ends its turn the"
      },
      {
        "document": 1506,
        "excerpt": "s Attunement) While wearing this amulet, you can't be targeted by Divination spells or perceived through magical scrying sensors unless you allow it."
      },
      {
        "document": 1513,
        "excerpt": "to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you h"
      },
      {
        "document": 1559,
        "excerpt": "on this cursed armor, you can't doff it unless you are targeted by a Remove Curse spell or similar magic. While wearing the armor, you have Disadvantage on attack rolls"
      },
      {
        "document": 1566,
        "excerpt": "elf on a success. The effect also ends on any creature targeted by a Lesser Restoration spell."
      },
      {
        "document": 1679,
        "excerpt": "r lower, the spell has no effect on you. If that spell targeted only you and didn't create an area of effect, you can take a Reaction to deflect the spell back at the s"
      },
      {
        "document": 1692,
        "excerpt": "50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell. When you become attuned to th"
      },
      {
        "document": 1705,
        "excerpt": "eld is cursed. Attuning to it curses you until you are targeted by a Remove Curse spell or similar magic. Removing the Shield fails to end the curse on you. Whenever an"
      },
      {
        "document": 1706,
        "excerpt": "hen you or an ally you can see within 5 feet of you is targeted by an attack or makes a saving throw against an area of effect, you can use the Shield to create an immo"
      },
      {
        "document": 1824,
        "excerpt": "tures. Each creature whose space the centaur enters is targeted once by the following effect. Strength Saving Throw: DC 14. Failure: 7 (1d6 + 4) Bludgeoning damage, and"
      },
      {
        "document": 1871,
        "excerpt": ", but the target retains awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that specifically target Undead. The ghost's game sta"
      },
      {
        "document": 1880,
        "excerpt": ", the target has the Restrained condition and can't be targeted by the crocodile's Tail. Tail. Melee Attack Roll: +8, reach 10 ft. Hit: 18 (3d8 + 5) Bludgeoning damage"
      },
      {
        "document": 2044,
        "excerpt": "cal effects. Reflective Carapace. If the tarrasque is targeted by a Magic Missile spell or a spell that requires a ranged attack roll, roll 1d6. On a 1–5, the tarrasqu"
      },
      {
        "document": 2052,
        "excerpt": ", the target has the Restrained condition and can't be targeted by the tyrannosaurus's Tail. Tail. Melee Attack Roll: +10, reach 15 ft. Hit: 25 (4d8 + 7) Bludgeoning d"
      }
    ],
    "targeting": [
      {
        "document": 52,
        "excerpt": "tasks - such as noticing danger, hitting an enemy, and targeting certain spells - are affected by sight, so effects that obscure vision can hinder you, as explained belo"
      },
      {
        "document": 85,
        "excerpt": "true whether you're guessing the target's location or targeting a creature you can hear but not see. If the target isn't in the location you targeted, you miss. When a"
      },
      {
        "document": 502,
        "excerpt": "clear path to it, so it can't be behind Total Cover. Targeting Yourself. If a spell targets a creature of your choice, you can choose yourself unless the creature must"
      },
      {
        "document": 783,
        "excerpt": "You cast Polymorph, targeting the creature closest to the chosen point of origin. Roll 1d4 to determine the target’s new form. On a 1,"
      },
      {
        "document": 1185,
        "excerpt": "Magic action to call down lightning in that way again, targeting the same point or a different one. If you're outdoors in a storm when you cast this spell, the spell gi"
      },
      {
        "document": 1324,
        "excerpt": "he spell only if it is cast with a level 9 spell slot, targeting either the prison or the component used to create it."
      },
      {
        "document": 1404,
        "excerpt": "up and moved by other creatures. A Disintegrate spell targeting the globe destroys it without harming anything inside."
      },
      {
        "document": 1413,
        "excerpt": "luminous orb about the size of your fist. Instead of targeting a creature, you can target a location you have seen. When you do so, the sensor appears at that location"
      },
      {
        "document": 1469,
        "excerpt": "attack again on each of your turns as a Magic action, targeting the same creature or a different one. Using a Higher-Level Spell Slot. The damage increases by 1d6 for"
      },
      {
        "document": 1523,
        "excerpt": "o the creature as possible and take the Attack action, targeting the creature. If you're unable to get close enough to the creature to attack it with the weapon, your tu"
      },
      {
        "document": 1548,
        "excerpt": "In addition, you can cast Detect Thoughts (save DC 17) targeting creatures you can see within 30 feet of the spell's sensor. You don't need to concentrate on this Detect"
      },
      {
        "document": 1685,
        "excerpt": "While wearing this ring, you cast Water Walk from it, targeting only yourself."
      },
      {
        "document": 1692,
        "excerpt": "rod, you can take a Reaction to absorb a spell that is targeting only you and doesn't create an area of effect. The absorbed spell's effect is canceled, and the spell's"
      }
    ],
    "targets": [
      {
        "document": 85,
        "excerpt": "UNSEEN ATTACKERS AND TARGETS"
      },
      {
        "document": 88,
        "excerpt": "You can make ranged attacks only against targets within a specified range. If a ranged attack, such as one made with a spell, has a single range, you can"
      },
      {
        "document": 91,
        "excerpt": "A creature has a 5-foot reach and can thus attack targets within 5 feet when making a melee attack. Certain creatures have melee attacks with a reach greater than"
      },
      {
        "document": 108,
        "excerpt": "Damage against Multiple Targets"
      },
      {
        "document": 171,
        "excerpt": "s the target takes half as much damage (round down) as targets that fail the save, while also ignoring all other parts of the effect."
      },
      {
        "document": 501,
        "excerpt": "urview. Whatever the effects, they typically deal with targets, saving throws, attack rolls, or all three, each of which is detailed below."
      },
      {
        "document": 502,
        "excerpt": "Targets"
      },
      {
        "document": 1156,
        "excerpt": "er turns, you can take a Magic action to transform the targets again. A target's game statistics are replaced by the chosen Beast's statistics, but the target retains"
      },
      {
        "document": 1167,
        "excerpt": "V, S, M (for each of the spell's targets, one jacinth worth 1,000+ GP and one silver bar worth 100+ GP, all of which the spell consumes)"
      },
      {
        "document": 1187,
        "excerpt": "s then leap from that target to as many as three other targets of your choice, each of which must be within 30 feet of the first target. A target can be a creature or"
      },
      {
        "document": 1293,
        "excerpt": "ored spell takes effect. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creatu"
      },
      {
        "document": 1344,
        "excerpt": "The creature has Disadvantage on attack rolls against targets within the Cylinder. - Targets within the Cylinder can't be possessed by or gain the Charmed or Frighte"
      },
      {
        "document": 1354,
        "excerpt": "nything that would obviously deal damage to any of the targets or their allies. For example, you could say, “Walk to the village down that road, and help the villagers"
      },
      {
        "document": 1411,
        "excerpt": "e within range. Until the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or eit"
      },
      {
        "document": 1417,
        "excerpt": "can give the same appearance or different ones to the targets. The spell can change the appearance of the targets' bodies and equipment. You can make each creature se"
      },
      {
        "document": 1418,
        "excerpt": "answer in a like manner immediately. The spell enables targets to understand the meaning of your message. You can send the message across any distance and even to oth"
      },
      {
        "document": 1452,
        "excerpt": "r round or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell. Creature. You can try to move a Huge or smaller c"
      },
      {
        "document": 1453,
        "excerpt": "n't affected by this spell. Until the spell ends, the targets can communicate telepathically through the bond whether or not they share a language. The communication"
      },
      {
        "document": 1483,
        "excerpt": "ows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and miss automatically. Boulders hurled by Giants or siege engines,"
      },
      {
        "document": 1553,
        "excerpt": "the cube twice, you cast Plane Shift, transporting the targets to the plane of existence keyed to that side."
      },
      {
        "document": 1627,
        "excerpt": "occupied space as close to you as possible. The avatar targets only you with its attacks, appearing as a ghostly skeleton clad in a tattered black robe and carrying a"
      },
      {
        "document": 1705,
        "excerpt": "curse on you. Whenever an attack with a Ranged weapon targets a creature within 10 feet of you, the curse causes you to become the target instead."
      },
      {
        "document": 1712,
        "excerpt": "ed on a saving throw against an Enchantment spell that targets only you, you can take a Reaction to expend 1 charge from the staff and turn the spell back on its caste"
      },
      {
        "document": 1719,
        "excerpt": "ke a Reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number"
      },
      {
        "document": 1829,
        "excerpt": "nd the cloaker can't make Attach attacks against other targets. In addition, the cloaker halves the damage it takes (round down), and the target takes the same amount"
      },
      {
        "document": 2007,
        "excerpt": "(1d8 + 1) Piercing damage. Antennae. The rust monster targets one nonmagical metal object - armor or a weapon - worn or carried by a creature within 5 feet of itself."
      },
      {
        "document": 2053,
        "excerpt": "e Radiant Horn attack. Shimmering Shield. The unicorn targets itself or one creature it can see within 60 feet of itself. The target gains 10 (3d6) Temporary Hit Poin"
      },
      {
        "document": 2078,
        "excerpt": "equal to the damage taken. Create Specter. The wraith targets a Humanoid corpse within 10 feet of itself that has been dead for no longer than 1 minute. The target's"
      }
    ],
    "targets'": [
      {
        "document": 1417,
        "excerpt": "he targets. The spell can change the appearance of the targets' bodies and equipment. You can make each creature seem 1 foot shorter or taller and appear heavier or lig"
      }
    ],
    "tarnishes": [
      {
        "document": 820,
        "excerpt": "A brass ring that never tarnishes"
      }
    ],
    "tarrasque": [
      {
        "document": 1419,
        "excerpt": "get. Examples include “after 1,000 years” or “when the tarrasque awakens.” This spell also ends if the target takes any damage."
      },
      {
        "document": 2044,
        "excerpt": "Tarrasque"
      }
    ],
    "tarrasque's": [
      {
        "document": 2044,
        "excerpt": "akes 56 (16d6) Acid damage at the start of each of the tarrasque's turns. If the tarrasque takes 60 damage or more on a single turn from a creature inside it, the tarrasq"
      }
    ],
    "tart": [
      {
        "document": 1314,
        "excerpt": "V, S, M (a tart and a feather)"
      }
    ],
    "task": [
      {
        "document": 18,
        "excerpt": "presents the task's difficulty. The more difficult the task, the higher its DC. The rules provide DCs for certain checks, but the GM ultimately sets them. The Typic"
      },
      {
        "document": 26,
        "excerpt": "lts of the Adventurers' Actions. Sometimes resolving a task is easy. If an adventurer walks across a room and tries to open a door, the GM might say the door opens"
      },
      {
        "document": 740,
        "excerpt": "Task Difficulty"
      },
      {
        "document": 1157,
        "excerpt": "n order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command"
      },
      {
        "document": 1219,
        "excerpt": ", the creature continues to follow the order until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command"
      },
      {
        "document": 1376,
        "excerpt": "payment, but it isn't obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enem"
      },
      {
        "document": 1468,
        "excerpt": "s. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you comman"
      }
    ],
    "task's": [
      {
        "document": 18,
        "excerpt": "he Difficulty Class of an ability check represents the task's difficulty. The more difficult the task, the higher its DC. The rules provide DCs for certain checks, bu"
      }
    ],
    "tasks": [
      {
        "document": 52,
        "excerpt": "Some adventuring tasks - such as noticing danger, hitting an enemy, and targeting certain spells - are affected by sight, so ef"
      },
      {
        "document": 962,
        "excerpt": "you can channel primal power when you attempt certain tasks; whenever you make an ability check using one of the following skills, you can make it as a Strength che"
      },
      {
        "document": 1349,
        "excerpt": "rable and obey your commands. Each servant can perform tasks that a human could perform, but they can't attack or take any action that would directly harm another cr"
      },
      {
        "document": 1376,
        "excerpt": "e payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a grea"
      },
      {
        "document": 1468,
        "excerpt": "mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the g"
      }
    ],
    "taste": [
      {
        "document": 378,
        "excerpt": "properties. In the specific case of Potions, a little taste is enough to tell the taster what a potion does. Other items might require more experimentation. For exa"
      }
    ],
    "taster": [
      {
        "document": 378,
        "excerpt": "case of Potions, a little taste is enough to tell the taster what a potion does. Other items might require more experimentation. For example, if your character puts"
      }
    ],
    "tastes": [
      {
        "document": 1658,
        "excerpt": "Potion, Uncommon This concoction looks, smells, and tastes like a Potion of Healing or another beneficial potion. However, it is actually poison masked by illusion"
      }
    ],
    "tattered": [
      {
        "document": 1627,
        "excerpt": "its attacks, appearing as a ghostly skeleton clad in a tattered black robe and carrying a spectral scythe. The avatar disappears when it drops to 0 Hit Points or you di"
      }
    ],
    "tatters": [
      {
        "document": 1757,
        "excerpt": "e fan fails to work, it tears into useless, nonmagical tatters."
      }
    ],
    "tavern": [
      {
        "document": 1697,
        "excerpt": "iplane takes. It could be a tranquil garden, a cheery tavern, an immense palace, a tropical island, a fantastic carnival, or whatever else you can imagine. Regardles"
      }
    ],
    "tax": [
      {
        "document": 235,
        "excerpt": "hat others expect. A rebel who waylays a cruel baron's tax collectors and uses the stolen money to help the poor is probably Chaotic Good. Lawful Neutral (LN). La"
      }
    ],
    "taxes": [
      {
        "document": 1406,
        "excerpt": "e a creature that has been dead for 365 days or longer taxes you. Until you finish a Long Rest, you can't cast spells again, and you have Disadvantage on D20 Tests."
      }
    ],
    "taxing": [
      {
        "document": 513,
        "excerpt": "Spellcasting is taxing, so a spellcaster can cast only a limited number of level 1+ spells before resting. Spell slots are the"
      },
      {
        "document": 684,
        "excerpt": "altitudes of 10,000 feet or higher above sea level is taxing for most creatures because of the reduced amount of oxygen in the air. Each hour such a creature spends"
      }
    ],
    "tea": [
      {
        "document": 793,
        "excerpt": "A geyser erupts and spouts water, beer, mayonnaise, tea, vinegar, wine, or oil (GM’s choice) 30 feet into the air for 1d4 minutes."
      }
    ],
    "teamwork": [
      {
        "document": 712,
        "excerpt": "time or deadly puzzles that require quick thinking and teamwork to overcome. Traps that are undetectable and inescapable are rarely fun."
      }
    ],
    "tear": [
      {
        "document": 432,
        "excerpt": "Ability: Dexterity Weight: 5 lb. Utilize: Mend a tear in clothing (DC 10), or sew a Tiny design (DC 10) Craft: Padded Armor, Basket, Bedroll, Blanket, Fine C"
      },
      {
        "document": 693,
        "excerpt": "ainst inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body. Injury. Injury poison can be applied as a Bonus Action to a weapon,"
      },
      {
        "document": 1357,
        "excerpt": "n: Instantaneous This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leak"
      }
    ],
    "teardrop": [
      {
        "document": 266,
        "excerpt": "musical notes on two pieces of parchment 72 A silver teardrop earring containing a real teardrop"
      }
    ],
    "tears": [
      {
        "document": 703,
        "excerpt": "Midnight Tears (1,500 GP)"
      },
      {
        "document": 954,
        "excerpt": "A character touches a fiendish idol that tears at the character’s mind, threatening to shatter it."
      },
      {
        "document": 1631,
        "excerpt": "tution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses"
      },
      {
        "document": 1757,
        "excerpt": "nt chance of not working; if the fan fails to work, it tears into useless, nonmagical tatters."
      }
    ],
    "technique": [
      {
        "document": 985,
        "excerpt": "Open Hand Technique"
      }
    ],
    "techniques": [
      {
        "document": 985,
        "excerpt": "Master Unarmed Combat Techniques Warriors of the Open Hand are masters of unarmed combat. They learn techniques to push and trip their o"
      }
    ],
    "teeth": [
      {
        "document": 90,
        "excerpt": "d Strike. Many monsters make melee attacks with claws, teeth, or other body parts. A few spells also involve melee attacks."
      },
      {
        "document": 820,
        "excerpt": "A bag containing forty-seven teeth, one of which is rotten"
      }
    ],
    "telekinesis": [
      {
        "document": 778,
        "excerpt": "Telekinesis"
      },
      {
        "document": 865,
        "excerpt": "Telekinesis"
      },
      {
        "document": 891,
        "excerpt": "Telekinesis"
      },
      {
        "document": 1452,
        "excerpt": "Telekinesis"
      },
      {
        "document": 1681,
        "excerpt": "Ring of Telekinesis"
      },
      {
        "document": 1830,
        "excerpt": "oud, Light 1/Day Each: Control Weather, Gaseous Form, Telekinesis"
      }
    ],
    "telekinetic": [
      {
        "document": 1452,
        "excerpt": "ange. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool,"
      }
    ],
    "telepath": [
      {
        "document": 562,
        "excerpt": "ted creature doesn't need to share a language with the telepath to understand this communication, but the contacted creature must be able to understand at least one lan"
      }
    ],
    "telepathic": [
      {
        "document": 562,
        "excerpt": "must be able to understand at least one language or be telepathic itself to understand. A telepath doesn't need to see a contacted creature, and the telepath can start o"
      },
      {
        "document": 891,
        "excerpt": "Telepathic Bond"
      },
      {
        "document": 903,
        "excerpt": "Telepathic Bond"
      },
      {
        "document": 1232,
        "excerpt": "lf that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present. The spell is blocked by"
      },
      {
        "document": 1242,
        "excerpt": ", ending the spell on itself on a success. You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you"
      },
      {
        "document": 1243,
        "excerpt": ", ending the spell on itself on a success. You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you"
      },
      {
        "document": 1244,
        "excerpt": ", ending the spell on itself on a success. You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you"
      },
      {
        "document": 1265,
        "excerpt": "cts independently of you, but it obeys your commands. Telepathic Connection. While your familiar is within 100 feet of you, you can communicate with it telepathically. A"
      },
      {
        "document": 1453,
        "excerpt": "Telepathic Bond"
      },
      {
        "document": 1561,
        "excerpt": "ou can take a Magic action to cause the orb to issue a telepathic call that extends in all directions for 40 miles. Chromatic dragons in range feel compelled to come to t"
      },
      {
        "document": 1673,
        "excerpt": "h any creature wearing it. A wearer can't prevent this telepathic communication."
      },
      {
        "document": 1931,
        "excerpt": "Telepathic Bond. While the homunculus is on the same plane of existence as its master, the two of them can communic"
      }
    ],
    "telepathically": [
      {
        "document": 139,
        "excerpt": "tes by sharing its emotions, broadcasting its thoughts telepathically, or speaking aloud. You can choose how it communicates or roll on the Sentient Item's Communication tabl"
      },
      {
        "document": 785,
        "excerpt": "more languages. In addition, the item can communicate telepathically with any creature that carries or wields it."
      },
      {
        "document": 1265,
        "excerpt": "is within 100 feet of you, you can communicate with it telepathically. Additionally, as a Bonus Action, you can see through the familiar's eyes and hear what it hears until t"
      },
      {
        "document": 1453,
        "excerpt": "ll. Until the spell ends, the targets can communicate telepathically through the bond whether or not they share a language. The communication is possible over any distance,"
      },
      {
        "document": 1549,
        "excerpt": "(save DC 17) with it. In addition, you can communicate telepathically with creatures you can see within 30 feet of the spell's sensor. You can also cast Suggestion (save DC 1"
      },
      {
        "document": 1673,
        "excerpt": "r alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. You can take a Magic action to cause the ring to become impe"
      },
      {
        "document": 1760,
        "excerpt": "epathy. If a creature the aboleth can see communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires."
      },
      {
        "document": 1835,
        "excerpt": "any means, and other creatures can communicate with it telepathically only if it allows them."
      },
      {
        "document": 1884,
        "excerpt": "a Giant Owl for up to 8 hours. The owl can communicate telepathically with you at any range if you and it are on the same plane of existence. Once it has been used, it can't"
      },
      {
        "document": 1931,
        "excerpt": "istence as its master, the two of them can communicate telepathically with each other."
      },
      {
        "document": 1977,
        "excerpt": "0 ft. (doesn't allow the receiving creature to respond telepathically)"
      },
      {
        "document": 2018,
        "excerpt": "n the same plane of existence, the amulet's wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. If t"
      },
      {
        "document": 2054,
        "excerpt": "istence, the vampire can communicate with the familiar telepathically, and the vampire can perceive through the familiar's senses."
      }
    ],
    "telepathy": [
      {
        "document": 164,
        "excerpt": "Telepathy"
      },
      {
        "document": 562,
        "excerpt": "Telepathy"
      },
      {
        "document": 1266,
        "excerpt": "1 | Save: -1 | Senses Passive Perception 11 Languages Telepathy 1 mile (works only with you) CR None (XP 0; PB equals your Proficiency Bonus) Traits Life Bond. When y"
      },
      {
        "document": 1549,
        "excerpt": "Crystal Ball of Telepathy"
      },
      {
        "document": 1600,
        "excerpt": "Helm of Telepathy"
      },
      {
        "document": 1760,
        "excerpt": "Deep Speech; telepathy 120 ft."
      },
      {
        "document": 1799,
        "excerpt": "Abyssal; telepathy 120 ft."
      },
      {
        "document": 1802,
        "excerpt": "Infernal; telepathy 120 ft."
      },
      {
        "document": 1805,
        "excerpt": "Infernal; telepathy 120 ft."
      },
      {
        "document": 1815,
        "excerpt": "Infernal; telepathy 120 ft."
      },
      {
        "document": 1825,
        "excerpt": "Infernal; telepathy 120 ft."
      },
      {
        "document": 1835,
        "excerpt": "All; telepathy 120 ft."
      },
      {
        "document": 1843,
        "excerpt": "All; telepathy 120 ft."
      },
      {
        "document": 1849,
        "excerpt": "Abyssal; telepathy 60 ft. (works only with creatures that understand Abyssal)"
      },
      {
        "document": 1859,
        "excerpt": "Infernal; telepathy 120 ft."
      },
      {
        "document": 1903,
        "excerpt": "Abyssal; telepathy 120 ft."
      },
      {
        "document": 1925,
        "excerpt": "Abyssal; telepathy 120 ft."
      },
      {
        "document": 1932,
        "excerpt": "Infernal; telepathy 120 ft."
      },
      {
        "document": 1936,
        "excerpt": "Infernal; telepathy 120 ft."
      },
      {
        "document": 1939,
        "excerpt": "Abyssal, Common, Infernal; telepathy 60 ft."
      },
      {
        "document": 1946,
        "excerpt": ", Celestial, Infernal, and Primordial but can't speak; telepathy 120 ft."
      },
      {
        "document": 1957,
        "excerpt": "Abyssal; telepathy 120 ft."
      },
      {
        "document": 1968,
        "excerpt": "Abyssal; telepathy 120 ft."
      },
      {
        "document": 1977,
        "excerpt": "Otyugh; telepathy 120 ft. (doesn't allow the receiving creature to respond telepathically)"
      },
      {
        "document": 1986,
        "excerpt": "Infernal; telepathy 120 ft."
      },
      {
        "document": 1987,
        "excerpt": "All; telepathy 120 ft."
      },
      {
        "document": 2009,
        "excerpt": "ery 4 hours to avoid suffocating outside water. Shark Telepathy. The sahuagin can magically control sharks within 120 feet of itself, using a special telepathy."
      },
      {
        "document": 2022,
        "excerpt": "All; telepathy 120 ft."
      },
      {
        "document": 2036,
        "excerpt": "Abyssal, Common, Infernal; telepathy 60 ft."
      },
      {
        "document": 2053,
        "excerpt": "Celestial, Elvish, Sylvan; telepathy 120 ft."
      },
      {
        "document": 2059,
        "excerpt": "Abyssal; telepathy 120 ft."
      }
    ],
    "telepathy's": [
      {
        "document": 562,
        "excerpt": "oken if the contacted creature is no longer within the telepathy's range or if the telepath contacts a different creature within range. A creature without telepathy can r"
      }
    ],
    "teleport": [
      {
        "document": 93,
        "excerpt": "You also don't provoke an Opportunity Attack when you Teleport or when you are moved without using your movement, action, Bonus Action, or Reaction. For example, you d"
      },
      {
        "document": 563,
        "excerpt": "on is a special kind of magical transportation. If you teleport, you disappear and reappear elsewhere instantly, without moving through the intervening space. This tran"
      },
      {
        "document": 725,
        "excerpt": "oning and encourage characters to jump, climb, fly, or teleport. Defensive Positions. Enemies in hard-to-reach locations or defensive positions force characters who no"
      },
      {
        "document": 867,
        "excerpt": "Teleport"
      },
      {
        "document": 893,
        "excerpt": "Teleport"
      },
      {
        "document": 905,
        "excerpt": "Teleport"
      },
      {
        "document": 990,
        "excerpt": "Jaunt (Cloud Giant). As a Bonus Action, you magically teleport up to 30 feet to an unoccupied space you can see. Fire's Burn (Fire Giant). When you hit a target with"
      },
      {
        "document": 1003,
        "excerpt": "ou take the Attack action or the Magic action, you can teleport up to 30 feet to an unoccupied space you can see."
      },
      {
        "document": 1160,
        "excerpt": "other magic can't extend into the aura, and no one can teleport into or out of it or use planar travel there. Portals close temporarily while in the aura. Ongoing spel"
      },
      {
        "document": 1207,
        "excerpt": "fear. As a Bonus Action on your later turns, you can teleport the spirit to an unoccupied space you can see within 30 feet of the space it left and make the attack ag"
      },
      {
        "document": 1233,
        "excerpt": "e: 500 feet Components: V Duration: Instantaneous You teleport to a location within range. You arrive at exactly the spot desired. It can be a place you can see, one y"
      },
      {
        "document": 1281,
        "excerpt": "eet above the floor. For the duration, creatures can't teleport into the area or use portals, such as those created by the Gate spell, to enter the area. The spell proo"
      },
      {
        "document": 1324,
        "excerpt": "r perceive the imprisoned target, and the target can't teleport. Until the spell ends, the target is also affected by one of the following effects of your choice: Bur"
      },
      {
        "document": 1366,
        "excerpt": "Instantaneous Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see."
      },
      {
        "document": 1389,
        "excerpt": "can't be targeted by Divination spells. - Nothing can teleport into or out of the warded area. - Planar travel is blocked within the warded area. Casting this spell o"
      },
      {
        "document": 1454,
        "excerpt": "Teleport"
      },
      {
        "document": 1485,
        "excerpt": "five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest"
      },
      {
        "document": 1536,
        "excerpt": "rty can't be used again until the next dawn. When you teleport with that spell, you leave behind a cloud of smoke. The space you left is Lightly Obscured by that smoke"
      },
      {
        "document": 1601,
        "excerpt": "ges. While wearing it, you can expend 1 charge to cast Teleport from it. The helm regains 1d3 expended charges daily at dawn."
      },
      {
        "document": 1781,
        "excerpt": "ay Each: Control Weather, Ice Storm (level 7 version), Teleport, Zone of Truth"
      },
      {
        "document": 1790,
        "excerpt": "9 version), Mind Blank (cast before combat), Scrying, Teleport"
      },
      {
        "document": 1799,
        "excerpt": "Teleport. The balor teleports itself or a willing demon within 10 feet of itself up to 60 feet to an unoccupied s"
      },
      {
        "document": 1811,
        "excerpt": "Teleport (Recharge 4–6). The dog teleports up to 40 feet to an unoccupied space it can see."
      },
      {
        "document": 1949,
        "excerpt": "ended uses at the start of each of its turns. Deathly Teleport. The lich teleports up to 60 feet to an unoccupied space it can see, and each creature within 10 feet of"
      },
      {
        "document": 1957,
        "excerpt": "Teleport (Recharge 5–6). The marilith teleports up to 120 feet to an unoccupied space it can see."
      },
      {
        "document": 1968,
        "excerpt": "d10 + 5) Slashing damage plus 11 (2d10) Force damage. Teleport. The nalfeshnee teleports up to 120 feet to an unoccupied space it can see."
      },
      {
        "document": 1970,
        "excerpt": "and up to three willing creatures within 5 feet of it teleport to the Ethereal Plane from the Material Plane or vice versa."
      },
      {
        "document": 2022,
        "excerpt": "ction again until the start of its next turn. Radiant Teleport. The solar teleports up to 60 feet to an unoccupied space it can see. Dexterity Saving Throw: DC 25, eac"
      },
      {
        "document": 2024,
        "excerpt": "rt of each of its turns. Arcane Prowl. The sphinx can teleport up to 30 feet to an unoccupied space it can see, and it makes one Claw attack. Weight of Years. Constit"
      },
      {
        "document": 2025,
        "excerpt": "rt of each of its turns. Arcane Prowl. The sphinx can teleport up to 30 feet to an unoccupied space it can see, and it makes one Claw attack. Weight of Years. Constit"
      },
      {
        "document": 2044,
        "excerpt": "nds, the target has the Restrained condition and can't teleport. Claw. Melee Attack Roll: +19, reach 15 ft. Hit: 28 (4d8 + 10) Slashing damage. Tail. Melee Attack Rol"
      }
    ],
    "teleportation": [
      {
        "document": 563,
        "excerpt": "Teleportation"
      },
      {
        "document": 865,
        "excerpt": "Teleportation Circle"
      },
      {
        "document": 878,
        "excerpt": "Teleportation Circle"
      },
      {
        "document": 891,
        "excerpt": "Teleportation Circle"
      },
      {
        "document": 903,
        "excerpt": "Teleportation Circle"
      },
      {
        "document": 1233,
        "excerpt": "traveling with you each take 4d6 Force damage, and the teleportation fails."
      },
      {
        "document": 1282,
        "excerpt": "it by non-magical means. If the creature tries to use teleportation or interplanar travel to leave, it must first make a Charisma saving throw. On a successful save, the cr"
      },
      {
        "document": 1303,
        "excerpt": "ny types you choose can't enter or exit the area using teleportation or interplanar travel. Fear. Creatures of any types you choose have the Frightened condition while in t"
      },
      {
        "document": 1324,
        "excerpt": "rget is trapped in a demi-plane that is warded against teleportation and planar travel. The demiplane is your choice of a labyrinth, a cage, a tower, or the like. Minimus C"
      },
      {
        "document": 1344,
        "excerpt": "nder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw. - The creature has Dis"
      },
      {
        "document": 1378,
        "excerpt": "M. Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circl"
      },
      {
        "document": 1454,
        "excerpt": "here successfully. The GM rolls 1d100 and consults the Teleportation Outcome table and the explanations after it. Teleportation Outcome | Familiarity | Mishap"
      },
      {
        "document": 1455,
        "excerpt": "Teleportation Circle"
      },
      {
        "document": 1560,
        "excerpt": "ing any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don't prevent the creature from passing through an int"
      },
      {
        "document": 1601,
        "excerpt": "Helm of Teleportation"
      }
    ],
    "teleportation's": [
      {
        "document": 563,
        "excerpt": "f a teleportation effect tells you if you must see the teleportation's destination."
      }
    ],
    "teleporting": [
      {
        "document": 1454,
        "excerpt": "predictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 Force damage, and the GM rerolls on the table to see where yo"
      }
    ],
    "teleports": [
      {
        "document": 563,
        "excerpt": "eleport, all the equipment you're wearing and carrying teleports with you. If you're touching another creature when you teleport, that creature doesn't teleport with you"
      },
      {
        "document": 1233,
        "excerpt": "must be within 5 feet of you when you teleport, and it teleports to a space within 5 feet of your destination space. If you, the other creature, or both would arrive in"
      },
      {
        "document": 1266,
        "excerpt": "tep (Fey Only; Recharges after a Long Rest). The steed teleports, along with its rider, to an unoccupied space of your choice up to 60 feet away from itself. Healing To"
      },
      {
        "document": 1387,
        "excerpt": "On a failed save, the condition ends, and the creature teleports to another plane of existence (GM's choice). 8 Special. The target is struck by two rays. Roll twice, r"
      },
      {
        "document": 1388,
        "excerpt": "On a failed save, the condition ends, and the creature teleports to another plane of existence (GM’s choice). Additional Effects: This layer is destroyed by Dispel Magic"
      },
      {
        "document": 1574,
        "excerpt": "is small enough to fit inside a 5-foot Cube. The arrow teleports the target to an unoccupied space you can see within 10 feet of you. Energy Ladder. As a Magic action,"
      },
      {
        "document": 1799,
        "excerpt": "Teleport. The balor teleports itself or a willing demon within 10 feet of itself up to 60 feet to an unoccupied space the balor can se"
      },
      {
        "document": 1811,
        "excerpt": "Teleport (Recharge 4–6). The dog teleports up to 40 feet to an unoccupied space it can see."
      },
      {
        "document": 1852,
        "excerpt": "If within 5 feet of a Large or bigger tree, the dryad teleports to an unoccupied space within 5 feet of a second Large or bigger tree that is within 60 feet of the prev"
      },
      {
        "document": 1949,
        "excerpt": "tart of each of its turns. Deathly Teleport. The lich teleports up to 60 feet to an unoccupied space it can see, and each creature within 10 feet of the space it left t"
      },
      {
        "document": 1957,
        "excerpt": "Teleport (Recharge 5–6). The marilith teleports up to 120 feet to an unoccupied space it can see."
      },
      {
        "document": 1966,
        "excerpt": "ck, possibly causing the attack to miss, and the mummy teleports up to 60 feet to an unoccupied space it can see. Each creature of its choice that it can see within 5 fe"
      },
      {
        "document": 1968,
        "excerpt": "plus 11 (2d10) Force damage. Teleport. The nalfeshnee teleports up to 120 feet to an unoccupied space it can see."
      },
      {
        "document": 1982,
        "excerpt": "Ethereal Jaunt. The spider teleports from the Material Plane to the Ethereal Plane or vice versa."
      },
      {
        "document": 2022,
        "excerpt": "e start of its next turn. Radiant Teleport. The solar teleports up to 60 feet to an unoccupied space it can see. Dexterity Saving Throw: DC 25, each creature in a 10-fo"
      }
    ],
    "tell": [
      {
        "document": 37,
        "excerpt": "n each part of the game. For example, the combat rules tell you that melee attacks use Strength and ranged attacks use Dexterity. That's a general rule, and a gener"
      },
      {
        "document": 81,
        "excerpt": "one-half or greater. Some rules make an exception and tell you to round up. Ability Modifiers"
      },
      {
        "document": 378,
        "excerpt": "specific case of Potions, a little taste is enough to tell the taster what a potion does. Other items might require more experimentation. For example, if your char"
      },
      {
        "document": 538,
        "excerpt": "one-half or greater. Some rules make an exception and tell you to round up."
      },
      {
        "document": 744,
        "excerpt": "Tell a convincing lie, or wear a disguise convincingly."
      },
      {
        "document": 1698,
        "excerpt": "uent turns until reaching its destination or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to"
      },
      {
        "document": 1914,
        "excerpt": "humanoid voices. A creature that hears the sounds can tell they are imitations only with a successful DC 14 Wisdom (Insight) check."
      }
    ],
    "telling": [
      {
        "document": 1291,
        "excerpt": "er what you say, magic that would determine if you are telling the truth indicates that you are being truthful."
      }
    ],
    "tells": [
      {
        "document": 26,
        "excerpt": "pattern: 1: The Game Master Describes a Scene. The GM tells the players where their adventurers are and what's around them (how many doors lead out of a room, what'"
      },
      {
        "document": 42,
        "excerpt": "n not detailed elsewhere in the rules, the Game Master tells you whether that action is possible and what kind of D20 Test you need to make, if any."
      },
      {
        "document": 57,
        "excerpt": "ng with objects is often simple to resolve. The player tells the GM that their character is doing something, such as moving a lever or opening a door, and the GM de"
      },
      {
        "document": 92,
        "excerpt": "t fails. The Game Master determines target numbers and tells players whether their rolls are successful. The target number for an ability check or a saving throw is"
      },
      {
        "document": 105,
        "excerpt": "used for the attack roll - to the damage roll. A spell tells you which dice to roll for damage and whether to add any modifiers. Unless a rule says otherwise, you do"
      },
      {
        "document": 241,
        "excerpt": "ving Throws. Hit Point Dice. Your class's description tells you the die type of your character's Hit Point Dice (or Hit Dice for short); write this on your characte"
      },
      {
        "document": 406,
        "excerpt": "le). Armor Class (AC). The table's Armor Class column tells you what your base AC is when you wear a type of armor. For example, if you wear Leather Armor, your bas"
      },
      {
        "document": 563,
        "excerpt": "s transportation doesn't expend movement unless a rule tells you otherwise, and teleportation never provokes Opportunity Attacks. When you teleport, all the equipme"
      }
    ],
    "temperate": [
      {
        "document": 825,
        "excerpt": "Temperate"
      },
      {
        "document": 827,
        "excerpt": "Temperate Land"
      },
      {
        "document": 975,
        "excerpt": "ish a Long Rest, choose one type of land: arid, polar, temperate, or tropical. Consult the table below that corresponds to the chosen type; you have the spells listed fo"
      }
    ],
    "temperature": [
      {
        "document": 678,
        "excerpt": "al challenges because of the water's pressure and cold temperature. After each hour of swimming in deep water, a creature that lacks a Swim Speed must succeed on a DC 10 C"
      },
      {
        "document": 679,
        "excerpt": "When the temperature is 0 degrees Fahrenheit or lower, a creature exposed to the extreme cold must succeed on a DC 10 Constit"
      },
      {
        "document": 681,
        "excerpt": "When the temperature is 100 degrees Fahrenheit or higher, a creature exposed to the extreme heat and without access to drinka"
      },
      {
        "document": 1215,
        "excerpt": "re determined by the GM. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can ch"
      },
      {
        "document": 1350,
        "excerpt": "duration. It seems real, including sounds, smells, and temperature appropriate to the thing depicted, but it can't deal damage or cause conditions. If you are within rang"
      },
      {
        "document": 1373,
        "excerpt": "target for the duration. The phantasm includes sound, temperature, and other stimuli. The target can take a Study action to examine the phantasm with an Intelligence (In"
      }
    ],
    "temperatures": [
      {
        "document": 1528,
        "excerpt": "e. You have Resistance to Cold damage and can tolerate temperatures of 0 degrees Fahrenheit or lower without any additional protection. Winter Strider. You ignore Difficul"
      },
      {
        "document": 1583,
        "excerpt": "apon, you have Resistance to Fire damage. In freezing temperatures, the weapon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. When you dr"
      },
      {
        "document": 1684,
        "excerpt": "you and everything you wear and carry are unharmed by temperatures of 0 degrees Fahrenheit or lower."
      }
    ],
    "templar": [
      {
        "document": 787,
        "excerpt": "Templar. The item seeks to defend the servants and interests of a particular deity."
      }
    ],
    "temple": [
      {
        "document": 267,
        "excerpt": "th the name of an archmage 82 Half a floor plan for a temple, a castle, or another structure 83 A bit of folded cloth that, when unfolded, turns into a stylish cap"
      },
      {
        "document": 1324,
        "excerpt": "n, such as someone making a particular offering at the temple of your god, saving your true love, or defeating a specific monster. A Dispel Magic spell can end the s"
      },
      {
        "document": 1376,
        "excerpt": "a sizable donation of gold or magic items to an allied temple, while a Fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange thei"
      },
      {
        "document": 1485,
        "excerpt": "s no effect. You must designate a location, such as a temple, as a sanctuary by casting this spell there."
      }
    ],
    "temples": [
      {
        "document": 1455,
        "excerpt": "noccupied space if that space is occupied. Many major temples, guildhalls, and other important places have permanent teleportation circles. Each circle includes a uni"
      }
    ],
    "temporarily": [
      {
        "document": 971,
        "excerpt": "his class’s description. You use the chosen options to temporarily modify spells you cast. To use an option, you must spend the number of Sorcery Points that it costs. Yo"
      },
      {
        "document": 1160,
        "excerpt": "or out of it or use planar travel there. Portals close temporarily while in the aura. Ongoing spells, except those cast by an Artifact or a deity, are suppressed in the a"
      },
      {
        "document": 1265,
        "excerpt": "you cast this spell again. As a Magic action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As a Magic action"
      }
    ],
    "temporary": [
      {
        "document": 12,
        "excerpt": "Temporary Hit Points"
      },
      {
        "document": 14,
        "excerpt": "Lose Temporary Hit Points First"
      },
      {
        "document": 15,
        "excerpt": "Temporary Hit Points last until they're depleted or you finish a Long Rest (see \"Rules Glossary\")."
      },
      {
        "document": 16,
        "excerpt": "Temporary Hit Points can't be added together. If you have Temporary Hit Points and receive more of them, you decid"
      },
      {
        "document": 17,
        "excerpt": "Temporary Hit Points can't be added to your Hit Points, healing can't restore them, and receiving Temporary Hit Po"
      },
      {
        "document": 241,
        "excerpt": "urrent Hit Points when you take damage, as well as any Temporary Hit Points you might gain. There's also space to track Death Saving Throws. Hit Point Dice. Your class'"
      },
      {
        "document": 564,
        "excerpt": "Temporary Hit Points"
      },
      {
        "document": 593,
        "excerpt": "A condition is a temporary game state. The definition of a condition says how it affects its recipient, and various rules define ho"
      },
      {
        "document": 793,
        "excerpt": "ition for 1 hour. On an even roll, the eater gains 5d6 Temporary Hit Points for 1 hour."
      },
      {
        "document": 964,
        "excerpt": "ature within 60 feet of yourself, granting a number of Temporary Hit Points equal to twice your Wisdom modifier."
      },
      {
        "document": 965,
        "excerpt": "and ability to speak, and the following rules apply: Temporary Hit Points. When you assume a Wild Shape form, you gain a number of Temporary Hit Points equal to your D"
      },
      {
        "document": 967,
        "excerpt": "cus Point to use Patient Defense, you gain a number of Temporary Hit Points equal to two rolls of your Martial Arts die. Step of the Wind. When you expend a Focus Point"
      },
      {
        "document": 969,
        "excerpt": "n your journeys, granting you the following benefits. Temporary Hit Points. As a Magic action, you can give yourself a number of Temporary Hit Points equal to 1d8 plus"
      },
      {
        "document": 972,
        "excerpt": "pell with this feature, you don't roll the die for the Temporary Hit Points; you automatically get the highest number on the die. Gaze of Two Minds Prerequisite: Level"
      },
      {
        "document": 979,
        "excerpt": "When you reduce an enemy to 0 Hit Points, you gain Temporary Hit Points equal to your Charisma modifier plus your Warlock level (minimum of 1 Temporary Hit Point). Y"
      },
      {
        "document": 986,
        "excerpt": "vel 5, you can channel draconic magic to give yourself temporary flight. As a Bonus Action, you sprout spectral wings on your back that last for 10 minutes or until you"
      },
      {
        "document": 993,
        "excerpt": "s a Bonus Action. When you do so, you gain a number of Temporary Hit Points equal to your Proficiency Bonus. You can use this trait a number of times equal to your Prof"
      },
      {
        "document": 1156,
        "excerpt": "ment while in that form. The target gains a number of Temporary Hit Points equal to the Hit Points of the first form into which it shape-shifts. These Temporary Hit Po"
      },
      {
        "document": 1262,
        "excerpt": "of alcohol) Duration: Instantaneous You gain 2d4 + 4 Temporary Hit Points. Using a Higher-Level Spell Slot. You gain 5 additional Temporary Hit Points for each spell"
      },
      {
        "document": 1312,
        "excerpt": "eature is immune to the Frightened condition and gains Temporary Hit Points equal to your spellcasting ability modifier at the start of each of its turns. Using a Highe"
      },
      {
        "document": 1381,
        "excerpt": "le of Beast stat blocks. The target gains a number of Temporary Hit Points equal to the Hit Points of the Beast form. These Temporary Hit Points vanish if any remain wh"
      },
      {
        "document": 1420,
        "excerpt": "Undead. When you cast the spell, you gain a number of Temporary Hit Points equal to the Hit Points of the first form into which you shape-shift. These Temporary Hit Poi"
      },
      {
        "document": 1463,
        "excerpt": "gnment, and personality. The target gains a number of Temporary Hit Points equal to the Hit Points of the new form. These Temporary Hit Points vanish if any remain when"
      },
      {
        "document": 1627,
        "excerpt": "e GM) appears on your person. In addition, you gain 10 Temporary Hit Points daily at dawn until you die. Talons. Every magic item you wear or carry disintegrates. Artif"
      },
      {
        "document": 1653,
        "excerpt": "Potion, Rare When you drink this potion, you gain 10 Temporary Hit Points that last for 1 hour. For the same duration, you are under the effect of the Bless spell (no"
      },
      {
        "document": 1727,
        "excerpt": "age if it isn't a Construct or an Undead, and you gain Temporary Hit Points equal to the amount of Necrotic damage taken."
      },
      {
        "document": 1763,
        "excerpt": "hing Ray, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the"
      },
      {
        "document": 1764,
        "excerpt": "version), Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the"
      },
      {
        "document": 1765,
        "excerpt": "Illusion, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the"
      },
      {
        "document": 1766,
        "excerpt": "version), Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the"
      },
      {
        "document": 1769,
        "excerpt": "ce Knife, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the"
      },
      {
        "document": 1775,
        "excerpt": "version), Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the"
      },
      {
        "document": 1776,
        "excerpt": "version), Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the"
      },
      {
        "document": 1777,
        "excerpt": "Illusion, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the"
      },
      {
        "document": 1778,
        "excerpt": "version), Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the"
      },
      {
        "document": 1781,
        "excerpt": "version), Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the"
      },
      {
        "document": 1835,
        "excerpt": "Thoughts, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the"
      },
      {
        "document": 1843,
        "excerpt": "and Good, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the"
      },
      {
        "document": 1867,
        "excerpt": "its choice that can see or hear it gains 16 (2d10 + 5) Temporary Hit Points and has Advantage on attack rolls until the start of the giant's next turn."
      },
      {
        "document": 2037,
        "excerpt": "a Tiny bat. The swarm can't regain Hit Points or gain Temporary Hit Points."
      },
      {
        "document": 2038,
        "excerpt": "ny creature. The swarm can't regain Hit Points or gain Temporary Hit Points."
      },
      {
        "document": 2039,
        "excerpt": "Tiny insect. The swarm can't regain Hit Points or gain Temporary Hit Points."
      },
      {
        "document": 2040,
        "excerpt": "iny piranha. The swarm can't regain Hit Points or gain Temporary Hit Points. Water Breathing. The swarm can breathe only underwater."
      },
      {
        "document": 2041,
        "excerpt": "a Tiny rat. The swarm can't regain Hit Points or gain Temporary Hit Points."
      },
      {
        "document": 2042,
        "excerpt": "Tiny raven. The swarm can't regain Hit Points or gain Temporary Hit Points."
      },
      {
        "document": 2043,
        "excerpt": "Tiny snake. The swarm can't regain Hit Points or gain Temporary Hit Points."
      },
      {
        "document": 2053,
        "excerpt": "ee within 60 feet of itself. The target gains 10 (3d6) Temporary Hit Points, and its AC increases by 2 until the end of the unicorn's next turn. The unicorn can't take"
      }
    ],
    "temptations": [
      {
        "document": 235,
        "excerpt": "wayed either by the demands of those in need or by the temptations of evil - is probably Lawful Neutral. Neutral (N). Neutral is the alignment of those who prefer to avoi"
      }
    ],
    "ten": [
      {
        "document": 257,
        "excerpt": "you are a level 5 Fighter / level 5 Paladin, you have ten d10 Hit Dice. If your classes give you Hit Dice of different types, track them separately. If you are a"
      },
      {
        "document": 345,
        "excerpt": "Iron Spikes come in bundles of ten. As a Utilize action, you can use a blunt object, such as a Light Hammer, to hammer a spike into wood, e"
      },
      {
        "document": 484,
        "excerpt": "A Healer's Kit has ten uses. As a Utilize action, you can expend one of its uses to stabilize an Unconscious creature that has"
      },
      {
        "document": 783,
        "excerpt": "rigin as possible. Grass that’s already there grows to ten times its normal size and remains overgrown for 1 minute."
      },
      {
        "document": 965,
        "excerpt": "hat you wield causes you to age more slowly. For every ten years that pass, your body ages only one year."
      },
      {
        "document": 1246,
        "excerpt": "o, the messenger can deliver a message of no more than ten words, and then the target makes a Wisdom saving throw. On a failed save, the target gains no benefit fr"
      },
      {
        "document": 1272,
        "excerpt": "within range. The area of the storm consists of up to ten 10-foot Cubes, which you arrange as you like. Each Cube must be contiguous with at least one other Cube."
      },
      {
        "document": 1294,
        "excerpt": "ts: V, S, M (a sprig of mistletoe) Duration: 24 hours Ten berries appear in your hand and are infused with magic for the duration. A creature can take a Bonus Act"
      },
      {
        "document": 1299,
        "excerpt": "he Arcane Lock spell. In addition, you can cover up to ten doors with an illusion to make them appear as plain sections of wall. Stairs. Webs fill all stairs in t"
      },
      {
        "document": 1473,
        "excerpt": "to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/"
      },
      {
        "document": 1474,
        "excerpt": "to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot"
      },
      {
        "document": 1475,
        "excerpt": "n range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. Alternatively, you can crea"
      },
      {
        "document": 1478,
        "excerpt": "hort reed) Duration: 24 hours This spell grants up to ten willing creatures of your choice within range the ability to breathe underwater until the spell ends. Af"
      },
      {
        "document": 1479,
        "excerpt": "olten lava can still take damage from the heat). Up to ten willing creatures of your choice within range gain this ability for the duration. An affected target mu"
      },
      {
        "document": 1482,
        "excerpt": "s: V, S, M (a candle) Duration: 8 hours You and up to ten willing creatures of your choice within range assume gaseous forms for the duration, appearing as wisps"
      },
      {
        "document": 1484,
        "excerpt": "reater Restoration spell. Resistance. You grant up to ten creatures that you can see Resistance to one damage type that you choose. This Resistance is permanent."
      },
      {
        "document": 1496,
        "excerpt": "(usually stone). Your weight increases by a factor of ten, and you cease aging. Incapacitated. You have the Incapacitated condition. Speed 0. Your Speed is 0 an"
      },
      {
        "document": 1503,
        "excerpt": "ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity."
      },
      {
        "document": 1509,
        "excerpt": "owing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move up or down. When certai"
      },
      {
        "document": 1946,
        "excerpt": "has the Grappled condition (escape DC 20) from one of ten tentacles, and it has the Restrained condition until the grapple ends. Fling. The kraken throws a Large"
      }
    ],
    "tenacity": [
      {
        "document": 980,
        "excerpt": "osen option with the other one. Colossus Slayer: Your tenacity can wear down even the most resilient foes. When you hit a creature with a weapon, the weapon deals an e"
      }
    ],
    "tend": [
      {
        "document": 117,
        "excerpt": "cific Creatures. Magic items that are meant to be worn tend to magically adjust themselves to the wearer. However, you can decide that a magic item doesn't adjust i"
      },
      {
        "document": 688,
        "excerpt": "Due to the nature of their vocation, adventurers tend to be less susceptible to fear and mental stress than common folk. Whereas a farmer might flee in terror"
      }
    ],
    "tendril": [
      {
        "document": 2017,
        "excerpt": "Multiattack. The shambling mound makes three Charged Tendril attacks. It can replace one attack with a use of Engulf. Charged Tendril. Melee Attack Roll: +7, reach"
      }
    ],
    "tendrils": [
      {
        "document": 1437,
        "excerpt": "lves and move about, but they can move their branches, tendrils, and stalks for you. If a Plant creature is in the area, you can communicate with it as if you shared a"
      }
    ],
    "tenets": [
      {
        "document": 982,
        "excerpt": "re devoted to gods of law and good and use their gods' tenets as the measure of personal devotion. Others hold angels as their ideals and incorporate images of angeli"
      }
    ],
    "tent": [
      {
        "document": 348,
        "excerpt": "Tent (2 GP)"
      },
      {
        "document": 432,
        "excerpt": "Blanket, Fine Clothes, Net, Robe, Rope, Sack, String, Tent, Traveler's Clothes"
      },
      {
        "document": 930,
        "excerpt": "Tent"
      },
      {
        "document": 1140,
        "excerpt": "Tent"
      }
    ],
    "tentacle": [
      {
        "document": 117,
        "excerpt": "r an item not made for its anatomy. A ring placed on a tentacle might work, but a yuan-ti with a snakelike tail instead of legs can't wear magic boots. Paired Items. Y"
      },
      {
        "document": 633,
        "excerpt": "s and game effects allow a creature to grapple using a tentacle, a maw, or another body part. Whatever part a grappler uses, it can grapple only one creature at a time"
      },
      {
        "document": 1177,
        "excerpt": "V, S, M (a tentacle)"
      },
      {
        "document": 1760,
        "excerpt": "Multiattack. The aboleth makes two Tentacle attacks and uses either Consume Memories or Dominate Mind if available. Tentacle. Melee Attack Roll: +9"
      },
      {
        "document": 1946,
        "excerpt": "Multiattack. The kraken makes two Tentacle attacks and uses Fling, Lightning Strike, or Swallow. Tentacle. Melee Attack Roll: +17, reach 30 ft. Hi"
      },
      {
        "document": 1977,
        "excerpt": "Multiattack. The otyugh makes one Bite attack and two Tentacle attacks. Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 12 (2d8 + 3) Piercing damage, and the target has"
      },
      {
        "document": 2006,
        "excerpt": "Multiattack. The roper makes two Tentacle attacks, uses Reel, and makes two Bite attacks. Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 17 (3d8 +"
      }
    ],
    "tentacles": [
      {
        "document": 890,
        "excerpt": "Black Tentacles"
      },
      {
        "document": 1177,
        "excerpt": "Black Tentacles"
      },
      {
        "document": 1760,
        "excerpt": "the Grappled condition (escape DC 14) from one of four tentacles. Consume Memories. Intelligence Saving Throw: DC 16, one creature within 30 feet that is Charmed or Gra"
      },
      {
        "document": 1827,
        "excerpt": "The chuul makes two Pincer attacks and uses Paralyzing Tentacles. Pincer. Melee Attack Roll: +6, reach 10 ft. Hit: 9 (1d10 + 4) Bludgeoning damage. If the target is a L"
      },
      {
        "document": 1889,
        "excerpt": "Tentacles. Melee Attack Roll: +5, reach 10 ft. Hit: 10 (2d6 + 3) Bludgeoning damage. If the target is a Medium or"
      },
      {
        "document": 1915,
        "excerpt": "Multiattack. The grick makes one Beak attack and one Tentacles attack. Beak. Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) Piercing damage. Tentacles. Melee At"
      },
      {
        "document": 1946,
        "excerpt": "the Grappled condition (escape DC 20) from one of ten tentacles, and it has the Restrained condition until the grapple ends. Fling. The kraken throws a Large or smalle"
      },
      {
        "document": 1973,
        "excerpt": "Tentacles. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Bludgeoning damage."
      },
      {
        "document": 1977,
        "excerpt": "the Grappled condition (escape DC 13) from one of two tentacles. Tentacle Slam. Constitution Saving Throw: DC 14, each creature Grappled by the otyugh. Failure: 16 (3d"
      },
      {
        "document": 2006,
        "excerpt": "the Grappled condition (escape DC 14) from one of six tentacles, and the target has the Poisoned condition until the grapple ends. The tentacle can be damaged, freeing"
      }
    ],
    "tenth": [
      {
        "document": 1539,
        "excerpt": "o 300 feet. The chime can be used 10 times. After the tenth time, it cracks and becomes useless."
      }
    ],
    "term": [
      {
        "document": 236,
        "excerpt": "a character sheet. Throughout this chapter, we use the term \"character sheet\" to mean whatever you use to track your character's details, whether it's a printed cha"
      },
      {
        "document": 577,
        "excerpt": "s of current rules terms only. If you're looking for a term from an earlier version of the fifth edition rules, consult the index. Abbreviations. The abbreviations"
      },
      {
        "document": 692,
        "excerpt": "effects. Consider the following possibilities. Short-Term Effects. The character has the Frightened, Incapacitated, or Stunned condition for 1d10 minutes. This co"
      }
    ],
    "terms": [
      {
        "document": 45,
        "excerpt": "re can continue its turn right after the Reaction. In terms of timing, a Reaction takes place immediately after its trigger unless the Reaction's description says o"
      },
      {
        "document": 244,
        "excerpt": "ul to think of a character's (and a campaign's) arc in terms of four tiers of play, describing the journey from a level 1 character just beginning an adventuring ca"
      },
      {
        "document": 568,
        "excerpt": "nch, kick, headbutt, or similar forceful blow. In game terms, this is an Unarmed Strike - a melee attack that involves you using your body to damage, grapple, or sho"
      },
      {
        "document": 577,
        "excerpt": "to other parts of this document, or both. No Obsolete Terms. The glossary contains definitions of current rules terms only. If you're looking for a term from an ear"
      },
      {
        "document": 1378,
        "excerpt": "tence. You can specify a target destination in general terms, such as a specific city on the Elemental Plane of Fire or palace on the second level of the Nine Hells,"
      },
      {
        "document": 1454,
        "excerpt": "- | Familiarity. Here are the meanings of the terms in the table's Familiarity column: - “Permanent circle” means a permanent teleportation circle whose si"
      }
    ],
    "terrain": [
      {
        "document": 67,
        "excerpt": "t affect which pace you can choose in certain types of terrain. Travel Pace Distance Traveled Per ... Each travel pace has a game effect, as defined below. Fast. Tr"
      },
      {
        "document": 75,
        "excerpt": "gonally or diagonally adjacent). A square of Difficult Terrain costs 2 squares to enter. Other effects might make a square cost even more. Corners. Diagonal movement"
      },
      {
        "document": 78,
        "excerpt": "Difficult Terrain"
      },
      {
        "document": 83,
        "excerpt": "aller than you. Another creature's space is Difficult Terrain for you unless that creature is Tiny or your ally. You can't willingly end a move in a space occupied b"
      },
      {
        "document": 559,
        "excerpt": "movement costs 1 extra foot (2 extra feet in Difficult Terrain). You ignore this extra cost if you have a Swim Speed and use it to swim. At the GM's option, moving any"
      },
      {
        "document": 590,
        "excerpt": "movement costs 1 extra foot (2 extra feet in Difficult Terrain). You ignore this extra cost if you have a Climb Speed and use it to climb. At the GM's option, climbin"
      },
      {
        "document": 596,
        "excerpt": "movement costs 1 extra foot (2 extra feet in Difficult Terrain). See also \"Speed.\""
      },
      {
        "document": 616,
        "excerpt": "Difficult Terrain"
      },
      {
        "document": 657,
        "excerpt": "mp costs a foot of movement. If you land in Difficult Terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check or have the Prone condition. This Long Jump r"
      },
      {
        "document": 669,
        "excerpt": "g the Game.” During any journey stage, the predominant terrain determines the characters’ maximum travel pace, as shown in the Maximum Pace column of the Travel Terrai"
      },
      {
        "document": 685,
        "excerpt": "Slippery ice is Difficult Terrain. A creature that moves onto slippery ice for the first time on a turn or starts its turn there must succ"
      },
      {
        "document": 713,
        "excerpt": "their special movement allows them to ignore Difficult Terrain, they can move at a Fast pace regardless of the terrain."
      },
      {
        "document": 716,
        "excerpt": "rom the collapse turns the trapped area into Difficult Terrain. Detect and Disarm. As a Search action, a creature can examine the trapped area and make a DC 11 Wisdom"
      },
      {
        "document": 722,
        "excerpt": "ve through the stone's space, treating it as Difficult Terrain. Whenever the stone enters a creature's space for the first time on a turn or a creature enters the ston"
      },
      {
        "document": 725,
        "excerpt": "ore interesting or challenging: Changes in Elevation. Terrain features that provide a change of elevation (such as stacks of empty crates, ledges, and balconies) rewa"
      },
      {
        "document": 738,
        "excerpt": "involves endurance or long hours of activity. Travel Terrain *Appropriate equipment (such as skis) is necessary to keep up a Fast pace in Arctic terrain. † Characte"
      },
      {
        "document": 744,
        "excerpt": "Recall lore about terrain, plants, animals, and weather."
      },
      {
        "document": 833,
        "excerpt": "Hallucinatory Terrain"
      },
      {
        "document": 877,
        "excerpt": "Hallucinatory Terrain"
      },
      {
        "document": 890,
        "excerpt": "Hallucinatory Terrain"
      },
      {
        "document": 902,
        "excerpt": "Hallucinatory Terrain"
      },
      {
        "document": 940,
        "excerpt": "Terrain, flora, weather, and certain creatures (Beasts, Dragons, Oozes, and Plants)"
      },
      {
        "document": 961,
        "excerpt": "Travel Terrain"
      },
      {
        "document": 1163,
        "excerpt": "through it. In addition, its space counts as Difficult Terrain for your enemies. Using a Higher-Level Spell Slot. The damage of the Clenched Fist increases by 2d8 and"
      },
      {
        "document": 1177,
        "excerpt": "tentacles turn the ground in that area into Difficult Terrain. Each creature in that area makes a Strength saving throw. On a failed save, it takes 3d6 Bludgeoning d"
      },
      {
        "document": 1178,
        "excerpt": "vides Three-Quarters Cover, and its space is Difficult Terrain. Any creature in the wall's space makes a Dexterity saving throw, taking 6d10 Force damage on a failed"
      },
      {
        "document": 1208,
        "excerpt": "In addition, the ground in the Emanation is Difficult Terrain for your enemies. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot leve"
      },
      {
        "document": 1214,
        "excerpt": "ond the spell's area, it resumes its flow based on the terrain. The water continues to move in the direction you chose until the spell ends or you choose a different e"
      },
      {
        "document": 1248,
        "excerpt": "centered on that point. The ground there is Difficult Terrain. When you cast this spell and at the end of each of your turns for the duration, each creature on the g"
      },
      {
        "document": 1254,
        "excerpt": "hese plants turn the ground in the area into Difficult Terrain. They disappear when the spell ends. Each creature (other than you) in the area when you cast the spell"
      },
      {
        "document": 1278,
        "excerpt": "mains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For"
      },
      {
        "document": 1284,
        "excerpt": "tion, the target's movement is unaffected by Difficult Terrain, and spells and other magical effects can neither reduce the target's Speed nor cause the target to hav"
      },
      {
        "document": 1295,
        "excerpt": "ed on a point within range and turns it into Difficult Terrain for the duration. When the grease appears, each creature standing in its area must succeed on a Dexteri"
      },
      {
        "document": 1304,
        "excerpt": "Hallucinatory Terrain"
      },
      {
        "document": 1321,
        "excerpt": "Hailstones turn ground in the Cylinder into Difficult Terrain until the end of your next turn. Using a Higher-Level Spell Slot. The Bludgeoning damage increases by 1"
      },
      {
        "document": 1327,
        "excerpt": "ration, and its area is Lightly Obscured and Difficult Terrain. When the swarm appears, each creature in it makes a Constitution saving throw, taking 4d10 Piercing da"
      },
      {
        "document": 1363,
        "excerpt": "ge: Sight Components: V, S Duration: 10 days You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. Open f"
      },
      {
        "document": 1369,
        "excerpt": "ation: Concentration, up to 2 hours Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any ma"
      },
      {
        "document": 1431,
        "excerpt": "area are doused. Ground in the Cylinder is Difficult Terrain. When a creature enters the Cylinder for the first time on a turn or starts its turn there, it must succ"
      },
      {
        "document": 1437,
        "excerpt": "and other circumstances. You can also turn Difficult Terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the durat"
      },
      {
        "document": 1439,
        "excerpt": "uts hard spikes and thorns. The area becomes Difficult Terrain for the duration. When a creature moves into or within the area, it takes 2d4 Piercing damage for every"
      },
      {
        "document": 1446,
        "excerpt": "ld damage. Until the spell ends, the area is Difficult Terrain and Heavily Obscured, ranged attacks with weapons are impossible there, and strong wind blows through th"
      },
      {
        "document": 1480,
        "excerpt": "ot Cube there for the duration. The webs are Difficult Terrain, and the area within them is Lightly Obscured. If the webs aren't anchored between two solid masses (su"
      },
      {
        "document": 1528,
        "excerpt": "onal protection. Winter Strider. You ignore Difficult Terrain created by ice or snow."
      },
      {
        "document": 1541,
        "excerpt": "rt and can move through webs as if they were Difficult Terrain. Web. You can cast Web (save DC 13). The web created by the spell fills twice its normal area. Once use"
      },
      {
        "document": 1605,
        "excerpt": "a. The creature leaves no tracks and ignores Difficult Terrain. In addition, the creature can travel for up to 12 hours a day without gaining Exhaustion levels from ex"
      },
      {
        "document": 1623,
        "excerpt": "can paint any number of three-dimensional objects and terrain features (such as walls, doors, trees, flowers, weapons, webs, and pits), provided these elements are al"
      },
      {
        "document": 1667,
        "excerpt": "u know Terran, and you have Resistance to Acid damage. Terrain composed of rubble, rocks, or dirt isn't Difficult Terrain for you. In addition, you can move through so"
      },
      {
        "document": 1670,
        "excerpt": "uires Attunement) While you wear this ring, Difficult Terrain doesn't cost you extra movement. In addition, magic can neither reduce any of your Speeds nor cause you"
      },
      {
        "document": 1770,
        "excerpt": "ding to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn't cost it extra movement. Legendary Resistance (3/Day, or 4/Day in Lair)."
      },
      {
        "document": 1782,
        "excerpt": "ding to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn't cost it extra movement. Legendary Resistance (4/Day, or 5/Day in Lair)."
      },
      {
        "document": 1792,
        "excerpt": "other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object."
      },
      {
        "document": 1871,
        "excerpt": "other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object."
      },
      {
        "document": 1902,
        "excerpt": "ot Emanation originating from the mouther is Difficult Terrain. Gibbering. The mouther babbles incoherently while it doesn't have the Incapacitated condition. Wisdom"
      },
      {
        "document": 1922,
        "excerpt": "ortunity Attacks; however, before moving into damaging terrain (such as lava or a pit) and whenever it takes damage from a source other than the harpy, the target repe"
      },
      {
        "document": 2023,
        "excerpt": "other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object. Sunlight Sensitivity. While in su"
      },
      {
        "document": 2072,
        "excerpt": "ding to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn't cost it extra movement."
      },
      {
        "document": 2074,
        "excerpt": "other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object."
      },
      {
        "document": 2078,
        "excerpt": "other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object. Sunlight Sensitivity. While in su"
      },
      {
        "document": 2090,
        "excerpt": "ding to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn't cost it extra movement."
      }
    ],
    "terrain's": [
      {
        "document": 1363,
        "excerpt": "res with Truesight can see through the illusion to the terrain's true form; however, all other elements of the illusion remain, so while the creature is aware of the ill"
      },
      {
        "document": 1369,
        "excerpt": "10 minutes for these changes to complete. Because the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or injured by the ground's"
      }
    ],
    "terran": [
      {
        "document": 228,
        "excerpt": "ges *Primordial includes the Aquan, Auran, Ignan, and Terran dialects. Creatures that know one of these dialects can communicate with those that know a different one"
      },
      {
        "document": 1667,
        "excerpt": "ed equal to your Speed and can hover. Earth. You know Terran, and you have Resistance to Acid damage. Terrain composed of rubble, rocks, or dirt isn't Difficult Terr"
      },
      {
        "document": 1853,
        "excerpt": "Primordial (Auran, Terran)"
      },
      {
        "document": 1855,
        "excerpt": "Primordial (Terran)"
      },
      {
        "document": 1868,
        "excerpt": "Primordial (Terran)"
      },
      {
        "document": 1953,
        "excerpt": "Primordial (Ignan, Terran)"
      },
      {
        "document": 2080,
        "excerpt": "Primordial (Terran)"
      }
    ],
    "terrify": [
      {
        "document": 688,
        "excerpt": "uff. That said, certain creatures and game effects can terrify or fray the mind of even the most stalwart adventurer. If you plan to use any of these rules, discuss t"
      },
      {
        "document": 1694,
        "excerpt": "his property can't be used again until the next dawn. Terrify. While holding the rod, you can take a Magic action to force each creature you can see within 30 feet of"
      }
    ],
    "terrifying": [
      {
        "document": 181,
        "excerpt": "h as dryads and goblins. Fiends are creatures tied to terrifying Lower Planes, such as balors and hell hounds. Giants are towering beings with humanlike shapes, like fi"
      },
      {
        "document": 689,
        "excerpt": "ire a Wisdom saving throw, with a save DC based on how terrifying the situation is. The Sample Fear DCs table provides some examples. Sample Fear DCs Typically, a Frigh"
      },
      {
        "document": 953,
        "excerpt": "When the characters open a sarcophagus, a harmless yet terrifying apparition appears."
      },
      {
        "document": 1246,
        "excerpt": "ssenger enters its dreams. You can make the messenger terrifying to the target. If you do so, the messenger can deliver a message of no more than ten words, and then the"
      }
    ],
    "terror": [
      {
        "document": 688,
        "excerpt": "tress than common folk. Whereas a farmer might flee in terror from a bear or an apparition, adventurers are made of sterner stuff. That said, certain creatures and ga"
      },
      {
        "document": 983,
        "excerpt": "As a Bonus Action, you can strike terror into others with your menacing presence and primal power. When you do so, each creature of your choice i"
      },
      {
        "document": 1617,
        "excerpt": "Mace of Terror"
      },
      {
        "document": 1884,
        "excerpt": "the others. Their properties are as follows: Goat of Terror. This figurine can become a Giant Goat for up to 3 hours. The goat can't attack, but you can (harmlessl"
      }
    ],
    "terrors": [
      {
        "document": 1481,
        "excerpt": "centration, up to 1 minute You try to create illusory terrors in others' minds. Each creature of your choice in a 30-foot-radius Sphere centered on a point within ran"
      }
    ],
    "test": [
      {
        "document": 29,
        "excerpt": "Sometimes a D20 Test is modified by Advantage or Disadvantage. Advantage reflects the positive circumstances surrounding a d2"
      },
      {
        "document": 34,
        "excerpt": "e bonus is determined. This bonus is applied to a D20 Test when the creature has proficiency in a skill, in a saving throw, or with an item that the creature uses"
      },
      {
        "document": 42,
        "excerpt": "u whether that action is possible and what kind of D20 Test you need to make, if any."
      },
      {
        "document": 70,
        "excerpt": "has a modifier that you apply whenever you make a D20 Test with that ability (explained in \"D20 Tests\"). An ability modifier is derived from its score, as shown in"
      },
      {
        "document": 92,
        "excerpt": "a Proficiency Bonus, a number added when making a D20 Test that uses something, such as a skill, in which the creature has proficiency. See “Proficiency” later in"
      },
      {
        "document": 408,
        "excerpt": "ack training with it, you have Disadvantage on any D20 Test that involves Strength or Dexterity, and you can't cast spells."
      },
      {
        "document": 531,
        "excerpt": "mething, you can add your Proficiency Bonus to any D20 Test you make using that thing. A creature might have proficiency in a skill or saving throw or with a weapon"
      },
      {
        "document": 544,
        "excerpt": "ack training with it, you have Disadvantage on any D20 Test that involves Strength or Dexterity, and you can't cast spells. If you use a Shield and lack training wi"
      },
      {
        "document": 565,
        "excerpt": "An attack roll is a D20 Test that represents making an attack with a weapon, an Unarmed Strike, or a spell. See also “Playing the Gam"
      },
      {
        "document": 598,
        "excerpt": "An ability check is a D20 Test that represents using one of the six abilities - or a specific skill associated with an ability - to ove"
      },
      {
        "document": 604,
        "excerpt": "D20 Test"
      },
      {
        "document": 609,
        "excerpt": "ponding modifier. Add the modifier when you make a D20 Test with the corresponding ability or when a rule asks you to do so. See also “Playing the Game” (“The Six A"
      },
      {
        "document": 620,
        "excerpt": "If you have Disadvantage on a D20 Test, roll two d20s and use the lower roll. A roll can't be affected by more than one Disadvantage, and Advan"
      },
      {
        "document": 629,
        "excerpt": "If you have Advantage on a D20 Test, roll two d20s, and use the higher roll. A roll can't be affected by more than one Advantage, and Advant"
      },
      {
        "document": 671,
        "excerpt": "ty. Whenever the possessed creature rolls a 1 on a D20 Test, the demonic entity takes control of the creature and determines the creature's behavior thereafter. At"
      },
      {
        "document": 963,
        "excerpt": "nce within the next hour when the creature fails a D20 Test, the creature can roll the Bardic Inspiration die and add the number rolled to the d20, potentially turn"
      },
      {
        "document": 970,
        "excerpt": "ack for succeeding when you need to. If you fail a D20 Test, you can turn the roll into a 20. Once you use this feature, you can't use it again until you finish a"
      },
      {
        "document": 991,
        "excerpt": "When you roll a 1 on the d20 of a D20 Test, you can reroll the die, and you must use the new roll."
      },
      {
        "document": 1004,
        "excerpt": "ature within 60 feet of you succeeds on or fails a D20 Test, you can roll 2d4 and apply the total rolled as a bonus or penalty to the d20 roll. Once you use this b"
      },
      {
        "document": 1490,
        "excerpt": "n level is 6. D20 Tests Affected. When you make a D20 Test, the roll is reduced by 2 times your Exhaustion level. Speed Reduced. Your Speed is reduced by a number"
      },
      {
        "document": 1614,
        "excerpt": "its luck (no action required) to reroll one failed D20 Test if you don't have the Incapacitated condition. You must use the second roll. Once used, this property ca"
      },
      {
        "document": 1765,
        "excerpt": "tack roll and subtracts the number rolled from the D20 Test. Failure or Success: The dragon can't take this action again until the start of its next turn. Mind Jol"
      },
      {
        "document": 1777,
        "excerpt": "tack roll and subtracts the number rolled from the D20 Test. Failure or Success: The dragon can't take this action again until the start of its next turn. Mind Jol"
      }
    ],
    "tests": [
      {
        "document": 70,
        "excerpt": "u make a D20 Test with that ability (explained in \"D20 Tests\"). An ability modifier is derived from its score, as shown in the Ability Modifiers table."
      },
      {
        "document": 92,
        "excerpt": "D20 Tests"
      },
      {
        "document": 540,
        "excerpt": "automatically fails. See also “Playing the Game” (“D20 Tests”)."
      },
      {
        "document": 565,
        "excerpt": "Strike, or a spell. See also “Playing the Game” (“D20 Tests”)."
      },
      {
        "document": 598,
        "excerpt": "vercome a challenge. See also “Playing the Game” (“D20 Tests” and “Proficiency”)."
      },
      {
        "document": 604,
        "excerpt": "D20 Tests encompass the three main d20 rolls of the game: ability checks, attack rolls, and saving throws. If some"
      },
      {
        "document": 617,
        "excerpt": "k or a saving throw. See also “Playing the Game” (“D20 Tests”)."
      },
      {
        "document": 620,
        "excerpt": "l cancel each other. See also \"Playing the Game\" (\"D20 Tests\")."
      },
      {
        "document": 629,
        "excerpt": "l cancel each other. See also \"Playing the Game\" (\"D20 Tests\")."
      },
      {
        "document": 1283,
        "excerpt": "ure. For the duration, the target has Advantage on D20 Tests, and other creatures have Disadvantage on attack rolls against it. The spell ends early if you cast it a"
      },
      {
        "document": 1397,
        "excerpt": "ead is an ordeal. The target takes a -4 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0."
      },
      {
        "document": 1398,
        "excerpt": "ave, the target has Disadvantage on Strength-based D20 Tests for the duration. During that time, it also subtracts 1d8 from all its damage rolls. The target repeats"
      },
      {
        "document": 1406,
        "excerpt": "ead is an ordeal. The target takes a -4 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0. Casting th"
      },
      {
        "document": 1490,
        "excerpt": "ion level. You die if your Exhaustion level is 6. D20 Tests Affected. When you make a D20 Test, the roll is reduced by 2 times your Exhaustion level. Speed Reduced"
      },
      {
        "document": 1535,
        "excerpt": "e you are within that light, you have Advantage on D20 Tests. In addition, a Cleric or Druid in the light can cast level 1 spells they have prepared without expendin"
      },
      {
        "document": 1627,
        "excerpt": "or the devil dies. Fool. You have Disadvantage on D20 Tests for the next 72 hours. Draw another card; this draw doesn't count as one of your declared draws. Gem. T"
      },
      {
        "document": 1766,
        "excerpt": "ure: The target has Disadvantage on Strength-based D20 Tests and subtracts 3 (1d6) from its damage rolls. It repeats the save at the end of each of its turns, ending"
      },
      {
        "document": 1778,
        "excerpt": "ure: The target has Disadvantage on Strength-based D20 Tests and subtracts 5 (1d10) from its damage rolls. It repeats the save at the end of each of its turns, endin"
      },
      {
        "document": 1910,
        "excerpt": "ure: The target has Disadvantage on Strength-based D20 Tests and subtracts 2 (1d4) from its damage rolls. It repeats the save at the end of each of its turns, ending"
      },
      {
        "document": 2016,
        "excerpt": "While in sunlight, the shadow has Disadvantage on D20 Tests."
      },
      {
        "document": 2086,
        "excerpt": "ure: The target has Disadvantage on Strength-based D20 Tests and subtracts 3 (1d6) from its damage rolls. It repeats the save at the end of each of its turns, ending"
      }
    ],
    "text": [
      {
        "document": 143,
        "excerpt": "pointing you to the creature's stat block. Unless the text states otherwise, the stat block is in “Monsters.” How to read and use a stat block is explained in “Mon"
      },
      {
        "document": 283,
        "excerpt": "live for about 80 years, with exceptions noted in the text about the species in “Character Origins.” Regardless of life span, members of all species reach physical"
      },
      {
        "document": 417,
        "excerpt": "Ability: Dexterity Weight: 5 lb. Utilize: Write text with impressive flourishes that guard against forgery (DC 15) Craft: Ink, Spell Scroll"
      },
      {
        "document": 1200,
        "excerpt": "e written. It takes about 1 minute to read one page of text. This spell doesn't decode symbols or secret messages."
      },
      {
        "document": 1323,
        "excerpt": "nveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is uninte"
      }
    ],
    "than": [
      {
        "document": 30,
        "excerpt": "new roll. Only One at a Time. You can never have more than one instance of Heroic Inspiration. If something gives you Heroic Inspiration and you already have it, y"
      },
      {
        "document": 35,
        "excerpt": "us can't be added to a die roll or another number more than once. For example, if a rule allows you to make a Charisma (Deception or Persuasion) check, you add your"
      },
      {
        "document": 42,
        "excerpt": "When you do something other than moving or communicating, you typically take an action. The Action table lists the game's main actions, w"
      },
      {
        "document": 44,
        "excerpt": "must choose which Bonus Action to use if you have more than one available. You choose when to take a Bonus Action during your turn unless the Bonus Action's timing"
      },
      {
        "document": 46,
        "excerpt": "t people and face some monsters that would rather talk than fight. In those situations, it's time for social interaction, which takes many forms. For example, you m"
      },
      {
        "document": 51,
        "excerpt": ". The weapons in “Equipment” can also be used for more than battle; you could use a Quarterstaff, for example, to push a sinister-looking button that you’re relucta"
      },
      {
        "document": 75,
        "excerpt": "Squares. Each square represents 5 feet. Speed. Rather than moving foot by foot, move square by square on the grid, using your Speed in 5-foot segments. You can tra"
      },
      {
        "document": 83,
        "excerpt": "ure, or a creature that is two sizes larger or smaller than you. Another creature's space is Difficult Terrain for you unless that creature is Tiny or your ally."
      },
      {
        "document": 91,
        "excerpt": "tain creatures have melee attacks with a reach greater than 5 feet, as noted in their descriptions."
      },
      {
        "document": 94,
        "excerpt": "A willing creature that is at least one size larger than a rider and that has an appropriate anatomy can serve as a mount, using the following rules."
      },
      {
        "document": 103,
        "excerpt": "ability check when a creature attempts something other than an attack that has a chance of meaningful failure. When the outcome is uncertain and narratively interes"
      },
      {
        "document": 106,
        "excerpt": "ical Hit with a Dagger, roll 2d4 for the damage rather than 1d4, and add your relevant ability modifier. If the attack involves other damage dice, such as from the"
      },
      {
        "document": 119,
        "excerpt": "table, though a seller might ask for a service rather than coin as payment. If a magic item incorporates an item that has a purchase cost in “Equipment” (such as"
      },
      {
        "document": 123,
        "excerpt": "en casting a spell from the item. If the user has more than one spellcasting ability, the user chooses which one to use with the item. If the user doesn't have a sp"
      },
      {
        "document": 128,
        "excerpt": "a nonmagical item of its kind. Most magic items, other than Potions and Scrolls, have Resistance to all damage. An Artifact can be destroyed only in some special w"
      },
      {
        "document": 133,
        "excerpt": "e time and cost are halved for a consumable item other than a Spell Scroll, whose crafting time and cost are given in “Equipment.”"
      },
      {
        "document": 144,
        "excerpt": "ogether, roll on the Potion Miscibility table. If more than two are combined, roll again for each subsequent potion, combining the results. Unless the effects are i"
      },
      {
        "document": 174,
        "excerpt": "Some creatures can make more than one attack when they take the Attack action. Such creatures have the Multiattack entry in the “Actions”"
      },
      {
        "document": 250,
        "excerpt": "might start your group's characters at a level higher than 1. It is particularly recommended to start at level 3 if your group is composed of seasoned D&D players."
      },
      {
        "document": 253,
        "excerpt": "The GM decides whether your character starts with more than the standard equipment for a level 1 character, possibly even one or more magic items. The Starting Equi"
      },
      {
        "document": 260,
        "excerpt": "When you gain your first level in a class other than your initial class, you gain only some of the new class's starting proficiencies, as detailed in each cl"
      },
      {
        "document": 263,
        "excerpt": "If you gain the Extra Attack feature from more than one class, the features don't stack. You can't make more than two attacks with this feature unless you h"
      },
      {
        "document": 264,
        "excerpt": "sses. Once you have the Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class,"
      },
      {
        "document": 360,
        "excerpt": "A ship larger than a Keelboat or Rowboat needs a crew of skilled hirelings (see “Hirelings” later in “Equipment”) to functi"
      },
      {
        "document": 381,
        "excerpt": "No More Than Three Items"
      },
      {
        "document": 382,
        "excerpt": "rerequisites for Attunement, if the item has been more than 100 feet away for at least 24 hours, if you die, or if another creature attunes to the item. You can al"
      },
      {
        "document": 385,
        "excerpt": "You can't wear more than one of certain magic items. You can't normally wear more than one pair of footwear, one pair of gloves o"
      },
      {
        "document": 403,
        "excerpt": "e start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet."
      },
      {
        "document": 406,
        "excerpt": "ess the wearer has a Strength score equal to or higher than the listed score. Stealth. If the table shows “Disadvantage” in the Stealth column for an armor type, t"
      },
      {
        "document": 470,
        "excerpt": "t to anchor yourself; when you do, you can't fall more than 25 feet from the anchor point, and you can't move more than 25 feet from there without undoing the ancho"
      },
      {
        "document": 487,
        "excerpt": "r casts a spell using a slot that is of a higher level than the spell, the spell takes on the higher level for that casting. For instance, if a Wizard casts Magic M"
      },
      {
        "document": 502,
        "excerpt": "ature must be Hostile or specifically a creature other than you. Areas of Effect. Some spells, such as Thunder-wave, cover an area called an area of effect, which"
      },
      {
        "document": 514,
        "excerpt": "ual version of a spell takes 10 minutes longer to cast than normal, but it doesn't expend a spell slot. To cast a spell as a Ritual, a spellcaster must have it prep"
      },
      {
        "document": 517,
        "excerpt": "st, you sleep for at least 6 hours and perform no more than 2 hours of light activity, such as reading, talking, eating, or standing watch. During sleep, you have"
      },
      {
        "document": 520,
        "excerpt": "per Day table. A creature that eats but consumes less than half the required food for a day must succeed on a DC 10 Constitution saving throw or gain 1 Exhaustion"
      },
      {
        "document": 523,
        "excerpt": "thing. Composite things, like buildings, comprise more than one object. See also “Breaking Objects.”"
      },
      {
        "document": 534,
        "excerpt": "ou choose which calculation to use; you can't use more than one. See also \"Attack Roll.\""
      },
      {
        "document": 537,
        "excerpt": "ual version of a spell takes 10 minutes longer to cast than normal. It also doesn't expend a spell slot, which means the ritual version of a spell can't be cast at"
      },
      {
        "document": 543,
        "excerpt": "e, during which a creature does nothing more strenuous than reading, talking, eating, or standing watch. To start a Short Rest, you must have at least 1 Hit Point."
      },
      {
        "document": 548,
        "excerpt": "of which is defined in this glossary. If you have more than one speed, choose which one to use when you move; you can switch between the speeds during your move. Wh"
      },
      {
        "document": 555,
        "excerpt": "e a feature, such as Extra Attack, that gives you more than one attack as part of the Attack action, you can use some or all of that movement to move between those"
      },
      {
        "document": 568,
        "excerpt": "This grapple is possible only if the target is no more than one size larger than you and if you have a hand free to grab it. See also “Grappling.” Shove. The targe"
      },
      {
        "document": 575,
        "excerpt": "roperties. A creature can have Attunement with no more than three magic items at a time. See also “Equipment” (“Magic Items”)."
      },
      {
        "document": 579,
        "excerpt": "same turn that you take an action. You can't take more than one Bonus Action on a turn, and you have a Bonus Action to take only if a rule explicitly says so. See a"
      },
      {
        "document": 586,
        "excerpt": "aximum weight you can carry, your Speed can be no more than 5 feet. Carrying Capacity"
      },
      {
        "document": 595,
        "excerpt": "tal Cover (can't be targeted directly). If behind more than one degree of cover, a target benefits only from the most protective degree. See also “Playing the Game”"
      },
      {
        "document": 607,
        "excerpt": "age from a single attack or effect equal to or greater than its damage threshold, in which case it takes that entire instance of damage. Any damage that fails to me"
      },
      {
        "document": 615,
        "excerpt": "Water Needs per Day table. A creature that drinks less than half the required water for a day gains 1 Exhaustion level at the day's end. Exhaustion caused by dehydr"
      },
      {
        "document": 616,
        "excerpt": "A narrow opening sized for a creature one size smaller than you - A slope of 20 degrees or more"
      },
      {
        "document": 620,
        "excerpt": "d use the lower roll. A roll can't be affected by more than one Disadvantage, and Advantage and Disadvantage on the same roll cancel each other. See also \"Playing t"
      },
      {
        "document": 627,
        "excerpt": "an't have Expertise in the same skill proficiency more than once. See also “Playing the Game” (“Proficiency”)."
      },
      {
        "document": 629,
        "excerpt": "use the higher roll. A roll can't be affected by more than one Advantage, and Advantage and Disadvantage on the same roll cancel each other. See also \"Playing the"
      },
      {
        "document": 640,
        "excerpt": "r any of the following occurs: you make a sound louder than a whisper, an enemy finds you, you make an attack roll, or you cast a spell with a Verbal component."
      },
      {
        "document": 643,
        "excerpt": "healing restores them. You can't have more Hit Points than your Hit Point maximum, and you can't have less than 0. See also \"Breaking Objects\" and \"Playing the Gam"
      },
      {
        "document": 657,
        "excerpt": "h (Athletics) check to clear a low obstacle (no taller than a quarter of the jump's distance), such as a hedge or low wall. Otherwise, you hit the obstacle."
      },
      {
        "document": 675,
        "excerpt": "stitution saving throw each time it takes damage other than Psychic damage. On a failed save, the creature takes 5 (1d10) Psychic damage and has the Incapacitated c"
      },
      {
        "document": 678,
        "excerpt": "Swimming through deep water (more than 100 feet deep) presents additional challenges because of the water's pressure and cold temperature. Afte"
      },
      {
        "document": 688,
        "excerpt": "tend to be less susceptible to fear and mental stress than common folk. Whereas a farmer might flee in terror from a bear or an apparition, adventurers are made of"
      },
      {
        "document": 702,
        "excerpt": "Characters can push themselves to travel for more than 8 hours per day, at the risk of tiring. At the end of each additional hour of travel beyond 8 hours, eac"
      },
      {
        "document": 714,
        "excerpt": "when introducing a trap to characters of a level lower than the trap's level range. A trap that is a nuisance at one level range could be deadly to characters of a"
      },
      {
        "document": 720,
        "excerpt": "t the start of the next turn if it has activated fewer than three times When a creature moves onto this trap's pressure plate for the first time on a turn, poisone"
      },
      {
        "document": 721,
        "excerpt": ". When a creature opens the lock with any object other than the proper key, the needle springs out and stabs the creature. The creature makes a DC 11 Constitution s"
      },
      {
        "document": 731,
        "excerpt": "on their part could deal more damage to the characters than you expect. If your encounter includes more than two creatures per character, include fragile creatures"
      },
      {
        "document": 732,
        "excerpt": "tors can result in an encounter being easier or harder than intended. You can adjust an encounter on the fly, such as by having creatures flee (making the encounter"
      },
      {
        "document": 734,
        "excerpt": "blocks you need to run the encounter. Referencing more than two or three stat blocks for a single encounter can be daunting, particularly if the creatures are compl"
      },
      {
        "document": 736,
        "excerpt": "ombat encounter includes a creature whose CR is higher than the party's level, be aware that such a creature might deal enough damage with a single action to take o"
      },
      {
        "document": 737,
        "excerpt": "er to an encounter for characters whose level is lower than the monster's Challenge Rating. ---"
      },
      {
        "document": 744,
        "excerpt": "Jump farther than normal, stay afloat in rough water, or break something."
      },
      {
        "document": 783,
        "excerpt": "120 feet of the chosen point of origin, and no larger than 10 feet in any dimension. If there are no such objects in range, nothing happens."
      },
      {
        "document": 962,
        "excerpt": "for a Strength check or Strength saving throw is less than your Strength score, you can use that score in place of the total."
      },
      {
        "document": 963,
        "excerpt": "ardic Inspiration until you have two if you have fewer than that."
      },
      {
        "document": 965,
        "excerpt": "ing throw modifier in the Beast's stat block is higher than yours, use the one in the stat block. No Spellcasting. You can't cast spells, but shape-shifting doesn'"
      },
      {
        "document": 966,
        "excerpt": "ur Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning"
      },
      {
        "document": 969,
        "excerpt": "The damage die of your Hunter's Mark is a d10 rather than a d6."
      },
      {
        "document": 971,
        "excerpt": "rer Features table. You can't have more Sorcery Points than the number shown in the table for your level. You regain all expended Sorcery Points when you finish a L"
      },
      {
        "document": 972,
        "excerpt": "atures table. You can't pick the same invocation more than once unless its description says otherwise."
      },
      {
        "document": 973,
        "excerpt": "spell slots can have a combined level equal to no more than half your Wizard level (round up), and none of the slots can be level 6 or higher. For example, if you'r"
      },
      {
        "document": 975,
        "excerpt": "ots can have a combined level that is equal to or less than half your Druid level (round up), and none of them can be level 6+. For example, if you're a level 6 Dru"
      },
      {
        "document": 978,
        "excerpt": "the Evocation school, each of which must be no higher than level 2, and add them to your spellbook for free. In addition, whenever you gain access to a new level"
      },
      {
        "document": 979,
        "excerpt": "modifier (minimum of once), but you can use it no more than once per roll. You regain all expended uses when you finish a Long Rest."
      },
      {
        "document": 981,
        "excerpt": "g them. This feature can restore a creature to no more than half its Hit Point maximum."
      },
      {
        "document": 984,
        "excerpt": "termine your jump distance using your Dexterity rather than your Strength."
      },
      {
        "document": 985,
        "excerpt": "When you take a Bonus Action other than Step of the Wind, you can also use Step of the Wind immediately after that Bonus Action."
      },
      {
        "document": 991,
        "excerpt": "hrough the space of any creature that is a size larger than you, but you can't stop in the same space."
      },
      {
        "document": 999,
        "excerpt": "ore above 20. Repeatable. You can take this feat more than once."
      },
      {
        "document": 1012,
        "excerpt": "n spell list. Repeatable. You can take this feat more than once, but you must choose a different spell list each time."
      },
      {
        "document": 1014,
        "excerpt": "your choice. Repeatable. You can take this feat more than once."
      },
      {
        "document": 1152,
        "excerpt": "r, a window, or an area within range that is no larger than a 20-foot Cube. Until the spell ends, an alarm alerts you whenever a creature touches or enters the war"
      },
      {
        "document": 1153,
        "excerpt": "bility modifier for the attack and damage rolls rather than using Strength."
      },
      {
        "document": 1157,
        "excerpt": "our creatures you have animated with this spell rather than animating a new creature. Using a Higher-Level Spell Slot. You animate or reassert control over two add"
      },
      {
        "document": 1159,
        "excerpt": "on for the duration. The aura prevents creatures other than Constructs and Undead from passing or reaching through it. An affected creature can cast spells or make"
      },
      {
        "document": 1161,
        "excerpt": "the Frightened or Charmed creature ends its turn more than 120 feet away from the target, the creature makes a Wisdom saving throw. On a successful save, the creat"
      },
      {
        "document": 1166,
        "excerpt": "pelled. Mask (Creature). Choose a creature type other than the target's actual type. Spells and other magical effects treat the target as if it were a creature of"
      },
      {
        "document": 1168,
        "excerpt": "might change the results. If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the fi"
      },
      {
        "document": 1173,
        "excerpt": "the target has an Armor Class of 17 if its AC is lower than that."
      },
      {
        "document": 1182,
        "excerpt": "shades of gray, but you can't see anything there more than 60 feet away. You can affect and be affected only by other creatures on the Ethereal Plane, and creature"
      },
      {
        "document": 1199,
        "excerpt": "rase as an answer instead. If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the fi"
      },
      {
        "document": 1219,
        "excerpt": "ree creatures you have animated with this spell rather than animating new ones. Using a Higher-Level Spell Slot. If you use a level 7 spell slot, you can animate o"
      },
      {
        "document": 1220,
        "excerpt": "al, metal, and the like). The object must be no larger than a 5-foot Cube, and the object must be of a form and material that you have seen. The spell's duration d"
      },
      {
        "document": 1236,
        "excerpt": "on the target if the spell's level is equal to or less than the level of the spell slot you use."
      },
      {
        "document": 1238,
        "excerpt": "e casting of other spells. If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the fi"
      },
      {
        "document": 1246,
        "excerpt": "do so, the messenger can deliver a message of no more than ten words, and then the target makes a Wisdom saving throw. On a failed save, the target gains no benefi"
      },
      {
        "document": 1254,
        "excerpt": "y disappear when the spell ends. Each creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the Restrained"
      },
      {
        "document": 1256,
        "excerpt": "hich looks gray, and you can't see anything there more than 60 feet away. While on the Ethereal Plane, you can affect and be affected only by creatures, objects, a"
      },
      {
        "document": 1259,
        "excerpt": "tance, however, the fabricated object can be no larger than Medium (contained within a 5-foot Cube). The quality of any fabricated objects is based on the quality o"
      },
      {
        "document": 1261,
        "excerpt": "ains for the duration or until the two of you are more than 300 feet apart from each other. No one but you can see the hound, and it is in-tangible and invulnerabl"
      },
      {
        "document": 1265,
        "excerpt": "g or carrying. One Familiar Only. You can't have more than one familiar at a time. If you cast this spell while you have a familiar, you instead cause it to adopt"
      },
      {
        "document": 1278,
        "excerpt": "e while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across"
      },
      {
        "document": 1287,
        "excerpt": "me doesn't work). If that creature is on a plane other than the one you are on, the portal opens next to the named creature and transports it to the nearest unoccup"
      },
      {
        "document": 1288,
        "excerpt": "counter to your command. It takes this damage no more than once each day. You can issue any command you choose, short of an activity that would result in certain"
      },
      {
        "document": 1293,
        "excerpt": "nceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell,"
      },
      {
        "document": 1299,
        "excerpt": "on, there is a 50 percent chance that a creature other than you believes it is going in the opposite direction from the one it chooses. Doors. All doors in the war"
      },
      {
        "document": 1303,
        "excerpt": "ll as magical light created by spells of a level lower than this spell, can't illuminate the area. Daylight. Bright light fills the area. Magical Darkness created"
      },
      {
        "document": 1343,
        "excerpt": "for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. When you cast the spell, you can use the hand to"
      },
      {
        "document": 1345,
        "excerpt": ", your soul returns to your body. If your body is more than 100 feet away from you or if your body is dead, you die. If another creature's soul is in the container"
      },
      {
        "document": 1350,
        "excerpt": "e, or some other visible phenomenon that is no larger than a 20-foot Cube. The image appears at a spot that you can see within range and lasts for the duration. It"
      },
      {
        "document": 1354,
        "excerpt": "ou suggest a course of activity - described in no more than 25 words - to twelve or fewer creatures you can see within range that can hear and understand you. The s"
      },
      {
        "document": 1357,
        "excerpt": "ng wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically"
      },
      {
        "document": 1359,
        "excerpt": "ge on a successful one. A creature in the area of more than one fiery Sphere is affected only once. A nonmagical object that isn't being worn or carried also takes"
      },
      {
        "document": 1362,
        "excerpt": "dy footprints, or a small chest - it must be no larger than a 5-foot Cube. The image can't create sound, light, smell, or any other sensory effect. Physical interac"
      },
      {
        "document": 1367,
        "excerpt": "enced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event"
      },
      {
        "document": 1369,
        "excerpt": "on, up to 2 hours Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose"
      },
      {
        "document": 1370,
        "excerpt": "creature, or it can be a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any Divination spell or perceived through magi"
      },
      {
        "document": 1373,
        "excerpt": "bject, creature, or other phenomenon that is no larger than a 10-foot Cube and that is perceivable only to the target for the duration. The phantasm includes sound,"
      },
      {
        "document": 1375,
        "excerpt": "pell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed. For the duration, you or a creature you choose can ride the steed. The ste"
      },
      {
        "document": 1381,
        "excerpt": "ou choose that has a Challenge Rating equal to or less than the target's (or the target's level if it doesn't have a Challenge Rating). The target's game statistics"
      },
      {
        "document": 1386,
        "excerpt": "You instantaneously clean or soil an object no larger than 1 cubic foot. Minor Sensation. You chill, warm, or flavor up to 1 cubic foot of nonliving material for"
      },
      {
        "document": 1391,
        "excerpt": "sion is imperceptible until then. It must be no larger than a 30-foot Cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes"
      },
      {
        "document": 1397,
        "excerpt": "u revive a dead creature if it has been dead no longer than 10 days and it wasn't Undead when it died. The creature returns to life with 1 Hit Point. This spell al"
      },
      {
        "document": 1402,
        "excerpt": "piece of one. If the creature has been dead no longer than 10 days, the spell forms a new body for it and calls the soul to enter that body. Roll 1d10 and consult"
      },
      {
        "document": 1406,
        "excerpt": "revive a dead creature that has been dead for no more than a century, didn't die of old age, and wasn't Undead when it died. The creature returns to life with all"
      },
      {
        "document": 1418,
        "excerpt": "f existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive. You know if the delivery fails. Upon"
      },
      {
        "document": 1420,
        "excerpt": "be of a creature that has a Challenge Rating no higher than your level or Challenge Rating. You must have seen the sort of creature before, and it can't be a Constr"
      },
      {
        "document": 1428,
        "excerpt": "re, or some other visible phenomenon that is no larger than a 15-foot Cube. The image appears at a spot within range and lasts for the duration. The image is purely"
      },
      {
        "document": 1444,
        "excerpt": "f Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape you like. For example, you could shape a large rock i"
      },
      {
        "document": 1447,
        "excerpt": "ou suggest a course of activity - described in no more than 25 words - to one creature you can see within range that can hear and understand you. The suggestion mus"
      },
      {
        "document": 1451,
        "excerpt": "book or chest). The glyph can cover an area no larger than 10 feet in diameter. If you choose an object, it must remain in place; if it is moved more than 10 feet"
      },
      {
        "document": 1454,
        "excerpt": "spell. - “Seen casually” is a place you have seen more than once but with which you aren’t very familiar. - “Viewed once or described” is a place you have seen once"
      },
      {
        "document": 1458,
        "excerpt": "ts that you create during it, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you mov"
      },
      {
        "document": 1463,
        "excerpt": "ou choose that has a Challenge Rating equal to or less than the target's Challenge Rating or level. The target's game statistics are replaced by the stat block of t"
      },
      {
        "document": 1464,
        "excerpt": "You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. The creature is revived with all its Hit Points."
      },
      {
        "document": 1468,
        "excerpt": "the servant to perform a task that would move it more than 60 feet away from you, the spell ends."
      },
      {
        "document": 1475,
        "excerpt": "chasm or create a ramp. If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the w"
      },
      {
        "document": 1477,
        "excerpt": "ints or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures."
      },
      {
        "document": 1484,
        "excerpt": "lue that isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space that you can see on the ground. Instan"
      },
      {
        "document": 1492,
        "excerpt": "Disadvantage on attack rolls against any target other than the grappler. Movable. The grappler can drag or carry you when it moves, but every foot of movement cos"
      },
      {
        "document": 1517,
        "excerpt": "on This bag has an interior space considerably larger than its outside dimensions - roughly 2 feet square and 4 feet deep on the inside. The bag can hold up to 500"
      },
      {
        "document": 1522,
        "excerpt": "your Strength without the belt is equal to or greater than the belt's score."
      },
      {
        "document": 1523,
        "excerpt": "o have Disadvantage on attack rolls with weapons other than this one. Whenever another creature damages you while the weapon is in your possession, you must succee"
      },
      {
        "document": 1537,
        "excerpt": "table, but its Fly Speed is halved if it carries more than its normal capacity."
      },
      {
        "document": 1555,
        "excerpt": "d. It also ceases to hover if you grasp it or are more than 30 feet away from it."
      },
      {
        "document": 1556,
        "excerpt": "at isn't being worn or carried and that weighs no more than 200 pounds. The object is knocked over by the geyser."
      },
      {
        "document": 1569,
        "excerpt": "uiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to 60 Arrows, Bolts, or similar objects. The mid-size com"
      },
      {
        "document": 1593,
        "excerpt": "e target and every creature within 30 feet of it other than you must succeed on a DC 17 Constitution saving throw or have the Stunned condition until the end of you"
      },
      {
        "document": 1596,
        "excerpt": "st, and it can't have Material components costing more than 1,000 GP. Once you decide on the spell, you must expend a spell slot of the spell's level. Then, to dete"
      },
      {
        "document": 1609,
        "excerpt": "t as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone can't hold the spell, the spell is expended without effect. The"
      },
      {
        "document": 1611,
        "excerpt": "and the target is native to a plane of existence other than the one you're on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. If"
      },
      {
        "document": 1612,
        "excerpt": "olt. When you throw this weapon at a target no farther than 120 feet from you, you can forgo making a ranged attack roll and instead turn the weapon into a bolt of"
      },
      {
        "document": 1621,
        "excerpt": "terruption with the manual at hand and resting no more than 8 hours per day. You must also pay the specified cost to purchase supplies. Once you finish creating th"
      },
      {
        "document": 1623,
        "excerpt": "t created by a pot of pigment can have a value greater than 25 GP, and the total value of all objects created by a pot of pigment can't exceed 500 GP. If you paint"
      },
      {
        "document": 1625,
        "excerpt": "the command word to deactivate it. Any creature other than you that sees its reflection in the activated mirror while within 30 feet of the mirror must succeed on"
      },
      {
        "document": 1627,
        "excerpt": "ts magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly"
      },
      {
        "document": 1630,
        "excerpt": "y rolling on the table below. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that"
      },
      {
        "document": 1631,
        "excerpt": "+ 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed"
      },
      {
        "document": 1642,
        "excerpt": "s no actions. If a Friendly swarm starts its turn more than 30 feet away from you, your control over that swarm ends, and the swarm behaves as it normally would and"
      },
      {
        "document": 1651,
        "excerpt": "effect on you if your Strength is equal to or greater than that score. This potion's transparent liquid has floating in it a sliver of light resembling a giant's"
      },
      {
        "document": 1677,
        "excerpt": "you can move each sphere up to 30 feet, but no farther than 120 feet away from yourself. The first time the sphere comes within 5 feet of a creature other than you"
      },
      {
        "document": 1678,
        "excerpt": "ng as the spell is cast. The spell has no effect other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The le"
      },
      {
        "document": 1692,
        "excerpt": "n create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of level 5. You use the stored levels in place of your slots but o"
      },
      {
        "document": 1709,
        "excerpt": "the spell is on your spell list but of a higher level than you can normally cast, you make an ability check using your spellcasting ability to determine whether yo"
      },
      {
        "document": 1718,
        "excerpt": "making the area Heavily Obscured for creatures other than you. A strong wind (like that created by Gust of Wind) disperses the swarm and ends the effect. Spells."
      },
      {
        "document": 1733,
        "excerpt": "20 unless your Strength is already equal to or greater than that score. The weapon deals an extra 1d8 Thunder damage to any creature it hits and an extra 3d8 Thunde"
      },
      {
        "document": 1744,
        "excerpt": "as 7 charges. While holding it, you can expend no more than 3 charges to cast Fireball (save DC 15) from it. For 1 charge, you cast the level 3 version of the spell"
      },
      {
        "document": 1745,
        "excerpt": "as 7 charges. While holding it, you can expend no more than 3 charges to cast Lightning Bolt (save DC 15) from it. For 1 charge, you cast the level 3 version of the"
      },
      {
        "document": 1747,
        "excerpt": "as 7 charges. While holding it, you can expend no more than 3 charges to cast Magic Missile from it. For 1 charge, you cast the level 1 version of the spell. You ca"
      },
      {
        "document": 1753,
        "excerpt": "DC of 15. If a spell's maximum range is normally less than 120 feet, it becomes 120 feet when cast from the wand. If an effect has multiple possible subjects, the"
      },
      {
        "document": 1810,
        "excerpt": "w Black Puddings. Each new pudding is one size smaller than the original pudding and acts on its Initiative. The original pudding's Hit Points are divided evenly b"
      },
      {
        "document": 1823,
        "excerpt": "jump distance is determined using its Dexterity rather than its Strength."
      },
      {
        "document": 1846,
        "excerpt": "t returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 1922,
        "excerpt": "he Luring Song of other harpies. If the target is more than 5 feet from the harpy, the target moves on its turn toward the harpy by the most direct route, trying to"
      },
      {
        "document": 1969,
        "excerpt": "Medium Humanoid, or it returns to its true form. Other than its size, its game statistics are the same in each form. Any equipment it is wearing or carrying isn't t"
      },
      {
        "document": 1972,
        "excerpt": "new Ochre Jellies. Each new jelly is one size smaller than the original jelly and acts on its Initiative. The original jelly's Hit Points are divided evenly betwee"
      },
      {
        "document": 1976,
        "excerpt": "r a Large Giant, or it returns to its true form. Other than its size, its game statistics are the same in each form. Any equipment it is wearing or carrying isn't t"
      },
      {
        "document": 2048,
        "excerpt": "1 day or until it dies, the treant dies, or it is more than 120 feet from the treant. The tree then takes root if possible."
      },
      {
        "document": 2056,
        "excerpt": "m, the vampire can't speak. Its game statistics, other than its size and Speed, are unchanged. While in mist form, the vampire can't take any actions, speak, or ma"
      },
      {
        "document": 2067,
        "excerpt": "to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 2068,
        "excerpt": "to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 2069,
        "excerpt": "to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 2070,
        "excerpt": "to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 2071,
        "excerpt": "to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 2073,
        "excerpt": "e or its body is destroyed. The wight can have no more than twelve zombies under its control at a time."
      },
      {
        "document": 2078,
        "excerpt": "hin 10 feet of itself that has been dead for no longer than 1 minute. The target's spirit rises as a Specter in the space of its corpse or in the nearest unoccupied"
      }
    ],
    "thanks": [
      {
        "document": 134,
        "excerpt": "unted by the spirit of a previous owner, or self-aware thanks to the magic used to create it. A sentient item might be a cherished ally to its wielder or a continual"
      },
      {
        "document": 969,
        "excerpt": "Thanks to your travels, you gain the following benefits. Expertise. Choose one of your skill proficiencies wit"
      },
      {
        "document": 974,
        "excerpt": "Thanks to your athleticism, you have Advantage on Initiative rolls and Strength (Athletics) checks. In additio"
      }
    ],
    "that's": [
      {
        "document": 37,
        "excerpt": "attacks use Strength and ranged attacks use Dexterity. That's a general rule, and a general rule is in effect as long as something in the game doesn't explicitly say"
      },
      {
        "document": 41,
        "excerpt": "at uses the tool. If you have proficiency in the skill that's also used with that check, you have Advantage on the check too. This means you can benefit from both ski"
      },
      {
        "document": 75,
        "excerpt": "sts 1 square of movement to enter an unoccupied square that's adjacent to your space (orthogonally or diagonally adjacent). A square of Difficult Terrain costs 2 squa"
      },
      {
        "document": 143,
        "excerpt": "alizes a creature's name and presents it in bold type, that's a visual cue pointing you to the creature's stat block. Unless the text states otherwise, the stat block"
      },
      {
        "document": 384,
        "excerpt": "s. A weapon must be held. In most cases, a magic item that's meant to be worn can fit a creature regardless of size or build. Magic garments are made to be easily ad"
      },
      {
        "document": 413,
        "excerpt": "that uses the tool. If you have proficiency in a skill that's used with that check, you have Advantage on the check too. Your features might give you proficiency wit"
      },
      {
        "document": 513,
        "excerpt": "of any size, but a level 2 spell fits only into a slot that's at least level 2. So when a level 3 Wizard casts Magic Missile, a level 1 spell, that Wizard spends one"
      },
      {
        "document": 616,
        "excerpt": "ger - Heavy snow, ice, rubble, or undergrowth - Liquid that's between shin- and waist-deep - A narrow opening sized for a creature one size smaller than you - A slope"
      },
      {
        "document": 670,
        "excerpt": "mmitted. How a spell like Remove Curse affects a curse that's part of your adventure is up to you - the spell might merely suppress the effects of the curse for a tim"
      },
      {
        "document": 1454,
        "excerpt": "roup (or the target object) appear in a different area that's visually or thematically similar to the target area. You appear in the closest similar place. If you are"
      }
    ],
    "thaumaturge": [
      {
        "document": 964,
        "excerpt": "y with Martial weapons and training with Heavy armor. Thaumaturge. You know one extra cantrip from the Cleric spell list. In addition, your mystical connection to the div"
      }
    ],
    "thaumaturgy": [
      {
        "document": 910,
        "excerpt": "Thaumaturgy"
      },
      {
        "document": 964,
        "excerpt": "rom the Cleric spell list. Guidance, Sacred Flame, and Thaumaturgy are recommended. Whenever you gain a Cleric level, you can replace one of your cantrips with another ca"
      },
      {
        "document": 994,
        "excerpt": "You know the Thaumaturgy cantrip. When you cast it with this trait, the spell uses the same spellcasting ability you use for your"
      },
      {
        "document": 1456,
        "excerpt": "Thaumaturgy"
      },
      {
        "document": 1764,
        "excerpt": "s required to maintain the spell), Speak with Animals, Thaumaturgy 1/Day Each: Detect Thoughts, Water Breathing"
      },
      {
        "document": 1776,
        "excerpt": "s required to maintain the spell), Speak with Animals, Thaumaturgy 1/Day Each: Detect Thoughts, Control Water, Scrying, Water Breathing"
      },
      {
        "document": 1838,
        "excerpt": "DC 12, +4 to hit with spell attacks): At Will: Light, Thaumaturgy 2/Day: Command 1/Day: Hold Person"
      },
      {
        "document": 1920,
        "excerpt": "the spellcasting ability (spell save DC 16): At Will: Thaumaturgy 1/Day Each: Clairvoyance, Cure Wounds (level 6 version), Flame Strike (level 6 version), Geas, True See"
      },
      {
        "document": 1966,
        "excerpt": "+9 to hit with spell attacks): At Will: Dispel Magic, Thaumaturgy 1/Day Each: Animate Dead, Harm, Insect Plague (level 7 version)"
      },
      {
        "document": 1991,
        "excerpt": "g Wisdom as the spellcasting ability: At Will: Light, Thaumaturgy"
      },
      {
        "document": 1992,
        "excerpt": "llcasting ability (spell save DC 13): At Will: Light, Thaumaturgy 1/Day: Spirit Guardians"
      },
      {
        "document": 2025,
        "excerpt": "ty (spell save DC 20): At Will: Detect Evil and Good, Thaumaturgy 1/Day Each: Detect Magic, Dispel Magic, Greater Restoration, Heroes' Feast, Zone of Truth"
      }
    ],
    "thaws": [
      {
        "document": 1202,
        "excerpt": "killed by this spell becomes a frozen statue until it thaws. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 5."
      }
    ],
    "their": [
      {
        "document": 7,
        "excerpt": "the character dies if the remainder equals or exceeds their Hit Point maximum. For example, if your character has a Hit Point maximum of 12, currently has 6 Hit Poi"
      },
      {
        "document": 26,
        "excerpt": "ster Describes a Scene. The GM tells the players where their adventurers are and what's around them (how many doors lead out of a room, what's on a table, and so on)"
      },
      {
        "document": 27,
        "excerpt": "features give characters a different way to calculate their AC. A character with multiple features that give different ways to calculate AC must choose which one to"
      },
      {
        "document": 36,
        "excerpt": "haracter has Athletics proficiency, the character adds their Proficiency Bonus to the Strength check. If the character lacks that proficiency, they make the check wi"
      },
      {
        "document": 40,
        "excerpt": "Proficiency in a saving throw lets a character add their Proficiency Bonus to saves that use a particular ability. For example, proficiency in Wisdom saves lets"
      },
      {
        "document": 41,
        "excerpt": "gains proficiency with various weapons and tools from their class and background. There are two categories of equipment proficiency: Weapons. Anyone can wield a we"
      },
      {
        "document": 46,
        "excerpt": "During their adventures, player characters meet many different people and face some monsters that would rather talk t"
      },
      {
        "document": 47,
        "excerpt": "NPC. If you offer NPCs something they want or play on their sympathies, fears, or goals, you can form friendships, ward off violence, or learn a key piece of inform"
      },
      {
        "document": 51,
        "excerpt": "As adventurers explore, their equipment can help them in many ways. For example, they can reach out-of-the-way places with a Ladder, p"
      },
      {
        "document": 57,
        "excerpt": "often simple to resolve. The player tells the GM that their character is doing something, such as moving a lever or opening a door, and the GM describes what happe"
      },
      {
        "document": 72,
        "excerpt": "are located. Given the adventurers' marching order or their stated positions in the room or other location, the GM figures out where the adversaries are - how far a"
      },
      {
        "document": 73,
        "excerpt": "nitiative; they make a Dexterity check that determines their place in the Initiative order. The GM rolls for monsters. For a group of identical creatures, the GM mak"
      },
      {
        "document": 74,
        "excerpt": "objects always require an action to use, as stated in their descriptions."
      },
      {
        "document": 91,
        "excerpt": "attacks with a reach greater than 5 feet, as noted in their descriptions."
      },
      {
        "document": 92,
        "excerpt": "er determines target numbers and tells players whether their rolls are successful. The target number for an ability check or a saving throw is called a Difficulty Cl"
      },
      {
        "document": 93,
        "excerpt": "Combatants watch for enemies to drop their guard. If you move heedlessly past your foes, you put yourself in danger by provoking an Opportunity Att"
      },
      {
        "document": 110,
        "excerpt": "s are listed in “Rules Glossary\" and have no rules of their own, but other rules, such as Resistance, rely on damage types."
      },
      {
        "document": 114,
        "excerpt": "racter could rarely have otherwise, or they complement their owner's capabilities in wondrous ways."
      },
      {
        "document": 115,
        "excerpt": "e magic weapons specify the type of weapon they are in their descriptions, such as a Longsword or Longbow. If no weapon type is specified, you may choose the type or"
      },
      {
        "document": 117,
        "excerpt": "of Missile Snaring so long as the matching glove is on their person."
      },
      {
        "document": 120,
        "excerpt": "s activated. Certain items use the following rules for their activation."
      },
      {
        "document": 123,
        "excerpt": "of a spell. A magic item may require the user to use their own spellcasting ability when casting a spell from the item. If the user has more than one spellcasting"
      },
      {
        "document": 124,
        "excerpt": "c items have charges that must be expended to activate their properties. The number of charges an item has remaining is revealed when the Identify spell is cast on i"
      },
      {
        "document": 133,
        "excerpt": "'t be consecutive. Assistants. Characters can combine their efforts to shorten the crafting time. Divide the time needed to create an item by the number of characte"
      },
      {
        "document": 134,
        "excerpt": "er sentient. The GM controls sentient magic items and their activated properties. A bearer who maintains a good relationship with the item can access those properti"
      },
      {
        "document": 158,
        "excerpt": "Monsters have proficiency with their equipment. If a monster has equipment that can be given away or retrieved, the items are listed in the G"
      },
      {
        "document": 174,
        "excerpt": "have the Multiattack entry in the “Actions” section of their stat block. This entry details the attacks a creature can make, as well as any additional abilities it c"
      },
      {
        "document": 177,
        "excerpt": "n options, those are listed in this section along with their triggers. See “Playing the Game” for details on Reactions."
      },
      {
        "document": 181,
        "excerpt": "s the following creature types, which have no rules of their own: Aberrations are utterly alien beings, such as aboleths and cloakers. Beasts are non-Humanoid natu"
      },
      {
        "document": 182,
        "excerpt": "provide additional categorization and have no rules of their own, but certain game effects might refer to them."
      },
      {
        "document": 227,
        "excerpt": "acter's background and species inspire how you imagine their past. That past fed into the character's present. With that in mind, consider answers to the following q"
      },
      {
        "document": 232,
        "excerpt": "raise a score above 20. Some players like to increase their class's primary ability, while others prefer to increase a low score."
      },
      {
        "document": 235,
        "excerpt": "by them. A kindly person who helps others according to their needs is probably Neutral Good. Chaotic Good (CG). Chaotic Good creatures act as their conscience direc"
      },
      {
        "document": 237,
        "excerpt": "Chaotic Neutral (CN). Chaotic Neutral creatures follow their whims, valuing their personal freedom above all else. A scoundrel who wanders the land living by their w"
      },
      {
        "document": 243,
        "excerpt": "example, if a character reaches level 8 and increases their Constitution score from 17 to 18, the Constitution modifier increases to +4. The character's Hit Point m"
      },
      {
        "document": 245,
        "excerpt": "ready set apart from the broader populace by virtue of their extraordinary abilities. They learn their starting class features and choose a subclass. The threats the"
      },
      {
        "document": 249,
        "excerpt": "At tier 4, characters achieve the pinnacle of their class features, becoming heroic archetypes. The fate of the world or even the order of the multiverse mi"
      },
      {
        "document": 252,
        "excerpt": ". With this approach, each character gains one feat of their choice for every 30,000 XP the character earns above 355,000 XP. Epic Boon feats are especially appropri"
      },
      {
        "document": 264,
        "excerpt": "st the spells you do prepare - and potentially enhance their effects. Pact Magic. If you have the Pact Magic feature from the Warlock class and the Spellcasting fea"
      },
      {
        "document": 283,
        "excerpt": "being one of those life forms. Some species can trace their origin to a single world, plane of existence, or god, while other species first appeared in multiple rea"
      },
      {
        "document": 346,
        "excerpt": "jects viewed through a Spyglass are magnified to twice their size."
      },
      {
        "document": 355,
        "excerpt": "ehicle. If multiple animals pull the same vehicle, add their carrying capacities together."
      },
      {
        "document": 378,
        "excerpt": "Some magic items are indistinguishable from their nonmagical counterparts, while others are conspicuously magical. Handling a magic item is enough to giv"
      },
      {
        "document": 386,
        "excerpt": "such as boots, bracers, gauntlets, and gloves - impart their benefits only if both items of the pair are worn. For example, a character wearing a Boot of Striding an"
      },
      {
        "document": 390,
        "excerpt": "e days needn't be consecutive. Characters can combine their efforts to shorten the crafting time. Divide the time needed to create an item by the number of characte"
      },
      {
        "document": 398,
        "excerpt": "Characters often find coins on their adventures and can spend those coins in shops, inns, and other businesses. Coins come in different denom"
      },
      {
        "document": 420,
        "excerpt": "ods and valuables - like gems and art objects - retain their full value in the marketplace. \"Magic Items\" has prices for magic items."
      },
      {
        "document": 451,
        "excerpt": "As a Utilize action, you can spill Ball Bearings from their pouch. They spread to cover a level, 10-foot-square area within 10 feet of yourself. A creature that ent"
      },
      {
        "document": 463,
        "excerpt": "As a Utilize action, you can spread Caltrops from their bag to cover a 5-foot-square area within 5 feet of yourself. A creature that enters this area for the fi"
      },
      {
        "document": 488,
        "excerpt": "e categories help describe spells but have no rules of their own, although some other rules refer to them. Schools of Magic"
      },
      {
        "document": 494,
        "excerpt": "d by the spell, that the spellcaster must touch within their reach. Self. The spell is cast on the spellcaster or emanates from them, as specified in the spell. If"
      },
      {
        "document": 498,
        "excerpt": "et of gestures. A spellcaster must use at least one of their hands to perform these movements."
      },
      {
        "document": 505,
        "excerpt": "The effects of different spells add together while their durations overlap. In contrast, the effects of the same spell cast multiple times don't combine. Instead"
      },
      {
        "document": 508,
        "excerpt": "tion by Class Most spellcasting monsters don't change their lists of prepared spells, but the GM is free to alter them."
      },
      {
        "document": 592,
        "excerpt": "equire Concentration to remain active, as specified in their descriptions. If the effect's creator loses Concentration, the effect ends. If the effect has a maximum"
      },
      {
        "document": 608,
        "excerpt": "fferent types of damage. Damage types have no rules of their own, but other rules, such as Resistance, rely on the types. The Damage Types table offers examples to h"
      },
      {
        "document": 614,
        "excerpt": "Saving Throw (also called a Death Save) if they start their turn with 0 Hit Points. See also “Playing the Game” (“Damage and Healing”)."
      },
      {
        "document": 645,
        "excerpt": "Some creatures can hover, as noted in their stat blocks, and some spells and other effects grant the ability to hover. Hovering while flying prevent"
      },
      {
        "document": 652,
        "excerpt": "Initiative. Sometimes a GM might have combatants use their Initiative scores instead of rolling Initiative. Your Initiative score equals 10 plus your Dexterity mod"
      },
      {
        "document": 662,
        "excerpt": "Martial weapons or armor, as characters get them from their class choices."
      },
      {
        "document": 667,
        "excerpt": "onsters are associated with curses, whether as part of their origins or due to their ability to spread curses - werewolves being a prime example. You decide how a s"
      },
      {
        "document": 670,
        "excerpt": "they're being punished and be able to learn how to end their curse, likely by symbolically righting the wrong they committed. How a spell like Remove Curse affects a"
      },
      {
        "document": 688,
        "excerpt": "Due to the nature of their vocation, adventurers tend to be less susceptible to fear and mental stress than common folk. Whereas a"
      },
      {
        "document": 693,
        "excerpt": "Given their insidious and deadly nature, poisons are a favorite tool among assassins and evil creatures. Poisons com"
      },
      {
        "document": 712,
        "excerpt": "Traps should be used sparingly, lest they lose their charm. A hidden pit can be a fun surprise, but too many traps in an adventure can lead players to become"
      },
      {
        "document": 713,
        "excerpt": "ay × 2/3 (round down) If the characters are flying or their special movement allows them to ignore Difficult Terrain, they can move at a Fast pace regardless of the"
      },
      {
        "document": 714,
        "excerpt": "ssed in rounds, minutes, or hours. Others specify that their effects last until the trap is destroyed or dispelled. If a trap's duration is instantaneous, its effect"
      },
      {
        "document": 724,
        "excerpt": "miles per hour (as shown in “Equipment”) to determine their rate of travel, and they don't choose a travel pace."
      },
      {
        "document": 725,
        "excerpt": "rent types of monsters work together, they can combine their abilities - just like characters with different classes and origins. A diverse force is more powerful."
      },
      {
        "document": 727,
        "excerpt": "to have one or two scary moments for the players, but their characters should emerge victorious with no casualties. One or more of them might need to use healing re"
      },
      {
        "document": 731,
        "excerpt": "encounter, the higher the risk that a lucky streak on their part could deal more damage to the characters than you expect. If your encounter includes more than two"
      },
      {
        "document": 735,
        "excerpt": "to help a player craft the story they have in mind for their character. This section describes, step by step, how you can create backgrounds tailored for your world"
      },
      {
        "document": 789,
        "excerpt": "Both potions lose their effects, and the mixture creates a magical explosion in a 5-foot-radius Sphere centered on itself. Each"
      },
      {
        "document": 968,
        "excerpt": "dicated are fallible. Sometimes a Paladin transgresses their oath. A Paladin who has broken a vow typically seeks absolution, spending an all-night vigil as a sign"
      },
      {
        "document": 973,
        "excerpt": "s have those spells prepared, and you can cast them at their lowest level without expending a spell slot. To cast either spell at a higher level, you must expend a s"
      },
      {
        "document": 975,
        "excerpt": "ircle's wisest members preside as the chief priests of their communities."
      },
      {
        "document": 976,
        "excerpt": "members gather in libraries and universities to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption"
      },
      {
        "document": 978,
        "excerpt": "ing as artillery to blast armies from afar. Others use their power to protect others, while some seek their own gain."
      },
      {
        "document": 982,
        "excerpt": "this oath are devoted to gods of law and good and use their gods' tenets as the measure of personal devotion. Others hold angels as their ideals and incorporate ima"
      },
      {
        "document": 983,
        "excerpt": "Barbarians who walk the Path of the Berserker direct their Rage primarily toward violence. Their path is one of untrammeled fury, and they thrill in the chaos of b"
      },
      {
        "document": 985,
        "excerpt": "unarmed combat. They learn techniques to push and trip their opponents and manipulate their own energy to protect themselves from harm."
      },
      {
        "document": 1236,
        "excerpt": "ome plane if it isn't there already. If they aren't on their home plane, Undead are sent to the Shadowfell, and Fey are sent to the Feywild. Dispel Magic Level 3 A"
      },
      {
        "document": 1287,
        "excerpt": "prevent portals created by this spell from opening in their presence or anywhere within their domains. When you cast this spell, you can speak the name of a specif"
      },
      {
        "document": 1349,
        "excerpt": "er. You determine the appearance of these servants and their attire. They are invulnerable and obey your commands. Each servant can perform tasks that a human could"
      },
      {
        "document": 1354,
        "excerpt": "t would obviously deal damage to any of the targets or their allies. For example, you could say, “Walk to the village down that road, and help the villagers there ha"
      },
      {
        "document": 1376,
        "excerpt": "e or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you. A task that can be measured in minutes requires a payment worth"
      },
      {
        "document": 1437,
        "excerpt": "to uproot themselves and move about, but they can move their branches, tendrils, and stalks for you. If a Plant creature is in the area, you can communicate with it"
      },
      {
        "document": 1440,
        "excerpt": "manation for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cas"
      },
      {
        "document": 1478,
        "excerpt": "r until the spell ends. Affected creatures also retain their normal mode of respiration."
      },
      {
        "document": 1559,
        "excerpt": "tack rolls against demons and on saving throws against their spells and special abilities."
      },
      {
        "document": 1561,
        "excerpt": "ight be Hostile toward you for compelling them against their will. Once you have used this property, it can't be used again for 1 hour. Destroying an Orb. A Dragon"
      },
      {
        "document": 1562,
        "excerpt": "cales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them. Other times, hunters carefully preserve the hide of a dead dragon. In ei"
      },
      {
        "document": 1627,
        "excerpt": "er, the remaining number of cards fly from the deck on their own and take effect all at once. Once a card is drawn, it disappears. Unless the card is the Fool or Je"
      },
      {
        "document": 1679,
        "excerpt": "aster must make a saving throw against the spell using their own spell save DC."
      },
      {
        "document": 1884,
        "excerpt": "ooks unique and functions differently from the others. Their properties are as follows: Goat of Terror. This figurine can become a Giant Goat for up to 3 hours. Th"
      }
    ],
    "them": [
      {
        "document": 16,
        "excerpt": ". If you have Temporary Hit Points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if a spell grants yo"
      },
      {
        "document": 17,
        "excerpt": "n't be added to your Hit Points, healing can't restore them, and receiving Temporary Hit Points doesn't count as healing. Because Temporary Hit Points aren't Hit Po"
      },
      {
        "document": 18,
        "excerpt": "ide DCs for certain checks, but the GM ultimately sets them. The Typical Difficulty Classes table presents a range of possible DCs for ability checks. Typical Diff"
      },
      {
        "document": 26,
        "excerpt": "players where their adventurers are and what's around them (how many doors lead out of a room, what's on a table, and so on). 2: The Players Describe What Their C"
      },
      {
        "document": 32,
        "excerpt": "th Advantage and Disadvantage, the roll has neither of them, and you roll one d20. This is true even if multiple circumstances impose Disadvantage and only one gran"
      },
      {
        "document": 33,
        "excerpt": "c Inspiration to reroll one of those dice, not both of them."
      },
      {
        "document": 49,
        "excerpt": "mple, if the group needs to trick a guard into letting them into a castle, the Rogue who is proficient in Deception should lead the discussion."
      },
      {
        "document": 51,
        "excerpt": "As adventurers explore, their equipment can help them in many ways. For example, they can reach out-of-the-way places with a Ladder, perceive things they woul"
      },
      {
        "document": 55,
        "excerpt": "Some creatures have special senses that help them perceive things in certain situations. “Rules Glossary” defines the following special senses: Blindsigh"
      },
      {
        "document": 75,
        "excerpt": "jects - count squares from a square adjacent to one of them and stop counting in the space of the other one. Count by the shortest route. The GM might require you"
      },
      {
        "document": 92,
        "excerpt": "roll two d20s, but you use the number from only one of them - the higher one if you have Advantage or the lower one if you have Disadvantage. 5: Add Modifiers. Add"
      },
      {
        "document": 106,
        "excerpt": "extra damage. Roll the attack's damage dice twice, add them together, and add any relevant modifiers as normal. For example, if you score a Critical Hit with a Dagg"
      },
      {
        "document": 137,
        "excerpt": "isma scores. Choose the item's abilities, or determine them randomly as follows: roll 4d6 for each one, dropping the lowest roll and totaling the rest."
      },
      {
        "document": 144,
        "excerpt": "ts. Unless the effects are immediately obvious, reveal them only when they become evident. Potion Miscibility"
      },
      {
        "document": 156,
        "excerpt": "Legendary Actions in its stat block, make sure it uses them as often as it can."
      },
      {
        "document": 161,
        "excerpt": "nd Gear. If a monster lacks those details, entries for them don't appear. Traits. Monster characteristics that are active at all times or during certain situations"
      },
      {
        "document": 175,
        "excerpt": "spell. A monster that requires Material components has them. Casting Times of 1+ Minutes. If a spell has a casting time of 1 minute or more yet is listed in a spel"
      },
      {
        "document": 182,
        "excerpt": "of their own, but certain game effects might refer to them."
      },
      {
        "document": 229,
        "excerpt": "x numbers using the instructions below and then assign them to your six abilities. \"Playing the Game\" explains what each ability means."
      },
      {
        "document": 231,
        "excerpt": "Once you've generated six scores, assign them to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma, keeping in mind your class's p"
      },
      {
        "document": 232,
        "excerpt": "After assigning your ability scores, adjust them according to your background. Your background lists three abilities; increase one of those scores by 2 a"
      },
      {
        "document": 235,
        "excerpt": "hey can, working within rules but not feeling bound by them. A kindly person who helps others according to their needs is probably Neutral Good. Chaotic Good (CG)."
      },
      {
        "document": 241,
        "excerpt": "spells and the attack bonus for attacks you make with them, using these formulas: Spell save DC = 8 + spellcasting ability modifier + Proficiency Bonus Spell att"
      },
      {
        "document": 244,
        "excerpt": "level, characters acquire new capabilities that equip them to handle greater challenges. As characters advance in level, the tone of the game also changes, and the"
      },
      {
        "document": 248,
        "excerpt": "3, characters have reached a level of power that makes them special among adventurers. At level 11, many spellcasters learn reality-altering spells. Other character"
      },
      {
        "document": 253,
        "excerpt": "they might be available for purchase if your GM allows them."
      },
      {
        "document": 257,
        "excerpt": "ice. If these dice are the same die type, you can pool them together. For example, both the Fighter and the Paladin have a d10 Hit Die, so if you are a level 5 Figh"
      },
      {
        "document": 319,
        "excerpt": "xterity (Sleight of Hand) check as an action. Bursting them requires a successful DC 25 Strength (Athletics) check as an action. Each set of Manacles comes with a"
      },
      {
        "document": 365,
        "excerpt": "s have no inherent consequences, but the GM might take them into account when determining risks or how others perceive your character."
      },
      {
        "document": 378,
        "excerpt": "d of the rest, you learn its properties and how to use them (but not any curse the item might bear). Sometimes a magic item carries a clue to its properties. The c"
      },
      {
        "document": 379,
        "excerpt": "e a creature to form a bond - called Attunement - with them before the creature can use an item's magical properties. Without becoming attuned to an item that requi"
      },
      {
        "document": 407,
        "excerpt": "or hold a Shield, but only those with training can use them effectively, as explained below. A character's class and other features determine the character's armor"
      },
      {
        "document": 447,
        "excerpt": "he different types and the amount you get when you buy them. The table also lists the item that is typically used to store each type; storage must be bought separat"
      },
      {
        "document": 488,
        "excerpt": "rules of their own, although some other rules refer to them. Schools of Magic"
      },
      {
        "document": 494,
        "excerpt": "The spell is cast on the spellcaster or emanates from them, as specified in the spell. If a spell has movable effects, they aren't restricted by its range unless"
      },
      {
        "document": 499,
        "excerpt": "rwise. The spellcaster must have a hand free to access them, but it can be the same hand used to perform Somatic components, if any. If a spell doesn't consume its"
      },
      {
        "document": 508,
        "excerpt": "lists of prepared spells, but the GM is free to alter them."
      },
      {
        "document": 514,
        "excerpt": "racters and monsters have special abilities that allow them to cast specific spells without a spell slot. This casting is usually limited in another way, such as be"
      },
      {
        "document": 527,
        "excerpt": "se the score by 5. If the creature has Disadvantage on them, decrease the score by 5. For example, a level 1 character with a Wisdom of 15 and proficiency in Percep"
      },
      {
        "document": 567,
        "excerpt": "and you automatically succeed on saving throws against them. Transformations. You discern the true form of any creature or object you see that has been transformed"
      },
      {
        "document": 575,
        "excerpt": "e a creature to form a bond - called Attunement - with them before the creature can use an item's magical properties. A creature can have Attunement with no more th"
      },
      {
        "document": 600,
        "excerpt": "et. Roll all of the attack's damage dice twice and add them together. Then add any relevant modifiers. See also \"Playing the Game\" (\"Damage and Healing\")."
      },
      {
        "document": 613,
        "excerpt": "A dead creature has no Hit Points and can't regain them unless it is first revived by magic such as the Raise Dead or Revivify spell. When such a spell is cast,"
      },
      {
        "document": 633,
        "excerpt": "Strike. Many monsters have special attacks that allow them to quickly grapple prey. However a grapple is initiated, it follows these rules. See also “Unarmed Strik"
      },
      {
        "document": 638,
        "excerpt": "series of encounters. A story emerges through playing them. See also \"Encounter.\""
      },
      {
        "document": 643,
        "excerpt": "bject. Damage reduces Hit Points, and healing restores them. You can't have more Hit Points than your Hit Point maximum, and you can't have less than 0. See also \"B"
      },
      {
        "document": 662,
        "excerpt": "'t include Martial weapons or armor, as characters get them from their class choices."
      },
      {
        "document": 688,
        "excerpt": "turer. If you plan to use any of these rules, discuss them with your players at the start of the campaign."
      },
      {
        "document": 713,
        "excerpt": "characters are flying or their special movement allows them to ignore Difficult Terrain, they can move at a Fast pace regardless of the terrain."
      },
      {
        "document": 727,
        "excerpt": "d emerge victorious with no casualties. One or more of them might need to use healing resources, however. As a rough guideline, a single monster generally presents"
      },
      {
        "document": 738,
        "excerpt": "ravel while waterborne depends on the vehicle carrying them; see “Vehicles.” Intelligence or Wisdom. One or both abilities are ideal for a background that focuses"
      },
      {
        "document": 963,
        "excerpt": "Persuasion are recommended if you have proficiency in them. At Bard level 9, you gain Expertise in two more of your skill proficiencies of your choice."
      },
      {
        "document": 965,
        "excerpt": "throw proficiencies and use your Proficiency Bonus for them, in addition to gaining the proficiencies of the creature. If a skill or saving throw modifier in the Be"
      },
      {
        "document": 968,
        "excerpt": "for you, and Charisma is your spellcasting ability for them. Whenever you gain a Paladin level, you can replace one of these cantrips with another Cleric cantrip."
      },
      {
        "document": 969,
        "excerpt": "s for you, and Wisdom is your spellcasting ability for them. Whenever you gain a Ranger level, you can replace one of these cantrips with another Druid cantrip."
      },
      {
        "document": 970,
        "excerpt": "and Stealth are recommended if you have proficiency in them. At Rogue level 6, you gain Expertise in two more of your skill proficiencies of your choice."
      },
      {
        "document": 973,
        "excerpt": "ved such mastery over certain spells that you can cast them at will. Choose a level 1 and a level 2 spell in your spellbook that have a casting time of an action. Y"
      },
      {
        "document": 975,
        "excerpt": "ess than half your Druid level (round up), and none of them can be level 6+. For example, if you're a level 6 Druid, you can recover up to three levels' worth of sp"
      },
      {
        "document": 977,
        "excerpt": "r back. The wings last for 1 hour or until you dismiss them (no action required). For the duration, you have a Fly Speed of 60 feet. Once you use this feature, you"
      },
      {
        "document": 978,
        "excerpt": "each of which must be no higher than level 2, and add them to your spellbook for free. In addition, whenever you gain access to a new level of spell slots in this"
      },
      {
        "document": 980,
        "excerpt": "e and people everywhere from forces that would destroy them."
      },
      {
        "document": 981,
        "excerpt": "ch can include you), and divide those Hit Points among them. This feature can restore a creature to no more than half its Hit Point maximum."
      },
      {
        "document": 982,
        "excerpt": "ing the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can't use it again until you finish a Long Rest. Yo"
      },
      {
        "document": 983,
        "excerpt": "f battle as they allow their Rage to seize and empower them."
      },
      {
        "document": 985,
        "excerpt": "brations are harmless unless you take an action to end them. Alternatively, when you take the Attack action on your turn, you can forgo one of the attacks to end th"
      },
      {
        "document": 1157,
        "excerpt": "you control multiple creatures, you can command any of them at the same time, issuing the same command to each one). You decide what action the creature will take a"
      },
      {
        "document": 1158,
        "excerpt": "you control multiple creatures, you can command any of them at the same time, issuing the same command to each one). If you issue no commands, the creature takes th"
      },
      {
        "document": 1182,
        "excerpt": "ceive you unless they have a special ability that lets them perceive things on the Ethereal Plane. You return to the other plane at the start of your next turn and"
      },
      {
        "document": 1219,
        "excerpt": "you control multiple creatures, you can command any of them at the same time, issuing the same command to them). You decide what action the creature will take and w"
      },
      {
        "document": 1222,
        "excerpt": "eate up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the"
      },
      {
        "document": 1254,
        "excerpt": "rom the grasping plants and is no longer Restrained by them."
      },
      {
        "document": 1256,
        "excerpt": "t perceive or interact with you unless a feature gives them the ability to do so. When the spell ends, you return to the plane you left in the spot that correspond"
      },
      {
        "document": 1292,
        "excerpt": "cts within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from areas of effect created by such spells. Using"
      },
      {
        "document": 1299,
        "excerpt": "Corridors. Fog fills all the warded corridors, making them Heavily Obscured. In addition, at each intersection or branching passage offering a choice of direction,"
      },
      {
        "document": 1302,
        "excerpt": "dance wildly and has a 50 percent chance to extinguish them. As a Bonus Action on your later turns, you can change the direction in which the Line blasts from you."
      },
      {
        "document": 1303,
        "excerpt": "h creatures isn't possessed, Charmed, or Frightened by them while in the area. Extra Effect. You bind an extra effect to the area from the list below: Courage. Cr"
      },
      {
        "document": 1317,
        "excerpt": "er creatures have Disadvantage on attack rolls against them. In addition, when a Fiend or an Undead hits an affected creature with a melee attack roll, the attacker"
      },
      {
        "document": 1322,
        "excerpt": "agical object, you learn its properties and how to use them, whether it requires Attunement, and how many charges it has, if any. You learn whether any ongoing spel"
      },
      {
        "document": 1332,
        "excerpt": "nbarred. If the object has multiple locks, only one of them is unlocked. If the target is held shut by Arcane Lock, that spell is suppressed for 10 minutes, during"
      },
      {
        "document": 1346,
        "excerpt": "he darts all strike simultaneously, and you can direct them to hit one creature or several. Using a Higher-Level Spell Slot. The spell creates one more dart for ea"
      },
      {
        "document": 1352,
        "excerpt": "linded, Deafened, and Poisoned conditions removed from them."
      },
      {
        "document": 1363,
        "excerpt": "rly, you can alter the appearance of structures or add them where none are present. The spell doesn't disguise, conceal, or add creatures. The illusion includes au"
      },
      {
        "document": 1394,
        "excerpt": "d by or gain the Charmed or Frightened conditions from them. If the target is already possessed, Charmed, or Frightened by such a creature, the target has Advantage"
      },
      {
        "document": 1412,
        "excerpt": "Instantaneous You hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target"
      },
      {
        "document": 1435,
        "excerpt": "n use any of the Influence action's skill options with them. Most Beasts have little to say about topics that don't pertain to survival or companionship, but at mi"
      },
      {
        "document": 1437,
        "excerpt": "Emanation with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about event"
      },
      {
        "document": 1480,
        "excerpt": "n. The webs are Difficult Terrain, and the area within them is Lightly Obscured. If the webs aren't anchored between two solid masses (such as walls or trees) or l"
      },
      {
        "document": 1484,
        "excerpt": "e to regain all Hit Points, and you end all effects on them listed in the Greater Restoration spell. Resistance. You grant up to ten creatures that you can see Res"
      },
      {
        "document": 1515,
        "excerpt": "g, they explode in a 10-foot-radius Sphere centered on them. All the dumped beans are destroyed in the explosion, and each creature in the Sphere, including you, ma"
      },
      {
        "document": 1516,
        "excerpt": "day, the bag swallows any objects inside it and spits them out into another plane of existence. The GM determines the time and plane. If the bag is pierced or tor"
      },
      {
        "document": 1528,
        "excerpt": "ese furred boots are snug and feel warm. While wearing them, you gain the following benefits. Cold Resistance. You have Resistance to Cold damage and can tolerate"
      },
      {
        "document": 1560,
        "excerpt": "o Large size. The shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different pla"
      },
      {
        "document": 1561,
        "excerpt": "to the orb might be Hostile toward you for compelling them against their will. Once you have used this property, it can't be used again for 1 hour. Destroying an"
      },
      {
        "document": 1562,
        "excerpt": "etimes dragons collect their cast-off scales and gift them. Other times, hunters carefully preserve the hide of a dead dragon. In either case, Dragon Scale Mail is"
      },
      {
        "document": 1576,
        "excerpt": "fit over the eyes. They have 3 charges. While wearing them, you can expend 1 or more charges to cast Charm Person (save DC 13). For 1 charge, you cast the level 1"
      },
      {
        "document": 1577,
        "excerpt": "These crystal lenses fit over the eyes. While wearing them, your vision improves significantly out to a range of 1 foot, granting you Darkvision within that range"
      },
      {
        "document": 1578,
        "excerpt": "These crystal lenses fit over the eyes. While wearing them, you have Advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility,"
      },
      {
        "document": 1584,
        "excerpt": "effect on you if your Strength is 19 or higher without them."
      },
      {
        "document": 1591,
        "excerpt": "ese gloves are imperceptible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks."
      },
      {
        "document": 1598,
        "excerpt": "lames last until you take a Bonus Action to extinguish them or until you drop or stow the weapon. Ruby Resistance. As long as the helm has at least one ruby, you h"
      },
      {
        "document": 1608,
        "excerpt": "a ladder, staircase, or ramp (your choice) connecting them. This ladder, staircase, or ramp ends at a trap-door leading to the roof. When created, the tower has a"
      },
      {
        "document": 1609,
        "excerpt": "brant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 4 levels of spells at a time. When found, it contains 1d4"
      },
      {
        "document": 1627,
        "excerpt": "eclare how many cards you intend to draw and then draw them randomly. Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card"
      },
      {
        "document": 1641,
        "excerpt": "ges daily at dawn. You can take a Magic action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature of your choice within 30 feet o"
      },
      {
        "document": 1642,
        "excerpt": "d you and won't attack you unless you threaten or harm them. The pipes have 3 charges and regain 1d3 expended charges daily at dawn. If you play the pipes as a Mag"
      },
      {
        "document": 1678,
        "excerpt": "nement) This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When fo"
      },
      {
        "document": 1686,
        "excerpt": "ansparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thi"
      },
      {
        "document": 1691,
        "excerpt": "ther patches. The GM chooses the patches or determines them randomly by rolling on the following table. 1d100 Patch 01-08 Bag of 100 GP 09–15 Silver coffer (1 fo"
      },
      {
        "document": 1720,
        "excerpt": "rm before losing all its Hit Points, it regains all of them."
      },
      {
        "document": 1753,
        "excerpt": "sible subjects, the GM determines randomly which among them are affected. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend"
      },
      {
        "document": 1759,
        "excerpt": "ear, you fall. When the wings disappear, you can't use them again for 1d12 hours. ---"
      },
      {
        "document": 1811,
        "excerpt": "ink Dog; understands Elvish and Sylvan but can't speak them"
      },
      {
        "document": 1835,
        "excerpt": "n communicate with it telepathically only if it allows them."
      },
      {
        "document": 1869,
        "excerpt": "ller creatures if it has room inside itself to contain them (see the Ooze Cube trait). Dexterity Saving Throw: DC 12, each creature whose space the cube enters for"
      },
      {
        "document": 1881,
        "excerpt": "erstands Common and Primordial (Auran) but can't speak them"
      },
      {
        "document": 1882,
        "excerpt": "understands Common, Elvish, and Sylvan but can't speak them"
      },
      {
        "document": 1884,
        "excerpt": "ack, but you can (harmlessly) remove its horns and use them as weapons. One horn becomes a +1 Lance, and the other becomes a +2 Longsword. Removing a horn requires"
      },
      {
        "document": 1890,
        "excerpt": "understands Common, Elvish, and Sylvan but can't speak them"
      },
      {
        "document": 1931,
        "excerpt": "the same plane of existence as its master, the two of them can communicate telepathically with each other."
      }
    ],
    "thematically": [
      {
        "document": 1454,
        "excerpt": "object) appear in a different area that's visually or thematically similar to the target area. You appear in the closest similar place. If you are heading for your home la"
      }
    ],
    "theme": [
      {
        "document": 735,
        "excerpt": "customizing an existing one can reflect the particular theme of your campaign or elements of your world. You can also create a background to help a player craft the"
      }
    ],
    "themselves": [
      {
        "document": 117,
        "excerpt": "ems that are meant to be worn tend to magically adjust themselves to the wearer. However, you can decide that a magic item doesn't adjust its size to fit any wearer. For"
      },
      {
        "document": 384,
        "excerpt": "made to be easily adjustable, or they magically adjust themselves to the wearer."
      },
      {
        "document": 496,
        "excerpt": "must be uttered in a normal speaking voice. The words themselves aren't the source of the spell's power; rather, the particular combination of sounds, with specific pitc"
      },
      {
        "document": 599,
        "excerpt": "the game's creature types: The types don't have rules themselves, but some rules in the game affect creatures of certain types in different ways."
      },
      {
        "document": 702,
        "excerpt": "Characters can push themselves to travel for more than 8 hours per day, at the risk of tiring. At the end of each additional hour of tr"
      },
      {
        "document": 982,
        "excerpt": "he archetype of the knight in shining armor. They hold themselves to the highest standards of conduct, and some - for better or worse - hold the rest of the world to the"
      },
      {
        "document": 985,
        "excerpt": "r opponents and manipulate their own energy to protect themselves from harm."
      },
      {
        "document": 1437,
        "excerpt": "e duration. The spell doesn't enable plants to uproot themselves and move about, but they can move their branches, tendrils, and stalks for you. If a Plant creature is"
      }
    ],
    "then": [
      {
        "document": 5,
        "excerpt": "1 Hit Point and give it the Unconscious condition. It then starts a Short Rest, at the end of which that condition ends on it. The condition ends early if the crea"
      },
      {
        "document": 7,
        "excerpt": "to 0 Hit Points, but 12 damage remains. The character then dies, since 12 equals their Hit Point maximum."
      },
      {
        "document": 14,
        "excerpt": "it Points and take 7 damage, you lose those points and then lose 2 Hit Points."
      },
      {
        "document": 27,
        "excerpt": "the creature's Dexterity modifier A creature's AC can then be modified by armor, magic items, spells, and more. Only One Base AC. Some spells and class features g"
      },
      {
        "document": 47,
        "excerpt": "onality. You might be able to learn an NPC's goals and then use that information to influence the NPC. If you offer NPCs something they want or play on their sympa"
      },
      {
        "document": 79,
        "excerpt": "of 30 feet, you could go 10 feet, take an action, and then go 20 feet."
      },
      {
        "document": 113,
        "excerpt": "Fire damage, the damage is first reduced by 5 (to 23), then halved for the creature's Resistance (and rounded down to 11), then doubled for its Vulnerability (to 22"
      },
      {
        "document": 170,
        "excerpt": "s whether the attack is a melee or a ranged attack and then provides the attack roll's bonus, its reach or range, and what happens on a hit. An attack is against on"
      },
      {
        "document": 171,
        "excerpt": "w, the effect identifies the kind of save required and then provides the save's DC, a description of which creatures make the save, and an explanation of what happe"
      },
      {
        "document": 179,
        "excerpt": "in an action means a monster can take the action once. Then, at the start of each of the monster's turns, it regains the use of that action if it rolls a 5 or 6 on"
      },
      {
        "document": 226,
        "excerpt": "ve chosen a species, write it on your character sheet. Then record your species’ traits. Your character's size and Speed are determined by the character's species;"
      },
      {
        "document": 229,
        "excerpt": "a set of six numbers using the instructions below and then assign them to your six abilities. \"Playing the Game\" explains what each ability means."
      },
      {
        "document": 236,
        "excerpt": "er. Choose whichever style of sheet works for you, and then embark on creating a character!"
      },
      {
        "document": 243,
        "excerpt": "ier increases to +4. The character's Hit Point maximum then increases by 8, in addition to the Hit Points gained for reaching level 8."
      },
      {
        "document": 264,
        "excerpt": "r levels (round up) in the Paladin and Ranger classes Then look up this total level in the Level column of the Multiclass Spellcaster table. You use the slots for"
      },
      {
        "document": 274,
        "excerpt": "pell list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column, C means the spell requi"
      },
      {
        "document": 275,
        "excerpt": "pell list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column, C means the spell requi"
      },
      {
        "document": 276,
        "excerpt": "pell list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column, C means the spell requi"
      },
      {
        "document": 277,
        "excerpt": "pell list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column, C means the spell requi"
      },
      {
        "document": 278,
        "excerpt": "pell list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column, C means the spell requi"
      },
      {
        "document": 279,
        "excerpt": "pell list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column, C means the spell requi"
      },
      {
        "document": 280,
        "excerpt": "pell list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column, C means the spell requi"
      },
      {
        "document": 281,
        "excerpt": "pell list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column, C means the spell requi"
      },
      {
        "document": 345,
        "excerpt": "milar material. You can do so to jam a door shut or to then tie a Rope or Chain to the Spike."
      },
      {
        "document": 378,
        "excerpt": "ay, \"Your movement feels strangely fluid.\" Perhaps you then dive into a river to see what happens. The GM would then say you swim unexpectedly well."
      },
      {
        "document": 483,
        "excerpt": "batics) check. If you tied a Rope to the hook, you can then climb it."
      },
      {
        "document": 500,
        "excerpt": "means the spell's magic appears only for a moment and then disappears. Time Span. A duration that provides a time span specifies how long the spell lasts in round"
      },
      {
        "document": 535,
        "excerpt": "t perceivable circumstance will trigger your Reaction. Then, you choose the action you will take in response to that trigger, or you choose to move up to your Speed"
      },
      {
        "document": 554,
        "excerpt": "g whether the attack is a melee or a ranged attack and then provides the attack roll's bonus, its reach or range, and what happens on a hit. An attack is against on"
      },
      {
        "document": 600,
        "excerpt": "the attack's damage dice twice and add them together. Then add any relevant modifiers. See also \"Playing the Game\" (\"Damage and Healing\")."
      },
      {
        "document": 651,
        "excerpt": "deceive, intimidate, amuse, or gently persuade? The GM then determines whether the monster feels willing, unwilling, or hesitant due to your interaction; this deter"
      },
      {
        "document": 654,
        "excerpt": "stead reduce the creature to 1 Hit Point. The creature then has the Unconscious condition and starts a Short Rest. The creature remains Unconscious until it regain"
      },
      {
        "document": 756,
        "excerpt": "after 1 hour if it’s not consumed or destroyed before then."
      },
      {
        "document": 793,
        "excerpt": "lignment and nature. The monster remains for 1 minute, then disappears in a puff of bright-pink smoke."
      },
      {
        "document": 962,
        "excerpt": "rget is pushed 15 feet straight away from you. You can then move up to half your Speed straight toward the target without provoking Opportunity Attacks. Hamstring"
      },
      {
        "document": 967,
        "excerpt": "nd the next attack roll made against the target before then has Advantage."
      },
      {
        "document": 973,
        "excerpt": "ver a Wizard spell on a Spell Scroll, for example, and then copy it into your spellbook. Copying a Spell into the Book. When you find a level I+ Wizard spell, you"
      },
      {
        "document": 1161,
        "excerpt": "target one creature or object that is Huge or smaller. Then specify a kind of creature, such as red dragons, goblins, or vampires. A creature of the chosen kind mak"
      },
      {
        "document": 1163,
        "excerpt": "r later turns, you can move the hand up to 60 feet and then cause one of the following effects: Clenched Fist. The hand strikes a target within 5 feet of it. Make"
      },
      {
        "document": 1170,
        "excerpt": "acing magical pathways within a precious gemstone, and then touch the target. The target must be either a Beast or Plant creature with an Intelligence of 3 or less"
      },
      {
        "document": 1187,
        "excerpt": "toward a target you can see within range. Three bolts then leap from that target to as many as three other targets of your choice, each of which must be within 30"
      },
      {
        "document": 1191,
        "excerpt": "Poison, or Thunder for the type of orb you create, and then make a ranged spell attack against the target. On a hit, the target takes 3d8 damage of the chosen type."
      },
      {
        "document": 1197,
        "excerpt": "ou. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. G"
      },
      {
        "document": 1212,
        "excerpt": "for the first time, whether or not you want it to, and then Contingency ends. The contingent spell takes effect only on you, even if it can normally target others."
      },
      {
        "document": 1214,
        "excerpt": "hat travels from one side of the area to the other and then crashes. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge"
      },
      {
        "document": 1227,
        "excerpt": "to 1 minute A beam of yellow light flashes from you, then condenses at a chosen point within range as a glowing bead for the duration. When the spell ends, the be"
      },
      {
        "document": 1246,
        "excerpt": "r can deliver a message of no more than ten words, and then the target makes a Wisdom saving throw. On a failed save, the target gains no benefit from its rest, and"
      },
      {
        "document": 1273,
        "excerpt": "lashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on th"
      },
      {
        "document": 1320,
        "excerpt": "get takes 1d10 Piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or t"
      },
      {
        "document": 1347,
        "excerpt": "that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or fewer, though it can be delivered over as long as 10 minute"
      },
      {
        "document": 1391,
        "excerpt": "ic trigger occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot Cube, and you decide when you cast the spell how the illusion behav"
      },
      {
        "document": 1414,
        "excerpt": "l the spell ends, the target takes 1d6 Fire damage and then makes a Constitution saving throw. On a failed save, the spell continues. On a successful save, the spel"
      },
      {
        "document": 1464,
        "excerpt": "case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you."
      },
      {
        "document": 1468,
        "excerpt": "o the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than"
      },
      {
        "document": 1507,
        "excerpt": "t you are familiar with on another plane of existence. Then make a DC 15 Intelligence (Arcana) check. On a successful check, you cast Plane Shift. On a failed check"
      },
      {
        "document": 1515,
        "excerpt": "ove a bean from the bag, plant it in dirt or sand, and then water it, the bean disappears as it produces an effect 1 minute later from the ground where it was plant"
      },
      {
        "document": 1517,
        "excerpt": "it to a random location on the Astral Plane. The gate then closes. The gate is one-way and can't be reopened."
      },
      {
        "document": 1519,
        "excerpt": "r take 5d4 Force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is t"
      },
      {
        "document": 1555,
        "excerpt": "ed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or are more than 30 feet away from it."
      },
      {
        "document": 1561,
        "excerpt": "a Magic action to peer into the orb's depths. You must then make a DC 15 Charisma saving throw. On a successful save, you control the orb for as long as you remain"
      },
      {
        "document": 1579,
        "excerpt": "rn up to 90 degrees. The boat remains for 24 hours and then disappears. You can dismiss the boat as a Magic action. Tree (Uncommon). You must be outdoors to use th"
      },
      {
        "document": 1594,
        "excerpt": "ted in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened."
      },
      {
        "document": 1596,
        "excerpt": "ll, you must expend a spell slot of the spell's level. Then, to determine whether you cast the spell, make an Intelligence (Arcana) check (DC 10 plus the spell's le"
      },
      {
        "document": 1598,
        "excerpt": "lm emits beams of light from its remaining gems and is then destroyed. Each creature within a 60-foot Emanation originating from you must succeed on a DC 17 Dexteri"
      },
      {
        "document": 1611,
        "excerpt": "er and release the creature in the flask. The creature then obeys your commands for 1 hour, understanding those commands even if it doesn't know the language in whi"
      },
      {
        "document": 1619,
        "excerpt": "itution increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century."
      },
      {
        "document": 1620,
        "excerpt": "trength increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century."
      },
      {
        "document": 1622,
        "excerpt": "xterity increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century."
      },
      {
        "document": 1625,
        "excerpt": "mage on the mirror's surface. You and the creature can then communicate. In a similar way, you can take a Magic action and use a second command word to free one cr"
      },
      {
        "document": 1627,
        "excerpt": "you must declare how many cards you intend to draw and then draw them randomly. Any cards drawn in excess of this number have no effect. Otherwise, as soon as you d"
      },
      {
        "document": 1633,
        "excerpt": "plying the oil takes 10 minutes. The affected creature then gains the effect of the Etherealness spell for 1 hour. Beads of this cloudy, gray oil form on the outsi"
      },
      {
        "document": 1635,
        "excerpt": "plying the oil takes 10 minutes. The affected creature then gains the effect of the Freedom of Movement spell for 8 hours. Alternatively, the oil can be poured on"
      },
      {
        "document": 1644,
        "excerpt": "ted in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened."
      },
      {
        "document": 1648,
        "excerpt": "ion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process."
      },
      {
        "document": 1652,
        "excerpt": "om a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process."
      },
      {
        "document": 1697,
        "excerpt": "d, you can take a Magic action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a demiplane. You choose th"
      },
      {
        "document": 1718,
        "excerpt": "1, a swarm of insects consumes and destroys the staff, then disperses."
      },
      {
        "document": 1720,
        "excerpt": "ints, it dies and reverts to its staff form; the staff then shatters and is destroyed. If the snake reverts to staff form before losing all its Hit Points, it regai"
      },
      {
        "document": 1730,
        "excerpt": "ic damage from the ordeal. In either case, the fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into"
      },
      {
        "document": 1732,
        "excerpt": "ic damage from the ordeal. In either case, the fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman dissolves into"
      },
      {
        "document": 1734,
        "excerpt": "ligence increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century."
      },
      {
        "document": 1735,
        "excerpt": "harisma increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century."
      },
      {
        "document": 1736,
        "excerpt": "Wisdom increases by 2, to a maximum of 30. The manual then loses its magic, but regains it in a century."
      },
      {
        "document": 1902,
        "excerpt": "is reduced to 0 Hit Points by this attack. Its body is then absorbed into the mouther, leaving only equipment behind. Blinding Spittle (Recharge 5–6). Dexterity Sa"
      },
      {
        "document": 1946,
        "excerpt": "ns until the end of the kraken's next turn. The kraken then moves up to its Speed. Failure or Success: The kraken can't take this action again until the start of it"
      },
      {
        "document": 2018,
        "excerpt": "the caster's spellcasting ability. The stored spell is then lost."
      },
      {
        "document": 2048,
        "excerpt": "or it is more than 120 feet from the treant. The tree then takes root if possible."
      },
      {
        "document": 2056,
        "excerpt": "A Humanoid reduced to 0 Hit Points by this damage and then buried rises the following sunset as a Vampire Spawn under the vampire's control."
      }
    ],
    "there": [
      {
        "document": 41,
        "excerpt": "ous weapons and tools from their class and background. There are two categories of equipment proficiency: Weapons. Anyone can wield a weapon, but proficiency makes"
      },
      {
        "document": 49,
        "excerpt": "r roleplaying efforts can alter an NPC's attitude, but there might still be an element of chance if the GM wants dice to play a role in determining an NPC's response"
      },
      {
        "document": 53,
        "excerpt": "on (see “Rules Glossary”) when trying to see something there."
      },
      {
        "document": 86,
        "excerpt": "ore difficult to harm. As detailed in the Cover table, there are three degrees of cover, each of which gives a different benefit to a target. A target can benefit f"
      },
      {
        "document": 133,
        "excerpt": "er appropriate raw materials are available. In a city, there is a 75 percent chance that the materials are available, and in any other settlement, that chance is 25"
      },
      {
        "document": 239,
        "excerpt": "the level 1 features. The class features are detailed there too. Some class features offer choices. Make sure to read all your features and make any offered choice"
      },
      {
        "document": 271,
        "excerpt": "ability scores. Look for your class's primary ability there. Ability Scores and Backgrounds Record Your Feat. A background gives you a feat, which grants your cha"
      },
      {
        "document": 323,
        "excerpt": "to any creature that enters the area or ends its turn there. A creature can take this damage only once per turn. Fuel. Oil serves as fuel for Lamps and Lanterns. O"
      },
      {
        "document": 388,
        "excerpt": "ms. The GM assigns required tools for items not listed there. You must use the required tool to make an item and have proficiency with that tool. Anyone who helps y"
      },
      {
        "document": 470,
        "excerpt": "nchor point, and you can't move more than 25 feet from there without undoing the anchor as a Bonus Action."
      },
      {
        "document": 514,
        "excerpt": "There are several ways to cast a spell without expending a spell slot: Cantrips. A cantrip is cast without a"
      },
      {
        "document": 595,
        "excerpt": "provides a degree of protection to a target behind it. There are three degrees of cover, each of which provides a different benefit to a target: Half Cover (+2 bonus"
      },
      {
        "document": 660,
        "excerpt": "Choose two skills appropriate for the background. There needn't be a relationship between the skill proficiencies a background grants and the ability scores it"
      },
      {
        "document": 671,
        "excerpt": "ions are so suffused with evil that anyone who lingers there is burdened with a curse. Demonic Possession is one example of an environmental curse. Demonic Possessi"
      },
      {
        "document": 685,
        "excerpt": "ry ice for the first time on a turn or starts its turn there must succeed on a DC 10 Dexterity saving throw or have the Prone condition."
      },
      {
        "document": 718,
        "excerpt": "plate for the first time on a turn or starts its turn there, a nearby statue exhales a 15-foot Cone of magical flame. The statue can look like anything, such as a d"
      },
      {
        "document": 783,
        "excerpt": "osen point of origin as possible. Grass that’s already there grows to ten times its normal size and remains overgrown for 1 minute."
      },
      {
        "document": 964,
        "excerpt": "r list of prepared spells, replacing any of the spells there with other Cleric spells for which you have spell slots. Spellcasting Ability. Wisdom is your spellcast"
      },
      {
        "document": 968,
        "excerpt": "aura, that condition has no effect on that ally while there."
      },
      {
        "document": 973,
        "excerpt": "r list of prepared spells, replacing any of the spells there with spells from your spellbook. Spellcasting Ability. Intelligence is your spellcasting ability for yo"
      },
      {
        "document": 975,
        "excerpt": "e on the ground within 120 feet of yourself. They last there for 1 minute or until you have the Incapacitated condition or die. You and your allies have Half Cover w"
      },
      {
        "document": 982,
        "excerpt": "aura, that condition has no effect on that ally while there."
      },
      {
        "document": 984,
        "excerpt": "getting maximum benefit from the magic items you find there."
      },
      {
        "document": 1160,
        "excerpt": "ne can teleport into or out of it or use planar travel there. Portals close temporarily while in the aura. Ongoing spells, except those cast by an Artifact or a dei"
      },
      {
        "document": 1168,
        "excerpt": "the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer."
      },
      {
        "document": 1172,
        "excerpt": "ported to a harmless demiplane for the duration. While there, the target has the Incapacitated condition. When the spell ends, the target reappears in the space it l"
      },
      {
        "document": 1177,
        "excerpt": "makes that save if it enters the area or ends it turn there. A creature makes that save only once per turn. A Restrained creature can take an action to make a Stre"
      },
      {
        "document": 1178,
        "excerpt": "hat save if it enters the wall's space or ends it turn there. A creature makes that save only once per turn."
      },
      {
        "document": 1182,
        "excerpt": "is cast in shades of gray, but you can't see anything there more than 60 feet away. You can affect and be affected only by other creatures on the Ethereal Plane, an"
      },
      {
        "document": 1195,
        "excerpt": "s space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn. The Sphere moves 10 feet away from you at the start of"
      },
      {
        "document": 1199,
        "excerpt": "the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer."
      },
      {
        "document": 1204,
        "excerpt": "s a space within 10 feet of the pack or ends its turn there, you can force that creature to make a Dexterity saving throw. On a failed save, the creature takes 3d10"
      },
      {
        "document": 1205,
        "excerpt": "ature you can see enters the Cylinder or ends its turn there, you can bathe it in one of the lights. A creature can be affected by this spell only once per turn. Us"
      },
      {
        "document": 1209,
        "excerpt": "ture you can see enters the Emanation or ends its turn there, you can force that creature to make a Wisdom saving throw. The creature takes 5d8 Force damage on a fai"
      },
      {
        "document": 1214,
        "excerpt": "hirlpool for the first time on a turn or ends its turn there, it makes a Strength saving throw. On a failed save, the creature takes 2d8 Bludgeoning damage. On a suc"
      },
      {
        "document": 1218,
        "excerpt": "0-foot Cube within range, extinguishing exposed flames there. Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively,"
      },
      {
        "document": 1228,
        "excerpt": "vanishes, and any objects inside the demiplane remain there. Any creatures inside also remain unless they opt to be shunted through the door as it vanishes, landing"
      },
      {
        "document": 1229,
        "excerpt": "elf. You also sense whether the Hallow spell is active there and, if so, where. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin s"
      },
      {
        "document": 1236,
        "excerpt": "ng throw or be sent back to its home plane if it isn't there already. If they aren't on their home plane, Undead are sent to the Shadowfell, and Fey are sent to the"
      },
      {
        "document": 1238,
        "excerpt": "the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer."
      },
      {
        "document": 1241,
        "excerpt": "ave is forced back to its plane of origin (if it isn't there already) and can't return to the current plane for 24 hours by any means short of a Wish spell. Divine"
      },
      {
        "document": 1242,
        "excerpt": "required), such as “Attack that creature,” “Move over there,” or “Fetch that object.” The target does its best to obey on its turn. If it completes an order and doe"
      },
      {
        "document": 1243,
        "excerpt": "required), such as “Attack that creature,” “Move over there,” or “Fetch that object.” The target does its best to obey on its turn. If it completes an order and doe"
      },
      {
        "document": 1244,
        "excerpt": "required), such as “Attack that creature,” “Move over there,” or “Fetch that object.” The target does its best to obey on its turn. If it completes an order and doe"
      },
      {
        "document": 1248,
        "excerpt": "-foot-radius circle centered on that point. The ground there is Difficult Terrain. When you cast this spell and at the end of each of your turns for the duration, e"
      },
      {
        "document": 1256,
        "excerpt": "you left, which looks gray, and you can't see anything there more than 60 feet away. While on the Ethereal Plane, you can affect and be affected only by creatures,"
      },
      {
        "document": 1263,
        "excerpt": "om you by the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn't have line of sight to you,"
      },
      {
        "document": 1267,
        "excerpt": "es. Whenever you face a choice of paths along the way there, you know which path is the most direct."
      },
      {
        "document": 1281,
        "excerpt": "l's area for the first time on a turn or ends its turn there, the creature takes 5d10 Radiant or Necrotic damage (your choice when you cast this spell). You can des"
      },
      {
        "document": 1295,
        "excerpt": "tion. A creature that enters the area or ends its turn there must also succeed on that save or fall Prone."
      },
      {
        "document": 1298,
        "excerpt": "ardian for the first time on a turn or starts its turn there makes a Dexterity saving throw, taking 20 Radiant damage on a failed save or half as much damage on a su"
      },
      {
        "document": 1299,
        "excerpt": "n or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you believes it is going in the opposite direction fro"
      },
      {
        "document": 1325,
        "excerpt": "s space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn. The cloud moves 10 feet away from you in a direction yo"
      },
      {
        "document": 1327,
        "excerpt": "l's area for the first time on a turn or ends its turn there. A creature makes this save only once per turn. Using a Higher-Level Spell Slot. The damage increases b"
      },
      {
        "document": 1335,
        "excerpt": "e rises vertically up to 20 feet and remains suspended there for the duration. The spell can levitate an object that weighs up to 500 pounds. An unwilling creature"
      },
      {
        "document": 1347,
        "excerpt": "ple, the mouth of a statue), the magical mouth appears there, so the words appear to come from the object's mouth. When you cast this spell, you can have the spell e"
      },
      {
        "document": 1354,
        "excerpt": "to the village down that road, and help the villagers there harvest crops until sunset.” Or you could say, “Now is not the time for violence. Drop your weapons, and"
      },
      {
        "document": 1355,
        "excerpt": "ange into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze. The target can take a Study action to try to escape. Whe"
      },
      {
        "document": 1368,
        "excerpt": "e and when it enters the spell's area or ends its turn there. A creature makes this save only once per turn. Using a Higher-Level Spell Slot. The damage increases b"
      },
      {
        "document": 1377,
        "excerpt": "it returns to the place where you bound it and remains there until the spell ends. Using a Higher-Level Spell Slot. The duration increases with a spell slot of leve"
      },
      {
        "document": 1388,
        "excerpt": "the wall moves within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or have the Blinded condition for 1 minute. T"
      },
      {
        "document": 1390,
        "excerpt": "s A flickering flame appears in your hand and remains there for the duration. While there, the flame emits no heat and ignites nothing, and it sheds Bright Light in"
      },
      {
        "document": 1404,
        "excerpt": "in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effe"
      },
      {
        "document": 1407,
        "excerpt": "he Cylinder's top without striking anything, it hovers there for the duration. When the spell ends, affected objects and creatures fall downward."
      },
      {
        "document": 1413,
        "excerpt": "You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. If something can see"
      },
      {
        "document": 1415,
        "excerpt": "on to touch the chest and the replica. After 60 days, there is a cumulative 5 percent chance at the end of each day that the spell ends. The spell also ends if you"
      },
      {
        "document": 1416,
        "excerpt": "can see into the Ethereal Plane. Creatures and objects there appear ghostly."
      },
      {
        "document": 1418,
        "excerpt": "e, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive. You know if the delivery fails. Upon receiving y"
      },
      {
        "document": 1421,
        "excerpt": "nge. Each creature in a 10-foot-radius Sphere centered there makes a Constitution saving throw, taking 3d8 Thunder damage on a failed save or half as much damage on"
      },
      {
        "document": 1427,
        "excerpt": "a spell that includes a Verbal component is impossible there."
      },
      {
        "document": 1431,
        "excerpt": "linder for the first time on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Prone condition and lose Concentration."
      },
      {
        "document": 1432,
        "excerpt": "action. If it casts a spell with a Somatic component, there is a 25 percent chance the spell fails as a result of the target making the spell's gestures too slowly."
      },
      {
        "document": 1440,
        "excerpt": "ever a creature enters the Emanation or ends its turn there, the creature must make a Wisdom saving throw. On a failed save, the creature takes 3d8 Radiant damage ("
      },
      {
        "document": 1446,
        "excerpt": "ng rain assail the area under the cloud. Each creature there takes 1d6 Cold damage. Until the spell ends, the area is Difficult Terrain and Heavily Obscured, ranged"
      },
      {
        "document": 1451,
        "excerpt": "e Sphere for the first time on a turn or ends its turn there. A creature is targeted only once per turn. Death. Each target makes a Constitution saving throw, takin"
      },
      {
        "document": 1452,
        "excerpt": "tion, and if you lift it into the air, it is suspended there. It falls at the end of your next turn unless you use this option on it again and it fails the save. Ob"
      },
      {
        "document": 1454,
        "excerpt": "ity with the destination determines whether you arrive there successfully. The GM rolls 1d100 and consults the Teleportation Outcome table and the explanations after"
      },
      {
        "document": 1471,
        "excerpt": "e, and a glowing, 1-foot-diameter ball of acid streaks there and explodes in a 20-foot-radius Sphere. Each creature in that area makes a Dexterity saving throw. On a"
      },
      {
        "document": 1472,
        "excerpt": "the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage. Using a Higher-Level Spell Slot. The damage increases by 1"
      },
      {
        "document": 1476,
        "excerpt": "enters a space in the wall on a turn or ends its turn there, the creature makes a Dexterity saving throw, taking 7d8 Slashing damage on a failed save or half as muc"
      },
      {
        "document": 1480,
        "excerpt": "at a point within range. The webs fill a 20-foot Cube there for the duration. The webs are Difficult Terrain, and the area within them is Lightly Obscured. If the"
      },
      {
        "document": 1484,
        "excerpt": "remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast Wish ever again if you suffer this stress."
      },
      {
        "document": 1485,
        "excerpt": "such as a temple, as a sanctuary by casting this spell there."
      },
      {
        "document": 1486,
        "excerpt": "s area for the first time on a turn or starts its turn there makes a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the ra"
      },
      {
        "document": 1516,
        "excerpt": "in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can take an"
      },
      {
        "document": 1523,
        "excerpt": ". This berserk state ends when you start your turn and there are no creatures within 60 feet of you that you can see or hear. While berserk, you regard the creature"
      },
      {
        "document": 1564,
        "excerpt": "drous Item, Uncommon This powder resembles fine sand. There is enough of it for one use. When you take a Utilize action to throw the dust into the air, you and each"
      },
      {
        "document": 1566,
        "excerpt": "of Disappearance, and Identify reveals it to be such. There is enough of it for one use. As a Utilize action, you can throw the dust into the air, forcing yourself"
      },
      {
        "document": 1580,
        "excerpt": "pear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. The creature is Friendly t"
      },
      {
        "document": 1642,
        "excerpt": "e called in this fashion (as determined by the GM). If there aren't enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the sho"
      },
      {
        "document": 1656,
        "excerpt": "ach time you subsequently drink a Potion of Longevity, there is 10 percent cumulative chance that you instead age by 1d6 + 6 years. Suspended in this amber liquid i"
      },
      {
        "document": 1689,
        "excerpt": "th everything you are wearing and carrying. You remain there until you take a Magic action to return to the plane you were on. You reappear in the last space you occ"
      },
      {
        "document": 1697,
        "excerpt": "occupants. Everything else that can be interacted with there can exist only there. For example, a flower picked from a garden there disappears if it is taken outside"
      },
      {
        "document": 1771,
        "excerpt": "m. The elemental can enter a creature's space and stop there. It can move through a space as narrow as 1 inch without expending extra movement to do so."
      },
      {
        "document": 1862,
        "excerpt": "to do so, and it can enter a creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) Fire damage. Illum"
      },
      {
        "document": 1869,
        "excerpt": "s to an unoccupied space within 5 feet of the cube. If there is no unoccupied space, the target fails the save instead."
      },
      {
        "document": 1940,
        "excerpt": "Form. The stalker can enter an enemy's space and stop there. It can move through a space as narrow as 1 inch without expending extra movement to do so. Invisibilit"
      },
      {
        "document": 2056,
        "excerpt": "ints, and it regains 1 Hit Point after spending 1 hour there. Spider Climb. The vampire can climb difficult surfaces, including along ceilings, without needing to m"
      },
      {
        "document": 2065,
        "excerpt": "orm. The elemental can enter an enemy's space and stop there. It can move through a space as narrow as 1 inch without expending extra movement to do so."
      }
    ],
    "there's": [
      {
        "document": 105,
        "excerpt": "any modifiers, and deal the damage to your target. If there's a penalty to the damage, it's possible to deal 0 damage but not negative damage. When attacking with a"
      },
      {
        "document": 241,
        "excerpt": "e, as well as any Temporary Hit Points you might gain. There's also space to track Death Saving Throws. Hit Point Dice. Your class's description tells you the die typ"
      },
      {
        "document": 727,
        "excerpt": "eaker characters might get taken out of the fight, and there's a slim chance that one or more characters might die. High Difficulty. A high-difficulty encounter could"
      }
    ],
    "thereafter": [
      {
        "document": 308,
        "excerpt": "s Speed reduced to 0 until the start of its next turn. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typical"
      },
      {
        "document": 671,
        "excerpt": "of the creature and determines the creature's behavior thereafter. At the end of each of the possessed creature's later turns, the creature makes a DC 15 Charisma saving"
      },
      {
        "document": 719,
        "excerpt": "he creature to fall into the pit. The lid remains open thereafter. A creature that falls into the pit takes 3 (1d6) Bludgeoning damage from the fall. Detect and Disarm."
      },
      {
        "document": 723,
        "excerpt": "en or metal spikes at the bottom. The lid remains open thereafter. A creature that falls into the pit lands at the bottom and takes 3 (1d6) Bludgeoning damage from the f"
      },
      {
        "document": 977,
        "excerpt": "erer level specified in the Draconic Spells table, you thereafter always have the listed spells prepared. Draconic Spells"
      },
      {
        "document": 979,
        "excerpt": "Warlock level specified in the Fiend Spells table, you thereafter always have the listed spells prepared. Fiend Spells"
      },
      {
        "document": 981,
        "excerpt": "c level specified in the Life Domain Spells table, you thereafter always have the listed spells prepared. Life Domain Spells"
      },
      {
        "document": 982,
        "excerpt": "el specified in the Oath of Devotion Spells table, you thereafter always have the listed spells prepared. Oath of Devotion Spells"
      },
      {
        "document": 1299,
        "excerpt": "ell every day for 365 days on the same area, the spell thereafter lasts until all its effects are dispelled. Corridors. Fog fills all the warded corridors, making them H"
      },
      {
        "document": 1328,
        "excerpt": "u cast this spell, you must use a different sapphire. Thereafter, you can take a Magic action to speak the object's name and crush the sapphire. The object instantly app"
      }
    ],
    "thereby": [
      {
        "document": 719,
        "excerpt": "the surrounding floor to prevent the lid from opening, thereby making it safe to cross. The cover can also be held shut using Arcane Lock or similar magic. Escape. A"
      },
      {
        "document": 723,
        "excerpt": "the surrounding floor to prevent the lid from opening, thereby making it safe to cross. The cover can also be held shut using an Arcane Lock spell or similar magic. E"
      },
      {
        "document": 1498,
        "excerpt": "to half your Speed (round down) to right yourself and thereby end the condition. If your Speed is 0, you can't right yourself. Attacks Affected. You have Disadvantag"
      },
      {
        "document": 1552,
        "excerpt": "ces, expend the number of charges required for it, and thereby cast the spell associated with it (save DC 17), as shown in the Cube of Force Faces table. The cube sta"
      }
    ],
    "therefore": [
      {
        "document": 963,
        "excerpt": "he Words of Creation: the words of life and death. You therefore always have the Power Word Heal and Power Word Kill spells prepared. When you cast either spell, you can"
      },
      {
        "document": 1281,
        "excerpt": ". The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, the Ethereal Plane, the Feywild,"
      }
    ],
    "thereof": [
      {
        "document": 976,
        "excerpt": "Cleric, Druid, or Wizard spell list or any combination thereof (see a class's section for its spell list). A spell you choose must be a cantrip or a spell for which yo"
      },
      {
        "document": 1884,
        "excerpt": "ing Horse. It has 24 charges, and each hour or portion thereof it spends in goat form costs 1 charge. While it has charges, you can use it as often as you wish. When i"
      }
    ],
    "these": [
      {
        "document": 42,
        "excerpt": "racters and monsters can also do things not covered by these actions. Many class features and other abilities provide additional action options, and you can improvis"
      },
      {
        "document": 72,
        "excerpt": "Combat unfolds in these steps: 1: Establish Positions. The Game Master determines where all the characters and monsters are loc"
      },
      {
        "document": 75,
        "excerpt": "g a square grid and miniatures or other tokens, follow these rules. Squares. Each square represents 5 feet. Speed. Rather than moving foot by foot, move square by"
      },
      {
        "document": 77,
        "excerpt": "ng, and swimming (each explained in “Rules Glossary”). These different modes of movement can be combined with your regular movement, or they can constitute your enti"
      },
      {
        "document": 92,
        "excerpt": "game uses a d20 roll to determine success or failure. These rolls are called D20 Tests, and they come in three kinds: ability checks, saving throws, and attack roll"
      },
      {
        "document": 98,
        "excerpt": "A fight underwater follows these rules."
      },
      {
        "document": 107,
        "excerpt": "Damage dealt via saving throws uses these rules."
      },
      {
        "document": 123,
        "excerpt": "h its usual duration. Certain items make exceptions to these rules, changing the casting time, duration, or other parts of a spell. A magic item may require the use"
      },
      {
        "document": 129,
        "excerpt": "o create other magic items, follow the rules below. In these rules, “you” refers to the character crafting the magic item."
      },
      {
        "document": 135,
        "excerpt": "e item's persona much as you would create an NPC, with these exceptions."
      },
      {
        "document": 152,
        "excerpt": "speeds: Burrow, Climb, Fly, Swim. Rules for Speed and these specials speeds appear in “Rules Glossary.”"
      },
      {
        "document": 155,
        "excerpt": "These entries list a monster's Resistances and Vulnerabilities, if any. See “Playing the Game” for more inform"
      },
      {
        "document": 156,
        "excerpt": "r acts in accordance with its Challenge Rating, follow these rules during combat: Special Abilities. If the monster has a special ability that deals a lot of damage"
      },
      {
        "document": 161,
        "excerpt": "nus Actions, if any. Reactions and Legendary Actions. These sections provide Reactions and Legendary Actions, if any."
      },
      {
        "document": 178,
        "excerpt": "immediately after another creature's turn. Only one of these actions can be taken at a time and only after another creature's turn ends. The monster can't take a Leg"
      },
      {
        "document": 226,
        "excerpt": "peed are determined by the character's species; record these in the appropriate places on your character sheet as well (you may write just the first letter of your s"
      },
      {
        "document": 228,
        "excerpt": "Ignan, and Terran dialects. Creatures that know one of these dialects can communicate with those that know a different one."
      },
      {
        "document": 232,
        "excerpt": "ifferent one by 1, or increase all three by 1. None of these increases can raise a score above 20. Some players like to increase their class's primary ability, whil"
      },
      {
        "document": 240,
        "excerpt": "Note these numbers on your character sheet. Saving Throws. For the saving throws you have proficiency in, add your"
      },
      {
        "document": 241,
        "excerpt": "the attack bonus for attacks you make with them, using these formulas: Spell save DC = 8 + spellcasting ability modifier + Proficiency Bonus Spell attack bonus = s"
      },
      {
        "document": 243,
        "excerpt": "When you gain a level, follow these steps: 1: Choose a Class. Most characters advance in the same class. However, you might decide to gain"
      },
      {
        "document": 244,
        "excerpt": "an adventuring career to the epic heights of level 20. These tiers don't have any rules associated with them; they point to the fact that the play experience evolves"
      },
      {
        "document": 248,
        "excerpt": "ks or to do more impressive things with those attacks. These adventurers often confront threats to whole regions."
      },
      {
        "document": 252,
        "excerpt": "000 XP. Epic Boon feats are especially appropriate for these bonus feats, but a player can choose any feat for which their level 20 character qualifies. in the “Lev"
      },
      {
        "document": 257,
        "excerpt": "by all your classes to form your pool of Hit Dice. If these dice are the same die type, you can pool them together. For example, both the Fighter and the Paladin ha"
      },
      {
        "document": 271,
        "excerpt": "acter sheet. You’ll fill in other numbers connected to these proficiencies in step 5."
      },
      {
        "document": 292,
        "excerpt": "another one by 1, or increase all three by 1. None of these increases can raise a score above 20."
      },
      {
        "document": 359,
        "excerpt": "pically 3 miles per hour) to the speed of the vehicle. These vehicles can't be rowed against any significant current, but they can be pulled upstream by draft animal"
      },
      {
        "document": 409,
        "excerpt": "rtial. Weapon proficiencies are usually tied to one of these categories. For example, you might have proficiency with Simple weapons. Melee or Ranged. A weapon is c"
      },
      {
        "document": 414,
        "excerpt": "ocused on crafting items and pursuing a trade. Each of these tools requires a separate proficiency."
      },
      {
        "document": 444,
        "excerpt": "tion includes gear that adventurers often find useful. These items are described here in alphabetical order, with an item's price appearing after its name."
      },
      {
        "document": 471,
        "excerpt": "s. Some events and locations admit only people wearing these clothes."
      },
      {
        "document": 488,
        "excerpt": "The schools are listed in the Schools of Magic table. These categories help describe spells but have no rules of their own, although some other rules refer to them."
      },
      {
        "document": 498,
        "excerpt": "caster must use at least one of their hands to perform these movements."
      },
      {
        "document": 499,
        "excerpt": ", as specified in parentheses in the Components entry. These materials aren't consumed by the spell unless the spell's description states otherwise. The spellcaster"
      },
      {
        "document": 502,
        "excerpt": "er it has an area of effect, which is typically one of these shapes: Cone, Cube, Cylinder, Emanation, Line, or Sphere. Awareness of Being Targeted. Unless a spell h"
      },
      {
        "document": 526,
        "excerpt": "area of effect, which typically has one of six shapes. These shapes are defined elsewhere in this glossary: Cone Cylinder Line Cube Emanation Sphere An area o"
      },
      {
        "document": 554,
        "excerpt": "gnment. See also “Alignment.” AC, Initiative, and HP. These entries give the monster's Armor Class, Initiative, and Hit Points, which are detailed in \"Playing the G"
      },
      {
        "document": 593,
        "excerpt": "s define how to end a condition. This glossary defines these conditions: A condition doesn't stack with itself; a recipient either has a condition or doesn't. The E"
      },
      {
        "document": 599,
        "excerpt": "t is. Most player characters are of the Humanoid type. These are the game's creature types: The types don't have rules themselves, but some rules in the game affect"
      },
      {
        "document": 604,
        "excerpt": "in the game affects D20 Tests, it affects all three of these rolls. The GM determines whether a D20 Test is warranted in a given circumstance. See also “Playing the"
      },
      {
        "document": 619,
        "excerpt": "our features. See also “Playing the Game” (“Actions”). These actions are defined elsewhere in this glossary:"
      },
      {
        "document": 622,
        "excerpt": "make Dexterity saving throws with Advantage. You lose these benefits if you have the Incapacitated condition or if your Speed is 0."
      },
      {
        "document": 633,
        "excerpt": "apple prey. However a grapple is initiated, it follows these rules. See also “Unarmed Strike” and “Grappled.” Grappled Condition. Successfully grappling a creature"
      },
      {
        "document": 649,
        "excerpt": "attitudes toward order (lawful, chaotic, or neutral). These factors allow for nine possible combinations, such as Lawful Good and Neutral Evil. See also “Character"
      },
      {
        "document": 674,
        "excerpt": "aving throw DCs, effects, and other characteristics of these contagions to suit your campaign."
      },
      {
        "document": 675,
        "excerpt": "saving throw. After the creature succeeds on three of these saves, the contagion ends on it, and the creature is immune to Cackle Fever for 1 year. Spreading the C"
      },
      {
        "document": 688,
        "excerpt": "e most stalwart adventurer. If you plan to use any of these rules, discuss them with your players at the start of the campaign."
      },
      {
        "document": 689,
        "excerpt": "ts as long as the Frightened condition lasts. Consider these examples: - The Frightened creature must take the Dash action on each of its turns and uses its movemen"
      },
      {
        "document": 692,
        "excerpt": "be accompanied by alarming behavior or hallucinations. These effects can be suppressed with the Calm Emotions spell or removed by the Lesser Restoration spell. Long"
      },
      {
        "document": 713,
        "excerpt": "g, translate the party's Speed into travel rates using these rules: Miles per hour = Speed ÷ 10 Miles per day (Normal pace) = Miles per hour × number of hours trav"
      },
      {
        "document": 720,
        "excerpt": "mbedded in the surrounding walls. The holes that house these tubes are obscured by dust and cobwebs or skillfully hidden amid bas-reliefs, murals, or frescoes. Each"
      },
      {
        "document": 729,
        "excerpt": "otal of 1,125 XP. With that, you could build either of these encounters: - 2 Druids (450 XP each) and 9 Stirges (25 XP each), for 1,125 XP total - 1 Wight (700 XP),"
      },
      {
        "document": 738,
        "excerpt": "ppropriate for the background: Strength or Dexterity. These abilities are ideal for a background involving physical exertion. Constitution. This ability is ideal f"
      },
      {
        "document": 962,
        "excerpt": "eatures when you reach the specified Barbarian levels. These features are listed in the Barbarian Features table. Barbarian Features"
      },
      {
        "document": 963,
        "excerpt": "ass features when you reach the specified Bard levels. These features are listed in the Bard Features table. Bard Features"
      },
      {
        "document": 964,
        "excerpt": "s features when you reach the specified Cleric levels. These features are listed in the Cleric Features table. Cleric Features"
      },
      {
        "document": 965,
        "excerpt": "ss features when you reach the specified Druid levels. These features are listed in the Druid Features table. Druid Features"
      },
      {
        "document": 966,
        "excerpt": "features when you reach the specified Fighter levels. These features are listed on the Fighter Features table. Fighter Features"
      },
      {
        "document": 967,
        "excerpt": "nts column of the Monk Features table. You can expend these points to enhance or fuel certain Monk features. You start knowing three such features: Flurry of Blows,"
      },
      {
        "document": 968,
        "excerpt": "never you gain a Paladin level, you can replace one of these cantrips with another Cleric cantrip."
      },
      {
        "document": 969,
        "excerpt": "enever you gain a Ranger level, you can replace one of these cantrips with another Druid cantrip."
      },
      {
        "document": 970,
        "excerpt": "ss features when you reach the specified Rogue levels. These features are listed in the Rogue Features table. Rogue Features"
      },
      {
        "document": 971,
        "excerpt": "features when you reach the specified Sorcerer levels. These features are listed in the Sorcerer Features table. Sorcerer Features Metamagic Options The following"
      },
      {
        "document": 972,
        "excerpt": "features when you reach the specified Warlock levels. These features are listed in the Warlock Features table. Warlock Features Eldritch Invocation Options Eldri"
      },
      {
        "document": 973,
        "excerpt": "izard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown in the Wizard Features table. The spe"
      },
      {
        "document": 974,
        "excerpt": "ttain the pinnacle of resilience in battle, giving you these benefits. Defy Death. You have Advantage on Death Saving Throws. Moreover, when you roll 18–20 on a Dea"
      },
      {
        "document": 975,
        "excerpt": "s and sages who safeguard ancient knowledge and rites. These Druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The"
      },
      {
        "document": 976,
        "excerpt": "You learn two spells of your choice. These spells can come from the Cleric, Druid, or Wizard spell list or any combination thereof (see a class's s"
      },
      {
        "document": 982,
        "excerpt": "ion binds Paladins to the ideals of justice and order. These Paladins meet the archetype of the knight in shining armor. They hold themselves to the highest standard"
      },
      {
        "document": 984,
        "excerpt": "get into especially hard-to-reach places, granting you these benefits. Climber. You gain a Climb Speed equal to your Speed. Jumper. You can determine your jump dis"
      },
      {
        "document": 985,
        "excerpt": "Unarmed Strike, you can expend 4 Focus Points to start these imperceptible vibrations, which last for a number of days equal to your Monk level. The vibrations are h"
      },
      {
        "document": 986,
        "excerpt": "feet tall) Speed: 30 feet As a Dragonborn, you have these special traits. Draconic Ancestry. Your lineage stems from a dragon progenitor. Choose the kind of drag"
      },
      {
        "document": 987,
        "excerpt": "t 4–5 feet tall) Speed: 30 feet As a Dwarf, you have these special traits. Darkvision. You have Darkvision with a range of 120 feet. Dwarven Resilience. You have"
      },
      {
        "document": 988,
        "excerpt": "ut 5–6 feet tall) Speed: 30 feet As an Elf, you have these special traits. Darkvision. You have Darkvision with a range of 60 feet. Elven Lineage. You are part o"
      },
      {
        "document": 989,
        "excerpt": "t 3–4 feet tall) Speed: 30 feet As a Gnome, you have these special traits. Darkvision. You have Darkvision with a range of 60 feet. Gnomish Cunning. You have Adv"
      },
      {
        "document": 990,
        "excerpt": "7–8 feet tall) Speed: 35 feet As a Goliath, you have these special traits. Giant Ancestry. You are descended from Giants. Choose one of the following benefits - a"
      },
      {
        "document": 991,
        "excerpt": "–3 feet tall) Speed: 30 feet As a Halfling, you have these special traits. Brave. You have Advantage on saving throws you make to avoid or end the Frightened cond"
      },
      {
        "document": 992,
        "excerpt": "ect this species Speed: 30 feet As a Human, you have these special traits. Resourceful. You gain Heroic Inspiration whenever you finish a Long Rest. Skillful. Yo"
      },
      {
        "document": 993,
        "excerpt": "ut 6–7 feet tall) Speed: 30 feet As an Orc, you have these special traits. Adrenaline Rush. You can take the Dash action as a Bonus Action. When you do so, you ga"
      },
      {
        "document": 1156,
        "excerpt": "Points of the first form into which it shape-shifts. These Temporary Hit Points vanish if any remain when the spell ends. The transformation lasts for the duration"
      },
      {
        "document": 1177,
        "excerpt": "round that you can see within range. For the duration, these tentacles turn the ground in that area into Difficult Terrain. Each creature in that area makes a Stren"
      },
      {
        "document": 1197,
        "excerpt": "the command on its next turn. Choose the command from these options: Approach. The target moves toward you by the shortest and most direct route, ending its turn i"
      },
      {
        "document": 1205,
        "excerpt": "creature you can see in the Cylinder, choose which of these lights shines on it: Healing Light. The target regains Hit Points equal to 4d12 plus your spellcasting"
      },
      {
        "document": 1211,
        "excerpt": "cesses or failures. If the target succeeds on three of these saves, the spell ends on the target. If the target fails three of the saves, the spell lasts for 7 days"
      },
      {
        "document": 1219,
        "excerpt": "e Ghasts or Wights, or two Mummies. See “Monsters” for these stat blocks."
      },
      {
        "document": 1254,
        "excerpt": "nd in a 20-foot square within range. For the duration, these plants turn the ground in the area into Difficult Terrain. They disappear when the spell ends. Each cre"
      },
      {
        "document": 1299,
        "excerpt": "e warded area from top to bottom, as in the Web spell. These strands regrow in 10 minutes if they are destroyed while Guards and Wards lasts. Other Spell Effect. Pl"
      },
      {
        "document": 1303,
        "excerpt": "s the following effects. Hallowed Ward. Choose any of these creature types: Aberration, Celestial, Elemental, Fey, Fiend, or Undead. Creatures of the chosen types c"
      },
      {
        "document": 1349,
        "excerpt": "attends all who enter. You determine the appearance of these servants and their attire. They are invulnerable and obey your commands. Each servant can perform tasks"
      },
      {
        "document": 1369,
        "excerpt": "up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete. Because the terrain's transformation occurs slowly, creatures in the area can't usu"
      },
      {
        "document": 1376,
        "excerpt": "10 days) requires 10,000 GP per day. The GM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the crea"
      },
      {
        "document": 1381,
        "excerpt": "Hit Points equal to the Hit Points of the Beast form. These Temporary Hit Points vanish if any remain when the spell ends. The spell ends early on the target if it"
      },
      {
        "document": 1420,
        "excerpt": "t Points of the first form into which you shape-shift. These Temporary Hit Points vanish if any remain when the spell ends. Your game statistics are replaced by the"
      },
      {
        "document": 1433,
        "excerpt": "amage. When you cast this spell, the maximum number of these d8s you can add to the spell's damage equals your spellcasting ability modifier. Cantrip Upgrade. The d"
      },
      {
        "document": 1463,
        "excerpt": "ry Hit Points equal to the Hit Points of the new form. These Temporary Hit Points vanish if any remain when the spell ends. The target is limited in the actions it"
      },
      {
        "document": 1524,
        "excerpt": "Wondrous Item, Uncommon While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have Advantag"
      },
      {
        "document": 1525,
        "excerpt": "drous Item, Rare (Requires Attunement) While you wear these boots, you can cast Levitate on yourself."
      },
      {
        "document": 1526,
        "excerpt": "drous Item, Rare (Requires Attunement) While you wear these boots, you can take a Bonus Action to click the boots' heels together. If you do, the boots double your"
      },
      {
        "document": 1527,
        "excerpt": "s Item, Uncommon (Requires Attunement) While you wear these boots, your Speed becomes 30 feet unless your Speed is higher, and your Speed isn't reduced by you carry"
      },
      {
        "document": 1528,
        "excerpt": "Wondrous Item, Uncommon (Requires Attunement) These furred boots are snug and feel warm. While wearing them, you gain the following benefits. Cold Resistan"
      },
      {
        "document": 1530,
        "excerpt": "us Item, Uncommon (Requires Attunement) While wearing these bracers, you have proficiency with the Longbow and Shortbow, and you gain a +2 bonus to damage rolls mad"
      },
      {
        "document": 1531,
        "excerpt": "ndrous Item, Rare (Requires Attunement) While wearing these bracers, you gain a +2 bonus to Armor Class if you are wearing no armor and using no Shield."
      },
      {
        "document": 1557,
        "excerpt": "'t be used again. Deck of Illusions *Stat blocks for these creatures (except the card drawer) appear in \"Monsters.\""
      },
      {
        "document": 1560,
        "excerpt": "ous Item, Rare You can take a Utilize action to place these shackles on a creature that has the Incapacitated condition. The shackles adjust to fit a creature of Sm"
      },
      {
        "document": 1576,
        "excerpt": "Wondrous Item, Uncommon (Requires Attunement) These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 or more char"
      },
      {
        "document": 1577,
        "excerpt": "Wondrous Item, Uncommon These crystal lenses fit over the eyes. While wearing them, your vision improves significantly out to a range"
      },
      {
        "document": 1578,
        "excerpt": "Wondrous Item, Uncommon These crystal lenses fit over the eyes. While wearing them, you have Advantage on Wisdom (Perception) checks t"
      },
      {
        "document": 1581,
        "excerpt": "lames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon i"
      },
      {
        "document": 1584,
        "excerpt": "quires Attunement) Your Strength is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them."
      },
      {
        "document": 1589,
        "excerpt": "roll made with a Ranged or Thrown weapon while wearing these gloves, you can take a Reaction to reduce the damage by 1d10 plus your Dexterity modifier if you have a"
      },
      {
        "document": 1590,
        "excerpt": "us Item, Uncommon (Requires Attunement) While wearing these gloves, you have a Climb Speed and a Swim Speed equal to your Speed, and you gain a +5 bonus to Strength"
      },
      {
        "document": 1591,
        "excerpt": "Wondrous Item, Uncommon These gloves are imperceptible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Ha"
      },
      {
        "document": 1592,
        "excerpt": "Wondrous Item, Uncommon While wearing these dark lenses, you have Darkvision out to 60 feet. If you already have Darkvision, wearing the goggles inc"
      },
      {
        "document": 1605,
        "excerpt": "Wondrous Item, Very Rare These horseshoes come in a set of four. As a Magic action, you can touch one of the horseshoes to the hoof of"
      },
      {
        "document": 1606,
        "excerpt": "Wondrous Item, Rare These horseshoes come in a set of four. As a Magic action, you can touch one of the horseshoes to the hoof of"
      },
      {
        "document": 1623,
        "excerpt": "rs, trees, flowers, weapons, webs, and pits), provided these elements are all confined to a 20-foot Cube. The effort takes 10 minutes (regardless of the number of el"
      },
      {
        "document": 1627,
        "excerpt": "of cards made of ivory or vellum. Most (75 percent) of these decks have thirteen cards, but some have twenty-two. Use the appropriate column of the Mysterious Deck t"
      },
      {
        "document": 1641,
        "excerpt": "Wondrous Item, Uncommon These pipes have 3 charges and regain 1d3 expended charges daily at dawn. You can take a Magic action to play"
      },
      {
        "document": 1642,
        "excerpt": "Wondrous Item, Uncommon (Requires Attunement) While these pipes are on your person, ordinary rats and giant rats are Indifferent toward you and won't attack you u"
      },
      {
        "document": 1656,
        "excerpt": "tiny heart that, against all reason, is still beating. These ingredients vanish when the potion is opened."
      },
      {
        "document": 1690,
        "excerpt": "from exquisite cloth and adorned with runes. You gain these benefits while wearing the robe. Armor. If you aren't wearing armor, your base Armor Class is 15 plus y"
      },
      {
        "document": 1707,
        "excerpt": "s Item, Uncommon (Requires Attunement) While you wear these light shoes, you can move up, down, and across vertical surfaces and along ceilings, while leaving your"
      },
      {
        "document": 1722,
        "excerpt": "o has the following additional properties. Once one of these properties is used, it can't be used again until the next dawn. Lightning. When you hit with a melee at"
      },
      {
        "document": 1758,
        "excerpt": "Wondrous Item, Uncommon (Requires Attunement) These boots have 4 charges and regain 1d4 expended charges daily at dawn. While wearing the boots, you can tak"
      },
      {
        "document": 1884,
        "excerpt": "anguages None CR 0 (XP 0; PB +2) Golden Lions (Rare). These gold statuettes of lions are always created in pairs. You can use one figurine or both simultaneously. E"
      },
      {
        "document": 2055,
        "excerpt": "e an ability check. Vampire Weakness. The vampire has these weaknesses: Forbiddance. The vampire can't enter a residence without an invitation from an occupant. R"
      },
      {
        "document": 2056,
        "excerpt": "e an ability check. Vampire Weakness. The vampire has these weaknesses: Forbiddance. The vampire can't enter a residence without an invitation from an occupant. R"
      }
    ],
    "they": [
      {
        "document": 16,
        "excerpt": "They Don't Stack"
      },
      {
        "document": 20,
        "excerpt": "Saving throws are named for the ability modifiers they use: a Constitution saving throw, a Wisdom saving throw, and so on. Different saving throws are used to"
      },
      {
        "document": 26,
        "excerpt": "acters Do. Typically, the characters stick together as they travel through a dungeon or another environment. Sometimes different adventurers do different things: on"
      },
      {
        "document": 32,
        "excerpt": "They Don't Stack"
      },
      {
        "document": 36,
        "excerpt": "rength check. If the character lacks that proficiency, they make the check without adding their Proficiency Bonus."
      },
      {
        "document": 40,
        "excerpt": "mple, are proficient in Intelligence and Wisdom saves; they train to resist mental assault."
      },
      {
        "document": 47,
        "excerpt": "ion to influence the NPC. If you offer NPCs something they want or play on their sympathies, fears, or goals, you can form friendships, ward off violence, or learn"
      },
      {
        "document": 51,
        "excerpt": "eir equipment can help them in many ways. For example, they can reach out-of-the-way places with a Ladder, perceive things they wouldn't otherwise notice with a Tor"
      },
      {
        "document": 64,
        "excerpt": "he adventurers should establish a marching order while they travel, whether indoors or outdoors. A marching order makes it easier to determine which characters are"
      },
      {
        "document": 67,
        "excerpt": "fter which the mounts need a Short or Long Rest before they can move at that increased pace again (see “Equipment” for a selection of mounts for sale). “Gameplay To"
      },
      {
        "document": 68,
        "excerpt": "rne vessel are limited to the speed of the vessel, and they don't choose a travel pace. Depending on the vessel and the size of the crew, ships might be able to tra"
      },
      {
        "document": 73,
        "excerpt": "hen combat starts, every participant rolls Initiative; they make a Dexterity check that determines their place in the Initiative order. The GM rolls for monsters. F"
      },
      {
        "document": 77,
        "excerpt": "ovement can be combined with your regular movement, or they can constitute your entire move. However you're moving with your Speed, you deduct the distance of each"
      },
      {
        "document": 92,
        "excerpt": "cess or failure. These rolls are called D20 Tests, and they come in three kinds: ability checks, saving throws, and attack rolls. They follow these steps: 4: Roll"
      },
      {
        "document": 104,
        "excerpt": "Adventurers can't spend every hour adventuring. They need rest. Any creature can take hour-long Short Rests in the midst of a day and an 8-hour Long Rest to"
      },
      {
        "document": 114,
        "excerpt": "pabilities a character could rarely have otherwise, or they complement their owner's capabilities in wondrous ways."
      },
      {
        "document": 115,
        "excerpt": "ipment.” Some magic weapons specify the type of weapon they are in their descriptions, such as a Longsword or Longbow. If no weapon type is specified, you may choos"
      },
      {
        "document": 122,
        "excerpt": "me items are consumed - used up, in other words - when they are activated. A Potion of Healing must be swallowed, for example, while the writing vanishes from a scr"
      },
      {
        "document": 136,
        "excerpt": ". Some suits of magic armor specify the type of armor they are, such as Chain Mail or Plate Armor. If no type is specified, choose the type or determine it randoml"
      },
      {
        "document": 144,
        "excerpt": "effects are immediately obvious, reveal them only when they become evident. Potion Miscibility"
      },
      {
        "document": 174,
        "excerpt": "Some creatures can make more than one attack when they take the Attack action. Such creatures have the Multiattack entry in the “Actions” section of their stat"
      },
      {
        "document": 176,
        "excerpt": "If a monster has Bonus Action options, they are listed in this section. See “Playing the Game” for details on Bonus Actions."
      },
      {
        "document": 179,
        "excerpt": "a stat block have restrictions on the number of times they can be used. Here are the most common ways that usage is limited: X/Day. This notation means the stat b"
      },
      {
        "document": 181,
        "excerpt": "and professions, such as mages, pirates, and warriors. They include members of varied species. Monstrosities are unnatural creatures with strange origins, such as"
      },
      {
        "document": 235,
        "excerpt": "Neutral Good (NG). Neutral Good creatures do the best they can, working within rules but not feeling bound by them. A kindly person who helps others according to t"
      },
      {
        "document": 237,
        "excerpt": "e capacity for rational thought don't have alignments; they are unaligned. Sharks are savage predators, for example, but they aren't evil; they are unaligned. doin"
      },
      {
        "document": 244,
        "excerpt": "These tiers don't have any rules associated with them; they point to the fact that the play experience evolves as characters gain levels."
      },
      {
        "document": 245,
        "excerpt": "tier 1, characters are apprentice adventurers, though they are already set apart from the broader populace by virtue of their extraordinary abilities. They learn t"
      },
      {
        "document": 253,
        "excerpt": "uipment” are too expensive for level 1 characters, but they might be available for purchase if your GM allows them."
      },
      {
        "document": 359,
        "excerpt": "es can't be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. A Rowboat can be carried and weighs 100 pounds."
      },
      {
        "document": 365,
        "excerpt": "enses summarize the cost of living in a fantasy world. They cover lodging, food, equipment maintenance, and other necessities. At the start of each week or month ("
      },
      {
        "document": 375,
        "excerpt": "ed for work that requires no particular proficiencies; they include laborers and porters. Hirelings"
      },
      {
        "document": 384,
        "excerpt": "d. Magic garments are made to be easily adjustable, or they magically adjust themselves to the wearer."
      },
      {
        "document": 395,
        "excerpt": "spell; if the spell consumes its Material components, they are consumed only when you complete the scroll. The scroll's spell uses your spell save DC and spell att"
      },
      {
        "document": 451,
        "excerpt": "action, you can spill Ball Bearings from their pouch. They spread to cover a level, 10-foot-square area within 10 feet of yourself. A creature that enters this are"
      },
      {
        "document": 494,
        "excerpt": "ecified in the spell. If a spell has movable effects, they aren't restricted by its range unless the spell's description says otherwise."
      },
      {
        "document": 501,
        "excerpt": "ects are under the GM's purview. Whatever the effects, they typically deal with targets, saving throws, attack rolls, or all three, each of which is detailed below."
      },
      {
        "document": 517,
        "excerpt": "Restored. If any of your ability scores were reduced, they return to normal. Exhaustion Reduced. If you have the Exhaustion condition, its level decreases by 1."
      },
      {
        "document": 526,
        "excerpt": "iptions of many spells and other features specify that they have an area of effect, which typically has one of six shapes. These shapes are defined elsewhere in thi"
      },
      {
        "document": 554,
        "excerpt": "onus Actions. If the monster has Bonus Action options, they are listed in this section. Reactions. If the monster can take special Reactions, those are listed in t"
      },
      {
        "document": 614,
        "excerpt": "ake a Death Saving Throw (also called a Death Save) if they start their turn with 0 Hit Points. See also “Playing the Game” (“Damage and Healing”)."
      },
      {
        "document": 626,
        "excerpt": "As they overcome challenges and complete adventures, characters earn Experience Points (XP), which are awarded b"
      },
      {
        "document": 637,
        "excerpt": "enough for you to assist verbally or physically when they make an ability check. That ally has Advantage on the next ability check they make with the chosen skill"
      },
      {
        "document": 670,
        "excerpt": "their curse, likely by symbolically righting the wrong they committed. How a spell like Remove Curse affects a curse that's part of your adventure is up to you - th"
      },
      {
        "document": 684,
        "excerpt": "come acclimated to elevations above 20,000 feet unless they are native to such environments."
      },
      {
        "document": 693,
        "excerpt": "ne's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body. Injury. Injury poison can be applied a"
      },
      {
        "document": 694,
        "excerpt": "have to make extensive inquiries and pay bribes before they acquire the poison they seek."
      },
      {
        "document": 712,
        "excerpt": "Traps should be used sparingly, lest they lose their charm. A hidden pit can be a fun surprise, but too many traps in an adventure can lead player"
      },
      {
        "document": 713,
        "excerpt": "cial movement allows them to ignore Difficult Terrain, they can move at a Fast pace regardless of the terrain."
      },
      {
        "document": 724,
        "excerpt": "in “Equipment”) to determine their rate of travel, and they don't choose a travel pace."
      },
      {
        "document": 725,
        "excerpt": "roups. When different types of monsters work together, they can combine their abilities - just like characters with different classes and origins. A diverse force i"
      },
      {
        "document": 735,
        "excerpt": "o create a background to help a player craft the story they have in mind for their character. This section describes, step by step, how you can create backgrounds"
      },
      {
        "document": 783,
        "excerpt": "creature nearest to the chosen point of origin. Unless they are picked off, the leaves turn brown and fall off after 24 hours."
      },
      {
        "document": 789,
        "excerpt": "If neither potion has anything to double in this way, they work normally."
      },
      {
        "document": 962,
        "excerpt": "You gain an uncanny sense of when things aren't as they should be, giving you an edge when you dodge perils. You have Advantage on Dexterity saving throws unles"
      },
      {
        "document": 972,
        "excerpt": "ag. The spells can be from any class's spell list, and they must be spells you don't already have prepared. While the book is on your person, you have the chosen sp"
      },
      {
        "document": 975,
        "excerpt": "5-foot Cube on the ground within 120 feet of yourself. They last there for 1 minute or until you have the Incapacitated condition or die. You and your allies have H"
      },
      {
        "document": 976,
        "excerpt": "and universities to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun"
      },
      {
        "document": 978,
        "excerpt": "succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save."
      },
      {
        "document": 980,
        "excerpt": "rabilities, and if the creature has any, you know what they are."
      },
      {
        "document": 982,
        "excerpt": "ins meet the archetype of the knight in shining armor. They hold themselves to the highest standards of conduct, and some - for better or worse - hold the rest of t"
      },
      {
        "document": 983,
        "excerpt": "d violence. Their path is one of untrammeled fury, and they thrill in the chaos of battle as they allow their Rage to seize and empower them."
      },
      {
        "document": 985,
        "excerpt": "rriors of the Open Hand are masters of unarmed combat. They learn techniques to push and trip their opponents and manipulate their own energy to protect themselves"
      },
      {
        "document": 1182,
        "excerpt": "creatures on the other plane can't perceive you unless they have a special ability that lets them perceive things on the Ethereal Plane. You return to the other pl"
      },
      {
        "document": 1198,
        "excerpt": "three of the following facts; you learn those facts as they pertain to the spell's area: - Locations of settlements - Locations of portals to other planes of exist"
      },
      {
        "document": 1215,
        "excerpt": "0 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal"
      },
      {
        "document": 1228,
        "excerpt": "remain there. Any creatures inside also remain unless they opt to be shunted through the door as it vanishes, landing with the Prone condition in the unoccupied sp"
      },
      {
        "document": 1236,
        "excerpt": "t back to its home plane if it isn't there already. If they aren't on their home plane, Undead are sent to the Shadowfell, and Fey are sent to the Feywild. Dispel"
      },
      {
        "document": 1254,
        "excerpt": "ts turn the ground in the area into Difficult Terrain. They disappear when the spell ends. Each creature (other than you) in the area when you cast the spell must"
      },
      {
        "document": 1282,
        "excerpt": "it, are pushed away from the center of the area until they are completely outside it. A creature inside the cage can't leave it by non-magical means. If the creat"
      },
      {
        "document": 1286,
        "excerpt": "rough narrow openings, but it treats liquids as though they were solid surfaces. The target can't talk or manipulate objects, and any objects it was carrying or ho"
      },
      {
        "document": 1293,
        "excerpt": "Hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires Concentration, it lasts"
      },
      {
        "document": 1299,
        "excerpt": "n the Web spell. These strands regrow in 10 minutes if they are destroyed while Guards and Wards lasts. Other Spell Effect. Place one of the following magical effe"
      },
      {
        "document": 1303,
        "excerpt": "ommunicate with any other creature in the area even if they don't share a common language. Vulnerability. Creatures of any types you choose have Vulnerability to o"
      },
      {
        "document": 1322,
        "excerpt": "her any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spell's name. If you instead touch a creature t"
      },
      {
        "document": 1349,
        "excerpt": "ine the appearance of these servants and their attire. They are invulnerable and obey your commands. Each servant can perform tasks that a human could perform, but"
      },
      {
        "document": 1378,
        "excerpt": "s too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle."
      },
      {
        "document": 1379,
        "excerpt": "yield twice the normal amount of food when harvested. They can benefit from only one Plant Growth per year."
      },
      {
        "document": 1407,
        "excerpt": "s upward fall, creatures and objects strike it just as they would during a downward fall. If an affected creature or object reaches the Cylinder's top without strik"
      },
      {
        "document": 1416,
        "excerpt": "es and objects that have the Invisible condition as if they were visible, and you can see into the Ethereal Plane. Creatures and objects there appear ghostly."
      },
      {
        "document": 1437,
        "excerpt": "enable plants to uproot themselves and move about, but they can move their branches, tendrils, and stalks for you. If a Plant creature is in the area, you can comm"
      },
      {
        "document": 1440,
        "excerpt": "appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate creatures to be unaffected by it. Any othe"
      },
      {
        "document": 1453,
        "excerpt": "unicate telepathically through the bond whether or not they share a language. The communication is possible over any distance, though it can't extend to other plane"
      },
      {
        "document": 1515,
        "excerpt": "beans. If you dump one or more beans out of the bag, they explode in a 10-foot-radius Sphere centered on them. All the dumped beans are destroyed in the explosion"
      },
      {
        "document": 1519,
        "excerpt": "ea are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effe"
      },
      {
        "document": 1535,
        "excerpt": "a Cleric or Druid in the light can cast level 1 spells they have prepared without expending spell slots. Alternatively, when you light the candle for the first tim"
      },
      {
        "document": 1541,
        "excerpt": "ht in webs of any sort and can move through webs as if they were Difficult Terrain. Web. You can cast Web (save DC 13). The web created by the spell fills twice it"
      },
      {
        "document": 1560,
        "excerpt": "portation or travel to a different plane of existence. They don't prevent the creature from passing through an interdimensional portal. You and any creature you de"
      },
      {
        "document": 1576,
        "excerpt": "s Attunement) These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 or more charges to cast Charm Person (save DC 13)."
      },
      {
        "document": 1584,
        "excerpt": ") Your Strength is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them."
      },
      {
        "document": 1604,
        "excerpt": "The spirits look like living, breathing warriors, and they have Immunity to the Charmed and Frightened conditions. Once you use the horn, it can't be used again un"
      },
      {
        "document": 1605,
        "excerpt": "affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4 inches above a surface. This effect means the creat"
      },
      {
        "document": 1610,
        "excerpt": "until 24 hours have elapsed. Once the bands are used, they can't be used again until the next dawn."
      },
      {
        "document": 1613,
        "excerpt": "Invisible creatures and objects are visible as long as they are in the lantern's Bright Light. You can take a Utilize action to lower the hood, reducing the lanter"
      },
      {
        "document": 1623,
        "excerpt": "jects of greater value (such as a large pile of gold), they look authentic, but close inspection reveals they're made from paste, cookies, or some other worthless m"
      },
      {
        "document": 1625,
        "excerpt": "Creatures trapped in the mirror's cells don't age, and they don't need to eat, drink, or sleep. A creature trapped within a cell can escape using magic that permits"
      },
      {
        "document": 1627,
        "excerpt": "ard you. You don't know the identity of this NPC until they or someone else reveals it. Nothing less than a Wish spell or divine intervention can end the NPC's host"
      },
      {
        "document": 1666,
        "excerpt": "ngs of Djinni Summoning are often created by the djinn they summon and given to mortals as gifts of friendship or tokens of esteem."
      },
      {
        "document": 1667,
        "excerpt": "have Advantage on attack rolls against Elementals and they have Disadvantage on attack rolls against you. Elemental Compulsion. While wearing the ring, you can ta"
      },
      {
        "document": 1697,
        "excerpt": "end the effect, all visitors reappear in the location they occupied when you activated the rod or an unoccupied space nearest that location. Once used, this proper"
      },
      {
        "document": 1792,
        "excerpt": "tar can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object."
      },
      {
        "document": 1852,
        "excerpt": "The dryad can communicate with Beasts and Plants as if they shared a language."
      },
      {
        "document": 1871,
        "excerpt": "ost can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object."
      },
      {
        "document": 1914,
        "excerpt": "noid voices. A creature that hears the sounds can tell they are imitations only with a successful DC 14 Wisdom (Insight) check."
      },
      {
        "document": 2023,
        "excerpt": "ter can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object. Sunlight S"
      },
      {
        "document": 2074,
        "excerpt": "isp can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object."
      },
      {
        "document": 2078,
        "excerpt": "ith can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object. Sunlight S"
      }
    ],
    "they're": [
      {
        "document": 15,
        "excerpt": "Temporary Hit Points last until they're depleted or you finish a Long Rest (see \"Rules Glossary\")."
      },
      {
        "document": 17,
        "excerpt": "They're Not Hit Points or Healing"
      },
      {
        "document": 240,
        "excerpt": "ayers also like to note the modifier for saving throws they're not proficient in, which is just the relevant ability modifier. Skills. For skills you have proficiency"
      },
      {
        "document": 398,
        "excerpt": "terial. The Coin Values table lists coins and how much they're worth relative to the Gold Piece, which is the game's main coin. For example, 100 Copper Pieces are wort"
      },
      {
        "document": 670,
        "excerpt": ". A creature affected by such a curse should know why they're being punished and be able to learn how to end their curse, likely by symbolically righting the wrong th"
      },
      {
        "document": 1623,
        "excerpt": "ld), they look authentic, but close inspection reveals they're made from paste, cookies, or some other worthless material. If you paint a form of energy such as fire"
      }
    ],
    "thick": [
      {
        "document": 1178,
        "excerpt": "ght wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides Three-Qua"
      },
      {
        "document": 1278,
        "excerpt": "rizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range"
      },
      {
        "document": 1379,
        "excerpt": "a 100-foot-radius Sphere centered on that point become thick and overgrown. A creature moving through that area must spend 4 feet of movement for every 1 foot it mov"
      },
      {
        "document": 1388,
        "excerpt": "ue wall - up to 90 feet long, 30 feet high, and 1 inch thick - centered on a point within range. Alternatively, you shape the wall into a globe up to 30 feet in diam"
      },
      {
        "document": 1444,
        "excerpt": "uld make a small passage through a wall that is 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up"
      },
      {
        "document": 1467,
        "excerpt": "e wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration. When the wall appears, each creature in its area makes a Strength sav"
      },
      {
        "document": 1472,
        "excerpt": "the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and last"
      },
      {
        "document": 1473,
        "excerpt": "with another panel. In any form, the wall is 1/4 inch thick and lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is"
      },
      {
        "document": 1474,
        "excerpt": "us with another panel. In any form, the wall is 1 foot thick and lasts for the duration. If the wall cuts through a creature's space when it appears, the creature i"
      },
      {
        "document": 1475,
        "excerpt": "a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. Alte"
      },
      {
        "document": 1476,
        "excerpt": "the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line"
      },
      {
        "document": 1483,
        "excerpt": "the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground."
      },
      {
        "document": 1570,
        "excerpt": "e the stopper of this painted brass bottle, a cloud of thick smoke flows out of it. At the end of your turn, the smoke disappears with a flash of harmless fire, and"
      },
      {
        "document": 1575,
        "excerpt": "open or close this bottle. Opening the bottle causes thick smoke to billow out, forming a cloud that fills a 60-foot Emanation originating from the bottle. The are"
      },
      {
        "document": 1625,
        "excerpt": "tradimensional cell is an infinite expanse filled with thick fog that reduces visibility to 10 feet. Creatures trapped in the mirror's cells don't age, and they don'"
      },
      {
        "document": 1635,
        "excerpt": "that area for 8 hours. This sticky, black unguent is thick and heavy, but it flows quickly when poured."
      },
      {
        "document": 1912,
        "excerpt": "spell on the weapon. The ooze can eat through 2-inch-thick, nonmagical metal or wood in 1 round."
      }
    ],
    "thicker": [
      {
        "document": 1521,
        "excerpt": "dawn of growing a full beard if you can grow one, or a thicker beard if you already have one. If you aren't a dwarf or duergar, you gain the following additional bene"
      },
      {
        "document": 1686,
        "excerpt": "inch of common metal, or up to 3 feet of wood or dirt. Thicker substances or a thin sheet of lead block the vision. Whenever you use the ring again before taking a Lo"
      }
    ],
    "thickets": [
      {
        "document": 1437,
        "excerpt": "turn Difficult Terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain wh"
      }
    ],
    "thickness": [
      {
        "document": 1339,
        "excerpt": "e creature. This spell can't locate a creature if any thickness of lead blocks a direct path between you and the creature."
      },
      {
        "document": 1340,
        "excerpt": ", or weapon. This spell can't locate an object if any thickness of lead blocks a direct path between you and the object."
      },
      {
        "document": 1475,
        "excerpt": "ed. Each panel has AC 15 and 30 Hit Points per inch of thickness, and it has Immunity to Poison and Psychic damage. Reducing a panel to 0 Hit Points destroys it and migh"
      }
    ],
    "thief": [
      {
        "document": 970,
        "excerpt": "You gain a Rogue subclass of your choice. The Thief subclass is detailed after this class's description. A subclass is a specialization that grants you feat"
      },
      {
        "document": 984,
        "excerpt": "Thief"
      }
    ],
    "thief's": [
      {
        "document": 984,
        "excerpt": "Thief's Reflexes"
      }
    ],
    "thievery": [
      {
        "document": 1591,
        "excerpt": "Gloves of Thievery"
      }
    ],
    "thieves": [
      {
        "document": 808,
        "excerpt": "Thieves’ Cant"
      },
      {
        "document": 855,
        "excerpt": "Expertise, Sneak Attack, Thieves’ Cant, Weapon Mastery"
      },
      {
        "document": 970,
        "excerpt": "Thieves’ Tools"
      }
    ],
    "thieves'": [
      {
        "document": 51,
        "excerpt": "light source, bypass locked doors and containers with Thieves' Tools, and create obstacles for pursuers with Caltrops. See “Equipment” for rules on many items that ar"
      },
      {
        "document": 316,
        "excerpt": "comes with a key. Without the key, a creature can use Thieves' Tools to pick this Lock with a successful DC 15 Dexterity (Sleight of Hand) check."
      },
      {
        "document": 319,
        "excerpt": "comes with a key. Without the key, a creature can use Thieves' Tools to pick the Manacles' lock with a successful DC 15 Dexterity (Sleight of Hand) check."
      },
      {
        "document": 443,
        "excerpt": "Thieves' Tools (25 GP)"
      },
      {
        "document": 717,
        "excerpt": "Net’s statistics). Set the Trap. A creature that has Thieves' Tools and all the trap's components (including a Net) can try to set a falling net trap, doing so with a"
      },
      {
        "document": 970,
        "excerpt": "Thieves' Cant"
      },
      {
        "document": 984,
        "excerpt": "ht of Hand) check to pick a lock or disarm a trap with Thieves' Tools or to pick a pocket. Use an Object. Take the Utilize action, or take the Magic action to use a ma"
      },
      {
        "document": 996,
        "excerpt": "Thieves' Tools"
      },
      {
        "document": 1791,
        "excerpt": "Common, Thieves' Cant"
      },
      {
        "document": 1800,
        "excerpt": "Common, Thieves' Cant"
      },
      {
        "document": 1801,
        "excerpt": "Common, Thieves' Cant"
      },
      {
        "document": 2030,
        "excerpt": "Hand Crossbow, Shortsword, Thieves' Tools"
      }
    ],
    "thin": [
      {
        "document": 687,
        "excerpt": "Thin Ice"
      },
      {
        "document": 1184,
        "excerpt": "ange: Self Components: V, S Duration: Instantaneous A thin sheet of flames shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw, t"
      },
      {
        "document": 1229,
        "excerpt": "1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead."
      },
      {
        "document": 1230,
        "excerpt": "1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead."
      },
      {
        "document": 1231,
        "excerpt": "1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead."
      },
      {
        "document": 1232,
        "excerpt": "1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead. Read Thoughts. Target one creature you can see within 30 feet of yourself or one creatur"
      },
      {
        "document": 1250,
        "excerpt": "something aren't affected. Beckon Earth. You create a thin shroud of dust or sand that covers surfaces in a 5-foot-square area, or you cause a single word to appea"
      },
      {
        "document": 1358,
        "excerpt": "Magical silence; 1 foot of stone, metal, or wood; or a thin sheet of lead blocks the spell."
      },
      {
        "document": 1389,
        "excerpt": "V, S, M (a thin sheet of lead)"
      },
      {
        "document": 1686,
        "excerpt": "up to 3 feet of wood or dirt. Thicker substances or a thin sheet of lead block the vision. Whenever you use the ring again before taking a Long Rest, you must suc"
      },
      {
        "document": 1748,
        "excerpt": "can take a Magic action to expend 1 charge to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of yourself. The target mus"
      }
    ],
    "thing": [
      {
        "document": 43,
        "excerpt": "One Thing at a Time"
      },
      {
        "document": 235,
        "excerpt": "d (LG). Lawful Good creatures endeavor to do the right thing as expected by society. Someone who fights injustice and protects the innocent without hesitation is pro"
      },
      {
        "document": 523,
        "excerpt": "An object is a nonliving, distinct thing. Composite things, like buildings, comprise more than one object. See also “Breaking Objects.”"
      },
      {
        "document": 531,
        "excerpt": "Proficiency Bonus to any D20 Test you make using that thing. A creature might have proficiency in a skill or saving throw or with a weapon or tool. See also “Playin"
      },
      {
        "document": 580,
        "excerpt": "whether destroying part of an object causes the whole thing to collapse. Object Hit Points Damage Types and Objects. Objects have Immunity to Poison and Psychic d"
      },
      {
        "document": 939,
        "excerpt": "Thing to Detect"
      },
      {
        "document": 1333,
        "excerpt": "rief summary of the significant lore about that famous thing, as described by the GM. The lore might consist of important details, amusing revelations, or even secr"
      },
      {
        "document": 1350,
        "excerpt": "ing sounds, smells, and temperature appropriate to the thing depicted, but it can't deal damage or cause conditions. If you are within range of the illusion, you ca"
      }
    ],
    "things": [
      {
        "document": 26,
        "excerpt": "ironment. Sometimes different adventurers do different things: one adventurer might search a treasure chest while a second examines a mysterious symbol engraved on a"
      },
      {
        "document": 34,
        "excerpt": "Characters and monsters are good at various things. Some are skilled with many weapons, while others can use only a few. Some are better at understanding p"
      },
      {
        "document": 36,
        "excerpt": "involve using a skill, which represents a category of things creatures try to do with an ability check. The descriptions of the actions you take (see “Actions” later"
      },
      {
        "document": 42,
        "excerpt": "” Actions Player characters and monsters can also do things not covered by these actions. Many class features and other abilities provide additional action options,"
      },
      {
        "document": 51,
        "excerpt": "an reach out-of-the-way places with a Ladder, perceive things they wouldn't otherwise notice with a Torch or another light source, bypass locked doors and containers"
      },
      {
        "document": 55,
        "excerpt": "creatures have special senses that help them perceive things in certain situations. “Rules Glossary” defines the following special senses: Blindsight Darkvision T"
      },
      {
        "document": 61,
        "excerpt": "When your character searches for hidden things, such as a secret door or a trap, the GM typically asks you to make a Wisdom (Perception) check, provide"
      },
      {
        "document": 74,
        "excerpt": "way you try to influence a monster. Interacting with Things. You can interact with one object or feature of the environment for free, during either your move or act"
      },
      {
        "document": 75,
        "excerpt": "Ranges. To determine the range on a grid between two things - whether creatures or objects - count squares from a square adjacent to one of them and stop counting i"
      },
      {
        "document": 78,
        "excerpt": "Difficult Terrain costs 1 extra foot, even if multiple things in a space count as Difficult Terrain."
      },
      {
        "document": 248,
        "excerpt": "low them to make more attacks or to do more impressive things with those attacks. These adventurers often confront threats to whole regions."
      },
      {
        "document": 371,
        "excerpt": "You're accustomed to the finer things in life and might have servants."
      },
      {
        "document": 412,
        "excerpt": "bility check with the tool. Utilize. This entry lists things you can do with the tool when you take the Utilize action. You can do one of those things each time you"
      },
      {
        "document": 523,
        "excerpt": "An object is a nonliving, distinct thing. Composite things, like buildings, comprise more than one object. See also “Breaking Objects.”"
      },
      {
        "document": 545,
        "excerpt": "If two or more things happen at the same time on a turn, the person at the game table - player or GM - whose turn it is decide"
      },
      {
        "document": 580,
        "excerpt": "or example, Bludgeoning damage works well for smashing things but not for cutting. Paper or cloth objects might have Vulnerability to Fire damage. Damage Threshold."
      },
      {
        "document": 739,
        "excerpt": "Notice things in the environment or in creatures’ behavior"
      },
      {
        "document": 744,
        "excerpt": "Escape notice by moving quietly and hiding behind things."
      },
      {
        "document": 962,
        "excerpt": "You gain an uncanny sense of when things aren't as they should be, giving you an edge when you dodge perils. You have Advantage on Dexterity savi"
      },
      {
        "document": 979,
        "excerpt": "s aims are evil - the corruption or destruction of all things, ultimately including you - and your path is defined by the extent to which you strive against those aim"
      },
      {
        "document": 1160,
        "excerpt": "reate other magical effects inside the aura, and those things can't target or otherwise affect anything inside it. Magical properties of magic items don't work inside"
      },
      {
        "document": 1182,
        "excerpt": "ss they have a special ability that lets them perceive things on the Ethereal Plane. You return to the other plane at the start of your next turn and when the spell"
      },
      {
        "document": 1349,
        "excerpt": "tly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can't leave the"
      },
      {
        "document": 1350,
        "excerpt": "ction with the image reveals it to be an illusion, for things can pass through it. A creature that takes a Study action to examine the image can determine that it is"
      },
      {
        "document": 1362,
        "excerpt": "ion with the image reveals it to be an illusion, since things can pass through it."
      },
      {
        "document": 1391,
        "excerpt": "action with the image reveals it to be illusory, since things can pass through it. A creature that takes the Study action to examine the image can determine that it i"
      },
      {
        "document": 1392,
        "excerpt": "action with the image reveals it to be illusory, since things can pass through it. A creature that takes the Study action to examine the image can determine that it i"
      },
      {
        "document": 1428,
        "excerpt": "ion with the image reveals it to be an illusion, since things can pass through it. A creature that takes a Study action to examine the image can determine that it is"
      },
      {
        "document": 1468,
        "excerpt": "m simple tasks that a human could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring drinks. Once you give the"
      },
      {
        "document": 1561,
        "excerpt": "res. The dragon essence within the orb might want many things: the annihilation of a particular society or organization, freedom from the orb, to spread suffering in"
      }
    ],
    "think": [
      {
        "document": 244,
        "excerpt": "the stakes of the campaign get higher. It's helpful to think of a character's (and a campaign's) arc in terms of four tiers of play, describing the journey from a l"
      }
    ],
    "thinking": [
      {
        "document": 49,
        "excerpt": "ction. Pay attention to your skill proficiencies when thinking of how you will interact with an NPC; use an approach that relies on your group's skill proficiencies. F"
      },
      {
        "document": 712,
        "excerpt": "rt amount of time or deadly puzzles that require quick thinking and teamwork to overcome. Traps that are undetectable and inescapable are rarely fun."
      },
      {
        "document": 727,
        "excerpt": "vive it, the characters will need smart tactics, quick thinking, and maybe even a little luck."
      },
      {
        "document": 970,
        "excerpt": "Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions a"
      },
      {
        "document": 1232,
        "excerpt": "thic. You don't read the thoughts, but you know that a thinking creature is present. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin"
      }
    ],
    "thinks": [
      {
        "document": 47,
        "excerpt": "e, it's you as a player determining how your character thinks, acts, and talks. Roleplaying is part of every aspect of the game, and it comes to the fore during socia"
      },
      {
        "document": 648,
        "excerpt": "On a hit, the weapon deals 1d4 damage of a type the GM thinks is appropriate for the object. Range. If you throw the weapon, it has a normal range of 20 feet and a l"
      }
    ],
    "third": [
      {
        "document": 10,
        "excerpt": "A success or failure has no effect by itself. On your third success, you become Stable (see “Stabilizing a Character” below). On your third failure, you die. The s"
      },
      {
        "document": 26,
        "excerpt": "examines a mysterious symbol engraved on a wall and a third keeps watch for monsters. Outside combat, the GM ensures that every character has a chance to act and de"
      },
      {
        "document": 113,
        "excerpt": "stance is applied second; and Vulnerability is applied third. For example, a creature has Resistance to all damage and Vulnerability to Fire damage, and it's within"
      },
      {
        "document": 398,
        "excerpt": "Pieces are worth 1 Gold Piece. A coin weighs about a third of an ounce, so fifty coins weigh a pound. Coin Values"
      },
      {
        "document": 1582,
        "excerpt": "Second Command Word. The box unfolds into a Keelboat. Third Command Word. The Folding Boat folds back into a box if no creatures are aboard. Any objects in the vess"
      },
      {
        "document": 1585,
        "excerpt": "its turns, ending the effect on itself on a success. Third Command Word. You expend 5 charges and cause the gem to flare with intense light in a 30-foot Cone. Each"
      },
      {
        "document": 2025,
        "excerpt": "a success. After 1 minute, it succeeds automatically. Third Roar. Constitution Saving Throw: DC 20, each enemy in a 500-foot Emanation originating from the sphinx."
      }
    ],
    "thirsting": [
      {
        "document": 263,
        "excerpt": "Two Extra Attacks feature). Similarly, the Warlock's Thirsting Blade invocation, which grants you the Extra Attack feature with your pact weapon, doesn't give you addi"
      },
      {
        "document": 972,
        "excerpt": "lf. Devouring Blade Prerequisite: Level 12+ Warlock, Thirsting Blade Invocation The Extra Attack of your Thirsting Blade invocation confers two extra attacks rather t"
      }
    ],
    "thirteen": [
      {
        "document": 1627,
        "excerpt": "ivory or vellum. Most (75 percent) of these decks have thirteen cards, but some have twenty-two. Use the appropriate column of the Mysterious Deck table when randomly d"
      }
    ],
    "thorn": [
      {
        "document": 134,
        "excerpt": "ight be a cherished ally to its wielder or a continual thorn in the side. Most sentient items are weapons, but other kinds of items can manifest sentience. Single-u"
      },
      {
        "document": 1852,
        "excerpt": "Multiattack. The dryad makes one Vine Lash or Thorn Burst attack, and it can use Spellcasting to cast Charm Monster. Vine Lash. Melee Attack Roll: +6, reac"
      }
    ],
    "thorns": [
      {
        "document": 779,
        "excerpt": "Wall of Thorns"
      },
      {
        "document": 835,
        "excerpt": "Wall of Thorns"
      },
      {
        "document": 975,
        "excerpt": "of yourself. Vitality-giving flowers and life-draining thorns appear for a moment in a 10-foot-radius Sphere centered on that point. Each creature of your choice in t"
      },
      {
        "document": 1439,
        "excerpt": "V, S, M (seven thorns)"
      },
      {
        "document": 1476,
        "excerpt": "Wall of Thorns"
      }
    ],
    "those": [
      {
        "document": 14,
        "excerpt": "If you have Temporary Hit Points and take damage, those points are lost first, and any leftover damage carries over to your Hit Points. For example, if you have"
      },
      {
        "document": 24,
        "excerpt": "features let you use different ability modifiers from those listed. For example, the Finesse property (see “Equipment”) lets you use Strength or Dexterity with a we"
      },
      {
        "document": 26,
        "excerpt": "t challenging for an adventurer to complete a task. In those cases, the GM might ask the player to roll a die to help determine what happens. Describing the results"
      },
      {
        "document": 31,
        "excerpt": "a 3, use the 3. If you instead have Advantage and roll those numbers, use the 18."
      },
      {
        "document": 33,
        "excerpt": "could expend your Heroic Inspiration to reroll one of those dice, not both of them."
      },
      {
        "document": 46,
        "excerpt": "ce some monsters that would rather talk than fight. In those situations, it's time for social interaction, which takes many forms. For example, you might try to conv"
      },
      {
        "document": 62,
        "excerpt": "gear and treasure without worrying about the weight of those objects. If you try to haul an unusually heavy object or a massive number of lighter objects, the GM mig"
      },
      {
        "document": 64,
        "excerpt": "spot hidden enemies, and which ones are the closest to those enemies if a fight breaks out. You can change your marching order outside combat and record the order an"
      },
      {
        "document": 69,
        "excerpt": "ter many dangerous monsters and nefarious villains. In those moments, combat often breaks out."
      },
      {
        "document": 88,
        "excerpt": "arget beyond this range. Some ranged attacks, such as those made with a Longbow, have two ranges. The smaller number is the normal range, and the larger number is t"
      },
      {
        "document": 106,
        "excerpt": "s from the Rogue's Sneak Attack feature, you also roll those dice twice."
      },
      {
        "document": 119,
        "excerpt": "s in your campaign, rarity can help you set prices for those items. Gold Piece values are provided in the Magic Item Rarities and Values table, though a seller might"
      },
      {
        "document": 132,
        "excerpt": "its user to cast any spells from it, you must have all those spells prepared every day you spend crafting the item."
      },
      {
        "document": 133,
        "excerpt": "t work for 8 hours. If an item requires multiple days, those days needn't be consecutive. Assistants. Characters can combine their efforts to shorten the crafting t"
      },
      {
        "document": 134,
        "excerpt": "maintains a good relationship with the item can access those properties. If the relationship is strained, a conflict can ensue (see “Conflict” below)."
      },
      {
        "document": 158,
        "excerpt": "rs clothes is assumed to be dressed appropriately, and those clothes aren't in this entry. Equipment mentioned outside the Gear entry is considered to be supernatur"
      },
      {
        "document": 160,
        "excerpt": "of giving a monster combat-oriented magic items, since those might alter the monster's Challenge Rating. If you do give a monster a magic item, the monster can have"
      },
      {
        "document": 161,
        "excerpt": "Resistances, Immunities, and Gear. If a monster lacks those details, entries for them don't appear. Traits. Monster characteristics that are active at all times or"
      },
      {
        "document": 177,
        "excerpt": "If the monster has Reaction options, those are listed in this section along with their triggers. See “Playing the Game” for details on Reactions."
      },
      {
        "document": 178,
        "excerpt": "If the monster has Legendary Action options, those are listed in this section. A Legendary Action is an action that a monster can take immediately after an"
      },
      {
        "document": 180,
        "excerpt": "ons are presented, you choose the creature's size from those options. See \"Playing the Game\" for information on size."
      },
      {
        "document": 228,
        "excerpt": "s that know one of these dialects can communicate with those that know a different one."
      },
      {
        "document": 232,
        "excerpt": "Your background lists three abilities; increase one of those scores by 2 and a different one by 1, or increase all three by 1. None of these increases can raise a s"
      },
      {
        "document": 235,
        "excerpt": "le of life - and isn’t swayed either by the demands of those in need or by the temptations of evil - is probably Lawful Neutral. Neutral (N). Neutral is the alignme"
      },
      {
        "document": 237,
        "excerpt": ". Neutral Evil (NE). Neutral Evil is the alignment of those who are untroubled by the harm they cause as they pursue their desires. A criminal who robs and murders"
      },
      {
        "document": 248,
        "excerpt": "make more attacks or to do more impressive things with those attacks. These adventurers often confront threats to whole regions."
      },
      {
        "document": 254,
        "excerpt": "current class. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in a single class."
      },
      {
        "document": 262,
        "excerpt": "'s Draconic Resilience feature must choose only one of those features as a way to calculate Armor Class."
      },
      {
        "document": 264,
        "excerpt": "asting classes and partly on your individual levels in those classes. Once you have the Spellcasting feature from more than one class, use the rules below. If you mu"
      },
      {
        "document": 283,
        "excerpt": "game traits that an adventurer gains from being one of those life forms. Some species can trace their origin to a single world, plane of existence, or god, while ot"
      },
      {
        "document": 376,
        "excerpt": ". If a spell has expensive components, add the cost of those components to the cost listed in the Spellcasting Services table. The higher the level of a desired spel"
      },
      {
        "document": 393,
        "excerpt": "work for 8 hours. If a scroll requires multiple days, those days needn't be consecutive."
      },
      {
        "document": 394,
        "excerpt": "see “Improvised Weapons” in “Rules Glossary.” Also see those rules if you wield a weapon in an unusual way, such as using a Ranged weapon to make a melee attack."
      },
      {
        "document": 398,
        "excerpt": "ers often find coins on their adventures and can spend those coins in shops, inns, and other businesses. Coins come in different denominations based on the relative"
      },
      {
        "document": 407,
        "excerpt": "Anyone can don armor or hold a Shield, but only those with training can use them effectively, as explained below. A character's class and other features deter"
      },
      {
        "document": 412,
        "excerpt": "ol when you take the Utilize action. You can do one of those things each time you take the action. This entry also provides the DC for the action. Craft. This entry"
      },
      {
        "document": 490,
        "excerpt": "more. A spell's Casting Time entry specifies which of those is required."
      },
      {
        "document": 501,
        "excerpt": "ects of a spell are detailed after its duration entry. Those details present exactly what the spell does, which ignores mundane physical laws; any outcomes beyond th"
      },
      {
        "document": 505,
        "excerpt": "most potent effect - such as the highest bonus - from those castings applies while their durations overlap. The most recent effect applies if the castings are equal"
      },
      {
        "document": 510,
        "excerpt": "cast the spell. The following sections explain each of those entries, which follow a spell's name."
      },
      {
        "document": 545,
        "excerpt": "er or GM - whose turn it is decides the order in which those things happen. For example, if two effects occur at the start of a player character's turn, the player d"
      },
      {
        "document": 551,
        "excerpt": "s can use in place of a spell's Material components if those materials aren't consumed by the spell and don't have a cost specified. Some classes allow its members t"
      },
      {
        "document": 554,
        "excerpt": "ons. The monster can take these actions in addition to those detailed in this glossary. See also \"Playing the Game\" (\"Actions\"). Bonus Actions. If the monster has B"
      },
      {
        "document": 555,
        "excerpt": "u can use some or all of that movement to move between those attacks."
      },
      {
        "document": 613,
        "excerpt": "es that were affecting it at death if the durations of those effects are still ongoing. If the creature died with any Exhaustion levels, it returns with 1 fewer leve"
      },
      {
        "document": 619,
        "excerpt": "can take one action. Choose which action to take from those below or from the special actions provided by your features. See also “Playing the Game” (“Actions”). Th"
      },
      {
        "document": 630,
        "excerpt": "your Fly Speed is reduced to 0. You can stay aloft in those circumstances if you can hover. See also “Falling” and “Fly Speed.”"
      },
      {
        "document": 652,
        "excerpt": "our Initiative score by 5. If you have Disadvantage on those rolls, decrease that score by 5. See also “Playing the Game” (“Combat”)."
      },
      {
        "document": 787,
        "excerpt": "Aligned. The item seeks to defeat or destroy those of a diametrically opposed alignment.Such an item is never Neutral."
      },
      {
        "document": 962,
        "excerpt": "Rest, you can practice weapon drills and change one of those weapon choices. When you reach certain Barbarian levels, you gain the ability to use the mastery proper"
      },
      {
        "document": 963,
        "excerpt": "pellcasting. The information below details how you use those rules with Bard spells, which appear in the Bard spell list later in the class’s description. Cantrips."
      },
      {
        "document": 964,
        "excerpt": "pellcasting. The information below details how you use those rules with Cleric spells, which appear on the Cleric spell list later in the class’s description. Cantr"
      },
      {
        "document": 965,
        "excerpt": "ellcasting. The information below details how you use those rules with Druid spells, which appear on the Druid spell list later in the class's description. Cantrip"
      },
      {
        "document": 966,
        "excerpt": "Rest, you can practice weapon drills and change one of those weapon choices. When you reach certain Fighter levels, you gain the ability to use the mastery properti"
      },
      {
        "document": 968,
        "excerpt": "er to remove the Poisoned condition from the creature; those points don't also restore Hit Points to the creature."
      },
      {
        "document": 969,
        "excerpt": "pellcasting. The information below details how you use those rules with Ranger spells, which appear in the Ranger spell list later in the class’s description. Spell"
      },
      {
        "document": 971,
        "excerpt": "pellcasting. The information below details how you use those rules with Sorcerer spells, which appear in the Sorcerer spell list later in the class’s description. C"
      },
      {
        "document": 972,
        "excerpt": "pellcasting. The information below details how you use those rules with Warlock spells, which appear in the Warlock spell list later in the class’s description. Can"
      },
      {
        "document": 973,
        "excerpt": "pellcasting. The information below details how you use those rules with Wizard spells, which appear in the Wizard spell list later in the class’s description. Cantr"
      },
      {
        "document": 977,
        "excerpt": "h a damage type associated with dragons. Choose one of those types: Acid, Cold, Fire, Lightning, or Poison. You have Resistance to that damage type, and when you ca"
      },
      {
        "document": 979,
        "excerpt": "h is defined by the extent to which you strive against those aims."
      },
      {
        "document": 981,
        "excerpt": "0 feet of yourself (which can include you), and divide those Hit Points among them. This feature can restore a creature to no more than half its Hit Point maximum."
      },
      {
        "document": 988,
        "excerpt": "ep. You can finish a Long Rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness."
      },
      {
        "document": 989,
        "excerpt": "chosen effect has options within it, you choose one of those options for the device when you create it. For example, if you choose the spell's ignite-extinguish effe"
      },
      {
        "document": 1160,
        "excerpt": ", or create other magical effects inside the aura, and those things can't target or otherwise affect anything inside it. Magical properties of magic items don't work"
      },
      {
        "document": 1186,
        "excerpt": "ds. If the creature was already Charmed or Frightened, those conditions are suppressed for the duration. - The creature becomes Indifferent about creatures of your c"
      },
      {
        "document": 1198,
        "excerpt": "ments. Choose three of the following facts; you learn those facts as they pertain to the spell's area: - Locations of settlements - Locations of portals to other p"
      },
      {
        "document": 1281,
        "excerpt": "s can't teleport into the area or use portals, such as those created by the Gate spell, to enter the area. The spell proofs the area against planar travel, and there"
      },
      {
        "document": 1282,
        "excerpt": "trapped. Creatures only partially within the area, or those too large to fit inside it, are pushed away from the center of the area until they are completely outsid"
      },
      {
        "document": 1293,
        "excerpt": "ns for creatures that don't trigger the glyph, such as those who say a certain password. Explosive Rune. When triggered, the glyph erupts with magical energy in a 2"
      },
      {
        "document": 1302,
        "excerpt": "lames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a Bonus Action on your"
      },
      {
        "document": 1359,
        "excerpt": "reature in a 40-foot-radius Sphere centered on each of those points makes a Dexterity saving throw. A creature takes 20d6 Fire damage and 20d6 Bludgeoning damage on"
      },
      {
        "document": 1394,
        "excerpt": ". The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target. The target also can't be possessed by or gai"
      },
      {
        "document": 1451,
        "excerpt": "ns for creatures that don't trigger the glyph, such as those who say a certain password. Once triggered, the glyph glows, filling a 60-foot-radius Sphere with Dim L"
      },
      {
        "document": 1462,
        "excerpt": "ve used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destin"
      },
      {
        "document": 1463,
        "excerpt": "the creature's size. The creature's statistics become those of the object, and the creature has no memory of time spent in this form after the spell ends and it ret"
      },
      {
        "document": 1484,
        "excerpt": "our Strength score becomes 3 for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time dec"
      },
      {
        "document": 1549,
        "excerpt": "t Suggestion (save DC 17) through the sensor on one of those creatures. You don't need to concentrate on this Suggestion to maintain it during its duration, but it e"
      },
      {
        "document": 1552,
        "excerpt": "ace has a distinct marking on it. You can press one of those faces, expend the number of charges required for it, and thereby cast the spell associated with it (save"
      },
      {
        "document": 1611,
        "excerpt": "ure then obeys your commands for 1 hour, understanding those commands even if it doesn't know the language in which the commands are given. If you issue no commands"
      },
      {
        "document": 1667,
        "excerpt": "dition, you can move through solid earth or rock as if those areas were Difficult Terrain without disturbing the matter through which you pass. If you end your turn"
      },
      {
        "document": 1722,
        "excerpt": "he same time. Doing so doesn't expend the daily use of those properties, only the use of this one. Lightning Strike. You can take a Magic action to cause a bolt of"
      },
      {
        "document": 1742,
        "excerpt": "Invisible, ethereal, disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding the wand. Regaining Charges. The wand regains 1d6 +"
      },
      {
        "document": 1760,
        "excerpt": "minutes unless moisture is applied to its skin before those minutes have passed. Probing Telepathy. If a creature the aboleth can see communicates telepathically w"
      }
    ],
    "though": [
      {
        "document": 11,
        "excerpt": "Stable creature doesn't make Death Saving Throws even though it has 0 Hit Points, but it still has the Unconscious condition. If the creature takes damage, it stops"
      },
      {
        "document": 37,
        "excerpt": "melee attacks using your Charisma, you can do so, even though that statement disagrees with the general rule."
      },
      {
        "document": 119,
        "excerpt": "provided in the Magic Item Rarities and Values table, though a seller might ask for a service rather than coin as payment. If a magic item incorporates an item that"
      },
      {
        "document": 245,
        "excerpt": "In tier 1, characters are apprentice adventurers, though they are already set apart from the broader populace by virtue of their extraordinary abilities. They le"
      },
      {
        "document": 502,
        "excerpt": "et appears to have succeeded on its saving throw, even though it didn't attempt one (giving no hint that the creature is an invalid target). Otherwise, you perceive t"
      },
      {
        "document": 1153,
        "excerpt": "n make yourself appear as a member of another species, though none of your statistics change. You can't appear as a creature of a different size, and your basic shape"
      },
      {
        "document": 1265,
        "excerpt": "as the statistics of the chosen form (see “Monsters”), though it is a Celestial, Fey, or Fiend (your choice) instead of a Beast. Your familiar acts independently of y"
      },
      {
        "document": 1286,
        "excerpt": "pass through narrow openings, but it treats liquids as though they were solid surfaces. The target can't talk or manipulate objects, and any objects it was carrying"
      },
      {
        "document": 1323,
        "excerpt": "er the meaning, handwriting, and language of the text, though the language must be one you know. If the spell is dispelled, the original script and the illusion both"
      },
      {
        "document": 1347,
        "excerpt": "en speak the message, which must be 25 words or fewer, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger th"
      },
      {
        "document": 1367,
        "excerpt": "acitated condition and is unaware of its surroundings, though it can hear you. If it takes any damage or is targeted by another spell, this spell ends, and no memorie"
      },
      {
        "document": 1376,
        "excerpt": "ame when you cast this spell to request that creature, though you might get a different creature anyway (GM's choice). When the creature appears, it is under no comp"
      },
      {
        "document": 1391,
        "excerpt": "trigger can be as general or as detailed as you like, though it must be based on visual or audible phenomena that occur within 30 feet of the area. For example, you"
      },
      {
        "document": 1404,
        "excerpt": "ell effects - can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object"
      },
      {
        "document": 1453,
        "excerpt": "uage. The communication is possible over any distance, though it can't extend to other planes of existence."
      },
      {
        "document": 1467,
        "excerpt": "all can move by swimming. Because of the wave's force, though, the creature must succeed on a Strength (Athletics) check against your spell save DC to move at all. If"
      },
      {
        "document": 1475,
        "excerpt": "by the wall. The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on"
      },
      {
        "document": 1609,
        "excerpt": "ends while it's orbiting your head, the stone falls as though you had dropped it. The type of stone determines its rarity and effects. Absorption (Very Rare). While"
      },
      {
        "document": 1654,
        "excerpt": "Rare This potion's container looks empty but feels as though it holds liquid. When you drink the potion, you have the Invisible condition for 1 hour. The effect ends"
      },
      {
        "document": 1694,
        "excerpt": "bing pole up to 50 feet long (you specify the length), though the rod's buttons remain within your reach. In surfaces as hard as granite, a spike at the bottom and th"
      }
    ],
    "thought": [
      {
        "document": 237,
        "excerpt": "Most creatures that lack the capacity for rational thought don't have alignments; they are unaligned. Sharks are savage predators, for example, but they aren't evi"
      },
      {
        "document": 1452,
        "excerpt": "ability to move or manipulate creatures or objects by thought. When you cast the spell and as a Magic action on your later turns before the spell ends, you can exert"
      },
      {
        "document": 1734,
        "excerpt": "Tome of Clear Thought"
      }
    ],
    "thoughts": [
      {
        "document": 139,
        "excerpt": "communicates by sharing its emotions, broadcasting its thoughts telepathically, or speaking aloud. You can choose how it communicates or roll on the Sentient Item's Com"
      },
      {
        "document": 502,
        "excerpt": ", but a more subtle effect, such as an attempt to read thoughts, goes unnoticed unless a spell's description says otherwise. Invalid Targets. If you cast a spell on so"
      },
      {
        "document": 862,
        "excerpt": "Detect Thoughts"
      },
      {
        "document": 887,
        "excerpt": "Detect Thoughts"
      },
      {
        "document": 900,
        "excerpt": "Detect Thoughts"
      },
      {
        "document": 1232,
        "excerpt": "Detect Thoughts"
      },
      {
        "document": 1360,
        "excerpt": "g that would sense its emotions or alignment, read its thoughts, or magically detect its location, and no spell - not even Wish - can gather information about the targe"
      },
      {
        "document": 1548,
        "excerpt": "(save DC 17) with it. In addition, you can cast Detect Thoughts (save DC 17) targeting creatures you can see within 30 feet of the spell's sensor. You don't need to con"
      },
      {
        "document": 1600,
        "excerpt": "pathy with a range of 30 feet, and you can cast Detect Thoughts or Suggestion (save DC 13) from the helm. Once either spell is cast from the helm, that spell can't be c"
      },
      {
        "document": 1624,
        "excerpt": "Medallion of Thoughts"
      },
      {
        "document": 1657,
        "excerpt": "u drink this potion, you gain the effect of the Detect Thoughts spell (save DC 13) for 10 minutes (no Concentration required). This potion's dense, purple liquid has a"
      },
      {
        "document": 1673,
        "excerpt": "mune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepat"
      },
      {
        "document": 1763,
        "excerpt": "ain the spell), Speak with Animals 1/Day Each: Detect Thoughts, Control Weather"
      },
      {
        "document": 1764,
        "excerpt": "), Speak with Animals, Thaumaturgy 1/Day Each: Detect Thoughts, Water Breathing"
      },
      {
        "document": 1775,
        "excerpt": "peak with Animals 1/Day Each: Control Weather, Detect Thoughts"
      },
      {
        "document": 1776,
        "excerpt": "), Speak with Animals, Thaumaturgy 1/Day Each: Detect Thoughts, Control Water, Scrying, Water Breathing"
      },
      {
        "document": 1790,
        "excerpt": "ity (spell save DC 17): At Will: Detect Magic, Detect Thoughts, Disguise Self, Invisibility, Light, Mage Armor (included in AC), Mage Hand, Prestidigitation 2/Day Eac"
      },
      {
        "document": 1835,
        "excerpt": "Shielded Mind. The couatl's thoughts can't be read by any means, and other creatures can communicate with it telepathically only if it allows"
      },
      {
        "document": 1846,
        "excerpt": "each 5 ft. Hit: 11 (2d6 + 4) Bludgeoning damage. Read Thoughts. The doppelganger casts Detect Thoughts, requiring no spell components and using Charisma as the spellca"
      },
      {
        "document": 1949,
        "excerpt": "ity (spell save DC 20): At Will: Detect Magic, Detect Thoughts, Dispel Magic, Fireball (level 5 version), Invisibility, Lightning Bolt (level 5 version), Mage Hand, Pr"
      },
      {
        "document": 1997,
        "excerpt": "spell can observe the rakshasa remotely or detect its thoughts, creature type, or alignment. Fiendish Restoration. If the rakshasa dies outside the Nine Hells, its bo"
      },
      {
        "document": 2024,
        "excerpt": "No magic can observe the sphinx remotely or detect its thoughts without its permission. Wisdom (Insight) checks made to ascertain its intentions or sincerity are made w"
      },
      {
        "document": 2025,
        "excerpt": "No magic can observe the sphinx remotely or detect its thoughts without its permission. Wisdom (Insight) checks made to ascertain its intentions or sincerity are made w"
      },
      {
        "document": 2028,
        "excerpt": "d, Minor Illusion, Water Breathing 2/Day Each: Detect Thoughts, Dimension Door, Hold Person (level 3 version), Lightning Bolt (level 4 version)"
      }
    ],
    "threads": [
      {
        "document": 496,
        "excerpt": "of sounds, with specific pitch and resonance, sets the threads of magic in motion. Thus, a creature who is gagged or in an area of magical silence can't cast a spell w"
      },
      {
        "document": 1541,
        "excerpt": "t is made of black silk interwoven with faint, silvery threads. While wearing it, you gain the following benefits. Poison Resistance. You have Resistance to Poison da"
      }
    ],
    "threat": [
      {
        "document": 19,
        "excerpt": "ed a save - represents an attempt to evade or resist a threat, such as a fiery explosion, a blast of poisonous gas, or a spell trying to invade your mind. You don’t n"
      },
      {
        "document": 540,
        "excerpt": "ed a save - represents an attempt to avoid or resist a threat. You normally make a saving throw only when a rule requires you to do so, but you can decide to fail the"
      },
      {
        "document": 554,
        "excerpt": "he monster knows. CR. Challenge Rating summarizes the threat a monster poses and is detailed in “Monsters.” The Experience Points characters receive for defeating a"
      },
      {
        "document": 587,
        "excerpt": "Challenge Rating (CR) summarizes the threat a monster poses to a group of four player characters. Compare a monster's CR to the characters' level. I"
      },
      {
        "document": 722,
        "excerpt": "istance drops to 0, it stops moving and is no longer a threat."
      }
    ],
    "threaten": [
      {
        "document": 246,
        "excerpt": "tacks in a round. The characters now face dangers that threaten cities and kingdoms."
      },
      {
        "document": 744,
        "excerpt": "Awe or threaten someone into doing what you want."
      },
      {
        "document": 1642,
        "excerpt": "Indifferent toward you and won't attack you unless you threaten or harm them. The pipes have 3 charges and regain 1d3 expended charges daily at dawn. If you play the p"
      }
    ],
    "threatening": [
      {
        "document": 587,
        "excerpt": "umber of player characters can significantly alter how threatening a monster is in actual play. \"Gameplay Toolbox\" (\"Combat Encounters\") provides guidance to the GM on usi"
      },
      {
        "document": 954,
        "excerpt": "es a fiendish idol that tears at the character’s mind, threatening to shatter it."
      }
    ],
    "threats": [
      {
        "document": 40,
        "excerpt": "that class's training in evading or resisting certain threats. Wizards, for example, are proficient in Intelligence and Wisdom saves; they train to resist mental assa"
      },
      {
        "document": 47,
        "excerpt": "w an NPC reacts. A cowardly bandit might buckle under threats of imprisonment. A stubborn merchant refuses to help if the characters badger her. A vain dragon laps up"
      },
      {
        "document": 101,
        "excerpt": "Injury and death are frequent threats, as detailed in the following rules."
      },
      {
        "document": 245,
        "excerpt": "eir starting class features and choose a subclass. The threats they face usually pose a danger to local farmsteads or villages."
      },
      {
        "document": 248,
        "excerpt": "s with those attacks. These adventurers often confront threats to whole regions."
      },
      {
        "document": 793,
        "excerpt": "e stone statue in your likeness rises and makes verbal threats against you. If you leave it and others come near, it describes you as the most heinous of villains and"
      }
    ],
    "three": [
      {
        "document": 10,
        "excerpt": "to an ability score. You're in the hands of fate now. Three Successes/Failures. Roll 1d20. If the roll is 10 or higher, you succeed. Otherwise, you fail. A success"
      },
      {
        "document": 26,
        "excerpt": "The three main pillars of D&D play are social interaction, exploration, and combat. Whichever one you're experienc"
      },
      {
        "document": 86,
        "excerpt": "ult to harm. As detailed in the Cover table, there are three degrees of cover, each of which gives a different benefit to a target. A target can benefit from cover"
      },
      {
        "document": 92,
        "excerpt": "re. These rolls are called D20 Tests, and they come in three kinds: ability checks, saving throws, and attack rolls. They follow these steps: 4: Roll 1d20. You alwa"
      },
      {
        "document": 96,
        "excerpt": "t moves on your turn as you direct it, and it has only three action options during that turn: Dash, Disengage, and Dodge. A controlled mount can move and act even on"
      },
      {
        "document": 228,
        "excerpt": "Your character knows at least three languages: Common plus two languages you roll or choose from the Standard Languages table. Knowledge of"
      },
      {
        "document": 230,
        "excerpt": "mine your ability scores by using one of the following three methods. Your GM might prefer you to use a particular one. Standard Array. Use the following six scores"
      },
      {
        "document": 232,
        "excerpt": "em according to your background. Your background lists three abilities; increase one of those scores by 2 and a different one by 1, or increase all three by 1. None"
      },
      {
        "document": 264,
        "excerpt": "Spellcaster table, you have four level 1 spell slots, three level 2 slots, and two level 3 slots. However, you can't prepare any level 3 spells, nor can you prepare"
      },
      {
        "document": 292,
        "excerpt": "A background lists three of your character's ability scores. Increase one by 2 and another one by 1, or increase all three by 1."
      },
      {
        "document": 327,
        "excerpt": "use a vial of Basic Poison to coat one weapon or up to three pieces of ammunition. A creature that takes Piercing or Slashing damage from the poisoned weapon or ammu"
      },
      {
        "document": 381,
        "excerpt": "No More Than Three Items"
      },
      {
        "document": 437,
        "excerpt": "Dice (1 SP), dragonchess (1 GP), playing cards (5 SP), three-dragon ante (1 GP)"
      },
      {
        "document": 501,
        "excerpt": "deal with targets, saving throws, attack rolls, or all three, each of which is detailed below."
      },
      {
        "document": 513,
        "excerpt": ", that Wizard spends one of four level 1 slots and has three remaining. Finishing a Long Rest restores any expended spell slots."
      },
      {
        "document": 575,
        "excerpt": "ties. A creature can have Attunement with no more than three magic items at a time. See also “Equipment” (“Magic Items”)."
      },
      {
        "document": 595,
        "excerpt": "degree of protection to a target behind it. There are three degrees of cover, each of which provides a different benefit to a target: Half Cover (+2 bonus to AC and"
      },
      {
        "document": 604,
        "excerpt": "D20 Tests encompass the three main d20 rolls of the game: ability checks, attack rolls, and saving throws. If something in the game af"
      },
      {
        "document": 624,
        "excerpt": "n adventure that is part of at least one of the game's three pillars: social interaction, exploration, or combat. See also \"Playing the Game\" (\"Social Interaction,\""
      },
      {
        "document": 640,
        "excerpt": "Stealth) check while you're Heavily Obscured or behind Three-Quarters Cover or Total Cover, and you must be out of any enemy's line of sight; if you can see a creatu"
      },
      {
        "document": 675,
        "excerpt": "stitution saving throw. After the creature succeeds on three of these saves, the contagion ends on it, and the creature is immune to Cackle Fever for 1 year. Spread"
      },
      {
        "document": 677,
        "excerpt": "pressed in this way for a total of 72 hours (requiring three doses and applications of the ointment), the contagion ends on the creature. Spreading the Contagion. A"
      },
      {
        "document": 698,
        "excerpt": "save, the creature takes 3 (1d6) Poison damage. After three successful saves, the poison ends."
      },
      {
        "document": 720,
        "excerpt": "start of the next turn if it has activated fewer than three times When a creature moves onto this trap's pressure plate for the first time on a turn, poisoned dart"
      },
      {
        "document": 727,
        "excerpt": "Three categories describe the range of encounter difficulty: Low Difficulty. An encounter of low difficulty i"
      },
      {
        "document": 734,
        "excerpt": "eed to run the encounter. Referencing more than two or three stat blocks for a single encounter can be daunting, particularly if the creatures are complex."
      },
      {
        "document": 738,
        "excerpt": "Choose three abilities that seem appropriate for the background: Strength or Dexterity. These abilities are ideal fo"
      },
      {
        "document": 752,
        "excerpt": "Three-Quarters"
      },
      {
        "document": 793,
        "excerpt": "Three Shrieker Fungi sprout."
      },
      {
        "document": 839,
        "excerpt": "Action Surge (two uses), Indomitable (three uses)"
      },
      {
        "document": 964,
        "excerpt": "later in the class’s description. Cantrips. You know three cantrips of your choice from the Cleric spell list. Guidance, Sacred Flame, and Thaumaturgy are recommen"
      },
      {
        "document": 966,
        "excerpt": "th weapons allows you to use the mastery properties of three kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice wea"
      },
      {
        "document": 967,
        "excerpt": "hance or fuel certain Monk features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind, each of which is detailed below."
      },
      {
        "document": 972,
        "excerpt": ". Cantrips and Rituals. When the book appears, choose three cantrips, and choose two level 1 spells that have the Ritual tag. The spells can be from any class's spe"
      },
      {
        "document": 973,
        "excerpt": "later in the class’s description. Cantrips. You know three Wizard cantrips of your choice. Light, Mage Hand, and Ray of Frost are recommended. Whenever you finish"
      },
      {
        "document": 975,
        "excerpt": "mple, if you're a level 6 Druid, you can recover up to three levels' worth of spell slots. You can recover a level 3 spell slot, a level 2 and a level 1 spell slot,"
      },
      {
        "document": 976,
        "excerpt": "You gain proficiency with three skills of your choice."
      },
      {
        "document": 984,
        "excerpt": "t end that condition on you if you end the turn behind Three-Quarters Cover or Total Cover."
      },
      {
        "document": 989,
        "excerpt": "guishes fire; the device doesn't do both. You can have three such devices in existence at a time, and each falls apart 8 hours after its creation or when you dismant"
      },
      {
        "document": 1014,
        "excerpt": "rigin Feat You gain proficiency in any combination of three skills or tools of your choice. Repeatable. You can take this feat more than once."
      },
      {
        "document": 1151,
        "excerpt": "strip of white cloth) Duration: 8 hours Choose up to three creatures within range. Each target's Hit Point maximum and current Hit Points increase by 5 for the dur"
      },
      {
        "document": 1158,
        "excerpt": "arge target counts as two, and a Huge target counts as three. Each target animates, sprouts legs, and becomes a Construct that uses the Animated Object stat block;"
      },
      {
        "document": 1171,
        "excerpt": "blood) Duration: Concentration, up to 1 minute Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever"
      },
      {
        "document": 1178,
        "excerpt": "ter, 20 feet high, and 5 feet thick. The wall provides Three-Quarters Cover, and its space is Difficult Terrain. Any creature in the wall's space makes a Dexterity"
      },
      {
        "document": 1179,
        "excerpt": "ration: Concentration, up to 1 minute You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends,"
      },
      {
        "document": 1187,
        "excerpt": "V, S, M (three silver pins)"
      },
      {
        "document": 1198,
        "excerpt": "struction, such as in castles and settlements. Choose three of the following facts; you learn those facts as they pertain to the spell's area: - Locations of settl"
      },
      {
        "document": 1199,
        "excerpt": "e You contact a deity or a divine proxy and ask up to three questions that can be answered with yes or no. You must ask your questions before the spell ends. You re"
      },
      {
        "document": 1203,
        "excerpt": "V, S, M (three nut shells)"
      },
      {
        "document": 1211,
        "excerpt": "ng throw at the end of each of its turns until it gets three successes or failures. If the target succeeds on three of these saves, the spell ends on the target. If"
      },
      {
        "document": 1219,
        "excerpt": "s You can cast this spell only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a Ghoul under your control (see “Mon"
      },
      {
        "document": 1249,
        "excerpt": "ntrip Upgrade. The spell creates two beams at level 5, three beams at level 11, and four beams at level 17. You can direct the beams at the same target or at differe"
      },
      {
        "document": 1256,
        "excerpt": "Using a Higher-Level Spell Slot. You can target up to three willing creatures (including yourself) for each spell slot level above 7. The creatures must be within 1"
      },
      {
        "document": 1277,
        "excerpt": "its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and has the Petrified co"
      },
      {
        "document": 1346,
        "excerpt": "t Components: V, S Duration: Instantaneous You create three glowing darts of magical force. Each dart strikes a creature of your choice that you can see within rang"
      },
      {
        "document": 1364,
        "excerpt": "ction Range: Self Components: V, S Duration: 1 minute Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you"
      },
      {
        "document": 1386,
        "excerpt": "you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time. Sensory Effect. You create an instantaneous, harmles"
      },
      {
        "document": 1387,
        "excerpt": "the end of each of its turns. If it successfully saves three times, the condition ends. If it fails three times, it has the Petrified condition until it is freed by"
      },
      {
        "document": 1388,
        "excerpt": "the end of each of its turns. If it successfully saves three times, the condition ends. If it fails three times, it has the Petrified condition until it is freed by"
      },
      {
        "document": 1410,
        "excerpt": "damage. The target gains no benefit from Half Cover or Three-Quarters Cover for this save. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8"
      },
      {
        "document": 1412,
        "excerpt": "eet Components: V, S Duration: Instantaneous You hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for e"
      },
      {
        "document": 1456,
        "excerpt": "you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time. Altered Eyes. You alter the appearance of your eyes for 1 min"
      },
      {
        "document": 1513,
        "excerpt": "se. While cursed, you have Vulnerability to two of the three damage types associated with the armor (not the one to which it grants Resistance)."
      },
      {
        "document": 1518,
        "excerpt": "ure acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn. Gray Bag"
      },
      {
        "document": 1556,
        "excerpt": "a Magic action to remove the stopper and issue one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. Th"
      },
      {
        "document": 1569,
        "excerpt": "Wondrous Item, Uncommon Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while n"
      },
      {
        "document": 1582,
        "excerpt": "an be opened to store items inside. This item also has three command words, each requiring a Magic action to use: First Command Word. The box unfolds into a Rowboat"
      },
      {
        "document": 1585,
        "excerpt": "holding it, you can take a Magic action and use one of three command words to cause one of the following effects: First Command Word. The gem sheds Bright Light in"
      },
      {
        "document": 1609,
        "excerpt": "its benefit to you while doing so. You can have up to three Ioun Stones orbiting your head at the same time. Each Ioun Stone orbiting your head is considered to be"
      },
      {
        "document": 1623,
        "excerpt": "xpending 1 pot of pigment, you can paint any number of three-dimensional objects and terrain features (such as walls, doors, trees, flowers, weapons, webs, and pits)"
      },
      {
        "document": 1632,
        "excerpt": "ition, your target gains no benefit from Half Cover or Three-Quarters Cover, and you suffer no Disadvantage due to long range. If the attack hits, your sworn enemy t"
      },
      {
        "document": 1683,
        "excerpt": "Ring of Three Wishes"
      },
      {
        "document": 1694,
        "excerpt": "t buttons that are set in a row along the haft. It has three other properties as well, detailed below. Buttons. You can press one of the following buttons as a Bonu"
      },
      {
        "document": 1700,
        "excerpt": "res Attunement) This beetle-shaped medallion provides three benefits while it is on your person. Defense. You gain a +1 bonus to Armor Class. Preservation. The sc"
      },
      {
        "document": 1761,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Acid Arrow (level 3 version)."
      },
      {
        "document": 1762,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Shatter. Rend. Melee Attack"
      },
      {
        "document": 1763,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Sleep Breath or (B) Spellcasting to cast Scorc"
      },
      {
        "document": 1764,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Repulsion Breath or (B) Spellcasting to cast G"
      },
      {
        "document": 1765,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Slowing Breath or (B) Spellcasting to cast Min"
      },
      {
        "document": 1766,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Spellcasting to cast Guiding Bolt (level 2 ver"
      },
      {
        "document": 1767,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Mind Spike (level 3 version)."
      },
      {
        "document": 1768,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Scorching Ray. Rend. Melee A"
      },
      {
        "document": 1769,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Paralyzing Breath or (B) Spellcasting to cast"
      },
      {
        "document": 1770,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 13 (2d6 + 6) Slashing damage plus 4 (1d8)"
      },
      {
        "document": 1773,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Acid Arrow (level 4 version)."
      },
      {
        "document": 1774,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Shatter (level 3 version). R"
      },
      {
        "document": 1775,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Sleep Breath or (B) Spellcasting to cast Scorc"
      },
      {
        "document": 1776,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Repulsion Breath or (B) Spellcasting to cast G"
      },
      {
        "document": 1777,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Slowing Breath or (B) Spellcasting to cast Min"
      },
      {
        "document": 1778,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Spellcasting to cast Guiding Bolt (level 4 ver"
      },
      {
        "document": 1779,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Mind Spike (level 5 version)."
      },
      {
        "document": 1780,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Scorching Ray (level 3 versio"
      },
      {
        "document": 1781,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Paralyzing Breath or (B) Spellcasting to cast"
      },
      {
        "document": 1782,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. Rend. Melee Attack Roll: +14, reach 15 ft. Hit: 17 (2d8 + 8) Slashing damage plus 7 (2d6)"
      },
      {
        "document": 1791,
        "excerpt": "Multiattack. The assassin makes three attacks, using Shortsword or Light Crossbow in any combination. Shortsword. Melee Attack Roll: +7, reac"
      },
      {
        "document": 1828,
        "excerpt": "iattack. The golem makes two Slam attacks, or it makes three Slam attacks if it used Hasten this turn. Slam. Melee Attack Roll: +9, reach 5 ft. Hit: 10 (1d10 + 5) B"
      },
      {
        "document": 1845,
        "excerpt": "one of the spell's stress. Once the djinni has cast it three times, the djinni can't do so again for 365 days."
      },
      {
        "document": 1846,
        "excerpt": "Common plus three other languages"
      },
      {
        "document": 1848,
        "excerpt": "Multiattack. The dragon makes three Bite attacks. It can replace one attack with a Tail attack. Bite. Melee Attack Roll: +13, reach 15 ft."
      },
      {
        "document": 1850,
        "excerpt": "Multiattack. The drider makes three attacks, using Foreleg or Poison Burst in any combination. Foreleg. Melee Attack Roll: +7, reach 10 ft."
      },
      {
        "document": 1856,
        "excerpt": "ne of the spell's stress. Once the efreeti has cast it three times, the efreeti can't do so again for 365 days."
      },
      {
        "document": 1859,
        "excerpt": "Multiattack. The erinyes makes three Withering Sword attacks and can use Entangling Rope. Withering Sword. Melee Attack Roll: +8, reach 5 ft"
      },
      {
        "document": 1884,
        "excerpt": "vory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows: Goa"
      },
      {
        "document": 1904,
        "excerpt": "Multiattack. The gladiator makes three Spear attacks. It can replace one attack with a use of Shield Bash. Spear. Melee or Ranged Attack Roll:"
      },
      {
        "document": 1925,
        "excerpt": "Multiattack. The hezrou makes three Rend attacks. Rend. Melee Attack Roll: +7, reach 5 ft. Hit: 6 (1d4 + 4) Slashing damage plus 9 (2d8) Po"
      },
      {
        "document": 1932,
        "excerpt": "Multiattack. The devil makes three attacks, using Searing Fork or Hurl Flame in any combination. It can replace one attack with a use of In"
      },
      {
        "document": 1936,
        "excerpt": "Multiattack. The devil makes three Ice Spear attacks. It can replace one attack with a Tail attack. Ice Spear. Melee or Ranged Attack Roll"
      },
      {
        "document": 1940,
        "excerpt": "Multiattack. The stalker makes three Wind Swipe attacks. It can replace one attack with a use of Vortex. Wind Swipe. Melee Attack Roll: +7,"
      },
      {
        "document": 1949,
        "excerpt": "Multiattack. The lich makes three attacks, using El-dritch Burst or Paralyzing Touch in any combination. Eldritch Burst. Melee or Ranged"
      },
      {
        "document": 1952,
        "excerpt": "Common plus three other languages"
      },
      {
        "document": 1956,
        "excerpt": "Multiattack. The manticore makes three attacks, using Rend or Tail Spike in any combination. Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 7 ("
      },
      {
        "document": 1959,
        "excerpt": "wo Claw attacks and one Snake Hair attack, or it makes three Poison Ray attacks. Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage. Snake"
      },
      {
        "document": 1966,
        "excerpt": "Common plus three other languages"
      },
      {
        "document": 1968,
        "excerpt": "Multiattack. The nalfeshnee makes three Rend attacks. Rend. Melee Attack Roll: +10, reach 10 ft. Hit: 16 (2d10 + 5) Slashing damage plus 11 (2d"
      },
      {
        "document": 1970,
        "excerpt": "Fire damage. Ethereal Stride. The nightmare and up to three willing creatures within 5 feet of it teleport to the Ethereal Plane from the Material Plane or vice ver"
      },
      {
        "document": 1984,
        "excerpt": "Multiattack. The pirate makes three attacks, using Rapier or Pistol in any combination. Rapier. Melee Attack Roll: +7, reach 5 ft. Hit: 13"
      },
      {
        "document": 1987,
        "excerpt": "Multiattack. The planetar makes three Radiant Sword attacks or uses Holy Burst twice. Radiant Sword. Melee Attack Roll: +12, reach 10 ft. Hit"
      },
      {
        "document": 1995,
        "excerpt": "aller creature Grappled by the worm (it can have up to three creatures swallowed at a time). Failure: The target is swallowed by the worm, and the Grappled condition"
      },
      {
        "document": 1997,
        "excerpt": "Multiattack. The rakshasa makes three Cursed Touch attacks. Cursed Touch. Melee Attack Roll: +10, reach 5 ft. Hit: 12 (2d6 + 5) Slashing dama"
      },
      {
        "document": 2017,
        "excerpt": "Multiattack. The shambling mound makes three Charged Tendril attacks. It can replace one attack with a use of Engulf. Charged Tendril. Melee Attack"
      },
      {
        "document": 2024,
        "excerpt": "Multiattack. The sphinx makes three Claw attacks. Claw. Melee Attack Roll: +8, reach 5 ft. Hit: 14 (3d6 + 4) Slashing damage. Mind-Rending"
      },
      {
        "document": 2028,
        "excerpt": "Multiattack. The naga makes three attacks, using Bite or Necrotic Ray in any combination. Bite. Melee Attack Roll: +7, reach 10 ft. Hit:"
      },
      {
        "document": 2044,
        "excerpt": "Multiattack. The tarrasque makes one Bite attack and three other attacks, using Claw or Tail in any combination. Bite. Melee Attack Roll: +19, reach 15 ft. Hit: 3"
      },
      {
        "document": 2051,
        "excerpt": "Multiattack. The troll makes three Rend attacks. Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 11 (2d6 + 4) Slashing damage."
      },
      {
        "document": 2080,
        "excerpt": "Multiattack. The xorn makes one Bite attack and three Claw attacks. Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 17 (4d6 + 3) Piercing damage. Claw. Melee"
      },
      {
        "document": 2081,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 9 (2d4 + 4) Slashing damage plus 3 (1d6) A"
      },
      {
        "document": 2082,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. Rend. Melee Attack Roll: +9, reach 10 ft. Hit: 12 (2d6 + 5) Slashing damage plus 5 (1d10)"
      },
      {
        "document": 2083,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace two attacks with a use of Sleep Breath. Rend. Melee Attack Roll: +7, reach"
      },
      {
        "document": 2084,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Repulsion Breath. Rend. Melee Attack Roll: +8, re"
      },
      {
        "document": 2085,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Slowing Breath. Rend. Melee Attack Roll: +7, reac"
      },
      {
        "document": 2086,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Weakening Breath. Rend. Melee Attack Roll: +10, r"
      },
      {
        "document": 2087,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 11 (2d6 + 4) Slashing damage plus 7 (2d6)"
      },
      {
        "document": 2088,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. Rend. Melee Attack Roll: +10, reach 10 ft. Hit: 13 (2d6 + 6) Slashing damage plus 3 (1d6)"
      },
      {
        "document": 2089,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Paralyzing Breath. Rend. Melee Attack Roll: +10,"
      },
      {
        "document": 2090,
        "excerpt": "Multiattack. The dragon makes three Rend attacks. Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 9 (2d4 + 4) Slashing damage plus 2 (1d4) C"
      }
    ],
    "threshold": [
      {
        "document": 363,
        "excerpt": "Damage Threshold"
      },
      {
        "document": 580,
        "excerpt": "jects might have Vulnerability to Fire damage. Damage Threshold. Big objects, such as castle walls, often have extra resilience represented by a damage threshold. See a"
      },
      {
        "document": 607,
        "excerpt": "Damage Threshold"
      },
      {
        "document": 722,
        "excerpt": "one is a Large object that has AC 17, HP 100, a Damage Threshold of 10, and Immunity to Poison and Psychic damage. Slow the Stone. As an action, a creature can try to s"
      },
      {
        "document": 922,
        "excerpt": "Damage Threshold"
      }
    ],
    "thresholds": [
      {
        "document": 626,
        "excerpt": "me Master. When a character's XP total crosses certain thresholds, the character's level increases. See also “Level Advancement.”"
      }
    ],
    "thrill": [
      {
        "document": 974,
        "excerpt": "The thrill of battle drives you toward victory. During combat, you can give yourself Heroic Inspiration whenever yo"
      },
      {
        "document": 983,
        "excerpt": "lence. Their path is one of untrammeled fury, and they thrill in the chaos of battle as they allow their Rage to seize and empower them."
      }
    ],
    "throes": [
      {
        "document": 1799,
        "excerpt": "Death Throes. The balor explodes when it dies. Dexterity Saving Throw: DC 20, each creature in a 30-foot Emanation or"
      }
    ],
    "throne": [
      {
        "document": 760,
        "excerpt": "Throne"
      },
      {
        "document": 1627,
        "excerpt": "egrates. Artifacts in your possession vanish instead. Throne. You gain proficiency and Expertise in your choice of History, Insight, Intimidation, or Persuasion. In"
      }
    ],
    "through": [
      {
        "document": 26,
        "excerpt": "ypically, the characters stick together as they travel through a dungeon or another environment. Sometimes different adventurers do different things: one adventurer mi"
      },
      {
        "document": 29,
        "excerpt": "tances. You usually acquire Advantage or Disadvantage through the use of special abilities and actions. The GM can also decide that circumstances grant Advantage or i"
      },
      {
        "document": 46,
        "excerpt": "to hinder. Social interactions progress in two ways: through roleplaying and ability checks."
      },
      {
        "document": 74,
        "excerpt": "municating. You can communicate however you are able - through brief utterances and gestures - as you take your turn. Doing so uses neither your action nor your move."
      },
      {
        "document": 83,
        "excerpt": "During your move, you can pass through the space of an ally, a creature that has the Incapacitated condition (see “Rules Glossary”), a Tiny cre"
      },
      {
        "document": 346,
        "excerpt": "Objects viewed through a Spyglass are magnified to twice their size."
      },
      {
        "document": 354,
        "excerpt": "A mount can help you move more quickly through the wilderness, but its primary purpose is to carry gear that would otherwise slow you down. The Mounts"
      },
      {
        "document": 563,
        "excerpt": "ppear and reappear elsewhere instantly, without moving through the intervening space. This transportation doesn't expend movement unless a rule tells you otherwise, an"
      },
      {
        "document": 567,
        "excerpt": "pecified range. Within that range, your vision pierces through the following: Darkness. You can see in normal and magical Darkness. Invisibility. You see creatures a"
      },
      {
        "document": 583,
        "excerpt": "ure that has a Burrow Speed can use that speed to move through sand, earth, mud, or ice. The creature can't burrow through solid rock unless the creature has a trait t"
      },
      {
        "document": 616,
        "excerpt": "t space costs 1 extra foot. For example, moving 5 feet through Difficult Terrain costs 10 feet of movement. Difficult Terrain isn't cumulative; either a space is Diffi"
      },
      {
        "document": 631,
        "excerpt": "A Fly Speed can be used to travel through the air. While you have a Fly Speed, you can stay aloft until you land, fall, or die. See also “Flying”"
      },
      {
        "document": 638,
        "excerpt": "n adventure is a series of encounters. A story emerges through playing them. See also \"Encounter.\""
      },
      {
        "document": 667,
        "excerpt": "For example, you might decide that a mummy was created through a curse and it can be destroyed permanently only by casting Remove Curse on its corpse."
      },
      {
        "document": 678,
        "excerpt": "Swimming through deep water (more than 100 feet deep) presents additional challenges because of the water's pressure and"
      },
      {
        "document": 687,
        "excerpt": "in that area breaks. All creatures on broken ice fall through. Below the ice is frigid water (see “Frigid Water” above)."
      },
      {
        "document": 693,
        "excerpt": "ilar object. The poison remains potent until delivered through a wound or washed off. A creature that takes Piercing or Slashing damage from an object coated with the"
      },
      {
        "document": 722,
        "excerpt": "ourse if redirected by an obstacle. The stone can move through creatures' spaces, and creatures can move through the stone's space, treating it as Difficult Terrain. W"
      },
      {
        "document": 962,
        "excerpt": "bility, your Strength represents primal power coursing through you, honing your agility, bearing, and senses."
      },
      {
        "document": 963,
        "excerpt": "You can supernaturally inspire others through words, music, or dance. This inspiration is represented by your Bardic Inspiration die, which is a d6."
      },
      {
        "document": 964,
        "excerpt": "You have learned to cast spells through prayer and meditation. See “Spells” for the rules on spellcasting. The information below details how you"
      },
      {
        "document": 965,
        "excerpt": "You have learned to cast spells through studying the mystical forces of nature. See “Spells” for the rules on spellcasting. The information belo"
      },
      {
        "document": 967,
        "excerpt": "Through sheer force of will, you can remove one of the following conditions from yourself at the end of each of"
      },
      {
        "document": 968,
        "excerpt": "You have learned to cast spells through prayer and meditation. See “Spells” for the rules on spellcasting. The information below details how you"
      },
      {
        "document": 972,
        "excerpt": "Through occult ceremony, you have formed a pact with a mysterious entity to gain magical powers. The entity is a"
      },
      {
        "document": 979,
        "excerpt": "Hurl Through Hell"
      },
      {
        "document": 991,
        "excerpt": "You can move through the space of any creature that is a size larger than you, but you can't stop in the same space."
      },
      {
        "document": 1159,
        "excerpt": "er than Constructs and Undead from passing or reaching through it. An affected creature can cast spells or make attacks with Ranged or Reach weapons through the barri"
      },
      {
        "document": 1162,
        "excerpt": "arrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter."
      },
      {
        "document": 1163,
        "excerpt": "her effects that originate from its space or that pass through it. In addition, its space counts as Difficult Terrain for your enemies. Using a Higher-Level Spell Slo"
      },
      {
        "document": 1167,
        "excerpt": "tral form both die. A target's astral form can travel through the Astral Plane. The moment an astral form leaves that plane, the target's body and possessions travel"
      },
      {
        "document": 1193,
        "excerpt": "choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As a Bonus Action, you can switch between seeing and hearing. A"
      },
      {
        "document": 1223,
        "excerpt": "nd fills a 15-foot-radius Sphere. Darkvision can't see through it, and nonmagical light can't illuminate it. Alternatively, you cast the spell on an object that isn't"
      },
      {
        "document": 1228,
        "excerpt": "tures inside also remain unless they opt to be shunted through the door as it vanishes, landing with the Prone condition in the unoccupied spaces closest to the door's"
      },
      {
        "document": 1234,
        "excerpt": "e this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing. To discern that you are disguised, a creature mu"
      },
      {
        "document": 1246,
        "excerpt": "converse with the target as long as it remains asleep, through the spell's duration. The messenger can also shape the dream's environment, creating landscapes, objects"
      },
      {
        "document": 1248,
        "excerpt": "within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point. The ground there is Difficult Terrain. W"
      },
      {
        "document": 1265,
        "excerpt": "thically. Additionally, as a Bonus Action, you can see through the familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of an"
      },
      {
        "document": 1282,
        "excerpt": "a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area. When you cast the spell, any creature that i"
      },
      {
        "document": 1286,
        "excerpt": "y, and Constitution saving throws. The target can pass through narrow openings, but it treats liquids as though they were solid surfaces. The target can't talk or man"
      },
      {
        "document": 1287,
        "excerpt": "the duration, and the portal's destination is visible through it. The portal has a front and a back on each plane where it appears. Travel through the portal is poss"
      },
      {
        "document": 1307,
        "excerpt": "that you can see within range. Positive energy washes through the target, restoring 70 Hit Points. This spell also ends the Blinded, Deafened, and Poisoned conditions"
      },
      {
        "document": 1324,
        "excerpt": "tructible gemstone or a similar object. Light can pass through the gemstone (allowing the target to see out and other creatures to see in), but nothing else can pass t"
      },
      {
        "document": 1350,
        "excerpt": "mage reveals it to be an illusion, for things can pass through it. A creature that takes a Study action to examine the image can determine that it is an illusion with"
      },
      {
        "document": 1358,
        "excerpt": "isper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence; 1"
      },
      {
        "document": 1362,
        "excerpt": "ge reveals it to be an illusion, since things can pass through it."
      },
      {
        "document": 1363,
        "excerpt": "t Terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's a"
      },
      {
        "document": 1365,
        "excerpt": "hoose. It is intangible and invulnerable. You can see through its eyes and hear through its ears as if you were located where it is."
      },
      {
        "document": 1370,
        "excerpt": "can't be targeted by any Divination spell or perceived through magical scrying sensors."
      },
      {
        "document": 1373,
        "excerpt": "interacting with it. For example, if the target steps through a phantasmal bridge and survives the fall, it believes the bridge exists and something else caused it to"
      },
      {
        "document": 1379,
        "excerpt": "at point become thick and overgrown. A creature moving through that area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of"
      },
      {
        "document": 1388,
        "excerpt": "eatures you designate when you cast the spell can pass through and be near the wall without harm. If another creature that can see the wall moves within 20 feet of it"
      },
      {
        "document": 1389,
        "excerpt": "g any of the following properties: - Sound can't pass through the barrier at the edge of the warded area. - The barrier of the warded area appears dark and foggy, pre"
      },
      {
        "document": 1391,
        "excerpt": "image reveals it to be illusory, since things can pass through it. A creature that takes the Study action to examine the image can determine that it is an illusion wit"
      },
      {
        "document": 1392,
        "excerpt": "amage, it disappears, and the spell ends. You can see through the illusion's eyes and hear through its ears as if you were in its space. As a Magic action, you can mo"
      },
      {
        "document": 1404,
        "excerpt": "cal objects, energy, or other spell effects - can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all d"
      },
      {
        "document": 1409,
        "excerpt": "o or out of the space, but creatures inside it can see through the portal. Anything inside the space drops out when the spell ends."
      },
      {
        "document": 1413,
        "excerpt": "sor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for th"
      },
      {
        "document": 1417,
        "excerpt": "pell to add a hat to a creature's outfit, objects pass through the hat. A creature that takes the Study action to examine a target can make an Intelligence (Investiga"
      },
      {
        "document": 1427,
        "excerpt": "r the duration, no sound can be created within or pass through a 20-foot-radius Sphere centered on a point you choose within range. Any creature or object entirely ins"
      },
      {
        "document": 1428,
        "excerpt": "ge reveals it to be an illusion, since things can pass through it. A creature that takes a Study action to examine the image can determine that it is an illusion with"
      },
      {
        "document": 1444,
        "excerpt": ", statue, or coffer, or you could make a small passage through a wall that is 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The o"
      },
      {
        "document": 1446,
        "excerpt": "th weapons are impossible there, and strong wind blows through the area."
      },
      {
        "document": 1453,
        "excerpt": "spell ends, the targets can communicate telepathically through the bond whether or not they share a language. The communication is possible over any distance, though i"
      },
      {
        "document": 1454,
        "excerpt": "e seen once, possibly using magic, or a place you know through someone else’s description, perhaps from a map. - “False destination” is a place that doesn’t exist. Per"
      },
      {
        "document": 1459,
        "excerpt": "within the Emanation when you cast the spell can move through it freely. All other creatures and objects are barred from passing through it. Spells of level 3 or lowe"
      },
      {
        "document": 1473,
        "excerpt": "nch thick and lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which sid"
      },
      {
        "document": 1474,
        "excerpt": "ot thick and lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which sid"
      },
      {
        "document": 1475,
        "excerpt": "panels that are only 3 inches thick. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which sid"
      },
      {
        "document": 1476,
        "excerpt": "much damage on a successful one. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend"
      },
      {
        "document": 1479,
        "excerpt": "if the target falls into the liquid, the target passes through the surface into the liquid below."
      },
      {
        "document": 1483,
        "excerpt": "mall or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordina"
      },
      {
        "document": 1506,
        "excerpt": "ou can't be targeted by Divination spells or perceived through magical scrying sensors unless you allow it."
      },
      {
        "document": 1517,
        "excerpt": "a 10-foot-radius Sphere centered on the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way and can't be reop"
      },
      {
        "document": 1519,
        "excerpt": "are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can pass through. An enclosed creature can take a Utilize"
      },
      {
        "document": 1541,
        "excerpt": ". You can't be caught in webs of any sort and can move through webs as if they were Difficult Terrain. Web. You can cast Web (save DC 13). The web created by the spel"
      },
      {
        "document": 1549,
        "excerpt": "ll's sensor. You can also cast Suggestion (save DC 17) through the sensor on one of those creatures. You don't need to concentrate on this Suggestion to maintain it du"
      },
      {
        "document": 1557,
        "excerpt": "creature reveals it to be false, because objects pass through it. A creature that takes a Study action to visually inspect the illusory creature identifies it as an i"
      },
      {
        "document": 1560,
        "excerpt": "xistence. They don't prevent the creature from passing through an interdimensional portal. You and any creature you designate when you use the shackles can take a Uti"
      },
      {
        "document": 1586,
        "excerpt": "utes, you have Truesight out to 120 feet when you peer through the gem. The gem regains 1d3 expended charges daily at dawn."
      },
      {
        "document": 1594,
        "excerpt": "feet of the gate and not behind Total Cover is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way onl"
      },
      {
        "document": 1609,
        "excerpt": "n by the GM. Any creature can cast a spell of level 1 through 4 into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored i"
      },
      {
        "document": 1610,
        "excerpt": "an see within 60 feet of yourself. As the sphere moves through the air, it opens into a tangle of metal bands. Make a ranged attack roll with an attack bonus equal to"
      },
      {
        "document": 1625,
        "excerpt": "feet of the gate and not behind Total Cover is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be"
      },
      {
        "document": 1644,
        "excerpt": "feet of the gate and not behind Total Cover is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way onl"
      },
      {
        "document": 1667,
        "excerpt": "t Difficult Terrain for you. In addition, you can move through solid earth or rock as if those areas were Difficult Terrain without disturbing the matter through which"
      },
      {
        "document": 1678,
        "excerpt": "n by the GM. Any creature can cast a spell of level 1 through 5 into the ring by touching the ring as the spell is cast. The spell has no effect other than to be stor"
      },
      {
        "document": 1686,
        "excerpt": "ppear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt"
      },
      {
        "document": 1694,
        "excerpt": "+10 bonus to Strength (Athletics) checks made to break through doors, barricades, and other barriers. Button 6. The rod assumes or remains in its normal form and indic"
      },
      {
        "document": 1711,
        "excerpt": "nding it. The sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an Artifact is susceptible to"
      },
      {
        "document": 1771,
        "excerpt": "n enter a creature's space and stop there. It can move through a space as narrow as 1 inch without expending extra movement to do so."
      },
      {
        "document": 1786,
        "excerpt": "Tunneler. The ankheg can burrow through solid rock at half its Burrow Speed and leaves a 10-foot-diameter tunnel in its wake."
      },
      {
        "document": 1792,
        "excerpt": "Incorporeal Movement. The avatar can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends"
      },
      {
        "document": 1810,
        "excerpt": "Amorphous. The pudding can move through a space as narrow as 1 inch without expending extra movement to do so. Corrosive Form. A creature that"
      },
      {
        "document": 1824,
        "excerpt": "eed without provoking Opportunity Attacks and can move through the spaces of Medium or smaller creatures. Each creature whose space the centaur enters is targeted once"
      },
      {
        "document": 1855,
        "excerpt": "Earth Glide. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it move"
      },
      {
        "document": 1862,
        "excerpt": "tion start burning. Fire Form. The elemental can move through a space as narrow as 1 inch without expending extra movement to do so, and it can enter a creature's spa"
      },
      {
        "document": 1869,
        "excerpt": "thout provoking Opportunity Attacks. The cube can move through the spaces of Large or smaller creatures if it has room inside itself to contain them (see the Ooze Cube"
      },
      {
        "document": 1871,
        "excerpt": "erial Plane. Incorporeal Movement. The ghost can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends"
      },
      {
        "document": 1912,
        "excerpt": "Amorphous. The ooze can move through a space as narrow as 1 inch without expending extra movement to do so. Corrosive Form. Nonmagical ammun"
      },
      {
        "document": 1940,
        "excerpt": "can enter an enemy's space and stop there. It can move through a space as narrow as 1 inch without expending extra movement to do so. Invisibility. The stalker has th"
      },
      {
        "document": 1972,
        "excerpt": "Amorphous. The jelly can move through a space as narrow as 1 inch without expending extra movement to do so. Spider Climb. The jelly can clim"
      },
      {
        "document": 1973,
        "excerpt": "Compression. The octopus can move through a space as narrow as 1 inch without expending extra movement to do so. Water Breathing. The octopus can"
      },
      {
        "document": 1995,
        "excerpt": "Tunneler. The worm can burrow through solid rock at half its Burrow Speed and leaves a 10-foot-diameter tunnel in its wake."
      },
      {
        "document": 2016,
        "excerpt": "Amorphous. The shadow can move through a space as narrow as 1 inch without expending extra movement to do so. Sunlight Weakness. While in sunl"
      },
      {
        "document": 2023,
        "excerpt": "Incorporeal Movement. The specter can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends"
      },
      {
        "document": 2037,
        "excerpt": "reature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't regain Hit Points or gain Temporary Hit Points."
      },
      {
        "document": 2038,
        "excerpt": "reature's space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can't regain Hit Points or gain Temporary Hit Po"
      },
      {
        "document": 2039,
        "excerpt": "reature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain Hit Points or gain Temporary Hit Poin"
      },
      {
        "document": 2040,
        "excerpt": "reature's space and vice versa, and the swarm can move through any opening large enough for a Tiny piranha. The swarm can't regain Hit Points or gain Temporary Hit Poi"
      },
      {
        "document": 2041,
        "excerpt": "reature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain Hit Points or gain Temporary Hit Points."
      },
      {
        "document": 2042,
        "excerpt": "reature's space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm can't regain Hit Points or gain Temporary Hit Point"
      },
      {
        "document": 2043,
        "excerpt": "reature's space and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm can't regain Hit Points or gain Temporary Hit Point"
      },
      {
        "document": 2054,
        "excerpt": "familiar telepathically, and the vampire can perceive through the familiar's senses."
      },
      {
        "document": 2056,
        "excerpt": "enter an enemy's space and stop there. If air can pass through a space, the mist can do so, but it can't pass through liquid. It has Resistance to all damage, except t"
      },
      {
        "document": 2065,
        "excerpt": "can enter an enemy's space and stop there. It can move through a space as narrow as 1 inch without expending extra movement to do so."
      },
      {
        "document": 2074,
        "excerpt": "onal 20 feet. Incorporeal Movement. The wisp can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends"
      },
      {
        "document": 2078,
        "excerpt": "Incorporeal Movement. The wraith can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends"
      },
      {
        "document": 2080,
        "excerpt": "Earth Glide. The xorn can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn't disturb the material it moves thr"
      }
    ],
    "throughout": [
      {
        "document": 148,
        "excerpt": "idely in appearance: some are of nearly equal diameter throughout and smooth, others are gnarled and twisted, some are made of wood, and others are composed of polished m"
      },
      {
        "document": 236,
        "excerpt": "e main details of your character on a character sheet. Throughout this chapter, we use the term \"character sheet\" to mean whatever you use to track your character's detai"
      },
      {
        "document": 1322,
        "excerpt": "100+ GP) Duration: Instantaneous You touch an object throughout the spell's casting. If the object is a magic item or some other magical object, you learn its propertie"
      },
      {
        "document": 1362,
        "excerpt": "y other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. Image. If you c"
      }
    ],
    "throw": [
      {
        "document": 10,
        "excerpt": "r turn with 0 Hit Points, you must make a Death Saving Throw to determine whether you creep closer to death or hang on to life. Unlike other saving throws, this one"
      },
      {
        "document": 19,
        "excerpt": "A saving throw - also called a save - represents an attempt to evade or resist a threat, such as a fiery explosion, a b"
      },
      {
        "document": 20,
        "excerpt": "the ability modifiers they use: a Constitution saving throw, a Wisdom saving throw, and so on. Different saving throws are used to resist different kinds of effects"
      },
      {
        "document": 21,
        "excerpt": "You add your Proficiency Bonus to your saving throw if you have proficiency in that kind of save. See “Proficiency” later in “Playing the Game.”"
      },
      {
        "document": 22,
        "excerpt": "The Difficulty Class for a saving throw is determined by the effect that causes it or by the GM. For example, if a spell forces you to make a sa"
      },
      {
        "document": 34,
        "excerpt": "n the creature has proficiency in a skill, in a saving throw, or with an item that the creature uses to make the D20 Test. The bonus is also used for spell attacks a"
      },
      {
        "document": 40,
        "excerpt": "Saving Throw Proficiencies"
      },
      {
        "document": 92,
        "excerpt": "ul. The target number for an ability check or a saving throw is called a Difficulty Class (DC). The target number for an attack roll is called an Armor Class (AC), w"
      },
      {
        "document": 97,
        "excerpt": "re on it, you must succeed on a DC 10 Dexterity saving throw or fall off, landing with the Prone condition (see “Rules Glossary”) in an unoccupied space within 5 fee"
      },
      {
        "document": 109,
        "excerpt": "Many saving throw effects deal half damage (round down) to a target when the target succeeds on the saving throw. The halv"
      },
      {
        "document": 142,
        "excerpt": "lict occurs, the item's bearer makes a Charisma saving throw (DC 12 plus the item's Charisma modifier). On a failed save, the item makes one or more of the following"
      },
      {
        "document": 153,
        "excerpt": "with corresponding ability score modifiers and saving throw modifiers. For more information on ability scores and saving throws, see “Playing the Game.”"
      },
      {
        "document": 171,
        "excerpt": "Saving Throw Effect Notation"
      },
      {
        "document": 175,
        "excerpt": "ability, spell save DC (if any spells require a saving throw), and spell attack bonus (if any spells require an attack roll). Unless noted otherwise, a spell of leve"
      },
      {
        "document": 241,
        "excerpt": "with that weapon. Spellcasting. Note both the saving throw DC for your spells and the attack bonus for attacks you make with them, using these formulas: Spell sav"
      },
      {
        "document": 307,
        "excerpt": "ourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 2d8 Radiant damage if it is a Fiend or"
      },
      {
        "document": 308,
        "excerpt": "on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 Piercing damage and have its Speed reduced to 0 until the start of its next turn. Thereafter"
      },
      {
        "document": 322,
        "excerpt": "ourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or have the Restrained condition until it esca"
      },
      {
        "document": 323,
        "excerpt": "ourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or be covered in oil. If the target takes Fire"
      },
      {
        "document": 344,
        "excerpt": "y Material components. If the spell requires a saving throw or an attack roll, the spell save DC is 13, and the attack bonus is +5. The scroll disintegrates when th"
      },
      {
        "document": 350,
        "excerpt": "If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is"
      },
      {
        "document": 404,
        "excerpt": "u can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed sa"
      },
      {
        "document": 445,
        "excerpt": "ourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 2d6 Acid damage."
      },
      {
        "document": 446,
        "excerpt": "ourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 1d4 Fire damage and start burning (see"
      },
      {
        "document": 451,
        "excerpt": "ime on a turn must succeed on a DC 10 Dexterity saving throw or have the Prone condition. It takes 10 minutes to recover the Ball Bearings."
      },
      {
        "document": 463,
        "excerpt": "ime on a turn must succeed on a DC 15 Dexterity saving throw or take 1 Piercing damage and have its Speed reduced to 0 until the start of its next turn. It takes 10"
      },
      {
        "document": 483,
        "excerpt": "As a Utilize action, you can throw the Grappling Hook at a railing, a ledge, or another catch within 50 feet of yourself, and the hook catc"
      },
      {
        "document": 502,
        "excerpt": "ly has no effect on a target that succeeds on a saving throw, the invalid target appears to have succeeded on its saving throw, even though it didn't attempt one (gi"
      },
      {
        "document": 503,
        "excerpt": "Many spells specify that a target makes a saving throw to avoid some or all of a spell's effects. The spell specifies the ability that the target uses for the"
      },
      {
        "document": 520,
        "excerpt": "for a day must succeed on a DC 10 Constitution saving throw or gain 1 Exhaustion level at the day's end. A creature that eats nothing for 5 days automatically gains"
      },
      {
        "document": 531,
        "excerpt": "A creature might have proficiency in a skill or saving throw or with a weapon or tool. See also “Playing the Game” (“Proficiency”)."
      },
      {
        "document": 539,
        "excerpt": "Save is another name for a saving throw. See also \"Saving Throw.\""
      },
      {
        "document": 540,
        "excerpt": "Saving Throw"
      },
      {
        "document": 554,
        "excerpt": "es the monster's ability scores, modifiers, and saving throw modifiers, all of which are detailed in \"Playing the Game.\" Skills. This entry lists the monster's skil"
      },
      {
        "document": 561,
        "excerpt": "ct targeted by an attack roll, forced to make a saving throw by an effect, or selected to receive the effects of a spell or another phenomenon."
      },
      {
        "document": 568,
        "excerpt": "target must succeed on a Strength or Dexterity saving throw (it chooses which), or it has the Grappled condition. The DC for the saving throw and any escape attempt"
      },
      {
        "document": 592,
        "excerpt": "take damage, you must succeed on a Constitution saving throw to maintain Concentration. The DC equals 10 or half the damage taken (round down), whichever number is h"
      },
      {
        "document": 614,
        "excerpt": "Death Saving Throw"
      },
      {
        "document": 617,
        "excerpt": "is the target number for an ability check or a saving throw. See also “Playing the Game” (“D20 Tests”)."
      },
      {
        "document": 648,
        "excerpt": "; if you use a Ranged weapon to make a melee attack or throw a Melee weapon that lacks the Thrown property, the weapon counts as an improvised weapon. An improvised"
      },
      {
        "document": 671,
        "excerpt": "nic Possession must succeed on a DC 15 Charisma saving throw or be possessed by a bodiless demonic entity. Whenever the possessed creature rolls a 1 on a D20 Test, t"
      },
      {
        "document": 673,
        "excerpt": "Rest - the creature makes a DC 15 Constitution saving throw at the end of the recuperation period. On a successful save, the creature has Advantage on saving throws"
      },
      {
        "document": 674,
        "excerpt": "cal contagions can work. Feel free to alter the saving throw DCs, effects, and other characteristics of these contagions to suit your campaign."
      },
      {
        "document": 675,
        "excerpt": "dition, the creature makes a DC 13 Constitution saving throw each time it takes damage other than Psychic damage. On a failed save, the creature takes 5 (1d10) Psych"
      },
      {
        "document": 676,
        "excerpt": "h or offal must succeed on a DC 11 Constitution saving throw or become infected with Sewer Plague. A creature suffers the following effects 1d4 days after infection:"
      },
      {
        "document": 677,
        "excerpt": "Sight Rot must succeed on a DC 15 Constitution saving throw or have the Blinded condition until the contagion ends. Fighting the Contagion. Magic such as a Heal or"
      },
      {
        "document": 678,
        "excerpt": "Swim Speed must succeed on a DC 10 Constitution saving throw or gain 1 Exhaustion level."
      },
      {
        "document": 679,
        "excerpt": "treme cold must succeed on a DC 10 Constitution saving throw at the end of each hour or gain 1 Exhaustion level. Creatures that have Resistance or Immunity to Cold d"
      },
      {
        "document": 681,
        "excerpt": "drinkable water must succeed on a Constitution saving throw at the end of each hour or gain 1 Exhaustion level. The DC is 5 for the first hour and increases by 1 fo"
      },
      {
        "document": 682,
        "excerpt": "the creature to succeed on a DC 10 Constitution saving throw or gain 1 Exhaustion level. Creatures with Resistance or Immunity to Cold damage automatically succeed o"
      },
      {
        "document": 685,
        "excerpt": "ts turn there must succeed on a DC 10 Dexterity saving throw or have the Prone condition."
      },
      {
        "document": 689,
        "excerpt": "effect. Fear effects typically require a Wisdom saving throw, with a save DC based on how terrifying the situation is. The Sample Fear DCs table provides some exampl"
      },
      {
        "document": 690,
        "excerpt": "a few examples of such effects, with suggested saving throw DCs and damage. Mental stress can usually be resisted with a successful Wisdom save, but sometimes an In"
      },
      {
        "document": 693,
        "excerpt": "duced effect, such as allowing Advantage on the saving throw or dealing only half as much damage on a failed save. Inhaled. Poisonous powders and gases take effect"
      },
      {
        "document": 697,
        "excerpt": "to Assassin's Blood makes a DC 10 Constitution saving throw. On a failed save, the creature takes 6 (1d12) Poison damage and has the Poisoned condition for 24 hours"
      },
      {
        "document": 698,
        "excerpt": "thur Fumes must succeed on a DC 13 Constitution saving throw or take 10 (3d6) Poison damage, and it must repeat the save at the start of each of its turns. On each s"
      },
      {
        "document": 699,
        "excerpt": "wler Mucus must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 1 minute. The creature also has the Paralyzed condition while Poisone"
      },
      {
        "document": 700,
        "excerpt": "e of Ether must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 8 hours. The creature also has the Unconscious condition while Poison"
      },
      {
        "document": 701,
        "excerpt": "to Malice must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 1 hour. The creature also has the Blinded condition while Poisoned in"
      },
      {
        "document": 702,
        "excerpt": ", each character must succeed on a Constitution saving throw or gain 1 Exhaustion level. The DC is 10 plus 1 for each hour past 8 hours."
      },
      {
        "document": 703,
        "excerpt": "dnight, the creature makes a DC 17 Constitution saving throw, taking 31 (9d6) Poison damage on a failed save or half as much damage on a successful one."
      },
      {
        "document": 704,
        "excerpt": "of Taggit must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 24 hours. The creature also has the Unconscious condition while Poiso"
      },
      {
        "document": 705,
        "excerpt": "e Tincture must succeed on a DC 16 Constitution saving throw or take 3 (1d6) Poison damage and have the Poisoned condition. The Poisoned creature repeats the save ev"
      },
      {
        "document": 706,
        "excerpt": "o Purple Worm Poison makes a DC 21 Constitution saving throw, taking 35 (10d6) Poison damage on a failed save or half as much damage on a successful one."
      },
      {
        "document": 707,
        "excerpt": "pent Venom must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) Poison damage on a failed save or half as much damage on a successful one."
      },
      {
        "document": 708,
        "excerpt": "er's Sting must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 1 hour. If the creature fails the save by 5 or more, the creature als"
      },
      {
        "document": 709,
        "excerpt": "por poison must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 4d6 hours. The creature's Speed is halved while the creature is Poiso"
      },
      {
        "document": 710,
        "excerpt": "ruth Serum must succeed on a DC 11 Constitution saving throw or have the Poisoned condition for 1 hour. The Poisoned creature can't knowingly communicate a lie."
      },
      {
        "document": 711,
        "excerpt": "ted to Wyvern Poison makes a DC 14 Constitution saving throw, taking 24 (7d6) Poisson damage on a failed save or half as much damage on a successful one."
      },
      {
        "document": 716,
        "excerpt": "on of ceiling must succeed on a DC 13 Dexterity saving throw, taking 11 (2d10) Bludgeoning damage on a failed save or half as much damage on a successful one. Rubbl"
      },
      {
        "document": 717,
        "excerpt": "t. The target must succeed on a DC 10 Dexterity saving throw or have the Restrained condition until it escapes. The target succeeds automatically if it's Huge or lar"
      },
      {
        "document": 718,
        "excerpt": "e in the Cone must succeed on a DC 15 Dexterity saving throw, taking 11 (2d10) Fire damage on a failed save or half as much damage on a successful one. Detect and D"
      },
      {
        "document": 720,
        "excerpt": "e darts' path must succeed on a DC 13 Dexterity saving throw or be struck by 1d3 darts, taking 3 (1d6) Poison damage per dart. Detect and Disarm. As a Search action"
      },
      {
        "document": 721,
        "excerpt": "eature. The creature makes a DC 11 Constitution saving throw. On a failed save, the creature takes 5 (1d10) Poison damage and has the Poisoned condition for 1 hour."
      },
      {
        "document": 722,
        "excerpt": "that creature must succeed on a DC 15 Dexterity saving throw or take 55 (10d10) Bludgeoning damage and have the Prone condition. The stone stops when it hits a wall"
      },
      {
        "document": 741,
        "excerpt": "Saving Throw Examples"
      },
      {
        "document": 783,
        "excerpt": "n the area must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. A creature repeats the save at the end of each of its turns,"
      },
      {
        "document": 793,
        "excerpt": "the eater must succeed on a DC 15 Constitution saving throw or take 5d6 Poison damage and have the Poisoned condition for 1 hour. On an even roll, the eater gains 5"
      },
      {
        "document": 962,
        "excerpt": "Saving Throw Proficiencies"
      },
      {
        "document": 963,
        "excerpt": "Saving Throw Proficiencies"
      },
      {
        "document": 964,
        "excerpt": "Saving Throw Proficiencies"
      },
      {
        "document": 965,
        "excerpt": "Saving Throw Proficiencies"
      },
      {
        "document": 966,
        "excerpt": "Saving Throw Proficiencies"
      },
      {
        "document": 967,
        "excerpt": "Saving Throw Proficiencies"
      },
      {
        "document": 968,
        "excerpt": "Saving Throw Proficiencies"
      },
      {
        "document": 969,
        "excerpt": "Saving Throw Proficiencies"
      },
      {
        "document": 970,
        "excerpt": "Saving Throw Proficiencies"
      },
      {
        "document": 971,
        "excerpt": "Saving Throw Proficiencies"
      },
      {
        "document": 972,
        "excerpt": "Saving Throw Proficiencies"
      },
      {
        "document": 973,
        "excerpt": "Saving Throw Proficiencies"
      },
      {
        "document": 974,
        "excerpt": "hrows. Moreover, when you roll 18–20 on a Death Saving Throw, you gain the benefit of rolling a 20 on it. Heroic Rally. At the start of each of your turns, you rega"
      },
      {
        "document": 975,
        "excerpt": "r choice in the Sphere must make a Constitution saving throw against your spell save DC, taking 2d6 Necrotic damage on a failed save or half as much damage on a succ"
      },
      {
        "document": 978,
        "excerpt": "ith the attack roll or the target succeeds on a saving throw against the cantrip, the target takes half the cantrip's damage (if any) but suffers no additional effec"
      },
      {
        "document": 979,
        "excerpt": "your favor. When you make an ability check or a saving throw, you can use this feature to add 1d10 to your roll. You can do so after seeing the roll but before any o"
      },
      {
        "document": 982,
        "excerpt": "equired). Holy Ward. You have Advantage on any saving throw you are forced to make by a Fiend or an Undead. Radiant Damage. Whenever an enemy starts its turn in th"
      },
      {
        "document": 983,
        "excerpt": "anation originating from you must make a Wisdom saving throw (DC 8 plus your Strength modifier and Proficiency Bonus). On a failed save, a creature has the Frightene"
      },
      {
        "document": 985,
        "excerpt": "n. Push. The target must succeed on a Strength saving throw or be pushed up to 15 feet away from you. Topple. The target must succeed on a Dexterity saving throw o"
      },
      {
        "document": 986,
        "excerpt": "ach creature in that area must make a Dexterity saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus). On a failed save, a creature takes 1d10 da"
      },
      {
        "document": 1150,
        "excerpt": "ture in that Sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage. Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11"
      },
      {
        "document": 1154,
        "excerpt": "thin range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. If you or one of your allies deals damage to the target"
      },
      {
        "document": 1155,
        "excerpt": "can see within range must succeed on a Charisma saving throw, or it attempts to deliver a message for you (if the target's Challenge Rating isn't 0, it automatically"
      },
      {
        "document": 1161,
        "excerpt": "s. A creature of the chosen kind makes a Wisdom saving throw when it comes within 120 feet of the target. Your choice of antipathy or sympathy determines what happen"
      },
      {
        "document": 1163,
        "excerpt": "et of it. The target must succeed on a Strength saving throw, or the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting"
      },
      {
        "document": 1171,
        "excerpt": "can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, th"
      },
      {
        "document": 1172,
        "excerpt": "can see within range must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the Incapacitate"
      },
      {
        "document": 1175,
        "excerpt": "within range. The target makes an Intelligence saving throw. On a failed save, the target takes 10d12 Psychic damage and can't cast spells or take the Magic action"
      },
      {
        "document": 1176,
        "excerpt": "ouch a creature, which must succeed on a Wisdom saving throw or become cursed for the duration. Until the curse ends, the target suffers one of the following effects"
      },
      {
        "document": 1177,
        "excerpt": "n. Each creature in that area makes a Strength saving throw. On a failed save, it takes 3d6 Bludgeoning damage, and it has the Restrained condition until the spell"
      },
      {
        "document": 1178,
        "excerpt": "creature in the wall's space makes a Dexterity saving throw, taking 6d10 Force damage on a failed save or half as much damage on a successful one. A creature also m"
      },
      {
        "document": 1179,
        "excerpt": "ge. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save. Using a Higher-Level Spell Slot."
      },
      {
        "document": 1180,
        "excerpt": "t you can see within range makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one. A Plant creatur"
      },
      {
        "document": 1181,
        "excerpt": "see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its t"
      },
      {
        "document": 1184,
        "excerpt": "ch creature in a 15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one. Flammable objects"
      },
      {
        "document": 1185,
        "excerpt": "e within 5 feet of that point makes a Dexterity saving throw, taking 3d10 Lightning damage on a failed save or half as much damage on a successful one. Until the sp"
      },
      {
        "document": 1186,
        "excerpt": "choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature): - The creature has Immunity"
      },
      {
        "document": 1187,
        "excerpt": "ne of the bolts. Each target makes a Dexterity saving throw, taking 10d8 Lightning damage on a failed save or half as much damage on a successful one. Using a High"
      },
      {
        "document": 1188,
        "excerpt": "reature you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the C"
      },
      {
        "document": 1189,
        "excerpt": "umanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the C"
      },
      {
        "document": 1192,
        "excerpt": "Each creature in that area makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one. Using a Higher"
      },
      {
        "document": 1195,
        "excerpt": "ach creature in the Sphere makes a Constitution saving throw, taking 5d8 Poison damage on a failed save or half as much damage on a successful one. A creature must a"
      },
      {
        "document": 1196,
        "excerpt": "inating from you must succeed on a Constitution saving throw or have the Blinded condition until the end of your next turn."
      },
      {
        "document": 1197,
        "excerpt": "thin range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options: Approach. The target mov"
      },
      {
        "document": 1201,
        "excerpt": "u can see within range must succeed on a Wisdom saving throw or have the Charmed condition until the spell ends. For the duration, you can take a Bonus Action to de"
      },
      {
        "document": 1202,
        "excerpt": "Cone originating from you makes a Constitution saving throw, taking 8d8 Cold damage on a failed save or half as much damage on a successful one. A creature killed b"
      },
      {
        "document": 1203,
        "excerpt": "ou choose within range must succeed on a Wisdom saving throw, or that target can't take Bonus Actions or Reactions and must roll 1d10 at the start of each of its tur"
      },
      {
        "document": 1204,
        "excerpt": "you can force that creature to make a Dexterity saving throw. On a failed save, the creature takes 3d10 Slashing damage. A creature makes this save only once per tur"
      },
      {
        "document": 1205,
        "excerpt": "r. Searing Light. The target makes a Dexterity saving throw, taking 6d12 Radiant damage on a failed save or half as much damage on a successful one. Until the spel"
      },
      {
        "document": 1206,
        "excerpt": "you can force that creature to make a Dexterity saving throw if the spirit has no creature Restrained. On failed save, the target takes 8d8 damage of the spirit's ty"
      },
      {
        "document": 1209,
        "excerpt": "e, you can force that creature to make a Wisdom saving throw. The creature takes 5d8 Force damage on a failed save or half as much damage on a successful one. A crea"
      },
      {
        "document": 1210,
        "excerpt": "you cast this spell, make a DC 15 Intelligence saving throw. On a successful save, you can ask the entity up to five questions. You must ask your questions before t"
      },
      {
        "document": 1211,
        "excerpt": "gion. The target must succeed on a Constitution saving throw or take 11d8 Necrotic damage and have the Poisoned condition. Also, choose one ability when you cast the"
      },
      {
        "document": 1214,
        "excerpt": "urn or ends its turn there, it makes a Strength saving throw. On a failed save, the creature takes 2d8 Bludgeoning damage. On a successful save, the creature takes h"
      },
      {
        "document": 1216,
        "excerpt": "ting a spell. The creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used t"
      },
      {
        "document": 1227,
        "excerpt": "Sphere centered on that point makes a Dexterity saving throw. A creature takes Fire damage equal to the total accumulated damage on a failed save or half as much dam"
      },
      {
        "document": 1232,
        "excerpt": "If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its m"
      },
      {
        "document": 1235,
        "excerpt": "eature targeted by this spell makes a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 Force damage. If this damage reduces it to 0 Hit Points, i"
      },
      {
        "document": 1236,
        "excerpt": "es above. The target must succeed on a Charisma saving throw or be sent back to its home plane if it isn't there already. If they aren't on their home plane, Undead"
      },
      {
        "document": 1237,
        "excerpt": "t melody in its mind. The target makes a Wisdom saving throw. On a failed save, it takes 3d6 Psychic damage and must immediately use its Reaction, if available, to m"
      },
      {
        "document": 1241,
        "excerpt": "eature of your choice in range makes a Charisma saving throw. On a failed save, a target that has 50 Hit Points or fewer suffers an effect based on its current Hit P"
      },
      {
        "document": 1242,
        "excerpt": "u can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your alli"
      },
      {
        "document": 1243,
        "excerpt": "u can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your alli"
      },
      {
        "document": 1244,
        "excerpt": "u can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your alli"
      },
      {
        "document": 1245,
        "excerpt": "e. Each creature in that area makes a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save or half as much damage on a successful one. Usin"
      },
      {
        "document": 1246,
        "excerpt": "n ten words, and then the target makes a Wisdom saving throw. On a failed save, the target gains no benefit from its rest, and it takes 3d6 Psychic damage when it wa"
      },
      {
        "document": 1248,
        "excerpt": "ure on the ground in the area makes a Dexterity saving throw. On a failed save, a creature has the Prone condition, and its Concentration is broken. You can also ca"
      },
      {
        "document": 1252,
        "excerpt": "unwilling creature, it can make a Constitution saving throw. On a successful save, the spell has no effect. Everything that a targeted creature is wearing and carr"
      },
      {
        "document": 1253,
        "excerpt": "ing vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the Restrained"
      },
      {
        "document": 1254,
        "excerpt": "you cast the spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to make"
      },
      {
        "document": 1255,
        "excerpt": "that you can see within range to make a Wisdom saving throw. Any creature you or your companions are fighting automatically succeeds on this save. On a failed save,"
      },
      {
        "document": 1258,
        "excerpt": "f you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns u"
      },
      {
        "document": 1260,
        "excerpt": "e Cube is also outlined if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed Dim Light in a 10-foot radius and can't benefit f"
      },
      {
        "document": 1261,
        "excerpt": "t of it. That enemy must succeed on a Dexterity saving throw or take 4d8 Force damage. On your later turns, you can take a Magic action to move the hound up to 30 f"
      },
      {
        "document": 1263,
        "excerpt": "ture in a 30-foot Cone must succeed on a Wisdom saving throw or drop whatever it is holding and have the Frightened condition for the duration. A Frightened creatur"
      },
      {
        "document": 1266,
        "excerpt": "end Only; Recharges after a Long Rest). Wisdom Saving Throw: DC equals your spell save DC, one creature within 60 feet the steed can see. Failure: The target has th"
      },
      {
        "document": 1269,
        "excerpt": "e within range. The target makes a Constitution saving throw, taking 7d8 + 30 Necrotic damage on a failed save or half as much damage on a successful one. A Humanoi"
      },
      {
        "document": 1272,
        "excerpt": "be. Each creature in the area makes a Dexterity saving throw, taking 7d10 Fire damage on a failed save or half as much damage on a successful one. Flammable objects"
      },
      {
        "document": 1273,
        "excerpt": "Sphere centered on that point makes a Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one. Flammable objects"
      },
      {
        "document": 1275,
        "excerpt": "tered on a point within range makes a Dexterity saving throw, taking 5d6 Fire damage and 5d6 Radiant damage on a failed save or half as much damage on a successful o"
      },
      {
        "document": 1276,
        "excerpt": "n within 5 feet of the sphere makes a Dexterity saving throw, taking 2d6 Fire damage on a failed save or half as much damage on a successful one. As a Bonus Action,"
      },
      {
        "document": 1277,
        "excerpt": "nge into stone. The target makes a Constitution saving throw. On a failed save, it has the Restrained condition for the duration. On a successful save, its Speed is"
      },
      {
        "document": 1282,
        "excerpt": "travel to leave, it must first make a Charisma saving throw. On a successful save, the creature can use that magic to exit the cage. On a failed save, the creature"
      },
      {
        "document": 1285,
        "excerpt": "Each creature in that area makes a Constitution saving throw, taking 10d6 Cold damage on failed save or half as much damage on a successful one. If the globe strike"
      },
      {
        "document": 1288,
        "excerpt": "you decide. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target automatically succeeds if it can't understand"
      },
      {
        "document": 1290,
        "excerpt": "s Venomous Spew (Centipede Only). Constitution Saving Throw: Your spell save DC, one creature the insect can see within 10 feet. Failure: The target has the Poisone"
      },
      {
        "document": 1293,
        "excerpt": "ph. Each creature in the area makes a Dexterity saving throw. A creature takes 5d8 Acid, Cold, Fire, Lightning, or Thunder damage (your choice when you create the g"
      },
      {
        "document": 1295,
        "excerpt": "tanding in its area must succeed on a Dexterity saving throw or have the Prone condition. A creature that enters the area or ends its turn there must also succeed on"
      },
      {
        "document": 1298,
        "excerpt": "turn or starts its turn there makes a Dexterity saving throw, taking 20 Radiant damage on a failed save or half as much damage on a successful one. The guardian vani"
      },
      {
        "document": 1302,
        "excerpt": "creature in the Line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the Line. A creature that ends its turn in t"
      },
      {
        "document": 1305,
        "excerpt": "e within range. The target makes a Constitution saving throw. On a failed save, it takes 14d6 Necrotic damage, and its Hit Point maximum is reduced by an amount equ"
      },
      {
        "document": 1309,
        "excerpt": "it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has Disadvantage on attack rolls and abi"
      },
      {
        "document": 1310,
        "excerpt": "urrounded by green flames. It makes a Dexterity saving throw, taking 2d10 Fire damage on a failed save or half as much damage on a successful one. Using a Higher-Le"
      },
      {
        "document": 1314,
        "excerpt": "ce that you can see within range makes a Wisdom saving throw. On a failed save, it has the Prone and Incapacitated conditions for the duration. During that time, it"
      },
      {
        "document": 1315,
        "excerpt": "thin range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats th"
      },
      {
        "document": 1316,
        "excerpt": "thin range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats th"
      },
      {
        "document": 1317,
        "excerpt": "ll, the attacker must succeed on a Constitution saving throw or have the Blinded condition until the end of its next turn."
      },
      {
        "document": 1319,
        "excerpt": "ho can see the pattern must succeed on a Wisdom saving throw or have the Charmed condition for the duration. While Charmed, the creature has the Incapacitated condit"
      },
      {
        "document": 1320,
        "excerpt": "within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 Cold damage. Using a Higher-Level Spell Slot. The Cold damage increases by 1d6 for each spe"
      },
      {
        "document": 1321,
        "excerpt": "Each creature in the Cylinder makes a Dexterity saving throw. A creature takes 2d10 Bludgeoning damage and 4d6 Cold damage on a failed save or half as much damage on"
      },
      {
        "document": 1324,
        "excerpt": "see within range. The target must make a Wisdom saving throw. On a successful save, the target is unaffected, and it is immune to this spell for the next 24 hours."
      },
      {
        "document": 1325,
        "excerpt": "appears, each creature in it makes a Dexterity saving throw, taking 10d8 Fire damage on a failed save or half as much damage on a successful one. A creature must al"
      },
      {
        "document": 1326,
        "excerpt": "eous A creature you touch makes a Constitution saving throw, taking 2d10 Necrotic damage on a failed save or half as much damage on a successful one. Using a Highe"
      },
      {
        "document": 1327,
        "excerpt": "pears, each creature in it makes a Constitution saving throw, taking 4d10 Piercing damage on a failed save or half as much damage on a successful one. A creature als"
      },
      {
        "document": 1330,
        "excerpt": "hat you can see within range must make a Wisdom saving throw. On a successful save, the target dances comically until the end of its next turn, during which it must"
      },
      {
        "document": 1335,
        "excerpt": "illing creature that succeeds on a Constitution saving throw is unaffected. The target can move only by pushing or pulling against a fixed object or surface within"
      },
      {
        "document": 1337,
        "excerpt": "se. Each creature in the Line makes a Dexterity saving throw, taking 8d6 Lightning damage on a failed save or half as much damage on a successful one. Using a Highe"
      },
      {
        "document": 1344,
        "excerpt": "l to do so, it must first succeed on a Charisma saving throw. - The creature has Disadvantage on attack rolls against targets within the Cylinder. - Targets within"
      },
      {
        "document": 1345,
        "excerpt": "an't be possessed). The target makes a Charisma saving throw. On a failed save, your soul enters the target's body, and the target's soul becomes trapped in the cont"
      },
      {
        "document": 1354,
        "excerpt": "an hour.” Each target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. Ea"
      },
      {
        "document": 1359,
        "excerpt": "tered on each of those points makes a Dexterity saving throw. A creature takes 20d6 Fire damage and 20d6 Bludgeoning damage on a failed save or half as much damage o"
      },
      {
        "document": 1361,
        "excerpt": "can see within range. The target makes a Wisdom saving throw, taking 3d8 Psychic damage on a failed save or half as much damage on a successful one. On a failed save"
      },
      {
        "document": 1367,
        "excerpt": "re that you can see within range makes a Wisdom saving throw. If you are fighting the creature, it has Advantage on the save. On a failed save, the target has the Ch"
      },
      {
        "document": 1368,
        "excerpt": "pears, each creature in it makes a Constitution saving throw. On a failed save, a creature takes 2d10 Radiant damage, and if the creature is shape-shifted (as a resu"
      },
      {
        "document": 1373,
        "excerpt": "within range. The target makes an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other phenomenon that is no larger than"
      },
      {
        "document": 1374,
        "excerpt": "nly to that creature. The target makes a Wisdom saving throw. On a failed save, the target takes 4d10 Psychic damage and has Disadvantage on ability checks and attac"
      },
      {
        "document": 1377,
        "excerpt": "casting, the target must succeed on a Charisma saving throw or be bound to serve you for the duration. If the creature was summoned or created by another spell, tha"
      },
      {
        "document": 1381,
        "excerpt": "to a Beast. The target must succeed on a Wisdom saving throw or shape-shift into a Beast form for the duration. That form can be any Beast you choose that has a Chal"
      },
      {
        "document": 1384,
        "excerpt": "turn. The Stunned target makes a Constitution saving throw at the end of each of its turns, ending the condition on itself on a success."
      },
      {
        "document": 1387,
        "excerpt": "ne. Each creature in the Cone makes a Dexterity saving throw. For each target, roll 1d8 to determine which color ray affects it, consulting the Prismatic Rays table."
      },
      {
        "document": 1388,
        "excerpt": "re, the creature must succeed on a Constitution saving throw or have the Blinded condition for 1 minute. The wall consists of seven layers, each with a different co"
      },
      {
        "document": 1394,
        "excerpt": "a creature, the target has Advantage on any new saving throw against the relevant effect."
      },
      {
        "document": 1398,
        "excerpt": "thin range. The target must make a Constitution saving throw. On a successful save, the target has Disadvantage on the next attack roll it makes until the start of y"
      },
      {
        "document": 1404,
        "excerpt": "unwilling creature must succeed on a Dexterity saving throw or be enclosed for the duration. Nothing - not physical objects, energy, or other spell effects - can p"
      },
      {
        "document": 1407,
        "excerpt": "f the Cylinder. A creature can make a Dexterity saving throw to grab a fixed object it can reach, thus avoiding the fall upward. If a ceiling or an anchored object"
      },
      {
        "document": 1410,
        "excerpt": "n range. The target must succeed on a Dexterity saving throw or take 1d8 Radiant damage. The target gains no benefit from Half Cover or Three-Quarters Cover for this"
      },
      {
        "document": 1411,
        "excerpt": "ll or a damaging spell must succeed on a Wisdom saving throw or either choose a new target or lose the attack or spell. This spell doesn't protect the warded creatur"
      },
      {
        "document": 1413,
        "excerpt": "of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you know the target and the sort of physical conne"
      },
      {
        "document": 1414,
        "excerpt": "s 1d6 Fire damage and then makes a Constitution saving throw. On a failed save, the spell continues. On a successful save, the spell ends. Using a Higher-Level Spel"
      },
      {
        "document": 1417,
        "excerpt": "range. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell. You can give the same appearance or different ones"
      },
      {
        "document": 1421,
        "excerpt": "dius Sphere centered there makes a Constitution saving throw, taking 3d8 Thunder damage on a failed save or half as much damage on a successful one. A Construct has"
      },
      {
        "document": 1430,
        "excerpt": "n a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn, at which point it must repeat the sa"
      },
      {
        "document": 1431,
        "excerpt": "its turn there, it must succeed on a Dexterity saving throw or have the Prone condition and lose Concentration."
      },
      {
        "document": 1432,
        "excerpt": "hin range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration. An affected target's Speed is halved, it takes a -2 pena"
      },
      {
        "document": 1440,
        "excerpt": "its turn there, the creature must make a Wisdom saving throw. On a failed save, the creature takes 3d8 Radiant damage (if you are good or neutral) or 3d8 Necrotic da"
      },
      {
        "document": 1443,
        "excerpt": "rn in the Sphere must succeed on a Constitution saving throw or have the Poisoned condition until the end of the current turn. While Poisoned in this way, the creatu"
      },
      {
        "document": 1446,
        "excerpt": "when it appears must succeed on a Constitution saving throw or take 2d6 Thunder damage and have the Deafened condition for the duration. At the start of each of yo"
      },
      {
        "document": 1447,
        "excerpt": "t return.” The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. Th"
      },
      {
        "document": 1448,
        "excerpt": "evel Piercing damage. Breath Weapon. Dexterity Saving Throw: DC equals your spell save DC, each creature in a 30-foot Cone. Failure: 2d6 damage of a type this spiri"
      },
      {
        "document": 1449,
        "excerpt": "Each creature in the Line makes a Constitution saving throw. On a failed save, a creature takes 6d8 Radiant damage and has the Blinded condition until the start of"
      },
      {
        "document": 1450,
        "excerpt": "ach creature in the Sphere makes a Constitution saving throw. On a failed save, a creature takes 12d6 Radiant damage and has the Blinded condition for 1 minute. On a"
      },
      {
        "document": 1451,
        "excerpt": "turn. Death. Each target makes a Constitution saving throw, taking 10d10 Necrotic damage on a failed save or half as much damage on a successful save. Discord. Ea"
      },
      {
        "document": 1452,
        "excerpt": "creature. The target must succeed on a Strength saving throw, or you move it up to 30 feet in any direction within the spell's range. Until the end of your next turn"
      },
      {
        "document": 1457,
        "excerpt": "Cube originating from you makes a Constitution saving throw. On a failed save, a creature takes 2d8 Thunder damage and is pushed 10 feet away from you. On a success"
      },
      {
        "document": 1463,
        "excerpt": "elled. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn't affected by this spell. Creature into Creature. If you turn a creature in"
      },
      {
        "document": 1467,
        "excerpt": "ars, each creature in its area makes a Strength saving throw, taking 6d10 Bludgeoning damage on a failed save or half as much damage on a successful one. At the sta"
      },
      {
        "document": 1470,
        "excerpt": "thin range. The target must succeed on a Wisdom saving throw or take 1d6 Psychic damage and have Disadvantage on the next attack roll it makes before the end of its"
      },
      {
        "document": 1471,
        "excerpt": "e. Each creature in that area makes a Dexterity saving throw. On a failed save, a creature takes 10d4 Acid damage and another 5d4 Acid damage at the end of its next"
      },
      {
        "document": 1472,
        "excerpt": "rs, each creature in its area makes a Dexterity saving throw, taking 5d8 Fire damage on a failed save or half as much damage on a successful one. One side of the wa"
      },
      {
        "document": 1474,
        "excerpt": "l (you choose which side) and makes a Dexterity saving throw, taking 10d6 Cold damage on a failed save or half as much damage on a successful one. The wall is an ob"
      },
      {
        "document": 1475,
        "excerpt": "id surface), that creature can make a Dexterity saving throw. On a success, it can use its Reaction to move up to its Speed so that it is no longer enclosed by the w"
      },
      {
        "document": 1476,
        "excerpt": "rs, each creature in its area makes a Dexterity saving throw, taking 7d8 Piercing damage on a failed save or half as much damage on a successful one. A creature can"
      },
      {
        "document": 1480,
        "excerpt": "its turn there, it must succeed on a Dexterity saving throw or have the Restrained condition while in the webs or until it breaks free. A creature Restrained by th"
      },
      {
        "document": 1481,
        "excerpt": "centered on a point within range makes a Wisdom saving throw. On a failed save, a target takes 10d10 Psychic damage and has the Frightened condition for the duration"
      },
      {
        "document": 1483,
        "excerpt": "ars, each creature in its area makes a Strength saving throw, taking 4d8 Bludgeoning damage on a failed save or half as much damage on a successful one. The strong"
      },
      {
        "document": 1484,
        "excerpt": "ample, a Wish spell could undo an ally's failed saving throw or a foe's Critical Hit. You can force the reroll to be made with Advantage or Disadvantage, and you cho"
      },
      {
        "document": 1486,
        "excerpt": "turn or starts its turn there makes a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether a creat"
      },
      {
        "document": 1504,
        "excerpt": "nition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. A"
      },
      {
        "document": 1515,
        "excerpt": "Sphere, including you, makes a DC 15 Dexterity saving throw, taking 5d4 Force damage on a failed save or half as much damage on a successful one. If you remove a b"
      },
      {
        "document": 1518,
        "excerpt": "Magic action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling on the t"
      },
      {
        "document": 1519,
        "excerpt": "ce are found together. You can take a Magic action to throw the bead up to 60 feet. The bead explodes in a 10-foot-radius Sphere on impact and is destroyed. Each cr"
      },
      {
        "document": 1523,
        "excerpt": "possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. This berserk state ends when you start your turn and there are no creatures within 60 fee"
      },
      {
        "document": 1554,
        "excerpt": "t creature must succeed on a DC 15 Constitution saving throw or take 2d10 Poison damage and have the Poisoned condition for 1 minute. The weapon can't be used this w"
      },
      {
        "document": 1556,
        "excerpt": "ce in the Line must succeed on a DC 13 Strength saving throw or take 1d4 Bludgeoning damage and have the Prone condition. Instead of a creature, you can target one o"
      },
      {
        "document": 1557,
        "excerpt": "agic action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of yourself. An illusion of a creature, determined by rollin"
      },
      {
        "document": 1561,
        "excerpt": "b's depths. You must then make a DC 15 Charisma saving throw. On a successful save, you control the orb for as long as you remain attuned to it. On a failed save, th"
      },
      {
        "document": 1564,
        "excerpt": "h of it for one use. When you take a Utilize action to throw the dust into the air, you and each creature and object within a 10-foot Emanation originating from you"
      },
      {
        "document": 1565,
        "excerpt": "a pinch of the dust makes a DC 13 Constitution saving throw, taking 10d6 Necrotic damage on a failed save or half as much damage on a successful one."
      },
      {
        "document": 1566,
        "excerpt": "nough of it for one use. As a Utilize action, you can throw the dust into the air, forcing yourself and every creature in a 30-foot Emanation originating from you t"
      },
      {
        "document": 1574,
        "excerpt": "ts, the target must succeed on a DC 15 Strength saving throw or have the Restrained condition for 1 minute. As an action, a creature Restrained by an arrow can make"
      },
      {
        "document": 1579,
        "excerpt": "t radius. Whip (Rare). You can take a Magic action to throw the token to a point within 10 feet of yourself. The token disappears, and a floating whip takes its pla"
      },
      {
        "document": 1580,
        "excerpt": "ough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature"
      },
      {
        "document": 1585,
        "excerpt": "e creature must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. The creature repeats the save at the end of each of its turn"
      },
      {
        "document": 1587,
        "excerpt": "pon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition."
      },
      {
        "document": 1593,
        "excerpt": "r than you must succeed on a DC 17 Constitution saving throw or have the Stunned condition until the end of your next turn. Immediately after hitting or missing, the"
      },
      {
        "document": 1598,
        "excerpt": "and take Fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems and is then destr"
      },
      {
        "document": 1603,
        "excerpt": "creature in the Cone makes a DC 15 Constitution saving throw. On a failed save, a creature takes 5d8 Thunder damage and has the Deafened condition for 1 minute. On a"
      },
      {
        "document": 1610,
        "excerpt": "ter and weighs 1 pound. You can take a Magic action to throw the sphere at a Huge or smaller creature you can see within 60 feet of yourself. As the sphere moves thr"
      },
      {
        "document": 1611,
        "excerpt": "e on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. If the target has been trapped by the flask before, it has Advantage on the"
      },
      {
        "document": 1612,
        "excerpt": "instead of Piercing damage. Lightning Bolt. When you throw this weapon at a target no farther than 120 feet from you, you can forgo making a ranged attack roll and"
      },
      {
        "document": 1615,
        "excerpt": "this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature has the Frightened condition until the end of your n"
      },
      {
        "document": 1617,
        "excerpt": "n 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute. While Frightened in this way, a creature must spend its"
      },
      {
        "document": 1625,
        "excerpt": "of the mirror must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is wearing or carrying, in one of the mirror's twelve extradimensi"
      },
      {
        "document": 1629,
        "excerpt": "m it. You can take a Magic action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a level 3 Fireba"
      },
      {
        "document": 1631,
        "excerpt": "e creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on"
      },
      {
        "document": 1639,
        "excerpt": ". Life Preservation. Whenever you make a Death Saving Throw, you can change a roll of 9 or lower to a 10, turning a failed save into a successful one. Natural Heal"
      },
      {
        "document": 1641,
        "excerpt": "n 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute. A creature that fails the save repeats it at the end of"
      },
      {
        "document": 1642,
        "excerpt": "aying the pipes, the swarm makes a DC 15 Wisdom saving throw. On a successful save, the swarm behaves as it normally would and can't be swayed by the pipes' music fo"
      },
      {
        "document": 1658,
        "excerpt": "damage and must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 1 hour."
      },
      {
        "document": 1667,
        "excerpt": "of yourself. The Elemental makes a DC 18 Wisdom saving throw. On a failed save, the Elemental has the Charmed condition until the start your next turn, and you deter"
      },
      {
        "document": 1668,
        "excerpt": "harges daily at dawn. When you fail a Dexterity saving throw while wearing the ring, you can take a Reaction to expend 1 charge to succeed on that save instead."
      },
      {
        "document": 1677,
        "excerpt": "sappears. That creature makes a DC 15 Dexterity saving throw. On a failed save, the creature takes Lightning damage based on the number of spheres you created, as sh"
      },
      {
        "document": 1679,
        "excerpt": "k at the spell's caster; the caster must make a saving throw against the spell using their own spell save DC."
      },
      {
        "document": 1686,
        "excerpt": "Rest, you must succeed on a DC 15 Constitution saving throw or gain 1 Exhaustion level."
      },
      {
        "document": 1687,
        "excerpt": "of each of your turns, you make a Constitution saving throw (DC 11 for Light or DC 15 for Daylight), ending the condition on yourself on a success."
      },
      {
        "document": 1688,
        "excerpt": "wer is activated must succeed on a DC 15 Wisdom saving throw or have the Stunned condition until the effect ends."
      },
      {
        "document": 1694,
        "excerpt": "n force the target to make a DC 17 Constitution saving throw. On a failed save, the target takes an extra 4d6 Necrotic damage, and you regain a number of Hit Points"
      },
      {
        "document": 1696,
        "excerpt": "elf. Each target must succeed on a DC 15 Wisdom saving throw or have the Charmed condition for 8 hours. While Charmed in this way, the creature regards you as its tr"
      },
      {
        "document": 1699,
        "excerpt": "f. The target must succeed on a DC 15 Dexterity saving throw or have the Restrained condition. You can release the target by letting go of your end of the rope (caus"
      },
      {
        "document": 1700,
        "excerpt": "ation. The scarab has 12 charges. If you fail a saving throw against a Necromancy spell or a harmful effect originating from an Undead, you can take a Reaction to ex"
      },
      {
        "document": 1706,
        "excerpt": "feet of you is targeted by an attack or makes a saving throw against an area of effect, you can use the Shield to create an immobile 5-foot Emanation originating fro"
      },
      {
        "document": 1709,
        "excerpt": "the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the following table. Copying a Scroll"
      },
      {
        "document": 1711,
        "excerpt": "sphere enters must succeed on a DC 19 Dexterity saving throw or be touched by it, taking 8d10 Force damage. A creature reduced to 0 Hit Points by this damage is obli"
      },
      {
        "document": 1712,
        "excerpt": "e DC. Reflect Enchantment. If you succeed on a saving throw against an Enchantment spell that targets only you, you can take a Reaction to expend 1 charge from the"
      },
      {
        "document": 1716,
        "excerpt": "er creature in the area makes a DC 17 Dexterity saving throw. On a failed save, a creature takes Force damage equal to 4 times the number of charges in the staff. On"
      },
      {
        "document": 1719,
        "excerpt": "er creature in the area makes a DC 17 Dexterity saving throw. On a failed save, a creature takes Force damage equal to 6 times the number of charges in the staff. On"
      },
      {
        "document": 1720,
        "excerpt": "mmon (Requires Attunement) As a Magic action, you can throw this staff so that it lands in an unoccupied space within 10 feet of you, causing the staff to become a"
      },
      {
        "document": 1722,
        "excerpt": "et you hit must succeed on a DC 17 Constitution saving throw or have the Stunned condition until the end of your next turn. Thunder and Lightning. Immediately after"
      },
      {
        "document": 1723,
        "excerpt": "arget and force it to make a DC 15 Constitution saving throw. On a failed save, the target has Disadvantage for 1 hour on any ability check or saving throw that uses"
      },
      {
        "document": 1729,
        "excerpt": "damage and must succeed on a DC 15 Constitution saving throw or be unable to regain Hit Points for 1 hour. The target repeats the save at the end of each of its turn"
      },
      {
        "document": 1730,
        "excerpt": "target, and the target makes a DC 20 Dexterity saving throw. If the target is a Fiend or an Undead, it has Disadvantage on the save. On a failed save, the target fa"
      },
      {
        "document": 1732,
        "excerpt": "target, and the target makes a DC 20 Dexterity saving throw. If the target is a Celestial, it has Disadvantage on the save. On a failed save, the target falls into"
      },
      {
        "document": 1733,
        "excerpt": "re in the Cone must succeed on a DC 15 Strength saving throw or have the Prone condition. Nonmagical objects in the Cone that aren't being worn or carried take 3d8 T"
      },
      {
        "document": 1748,
        "excerpt": "The target must succeed on a DC 15 Constitution saving throw or have the Paralyzed condition for 1 minute. At the end of each of the target's turns, it repeats the s"
      },
      {
        "document": 1760,
        "excerpt": "/Day, or 4/Day in Lair). If the aboleth fails a saving throw, it can choose to succeed instead. Mucus Cloud. While underwater, the aboleth is surrounded by mucus. C"
      },
      {
        "document": 1761,
        "excerpt": "3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1762,
        "excerpt": "3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1763,
        "excerpt": "3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1764,
        "excerpt": "3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1765,
        "excerpt": "3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1766,
        "excerpt": "3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1767,
        "excerpt": "3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1768,
        "excerpt": "3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1769,
        "excerpt": "3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1770,
        "excerpt": "3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1771,
        "excerpt": "der damage. Whirlwind (Recharge 4–6). Strength Saving Throw: DC 13, one Medium or smaller creature in the elemental's space. Failure: 24 (4d10 + 2) Thunder damage,"
      },
      {
        "document": 1773,
        "excerpt": "4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1774,
        "excerpt": "4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1775,
        "excerpt": "4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1776,
        "excerpt": "4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1777,
        "excerpt": "4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1778,
        "excerpt": "4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1779,
        "excerpt": "4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1780,
        "excerpt": "4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1781,
        "excerpt": "4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1782,
        "excerpt": "4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 1786,
        "excerpt": "ape DC 13). Acid Spray (Recharge 6). Dexterity Saving Throw: DC 12, each creature in a 30-foot-long, 5-foot-wide Line. Failure: 14 (4d6) Acid damage. Success: Half"
      },
      {
        "document": 1791,
        "excerpt": "to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the save and only half"
      },
      {
        "document": 1799,
        "excerpt": "oes. The balor explodes when it dies. Dexterity Saving Throw: DC 20, each creature in a 30-foot Emanation originating from the balor. Failure: 31 (9d6) Fire damage p"
      },
      {
        "document": 1803,
        "excerpt": "Petrifying Gaze (Recharge 4–6). Constitution Saving Throw: DC 12, each creature in a 30-foot Cone. If the basilisk sees its reflection in the Cone, the basilisk m"
      },
      {
        "document": 1805,
        "excerpt": "subjected to the following effect. Constitution Saving Throw: DC 12. Failure: The target receives an infernal wound. While wounded, the target loses 5 (1d10) Hit Poi"
      },
      {
        "document": 1806,
        "excerpt": "1 (2d10) Lightning damage. Constrict. Strength Saving Throw: DC 18, one Large or smaller creature the behir can see within 5 feet. Failure: 28 (5d8 + 6) Bludgeoning"
      },
      {
        "document": 1809,
        "excerpt": "damage. Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 11, each creature in a 15-foot-long, 5-foot-wide Line. Failure: 22 (5d8) Acid damage. Success: Half"
      },
      {
        "document": 1813,
        "excerpt": "ge. Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 12, each creature in a 30-foot-long, 5-foot-wide Line. Failure: 21 (6d6) Lightning damage. Success:"
      },
      {
        "document": 1816,
        "excerpt": "damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 11, each creature in a 20-foot-long, 5-foot-wide Line. Failure: 14 (4d6) Fire damage. Success: Half"
      },
      {
        "document": 1817,
        "excerpt": "ge. Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 12, each creature in a 40-foot-long, 5-foot-wide Line. Failure: 16 (3d10) Lightning damage. Success:"
      },
      {
        "document": 1819,
        "excerpt": "Quick Grapple. Dexterity Saving Throw: DC 13, one Medium or smaller creature the bugbear can see within 10 feet. Failure: The target has the G"
      },
      {
        "document": 1821,
        "excerpt": "e or more Large or smaller creatures. Dexterity Saving Throw: DC 15, each creature in the bulette's destination space. Failure: 19 (3d12) Bludgeoning damage, and the"
      },
      {
        "document": 1824,
        "excerpt": "targeted once by the following effect. Strength Saving Throw: DC 14. Failure: 7 (1d6 + 4) Bludgeoning damage, and the target has the Prone condition."
      },
      {
        "document": 1825,
        "excerpt": "res a fiery chain to bind a creature. Dexterity Saving Throw: DC 15, one creature the devil can see within 60 feet. Failure: 9 (2d4 + 4) Fire damage, and the target"
      },
      {
        "document": 1826,
        "excerpt": "ndition. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 15, each creature in a 15-foot Cone. Failure: 31(7d8) Fire damage. Success: Half damage."
      },
      {
        "document": 1827,
        "excerpt": "wo pincers. Paralyzing Tentacles. Constitution Saving Throw: DC 13, one creature Grappled by the chuul. Failure: The target has the Poisoned condition and repeats t"
      },
      {
        "document": 1829,
        "excerpt": "Moan. Wisdom Saving Throw: DC 13, each creature in a 60-foot Emanation originating from the cloaker. Failure: The target has the F"
      },
      {
        "document": 1831,
        "excerpt": "subjected to the following effect. Constitution Saving Throw: DC 11. First Failure: The target has the Restrained condition. The target repeats the save at the end o"
      },
      {
        "document": 1833,
        "excerpt": "(1d8 + 2) Piercing damage. Constrict. Strength Saving Throw: DC 12, one Medium or smaller creature the snake can see within 5 feet. Failure: 7 (3d4) Bludgeoning dam"
      },
      {
        "document": 1834,
        "excerpt": "damage. Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 11, each creature in a 20-foot-long, 5-foot-wide Line. Failure: 18 (4d8) Acid damage. Success: Half"
      },
      {
        "document": 1835,
        "excerpt": "of the couatl's next turn. Constrict. Strength Saving Throw: DC 15, one Medium or smaller creature the couatl can see within 5 feet. Failure: 8 (1d6 + 5) Bludgeonin"
      },
      {
        "document": 1841,
        "excerpt": "subjected to the following effect. Constitution Saving Throw: DC 12. First Failure: The target has the Poisoned condition. While Poisoned, the target's Hit Point max"
      },
      {
        "document": 1845,
        "excerpt": "is subjected to the following effect. Strength Saving Throw: DC 17 (a creature makes this save only once per turn, and the djinni is unaffected). Failure: While in"
      },
      {
        "document": 1846,
        "excerpt": "DC 12). Unsettling Visage (Recharge 6). Wisdom Saving Throw: DC 12, each creature in a 15-foot Emanation originating from the doppelganger that can see the doppelga"
      },
      {
        "document": 1848,
        "excerpt": "ion. Steam Breath (Recharge 5–6). Constitution Saving Throw: DC 19, each creature in a 60-foot Cone. Failure: 56 (16d6) Fire damage. Success: Half damage. Failure o"
      },
      {
        "document": 1849,
        "excerpt": "hing damage. Fetid Cloud (1/Day). Constitution Saving Throw: DC 11, each creature in a 10-foot Emanation originating from the dretch. Failure: The target has the Po"
      },
      {
        "document": 1853,
        "excerpt": "st. The mephit explodes when it dies. Dexterity Saving Throw: DC 10, each creature in a 5-foot Emanation originating from the mephit. Failure: 5 (2d4) Bludgeoning da"
      },
      {
        "document": 1857,
        "excerpt": "Trample. Dexterity Saving Throw: DC 16, one creature within 5 feet that has the Prone condition. Failure: 17 (2d10 + 6) Bludgeoning dama"
      },
      {
        "document": 1859,
        "excerpt": "Entangling Rope (Requires Magic Rope). Strength Saving Throw: DC 16, one creature the erinyes can see within 120 feet. Failure: 14 (4d6) Force damage, and the target"
      },
      {
        "document": 1860,
        "excerpt": "g damage. Web Strand (Recharge 5–6). Dexterity Saving Throw: DC 12, one Large or smaller creature the ettercap can see within 30 feet. Failure: The target has the R"
      },
      {
        "document": 1863,
        "excerpt": "e giant makes two attacks, using Flame Sword or Hammer Throw in any combination. Flame Sword. Melee Attack Roll: +11, reach 10 ft. Hit: 21 (4d6 + 7) Slashing damage"
      },
      {
        "document": 1869,
        "excerpt": "o the cube's Engulf and has Disadvantage on the saving throw. Creatures inside the cube have Total Cover, and the cube can hold one Large creature or up to four Med"
      },
      {
        "document": 1870,
        "excerpt": "Stench. Constitution Saving Throw: DC 10, any creature that starts its turn in a 5-foot Emanation originating from the ghast. Failure: The"
      },
      {
        "document": 1871,
        "excerpt": "ng on the other plane. Horrific Visage. Wisdom Saving Throw: DC 13, each creature in a 60-foot Cone that can see the ghost and isn't an Undead. Failure: 10 (2d6 + 3"
      },
      {
        "document": 1872,
        "excerpt": "subjected to the following effect. Constitution Saving Throw: DC 10. Failure: The target has the Paralyzed condition until the end of its next turn."
      },
      {
        "document": 1873,
        "excerpt": "at a point it can see within 90 feet. Dexterity Saving Throw: DC 17, each creature in a 5-foot-radius Sphere centered on that point. Failure: 24 (7d6) Bludgeoning da"
      },
      {
        "document": 1878,
        "excerpt": "(2d6 + 4) Piercing damage. Constrict. Strength Saving Throw: DC 14, one Large or smaller creature the snake can see within 10 feet. Failure: 13 (2d8 + 4) Bludgeonin"
      },
      {
        "document": 1884,
        "excerpt": "ng from the goat must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute, until you are no longer riding the goat, or until the goa"
      },
      {
        "document": 1895,
        "excerpt": ") Poison damage. Web (Recharge 5–6). Dexterity Saving Throw: DC 13, one creature the spider can see within 60 feet. Failure: The target has the Restrained condition"
      },
      {
        "document": 1902,
        "excerpt": "oesn't have the Incapacitated condition. Wisdom Saving Throw: DC 10, any creature that starts its turn within 20 feet of the mouther while it is babbling. Failure:"
      },
      {
        "document": 1903,
        "excerpt": "15) from one of two pincers. Pummel. Dexterity Saving Throw: DC 17, one creature Grappled by the glabrezu. Failure: 15 (3d6 + 5) Bludgeoning damage. Success: Half d"
      },
      {
        "document": 1904,
        "excerpt": "d6 + 4) Piercing damage. Shield Bash. Strength Saving Throw: DC 15, one creature within 5 feet that the gladiator can see. Failure: 9 (2d4 + 4) Bludgeoning damage."
      },
      {
        "document": 1910,
        "excerpt": "damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 13, each creature in a 15-foot Cone. Failure: 22 (4d10) Fire damage. Success: Half damage. Weakenin"
      },
      {
        "document": 1911,
        "excerpt": "Petrifying Breath (Recharge 5–6). Constitution Saving Throw: DC 15, each creature in a 30-foot Cone. First Failure: The target has the Restrained condition and repe"
      },
      {
        "document": 1913,
        "excerpt": "ge. Poison Breath (Recharge 5–6). Constitution Saving Throw: DC 11, each creature in a 15-foot Cone. Failure: 21 (6d6) Poison damage. Success: Half damage."
      },
      {
        "document": 1920,
        "excerpt": "Poison damage. Poisonous Spittle. Constitution Saving Throw: DC 16, one creature the naga can see within 60 feet. Failure: 31 (7d8) Poison damage, and the target ha"
      },
      {
        "document": 1921,
        "excerpt": "ait. Dragon's Breath (Recharge 5–6). Dexterity Saving Throw: DC 14, each creature in a 30-foot Cone. Failure: 28 (8d6) damage of the type chosen for the Draconic Or"
      },
      {
        "document": 1922,
        "excerpt": "il the harpy's Concentration ends on it. Wisdom Saving Throw: DC 11, each Humanoid and Giant in a 300-foot Emanation originating from the harpy when the song starts."
      },
      {
        "document": 1924,
        "excerpt": "damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 12, each creature in a 15-foot Cone. Failure: 17 (5d6) Fire damage. Success: Half damage."
      },
      {
        "document": 1925,
        "excerpt": "nd other magical effects. Stench. Constitution Saving Throw: DC 16, any creature that starts its turn in a 10-foot Emanation originating from the hezrou. Failure: T"
      },
      {
        "document": 1931,
        "excerpt": "subjected to the following effect. Constitution Saving Throw: DC 12. Failure: The target has the Poisoned condition until the end of the homunculus's next turn. Fail"
      },
      {
        "document": 1932,
        "excerpt": "d, it starts burning. Infernal Tail. Dexterity Saving Throw: DC 17, one creature the devil can see within 10 feet. Failure: 10 (1d8 + 6) Necrotic damage, and the ta"
      },
      {
        "document": 1937,
        "excerpt": "The mephit explodes when it dies. Constitution Saving Throw: DC 10, each creature in a 5-foot Emanation originating from the mephit. Failure: 5 (2d4) Cold damage. S"
      },
      {
        "document": 1939,
        "excerpt": "Nightmare (Recharge 6). Wisdom Saving Throw: DC 15, one creature the incubus can see within 60 feet. Failure: If the target has 20 Hit Points or few"
      },
      {
        "document": 1940,
        "excerpt": "1 (2d6 + 4) Force damage. Vortex. Constitution Saving Throw: DC 14, one Large or smaller creature in the stalker's space. Failure: 7 (1d8 + 3) Thunder damage, and t"
      },
      {
        "document": 1941,
        "excerpt": "mage. Poison Breath (Recharge 6). Constitution Saving Throw: DC 18, each creature in a 60-foot Cone. Failure: 55 (10d10) Poison damage. Success: Half damage."
      },
      {
        "document": 1946,
        "excerpt": "4/Day, or 5/Day in Lair). If the kraken fails a saving throw, it can choose to succeed instead. Siege Monster. The kraken deals double damage to objects and structu"
      },
      {
        "document": 1947,
        "excerpt": "(2d6) Psychic damage. Corrupting Touch. Wisdom Saving Throw: DC 13, one creature the lamia can see within 5 feet. Failure: 13 (3d8) Psychic damage, and the target i"
      },
      {
        "document": 1949,
        "excerpt": "(4/Day, or 5/Day in Lair). If the lich fails a saving throw, it can choose to succeed instead. Spirit Jar. If destroyed, the lich reforms in 1d10 days if it has a"
      },
      {
        "document": 1950,
        "excerpt": "Hit: 7 (1d8 + 3) Slashing damage. Roar. Wisdom Saving Throw: DC 11, one creature within 15 feet. Failure: The target has the Frightened condition until the start of"
      },
      {
        "document": 1953,
        "excerpt": "st. The mephit explodes when it dies. Dexterity Saving Throw: DC 11, each creature in a 5-foot Emanation originating from the mephit. Failure: 7 (2d6) Fire damage. S"
      },
      {
        "document": 1954,
        "excerpt": "st. The magmin explodes when it dies. Dexterity Saving Throw: DC 11, each creature in a 10-foot Emanation originating from the magmin. Failure: 7 (2d6) Fire damage."
      },
      {
        "document": 1955,
        "excerpt": "Trample. Dexterity Saving Throw: DC 18, one creature within 5 feet that has the Prone condition. Failure: 29 (4d10 + 7) Bludgeoning dama"
      },
      {
        "document": 1957,
        "excerpt": "s 7 (2d6) Necrotic damage. Constrict. Strength Saving Throw: DC 17, one Medium or smaller creature the marilith can see within 5 feet. Failure: 15 (2d10 + 4) Bludge"
      },
      {
        "document": 1959,
        "excerpt": "Petrifying Gaze (Recharge 5–6). Constitution Saving Throw: DC 13, each creature in a 30-foot Cone. If the medusa sees its reflection in the Cone, the medusa must"
      },
      {
        "document": 1966,
        "excerpt": "(3/Day, or 4/Day in Lair). If the mummy fails a saving throw, it can choose to succeed instead. Magic Resistance. The mummy has Advantage on saving throws against s"
      },
      {
        "document": 1967,
        "excerpt": "Points by this attack. Dreadful Glare. Wisdom Saving Throw: DC 11, one creature the mummy can see within 60 feet. Failure: The target has the Frightened condition"
      },
      {
        "document": 1968,
        "excerpt": "Horror Nimbus (Recharge 5–6). Wisdom Saving Throw: DC 15, each creature in a 15-foot Emanation originating from the nalfeshnee. Failure: 28 (8d6) Psychic"
      },
      {
        "document": 1974,
        "excerpt": "zombie to 0 Hit Points, it makes a Constitution saving throw (DC 5 plus the damage taken) unless the damage is Radiant or from a Critical Hit. On a successful save,"
      },
      {
        "document": 1977,
        "excerpt": "subjected to the following effect. Constitution Saving Throw: DC 15. Failure: The target's Hit Point maximum decreases by 5 (1d10) and doesn't return to normal until"
      },
      {
        "document": 1984,
        "excerpt": "Captain's Charm. Wisdom Saving Throw: DC 14, one creature the pirate can see within 30 feet. Failure: The target has the Charmed condition un"
      },
      {
        "document": 1985,
        "excerpt": ") Piercing damage. Enthralling Panache. Wisdom Saving Throw: DC 12, one creature the pirate can see within 30 feet. Failure: The target has the Charmed condition un"
      },
      {
        "document": 1986,
        "excerpt": "oesn't have the Incapacitated condition. Wisdom Saving Throw: DC 21, any enemy that starts its turn in the aura. Failure: The target has the Frightened condition unt"
      },
      {
        "document": 1987,
        "excerpt": "18 (4d8) Radiant damage. Holy Burst. Dexterity Saving Throw: DC 20, each enemy in a 20-foot-radius Sphere centered on a point the planetar can see within 120 feet."
      },
      {
        "document": 1993,
        "excerpt": "(1d4 + 2) Piercing damage. Sting. Constitution Saving Throw: DC 12, one creature the pseudodragon can see within 5 feet. Failure: 5 (2d4) Poison damage, and the tar"
      },
      {
        "document": 1995,
        "excerpt": "Swallow. Strength Saving Throw: DC 19, one Large or smaller creature Grappled by the worm (it can have up to three creatures swallowed"
      },
      {
        "document": 1996,
        "excerpt": "he spellcasting ability. Scare (1/Day). Wisdom Saving Throw: DC 10, one creature within 20 feet. Failure: The target has the Frightened condition. At the end of eac"
      },
      {
        "document": 1997,
        "excerpt": "g Rest. Baleful Command (Recharge 5–6). Wisdom Saving Throw: DC 18, each enemy in a 30-foot Emanation originating from the rakshasa. Failure: 28 (8d6) Psychic damag"
      },
      {
        "document": 2000,
        "excerpt": "damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 13, each creature in a 15-foot Cone. Failure: 24 (7d6) Fire damage. Success: Half damage."
      },
      {
        "document": 2002,
        "excerpt": "Swallow. Strength Saving Throw: DC 19, one Large or smaller creature Grappled by the remorhaz (it can have up to two creatures swallowe"
      },
      {
        "document": 2007,
        "excerpt": "y a creature within 5 feet of itself. Dexterity Saving Throw: DC 11, the creature with the object. Failure: The object takes a -1 penalty to the AC it offers (armor)"
      },
      {
        "document": 2010,
        "excerpt": "ely after a ranged attack. Constrict. Strength Saving Throw: DC 15, one Large or smaller creature the salamander can see within 10 feet. Failure: 11 (2d6 + 4) Bludg"
      },
      {
        "document": 2011,
        "excerpt": "eet straight away from itself. Mockery. Wisdom Saving Throw: DC 12, one creature the satyr can see within 90 feet. Failure: 5 (1d6 + 2) Psychic damage."
      },
      {
        "document": 2014,
        "excerpt": "cast that spell again. Vile Appearance. Wisdom Saving Throw: DC 11, any Beast or Humanoid that starts its turn within 30 feet of the hag and can see the hag's true"
      },
      {
        "document": 2017,
        "excerpt": "feet straight toward itself. Engulf. Strength Saving Throw: DC 15, one Medium or smaller creature within 5 feet. Failure: The target is pulled into the shambling m"
      },
      {
        "document": 2020,
        "excerpt": "mage. Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 13, each creature in a 15-foot Cone. Failure: 18 (4d8) Cold damage. Success: Half damage. Paralyzin"
      },
      {
        "document": 2022,
        "excerpt": "endary Resistance (4/Day). If the solar fails a saving throw, it can choose to succeed instead. Magic Resistance. The solar has Advantage on saving throws against s"
      },
      {
        "document": 2024,
        "excerpt": "3/Day, or 4/Day in Lair). If the sphinx fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 2025,
        "excerpt": "3/Day, or 4/Day in Lair). If the sphinx fails a saving throw, it can choose to succeed instead."
      },
      {
        "document": 2026,
        "excerpt": "ture within 30 feet makes an ability check or a saving throw. Response: The sphinx adds 2 to the roll."
      },
      {
        "document": 2029,
        "excerpt": "the sprite's next turn. Heart Sight. Charisma Saving Throw: DC 10, one creature within 5 feet the sprite can see (Celestials, Fiends, and Undead automatically fail"
      },
      {
        "document": 2031,
        "excerpt": "st. The mephit explodes when it dies. Dexterity Saving Throw: DC 10, each creature in a 5-foot Emanation originating from the mephit. Failure: 5 (2d4) Fire damage. S"
      },
      {
        "document": 2033,
        "excerpt": "redirect some of the attack's force. Dexterity Saving Throw: DC 17, one creature the giant can see within 60 feet. Failure: 11 (1d10 + 6) Force damage."
      },
      {
        "document": 2035,
        "excerpt": "urn. Lightning Storm (Recharge 5–6). Dexterity Saving Throw: DC 18, each creature in a 10-foot-radius, 40-foot-high Cylinder originating from a point the giant can"
      },
      {
        "document": 2036,
        "excerpt": "spell save DC 15). Draining Kiss. Constitution Saving Throw: DC 15, one creature Charmed by the succubus within 5 feet. Failure: 13 (3d8) Psychic damage. Success: H"
      },
      {
        "document": 2042,
        "excerpt": "rm is Bloodied. Cacophony (Recharge 6). Wisdom Saving Throw: DC 10, one creature in the swarm's space. Failure: The target has the Deafened condition until the star"
      },
      {
        "document": 2044,
        "excerpt": "ry Resistance (6/Day). If the tarrasque fails a saving throw, it can choose to succeed instead. Magic Resistance. The tarrasque has Advantage on saving throws again"
      },
      {
        "document": 2053,
        "excerpt": "dary Resistance (3/Day). If the unicorn fails a saving throw, it can choose to succeed instead. Magic Resistance. The unicorn has Advantage on saving throws against"
      },
      {
        "document": 2055,
        "excerpt": "13) from one of two claws. Bite. Constitution Saving Throw: DC 14, one creature within 5 feet that is willing or that has the Grappled, Incapacitated, or Restraine"
      },
      {
        "document": 2056,
        "excerpt": "/Day, or 4/Day in Lair). If the vampire fails a saving throw, it can choose to succeed instead. Misty Escape. If the vampire drops to 0 Hit Points outside its resti"
      },
      {
        "document": 2059,
        "excerpt": "ison damage. Spores (Recharge 6). Constitution Saving Throw: DC 15, each creature in a 20-foot Emanation originating from the vrock. Failure: The target has the Poi"
      },
      {
        "document": 2065,
        "excerpt": "rone condition. Whelm (Recharge 4–6). Strength Saving Throw: DC 15, each creature in the elemental's space. Failure: 22 (4d8 + 4) Bludgeoning damage. If the target"
      },
      {
        "document": 2067,
        "excerpt": "subjected to the following effect. Constitution Saving Throw: DC 14. Failure: The target is cursed. If the cursed target drops to 0 Hit Points, it instead becomes a"
      },
      {
        "document": 2068,
        "excerpt": "subjected to the following effect. Constitution Saving Throw: DC 12. Failure: The target is cursed. If the cursed target drops to 0 Hit Points, it instead becomes a"
      },
      {
        "document": 2069,
        "excerpt": "subjected to the following effect. Constitution Saving Throw: DC 11. Failure: The target is cursed. If the cursed target drops to 0 Hit Points, it instead becomes a"
      },
      {
        "document": 2070,
        "excerpt": "subjected to the following effect. Constitution Saving Throw: DC 13. Failure: The target is cursed. If the cursed target drops to 0 Hit Points, it instead becomes a"
      },
      {
        "document": 2071,
        "excerpt": "subjected to the following effect. Constitution Saving Throw: DC 12. Failure: The target is cursed. If the cursed target drops to 0 Hit Points, it instead becomes a"
      },
      {
        "document": 2072,
        "excerpt": "mage. Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 12, each creature in a 15-foot Cone. Failure: 22 (5d8) Cold damage. Success: Half damage."
      },
      {
        "document": 2073,
        "excerpt": "1d8) Necrotic damage. Life Drain. Constitution Saving Throw: DC 13, one creature within 5 feet. Failure: 6 (1d8 + 2) Necrotic damage, and the target's Hit Point max"
      },
      {
        "document": 2074,
        "excerpt": "Consume Life. Constitution Saving Throw: DC 10, one living creature the wisp can see within 5 feet that has 0 Hit Points. Failure: The target di"
      },
      {
        "document": 2075,
        "excerpt": "tion. Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 12, each creature in a 15-foot Cone. Failure: 18 (4d8) Cold damage. Success: Half damage."
      },
      {
        "document": 2081,
        "excerpt": "damage. Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 14, each creature in a 30-foot-long, 5-foot-wide Line. Failure: 49 (14d6) Acid damage. Success: Half"
      },
      {
        "document": 2082,
        "excerpt": "ge. Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 16, each creature in a 60-foot-long, 5-foot-wide Line. Failure: 55 (10d10) Lightning damage. Success"
      },
      {
        "document": 2083,
        "excerpt": "damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 14, each creature in a 40-foot-long, 5-foot-wide Line. Failure: 38 (11d6) Fire damage. Success: Half"
      },
      {
        "document": 2084,
        "excerpt": "ge. Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 15, each creature in a 60-foot-long, 5-foot-wide Line. Failure: 49 (9d10) Lightning damage. Success:"
      },
      {
        "document": 2085,
        "excerpt": "damage. Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 14, each creature in a 40-foot-long, 5-foot-wide Line. Failure: 40 (9d8) Acid damage. Success: Half"
      },
      {
        "document": 2086,
        "excerpt": "damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 17, each creature in a 30-foot Cone. Failure: 55 (10d10) Fire damage. Success: Half damage. Weakeni"
      },
      {
        "document": 2087,
        "excerpt": "ge. Poison Breath (Recharge 5–6). Constitution Saving Throw: DC 14, each creature in a 30-foot Cone. Failure: 42 (12d6) Poison damage. Success: Half damage."
      },
      {
        "document": 2088,
        "excerpt": "damage. Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 17, each creature in a 30-foot Cone. Failure: 56 (16d6) Fire damage. Success: Half damage."
      },
      {
        "document": 2089,
        "excerpt": "mage. Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 17, each creature in a 30-foot Cone. Failure: 49 (11d8) Cold damage. Success: Half damage. Paralyzi"
      },
      {
        "document": 2090,
        "excerpt": "mage. Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 15, each creature in a 30-foot Cone. Failure: 40 (9d8) Cold damage. Success: Half damage."
      },
      {
        "document": 2091,
        "excerpt": "zombie to 0 Hit Points, it makes a Constitution saving throw (DC 5 plus the damage taken) unless the damage is Radiant or from a Critical Hit. On a successful save,"
      }
    ],
    "thrower": [
      {
        "document": 1568,
        "excerpt": "Dwarven Thrower"
      }
    ],
    "throwing": [
      {
        "document": 307,
        "excerpt": "ttack action, you can replace one of your attacks with throwing a flask of Holy Water. Target one creature you can see within 20 feet of yourself. The target must succe"
      },
      {
        "document": 322,
        "excerpt": "ttack action, you can replace one of your attacks with throwing a Net. Target a creature you can see within 15 feet of yourself. The target must succeed on a Dexterity"
      },
      {
        "document": 323,
        "excerpt": "ttack action, you can replace one of your attacks with throwing an Oil flask. Target one creature or object within 20 feet of yourself. The target must succeed on a Dex"
      },
      {
        "document": 445,
        "excerpt": "ttack action, you can replace one of your attacks with throwing a vial of Acid. Target one creature or object you can see within 20 feet of yourself. The target must su"
      },
      {
        "document": 446,
        "excerpt": "ttack action, you can replace one of your attacks with throwing a flask of Alchemist's Fire. Target one creature or object you can see within 20 feet of yourself. The t"
      }
    ],
    "thrown": [
      {
        "document": 328,
        "excerpt": "pon has a range in parentheses after the Ammunition or Thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second is"
      },
      {
        "document": 350,
        "excerpt": "Thrown"
      },
      {
        "document": 648,
        "excerpt": "a melee attack or throw a Melee weapon that lacks the Thrown property, the weapon counts as an improvised weapon. An improvised weapon follows the rules below. Prof"
      },
      {
        "document": 928,
        "excerpt": "Finesse, Light, Thrown (Range 20/60)"
      },
      {
        "document": 1051,
        "excerpt": "Thrown (Range 20/60)"
      },
      {
        "document": 1052,
        "excerpt": "Thrown (Range 20/60)"
      },
      {
        "document": 1068,
        "excerpt": "Thrown (Range 20/60)"
      },
      {
        "document": 1077,
        "excerpt": "Thrown (Range 30/120)"
      },
      {
        "document": 1086,
        "excerpt": "Thrown (Range 20/60)"
      },
      {
        "document": 1132,
        "excerpt": "Thrown (Range 20/60)"
      },
      {
        "document": 1143,
        "excerpt": "Thrown (Range 20/60)"
      },
      {
        "document": 1227,
        "excerpt": "the creature can throw the bead up to 40 feet. If the thrown bead enters a creature's space or collides with a solid object, the spell ends, and the bead explodes."
      },
      {
        "document": 1252,
        "excerpt": "t. Any item it drops returns to normal size at once. A thrown weapon or piece of ammunition returns to normal size immediately after it hits or misses a target. Enla"
      },
      {
        "document": 1557,
        "excerpt": "rolling on the Deck of Illusions table, forms over the thrown card and remains until dispelled. The illusory creature created by the card looks and behaves like a rea"
      },
      {
        "document": 1568,
        "excerpt": "d damage rolls made with this magic weapon. It has the Thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack u"
      },
      {
        "document": 1589,
        "excerpt": "If you're hit by an attack roll made with a Ranged or Thrown weapon while wearing these gloves, you can take a Reaction to reduce the damage by 1d10 plus your Dexter"
      },
      {
        "document": 1593,
        "excerpt": "ed attack with the weapon, hurling it as if it had the Thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the weapon unle"
      },
      {
        "document": 1664,
        "excerpt": "d Weapon (Quarterstaff Form Only). This weapon has the Thrown property with a normal range of 30 feet and a long range of 120 feet. Immediately after you make a range"
      },
      {
        "document": 1946,
        "excerpt": "n the air. Dexterity Saving Throw: DC 25, the creature thrown and each creature in the destination space. Failure: 18 (4d8) Bludgeoning damage, and the target has the"
      }
    ],
    "throws": [
      {
        "document": 9,
        "excerpt": "n any Hit Points, and you now face making Death Saving Throws (see below)."
      },
      {
        "document": 10,
        "excerpt": "Death Saving Throws"
      },
      {
        "document": 11,
        "excerpt": "e) check. A Stable creature doesn't make Death Saving Throws even though it has 0 Hit Points, but it still has the Unconscious condition. If the creature takes damag"
      },
      {
        "document": 19,
        "excerpt": "Saving Throws"
      },
      {
        "document": 20,
        "excerpt": "Saving throws are named for the ability modifiers they use: a Constitution saving throw, a Wisdom saving throw, and so"
      },
      {
        "document": 34,
        "excerpt": "for spell attacks and for calculating the DC of saving throws for spells. Proficiency Bonus"
      },
      {
        "document": 40,
        "excerpt": ". Each class gives proficiency in at least two saving throws, representing that class's training in evading or resisting certain threats. Wizards, for example, are p"
      },
      {
        "document": 92,
        "excerpt": ", and they come in three kinds: ability checks, saving throws, and attack rolls. They follow these steps: 4: Roll 1d20. You always want to roll high. If the roll has"
      },
      {
        "document": 107,
        "excerpt": "Saving Throws and Damage"
      },
      {
        "document": 108,
        "excerpt": "effect that forces two or more targets to make saving throws against it at the same time, roll the damage once for all the targets. For example, when a wizard casts"
      },
      {
        "document": 153,
        "excerpt": "ers. For more information on ability scores and saving throws, see “Playing the Game.”"
      },
      {
        "document": 161,
        "excerpt": "onster's ability scores, ability modifiers, and saving throws are listed here. Other Details. The monster's Senses, Languages, and CR entries appear here. Additional"
      },
      {
        "document": 167,
        "excerpt": "by Challenge Rating table, and is reflected in saving throws, skills, and other statistics where the monster's exceptional aptitude is a factor. Proficiency Bonus b"
      },
      {
        "document": 240,
        "excerpt": "Note these numbers on your character sheet. Saving Throws. For the saving throws you have proficiency in, add your Proficiency Bonus to the appropriate ability mo"
      },
      {
        "document": 241,
        "excerpt": "u might gain. There's also space to track Death Saving Throws. Hit Point Dice. Your class's description tells you the die type of your character's Hit Point Dice (or"
      },
      {
        "document": 448,
        "excerpt": "drink a vial of Antitoxin to gain Advantage on saving throws to avoid or end the Poisoned condition for 1 hour."
      },
      {
        "document": 455,
        "excerpt": "hile in a Bedroll, you automatically succeed on saving throws against extreme cold (see “Gameplay Toolbox”)."
      },
      {
        "document": 457,
        "excerpt": "ile wrapped in a blanket, you have Advantage on saving throws against extreme cold (see “Gameplay Toolbox”)."
      },
      {
        "document": 501,
        "excerpt": "the effects, they typically deal with targets, saving throws, attack rolls, or all three, each of which is detailed below."
      },
      {
        "document": 503,
        "excerpt": "Saving Throws"
      },
      {
        "document": 553,
        "excerpt": "s 0 Hit Points but isn't required to make Death Saving Throws. See also \"Playing the Game\" (\"Damage and Healing\")."
      },
      {
        "document": 567,
        "excerpt": "parent to you, and you automatically succeed on saving throws against them. Transformations. You discern the true form of any creature or object you see that has bee"
      },
      {
        "document": 580,
        "excerpt": "ect can't make ability checks, and it fails all saving throws."
      },
      {
        "document": 595,
        "excerpt": "arget: Half Cover (+2 bonus to AC and Dexterity saving throws), Three-Quarters Cover (+5 bonus to AC and Dexterity saving throws), and Total Cover (can't be targeted"
      },
      {
        "document": 604,
        "excerpt": "of the game: ability checks, attack rolls, and saving throws. If something in the game affects D20 Tests, it affects all three of these rolls. The GM determines whet"
      },
      {
        "document": 622,
        "excerpt": "ou can see the attacker, and you make Dexterity saving throws with Advantage. You lose these benefits if you have the Incapacitated condition or if your Speed is 0."
      },
      {
        "document": 673,
        "excerpt": "successful save, the creature has Advantage on saving throws to fight off the magical contagion for the next 24 hours."
      },
      {
        "document": 745,
        "excerpt": "t you have Disadvantage, and you make Dexterity saving throws with Advantage. You lose this benefit if you have the Incapacitated condition or if your Speed is 0."
      },
      {
        "document": 752,
        "excerpt": "+2 bonus to AC and Dexterity saving throws"
      },
      {
        "document": 820,
        "excerpt": "metal device with two tiny metal cups on one end that throws sparks when wet"
      },
      {
        "document": 962,
        "excerpt": "have Advantage on Strength checks and Strength saving throws. No Concentration or Spells. You can't maintain Concentration, and you can't cast spells. Duration. Th"
      },
      {
        "document": 967,
        "excerpt": "mental discipline grant you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can expend 1 Focus Point to reroll it, an"
      },
      {
        "document": 968,
        "excerpt": "You and your allies in the aura gain a bonus to saving throws equal to your Charisma modifier (minimum bonus of +1). If another Paladin is present, a creature can be"
      },
      {
        "document": 970,
        "excerpt": "ol. You gain proficiency in Wisdom and Charisma saving throws."
      },
      {
        "document": 972,
        "excerpt": "dritch Mind You have Advantage on Constitution saving throws that you make to maintain Concentration. Eldritch Smite Prerequisite: Level 5+ Warlock, Pact of the Bl"
      },
      {
        "document": 974,
        "excerpt": "efits. Defy Death. You have Advantage on Death Saving Throws. Moreover, when you roll 18–20 on a Death Saving Throw, you gain the benefit of rolling a 20 on it. Her"
      },
      {
        "document": 978,
        "excerpt": "chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save."
      },
      {
        "document": 987,
        "excerpt": "ce to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition."
      },
      {
        "document": 988,
        "excerpt": "You have Advantage on saving throws you make to avoid or end the Charmed condition."
      },
      {
        "document": 989,
        "excerpt": "Advantage on Intelligence, Wisdom, and Charisma saving throws."
      },
      {
        "document": 991,
        "excerpt": "You have Advantage on saving throws you make to avoid or end the Frightened condition."
      },
      {
        "document": 1174,
        "excerpt": "e duration, each target has Advantage on Wisdom saving throws and Death Saving Throws and regains the maximum number of Hit Points possible from any healing."
      },
      {
        "document": 1176,
        "excerpt": "e target has Disadvantage on ability checks and saving throws made with that ability. - The target has Disadvantage on attack rolls against you. - In combat, the targ"
      },
      {
        "document": 1204,
        "excerpt": "ents, or birds. You have Advantage on Strength saving throws while you're within 5 feet of the pack, and when you move on your turn, you can also move the pack up to"
      },
      {
        "document": 1211,
        "excerpt": "While Poisoned, the target has Disadvantage on saving throws made with the chosen ability. The target must repeat the saving throw at the end of each of its turns u"
      },
      {
        "document": 1252,
        "excerpt": "o has Advantage on Strength checks and Strength saving throws. The target's attacks with its enlarged weapons or Unarmed Strikes deal an extra 1d4 damage on a hit. R"
      },
      {
        "document": 1286,
        "excerpt": "antage on Strength, Dexterity, and Constitution saving throws. The target can pass through narrow openings, but it treats liquids as though they were solid surfaces."
      },
      {
        "document": 1306,
        "excerpt": "s to Armor Class, it has Advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used to take only the Attack"
      },
      {
        "document": 1317,
        "excerpt": "creatures of your choice have Advantage on all saving throws, and other creatures have Disadvantage on attack rolls against them. In addition, when a Fiend or an Und"
      },
      {
        "document": 1330,
        "excerpt": "nce in place, and has Disadvantage on Dexterity saving throws and attack rolls, and other creatures have Advantage on attack rolls against it. On each of its turns, t"
      },
      {
        "document": 1395,
        "excerpt": ". For the duration, the target has Advantage on saving throws to avoid or end the Poisoned condition, and it has Resistance to Poison damage."
      },
      {
        "document": 1432,
        "excerpt": "lved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't take Reactions. On its turns, it can take either an action or a Bonus Action, not both, an"
      },
      {
        "document": 1477,
        "excerpt": "n 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has Resistance to all damage. Also, each time it takes damage, you take the same amount of damag"
      },
      {
        "document": 1495,
        "excerpt": "Speed 0. Your Speed is 0 and can't increase. Saving Throws Affected. You automatically fail Strength and Dexterity saving throws. Attacks Affected. Attack rolls a"
      },
      {
        "document": 1496,
        "excerpt": "cted. Attack rolls against you have Advantage. Saving Throws Affected. You automatically fail Strength and Dexterity saving throws. Resist Damage. You have Resistan"
      },
      {
        "document": 1499,
        "excerpt": "tage, and your attack rolls have Disadvantage. Saving Throws Affected. You have Disadvantage on Dexterity saving throws."
      },
      {
        "document": 1500,
        "excerpt": "citated. You have the Incapacitated condition. Saving Throws Affected. You automatically fail Strength and Dexterity saving throws. Attacks Affected. Attack rolls a"
      },
      {
        "document": 1501,
        "excerpt": "cted. Attack rolls against you have Advantage. Saving Throws Affected. You automatically fail Strength and Dexterity saving throws. Automatic Critical Hits. Any att"
      },
      {
        "document": 1521,
        "excerpt": "ce to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition."
      },
      {
        "document": 1545,
        "excerpt": "nement) You gain a +1 bonus to Armor Class and saving throws while you wear this cloak."
      },
      {
        "document": 1559,
        "excerpt": "advantage on attack rolls against demons and on saving throws against their spells and special abilities."
      },
      {
        "document": 1562,
        "excerpt": "+1 bonus to Armor Class, you have Advantage on saving throws against the breath weapons of Dragons, and you have Resistance to one damage type determined by the kind"
      },
      {
        "document": 1602,
        "excerpt": "endly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size o"
      },
      {
        "document": 1614,
        "excerpt": "is on your person, you also gain a +1 bonus to saving throws. Luck. If the weapon is on your person, you can call on its luck (no action required) to reroll one fai"
      },
      {
        "document": 1618,
        "excerpt": "re (Requires Attunement) You have Advantage on saving throws against spells while you wear this cloak."
      },
      {
        "document": 1627,
        "excerpt": "during that combat, you have Advantage on Death Saving Throws for 1 year. If someone else reduces your chosen foe to 0 Hit Points or you don't choose a foe, this card"
      },
      {
        "document": 1628,
        "excerpt": "y in any environment, and you have Advantage on saving throws made to avoid or end the Poisoned condition."
      },
      {
        "document": 1637,
        "excerpt": "next dawn. In addition, you have Advantage on saving throws to avoid or end the Poisoned condition while you wear this pendant."
      },
      {
        "document": 1674,
        "excerpt": "nement) You gain a +1 bonus to Armor Class and saving throws while wearing this ring."
      },
      {
        "document": 1679,
        "excerpt": "While wearing this ring, you have Advantage on saving throws against spells. If you succeed on the save for a spell of level 7 or lower, the spell has no effect on y"
      },
      {
        "document": 1689,
        "excerpt": "l white or silver stars. You gain a +1 bonus to saving throws while you wear it. Six stars, located on the robe's upper-front portion, are particularly large. While"
      },
      {
        "document": 1690,
        "excerpt": "ifier. Magic Resistance. You have Advantage on saving throws against spells and other magical effects. War Mage. Your spell save DC and spell attack bonus each incr"
      },
      {
        "document": 1693,
        "excerpt": "your allies gain a +1 bonus to Armor Class and saving throws and can sense the location of any Invisible creature that is also in the Bright Light. The rod's head s"
      },
      {
        "document": 1700,
        "excerpt": "ended. Spell Resistance. You have Advantage on saving throws against spells."
      },
      {
        "document": 1710,
        "excerpt": "hile holding this Shield, you have Advantage on saving throws against spells and other magical effects, and spell attack rolls have Disadvantage against you."
      },
      {
        "document": 1716,
        "excerpt": "holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. Spells. While holding the staff, you can cast one of the spells on the followi"
      },
      {
        "document": 1719,
        "excerpt": "While holding the staff, you have Advantage on saving throws against spells. In addition, you can take a Reaction when another creature casts a spell that targets on"
      },
      {
        "document": 1725,
        "excerpt": "rson, you gain a +1 bonus to ability checks and saving throws."
      },
      {
        "document": 1761,
        "excerpt": "ison damage, and the target has Disadvantage on saving throws to maintain Concentration until the end of its next turn. Failure or Success: The dragon can't take this"
      },
      {
        "document": 1773,
        "excerpt": "ison damage, and the target has Disadvantage on saving throws to maintain Concentration until the end of its next turn. Failure or Success: The dragon can't take this"
      },
      {
        "document": 1790,
        "excerpt": "Magic Resistance. The archmage has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1799,
        "excerpt": ". Magic Resistance. The balor has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1802,
        "excerpt": ". Magic Resistance. The devil has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1805,
        "excerpt": "Magic Resistance. The devil has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1807,
        "excerpt": "the berserker has Advantage on attack rolls and saving throws."
      },
      {
        "document": 1815,
        "excerpt": ". Magic Resistance. The devil has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1825,
        "excerpt": ". Magic Resistance. The devil has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1828,
        "excerpt": ". Magic Resistance. The golem has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1843,
        "excerpt": "a. Magic Resistance. The deva has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1845,
        "excerpt": "Magic Resistance. The djinni has Advantage on saving throws against spells and other magical effects. Wishes. The djinni has a 30 percent chance of knowing the Wis"
      },
      {
        "document": 1852,
        "excerpt": "Magic Resistance. The dryad has Advantage on saving throws against spells and other magical effects. Speak with Beasts and Plants. The dryad can communicate with"
      },
      {
        "document": 1856,
        "excerpt": "Magic Resistance. The efreeti has Advantage on saving throws against spells and other magical effects. Wishes. The efreeti has a 30 percent chance of knowing the Wi"
      },
      {
        "document": 1859,
        "excerpt": "Magic Resistance. The erinyes has Advantage on saving throws against spells and other magical effects. Magic Rope. The erinyes has a magic rope. While bearing it, t"
      },
      {
        "document": 1864,
        "excerpt": ". Magic Resistance. The golem has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1903,
        "excerpt": "Magic Resistance. The glabrezu has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1925,
        "excerpt": "Magic Resistance. The hezrou has Advantage on saving throws against spells and other magical effects. Stench. Constitution Saving Throw: DC 16, any creature that s"
      },
      {
        "document": 1929,
        "excerpt": "d its allies have Advantage on attack rolls and saving throws, provided the hobgoblin doesn't have the Incapacitated condition."
      },
      {
        "document": 1932,
        "excerpt": ". Magic Resistance. The devil has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1936,
        "excerpt": ". Magic Resistance. The devil has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1938,
        "excerpt": "Magic Resistance. The imp has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1941,
        "excerpt": ". Magic Resistance. The golem has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1946,
        "excerpt": "d condition until the grapple ends. Fling. The kraken throws a Large or smaller creature Grappled by it to a space it can see within 60 feet of itself that isn't in"
      },
      {
        "document": 1957,
        "excerpt": "Magic Resistance. The marilith has Advantage on saving throws against spells and other magical effects. Reactive. The marilith can take one Reaction on every turn of"
      },
      {
        "document": 1966,
        "excerpt": ". Magic Resistance. The mummy has Advantage on saving throws against spells and other magical effects. Undead Restoration. If destroyed, the mummy gains a new body"
      },
      {
        "document": 1968,
        "excerpt": "gic Resistance. The nalfeshnee has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1969,
        "excerpt": "in. Magic Resistance. The hag has Advantage on saving throws against spells and other magical effects. Soul Bag. The hag has a soul bag. While holding or carrying t"
      },
      {
        "document": 1986,
        "excerpt": "agic Resistance. The pit fiend has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1987,
        "excerpt": "Magic Resistance. The planetar has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1993,
        "excerpt": "c Resistance. The pseudodragon has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1996,
        "excerpt": "Magic Resistance. The quasit has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 1997,
        "excerpt": "istance. The rakshasa automatically succeeds on saving throws against spells and other magical effects, and the attack rolls of spells automatically miss it. Without"
      },
      {
        "document": 2011,
        "excerpt": "Magic Resistance. The satyr has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 2022,
        "excerpt": ". Magic Resistance. The solar has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 2026,
        "excerpt": "Magic Resistance. The sphinx has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 2034,
        "excerpt": ". Magic Resistance. The golem has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 2044,
        "excerpt": "agic Resistance. The tarrasque has Advantage on saving throws against spells and other magical effects. Reflective Carapace. If the tarrasque is targeted by a Magic"
      },
      {
        "document": 2053,
        "excerpt": "Magic Resistance. The unicorn has Advantage on saving throws against spells and other magical effects."
      },
      {
        "document": 2059,
        "excerpt": ". Magic Resistance. The vrock has Advantage on saving throws against spells and other magical effects."
      }
    ],
    "thunder": [
      {
        "document": 502,
        "excerpt": "other than you. Areas of Effect. Some spells, such as Thunder-wave, cover an area called an area of effect, which is defined in “Rules Glossary.” The area determines"
      },
      {
        "document": 765,
        "excerpt": "Thunder"
      },
      {
        "document": 768,
        "excerpt": "Thunder"
      },
      {
        "document": 792,
        "excerpt": "Thunder"
      },
      {
        "document": 948,
        "excerpt": "Thunder"
      },
      {
        "document": 965,
        "excerpt": "target to take an extra 1d8 Cold, Fire, Lightning, or Thunder damage (choose when you hit)."
      },
      {
        "document": 971,
        "excerpt": "her listed types: Acid, Cold, Fire, Lightning, Poison, Thunder. Twinned Spell Cost: 1 Sorcery Point When you cast a spell, such as Charm Person, that can be cast wi"
      },
      {
        "document": 978,
        "excerpt": "al effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some Evokers find employment in military forces, serving as arti"
      },
      {
        "document": 990,
        "excerpt": "r rolled and reduce the damage by that total. Storm's Thunder (Storm Giant). When you take damage from a creature within 60 feet of you, you can take a Reaction to de"
      },
      {
        "document": 1191,
        "excerpt": "range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder for the type of orb you create, and then make a ranged spell attack against the target. On a hit, the ta"
      },
      {
        "document": 1206,
        "excerpt": "ch determines its damage type: air (Lightning), earth (Thunder), fire (Fire), or water (Cold). The spirit lasts for the duration. Whenever a creature you can see ente"
      },
      {
        "document": 1293,
        "excerpt": ". A creature takes 5d8 Acid, Cold, Fire, Lightning, or Thunder damage (your choice when you create the glyph) on a failed save or half as much damage on a successful"
      },
      {
        "document": 1393,
        "excerpt": "e type of your choice: Acid, Cold, Fire, Lightning, or Thunder."
      },
      {
        "document": 1405,
        "excerpt": "ing, Necrotic, Piercing, Poison, Radiant, Slashing, or Thunder. When the creature takes damage of the chosen type before the spell ends, the creature reduces the total"
      },
      {
        "document": 1421,
        "excerpt": "ed there makes a Constitution saving throw, taking 3d8 Thunder damage on a failed save or half as much damage on a successful one. A Construct has Disadvantage on the"
      },
      {
        "document": 1427,
        "excerpt": "e or object entirely inside the Sphere has Immunity to Thunder damage, and creatures have the Deafened condition while entirely inside it. Casting a spell that include"
      },
      {
        "document": 1433,
        "excerpt": "oose: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder. If you roll an 8 on a d8 for this spell, you can roll another d8, and add it to the damage. When you c"
      },
      {
        "document": 1446,
        "excerpt": "ust succeed on a Constitution saving throw or take 2d6 Thunder damage and have the Deafened condition for the duration. At the start of each of your later turns, the"
      },
      {
        "document": 1456,
        "excerpt": "point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. Tremors. You cause harmless tremors in the ground for 1 minut"
      },
      {
        "document": 1457,
        "excerpt": "n saving throw. On a failed save, a creature takes 2d8 Thunder damage and is pushed 10 feet away from you. On a successful save, a creature takes half as much damage o"
      },
      {
        "document": 1593,
        "excerpt": "of 60 feet. If the attack hits, the weapon unleashes a thunder-clap audible out to 300 feet. The target and every creature within 30 feet of it other than you must suc"
      },
      {
        "document": 1603,
        "excerpt": "n saving throw. On a failed save, a creature takes 5d8 Thunder damage and has the Deafened condition for 1 minute. On a successful save, a creature takes half as much"
      },
      {
        "document": 1722,
        "excerpt": "Staff of Thunder and Lightning"
      },
      {
        "document": 1733,
        "excerpt": "greater than that score. The weapon deals an extra 1d8 Thunder damage to any creature it hits and an extra 3d8 Thunder damage to objects it hits that aren't being worn"
      },
      {
        "document": 1764,
        "excerpt": "the dragon can see within 90 feet. Failure: 10 (3d6) Thunder damage, and the target has the Deafened condition until the end of its next turn."
      },
      {
        "document": 1771,
        "excerpt": "Poison, Thunder; Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious"
      },
      {
        "document": 1776,
        "excerpt": "the dragon can see within 120 feet. Failure: 13 (3d8) Thunder damage, and the target has the Deafened condition until the end of its next turn."
      },
      {
        "document": 1830,
        "excerpt": "ft. Hit: 21 (3d8 + 8) Bludgeoning damage plus 7 (2d6) Thunder damage. Thundercloud. Ranged Attack Roll: +12, range 240 ft. Hit: 18 (3d6 + 8) Thunder damage, and the"
      },
      {
        "document": 1845,
        "excerpt": "Lightning, Thunder"
      },
      {
        "document": 1855,
        "excerpt": "Thunder"
      },
      {
        "document": 1871,
        "excerpt": "ludgeoning, Cold, Fire, Lightning, Piercing, Slashing, Thunder"
      },
      {
        "document": 1940,
        "excerpt": "creature in the stalker's space. Failure: 7 (1d8 + 3) Thunder damage, and the target has the Grappled condition (escape DC 13). Until the grapple ends, the target can"
      },
      {
        "document": 2016,
        "excerpt": "Acid, Cold, Fire, Lightning, Thunder"
      },
      {
        "document": 2023,
        "excerpt": "ludgeoning, Cold, Fire, Lightning, Piercing, Slashing, Thunder"
      },
      {
        "document": 2025,
        "excerpt": "nation originating from the sphinx. Failure: 44 (8d10) Thunder damage, and the target has the Prone condition. Success: Half damage only. Spellcasting. The sphinx cas"
      },
      {
        "document": 2035,
        "excerpt": "Lightning, Thunder"
      },
      {
        "document": 2044,
        "excerpt": "orn or carried in a 150-foot Cone. Failure: 78 (12d12) Thunder damage, and the target has the Deafened and Frightened conditions until the end of its next turn. Succes"
      },
      {
        "document": 2059,
        "excerpt": "rock (demons succeed automatically). Failure: 10 (3d6) Thunder damage, and the target has the Stunned condition until the end of the vrock's next turn."
      }
    ],
    "thunderbolt": [
      {
        "document": 2035,
        "excerpt": "ack. The giant makes two attacks, using Storm Sword or Thunderbolt in any combination. Storm Sword. Melee Attack Roll: +14, reach 10 ft. Hit: 23 (4d6 + 9) Slashing damage"
      }
    ],
    "thunderbolts": [
      {
        "document": 1593,
        "excerpt": "Hammer of Thunderbolts"
      }
    ],
    "thunderclap": [
      {
        "document": 1722,
        "excerpt": "iled save or half as much damage on a successful one. Thunderclap. You can take a Magic action to cause the staff to produce a thunderclap audible out to 600 feet. Every"
      },
      {
        "document": 1764,
        "excerpt": "s up to half its Speed, and it makes one Rend attack. Thunderclap. Constitution Saving Throw: DC 17, each creature in a 20-foot-radius Sphere centered on a point the drag"
      },
      {
        "document": 1776,
        "excerpt": "s up to half its Speed, and it makes one Rend attack. Thunderclap. Constitution Saving Throw: DC 22, each creature in a 20-foot-radius Sphere centered on a point the drag"
      }
    ],
    "thundercloud": [
      {
        "document": 1830,
        "excerpt": "The giant makes two attacks, using Thunderous Mace or Thundercloud in any combination. It can replace one attack with a use of Spellcasting to cast Fog Cloud. Thunderous"
      }
    ],
    "thunderous": [
      {
        "document": 1457,
        "excerpt": "s: V, S Duration: Instantaneous You unleash a wave of thunderous energy. Each creature in a 15-foot Cube originating from you makes a Constitution saving throw. On a fai"
      },
      {
        "document": 1603,
        "excerpt": "an take a Magic action to blow the horn, which emits a thunderous blast in a 30-foot Cone that is audible out to 600 feet. Each creature in the Cone makes a DC 15 Constit"
      },
      {
        "document": 1733,
        "excerpt": "Thunderous Greatclub"
      },
      {
        "document": 1771,
        "excerpt": "Multiattack. The elemental makes two Thunderous Slam attacks. Thunderous Slam. Melee Attack Roll: +8, reach 10 ft. Hit: 14 (2d8 + 5) Thunder damage. W"
      },
      {
        "document": 1830,
        "excerpt": "Multiattack. The giant makes two attacks, using Thunderous Mace or Thundercloud in any combination. It can replace one attack with a use of Spellcasting to cast Fo"
      },
      {
        "document": 2044,
        "excerpt": "Huge or smaller creature, it has the Prone condition. Thunderous Bellow (Recharge 5–6). Constitution Saving Throw: DC 27, each creature and each object that isn't being"
      }
    ],
    "thunderwave": [
      {
        "document": 830,
        "excerpt": "Thunderwave"
      },
      {
        "document": 860,
        "excerpt": "Thunderwave"
      },
      {
        "document": 886,
        "excerpt": "Thunderwave"
      },
      {
        "document": 899,
        "excerpt": "Thunderwave"
      },
      {
        "document": 965,
        "excerpt": "list. Animal Friendship, Cure Wounds, Faerie Fire, and Thunderwave are recommended. The number of spells on your list increases as you gain Druid levels, as shown in the"
      },
      {
        "document": 973,
        "excerpt": "c, Feather Fall, Mage Armor, Magic Missile, Sleep, and Thunderwave are recommended. Whenever you gain a Wizard level after 1, add two Wizard spells of your choice to your"
      },
      {
        "document": 1457,
        "excerpt": "Thunderwave"
      },
      {
        "document": 1851,
        "excerpt": "Druidcraft, Speak with Animals 2/Day Each: Entangle, Thunderwave 1/Day Each: Animal Messenger, Long-strider, Moonbeam"
      }
    ],
    "thus": [
      {
        "document": 91,
        "excerpt": "A creature has a 5-foot reach and can thus attack targets within 5 feet when making a melee attack. Certain creatures have melee attacks with a rea"
      },
      {
        "document": 228,
        "excerpt": "r secret or derived from other planes of existence and thus less widespread in the worlds of the Material Plane. Some features let a character learn a rare language"
      },
      {
        "document": 496,
        "excerpt": "ch and resonance, sets the threads of magic in motion. Thus, a creature who is gagged or in an area of magical silence can't cast a spell with a Verbal component."
      },
      {
        "document": 641,
        "excerpt": "arms half your height above yourself during the jump. Thus, you can reach a distance equal to the height of the jump plus 1 1/2 times your height."
      },
      {
        "document": 1268,
        "excerpt": "nism that was created to cause damage or other danger. Thus, the spell would sense the Alarm or Glyph of Warding spell or a mechanical pit trap, but it wouldn't rev"
      },
      {
        "document": 1304,
        "excerpt": "sound, and smell like another sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impas"
      },
      {
        "document": 1343,
        "excerpt": "c action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet. The hand can't attack, activate mag"
      },
      {
        "document": 1349,
        "excerpt": "any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on."
      },
      {
        "document": 1404,
        "excerpt": "take an action to push against the sphere's walls and thus roll the sphere at up to half the creature's Speed. Similarly, the globe can be picked up and moved by o"
      },
      {
        "document": 1407,
        "excerpt": "rity saving throw to grab a fixed object it can reach, thus avoiding the fall upward. If a ceiling or an anchored object is encountered in this upward fall, creatu"
      },
      {
        "document": 1436,
        "excerpt": "reature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, an"
      },
      {
        "document": 1474,
        "excerpt": "ul one. The wall is an object that can be damaged and thus breached. It has AC 12 and 30 Hit Points per 10-foot section, and it has Immunity to Cold, Poison, and P"
      },
      {
        "document": 1475,
        "excerpt": "merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp. If you create a span greater than 20 feet i"
      },
      {
        "document": 1623,
        "excerpt": "the painted objects and terrain features become real. Thus, painting a door on a wall creates an actual door, which can be opened to whatever is beyond. Painting a"
      }
    ],
    "thwart": [
      {
        "document": 787,
        "excerpt": "Bane. The item seeks to thwart or destroy creatures of a particular type, such as Constructs, Fiends, or Undead."
      }
    ],
    "thwarting": [
      {
        "document": 1609,
        "excerpt": "d objects, adjusting its orbit to avoid collisions and thwarting all attempts by other creatures to attack or snatch it. As a Utilize action, you can seize and stow any"
      }
    ],
    "tiamat": [
      {
        "document": 1561,
        "excerpt": "read suffering in the world, to advance the worship of Tiamat, or something else the GM decides. Spells. The orb has 7 charges and regains 1d4 + 3 expended charges d"
      }
    ],
    "tie": [
      {
        "document": 73,
        "excerpt": "rder remains the same from round to round. Ties. If a tie occurs, the GM decides the order among tied monsters, and the players decide the order among tied charac"
      },
      {
        "document": 338,
        "excerpt": "As a Utilize action, you can tie a knot with Rope if you succeed on a DC 10 Dexterity (Sleight of Hand) check. The Rope can be burst with"
      },
      {
        "document": 345,
        "excerpt": "material. You can do so to jam a door shut or to then tie a Rope or Chain to the Spike."
      },
      {
        "document": 347,
        "excerpt": "String is 10 feet long. You can tie a knot in it as a Utilize action."
      }
    ],
    "tied": [
      {
        "document": 10,
        "excerpt": "on to life. Unlike other saving throws, this one isn't tied to an ability score. You're in the hands of fate now. Three Successes/Failures. Roll 1d20. If the roll"
      },
      {
        "document": 73,
        "excerpt": "Ties. If a tie occurs, the GM decides the order among tied monsters, and the players decide the order among tied characters. The GM decides the order if the tie i"
      },
      {
        "document": 181,
        "excerpt": "uch as efreet and water elementals. Fey are creatures tied to the Feywild or the forces of nature, such as dryads and goblins. Fiends are creatures tied to terrif"
      },
      {
        "document": 409,
        "excerpt": "y: Simple or Martial. Weapon proficiencies are usually tied to one of these categories. For example, you might have proficiency with Simple weapons. Melee or Range"
      },
      {
        "document": 478,
        "excerpt": "the forms in the Druidic Focuses table and is carved, tied with ribbon, or painted to channel primal magic. A Druid or Ranger can use such an object as a Spellcast"
      },
      {
        "document": 483,
        "excerpt": "ucceed on a DC 13 Dexterity (Acrobatics) check. If you tied a Rope to the hook, you can then climb it."
      },
      {
        "document": 756,
        "excerpt": "on a 1, a Dagger; on a 2, a Rope with a Grappling Hook tied to one end; on a 3, a bag of Caltrops; on a 4, a gem worth 50 GP."
      }
    ],
    "tiefling": [
      {
        "document": 226,
        "excerpt": "Dwarf, Elf, Gnome, Goliath, Halfling, Human, Orc, and Tiefling. Once you’ve chosen a species, write it on your character sheet. Then record your species’ traits. Your"
      },
      {
        "document": 994,
        "excerpt": "Tiefling"
      },
      {
        "document": 1402,
        "excerpt": "| 9 | Orc | | 5 | Gnome | 10 | Tiefling | The reincarnated creature makes any choices that a species' description offers, and the creature reca"
      }
    ],
    "tier": [
      {
        "document": 245,
        "excerpt": "Tier 1 (Levels 1–4)"
      },
      {
        "document": 246,
        "excerpt": "Tier 2 (Levels 5–10)"
      },
      {
        "document": 248,
        "excerpt": "Tier 3 (Levels 11–16)"
      },
      {
        "document": 249,
        "excerpt": "Tier 4 (Levels 17–20)"
      }
    ],
    "tiers": [
      {
        "document": 244,
        "excerpt": "Tiers of Play"
      }
    ],
    "ties": [
      {
        "document": 73,
        "excerpt": "nitiative order remains the same from round to round. Ties. If a tie occurs, the GM decides the order among tied monsters, and the players decide the order among t"
      },
      {
        "document": 181,
        "excerpt": "are magical creatures, such as angels and pegasi, with ties to the Upper Planes. Constructs are magically created creatures such as homunculi and shield guardians."
      }
    ],
    "tiger": [
      {
        "document": 796,
        "excerpt": "Tiger"
      },
      {
        "document": 2008,
        "excerpt": "Saber-Toothed Tiger"
      },
      {
        "document": 2045,
        "excerpt": "Tiger"
      },
      {
        "document": 2070,
        "excerpt": "30 ft., 40 ft. (tiger form only)"
      }
    ],
    "tile": [
      {
        "document": 267,
        "excerpt": "Wines Winery, Red Dragon Crush, 331422-W\" 94 A mosaic tile with a multicolored, glazed surface 95 A petrified mouse 96 A black pirate flag adorned with a dragon'"
      }
    ],
    "time": [
      {
        "document": 26,
        "excerpt": "1. This pattern holds during every game session (each time you sit down to play D&D), whether the adventurers are talking to a noble, exploring a ruin, or fighting"
      },
      {
        "document": 30,
        "excerpt": "ling it, and you must use the new roll. Only One at a Time. You can never have more than one instance of Heroic Inspiration. If something gives you Heroic Inspirat"
      },
      {
        "document": 43,
        "excerpt": "One Thing at a Time"
      },
      {
        "document": 46,
        "excerpt": "ould rather talk than fight. In those situations, it's time for social interaction, which takes many forms. For example, you might try to convince a burglar to conf"
      },
      {
        "document": 60,
        "excerpt": "Time-Limited Object Interactions"
      },
      {
        "document": 67,
        "excerpt": "table states how far the party can move in a period of time; if riding horses or other mounts, the group can move twice that distance for 1 hour, after which the mo"
      },
      {
        "document": 108,
        "excerpt": "e targets to make saving throws against it at the same time, roll the damage once for all the targets. For example, when a wizard casts Fireball, the spell's damage"
      },
      {
        "document": 123,
        "excerpt": "ion notes otherwise. The spell uses its normal casting time, range, and duration, and the user of the item must concentrate if the spell requires Concentration. Man"
      },
      {
        "document": 126,
        "excerpt": "that recharge at the next dawn or some other specified time. If such an item is on a world or plane of existence where the specified event doesn't occur, the GM det"
      },
      {
        "document": 133,
        "excerpt": "Time and Cost"
      },
      {
        "document": 142,
        "excerpt": "er dispose of anything the item finds repugnant. It's Time for a Change. The item demands to be given to someone else. Keep Me Close. The item insists on being ca"
      },
      {
        "document": 175,
        "excerpt": "Casting Times of 1+ Minutes. If a spell has a casting time of 1 minute or more yet is listed in a spellcasting action, the monster doesn't cast the spell in just o"
      },
      {
        "document": 178,
        "excerpt": "re's turn. Only one of these actions can be taken at a time and only after another creature's turn ends. The monster can't take a Legendary Action if it has the Inc"
      },
      {
        "document": 237,
        "excerpt": "vil; they are unaligned. doing what seems best at the time. Someone who's bored by moral debate is probably Neutral. Chaotic Neutral (CN). Chaotic Neutral creatur"
      },
      {
        "document": 243,
        "excerpt": "section. 2: Adjust Hit Points and Hit Point Dice. Each time you gain a level, you gain an additional Hit Die. Roll that die, add your Constitution modifier to the r"
      },
      {
        "document": 262,
        "excerpt": "e your Armor Class, you can benefit from only one at a time. For example, a Monk/Sorcerer with a Monk's Unarmored Defense feature and a Sorcerer's Draconic Resilie"
      },
      {
        "document": 344,
        "excerpt": "the scroll and cast the spell using its normal casting time and without providing any Material components. If the spell requires a saving throw or an attack roll,"
      },
      {
        "document": 364,
        "excerpt": "abor are abundant, such as a city shipyard, the repair time and cost are halved."
      },
      {
        "document": 381,
        "excerpt": "can be attuned to no more than three magic items at a time. Any attempt to attune to a fourth item fails; you must end your Attunement to an item first. Additional"
      },
      {
        "document": 387,
        "excerpt": "a nonmagical item, you need tools, raw materials, and time, each of which is detailed below. If you meet the requirements, you make the item, and you can use it or"
      },
      {
        "document": 390,
        "excerpt": "Time"
      },
      {
        "document": 393,
        "excerpt": "Time and Cost"
      },
      {
        "document": 411,
        "excerpt": "One at a Time"
      },
      {
        "document": 412,
        "excerpt": "he Utilize action. You can do one of those things each time you take the action. This entry also provides the DC for the action. Craft. This entry lists what, if a"
      },
      {
        "document": 451,
        "excerpt": "urself. A creature that enters this area for the first time on a turn must succeed on a DC 10 Dexterity saving throw or have the Prone condition. It takes 10 minute"
      },
      {
        "document": 463,
        "excerpt": "urself. A creature that enters this area for the first time on a turn must succeed on a DC 15 Dexterity saving throw or take 1 Piercing damage and have its Speed re"
      },
      {
        "document": 490,
        "excerpt": "Casting Time"
      },
      {
        "document": 492,
        "excerpt": "A spell that has a casting time of a Reaction is cast in response to a trigger that is defined in the spell's Casting Time entry. Some s"
      },
      {
        "document": 493,
        "excerpt": "ls - including a spell cast as a Ritual - require more time to cast: minutes or even hours. While you cast a spell with a casting time of 1 minute or more, you must"
      },
      {
        "document": 500,
        "excerpt": "A spell's duration is the length of time the spell persists after it is cast. A duration typically takes one of the following forms: Concentrati"
      },
      {
        "document": 514,
        "excerpt": "als. Certain spells have the Ritual tag in the Casting Time entry. Such a spell can be cast following the normal rules for spellcasting, or it can be cast as a Ritu"
      },
      {
        "document": 518,
        "excerpt": "the Magic action, you cast a spell that has a casting time of an action or use a feature or magic item that requires a Magic action to be activated. If you cast a"
      },
      {
        "document": 535,
        "excerpt": "ger occurs. To be readied, a spell must have a casting time of an action, and holding on to the spell's magic requires Concentration, which you can maintain up to t"
      },
      {
        "document": 545,
        "excerpt": "If two or more things happen at the same time on a turn, the person at the game table - player or GM - whose turn it is decides the order in which tho"
      },
      {
        "document": 548,
        "excerpt": ". If an effect increases or decreases your Speed for a time, any special speed you have increases or decreases by an equal amount for the same duration. For example"
      },
      {
        "document": 562,
        "excerpt": "elepath can start or end the telepathic contact at any time (no action required). Telepathic contact can't be initiated and is immediately broken if either the tele"
      },
      {
        "document": 575,
        "excerpt": "ve Attunement with no more than three magic items at a time. See also “Equipment” (“Magic Items”)."
      },
      {
        "document": 592,
        "excerpt": "her duration. The creator can end Concentration at any time (no action required). The following factors break Concentration. Another Concentration Effect. You lose"
      },
      {
        "document": 612,
        "excerpt": "u take this action. You choose which speed to use each time you take it. See also “Speed.”"
      },
      {
        "document": 633,
        "excerpt": "a grappler uses, it can grapple only one creature at a time with that part, and the grappler can't use that part to target another creature unless it ends the grapp"
      },
      {
        "document": 664,
        "excerpt": "A curse is a magical burden that lasts for a specified time or until it is ended by some means. A magical contagion is an adverse effect of magical origin that is c"
      },
      {
        "document": 670,
        "excerpt": "l might merely suppress the effects of the curse for a time. Regardless, narrative curses should feel like rare, potent magic rooted in the lore of your campaign."
      },
      {
        "document": 675,
        "excerpt": "creature makes a DC 13 Constitution saving throw each time it takes damage other than Psychic damage. On a failed save, the creature takes 5 (1d10) Psychic damage"
      },
      {
        "document": 685,
        "excerpt": "A creature that moves onto slippery ice for the first time on a turn or starts its turn there must succeed on a DC 10 Dexterity saving throw or have the Prone cond"
      },
      {
        "document": 712,
        "excerpt": "t skilled characters can overcome in a short amount of time or deadly puzzles that require quick thinking and teamwork to overcome. Traps that are undetectable and"
      },
      {
        "document": 713,
        "excerpt": "If a party can travel at a high Speed for an extended time, as with a spell such as Wind Walk or a magic item such as a Carpet of Flying, translate the party's Spe"
      },
      {
        "document": 718,
        "excerpt": "re moves onto this trap's pressure plate for the first time on a turn or starts its turn there, a nearby statue exhales a 15-foot Cone of magical flame. The statue"
      },
      {
        "document": 720,
        "excerpt": "re moves onto this trap's pressure plate for the first time on a turn, poisoned darts shoot from tubes embedded in the surrounding walls. The holes that house these"
      },
      {
        "document": 722,
        "excerpt": "ever the stone enters a creature's space for the first time on a turn or a creature enters the stone's space while the stone is rolling, that creature must succeed"
      },
      {
        "document": 753,
        "excerpt": "e same effect occurs. If the bottle is opened a fourth time, the efreeti escapes and disappears, and the bottle loses its magic."
      },
      {
        "document": 759,
        "excerpt": "Time"
      },
      {
        "document": 780,
        "excerpt": "Magic Item Crafting Time and Cost"
      },
      {
        "document": 783,
        "excerpt": "er centered on the chosen point of origin. During that time, the area of effect is Lightly Obscured."
      },
      {
        "document": 869,
        "excerpt": "Time Stop"
      },
      {
        "document": 895,
        "excerpt": "Time Stop"
      },
      {
        "document": 926,
        "excerpt": "Time"
      },
      {
        "document": 962,
        "excerpt": "hrow. - Take a Bonus Action to extend your Rage. Each time the Rage is extended, it lasts until the end of your next turn. You can maintain a Rage for up to 10 min"
      },
      {
        "document": 963,
        "excerpt": "creature can have only one Bardic Inspiration die at a time. Once within the next hour when the creature fails a D20 Test, the creature can roll the Bardic Inspira"
      },
      {
        "document": 964,
        "excerpt": "nd Turn Undead, each of which is described below. Each time you use this class's Channel Divinity, choose which Channel Divinity effect from this class to create. Y"
      },
      {
        "document": 967,
        "excerpt": "ntil you have the Incapacitated condition. During that time, you have Resistance to all damage except Force damage."
      },
      {
        "document": 968,
        "excerpt": "give additional Channel Divinity effect options. Each time you use this class's Channel Divinity, you choose which effect from this class to create. You can use t"
      },
      {
        "document": 971,
        "excerpt": "rcery Points When you cast a spell that has a casting time of an action, you can spend 2 Sorcery Points to change the casting time to a Bonus Action for this casti"
      },
      {
        "document": 972,
        "excerpt": "ble. You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip. Armor of Shadows You can cast Mage Armor on yourself w"
      },
      {
        "document": 973,
        "excerpt": "a level 2 spell in your spellbook that have a casting time of an action. You always have those spells prepared, and you can cast them at their lowest level without"
      },
      {
        "document": 978,
        "excerpt": "ge with that spell on the turn you cast it. The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a Long Rest, yo"
      },
      {
        "document": 982,
        "excerpt": "make with that weapon (minimum bonus of +1), and each time you hit with it, you cause it to deal its normal damage type or Radiant damage. The weapon also emits B"
      },
      {
        "document": 985,
        "excerpt": "nly one creature under the effect of this feature at a time. You can end the vibrations harmlessly (no action required)."
      },
      {
        "document": 986,
        "excerpt": "0-foot Line that is 5 feet wide (choose the shape each time). Each creature in that area must make a Dexterity saving throw (DC 8 plus your Constitution modifier an"
      },
      {
        "document": 989,
        "excerpt": "oth. You can have three such devices in existence at a time, and each falls apart 8 hours after its creation or when you dismantle it with a touch as a Utilize acti"
      },
      {
        "document": 1012,
        "excerpt": "once, but you must choose a different spell list each time."
      },
      {
        "document": 1149,
        "excerpt": "Level 2 Evocation (Wizard) Casting Time: Action Range: 90 feet Components: V, S, M (powdered rhubarb leaf) Duration: Instantaneous A shimmering"
      },
      {
        "document": 1150,
        "excerpt": "Evocation Cantrip (Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous You create an acidic bubble at a point"
      },
      {
        "document": 1151,
        "excerpt": "ration (Bard, Cleric, Druid, Paladin, Ranger) Casting Time: Action Range: 30 feet Components: V, S, M (a strip of white cloth) Duration: 8 hours Choose up to thre"
      },
      {
        "document": 1152,
        "excerpt": "Level 1 Abjuration (Ranger, Wizard) Casting Time: 1 minute or Ritual Range: 30 feet Components: V, S, M (a bell and silver wire) Duration: 8 hours You s"
      },
      {
        "document": 1153,
        "excerpt": "Level 2 Transmutation (Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S Duration: Concentration, up to 1 hour You alter your physical form"
      },
      {
        "document": 1154,
        "excerpt": "Level 1 Enchantment (Bard, Druid, Ranger) Casting Time: Action Range: 30 feet Components: V, S, M (a morsel of food) Duration: 24 hours Target a Beast that yo"
      },
      {
        "document": 1155,
        "excerpt": "Level 2 Enchantment (Bard, Druid, Ranger) Casting Time: Action or Ritual Range: 30 feet Components: V, S, M (a morsel of food) Duration: 24 hours A Tiny Beast"
      },
      {
        "document": 1156,
        "excerpt": "Level 8 Transmutation (Druid) Casting Time: Action Range: 30 feet Components: V, S Duration: 24 hours Choose any number of willing creatures that"
      },
      {
        "document": 1157,
        "excerpt": "Level 3 Necromancy (Cleric, Wizard) Casting Time: 1 minute Range: 10 feet Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dus"
      },
      {
        "document": 1158,
        "excerpt": "evel 5 Transmutation (Bard, Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S Duration: Concentration, up to 1 minute Objects animate at you"
      },
      {
        "document": 1159,
        "excerpt": "Level 5 Abjuration (Druid) Casting Time: Action Range: Self Components: V, S Duration: Concentration, up to 1 hour An aura extends from you in"
      },
      {
        "document": 1160,
        "excerpt": "Level 8 Abjuration (Cleric, Wizard) Casting Time: Action Range: Self Components: V, S, M (iron filings) Duration: Concentration, up to 1 hour An aura of"
      },
      {
        "document": 1161,
        "excerpt": "Level 8 Enchantment (Bard, Druid, Wizard) Casting Time: 1 hour Range: 60 feet Components: V, S, M (a mix of vinegar and honey) Duration: 10 days As you cast t"
      },
      {
        "document": 1162,
        "excerpt": "Level 4 Divination (Wizard) Casting Time: Action Range: 30 feet Components: V, S, M (a bit of bat fur) Duration: Concentration, up to 1 hour You"
      },
      {
        "document": 1163,
        "excerpt": "Level 5 Evocation (Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S, M (an eggshell and a glove) Duration: Concentration, up to 1 m"
      },
      {
        "document": 1164,
        "excerpt": "Level 2 Abjuration (Wizard) Casting Time: Action Range: Touch Components: V, S, M (gold dust worth 25+ GP, which the spell consumes) Duration: Un"
      },
      {
        "document": 1165,
        "excerpt": "Level 7 Evocation (Bard, Wizard) Casting Time: Action Range: 90 feet Components: V, S, M (a miniature sword worth 250+ GP) Duration: Concentration, up"
      },
      {
        "document": 1166,
        "excerpt": "Level 2 Illusion (Wizard) Casting Time: Action Range: Touch Components: V, S, M (a small square of silk) Duration: 24 hours With a touch, you"
      },
      {
        "document": 1167,
        "excerpt": "Level 9 Necromancy (Cleric, Warlock, Wizard) Casting Time: 1 hour Range: 10 feet Components: V, S, M (for each of the spell's targets, one jacinth worth 1,000+ GP"
      },
      {
        "document": 1168,
        "excerpt": "Level 2 Divination (Cleric, Druid, Wizard) Casting Time: 1 minute or Ritual Range: Self Components: V, S, M (specially marked sticks, bones, cards, or other div"
      },
      {
        "document": 1169,
        "excerpt": "Level 4 Abjuration (Cleric, Paladin) Casting Time: Action Range: Self Components: V Duration: Concentration, up to 10 minutes An aura radiates from you i"
      },
      {
        "document": 1170,
        "excerpt": "Level 5 Transmutation (Bard, Druid) Casting Time: 8 hours Range: Touch Components: V, S, M (an agate worth 1,000+ GP, which the spell consumes) Duration:"
      },
      {
        "document": 1171,
        "excerpt": "Level 1 Enchantment (Bard, Cleric, Warlock) Casting Time: Action Range: 30 feet Components: V, S, M (a drop of blood) Duration: Concentration, up to 1 minute Up"
      },
      {
        "document": 1172,
        "excerpt": "(Cleric, Paladin, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 30 feet Components: V, S, M (a pentacle) Duration: Concentration, up to 1 minute One cre"
      },
      {
        "document": 1173,
        "excerpt": "Level 2 Transmutation (Druid, Ranger) Casting Time: Bonus Action Range: Touch Components: V, S, M (a handful of bark) Duration: 1 hour You touch a willing"
      },
      {
        "document": 1174,
        "excerpt": "Level 3 Abjuration (Cleric) Casting Time: Action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute Choose any number of cr"
      },
      {
        "document": 1175,
        "excerpt": "8 Enchantment (Bard, Druid, Warlock, Wizard) Casting Time: Action Range: 150 feet Components: V, S, M (a key ring with no keys) Duration: Instantaneous You blast"
      },
      {
        "document": 1176,
        "excerpt": "Level 3 Necromancy (Bard, Cleric, Wizard) Casting Time: Action Range: Touch Components: V, S Duration: Concentration, up to 1 minute You touch a creature, whi"
      },
      {
        "document": 1177,
        "excerpt": "Level 4 Conjuration (Wizard) Casting Time: Action Range: 90 feet Components: V, S, M (a tentacle) Duration: Concentration, up to 1 minute Squirmi"
      },
      {
        "document": 1178,
        "excerpt": "Level 6 Evocation (Cleric) Casting Time: Action Range: 90 feet Components: V, S Duration: Concentration, up to 10 minutes You create a wall of"
      },
      {
        "document": 1179,
        "excerpt": "Level 1 Enchantment (Cleric, Paladin) Casting Time: Action Range: 30 feet Components: V, S, M (a Holy Symbol worth 5+ GP) Duration: Concentration, up to 1"
      },
      {
        "document": 1180,
        "excerpt": "Necromancy (Druid, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 30 feet Components: V, S Duration: Instantaneous A creature that you can see within rang"
      },
      {
        "document": 1181,
        "excerpt": "ransmutation (Bard, Cleric, Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V Duration: 1 minute One creature that you can see within range mus"
      },
      {
        "document": 1182,
        "excerpt": "Level 3 Transmutation (Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S Duration: 1 minute Roll 1d6 at the end of each of your turns for t"
      },
      {
        "document": 1183,
        "excerpt": "Level 2 Illusion (Sorcerer, Wizard) Casting Time: Action Range: Self Components: V Duration: Concentration, up to 1 minute Your body becomes blurred. Fo"
      },
      {
        "document": 1184,
        "excerpt": "Level 1 Evocation (Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S Duration: Instantaneous A thin sheet of flames shoots forth from y"
      },
      {
        "document": 1185,
        "excerpt": "Level 3 Conjuration (Druid) Casting Time: Action Range: 120 feet Components: V, S Duration: Concentration, up to 10 minutes A storm cloud appear"
      },
      {
        "document": 1186,
        "excerpt": "Level 2 Enchantment (Bard, Cleric) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute Each Humanoid in a 20-f"
      },
      {
        "document": 1187,
        "excerpt": "Level 6 Evocation (Sorcerer, Wizard) Casting Time: Action Range: 150 feet Components: V, S, M (three silver pins) Duration: Instantaneous You launch a li"
      },
      {
        "document": 1188,
        "excerpt": "ment (Bard, Druid, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 30 feet Components: V, S Duration: 1 hour One creature you can see within range makes a"
      },
      {
        "document": 1189,
        "excerpt": "ment (Bard, Druid, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 30 feet Components: V, S Duration: 1 hour One Humanoid you can see within range makes a"
      },
      {
        "document": 1190,
        "excerpt": "ecromancy Cantrip (Sorcerer, Warlock, Wizard) Casting Time: Action Range: Touch Components: V, S Duration: Instantaneous Channeling the chill of the grave, make a"
      },
      {
        "document": 1191,
        "excerpt": "Level 1 Evocation (Sorcerer, Wizard) Casting Time: Action Range: 90 feet Components: V, S, M (a diamond worth 50+ GP) Duration: Instantaneous You hurl an"
      },
      {
        "document": 1192,
        "excerpt": "evel 6 Necromancy (Sorcerer, Warlock, Wizard) Casting Time: Action Range: 150 feet Components: V, S, M (the powder of a crushed black pearl worth 500+ GP) Duration"
      },
      {
        "document": 1193,
        "excerpt": "3 Divination (Bard, Cleric, Sorcerer, Wizard) Casting Time: 10 minutes Range: 1 mile Components: V, S, M (a focus worth 100+ GP, either a jeweled horn for hearing"
      },
      {
        "document": 1194,
        "excerpt": "Level 8 Necromancy (Wizard) Casting Time: 1 hour Range: Touch Components: V, S, M (a diamond worth 1,000+ GP, which the spell consumes, and a sea"
      },
      {
        "document": 1195,
        "excerpt": "Level 5 Conjuration (Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S Duration: Concentration, up to 10 minutes You create a 20-foot"
      },
      {
        "document": 1196,
        "excerpt": "Level 1 Illusion (Bard, Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S, M (a pinch of colorful sand) Duration: Instantaneous You launch a"
      },
      {
        "document": 1197,
        "excerpt": "Level 1 Enchantment (Bard, Cleric, Paladin) Casting Time: Action Range: 60 feet Components: V Duration: Instantaneous You speak a one-word command to a creature"
      },
      {
        "document": 1198,
        "excerpt": "Level 5 Divination (Druid, Ranger) Casting Time: 1 minute or Ritual Range: Self Components: V, S Duration: Instantaneous You commune with nature spirit"
      },
      {
        "document": 1199,
        "excerpt": "Level 5 Divination (Cleric) Casting Time: 1 minute or Ritual Range: Self Components: V, S, M (incense) Duration: 1 minute You contact a deity or"
      },
      {
        "document": 1200,
        "excerpt": "Divination (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action or Ritual Range: Self Components: V, S, M (a pinch of soot and salt) Duration: 1 hour For the d"
      },
      {
        "document": 1201,
        "excerpt": "Level 4 Enchantment (Bard) Casting Time: Action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute Each creature of your c"
      },
      {
        "document": 1202,
        "excerpt": "Level 5 Evocation (Druid, Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S, M (a small crystal or glass cone) Duration: Instantaneous You unl"
      },
      {
        "document": 1203,
        "excerpt": "4 Enchantment (Bard, Druid, Sorcerer, Wizard) Casting Time: Action Range: 90 feet Components: V, S, M (three nut shells) Duration: Concentration, up to 1 minute E"
      },
      {
        "document": 1204,
        "excerpt": "Level 3 Conjuration (Druid, Ranger) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 10 minutes You conjure nature sp"
      },
      {
        "document": 1205,
        "excerpt": "Level 7 Conjuration (Cleric) Casting Time: Action Range: 90 feet Components: V, S Duration: Concentration, up to 10 minutes You conjure a spirit"
      },
      {
        "document": 1206,
        "excerpt": "Level 5 Conjuration (Druid, Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 10 minutes You conjure a Large,"
      },
      {
        "document": 1207,
        "excerpt": "Level 6 Conjuration (Druid) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 10 minutes You conjure a Medium"
      },
      {
        "document": 1208,
        "excerpt": "Level 4 Conjuration (Druid, Wizard) Casting Time: Action Range: Self Components: V, S Duration: Concentration, up to 10 minutes You conjure spirits from"
      },
      {
        "document": 1209,
        "excerpt": "Level 4 Conjuration (Druid, Ranger) Casting Time: Action Range: Self Components: V, S Duration: Concentration, up to 10 minutes You conjure nature spiri"
      },
      {
        "document": 1210,
        "excerpt": "Level 5 Divination (Warlock, Wizard) Casting Time: 1 minute or Ritual Range: Self Components: V Duration: 1 minute You mentally contact a demigod, the sp"
      },
      {
        "document": 1211,
        "excerpt": "Level 5 Necromancy (Cleric, Druid) Casting Time: Action Range: Touch Components: V, S Duration: 7 days Your touch inflicts a magical contagion. The tar"
      },
      {
        "document": 1212,
        "excerpt": "Level 6 Abjuration (Wizard) Casting Time: 10 minutes Range: Self Components: V, S, M (a gem-encrusted statuette of yourself worth 1,500+ GP) Dura"
      },
      {
        "document": 1213,
        "excerpt": "Level 2 Evocation (Cleric, Druid, Wizard) Casting Time: Action Range: Touch Components: V, S, M (ruby dust worth 50+ GP, which the spell consumes) Duration: Un"
      },
      {
        "document": 1214,
        "excerpt": "Level 4 Transmutation (Cleric, Druid, Wizard) Casting Time: Action Range: 300 feet Components: V, S, M (a mixture of water and dust) Duration: Concentration, up to"
      },
      {
        "document": 1215,
        "excerpt": "Level 8 Transmutation (Cleric, Druid, Wizard) Casting Time: 10 minutes Range: Self Components: V, S, M (burning incense) Duration: Concentration, up to 8 hours Yo"
      },
      {
        "document": 1216,
        "excerpt": "evel 3 Abjuration (Sorcerer, Warlock, Wizard) Casting Time: Reaction, which you take when you see a creature within 60 feet of yourself casting a spell with Verbal"
      },
      {
        "document": 1217,
        "excerpt": "Level 3 Conjuration (Cleric, Paladin) Casting Time: Action Range: 30 feet Components: V, S Duration: Instantaneous You create 45 pounds of food and 30 gal"
      },
      {
        "document": 1218,
        "excerpt": "Level 1 Transmutation (Cleric, Druid) Casting Time: Action Range: 30 feet Components: V, S, M (a mix of water and sand) Duration: Instantaneous You do one"
      },
      {
        "document": 1219,
        "excerpt": "Level 6 Necromancy (Cleric, Warlock, Wizard) Casting Time: 1 minute Range: 10 feet Components: V, S, M (one 150+ GP black onyx stone for each corpse) Duration: In"
      },
      {
        "document": 1220,
        "excerpt": "Level 5 Illusion (Sorcerer, Wizard) Casting Time: 1 minute Range: 30 feet Components: V, S, M (a paintbrush) Duration: Special You pull wisps of shadow"
      },
      {
        "document": 1221,
        "excerpt": "ration (Bard, Cleric, Druid, Paladin, Ranger) Casting Time: Action Range: Touch Components: V, S Duration: Instantaneous A creature you touch regains a number of"
      },
      {
        "document": 1222,
        "excerpt": "Illusion Cantrip (Bard, Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S, M (a bit of phosphorus) Duration: Concentration, up to 1 minut"
      },
      {
        "document": 1223,
        "excerpt": "Level 2 Evocation (Sorcerer, Warlock, Wizard) Casting Time: Action Range: 60 feet Components: V, M (bat fur and a piece of coal) Duration: Concentration, up to 10"
      },
      {
        "document": 1224,
        "excerpt": "ansmutation (Druid, Ranger, Sorcerer, Wizard) Casting Time: Action Range: Touch Components: V, S, M (a dried carrot) Duration: 8 hours For the duration, a willing"
      },
      {
        "document": 1225,
        "excerpt": "on (Cleric, Druid, Paladin, Ranger, Sorcerer) Casting Time: Action Range: 60 feet Components: V, S Duration: 1 hour For the duration, sunlight spreads from a poin"
      },
      {
        "document": 1226,
        "excerpt": "Level 4 Abjuration (Cleric, Paladin) Casting Time: Action Range: Touch Components: V, S Duration: 8 hours You touch a creature and grant it a measure of"
      },
      {
        "document": 1227,
        "excerpt": "Level 7 Evocation (Sorcerer, Wizard) Casting Time: Action Range: 150 feet Components: V, S, M (a ball of bat guano and sulfur) Duration: Concentration, up"
      },
      {
        "document": 1228,
        "excerpt": "vel 8 Conjuration (Sorcerer, Warlock, Wizard) Casting Time: Action Range: 60 feet Components: S Duration: 1 hour You create a shadowy Medium door on a flat solid"
      },
      {
        "document": 1229,
        "excerpt": "Level 1 Divination (Cleric, Paladin) Casting Time: Action Range: Self Components: V, S Duration: Concentration, up to 10 minutes For the duration, you se"
      },
      {
        "document": 1230,
        "excerpt": ", Paladin, Ranger, Sorcerer, Warlock, Wizard) Casting Time: Action or Ritual Range: Self Components: V, S Duration: Concentration, up to 10 minutes For the durati"
      },
      {
        "document": 1231,
        "excerpt": "1 Divination (Cleric, Druid, Paladin, Ranger) Casting Time: Action or Ritual Range: Self Components: V, S, M (a yew leaf) Duration: Concentration, up to 10 minutes"
      },
      {
        "document": 1232,
        "excerpt": "Level 2 Divination (Bard, Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S, M (I Copper Piece) Duration: Concentration, up to 1 minute You ac"
      },
      {
        "document": 1233,
        "excerpt": "Conjuration (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 500 feet Components: V Duration: Instantaneous You teleport to a location within range."
      },
      {
        "document": 1234,
        "excerpt": "Level 1 Illusion (Bard, Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S Duration: 1 hour You make yourself - including your clothing, armo"
      },
      {
        "document": 1235,
        "excerpt": "Level 6 Transmutation (Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a lodestone and dust) Duration: Instantaneous You launch a"
      },
      {
        "document": 1236,
        "excerpt": "Level 5 Abjuration (Cleric, Paladin) Casting Time: Action Range: Self Components: V, S, M (powdered silver and iron) Duration: Concentration, up to 1 minu"
      },
      {
        "document": 1237,
        "excerpt": "Level 1 Enchantment (Bard) Casting Time: Action Range: 60 feet Components: V Duration: Instantaneous One creature of your choice that you can s"
      },
      {
        "document": 1238,
        "excerpt": "Level 4 Divination (Cleric, Druid, Wizard) Casting Time: Action or Ritual Range: Self Components: V, S, M (incense worth 25+ GP, which the spell consumes) Durat"
      },
      {
        "document": 1239,
        "excerpt": "Level 1 Transmutation (Paladin) Casting Time: Bonus Action Range: Self Components: V, S Duration: 1 minute Until the spell ends, your attacks with w"
      },
      {
        "document": 1240,
        "excerpt": "Level 1 Evocation (Paladin) Casting Time: Bonus Action, which you take immediately after hitting a target with a Melee weapon or an Unarmed Strik"
      },
      {
        "document": 1241,
        "excerpt": "Level 7 Evocation (Cleric) Casting Time: Bonus Action Range: 30 feet Components: V Duration: Instantaneous You utter a word imbued with power f"
      },
      {
        "document": 1242,
        "excerpt": "Level 4 Enchantment (Druid, Ranger, Sorcerer) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute One Beast you can see w"
      },
      {
        "document": 1243,
        "excerpt": "Enchantment (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 1 hour One creature you can see"
      },
      {
        "document": 1244,
        "excerpt": "Level 5 Enchantment (Bard, Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute One Humanoid you can se"
      },
      {
        "document": 1245,
        "excerpt": "Level 2 Transmutation (Sorcerer, Wizard) Casting Time: Bonus Action Range: Touch Components: V, S, M (a hot pepper) Duration: Concentration, up to 1 minute Y"
      },
      {
        "document": 1246,
        "excerpt": "Level 5 Illusion (Bard, Warlock, Wizard) Casting Time: 1 minute Range: Special Components: V, S, M (a handful of sand) Duration: 8 hours You target a creatur"
      },
      {
        "document": 1247,
        "excerpt": "Transmutation Cantrip (Druid) Casting Time: Action Range: 30 feet Components: V, S Duration: Instantaneous Whispering to the spirits of nature, yo"
      },
      {
        "document": 1248,
        "excerpt": "vel 8 Transmutation (Cleric, Druid, Sorcerer) Casting Time: Action Range: 500 feet Components: V, S, M (a fractured rock) Duration: Concentration, up to 1 minute"
      },
      {
        "document": 1249,
        "excerpt": "Evocation Cantrip (Warlock) Casting Time: Action Range: 120 feet Components: V, S Duration: Instantaneous You hurl a beam of crackling energy. M"
      },
      {
        "document": 1250,
        "excerpt": "ansmutation Cantrip (Druid, Sorcerer, Wizard) Casting Time: Action Range: 30 feet Components: V, S Duration: Instantaneous You exert control over the elements, cr"
      },
      {
        "document": 1251,
        "excerpt": "ard, Cleric, Druid, Ranger, Sorcerer, Wizard) Casting Time: Action Range: Touch Components: V, S, M (fur or a feather) Duration: Concentration, up to 1 hour You t"
      },
      {
        "document": 1252,
        "excerpt": "Transmutation (Bard, Druid, Sorcerer, Wizard) Casting Time: Action Range: 30 feet Components: V, S, M (a pinch of powdered iron) Duration: Concentration, up to 1 m"
      },
      {
        "document": 1253,
        "excerpt": "Level 1 Conjuration (Ranger) Casting Time: Bonus Action, which you take immediately after hitting a creature with a weapon Range: Self Components:"
      },
      {
        "document": 1254,
        "excerpt": "Level 1 Conjuration (Druid, Ranger) Casting Time: Action Range: 90 feet Components: V, S Duration: Concentration, up to 1 minute Grasping plants sprout"
      },
      {
        "document": 1255,
        "excerpt": "Level 2 Enchantment (Bard, Warlock) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You weave a distracting"
      },
      {
        "document": 1256,
        "excerpt": "ion (Bard, Cleric, Sorcerer, Warlock, Wizard) Casting Time: Action Range: Self Components: V, S Duration: Up to 8 hours You step into the border regions of the Et"
      },
      {
        "document": 1257,
        "excerpt": "l 1 Transmutation (Sorcerer, Warlock, Wizard) Casting Time: Bonus Action Range: Self Components: V, S Duration: Concentration, up to 10 minutes You take the Dash"
      },
      {
        "document": 1258,
        "excerpt": "Necromancy (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: Self Components: V, S Duration: Concentration, up to 1 minute For the duration, your eye"
      },
      {
        "document": 1259,
        "excerpt": "Level 4 Transmutation (Wizard) Casting Time: 10 minutes Range: 120 feet Components: V, S Duration: Instantaneous You convert raw materials into pro"
      },
      {
        "document": 1260,
        "excerpt": "Level 1 Evocation (Bard, Druid) Casting Time: Action Range: 60 feet Components: V Duration: Concentration, up to 1 minute Objects in a 20-foot Cube"
      },
      {
        "document": 1261,
        "excerpt": "Level 4 Conjuration (Wizard) Casting Time: Action Range: 30 feet Components: V, S, M (a silver whistle) Duration: 8 hours You conjure a phantom w"
      },
      {
        "document": 1262,
        "excerpt": "Level 1 Necromancy (Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S, M (a drop of alcohol) Duration: Instantaneous You gain 2d4 + 4 Te"
      },
      {
        "document": 1263,
        "excerpt": "3 Illusion (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: Self Components: V, S, M (a white feather) Duration: Concentration, up to 1 minute Each"
      },
      {
        "document": 1264,
        "excerpt": "evel 1 Transmutation (Bard, Sorcerer, Wizard) Casting Time: Reaction, which you take when you or a creature you can see within 60 feet of you falls Range: 60 feet"
      },
      {
        "document": 1265,
        "excerpt": "Level 1 Conjuration (Wizard) Casting Time: 1 hour or Ritual Range: 10 feet Components: V, S, M (burning incense worth 10+ GP, which the spell cons"
      },
      {
        "document": 1266,
        "excerpt": "Level 2 Conjuration (Paladin) Casting Time: Action Range: 30 feet Components: V, S Duration: Instantaneous You summon an otherworldly being that a"
      },
      {
        "document": 1267,
        "excerpt": "Level 6 Divination (Bard, Cleric, Druid) Casting Time: 1 minute Range: Self Components: V, S, M (a set of divination tools - such as cards or runes - worth 10"
      },
      {
        "document": 1268,
        "excerpt": "Level 2 Divination (Cleric, Druid, Ranger) Casting Time: Action Range: 120 feet Components: V, S Duration: Instantaneous You sense any trap within range that i"
      },
      {
        "document": 1269,
        "excerpt": "evel 7 Necromancy (Sorcerer, Warlock, Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous You unleash negative energy toward a cr"
      },
      {
        "document": 1270,
        "excerpt": "Evocation Cantrip (Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S Duration: Instantaneous You hurl a mote of fire at a creature"
      },
      {
        "document": 1271,
        "excerpt": "Level 4 Evocation (Druid, Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S, M (a bit of phosphorus or a firefly) Duration: 10 minutes Wispy f"
      },
      {
        "document": 1272,
        "excerpt": "Level 7 Evocation (Cleric, Druid, Sorcerer) Casting Time: Action Range: 150 feet Components: V, S Duration: Instantaneous A storm of fire appears within range."
      },
      {
        "document": 1273,
        "excerpt": "Level 3 Evocation (Sorcerer, Wizard) Casting Time: Action Range: 150 feet Components: V, S, M (a ball of bat guano and sulfur) Duration: Instantaneous A"
      },
      {
        "document": 1274,
        "excerpt": "Level 2 Evocation (Druid, Sorcerer) Casting Time: Bonus Action Range: Self Components: V, S, M (a sumac leaf) Duration: Concentration, up to 10 minutes"
      },
      {
        "document": 1275,
        "excerpt": "Level 5 Evocation (Cleric) Casting Time: Action Range: 60 feet Components: V, S, M (a pinch of sulfur) Duration: Instantaneous A vertical colum"
      },
      {
        "document": 1276,
        "excerpt": "Level 2 Conjuration (Druid, Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a ball of wax) Duration: Concentration, up to 1 minute You"
      },
      {
        "document": 1277,
        "excerpt": "vel 6 Transmutation (Druid, Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a cockatrice feather) Duration: Concentration, up to 1 minut"
      },
      {
        "document": 1278,
        "excerpt": "Level 1 Conjuration (Wizard) Casting Time: Action or Ritual Range: 30 feet Components: V, S, M (a drop of mercury) Duration: 1 hour This spell cr"
      },
      {
        "document": 1279,
        "excerpt": "l 3 Transmutation (Sorcerer, Warlock, Wizard) Casting Time: Action Range: Touch Components: V, S, M (a feather) Duration: Concentration, up to 10 minutes You touc"
      },
      {
        "document": 1280,
        "excerpt": "Conjuration (Druid, Ranger, Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S Duration: Concentration, up to 1 hour You create a 20-foot-rad"
      },
      {
        "document": 1281,
        "excerpt": "Level 6 Abjuration (Cleric) Casting Time: 10 minutes or Ritual Range: Touch Components: V, S, M (ruby dust worth 1,000+ GP) Duration: 1 day You"
      },
      {
        "document": 1282,
        "excerpt": "Level 7 Evocation (Bard, Warlock, Wizard) Casting Time: Action Range: 100 feet Components: V, S, M (ruby dust worth 1,500+ GP, which the spell consumes) Durati"
      },
      {
        "document": 1283,
        "excerpt": "l 9 Divination (Bard, Druid, Warlock, Wizard) Casting Time: 1 minute Range: Touch Components: V, S, M (a hummingbird feather) Duration: 8 hours You touch a willin"
      },
      {
        "document": 1284,
        "excerpt": "el 4 Abjuration (Bard, Cleric, Druid, Ranger) Casting Time: Action Range: Touch Components: V, S, M (a leather strap) Duration: 1 hour You touch a willing creatur"
      },
      {
        "document": 1285,
        "excerpt": "Level 6 Evocation (Sorcerer, Wizard) Casting Time: Action Range: 300 feet Components: V, S, M (a miniature crystal sphere) Duration: Instantaneous A frig"
      },
      {
        "document": 1286,
        "excerpt": "l 3 Transmutation (Sorcerer, Warlock, Wizard) Casting Time: Action Range: Touch Components: V, S, M (a bit of gauze) Duration: Concentration, up to 1 hour A willi"
      },
      {
        "document": 1287,
        "excerpt": "njuration (Cleric, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a diamond worth 5,000+ GP) Duration: Concentration, up to 1"
      },
      {
        "document": 1288,
        "excerpt": "ntment (Bard, Cleric, Druid, Paladin, Wizard) Casting Time: 1 minute Range: 60 feet Components: V Duration: 30 days You give a verbal command to a creature that y"
      },
      {
        "document": 1289,
        "excerpt": "Level 2 Necromancy (Cleric, Paladin, Wizard) Casting Time: Action or Ritual Range: Touch Components: V, S, M (2 Copper Pieces, which the spell consumes) Duration:"
      },
      {
        "document": 1290,
        "excerpt": "Level 4 Conjuration (Druid) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 10 minutes You summon a giant ce"
      },
      {
        "document": 1291,
        "excerpt": "Level 8 Enchantment (Bard, Warlock) Casting Time: Action Range: Self Components: V Duration: 1 hour Until the spell ends, when you make a Charisma check"
      },
      {
        "document": 1292,
        "excerpt": "Level 6 Abjuration (Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S, M (a glass bead) Duration: Concentration, up to 1 minute An immob"
      },
      {
        "document": 1293,
        "excerpt": "Level 3 Abjuration (Bard, Cleric, Wizard) Casting Time: 1 hour Range: Touch Components: V, S, M (powdered diamond worth 200+ GP, which the spell consumes) Dura"
      },
      {
        "document": 1294,
        "excerpt": "Level 1 Conjuration (Druid, Ranger) Casting Time: Action Range: Self Components: V, S, M (a sprig of mistletoe) Duration: 24 hours Ten berries appear in"
      },
      {
        "document": 1295,
        "excerpt": "Level 1 Conjuration (Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a bit of pork rind or butter) Duration: 1 minute Nonflammab"
      },
      {
        "document": 1296,
        "excerpt": "Level 4 Illusion (Bard, Sorcerer, Wizard) Casting Time: Action Range: Touch Components: V, S Duration: Concentration, up to 1 minute A creature you touch has"
      },
      {
        "document": 1297,
        "excerpt": "ration (Bard, Cleric, Druid, Paladin, Ranger) Casting Time: Action Range: Touch Components: V, S, M (diamond dust worth 100+ GP, which the spell consumes) Duration"
      },
      {
        "document": 1298,
        "excerpt": "Level 4 Conjuration (Cleric) Casting Time: Action Range: 30 feet Components: V Duration: 8 hours A Large spectral guardian appears and hovers for"
      },
      {
        "document": 1299,
        "excerpt": "Level 6 Abjuration (Bard, Wizard) Casting Time: 1 hour Range: Touch Components: V, S, M (a silver rod worth 10+ GP) Duration: 24 hours You create a wa"
      },
      {
        "document": 1300,
        "excerpt": "Divination Cantrip (Cleric, Druid) Casting Time: Action Range: Touch Components: V, S Duration: Concentration, up to 1 minute You touch a willing creat"
      },
      {
        "document": 1301,
        "excerpt": "Level 1 Evocation (Cleric) Casting Time: Action Range: 120 feet Components: V, S Duration: 1 round You hurl a bolt of light toward a creature w"
      },
      {
        "document": 1302,
        "excerpt": "2 Evocation (Druid, Ranger, Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S, M (a legume seed) Duration: Concentration, up to 1 minute A Line"
      },
      {
        "document": 1303,
        "excerpt": "Level 5 Abjuration (Cleric) Casting Time: 24 hours Range: Touch Components: V, S, M (incense worth 1,000+ GP, which the spell consumes) Duration:"
      },
      {
        "document": 1304,
        "excerpt": "vel 4 Illusion (Bard, Druid, Warlock, Wizard) Casting Time: 10 minutes Range: 300 feet Components: V, S, M (a mushroom) Duration: 24 hours You make natural terrai"
      },
      {
        "document": 1305,
        "excerpt": "Level 6 Necromancy (Cleric) Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous You unleash virulent magic on a creatur"
      },
      {
        "document": 1306,
        "excerpt": "Level 3 Transmutation (Sorcerer, Wizard) Casting Time: Action Range: 30 feet Components: V, S, M (a shaving of licorice root) Duration: Concentration, up to 1"
      },
      {
        "document": 1307,
        "excerpt": "Level 6 Abjuration (Cleric, Druid) Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous Choose a creature that you can see with"
      },
      {
        "document": 1308,
        "excerpt": "Level 1 Abjuration (Bard, Cleric, Druid) Casting Time: Bonus Action Range: 60 feet Components: V Duration: Instantaneous A creature of your choice that you c"
      },
      {
        "document": 1309,
        "excerpt": "Level 2 Transmutation (Bard, Druid) Casting Time: Action Range: 60 feet Components: V, S, M (a piece of iron and a flame) Duration: Concentration, up to"
      },
      {
        "document": 1310,
        "excerpt": "Level 1 Evocation (Warlock) Casting Time: Reaction, which you take in response to taking damage from a creature that you can see within 60 feet o"
      },
      {
        "document": 1311,
        "excerpt": "Level 6 Conjuration (Bard, Cleric, Druid) Casting Time: 10 minutes Range: Self Components: V, S, M (a gem-encrusted bowl worth 1,000+ GP, which the spell consu"
      },
      {
        "document": 1312,
        "excerpt": "Level 1 Enchantment (Bard, Paladin) Casting Time: Action Range: Touch Components: V, S Duration: Concentration, up to 1 minute A willing creature you to"
      },
      {
        "document": 1313,
        "excerpt": "Level 1 Enchantment (Warlock) Casting Time: Bonus Action Range: 90 feet Components: V, S, M (the petrified eye of a newt) Duration: Concentration,"
      },
      {
        "document": 1314,
        "excerpt": "Level 1 Enchantment (Bard, Warlock, Wizard) Casting Time: Action Range: 30 feet Components: V, S, M (a tart and a feather) Duration: Concentration, up to 1 minut"
      },
      {
        "document": 1315,
        "excerpt": "Enchantment (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 90 feet Components: V, S, M (a straight piece of iron) Duration: Concentration, up to 1 m"
      },
      {
        "document": 1316,
        "excerpt": "rd, Cleric, Druid, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a straight piece of iron) Duration: Concentration, up to 1 m"
      },
      {
        "document": 1317,
        "excerpt": "Level 8 Abjuration (Cleric) Casting Time: Action Range: Self Components: V, S, M (a reliquary worth 1,000+ GP) Duration: Concentration, up to 1 m"
      },
      {
        "document": 1318,
        "excerpt": "Level 1 Divination (Ranger) Casting Time: Bonus Action Range: 90 feet Components: V Duration: Concentration, up to 1 hour You magically mark one"
      },
      {
        "document": 1319,
        "excerpt": "3 Illusion (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 120 feet Components: S, M (a pinch of confetti) Duration: Concentration, up to 1 minute"
      },
      {
        "document": 1320,
        "excerpt": "Level 1 Conjuration (Druid, Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: S, M (a drop of water or a piece of ice) Duration: Instantaneous You"
      },
      {
        "document": 1321,
        "excerpt": "Level 4 Evocation (Druid, Sorcerer, Wizard) Casting Time: Action Range: 300 feet Components: V, S, M (a mitten) Duration: Instantaneous Hail falls in a 20-foot-"
      },
      {
        "document": 1322,
        "excerpt": "Level 1 Divination (Bard, Wizard) Casting Time: 1 minute or Ritual Range: Touch Components: V, S, M (a pearl worth 100+ GP) Duration: Instantaneous Yo"
      },
      {
        "document": 1323,
        "excerpt": "Level 1 Illusion (Bard, Warlock, Wizard) Casting Time: 1 minute or Ritual Range: Touch Components: S, M (ink worth 10+ GP, which the spell consumes) Duration:"
      },
      {
        "document": 1324,
        "excerpt": "Level 9 Abjuration (Warlock, Wizard) Casting Time: 1 minute Range: 30 feet Components: V, S, M (a statuette of the target worth 5,000+ GP) Duration: Until"
      },
      {
        "document": 1325,
        "excerpt": "Level 8 Conjuration (Druid, Sorcerer, Wizard) Casting Time: Action Range: 150 feet Components: V, S Duration: Concentration, up to 1 minute A swirling cloud of em"
      },
      {
        "document": 1326,
        "excerpt": "Level 1 Necromancy (Cleric) Casting Time: Action Range: Touch Components: V, S Duration: Instantaneous A creature you touch makes a Constitution"
      },
      {
        "document": 1327,
        "excerpt": "Level 5 Conjuration (Cleric, Druid, Sorcerer) Casting Time: Action Range: 300 feet Components: V, S, M (a locust) Duration: Concentration, up to 10 minutes Swarmi"
      },
      {
        "document": 1328,
        "excerpt": "Level 6 Conjuration (Wizard) Casting Time: 1 minute or Ritual Range: Touch Components: V, S, M (a sapphire worth 1,000+ GP) Duration: Until dispel"
      },
      {
        "document": 1329,
        "excerpt": "2 Illusion (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: Touch Components: V, S, M (an eyelash in gum arabic) Duration: Concentration, up to 1 hou"
      },
      {
        "document": 1330,
        "excerpt": "Level 6 Enchantment (Bard, Wizard) Casting Time: Action Range: 30 feet Components: V Duration: Concentration, up to 1 minute One creature that you can"
      },
      {
        "document": 1331,
        "excerpt": "ansmutation (Druid, Ranger, Sorcerer, Wizard) Casting Time: Bonus Action Range: Touch Components: V, S, M (a grasshopper's hind leg) Duration: 1 minute You touch"
      },
      {
        "document": 1332,
        "excerpt": "evel 2 Transmutation (Bard, Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V Duration: Instantaneous Choose an object that you can see within r"
      },
      {
        "document": 1333,
        "excerpt": "Level 5 Divination (Bard, Cleric, Wizard) Casting Time: 10 minutes Range: Self Components: V, S, M (incense worth 250+ GP, which the spell consumes, and four i"
      },
      {
        "document": 1334,
        "excerpt": "ration (Bard, Cleric, Druid, Paladin, Ranger) Casting Time: Bonus Action Range: Touch Components: V, S Duration: Instantaneous You touch a creature and end one co"
      },
      {
        "document": 1335,
        "excerpt": "Level 2 Transmutation (Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a metal spring) Duration: Concentration, up to 10 minutes O"
      },
      {
        "document": 1336,
        "excerpt": "tion Cantrip (Bard, Cleric, Sorcerer, Wizard) Casting Time: Action Range: Touch Components: V, M (a firefly or phosphorescent moss) Duration: 1 hour You touch one"
      },
      {
        "document": 1337,
        "excerpt": "Level 3 Evocation (Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S, M (a bit of fur and a crystal rod) Duration: Instantaneous A stro"
      },
      {
        "document": 1338,
        "excerpt": "Level 2 Divination (Bard, Druid, Ranger) Casting Time: Action or Ritual Range: Self Components: V, S, M (fur from a bloodhound) Duration: Instantaneous Descr"
      },
      {
        "document": 1339,
        "excerpt": "Bard, Cleric, Druid, Paladin, Ranger, Wizard) Casting Time: Action Range: Self Components: V, S, M (fur from a bloodhound) Duration: Concentration, up to 1 hour D"
      },
      {
        "document": 1340,
        "excerpt": "Bard, Cleric, Druid, Paladin, Ranger, Wizard) Casting Time: Action Range: Self Components: V, S, M (a forked twig) Duration: Concentration, up to 10 minutes Descr"
      },
      {
        "document": 1341,
        "excerpt": "1 Transmutation (Bard, Druid, Ranger, Wizard) Casting Time: Action Range: Touch Components: V, S, M (a pinch of dirt) Duration: 1 hour You touch a creature. The t"
      },
      {
        "document": 1342,
        "excerpt": "Level 1 Abjuration (Sorcerer, Wizard) Casting Time: Action Range: Touch Components: V, S, M (a piece of cured leather) Duration: 8 hours You touch a willi"
      },
      {
        "document": 1343,
        "excerpt": "ion Cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 30 feet Components: V, S Duration: 1 minute A spectral, floating hand appears at a point"
      },
      {
        "document": 1344,
        "excerpt": "Abjuration (Cleric, Paladin, Warlock, Wizard) Casting Time: 1 minute Range: 10 feet Components: V, S, M (salt and powdered silver worth 100+ GP, which the spell co"
      },
      {
        "document": 1345,
        "excerpt": "Level 6 Necromancy (Wizard) Casting Time: 1 minute Range: Self Components: V, S, M (a gem, crystal, or reliquary worth 500+ GP) Duration: Until d"
      },
      {
        "document": 1346,
        "excerpt": "Level 1 Evocation (Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S Duration: Instantaneous You create three glowing darts of magi"
      },
      {
        "document": 1347,
        "excerpt": "Level 2 Illusion (Bard, Wizard) Casting Time: 1 minute or Ritual Range: 30 feet Components: V, S, M (jade dust worth 10+ GP, which the spell consumes"
      },
      {
        "document": 1348,
        "excerpt": "smutation (Paladin, Ranger, Sorcerer, Wizard) Casting Time: Bonus Action Range: Touch Components: V, S Duration: 1 hour You touch a nonmagical weapon. Until the s"
      },
      {
        "document": 1349,
        "excerpt": "Level 7 Conjuration (Bard, Wizard) Casting Time: 1 minute Range: 300 feet Components: V, S, M (a miniature door worth 15+ GP) Duration: 24 hours You co"
      },
      {
        "document": 1350,
        "excerpt": "3 Illusion (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 120 feet Components: V, S, M (a bit of fleece) Duration: Concentration, up to 10 minutes"
      },
      {
        "document": 1351,
        "excerpt": "Level 5 Abjuration (Bard, Cleric, Druid) Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous A wave of healing energy washes out fro"
      },
      {
        "document": 1352,
        "excerpt": "Level 9 Abjuration (Cleric) Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous A flood of healing energy flows from yo"
      },
      {
        "document": 1353,
        "excerpt": "Level 3 Abjuration (Bard, Cleric) Casting Time: Bonus Action Range: 60 feet Components: V Duration: Instantaneous Up to six creatures of your choice t"
      },
      {
        "document": 1354,
        "excerpt": "Level 6 Enchantment (Bard, Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, M (a snake's tongue) Duration: 24 hours You suggest a course of a"
      },
      {
        "document": 1355,
        "excerpt": "Level 8 Conjuration (Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 10 minutes You banish a creature"
      },
      {
        "document": 1356,
        "excerpt": "Level 3 Transmutation (Cleric, Druid, Ranger) Casting Time: Action or Ritual Range: Touch Components: V, S Duration: 8 hours You step into a stone object or surfa"
      },
      {
        "document": 1357,
        "excerpt": "ntrip (Bard, Cleric, Druid, Sorcerer, Wizard) Casting Time: 1 minute Range: Touch Components: V, S, M (two lodestones) Duration: Instantaneous This spell repairs"
      },
      {
        "document": 1358,
        "excerpt": "ation Cantrip (Bard, Druid, Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: S, M (a copper wire) Duration: 1 round You point toward a creature"
      },
      {
        "document": 1359,
        "excerpt": "Level 9 Evocation (Sorcerer, Wizard) Casting Time: Action Range: 1 mile Components: V, S Duration: Instantaneous Blazing orbs of fire plummet to the grou"
      },
      {
        "document": 1360,
        "excerpt": "Level 8 Abjuration (Bard, Wizard) Casting Time: Action Range: Touch Components: V, S Duration: 24 hours Until the spell ends, one willing creature you"
      },
      {
        "document": 1361,
        "excerpt": "evel 2 Divination (Sorcerer, Warlock, Wizard) Casting Time: Action Range: 120 feet Components: S Duration: Concentration, up to 1 hour You drive a spike of psioni"
      },
      {
        "document": 1362,
        "excerpt": "ion Cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 30 feet Components: S, M (a bit of fleece) Duration: 1 minute You create a sound or an i"
      },
      {
        "document": 1363,
        "excerpt": "Level 7 Illusion (Bard, Druid, Wizard) Casting Time: 10 minutes Range: Sight Components: V, S Duration: 10 days You make terrain in an area up to 1 mile sq"
      },
      {
        "document": 1364,
        "excerpt": "2 Illusion (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: Self Components: V, S Duration: 1 minute Three illusory duplicates of yourself appear in"
      },
      {
        "document": 1365,
        "excerpt": "Level 5 Illusion (Bard, Warlock, Wizard) Casting Time: Action Range: Self Components: S Duration: Concentration, up to 1 hour You gain the Invisible conditio"
      },
      {
        "document": 1366,
        "excerpt": "vel 2 Conjuration (Sorcerer, Warlock, Wizard) Casting Time: Bonus Action Range: Self Components: V Duration: Instantaneous Briefly surrounded by silvery mist, you"
      },
      {
        "document": 1367,
        "excerpt": "Level 5 Enchantment (Bard, Wizard) Casting Time: Action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute You attempt to reshape"
      },
      {
        "document": 1368,
        "excerpt": "Level 2 Evocation (Druid) Casting Time: Action Range: 120 feet Components: V, S, M (a moonseed leaf) Duration: Concentration, up to 1 minute A"
      },
      {
        "document": 1369,
        "excerpt": "vel 6 Transmutation (Druid, Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S, M (a miniature shovel) Duration: Concentration, up to 2 hours"
      },
      {
        "document": 1370,
        "excerpt": "Level 3 Abjuration (Bard, Ranger, Wizard) Casting Time: Action Range: Touch Components: V, S, M (a pinch of diamond dust worth 25+ GP, which the spell consumes"
      },
      {
        "document": 1371,
        "excerpt": "Level 2 Abjuration (Druid, Ranger) Casting Time: Action Range: Self Components: V, S, M (ashes from burned mistletoe) Duration: Concentration, up to 1 h"
      },
      {
        "document": 1372,
        "excerpt": "Level 5 Transmutation (Wizard) Casting Time: Action Range: 30 feet Components: V, S, M (a pinch of sesame seeds) Duration: 1 hour A passage appears"
      },
      {
        "document": 1373,
        "excerpt": "Level 2 Illusion (Bard, Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a bit of fleece) Duration: Concentration, up to 1 minute Yo"
      },
      {
        "document": 1374,
        "excerpt": "Level 4 Illusion (Bard, Wizard) Casting Time: Action Range: 120 feet Components: V, S Duration: Concentration, up to 1 minute You tap into the night"
      },
      {
        "document": 1375,
        "excerpt": "Level 3 Illusion (Wizard) Casting Time: 1 minute or Ritual Range: 30 feet Components: V, S Duration: 1 hour A Large, quasi-real, horselike cre"
      },
      {
        "document": 1376,
        "excerpt": "Level 6 Conjuration (Cleric) Casting Time: 10 minutes Range: 60 feet Components: V, S Duration: Instantaneous You beseech an otherworldly entity"
      },
      {
        "document": 1377,
        "excerpt": "ration (Bard, Cleric, Druid, Warlock, Wizard) Casting Time: 1 hour Range: 60 feet Components: V, S, M (a jewel worth 1,000+ GP, which the spell consumes) Duration:"
      },
      {
        "document": 1378,
        "excerpt": "on (Cleric, Druid, Sorcerer, Warlock, Wizard) Casting Time: Action Range: Touch Components: V, S, M (a forked, metal rod worth 250+ GP and attuned to a plane of ex"
      },
      {
        "document": 1379,
        "excerpt": "Level 3 Transmutation (Bard, Druid, Ranger) Casting Time: Action (Overgrowth) or 8 hours (Enrichment) Range: 150 feet Components: V, S Duration: Instantaneous T"
      },
      {
        "document": 1380,
        "excerpt": "cy Cantrip (Druid, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 30 feet Components: V, S Duration: Instantaneous You spray toxic mist at a creature with"
      },
      {
        "document": 1381,
        "excerpt": "Transmutation (Bard, Druid, Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a caterpillar cocoon) Duration: Concentration, up to 1 hour"
      },
      {
        "document": 1382,
        "excerpt": "Level 9 Enchantment (Bard, Cleric) Casting Time: Action Range: 60 feet Components: V Duration: Instantaneous A wave of healing energy washes over one c"
      },
      {
        "document": 1383,
        "excerpt": "Enchantment (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 60 feet Components: V Duration: Instantaneous You compel one creature you can see within"
      },
      {
        "document": 1384,
        "excerpt": "Enchantment (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 60 feet Components: V Duration: Instantaneous You overwhelm the mind of one creature you"
      },
      {
        "document": 1385,
        "excerpt": "Level 2 Abjuration (Cleric, Paladin) Casting Time: 10 minutes Range: 30 feet Components: V Duration: Instantaneous Up to five creatures of your choice wh"
      },
      {
        "document": 1386,
        "excerpt": "ion Cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 10 feet Components: V, S Duration: Up to 1 hour You create a magical effect within range"
      },
      {
        "document": 1387,
        "excerpt": "Level 7 Evocation (Bard, Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S Duration: Instantaneous Eight rays of light flash from you in a 60"
      },
      {
        "document": 1388,
        "excerpt": "Level 9 Abjuration (Bard, Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: 10 minutes A shimmering, multicolored plane of light"
      },
      {
        "document": 1389,
        "excerpt": "Level 4 Abjuration (Wizard) Casting Time: 10 minutes Range: 120 feet Components: V, S, M (a thin sheet of lead) Duration: 24 hours You make an a"
      },
      {
        "document": 1390,
        "excerpt": "Conjuration Cantrip (Druid) Casting Time: Bonus Action Range: Self Components: V, S Duration: 10 minutes A flickering flame appears in your hand"
      },
      {
        "document": 1391,
        "excerpt": "Level 6 Illusion (Bard, Wizard) Casting Time: Action Range: 120 feet Components: V, S, M (jade dust worth 25+ GP) Duration: Until dispelled You crea"
      },
      {
        "document": 1392,
        "excerpt": "Level 7 Illusion (Bard, Wizard) Casting Time: Action Range: 500 miles Components: V, S, M (a statuette of yourself worth 5+ GP) Duration: Concentrati"
      },
      {
        "document": 1393,
        "excerpt": "ion (Cleric, Druid, Ranger, Sorcerer, Wizard) Casting Time: Action Range: Touch Components: V, S Duration: Concentration, up to 1 hour For the duration, the willi"
      },
      {
        "document": 1394,
        "excerpt": "ion (Cleric, Druid, Paladin, Warlock, Wizard) Casting Time: Action Range: Touch Components: V, S, M (a flask of Holy Water worth 25+ GP, which the spell consumes)"
      },
      {
        "document": 1395,
        "excerpt": "2 Abjuration (Cleric, Druid, Paladin, Ranger) Casting Time: Action Range: Touch Components: V, S Duration: 1 hour You touch a creature and end the Poisoned condit"
      },
      {
        "document": 1396,
        "excerpt": "evel 1 Transmutation (Cleric, Druid, Paladin) Casting Time: Action or Ritual Range: 10 feet Components: V, S Duration: Instantaneous You remove poison and rot fro"
      },
      {
        "document": 1397,
        "excerpt": "Level 5 Necromancy (Bard, Cleric, Paladin) Casting Time: 1 hour Range: Touch Components: V, S, M (a diamond worth 500+ GP, which the spell consumes) Duration: I"
      },
      {
        "document": 1398,
        "excerpt": "Level 2 Necromancy (Warlock, Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute A beam of enervating en"
      },
      {
        "document": 1399,
        "excerpt": "Evocation Cantrip (Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous A frigid beam of blue-white light strea"
      },
      {
        "document": 1400,
        "excerpt": "Level 1 Necromancy (Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous You shoot a greenish ray at a creature"
      },
      {
        "document": 1401,
        "excerpt": "Level 7 Transmutation (Bard, Cleric, Druid) Casting Time: 1 minute Range: Touch Components: V, S, M (a prayer wheel) Duration: 1 hour A creature you touch regai"
      },
      {
        "document": 1402,
        "excerpt": "Level 5 Necromancy (Druid) Casting Time: 1 hour Range: Touch Components: V, S, M (rare oils worth 1,000+ GP, which the spell consumes) Duration:"
      },
      {
        "document": 1403,
        "excerpt": "Abjuration (Cleric, Paladin, Warlock, Wizard) Casting Time: Action Range: Touch Components: V, S Duration: Instantaneous At your touch, all curses affecting one c"
      },
      {
        "document": 1404,
        "excerpt": "Level 4 Abjuration (Wizard) Casting Time: Action Range: 30 feet Components: V, S, M (a glass sphere) Duration: Concentration, up to 1 minute A s"
      },
      {
        "document": 1405,
        "excerpt": "Abjuration Cantrip (Cleric, Druid) Casting Time: Action Range: Touch Components: V, S Duration: Concentration, up to 1 minute You touch a willing creat"
      },
      {
        "document": 1406,
        "excerpt": "Level 7 Necromancy (Bard, Cleric) Casting Time: 1 hour Range: Touch Components: V, S, M (a diamond worth 1,000+ GP, which the spell consumes) Duration:"
      },
      {
        "document": 1407,
        "excerpt": "vel 7 Transmutation (Druid, Sorcerer, Wizard) Casting Time: Action Range: 100 feet Components: V, S, M (a lodestone and iron filings) Duration: Concentration, up t"
      },
      {
        "document": 1408,
        "excerpt": "3 Necromancy (Cleric, Druid, Paladin, Ranger) Casting Time: Action Range: Touch Components: V, S, M (a diamond worth 300+ GP, which the spell consumes) Duration: I"
      },
      {
        "document": 1409,
        "excerpt": "Level 2 Transmutation (Wizard) Casting Time: Action Range: Touch Components: V, S, M (a segment of rope) Duration: 1 hour You touch a rope. One end"
      },
      {
        "document": 1410,
        "excerpt": "Evocation Cantrip (Cleric) Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous Flame-like radiance descends on a creat"
      },
      {
        "document": 1411,
        "excerpt": "Level 1 Abjuration (Cleric) Casting Time: Bonus Action Range: 30 feet Components: V, S, M (a shard of glass from a mirror) Duration: 1 minute Yo"
      },
      {
        "document": 1412,
        "excerpt": "Level 2 Evocation (Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S Duration: Instantaneous You hurl three fiery rays. You can hur"
      },
      {
        "document": 1413,
        "excerpt": "nation (Bard, Cleric, Druid, Warlock, Wizard) Casting Time: 10 minutes Range: Self Components: V, S, M (a focus worth 1,000+ GP, such as a crystal ball, mirror, or"
      },
      {
        "document": 1414,
        "excerpt": "Level 1 Evocation (Paladin) Casting Time: Bonus Action, which you take immediately after hitting a target with a Melee weapon or an Unarmed Strik"
      },
      {
        "document": 1415,
        "excerpt": "Level 4 Conjuration (Wizard) Casting Time: Action Range: Touch Components: V, S, M (a chest, 3 feet by 2 feet by 2 feet, constructed from rare mat"
      },
      {
        "document": 1416,
        "excerpt": "Level 2 Divination (Bard, Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S, M (a pinch of talc) Duration: 1 hour For the duration, you see cr"
      },
      {
        "document": 1417,
        "excerpt": "Level 5 Illusion (Bard, Sorcerer, Wizard) Casting Time: Action Range: 30 feet Components: V, S Duration: 8 hours You give an illusory appearance to each creat"
      },
      {
        "document": 1418,
        "excerpt": "Level 3 Divination (Bard, Cleric, Wizard) Casting Time: Action Range: Unlimited Components: V, S, M (a copper wire) Duration: Instantaneous You send a short m"
      },
      {
        "document": 1419,
        "excerpt": "Level 7 Transmutation (Wizard) Casting Time: Action Range: Touch Components: V, S, M (gem dust worth 5,000+ GP, which the spell consumes) Duration:"
      },
      {
        "document": 1420,
        "excerpt": "Level 9 Transmutation (Druid, Wizard) Casting Time: Action Range: Self Components: V, S, M (a jade circlet worth 1,500+ GP) Duration: Concentration, up to"
      },
      {
        "document": 1421,
        "excerpt": "Level 2 Evocation (Bard, Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a chip of mica) Duration: Instantaneous A loud noise erupts"
      },
      {
        "document": 1422,
        "excerpt": "Level 1 Abjuration (Cleric, Paladin) Casting Time: Bonus Action Range: 60 feet Components: V, S, M (a prayer scroll) Duration: Concentration, up to 10 min"
      },
      {
        "document": 1423,
        "excerpt": "Level 1 Abjuration (Sorcerer, Wizard) Casting Time: Reaction, which you take when you are hit by an attack roll or targeted by the Magic Missile spell Rang"
      },
      {
        "document": 1424,
        "excerpt": "Transmutation Cantrip (Druid) Casting Time: Bonus Action Range: Self Components: V, S, M (mistletoe) Duration: 1 minute A Club or Quarterstaff you"
      },
      {
        "document": 1425,
        "excerpt": "Level 2 Transmutation (Paladin) Casting Time: Bonus Action, which you take immediately after hitting a creature with a Melee weapon or an Unarmed Str"
      },
      {
        "document": 1426,
        "excerpt": "Evocation Cantrip (Sorcerer, Wizard) Casting Time: Action Range: Touch Components: V, S Duration: Instantaneous Lightning springs from you to a creature"
      },
      {
        "document": 1427,
        "excerpt": "Level 2 Illusion (Bard, Cleric, Ranger) Casting Time: Action or Ritual Range: 120 feet Components: V, S Duration: Concentration, up to 10 minutes For the du"
      },
      {
        "document": 1428,
        "excerpt": "Level 1 Illusion (Bard, Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a bit of fleece) Duration: Concentration, up to 10 minutes"
      },
      {
        "document": 1429,
        "excerpt": "Level 7 Illusion (Wizard) Casting Time: 12 hours Range: Touch Components: V, S, M (powdered ruby worth 1,500+ GP, which the spell consumes) Dur"
      },
      {
        "document": 1430,
        "excerpt": "Level 1 Enchantment (Bard, Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a pinch of sand or rose petals) Duration: Concentration, up"
      },
      {
        "document": 1431,
        "excerpt": "Level 3 Conjuration (Druid, Sorcerer, Wizard) Casting Time: Action Range: 150 feet Components: V, S, M (a miniature umbrella) Duration: Concentration, up to 1 minu"
      },
      {
        "document": 1432,
        "excerpt": "evel 3 Transmutation (Bard, Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S, M (a drop of molasses) Duration: Concentration, up to 1 minute"
      },
      {
        "document": 1433,
        "excerpt": "Evocation Cantrip (Sorcerer) Casting Time: Action Range: 120 feet Components: V, S Duration: Instantaneous You cast sorcerous energy at one creat"
      },
      {
        "document": 1434,
        "excerpt": "Necromancy Cantrip (Cleric, Druid) Casting Time: Action Range: 15 feet Components: V, S Duration: Instantaneous Choose a creature within range that has"
      },
      {
        "document": 1435,
        "excerpt": "l 1 Divination (Bard, Druid, Ranger, Warlock) Casting Time: Action or Ritual Range: Self Components: V, S Duration: 10 minutes For the duration, you can comprehen"
      },
      {
        "document": 1436,
        "excerpt": "Level 3 Necromancy (Bard, Cleric, Wizard) Casting Time: Action Range: 10 feet Components: V, S, M (burning incense) Duration: 10 minutes You grant the semblan"
      },
      {
        "document": 1437,
        "excerpt": "Level 3 Transmutation (Bard, Druid, Ranger) Casting Time: Action Range: Self Components: V, S Duration: 10 minutes You imbue plants in an immobile 30-foot Emana"
      },
      {
        "document": 1438,
        "excerpt": "l 2 Transmutation (Sorcerer, Warlock, Wizard) Casting Time: Action Range: Touch Components: V, S, M (a drop of bitumen and a spider) Duration: Concentration, up to"
      },
      {
        "document": 1439,
        "excerpt": "Level 2 Transmutation (Druid, Ranger) Casting Time: Action Range: 150 feet Components: V, S, M (seven thorns) Duration: Concentration, up to 10 minutes Th"
      },
      {
        "document": 1440,
        "excerpt": "Level 3 Conjuration (Cleric) Casting Time: Action Range: Self Components: V, S, M (a prayer scroll) Duration: Concentration, up to 10 minutes Pro"
      },
      {
        "document": 1441,
        "excerpt": "Level 2 Evocation (Cleric) Casting Time: Bonus Action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You create a floa"
      },
      {
        "document": 1442,
        "excerpt": "Evocation Cantrip (Bard, Druid) Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous You launch a mote of light at one creat"
      },
      {
        "document": 1443,
        "excerpt": "Level 3 Conjuration (Bard, Sorcerer, Wizard) Casting Time: Action Range: 90 feet Components: V, S, M (a rotten egg) Duration: Concentration, up to 1 minute You c"
      },
      {
        "document": 1444,
        "excerpt": "Level 4 Transmutation (Cleric, Druid, Wizard) Casting Time: Action Range: Touch Components: V, S, M (soft clay) Duration: Instantaneous You touch a stone object o"
      },
      {
        "document": 1445,
        "excerpt": "ansmutation (Druid, Ranger, Sorcerer, Wizard) Casting Time: Action Range: Touch Components: V, S, M (diamond dust worth 100+ GP, which the spell consumes) Duration"
      },
      {
        "document": 1446,
        "excerpt": "Level 9 Conjuration (Druid) Casting Time: Action Range: 1 mile Components: V, S Duration: Concentration, up to 1 minute A churning storm cloud f"
      },
      {
        "document": 1447,
        "excerpt": "Enchantment (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 30 feet Components: V, M (a drop of honey) Duration: Concentration, up to 8 hours You su"
      },
      {
        "document": 1448,
        "excerpt": "Level 5 Conjuration (Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (an object with the image of a dragon engraved on it worth 50"
      },
      {
        "document": 1449,
        "excerpt": "6 Evocation (Cleric, Druid, Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S, M (a magnifying glass) Duration: Concentration, up to 1 minute Yo"
      },
      {
        "document": 1450,
        "excerpt": "8 Evocation (Cleric, Druid, Sorcerer, Wizard) Casting Time: Action Range: 150 feet Components: V, S, M (a piece of sunstone) Duration: Instantaneous Brilliant sun"
      },
      {
        "document": 1451,
        "excerpt": "el 7 Abjuration (Bard, Cleric, Druid, Wizard) Casting Time: 1 minute Range: Touch Components: V, S, M (powdered diamond worth 1,000+ GP, which the spell consumes)"
      },
      {
        "document": 1452,
        "excerpt": "Level 5 Transmutation (Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S Duration: Concentration, up to 10 minutes You gain the ability"
      },
      {
        "document": 1453,
        "excerpt": "Level 5 Divination (Bard, Wizard) Casting Time: Action or Ritual Range: 30 feet Components: V, S, M (two eggs) Duration: 1 hour You forge a telepathic"
      },
      {
        "document": 1454,
        "excerpt": "Level 7 Conjuration (Bard, Sorcerer, Wizard) Casting Time: Action Range: 10 feet Components: V Duration: Instantaneous This spell instantly transports you and up"
      },
      {
        "document": 1455,
        "excerpt": "Conjuration (Bard, Sorcerer, Warlock, Wizard) Casting Time: 1 minute Range: 10 feet Components: V, M (rare inks worth 50+ GP, which the spell consumes) Duration: 1"
      },
      {
        "document": 1456,
        "excerpt": "Transmutation Cantrip (Cleric) Casting Time: Action Range: 30 feet Components: V Duration: Up to 1 minute You manifest a minor wonder within range."
      },
      {
        "document": 1457,
        "excerpt": "l 1 Evocation (Bard, Druid, Sorcerer, Wizard) Casting Time: Action Range: Self Components: V, S Duration: Instantaneous You unleash a wave of thunderous energy. E"
      },
      {
        "document": 1458,
        "excerpt": "Time Stop"
      },
      {
        "document": 1459,
        "excerpt": "Level 3 Evocation (Bard, Wizard) Casting Time: 1 minute or Ritual Range: Self Components: V, S, M (a crystal bead) Duration: 8 hours A 10-foot Emanat"
      },
      {
        "document": 1460,
        "excerpt": "ion (Bard, Cleric, Sorcerer, Warlock, Wizard) Casting Time: Action Range: Touch Components: V, M (a miniature ziggurat) Duration: 1 hour This spell grants the cre"
      },
      {
        "document": 1461,
        "excerpt": "Level 6 Conjuration (Druid) Casting Time: Action Range: 10 feet Components: V, S Duration: 1 minute This spell creates a magical link between a"
      },
      {
        "document": 1462,
        "excerpt": "Level 5 Conjuration (Druid, Ranger) Casting Time: Action Range: Self Components: V, S Duration: Concentration, up to 1 minute You gain the ability to en"
      },
      {
        "document": 1463,
        "excerpt": "Level 9 Transmutation (Bard, Warlock, Wizard) Casting Time: Action Range: 30 feet Components: V, S, M (a drop of mercury, a dollop of gum arabic, and a wisp of smo"
      },
      {
        "document": 1464,
        "excerpt": "Level 9 Necromancy (Cleric, Druid) Casting Time: 1 hour Range: Touch Components: V, S, M (diamonds worth 25,000+ GP, which the spell consumes) Duration:"
      },
      {
        "document": 1465,
        "excerpt": "ion (Bard, Cleric, Sorcerer, Warlock, Wizard) Casting Time: Action Range: Touch Components: V, S, M (mushroom powder worth 25+ GP, which the spell consumes) Durati"
      },
      {
        "document": 1466,
        "excerpt": "ion Cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action Range: Self Components: S, M (a weapon with which you have proficiency and that is worth I+ CP)"
      },
      {
        "document": 1467,
        "excerpt": "Level 8 Conjuration (Druid) Casting Time: 1 minute Range: 1 mile Components: V, S Duration: Concentration, up to 6 rounds A wall of water spring"
      },
      {
        "document": 1468,
        "excerpt": "Level 1 Conjuration (Bard, Warlock, Wizard) Casting Time: Action or Ritual Range: 60 feet Components: V, S, M (a bit of string and of wood) Duration: 1 hour Thi"
      },
      {
        "document": 1469,
        "excerpt": "evel 3 Necromancy (Sorcerer, Warlock, Wizard) Casting Time: Action Range: Self Components: V, S Duration: Concentration, up to 1 minute The touch of your shadow-w"
      },
      {
        "document": 1470,
        "excerpt": "Enchantment Cantrip (Bard) Casting Time: Action Range: 60 feet Components: V Duration: Instantaneous You unleash a string of insults laced with"
      },
      {
        "document": 1471,
        "excerpt": "Level 4 Evocation (Sorcerer, Wizard) Casting Time: Action Range: 150 feet Components: V, S, M (a drop of bile) Duration: Instantaneous You point at a lo"
      },
      {
        "document": 1472,
        "excerpt": "Level 4 Evocation (Druid, Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S, M (a piece of charcoal) Duration: Concentration, up to 1 minu"
      },
      {
        "document": 1473,
        "excerpt": "Level 5 Evocation (Wizard) Casting Time: Action Range: 120 feet Components: V, S, M (a shard of glass) Duration: Concentration, up to 10 minute"
      },
      {
        "document": 1474,
        "excerpt": "Level 6 Evocation (Wizard) Casting Time: Action Range: 120 feet Components: V, S, M (a piece of quartz) Duration: Concentration, up to 10 minut"
      },
      {
        "document": 1475,
        "excerpt": "Level 5 Evocation (Druid, Sorcerer, Wizard) Casting Time: Action Range: 120 feet Components: V, S, M (a cube of granite) Duration: Concentration, up to 10 minute"
      },
      {
        "document": 1476,
        "excerpt": "Level 6 Conjuration (Druid) Casting Time: Action Range: 120 feet Components: V, S, M (a handful of thorns) Duration: Concentration, up to 10 minu"
      },
      {
        "document": 1477,
        "excerpt": "Level 2 Abjuration (Cleric, Paladin) Casting Time: Action Range: Touch Components: V, S, M (a pair of platinum rings worth 50+ GP each, which you and the"
      },
      {
        "document": 1478,
        "excerpt": "ansmutation (Druid, Ranger, Sorcerer, Wizard) Casting Time: Action or Ritual Range: 30 feet Components: V, S, M (a short reed) Duration: 24 hours This spell grant"
      },
      {
        "document": 1479,
        "excerpt": "ansmutation (Cleric, Druid, Ranger, Sorcerer) Casting Time: Action or Ritual Range: 30 feet Components: V, S, M (a piece of cork) Duration: 1 hour This spell gran"
      },
      {
        "document": 1480,
        "excerpt": "Level 2 Conjuration (Sorcerer, Wizard) Casting Time: Action Range: 60 feet Components: V, S, M (a bit of spiderweb) Duration: Concentration, up to 1 hour Y"
      },
      {
        "document": 1481,
        "excerpt": "Level 9 Illusion (Warlock, Wizard) Casting Time: Action Range: 120 feet Components: V, S Duration: Concentration, up to 1 minute You try to create illu"
      },
      {
        "document": 1482,
        "excerpt": "Level 6 Transmutation (Druid) Casting Time: 1 minute Range: 30 feet Components: V, S, M (a candle) Duration: 8 hours You and up to ten willing cre"
      },
      {
        "document": 1483,
        "excerpt": "Level 3 Evocation (Druid, Ranger) Casting Time: Action Range: 120 feet Components: V, S, M (a fan and a feather) Duration: Concentration, up to 1 minut"
      },
      {
        "document": 1484,
        "excerpt": "Level 9 Conjuration (Sorcerer, Wizard) Casting Time: Action Range: Self Components: V Duration: Instantaneous Wish is the mightiest spell a mortal can cast"
      },
      {
        "document": 1485,
        "excerpt": "Level 6 Conjuration (Cleric) Casting Time: Action Range: 5 feet Components: V Duration: Instantaneous You and up to five willing creatures within"
      },
      {
        "document": 1486,
        "excerpt": "Level 2 Enchantment (Bard, Cleric, Paladin) Casting Time: Action Range: 60 feet Components: V, S Duration: 10 minutes You create a magical zone that guards agai"
      },
      {
        "document": 1490,
        "excerpt": "Exhaustion Levels. This condition is cumulative. Each time you receive it, you gain 1 Exhaustion level. You die if your Exhaustion level is 6. D20 Tests Affected."
      },
      {
        "document": 1516,
        "excerpt": "into another plane of existence. The GM determines the time and plane. If the bag is pierced or torn, it is destroyed, and anything contained within it is transpor"
      },
      {
        "document": 1534,
        "excerpt": "a Magic action to make it hover beneath you, at which time it can be ridden in the air. It has a Fly Speed of 50 feet. It can carry up to 400 pounds, but its Fly S"
      },
      {
        "document": 1535,
        "excerpt": "stroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from its total burn time. While lit, the candle sh"
      },
      {
        "document": 1539,
        "excerpt": "feet. The chime can be used 10 times. After the tenth time, it cracks and becomes useless."
      },
      {
        "document": 1555,
        "excerpt": "pon. After the hovering weapon attacks for the fourth time, it flies back to you and tries to return to your hand. If you have no hand free, the weapon falls to th"
      },
      {
        "document": 1558,
        "excerpt": "d damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to"
      },
      {
        "document": 1570,
        "excerpt": "an unoccupied space within 30 feet of you. The first time the bottle is opened, the GM rolls on the following table to determine what happens."
      },
      {
        "document": 1574,
        "excerpt": "made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion, a magical arrow made of golden energy appears nocked and read"
      },
      {
        "document": 1580,
        "excerpt": "property can't be used again until a certain amount of time has passed, as specified in the figurine's description. Bronze Griffon (Rare). This bronze statuette is"
      },
      {
        "document": 1596,
        "excerpt": "ful check, you cast the spell using its normal casting time, and you can't use this property again until you finish a Short or Long Rest. On a failed check, you fai"
      },
      {
        "document": 1609,
        "excerpt": "up to three Ioun Stones orbiting your head at the same time. Each Ioun Stone orbiting your head is considered to be an object you are wearing. The orbiting stone a"
      },
      {
        "document": 1611,
        "excerpt": "il released. The flask can hold only one creature at a time. A creature trapped in the flask doesn't age and doesn't need to breathe, eat, or drink. You can take a"
      },
      {
        "document": 1612,
        "excerpt": "Weapon (Javelin), Uncommon Each time you make an attack roll with this magic weapon and hit, you can have it deal Lightning damage instead of"
      },
      {
        "document": 1621,
        "excerpt": "Psychic damage. To create a golem, you must spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hour"
      },
      {
        "document": 1623,
        "excerpt": "ss of the number of elements you create), during which time you must remain in the Cube, and requires Concentration. If your Concentration is broken or you leave th"
      },
      {
        "document": 1627,
        "excerpt": "n which case this card has no effect. Comet. The next time you enter combat against one or more Hostile creatures, you can select one of them as your foe when you"
      },
      {
        "document": 1629,
        "excerpt": "url multiple beads, or even the whole necklace, at one time. When you do so, increase the damage of the Fireball by 1d6 for each bead after the first (maximum 12d6)"
      },
      {
        "document": 1632,
        "excerpt": "ays later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn. When you make a ranged attac"
      },
      {
        "document": 1640,
        "excerpt": "Potion, Uncommon The next time you see a creature within 10 minutes after drinking this philter, you are charmed by that creature and h"
      },
      {
        "document": 1647,
        "excerpt": "limb Speed equal to your Speed for 1 hour. During this time, you have Advantage on Strength (Athletics) checks to climb. This potion is separated into brown, silve"
      },
      {
        "document": 1656,
        "excerpt": "duced by 1d6 + 6 years, to a minimum of 13 years. Each time you subsequently drink a Potion of Longevity, there is 10 percent cumulative chance that you instead age"
      },
      {
        "document": 1675,
        "excerpt": "d6 + 1 days if you have at least 1 Hit Point the whole time."
      },
      {
        "document": 1677,
        "excerpt": "no farther than 120 feet away from yourself. The first time the sphere comes within 5 feet of a creature other than you that isn't behind Total Cover, the sphere di"
      },
      {
        "document": 1678,
        "excerpt": "The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the GM. Any creature can cast a spel"
      },
      {
        "document": 1688,
        "excerpt": "ling hues until the end of your next turn. During this time, the robe sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet, and creatures"
      },
      {
        "document": 1697,
        "excerpt": "t Die. Also, creatures don't age while there, although time passes normally. Visitors can remain there for up to 200 days divided by the number of creatures present"
      },
      {
        "document": 1709,
        "excerpt": "reading the scroll requires the spell's normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn't lo"
      },
      {
        "document": 1722,
        "excerpt": "ghtning and Thunder properties (see above) at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one. Lightning Strike."
      },
      {
        "document": 1730,
        "excerpt": "kes 8d6 Radiant damage and takes the damage again each time it ends its turn holding or carrying the talisman. Holy Symbol. You can use the talisman as a Holy Symb"
      },
      {
        "document": 1732,
        "excerpt": "es 8d6 Necrotic damage and takes the damage again each time it ends its turn holding or carrying the talisman. Holy Symbol. You can use the talisman as a Holy Symb"
      },
      {
        "document": 1756,
        "excerpt": "ar portal to another world or plane of existence. Each time the item opens a portal, the GM decides where it leads. The portal remains open until a creature within"
      },
      {
        "document": 1757,
        "excerpt": "ast Gust of Wind (save DC 13) from it. Each subsequent time the fan is used before the next dawn, it has a cumulative 20 percent chance of not working; if the fan f"
      },
      {
        "document": 1785,
        "excerpt": "its turns. The rug can smother only one creature at a time. While grappling the target, the rug can't take this action, the rug halves the damage it takes (round"
      },
      {
        "document": 1806,
        "excerpt": "r (the behir can have only one creature swallowed at a time). Failure: The behir swallows the target, which is no longer Grappled. While swallowed, a creature has t"
      },
      {
        "document": 1862,
        "excerpt": "can enter a creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) Fire damage. Illumination. The ele"
      },
      {
        "document": 1869,
        "excerpt": "p to four Medium or Small creatures inside itself at a time. As an action, a creature within 5 feet of the cube can pull a creature or an object out of the cube by"
      },
      {
        "document": 1884,
        "excerpt": "ave passed. The figurine has a 10 percent chance each time you use it to ignore your orders, including a command to revert to figurine form. If you mount the night"
      },
      {
        "document": 1896,
        "excerpt": "urns. The toad can have only one target swallowed at a time, and it can't use Bite while it has a swallowed target. If the toad dies, a swallowed creature is no lon"
      },
      {
        "document": 1914,
        "excerpt": "Material components, using the spell's normal casting time, and using Intelligence as the spellcasting ability (spell save DC 11): Augury, Find Familiar, Identify,"
      },
      {
        "document": 1946,
        "excerpt": "raken (it can have up to four creatures swallowed at a time). Failure: 23 (3d8 + 10) Piercing damage. If the target is Large or smaller, it is swallowed and no long"
      },
      {
        "document": 1969,
        "excerpt": "Material components, using the spell's normal casting time, and using Intelligence as the spellcasting ability (spell save DC 14): Augury, Find Familiar, Identify,"
      },
      {
        "document": 1995,
        "excerpt": "worm (it can have up to three creatures swallowed at a time). Failure: The target is swallowed by the worm, and the Grappled condition ends. A swallowed creature ha"
      },
      {
        "document": 2002,
        "excerpt": "morhaz (it can have up to two creatures swallowed at a time). Failure: The target is swallowed by the remorhaz, and the Grappled condition ends. A swallowed creatur"
      },
      {
        "document": 2014,
        "excerpt": "Material components, using the spell's normal casting time, and using Intelligence as the spellcasting ability (spell save DC 11): Augury, Find Familiar, Identify,"
      },
      {
        "document": 2017,
        "excerpt": "an have only one creature Grappled by this action at a time."
      },
      {
        "document": 2044,
        "excerpt": "rasque (it can have up to six creatures swallowed at a time). Failure: The target is swallowed, and the Grappled condition ends. A swallowed creature has the Blinde"
      },
      {
        "document": 2051,
        "excerpt": "missing limb, and it grows replacement limbs the next time it regains Hit Points. Regeneration. The troll regains 15 Hit Points at the start of each of its turns."
      },
      {
        "document": 2065,
        "excerpt": "creature or up to two Medium or smaller creatures at a time with Whelm. As an action, a creature within 5 feet of the elemental can pull a creature out of it by suc"
      },
      {
        "document": 2073,
        "excerpt": "ave no more than twelve zombies under its control at a time."
      },
      {
        "document": 2078,
        "excerpt": "ave no more than seven specters under its control at a time."
      }
    ],
    "times": [
      {
        "document": 66,
        "excerpt": "s travel without calculating exact distances or travel times, or the GM might have you use the travel pace rules below. If you need to know how fast you can move wh"
      },
      {
        "document": 142,
        "excerpt": "lose. The item insists on being carried or worn at all times. If its bearer refuses to comply with the item's demands, the item can do any of the following: - Make"
      },
      {
        "document": 161,
        "excerpt": "Traits. Monster characteristics that are active at all times or during certain situations appear here. Actions. The monster can take the actions here in addition to"
      },
      {
        "document": 168,
        "excerpt": "'s traits, if any, are features that are active at all times or in certain situations."
      },
      {
        "document": 175,
        "excerpt": "r that requires Material components has them. Casting Times of 1+ Minutes. If a spell has a casting time of 1 minute or more yet is listed in a spellcasting action,"
      },
      {
        "document": 179,
        "excerpt": "rts of a stat block have restrictions on the number of times they can be used. Here are the most common ways that usage is limited: X/Day. This notation means the s"
      },
      {
        "document": 230,
        "excerpt": "the total of the highest three dice. Do this five more times, so you have six numbers. Point Cost. You have 27 points to spend on your ability scores. The cost of e"
      },
      {
        "document": 355,
        "excerpt": "rt, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehic"
      },
      {
        "document": 356,
        "excerpt": "ipment” can be purchased as barding. The cost is four times the normal cost, and it weighs twice as much."
      },
      {
        "document": 458,
        "excerpt": "A Block and Tackle allows you to hoist up to four times the weight you can normally lift."
      },
      {
        "document": 493,
        "excerpt": "Longer Casting Times"
      },
      {
        "document": 505,
        "excerpt": "contrast, the effects of the same spell cast multiple times don't combine. Instead, the most potent effect - such as the highest bonus - from those castings applies"
      },
      {
        "document": 514,
        "excerpt": "ch as being able to cast the spell a limited number of times per day. Magic Items. Spell Scrolls and some other magic items contain spells that can be cast without"
      },
      {
        "document": 528,
        "excerpt": "a rule says you can use something a certain number of times per day, that means you must finish a Long Rest to use it again after you run out of uses."
      },
      {
        "document": 554,
        "excerpt": "'s traits, if any, are features that are active at all times or in certain situations. Actions. The monster can take these actions in addition to those detailed in"
      },
      {
        "document": 641,
        "excerpt": "a distance equal to the height of the jump plus 1 1/2 times your height."
      },
      {
        "document": 720,
        "excerpt": "of the next turn if it has activated fewer than three times When a creature moves onto this trap's pressure plate for the first time on a turn, poisoned darts shoo"
      },
      {
        "document": 753,
        "excerpt": "he stopper can’t be removed for 24 hours. The next two times the bottle is opened, the same effect occurs. If the bottle is opened a fourth time, the efreeti escapes"
      },
      {
        "document": 783,
        "excerpt": "n as possible. Grass that’s already there grows to ten times its normal size and remains overgrown for 1 minute."
      },
      {
        "document": 962,
        "excerpt": "ng Heavy armor. You can enter your Rage the number of times shown for your Barbarian level in the Rages column of the Barbarian Features table. You regain one expen"
      },
      {
        "document": 963,
        "excerpt": "s. You can confer a Bardic Inspiration die a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Lo"
      },
      {
        "document": 966,
        "excerpt": "wice before a Long Rest starting at level 13 and three times before a Long Rest starting at level 17."
      },
      {
        "document": 967,
        "excerpt": "mage you take from the fall by an amount equal to five times your Monk level."
      },
      {
        "document": 968,
        "excerpt": "can restore a total number of Hit Points equal to five times your Paladin level. As a Bonus Action, you can touch a creature (which could be yourself) and draw powe"
      },
      {
        "document": 969,
        "excerpt": "is ability when you finish a Long Rest. The number of times you can cast the spell without a spell slot increases when you reach certain Ranger levels, as shown in"
      },
      {
        "document": 972,
        "excerpt": "l, its range increases by a number of feet equal to 30 times your Warlock level. Repeatable. You can gain this invocation more than once. Each time you do so, choos"
      },
      {
        "document": 979,
        "excerpt": "s effects occur. You can use this feature a number of times equal to your Charisma modifier (minimum of once), but you can use it no more than once per roll. You re"
      },
      {
        "document": 981,
        "excerpt": "that can restore a number of Hit Points equal to five times your Cleric level. Choose Bloodied creatures within 30 feet of yourself (which can include you), and div"
      },
      {
        "document": 985,
        "excerpt": "Point regained). You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long"
      },
      {
        "document": 986,
        "excerpt": "17 (4d10). You can use this Breath Weapon a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest."
      },
      {
        "document": 987,
        "excerpt": "or worked. You can use this Bonus Action a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest."
      },
      {
        "document": 989,
        "excerpt": "ared. You can cast it without a spell slot a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. You can a"
      },
      {
        "document": 990,
        "excerpt": "r ancestry; you can use the chosen benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest: Cloud's"
      },
      {
        "document": 993,
        "excerpt": "Proficiency Bonus. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Short or Long Rest."
      },
      {
        "document": 1163,
        "excerpt": "arget up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target, remaining within 5 feet of it. Gras"
      },
      {
        "document": 1191,
        "excerpt": "ot level above 1. The orb can leap a maximum number of times equal to the level of the slot expended, and a creature can be targeted only once by each casting of thi"
      },
      {
        "document": 1277,
        "excerpt": "rns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and has the Petrified conditio"
      },
      {
        "document": 1350,
        "excerpt": "use the illusion to make different sounds at different times, even making it carry on a conversation, for example. Physical interaction with the image reveals it to"
      },
      {
        "document": 1362,
        "excerpt": "duration, or you can make discrete sounds at different times before the spell ends. Image. If you create an image of an object - such as a chair, muddy footprints,"
      },
      {
        "document": 1386,
        "excerpt": "rom the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time. Sensory Effect. You create"
      },
      {
        "document": 1387,
        "excerpt": "d of each of its turns. If it successfully saves three times, the condition ends. If it fails three times, it has the Petrified condition until it is freed by an eff"
      },
      {
        "document": 1388,
        "excerpt": "d of each of its turns. If it successfully saves three times, the condition ends. If it fails three times, it has the Petrified condition until it is freed by an eff"
      },
      {
        "document": 1456,
        "excerpt": "ts below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time. Altered Eyes. You alter the appeara"
      },
      {
        "document": 1490,
        "excerpt": "ed. When you make a D20 Test, the roll is reduced by 2 times your Exhaustion level. Speed Reduced. Your Speed is reduced by a number of feet equal to 5 times your E"
      },
      {
        "document": 1523,
        "excerpt": "o part with the weapon, keeping it within reach at all times. You also have Disadvantage on attack rolls with weapons other than this one. Whenever another creature"
      },
      {
        "document": 1539,
        "excerpt": "is audible out to 300 feet. The chime can be used 10 times. After the tenth time, it cracks and becomes useless."
      },
      {
        "document": 1562,
        "excerpt": "ns collect their cast-off scales and gift them. Other times, hunters carefully preserve the hide of a dead dragon. In either case, Dragon Scale Mail is highly value"
      },
      {
        "document": 1627,
        "excerpt": "desired. Moon. You gain the ability to cast Wish 1d3 times. Puzzle. Permanently reduce your Intelligence or Wisdom by 1d4 + 1 (to a minimum score of 1). You can d"
      },
      {
        "document": 1711,
        "excerpt": "tion of your choice, up to a number of feet equal to 5 times your Intelligence modifier (minimum 5 feet). Any creature whose space the sphere enters must succeed on"
      },
      {
        "document": 1716,
        "excerpt": "to avoid the effect, you take Force damage equal to 16 times the number of charges in the staff. Each other creature in the area makes a DC 17 Dexterity saving throw"
      },
      {
        "document": 1719,
        "excerpt": "to avoid the effect, you take Force damage equal to 16 times the number of charges in the staff. Each other creature in the area makes a DC 17 Dexterity saving throw"
      },
      {
        "document": 1731,
        "excerpt": "t 10 feet plus a number of additional feet equal to 10 times your Intelligence modifier. This movement doesn't have to be in a straight line."
      },
      {
        "document": 1845,
        "excerpt": "the spell's stress. Once the djinni has cast it three times, the djinni can't do so again for 365 days."
      },
      {
        "document": 1856,
        "excerpt": "the spell's stress. Once the efreeti has cast it three times, the efreeti can't do so again for 365 days."
      }
    ],
    "timing": [
      {
        "document": 44,
        "excerpt": "onus Action during your turn unless the Bonus Action's timing is specified. Anything that deprives you of your ability to take actions also prevents you from taking a"
      },
      {
        "document": 45,
        "excerpt": "ntinue its turn right after the Reaction. In terms of timing, a Reaction takes place immediately after its trigger unless the Reaction's description says otherwise."
      }
    ],
    "tincture": [
      {
        "document": 705,
        "excerpt": "Pale Tincture (250 GP)"
      }
    ],
    "tinder": [
      {
        "document": 318,
        "excerpt": "g Glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite."
      },
      {
        "document": 349,
        "excerpt": "ox is a small container holding flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a Candle, Lamp, Lantern"
      }
    ],
    "tinderbox": [
      {
        "document": 333,
        "excerpt": "lanket, Holy Water, Lamp, 7 days of Rations, Robe, and Tinderbox."
      },
      {
        "document": 341,
        "excerpt": "n, Lamp, 10 flasks of Oil, 10 sheets of Parchment, and Tinderbox."
      },
      {
        "document": 349,
        "excerpt": "Tinderbox (5 SP)"
      },
      {
        "document": 430,
        "excerpt": "Trap, Lock, Manacles, Mirror, Shovel, Signal Whistle, Tinderbox"
      },
      {
        "document": 462,
        "excerpt": "ded Lantern, 7 flasks of Oil, 5 days of Rations, Rope, Tinderbox, and Waterskin."
      },
      {
        "document": 477,
        "excerpt": "5 sheets of Paper, 5 sheets of Parchment, Perfume, and Tinderbox."
      },
      {
        "document": 479,
        "excerpt": ", Crowbar, 2 flasks of Oil, 10 days of Rations, Rope, Tinderbox, 10 Torches, and Waterskin."
      },
      {
        "document": 480,
        "excerpt": "Costumes, Mirror, 8 flasks of Oil, 9 days of Rations, Tinderbox, and Waterskin."
      },
      {
        "document": 481,
        "excerpt": "k, Bedroll, 2 flasks of Oil, 10 days of Rations, Rope, Tinderbox, 10 Torches, and Waterskin."
      },
      {
        "document": 930,
        "excerpt": "Tinderbox"
      },
      {
        "document": 1141,
        "excerpt": "Tinderbox"
      }
    ],
    "tinker": [
      {
        "document": 772,
        "excerpt": "Tinker’s Tools or the tool required to make the nonmagical item on which the magic item is based"
      }
    ],
    "tinker's": [
      {
        "document": 430,
        "excerpt": "Tinker's Tools (50 GP)"
      }
    ],
    "tiny": [
      {
        "document": 82,
        "excerpt": "Space table. That table lists the sizes from smallest (Tiny) to largest (Gargantuan). A creature's space is the area that it effectively controls in combat and the"
      },
      {
        "document": 83,
        "excerpt": "the Incapacitated condition (see “Rules Glossary”), a Tiny creature, or a creature that is two sizes larger or smaller than you. Another creature's space is Diffi"
      },
      {
        "document": 180,
        "excerpt": "A monster is Tiny, Small, Medium, Large, Huge, or Gargantuan. If size options are presented, you choose the creature's siz"
      },
      {
        "document": 265,
        "excerpt": "ter, you can roll once on the Trinkets table to gain a Tiny trinket, a simple item lightly touched by mystery. The GM might also use this table. It can help stock a"
      },
      {
        "document": 266,
        "excerpt": "ed glove sized for a human 36 A vest with one hundred tiny pockets 37 A weightless stone 38 A sketch of a goblin 39 An empty glass vial that smells of perfume"
      },
      {
        "document": 267,
        "excerpt": "lag adorned with a dragon's skull and crossbones 97 A tiny mechanical crab or spider that moves about when it's not being observed 98 A glass jar containing lard"
      },
      {
        "document": 430,
        "excerpt": "bility: Dexterity Weight: 10 lb. Utilize: Assemble a Tiny item composed of scrap, which falls apart in 1 minute (DC 20) Craft: Musket, Pistol, Bell, Bullseye Lan"
      },
      {
        "document": 432,
        "excerpt": "b. Utilize: Mend a tear in clothing (DC 10), or sew a Tiny design (DC 10) Craft: Padded Armor, Basket, Bedroll, Blanket, Fine Clothes, Net, Robe, Rope, Sack, Stri"
      },
      {
        "document": 546,
        "excerpt": "A creature or an object belongs to a size category: Tiny, Small, Medium, Large, Huge, or Gargantuan. A creature's size determines how much space the creature occ"
      },
      {
        "document": 554,
        "excerpt": "resented after the monster's name. Size. A monster is Tiny, Small, Medium, Large, Huge, or Gargantuan. See also \"Size.\" Creature Type. This entry notes the family"
      },
      {
        "document": 616,
        "excerpt": "llowing or something similar: - A creature that isn’t Tiny or your ally - Furniture that is sized for creatures of your size or larger - Heavy snow, ice, rubble, o"
      },
      {
        "document": 718,
        "excerpt": "nd make a DC 10 Wisdom (Perception) check, detecting a tiny glyph on the statue on a successful check. Once the glyph is found, a character can take a Study action"
      },
      {
        "document": 751,
        "excerpt": "Tiny"
      },
      {
        "document": 800,
        "excerpt": "Tiny Hut"
      },
      {
        "document": 804,
        "excerpt": "Tiny"
      },
      {
        "document": 820,
        "excerpt": "A rectangular metal device with two tiny metal cups on one end that throws sparks when wet"
      },
      {
        "document": 888,
        "excerpt": "Tiny Hut"
      },
      {
        "document": 901,
        "excerpt": "Tiny Hut"
      },
      {
        "document": 938,
        "excerpt": "Tiny"
      },
      {
        "document": 944,
        "excerpt": "Tiny (bottle, lock)"
      },
      {
        "document": 945,
        "excerpt": "Tiny"
      },
      {
        "document": 950,
        "excerpt": "Tiny"
      },
      {
        "document": 973,
        "excerpt": "the creation of a unique book: your spellbook. It is a Tiny object that weighs 3 pounds, contains 100 pages, and can be read only by you or someone casting Identify"
      },
      {
        "document": 989,
        "excerpt": "spend 10 minutes casting Prestidigitation to create a Tiny clockwork device (AC 5, 1 HP), such as a toy, fire starter, or music box. When you create the device, yo"
      },
      {
        "document": 1155,
        "excerpt": "ents: V, S, M (a morsel of food) Duration: 24 hours A Tiny Beast of your choice that you can see within range must succeed on a Charisma saving throw, or it attemp"
      },
      {
        "document": 1247,
        "excerpt": "ng effects within range. Weather Sensor. You create a Tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours."
      },
      {
        "document": 1415,
        "excerpt": "constructed from rare materials worth 5,000+ GP, and a Tiny replica of the chest made from the same materials worth 50+ GP)"
      },
      {
        "document": 1459,
        "excerpt": "Tiny Hut"
      },
      {
        "document": 1492,
        "excerpt": "foot of movement costs it 1 extra foot unless you are Tiny or two or more sizes smaller than it."
      },
      {
        "document": 1572,
        "excerpt": "d, Paralyzed, and Poisoned. The clear, red liquid has tiny bubbles of light in it."
      },
      {
        "document": 1634,
        "excerpt": "Ammunition. This clear, gelatinous oil sparkles with tiny, ultrathin silver shards."
      },
      {
        "document": 1648,
        "excerpt": "red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this pr"
      },
      {
        "document": 1652,
        "excerpt": "red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this"
      },
      {
        "document": 1656,
        "excerpt": "by 1d6 + 6 years. Suspended in this amber liquid is a tiny heart that, against all reason, is still beating. These ingredients vanish when the potion is opened."
      },
      {
        "document": 1798,
        "excerpt": "Tiny Beast, Unaligned"
      },
      {
        "document": 1804,
        "excerpt": "Tiny Beast, Unaligned"
      },
      {
        "document": 1823,
        "excerpt": "Tiny Beast, Unaligned"
      },
      {
        "document": 1836,
        "excerpt": "Tiny Beast, Unaligned"
      },
      {
        "document": 1865,
        "excerpt": "Tiny Monstrosity, Unaligned"
      },
      {
        "document": 1866,
        "excerpt": "Tiny Beast, Unaligned"
      },
      {
        "document": 1923,
        "excerpt": "Tiny Beast, Unaligned"
      },
      {
        "document": 1931,
        "excerpt": "Tiny Construct, Neutral"
      },
      {
        "document": 1938,
        "excerpt": "Tiny Fiend (Devil), Lawful Evil"
      },
      {
        "document": 1951,
        "excerpt": "Tiny Beast, Unaligned"
      },
      {
        "document": 1966,
        "excerpt": "occupied space within the mummy's lair. The heart is a Tiny object that has AC 17, HP 10, and Immunity to all damage except Fire."
      },
      {
        "document": 1978,
        "excerpt": "Tiny Beast, Unaligned"
      },
      {
        "document": 1983,
        "excerpt": "Tiny Beast, Unaligned"
      },
      {
        "document": 1993,
        "excerpt": "Tiny Dragon, Neutral Good"
      },
      {
        "document": 1996,
        "excerpt": "Tiny Fiend (Demon), Chaotic Evil"
      },
      {
        "document": 1998,
        "excerpt": "Tiny Beast, Unaligned"
      },
      {
        "document": 1999,
        "excerpt": "Tiny Beast, Unaligned"
      },
      {
        "document": 2012,
        "excerpt": "Tiny Beast, Unaligned"
      },
      {
        "document": 2015,
        "excerpt": "Tiny Beast, Unaligned"
      },
      {
        "document": 2026,
        "excerpt": "Tiny Celestial, Lawful Good"
      },
      {
        "document": 2027,
        "excerpt": "Tiny Beast, Unaligned"
      },
      {
        "document": 2029,
        "excerpt": "Tiny Fey, Neutral Good"
      },
      {
        "document": 2032,
        "excerpt": "Tiny Monstrosity, Unaligned"
      },
      {
        "document": 2037,
        "excerpt": "Large Swarm of Tiny Beasts, Unaligned"
      },
      {
        "document": 2038,
        "excerpt": "Medium Swarm of Tiny Undead, Neutral Evil"
      },
      {
        "document": 2039,
        "excerpt": "Medium Swarm of Tiny Beasts, Unaligned"
      },
      {
        "document": 2040,
        "excerpt": "Medium Swarm of Tiny Beasts, Unaligned"
      },
      {
        "document": 2041,
        "excerpt": "Medium Swarm of Tiny Beasts, Unaligned"
      },
      {
        "document": 2042,
        "excerpt": "Medium Swarm of Tiny Beasts, Unaligned"
      },
      {
        "document": 2043,
        "excerpt": "Medium Swarm of Tiny Beasts, Unaligned"
      },
      {
        "document": 2056,
        "excerpt": "t in sunlight or running water, it shape-shifts into a Tiny bat (Speed 5 ft., Fly Speed 30 ft.) or a Medium cloud of mist (Speed 5 ft., Fly Speed 20 ft. [hover]), o"
      },
      {
        "document": 2057,
        "excerpt": "Tiny Beast, Unaligned"
      },
      {
        "document": 2066,
        "excerpt": "Tiny Beast, Unaligned"
      },
      {
        "document": 2074,
        "excerpt": "Tiny Undead, Chaotic Evil"
      }
    ],
    "tip": [
      {
        "document": 783,
        "excerpt": "1d4 × 10 gems, each worth 1 GP, shoots from the wand’s tip in a Line 30 feet long and 5 feet wide toward the chosen point of origin. Each gem deals 1 Bludgeoning d"
      },
      {
        "document": 1694,
        "excerpt": "head folds down, a spear point springs from the rod's tip, and the rod's handle lengthens into a 6-foot haft, transforming the rod into a magic Spear that grants"
      },
      {
        "document": 1722,
        "excerpt": "to cause a bolt of lightning to leap from the staff's tip in a Line that is 5 feet wide and 120 feet long. Each creature in that Line makes a DC 17 Dexterity savi"
      },
      {
        "document": 1748,
        "excerpt": "d 1 charge to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of yourself. The target must succeed on a DC 15 Constitutio"
      }
    ],
    "tipped": [
      {
        "document": 149,
        "excerpt": "inches long and crafted of metal, bone, or wood. It is tipped with metal, crystal, stone, or some other material. Unless its description notes otherwise, a wand can"
      },
      {
        "document": 1608,
        "excerpt": "nd similar magic. Magic prevents the tower from being tipped over. The roof, the door, and the walls each have AC 20; HP 100; Immunity to Bludgeoning, Piercing, and"
      }
    ],
    "tips": [
      {
        "document": 470,
        "excerpt": "A Climber's Kit includes boot tips, gloves, pitons, and a harness. As a Utilize action, you can use the Climber's Kit to anchor yourself; w"
      },
      {
        "document": 1619,
        "excerpt": "em, Very Rare This book contains health and nutrition tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying t"
      }
    ],
    "tireless": [
      {
        "document": 849,
        "excerpt": "Tireless"
      },
      {
        "document": 969,
        "excerpt": "Tireless"
      }
    ],
    "tiring": [
      {
        "document": 702,
        "excerpt": "o travel for more than 8 hours per day, at the risk of tiring. At the end of each additional hour of travel beyond 8 hours, each character must succeed on a Constitut"
      }
    ],
    "titan": [
      {
        "document": 1946,
        "excerpt": "Gargantuan Monstrosity (Titan), Chaotic Evil"
      },
      {
        "document": 2044,
        "excerpt": "Gargantuan Monstrosity (Titan), Unaligned"
      }
    ],
    "title": [
      {
        "document": 1287,
        "excerpt": "an speak the name of a specific creature (a pseudonym, title, or nickname doesn't work). If that creature is on a plane other than the one you are on, the portal ope"
      }
    ],
    "toad": [
      {
        "document": 793,
        "excerpt": "1d4 + 4 bright-pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the GM’s choice that acts in accordance wit"
      },
      {
        "document": 1896,
        "excerpt": "Giant Toad"
      },
      {
        "document": 1996,
        "excerpt": "Fly 40 ft.), a centipede (40 ft., Climb 40 ft.), or a toad (40 ft., Swim 40 ft.), or it returns to its true form. Its game statistics are the same in each form, ex"
      }
    ],
    "toad's": [
      {
        "document": 1896,
        "excerpt": "he toad can breathe air and water. Standing Leap. The toad's Long Jump is up to 20 feet and its High Jump is up to 10 feet with or without a running start."
      }
    ],
    "toads": [
      {
        "document": 793,
        "excerpt": "1d4 + 4 bright-pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the GM’s choic"
      }
    ],
    "toadstool": [
      {
        "document": 793,
        "excerpt": "5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take 5d6 P"
      }
    ],
    "toadstools": [
      {
        "document": 793,
        "excerpt": "5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15"
      }
    ],
    "together": [
      {
        "document": 16,
        "excerpt": "Temporary Hit Points can't be added together. If you have Temporary Hit Points and receive more of them, you decide whether to keep the ones you have"
      },
      {
        "document": 26,
        "excerpt": "t Their Characters Do. Typically, the characters stick together as they travel through a dungeon or another environment. Sometimes different adventurers do different th"
      },
      {
        "document": 86,
        "excerpt": "tive degree of cover applies; the degrees aren't added together. For example, if a target is behind a creature that gives Half Cover and a tree trunk that gives Three-Q"
      },
      {
        "document": 106,
        "excerpt": "damage. Roll the attack's damage dice twice, add them together, and add any relevant modifiers as normal. For example, if you score a Critical Hit with a Dagger, roll"
      },
      {
        "document": 144,
        "excerpt": "able interactions. When a character mixes two potions together, roll on the Potion Miscibility table. If more than two are combined, roll again for each subsequent pot"
      },
      {
        "document": 257,
        "excerpt": "class only when your total character level is 1. Add together the Hit Dice granted by all your classes to form your pool of Hit Dice. If these dice are the same die t"
      },
      {
        "document": 264,
        "excerpt": "ts. You determine your available spell slots by adding together the following: - All your levels in the Bard, Cleric, Druid, Sorcerer, and Wizard classes - Half your l"
      },
      {
        "document": 355,
        "excerpt": "s pull the same vehicle, add their carrying capacities together."
      },
      {
        "document": 505,
        "excerpt": "The effects of different spells add together while their durations overlap. In contrast, the effects of the same spell cast multiple times don't comb"
      },
      {
        "document": 600,
        "excerpt": "oll all of the attack's damage dice twice and add them together. Then add any relevant modifiers. See also \"Playing the Game\" (\"Damage and Healing\")."
      },
      {
        "document": 725,
        "excerpt": "Monster Groups. When different types of monsters work together, they can combine their abilities - just like characters with different classes and origins. A diverse f"
      },
      {
        "document": 964,
        "excerpt": "our Wisdom modifier (minimum of 1d8) and add the rolls together. Each Undead that fails its saving throw against that use of Turn Undead takes Radiant damage equal to t"
      },
      {
        "document": 972,
        "excerpt": "ts own with its Reaction. Pact of the Tome Stitching together strands of shadow, you conjure forth a book in your hand at the end of a Short or Long Rest. This Book o"
      },
      {
        "document": 983,
        "excerpt": "r of d6s equal to your Rage Damage bonus, and add them together. The damage has the same type as the weapon or Unarmed Strike used for the attack."
      },
      {
        "document": 1519,
        "excerpt": "an ounce. Typically, 1d4 + 4 Beads of Force are found together. You can take a Magic action to throw the bead up to 60 feet. The bead explodes in a 10-foot-radius Sph"
      },
      {
        "document": 1526,
        "excerpt": "you can take a Bonus Action to click the boots' heels together. If you do, the boots double your Speed, and any creature that makes an Opportunity Attack against you h"
      },
      {
        "document": 1627,
        "excerpt": "until death, believing the two of you have been drawn together by fate. Work with your GM to create a name and backstory for this NPC. The GM can use a different stat"
      }
    ],
    "token": [
      {
        "document": 755,
        "excerpt": "Token"
      },
      {
        "document": 1579,
        "excerpt": "Feather Token"
      }
    ],
    "tokens": [
      {
        "document": 75,
        "excerpt": "f you play using a square grid and miniatures or other tokens, follow these rules. Squares. Each square represents 5 feet. Speed. Rather than moving foot by foot, m"
      },
      {
        "document": 755,
        "excerpt": "Feather Tokens"
      },
      {
        "document": 1168,
        "excerpt": "ially marked sticks, bones, cards, or other divinatory tokens worth 25+ GP)"
      },
      {
        "document": 1579,
        "excerpt": "bject looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The GM chooses the kind of token or determines it random"
      },
      {
        "document": 1666,
        "excerpt": "summon and given to mortals as gifts of friendship or tokens of esteem."
      }
    ],
    "tolerance": [
      {
        "document": 687,
        "excerpt": "Thin ice has a weight tolerance of 3d10 × 10 pounds per 10-foot-square area. Whenever the total weight on an area of thin ice exceeds it"
      }
    ],
    "tolerate": [
      {
        "document": 1528,
        "excerpt": "Resistance. You have Resistance to Cold damage and can tolerate temperatures of 0 degrees Fahrenheit or lower without any additional protection. Winter Strider. You ig"
      }
    ],
    "tomb": [
      {
        "document": 670,
        "excerpt": "natural punishment, such as breaking a vow, defiling a tomb, or murdering an innocent. Such a curse can have any effects you design, or it might be a customized ver"
      }
    ],
    "tome": [
      {
        "document": 972,
        "excerpt": "ain one invocation of your choice, such as Pact of the Tome. Invocations are described in the “Eldritch Invocation Options” section later in this class’s descriptio"
      },
      {
        "document": 973,
        "excerpt": "book's appearance and materials, such as a gilt-edged tome or a collection of vellum bound with twine. The book contains the level 1+ spells you know. It starts w"
      },
      {
        "document": 1621,
        "excerpt": "Wondrous Item, Very Rare This tome contains information and incantations necessary to make a particular type of golem. The GM chooses the t"
      },
      {
        "document": 1734,
        "excerpt": "Tome of Clear Thought"
      },
      {
        "document": 1735,
        "excerpt": "Tome of Leadership and Influence"
      },
      {
        "document": 1736,
        "excerpt": "Tome of Understanding"
      }
    ],
    "tomes": [
      {
        "document": 976,
        "excerpt": "ls and secrets from diverse sources, such as scholarly tomes, mystical rites, and peasant tales. The college's members gather in libraries and universities to share"
      }
    ],
    "tone": [
      {
        "document": 244,
        "excerpt": "reater challenges. As characters advance in level, the tone of the game also changes, and the stakes of the campaign get higher. It's helpful to think of a characte"
      },
      {
        "document": 1539,
        "excerpt": "omary knocking sound is replaced by the clear, ringing tone of the chime, which is audible out to 300 feet. The chime can be used 10 times. After the tenth time, i"
      }
    ],
    "tongue": [
      {
        "document": 965,
        "excerpt": "secret language of Druids. While learning this ancient tongue, you also unlocked the magic of communicating with animals; you always have the Speak with Animals spell"
      },
      {
        "document": 1354,
        "excerpt": "V, M (a snake's tongue)"
      },
      {
        "document": 1520,
        "excerpt": "on This flavorless, gelatinous bead dissolves on your tongue and provides as much nourishment as 1 day of Rations."
      },
      {
        "document": 1581,
        "excerpt": "Flame Tongue"
      }
    ],
    "tongues": [
      {
        "document": 863,
        "excerpt": "Tongues"
      },
      {
        "document": 875,
        "excerpt": "Tongues"
      },
      {
        "document": 888,
        "excerpt": "Tongues"
      },
      {
        "document": 901,
        "excerpt": "Tongues"
      },
      {
        "document": 913,
        "excerpt": "Tongues"
      },
      {
        "document": 1303,
        "excerpt": "from within the area, and no sound can reach into it. Tongues. Creatures of any types you choose can communicate with any other creature in the area even if they don'"
      },
      {
        "document": 1460,
        "excerpt": "Tongues"
      },
      {
        "document": 1845,
        "excerpt": "ate Food and Water (can create wine instead of water), Tongues, Wind Walk 1/Day Each: Creation, Gaseous Form, Invisibility, Major Image, Plane Shift"
      },
      {
        "document": 1856,
        "excerpt": "Gaseous Form, Invisibility, Major Image, Plane Shift, Tongues, Wall of Fire (level 7 version)"
      },
      {
        "document": 2024,
        "excerpt": "Legend Lore, Locate Object, Plane Shift, Remove Curse, Tongues"
      }
    ],
    "tons": [
      {
        "document": 922,
        "excerpt": "Cargo (Tons)"
      }
    ],
    "too": [
      {
        "document": 41,
        "excerpt": "used with that check, you have Advantage on the check too. This means you can benefit from both skill proficiency and tool proficiency on the same ability check."
      },
      {
        "document": 43,
        "excerpt": "g the Game.” Actions can come up in other situations, too: in a social interaction, you can try to Influence a creature or use the Search action to read the creat"
      },
      {
        "document": 239,
        "excerpt": "evel 1 features. The class features are detailed there too. Some class features offer choices. Make sure to read all your features and make any offered choices."
      },
      {
        "document": 253,
        "excerpt": "For example, the firearms described in “Equipment” are too expensive for level 1 characters, but they might be available for purchase if your GM allows them."
      },
      {
        "document": 413,
        "excerpt": "used with that check, you have Advantage on the check too. Your features might give you proficiency with a tool. A monster has proficiency with any tool in its s"
      },
      {
        "document": 511,
        "excerpt": "ing to cast spells while wearing it. You are otherwise too hampered by the armor for spellcasting."
      },
      {
        "document": 712,
        "excerpt": "e their charm. A hidden pit can be a fun surprise, but too many traps in an adventure can lead players to become overly cautious, which slows down the game. The b"
      },
      {
        "document": 1282,
        "excerpt": "ed. Creatures only partially within the area, or those too large to fit inside it, are pushed away from the center of the area until they are completely outside it"
      },
      {
        "document": 1367,
        "excerpt": "ed as a bad dream. The GM might deem a modified memory too nonsensical to affect a creature. A Remove Curse or Greater Restoration spell cast on the target restor"
      },
      {
        "document": 1378,
        "excerpt": "ake you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to th"
      },
      {
        "document": 1420,
        "excerpt": "e. If you have the Spellcasting feature, you retain it too. Upon shape-shifting, you determine whether your equipment drops to the ground or changes in size and s"
      },
      {
        "document": 1432,
        "excerpt": "as a result of the target making the spell's gestures too slowly. An affected target repeats the save at the end of each of its turns, ending the spell on itself"
      },
      {
        "document": 1740,
        "excerpt": "need a head, or if the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 30 Slashing dama"
      }
    ],
    "took": [
      {
        "document": 1305,
        "excerpt": "s reduced by an amount equal to the Necrotic damage it took. On a successful save, it takes half as much damage only. This spell can't reduce a target's Hit Point m"
      },
      {
        "document": 1367,
        "excerpt": ". You can alter the target's memories of an event that took place up to 7 days ago (level 6 spell slot), 30 days ago (level 7 spell slot), 365 days ago (level 8 spe"
      },
      {
        "document": 2051,
        "excerpt": "Limbs (4/Day). If the troll ends any turn Bloodied and took 15+ Slashing damage during that turn, one of the troll's limbs is severed, falls into the troll's space,"
      }
    ],
    "tool": [
      {
        "document": 13,
        "excerpt": "n ability check when the GM determines that a skill or tool proficiency is relevant to the check and you have that proficiency. For example, if a rule refers to a S"
      },
      {
        "document": 41,
        "excerpt": "u make with it. Tools. If you have proficiency with a tool, you can add your Proficiency Bonus to any ability check you make that uses the tool. If you have profic"
      },
      {
        "document": 131,
        "excerpt": "The Magic Item Tools table lists which tool is required to make a magic item of each category. You must use the required tool to make an item and ha"
      },
      {
        "document": 271,
        "excerpt": "ackground gives proficiency in two skills and with one tool. Record this information on your character sheet. Your class also gives proficiencies. Check your class"
      },
      {
        "document": 295,
        "excerpt": "Tool Proficiency"
      },
      {
        "document": 375,
        "excerpt": "service that involves a proficiency (including weapon, tool, or skill): a mercenary, an artisan, a scribe, or the like. The pay shown on the Hirelings table is a mi"
      },
      {
        "document": 388,
        "excerpt": "for items not listed there. You must use the required tool to make an item and have proficiency with that tool. Anyone who helps you must also have proficiency wit"
      },
      {
        "document": 412,
        "excerpt": "A tool helps you make specialized ability checks, craft certain items, or both. A tool's description includes t"
      },
      {
        "document": 413,
        "excerpt": "Tool Proficiency"
      },
      {
        "document": 531,
        "excerpt": "iciency in a skill or saving throw or with a weapon or tool. See also “Playing the Game” (“Proficiency”)."
      },
      {
        "document": 637,
        "excerpt": "Assist an Ability Check. Choose one of your skill or tool proficiencies and one ally who is near enough for you to assist verbally or physically when they make a"
      },
      {
        "document": 661,
        "excerpt": "4: Choose a Tool Proficiency"
      },
      {
        "document": 693,
        "excerpt": "ir insidious and deadly nature, poisons are a favorite tool among assassins and evil creatures. Poisons come in the following four types: Contact. Contact poison c"
      },
      {
        "document": 718,
        "excerpt": "ssful check. As an action, a character can use a sharp tool to deface the glyph, which disarms the trap. As a Search action, a creature can examine the section of"
      },
      {
        "document": 772,
        "excerpt": "Required Tool"
      },
      {
        "document": 963,
        "excerpt": "Tool Proficiencies"
      },
      {
        "document": 965,
        "excerpt": "Tool Proficiencies"
      },
      {
        "document": 967,
        "excerpt": "Tool Proficiencies"
      },
      {
        "document": 970,
        "excerpt": "Tool Proficiencies"
      },
      {
        "document": 995,
        "excerpt": "e “Feats”) Skill Proficiencies: Insight and Religion Tool Proficiency: Calligrapher's Supplies Equipment: Choose A or B: (A) Calligrapher's Supplies, Book (praye"
      },
      {
        "document": 996,
        "excerpt": "s”) Skill Proficiencies: Sleight of Hand and Stealth Tool Proficiency: Thieves' Tools Equipment: Choose A or B: (A) 2 Daggers, Thieves' Tools, Crowbar, 2 Pouches"
      },
      {
        "document": 997,
        "excerpt": "see “Feats”) Skill Proficiencies: Arcana and History Tool Proficiency: Calligrapher's Supplies Equipment: Choose A or B: (A) Quarterstaff, Calligrapher's Supplie"
      },
      {
        "document": 998,
        "excerpt": "ts”) Skill Proficiencies: Athletics and Intimidation Tool Proficiency: Choose one kind of Gaming Set (see \"Equipment\") Equipment: Choose A or B: (A) Spear, Short"
      },
      {
        "document": 1340,
        "excerpt": "such as a certain kind of apparel, jewelry, furniture, tool, or weapon. This spell can't locate an object if any thickness of lead blocks a direct path between you"
      },
      {
        "document": 1452,
        "excerpt": "h your telekinetic grip, such as manipulating a simple tool,"
      }
    ],
    "tool's": [
      {
        "document": 412,
        "excerpt": "alized ability checks, craft certain items, or both. A tool's description includes the tool's cost and weight, as well as the following entries: Ability. This entry"
      }
    ],
    "toolbox": [
      {
        "document": 67,
        "excerpt": "ipment” for a selection of mounts for sale). “Gameplay Toolbox” has rules that affect which pace you can choose in certain types of terrain. Travel Pace Distance Trav"
      },
      {
        "document": 165,
        "excerpt": "CR to plan potential combat encounters is in “Gameplay Toolbox.”"
      },
      {
        "document": 455,
        "excerpt": "d on saving throws against extreme cold (see “Gameplay Toolbox”)."
      },
      {
        "document": 457,
        "excerpt": "e on saving throws against extreme cold (see “Gameplay Toolbox”)."
      },
      {
        "document": 587,
        "excerpt": "how threatening a monster is in actual play. \"Gameplay Toolbox\" (\"Combat Encounters\") provides guidance to the GM on using CR while planning potential combat encounter"
      },
      {
        "document": 658,
        "excerpt": "Gameplay Toolbox"
      },
      {
        "document": 789,
        "excerpt": "ested poison of your choice (see “Poison” in “Gameplay Toolbox”)."
      }
    ],
    "tools": [
      {
        "document": 41,
        "excerpt": "A character gains proficiency with various weapons and tools from their class and background. There are two categories of equipment proficiency: Weapons. Anyone can"
      },
      {
        "document": 51,
        "excerpt": "urce, bypass locked doors and containers with Thieves' Tools, and create obstacles for pursuers with Caltrops. See “Equipment” for rules on many items that are usef"
      },
      {
        "document": 131,
        "excerpt": "Tools"
      },
      {
        "document": 295,
        "excerpt": "ither a specific tool or one chosen from the Artisan's Tools category. Tools are detailed in \"Equipment.\" ---"
      },
      {
        "document": 316,
        "excerpt": "th a key. Without the key, a creature can use Thieves' Tools to pick this Lock with a successful DC 15 Dexterity (Sleight of Hand) check."
      },
      {
        "document": 319,
        "excerpt": "th a key. Without the key, a creature can use Thieves' Tools to pick the Manacles' lock with a successful DC 15 Dexterity (Sleight of Hand) check."
      },
      {
        "document": 387,
        "excerpt": "To craft a nonmagical item, you need tools, raw materials, and time, each of which is detailed below. If you meet the requirements, you make the it"
      },
      {
        "document": 388,
        "excerpt": "Tools"
      },
      {
        "document": 412,
        "excerpt": "Tools"
      },
      {
        "document": 414,
        "excerpt": "Artisan's Tools"
      },
      {
        "document": 418,
        "excerpt": "Carpenter's Tools (8 GP)"
      },
      {
        "document": 419,
        "excerpt": "Cartographer's Tools (15 GP)"
      },
      {
        "document": 421,
        "excerpt": "Cobbler's Tools (5 GP)"
      },
      {
        "document": 423,
        "excerpt": "Glassblower's Tools (30 GP)"
      },
      {
        "document": 424,
        "excerpt": "Jeweler's Tools (25 GP)"
      },
      {
        "document": 425,
        "excerpt": "Leatherworker's Tools (5 GP)"
      },
      {
        "document": 426,
        "excerpt": "Mason's Tools (10 GP)"
      },
      {
        "document": 428,
        "excerpt": "Potter's Tools (10 GP)"
      },
      {
        "document": 429,
        "excerpt": "Smith's Tools (20 GP)"
      },
      {
        "document": 430,
        "excerpt": "Tinker's Tools (50 GP)"
      },
      {
        "document": 432,
        "excerpt": "Weaver's Tools (1 GP)"
      },
      {
        "document": 433,
        "excerpt": "Woodcarver's Tools (1 GP)"
      },
      {
        "document": 434,
        "excerpt": "Other Tools"
      },
      {
        "document": 440,
        "excerpt": "Navigator's Tools (25 GP)"
      },
      {
        "document": 443,
        "excerpt": "Thieves' Tools (25 GP)"
      },
      {
        "document": 717,
        "excerpt": "atistics). Set the Trap. A creature that has Thieves' Tools and all the trap's components (including a Net) can try to set a falling net trap, doing so with a succe"
      },
      {
        "document": 772,
        "excerpt": "Magic Item Tools"
      },
      {
        "document": 967,
        "excerpt": "Choose one type of Artisan’s Tools or Musical Instrument (see “Equipment”)"
      },
      {
        "document": 970,
        "excerpt": "Thieves’ Tools"
      },
      {
        "document": 984,
        "excerpt": "d) check to pick a lock or disarm a trap with Thieves' Tools or to pick a pocket. Use an Object. Take the Utilize action, or take the Magic action to use a magic it"
      },
      {
        "document": 996,
        "excerpt": "Thieves' Tools"
      },
      {
        "document": 1014,
        "excerpt": "gain proficiency in any combination of three skills or tools of your choice. Repeatable. You can take this feat more than once."
      },
      {
        "document": 1259,
        "excerpt": "unless you have proficiency with the type of Artisan's Tools used to craft such objects."
      },
      {
        "document": 1267,
        "excerpt": "V, S, M (a set of divination tools - such as cards or runes - worth 100+ GP)"
      },
      {
        "document": 2030,
        "excerpt": "Hand Crossbow, Shortsword, Thieves' Tools"
      }
    ],
    "tooth": [
      {
        "document": 820,
        "excerpt": "A tooth from an unknown beast"
      }
    ],
    "toothed": [
      {
        "document": 2008,
        "excerpt": "Saber-Toothed Tiger"
      }
    ],
    "top": [
      {
        "document": 603,
        "excerpt": "point of origin located at the center of the circular top or bottom of the Cylinder. The effect that creates a Cylinder specifies the radius of the Cylinder's bas"
      },
      {
        "document": 793,
        "excerpt": "k sprouts, growing to a height of the GM’s choice. The top leads where the GM chooses, such as to a great view, a cloud giant’s castle, or another plane of existen"
      },
      {
        "document": 1214,
        "excerpt": "is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature in the water and within 25 feet of the whirlpool is pulled 10 feet towar"
      },
      {
        "document": 1299,
        "excerpt": "Stairs. Webs fill all stairs in the warded area from top to bottom, as in the Web spell. These strands regrow in 10 minutes if they are destroyed while Guards an"
      },
      {
        "document": 1407,
        "excerpt": "ren't anchored to the ground fall upward and reach the top of the Cylinder. A creature can make a Dexterity saving throw to grab a fixed object it can reach, thus"
      },
      {
        "document": 1579,
        "excerpt": "d has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. Whip (Rare). You can take a Magic action to throw the token to a point"
      },
      {
        "document": 1594,
        "excerpt": "k for a specific item, the item is always magically on top. If any of its pouches is overloaded, pierced, or torn, the haversack ruptures and is destroyed. If the"
      },
      {
        "document": 1649,
        "excerpt": "aying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it."
      },
      {
        "document": 1694,
        "excerpt": "granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder."
      },
      {
        "document": 1721,
        "excerpt": "d has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of Transmutation mag"
      }
    ],
    "topaz": [
      {
        "document": 768,
        "excerpt": "Topaz"
      },
      {
        "document": 1630,
        "excerpt": "+ 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pea"
      }
    ],
    "topic": [
      {
        "document": 459,
        "excerpt": ". If you consult an accurate nonfiction Book about its topic, you gain a +5 bonus to Intelligence (Arcana, History, Nature, or Religion) checks you make about that t"
      }
    ],
    "topics": [
      {
        "document": 1435,
        "excerpt": "tions with them. Most Beasts have little to say about topics that don't pertain to survival or companionship, but at minimum, a Beast can give you information about"
      }
    ],
    "topple": [
      {
        "document": 404,
        "excerpt": "Topple"
      },
      {
        "document": 716,
        "excerpt": "he ground and stretches between two weak supports that topple when the trip wire is pulled. The first creature that crosses the trip wire causes the supports to topp"
      },
      {
        "document": 928,
        "excerpt": "Topple"
      },
      {
        "document": 985,
        "excerpt": "aving throw or be pushed up to 15 feet away from you. Topple. The target must succeed on a Dexterity saving throw or have the Prone condition."
      },
      {
        "document": 1025,
        "excerpt": "Topple"
      },
      {
        "document": 1081,
        "excerpt": "Topple"
      },
      {
        "document": 1094,
        "excerpt": "Topple"
      },
      {
        "document": 1113,
        "excerpt": "Topple"
      },
      {
        "document": 1143,
        "excerpt": "Topple"
      }
    ],
    "torch": [
      {
        "document": 51,
        "excerpt": "perceive things they wouldn't otherwise notice with a Torch or another light source, bypass locked doors and containers with Thieves' Tools, and create obstacles fo"
      },
      {
        "document": 349,
        "excerpt": "a fire. Using it to light a Candle, Lamp, Lantern, or Torch - or anything else with exposed fuel - takes a Bonus Action. Lighting any other fire takes 1 minute."
      },
      {
        "document": 351,
        "excerpt": "Torch (1 CP)"
      },
      {
        "document": 418,
        "excerpt": "arterstaff, Barrel, Chest, Ladder, Pole, Portable Ram, Torch"
      },
      {
        "document": 756,
        "excerpt": "of Alchemist’s Fire; on a 3, a Crowbar; on a 4, a lit Torch."
      },
      {
        "document": 930,
        "excerpt": "Torch"
      },
      {
        "document": 1142,
        "excerpt": "Torch"
      },
      {
        "document": 1222,
        "excerpt": ": Concentration, up to 1 minute You create up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the du"
      },
      {
        "document": 1247,
        "excerpt": "t Cube. Fire Play. You light or snuff out a candle, a torch, or a campfire."
      },
      {
        "document": 1386,
        "excerpt": "ay. You instantaneously light or snuff out a candle, a torch, or a small campfire. Clean or Soil. You instantaneously clean or soil an object no larger than 1 cubic"
      }
    ],
    "torches": [
      {
        "document": 54,
        "excerpt": "normally. Even gloomy days provide Bright Light, as do torches, lanterns, fires, and other sources of illumination within a specific radius. Dim Light. Dim Light, als"
      },
      {
        "document": 479,
        "excerpt": "lasks of Oil, 10 days of Rations, Rope, Tinderbox, 10 Torches, and Waterskin."
      },
      {
        "document": 481,
        "excerpt": "flasks of Oil, 10 days of Rations, Rope, Tinderbox, 10 Torches, and Waterskin."
      },
      {
        "document": 1222,
        "excerpt": "torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into"
      },
      {
        "document": 1250,
        "excerpt": "the color and scent, and the embers can light candles, torches, or lamps in that area. The smoke's scent lingers for 1 minute. Beckon Water. You create a spray of coo"
      }
    ],
    "torment": [
      {
        "document": 953,
        "excerpt": "l to the Abyss opens, revealing a nightmarish realm of torment and slaughter."
      }
    ],
    "torments": [
      {
        "document": 1627,
        "excerpt": "evil becomes your enemy. The devil seeks your ruin and torments you, savoring your suffering before attempting to slay you. This enmity lasts until either you or the de"
      }
    ],
    "torn": [
      {
        "document": 1357,
        "excerpt": "as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, yo"
      },
      {
        "document": 1516,
        "excerpt": "termines the time and plane. If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Pla"
      },
      {
        "document": 1517,
        "excerpt": "Utilize action. If the bag is overloaded, pierced, or torn, it is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, i"
      },
      {
        "document": 1594,
        "excerpt": "top. If any of its pouches is overloaded, pierced, or torn, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever,"
      }
    ],
    "torpor": [
      {
        "document": 709,
        "excerpt": "Torpor (600 GP)"
      }
    ],
    "torrential": [
      {
        "document": 1215,
        "excerpt": "Rain, hail, or snow | | 5 | Torrential rain, driving hail, or blizzard | | Temperature | | Wind | | | :---------- | :"
      }
    ],
    "toss": [
      {
        "document": 1555,
        "excerpt": "(Requires Attunement) You can take a Bonus Action to toss this magic weapon into the air. When you do so, the weapon begins to hover, flies up to 30 feet, and att"
      },
      {
        "document": 1579,
        "excerpt": "sappears. Bird (Rare). You can take a Magic action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place."
      },
      {
        "document": 1609,
        "excerpt": "n of shape and color. When you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit"
      },
      {
        "document": 1873,
        "excerpt": "10 ft. Hit: 22 (3d10 + 6) Bludgeoning damage. Boulder Toss (Recharge 6). The ape hurls a boulder at a point it can see within 90 feet. Dexterity Saving Throw: DC 1"
      }
    ],
    "total": [
      {
        "document": 61,
        "excerpt": ") check won't reveal the object, no matter the check's total."
      },
      {
        "document": 73,
        "excerpt": "e is surprised. Initiative Order. A combatant's check total is called their Initiative count, or Initiative for short. The GM ranks the combatants, from highest to"
      },
      {
        "document": 92,
        "excerpt": "ive a bonus or penalty to the die roll. 6: Compare the Total to a Target Number. If the total of the d20 and its modifiers equals or exceeds the target number, the D"
      },
      {
        "document": 230,
        "excerpt": "0, 8. Random Generation. Roll four d6s and record the total of the highest three dice. Do this five more times, so you have six numbers. Point Cost. You have 27 po"
      },
      {
        "document": 240,
        "excerpt": "Bonus to the appropriate ability modifier and note the total. Some players also like to note the modifier for saving throws they're not proficient in, which is just"
      },
      {
        "document": 242,
        "excerpt": ". A character who reaches a specified Experience Point total advances in capability. This advancement is called gaining a level. The Character Advancement table lis"
      },
      {
        "document": 243,
        "excerpt": "dd your Constitution modifier to the roll, and add the total (minimum of 1) to your Hit Point maximum. Instead of rolling, you can use the fixed value shown in the F"
      },
      {
        "document": 256,
        "excerpt": "Experience Point cost to gain a level is based on your total character level, not your level in a particular class, as shown in the Character Advancement table in “C"
      },
      {
        "document": 257,
        "excerpt": "gain the level 1 Hit Points for a class only when your total character level is 1. Add together the Hit Dice granted by all your classes to form your pool of Hit Di"
      },
      {
        "document": 259,
        "excerpt": "Your Proficiency Bonus is based on your total character level, not your level in a particular class, as shown in the Character Advancement table. For"
      },
      {
        "document": 264,
        "excerpt": "power at higher levels, the increase is based on your total character level, not your level in a particular class, unless the spell says otherwise. Spell Slots. Yo"
      },
      {
        "document": 323,
        "excerpt": "ction) and rekindle it again until it has burned for a total of 6 hours."
      },
      {
        "document": 502,
        "excerpt": "er must have a clear path to it, so it can't be behind Total Cover. Targeting Yourself. If a spell targets a creature of your choice, you can choose yourself unless"
      },
      {
        "document": 526,
        "excerpt": "f effect. To block a line, an obstruction must provide Total Cover. See also \"Cover.\" If the creator of an area of effect places it at an unseen point and an obstru"
      },
      {
        "document": 543,
        "excerpt": "ion modifier to it. You regain Hit Points equal to the total (minimum of 1 Hit Point). You can decide to spend an additional Hit Point Die after each roll. Special"
      },
      {
        "document": 576,
        "excerpt": "hin that range, you can see anything that isn't behind Total Cover even if you have the Blinded condition or are in Darkness. Moreover, in that range, you can see so"
      },
      {
        "document": 595,
        "excerpt": "over (+5 bonus to AC and Dexterity saving throws), and Total Cover (can't be targeted directly). If behind more than one degree of cover, a target benefits only from"
      },
      {
        "document": 626,
        "excerpt": "are awarded by the Game Master. When a character's XP total crosses certain thresholds, the character's level increases. See also “Level Advancement.”"
      },
      {
        "document": 640,
        "excerpt": "'re Heavily Obscured or behind Three-Quarters Cover or Total Cover, and you must be out of any enemy's line of sight; if you can see a creature, you can discern whet"
      },
      {
        "document": 677,
        "excerpt": "ours. If the contagion is suppressed in this way for a total of 72 hours (requiring three doses and applications of the ointment), the contagion ends on the creature"
      },
      {
        "document": 687,
        "excerpt": "3d10 × 10 pounds per 10-foot-square area. Whenever the total weight on an area of thin ice exceeds its tolerance, the ice in that area breaks. All creatures on broke"
      },
      {
        "document": 729,
        "excerpt": "level 1 characters has an XP budget of 50 × 4 , for a total of 200 XP. With that, you could build any of the following encounters: - 1 Bugbear Warrior (200 XP) - 2"
      },
      {
        "document": 752,
        "excerpt": "Total"
      },
      {
        "document": 783,
        "excerpt": "f origin. Each gem deals 1 Bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the Line."
      },
      {
        "document": 962,
        "excerpt": "If your total for a Strength check or Strength saving throw is less than your Strength score, you can use that score i"
      },
      {
        "document": 964,
        "excerpt": "ither restore Hit Points to the creature equal to that total or force the creature to make a Constitution saving throw. On a failed save, the creature takes Necrotic"
      },
      {
        "document": 967,
        "excerpt": "damage, you can take a Reaction to reduce the attack's total damage against you. The reduction equals 1d10 plus your Dexterity modifier and Monk level. If you reduc"
      },
      {
        "document": 968,
        "excerpt": "finish a Long Rest. With that pool, you can restore a total number of Hit Points equal to five times your Paladin level. As a Bonus Action, you can touch a creatur"
      },
      {
        "document": 984,
        "excerpt": "you if you end the turn behind Three-Quarters Cover or Total Cover."
      },
      {
        "document": 990,
        "excerpt": "ier to the number rolled and reduce the damage by that total. Storm's Thunder (Storm Giant). When you take damage from a creature within 60 feet of you, you can tak"
      },
      {
        "document": 1004,
        "excerpt": "on or fails a D20 Test, you can roll 2d4 and apply the total rolled as a bonus or penalty to the d20 roll. Once you use this benefit, you can't use it again until y"
      },
      {
        "document": 1227,
        "excerpt": "aving throw. A creature takes Fire damage equal to the total accumulated damage on a failed save or half as much damage on a successful one. The spell's base damage"
      },
      {
        "document": 1248,
        "excerpt": "n. You can also cause the effects below. Fissures. A total of 1d6 fissures open in the spell's area at the end of the turn you cast it. You choose the fissures' lo"
      },
      {
        "document": 1298,
        "excerpt": "cessful one. The guardian vanishes when it has dealt a total of 60 damage."
      },
      {
        "document": 1405,
        "excerpt": "n type before the spell ends, the creature reduces the total damage taken by 1d4. A creature can benefit from this spell only once per turn."
      },
      {
        "document": 1526,
        "excerpt": "he effect. When you've used the boots' property for a total of 10 minutes, the magic ceases to function for you until you finish a Long Rest."
      },
      {
        "document": 1535,
        "excerpt": "the time it burned in increments of 1 minute from its total burn time. While lit, the candle sheds Dim Light in a 30-foot radius. While you are within that light,"
      },
      {
        "document": 1594,
        "excerpt": "Any creature within 10 feet of the gate and not behind Total Cover is sucked through it and deposited in a random location on the Astral Plane. The gate then closes."
      },
      {
        "document": 1623,
        "excerpt": "s 1d4 pots of pigment and a brush (weighing 1 pound in total). Using the brush and expending 1 pot of pigment, you can paint any number of three-dimensional objects"
      },
      {
        "document": 1625,
        "excerpt": "Any creature within 10 feet of the gate and not behind Total Cover is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is o"
      },
      {
        "document": 1644,
        "excerpt": "Any creature within 10 feet of the gate and not behind Total Cover is sucked through it and deposited in a random location on the Astral Plane. The gate then closes."
      },
      {
        "document": 1677,
        "excerpt": "5 feet of a creature other than you that isn't behind Total Cover, the sphere discharges lightning at that creature and disappears. That creature makes a DC 15 Dext"
      },
      {
        "document": 1719,
        "excerpt": "spell's level. However, if doing so brings the staff's total number of charges above 50, the staff explodes as if you activated its Retributive Strike (see below)."
      },
      {
        "document": 1806,
        "excerpt": "reature has the Blinded and Restrained conditions, has Total Cover against attacks and other effects outside the behir, and takes 21 (6d6) Acid damage at the start o"
      },
      {
        "document": 1869,
        "excerpt": "e on the saving throw. Creatures inside the cube have Total Cover, and the cube can hold one Large creature or up to four Medium or Small creatures inside itself at"
      },
      {
        "document": 1885,
        "excerpt": "has the Blinded and Restrained conditions, and it has Total Cover against attacks and other effects outside the frog. While swallowing the target, the frog can't us"
      },
      {
        "document": 1896,
        "excerpt": "has the Blinded and Restrained conditions, and it has Total Cover against attacks and other effects outside the toad. In addition, the target takes 10 (3d6) Acid da"
      },
      {
        "document": 1946,
        "excerpt": "A swallowed creature has the Restrained condition, has Total Cover against attacks and other effects outside the kraken, and takes 24 (7d6) Acid damage at the start"
      },
      {
        "document": 1995,
        "excerpt": "reature has the Blinded and Restrained conditions, has Total Cover against attacks and other effects outside the worm, and takes 17 (5d6) Acid damage at the start of"
      },
      {
        "document": 2002,
        "excerpt": "ure has the Blinded and Restrained conditions, it has Total Cover against attacks and other effects outside the remorhaz, and it takes 10 (3d6) Acid damage plus 10"
      },
      {
        "document": 2044,
        "excerpt": "d and Restrained conditions and can't teleport, it has Total Cover against attacks and other effects outside the tarrasque, and it takes 56 (16d6) Acid damage at the"
      }
    ],
    "totaling": [
      {
        "document": 137,
        "excerpt": "s: roll 4d6 for each one, dropping the lowest roll and totaling the rest."
      }
    ],
    "touch": [
      {
        "document": 51,
        "excerpt": "ush a sinister-looking button that you’re reluctant to touch."
      },
      {
        "document": 329,
        "excerpt": "A Pole is 10 feet long. You can use it to touch something up to 10 feet away. If you must make a Strength (Athletics) check as part of a High or Long Ju"
      },
      {
        "document": 494,
        "excerpt": "ing forms: Distance. The range is expressed in feet. Touch. The spell's effect originates on something, as defined by the spell, that the spellcaster must touch wi"
      },
      {
        "document": 820,
        "excerpt": "A shard of obsidian that always feels warm to the touch"
      },
      {
        "document": 842,
        "excerpt": "Restoring Touch"
      },
      {
        "document": 859,
        "excerpt": "Chill Touch"
      },
      {
        "document": 863,
        "excerpt": "Vampiric Touch"
      },
      {
        "document": 872,
        "excerpt": "Chill Touch"
      },
      {
        "document": 875,
        "excerpt": "Vampiric Touch"
      },
      {
        "document": 885,
        "excerpt": "Chill Touch"
      },
      {
        "document": 888,
        "excerpt": "Vampiric Touch"
      },
      {
        "document": 968,
        "excerpt": "Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you finish a Long Rest. With tha"
      },
      {
        "document": 971,
        "excerpt": "'s range. Or when you cast a spell that has a range of Touch, you can spend 1 Sorcery Point to make the spell's range 30 feet. Empowered Spell Cost: 1 Sorcery Poin"
      },
      {
        "document": 972,
        "excerpt": "isite: Level 5+ Warlock You can use a Bonus Action to touch a willing creature and perceive through its senses until the end of your next turn. As long as the creat"
      },
      {
        "document": 989,
        "excerpt": "er creature takes a Bonus Action to activate it with a touch. If the chosen effect has options within it, you choose one of those options for the device when you cre"
      },
      {
        "document": 992,
        "excerpt": "Resistance to Necrotic damage.You also know the Chill Touch cantrip. | False Life | Ray of Enfeeblement | | Infernal | You have Resistance to Fire damage.You a"
      },
      {
        "document": 1164,
        "excerpt": "Touch"
      },
      {
        "document": 1166,
        "excerpt": "Touch"
      },
      {
        "document": 1170,
        "excerpt": "Touch"
      },
      {
        "document": 1173,
        "excerpt": "Touch"
      },
      {
        "document": 1176,
        "excerpt": "Touch"
      },
      {
        "document": 1190,
        "excerpt": "Chill Touch"
      },
      {
        "document": 1194,
        "excerpt": "Touch"
      },
      {
        "document": 1211,
        "excerpt": "Touch"
      },
      {
        "document": 1213,
        "excerpt": "Touch"
      },
      {
        "document": 1221,
        "excerpt": "Touch"
      },
      {
        "document": 1224,
        "excerpt": "Touch"
      },
      {
        "document": 1226,
        "excerpt": "Touch"
      },
      {
        "document": 1236,
        "excerpt": "functions. Break Enchantment. As a Magic action, you touch a creature that is possessed by or has the Charmed or Frightened condition from one or more creatures of"
      },
      {
        "document": 1245,
        "excerpt": "Touch"
      },
      {
        "document": 1246,
        "excerpt": "same plane of existence. You or a willing creature you touch enters a trance state to act as a dream messenger. While in the trance, the messenger is Incapacitated a"
      },
      {
        "document": 1251,
        "excerpt": "Touch"
      },
      {
        "document": 1265,
        "excerpt": "t has. Finally, when you cast a spell with a range of touch, your familiar can deliver the touch. Your familiar must be within 100 feet of you, and it must take a"
      },
      {
        "document": 1266,
        "excerpt": "f your choice up to 60 feet away from itself. Healing Touch (Celestial Only; Recharges after a Long Rest). One creature within 5 feet of the steed regains a number"
      },
      {
        "document": 1279,
        "excerpt": "Touch"
      },
      {
        "document": 1281,
        "excerpt": "Touch"
      },
      {
        "document": 1283,
        "excerpt": "Touch"
      },
      {
        "document": 1284,
        "excerpt": "Touch"
      },
      {
        "document": 1285,
        "excerpt": "a globe about the size of a sling bullet, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a ra"
      },
      {
        "document": 1286,
        "excerpt": "Touch"
      },
      {
        "document": 1289,
        "excerpt": "Touch"
      },
      {
        "document": 1293,
        "excerpt": "Touch"
      },
      {
        "document": 1296,
        "excerpt": "Touch"
      },
      {
        "document": 1297,
        "excerpt": "Touch"
      },
      {
        "document": 1299,
        "excerpt": "Touch"
      },
      {
        "document": 1300,
        "excerpt": "Touch"
      },
      {
        "document": 1303,
        "excerpt": "Touch"
      },
      {
        "document": 1304,
        "excerpt": "otice the illusion. If the difference isn't obvious by touch, a creature examining the illusion can take the Study action to make an Intelligence (Investigation) che"
      },
      {
        "document": 1312,
        "excerpt": "Touch"
      },
      {
        "document": 1322,
        "excerpt": "Touch"
      },
      {
        "document": 1323,
        "excerpt": "Touch"
      },
      {
        "document": 1326,
        "excerpt": "Touch"
      },
      {
        "document": 1328,
        "excerpt": "Touch"
      },
      {
        "document": 1329,
        "excerpt": "Touch"
      },
      {
        "document": 1331,
        "excerpt": "Touch"
      },
      {
        "document": 1334,
        "excerpt": "Touch"
      },
      {
        "document": 1336,
        "excerpt": "Touch"
      },
      {
        "document": 1341,
        "excerpt": "Touch"
      },
      {
        "document": 1342,
        "excerpt": "Touch"
      },
      {
        "document": 1348,
        "excerpt": "Touch"
      },
      {
        "document": 1356,
        "excerpt": "Touch"
      },
      {
        "document": 1357,
        "excerpt": "Touch"
      },
      {
        "document": 1360,
        "excerpt": "Touch"
      },
      {
        "document": 1370,
        "excerpt": "Touch"
      },
      {
        "document": 1378,
        "excerpt": "Touch"
      },
      {
        "document": 1393,
        "excerpt": "Touch"
      },
      {
        "document": 1394,
        "excerpt": "Touch"
      },
      {
        "document": 1395,
        "excerpt": "Touch"
      },
      {
        "document": 1397,
        "excerpt": "Touch"
      },
      {
        "document": 1401,
        "excerpt": "Touch"
      },
      {
        "document": 1402,
        "excerpt": "Touch"
      },
      {
        "document": 1403,
        "excerpt": "Touch"
      },
      {
        "document": 1405,
        "excerpt": "Touch"
      },
      {
        "document": 1406,
        "excerpt": "Touch"
      },
      {
        "document": 1408,
        "excerpt": "Touch"
      },
      {
        "document": 1409,
        "excerpt": "Touch"
      },
      {
        "document": 1415,
        "excerpt": "Touch"
      },
      {
        "document": 1419,
        "excerpt": "Touch"
      },
      {
        "document": 1426,
        "excerpt": "Touch"
      },
      {
        "document": 1429,
        "excerpt": "Touch"
      },
      {
        "document": 1438,
        "excerpt": "Touch"
      },
      {
        "document": 1444,
        "excerpt": "Touch"
      },
      {
        "document": 1445,
        "excerpt": "Touch"
      },
      {
        "document": 1451,
        "excerpt": "Touch"
      },
      {
        "document": 1460,
        "excerpt": "Touch"
      },
      {
        "document": 1464,
        "excerpt": "Touch"
      },
      {
        "document": 1465,
        "excerpt": "Touch"
      },
      {
        "document": 1469,
        "excerpt": "Vampiric Touch"
      },
      {
        "document": 1477,
        "excerpt": "Touch"
      },
      {
        "document": 1579,
        "excerpt": "ty. Anchor (Uncommon). You can take a Magic action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be moved by any means. Touching the"
      },
      {
        "document": 1605,
        "excerpt": "hoes come in a set of four. As a Magic action, you can touch one of the horseshoes to the hoof of a horse or similar creature, whereupon the horseshoe affixes itself"
      },
      {
        "document": 1606,
        "excerpt": "hoes come in a set of four. As a Magic action, you can touch one of the horseshoes to the hoof of a horse or similar creature, whereupon the horseshoe affixes itself"
      },
      {
        "document": 1610,
        "excerpt": "ct and become a sphere once more. A creature that can touch the bands, including the one Restrained, can take an action to make a DC 20 Strength (Athletics) check t"
      },
      {
        "document": 1702,
        "excerpt": "e other so the pairing is easily recognized. While you touch one stone, you can cast Sending from it. The target is the bearer of the other stone. If no creature bea"
      },
      {
        "document": 1871,
        "excerpt": "Multiattack. The ghost makes two Withering Touch attacks. Withering Touch. Melee Attack Roll: +5, reach 5 ft. Hit: 19 (3d10 + 3) Necrotic damage. Ether"
      },
      {
        "document": 1939,
        "excerpt": "Multiattack. The incubus makes two Restless Touch attacks. Restless Touch. Melee Attack Roll: +7, reach 5 ft. Hit: 15 (3d6 + 5) Psychic damage, and the t"
      },
      {
        "document": 1947,
        "excerpt": "ks. It can replace one attack with a use of Corrupting Touch. Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage plus 7 (2d6) Psychic damage."
      },
      {
        "document": 1949,
        "excerpt": "kes three attacks, using El-dritch Burst or Paralyzing Touch in any combination. Eldritch Burst. Melee or Ranged Attack Roll: +12, reach 5 ft. or range 120 ft. Hit:"
      },
      {
        "document": 1954,
        "excerpt": "Touch. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2) Fire damage. If the target is a creature or a flamm"
      },
      {
        "document": 1997,
        "excerpt": "Multiattack. The rakshasa makes three Cursed Touch attacks. Cursed Touch. Melee Attack Roll: +10, reach 5 ft. Hit: 12 (2d6 + 5) Slashing damage plus 19 (3"
      },
      {
        "document": 2007,
        "excerpt": "5 feet of itself that isn't being worn or carried. The touch destroys a 1-foot Cube of the object."
      },
      {
        "document": 2036,
        "excerpt": "Multiattack. The succubus makes one Fiendish Touch attack and uses Charm or Draining Kiss. Fiendish Touch. Melee Attack Roll: +7, reach 5 ft. Hit: 16 (2d1"
      },
      {
        "document": 2058,
        "excerpt": "Multiattack. The fungus makes two Rotting Touch attacks. Rotting Touch. Melee Attack Roll: +2, reach 10 ft. Hit: 4 (1d8) Necrotic damage."
      }
    ],
    "touched": [
      {
        "document": 265,
        "excerpt": "ts table to gain a Tiny trinket, a simple item lightly touched by mystery. The GM might also use this table. It can help stock a room in a dungeon or fill a creature's"
      },
      {
        "document": 693,
        "excerpt": "be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects. Ingested."
      },
      {
        "document": 793,
        "excerpt": "+ 4 bright-pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the GM’s choice that acts in accordance with its align"
      },
      {
        "document": 1276,
        "excerpt": "cts that aren't being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. U"
      },
      {
        "document": 1461,
        "excerpt": "on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plan"
      },
      {
        "document": 1711,
        "excerpt": "s must succeed on a DC 19 Dexterity saving throw or be touched by it, taking 8d10 Force damage. A creature reduced to 0 Hit Points by this damage is obliterated, leavi"
      }
    ],
    "touches": [
      {
        "document": 693,
        "excerpt": "ent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects. Ingested. A creature must swallow an entire dose"
      },
      {
        "document": 714,
        "excerpt": "often set to go off when a creature enters an area or touches an object. Examples of triggers include stepping on a pressure plate, crossing a trip wire, turning a do"
      },
      {
        "document": 954,
        "excerpt": "A character touches a fiendish idol that tears at the character’s mind, threatening to shatter it."
      },
      {
        "document": 1152,
        "excerpt": "e spell ends, an alarm alerts you whenever a creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the a"
      },
      {
        "document": 1227,
        "excerpt": "r turn ends and the spell hasn't ended. If a creature touches the glowing bead before the spell ends, that creature makes a Dexterity saving throw. On a failed save,"
      },
      {
        "document": 1234,
        "excerpt": "r outfit, objects pass through the hat, and anyone who touches it would feel nothing. To discern that you are disguised, a creature must take the Study action to insp"
      },
      {
        "document": 1711,
        "excerpt": "asses through the sphere unscathed. Anything else that touches the sphere but isn't wholly engulfed and obliterated by it takes 8d10 Force damage. Controlling the Sph"
      },
      {
        "document": 1730,
        "excerpt": "a mighty symbol of goodness. A Fiend or an Undead that touches the talisman takes 8d6 Radiant damage and takes the damage again each time it ends its turn holding or c"
      },
      {
        "document": 1732,
        "excerpt": "evil. A creature that isn't a Fiend or an Undead that touches the talisman takes 8d6 Necrotic damage and takes the damage again each time it ends its turn holding or"
      },
      {
        "document": 1738,
        "excerpt": "instantly dissolves up to 1 square foot of adhesive it touches, including Sovereign Glue."
      },
      {
        "document": 1962,
        "excerpt": "(Object Form Only). The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic has the Grappled condition (escape DC 13). Ability c"
      },
      {
        "document": 2007,
        "excerpt": "the armor or weapon. Destroy Metal. The rust monster touches a nonmagical metal object within 5 feet of itself that isn't being worn or carried. The touch destroys a"
      },
      {
        "document": 2053,
        "excerpt": "Unicorn's Blessing (3/Day). The unicorn touches another creature with its horn and casts Cure Wounds or Lesser Restoration on that creature, using the s"
      }
    ],
    "touching": [
      {
        "document": 563,
        "excerpt": "'re wearing and carrying teleports with you. If you're touching another creature when you teleport, that creature doesn't teleport with you unless the teleportation eff"
      },
      {
        "document": 972,
        "excerpt": "As a Magic action, you can erase a name on the page by touching it. Investment of the Chain Master Prerequisite: Level 5+ Warlock, Pact of the Chain Invocation When"
      },
      {
        "document": 987,
        "excerpt": "feet for 10 minutes. You must be on a stone surface or touching a stone surface to use this Tremorsense. The stone can be natural or worked. You can use this Bonus Act"
      },
      {
        "document": 1200,
        "excerpt": "and any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell"
      },
      {
        "document": 1293,
        "excerpt": "glyphs inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance"
      },
      {
        "document": 1429,
        "excerpt": "entire casting of the spell. You finish the casting by touching both the creature and a pile of ice or snow that is the same size as that creature, and the pile turns i"
      },
      {
        "document": 1451,
        "excerpt": "glyphs inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance"
      },
      {
        "document": 1548,
        "excerpt": "Wondrous Item, Legendary (Requires Attunement) While touching this crystal orb, you can cast Scrying (save DC 17) with it. In addition, you can cast Detect Thoughts ("
      },
      {
        "document": 1549,
        "excerpt": "Wondrous Item, Legendary (Requires Attunement) While touching this crystal orb, you can cast Scrying (save DC 17) with it. In addition, you can communicate telepathic"
      },
      {
        "document": 1550,
        "excerpt": "Wondrous Item, Legendary (Requires Attunement) While touching this crystal orb, you can cast Scrying (save DC 17) with it. In addition, you have Truesight with a rang"
      },
      {
        "document": 1551,
        "excerpt": "Wondrous Item, Very Rare (Requires Attunement) While touching this crystal orb, you can cast Scrying (save DC 17) with it."
      },
      {
        "document": 1579,
        "excerpt": "next 24 hours, the vessel can't be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears. Bird (Rare)."
      },
      {
        "document": 1580,
        "excerpt": "ps to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its propert"
      },
      {
        "document": 1609,
        "excerpt": "an cast a spell of level 1 through 4 into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone can"
      },
      {
        "document": 1678,
        "excerpt": "can cast a spell of level 1 through 5 into the ring by touching the ring as the spell is cast. The spell has no effect other than to be stored in the ring. If the ring"
      },
      {
        "document": 1721,
        "excerpt": "at can be discerned with the Detect Magic spell. While touching the tree and using a Magic action, you return the staff to its normal form. Any creature in the tree fal"
      },
      {
        "document": 1724,
        "excerpt": "Wondrous Item, Rare While touching this 5-pound stone to the ground, you can take a Magic action to summon an Earth Elemental. The elementa"
      }
    ],
    "tough": [
      {
        "document": 2046,
        "excerpt": "Tough Boss"
      },
      {
        "document": 2047,
        "excerpt": "Tough"
      }
    ],
    "tough's": [
      {
        "document": 2046,
        "excerpt": "attack roll against a creature if at least one of the tough's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 2047,
        "excerpt": "attack roll against a creature if at least one of the tough's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      }
    ],
    "toughness": [
      {
        "document": 987,
        "excerpt": "Dwarven Toughness"
      },
      {
        "document": 1521,
        "excerpt": "on) checks made to interact with dwarves and duergar. Toughness. Your Constitution increases by 2, to a maximum of 20. In addition, while attuned to the belt, you have"
      }
    ],
    "toughs": [
      {
        "document": 208,
        "excerpt": "Toughs"
      }
    ],
    "tourmaline": [
      {
        "document": 768,
        "excerpt": "Tourmaline"
      }
    ],
    "toward": [
      {
        "document": 46,
        "excerpt": "r characters who are participating. An NPC's attitude toward your character is Friendly, Indifferent, or Hostile, as defined in “Rules Glossary.” Friendly NPCs are p"
      },
      {
        "document": 74,
        "excerpt": ", you could open a door during your move as you stride toward a foe. If you want to interact with a second object, you need to take the Utilize action. Some magic it"
      },
      {
        "document": 183,
        "excerpt": "tation for you to consider whether an individual leans toward one of the other alignments. \"Character Creation\" describes the nine alignments and unaligned creatures"
      },
      {
        "document": 235,
        "excerpt": ", evil, or neutral), and the other describes attitudes toward order (lawful, chaotic, or neutral). The summaries of the alignments below describe the typical behavio"
      },
      {
        "document": 574,
        "excerpt": "A monster has a starting attitude toward a player character: Friendly, Hostile, or Indifferent. See also \"Friendly,\" \"Hostile,\" \"Indifferent,\" an"
      },
      {
        "document": 649,
        "excerpt": ", evil, or neutral), and the other describes attitudes toward order (lawful, chaotic, or neutral). These factors allow for nine possible combinations, such as Lawful"
      },
      {
        "document": 783,
        "excerpt": "the wand’s tip in a Line 30 feet long and 5 feet wide toward the chosen point of origin. Each gem deals 1 Bludgeoning damage, and the total damage of the gems is div"
      },
      {
        "document": 962,
        "excerpt": "you. You can then move up to half your Speed straight toward the target without provoking Opportunity Attacks. Hamstring Blow. The target's Speed is reduced by 15 f"
      },
      {
        "document": 966,
        "excerpt": "can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check,"
      },
      {
        "document": 974,
        "excerpt": "The thrill of battle drives you toward victory. During combat, you can give yourself Heroic Inspiration whenever you start your turn without it"
      },
      {
        "document": 983,
        "excerpt": "the Path of the Berserker direct their Rage primarily toward violence. Their path is one of untrammeled fury, and they thrill in the chaos of battle as they allow th"
      },
      {
        "document": 1149,
        "excerpt": "ation: Instantaneous A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a"
      },
      {
        "document": 1155,
        "excerpt": "twenty-five words. The Beast travels for the duration toward the specified location, covering about 25 miles per 24 hours or 50 miles if the Beast can fly. When the"
      },
      {
        "document": 1170,
        "excerpt": "ition ends, the awakened creature chooses its attitude toward you."
      },
      {
        "document": 1186,
        "excerpt": "erent about creatures of your choice that it's Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell"
      },
      {
        "document": 1187,
        "excerpt": ") Duration: Instantaneous You launch a lightning bolt toward a target you can see within range. Three bolts then leap from that target to as many as three other targ"
      },
      {
        "document": 1197,
        "excerpt": "ommand from these options: Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The"
      },
      {
        "document": 1214,
        "excerpt": "and within 25 feet of the whirlpool is pulled 10 feet toward it. When a creature enters the whirlpool for the first time on a turn or ends its turn there, it makes a"
      },
      {
        "document": 1269,
        "excerpt": "S Duration: Instantaneous You unleash negative energy toward a creature you can see within range. The target makes a Constitution saving throw, taking 7d8 + 30 Necro"
      },
      {
        "document": 1301,
        "excerpt": "ents: V, S Duration: 1 round You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant d"
      },
      {
        "document": 1358,
        "excerpt": "nts: S, M (a copper wire) Duration: 1 round You point toward a creature within range and whisper a message. The target (and only the target) hears the message and ca"
      },
      {
        "document": 1398,
        "excerpt": "1 minute A beam of enervating energy shoots from you toward a creature within range. The target must make a Constitution saving throw. On a successful save, the tar"
      },
      {
        "document": 1399,
        "excerpt": "stantaneous A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 Cold dama"
      },
      {
        "document": 1436,
        "excerpt": "ion to offer a truthful answer if you are antagonistic toward it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its"
      },
      {
        "document": 1561,
        "excerpt": "estion on you at will (save DC 18), urging you to work toward the evil ends it desires. The dragon essence within the orb might want many things: the annihilation of"
      },
      {
        "document": 1627,
        "excerpt": "aws. Rogue. An NPC of the GM's choice becomes Hostile toward you. You don't know the identity of this NPC until they or someone else reveals it. Nothing less than a"
      },
      {
        "document": 1642,
        "excerpt": "r person, ordinary rats and giant rats are Indifferent toward you and won't attack you unless you threaten or harm them. The pipes have 3 charges and regain 1d3 expe"
      },
      {
        "document": 1698,
        "excerpt": "command the other end of the rope to animate and move toward a destination you choose, up to the rope's length away from you. That end moves 10 feet on your turn whe"
      },
      {
        "document": 1711,
        "excerpt": "he sphere. On a failed check, the sphere moves 10 feet toward you in a straight line. While in control of the sphere, you can take a Bonus Action to cause it to move"
      },
      {
        "document": 1748,
        "excerpt": "charge to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of yourself. The target must succeed on a DC 15 Constitution savin"
      },
      {
        "document": 1772,
        "excerpt": "er creature and the allosaurus moved 30+ feet straight toward it immediately before the hit, the target has the Prone condition, and the allosaurus can make one Bite"
      },
      {
        "document": 1799,
        "excerpt": "ure, the balor pulls the target up to 25 feet straight toward itself, and the target has the Prone condition. Lightning Blade. Melee Attack Roll: +14, reach 10 ft. H"
      },
      {
        "document": 1814,
        "excerpt": "smaller creature and the boar moved 20+ feet straight toward it immediately before the hit, the target takes an extra 3 (1d6) Piercing damage and has the Prone condi"
      },
      {
        "document": 1825,
        "excerpt": "ler, the devil moves the target up to 30 feet straight toward itself. Success: The chain disappears."
      },
      {
        "document": 1857,
        "excerpt": "ller creature and the elephant moved 20+ feet straight toward it immediately before the hit, the target has the Prone condition."
      },
      {
        "document": 1858,
        "excerpt": "r smaller creature and the elk moved 20+ feet straight toward it immediately before the hit, the target takes an extra 3 (1d6) Bludgeoning damage and has the Prone co"
      },
      {
        "document": 1860,
        "excerpt": "is Restrained by its Web Strand up to 25 feet straight toward itself."
      },
      {
        "document": 1876,
        "excerpt": "smaller creature and the boar moved 20+ feet straight toward it immediately before the hit, the target takes an extra 7 (2d6) Piercing damage and has the Prone condi"
      },
      {
        "document": 1882,
        "excerpt": "r smaller creature and the elk moved 20+ feet straight toward it immediately before the hit, the target takes an extra 5 (2d4) Bludgeoning damage and has the Prone co"
      },
      {
        "document": 1886,
        "excerpt": "smaller creature and the goat moved 20+ feet straight toward it immediately before the hit, the target takes an extra 5 (2d4) Bludgeoning damage and has the Prone co"
      },
      {
        "document": 1893,
        "excerpt": "geoning damage if the seahorse moved 20+ feet straight toward the target immediately before the hit."
      },
      {
        "document": 1906,
        "excerpt": "Bludgeoning damage if the goat moved 20+ feet straight toward the target immediately before the hit."
      },
      {
        "document": 1911,
        "excerpt": "maller creature and the gorgon moved 20+ feet straight toward it immediately before the hit, the target has the Prone condition. Petrifying Breath (Recharge 5–6). Co"
      },
      {
        "document": 1922,
        "excerpt": "an 5 feet from the harpy, the target moves on its turn toward the harpy by the most direct route, trying to get within 5 feet of the harpy. It doesn't avoid Opportuni"
      },
      {
        "document": 1955,
        "excerpt": "aller creature and the mammoth moved 20+ feet straight toward it immediately before the hit, the target has the Prone condition."
      },
      {
        "document": 1961,
        "excerpt": "re, the merrow pulls the target up to 15 feet straight toward itself."
      },
      {
        "document": 1963,
        "excerpt": "ller creature and the minotaur moved 10+ feet straight toward it immediately before the hit, the target takes an extra 10 (3d6) Piercing damage and has the Prone cond"
      },
      {
        "document": 1964,
        "excerpt": "ller creature and the skeleton moved 20+ feet straight toward it immediately before the hit, the target takes an extra 9 (2d8) Piercing damage and has the Prone condi"
      },
      {
        "document": 2003,
        "excerpt": "er creature and the rhinoceros moved 20+ feet straight toward it immediately before the hit, the target takes an extra 9 (2d8) Piercing damage and has the Prone condi"
      },
      {
        "document": 2006,
        "excerpt": "ls each creature Grappled by it up to 30 feet straight toward it."
      },
      {
        "document": 2009,
        "excerpt": "arge. The sahuagin swims up to its Swim Speed straight toward an enemy it can see."
      },
      {
        "document": 2017,
        "excerpt": ", the shambling mound pulls the target 5 feet straight toward itself. Engulf. Strength Saving Throw: DC 15, one Medium or smaller creature within 5 feet. Failure: Th"
      },
      {
        "document": 2049,
        "excerpt": "or smaller and the triceratops moved 20+ feet straight toward it immediately before the hit, the target takes an extra 9 (2d8) Piercing damage and has the Prone condi"
      },
      {
        "document": 2051,
        "excerpt": "Charge. The troll moves up to half its Speed straight toward an enemy it can see."
      },
      {
        "document": 2061,
        "excerpt": "ller creature and the skeleton moved 20+ feet straight toward it immediately before the hit, the target has the Prone condition."
      },
      {
        "document": 2062,
        "excerpt": "smaller creature and the horse moved 20+ feet straight toward it immediately before the hit, the target takes an extra 5 (2d4) Bludgeoning damage and has the Prone co"
      },
      {
        "document": 2068,
        "excerpt": "ler creature and the were-boar moved 20+ feet straight toward it immediately before the hit, the target takes an extra 7 (2d6) Piercing damage and has the Prone condi"
      },
      {
        "document": 2080,
        "excerpt": "he xorn moves up to its Speed or Burrow Speed straight toward an enemy it can sense."
      }
    ],
    "tower": [
      {
        "document": 1324,
        "excerpt": "The demiplane is your choice of a labyrinth, a cage, a tower, or the like. Minimus Containment. The target becomes 1 inch tall and is trapped inside an indestructib"
      },
      {
        "document": 1608,
        "excerpt": "ord, cause it to grow rapidly into a square adamantine tower. Repeating the command word causes the tower to revert to statuette form, which works only if the tower"
      }
    ],
    "towering": [
      {
        "document": 181,
        "excerpt": "er Planes, such as balors and hell hounds. Giants are towering beings with humanlike shapes, like fire giants and trolls. Humanoids are people defined by their roles"
      }
    ],
    "town": [
      {
        "document": 119,
        "excerpt": "Common magic items can often be bought in a town or city. Uncommon and Rare magic items are usually found only in cities, and rarer magic items might be"
      },
      {
        "document": 925,
        "excerpt": "Village, town, or city"
      },
      {
        "document": 1155,
        "excerpt": "ption, such as “a person dressed in the uniform of the town guard” or “a red-haired dwarf wearing a pointed hat.” You also communicate a message of up to twenty-fiv"
      }
    ],
    "towns": [
      {
        "document": 1198,
        "excerpt": "locations of bodies of water, and the locations of any towns."
      }
    ],
    "toxic": [
      {
        "document": 741,
        "excerpt": "Endure a toxic hazard"
      },
      {
        "document": 948,
        "excerpt": "Toxic gas, venom"
      },
      {
        "document": 1380,
        "excerpt": "et Components: V, S Duration: Instantaneous You spray toxic mist at a creature within range. Make a ranged spell attack against the target. On a hit, the target tak"
      },
      {
        "document": 1946,
        "excerpt": "turns. Storm Bolt. The kraken uses Lightning Strike. Toxic Ink. Constitution Saving Throw: DC 23, each creature in a 15-foot Emanation originating from the kraken"
      }
    ],
    "toxin": [
      {
        "document": 970,
        "excerpt": "and Proficiency Bonus. Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has"
      }
    ],
    "toy": [
      {
        "document": 266,
        "excerpt": "51 A dead scarab beetle the size of your hand 52 Two toy soldiers, one missing a head 53 A small box filled with different-sized buttons 54 A candle that can't"
      },
      {
        "document": 989,
        "excerpt": "create a Tiny clockwork device (AC 5, 1 HP), such as a toy, fire starter, or music box. When you create the device, you determine its function by choosing one effe"
      }
    ],
    "trace": [
      {
        "document": 283,
        "excerpt": "from being one of those life forms. Some species can trace their origin to a single world, plane of existence, or god, while other species first appeared in multip"
      },
      {
        "document": 779,
        "excerpt": "Pass without Trace"
      },
      {
        "document": 831,
        "excerpt": "Pass without Trace"
      },
      {
        "document": 851,
        "excerpt": "Pass without Trace"
      },
      {
        "document": 988,
        "excerpt": "| Longstrider | Pass without Trace | Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trai"
      },
      {
        "document": 1357,
        "excerpt": "than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item, but it can't restore magic to such"
      },
      {
        "document": 1371,
        "excerpt": "Pass without Trace"
      },
      {
        "document": 1730,
        "excerpt": "l. In either case, the fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and"
      },
      {
        "document": 1732,
        "excerpt": "l. In either case, the fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman dissolves into foul-smelling slime and i"
      },
      {
        "document": 1852,
        "excerpt": "again), Druidcraft 1/Day Each: Entangle, Pass without Trace"
      },
      {
        "document": 2053,
        "excerpt": "Emotions, Dispel Evil and Good, Entangle, Pass without Trace, Word of Recall"
      }
    ],
    "tracing": [
      {
        "document": 1170,
        "excerpt": "s) Duration: Instantaneous You spend the casting time tracing magical pathways within a precious gemstone, and then touch the target. The target must be either a Beas"
      }
    ],
    "track": [
      {
        "document": 10,
        "excerpt": "cesses and failures don't need to be consecutive; keep track of both until you collect three of a kind. The number of both is reset to zero when you regain any Hit P"
      },
      {
        "document": 236,
        "excerpt": "the term \"character sheet\" to mean whatever you use to track your character's details, whether it's a printed character sheet, a digital character sheet, or plain pa"
      },
      {
        "document": 241,
        "excerpt": "orary Hit Points you might gain. There's also space to track Death Saving Throws. Hit Point Dice. Your class's description tells you the die type of your character'"
      },
      {
        "document": 257,
        "excerpt": "If your classes give you Hit Dice of different types, track them separately. If you are a level 5 Cleric / level 5 Paladin, for example, you have five d8 Hit Dice a"
      },
      {
        "document": 580,
        "excerpt": "le and resilient objects that are Large or smaller. To track Hit Points for a Huge or Gargantuan object, divide it into Large or smaller sections, and track each sec"
      },
      {
        "document": 589,
        "excerpt": "ter sheet is a paper or digital record that you use to track your character's information. See also \"Character Creation.\""
      },
      {
        "document": 1277,
        "excerpt": "he successes and failures needn't be consecutive; keep track of both until the target collects three of a kind. If you maintain your Concentration on this spell for"
      },
      {
        "document": 1364,
        "excerpt": "your actions, shifting position so it's impossible to track which image is real. Each time a creature hits you with an attack roll during the spell's duration, rol"
      },
      {
        "document": 1387,
        "excerpt": "he successes and failures needn't be consecutive; keep track of both until the target collects three of a kind. 7 Violet. Failed Save: The target has the Blinded co"
      },
      {
        "document": 1388,
        "excerpt": "he successes and failures needn’t be consecutive; keep track of both until the target collects three of a kind. Additional Effects: Spells can’t be cast through this"
      }
    ],
    "tracks": [
      {
        "document": 744,
        "excerpt": "Follow tracks, forage, find a trail, or avoid natural hazards."
      },
      {
        "document": 939,
        "excerpt": "Tracks or food"
      },
      {
        "document": 1371,
        "excerpt": "a +10 bonus to Dexterity (Stealth) checks and leave no tracks."
      },
      {
        "document": 1605,
        "excerpt": "urfaces, such as water or lava. The creature leaves no tracks and ignores Difficult Terrain. In addition, the creature can travel for up to 12 hours a day without gai"
      },
      {
        "document": 1914,
        "excerpt": "ation), Invisibility (self only, and the hag leaves no tracks while Invisible), Minor Illusion, Ray of Sickness (level 3 version)"
      }
    ],
    "trade": [
      {
        "document": 414,
        "excerpt": "ools are each focused on crafting items and pursuing a trade. Each of these tools requires a separate proficiency."
      },
      {
        "document": 420,
        "excerpt": "quipment fetches half its cost when sold. In contrast, trade goods and valuables - like gems and art objects - retain their full value in the marketplace. \"Magic Ite"
      }
    ],
    "trades": [
      {
        "document": 896,
        "excerpt": "Expertise, Jack of All Trades"
      },
      {
        "document": 963,
        "excerpt": "Jack of All Trades"
      }
    ],
    "tradition": [
      {
        "document": 235,
        "excerpt": "Lawful Neutral individuals act in accordance with law, tradition, or personal codes. Someone who follows a disciplined rule of life - and isn’t swayed either by the dema"
      },
      {
        "document": 237,
        "excerpt": "lly take what they want within the limits of a code of tradition, loyalty, or order. An aristocrat exploiting citizens while scheming for power is probably Lawful Evil."
      },
      {
        "document": 981,
        "excerpt": "with this domain, so a Cleric of almost any religious tradition might choose it. This domain is particularly associated with agricultural deities, gods of healing or en"
      }
    ],
    "traditional": [
      {
        "document": 183,
        "excerpt": "estion of how to roleplay the monster, inspired by its traditional role in the game or real-world folklore. Change a monster's alignment to suit your storytelling needs. T"
      }
    ],
    "traditions": [
      {
        "document": 940,
        "excerpt": "Spells, magic items, eldritch symbols, magical traditions, planes of existence, and certain creatures (Aberrations, Constructs, Elementals, Fey, and Monstrosities"
      },
      {
        "document": 963,
        "excerpt": "You've learned secrets from various magical traditions. Whenever you reach a Bard level (including this level) and the Prepared Spells number in the Bard Featu"
      }
    ],
    "trail": [
      {
        "document": 744,
        "excerpt": "Follow tracks, forage, find a trail, or avoid natural hazards."
      }
    ],
    "trails": [
      {
        "document": 1167,
        "excerpt": "ipal difference is the addition of a silvery cord that trails from between the shoulder blades of the astral form. The cord fades from view after 1 foot. If the cord"
      }
    ],
    "train": [
      {
        "document": 40,
        "excerpt": "are proficient in Intelligence and Wisdom saves; they train to resist mental assault."
      },
      {
        "document": 744,
        "excerpt": "Calm or train an animal, or get an animal to behave in a certain way."
      }
    ],
    "trained": [
      {
        "document": 96,
        "excerpt": "You can control a mount only if it has been trained to accept a rider. Domesticated horses, mules, and similar creatures have such training. The Initiative"
      },
      {
        "document": 964,
        "excerpt": "the following sacred roles of your choice. Protector. Trained for battle, you gain proficiency with Martial weapons and training with Heavy armor. Thaumaturge. You k"
      },
      {
        "document": 965,
        "excerpt": "s your Wisdom modifier (minimum bonus of +1). Warden. Trained for battle, you gain proficiency with Martial weapons and training with Medium armor."
      },
      {
        "document": 984,
        "excerpt": "You've trained to get into especially hard-to-reach places, granting you these benefits. Climber. You gain a Climb Spe"
      },
      {
        "document": 1013,
        "excerpt": "Origin Feat You've trained to deal particularly damaging strikes. Once per turn when you hit a target with a weapon, you can roll t"
      },
      {
        "document": 1573,
        "excerpt": "or Class while you wear this armor. You are considered trained with this armor even if you lack training with Medium or Heavy armor."
      }
    ],
    "training": [
      {
        "document": 34,
        "excerpt": "ve a Proficiency Bonus, which reflects the impact that training has on the creature's capabilities. A character's Proficiency Bonus increases as the character gains lev"
      },
      {
        "document": 40,
        "excerpt": "at least two saving throws, representing that class's training in evading or resisting certain threats. Wizards, for example, are proficient in Intelligence and Wisdom"
      },
      {
        "document": 96,
        "excerpt": "ticated horses, mules, and similar creatures have such training. The Initiative of a controlled mount changes to match yours when you mount it. It moves on your turn a"
      },
      {
        "document": 103,
        "excerpt": "n ability check represents a creature using talent and training to try to overcome a challenge, such as forcing open a stuck door, picking a lock, entertaining a crowd,"
      },
      {
        "document": 269,
        "excerpt": "Note Armor Training"
      },
      {
        "document": 407,
        "excerpt": "Armor Training"
      },
      {
        "document": 408,
        "excerpt": "If you wear Light, Medium, or Heavy armor and lack training with it, you have Disadvantage on any D20 Test that involves Strength or Dexterity, and you can't cast s"
      },
      {
        "document": 410,
        "excerpt": "n the Armor Class benefit of a Shield only if you have training with it."
      },
      {
        "document": 511,
        "excerpt": "You must have training with any armor you are wearing to cast spells while wearing it. You are otherwise too hampered by the ar"
      },
      {
        "document": 544,
        "excerpt": "Armor Training"
      },
      {
        "document": 758,
        "excerpt": "Training with all Medium armor"
      },
      {
        "document": 962,
        "excerpt": "Armor Training"
      },
      {
        "document": 963,
        "excerpt": "Armor Training"
      },
      {
        "document": 964,
        "excerpt": "Armor Training"
      },
      {
        "document": 965,
        "excerpt": "Armor Training"
      },
      {
        "document": 966,
        "excerpt": "Armor Training"
      },
      {
        "document": 967,
        "excerpt": "Armor Training"
      },
      {
        "document": 968,
        "excerpt": "Armor Training"
      },
      {
        "document": 969,
        "excerpt": "Armor Training"
      },
      {
        "document": 970,
        "excerpt": "Armor Training"
      },
      {
        "document": 971,
        "excerpt": "Armor Training"
      },
      {
        "document": 972,
        "excerpt": "Armor Training"
      },
      {
        "document": 973,
        "excerpt": "Armor Training"
      },
      {
        "document": 974,
        "excerpt": "entless pursuit of victory. Champions combine rigorous training with physical excellence to deal devastating blows, withstand peril, and garner glory. Whether in athlet"
      },
      {
        "document": 1573,
        "excerpt": "re considered trained with this armor even if you lack training with Medium or Heavy armor."
      },
      {
        "document": 1832,
        "excerpt": "Training. The commoner has proficiency in one skill of the GM's choice and has Advantage whenever it makes an abi"
      }
    ],
    "trait": [
      {
        "document": 175,
        "excerpt": "ects only the hag. Spell Components. The Spellcasting trait notes whether the monster's spellcasting ignores the need for certain spell components. If any spell com"
      },
      {
        "document": 583,
        "excerpt": "'t burrow through solid rock unless the creature has a trait that allows it to do so. See also \"Speed.\""
      },
      {
        "document": 967,
        "excerpt": ". As a Multiclass Character - Gain the Hit Point Die trait from the Core Monk Traits table. - Gain the Monk's level 1 features, which are listed in the Monk Featur"
      },
      {
        "document": 986,
        "excerpt": "amage of the type determined by your Draconic Ancestry trait. On a successful save, a creature takes half as much damage. This damage increases by 1d10 when you reac"
      },
      {
        "document": 988,
        "excerpt": "spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage)."
      },
      {
        "document": 989,
        "excerpt": "spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage):"
      },
      {
        "document": 990,
        "excerpt": "and your Speed increases by 10 feet. Once you use this trait, you can't use it again until you finish a Long Rest."
      },
      {
        "document": 993,
        "excerpt": "nts equal to your Proficiency Bonus. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Sh"
      },
      {
        "document": 994,
        "excerpt": "spellcasting ability for the spells you cast with this trait (choose the ability when you select the legacy)."
      },
      {
        "document": 1740,
        "excerpt": "endary Resistance, it can expend one daily use of that trait to avoid losing its head, taking the extra damage instead."
      },
      {
        "document": 1791,
        "excerpt": "ve and only half damage if it fails. It can't use this trait if it has the Incapacitated condition."
      },
      {
        "document": 1827,
        "excerpt": "The chuul senses magic within 120 feet of itself. This trait otherwise works like the Detect Magic spell but isn't itself magical."
      },
      {
        "document": 1864,
        "excerpt": "urn, at which point it resumes rolling for the Berserk trait again if it is still Bloodied. Immutable Form. The golem can't shape-shift. Lightning Absorption. When"
      },
      {
        "document": 1869,
        "excerpt": "room inside itself to contain them (see the Ooze Cube trait). Dexterity Saving Throw: DC 12, each creature whose space the cube enters for the first time during thi"
      },
      {
        "document": 1914,
        "excerpt": "ant. The hag must finish a Long Rest before using this trait to cast that spell again. Mimicry. The hag can mimic animal sounds and humanoid voices. A creature that"
      },
      {
        "document": 1921,
        "excerpt": "Damage type chosen for the Draconic Origin trait below"
      },
      {
        "document": 1969,
        "excerpt": "ant. The hag must finish a Long Rest before using this trait to cast that spell again. Magic Resistance. The hag has Advantage on saving throws against spells and o"
      },
      {
        "document": 2014,
        "excerpt": "ant. The hag must finish a Long Rest before using this trait to cast that spell again. Vile Appearance. Wisdom Saving Throw: DC 11, any Beast or Humanoid that start"
      },
      {
        "document": 2028,
        "excerpt": "all its Hit Points. Only a Wish spell can prevent this trait from functioning."
      },
      {
        "document": 2050,
        "excerpt": "its turns. If the limb takes Acid or Fire damage, this trait doesn't function on the limb's next turn. The limb dies only if it starts its turn with 0 Hit Points and"
      },
      {
        "document": 2051,
        "excerpt": "ts turns. If the troll takes Acid or Fire damage, this trait doesn't function on the troll's next turn. The troll dies only if it starts its turn with 0 Hit Points a"
      }
    ],
    "traits": [
      {
        "document": 117,
        "excerpt": "qualifies if it can cast at least one spell using its traits or features, not by using a magic item or the like. Items Made for Specific Creatures. Magic items that"
      },
      {
        "document": 135,
        "excerpt": "Sentient Magic Item Traits"
      },
      {
        "document": 161,
        "excerpt": "r lacks those details, entries for them don't appear. Traits. Monster characteristics that are active at all times or during certain situations appear here. Actions"
      },
      {
        "document": 168,
        "excerpt": "Traits"
      },
      {
        "document": 226,
        "excerpt": "it on your character sheet. Then record your species’ traits. Your character's size and Speed are determined by the character's species; record these in the appropr"
      },
      {
        "document": 283,
        "excerpt": "forms. A player character's species is the set of game traits that an adventurer gains from being one of those life forms. Some species can trace their origin to a s"
      },
      {
        "document": 288,
        "excerpt": "Special Traits"
      },
      {
        "document": 554,
        "excerpt": "See also “Challenge Rating” and “Experience Points.” Traits. The monster's traits, if any, are features that are active at all times or in certain situations. Acti"
      },
      {
        "document": 962,
        "excerpt": "Core Barbarian Traits Becoming a Barbarian ... As a Level 1 Character - Gain all the traits in the Core Barbarian Traits ta"
      },
      {
        "document": 963,
        "excerpt": "Core Bard Traits Becoming a Bard ... As a Level 1 Character - Gain all the traits in the Core Bard Traits table. - Ga"
      },
      {
        "document": 964,
        "excerpt": "Core Cleric Traits Becoming a Cleric ... As a Level 1 Character - Gain all the traits in the Core Cleric Traits table. -"
      },
      {
        "document": 965,
        "excerpt": "Core Druid Traits Becoming a Druid ... As a Level 1 Character - Gain all the traits in the Core Druid Traits table. - G"
      },
      {
        "document": 966,
        "excerpt": "Core Fighter Traits Becoming a Fighter ... As a Level 1 Character - Gain all the traits in the Core Fighter Traits table."
      },
      {
        "document": 967,
        "excerpt": "Core Monk Traits Becoming a Monk ... As a Level 1 Character - Gain all the traits in the Core Monk Traits table. - Gai"
      },
      {
        "document": 968,
        "excerpt": "Core Paladin Traits Becoming a Paladin ... As a Level 1 Character - Gain all the traits in the Core Paladin Traits table."
      },
      {
        "document": 969,
        "excerpt": "Core Ranger Traits Becoming a Ranger ... As a Level 1 Character - Gain all the traits in the Core Ranger Traits table. -"
      },
      {
        "document": 970,
        "excerpt": "Core Rogue Traits Becoming a Rogue ... As a Level 1 Character - Gain all the traits in the Core Rogue Traits table. - G"
      },
      {
        "document": 971,
        "excerpt": "Core Sorcerer Traits Becoming a Sorcerer ... As a Level 1 Character - Gain all the traits in the Core Sorcerer Traits tabl"
      },
      {
        "document": 972,
        "excerpt": "Core Warlock Traits Becoming a Warlock ... As a Level 1 Character - Gain all the traits in the Core Warlock Traits table."
      },
      {
        "document": 973,
        "excerpt": "Core Wizard Traits Becoming a Wizard ... As a Level 1 Character - Gain all the traits in the Core Wizard Traits table. -"
      },
      {
        "document": 977,
        "excerpt": "The magic in your body manifests physical traits of your draconic gift. Your Hit Point maximum increases by 3, and it increases by 1 whenever you gain an"
      },
      {
        "document": 986,
        "excerpt": "hoice affects your Breath Weapon and Damage Resistance traits as well as your appearance. Draconic Ancestors | Dragon | Damage Type | Dragon | Damage Type | | :----"
      },
      {
        "document": 987,
        "excerpt": "l) Speed: 30 feet As a Dwarf, you have these special traits. Darkvision. You have Darkvision with a range of 120 feet. Dwarven Resilience. You have Resistance to"
      },
      {
        "document": 988,
        "excerpt": "ll) Speed: 30 feet As an Elf, you have these special traits. Darkvision. You have Darkvision with a range of 60 feet. Elven Lineage. You are part of a lineage tha"
      },
      {
        "document": 989,
        "excerpt": "l) Speed: 30 feet As a Gnome, you have these special traits. Darkvision. You have Darkvision with a range of 60 feet. Gnomish Cunning. You have Advantage on Intel"
      },
      {
        "document": 990,
        "excerpt": "Speed: 35 feet As a Goliath, you have these special traits. Giant Ancestry. You are descended from Giants. Choose one of the following benefits - a supernatural b"
      },
      {
        "document": 991,
        "excerpt": "Speed: 30 feet As a Halfling, you have these special traits. Brave. You have Advantage on saving throws you make to avoid or end the Frightened condition. Halflin"
      },
      {
        "document": 992,
        "excerpt": "es Speed: 30 feet As a Human, you have these special traits. Resourceful. You gain Heroic Inspiration whenever you finish a Long Rest. Skillful. You gain proficie"
      },
      {
        "document": 993,
        "excerpt": "ll) Speed: 30 feet As an Orc, you have these special traits. Adrenaline Rush. You can take the Dash action as a Bonus Action. When you do so, you gain a number of"
      },
      {
        "document": 994,
        "excerpt": "30 feet As a Tiefling, you have the following special traits. Darkvision. You have Darkvision with a range of 60 feet. Fiendish Legacy. You are the recipient of a"
      },
      {
        "document": 1266,
        "excerpt": "- Celestial, Fey, or Fiend - which determines certain traits in the stat block. Combat. The steed is an ally to you and your allies. In combat, it shares your Initi"
      },
      {
        "document": 1290,
        "excerpt": "know CR None (XP 0; PB equals your Proficiency Bonus) Traits Spider Climb. The insect can climb difficult surfaces, including along ceilings, without needing to mak"
      },
      {
        "document": 1402,
        "excerpt": "ities it had in its original form, except it loses the traits of its previous species and gains the traits of its new one."
      },
      {
        "document": 1448,
        "excerpt": "know CR None (XP 0; PB equals your Proficiency Bonus) Traits Shared Resistances. When you summon the spirit, choose one of its Resistances. You have Resistance to t"
      },
      {
        "document": 1760,
        "excerpt": "Traits"
      },
      {
        "document": 1761,
        "excerpt": "Traits"
      },
      {
        "document": 1762,
        "excerpt": "Traits"
      },
      {
        "document": 1763,
        "excerpt": "Traits"
      },
      {
        "document": 1764,
        "excerpt": "Traits"
      },
      {
        "document": 1765,
        "excerpt": "Traits"
      },
      {
        "document": 1766,
        "excerpt": "Traits"
      },
      {
        "document": 1767,
        "excerpt": "Traits"
      },
      {
        "document": 1768,
        "excerpt": "Traits"
      },
      {
        "document": 1769,
        "excerpt": "Traits"
      },
      {
        "document": 1770,
        "excerpt": "Traits"
      },
      {
        "document": 1771,
        "excerpt": "Traits"
      },
      {
        "document": 1773,
        "excerpt": "Traits"
      },
      {
        "document": 1774,
        "excerpt": "Traits"
      },
      {
        "document": 1775,
        "excerpt": "Traits"
      },
      {
        "document": 1776,
        "excerpt": "Traits"
      },
      {
        "document": 1777,
        "excerpt": "Traits"
      },
      {
        "document": 1778,
        "excerpt": "Traits"
      },
      {
        "document": 1779,
        "excerpt": "Traits"
      },
      {
        "document": 1780,
        "excerpt": "Traits"
      },
      {
        "document": 1781,
        "excerpt": "Traits"
      },
      {
        "document": 1782,
        "excerpt": "Traits"
      },
      {
        "document": 1786,
        "excerpt": "Traits"
      },
      {
        "document": 1789,
        "excerpt": "Traits"
      },
      {
        "document": 1790,
        "excerpt": "Traits"
      },
      {
        "document": 1791,
        "excerpt": "Traits"
      },
      {
        "document": 1792,
        "excerpt": "Traits"
      },
      {
        "document": 1796,
        "excerpt": "Traits"
      },
      {
        "document": 1797,
        "excerpt": "Traits"
      },
      {
        "document": 1799,
        "excerpt": "Traits"
      },
      {
        "document": 1802,
        "excerpt": "Traits"
      },
      {
        "document": 1805,
        "excerpt": "Traits"
      },
      {
        "document": 1807,
        "excerpt": "Traits"
      },
      {
        "document": 1809,
        "excerpt": "Traits"
      },
      {
        "document": 1810,
        "excerpt": "Traits"
      },
      {
        "document": 1812,
        "excerpt": "Traits"
      },
      {
        "document": 1814,
        "excerpt": "Traits"
      },
      {
        "document": 1815,
        "excerpt": "Traits"
      },
      {
        "document": 1817,
        "excerpt": "Traits"
      },
      {
        "document": 1819,
        "excerpt": "Traits"
      },
      {
        "document": 1820,
        "excerpt": "Traits"
      },
      {
        "document": 1823,
        "excerpt": "Traits"
      },
      {
        "document": 1825,
        "excerpt": "Traits"
      },
      {
        "document": 1827,
        "excerpt": "Traits"
      },
      {
        "document": 1828,
        "excerpt": "Traits"
      },
      {
        "document": 1829,
        "excerpt": "Traits"
      },
      {
        "document": 1832,
        "excerpt": "Traits"
      },
      {
        "document": 1835,
        "excerpt": "Traits"
      },
      {
        "document": 1836,
        "excerpt": "Traits"
      },
      {
        "document": 1837,
        "excerpt": "Traits"
      },
      {
        "document": 1842,
        "excerpt": "Traits"
      },
      {
        "document": 1843,
        "excerpt": "Traits"
      },
      {
        "document": 1844,
        "excerpt": "Traits"
      },
      {
        "document": 1845,
        "excerpt": "Traits"
      },
      {
        "document": 1848,
        "excerpt": "Traits"
      },
      {
        "document": 1850,
        "excerpt": "Traits"
      },
      {
        "document": 1852,
        "excerpt": "Traits"
      },
      {
        "document": 1853,
        "excerpt": "Traits"
      },
      {
        "document": 1855,
        "excerpt": "Traits"
      },
      {
        "document": 1856,
        "excerpt": "Traits"
      },
      {
        "document": 1859,
        "excerpt": "Traits"
      },
      {
        "document": 1860,
        "excerpt": "Traits"
      },
      {
        "document": 1862,
        "excerpt": "Traits"
      },
      {
        "document": 1864,
        "excerpt": "Traits"
      },
      {
        "document": 1865,
        "excerpt": "Traits"
      },
      {
        "document": 1866,
        "excerpt": "Traits"
      },
      {
        "document": 1868,
        "excerpt": "Traits"
      },
      {
        "document": 1869,
        "excerpt": "Traits"
      },
      {
        "document": 1870,
        "excerpt": "Traits"
      },
      {
        "document": 1871,
        "excerpt": "Traits"
      },
      {
        "document": 1876,
        "excerpt": "Traits"
      },
      {
        "document": 1879,
        "excerpt": "Traits"
      },
      {
        "document": 1880,
        "excerpt": "Traits"
      },
      {
        "document": 1883,
        "excerpt": "Traits"
      },
      {
        "document": 1885,
        "excerpt": "Traits"
      },
      {
        "document": 1888,
        "excerpt": "Traits"
      },
      {
        "document": 1889,
        "excerpt": "Traits"
      },
      {
        "document": 1890,
        "excerpt": "Traits"
      },
      {
        "document": 1891,
        "excerpt": "Traits"
      },
      {
        "document": 1893,
        "excerpt": "Traits"
      },
      {
        "document": 1894,
        "excerpt": "Traits"
      },
      {
        "document": 1895,
        "excerpt": "Traits"
      },
      {
        "document": 1896,
        "excerpt": "Traits"
      },
      {
        "document": 1898,
        "excerpt": "Traits"
      },
      {
        "document": 1899,
        "excerpt": "Traits"
      },
      {
        "document": 1901,
        "excerpt": "Traits"
      },
      {
        "document": 1902,
        "excerpt": "Traits"
      },
      {
        "document": 1903,
        "excerpt": "Traits"
      },
      {
        "document": 1910,
        "excerpt": "Traits"
      },
      {
        "document": 1912,
        "excerpt": "Traits"
      },
      {
        "document": 1913,
        "excerpt": "Traits"
      },
      {
        "document": 1914,
        "excerpt": "Traits"
      },
      {
        "document": 1920,
        "excerpt": "Traits"
      },
      {
        "document": 1921,
        "excerpt": "Traits"
      },
      {
        "document": 1924,
        "excerpt": "Traits"
      },
      {
        "document": 1925,
        "excerpt": "Traits"
      },
      {
        "document": 1927,
        "excerpt": "Traits"
      },
      {
        "document": 1928,
        "excerpt": "Traits"
      },
      {
        "document": 1929,
        "excerpt": "Traits"
      },
      {
        "document": 1930,
        "excerpt": "Traits"
      },
      {
        "document": 1931,
        "excerpt": "Traits"
      },
      {
        "document": 1932,
        "excerpt": "Traits"
      },
      {
        "document": 1933,
        "excerpt": "Traits"
      },
      {
        "document": 1934,
        "excerpt": "Traits"
      },
      {
        "document": 1935,
        "excerpt": "Traits"
      },
      {
        "document": 1936,
        "excerpt": "Traits"
      },
      {
        "document": 1937,
        "excerpt": "Traits"
      },
      {
        "document": 1938,
        "excerpt": "Traits"
      },
      {
        "document": 1939,
        "excerpt": "Traits"
      },
      {
        "document": 1940,
        "excerpt": "Traits"
      },
      {
        "document": 1941,
        "excerpt": "Traits"
      },
      {
        "document": 1943,
        "excerpt": "Traits"
      },
      {
        "document": 1945,
        "excerpt": "Traits"
      },
      {
        "document": 1946,
        "excerpt": "Traits"
      },
      {
        "document": 1948,
        "excerpt": "Traits"
      },
      {
        "document": 1949,
        "excerpt": "Traits"
      },
      {
        "document": 1950,
        "excerpt": "Traits"
      },
      {
        "document": 1951,
        "excerpt": "Traits"
      },
      {
        "document": 1953,
        "excerpt": "Traits"
      },
      {
        "document": 1954,
        "excerpt": "Traits"
      },
      {
        "document": 1957,
        "excerpt": "Traits"
      },
      {
        "document": 1960,
        "excerpt": "Traits"
      },
      {
        "document": 1961,
        "excerpt": "Traits"
      },
      {
        "document": 1962,
        "excerpt": "Traits"
      },
      {
        "document": 1965,
        "excerpt": "Traits"
      },
      {
        "document": 1966,
        "excerpt": "Traits"
      },
      {
        "document": 1968,
        "excerpt": "Traits"
      },
      {
        "document": 1969,
        "excerpt": "Traits"
      },
      {
        "document": 1970,
        "excerpt": "Traits"
      },
      {
        "document": 1972,
        "excerpt": "Traits"
      },
      {
        "document": 1973,
        "excerpt": "Traits"
      },
      {
        "document": 1974,
        "excerpt": "Traits"
      },
      {
        "document": 1976,
        "excerpt": "Traits"
      },
      {
        "document": 1978,
        "excerpt": "Traits"
      },
      {
        "document": 1982,
        "excerpt": "Traits"
      },
      {
        "document": 1983,
        "excerpt": "Traits"
      },
      {
        "document": 1986,
        "excerpt": "Traits"
      },
      {
        "document": 1987,
        "excerpt": "Traits"
      },
      {
        "document": 1988,
        "excerpt": "Traits"
      },
      {
        "document": 1993,
        "excerpt": "Traits"
      },
      {
        "document": 1994,
        "excerpt": "Traits"
      },
      {
        "document": 1995,
        "excerpt": "Traits"
      },
      {
        "document": 1996,
        "excerpt": "Traits"
      },
      {
        "document": 1997,
        "excerpt": "Traits"
      },
      {
        "document": 1998,
        "excerpt": "Traits"
      },
      {
        "document": 1999,
        "excerpt": "Traits"
      },
      {
        "document": 2001,
        "excerpt": "Traits"
      },
      {
        "document": 2002,
        "excerpt": "Traits"
      },
      {
        "document": 2006,
        "excerpt": "Traits"
      },
      {
        "document": 2007,
        "excerpt": "Traits"
      },
      {
        "document": 2008,
        "excerpt": "Traits"
      },
      {
        "document": 2009,
        "excerpt": "Traits"
      },
      {
        "document": 2010,
        "excerpt": "Traits"
      },
      {
        "document": 2011,
        "excerpt": "Traits"
      },
      {
        "document": 2014,
        "excerpt": "Traits"
      },
      {
        "document": 2015,
        "excerpt": "Traits"
      },
      {
        "document": 2016,
        "excerpt": "Traits"
      },
      {
        "document": 2017,
        "excerpt": "Traits"
      },
      {
        "document": 2018,
        "excerpt": "Traits"
      },
      {
        "document": 2022,
        "excerpt": "Traits"
      },
      {
        "document": 2023,
        "excerpt": "Traits"
      },
      {
        "document": 2024,
        "excerpt": "Traits"
      },
      {
        "document": 2025,
        "excerpt": "Traits"
      },
      {
        "document": 2026,
        "excerpt": "Traits"
      },
      {
        "document": 2027,
        "excerpt": "Traits"
      },
      {
        "document": 2028,
        "excerpt": "Traits"
      },
      {
        "document": 2031,
        "excerpt": "Traits"
      },
      {
        "document": 2034,
        "excerpt": "Traits"
      },
      {
        "document": 2035,
        "excerpt": "Traits"
      },
      {
        "document": 2036,
        "excerpt": "Traits"
      },
      {
        "document": 2037,
        "excerpt": "Traits"
      },
      {
        "document": 2038,
        "excerpt": "Traits"
      },
      {
        "document": 2039,
        "excerpt": "Traits"
      },
      {
        "document": 2040,
        "excerpt": "Traits"
      },
      {
        "document": 2041,
        "excerpt": "Traits"
      },
      {
        "document": 2042,
        "excerpt": "Traits"
      },
      {
        "document": 2043,
        "excerpt": "Traits"
      },
      {
        "document": 2044,
        "excerpt": "Traits"
      },
      {
        "document": 2046,
        "excerpt": "Traits"
      },
      {
        "document": 2047,
        "excerpt": "Traits"
      },
      {
        "document": 2048,
        "excerpt": "Traits"
      },
      {
        "document": 2050,
        "excerpt": "Traits"
      },
      {
        "document": 2051,
        "excerpt": "Traits"
      },
      {
        "document": 2053,
        "excerpt": "Traits"
      },
      {
        "document": 2054,
        "excerpt": "Traits"
      },
      {
        "document": 2055,
        "excerpt": "Traits"
      },
      {
        "document": 2056,
        "excerpt": "Traits"
      },
      {
        "document": 2059,
        "excerpt": "Traits"
      },
      {
        "document": 2060,
        "excerpt": "Traits"
      },
      {
        "document": 2063,
        "excerpt": "Traits"
      },
      {
        "document": 2065,
        "excerpt": "Traits"
      },
      {
        "document": 2071,
        "excerpt": "Traits"
      },
      {
        "document": 2072,
        "excerpt": "Traits"
      },
      {
        "document": 2073,
        "excerpt": "Traits"
      },
      {
        "document": 2074,
        "excerpt": "Traits"
      },
      {
        "document": 2075,
        "excerpt": "Traits"
      },
      {
        "document": 2076,
        "excerpt": "Traits"
      },
      {
        "document": 2078,
        "excerpt": "Traits"
      },
      {
        "document": 2080,
        "excerpt": "Traits"
      },
      {
        "document": 2081,
        "excerpt": "Traits"
      },
      {
        "document": 2084,
        "excerpt": "Traits"
      },
      {
        "document": 2086,
        "excerpt": "Traits"
      },
      {
        "document": 2087,
        "excerpt": "Traits"
      },
      {
        "document": 2090,
        "excerpt": "Traits"
      },
      {
        "document": 2091,
        "excerpt": "Traits"
      }
    ],
    "trajectory": [
      {
        "document": 1629,
        "excerpt": "it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a level 3 Fireball (save DC 15). You can hurl multiple beads, or even the whole"
      }
    ],
    "trample": [
      {
        "document": 1857,
        "excerpt": "Trample. Dexterity Saving Throw: DC 16, one creature within 5 feet that has the Prone condition. Failure: 17 (2d"
      },
      {
        "document": 1911,
        "excerpt": "Trample. Dexterity Saving Throw: DC 16, one creature within 5 feet that has the Prone condition. Failure: 16 (2d"
      },
      {
        "document": 1955,
        "excerpt": "Trample. Dexterity Saving Throw: DC 18, one creature within 5 feet that has the Prone condition. Failure: 29 (4d"
      }
    ],
    "trampling": [
      {
        "document": 1824,
        "excerpt": "Trampling Charge (Recharge 5–6). The centaur moves up to its Speed without provoking Opportunity Attacks and can m"
      }
    ],
    "trance": [
      {
        "document": 988,
        "excerpt": "Trance"
      },
      {
        "document": 1246,
        "excerpt": "xistence. You or a willing creature you touch enters a trance state to act as a dream messenger. While in the trance, the messenger is Incapacitated and has a Speed o"
      }
    ],
    "trancelike": [
      {
        "document": 988,
        "excerpt": "h a Long Rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness."
      }
    ],
    "tranquil": [
      {
        "document": 1697,
        "excerpt": "ou choose the form the demiplane takes. It could be a tranquil garden, a cheery tavern, an immense palace, a tropical island, a fantastic carnival, or whatever else yo"
      }
    ],
    "transcribe": [
      {
        "document": 973,
        "excerpt": "lose your spellbook, you can use the same procedure to transcribe the Wizard spells that you have prepared into a new spellbook. Filling out the remainder of the new book"
      }
    ],
    "transcription": [
      {
        "document": 973,
        "excerpt": "have time to copy it. For each level of the spell, the transcription takes 2 hours and costs 50 GP. Afterward you can prepare the spell like the other spells in your spellbo"
      }
    ],
    "transfer": [
      {
        "document": 392,
        "excerpt": "A spellcaster can transfer a spell to a scroll and create a Spell Scroll, using the rules below."
      },
      {
        "document": 1558,
        "excerpt": "attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your a"
      }
    ],
    "transferred": [
      {
        "document": 2018,
        "excerpt": "rer, half of any damage the wearer takes (round up) is transferred to the guardian. Regeneration. The guardian regains 10 Hit Points at the start of each of its turns if"
      }
    ],
    "transfers": [
      {
        "document": 1194,
        "excerpt": "after the clone finishes forming, the creature's soul transfers to the clone if the soul is free and willing to return. The clone is physically identical to the origina"
      }
    ],
    "transform": [
      {
        "document": 971,
        "excerpt": "ed). Creating Spell Slots. As a Bonus Action, you can transform unexpended Sorcery Points into one spell slot. The Creating Spell Slots table shows the cost of creating"
      },
      {
        "document": 1156,
        "excerpt": "target. On later turns, you can take a Magic action to transform the targets again. A target's game statistics are replaced by the chosen Beast's statistics, but the ta"
      },
      {
        "document": 1381,
        "excerpt": "Duration: Concentration, up to 1 hour You attempt to transform a creature that you can see within range into a Beast. The target must succeed on a Wisdom saving throw"
      },
      {
        "document": 1721,
        "excerpt": "in earth in an unoccupied space and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branche"
      }
    ],
    "transformation": [
      {
        "document": 990,
        "excerpt": "s a Bonus Action if you're in a big enough space. This transformation lasts for 10 minutes or until you end it (no action required). For that duration, you have Advantage on"
      },
      {
        "document": 1156,
        "excerpt": "t Points vanish if any remain when the spell ends. The transformation lasts for the duration or until the target ends it as a Bonus Action."
      },
      {
        "document": 1369,
        "excerpt": "s for these changes to complete. Because the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or injured by the ground's movement. At t"
      },
      {
        "document": 1439,
        "excerpt": "2d4 Piercing damage for every 5 feet it travels. The transformation of the ground is camouflaged to look natural. Any creature that can't see the area when the spell is cas"
      },
      {
        "document": 1463,
        "excerpt": "ure (the object must be neither worn nor carried). The transformation lasts for the duration or until the target dies or is destroyed, but if you maintain Concentration on th"
      },
      {
        "document": 1482,
        "excerpt": "ch also requires a Magic action followed by a 1-minute transformation. If a target is in cloud form and flying when the effect ends, the target descends 60 feet per round fo"
      }
    ],
    "transformations": [
      {
        "document": 567,
        "excerpt": "automatically succeed on saving throws against them. Transformations. You discern the true form of any creature or object you see that has been transformed by magic. Ethere"
      }
    ],
    "transformed": [
      {
        "document": 567,
        "excerpt": "e form of any creature or object you see that has been transformed by magic. Ethereal Plane. You see into the Ethereal Plane."
      },
      {
        "document": 1496,
        "excerpt": "owing effects. Turned to Inanimate Substance. You are transformed, along with any nonmagical objects you are wearing and carrying, into a solid inanimate substance (usual"
      },
      {
        "document": 1846,
        "excerpt": "ch form. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 1938,
        "excerpt": "s Speed. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 1939,
        "excerpt": "his one. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 1962,
        "excerpt": "ob form. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 1969,
        "excerpt": "ch form. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 1976,
        "excerpt": "ch form. Any equipment it is wearing or carrying isn't transformed. Spellcasting. The oni casts one of the following spells, requiring no Material components and using Ch"
      },
      {
        "document": 1996,
        "excerpt": "s Speed. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 2036,
        "excerpt": "ue form. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 2067,
        "excerpt": "ch form. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 2068,
        "excerpt": "ch form. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 2069,
        "excerpt": "ch form. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 2070,
        "excerpt": "ch form. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 2071,
        "excerpt": "ch form. Any equipment it is wearing or carrying isn't transformed."
      }
    ],
    "transforming": [
      {
        "document": 1694,
        "excerpt": "folds down and two crescent-shaped blades spring out, transforming the rod into a magic Battleaxe that grants a +3 bonus to attack rolls and damage rolls made with it. But"
      }
    ],
    "transforms": [
      {
        "document": 793,
        "excerpt": "pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the GM’s choice that acts in accordance with its alignment and nature"
      },
      {
        "document": 936,
        "excerpt": "Transforms creatures or objects"
      },
      {
        "document": 1463,
        "excerpt": "into Object. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form, as long as the object's size is no larger"
      },
      {
        "document": 1509,
        "excerpt": "p or down. When certain levers are used, the apparatus transforms to resemble a giant lobster. The Apparatus of the Crab is a Large object with the following statistics:"
      },
      {
        "document": 1518,
        "excerpt": "and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling on the table that corresponds to the bag's color. See “Monsters"
      },
      {
        "document": 1694,
        "excerpt": "rolls and damage rolls made with it. Button 4. The rod transforms into a climbing pole up to 50 feet long (you specify the length), though the rod's buttons remain within"
      },
      {
        "document": 2056,
        "excerpt": "it returns to its vampire form. Anything it is wearing transforms with it. While in bat form, the vampire can't speak. Its game statistics, other than its size and Speed"
      }
    ],
    "transgresses": [
      {
        "document": 968,
        "excerpt": "n the most dedicated are fallible. Sometimes a Paladin transgresses their oath. A Paladin who has broken a vow typically seeks absolution, spending an all-night vigil as a"
      }
    ],
    "translate": [
      {
        "document": 75,
        "excerpt": "the grid, using your Speed in 5-foot segments. You can translate your Speed into squares by dividing it by 5. For example, a Speed of 30 feet translates into 6 squares."
      },
      {
        "document": 713,
        "excerpt": "Wind Walk or a magic item such as a Carpet of Flying, translate the party's Speed into travel rates using these rules: Miles per hour = Speed ÷ 10 Miles per day (Norm"
      }
    ],
    "translates": [
      {
        "document": 75,
        "excerpt": "s by dividing it by 5. For example, a Speed of 30 feet translates into 6 squares. If you use a grid often, consider writing your Speed in squares on your character sheet."
      }
    ],
    "transmitted": [
      {
        "document": 676,
        "excerpt": "incubates in sewers and refuse heaps and is sometimes transmitted by creatures that dwell in such areas, including otyu-ghs and rats. Any Humanoid that is wounded by a cr"
      }
    ],
    "transmitting": [
      {
        "document": 785,
        "excerpt": "The item communicates by transmitting emotion to the creature carrying or wielding it."
      }
    ],
    "transmutation": [
      {
        "document": 829,
        "excerpt": "Transmutation"
      },
      {
        "document": 830,
        "excerpt": "Transmutation"
      },
      {
        "document": 831,
        "excerpt": "Transmutation"
      },
      {
        "document": 832,
        "excerpt": "Transmutation"
      },
      {
        "document": 833,
        "excerpt": "Transmutation"
      },
      {
        "document": 834,
        "excerpt": "Transmutation"
      },
      {
        "document": 835,
        "excerpt": "Transmutation"
      },
      {
        "document": 836,
        "excerpt": "Transmutation"
      },
      {
        "document": 837,
        "excerpt": "Transmutation"
      },
      {
        "document": 838,
        "excerpt": "Transmutation"
      },
      {
        "document": 843,
        "excerpt": "Transmutation"
      },
      {
        "document": 844,
        "excerpt": "Transmutation"
      },
      {
        "document": 850,
        "excerpt": "Transmutation"
      },
      {
        "document": 851,
        "excerpt": "Transmutation"
      },
      {
        "document": 852,
        "excerpt": "Transmutation"
      },
      {
        "document": 853,
        "excerpt": "Transmutation"
      },
      {
        "document": 859,
        "excerpt": "Transmutation"
      },
      {
        "document": 860,
        "excerpt": "Transmutation"
      },
      {
        "document": 861,
        "excerpt": "Transmutation"
      },
      {
        "document": 862,
        "excerpt": "Transmutation"
      },
      {
        "document": 863,
        "excerpt": "Transmutation"
      },
      {
        "document": 864,
        "excerpt": "Transmutation"
      },
      {
        "document": 865,
        "excerpt": "Transmutation"
      },
      {
        "document": 866,
        "excerpt": "Transmutation"
      },
      {
        "document": 867,
        "excerpt": "Transmutation"
      },
      {
        "document": 868,
        "excerpt": "Transmutation"
      },
      {
        "document": 869,
        "excerpt": "Transmutation"
      },
      {
        "document": 872,
        "excerpt": "Transmutation"
      },
      {
        "document": 873,
        "excerpt": "Transmutation"
      },
      {
        "document": 874,
        "excerpt": "Transmutation"
      },
      {
        "document": 875,
        "excerpt": "Transmutation"
      },
      {
        "document": 876,
        "excerpt": "Transmutation"
      },
      {
        "document": 882,
        "excerpt": "Transmutation"
      },
      {
        "document": 884,
        "excerpt": "Transmutation"
      },
      {
        "document": 885,
        "excerpt": "Transmutation"
      },
      {
        "document": 886,
        "excerpt": "Transmutation"
      },
      {
        "document": 887,
        "excerpt": "Transmutation"
      },
      {
        "document": 888,
        "excerpt": "Transmutation"
      },
      {
        "document": 889,
        "excerpt": "Transmutation"
      },
      {
        "document": 890,
        "excerpt": "Transmutation"
      },
      {
        "document": 891,
        "excerpt": "Transmutation"
      },
      {
        "document": 892,
        "excerpt": "Transmutation"
      },
      {
        "document": 893,
        "excerpt": "Transmutation"
      },
      {
        "document": 894,
        "excerpt": "Transmutation"
      },
      {
        "document": 895,
        "excerpt": "Transmutation"
      },
      {
        "document": 897,
        "excerpt": "Transmutation"
      },
      {
        "document": 898,
        "excerpt": "Transmutation"
      },
      {
        "document": 899,
        "excerpt": "Transmutation"
      },
      {
        "document": 900,
        "excerpt": "Transmutation"
      },
      {
        "document": 901,
        "excerpt": "Transmutation"
      },
      {
        "document": 902,
        "excerpt": "Transmutation"
      },
      {
        "document": 903,
        "excerpt": "Transmutation"
      },
      {
        "document": 905,
        "excerpt": "Transmutation"
      },
      {
        "document": 907,
        "excerpt": "Transmutation"
      },
      {
        "document": 910,
        "excerpt": "Transmutation"
      },
      {
        "document": 911,
        "excerpt": "Transmutation"
      },
      {
        "document": 912,
        "excerpt": "Transmutation"
      },
      {
        "document": 913,
        "excerpt": "Transmutation"
      },
      {
        "document": 914,
        "excerpt": "Transmutation"
      },
      {
        "document": 917,
        "excerpt": "Transmutation"
      },
      {
        "document": 918,
        "excerpt": "Transmutation"
      },
      {
        "document": 936,
        "excerpt": "Transmutation"
      },
      {
        "document": 1153,
        "excerpt": "Transmutation"
      },
      {
        "document": 1156,
        "excerpt": "Transmutation"
      },
      {
        "document": 1158,
        "excerpt": "Transmutation"
      },
      {
        "document": 1170,
        "excerpt": "Transmutation"
      },
      {
        "document": 1173,
        "excerpt": "Transmutation"
      },
      {
        "document": 1181,
        "excerpt": "Transmutation"
      },
      {
        "document": 1182,
        "excerpt": "Transmutation"
      },
      {
        "document": 1214,
        "excerpt": "Transmutation"
      },
      {
        "document": 1215,
        "excerpt": "Transmutation"
      },
      {
        "document": 1218,
        "excerpt": "Transmutation"
      },
      {
        "document": 1224,
        "excerpt": "Transmutation"
      },
      {
        "document": 1235,
        "excerpt": "Transmutation"
      },
      {
        "document": 1239,
        "excerpt": "Transmutation"
      },
      {
        "document": 1245,
        "excerpt": "Transmutation"
      },
      {
        "document": 1247,
        "excerpt": "Transmutation"
      },
      {
        "document": 1248,
        "excerpt": "Transmutation"
      },
      {
        "document": 1250,
        "excerpt": "Transmutation"
      },
      {
        "document": 1251,
        "excerpt": "Transmutation"
      },
      {
        "document": 1252,
        "excerpt": "Transmutation"
      },
      {
        "document": 1257,
        "excerpt": "Transmutation"
      },
      {
        "document": 1259,
        "excerpt": "Transmutation"
      },
      {
        "document": 1264,
        "excerpt": "Transmutation"
      },
      {
        "document": 1277,
        "excerpt": "Transmutation"
      },
      {
        "document": 1279,
        "excerpt": "Transmutation"
      },
      {
        "document": 1286,
        "excerpt": "Transmutation"
      },
      {
        "document": 1306,
        "excerpt": "Transmutation"
      },
      {
        "document": 1309,
        "excerpt": "Transmutation"
      },
      {
        "document": 1331,
        "excerpt": "Transmutation"
      },
      {
        "document": 1332,
        "excerpt": "Transmutation"
      },
      {
        "document": 1335,
        "excerpt": "Transmutation"
      },
      {
        "document": 1341,
        "excerpt": "Transmutation"
      },
      {
        "document": 1348,
        "excerpt": "Transmutation"
      },
      {
        "document": 1356,
        "excerpt": "Transmutation"
      },
      {
        "document": 1357,
        "excerpt": "Transmutation"
      },
      {
        "document": 1358,
        "excerpt": "Transmutation"
      },
      {
        "document": 1369,
        "excerpt": "Transmutation"
      },
      {
        "document": 1372,
        "excerpt": "Transmutation"
      },
      {
        "document": 1379,
        "excerpt": "Transmutation"
      },
      {
        "document": 1381,
        "excerpt": "Transmutation"
      },
      {
        "document": 1386,
        "excerpt": "Transmutation"
      },
      {
        "document": 1396,
        "excerpt": "Transmutation"
      },
      {
        "document": 1401,
        "excerpt": "Transmutation"
      },
      {
        "document": 1407,
        "excerpt": "Transmutation"
      },
      {
        "document": 1409,
        "excerpt": "Transmutation"
      },
      {
        "document": 1419,
        "excerpt": "Transmutation"
      },
      {
        "document": 1420,
        "excerpt": "Transmutation"
      },
      {
        "document": 1424,
        "excerpt": "Transmutation"
      },
      {
        "document": 1425,
        "excerpt": "Transmutation"
      },
      {
        "document": 1432,
        "excerpt": "Transmutation"
      },
      {
        "document": 1437,
        "excerpt": "Transmutation"
      },
      {
        "document": 1438,
        "excerpt": "Transmutation"
      },
      {
        "document": 1439,
        "excerpt": "Transmutation"
      },
      {
        "document": 1444,
        "excerpt": "Transmutation"
      },
      {
        "document": 1445,
        "excerpt": "Transmutation"
      },
      {
        "document": 1452,
        "excerpt": "Transmutation"
      },
      {
        "document": 1456,
        "excerpt": "Transmutation"
      },
      {
        "document": 1458,
        "excerpt": "Transmutation"
      },
      {
        "document": 1463,
        "excerpt": "Transmutation"
      },
      {
        "document": 1478,
        "excerpt": "Transmutation"
      },
      {
        "document": 1479,
        "excerpt": "Transmutation"
      },
      {
        "document": 1482,
        "excerpt": "Transmutation"
      },
      {
        "document": 1721,
        "excerpt": "The tree appears ordinary but radiates a faint aura of Transmutation magic that can be discerned with the Detect Magic spell. While touching the tree and using a Magic actio"
      }
    ],
    "transmuted": [
      {
        "document": 971,
        "excerpt": "the spell or that have a cost specified in the spell. Transmuted Spell Cost: 1 Sorcery Point When you cast a spell that deals a type of damage from the following list,"
      }
    ],
    "transparent": [
      {
        "document": 567,
        "excerpt": "condition. Visual Illusions. Visual illusions appear transparent to you, and you automatically succeed on saving throws against them. Transformations. You discern the t"
      },
      {
        "document": 1349,
        "excerpt": "te into smoke if removed from it. A staff of 100 near-transparent servants attends all who enter. You determine the appearance of these servants and their attire. They ar"
      },
      {
        "document": 1459,
        "excerpt": "from the outside and of any color you choose, but it's transparent from the inside. The spell ends early if you leave the Emanation or if you cast it again."
      },
      {
        "document": 1519,
        "excerpt": "ity saving throw or take 5d4 Force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within th"
      },
      {
        "document": 1651,
        "excerpt": "is equal to or greater than that score. This potion's transparent liquid has floating in it a sliver of light resembling a giant's fingernail."
      },
      {
        "document": 1686,
        "excerpt": "inute. To you, solid objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of"
      },
      {
        "document": 1869,
        "excerpt": "Ooze Cube. The cube fills its entire space and is transparent. Other creatures can enter that space, but a creature that does so is subjected to the cube's Engulf and"
      }
    ],
    "transport": [
      {
        "document": 835,
        "excerpt": "Transport via Plants"
      },
      {
        "document": 979,
        "excerpt": "creature with an attack roll, you can try to instantly transport the target through the Lower Planes. The target must succeed on a Charisma saving throw against your spe"
      },
      {
        "document": 1328,
        "excerpt": "or carrying the object, crushing the sapphire doesn't transport it, but instead you learn who that creature is and where that creature is currently located."
      },
      {
        "document": 1461,
        "excerpt": "Transport via Plants"
      },
      {
        "document": 1484,
        "excerpt": "a Legendary magic item or an Artifact might instantly transport you to the presence of the item's current owner. If your wish is granted and its effects have consequenc"
      },
      {
        "document": 1574,
        "excerpt": "the effect on itself on a successful check. Arrow of Transport. As a Magic action, you can fire one energy arrow from this weapon at a target you can see within 60 fee"
      }
    ],
    "transportation": [
      {
        "document": 563,
        "excerpt": "Teleportation is a special kind of magical transportation. If you teleport, you disappear and reappear elsewhere instantly, without moving through the intervening"
      },
      {
        "document": 1462,
        "excerpt": "thin 5 feet of the tree you entered. You can use this transportation ability only once on each of your turns. You must end each turn outside a tree."
      }
    ],
    "transported": [
      {
        "document": 1172,
        "excerpt": "in range must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the Incapacitated condition. When"
      },
      {
        "document": 1287,
        "excerpt": "through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal. Deities and other planar r"
      },
      {
        "document": 1378,
        "excerpt": "eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as a spec"
      },
      {
        "document": 1516,
        "excerpt": ", it is destroyed, and anything contained within it is transported to a random location on the Astral Plane."
      },
      {
        "document": 1766,
        "excerpt": "and the target has the Incapacitated condition and is transported to a harmless demiplane until the start of the dragon's next turn, at which point it reappears in an uno"
      },
      {
        "document": 1778,
        "excerpt": "and the target has the Incapacitated condition and is transported to a harmless demiplane until the start of the dragon's next turn, at which point it reappears in an uno"
      },
      {
        "document": 1884,
        "excerpt": "oring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form. Onyx Dog (Rar"
      }
    ],
    "transporting": [
      {
        "document": 1553,
        "excerpt": "sing one side of the cube twice, you cast Plane Shift, transporting the targets to the plane of existence keyed to that side."
      }
    ],
    "transports": [
      {
        "document": 936,
        "excerpt": "Transports creatures or objects"
      },
      {
        "document": 1287,
        "excerpt": "re on, the portal opens next to the named creature and transports it to the nearest unoccupied space on your side of the portal. You gain no special power over the creatu"
      },
      {
        "document": 1454,
        "excerpt": "nents: V Duration: Instantaneous This spell instantly transports you and up to eight willing creatures that you can see within range, or a single object that you can see"
      },
      {
        "document": 1697,
        "excerpt": "a Magic action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a demiplane. You choose the form the demiplane"
      }
    ],
    "trap": [
      {
        "document": 26,
        "excerpt": ". But the door might be locked, the floor might hide a trap, or some other circumstance might make it challenging for an adventurer to complete a task. In those cas"
      },
      {
        "document": 61,
        "excerpt": "searches for hidden things, such as a secret door or a trap, the GM typically asks you to make a Wisdom (Perception) check, provided you describe the character sear"
      },
      {
        "document": 308,
        "excerpt": "Hunting Trap (5 GP)"
      },
      {
        "document": 430,
        "excerpt": "Bell, Bullseye Lantern, Flask, Hooded Lantern, Hunting Trap, Lock, Manacles, Mirror, Shovel, Signal Whistle, Tinderbox"
      },
      {
        "document": 443,
        "excerpt": "ight: 1 lb. Utilize: Pick a lock (DC 15), or disarm a trap (DC 15)"
      },
      {
        "document": 714,
        "excerpt": "Parts of a Trap"
      },
      {
        "document": 716,
        "excerpt": "Deadly Trap (Levels 1–4) Trigger: A creature crosses a trip wire Duration: Instantaneous This trap uses a trip wi"
      },
      {
        "document": 717,
        "excerpt": "Nuisance Trap (Levels 1–4) Trigger: A creature crosses a trip wire Duration: Instantaneous A falling net trap uses"
      },
      {
        "document": 718,
        "excerpt": "Deadly Trap (Levels 1-4) Trigger: A creature moves onto a pressure plate Duration: Instantaneous, and the trap res"
      },
      {
        "document": 719,
        "excerpt": "Nuisance Trap (Levels 1–4) Trigger: A creature moves onto the pit's lid Duration: Instantaneous This 10-foot-deep pi"
      },
      {
        "document": 720,
        "excerpt": "Deadly Trap (Levels 1–4) Trigger: A creature moves onto a pressure plate Duration: Instantaneous, and the trap rese"
      },
      {
        "document": 721,
        "excerpt": "Nuisance Trap (Levels 1–4) Trigger: A creature opens the trap's lock improperly or fails to disarm the trap Duration"
      },
      {
        "document": 722,
        "excerpt": "Deadly Trap (Levels 11–16) or Nuisance Trap (Levels 17–20) Trigger: A creature moves onto a pressure plate Duration"
      },
      {
        "document": 723,
        "excerpt": "Deadly Trap (Levels 1–4) Trigger: A creature moves onto the pit's lid Duration: Instantaneous A 10-foot-deep pit h"
      },
      {
        "document": 931,
        "excerpt": "Hunting Trap"
      },
      {
        "document": 953,
        "excerpt": "A character triggers a magical trap that creates an illusory manifestation of that character’s worst fears, visible only to that character."
      },
      {
        "document": 954,
        "excerpt": "A magical trap flings a character into the Far Realm until the end of that character’s next turn."
      },
      {
        "document": 984,
        "excerpt": "ity (Sleight of Hand) check to pick a lock or disarm a trap with Thieves' Tools or to pick a pocket. Use an Object. Take the Utilize action, or take the Magic acti"
      },
      {
        "document": 1074,
        "excerpt": "Hunting Trap"
      },
      {
        "document": 1268,
        "excerpt": "omponents: V, S Duration: Instantaneous You sense any trap within range that is within line of sight. A trap, for the purpose of this spell, includes any object or"
      },
      {
        "document": 1377,
        "excerpt": "r of the inverted version of the Magic Circle spell to trap it while this spell is cast.) At the completion of the casting, the target must succeed on a Charisma sa"
      },
      {
        "document": 1608,
        "excerpt": "ecting them. This ladder, staircase, or ramp ends at a trap-door leading to the roof. When created, the tower has a single door at ground level on the side facing y"
      },
      {
        "document": 1750,
        "excerpt": "gic action to expend 1 charge, and if a secret door or trap is within 60 feet of you, the wand pulses and points at the one nearest to you."
      }
    ],
    "trap's": [
      {
        "document": 714,
        "excerpt": "ption of a trap includes the following parts after the trap's name: Severity and Levels. A trap is designated as a nuisance or as deadly for characters of certain le"
      },
      {
        "document": 717,
        "excerpt": "e Trap. A creature that has Thieves' Tools and all the trap's components (including a Net) can try to set a falling net trap, doing so with a successful DC 13 Dexteri"
      },
      {
        "document": 718,
        "excerpt": "tart of the next turn When a creature moves onto this trap's pressure plate for the first time on a turn or starts its turn there, a nearby statue exhales a 15-foot"
      },
      {
        "document": 720,
        "excerpt": "ewer than three times When a creature moves onto this trap's pressure plate for the first time on a turn, poisoned darts shoot from tubes embedded in the surrounding"
      },
      {
        "document": 721,
        "excerpt": "sance Trap (Levels 1–4) Trigger: A creature opens the trap's lock improperly or fails to disarm the trap Duration: Instantaneous A poisoned needle is hidden in a l"
      }
    ],
    "trapdoor": [
      {
        "document": 535,
        "excerpt": "e to it. Examples include “If the cultist steps on the trapdoor, I'll pull the lever that opens it,\" and \"If the zombie steps next to me, I move away.\" When the trigge"
      },
      {
        "document": 719,
        "excerpt": "n a creature moves onto the lid, it swings open like a trapdoor, causing the creature to fall into the pit. The lid remains open thereafter. A creature that falls into"
      },
      {
        "document": 723,
        "excerpt": "n a creature moves onto the lid, it swings open like a trapdoor, causing the creature to fall into the pit, which has sharpened wooden or metal spikes at the bottom. Th"
      }
    ],
    "trapped": [
      {
        "document": 308,
        "excerpt": "cess. Each failed check deals 1 Piercing damage to the trapped creature."
      },
      {
        "document": 716,
        "excerpt": "n a successful one. Rubble from the collapse turns the trapped area into Difficult Terrain. Detect and Disarm. As a Search action, a creature can examine the trapped"
      },
      {
        "document": 717,
        "excerpt": "Disarm. As a Search action, a creature can examine the trapped area and make a DC 11 Wisdom (Perception) check, detecting the trip wire and the suspended Net on a succ"
      },
      {
        "document": 721,
        "excerpt": "Disarm. As a Search action, a creature can examine the trapped lock and make a DC 15 Wisdom (Perception) check, detecting the needle on a successful check. Once the tr"
      },
      {
        "document": 1282,
        "excerpt": "creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside it, are pushed away from the"
      },
      {
        "document": 1285,
        "excerpt": "that were swimming on the surface of frozen water are trapped in the ice and have the Restrained condition. A trapped creature can take an action to make a Strength ("
      },
      {
        "document": 1324,
        "excerpt": "t be moved by any means. Hedged Prison. The target is trapped in a demi-plane that is warded against teleportation and planar travel. The demiplane is your choice of"
      },
      {
        "document": 1345,
        "excerpt": "nters the target's body, and the target's soul becomes trapped in the container. On a successful save, the target resists your efforts to possess it, and you can't att"
      },
      {
        "document": 1369,
        "excerpt": "occurs slowly, creatures in the area can't usually be trapped or injured by the ground's movement. At the end of every 10 minutes you spend concentrating on the spel"
      },
      {
        "document": 1391,
        "excerpt": "lf to appear and warn off others who attempt to open a trapped door. Physical interaction with the image reveals it to be illusory, since things can pass through it."
      },
      {
        "document": 1519,
        "excerpt": "t failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save or are partially within the area are pushed awa"
      },
      {
        "document": 1611,
        "excerpt": "rget must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. If the target has been trapped by the flask before, it has Advantage on the save. Once tra"
      },
      {
        "document": 1625,
        "excerpt": "or must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is wearing or carrying, in one of the mirror's twelve extradimensional cells. A"
      },
      {
        "document": 1627,
        "excerpt": "re powerful beings guard the place. While your soul is trapped in this way, your body is inert, ceases aging, and requires no food, air, or water. A Wish spell can't r"
      },
      {
        "document": 1969,
        "excerpt": "hat damage. If the spell kills the target, its soul is trapped in the hag's soul bag, and the target can't be raised from the dead until its soul is released. Spellca"
      }
    ],
    "trapping": [
      {
        "document": 1625,
        "excerpt": "Mirror of Life Trapping"
      }
    ],
    "traps": [
      {
        "document": 43,
        "excerpt": "can't simultaneously use the Search action to look for traps and use the Help action to aid another character who's trying to open a stuck door (with the Utilize act"
      },
      {
        "document": 64,
        "excerpt": "t easier to determine which characters are affected by traps, which ones can spot hidden enemies, and which ones are the closest to those enemies if a fight breaks o"
      },
      {
        "document": 712,
        "excerpt": "Traps"
      },
      {
        "document": 714,
        "excerpt": "y damage characters of the indicated levels. Trigger. Traps are often set to go off when a creature enters an area or touches an object. Examples of triggers includ"
      },
      {
        "document": 715,
        "excerpt": "Example Traps"
      },
      {
        "document": 725,
        "excerpt": "andeliers, kegs of gunpowder or oil, and rolling stone traps."
      },
      {
        "document": 831,
        "excerpt": "Find Traps"
      },
      {
        "document": 851,
        "excerpt": "Find Traps"
      },
      {
        "document": 912,
        "excerpt": "Find Traps"
      },
      {
        "document": 940,
        "excerpt": "Traps, ciphers, riddles, and gadgetry"
      },
      {
        "document": 1268,
        "excerpt": "Find Traps"
      },
      {
        "document": 1293,
        "excerpt": "ummons Hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires Concentration, it"
      },
      {
        "document": 1625,
        "excerpt": "re is confined to the cell until freed. If the mirror traps a creature but its twelve extradimensional cells are already occupied, the mirror frees one trapped crea"
      }
    ],
    "trash": [
      {
        "document": 1926,
        "excerpt": "ttack. The giant makes two attacks, using Tree Club or Trash Lob in any combination. Tree Club. Melee Attack Roll: +8, reach 10 ft. Hit: 18 (3d8 + 5) Bludgeoning da"
      }
    ],
    "travail": [
      {
        "document": 1884,
        "excerpt": "passed, when it regains all expended charges. Goat of Travail. This figurine can become a Giant Goat for up to 3 hours. Once it has been used, it can't be used again"
      }
    ],
    "travel": [
      {
        "document": 26,
        "excerpt": "s Do. Typically, the characters stick together as they travel through a dungeon or another environment. Sometimes different adventurers do different things: one adven"
      },
      {
        "document": 64,
        "excerpt": "venturers should establish a marching order while they travel, whether indoors or outdoors. A marching order makes it easier to determine which characters are affecte"
      },
      {
        "document": 66,
        "excerpt": "Travel"
      },
      {
        "document": 67,
        "excerpt": "Travel Pace"
      },
      {
        "document": 68,
        "excerpt": "ed to the speed of the vessel, and they don't choose a travel pace. Depending on the vessel and the size of the crew, ships might be able to travel for up to 24 hours"
      },
      {
        "document": 336,
        "excerpt": "Rations consist of travel-ready food, including jerky, dried fruit, hardtack, and nuts. See “Malnutrition” in “Rules Glossary” for"
      },
      {
        "document": 472,
        "excerpt": "Traveler's Clothes are resilient garments designed for travel in various environments."
      },
      {
        "document": 631,
        "excerpt": "A Fly Speed can be used to travel through the air. While you have a Fly Speed, you can stay aloft until you land, fall, or die. See also “"
      },
      {
        "document": 669,
        "excerpt": "Travel Pace"
      },
      {
        "document": 684,
        "excerpt": "the purpose of determining how long that creature can travel (see “Travel Pace”). Creatures can become acclimated to a high altitude by spending 30 days or more at"
      },
      {
        "document": 702,
        "excerpt": "Extended Travel"
      },
      {
        "document": 713,
        "excerpt": "If a party can travel at a high Speed for an extended time, as with a spell such as Wind Walk or a magic item such as a Carpet"
      },
      {
        "document": 724,
        "excerpt": "r (as shown in “Equipment”) to determine their rate of travel, and they don't choose a travel pace."
      },
      {
        "document": 738,
        "excerpt": "nd that involves endurance or long hours of activity. Travel Terrain *Appropriate equipment (such as skis) is necessary to keep up a Fast pace in Arctic terrain. †"
      },
      {
        "document": 749,
        "excerpt": "Travel Pace Table 1"
      },
      {
        "document": 961,
        "excerpt": "Travel Terrain"
      },
      {
        "document": 965,
        "excerpt": "your choice for which you qualify. Boon of Dimensional Travel is recommended."
      },
      {
        "document": 969,
        "excerpt": "your choice for which you qualify. Boon of Dimensional Travel is recommended."
      },
      {
        "document": 971,
        "excerpt": "your choice for which you qualify. Boon of Dimensional Travel is recommended."
      },
      {
        "document": 1003,
        "excerpt": "Boon of Dimensional Travel"
      },
      {
        "document": 1160,
        "excerpt": "nd no one can teleport into or out of it or use planar travel there. Portals close temporarily while in the aura. Ongoing spells, except those cast by an Artifact or"
      },
      {
        "document": 1167,
        "excerpt": "and astral form both die. A target's astral form can travel through the Astral Plane. The moment an astral form leaves that plane, the target's body and possessions"
      },
      {
        "document": 1281,
        "excerpt": "GP) Duration: 1 day You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the du"
      },
      {
        "document": 1282,
        "excerpt": "the creature tries to use teleportation or interplanar travel to leave, it must first make a Charisma saving throw. On a successful save, the creature can use that ma"
      },
      {
        "document": 1287,
        "excerpt": "has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly tran"
      },
      {
        "document": 1303,
        "excerpt": "er or exit the area using teleportation or interplanar travel. Fear. Creatures of any types you choose have the Frightened condition while in the area. Resistance."
      },
      {
        "document": 1324,
        "excerpt": "-plane that is warded against teleportation and planar travel. The demiplane is your choice of a labyrinth, a cage, a tower, or the like. Minimus Containment. The ta"
      },
      {
        "document": 1344,
        "excerpt": "the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw. - The creature has Disadvantage on attack ro"
      },
      {
        "document": 1375,
        "excerpt": "“Monsters”), except it has a Speed of 100 feet and can travel 13 miles in an hour. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismou"
      },
      {
        "document": 1389,
        "excerpt": "can teleport into or out of the warded area. - Planar travel is blocked within the warded area. Casting this spell on the same spot every day for 365 days makes the"
      },
      {
        "document": 1473,
        "excerpt": "so extends into the Ethereal Plane and blocks ethereal travel through the wall."
      },
      {
        "document": 1507,
        "excerpt": "you and each creature and object within 15 feet of you travel to a random destination determined by rolling 1d100 and consulting the following table."
      },
      {
        "document": 1534,
        "excerpt": "ding it. As a Magic action, you can send the broom to travel alone to a destination within 1 mile of you if you name the location and are familiar with it. The broom"
      },
      {
        "document": 1560,
        "excerpt": "extradimensional movement, including teleportation or travel to a different plane of existence. They don't prevent the creature from passing through an interdimensio"
      },
      {
        "document": 1605,
        "excerpt": "nores Difficult Terrain. In addition, the creature can travel for up to 12 hours a day without gaining Exhaustion levels from extended travel."
      },
      {
        "document": 1625,
        "excerpt": "thin a cell can escape using magic that permits planar travel. Otherwise, the creature is confined to the cell until freed. If the mirror traps a creature but its tw"
      },
      {
        "document": 1716,
        "excerpt": "from itself. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take Force"
      },
      {
        "document": 1719,
        "excerpt": "from itself. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take Force"
      },
      {
        "document": 2018,
        "excerpt": "mulet's wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 fee"
      }
    ],
    "traveled": [
      {
        "document": 67,
        "excerpt": "ose in certain types of terrain. Travel Pace Distance Traveled Per ... Each travel pace has a game effect, as defined below. Fast. Traveling at a Fast pace imposes D"
      },
      {
        "document": 713,
        "excerpt": "r day (Normal pace) = Miles per hour × number of hours traveled (typically 8) Fast pace = Miles per day × 1½ (round down) Slow pace = Miles per day × 2/3 (round down)"
      }
    ],
    "traveler": [
      {
        "document": 931,
        "excerpt": "Clothes, Traveler’s"
      },
      {
        "document": 1046,
        "excerpt": "Clothes, Traveler’s"
      }
    ],
    "traveler's": [
      {
        "document": 67,
        "excerpt": "st. Traveling at a Fast pace imposes Disadvantage on a traveler's Wisdom (Perception or Survival) and Dexterity (Stealth) checks. Normal. Traveling at a Normal pace impo"
      },
      {
        "document": 432,
        "excerpt": "et, Fine Clothes, Net, Robe, Rope, Sack, String, Tent, Traveler's Clothes"
      },
      {
        "document": 472,
        "excerpt": "Clothes, Traveler's (2 GP)"
      },
      {
        "document": 996,
        "excerpt": "B: (A) 2 Daggers, Thieves' Tools, Crowbar, 2 Pouches, Traveler's Clothes, 16 GP; or (B) 50 GP"
      },
      {
        "document": 998,
        "excerpt": "ows, Gaming Set (same as above), Healer's Kit, Quiver, Traveler's Clothes, 14 GP; or (B) 50 GP"
      }
    ],
    "travelers": [
      {
        "document": 68,
        "excerpt": "Travelers in wagons, carriages, or other land vehicles choose a pace as normal. Characters in a waterborne vessel"
      },
      {
        "document": 691,
        "excerpt": "Slower Travelers"
      }
    ],
    "traveling": [
      {
        "document": 67,
        "excerpt": "While traveling outside combat, a group can move at a Fast, Normal, or Slow pace, as shown on the Travel Pace table. The"
      },
      {
        "document": 684,
        "excerpt": "Traveling at altitudes of 10,000 feet or higher above sea level is taxing for most creatures because of the reduce"
      },
      {
        "document": 724,
        "excerpt": "Characters traveling in a vehicle use the vehicle's speed in miles per hour (as shown in “Equipment”) to determine their rate"
      },
      {
        "document": 1233,
        "excerpt": "ly filled by one or more objects, you and any creature traveling with you each take 4d6 Force damage, and the teleportation fails."
      },
      {
        "document": 1884,
        "excerpt": "an't be used again until 15 days have passed. Goat of Traveling. This figurine can become a Large goat with the same statistics as a Riding Horse. It has 24 charges, an"
      }
    ],
    "travels": [
      {
        "document": 969,
        "excerpt": "Thanks to your travels, you gain the following benefits. Expertise. Choose one of your skill proficiencies with which you lack"
      },
      {
        "document": 1155,
        "excerpt": "nicate a message of up to twenty-five words. The Beast travels for the duration toward the specified location, covering about 25 miles per 24 hours or 50 miles if the"
      },
      {
        "document": 1214,
        "excerpt": "of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes. Any Huge or smaller vehicles in the wave's path"
      },
      {
        "document": 1377,
        "excerpt": "out your commands completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane, i"
      },
      {
        "document": 1439,
        "excerpt": "area, it takes 2d4 Piercing damage for every 5 feet it travels. The transformation of the ground is camouflaged to look natural. Any creature that can't see the area"
      }
    ],
    "traverse": [
      {
        "document": 591,
        "excerpt": "A Climb Speed can be used in place of Speed to traverse a vertical surface without expending the extra movement normally associated with climbing. See also “Cli"
      }
    ],
    "treant": [
      {
        "document": 793,
        "excerpt": "A Treant sprouts. Roll any die. On an odd roll, the treant is Chaotic Evil. On an even roll, the treant is Chaoti"
      },
      {
        "document": 2048,
        "excerpt": "Treant"
      }
    ],
    "treants": [
      {
        "document": 181,
        "excerpt": "tion and fungal monsters, such as shambling mounds and treants. Undead are spirits and the reanimated dead, such as ghosts, vampires, and zombies."
      }
    ],
    "treasure": [
      {
        "document": 26,
        "excerpt": "ers do different things: one adventurer might search a treasure chest while a second examines a mysterious symbol engraved on a wall and a third keeps watch for monster"
      },
      {
        "document": 62,
        "excerpt": "You can usually carry your gear and treasure without worrying about the weight of those objects. If you try to haul an unusually heavy object or a ma"
      },
      {
        "document": 266,
        "excerpt": "cage with no door 56 An old key 57 An indecipherable treasure map 58 A hilt from a broken sword 59 A rabbit's foot 60 A glass eye 61 A cameo of a hideous person"
      },
      {
        "document": 793,
        "excerpt": "er Undead of the GM’s choice. Its sarcophagus contains treasure of the GM’s choice."
      },
      {
        "document": 977,
        "excerpt": "infused with dragons' power. Or perhaps you handled a treasure taken from a dragon's hoard that was steeped in draconic power. Or you might have a dragon for an ancest"
      },
      {
        "document": 984,
        "excerpt": "Hunt for Treasure as a Classic Adventurer A mix of burglar, treasure hunter, and explorer, you are the epitome of an adve"
      },
      {
        "document": 1376,
        "excerpt": "e a Fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you. A task that can be measured"
      },
      {
        "document": 1447,
        "excerpt": "r example, you could say, “Fetch the key to the cult’s treasure vault, and give the key to me.” Or you could say, “Stop fighting, leave this library peacefully, and don"
      },
      {
        "document": 1557,
        "excerpt": "tures and two with a mirrored surface. A deck found as treasure is usually missing 1d20 - 1 cards. The magic of the deck functions only if its cards are drawn at rando"
      },
      {
        "document": 2080,
        "excerpt": "e xorn doesn't disturb the material it moves through. Treasure Sense. The xorn can pinpoint the location of precious metals and stones within 60 feet of itself."
      }
    ],
    "treat": [
      {
        "document": 7,
        "excerpt": "ter can ignore this rule for an individual monster and treat it like a character. Hit Point Maximum of 0. A creature dies if its Hit Point maximum reaches 0. Certai"
      },
      {
        "document": 648,
        "excerpt": "nd uses that weapon's rules. For example, the GM could treat a table leg as a Club."
      },
      {
        "document": 970,
        "excerpt": "uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10."
      },
      {
        "document": 1011,
        "excerpt": "ee weapon that you are holding with two hands, you can treat any 1 or 2 on a damage die as a 3. The weapon must have the Two-Handed or Versatile property to gain thi"
      },
      {
        "document": 1166,
        "excerpt": "target's actual type. Spells and other magical effects treat the target as if it were a creature of the chosen type. False Aura (Object). You change the way the tar"
      }
    ],
    "treated": [
      {
        "document": 1463,
        "excerpt": "ight remain Friendly to you, depending on how you have treated it. Creature into Object. If you turn a creature into an object, it transforms along with whatever it i"
      },
      {
        "document": 1609,
        "excerpt": "asting ability of the original caster but is otherwise treated as if you cast the spell. The spell cast from the stone is no longer stored in it, freeing up space. St"
      },
      {
        "document": 1678,
        "excerpt": "asting ability of the original caster but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space."
      }
    ],
    "treating": [
      {
        "document": 722,
        "excerpt": "ces, and creatures can move through the stone's space, treating it as Difficult Terrain. Whenever the stone enters a creature's space for the first time on a turn or a"
      }
    ],
    "treats": [
      {
        "document": 1286,
        "excerpt": "s. The target can pass through narrow openings, but it treats liquids as though they were solid surfaces. The target can't talk or manipulate objects, and any object"
      },
      {
        "document": 1373,
        "excerpt": "e spell ends. While affected by the spell, the target treats the phantasm as if it were real and rationalizes any illogical outcomes from interacting with it. For ex"
      }
    ],
    "tree": [
      {
        "document": 75,
        "excerpt": "nal movement can't cross the corner of a wall, a large tree, or another terrain feature that fills its space. Ranges. To determine the range on a grid between two"
      },
      {
        "document": 86,
        "excerpt": "arget is behind a creature that gives Half Cover and a tree trunk that gives Three-Quarters Cover, the target has Three-Quarters Cover. Cover"
      },
      {
        "document": 308,
        "excerpt": "ixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity"
      },
      {
        "document": 755,
        "excerpt": "Tree"
      },
      {
        "document": 793,
        "excerpt": "A fruit tree grows. It has 1d10 + 20 fruit, 1d8 of which act as randomly determined potions. The tree vanishes after"
      },
      {
        "document": 827,
        "excerpt": "Tree Stride"
      },
      {
        "document": 834,
        "excerpt": "Tree Stride"
      },
      {
        "document": 854,
        "excerpt": "Tree Stride"
      },
      {
        "document": 1170,
        "excerpt": "as the statistics for the Awakened Shrub or Awakened Tree in \"Monsters.\" The awakened target has the Charmed condition for 30 days or until you or your allies de"
      },
      {
        "document": 1180,
        "excerpt": "et a nonmagical plant that isn't a creature, such as a tree or shrub. It doesn't make a save; it simply withers and dies. Using a Higher-Level Spell Slot. The dama"
      },
      {
        "document": 1462,
        "excerpt": "Tree Stride"
      },
      {
        "document": 1579,
        "excerpt": "sappears. You can dismiss the boat as a Magic action. Tree (Uncommon). You must be outdoors to use this token. You can take a Magic action to touch it to an unoccu"
      },
      {
        "document": 1721,
        "excerpt": "s how many charges you must expend to cast the spell. Tree Form. You can take a Magic action to plant one end of the staff in earth in an unoccupied space and expe"
      },
      {
        "document": 1794,
        "excerpt": "Awakened Tree"
      },
      {
        "document": 1852,
        "excerpt": "Tree Stride. If within 5 feet of a Large or bigger tree, the dryad teleports to an unoccupied space within 5"
      },
      {
        "document": 1926,
        "excerpt": "Multiattack. The giant makes two attacks, using Tree Club or Trash Lob in any combination. Tree Club. Melee Attack Roll: +8, reach 10 ft. Hit: 18 (3d8 + 5)"
      },
      {
        "document": 2048,
        "excerpt": "to two trees it can see within 60 feet of itself. Each tree uses the Treant stat block, except it has Intelligence and Charisma scores of 1, it can't speak, and it"
      }
    ],
    "trees": [
      {
        "document": 86,
        "excerpt": "Walls, trees, creatures, and other obstacles can provide cover, making a target more difficult to harm. As detailed i"
      },
      {
        "document": 717,
        "excerpt": "es off the ground and stretches between two columns or trees. The first creature that crosses the trip wire causes the Net to fall on it. The target must succeed on"
      },
      {
        "document": 975,
        "excerpt": "and rites. These Druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle's wisest members preside as the chie"
      },
      {
        "document": 1193,
        "excerpt": "ch as behind a door, around a corner, or in a grove of trees). The intangible, invulnerable sensor remains in place for the duration. When you cast the spell, choos"
      },
      {
        "document": 1259,
        "excerpt": "ple, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, or clothes from flax or wool. Choose raw materials that you can see withi"
      },
      {
        "document": 1462,
        "excerpt": "de another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You i"
      },
      {
        "document": 1480,
        "excerpt": "'t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and the spell ends at the sta"
      },
      {
        "document": 1623,
        "excerpt": "al objects and terrain features (such as walls, doors, trees, flowers, weapons, webs, and pits), provided these elements are all confined to a 20-foot Cube. The effo"
      },
      {
        "document": 2048,
        "excerpt": "e 180 ft. Hit: 28 (4d10 + 6) Piercing damage. Animate Trees (1/Day). The treant magically animates up to two trees it can see within 60 feet of itself. Each tree us"
      }
    ],
    "tremor": [
      {
        "document": 1248,
        "excerpt": "you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point. The ground there is Difficul"
      }
    ],
    "tremors": [
      {
        "document": 1456,
        "excerpt": "of thunder, the cry of a raven, or ominous whispers. Tremors. You cause harmless tremors in the ground for 1 minute."
      }
    ],
    "tremorsense": [
      {
        "document": 55,
        "excerpt": "the following special senses: Blindsight Darkvision Tremorsense Truesight"
      },
      {
        "document": 566,
        "excerpt": "Tremorsense"
      },
      {
        "document": 987,
        "excerpt": "As a Bonus Action, you gain Tremorsense with a range of 60 feet for 10 minutes. You must be on a stone surface or touching a stone surface to us"
      },
      {
        "document": 1786,
        "excerpt": "Darkvision 60 ft., Tremorsense 60 ft.;"
      },
      {
        "document": 1821,
        "excerpt": "Darkvision 60 ft., Tremorsense 120 ft.; Passive Perception 16"
      },
      {
        "document": 1855,
        "excerpt": "Darkvision 60 ft., Tremorsense 60 ft.; Passive Perception 10"
      },
      {
        "document": 1995,
        "excerpt": "Blindsight 30 ft., Tremorsense 60 ft.; Passive Perception 9"
      },
      {
        "document": 2002,
        "excerpt": "Darkvision 60 ft., Tremorsense 60 ft.; Passive Perception 10"
      },
      {
        "document": 2080,
        "excerpt": "Darkvision 60 ft., Tremorsense 60 ft.; Passive Perception 16"
      }
    ],
    "trench": [
      {
        "document": 1214,
        "excerpt": ". Part Water. You part water in the area and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The tr"
      },
      {
        "document": 1369,
        "excerpt": "ise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's"
      }
    ],
    "triceratops": [
      {
        "document": 2049,
        "excerpt": "Triceratops"
      }
    ],
    "trick": [
      {
        "document": 49,
        "excerpt": "kill proficiencies. For example, if the group needs to trick a guard into letting them into a castle, the Rogue who is proficient in Deception should lead the discus"
      },
      {
        "document": 887,
        "excerpt": "Rope Trick"
      },
      {
        "document": 1409,
        "excerpt": "Rope Trick"
      }
    ],
    "tricks": [
      {
        "document": 794,
        "excerpt": "Gray Bag of Tricks"
      },
      {
        "document": 795,
        "excerpt": "Rust Bag of Tricks"
      },
      {
        "document": 796,
        "excerpt": "Tan Bag of Tricks"
      },
      {
        "document": 1518,
        "excerpt": "Bag of Tricks"
      }
    ],
    "tricky": [
      {
        "document": 744,
        "excerpt": "Stay on your feet in a tricky situation, or perform an acrobatic stunt."
      }
    ],
    "trident": [
      {
        "document": 928,
        "excerpt": "Trident"
      },
      {
        "document": 1143,
        "excerpt": "Trident"
      },
      {
        "document": 1737,
        "excerpt": "Trident of Fish Command"
      }
    ],
    "tried": [
      {
        "document": 1454,
        "excerpt": "estination” is a place that doesn’t exist. Perhaps you tried to scry an enemy’s sanctum but instead viewed an illusion, or you are attempting to teleport to a locati"
      }
    ],
    "tries": [
      {
        "document": 26,
        "excerpt": "task is easy. If an adventurer walks across a room and tries to open a door, the GM might say the door opens and describe what lies beyond. But the door might be loc"
      },
      {
        "document": 36,
        "excerpt": "add its Proficiency Bonus. For example, if a character tries to climb a cliff, the GM might ask for a Strength (Athletics) check. If the character has Athletics prof"
      },
      {
        "document": 964,
        "excerpt": "citated conditions for 1 minute. For that duration, it tries to move as far from you as it can on its turns. This effect ends early on the creature if it takes any d"
      },
      {
        "document": 968,
        "excerpt": "able. Paladin Features BREAKING YOUR OATH A Paladin tries to hold to the highest standards of conduct, but even the most dedicated are fallible. Sometimes a Palad"
      },
      {
        "document": 1282,
        "excerpt": "e can't leave it by non-magical means. If the creature tries to use teleportation or interplanar travel to leave, it must first make a Charisma saving throw. On a su"
      },
      {
        "document": 1344,
        "excerpt": "nter the Cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw. -"
      },
      {
        "document": 1555,
        "excerpt": "attacks for the fourth time, it flies back to you and tries to return to your hand. If you have no hand free, the weapon falls to the ground in your space. If the w"
      }
    ],
    "trigger": [
      {
        "document": 45,
        "excerpt": "led a Reaction. A Reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone else's. The Opportunity Attack, described later"
      },
      {
        "document": 102,
        "excerpt": "d, which has no game effect on its own but which might trigger other game effects."
      },
      {
        "document": 492,
        "excerpt": "a casting time of a Reaction is cast in response to a trigger that is defined in the spell's Casting Time entry. Some spells that have a casting time of a Bonus Actio"
      },
      {
        "document": 533,
        "excerpt": "A Reaction is a special action taken in response to a trigger defined in the Reaction's description. You can take a Reaction on another creature's turn, and if you ta"
      },
      {
        "document": 535,
        "excerpt": "First, you decide what perceivable circumstance will trigger your Reaction. Then, you choose the action you will take in response to that trigger, or you choose to m"
      },
      {
        "document": 714,
        "excerpt": "grievously damage characters of the indicated levels. Trigger. Traps are often set to go off when a creature enters an area or touches an object. Examples of triggers"
      },
      {
        "document": 716,
        "excerpt": "Deadly Trap (Levels 1–4) Trigger: A creature crosses a trip wire Duration: Instantaneous This trap uses a trip wire to collapse an unst"
      },
      {
        "document": 717,
        "excerpt": "Nuisance Trap (Levels 1–4) Trigger: A creature crosses a trip wire Duration: Instantaneous A falling net trap uses a trip wire to release"
      },
      {
        "document": 718,
        "excerpt": "Deadly Trap (Levels 1-4) Trigger: A creature moves onto a pressure plate Duration: Instantaneous, and the trap resets at the start of th"
      },
      {
        "document": 719,
        "excerpt": "Nuisance Trap (Levels 1–4) Trigger: A creature moves onto the pit's lid Duration: Instantaneous This 10-foot-deep pit has a hinged lid con"
      },
      {
        "document": 720,
        "excerpt": "Deadly Trap (Levels 1–4) Trigger: A creature moves onto a pressure plate Duration: Instantaneous, and the trap resets at the start of the"
      },
      {
        "document": 721,
        "excerpt": "Nuisance Trap (Levels 1–4) Trigger: A creature opens the trap's lock improperly or fails to disarm the trap Duration: Instantaneous A poi"
      },
      {
        "document": 722,
        "excerpt": "y Trap (Levels 11–16) or Nuisance Trap (Levels 17–20) Trigger: A creature moves onto a pressure plate Duration: Until the stone stops rolling When a creature moves o"
      },
      {
        "document": 723,
        "excerpt": "Deadly Trap (Levels 1–4) Trigger: A creature moves onto the pit's lid Duration: Instantaneous A 10-foot-deep pit has a hinged lid constr"
      },
      {
        "document": 745,
        "excerpt": "Prepare to take an action in response to a trigger you define."
      },
      {
        "document": 1212,
        "excerpt": "e into effect. Instead, it takes effect when a certain trigger occurs. You describe that trigger when you cast the two spells. For example, a Contingency cast with Wat"
      },
      {
        "document": 1293,
        "excerpt": "C to notice. When you inscribe the glyph, you set its trigger and choose whether it's an explosive rune or a spell glyph, as explained below. Set the Trigger. You de"
      },
      {
        "document": 1324,
        "excerpt": "Ending the Spell. When you cast the spell, specify a trigger that will end it. The trigger can be as simple or as elaborate as you choose, but the GM must agree that"
      },
      {
        "document": 1347,
        "excerpt": "an object in range - a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another crea"
      },
      {
        "document": 1391,
        "excerpt": "phenomenon within range that activates when a specific trigger occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot Cube, and you deci"
      },
      {
        "document": 1451,
        "excerpt": "C to notice. When you inscribe the glyph, you set its trigger and choose which effect the symbol bears: Death, Discord, Fear, Pain, Sleep, or Stunning. Each one is ex"
      },
      {
        "document": 1790,
        "excerpt": "asts Counterspell or Shield in response to the spell's trigger, using the same spellcasting ability as Spellcasting."
      },
      {
        "document": 1800,
        "excerpt": "Parry. Trigger: The bandit is hit by a melee attack roll while holding a weapon. Response: The bandit adds 2 to its AC"
      },
      {
        "document": 1810,
        "excerpt": "Split. Trigger: While the pudding is Large or Medium and has 10+ Hit Points, it becomes Bloodied or is subjected to Lig"
      },
      {
        "document": 1825,
        "excerpt": "Unnerving Gaze. Trigger: A creature the devil can see starts its turn within 30 feet of the devil and can see the devil. Respons"
      },
      {
        "document": 1859,
        "excerpt": "Parry. Trigger: The erinyes is hit by a melee attack roll while holding a weapon. Response: The erinyes adds 4 to its A"
      },
      {
        "document": 1889,
        "excerpt": "Ink Cloud (1/Day). Trigger: The octopus takes damage while underwater. Response: The octopus releases ink that fills a 10-foot Cube"
      },
      {
        "document": 1904,
        "excerpt": "Parry. Trigger: The gladiator is hit by a melee attack roll while holding a weapon. Response: The gladiator adds 3 to i"
      },
      {
        "document": 1907,
        "excerpt": "Redirect Attack. Trigger: A creature the goblin can see makes an attack roll against it. Response: The goblin chooses a Small or"
      },
      {
        "document": 1944,
        "excerpt": "Parry. Trigger: The knight is hit by a melee attack roll while holding a weapon. Response: The knight adds 2 to its AC"
      },
      {
        "document": 1949,
        "excerpt": "asts Counterspell or Shield in response to the spell's trigger, using the same spellcasting ability as Spellcasting."
      },
      {
        "document": 1952,
        "excerpt": "asts Counterspell or Shield in response to the spell's trigger, using the same spellcasting ability as Spellcasting."
      },
      {
        "document": 1957,
        "excerpt": "Parry. Trigger: The marilith is hit by a melee attack roll while holding a weapon. Response: The marilith adds 5 to its"
      },
      {
        "document": 1966,
        "excerpt": "Whirlwind of Sand. Trigger: The mummy is hit by an attack roll. Response: The mummy adds 2 to its AC against the attack, possibly c"
      },
      {
        "document": 1968,
        "excerpt": "Pursuit. Trigger: Another creature the nalfeshnee can see ends its move within 120 feet of the nalfeshnee. Response: The"
      },
      {
        "document": 1971,
        "excerpt": "Parry. Trigger: The noble is hit by a melee attack roll while holding a weapon. Response: The noble adds 2 to its AC ag"
      },
      {
        "document": 1972,
        "excerpt": "Split. Trigger: While the jelly is Large or Medium and has 10+ Hit Points, it becomes Bloodied or is subjected to Light"
      },
      {
        "document": 1973,
        "excerpt": "Ink Cloud (1/Day). Trigger: A creature ends its turn within 5 feet of the octopus while underwater. Response: The octopus releases"
      },
      {
        "document": 1984,
        "excerpt": "Riposte. Trigger: The pirate is hit by a melee attack roll while holding a weapon. Response: The pirate adds 3 to its AC"
      },
      {
        "document": 2007,
        "excerpt": "Reflexive Antennae. Trigger: An attack roll hits the rust monster. Response: The rust monster uses Antennae."
      },
      {
        "document": 2018,
        "excerpt": "Protection. Trigger: An attack roll hits the wearer of the guardian's amulet while the wearer is within 5 feet of the guardi"
      },
      {
        "document": 2019,
        "excerpt": "Shriek. Trigger: A creature or a source of Bright Light moves within 30 feet of the shrieker. Response: The shrieker emi"
      },
      {
        "document": 2026,
        "excerpt": "Burst of Ingenuity (2/Day). Trigger: The sphinx or another creature within 30 feet makes an ability check or a saving throw. Response: The s"
      },
      {
        "document": 2033,
        "excerpt": "Deflect Missile (Recharge 5–6). Trigger: The giant is hit by a ranged attack roll and takes Bludgeoning, Piercing, or Slashing damage from it. R"
      },
      {
        "document": 2064,
        "excerpt": "Parry. Trigger: The warrior is hit by a melee attack roll while holding a weapon. Response: The warrior adds 2 to its A"
      }
    ],
    "triggered": [
      {
        "document": 972,
        "excerpt": "ally drops to 1 Hit Point instead. Once this magic is triggered, no creature can benefit from it until you finish a Long Rest. As a Magic action, you can erase a name"
      },
      {
        "document": 1293,
        "excerpt": "Until dispelled or triggered"
      },
      {
        "document": 1314,
        "excerpt": "w. The target has Advantage on the save if the save is triggered by damage. On a successful save, the spell ends. Using a Higher-Level Spell Slot. You can target one ad"
      },
      {
        "document": 1451,
        "excerpt": "Until dispelled or triggered"
      },
      {
        "document": 1706,
        "excerpt": "d spaces outside it. The attack or area of effect that triggered the Reaction has no effect on creatures and objects inside the Emanation, which lasts as long as you mai"
      }
    ],
    "triggering": [
      {
        "document": 718,
        "excerpt": "object under the pressure plate prevents the trap from triggering. At Higher Levels. You can scale the trap for higher levels by increasing the damage and the area of ef"
      },
      {
        "document": 720,
        "excerpt": "object under the pressure plate prevents the trap from triggering. At Higher Levels. You can scale the trap for higher levels by increasing each dart's Poison damage as"
      },
      {
        "document": 722,
        "excerpt": "object under the pressure plate prevents the trap from triggering. Destroy the Stone. The stone is a Large object that has AC 17, HP 100, a Damage Threshold of 10, and I"
      },
      {
        "document": 1423,
        "excerpt": "urn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile."
      },
      {
        "document": 1664,
        "excerpt": "ou, gaining a +5 bonus to your Armor Class against the triggering attack, potentially causing the attack to miss you. You can't use this property again until you finish a"
      },
      {
        "document": 1825,
        "excerpt": "the devil. Response - Wisdom Saving Throw: DC 15, the triggering creature. Failure: The target has the Frightened condition until the end of its turn. Success: The targe"
      },
      {
        "document": 1968,
        "excerpt": "ut its destination space must be within 10 feet of the triggering creature."
      },
      {
        "document": 1984,
        "excerpt": "a miss, the pirate makes one Rapier attack against the triggering creature if within range."
      },
      {
        "document": 2018,
        "excerpt": "e wearer gains a +5 bonus to AC, including against the triggering attack and possibly causing it to miss, until the start of the guardian's next turn."
      }
    ],
    "triggers": [
      {
        "document": 177,
        "excerpt": "ons, those are listed in this section along with their triggers. See “Playing the Game” for details on Reactions."
      },
      {
        "document": 492,
        "excerpt": "Reaction and Bonus Action Triggers"
      },
      {
        "document": 714,
        "excerpt": "ature enters an area or touches an object. Examples of triggers include stepping on a pressure plate, crossing a trip wire, turning a doorknob, or using the wrong key i"
      },
      {
        "document": 721,
        "excerpt": "leight of Hand) check. On a failed check, the creature triggers the trap. At Higher Levels. You can scale the trap for higher levels by increasing the damage and the s"
      },
      {
        "document": 953,
        "excerpt": "A character triggers a magical trap that creates an illusory manifestation of that character’s worst fears, visible only to t"
      },
      {
        "document": 1293,
        "excerpt": "as explained below. Set the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, common triggers include touching o"
      },
      {
        "document": 1451,
        "excerpt": "is explained below. Set the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, common triggers include touching o"
      }
    ],
    "trinket": [
      {
        "document": 265,
        "excerpt": "you can roll once on the Trinkets table to gain a Tiny trinket, a simple item lightly touched by mystery. The GM might also use this table. It can help stock a room in"
      },
      {
        "document": 266,
        "excerpt": "1d100 Trinket"
      },
      {
        "document": 267,
        "excerpt": "1d100 Trinket"
      },
      {
        "document": 820,
        "excerpt": "Trinket"
      },
      {
        "document": 1386,
        "excerpt": "e for 1 hour. Minor Creation. You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can"
      }
    ],
    "trinkets": [
      {
        "document": 265,
        "excerpt": "Trinkets"
      },
      {
        "document": 820,
        "excerpt": "Trinkets"
      }
    ],
    "trip": [
      {
        "document": 714,
        "excerpt": "ggers include stepping on a pressure plate, crossing a trip wire, turning a doorknob, or using the wrong key in a lock. Duration. Some traps have durations express"
      },
      {
        "document": 716,
        "excerpt": "eadly Trap (Levels 1–4) Trigger: A creature crosses a trip wire Duration: Instantaneous This trap uses a trip wire to collapse an unstable section of ceiling. Th"
      },
      {
        "document": 717,
        "excerpt": "sance Trap (Levels 1–4) Trigger: A creature crosses a trip wire Duration: Instantaneous A falling net trap uses a trip wire to release a weighted, 10-foot-square"
      },
      {
        "document": 964,
        "excerpt": "2d8. Potent Spellcasting. When you cast a Cleric can-trip and deal damage to a creature with it, you can give vitality to yourself or another creature within 60 f"
      },
      {
        "document": 965,
        "excerpt": "below. Potent Spellcasting. When you cast a Druid can-trip with a range of 10 feet or greater, the spell's range increases by 300 feet. Primal Strike. The extra d"
      },
      {
        "document": 970,
        "excerpt": "ffect, you must have a Poisoner's Kit on your person. Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the"
      },
      {
        "document": 978,
        "excerpt": "hat avoid the brunt of the effect. When you cast a can-trip at a creature and you miss with the attack roll or the target succeeds on a saving throw against the can"
      },
      {
        "document": 985,
        "excerpt": "s of unarmed combat. They learn techniques to push and trip their opponents and manipulate their own energy to protect themselves from harm."
      }
    ],
    "trips": [
      {
        "document": 66,
        "excerpt": "venture, the characters might travel long distances on trips that could take hours or days. The GM can summarize this travel without calculating exact distances or t"
      }
    ],
    "troll": [
      {
        "document": 801,
        "excerpt": "Troll"
      },
      {
        "document": 2050,
        "excerpt": "Troll Limb"
      },
      {
        "document": 2051,
        "excerpt": "Troll"
      }
    ],
    "troll's": [
      {
        "document": 2051,
        "excerpt": "took 15+ Slashing damage during that turn, one of the troll's limbs is severed, falls into the troll's space, and becomes a Troll Limb. The limb acts immediately afte"
      }
    ],
    "trolls": [
      {
        "document": 181,
        "excerpt": "ing beings with humanlike shapes, like fire giants and trolls. Humanoids are people defined by their roles and professions, such as mages, pirates, and warriors. The"
      }
    ],
    "trombone": [
      {
        "document": 1333,
        "excerpt": "ctually famous, you hear sad musical notes played on a trombone, and the spell fails."
      }
    ],
    "trooper": [
      {
        "document": 1824,
        "excerpt": "Centaur Trooper"
      }
    ],
    "tropical": [
      {
        "document": 825,
        "excerpt": "Tropical"
      },
      {
        "document": 828,
        "excerpt": "Tropical Land"
      },
      {
        "document": 975,
        "excerpt": "t, choose one type of land: arid, polar, temperate, or tropical. Consult the table below that corresponds to the chosen type; you have the spells listed for your Druid"
      },
      {
        "document": 1697,
        "excerpt": "tranquil garden, a cheery tavern, an immense palace, a tropical island, a fantastic carnival, or whatever else you can imagine. Regardless of its nature, the demiplane"
      }
    ],
    "trouble": [
      {
        "document": 271,
        "excerpt": "mine your character's ability scores. If you're having trouble choosing, the Ability Scores and Backgrounds table shows which backgrounds benefit which ability scores."
      }
    ],
    "troubleshooting": [
      {
        "document": 730,
        "excerpt": "Troubleshooting"
      }
    ],
    "true": [
      {
        "document": 17,
        "excerpt": "Hit Points doesn't restore you to consciousness. Only true healing can save you. ---"
      },
      {
        "document": 32,
        "excerpt": "oll has neither of them, and you roll one d20. This is true even if multiple circumstances impose Disadvantage and only one grants Advantage or vice versa. In such"
      },
      {
        "document": 85,
        "excerpt": "can't see, you have Disadvantage on the roll. This is true whether you're guessing the target's location or targeting a creature you can hear but not see. If the t"
      },
      {
        "document": 542,
        "excerpt": "ry over from one form to the other. You revert to your true form if you die."
      },
      {
        "document": 567,
        "excerpt": "throws against them. Transformations. You discern the true form of any creature or object you see that has been transformed by magic. Ethereal Plane. You see into"
      },
      {
        "document": 838,
        "excerpt": "True Resurrection"
      },
      {
        "document": 859,
        "excerpt": "True Strike"
      },
      {
        "document": 866,
        "excerpt": "True Seeing"
      },
      {
        "document": 872,
        "excerpt": "True Strike"
      },
      {
        "document": 879,
        "excerpt": "True Seeing"
      },
      {
        "document": 882,
        "excerpt": "True Polymorph"
      },
      {
        "document": 884,
        "excerpt": "True Strike"
      },
      {
        "document": 892,
        "excerpt": "True Seeing"
      },
      {
        "document": 895,
        "excerpt": "True Polymorph"
      },
      {
        "document": 897,
        "excerpt": "True Strike"
      },
      {
        "document": 904,
        "excerpt": "True Seeing"
      },
      {
        "document": 907,
        "excerpt": "True Polymorph"
      },
      {
        "document": 916,
        "excerpt": "True Seeing"
      },
      {
        "document": 919,
        "excerpt": "True Resurrection"
      },
      {
        "document": 999,
        "excerpt": "True"
      },
      {
        "document": 1012,
        "excerpt": "True"
      },
      {
        "document": 1014,
        "excerpt": "True"
      },
      {
        "document": 1149,
        "excerpt": "True"
      },
      {
        "document": 1151,
        "excerpt": "True"
      },
      {
        "document": 1152,
        "excerpt": "True"
      },
      {
        "document": 1153,
        "excerpt": "True"
      },
      {
        "document": 1154,
        "excerpt": "True"
      },
      {
        "document": 1155,
        "excerpt": "True"
      },
      {
        "document": 1157,
        "excerpt": "True"
      },
      {
        "document": 1158,
        "excerpt": "True"
      },
      {
        "document": 1159,
        "excerpt": "True"
      },
      {
        "document": 1160,
        "excerpt": "True"
      },
      {
        "document": 1162,
        "excerpt": "True"
      },
      {
        "document": 1163,
        "excerpt": "True"
      },
      {
        "document": 1165,
        "excerpt": "True"
      },
      {
        "document": 1168,
        "excerpt": "True"
      },
      {
        "document": 1169,
        "excerpt": "True"
      },
      {
        "document": 1171,
        "excerpt": "True"
      },
      {
        "document": 1172,
        "excerpt": "True"
      },
      {
        "document": 1174,
        "excerpt": "True"
      },
      {
        "document": 1176,
        "excerpt": "True"
      },
      {
        "document": 1177,
        "excerpt": "True"
      },
      {
        "document": 1178,
        "excerpt": "True"
      },
      {
        "document": 1179,
        "excerpt": "True"
      },
      {
        "document": 1180,
        "excerpt": "True"
      },
      {
        "document": 1181,
        "excerpt": "True"
      },
      {
        "document": 1183,
        "excerpt": "True"
      },
      {
        "document": 1184,
        "excerpt": "True"
      },
      {
        "document": 1185,
        "excerpt": "True"
      },
      {
        "document": 1186,
        "excerpt": "True"
      },
      {
        "document": 1187,
        "excerpt": "True"
      },
      {
        "document": 1188,
        "excerpt": "True"
      },
      {
        "document": 1189,
        "excerpt": "True"
      },
      {
        "document": 1191,
        "excerpt": "True"
      },
      {
        "document": 1192,
        "excerpt": "True"
      },
      {
        "document": 1193,
        "excerpt": "True"
      },
      {
        "document": 1195,
        "excerpt": "True"
      },
      {
        "document": 1197,
        "excerpt": "True"
      },
      {
        "document": 1198,
        "excerpt": "True"
      },
      {
        "document": 1199,
        "excerpt": "True"
      },
      {
        "document": 1200,
        "excerpt": "True"
      },
      {
        "document": 1201,
        "excerpt": "True"
      },
      {
        "document": 1202,
        "excerpt": "True"
      },
      {
        "document": 1203,
        "excerpt": "True"
      },
      {
        "document": 1204,
        "excerpt": "True"
      },
      {
        "document": 1205,
        "excerpt": "True"
      },
      {
        "document": 1206,
        "excerpt": "True"
      },
      {
        "document": 1207,
        "excerpt": "True"
      },
      {
        "document": 1208,
        "excerpt": "True"
      },
      {
        "document": 1209,
        "excerpt": "True"
      },
      {
        "document": 1210,
        "excerpt": "True"
      },
      {
        "document": 1214,
        "excerpt": "True"
      },
      {
        "document": 1215,
        "excerpt": "True"
      },
      {
        "document": 1218,
        "excerpt": "True"
      },
      {
        "document": 1219,
        "excerpt": "True"
      },
      {
        "document": 1220,
        "excerpt": "True"
      },
      {
        "document": 1221,
        "excerpt": "True"
      },
      {
        "document": 1222,
        "excerpt": "True"
      },
      {
        "document": 1223,
        "excerpt": "True"
      },
      {
        "document": 1227,
        "excerpt": "True"
      },
      {
        "document": 1229,
        "excerpt": "True"
      },
      {
        "document": 1230,
        "excerpt": "True"
      },
      {
        "document": 1231,
        "excerpt": "True"
      },
      {
        "document": 1232,
        "excerpt": "True"
      },
      {
        "document": 1235,
        "excerpt": "ed into gray dust. The target can be revived only by a True Resurrection or a Wish spell. This spell automatically disintegrates a Large or smaller nonmagical obje"
      },
      {
        "document": 1236,
        "excerpt": "True"
      },
      {
        "document": 1237,
        "excerpt": "True"
      },
      {
        "document": 1238,
        "excerpt": "True"
      },
      {
        "document": 1240,
        "excerpt": "True"
      },
      {
        "document": 1242,
        "excerpt": "True"
      },
      {
        "document": 1243,
        "excerpt": "True"
      },
      {
        "document": 1244,
        "excerpt": "True"
      },
      {
        "document": 1245,
        "excerpt": "True"
      },
      {
        "document": 1248,
        "excerpt": "True"
      },
      {
        "document": 1251,
        "excerpt": "True"
      },
      {
        "document": 1252,
        "excerpt": "True"
      },
      {
        "document": 1253,
        "excerpt": "True"
      },
      {
        "document": 1254,
        "excerpt": "True"
      },
      {
        "document": 1255,
        "excerpt": "True"
      },
      {
        "document": 1256,
        "excerpt": "True"
      },
      {
        "document": 1257,
        "excerpt": "True"
      },
      {
        "document": 1258,
        "excerpt": "True"
      },
      {
        "document": 1260,
        "excerpt": "True"
      },
      {
        "document": 1262,
        "excerpt": "True"
      },
      {
        "document": 1263,
        "excerpt": "True"
      },
      {
        "document": 1265,
        "excerpt": "True"
      },
      {
        "document": 1266,
        "excerpt": "True"
      },
      {
        "document": 1267,
        "excerpt": "True"
      },
      {
        "document": 1273,
        "excerpt": "True"
      },
      {
        "document": 1274,
        "excerpt": "True"
      },
      {
        "document": 1275,
        "excerpt": "True"
      },
      {
        "document": 1276,
        "excerpt": "True"
      },
      {
        "document": 1277,
        "excerpt": "True"
      },
      {
        "document": 1278,
        "excerpt": "True"
      },
      {
        "document": 1279,
        "excerpt": "True"
      },
      {
        "document": 1280,
        "excerpt": "True"
      },
      {
        "document": 1281,
        "excerpt": "True"
      },
      {
        "document": 1282,
        "excerpt": "True"
      },
      {
        "document": 1284,
        "excerpt": "True"
      },
      {
        "document": 1285,
        "excerpt": "True"
      },
      {
        "document": 1286,
        "excerpt": "True"
      },
      {
        "document": 1287,
        "excerpt": "True"
      },
      {
        "document": 1288,
        "excerpt": "True"
      },
      {
        "document": 1289,
        "excerpt": "True"
      },
      {
        "document": 1290,
        "excerpt": "True"
      },
      {
        "document": 1292,
        "excerpt": "True"
      },
      {
        "document": 1293,
        "excerpt": "True"
      },
      {
        "document": 1296,
        "excerpt": "True"
      },
      {
        "document": 1300,
        "excerpt": "True"
      },
      {
        "document": 1301,
        "excerpt": "True"
      },
      {
        "document": 1302,
        "excerpt": "True"
      },
      {
        "document": 1306,
        "excerpt": "True"
      },
      {
        "document": 1307,
        "excerpt": "True"
      },
      {
        "document": 1308,
        "excerpt": "True"
      },
      {
        "document": 1309,
        "excerpt": "True"
      },
      {
        "document": 1310,
        "excerpt": "True"
      },
      {
        "document": 1312,
        "excerpt": "True"
      },
      {
        "document": 1313,
        "excerpt": "True"
      },
      {
        "document": 1314,
        "excerpt": "True"
      },
      {
        "document": 1315,
        "excerpt": "True"
      },
      {
        "document": 1316,
        "excerpt": "True"
      },
      {
        "document": 1317,
        "excerpt": "True"
      },
      {
        "document": 1318,
        "excerpt": "True"
      },
      {
        "document": 1319,
        "excerpt": "True"
      },
      {
        "document": 1320,
        "excerpt": "True"
      },
      {
        "document": 1321,
        "excerpt": "True"
      },
      {
        "document": 1322,
        "excerpt": "True"
      },
      {
        "document": 1323,
        "excerpt": "True"
      },
      {
        "document": 1324,
        "excerpt": "icular offering at the temple of your god, saving your true love, or defeating a specific monster. A Dispel Magic spell can end the spell only if it is cast with a"
      },
      {
        "document": 1325,
        "excerpt": "True"
      },
      {
        "document": 1326,
        "excerpt": "True"
      },
      {
        "document": 1327,
        "excerpt": "True"
      },
      {
        "document": 1328,
        "excerpt": "True"
      },
      {
        "document": 1329,
        "excerpt": "True"
      },
      {
        "document": 1330,
        "excerpt": "True"
      },
      {
        "document": 1331,
        "excerpt": "True"
      },
      {
        "document": 1335,
        "excerpt": "True"
      },
      {
        "document": 1337,
        "excerpt": "True"
      },
      {
        "document": 1338,
        "excerpt": "True"
      },
      {
        "document": 1339,
        "excerpt": "True"
      },
      {
        "document": 1340,
        "excerpt": "True"
      },
      {
        "document": 1341,
        "excerpt": "True"
      },
      {
        "document": 1344,
        "excerpt": "True"
      },
      {
        "document": 1346,
        "excerpt": "True"
      },
      {
        "document": 1347,
        "excerpt": "True"
      },
      {
        "document": 1348,
        "excerpt": "True"
      },
      {
        "document": 1350,
        "excerpt": "True"
      },
      {
        "document": 1351,
        "excerpt": "True"
      },
      {
        "document": 1353,
        "excerpt": "True"
      },
      {
        "document": 1354,
        "excerpt": "True"
      },
      {
        "document": 1355,
        "excerpt": "True"
      },
      {
        "document": 1356,
        "excerpt": "True"
      },
      {
        "document": 1361,
        "excerpt": "True"
      },
      {
        "document": 1363,
        "excerpt": "ruesight can see through the illusion to the terrain's true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion"
      },
      {
        "document": 1365,
        "excerpt": "True"
      },
      {
        "document": 1367,
        "excerpt": "ation spell cast on the target restores the creature's true memory. Using a Higher-Level Spell Slot. You can alter the target's memories of an event that took plac"
      },
      {
        "document": 1368,
        "excerpt": "f the Polymorph spell, for example), it reverts to its true form and can't shape-shift until it leaves the Cylinder. On a successful save, a creature takes half as"
      },
      {
        "document": 1369,
        "excerpt": "True"
      },
      {
        "document": 1371,
        "excerpt": "True"
      },
      {
        "document": 1373,
        "excerpt": "True"
      },
      {
        "document": 1374,
        "excerpt": "True"
      },
      {
        "document": 1375,
        "excerpt": "True"
      },
      {
        "document": 1377,
        "excerpt": "True"
      },
      {
        "document": 1381,
        "excerpt": "True"
      },
      {
        "document": 1385,
        "excerpt": "True"
      },
      {
        "document": 1389,
        "excerpt": "True"
      },
      {
        "document": 1392,
        "excerpt": "True"
      },
      {
        "document": 1393,
        "excerpt": "True"
      },
      {
        "document": 1394,
        "excerpt": "True"
      },
      {
        "document": 1396,
        "excerpt": "True"
      },
      {
        "document": 1398,
        "excerpt": "True"
      },
      {
        "document": 1400,
        "excerpt": "True"
      },
      {
        "document": 1404,
        "excerpt": "True"
      },
      {
        "document": 1405,
        "excerpt": "True"
      },
      {
        "document": 1407,
        "excerpt": "True"
      },
      {
        "document": 1412,
        "excerpt": "True"
      },
      {
        "document": 1413,
        "excerpt": "True"
      },
      {
        "document": 1414,
        "excerpt": "True"
      },
      {
        "document": 1420,
        "excerpt": "True"
      },
      {
        "document": 1421,
        "excerpt": "True"
      },
      {
        "document": 1422,
        "excerpt": "True"
      },
      {
        "document": 1425,
        "excerpt": "True"
      },
      {
        "document": 1427,
        "excerpt": "True"
      },
      {
        "document": 1428,
        "excerpt": "True"
      },
      {
        "document": 1430,
        "excerpt": "True"
      },
      {
        "document": 1431,
        "excerpt": "True"
      },
      {
        "document": 1432,
        "excerpt": "True"
      },
      {
        "document": 1435,
        "excerpt": "True"
      },
      {
        "document": 1438,
        "excerpt": "True"
      },
      {
        "document": 1439,
        "excerpt": "True"
      },
      {
        "document": 1440,
        "excerpt": "True"
      },
      {
        "document": 1441,
        "excerpt": "True"
      },
      {
        "document": 1443,
        "excerpt": "True"
      },
      {
        "document": 1445,
        "excerpt": "True"
      },
      {
        "document": 1446,
        "excerpt": "True"
      },
      {
        "document": 1447,
        "excerpt": "True"
      },
      {
        "document": 1448,
        "excerpt": "True"
      },
      {
        "document": 1449,
        "excerpt": "True"
      },
      {
        "document": 1452,
        "excerpt": "True"
      },
      {
        "document": 1453,
        "excerpt": "True"
      },
      {
        "document": 1457,
        "excerpt": "True"
      },
      {
        "document": 1459,
        "excerpt": "True"
      },
      {
        "document": 1462,
        "excerpt": "True"
      },
      {
        "document": 1463,
        "excerpt": "True Polymorph"
      },
      {
        "document": 1464,
        "excerpt": "True Resurrection"
      },
      {
        "document": 1465,
        "excerpt": "True Seeing"
      },
      {
        "document": 1466,
        "excerpt": "True Strike"
      },
      {
        "document": 1467,
        "excerpt": "True"
      },
      {
        "document": 1468,
        "excerpt": "True"
      },
      {
        "document": 1469,
        "excerpt": "True"
      },
      {
        "document": 1471,
        "excerpt": "True"
      },
      {
        "document": 1472,
        "excerpt": "True"
      },
      {
        "document": 1473,
        "excerpt": "True"
      },
      {
        "document": 1474,
        "excerpt": "True"
      },
      {
        "document": 1475,
        "excerpt": "True"
      },
      {
        "document": 1476,
        "excerpt": "True"
      },
      {
        "document": 1478,
        "excerpt": "True"
      },
      {
        "document": 1479,
        "excerpt": "True"
      },
      {
        "document": 1480,
        "excerpt": "True"
      },
      {
        "document": 1481,
        "excerpt": "True"
      },
      {
        "document": 1483,
        "excerpt": "True"
      },
      {
        "document": 1505,
        "excerpt": "True"
      },
      {
        "document": 1506,
        "excerpt": "True"
      },
      {
        "document": 1507,
        "excerpt": "True"
      },
      {
        "document": 1508,
        "excerpt": "True"
      },
      {
        "document": 1511,
        "excerpt": "True"
      },
      {
        "document": 1512,
        "excerpt": "True"
      },
      {
        "document": 1513,
        "excerpt": "True"
      },
      {
        "document": 1514,
        "excerpt": "True"
      },
      {
        "document": 1521,
        "excerpt": "True"
      },
      {
        "document": 1522,
        "excerpt": "True"
      },
      {
        "document": 1523,
        "excerpt": "True"
      },
      {
        "document": 1525,
        "excerpt": "True"
      },
      {
        "document": 1526,
        "excerpt": "True"
      },
      {
        "document": 1527,
        "excerpt": "True"
      },
      {
        "document": 1528,
        "excerpt": "True"
      },
      {
        "document": 1530,
        "excerpt": "True"
      },
      {
        "document": 1531,
        "excerpt": "True"
      },
      {
        "document": 1533,
        "excerpt": "True"
      },
      {
        "document": 1534,
        "excerpt": "True"
      },
      {
        "document": 1535,
        "excerpt": "True"
      },
      {
        "document": 1541,
        "excerpt": "True"
      },
      {
        "document": 1542,
        "excerpt": "True"
      },
      {
        "document": 1543,
        "excerpt": "True"
      },
      {
        "document": 1544,
        "excerpt": "True"
      },
      {
        "document": 1545,
        "excerpt": "True"
      },
      {
        "document": 1546,
        "excerpt": "True"
      },
      {
        "document": 1547,
        "excerpt": "True"
      },
      {
        "document": 1548,
        "excerpt": "True"
      },
      {
        "document": 1549,
        "excerpt": "True"
      },
      {
        "document": 1550,
        "excerpt": "Crystal Ball of True Seeing"
      },
      {
        "document": 1551,
        "excerpt": "True"
      },
      {
        "document": 1552,
        "excerpt": "True"
      },
      {
        "document": 1555,
        "excerpt": "True"
      },
      {
        "document": 1558,
        "excerpt": "True"
      },
      {
        "document": 1559,
        "excerpt": "True"
      },
      {
        "document": 1561,
        "excerpt": "True"
      },
      {
        "document": 1562,
        "excerpt": "True"
      },
      {
        "document": 1568,
        "excerpt": "True"
      },
      {
        "document": 1574,
        "excerpt": "True"
      },
      {
        "document": 1576,
        "excerpt": "True"
      },
      {
        "document": 1581,
        "excerpt": "True"
      },
      {
        "document": 1583,
        "excerpt": "True"
      },
      {
        "document": 1584,
        "excerpt": "True"
      },
      {
        "document": 1586,
        "excerpt": "True"
      },
      {
        "document": 1589,
        "excerpt": "True"
      },
      {
        "document": 1590,
        "excerpt": "True"
      },
      {
        "document": 1593,
        "excerpt": "True"
      },
      {
        "document": 1595,
        "excerpt": "True"
      },
      {
        "document": 1596,
        "excerpt": "True"
      },
      {
        "document": 1597,
        "excerpt": "True"
      },
      {
        "document": 1598,
        "excerpt": "True"
      },
      {
        "document": 1600,
        "excerpt": "True"
      },
      {
        "document": 1601,
        "excerpt": "True"
      },
      {
        "document": 1602,
        "excerpt": "True"
      },
      {
        "document": 1608,
        "excerpt": "True"
      },
      {
        "document": 1609,
        "excerpt": "True"
      },
      {
        "document": 1614,
        "excerpt": "True"
      },
      {
        "document": 1615,
        "excerpt": "True"
      },
      {
        "document": 1617,
        "excerpt": "True"
      },
      {
        "document": 1618,
        "excerpt": "True"
      },
      {
        "document": 1624,
        "excerpt": "True"
      },
      {
        "document": 1628,
        "excerpt": "True"
      },
      {
        "document": 1630,
        "excerpt": "True"
      },
      {
        "document": 1631,
        "excerpt": "True"
      },
      {
        "document": 1632,
        "excerpt": "True"
      },
      {
        "document": 1636,
        "excerpt": "True"
      },
      {
        "document": 1637,
        "excerpt": "True"
      },
      {
        "document": 1638,
        "excerpt": "True"
      },
      {
        "document": 1639,
        "excerpt": "True"
      },
      {
        "document": 1642,
        "excerpt": "True"
      },
      {
        "document": 1643,
        "excerpt": "True"
      },
      {
        "document": 1658,
        "excerpt": "poison masked by illusion magic. Identify reveals its true nature. If you drink this potion, you take 4d6 Poison damage and must succeed on a DC 13 Constitution s"
      },
      {
        "document": 1664,
        "excerpt": "True"
      },
      {
        "document": 1666,
        "excerpt": "True"
      },
      {
        "document": 1667,
        "excerpt": "True"
      },
      {
        "document": 1668,
        "excerpt": "True"
      },
      {
        "document": 1669,
        "excerpt": "True"
      },
      {
        "document": 1670,
        "excerpt": "True"
      },
      {
        "document": 1671,
        "excerpt": "True"
      },
      {
        "document": 1672,
        "excerpt": "True"
      },
      {
        "document": 1673,
        "excerpt": "True"
      },
      {
        "document": 1674,
        "excerpt": "True"
      },
      {
        "document": 1675,
        "excerpt": "True"
      },
      {
        "document": 1677,
        "excerpt": "True"
      },
      {
        "document": 1678,
        "excerpt": "True"
      },
      {
        "document": 1679,
        "excerpt": "True"
      },
      {
        "document": 1681,
        "excerpt": "True"
      },
      {
        "document": 1682,
        "excerpt": "True"
      },
      {
        "document": 1684,
        "excerpt": "True"
      },
      {
        "document": 1686,
        "excerpt": "True"
      },
      {
        "document": 1687,
        "excerpt": "True"
      },
      {
        "document": 1688,
        "excerpt": "True"
      },
      {
        "document": 1689,
        "excerpt": "True"
      },
      {
        "document": 1690,
        "excerpt": "True"
      },
      {
        "document": 1692,
        "excerpt": "True"
      },
      {
        "document": 1693,
        "excerpt": "True"
      },
      {
        "document": 1694,
        "excerpt": "True"
      },
      {
        "document": 1695,
        "excerpt": "True"
      },
      {
        "document": 1696,
        "excerpt": "True"
      },
      {
        "document": 1700,
        "excerpt": "True"
      },
      {
        "document": 1701,
        "excerpt": "True"
      },
      {
        "document": 1705,
        "excerpt": "True"
      },
      {
        "document": 1706,
        "excerpt": "True"
      },
      {
        "document": 1707,
        "excerpt": "True"
      },
      {
        "document": 1710,
        "excerpt": "True"
      },
      {
        "document": 1712,
        "excerpt": "True"
      },
      {
        "document": 1713,
        "excerpt": "True"
      },
      {
        "document": 1714,
        "excerpt": "True"
      },
      {
        "document": 1715,
        "excerpt": "True"
      },
      {
        "document": 1716,
        "excerpt": "True"
      },
      {
        "document": 1717,
        "excerpt": "True"
      },
      {
        "document": 1718,
        "excerpt": "True"
      },
      {
        "document": 1719,
        "excerpt": "True"
      },
      {
        "document": 1720,
        "excerpt": "True"
      },
      {
        "document": 1721,
        "excerpt": "True"
      },
      {
        "document": 1722,
        "excerpt": "True"
      },
      {
        "document": 1723,
        "excerpt": "True"
      },
      {
        "document": 1725,
        "excerpt": "True"
      },
      {
        "document": 1726,
        "excerpt": "True"
      },
      {
        "document": 1727,
        "excerpt": "True"
      },
      {
        "document": 1728,
        "excerpt": "True"
      },
      {
        "document": 1729,
        "excerpt": "True"
      },
      {
        "document": 1730,
        "excerpt": "True"
      },
      {
        "document": 1731,
        "excerpt": "True"
      },
      {
        "document": 1732,
        "excerpt": "True"
      },
      {
        "document": 1733,
        "excerpt": "True"
      },
      {
        "document": 1737,
        "excerpt": "True"
      },
      {
        "document": 1740,
        "excerpt": "True"
      },
      {
        "document": 1741,
        "excerpt": "True"
      },
      {
        "document": 1742,
        "excerpt": "True"
      },
      {
        "document": 1743,
        "excerpt": "True"
      },
      {
        "document": 1744,
        "excerpt": "True"
      },
      {
        "document": 1745,
        "excerpt": "True"
      },
      {
        "document": 1748,
        "excerpt": "True"
      },
      {
        "document": 1749,
        "excerpt": "True"
      },
      {
        "document": 1751,
        "excerpt": "True"
      },
      {
        "document": 1752,
        "excerpt": "True"
      },
      {
        "document": 1753,
        "excerpt": "True"
      },
      {
        "document": 1755,
        "excerpt": "True"
      },
      {
        "document": 1758,
        "excerpt": "True"
      },
      {
        "document": 1759,
        "excerpt": "True"
      },
      {
        "document": 1792,
        "excerpt": "True"
      },
      {
        "document": 1846,
        "excerpt": "into a Medium or Small Humanoid, or it returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing o"
      },
      {
        "document": 1920,
        "excerpt": "evel 6 version), Flame Strike (level 6 version), Geas, True Seeing"
      },
      {
        "document": 1938,
        "excerpt": "a spider (20 ft., Climb 20 ft.), or it returns to its true form. Its game statistics are the same in each form, except for its Speed. Any equipment it is wearing o"
      },
      {
        "document": 1962,
        "excerpt": "le retaining its game statistics, or it returns to its true blob form. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 1969,
        "excerpt": "into a Small or Medium Humanoid, or it returns to its true form. Other than its size, its game statistics are the same in each form. Any equipment it is wearing or"
      },
      {
        "document": 1976,
        "excerpt": "Medium Humanoid or a Large Giant, or it returns to its true form. Other than its size, its game statistics are the same in each form. Any equipment it is wearing or"
      },
      {
        "document": 1996,
        "excerpt": "or a toad (40 ft., Swim 40 ft.), or it returns to its true form. Its game statistics are the same in each form, except for its Speed. Any equipment it is wearing o"
      },
      {
        "document": 2014,
        "excerpt": "s turn within 30 feet of the hag and can see the hag's true form. Failure: The target has the Frightened condition until the start of its next turn. Success: The ta"
      },
      {
        "document": 2036,
        "excerpt": "into a Medium or Small Humanoid, or it returns to its true form. Its game statistics are the same in each form, except its Fly Speed is available only in its true"
      },
      {
        "document": 2067,
        "excerpt": "noid hybrid form or a Large bear, or it returns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is"
      },
      {
        "document": 2068,
        "excerpt": "-humanoid hybrid or a Small boar, or it returns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is"
      },
      {
        "document": 2069,
        "excerpt": "t-humanoid hybrid or a Small rat, or it returns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is"
      },
      {
        "document": 2070,
        "excerpt": "humanoid hybrid or a Large tiger, or it returns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is"
      },
      {
        "document": 2071,
        "excerpt": "humanoid hybrid or a Medium wolf, or it returns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is"
      }
    ],
    "truesight": [
      {
        "document": 55,
        "excerpt": "special senses: Blindsight Darkvision Tremorsense Truesight"
      },
      {
        "document": 567,
        "excerpt": "Truesight"
      },
      {
        "document": 968,
        "excerpt": "her feat of your choice for which you qualify. Boon of Truesight is recommended."
      },
      {
        "document": 972,
        "excerpt": "Witch Sight Prerequisite: Level 15+ Warlock You have Truesight with a range of 30 feet."
      },
      {
        "document": 1008,
        "excerpt": "Boon of Truesight"
      },
      {
        "document": 1183,
        "excerpt": "to this effect if it perceives you with Blindsight or Truesight."
      },
      {
        "document": 1193,
        "excerpt": "such as a creature benefiting from See Invisibility or Truesight) sees a luminous orb about the size of your fist."
      },
      {
        "document": 1261,
        "excerpt": "spell, the hound starts barking loudly. The hound has Truesight with a range of 30 feet. At the start of each of your turns, the hound attempts to bite one enemy withi"
      },
      {
        "document": 1323,
        "excerpt": "and the illusion both disappear. A creature that has Truesight can read the hidden message."
      },
      {
        "document": 1363,
        "excerpt": "e spell's area disappears immediately. Creatures with Truesight can see through the illusion to the terrain's true form; however, all other elements of the illusion rem"
      },
      {
        "document": 1364,
        "excerpt": "spell if it has the Blinded condition, Blindsight, or Truesight."
      },
      {
        "document": 1465,
        "excerpt": "For the duration, the willing creature you touch has Truesight with a range of 120 feet."
      },
      {
        "document": 1550,
        "excerpt": "st Scrying (save DC 17) with it. In addition, you have Truesight with a range of 120 feet centered on the spell's sensor."
      },
      {
        "document": 1586,
        "excerpt": "can expend 1 charge. For the next 10 minutes, you have Truesight out to 120 feet when you peer through the gem. The gem regains 1d3 expended charges daily at dawn."
      },
      {
        "document": 1687,
        "excerpt": "ely on sight. Special Senses. You have Darkvision and Truesight, both with a range of 120 feet. Drawbacks. A Light spell cast on the robe or a Daylight spell cast with"
      },
      {
        "document": 1792,
        "excerpt": "Truesight 60 ft., Passive Perception 13"
      },
      {
        "document": 1799,
        "excerpt": "Truesight 120 ft.; Passive Perception 19"
      },
      {
        "document": 1835,
        "excerpt": "Truesight 120 ft.; Passive Perception 15"
      },
      {
        "document": 1859,
        "excerpt": "Truesight 120 ft.; Passive Perception 16"
      },
      {
        "document": 1903,
        "excerpt": "Truesight 120 ft.; Passive Perception 17"
      },
      {
        "document": 1946,
        "excerpt": "Truesight 120 ft.; Passive Perception 21"
      },
      {
        "document": 1949,
        "excerpt": "Truesight 120 ft.; Passive Perception 19"
      },
      {
        "document": 1957,
        "excerpt": "Truesight 120 ft.; Passive Perception 18"
      },
      {
        "document": 1966,
        "excerpt": "Truesight 60 ft.; Passive Perception 19"
      },
      {
        "document": 1968,
        "excerpt": "Truesight 120 ft.; Passive Perception 11"
      },
      {
        "document": 1986,
        "excerpt": "Truesight 120 ft.; Passive Perception 20"
      },
      {
        "document": 1987,
        "excerpt": "Truesight 120 ft.; Passive Perception 21"
      },
      {
        "document": 1997,
        "excerpt": "Truesight 60 ft.; Passive Perception 18"
      },
      {
        "document": 2022,
        "excerpt": "Truesight 120 ft.; Passive Perception 24"
      },
      {
        "document": 2024,
        "excerpt": "Truesight 120 ft.; Passive Perception 18"
      },
      {
        "document": 2025,
        "excerpt": "Truesight 120 ft.; Passive Perception 22"
      },
      {
        "document": 2035,
        "excerpt": "Darkvision 120 ft., Truesight 30 ft.; Passive Perception 20"
      }
    ],
    "trumpeting": [
      {
        "document": 1884,
        "excerpt": "ble Elephant (Rare). This marble statuette resembles a trumpeting elephant. It can become an Elephant for up to 24 hours. Once it has been used, it can't be used again un"
      }
    ],
    "trunk": [
      {
        "document": 86,
        "excerpt": "is behind a creature that gives Half Cover and a tree trunk that gives Three-Quarters Cover, the target has Three-Quarters Cover. Cover"
      },
      {
        "document": 1579,
        "excerpt": "ce. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. Whip (Rare). You can take a Magic action t"
      },
      {
        "document": 1721,
        "excerpt": "ee. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a fa"
      }
    ],
    "trusted": [
      {
        "document": 1696,
        "excerpt": "e Charmed in this way, the creature regards you as its trusted leader. If harmed by you or your allies or commanded to do something contrary to its nature, a target ce"
      }
    ],
    "truth": [
      {
        "document": 710,
        "excerpt": "Truth Serum (150 GP)"
      },
      {
        "document": 841,
        "excerpt": "Aid, Zone of Truth"
      },
      {
        "document": 844,
        "excerpt": "Zone of Truth"
      },
      {
        "document": 900,
        "excerpt": "Zone of Truth"
      },
      {
        "document": 912,
        "excerpt": "Zone of Truth"
      },
      {
        "document": 1291,
        "excerpt": "say, magic that would determine if you are telling the truth indicates that you are being truthful."
      },
      {
        "document": 1486,
        "excerpt": "Zone of Truth"
      },
      {
        "document": 1766,
        "excerpt": "maintain the spell) 1/Day Each: Flame Strike, Zone of Truth Weakening Breath. Strength Saving Throw: DC 21, each creature that isn't currently affected by this bre"
      },
      {
        "document": 1769,
        "excerpt": "ell) 1/Day Each: Ice Storm (level 5 version), Zone of Truth"
      },
      {
        "document": 1778,
        "excerpt": "lame Strike (level 6 version), Word of Recall, Zone of Truth Weakening Breath. Strength Saving Throw: DC 24, each creature that isn't currently affected by this bre"
      },
      {
        "document": 1781,
        "excerpt": "eather, Ice Storm (level 7 version), Teleport, Zone of Truth"
      },
      {
        "document": 2025,
        "excerpt": "pel Magic, Greater Restoration, Heroes' Feast, Zone of Truth"
      }
    ],
    "truthful": [
      {
        "document": 1238,
        "excerpt": "t, or activity to occur within 7 days. The GM offers a truthful reply, which might be a short phrase or cryptic rhyme. The spell doesn't account for circumstances that"
      },
      {
        "document": 1291,
        "excerpt": "you are telling the truth indicates that you are being truthful."
      },
      {
        "document": 1436,
        "excerpt": "tive, and the corpse is under no compulsion to offer a truthful answer if you are antagonistic toward it or it recognizes you as an enemy. This spell doesn't return the"
      },
      {
        "document": 1486,
        "excerpt": "with a lie. Such a creature can be evasive yet must be truthful. ---"
      },
      {
        "document": 1627,
        "excerpt": "an ask a question in meditation and mentally receive a truthful answer to that question. Skull. An Avatar of Death (see the accompanying stat block) appears in an unoc"
      }
    ],
    "try": [
      {
        "document": 11,
        "excerpt": "You can take the Help action to try to stabilize a creature with 0 Hit Points, which requires a successful DC 10 Wisdom (Medicine) check. A"
      },
      {
        "document": 36,
        "excerpt": "skill, which represents a category of things creatures try to do with an ability check. The descriptions of the actions you take (see “Actions” later in “Playing t"
      },
      {
        "document": 43,
        "excerpt": "ther situations, too: in a social interaction, you can try to Influence a creature or use the Search action to read the creature's body language, but you can't do"
      },
      {
        "document": 46,
        "excerpt": "action, which takes many forms. For example, you might try to convince a burglar to confess to wrongdoing or try to flatter a guard. The Game Master assumes the ro"
      },
      {
        "document": 56,
        "excerpt": "hen circumstances are appropriate for hiding. When you try to hide, you take the Hide action."
      },
      {
        "document": 62,
        "excerpt": "out worrying about the weight of those objects. If you try to haul an unusually heavy object or a massive number of lighter objects, the GM might require you to ab"
      },
      {
        "document": 63,
        "excerpt": "such as a glass container or a piece of paper. If you try to damage something more resilient, the GM might use the rules on breaking objects in “Rules Glossary.”"
      },
      {
        "document": 74,
        "excerpt": "es an action. The Influence action is the main way you try to influence a monster. Interacting with Things. You can interact with one object or feature of the env"
      },
      {
        "document": 103,
        "excerpt": "eck represents a creature using talent and training to try to overcome a challenge, such as forcing open a stuck door, picking a lock, entertaining a crowd, or dec"
      },
      {
        "document": 142,
        "excerpt": "1d12 hours. While Charmed in this way, the bearer must try to follow the item's commands. If the bearer takes damage, it repeats the save, ending the effect on a s"
      },
      {
        "document": 506,
        "excerpt": "You can try to identify a non-instantaneous spell by its observable effects if its duration is ongoing. To identify"
      },
      {
        "document": 640,
        "excerpt": "With the Hide action, you try to hide yourself. To do so, you must succeed on a DC 15 Dexterity (Stealth) check while you're Heavily O"
      },
      {
        "document": 672,
        "excerpt": "is of an adventure as characters search for a cure and try to stop the contagion's spread."
      },
      {
        "document": 717,
        "excerpt": "ls and all the trap's components (including a Net) can try to set a falling net trap, doing so with a successful DC 13 Dexterity (Sleight of Hand) check. Each atte"
      },
      {
        "document": 721,
        "excerpt": "he trap is detected, a character can take an action to try to disarm the trap, doing so with a successful DC 15 Dexterity (Sleight of Hand) check. On a failed chec"
      },
      {
        "document": 722,
        "excerpt": "damage. Slow the Stone. As an action, a creature can try to slow down the stone with a DC 20 Strength (Athletics) check. If the check is successful, the distance"
      },
      {
        "document": 979,
        "excerpt": "n when you hit a creature with an attack roll, you can try to instantly transport the target through the Lower Planes. The target must succeed on a Charisma saving"
      },
      {
        "document": 1232,
        "excerpt": "nothing. As a Magic action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom saving throw. On"
      },
      {
        "document": 1355,
        "excerpt": "capes the maze. The target can take a Study action to try to escape. When it does so, it makes a DC 20 Intelligence (Investigation) check. If it succeeds, it esca"
      },
      {
        "document": 1418,
        "excerpt": "to reach it again with this spell for 8 hours. If you try to send another message during that time, you learn that you are blocked, and the spell fails."
      },
      {
        "document": 1426,
        "excerpt": "ous Lightning springs from you to a creature that you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d8 Lightning damage,"
      },
      {
        "document": 1452,
        "excerpt": "is no longer affected by the spell. Creature. You can try to move a Huge or smaller creature. The target must succeed on a Strength saving throw, or you move it u"
      },
      {
        "document": 1481,
        "excerpt": "nts: V, S Duration: Concentration, up to 1 minute You try to create illusory terrors in others' minds. Each creature of your choice in a 30-foot-radius Sphere cen"
      },
      {
        "document": 1516,
        "excerpt": "e bag. A creature inside the bag can take an action to try to escape, doing so with a successful DC 15 Strength (Athletics) check. Another creature can take an act"
      },
      {
        "document": 1574,
        "excerpt": "on to make a ranged attack against a creature, you can try to restrain the target instead of dealing damage to it. If the arrow hits, the target must succeed on a"
      },
      {
        "document": 1596,
        "excerpt": "of it. Unknown Spell. While holding the hat, you can try to cast a level 1+ spell you don't know. The spell must be on the Wizard spell list, it must be of a lev"
      },
      {
        "document": 1617,
        "excerpt": "ks. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can t"
      },
      {
        "document": 1667,
        "excerpt": "While wearing the ring, you can take a Magic action to try to compel an Elemental you see within 60 feet of yourself. The Elemental makes a DC 18 Wisdom saving thr"
      },
      {
        "document": 1682,
        "excerpt": "pend 1 to 3 of the ring's charges as a Magic action to try to break a nonmagical object you can see within 60 feet of yourself that isn't being worn or carried. Th"
      },
      {
        "document": 1829,
        "excerpt": "r a creature within 5 feet of it can take an action to try to detach the cloaker, doing so by succeeding on a DC 14 Strength (Athletics) check. Tail. Melee Attack"
      },
      {
        "document": 1840,
        "excerpt": "ves with the target. A creature can take an action to try to detach the darkmantle from itself, doing so with a successful DC 13 Strength (Athletics) check. On it"
      },
      {
        "document": 1864,
        "excerpt": "s creator, if within 60 feet of the berserk golem, can try to calm it by taking an action to make a DC 15 Charisma (Persuasion) check; the golem must be able to he"
      },
      {
        "document": 1869,
        "excerpt": "engulfed target moves with it. An engulfed target can try to escape by taking an action to make a DC 12 Strength (Athletics) check. On a successful check, the tar"
      }
    ],
    "trying": [
      {
        "document": 19,
        "excerpt": "fiery explosion, a blast of poisonous gas, or a spell trying to invade your mind. You don’t normally choose to make a save; you must make one because your character"
      },
      {
        "document": 43,
        "excerpt": "and use the Help action to aid another character who's trying to open a stuck door (with the Utilize action)."
      },
      {
        "document": 53,
        "excerpt": "have the Blinded condition (see “Rules Glossary”) when trying to see something there."
      },
      {
        "document": 541,
        "excerpt": "le when you take this action, depending on what you're trying to detect. Search"
      },
      {
        "document": 636,
        "excerpt": "You have the Blinded condition while trying to see something in a Heavily Obscured space. See also “Blinded,” “Darkness,” and “Playing the Game” (“E"
      },
      {
        "document": 651,
        "excerpt": "lay how you're communicating with the monster. Are you trying to deceive, intimidate, amuse, or gently persuade? The GM then determines whether the monster feels will"
      },
      {
        "document": 1617,
        "excerpt": "rightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't make Opportunity Attacks. For its action, it can us"
      },
      {
        "document": 1922,
        "excerpt": "on its turn toward the harpy by the most direct route, trying to get within 5 feet of the harpy. It doesn't avoid Opportunity Attacks; however, before moving into dam"
      }
    ],
    "tsunami": [
      {
        "document": 767,
        "excerpt": "te or Destroy Water (1 charge), Ice Storm (2 charges), Tsunami (5 charges), Wall of Ice (3 charges), Water Walk (2 charges)"
      },
      {
        "document": 837,
        "excerpt": "Tsunami"
      },
      {
        "document": 1467,
        "excerpt": "Tsunami"
      }
    ],
    "tube": [
      {
        "document": 147,
        "excerpt": "s attached to wooden rods and typically kept safe in a tube of ivory, jade, leather, metal, or wood. The most prevalent scroll is the Spell Scroll, a spell stored i"
      },
      {
        "document": 1539,
        "excerpt": "Wondrous Item, Rare This hollow metal tube measures about 1 foot long and weighs 1 pound. As a Magic action, you can strike the chime to cast Knock"
      },
      {
        "document": 1738,
        "excerpt": "Wondrous Item, Legendary This tube holds milky liquid with a strong alcohol smell. When found, a tube contains 1d6 + 1 ounces. You can tak"
      }
    ],
    "tubes": [
      {
        "document": 720,
        "excerpt": "or the first time on a turn, poisoned darts shoot from tubes embedded in the surrounding walls. The holes that house these tubes are obscured by dust and cobwebs or"
      }
    ],
    "tumble": [
      {
        "document": 990,
        "excerpt": "by 10 feet until the start of your next turn. Hill's Tumble (Hill Giant). When you hit a Large or smaller creature with an attack roll and deal damage to it, you ca"
      }
    ],
    "tune": [
      {
        "document": 439,
        "excerpt": "ility: Charisma Weight: Varies Utilize: Play a known tune (DC 10), or improvise a song (DC 15) Variants: Bagpipes (30 GP, 6 lb.), drum (6 GP, 3 lb.), dulcimer (2"
      },
      {
        "document": 1641,
        "excerpt": "m and expend 1 charge to create an eerie, spellbinding tune. Each creature of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have"
      }
    ],
    "tunnel": [
      {
        "document": 1786,
        "excerpt": "at half its Burrow Speed and leaves a 10-foot-diameter tunnel in its wake."
      },
      {
        "document": 1995,
        "excerpt": "at half its Burrow Speed and leaves a 10-foot-diameter tunnel in its wake."
      }
    ],
    "tunneler": [
      {
        "document": 1786,
        "excerpt": "Tunneler. The ankheg can burrow through solid rock at half its Burrow Speed and leaves a 10-foot-diameter tunnel"
      },
      {
        "document": 1995,
        "excerpt": "Tunneler. The worm can burrow through solid rock at half its Burrow Speed and leaves a 10-foot-diameter tunnel in"
      }
    ],
    "turn": [
      {
        "document": 10,
        "excerpt": "Whenever you start your turn with 0 Hit Points, you must make a Death Saving Throw to determine whether you creep closer to death or"
      },
      {
        "document": 44,
        "excerpt": "er abilities let you take an additional action on your turn called a Bonus Action. The Cunning Action feature, for example, allows a Rogue to take a Bonus Action."
      },
      {
        "document": 45,
        "excerpt": "nse to a trigger of some kind, which can occur on your turn or on someone else's. The Opportunity Attack, described later in \"Playing the Game,\" is the most common"
      },
      {
        "document": 60,
        "excerpt": "ons with objects are limited: one free interaction per turn. That interaction must occur during a creature's movement or action. Any additional interactions require"
      },
      {
        "document": 71,
        "excerpt": ". During a round, each participant in a battle takes a turn. The order of turns is determined at the beginning of combat when everyone rolls Initiative. Once everyo"
      },
      {
        "document": 72,
        "excerpt": "3: Take Turns. Each participant in the battle takes a turn in Initiative order. When everyone involved in the combat has had a turn, the round ends. Repeat this st"
      },
      {
        "document": 74,
        "excerpt": "Your Turn"
      },
      {
        "document": 75,
        "excerpt": "you to take the Utilize action to open a stuck door or turn a crank to lower a drawbridge. Doing Nothing on Your Turn. You can forgo moving, taking an action, or d"
      },
      {
        "document": 77,
        "excerpt": "On your turn, you can move a distance equal to your Speed or less. Or you can decide not to move. Your movement can"
      },
      {
        "document": 79,
        "excerpt": "action, Bonus Action, or Reaction you take on the same turn. For example, if you have a Speed of 30 feet, you could go 10 feet, take an action, and then go 20 feet."
      },
      {
        "document": 80,
        "excerpt": "On your turn, you can give yourself the Prone condition (see “Rules Glossary”) without using an action or any of your"
      },
      {
        "document": 83,
        "excerpt": "ace occupied by another creature. If you somehow end a turn in a space with another creature, you have the Prone condition (see “Rules Glossary”) unless you are Tin"
      },
      {
        "document": 96,
        "excerpt": "ges to match yours when you mount it. It moves on your turn as you direct it, and it has only three action options during that turn: Dash, Disengage, and Dodge. A c"
      },
      {
        "document": 178,
        "excerpt": "monster can take immediately after another creature's turn. Only one of these actions can be taken at a time and only after another creature's turn ends. The monst"
      },
      {
        "document": 306,
        "excerpt": "When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn."
      },
      {
        "document": 308,
        "excerpt": "ave its Speed reduced to 0 until the start of its next turn. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the ch"
      },
      {
        "document": 323,
        "excerpt": "f yourself. If lit, the oil burns until the end of the turn 2 rounds from when the oil was lit (or 12 seconds) and deals 5 Fire damage to any creature that enters t"
      },
      {
        "document": 397,
        "excerpt": "negative. You can make this extra attack only once per turn."
      },
      {
        "document": 400,
        "excerpt": "s Action. You can make this extra attack only once per turn."
      },
      {
        "document": 402,
        "excerpt": "on its next attack roll before the start of your next turn."
      },
      {
        "document": 403,
        "excerpt": "duce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't e"
      },
      {
        "document": 405,
        "excerpt": "roll against that creature before the end of your next turn. Weapons"
      },
      {
        "document": 451,
        "excerpt": "creature that enters this area for the first time on a turn must succeed on a DC 10 Dexterity saving throw or have the Prone condition. It takes 10 minutes to recov"
      },
      {
        "document": 463,
        "excerpt": "creature that enters this area for the first time on a turn must succeed on a DC 15 Dexterity saving throw or take 1 Piercing damage and have its Speed reduced to 0"
      },
      {
        "document": 491,
        "excerpt": "One Spell with a Spell Slot per Turn"
      },
      {
        "document": 518,
        "excerpt": "nute or longer, you must take the Magic action on each turn of that casting, and you must maintain Concentration while you do so. If your Concentration is broken, t"
      },
      {
        "document": 533,
        "excerpt": "ription. You can take a Reaction on another creature's turn, and if you take it on your turn, you can do so even if you also take an action, a Bonus Action, or both"
      },
      {
        "document": 535,
        "excerpt": "before you act. To do so, you take this action on your turn, which lets you act by taking a Reaction before the start of your next turn. First, you decide what per"
      },
      {
        "document": 545,
        "excerpt": "If two or more things happen at the same time on a turn, the person at the game table - player or GM - whose turn it is decides the order in which those things"
      },
      {
        "document": 548,
        "excerpt": "ce in feet the creature can cover when it moves on its turn. See also “Climbing,” “Crawling,” “Flying,” “Jumping,” “Swimming” and “Playing the Game” (“Combat”). Sp"
      },
      {
        "document": 555,
        "excerpt": "pping it. Moving between Attacks. If you move on your turn and have a feature, such as Extra Attack, that gives you more than one attack as part of the Attack acti"
      },
      {
        "document": 579,
        "excerpt": "tion is a special action that you can take on the same turn that you take an action. You can't take more than one Bonus Action on a turn, and you have a Bonus Actio"
      },
      {
        "document": 612,
        "excerpt": "e Dash action, you gain extra movement for the current turn. The increase equals your Speed after applying any modifiers. With a Speed of 30 feet, for example, you"
      },
      {
        "document": 614,
        "excerpt": "g Throw (also called a Death Save) if they start their turn with 0 Hit Points. See also “Playing the Game” (“Damage and Healing”)."
      },
      {
        "document": 619,
        "excerpt": "On your turn, you can take one action. Choose which action to take from those below or from the special actions provi"
      },
      {
        "document": 621,
        "excerpt": "rovoke Opportunity Attacks for the rest of the current turn."
      },
      {
        "document": 622,
        "excerpt": "n the following benefits: until the start of your next turn, any attack roll made against you has Disadvantage if you can see the attacker, and you make Dexterity s"
      },
      {
        "document": 637,
        "excerpt": "the ally doesn't use it before the start of your next turn. The GM has final say on whether your assistance is possible. Assist an Attack Roll. You momentarily di"
      },
      {
        "document": 675,
        "excerpt": "ion. Any Humanoid (other than a gnome) that starts its turn within a 10-foot Emanation originating from a creature infected with Cackle Fever must succeed on a DC 1"
      },
      {
        "document": 685,
        "excerpt": "e that moves onto slippery ice for the first time on a turn or starts its turn there must succeed on a DC 10 Dexterity saving throw or have the Prone condition."
      },
      {
        "document": 686,
        "excerpt": "creature in a strong wind must land at the end of its turn or fall. A strong wind in a desert can create a sandstorm that imposes Disadvantage on Wisdom (Percepti"
      },
      {
        "document": 718,
        "excerpt": "ntaneous, and the trap resets at the start of the next turn When a creature moves onto this trap's pressure plate for the first time on a turn or starts its turn t"
      },
      {
        "document": 720,
        "excerpt": "ntaneous, and the trap resets at the start of the next turn if it has activated fewer than three times When a creature moves onto this trap's pressure plate for th"
      },
      {
        "document": 722,
        "excerpt": "stone gets a +8 bonus on its Initiative roll. On its turn, the stone moves 60 feet in one direction, changing course if redirected by an obstacle. The stone can m"
      },
      {
        "document": 745,
        "excerpt": "For the rest of the turn, give yourself extra movement equal to your Speed."
      },
      {
        "document": 756,
        "excerpt": "have the Stunned condition until the end of your next turn, believing something awesome just happened."
      },
      {
        "document": 783,
        "excerpt": "ave the Stunned condition until the start of your next turn, believing something awesome just happened."
      },
      {
        "document": 954,
        "excerpt": "o the Far Realm until the end of that character’s next turn."
      },
      {
        "document": 962,
        "excerpt": ". Duration. The Rage lasts until the end of your next turn, and it ends early if you don Heavy armor or have the Incapacitated condition. If your Rage is still act"
      },
      {
        "document": 964,
        "excerpt": "cts. You start with two such effects: Divine Spark and Turn Undead, each of which is described below. Each time you use this class's Channel Divinity, choose which"
      },
      {
        "document": 966,
        "excerpt": "urself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action. Once you use this feature, you can't do s"
      },
      {
        "document": 967,
        "excerpt": "onus Action, and your jump distance is doubled for the turn."
      },
      {
        "document": 968,
        "excerpt": "ad of once whenever you take the Attack action on your turn."
      },
      {
        "document": 969,
        "excerpt": "ad of once whenever you take the Attack action on your turn."
      },
      {
        "document": 970,
        "excerpt": "trike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack roll if you have Advantage on t"
      },
      {
        "document": 971,
        "excerpt": "if you've already cast a level 1+ spell on the current turn, nor can you cast a level 1+ spell on this turn after modifying a spell in this way. Seeking Spell Cos"
      },
      {
        "document": 972,
        "excerpt": "vel 5+ Warlock, Pact of the Blade Invocation Once per turn when you hit a creature with your pact weapon, you can expend a Pact Magic spell slot to deal an extra 1"
      },
      {
        "document": 974,
        "excerpt": "ve yourself Heroic Inspiration whenever you start your turn without it."
      },
      {
        "document": 978,
        "excerpt": "ge, you can deal maximum damage with that spell on the turn you cast it. The first time you do so, you suffer no adverse effect. If you use this feature again befo"
      },
      {
        "document": 979,
        "excerpt": "Once per turn when you hit a creature with an attack roll, you can try to instantly transport the target through the L"
      },
      {
        "document": 980,
        "excerpt": "t Points. You can deal this extra damage only once per turn. Horde Breaker. Once on each of your turns when you make an attack with a weapon, you can make another"
      },
      {
        "document": 981,
        "excerpt": "re, that creature regains additional Hit Points on the turn you cast the spell. The additional Hit Points equal 2 plus the spell slot's level."
      },
      {
        "document": 982,
        "excerpt": "The aura has this benefit until the start of your next turn."
      },
      {
        "document": 983,
        "excerpt": "deal extra damage to the first target you hit on your turn with a Strength-based attack. To determine the extra damage, roll a number of d6s equal to your Rage Dam"
      },
      {
        "document": 984,
        "excerpt": "ttack doesn't end that condition on you if you end the turn behind Three-Quarters Cover or Total Cover."
      },
      {
        "document": 985,
        "excerpt": "t make Opportunity Attacks until the start of its next turn. Push. The target must succeed on a Strength saving throw or be pushed up to 15 feet away from you. To"
      },
      {
        "document": 986,
        "excerpt": "When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in either a 15-foot Cone or a"
      },
      {
        "document": 990,
        "excerpt": "duce its Speed by 10 feet until the start of your next turn. Hill's Tumble (Hill Giant). When you hit a Large or smaller creature with an attack roll and deal dama"
      },
      {
        "document": 1002,
        "excerpt": "t, you can't use it again until the start of your next turn."
      },
      {
        "document": 1010,
        "excerpt": "an Unarmed Strike as part of the Attack action on your turn, you can use both the Damage and the Grapple option. You can use this benefit only once per turn. Attac"
      },
      {
        "document": 1013,
        "excerpt": "rained to deal particularly damaging strikes. Once per turn when you hit a target with a weapon, you can roll the weapon's damage dice twice and use either roll aga"
      },
      {
        "document": 1149,
        "excerpt": "Acid damage and 2d4 Acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage only. Using"
      },
      {
        "document": 1157,
        "excerpt": "creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a chamber or corridor. If you issue no commands, t"
      },
      {
        "document": 1158,
        "excerpt": "combat, it shares your Initiative count and takes its turn immediately after yours. Until the spell ends, you can take a Bonus Action to mentally command any crea"
      },
      {
        "document": 1161,
        "excerpt": "Effect. If the Frightened or Charmed creature ends its turn more than 120 feet away from the target, the creature makes a Wisdom saving throw. On a successful save,"
      },
      {
        "document": 1169,
        "excerpt": "'t be reduced. If an ally with 0 Hit Points starts its turn in the aura, that ally regains 1 Hit Point."
      },
      {
        "document": 1176,
        "excerpt": "ts turns or be forced to take the Dodge action on that turn. - If you deal damage to the target with an attack roll or a spell, the target takes an extra 1d8 Necro"
      },
      {
        "document": 1177,
        "excerpt": "an see within range. For the duration, these tentacles turn the ground in that area into Difficult Terrain. Each creature in that area makes a Strength saving thro"
      },
      {
        "document": 1178,
        "excerpt": "kes that save if it enters the wall's space or ends it turn there. A creature makes that save only once per turn."
      },
      {
        "document": 1182,
        "excerpt": "ou return to the other plane at the start of your next turn and when the spell ends if you are on the Ethereal Plane. You return to an unoccupied space of your choi"
      },
      {
        "document": 1190,
        "excerpt": "it can't regain Hit Points until the end of your next turn. Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10)"
      },
      {
        "document": 1195,
        "excerpt": "to its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn. The Sphere moves 10 feet away from you at the sta"
      },
      {
        "document": 1196,
        "excerpt": "have the Blinded condition until the end of your next turn."
      },
      {
        "document": 1197,
        "excerpt": "Wisdom saving throw or follow the command on its next turn. Choose the command from these options: Approach. The target moves toward you by the shortest and most"
      },
      {
        "document": 1201,
        "excerpt": "ment as possible to move in that direction on its next turn, taking the safest route. After moving in this way, a target repeats the save, ending the spell on itsel"
      },
      {
        "document": 1203,
        "excerpt": "f each of its turns to determine its behavior for that turn, consulting the table below. | 1d10 | Behavior for the Turn"
      },
      {
        "document": 1204,
        "excerpt": "e within 5 feet of the pack, and when you move on your turn, you can also move the pack up to 30 feet to an unoccupied space you can see. Whenever the pack moves w"
      },
      {
        "document": 1205,
        "excerpt": "ht Light fills the Cylinder, and when you move on your turn, you can also move the Cylinder up to 30 feet. Whenever the Cylinder moves into the space of a creature"
      },
      {
        "document": 1206,
        "excerpt": "re you can see enters the spirit's space or starts its turn within 5 feet of the spirit, you can force that creature to make a Dexterity saving throw if the spirit"
      },
      {
        "document": 1207,
        "excerpt": "the Frightened condition until the start of your next turn, with both you and the spirit as the source of the fear. As a Bonus Action on your later turns, you can"
      },
      {
        "document": 1209,
        "excerpt": "creature you can see enters the Emanation or ends its turn there, you can force that creature to make a Wisdom saving throw. The creature takes 5d8 Force damage on"
      },
      {
        "document": 1214,
        "excerpt": "ced a wave, the wave repeats on the start of your next turn while the flood effect lasts. Part Water. You part water in the area and create a trench. The trench ex"
      },
      {
        "document": 1219,
        "excerpt": "creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a particular place. If you issue no commands, the"
      },
      {
        "document": 1227,
        "excerpt": "is 12d6, and the damage increases by 1d6 whenever your turn ends and the spell hasn't ended. If a creature touches the glowing bead before the spell ends, that cre"
      },
      {
        "document": 1232,
        "excerpt": "ic, you learn nothing. As a Magic action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom savi"
      },
      {
        "document": 1242,
        "excerpt": "two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as “Attack that creatu"
      },
      {
        "document": 1243,
        "excerpt": "two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as “Attack that creatu"
      },
      {
        "document": 1244,
        "excerpt": "two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as “Attack that creatu"
      },
      {
        "document": 1248,
        "excerpt": "d6 fissures open in the spell's area at the end of the turn you cast it. You choose the fissures' locations, which can't be under structures. Each fissure is 1d10 ×"
      },
      {
        "document": 1254,
        "excerpt": "ot square within range. For the duration, these plants turn the ground in the area into Difficult Terrain. They disappear when the spell ends. Each creature (other"
      },
      {
        "document": 1263,
        "excerpt": "ess there is nowhere to move. If the creature ends its turn in a space where it doesn't have line of sight to you, the creature makes a Wisdom saving throw. On a su"
      },
      {
        "document": 1265,
        "excerpt": "es and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has. Finally, when you cast a spell with a range of touc"
      },
      {
        "document": 1266,
        "excerpt": "have the Incapacitated condition, the steed takes its turn immediately after yours and acts independently, focusing on protecting you. Disappearance of the Steed."
      },
      {
        "document": 1269,
        "excerpt": "d killed by this spell rises at the start of your next turn as a Zombie (see “Monsters”) that follows your verbal orders."
      },
      {
        "document": 1276,
        "excerpt": "It lasts for the duration. Any creature that ends its turn within 5 feet of the sphere makes a Dexterity saving throw, taking 2d6 Fire damage on a failed save or h"
      },
      {
        "document": 1277,
        "excerpt": "uration: Concentration, up to 1 minute You attempt to turn one creature that you can see within range into stone. The target makes a Constitution saving throw. On"
      },
      {
        "document": 1281,
        "excerpt": "n type enters the spell's area for the first time on a turn or ends its turn there, the creature takes 5d10 Radiant or Necrotic damage (your choice when you cast th"
      },
      {
        "document": 1290,
        "excerpt": "reature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue a"
      },
      {
        "document": 1295,
        "excerpt": "condition. A creature that enters the area or ends its turn there must also succeed on that save or fall Prone."
      },
      {
        "document": 1298,
        "excerpt": "within 10 feet of the guardian for the first time on a turn or starts its turn there makes a Dexterity saving throw, taking 20 Radiant damage on a failed save or ha"
      },
      {
        "document": 1301,
        "excerpt": "ttack roll made against it before the end of your next turn has Advantage. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level a"
      },
      {
        "document": 1302,
        "excerpt": "direction following the Line. A creature that ends its turn in the Line must make the same save. Any creature in the Line must spend 2 feet of movement for every 1"
      },
      {
        "document": 1306,
        "excerpt": "citated and has a Speed of 0 until the end of its next turn, as a wave of lethargy washes over it."
      },
      {
        "document": 1309,
        "excerpt": "rolls and ability checks until the start of your next turn. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2."
      },
      {
        "document": 1313,
        "excerpt": "his spell ends, you can take a Bonus Action on a later turn to curse a new creature. Using a Higher-Level Spell Slot. Your Concentration can last longer with a spe"
      },
      {
        "document": 1317,
        "excerpt": "r have the Blinded condition until the end of its next turn."
      },
      {
        "document": 1321,
        "excerpt": "r half as much damage on a successful one. Hailstones turn ground in the Cylinder into Difficult Terrain until the end of your next turn. Using a Higher-Level Spe"
      },
      {
        "document": 1325,
        "excerpt": "to its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn. The cloud moves 10 feet away from you in a direct"
      },
      {
        "document": 1327,
        "excerpt": "hen it enters the spell's area for the first time on a turn or ends its turn there. A creature makes this save only once per turn. Using a Higher-Level Spell Slot."
      },
      {
        "document": 1330,
        "excerpt": "the target dances comically until the end of its next turn, during which it must spend all its movement to dance in place. On a failed save, the target has the Ch"
      },
      {
        "document": 1335,
        "excerpt": "altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can take a Magic ac"
      },
      {
        "document": 1363,
        "excerpt": "le, visual, tactile, and olfactory elements, so it can turn clear ground into Difficult Terrain (or vice versa) or otherwise impede movement through the area. Any"
      },
      {
        "document": 1368,
        "excerpt": "space and when it enters the spell's area or ends its turn there. A creature makes this save only once per turn. Using a Higher-Level Spell Slot. The damage incre"
      },
      {
        "document": 1384,
        "excerpt": "Otherwise, its Speed is 0 until the start of your next turn. The Stunned target makes a Constitution saving throw at the end of each of its turns, ending the condi"
      },
      {
        "document": 1386,
        "excerpt": "fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth."
      },
      {
        "document": 1387,
        "excerpt": "makes a Wisdom saving throw at the start of your next turn. On a successful save, the condition ends. On a failed save, the condition ends, and the creature telepo"
      },
      {
        "document": 1388,
        "excerpt": "see the wall moves within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or have the Blinded condition for 1 minu"
      },
      {
        "document": 1398,
        "excerpt": "next attack roll it makes until the start of your next turn. On a failed save, the target has Disadvantage on Strength-based D20 Tests for the duration. During tha"
      },
      {
        "document": 1399,
        "excerpt": "eed is reduced by 10 feet until the start of your next turn. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8)."
      },
      {
        "document": 1400,
        "excerpt": "has the Poisoned condition until the end of your next turn. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1."
      },
      {
        "document": 1405,
        "excerpt": ". A creature can benefit from this spell only once per turn."
      },
      {
        "document": 1423,
        "excerpt": "gical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic"
      },
      {
        "document": 1426,
        "excerpt": "t make Opportunity Attacks until the start of its next turn. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8)."
      },
      {
        "document": 1429,
        "excerpt": "you designate. It obeys your commands and acts on your turn in combat. The simulacrum can't gain levels, and it can't take Short or Long Rests. If the simulacrum t"
      },
      {
        "document": 1430,
        "excerpt": "the Incapacitated condition until the end of its next turn, at which point it must repeat the save. If the target fails the second save, the target has the Unconsc"
      },
      {
        "document": 1431,
        "excerpt": "a creature enters the Cylinder for the first time on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Prone condition and lo"
      },
      {
        "document": 1437,
        "excerpt": "assed, weather, and other circumstances. You can also turn Difficult Terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that l"
      },
      {
        "document": 1440,
        "excerpt": "whenever a creature enters the Emanation or ends its turn there, the creature must make a Wisdom saving throw. On a failed save, the creature takes 3d8 Radiant da"
      },
      {
        "document": 1442,
        "excerpt": "kes 1d8 Radiant damage, and until the end of your next turn, it emits Dim Light in a 10-foot radius and can't benefit from the Invisible condition. Cantrip Upgrade"
      },
      {
        "document": 1443,
        "excerpt": "of Wind) disperses it. Each creature that starts its turn in the Sphere must succeed on a Constitution saving throw or have the Poisoned condition until the end o"
      },
      {
        "document": 1446,
        "excerpt": "storm produces different effects, as detailed below. Turn 2. Acidic rain falls. Each creature and object under the cloud takes 4d6 Acid damage. Turn 3. You call"
      },
      {
        "document": 1448,
        "excerpt": "reature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue a"
      },
      {
        "document": 1449,
        "excerpt": "has the Blinded condition until the start of your next turn. On a successful save, it takes half as much damage only. Until the spell ends, you can take a Magic ac"
      },
      {
        "document": 1451,
        "excerpt": "reature that enters the Sphere for the first time on a turn or ends its turn there. A creature is targeted only once per turn. Death. Each target makes a Constitut"
      },
      {
        "document": 1452,
        "excerpt": "n within the spell's range. Until the end of your next turn, the creature has the Restrained condition, and if you lift it into the air, it is suspended there. It f"
      },
      {
        "document": 1455,
        "excerpt": "e you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the"
      },
      {
        "document": 1462,
        "excerpt": "ity only once on each of your turns. You must end each turn outside a tree."
      },
      {
        "document": 1463,
        "excerpt": "ffected by this spell. Creature into Creature. If you turn a creature into another kind of creature, the new form can be any kind you choose that has a Challenge R"
      },
      {
        "document": 1467,
        "excerpt": "ake this damage only once per round. At the end of the turn, the wall's height is reduced by 50 feet, and the damage the wall deals on later rounds is reduced by 1"
      },
      {
        "document": 1470,
        "excerpt": "e next attack roll it makes before the end of its next turn. Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6)."
      },
      {
        "document": 1471,
        "excerpt": "age and another 5d4 Acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage only. Using a Higher-Level Spell Slot."
      },
      {
        "document": 1472,
        "excerpt": ", deals 5d8 Fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall"
      },
      {
        "document": 1474,
        "excerpt": "hrough the sheet of frigid air for the first time on a turn makes a Constitution saving throw, taking 5d6 Cold damage on a failed save or half as much damage on a s"
      },
      {
        "document": 1476,
        "excerpt": "first time a creature enters a space in the wall on a turn or ends its turn there, the creature makes a Dexterity saving throw, taking 7d8 Slashing damage on a fai"
      },
      {
        "document": 1480,
        "excerpt": "n itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. The first time a creature enters the webs on"
      },
      {
        "document": 1484,
        "excerpt": "e roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a Wish spell could undo an ally's"
      },
      {
        "document": 1486,
        "excerpt": "e that enters the spell's area for the first time on a turn or starts its turn there makes a Charisma saving throw. On a failed save, a creature can't speak a delib"
      },
      {
        "document": 1516,
        "excerpt": "led inside the bag first. Any creature that starts its turn inside the bag is devoured, its body destroyed. Inanimate objects can be stored in the bag, which can h"
      },
      {
        "document": 1518,
        "excerpt": "he creature moves and what action it takes on its next turn, such as attacking an enemy. In the absence of such orders, the creature acts in a fashion appropriate t"
      },
      {
        "document": 1523,
        "excerpt": "o berserk. This berserk state ends when you start your turn and there are no creatures within 60 feet of you that you can see or hear. While berserk, you regard th"
      },
      {
        "document": 1529,
        "excerpt": "nds your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or"
      },
      {
        "document": 1532,
        "excerpt": "nds your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or"
      },
      {
        "document": 1536,
        "excerpt": "htly Obscured by that smoke until the end of your next turn."
      },
      {
        "document": 1538,
        "excerpt": "nds your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or"
      },
      {
        "document": 1542,
        "excerpt": "operty ceases to function until the start of your next turn. This property is suppressed while your Speed is 0."
      },
      {
        "document": 1556,
        "excerpt": "The water stops pouring out at the start of your next turn. Choose from the following command words: Splash. The decanter produces 1 gallon of water. Fountain. T"
      },
      {
        "document": 1558,
        "excerpt": "bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it."
      },
      {
        "document": 1570,
        "excerpt": "oud of thick smoke flows out of it. At the end of your turn, the smoke disappears with a flash of harmless fire, and an Efreeti appears in an unoccupied space withi"
      },
      {
        "document": 1571,
        "excerpt": "nds your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or"
      },
      {
        "document": 1579,
        "excerpt": "c action while on the boat to command it to move or to turn up to 90 degrees. The boat remains for 24 hours and then disappears. You can dismiss the boat as a Magic"
      },
      {
        "document": 1580,
        "excerpt": "nds your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. If you issue no commands, the creature defends itself bu"
      },
      {
        "document": 1593,
        "excerpt": "have the Stunned condition until the end of your next turn. Immediately after hitting or missing, the weapon flies back to your hand. The weapon regains 1d4 + 1 ex"
      },
      {
        "document": 1598,
        "excerpt": "n is filled with Dim Light. Any Undead that starts its turn in that area takes 1d6 Radiant damage. Fire Opal Flames. As long as the helm has at least one fire opal"
      },
      {
        "document": 1612,
        "excerpt": "you can forgo making a ranged attack roll and instead turn the weapon into a bolt of lightning. This bolt forms a 5-foot-wide Line between you and the target. The"
      },
      {
        "document": 1615,
        "excerpt": "as the Frightened condition until the end of your next turn. Light. While you hold this weapon, it sheds Bright Light in a 20-foot radius and Dim Light for an addi"
      },
      {
        "document": 1642,
        "excerpt": "rwise takes no actions. If a Friendly swarm starts its turn more than 30 feet away from you, your control over that swarm ends, and the swarm behaves as it normally"
      },
      {
        "document": 1667,
        "excerpt": "al has the Charmed condition until the start your next turn, and you determine what it does with its move and action on its next turn. Elemental Focus. While weari"
      },
      {
        "document": 1688,
        "excerpt": "ng pattern of dazzling hues until the end of your next turn. During this time, the robe sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 fe"
      },
      {
        "document": 1698,
        "excerpt": "s length away from you. That end moves 10 feet on your turn when you first command it and 10 feet at the start of each of your subsequent turns until reaching its d"
      },
      {
        "document": 1700,
        "excerpt": "Undead, you can take a Reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last ch"
      },
      {
        "document": 1711,
        "excerpt": "k, you control the sphere until the start of your next turn, and if it was under another creature's control, that creature loses control of the sphere. On a failed"
      },
      {
        "document": 1712,
        "excerpt": "take a Reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell. Resist Enchantment. If you fail a saving thr"
      },
      {
        "document": 1720,
        "excerpt": "r control and shares your Initiative count, taking its turn immediately after yours. On your turn, you can mentally command the snake (no action required) if it is"
      },
      {
        "document": 1722,
        "excerpt": "have the Stunned condition until the end of your next turn. Thunder and Lightning. Immediately after you hit with a melee attack using the staff, you can take a B"
      },
      {
        "document": 1724,
        "excerpt": "0 feet of yourself, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or"
      },
      {
        "document": 1730,
        "excerpt": "amage and takes the damage again each time it ends its turn holding or carrying the talisman. Holy Symbol. You can use the talisman as a Holy Symbol. You gain a +2"
      },
      {
        "document": 1731,
        "excerpt": "here of Annihilation. In addition, when you start your turn in control of a Sphere of Annihilation, you can take a Magic action to move it 10 feet plus a number of"
      },
      {
        "document": 1732,
        "excerpt": "amage and takes the damage again each time it ends its turn holding or carrying the talisman. Holy Symbol. You can use the talisman as a Holy Symbol. You gain a +2"
      },
      {
        "document": 1759,
        "excerpt": "ile wearing this cloak, you can take a Magic action to turn the cloak into a pair of wings on your back. The wings lasts for 1 hour or until you end the effect earl"
      },
      {
        "document": 1760,
        "excerpt": "iginating from the aboleth at the end of the aboleth's turn. Failure: The target is cursed. Until the curse ends, the target's skin becomes slimy, the target can br"
      },
      {
        "document": 1761,
        "excerpt": "s: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses"
      },
      {
        "document": 1762,
        "excerpt": "s: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses"
      },
      {
        "document": 1763,
        "excerpt": "the Incapacitated condition until the end of its next turn, at which point it repeats the save. Second Failure: The target has the Unconscious condition for 10 min"
      },
      {
        "document": 1764,
        "excerpt": "s: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses"
      },
      {
        "document": 1765,
        "excerpt": "it can take either an action or a Bonus Action on its turn, not both. This effect lasts until the end of its next turn. Spellcasting. The dragon casts one of the"
      },
      {
        "document": 1766,
        "excerpt": "s: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses"
      },
      {
        "document": 1767,
        "excerpt": "s: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses"
      },
      {
        "document": 1768,
        "excerpt": "s: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses"
      },
      {
        "document": 1769,
        "excerpt": "the Incapacitated condition until the end of its next turn, when it repeats the save. Second Failure: The target has the Paralyzed condition, and it repeats the sa"
      },
      {
        "document": 1770,
        "excerpt": "s: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses"
      },
      {
        "document": 1773,
        "excerpt": "s: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses"
      },
      {
        "document": 1774,
        "excerpt": "s: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses"
      },
      {
        "document": 1775,
        "excerpt": "the Incapacitated condition until the end of its next turn, at which point it repeats the save. Second Failure: The target has the Unconscious condition for 10 min"
      },
      {
        "document": 1776,
        "excerpt": "s: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses"
      },
      {
        "document": 1777,
        "excerpt": "it can take either an action or a Bonus Action on its turn, not both. This effect lasts until the end of its next turn. Spellcasting. The dragon casts one of the"
      },
      {
        "document": 1778,
        "excerpt": "s: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses"
      },
      {
        "document": 1779,
        "excerpt": "s: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses"
      },
      {
        "document": 1780,
        "excerpt": "s: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses"
      },
      {
        "document": 1781,
        "excerpt": "the Incapacitated condition until the end of its next turn, when it repeats the save. Second Failure: The target has the Paralyzed condition, and it repeats the sa"
      },
      {
        "document": 1782,
        "excerpt": "s: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses"
      },
      {
        "document": 1791,
        "excerpt": "soned condition until the start of the assassin's next turn. Light Crossbow. Ranged Attack Roll: +7, range 80/320 ft. Hit: 8 (1d8 + 4) Piercing damage plus 21 (6d6"
      },
      {
        "document": 1792,
        "excerpt": "Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object."
      },
      {
        "document": 1799,
        "excerpt": "n't take Reactions until the start of the balor's next turn."
      },
      {
        "document": 1803,
        "excerpt": "condition and repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success. Second Failure: The target has the"
      },
      {
        "document": 1805,
        "excerpt": "Poisoned condition until the start of the devil's next turn. Until this poison ends, the target can't regain Hit Points. Infernal Glaive. Melee Attack Roll: +5, re"
      },
      {
        "document": 1806,
        "excerpt": "rns. If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a DC 14 Constitution saving throw at the end of t"
      },
      {
        "document": 1815,
        "excerpt": "Poisoned condition until the start of the devil's next turn. While Poisoned, the target can't regain Hit Points."
      },
      {
        "document": 1816,
        "excerpt": "the Incapacitated condition until the end of its next turn, at which point it repeats the save. Second Failure: The target has the Unconscious condition for 1 minu"
      },
      {
        "document": 1825,
        "excerpt": "Restrained condition until the end of the devil's next turn, at which point the chain disappears. If the target is Large or smaller, the devil moves the target up t"
      },
      {
        "document": 1828,
        "excerpt": "damage dealt. Berserk. Whenever the golem starts its turn Bloodied, roll 1d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attack"
      },
      {
        "document": 1829,
        "excerpt": "ightened condition until the end of the cloaker's next turn. Success: The target is immune to this cloaker's Moan for the next 24 hours. Phantasms (Recharge after"
      },
      {
        "document": 1830,
        "excerpt": "the Incapacitated condition until the end of its next turn. Spellcasting. The giant casts one of the following spells, requiring no Material components and using"
      },
      {
        "document": 1831,
        "excerpt": "on. The target repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success. Second Failure: The target has the"
      },
      {
        "document": 1834,
        "excerpt": "it can take either an action or a Bonus Action on its turn, not both. This effect lasts until the end of its next turn."
      },
      {
        "document": 1835,
        "excerpt": "Poisoned condition until the end of the couatl's next turn. Constrict. Strength Saving Throw: DC 15, one Medium or smaller creature the couatl can see within 5 fe"
      },
      {
        "document": 1840,
        "excerpt": "a successful DC 13 Strength (Athletics) check. On its turn, the darkmantle can detach itself by using 5 feet of movement. Darkness Aura (1/Day). Magical Darkness"
      },
      {
        "document": 1845,
        "excerpt": "Throw: DC 17 (a creature makes this save only once per turn, and the djinni is unaffected). Failure: While in the whirlwind, the target has the Restrained condition"
      },
      {
        "document": 1849,
        "excerpt": "t has the Poisoned condition until the end of its next turn. While Poisoned, the creature can take either an action or a Bonus Action on its turn, not both, and it"
      },
      {
        "document": 1853,
        "excerpt": "e Blinded condition until the end of the mephit's next turn. Sleep (1/Day). The mephit casts the Sleep spell, requiring no spell components and using Charisma as t"
      },
      {
        "document": 1860,
        "excerpt": "soned condition until the start of the ettercap's next turn. Claw. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2) Slashing damage. Web Strand (Recharge 5–6)."
      },
      {
        "document": 1861,
        "excerpt": "e next attack roll it makes before the end of its next turn."
      },
      {
        "document": 1862,
        "excerpt": "here. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) Fire damage. Illumination. The elemental sheds Bright Light in a 30-foot"
      },
      {
        "document": 1863,
        "excerpt": "e next attack roll it makes before the end of its next turn."
      },
      {
        "document": 1864,
        "excerpt": "ack rolls and ability checks until the end of its next turn. Berserk. Whenever the golem starts its turn Bloodied, roll 1d6. On a 6, the golem goes berserk. On eac"
      },
      {
        "document": 1867,
        "excerpt": "s Speed decreases by 10 feet until the end of its next turn."
      },
      {
        "document": 1870,
        "excerpt": "tion Saving Throw: DC 10, any creature that starts its turn in a 5-foot Emanation originating from the ghast. Failure: The target has the Poisoned condition until t"
      },
      {
        "document": 1871,
        "excerpt": "Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object."
      },
      {
        "document": 1872,
        "excerpt": "has the Paralyzed condition until the end of its next turn."
      },
      {
        "document": 1877,
        "excerpt": "oned condition until the start of the centipede's next turn."
      },
      {
        "document": 1884,
        "excerpt": "ou ride the goat, any Hostile creature that starts its turn within a 30-foot Emanation originating from the goat must succeed on a DC 15 Wisdom saving throw or hav"
      },
      {
        "document": 1885,
        "excerpt": "th the Prone condition. At the end of the frog's next turn, the swallowed target takes 5 (2d4) Acid damage. If that damage doesn't kill it, the frog disgorges it,"
      },
      {
        "document": 1898,
        "excerpt": "t has the Poisoned condition until the end of its next turn."
      },
      {
        "document": 1902,
        "excerpt": "sdom Saving Throw: DC 10, any creature that starts its turn within 20 feet of the mouther while it is babbling. Failure: The target rolls 1d8 to determine what it"
      },
      {
        "document": 1911,
        "excerpt": "condition and repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success. Second Failure: The target has the"
      },
      {
        "document": 1920,
        "excerpt": "e Blinded condition until the start of the naga's next turn. Success: Half damage only. Spellcasting. The naga casts one of the following spells, requiring no Soma"
      },
      {
        "document": 1922,
        "excerpt": "re than 5 feet from the harpy, the target moves on its turn toward the harpy by the most direct route, trying to get within 5 feet of the harpy. It doesn't avoid Op"
      },
      {
        "document": 1925,
        "excerpt": "tion Saving Throw: DC 16, any creature that starts its turn in a 10-foot Emanation originating from the hezrou. Failure: The target has the Poisoned condition until"
      },
      {
        "document": 1926,
        "excerpt": "t has the Poisoned condition until the end of its next turn."
      },
      {
        "document": 1931,
        "excerpt": "soned condition until the end of the homunculus's next turn. Failure by 5 or More: The target has the Poisoned condition for 1 minute. While Poisoned, the target ha"
      },
      {
        "document": 1934,
        "excerpt": "Whenever the hydra takes 25 damage or more on a single turn, one of its heads dies. The hydra dies if all its heads are dead. At the end of each of its turns when i"
      },
      {
        "document": 1936,
        "excerpt": "e plus 10 (3d6) Cold damage. Until the end of its next turn, the target can't take a Bonus Action or Reaction, its Speed decreases by 10 feet, and it can move or ta"
      },
      {
        "document": 1946,
        "excerpt": "ns. If the kraken takes 50 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 25 Constitution saving throw at the end of th"
      },
      {
        "document": 1949,
        "excerpt": "Paralyzed condition until the start of the lich's next turn. Spellcasting. The lich casts one of the following spells, using Intelligence as the spellcasting abili"
      },
      {
        "document": 1950,
        "excerpt": "rightened condition until the start of the lion's next turn."
      },
      {
        "document": 1957,
        "excerpt": "Reactive. The marilith can take one Reaction on every turn of combat."
      },
      {
        "document": 1959,
        "excerpt": "condition and repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success. Second Failure: The target has the"
      },
      {
        "document": 1960,
        "excerpt": "s Speed decreases by 10 feet until the end of its next turn. Hit or Miss: The spear magically returns to the merfolk's hand immediately after a ranged attack."
      },
      {
        "document": 1961,
        "excerpt": "Poisoned condition until the end of the merrow's next turn. Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (2d4 + 4) Slashing damage. Harpoon. Melee or Ranged A"
      },
      {
        "document": 1966,
        "excerpt": "Paralyzed condition until the end of the mummy's next turn. Spellcasting. The mummy casts one of the following spells, requiring no Material components and using"
      },
      {
        "document": 1967,
        "excerpt": "Frightened condition until the end of the mummy's next turn. Success: The target is immune to this mummy's Dreadful Glare for 24 hours."
      },
      {
        "document": 1968,
        "excerpt": "1 minute, until it takes damage, or until it ends its turn with the nalfeshnee out of line of sight. Success: The target is immune to this nalfeshnee's Horror Nim"
      },
      {
        "document": 1973,
        "excerpt": "Ink Cloud (1/Day). Trigger: A creature ends its turn within 5 feet of the octopus while underwater. Response: The octopus releases ink that fills a 5-foot Cu"
      },
      {
        "document": 1976,
        "excerpt": "Frightened condition until the start of the oni's next turn. Shape-Shift. The oni shape-shifts into a Small or Medium Humanoid or a Large Giant, or it returns to i"
      },
      {
        "document": 1977,
        "excerpt": "Stunned condition until the start of the otyugh's next turn. Success: Half damage only."
      },
      {
        "document": 1984,
        "excerpt": "n the next attack roll it makes before the end of this turn. Pistol. Ranged Attack Roll: +7, range 30/90 ft. Hit: 15 (2d10 + 4) Piercing damage."
      },
      {
        "document": 1985,
        "excerpt": "Charmed condition until the start of the pirate's next turn."
      },
      {
        "document": 1986,
        "excerpt": "Wisdom Saving Throw: DC 21, any enemy that starts its turn in the aura. Failure: The target has the Frightened condition until the start of its next turn. Success:"
      },
      {
        "document": 1995,
        "excerpt": "urns. If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that"
      },
      {
        "document": 1996,
        "excerpt": "oisoned condition until the start of the quasit's next turn. Invisibility. The quasit casts Invisibility on itself, requiring no spell components and using Charism"
      },
      {
        "document": 1997,
        "excerpt": "ated conditions until the start of the rakshasa's next turn. Spellcasting. The rakshasa casts one of the following spells, requiring no Material components and usi"
      },
      {
        "document": 2002,
        "excerpt": ". If the remorhaz takes 30 damage or more on a single turn from a creature inside it, the remorhaz must succeed on a DC 15 Constitution saving throw at the end of"
      },
      {
        "document": 2006,
        "excerpt": "oyed tentacle regrows at the start of the roper's next turn. Reel. The roper pulls each creature Grappled by it up to 30 feet straight toward it."
      },
      {
        "document": 2014,
        "excerpt": "ng Throw: DC 11, any Beast or Humanoid that starts its turn within 30 feet of the hag and can see the hag's true form. Failure: The target has the Frightened condit"
      },
      {
        "document": 2018,
        "excerpt": "ing it to miss, until the start of the guardian's next turn."
      },
      {
        "document": 2020,
        "excerpt": "the Incapacitated condition until the end of its next turn, when it repeats the save. Second Failure: The target has the Paralyzed condition, and it repeats the sa"
      },
      {
        "document": 2022,
        "excerpt": "y Action Uses: 3. Immediately after another creature's turn, the solar can expend a use to take one of the following actions. The solar regains all expended uses at"
      },
      {
        "document": 2023,
        "excerpt": "Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object. Sunlight Sensitivity. While in sunlight, the specter has Disadvantage on ability chec"
      },
      {
        "document": 2024,
        "excerpt": "citated condition until the start of the sphinx's next turn. Spellcasting. The sphinx casts one of the following spells, requiring no Material components and using"
      },
      {
        "document": 2025,
        "excerpt": "s: 3 (4 in Lair). Immediately after another creature's turn, the sphinx can expend a use to take one of the following actions. The sphinx regains all expended uses"
      },
      {
        "document": 2029,
        "excerpt": "Charmed condition until the start of the sprite's next turn. Heart Sight. Charisma Saving Throw: DC 10, one creature within 5 feet the sprite can see (Celestials,"
      },
      {
        "document": 2031,
        "excerpt": "ecreases by 10 feet until the end of the mephit's next turn. Success: Half damage only. Failure or Success: Being underwater doesn't grant Resistance to this Fire d"
      },
      {
        "document": 2035,
        "excerpt": "eafened conditions until the start of the giant's next turn. Lightning Storm (Recharge 5–6). Dexterity Saving Throw: DC 18, each creature in a 10-foot-radius, 40-f"
      },
      {
        "document": 2042,
        "excerpt": "Deafened condition until the start of the swarm's next turn. While Deafened, the target also has Disadvantage on ability checks and attack rolls."
      },
      {
        "document": 2044,
        "excerpt": "ed and Frightened conditions until the end of its next turn. Success: Half damage only."
      },
      {
        "document": 2048,
        "excerpt": "'t speak, and it lacks this action. The tree takes its turn immediately after the treant on the same Initiative count, and it obeys the treant. A tree remains anima"
      },
      {
        "document": 2050,
        "excerpt": "damage, this trait doesn't function on the limb's next turn. The limb dies only if it starts its turn with 0 Hit Points and doesn't regenerate. Troll Spawn. The li"
      },
      {
        "document": 2051,
        "excerpt": "Loathsome Limbs (4/Day). If the troll ends any turn Bloodied and took 15+ Slashing damage during that turn, one of the troll's limbs is severed, falls into"
      },
      {
        "document": 2053,
        "excerpt": "y Action Uses: 3. Immediately after another creature's turn, the unicorn can expend a use to take one of the following actions. The unicorn regains all expended use"
      },
      {
        "document": 2055,
        "excerpt": "Water. The vampire takes 20 Acid damage if it ends its turn in running water. Stake to the Heart. The vampire is destroyed if a weapon that deals Piercing damage i"
      },
      {
        "document": 2056,
        "excerpt": "Water. The vampire takes 20 Acid damage if it ends its turn in running water. Stake to the Heart. If a weapon that deals Piercing damage is driven into the vampire"
      },
      {
        "document": 2059,
        "excerpt": "he Stunned condition until the end of the vrock's next turn."
      },
      {
        "document": 2065,
        "excerpt": "s Speed decreases by 20 feet until the end of its next turn. Water Form. The elemental can enter an enemy's space and stop there. It can move through a space as na"
      },
      {
        "document": 2074,
        "excerpt": "Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object."
      },
      {
        "document": 2077,
        "excerpt": "against the target before the start of the worg's next turn has Advantage."
      },
      {
        "document": 2078,
        "excerpt": "Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object. Sunlight Sensitivity. While in sunlight, the wraith has Disadvantage on ability check"
      },
      {
        "document": 2079,
        "excerpt": "oisoned condition until the start of the wyvern's next turn."
      },
      {
        "document": 2083,
        "excerpt": "the Incapacitated condition until the end of its next turn, at which point it repeats the save. Second Failure: The target has the Unconscious condition for 1 minu"
      },
      {
        "document": 2085,
        "excerpt": "it can take either an action or a Bonus Action on its turn, not both. This effect lasts until the end of its next turn."
      },
      {
        "document": 2089,
        "excerpt": "the Incapacitated condition until the end of its next turn, when it repeats the save. Second Failure: The target has the Paralyzed condition, and it repeats the sa"
      }
    ],
    "turned": [
      {
        "document": 1277,
        "excerpt": "e spell ends. If it fails its saves three times, it is turned to stone and has the Petrified condition for the duration. The successes and failures needn't be consecu"
      },
      {
        "document": 1303,
        "excerpt": "aceful Rest. Dead bodies interred in the area can't be turned into Undead. Extradimensional Interference. Creatures of any types you choose can't enter or exit the a"
      },
      {
        "document": 1496,
        "excerpt": "fied condition, you experience the following effects. Turned to Inanimate Substance. You are transformed, along with any nonmagical objects you are wearing and carry"
      },
      {
        "document": 1517,
        "excerpt": "tents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth unharmed, but the bag must be put right before it can be used again"
      },
      {
        "document": 1594,
        "excerpt": "t always turns up again somewhere. If the haversack is turned inside out, its contents spill forth unharmed, and the haversack must be put right before it can be used"
      }
    ],
    "turning": [
      {
        "document": 714,
        "excerpt": "de stepping on a pressure plate, crossing a trip wire, turning a doorknob, or using the wrong key in a lock. Duration. Some traps have durations expressed in rounds,"
      },
      {
        "document": 963,
        "excerpt": "die and add the number rolled to the d20, potentially turning the failure into a success. A Bardic Inspiration die is expended when it's rolled. Number of Uses. You"
      },
      {
        "document": 966,
        "excerpt": "dd the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn't expended."
      },
      {
        "document": 976,
        "excerpt": "he creature's roll, reducing the damage or potentially turning the success into a failure."
      },
      {
        "document": 1516,
        "excerpt": "ding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice. The extradimensional creature attached to the bag can sense what"
      },
      {
        "document": 1565,
        "excerpt": "tion, you can sprinkle a pinch of the dust over water, turning up to a 15-foot Cube of water into one marble-sized pellet, which floats or rests near where the dust wa"
      },
      {
        "document": 1634,
        "excerpt": "which the oil magically seeps into whatever it coats, turning the coated weapon into a +3 Weapon or the coated ammunition into +3 Ammunition. This clear, gelatinous"
      },
      {
        "document": 1639,
        "excerpt": "ng Throw, you can change a roll of 9 or lower to a 10, turning a failed save into a successful one. Natural Healing Boost. Whenever you roll a Hit Point Die to regain"
      },
      {
        "document": 1664,
        "excerpt": "weapon, you can take a Bonus Action to alter its form, turning it into a 6-inch rod (for ease of storage) or a 10-foot pole, or reverting it a Quarterstaff; the weapon"
      },
      {
        "document": 1679,
        "excerpt": "Ring of Spell Turning"
      },
      {
        "document": 2044,
        "excerpt": "6, the tarrasque is unaffected and reflects the spell, turning the caster into the target. Siege Monster. The tarrasque deals double damage to objects and structures."
      }
    ],
    "turns": [
      {
        "document": 26,
        "excerpt": "resolve their activity. In combat, the characters take turns. 3: The GM Narrates the Results of the Adventurers' Actions. Sometimes resolving a task is easy. If an"
      },
      {
        "document": 71,
        "excerpt": ". The game organizes combat into a cycle of rounds and turns. A round represents about 6 seconds in the game world. During a round, each participant in a battle take"
      },
      {
        "document": 72,
        "excerpt": "rolls Initiative, determining the order of combatants' turns. 3: Take Turns. Each participant in the battle takes a turn in Initiative order. When everyone involved"
      },
      {
        "document": 73,
        "excerpt": "Initiative determines the order of turns during combat. When combat starts, every participant rolls Initiative; they make a Dexterity check that"
      },
      {
        "document": 156,
        "excerpt": "has Multiattack, have it use Multiattack on any of its turns in which it's not using one of its more powerful abilities. Bonus Actions, Reactions, Legendary Actions"
      },
      {
        "document": 175,
        "excerpt": "the monster must take the Magic action on each of its turns and maintain Concentration to cast the spell, as described in \"Rules Glossary.\""
      },
      {
        "document": 178,
        "excerpt": "regains all expended uses at the start of each of its turns."
      },
      {
        "document": 179,
        "excerpt": "block part once. At the start of each of the monster's turns, roll 1d6. If the roll is within the number range given in the notation (represented by X–Y), the monste"
      },
      {
        "document": 267,
        "excerpt": "ructure 83 A bit of folded cloth that, when unfolded, turns into a stylish cap 84 A receipt of deposit at a bank in a far-off city 85 A diary with seven missing p"
      },
      {
        "document": 493,
        "excerpt": "r more, you must take the Magic action on each of your turns, and you must maintain Concentration (see “Rules Glossary”) while you do so. If your Concentration is b"
      },
      {
        "document": 557,
        "excerpt": "it gains 1 Exhaustion level at the end of each of its turns. When a creature can breathe again, it removes all levels of Exhaustion it gained from suffocating."
      },
      {
        "document": 582,
        "excerpt": "ject takes 1d4 Fire damage at the start of each of its turns. As an action, you can extinguish fire on yourself by giving yourself the Prone condition and rolling on"
      },
      {
        "document": 652,
        "excerpt": "Initiative determines the order of turns during combat. The combat rules in “Playing the Game” explain how to roll Initiative. Sometimes a GM mi"
      },
      {
        "document": 671,
        "excerpt": ". At the end of each of the possessed creature's later turns, the creature makes a DC 15 Charisma saving throw, regaining control of itself on a success. After fini"
      },
      {
        "document": 675,
        "excerpt": "as it laughs uncontrollably. At the end of each of its turns, the creature repeats the save, ending the effect on itself on a success. After 1 minute, it succeeds au"
      },
      {
        "document": 689,
        "excerpt": "ure repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. At your discretion, a Frightened creature might be subject t"
      },
      {
        "document": 698,
        "excerpt": "nd it must repeat the save at the start of each of its turns. On each successive failed save, the creature takes 3 (1d6) Poison damage. After three successful saves,"
      },
      {
        "document": 699,
        "excerpt": "he creature repeats the save at the end of each of its turns, ending the effect on itself on a success."
      },
      {
        "document": 716,
        "excerpt": "damage on a successful one. Rubble from the collapse turns the trapped area into Difficult Terrain. Detect and Disarm. As a Search action, a creature can examine"
      },
      {
        "document": 722,
        "excerpt": "ers, but creative dungeon builders incorporate curving turns into nearby passages that allow the stone to keep moving. Detect and Disarm. As a Study action, a creat"
      },
      {
        "document": 783,
        "excerpt": "A creature repeats the save at the end of each of its turns, ending the effect on itself on a success."
      },
      {
        "document": 791,
        "excerpt": "The apparatus turns 90 degrees counterclockwise provided its legs are extended."
      },
      {
        "document": 964,
        "excerpt": "ion, it tries to move as far from you as it can on its turns. This effect ends early on the creature if it takes any damage, if you have the Incapacitated condition,"
      },
      {
        "document": 965,
        "excerpt": "Once on each of your turns, if you have no uses of Wild Shape left, you can give yourself one use by expending a spell slot (no act"
      },
      {
        "document": 967,
        "excerpt": "ng conditions from yourself at the end of each of your turns: Charmed, Frightened, or Poisoned. In addition, forgoing food and drink doesn't give you levels of Exha"
      },
      {
        "document": 968,
        "excerpt": "way, a target can do only one of the following on its turns: move, take an action, or take a Bonus Action."
      },
      {
        "document": 970,
        "excerpt": "oned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success. To use this effect, yo"
      },
      {
        "document": 971,
        "excerpt": "tive, you can use one Metamagic option on each of your turns without spending Sorcery Points on it."
      },
      {
        "document": 972,
        "excerpt": "ence as you, you can take a Bonus Action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. The connection ends"
      },
      {
        "document": 974,
        "excerpt": "20 on it. Heroic Rally. At the start of each of your turns, you regain Hit Points equal to 5 plus your Constitution modifier if you are Bloodied and have at least"
      },
      {
        "document": 980,
        "excerpt": "ly once per turn. Horde Breaker. Once on each of your turns when you make an attack with a weapon, you can make another attack with the same weapon against a differ"
      },
      {
        "document": 983,
        "excerpt": "inute. At the end of each of the Frightened creature's turns, the creature repeats the save, ending the effect on itself on a success. Once you use this feature, yo"
      },
      {
        "document": 984,
        "excerpt": "ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal Initiative and your second"
      },
      {
        "document": 1156,
        "excerpt": "can choose a different form for each target. On later turns, you can take a Magic action to transform the targets again. A target's game statistics are replaced by"
      },
      {
        "document": 1157,
        "excerpt": "(see “Monsters” for the stat blocks). On each of your turns, you can take a Bonus Action to mentally command any creature you made with this spell if the creature i"
      },
      {
        "document": 1161,
        "excerpt": ". The Frightened creature must use its movement on its turns to get as far away as possible from the target, moving by the safest route. Sympathy. The creature has"
      },
      {
        "document": 1163,
        "excerpt": "you cast the spell and as a Bonus Action on your later turns, you can move the hand up to 60 feet and then cause one of the following effects: Clenched Fist. The ha"
      },
      {
        "document": 1165,
        "excerpt": "lus your spellcasting ability modifier. On your later turns, you can take a Bonus Action to move the sword up to 30 feet to a spot you can see and repeat the attack"
      },
      {
        "document": 1176,
        "excerpt": "d on a Wisdom saving throw at the start of each of its turns or be forced to take the Dodge action on that turn. - If you deal damage to the target with an attack r"
      },
      {
        "document": 1181,
        "excerpt": "ur choice) for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success. Using a Higher-Level Spell Slot."
      },
      {
        "document": 1182,
        "excerpt": "uration: 1 minute Roll 1d6 at the end of each of your turns for the duration. On a roll of 4–6, you vanish from your current plane of existence and appear in the Et"
      },
      {
        "document": 1195,
        "excerpt": "ves 10 feet away from you at the start of each of your turns. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 5."
      },
      {
        "document": 1203,
        "excerpt": "actions and must roll 1d10 at the start of each of its turns to determine its behavior for that turn, consulting the table below. | 1d10 | Behavior for the Turn"
      },
      {
        "document": 1206,
        "excerpt": "tion until the spell ends. At the start of each of its turns, the Restrained target repeats the save. On a failed save, the target takes 4d8 damage of the spirit's"
      },
      {
        "document": 1207,
        "excerpt": "e source of the fear. As a Bonus Action on your later turns, you can teleport the spirit to an unoccupied space you can see within 30 feet of the space it left and"
      },
      {
        "document": 1211,
        "excerpt": "must repeat the saving throw at the end of each of its turns until it gets three successes or failures. If the target succeeds on three of these saves, the spell end"
      },
      {
        "document": 1214,
        "excerpt": "the following effects. As a Magic action on your later turns, you can repeat the same effect or choose a different one. Flood. You cause the water level of all stan"
      },
      {
        "document": 1219,
        "excerpt": "or its stat block). As a Bonus Action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet o"
      },
      {
        "document": 1232,
        "excerpt": "activate either effect as a Magic action on your later turns. Sense Thoughts. You sense the presence of thoughts within 30 feet of yourself that belong to creatures"
      },
      {
        "document": 1248,
        "excerpt": "hen you cast this spell and at the end of each of your turns for the duration, each creature on the ground in the area makes a Dexterity saving throw. On a failed sa"
      },
      {
        "document": 1253,
        "excerpt": "takes 1d6 Piercing damage at the start of each of its turns. The target or a creature within reach of it can take an action to make a Strength (Athletics) check aga"
      },
      {
        "document": 1258,
        "excerpt": "ects of your choice for the duration. On each of your turns until the spell ends, you can take a Magic action to target another creature but can't target a creature"
      },
      {
        "document": 1261,
        "excerpt": "with a range of 30 feet. At the start of each of your turns, the hound attempts to bite one enemy within 5 feet of it. That enemy must succeed on a Dexterity saving"
      },
      {
        "document": 1263,
        "excerpt": "moves away from you by the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn't have line of"
      },
      {
        "document": 1277,
        "excerpt": "er Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three ti"
      },
      {
        "document": 1295,
        "excerpt": "a 10-foot square centered on a point within range and turns it into Difficult Terrain for the duration. When the grease appears, each creature standing in its area"
      },
      {
        "document": 1302,
        "excerpt": "e to extinguish them. As a Bonus Action on your later turns, you can change the direction in which the Line blasts from you."
      },
      {
        "document": 1306,
        "excerpt": "rows, and it gains an additional action on each of its turns. That action can be used to take only the Attack (one attack only), Dash, Disengage, Hide, or Utilize ac"
      },
      {
        "document": 1309,
        "excerpt": "nds, you can take a Bonus Action on each of your later turns to deal this damage again if the object is within range. If a creature is holding or wearing the object"
      },
      {
        "document": 1312,
        "excerpt": "llcasting ability modifier at the start of each of its turns. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level abov"
      },
      {
        "document": 1314,
        "excerpt": "Prone condition on itself. At the end of each of its turns and each time it takes damage, it makes another Wisdom saving throw. The target has Advantage on the sav"
      },
      {
        "document": 1315,
        "excerpt": "condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success. Using a Higher-Level Spell Slot."
      },
      {
        "document": 1316,
        "excerpt": "condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success. Using a Higher-Level Spell Slot."
      },
      {
        "document": 1325,
        "excerpt": "in a direction you choose at the start of each of your turns."
      },
      {
        "document": 1330,
        "excerpt": "e Advantage on attack rolls against it. On each of its turns, the target can take an action to collect itself and repeat the save, ending the spell on itself on a su"
      },
      {
        "document": 1331,
        "excerpt": "ute You touch a willing creature. Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement. Using a Hig"
      },
      {
        "document": 1343,
        "excerpt": "ntents out of a vial. As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet. The"
      },
      {
        "document": 1368,
        "excerpt": "the Cylinder, and you can take a Magic action on later turns to move the Cylinder up to 60 feet. When the Cylinder appears, each creature in it makes a Constitution"
      },
      {
        "document": 1373,
        "excerpt": "esents a dangerous creature or hazard. On each of your turns, such a phantasm can deal 2d8 Psychic damage to the target if it is in the phantasm's area or within 5 f"
      },
      {
        "document": 1374,
        "excerpt": "makes a Wisdom saving throw at the end of each of its turns. On a failed save, it takes the Psychic damage again. On a successful save, the spell ends. Using a Hig"
      },
      {
        "document": 1384,
        "excerpt": "a Constitution saving throw at the end of each of its turns, ending the condition on itself on a success."
      },
      {
        "document": 1387,
        "excerpt": "a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the condition ends. If it fails three times, it has the Petrified"
      },
      {
        "document": 1388,
        "excerpt": "a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the condition ends. If it fails three times, it has the Petrified"
      },
      {
        "document": 1398,
        "excerpt": "The target repeats the save at the end of each of its turns, ending the spell on a success."
      },
      {
        "document": 1401,
        "excerpt": "target regains 1 Hit Point at the start of each of its turns, and any severed body parts regrow after 2 minutes."
      },
      {
        "document": 1414,
        "excerpt": "re damage from the attack. At the start of each of its turns until the spell ends, the target takes 1d6 Fire damage and then makes a Constitution saving throw. On a"
      },
      {
        "document": 1429,
        "excerpt": "w that is the same size as that creature, and the pile turns into the simulacrum, which is a creature. It uses the game statistics of the original creature at the ti"
      },
      {
        "document": 1432,
        "excerpt": "ity saving throws, and it can't take Reactions. On its turns, it can take either an action or a Bonus Action, not both, and it can make only one attack if it takes t"
      },
      {
        "document": 1441,
        "excerpt": "ing ability modifier. As a Bonus Action on your later turns, you can move the force up to 20 feet and repeat the attack against a creature within 5 feet of it. Usi"
      },
      {
        "document": 1446,
        "excerpt": "for the duration. At the start of each of your later turns, the storm produces different effects, as detailed below. Turn 2. Acidic rain falls. Each creature and"
      },
      {
        "document": 1450,
        "excerpt": "er Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. This spell dispels Darkness in its area that was created by"
      },
      {
        "document": 1451,
        "excerpt": "ve at least 30 feet away from the glyph on each of its turns, if able. Pain. Each target must succeed on a Constitution saving throw or have the Incapacitated condi"
      },
      {
        "document": 1452,
        "excerpt": "you cast the spell and as a Magic action on your later turns before the spell ends, you can exert your will on one creature or object that you can see within range,"
      },
      {
        "document": 1458,
        "excerpt": "ime passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal. This spell ends if one of the actions yo"
      },
      {
        "document": 1462,
        "excerpt": "this transportation ability only once on each of your turns. You must end each turn outside a tree."
      },
      {
        "document": 1463,
        "excerpt": "iendly to you and your allies. In combat, it takes its turns immediately after yours, and it obeys your commands. If the spell lasts more than an hour, you no longe"
      },
      {
        "document": 1467,
        "excerpt": "age on a successful one. At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge"
      },
      {
        "document": 1468,
        "excerpt": "to 0 Hit Points, the spell ends. Once on each of your turns as a Bonus Action, you can mentally command the servant to move up to 15 feet and interact with an objec"
      },
      {
        "document": 1469,
        "excerpt": "ll ends, you can make the attack again on each of your turns as a Magic action, targeting the same creature or a different one. Using a Higher-Level Spell Slot. The"
      },
      {
        "document": 1481,
        "excerpt": "makes a Wisdom saving throw at the end of each of its turns. On a failed save, it takes 5d10 Psychic damage. On a successful save, the spell ends on that target."
      },
      {
        "document": 1523,
        "excerpt": "sible creatures, choose one at random. On each of your turns, you must move as close to the creature as possible and take the Attack action, targeting the creature."
      },
      {
        "document": 1527,
        "excerpt": "capacity or wearing Heavy Armor. Once on each of your turns, you can jump up to 30 feet by spending only 10 feet of movement."
      },
      {
        "document": 1558,
        "excerpt": "first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce t"
      },
      {
        "document": 1566,
        "excerpt": "he creature repeats the save at the end of each of its turns, ending the effect on itself on a success. The effect also ends on any creature targeted by a Lesser Res"
      },
      {
        "document": 1585,
        "excerpt": "he creature repeats the save at the end of each of its turns, ending the effect on itself on a success. Third Command Word. You expend 5 charges and cause the gem t"
      },
      {
        "document": 1594,
        "excerpt": "contents are lost forever, although an Artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth unharmed, and the ha"
      },
      {
        "document": 1609,
        "excerpt": "stone has canceled 20 levels of spells, it burns out, turns dull gray, and loses its magic. Agility (Very Rare). Your Dexterity increases by 2, to a maximum of 20,"
      },
      {
        "document": 1617,
        "excerpt": "ile Frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't make Opportunity Attacks. For its action, it"
      },
      {
        "document": 1641,
        "excerpt": "t fails the save repeats it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its save is immune to the effect"
      },
      {
        "document": 1687,
        "excerpt": "ded condition for 1 minute. At the end of each of your turns, you make a Constitution saving throw (DC 11 for Light or DC 15 for Daylight), ending the condition on y"
      },
      {
        "document": 1694,
        "excerpt": "The target repeats the save at the end of each of its turns, ending the effect on a success. Once used, this property can't be used again until the next dawn. Terr"
      },
      {
        "document": 1698,
        "excerpt": "it and 10 feet at the start of each of your subsequent turns until reaching its destination or until you tell it to stop. You can also tell the rope to fasten itself"
      },
      {
        "document": 1701,
        "excerpt": "e one attack with it as a Bonus Action on each of your turns."
      },
      {
        "document": 1714,
        "excerpt": "u expend the last charge, roll 1d20. On a 1, the staff turns to water and is destroyed."
      },
      {
        "document": 1729,
        "excerpt": "The target repeats the save at the end of each of its turns, ending the effect on itself on a success."
      },
      {
        "document": 1748,
        "excerpt": "ition for 1 minute. At the end of each of the target's turns, it repeats the save, ending the effect on itself on a success. Regaining Charges. The wand regains 1d6"
      },
      {
        "document": 1760,
        "excerpt": "regains all expended uses at the start of each of its turns. Lash. The aboleth makes one Tentacle attack. Psychic Drain. If the aboleth has at least one creature"
      },
      {
        "document": 1761,
        "excerpt": "regains all expended uses at the start of each of its turns. Cloud of Insects. Dexterity Saving Throw: DC 17, one creature the dragon can see within 120 feet. Fail"
      },
      {
        "document": 1762,
        "excerpt": "regains all expended uses at the start of each of its turns. Cloaked Flight. The dragon uses Spellcasting to cast Invisibility on itself, and it can fly up to half"
      },
      {
        "document": 1763,
        "excerpt": "regains all expended uses at the start of each of its turns. Blazing Light. The dragon uses Spellcasting to cast Scorching Ray. Pounce. The dragon moves up to hal"
      },
      {
        "document": 1764,
        "excerpt": "regains all expended uses at the start of each of its turns. Guiding Light. The dragon uses Spellcasting to cast Guiding Bolt (level 2 version). Pounce. The drago"
      },
      {
        "document": 1765,
        "excerpt": "regains all expended uses at the start of each of its turns. Giggling Magic. Charisma Saving Throw: DC 17, one creature the dragon can see within 90 feet. Failure:"
      },
      {
        "document": 1766,
        "excerpt": "e rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically."
      },
      {
        "document": 1767,
        "excerpt": "regains all expended uses at the start of each of its turns. Mind Invasion. The dragon uses Spellcasting to cast Mind Spike (level 3 version). Noxious Miasma. Con"
      },
      {
        "document": 1768,
        "excerpt": "regains all expended uses at the start of each of its turns. Commanding Presence. The dragon uses Spellcasting to cast Command (level 2 version). The dragon can't"
      },
      {
        "document": 1769,
        "excerpt": "ion, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. Spellcasting. The"
      },
      {
        "document": 1770,
        "excerpt": "regains all expended uses at the start of each of its turns. Freezing Burst. Constitution Saving Throw: DC 14, each creature in a 30-foot-radius Sphere centered on"
      },
      {
        "document": 1773,
        "excerpt": "regains all expended uses at the start of each of its turns. Cloud of Insects. Dexterity Saving Throw: DC 21, one creature the dragon can see within 120 feet. Fail"
      },
      {
        "document": 1774,
        "excerpt": "regains all expended uses at the start of each of its turns. Cloaked Flight. The dragon uses Spellcasting to cast Invisibility on itself, and it can fly up to half"
      },
      {
        "document": 1775,
        "excerpt": "regains all expended uses at the start of each of its turns. Blazing Light. The dragon uses Spellcasting to cast Scorching Ray (level 3 version). Pounce. The drag"
      },
      {
        "document": 1776,
        "excerpt": "regains all expended uses at the start of each of its turns. Guiding Light. The dragon uses Spellcasting to cast Guiding Bolt (level 2 version). Pounce. The drago"
      },
      {
        "document": 1777,
        "excerpt": "regains all expended uses at the start of each of its turns. Giggling Magic. Charisma Saving Throw: DC 21, one creature the dragon can see within 120 feet. Failure"
      },
      {
        "document": 1778,
        "excerpt": "e rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically."
      },
      {
        "document": 1779,
        "excerpt": "regains all expended uses at the start of each of its turns. Mind Invasion. The dragon uses Spellcasting to cast Mind Spike (level 5 version). Noxious Miasma. Con"
      },
      {
        "document": 1780,
        "excerpt": "regains all expended uses at the start of each of its turns. Commanding Presence. The dragon uses Spellcasting to cast Command (level 2 version). The dragon can't"
      },
      {
        "document": 1781,
        "excerpt": "ion, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. Spellcasting. The"
      },
      {
        "document": 1782,
        "excerpt": "regains all expended uses at the start of each of its turns. Freezing Burst. Constitution Saving Throw: DC 20, each creature in a 30-foot-radius Sphere centered on"
      },
      {
        "document": 1785,
        "excerpt": "d6 + 3) Bludgeoning damage at the start of each of its turns. The rug can smother only one creature at a time. While grappling the target, the rug can't take this a"
      },
      {
        "document": 1796,
        "excerpt": "Fire Aura. At the end of each of the azer's turns, each creature of the azer's choice in a 5-foot Emanation originating from the azer takes 5 (1d10) Fire"
      },
      {
        "document": 1799,
        "excerpt": "e Abyss. Fire Aura. At the end of each of the balor's turns, each creature in a 5-foot Emanation originating from the balor takes 13 (3d8) Fire damage. Legendary R"
      },
      {
        "document": 1802,
        "excerpt": "Barbed Hide. At the start of each of its turns, the devil deals 5 (1d10) Piercing damage to any creature it is grappling or any creature grappling it."
      },
      {
        "document": 1805,
        "excerpt": "loses 5 (1d10) Hit Points at the start of each of its turns. The wound closes after 1 minute, after a spell restores Hit Points to the target, or after the target o"
      },
      {
        "document": 1806,
        "excerpt": "(6d6) Acid damage at the start of each of the behir's turns. If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succ"
      },
      {
        "document": 1827,
        "excerpt": "ndition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. While Poisoned, th"
      },
      {
        "document": 1828,
        "excerpt": "ll 1d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move"
      },
      {
        "document": 1845,
        "excerpt": "he whirlwind up to 20 feet at the start of each of its turns. Whenever the whirlwind enters a creature's space or a creature enters the whirlwind, that creature is"
      },
      {
        "document": 1846,
        "excerpt": "ndition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically."
      },
      {
        "document": 1859,
        "excerpt": "0, and Immunity to Poison and Psychic damage. The rope turns to dust if reduced to 0 Hit Points, if it is 5+ feet away from the erinyes for 1 hour or more, or if the"
      },
      {
        "document": 1862,
        "excerpt": "Fire Aura. At the end of each of the elemental's turns, each creature in a 10-foot Emanation originating from the elemental takes 5 (1d10) Fire damage. Creatur"
      },
      {
        "document": 1864,
        "excerpt": "ll 1d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move"
      },
      {
        "document": 1869,
        "excerpt": "0 (3d6) Acid damage at the start of each of the cube's turns. When the cube moves, the engulfed target moves with it. An engulfed target can try to escape by taking"
      },
      {
        "document": 1884,
        "excerpt": "ed creature repeats the save at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the save, a creature is immune to this ef"
      },
      {
        "document": 1896,
        "excerpt": "10 (3d6) Acid damage at the end of each of the toad's turns. The toad can have only one target swallowed at a time, and it can't use Bite while it has a swallowed t"
      },
      {
        "document": 1910,
        "excerpt": "e rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically."
      },
      {
        "document": 1922,
        "excerpt": "ng ends and repeats the save at the end of each of its turns. While Charmed, the target has the Incapacitated condition and ignores the Luring Song of other harpies."
      },
      {
        "document": 1932,
        "excerpt": "loses 10 (3d6) Hit Points at the start of each of its turns. The wound closes after 1 minute, after a spell restores Hit Points to the target, or after the target o"
      },
      {
        "document": 1934,
        "excerpt": "s if all its heads are dead. At the end of each of its turns when it has at least one living head, the hydra grows two heads for each of its heads that died since it"
      },
      {
        "document": 1940,
        "excerpt": ") Thunder damage at the start of each of the stalker's turns."
      },
      {
        "document": 1946,
        "excerpt": "takes 24 (7d6) Acid damage at the start of each of its turns. If the kraken takes 50 damage or more on a single turn from a creature inside it, the kraken must succ"
      },
      {
        "document": 1949,
        "excerpt": "regains all expended uses at the start of each of its turns. Deathly Teleport. The lich teleports up to 60 feet to an unoccupied space it can see, and each creatur"
      },
      {
        "document": 1966,
        "excerpt": "(3d6) every 24 hours that elapse. A creature dies and turns to dust if reduced to 0 Hit Points by this attack. Channel Negative Energy. Ranged Attack Roll: +9, ran"
      },
      {
        "document": 1967,
        "excerpt": "(3d6) every 24 hours that elapse. A creature dies and turns to dust if reduced to 0 Hit Points by this attack. Dreadful Glare. Wisdom Saving Throw: DC 11, one crea"
      },
      {
        "document": 1969,
        "excerpt": "as AC 15, HP 20, and Resistance to all damage. The bag turns to dust if reduced to 0 Hit Points. If the bag is destroyed, any souls the bag is holding are released."
      },
      {
        "document": 1976,
        "excerpt": "oni regains 10 Hit Points at the start of each of its turns if it has at least 1 Hit Point."
      },
      {
        "document": 1986,
        "excerpt": "kes 21 (6d6) Poison damage at the start of each of its turns, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. Afte"
      },
      {
        "document": 1995,
        "excerpt": "7 (5d6) Acid damage at the start of each of the worm's turns. If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed"
      },
      {
        "document": 1996,
        "excerpt": "as the Frightened condition. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success. After 1 minute, it succeeds auto"
      },
      {
        "document": 1997,
        "excerpt": "If the rakshasa dies outside the Nine Hells, its body turns to ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hell"
      },
      {
        "document": 2002,
        "excerpt": "Heat Aura. At the end of each of the remorhaz's turns, each creature in a 5-foot Emanation originating from the remorhaz takes 16 (3d10) Fire damage."
      },
      {
        "document": 2010,
        "excerpt": "Fire Aura. At the end of each of the salamander's turns, each creature of the salamander's choice in a 5-foot Emanation originating from the salamander takes 7"
      },
      {
        "document": 2017,
        "excerpt": "10 (3d6) Lightning damage at the start of each of its turns. When the shambling mound moves, the Grappled target moves with it, costing it no extra movement. The sh"
      },
      {
        "document": 2018,
        "excerpt": "dian regains 10 Hit Points at the start of each of its turns if it has at least 1 Hit Point. Spell Storing. A spellcaster who wears the guardian's amulet can cause"
      },
      {
        "document": 2020,
        "excerpt": "ion, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically."
      },
      {
        "document": 2022,
        "excerpt": "regains all expended uses at the start of each of its turns. Blinding Gaze. Constitution Saving Throw: DC 25, one creature the solar can see within 120 feet. Failu"
      },
      {
        "document": 2024,
        "excerpt": "regains all expended uses at the start of each of its turns. Arcane Prowl. The sphinx can teleport up to 30 feet to an unoccupied space it can see, and it makes on"
      },
      {
        "document": 2025,
        "excerpt": "ion, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. Third Roar. Const"
      },
      {
        "document": 2032,
        "excerpt": ") Necrotic damage at the start of each of the stirge's turns. The stirge can detach itself by spending 5 feet of its movement. The target or a creature within 5 fee"
      },
      {
        "document": 2044,
        "excerpt": "6) Acid damage at the start of each of the tarrasque's turns. If the tarrasque takes 60 damage or more on a single turn from a creature inside it, the tarrasque mus"
      },
      {
        "document": 2050,
        "excerpt": "limb regains 5 Hit Points at the start of each of its turns. If the limb takes Acid or Fire damage, this trait doesn't function on the limb's next turn. The limb di"
      },
      {
        "document": 2051,
        "excerpt": "roll regains 15 Hit Points at the start of each of its turns. If the troll takes Acid or Fire damage, this trait doesn't function on the troll's next turn. The troll"
      },
      {
        "document": 2053,
        "excerpt": "regains all expended uses at the start of each of its turns. Charging Horn. The unicorn moves up to half its Speed without provoking Opportunity Attacks, and it ma"
      },
      {
        "document": 2056,
        "excerpt": "regains all expended uses at the start of each of its turns. Beguile. The vampire casts Command, requiring no spell components and using Charisma as the spellcasti"
      },
      {
        "document": 2059,
        "excerpt": "ndition and repeats the save at the end of each of its turns, ending the effect on itself on a success. While Poisoned, the target takes 5 (1d10) Poison damage at th"
      },
      {
        "document": 2065,
        "excerpt": "geoning damage at the start of each of the elemental's turns. The elemental can grapple one Large creature or up to two Medium or smaller creatures at a time with Wh"
      },
      {
        "document": 2086,
        "excerpt": "e rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically."
      },
      {
        "document": 2089,
        "excerpt": "ion, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically."
      }
    ],
    "turtle": [
      {
        "document": 1848,
        "excerpt": "Dragon Turtle"
      }
    ],
    "tusk": [
      {
        "document": 2068,
        "excerpt": "tack. The wereboar makes two attacks, using Javelin or Tusk in any combination. It can replace one attack with a Gore attack. Gore (Boar or Hybrid Form Only). Mele"
      }
    ],
    "twelve": [
      {
        "document": 1311,
        "excerpt": "al effects don't set in until this hour is over. Up to twelve creatures can partake of the feast. A creature that partakes gains several benefits, which last for 24"
      },
      {
        "document": 1354,
        "excerpt": "of activity - described in no more than 25 words - to twelve or fewer creatures you can see within range that can hear and understand you. The suggestion must sound"
      },
      {
        "document": 1625,
        "excerpt": "hing it is wearing or carrying, in one of the mirror's twelve extradimensional cells. A creature that knows the mirror's nature makes the save with Advantage, and Con"
      },
      {
        "document": 2073,
        "excerpt": "its body is destroyed. The wight can have no more than twelve zombies under its control at a time."
      }
    ],
    "twenty": [
      {
        "document": 1155,
        "excerpt": "pointed hat.” You also communicate a message of up to twenty-five words. The Beast travels for the duration toward the specified location, covering about 25 miles pe"
      },
      {
        "document": 1299,
        "excerpt": "re, one hundred 5-foot squares that are contiguous, or twenty-five 10-foot squares that are contiguous. When you cast this spell, you can specify individuals that ar"
      },
      {
        "document": 1484,
        "excerpt": "ground. Instant Health. You allow yourself and up to twenty creatures that you can see to regain all Hit Points, and you end all effects on them listed in the Great"
      },
      {
        "document": 1503,
        "excerpt": "ion is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity."
      },
      {
        "document": 1627,
        "excerpt": "ent) of these decks have thirteen cards, but some have twenty-two. Use the appropriate column of the Mysterious Deck table when randomly determining cards drawn from"
      },
      {
        "document": 1634,
        "excerpt": "are One vial of this oil can coat one Melee weapon or twenty pieces of ammunition, but only ammunition and Melee weapons that are nonmagical and deal Slashing or Pie"
      }
    ],
    "twice": [
      {
        "document": 35,
        "excerpt": "ou're proficient in either skill, but you don't add it twice if you're proficient in both skills. Occasionally, a Proficiency Bonus might be multiplied or divided ("
      },
      {
        "document": 67,
        "excerpt": "; if riding horses or other mounts, the group can move twice that distance for 1 hour, after which the mounts need a Short or Long Rest before they can move at that"
      },
      {
        "document": 106,
        "excerpt": ", you deal extra damage. Roll the attack's damage dice twice, add them together, and add any relevant modifiers as normal. For example, if you score a Critical Hit w"
      },
      {
        "document": 346,
        "excerpt": "Objects viewed through a Spyglass are magnified to twice their size."
      },
      {
        "document": 356,
        "excerpt": "The cost is four times the normal cost, and it weighs twice as much."
      },
      {
        "document": 600,
        "excerpt": "ainst the target. Roll all of the attack's damage dice twice and add them together. Then add any relevant modifiers. See also \"Playing the Game\" (\"Damage and Healing"
      },
      {
        "document": 962,
        "excerpt": "You can attack twice instead of once whenever you take the Attack action on your turn."
      },
      {
        "document": 964,
        "excerpt": "ric levels. You can use this class's Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when"
      },
      {
        "document": 965,
        "excerpt": "Bonus Action. Number of Uses. You can use Wild Shape twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you fin"
      },
      {
        "document": 966,
        "excerpt": "d10 plus your Fighter level. You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you fin"
      },
      {
        "document": 967,
        "excerpt": "You can attack twice instead of once whenever you take the Attack action on your turn."
      },
      {
        "document": 968,
        "excerpt": "to create. You can use this class's Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when"
      },
      {
        "document": 969,
        "excerpt": "have the Hunter's Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long"
      },
      {
        "document": 971,
        "excerpt": "of Sorcerer spells you cast. You can use this feature twice, and you regain all expended uses of it when you finish a Long Rest."
      },
      {
        "document": 972,
        "excerpt": "ur pact weapon only. With that feature, you can attack twice with the weapon instead of once when you take the Attack action on your turn. Visions of Distant Realms"
      },
      {
        "document": 1013,
        "excerpt": "t with a weapon, you can roll the weapon's damage dice twice and use either roll against the target."
      },
      {
        "document": 1256,
        "excerpt": "earest unoccupied space and take Force damage equal to twice the number of feet you are moved. This spell ends instantly if you cast it while you are on the Etherea"
      },
      {
        "document": 1365,
        "excerpt": "a Magic action, you can move the illusory double up to twice your Speed and make it gesture, speak, and behave in whatever way you choose. It is intangible and invul"
      },
      {
        "document": 1379,
        "excerpt": "n range become enriched for 365 days. The plants yield twice the normal amount of food when harvested. They can benefit from only one Plant Growth per year."
      },
      {
        "document": 1387,
        "excerpt": "e). 8 Special. The target is struck by two rays. Roll twice, rerolling any 8."
      },
      {
        "document": 1537,
        "excerpt": "lling on the following table. A carpet can carry up to twice the weight shown on the table, but its Fly Speed is halved if it carries more than its normal capacity."
      },
      {
        "document": 1541,
        "excerpt": "t Web (save DC 13). The web created by the spell fills twice its normal area. Once used, this property can't be used again until the next dawn."
      },
      {
        "document": 1553,
        "excerpt": "that side. Plane Shift. Pressing one side of the cube twice, you cast Plane Shift, transporting the targets to the plane of existence keyed to that side."
      },
      {
        "document": 1627,
        "excerpt": "in the deck, making it possible to draw the same card twice. (Once the Fool or Jester has left the deck, re-roll on the table if that card comes up again.) Mysteri"
      },
      {
        "document": 1986,
        "excerpt": "e 4–6). The pit fiend casts Fireball (level 5 version) twice, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21). It"
      },
      {
        "document": 1987,
        "excerpt": "r makes three Radiant Sword attacks or uses Holy Burst twice. Radiant Sword. Melee Attack Roll: +12, reach 10 ft. Hit: 14 (2d6 + 7) Slashing damage plus 18 (4d8) Ra"
      },
      {
        "document": 2007,
        "excerpt": "e rust monster makes one Bite attack and uses Antennae twice. Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 5 (1d8 + 1) Piercing damage. Antennae. The rust monster"
      }
    ],
    "twig": [
      {
        "document": 1340,
        "excerpt": "V, S, M (a forked twig)"
      }
    ],
    "twilight": [
      {
        "document": 54,
        "excerpt": "ight Light and surrounding Darkness. The soft light of twilight and dawn also counts as Dim Light. A full moon might bathe the land in Dim Light. Darkness. Darkness cr"
      }
    ],
    "twine": [
      {
        "document": 973,
        "excerpt": "a gilt-edged tome or a collection of vellum bound with twine. The book contains the level 1+ spells you know. It starts with six level 1 Wizard spells of your choic"
      }
    ],
    "twinned": [
      {
        "document": 971,
        "excerpt": "types: Acid, Cold, Fire, Lightning, Poison, Thunder. Twinned Spell Cost: 1 Sorcery Point When you cast a spell, such as Charm Person, that can be cast with a highe"
      }
    ],
    "twirl": [
      {
        "document": 1664,
        "excerpt": "k while holding the weapon, you can take a Reaction to twirl the weapon around you, gaining a +5 bonus to your Armor Class against the triggering attack, potentially"
      }
    ],
    "twist": [
      {
        "document": 1377,
        "excerpt": "r a message. If the creature is Hostile, it strives to twist your commands to achieve its own objectives. If the creature carries out your commands completely before"
      }
    ],
    "twisted": [
      {
        "document": 148,
        "excerpt": "diameter throughout and smooth, others are gnarled and twisted, some are made of wood, and others are composed of polished metal or crystal. A staff weighs between 2 a"
      }
    ],
    "twisting": [
      {
        "document": 1319,
        "excerpt": "Duration: Concentration, up to 1 minute You create a twisting pattern of colors in a 30-foot Cube within range. The pattern appears for a moment and vanishes. Each cr"
      }
    ],
    "two": [
      {
        "document": 10,
        "excerpt": "ll a 1 on the d20 for a Death Saving Throw, you suffer two failures. If you roll a 20 on the d20, you regain 1 Hit Point. Damage at 0 Hit Points. If you take any"
      },
      {
        "document": 31,
        "excerpt": "Roll Two D20s"
      },
      {
        "document": 32,
        "excerpt": "nd they all grant Advantage on it, you still roll only two d20s. Similarly, if multiple situations impose Disadvantage on a roll, you roll only two d20s. If circu"
      },
      {
        "document": 40,
        "excerpt": "stat blocks. Each class gives proficiency in at least two saving throws, representing that class's training in evading or resisting certain threats. Wizards, for"
      },
      {
        "document": 41,
        "excerpt": "s and tools from their class and background. There are two categories of equipment proficiency: Weapons. Anyone can wield a weapon, but proficiency makes you bett"
      },
      {
        "document": 46,
        "excerpt": "e inclined to hinder. Social interactions progress in two ways: through roleplaying and ability checks."
      },
      {
        "document": 71,
        "excerpt": "A typical combat encounter is a clash between two sides: a flurry of weapon swings, feints, parries, footwork, and spellcasting. The game organizes combat"
      },
      {
        "document": 75,
        "excerpt": "ace. Ranges. To determine the range on a grid between two things - whether creatures or objects - count squares from a square adjacent to one of them and stop cou"
      },
      {
        "document": 83,
        "excerpt": "les Glossary”), a Tiny creature, or a creature that is two sizes larger or smaller than you. Another creature's space is Difficult Terrain for you unless that cre"
      },
      {
        "document": 88,
        "excerpt": "anged attacks, such as those made with a Longbow, have two ranges. The smaller number is the normal range, and the larger number is the long range. Your attack rol"
      },
      {
        "document": 92,
        "excerpt": "tage (described later in \"Playing the Game\"), you roll two d20s, but you use the number from only one of them - the higher one if you have Advantage or the lower o"
      },
      {
        "document": 108,
        "excerpt": "When you create a damaging effect that forces two or more targets to make saving throws against it at the same time, roll the damage once for all the targ"
      },
      {
        "document": 144,
        "excerpt": "in unpredictable interactions. When a character mixes two potions together, roll on the Potion Miscibility table. If more than two are combined, roll again for ea"
      },
      {
        "document": 228,
        "excerpt": "character knows at least three languages: Common plus two languages you roll or choose from the Standard Languages table. Knowledge of a language means your chara"
      },
      {
        "document": 235,
        "excerpt": "al attitudes and ideals. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward orde"
      },
      {
        "document": 247,
        "excerpt": "cs. 2: Determine Origin. A character's origin includes two elements: background and species. How did the character spend the years leading up to a life of adventur"
      },
      {
        "document": 263,
        "excerpt": "ss, the features don't stack. You can't make more than two attacks with this feature unless you have a feature that says you can (such as the Fighter's Two Extra A"
      },
      {
        "document": 264,
        "excerpt": "ave four level 1 spell slots, three level 2 slots, and two level 3 slots. However, you can't prepare any level 3 spells, nor can you prepare any level 2 Ranger spe"
      },
      {
        "document": 266,
        "excerpt": "ood 51 A dead scarab beetle the size of your hand 52 Two toy soldiers, one missing a head 53 A small box filled with different-sized buttons 54 A candle that c"
      },
      {
        "document": 270,
        "excerpt": "origin involves choosing a background, a species, and two languages. A character's background represents the place and occupation that were most formative for th"
      },
      {
        "document": 271,
        "excerpt": "te Proficiencies. Your background gives proficiency in two skills and with one tool. Record this information on your character sheet. Your class also gives profic"
      },
      {
        "document": 294,
        "excerpt": "A background gives your character proficiency in two specified skills."
      },
      {
        "document": 328,
        "excerpt": "ter the Ammunition or Thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second is the weapon's long range. When"
      },
      {
        "document": 348,
        "excerpt": "A Tent sleeps up to two Small or Medium creatures."
      },
      {
        "document": 361,
        "excerpt": "Two-Handed"
      },
      {
        "document": 372,
        "excerpt": "A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used w"
      },
      {
        "document": 505,
        "excerpt": "ly potent and their durations overlap. For example, if two Clerics cast Bless on the same target, that target gains the spell's benefit only once; the target doesn"
      },
      {
        "document": 513,
        "excerpt": "ple, a level 3 Wizard has four level 1 spell slots and two level 2 slots. When you cast a spell, you expend a slot of that spell's level or higher, effectively \"f"
      },
      {
        "document": 545,
        "excerpt": "If two or more things happen at the same time on a turn, the person at the game table - player or GM - whose tu"
      },
      {
        "document": 620,
        "excerpt": "If you have Disadvantage on a D20 Test, roll two d20s and use the lower roll. A roll can't be affected by more than one Disadvantage, and Advantage and D"
      },
      {
        "document": 629,
        "excerpt": "If you have Advantage on a D20 Test, roll two d20s, and use the higher roll. A roll can't be affected by more than one Advantage, and Advantage and Di"
      },
      {
        "document": 649,
        "excerpt": "al attitudes and ideals. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward orde"
      },
      {
        "document": 660,
        "excerpt": "Choose two skills appropriate for the background. There needn't be a relationship between the skill proficiencies a"
      },
      {
        "document": 716,
        "excerpt": "wire is 3 inches off the ground and stretches between two weak supports that topple when the trip wire is pulled. The first creature that crosses the trip wire c"
      },
      {
        "document": 717,
        "excerpt": "wire is 3 inches off the ground and stretches between two columns or trees. The first creature that crosses the trip wire causes the Net to fall on it. The targe"
      },
      {
        "document": 727,
        "excerpt": "n encounter of low difficulty is likely to have one or two scary moments for the players, but their characters should emerge victorious with no casualties. One or"
      },
      {
        "document": 731,
        "excerpt": "than you expect. If your encounter includes more than two creatures per character, include fragile creatures that can be defeated quickly. This guideline is espec"
      },
      {
        "document": 734,
        "excerpt": "s you need to run the encounter. Referencing more than two or three stat blocks for a single encounter can be daunting, particularly if the creatures are complex."
      },
      {
        "document": 753,
        "excerpt": "t. The stopper can’t be removed for 24 hours. The next two times the bottle is opened, the same effect occurs. If the bottle is opened a fourth time, the efreeti e"
      },
      {
        "document": 756,
        "excerpt": "A vertical, 10-foot-diameter, two-way portal to another plane of existence opens in an unoccupied space within 30 feet of you and remains"
      },
      {
        "document": 791,
        "excerpt": "Side window shutters open (two per side)."
      },
      {
        "document": 820,
        "excerpt": "A rectangular metal device with two tiny metal cups on one end that throws sparks when wet"
      },
      {
        "document": 839,
        "excerpt": "Two Extra Attacks"
      },
      {
        "document": 928,
        "excerpt": "Two-Handed"
      },
      {
        "document": 962,
        "excerpt": "th weapons allows you to use the mastery properties of two kinds of Simple or Martial Melee weapons of your choice, such as Great-axes and Handaxes. Whenever you f"
      },
      {
        "document": 963,
        "excerpt": "later in the class’s description. Cantrips. You know two cantrips of your choice from the Bard spell list. Dancing Lights and Vicious Mockery are recommended. W"
      },
      {
        "document": 964,
        "excerpt": "e Outer Planes to fuel magical effects. You start with two such effects: Divine Spark and Turn Undead, each of which is described below. Each time you use this cla"
      },
      {
        "document": 965,
        "excerpt": "later in the class's description. Cantrips. You know two cantrips of your choice from the Druid spell list. Druidcraft and Produce Flame are recommended. Whenev"
      },
      {
        "document": 966,
        "excerpt": "Two Extra Attacks"
      },
      {
        "document": 967,
        "excerpt": "Flurry of Blows. You can expend 1 Focus Point to make two Unarmed Strikes as a Bonus Action. Patient Defense. You can take the Disengage action as a Bonus Action"
      },
      {
        "document": 968,
        "excerpt": "le for you to cast with this feature. To start, choose two level 1 Paladin spells. Heroism and Searing Smite are recommended. The number of spells on your list in"
      },
      {
        "document": 969,
        "excerpt": "le for you to cast with this feature. To start, choose two level 1 Ranger spells. Cure Wounds and Ensnaring Strike are recommended. The number of spells on your l"
      },
      {
        "document": 970,
        "excerpt": "You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended if you have prof"
      },
      {
        "document": 971,
        "excerpt": "le for you to cast with this feature. To start, choose two level 1 Sorcerer spells. Burning Hands and Detect Magic are recommended. The number of spells on your l"
      },
      {
        "document": 972,
        "excerpt": "later in the class’s description. Cantrips. You know two Warlock cantrips of your choice. Eldritch Blast and Prestidigitation are recommended. Whenever you gain"
      },
      {
        "document": 973,
        "excerpt": "mended. Whenever you gain a Wizard level after 1, add two Wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you ha"
      },
      {
        "document": 976,
        "excerpt": "You learn two spells of your choice. These spells can come from the Cleric, Druid, or Wizard spell list or any combina"
      },
      {
        "document": 978,
        "excerpt": "Choose two Wizard spells from the Evocation school, each of which must be no higher than level 2, and add them to y"
      },
      {
        "document": 984,
        "excerpt": "ing ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal Initiative and your"
      },
      {
        "document": 999,
        "excerpt": "ase one ability score of your choice by 2, or increase two ability scores of your choice by 1. This feat can't increase an ability score above 20. Repeatable. You"
      },
      {
        "document": 1011,
        "excerpt": "you make with a Melee weapon that you are holding with two hands, you can treat any 1 or 2 on a damage die as a 3. The weapon must have the Two-Handed or Versatile"
      },
      {
        "document": 1012,
        "excerpt": "Origin Feat You gain the following benefits. Two Cantrips. You learn two cantrips of your choice from the Cleric, Druid, or Wizard spell list. Intelligen"
      },
      {
        "document": 1015,
        "excerpt": "Two-Weapon Fighting"
      },
      {
        "document": 1060,
        "excerpt": "Two-Handed"
      },
      {
        "document": 1062,
        "excerpt": "Two-Handed"
      },
      {
        "document": 1063,
        "excerpt": "Two-Handed"
      },
      {
        "document": 1064,
        "excerpt": "Two-Handed"
      },
      {
        "document": 1065,
        "excerpt": "Two-Handed"
      },
      {
        "document": 1070,
        "excerpt": "Two-Handed"
      },
      {
        "document": 1081,
        "excerpt": "Two-Handed (unless mounted)"
      },
      {
        "document": 1085,
        "excerpt": "Two-Handed"
      },
      {
        "document": 1088,
        "excerpt": "Two-Handed"
      },
      {
        "document": 1094,
        "excerpt": "Two-Handed"
      },
      {
        "document": 1097,
        "excerpt": "Two-Handed"
      },
      {
        "document": 1104,
        "excerpt": "Two-Handed"
      },
      {
        "document": 1126,
        "excerpt": "Two-Handed"
      },
      {
        "document": 1157,
        "excerpt": "Level Spell Slot. You animate or reassert control over two additional Undead creatures for each spell slot level above 3. Each of the creatures must come from a di"
      },
      {
        "document": 1158,
        "excerpt": "target counts as one object, a Large target counts as two, and a Huge target counts as three. Each target animates, sprouts legs, and becomes a Construct that us"
      },
      {
        "document": 1191,
        "excerpt": "ge of the chosen type. If you roll the same number on two or more of the d8s, the orb leaps to a different target of your choice within 30 feet of the target. Ma"
      },
      {
        "document": 1212,
        "excerpt": "er occurs. You describe that trigger when you cast the two spells. For example, a Contingency cast with Water Breathing might stipulate that Water Breathing comes"
      },
      {
        "document": 1219,
        "excerpt": "u can animate or reassert control over five Ghouls or two Ghasts or Wights. If you use a level 9 spell slot, you can animate or reassert control over six Ghouls,"
      },
      {
        "document": 1242,
        "excerpt": "ve a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the"
      },
      {
        "document": 1243,
        "excerpt": "ve a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the"
      },
      {
        "document": 1244,
        "excerpt": "ve a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the"
      },
      {
        "document": 1249,
        "excerpt": "1d10 Force damage. Cantrip Upgrade. The spell creates two beams at level 5, three beams at level 11, and four beams at level 17. You can direct the beams at the s"
      },
      {
        "document": 1261,
        "excerpt": "range. The hound remains for the duration or until the two of you are more than 300 feet apart from each other. No one but you can see the hound, and it is in-tan"
      },
      {
        "document": 1299,
        "excerpt": "eat as long as Guards and Wards lasts - Magic Mouth in two locations - Stinking Cloud in two locations (the vapors return within 10 minutes if dispersed while Guar"
      },
      {
        "document": 1357,
        "excerpt": "V, S, M (two lodestones)"
      },
      {
        "document": 1361,
        "excerpt": "et's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can't become hidde"
      },
      {
        "document": 1387,
        "excerpt": "nce (GM's choice). 8 Special. The target is struck by two rays. Roll twice, rerolling any 8."
      },
      {
        "document": 1444,
        "excerpt": "al the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible."
      },
      {
        "document": 1453,
        "excerpt": "V, S, M (two eggs)"
      },
      {
        "document": 1455,
        "excerpt": "to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the GM. You might learn additional sigil sequences dur"
      },
      {
        "document": 1480,
        "excerpt": "Lightly Obscured. If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on"
      },
      {
        "document": 1492,
        "excerpt": "movement costs it 1 extra foot unless you are Tiny or two or more sizes smaller than it."
      },
      {
        "document": 1509,
        "excerpt": "tch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutr"
      },
      {
        "document": 1513,
        "excerpt": "end the curse. While cursed, you have Vulnerability to two of the three damage types associated with the armor (not the one to which it grants Resistance)."
      },
      {
        "document": 1557,
        "excerpt": "deck has 34 cards: 32 depicting specific creatures and two with a mirrored surface. A deck found as treasure is usually missing 1d20 - 1 cards. The magic of the d"
      },
      {
        "document": 1594,
        "excerpt": "rous Item, Rare This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 200 pounds of m"
      },
      {
        "document": 1608,
        "excerpt": "and a battlement atop it. Its interior is divided into two floors, with a ladder, staircase, or ramp (your choice) connecting them. This ladder, staircase, or ramp"
      },
      {
        "document": 1621,
        "excerpt": "se the manual, you must be a spellcaster with at least two level 5 spell slots. A creature that can't use a Manual of Golems and attempts to read it takes 6d6 Psyc"
      },
      {
        "document": 1627,
        "excerpt": "these decks have thirteen cards, but some have twenty-two. Use the appropriate column of the Mysterious Deck table when randomly determining cards drawn from the"
      },
      {
        "document": 1667,
        "excerpt": "ir. Every Ring of Elemental Command has the following two properties: Elemental Bane. While wearing the ring, you have Advantage on attack rolls against Elementa"
      },
      {
        "document": 1691,
        "excerpt": "d, the robe becomes an ordinary garment. The robe has two of each of the following patches: - Dagger - Mirror - Pole - Rope (coiled) - Sack - Bullseye Lantern ("
      },
      {
        "document": 1694,
        "excerpt": "a hit. Button 2. The rod's flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic Battleaxe that grants a +3 bonus to"
      },
      {
        "document": 1708,
        "excerpt": "bstance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside with Oil of Slipperiness. When"
      },
      {
        "document": 1756,
        "excerpt": "and place it on a solid surface, whereupon it forms a two-way, 6-foot-diameter, circular portal to another world or plane of existence. Each time the item opens a"
      },
      {
        "document": 1760,
        "excerpt": "Multiattack. The aboleth makes two Tentacle attacks and uses either Consume Memories or Dominate Mind if available. Tentacle. Melee Attack"
      },
      {
        "document": 1771,
        "excerpt": "Multiattack. The elemental makes two Thunderous Slam attacks. Thunderous Slam. Melee Attack Roll: +8, reach 10 ft. Hit: 14 (2d8 + 5) Thunder"
      },
      {
        "document": 1783,
        "excerpt": "Multiattack. The armor makes two Slam attacks. Slam. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Bludgeoning damage."
      },
      {
        "document": 1787,
        "excerpt": "Multiattack. The ankylosaurus makes two Tail attacks. Tail. Melee Attack Roll: +6, reach 10 ft. Hit: 9 (1d10 + 4) Bludgeoning damage. If the ta"
      },
      {
        "document": 1788,
        "excerpt": "Multiattack. The ape makes two Fist attacks. Fist. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Bludgeoning damage. Rock (Rech"
      },
      {
        "document": 1789,
        "excerpt": "Multiattack. The archelon makes two Bite attacks. Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 14 (3d6 + 4) Piercing damage."
      },
      {
        "document": 1800,
        "excerpt": "Multiattack. The bandit makes two attacks, using Scimitar and Pistol in any combination. Scimitar. Melee Attack Roll: +5, reach 5 ft. Hit"
      },
      {
        "document": 1802,
        "excerpt": "akes one Claws attack and one Tail attack, or it makes two Hurl Flame attacks. Claws. Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage. If the"
      },
      {
        "document": 1808,
        "excerpt": "Multiattack. The bear makes two Rend attacks. Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage."
      },
      {
        "document": 1809,
        "excerpt": "Multiattack. The dragon makes two Rend attacks. Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage plus 2 (1d4) Ac"
      },
      {
        "document": 1810,
        "excerpt": "or Slashing damage. Response: The pudding splits into two new Black Puddings. Each new pudding is one size smaller than the original pudding and acts on its Initi"
      },
      {
        "document": 1813,
        "excerpt": "Multiattack. The dragon makes two Rend attacks. Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Slashing damage plus 3 (1d6) L"
      },
      {
        "document": 1815,
        "excerpt": "Multiattack. The devil makes two Claw attacks and one Infernal Sting attack. Claw. Melee Attack Roll: +8, reach 10 ft. Hit: 13 (2d8 + 4)"
      },
      {
        "document": 1817,
        "excerpt": "Multiattack. The dragon makes two Rend attacks. Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Slashing damage. Lightning Br"
      },
      {
        "document": 1819,
        "excerpt": "Multiattack. The bugbear makes two Javelin or Morningstar attacks. Javelin. Melee or Ranged Attack Roll: +5, reach 10 ft. or range 30/120"
      },
      {
        "document": 1821,
        "excerpt": "Multiattack. The bulette makes two Bite attacks. Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 17 (2d12 + 4) Piercing damage. Deadly Leap"
      },
      {
        "document": 1824,
        "excerpt": "Multiattack. The centaur makes two attacks, using Pike or Longbow in any combination. Pike. Melee Attack Roll: +6, reach 10 ft. Hit: 9 (1d"
      },
      {
        "document": 1825,
        "excerpt": "Multiattack. The devil makes two Chain attacks and uses Conjure Infernal Chain. Chain. Melee Attack Roll: +7, reach 10 ft. Hit: 11 (2d6"
      },
      {
        "document": 1827,
        "excerpt": "Multiattack. The chuul makes two Pincer attacks and uses Paralyzing Tentacles. Pincer. Melee Attack Roll: +6, reach 10 ft. Hit: 9 (1d10"
      },
      {
        "document": 1828,
        "excerpt": "Multiattack. The golem makes two Slam attacks, or it makes three Slam attacks if it used Hasten this turn. Slam. Melee Attack Roll: +9,"
      },
      {
        "document": 1829,
        "excerpt": "Multiattack. The cloaker makes one Attach attack and two Tail attacks. Attach. Melee Attack Roll: +6, reach 5 ft. Hit: 13 (3d6 + 3) Piercing damage. If the targ"
      },
      {
        "document": 1830,
        "excerpt": "Multiattack. The giant makes two attacks, using Thunderous Mace or Thundercloud in any combination. It can replace one attack with a use"
      },
      {
        "document": 1841,
        "excerpt": "Multiattack. The death dog makes two Bite attacks. Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage. If the target"
      },
      {
        "document": 1843,
        "excerpt": "Multiattack. The deva makes two Holy Mace attacks. Holy Mace. Melee Attack Roll: +8, reach 5 ft. Hit: 7 (1d6 + 4) Bludgeoning damage pl"
      },
      {
        "document": 1846,
        "excerpt": "Multiattack. The doppelganger makes two Slam attacks and uses Unsettling Visage if available. Slam. Melee Attack Roll: +6 (with Advantage durin"
      },
      {
        "document": 1851,
        "excerpt": "Multiattack. The druid makes two attacks, using Vine Staff or Verdant Wisp in any combination. Vine Staff. Melee Attack Roll: +5, reach"
      },
      {
        "document": 1855,
        "excerpt": "Multiattack. The elemental makes two attacks, using Slam or Rock Launch in any combination. Slam. Melee Attack Roll: +8, reach 10 ft. Hit: 1"
      },
      {
        "document": 1857,
        "excerpt": "Multiattack. The elephant makes two Gore attacks. Gore. Melee Attack Roll: +8, reach 5 ft. Hit: 15 (2d8 + 6) Piercing damage. If the target"
      },
      {
        "document": 1862,
        "excerpt": "Multiattack. The elemental makes two Burn attacks. Burn. Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 + 3) Fire damage. If the target is"
      },
      {
        "document": 1863,
        "excerpt": "Multiattack. The giant makes two attacks, using Flame Sword or Hammer Throw in any combination. Flame Sword. Melee Attack Roll: +11, rea"
      },
      {
        "document": 1864,
        "excerpt": "Multiattack. The golem makes two Slam attacks. Slam. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage plus 4 (1d8"
      },
      {
        "document": 1867,
        "excerpt": "Multiattack. The giant makes two attacks, using Frost Axe or Great Bow in any combination. Frost Axe. Melee Attack Roll: +9, reach 10 ft"
      },
      {
        "document": 1868,
        "excerpt": "Multiattack. The gargoyle makes two Claw attacks. Claw. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2) Slashing damage."
      },
      {
        "document": 1871,
        "excerpt": "Multiattack. The ghost makes two Withering Touch attacks. Withering Touch. Melee Attack Roll: +5, reach 5 ft. Hit: 19 (3d10 + 3) Necroti"
      },
      {
        "document": 1872,
        "excerpt": "Multiattack. The ghoul makes two Bite attacks. Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 3 (1d6) Ne"
      },
      {
        "document": 1873,
        "excerpt": "Multiattack. The ape makes two Fist attacks. Fist. Melee Attack Roll: +9, reach 10 ft. Hit: 22 (3d10 + 6) Bludgeoning damage. Boulder"
      },
      {
        "document": 1879,
        "excerpt": "has the Grappled condition (escape DC 11) from one of two claws."
      },
      {
        "document": 1881,
        "excerpt": "Multiattack. The eagle makes two Rend attacks. Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage plus 3 (1d6) Ra"
      },
      {
        "document": 1892,
        "excerpt": "Multiattack. The scorpion makes two Claw attacks and one Sting attack. Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeonin"
      },
      {
        "document": 1894,
        "excerpt": "Multiattack. The shark makes two Bite attacks. Bite. Melee Attack Roll: +9 (with Advantage if the target doesn't have all its Hit Points"
      },
      {
        "document": 1903,
        "excerpt": "Multiattack. The glabrezu makes two Pincer attacks and uses Pummel or Spellcasting. Pincer. Melee Attack Roll: +9, reach 10 ft. Hit: 16 (2d"
      },
      {
        "document": 1907,
        "excerpt": "Multiattack. The goblin makes two attacks, using Scimitar or Shortbow in any combination. Scimitar. Melee Attack Roll: +4, reach 5 ft. Hi"
      },
      {
        "document": 1910,
        "excerpt": "Multiattack. The dragon makes two Rend attacks. Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (1d10 + 4) Slashing damage. Fire Breath"
      },
      {
        "document": 1913,
        "excerpt": "Multiattack. The dragon makes two Rend attacks. Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 + 2) Slashing damage plus 3 (1d6) P"
      },
      {
        "document": 1914,
        "excerpt": "water. Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the sp"
      },
      {
        "document": 1916,
        "excerpt": "Multiattack. The griffon makes two Rend attacks. Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) Piercing damage. If the target"
      },
      {
        "document": 1918,
        "excerpt": "Multiattack. The guard makes two attacks, using Javelin or Longsword in any combination. Javelin. Melee or Ranged Attack Roll: +6, reach"
      },
      {
        "document": 1920,
        "excerpt": "Multiattack. The naga makes two Bite attacks. It can replace any attack with a use of Poisonous Spittle. Bite. Melee Attack Roll: +8, r"
      },
      {
        "document": 1921,
        "excerpt": "Multiattack. The half-dragon makes two Claw attacks. Claw. Melee Attack Roll: +7, reach 10 ft. Hit: 6 (1d4 + 4) Slashing damage plus 7 (2d6) d"
      },
      {
        "document": 1924,
        "excerpt": "Multiattack. The hound makes two Bite attacks. Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 3 (1d6) Fi"
      },
      {
        "document": 1926,
        "excerpt": "Multiattack. The giant makes two attacks, using Tree Club or Trash Lob in any combination. Tree Club. Melee Attack Roll: +8, reach 10 ft"
      },
      {
        "document": 1927,
        "excerpt": "Multiattack. The hippogriff makes two Rend attacks. Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage."
      },
      {
        "document": 1928,
        "excerpt": "Multiattack. The hippopotamus makes two Bite attacks. Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 16 (2d10 + 5) Piercing damage."
      },
      {
        "document": 1929,
        "excerpt": "Multiattack. The hobgoblin makes two attacks, using Greatsword or Longbow in any combination. Greatsword. Melee Attack Roll: +4, reach 5 ft."
      },
      {
        "document": 1931,
        "excerpt": "s is on the same plane of existence as its master, the two of them can communicate telepathically with each other."
      },
      {
        "document": 1934,
        "excerpt": "when it has at least one living head, the hydra grows two heads for each of its heads that died since its last turn, unless it has taken Fire damage since its las"
      },
      {
        "document": 1939,
        "excerpt": "Multiattack. The incubus makes two Restless Touch attacks. Restless Touch. Melee Attack Roll: +7, reach 5 ft. Hit: 15 (3d6 + 5) Psychic da"
      },
      {
        "document": 1941,
        "excerpt": "Understands Common plus two other languages but can't speak"
      },
      {
        "document": 1944,
        "excerpt": "Multiattack. The knight makes two attacks, using Greatsword or Heavy Crossbow in any combination. Greatsword. Melee Attack Roll: +5, reac"
      },
      {
        "document": 1946,
        "excerpt": "Multiattack. The kraken makes two Tentacle attacks and uses Fling, Lightning Strike, or Swallow. Tentacle. Melee Attack Roll: +17, reach"
      },
      {
        "document": 1947,
        "excerpt": "Multiattack. The lamia makes two Claw attacks. It can replace one attack with a use of Corrupting Touch. Claw. Melee Attack Roll: +5, re"
      },
      {
        "document": 1950,
        "excerpt": "Multiattack. The lion makes two Rend attacks. It can replace one attack with a use of Roar. Rend. Melee Attack Roll: +5, reach 5 ft. Hi"
      },
      {
        "document": 1955,
        "excerpt": "Multiattack. The mammoth makes two Gore attacks. Gore. Melee Attack Roll: +10, reach 10 ft. Hit: 18 (2d10 + 7) Piercing damage. If the tar"
      },
      {
        "document": 1959,
        "excerpt": "Multiattack. The medusa makes two Claw attacks and one Snake Hair attack, or it makes three Poison Ray attacks. Claw. Melee Attack Roll:"
      },
      {
        "document": 1961,
        "excerpt": "Multiattack. The merrow makes two attacks, using Bite, Claw, or Harpoon in any combination. Bite. Melee Attack Roll: +6, reach 5 ft. Hit:"
      },
      {
        "document": 1967,
        "excerpt": "Common plus two other languages"
      },
      {
        "document": 1969,
        "excerpt": "Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the sp"
      },
      {
        "document": 1971,
        "excerpt": "Common plus two other languages"
      },
      {
        "document": 1972,
        "excerpt": "ng or Slashing damage. Response: The jelly splits into two new Ochre Jellies. Each new jelly is one size smaller than the original jelly and acts on its Initiative"
      },
      {
        "document": 1976,
        "excerpt": "Multiattack. The oni makes two Claw or Nightmare Ray attacks. It can replace one attack with a use of Spellcasting. Claw. Melee Attack"
      },
      {
        "document": 1977,
        "excerpt": "Multiattack. The otyugh makes one Bite attack and two Tentacle attacks. Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 12 (2d8 + 3) Piercing damage, and the t"
      },
      {
        "document": 1979,
        "excerpt": "Multiattack. The owlbear makes two Rend attacks. Rend. Melee Attack Roll: +7, reach 5 ft. Hit: 14 (2d8 + 5) Slashing damage."
      },
      {
        "document": 1982,
        "excerpt": "Multiattack. The spider makes two Bite attacks. Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Piercing damage plus 9 (2d8) P"
      },
      {
        "document": 1985,
        "excerpt": "Multiattack. The pirate makes two Dagger attacks. It can replace one attack with a use of Enthralling Panache. Dagger. Melee or Ranged At"
      },
      {
        "document": 1986,
        "excerpt": "Multiattack. The pit fiend makes one Bite attack, two Devilish Claw attacks, and one Fiery Mace attack. Bite. Melee Attack Roll: +14, reach 10 ft. Hit: 18 (3"
      },
      {
        "document": 1989,
        "excerpt": "Multiattack. The bear makes two Rend attacks. Rend. Melee Attack Roll: +7, reach 5 ft. Hit: 9 (1d8 + 5) Slashing damage."
      },
      {
        "document": 1992,
        "excerpt": "Multiattack. The priest makes two attacks, using Mace or Radiant Flame in any combination. Mace. Melee Attack Roll: +5, reach 5 ft. Hit:"
      },
      {
        "document": 1993,
        "excerpt": "Multiattack. The pseudodragon makes two Bite attacks. Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage. Sting. Consti"
      },
      {
        "document": 2000,
        "excerpt": "Multiattack. The dragon makes two Rend attacks. Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (1d10 + 4) Slashing damage plus 3 (1d6) F"
      },
      {
        "document": 2002,
        "excerpt": "r creature Grappled by the remorhaz (it can have up to two creatures swallowed at a time). Failure: The target is swallowed by the remorhaz, and the Grappled condi"
      },
      {
        "document": 2005,
        "excerpt": "Multiattack. The roc makes two Beak attacks. It can replace one attack with a Talons attack. Beak. Melee Attack Roll: +13, reach 10 ft"
      },
      {
        "document": 2006,
        "excerpt": "Multiattack. The roper makes two Tentacle attacks, uses Reel, and makes two Bite attacks. Bite. Melee Attack Roll: +7, reach 5 ft. Hit:"
      },
      {
        "document": 2008,
        "excerpt": "Multiattack. The tiger makes two Rend attacks. Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 11 (2d6 + 4) Slashing damage."
      },
      {
        "document": 2009,
        "excerpt": "Multiattack. The sahuagin makes two Claw attacks. Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Slashing damage."
      },
      {
        "document": 2010,
        "excerpt": "Multiattack. The salamander makes two Flame Spear attacks. It can replace one attack with a use of Constrict. Flame Spear. Melee or Ranged At"
      },
      {
        "document": 2013,
        "excerpt": "Multiattack. The scout makes two attacks, using Short-word and Longbow in any combination. Shortsword. Melee Attack Roll: +4, reach 5 ft"
      },
      {
        "document": 2014,
        "excerpt": "water. Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the sp"
      },
      {
        "document": 2018,
        "excerpt": "Multiattack. The guardian makes two Fist attacks. Fist. Melee Attack Roll: +7, reach 10 ft. Hit: 11 (2d6 + 4) Bludgeoning damage plus 7 (2d"
      },
      {
        "document": 2020,
        "excerpt": "Multiattack. The dragon makes two Rend attacks. Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (1d10 + 4) Piercing damage. Cold Breath"
      },
      {
        "document": 2022,
        "excerpt": "Multiattack. The solar makes two Flying Sword attacks. It can replace one attack with a use of Slaying Bow. Flying Sword. Melee or Range"
      },
      {
        "document": 2025,
        "excerpt": "Multiattack. The sphinx makes two Claw attacks and uses Roar. Claw. Melee Attack Roll: +12, reach 5 ft. Hit: 20 (4d6 + 6) Slashing damage"
      },
      {
        "document": 2033,
        "excerpt": "Multiattack. The giant makes two attacks, using Stone Club or Boulder in any combination. Stone Club. Melee Attack Roll: +9, reach 15 ft"
      },
      {
        "document": 2034,
        "excerpt": "Understands Common plus two other languages but can't speak"
      },
      {
        "document": 2035,
        "excerpt": "Multiattack. The giant makes two attacks, using Storm Sword or Thunderbolt in any combination. Storm Sword. Melee Attack Roll: +14, reac"
      },
      {
        "document": 2046,
        "excerpt": "Multiattack. The tough makes two attacks, using Warhammer or Heavy Crossbow in any combination. Warhammer. Melee Attack Roll: +5, reach"
      },
      {
        "document": 2048,
        "excerpt": "Multiattack. The treant makes two Slam attacks. Slam. Melee Attack Roll: +10, reach 5 ft. Hit: 16 (3d6 + 6) Bludgeoning damage. Hail of"
      },
      {
        "document": 2049,
        "excerpt": "Multiattack. The triceratops makes two Gore attacks. Gore. Melee Attack Roll: +9, reach 5 ft. Hit: 19 (2d12 + 6) Piercing damage. If the targe"
      },
      {
        "document": 2054,
        "excerpt": "Multiattack. The familiar makes two Umbral Dagger attacks. Umbral Dagger. Melee or Ranged Attack Roll: +5, reach 5 ft. or range 20/60 ft. H"
      },
      {
        "document": 2055,
        "excerpt": "Multiattack. The vampire makes two Claw attacks and uses Bite. Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (2d4 + 3) Slashing damage."
      },
      {
        "document": 2056,
        "excerpt": "Common plus two other languages"
      },
      {
        "document": 2058,
        "excerpt": "Multiattack. The fungus makes two Rotting Touch attacks. Rotting Touch. Melee Attack Roll: +2, reach 10 ft. Hit: 4 (1d8) Necrotic damage."
      },
      {
        "document": 2059,
        "excerpt": "Multiattack. The vrock makes two Shred attacks. Shred. Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage plus 10 (3d6"
      },
      {
        "document": 2064,
        "excerpt": "Multiattack. The warrior makes two Greatsword or Heavy Crossbow attacks. Greatsword. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3)"
      },
      {
        "document": 2065,
        "excerpt": "Multiattack. The elemental makes two Slam attacks. Slam. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage. If the tar"
      },
      {
        "document": 2067,
        "excerpt": "Multiattack. The werebear makes two attacks, using Handaxe or Rend in any combination. It can replace one attack with a Bite attack. Bite ("
      },
      {
        "document": 2068,
        "excerpt": "Multiattack. The wereboar makes two attacks, using Javelin or Tusk in any combination. It can replace one attack with a Gore attack. Gore ("
      },
      {
        "document": 2069,
        "excerpt": "Multiattack. The wererat makes two attacks, using Scratch or Hand Crossbow in any combination. It can replace one attack with a Bite attack"
      },
      {
        "document": 2070,
        "excerpt": "Multiattack. The weretiger makes two attacks, using Scratch or Longbow in any combination. It can replace one attack with a Bite attack. Bit"
      },
      {
        "document": 2071,
        "excerpt": "Multiattack. The werewolf makes two attacks, using Scratch or Longbow in any combination. It can replace one attack with a Bite attack. Bit"
      },
      {
        "document": 2072,
        "excerpt": "Multiattack. The dragon makes two Rend attacks. Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage plus 2 (1d4) Co"
      },
      {
        "document": 2073,
        "excerpt": "Multiattack. The wight makes two attacks, using Necrotic Sword or Necrotic Bow in any combination. It can replace one attack with a use o"
      },
      {
        "document": 2078,
        "excerpt": "Common plus two other languages"
      },
      {
        "document": 2083,
        "excerpt": "k. The dragon makes three Rend attacks. It can replace two attacks with a use of Sleep Breath. Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 15 (2d10 + 4) Slashi"
      }
    ],
    "type": [
      {
        "document": 3,
        "excerpt": "tain damage types and conditions. Immunity to a damage type means you don't take damage of that type, and Immunity to a condition means you aren't affected by it."
      },
      {
        "document": 45,
        "excerpt": "cribed later in \"Playing the Game,\" is the most common type of Reaction. When you take a Reaction, you can't take another one until the start of your next turn. If"
      },
      {
        "document": 110,
        "excerpt": "Each instance of damage has a type, like Fire or Slashing. Damage types are listed in “Rules Glossary\" and have no rules of their own, but"
      },
      {
        "document": 111,
        "excerpt": "rtain damage types. If you have Resistance to a damage type, damage of that type is halved against you (round down). If you have Vulnerability to a damage type, dam"
      },
      {
        "document": 112,
        "excerpt": "esistance or Vulnerability that affect the same damage type count as only one instance. For example, if you have Resistance to Necrotic damage as well as Resistance"
      },
      {
        "document": 115,
        "excerpt": "eapon from “Equipment.” Some magic weapons specify the type of weapon they are in their descriptions, such as a Longsword or Longbow. If no weapon type is specified"
      },
      {
        "document": 136,
        "excerpt": "ic to function. Some suits of magic armor specify the type of armor they are, such as Chain Mail or Plate Armor. If no type is specified, choose the type or determ"
      },
      {
        "document": 143,
        "excerpt": "capitalizes a creature's name and presents it in bold type, that's a visual cue pointing you to the creature's stat block. Unless the text states otherwise, the st"
      },
      {
        "document": 160,
        "excerpt": "ipment.” A monster with a class tag after its creature type is considered a member of that class for Attunement purposes."
      },
      {
        "document": 161,
        "excerpt": "name of the monster is followed by its size, creature type (along with any descriptive tags), and alignment. Combat Highlights. Armor Class, Hit Points, Speed, an"
      },
      {
        "document": 181,
        "excerpt": "Creature Type"
      },
      {
        "document": 182,
        "excerpt": "ght have one or more tags in parentheses following its type. Such tags provide additional categorization and have no rules of their own, but certain game effects mi"
      },
      {
        "document": 241,
        "excerpt": "Point Dice. Your class's description tells you the die type of your character's Hit Point Dice (or Hit Dice for short); write this on your character sheet. At level"
      },
      {
        "document": 257,
        "excerpt": "your pool of Hit Dice. If these dice are the same die type, you can pool them together. For example, both the Fighter and the Paladin have a d10 Hit Die, so if you"
      },
      {
        "document": 285,
        "excerpt": "Creature Type"
      },
      {
        "document": 356,
        "excerpt": "Barding is armor designed for a mount. Any type of armor on the Armor table in “Equipment” can be purchased as barding. The cost is four times the norm"
      },
      {
        "document": 360,
        "excerpt": "skilled hirelings needed to crew a ship depends on the type of ship, as shown in the table."
      },
      {
        "document": 399,
        "excerpt": "used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier."
      },
      {
        "document": 406,
        "excerpt": "or, as well as the following details: Category. Every type of armor falls into a category: Light, Medium, or Heavy. The category determines how long it takes to do"
      },
      {
        "document": 409,
        "excerpt": "pon deals when an attacker hits with it as well as the type of that damage. Properties. Any properties a weapon has are listed in the Properties column. Each prope"
      },
      {
        "document": 447,
        "excerpt": "unition property. A weapon's description specifies the type of ammunition used by the weapon. The Ammunition table lists the different types and the amount you get"
      },
      {
        "document": 453,
        "excerpt": "ttack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition"
      },
      {
        "document": 474,
        "excerpt": "ny ability check you make to impersonate the person or type of person it represents."
      },
      {
        "document": 536,
        "excerpt": "If you have Resistance to a damage type, damage of that type is halved against you (round down). Resistance is applied only once to an instance"
      },
      {
        "document": 554,
        "excerpt": "Large, Huge, or Gargantuan. See also \"Size.\" Creature Type. This entry notes the family of beings a monster belongs to, along with any descriptive tags. See also “"
      },
      {
        "document": 571,
        "excerpt": "If you have Vulnerability to a damage type, damage of that type is doubled against you. Vulnerability is applied only once to an instance of damage"
      },
      {
        "document": 597,
        "excerpt": "player's character, is a creature. See also \"Creature Type.\""
      },
      {
        "document": 599,
        "excerpt": "Creature Type"
      },
      {
        "document": 608,
        "excerpt": "mage Types table offers examples to help a GM assign a type to a new effect. Damage Types"
      },
      {
        "document": 647,
        "excerpt": "If you have Immunity to a damage type or a condition, it doesn't affect you in any way."
      },
      {
        "document": 648,
        "excerpt": "n. Damage. On a hit, the weapon deals 1d4 damage of a type the GM thinks is appropriate for the object. Range. If you throw the weapon, it has a normal range of 2"
      },
      {
        "document": 670,
        "excerpt": "design, or it might be a customized version of another type of curse discussed in this section. A creature affected by such a curse should know why they're being p"
      },
      {
        "document": 696,
        "excerpt": "e suggested price for a single dose of the poison, its type (contact, ingested, inhaled, or injury), and a description of the poison's debilitating effects."
      },
      {
        "document": 742,
        "excerpt": "Attack Type"
      },
      {
        "document": 758,
        "excerpt": "Horn Type"
      },
      {
        "document": 765,
        "excerpt": "Damage Type"
      },
      {
        "document": 768,
        "excerpt": "Damage Type"
      },
      {
        "document": 787,
        "excerpt": "m seeks to thwart or destroy creatures of a particular type, such as Constructs, Fiends, or Undead."
      },
      {
        "document": 788,
        "excerpt": "Creature Type"
      },
      {
        "document": 792,
        "excerpt": "Damage Type"
      },
      {
        "document": 825,
        "excerpt": "Land Type"
      },
      {
        "document": 932,
        "excerpt": "Type"
      },
      {
        "document": 947,
        "excerpt": "Creature Type Table 1"
      },
      {
        "document": 948,
        "excerpt": "Type"
      },
      {
        "document": 949,
        "excerpt": "Type"
      },
      {
        "document": 962,
        "excerpt": "its, the target takes an extra 1d10 damage of the same type dealt by the weapon or Unarmed Strike, and you can cause one Brutal Strike effect of your choice. You ha"
      },
      {
        "document": 965,
        "excerpt": "y the Beast's stat block, but you retain your creature type; Hit Points; Hit Point Dice; Intelligence, Wisdom, and Charisma scores; class features; languages; and f"
      },
      {
        "document": 967,
        "excerpt": "Choose one type of Artisan’s Tools or Musical Instrument (see “Equipment”)"
      },
      {
        "document": 968,
        "excerpt": "within 60 feet of yourself, and you know its creature type. Within the same radius, you also detect the presence of any place or object that has been consecrated o"
      },
      {
        "document": 970,
        "excerpt": "uses a Finesse or a Ranged weapon. The extra damage's type is the same as the weapon's type. You don't need Advantage on the attack roll if at least one of your a"
      },
      {
        "document": 971,
        "excerpt": "t: 1 Sorcery Point When you cast a spell that deals a type of damage from the following list, you can spend 1 Sorcery Point to change that damage type to one of th"
      },
      {
        "document": 972,
        "excerpt": "rotic, Psychic, or Radiant damage or its normal damage type. Your bond with the weapon ends if you use this feature's Bonus Action again, if the weapon is more tha"
      },
      {
        "document": 975,
        "excerpt": "Whenever you finish a Long Rest, choose one type of land: arid, polar, temperate, or tropical. Consult the table below that corresponds to the chosen typ"
      },
      {
        "document": 977,
        "excerpt": "Your draconic magic has an affinity with a damage type associated with dragons. Choose one of those types: Acid, Cold, Fire, Lightning, or Poison. You have Re"
      },
      {
        "document": 979,
        "excerpt": "Choose one damage type, other than Force, whenever you finish a Short or Long Rest. You have Resistance to that damage type unt"
      },
      {
        "document": 980,
        "excerpt": "stance to that damage and any other damage of the same type until the end of the current turn."
      },
      {
        "document": 982,
        "excerpt": "ou hit with it, you cause it to deal its normal damage type or Radiant damage. The weapon also emits Bright Light in a 20-foot radius and Dim Light 20 feet beyond"
      },
      {
        "document": 983,
        "excerpt": "bonus, and add them together. The damage has the same type as the weapon or Unarmed Strike used for the attack."
      },
      {
        "document": 986,
        "excerpt": "our appearance. Draconic Ancestors | Dragon | Damage Type | Dragon | Damage Type | | :----- | :---------- | :----- | :---------- | | Black | Acid | Gold"
      },
      {
        "document": 987,
        "excerpt": "Creature Type: Humanoid Size: Medium (about 4–5 feet tall) Speed: 30 feet As a Dwarf, you have these special traits"
      },
      {
        "document": 988,
        "excerpt": "Creature Type: Humanoid Size: Medium (about 5–6 feet tall) Speed: 30 feet As an Elf, you have these special traits."
      },
      {
        "document": 989,
        "excerpt": "Creature Type: Humanoid Size: Small (about 3–4 feet tall) Speed: 30 feet As a Gnome, you have these special traits."
      },
      {
        "document": 990,
        "excerpt": "Creature Type: Humanoid Size: Medium (about 7–8 feet tall) Speed: 35 feet As a Goliath, you have these special trai"
      },
      {
        "document": 991,
        "excerpt": "Creature Type: Humanoid Size: Small (about 2–3 feet tall) Speed: 30 feet As a Halfling, you have these special trai"
      },
      {
        "document": 992,
        "excerpt": "Creature Type: Humanoid Size: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select thi"
      },
      {
        "document": 993,
        "excerpt": "Creature Type: Humanoid Size: Medium (about 6–7 feet tall) Speed: 30 feet As an Orc, you have these special traits."
      },
      {
        "document": 994,
        "excerpt": "Creature Type: Humanoid Size: Medium (about 4–7 feet tall) or Small (about 3–4 feet tall), chosen when you select thi"
      },
      {
        "document": 1005,
        "excerpt": "ility score increased by this feat. The extra damage's type is the same as the attack's type."
      },
      {
        "document": 1153,
        "excerpt": "amage with that new growth, it deals 1d6 damage of the type in parentheses instead of dealing the normal damage for your Unarmed Strike, and you use your spellcasti"
      },
      {
        "document": 1156,
        "excerpt": "east's statistics, but the target retains its creature type; Hit Points; Hit Point Dice; alignment; ability to communicate; and Intelligence, Wisdom, and Charisma s"
      },
      {
        "document": 1166,
        "excerpt": "s until dispelled. Mask (Creature). Choose a creature type other than the target's actual type. Spells and other magical effects treat the target as if it were a c"
      },
      {
        "document": 1172,
        "excerpt": "on a plane (GM's choice) associated with its creature type. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level abov"
      },
      {
        "document": 1191,
        "excerpt": "cid, Cold, Fire, Lightning, Poison, or Thunder for the type of orb you create, and then make a ranged spell attack against the target. On a hit, the target takes 3d"
      },
      {
        "document": 1206,
        "excerpt": "oose the spirit's element, which determines its damage type: air (Lightning), earth (Thunder), fire (Fire), or water (Cold). The spirit lasts for the duration. Whe"
      },
      {
        "document": 1245,
        "excerpt": "exterity saving throw, taking 3d6 damage of the chosen type on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. The damag"
      },
      {
        "document": 1259,
        "excerpt": "apons and armor - unless you have proficiency with the type of Artisan's Tools used to craft such objects."
      },
      {
        "document": 1266,
        "excerpt": "enever you cast the spell, choose the steed's creature type - Celestial, Fey, or Fiend - which determines certain traits in the stat block. Combat. The steed is an"
      },
      {
        "document": 1281,
        "excerpt": ", Fey, Fiends, and Undead. When a creature of a chosen type enters the spell's area for the first time on a turn or ends its turn there, the creature takes 5d10 Rad"
      },
      {
        "document": 1303,
        "excerpt": "of any types you choose have Resistance to one damage type of your choice while in the area. Silence. No sound can emanate from within the area, and no sound can"
      },
      {
        "document": 1344,
        "excerpt": "or Undead. The circle affects a creature of the chosen type in the following ways: - The creature can't willingly enter the Cylinder by nonmagical means. If the cr"
      },
      {
        "document": 1373,
        "excerpt": "of the phantasm. The target perceives the damage as a type appropriate to the illusion."
      },
      {
        "document": 1381,
        "excerpt": "he target retains its alignment, personality, creature type, Hit Points, and Hit Point Dice. See the \"Animals\" section of \"Monsters\" for a sample of Beast stat bloc"
      },
      {
        "document": 1393,
        "excerpt": "illing creature you touch has Resistance to one damage type of your choice: Acid, Cold, Fire, Lightning, or Thunder."
      },
      {
        "document": 1405,
        "excerpt": "nute You touch a willing creature and choose a damage type: Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison, Radiant, Slashing, or Thunder. Wh"
      },
      {
        "document": 1420,
        "excerpt": "block of the chosen form, but you retain your creature type; alignment; personality; Intelligence, Wisdom, and Charisma scores; Hit Points; Hit Point Dice; proficie"
      },
      {
        "document": 1424,
        "excerpt": ", it can be Force damage or the weapon's normal damage type (your choice). The spell ends early if you cast it again or if you let go of the weapon. Cantrip Upgra"
      },
      {
        "document": 1433,
        "excerpt": "the target. On a hit, the target takes 1d8 damage of a type you choose: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder. If you roll an 8 on a d8 for this"
      },
      {
        "document": 1448,
        "excerpt": "Resistances. You have Resistance to the chosen damage type until the spell ends. Actions Multiattack. The spirit makes a number of Rend attacks equal to half the"
      },
      {
        "document": 1466,
        "excerpt": "it can be Radiant damage or the weapon's normal damage type (your choice). Cantrip Upgrade. Whether you deal Radiant damage or the weapon's normal damage type, the"
      },
      {
        "document": 1484,
        "excerpt": "en creatures that you can see Resistance to one damage type that you choose. This Resistance is permanent. Spell Immunity. You grant up to ten creatures you can se"
      },
      {
        "document": 1504,
        "excerpt": "ammunition is meant to slay creatures of a particular type, which the GM chooses or determines randomly by rolling on the table below. If a creature of that type t"
      },
      {
        "document": 1512,
        "excerpt": "Rare (Requires Attunement) You have Resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly by rolling on the"
      },
      {
        "document": 1513,
        "excerpt": "Bludgeoning, Piercing, or Slashing. The GM chooses the type or determines it randomly. Curse. This armor is cursed, a fact that is revealed only when the Identify"
      },
      {
        "document": 1522,
        "excerpt": "r Strength changes to a score granted by the belt. The type of giant determines the score (see the table below). The item has no effect on you if your Strength with"
      },
      {
        "document": 1562,
        "excerpt": "pons of Dragons, and you have Resistance to one damage type determined by the kind of dragon that provided the scales (see the accompanying table). Additionally, y"
      },
      {
        "document": 1563,
        "excerpt": "The weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon."
      },
      {
        "document": 1571,
        "excerpt": "it dies, or when you dismiss it as a Bonus Action. The type of gem determines the elemental, as shown in the following table."
      },
      {
        "document": 1579,
        "excerpt": "t randomly by rolling on the Feather Tokens table. The type of token determines its rarity. Anchor (Uncommon). You can take a Magic action to touch the token to a"
      },
      {
        "document": 1587,
        "excerpt": "n, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition."
      },
      {
        "document": 1598,
        "excerpt": "DC 18), using one of the helm's gems of the specified type as a component: Daylight (opal), Fireball (fire opal), Prismatic Spray (diamond), or Wall of Fire (ruby)"
      },
      {
        "document": 1604,
        "excerpt": "n to exist, each made of a different metal. The horn's type determines how many spirits it summons, as well as the requirement for its use. The GM chooses the horn'"
      },
      {
        "document": 1609,
        "excerpt": "on some worlds. Many types of Ioun Stones exist, each type a distinct combination of shape and color. When you take a Magic action to toss an Ioun Stone into the"
      },
      {
        "document": 1611,
        "excerpt": "contains a creature, but the only way to determine the type of creature is to open the flask. A newly discovered Iron Flask might already contain a creature chosen"
      },
      {
        "document": 1621,
        "excerpt": "mation and incantations necessary to make a particular type of golem. The GM chooses the type or determines it randomly by rolling on the accompanying table. To dec"
      },
      {
        "document": 1630,
        "excerpt": "c. Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly by rolling on the table below. A necklace can hav"
      },
      {
        "document": 1651,
        "excerpt": "is potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is"
      },
      {
        "document": 1659,
        "excerpt": "When you drink this potion, you have Resistance to one type of damage for 1 hour. The GM chooses the type or determines it randomly by rolling on the following tabl"
      },
      {
        "document": 1673,
        "excerpt": "are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. You can take a Magic action to"
      },
      {
        "document": 1676,
        "excerpt": "Ring, Rare You have Resistance to one damage type while wearing this ring. The gemstone in the ring indicates the type, which the GM chooses or determines"
      },
      {
        "document": 1739,
        "excerpt": "any creature it hits. This extra damage is of the same type as the weapon's normal damage."
      },
      {
        "document": 1921,
        "excerpt": "Damage type chosen for the Draconic Origin trait below"
      },
      {
        "document": 1997,
        "excerpt": "the rakshasa remotely or detect its thoughts, creature type, or alignment. Fiendish Restoration. If the rakshasa dies outside the Nine Hells, its body turns to ich"
      }
    ],
    "types": [
      {
        "document": 3,
        "excerpt": "creatures and objects have Immunity to certain damage types and conditions. Immunity to a damage type means you don't take damage of that type, and Immunity to a co"
      },
      {
        "document": 24,
        "excerpt": "able shows which ability modifier to use for different types of attack rolls. Attack Roll Abilities Some features let you use different ability modifiers from thos"
      },
      {
        "document": 67,
        "excerpt": "rules that affect which pace you can choose in certain types of terrain. Travel Pace Distance Traveled Per ... Each travel pace has a game effect, as defined below"
      },
      {
        "document": 110,
        "excerpt": "Damage Types"
      },
      {
        "document": 111,
        "excerpt": "cts have Resistance or Vulnerability to certain damage types. If you have Resistance to a damage type, damage of that type is halved against you (round down). If you"
      },
      {
        "document": 157,
        "excerpt": "onster has damage and condition Immunities, the damage types are listed before the conditions. See “Playing the Game” for details."
      },
      {
        "document": 181,
        "excerpt": "icular type. The game includes the following creature types, which have no rules of their own: Aberrations are utterly alien beings, such as aboleths and cloakers."
      },
      {
        "document": 257,
        "excerpt": "t Dice. If your classes give you Hit Dice of different types, track them separately. If you are a level 5 Cleric / level 5 Paladin, for example, you have five d8 Hit"
      },
      {
        "document": 358,
        "excerpt": "erborne Vehicles table provides statistics for various types of large vehicles. The following notes apply."
      },
      {
        "document": 447,
        "excerpt": "y the weapon. The Ammunition table lists the different types and the amount you get when you buy them. The table also lists the item that is typically used to store"
      },
      {
        "document": 551,
        "excerpt": "ecified. Some classes allow its members to use certain types of Spellcasting Focuses. See also \"Spells\" (\"Casting Spells\")."
      },
      {
        "document": 580,
        "excerpt": "he whole thing to collapse. Object Hit Points Damage Types and Objects. Objects have Immunity to Poison and Psychic damage. The GM might decide that some damage ty"
      },
      {
        "document": 599,
        "excerpt": "re of the Humanoid type. These are the game's creature types: The types don't have rules themselves, but some rules in the game affect creatures of certain types in"
      },
      {
        "document": 608,
        "excerpt": "Damage Types"
      },
      {
        "document": 693,
        "excerpt": "and evil creatures. Poisons come in the following four types: Contact. Contact poison can be smeared on an object and remains potent until it is touched or washed o"
      },
      {
        "document": 725,
        "excerpt": "to move around. Mixed Monster Groups. When different types of monsters work together, they can combine their abilities - just like characters with different classe"
      },
      {
        "document": 948,
        "excerpt": "Damage Types"
      },
      {
        "document": 949,
        "excerpt": "Damage Types"
      },
      {
        "document": 968,
        "excerpt": "dition, you know the location of any creature of those types within 60 feet of yourself, and you know its creature type. Within the same radius, you also detect the"
      },
      {
        "document": 971,
        "excerpt": "to change that damage type to one of the other listed types: Acid, Cold, Fire, Lightning, Poison, Thunder. Twinned Spell Cost: 1 Sorcery Point When you cast a sp"
      },
      {
        "document": 977,
        "excerpt": "mage type associated with dragons. Choose one of those types: Acid, Cold, Fire, Lightning, or Poison. You have Resistance to that damage type, and when you cast a s"
      },
      {
        "document": 1236,
        "excerpt": "Frightened condition from one or more creatures of the types above. The target is no longer possessed, Charmed, or Frightened by such creatures. Dismissal. As a Mag"
      },
      {
        "document": 1281,
        "excerpt": "the Plane Shift spell. In addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: Aberrations, Celesti"
      },
      {
        "document": 1293,
        "excerpt": "n refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect Aberrations). You can also set conditions for"
      },
      {
        "document": 1303,
        "excerpt": "effects. Hallowed Ward. Choose any of these creature types: Aberration, Celestial, Elemental, Fey, Fiend, or Undead. Creatures of the chosen types can't willingly"
      },
      {
        "document": 1344,
        "excerpt": "or other surface. Choose one or more of the following types of creatures: Celestials, Elementals, Fey, Fiends, or Undead. The circle affects a creature of the chose"
      },
      {
        "document": 1394,
        "excerpt": "protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target. The target also can't be possessed by or gain the"
      },
      {
        "document": 1451,
        "excerpt": "n refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect Aberrations). You can also set conditions for"
      },
      {
        "document": 1476,
        "excerpt": "once per turn. Using a Higher-Level Spell Slot. Both types of damage increase by 1d8 for each spell slot level above 6."
      },
      {
        "document": 1513,
        "excerpt": "or, you have Resistance to one of the following damage types: Bludgeoning, Piercing, or Slashing. The GM chooses the type or determines it randomly. Curse. This arm"
      },
      {
        "document": 1579,
        "excerpt": "ty Varies This object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The GM chooses the kind of token or de"
      },
      {
        "document": 1604,
        "excerpt": "it can't be used again until 7 days have passed. Four types of Horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how m"
      },
      {
        "document": 1609,
        "excerpt": "of knowledge and prophecy revered on some worlds. Many types of Ioun Stones exist, each type a distinct combination of shape and color. When you take a Magic action"
      },
      {
        "document": 1630,
        "excerpt": "ved from the necklace, that bead loses its magic. Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly by"
      },
      {
        "document": 1921,
        "excerpt": "of dragon associated with one of the following damage types (GM's choice): Acid, Cold, Fire, Lightning, or Poison. This choice affects other aspects of the stat blo"
      }
    ],
    "typical": [
      {
        "document": 18,
        "excerpt": "r certain checks, but the GM ultimately sets them. The Typical Difficulty Classes table presents a range of possible DCs for ability checks. Typical Difficulty Classe"
      },
      {
        "document": 71,
        "excerpt": "A typical combat encounter is a clash between two sides: a flurry of weapon swings, feints, parries, footwork, and"
      },
      {
        "document": 144,
        "excerpt": "oil that must be applied to a creature or an object. A typical potion consists of 1 ounce of liquid in a vial. Using a Potion. Potions are consumable items. Drinking"
      },
      {
        "document": 146,
        "excerpt": "y is a scepter usually made of metal, wood, or bone. A typical rod weighs 2 to 5 pounds. Unless its description notes otherwise, a rod can be used as an Arcane Focus."
      },
      {
        "document": 235,
        "excerpt": "). The summaries of the alignments below describe the typical behavior of a creature with that alignment; individuals can vary from that behavior. Lawful Good (LG)."
      },
      {
        "document": 502,
        "excerpt": "A typical spell requires the caster to pick one or more targets to be affected by the spell's magic. A spell's des"
      },
      {
        "document": 740,
        "excerpt": "Typical Difficulty Classes"
      },
      {
        "document": 936,
        "excerpt": "Typical Effects"
      }
    ],
    "typically": [
      {
        "document": 26,
        "excerpt": "n). 2: The Players Describe What Their Characters Do. Typically, the characters stick together as they travel through a dungeon or another environment. Sometimes differ"
      },
      {
        "document": 30,
        "excerpt": "give you Heroic Inspiration for a variety of reasons. Typically, GMs award it when you do something particularly heroic, in character, or entertaining. It's a reward fo"
      },
      {
        "document": 42,
        "excerpt": "u do something other than moving or communicating, you typically take an action. The Action table lists the game's main actions, which are defined in more detail in “Rul"
      },
      {
        "document": 49,
        "excerpt": "NPC's response to you. In such situations, the GM will typically ask you to take the Influence action. Pay attention to your skill proficiencies when thinking of how yo"
      },
      {
        "document": 61,
        "excerpt": "hidden things, such as a secret door or a trap, the GM typically asks you to make a Wisdom (Perception) check, provided you describe the character searching in the hidde"
      },
      {
        "document": 90,
        "excerpt": "u to attack a target within your reach. A melee attack typically uses a hand-held weapon or an Unarmed Strike. Many monsters make melee attacks with claws, teeth, or oth"
      },
      {
        "document": 115,
        "excerpt": "A magic weapon is typically a magical version of a weapon from “Equipment.” Some magic weapons specify the type of weapon they are i"
      },
      {
        "document": 136,
        "excerpt": "An item in the Armor category is typically a magical version of armor from “Equipment.” Unless an armor’s description notes otherwise, the armor mu"
      },
      {
        "document": 147,
        "excerpt": "er or parchment, sometimes attached to wooden rods and typically kept safe in a tube of ivory, jade, leather, metal, or wood. The most prevalent scroll is the Spell Scro"
      },
      {
        "document": 149,
        "excerpt": "An item in the Wand category is typically 12 to 15 inches long and crafted of metal, bone, or wood. It is tipped with metal, crystal, stone, or so"
      },
      {
        "document": 151,
        "excerpt": "Hit Points randomly; don't use both. A monster's size typically determines the die used to calculate its Hit Points, as shown in the Hit Dice by Size table. Hit Dice b"
      },
      {
        "document": 185,
        "excerpt": "nster's Initiative. A monster's Initiative modifier is typically equal to its Dexterity modifier, but some monsters have additional modifiers, such as Proficiency Bonus,"
      },
      {
        "document": 268,
        "excerpt": "Write your character's level on your character sheet. Typically, a character starts at level 1 and advances in level by adventuring and gaining Experience Points (XP)."
      },
      {
        "document": 308,
        "excerpt": "p, its movement is limited by the length of the chain (typically 3 feet). A creature can use its action to make a DC 13 Strength (Athletics) check, freeing itself or ano"
      },
      {
        "document": 359,
        "excerpt": "rs. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can't be rowed against any significant cur"
      },
      {
        "document": 447,
        "excerpt": "en you buy them. The table also lists the item that is typically used to store each type; storage must be bought separately. Adventuring Gear Ammunition"
      },
      {
        "document": 500,
        "excerpt": "f time the spell persists after it is cast. A duration typically takes one of the following forms: Concentration. A duration that requires Concentration follows the Con"
      },
      {
        "document": 501,
        "excerpt": "are under the GM's purview. Whatever the effects, they typically deal with targets, saving throws, attack rolls, or all three, each of which is detailed below."
      },
      {
        "document": 502,
        "excerpt": "l specifies whether it has an area of effect, which is typically one of these shapes: Cone, Cube, Cylinder, Emanation, Line, or Sphere. Awareness of Being Targeted. Unl"
      },
      {
        "document": 526,
        "excerpt": "atures specify that they have an area of effect, which typically has one of six shapes. These shapes are defined elsewhere in this glossary: Cone Cylinder Line Cube"
      },
      {
        "document": 633,
        "excerpt": "A creature can grapple another creature. Characters typically grapple by using an Unarmed Strike. Many monsters have special attacks that allow them to quickly grappl"
      },
      {
        "document": 665,
        "excerpt": "A curse typically takes one of the forms detailed below."
      },
      {
        "document": 689,
        "excerpt": "ghtened condition as the baseline effect. Fear effects typically require a Wisdom saving throw, with a save DC based on how terrifying the situation is. The Sample Fear"
      },
      {
        "document": 713,
        "excerpt": "mal pace) = Miles per hour × number of hours traveled (typically 8) Fast pace = Miles per day × 1½ (round down) Slow pace = Miles per day × 2/3 (round down) If the ch"
      },
      {
        "document": 968,
        "excerpt": "ansgresses their oath. A Paladin who has broken a vow typically seeks absolution, spending an all-night vigil as a sign of penitence or undertaking a fast. After a rite"
      },
      {
        "document": 1278,
        "excerpt": "bottom. If you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends."
      },
      {
        "document": 1376,
        "excerpt": "ent might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift."
      },
      {
        "document": 1377,
        "excerpt": "be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of the inverted version of the Magic Circle spell to tra"
      },
      {
        "document": 1503,
        "excerpt": "e ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in val"
      },
      {
        "document": 1519,
        "excerpt": "asures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 Beads of Force are found together. You can take a Magic action to throw the bead up to 60 feet"
      },
      {
        "document": 1660,
        "excerpt": "required) without suffering the wave of lethargy that typically occurs when the effect ends. This potion's yellow fluid is streaked with black and swirls on its own."
      },
      {
        "document": 1692,
        "excerpt": "in the rod as a level 3 spell slot. A newly found rod typically has 1d10 levels of spell energy stored in it. A rod that can no longer absorb spell energy and has no en"
      }
    ],
    "tyrannosaurus": [
      {
        "document": 2052,
        "excerpt": "Tyrannosaurus Rex"
      }
    ],
    "tyrannosaurus's": [
      {
        "document": 2052,
        "excerpt": "the Restrained condition and can't be targeted by the tyrannosaurus's Tail. Tail. Melee Attack Roll: +10, reach 15 ft. Hit: 25 (4d8 + 7) Bludgeoning damage. If the target is"
      }
    ],
    "ultimate": [
      {
        "document": 36,
        "excerpt": "er rules note when a skill is relevant. The GM has the ultimate say on whether a skill is relevant in a situation. If a creature is proficient in a skill, the creature"
      },
      {
        "document": 1732,
        "excerpt": "Talisman of Ultimate Evil"
      }
    ],
    "ultimately": [
      {
        "document": 18,
        "excerpt": ". The rules provide DCs for certain checks, but the GM ultimately sets them. The Typical Difficulty Classes table presents a range of possible DCs for ability checks. Ty"
      },
      {
        "document": 979,
        "excerpt": "re evil - the corruption or destruction of all things, ultimately including you - and your path is defined by the extent to which you strive against those aims."
      }
    ],
    "ultrathin": [
      {
        "document": 1634,
        "excerpt": "ition. This clear, gelatinous oil sparkles with tiny, ultrathin silver shards."
      }
    ],
    "umbral": [
      {
        "document": 2054,
        "excerpt": "Multiattack. The familiar makes two Umbral Dagger attacks. Umbral Dagger. Melee or Ranged Attack Roll: +5, reach 5 ft. or range 20/60 ft. Hit: 5 ("
      }
    ],
    "umbrella": [
      {
        "document": 1431,
        "excerpt": "V, S, M (a miniature umbrella)"
      }
    ],
    "unabated": [
      {
        "document": 1362,
        "excerpt": "ms, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. Imag"
      }
    ],
    "unable": [
      {
        "document": 178,
        "excerpt": "if it has the Incapacitated condition or is otherwise unable to take actions. The monster has a limited number of Legendary Action uses, and that number is specifie"
      },
      {
        "document": 692,
        "excerpt": "t of abilities. The character might feel enervated and unable to exert much Strength, for example, or become so suspicious of others that Charisma checks are more dif"
      },
      {
        "document": 695,
        "excerpt": "rom that creature. On a failed check, the character is unable to extract any poison. If the character fails the check by 5 or more, the character is subjected to the"
      },
      {
        "document": 791,
        "excerpt": "he apparatus’s Speed and Swim Speed to 0 and making it unable to benefit from bonuses to speed."
      },
      {
        "document": 1376,
        "excerpt": "ne after reporting back to you if possible. If you are unable to agree on a price for the creature's service, the creature immediately returns to its home plane."
      },
      {
        "document": 1484,
        "excerpt": "ys. Finally, there is a 33 percent chance that you are unable to cast Wish ever again if you suffer this stress."
      },
      {
        "document": 1523,
        "excerpt": "e the Attack action, targeting the creature. If you're unable to get close enough to the creature to attack it with the weapon, your turn ends after you've used up al"
      },
      {
        "document": 1729,
        "excerpt": "ust succeed on a DC 15 Constitution saving throw or be unable to regain Hit Points for 1 hour. The target repeats the save at the end of each of its turns, ending the"
      }
    ],
    "unaffected": [
      {
        "document": 1284,
        "excerpt": "g creature. For the duration, the target's movement is unaffected by Difficult Terrain, and spells and other magical effects can neither reduce the target's Speed nor ca"
      },
      {
        "document": 1299,
        "excerpt": "cast this spell, you can specify individuals that are unaffected by the spell's effects. You can also specify a password that, when spoken aloud within 5 feet of the war"
      },
      {
        "document": 1324,
        "excerpt": "sdom saving throw. On a successful save, the target is unaffected, and it is immune to this spell for the next 24 hours. On a failed save, the target is imprisoned. Whil"
      },
      {
        "document": 1335,
        "excerpt": "eature that succeeds on a Constitution saving throw is unaffected. The target can move only by pushing or pulling against a fixed object or surface within reach (such as"
      },
      {
        "document": 1360,
        "excerpt": "c damage and the Charmed condition. The target is also unaffected by anything that would sense its emotions or alignment, read its thoughts, or magically detect its locat"
      },
      {
        "document": 1364,
        "excerpt": "hen all three duplicates are destroyed. A creature is unaffected by this spell if it has the Blinded condition, Blindsight, or Truesight."
      },
      {
        "document": 1417,
        "excerpt": "ake a Charisma saving throw, and if it succeeds, it is unaffected by this spell. You can give the same appearance or different ones to the targets. The spell can change"
      },
      {
        "document": 1440,
        "excerpt": "you cast this spell, you can designate creatures to be unaffected by it. Any other creature's Speed is halved in the Emanation, and whenever the Emanation enters a creatu"
      },
      {
        "document": 1483,
        "excerpt": "Giants or siege engines, and similar projectiles, are unaffected. Creatures in gaseous form can't pass through it."
      },
      {
        "document": 1561,
        "excerpt": "e most direct route. Dragon deities such as Tiamat are unaffected by this call. Chromatic dragons drawn to the orb might be Hostile toward you for compelling them against"
      },
      {
        "document": 1845,
        "excerpt": "makes this save only once per turn, and the djinni is unaffected). Failure: While in the whirlwind, the target has the Restrained condition and moves with the whirlwind."
      },
      {
        "document": 2044,
        "excerpt": "nged attack roll, roll 1d6. On a 1–5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected and reflects the spell, turning the caster into the target. Siege"
      }
    ],
    "unaligned": [
      {
        "document": 183,
        "excerpt": "\"Character Creation\" describes the nine alignments and unaligned creatures."
      },
      {
        "document": 237,
        "excerpt": "UNALIGNED CREATURES"
      },
      {
        "document": 1158,
        "excerpt": "above 5. Animated Object Huge or Smaller Construct, Unaligned AC 15 HP 10 (Medium or smaller), 20 (Large), 40 (Huge) Speed 30 ft. | STR | DEX | CON | INT | WIS | C"
      },
      {
        "document": 1290,
        "excerpt": "s level in the stat block. Giant Insect Large Beast, Unaligned AC 11 + the spell's level HP 30 + 10 for each spell level above 4 Speed 40 ft., Climb 40 ft., Fly 40 f"
      },
      {
        "document": 1772,
        "excerpt": "Large Beast (Dinosaur), Unaligned"
      },
      {
        "document": 1783,
        "excerpt": "Medium Construct, Unaligned"
      },
      {
        "document": 1784,
        "excerpt": "Small Construct, Unaligned"
      },
      {
        "document": 1785,
        "excerpt": "Large Construct, Unaligned"
      },
      {
        "document": 1786,
        "excerpt": "Large Monstrosity, Unaligned"
      },
      {
        "document": 1787,
        "excerpt": "Huge Beast (Dinosaur), Unaligned"
      },
      {
        "document": 1788,
        "excerpt": "Medium Beast, Unaligned"
      },
      {
        "document": 1789,
        "excerpt": "Huge Beast (Dinosaur), Unaligned"
      },
      {
        "document": 1795,
        "excerpt": "Large Monstrosity, Unaligned"
      },
      {
        "document": 1797,
        "excerpt": "Small Beast, Unaligned"
      },
      {
        "document": 1798,
        "excerpt": "Tiny Beast, Unaligned"
      },
      {
        "document": 1803,
        "excerpt": "Medium Monstrosity, Unaligned"
      },
      {
        "document": 1804,
        "excerpt": "Tiny Beast, Unaligned"
      },
      {
        "document": 1808,
        "excerpt": "Medium Beast, Unaligned"
      },
      {
        "document": 1810,
        "excerpt": "Large Ooze, Unaligned"
      },
      {
        "document": 1812,
        "excerpt": "Small Beast, Unaligned"
      },
      {
        "document": 1814,
        "excerpt": "Medium Beast, Unaligned"
      },
      {
        "document": 1818,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 1821,
        "excerpt": "Large Monstrosity, Unaligned"
      },
      {
        "document": 1822,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 1823,
        "excerpt": "Tiny Beast, Unaligned"
      },
      {
        "document": 1828,
        "excerpt": "Large Construct, Unaligned"
      },
      {
        "document": 1831,
        "excerpt": "Small Monstrosity, Unaligned"
      },
      {
        "document": 1833,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 1836,
        "excerpt": "Tiny Beast, Unaligned"
      },
      {
        "document": 1837,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 1840,
        "excerpt": "Small Aberration, Unaligned"
      },
      {
        "document": 1842,
        "excerpt": "Medium Beast, Unaligned"
      },
      {
        "document": 1844,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 1847,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 1854,
        "excerpt": "Small Beast, Unaligned"
      },
      {
        "document": 1857,
        "excerpt": "Huge Beast, Unaligned"
      },
      {
        "document": 1858,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 1865,
        "excerpt": "Tiny Monstrosity, Unaligned"
      },
      {
        "document": 1866,
        "excerpt": "Tiny Beast, Unaligned"
      },
      {
        "document": 1869,
        "excerpt": "Large Ooze, Unaligned"
      },
      {
        "document": 1873,
        "excerpt": "Huge Beast, Unaligned"
      },
      {
        "document": 1874,
        "excerpt": "Medium Beast, Unaligned"
      },
      {
        "document": 1875,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 1876,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 1877,
        "excerpt": "Small Beast, Unaligned"
      },
      {
        "document": 1878,
        "excerpt": "Huge Beast, Unaligned"
      },
      {
        "document": 1879,
        "excerpt": "Medium Beast, Unaligned"
      },
      {
        "document": 1880,
        "excerpt": "Huge Beast, Unaligned"
      },
      {
        "document": 1883,
        "excerpt": "Small Beast, Unaligned"
      },
      {
        "document": 1884,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 1885,
        "excerpt": "Medium Beast, Unaligned"
      },
      {
        "document": 1886,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 1887,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 1888,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 1889,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 1891,
        "excerpt": "Small Beast, Unaligned"
      },
      {
        "document": 1892,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 1893,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 1894,
        "excerpt": "Huge Beast, Unaligned"
      },
      {
        "document": 1895,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 1896,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 1897,
        "excerpt": "Medium Beast, Unaligned"
      },
      {
        "document": 1899,
        "excerpt": "Medium Beast, Unaligned"
      },
      {
        "document": 1900,
        "excerpt": "Medium Beast, Unaligned"
      },
      {
        "document": 1901,
        "excerpt": "Medium Beast, Unaligned"
      },
      {
        "document": 1906,
        "excerpt": "Medium Beast, Unaligned"
      },
      {
        "document": 1911,
        "excerpt": "Large Construct, Unaligned"
      },
      {
        "document": 1912,
        "excerpt": "Medium Ooze, Unaligned"
      },
      {
        "document": 1915,
        "excerpt": "Medium Aberration, Unaligned"
      },
      {
        "document": 1916,
        "excerpt": "Large Monstrosity, Unaligned"
      },
      {
        "document": 1923,
        "excerpt": "Tiny Beast, Unaligned"
      },
      {
        "document": 1927,
        "excerpt": "Large Monstrosity, Unaligned"
      },
      {
        "document": 1928,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 1933,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 1934,
        "excerpt": "Huge Monstrosity, Unaligned"
      },
      {
        "document": 1935,
        "excerpt": "Medium Beast, Unaligned"
      },
      {
        "document": 1941,
        "excerpt": "Large Construct, Unaligned"
      },
      {
        "document": 1942,
        "excerpt": "Small Beast, Unaligned"
      },
      {
        "document": 1943,
        "excerpt": "Huge Beast, Unaligned"
      },
      {
        "document": 1950,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 1951,
        "excerpt": "Tiny Beast, Unaligned"
      },
      {
        "document": 1955,
        "excerpt": "Huge Beast, Unaligned"
      },
      {
        "document": 1958,
        "excerpt": "Medium Beast, Unaligned"
      },
      {
        "document": 1965,
        "excerpt": "Medium Beast, Unaligned"
      },
      {
        "document": 1972,
        "excerpt": "Large Ooze, Unaligned"
      },
      {
        "document": 1973,
        "excerpt": "Small Beast, Unaligned"
      },
      {
        "document": 1978,
        "excerpt": "Tiny Beast, Unaligned"
      },
      {
        "document": 1979,
        "excerpt": "Large Monstrosity, Unaligned"
      },
      {
        "document": 1980,
        "excerpt": "Medium Beast, Unaligned"
      },
      {
        "document": 1982,
        "excerpt": "Large Monstrosity, Unaligned"
      },
      {
        "document": 1983,
        "excerpt": "Tiny Beast, Unaligned"
      },
      {
        "document": 1988,
        "excerpt": "Large Beast (Dinosaur), Unaligned"
      },
      {
        "document": 1989,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 1990,
        "excerpt": "Medium Beast, Unaligned"
      },
      {
        "document": 1994,
        "excerpt": "Medium Beast (Dinosaur), Unaligned"
      },
      {
        "document": 1995,
        "excerpt": "Gargantuan Monstrosity, Unaligned"
      },
      {
        "document": 1998,
        "excerpt": "Tiny Beast, Unaligned"
      },
      {
        "document": 1999,
        "excerpt": "Tiny Beast, Unaligned"
      },
      {
        "document": 2001,
        "excerpt": "Medium Beast, Unaligned"
      },
      {
        "document": 2002,
        "excerpt": "Huge Monstrosity, Unaligned"
      },
      {
        "document": 2003,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 2004,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 2005,
        "excerpt": "Gargantuan Monstrosity, Unaligned"
      },
      {
        "document": 2007,
        "excerpt": "Medium Monstrosity, Unaligned"
      },
      {
        "document": 2008,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 2012,
        "excerpt": "Tiny Beast, Unaligned"
      },
      {
        "document": 2015,
        "excerpt": "Tiny Beast, Unaligned"
      },
      {
        "document": 2017,
        "excerpt": "Large Plant, Unaligned"
      },
      {
        "document": 2018,
        "excerpt": "Large Construct, Unaligned"
      },
      {
        "document": 2019,
        "excerpt": "Medium Plant, Unaligned"
      },
      {
        "document": 2027,
        "excerpt": "Tiny Beast, Unaligned"
      },
      {
        "document": 2032,
        "excerpt": "Tiny Monstrosity, Unaligned"
      },
      {
        "document": 2034,
        "excerpt": "Large Construct, Unaligned"
      },
      {
        "document": 2037,
        "excerpt": "Large Swarm of Tiny Beasts, Unaligned"
      },
      {
        "document": 2039,
        "excerpt": "Medium Swarm of Tiny Beasts, Unaligned"
      },
      {
        "document": 2040,
        "excerpt": "Medium Swarm of Tiny Beasts, Unaligned"
      },
      {
        "document": 2041,
        "excerpt": "Medium Swarm of Tiny Beasts, Unaligned"
      },
      {
        "document": 2042,
        "excerpt": "Medium Swarm of Tiny Beasts, Unaligned"
      },
      {
        "document": 2043,
        "excerpt": "Medium Swarm of Tiny Beasts, Unaligned"
      },
      {
        "document": 2044,
        "excerpt": "Gargantuan Monstrosity (Titan), Unaligned"
      },
      {
        "document": 2045,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 2049,
        "excerpt": "Huge Beast (Dinosaur), Unaligned"
      },
      {
        "document": 2052,
        "excerpt": "Huge Beast (Dinosaur), Unaligned"
      },
      {
        "document": 2057,
        "excerpt": "Tiny Beast, Unaligned"
      },
      {
        "document": 2058,
        "excerpt": "Medium Plant, Unaligned"
      },
      {
        "document": 2060,
        "excerpt": "Medium Beast, Unaligned"
      },
      {
        "document": 2062,
        "excerpt": "Large Beast, Unaligned"
      },
      {
        "document": 2066,
        "excerpt": "Tiny Beast, Unaligned"
      },
      {
        "document": 2076,
        "excerpt": "Medium Beast, Unaligned"
      },
      {
        "document": 2079,
        "excerpt": "Large Dragon, Unaligned"
      }
    ],
    "unarmed": [
      {
        "document": 90,
        "excerpt": "A melee attack typically uses a hand-held weapon or an Unarmed Strike. Many monsters make melee attacks with claws, teeth, or other body parts. A few spells also invol"
      },
      {
        "document": 93,
        "excerpt": "Reaction to make one melee attack with a weapon or an Unarmed Strike against that creature. The attack occurs right before it leaves your reach."
      },
      {
        "document": 525,
        "excerpt": "Reaction to make one melee attack with a weapon or an Unarmed Strike against the provoking creature. The attack occurs right before the creature leaves your reach. Se"
      },
      {
        "document": 555,
        "excerpt": "tion, you can make one attack roll with a weapon or an Unarmed Strike. Equipping and Unequipping Weapons. You can either equip or unequip one weapon when you make an"
      },
      {
        "document": 565,
        "excerpt": "est that represents making an attack with a weapon, an Unarmed Strike, or a spell. See also “Playing the Game” (“D20 Tests”)."
      },
      {
        "document": 568,
        "excerpt": "Unarmed Strike"
      },
      {
        "document": 633,
        "excerpt": "her creature. Characters typically grapple by using an Unarmed Strike. Many monsters have special attacks that allow them to quickly grapple prey. However a grapple is"
      },
      {
        "document": 742,
        "excerpt": "Melee attack with a weapon or an Unarmed Strike (see “Rules Glossary”)"
      },
      {
        "document": 745,
        "excerpt": "Attack with a weapon or an Unarmed Strike."
      },
      {
        "document": 818,
        "excerpt": "Unarmed combat"
      },
      {
        "document": 962,
        "excerpt": "an attack using Strength - with either a weapon or an Unarmed Strike - and deal damage to the target, you gain a bonus to the damage that increases as you gain levels"
      },
      {
        "document": 967,
        "excerpt": "arts gives you mastery of combat styles that use your Unarmed Strike and Monk weapons, which are the following: - Simple Melee weapons - Martial Melee weapons that h"
      },
      {
        "document": 968,
        "excerpt": "target with an attack roll using a Melee weapon or an Unarmed Strike, the target takes an extra 1d8 Radiant damage."
      },
      {
        "document": 974,
        "excerpt": "Your attack rolls with weapons and Unarmed Strikes can score a Critical Hit on a roll of 19 or 20 on the d20."
      },
      {
        "document": 983,
        "excerpt": "ogether. The damage has the same type as the weapon or Unarmed Strike used for the attack."
      },
      {
        "document": 985,
        "excerpt": "Master Unarmed Combat Techniques Warriors of the Open Hand are masters of unarmed combat. They learn techniques to pus"
      },
      {
        "document": 1010,
        "excerpt": "f 20. Punch and Grab. When you hit a creature with an Unarmed Strike as part of the Attack action on your turn, you can use both the Damage and the Grapple option. Yo"
      },
      {
        "document": 1153,
        "excerpt": "(Piercing), or hooves (Bludgeoning). When you use your Unarmed Strike to deal damage with that new growth, it deals 1d6 damage of the type in parentheses instead of de"
      },
      {
        "document": 1240,
        "excerpt": "ately after hitting a target with a Melee weapon or an Unarmed Strike"
      },
      {
        "document": 1252,
        "excerpt": "ows. The target's attacks with its enlarged weapons or Unarmed Strikes deal an extra 1d4 damage on a hit. Reduce. The target's size decreases by one category - from M"
      },
      {
        "document": 1414,
        "excerpt": "ately after hitting a target with a Melee weapon or an Unarmed Strike"
      },
      {
        "document": 1425,
        "excerpt": "ely after hitting a creature with a Melee weapon or an Unarmed Strike"
      },
      {
        "document": 1559,
        "excerpt": ". In addition, the armor's clawed gauntlets allow your Unarmed Strikes to deal 1d8 Slashing damage instead of the usual Bludgeoning damage, and you gain a +1 bonus to"
      }
    ],
    "unarmored": [
      {
        "document": 261,
        "excerpt": "y to Extra Attack, Spellcasting, and features (such as Unarmored Defense) that give you alternative ways to calculate your Armor Class."
      },
      {
        "document": 262,
        "excerpt": "at a time. For example, a Monk/Sorcerer with a Monk's Unarmored Defense feature and a Sorcerer's Draconic Resilience feature must choose only one of those features as a"
      },
      {
        "document": 840,
        "excerpt": "Unarmored Movement"
      },
      {
        "document": 848,
        "excerpt": "Rage, Unarmored Defense, Weapon Mastery"
      },
      {
        "document": 962,
        "excerpt": "Unarmored Defense"
      },
      {
        "document": 967,
        "excerpt": "Unarmored Defense"
      }
    ],
    "unavailable": [
      {
        "document": 967,
        "excerpt": "detailed below. When you expend a Focus Point, it is unavailable until you finish a Short or Long Rest, at the end of which you regain all your expended points. Some fe"
      }
    ],
    "unaware": [
      {
        "document": 73,
        "excerpt": "ambusher starts combat while hidden from a foe who is unaware that combat is starting, that foe is surprised. Initiative Order. A combatant's check total is called t"
      },
      {
        "document": 1367,
        "excerpt": "the target also has the Incapacitated condition and is unaware of its surroundings, though it can hear you. If it takes any damage or is targeted by another spell, thi"
      },
      {
        "document": 1501,
        "excerpt": "Critical Hit if the attacker is within 5 feet of you. Unaware. You're unaware of your surroundings."
      },
      {
        "document": 2056,
        "excerpt": "sn't end the spell. When the spell ends, the target is unaware it was Charmed by the vampire. Shape-Shift. If the vampire isn't in sunlight or running water, it shape"
      }
    ],
    "unawares": [
      {
        "document": 558,
        "excerpt": "If a creature is caught unawares by the start of combat, that creature is surprised, which causes it to have Disadvantage on its Initiati"
      }
    ],
    "unbarred": [
      {
        "document": 1332,
        "excerpt": "that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked. If the target is held shut by Arcane L"
      }
    ],
    "unbearable": [
      {
        "document": 949,
        "excerpt": "Flames, unbearable heat"
      }
    ],
    "uncannily": [
      {
        "document": 2050,
        "excerpt": "Points and doesn't regenerate. Troll Spawn. The limb uncannily has the same senses as a whole troll. If the limb isn't destroyed within 24 hours, roll 1d12. On a 12, t"
      }
    ],
    "uncanny": [
      {
        "document": 840,
        "excerpt": "Monk’s Focus, Unarmored Movement, Uncanny Metabolism"
      },
      {
        "document": 855,
        "excerpt": "Cunning Strike, Uncanny Dodge"
      },
      {
        "document": 962,
        "excerpt": "You gain an uncanny sense of when things aren't as they should be, giving you an edge when you dodge perils. You have Advant"
      },
      {
        "document": 967,
        "excerpt": "Uncanny Metabolism"
      },
      {
        "document": 970,
        "excerpt": "Uncanny Dodge"
      }
    ],
    "uncertain": [
      {
        "document": 92,
        "excerpt": "When the outcome of an action is uncertain, the game uses a d20 roll to determine success or failure. These rolls are called D20 Tests, and they co"
      },
      {
        "document": 103,
        "excerpt": "as a chance of meaningful failure. When the outcome is uncertain and narratively interesting, the dice determine the result."
      }
    ],
    "unchanged": [
      {
        "document": 1304,
        "excerpt": "anged. The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to notice the illusion. If the difference isn't obvious by to"
      },
      {
        "document": 2056,
        "excerpt": "ts game statistics, other than its size and Speed, are unchanged. While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless"
      }
    ],
    "unclear": [
      {
        "document": 972,
        "excerpt": "s. The entity is a voice in the shadows - its identity unclear - but its boon to you is concrete: the ability to cast spells. See “Spells” for the rules on spellcastin"
      },
      {
        "document": 1199,
        "excerpt": "s aren't necessarily omniscient, so you might receive “unclear” as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case wh"
      },
      {
        "document": 1210,
        "excerpt": "h as “yes,” “no,” “maybe,” “never,” “ir-relevant,” or “unclear” (if the entity doesn’t know the answer to the question). If a one-word answer would be misleading, the"
      }
    ],
    "uncommon": [
      {
        "document": 119,
        "excerpt": "mon magic items can often be bought in a town or city. Uncommon and Rare magic items are usually found only in cities, and rarer magic items might be sold only in wondr"
      },
      {
        "document": 755,
        "excerpt": "Uncommon"
      },
      {
        "document": 756,
        "excerpt": "termine the item’s rarity: on a 1–3, Common; on a 4–5, Uncommon; on a 6, Rare. The GM chooses the item, which disappears after 1 hour if it’s not consumed or destroyed"
      },
      {
        "document": 757,
        "excerpt": "Uncommon"
      },
      {
        "document": 763,
        "excerpt": "Uncommon"
      },
      {
        "document": 764,
        "excerpt": "Uncommon"
      },
      {
        "document": 770,
        "excerpt": "Uncommon"
      },
      {
        "document": 780,
        "excerpt": "Uncommon"
      },
      {
        "document": 816,
        "excerpt": "1 Common, 1 Uncommon"
      },
      {
        "document": 1502,
        "excerpt": "Uncommon"
      },
      {
        "document": 1503,
        "excerpt": "Uncommon"
      },
      {
        "document": 1506,
        "excerpt": "Uncommon"
      },
      {
        "document": 1517,
        "excerpt": "Uncommon"
      },
      {
        "document": 1518,
        "excerpt": "Uncommon"
      },
      {
        "document": 1524,
        "excerpt": "Uncommon"
      },
      {
        "document": 1527,
        "excerpt": "Uncommon"
      },
      {
        "document": 1528,
        "excerpt": "Uncommon"
      },
      {
        "document": 1530,
        "excerpt": "Uncommon"
      },
      {
        "document": 1533,
        "excerpt": "Uncommon"
      },
      {
        "document": 1534,
        "excerpt": "Uncommon"
      },
      {
        "document": 1540,
        "excerpt": "Uncommon"
      },
      {
        "document": 1543,
        "excerpt": "Uncommon"
      },
      {
        "document": 1545,
        "excerpt": "Uncommon"
      },
      {
        "document": 1547,
        "excerpt": "Uncommon"
      },
      {
        "document": 1556,
        "excerpt": "Uncommon"
      },
      {
        "document": 1557,
        "excerpt": "Uncommon"
      },
      {
        "document": 1564,
        "excerpt": "Uncommon"
      },
      {
        "document": 1565,
        "excerpt": "Uncommon"
      },
      {
        "document": 1566,
        "excerpt": "Uncommon"
      },
      {
        "document": 1569,
        "excerpt": "Uncommon"
      },
      {
        "document": 1571,
        "excerpt": "Uncommon"
      },
      {
        "document": 1575,
        "excerpt": "Uncommon"
      },
      {
        "document": 1576,
        "excerpt": "Uncommon"
      },
      {
        "document": 1577,
        "excerpt": "Uncommon"
      },
      {
        "document": 1578,
        "excerpt": "Uncommon"
      },
      {
        "document": 1579,
        "excerpt": "ble. The type of token determines its rarity. Anchor (Uncommon). You can take a Magic action to touch the token to a boat or ship. For the next 24 hours, the vessel ca"
      },
      {
        "document": 1584,
        "excerpt": "Uncommon"
      },
      {
        "document": 1585,
        "excerpt": "Uncommon"
      },
      {
        "document": 1589,
        "excerpt": "Uncommon"
      },
      {
        "document": 1590,
        "excerpt": "Uncommon"
      },
      {
        "document": 1591,
        "excerpt": "Uncommon"
      },
      {
        "document": 1592,
        "excerpt": "Uncommon"
      },
      {
        "document": 1595,
        "excerpt": "Uncommon"
      },
      {
        "document": 1597,
        "excerpt": "Uncommon"
      },
      {
        "document": 1599,
        "excerpt": "Uncommon"
      },
      {
        "document": 1600,
        "excerpt": "Uncommon"
      },
      {
        "document": 1607,
        "excerpt": "Uncommon"
      },
      {
        "document": 1612,
        "excerpt": "Uncommon"
      },
      {
        "document": 1613,
        "excerpt": "Uncommon"
      },
      {
        "document": 1624,
        "excerpt": "Uncommon"
      },
      {
        "document": 1626,
        "excerpt": "Uncommon"
      },
      {
        "document": 1628,
        "excerpt": "Uncommon"
      },
      {
        "document": 1635,
        "excerpt": "Uncommon"
      },
      {
        "document": 1636,
        "excerpt": "Uncommon"
      },
      {
        "document": 1637,
        "excerpt": "Uncommon"
      },
      {
        "document": 1639,
        "excerpt": "Uncommon"
      },
      {
        "document": 1640,
        "excerpt": "Uncommon"
      },
      {
        "document": 1641,
        "excerpt": "Uncommon"
      },
      {
        "document": 1642,
        "excerpt": "Uncommon"
      },
      {
        "document": 1645,
        "excerpt": "Uncommon"
      },
      {
        "document": 1652,
        "excerpt": "Uncommon"
      },
      {
        "document": 1658,
        "excerpt": "Uncommon"
      },
      {
        "document": 1659,
        "excerpt": "Uncommon"
      },
      {
        "document": 1662,
        "excerpt": "Uncommon"
      },
      {
        "document": 1672,
        "excerpt": "Uncommon"
      },
      {
        "document": 1673,
        "excerpt": "Uncommon"
      },
      {
        "document": 1680,
        "excerpt": "Uncommon"
      },
      {
        "document": 1684,
        "excerpt": "Uncommon"
      },
      {
        "document": 1685,
        "excerpt": "Uncommon"
      },
      {
        "document": 1691,
        "excerpt": "Uncommon"
      },
      {
        "document": 1698,
        "excerpt": "Uncommon"
      },
      {
        "document": 1702,
        "excerpt": "Uncommon"
      },
      {
        "document": 1703,
        "excerpt": "Uncommon"
      },
      {
        "document": 1704,
        "excerpt": "Uncommon"
      },
      {
        "document": 1707,
        "excerpt": "Uncommon"
      },
      {
        "document": 1720,
        "excerpt": "Uncommon"
      },
      {
        "document": 1725,
        "excerpt": "Uncommon"
      },
      {
        "document": 1737,
        "excerpt": "Uncommon"
      },
      {
        "document": 1746,
        "excerpt": "Uncommon"
      },
      {
        "document": 1747,
        "excerpt": "Uncommon"
      },
      {
        "document": 1750,
        "excerpt": "Uncommon"
      },
      {
        "document": 1751,
        "excerpt": "Uncommon"
      },
      {
        "document": 1752,
        "excerpt": "Uncommon"
      },
      {
        "document": 1754,
        "excerpt": "Uncommon"
      },
      {
        "document": 1755,
        "excerpt": "Uncommon"
      },
      {
        "document": 1757,
        "excerpt": "Uncommon"
      },
      {
        "document": 1758,
        "excerpt": "Uncommon"
      },
      {
        "document": 1884,
        "excerpt": "be used again until 2 days have passed. Silver Raven (Uncommon). This silver statuette of a raven can become a Raven for up to 12 hours. Once it has been used, it can'"
      }
    ],
    "unconscious": [
      {
        "document": 5,
        "excerpt": "ead reduce the creature to 1 Hit Point and give it the Unconscious condition. It then starts a Short Rest, at the end of which that condition ends on it. The condition end"
      },
      {
        "document": 6,
        "excerpt": "rops to 0 Hit Points, it either dies outright or falls unconscious, as explained below."
      },
      {
        "document": 9,
        "excerpt": "Falling Unconscious"
      },
      {
        "document": 11,
        "excerpt": "even though it has 0 Hit Points, but it still has the Unconscious condition. If the creature takes damage, it stops being Stable and starts making Death Saving Throws aga"
      },
      {
        "document": 484,
        "excerpt": "action, you can expend one of its uses to stabilize an Unconscious creature that has 0 Hit Points without needing to make a Wisdom (Medicine) check."
      },
      {
        "document": 517,
        "excerpt": "eating, or standing watch. During sleep, you have the Unconscious condition. After you finish a Long Rest, you must wait at least 16 hours before starting another one. B"
      },
      {
        "document": 654,
        "excerpt": "the creature to 1 Hit Point. The creature then has the Unconscious condition and starts a Short Rest. The creature remains Unconscious until it regains any Hit Points or"
      },
      {
        "document": 700,
        "excerpt": "soned condition for 8 hours. The creature also has the Unconscious condition while Poisoned in this way. The creature wakes up if it takes damage or if another creature ta"
      },
      {
        "document": 704,
        "excerpt": "oned condition for 24 hours. The creature also has the Unconscious condition while Poisoned in this way. It wakes up if it takes damage."
      },
      {
        "document": 708,
        "excerpt": "fails the save by 5 or more, the creature also has the Unconscious condition while Poisoned in this way. The creature wakes up if it takes damage or if another creature ta"
      },
      {
        "document": 946,
        "excerpt": "Unconscious"
      },
      {
        "document": 962,
        "excerpt": "m round to round. Your Rage ends early if you have the Unconscious condition (not just the Incapacitated condition) or don Heavy armor."
      },
      {
        "document": 970,
        "excerpt": "succeed on a Constitution saving throw, or it has the Unconscious condition for 1 minute or until it takes any damage. The Unconscious target repeats the save at the end"
      },
      {
        "document": 1167,
        "excerpt": "t behind in a state of suspended animation; it has the Unconscious condition, doesn't need food or air, and doesn't age. A target's astral form resembles its body in almo"
      },
      {
        "document": 1258,
        "excerpt": "this casting of the spell. Asleep. The target has the Unconscious condition. It wakes up if it takes any damage or if another creature takes an action to shake it awake."
      },
      {
        "document": 1324,
        "excerpt": "ass through by any means. Slumber. The target has the Unconscious condition and can't be awoken. Ending the Spell. When you cast the spell, specify a trigger that will e"
      },
      {
        "document": 1419,
        "excerpt": ", it enters a state of suspended animation; it has the Unconscious condition, doesn't age, and doesn't need food, water, or air. You can set a condition for the spell to"
      },
      {
        "document": 1430,
        "excerpt": "f the target fails the second save, the target has the Unconscious condition for the duration. The spell ends on a target if it takes damage or someone within 5 feet of it"
      },
      {
        "document": 1451,
        "excerpt": "rget must succeed on a Wisdom saving throw or have the Unconscious condition for 10 minutes. A creature awakens if it takes damage or if someone takes an action to shake i"
      },
      {
        "document": 1501,
        "excerpt": "Unconscious"
      },
      {
        "document": 1763,
        "excerpt": "t repeats the save. Second Failure: The target has the Unconscious condition for 10 minutes. This effect ends for the target if it takes damage or a creature within 5 feet"
      },
      {
        "document": 1771,
        "excerpt": "ed, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious"
      },
      {
        "document": 1775,
        "excerpt": "t repeats the save. Second Failure: The target has the Unconscious condition for 10 minutes. This effect ends for the target if it takes damage or a creature within 5 feet"
      },
      {
        "document": 1792,
        "excerpt": "haustion, Frightened, Paralyzed, Petrified, Poisoned, Unconscious Senses Truesight 60 ft., Passive Perception 13 Languages All languages known to its summoner CR None (X"
      },
      {
        "document": 1816,
        "excerpt": "t repeats the save. Second Failure: The target has the Unconscious condition for 1 minute. This effect ends for the target if it takes damage or a creature within 5 feet o"
      },
      {
        "document": 1841,
        "excerpt": "Blinded, Charmed, Deafened, Frightened, Stunned, Unconscious"
      },
      {
        "document": 1855,
        "excerpt": "Poison; Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious"
      },
      {
        "document": 1861,
        "excerpt": "Blinded, Charmed, Deafened, Frightened, Stunned, Unconscious"
      },
      {
        "document": 1862,
        "excerpt": "ed, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious"
      },
      {
        "document": 1931,
        "excerpt": "ition for 1 minute. While Poisoned, the target has the Unconscious condition, which ends early if the target takes any damage."
      },
      {
        "document": 1934,
        "excerpt": "Blinded, Charmed, Deafened, Frightened, Stunned, Unconscious"
      },
      {
        "document": 1939,
        "excerpt": ": If the target has 20 Hit Points or fewer, it has the Unconscious condition for 1 hour, until it takes damage, or until a creature within 5 feet of it takes an action to"
      },
      {
        "document": 1940,
        "excerpt": "ed, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious"
      },
      {
        "document": 1993,
        "excerpt": "by 5 or More: While Poisoned, the target also has the Unconscious condition, which ends early if the target takes damage or a creature within 5 feet of it takes an action"
      },
      {
        "document": 2016,
        "excerpt": "ed, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious"
      },
      {
        "document": 2023,
        "excerpt": "ed, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious"
      },
      {
        "document": 2065,
        "excerpt": "ed, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious"
      },
      {
        "document": 2074,
        "excerpt": "ed, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious"
      },
      {
        "document": 2078,
        "excerpt": "ed, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious"
      },
      {
        "document": 2083,
        "excerpt": "t repeats the save. Second Failure: The target has the Unconscious condition for 1 minute. This effect ends for the target if it takes damage or a creature within 5 feet o"
      }
    ],
    "uncontrollable": [
      {
        "document": 675,
        "excerpt": "which lasts until the contagion ends on the creature. Uncontrollable Laughter. While the creature has the Exhaustion condition, the creature makes a DC 13 Constitution savin"
      }
    ],
    "uncontrollably": [
      {
        "document": 675,
        "excerpt": "amage and has the Incapacitated condition as it laughs uncontrollably. At the end of each of its turns, the creature repeats the save, ending the effect on itself on a succes"
      },
      {
        "document": 1314,
        "excerpt": "nditions for the duration. During that time, it laughs uncontrollably if it's capable of laughter, and it can't end the Prone condition on itself. At the end of each of its"
      },
      {
        "document": 1566,
        "excerpt": "tically. On a failed save, a creature begins sneezing uncontrollably; it has the Incapacitated condition and is suffocating. The creature repeats the save at the end of each"
      }
    ],
    "undead": [
      {
        "document": 181,
        "excerpt": "ungal monsters, such as shambling mounds and treants. Undead are spirits and the reanimated dead, such as ghosts, vampires, and zombies."
      },
      {
        "document": 307,
        "excerpt": "nus) or take 2d8 Radiant damage if it is a Fiend or an Undead."
      },
      {
        "document": 787,
        "excerpt": "s of a particular type, such as Constructs, Fiends, or Undead."
      },
      {
        "document": 788,
        "excerpt": "Undead"
      },
      {
        "document": 793,
        "excerpt": "hamber containing a Mummy, a Mummy Lord, or some other Undead of the GM’s choice. Its sarcophagus contains treasure of the GM’s choice."
      },
      {
        "document": 879,
        "excerpt": "Create Undead"
      },
      {
        "document": 892,
        "excerpt": "Create Undead"
      },
      {
        "document": 908,
        "excerpt": "Sear Undead"
      },
      {
        "document": 916,
        "excerpt": "Create Undead"
      },
      {
        "document": 940,
        "excerpt": "cults, and certain creatures (Celestials, Fiends, and Undead)"
      },
      {
        "document": 947,
        "excerpt": "Undead"
      },
      {
        "document": 964,
        "excerpt": "You start with two such effects: Divine Spark and Turn Undead, each of which is described below. Each time you use this class's Channel Divinity, choose which Channel"
      },
      {
        "document": 968,
        "excerpt": "open your awareness to detect Celestials, Fiends, and Undead. For the next 10 minutes or until you have the Incapacitated condition, you know the location of any cre"
      },
      {
        "document": 982,
        "excerpt": "y saving throw you are forced to make by a Fiend or an Undead. Radiant Damage. Whenever an enemy starts its turn in the aura, that creature takes Radiant damage equa"
      },
      {
        "document": 1157,
        "excerpt": "or Small Humanoid within range. The target becomes an Undead creature: a Skeleton if you chose bones or a Zombie if you chose a corpse (see “Monsters” for the stat b"
      },
      {
        "document": 1159,
        "excerpt": "The aura prevents creatures other than Constructs and Undead from passing or reaching through it. An affected creature can cast spells or make attacks with Ranged o"
      },
      {
        "document": 1198,
        "excerpt": "at is a Celestial, an Elemental, a Fey, a Fiend, or an Undead - The most prevalent kind of plant, mineral, or Beast (you choose which to learn) - Locations of bodies"
      },
      {
        "document": 1219,
        "excerpt": "Create Undead"
      },
      {
        "document": 1229,
        "excerpt": "f any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where."
      },
      {
        "document": 1236,
        "excerpt": "the duration, Celestials, Elementals, Fey, Fiends, and Undead have Disadvantage on attack rolls against you. You can end the spell early by using either of the follow"
      },
      {
        "document": 1240,
        "excerpt": "damage increases by 1d8 if the target is a Fiend or an Undead. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1."
      },
      {
        "document": 1281,
        "excerpt": "Aberrations, Celestials, Elementals, Fey, Fiends, and Undead. When a creature of a chosen type enters the spell's area for the first time on a turn or ends its turn"
      },
      {
        "document": 1289,
        "excerpt": "n, the target is protected from decay and can't become Undead. The spell also effectively extends the time limit on raising the target from the dead, since days spen"
      },
      {
        "document": 1303,
        "excerpt": "ypes: Aberration, Celestial, Elemental, Fey, Fiend, or Undead. Creatures of the chosen types can't willingly enter the area, and any creature that is possessed by or"
      },
      {
        "document": 1317,
        "excerpt": "ck rolls against them. In addition, when a Fiend or an Undead hits an affected creature with a melee attack roll, the attacker must succeed on a Constitution saving t"
      },
      {
        "document": 1344,
        "excerpt": "of creatures: Celestials, Elementals, Fey, Fiends, or Undead. The circle affects a creature of the chosen type in the following ways: - The creature can't willingly"
      },
      {
        "document": 1394,
        "excerpt": "e Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls agai"
      },
      {
        "document": 1397,
        "excerpt": "it has been dead no longer than 10 days and it wasn't Undead when it died. The creature returns to life with 1 Hit Point. This spell also neutralizes any poisons th"
      },
      {
        "document": 1406,
        "excerpt": "more than a century, didn't die of old age, and wasn't Undead when it died. The creature returns to life with all its Hit Points. This spell also neutralizes any poi"
      },
      {
        "document": 1420,
        "excerpt": "of creature before, and it can't be a Construct or an Undead. When you cast the spell, you gain a number of Temporary Hit Points equal to the Hit Points of the firs"
      },
      {
        "document": 1436,
        "excerpt": "uth, and this spell fails if the deceased creature was Undead when it died. The spell also fails if the corpse was the target of this spell within the past 10 days."
      },
      {
        "document": 1464,
        "excerpt": "maged or missing organs and limbs. If the creature was Undead, it is restored to its non-Undead form. The spell can provide a new body if the original no longer exis"
      },
      {
        "document": 1566,
        "excerpt": "ving throw. Constructs, Elementals, Oozes, Plants, and Undead succeed on the save automatically. On a failed save, a creature begins sneezing uncontrollably; it has"
      },
      {
        "document": 1598,
        "excerpt": "the helm emits a 30-foot Emanation. When at least one Undead is within that area, the Emanation is filled with Dim Light. Any Undead that starts its turn in that are"
      },
      {
        "document": 1602,
        "excerpt": "ade with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage. While you hold the drawn weapon, it creates"
      },
      {
        "document": 1615,
        "excerpt": "Rare (Requires Attunement) When you hit a Fiend or an Undead with this magic weapon, that creature takes an extra 2d6 Radiant damage. If the target has 25 Hit Points"
      },
      {
        "document": 1631,
        "excerpt": "ord tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon h"
      },
      {
        "document": 1700,
        "excerpt": "cromancy spell or a harmful effect originating from an Undead, you can take a Reaction to expend 1 charge and turn the failed save into a successful one. The scarab c"
      },
      {
        "document": 1726,
        "excerpt": "ant damage instead of Slashing damage. When you hit an Undead with it, that target takes an extra 1d8 Radiant damage. Sunlight. The sword's luminous blade emits Brig"
      },
      {
        "document": 1727,
        "excerpt": "extra 15 Necrotic damage if it isn't a Construct or an Undead, and you gain Temporary Hit Points equal to the amount of Necrotic damage taken."
      },
      {
        "document": 1730,
        "excerpt": "talisman is a mighty symbol of goodness. A Fiend or an Undead that touches the talisman takes 8d6 Radiant damage and takes the damage again each time it ends its turn"
      },
      {
        "document": 1732,
        "excerpt": "unrepentant evil. A creature that isn't a Fiend or an Undead that touches the talisman takes 8d6 Necrotic damage and takes the damage again each time it ends its tur"
      },
      {
        "document": 1773,
        "excerpt": "vel 4 version), Detect Magic, Fear 1/Day Each: Create Undead, Speak with Dead, Vitriolic Sphere (level 5 version)"
      },
      {
        "document": 1792,
        "excerpt": "Medium Undead, Neutral evil"
      },
      {
        "document": 1870,
        "excerpt": "Medium Undead, Chaotic Evil"
      },
      {
        "document": 1871,
        "excerpt": "Medium Undead, Neutral"
      },
      {
        "document": 1872,
        "excerpt": "Medium Undead, Chaotic Evil"
      },
      {
        "document": 1949,
        "excerpt": "Medium Undead (Wizard), Neutral Evil"
      },
      {
        "document": 1964,
        "excerpt": "Large Undead, Lawful Evil"
      },
      {
        "document": 1966,
        "excerpt": "Medium or Small Undead (Cleric), Lawful Evil"
      },
      {
        "document": 1967,
        "excerpt": "Medium or Small Undead, Lawful Evil"
      },
      {
        "document": 1974,
        "excerpt": "Large Undead, Neutral Evil"
      },
      {
        "document": 2016,
        "excerpt": "Medium Undead, Chaotic Evil"
      },
      {
        "document": 2021,
        "excerpt": "Medium Undead, Lawful Evil"
      },
      {
        "document": 2023,
        "excerpt": "Medium Undead, Chaotic Evil"
      },
      {
        "document": 2029,
        "excerpt": "hin 5 feet the sprite can see (Celestials, Fiends, and Undead automatically fail the save). Failure: The sprite knows the target's emotions and alignment. Invisibili"
      },
      {
        "document": 2038,
        "excerpt": "Medium Swarm of Tiny Undead, Neutral Evil"
      },
      {
        "document": 2055,
        "excerpt": "Medium or Small Undead, Neutral Evil"
      },
      {
        "document": 2056,
        "excerpt": "Medium or Small Undead, Lawful Evil"
      },
      {
        "document": 2061,
        "excerpt": "Large Undead, Lawful Evil"
      },
      {
        "document": 2073,
        "excerpt": "Medium Undead, Neutral Evil"
      },
      {
        "document": 2074,
        "excerpt": "Tiny Undead, Chaotic Evil"
      },
      {
        "document": 2078,
        "excerpt": "Medium or Small Undead, Neutral Evil"
      },
      {
        "document": 2091,
        "excerpt": "Medium Undead, Neutral Evil"
      }
    ],
    "under": [
      {
        "document": 0,
        "excerpt": "tps://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/lic"
      },
      {
        "document": 47,
        "excerpt": "ine how an NPC reacts. A cowardly bandit might buckle under threats of imprisonment. A stubborn merchant refuses to help if the characters badger her. A vain dragon"
      },
      {
        "document": 144,
        "excerpt": "otions. A character might drink one potion while still under the effects of another or pour several potions into a single container. The strange ingredients used in"
      },
      {
        "document": 302,
        "excerpt": "such as the Origin category, that category must appear under the feat's name. If you're instructed to choose a feat and no category is specified, you can choose from"
      },
      {
        "document": 359,
        "excerpt": "In a dead calm (no wind), waterborne ships can't move under sail and must be rowed. Keelboats and Rowboats are used on lakes and rivers. If going downstream, add th"
      },
      {
        "document": 501,
        "excerpt": "e physical laws; any outcomes beyond those effects are under the GM's purview. Whatever the effects, they typically deal with targets, saving throws, attack rolls, o"
      },
      {
        "document": 718,
        "excerpt": "cessful check. Wedging an Iron Spike or similar object under the pressure plate prevents the trap from triggering. At Higher Levels. You can scale the trap for high"
      },
      {
        "document": 720,
        "excerpt": "ssful check. Wedging an Iron Spike or a similar object under the pressure plate prevents the trap from triggering. At Higher Levels. You can scale the trap for high"
      },
      {
        "document": 722,
        "excerpt": "ssful check. Wedging an Iron Spike or a similar object under the pressure plate prevents the trap from triggering. Destroy the Stone. The stone is a Large object th"
      },
      {
        "document": 756,
        "excerpt": "space as close to you as possible. The creature isn’t under your control and acts as it normally would, and it disappears after 1 hour or when it drops to 0 Hit Poi"
      },
      {
        "document": 783,
        "excerpt": "chosen point of origin as possible. The creature isn’t under your control, acts as it normally would, and disappears after 1 hour or when it drops to 0 Hit Points. R"
      },
      {
        "document": 985,
        "excerpt": "e on a successful one. You can have only one creature under the effect of this feature at a time. You can end the vibrations harmlessly (no action required)."
      },
      {
        "document": 1157,
        "excerpt": "follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control"
      },
      {
        "document": 1158,
        "excerpt": "uses the Animated Object stat block; this creature is under your control until the spell ends or until it is reduced to 0 Hit Points. Each creature you make with th"
      },
      {
        "document": 1185,
        "excerpt": ". When you cast the spell, choose a point you can see under the cloud. A lightning bolt shoots from the cloud to that point. Each creature within 5 feet of that poi"
      },
      {
        "document": 1219,
        "excerpt": "Small Humanoids within range. Each one becomes a Ghoul under your control (see “Monsters” for its stat block). As a Bonus Action on each of your turns, you can ment"
      },
      {
        "document": 1248,
        "excerpt": "it. You choose the fissures' locations, which can't be under structures. Each fissure is 1d10 × 10 feet deep and 10 feet wide, and it extends from one edge of the sp"
      },
      {
        "document": 1289,
        "excerpt": "on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as Raise Dead."
      },
      {
        "document": 1303,
        "excerpt": "the spell fails if the radius includes an area already under the effect of Hallow. The affected area has the following effects. Hallowed Ward. Choose any of these c"
      },
      {
        "document": 1339,
        "excerpt": "you described or named is in a different form, such as under the effects of a Flesh to Stone or Polymorph spell, this spell doesn't locate the creature. This spell"
      },
      {
        "document": 1376,
        "excerpt": "nyway (GM's choice). When the creature appears, it is under no compulsion to behave a particular way. You can ask it to perform a service in exchange for payment, b"
      },
      {
        "document": 1436,
        "excerpt": "ually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are antagonistic toward it or it recognizes you as an en"
      },
      {
        "document": 1446,
        "excerpt": "e and spreading to a radius of 300 feet. Each creature under the cloud when it appears must succeed on a Constitution saving throw or take 2d6 Thunder damage and hav"
      },
      {
        "document": 1621,
        "excerpt": "ee “Monsters” for the golem’s stat block. The golem is under your control, and it understands and obeys your commands."
      },
      {
        "document": 1626,
        "excerpt": "exible metal. Armor made of this substance can be worn under normal clothes. If the armor normally imposes Disadvantage on Dexterity (Stealth) checks or has a Streng"
      },
      {
        "document": 1642,
        "excerpt": "d the music by the shortest available route but aren't under your control otherwise. Whenever a Swarm of Rats that isn't under another creature's control comes with"
      },
      {
        "document": 1653,
        "excerpt": "s that last for 1 hour. For the same duration, you are under the effect of the Bless spell (no Concentration required). This potion's blue liquid bubbles and steams"
      },
      {
        "document": 1711,
        "excerpt": "phere until the start of your next turn, and if it was under another creature's control, that creature loses control of the sphere. On a failed check, the sphere mov"
      },
      {
        "document": 1720,
        "excerpt": "a Giant Constrictor Snake in that space. The snake is under your control and shares your Initiative count, taking its turn immediately after yours. On your turn, y"
      },
      {
        "document": 1730,
        "excerpt": "d within 120 feet of yourself. A flaming fissure opens under the target, and the target makes a DC 20 Dexterity saving throw. If the target is a Fiend or an Undead,"
      },
      {
        "document": 1732,
        "excerpt": "d within 120 feet of yourself. A flaming fissure opens under the target, and the target makes a DC 20 Dexterity saving throw. If the target is a Celestial, it has Di"
      },
      {
        "document": 1760,
        "excerpt": "rmed, the target acts as an ally to the aboleth and is under its control while within 60 feet of it. In addition, the aboleth and the target can communicate telepath"
      },
      {
        "document": 1948,
        "excerpt": "Points in 1d10 days unless it is killed by a creature under the effects of a Bless spell or its remains are sprinkled with Holy Water."
      },
      {
        "document": 1969,
        "excerpt": "Plane. The spell fails and is wasted if the target is under the effect of the Protection from Evil and Good spell or within a Magic Circle spell. If the target tak"
      },
      {
        "document": 1997,
        "excerpt": "Piercing damage from weapons wielded by creatures under the effect of a Bless spell"
      },
      {
        "document": 2056,
        "excerpt": "n buried rises the following sunset as a Vampire Spawn under the vampire's control."
      },
      {
        "document": 2067,
        "excerpt": "t drops to 0 Hit Points, it instead becomes a Werebear under the GM's control and has 10 Hit Points. Success: The target is immune to this werebear's curse for 24 h"
      },
      {
        "document": 2068,
        "excerpt": "t drops to 0 Hit Points, it instead becomes a Wereboar under the GM's control and has 10 Hit Points. Success: The target is immune to this wereboar's curse for 24 ho"
      },
      {
        "document": 2069,
        "excerpt": "et drops to 0 Hit Points, it instead becomes a Wererat under the GM's control and has 10 Hit Points. Success: The target is immune to this wererat's curse for 24 hou"
      },
      {
        "document": 2070,
        "excerpt": "drops to 0 Hit Points, it instead becomes a Weretiger under the GM's control and has 10 Hit Points. Success: The target is immune to this weretiger's curse for 24 h"
      },
      {
        "document": 2071,
        "excerpt": "t drops to 0 Hit Points, it instead becomes a Werewolf under the GM's control and has 10 Hit Points. Success: The target is immune to this werewolf's curse for 24 ho"
      },
      {
        "document": 2073,
        "excerpt": "slain by this attack rises 24 hours later as a Zombie under the wight's control, unless the Humanoid is restored to life or its body is destroyed. The wight can hav"
      },
      {
        "document": 2078,
        "excerpt": "pse or in the nearest unoccupied space. The specter is under the wraith's control. The wraith can have no more than seven specters under its control at a time."
      }
    ],
    "undercommon": [
      {
        "document": 808,
        "excerpt": "Undercommon"
      },
      {
        "document": 1829,
        "excerpt": "Deep Speech, Undercommon"
      },
      {
        "document": 1850,
        "excerpt": "Elvish, Undercommon"
      }
    ],
    "underdark": [
      {
        "document": 961,
        "excerpt": "Underdark"
      }
    ],
    "underground": [
      {
        "document": 1198,
        "excerpt": "area within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced"
      }
    ],
    "undergrowth": [
      {
        "document": 78,
        "excerpt": "owed down by Difficult Terrain. Low furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs are examples of Difficult Terrain. Every foot of movement in Diff"
      },
      {
        "document": 616,
        "excerpt": "s of your size or larger - Heavy snow, ice, rubble, or undergrowth - Liquid that's between shin- and waist-deep - A narrow opening sized for a creature one size smaller th"
      },
      {
        "document": 1437,
        "excerpt": "t Terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are p"
      }
    ],
    "understand": [
      {
        "document": 147,
        "excerpt": "fade, or it crumbles into dust. Any creature that can understand a written language can read a scroll and attempt to activate it unless its description notes otherwise."
      },
      {
        "document": 163,
        "excerpt": "onster can use to communicate. Sometimes a monster can understand a language but can't communicate with it, which is noted in its entry. \"None\" indicates that a creature"
      },
      {
        "document": 562,
        "excerpt": "doesn't need to share a language with the telepath to understand this communication, but the contacted creature must be able to understand at least one language or be te"
      },
      {
        "document": 787,
        "excerpt": "reator Seeker. The item seeks its creator and wants to understand why it was created."
      },
      {
        "document": 1200,
        "excerpt": "soot and salt) Duration: 1 hour For the duration, you understand the literal meaning of any language that you hear or see signed. You also understand any written languag"
      },
      {
        "document": 1288,
        "excerpt": "uration. The target automatically succeeds if it can't understand your command. While Charmed, the creature takes 5d10 Psychic damage if it acts in a manner directly cou"
      },
      {
        "document": 1354,
        "excerpt": "r creatures you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to a"
      },
      {
        "document": 1367,
        "excerpt": "how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your"
      },
      {
        "document": 1418,
        "excerpt": "like manner immediately. The spell enables targets to understand the meaning of your message. You can send the message across any distance and even to other planes of e"
      },
      {
        "document": 1447,
        "excerpt": "ne creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to t"
      },
      {
        "document": 1460,
        "excerpt": "his spell grants the creature you touch the ability to understand any spoken or signed language that it hears or sees. Moreover, when the target communicates by speaking"
      },
      {
        "document": 1845,
        "excerpt": "eature who communicates a wish in a way the djinni can understand. If the djinni casts the spell for the creature, the djinni suffers none of the spell's stress. Once the"
      },
      {
        "document": 1849,
        "excerpt": "ssal; telepathy 60 ft. (works only with creatures that understand Abyssal)"
      },
      {
        "document": 1856,
        "excerpt": "ature who communicates a wish in a way the efreeti can understand. If the efreeti casts the spell for the creature, the efreeti suffers none of the spell's stress. Once t"
      }
    ],
    "understanding": [
      {
        "document": 34,
        "excerpt": "s, while others can use only a few. Some are better at understanding people's motives, and others are better at unlocking the secrets of the multiverse. All creatures have a"
      },
      {
        "document": 1611,
        "excerpt": "ask. The creature then obeys your commands for 1 hour, understanding those commands even if it doesn't know the language in which the commands are given. If you issue no com"
      },
      {
        "document": 1736,
        "excerpt": "Tome of Understanding"
      }
    ],
    "understands": [
      {
        "document": 753,
        "excerpt": "The efreeti understands your languages and obeys your commands for 1 hour, after which it returns to the bottle, and a new stopp"
      },
      {
        "document": 952,
        "excerpt": "Deceiving a monster that understands you"
      },
      {
        "document": 1158,
        "excerpt": "nses Blindsight 30 ft.; Passive Perception 6 Languages Understands the languages you know CR None (XP 0; PB equals your Proficiency Bonus) Actions Slam. Melee Attack Rol"
      },
      {
        "document": 1290,
        "excerpt": "ses Darkvision 60 ft.; Passive Perception 12 Languages Understands the languages you know CR None (XP 0; PB equals your Proficiency Bonus) Traits Spider Climb. The insec"
      },
      {
        "document": 1448,
        "excerpt": "sion 60 ft.; Passive Perception 12 Languages Draconic, understands the languages you know CR None (XP 0; PB equals your Proficiency Bonus) Traits Shared Resistances. Whe"
      },
      {
        "document": 1529,
        "excerpt": "an unoccupied space as close to the bowl as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count."
      },
      {
        "document": 1532,
        "excerpt": "unoccupied space as close to the brazier as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count."
      },
      {
        "document": 1538,
        "excerpt": "n unoccupied space as close to the censer as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count."
      },
      {
        "document": 1571,
        "excerpt": "occupied space as close to the broken gem as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count."
      },
      {
        "document": 1580,
        "excerpt": ". The creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count."
      },
      {
        "document": 1621,
        "excerpt": "’s stat block. The golem is under your control, and it understands and obeys your commands."
      },
      {
        "document": 1811,
        "excerpt": "Blink Dog; understands Elvish and Sylvan but can't speak them"
      },
      {
        "document": 1826,
        "excerpt": "Understands Draconic but can't speak"
      },
      {
        "document": 1827,
        "excerpt": "Understands Deep Speech but can't speak"
      },
      {
        "document": 1864,
        "excerpt": "Understands Common plus one other language but can't speak"
      },
      {
        "document": 1881,
        "excerpt": "Celestial; understands Common and Primordial (Auran) but can't speak them"
      },
      {
        "document": 1882,
        "excerpt": "Celestial; understands Common, Elvish, and Sylvan but can't speak them"
      },
      {
        "document": 1890,
        "excerpt": "Celestial; understands Common, Elvish, and Sylvan but can't speak them"
      },
      {
        "document": 1898,
        "excerpt": "Understands Common but can't speak"
      },
      {
        "document": 1924,
        "excerpt": "Understands Infernal but can't speak"
      },
      {
        "document": 1931,
        "excerpt": "Understands Common plus one other language but can't speak"
      },
      {
        "document": 1941,
        "excerpt": "Understands Common plus two other languages but can't speak"
      },
      {
        "document": 1946,
        "excerpt": "Understands Abyssal, Celestial, Infernal, and Primordial but can't speak; telepathy 120 ft."
      },
      {
        "document": 1948,
        "excerpt": "Understands Infernal but can't speak"
      },
      {
        "document": 1964,
        "excerpt": "Understands Abyssal but can't speak"
      },
      {
        "document": 1970,
        "excerpt": "Understands Abyssal, Common, and Infernal but can't speak"
      },
      {
        "document": 1974,
        "excerpt": "Understands Common and Giant but can't speak"
      },
      {
        "document": 1981,
        "excerpt": "Understands Celestial, Common, Elvish, and Sylvan but can't speak"
      },
      {
        "document": 1993,
        "excerpt": "Understands Common and Draconic but can't speak"
      },
      {
        "document": 2018,
        "excerpt": "Understands commands given in any language but can't speak"
      },
      {
        "document": 2021,
        "excerpt": "Understands Common plus one other language but can't speak"
      },
      {
        "document": 2023,
        "excerpt": "Understands Common plus one other language but can't speak"
      },
      {
        "document": 2034,
        "excerpt": "Understands Common plus two other languages but can't speak"
      },
      {
        "document": 2038,
        "excerpt": "Understands Common but can't speak"
      },
      {
        "document": 2091,
        "excerpt": "Understands Common plus one other language but can't speak"
      }
    ],
    "undertaken": [
      {
        "document": 1376,
        "excerpt": "ome creatures might exchange their service for a quest undertaken by you. A task that can be measured in minutes requires a payment worth 100 GP per minute. A task measu"
      }
    ],
    "undertaking": [
      {
        "document": 968,
        "excerpt": "spending an all-night vigil as a sign of penitence or undertaking a fast. After a rite of forgiveness, the Paladin starts fresh. If your Paladin unrepentantly violates t"
      }
    ],
    "underwater": [
      {
        "document": 98,
        "excerpt": "Underwater Combat"
      },
      {
        "document": 99,
        "excerpt": "When making a melee attack roll with a weapon underwater, a creature that lacks a Swim Speed has Disadvantage on the attack roll unless the weapon deals Piercing"
      },
      {
        "document": 100,
        "excerpt": "Anything underwater has Resistance to Fire damage (explained in “Damage and Healing”)."
      },
      {
        "document": 972,
        "excerpt": "epths Prerequisite: Level 5+ Warlock You can breathe underwater, and you gain a Swim Speed equal to your Speed. You can also cast Water Breathing once without expendin"
      },
      {
        "document": 1153,
        "excerpt": "ls and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed. Change Appearance. You alter your appearance. You decide wha"
      },
      {
        "document": 1478,
        "excerpt": "res of your choice within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration."
      },
      {
        "document": 1509,
        "excerpt": "inside. The apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 Bludgeoning damage each minute from pressure."
      },
      {
        "document": 1547,
        "excerpt": "Attunement) While wearing this cloak, you can breathe underwater, and you have a Swim Speed of 60 feet."
      },
      {
        "document": 1662,
        "excerpt": "Potion, Uncommon You can breathe underwater for 24 hours after drinking this potion. This potion's cloudy green fluid smells of the sea and has a j"
      },
      {
        "document": 1667,
        "excerpt": "you gain a Swim Speed of 60 feet, and you can breathe underwater. Spellcasting. The ring has 5 charges and re-gains 1d4 + 1 expended charges daily at dawn. While wearin"
      },
      {
        "document": 1760,
        "excerpt": "it can choose to succeed instead. Mucus Cloud. While underwater, the aboleth is surrounded by mucus. Constitution Saving Throw: DC 14, each creature in a 5-foot Emanati"
      },
      {
        "document": 1848,
        "excerpt": "0 + 7) Piercing damage plus 7 (2d6) Fire damage. Being underwater doesn't grant Resistance to this Fire damage. Tail. Melee Attack Roll: +13, reach 15 ft. Hit: 18 (2d10"
      },
      {
        "document": 1889,
        "excerpt": "Water Breathing. The octopus can breathe only underwater. It can hold its breath for 1 hour outside water."
      },
      {
        "document": 1893,
        "excerpt": "Water Breathing. The seahorse can breathe only underwater."
      },
      {
        "document": 1894,
        "excerpt": "Water Breathing. The shark can breathe only underwater."
      },
      {
        "document": 1933,
        "excerpt": "Water Breathing. The shark can breathe only underwater."
      },
      {
        "document": 1946,
        "excerpt": "foot Emanation originating from the kraken while it is underwater. Failure: The target has the Blinded and Poisoned conditions until the end of the kraken's next turn. Th"
      },
      {
        "document": 1973,
        "excerpt": "do so. Water Breathing. The octopus can breathe only underwater."
      },
      {
        "document": 1983,
        "excerpt": "Water Breathing. The piranha can breathe only underwater."
      },
      {
        "document": 2001,
        "excerpt": "ondition. Water Breathing. The shark can breathe only underwater."
      },
      {
        "document": 2015,
        "excerpt": "Water Breathing. The seahorse can breathe only underwater."
      },
      {
        "document": 2031,
        "excerpt": ". Success: Half damage only. Failure or Success: Being underwater doesn't grant Resistance to this Fire damage."
      },
      {
        "document": 2040,
        "excerpt": "t Points. Water Breathing. The swarm can breathe only underwater."
      }
    ],
    "undetectable": [
      {
        "document": 712,
        "excerpt": "uick thinking and teamwork to overcome. Traps that are undetectable and inescapable are rarely fun."
      }
    ],
    "undisturbed": [
      {
        "document": 1194,
        "excerpt": "nert and endures indefinitely while its vessel remains undisturbed. If the original creature dies after the clone finishes forming, the creature's soul transfers to the c"
      }
    ],
    "undo": [
      {
        "document": 1484,
        "excerpt": "r any of your other feats or features. Roll Redo. You undo a single recent event by forcing a reroll of any die roll made within the last round (including your las"
      }
    ],
    "undoing": [
      {
        "document": 470,
        "excerpt": "nd you can't move more than 25 feet from there without undoing the anchor as a Bonus Action."
      }
    ],
    "unearthed": [
      {
        "document": 972,
        "excerpt": "You have unearthed Eldritch Invocations, pieces of forbidden knowledge that imbue you with an abiding magical ability or ot"
      }
    ],
    "uneasy": [
      {
        "document": 1413,
        "excerpt": "what it is making the save against, only that it feels uneasy. | Your Knowledge of the Target Is ... | Save Modifier | | :---------------------------------- | :-----"
      }
    ],
    "uneaten": [
      {
        "document": 1217,
        "excerpt": "the water is clean. The food spoils after 24 hours if uneaten."
      },
      {
        "document": 1294,
        "excerpt": "enough nourishment to sustain a creature for one day. Uneaten berries disappear when the spell ends."
      }
    ],
    "unequip": [
      {
        "document": 555,
        "excerpt": "pping and Unequipping Weapons. You can either equip or unequip one weapon when you make an attack as part of this action. You do so either before or after the attack."
      }
    ],
    "unequipping": [
      {
        "document": 555,
        "excerpt": "oll with a weapon or an Unarmed Strike. Equipping and Unequipping Weapons. You can either equip or unequip one weapon when you make an attack as part of this action. You"
      }
    ],
    "uneven": [
      {
        "document": 1278,
        "excerpt": "t it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or mo"
      }
    ],
    "unexpectedly": [
      {
        "document": 378,
        "excerpt": "er to see what happens. The GM would then say you swim unexpectedly well."
      }
    ],
    "unexpended": [
      {
        "document": 965,
        "excerpt": "ell slot (no action required). Choose a number of your unexpended uses of Wild Shape and convert them into a single spell slot, with each use contributing 2 spell levels."
      },
      {
        "document": 971,
        "excerpt": "ting Spell Slots. As a Bonus Action, you can transform unexpended Sorcery Points into one spell slot. The Creating Spell Slots table shows the cost of creating a spell sl"
      }
    ],
    "unfamiliar": [
      {
        "document": 1193,
        "excerpt": "ited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The intangible, invulnerable se"
      }
    ],
    "unfasten": [
      {
        "document": 1698,
        "excerpt": "the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying. If you tell the rope to knot, large k"
      }
    ],
    "unfavorably": [
      {
        "document": 644,
        "excerpt": "A Hostile creature views you unfavorably. You have Disadvantage on an ability check to influence a Hostile creature. See also “Influence.”"
      }
    ],
    "unfold": [
      {
        "document": 1644,
        "excerpt": "et 6 feet in diameter. You can take a Magic action to unfold a Portable Hole and place it on or against a solid surface, whereupon the Portable Hole creates an extra"
      },
      {
        "document": 1756,
        "excerpt": "et 6 feet in diameter. You can take a Magic action to unfold the Well of Many Worlds and place it on a solid surface, whereupon it forms a two-way, 6-foot-diameter,"
      }
    ],
    "unfolded": [
      {
        "document": 267,
        "excerpt": "es of misery in disturbing detail 74 A fan that, when unfolded, shows a sleepy cat 75 A set of bone pipes 76 A four-leaf clover pressed inside a book discussing mann"
      }
    ],
    "unfolds": [
      {
        "document": 26,
        "excerpt": "nd combat. Whichever one you're experiencing, the game unfolds according to this basic pattern: 1: The Game Master Describes a Scene. The GM tells the players where t"
      },
      {
        "document": 72,
        "excerpt": "Combat unfolds in these steps: 1: Establish Positions. The Game Master determines where all the characters and monster"
      },
      {
        "document": 1582,
        "excerpt": "ng a Magic action to use: First Command Word. The box unfolds into a Rowboat. Second Command Word. The box unfolds into a Keelboat. Third Command Word. The Folding"
      },
      {
        "document": 1644,
        "excerpt": ", is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. You can take a Magic action to unfold a Portable Hole and pla"
      },
      {
        "document": 1756,
        "excerpt": ", is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. You can take a Magic action to unfold the Well of Many Worlds"
      }
    ],
    "unforeseen": [
      {
        "document": 1484,
        "excerpt": "might be achieved only in part, or you might suffer an unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might"
      }
    ],
    "unguent": [
      {
        "document": 1635,
        "excerpt": "se spell in that area for 8 hours. This sticky, black unguent is thick and heavy, but it flows quickly when poured."
      }
    ],
    "unharmed": [
      {
        "document": 1517,
        "excerpt": "the bag is turned inside out, its contents spill forth unharmed, but the bag must be put right before it can be used again. The bag holds enough air for 10 minutes of b"
      },
      {
        "document": 1594,
        "excerpt": "versack is turned inside out, its contents spill forth unharmed, and the haversack must be put right before it can be used again. Each pouch of the haversack holds eno"
      },
      {
        "document": 1684,
        "excerpt": "g this ring, you and everything you wear and carry are unharmed by temperatures of 0 degrees Fahrenheit or lower."
      }
    ],
    "unhealthy": [
      {
        "document": 367,
        "excerpt": "minimum for your necessities. You might be exposed to unhealthy conditions and opportunistic criminals."
      }
    ],
    "unholy": [
      {
        "document": 1303,
        "excerpt": "ouch a point and infuse an area around it with holy or unholy power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area alre"
      }
    ],
    "unicorn": [
      {
        "document": 1339,
        "excerpt": "rest creature of a specific kind (such as a human or a unicorn) if you have seen such a creature up close - within 30 feet - at least once. If the creature you describ"
      },
      {
        "document": 2053,
        "excerpt": "Unicorn"
      }
    ],
    "unicorn's": [
      {
        "document": 2053,
        "excerpt": "Unicorn's Blessing (3/Day). The unicorn touches another creature with its horn and casts Cure Wounds or Lesser Res"
      }
    ],
    "uniform": [
      {
        "document": 1155,
        "excerpt": "general description, such as “a person dressed in the uniform of the town guard” or “a red-haired dwarf wearing a pointed hat.” You also communicate a message of up t"
      }
    ],
    "unimpeded": [
      {
        "document": 1802,
        "excerpt": "Darkvision 120 ft. (unimpeded by magical"
      },
      {
        "document": 1805,
        "excerpt": "Darkvision 120 ft. (unimpeded by magical Darkness); Passive Perception 10"
      },
      {
        "document": 1815,
        "excerpt": "Darkvision 120 ft. (unimpeded by magical Darkness); Passive Perception 12"
      },
      {
        "document": 1825,
        "excerpt": "Darkvision 120 ft. (unimpeded by magical"
      },
      {
        "document": 1932,
        "excerpt": "Darkvision 150 ft. (unimpeded by magical Darkness); Passive Perception 13"
      },
      {
        "document": 1938,
        "excerpt": "Darkvision 120 ft. (unimpeded by magical Darkness); Passive Perception 11"
      },
      {
        "document": 1948,
        "excerpt": "Darkvision 120 ft. (unimpeded by magical Darkness); Passive Perception 10"
      }
    ],
    "uninitiated": [
      {
        "document": 496,
        "excerpt": "ting of esoteric words that sound like nonsense to the uninitiated. The words must be uttered in a normal speaking voice. The words themselves aren't the source of the spe"
      }
    ],
    "uninjured": [
      {
        "document": 102,
        "excerpt": "oint maximum is the number of Hit Points you have when uninjured. Your current Hit Points can be any number from that maximum down to 0, which is the lowest Hit Points c"
      }
    ],
    "unintelligible": [
      {
        "document": 1323,
        "excerpt": "t were written in an unknown or magical script that is unintelligible. Alternatively, the illusion can alter the meaning, handwriting, and language of the text, though the la"
      },
      {
        "document": 1709,
        "excerpt": "without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cas"
      }
    ],
    "unique": [
      {
        "document": 118,
        "excerpt": "ful. Artifacts, such as the Dragon Orb, are priceless, unique, and difficult to acquire."
      },
      {
        "document": 288,
        "excerpt": "Each species gives a character special traits - unique characteristics based on the species' physiology or magical nature. When you choose a species, your char"
      },
      {
        "document": 735,
        "excerpt": "racter did prior to becoming an adventurer. Creating a unique background or customizing an existing one can reflect the particular theme of your campaign or elements"
      },
      {
        "document": 973,
        "excerpt": "izardly apprenticeship culminated in the creation of a unique book: your spellbook. It is a Tiny object that weighs 3 pounds, contains 100 pages, and can be read only"
      },
      {
        "document": 1455,
        "excerpt": "ermanent teleportation circles. Each circle includes a unique sigil sequence - a string of runes arranged in a particular pattern. When you first gain the ability to"
      },
      {
        "document": 1884,
        "excerpt": "s are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows: Goat of Terror. This figuri"
      }
    ],
    "universal": [
      {
        "document": 1708,
        "excerpt": "nd it creates can be broken only by the application of Universal Solvent or Oil of Etherealness, or with a Wish spell."
      },
      {
        "document": 1738,
        "excerpt": "Universal Solvent"
      }
    ],
    "universities": [
      {
        "document": 976,
        "excerpt": "t tales. The college's members gather in libraries and universities to share their lore with one another. They also meet at festivals or affairs of state, where they can ex"
      }
    ],
    "unknot": [
      {
        "document": 1698,
        "excerpt": "ecurely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying. If you tell the rope to knot, large knots appear at 1-foot inte"
      }
    ],
    "unknown": [
      {
        "document": 267,
        "excerpt": "eams” on its lid 87 An iron holy symbol devoted to an unknown god 88 A book about a legendary hero's rise and fall, with the last chapter missing 89 A vial of drago"
      },
      {
        "document": 820,
        "excerpt": "A gold coin minted in an unknown land"
      },
      {
        "document": 1323,
        "excerpt": "thers, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, the illusion can alter the meaning, handwriting"
      },
      {
        "document": 1596,
        "excerpt": "st reach into the hat and “pull” the spell out of it. Unknown Spell. While holding the hat, you can try to cast a level 1+ spell you don't know. The spell must be on"
      }
    ],
    "unleash": [
      {
        "document": 971,
        "excerpt": "g you with simmering magic. As a Bonus Action, you can unleash that magic for 1 minute, during which you gain the following benefits: - The spell save DC of your Sorc"
      },
      {
        "document": 1202,
        "excerpt": "ll crystal or glass cone) Duration: Instantaneous You unleash a blast of cold air. Each creature in a 60-foot Cone originating from you makes a Constitution saving t"
      },
      {
        "document": 1269,
        "excerpt": "60 feet Components: V, S Duration: Instantaneous You unleash negative energy toward a creature you can see within range. The target makes a Constitution saving throw"
      },
      {
        "document": 1305,
        "excerpt": "60 feet Components: V, S Duration: Instantaneous You unleash virulent magic on a creature you can see within range. The target makes a Constitution saving throw. On"
      },
      {
        "document": 1457,
        "excerpt": "ge: Self Components: V, S Duration: Instantaneous You unleash a wave of thunderous energy. Each creature in a 15-foot Cube originating from you makes a Constitution s"
      },
      {
        "document": 1470,
        "excerpt": "ge: 60 feet Components: V Duration: Instantaneous You unleash a string of insults laced with subtle enchantments at one creature you can see or hear within range. The"
      }
    ],
    "unleashes": [
      {
        "document": 1293,
        "excerpt": "ispelled or triggered You inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor) or within"
      },
      {
        "document": 1593,
        "excerpt": "long range of 60 feet. If the attack hits, the weapon unleashes a thunder-clap audible out to 300 feet. The target and every creature within 30 feet of it other than yo"
      }
    ],
    "unleashing": [
      {
        "document": 147,
        "excerpt": "n form. Using a Scroll. Scrolls are consumable items. Unleashing the magic in a scroll requires the user to read the scroll. When its magic has been invoked, the scroll"
      }
    ],
    "unless": [
      {
        "document": 44,
        "excerpt": "ou choose when to take a Bonus Action during your turn unless the Bonus Action's timing is specified. Anything that deprives you of your ability to take actions also"
      },
      {
        "document": 45,
        "excerpt": ", a Reaction takes place immediately after its trigger unless the Reaction's description says otherwise."
      },
      {
        "document": 83,
        "excerpt": "Another creature's space is Difficult Terrain for you unless that creature is Tiny or your ally. You can't willingly end a move in a space occupied by another creat"
      },
      {
        "document": 85,
        "excerpt": "rlier in “Playing the Game.” On a hit, you roll damage unless the particular attack has rules that specify otherwise. Some attacks cause special effects in addition t"
      },
      {
        "document": 99,
        "excerpt": "lacks a Swim Speed has Disadvantage on the attack roll unless the weapon deals Piercing damage. A ranged attack roll with a weapon underwater automatically misses a"
      },
      {
        "document": 105,
        "excerpt": "e to roll for damage and whether to add any modifiers. Unless a rule says otherwise, you don't add your ability modifier to a fixed damage amount that doesn't use a r"
      },
      {
        "document": 123,
        "excerpt": "of the user's spell slots, and requires no components unless the item's description notes otherwise. The spell uses its normal casting time, range, and duration, and"
      },
      {
        "document": 127,
        "excerpt": "Attunement to a cursed item can't be ended voluntarily unless the curse is broken first, such as with a Remove Curse spell."
      },
      {
        "document": 136,
        "excerpt": "typically a magical version of armor from “Equipment.” Unless an armor’s description notes otherwise, the armor must be worn for its magic to function. Some suits of"
      },
      {
        "document": 143,
        "excerpt": "visual cue pointing you to the creature's stat block. Unless the text states otherwise, the stat block is in “Monsters.” How to read and use a stat block is explaine"
      },
      {
        "document": 144,
        "excerpt": "ain for each subsequent potion, combining the results. Unless the effects are immediately obvious, reveal them only when they become evident. Potion Miscibility"
      },
      {
        "document": 145,
        "excerpt": "g category must be worn on a finger or a similar digit unless its description notes otherwise."
      },
      {
        "document": 146,
        "excerpt": "l, wood, or bone. A typical rod weighs 2 to 5 pounds. Unless its description notes otherwise, a rod can be used as an Arcane Focus."
      },
      {
        "document": 147,
        "excerpt": "language can read a scroll and attempt to activate it unless its description notes otherwise."
      },
      {
        "document": 148,
        "excerpt": "7 pounds and serves well as a walking stick or cane. Unless its description notes otherwise, a staff can be used as a nonmagical Quarterstaff and an Arcane Focus."
      },
      {
        "document": 149,
        "excerpt": "d with metal, crystal, stone, or some other material. Unless its description notes otherwise, a wand can be used as an Arcane Focus."
      },
      {
        "document": 166,
        "excerpt": "g the monster in combat or otherwise neutralizing it. Unless a rule says otherwise, a monster summoned by a spell or another magical ability is worth the XP noted in"
      },
      {
        "document": 170,
        "excerpt": "what happens on a hit. An attack is against one target unless its entry says otherwise. For details on different kinds of attacks, see “Playing the Game” and “Spells."
      },
      {
        "document": 175,
        "excerpt": "l attack bonus (if any spells require an attack roll). Unless noted otherwise, a spell of level 1 or higher is always cast at its lowest possible level and can't be c"
      },
      {
        "document": 241,
        "excerpt": "ith which you have proficiency is one of the following unless a weapon's property says otherwise: Melee attack bonus = Strength modifier + Proficiency Bonus Ranged"
      },
      {
        "document": 263,
        "excerpt": "You can't make more than two attacks with this feature unless you have a feature that says you can (such as the Fighter's Two Extra Attacks feature). Similarly, the"
      },
      {
        "document": 264,
        "excerpt": "character level, not your level in a particular class, unless the spell says otherwise. Spell Slots. You determine your available spell slots by adding together the"
      },
      {
        "document": 302,
        "excerpt": "eat, you must meet any prerequisite in its description unless a feature allows you to take the feat without the prerequisite. If a prerequisite includes a class, you"
      },
      {
        "document": 306,
        "excerpt": "add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the"
      },
      {
        "document": 379,
        "excerpt": "ires Attunement, you gain only its nonmagical benefits unless its description states otherwise. For example, a magic Shield that requires Attunement provides the bene"
      },
      {
        "document": 382,
        "excerpt": "ent by spending another Short Rest focused on the item unless the item is cursed."
      },
      {
        "document": 397,
        "excerpt": "ge, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn."
      },
      {
        "document": 406,
        "excerpt": "type, that armor reduces the wearer's speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score. Stealth. If the table shows “"
      },
      {
        "document": 494,
        "excerpt": "s movable effects, they aren't restricted by its range unless the spell's description says otherwise."
      },
      {
        "document": 499,
        "excerpt": "ts entry. These materials aren't consumed by the spell unless the spell's description states otherwise. The spellcaster must have a hand free to access them, but it c"
      },
      {
        "document": 502,
        "excerpt": "ets a creature of your choice, you can choose yourself unless the creature must be Hostile or specifically a creature other than you. Areas of Effect. Some spells, s"
      },
      {
        "document": 532,
        "excerpt": "A creature has a reach of 5 feet unless a rule says otherwise."
      },
      {
        "document": 542,
        "excerpt": "-shift, its description specifies what happens to you. Unless that description says otherwise, any ongoing effects on you - conditions, spells, curses, and the like -"
      },
      {
        "document": 554,
        "excerpt": "what happens on a hit. An attack is against one target unless its entry says otherwise. Saving Throw Effect Notation. If an effect forces a saving throw, the effect'"
      },
      {
        "document": 562,
        "excerpt": "ntally with another creature within a specified range. Unless a rule states otherwise, the contacted creature doesn't need to share a language with the telepath to un"
      },
      {
        "document": 563,
        "excerpt": "ing space. This transportation doesn't expend movement unless a rule tells you otherwise, and teleportation never provokes Opportunity Attacks. When you teleport, al"
      },
      {
        "document": 580,
        "excerpt": "d.” No Ability Scores. An object lacks ability scores unless a rule assigns scores to the object. Without ability scores, an object can't make ability checks, and it"
      },
      {
        "document": 583,
        "excerpt": ", or ice. The creature can't burrow through solid rock unless the creature has a trait that allows it to do so. See also \"Speed.\""
      },
      {
        "document": 594,
        "excerpt": "s point of origin isn't included in the area of effect unless its creator decides otherwise."
      },
      {
        "document": 601,
        "excerpt": "s point of origin isn't included in the area of effect unless its creator decides otherwise."
      },
      {
        "document": 607,
        "excerpt": "that has a damage threshold has Immunity to all damage unless it takes an amount of damage from a single attack or effect equal to or greater than its damage threshol"
      },
      {
        "document": 613,
        "excerpt": "dead creature has no Hit Points and can't regain them unless it is first revived by magic such as the Raise Dead or Revivify spell. When such a spell is cast, the sp"
      },
      {
        "document": 623,
        "excerpt": "n moves with the creature or object that is its origin unless it is an instantaneous or a stationary effect. An Emanation's origin (creature or object) isn't include"
      },
      {
        "document": 627,
        "excerpt": "tise, your Proficiency Bonus is doubled for that check unless the bonus is doubled by another feature. If you gain Expertise, you gain it in one skill in which you h"
      },
      {
        "document": 628,
        "excerpt": "6. When the creature lands, it has the Prone condition unless it avoids taking any damage from the fall. A creature that falls into water or another liquid can use i"
      },
      {
        "document": 633,
        "excerpt": "rappler can't use that part to target another creature unless it ends the grapple. Ending a Grapple. A Grappled creature can use its action to make a Strength (Athle"
      },
      {
        "document": 639,
        "excerpt": "gain Heroic Inspiration but already have it, it's lost unless you give it to a player character who lacks it."
      },
      {
        "document": 646,
        "excerpt": "fected by the environment as if the illusion were real unless the effect that created it specifies otherwise. For example, a visual illusion of a creature casts shado"
      },
      {
        "document": 656,
        "excerpt": "s point of origin isn't included in the area of effect unless its creator decides otherwise."
      },
      {
        "document": 684,
        "excerpt": "an't become acclimated to elevations above 20,000 feet unless they are native to such environments."
      },
      {
        "document": 747,
        "excerpt": "This is the highest an adventurer’s score can go unless a feature says otherwise."
      },
      {
        "document": 783,
        "excerpt": "om the creature nearest to the chosen point of origin. Unless they are picked off, the leaves turn brown and fall off after 24 hours."
      },
      {
        "document": 928,
        "excerpt": "Heavy, Reach, Two-Handed (unless mounted)"
      },
      {
        "document": 962,
        "excerpt": "perils. You have Advantage on Dexterity saving throws unless you have the Incapacitated condition."
      },
      {
        "document": 970,
        "excerpt": "nst you. No attack roll can have Advantage against you unless you have the Incapacitated condition."
      },
      {
        "document": 971,
        "excerpt": "only one Metamagic option on a spell when you cast it unless otherwise noted in one of those options. Whenever you gain a Sorcerer level, you can replace one of you"
      },
      {
        "document": 972,
        "excerpt": "le. You can't pick the same invocation more than once unless its description says otherwise."
      },
      {
        "document": 977,
        "excerpt": "e, you can't use it again until you finish a Long Rest unless you spend 3 Sorcery Points (no action required) to restore your use of it."
      },
      {
        "document": 979,
        "excerpt": "e, you can't use it again until you finish a Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it."
      },
      {
        "document": 983,
        "excerpt": "e, you can't use it again until you finish a Long Rest unless you expend a use of your Rage (no action required) to restore your use of it."
      },
      {
        "document": 985,
        "excerpt": "equal to your Monk level. The vibrations are harmless unless you take an action to end them. Alternatively, when you take the Attack action on your turn, you can for"
      },
      {
        "document": 1081,
        "excerpt": "Two-Handed (unless mounted)"
      },
      {
        "document": 1182,
        "excerpt": "e, and creatures on the other plane can't perceive you unless they have a special ability that lets them perceive things on the Ethereal Plane. You return to the oth"
      },
      {
        "document": 1191,
        "excerpt": ", and make a new damage roll. The orb can't leap again unless you cast the spell with a level 2+ spell slot. Using a Higher-Level Spell Slot. The damage increases by"
      },
      {
        "document": 1228,
        "excerpt": "miplane remain there. Any creatures inside also remain unless they opt to be shunted through the door as it vanishes, landing with the Prone condition in the unoccupi"
      },
      {
        "document": 1256,
        "excerpt": "the Ethereal Plane can't perceive or interact with you unless a feature gives them the ability to do so. When the spell ends, you return to the plane you left in the"
      },
      {
        "document": 1259,
        "excerpt": "e a high degree of skill - such as weapons and armor - unless you have proficiency with the type of Artisan's Tools used to craft such objects."
      },
      {
        "document": 1263,
        "excerpt": "away from you by the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn't have line of sight t"
      },
      {
        "document": 1279,
        "excerpt": "the spell ends, the target falls if it is still aloft unless it can stop the fall. Using a Higher-Level Spell Slot. You can target one additional creature for each"
      },
      {
        "document": 1452,
        "excerpt": "suspended there. It falls at the end of your next turn unless you use this option on it again and it fails the save. Object. You can try to move a Huge or smaller ob"
      },
      {
        "document": 1492,
        "excerpt": "oves, but every foot of movement costs it 1 extra foot unless you are Tiny or two or more sizes smaller than it."
      },
      {
        "document": 1494,
        "excerpt": "cted by any effect that requires its target to be seen unless the effect's creator can somehow see you. Any equipment you are wearing or carrying is also concealed."
      },
      {
        "document": 1506,
        "excerpt": "on spells or perceived through magical scrying sensors unless you allow it."
      },
      {
        "document": 1527,
        "excerpt": "While you wear these boots, your Speed becomes 30 feet unless your Speed is higher, and your Speed isn't reduced by you carrying weight in excess of your carrying cap"
      },
      {
        "document": 1559,
        "excerpt": "rse. Once you don this cursed armor, you can't doff it unless you are targeted by a Remove Curse spell or similar magic. While wearing the armor, you have Disadvantag"
      },
      {
        "document": 1627,
        "excerpt": "ect all at once. Once a card is drawn, it disappears. Unless the card is the Fool or Jester, the card reappears in the deck, making it possible to draw the same card"
      },
      {
        "document": 1642,
        "excerpt": "t rats are Indifferent toward you and won't attack you unless you threaten or harm them. The pipes have 3 charges and regain 1d3 expended charges daily at dawn. If y"
      },
      {
        "document": 1649,
        "excerpt": "you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its contain"
      },
      {
        "document": 1673,
        "excerpt": "f you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul i"
      },
      {
        "document": 1711,
        "excerpt": "r that passes through it. Artifacts are the exception. Unless an Artifact is susceptible to damage from a Sphere of Annihilation, it passes through the sphere unscath"
      },
      {
        "document": 1733,
        "excerpt": "are attuned to this magic weapon, your Strength is 20 unless your Strength is already equal to or greater than that score. The weapon deals an extra 1d8 Thunder dama"
      },
      {
        "document": 1760,
        "excerpt": "breathe air and water, and it can't regain Hit Points unless it is underwater. While the cursed creature is outside a body of water, the creature takes 6 (1d12) Aci"
      },
      {
        "document": 1796,
        "excerpt": "n originating from the azer takes 5 (1d10) Fire damage unless the azer has the Incapacitated condition. Illumination. The azer sheds Bright Light in a 10-foot radius"
      },
      {
        "document": 1920,
        "excerpt": "rns to life in 1d6 days and regains all its Hit Points unless Dispel Evil and Good is cast on its remains."
      },
      {
        "document": 1934,
        "excerpt": "s for each of its heads that died since its last turn, unless it has taken Fire damage since its last turn. The hydra regains 20 Hit Points when it grows new heads."
      },
      {
        "document": 1948,
        "excerpt": "Hells, it revives with all its Hit Points in 1d10 days unless it is killed by a creature under the effects of a Bless spell or its remains are sprinkled with Holy Wat"
      },
      {
        "document": 1974,
        "excerpt": "Constitution saving throw (DC 5 plus the damage taken) unless the damage is Radiant or from a Critical Hit. On a successful save, the zombie drops to 1 Hit Point inst"
      },
      {
        "document": 2031,
        "excerpt": "ck rolls against the mephit are made with Disadvantage unless the mephit has the Incapacitated condition. Death Burst. The mephit explodes when it dies. Dexterity Sa"
      },
      {
        "document": 2065,
        "excerpt": "he target has the Restrained condition, is suffocating unless it can breathe water, and takes 9 (2d8) Bludgeoning damage at the start of each of the elemental's turns"
      },
      {
        "document": 2073,
        "excerpt": "24 hours later as a Zombie under the wight's control, unless the Humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombie"
      },
      {
        "document": 2091,
        "excerpt": "Constitution saving throw (DC 5 plus the damage taken) unless the damage is Radiant or from a Critical Hit. On a successful save, the zombie drops to 1 Hit Point inst"
      }
    ],
    "unlike": [
      {
        "document": 10,
        "excerpt": "whether you creep closer to death or hang on to life. Unlike other saving throws, this one isn't tied to an ability score. You're in the hands of fate now. Three Su"
      }
    ],
    "unlikely": [
      {
        "document": 714,
        "excerpt": "y for characters of certain levels. A nuisance trap is unlikely to seriously harm characters of the indicated levels, whereas a deadly trap can grievously damage charac"
      },
      {
        "document": 1214,
        "excerpt": "ater has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it"
      }
    ],
    "unlimited": [
      {
        "document": 1418,
        "excerpt": "Unlimited"
      }
    ],
    "unlit": [
      {
        "document": 54,
        "excerpt": "(even most moonlit nights), within the confines of an unlit dungeon, or in an area of magical Darkness."
      }
    ],
    "unlocked": [
      {
        "document": 965,
        "excerpt": "f Druids. While learning this ancient tongue, you also unlocked the magic of communicating with animals; you always have the Speak with Animals spell prepared. You can"
      },
      {
        "document": 1164,
        "excerpt": "magically lock it for the duration. This lock can't be unlocked by any nonmagical means. You and any creatures you designate when you cast the spell can open and close"
      },
      {
        "document": 1332,
        "excerpt": "t by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked. If the target is"
      },
      {
        "document": 1343,
        "excerpt": "you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial."
      },
      {
        "document": 1456,
        "excerpt": "minute. Invisible Hand. You instantaneously cause an unlocked door or window to fly open or slam shut. Phantom Sound. You create an instantaneous sound that originat"
      }
    ],
    "unlocking": [
      {
        "document": 34,
        "excerpt": "derstanding people's motives, and others are better at unlocking the secrets of the multiverse. All creatures have a Proficiency Bonus, which reflects the impact that tr"
      }
    ],
    "unlocks": [
      {
        "document": 383,
        "excerpt": "racter who has a feature, such as Weapon Mastery, that unlocks the property for the character. The properties are defined below."
      },
      {
        "document": 1164,
        "excerpt": "assword that, when spoken within 5 feet of the object, unlocks it for 1 minute."
      },
      {
        "document": 1509,
        "excerpt": "ntelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers a"
      }
    ],
    "unnatural": [
      {
        "document": 181,
        "excerpt": "include members of varied species. Monstrosities are unnatural creatures with strange origins, such as mimics and owlbears. Oozes are gelatinous creatures, including"
      }
    ],
    "unnerving": [
      {
        "document": 1825,
        "excerpt": "Unnerving Gaze. Trigger: A creature the devil can see starts its turn within 30 feet of the devil and can see the"
      }
    ],
    "unnoticed": [
      {
        "document": 502,
        "excerpt": "btle effect, such as an attempt to read thoughts, goes unnoticed unless a spell's description says otherwise. Invalid Targets. If you cast a spell on someone or somethi"
      }
    ],
    "unobstructed": [
      {
        "document": 1555,
        "excerpt": "alls to the ground in your space. If the weapon has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if"
      }
    ],
    "unoccupied": [
      {
        "document": 75,
        "excerpt": "or entering. It costs 1 square of movement to enter an unoccupied square that's adjacent to your space (orthogonally or diagonally adjacent). A square of Difficult Terrai"
      },
      {
        "document": 97,
        "excerpt": "with the Prone condition (see “Rules Glossary”) in an unoccupied space within 5 feet of the mount. While mounted, you must make the same save if you're knocked Prone or"
      },
      {
        "document": 563,
        "excerpt": "by a solid obstacle, you instead appear in the nearest unoccupied space of your choice. The description of a teleportation effect tells you if you must see the teleporta"
      },
      {
        "document": 569,
        "excerpt": "Unoccupied Space"
      },
      {
        "document": 756,
        "excerpt": "A creature appears in an unoccupied space as close to you as possible. The creature isn’t under your control and acts as it normally would,"
      },
      {
        "document": 783,
        "excerpt": "A magically formed creature appears in an unoccupied space as close to the chosen point of origin as possible. The creature isn’t under your control, acts as"
      },
      {
        "document": 979,
        "excerpt": "rns to the space it previously occupied or the nearest unoccupied space. Once you use this feature, you can't use it again until you finish a Long Rest unless you expend"
      },
      {
        "document": 990,
        "excerpt": "nus Action, you magically teleport up to 30 feet to an unoccupied space you can see. Fire's Burn (Fire Giant). When you hit a target with an attack roll and deal damage"
      },
      {
        "document": 1003,
        "excerpt": "the Magic action, you can teleport up to 30 feet to an unoccupied space you can see."
      },
      {
        "document": 1163,
        "excerpt": "create a Large hand of shimmering magical energy in an unoccupied space that you can see within range. The hand lasts for the duration, and it moves at your command, mimi"
      },
      {
        "document": 1172,
        "excerpt": "arget reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the target is an Aberration, a Celestial, an Elemental, a Fey, or a"
      },
      {
        "document": 1182,
        "excerpt": "nds if you are on the Ethereal Plane. You return to an unoccupied space of your choice that you can see within 10 feet of the space you left. If no unoccupied space is av"
      },
      {
        "document": 1204,
        "excerpt": "as a Large pack of spectral, intangible animals in an unoccupied space you can see within range. The pack lasts for the duration, and you choose the spirits' animal form"
      },
      {
        "document": 1206,
        "excerpt": "le spirit from the Elemental Planes that appears in an unoccupied space within range. Choose the spirit's element, which determines its damage type: air (Lightning), eart"
      },
      {
        "document": 1207,
        "excerpt": "es You conjure a Medium spirit from the Feywild in an unoccupied space you can see within range. The spirit lasts for the duration, and it looks like a Fey creature of y"
      },
      {
        "document": 1228,
        "excerpt": "s it vanishes, landing with the Prone condition in the unoccupied spaces closest to the door's former space. Each time you cast this spell, you can create a new demiplan"
      },
      {
        "document": 1256,
        "excerpt": "r in an occupied space, you are shunted to the nearest unoccupied space and take Force damage equal to twice the number of feet you are moved. This spell ends instantly"
      },
      {
        "document": 1261,
        "excerpt": "uration: 8 hours You conjure a phantom watchdog in an unoccupied space that you can see within range. The hound remains for the duration or until the two of you are more"
      },
      {
        "document": 1265,
        "excerpt": "east that has a Challenge Rating of 0. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form (see “Monsters”), though it is a"
      },
      {
        "document": 1266,
        "excerpt": "otherworldly being that appears as a loyal steed in an unoccupied space of your choice within range. This creature uses the Otherworldly Steed stat block. If you already"
      },
      {
        "document": 1276,
        "excerpt": "ute You create a 5-foot-diameter sphere of fire in an unoccupied space on the ground within range. It lasts for the duration. Any creature that ends its turn within 5 fe"
      },
      {
        "document": 1278,
        "excerpt": "inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration and can hold up to"
      },
      {
        "document": 1287,
        "excerpt": "ation, up to 1 minute You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a"
      },
      {
        "document": 1290,
        "excerpt": "p (chosen when you cast the spell). It manifests in an unoccupied space you can see within range and uses the Giant Insect stat block. The form you choose determines cert"
      },
      {
        "document": 1298,
        "excerpt": "ral guardian appears and hovers for the duration in an unoccupied space that you can see within range. The guardian occupies that space and is invulnerable, and it appear"
      },
      {
        "document": 1311,
        "excerpt": "s You conjure a feast that appears on a surface in an unoccupied 10-foot Cube next to you. The feast takes 1 hour to consume and disappears at the end of that time, and"
      },
      {
        "document": 1349,
        "excerpt": "nside the extradimensional space are expelled into the unoccupied spaces nearest to the entrance."
      },
      {
        "document": 1355,
        "excerpt": "it left or, if that space is occupied, in the nearest unoccupied space."
      },
      {
        "document": 1356,
        "excerpt": "50 Force damage to you. If expelled, you move into an unoccupied space closest to where you first entered and have the Prone condition."
      },
      {
        "document": 1366,
        "excerpt": "nded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see."
      },
      {
        "document": 1372,
        "excerpt": "passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell."
      },
      {
        "document": 1375,
        "excerpt": "i-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, and it is equipped with a saddl"
      },
      {
        "document": 1376,
        "excerpt": "yal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature's name, you can speak that name when you cast this s"
      },
      {
        "document": 1378,
        "excerpt": "creatures you transported, they appear in the closest unoccupied spaces next to the circle."
      },
      {
        "document": 1415,
        "excerpt": "ouch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by taking a"
      },
      {
        "document": 1448,
        "excerpt": "ur You call forth a Dragon spirit. It manifests in an unoccupied space that you can see within range and uses the Draconic Spirit stat block. The creature disappears whe"
      },
      {
        "document": 1455,
        "excerpt": "hin 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied. Many major temples, guildhalls, and other important places have perman"
      },
      {
        "document": 1464,
        "excerpt": "k the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you."
      },
      {
        "document": 1468,
        "excerpt": "e spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 Hit Point, and a Strength of 2, and it can't attack. I"
      },
      {
        "document": 1484,
        "excerpt": "e than 300 feet in any dimension, and it appears in an unoccupied space that you can see on the ground. Instant Health. You allow yourself and up to twenty creatures tha"
      },
      {
        "document": 1485,
        "excerpt": "creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell wi"
      },
      {
        "document": 1529,
        "excerpt": "summon a Water Elemental. The elemental appears in an unoccupied space as close to the bowl as possible, understands your languages, obeys your commands, and takes its t"
      },
      {
        "document": 1532,
        "excerpt": "o summon a Fire Elemental. The elemental appears in an unoccupied space as close to the brazier as possible, understands your languages, obeys your commands, and takes it"
      },
      {
        "document": 1538,
        "excerpt": "o summon an Air Elemental. The elemental appears in an unoccupied space as close to the censer as possible, understands your languages, obeys your commands, and takes its"
      },
      {
        "document": 1570,
        "excerpt": "a flash of harmless fire, and an Efreeti appears in an unoccupied space within 30 feet of you. The first time the bottle is opened, the GM rolls on the following table t"
      },
      {
        "document": 1571,
        "excerpt": "gem ceases to be magical. The elemental appears in an unoccupied space as close to the broken gem as possible, understands your languages, obeys your commands, and takes"
      },
      {
        "document": 1574,
        "excerpt": "de a 5-foot Cube. The arrow teleports the target to an unoccupied space you can see within 10 feet of you. Energy Ladder. As a Magic action, you can loose a flurry of en"
      },
      {
        "document": 1579,
        "excerpt": "s token. You can take a Magic action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence"
      },
      {
        "document": 1604,
        "excerpt": "se, warrior spirits from the plane of Ysgard appear in unoccupied spaces within 60 feet of you. Each spirit uses the Berserker stat block and returns to Ysgard after 1 ho"
      },
      {
        "document": 1608,
        "excerpt": "re in the area where the tower appears is pushed to an unoccupied space outside but next to the tower. Objects in the area that aren't being worn or carried are also push"
      },
      {
        "document": 1625,
        "excerpt": "odate the new prisoner. A freed creature appears in an unoccupied space within sight of the mirror but facing away from it. If the mirror is shattered, all creatures it c"
      },
      {
        "document": 1627,
        "excerpt": "n the service of a Knight, who magically appears in an unoccupied space you choose within 30 feet of yourself. The knight has the same alignment as you and serves you loy"
      },
      {
        "document": 1666,
        "excerpt": "m the Elemental Plane of Air. The djinni appears in an unoccupied space you choose within 120 feet of yourself. It remains as long as you maintain Concentration, to a max"
      },
      {
        "document": 1667,
        "excerpt": "olid earth or rock, you are shunted out to the nearest unoccupied space you last occupied. Fire. You know Ignan, and you have Immunity to Fire damage. Water. You know A"
      },
      {
        "document": 1677,
        "excerpt": "meter spheres of lightning. Each sphere appears in an unoccupied space you can see within 120 feet of yourself. The spheres last as long as you maintain Concentration,"
      },
      {
        "document": 1689,
        "excerpt": "ou occupied or, if that space is occupied, the nearest unoccupied space."
      },
      {
        "document": 1697,
        "excerpt": "ocation they occupied when you activated the rod or an unoccupied space nearest that location. Once used, this property can't be used again until 10 days have passed."
      },
      {
        "document": 1706,
        "excerpt": "fully contained within it are pushed into the nearest unoccupied spaces outside it. The attack or area of effect that triggered the Reaction has no effect on creatures a"
      },
      {
        "document": 1720,
        "excerpt": "ction, you can throw this staff so that it lands in an unoccupied space within 10 feet of you, causing the staff to become a Giant Constrictor Snake in that space. The s"
      },
      {
        "document": 1721,
        "excerpt": "ic action to plant one end of the staff in earth in an unoccupied space and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a"
      },
      {
        "document": 1724,
        "excerpt": "summon an Earth Elemental. The elemental appears in an unoccupied space you choose within 30 feet of yourself, obeys your commands, and takes its turn immediately after y"
      },
      {
        "document": 1766,
        "excerpt": "dragon's next turn, at which point it reappears in an unoccupied space of the dragon's choice within 120 feet of the dragon. Failure or Success: The dragon can't take th"
      },
      {
        "document": 1778,
        "excerpt": "dragon's next turn, at which point it reappears in an unoccupied space of the dragon's choice within 120 feet of the dragon. Failure or Success: The dragon can't take th"
      },
      {
        "document": 1799,
        "excerpt": "ing demon within 10 feet of itself up to 60 feet to an unoccupied space the balor can see."
      },
      {
        "document": 1811,
        "excerpt": "(Recharge 4–6). The dog teleports up to 40 feet to an unoccupied space it can see."
      },
      {
        "document": 1852,
        "excerpt": "t of a Large or bigger tree, the dryad teleports to an unoccupied space within 5 feet of a second Large or bigger tree that is within 60 feet of the previous tree."
      },
      {
        "document": 1869,
        "excerpt": "ssful check, the target escapes and enters the nearest unoccupied space. Success: Half damage, and the target moves to an unoccupied space within 5 feet of the cube. If t"
      },
      {
        "document": 1871,
        "excerpt": "ion. When the possession ends, the ghost appears in an unoccupied space within 5 feet of the target, and the target is immune to this ghost's Possession for 24 hours. Su"
      },
      {
        "document": 1949,
        "excerpt": "ng with all its Hit Points. The new body appears in an unoccupied space within the lich's lair."
      },
      {
        "document": 1957,
        "excerpt": "arge 5–6). The marilith teleports up to 120 feet to an unoccupied space it can see."
      },
      {
        "document": 1966,
        "excerpt": "ng with all its Hit Points. The new body appears in an unoccupied space within the mummy's lair. The heart is a Tiny object that has AC 17, HP 10, and Immunity to all dam"
      },
      {
        "document": 1968,
        "excerpt": "eleport. The nalfeshnee teleports up to 120 feet to an unoccupied space it can see."
      },
      {
        "document": 2022,
        "excerpt": "iant Teleport. The solar teleports up to 60 feet to an unoccupied space it can see. Dexterity Saving Throw: DC 25, each creature in a 10-foot Emanation originating from t"
      },
      {
        "document": 2024,
        "excerpt": "ane Prowl. The sphinx can teleport up to 30 feet to an unoccupied space it can see, and it makes one Claw attack. Weight of Years. Constitution Saving Throw: DC 16, one"
      },
      {
        "document": 2025,
        "excerpt": "ane Prowl. The sphinx can teleport up to 30 feet to an unoccupied space it can see, and it makes one Claw attack. Weight of Years. Constitution Saving Throw: DC 16, one"
      },
      {
        "document": 2078,
        "excerpt": "a Specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith's control. The wraith can have no more than seven specters under"
      }
    ],
    "unparsed": [
      {
        "document": 2006,
        "excerpt": "unparsed"
      }
    ],
    "unpredictable": [
      {
        "document": 144,
        "excerpt": "nge ingredients used in creating potions can result in unpredictable interactions. When a character mixes two potions together, roll on the Potion Miscibility table. If mor"
      },
      {
        "document": 1454,
        "excerpt": "a location that no longer exists. Mishap. The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 Force"
      }
    ],
    "unprotected": [
      {
        "document": 1302,
        "excerpt": "gas or vapor, and it extinguishes candles and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50"
      }
    ],
    "unravel": [
      {
        "document": 787,
        "excerpt": "r is determined to solve a mystery, learn a secret, or unravel a cryptic prophecy."
      },
      {
        "document": 976,
        "excerpt": "or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority."
      }
    ],
    "unravels": [
      {
        "document": 1627,
        "excerpt": "ates card can end this curse. Fates. Reality's fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card's"
      }
    ],
    "unrepentant": [
      {
        "document": 1732,
        "excerpt": "Legendary (Requires Attunement) This item symbolizes unrepentant evil. A creature that isn't a Fiend or an Undead that touches the talisman takes 8d6 Necrotic damage and"
      }
    ],
    "unrepentantly": [
      {
        "document": 968,
        "excerpt": "orgiveness, the Paladin starts fresh. If your Paladin unrepentantly violates their oath, talk to your GM. Your Paladin should probably take a more appropriate subclass or e"
      }
    ],
    "unscathed": [
      {
        "document": 1711,
        "excerpt": "a Sphere of Annihilation, it passes through the sphere unscathed. Anything else that touches the sphere but isn't wholly engulfed and obliterated by it takes 8d10 Force"
      }
    ],
    "unscrupulous": [
      {
        "document": 694,
        "excerpt": "possession and use of poison, but an illicit dealer or unscrupulous apothecary might keep a hidden stash. Characters with criminal contacts might be able to acquire poison"
      }
    ],
    "unseals": [
      {
        "document": 791,
        "excerpt": "The rear hatch unseals and opens."
      }
    ],
    "unsecured": [
      {
        "document": 1457,
        "excerpt": "creature takes half as much damage only. In addition, unsecured objects that are entirely within the Cube are pushed 10 feet away from you, and a thunderous boom is aud"
      }
    ],
    "unseeable": [
      {
        "document": 968,
        "excerpt": "You radiate a protective, unseeable aura in a 10-foot Emanation that originates from you. The aura is inactive while you have the Incapacita"
      }
    ],
    "unseen": [
      {
        "document": 85,
        "excerpt": "UNSEEN ATTACKERS AND TARGETS"
      },
      {
        "document": 526,
        "excerpt": "\" If the creator of an area of effect places it at an unseen point and an obstruction - such as a wall - is between the creator and that point, the point of origin c"
      },
      {
        "document": 873,
        "excerpt": "Unseen Servant"
      },
      {
        "document": 886,
        "excerpt": "Unseen Servant"
      },
      {
        "document": 899,
        "excerpt": "Unseen Servant"
      },
      {
        "document": 1468,
        "excerpt": "Unseen Servant"
      },
      {
        "document": 1914,
        "excerpt": "y, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast that spell again. Mimicry. The"
      },
      {
        "document": 1969,
        "excerpt": "y, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast that spell again. Magic Resist"
      },
      {
        "document": 2014,
        "excerpt": "y, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast that spell again. Vile Appeara"
      }
    ],
    "unsettling": [
      {
        "document": 820,
        "excerpt": "l idol depicting a nightmarish creature that gives you unsettling dreams when you sleep near it"
      },
      {
        "document": 1846,
        "excerpt": "tack. The doppelganger makes two Slam attacks and uses Unsettling Visage if available. Slam. Melee Attack Roll: +6 (with Advantage during the first round of each combat)"
      }
    ],
    "unspecific": [
      {
        "document": 1267,
        "excerpt": "moving destination (such as a mobile fortress), or an unspecific destination (such as “a green dragon’s lair”). For the duration, as long as you are on the same plane o"
      }
    ],
    "unspent": [
      {
        "document": 662,
        "excerpt": "Assemble a package of equipment worth 50 GP (including unspent gold). Don't include Martial weapons or armor, as characters get them from their class choices."
      },
      {
        "document": 729,
        "excerpt": "you can without going over. It's OK if you have a few unspent XP left over. Examples are given below: Example 1. A low-difficulty encounter for four level 1 characte"
      }
    ],
    "unstable": [
      {
        "document": 716,
        "excerpt": "stantaneous This trap uses a trip wire to collapse an unstable section of ceiling. The trip wire is 3 inches off the ground and stretches between two weak supports tha"
      },
      {
        "document": 1268,
        "excerpt": "it wouldn't reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. This spell reveals that a trap is present but not its location. You do l"
      },
      {
        "document": 1369,
        "excerpt": "f the way you shape the terrain would make a structure unstable, it might collapse. Similarly, this spell doesn't directly affect plant growth. The moved earth carries"
      },
      {
        "document": 1605,
        "excerpt": "eans the creature can cross or stand above nonsolid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores Difficult Terrain. In additio"
      }
    ],
    "unstuck": [
      {
        "document": 1332,
        "excerpt": "dane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked. If the target is held shu"
      }
    ],
    "until": [
      {
        "document": 9,
        "excerpt": "have the Unconscious condition (see “Rules Glossary”) until you regain any Hit Points, and you now face making Death Saving Throws (see below)."
      },
      {
        "document": 10,
        "excerpt": "lures don't need to be consecutive; keep track of both until you collect three of a kind. The number of both is reset to zero when you regain any Hit Points or becom"
      },
      {
        "document": 15,
        "excerpt": "Temporary Hit Points last until they're depleted or you finish a Long Rest (see \"Rules Glossary\")."
      },
      {
        "document": 45,
        "excerpt": "When you take a Reaction, you can't take another one until the start of your next turn. If the reaction interrupts another creature's turn, that creature can conti"
      },
      {
        "document": 72,
        "excerpt": "ombat has had a turn, the round ends. Repeat this step until the fighting stops."
      },
      {
        "document": 77,
        "excerpt": "deduct the distance of each part of your move from it until it is used up or until you are done moving, whichever comes first. A character's Speed is determined du"
      },
      {
        "document": 102,
        "excerpt": "nts. Hit Point loss has no effect on your capabilities until you reach 0 Hit Points. If you have half your Hit Points or fewer, you're Bloodied, which has no game e"
      },
      {
        "document": 142,
        "excerpt": "s bearer succeeds, the item can't use this power again until the next dawn."
      },
      {
        "document": 308,
        "excerpt": "ke 1d4 Piercing damage and have its Speed reduced to 0 until the start of its next turn. Thereafter, until the creature breaks free of the trap, its movement is limi"
      },
      {
        "document": 322,
        "excerpt": "nd Proficiency Bonus) or have the Restrained condition until it escapes. The target succeeds automatically if it is Huge or larger. To escape, the target or a creat"
      },
      {
        "document": 323,
        "excerpt": "area within 5 feet of yourself. If lit, the oil burns until the end of the turn 2 rounds from when the oil was lit (or 12 seconds) and deals 5 Fire damage to any cr"
      },
      {
        "document": 327,
        "excerpt": "ce applied, the poison retains potency for 1 minute or until its damage is dealt, whichever comes first."
      },
      {
        "document": 338,
        "excerpt": "s are bound, the creature has the Restrained condition until it escapes. Escaping the Rope requires the creature to make a successful DC 15 Dexterity (Ac-robatics) c"
      },
      {
        "document": 403,
        "excerpt": "deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, t"
      },
      {
        "document": 463,
        "excerpt": "take 1 Piercing damage and have its Speed reduced to 0 until the start of its next turn. It takes 10 minutes to recover the Caltrops."
      },
      {
        "document": 468,
        "excerpt": "s are bound, the creature has the Restrained condition until it escapes. Escaping the Chain requires the creature to make a successful DC 18 Dexterity (Acrobatics) c"
      },
      {
        "document": 505,
        "excerpt": "durations of the spells overlap, the effect continues until the duration of the second Bless ends."
      },
      {
        "document": 520,
        "excerpt": "d. Exhaustion caused by malnutrition can't be removed until the creature eats the full amount of food required for a day. See also \"Exhaustion.\" Food Needs per Day"
      },
      {
        "document": 533,
        "excerpt": ". Once you take a Reaction, you can't take another one until the start of your next turn. The Opportunity Attack is a Reaction available to all creatures. See also \""
      },
      {
        "document": 562,
        "excerpt": "non-telepath can communicate mentally to the telepath until the telepathic connection ends."
      },
      {
        "document": 615,
        "excerpt": "end. Exhaustion caused by dehydration can't be removed until the creature drinks the full amount of water required for a day. See also \"Exhaustion.\" Water Needs per"
      },
      {
        "document": 622,
        "excerpt": "ake the Dodge action, you gain the following benefits: until the start of your next turn, any attack roll made against you has Disadvantage if you can see the attack"
      },
      {
        "document": 631,
        "excerpt": "he air. While you have a Fly Speed, you can stay aloft until you land, fall, or die. See also “Flying” and “Speed.”"
      },
      {
        "document": 654,
        "excerpt": "starts a Short Rest. The creature remains Unconscious until it regains any Hit Points or until someone uses an action to administer first aid to it, which requires"
      },
      {
        "document": 664,
        "excerpt": "is a magical burden that lasts for a specified time or until it is ended by some means. A magical contagion is an adverse effect of magical origin that is contagious"
      },
      {
        "document": 666,
        "excerpt": "inute equates to a level 3 spell, while one that lasts until dispelled equates to a level 9 spell."
      },
      {
        "document": 675,
        "excerpt": "er. The creature gains 1 Exhaustion level, which lasts until the contagion ends on the creature. Uncontrollable Laughter. While the creature has the Exhaustion cond"
      },
      {
        "document": 677,
        "excerpt": "onstitution saving throw or have the Blinded condition until the contagion ends. Fighting the Contagion. Magic such as a Heal or Lesser Restoration spell ends the c"
      },
      {
        "document": 692,
        "excerpt": "te effect is a long-term effect (see above) that lasts until removed by a Greater Restoration spell. It can be suppressed by a Calm Emotions spell."
      },
      {
        "document": 693,
        "excerpt": "poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effect"
      },
      {
        "document": 703,
        "excerpt": "creature that ingests Midnight Tears suffers no effect until the stroke of midnight. Any effect that ends the Poisoned condition neutralizes this poison. If the poi"
      },
      {
        "document": 714,
        "excerpt": "utes, or hours. Others specify that their effects last until the trap is destroyed or dispelled. If a trap's duration is instantaneous, its effect is resolved instan"
      },
      {
        "document": 717,
        "excerpt": "exterity saving throw or have the Restrained condition until it escapes. The target succeeds automatically if it's Huge or larger. A creature can take an action to m"
      },
      {
        "document": 722,
        "excerpt": "gger: A creature moves onto a pressure plate Duration: Until the stone stops rolling When a creature moves onto a hidden pressure plate, a 5-foot-radius orb of soli"
      },
      {
        "document": 745,
        "excerpt": "Until the start of your next turn, attack rolls against you have Disadvantage, and you make Dexterity saving t"
      },
      {
        "document": 756,
        "excerpt": "You have the Stunned condition until the end of your next turn, believing something awesome just happened."
      },
      {
        "document": 783,
        "excerpt": "int of origin. Instead, you have the Stunned condition until the start of your next turn, believing something awesome just happened."
      },
      {
        "document": 793,
        "excerpt": "h green flames springs forth and burns for 24 hours or until it is extinguished."
      },
      {
        "document": 954,
        "excerpt": "A magical trap flings a character into the Far Realm until the end of that character’s next turn."
      },
      {
        "document": 962,
        "excerpt": ", and you can't cast spells. Duration. The Rage lasts until the end of your next turn, and it ends early if you don Heavy armor or have the Incapacitated condition."
      },
      {
        "document": 963,
        "excerpt": "ses, choose additional spells from the Bard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level"
      },
      {
        "document": 964,
        "excerpt": "s, choose additional spells from the Cleric spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level"
      },
      {
        "document": 965,
        "excerpt": "es, choose additional spells from the Druid spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level"
      },
      {
        "document": 966,
        "excerpt": "ion. Once you use this feature, you can't do so again until you finish a Short or Long Rest. Starting at level 17, you can use it twice before a rest but only once"
      },
      {
        "document": 967,
        "excerpt": "low. When you expend a Focus Point, it is unavailable until you finish a Short or Long Rest, at the end of which you regain all your expended points. Some features"
      },
      {
        "document": 968,
        "excerpt": "hat number increases, choose additional Paladin spells until the number of spells on your list matches the number in the Paladin Features table. The chosen spells mu"
      },
      {
        "document": 969,
        "excerpt": "that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells mus"
      },
      {
        "document": 970,
        "excerpt": "uring this turn, and after you use it, your Speed is 0 until the end of the current turn."
      },
      {
        "document": 971,
        "excerpt": "at number increases, choose additional Sorcerer spells until the number of spells on your list matches the number in the Sorcerer Features table. The chosen spells m"
      },
      {
        "document": 972,
        "excerpt": "hat number increases, choose additional Warlock spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level"
      },
      {
        "document": 973,
        "excerpt": "that number increases, choose additional Wizard spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level"
      },
      {
        "document": 975,
        "excerpt": "r spell slots with this feature, you can't do so again until you finish a Long Rest."
      },
      {
        "document": 977,
        "excerpt": "s to appear on your back. The wings last for 1 hour or until you dismiss them (no action required). For the duration, you have a Fly Speed of 60 feet. Once you use"
      },
      {
        "document": 979,
        "excerpt": "or Long Rest. You have Resistance to that damage type until you choose a different one with this feature."
      },
      {
        "document": 980,
        "excerpt": "e to that damage and any other damage of the same type until the end of the current turn."
      },
      {
        "document": 982,
        "excerpt": "ou are holding with positive energy. For 10 minutes or until you use this feature again, you add your Charisma modifier to attack rolls you make with that weapon (mi"
      },
      {
        "document": 983,
        "excerpt": "ss. Once you use this feature, you can't use it again until you finish a Long Rest unless you expend a use of your Rage (no action required) to restore your use of"
      },
      {
        "document": 985,
        "excerpt": "get. Addle. The target can't make Opportunity Attacks until the start of its next turn. Push. The target must succeed on a Strength saving throw or be pushed up to"
      },
      {
        "document": 986,
        "excerpt": "pectral wings on your back that last for 10 minutes or until you retract the wings (no action required) or have the Incapacitated condition. During that time, you ha"
      },
      {
        "document": 990,
        "excerpt": "damage to that target and reduce its Speed by 10 feet until the start of your next turn. Hill's Tumble (Hill Giant). When you hit a Large or smaller creature with"
      },
      {
        "document": 993,
        "excerpt": "nstead. Once you use this trait, you can't do so again until you finish a Long Rest."
      },
      {
        "document": 1002,
        "excerpt": "ead. Once you use this benefit, you can't use it again until the start of your next turn."
      },
      {
        "document": 1004,
        "excerpt": "oll. Once you use this benefit, you can't use it again until you roll Initiative or finish a Short or Long Rest."
      },
      {
        "document": 1152,
        "excerpt": "ea within range that is no larger than a 20-foot Cube. Until the spell ends, an alarm alerts you whenever a creature touches or enters the warded area. When you cas"
      },
      {
        "document": 1156,
        "excerpt": "ell ends. The transformation lasts for the duration or until the target ends it as a Bonus Action."
      },
      {
        "document": 1157,
        "excerpt": "ce given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any"
      },
      {
        "document": 1158,
        "excerpt": "Object stat block; this creature is under your control until the spell ends or until it is reduced to 0 Hit Points. Each creature you make with this spell is an ally"
      },
      {
        "document": 1164,
        "excerpt": "Until dispelled"
      },
      {
        "document": 1166,
        "excerpt": "same target every day for 30 days, the illusion lasts until dispelled. Mask (Creature). Choose a creature type other than the target's actual type. Spells and othe"
      },
      {
        "document": 1167,
        "excerpt": "Until dispelled"
      },
      {
        "document": 1170,
        "excerpt": "akened target has the Charmed condition for 30 days or until you or your allies deal damage to it. When that condition ends, the awakened creature chooses its attitu"
      },
      {
        "document": 1173,
        "excerpt": "bark) Duration: 1 hour You touch a willing creature. Until the spell ends, the target's skin assumes a bark-like appearance, and the target has an Armor Class of 1"
      },
      {
        "document": 1176,
        "excerpt": "Wisdom saving throw or become cursed for the duration. Until the curse ends, the target suffers one of the following effects of your choice: - Choose one ability. T"
      },
      {
        "document": 1177,
        "excerpt": "ludgeoning damage, and it has the Restrained condition until the spell ends. A creature also makes that save if it enters the area or ends it turn there. A creature"
      },
      {
        "document": 1185,
        "excerpt": "iled save or half as much damage on a successful one. Until the spell ends, you can take a Magic action to call down lightning in that way again, targeting the same"
      },
      {
        "document": 1186,
        "excerpt": "has Immunity to the Charmed and Frightened conditions until the spell ends. If the creature was already Charmed or Frightened, those conditions are suppressed for t"
      },
      {
        "document": 1188,
        "excerpt": "On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the"
      },
      {
        "document": 1189,
        "excerpt": "On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the"
      },
      {
        "document": 1190,
        "excerpt": "s 1d10 Necrotic damage, and it can't regain Hit Points until the end of your next turn. Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10)"
      },
      {
        "document": 1195,
        "excerpt": "point within range. The fog lasts for the duration or until strong wind (such as the one created by Gust of Wind) disperses it, ending the spell. Its area is Heavil"
      },
      {
        "document": 1196,
        "excerpt": "onstitution saving throw or have the Blinded condition until the end of your next turn."
      },
      {
        "document": 1201,
        "excerpt": "on a Wisdom saving throw or have the Charmed condition until the spell ends. For the duration, you can take a Bonus Action to designate a direction that is horizont"
      },
      {
        "document": 1202,
        "excerpt": "creature killed by this spell becomes a frozen statue until it thaws. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above"
      },
      {
        "document": 1205,
        "excerpt": "iled save or half as much damage on a successful one. Until the spell ends, Bright Light fills the Cylinder, and when you move on your turn, you can also move the C"
      },
      {
        "document": 1206,
        "excerpt": "it's type, and the target has the Restrained condition until the spell ends. At the start of each of its turns, the Restrained target repeats the save. On a failed"
      },
      {
        "document": 1207,
        "excerpt": "modifier, and the target has the Frightened condition until the start of your next turn, with both you and the spirit as the source of the fear. As a Bonus Action"
      },
      {
        "document": 1208,
        "excerpt": "it around you in a 15-foot Emanation for the duration. Until the spell ends, any attack you make deals an extra 2d8 damage when you hit a creature in the Emanation."
      },
      {
        "document": 1210,
        "excerpt": "d6 Psychic damage and have the Incapacitated condition until you finish a Long Rest. A Greater Restoration spell cast on you ends this effect."
      },
      {
        "document": 1211,
        "excerpt": "epeat the saving throw at the end of each of its turns until it gets three successes or failures. If the target succeeds on three of these saves, the spell ends on t"
      },
      {
        "document": 1213,
        "excerpt": "Until dispelled"
      },
      {
        "document": 1214,
        "excerpt": "r and dust) Duration: Concentration, up to 10 minutes Until the spell ends, you control any water inside an area you choose that is a Cube up to 100 feet on a side,"
      },
      {
        "document": 1219,
        "excerpt": "n an order, the creature continues to follow the order until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any"
      },
      {
        "document": 1232,
        "excerpt": "up to 1 minute You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns. Sense Thoughts. Y"
      },
      {
        "document": 1234,
        "excerpt": ", and other belongings on your person - look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt"
      },
      {
        "document": 1239,
        "excerpt": "ction Range: Self Components: V, S Duration: 1 minute Until the spell ends, your attacks with weapons deal an extra 1d4 Radiant damage on a hit."
      },
      {
        "document": 1245,
        "excerpt": "re, and choose Acid, Cold, Fire, Lightning, or Poison. Until the spell ends, the target can take a Magic action to exhale a 15-foot Cone. Each creature in that area"
      },
      {
        "document": 1248,
        "excerpt": "ou cast the spell and at the end of each of your turns until the spell ends. If a structure drops to 0 Hit Points, it collapses. A creature within a distance from a"
      },
      {
        "document": 1253,
        "excerpt": "a failed save, the target has the Restrained condition until the spell ends. On a successful save, the vines shrivel away, and the spell ends. While Restrained, the"
      },
      {
        "document": 1254,
        "excerpt": "trength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to make a Strength (Athletics) check against yo"
      },
      {
        "document": 1255,
        "excerpt": "y to Wisdom (Perception) checks and Passive Perception until the spell ends."
      },
      {
        "document": 1257,
        "excerpt": "ation, up to 10 minutes You take the Dash action, and until the spell ends, you can take that action again as a Bonus Action."
      },
      {
        "document": 1258,
        "excerpt": "f your choice for the duration. On each of your turns until the spell ends, you can take a Magic action to target another creature but can't target a creature again"
      },
      {
        "document": 1261,
        "excerpt": "ee within range. The hound remains for the duration or until the two of you are more than 300 feet apart from each other. No one but you can see the hound, and it i"
      },
      {
        "document": 1264,
        "excerpt": "creature's rate of descent slows to 60 feet per round until the spell ends. If a creature lands before the spell ends, the creature takes no damage from the fall, a"
      },
      {
        "document": 1265,
        "excerpt": "see through the familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has. Finally, when you cast"
      },
      {
        "document": 1266,
        "excerpt": "see. Failure: The target has the Frightened condition until the end of your next turn. Fey Step (Fey Only; Recharges after a Long Rest). The steed teleports, along"
      },
      {
        "document": 1277,
        "excerpt": "for the duration. On a successful save, its Speed is 0 until the start of your next turn. Constructs automatically succeed on the save. A Restrained target makes an"
      },
      {
        "document": 1280,
        "excerpt": "here is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it. Using a Higher-Level Spell Slot. The"
      },
      {
        "document": 1281,
        "excerpt": "day for 30 days in the same location, the spell lasts until it is dispelled, and the Material components are consumed on the last casting."
      },
      {
        "document": 1282,
        "excerpt": "inside it, are pushed away from the center of the area until they are completely outside it. A creature inside the cage can't leave it by non-magical means. If the"
      },
      {
        "document": 1288,
        "excerpt": "days. If you use a level 9 spell slot, the spell lasts until it is ended by one of the spells mentioned above."
      },
      {
        "document": 1290,
        "excerpt": "geoning damage, and the target's Speed is reduced to 0 until the start of the insect's next turn. Bonus Actions Venomous Spew (Centipede Only). Constitution Saving"
      },
      {
        "document": 1291,
        "excerpt": "me: Action Range: Self Components: V Duration: 1 hour Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additiona"
      },
      {
        "document": 1293,
        "excerpt": "Until dispelled or triggered"
      },
      {
        "document": 1296,
        "excerpt": "nute A creature you touch has the Invisible condition until the spell ends."
      },
      {
        "document": 1299,
        "excerpt": "365 days on the same area, the spell thereafter lasts until all its effects are dispelled. Corridors. Fog fills all the warded corridors, making them Heavily Obscu"
      },
      {
        "document": 1300,
        "excerpt": "nute You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill."
      },
      {
        "document": 1303,
        "excerpt": "Until dispelled"
      },
      {
        "document": 1306,
        "excerpt": "oose a willing creature that you can see within range. Until the spell ends, the target's Speed is doubled, it gains a +2 bonus to Armor Class, it has Advantage on D"
      },
      {
        "document": 1309,
        "excerpt": "object takes 2d8 Fire damage when you cast the spell. Until the spell ends, you can take a Bonus Action on each of your later turns to deal this damage again if the"
      },
      {
        "document": 1311,
        "excerpt": "of that time, and the beneficial effects don't set in until this hour is over. Up to twelve creatures can partake of the feast. A creature that partakes gains seve"
      },
      {
        "document": 1312,
        "excerpt": "A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to the Frightened condition and gains Temporary Hit Points equal"
      },
      {
        "document": 1313,
        "excerpt": "e a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 Necrotic damage to the target whenever you hit it with an attack r"
      },
      {
        "document": 1317,
        "excerpt": "onstitution saving throw or have the Blinded condition until the end of its next turn."
      },
      {
        "document": 1318,
        "excerpt": "one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll"
      },
      {
        "document": 1321,
        "excerpt": "nes turn ground in the Cylinder into Difficult Terrain until the end of your next turn. Using a Higher-Level Spell Slot. The Bludgeoning damage increases by 1d10 fo"
      },
      {
        "document": 1324,
        "excerpt": "Until dispelled"
      },
      {
        "document": 1325,
        "excerpt": "area is Heavily Obscured. It lasts for the duration or until a strong wind (like that created by Gust of Wind) disperses it. When the cloud appears, each creature i"
      },
      {
        "document": 1328,
        "excerpt": "Until dispelled"
      },
      {
        "document": 1329,
        "excerpt": "hour A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or"
      },
      {
        "document": 1330,
        "excerpt": "row. On a successful save, the target dances comically until the end of its next turn, during which it must spend all its movement to dance in place. On a failed sa"
      },
      {
        "document": 1331,
        "excerpt": "ou touch a willing creature. Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement. Using a Higher-Le"
      },
      {
        "document": 1336,
        "excerpt": "ject that isn't being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 fee"
      },
      {
        "document": 1341,
        "excerpt": "ch a creature. The target's Speed increases by 10 feet until the spell ends. Using a Higher-Level Spell Slot. You can target one additional creature for each spell"
      },
      {
        "document": 1342,
        "excerpt": "You touch a willing creature who isn't wearing armor. Until the spell ends, the target's base AC becomes 13 plus its Dexterity modifier. The spell ends early if the"
      },
      {
        "document": 1345,
        "excerpt": "Until dispelled"
      },
      {
        "document": 1347,
        "excerpt": "Until dispelled"
      },
      {
        "document": 1348,
        "excerpt": "V, S Duration: 1 hour You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. The"
      },
      {
        "document": 1350,
        "excerpt": "ure. Using a Higher-Level Spell Slot. The spell lasts until dispelled, without requiring Concentration, if cast with a level 4+ spell slot."
      },
      {
        "document": 1354,
        "excerpt": "that road, and help the villagers there harvest crops until sunset.” Or you could say, “Now is not the time for violence. Drop your weapons, and dance! Stop in an h"
      },
      {
        "document": 1355,
        "excerpt": "emiplane. The target remains there for the duration or until it escapes the maze. The target can take a Study action to try to escape. When it does so, it makes a D"
      },
      {
        "document": 1360,
        "excerpt": "tion Range: Touch Components: V, S Duration: 24 hours Until the spell ends, one willing creature you touch has Immunity to Psychic damage and the Charmed condition."
      },
      {
        "document": 1361,
        "excerpt": "ailed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this k"
      },
      {
        "document": 1364,
        "excerpt": "illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossibl"
      },
      {
        "document": 1368,
        "excerpt": "0-foot-high Cylinder centered on a point within range. Until the spell ends, Dim Light fills the Cylinder, and you can take a Magic action on later turns to move the"
      },
      {
        "document": 1377,
        "excerpt": "urns to the place where you bound it and remains there until the spell ends. Using a Higher-Level Spell Slot. The duration increases with a spell slot of level 6 (1"
      },
      {
        "document": 1384,
        "excerpt": "t has the Stunned condition. Otherwise, its Speed is 0 until the start of your next turn. The Stunned target makes a Constitution saving throw at the end of each of"
      },
      {
        "document": 1385,
        "excerpt": "ints. A creature can't be affected by this spell again until that creature finishes a Long Rest. Using a Higher-Level Spell Slot. The healing increases by 1d8 for e"
      },
      {
        "document": 1386,
        "excerpt": "an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth."
      },
      {
        "document": 1387,
        "excerpt": "f it fails three times, it has the Petrified condition until it is freed by an effect like the Greater Restoration spell. The successes and failures needn't be conse"
      },
      {
        "document": 1388,
        "excerpt": "f it fails three times, it has the Petrified condition until it is freed by an effect like the Greater Restoration spell. The successes and failures needn’t be conse"
      },
      {
        "document": 1389,
        "excerpt": "same spot every day for 365 days makes the spell last until dispelled. Using a Higher-Level Spell Slot. You can increase the size of the Cube by 100 feet for each"
      },
      {
        "document": 1390,
        "excerpt": "itional 20 feet. The spell ends if you cast it again. Until the spell ends, you can take a Magic action to hurl fire at a creature or an object within 60 feet of yo"
      },
      {
        "document": 1391,
        "excerpt": "Until dispelled"
      },
      {
        "document": 1394,
        "excerpt": "ll consumes) Duration: Concentration up to 10 minutes Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Cele"
      },
      {
        "document": 1397,
        "excerpt": "rget finishes a Long Rest, the penalty is reduced by 1 until it becomes 0."
      },
      {
        "document": 1398,
        "excerpt": "rget has Disadvantage on the next attack roll it makes until the start of your next turn. On a failed save, the target has Disadvantage on Strength-based D20 Tests"
      },
      {
        "document": 1399,
        "excerpt": "s 1d8 Cold damage, and its Speed is reduced by 10 feet until the start of your next turn. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8)"
      },
      {
        "document": 1400,
        "excerpt": "takes 2d8 Poison damage and has the Poisoned condition until the end of your next turn. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell"
      },
      {
        "document": 1406,
        "excerpt": "rget finishes a Long Rest, the penalty is reduced by 1 until it becomes 0. Casting this spell to revive a creature that has been dead for 365 days or longer taxes y"
      },
      {
        "document": 1409,
        "excerpt": "1 hour You touch a rope. One end of it hovers upward until the rope hangs perpendicular to the ground or the rope reaches a ceiling. At the rope's upper end, an In"
      },
      {
        "document": 1411,
        "excerpt": "Duration: 1 minute You ward a creature within range. Until the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell mus"
      },
      {
        "document": 1414,
        "excerpt": "age from the attack. At the start of each of its turns until the spell ends, the target takes 1d6 Fire damage and then makes a Constitution saving throw. On a failed"
      },
      {
        "document": 1415,
        "excerpt": "Until dispelled"
      },
      {
        "document": 1419,
        "excerpt": "Until dispelled"
      },
      {
        "document": 1420,
        "excerpt": "shape-shift into another creature for the duration or until you take a Magic action to shape-shift into a different eligible form. The new form must be of a creatur"
      },
      {
        "document": 1423,
        "excerpt": "n imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and yo"
      },
      {
        "document": 1425,
        "excerpt": "ike takes an extra 2d6 Radiant damage from the attack. Until the spell ends, the target sheds Bright Light in a 5-foot radius, attack rolls against it have Advantage"
      },
      {
        "document": 1426,
        "excerpt": "ightning damage, and it can't make Opportunity Attacks until the start of its next turn. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8),"
      },
      {
        "document": 1429,
        "excerpt": "Until dispelled"
      },
      {
        "document": 1430,
        "excerpt": "isdom saving throw or have the Incapacitated condition until the end of its next turn, at which point it must repeat the save. If the target fails the second save, t"
      },
      {
        "document": 1431,
        "excerpt": "ure umbrella) Duration: Concentration, up to 1 minute Until the spell ends, sleet falls in a 40-foot-tall, 20-foot-radius Cylinder centered on a point you choose wi"
      },
      {
        "document": 1436,
        "excerpt": "was the target of this spell within the past 10 days. Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life,"
      },
      {
        "document": 1438,
        "excerpt": "n and a spider) Duration: Concentration, up to 1 hour Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical s"
      },
      {
        "document": 1442,
        "excerpt": "et. On a hit, the target takes 1d8 Radiant damage, and until the end of your next turn, it emits Dim Light in a 10-foot radius and can't benefit from the Invisible c"
      },
      {
        "document": 1443,
        "excerpt": "ured. The cloud lingers in the air for the duration or until a strong wind (such as the one created by Gust of Wind) disperses it. Each creature that starts its tur"
      },
      {
        "document": 1445,
        "excerpt": "spell consumes) Duration: Concentration, up to 1 hour Until the spell ends, one willing creature you touch has Resistance to Bludgeoning, Piercing, and Slashing dam"
      },
      {
        "document": 1446,
        "excerpt": "the cloud. Each creature there takes 1d6 Cold damage. Until the spell ends, the area is Difficult Terrain and Heavily Obscured, ranged attacks with weapons are impo"
      },
      {
        "document": 1447,
        "excerpt": "hrow or have the Charmed condition for the duration or until you or your allies deal damage to the target. The Charmed target pursues the suggestion to the best of i"
      },
      {
        "document": 1448,
        "excerpt": "stances. You have Resistance to the chosen damage type until the spell ends. Actions Multiattack. The spirit makes a number of Rend attacks equal to half the spell"
      },
      {
        "document": 1449,
        "excerpt": "takes 6d8 Radiant damage and has the Blinded condition until the start of your next turn. On a successful save, it takes half as much damage only. Until the spell e"
      },
      {
        "document": 1451,
        "excerpt": "Until dispelled or triggered"
      },
      {
        "document": 1452,
        "excerpt": "to 30 feet in any direction within the spell's range. Until the end of your next turn, the creature has the Restrained condition, and if you lift it into the air, i"
      },
      {
        "document": 1453,
        "excerpt": "icate in any languages aren't affected by this spell. Until the spell ends, the targets can communicate telepathically through the bond whether or not they share a"
      },
      {
        "document": 1455,
        "excerpt": "rtal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the de"
      },
      {
        "document": 1459,
        "excerpt": "omfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to have Dim Light or Darkness (no action required). The Ema"
      },
      {
        "document": 1463,
        "excerpt": "carried). The transformation lasts for the duration or until the target dies or is destroyed, but if you maintain Concentration on this spell for the full duration,"
      },
      {
        "document": 1468,
        "excerpt": "edium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It"
      },
      {
        "document": 1469,
        "excerpt": "ts equal to half the amount of Necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as a Magic action, targeting the sam"
      },
      {
        "document": 1477,
        "excerpt": "create a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws,"
      },
      {
        "document": 1478,
        "excerpt": "choice within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration."
      },
      {
        "document": 1480,
        "excerpt": "or have the Restrained condition while in the webs or until it breaks free. A creature Restrained by the webs can take an action to make a Strength (Athletics) che"
      },
      {
        "document": 1482,
        "excerpt": "te, during which the target has the Stunned condition. Until the spell ends, the target can revert to cloud form, which also requires a Magic action followed by a 1-"
      },
      {
        "document": 1484,
        "excerpt": "After enduring that stress, each time you cast a spell until you finish a Long Rest, you take 1d10 Necrotic damage per level of that spell. This damage can't be redu"
      },
      {
        "document": 1486,
        "excerpt": "5-foot-radius Sphere centered on a point within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn"
      },
      {
        "document": 1508,
        "excerpt": "r hands free. The Shield remains animate for 1 minute, until you take a Bonus Action to end this effect, or until you die or have the Incapacitated condition, at whi"
      },
      {
        "document": 1511,
        "excerpt": "oning, Piercing, and Slashing damage for 10 minutes or until you are no longer wearing the armor. Once this property is used, it can't be used again until the next d"
      },
      {
        "document": 1513,
        "excerpt": "or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. Wh"
      },
      {
        "document": 1518,
        "excerpt": "been pulled from the bag, the bag can't be used again until the next dawn. Gray Bag of Tricks Rust Bag of Tricks Tan Bag of Tricks"
      },
      {
        "document": 1519,
        "excerpt": "the area are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other"
      },
      {
        "document": 1526,
        "excerpt": "al of 10 minutes, the magic ceases to function for you until you finish a Long Rest."
      },
      {
        "document": 1529,
        "excerpt": "a Bonus Action. The bowl can't be used this way again until the next dawn. The bowl is about 1 foot in diameter and half as deep. It holds about 3 gallons."
      },
      {
        "document": 1532,
        "excerpt": "Bonus Action. The brazier can't be used this way again until the next dawn."
      },
      {
        "document": 1534,
        "excerpt": "ent) This wooden broom functions like a mundane broom until you stand astride it and take a Magic action to make it hover beneath you, at which time it can be ridde"
      },
      {
        "document": 1536,
        "excerpt": "r as a Magic action. This property can't be used again until the next dawn. When you teleport with that spell, you leave behind a cloud of smoke. The space you left"
      },
      {
        "document": 1538,
        "excerpt": "Bonus Action. The censer can't be used this way again until the next dawn."
      },
      {
        "document": 1540,
        "excerpt": "t (+5 to hit). The circlet can't cast this spell again until the next dawn."
      },
      {
        "document": 1541,
        "excerpt": "mal area. Once used, this property can't be used again until the next dawn."
      },
      {
        "document": 1542,
        "excerpt": "u. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while your Speed is 0."
      },
      {
        "document": 1546,
        "excerpt": "harisma scores. The cloak can't be used this way again until the next dawn."
      },
      {
        "document": 1549,
        "excerpt": "ying ends. You can't cast Suggestion in this way again until the next dawn."
      },
      {
        "document": 1554,
        "excerpt": "blade with poison. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving t"
      },
      {
        "document": 1557,
        "excerpt": "llusions table, forms over the thrown card and remains until dispelled. The illusory creature created by the card looks and behaves like a real creature of its kind,"
      },
      {
        "document": 1558,
        "excerpt": "to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it."
      },
      {
        "document": 1562,
        "excerpt": "ame type as the armor. This action can't be used again until the next dawn."
      },
      {
        "document": 1574,
        "excerpt": "and it disappears after it hits or misses its target. Until it disappears, the arrow emits Bright Light in a 20-foot radius and Dim Light for an additional 20 feet."
      },
      {
        "document": 1575,
        "excerpt": "s open, the size of the Emanation increases by 10 feet until it reaches its maximum size of 120 feet. Closing the bottle causes the cloud to become fixed in place u"
      },
      {
        "document": 1580,
        "excerpt": "mes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. Bronze Griffon (Rare)."
      },
      {
        "document": 1581,
        "excerpt": "als an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon."
      },
      {
        "document": 1585,
        "excerpt": "30 feet. This effect doesn't expend a charge. It lasts until you take a Bonus Action to repeat the command word or until you use another function of the gem. Second"
      },
      {
        "document": 1588,
        "excerpt": "normal bulk and weight. The illusory appearance lasts until you use this property again or doff the armor."
      },
      {
        "document": 1593,
        "excerpt": "onstitution saving throw or have the Stunned condition until the end of your next turn. Immediately after hitting or missing, the weapon flies back to your hand. The"
      },
      {
        "document": 1596,
        "excerpt": "al casting time, and you can't use this property again until you finish a Short or Long Rest. On a failed check, you fail to cast the spell and a random effect occur"
      },
      {
        "document": 1598,
        "excerpt": "target takes an extra 1d6 Fire damage. The flames last until you take a Bonus Action to extinguish them or until you drop or stow the weapon. Ruby Resistance. As lo"
      },
      {
        "document": 1600,
        "excerpt": "from the helm, that spell can't be cast from it again until the next dawn."
      },
      {
        "document": 1604,
        "excerpt": "ditions. Once you use the horn, it can't be used again until 7 days have passed. Four types of Horn of Valhalla are known to exist, each made of a different metal."
      },
      {
        "document": 1607,
        "excerpt": "ich causes the rod to become magically fixed in place. Until you or another creature takes a Utilize action to push the button again, the rod doesn't move, even if i"
      },
      {
        "document": 1609,
        "excerpt": "purple prism stores spells cast into it, holding them until you use them. The stone can store up to 4 levels of spells at a time. When found, it contains 1d4 levels"
      },
      {
        "document": 1610,
        "excerpt": "nus. On a hit, the target has the Restrained condition until you take a Bonus Action to issue a command that releases it. Doing so or missing with the attack causes"
      },
      {
        "document": 1611,
        "excerpt": "he save. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn't age an"
      },
      {
        "document": 1612,
        "excerpt": "ppears in your hand. This property can't be used again until the next dawn."
      },
      {
        "document": 1614,
        "excerpt": "ond roll. Once used, this property can't be used again until the next dawn. Wish. The weapon has 1d3 charges. While holding it, you can expend 1 charge and cast Wis"
      },
      {
        "document": 1615,
        "excerpt": "essful save, the creature has the Frightened condition until the end of your next turn. Light. While you hold this weapon, it sheds Bright Light in a 20-foot radius"
      },
      {
        "document": 1625,
        "excerpt": "se a command word to activate it. It remains activated until you take a Magic action and repeat the command word to deactivate it. Any creature other than you that"
      },
      {
        "document": 1627,
        "excerpt": "u occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can't be located by any Divination magic, but a Wish spel"
      },
      {
        "document": 1630,
        "excerpt": "ic bead's spell is cast, that bead can't be used again until the next dawn."
      },
      {
        "document": 1632,
        "excerpt": "e.” The target of your attack becomes your sworn enemy until it dies or until dawn 7 days later. You can have only one such sworn enemy at a time. When your sworn en"
      },
      {
        "document": 1636,
        "excerpt": "lower. Once you use the pearl, it can't be used again until the next dawn."
      },
      {
        "document": 1637,
        "excerpt": "t Points. Once used, this property can't be used again until the next dawn. In addition, you have Advantage on saving throws to avoid or end the Poisoned condition"
      },
      {
        "document": 1643,
        "excerpt": "d word. This property of the armor can't be used again until the next dawn."
      },
      {
        "document": 1650,
        "excerpt": "s Form spell for 1 hour (no Concentration required) or until you end the effect as a Bonus Action. This potion's container seems to hold fog that moves and pours li"
      },
      {
        "document": 1664,
        "excerpt": "attack to miss you. You can't use this property again until you finish a Short or Long Rest. Ranged Weapon (Quarterstaff Form Only). This weapon has the Thrown pro"
      },
      {
        "document": 1666,
        "excerpt": "you maintain Concentration, to a maximum of 1 hour, or until it drops to 0 Hit Points. While summoned, the djinni is Friendly to you and your allies, and it obeys y"
      },
      {
        "document": 1667,
        "excerpt": "a failed save, the Elemental has the Charmed condition until the start your next turn, and you determine what it does with its move and action on its next turn. Ele"
      },
      {
        "document": 1671,
        "excerpt": "yourself the Invisible condition. You remain Invisible until the ring is removed or until you take a Bonus Action to become visible again."
      },
      {
        "document": 1673,
        "excerpt": "Magic action to cause the ring to become imperceptible until you take another Magic action to make it perceptible, until you remove the ring, or until you die. If"
      },
      {
        "document": 1678,
        "excerpt": "t) This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, i"
      },
      {
        "document": 1688,
        "excerpt": "garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds Bright Light in a 30-foot radius and Dim Lig"
      },
      {
        "document": 1689,
        "excerpt": "rything you are wearing and carrying. You remain there until you take a Magic action to return to the plane you were on. You reappear in the last space you occupied"
      },
      {
        "document": 1693,
        "excerpt": "e ground. Once used, this property can't be used again until the next dawn."
      },
      {
        "document": 1694,
        "excerpt": "ing buttons as a Bonus Action; a button's effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to i"
      },
      {
        "document": 1696,
        "excerpt": "this way. Once used, this property can't be used again until the next dawn."
      },
      {
        "document": 1697,
        "excerpt": "location. Once used, this property can't be used again until 10 days have passed."
      },
      {
        "document": 1698,
        "excerpt": "10 feet at the start of each of your subsequent turns until reaching its destination or until you tell it to stop. You can also tell the rope to fasten itself secur"
      },
      {
        "document": 1702,
        "excerpt": "ast using either stone, the stones can't be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical."
      },
      {
        "document": 1705,
        "excerpt": "urse. This Shield is cursed. Attuning to it curses you until you are targeted by a Remove Curse spell or similar magic. Removing the Shield fails to end the curse on"
      },
      {
        "document": 1706,
        "excerpt": "it. Once this property is used, it can't be used again until the next dawn."
      },
      {
        "document": 1711,
        "excerpt": "ing the Sphere. A Sphere of Annihilation is stationary until someone takes control of it. If you are within 60 feet of a sphere, you can take a Magic action to make"
      },
      {
        "document": 1712,
        "excerpt": "ul one. You can't use this property of the staff again until the next dawn. Regaining Charges. The staff regains 1d8 + 2 expended charges daily at dawn. If you expe"
      },
      {
        "document": 1722,
        "excerpt": "ne of these properties is used, it can't be used again until the next dawn. Lightning. When you hit with a melee attack using the staff, you can cause the target to"
      },
      {
        "document": 1724,
        "excerpt": "a Bonus Action. The stone can't be used this way again until the next dawn."
      },
      {
        "document": 1733,
        "excerpt": "re. Once you use this property, it can't be used again until the next dawn."
      },
      {
        "document": 1756,
        "excerpt": "the GM decides where it leads. The portal remains open until a creature within 5 feet of it takes a Magic action to close it by taking hold of the edges of the cloth"
      },
      {
        "document": 1758,
        "excerpt": "on expires, you descend at a rate of 30 feet per round until you land."
      },
      {
        "document": 1759,
        "excerpt": "r of wings on your back. The wings lasts for 1 hour or until you end the effect early as a Magic action. The wings give you a Fly Speed of 60 feet. If you are aloft"
      },
      {
        "document": 1760,
        "excerpt": "of the aboleth's turn. Failure: The target is cursed. Until the curse ends, the target's skin becomes slimy, the target can breathe air and water, and it can't rega"
      },
      {
        "document": 1761,
        "excerpt": "isadvantage on saving throws to maintain Concentration until the end of its next turn. Failure or Success: The dragon can't take this action again until the start of"
      },
      {
        "document": 1762,
        "excerpt": "its Fly Speed. The dragon can't take this action again until the start of its next turn. Sonic Boom. The dragon uses Spellcasting to cast Shatter. The dragon can't"
      },
      {
        "document": 1763,
        "excerpt": "e. Failure: The target has the Incapacitated condition until the end of its next turn, at which point it repeats the save. Second Failure: The target has the Unconsc"
      },
      {
        "document": 1764,
        "excerpt": "nder damage, and the target has the Deafened condition until the end of its next turn."
      },
      {
        "document": 1765,
        "excerpt": "Bonus Action on its turn, not both. This effect lasts until the end of its next turn. Spellcasting. The dragon casts one of the following spells, requiring no Mate"
      },
      {
        "document": 1766,
        "excerpt": "d condition and is transported to a harmless demiplane until the start of the dragon's next turn, at which point it reappears in an unoccupied space of the dragon's"
      },
      {
        "document": 1767,
        "excerpt": "Poison damage, and the target takes a -2 penalty to AC until the end of its next turn. Failure or Success: The dragon can't take this action again until the start of"
      },
      {
        "document": 1768,
        "excerpt": "el 2 version). The dragon can't take this action again until the start of its next turn. Fiery Rays. The dragon uses Spellcasting to cast Scorching Ray. The dragon"
      },
      {
        "document": 1769,
        "excerpt": "st Failure: The target has the Incapacitated condition until the end of its next turn, when it repeats the save. Second Failure: The target has the Paralyzed conditi"
      },
      {
        "document": 1770,
        "excerpt": "lure: 7 (2d6) Cold damage, and the target's Speed is 0 until the end of the target's next turn. Failure or Success: The dragon can't take this action again until the"
      },
      {
        "document": 1773,
        "excerpt": "isadvantage on saving throws to maintain Concentration until the end of its next turn. Failure or Success: The dragon can't take this action again until the start of"
      },
      {
        "document": 1774,
        "excerpt": "its Fly Speed. The dragon can't take this action again until the start of its next turn. Sonic Boom. The dragon uses Spellcasting to cast Shatter (level 3 version)."
      },
      {
        "document": 1775,
        "excerpt": "e. Failure: The target has the Incapacitated condition until the end of its next turn, at which point it repeats the save. Second Failure: The target has the Unconsc"
      },
      {
        "document": 1776,
        "excerpt": "nder damage, and the target has the Deafened condition until the end of its next turn."
      },
      {
        "document": 1777,
        "excerpt": "Bonus Action on its turn, not both. This effect lasts until the end of its next turn. Spellcasting. The dragon casts one of the following spells, requiring no Mate"
      },
      {
        "document": 1778,
        "excerpt": "d condition and is transported to a harmless demiplane until the start of the dragon's next turn, at which point it reappears in an unoccupied space of the dragon's"
      },
      {
        "document": 1779,
        "excerpt": "Poison damage, and the target takes a -2 penalty to AC until the end of its next turn. Failure or Success: The dragon can't take this action again until the start of"
      },
      {
        "document": 1780,
        "excerpt": "el 2 version). The dragon can't take this action again until the start of its next turn. Fiery Rays. The dragon uses Spellcasting to cast Scorching Ray (level 3 ver"
      },
      {
        "document": 1781,
        "excerpt": "st Failure: The target has the Incapacitated condition until the end of its next turn, when it repeats the save. Second Failure: The target has the Paralyzed conditi"
      },
      {
        "document": 1782,
        "excerpt": "ure: 14 (4d6) Cold damage, and the target's Speed is 0 until the end of the target's next turn. Failure or Success: The dragon can't take this action again until the"
      },
      {
        "document": 1785,
        "excerpt": "ed condition (escape DC 13) instead of dealing damage. Until the grapple ends, the target has the Blinded and Restrained conditions, is suffocating, and takes 10 (2d"
      },
      {
        "document": 1791,
        "excerpt": "ison damage, and the target has the Poisoned condition until the start of the assassin's next turn. Light Crossbow. Ranged Attack Roll: +7, range 80/320 ft. Hit: 8"
      },
      {
        "document": 1799,
        "excerpt": "Lightning damage, and the target can't take Reactions until the start of the balor's next turn."
      },
      {
        "document": 1805,
        "excerpt": "cing damage, and the target has the Poisoned condition until the start of the devil's next turn. Until this poison ends, the target can't regain Hit Points. Inferna"
      },
      {
        "document": 1806,
        "excerpt": "on (escape DC 16), and it has the Restrained condition until the grapple ends. Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 16, each creature in a 90"
      },
      {
        "document": 1815,
        "excerpt": "son damage, and the target has the Poisoned condition until the start of the devil's next turn. While Poisoned, the target can't regain Hit Points."
      },
      {
        "document": 1816,
        "excerpt": "e. Failure: The target has the Incapacitated condition until the end of its next turn, at which point it repeats the save. Second Failure: The target has the Unconsc"
      },
      {
        "document": 1825,
        "excerpt": "one of two chains, and it has the Restrained condition until the grapple ends. Conjure Infernal Chain. The devil conjures a fiery chain to bind a creature. Dexterit"
      },
      {
        "document": 1828,
        "excerpt": "nce the golem goes berserk, it continues to be berserk until it is destroyed or it is no longer Bloodied. Immutable Form. The golem can't shape-shift. Magic Resist"
      },
      {
        "document": 1829,
        "excerpt": "aker. Failure: The target has the Frightened condition until the end of the cloaker's next turn. Success: The target is immune to this cloaker's Moan for the next 24"
      },
      {
        "document": 1830,
        "excerpt": "damage, and the target has the Incapacitated condition until the end of its next turn. Spellcasting. The giant casts one of the following spells, requiring no Mater"
      },
      {
        "document": 1834,
        "excerpt": "Bonus Action on its turn, not both. This effect lasts until the end of its next turn."
      },
      {
        "document": 1835,
        "excerpt": "cing damage, and the target has the Poisoned condition until the end of the couatl's next turn. Constrict. Strength Saving Throw: DC 15, one Medium or smaller creat"
      },
      {
        "document": 1845,
        "excerpt": "h Cylinder centered on that point. The whirlwind lasts until the djinni's Concentration on it ends. The djinni can move the whirlwind up to 20 feet at the start of e"
      },
      {
        "document": 1849,
        "excerpt": "dretch. Failure: The target has the Poisoned condition until the end of its next turn. While Poisoned, the creature can take either an action or a Bonus Action on it"
      },
      {
        "document": 1853,
        "excerpt": "ot Cone. Failure: The target has the Blinded condition until the end of the mephit's next turn. Sleep (1/Day). The mephit casts the Sleep spell, requiring no spell"
      },
      {
        "document": 1859,
        "excerpt": "ce damage, and the target has the Restrained condition until the rope is destroyed, the erinyes uses a Bonus Action to release the target, or the erinyes uses Entang"
      },
      {
        "document": 1860,
        "excerpt": "ison damage, and the target has the Poisoned condition until the start of the ettercap's next turn. Claw. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2) Slashi"
      },
      {
        "document": 1864,
        "excerpt": "it has Disadvantage on attack rolls and ability checks until the end of its next turn. Berserk. Whenever the golem starts its turn Bloodied, roll 1d6. On a 6, the g"
      },
      {
        "document": 1867,
        "excerpt": "ld damage, and the target's Speed decreases by 10 feet until the end of its next turn."
      },
      {
        "document": 1870,
        "excerpt": "ghast. Failure: The target has the Poisoned condition until the start of its next turn. Success: The target is immune to this ghast's Stench for 24 hours."
      },
      {
        "document": 1871,
        "excerpt": "ic damage, and the target has the Frightened condition until the start of the ghost's next turn. Success: The target is immune to this ghost's Horrific Visage for 24"
      },
      {
        "document": 1872,
        "excerpt": "DC 10. Failure: The target has the Paralyzed condition until the end of its next turn."
      },
      {
        "document": 1877,
        "excerpt": "cing damage, and the target has the Poisoned condition until the start of the centipede's next turn."
      },
      {
        "document": 1884,
        "excerpt": "our. Once a lion has been used, it can't be used again until 7 days have passed. Ivory Goats (Rare). These ivory statuettes of goats are always created in sets of t"
      },
      {
        "document": 1889,
        "excerpt": "im Speed. The Cube is Heavily Obscured for 1 minute or until a strong current or similar effect disperses the ink."
      },
      {
        "document": 1895,
        "excerpt": "feet. Failure: The target has the Restrained condition until the web is destroyed (AC 10; HP 5; Vulnerability to Fire damage; Immunity to Poison and Psychic damage)."
      },
      {
        "document": 1898,
        "excerpt": "cing damage, and the target has the Poisoned condition until the end of its next turn."
      },
      {
        "document": 1902,
        "excerpt": "diant damage, and the target has the Blinded condition until the end of the mouther's next turn."
      },
      {
        "document": 1920,
        "excerpt": "oison damage, and the target has the Blinded condition until the start of the naga's next turn. Success: Half damage only. Spellcasting. The naga casts one of the f"
      },
      {
        "document": 1922,
        "excerpt": "ng Song. The harpy sings a magical melody, which lasts until the harpy's Concentration ends on it. Wisdom Saving Throw: DC 11, each Humanoid and Giant in a 300-foot"
      },
      {
        "document": 1925,
        "excerpt": "hezrou. Failure: The target has the Poisoned condition until the start of its next turn."
      },
      {
        "document": 1926,
        "excerpt": "ning damage, and the target has the Poisoned condition until the end of its next turn."
      },
      {
        "document": 1931,
        "excerpt": "DC 12. Failure: The target has the Poisoned condition until the end of the homunculus's next turn. Failure by 5 or More: The target has the Poisoned condition for 1"
      },
      {
        "document": 1936,
        "excerpt": "4 (2d8 + 5) Piercing damage plus 10 (3d6) Cold damage. Until the end of its next turn, the target can't take a Bonus Action or Reaction, its Speed decreases by 10 fe"
      },
      {
        "document": 1939,
        "excerpt": "ychic damage, and the target is cursed for 24 hours or until the incubus dies. Until the curse ends, the target gains no benefit from finishing Short Rests. Spellca"
      },
      {
        "document": 1940,
        "excerpt": "the target has the Grappled condition (escape DC 13). Until the grapple ends, the target can't cast spells with a Verbal component and takes 7 (2d6) Thunder damage"
      },
      {
        "document": 1946,
        "excerpt": "of ten tentacles, and it has the Restrained condition until the grapple ends. Fling. The kraken throws a Large or smaller creature Grappled by it to a space it can"
      },
      {
        "document": 1947,
        "excerpt": ") Psychic damage, and the target is cursed for 1 hour. Until the curse ends, the target has the Charmed and Poisoned conditions. Spellcasting. The lamia casts one o"
      },
      {
        "document": 1949,
        "excerpt": "old damage, and the target has the Paralyzed condition until the start of the lich's next turn. Spellcasting. The lich casts one of the following spells, using Inte"
      },
      {
        "document": 1950,
        "excerpt": "feet. Failure: The target has the Frightened condition until the start of the lion's next turn."
      },
      {
        "document": 1957,
        "excerpt": "on (escape DC 14), and it has the Restrained condition until the grapple ends."
      },
      {
        "document": 1960,
        "excerpt": "e target is a creature, its Speed decreases by 10 feet until the end of its next turn. Hit or Miss: The spear magically returns to the merfolk's hand immediately aft"
      },
      {
        "document": 1961,
        "excerpt": "cing damage, and the target has the Poisoned condition until the end of the merrow's next turn. Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (2d4 + 4) Slashing d"
      },
      {
        "document": 1966,
        "excerpt": "hic damage, and the target has the Paralyzed condition until the end of the mummy's next turn. Spellcasting. The mummy casts one of the following spells, requiring"
      },
      {
        "document": 1967,
        "excerpt": "feet. Failure: The target has the Frightened condition until the end of the mummy's next turn. Success: The target is immune to this mummy's Dreadful Glare for 24 ho"
      },
      {
        "document": 1968,
        "excerpt": "the target has the Frightened condition for 1 minute, until it takes damage, or until it ends its turn with the nalfeshnee out of line of sight. Success: The targe"
      },
      {
        "document": 1969,
        "excerpt": "soul bag, and the target can't be raised from the dead until its soul is released. Spellcasting. The hag casts one of the following spells, requiring no Material co"
      },
      {
        "document": 1973,
        "excerpt": "im Speed. The Cube is Heavily Obscured for 1 minute or until a strong current or similar effect disperses the ink."
      },
      {
        "document": 1976,
        "excerpt": "ic damage, and the target has the Frightened condition until the start of the oni's next turn. Shape-Shift. The oni shape-shifts into a Small or Medium Humanoid or"
      },
      {
        "document": 1977,
        "excerpt": "mum decreases by 5 (1d10) and doesn't return to normal until the Poisoned condition ends on the target. Success: The Poisoned condition ends. Tentacle. Melee Attack"
      },
      {
        "document": 1984,
        "excerpt": "30 feet. Failure: The target has the Charmed condition until the start of the pirate's next turn."
      },
      {
        "document": 1985,
        "excerpt": "30 feet. Failure: The target has the Charmed condition until the start of the pirate's next turn."
      },
      {
        "document": 1986,
        "excerpt": "aura. Failure: The target has the Frightened condition until the start of its next turn. Success: The target is immune to this pit fiend's aura for 24 hours. Legend"
      },
      {
        "document": 1995,
        "excerpt": "on (escape DC 19), and it has the Restrained condition until the grapple ends. Tail Stinger. Melee Attack Roll: +14, reach 10 ft. Hit: 16 (2d6 + 9) Piercing damage"
      },
      {
        "document": 1996,
        "excerpt": "hing damage, and the target has the Poisoned condition until the start of the quasit's next turn. Invisibility. The quasit casts Invisibility on itself, requiring n"
      },
      {
        "document": 1997,
        "excerpt": "target has the Frightened and Incapacitated conditions until the start of the rakshasa's next turn. Spellcasting. The rakshasa casts one of the following spells, re"
      },
      {
        "document": 2002,
        "excerpt": "on (escape DC 17), and it has the Restrained condition until the grapple ends."
      },
      {
        "document": 2005,
        "excerpt": "from both talons, and it has the Restrained condition until the grapple ends."
      },
      {
        "document": 2006,
        "excerpt": "x tentacles, and the target has the Poisoned condition until the grapple ends. The tentacle can be damaged, freeing a creature it has Grappled when destroyed (AC 20"
      },
      {
        "document": 2010,
        "excerpt": "on (escape DC 14), and it has the Restrained condition until the grapple ends."
      },
      {
        "document": 2014,
        "excerpt": "form. Failure: The target has the Frightened condition until the start of its next turn. Success: The target is immune to this hag's Vile Appearance for 24 hours."
      },
      {
        "document": 2017,
        "excerpt": "s space and has the Grappled condition (escape DC 14). Until the grapple ends, the target has the Blinded and Restrained conditions, and it takes 10 (3d6) Lightning"
      },
      {
        "document": 2018,
        "excerpt": "the triggering attack and possibly causing it to miss, until the start of the guardian's next turn."
      },
      {
        "document": 2019,
        "excerpt": "riek audible within 300 feet of itself for 1 minute or until the shrieker dies."
      },
      {
        "document": 2020,
        "excerpt": "st Failure: The target has the Incapacitated condition until the end of its next turn, when it repeats the save. Second Failure: The target has the Paralyzed conditi"
      },
      {
        "document": 2022,
        "excerpt": "ure or Success: The solar can't take this action again until the start of its next turn. Radiant Teleport. The solar teleports up to 60 feet to an unoccupied space"
      },
      {
        "document": 2024,
        "excerpt": "damage, and the target has the Incapacitated condition until the start of the sphinx's next turn. Spellcasting. The sphinx casts one of the following spells, requir"
      },
      {
        "document": 2025,
        "excerpt": "re or Success: The sphinx can't take this action again until the start of its next turn."
      },
      {
        "document": 2029,
        "excerpt": "rcing damage, and the target has the Charmed condition until the start of the sprite's next turn. Heart Sight. Charisma Saving Throw: DC 10, one creature within 5 f"
      },
      {
        "document": 2031,
        "excerpt": "re damage, and the target's Speed decreases by 10 feet until the end of the mephit's next turn. Success: Half damage only. Failure or Success: Being underwater doesn"
      },
      {
        "document": 2035,
        "excerpt": "and the target has the Blinded and Deafened conditions until the start of the giant's next turn. Lightning Storm (Recharge 5–6). Dexterity Saving Throw: DC 18, each"
      },
      {
        "document": 2042,
        "excerpt": "space. Failure: The target has the Deafened condition until the start of the swarm's next turn. While Deafened, the target also has Disadvantage on ability checks a"
      },
      {
        "document": 2044,
        "excerpt": "the target has the Grappled condition (escape DC 20). Until the grapple ends, the target has the Restrained condition and can't teleport. Claw. Melee Attack Roll:"
      },
      {
        "document": 2048,
        "excerpt": "obeys the treant. A tree remains animate for 1 day or until it dies, the treant dies, or it is more than 120 feet from the treant. The tree then takes root if possi"
      },
      {
        "document": 2053,
        "excerpt": "(3d6) Temporary Hit Points, and its AC increases by 2 until the end of the unicorn's next turn. The unicorn can't take this action again until the start of its nex"
      },
      {
        "document": 2056,
        "excerpt": "ns to its vampire form and has the Paralyzed condition until it regains any Hit Points, and it regains 1 Hit Point after spending 1 hour there. Spider Climb. The va"
      },
      {
        "document": 2059,
        "excerpt": "under damage, and the target has the Stunned condition until the end of the vrock's next turn."
      },
      {
        "document": 2065,
        "excerpt": "ntal takes Cold damage, its Speed decreases by 20 feet until the end of its next turn. Water Form. The elemental can enter an enemy's space and stop there. It can m"
      },
      {
        "document": 2074,
        "excerpt": "h. The wisp and its light have the Invisible condition until the wisp's Concentration ends on this effect, which ends early immediately after the wisp makes an attac"
      },
      {
        "document": 2079,
        "excerpt": "ison damage, and the target has the Poisoned condition until the start of the wyvern's next turn."
      },
      {
        "document": 2083,
        "excerpt": "e. Failure: The target has the Incapacitated condition until the end of its next turn, at which point it repeats the save. Second Failure: The target has the Unconsc"
      },
      {
        "document": 2085,
        "excerpt": "Bonus Action on its turn, not both. This effect lasts until the end of its next turn."
      },
      {
        "document": 2089,
        "excerpt": "st Failure: The target has the Incapacitated condition until the end of its next turn, when it repeats the save. Second Failure: The target has the Paralyzed conditi"
      }
    ],
    "untrained": [
      {
        "document": 375,
        "excerpt": "is a minimum; some expert hirelings require more pay. Untrained hirelings are hired for work that requires no particular proficiencies; they include laborers and porter"
      },
      {
        "document": 924,
        "excerpt": "Untrained hireling"
      }
    ],
    "untrammeled": [
      {
        "document": 983,
        "excerpt": "r Rage primarily toward violence. Their path is one of untrammeled fury, and they thrill in the chaos of battle as they allow their Rage to seize and empower them."
      }
    ],
    "untroubled": [
      {
        "document": 237,
        "excerpt": "l (NE). Neutral Evil is the alignment of those who are untroubled by the harm they cause as they pursue their desires. A criminal who robs and murders as they please is p"
      }
    ],
    "unusable": [
      {
        "document": 158,
        "excerpt": "ed to be supernatural or highly specialized, and it is unusable when the monster is defeated."
      }
    ],
    "unusual": [
      {
        "document": 75,
        "excerpt": "ties when it needs special care or when it presents an unusual obstacle. For instance, the GM might require you to take the Utilize action to open a stuck door or turn"
      },
      {
        "document": 117,
        "excerpt": "e only by folk who are sized and shaped like dwarves. Unusual Anatomy. Use your discretion to decide whether a creature can wear an item not made for its anatomy. A r"
      },
      {
        "document": 394,
        "excerpt": "ary.” Also see those rules if you wield a weapon in an unusual way, such as using a Ranged weapon to make a melee attack."
      },
      {
        "document": 737,
        "excerpt": "Unusual Features"
      }
    ],
    "unusually": [
      {
        "document": 62,
        "excerpt": "out the weight of those objects. If you try to haul an unusually heavy object or a massive number of lighter objects, the GM might require you to abide by the rules for"
      }
    ],
    "unwilling": [
      {
        "document": 319,
        "excerpt": "As a Utilize action, you can use Manacles to bind an unwilling Small or Medium creature within 5 feet of yourself that has the Grappled, Incapacitated, or Restrained c"
      },
      {
        "document": 338,
        "excerpt": "ful DC 20 Strength (Athletics) check. You can bind an unwilling creature with the Rope only if the creature has the Grappled, Incapacitated, or Restrained condition. If"
      },
      {
        "document": 468,
        "excerpt": "As a Utilize action, you can wrap a Chain around an unwilling creature within 5 feet of yourself that has the Grappled, Incapacitated, or Restrained condition if you"
      },
      {
        "document": 651,
        "excerpt": "GM then determines whether the monster feels willing, unwilling, or hesitant due to your interaction; this determination establishes whether an ability check is necessa"
      },
      {
        "document": 1252,
        "excerpt": "must be neither worn nor carried. If the target is an unwilling creature, it can make a Constitution saving throw. On a successful save, the spell has no effect. Every"
      },
      {
        "document": 1335,
        "excerpt": "an levitate an object that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected. The target can move only by pushin"
      },
      {
        "document": 1404,
        "excerpt": "a Large or smaller creature or object within range. An unwilling creature must succeed on a Dexterity saving throw or be enclosed for the duration. Nothing - not physic"
      },
      {
        "document": 1417,
        "excerpt": "ature of your choice that you can see within range. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell. You can gi"
      },
      {
        "document": 1454,
        "excerpt": "arge or smaller, and it can't be held or carried by an unwilling creature. The destination you choose must be known to you, and it must be on the same plane of existenc"
      },
      {
        "document": 1463,
        "excerpt": "he full duration, the spell lasts until dispelled. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn't affected by this spell. Creature"
      },
      {
        "document": 1523,
        "excerpt": "he curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times. You also have Disadvantage on attack roll"
      }
    ],
    "unwillingness": [
      {
        "document": 692,
        "excerpt": "l ability checks for 1d10 × 10 hours, stemming from an unwillingness or inability to exert a particular set of abilities. The character might feel enervated and unable to ex"
      }
    ],
    "unworked": [
      {
        "document": 1855,
        "excerpt": "th Glide. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through. Siege Mon"
      },
      {
        "document": 2080,
        "excerpt": "Earth Glide. The xorn can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn't disturb the material it moves through. Treasure Sense"
      }
    ],
    "upgrade": [
      {
        "document": 1150,
        "excerpt": "xterity saving throw or take 1d6 Acid damage. Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6)."
      },
      {
        "document": 1190,
        "excerpt": "n Hit Points until the end of your next turn. Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10)."
      },
      {
        "document": 1249,
        "excerpt": "On a hit, the target takes 1d10 Force damage. Cantrip Upgrade. The spell creates two beams at level 5, three beams at level 11, and four beams at level 17. You can di"
      },
      {
        "document": 1270,
        "excerpt": "ts burning if it isn't being worn or carried. Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10)."
      },
      {
        "document": 1380,
        "excerpt": "n a hit, the target takes 1d12 Poison damage. Cantrip Upgrade. The damage increases by 1d12 when you reach levels 5 (2d12), 11 (3d12), and 17 (4d12)."
      },
      {
        "document": 1390,
        "excerpt": ". On a hit, the target takes 1d8 Fire damage. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8)."
      },
      {
        "document": 1399,
        "excerpt": "by 10 feet until the start of your next turn. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8)."
      },
      {
        "document": 1410,
        "excerpt": "Cover or Three-Quarters Cover for this save. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8)."
      },
      {
        "document": 1424,
        "excerpt": "cast it again or if you let go of the weapon. Cantrip Upgrade. The damage die changes when you reach levels 5 (d10), 11 (d12), and 17 (2d6)."
      },
      {
        "document": 1426,
        "excerpt": "ity Attacks until the start of its next turn. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8)."
      },
      {
        "document": 1433,
        "excerpt": "ge equals your spellcasting ability modifier. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8)."
      },
      {
        "document": 1434,
        "excerpt": "and isn't dead. The creature becomes Stable. Cantrip Upgrade. The range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet)."
      },
      {
        "document": 1442,
        "excerpt": "d can't benefit from the Invisible condition. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8)."
      },
      {
        "document": 1466,
        "excerpt": "he weapon's normal damage type (your choice). Cantrip Upgrade. Whether you deal Radiant damage or the weapon's normal damage type, the attack deals extra Radiant dama"
      },
      {
        "document": 1470,
        "excerpt": "oll it makes before the end of its next turn. Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6)."
      }
    ],
    "uphold": [
      {
        "document": 982,
        "excerpt": "Uphold the Ideals of Justice and Order The Oath of Devotion binds Paladins to the ideals of justice and order."
      }
    ],
    "upon": [
      {
        "document": 267,
        "excerpt": "cussing manners and etiquette 77 A sheet of parchment upon which is drawn a mechanical contraption 78 An ornate scabbard that fits no blade you have found 79 An"
      },
      {
        "document": 1246,
        "excerpt": "ding the spell. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it and can either end the t"
      },
      {
        "document": 1354,
        "excerpt": "mpleted in a shorter time, the spell ends for a target upon completing it. Using a Higher-Level Spell Slot. The duration is longer with a spell slot of level 7 (10"
      },
      {
        "document": 1376,
        "excerpt": "er the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you if possi"
      },
      {
        "document": 1418,
        "excerpt": "ssage doesn't arrive. You know if the delivery fails. Upon receiving your message, a creature can block your ability to reach it again with this spell for 8 hours."
      },
      {
        "document": 1420,
        "excerpt": "you have the Spellcasting feature, you retain it too. Upon shape-shifting, you determine whether your equipment drops to the ground or changes in size and shape to"
      },
      {
        "document": 1447,
        "excerpt": "leted in a shorter time, the spell ends for the target upon completing it."
      }
    ],
    "upper": [
      {
        "document": 181,
        "excerpt": "creatures, such as angels and pegasi, with ties to the Upper Planes. Constructs are magically created creatures such as homunculi and shield guardians. Dragons are"
      },
      {
        "document": 970,
        "excerpt": "You're so evasive that attackers rarely gain the upper hand against you. No attack roll can have Advantage against you unless you have the Incapacitated condit"
      },
      {
        "document": 1205,
        "excerpt": "ation, up to 10 minutes You conjure a spirit from the Upper Planes, which manifests as a pillar of light in a 10-foot-radius, 40-foot-high Cylinder centered on a po"
      },
      {
        "document": 1241,
        "excerpt": "antaneous You utter a word imbued with power from the Upper Planes. Each creature of your choice in range makes a Charisma saving throw. On a failed save, a target"
      },
      {
        "document": 1409,
        "excerpt": "he ground or the rope reaches a ceiling. At the rope's upper end, an Invisible 3-foot-by-5-foot portal opens to an extra-dimensional space that lasts until the spell"
      },
      {
        "document": 1689,
        "excerpt": "s while you wear it. Six stars, located on the robe's upper-front portion, are particularly large. While wearing this robe, you can take a Magic action to remove on"
      }
    ],
    "uproot": [
      {
        "document": 1437,
        "excerpt": "for the duration. The spell doesn't enable plants to uproot themselves and move about, but they can move their branches, tendrils, and stalks for you. If a Plant c"
      }
    ],
    "upstream": [
      {
        "document": 359,
        "excerpt": "gainst any significant current, but they can be pulled upstream by draft animals on the shores. A Rowboat can be carried and weighs 100 pounds. Airborne and Waterborne"
      }
    ],
    "upward": [
      {
        "document": 793,
        "excerpt": "A pyramid with a 60-foot-square base bursts upward. Inside is a burial chamber containing a Mummy, a Mummy Lord, or some other Undead of the GM’s choice. I"
      },
      {
        "document": 1233,
        "excerpt": "ion, such as “200 feet straight downward” or “300 feet upward to the northwest at a 45-degree angle.” You can also teleport one willing creature. The creature must b"
      },
      {
        "document": 1407,
        "excerpt": "s in that area that aren't anchored to the ground fall upward and reach the top of the Cylinder. A creature can make a Dexterity saving throw to grab a fixed object i"
      },
      {
        "document": 1409,
        "excerpt": "ration: 1 hour You touch a rope. One end of it hovers upward until the rope hangs perpendicular to the ground or the rope reaches a ceiling. At the rope's upper end,"
      },
      {
        "document": 1483,
        "excerpt": "Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward"
      }
    ],
    "urban": [
      {
        "document": 961,
        "excerpt": "Urban"
      }
    ],
    "urge": [
      {
        "document": 651,
        "excerpt": "With the Influence action, you urge a monster to do something. Describe or roleplay how you're communicating with the monster. Are you tryin"
      }
    ],
    "urged": [
      {
        "document": 651,
        "excerpt": "is higher. On a successful check, the monster does as urged. On a failed check, you must wait 24 hours (or a duration set by the GM) before urging it in the same wa"
      }
    ],
    "urging": [
      {
        "document": 651,
        "excerpt": "ck is necessary, as explained below. Willing. If your urging aligns with the monster's desires, no ability check is necessary; the monster fulfills your request in a"
      },
      {
        "document": 1561,
        "excerpt": "the orb casts Suggestion on you at will (save DC 18), urging you to work toward the evil ends it desires. The dragon essence within the orb might want many things: t"
      }
    ],
    "urn": [
      {
        "document": 267,
        "excerpt": "g worm with a head on each end of its body 00 A metal urn containing the ashes of a hero ---"
      }
    ],
    "usable": [
      {
        "document": 117,
        "excerpt": "er. For example, a particular armorer might make items usable only by folk who are sized and shaped like dwarves. Unusual Anatomy. Use your discretion to decide whet"
      },
      {
        "document": 160,
        "excerpt": "re is slain and whether any of that equipment is still usable. Beware of giving a monster combat-oriented magic items, since those might alter the monster's Challeng"
      },
      {
        "document": 383,
        "excerpt": "Each weapon has a mastery property, which is usable only by a character who has a feature, such as Weapon Mastery, that unlocks the property for the charact"
      }
    ],
    "usage": [
      {
        "document": 179,
        "excerpt": "Limited Usage"
      }
    ],
    "use": [
      {
        "document": 2,
        "excerpt": "lity Check Examples table for examples of each check's use. Ability Check Examples"
      },
      {
        "document": 20,
        "excerpt": "Saving throws are named for the ability modifiers they use: a Constitution saving throw, a Wisdom saving throw, and so on. Different saving throws are used to resi"
      },
      {
        "document": 24,
        "excerpt": "k Roll Abilities table shows which ability modifier to use for different types of attack rolls. Attack Roll Abilities Some features let you use different ability"
      },
      {
        "document": 27,
        "excerpt": "ifferent ways to calculate AC must choose which one to use; only one base calculation can be in effect for a creature."
      },
      {
        "document": 29,
        "excerpt": "usually acquire Advantage or Disadvantage through the use of special abilities and actions. The GM can also decide that circumstances grant Advantage or impose Di"
      },
      {
        "document": 30,
        "excerpt": "oll any die immediately after rolling it, and you must use the new roll. Only One at a Time. You can never have more than one instance of Heroic Inspiration. If s"
      },
      {
        "document": 31,
        "excerpt": "isadvantage, roll a second d20 when you make the roll. Use the higher of the two rolls if you have Advantage, and use the lower roll if you have Disadvantage. For"
      },
      {
        "document": 34,
        "excerpt": ". Some are skilled with many weapons, while others can use only a few. Some are better at understanding people's motives, and others are better at unlocking the se"
      },
      {
        "document": 37,
        "excerpt": "example, the combat rules tell you that melee attacks use Strength and ranged attacks use Dexterity. That's a general rule, and a general rule is in effect as lon"
      },
      {
        "document": 40,
        "excerpt": "a character add their Proficiency Bonus to saves that use a particular ability. For example, proficiency in Wisdom saves lets you add your Proficiency Bonus to yo"
      },
      {
        "document": 43,
        "excerpt": "al interaction, you can try to Influence a creature or use the Search action to read the creature's body language, but you can't do both at the same time. And when"
      },
      {
        "document": 44,
        "excerpt": "on your turn, so you must choose which Bonus Action to use if you have more than one available. You choose when to take a Bonus Action during your turn unless the"
      },
      {
        "document": 47,
        "excerpt": "ty. You might be able to learn an NPC's goals and then use that information to influence the NPC. If you offer NPCs something they want or play on their sympathie"
      },
      {
        "document": 49,
        "excerpt": "es when thinking of how you will interact with an NPC; use an approach that relies on your group's skill proficiencies. For example, if the group needs to trick a"
      },
      {
        "document": 51,
        "excerpt": "ment” can also be used for more than battle; you could use a Quarterstaff, for example, to push a sinister-looking button that you’re reluctant to touch."
      },
      {
        "document": 63,
        "excerpt": "u try to damage something more resilient, the GM might use the rules on breaking objects in “Rules Glossary.”"
      },
      {
        "document": 66,
        "excerpt": "ct distances or travel times, or the GM might have you use the travel pace rules below. If you need to know how fast you can move when every second matters, see t"
      },
      {
        "document": 74,
        "excerpt": "and other special objects always require an action to use, as stated in their descriptions."
      },
      {
        "document": 75,
        "excerpt": ", a Speed of 30 feet translates into 6 squares. If you use a grid often, consider writing your Speed in squares on your character sheet. Entering a Square. To ent"
      },
      {
        "document": 92,
        "excerpt": "ter in \"Playing the Game\"), you roll two d20s, but you use the number from only one of them - the higher one if you have Advantage or the lower one if you have Dis"
      },
      {
        "document": 105,
        "excerpt": "ability modifier to a fixed damage amount that doesn't use a roll, such as the damage of a Blowgun. See “Equipment” for weapons' damage dice and “Spells” for spell"
      },
      {
        "document": 117,
        "excerpt": "o are sized and shaped like dwarves. Unusual Anatomy. Use your discretion to decide whether a creature can wear an item not made for its anatomy. A ring placed on"
      },
      {
        "document": 120,
        "excerpt": "l item details how an item is activated. Certain items use the following rules for their activation."
      },
      {
        "document": 123,
        "excerpt": "arts of a spell. A magic item may require the user to use their own spellcasting ability when casting a spell from the item. If the user has more than one spellca"
      },
      {
        "document": 131,
        "excerpt": "quired to make a magic item of each category. You must use the required tool to make an item and have proficiency with that tool. Any assistants must also have pro"
      },
      {
        "document": 134,
        "excerpt": "ut other kinds of items can manifest sentience. Single-use items such as potions and scrolls are never sentient. The GM controls sentient magic items and their ac"
      },
      {
        "document": 141,
        "excerpt": "to the exclusion of all else. As long as the wielder's use of the item aligns with that special purpose, the item remains cooperative. Deviating from this course m"
      },
      {
        "document": 142,
        "excerpt": "attempt to control its bearer succeeds, the item can't use this power again until the next dawn."
      },
      {
        "document": 143,
        "excerpt": "wise, the stat block is in “Monsters.” How to read and use a stat block is explained in “Monsters.”"
      },
      {
        "document": 151,
        "excerpt": "ng with any contribution from its Constitution. Either use the number for the monster's Hit Points or roll the die expression in parentheses to determine the monst"
      },
      {
        "document": 156,
        "excerpt": "apon or a spell it can cast only once per day, have it use that special ability as quickly and as often as possible. Multiattack. If the monster has Multiattack,"
      },
      {
        "document": 161,
        "excerpt": "has a stat block that contains the rules necessary to use it in the game. Stat blocks are divided into the following parts: Name and General Details. The name of"
      },
      {
        "document": 163,
        "excerpt": "This entry lists languages that the monster can use to communicate. Sometimes a monster can understand a language but can't communicate with it, which is no"
      },
      {
        "document": 173,
        "excerpt": "eal 4 (1d4 + 2) damage on a hit. You decide whether to use the number or the die expression in parentheses; don't use both."
      },
      {
        "document": 174,
        "excerpt": "e can make, as well as any additional abilities it can use, as part of the Attack action."
      },
      {
        "document": 175,
        "excerpt": "spell components are required, describe the monster's use of Verbal, Somatic, or Material components to signal to characters that it is casting a spell. A monster"
      },
      {
        "document": 178,
        "excerpt": "s specified in the stat block. The monster expends one use whenever it takes a Legendary Action, and it regains all expended uses at the start of each of its turns"
      },
      {
        "document": 179,
        "excerpt": "gain. Recharge X–Y. This notation means a monster can use the stat block part once. At the start of each of the monster's turns, roll 1d6. If the roll is within t"
      },
      {
        "document": 185,
        "excerpt": "owed by the monster's Initiative score in parentheses. Use the modifier when you roll to determine a monster's Initiative. A monster's Initiative modifier is typic"
      },
      {
        "document": 230,
        "excerpt": "e following three methods. Your GM might prefer you to use a particular one. Standard Array. Use the following six scores for your abilities: 15, 14, 13, 12, 10,"
      },
      {
        "document": 231,
        "excerpt": "different method to generate the scores, you may still use this table to guide where you place your highest and lowest scores. Standard Array by Class"
      },
      {
        "document": 236,
        "excerpt": "cter on a character sheet. Throughout this chapter, we use the term \"character sheet\" to mean whatever you use to track your character's details, whether it's a pr"
      },
      {
        "document": 240,
        "excerpt": "ndings when you're not actively looking for something. Use this formula to determine your Passive Perception score:"
      },
      {
        "document": 241,
        "excerpt": "in “Equipment.” You add the same ability modifier you use for attacks with a weapon to your damage rolls with that weapon. Spellcasting. Note both the saving thr"
      },
      {
        "document": 243,
        "excerpt": "to your Hit Point maximum. Instead of rolling, you can use the fixed value shown in the Fixed Hit Points by Class table. Fixed Hit Points by Class 3: Record New"
      },
      {
        "document": 252,
        "excerpt": "A GM can use feats as a form of advancement after characters reach level 20 to provide greater power to characters wh"
      },
      {
        "document": 264,
        "excerpt": "ave the Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, follow the rul"
      },
      {
        "document": 265,
        "excerpt": "ple item lightly touched by mystery. The GM might also use this table. It can help stock a room in a dungeon or fill a creature's pockets. Trinkets"
      },
      {
        "document": 308,
        "excerpt": "length of the chain (typically 3 feet). A creature can use its action to make a DC 13 Strength (Athletics) check, freeing itself or another creature within its rea"
      },
      {
        "document": 316,
        "excerpt": "Lock comes with a key. Without the key, a creature can use Thieves' Tools to pick this Lock with a successful DC 15 Dexterity (Sleight of Hand) check."
      },
      {
        "document": 317,
        "excerpt": "one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normall"
      },
      {
        "document": 319,
        "excerpt": "As a Utilize action, you can use Manacles to bind an unwilling Small or Medium creature within 5 feet of yourself that has the Grappled,"
      },
      {
        "document": 323,
        "excerpt": "You can douse a creature, object, or space with Oil or use it as fuel, as detailed below. Dousing a Creature or an Object. When you take the Attack action, you ca"
      },
      {
        "document": 327,
        "excerpt": "As a Bonus Action, you can use a vial of Basic Poison to coat one weapon or up to three pieces of ammunition. A creature that takes Pie"
      },
      {
        "document": 329,
        "excerpt": "A Pole is 10 feet long. You can use it to touch something up to 10 feet away. If you must make a Strength (Athletics) check as part of a Hig"
      },
      {
        "document": 335,
        "excerpt": "You can use a Portable Ram to break down doors. When doing so, you gain a +4 bonus to the Strength check. One other"
      },
      {
        "document": 342,
        "excerpt": "Working for 1 hour, you can use a Shovel to dig a hole that is 5 feet on each side in soil or similar material."
      },
      {
        "document": 345,
        "excerpt": "s come in bundles of ten. As a Utilize action, you can use a blunt object, such as a Light Hammer, to hammer a spike into wood, earth, or a similar material. You c"
      },
      {
        "document": 350,
        "excerpt": "s part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weap"
      },
      {
        "document": 357,
        "excerpt": "it, a bridle, reins, and any other equipment needed to use the saddle. A Military Saddle gives Advantage on any ability check you make to remain mounted. An Exotic"
      },
      {
        "document": 378,
        "excerpt": "e end of the rest, you learn its properties and how to use them (but not any curse the item might bear). Sometimes a magic item carries a clue to its properties."
      },
      {
        "document": 379,
        "excerpt": "called Attunement - with them before the creature can use an item's magical properties. Without becoming attuned to an item that requires Attunement, you gain onl"
      },
      {
        "document": 387,
        "excerpt": "meet the requirements, you make the item, and you can use it or sell it at its normal price."
      },
      {
        "document": 388,
        "excerpt": "s required tools for items not listed there. You must use the required tool to make an item and have proficiency with that tool. Anyone who helps you must also ha"
      },
      {
        "document": 394,
        "excerpt": "If you use an object - such as a table leg, frying pan, or bottle - as a makeshift weapon, see “Improvised Weapons”"
      },
      {
        "document": 407,
        "excerpt": "mor or hold a Shield, but only those with training can use them effectively, as explained below. A character's class and other features determine the character's a"
      },
      {
        "document": 409,
        "excerpt": "ich is defined in the “Mastery Properties” section. To use that property, you must have a feature that lets you use it."
      },
      {
        "document": 412,
        "excerpt": "ing entries: Ability. This entry lists the ability to use when making an ability check with the tool. Utilize. This entry lists things you can do with the tool w"
      },
      {
        "document": 449,
        "excerpt": "annel arcane magic. A Sorcerer, Warlock, or Wizard can use such an item as a Spellcasting Focus. Arcane Focuses"
      },
      {
        "document": 453,
        "excerpt": "You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire fr"
      },
      {
        "document": 464,
        "excerpt": "When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the sam"
      },
      {
        "document": 470,
        "excerpt": "s, pitons, and a harness. As a Utilize action, you can use the Climber's Kit to anchor yourself; when you do, you can't fall more than 25 feet from the anchor poin"
      },
      {
        "document": 478,
        "excerpt": "painted to channel primal magic. A Druid or Ranger can use such an object as a Spellcasting Focus. Druidic Focuses"
      },
      {
        "document": 485,
        "excerpt": "inted to channel divine magic. A Cleric or Paladin can use a Holy Symbol as a Spellcasting Focus. The table indicates whether a Holy Symbol needs to be held, worn"
      },
      {
        "document": 498,
        "excerpt": "on or an intricate set of gestures. A spellcaster must use at least one of their hands to perform these movements."
      },
      {
        "document": 499,
        "excerpt": "and doesn't specify a cost for them, a spellcaster can use a Component Pouch (see \"Equipment\") instead of providing the materials specified in the spell, or the s"
      },
      {
        "document": 518,
        "excerpt": "u cast a spell that has a casting time of an action or use a feature or magic item that requires a Magic action to be activated. If you cast a spell that has a ca"
      },
      {
        "document": 528,
        "excerpt": "If a rule says you can use something a certain number of times per day, that means you must finish a Long Rest to use it again afte"
      },
      {
        "document": 534,
        "excerpt": "r base AC calculation, you choose which calculation to use; you can't use more than one. See also \"Attack Roll.\""
      },
      {
        "document": 544,
        "excerpt": "Armor training allows you to use armor of a certain category without the following drawbacks. If you wear Light, Medium, or Heavy armor a"
      },
      {
        "document": 548,
        "excerpt": ". If you have more than one speed, choose which one to use when you move; you can switch between the speeds during your move. Whenever you switch, subtract the dis"
      },
      {
        "document": 551,
        "excerpt": "lcasting Focus is an object that certain creatures can use in place of a spell's Material components if those materials aren't consumed by the spell and don't have"
      },
      {
        "document": 554,
        "excerpt": "d4 + 2) damage on a hit. The GM determines whether you use the static number or the die expression in parentheses; you don't use both."
      },
      {
        "document": 555,
        "excerpt": "you equip a weapon before an attack, you don't need to use it for that attack. Equipping a weapon includes drawing it from a sheath or picking it up. Unequipping a"
      },
      {
        "document": 559,
        "excerpt": "ou ignore this extra cost if you have a Swim Speed and use it to swim. At the GM's option, moving any distance in rough water might require a successful DC 15 Stre"
      },
      {
        "document": 568,
        "excerpt": "tead of using a weapon to make a melee attack, you can use a punch, kick, headbutt, or similar forceful blow. In game terms, this is an Unarmed Strike - a melee at"
      },
      {
        "document": 570,
        "excerpt": "tack action. When an object requires an action for its use, you take the Utilize action."
      },
      {
        "document": 575,
        "excerpt": "called Attunement - with them before the creature can use an item's magical properties. A creature can have Attunement with no more than three magic items at a ti"
      },
      {
        "document": 583,
        "excerpt": "A creature that has a Burrow Speed can use that speed to move through sand, earth, mud, or ice. The creature can't burrow through solid rock unless"
      },
      {
        "document": 589,
        "excerpt": "character sheet is a paper or digital record that you use to track your character's information. See also \"Character Creation.\""
      },
      {
        "document": 590,
        "excerpt": "u ignore this extra cost if you have a Climb Speed and use it to climb. At the GM's option, climbing a slippery surface or one with few handholds might require a"
      },
      {
        "document": 612,
        "excerpt": "cial speed, such as a Fly Speed or Swim Speed, you can use that speed instead of your Speed when you take this action. You choose which speed to use each time you"
      },
      {
        "document": 620,
        "excerpt": "you have Disadvantage on a D20 Test, roll two d20s and use the lower roll. A roll can't be affected by more than one Disadvantage, and Advantage and Disadvantage o"
      },
      {
        "document": 627,
        "excerpt": "Expertise is a feature that enhances your use of a skill proficiency. When you make an ability check with a skill proficiency in which you have Expert"
      },
      {
        "document": 628,
        "excerpt": "A creature that falls into water or another liquid can use its Reaction to make a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check to hit the surface hea"
      },
      {
        "document": 629,
        "excerpt": "f you have Advantage on a D20 Test, roll two d20s, and use the higher roll. A roll can't be affected by more than one Advantage, and Advantage and Disadvantage on"
      },
      {
        "document": 633,
        "excerpt": "ature at a time with that part, and the grappler can't use that part to target another creature unless it ends the grapple. Ending a Grapple. A Grappled creature"
      },
      {
        "document": 637,
        "excerpt": "kill or tool. This benefit expires if the ally doesn't use it before the start of your next turn. The GM has final say on whether your assistance is possible. Ass"
      },
      {
        "document": 639,
        "excerpt": "oll any die immediately after rolling it, and you must use the new roll. If you gain Heroic Inspiration but already have it, it's lost unless you give it to a pla"
      },
      {
        "document": 648,
        "excerpt": "f it's wielded in a way contrary to its design; if you use a Ranged weapon to make a melee attack or throw a Melee weapon that lacks the Thrown property, the weapo"
      },
      {
        "document": 652,
        "excerpt": "roll Initiative. Sometimes a GM might have combatants use their Initiative scores instead of rolling Initiative. Your Initiative score equals 10 plus your Dexteri"
      },
      {
        "document": 677,
        "excerpt": "character who is proficient with an Herbalism Kit can use it to create one dose of nonmagical ointment, which takes 1 hour. When applied to the eyes of a creature"
      },
      {
        "document": 688,
        "excerpt": "of even the most stalwart adventurer. If you plan to use any of these rules, discuss them with your players at the start of the campaign."
      },
      {
        "document": 689,
        "excerpt": "encounter something that is supernaturally frightful, use the Frightened condition as the baseline effect. Fear effects typically require a Wisdom saving throw, w"
      },
      {
        "document": 694,
        "excerpt": "In some settings, laws prohibit the possession and use of poison, but an illicit dealer or unscrupulous apothecary might keep a hidden stash. Characters with c"
      },
      {
        "document": 714,
        "excerpt": "is entry. A trap is otherwise inert after activation. Use caution when introducing a trap to characters of a level lower than the trap's level range. A trap that"
      },
      {
        "document": 718,
        "excerpt": "” on a successful check. As an action, a character can use a sharp tool to deface the glyph, which disarms the trap. As a Search action, a creature can examine th"
      },
      {
        "document": 724,
        "excerpt": "Characters traveling in a vehicle use the vehicle's speed in miles per hour (as shown in “Equipment”) to determine their rate of travel, and t"
      },
      {
        "document": 725,
        "excerpt": "s. A diverse force is more powerful. Reasons to Move. Use features that encourage characters and their enemies to move around, such as chandeliers, kegs of gunpow"
      },
      {
        "document": 726,
        "excerpt": "Use the following guidelines to create a combat encounter of a desired level of difficulty."
      },
      {
        "document": 727,
        "excerpt": "with no casualties. One or more of them might need to use healing resources, however. As a rough guideline, a single monster generally presents a low-difficulty c"
      },
      {
        "document": 733,
        "excerpt": "ou want to include many CR 0 critters in an encounter, use swarms instead."
      },
      {
        "document": 745,
        "excerpt": "Cast a spell, use a magic item, or use a magical feature."
      },
      {
        "document": 839,
        "excerpt": "Action Surge (one use), Tactical Mind"
      },
      {
        "document": 962,
        "excerpt": "the Barbarian Features table. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. While activ"
      },
      {
        "document": 963,
        "excerpt": "on spellcasting. The information below details how you use those rules with Bard spells, which appear in the Bard spell list later in the class’s description. Can"
      },
      {
        "document": 964,
        "excerpt": "on spellcasting. The information below details how you use those rules with Cleric spells, which appear on the Cleric spell list later in the class’s description."
      },
      {
        "document": 965,
        "excerpt": "n spellcasting. The information below details how you use those rules with Druid spells, which appear on the Druid spell list later in the class's description. C"
      },
      {
        "document": 966,
        "excerpt": "amina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level. You can use this feature twice. You rega"
      },
      {
        "document": 967,
        "excerpt": "f martial arts gives you mastery of combat styles that use your Unarmed Strike and Monk weapons, which are the following: - Simple Melee weapons - Martial Melee w"
      },
      {
        "document": 968,
        "excerpt": "on spellcasting. The information below details how you use those rules with Paladin spells, which appear in the Paladin spell list later in the class’s description"
      },
      {
        "document": 969,
        "excerpt": "on spellcasting. The information below details how you use those rules with Ranger spells, which appear in the Ranger spell list later in the class’s description."
      },
      {
        "document": 970,
        "excerpt": "Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as D"
      },
      {
        "document": 971,
        "excerpt": "on spellcasting. The information below details how you use those rules with Sorcerer spells, which appear in the Sorcerer spell list later in the class’s descripti"
      },
      {
        "document": 972,
        "excerpt": "on spellcasting. The information below details how you use those rules with Warlock spells, which appear in the Warlock spell list later in the class’s description"
      },
      {
        "document": 973,
        "excerpt": "on spellcasting. The information below details how you use those rules with Wizard spells, which appear in the Wizard spell list later in the class’s description."
      },
      {
        "document": 975,
        "excerpt": "As a Magic action, you can expend a use of your Wild Shape and choose a point within 60 feet of yourself. Vitality-giving flowers and life-drain"
      },
      {
        "document": 976,
        "excerpt": "You learn to use your wit to supernaturally distract, confuse, and otherwise sap the confidence and competence of others."
      },
      {
        "document": 977,
        "excerpt": "e duration, you have a Fly Speed of 60 feet. Once you use this feature, you can't use it again until you finish a Long Rest unless you spend 3 Sorcery Points (no"
      },
      {
        "document": 978,
        "excerpt": "serving as artillery to blast armies from afar. Others use their power to protect others, while some seek their own gain."
      },
      {
        "document": 979,
        "excerpt": "n you make an ability check or a saving throw, you can use this feature to add 1d10 to your roll. You can do so after seeing the roll but before any of the roll's"
      },
      {
        "document": 981,
        "excerpt": "agic action, you present your Holy Symbol and expend a use of your Channel Divinity to evoke healing energy that can restore a number of Hit Points equal to five t"
      },
      {
        "document": 982,
        "excerpt": "wear this oath are devoted to gods of law and good and use their gods' tenets as the measure of personal devotion. Others hold angels as their ideals and incorpora"
      },
      {
        "document": 983,
        "excerpt": "If you use Reckless Attack while your Rage is active, you deal extra damage to the first target you hit on your tur"
      },
      {
        "document": 984,
        "excerpt": "isarm a trap with Thieves' Tools or to pick a pocket. Use an Object. Take the Utilize action, or take the Magic action to use a magic item that requires that acti"
      },
      {
        "document": 985,
        "excerpt": "m modifier (minimum of 1 Hit Point regained). You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expen"
      },
      {
        "document": 986,
        "excerpt": "er levels 5 (2d10), 11 (3d10), and 17 (4d10). You can use this Breath Weapon a number of times equal to your Proficiency Bonus, and you regain all expended uses w"
      },
      {
        "document": 987,
        "excerpt": "t be on a stone surface or touching a stone surface to use this Tremorsense. The stone can be natural or worked. You can use this Bonus Action a number of times e"
      },
      {
        "document": 989,
        "excerpt": "xpended uses when you finish a Long Rest. You can also use any spell slots you have to cast the spell."
      },
      {
        "document": 990,
        "excerpt": "fits - a supernatural boon from your ancestry; you can use the chosen benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses w"
      },
      {
        "document": 991,
        "excerpt": "20 of a D20 Test, you can reroll the die, and you must use the new roll."
      },
      {
        "document": 993,
        "excerpt": "y Hit Points equal to your Proficiency Bonus. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you"
      },
      {
        "document": 994,
        "excerpt": "rait, the spell uses the same spellcasting ability you use for your Fiendish Legacy trait. ---"
      },
      {
        "document": 1002,
        "excerpt": "iss with an attack roll, you can hit instead. Once you use this benefit, you can't use it again until the start of your next turn."
      },
      {
        "document": 1004,
        "excerpt": "olled as a bonus or penalty to the d20 roll. Once you use this benefit, you can't use it again until you roll Initiative or finish a Short or Long Rest."
      },
      {
        "document": 1010,
        "excerpt": "ike as part of the Attack action on your turn, you can use both the Damage and the Grapple option. You can use this benefit only once per turn. Attack Advantage."
      },
      {
        "document": 1013,
        "excerpt": "eapon, you can roll the weapon's damage dice twice and use either roll against the target."
      },
      {
        "document": 1153,
        "excerpt": "sic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. For the duration, you can take a Magic action to change"
      },
      {
        "document": 1156,
        "excerpt": "quipment melds into the new form, and the target can't use any of that equipment while in that form. The target gains a number of Temporary Hit Points equal to th"
      },
      {
        "document": 1157,
        "excerpt": "ure again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell rather t"
      },
      {
        "document": 1160,
        "excerpt": "the aura, and no one can teleport into or out of it or use planar travel there. Portals close temporarily while in the aura. Ongoing spells, except those cast by"
      },
      {
        "document": 1161,
        "excerpt": "the Frightened condition. The Frightened creature must use its movement on its turns to get as far away as possible from the target, moving by the safest route. S"
      },
      {
        "document": 1176,
        "excerpt": "ntain Concentration on it for up to 10 minutes. If you use a level 5+ spell slot, the spell doesn't require Concentration, and the duration becomes 8 hours (level"
      },
      {
        "document": 1193,
        "excerpt": "you cast the spell, choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As a Bonus Action, you can switch betwe"
      },
      {
        "document": 1201,
        "excerpt": "on that is horizontal to you. Each Charmed target must use as much of its movement as possible to move in that direction on its next turn, taking the safest route."
      },
      {
        "document": 1212,
        "excerpt": "on you, even if it can normally target others. You can use only one Contingency spell at a time. If you cast this spell again, the effect of another Contingency sp"
      },
      {
        "document": 1219,
        "excerpt": "creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell rather"
      },
      {
        "document": 1220,
        "excerpt": "able. If the object is composed of multiple materials, use the shortest duration. Using any object created by this spell as another spell's Material component caus"
      },
      {
        "document": 1234,
        "excerpt": "to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would fe"
      },
      {
        "document": 1236,
        "excerpt": "equal to or less than the level of the spell slot you use."
      },
      {
        "document": 1237,
        "excerpt": "save, it takes 3d6 Psychic damage and must immediately use its Reaction, if available, to move as far away from you as it can, using the safest route. On a success"
      },
      {
        "document": 1242,
        "excerpt": "on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as “Attack that creature,” “Move ov"
      },
      {
        "document": 1243,
        "excerpt": "on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as “Attack that creature,” “Move ov"
      },
      {
        "document": 1244,
        "excerpt": "on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as “Attack that creature,” “Move ov"
      },
      {
        "document": 1259,
        "excerpt": "c items can't be created by this spell. You also can't use it to create items that require a high degree of skill - such as weapons and armor - unless you have pro"
      },
      {
        "document": 1266,
        "excerpt": "or a different one. Using a Higher-Level Spell Slot. Use the spell slot's level for the spell's level in the stat block. Otherworldly Steed Large Celestial, Fe"
      },
      {
        "document": 1281,
        "excerpt": "he duration, creatures can't teleport into the area or use portals, such as those created by the Gate spell, to enter the area. The spell proofs the area against p"
      },
      {
        "document": 1282,
        "excerpt": "eave it by non-magical means. If the creature tries to use teleportation or interplanar travel to leave, it must first make a Charisma saving throw. On a successfu"
      },
      {
        "document": 1288,
        "excerpt": "s this spell. Using a Higher-Level Spell Slot. If you use a level 7 or 8 spell slot, the duration is 365 days. If you use a level 9 spell slot, the spell lasts un"
      },
      {
        "document": 1290,
        "excerpt": "ent to avoid danger. Using a Higher-Level Spell Slot. Use the spell slot's level for the spell's level in the stat block. Giant Insect Large Beast, Unaligned A"
      },
      {
        "document": 1293,
        "excerpt": "ny spell of up to the same level as the spell slot you use for the Glyph of Warding."
      },
      {
        "document": 1322,
        "excerpt": "er magical object, you learn its properties and how to use them, whether it requires Attunement, and how many charges it has, if any. You learn whether any ongoing"
      },
      {
        "document": 1328,
        "excerpt": "the sapphire. Each time you cast this spell, you must use a different sapphire. Thereafter, you can take a Magic action to speak the object's name and crush the"
      },
      {
        "document": 1330,
        "excerpt": "tion. While Charmed, the target dances comically, must use all its movement to dance in place, and has Disadvantage on Dexterity saving throws and attack rolls, an"
      },
      {
        "document": 1343,
        "excerpt": "st this spell again. When you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an o"
      },
      {
        "document": 1344,
        "excerpt": "Cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw. - The cr"
      },
      {
        "document": 1356,
        "excerpt": "spells on yourself while merged in the stone. You can use 5 feet of movement to leave the stone where you entered it, which ends the spell. You otherwise can't mo"
      },
      {
        "document": 1379,
        "excerpt": "ll channels vitality into plants. The casting time you use determines whether the spell has the Overgrowth or the Enrichment effect below. Overgrowth. Choose a po"
      },
      {
        "document": 1381,
        "excerpt": "get's gear melds into the new form. The creature can't use or otherwise benefit from any of that equipment."
      },
      {
        "document": 1382,
        "excerpt": "ends. If the creature has the Prone condition, it can use its Reaction to stand up."
      },
      {
        "document": 1413,
        "excerpt": "cessful save, the target isn't affected, and you can't use this spell on it again for 24 hours. On a failed save, the spell creates an Invisible, intangible senso"
      },
      {
        "document": 1417,
        "excerpt": "to hold up to physical inspection. For example, if you use this spell to add a hat to a creature's outfit, objects pass through the hat. A creature that takes the"
      },
      {
        "document": 1424,
        "excerpt": "imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using tha"
      },
      {
        "document": 1435,
        "excerpt": "hend and verbally communicate with Beasts, and you can use any of the Influence action's skill options with them. Most Beasts have little to say about topics that"
      },
      {
        "document": 1448,
        "excerpt": "ent to avoid danger. Using a Higher-Level Spell Slot. Use the spell slot's level for the spell's level in the stat block. Draconic Spirit Large Dragon, Neutral"
      },
      {
        "document": 1452,
        "excerpt": "here. It falls at the end of your next turn unless you use this option on it again and it fails the save. Object. You can try to move a Huge or smaller object. If"
      },
      {
        "document": 1458,
        "excerpt": "you take 1d4 + 1 turns in a row, during which you can use actions and move as normal. This spell ends if one of the actions you use during this period, or any ef"
      },
      {
        "document": 1462,
        "excerpt": "be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind"
      },
      {
        "document": 1463,
        "excerpt": "get's gear melds into the new form. The creature can't use or otherwise benefit from any of that equipment. Object into Creature. You can turn an object into any"
      },
      {
        "document": 1475,
        "excerpt": "an make a Dexterity saving throw. On a success, it can use its Reaction to move up to its Speed so that it is no longer enclosed by the wall. The wall can have an"
      },
      {
        "document": 1484,
        "excerpt": "eaking aloud, you can alter reality itself. The basic use of this spell is to duplicate any other spell of level 8 or lower. If you use it this way, you don't nee"
      },
      {
        "document": 1509,
        "excerpt": "s two of the apparatus's levers up or down. After each use, a lever goes back to its neutral position. Each lever, from left to right, functions as shown in the Ap"
      },
      {
        "document": 1534,
        "excerpt": "oom comes back to you when you take a Magic action and use a command word if the broom is still within 1 mile of you."
      },
      {
        "document": 1535,
        "excerpt": "he candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from its total burn time. While li"
      },
      {
        "document": 1536,
        "excerpt": "smells faintly of brimstone. While wearing it, you can use it to cast Dimension Door as a Magic action. This property can't be used again until the next dawn. Whe"
      },
      {
        "document": 1546,
        "excerpt": "t or Darkness, you can grip the edges of the cloak and use it to gain a Fly Speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way,"
      },
      {
        "document": 1560,
        "excerpt": "l portal. You and any creature you designate when you use the shackles can take a Utilize action to remove them. Once every 30 days, the bound creature can make"
      },
      {
        "document": 1564,
        "excerpt": "der resembles fine sand. There is enough of it for one use. When you take a Utilize action to throw the dust into the air, you and each creature and object within"
      },
      {
        "document": 1566,
        "excerpt": "y reveals it to be such. There is enough of it for one use. As a Utilize action, you can throw the dust into the air, forcing yourself and every creature in a 30-"
      },
      {
        "document": 1574,
        "excerpt": "ditional properties. Arrow of Restraint. Whenever you use this weapon to make a ranged attack against a creature, you can try to restrain the target instead of de"
      },
      {
        "document": 1579,
        "excerpt": "of feather tokens exist, each with a different single-use effect. The GM chooses the kind of token or determines it randomly by rolling on the Feather Tokens tabl"
      },
      {
        "document": 1581,
        "excerpt": "ing this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright"
      },
      {
        "document": 1582,
        "excerpt": "three command words, each requiring a Magic action to use: First Command Word. The box unfolds into a Rowboat. Second Command Word. The box unfolds into a Keelb"
      },
      {
        "document": 1585,
        "excerpt": "le you are holding it, you can take a Magic action and use one of three command words to cause one of the following effects: First Command Word. The gem sheds Bri"
      },
      {
        "document": 1588,
        "excerpt": "lk and weight. The illusory appearance lasts until you use this property again or doff the armor."
      },
      {
        "document": 1596,
        "excerpt": "s. Spellcasting Focus. While holding the hat, you can use it as a Spellcasting Focus for your Wizard spells. Any spell you cast using the hat gains a special Soma"
      },
      {
        "document": 1603,
        "excerpt": "being worn or carried take 10d8 Thunder damage. Each use of the horn's magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 For"
      },
      {
        "document": 1604,
        "excerpt": "ity to the Charmed and Frightened conditions. Once you use the horn, it can't be used again until 7 days have passed. Four types of Horn of Valhalla are known to"
      },
      {
        "document": 1608,
        "excerpt": "he tower. Only a Wish spell can repair the tower (this use of the spell counts as replicating a spell of level 8 or lower). Each casting of Wish causes the tower t"
      },
      {
        "document": 1609,
        "excerpt": "ism stores spells cast into it, holding them until you use them. The stone can store up to 4 levels of spells at a time. When found, it contains 1d4 levels of stor"
      },
      {
        "document": 1614,
        "excerpt": "f you don't have the Incapacitated condition. You must use the second roll. Once used, this property can't be used again until the next dawn. Wish. The weapon has"
      },
      {
        "document": 1616,
        "excerpt": "this magic weapon. The bonus increases to +3 when you use the weapon to attack a Construct. When you roll a 20 on an attack roll made with this weapon, the targe"
      },
      {
        "document": 1617,
        "excerpt": "can't make Opportunity Attacks. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it"
      },
      {
        "document": 1621,
        "excerpt": "by rolling on the accompanying table. To decipher and use the manual, you must be a spellcaster with at least two level 5 spell slots. A creature that can't use a"
      },
      {
        "document": 1625,
        "excerpt": "e within 5 feet of it, you can take a Magic action and use a command word to activate it. It remains activated until you take a Magic action and repeat the command"
      },
      {
        "document": 1627,
        "excerpt": "e decks have thirteen cards, but some have twenty-two. Use the appropriate column of the Mysterious Deck table when randomly determining cards drawn from the deck."
      },
      {
        "document": 1630,
        "excerpt": "klace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a Bonus A"
      },
      {
        "document": 1632,
        "excerpt": "pers in Elvish, “Swift defeat to my enemies.” When you use this weapon to make a ranged attack, you can utter or sign the following command words: “Swift death to"
      },
      {
        "document": 1636,
        "excerpt": "one expended spell slot of level 3 or lower. Once you use the pearl, it can't be used again until the next dawn."
      },
      {
        "document": 1643,
        "excerpt": "re wearing this armor, you can take a Magic action and use a command word to gain the effect of the Etherealness spell. The spell ends immediately if you remove th"
      },
      {
        "document": 1664,
        "excerpt": "potentially causing the attack to miss you. You can't use this property again until you finish a Short or Long Rest. Ranged Weapon (Quarterstaff Form Only). This"
      },
      {
        "document": 1677,
        "excerpt": "d charges daily at dawn. You can expend its charges to use the properties below. Faerie Fire. You can expend 1 charge to cast Faerie Fire from the ring. Lightnin"
      },
      {
        "document": 1683,
        "excerpt": "st Wish from it. The ring becomes non-magical when you use the last charge."
      },
      {
        "document": 1686,
        "excerpt": "r a thin sheet of lead block the vision. Whenever you use the ring again before taking a Long Rest, you must succeed on a DC 15 Constitution saving throw or gain"
      },
      {
        "document": 1692,
        "excerpt": "your own spell slots, up to a maximum of level 5. You use the stored levels in place of your slots but otherwise cast the spell as normal. For example, you can us"
      },
      {
        "document": 1702,
        "excerpt": "ars the other stone, you know that fact as soon as you use the stone, and you don't cast the spell. Once Sending is cast using either stone, the stones can't be u"
      },
      {
        "document": 1706,
        "excerpt": "d has the following additional properties that you can use while holding it. Forceful Bash. When you take the Attack action, you can make one of the attack rolls"
      },
      {
        "document": 1712,
        "excerpt": "staff has 10 charges. While holding the staff, you can use any of its properties: Cast Spell. You can expend 1 of the staff's charges to cast Charm Person, Comman"
      },
      {
        "document": 1720,
        "excerpt": "vert to staff form in its current space, and you can't use the staff's property again for 1 hour. If the snake is reduced to 0 Hit Points, it dies and reverts to i"
      },
      {
        "document": 1722,
        "excerpt": "attack using the staff, you can take a Bonus Action to use the Lightning and Thunder properties (see above) at the same time. Doing so doesn't expend the daily use"
      },
      {
        "document": 1730,
        "excerpt": "olding or carrying the talisman. Holy Symbol. You can use the talisman as a Holy Symbol. You gain a +2 bonus to spell attack rolls while you wear or hold it. Pur"
      },
      {
        "document": 1732,
        "excerpt": "olding or carrying the talisman. Holy Symbol. You can use the talisman as a Holy Symbol. You gain a +2 bonus to spell attack rolls while you wear or hold it. Ult"
      },
      {
        "document": 1733,
        "excerpt": "the fissure opens collapses into the fissure. Once you use this property, it can't be used again until the next dawn."
      },
      {
        "document": 1740,
        "excerpt": "eapon ignores Resistance to Slashing damage. When you use this weapon to attack a creature that has at least one head and roll a 20 on the d20 for the attack roll"
      },
      {
        "document": 1759,
        "excerpt": "sappear, you fall. When the wings disappear, you can't use them again for 1d12 hours. ---"
      },
      {
        "document": 1760,
        "excerpt": "fter another creature's turn, the aboleth can expend a use to take one of the following actions. The aboleth regains all expended uses at the start of each of its"
      },
      {
        "document": 1761,
        "excerpt": "s three Rend attacks. It can replace one attack with a use of Spellcasting to cast Acid Arrow (level 3 version). Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 1"
      },
      {
        "document": 1762,
        "excerpt": "s three Rend attacks. It can replace one attack with a use of Spellcasting to cast Shatter. Rend. Melee Attack Roll: +12, reach 10 ft. Hit: 16 (2d8 + 7) Slashing"
      },
      {
        "document": 1763,
        "excerpt": "s three Rend attacks. It can replace one attack with a use of (A) Sleep Breath or (B) Spellcasting to cast Scorching Ray. Rend. Melee Attack Roll: +11, reach 10 f"
      },
      {
        "document": 1764,
        "excerpt": "s three Rend attacks. It can replace one attack with a use of (A) Repulsion Breath or (B) Spellcasting to cast Guiding Bolt (level 2 version). Rend. Melee Attack"
      },
      {
        "document": 1765,
        "excerpt": "s three Rend attacks. It can replace one attack with a use of (A) Slowing Breath or (B) Spellcasting to cast Mind Spike (level 4 version). Rend. Melee Attack Roll"
      },
      {
        "document": 1766,
        "excerpt": "s three Rend attacks. It can replace one attack with a use of (A) Spellcasting to cast Guiding Bolt (level 2 version) or (B) Weakening Breath. Rend. Melee Attack"
      },
      {
        "document": 1767,
        "excerpt": "s three Rend attacks. It can replace one attack with a use of Spellcasting to cast Mind Spike (level 3 version). Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 1"
      },
      {
        "document": 1768,
        "excerpt": "s three Rend attacks. It can replace one attack with a use of Spellcasting to cast Scorching Ray. Rend. Melee Attack Roll: +14, reach 10 ft. Hit: 13 (1d10 + 8) Sl"
      },
      {
        "document": 1769,
        "excerpt": "s three Rend attacks. It can replace one attack with a use of (A) Paralyzing Breath or (B) Spellcasting to cast Ice Knife. Rend. Melee Attack Roll: +13, reach 10"
      },
      {
        "document": 1770,
        "excerpt": "after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its t"
      },
      {
        "document": 1773,
        "excerpt": "s three Rend attacks. It can replace one attack with a use of Spellcasting to cast Acid Arrow (level 4 version). Rend. Melee Attack Roll: +15, reach 15 ft. Hit: 1"
      },
      {
        "document": 1774,
        "excerpt": "s three Rend attacks. It can replace one attack with a use of Spellcasting to cast Shatter (level 3 version). Rend. Melee Attack Roll: +16, reach 15 ft. Hit: 18 ("
      },
      {
        "document": 1775,
        "excerpt": "s three Rend attacks. It can replace one attack with a use of (A) Sleep Breath or (B) Spellcasting to cast Scorching Ray (level 3 version). Rend. Melee Attack Rol"
      },
      {
        "document": 1776,
        "excerpt": "s three Rend attacks. It can replace one attack with a use of (A) Repulsion Breath or (B) Spellcasting to cast Guiding Bolt (level 2 version). Rend. Melee Attack"
      },
      {
        "document": 1777,
        "excerpt": "s three Rend attacks. It can replace one attack with a use of (A) Slowing Breath or (B) Spellcasting to cast Mind Spike (level 5 version). Rend. Melee Attack Roll"
      },
      {
        "document": 1778,
        "excerpt": "s three Rend attacks. It can replace one attack with a use of (A) Spellcasting to cast Guiding Bolt (level 4 version) or (B) Weakening Breath. Rend. Melee Attack"
      },
      {
        "document": 1779,
        "excerpt": "s three Rend attacks. It can replace one attack with a use of Spellcasting to cast Mind Spike (level 5 version). Rend. Melee Attack Roll: +15, reach 15 ft. Hit: 1"
      },
      {
        "document": 1780,
        "excerpt": "s three Rend attacks. It can replace one attack with a use of Spellcasting to cast Scorching Ray (level 3 version). Rend. Melee Attack Roll: +17, reach 15 ft. Hit"
      },
      {
        "document": 1781,
        "excerpt": "s three Rend attacks. It can replace one attack with a use of (A) Paralyzing Breath or (B) Spellcasting to cast Ice Knife (level 2 version). Rend. Melee Attack Ro"
      },
      {
        "document": 1782,
        "excerpt": "after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its t"
      },
      {
        "document": 1791,
        "excerpt": "on the save and only half damage if it fails. It can't use this trait if it has the Incapacitated condition."
      },
      {
        "document": 1826,
        "excerpt": "one Claw attack. It can replace the Claw attack with a use of Fire Breath if available. Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (2d6 + 4) Piercing damage"
      },
      {
        "document": 1830,
        "excerpt": "d in any combination. It can replace one attack with a use of Spellcasting to cast Fog Cloud. Thunderous Mace. Melee Attack Roll: +12, reach 10 ft. Hit: 21 (3d8 +"
      },
      {
        "document": 1852,
        "excerpt": "makes one Vine Lash or Thorn Burst attack, and it can use Spellcasting to cast Charm Monster. Vine Lash. Melee Attack Roll: +6, reach 10 ft. Hit: 8 (1d8 + 4) Sla"
      },
      {
        "document": 1859,
        "excerpt": "es has a magic rope. While bearing it, the erinyes can use the Entangling Rope action. The rope has AC 20, HP 90, and Immunity to Poison and Psychic damage. The ro"
      },
      {
        "document": 1884,
        "excerpt": "atuettes of lions are always created in pairs. You can use one figurine or both simultaneously. Each can become a Lion for up to 1 hour. Once a lion has been used,"
      },
      {
        "document": 1885,
        "excerpt": "the frog. While swallowing the target, the frog can't use Bite, and if the frog dies, the swallowed target is no longer Restrained and can escape from the corpse"
      },
      {
        "document": 1896,
        "excerpt": "have only one target swallowed at a time, and it can't use Bite while it has a swallowed target. If the toad dies, a swallowed creature is no longer Restrained and"
      },
      {
        "document": 1904,
        "excerpt": "three Spear attacks. It can replace one attack with a use of Shield Bash. Spear. Melee or Ranged Attack Roll: +7, reach 5 ft. or range 20/60 ft. Hit: 11 (2d6 + 4"
      },
      {
        "document": 1920,
        "excerpt": "kes two Bite attacks. It can replace any attack with a use of Poisonous Spittle. Bite. Melee Attack Roll: +8, reach 10 ft. Hit: 17 (2d12 + 4) Piercing damage plus"
      },
      {
        "document": 1932,
        "excerpt": "e in any combination. It can replace one attack with a use of Infernal Tail. Searing Fork. Melee Attack Roll: +10, reach 10 ft. Hit: 15 (2d8 + 6) Piercing damage"
      },
      {
        "document": 1940,
        "excerpt": "e Wind Swipe attacks. It can replace one attack with a use of Vortex. Wind Swipe. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (2d6 + 4) Force damage. Vortex. Cons"
      },
      {
        "document": 1946,
        "excerpt": "after another creature's turn, the kraken can expend a use to take one of the following actions. The kraken regains all expended uses at the start of each of its t"
      },
      {
        "document": 1947,
        "excerpt": "kes two Claw attacks. It can replace one attack with a use of Corrupting Touch. Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage plus 7 ("
      },
      {
        "document": 1949,
        "excerpt": "y after another creature's turn, the lich can expend a use to take one of the following actions. The lich regains all expended uses at the start of each of its tur"
      },
      {
        "document": 1950,
        "excerpt": "kes two Rend attacks. It can replace one attack with a use of Roar. Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage. Roar. Wisdom Savin"
      },
      {
        "document": 1966,
        "excerpt": "after another creature's turn, the mummy can expend a use to take one of the following actions. The mummy regains all expended uses at the start of each of its tu"
      },
      {
        "document": 1969,
        "excerpt": "ul bag. While holding or carrying the bag, the hag can use its Nightmare Haunting action. The bag has AC 15, HP 20, and Resistance to all damage. The bag turns to"
      },
      {
        "document": 1976,
        "excerpt": "ightmare Ray attacks. It can replace one attack with a use of Spellcasting. Claw. Melee Attack Roll: +7, reach 10 ft. Hit: 10 (1d12 + 4) Slashing damage plus 9 (2"
      },
      {
        "document": 1985,
        "excerpt": "s two Dagger attacks. It can replace one attack with a use of Enthralling Panache. Dagger. Melee or Ranged Attack Roll: +5, reach 5 ft. or range 20/60 ft. Hit: 5"
      },
      {
        "document": 2010,
        "excerpt": "Flame Spear attacks. It can replace one attack with a use of Constrict. Flame Spear. Melee or Ranged Attack Roll: +7, reach 5 ft. or range 20/60 ft. Hit: 13 (2d8"
      },
      {
        "document": 2017,
        "excerpt": "rged Tendril attacks. It can replace one attack with a use of Engulf. Charged Tendril. Melee Attack Roll: +7, reach 10 ft. Hit: 7 (1d6 + 4) Bludgeoning damage plu"
      },
      {
        "document": 2022,
        "excerpt": "Flying Sword attacks. It can replace one attack with a use of Slaying Bow. Flying Sword. Melee or Ranged Attack Roll: +15, reach 10 ft. or range 120 ft. Hit: 22 ("
      },
      {
        "document": 2024,
        "excerpt": "after another creature's turn, the sphinx can expend a use to take one of the following actions. The sphinx regains all expended uses at the start of each of its t"
      },
      {
        "document": 2025,
        "excerpt": "after another creature's turn, the sphinx can expend a use to take one of the following actions. The sphinx regains all expended uses at the start of each of its t"
      },
      {
        "document": 2044,
        "excerpt": "er another creature's turn, the tarrasque can expend a use to take one of the following actions. The tarrasque regains all expended uses at the start of each of it"
      },
      {
        "document": 2053,
        "excerpt": "fter another creature's turn, the unicorn can expend a use to take one of the following actions. The unicorn regains all expended uses at the start of each of its"
      },
      {
        "document": 2056,
        "excerpt": "Shift to become mist (no action required). If it can't use Shape-Shift, it is destroyed. While it has 0 Hit Points in mist form, it can't return to its vampire fo"
      },
      {
        "document": 2073,
        "excerpt": "w in any combination. It can replace one attack with a use of Life Drain. Necrotic Sword. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage plus"
      },
      {
        "document": 2083,
        "excerpt": "three Rend attacks. It can replace two attacks with a use of Sleep Breath. Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 15 (2d10 + 4) Slashing damage. Fire Br"
      },
      {
        "document": 2084,
        "excerpt": "s three Rend attacks. It can replace one attack with a use of Repulsion Breath. Rend. Melee Attack Roll: +8, reach 10 ft. Hit: 16 (2d10 + 5) Slashing damage. Lig"
      },
      {
        "document": 2085,
        "excerpt": "s three Rend attacks. It can replace one attack with a use of Slowing Breath. Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 15 (2d10 + 4) Slashing damage. Acid"
      },
      {
        "document": 2086,
        "excerpt": "s three Rend attacks. It can replace one attack with a use of Weakening Breath. Rend. Melee Attack Roll: +10, reach 10 ft. Hit: 17 (2d10 + 6) Slashing damage. Fi"
      },
      {
        "document": 2089,
        "excerpt": "s three Rend attacks. It can replace one attack with a use of Paralyzing Breath. Rend. Melee Attack Roll: +10, reach 10 ft. Hit: 15 (2d8 + 6) Slashing damage. Co"
      }
    ],
    "used": [
      {
        "document": 20,
        "excerpt": "m saving throw, and so on. Different saving throws are used to resist different kinds of effects, as shown on the Saving Throw Examples table. Saving Throw Example"
      },
      {
        "document": 34,
        "excerpt": "creature uses to make the D20 Test. The bonus is also used for spell attacks and for calculating the DC of saving throws for spells. Proficiency Bonus"
      },
      {
        "document": 35,
        "excerpt": "onus for certain ability checks. Whenever the bonus is used, it can be multiplied only once and divided only once."
      },
      {
        "document": 41,
        "excerpt": "tool. If you have proficiency in the skill that's also used with that check, you have Advantage on the check too. This means you can benefit from both skill profici"
      },
      {
        "document": 51,
        "excerpt": "ecially useful. The weapons in “Equipment” can also be used for more than battle; you could use a Quarterstaff, for example, to push a sinister-looking button that"
      },
      {
        "document": 77,
        "excerpt": "distance of each part of your move from it until it is used up or until you are done moving, whichever comes first. A character's Speed is determined during charac"
      },
      {
        "document": 105,
        "excerpt": "pon, you add your ability modifier - the same modifier used for the attack roll - to the damage roll. A spell tells you which dice to roll for damage and whether to"
      },
      {
        "document": 122,
        "excerpt": "Some items are consumed - used up, in other words - when they are activated. A Potion of Healing must be swallowed, for example, while"
      },
      {
        "document": 134,
        "excerpt": "of a previous owner, or self-aware thanks to the magic used to create it. A sentient item might be a cherished ally to its wielder or a continual thorn in the side."
      },
      {
        "document": 144,
        "excerpt": "ight take longer as specified in its description. Once used, a potion takes effect immediately, and it is used up. Mixing Potions. A character might drink one poti"
      },
      {
        "document": 146,
        "excerpt": "Unless its description notes otherwise, a rod can be used as an Arcane Focus."
      },
      {
        "document": 147,
        "excerpt": ". When its magic has been invoked, the scroll can't be used again. Its words fade, or it crumbles into dust. Any creature that can understand a written language ca"
      },
      {
        "document": 148,
        "excerpt": "Unless its description notes otherwise, a staff can be used as a nonmagical Quarterstaff and an Arcane Focus."
      },
      {
        "document": 149,
        "excerpt": "Unless its description notes otherwise, a wand can be used as an Arcane Focus."
      },
      {
        "document": 151,
        "excerpt": "e both. A monster's size typically determines the die used to calculate its Hit Points, as shown in the Hit Dice by Size table. Hit Dice by Size A monster's Cons"
      },
      {
        "document": 158,
        "excerpt": "ht ignore the rules in “Equipment” for that item. When used by someone else, a retrievable item uses its “Equipment” rules, ignoring any special flourishes in the s"
      },
      {
        "document": 179,
        "excerpt": "k have restrictions on the number of times they can be used. Here are the most common ways that usage is limited: X/Day. This notation means the stat block part ca"
      },
      {
        "document": 231,
        "excerpt": "the highest scores in a class's main abilities. If you used a different method to generate the scores, you may still use this table to guide where you place your hi"
      },
      {
        "document": 310,
        "excerpt": "Using Ink, an Ink Pen is used to write or draw."
      },
      {
        "document": 349,
        "excerpt": "el, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a Candle, Lamp, Lantern, or Torch - or anything else with exposed fu"
      },
      {
        "document": 359,
        "excerpt": "der sail and must be rowed. Keelboats and Rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to t"
      },
      {
        "document": 372,
        "excerpt": "A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that da"
      },
      {
        "document": 380,
        "excerpt": "cal contact with it (this can't be the same Short Rest used to learn the item's properties). This focus can take the form of weapon practice (for a Weapon), meditat"
      },
      {
        "document": 399,
        "excerpt": "age to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increas"
      },
      {
        "document": 404,
        "excerpt": "stitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condit"
      },
      {
        "document": 409,
        "excerpt": "lassified as either Melee or Ranged. A Melee weapon is used to attack a target within 5 feet, whereas a Ranged weapon is used to attack at a greater distance. Dama"
      },
      {
        "document": 413,
        "excerpt": "es the tool. If you have proficiency in a skill that's used with that check, you have Advantage on the check too. Your features might give you proficiency with a t"
      },
      {
        "document": 447,
        "excerpt": "weapon's description specifies the type of ammunition used by the weapon. The Ammunition table lists the different types and the amount you get when you buy them."
      },
      {
        "document": 453,
        "excerpt": "minute to recover half the ammunition (round down) you used in the fight; the rest is lost."
      },
      {
        "document": 499,
        "excerpt": "A Material component is a particular material used in a spell's casting, as specified in parentheses in the Components entry. These materials aren't consum"
      },
      {
        "document": 502,
        "excerpt": "cted by it, nothing happens to that target, but if you used a spell slot to cast the spell, the slot is still expended. If the spell normally has no effect on a ta"
      },
      {
        "document": 535,
        "excerpt": "spell, you cast it as normal (expending any resources used to cast it) but hold its energy, which you release with your Reaction when the trigger occurs. To be rea"
      },
      {
        "document": 540,
        "excerpt": "t is forced to make a save and lacks the ability score used by it, the target automatically fails. See also “Playing the Game” (“D20 Tests”)."
      },
      {
        "document": 560,
        "excerpt": "A Swim Speed can be used to swim without expending the extra movement normally associated with swimming. See also “Swimming” and"
      },
      {
        "document": 591,
        "excerpt": "A Climb Speed can be used in place of Speed to traverse a vertical surface without expending the extra movement normally associate"
      },
      {
        "document": 631,
        "excerpt": "A Fly Speed can be used to travel through the air. While you have a Fly Speed, you can stay aloft until you land, fall, or die."
      },
      {
        "document": 661,
        "excerpt": "Choose one tool used in the practice of the background or often associated with it."
      },
      {
        "document": 712,
        "excerpt": "Traps should be used sparingly, lest they lose their charm. A hidden pit can be a fun surprise, but too many traps in an adve"
      },
      {
        "document": 733,
        "excerpt": "of 0, particularly ones that are worth 0 XP, should be used sparingly. If you want to include many CR 0 critters in an encounter, use swarms instead."
      },
      {
        "document": 742,
        "excerpt": "Spell attack (the ability used is determined by the spellcaster’s spellcasting feature, as explained in “Spells”)"
      },
      {
        "document": 971,
        "excerpt": "s. You can use Empowered Spell even if you've already used a different Metamagic option during the casting of the spell. Extended Spell Cost: 1 Sorcery Point Wh"
      },
      {
        "document": 983,
        "excerpt": "mage has the same type as the weapon or Unarmed Strike used for the attack."
      },
      {
        "document": 1194,
        "excerpt": "ert duplicate of that creature forms inside the vessel used in the spell's casting and finishes growing after 120 days; you choose whether the finished clone is the"
      },
      {
        "document": 1216,
        "excerpt": "h no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn't expended."
      },
      {
        "document": 1259,
        "excerpt": "you have proficiency with the type of Artisan's Tools used to craft such objects."
      },
      {
        "document": 1286,
        "excerpt": "y objects it was carrying or holding can't be dropped, used, or otherwise interacted with. Finally, the target can't attack or cast spells. Using a Higher-Level Sp"
      },
      {
        "document": 1306,
        "excerpt": "tional action on each of its turns. That action can be used to take only the Attack (one attack only), Dash, Disengage, Hide, or Utilize action. When the spell end"
      },
      {
        "document": 1324,
        "excerpt": "ell slot, targeting either the prison or the component used to create it."
      },
      {
        "document": 1328,
        "excerpt": "GP) Duration: Until dispelled You touch the sapphire used in the casting and an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The s"
      },
      {
        "document": 1345,
        "excerpt": "te as your soul leaves it and enters the container you used for the spell's Material component. While your soul inhabits the container, you are aware of your surrou"
      },
      {
        "document": 1462,
        "excerpt": "the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear"
      },
      {
        "document": 1466,
        "excerpt": "f magical insight, you make one attack with the weapon used in the spell's casting. The attack uses your spellcasting ability for the attack and damage rolls instea"
      },
      {
        "document": 1509,
        "excerpt": "tion, able to move up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster. The Apparatus of the Crab is a Large object with"
      },
      {
        "document": 1511,
        "excerpt": "are no longer wearing the armor. Once this property is used, it can't be used again until the next dawn."
      },
      {
        "document": 1517,
        "excerpt": "harmed, but the bag must be put right before it can be used again. The bag holds enough air for 10 minutes of breathing, divided by the number of breathing creature"
      },
      {
        "document": 1518,
        "excerpt": "bjects have been pulled from the bag, the bag can't be used again until the next dawn. Gray Bag of Tricks Rust Bag of Tricks Tan Bag of Tricks"
      },
      {
        "document": 1523,
        "excerpt": "attack it with the weapon, your turn ends after you've used up all your available movement. If the creature dies or can no longer be seen or heard by you, the next"
      },
      {
        "document": 1526,
        "excerpt": "heels together again, you end the effect. When you've used the boots' property for a total of 10 minutes, the magic ceases to function for you until you finish a L"
      },
      {
        "document": 1529,
        "excerpt": "en you dismiss it as a Bonus Action. The bowl can't be used this way again until the next dawn. The bowl is about 1 foot in diameter and half as deep. It holds abo"
      },
      {
        "document": 1532,
        "excerpt": "you dismiss it as a Bonus Action. The brazier can't be used this way again until the next dawn."
      },
      {
        "document": 1536,
        "excerpt": "mension Door as a Magic action. This property can't be used again until the next dawn. When you teleport with that spell, you leave behind a cloud of smoke. The sp"
      },
      {
        "document": 1538,
        "excerpt": "you dismiss it as a Bonus Action. The censer can't be used this way again until the next dawn."
      },
      {
        "document": 1539,
        "excerpt": "e, which is audible out to 300 feet. The chime can be used 10 times. After the tenth time, it cracks and becomes useless."
      },
      {
        "document": 1541,
        "excerpt": "created by the spell fills twice its normal area. Once used, this property can't be used again until the next dawn."
      },
      {
        "document": 1546,
        "excerpt": "gence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn."
      },
      {
        "document": 1554,
        "excerpt": "e Poisoned condition for 1 minute. The weapon can't be used this way again until the next dawn."
      },
      {
        "document": 1557,
        "excerpt": "e image on its card disappears, and that card can't be used again. Deck of Illusions *Stat blocks for these creatures (except the card drawer) appear in \"Monsters"
      },
      {
        "document": 1561,
        "excerpt": "etched crystal globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist swirls inside it. While attuned to an orb, you can t"
      },
      {
        "document": 1562,
        "excerpt": "is of the same type as the armor. This action can't be used again until the next dawn."
      },
      {
        "document": 1580,
        "excerpt": "eature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. Bronze Gri"
      },
      {
        "document": 1583,
        "excerpt": "all nonmagical flames within 30 feet of yourself. Once used, this property can't be used again for 1 hour."
      },
      {
        "document": 1594,
        "excerpt": ", and the haversack must be put right before it can be used again. Each pouch of the haversack holds enough air for 10 minutes of breathing, divided by the number"
      },
      {
        "document": 1604,
        "excerpt": "ghtened conditions. Once you use the horn, it can't be used again until 7 days have passed. Four types of Horn of Valhalla are known to exist, each made of a diffe"
      },
      {
        "document": 1609,
        "excerpt": "see. A canceled spell has no effect, and any resources used to cast it are wasted. Once the stone has canceled 20 levels of spells, it burns out, turns dull gray, a"
      },
      {
        "document": 1610,
        "excerpt": "fail until 24 hours have elapsed. Once the bands are used, they can't be used again until the next dawn."
      },
      {
        "document": 1612,
        "excerpt": "weapon reappears in your hand. This property can't be used again until the next dawn."
      },
      {
        "document": 1614,
        "excerpt": "acitated condition. You must use the second roll. Once used, this property can't be used again until the next dawn. Wish. The weapon has 1d3 charges. While holding"
      },
      {
        "document": 1630,
        "excerpt": "Once a magic bead's spell is cast, that bead can't be used again until the next dawn."
      },
      {
        "document": 1636,
        "excerpt": "level 3 or lower. Once you use the pearl, it can't be used again until the next dawn."
      },
      {
        "document": 1637,
        "excerpt": "take a Magic action to regain 2d4 + 2 Hit Points. Once used, this property can't be used again until the next dawn. In addition, you have Advantage on saving throw"
      },
      {
        "document": 1643,
        "excerpt": "the command word. This property of the armor can't be used again until the next dawn."
      },
      {
        "document": 1644,
        "excerpt": "ists on a different plane of existence, so it can't be used to create open passages. Any creature inside an open Portable Hole can exit the hole by climbing out of"
      },
      {
        "document": 1678,
        "excerpt": "pell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell st"
      },
      {
        "document": 1692,
        "excerpt": "led spell dissipates with no effect, and any resources used to cast it are wasted. The rod can absorb and store up to 50 levels of energy over the course of its exi"
      },
      {
        "document": 1693,
        "excerpt": "s a Magic action to pull the rod from the ground. Once used, this property can't be used again until the next dawn."
      },
      {
        "document": 1694,
        "excerpt": "north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth be"
      },
      {
        "document": 1696,
        "excerpt": "ature, a target ceases to be Charmed in this way. Once used, this property can't be used again until the next dawn."
      },
      {
        "document": 1697,
        "excerpt": "rod or an unoccupied space nearest that location. Once used, this property can't be used again until 10 days have passed."
      },
      {
        "document": 1702,
        "excerpt": "ending is cast using either stone, the stones can't be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical"
      },
      {
        "document": 1706,
        "excerpt": "tion damage anything outside it. Once this property is used, it can't be used again until the next dawn."
      },
      {
        "document": 1722,
        "excerpt": "additional properties. Once one of these properties is used, it can't be used again until the next dawn. Lightning. When you hit with a melee attack using the staf"
      },
      {
        "document": 1724,
        "excerpt": "n you dismiss it as a Bonus Action. The stone can't be used this way again until the next dawn."
      },
      {
        "document": 1733,
        "excerpt": "o the fissure. Once you use this property, it can't be used again until the next dawn."
      },
      {
        "document": 1757,
        "excerpt": "(save DC 13) from it. Each subsequent time the fan is used before the next dawn, it has a cumulative 20 percent chance of not working; if the fan fails to work, it"
      },
      {
        "document": 1828,
        "excerpt": "two Slam attacks, or it makes three Slam attacks if it used Hasten this turn. Slam. Melee Attack Roll: +9, reach 5 ft. Hit: 10 (1d10 + 5) Bludgeoning damage plus 6"
      },
      {
        "document": 1884,
        "excerpt": "n become a Lion for up to 1 hour. Once a lion has been used, it can't be used again until 7 days have passed. Ivory Goats (Rare). These ivory statuettes of goats a"
      },
      {
        "document": 1934,
        "excerpt": "has beyond one, it gets an extra Reaction that can be used only for Opportunity Attacks."
      }
    ],
    "useful": [
      {
        "document": 51,
        "excerpt": "ops. See “Equipment” for rules on many items that are useful on adventures. The items in the “Tools” and “Adventuring Gear” sections are especially useful. The weapo"
      },
      {
        "document": 321,
        "excerpt": "A handheld steel Mirror is useful for personal cosmetics but also for peeking around corners and reflecting light as a signal."
      },
      {
        "document": 444,
        "excerpt": "this section includes gear that adventurers often find useful. These items are described here in alphabetical order, with an item's price appearing after its name."
      },
      {
        "document": 666,
        "excerpt": "nded by the Remove Curse spell. Bestow Curse provides useful benchmarks for gauging the potency of other curses. A curse that lasts for 1 minute equates to a level 3"
      },
      {
        "document": 984,
        "excerpt": "improving your agility and stealth, you gain abilities useful for delving into ruins and getting maximum benefit from the magic items you find there."
      },
      {
        "document": 1217,
        "excerpt": "ter on the ground or in containers within range - both useful in fending off the hazards of malnutrition and dehydration. The food is bland but nourishing and looks l"
      },
      {
        "document": 1691,
        "excerpt": "Robe of Useful Items"
      }
    ],
    "useless": [
      {
        "document": 1539,
        "excerpt": "10 times. After the tenth time, it cracks and becomes useless."
      },
      {
        "document": 1757,
        "excerpt": "f not working; if the fan fails to work, it tears into useless, nonmagical tatters."
      }
    ],
    "user": [
      {
        "document": 120,
        "excerpt": "es a Magic action to activate a magic item. The item's user might also need to do something special. The description of each item category or individual item detail"
      },
      {
        "document": 123,
        "excerpt": "Some magic items allow the user to cast a spell from the item. The spell is cast at the lowest possible spell and caster level, doesn't"
      },
      {
        "document": 132,
        "excerpt": "If a magic item allows its user to cast any spells from it, you must have all those spells prepared every day you spend crafting the ite"
      },
      {
        "document": 147,
        "excerpt": "e items. Unleashing the magic in a scroll requires the user to read the scroll. When its magic has been invoked, the scroll can't be used again. Its words fade, or"
      },
      {
        "document": 787,
        "excerpt": "Destroyer. The item craves destruction and goads its user to fight arbitrarily."
      },
      {
        "document": 1603,
        "excerpt": "explode. The explosion deals 10d6 Force damage to the user and destroys the horn."
      },
      {
        "document": 1694,
        "excerpt": "ransforms into a handheld battering ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through doors, barricades, and other barriers."
      }
    ],
    "user's": [
      {
        "document": 123,
        "excerpt": "ible spell and caster level, doesn't expend any of the user's spell slots, and requires no components unless the item's description notes otherwise. The spell uses it"
      }
    ],
    "uses": [
      {
        "document": 2,
        "excerpt": "An ability check is named for the ability modifier it uses: a Strength check, an Intelligence check, and so on. Different ability checks are called for in differen"
      },
      {
        "document": 34,
        "excerpt": ", in a saving throw, or with an item that the creature uses to make the D20 Test. The bonus is also used for spell attacks and for calculating the DC of saving thro"
      },
      {
        "document": 38,
        "excerpt": "lls are shown on the Skills table, which notes example uses for each skill proficiency as well as the ability check the skill most often applies to."
      },
      {
        "document": 41,
        "excerpt": "r Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in the skill that's also used with that check, you have Advantage on t"
      },
      {
        "document": 43,
        "excerpt": "The game uses actions to govern how much you can do at one time. You can take only one action at a time. This principl"
      },
      {
        "document": 47,
        "excerpt": "an active approach or a descriptive approach. The GM uses an NPC's personality and your character's actions and attitudes to determine how an NPC reacts. A cowar"
      },
      {
        "document": 74,
        "excerpt": "erances and gestures - as you take your turn. Doing so uses neither your action nor your move. Extended communication, such as a detailed explanation of something"
      },
      {
        "document": 90,
        "excerpt": "k a target within your reach. A melee attack typically uses a hand-held weapon or an Unarmed Strike. Many monsters make melee attacks with claws, teeth, or other bo"
      },
      {
        "document": 92,
        "excerpt": "When the outcome of an action is uncertain, the game uses a d20 roll to determine success or failure. These rolls are called D20 Tests, and they come in three kin"
      },
      {
        "document": 107,
        "excerpt": "Damage dealt via saving throws uses these rules."
      },
      {
        "document": 123,
        "excerpt": "less the item's description notes otherwise. The spell uses its normal casting time, range, and duration, and the user of the item must concentrate if the spell req"
      },
      {
        "document": 156,
        "excerpt": "that deals a lot of damage but has a limited number of uses, such as a recharging breath weapon or a spell it can cast only once per day, have it use that special a"
      },
      {
        "document": 158,
        "excerpt": "nclude special flourishes that happen when the monster uses an item, and the stat block might ignore the rules in “Equipment” for that item. When used by someone el"
      },
      {
        "document": 178,
        "excerpt": "The monster has a limited number of Legendary Action uses, and that number is specified in the stat block. The monster expends one use whenever it takes a Legenda"
      },
      {
        "document": 179,
        "excerpt": "t a monster must finish a Long Rest to regain expended uses. For example, a Reaction that includes “1/Day” means the Reaction can be taken once and that the monster"
      },
      {
        "document": 235,
        "excerpt": "A rebel who waylays a cruel baron's tax collectors and uses the stolen money to help the poor is probably Chaotic Good. Lawful Neutral (LN). Lawful Neutral individ"
      },
      {
        "document": 240,
        "excerpt": "asking you to make a Wisdom (Perception) check; the GM uses your Passive Perception instead. Passive Perception is a score that reflects a general awareness of your"
      },
      {
        "document": 251,
        "excerpt": "Creating a higher-level character uses the same character-creation steps outlined in this chapter and the rules for advancing beyond level 1 pr"
      },
      {
        "document": 395,
        "excerpt": "only when you complete the scroll. The scroll's spell uses your spell save DC and spell attack bonus."
      },
      {
        "document": 413,
        "excerpt": "r Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in a skill that's used with that check, you have Advantage on the chec"
      },
      {
        "document": 484,
        "excerpt": "A Healer's Kit has ten uses. As a Utilize action, you can expend one of its uses to stabilize an Unconscious creature that has 0 Hit"
      },
      {
        "document": 503,
        "excerpt": "fects. The spell specifies the ability that the target uses for the save and what happens on a success or failure. Here's how to calculate the DC for your spells:"
      },
      {
        "document": 527,
        "excerpt": "eature's general awareness of its surroundings. The GM uses this score when determining whether a creature notices something without consciously making a Wisdom (Pe"
      },
      {
        "document": 528,
        "excerpt": "inish a Long Rest to use it again after you run out of uses."
      },
      {
        "document": 577,
        "excerpt": "The glossary uses the following conventions: Tags in Brackets. Some entries have a tag in brackets after the entry's name"
      },
      {
        "document": 633,
        "excerpt": "a maw, or another body part. Whatever part a grappler uses, it can grapple only one creature at a time with that part, and the grappler can't use that part to targ"
      },
      {
        "document": 648,
        "excerpt": "weapon, the GM may say it functions as that weapon and uses that weapon's rules. For example, the GM could treat a table leg as a Club."
      },
      {
        "document": 654,
        "excerpt": "cious until it regains any Hit Points or until someone uses an action to administer first aid to it, which requires a successful DC 10 Wisdom (Medicine) check."
      },
      {
        "document": 689,
        "excerpt": "ure must take the Dash action on each of its turns and uses its movement to get farther away from the source of its fear. - Attack rolls against the Frightened crea"
      },
      {
        "document": 716,
        "excerpt": "rosses a trip wire Duration: Instantaneous This trap uses a trip wire to collapse an unstable section of ceiling. The trip wire is 3 inches off the ground and str"
      },
      {
        "document": 717,
        "excerpt": "trip wire Duration: Instantaneous A falling net trap uses a trip wire to release a weighted, 10-foot-square Net suspended from the ceiling. The trip wire is 3 inc"
      },
      {
        "document": 744,
        "excerpt": "Example Uses"
      },
      {
        "document": 839,
        "excerpt": "Indomitable (two uses), Studied Attacks"
      },
      {
        "document": 962,
        "excerpt": "n you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. While active, your Rage follows the rules below. Damage Resistance. You h"
      },
      {
        "document": 963,
        "excerpt": "spiration die is expended when it's rolled. Number of Uses. You can confer a Bardic Inspiration die a number of times equal to your Charisma modifier (minimum of o"
      },
      {
        "document": 964,
        "excerpt": "Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain add"
      },
      {
        "document": 965,
        "excerpt": "lso leave the form early as a Bonus Action. Number of Uses. You can use Wild Shape twice. You regain one expended use when you finish a Short Rest, and you regain"
      },
      {
        "document": 966,
        "excerpt": "n you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. When you reach certain Fighter levels, you gain more uses of this feature,"
      },
      {
        "document": 968,
        "excerpt": "Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain an"
      },
      {
        "document": 969,
        "excerpt": "ut expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest. The number of times you can cast the spell without a spell"
      },
      {
        "document": 970,
        "excerpt": "roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage's type is the same as the weapon's type. You don't need"
      },
      {
        "document": 971,
        "excerpt": "an use this feature twice, and you regain all expended uses of it when you finish a Long Rest."
      },
      {
        "document": 972,
        "excerpt": "level 8 spell), and 17 (level 9 spell). You regain all uses of your Mystic Arcanum when you finish a Long Rest. Whenever you gain a Warlock level, you can replace"
      },
      {
        "document": 979,
        "excerpt": "it no more than once per roll. You regain all expended uses when you finish a Long Rest."
      },
      {
        "document": 985,
        "excerpt": "odifier (minimum of once), and you regain all expended uses when you finish a Long Rest."
      },
      {
        "document": 986,
        "excerpt": "to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest."
      },
      {
        "document": 987,
        "excerpt": "to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest."
      },
      {
        "document": 989,
        "excerpt": "to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. You can also use any spell slots you have to cast the spell."
      },
      {
        "document": 990,
        "excerpt": "to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest: Cloud's Jaunt (Cloud Giant). As a Bonus Action, you magically teleport up"
      },
      {
        "document": 993,
        "excerpt": "to your Proficiency Bonus, and you regain all expended uses when you finish a Short or Long Rest."
      },
      {
        "document": 994,
        "excerpt": "y cantrip. When you cast it with this trait, the spell uses the same spellcasting ability you use for your Fiendish Legacy trait. ---"
      },
      {
        "document": 1158,
        "excerpt": "t animates, sprouts legs, and becomes a Construct that uses the Animated Object stat block; this creature is under your control until the spell ends or until it is"
      },
      {
        "document": 1203,
        "excerpt": "- | | 1 | The target doesn’t take an action, and it uses all its movement to move. Roll 1d4 for the direction: 1, north; 2, east; 3, south; or 4, west."
      },
      {
        "document": 1266,
        "excerpt": "upied space of your choice within range. This creature uses the Otherworldly Steed stat block. If you already have a steed from this spell, the steed is replaced by"
      },
      {
        "document": 1290,
        "excerpt": "ts in an unoccupied space you can see within range and uses the Giant Insect stat block. The form you choose determines certain details in its stat block. The creat"
      },
      {
        "document": 1319,
        "excerpt": "ted creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor."
      },
      {
        "document": 1375,
        "excerpt": "or a creature you choose can ride the steed. The steed uses the Riding Horse stat block (see “Monsters”), except it has a Speed of 100 feet and can travel 13 miles"
      },
      {
        "document": 1429,
        "excerpt": "ile turns into the simulacrum, which is a creature. It uses the game statistics of the original creature at the time of casting, except it is a Construct, its Hit P"
      },
      {
        "document": 1448,
        "excerpt": "an unoccupied space that you can see within range and uses the Draconic Spirit stat block. The creature disappears when it drops to 0 Hit Points or when the spell"
      },
      {
        "document": 1466,
        "excerpt": "ith the weapon used in the spell's casting. The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity. If the"
      },
      {
        "document": 1555,
        "excerpt": "ure of your choice within 5 feet of itself. The weapon uses your attack roll and adds your ability modifier to damage rolls. While the weapon hovers, you can take"
      },
      {
        "document": 1596,
        "excerpt": "the following table. Any spell you cast from the hat uses your spell save DC and spell attack bonus."
      },
      {
        "document": 1604,
        "excerpt": "n unoccupied spaces within 60 feet of you. Each spirit uses the Berserker stat block and returns to Ysgard after 1 hour or when it drops to 0 Hit Points. The spirit"
      },
      {
        "document": 1609,
        "excerpt": "ot used to cast the spell determines how much space it uses. While this stone orbits your head, you can cast any spell stored in it. The spell uses the slot level,"
      },
      {
        "document": 1678,
        "excerpt": "ls cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 level"
      },
      {
        "document": 1723,
        "excerpt": "e for 1 hour on any ability check or saving throw that uses Strength or Constitution."
      },
      {
        "document": 1760,
        "excerpt": "ultiattack. The aboleth makes two Tentacle attacks and uses either Consume Memories or Dominate Mind if available. Tentacle. Melee Attack Roll: +9, reach 15 ft. Hi"
      },
      {
        "document": 1761,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of th"
      },
      {
        "document": 1762,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of th"
      },
      {
        "document": 1763,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of th"
      },
      {
        "document": 1764,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of th"
      },
      {
        "document": 1765,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of th"
      },
      {
        "document": 1766,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of th"
      },
      {
        "document": 1767,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of th"
      },
      {
        "document": 1768,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of th"
      },
      {
        "document": 1769,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of th"
      },
      {
        "document": 1770,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of th"
      },
      {
        "document": 1773,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of th"
      },
      {
        "document": 1774,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of th"
      },
      {
        "document": 1775,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of th"
      },
      {
        "document": 1776,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of th"
      },
      {
        "document": 1777,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of th"
      },
      {
        "document": 1778,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of th"
      },
      {
        "document": 1779,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of th"
      },
      {
        "document": 1780,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of th"
      },
      {
        "document": 1781,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of th"
      },
      {
        "document": 1782,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of th"
      },
      {
        "document": 1806,
        "excerpt": "Multiattack. The behir makes one Bite attack and uses Constrict. Bite. Melee Attack Roll: +10, reach 10 ft. Hit: 19 (2d12 + 6) Piercing damage plus 11 (2d10)"
      },
      {
        "document": 1825,
        "excerpt": "Multiattack. The devil makes two Chain attacks and uses Conjure Infernal Chain. Chain. Melee Attack Roll: +7, reach 10 ft. Hit: 11 (2d6 + 4) Slashing damage. I"
      },
      {
        "document": 1827,
        "excerpt": "Multiattack. The chuul makes two Pincer attacks and uses Paralyzing Tentacles. Pincer. Melee Attack Roll: +6, reach 10 ft. Hit: 9 (1d10 + 4) Bludgeoning damage."
      },
      {
        "document": 1846,
        "excerpt": "ltiattack. The doppelganger makes two Slam attacks and uses Unsettling Visage if available. Slam. Melee Attack Roll: +6 (with Advantage during the first round of e"
      },
      {
        "document": 1859,
        "excerpt": "ned condition until the rope is destroyed, the erinyes uses a Bonus Action to release the target, or the erinyes uses Entangling Rope again."
      },
      {
        "document": 1871,
        "excerpt": "d. The ghost's game statistics are the same, except it uses the possessed target's Speed, as well as the target's Strength, Dexterity, and Constitution modifiers."
      },
      {
        "document": 1878,
        "excerpt": "Multiattack. The snake makes one Bite attack and uses Constrict. Bite. Melee Attack Roll: +6, reach 10 ft. Hit: 11 (2d6 + 4) Piercing damage. Constrict. Str"
      },
      {
        "document": 1902,
        "excerpt": ". 5–6. The target takes no action or Bonus Action and uses all its movement to move in a random direction. 7–8. The target makes a melee attack against a randomly"
      },
      {
        "document": 1903,
        "excerpt": "Multiattack. The glabrezu makes two Pincer attacks and uses Pummel or Spellcasting. Pincer. Melee Attack Roll: +9, reach 10 ft. Hit: 16 (2d10 + 5) Slashing damage."
      },
      {
        "document": 1946,
        "excerpt": "Multiattack. The kraken makes two Tentacle attacks and uses Fling, Lightning Strike, or Swallow. Tentacle. Melee Attack Roll: +17, reach 30 ft. Hit: 24 (4d6 + 10)"
      },
      {
        "document": 1949,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the lich can expend a use to take one of the"
      },
      {
        "document": 1957,
        "excerpt": "iattack. The marilith makes six Pact Blade attacks and uses Constrict. Pact Blade. Melee Attack Roll: +10, reach 5 ft. Hit: 10 (1d10 + 5) Slashing damage plus 7 (2"
      },
      {
        "document": 1966,
        "excerpt": "Rotting Fist or Channel Negative Energy attack, and it uses Dreadful Glare. Rotting Fist. Melee Attack Roll: +9, reach 5 ft. Hit: 15 (2d10 + 4) Bludgeoning damage"
      },
      {
        "document": 1967,
        "excerpt": "tiattack. The mummy makes two Rotting Fist attacks and uses Dreadful Glare. Rotting Fist. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Bludgeoning damage p"
      },
      {
        "document": 1968,
        "excerpt": "n 120 feet of the nalfeshnee. Response: The nalfeshnee uses Teleport, but its destination space must be within 10 feet of the triggering creature."
      },
      {
        "document": 1987,
        "excerpt": "ack. The planetar makes three Radiant Sword attacks or uses Holy Burst twice. Radiant Sword. Melee Attack Roll: +12, reach 10 ft. Hit: 14 (2d6 + 7) Slashing damage"
      },
      {
        "document": 2006,
        "excerpt": "Multiattack. The roper makes two Tentacle attacks, uses Reel, and makes two Bite attacks. Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 17 (3d8 + 4) Piercing d"
      },
      {
        "document": 2007,
        "excerpt": "ultiattack. The rust monster makes one Bite attack and uses Antennae twice. Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 5 (1d8 + 1) Piercing damage. Antennae. T"
      },
      {
        "document": 2022,
        "excerpt": "Legendary Action Uses: 3. Immediately after another creature's turn, the solar can expend a use to take one of the following a"
      },
      {
        "document": 2024,
        "excerpt": "Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the sphinx can expend a use to take one of th"
      },
      {
        "document": 2025,
        "excerpt": "Multiattack. The sphinx makes two Claw attacks and uses Roar. Claw. Melee Attack Roll: +12, reach 5 ft. Hit: 20 (4d6 + 6) Slashing damage. Roar (3/Day). The s"
      },
      {
        "document": 2036,
        "excerpt": "tack. The succubus makes one Fiendish Touch attack and uses Charm or Draining Kiss. Fiendish Touch. Melee Attack Roll: +7, reach 5 ft. Hit: 16 (2d10 + 5) Psychic d"
      },
      {
        "document": 2044,
        "excerpt": "Legendary Action Uses: 3. Immediately after another creature's turn, the tarrasque can expend a use to take one of the followi"
      },
      {
        "document": 2048,
        "excerpt": "o trees it can see within 60 feet of itself. Each tree uses the Treant stat block, except it has Intelligence and Charisma scores of 1, it can't speak, and it lacks"
      },
      {
        "document": 2053,
        "excerpt": "Legendary Action Uses: 3. Immediately after another creature's turn, the unicorn can expend a use to take one of the following"
      },
      {
        "document": 2055,
        "excerpt": "Multiattack. The vampire makes two Claw attacks and uses Bite. Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (2d4 + 3) Slashing damage. If the target is a Med"
      },
      {
        "document": 2056,
        "excerpt": "to 0 Hit Points outside its resting place, the vampire uses Shape-Shift to become mist (no action required). If it can't use Shape-Shift, it is destroyed. While it"
      },
      {
        "document": 2074,
        "excerpt": "rly immediately after the wisp makes an attack roll or uses Consume Life."
      }
    ],
    "using": [
      {
        "document": 25,
        "excerpt": "Proficiency Bonus to your attack roll when you attack using a weapon you have proficiency with, as well as when you attack with a spell. See “Proficiency” later in"
      },
      {
        "document": 36,
        "excerpt": "Most ability checks involve using a skill, which represents a category of things creatures try to do with an ability check. The descriptio"
      },
      {
        "document": 37,
        "excerpt": "example, if a feature says you can make melee attacks using your Charisma, you can do so, even though that statement disagrees with the general rule."
      },
      {
        "document": 75,
        "excerpt": "If you play using a square grid and miniatures or other tokens, follow these rules. Squares. Each square represents 5 fee"
      },
      {
        "document": 79,
        "excerpt": "You can break up your move, using some of its movement before and after any action, Bonus Action, or Reaction you take on the same turn. F"
      },
      {
        "document": 80,
        "excerpt": "elf the Prone condition (see “Rules Glossary”) without using an action or any of your Speed, but you can’t do so if your Speed is 0."
      },
      {
        "document": 93,
        "excerpt": "Attack when you Teleport or when you are moved without using your movement, action, Bonus Action, or Reaction. For example, you don't provoke an Opportunity Attack i"
      },
      {
        "document": 94,
        "excerpt": "that has an appropriate anatomy can serve as a mount, using the following rules."
      },
      {
        "document": 103,
        "excerpt": "An ability check represents a creature using talent and training to try to overcome a challenge, such as forcing open a stuck door, picking a lock, e"
      },
      {
        "document": 117,
        "excerpt": "Rules for identifying, attuning to, and using magic items appear in “Equipment.” Additional rules are presented below. Attunement Prerequisites. If a"
      },
      {
        "document": 133,
        "excerpt": "you must also pay that entire cost or craft that item using the rules in “Equipment.” For example, to make +1 Armor (Plate Armor), you must pay 3,500 GP or pay 2,00"
      },
      {
        "document": 144,
        "excerpt": "pical potion consists of 1 ounce of liquid in a vial. Using a Potion. Potions are consumable items. Drinking a potion or administering it to another creature requir"
      },
      {
        "document": 147,
        "excerpt": "is the Spell Scroll, a spell stored in written form. Using a Scroll. Scrolls are consumable items. Unleashing the magic in a scroll requires the user to read the s"
      },
      {
        "document": 156,
        "excerpt": "use Multiattack on any of its turns in which it's not using one of its more powerful abilities. Bonus Actions, Reactions, Legendary Actions. If the monster has Bon"
      },
      {
        "document": 160,
        "excerpt": "equip monsters with additional gear however you like, using the items in “Equipment” for inspiration. You decide how much of a monster’s equipment is recoverable af"
      },
      {
        "document": 165,
        "excerpt": "ting is defined in “Rules Glossary,” while guidance on using CR to plan potential combat encounters is in “Gameplay Toolbox.”"
      },
      {
        "document": 229,
        "excerpt": "bility scores, you first generate a set of six numbers using the instructions below and then assign them to your six abilities. \"Playing the Game\" explains what each"
      },
      {
        "document": 230,
        "excerpt": "Determine your ability scores by using one of the following three methods. Your GM might prefer you to use a particular one. Standard Array. U"
      },
      {
        "document": 231,
        "excerpt": "ity. Fill in the ability modifiers as well. If you're using the Standard Array option, consult the Standard Array by Class table for suggestions on where to assign"
      },
      {
        "document": 233,
        "excerpt": "Finally, determine your ability modifiers using the Ability Scores and Modifiers table. Write the modifier next to each of your scores. Ability Scores"
      },
      {
        "document": 241,
        "excerpt": "ncludes armor or a Shield (or both), calculate your AC using the rules in \"Equipment.\" A class feature might give you a different way to calculate your AC. Attacks."
      },
      {
        "document": 243,
        "excerpt": "ver, you might decide to gain a level in another class using the rules in the “Multiclassing” section. 2: Adjust Hit Points and Hit Point Dice. Each time you gain a"
      },
      {
        "document": 247,
        "excerpt": "or your character's moral compass. 5: Fill in Details. Using the choices you've made, fill in the remaining details on your character sheet."
      },
      {
        "document": 306,
        "excerpt": "ith a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damag"
      },
      {
        "document": 310,
        "excerpt": "Using Ink, an Ink Pen is used to write or draw."
      },
      {
        "document": 344,
        "excerpt": "spell list, you can read the scroll and cast the spell using its normal casting time and without providing any Material components. If the spell requires a saving t"
      },
      {
        "document": 349,
        "excerpt": "dry cloth soaked in light oil) used to kindle a fire. Using it to light a Candle, Lamp, Lantern, or Torch - or anything else with exposed fuel - takes a Bonus Actio"
      },
      {
        "document": 351,
        "excerpt": "take the Attack action, you can attack with the Torch, using it as a Simple Melee weapon. On a hit, the target takes 1 Fire damage."
      },
      {
        "document": 362,
        "excerpt": "f Small and Medium passengers the ship can accommodate using hammocks. A ship outfitted with private accommodations can carry one-fifth as many passengers. A passeng"
      },
      {
        "document": 377,
        "excerpt": "r in this document. Here’s what you need to know about using magic items."
      },
      {
        "document": 384,
        "excerpt": "Using a magic item's properties might mean wearing or wielding it. A magic item meant to be worn must be donne"
      },
      {
        "document": 391,
        "excerpt": "Kit can create a Potion of Healing. Doing so requires using that kit and 25 GP of raw material over the course of 1 day (8 hours of work)."
      },
      {
        "document": 392,
        "excerpt": "ransfer a spell to a scroll and create a Spell Scroll, using the rules below."
      },
      {
        "document": 394,
        "excerpt": "rules if you wield a weapon in an unusual way, such as using a Ranged weapon to make a melee attack."
      },
      {
        "document": 397,
        "excerpt": "If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of"
      },
      {
        "document": 476,
        "excerpt": "Using a Crowbar gives you Advantage on Strength checks where the Crowbar's leverage can be applied."
      },
      {
        "document": 487,
        "excerpt": "Using a Higher-Level Spell Slot"
      },
      {
        "document": 491,
        "excerpt": "you can't, for example, cast a spell with a spell slot using the Magic action and another one using a Bonus Action on the same turn."
      },
      {
        "document": 525,
        "excerpt": "ack when a creature that you can see leaves your reach using its action, its Bonus Action, its Reaction, or one of its speeds. To make the Opportunity Attack, take a"
      },
      {
        "document": 531,
        "excerpt": "an add your Proficiency Bonus to any D20 Test you make using that thing. A creature might have proficiency in a skill or saving throw or with a weapon or tool. See a"
      },
      {
        "document": 568,
        "excerpt": "Instead of using a weapon to make a melee attack, you can use a punch, kick, headbutt, or similar forceful blow. In game"
      },
      {
        "document": 580,
        "excerpt": "Objects can be harmed by attacks and by some spells, using the rules below. If an object is exceedingly fragile, the GM may allow a creature to break it automatica"
      },
      {
        "document": 587,
        "excerpt": "\" (\"Combat Encounters\") provides guidance to the GM on using CR while planning potential combat encounters. See also \"Stat Block.\""
      },
      {
        "document": 598,
        "excerpt": "An ability check is a D20 Test that represents using one of the six abilities - or a specific skill associated with an ability - to overcome a challenge. See"
      },
      {
        "document": 633,
        "excerpt": "pple another creature. Characters typically grapple by using an Unarmed Strike. Many monsters have special attacks that allow them to quickly grapple prey. However a"
      },
      {
        "document": 695,
        "excerpt": "he character makes a DC 20 Intelligence (Nature) check using a Poisoner's Kit. On a successful check, the character harvests enough poison for a single dose, and no"
      },
      {
        "document": 713,
        "excerpt": "Flying, translate the party's Speed into travel rates using these rules: Miles per hour = Speed ÷ 10 Miles per day (Normal pace) = Miles per hour × number of hour"
      },
      {
        "document": 714,
        "excerpt": "re plate, crossing a trip wire, turning a doorknob, or using the wrong key in a lock. Duration. Some traps have durations expressed in rounds, minutes, or hours. Ot"
      },
      {
        "document": 719,
        "excerpt": "king it safe to cross. The cover can also be held shut using Arcane Lock or similar magic. Escape. A creature needs a Climb Speed, climbing gear, or magic such as S"
      },
      {
        "document": 721,
        "excerpt": "Avoid. The trap doesn't trigger if the lock is opened using a Knock spell or similar magic. Detect and Disarm. As a Search action, a creature can examine the trapp"
      },
      {
        "document": 723,
        "excerpt": "king it safe to cross. The cover can also be held shut using an Arcane Lock spell or similar magic. Escape. A creature needs a Climb Speed, climbing gear, or magic"
      },
      {
        "document": 728,
        "excerpt": "Using the XP Budget per Character table, cross-reference the party's level with the desired encounter difficul"
      },
      {
        "document": 744,
        "excerpt": "Using a combination of senses, notice something that’s easy to miss."
      },
      {
        "document": 962,
        "excerpt": "Slashing damage. Rage Damage. When you make an attack using Strength - with either a weapon or an Unarmed Strike - and deal damage to the target, you gain a bonus t"
      },
      {
        "document": 963,
        "excerpt": "sented by your Bardic Inspiration die, which is a d6. Using Bardic Inspiration. As a Bonus Action, you can inspire another creature within 60 feet of yourself who c"
      },
      {
        "document": 964,
        "excerpt": "your turns when you hit a creature with an attack roll using a weapon, you can cause the target to take an extra 1d8 Necrotic or Radiant damage (your choice). Poten"
      },
      {
        "document": 965,
        "excerpt": "your turns when you hit a creature with an attack roll using a weapon or a Beast form's attack in Wild Shape, you can cause the target to take an extra 1d8 Cold, Fir"
      },
      {
        "document": 968,
        "excerpt": "of weapons you chose. For example, you could switch to using the mastery properties of Halberds and Flails."
      },
      {
        "document": 969,
        "excerpt": "of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Longswords."
      },
      {
        "document": 970,
        "excerpt": "of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords."
      },
      {
        "document": 972,
        "excerpt": "ma modifier for the attack and damage rolls instead of using Strength or Dexterity; and you can cause the weapon to deal Necrotic, Psychic, or Radiant damage or its"
      },
      {
        "document": 980,
        "excerpt": "estruction You stalk prey in the wilds and elsewhere, using your abilities as a Hunter to protect nature and people everywhere from forces that would destroy them."
      },
      {
        "document": 981,
        "excerpt": "erics who tap into this domain are masters of healing, using that life force to cure many hurts. Existence itself relies on the positive energy associated with this"
      },
      {
        "document": 983,
        "excerpt": "action to make one melee attack against that creature, using a weapon or an Unarmed Strike."
      },
      {
        "document": 984,
        "excerpt": "r Speed. Jumper. You can determine your jump distance using your Dexterity rather than your Strength."
      },
      {
        "document": 988,
        "excerpt": "en you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level. Elven Lineages | Lineage | Level 1"
      },
      {
        "document": 994,
        "excerpt": "en you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasti"
      },
      {
        "document": 1012,
        "excerpt": "en you finish a Long Rest. You can also cast the spell using any spell slots you have. Spell Change. Whenever you gain a new level, you can replace one of the spell"
      },
      {
        "document": 1015,
        "excerpt": "Feature) When you make an extra attack as a result of using a weapon that has the Light property, you can add your ability modifier to the damage of that attack if"
      },
      {
        "document": 1149,
        "excerpt": "ith acid for half as much of the initial damage only. Using a Higher-Level Spell Slot. The damage (both initial and later) increases by 1d4 for each spell slot leve"
      },
      {
        "document": 1151,
        "excerpt": "nd current Hit Points increase by 5 for the duration. Using a Higher-Level Spell Slot. Each target's Hit Points increase by 5 for each spell slot level above 2."
      },
      {
        "document": 1153,
        "excerpt": "y modifier for the attack and damage rolls rather than using Strength."
      },
      {
        "document": 1154,
        "excerpt": "r allies deals damage to the target, the spells ends. Using a Higher-Level Spell Slot. You can target one additional Beast for each spell slot level above 1."
      },
      {
        "document": 1155,
        "excerpt": "t, and the Beast returns to where you cast the spell. Using a Higher-Level Spell Slot. The spell's duration increases by 48 hours for each spell slot level above 2."
      },
      {
        "document": 1157,
        "excerpt": "with this spell rather than animating a new creature. Using a Higher-Level Spell Slot. You animate or reassert control over two additional Undead creatures for each"
      },
      {
        "document": 1158,
        "excerpt": ", and any remaining damage carries over to that form. Using a Higher-Level Spell Slot. The creature's Slam damage increases by 1d4 (Medium or smaller), 1d6 (Large),"
      },
      {
        "document": 1163,
        "excerpt": "s space counts as Difficult Terrain for your enemies. Using a Higher-Level Spell Slot. The damage of the Clenched Fist increases by 2d8 and the damage of the Graspi"
      },
      {
        "document": 1171,
        "excerpt": "arget must subtract 1d4 from the attack roll or save. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1."
      },
      {
        "document": 1172,
        "excerpt": "lane (GM's choice) associated with its creature type. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4."
      },
      {
        "document": 1176,
        "excerpt": "spell, the target takes an extra 1d8 Necrotic damage. Using a Higher-Level Spell Slot. If you cast this spell using a level 4 spell slot, you can maintain Concentra"
      },
      {
        "document": 1179,
        "excerpt": "ends, the target adds 1d4 to the attack roll or save. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1."
      },
      {
        "document": 1180,
        "excerpt": ". It doesn't make a save; it simply withers and dies. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4."
      },
      {
        "document": 1181,
        "excerpt": "ts the save, ending the spell on itself on a success. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2."
      },
      {
        "document": 1184,
        "excerpt": "Cone that aren't being worn or carried start burning. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1."
      },
      {
        "document": 1185,
        "excerpt": "uch conditions, the spell's damage increases by 1d10. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 3."
      },
      {
        "document": 1187,
        "excerpt": "iled save or half as much damage on a successful one. Using a Higher-Level Spell Slot. One additional bolt leaps from the first target to another target for each sp"
      },
      {
        "document": 1188,
        "excerpt": "e spell ends, the target knows it was Charmed by you. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4."
      },
      {
        "document": 1189,
        "excerpt": "e spell ends, the target knows it was Charmed by you. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1."
      },
      {
        "document": 1191,
        "excerpt": "unless you cast the spell with a level 2+ spell slot. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1. The orb can le"
      },
      {
        "document": 1192,
        "excerpt": "iled save or half as much damage on a successful one. Using a Higher-Level Spell Slot. The damage increases by 2d8 for each spell slot level above 6."
      },
      {
        "document": 1195,
        "excerpt": "eet away from you at the start of each of your turns. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 5."
      },
      {
        "document": 1197,
        "excerpt": "get doesn't move and takes no action or Bonus Action. Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot level above 1."
      },
      {
        "document": 1202,
        "excerpt": "by this spell becomes a frozen statue until it thaws. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 5."
      },
      {
        "document": 1203,
        "excerpt": "ts the save, ending the spell on itself on a success. Using a Higher-Level Spell Slot. The Sphere's radius increases by 5 feet for each spell slot level above 4."
      },
      {
        "document": 1204,
        "excerpt": "amage. A creature makes this save only once per turn. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 3."
      },
      {
        "document": 1205,
        "excerpt": "ure can be affected by this spell only once per turn. Using a Higher-Level Spell Slot. The healing and damage increase by 1d12 for each spell slot level above 7."
      },
      {
        "document": 1206,
        "excerpt": "sful save, the target isn't Restrained by the spirit. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 5."
      },
      {
        "document": 1207,
        "excerpt": "ke the attack against a creature within 5 feet of it. Using a Higher-Level Spell Slot. The damage increases by 1d12 for each spell slot level above 6."
      },
      {
        "document": 1208,
        "excerpt": "the Emanation is Difficult Terrain for your enemies. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4."
      },
      {
        "document": 1209,
        "excerpt": "ge action as a Bonus Action for the spell's duration. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4."
      },
      {
        "document": 1214,
        "excerpt": "ea you choose that is a Cube up to 100 feet on a side, using one of the following effects. As a Magic action on your later turns, you can repeat the same effect or c"
      },
      {
        "document": 1218,
        "excerpt": "vely, you destroy fog in a 30-foot Cube within range. Using a Higher-Level Spell Slot. You create or destroy 10 additional gallons of water, or the size of the Cube"
      },
      {
        "document": 1219,
        "excerpt": "mated with this spell rather than animating new ones. Using a Higher-Level Spell Slot. If you use a level 7 spell slot, you can animate or reassert control over fou"
      },
      {
        "document": 1220,
        "excerpt": "osed of multiple materials, use the shortest duration. Using any object created by this spell as another spell's Material component causes the other spell to fail."
      },
      {
        "document": 1221,
        "excerpt": "equal to 2d8 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1."
      },
      {
        "document": 1227,
        "excerpt": "sion that aren't being worn or carried start burning. Using a Higher-Level Spell Slot. The base damage increases by 1d6 for each spell slot level above 7."
      },
      {
        "document": 1235,
        "excerpt": "his spell disintegrates a 10-foot-Cube portion of it. Using a Higher-Level Spell Slot. The damage increases by 3d6 for each spell slot level above 6."
      },
      {
        "document": 1236,
        "excerpt": "tack rolls against you. You can end the spell early by using either of the following special functions. Break Enchantment. As a Magic action, you touch a creature t"
      },
      {
        "document": 1237,
        "excerpt": "if available, to move as far away from you as it can, using the safest route. On a successful save, the target takes half as much damage only. Using a Higher-Level"
      },
      {
        "document": 1240,
        "excerpt": "creases by 1d8 if the target is a Fiend or an Undead. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1."
      },
      {
        "document": 1242,
        "excerpt": "a Reaction but must take your own Reaction to do so. Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 5 (up to 10 min"
      },
      {
        "document": 1243,
        "excerpt": "a Reaction but must take your own Reaction to do so. Using a Higher-Level Spell Slot. Your Concentration can last longer with a level 9 spell slot (up to 8 hours)."
      },
      {
        "document": 1244,
        "excerpt": "a Reaction but must take your own Reaction to do so. Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 6 (up to 10 min"
      },
      {
        "document": 1245,
        "excerpt": "iled save or half as much damage on a successful one. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2."
      },
      {
        "document": 1251,
        "excerpt": "e duration, the target has Advantage on ability checks using the chosen ability. Using a Higher-Level Spell Slot. You can target one additional creature for each sp"
      },
      {
        "document": 1253,
        "excerpt": "nst your spell save DC. On a success, the spell ends. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1."
      },
      {
        "document": 1256,
        "excerpt": "t doesn't border it, such as one of the Outer Planes. Using a Higher-Level Spell Slot. You can target up to three willing creatures (including yourself) for each sp"
      },
      {
        "document": 1262,
        "excerpt": "Instantaneous You gain 2d4 + 4 Temporary Hit Points. Using a Higher-Level Spell Slot. You gain 5 additional Temporary Hit Points for each spell slot level above 1."
      },
      {
        "document": 1266,
        "excerpt": "summon the steed that disappeared or a different one. Using a Higher-Level Spell Slot. Use the spell slot's level for the spell's level in the stat block. Otherwor"
      },
      {
        "document": 1273,
        "excerpt": "area that aren't being worn or carried start burning. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3."
      },
      {
        "document": 1274,
        "excerpt": "-foot radius and Dim Light for an additional 10 feet. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2."
      },
      {
        "document": 1275,
        "excerpt": "iled save or half as much damage on a successful one. Using a Higher-Level Spell Slot. The Fire damage and the Radiant damage increase by 1d6 for each spell slot le"
      },
      {
        "document": 1276,
        "excerpt": "-foot radius and Dim Light for an additional 20 feet. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2."
      },
      {
        "document": 1279,
        "excerpt": "lls if it is still aloft unless it can stop the fall. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3."
      },
      {
        "document": 1280,
        "excerpt": "d (such as one created by Gust of Wind) disperses it. Using a Higher-Level Spell Slot. The fog's radius increases by 20 feet for each spell slot level above 1."
      },
      {
        "document": 1284,
        "excerpt": "or a creature imposing the Grappled condition on it. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4."
      },
      {
        "document": 1285,
        "excerpt": ", if the globe hasn't already shattered, it explodes. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 6."
      },
      {
        "document": 1286,
        "excerpt": "ith. Finally, the target can't attack or cast spells. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3."
      },
      {
        "document": 1288,
        "excerpt": ", Greater Restoration, or Wish spell ends this spell. Using a Higher-Level Spell Slot. If you use a level 7 or 8 spell slot, the duration is 365 days. If you use a"
      },
      {
        "document": 1290,
        "excerpt": "e Dodge action and uses its movement to avoid danger. Using a Higher-Level Spell Slot. Use the spell slot's level for the spell's level in the stat block. Giant In"
      },
      {
        "document": 1292,
        "excerpt": "excluded from areas of effect created by such spells. Using a Higher-Level Spell Slot. The barrier blocks spells of 1 level higher for each spell slot level above 6"
      },
      {
        "document": 1293,
        "excerpt": "tration, it lasts until the end of its full duration. Using a Higher-Level Spell Slot. The damage of an explosive rune increases by 1d8 for each spell slot level ab"
      },
      {
        "document": 1300,
        "excerpt": "spell ends, the creature adds 1d4 to any ability check using the chosen skill."
      },
      {
        "document": 1301,
        "excerpt": "st it before the end of your next turn has Advantage. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1."
      },
      {
        "document": 1303,
        "excerpt": "s of any types you choose can't enter or exit the area using teleportation or interplanar travel. Fear. Creatures of any types you choose have the Frightened condit"
      },
      {
        "document": 1307,
        "excerpt": "ded, Deafened, and Poisoned conditions on the target. Using a Higher-Level Spell Slot. The healing increases by 10 for each spell slot level above 6."
      },
      {
        "document": 1308,
        "excerpt": "equal to 2d4 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 2d4 for each spell slot level above 1."
      },
      {
        "document": 1309,
        "excerpt": "and ability checks until the start of your next turn. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2."
      },
      {
        "document": 1310,
        "excerpt": "iled save or half as much damage on a successful one. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1."
      },
      {
        "document": 1312,
        "excerpt": "g ability modifier at the start of each of its turns. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1."
      },
      {
        "document": 1313,
        "excerpt": "Bonus Action on a later turn to curse a new creature. Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 2 (up to 4 hour"
      },
      {
        "document": 1314,
        "excerpt": "ered by damage. On a successful save, the spell ends. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1."
      },
      {
        "document": 1315,
        "excerpt": "ts the save, ending the spell on itself on a success. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 5."
      },
      {
        "document": 1316,
        "excerpt": "ts the save, ending the spell on itself on a success. Using a Higher-Level Spell Slot. You can target one additional Humanoid for each spell slot level above 2."
      },
      {
        "document": 1318,
        "excerpt": "the mark to a new creature you can see within range. Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 3–4 (up to 8 ho"
      },
      {
        "document": 1320,
        "excerpt": "on a Dexterity saving throw or take 2d6 Cold damage. Using a Higher-Level Spell Slot. The Cold damage increases by 1d6 for each spell slot level above 1."
      },
      {
        "document": 1321,
        "excerpt": "to Difficult Terrain until the end of your next turn. Using a Higher-Level Spell Slot. The Bludgeoning damage increases by 1d10 for each spell slot level above 4."
      },
      {
        "document": 1326,
        "excerpt": "iled save or half as much damage on a successful one. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1."
      },
      {
        "document": 1327,
        "excerpt": "there. A creature makes this save only once per turn. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 5."
      },
      {
        "document": 1329,
        "excerpt": "makes an attack roll, deals damage, or casts a spell. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2."
      },
      {
        "document": 1331,
        "excerpt": "n jump up to 30 feet by spending 10 feet of movement. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1."
      },
      {
        "document": 1337,
        "excerpt": "iled save or half as much damage on a successful one. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3."
      },
      {
        "document": 1341,
        "excerpt": "et's Speed increases by 10 feet until the spell ends. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1."
      },
      {
        "document": 1344,
        "excerpt": "aving the Cylinder and protecting targets outside it. Using a Higher-Level Spell Slot. The duration increases by 1 hour for each spell slot level above 3."
      },
      {
        "document": 1345,
        "excerpt": "sessed creature's soul can perceive from the container using its own senses, but it can't move and it is Incapacitated. While possessing a body, you can take a Magi"
      },
      {
        "document": 1346,
        "excerpt": "d you can direct them to hit one creature or several. Using a Higher-Level Spell Slot. The spell creates one more dart for each spell slot level above 1."
      },
      {
        "document": 1348,
        "excerpt": "age rolls. The spell ends early if you cast it again. Using a Higher-Level Spell Slot. The bonus increases to +2 with a level 3–5 spell slot. The bonus increases to"
      },
      {
        "document": 1350,
        "excerpt": "other sensory qualities become faint to the creature. Using a Higher-Level Spell Slot. The spell lasts until dispelled, without requiring Concentration, if cast wit"
      },
      {
        "document": 1351,
        "excerpt": "equal to 5d8 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 1d8 for each spell slot level above 5."
      },
      {
        "document": 1353,
        "excerpt": "equal to 2d4 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 1d4 for each spell slot level above 3."
      },
      {
        "document": 1354,
        "excerpt": "time, the spell ends for a target upon completing it. Using a Higher-Level Spell Slot. The duration is longer with a spell slot of level 7 (10 days), 8 (30 days), o"
      },
      {
        "document": 1361,
        "excerpt": "it gains no benefit from that condition against you. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2."
      },
      {
        "document": 1367,
        "excerpt": "st on the target restores the creature's true memory. Using a Higher-Level Spell Slot. You can alter the target's memories of an event that took place up to 7 days"
      },
      {
        "document": 1368,
        "excerpt": "there. A creature makes this save only once per turn. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 2."
      },
      {
        "document": 1374,
        "excerpt": "c damage again. On a successful save, the spell ends. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 4."
      },
      {
        "document": 1377,
        "excerpt": "you bound it and remains there until the spell ends. Using a Higher-Level Spell Slot. The duration increases with a spell slot of level 6 (10 days), 7 (30 days), 8"
      },
      {
        "document": 1385,
        "excerpt": "spell again until that creature finishes a Long Rest. Using a Higher-Level Spell Slot. The healing increases by 1d8 for each spell slot level above 2."
      },
      {
        "document": 1389,
        "excerpt": "ay for 365 days makes the spell last until dispelled. Using a Higher-Level Spell Slot. You can increase the size of the Cube by 100 feet for each spell slot level a"
      },
      {
        "document": 1400,
        "excerpt": "e Poisoned condition until the end of your next turn. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1."
      },
      {
        "document": 1412,
        "excerpt": "each ray. On a hit, the target takes 2d6 Fire damage. Using a Higher-Level Spell Slot. You create one additional ray for each spell slot level above 2."
      },
      {
        "document": 1414,
        "excerpt": "pell continues. On a successful save, the spell ends. Using a Higher-Level Spell Slot. All the damage increases by 1d6 for each spell slot level above 1."
      },
      {
        "document": 1421,
        "excerpt": "ed also takes the damage if it's in the spell's area. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2."
      },
      {
        "document": 1424,
        "excerpt": "ength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. If the attack deals damage, it can be Force damag"
      },
      {
        "document": 1425,
        "excerpt": "e, and it can't benefit from the Invisible condition. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2."
      },
      {
        "document": 1438,
        "excerpt": "e target also gains a Climb Speed equal to its Speed. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2."
      },
      {
        "document": 1440,
        "excerpt": "amage. A creature makes this save only once per turn. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 3."
      },
      {
        "document": 1441,
        "excerpt": "at the attack against a creature within 5 feet of it. Using a Higher-Level Spell Slot. The damage increases by 1d8 for every slot level above 2."
      },
      {
        "document": 1448,
        "excerpt": "e Dodge action and uses its movement to avoid danger. Using a Higher-Level Spell Slot. Use the spell slot's level for the spell's level in the stat block. Draconic"
      },
      {
        "document": 1454,
        "excerpt": "or described” is a place you have seen once, possibly using magic, or a place you know through someone else’s description, perhaps from a map. - “False destination”"
      },
      {
        "document": 1457,
        "excerpt": "ou, and a thunderous boom is audible within 300 feet. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1."
      },
      {
        "document": 1461,
        "excerpt": "he target plant and exit from the destination plant by using 5 feet of movement."
      },
      {
        "document": 1462,
        "excerpt": "of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you enter"
      },
      {
        "document": 1466,
        "excerpt": "ing ability for the attack and damage rolls instead of using Strength or Dexterity. If the attack deals damage, it can be Radiant damage or the weapon's normal damag"
      },
      {
        "document": 1469,
        "excerpt": "tion, targeting the same creature or a different one. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3."
      },
      {
        "document": 1471,
        "excerpt": "save, a creature takes half the initial damage only. Using a Higher-Level Spell Slot. The initial damage increases by 2d4 for each spell slot level above 4."
      },
      {
        "document": 1472,
        "excerpt": "rn there. The other side of the wall deals no damage. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4."
      },
      {
        "document": 1474,
        "excerpt": "iled save or half as much damage on a successful one. Using a Higher-Level Spell Slot. The damage the wall deals when it appears increases by 2d6 and the damage fro"
      },
      {
        "document": 1476,
        "excerpt": "l one. A creature makes this save only once per turn. Using a Higher-Level Spell Slot. Both types of damage increase by 1d8 for each spell slot level above 6."
      },
      {
        "document": 1531,
        "excerpt": "2 bonus to Armor Class if you are wearing no armor and using no Shield."
      },
      {
        "document": 1537,
        "excerpt": "this carpet hover and fly by taking a Magic action and using the carpet's command word. It moves according to your directions if you are within 30 feet of it. Four"
      },
      {
        "document": 1553,
        "excerpt": "the cube's charges to cast one of the following spells using the cube. Gate. Pressing one side of the cube, you cast Gate, opening a portal to the plane of existenc"
      },
      {
        "document": 1554,
        "excerpt": "on. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d1"
      },
      {
        "document": 1557,
        "excerpt": "until its card is moved or the illusion is dispelled (using a Dispel Magic spell or a similar effect). When the illusion ends, the image on its card disappears, and"
      },
      {
        "document": 1560,
        "excerpt": "ze. The shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of exist"
      },
      {
        "document": 1568,
        "excerpt": "ng range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 Force damage, or an extra 2d8 Force damage if the target is a Giant."
      },
      {
        "document": 1583,
        "excerpt": "Requires Attunement) When you hit with an attack roll using this magic weapon, the target takes an extra 1d6 Cold damage. In addition, while you hold the weapon, yo"
      },
      {
        "document": 1596,
        "excerpt": "sting Focus for your Wizard spells. Any spell you cast using the hat gains a special Somatic component: you must reach into the hat and “pull” the spell out of it."
      },
      {
        "document": 1598,
        "excerpt": "ess to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 Fire damage. The flames last until you take a Bonus Ac"
      },
      {
        "document": 1608,
        "excerpt": "ce this 1-inch adamantine statuette on the ground and, using a command word, cause it to grow rapidly into a square adamantine tower. Repeating the command word caus"
      },
      {
        "document": 1623,
        "excerpt": "s of pigment and a brush (weighing 1 pound in total). Using the brush and expending 1 pot of pigment, you can paint any number of three-dimensional objects and terr"
      },
      {
        "document": 1625,
        "excerpt": "or sleep. A creature trapped within a cell can escape using magic that permits planar travel. Otherwise, the creature is confined to the cell until freed. If the m"
      },
      {
        "document": 1630,
        "excerpt": "s a spell that you can cast from it as a Bonus Action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used a"
      },
      {
        "document": 1679,
        "excerpt": "the caster must make a saving throw against the spell using their own spell save DC."
      },
      {
        "document": 1694,
        "excerpt": "rain Life. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed save, the targe"
      },
      {
        "document": 1698,
        "excerpt": "h and grants Advantage on ability checks made to climb using the rope. The rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. It regains 1 Hit Point"
      },
      {
        "document": 1699,
        "excerpt": "using the rope to coil up in the target's space) or by using a Bonus Action to repeat the command (causing the rope to coil up in your hand). A target Restrained by"
      },
      {
        "document": 1702,
        "excerpt": "e, and you don't cast the spell. Once Sending is cast using either stone, the stones can't be used again until the next dawn. If one of the stones in a pair is dest"
      },
      {
        "document": 1706,
        "excerpt": "he Attack action, you can make one of the attack rolls using the Shield against a target within 5 feet of yourself. Apply your Proficiency Bonus and Strength modifie"
      },
      {
        "document": 1709,
        "excerpt": "than you can normally cast, you make an ability check using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell's lev"
      },
      {
        "document": 1711,
        "excerpt": "ortable Hole), the GM determines randomly what happens using the following table. 1d100 Result 01–50 The sphere is destroyed. 51–85 The sphere moves through the p"
      },
      {
        "document": 1712,
        "excerpt": "Charm Person, Command, or Comprehend Languages from it using your spell save DC. Reflect Enchantment. If you succeed on a saving throw against an Enchantment spell"
      },
      {
        "document": 1713,
        "excerpt": "cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell. Regaining C"
      },
      {
        "document": 1714,
        "excerpt": "cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell. Regaining C"
      },
      {
        "document": 1715,
        "excerpt": "cast one of the spells on the following table from it, using your spellcasting ability modifier. The table indicates how many charges you must expend to cast the spe"
      },
      {
        "document": 1716,
        "excerpt": "cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell. Regaining C"
      },
      {
        "document": 1717,
        "excerpt": "staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 charges. For each charge you expend, the target takes an extra 1d6 Force dama"
      },
      {
        "document": 1718,
        "excerpt": "cast one of the spells on the following table from it, using your spell save DC and spell attack modifier. The table indicates how many charges you must expend to ca"
      },
      {
        "document": 1719,
        "excerpt": "cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell. Regaining C"
      },
      {
        "document": 1721,
        "excerpt": "cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell. Tree Form."
      },
      {
        "document": 1722,
        "excerpt": "ext dawn. Lightning. When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 Lightning damage (no action required). Thunder"
      },
      {
        "document": 1729,
        "excerpt": "res Attunement) When you hit a creature with an attack using this magic weapon, the target takes an extra 2d6 Necrotic damage and must succeed on a DC 15 Constitutio"
      },
      {
        "document": 1761,
        "excerpt": "following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17, +9 to hit with spell attacks): At Will: Acid Ar"
      },
      {
        "document": 1762,
        "excerpt": "following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 18): At Will: Detect Magic, Invisibility, Mage Hand"
      },
      {
        "document": 1763,
        "excerpt": "following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 16): At Will: Detect Magic, Minor Illusion, Scorchi"
      },
      {
        "document": 1764,
        "excerpt": "following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17, +10 to hit with spell attacks): At Will: Detect"
      },
      {
        "document": 1765,
        "excerpt": "following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17): At Will: Detect Magic, Mind Spike (level 4 ver"
      },
      {
        "document": 1766,
        "excerpt": "following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21, +13 to hit with spell attacks): At Will: Detect"
      },
      {
        "document": 1767,
        "excerpt": "following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17): At Will: Detect Magic, Mind Spike (level 3 ver"
      },
      {
        "document": 1768,
        "excerpt": "following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 20, +12 to hit with spell attacks): At Will: Comman"
      },
      {
        "document": 1769,
        "excerpt": "following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 19, +11 to hit with spell attacks): At Will: Detect"
      },
      {
        "document": 1770,
        "excerpt": "ragon casts Fear, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 14). The dragon can't take this action again until t"
      },
      {
        "document": 1773,
        "excerpt": "following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21, +13 to hit with spell attacks): At Will: Acid A"
      },
      {
        "document": 1774,
        "excerpt": "following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 22): At Will: Detect Magic, Invisibility, Mage Hand"
      },
      {
        "document": 1775,
        "excerpt": "following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 20): At Will: Detect Magic, Minor Illusion, Scorchi"
      },
      {
        "document": 1776,
        "excerpt": "following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 22, +14 to hit with spell attacks): At Will: Detect"
      },
      {
        "document": 1777,
        "excerpt": "following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21): At Will: Detect Magic, Mind Spike (level 5 ver"
      },
      {
        "document": 1778,
        "excerpt": "following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 24, +16 to hit with spell attacks): At Will: Detec"
      },
      {
        "document": 1779,
        "excerpt": "following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21): At Will: Detect Magic, Mind Spike (level 5 ver"
      },
      {
        "document": 1780,
        "excerpt": "following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 23, +15 to hit with spell attacks): At Will: Comman"
      },
      {
        "document": 1781,
        "excerpt": "following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 23, +15 to hit with spell attacks): At Will: Detect"
      },
      {
        "document": 1782,
        "excerpt": "ragon casts Fear, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 18). The dragon can't take this action again until t"
      },
      {
        "document": 1790,
        "excerpt": "sting. The archmage casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 17): At Will: Detect Magic, Detect Thoughts, Di"
      },
      {
        "document": 1791,
        "excerpt": "Multiattack. The assassin makes three attacks, using Shortsword or Light Crossbow in any combination. Shortsword. Melee Attack Roll: +7, reach 5 ft. Hit: 7"
      },
      {
        "document": 1800,
        "excerpt": "Multiattack. The bandit makes two attacks, using Scimitar and Pistol in any combination. Scimitar. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) S"
      },
      {
        "document": 1806,
        "excerpt": "no longer Restrained and can escape from the corpse by using 15 feet of movement, exiting Prone."
      },
      {
        "document": 1823,
        "excerpt": "Jumper. The cat's jump distance is determined using its Dexterity rather than its Strength."
      },
      {
        "document": 1824,
        "excerpt": "Multiattack. The centaur makes two attacks, using Pike or Longbow in any combination. Pike. Melee Attack Roll: +6, reach 10 ft. Hit: 9 (1d10 + 4) Piercin"
      },
      {
        "document": 1829,
        "excerpt": "Mirror Image spell, requiring no spell components and using Wisdom as the spellcasting ability. The spell ends early if the cloaker starts or ends its turn in Brigh"
      },
      {
        "document": 1830,
        "excerpt": "Multiattack. The giant makes two attacks, using Thunderous Mace or Thundercloud in any combination. It can replace one attack with a use of Spellcasting"
      },
      {
        "document": 1832,
        "excerpt": "e and has Advantage whenever it makes an ability check using that skill."
      },
      {
        "document": 1835,
        "excerpt": "he following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 15): At Will: Detect Evil and Good, Detect Magic, Det"
      },
      {
        "document": 1838,
        "excerpt": "asting. The cultist casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 12, +4 to hit with spell attacks): At Will: Light, Th"
      },
      {
        "document": 1840,
        "excerpt": "heck. On its turn, the darkmantle can detach itself by using 5 feet of movement. Darkness Aura (1/Day). Magical Darkness fills a 15-foot Emanation originating from"
      },
      {
        "document": 1843,
        "excerpt": "following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17): At Will: Detect Evil and Good, Shapechange (Be"
      },
      {
        "document": 1845,
        "excerpt": "Multiattack. The djinni makes three attacks, using Storm Blade or Storm Bolt in any combination. Storm Blade. Melee Attack Roll: +9, reach 5 feet. Hit: 12"
      },
      {
        "document": 1846,
        "excerpt": "sts Detect Thoughts, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 12). Unsettling Visage (Recharge 6). Wisdom Saving"
      },
      {
        "document": 1850,
        "excerpt": "Multiattack. The drider makes three attacks, using Foreleg or Poison Burst in any combination. Foreleg. Melee Attack Roll: +7, reach 10 ft. Hit: 13 (2d8 +"
      },
      {
        "document": 1851,
        "excerpt": "Multiattack. The druid makes two attacks, using Vine Staff or Verdant Wisp in any combination. Vine Staff. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1"
      },
      {
        "document": 1852,
        "excerpt": "following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 14): At Will: Animal Friendship, Charm Monster (las"
      },
      {
        "document": 1853,
        "excerpt": "sts the Sleep spell, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 10)."
      },
      {
        "document": 1855,
        "excerpt": "Multiattack. The elemental makes two attacks, using Slam or Rock Launch in any combination. Slam. Melee Attack Roll: +8, reach 10 ft. Hit: 14 (2d8 + 5) Blu"
      },
      {
        "document": 1856,
        "excerpt": "Multiattack. The efreeti makes three attacks, using Heated Blade or Hurl Flame in any combination. Heated Blade. Melee Attack Roll: +10, reach 5 ft. Hit: 1"
      },
      {
        "document": 1863,
        "excerpt": "Multiattack. The giant makes two attacks, using Flame Sword or Hammer Throw in any combination. Flame Sword. Melee Attack Roll: +11, reach 10 ft. Hit:"
      },
      {
        "document": 1867,
        "excerpt": "Multiattack. The giant makes two attacks, using Frost Axe or Great Bow in any combination. Frost Axe. Melee Attack Roll: +9, reach 10 ft. Hit: 19 (2d12"
      },
      {
        "document": 1871,
        "excerpt": "Etherealness spell, requiring no spell components and using Charisma as the spellcasting ability. The ghost is visible on the Material Plane while on the Border Eth"
      },
      {
        "document": 1885,
        "excerpt": "is no longer Restrained and can escape from the corpse using 5 feet of movement, exiting with the Prone condition. At the end of the frog's next turn, the swallowed"
      },
      {
        "document": 1890,
        "excerpt": "he following spells, requiring no spell components and using Wisdom as the spellcasting ability: At Will: Detect Evil and Good, Detect Magic 1/Day: Clairvoyance"
      },
      {
        "document": 1896,
        "excerpt": "is no longer Restrained and can escape from the corpse using 5 feet of movement, exiting with the Prone condition."
      },
      {
        "document": 1903,
        "excerpt": "following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 16): At Will: Darkness, Detect Magic, Dispel Ma"
      },
      {
        "document": 1907,
        "excerpt": "Multiattack. The goblin makes two attacks, using Scimitar or Shortbow in any combination. Scimitar. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2)"
      },
      {
        "document": 1914,
        "excerpt": "he following spells, requiring no Material components, using the spell's normal casting time, and using Intelligence as the spellcasting ability (spell save DC 11):"
      },
      {
        "document": 1918,
        "excerpt": "Multiattack. The guard makes two attacks, using Javelin or Longsword in any combination. Javelin. Melee or Ranged Attack Roll: +6, reach 5 ft. or range"
      },
      {
        "document": 1920,
        "excerpt": "pells, requiring no Somatic or Material components and using Wisdom as the spellcasting ability (spell save DC 16): At Will: Thaumaturgy 1/Day Each: Clairvoyance,"
      },
      {
        "document": 1926,
        "excerpt": "Multiattack. The giant makes two attacks, using Tree Club or Trash Lob in any combination. Tree Club. Melee Attack Roll: +8, reach 10 ft. Hit: 18 (3d8"
      },
      {
        "document": 1929,
        "excerpt": "Multiattack. The hobgoblin makes two attacks, using Greatsword or Longbow in any combination. Greatsword. Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 +"
      },
      {
        "document": 1932,
        "excerpt": "Multiattack. The devil makes three attacks, using Searing Fork or Hurl Flame in any combination. It can replace one attack with a use of Infernal Tail. S"
      },
      {
        "document": 1936,
        "excerpt": "e (level 8 version), requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 17)."
      },
      {
        "document": 1937,
        "excerpt": "hit casts Fog Cloud, requiring no spell components and using Charisma as the spellcasting ability. Frost Breath (Recharge 6). Constitution Saving Throw: DC 10, each"
      },
      {
        "document": 1938,
        "excerpt": "isibility on itself, requiring no spell components and using Charisma as the spellcasting ability. Shape-Shift. The imp shape-shifts to resemble a rat (Speed 20 ft."
      },
      {
        "document": 1939,
        "excerpt": "ishes a Long Rest, it can shape-shift into a Succubus, using that stat block instead of this one. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 1941,
        "excerpt": "Multiattack. The golem makes two attacks, using Bladed Arm or Fiery Bolt in any combination. Bladed Arm. Melee Attack Roll: +12, reach 10 ft. Hit: 20 ("
      },
      {
        "document": 1944,
        "excerpt": "Multiattack. The knight makes two attacks, using Greatsword or Heavy Crossbow in any combination. Greatsword. Melee Attack Roll: +5, reach 5 ft. Hit: 10"
      },
      {
        "document": 1946,
        "excerpt": "he Restrained condition and can escape from the corpse using 15 feet of movement, exiting Prone."
      },
      {
        "document": 1947,
        "excerpt": "following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 13): At Will: Disguise Self (can appear as a Large"
      },
      {
        "document": 1949,
        "excerpt": "Multiattack. The lich makes three attacks, using El-dritch Burst or Paralyzing Touch in any combination. Eldritch Burst. Melee or Ranged Attack Roll: +1"
      },
      {
        "document": 1952,
        "excerpt": "llcasting. The mage casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14): At Will: Detect Magic, Light, Mage Armor ("
      },
      {
        "document": 1956,
        "excerpt": "Multiattack. The manticore makes three attacks, using Rend or Tail Spike in any combination. Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Slashi"
      },
      {
        "document": 1961,
        "excerpt": "Multiattack. The merrow makes two attacks, using Bite, Claw, or Harpoon in any combination. Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 6 (1d4 + 4) Pi"
      },
      {
        "document": 1966,
        "excerpt": "following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 17, +9 to hit with spell attacks): At Will: Dispel Ma"
      },
      {
        "document": 1969,
        "excerpt": "he following spells, requiring no Material components, using the spell's normal casting time, and using Intelligence as the spellcasting ability (spell save DC 14):"
      },
      {
        "document": 1976,
        "excerpt": "following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 13): 1/Day Each: Charm Person (level 2 version), Da"
      },
      {
        "document": 1984,
        "excerpt": "Multiattack. The pirate makes three attacks, using Rapier or Pistol in any combination. Rapier. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Pierc"
      },
      {
        "document": 1986,
        "excerpt": "5 version) twice, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21). It can replace one Fireball with Hold Monster ("
      },
      {
        "document": 1987,
        "excerpt": "following spells, requiring no Material components and using Charisma as spellcasting ability (spell save DC 20): At Will: Detect Evil and Good 1/Day Each: Commune"
      },
      {
        "document": 1991,
        "excerpt": "casting. The priest casts one of the following spells, using Wisdom as the spellcasting ability: At Will: Light, Thaumaturgy"
      },
      {
        "document": 1992,
        "excerpt": "Multiattack. The priest makes two attacks, using Mace or Radiant Flame in any combination. Mace. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Blu"
      },
      {
        "document": 1995,
        "excerpt": "he Restrained condition and can escape from the corpse using 20 feet of movement, exiting Prone."
      },
      {
        "document": 1996,
        "excerpt": "isibility on itself, requiring no spell components and using Charisma as the spellcasting ability. Scare (1/Day). Wisdom Saving Throw: DC 10, one creature within 20"
      },
      {
        "document": 1997,
        "excerpt": "following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 18): At Will: Detect Magic, Detect Thoughts, Disgui"
      },
      {
        "document": 2002,
        "excerpt": "Restrained condition and can escape from the corpse by using 15 feet of movement, exiting Prone."
      },
      {
        "document": 2009,
        "excerpt": "an magically control sharks within 120 feet of itself, using a special telepathy."
      },
      {
        "document": 2013,
        "excerpt": "Multiattack. The scout makes two attacks, using Short-word and Longbow in any combination. Shortsword. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 +"
      },
      {
        "document": 2014,
        "excerpt": "he following spells, requiring no Material components, using the spell's normal casting time, and using Intelligence as the spellcasting ability (spell save DC 11):"
      },
      {
        "document": 2018,
        "excerpt": "the original caster, requiring no spell components and using the caster's spellcasting ability. The stored spell is then lost."
      },
      {
        "document": 2022,
        "excerpt": "following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 25): At Will: Detect Evil and Good 1/Day Each: Com"
      },
      {
        "document": 2024,
        "excerpt": "following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 16): At Will: Detect Magic, Identify, Mage Hand"
      },
      {
        "document": 2025,
        "excerpt": "following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 20): At Will: Detect Evil and Good, Thaumaturgy 1/Da"
      },
      {
        "document": 2028,
        "excerpt": "Multiattack. The naga makes three attacks, using Bite or Necrotic Ray in any combination. Bite. Melee Attack Roll: +7, reach 10 ft. Hit: 7 (1d6 + 4) Pie"
      },
      {
        "document": 2029,
        "excerpt": "isibility on itself, requiring no spell components and using Charisma as the spellcasting ability."
      },
      {
        "document": 2033,
        "excerpt": "Multiattack. The giant makes two attacks, using Stone Club or Boulder in any combination. Stone Club. Melee Attack Roll: +9, reach 15 ft. Hit: 22 (3d10"
      },
      {
        "document": 2034,
        "excerpt": "Multiattack. The golem makes two attacks, using Slam or Force Bolt in any combination. Slam. Melee Attack Roll: +10, reach 5 ft. Hit: 15 (2d8 + 6) Blud"
      },
      {
        "document": 2035,
        "excerpt": "Multiattack. The giant makes two attacks, using Storm Sword or Thunderbolt in any combination. Storm Sword. Melee Attack Roll: +14, reach 10 ft. Hit: 2"
      },
      {
        "document": 2036,
        "excerpt": "ishes a Long Rest, it can shape-shift into an Incubus, using that stat block instead of this one."
      },
      {
        "document": 2044,
        "excerpt": "rrasque makes one Bite attack and three other attacks, using Claw or Tail in any combination. Bite. Melee Attack Roll: +19, reach 15 ft. Hit: 36 (4d12 + 10) Piercin"
      },
      {
        "document": 2046,
        "excerpt": "Multiattack. The tough makes two attacks, using Warhammer or Heavy Crossbow in any combination. Warhammer. Melee Attack Roll: +5, reach 5 ft. Hit: 12 ("
      },
      {
        "document": 2053,
        "excerpt": "he following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 14): At Will: Detect Evil and Good, Druidcraft 1/D"
      },
      {
        "document": 2056,
        "excerpt": "casts Charm Person, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 17), and the duration is 24 hours. The Charmed targe"
      },
      {
        "document": 2067,
        "excerpt": "Multiattack. The werebear makes two attacks, using Handaxe or Rend in any combination. It can replace one attack with a Bite attack. Bite (Bear or Hybrid"
      },
      {
        "document": 2068,
        "excerpt": "Multiattack. The wereboar makes two attacks, using Javelin or Tusk in any combination. It can replace one attack with a Gore attack. Gore (Boar or Hybrid"
      },
      {
        "document": 2069,
        "excerpt": "Multiattack. The wererat makes two attacks, using Scratch or Hand Crossbow in any combination. It can replace one attack with a Bite attack. Bite (Rat or"
      },
      {
        "document": 2070,
        "excerpt": "Multiattack. The weretiger makes two attacks, using Scratch or Longbow in any combination. It can replace one attack with a Bite attack. Bite (Tiger or Hyb"
      },
      {
        "document": 2071,
        "excerpt": "Multiattack. The werewolf makes two attacks, using Scratch or Longbow in any combination. It can replace one attack with a Bite attack. Bite (Wolf or Hybr"
      },
      {
        "document": 2073,
        "excerpt": "Multiattack. The wight makes two attacks, using Necrotic Sword or Necrotic Bow in any combination. It can replace one attack with a use of Life Drain."
      }
    ],
    "usual": [
      {
        "document": 123,
        "excerpt": "ing of a spell and confer the spell's effects with its usual duration. Certain items make exceptions to these rules, changing the casting time, duration, or other pa"
      },
      {
        "document": 1559,
        "excerpt": "med Strikes to deal 1d8 Slashing damage instead of the usual Bludgeoning damage, and you gain a +1 bonus to the attack and damage rolls of your Unarmed Strikes. Cur"
      }
    ],
    "usually": [
      {
        "document": 23,
        "excerpt": "uals or exceeds the target's Armor Class. Attack rolls usually occur in battle, described in “Combat” later in “Playing the Game,” but the GM might also ask for an att"
      },
      {
        "document": 29,
        "excerpt": "ile Disadvantage reflects negative circumstances. You usually acquire Advantage or Disadvantage through the use of special abilities and actions. The GM can also deci"
      },
      {
        "document": 54,
        "excerpt": "eates a Lightly Obscured area. An area of Dim Light is usually a boundary between Bright Light and surrounding Darkness. The soft light of twilight and dawn also count"
      },
      {
        "document": 62,
        "excerpt": "You can usually carry your gear and treasure without worrying about the weight of those objects. If you try to haul an u"
      },
      {
        "document": 119,
        "excerpt": "t in a town or city. Uncommon and Rare magic items are usually found only in cities, and rarer magic items might be sold only in wondrous locations, such as a city on"
      },
      {
        "document": 120,
        "excerpt": "It usually takes a Magic action to activate a magic item. The item's user might also need to do something special."
      },
      {
        "document": 128,
        "excerpt": "ervious to damage. Learning how to destroy an Artifact usually requires research or the completion of a quest."
      },
      {
        "document": 146,
        "excerpt": "An item in the Rod category is a scepter usually made of metal, wood, or bone. A typical rod weighs 2 to 5 pounds. Unless its description notes otherwis"
      },
      {
        "document": 173,
        "excerpt": "A stat block usually provides both a number and a die expression for each instance of damage. For example, an attack might de"
      },
      {
        "document": 245,
        "excerpt": "features and choose a subclass. The threats they face usually pose a danger to local farmsteads or villages."
      },
      {
        "document": 349,
        "excerpt": "small container holding flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a Candle, Lamp, Lantern, or Torc"
      },
      {
        "document": 362,
        "excerpt": "ns can carry one-fifth as many passengers. A passenger usually pays 5 SP per day for a hammock, but prices can vary from ship to ship. A small private cabin usually co"
      },
      {
        "document": 409,
        "excerpt": "category: Simple or Martial. Weapon proficiencies are usually tied to one of these categories. For example, you might have proficiency with Simple weapons. Melee or"
      },
      {
        "document": 494,
        "excerpt": "h part of the effect is limited by the range. A range usually takes one of the following forms: Distance. The range is expressed in feet. Touch. The spell's effect"
      },
      {
        "document": 514,
        "excerpt": "specific spells without a spell slot. This casting is usually limited in another way, such as being able to cast the spell a limited number of times per day. Magic I"
      },
      {
        "document": 554,
        "excerpt": "d or a successful save. Damage Notation. A stat block usually provides both a static number and a die expression for each instance of damage. For example, an attack m"
      },
      {
        "document": 690,
        "excerpt": "ggested saving throw DCs and damage. Mental stress can usually be resisted with a successful Wisdom save, but sometimes an Intelligence or Charisma save is more approp"
      },
      {
        "document": 972,
        "excerpt": "In the past, you usually contacted your patron through intermediaries. Now you can communicate directly; you always have the Cont"
      },
      {
        "document": 1369,
        "excerpt": "nsformation occurs slowly, creatures in the area can't usually be trapped or injured by the ground's movement. At the end of every 10 minutes you spend concentrating"
      },
      {
        "document": 1436,
        "excerpt": "in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you a"
      },
      {
        "document": 1496,
        "excerpt": "earing and carrying, into a solid inanimate substance (usually stone). Your weight increases by a factor of ten, and you cease aging. Incapacitated. You have the Inca"
      },
      {
        "document": 1557,
        "excerpt": "o with a mirrored surface. A deck found as treasure is usually missing 1d20 - 1 cards. The magic of the deck functions only if its cards are drawn at random. You can"
      },
      {
        "document": 1627,
        "excerpt": "Wondrous Item, Legendary Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent)"
      }
    ],
    "utensils": [
      {
        "document": 422,
        "excerpt": "Cook's Utensils (1 GP)"
      }
    ],
    "utilize": [
      {
        "document": 43,
        "excerpt": "character who's trying to open a stuck door (with the Utilize action)."
      },
      {
        "document": 60,
        "excerpt": "ent or action. Any additional interactions require the Utilize action, as explained in \"Combat\" later in \"Playing the Game.\""
      },
      {
        "document": 74,
        "excerpt": "to interact with a second object, you need to take the Utilize action. Some magic items and other special objects always require an action to use, as stated in their d"
      },
      {
        "document": 75,
        "excerpt": "le. For instance, the GM might require you to take the Utilize action to open a stuck door or turn a crank to lower a drawbridge. Doing Nothing on Your Turn. You can"
      },
      {
        "document": 308,
        "excerpt": "As a Utilize action, you can set a Hunting Trap, which is a sawtooth steel ring that snaps shut when a creature steps"
      },
      {
        "document": 319,
        "excerpt": "As a Utilize action, you can use Manacles to bind an unwilling Small or Medium creature within 5 feet of yourself tha"
      },
      {
        "document": 323,
        "excerpt": "e from burning oil. Dousing a Space. You can take the Utilize action to pour an Oil flask on level ground to cover a 5-foot-square area within 5 feet of yourself. If"
      },
      {
        "document": 338,
        "excerpt": "As a Utilize action, you can tie a knot with Rope if you succeed on a DC 10 Dexterity (Sleight of Hand) check. The Ro"
      },
      {
        "document": 343,
        "excerpt": "When blown as a Utilize action, a Signal Whistle produces a sound that can be heard up to 600 feet away."
      },
      {
        "document": 345,
        "excerpt": "Iron Spikes come in bundles of ten. As a Utilize action, you can use a blunt object, such as a Light Hammer, to hammer a spike into wood, earth, or a sim"
      },
      {
        "document": 347,
        "excerpt": "String is 10 feet long. You can tie a knot in it as a Utilize action."
      },
      {
        "document": 412,
        "excerpt": "ty to use when making an ability check with the tool. Utilize. This entry lists things you can do with the tool when you take the Utilize action. You can do one of th"
      },
      {
        "document": 415,
        "excerpt": "Ability: Intelligence Weight: 8 lb. Utilize: Identify a substance (DC 15), or start a fire (DC 15) Craft: Acid, Alchemist's Fire, Component Pouch,"
      },
      {
        "document": 416,
        "excerpt": "Ability: Intelligence Weight: 9 lb. Utilize: Detect poisoned drink (DC 15), or identify alcohol (DC 10) Craft: Antitoxin"
      },
      {
        "document": 417,
        "excerpt": "Ability: Dexterity Weight: 5 lb. Utilize: Write text with impressive flourishes that guard against forgery (DC 15) Craft: Ink, Spell Scroll"
      },
      {
        "document": 418,
        "excerpt": "Ability: Strength Weight: 6 lb. Utilize: Seal or pry open a door or container (DC 20) Craft: Club, Greatclub, Quarterstaff, Barrel, Chest, Ladd"
      },
      {
        "document": 419,
        "excerpt": "Ability: Wisdom Weight: 6 lb. Utilize: Draft a map of a small area (DC 15) Craft: Map"
      },
      {
        "document": 421,
        "excerpt": "Ability: Dexterity Weight: 5 lb. Utilize: Modify footwear to give Advantage on the wearer's next Dexterity (Acrobatics) check (DC 10) Craft: Cli"
      },
      {
        "document": 422,
        "excerpt": "Ability: Wisdom Weight: 8 lb. Utilize: Improve food's flavor (DC 10), or detect spoiled or poisoned food (DC 15) Craft: Rations"
      },
      {
        "document": 423,
        "excerpt": "Ability: Intelligence Weight: 5 lb. Utilize: Discern what a glass object held in the past 24 hours (DC 15) Craft: Glass Bottle, Magnifying Glass, S"
      },
      {
        "document": 424,
        "excerpt": "Ability: Intelligence Weight: 2 lb. Utilize: Discern a gem's value (DC 15) Craft: Arcane Focus, Holy Symbol"
      },
      {
        "document": 425,
        "excerpt": "Ability: Dexterity Weight: 5 lb. Utilize: Add a design to a leather item (DC 10) Craft: Sling, Whip, Hide Armor, Leather Armor, Studded Leather"
      },
      {
        "document": 426,
        "excerpt": "Ability: Strength Weight: 8 lb. Utilize: Chisel a symbol or hole in stone (DC 10) Craft: Block and Tackle"
      },
      {
        "document": 427,
        "excerpt": "Ability: Wisdom Weight: 5 lb. Utilize: Paint a recognizable image of something you've seen (DC 10) Craft: Druidic Focus, Holy Symbol"
      },
      {
        "document": 428,
        "excerpt": "Ability: Intelligence Weight: 3 lb. Utilize: Discern what a ceramic object held in the past 24 hours (DC 15) Craft: Jug, Lamp"
      },
      {
        "document": 429,
        "excerpt": "Ability: Strength Weight: 8 lb. Utilize: Pry open a door or container (DC 20) Craft: Any Melee weapon (except Club, Greatclub, Quarterstaff, an"
      },
      {
        "document": 430,
        "excerpt": "Ability: Dexterity Weight: 10 lb. Utilize: Assemble a Tiny item composed of scrap, which falls apart in 1 minute (DC 20) Craft: Musket, Pistol, B"
      },
      {
        "document": 432,
        "excerpt": "Ability: Dexterity Weight: 5 lb. Utilize: Mend a tear in clothing (DC 10), or sew a Tiny design (DC 10) Craft: Padded Armor, Basket, Bedroll, Bl"
      },
      {
        "document": 433,
        "excerpt": "Ability: Dexterity Weight: 5 lb. Utilize: Carve a pattern in wood (DC 10) Craft: Club, Greatclub, Quarterstaff, Ranged weapons (except Pistol, M"
      },
      {
        "document": 435,
        "excerpt": "Ability: Charisma Weight: 3 lb. Utilize: Apply makeup (DC 10) Craft: Costume"
      },
      {
        "document": 436,
        "excerpt": "Ability: Dexterity Weight: 5 lb. Utilize: Mimic 10 or fewer words of someone else's handwriting (DC 15), or duplicate a wax seal (DC 20)"
      },
      {
        "document": 437,
        "excerpt": "Ability: Wisdom Weight: - Utilize: Discern whether someone is cheating (DC 10), or win the game (DC 20) Variants: Dice (1 SP), dragonches"
      },
      {
        "document": 438,
        "excerpt": "Ability: Intelligence Weight: 3 lb. Utilize: Identify a plant (DC 10) Craft: Antitoxin, Candle, Healer's Kit, Potion of Healing"
      },
      {
        "document": 439,
        "excerpt": "Ability: Charisma Weight: Varies Utilize: Play a known tune (DC 10), or improvise a song (DC 15) Variants: Bagpipes (30 GP, 6 lb.), drum (6 GP,"
      },
      {
        "document": 440,
        "excerpt": "Ability: Wisdom Weight: 2 lb. Utilize: Plot a course (DC 10), or determine position by stargazing (DC 15)"
      },
      {
        "document": 441,
        "excerpt": "Ability: Intelligence Weight: 2 lb. Utilize: Detect a poisoned object (DC 10) Craft: Basic Poison"
      },
      {
        "document": 443,
        "excerpt": "Ability: Dexterity Weight: 1 lb. Utilize: Pick a lock (DC 15), or disarm a trap (DC 15)"
      },
      {
        "document": 451,
        "excerpt": "As a Utilize action, you can spill Ball Bearings from their pouch. They spread to cover a level, 10-foot-square area"
      },
      {
        "document": 456,
        "excerpt": "When rung as a Utilize action, a Bell produces a sound that can be heard up to 60 feet away."
      },
      {
        "document": 463,
        "excerpt": "As a Utilize action, you can spread Caltrops from their bag to cover a 5-foot-square area within 5 feet of yourself."
      },
      {
        "document": 468,
        "excerpt": "As a Utilize action, you can wrap a Chain around an unwilling creature within 5 feet of yourself that has the Grapple"
      },
      {
        "document": 470,
        "excerpt": "ncludes boot tips, gloves, pitons, and a harness. As a Utilize action, you can use the Climber's Kit to anchor yourself; when you do, you can't fall more than 25 feet"
      },
      {
        "document": 483,
        "excerpt": "As a Utilize action, you can throw the Grappling Hook at a railing, a ledge, or another catch within 50 feet of yours"
      },
      {
        "document": 484,
        "excerpt": "A Healer's Kit has ten uses. As a Utilize action, you can expend one of its uses to stabilize an Unconscious creature that has 0 Hit Points withou"
      },
      {
        "document": 570,
        "excerpt": "Utilize [Action]"
      },
      {
        "document": 580,
        "excerpt": "creature to break it automatically with the Attack or Utilize action. Armor Class. The Object Armor Class table suggests ACs for various substances. Object Armor Cl"
      },
      {
        "document": 745,
        "excerpt": "Utilize"
      },
      {
        "document": 929,
        "excerpt": "Shield (Utilize Action to Don or Doff)"
      },
      {
        "document": 951,
        "excerpt": "Utilize"
      },
      {
        "document": 984,
        "excerpt": "s' Tools or to pick a pocket. Use an Object. Take the Utilize action, or take the Magic action to use a magic item that requires that action."
      },
      {
        "document": 989,
        "excerpt": "ts creation or when you dismantle it with a touch as a Utilize action."
      },
      {
        "document": 1125,
        "excerpt": "Utilize Action to Don or Doff"
      },
      {
        "document": 1306,
        "excerpt": "he Attack (one attack only), Dash, Disengage, Hide, or Utilize action. When the spell ends, the target is Incapacitated and has a Speed of 0 until the end of its next"
      },
      {
        "document": 1509,
        "excerpt": "om pressure. A creature in the compartment can take a Utilize action to move as many as two of the apparatus's levers up or down. After each use, a lever goes back to"
      },
      {
        "document": 1517,
        "excerpt": "s contents. Retrieving an item from the bag requires a Utilize action. If the bag is overloaded, pierced, or torn, it is destroyed, and its contents are scattered in"
      },
      {
        "document": 1519,
        "excerpt": "ect can pass through. An enclosed creature can take a Utilize action to push against the sphere's wall, moving the sphere up to half the creature's Speed. The sphere"
      },
      {
        "document": 1560,
        "excerpt": "Wondrous Item, Rare You can take a Utilize action to place these shackles on a creature that has the Incapacitated condition. The shackles adjust t"
      },
      {
        "document": 1564,
        "excerpt": "nd. There is enough of it for one use. When you take a Utilize action to throw the dust into the air, you and each creature and object within a 10-foot Emanation origi"
      },
      {
        "document": 1565,
        "excerpt": "is small packet contains 1d6 + 4 pinches of dust. As a Utilize action, you can sprinkle a pinch of the dust over water, turning up to a 15-foot Cube of water into one"
      },
      {
        "document": 1566,
        "excerpt": "t to be such. There is enough of it for one use. As a Utilize action, you can throw the dust into the air, forcing yourself and every creature in a 30-foot Emanation"
      },
      {
        "document": 1571,
        "excerpt": "m contains a mote of elemental energy. When you take a Utilize action to break the gem, an elemental is summoned (see “Monsters” for its stat block), and the gem cease"
      },
      {
        "document": 1594,
        "excerpt": "nts. Retrieving an item from the haversack requires a Utilize action or a Bonus Action (your choice). When you reach into the haversack for a specific item, the item"
      },
      {
        "document": 1607,
        "excerpt": "This iron rod has a button on one end. You can take a Utilize action to press the button, which causes the rod to become magically fixed in place. Until you or anothe"
      },
      {
        "document": 1609,
        "excerpt": "empts by other creatures to attack or snatch it. As a Utilize action, you can seize and stow any number of Ioun Stones orbiting your head. If your Attunement to an Io"
      },
      {
        "document": 1613,
        "excerpt": "they are in the lantern's Bright Light. You can take a Utilize action to lower the hood, reducing the lantern's light to Dim Light in a 5-foot radius."
      },
      {
        "document": 1708,
        "excerpt": "e surface. Applying an ounce of Sovereign Glue takes a Utilize action, and the applied glue takes 1 minute to set. Once it has done so, the bond it creates can be brok"
      },
      {
        "document": 1738,
        "excerpt": "found, a tube contains 1d6 + 1 ounces. You can take a Utilize action to pour 1 or more ounces of solvent from the tube onto a surface within reach. Each ounce instant"
      }
    ],
    "utter": [
      {
        "document": 1241,
        "excerpt": "ge: 30 feet Components: V Duration: Instantaneous You utter a word imbued with power from the Upper Planes. Each creature of your choice in range makes a Charisma s"
      },
      {
        "document": 1632,
        "excerpt": "n you use this weapon to make a ranged attack, you can utter or sign the following command words: “Swift death to you who have wronged me.” The target of your attack"
      }
    ],
    "utterances": [
      {
        "document": 74,
        "excerpt": "u can communicate however you are able - through brief utterances and gestures - as you take your turn. Doing so uses neither your action nor your move. Extended communi"
      }
    ],
    "uttered": [
      {
        "document": 496,
        "excerpt": "nd like nonsense to the uninitiated. The words must be uttered in a normal speaking voice. The words themselves aren't the source of the spell's power; rather, the par"
      },
      {
        "document": 1347,
        "excerpt": "message within an object in range - a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried"
      }
    ],
    "utterly": [
      {
        "document": 181,
        "excerpt": "es, which have no rules of their own: Aberrations are utterly alien beings, such as aboleths and cloakers. Beasts are non-Humanoid natural creatures, like horses and"
      }
    ],
    "vague": [
      {
        "document": 1304,
        "excerpt": "erns that the terrain is illusory, the creature sees a vague image superimposed on the real terrain."
      }
    ],
    "vaguely": [
      {
        "document": 1222,
        "excerpt": "e the four lights into one glowing Medium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius. As a Bonus Action"
      }
    ],
    "vain": [
      {
        "document": 47,
        "excerpt": "rchant refuses to help if the characters badger her. A vain dragon laps up flattery. When interacting with an NPC, pay attention to the GM's portrayal of the NPC's"
      }
    ],
    "valhalla": [
      {
        "document": 758,
        "excerpt": "Horn of Valhalla Table 1"
      },
      {
        "document": 1604,
        "excerpt": "Horn of Valhalla"
      }
    ],
    "valor": [
      {
        "document": 2025,
        "excerpt": "Sphinx of Valor"
      }
    ],
    "valuables": [
      {
        "document": 420,
        "excerpt": "half its cost when sold. In contrast, trade goods and valuables - like gems and art objects - retain their full value in the marketplace. \"Magic Items\" has prices for m"
      }
    ],
    "value": [
      {
        "document": 119,
        "excerpt": "it of armor), add that item’s cost to the magic item’s value. For example, +1 Armor (Plate Armor) has a value of 5,500 GP, which is the sum of a Rare magic item's v"
      },
      {
        "document": 243,
        "excerpt": "int maximum. Instead of rolling, you can use the fixed value shown in the Fixed Hit Points by Class table. Fixed Hit Points by Class 3: Record New Class Features."
      },
      {
        "document": 372,
        "excerpt": "ile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make"
      },
      {
        "document": 420,
        "excerpt": "uables - like gems and art objects - retain their full value in the marketplace. \"Magic Items\" has prices for magic items."
      },
      {
        "document": 424,
        "excerpt": ": Intelligence Weight: 2 lb. Utilize: Discern a gem's value (DC 15) Craft: Arcane Focus, Holy Symbol"
      },
      {
        "document": 729,
        "excerpt": "Every creature has an XP value in its stat block. When you add a creature to your combat encounter, deduct its XP from your XP budget t"
      },
      {
        "document": 757,
        "excerpt": "Value*"
      },
      {
        "document": 927,
        "excerpt": "Value in GP"
      },
      {
        "document": 1484,
        "excerpt": "Creation. You create one object of up to 25,000 GP in value that isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an"
      },
      {
        "document": 1503,
        "excerpt": "ieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity."
      },
      {
        "document": 1623,
        "excerpt": "ube. No object created by a pot of pigment can have a value greater than 25 GP, and the total value of all objects created by a pot of pigment can't exceed 500 GP."
      }
    ],
    "valued": [
      {
        "document": 1562,
        "excerpt": "ad dragon. In either case, Dragon Scale Mail is highly valued. While wearing this armor, you gain a +1 bonus to Armor Class, you have Advantage on saving throws agai"
      }
    ],
    "values": [
      {
        "document": 118,
        "excerpt": "The rarities are shown in the Magic Item Rarities and Values table. Common magic items, such as a Potion of Healing, are the most plentiful. Artifacts, such as the"
      },
      {
        "document": 119,
        "excerpt": "Magic Item Values by Rarity"
      },
      {
        "document": 398,
        "excerpt": "ased on the relative worth of their material. The Coin Values table lists coins and how much they're worth relative to the Gold Piece, which is the game's main coin."
      },
      {
        "document": 757,
        "excerpt": "Magic Item Rarities and Values"
      },
      {
        "document": 927,
        "excerpt": "Coin Values"
      }
    ],
    "valuing": [
      {
        "document": 237,
        "excerpt": "al (CN). Chaotic Neutral creatures follow their whims, valuing their personal freedom above all else. A scoundrel who wanders the land living by their wits is probably"
      }
    ],
    "vampire": [
      {
        "document": 2054,
        "excerpt": "Vampire Familiar"
      },
      {
        "document": 2055,
        "excerpt": "Vampire Spawn"
      },
      {
        "document": 2056,
        "excerpt": "Vampire"
      }
    ],
    "vampire's": [
      {
        "document": 2055,
        "excerpt": "a weapon that deals Piercing damage is driven into the vampire's heart while the vampire has the Incapacitated condition. Sunlight. The vampire takes 20 Radiant damage"
      },
      {
        "document": 2056,
        "excerpt": "a weapon that deals Piercing damage is driven into the vampire's heart while the vampire has the Incapacitated condition in its resting place, the vampire has the Paraly"
      }
    ],
    "vampires": [
      {
        "document": 181,
        "excerpt": "d are spirits and the reanimated dead, such as ghosts, vampires, and zombies."
      },
      {
        "document": 209,
        "excerpt": "Vampires"
      },
      {
        "document": 1161,
        "excerpt": "y a kind of creature, such as red dragons, goblins, or vampires. A creature of the chosen kind makes a Wisdom saving throw when it comes within 120 feet of the target."
      }
    ],
    "vampiric": [
      {
        "document": 863,
        "excerpt": "Vampiric Touch"
      },
      {
        "document": 875,
        "excerpt": "Vampiric Touch"
      },
      {
        "document": 888,
        "excerpt": "Vampiric Touch"
      },
      {
        "document": 1469,
        "excerpt": "Vampiric Touch"
      },
      {
        "document": 2054,
        "excerpt": "Vampiric Connection. While the familiar and its vampire master are on the same plane of existence, the vampire ca"
      }
    ],
    "vanish": [
      {
        "document": 1156,
        "excerpt": "nto which it shape-shifts. These Temporary Hit Points vanish if any remain when the spell ends. The transformation lasts for the duration or until the target ends it"
      },
      {
        "document": 1182,
        "excerpt": "of your turns for the duration. On a roll of 4–6, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell ends instantly if you a"
      },
      {
        "document": 1381,
        "excerpt": "t Points of the Beast form. These Temporary Hit Points vanish if any remain when the spell ends. The spell ends early on the target if it has no Temporary Hit Points"
      },
      {
        "document": 1420,
        "excerpt": "into which you shape-shift. These Temporary Hit Points vanish if any remain when the spell ends. Your game statistics are replaced by the stat block of the chosen fo"
      },
      {
        "document": 1463,
        "excerpt": "Hit Points of the new form. These Temporary Hit Points vanish if any remain when the spell ends. The target is limited in the actions it can perform by the anatomy o"
      },
      {
        "document": 1623,
        "excerpt": "Cube before the work is done, all the painted elements vanish, and the pot of pigment is wasted. When the work is done, all the painted objects and terrain features"
      },
      {
        "document": 1627,
        "excerpt": "r or carry disintegrates. Artifacts in your possession vanish instead. Throne. You gain proficiency and Expertise in your choice of History, Insight, Intimidation, o"
      },
      {
        "document": 1656,
        "excerpt": "gainst all reason, is still beating. These ingredients vanish when the potion is opened."
      },
      {
        "document": 2074,
        "excerpt": "arget dies, and the wisp regains 10 (3d6) Hit Points. Vanish. The wisp and its light have the Invisible condition until the wisp's Concentration ends on this effect,"
      }
    ],
    "vanishes": [
      {
        "document": 122,
        "excerpt": "ling must be swallowed, for example, while the writing vanishes from a scroll when it is read. Once used, a consumable item loses its magic."
      },
      {
        "document": 793,
        "excerpt": "of which act as randomly determined potions. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days."
      },
      {
        "document": 971,
        "excerpt": "level 5. Any spell slot you create with this feature vanishes when you finish a Long Rest. Creating Spell Slots"
      },
      {
        "document": 1222,
        "excerpt": "et of another light created by this spell, and a light vanishes if it exceeds the spell's range."
      },
      {
        "document": 1228,
        "excerpt": "or stone (your choice). When the spell ends, the door vanishes, and any objects inside the demiplane remain there. Any creatures inside also remain unless they opt to"
      },
      {
        "document": 1298,
        "excerpt": "half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage."
      },
      {
        "document": 1319,
        "excerpt": "ube within range. The pattern appears for a moment and vanishes. Each creature in the area who can see the pattern must succeed on a Wisdom saving throw or have the Cha"
      },
      {
        "document": 1343,
        "excerpt": "ithin range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. When you cast the spell,"
      },
      {
        "document": 1375,
        "excerpt": "and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed. For the duration, you or a c"
      },
      {
        "document": 1518,
        "excerpt": "“Monsters” for the creature's stat block. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points. The creature is Friendly to you and your allies"
      },
      {
        "document": 1627,
        "excerpt": "r than magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. Any documentat"
      },
      {
        "document": 1646,
        "excerpt": "An eyeball bobs in this potion's yellowish liquid but vanishes when the potion is opened."
      },
      {
        "document": 1715,
        "excerpt": "u expend the last charge, roll 1d20. On a 1, the staff vanishes in a flash of light, lost forever."
      }
    ],
    "vapor": [
      {
        "document": 1302,
        "excerpt": "when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles and similar unprotected flames in the area. It causes protected flames, suc"
      }
    ],
    "vapors": [
      {
        "document": 1299,
        "excerpt": "n two locations - Stinking Cloud in two locations (the vapors return within 10 minutes if dispersed while Guards and Wards lasts) - Gust of Wind in one corridor or ro"
      }
    ],
    "variants": [
      {
        "document": 412,
        "excerpt": ",\" and \"Scribing Spell Scrolls\" later in \"Equipment.\" Variants. This entry appears if the tool has variants, which are listed. Each requires a separate proficiency."
      },
      {
        "document": 437,
        "excerpt": "someone is cheating (DC 10), or win the game (DC 20) Variants: Dice (1 SP), dragonchess (1 GP), playing cards (5 SP), three-dragon ante (1 GP)"
      },
      {
        "document": 439,
        "excerpt": "lay a known tune (DC 10), or improvise a song (DC 15) Variants: Bagpipes (30 GP, 6 lb.), drum (6 GP, 3 lb.), dulcimer (25 GP, 10 lb.), flute (2 GP, 1 lb.), horn (3 GP,"
      }
    ],
    "varied": [
      {
        "document": 181,
        "excerpt": "mages, pirates, and warriors. They include members of varied species. Monstrosities are unnatural creatures with strange origins, such as mimics and owlbears. Ooze"
      }
    ],
    "varies": [
      {
        "document": 437,
        "excerpt": "Gaming Set (Varies)"
      },
      {
        "document": 439,
        "excerpt": "Musical Instrument (Varies)"
      },
      {
        "document": 447,
        "excerpt": "Ammunition (Varies)"
      },
      {
        "document": 449,
        "excerpt": "Arcane Focus (Varies)"
      },
      {
        "document": 478,
        "excerpt": "Druidic Focus (Varies)"
      },
      {
        "document": 485,
        "excerpt": "Holy Symbol (Varies)"
      },
      {
        "document": 742,
        "excerpt": "Varies"
      },
      {
        "document": 931,
        "excerpt": "Varies"
      },
      {
        "document": 1018,
        "excerpt": "Varies"
      },
      {
        "document": 1020,
        "excerpt": "Varies"
      },
      {
        "document": 1054,
        "excerpt": "Varies"
      },
      {
        "document": 1072,
        "excerpt": "Varies"
      },
      {
        "document": 1522,
        "excerpt": "Rarity Varies"
      },
      {
        "document": 1579,
        "excerpt": "Rarity Varies"
      },
      {
        "document": 1580,
        "excerpt": "Rarity Varies"
      },
      {
        "document": 1609,
        "excerpt": "Rarity Varies"
      },
      {
        "document": 1651,
        "excerpt": "Rarity Varies"
      },
      {
        "document": 1663,
        "excerpt": "Rarity Varies"
      },
      {
        "document": 1709,
        "excerpt": "Rarity Varies"
      }
    ],
    "variety": [
      {
        "document": 30,
        "excerpt": "iration. Your GM can give you Heroic Inspiration for a variety of reasons. Typically, GMs award it when you do something particularly heroic, in character, or entertai"
      },
      {
        "document": 630,
        "excerpt": "A variety of effects allow a creature to fly. While flying, you fall if you have the Incapacitated or Prone condit"
      },
      {
        "document": 971,
        "excerpt": "esented by Sorcery Points, which allow you to create a variety of magical effects. You have 2 Sorcery Points, and you gain more as you reach higher levels, as shown i"
      },
      {
        "document": 1376,
        "excerpt": "ature to bargain for its services. Payment can take a variety of forms. A Celestial might require a sizable donation of gold or magic items to an allied temple, while"
      }
    ],
    "various": [
      {
        "document": 34,
        "excerpt": "Characters and monsters are good at various things. Some are skilled with many weapons, while others can use only a few. Some are better at understa"
      },
      {
        "document": 41,
        "excerpt": "A character gains proficiency with various weapons and tools from their class and background. There are two categories of equipment proficiency: W"
      },
      {
        "document": 44,
        "excerpt": "Various class features, spells, and other abilities let you take an additional action on your turn called a Bonu"
      },
      {
        "document": 92,
        "excerpt": "s Glossary” explain which ability modifiers to use for various D20 Tests. - Your Proficiency Bonus If Relevant. Each creature has a Proficiency Bonus, a number added w"
      },
      {
        "document": 358,
        "excerpt": "and Waterborne Vehicles table provides statistics for various types of large vehicles. The following notes apply."
      },
      {
        "document": 472,
        "excerpt": "Clothes are resilient garments designed for travel in various environments."
      },
      {
        "document": 556,
        "excerpt": "nowledge table suggests which skills are applicable to various areas of knowledge. Areas of Knowledge"
      },
      {
        "document": 580,
        "excerpt": "r Class. The Object Armor Class table suggests ACs for various substances. Object Armor Class Hit Points. An object is destroyed when it has 0 Hit Points. The Object"
      },
      {
        "document": 588,
        "excerpt": "Here are definitions of various rules."
      },
      {
        "document": 593,
        "excerpt": "of a condition says how it affects its recipient, and various rules define how to end a condition. This glossary defines these conditions: A condition doesn't stack"
      },
      {
        "document": 963,
        "excerpt": "You've learned secrets from various magical traditions. Whenever you reach a Bard level (including this level) and the Prepared Spells numbe"
      },
      {
        "document": 970,
        "excerpt": "You picked up various languages in the communities where you plied your roguish talents. You know Thieves' Cant and one other"
      },
      {
        "document": 1691,
        "excerpt": "ondrous Item, Uncommon This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can take a Magic action to detach one of the"
      }
    ],
    "vary": [
      {
        "document": 148,
        "excerpt": "Items in the Staff category vary widely in appearance: some are of nearly equal diameter throughout and smooth, others are gnarled and tw"
      },
      {
        "document": 235,
        "excerpt": "ior of a creature with that alignment; individuals can vary from that behavior. Lawful Good (LG). Lawful Good creatures endeavor to do the right thing as expected"
      },
      {
        "document": 362,
        "excerpt": "sually pays 5 SP per day for a hammock, but prices can vary from ship to ship. A small private cabin usually costs 2 GP per day."
      }
    ],
    "vault": [
      {
        "document": 329,
        "excerpt": "s part of a High or Long Jump, you can use the Pole to vault, giving yourself Advantage on the check."
      },
      {
        "document": 1447,
        "excerpt": ", you could say, “Fetch the key to the cult’s treasure vault, and give the key to me.” Or you could say, “Stop fighting, leave this library peacefully, and don’t ret"
      }
    ],
    "vaults": [
      {
        "document": 114,
        "excerpt": "e hoards of felled monsters or discovered in long-lost vaults. Such items grant capabilities a character could rarely have otherwise, or they complement their owner's"
      }
    ],
    "vegetable": [
      {
        "document": 1220,
        "excerpt": "eate an object within range. It is either an object of vegetable matter (soft goods, rope, wood, and the like) or mineral matter (stone, crystal, metal, and the like). T"
      },
      {
        "document": 1516,
        "excerpt": "can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed i"
      }
    ],
    "vegetation": [
      {
        "document": 181,
        "excerpt": "ck puddings and gelatinous cubes. Plants are sentient vegetation and fungal monsters, such as shambling mounds and treants. Undead are spirits and the reanimated dead,"
      }
    ],
    "vehicle": [
      {
        "document": 58,
        "excerpt": "book, table, chair, or stone. It isn't a building or a vehicle, which are composed of many objects."
      },
      {
        "document": 355,
        "excerpt": "ts base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, add their carrying capacities together."
      },
      {
        "document": 359,
        "excerpt": "rrent (typically 3 miles per hour) to the speed of the vehicle. These vehicles can't be rowed against any significant current, but they can be pulled upstream by draft"
      },
      {
        "document": 363,
        "excerpt": "If a vehicle has a damage threshold (see “Rules Glossary”), it’s noted in the table."
      },
      {
        "document": 724,
        "excerpt": "Characters traveling in a vehicle use the vehicle's speed in miles per hour (as shown in “Equipment”) to determine their rate of travel, a"
      },
      {
        "document": 738,
        "excerpt": "acters' rate of travel while waterborne depends on the vehicle carrying them; see “Vehicles.” Intelligence or Wisdom. One or both abilities are ideal for a background"
      },
      {
        "document": 1509,
        "excerpt": "mmunity to Poison and Psychic damage. To be used as a vehicle, the apparatus requires one pilot. While the apparatus's hatch is closed, the compartment is airtight an"
      }
    ],
    "vehicle's": [
      {
        "document": 724,
        "excerpt": "Characters traveling in a vehicle use the vehicle's speed in miles per hour (as shown in “Equipment”) to determine their rate of travel, and they don't choo"
      }
    ],
    "vehicles": [
      {
        "document": 68,
        "excerpt": "Vehicles"
      },
      {
        "document": 354,
        "excerpt": "Mounts and Vehicles"
      },
      {
        "document": 357,
        "excerpt": "t. Mounts and Other Animals Tack, Harness, and Drawn Vehicles"
      },
      {
        "document": 358,
        "excerpt": "Large Vehicles"
      },
      {
        "document": 359,
        "excerpt": "y 3 miles per hour) to the speed of the vehicle. These vehicles can't be rowed against any significant current, but they can be pulled upstream by draft animals on the"
      },
      {
        "document": 724,
        "excerpt": "Vehicles"
      },
      {
        "document": 738,
        "excerpt": "waterborne depends on the vehicle carrying them; see “Vehicles.” Intelligence or Wisdom. One or both abilities are ideal for a background that focuses on cerebral or"
      },
      {
        "document": 921,
        "excerpt": "Tack, Harness, and Drawn Vehicles"
      },
      {
        "document": 922,
        "excerpt": "Airborne and Waterborne Vehicles"
      },
      {
        "document": 1214,
        "excerpt": "rea to the other and then crashes. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wav"
      }
    ],
    "veil": [
      {
        "document": 849,
        "excerpt": "Nature’s Veil"
      },
      {
        "document": 969,
        "excerpt": "Nature's Veil"
      }
    ],
    "vellum": [
      {
        "document": 973,
        "excerpt": "aterials, such as a gilt-edged tome or a collection of vellum bound with twine. The book contains the level 1+ spells you know. It starts with six level 1 Wizard spe"
      },
      {
        "document": 1627,
        "excerpt": "this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have thirteen cards, but some have twenty-two. Use the appropriate col"
      }
    ],
    "vengeance": [
      {
        "document": 237,
        "excerpt": "eir hatred or bloodlust. A villain pursuing schemes of vengeance and havoc is probably Chaotic Evil."
      },
      {
        "document": 838,
        "excerpt": "Storm of Vengeance"
      },
      {
        "document": 1446,
        "excerpt": "Storm of Vengeance"
      }
    ],
    "venom": [
      {
        "document": 707,
        "excerpt": "Serpent Venom (200 GP)"
      },
      {
        "document": 948,
        "excerpt": "Toxic gas, venom"
      },
      {
        "document": 1554,
        "excerpt": "Dagger of Venom"
      }
    ],
    "venomous": [
      {
        "document": 695,
        "excerpt": "A character can attempt to harvest poison from a venomous creature that is dead or has the Incapacitated condition. The effort takes 1d6 minutes, after which the"
      },
      {
        "document": 972,
        "excerpt": "dragon, Quasit, Skeleton, Sphinx of Wonder, Sprite, or Venomous Snake (see “Monsters” for the familiar’s stat block). Additionally, when you take the Attack action, yo"
      },
      {
        "document": 1231,
        "excerpt": "ation, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, o"
      },
      {
        "document": 1290,
        "excerpt": "l the start of the insect's next turn. Bonus Actions Venomous Spew (Centipede Only). Constitution Saving Throw: Your spell save DC, one creature the insect can see wi"
      },
      {
        "document": 1897,
        "excerpt": "Giant Venomous Snake"
      },
      {
        "document": 2043,
        "excerpt": "Swarm of Venomous Snakes"
      },
      {
        "document": 2057,
        "excerpt": "Venomous Snake"
      }
    ],
    "verbal": [
      {
        "document": 175,
        "excerpt": "components are required, describe the monster's use of Verbal, Somatic, or Material components to signal to characters that it is casting a spell. A monster that requ"
      },
      {
        "document": 495,
        "excerpt": "Each spell's description indicates whether it requires Verbal (V), Somatic (S), or Material (M) components. If the spellcaster can't provide one or more of a spell's"
      },
      {
        "document": 496,
        "excerpt": "Verbal (V)"
      },
      {
        "document": 640,
        "excerpt": "u, you make an attack roll, or you cast a spell with a Verbal component."
      },
      {
        "document": 793,
        "excerpt": "immobile stone statue in your likeness rises and makes verbal threats against you. If you leave it and others come near, it describes you as the most heinous of villa"
      },
      {
        "document": 942,
        "excerpt": "Verbal component"
      },
      {
        "document": 971,
        "excerpt": ", you can spend 1 Sorcery Point to cast it without any Verbal, Somatic, or Material components, except Material components that are consumed by the spell or that have"
      },
      {
        "document": 1216,
        "excerpt": "eature within 60 feet of yourself casting a spell with Verbal, Somatic, or Material components"
      },
      {
        "document": 1269,
        "excerpt": "xt turn as a Zombie (see “Monsters”) that follows your verbal orders."
      },
      {
        "document": 1288,
        "excerpt": "e: 60 feet Components: V Duration: 30 days You give a verbal command to a creature that you can see within range, ordering it to carry out some service or refrain fr"
      },
      {
        "document": 1290,
        "excerpt": "takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its mov"
      },
      {
        "document": 1427,
        "excerpt": "le entirely inside it. Casting a spell that includes a Verbal component is impossible there."
      },
      {
        "document": 1448,
        "excerpt": "takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its mov"
      },
      {
        "document": 1869,
        "excerpt": "gulfed target is suffocating, can't cast spells with a Verbal component, has the Restrained condition, and takes 10 (3d6) Acid damage at the start of each of the cube"
      },
      {
        "document": 1940,
        "excerpt": "the grapple ends, the target can't cast spells with a Verbal component and takes 7 (2d6) Thunder damage at the start of each of the stalker's turns."
      }
    ],
    "verbally": [
      {
        "document": 637,
        "excerpt": "ies and one ally who is near enough for you to assist verbally or physically when they make an ability check. That ally has Advantage on the next ability check they ma"
      },
      {
        "document": 1435,
        "excerpt": ": 10 minutes For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action's skill options with them. Most Be"
      }
    ],
    "verdant": [
      {
        "document": 1851,
        "excerpt": "tack. The druid makes two attacks, using Vine Staff or Verdant Wisp in any combination. Vine Staff. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Bludgeoning da"
      }
    ],
    "versa": [
      {
        "document": 32,
        "excerpt": "ose Disadvantage and only one grants Advantage or vice versa. In such a situation, you have neither Advantage nor Disadvantage."
      },
      {
        "document": 1167,
        "excerpt": "tral form have no effect on the target's body and vice versa. If a target's body or astral form drops to 0 Hit Points, the spell ends for that target. The spell ends"
      },
      {
        "document": 1363,
        "excerpt": "can turn clear ground into Difficult Terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or sti"
      },
      {
        "document": 1479,
        "excerpt": "m the liquid's surface into the liquid itself and vice versa, but if the target falls into the liquid, the target passes through the surface into the liquid below."
      },
      {
        "document": 1871,
        "excerpt": "e Material Plane while on the Border Ethereal and vice versa, but it can't affect or be affected by anything on the other plane. Horrific Visage. Wisdom Saving Thro"
      },
      {
        "document": 1970,
        "excerpt": "to the Ethereal Plane from the Material Plane or vice versa."
      },
      {
        "document": 1982,
        "excerpt": "he Ethereal Plane while on the Material Plane and vice versa. Spider Climb. The spider can climb difficult surfaces, including along ceilings, without needing to ma"
      },
      {
        "document": 2037,
        "excerpt": "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't regain Hit Poin"
      },
      {
        "document": 2038,
        "excerpt": "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can't regain Hit"
      },
      {
        "document": 2039,
        "excerpt": "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain Hit P"
      },
      {
        "document": 2040,
        "excerpt": "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny piranha. The swarm can't regain Hit"
      },
      {
        "document": 2041,
        "excerpt": "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain Hit Poin"
      },
      {
        "document": 2042,
        "excerpt": "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm can't regain Hit Po"
      },
      {
        "document": 2043,
        "excerpt": "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm can't regain Hit Po"
      }
    ],
    "versatile": [
      {
        "document": 372,
        "excerpt": "Versatile"
      },
      {
        "document": 928,
        "excerpt": "Versatile (1d8)"
      },
      {
        "document": 992,
        "excerpt": "Versatile"
      },
      {
        "document": 1011,
        "excerpt": "age die as a 3. The weapon must have the Two-Handed or Versatile property to gain this benefit."
      },
      {
        "document": 1025,
        "excerpt": "Versatile (1d10)"
      },
      {
        "document": 1089,
        "excerpt": "Versatile (1d10)"
      },
      {
        "document": 1113,
        "excerpt": "Versatile (1d8)"
      },
      {
        "document": 1132,
        "excerpt": "Versatile (1d8)"
      },
      {
        "document": 1143,
        "excerpt": "Versatile (1d10)"
      },
      {
        "document": 1145,
        "excerpt": "Versatile (1d10)"
      },
      {
        "document": 1146,
        "excerpt": "Versatile (1d10)"
      }
    ],
    "version": [
      {
        "document": 115,
        "excerpt": "A magic weapon is typically a magical version of a weapon from “Equipment.” Some magic weapons specify the type of weapon they are in their descriptio"
      },
      {
        "document": 136,
        "excerpt": "An item in the Armor category is typically a magical version of armor from “Equipment.” Unless an armor’s description notes otherwise, the armor must be worn for its"
      },
      {
        "document": 396,
        "excerpt": "If the scribed spell is a cantrip, the version on the scroll works as if the caster were your level. Spell Scroll Costs ---"
      },
      {
        "document": 514,
        "excerpt": "pellcasting, or it can be cast as a Ritual. The Ritual version of a spell takes 10 minutes longer to cast than normal, but it doesn't expend a spell slot. To cast a sp"
      },
      {
        "document": 537,
        "excerpt": "l tag, you can cast that spell as a Ritual. The Ritual version of a spell takes 10 minutes longer to cast than normal. It also doesn't expend a spell slot, which means"
      },
      {
        "document": 577,
        "excerpt": "rms only. If you're looking for a term from an earlier version of the fifth edition rules, consult the index. Abbreviations. The abbreviations listed below appear in"
      },
      {
        "document": 670,
        "excerpt": "ve any effects you design, or it might be a customized version of another type of curse discussed in this section. A creature affected by such a curse should know why"
      },
      {
        "document": 762,
        "excerpt": "Cure Wounds (level 2 version)"
      },
      {
        "document": 776,
        "excerpt": "Fireball (level 5 version)"
      },
      {
        "document": 778,
        "excerpt": "Fireball (level 7 version)"
      },
      {
        "document": 802,
        "excerpt": "Cure Wounds (level 9 version)"
      },
      {
        "document": 1377,
        "excerpt": "ture is first summoned into the center of the inverted version of the Magic Circle spell to trap it while this spell is cast.) At the completion of the casting, the ta"
      },
      {
        "document": 1576,
        "excerpt": "erson (save DC 13). For 1 charge, you cast the level 1 version of the spell. You increase the spell's level by one for each additional charge you expend. The lenses re"
      },
      {
        "document": 1626,
        "excerpt": "lth) checks or has a Strength requirement, the mithral version of the armor doesn't."
      },
      {
        "document": 1645,
        "excerpt": "When you drink this potion, you can cast the level 3 version of the Animal Friendship spell (save DC 13). Agitating this potion's muddy liquid brings little bits in"
      },
      {
        "document": 1689,
        "excerpt": "ove one of the stars and expend it to cast the level 5 version of Magic Missile. Daily at dusk, 1d6 removed stars reappear on the robe. While you wear the robe, you c"
      },
      {
        "document": 1744,
        "excerpt": "ave DC 15) from it. For 1 charge, you cast the level 3 version of the spell. You can increase the spell's level by 1 for each additional charge you expend. Regaining"
      },
      {
        "document": 1745,
        "excerpt": "ave DC 15) from it. For 1 charge, you cast the level 3 version of the spell. You can increase the spell's level by 1 for each additional charge you expend. Regaining"
      },
      {
        "document": 1747,
        "excerpt": "ic Missile from it. For 1 charge, you cast the level 1 version of the spell. You can increase the spell's level by 1 for each additional charge you expend. Regaining"
      },
      {
        "document": 1761,
        "excerpt": "with a use of Spellcasting to cast Acid Arrow (level 3 version). Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 13 (2d6 + 6) Slashing damage plus 4 (1d8) Acid damage"
      },
      {
        "document": 1764,
        "excerpt": "eath or (B) Spellcasting to cast Guiding Bolt (level 2 version). Rend. Melee Attack Roll: +12, reach 10 ft. Hit: 16 (2d8 + 7) Slashing damage plus 5 (1d10) Lightning"
      },
      {
        "document": 1765,
        "excerpt": "Breath or (B) Spellcasting to cast Mind Spike (level 4 version). Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 17 (2d10 + 6) Slashing damage plus 4 (1d8) Acid damag"
      },
      {
        "document": 1766,
        "excerpt": "use of (A) Spellcasting to cast Guiding Bolt (level 2 version) or (B) Weakening Breath. Rend. Melee Attack Roll: +14, reach 10 ft. Hit: 17 (2d8 + 8) Slashing damage"
      },
      {
        "document": 1767,
        "excerpt": "with a use of Spellcasting to cast Mind Spike (level 3 version). Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 15 (2d8 + 6) Slashing damage plus 7 (2d6) Poison dama"
      },
      {
        "document": 1768,
        "excerpt": "to hit with spell attacks): At Will: Command (level 2 version), Detect Magic, Scorching Ray 1/Day: Fireball"
      },
      {
        "document": 1769,
        "excerpt": "to maintain the spell) 1/Day Each: Ice Storm (level 5 version), Zone of Truth"
      },
      {
        "document": 1773,
        "excerpt": "with a use of Spellcasting to cast Acid Arrow (level 4 version). Rend. Melee Attack Roll: +15, reach 15 ft. Hit: 17 (2d8 + 8) Slashing damage plus 9 (2d8) Acid damage"
      },
      {
        "document": 1774,
        "excerpt": "ck with a use of Spellcasting to cast Shatter (level 3 version). Rend. Melee Attack Roll: +16, reach 15 ft. Hit: 18 (2d8 + 9) Slashing damage plus 11 (2d10) Lightning"
      },
      {
        "document": 1775,
        "excerpt": "ath or (B) Spellcasting to cast Scorching Ray (level 3 version). Rend. Melee Attack Roll: +14, reach 15 ft. Hit: 19 (2d10 + 8) Slashing damage plus 7 (2d6) Fire damag"
      },
      {
        "document": 1776,
        "excerpt": "eath or (B) Spellcasting to cast Guiding Bolt (level 2 version). Rend. Melee Attack Roll: +16, reach 15 ft. Hit: 18 (2d8 + 9) Slashing damage plus 9 (2d8) Lightning d"
      },
      {
        "document": 1777,
        "excerpt": "Breath or (B) Spellcasting to cast Mind Spike (level 5 version). Rend. Melee Attack Roll: +15, reach 15 ft. Hit: 19 (2d10 + 8) Slashing damage plus 9 (2d8) Acid damag"
      },
      {
        "document": 1778,
        "excerpt": "use of (A) Spellcasting to cast Guiding Bolt (level 4 version) or (B) Weakening Breath. Rend. Melee Attack Roll: +17 to hit, reach 15 ft. Hit: 19 (2d8 + 10) Slashing"
      },
      {
        "document": 1779,
        "excerpt": "with a use of Spellcasting to cast Mind Spike (level 5 version). Rend. Melee Attack Roll: +15, reach 15 ft. Hit: 17 (2d8 + 8) Slashing damage plus 10 (3d6) Poison dam"
      },
      {
        "document": 1780,
        "excerpt": "h a use of Spellcasting to cast Scorching Ray (level 3 version). Rend. Melee Attack Roll: +17, reach 15 ft. Hit: 19 (2d8 + 10) Slashing damage plus 10 (3d6) Fire dama"
      },
      {
        "document": 1781,
        "excerpt": "Breath or (B) Spellcasting to cast Ice Knife (level 2 version). Rend. Melee Attack Roll: +17, reach 15 ft. Hit: 19 (2d8 + 10) Slashing damage plus 9 (2d8) Cold damag"
      },
      {
        "document": 1790,
        "excerpt": "tidigitation 2/Day Each: Fly, Lightning Bolt (level 7 version) 1/Day Each: Cone of Cold (level 9 version), Mind Blank (cast before combat), Scrying, Teleport"
      },
      {
        "document": 1856,
        "excerpt": "jor Image, Plane Shift, Tongues, Wall of Fire (level 7 version)"
      },
      {
        "document": 1914,
        "excerpt": "e Invisible), Minor Illusion, Ray of Sickness (level 3 version)"
      },
      {
        "document": 1920,
        "excerpt": "aturgy 1/Day Each: Clairvoyance, Cure Wounds (level 6 version), Flame Strike (level 6 version), Geas, True Seeing"
      },
      {
        "document": 1936,
        "excerpt": "all (Recharge 6). The devil casts Wall of Ice (level 8 version), requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 17)."
      },
      {
        "document": 1949,
        "excerpt": "agic, Detect Thoughts, Dispel Magic, Fireball (level 5 version), Invisibility, Lightning Bolt (level 5 version), Mage Hand, Prestidigitation 2/Day Each: Animate Dead,"
      },
      {
        "document": 1952,
        "excerpt": "Hand, Prestidigitation 2/Day Each: Fireball (level 4 version), Invisibility 1/Day Each: Cone of Cold, Fly"
      },
      {
        "document": 1966,
        "excerpt": "1/Day Each: Animate Dead, Harm, Insect Plague (level 7 version)"
      },
      {
        "document": 1969,
        "excerpt": "ll: Detect Magic, Etherealness, Magic Missile (level 4 version) 2/Day Each: Phantasmal Killer, Plane Shift (self only)"
      },
      {
        "document": 1976,
        "excerpt": "(spell save DC 13): 1/Day Each: Charm Person (level 2 version), Darkness, Gaseous Form, Sleep"
      },
      {
        "document": 1986,
        "excerpt": "(Recharge 4–6). The pit fiend casts Fireball (level 5 version) twice, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 2"
      },
      {
        "document": 2022,
        "excerpt": "vine Aid (3/Day). The solar casts Cure Wounds (level 2 version), Lesser Restoration, or Remove Curse, using the same spellcasting ability as Spellcasting."
      },
      {
        "document": 2028,
        "excerpt": "Detect Thoughts, Dimension Door, Hold Person (level 3 version), Lightning Bolt (level 4 version)"
      },
      {
        "document": 2036,
        "excerpt": "e. Charm. The succubus casts Dominate Person (level 8 version), requiring no spell components and using Charisma as the spellcasting ability (spell save DC 15). Drai"
      }
    ],
    "vertical": [
      {
        "document": 591,
        "excerpt": "limb Speed can be used in place of Speed to traverse a vertical surface without expending the extra movement normally associated with climbing. See also “Climbing” and"
      },
      {
        "document": 653,
        "excerpt": "u make either a Long Jump (horizontal) or a High Jump (vertical). See also “Long Jump” and “High Jump.”"
      },
      {
        "document": 756,
        "excerpt": "A vertical, 10-foot-diameter, two-way portal to another plane of existence opens in an unoccupied space within 30 f"
      },
      {
        "document": 967,
        "excerpt": "wielding a Shield, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the movement."
      },
      {
        "document": 1275,
        "excerpt": "V, S, M (a pinch of sulfur) Duration: Instantaneous A vertical column of brilliant fire roars down from above. Each creature in a 10-foot-radius, 40-foot-high Cylinder"
      },
      {
        "document": 1388,
        "excerpt": "tes A shimmering, multicolored plane of light forms a vertical opaque wall - up to 90 feet long, 30 feet high, and 1 inch thick - centered on a point within range. Alt"
      },
      {
        "document": 1438,
        "excerpt": "u touch gains the ability to move up, down, and across vertical surfaces and along ceilings, while leaving its hands free. The target also gains a Climb Speed equal to"
      },
      {
        "document": 1473,
        "excerpt": "ears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a he"
      },
      {
        "document": 1475,
        "excerpt": "e as a creature or object. The wall doesn't need to be vertical or rest on a firm foundation. It must, however, merge with and be solidly supported by existing stone. T"
      },
      {
        "document": 1541,
        "excerpt": "equal to your Speed and can move up, down, and across vertical surfaces and along ceilings, while leaving your hands free. Spider Walk. You can't be caught in webs of"
      },
      {
        "document": 1625,
        "excerpt": "educed to 0 Hit Points. If the mirror is hanging on a vertical surface and you are within 5 feet of it, you can take a Magic action and use a command word to activate"
      },
      {
        "document": 1691,
        "excerpt": "y 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach 97–00 Portable Ram"
      },
      {
        "document": 1707,
        "excerpt": "r these light shoes, you can move up, down, and across vertical surfaces and along ceilings, while leaving your hands free. You have a Climb Speed equal to your Speed."
      }
    ],
    "vertically": [
      {
        "document": 1335,
        "excerpt": "ect of your choice that you can see within range rises vertically up to 20 feet and remains suspended there for the duration. The spell can levitate an object that weigh"
      }
    ],
    "very": [
      {
        "document": 154,
        "excerpt": "proficiencies, if any. For example, a monster that is very perceptive and stealthy might have bonuses to Wisdom (Perception) and Dexterity (Stealth) checks. A skil"
      },
      {
        "document": 740,
        "excerpt": "Very easy"
      },
      {
        "document": 757,
        "excerpt": "Very Rare"
      },
      {
        "document": 763,
        "excerpt": "Very Rare"
      },
      {
        "document": 764,
        "excerpt": "Very Rare"
      },
      {
        "document": 771,
        "excerpt": "Very Rare"
      },
      {
        "document": 780,
        "excerpt": "Very Rare"
      },
      {
        "document": 797,
        "excerpt": "Very Rare"
      },
      {
        "document": 816,
        "excerpt": "2 Common, 4 Uncommon, 3 Rare, 1 Very Rare"
      },
      {
        "document": 1454,
        "excerpt": "| - | - | - | 01–00 | | Very familiar | 01–05 | 06–13 | 14–24 | 25–00 | | Seen casually | 01–3"
      },
      {
        "document": 1503,
        "excerpt": "Very Rare"
      },
      {
        "document": 1504,
        "excerpt": "Very Rare"
      },
      {
        "document": 1507,
        "excerpt": "Very Rare"
      },
      {
        "document": 1508,
        "excerpt": "Very Rare"
      },
      {
        "document": 1510,
        "excerpt": "Very Rare"
      },
      {
        "document": 1516,
        "excerpt": "Very Rare"
      },
      {
        "document": 1535,
        "excerpt": "Very Rare"
      },
      {
        "document": 1537,
        "excerpt": "Very Rare"
      },
      {
        "document": 1541,
        "excerpt": "Very Rare"
      },
      {
        "document": 1551,
        "excerpt": "Very Rare"
      },
      {
        "document": 1555,
        "excerpt": "Very Rare"
      },
      {
        "document": 1559,
        "excerpt": "Very Rare"
      },
      {
        "document": 1562,
        "excerpt": "Very Rare"
      },
      {
        "document": 1567,
        "excerpt": "Very Rare"
      },
      {
        "document": 1568,
        "excerpt": "Very Rare"
      },
      {
        "document": 1570,
        "excerpt": "Very Rare"
      },
      {
        "document": 1574,
        "excerpt": "Very Rare"
      },
      {
        "document": 1583,
        "excerpt": "Very Rare"
      },
      {
        "document": 1596,
        "excerpt": "Very Rare"
      },
      {
        "document": 1598,
        "excerpt": "Very Rare"
      },
      {
        "document": 1604,
        "excerpt": "Very Rare"
      },
      {
        "document": 1605,
        "excerpt": "Very Rare"
      },
      {
        "document": 1609,
        "excerpt": "stone determines its rarity and effects. Absorption (Very Rare). While this pale lavender ellipsoid orbits your head, you can take a Reaction to cancel a spell of"
      },
      {
        "document": 1619,
        "excerpt": "Very Rare"
      },
      {
        "document": 1620,
        "excerpt": "Very Rare"
      },
      {
        "document": 1621,
        "excerpt": "Very Rare"
      },
      {
        "document": 1622,
        "excerpt": "Very Rare"
      },
      {
        "document": 1623,
        "excerpt": "Very Rare"
      },
      {
        "document": 1625,
        "excerpt": "Very Rare"
      },
      {
        "document": 1631,
        "excerpt": "Very Rare"
      },
      {
        "document": 1632,
        "excerpt": "Very Rare"
      },
      {
        "document": 1634,
        "excerpt": "Very Rare"
      },
      {
        "document": 1649,
        "excerpt": "Very Rare"
      },
      {
        "document": 1656,
        "excerpt": "Very Rare"
      },
      {
        "document": 1660,
        "excerpt": "Very Rare"
      },
      {
        "document": 1661,
        "excerpt": "Very Rare"
      },
      {
        "document": 1664,
        "excerpt": "Very Rare"
      },
      {
        "document": 1675,
        "excerpt": "Very Rare"
      },
      {
        "document": 1677,
        "excerpt": "Very Rare"
      },
      {
        "document": 1681,
        "excerpt": "Very Rare"
      },
      {
        "document": 1688,
        "excerpt": "Very Rare"
      },
      {
        "document": 1689,
        "excerpt": "Very Rare"
      },
      {
        "document": 1692,
        "excerpt": "Very Rare"
      },
      {
        "document": 1693,
        "excerpt": "Very Rare"
      },
      {
        "document": 1697,
        "excerpt": "Very Rare"
      },
      {
        "document": 1701,
        "excerpt": "Very Rare"
      },
      {
        "document": 1704,
        "excerpt": "Very Rare"
      },
      {
        "document": 1706,
        "excerpt": "Very Rare"
      },
      {
        "document": 1710,
        "excerpt": "Very Rare"
      },
      {
        "document": 1713,
        "excerpt": "Very Rare"
      },
      {
        "document": 1714,
        "excerpt": "Very Rare"
      },
      {
        "document": 1716,
        "excerpt": "Very Rare"
      },
      {
        "document": 1717,
        "excerpt": "Very Rare"
      },
      {
        "document": 1722,
        "excerpt": "Very Rare"
      },
      {
        "document": 1728,
        "excerpt": "Very Rare"
      },
      {
        "document": 1733,
        "excerpt": "Very Rare"
      },
      {
        "document": 1734,
        "excerpt": "Very Rare"
      },
      {
        "document": 1735,
        "excerpt": "Very Rare"
      },
      {
        "document": 1736,
        "excerpt": "Very Rare"
      },
      {
        "document": 1749,
        "excerpt": "Very Rare"
      },
      {
        "document": 1751,
        "excerpt": "Very Rare"
      },
      {
        "document": 1754,
        "excerpt": "Very Rare"
      },
      {
        "document": 1884,
        "excerpt": "used again until 7 days have passed. Obsidian Steed (Very Rare). This polished obsidian horse can become a Nightmare for up to 24 hours. The nightmare fights only"
      }
    ],
    "vessel": [
      {
        "document": 68,
        "excerpt": "es choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the vessel, and they don't choose a travel pace. Depending on the vessel and"
      },
      {
        "document": 364,
        "excerpt": "Repairs to a damaged ship can be made while the vessel is berthed. Repairing 1 Hit Point of damage requires 1 day and costs 20 GP for materials and labor. If t"
      },
      {
        "document": 1194,
        "excerpt": "th 1,000+ GP, which the spell consumes, and a sealable vessel worth 2,000+ GP that is large enough to hold the creature being cloned)"
      },
      {
        "document": 1579,
        "excerpt": "he token to a boat or ship. For the next 24 hours, the vessel can't be moved by any means. Touching the token to the vessel again ends the effect. When the effect end"
      },
      {
        "document": 1582,
        "excerpt": "o a box if no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit"
      }
    ],
    "vest": [
      {
        "document": 266,
        "excerpt": "35 A white, sequined glove sized for a human 36 A vest with one hundred tiny pockets 37 A weightless stone 38 A sketch of a goblin 39 An empty glass vial th"
      }
    ],
    "veteran": [
      {
        "document": 801,
        "excerpt": "Veteran Warrior"
      },
      {
        "document": 2064,
        "excerpt": "Warrior Veteran"
      }
    ],
    "vex": [
      {
        "document": 405,
        "excerpt": "Vex"
      },
      {
        "document": 928,
        "excerpt": "Vex"
      },
      {
        "document": 1030,
        "excerpt": "Vex"
      },
      {
        "document": 1052,
        "excerpt": "Vex"
      },
      {
        "document": 1067,
        "excerpt": "Vex"
      },
      {
        "document": 1068,
        "excerpt": "Vex"
      },
      {
        "document": 1105,
        "excerpt": "Vex"
      },
      {
        "document": 1116,
        "excerpt": "Vex"
      },
      {
        "document": 1126,
        "excerpt": "Vex"
      },
      {
        "document": 1127,
        "excerpt": "Vex"
      }
    ],
    "via": [
      {
        "document": 107,
        "excerpt": "Damage dealt via saving throws uses these rules."
      },
      {
        "document": 366,
        "excerpt": "You survive via chance and charity. You're often exposed to natural dangers as a result of sleeping outside."
      },
      {
        "document": 835,
        "excerpt": "Transport via Plants"
      },
      {
        "document": 972,
        "excerpt": "Level 2+ Warlock, a Warlock Cantrip That Deals Damage via an Attack Roll Choose one of your known Warlock cantrips that requires an attack roll. When you hit a L"
      },
      {
        "document": 1461,
        "excerpt": "Transport via Plants"
      }
    ],
    "vial": [
      {
        "document": 144,
        "excerpt": "t. A typical potion consists of 1 ounce of liquid in a vial. Using a Potion. Potions are consumable items. Drinking a potion or administering it to another creatur"
      },
      {
        "document": 266,
        "excerpt": "less stone 38 A sketch of a goblin 39 An empty glass vial that smells of perfume 40 A gemstone that looks like a lump of coal when examined by anyone but you 41"
      },
      {
        "document": 267,
        "excerpt": "o's rise and fall, with the last chapter missing 89 A vial of dragon blood 90 An ancient arrow of elven design 91 A needle that never bends 92 An ornate brooch"
      },
      {
        "document": 326,
        "excerpt": "Perfume comes in a 4-ounce vial. For 1 hour after applying Perfume to yourself, you have Advantage on Charisma (Persuasion) checks made"
      },
      {
        "document": 327,
        "excerpt": "As a Bonus Action, you can use a vial of Basic Poison to coat one weapon or up to three pieces of ammunition. A creature that takes Piercing o"
      },
      {
        "document": 331,
        "excerpt": "The creature that drinks the magical red fluid in this vial regains 2d4 + 2 Hit Points."
      },
      {
        "document": 352,
        "excerpt": "Vial (1 GP)"
      },
      {
        "document": 423,
        "excerpt": "15) Craft: Glass Bottle, Magnifying Glass, Spyglass, Vial"
      },
      {
        "document": 445,
        "excerpt": "n, you can replace one of your attacks with throwing a vial of Acid. Target one creature or object you can see within 20 feet of yourself. The target must succeed o"
      },
      {
        "document": 448,
        "excerpt": "As a Bonus Action, you can drink a vial of Antitoxin to gain Advantage on saving throws to avoid or end the Poisoned condition for 1 hour."
      },
      {
        "document": 756,
        "excerpt": "f the hat. Roll 1d4 to determine the object: on a 1, a vial of Acid; on a 2, a flask of Alchemist’s Fire; on a 3, a Crowbar; on a 4, a lit Torch."
      },
      {
        "document": 820,
        "excerpt": "A glass vial filled with nail clippings"
      },
      {
        "document": 930,
        "excerpt": "Vial"
      },
      {
        "document": 1144,
        "excerpt": "Vial"
      },
      {
        "document": 1343,
        "excerpt": "from an open container, or pour the contents out of a vial. As a Magic action on your later turns, you can control the hand thus again. As part of that action, yo"
      },
      {
        "document": 1633,
        "excerpt": "Potion, Rare One vial of this oil can cover one Medium or smaller creature, along with the equipment it's wearing and carrying"
      },
      {
        "document": 1634,
        "excerpt": "Potion, Very Rare One vial of this oil can coat one Melee weapon or twenty pieces of ammunition, but only ammunition and Melee weap"
      },
      {
        "document": 1635,
        "excerpt": "Potion, Uncommon One vial of this oil can cover one Medium or smaller creature, along with the equipment it's wearing and carrying"
      }
    ],
    "vibrant": [
      {
        "document": 1609,
        "excerpt": "f you have at least 1 Hit Point. Reserve (Rare). This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 4 le"
      }
    ],
    "vibrations": [
      {
        "document": 985,
        "excerpt": "You gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an Unarmed Strike, you can expend 4 Focus Points to star"
      }
    ],
    "vice": [
      {
        "document": 32,
        "excerpt": "s impose Disadvantage and only one grants Advantage or vice versa. In such a situation, you have neither Advantage nor Disadvantage."
      },
      {
        "document": 1167,
        "excerpt": "an astral form have no effect on the target's body and vice versa. If a target's body or astral form drops to 0 Hit Points, the spell ends for that target. The spel"
      },
      {
        "document": 1363,
        "excerpt": "o it can turn clear ground into Difficult Terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock"
      },
      {
        "document": 1479,
        "excerpt": "s from the liquid's surface into the liquid itself and vice versa, but if the target falls into the liquid, the target passes through the surface into the liquid be"
      },
      {
        "document": 1871,
        "excerpt": "on the Material Plane while on the Border Ethereal and vice versa, but it can't affect or be affected by anything on the other plane. Horrific Visage. Wisdom Savin"
      },
      {
        "document": 1970,
        "excerpt": "eport to the Ethereal Plane from the Material Plane or vice versa."
      },
      {
        "document": 1982,
        "excerpt": "nto the Ethereal Plane while on the Material Plane and vice versa. Spider Climb. The spider can climb difficult surfaces, including along ceilings, without needing"
      },
      {
        "document": 2037,
        "excerpt": "arm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't regain Hi"
      },
      {
        "document": 2038,
        "excerpt": "arm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can't rega"
      },
      {
        "document": 2039,
        "excerpt": "arm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain"
      },
      {
        "document": 2040,
        "excerpt": "arm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny piranha. The swarm can't regai"
      },
      {
        "document": 2041,
        "excerpt": "arm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain Hi"
      },
      {
        "document": 2042,
        "excerpt": "arm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm can't regain"
      },
      {
        "document": 2043,
        "excerpt": "arm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm can't regain"
      }
    ],
    "vicinity": [
      {
        "document": 61,
        "excerpt": "escribe the character searching in the hidden object's vicinity. On a success, you find the object, other important details, or both. If you describe your character se"
      }
    ],
    "vicious": [
      {
        "document": 897,
        "excerpt": "Vicious Mockery"
      },
      {
        "document": 963,
        "excerpt": "ur choice from the Bard spell list. Dancing Lights and Vicious Mockery are recommended. Whenever you gain a Bard level, you can replace one of your cantrips with anot"
      },
      {
        "document": 1470,
        "excerpt": "Vicious Mockery"
      },
      {
        "document": 1739,
        "excerpt": "Vicious Weapon"
      }
    ],
    "victims": [
      {
        "document": 671,
        "excerpt": "r in desecrated locations, where demonic spirits await victims. A creature that becomes the target of Demonic Possession must succeed on a DC 15 Charisma saving throw"
      }
    ],
    "victor": [
      {
        "document": 974,
        "excerpt": "r bloody battle, Champions strive for the crown of the victor."
      }
    ],
    "victorious": [
      {
        "document": 727,
        "excerpt": "ts for the players, but their characters should emerge victorious with no casualties. One or more of them might need to use healing resources, however. As a rough guideli"
      }
    ],
    "victory": [
      {
        "document": 974,
        "excerpt": "elopment of martial prowess in a relentless pursuit of victory. Champions combine rigorous training with physical excellence to deal devastating blows, withstand peril"
      }
    ],
    "view": [
      {
        "document": 793,
        "excerpt": "The top leads where the GM chooses, such as to a great view, a cloud giant’s castle, or another plane of existence."
      },
      {
        "document": 1167,
        "excerpt": "houlder blades of the astral form. The cord fades from view after 1 foot. If the cord is cut - which happens only when an effect states that it does so - the target"
      },
      {
        "document": 1645,
        "excerpt": "ing this potion's muddy liquid brings little bits into view: a fish scale, a hummingbird feather, a cat claw, or a squirrel hair."
      }
    ],
    "viewed": [
      {
        "document": 346,
        "excerpt": "Objects viewed through a Spyglass are magnified to twice their size."
      },
      {
        "document": 1419,
        "excerpt": "e targeted by Divination spells, detected by magic, or viewed remotely with magic. If the target is a creature, it enters a state of suspended animation; it has the"
      },
      {
        "document": 1454,
        "excerpt": "| 01–33 | 34–43 | 44–53 | 54–00 | | Viewed once or described | 01–43 | 44–53 | 54–73 | 74–00 | | False destination | 01–50"
      },
      {
        "document": 1625,
        "excerpt": "ery Rare When this 4-foot-tall, 2-foot-wide mirror is viewed indirectly, its surface shows faint images of creatures. The mirror weighs 50 pounds, and it has AC 11,"
      }
    ],
    "views": [
      {
        "document": 632,
        "excerpt": "A Friendly creature views you favorably. You have Advantage on an ability check to influence a Friendly creature. See also “Influe"
      },
      {
        "document": 644,
        "excerpt": "A Hostile creature views you unfavorably. You have Disadvantage on an ability check to influence a Hostile creature. See also “In"
      }
    ],
    "vigil": [
      {
        "document": 968,
        "excerpt": "vow typically seeks absolution, spending an all-night vigil as a sign of penitence or undertaking a fast. After a rite of forgiveness, the Paladin starts fresh. If"
      }
    ],
    "vigor": [
      {
        "document": 972,
        "excerpt": "do so, choose a different eligible cantrip. Fiendish Vigor Prerequisite: Level 2+ Warlock You can cast False Life on yourself without expending a spell slot. Whe"
      }
    ],
    "vile": [
      {
        "document": 1948,
        "excerpt": "Vile Slime. Melee Attack Roll: +2, reach 5 ft. Hit: 2 (1d4) Poison damage."
      },
      {
        "document": 2014,
        "excerpt": "est before using this trait to cast that spell again. Vile Appearance. Wisdom Saving Throw: DC 11, any Beast or Humanoid that starts its turn within 30 feet of the"
      }
    ],
    "village": [
      {
        "document": 925,
        "excerpt": "Village, town, or city"
      },
      {
        "document": 1354,
        "excerpt": "their allies. For example, you could say, “Walk to the village down that road, and help the villagers there harvest crops until sunset.” Or you could say, “Now is not"
      }
    ],
    "villagers": [
      {
        "document": 1354,
        "excerpt": "say, “Walk to the village down that road, and help the villagers there harvest crops until sunset.” Or you could say, “Now is not the time for violence. Drop your weapon"
      }
    ],
    "villages": [
      {
        "document": 245,
        "excerpt": "they face usually pose a danger to local farmsteads or villages."
      }
    ],
    "villain": [
      {
        "document": 237,
        "excerpt": "rary violence, spurred by their hatred or bloodlust. A villain pursuing schemes of vengeance and havoc is probably Chaotic Evil."
      },
      {
        "document": 1484,
        "excerpt": "f how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively"
      }
    ],
    "villains": [
      {
        "document": 69,
        "excerpt": "turers encounter many dangerous monsters and nefarious villains. In those moments, combat often breaks out."
      },
      {
        "document": 793,
        "excerpt": "ers come near, it describes you as the most heinous of villains and directs the newcomers to find and attack you. If you are on the same plane of existence as the statu"
      }
    ],
    "vine": [
      {
        "document": 1851,
        "excerpt": "Multiattack. The druid makes two attacks, using Vine Staff or Verdant Wisp in any combination. Vine Staff. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 +"
      },
      {
        "document": 1852,
        "excerpt": "Multiattack. The dryad makes one Vine Lash or Thorn Burst attack, and it can use Spellcasting to cast Charm Monster. Vine Lash. Melee Attack"
      }
    ],
    "vinegar": [
      {
        "document": 793,
        "excerpt": "geyser erupts and spouts water, beer, mayonnaise, tea, vinegar, wine, or oil (GM’s choice) 30 feet into the air for 1d4 minutes."
      },
      {
        "document": 1161,
        "excerpt": "V, S, M (a mix of vinegar and honey)"
      }
    ],
    "vines": [
      {
        "document": 975,
        "excerpt": "a use of your Wild Shape and cause spectral trees and vines to appear in a 15-foot Cube on the ground within 120 feet of yourself. They last there for 1 minute or u"
      },
      {
        "document": 1170,
        "excerpt": "eature and gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. The GM chooses statistics appropriate"
      },
      {
        "document": 1253,
        "excerpt": "ation, up to 1 minute As you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this sav"
      }
    ],
    "viol": [
      {
        "document": 439,
        "excerpt": "2 lb.), pan flute (12 GP, 2 lb.), shawm (2 GP, 1 lb.), viol (30 GP, 1 lb.)"
      }
    ],
    "violates": [
      {
        "document": 968,
        "excerpt": "e Paladin starts fresh. If your Paladin unrepentantly violates their oath, talk to your GM. Your Paladin should probably take a more appropriate subclass or even aband"
      }
    ],
    "violation": [
      {
        "document": 670,
        "excerpt": "e might manifest during an adventure when a creature's violation of a taboo warrants supernatural punishment, such as breaking a vow, defiling a tomb, or murdering an in"
      }
    ],
    "violence": [
      {
        "document": 47,
        "excerpt": "s, fears, or goals, you can form friendships, ward off violence, or learn a key piece of information. On the other hand, if you insult a proud warrior or speak ill of a"
      },
      {
        "document": 237,
        "excerpt": "c Evil (CE). Chaotic Evil creatures act with arbitrary violence, spurred by their hatred or bloodlust. A villain pursuing schemes of vengeance and havoc is probably Cha"
      },
      {
        "document": 983,
        "excerpt": "th of the Berserker direct their Rage primarily toward violence. Their path is one of untrammeled fury, and they thrill in the chaos of battle as they allow their Rage"
      },
      {
        "document": 1354,
        "excerpt": "il sunset.” Or you could say, “Now is not the time for violence. Drop your weapons, and dance! Stop in an hour.” Each target must succeed on a Wisdom saving throw or h"
      }
    ],
    "violent": [
      {
        "document": 983,
        "excerpt": "Channel Rage into Violent Fury Barbarians who walk the Path of the Berserker direct their Rage primarily toward violence. Their p"
      }
    ],
    "violet": [
      {
        "document": 1260,
        "excerpt": "foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. Fo"
      },
      {
        "document": 1387,
        "excerpt": "of both until the target collects three of a kind. 7 Violet. Failed Save: The target has the Blinded condition and makes a Wisdom saving throw at the start of your"
      },
      {
        "document": 1388,
        "excerpt": "be destroyed one layer at a time, in order from red to violet, by means specific to each layer. If a layer is destroyed, it is gone for the duration. Antimagic Field"
      },
      {
        "document": 2058,
        "excerpt": "Violet Fungus"
      }
    ],
    "virtue": [
      {
        "document": 245,
        "excerpt": "hey are already set apart from the broader populace by virtue of their extraordinary abilities. They learn their starting class features and choose a subclass. The th"
      }
    ],
    "virulent": [
      {
        "document": 1305,
        "excerpt": "Components: V, S Duration: Instantaneous You unleash virulent magic on a creature you can see within range. The target makes a Constitution saving throw. On a failed"
      }
    ],
    "visage": [
      {
        "document": 1627,
        "excerpt": "u draw no more cards. Euryale. The card's medusa-like visage curses you. You take a -2 penalty to saving throws while cursed in this way. Only a god or the magic of"
      },
      {
        "document": 1846,
        "excerpt": "oppelganger makes two Slam attacks and uses Unsettling Visage if available. Slam. Melee Attack Roll: +6 (with Advantage during the first round of each combat), reach"
      },
      {
        "document": 1871,
        "excerpt": "be affected by anything on the other plane. Horrific Visage. Wisdom Saving Throw: DC 13, each creature in a 60-foot Cone that can see the ghost and isn't an Undead."
      }
    ],
    "viscous": [
      {
        "document": 1708,
        "excerpt": "Wondrous Item, Legendary This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in"
      }
    ],
    "visibility": [
      {
        "document": 1578,
        "excerpt": "ion) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across."
      },
      {
        "document": 1625,
        "excerpt": "an infinite expanse filled with thick fog that reduces visibility to 10 feet. Creatures trapped in the mirror's cells don't age, and they don't need to eat, drink, or sle"
      }
    ],
    "visible": [
      {
        "document": 953,
        "excerpt": "llusory manifestation of that character’s worst fears, visible only to that character."
      },
      {
        "document": 1230,
        "excerpt": "n take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn"
      },
      {
        "document": 1287,
        "excerpt": "asts for the duration, and the portal's destination is visible through it. The portal has a front and a back on each plane where it appears. Travel through the portal"
      },
      {
        "document": 1350,
        "excerpt": "eate the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot Cube. The image appears at a spot that you can see within r"
      },
      {
        "document": 1356,
        "excerpt": "h the stone to do so. Nothing of your presence remains visible or otherwise detectable by nonmagical senses. While merged with the stone, you can't see what occurs ou"
      },
      {
        "document": 1374,
        "excerpt": "hin range and create an illusion of its deepest fears, visible only to that creature. The target makes a Wisdom saving throw. On a failed save, the target takes 4d10 P"
      },
      {
        "document": 1391,
        "excerpt": "te an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific trigger occurs. The illusion is imperceptible unt"
      },
      {
        "document": 1416,
        "excerpt": "ects that have the Invisible condition as if they were visible, and you can see into the Ethereal Plane. Creatures and objects there appear ghostly."
      },
      {
        "document": 1419,
        "excerpt": "on can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include “after 1,000 years” or “when the tarrasque awakens.” This"
      },
      {
        "document": 1428,
        "excerpt": "eate the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot Cube. The image appears at a spot within range and lasts for"
      },
      {
        "document": 1613,
        "excerpt": "dditional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's Bright Light. You can take a Utilize action to lower the hood, red"
      },
      {
        "document": 1671,
        "excerpt": "is removed or until you take a Bonus Action to become visible again."
      },
      {
        "document": 1871,
        "excerpt": "ing Charisma as the spellcasting ability. The ghost is visible on the Material Plane while on the Border Ethereal and vice versa, but it can't affect or be affected by"
      }
    ],
    "vision": [
      {
        "document": 52,
        "excerpt": "Vision and Light"
      },
      {
        "document": 567,
        "excerpt": "If you have Truesight, your vision is enhanced within a specified range. Within that range, your vision pierces through the following: Dar"
      },
      {
        "document": 786,
        "excerpt": "Hearing and standard vision out to 30 feet"
      },
      {
        "document": 1389,
        "excerpt": "of the warded area appears dark and foggy, preventing vision (including Darkvision) through it. - Sensors created by Divination spells can't appear inside the protec"
      },
      {
        "document": 1577,
        "excerpt": "tal lenses fit over the eyes. While wearing them, your vision improves significantly out to a range of 1 foot, granting you Darkvision within that range and Advantage"
      },
      {
        "document": 1686,
        "excerpt": "Ring of X-ray Vision"
      },
      {
        "document": 1687,
        "excerpt": "the robe, you gain the following benefits: All-Around Vision. The robe gives you Advantage on Wisdom (Perception) checks that rely on sight. Special Senses. You hav"
      }
    ],
    "visions": [
      {
        "document": 972,
        "excerpt": "cast Alter Self without expending a spell slot. Misty Visions Prerequisite: Level 2+ Warlock You can cast Silent Image without expending a spell slot. One with Sha"
      }
    ],
    "visited": [
      {
        "document": 1155,
        "excerpt": "tomatically succeeds). You specify a location you have visited and a recipient who matches a general description, such as “a person dressed in the uniform of the town"
      },
      {
        "document": 1193,
        "excerpt": "range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a cor"
      },
      {
        "document": 1454,
        "excerpt": "izard’s library. - “Very familiar” is a place you have visited often, a place you have carefully studied, or a place you can see when you cast the spell. - “Seen casua"
      }
    ],
    "visitor": [
      {
        "document": 1697,
        "excerpt": "he demiplane. For each hour spent in the demiplane, a visitor regains Hit Points as if it had spent 1 Hit Point Die. Also, creatures don't age while there, although t"
      }
    ],
    "visitors": [
      {
        "document": 1697,
        "excerpt": "emiplane contains enough water and food to sustain its visitors, and the demiplane's environment can't harm its occupants. Everything else that can be interacted with t"
      }
    ],
    "visual": [
      {
        "document": 143,
        "excerpt": "creature's name and presents it in bold type, that's a visual cue pointing you to the creature's stat block. Unless the text states otherwise, the stat block is in “M"
      },
      {
        "document": 567,
        "excerpt": "atures and objects that have the Invisible condition. Visual Illusions. Visual illusions appear transparent to you, and you automatically succeed on saving throws ag"
      },
      {
        "document": 646,
        "excerpt": "ct that created it specifies otherwise. For example, a visual illusion of a creature casts shadows and reflections, and wind appears to affect the illusory creature."
      },
      {
        "document": 1162,
        "excerpt": "nge that hovers for the duration. You mentally receive visual information from the eye, which can see in every direction. It also has Darkvision with a range of 30 fe"
      },
      {
        "document": 1347,
        "excerpt": "or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth"
      },
      {
        "document": 1363,
        "excerpt": "eal, or add creatures. The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into Difficult Terrain (or vice versa) or"
      },
      {
        "document": 1391,
        "excerpt": "or as detailed as you like, though it must be based on visual or audible phenomena that occur within 30 feet of the area. For example, you could create an illusion of"
      },
      {
        "document": 1428,
        "excerpt": "range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects. As a Magic action, you can cause the i"
      }
    ],
    "visualize": [
      {
        "document": 1233,
        "excerpt": "ot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “200 feet straight downward” or “300"
      }
    ],
    "visually": [
      {
        "document": 1454,
        "excerpt": "r the target object) appear in a different area that's visually or thematically similar to the target area. You appear in the closest similar place. If you are heading"
      },
      {
        "document": 1557,
        "excerpt": "ss through it. A creature that takes a Study action to visually inspect the illusory creature identifies it as an illusion with a successful DC 15 Intelligence (Investi"
      }
    ],
    "vitality": [
      {
        "document": 964,
        "excerpt": "ip and deal damage to a creature with it, you can give vitality to yourself or another creature within 60 feet of yourself, granting a number of Temporary Hit Points eq"
      },
      {
        "document": 965,
        "excerpt": "The vitality of nature constantly blooms within you, granting you the following benefits. Evergreen Wild Shape. When"
      },
      {
        "document": 975,
        "excerpt": "d Shape and choose a point within 60 feet of yourself. Vitality-giving flowers and life-draining thorns appear for a moment in a 10-foot-radius Sphere centered on that"
      },
      {
        "document": 1379,
        "excerpt": "nts: V, S Duration: Instantaneous This spell channels vitality into plants. The casting time you use determines whether the spell has the Overgrowth or the Enrichment"
      },
      {
        "document": 1661,
        "excerpt": "Potion of Vitality"
      }
    ],
    "vitriolic": [
      {
        "document": 864,
        "excerpt": "Vitriolic Sphere"
      },
      {
        "document": 890,
        "excerpt": "Vitriolic Sphere"
      },
      {
        "document": 1471,
        "excerpt": "Vitriolic Sphere"
      },
      {
        "document": 1761,
        "excerpt": "sion), Detect Magic, Fear 1/Day Each: Speak with Dead, Vitriolic Sphere"
      },
      {
        "document": 1773,
        "excerpt": "gic, Fear 1/Day Each: Create Undead, Speak with Dead, Vitriolic Sphere (level 5 version)"
      }
    ],
    "vocation": [
      {
        "document": 247,
        "excerpt": "er of a class. A class broadly describes a character's vocation, special talents, and favored tactics. 2: Determine Origin. A character's origin includes two elements:"
      },
      {
        "document": 688,
        "excerpt": "Due to the nature of their vocation, adventurers tend to be less susceptible to fear and mental stress than common folk. Whereas a farmer mi"
      }
    ],
    "vocational": [
      {
        "document": 337,
        "excerpt": "A Robe has vocational or ceremonial significance. Some events and locations admit only people wearing a Robe bearing certain c"
      }
    ],
    "voice": [
      {
        "document": 496,
        "excerpt": "tiated. The words must be uttered in a normal speaking voice. The words themselves aren't the source of the spell's power; rather, the particular combination of soun"
      },
      {
        "document": 972,
        "excerpt": "terious entity to gain magical powers. The entity is a voice in the shadows - its identity unclear - but its boon to you is concrete: the ability to cast spells. See"
      },
      {
        "document": 1153,
        "excerpt": "ng your height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a me"
      },
      {
        "document": 1347,
        "excerpt": "appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mou"
      },
      {
        "document": 1362,
        "excerpt": "e can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound conti"
      },
      {
        "document": 1456,
        "excerpt": "ter the appearance of your eyes for 1 minute. Booming Voice. Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage"
      }
    ],
    "voices": [
      {
        "document": 1914,
        "excerpt": "Mimicry. The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations only with a successful DC 14 Wisdom (Insi"
      }
    ],
    "void": [
      {
        "document": 760,
        "excerpt": "Void"
      },
      {
        "document": 1258,
        "excerpt": "o 1 minute For the duration, your eyes become an inky void. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving thro"
      },
      {
        "document": 1627,
        "excerpt": "e cleared out before you can claim the keep as yours. Void. Your soul is drawn from your body and contained in an object in a place of the GM's choice. One or more"
      }
    ],
    "volume": [
      {
        "document": 1347,
        "excerpt": "and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mo"
      },
      {
        "document": 1362,
        "excerpt": "nt to the creature. Sound. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beati"
      },
      {
        "document": 1517,
        "excerpt": "de. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 5 pounds, regardless of its contents. Retrieving an item from the bag r"
      },
      {
        "document": 1594,
        "excerpt": "can hold up to 200 pounds of material, not exceeding a volume of 25 cubic feet. The central pouch can hold up to 500 pounds of material, not exceeding a volume of 64"
      }
    ],
    "voluntarily": [
      {
        "document": 127,
        "excerpt": "h a curse. Attunement to a cursed item can't be ended voluntarily unless the curse is broken first, such as with a Remove Curse spell."
      },
      {
        "document": 382,
        "excerpt": "if another creature attunes to the item. You can also voluntarily end Attunement by spending another Short Rest focused on the item unless the item is cursed."
      },
      {
        "document": 1561,
        "excerpt": "ed to it. While you are Charmed by the orb, you can't voluntarily end your Attunement to it, and the orb casts Suggestion on you at will (save DC 18), urging you to work"
      }
    ],
    "vorpal": [
      {
        "document": 1740,
        "excerpt": "Vorpal Sword"
      }
    ],
    "vortex": [
      {
        "document": 1940,
        "excerpt": "Swipe attacks. It can replace one attack with a use of Vortex. Wind Swipe. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (2d6 + 4) Force damage. Vortex. Constitution S"
      }
    ],
    "vow": [
      {
        "document": 670,
        "excerpt": "o warrants supernatural punishment, such as breaking a vow, defiling a tomb, or murdering an innocent. Such a curse can have any effects you design, or it might be"
      },
      {
        "document": 968,
        "excerpt": "n transgresses their oath. A Paladin who has broken a vow typically seeks absolution, spending an all-night vigil as a sign of penitence or undertaking a fast. Af"
      }
    ],
    "vrock": [
      {
        "document": 2059,
        "excerpt": "Vrock"
      }
    ],
    "vrock's": [
      {
        "document": 2059,
        "excerpt": "target has the Stunned condition until the end of the vrock's next turn."
      }
    ],
    "vulnerabilities": [
      {
        "document": 155,
        "excerpt": "Resistances and Vulnerabilities"
      },
      {
        "document": 554,
        "excerpt": "o \"Playing the Game\" (\"Proficiency\"). Resistances and Vulnerabilities. These entries list the monster's Resistances and Vulnerabilities, if any. See also \"Resistance\" and \"Vu"
      },
      {
        "document": 980,
        "excerpt": "ther that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are."
      },
      {
        "document": 1793,
        "excerpt": "tral AC 9 Initiative -1 (9) HP 10 (3d6) Speed 20 ft. Vulnerabilities Fire Resistances Piercing Senses Passive Perception 10 Languages Common plus one other language CR 0 (XP"
      },
      {
        "document": 1794,
        "excerpt": "C 13 Initiative -2 (8) HP 59 (7d12 + 14) Speed 20 ft. Vulnerabilities Fire Resistances Bludgeoning, Piercing Senses Passive Perception 10 Languages Common plus one other lang"
      },
      {
        "document": 1853,
        "excerpt": "d 30 ft., Fly 30 ft. Skills Perception +2, Stealth +4 Vulnerabilities Fire Immunities Poison; Exhaustion, Poisoned Senses Darkvision 60 ft.; Passive Perception 12 Languages P"
      },
      {
        "document": 1855,
        "excerpt": "1 (9) HP 147 (14d10 + 70) Speed 30 ft., Burrow 30 ft. Vulnerabilities Thunder Immunities Poison; Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious Senses Darkvision 60"
      },
      {
        "document": 1937,
        "excerpt": "d 30 ft., Fly 30 ft. Skills Perception +2, Stealth +3 Vulnerabilities Fire Immunities Cold, Poison; Exhaustion, Poisoned Senses Darkvision 60 ft.; Passive Perception 12 Langu"
      },
      {
        "document": 1953,
        "excerpt": "(4d6 + 4) Speed 30 ft., Fly 30 ft. Skills Stealth +3 Vulnerabilities Cold Immunities Fire, Poison; Exhaustion, Poisoned Senses Darkvision 60 ft.; Passive Perception 10 Langu"
      },
      {
        "document": 1964,
        "excerpt": "12 Initiative +0 (10) HP 45 (6d10 + 12) Speed 40 ft. Vulnerabilities Bludgeoning Immunities Poison; Exhaustion, Poisoned Senses Darkvision 60 ft.; Passive Perception 9 Langu"
      },
      {
        "document": 1966,
        "excerpt": "30 ft. Skills History +5, Perception +9, Religion +5 Vulnerabilities Fire Immunities Necrotic, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned Senses Truesight"
      },
      {
        "document": 1967,
        "excerpt": "AC 11 Initiative -1 (9) HP 58 (9d8 + 18) Speed 20 ft. Vulnerabilities Fire Immunities Necrotic, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned Senses Darkvision"
      },
      {
        "document": 1997,
        "excerpt": "0 ft. Skills Deception +10, Insight +8, Perception +8 Vulnerabilities Piercing damage from weapons wielded by creatures under the effect of a Bless spell Immunities Charmed,"
      },
      {
        "document": 2010,
        "excerpt": "+2 (12) HP 90 (12d10 + 24) Speed 30 ft., Climb 30 ft. Vulnerabilities Cold Immunities Fire Senses Darkvision 60 ft.; Passive Perception 10 Languages Primordial (Ignan) CR 5 ("
      },
      {
        "document": 2016,
        "excerpt": "2 (12) HP 27 (5d8 + 5) Speed 40 ft. Skills Stealth +6 Vulnerabilities Radiant Resistances Acid, Cold, Fire, Lightning, Thunder Immunities Necrotic, Poison; Exhaustion, Fright"
      },
      {
        "document": 2021,
        "excerpt": "AC 14 Initiative +3 (13) HP 13 (2d8 + 4) Speed 30 ft. Vulnerabilities Bludgeoning Immunities Poison; Exhaustion, Poisoned Gear Shortbow, Shortsword Senses Darkvision 60 ft.;"
      },
      {
        "document": 2048,
        "excerpt": "6 Initiative +3 (13) HP 138 (12d12 + 60) Speed 30 ft. Vulnerabilities Fire Resistances Bludgeoning, Piercing Senses Passive Perception 13 Languages Common, Druidic, Elvish, S"
      },
      {
        "document": 2061,
        "excerpt": "C 13 Initiative +1 (11) HP 22 (3d10 + 6) Speed 60 ft. Vulnerabilities Bludgeoning Immunities Poison; Exhaustion, Poisoned Senses Darkvision 60 ft.; Passive Perception 9 Langu"
      }
    ],
    "vulnerability": [
      {
        "document": 111,
        "excerpt": "Resistance and Vulnerability"
      },
      {
        "document": 112,
        "excerpt": "Multiple instances of Resistance or Vulnerability that affect the same damage type count as only one instance. For example, if you have Resistance to Necr"
      },
      {
        "document": 113,
        "excerpt": "s are applied first; Resistance is applied second; and Vulnerability is applied third. For example, a creature has Resistance to all damage and Vulnerability to Fire damage"
      },
      {
        "document": 554,
        "excerpt": "nd Vulnerabilities, if any. See also \"Resistance\" and \"Vulnerability.\" Immunities. This section lists the monster's damage and condition Immunities, if any. See also \"Immun"
      },
      {
        "document": 571,
        "excerpt": "Vulnerability"
      },
      {
        "document": 580,
        "excerpt": "but not for cutting. Paper or cloth objects might have Vulnerability to Fire damage. Damage Threshold. Big objects, such as castle walls, often have extra resilience repres"
      },
      {
        "document": 1303,
        "excerpt": "the area even if they don't share a common language. Vulnerability. Creatures of any types you choose have Vulnerability to one damage type of your choice while in the are"
      },
      {
        "document": 1474,
        "excerpt": "t has Immunity to Cold, Poison, and Psychic damage and Vulnerability to Fire damage. Reducing a 10-foot section of wall to 0 Hit Points destroys it and leaves behind a sheet"
      },
      {
        "document": 1513,
        "excerpt": "Armor of Vulnerability"
      },
      {
        "document": 1625,
        "excerpt": "11, HP 10, Immunity to Poison and Psychic damage, and Vulnerability to Bludgeoning damage. It shatters and is destroyed when reduced to 0 Hit Points. If the mirror is hang"
      },
      {
        "document": 1860,
        "excerpt": "ned condition until the web is destroyed (AC 10; HP 5; Vulnerability to Fire damage; Immunity to Bludgeoning, Poison, and Psychic damage)."
      },
      {
        "document": 1895,
        "excerpt": "ned condition until the web is destroyed (AC 10; HP 5; Vulnerability to Fire damage; Immunity to Poison and Psychic damage)."
      }
    ],
    "vulture": [
      {
        "document": 1898,
        "excerpt": "Giant Vulture"
      },
      {
        "document": 2060,
        "excerpt": "Vulture"
      }
    ],
    "vulture's": [
      {
        "document": 1898,
        "excerpt": "attack roll against a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 2060,
        "excerpt": "attack roll against a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      }
    ],
    "wagon": [
      {
        "document": 355,
        "excerpt": "An animal pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If mul"
      },
      {
        "document": 921,
        "excerpt": "Wagon"
      }
    ],
    "wagons": [
      {
        "document": 68,
        "excerpt": "Travelers in wagons, carriages, or other land vehicles choose a pace as normal. Characters in a waterborne vessel are limite"
      }
    ],
    "waist": [
      {
        "document": 616,
        "excerpt": "bble, or undergrowth - Liquid that's between shin- and waist-deep - A narrow opening sized for a creature one size smaller than you - A slope of 20 degrees or more"
      }
    ],
    "wait": [
      {
        "document": 133,
        "excerpt": "is 25 percent. If materials aren't available, you must wait at least 7 days before checking on the availability again. If a magic item incorporates an item that ha"
      },
      {
        "document": 517,
        "excerpt": "ious condition. After you finish a Long Rest, you must wait at least 16 hours before starting another one. Benefits of the Rest. To start a Long Rest, you must hav"
      },
      {
        "document": 535,
        "excerpt": "You take the Ready action to wait for a particular circumstance before you act. To do so, you take this action on your turn, which lets yo"
      },
      {
        "document": 651,
        "excerpt": "the monster does as urged. On a failed check, you must wait 24 hours (or a duration set by the GM) before urging it in the same way again. Influence Checks"
      },
      {
        "document": 1246,
        "excerpt": "ws it and can either end the trance (and the spell) or wait for the target to sleep, at which point the messenger enters its dreams. You can make the messenger ter"
      }
    ],
    "waits": [
      {
        "document": 1468,
        "excerpt": "best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 60 fee"
      }
    ],
    "waived": [
      {
        "document": 1376,
        "excerpt": "creature's ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks"
      }
    ],
    "wake": [
      {
        "document": 1755,
        "excerpt": "ing naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage on its Initi"
      },
      {
        "document": 1763,
        "excerpt": "e or a creature within 5 feet of it takes an action to wake it. Spellcasting. The dragon casts one of the following spells, requiring no Material components and us"
      },
      {
        "document": 1775,
        "excerpt": "e or a creature within 5 feet of it takes an action to wake it. Spellcasting. The dragon casts one of the following spells, requiring no Material components and us"
      },
      {
        "document": 1786,
        "excerpt": "rrow Speed and leaves a 10-foot-diameter tunnel in its wake."
      },
      {
        "document": 1816,
        "excerpt": "e or a creature within 5 feet of it takes an action to wake it."
      },
      {
        "document": 1939,
        "excerpt": "ntil a creature within 5 feet of it takes an action to wake it. Otherwise, the target takes 18 (4d8) Psychic damage."
      },
      {
        "document": 1993,
        "excerpt": "e or a creature within 5 feet of it takes an action to wake it."
      },
      {
        "document": 1995,
        "excerpt": "rrow Speed and leaves a 10-foot-diameter tunnel in its wake."
      },
      {
        "document": 2083,
        "excerpt": "e or a creature within 5 feet of it takes an action to wake it."
      }
    ],
    "wakes": [
      {
        "document": 700,
        "excerpt": "ous condition while Poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake."
      },
      {
        "document": 704,
        "excerpt": "e Unconscious condition while Poisoned in this way. It wakes up if it takes damage."
      },
      {
        "document": 708,
        "excerpt": "ous condition while Poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake."
      },
      {
        "document": 1246,
        "excerpt": "from its rest, and it takes 3d6 Psychic damage when it wakes up."
      },
      {
        "document": 1258,
        "excerpt": "Asleep. The target has the Unconscious condition. It wakes up if it takes any damage or if another creature takes an action to shake it awake. Panicked. The targe"
      }
    ],
    "waking": [
      {
        "document": 1246,
        "excerpt": "the spell. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it and can either end the trance ("
      }
    ],
    "walk": [
      {
        "document": 548,
        "excerpt": "ed of 30 and a Fly Speed of 40, you could fly 10 feet, walk 10 feet, and leap into the air to fly 20 feet more. Changes to Your Speeds. If an effect increases or d"
      },
      {
        "document": 713,
        "excerpt": "eed for an extended time, as with a spell such as Wind Walk or a magic item such as a Carpet of Flying, translate the party's Speed into travel rates using these ru"
      },
      {
        "document": 762,
        "excerpt": "Wind Walk"
      },
      {
        "document": 767,
        "excerpt": "), Tsunami (5 charges), Wall of Ice (3 charges), Water Walk (2 charges)"
      },
      {
        "document": 791,
        "excerpt": "Legs extend, allowing the apparatus to walk and swim."
      },
      {
        "document": 832,
        "excerpt": "Water Walk"
      },
      {
        "document": 835,
        "excerpt": "Wind Walk"
      },
      {
        "document": 852,
        "excerpt": "Water Walk"
      },
      {
        "document": 863,
        "excerpt": "Water Walk"
      },
      {
        "document": 913,
        "excerpt": "Water Walk"
      },
      {
        "document": 983,
        "excerpt": "Channel Rage into Violent Fury Barbarians who walk the Path of the Berserker direct their Rage primarily toward violence. Their path is one of untrammeled"
      },
      {
        "document": 1354,
        "excerpt": "targets or their allies. For example, you could say, “Walk to the village down that road, and help the villagers there harvest crops until sunset.” Or you could sa"
      },
      {
        "document": 1479,
        "excerpt": "Water Walk"
      },
      {
        "document": 1482,
        "excerpt": "Wind Walk"
      },
      {
        "document": 1541,
        "excerpt": "along ceilings, while leaving your hands free. Spider Walk. You can't be caught in webs of any sort and can move through webs as if they were Difficult Terrain. W"
      },
      {
        "document": 1685,
        "excerpt": "ing, Uncommon While wearing this ring, you cast Water Walk from it, targeting only yourself."
      },
      {
        "document": 1770,
        "excerpt": "Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionall"
      },
      {
        "document": 1782,
        "excerpt": "Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionall"
      },
      {
        "document": 1845,
        "excerpt": "ater (can create wine instead of water), Tongues, Wind Walk 1/Day Each: Creation, Gaseous Form, Invisibility, Major Image, Plane Shift"
      },
      {
        "document": 2072,
        "excerpt": "Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionall"
      },
      {
        "document": 2090,
        "excerpt": "Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionall"
      }
    ],
    "walker": [
      {
        "document": 1850,
        "excerpt": "Disadvantage on ability checks and attack rolls. Web Walker. The drider ignores movement restrictions caused by webs, and the drider knows the location of any other"
      },
      {
        "document": 1860,
        "excerpt": "ilings, without needing to make an ability check. Web Walker. The ettercap ignores movement restrictions caused by webs, and the ettercap knows the location of any o"
      },
      {
        "document": 1895,
        "excerpt": "ilings, without needing to make an ability check. Web Walker. The spider ignores movement restrictions caused by webs, and it knows the location of any other creatur"
      },
      {
        "document": 1982,
        "excerpt": "ilings, without needing to make an ability check. Web Walker. The spider ignores movement restrictions caused by webs, and the spider knows the location of any other"
      },
      {
        "document": 2027,
        "excerpt": "ilings, without needing to make an ability check. Web Walker. The spider ignores movement restrictions caused by webs, and the spider knows the location of any other"
      }
    ],
    "walking": [
      {
        "document": 148,
        "excerpt": "aff weighs between 2 and 7 pounds and serves well as a walking stick or cane. Unless its description notes otherwise, a staff can be used as a nonmagical Quarterstaff"
      },
      {
        "document": 517,
        "excerpt": "l other than a cantrip - Taking any damage - 1 hour of walking or other physical exertion If you rested at least 1 hour before the interruption, you gain the benefits"
      },
      {
        "document": 762,
        "excerpt": "Bead of Wind Walking"
      },
      {
        "document": 1350,
        "excerpt": "e it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry"
      },
      {
        "document": 1428,
        "excerpt": "e it, you can alter the image so that it appears to be walking. Physical interaction with the image reveals it to be an illusion, since things can pass through it. A"
      },
      {
        "document": 1685,
        "excerpt": "Ring of Water Walking"
      }
    ],
    "walks": [
      {
        "document": 26,
        "excerpt": ". Sometimes resolving a task is easy. If an adventurer walks across a room and tries to open a door, the GM might say the door opens and describe what lies beyond. B"
      },
      {
        "document": 791,
        "excerpt": "The apparatus walks or swims forward provided its legs are extended."
      }
    ],
    "wall": [
      {
        "document": 26,
        "excerpt": "le a second examines a mysterious symbol engraved on a wall and a third keeps watch for monsters. Outside combat, the GM ensures that every character has a chance t"
      },
      {
        "document": 75,
        "excerpt": "Corners. Diagonal movement can't cross the corner of a wall, a large tree, or another terrain feature that fills its space. Ranges. To determine the range on a gri"
      },
      {
        "document": 526,
        "excerpt": "s it at an unseen point and an obstruction - such as a wall - is between the creator and that point, the point of origin comes into being on the near side of the ob"
      },
      {
        "document": 566,
        "excerpt": "n contact with the same surface (such as the ground, a wall, or a ceiling) or the same liquid. Tremorsense can't detect creatures or objects in the air, and it doe"
      },
      {
        "document": 657,
        "excerpt": "uarter of the jump's distance), such as a hedge or low wall. Otherwise, you hit the obstacle."
      },
      {
        "document": 722,
        "excerpt": "e the Prone condition. The stone stops when it hits a wall or similar barrier. It can't go around corners, but creative dungeon builders incorporate curving turns"
      },
      {
        "document": 767,
        "excerpt": "ather Fall (0 charges), Gust of Wind (2 charges), Wind Wall (1 charge)"
      },
      {
        "document": 773,
        "excerpt": "Wall of Fire"
      },
      {
        "document": 774,
        "excerpt": "Wall of Ice"
      },
      {
        "document": 776,
        "excerpt": "Wall of Force"
      },
      {
        "document": 778,
        "excerpt": "Wall of Fire"
      },
      {
        "document": 779,
        "excerpt": "Wall of Thorns"
      },
      {
        "document": 800,
        "excerpt": "Wall of Force"
      },
      {
        "document": 822,
        "excerpt": "Wall of Stone"
      },
      {
        "document": 832,
        "excerpt": "Wind Wall"
      },
      {
        "document": 833,
        "excerpt": "Wall of Fire"
      },
      {
        "document": 834,
        "excerpt": "Wall of Stone"
      },
      {
        "document": 835,
        "excerpt": "Wall of Thorns"
      },
      {
        "document": 852,
        "excerpt": "Wind Wall"
      },
      {
        "document": 864,
        "excerpt": "Wall of Fire"
      },
      {
        "document": 865,
        "excerpt": "Wall of Stone"
      },
      {
        "document": 870,
        "excerpt": "Fire Shield, Wall of Fire"
      },
      {
        "document": 890,
        "excerpt": "Wall of Fire"
      },
      {
        "document": 891,
        "excerpt": "Wall of Force"
      },
      {
        "document": 892,
        "excerpt": "Wall of Ice"
      },
      {
        "document": 895,
        "excerpt": "Prismatic Wall"
      },
      {
        "document": 907,
        "excerpt": "Prismatic Wall"
      },
      {
        "document": 1178,
        "excerpt": "uration: Concentration, up to 10 minutes You create a wall of whirling blades made of magical energy. The wall appears within range and lasts for the duration. You"
      },
      {
        "document": 1214,
        "excerpt": "ross the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then"
      },
      {
        "document": 1235,
        "excerpt": "al object, or a creation of magical force, such as the wall created by Wall of Force. A creature targeted by this spell makes a Dexterity saving throw. On a failed"
      },
      {
        "document": 1299,
        "excerpt": "h an illusion to make them appear as plain sections of wall. Stairs. Webs fill all stairs in the warded area from top to bottom, as in the Web spell. These strands"
      },
      {
        "document": 1335,
        "excerpt": "inst a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by u"
      },
      {
        "document": 1369,
        "excerpt": "vation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. For ex"
      },
      {
        "document": 1372,
        "excerpt": "see on a wooden, plaster, or stone surface (such as a wall, ceiling, or floor) within range and lasts for the duration. You choose the opening's dimensions: up to"
      },
      {
        "document": 1388,
        "excerpt": "Prismatic Wall"
      },
      {
        "document": 1444,
        "excerpt": "or coffer, or you could make a small passage through a wall that is 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object y"
      },
      {
        "document": 1451,
        "excerpt": "yph either on a surface (such as a section of floor or wall) or within an object that can be closed (such as a book or chest). The glyph can cover an area no larger"
      },
      {
        "document": 1467,
        "excerpt": "nents: V, S Duration: Concentration, up to 6 rounds A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet"
      },
      {
        "document": 1472,
        "excerpt": "Wall of Fire"
      },
      {
        "document": 1473,
        "excerpt": "Wall of Force"
      },
      {
        "document": 1474,
        "excerpt": "Wall of Ice"
      },
      {
        "document": 1475,
        "excerpt": "Wall of Stone"
      },
      {
        "document": 1476,
        "excerpt": "Wall of Thorns"
      },
      {
        "document": 1480,
        "excerpt": "es (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and the spell ends at the start of your next turn. Webs layere"
      },
      {
        "document": 1483,
        "excerpt": "Wind Wall"
      },
      {
        "document": 1519,
        "excerpt": "it. Only breathable air can pass through the sphere's wall. No attack or other effect can pass through. An enclosed creature can take a Utilize action to push aga"
      },
      {
        "document": 1574,
        "excerpt": "loose a flurry of energy arrows from this weapon at a wall up to 60 feet away from yourself. The arrows become glowing rungs that stick out of the wall, forming a"
      },
      {
        "document": 1598,
        "excerpt": "), Fireball (fire opal), Prismatic Spray (diamond), or Wall of Fire (ruby). The gem is destroyed when the spell is cast and disappears from the helm. Taking Fire D"
      },
      {
        "document": 1623,
        "excerpt": "rrain features become real. Thus, painting a door on a wall creates an actual door, which can be opened to whatever is beyond. Painting a pit creates a real pit, th"
      },
      {
        "document": 1856,
        "excerpt": "Form, Invisibility, Major Image, Plane Shift, Tongues, Wall of Fire (level 7 version)"
      },
      {
        "document": 1936,
        "excerpt": "5) Bludgeoning damage plus 18 (4d8) Cold damage. Ice Wall (Recharge 6). The devil casts Wall of Ice (level 8 version), requiring no spell components and using Int"
      },
      {
        "document": 1986,
        "excerpt": "ce one Fireball with Hold Monster (level 7 version) or Wall of Fire."
      }
    ],
    "wall's": [
      {
        "document": 1178,
        "excerpt": "d its space is Difficult Terrain. Any creature in the wall's space makes a Dexterity saving throw, taking 6d10 Force damage on a failed save or half as much damage o"
      },
      {
        "document": 1467,
        "excerpt": "amage only once per round. At the end of the turn, the wall's height is reduced by 50 feet, and the damage the wall deals on later rounds is reduced by 1d10. When th"
      }
    ],
    "walls": [
      {
        "document": 86,
        "excerpt": "Walls, trees, creatures, and other obstacles can provide cover, making a target more difficult to harm. As det"
      },
      {
        "document": 580,
        "excerpt": "damage. Damage Threshold. Big objects, such as castle walls, often have extra resilience represented by a damage threshold. See also “Damage Threshold.” No Ability"
      },
      {
        "document": 719,
        "excerpt": "r magic such as Spider Climb to scale the pit's smooth walls. You can make the pit easier to escape by adding cracks in the walls big enough to serve as handholds an"
      },
      {
        "document": 720,
        "excerpt": "ned darts shoot from tubes embedded in the surrounding walls. The holes that house these tubes are obscured by dust and cobwebs or skillfully hidden amid bas-reliefs"
      },
      {
        "document": 723,
        "excerpt": "such as a Spider Climb spell to scale the pit's smooth walls. You can make the pit easier to escape by adding cracks in the walls big enough to serve as handholds an"
      },
      {
        "document": 1214,
        "excerpt": "oose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond"
      },
      {
        "document": 1404,
        "excerpt": "eature can take an action to push against the sphere's walls and thus roll the sphere at up to half the creature's Speed. Similarly, the globe can be picked up and m"
      },
      {
        "document": 1480,
        "excerpt": "webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and the spell ends a"
      },
      {
        "document": 1608,
        "excerpt": "er from being tipped over. The roof, the door, and the walls each have AC 20; HP 100; Immunity to Bludgeoning, Piercing, and Slashing damage except that which is dea"
      },
      {
        "document": 1623,
        "excerpt": "hree-dimensional objects and terrain features (such as walls, doors, trees, flowers, weapons, webs, and pits), provided these elements are all confined to a 20-foot"
      }
    ],
    "wand": [
      {
        "document": 149,
        "excerpt": "An item in the Wand category is typically 12 to 15 inches long and crafted of metal, bone, or wood. It is tipped with metal,"
      },
      {
        "document": 380,
        "excerpt": "m of weapon practice (for a Weapon), meditation (for a Wand), or some other appropriate activity. If the Short Rest is interrupted, the Attunement attempt fails. Ot"
      },
      {
        "document": 766,
        "excerpt": "Wand of Fireballs"
      },
      {
        "document": 772,
        "excerpt": "Wand"
      },
      {
        "document": 781,
        "excerpt": "Wand of Binding Table 1"
      },
      {
        "document": 782,
        "excerpt": "Wand of Fear Table 1"
      },
      {
        "document": 783,
        "excerpt": "Wand of Wonder Effects"
      },
      {
        "document": 933,
        "excerpt": "Wand"
      },
      {
        "document": 934,
        "excerpt": "Yew wand"
      },
      {
        "document": 1741,
        "excerpt": "Wand of Binding"
      },
      {
        "document": 1742,
        "excerpt": "Wand of Enemy Detection"
      },
      {
        "document": 1743,
        "excerpt": "Wand of Fear"
      },
      {
        "document": 1744,
        "excerpt": "Wand of Fireballs"
      },
      {
        "document": 1745,
        "excerpt": "Wand of Lightning Bolts"
      },
      {
        "document": 1746,
        "excerpt": "Wand of Magic Detection"
      },
      {
        "document": 1747,
        "excerpt": "Wand of Magic Missiles"
      },
      {
        "document": 1748,
        "excerpt": "Wand of Paralysis"
      },
      {
        "document": 1749,
        "excerpt": "Wand of Polymorph"
      },
      {
        "document": 1750,
        "excerpt": "Wand of Secrets"
      },
      {
        "document": 1751,
        "excerpt": "Wand of the War Mage, +1, +2, or +3"
      },
      {
        "document": 1752,
        "excerpt": "Wand of Web"
      },
      {
        "document": 1753,
        "excerpt": "Wand of Wonder"
      },
      {
        "document": 1790,
        "excerpt": "Wand"
      },
      {
        "document": 1952,
        "excerpt": "Wand"
      }
    ],
    "wand's": [
      {
        "document": 1741,
        "excerpt": "+ 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1742,
        "excerpt": "+ 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1743,
        "excerpt": "+ 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1744,
        "excerpt": "+ 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1745,
        "excerpt": "+ 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1747,
        "excerpt": "+ 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1748,
        "excerpt": "+ 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1749,
        "excerpt": "+ 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1751,
        "excerpt": "u gain a bonus to spell attack rolls determined by the wand's rarity. In addition, you ignore Half Cover when making a spell attack roll."
      },
      {
        "document": 1752,
        "excerpt": "+ 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed."
      },
      {
        "document": 1753,
        "excerpt": "+ 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into dust and is destroyed. Wand of Wonder Effects"
      }
    ],
    "wanders": [
      {
        "document": 237,
        "excerpt": "their personal freedom above all else. A scoundrel who wanders the land living by their wits is probably Chaotic Neutral. Lawful Evil (LE). Lawful Evil creatures meth"
      }
    ],
    "wands": [
      {
        "document": 149,
        "excerpt": "Wands"
      },
      {
        "document": 766,
        "excerpt": "Wands"
      }
    ],
    "want": [
      {
        "document": 19,
        "excerpt": "s detailed in the effect that caused it. If you don't want to resist the effect, you can choose to fail the save without rolling."
      },
      {
        "document": 47,
        "excerpt": "o influence the NPC. If you offer NPCs something they want or play on their sympathies, fears, or goals, you can form friendships, ward off violence, or learn a ke"
      },
      {
        "document": 74,
        "excerpt": "r during your move as you stride toward a foe. If you want to interact with a second object, you need to take the Utilize action. Some magic items and other specia"
      },
      {
        "document": 92,
        "excerpt": "ls. They follow these steps: 4: Roll 1d20. You always want to roll high. If the roll has Advantage or Disadvantage (described later in \"Playing the Game\"), you rol"
      },
      {
        "document": 185,
        "excerpt": "oficiency Bonus, applied to that number. If you don't want to roll a monster's Initiative, use the Initiative score as the monster's Initiative in combat. Initiati"
      },
      {
        "document": 237,
        "excerpt": "LE). Lawful Evil creatures methodically take what they want within the limits of a code of tradition, loyalty, or order. An aristocrat exploiting citizens while sch"
      },
      {
        "document": 733,
        "excerpt": "that are worth 0 XP, should be used sparingly. If you want to include many CR 0 critters in an encounter, use swarms instead."
      },
      {
        "document": 744,
        "excerpt": "Awe or threaten someone into doing what you want."
      },
      {
        "document": 1212,
        "excerpt": "trigger occurs for the first time, whether or not you want it to, and then Contingency ends. The contingent spell takes effect only on you, even if it can normall"
      },
      {
        "document": 1561,
        "excerpt": "ds it desires. The dragon essence within the orb might want many things: the annihilation of a particular society or organization, freedom from the orb, to spread s"
      }
    ],
    "wants": [
      {
        "document": 49,
        "excerpt": "ut there might still be an element of chance if the GM wants dice to play a role in determining an NPC's response to you. In such situations, the GM will typically a"
      },
      {
        "document": 787,
        "excerpt": "Creator Seeker. The item seeks its creator and wants to understand why it was created."
      }
    ],
    "war": [
      {
        "document": 928,
        "excerpt": "War Pick"
      },
      {
        "document": 1145,
        "excerpt": "War Pick"
      },
      {
        "document": 1690,
        "excerpt": "ving throws against spells and other magical effects. War Mage. Your spell save DC and spell attack bonus each increase by 2."
      },
      {
        "document": 1751,
        "excerpt": "Wand of the War Mage, +1, +2, or +3"
      },
      {
        "document": 1867,
        "excerpt": "War Cry (Recharge 5–6). The giant or one creature of its choice that can see or hear it gains 16 (2d10 + 5)"
      }
    ],
    "ward": [
      {
        "document": 47,
        "excerpt": "sympathies, fears, or goals, you can form friendships, ward off violence, or learn a key piece of information. On the other hand, if you insult a proud warrior or s"
      },
      {
        "document": 802,
        "excerpt": "Death Ward"
      },
      {
        "document": 825,
        "excerpt": "Nature's Ward"
      },
      {
        "document": 846,
        "excerpt": "Death Ward"
      },
      {
        "document": 909,
        "excerpt": "Aura of Life, Death Ward"
      },
      {
        "document": 914,
        "excerpt": "Death Ward"
      },
      {
        "document": 975,
        "excerpt": "Nature's Ward"
      },
      {
        "document": 982,
        "excerpt": "nding a level 5 spell slot (no action required). Holy Ward. You have Advantage on any saving throw you are forced to make by a Fiend or an Undead. Radiant Damage."
      },
      {
        "document": 1226,
        "excerpt": "Death Ward"
      },
      {
        "document": 1281,
        "excerpt": "by dust worth 1,000+ GP) Duration: 1 day You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet abov"
      },
      {
        "document": 1299,
        "excerpt": "ver rod worth 10+ GP) Duration: 24 hours You create a ward that protects up to 2,500 square feet of floor space. The warded area can be up to 20 feet tall, and you"
      },
      {
        "document": 1303,
        "excerpt": "The affected area has the following effects. Hallowed Ward. Choose any of these creature types: Aberration, Celestial, Elemental, Fey, Fiend, or Undead. Creatures"
      },
      {
        "document": 1411,
        "excerpt": "shard of glass from a mirror) Duration: 1 minute You ward a creature within range. Until the spell ends, any creature who targets the warded creature with an atta"
      }
    ],
    "warded": [
      {
        "document": 1152,
        "excerpt": "alerts you whenever a creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose"
      },
      {
        "document": 1299,
        "excerpt": "t protects up to 2,500 square feet of floor space. The warded area can be up to 20 feet tall, and you shape it as one 50-foot square, one hundred 5-foot squares that"
      },
      {
        "document": 1324,
        "excerpt": "Prison. The target is trapped in a demi-plane that is warded against teleportation and planar travel. The demiplane is your choice of a labyrinth, a cage, a tower, o"
      },
      {
        "document": 1345,
        "excerpt": "oid within 100 feet of you that you can see (creatures warded by a Protection from Evil and Good or Magic Circle spell can't be possessed). The target makes a Charism"
      },
      {
        "document": 1389,
        "excerpt": "ound can't pass through the barrier at the edge of the warded area. - The barrier of the warded area appears dark and foggy, preventing vision (including Darkvision)"
      },
      {
        "document": 1411,
        "excerpt": "ge. Until the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose"
      }
    ],
    "warden": [
      {
        "document": 965,
        "excerpt": "us equals your Wisdom modifier (minimum bonus of +1). Warden. Trained for battle, you gain proficiency with Martial weapons and training with Medium armor."
      }
    ],
    "warding": [
      {
        "document": 844,
        "excerpt": "Warding Bond"
      },
      {
        "document": 888,
        "excerpt": "Glyph of Warding"
      },
      {
        "document": 901,
        "excerpt": "Glyph of Warding"
      },
      {
        "document": 912,
        "excerpt": "Warding Bond"
      },
      {
        "document": 913,
        "excerpt": "Glyph of Warding"
      },
      {
        "document": 1268,
        "excerpt": "ger. Thus, the spell would sense the Alarm or Glyph of Warding spell or a mechanical pit trap, but it wouldn't reveal a natural weakness in the floor, an unstable ceil"
      },
      {
        "document": 1293,
        "excerpt": "Glyph of Warding"
      },
      {
        "document": 1477,
        "excerpt": "Warding Bond"
      }
    ],
    "wards": [
      {
        "document": 892,
        "excerpt": "Guards and Wards"
      },
      {
        "document": 904,
        "excerpt": "Guards and Wards"
      },
      {
        "document": 1299,
        "excerpt": "Guards and Wards"
      }
    ],
    "warhammer": [
      {
        "document": 928,
        "excerpt": "Warhammer"
      },
      {
        "document": 1146,
        "excerpt": "Warhammer"
      },
      {
        "document": 1568,
        "excerpt": "Warhammer"
      },
      {
        "document": 1593,
        "excerpt": "Maul or Warhammer"
      },
      {
        "document": 2046,
        "excerpt": "Chain Mail, Heavy Crossbow, Warhammer"
      }
    ],
    "warhorse": [
      {
        "document": 729,
        "excerpt": "(25 XP each), for 1,125 XP total - 1 Wight (700 XP), 1 Warhorse Skeleton (100 XP), and 6 Skeletons (50 XP each), for 1,100 XP total Example 3. A high-difficulty encoun"
      },
      {
        "document": 920,
        "excerpt": "Warhorse"
      },
      {
        "document": 2061,
        "excerpt": "Warhorse Skeleton"
      },
      {
        "document": 2062,
        "excerpt": "Warhorse"
      }
    ],
    "warlock": [
      {
        "document": 264,
        "excerpt": "act Magic. If you have the Pact Magic feature from the Warlock class and the Spellcasting feature, you can use the spell slots you gain from Pact Magic to cast spells"
      },
      {
        "document": 278,
        "excerpt": "Warlock Spell List"
      },
      {
        "document": 449,
        "excerpt": "jeweled or carved to channel arcane magic. A Sorcerer, Warlock, or Wizard can use such an item as a Spellcasting Focus. Arcane Focuses"
      },
      {
        "document": 811,
        "excerpt": "Warlock"
      },
      {
        "document": 813,
        "excerpt": "Bard, Cleric, Druid, Monk, Rogue, or Warlock"
      },
      {
        "document": 815,
        "excerpt": "Bard, Cleric, Druid, Monk, Rogue, or Warlock"
      },
      {
        "document": 817,
        "excerpt": "Warlock"
      },
      {
        "document": 870,
        "excerpt": "Warlock Level"
      },
      {
        "document": 871,
        "excerpt": "Warlock Features"
      },
      {
        "document": 872,
        "excerpt": "Cantrips (Level 0 Warlock Spells)"
      },
      {
        "document": 873,
        "excerpt": "Level 1 Warlock Spells"
      },
      {
        "document": 874,
        "excerpt": "Level 2 Warlock Spells"
      },
      {
        "document": 875,
        "excerpt": "Level 3 Warlock Spells"
      },
      {
        "document": 876,
        "excerpt": "Level 3 Warlock Spells"
      },
      {
        "document": 877,
        "excerpt": "Level 4 Warlock Spells"
      },
      {
        "document": 878,
        "excerpt": "Level 5 Warlock Spells"
      },
      {
        "document": 879,
        "excerpt": "Level 6 Warlock Spells"
      },
      {
        "document": 880,
        "excerpt": "Level 7 Warlock Spells"
      },
      {
        "document": 881,
        "excerpt": "Level 8 Warlock Spells"
      },
      {
        "document": 882,
        "excerpt": "Level 9 Warlock Spells"
      },
      {
        "document": 937,
        "excerpt": "Warlock"
      },
      {
        "document": 972,
        "excerpt": "Warlock"
      },
      {
        "document": 979,
        "excerpt": "Warlock"
      },
      {
        "document": 1167,
        "excerpt": "Warlock"
      },
      {
        "document": 1171,
        "excerpt": "Warlock"
      },
      {
        "document": 1172,
        "excerpt": "Warlock"
      },
      {
        "document": 1175,
        "excerpt": "Warlock"
      },
      {
        "document": 1180,
        "excerpt": "Warlock"
      },
      {
        "document": 1188,
        "excerpt": "Warlock"
      },
      {
        "document": 1189,
        "excerpt": "Warlock"
      },
      {
        "document": 1190,
        "excerpt": "Warlock"
      },
      {
        "document": 1192,
        "excerpt": "Warlock"
      },
      {
        "document": 1200,
        "excerpt": "Warlock"
      },
      {
        "document": 1210,
        "excerpt": "Warlock"
      },
      {
        "document": 1216,
        "excerpt": "Warlock"
      },
      {
        "document": 1219,
        "excerpt": "Warlock"
      },
      {
        "document": 1223,
        "excerpt": "Warlock"
      },
      {
        "document": 1228,
        "excerpt": "Warlock"
      },
      {
        "document": 1230,
        "excerpt": "Warlock"
      },
      {
        "document": 1233,
        "excerpt": "Warlock"
      },
      {
        "document": 1236,
        "excerpt": "tion (Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 120 feet Components: V, S Duration: Instantaneous Choose one crea"
      },
      {
        "document": 1243,
        "excerpt": "Warlock"
      },
      {
        "document": 1246,
        "excerpt": "Warlock"
      },
      {
        "document": 1249,
        "excerpt": "Warlock"
      },
      {
        "document": 1255,
        "excerpt": "Warlock"
      },
      {
        "document": 1256,
        "excerpt": "Warlock"
      },
      {
        "document": 1257,
        "excerpt": "Warlock"
      },
      {
        "document": 1258,
        "excerpt": "Warlock"
      },
      {
        "document": 1263,
        "excerpt": "Warlock"
      },
      {
        "document": 1269,
        "excerpt": "Warlock"
      },
      {
        "document": 1279,
        "excerpt": "Warlock"
      },
      {
        "document": 1282,
        "excerpt": "Warlock"
      },
      {
        "document": 1283,
        "excerpt": "Warlock"
      },
      {
        "document": 1286,
        "excerpt": "Warlock"
      },
      {
        "document": 1287,
        "excerpt": "Warlock"
      },
      {
        "document": 1291,
        "excerpt": "Warlock"
      },
      {
        "document": 1304,
        "excerpt": "Warlock"
      },
      {
        "document": 1310,
        "excerpt": "Warlock"
      },
      {
        "document": 1313,
        "excerpt": "Warlock"
      },
      {
        "document": 1314,
        "excerpt": "Warlock"
      },
      {
        "document": 1315,
        "excerpt": "Warlock"
      },
      {
        "document": 1316,
        "excerpt": "Warlock"
      },
      {
        "document": 1319,
        "excerpt": "Warlock"
      },
      {
        "document": 1323,
        "excerpt": "Warlock"
      },
      {
        "document": 1324,
        "excerpt": "Warlock"
      },
      {
        "document": 1329,
        "excerpt": "Warlock"
      },
      {
        "document": 1343,
        "excerpt": "Warlock"
      },
      {
        "document": 1344,
        "excerpt": "Warlock"
      },
      {
        "document": 1350,
        "excerpt": "Warlock"
      },
      {
        "document": 1361,
        "excerpt": "Warlock"
      },
      {
        "document": 1362,
        "excerpt": "Warlock"
      },
      {
        "document": 1364,
        "excerpt": "Warlock"
      },
      {
        "document": 1365,
        "excerpt": "Warlock"
      },
      {
        "document": 1366,
        "excerpt": "Warlock"
      },
      {
        "document": 1377,
        "excerpt": "Warlock"
      },
      {
        "document": 1378,
        "excerpt": "Warlock"
      },
      {
        "document": 1380,
        "excerpt": "Warlock"
      },
      {
        "document": 1383,
        "excerpt": "Warlock"
      },
      {
        "document": 1384,
        "excerpt": "Warlock"
      },
      {
        "document": 1386,
        "excerpt": "Warlock"
      },
      {
        "document": 1394,
        "excerpt": "Warlock"
      },
      {
        "document": 1398,
        "excerpt": "Warlock"
      },
      {
        "document": 1403,
        "excerpt": "Warlock"
      },
      {
        "document": 1413,
        "excerpt": "Warlock"
      },
      {
        "document": 1435,
        "excerpt": "Warlock"
      },
      {
        "document": 1438,
        "excerpt": "Warlock"
      },
      {
        "document": 1447,
        "excerpt": "Warlock"
      },
      {
        "document": 1455,
        "excerpt": "Warlock"
      },
      {
        "document": 1460,
        "excerpt": "Warlock"
      },
      {
        "document": 1463,
        "excerpt": "Warlock"
      },
      {
        "document": 1465,
        "excerpt": "Warlock"
      },
      {
        "document": 1466,
        "excerpt": "Warlock"
      },
      {
        "document": 1468,
        "excerpt": "Warlock"
      },
      {
        "document": 1469,
        "excerpt": "Warlock"
      },
      {
        "document": 1481,
        "excerpt": "Warlock"
      },
      {
        "document": 1690,
        "excerpt": "Requires Attunement by a Sorcerer, Warlock, or Wizard"
      },
      {
        "document": 1712,
        "excerpt": "equires Attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard"
      },
      {
        "document": 1713,
        "excerpt": "Requires Attunement by a Druid, Sorcerer, Warlock, or Wizard"
      },
      {
        "document": 1714,
        "excerpt": "Requires Attunement by a Druid, Sorcerer, Warlock, or Wizard"
      },
      {
        "document": 1716,
        "excerpt": "Requires Attunement by a Sorcerer, Warlock, or Wizard"
      },
      {
        "document": 1718,
        "excerpt": "equires Attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard"
      },
      {
        "document": 1719,
        "excerpt": "Requires Attunement by a Sorcerer, Warlock, or Wizard"
      }
    ],
    "warlock's": [
      {
        "document": 263,
        "excerpt": "Fighter's Two Extra Attacks feature). Similarly, the Warlock's Thirsting Blade invocation, which grants you the Extra Attack feature with your pact weapon, doesn't giv"
      },
      {
        "document": 972,
        "excerpt": "he traits in the Core Warlock Traits table. - Gain the Warlock's level 1 features, which are listed in the Warlock Features table. As a Multiclass Character - Gain the"
      }
    ],
    "warm": [
      {
        "document": 820,
        "excerpt": "A shard of obsidian that always feels warm to the touch"
      },
      {
        "document": 1215,
        "excerpt": "| Hot | 2 | Moderate wind | | 3 | Warm | 3 | Strong wind | | 4 | Cool | 4 | Gale | | 5 | Cold"
      },
      {
        "document": 1271,
        "excerpt": "an additional 10 feet. The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you Resistance to Cold damage, and the c"
      },
      {
        "document": 1349,
        "excerpt": "beyond. The dwelling's atmosphere is clean, fresh, and warm. You can create any floor plan you like for the dwelling, but it can't exceed 50 contiguous 10-foot Cub"
      },
      {
        "document": 1386,
        "excerpt": "larger than 1 cubic foot. Minor Sensation. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. Magic Mark. You make a color, a small m"
      },
      {
        "document": 1528,
        "excerpt": "ires Attunement) These furred boots are snug and feel warm. While wearing them, you gain the following benefits. Cold Resistance. You have Resistance to Cold dama"
      }
    ],
    "warmth": [
      {
        "document": 1684,
        "excerpt": "Ring of Warmth"
      }
    ],
    "warn": [
      {
        "document": 1391,
        "excerpt": "you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door. Physical interaction with the image reveals it to be ill"
      }
    ],
    "warning": [
      {
        "document": 1755,
        "excerpt": "Weapon of Warning"
      }
    ],
    "warrant": [
      {
        "document": 732,
        "excerpt": "A player's absence might warrant removing creatures from an encounter to keep it at the intended difficulty. Also, die rolls and other fa"
      }
    ],
    "warranted": [
      {
        "document": 604,
        "excerpt": "f these rolls. The GM determines whether a D20 Test is warranted in a given circumstance. See also “Playing the Game” (“D20 Tests”)."
      }
    ],
    "warrants": [
      {
        "document": 670,
        "excerpt": "ng an adventure when a creature's violation of a taboo warrants supernatural punishment, such as breaking a vow, defiling a tomb, or murdering an innocent. Such a curse"
      }
    ],
    "warrior": [
      {
        "document": 47,
        "excerpt": "information. On the other hand, if you insult a proud warrior or speak ill of a noble's allies, your efforts to convince or deceive will likely fail."
      },
      {
        "document": 729,
        "excerpt": "ld build any of the following encounters: - 1 Bugbear Warrior (200 XP) - 2 Giant Wasps (100 XP each), for 200 XP total - 6 Giant Rats (25 XP each), for 150 XP total"
      },
      {
        "document": 801,
        "excerpt": "Bugbear Warrior"
      },
      {
        "document": 967,
        "excerpt": "You gain a Monk subclass of your choice. The Warrior of the Open Hand subclass is detailed after this class's description. A subclass is a specialization tha"
      },
      {
        "document": 968,
        "excerpt": "those feats, you can choose the option below. Blessed Warrior. You learn two Cleric cantrips of your choice (see the Cleric class's section for a list of Cleric spell"
      },
      {
        "document": 969,
        "excerpt": "those feats, you can choose the option below. Druidic Warrior. You learn two Druid cantrips of your choice (see the Druid class's section for a list of Druid spells)."
      },
      {
        "document": 974,
        "excerpt": "Heroic Warrior"
      },
      {
        "document": 985,
        "excerpt": "Warrior of the Open Hand"
      },
      {
        "document": 1604,
        "excerpt": "an take a Magic action to blow this horn. In response, warrior spirits from the plane of Ysgard appear in unoccupied spaces within 60 feet of you. Each spirit uses the"
      },
      {
        "document": 1820,
        "excerpt": "Bugbear Warrior"
      },
      {
        "document": 1905,
        "excerpt": "Gnoll Warrior"
      },
      {
        "document": 1909,
        "excerpt": "Goblin Warrior"
      },
      {
        "document": 1930,
        "excerpt": "Hobgoblin Warrior"
      },
      {
        "document": 1945,
        "excerpt": "Kobold Warrior"
      },
      {
        "document": 2009,
        "excerpt": "Sahuagin Warrior"
      },
      {
        "document": 2063,
        "excerpt": "Warrior Infantry"
      },
      {
        "document": 2064,
        "excerpt": "Warrior Veteran"
      }
    ],
    "warrior's": [
      {
        "document": 2063,
        "excerpt": "attack roll against a creature if at least one of the warrior's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      }
    ],
    "warriors": [
      {
        "document": 181,
        "excerpt": "eir roles and professions, such as mages, pirates, and warriors. They include members of varied species. Monstrosities are unnatural creatures with strange origins, su"
      },
      {
        "document": 211,
        "excerpt": "Warriors"
      },
      {
        "document": 985,
        "excerpt": "Master Unarmed Combat Techniques Warriors of the Open Hand are masters of unarmed combat. They learn techniques to push and trip their opponents a"
      },
      {
        "document": 1604,
        "excerpt": "0 Hit Points. The spirits look like living, breathing warriors, and they have Immunity to the Charmed and Frightened conditions. Once you use the horn, it can't be use"
      }
    ],
    "wars": [
      {
        "document": 940,
        "excerpt": "Historic events and people, ancient civilizations, wars, and certain creatures (Giants and Humanoids)"
      }
    ],
    "warship": [
      {
        "document": 922,
        "excerpt": "Warship"
      }
    ],
    "was": [
      {
        "document": 227,
        "excerpt": "questions as your character: - Who raised you? - Who was your dearest childhood friend? - Did you grow up with a pet? - Have you fallen in love? If so, with whom"
      },
      {
        "document": 323,
        "excerpt": "s until the end of the turn 2 rounds from when the oil was lit (or 12 seconds) and deals 5 Fire damage to any creature that enters the area or ends its turn there."
      },
      {
        "document": 502,
        "excerpt": "l has a perceptible effect, a creature doesn't know it was targeted by the spell. An effect like lightning is obvious, but a more subtle effect, such as an attempt"
      },
      {
        "document": 517,
        "excerpt": "nd all spent Hit Point Dice. If your Hit Point maximum was reduced, it returns to normal. Ability Scores Restored. If any of your ability scores were reduced, the"
      },
      {
        "document": 667,
        "excerpt": "ed origins. For example, you might decide that a mummy was created through a curse and it can be destroyed permanently only by casting Remove Curse on its corpse."
      },
      {
        "document": 787,
        "excerpt": "item seeks its creator and wants to understand why it was created."
      },
      {
        "document": 967,
        "excerpt": "re you can see within 5 feet of yourself if the attack was a melee attack or a creature you can see within 60 feet of yourself that isn't behind Total Cover if the"
      },
      {
        "document": 977,
        "excerpt": "ou handled a treasure taken from a dragon's hoard that was steeped in draconic power. Or you might have a dragon for an ancestor."
      },
      {
        "document": 1186,
        "excerpt": "tened conditions until the spell ends. If the creature was already Charmed or Frightened, those conditions are suppressed for the duration. - The creature becomes"
      },
      {
        "document": 1188,
        "excerpt": "endly to you. When the spell ends, the target knows it was Charmed by you. Using a Higher-Level Spell Slot. You can target one additional creature for each spell"
      },
      {
        "document": 1189,
        "excerpt": "endly to you. When the spell ends, the target knows it was Charmed by you. Using a Higher-Level Spell Slot. You can target one additional creature for each spell"
      },
      {
        "document": 1216,
        "excerpt": ", or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn't expended."
      },
      {
        "document": 1230,
        "excerpt": "ect in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic. The spell is blocked by 1 foot of stone, dir"
      },
      {
        "document": 1265,
        "excerpt": "t dimension, it leaves behind in its space anything it was wearing or carrying. One Familiar Only. You can't have more than one familiar at a time. If you cast th"
      },
      {
        "document": 1266,
        "excerpt": "die. When it disappears, it leaves behind anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the steed that disappea"
      },
      {
        "document": 1268,
        "excerpt": "e of this spell, includes any object or mechanism that was created to cause damage or other danger. Thus, the spell would sense the Alarm or Glyph of Warding spell"
      },
      {
        "document": 1278,
        "excerpt": "10-foot-deep pit, nor could it leave such a pit if it was created at the bottom. If you move more than 100 feet from the disk (typically because it can't move ar"
      },
      {
        "document": 1286,
        "excerpt": "t can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. Finally, the target can't atta"
      },
      {
        "document": 1322,
        "excerpt": "are affecting the item and what they are. If the item was created by a spell, you learn that spell's name. If you instead touch a creature throughout the casting"
      },
      {
        "document": 1377,
        "excerpt": "e bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this sp"
      },
      {
        "document": 1436,
        "excerpt": "a mouth, and this spell fails if the deceased creature was Undead when it died. The spell also fails if the corpse was the target of this spell within the past 10"
      },
      {
        "document": 1450,
        "excerpt": "success. This spell dispels Darkness in its area that was created by any spell."
      },
      {
        "document": 1464,
        "excerpt": "s damaged or missing organs and limbs. If the creature was Undead, it is restored to its non-Undead form. The spell can provide a new body if the original no long"
      },
      {
        "document": 1515,
        "excerpt": "uces an effect 1 minute later from the ground where it was planted. The GM can choose an effect from the following table or determine it randomly."
      },
      {
        "document": 1517,
        "excerpt": "e Astral Plane. The gate originates where the one item was placed inside the other. Any creature within a 10-foot-radius Sphere centered on the gate is sucked thro"
      },
      {
        "document": 1565,
        "excerpt": "ized pellet, which floats or rests near where the dust was sprinkled. The pellet's weight is negligible. A creature can take a Utilize action to smash the pellet a"
      },
      {
        "document": 1582,
        "excerpt": "es that of a normal vessel its size, and anything that was stored in the box remains in the boat. Statistics for the Rowboat and Keelboat appear in “Equipment.” I"
      },
      {
        "document": 1594,
        "excerpt": "e Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total Cover is sucked th"
      },
      {
        "document": 1625,
        "excerpt": "e Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total Cover is sucked th"
      },
      {
        "document": 1644,
        "excerpt": "e Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total Cover is sucked th"
      },
      {
        "document": 1692,
        "excerpt": "od. The energy has the same level as the spell when it was cast. A canceled spell dissipates with no effect, and any resources used to cast it are wasted. The rod"
      },
      {
        "document": 1711,
        "excerpt": "he sphere until the start of your next turn, and if it was under another creature's control, that creature loses control of the sphere. On a failed check, the sphe"
      },
      {
        "document": 1887,
        "excerpt": "). Immediately after dealing damage to a creature that was already Bloodied, the hyena can move up to half its Speed, and it makes one Bite attack."
      },
      {
        "document": 2056,
        "excerpt": "e spell. When the spell ends, the target is unaware it was Charmed by the vampire. Shape-Shift. If the vampire isn't in sunlight or running water, it shape-shifts"
      }
    ],
    "washed": [
      {
        "document": 693,
        "excerpt": "on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects. Ingested. A creature"
      }
    ],
    "washes": [
      {
        "document": 1306,
        "excerpt": "until the end of its next turn, as a wave of lethargy washes over it."
      },
      {
        "document": 1307,
        "excerpt": "reature that you can see within range. Positive energy washes through the target, restoring 70 Hit Points. This spell also ends the Blinded, Deafened, and Poisoned co"
      },
      {
        "document": 1351,
        "excerpt": "V, S Duration: Instantaneous A wave of healing energy washes out from a point you can see within range. Choose up to six creatures in a 30-foot-radius Sphere centere"
      },
      {
        "document": 1382,
        "excerpt": "s: V Duration: Instantaneous A wave of healing energy washes over one creature you can see within range. The target regains all its Hit Points. If the creature has t"
      }
    ],
    "wasn't": [
      {
        "document": 1397,
        "excerpt": "ture if it has been dead no longer than 10 days and it wasn't Undead when it died. The creature returns to life with 1 Hit Point. This spell also neutralizes any poi"
      },
      {
        "document": 1406,
        "excerpt": "for no more than a century, didn't die of old age, and wasn't Undead when it died. The creature returns to life with all its Hit Points. This spell also neutralizes"
      }
    ],
    "wasp": [
      {
        "document": 783,
        "excerpt": "form is a Black Bear; on a 2, the new form is a Giant Wasp; on a 3–4, the new form is a Frog."
      },
      {
        "document": 1290,
        "excerpt": "o 10 minutes You summon a giant centipede, spider, or wasp (chosen when you cast the spell). It manifests in an unoccupied space you can see within range and uses"
      },
      {
        "document": 1899,
        "excerpt": "Giant Wasp"
      }
    ],
    "wasps": [
      {
        "document": 729,
        "excerpt": "ng encounters: - 1 Bugbear Warrior (200 XP) - 2 Giant Wasps (100 XP each), for 200 XP total - 6 Giant Rats (25 XP each), for 150 XP total Example 2. A moderate-dif"
      }
    ],
    "waste": [
      {
        "document": 676,
        "excerpt": "Magical Contagion Fouled potions and alchemical waste can give rise to Sewer Plague, which incubates in sewers and refuse heaps and is sometimes transmitted b"
      }
    ],
    "wasted": [
      {
        "document": 1216,
        "excerpt": "e action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn't expended."
      },
      {
        "document": 1609,
        "excerpt": "l has no effect, and any resources used to cast it are wasted. Once the stone has canceled 20 levels of spells, it burns out, turns dull gray, and loses its magic. A"
      },
      {
        "document": 1623,
        "excerpt": "the painted elements vanish, and the pot of pigment is wasted. When the work is done, all the painted objects and terrain features become real. Thus, painting a door"
      },
      {
        "document": 1642,
        "excerpt": "here aren't enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren't under your control other"
      },
      {
        "document": 1692,
        "excerpt": "with no effect, and any resources used to cast it are wasted. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod a"
      },
      {
        "document": 1969,
        "excerpt": "can see on the Material Plane. The spell fails and is wasted if the target is under the effect of the Protection from Evil and Good spell or within a Magic Circle sp"
      }
    ],
    "wastes": [
      {
        "document": 1282,
        "excerpt": "a failed save, the creature doesn't exit the cage and wastes the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel. This spel"
      }
    ],
    "watch": [
      {
        "document": 26,
        "excerpt": "mysterious symbol engraved on a wall and a third keeps watch for monsters. Outside combat, the GM ensures that every character has a chance to act and decides how to"
      },
      {
        "document": 93,
        "excerpt": "Combatants watch for enemies to drop their guard. If you move heedlessly past your foes, you put yourself in danger by pr"
      },
      {
        "document": 517,
        "excerpt": "ctivity, such as reading, talking, eating, or standing watch. During sleep, you have the Unconscious condition. After you finish a Long Rest, you must wait at least"
      },
      {
        "document": 543,
        "excerpt": "e strenuous than reading, talking, eating, or standing watch. To start a Short Rest, you must have at least 1 Hit Point. Benefits of the Rest. When you finish the r"
      }
    ],
    "watchdog": [
      {
        "document": 1261,
        "excerpt": "lver whistle) Duration: 8 hours You conjure a phantom watchdog in an unoccupied space that you can see within range. The hound remains for the duration or until the tw"
      }
    ],
    "water": [
      {
        "document": 181,
        "excerpt": "e beings from the Elemental Planes, such as efreet and water elementals. Fey are creatures tied to the Feywild or the forces of nature, such as dryads and goblins."
      },
      {
        "document": 266,
        "excerpt": "broken glass (your choice) 48 A glass orb filled with water, in which swims a clockwork goldfish 49 A silver spoon with an M engraved on the handle 50 A whistle m"
      },
      {
        "document": 307,
        "excerpt": "Holy Water (25 GP)"
      },
      {
        "document": 333,
        "excerpt": "contains the following items: Backpack, Blanket, Holy Water, Lamp, 7 days of Rations, Robe, and Tinderbox."
      },
      {
        "document": 353,
        "excerpt": "kin holds up to 4 pints. If you don't drink sufficient water, you risk dehydration (see “Rules Glossary”)."
      },
      {
        "document": 559,
        "excerpt": "swim. At the GM's option, moving any distance in rough water might require a successful DC 15 Strength (Athletics) check."
      },
      {
        "document": 615,
        "excerpt": "A creature requires an amount of water per day based on its size, as shown in the Water Needs per Day table. A creature that drinks less than h"
      },
      {
        "document": 628,
        "excerpt": "any damage from the fall. A creature that falls into water or another liquid can use its Reaction to make a DC 15 Strength (Athletics) or Dexterity (Acrobatics) ch"
      },
      {
        "document": 677,
        "excerpt": "Magical Contagion Any Beast or Humanoid that drinks water tainted by Sight Rot must succeed on a DC 15 Constitution saving throw or have the Blinded condition unt"
      },
      {
        "document": 678,
        "excerpt": "Environmental Effects Deep Water"
      },
      {
        "document": 681,
        "excerpt": "ed to the extreme heat and without access to drinkable water must succeed on a Constitution saving throw at the end of each hour or gain 1 Exhaustion level. The DC i"
      },
      {
        "document": 682,
        "excerpt": "Frigid Water"
      },
      {
        "document": 687,
        "excerpt": "es on broken ice fall through. Below the ice is frigid water (see “Frigid Water” above)."
      },
      {
        "document": 744,
        "excerpt": "Jump farther than normal, stay afloat in rough water, or break something."
      },
      {
        "document": 754,
        "excerpt": "Water Elemental"
      },
      {
        "document": 767,
        "excerpt": "Water"
      },
      {
        "document": 790,
        "excerpt": "Earth; on a 3, the Plane of Fire; on a 4, the Plane of Water; on a 5, the Feywild; on a 6, the Shadowfell"
      },
      {
        "document": 793,
        "excerpt": "A geyser erupts and spouts water, beer, mayonnaise, tea, vinegar, wine, or oil (GM’s choice) 30 feet into the air for 1d4 minutes."
      },
      {
        "document": 830,
        "excerpt": "Create or Destroy Water"
      },
      {
        "document": 832,
        "excerpt": "Water Breathing"
      },
      {
        "document": 833,
        "excerpt": "Control Water"
      },
      {
        "document": 845,
        "excerpt": "Create Food and Water"
      },
      {
        "document": 852,
        "excerpt": "Water Breathing"
      },
      {
        "document": 863,
        "excerpt": "Water Breathing"
      },
      {
        "document": 888,
        "excerpt": "Water Breathing"
      },
      {
        "document": 890,
        "excerpt": "Control Water"
      },
      {
        "document": 911,
        "excerpt": "Create or Destroy Water"
      },
      {
        "document": 913,
        "excerpt": "Create Food and Water"
      },
      {
        "document": 914,
        "excerpt": "Control Water"
      },
      {
        "document": 931,
        "excerpt": "Holy Water"
      },
      {
        "document": 949,
        "excerpt": "Freezing water, icy blasts"
      },
      {
        "document": 950,
        "excerpt": "Water Needs per Day"
      },
      {
        "document": 972,
        "excerpt": "n a Swim Speed equal to your Speed. You can also cast Water Breathing once without expending a spell slot. You regain the ability to cast it in this way again when"
      },
      {
        "document": 1073,
        "excerpt": "Holy Water"
      },
      {
        "document": 1198,
        "excerpt": "t (you choose which to learn) - Locations of bodies of water For example, you could determine the location of a powerful monster in the area, the locations of bodie"
      },
      {
        "document": 1206,
        "excerpt": "ype: air (Lightning), earth (Thunder), fire (Fire), or water (Cold). The spirit lasts for the duration. Whenever a creature you can see enters the spirit's space or"
      },
      {
        "document": 1212,
        "excerpt": "t the two spells. For example, a Contingency cast with Water Breathing might stipulate that Water Breathing comes into effect when you are engulfed in water or a sim"
      },
      {
        "document": 1214,
        "excerpt": "Control Water"
      },
      {
        "document": 1217,
        "excerpt": "Create Food and Water"
      },
      {
        "document": 1218,
        "excerpt": "Create or Destroy Water"
      },
      {
        "document": 1250,
        "excerpt": "area. The smoke's scent lingers for 1 minute. Beckon Water. You create a spray of cool mist that lightly dampens creatures and objects in a 5-foot Cube. Alternativ"
      },
      {
        "document": 1285,
        "excerpt": "e on a successful one. If the globe strikes a body of water, it freezes the water to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. C"
      },
      {
        "document": 1320,
        "excerpt": "S, M (a drop of water or a piece of ice)"
      },
      {
        "document": 1394,
        "excerpt": "V, S, M (a flask of Holy Water worth 25+ GP, which the spell consumes)"
      },
      {
        "document": 1413,
        "excerpt": "us worth 1,000+ GP, such as a crystal ball, mirror, or water-filled font)"
      },
      {
        "document": 1419,
        "excerpt": "nscious condition, doesn't age, and doesn't need food, water, or air. You can set a condition for the spell to end early. The condition can be anything you choose,"
      },
      {
        "document": 1467,
        "excerpt": ", S Duration: Concentration, up to 6 rounds A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 30"
      },
      {
        "document": 1478,
        "excerpt": "Water Breathing"
      },
      {
        "document": 1479,
        "excerpt": "Water Walk"
      },
      {
        "document": 1509,
        "excerpt": "f breathing creatures inside. The apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 Bludgeoning damage"
      },
      {
        "document": 1515,
        "excerpt": "bean from the bag, plant it in dirt or sand, and then water it, the bean disappears as it produces an effect 1 minute later from the ground where it was planted. Th"
      },
      {
        "document": 1529,
        "excerpt": "Bowl of Commanding Water Elementals"
      },
      {
        "document": 1556,
        "excerpt": "Decanter of Endless Water"
      },
      {
        "document": 1565,
        "excerpt": "lize action, you can sprinkle a pinch of the dust over water, turning up to a 15-foot Cube of water into one marble-sized pellet, which floats or rests near where th"
      },
      {
        "document": 1579,
        "excerpt": "an take a Magic action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot-long, 20-foot-wide boat shaped like a"
      },
      {
        "document": 1605,
        "excerpt": "or stand above nonsolid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores Difficult Terrain. In addition, the creature can trav"
      },
      {
        "document": 1627,
        "excerpt": "is inert, ceases aging, and requires no food, air, or water. A Wish spell can't return your soul to your body, but the spell reveals the location of the object that"
      },
      {
        "document": 1650,
        "excerpt": "container seems to hold fog that moves and pours like water."
      },
      {
        "document": 1662,
        "excerpt": "Potion of Water Breathing"
      },
      {
        "document": 1667,
        "excerpt": "You know Ignan, and you have Immunity to Fire damage. Water. You know Aquan, you gain a Swim Speed of 60 feet, and you can breathe underwater. Spellcasting. The ri"
      },
      {
        "document": 1685,
        "excerpt": "Ring of Water Walking"
      },
      {
        "document": 1697,
        "excerpt": "egardless of its nature, the demiplane contains enough water and food to sustain its visitors, and the demiplane's environment can't harm its occupants. Everything e"
      },
      {
        "document": 1714,
        "excerpt": "the last charge, roll 1d20. On a 1, the staff turns to water and is destroyed."
      },
      {
        "document": 1760,
        "excerpt": "Amphibious. The aboleth can breathe air and water. Eldritch Restoration. If destroyed, the aboleth gains a new body in 5d10 days, reviving with all its H"
      },
      {
        "document": 1761,
        "excerpt": "Amphibious. The dragon can breathe air and water. Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to s"
      },
      {
        "document": 1764,
        "excerpt": "Amphibious. The dragon can breathe air and water. Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to s"
      },
      {
        "document": 1766,
        "excerpt": "Amphibious. The dragon can breathe air and water. Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to s"
      },
      {
        "document": 1767,
        "excerpt": "Amphibious. The dragon can breathe air and water. Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to s"
      },
      {
        "document": 1773,
        "excerpt": "Amphibious. The dragon can breathe air and water. Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to s"
      },
      {
        "document": 1776,
        "excerpt": "Amphibious. The dragon can breathe air and water. Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to s"
      },
      {
        "document": 1778,
        "excerpt": "Amphibious. The dragon can breathe air and water. Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to s"
      },
      {
        "document": 1779,
        "excerpt": "Amphibious. The dragon can breathe air and water. Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to s"
      },
      {
        "document": 1789,
        "excerpt": "Amphibious. The archelon can breathe air and water."
      },
      {
        "document": 1809,
        "excerpt": "Amphibious. The dragon can breathe air and water."
      },
      {
        "document": 1817,
        "excerpt": "Amphibious. The dragon can breathe air and water."
      },
      {
        "document": 1827,
        "excerpt": "Amphibious. The chuul can breathe air and water. Sense Magic. The chuul senses magic within 120 feet of itself. This trait otherwise works like the Det"
      },
      {
        "document": 1835,
        "excerpt": "ed to maintain the spell) 1/Day Each: Create Food and Water, Dream, Greater Restoration, Scrying, Sleep"
      },
      {
        "document": 1836,
        "excerpt": "Amphibious. The crab can breathe air and water."
      },
      {
        "document": 1845,
        "excerpt": "il and Good, Detect Magic 2/Day Each: Create Food and Water (can create wine instead of water), Tongues, Wind Walk 1/Day Each: Creation, Gaseous Form, Invisibility"
      },
      {
        "document": 1848,
        "excerpt": "Amphibious. The dragon can breathe air and water."
      },
      {
        "document": 1862,
        "excerpt": "-foot radius and Dim Light for an additional 30 feet. Water Susceptibility. The elemental takes 3 (1d6) Cold damage for every 5 feet the elemental moves in water or"
      },
      {
        "document": 1866,
        "excerpt": "Amphibious. The frog can breathe air and water. Standing Leap. The frog's Long Jump is up to 10 feet and its High Jump is up to 5 feet with or without"
      },
      {
        "document": 1879,
        "excerpt": "Amphibious. The crab can breathe air and water."
      },
      {
        "document": 1885,
        "excerpt": "Amphibious. The frog can breathe air and water. Standing Leap. The frog's Long Jump is up to 20 feet and its High Jump is up to 10 feet with or withou"
      },
      {
        "document": 1889,
        "excerpt": "Water Breathing. The octopus can breathe only underwater. It can hold its breath for 1 hour outside water."
      },
      {
        "document": 1893,
        "excerpt": "Water Breathing. The seahorse can breathe only underwater."
      },
      {
        "document": 1894,
        "excerpt": "Water Breathing. The shark can breathe only underwater."
      },
      {
        "document": 1896,
        "excerpt": "Amphibious. The toad can breathe air and water. Standing Leap. The toad's Long Jump is up to 20 feet and its High Jump is up to 10 feet with or withou"
      },
      {
        "document": 1910,
        "excerpt": "Amphibious. The dragon can breathe air and water."
      },
      {
        "document": 1913,
        "excerpt": "Amphibious. The dragon can breathe air and water."
      },
      {
        "document": 1914,
        "excerpt": "Amphibious. The hag can breathe air and water. Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following sp"
      },
      {
        "document": 1933,
        "excerpt": "Water Breathing. The shark can breathe only underwater."
      },
      {
        "document": 1946,
        "excerpt": "Amphibious. The kraken can breathe air and water. Legendary Resistance (4/Day, or 5/Day in Lair). If the kraken fails a saving throw, it can choose to s"
      },
      {
        "document": 1948,
        "excerpt": "f a Bless spell or its remains are sprinkled with Holy Water."
      },
      {
        "document": 1960,
        "excerpt": "Amphibious. The merfolk can breathe air and water."
      },
      {
        "document": 1961,
        "excerpt": "Amphibious. The merrow can breathe air and water."
      },
      {
        "document": 1973,
        "excerpt": "as 1 inch without expending extra movement to do so. Water Breathing. The octopus can breathe only underwater."
      },
      {
        "document": 1983,
        "excerpt": "Water Breathing. The piranha can breathe only underwater."
      },
      {
        "document": 2001,
        "excerpt": "nd the ally doesn't have the Incapacitated condition. Water Breathing. The shark can breathe only underwater."
      },
      {
        "document": 2009,
        "excerpt": "mited Amphibiousness. The sahuagin can breathe air and water, but it must be submerged at least once every 4 hours to avoid suffocating outside water. Shark Telepat"
      },
      {
        "document": 2014,
        "excerpt": "Amphibious. The hag can breathe air and water. Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following sp"
      },
      {
        "document": 2015,
        "excerpt": "Water Breathing. The seahorse can breathe only underwater."
      },
      {
        "document": 2028,
        "excerpt": "4): At Will: Detect Magic, Mage Hand, Minor Illusion, Water Breathing 2/Day Each: Detect Thoughts, Dimension Door, Hold Person (level 3 version), Lightning Bolt (l"
      },
      {
        "document": 2035,
        "excerpt": "Amphibious. The giant can breathe air and water."
      },
      {
        "document": 2040,
        "excerpt": "can't regain Hit Points or gain Temporary Hit Points. Water Breathing. The swarm can breathe only underwater."
      },
      {
        "document": 2055,
        "excerpt": "dence without an invitation from an occupant. Running Water. The vampire takes 20 Acid damage if it ends its turn in running water. Stake to the Heart. The vampire"
      },
      {
        "document": 2056,
        "excerpt": "dence without an invitation from an occupant. Running Water. The vampire takes 20 Acid damage if it ends its turn in running water. Stake to the Heart. If a weapon"
      },
      {
        "document": 2059,
        "excerpt": "e start of each of its turns. Emptying a flask of Holy Water on the target ends the effect early. Stunning Screech (1/Day). Constitution Saving Throw: DC 15, each c"
      },
      {
        "document": 2065,
        "excerpt": "Water Elemental"
      },
      {
        "document": 2081,
        "excerpt": "Amphibious. The dragon can breathe air and water."
      },
      {
        "document": 2084,
        "excerpt": "Amphibious. The dragon can breathe air and water."
      },
      {
        "document": 2086,
        "excerpt": "Amphibious. The dragon can breathe air and water."
      },
      {
        "document": 2087,
        "excerpt": "Amphibious. The dragon can breathe air and water."
      }
    ],
    "water's": [
      {
        "document": 678,
        "excerpt": "et deep) presents additional challenges because of the water's pressure and cold temperature. After each hour of swimming in deep water, a creature that lacks a Swim S"
      }
    ],
    "waterborne": [
      {
        "document": 68,
        "excerpt": "land vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the vessel, and they don't choose a travel pace. Depending on the ves"
      },
      {
        "document": 358,
        "excerpt": "The Airborne and Waterborne Vehicles table provides statistics for various types of large vehicles. The following notes apply."
      },
      {
        "document": 359,
        "excerpt": "ng wind moves at half speed. In a dead calm (no wind), waterborne ships can't move under sail and must be rowed. Keelboats and Rowboats are used on lakes and rivers. If g"
      },
      {
        "document": 738,
        "excerpt": "in Arctic terrain. † Characters' rate of travel while waterborne depends on the vehicle carrying them; see “Vehicles.” Intelligence or Wisdom. One or both abilities are"
      },
      {
        "document": 922,
        "excerpt": "Airborne and Waterborne Vehicles"
      },
      {
        "document": 961,
        "excerpt": "Waterborne"
      }
    ],
    "waterskin": [
      {
        "document": 353,
        "excerpt": "Waterskin (2 SP)"
      },
      {
        "document": 425,
        "excerpt": "lt Case, Map or Scroll Case, Parchment, Pouch, Quiver, Waterskin"
      },
      {
        "document": 462,
        "excerpt": "flasks of Oil, 5 days of Rations, Rope, Tinderbox, and Waterskin."
      },
      {
        "document": 479,
        "excerpt": "10 days of Rations, Rope, Tinderbox, 10 Torches, and Waterskin."
      },
      {
        "document": 480,
        "excerpt": "or, 8 flasks of Oil, 9 days of Rations, Tinderbox, and Waterskin."
      },
      {
        "document": 481,
        "excerpt": ", 10 days of Rations, Rope, Tinderbox, 10 Torches, and Waterskin."
      },
      {
        "document": 930,
        "excerpt": "Waterskin"
      },
      {
        "document": 1147,
        "excerpt": "Waterskin"
      }
    ],
    "watertight": [
      {
        "document": 473,
        "excerpt": "A Component Pouch is watertight and filled with compartments that hold all the free Material components of your spells."
      },
      {
        "document": 1509,
        "excerpt": "tus's hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creature"
      }
    ],
    "wave": [
      {
        "document": 502,
        "excerpt": "an you. Areas of Effect. Some spells, such as Thunder-wave, cover an area called an area of effect, which is defined in “Rules Glossary.” The area determines what"
      },
      {
        "document": 1214,
        "excerpt": "large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes. Any Huge or smaller vehicles in th"
      },
      {
        "document": 1215,
        "excerpt": "ndition | Stage | Condition | | 1 | Heat wave | 1 | Calm | | 2 | Hot | 2 | Moderate wind | | 3 | Warm"
      },
      {
        "document": 1306,
        "excerpt": "has a Speed of 0 until the end of its next turn, as a wave of lethargy washes over it."
      },
      {
        "document": 1351,
        "excerpt": "e: 60 feet Components: V, S Duration: Instantaneous A wave of healing energy washes out from a point you can see within range. Choose up to six creatures in a 30-f"
      },
      {
        "document": 1382,
        "excerpt": "ange: 60 feet Components: V Duration: Instantaneous A wave of healing energy washes over one creature you can see within range. The target regains all its Hit Poin"
      },
      {
        "document": 1457,
        "excerpt": "omponents: V, S Duration: Instantaneous You unleash a wave of thunderous energy. Each creature in a 15-foot Cube originating from you makes a Constitution saving t"
      },
      {
        "document": 1617,
        "excerpt": "n take a Magic action and expend 1 charge to release a wave of terror from it. Each creature of your choice within 30 feet of you must succeed on a DC 15 Wisdom sav"
      },
      {
        "document": 1660,
        "excerpt": "nute (no Concentration required) without suffering the wave of lethargy that typically occurs when the effect ends. This potion's yellow fluid is streaked with bla"
      },
      {
        "document": 2044,
        "excerpt": "movement, the tarrasque creates an instantaneous shock wave in a 60-foot Emanation originating from itself. Creatures in that area lose Concentration and, if Medium"
      }
    ],
    "wave's": [
      {
        "document": 1214,
        "excerpt": "and then crashes. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 pe"
      },
      {
        "document": 1467,
        "excerpt": "aught in the wall can move by swimming. Because of the wave's force, though, the creature must succeed on a Strength (Athletics) check against your spell save DC to m"
      }
    ],
    "wax": [
      {
        "document": 436,
        "excerpt": "of someone else's handwriting (DC 15), or duplicate a wax seal (DC 20)"
      },
      {
        "document": 720,
        "excerpt": "les on a successful check. Plugging all the holes with wax, cloth, or detritus prevents the darts from firing. As a Search action, a creature can examine the sect"
      },
      {
        "document": 1276,
        "excerpt": "V, S, M (a ball of wax)"
      }
    ],
    "way": [
      {
        "document": 8,
        "excerpt": "If your character dies, others might find a magical way to revive your character, such as with the Raise Dead spell. Or talk with the GM about making a new char"
      },
      {
        "document": 27,
        "excerpt": "spells and class features give characters a different way to calculate their AC. A character with multiple features that give different ways to calculate AC must"
      },
      {
        "document": 51,
        "excerpt": "m in many ways. For example, they can reach out-of-the-way places with a Ladder, perceive things they wouldn't otherwise notice with a Torch or another light sourc"
      },
      {
        "document": 64,
        "excerpt": "marching order outside combat and record the order any way you like: write it down, for example, or arrange miniatures to show it."
      },
      {
        "document": 74,
        "excerpt": ", requires an action. The Influence action is the main way you try to influence a monster. Interacting with Things. You can interact with one object or feature of"
      },
      {
        "document": 128,
        "excerpt": "ge. An Artifact can be destroyed only in some special way. Otherwise, it is impervious to damage. Learning how to destroy an Artifact usually requires research or"
      },
      {
        "document": 142,
        "excerpt": "harmed condition for 1d12 hours. While Charmed in this way, the bearer must try to follow the item's commands. If the bearer takes damage, it repeats the save, end"
      },
      {
        "document": 241,
        "excerpt": "Equipment.\" A class feature might give you a different way to calculate your AC. Attacks. In the Weapons & Damage Cantrips section of the character sheet, write y"
      },
      {
        "document": 262,
        "excerpt": "ce feature must choose only one of those features as a way to calculate Armor Class."
      },
      {
        "document": 320,
        "excerpt": "onus to Wisdom (Survival) checks you make to find your way in the place represented on it."
      },
      {
        "document": 378,
        "excerpt": "es isn't automatic. The Identify spell is the fastest way to reveal an item's properties. Alternatively, you can focus on one magic item during a Short Rest while"
      },
      {
        "document": 394,
        "excerpt": "so see those rules if you wield a weapon in an unusual way, such as using a Ranged weapon to make a melee attack."
      },
      {
        "document": 513,
        "excerpt": "vel 1+ spells before resting. Spell slots are the main way a spellcaster's magical potential is represented. Each spellcasting class gives its members a limited nu"
      },
      {
        "document": 514,
        "excerpt": "spell slot. This casting is usually limited in another way, such as being able to cast the spell a limited number of times per day. Magic Items. Spell Scrolls and"
      },
      {
        "document": 517,
        "excerpt": "Rest. If you have such a feature, it recharges in the way specified in its description. Interrupting the Rest. A Long Rest is stopped by the following interrupti"
      },
      {
        "document": 543,
        "excerpt": "n Hit Points. For each Hit Point Die you spend in this way, roll the die and add your Constitution modifier to it. You regain Hit Points equal to the total (minimu"
      },
      {
        "document": 641,
        "excerpt": "igh Jump, you can jump only half that distance. Either way, each foot of the jump costs a foot of movement. You can extend your arms half your height above yourse"
      },
      {
        "document": 647,
        "excerpt": "mage type or a condition, it doesn't affect you in any way."
      },
      {
        "document": 648,
        "excerpt": "so counts as an improvised weapon if it's wielded in a way contrary to its design; if you use a Ranged weapon to make a melee attack or throw a Melee weapon that l"
      },
      {
        "document": 651,
        "excerpt": "k is necessary; the monster fulfills your request in a way it prefers. Unwilling. If your urging is repugnant to the monster or counter to its alignment, no abili"
      },
      {
        "document": 657,
        "excerpt": "ong Jump, you can leap only half that distance. Either way, each foot you jump costs a foot of movement. If you land in Difficult Terrain, you must succeed on a D"
      },
      {
        "document": 677,
        "excerpt": "e for 24 hours. If the contagion is suppressed in this way for a total of 72 hours (requiring three doses and applications of the ointment), the contagion ends on"
      },
      {
        "document": 690,
        "excerpt": "uses intense mental stress, Psychic damage is the best way to emulate that effect. The Sample Mental Stress Effects table provides a few examples of such effects,"
      },
      {
        "document": 699,
        "excerpt": "lso has the Paralyzed condition while Poisoned in this way. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success"
      },
      {
        "document": 700,
        "excerpt": "o has the Unconscious condition while Poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake."
      },
      {
        "document": 701,
        "excerpt": "also has the Blinded condition while Poisoned in this way."
      },
      {
        "document": 704,
        "excerpt": "o has the Unconscious condition while Poisoned in this way. It wakes up if it takes damage."
      },
      {
        "document": 708,
        "excerpt": "o has the Unconscious condition while Poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake."
      },
      {
        "document": 709,
        "excerpt": "Speed is halved while the creature is Poisoned in this way."
      },
      {
        "document": 741,
        "excerpt": "Dodge out of harm’s way"
      },
      {
        "document": 744,
        "excerpt": "ain an animal, or get an animal to behave in a certain way."
      },
      {
        "document": 756,
        "excerpt": "A vertical, 10-foot-diameter, two-way portal to another plane of existence opens in an unoccupied space within 30 feet of you and remains open"
      },
      {
        "document": 783,
        "excerpt": "and begins to turn to stone. While Restrained in this way, the creature repeats the save at the end of its next turn. On a successful save, the effect ends. On a"
      },
      {
        "document": 789,
        "excerpt": "bled. If neither potion has anything to double in this way, they work normally."
      },
      {
        "document": 962,
        "excerpt": "ed uses of Rage. After you regain uses of Rage in this way, you can't do so again until you finish a Long Rest. In addition, your Rage is so fierce that it now la"
      },
      {
        "document": 965,
        "excerpt": "Material components. When you cast the spell in this way, the familiar is Fey and disappears when you finish a Long Rest."
      },
      {
        "document": 968,
        "excerpt": "must finish a Long Rest before you can cast it in this way again."
      },
      {
        "document": 970,
        "excerpt": "You can nimbly dodge out of the way of certain dangers. When you're subjected to an effect that allows you to make a Dexterity saving throw"
      },
      {
        "document": 971,
        "excerpt": "ion for this casting. You can't modify a spell in this way if you've already cast a level 1+ spell on the current turn, nor can you cast a level 1+ spell on this t"
      },
      {
        "document": 972,
        "excerpt": "t the spell with this feature, you can't do so in this way again until you finish a Long Rest."
      },
      {
        "document": 973,
        "excerpt": "ut you must read from the book to cast a spell in this way."
      },
      {
        "document": 977,
        "excerpt": "ll slot, and you regain the ability to cast it in this way when you finish a Long Rest. Whenever you start casting the spell, you can modify it so that it doesn't"
      },
      {
        "document": 988,
        "excerpt": "ll slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropria"
      },
      {
        "document": 994,
        "excerpt": "ll slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropria"
      },
      {
        "document": 1012,
        "excerpt": "ll slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have. Spell Change."
      },
      {
        "document": 1153,
        "excerpt": "take a Magic action to change your appearance in this way again. Natural Weapons. You grow claws (Slashing), fangs (Piercing), horns (Piercing), or hooves (Bludg"
      },
      {
        "document": 1166,
        "excerpt": "the chosen type. False Aura (Object). You change the way the target appears to spells and magical effects that detect magical auras, such as Detect Magic. You ca"
      },
      {
        "document": 1167,
        "excerpt": "arget's astral form resembles its body in almost every way, replicating its game statistics and possessions. The principal difference is the addition of a silvery"
      },
      {
        "document": 1185,
        "excerpt": "can take a Magic action to call down lightning in that way again, targeting the same point or a different one. If you're outdoors in a storm when you cast this sp"
      },
      {
        "document": 1201,
        "excerpt": "xt turn, taking the safest route. After moving in this way, a target repeats the save, ending the spell on itself on a success."
      },
      {
        "document": 1232,
        "excerpt": "or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the t"
      },
      {
        "document": 1267,
        "excerpt": "t lies. Whenever you face a choice of paths along the way there, you know which path is the most direct."
      },
      {
        "document": 1281,
        "excerpt": "herefore prevents creatures from accessing the area by way of the Astral Plane, the Ethereal Plane, the Feywild, the Shadowfell, or the Plane Shift spell. In addi"
      },
      {
        "document": 1293,
        "excerpt": "being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell takes effect. If the spell has a target, it targets the"
      },
      {
        "document": 1365,
        "excerpt": "eed and make it gesture, speak, and behave in whatever way you choose. It is intangible and invulnerable. You can see through its eyes and hear through its ears a"
      },
      {
        "document": 1367,
        "excerpt": "rmed condition for the duration. While Charmed in this way, the target also has the Incapacitated condition and is unaware of its surroundings, though it can hear"
      },
      {
        "document": 1369,
        "excerpt": "tructures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse. Similarly, this spell doesn't"
      },
      {
        "document": 1376,
        "excerpt": "ears, it is under no compulsion to behave a particular way. You can ask it to perform a service in exchange for payment, but it isn't obliged to do so. The request"
      },
      {
        "document": 1392,
        "excerpt": "eet and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly. Physical interaction with the image reveals it to be i"
      },
      {
        "document": 1429,
        "excerpt": "Long Rests. If the simulacrum takes damage, the only way to restore its Hit Points is to repair it as you take a Long Rest, during which you expend components wo"
      },
      {
        "document": 1443,
        "excerpt": "il the end of the current turn. While Poisoned in this way, the creature can't take an action or a Bonus Action."
      },
      {
        "document": 1483,
        "excerpt": "high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration. W"
      },
      {
        "document": 1484,
        "excerpt": "ny other spell of level 8 or lower. If you use it this way, you don't need to meet any requirements to cast that spell, including costly components. The spell simp"
      },
      {
        "document": 1517,
        "excerpt": "he Astral Plane. The gate then closes. The gate is one-way and can't be reopened."
      },
      {
        "document": 1529,
        "excerpt": "miss it as a Bonus Action. The bowl can't be used this way again until the next dawn. The bowl is about 1 foot in diameter and half as deep. It holds about 3 gall"
      },
      {
        "document": 1532,
        "excerpt": "s it as a Bonus Action. The brazier can't be used this way again until the next dawn."
      },
      {
        "document": 1538,
        "excerpt": "ss it as a Bonus Action. The censer can't be used this way again until the next dawn."
      },
      {
        "document": 1546,
        "excerpt": "er fail to grip the cloak's edges while flying in this way, or if you are no longer in Dim Light or Darkness, you lose this Fly Speed. While wearing the cloak in"
      },
      {
        "document": 1549,
        "excerpt": "nds if Scrying ends. You can't cast Suggestion in this way again until the next dawn."
      },
      {
        "document": 1554,
        "excerpt": "condition for 1 minute. The weapon can't be used this way again until the next dawn."
      },
      {
        "document": 1594,
        "excerpt": "he Astral Plane. The gate then closes. The gate is one-way only and can't be reopened."
      },
      {
        "document": 1611,
        "excerpt": "reveals if the flask contains a creature, but the only way to determine the type of creature is to open the flask. A newly discovered Iron Flask might already cont"
      },
      {
        "document": 1617,
        "excerpt": "ened condition for 1 minute. While Frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't make Opport"
      },
      {
        "document": 1625,
        "excerpt": "u and the creature can then communicate. In a similar way, you can take a Magic action and use a second command word to free one creature trapped in the mirror. T"
      },
      {
        "document": 1627,
        "excerpt": "ake a -2 penalty to saving throws while cursed in this way. Only a god or the magic of the Fates card can end this curse. Fates. Reality's fabric unravels and spi"
      },
      {
        "document": 1644,
        "excerpt": "check. On a successful check, the creature forces its way out and appears within 5 feet of the Portable Hole. A closed Portable Hole holds enough air for 1 hour o"
      },
      {
        "document": 1696,
        "excerpt": "e Charmed condition for 8 hours. While Charmed in this way, the creature regards you as its trusted leader. If harmed by you or your allies or commanded to do some"
      },
      {
        "document": 1707,
        "excerpt": "ed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil."
      },
      {
        "document": 1709,
        "excerpt": "opied into a spellbook. When a spell is copied in this way, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 plus the spell's level."
      },
      {
        "document": 1724,
        "excerpt": "iss it as a Bonus Action. The stone can't be used this way again until the next dawn."
      },
      {
        "document": 1756,
        "excerpt": "place it on a solid surface, whereupon it forms a two-way, 6-foot-diameter, circular portal to another world or plane of existence. Each time the item opens a por"
      },
      {
        "document": 1840,
        "excerpt": "s suffocating while the darkmantle is attached in this way. While attached to a target, the darkmantle can attack only the target but has Advantage on its attack"
      },
      {
        "document": 1845,
        "excerpt": "f of a non-genie creature who communicates a wish in a way the djinni can understand. If the djinni casts the spell for the creature, the djinni suffers none of th"
      },
      {
        "document": 1856,
        "excerpt": "f of a non-genie creature who communicates a wish in a way the efreeti can understand. If the efreeti casts the spell for the creature, the efreeti suffers none of"
      }
    ],
    "waylays": [
      {
        "document": 235,
        "excerpt": "with little regard for what others expect. A rebel who waylays a cruel baron's tax collectors and uses the stolen money to help the poor is probably Chaotic Good. Law"
      }
    ],
    "ways": [
      {
        "document": 7,
        "excerpt": "Here are the main ways a creature can die instantly. Monster Death. A monster dies the instant it drops to 0 Hit Points, altho"
      },
      {
        "document": 27,
        "excerpt": "A character with multiple features that give different ways to calculate AC must choose which one to use; only one base calculation can be in effect for a creature."
      },
      {
        "document": 46,
        "excerpt": "clined to hinder. Social interactions progress in two ways: through roleplaying and ability checks."
      },
      {
        "document": 50,
        "excerpt": "mystery. The rules in this section detail some of the ways adventurers interact with the environment in such places."
      },
      {
        "document": 51,
        "excerpt": "nturers explore, their equipment can help them in many ways. For example, they can reach out-of-the-way places with a Ladder, perceive things they wouldn't otherwis"
      },
      {
        "document": 114,
        "excerpt": "they complement their owner's capabilities in wondrous ways."
      },
      {
        "document": 179,
        "excerpt": "er of times they can be used. Here are the most common ways that usage is limited: X/Day. This notation means the stat block part can be used a certain number of t"
      },
      {
        "document": 181,
        "excerpt": "res, and other effects in the game interact in special ways with creatures of a particular type. The game includes the following creature types, which have no rule"
      },
      {
        "document": 261,
        "excerpt": "(such as Unarmored Defense) that give you alternative ways to calculate your Armor Class."
      },
      {
        "document": 262,
        "excerpt": "If you have multiple ways to calculate your Armor Class, you can benefit from only one at a time. For example, a Monk/Sorcerer wit"
      },
      {
        "document": 514,
        "excerpt": "There are several ways to cast a spell without expending a spell slot: Cantrips. A cantrip is cast without a spell slot. Ritu"
      },
      {
        "document": 599,
        "excerpt": "he game affect creatures of certain types in different ways."
      },
      {
        "document": 962,
        "excerpt": "You have honed new ways to attack furiously. The following effects are now among your Brutal Strike options. Staggering Blow. T"
      },
      {
        "document": 970,
        "excerpt": "You've developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning St"
      },
      {
        "document": 1344,
        "excerpt": "affects a creature of the chosen type in the following ways: - The creature can't willingly enter the Cylinder by nonmagical means. If the creature tries to use te"
      }
    ],
    "weak": [
      {
        "document": 716,
        "excerpt": "e is 3 inches off the ground and stretches between two weak supports that topple when the trip wire is pulled. The first creature that crosses the trip wire causes"
      },
      {
        "document": 747,
        "excerpt": "This represents a weak capability."
      },
      {
        "document": 982,
        "excerpt": "enets: - Let your word be your promise. - Protect the weak and never fear to act. - Let your honorable deeds be an example."
      }
    ],
    "weakening": [
      {
        "document": 1766,
        "excerpt": "lcasting to cast Guiding Bolt (level 2 version) or (B) Weakening Breath. Rend. Melee Attack Roll: +14, reach 10 ft. Hit: 17 (2d8 + 8) Slashing damage plus 4 (1d8) Fire"
      },
      {
        "document": 1778,
        "excerpt": "lcasting to cast Guiding Bolt (level 4 version) or (B) Weakening Breath. Rend. Melee Attack Roll: +17 to hit, reach 15 ft. Hit: 19 (2d8 + 10) Slashing damage plus 9 (2d"
      },
      {
        "document": 1910,
        "excerpt": "Failure: 22 (4d10) Fire damage. Success: Half damage. Weakening Breath. Strength Saving Throw: DC 13, each creature that isn't currently affected by this breath in a 15"
      },
      {
        "document": 2086,
        "excerpt": "Rend attacks. It can replace one attack with a use of Weakening Breath. Rend. Melee Attack Roll: +10, reach 10 ft. Hit: 17 (2d10 + 6) Slashing damage. Fire Breath (Re"
      }
    ],
    "weakens": [
      {
        "document": 1484,
        "excerpt": "roduce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a Long Rest, you take 1d10"
      }
    ],
    "weaker": [
      {
        "document": 727,
        "excerpt": "oderate difficulty could go badly for the adventurers. Weaker characters might get taken out of the fight, and there's a slim chance that one or more characters might"
      }
    ],
    "weakness": [
      {
        "document": 676,
        "excerpt": "ion: Fatigue. The creature gains 1 Exhaustion level. Weakness. While the creature has any Exhaustion levels, it regains only half the normal number of Hit Points from"
      },
      {
        "document": 1268,
        "excerpt": "mechanical pit trap, but it wouldn't reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. This spell reveals that a trap is present but"
      },
      {
        "document": 2016,
        "excerpt": "h without expending extra movement to do so. Sunlight Weakness. While in sunlight, the shadow has Disadvantage on D20 Tests."
      },
      {
        "document": 2055,
        "excerpt": "gs, without needing to make an ability check. Vampire Weakness. The vampire has these weaknesses: Forbiddance. The vampire can't enter a residence without an invitati"
      },
      {
        "document": 2056,
        "excerpt": "gs, without needing to make an ability check. Vampire Weakness. The vampire has these weaknesses: Forbiddance. The vampire can't enter a residence without an invitati"
      }
    ],
    "weaknesses": [
      {
        "document": 980,
        "excerpt": "n the forces of nature to reveal certain strengths and weaknesses of your prey. While a creature is marked by your Hunter's Mark, you know whether that creature has any I"
      },
      {
        "document": 2055,
        "excerpt": "bility check. Vampire Weakness. The vampire has these weaknesses: Forbiddance. The vampire can't enter a residence without an invitation from an occupant. Running Wate"
      },
      {
        "document": 2056,
        "excerpt": "bility check. Vampire Weakness. The vampire has these weaknesses: Forbiddance. The vampire can't enter a residence without an invitation from an occupant. Running Wate"
      }
    ],
    "weal": [
      {
        "document": 1168,
        "excerpt": ".. | | :----------- | :--------------------------- | | Weal | Good | | Woe | Bad | | Weal and woe"
      }
    ],
    "wealth": [
      {
        "document": 373,
        "excerpt": "staff that supports your lifestyle. Others notice your wealth and might encourage you to share it, either legally or otherwise."
      },
      {
        "document": 1627,
        "excerpt": "nd the NPC's hostility toward you. Ruin. All forms of wealth that you carry or own, other than magic items, are lost to you. Portable property vanishes. Businesses,"
      }
    ],
    "wealthy": [
      {
        "document": 365,
        "excerpt": "below - Wretched, Squalid, Poor, Modest, Comfortable, Wealthy, or Aristocratic - and pay the price to sustain that lifestyle. Lifestyles have no inherent consequence"
      },
      {
        "document": 371,
        "excerpt": "Wealthy (4 GP per Day)"
      },
      {
        "document": 923,
        "excerpt": "Wealthy"
      }
    ],
    "weapon": [
      {
        "document": 24,
        "excerpt": "“Equipment”) lets you use Strength or Dexterity with a weapon that has that property."
      },
      {
        "document": 25,
        "excerpt": "ency Bonus to your attack roll when you attack using a weapon you have proficiency with, as well as when you attack with a spell. See “Proficiency” later in “Playing"
      },
      {
        "document": 37,
        "excerpt": "e game also includes elements - class features, feats, weapon properties, spells, magic items, monster abilities, and the like - that sometimes contradict a general r"
      },
      {
        "document": 41,
        "excerpt": "of equipment proficiency: Weapons. Anyone can wield a weapon, but proficiency makes you better at wielding it. If you have proficiency with a weapon, you add your Pr"
      },
      {
        "document": 71,
        "excerpt": "at encounter is a clash between two sides: a flurry of weapon swings, feints, parries, footwork, and spellcasting. The game organizes combat into a cycle of rounds an"
      },
      {
        "document": 84,
        "excerpt": "et you make an attack. Whether you strike with a Melee weapon, fire a Ranged weapon,"
      },
      {
        "document": 89,
        "excerpt": "next to you. When you make a ranged attack roll with a weapon, a spell, or some other means, you have Disadvantage on the roll if you are within 5 feet of an enemy wh"
      },
      {
        "document": 90,
        "excerpt": "your reach. A melee attack typically uses a hand-held weapon or an Unarmed Strike. Many monsters make melee attacks with claws, teeth, or other body parts. A few spe"
      },
      {
        "document": 93,
        "excerpt": "ttack, take a Reaction to make one melee attack with a weapon or an Unarmed Strike against that creature. The attack occurs right before it leaves your reach."
      },
      {
        "document": 99,
        "excerpt": "When making a melee attack roll with a weapon underwater, a creature that lacks a Swim Speed has Disadvantage on the attack roll unless the weapon dea"
      },
      {
        "document": 105,
        "excerpt": "Each weapon, spell, and damaging monster ability specifies the damage it deals. You roll the damage dice, add any mo"
      },
      {
        "document": 115,
        "excerpt": "A magic weapon is typically a magical version of a weapon from “Equipment.” Some magic weapons specify the type of weap"
      },
      {
        "document": 119,
        "excerpt": "tem that has a purchase cost in “Equipment” (such as a weapon or a suit of armor), add that item’s cost to the magic item’s value. For example, +1 Armor (Plate Armor)"
      },
      {
        "document": 133,
        "excerpt": "corporates an item that has a purchase cost (such as a weapon or a suit of armor), you must also pay that entire cost or craft that item using the rules in “Equipment"
      },
      {
        "document": 156,
        "excerpt": "a limited number of uses, such as a recharging breath weapon or a spell it can cast only once per day, have it use that special ability as quickly and as often as po"
      },
      {
        "document": 241,
        "excerpt": "ite your starting weapons. The attack roll bonus for a weapon with which you have proficiency is one of the following unless a weapon's property says otherwise: Mele"
      },
      {
        "document": 246,
        "excerpt": "such as Fireball, Lightning Bolt, and Raise Dead. Most weapon-focused classes gain the ability to make multiple attacks in a round. The characters now face dangers th"
      },
      {
        "document": 263,
        "excerpt": "ich grants you the Extra Attack feature with your pact weapon, doesn't give you additional attacks if you also have Extra Attack."
      },
      {
        "document": 306,
        "excerpt": "the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made"
      },
      {
        "document": 317,
        "excerpt": "u can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks yo"
      },
      {
        "document": 327,
        "excerpt": "Action, you can use a vial of Basic Poison to coat one weapon or up to three pieces of ammunition. A creature that takes Piercing or Slashing damage from the poisoned"
      },
      {
        "document": 328,
        "excerpt": "A Range weapon has a range in parentheses after the Ammunition or Thrown property. The range lists two numbers. The fir"
      },
      {
        "document": 339,
        "excerpt": "A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunit"
      },
      {
        "document": 350,
        "excerpt": "If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon"
      },
      {
        "document": 351,
        "excerpt": "can attack with the Torch, using it as a Simple Melee weapon. On a hit, the target takes 1 Fire damage."
      },
      {
        "document": 361,
        "excerpt": "A Two-Handed weapon requires two hands when you attack with it."
      },
      {
        "document": 372,
        "excerpt": "A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon d"
      },
      {
        "document": 375,
        "excerpt": "rform a service that involves a proficiency (including weapon, tool, or skill): a mercenary, an artisan, a scribe, or the like. The pay shown on the Hirelings table i"
      },
      {
        "document": 380,
        "excerpt": "he item's properties). This focus can take the form of weapon practice (for a Weapon), meditation (for a Wand), or some other appropriate activity. If the Short Rest"
      },
      {
        "document": 383,
        "excerpt": "Each weapon has a mastery property, which is usable only by a character who has a feature, such as Weapon Mastery, t"
      },
      {
        "document": 384,
        "excerpt": "ed to the arm, a cloak fastened about the shoulders. A weapon must be held. In most cases, a magic item that's meant to be worn can fit a creature regardless of size"
      },
      {
        "document": 394,
        "excerpt": "as a table leg, frying pan, or bottle - as a makeshift weapon, see “Improvised Weapons” in “Rules Glossary.” Also see those rules if you wield a weapon in an unusual"
      },
      {
        "document": 397,
        "excerpt": "you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first t"
      },
      {
        "document": 399,
        "excerpt": "If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make t"
      },
      {
        "document": 401,
        "excerpt": "If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller."
      },
      {
        "document": 402,
        "excerpt": "If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn."
      },
      {
        "document": 403,
        "excerpt": "If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the cre"
      },
      {
        "document": 404,
        "excerpt": "If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to"
      },
      {
        "document": 405,
        "excerpt": "If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature befor"
      },
      {
        "document": 409,
        "excerpt": "n weapons. The table lists the cost and weight of each weapon, as well as the following details: Category. Every weapon falls into a category: Simple or Martial. Wea"
      },
      {
        "document": 429,
        "excerpt": "Pry open a door or container (DC 20) Craft: Any Melee weapon (except Club, Greatclub, Quarterstaff, and Whip), Medium armor (except Hide), Heavy armor, Ball Bearings"
      },
      {
        "document": 431,
        "excerpt": "Weapon Proficiency"
      },
      {
        "document": 447,
        "excerpt": "Ammunition is required by a weapon that has the Ammunition property. A weapon's description specifies the type of ammunition used by the we"
      },
      {
        "document": 453,
        "excerpt": "You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. Th"
      },
      {
        "document": 464,
        "excerpt": "When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use th"
      },
      {
        "document": 475,
        "excerpt": "You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dex"
      },
      {
        "document": 525,
        "excerpt": "ttack, take a Reaction to make one melee attack with a weapon or an Unarmed Strike against the provoking creature. The attack occurs right before the creature leaves"
      },
      {
        "document": 531,
        "excerpt": "have proficiency in a skill or saving throw or with a weapon or tool. See also “Playing the Game” (“Proficiency”)."
      },
      {
        "document": 555,
        "excerpt": "the Attack action, you can make one attack roll with a weapon or an Unarmed Strike. Equipping and Unequipping Weapons. You can either equip or unequip one weapon whe"
      },
      {
        "document": 565,
        "excerpt": "is a D20 Test that represents making an attack with a weapon, an Unarmed Strike, or a spell. See also “Playing the Game” (“D20 Tests”)."
      },
      {
        "document": 568,
        "excerpt": "Instead of using a weapon to make a melee attack, you can use a punch, kick, headbutt, or similar forceful blow. In game terms, th"
      },
      {
        "document": 572,
        "excerpt": "Weapon"
      },
      {
        "document": 573,
        "excerpt": "Weapon Attack"
      },
      {
        "document": 648,
        "excerpt": "An improvised weapon is an object wielded as a makeshift weapon, such as broken glass, a table leg, or a frying pan. A Simple"
      },
      {
        "document": 693,
        "excerpt": "y. Injury poison can be applied as a Bonus Action to a weapon, a piece of ammunition, or similar object. The poison remains potent until delivered through a wound or"
      },
      {
        "document": 742,
        "excerpt": "Melee attack with a weapon or an Unarmed Strike (see “Rules Glossary”)"
      },
      {
        "document": 745,
        "excerpt": "Attack with a weapon or an Unarmed Strike."
      },
      {
        "document": 772,
        "excerpt": "Weapon"
      },
      {
        "document": 839,
        "excerpt": "Weapon Mastery"
      },
      {
        "document": 842,
        "excerpt": "Lay On Hands, Spellcasting, Weapon Mastery"
      },
      {
        "document": 844,
        "excerpt": "Magic Weapon"
      },
      {
        "document": 848,
        "excerpt": "Weapon Mastery"
      },
      {
        "document": 849,
        "excerpt": "Spellcasting, Favored Enemy, Weapon Mastery"
      },
      {
        "document": 851,
        "excerpt": "Magic Weapon"
      },
      {
        "document": 855,
        "excerpt": "Expertise, Sneak Attack, Thieves’ Cant, Weapon Mastery"
      },
      {
        "document": 861,
        "excerpt": "Magic Weapon"
      },
      {
        "document": 887,
        "excerpt": "Magic Weapon"
      },
      {
        "document": 912,
        "excerpt": "Spiritual Weapon"
      },
      {
        "document": 962,
        "excerpt": "Weapon Proficiencies"
      },
      {
        "document": 963,
        "excerpt": "Weapon Proficiencies"
      },
      {
        "document": 964,
        "excerpt": "Weapon Proficiencies"
      },
      {
        "document": 965,
        "excerpt": "Weapon Proficiencies"
      },
      {
        "document": 966,
        "excerpt": "Weapon Proficiencies"
      },
      {
        "document": 967,
        "excerpt": "Weapon Proficiencies"
      },
      {
        "document": 968,
        "excerpt": "Weapon Proficiencies"
      },
      {
        "document": 969,
        "excerpt": "Weapon Proficiencies"
      },
      {
        "document": 970,
        "excerpt": "Weapon Proficiencies"
      },
      {
        "document": 971,
        "excerpt": "Weapon Proficiencies"
      },
      {
        "document": 972,
        "excerpt": "Weapon Proficiencies"
      },
      {
        "document": 973,
        "excerpt": "Weapon Proficiencies"
      },
      {
        "document": 980,
        "excerpt": "he most resilient foes. When you hit a creature with a weapon, the weapon deals an extra 1d8 damage to the target if it's missing any of its Hit Points. You can deal"
      },
      {
        "document": 982,
        "excerpt": "Sacred Weapon"
      },
      {
        "document": 983,
        "excerpt": "add them together. The damage has the same type as the weapon or Unarmed Strike used for the attack."
      },
      {
        "document": 986,
        "excerpt": "conic Ancestors table. Your choice affects your Breath Weapon and Damage Resistance traits as well as your appearance. Draconic Ancestors | Dragon | Damage Type | D"
      },
      {
        "document": 1011,
        "excerpt": "Great Weapon Fighting"
      },
      {
        "document": 1013,
        "excerpt": "ng strikes. Once per turn when you hit a target with a weapon, you can roll the weapon's damage dice twice and use either roll against the target."
      },
      {
        "document": 1015,
        "excerpt": "Two-Weapon Fighting"
      },
      {
        "document": 1025,
        "excerpt": "weapon"
      },
      {
        "document": 1030,
        "excerpt": "weapon"
      },
      {
        "document": 1047,
        "excerpt": "weapon"
      },
      {
        "document": 1051,
        "excerpt": "weapon"
      },
      {
        "document": 1052,
        "excerpt": "weapon"
      },
      {
        "document": 1058,
        "excerpt": "weapon"
      },
      {
        "document": 1060,
        "excerpt": "weapon"
      },
      {
        "document": 1062,
        "excerpt": "weapon"
      },
      {
        "document": 1063,
        "excerpt": "weapon"
      },
      {
        "document": 1064,
        "excerpt": "weapon"
      },
      {
        "document": 1065,
        "excerpt": "weapon"
      },
      {
        "document": 1067,
        "excerpt": "weapon"
      },
      {
        "document": 1068,
        "excerpt": "weapon"
      },
      {
        "document": 1070,
        "excerpt": "weapon"
      },
      {
        "document": 1077,
        "excerpt": "weapon"
      },
      {
        "document": 1081,
        "excerpt": "weapon"
      },
      {
        "document": 1085,
        "excerpt": "weapon"
      },
      {
        "document": 1086,
        "excerpt": "weapon"
      },
      {
        "document": 1088,
        "excerpt": "weapon"
      },
      {
        "document": 1089,
        "excerpt": "weapon"
      },
      {
        "document": 1090,
        "excerpt": "weapon"
      },
      {
        "document": 1094,
        "excerpt": "weapon"
      },
      {
        "document": 1096,
        "excerpt": "weapon"
      },
      {
        "document": 1097,
        "excerpt": "weapon"
      },
      {
        "document": 1104,
        "excerpt": "weapon"
      },
      {
        "document": 1105,
        "excerpt": "weapon"
      },
      {
        "document": 1113,
        "excerpt": "weapon"
      },
      {
        "document": 1116,
        "excerpt": "weapon"
      },
      {
        "document": 1124,
        "excerpt": "weapon"
      },
      {
        "document": 1126,
        "excerpt": "weapon"
      },
      {
        "document": 1127,
        "excerpt": "weapon"
      },
      {
        "document": 1129,
        "excerpt": "weapon"
      },
      {
        "document": 1131,
        "excerpt": "weapon"
      },
      {
        "document": 1132,
        "excerpt": "weapon"
      },
      {
        "document": 1143,
        "excerpt": "weapon"
      },
      {
        "document": 1145,
        "excerpt": "weapon"
      },
      {
        "document": 1146,
        "excerpt": "weapon"
      },
      {
        "document": 1148,
        "excerpt": "weapon"
      },
      {
        "document": 1240,
        "excerpt": "u take immediately after hitting a target with a Melee weapon or an Unarmed Strike"
      },
      {
        "document": 1252,
        "excerpt": "item it drops returns to normal size at once. A thrown weapon or piece of ammunition returns to normal size immediately after it hits or misses a target. Enlarge. Th"
      },
      {
        "document": 1253,
        "excerpt": "h you take immediately after hitting a creature with a weapon"
      },
      {
        "document": 1309,
        "excerpt": "e Choose a manufactured metal object, such as a metal weapon or a suit of Heavy or Medium metal armor, that you can see within range. You cause the object to glow re"
      },
      {
        "document": 1340,
        "excerpt": "certain kind of apparel, jewelry, furniture, tool, or weapon. This spell can't locate an object if any thickness of lead blocks a direct path between you and the ob"
      },
      {
        "document": 1348,
        "excerpt": "Magic Weapon"
      },
      {
        "document": 1414,
        "excerpt": "u take immediately after hitting a target with a Melee weapon or an Unarmed Strike"
      },
      {
        "document": 1424,
        "excerpt": "he attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. If the attack deals damage, it can be Force damage or the wea"
      },
      {
        "document": 1425,
        "excerpt": "take immediately after hitting a creature with a Melee weapon or an Unarmed Strike"
      },
      {
        "document": 1441,
        "excerpt": "Spiritual Weapon"
      },
      {
        "document": 1444,
        "excerpt": "like. For example, you could shape a large rock into a weapon, statue, or coffer, or you could make a small passage through a wall that is 5 feet thick. You could als"
      },
      {
        "document": 1448,
        "excerpt": "alf the spell's level (round down), and it uses Breath Weapon. Rend. Melee Attack Roll: Bonus equals your spell attack modifier, reach 10 feet. Hit: 1d6 + 4 + the sp"
      },
      {
        "document": 1466,
        "excerpt": "S, M (a weapon with which you have proficiency and that is worth I+ CP)"
      },
      {
        "document": 1503,
        "excerpt": "Weapon"
      },
      {
        "document": 1504,
        "excerpt": "Weapon"
      },
      {
        "document": 1523,
        "excerpt": "Weapon"
      },
      {
        "document": 1554,
        "excerpt": "Weapon"
      },
      {
        "document": 1555,
        "excerpt": "Weapon"
      },
      {
        "document": 1558,
        "excerpt": "Weapon"
      },
      {
        "document": 1561,
        "excerpt": "as AC 20 and is destroyed if it takes damage from a +3 Weapon or a Disintegrate spell. Nothing else can harm it."
      },
      {
        "document": 1563,
        "excerpt": "Weapon"
      },
      {
        "document": 1568,
        "excerpt": "Weapon"
      },
      {
        "document": 1574,
        "excerpt": "Weapon"
      },
      {
        "document": 1581,
        "excerpt": "Weapon"
      },
      {
        "document": 1583,
        "excerpt": "Weapon"
      },
      {
        "document": 1587,
        "excerpt": "Weapon"
      },
      {
        "document": 1589,
        "excerpt": "'re hit by an attack roll made with a Ranged or Thrown weapon while wearing these gloves, you can take a Reaction to reduce the damage by 1d10 plus your Dexterity mod"
      },
      {
        "document": 1593,
        "excerpt": "Weapon"
      },
      {
        "document": 1598,
        "excerpt": "ne fire opal, you can take a Magic action to cause one weapon you are holding to burst into flames. The flames emit Bright Light in a 10-foot radius and Dim Light for"
      },
      {
        "document": 1602,
        "excerpt": "Weapon"
      },
      {
        "document": 1612,
        "excerpt": "Weapon"
      },
      {
        "document": 1614,
        "excerpt": "Weapon"
      },
      {
        "document": 1615,
        "excerpt": "Weapon"
      },
      {
        "document": 1616,
        "excerpt": "Weapon"
      },
      {
        "document": 1617,
        "excerpt": "Weapon"
      },
      {
        "document": 1627,
        "excerpt": "eyond your declared draws. Key. A Rare or rarer magic weapon with which you are proficient appears on your person. The GM chooses the weapon. Knight. You gain the s"
      },
      {
        "document": 1631,
        "excerpt": "Weapon"
      },
      {
        "document": 1632,
        "excerpt": "Weapon"
      },
      {
        "document": 1634,
        "excerpt": "on, Very Rare One vial of this oil can coat one Melee weapon or twenty pieces of ammunition, but only ammunition and Melee weapons that are nonmagical and deal Slash"
      },
      {
        "document": 1664,
        "excerpt": "Weapon"
      },
      {
        "document": 1701,
        "excerpt": "Weapon"
      },
      {
        "document": 1705,
        "excerpt": "end the curse on you. Whenever an attack with a Ranged weapon targets a creature within 10 feet of you, the curse causes you to become the target instead."
      },
      {
        "document": 1726,
        "excerpt": "Weapon"
      },
      {
        "document": 1727,
        "excerpt": "Weapon"
      },
      {
        "document": 1728,
        "excerpt": "Weapon"
      },
      {
        "document": 1729,
        "excerpt": "Weapon"
      },
      {
        "document": 1733,
        "excerpt": "Weapon"
      },
      {
        "document": 1737,
        "excerpt": "Weapon"
      },
      {
        "document": 1739,
        "excerpt": "Vicious Weapon"
      },
      {
        "document": 1740,
        "excerpt": "Weapon"
      },
      {
        "document": 1754,
        "excerpt": "Weapon, +1, +2, or +3"
      },
      {
        "document": 1755,
        "excerpt": "Weapon of Warning"
      },
      {
        "document": 1800,
        "excerpt": "e bandit is hit by a melee attack roll while holding a weapon. Response: The bandit adds 2 to its AC against that attack, possibly causing it to miss."
      },
      {
        "document": 1810,
        "excerpt": "ing the pudding and dealing any damage. Any nonmagical weapon takes a cumulative -1 penalty to attack rolls immediately after dealing damage to the pudding and coming"
      },
      {
        "document": 1838,
        "excerpt": "Spiritual Weapon (2/Day). The cultist casts the Spiritual Weapon spell, using the same spellcasting ability as Spellcasti"
      },
      {
        "document": 1859,
        "excerpt": "erinyes is hit by a melee attack roll while holding a weapon. Response: The erinyes adds 4 to its AC against that attack, possibly causing it to miss."
      },
      {
        "document": 1904,
        "excerpt": "ladiator is hit by a melee attack roll while holding a weapon. Response: The gladiator adds 3 to its AC against that attack, possibly causing it to miss."
      },
      {
        "document": 1912,
        "excerpt": "itting the ooze and dealing any damage. Any nonmagical weapon takes a cumulative -1 penalty to attack rolls immediately after dealing damage to the ooze and coming in"
      },
      {
        "document": 1944,
        "excerpt": "e knight is hit by a melee attack roll while holding a weapon. Response: The knight adds 2 to its AC against that attack, possibly causing it to miss."
      },
      {
        "document": 1957,
        "excerpt": "marilith is hit by a melee attack roll while holding a weapon. Response: The marilith adds 5 to its AC against that attack, possibly causing it to miss."
      },
      {
        "document": 1971,
        "excerpt": "he noble is hit by a melee attack roll while holding a weapon. Response: The noble adds 2 to its AC against that attack, possibly causing it to miss."
      },
      {
        "document": 1984,
        "excerpt": "e pirate is hit by a melee attack roll while holding a weapon. Response: The pirate adds 3 to its AC against that attack, possibly causing it to miss. On a miss, the"
      },
      {
        "document": 2007,
        "excerpt": "nster targets one nonmagical metal object - armor or a weapon - worn or carried by a creature within 5 feet of itself. Dexterity Saving Throw: DC 11, the creature wit"
      },
      {
        "document": 2055,
        "excerpt": "er. Stake to the Heart. The vampire is destroyed if a weapon that deals Piercing damage is driven into the vampire's heart while the vampire has the Incapacitated co"
      },
      {
        "document": 2056,
        "excerpt": "s its turn in running water. Stake to the Heart. If a weapon that deals Piercing damage is driven into the vampire's heart while the vampire has the Incapacitated co"
      },
      {
        "document": 2064,
        "excerpt": "warrior is hit by a melee attack roll while holding a weapon. Response: The warrior adds 2 to its AC against that attack, possibly causing it to miss."
      }
    ],
    "weapon's": [
      {
        "document": 99,
        "excerpt": "on underwater automatically misses a target beyond the weapon's normal range, and the attack roll has Disadvantage against a target within normal range."
      },
      {
        "document": 241,
        "excerpt": "you have proficiency is one of the following unless a weapon's property says otherwise: Melee attack bonus = Strength modifier + Proficiency Bonus Ranged attack bonu"
      },
      {
        "document": 328,
        "excerpt": "roperty. The range lists two numbers. The first is the weapon's normal range in feet, and the second is the weapon's long range. When attacking a target beyond normal r"
      },
      {
        "document": 397,
        "excerpt": "in your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can mak"
      },
      {
        "document": 447,
        "excerpt": "quired by a weapon that has the Ammunition property. A weapon's description specifies the type of ammunition used by the weapon. The Ammunition table lists the differen"
      },
      {
        "document": 453,
        "excerpt": "The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you ne"
      },
      {
        "document": 648,
        "excerpt": "e GM may say it functions as that weapon and uses that weapon's rules. For example, the GM could treat a table leg as a Club."
      },
      {
        "document": 970,
        "excerpt": "ged weapon. The extra damage's type is the same as the weapon's type. You don't need Advantage on the attack roll if at least one of your allies is within 5 feet of th"
      },
      {
        "document": 980,
        "excerpt": "thin 5 feet of the original target, that is within the weapon's range, and that you haven't attacked this turn."
      },
      {
        "document": 1013,
        "excerpt": "when you hit a target with a weapon, you can roll the weapon's damage dice twice and use either roll against the target."
      },
      {
        "document": 1424,
        "excerpt": "mage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. If the attack deals damage, it can be Force damage or the weapon's normal damag"
      },
      {
        "document": 1466,
        "excerpt": "e attack deals damage, it can be Radiant damage or the weapon's normal damage type (your choice). Cantrip Upgrade. Whether you deal Radiant damage or the weapon's norm"
      },
      {
        "document": 1558,
        "excerpt": "ach of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls"
      },
      {
        "document": 1563,
        "excerpt": "c weapon. The weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon."
      },
      {
        "document": 1587,
        "excerpt": "his weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition."
      },
      {
        "document": 1739,
        "excerpt": "it hits. This extra damage is of the same type as the weapon's normal damage."
      },
      {
        "document": 1754,
        "excerpt": "with this magic weapon. The bonus is determined by the weapon's rarity."
      }
    ],
    "weapons": [
      {
        "document": 34,
        "excerpt": "are good at various things. Some are skilled with many weapons, while others can use only a few. Some are better at understanding people's motives, and others are bett"
      },
      {
        "document": 41,
        "excerpt": "A character gains proficiency with various weapons and tools from their class and background. There are two categories of equipment proficiency: Weapons."
      },
      {
        "document": 51,
        "excerpt": "“Adventuring Gear” sections are especially useful. The weapons in “Equipment” can also be used for more than battle; you could use a Quarterstaff, for example, to push"
      },
      {
        "document": 99,
        "excerpt": "Impeded Weapons"
      },
      {
        "document": 115,
        "excerpt": "Weapons"
      },
      {
        "document": 134,
        "excerpt": "continual thorn in the side. Most sentient items are weapons, but other kinds of items can manifest sentience. Single-use items such as potions and scrolls are never"
      },
      {
        "document": 241,
        "excerpt": "a different way to calculate your AC. Attacks. In the Weapons & Damage Cantrips section of the character sheet, write your starting weapons. The attack roll bonus for"
      },
      {
        "document": 394,
        "excerpt": "IMPROVISED WEAPONS"
      },
      {
        "document": 403,
        "excerpt": "ur next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet."
      },
      {
        "document": 405,
        "excerpt": "ainst that creature before the end of your next turn. Weapons"
      },
      {
        "document": 409,
        "excerpt": "Weapons"
      },
      {
        "document": 433,
        "excerpt": "(DC 10) Craft: Club, Greatclub, Quarterstaff, Ranged weapons (except Pistol, Musket, and Sling), Arcane Focus, Arrows, Bolts, Druidic Focus, Ink Pen, Needles"
      },
      {
        "document": 442,
        "excerpt": "ions of the properties in the Properties column of the Weapons table."
      },
      {
        "document": 555,
        "excerpt": "eapon or an Unarmed Strike. Equipping and Unequipping Weapons. You can either equip or unequip one weapon when you make an attack as part of this action. You do so ei"
      },
      {
        "document": 572,
        "excerpt": "ple or Martial weapon category. See also “Equipment” (“Weapons”)."
      },
      {
        "document": 648,
        "excerpt": "Improvised Weapons"
      },
      {
        "document": 662,
        "excerpt": "50 GP (including unspent gold). Don't include Martial weapons or armor, as characters get them from their class choices."
      },
      {
        "document": 686,
        "excerpt": "wind imposes Disadvantage on ranged attack rolls with weapons. It also extinguishes open flames and disperses fog. A flying creature in a strong wind must land at the"
      },
      {
        "document": 758,
        "excerpt": "Proficiency with all Simple weapons"
      },
      {
        "document": 766,
        "excerpt": "Weapons"
      },
      {
        "document": 818,
        "excerpt": "Weapons"
      },
      {
        "document": 928,
        "excerpt": "Weapons"
      },
      {
        "document": 962,
        "excerpt": "Simple and Martial weapons"
      },
      {
        "document": 963,
        "excerpt": "Simple weapons"
      },
      {
        "document": 964,
        "excerpt": "Simple weapons"
      },
      {
        "document": 965,
        "excerpt": "Simple weapons"
      },
      {
        "document": 966,
        "excerpt": "Simple and Martial weapons"
      },
      {
        "document": 967,
        "excerpt": "Simple weapons and Martial weapons that have the Light property"
      },
      {
        "document": 968,
        "excerpt": "Simple and Martial weapons"
      },
      {
        "document": 969,
        "excerpt": "Simple and Martial weapons"
      },
      {
        "document": 970,
        "excerpt": "Simple weapons and Martial weapons that have the Finesse or Light property"
      },
      {
        "document": 971,
        "excerpt": "Simple weapons"
      },
      {
        "document": 972,
        "excerpt": "Simple weapons"
      },
      {
        "document": 973,
        "excerpt": "Simple weapons"
      },
      {
        "document": 974,
        "excerpt": "Your attack rolls with weapons and Unarmed Strikes can score a Critical Hit on a roll of 19 or 20 on the d20."
      },
      {
        "document": 1001,
        "excerpt": "u gain a +2 bonus to attack rolls you make with Ranged weapons."
      },
      {
        "document": 1153,
        "excerpt": "to change your appearance in this way again. Natural Weapons. You grow claws (Slashing), fangs (Piercing), horns (Piercing), or hooves (Bludgeoning). When you use yo"
      },
      {
        "document": 1159,
        "excerpt": "can cast spells or make attacks with Ranged or Reach weapons through the barrier. If you move so that an affected creature is forced to pass through the barrier, th"
      },
      {
        "document": 1234,
        "excerpt": "r You make yourself - including your clothing, armor, weapons, and other belongings on your person - look different until the spell ends. You can seem 1 foot shorter"
      },
      {
        "document": 1239,
        "excerpt": "ion: 1 minute Until the spell ends, your attacks with weapons deal an extra 1d4 Radiant damage on a hit."
      },
      {
        "document": 1252,
        "excerpt": "saving throws. The target's attacks with its enlarged weapons or Unarmed Strikes deal an extra 1d4 damage on a hit. Reduce. The target's size decreases by one catego"
      },
      {
        "document": 1259,
        "excerpt": "te items that require a high degree of skill - such as weapons and armor - unless you have proficiency with the type of Artisan's Tools used to craft such objects."
      },
      {
        "document": 1354,
        "excerpt": "ould say, “Now is not the time for violence. Drop your weapons, and dance! Stop in an hour.” Each target must succeed on a Wisdom saving throw or have the Charmed con"
      },
      {
        "document": 1446,
        "excerpt": "cult Terrain and Heavily Obscured, ranged attacks with weapons are impossible there, and strong wind blows through the area."
      },
      {
        "document": 1523,
        "excerpt": "times. You also have Disadvantage on attack rolls with weapons other than this one. Whenever another creature damages you while the weapon is in your possession, you"
      },
      {
        "document": 1530,
        "excerpt": "and you gain a +2 bonus to damage rolls made with such weapons."
      },
      {
        "document": 1562,
        "excerpt": "you have Advantage on saving throws against the breath weapons of Dragons, and you have Resistance to one damage type determined by the kind of dragon that provided th"
      },
      {
        "document": 1623,
        "excerpt": "errain features (such as walls, doors, trees, flowers, weapons, webs, and pits), provided these elements are all confined to a 20-foot Cube. The effort takes 10 minute"
      },
      {
        "document": 1632,
        "excerpt": ", you have Disadvantage on attack rolls with all other weapons."
      },
      {
        "document": 1634,
        "excerpt": "ty pieces of ammunition, but only ammunition and Melee weapons that are nonmagical and deal Slashing or Piercing damage are affected. Applying the oil takes 1 minute,"
      },
      {
        "document": 1705,
        "excerpt": "ave Resistance to damage from attacks made with Ranged weapons. Curse. This Shield is cursed. Attuning to it curses you until you are targeted by a Remove Curse spell"
      },
      {
        "document": 1884,
        "excerpt": "you can (harmlessly) remove its horns and use them as weapons. One horn becomes a +1 Lance, and the other becomes a +2 Longsword. Removing a horn requires a Magic act"
      },
      {
        "document": 1997,
        "excerpt": "Piercing damage from weapons wielded by creatures under the effect of a Bless spell"
      }
    ],
    "weapons'": [
      {
        "document": 105,
        "excerpt": ", such as the damage of a Blowgun. See “Equipment” for weapons' damage dice and “Spells” for spells' damage dice."
      }
    ],
    "wear": [
      {
        "document": 117,
        "excerpt": ". Use your discretion to decide whether a creature can wear an item not made for its anatomy. A ring placed on a tentacle might work, but a yuan-ti with a snakelike"
      },
      {
        "document": 266,
        "excerpt": "65 A nightcap that gives you pleasant dreams when you wear it 66 A single caltrop made from bone 67 A gold monocle frame without the lens 68 A l-inch cube, each"
      },
      {
        "document": 269,
        "excerpt": "eet. Armor training with a kind of armor means you can wear that armor effectively, gaining defensive bonuses from it. The categories of armor are described in “Equ"
      },
      {
        "document": 385,
        "excerpt": "You can't wear more than one of certain magic items. You can't normally wear more than one pair of footwear, one pair o"
      },
      {
        "document": 406,
        "excerpt": "r Class column tells you what your base AC is when you wear a type of armor. For example, if you wear Leather Armor, your base AC is 11 plus your Dexterity modifier"
      },
      {
        "document": 408,
        "excerpt": "If you wear Light, Medium, or Heavy armor and lack training with it, you have Disadvantage on any D20 Test that invo"
      },
      {
        "document": 411,
        "excerpt": "A creature can wear only one suit of armor at a time and wield only one Shield at a time. Armor"
      },
      {
        "document": 544,
        "excerpt": "rtain category without the following drawbacks. If you wear Light, Medium, or Heavy armor and lack training with it, you have Disadvantage on any D20 Test that invo"
      },
      {
        "document": 744,
        "excerpt": "Tell a convincing lie, or wear a disguise convincingly."
      },
      {
        "document": 965,
        "excerpt": "GM decides whether it's practical for the new form to wear a piece of equipment based on the creature's size and shape. Your equipment doesn't change size or shape"
      },
      {
        "document": 980,
        "excerpt": "ith the other one. Colossus Slayer: Your tenacity can wear down even the most resilient foes. When you hit a creature with a weapon, the weapon deals an extra 1d8"
      },
      {
        "document": 1477,
        "excerpt": "rings worth 50+ GP each, which you and the target must wear for the duration)"
      },
      {
        "document": 1505,
        "excerpt": "equires Attunement) Your Constitution is 19 while you wear this amulet. It has no effect on you if your Constitution is 19 or higher without it."
      },
      {
        "document": 1511,
        "excerpt": "o Bludgeoning, Piercing, and Slashing damage while you wear this armor. Metal Shell. You can take a Magic action to give yourself Immunity to Bludgeoning, Piercing"
      },
      {
        "document": 1512,
        "excerpt": ") You have Resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly by rolling on the following table."
      },
      {
        "document": 1524,
        "excerpt": "Wondrous Item, Uncommon While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have Ad"
      },
      {
        "document": 1525,
        "excerpt": "Wondrous Item, Rare (Requires Attunement) While you wear these boots, you can cast Levitate on yourself."
      },
      {
        "document": 1526,
        "excerpt": "Wondrous Item, Rare (Requires Attunement) While you wear these boots, you can take a Bonus Action to click the boots' heels together. If you do, the boots double"
      },
      {
        "document": 1527,
        "excerpt": "ndrous Item, Uncommon (Requires Attunement) While you wear these boots, your Speed becomes 30 feet unless your Speed is higher, and your Speed isn't reduced by you"
      },
      {
        "document": 1542,
        "excerpt": "Wondrous Item, Rare (Requires Attunement) While you wear this cloak, it magically projects an illusion that makes you appear to be standing in a place near your"
      },
      {
        "document": 1543,
        "excerpt": "ndrous Item, Uncommon (Requires Attunement) While you wear this cloak, Wisdom (Perception) checks made to perceive you have Disadvantage, and you have Advantage on"
      },
      {
        "document": 1545,
        "excerpt": "a +1 bonus to Armor Class and saving throws while you wear this cloak."
      },
      {
        "document": 1573,
        "excerpt": "t), Rare You gain a +1 bonus to Armor Class while you wear this armor. You are considered trained with this armor even if you lack training with Medium or Heavy ar"
      },
      {
        "document": 1584,
        "excerpt": "n (Requires Attunement) Your Strength is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them."
      },
      {
        "document": 1597,
        "excerpt": "equires Attunement) Your Intelligence is 19 while you wear this headband. It has no effect on you if your Intelligence is 19 or higher without it."
      },
      {
        "document": 1618,
        "excerpt": "ve Advantage on saving throws against spells while you wear this cloak."
      },
      {
        "document": 1627,
        "excerpt": "y at dawn until you die. Talons. Every magic item you wear or carry disintegrates. Artifacts in your possession vanish instead. Throne. You gain proficiency and E"
      },
      {
        "document": 1637,
        "excerpt": "hrows to avoid or end the Poisoned condition while you wear this pendant."
      },
      {
        "document": 1638,
        "excerpt": "chain has a brilliant-cut black gem pendant. While you wear it, you have Immunity to the Poisoned condition and Poison damage."
      },
      {
        "document": 1670,
        "excerpt": "Ring, Rare (Requires Attunement) While you wear this ring, Difficult Terrain doesn't cost you extra movement. In addition, magic can neither reduce any"
      },
      {
        "document": 1684,
        "excerpt": "ition, while wearing this ring, you and everything you wear and carry are unharmed by temperatures of 0 degrees Fahrenheit or lower."
      },
      {
        "document": 1687,
        "excerpt": "This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits: All-Around Vision. The robe gives you Advantage on Wisdom (P"
      },
      {
        "document": 1688,
        "excerpt": "regains 1d3 expended charges daily at dawn. While you wear it, you can take a Magic action and expend 1 charge to cause the garment to display a shifting pattern o"
      },
      {
        "document": 1689,
        "excerpt": "stars. You gain a +1 bonus to saving throws while you wear it. Six stars, located on the robe's upper-front portion, are particularly large. While wearing this ro"
      },
      {
        "document": 1707,
        "excerpt": "ndrous Item, Uncommon (Requires Attunement) While you wear these light shoes, you can move up, down, and across vertical surfaces and along ceilings, while leaving"
      },
      {
        "document": 1730,
        "excerpt": "l. You gain a +2 bonus to spell attack rolls while you wear or hold it. Pure Rebuke. The talisman has 7 charges. While wearing or holding the talisman, you can tak"
      },
      {
        "document": 1732,
        "excerpt": "l. You gain a +2 bonus to spell attack rolls while you wear or hold it. Ultimate End. The talisman has 6 charges. While wearing or holding the talisman, you can ta"
      },
      {
        "document": 2074,
        "excerpt": "Ephemeral. The wisp can't wear or carry anything. Illumination. The wisp sheds Bright Light in a 20-foot radius and Dim Light for an a"
      }
    ],
    "wearable": [
      {
        "document": 116,
        "excerpt": "Wondrous Items include wearable items such as boots, belts, capes, amulets, brooches, and circlets. Bags, carpets, figurines, horns, mus"
      }
    ],
    "wearer": [
      {
        "document": 117,
        "excerpt": "to be worn tend to magically adjust themselves to the wearer. However, you can decide that a magic item doesn't adjust its size to fit any wearer. For example, a par"
      },
      {
        "document": 384,
        "excerpt": "adjustable, or they magically adjust themselves to the wearer."
      },
      {
        "document": 406,
        "excerpt": "armor reduces the wearer's speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score. Stealth. If the table shows “Disadvantag"
      },
      {
        "document": 1673,
        "excerpt": "pathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication."
      },
      {
        "document": 1678,
        "excerpt": "es spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1"
      },
      {
        "document": 2018,
        "excerpt": "mulet are on the same plane of existence, the amulet's wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction"
      }
    ],
    "wearer's": [
      {
        "document": 406,
        "excerpt": "ength column for an armor type, that armor reduces the wearer's speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score. Steal"
      },
      {
        "document": 421,
        "excerpt": "lb. Utilize: Modify footwear to give Advantage on the wearer's next Dexterity (Acrobatics) check (DC 10) Craft: Climber's Kit"
      }
    ],
    "wearing": [
      {
        "document": 337,
        "excerpt": "nificance. Some events and locations admit only people wearing a Robe bearing certain colors or symbols."
      },
      {
        "document": 378,
        "excerpt": "esign might hint that it's a Ring of Feather Falling. Wearing or experimenting with an item can also offer hints about its properties. In the specific case of Potions"
      },
      {
        "document": 384,
        "excerpt": "Wearing and Wielding Items"
      },
      {
        "document": 386,
        "excerpt": "h items of the pair are worn. For example, a character wearing a Boot of Striding and Springing on one foot and a Boot of Elvenkind on the other foot gains no benefit"
      },
      {
        "document": 471,
        "excerpt": "d details. Some events and locations admit only people wearing these clothes."
      },
      {
        "document": 474,
        "excerpt": "While wearing a Costume, you have Advantage on any ability check you make to impersonate the person or type of person"
      },
      {
        "document": 511,
        "excerpt": "You must have training with any armor you are wearing to cast spells while wearing it. You are otherwise too hampered by the armor for spellcasting."
      },
      {
        "document": 563,
        "excerpt": "Attacks. When you teleport, all the equipment you're wearing and carrying teleports with you. If you're touching another creature when you teleport, that creature do"
      },
      {
        "document": 681,
        "excerpt": "and increases by 1 for each additional hour. Creatures wearing Medium or Heavy armor have Disadvantage on the save. Creatures that have Resistance or Immunity to Fire"
      },
      {
        "document": 962,
        "excerpt": "ence. You can enter it as a Bonus Action if you aren't wearing Heavy armor. You can enter your Rage the number of times shown for your Barbarian level in the Rages co"
      },
      {
        "document": 967,
        "excerpt": "e unarmed or wielding only Monk weapons and you aren't wearing armor or wielding a Shield. Bonus Unarmed Strike. You can make an Unarmed Strike as a Bonus Action. Ma"
      },
      {
        "document": 969,
        "excerpt": "Your Speed increases by 10 feet while you aren't wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed."
      },
      {
        "document": 977,
        "excerpt": "e also covered by dragon-like scales. While you aren't wearing armor, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers."
      },
      {
        "document": 1009,
        "excerpt": "t (Prerequisite: Fighting Style Feature) While you're wearing Light, Medium, or Heavy armor, you gain a +1 bonus to Armor Class."
      },
      {
        "document": 1155,
        "excerpt": "the uniform of the town guard” or “a red-haired dwarf wearing a pointed hat.” You also communicate a message of up to twenty-five words. The Beast travels for the dur"
      },
      {
        "document": 1235,
        "excerpt": "it to 0 Hit Points, it and everything nonmagical it is wearing and carrying are disintegrated into gray dust. The target can be revived only by a True Resurrection or"
      },
      {
        "document": 1252,
        "excerpt": "has no effect. Everything that a targeted creature is wearing and carrying changes size with it. Any item it drops returns to normal size at once. A thrown weapon or"
      },
      {
        "document": 1265,
        "excerpt": "mension, it leaves behind in its space anything it was wearing or carrying. One Familiar Only. You can't have more than one familiar at a time. If you cast this spell"
      },
      {
        "document": 1266,
        "excerpt": ". When it disappears, it leaves behind anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the steed that disappeared or a"
      },
      {
        "document": 1286,
        "excerpt": "ure you touch shape-shifts, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends on the target if it drops to 0 Hit Poi"
      },
      {
        "document": 1309,
        "excerpt": "e object is within range. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or dro"
      },
      {
        "document": 1342,
        "excerpt": "ation: 8 hours You touch a willing creature who isn't wearing armor. Until the spell ends, the target's base AC becomes 13 plus its Dexterity modifier. The spell ends"
      },
      {
        "document": 1463,
        "excerpt": "nto an object, it transforms along with whatever it is wearing and carrying into that form, as long as the object's size is no larger than the creature's size. The cre"
      },
      {
        "document": 1494,
        "excerpt": "t's creator can somehow see you. Any equipment you are wearing or carrying is also concealed. Attacks Affected. Attack rolls against you have Disadvantage, and your a"
      },
      {
        "document": 1496,
        "excerpt": "transformed, along with any nonmagical objects you are wearing and carrying, into a solid inanimate substance (usually stone). Your weight increases by a factor of ten"
      },
      {
        "document": 1502,
        "excerpt": "e of the hardest substances in existence. While you're wearing it, any Critical Hit against you becomes a normal hit."
      },
      {
        "document": 1506,
        "excerpt": "Wondrous Item, Uncommon (Requires Attunement) While wearing this amulet, you can't be targeted by Divination spells or perceived through magical scrying sensors unl"
      },
      {
        "document": 1507,
        "excerpt": "Wondrous Item, Very Rare (Requires Attunement) While wearing this amulet, you can take a Magic action to name a location that you are familiar with on another plane"
      },
      {
        "document": 1510,
        "excerpt": "Legendary (+3) You have a bonus to Armor Class while wearing this armor. The bonus is determined by its rarity."
      },
      {
        "document": 1511,
        "excerpt": "shing damage for 10 minutes or until you are no longer wearing the armor. Once this property is used, it can't be used again until the next dawn."
      },
      {
        "document": 1513,
        "excerpt": ", Medium, or Heavy), Rare (Requires Attunement) While wearing this armor, you have Resistance to one of the following damage types: Bludgeoning, Piercing, or Slashing"
      },
      {
        "document": 1521,
        "excerpt": "Wondrous Item, Rare (Requires Attunement) While wearing this belt, you gain the following benefits: Dwarvish. You know Dwarvish. Friend of Dwarvenkind. You ha"
      },
      {
        "document": 1522,
        "excerpt": "drous Item, Rarity Varies (Requires Attunement) While wearing this belt, your Strength changes to a score granted by the belt. The type of giant determines the score"
      },
      {
        "document": 1527,
        "excerpt": "carrying weight in excess of your carrying capacity or wearing Heavy Armor. Once on each of your turns, you can jump up to 30 feet by spending only 10 feet of movemen"
      },
      {
        "document": 1528,
        "excerpt": "ent) These furred boots are snug and feel warm. While wearing them, you gain the following benefits. Cold Resistance. You have Resistance to Cold damage and can tole"
      },
      {
        "document": 1530,
        "excerpt": "Wondrous Item, Uncommon (Requires Attunement) While wearing these bracers, you have proficiency with the Longbow and Shortbow, and you gain a +2 bonus to damage rol"
      },
      {
        "document": 1531,
        "excerpt": "Wondrous Item, Rare (Requires Attunement) While wearing these bracers, you gain a +2 bonus to Armor Class if you are wearing no armor and using no Shield."
      },
      {
        "document": 1533,
        "excerpt": "Wondrous Item, Uncommon (Requires Attunement) While wearing this brooch, you have Resistance to Force damage, and you have Immunity to damage from the Magic Missile"
      },
      {
        "document": 1536,
        "excerpt": "em, Rare This cape smells faintly of brimstone. While wearing it, you can use it to cast Dimension Door as a Magic action. This property can't be used again until the"
      },
      {
        "document": 1540,
        "excerpt": "Wondrous Item, Uncommon While wearing this circlet, you can cast Scorching Ray with it (+5 to hit). The circlet can't cast this spell again un"
      },
      {
        "document": 1541,
        "excerpt": "ack silk interwoven with faint, silvery threads. While wearing it, you gain the following benefits. Poison Resistance. You have Resistance to Poison damage. Spider C"
      },
      {
        "document": 1544,
        "excerpt": "and regains 1d3 expended charges daily at dawn. While wearing the cloak, you can take a Magic action to pull its hood over your head and expend 1 charge to give your"
      },
      {
        "document": 1546,
        "excerpt": "Wondrous Item, Rare (Requires Attunement) While wearing this cloak, you have Advantage on Dexterity (Stealth) checks. In an area of Dim Light or Darkness, you c"
      },
      {
        "document": 1547,
        "excerpt": "Wondrous Item, Uncommon (Requires Attunement) While wearing this cloak, you can breathe underwater, and you have a Swim Speed of 60 feet."
      },
      {
        "document": 1559,
        "excerpt": "ium, or Heavy), Very Rare (Requires Attunement) While wearing this armor, you gain a +1 bonus to Armor Class, and you know Abyssal. In addition, the armor's clawed ga"
      },
      {
        "document": 1562,
        "excerpt": "ither case, Dragon Scale Mail is highly valued. While wearing this armor, you gain a +1 bonus to Armor Class, you have Advantage on saving throws against the breath w"
      },
      {
        "document": 1567,
        "excerpt": "mor (Half Plate Armor or Plate Armor), Very Rare While wearing this armor, you gain a +2 bonus to Armor Class. In addition, if an effect moves you against your will al"
      },
      {
        "document": 1576,
        "excerpt": "l lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 or more charges to cast Charm Person (save DC 13). For 1 charge, you cast the lev"
      },
      {
        "document": 1577,
        "excerpt": "ncommon These crystal lenses fit over the eyes. While wearing them, your vision improves significantly out to a range of 1 foot, granting you Darkvision within that r"
      },
      {
        "document": 1578,
        "excerpt": "ncommon These crystal lenses fit over the eyes. While wearing them, you have Advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibi"
      },
      {
        "document": 1588,
        "excerpt": "Armor (Studded Leather Armor), Rare While wearing this armor, you gain a +1 bonus to Armor Class. You can also take a Bonus Action to cause the armor to a"
      },
      {
        "document": 1589,
        "excerpt": "attack roll made with a Ranged or Thrown weapon while wearing these gloves, you can take a Reaction to reduce the damage by 1d10 plus your Dexterity modifier if you h"
      },
      {
        "document": 1590,
        "excerpt": "Wondrous Item, Uncommon (Requires Attunement) While wearing these gloves, you have a Climb Speed and a Swim Speed equal to your Speed, and you gain a +5 bonus to St"
      },
      {
        "document": 1591,
        "excerpt": "mmon These gloves are imperceptible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks."
      },
      {
        "document": 1592,
        "excerpt": "Wondrous Item, Uncommon While wearing these dark lenses, you have Darkvision out to 60 feet. If you already have Darkvision, wearing the goggl"
      },
      {
        "document": 1593,
        "excerpt": "Giant's Bane. While you are attuned to the weapon and wearing either a Belt of Giant Strength or Gauntlets of Ogre Power to which you are also attuned, you gain the f"
      },
      {
        "document": 1595,
        "excerpt": "Wondrous Item, Uncommon (Requires Attunement) While wearing this hat, you can cast the Disguise Self spell. The spell ends if the hat is removed."
      },
      {
        "document": 1598,
        "excerpt": "oses its magic. You gain the following benefits while wearing the helm. Diamond Light. As long as it has at least one diamond, the helm emits a 30-foot Emanation. Wh"
      },
      {
        "document": 1599,
        "excerpt": "Wondrous Item, Uncommon While wearing this helm, you can cast Comprehend Languages from it."
      },
      {
        "document": 1600,
        "excerpt": "Wondrous Item, Uncommon (Requires Attunement) While wearing this helm, you have telepathy with a range of 30 feet, and you can cast Detect Thoughts or Suggestion (s"
      },
      {
        "document": 1601,
        "excerpt": "(Requires Attunement) This helm has 3 charges. While wearing it, you can expend 1 charge to cast Teleport from it. The helm regains 1d3 expended charges daily at daw"
      },
      {
        "document": 1609,
        "excerpt": "biting your head is considered to be an object you are wearing. The orbiting stone avoids contact with other creatures and objects, adjusting its orbit to avoid collis"
      },
      {
        "document": 1624,
        "excerpt": "quires Attunement) The medallion has 5 charges. While wearing it, you can expend 1 charge to cast Detect Thoughts (save DC 13) from it. The medallion regains 1d4 expe"
      },
      {
        "document": 1625,
        "excerpt": "saving throw or be trapped, along with anything it is wearing or carrying, in one of the mirror's twelve extradimensional cells. A creature that knows the mirror's na"
      },
      {
        "document": 1627,
        "excerpt": "on in an extradi-dimensional sphere. Everything you're wearing and carrying disappears with you except for Artifacts, which stay behind in the space you occupied when"
      },
      {
        "document": 1628,
        "excerpt": "Wondrous Item, Uncommon (Requires Attunement) While wearing this necklace, you can breathe normally in any environment, and you have Advantage on saving throws made"
      },
      {
        "document": 1630,
        "excerpt": "han one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a Bonus Action (using your spell s"
      },
      {
        "document": 1633,
        "excerpt": "ium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil tak"
      },
      {
        "document": 1635,
        "excerpt": "ium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil tak"
      },
      {
        "document": 1637,
        "excerpt": "Wondrous Item, Uncommon (Requires Attunement) While wearing this pendant, you can take a Magic action to regain 2d4 + 2 Hit Points. Once used, this property can't b"
      },
      {
        "document": 1639,
        "excerpt": "Wondrous Item, Uncommon (Requires Attunement) While wearing this pendant, you gain the following benefits. Life Preservation. Whenever you make a Death Saving Thro"
      },
      {
        "document": 1643,
        "excerpt": "Armor), Legendary (Requires Attunement) While you're wearing this armor, you can take a Magic action and use a command word to gain the effect of the Etherealness sp"
      },
      {
        "document": 1665,
        "excerpt": "d it regains 1d3 expended charges daily at dawn. While wearing the ring, you can expend 1 charge to cast one of the following spells (save DC 13) from it: - Animal Fr"
      },
      {
        "document": 1666,
        "excerpt": "Ring, Legendary (Requires Attunement) While wearing this ring, you can take a Magic action to summon a particular Djinni from the Elemental Plane of Air. Th"
      },
      {
        "document": 1667,
        "excerpt": "s the following two properties: Elemental Bane. While wearing the ring, you have Advantage on attack rolls against Elementals and they have Disadvantage on attack rol"
      },
      {
        "document": 1668,
        "excerpt": "at dawn. When you fail a Dexterity saving throw while wearing the ring, you can take a Reaction to expend 1 charge to succeed on that save instead."
      },
      {
        "document": 1669,
        "excerpt": "Ring, Rare (Requires Attunement) When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling."
      },
      {
        "document": 1671,
        "excerpt": "Ring, Legendary (Requires Attunement) While wearing this ring, you can take a Magic action to give yourself the Invisible condition. You remain Invisible un"
      },
      {
        "document": 1672,
        "excerpt": "Ring, Uncommon (Requires Attunement) While wearing this ring, you can cast Jump from it, but can target only yourself when you do so."
      },
      {
        "document": 1673,
        "excerpt": "Ring, Uncommon (Requires Attunement) While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether"
      },
      {
        "document": 1674,
        "excerpt": "gain a +1 bonus to Armor Class and saving throws while wearing this ring."
      },
      {
        "document": 1675,
        "excerpt": "Ring, Very Rare (Requires Attunement) While wearing this ring, you regain 1d6 Hit Points every 10 minutes if you have at least 1 Hit Point. If you lose a bo"
      },
      {
        "document": 1676,
        "excerpt": "ng, Rare You have Resistance to one damage type while wearing this ring. The gemstone in the ring indicates the type, which the GM chooses or determines randomly by r"
      },
      {
        "document": 1678,
        "excerpt": "st the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell atta"
      },
      {
        "document": 1679,
        "excerpt": "Ring, Legendary (Requires Attunement) While wearing this ring, you have Advantage on saving throws against spells. If you succeed on the save for a spell of"
      },
      {
        "document": 1680,
        "excerpt": "Ring, Uncommon You have a Swim Speed of 40 feet while wearing this ring."
      },
      {
        "document": 1681,
        "excerpt": "Ring, Very Rare (Requires Attunement) While wearing this ring, you can cast Telekinesis from it."
      },
      {
        "document": 1682,
        "excerpt": "and regains 1d3 expended charges daily at dawn. While wearing the ring, you can take a Magic action to expend 1 to 3 charges to make a ranged spell attack against one"
      },
      {
        "document": 1683,
        "excerpt": "Ring, Legendary While wearing this ring, you can expend 1 of its 3 charges to cast Wish from it. The ring becomes non-magical when you"
      },
      {
        "document": 1684,
        "excerpt": "n (Requires Attunement) If you take Cold damage while wearing this ring, the ring reduces the damage you take by 2d8. In addition, while wearing this ring, you and e"
      },
      {
        "document": 1685,
        "excerpt": "Ring, Uncommon While wearing this ring, you cast Water Walk from it, targeting only yourself."
      },
      {
        "document": 1686,
        "excerpt": "Ring, Rare (Requires Attunement) While wearing this ring, you can take a Magic action to gain X-ray vision with a range of 30 feet for 1 minute. To you"
      },
      {
        "document": 1689,
        "excerpt": "e's upper-front portion, are particularly large. While wearing this robe, you can take a Magic action to remove one of the stars and expend it to cast the level 5 vers"
      },
      {
        "document": 1690,
        "excerpt": "and adorned with runes. You gain these benefits while wearing the robe. Armor. If you aren't wearing armor, your base Armor Class is 15 plus your Dexterity modifier."
      },
      {
        "document": 1691,
        "excerpt": "atches of various shapes and colors covering it. While wearing the robe, you can take a Magic action to detach one of the patches, causing it to become the object or c"
      },
      {
        "document": 1730,
        "excerpt": "ld it. Pure Rebuke. The talisman has 7 charges. While wearing or holding the talisman, you can take a Magic action to expend 1 charge and target one creature you can"
      },
      {
        "document": 1731,
        "excerpt": "tem, Legendary (Requires Attunement) While holding or wearing this talisman, you have Advantage on any Intelligence (Arcana) check you make to control a Sphere of Ann"
      },
      {
        "document": 1732,
        "excerpt": "d it. Ultimate End. The talisman has 6 charges. While wearing or holding the talisman, you can take a Magic action to expend 1 charge and target one creature you can"
      },
      {
        "document": 1758,
        "excerpt": "s and regain 1d4 expended charges daily at dawn. While wearing the boots, you can take a Magic action to expend 1 charge, gaining a Fly Speed of 30 feet for 1 hour. If"
      },
      {
        "document": 1759,
        "excerpt": "Wondrous Item, Rare (Requires Attunement) While wearing this cloak, you can take a Magic action to turn the cloak into a pair of wings on your back. The wings l"
      },
      {
        "document": 1846,
        "excerpt": "s size, are the same in each form. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 1938,
        "excerpt": "n each form, except for its Speed. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 1939,
        "excerpt": "at stat block instead of this one. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 1962,
        "excerpt": "it returns to its true blob form. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 1969,
        "excerpt": "tistics are the same in each form. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 1976,
        "excerpt": "tistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. Spellcasting. The oni casts one of the following spells, requiring no Ma"
      },
      {
        "document": 1996,
        "excerpt": "n each form, except for its Speed. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 2036,
        "excerpt": "s available only in its true form. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 2056,
        "excerpt": "r]), or it returns to its vampire form. Anything it is wearing transforms with it. While in bat form, the vampire can't speak. Its game statistics, other than its siz"
      },
      {
        "document": 2067,
        "excerpt": "s size, are the same in each form. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 2068,
        "excerpt": "s size, are the same in each form. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 2069,
        "excerpt": "s size, are the same in each form. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 2070,
        "excerpt": "s size, are the same in each form. Any equipment it is wearing or carrying isn't transformed."
      },
      {
        "document": 2071,
        "excerpt": "s size, are the same in each form. Any equipment it is wearing or carrying isn't transformed."
      }
    ],
    "wears": [
      {
        "document": 158,
        "excerpt": "of a monster's equipment. For example, a monster that wears clothes is assumed to be dressed appropriately, and those clothes aren't in this entry. Equipment menti"
      },
      {
        "document": 1649,
        "excerpt": "ur and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at t"
      },
      {
        "document": 2018,
        "excerpt": "t least 1 Hit Point. Spell Storing. A spellcaster who wears the guardian's amulet can cause the guardian to store one spell of level 4 or lower. To do so, the weare"
      }
    ],
    "weasel": [
      {
        "document": 794,
        "excerpt": "Weasel"
      },
      {
        "document": 796,
        "excerpt": "Giant Weasel"
      },
      {
        "document": 1265,
        "excerpt": "Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating of 0. Appearing in an unoccupied space within range, the f"
      },
      {
        "document": 1900,
        "excerpt": "Giant Weasel"
      },
      {
        "document": 2066,
        "excerpt": "Weasel"
      }
    ],
    "weather": [
      {
        "document": 744,
        "excerpt": "Recall lore about terrain, plants, animals, and weather."
      },
      {
        "document": 837,
        "excerpt": "Control Weather"
      },
      {
        "document": 894,
        "excerpt": "Control Weather"
      },
      {
        "document": 918,
        "excerpt": "Control Weather"
      },
      {
        "document": 940,
        "excerpt": "Terrain, flora, weather, and certain creatures (Beasts, Dragons, Oozes, and Plants)"
      },
      {
        "document": 1215,
        "excerpt": "Control Weather"
      },
      {
        "document": 1247,
        "excerpt": "you create one of the following effects within range. Weather Sensor. You create a Tiny, harmless sensory effect that predicts what the weather will be at your locati"
      },
      {
        "document": 1437,
        "excerpt": "gaining information about creatures that have passed, weather, and other circumstances. You can also turn Difficult Terrain caused by plant growth (such as thickets"
      },
      {
        "document": 1459,
        "excerpt": "he Emanation is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to have Dim Light or Darkness (no action req"
      },
      {
        "document": 1763,
        "excerpt": "eak with Animals 1/Day Each: Detect Thoughts, Control Weather"
      },
      {
        "document": 1775,
        "excerpt": "in the spell), Speak with Animals 1/Day Each: Control Weather, Detect Thoughts"
      },
      {
        "document": 1781,
        "excerpt": "s required to maintain the spell) 1/Day Each: Control Weather, Ice Storm (level 7 version), Teleport, Zone of Truth"
      },
      {
        "document": 1830,
        "excerpt": "l: Detect Magic, Fog Cloud, Light 1/Day Each: Control Weather, Gaseous Form, Telekinesis"
      },
      {
        "document": 1987,
        "excerpt": "ll: Detect Evil and Good 1/Day Each: Commune, Control Weather, Dispel Evil and Good, Raise Dead"
      },
      {
        "document": 2022,
        "excerpt": "ll: Detect Evil and Good 1/Day Each: Commune, Control Weather, Dispel Evil and Good, Resurrection"
      },
      {
        "document": 2035,
        "excerpt": "DC 18): At Will: Detect Magic, Light 1/Day: Control Weather"
      }
    ],
    "weave": [
      {
        "document": 1255,
        "excerpt": "nts: V, S Duration: Concentration, up to 1 minute You weave a distracting string of words, causing creatures of your choice that you can see within range to make a"
      }
    ],
    "weaver": [
      {
        "document": 772,
        "excerpt": "Leatherworker’s Tools, Smith’s Tools, or Weaver’s Tools depending on the kind of armor as noted in the tools’ descriptions"
      }
    ],
    "weaver's": [
      {
        "document": 432,
        "excerpt": "Weaver's Tools (1 GP)"
      }
    ],
    "web": [
      {
        "document": 778,
        "excerpt": "Web"
      },
      {
        "document": 828,
        "excerpt": "Acid Splash, Ray of Sickness, Web"
      },
      {
        "document": 861,
        "excerpt": "Web"
      },
      {
        "document": 887,
        "excerpt": "Web"
      },
      {
        "document": 1290,
        "excerpt": "spell's level Piercing damage plus 1d4 Poison damage. Web Bolt (Spider Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 60 ft. Hit: 1d10"
      },
      {
        "document": 1299,
        "excerpt": "tairs in the warded area from top to bottom, as in the Web spell. These strands regrow in 10 minutes if they are destroyed while Guards and Wards lasts. Other Spe"
      },
      {
        "document": 1480,
        "excerpt": "Web"
      },
      {
        "document": 1541,
        "excerpt": "move through webs as if they were Difficult Terrain. Web. You can cast Web (save DC 13). The web created by the spell fills twice its normal area. Once used, thi"
      },
      {
        "document": 1752,
        "excerpt": "Wand of Web"
      },
      {
        "document": 1850,
        "excerpt": "has Disadvantage on ability checks and attack rolls. Web Walker. The drider ignores movement restrictions caused by webs, and the drider knows the location of an"
      },
      {
        "document": 1860,
        "excerpt": "g ceilings, without needing to make an ability check. Web Walker. The ettercap ignores movement restrictions caused by webs, and the ettercap knows the location o"
      },
      {
        "document": 1895,
        "excerpt": "g ceilings, without needing to make an ability check. Web Walker. The spider ignores movement restrictions caused by webs, and it knows the location of any other"
      },
      {
        "document": 1982,
        "excerpt": "g ceilings, without needing to make an ability check. Web Walker. The spider ignores movement restrictions caused by webs, and the spider knows the location of an"
      },
      {
        "document": 2027,
        "excerpt": "g ceilings, without needing to make an ability check. Web Walker. The spider ignores movement restrictions caused by webs, and the spider knows the location of an"
      }
    ],
    "webbing": [
      {
        "document": 1480,
        "excerpt": "centration, up to 1 hour You conjure a mass of sticky webbing at a point within range. The webs fill a 20-foot Cube there for the duration. The webs are Difficult Ter"
      }
    ],
    "webs": [
      {
        "document": 1153,
        "excerpt": "nt one. Aquatic Adaptation. You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed. Change Appe"
      },
      {
        "document": 1299,
        "excerpt": "o make them appear as plain sections of wall. Stairs. Webs fill all stairs in the warded area from top to bottom, as in the Web spell. These strands regrow in 10 m"
      },
      {
        "document": 1480,
        "excerpt": "a mass of sticky webbing at a point within range. The webs fill a 20-foot Cube there for the duration. The webs are Difficult Terrain, and the area within them is"
      },
      {
        "document": 1541,
        "excerpt": "your hands free. Spider Walk. You can't be caught in webs of any sort and can move through webs as if they were Difficult Terrain. Web. You can cast Web (save DC"
      },
      {
        "document": 1623,
        "excerpt": "atures (such as walls, doors, trees, flowers, weapons, webs, and pits), provided these elements are all confined to a 20-foot Cube. The effort takes 10 minutes (reg"
      },
      {
        "document": 1850,
        "excerpt": "er. The drider ignores movement restrictions caused by webs, and the drider knows the location of any other creature in contact with the same web."
      },
      {
        "document": 1860,
        "excerpt": ". The ettercap ignores movement restrictions caused by webs, and the ettercap knows the location of any other creature in contact with the same web."
      },
      {
        "document": 1895,
        "excerpt": "er. The spider ignores movement restrictions caused by webs, and it knows the location of any other creature in contact with the same web."
      },
      {
        "document": 1982,
        "excerpt": "er. The spider ignores movement restrictions caused by webs, and the spider knows the location of any other creature in contact with the same web."
      },
      {
        "document": 2027,
        "excerpt": "er. The spider ignores movement restrictions caused by webs, and the spider knows the location of any other creature in contact with the same web."
      }
    ],
    "wedge": [
      {
        "document": 923,
        "excerpt": "Cheese (wedge)"
      }
    ],
    "wedged": [
      {
        "document": 719,
        "excerpt": "is detected, an Iron Spike or a similar object can be wedged between the pit's lid and the surrounding floor to prevent the lid from opening, thereby making it safe"
      },
      {
        "document": 723,
        "excerpt": "is detected, an Iron Spike or a similar object can be wedged between the pit's lid and the surrounding floor to prevent the lid from opening, thereby making it safe"
      }
    ],
    "wedging": [
      {
        "document": 718,
        "excerpt": "k, detecting the pressure plate on a successful check. Wedging an Iron Spike or similar object under the pressure plate prevents the trap from triggering. At Higher L"
      },
      {
        "document": 720,
        "excerpt": "k, detecting the pressure plate on a successful check. Wedging an Iron Spike or a similar object under the pressure plate prevents the trap from triggering. At Higher"
      },
      {
        "document": 722,
        "excerpt": "g the pressure plate's function on a successful check. Wedging an Iron Spike or a similar object under the pressure plate prevents the trap from triggering. Destroy t"
      }
    ],
    "week": [
      {
        "document": 365,
        "excerpt": "ntenance, and other necessities. At the start of each week or month (GM's choice), choose a lifestyle below - Wretched, Squalid, Poor, Modest, Comfortable, Wealthy"
      }
    ],
    "weigh": [
      {
        "document": 398,
        "excerpt": "coin weighs about a third of an ounce, so fifty coins weigh a pound. Coin Values"
      },
      {
        "document": 1519,
        "excerpt": "he sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside."
      }
    ],
    "weighing": [
      {
        "document": 1328,
        "excerpt": "u touch the sapphire used in the casting and an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an Invisible mark on that"
      },
      {
        "document": 1509,
        "excerpt": "ry This item first appears to be a sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Inve"
      },
      {
        "document": 1569,
        "excerpt": "t allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to 60 Arrows, Bolts, or similar objects. The mi"
      },
      {
        "document": 1623,
        "excerpt": "e wooden box contains 1d4 pots of pigment and a brush (weighing 1 pound in total). Using the brush and expending 1 pot of pigment, you can paint any number of three-di"
      }
    ],
    "weighs": [
      {
        "document": 146,
        "excerpt": "er usually made of metal, wood, or bone. A typical rod weighs 2 to 5 pounds. Unless its description notes otherwise, a rod can be used as an Arcane Focus."
      },
      {
        "document": 148,
        "excerpt": "ers are composed of polished metal or crystal. A staff weighs between 2 and 7 pounds and serves well as a walking stick or cane. Unless its description notes otherwi"
      },
      {
        "document": 356,
        "excerpt": "arding. The cost is four times the normal cost, and it weighs twice as much."
      },
      {
        "document": 359,
        "excerpt": "ft animals on the shores. A Rowboat can be carried and weighs 100 pounds. Airborne and Waterborne Vehicles"
      },
      {
        "document": 398,
        "excerpt": "ple, 100 Copper Pieces are worth 1 Gold Piece. A coin weighs about a third of an ounce, so fifty coins weigh a pound. Coin Values"
      },
      {
        "document": 973,
        "excerpt": "unique book: your spellbook. It is a Tiny object that weighs 3 pounds, contains 100 pages, and can be read only by you or someone casting Identify. You determine the"
      },
      {
        "document": 1335,
        "excerpt": "r the duration. The spell can levitate an object that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected. The"
      },
      {
        "document": 1515,
        "excerpt": "y cloth bag contains 3d4 dry beans when found. The bag weighs half a pound regardless of how many beans it contains and becomes a non-magical item when it no longer c"
      },
      {
        "document": 1517,
        "excerpt": "unds, not exceeding a volume of 64 cubic feet. The bag weighs 5 pounds, regardless of its contents. Retrieving an item from the bag requires a Utilize action. If the"
      },
      {
        "document": 1519,
        "excerpt": "l black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 Beads of Force are found together. You can take a Magic action to throw th"
      },
      {
        "document": 1539,
        "excerpt": "This hollow metal tube measures about 1 foot long and weighs 1 pound. As a Magic action, you can strike the chime to cast Knock. The spell's customary knocking sound"
      },
      {
        "document": 1556,
        "excerpt": "hes when shaken, as if it contains water. The decanter weighs 2 pounds. You can take a Magic action to remove the stopper and issue one of three command words, where"
      },
      {
        "document": 1582,
        "excerpt": "s 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, eac"
      },
      {
        "document": 1594,
        "excerpt": "eeding a volume of 64 cubic feet. The haversack always weighs 5 pounds, regardless of its contents. Retrieving an item from the haversack requires a Utilize action o"
      },
      {
        "document": 1610,
        "excerpt": "is rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can take a Magic action to throw the sphere at a Huge or smaller creature you can see withi"
      },
      {
        "document": 1625,
        "excerpt": "ts surface shows faint images of creatures. The mirror weighs 50 pounds, and it has AC 11, HP 10, Immunity to Poison and Psychic damage, and Vulnerability to Bludgeon"
      },
      {
        "document": 1644,
        "excerpt": "tradimensional space. No matter what's in it, the hole weighs next to nothing. If the hole is folded up, a creature within the hole's extradimensional space can take"
      }
    ],
    "weight": [
      {
        "document": 62,
        "excerpt": "arry your gear and treasure without worrying about the weight of those objects. If you try to haul an unusually heavy object or a massive number of lighter objects, t"
      },
      {
        "document": 355,
        "excerpt": "ing a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pu"
      },
      {
        "document": 406,
        "excerpt": "the game's main armor. The table includes the cost and weight of armor, as well as the following details: Category. Every type of armor falls into a category: Light,"
      },
      {
        "document": 409,
        "excerpt": "the game's main weapons. The table lists the cost and weight of each weapon, as well as the following details: Category. Every weapon falls into a category: Simple"
      },
      {
        "document": 412,
        "excerpt": "oth. A tool's description includes the tool's cost and weight, as well as the following entries: Ability. This entry lists the ability to use when making an ability"
      },
      {
        "document": 415,
        "excerpt": "Ability: Intelligence Weight: 8 lb. Utilize: Identify a substance (DC 15), or start a fire (DC 15) Craft: Acid, Alchemist's Fire, C"
      },
      {
        "document": 416,
        "excerpt": "Ability: Intelligence Weight: 9 lb. Utilize: Detect poisoned drink (DC 15), or identify alcohol (DC 10) Craft: Antitoxin"
      },
      {
        "document": 417,
        "excerpt": "Ability: Dexterity Weight: 5 lb. Utilize: Write text with impressive flourishes that guard against forgery (DC 15) Craft: Ink, S"
      },
      {
        "document": 418,
        "excerpt": "Ability: Strength Weight: 6 lb. Utilize: Seal or pry open a door or container (DC 20) Craft: Club, Greatclub, Quarterstaff, Bar"
      },
      {
        "document": 419,
        "excerpt": "Ability: Wisdom Weight: 6 lb. Utilize: Draft a map of a small area (DC 15) Craft: Map"
      },
      {
        "document": 421,
        "excerpt": "Ability: Dexterity Weight: 5 lb. Utilize: Modify footwear to give Advantage on the wearer's next Dexterity (Acrobatics) check (DC"
      },
      {
        "document": 422,
        "excerpt": "Ability: Wisdom Weight: 8 lb. Utilize: Improve food's flavor (DC 10), or detect spoiled or poisoned food (DC 15) Craft: Ratio"
      },
      {
        "document": 423,
        "excerpt": "Ability: Intelligence Weight: 5 lb. Utilize: Discern what a glass object held in the past 24 hours (DC 15) Craft: Glass Bottle, Mag"
      },
      {
        "document": 424,
        "excerpt": "Ability: Intelligence Weight: 2 lb. Utilize: Discern a gem's value (DC 15) Craft: Arcane Focus, Holy Symbol"
      },
      {
        "document": 425,
        "excerpt": "Ability: Dexterity Weight: 5 lb. Utilize: Add a design to a leather item (DC 10) Craft: Sling, Whip, Hide Armor, Leather Armor,"
      },
      {
        "document": 426,
        "excerpt": "Ability: Strength Weight: 8 lb. Utilize: Chisel a symbol or hole in stone (DC 10) Craft: Block and Tackle"
      },
      {
        "document": 427,
        "excerpt": "Ability: Wisdom Weight: 5 lb. Utilize: Paint a recognizable image of something you've seen (DC 10) Craft: Druidic Focus, Holy"
      },
      {
        "document": 428,
        "excerpt": "Ability: Intelligence Weight: 3 lb. Utilize: Discern what a ceramic object held in the past 24 hours (DC 15) Craft: Jug, Lamp"
      },
      {
        "document": 429,
        "excerpt": "Ability: Strength Weight: 8 lb. Utilize: Pry open a door or container (DC 20) Craft: Any Melee weapon (except Club, Greatclub,"
      },
      {
        "document": 430,
        "excerpt": "Ability: Dexterity Weight: 10 lb. Utilize: Assemble a Tiny item composed of scrap, which falls apart in 1 minute (DC 20) Craft:"
      },
      {
        "document": 432,
        "excerpt": "Ability: Dexterity Weight: 5 lb. Utilize: Mend a tear in clothing (DC 10), or sew a Tiny design (DC 10) Craft: Padded Armor, Bas"
      },
      {
        "document": 433,
        "excerpt": "Ability: Dexterity Weight: 5 lb. Utilize: Carve a pattern in wood (DC 10) Craft: Club, Greatclub, Quarterstaff, Ranged weapons ("
      },
      {
        "document": 435,
        "excerpt": "Ability: Charisma Weight: 3 lb. Utilize: Apply makeup (DC 10) Craft: Costume"
      },
      {
        "document": 436,
        "excerpt": "Ability: Dexterity Weight: 5 lb. Utilize: Mimic 10 or fewer words of someone else's handwriting (DC 15), or duplicate a wax seal"
      },
      {
        "document": 437,
        "excerpt": "Ability: Wisdom Weight: - Utilize: Discern whether someone is cheating (DC 10), or win the game (DC 20) Variants: Dice (1 SP)"
      },
      {
        "document": 438,
        "excerpt": "Ability: Intelligence Weight: 3 lb. Utilize: Identify a plant (DC 10) Craft: Antitoxin, Candle, Healer's Kit, Potion of Healing"
      },
      {
        "document": 439,
        "excerpt": "Ability: Charisma Weight: Varies Utilize: Play a known tune (DC 10), or improvise a song (DC 15) Variants: Bagpipes (30 GP, 6 l"
      },
      {
        "document": 440,
        "excerpt": "Ability: Wisdom Weight: 2 lb. Utilize: Plot a course (DC 10), or determine position by stargazing (DC 15)"
      },
      {
        "document": 441,
        "excerpt": "Ability: Intelligence Weight: 2 lb. Utilize: Detect a poisoned object (DC 10) Craft: Basic Poison"
      },
      {
        "document": 443,
        "excerpt": "Ability: Dexterity Weight: 1 lb. Utilize: Pick a lock (DC 15), or disarm a trap (DC 15)"
      },
      {
        "document": 458,
        "excerpt": "ck and Tackle allows you to hoist up to four times the weight you can normally lift."
      },
      {
        "document": 586,
        "excerpt": "Your size and Strength score determine the maximum weight in pounds that you can carry, as shown in the Carrying Capacity table. The table also shows the maximum"
      },
      {
        "document": 687,
        "excerpt": "Thin ice has a weight tolerance of 3d10 × 10 pounds per 10-foot-square area. Whenever the total weight on an area of thin ice"
      },
      {
        "document": 717,
        "excerpt": "can scale the trap for higher levels by increasing the weight of the Net, which increases the save DC and the DC of the Strength (Athletics) check as follows: DC 12 a"
      },
      {
        "document": 921,
        "excerpt": "Weight"
      },
      {
        "document": 928,
        "excerpt": "Weight"
      },
      {
        "document": 929,
        "excerpt": "Weight"
      },
      {
        "document": 930,
        "excerpt": "Weight"
      },
      {
        "document": 931,
        "excerpt": "Weight"
      },
      {
        "document": 932,
        "excerpt": "Weight"
      },
      {
        "document": 933,
        "excerpt": "Weight"
      },
      {
        "document": 934,
        "excerpt": "Weight"
      },
      {
        "document": 935,
        "excerpt": "Weight"
      },
      {
        "document": 1153,
        "excerpt": "You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics"
      },
      {
        "document": 1278,
        "excerpt": "or the duration and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. The disk is immobile w"
      },
      {
        "document": 1496,
        "excerpt": "into a solid inanimate substance (usually stone). Your weight increases by a factor of ten, and you cease aging. Incapacitated. You have the Incapacitated condition."
      },
      {
        "document": 1519,
        "excerpt": "gic causes it to weigh only 1 pound, regardless of the weight of creatures inside."
      },
      {
        "document": 1527,
        "excerpt": "s higher, and your Speed isn't reduced by you carrying weight in excess of your carrying capacity or wearing Heavy Armor. Once on each of your turns, you can jump up"
      },
      {
        "document": 1537,
        "excerpt": "he following table. A carpet can carry up to twice the weight shown on the table, but its Fly Speed is halved if it carries more than its normal capacity."
      },
      {
        "document": 1565,
        "excerpt": "rests near where the dust was sprinkled. The pellet's weight is negligible. A creature can take a Utilize action to smash the pellet against a hard surface, causing"
      },
      {
        "document": 1582,
        "excerpt": "ide the box do so. When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat."
      },
      {
        "document": 1588,
        "excerpt": "ccessories - but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or doff the armor."
      },
      {
        "document": 1607,
        "excerpt": "defies gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can take a Utilize action to make a DC 30"
      },
      {
        "document": 1694,
        "excerpt": "g a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form. Button 5. The rod transforms int"
      },
      {
        "document": 2024,
        "excerpt": "upied space it can see, and it makes one Claw attack. Weight of Years. Constitution Saving Throw: DC 16, one creature the sphinx can see within 120 feet. Failure: Th"
      },
      {
        "document": 2025,
        "excerpt": "upied space it can see, and it makes one Claw attack. Weight of Years. Constitution Saving Throw: DC 16, one creature the sphinx can see within 120 feet. Failure: Th"
      }
    ],
    "weighted": [
      {
        "document": 717,
        "excerpt": "eous A falling net trap uses a trip wire to release a weighted, 10-foot-square Net suspended from the ceiling. The trip wire is 3 inches off the ground and stretches b"
      }
    ],
    "weightless": [
      {
        "document": 266,
        "excerpt": "a human 36 A vest with one hundred tiny pockets 37 A weightless stone 38 A sketch of a goblin 39 An empty glass vial that smells of perfume 40 A gemstone that looks"
      },
      {
        "document": 646,
        "excerpt": "manifests in space, the illusion is insubstantial and weightless, yet it seems to be affected by the environment as if the illusion were real unless the effect that crea"
      },
      {
        "document": 1404,
        "excerpt": "the sphere damage anything outside it. The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can take an action"
      },
      {
        "document": 2056,
        "excerpt": "take any actions, speak, or manipulate objects. It is weightless and can enter an enemy's space and stop there. If air can pass through a space, the mist can do so, but"
      }
    ],
    "weird": [
      {
        "document": 882,
        "excerpt": "Weird"
      },
      {
        "document": 895,
        "excerpt": "Weird"
      },
      {
        "document": 1481,
        "excerpt": "Weird"
      }
    ],
    "well": [
      {
        "document": 25,
        "excerpt": "ou attack using a weapon you have proficiency with, as well as when you attack with a spell. See “Proficiency” later in “Playing the Game” for more information abou"
      },
      {
        "document": 27,
        "excerpt": "A creature's Armor Class represents how well the creature avoids being wounded in combat. The AC of a character is determined at character creation ("
      },
      {
        "document": 38,
        "excerpt": "which notes example uses for each skill proficiency as well as the ability check the skill most often applies to."
      },
      {
        "document": 77,
        "excerpt": "at block. See “Rules Glossary” for more about Speed as well as about special speeds, such as a Climb Speed, Fly Speed, or Swim Speed."
      },
      {
        "document": 112,
        "excerpt": "example, if you have Resistance to Necrotic damage as well as Resistance to all damage, Necrotic damage is reduced by half against you."
      },
      {
        "document": 148,
        "excerpt": "stal. A staff weighs between 2 and 7 pounds and serves well as a walking stick or cane. Unless its description notes otherwise, a staff can be used as a nonmagical"
      },
      {
        "document": 162,
        "excerpt": "try specifies a monster's Passive Perception score, as well as any special senses the monster possesses. Passive Perception and special senses are described in “Rul"
      },
      {
        "document": 174,
        "excerpt": "This entry details the attacks a creature can make, as well as any additional abilities it can use, as part of the Attack action."
      },
      {
        "document": 181,
        "excerpt": "Humanoid natural creatures, like horses and wolves, as well as most giant animals. Celestials are magical creatures, such as angels and pegasi, with ties to the Up"
      },
      {
        "document": 226,
        "excerpt": "e in the appropriate places on your character sheet as well (you may write just the first letter of your size)."
      },
      {
        "document": 231,
        "excerpt": "ss's primary ability. Fill in the ability modifiers as well. If you're using the Standard Array option, consult the Standard Array by Class table for suggestions o"
      },
      {
        "document": 241,
        "excerpt": "note your current Hit Points when you take damage, as well as any Temporary Hit Points you might gain. There's also space to track Death Saving Throws. Hit Point"
      },
      {
        "document": 264,
        "excerpt": "ou can prepare six Sorcerer spells of level 1 or 2 (as well as four Sorcerer cantrips). Each spell you prepare is associated with one of your classes, and you use"
      },
      {
        "document": 339,
        "excerpt": "adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it."
      },
      {
        "document": 378,
        "excerpt": "t happens. The GM would then say you swim unexpectedly well."
      },
      {
        "document": 406,
        "excerpt": "r. The table includes the cost and weight of armor, as well as the following details: Category. Every type of armor falls into a category: Light, Medium, or Heavy."
      },
      {
        "document": 409,
        "excerpt": "The table lists the cost and weight of each weapon, as well as the following details: Category. Every weapon falls into a category: Simple or Martial. Weapon profi"
      },
      {
        "document": 412,
        "excerpt": "'s description includes the tool's cost and weight, as well as the following entries: Ability. This entry lists the ability to use when making an ability check wit"
      },
      {
        "document": 520,
        "excerpt": "ains 1 Exhaustion level at the end of the fifth day as well as an additional level at the end of each subsequent day without food. Exhaustion caused by malnutritio"
      },
      {
        "document": 580,
        "excerpt": "ainst an object. For example, Bludgeoning damage works well for smashing things but not for cutting. Paper or cloth objects might have Vulnerability to Fire damage."
      },
      {
        "document": 966,
        "excerpt": "You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Poi"
      },
      {
        "document": 967,
        "excerpt": "Your focus and martial training allow you to harness a well of extraordinary energy within yourself. This energy is represented by Focus Points. Your Monk level det"
      },
      {
        "document": 981,
        "excerpt": "The healing spells you cast on others heal you as well. Immediately after you cast a spell with a spell slot that restores Hit Points to one or more creatures"
      },
      {
        "document": 986,
        "excerpt": "cts your Breath Weapon and Damage Resistance traits as well as your appearance. Draconic Ancestors | Dragon | Damage Type | Dragon | Damage Type | | :----- | :---"
      },
      {
        "document": 1303,
        "excerpt": ". Darkness. Darkness fills the area. Normal light, as well as magical light created by spells of a level lower than this spell, can't illuminate the area. Dayligh"
      },
      {
        "document": 1413,
        "excerpt": "throw, which is modified (see the tables below) by how well you know the target and the sort of physical connection you have to it. The target doesn't know what it"
      },
      {
        "document": 1604,
        "excerpt": "horn's type determines how many spirits it summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly by rolling on t"
      },
      {
        "document": 1694,
        "excerpt": "a row along the haft. It has three other properties as well, detailed below. Buttons. You can press one of the following buttons as a Bonus Action; a button's effe"
      },
      {
        "document": 1709,
        "excerpt": "mines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the following table. Copying a Scroll into a Spellbook. A Wizard sp"
      },
      {
        "document": 1742,
        "excerpt": "that are Invisible, ethereal, disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding the wand. Regaining Charges. The wand rega"
      },
      {
        "document": 1756,
        "excerpt": "Well of Many Worlds"
      },
      {
        "document": 1760,
        "excerpt": "he target repeats the save whenever it takes damage as well as after every 24 hours it spends at least 1 mile away from the aboleth, ending the effect on itself on"
      },
      {
        "document": 1871,
        "excerpt": "same, except it uses the possessed target's Speed, as well as the target's Strength, Dexterity, and Constitution modifiers. The possession lasts until the body dr"
      }
    ],
    "wellspring": [
      {
        "document": 971,
        "excerpt": "You can tap into the wellspring of magic within yourself. This wellspring is represented by Sorcery Points, which allow you to create a"
      }
    ],
    "were": [
      {
        "document": 264,
        "excerpt": "you can prepare for each class individually, as if you were a single-classed member of that class. If you are a level 4 Ranger / level 3 Sorcerer, for example, you"
      },
      {
        "document": 270,
        "excerpt": "'s background represents the place and occupation that were most formative for the character. The combination of background, species, and languages provides fertile"
      },
      {
        "document": 289,
        "excerpt": "teristics that represent the place and occupation that were most formative before your character embarked on a life of adventure."
      },
      {
        "document": 396,
        "excerpt": "trip, the version on the scroll works as if the caster were your level. Spell Scroll Costs ---"
      },
      {
        "document": 517,
        "excerpt": "Ability Scores Restored. If any of your ability scores were reduced, they return to normal. Exhaustion Reduced. If you have the Exhaustion condition, its level dec"
      },
      {
        "document": 611,
        "excerpt": "can see in Dim Light within a specified range as if it were Bright Light and in Darkness within that range as if it were Dim Light. You discern colors in that Darkn"
      },
      {
        "document": 613,
        "excerpt": "ith any conditions, magical contagions, or curses that were affecting it at death if the durations of those effects are still ongoing. If the creature died with any"
      },
      {
        "document": 646,
        "excerpt": "s to be affected by the environment as if the illusion were real unless the effect that created it specifies otherwise. For example, a visual illusion of a creature"
      },
      {
        "document": 972,
        "excerpt": "ed by that creature, and you can cast spells as if you were in your space or the other creature's space if the two of you are within 60 feet of each other. Gift of"
      },
      {
        "document": 1166,
        "excerpt": "ls and other magical effects treat the target as if it were a creature of the chosen type. False Aura (Object). You change the way the target appears to spells and"
      },
      {
        "document": 1193,
        "excerpt": "can use the chosen sense through the sensor as if you were in its space. As a Bonus Action, you can switch between seeing and hearing. A creature that sees the se"
      },
      {
        "document": 1285,
        "excerpt": "et square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice and have the Restrained condition. A trap"
      },
      {
        "document": 1286,
        "excerpt": "narrow openings, but it treats liquids as though they were solid surfaces. The target can't talk or manipulate objects, and any objects it was carrying or holding"
      },
      {
        "document": 1323,
        "excerpt": "the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, the illusion can alter th"
      },
      {
        "document": 1335,
        "excerpt": "a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you"
      },
      {
        "document": 1345,
        "excerpt": "ontainer, you are aware of your surroundings as if you were in the container's space. You can't move or take Reactions. The only action you can take is to project y"
      },
      {
        "document": 1365,
        "excerpt": "e through its eyes and hear through its ears as if you were located where it is."
      },
      {
        "document": 1373,
        "excerpt": "by the spell, the target treats the phantasm as if it were real and rationalizes any illogical outcomes from interacting with it. For example, if the target steps"
      },
      {
        "document": 1392,
        "excerpt": "he illusion's eyes and hear through its ears as if you were in its space. As a Magic action, you can move it up to 60 feet and make it gesture, speak, and behave in"
      },
      {
        "document": 1413,
        "excerpt": "get. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. If something c"
      },
      {
        "document": 1416,
        "excerpt": "d objects that have the Invisible condition as if they were visible, and you can see into the Ethereal Plane. Creatures and objects there appear ghostly."
      },
      {
        "document": 1479,
        "excerpt": "water, acid, mud, snow, quicksand, or lava - as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten wi"
      },
      {
        "document": 1484,
        "excerpt": "u worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively remo"
      },
      {
        "document": 1508,
        "excerpt": "air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The Shield remains animate for 1 minute, until you take a Bonus Ac"
      },
      {
        "document": 1541,
        "excerpt": "webs of any sort and can move through webs as if they were Difficult Terrain. Web. You can cast Web (save DC 13). The web created by the spell fills twice its nor"
      },
      {
        "document": 1667,
        "excerpt": "can move through solid earth or rock as if those areas were Difficult Terrain without disturbing the matter through which you pass. If you end your turn in solid ea"
      },
      {
        "document": 1689,
        "excerpt": "til you take a Magic action to return to the plane you were on. You reappear in the last space you occupied or, if that space is occupied, the nearest unoccupied sp"
      },
      {
        "document": 1792,
        "excerpt": "an move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object."
      },
      {
        "document": 1871,
        "excerpt": "an move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object."
      },
      {
        "document": 2023,
        "excerpt": "an move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object. Sunlight Sensit"
      },
      {
        "document": 2068,
        "excerpt": "If the target is a Medium or smaller creature and the were-boar moved 20+ feet straight toward it immediately before the hit, the target takes an extra 7 (2d6) Pie"
      },
      {
        "document": 2074,
        "excerpt": "an move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object."
      },
      {
        "document": 2078,
        "excerpt": "an move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object. Sunlight Sensit"
      }
    ],
    "werebear": [
      {
        "document": 2067,
        "excerpt": "Werebear"
      }
    ],
    "werebear's": [
      {
        "document": 2067,
        "excerpt": "s 10 Hit Points. Success: The target is immune to this werebear's curse for 24 hours. Handaxe (Humanoid or Hybrid Form Only). Melee or Ranged Attack Roll: +7, reach 5 ft"
      }
    ],
    "wereboar": [
      {
        "document": 2068,
        "excerpt": "Wereboar"
      }
    ],
    "wereboar's": [
      {
        "document": 2068,
        "excerpt": "s 10 Hit Points. Success: The target is immune to this wereboar's curse for 24 hours. Javelin (Humanoid or Hybrid Form Only). Melee or Ranged Attack Roll: +5, reach 5 ft"
      }
    ],
    "wererat": [
      {
        "document": 2069,
        "excerpt": "Wererat"
      }
    ],
    "wererat's": [
      {
        "document": 2069,
        "excerpt": "s 10 Hit Points. Success: The target is immune to this wererat's curse for 24 hours. Scratch. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Slashing damage. Hand"
      }
    ],
    "weretiger": [
      {
        "document": 2070,
        "excerpt": "Weretiger"
      }
    ],
    "weretiger's": [
      {
        "document": 2070,
        "excerpt": "s 10 Hit Points. Success: The target is immune to this weretiger's curse for 24 hours. Scratch. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage. Lon"
      }
    ],
    "werewolf": [
      {
        "document": 2071,
        "excerpt": "Werewolf"
      }
    ],
    "werewolf's": [
      {
        "document": 2071,
        "excerpt": "attack roll against a creature if at least one of the werewolf's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      }
    ],
    "werewolves": [
      {
        "document": 667,
        "excerpt": "eir origins or due to their ability to spread curses - werewolves being a prime example. You decide how a spell like Remove Curse affects a creature with accursed origin"
      },
      {
        "document": 787,
        "excerpt": "defend a particular kind of creature, such as elves or werewolves."
      }
    ],
    "west": [
      {
        "document": 1203,
        "excerpt": "for the direction: 1, north; 2, east; 3, south; or 4, west. | | 2–6 | The target doesn’t move or take actions."
      },
      {
        "document": 1454,
        "excerpt": "ion: 1, east; 2, southeast; 3, south; 4, southwest; 5, west; 6, northwest; 7, north; or 8, northeast. On Target. You and your group (or the target object) appear w"
      }
    ],
    "wet": [
      {
        "document": 820,
        "excerpt": "two tiny metal cups on one end that throws sparks when wet"
      }
    ],
    "whale": [
      {
        "document": 1943,
        "excerpt": "Killer Whale"
      }
    ],
    "what": [
      {
        "document": 26,
        "excerpt": "hat's on a table, and so on). 2: The Players Describe What Their Characters Do. Typically, the characters stick together as they travel through a dungeon or anothe"
      },
      {
        "document": 42,
        "excerpt": "e Master tells you whether that action is possible and what kind of D20 Test you need to make, if any."
      },
      {
        "document": 57,
        "excerpt": "oving a lever or opening a door, and the GM describes what happens. Sometimes, however, rules govern what you can do with an object, as detailed in the following s"
      },
      {
        "document": 58,
        "excerpt": "What Is an Object?"
      },
      {
        "document": 59,
        "excerpt": "ude of an ability. The Ability Scores table summarizes what the scores mean. Ability Scores"
      },
      {
        "document": 72,
        "excerpt": "es out where the adversaries are - how far away and in what direction. 2: Roll Initiative. Everyone involved in the combat encounter rolls Initiative, determining t"
      },
      {
        "document": 75,
        "excerpt": "oing anything at all on your turn. If you can't decide what to do, consider taking the defensive Dodge action or the Ready action to delay acting."
      },
      {
        "document": 119,
        "excerpt": "a Spell Scroll. The value of a Spell Scroll is double what it costs to scribe the scroll (as specified in the “Scribing Spell Scrolls” section of “Equipment”)."
      },
      {
        "document": 170,
        "excerpt": "vides the attack roll's bonus, its reach or range, and what happens on a hit. An attack is against one target unless its entry says otherwise. For details on differ"
      },
      {
        "document": 171,
        "excerpt": "f which creatures make the save, and an explanation of what happens on a failed or successful save. “Half damage only” on a successful save means the target takes"
      },
      {
        "document": 227,
        "excerpt": "ld or religion? If so, are you still a member of it? - What elements of your past inspire you to go on adventures now?"
      },
      {
        "document": 229,
        "excerpt": "hem to your six abilities. \"Playing the Game\" explains what each ability means."
      },
      {
        "document": 235,
        "excerpt": "act as their conscience directs with little regard for what others expect. A rebel who waylays a cruel baron's tax collectors and uses the stolen money to help the"
      },
      {
        "document": 237,
        "excerpt": "mple, but they aren't evil; they are unaligned. doing what seems best at the time. Someone who's bored by moral debate is probably Neutral. Chaotic Neutral (CN)."
      },
      {
        "document": 247,
        "excerpt": "cter's languages. 3: Determine Ability Scores. Much of what your character does in the game depends on the character's six abilities. 4: Choose an Alignment. Alignm"
      },
      {
        "document": 253,
        "excerpt": "is a guide for the GM. Also, check with your GM about what equipment is available for you to buy with your starting money. For example, the firearms described in “"
      },
      {
        "document": 264,
        "excerpt": "rules for that class. Spells Prepared. You determine what spells you can prepare for each class individually, as if you were a single-classed member of that class"
      },
      {
        "document": 377,
        "excerpt": "tailed in “Magic Items” later in this document. Here’s what you need to know about using magic items."
      },
      {
        "document": 378,
        "excerpt": "f Potions, a little taste is enough to tell the taster what a potion does. Other items might require more experimentation. For example, if your character puts on a"
      },
      {
        "document": 406,
        "excerpt": "r Class (AC). The table's Armor Class column tells you what your base AC is when you wear a type of armor. For example, if you wear Leather Armor, your base AC is 1"
      },
      {
        "document": 412,
        "excerpt": "ovides the DC for the action. Craft. This entry lists what, if anything, you can craft with the tool. For crafting rules, see \"Crafting Nonmagical Items,\" \"Brewing"
      },
      {
        "document": 423,
        "excerpt": "Ability: Intelligence Weight: 5 lb. Utilize: Discern what a glass object held in the past 24 hours (DC 15) Craft: Glass Bottle, Magnifying Glass, Spyglass, Vial"
      },
      {
        "document": 428,
        "excerpt": "Ability: Intelligence Weight: 3 lb. Utilize: Discern what a ceramic object held in the past 24 hours (DC 15) Craft: Jug, Lamp"
      },
      {
        "document": 501,
        "excerpt": "fter its duration entry. Those details present exactly what the spell does, which ignores mundane physical laws; any outcomes beyond those effects are under the GM'"
      },
      {
        "document": 502,
        "excerpt": "ch is defined in “Rules Glossary.” The area determines what the spell targets. The description of a spell specifies whether it has an area of effect, which is typic"
      },
      {
        "document": 503,
        "excerpt": "fies the ability that the target uses for the save and what happens on a success or failure. Here's how to calculate the DC for your spells: Spell save DC = 8 + yo"
      },
      {
        "document": 535,
        "excerpt": "before the start of your next turn. First, you decide what perceivable circumstance will trigger your Reaction. Then, you choose the action you will take in respon"
      },
      {
        "document": 541,
        "excerpt": "are applicable when you take this action, depending on what you're trying to detect. Search"
      },
      {
        "document": 542,
        "excerpt": "spell, lets you shape-shift, its description specifies what happens to you. Unless that description says otherwise, any ongoing effects on you - conditions, spells,"
      },
      {
        "document": 554,
        "excerpt": "vides the attack roll's bonus, its reach or range, and what happens on a hit. An attack is against one target unless its entry says otherwise. Saving Throw Effect"
      },
      {
        "document": 602,
        "excerpt": "or an object. The effect that confers a curse defines what the curse does. Curses can be removed by the Remove Curse and Greater Restoration spells or other magic"
      },
      {
        "document": 646,
        "excerpt": "times create magical illusions. Such an effect defines what the illusion does and which senses or mental faculties it deceives. If an illusion manifests in space,"
      },
      {
        "document": 735,
        "excerpt": "A character's background represents what the character did prior to becoming an adventurer. Creating a unique background or customizing an existi"
      },
      {
        "document": 744,
        "excerpt": "Awe or threaten someone into doing what you want."
      },
      {
        "document": 747,
        "excerpt": "f an effect reduces a score to 0, that effect explains what happens."
      },
      {
        "document": 980,
        "excerpt": "Vulnerabilities, and if the creature has any, you know what they are."
      },
      {
        "document": 1153,
        "excerpt": "ange Appearance. You alter your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, colorat"
      },
      {
        "document": 1157,
        "excerpt": "ime, issuing the same command to each one). You decide what action the creature will take and where it will move on its next turn, or you can issue a general comman"
      },
      {
        "document": 1161,
        "excerpt": "arget. Your choice of antipathy or sympathy determines what happens to a creature when it fails that save: Antipathy. The creature has the Frightened condition. Th"
      },
      {
        "document": 1219,
        "excerpt": "me time, issuing the same command to them). You decide what action the creature will take and where it will move on its next turn, or you can issue a general comman"
      },
      {
        "document": 1232,
        "excerpt": "you detected with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, y"
      },
      {
        "document": 1247,
        "excerpt": "u create a Tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb fo"
      },
      {
        "document": 1265,
        "excerpt": "tion, you can see through the familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has. Finally,"
      },
      {
        "document": 1267,
        "excerpt": "ence as the destination, you know how far it is and in what direction it lies. Whenever you face a choice of paths along the way there, you know which path is the"
      },
      {
        "document": 1291,
        "excerpt": "the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful."
      },
      {
        "document": 1293,
        "excerpt": "lyph, as explained below. Set the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, common triggers include t"
      },
      {
        "document": 1322,
        "excerpt": "whether any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spell's name. If you instead touch a creat"
      },
      {
        "document": 1350,
        "excerpt": "spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creat"
      },
      {
        "document": 1356,
        "excerpt": "al senses. While merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with D"
      },
      {
        "document": 1362,
        "excerpt": "spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. Sound. If you create a sound, its volume can range f"
      },
      {
        "document": 1389,
        "excerpt": "for the duration. When you cast the spell, you decide what sort of security the spell provides, choosing any of the following properties: - Sound can't pass throu"
      },
      {
        "document": 1391,
        "excerpt": "e when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes. When the trigger you specify occur"
      },
      {
        "document": 1392,
        "excerpt": "spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature."
      },
      {
        "document": 1413,
        "excerpt": "cal connection you have to it. The target doesn't know what it is making the save against, only that it feels uneasy. | Your Knowledge of the Target Is ... | Save"
      },
      {
        "document": 1428,
        "excerpt": "spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image."
      },
      {
        "document": 1436,
        "excerpt": "the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and"
      },
      {
        "document": 1451,
        "excerpt": "h one is explained below. Set the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, common triggers include t"
      },
      {
        "document": 1484,
        "excerpt": "isely as possible. The GM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong."
      },
      {
        "document": 1518,
        "excerpt": "e a Bonus Action to command how the creature moves and what action it takes on its next turn, such as attacking an enemy. In the absence of such orders, the creatur"
      },
      {
        "document": 1570,
        "excerpt": "ened, the GM rolls on the following table to determine what happens."
      },
      {
        "document": 1588,
        "excerpt": "et of clothing or some other kind of armor. You decide what it looks like - including color, style, and accessories - but the armor retains its normal bulk and weig"
      },
      {
        "document": 1667,
        "excerpt": "tion until the start your next turn, and you determine what it does with its move and action on its next turn. Elemental Focus. While wearing the ring, you benefit"
      },
      {
        "document": 1711,
        "excerpt": "at within a Portable Hole), the GM determines randomly what happens using the following table. 1d100 Result 01–50 The sphere is destroyed. 51–85 The sphere moves"
      },
      {
        "document": 1720,
        "excerpt": "you don't have the Incapacitated condition. You decide what action the snake takes and where it moves during its turn, or you can issue it a general command, such a"
      },
      {
        "document": 1902,
        "excerpt": "babbling. Failure: The target rolls 1d8 to determine what it does during the current turn: 1-4. The target does nothing. 5–6. The target takes no action or Bonu"
      }
    ],
    "what's": [
      {
        "document": 26,
        "excerpt": "e GM tells the players where their adventurers are and what's around them (how many doors lead out of a room, what's on a table, and so on). 2: The Players Describe"
      },
      {
        "document": 972,
        "excerpt": "e. The chosen spells must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach level 6, for example, you learn a"
      },
      {
        "document": 1644,
        "excerpt": "within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing. If the hole is folded up, a creature within the hole's extradim"
      }
    ],
    "whatever": [
      {
        "document": 236,
        "excerpt": "his chapter, we use the term \"character sheet\" to mean whatever you use to track your character's details, whether it's a printed character sheet, a digital character s"
      },
      {
        "document": 241,
        "excerpt": "lcasting ability modifier for a spell is determined by whatever feature gives you the ability to cast the spell. Spell Slots, Cantrips, and Prepared Spells. If your cl"
      },
      {
        "document": 283,
        "excerpt": "her species first appeared in multiple realms at once. Whatever a species' genesis, its members have spread across the multiverse and contribute to many different cultu"
      },
      {
        "document": 501,
        "excerpt": "comes beyond those effects are under the GM's purview. Whatever the effects, they typically deal with targets, saving throws, attack rolls, or all three, each of which"
      },
      {
        "document": 633,
        "excerpt": "grapple using a tentacle, a maw, or another body part. Whatever part a grappler uses, it can grapple only one creature at a time with that part, and the grappler can't"
      },
      {
        "document": 1197,
        "excerpt": "it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fast"
      },
      {
        "document": 1263,
        "excerpt": "oot Cone must succeed on a Wisdom saving throw or drop whatever it is holding and have the Frightened condition for the duration. A Frightened creature takes the Dash"
      },
      {
        "document": 1323,
        "excerpt": "normal, seems to be written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written i"
      },
      {
        "document": 1365,
        "excerpt": "e your Speed and make it gesture, speak, and behave in whatever way you choose. It is intangible and invulnerable. You can see through its eyes and hear through its ea"
      },
      {
        "document": 1392,
        "excerpt": "p to 60 feet and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly. Physical interaction with the image reveals it to"
      },
      {
        "document": 1435,
        "excerpt": "rmation about nearby locations and monsters, including whatever it has perceived within the past day."
      },
      {
        "document": 1463,
        "excerpt": "rn a creature into an object, it transforms along with whatever it is wearing and carrying into that form, as long as the object's size is no larger than the creature's"
      },
      {
        "document": 1501,
        "excerpt": "e the Incapacitated and Prone conditions, and you drop whatever you're holding. When this condition ends, you remain Prone. Speed 0. Your Speed is 0 and can't increase"
      },
      {
        "document": 1516,
        "excerpt": "xtradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forev"
      },
      {
        "document": 1623,
        "excerpt": "a wall creates an actual door, which can be opened to whatever is beyond. Painting a pit creates a real pit, the entire depth of which must lie within the 20-foot Cube"
      },
      {
        "document": 1634,
        "excerpt": "kes 1 minute, after which the oil magically seeps into whatever it coats, turning the coated weapon into a +3 Weapon or the coated ammunition into +3 Ammunition. This"
      },
      {
        "document": 1663,
        "excerpt": "on the potion's rarity, as shown in the table below. Whatever its potency, the potion's red liquid glimmers when agitated."
      },
      {
        "document": 1697,
        "excerpt": "se palace, a tropical island, a fantastic carnival, or whatever else you can imagine. Regardless of its nature, the demiplane contains enough water and food to sustain"
      }
    ],
    "wheel": [
      {
        "document": 1401,
        "excerpt": "V, S, M (a prayer wheel)"
      }
    ],
    "whelm": [
      {
        "document": 2065,
        "excerpt": "dium or smaller creature, it has the Prone condition. Whelm (Recharge 4–6). Strength Saving Throw: DC 15, each creature in the elemental's space. Failure: 22 (4d8 +"
      }
    ],
    "whenever": [
      {
        "document": 10,
        "excerpt": "Whenever you start your turn with 0 Hit Points, you must make a Death Saving Throw to determine whether you creep"
      },
      {
        "document": 35,
        "excerpt": "bles the Proficiency Bonus for certain ability checks. Whenever the bonus is used, it can be multiplied only once and divided only once."
      },
      {
        "document": 70,
        "excerpt": "Each ability has a modifier that you apply whenever you make a D20 Test with that ability (explained in \"D20 Tests\"). An ability modifier is derived from it"
      },
      {
        "document": 81,
        "excerpt": "Whenever you divide or multiply a number in the game, round down if you end up with a fraction, even if the fract"
      },
      {
        "document": 102,
        "excerpt": "mum down to 0, which is the lowest Hit Points can go. Whenever you take damage, subtract it from your Hit Points. Hit Point loss has no effect on your capabilities unt"
      },
      {
        "document": 178,
        "excerpt": "ecified in the stat block. The monster expends one use whenever it takes a Legendary Action, and it regains all expended uses at the start of each of its turns."
      },
      {
        "document": 254,
        "excerpt": "you have the option of gaining a level in a new class whenever you advance in level instead of gaining a level in your current class. Doing so lets you mix the abiliti"
      },
      {
        "document": 538,
        "excerpt": "Whenever you divide or multiply a number in the game, round down if you end up with a fraction, even if the fract"
      },
      {
        "document": 548,
        "excerpt": "e; you can switch between the speeds during your move. Whenever you switch, subtract the distance already moved from the new speed. The result determines how much farth"
      },
      {
        "document": 568,
        "excerpt": "age, grapple, or shove a target within 5 feet of you. Whenever you use your Unarmed Strike, choose one of the following options for its effect. Damage. You make an at"
      },
      {
        "document": 671,
        "excerpt": "ng throw or be possessed by a bodiless demonic entity. Whenever the possessed creature rolls a 1 on a D20 Test, the demonic entity takes control of the creature and det"
      },
      {
        "document": 687,
        "excerpt": "tolerance of 3d10 × 10 pounds per 10-foot-square area. Whenever the total weight on an area of thin ice exceeds its tolerance, the ice in that area breaks. All creature"
      },
      {
        "document": 689,
        "excerpt": "Whenever the characters encounter something that is supernaturally frightful, use the Frightened condition as the"
      },
      {
        "document": 722,
        "excerpt": "h the stone's space, treating it as Difficult Terrain. Whenever the stone enters a creature's space for the first time on a turn or a creature enters the stone's space"
      },
      {
        "document": 793,
        "excerpt": "1d4 + 4 bright-pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the GM’s choice that acts in accorda"
      },
      {
        "document": 962,
        "excerpt": "apons of your choice, such as Great-axes and Handaxes. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices. When you"
      },
      {
        "document": 963,
        "excerpt": ". Dancing Lights and Vicious Mockery are recommended. Whenever you gain a Bard level, you can replace one of your cantrips with another cantrip of your choice from the"
      },
      {
        "document": 964,
        "excerpt": "dance, Sacred Flame, and Thaumaturgy are recommended. Whenever you gain a Cleric level, you can replace one of your cantrips with another cantrip of your choice from t"
      },
      {
        "document": 965,
        "excerpt": "l list. Druidcraft and Produce Flame are recommended. Whenever you gain a Druid level, you can replace one of your cantrips with another cantrip of your choice from th"
      },
      {
        "document": 966,
        "excerpt": "of your choice (see “Feats”). Defense is recommended. Whenever you gain a Fighter level, you can replace the feat you chose with a different Fighting Style feat."
      },
      {
        "document": 967,
        "excerpt": "You can attack twice instead of once whenever you take the Attack action on your turn."
      },
      {
        "document": 968,
        "excerpt": "Prepared Spells column of the Paladin Features table. Whenever that number increases, choose additional Paladin spells until the number of spells on your list matches"
      },
      {
        "document": 969,
        "excerpt": "e Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches t"
      },
      {
        "document": 970,
        "excerpt": "you have proficiency, such as Daggers and Shortbows. Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to"
      },
      {
        "document": 971,
        "excerpt": ", Shocking Grasp, and Sorcerous Burst are recommended. Whenever you gain a Sorcerer level, you can replace one of your cantrips from this feature with another Sorcerer"
      },
      {
        "document": 972,
        "excerpt": "h Warlock level 5. Replacing and Gaining Invocations. Whenever you gain a Warlock level, you can replace one of your invocations with another one for which you qualif"
      },
      {
        "document": 973,
        "excerpt": "e. Light, Mage Hand, and Ray of Frost are recommended. Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Wizard cantr"
      },
      {
        "document": 974,
        "excerpt": "uring combat, you can give yourself Heroic Inspiration whenever you start your turn without it."
      },
      {
        "document": 975,
        "excerpt": "Whenever you finish a Long Rest, choose one type of land: arid, polar, temperate, or tropical. Consult the table"
      },
      {
        "document": 976,
        "excerpt": "able. You always have the chosen spells prepared, and whenever you gain a Bard level, you can replace one of the spells with another spell that meets these requirement"
      },
      {
        "document": 977,
        "excerpt": "it Point maximum increases by 3, and it increases by 1 whenever you gain another Sorcerer level. Parts of you are also covered by dragon-like scales. While you aren't"
      },
      {
        "document": 978,
        "excerpt": "and add them to your spellbook for free. In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Evoca"
      },
      {
        "document": 979,
        "excerpt": "Choose one damage type, other than Force, whenever you finish a Short or Long Rest. You have Resistance to that damage type until you choose a different on"
      },
      {
        "document": 980,
        "excerpt": "n one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one. Colossus Slayer:"
      },
      {
        "document": 982,
        "excerpt": "Your magical smite now radiates protective energy. Whenever you cast Divine Smite, you and your allies have Half Cover while in your Aura of Protection. The aura ha"
      },
      {
        "document": 984,
        "excerpt": "an attune to up to four magic items at once. Charges. Whenever you use a magic item property that expends charges, roll 1d6. On a roll of 6, you use the property witho"
      },
      {
        "document": 985,
        "excerpt": "Whenever you hit a creature with an attack granted by your Flurry of Blows, you can impose one of the following e"
      },
      {
        "document": 987,
        "excerpt": "nt maximum increases by 1, and it increases by 1 again whenever you gain a level."
      },
      {
        "document": 988,
        "excerpt": "| | High Elf | You know the Prestidigitation cantrip. Whenever you finish a Long Rest, you can replace that cantrip with a different cantrip from the Wizard spell list"
      },
      {
        "document": 989,
        "excerpt": "rom Prestidigitation; the device produces that effect whenever you or another creature takes a Bonus Action to activate it with a touch. If the chosen effect has optio"
      },
      {
        "document": 992,
        "excerpt": "You gain Heroic Inspiration whenever you finish a Long Rest."
      },
      {
        "document": 1006,
        "excerpt": "harisma score by 1, to a maximum of 30. Free Casting. Whenever you cast a spell with a level 1–4 spell slot, roll 1d4. If the number you roll is the same as the slot's"
      },
      {
        "document": 1012,
        "excerpt": "e spell using any spell slots you have. Spell Change. Whenever you gain a new level, you can replace one of the spells you chose for this feat with a different spell o"
      },
      {
        "document": 1152,
        "excerpt": "-foot Cube. Until the spell ends, an alarm alerts you whenever a creature touches or enters the warded area. When you cast the spell, you can designate creatures that"
      },
      {
        "document": 1171,
        "excerpt": "e within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, the target m"
      },
      {
        "document": 1179,
        "excerpt": "minute You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack"
      },
      {
        "document": 1204,
        "excerpt": "ack up to 30 feet to an unoccupied space you can see. Whenever the pack moves within 10 feet of a creature you can see and whenever a creature you can see enters a spa"
      },
      {
        "document": 1205,
        "excerpt": "r turn, you can also move the Cylinder up to 30 feet. Whenever the Cylinder moves into the space of a creature you can see and whenever a creature you can see enters t"
      },
      {
        "document": 1206,
        "excerpt": ", or water (Cold). The spirit lasts for the duration. Whenever a creature you can see enters the spirit's space or starts its turn within 5 feet of the spirit, you can"
      },
      {
        "document": 1209,
        "excerpt": "it around you in a 10-foot Emanation for the duration. Whenever the Emanation enters the space of a creature you can see and whenever a creature you can see enters the"
      },
      {
        "document": 1211,
        "excerpt": "three of the saves, the spell lasts for 7 days on it. Whenever the Poisoned target receives an effect that would end the Poisoned condition, the target must succeed on"
      },
      {
        "document": 1227,
        "excerpt": "s base damage is 12d6, and the damage increases by 1d6 whenever your turn ends and the spell hasn't ended. If a creature touches the glowing bead before the spell ends"
      },
      {
        "document": 1242,
        "excerpt": "age on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success. You have a telep"
      },
      {
        "document": 1243,
        "excerpt": "age on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success. You have a telep"
      },
      {
        "document": 1244,
        "excerpt": "age on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success. You have a telep"
      },
      {
        "document": 1265,
        "excerpt": "reappear in an unoccupied space within 30 feet of you. Whenever the familiar drops to 0 Hit Points or disappears into the pocket dimension, it leaves behind in its spac"
      },
      {
        "document": 1266,
        "excerpt": "ice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, choose the steed's creature type - Celestial, Fey, or Fiend - which determines certa"
      },
      {
        "document": 1267,
        "excerpt": "you know how far it is and in what direction it lies. Whenever you face a choice of paths along the way there, you know which path is the most direct."
      },
      {
        "document": 1271,
        "excerpt": "ld grants you Resistance to Fire damage. In addition, whenever a creature within 5 feet of you hits you with a melee attack roll, the shield erupts with flame. The att"
      },
      {
        "document": 1313,
        "excerpt": "s, you deal an extra 1d6 Necrotic damage to the target whenever you hit it with an attack roll. Also, choose one ability when you cast the spell. The target has Disadva"
      },
      {
        "document": 1318,
        "excerpt": "ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check you"
      },
      {
        "document": 1347,
        "excerpt": "s its message, or it can remain and repeat its message whenever the trigger occurs. The trigger can be as general or as detailed as you like, though it must be based o"
      },
      {
        "document": 1440,
        "excerpt": "other creature's Speed is halved in the Emanation, and whenever the Emanation enters a creature's space and whenever a creature enters the Emanation or ends its turn t"
      },
      {
        "document": 1514,
        "excerpt": "us is in addition to the Shield's normal bonus to AC. Whenever an attacker makes a ranged attack roll against a target within 5 feet of you, you can take a Reaction to"
      },
      {
        "document": 1523,
        "excerpt": "age on attack rolls with weapons other than this one. Whenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom"
      },
      {
        "document": 1574,
        "excerpt": "following additional properties. Arrow of Restraint. Whenever you use this weapon to make a ranged attack against a creature, you can try to restrain the target inste"
      },
      {
        "document": 1639,
        "excerpt": ", you gain the following benefits. Life Preservation. Whenever you make a Death Saving Throw, you can change a roll of 9 or lower to a 10, turning a failed save into a"
      },
      {
        "document": 1642,
        "excerpt": "ilable route but aren't under your control otherwise. Whenever a Swarm of Rats that isn't under another creature's control comes within 30 feet of you while you are pl"
      },
      {
        "document": 1686,
        "excerpt": "substances or a thin sheet of lead block the vision. Whenever you use the ring again before taking a Long Rest, you must succeed on a DC 15 Constitution saving throw"
      },
      {
        "document": 1705,
        "excerpt": "ic. Removing the Shield fails to end the curse on you. Whenever an attack with a Ranged weapon targets a creature within 10 feet of you, the curse causes you to become"
      },
      {
        "document": 1760,
        "excerpt": "other over any distance. The target repeats the save whenever it takes damage as well as after every 24 hours it spends at least 1 mile away from the aboleth, ending"
      },
      {
        "document": 1765,
        "excerpt": ". Until the end of its next turn, the target rolls 1d6 whenever it makes an ability check or attack roll and subtracts the number rolled from the D20 Test. Failure or S"
      },
      {
        "document": 1777,
        "excerpt": ". Until the end of its next turn, the target rolls 1d8 whenever it makes an ability check or attack roll and subtracts the number rolled from the D20 Test. Failure or S"
      },
      {
        "document": 1828,
        "excerpt": "Acid Absorption. Whenever the golem is subjected to Acid damage, it takes no damage and instead regains a number of Hit Points equ"
      },
      {
        "document": 1832,
        "excerpt": "ency in one skill of the GM's choice and has Advantage whenever it makes an ability check using that skill."
      },
      {
        "document": 1845,
        "excerpt": "wind up to 20 feet at the start of each of its turns. Whenever the whirlwind enters a creature's space or a creature enters the whirlwind, that creature is subjected t"
      },
      {
        "document": 1864,
        "excerpt": "ility checks until the end of its next turn. Berserk. Whenever the golem starts its turn Bloodied, roll 1d6. On a 6, the golem goes berserk. On each of its turns while"
      },
      {
        "document": 1922,
        "excerpt": "ving into damaging terrain (such as lava or a pit) and whenever it takes damage from a source other than the harpy, the target repeats the save. Success: The target is"
      },
      {
        "document": 1934,
        "excerpt": "for 1 hour. Multiple Heads. The hydra has five heads. Whenever the hydra takes 25 damage or more on a single turn, one of its heads dies. The hydra dies if all its hea"
      },
      {
        "document": 1941,
        "excerpt": "Fire Absorption. Whenever the golem is subjected to Fire damage, it regains a number of Hit Points equal to the Fire damage dealt."
      },
      {
        "document": 1977,
        "excerpt": "ing damage, and the target has the Poisoned condition. Whenever the Poisoned target finishes a Long Rest, it is subjected to the following effect. Constitution Saving T"
      },
      {
        "document": 2017,
        "excerpt": "Lightning Absorption. Whenever the shambling mound is subjected to Lightning damage, it regains a number of Hit Points equal to the Lig"
      },
      {
        "document": 2025,
        "excerpt": "amage. Roar (3/Day). The sphinx emits a magical roar. Whenever it roars, the roar has a different effect, as detailed below (the sequence resets when it takes a Long R"
      }
    ],
    "where": [
      {
        "document": 26,
        "excerpt": "ame Master Describes a Scene. The GM tells the players where their adventurers are and what's around them (how many doors lead out of a room, what's on a table, and"
      },
      {
        "document": 72,
        "excerpt": "s: 1: Establish Positions. The Game Master determines where all the characters and monsters are located. Given the adventurers' marching order or their stated posit"
      },
      {
        "document": 121,
        "excerpt": "ommand words must be audible and fail to work in areas where all sound is suppressed, as in the area of the Silence spell."
      },
      {
        "document": 126,
        "excerpt": "e. If such an item is on a world or plane of existence where the specified event doesn't occur, the GM determines when the item recharges."
      },
      {
        "document": 151,
        "excerpt": "nts are presented as a number followed by parentheses, where the monster's Hit Point Dice are provided, along with any contribution from its Constitution. Either use"
      },
      {
        "document": 167,
        "excerpt": "flected in saving throws, skills, and other statistics where the monster's exceptional aptitude is a factor. Proficiency Bonus by Challenge Rating"
      },
      {
        "document": 231,
        "excerpt": "t the Standard Array by Class table for suggestions on where to assign scores for your character's class. The table puts the highest scores in a class's main abiliti"
      },
      {
        "document": 267,
        "excerpt": "s no blade you have found 79 An invitation to a party where a murder happened 80 A bronze pentacle with an etching of a rat's head in its center 81 A purple handk"
      },
      {
        "document": 364,
        "excerpt": "rials and labor. If the repairs are made in a location where supplies and skilled labor are abundant, such as a city shipyard, the repair time and cost are halved."
      },
      {
        "document": 476,
        "excerpt": "Using a Crowbar gives you Advantage on Strength checks where the Crowbar's leverage can be applied."
      },
      {
        "document": 671,
        "excerpt": "ith demonic objects or linger in desecrated locations, where demonic spirits await victims. A creature that becomes the target of Demonic Possession must succeed on"
      },
      {
        "document": 756,
        "excerpt": "pen until the end of your next turn. The GM determines where it leads."
      },
      {
        "document": 793,
        "excerpt": "on the same plane of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours."
      },
      {
        "document": 970,
        "excerpt": "You picked up various languages in the communities where you plied your roguish talents. You know Thieves' Cant and one other language of your choice, which you"
      },
      {
        "document": 976,
        "excerpt": "ther. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority."
      },
      {
        "document": 1150,
        "excerpt": "You create an acidic bubble at a point within range, where it explodes in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexterity saving t"
      },
      {
        "document": 1155,
        "excerpt": "ll ends, the message is lost, and the Beast returns to where you cast the spell. Using a Higher-Level Spell Slot. The spell's duration increases by 48 hours for eac"
      },
      {
        "document": 1157,
        "excerpt": "ne). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a chamber or corrido"
      },
      {
        "document": 1198,
        "excerpt": "us is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in castles and settlements. Choose three of the follo"
      },
      {
        "document": 1199,
        "excerpt": "tion that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the GM might offer a short p"
      },
      {
        "document": 1219,
        "excerpt": "em). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a particular place."
      },
      {
        "document": 1229,
        "excerpt": "e whether the Hallow spell is active there and, if so, where. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead."
      },
      {
        "document": 1256,
        "excerpt": "ou step into the border regions of the Ethereal Plane, where it overlaps with your current plane. You remain in the Border Ethereal for the duration. During this tim"
      },
      {
        "document": 1258,
        "excerpt": "target moves to a space at least 60 feet away from you where it can't see you, this effect ends. Sickened. The target has the Poisoned condition."
      },
      {
        "document": 1263,
        "excerpt": "here to move. If the creature ends its turn in a space where it doesn't have line of sight to you, the creature makes a Wisdom saving throw. On a successful save, th"
      },
      {
        "document": 1285,
        "excerpt": "reaks from you to a point of your choice within range, where it explodes in a 60-foot-radius Sphere. Each creature in that area makes a Constitution saving throw, ta"
      },
      {
        "document": 1287,
        "excerpt": "h it. The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does s"
      },
      {
        "document": 1293,
        "excerpt": "the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. The glyph is near"
      },
      {
        "document": 1328,
        "excerpt": "ort it, but instead you learn who that creature is and where that creature is currently located."
      },
      {
        "document": 1356,
        "excerpt": "one. You can use 5 feet of movement to leave the stone where you entered it, which ends the spell. You otherwise can't move. Minor physical damage to the stone does"
      },
      {
        "document": 1363,
        "excerpt": "you can alter the appearance of structures or add them where none are present. The spell doesn't disguise, conceal, or add creatures. The illusion includes audible,"
      },
      {
        "document": 1365,
        "excerpt": "t the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends immediately after you mak"
      },
      {
        "document": 1377,
        "excerpt": "you are on a different plane, it returns to the place where you bound it and remains there until the spell ends. Using a Higher-Level Spell Slot. The duration incr"
      },
      {
        "document": 1437,
        "excerpt": "ts for the duration. Or you can turn ordinary terrain where plants are present into Difficult Terrain that lasts for the duration. The spell doesn't enable plants"
      },
      {
        "document": 1451,
        "excerpt": "remain in place; if it is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. The glyph is near"
      },
      {
        "document": 1454,
        "excerpt": "0 Force damage, and the GM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time). Similar Area. You and your group (o"
      },
      {
        "document": 1458,
        "excerpt": "move to a place more than 1,000 feet from the location where you cast it."
      },
      {
        "document": 1515,
        "excerpt": "s it produces an effect 1 minute later from the ground where it was planted. The GM can choose an effect from the following table or determine it randomly."
      },
      {
        "document": 1517,
        "excerpt": "opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within a 10-foot-radius Sphere centered on the ga"
      },
      {
        "document": 1565,
        "excerpt": "to one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet's weight is negligible. A creature can take a Utilize action to smash"
      },
      {
        "document": 1580,
        "excerpt": "fied in the figurine's description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for"
      },
      {
        "document": 1594,
        "excerpt": "opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total C"
      },
      {
        "document": 1608,
        "excerpt": "only if the tower is empty. Each creature in the area where the tower appears is pushed to an unoccupied space outside but next to the tower. Objects in the area th"
      },
      {
        "document": 1625,
        "excerpt": "opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total C"
      },
      {
        "document": 1635,
        "excerpt": "the oil can be poured on the ground as a Magic action, where it covers a 10-foot square, duplicating the effect of the Grease spell in that area for 8 hours. This"
      },
      {
        "document": 1644,
        "excerpt": "opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total C"
      },
      {
        "document": 1720,
        "excerpt": "condition. You decide what action the snake takes and where it moves during its turn, or you can issue it a general command, such as to attack your enemies or guard"
      },
      {
        "document": 1733,
        "excerpt": "he ground anywhere in the area. Any creature on a spot where the fissure opens must make a DC 20 Dexterity saving throw, falling into the fissure on a failed save or"
      },
      {
        "document": 1756,
        "excerpt": "nce. Each time the item opens a portal, the GM decides where it leads. The portal remains open until a creature within 5 feet of it takes a Magic action to close it"
      },
      {
        "document": 1884,
        "excerpt": "ransported to a random location on the plane of Hades, where the nightmare reverts to figurine form. Onyx Dog (Rare). This onyx statuette of a dog can become a Mast"
      }
    ],
    "whereas": [
      {
        "document": 27,
        "excerpt": "ined at character creation (see “Character Creation”), whereas the AC of a monster appears in its stat block. Calculating AC. All creatures start with the same base A"
      },
      {
        "document": 406,
        "excerpt": "rmor, your base AC is 11 plus your Dexterity modifier, whereas your AC is 16 in Chain Mail. Strength. If the table shows a Strength score in the Strength column for a"
      },
      {
        "document": 409,
        "excerpt": "Melee weapon is used to attack a target within 5 feet, whereas a Ranged weapon is used to attack at a greater distance. Damage. The table lists the amount of damage a"
      },
      {
        "document": 688,
        "excerpt": "usceptible to fear and mental stress than common folk. Whereas a farmer might flee in terror from a bear or an apparition, adventurers are made of sterner stuff. That"
      },
      {
        "document": 714,
        "excerpt": "to seriously harm characters of the indicated levels, whereas a deadly trap can grievously damage characters of the indicated levels. Trigger. Traps are often set to"
      }
    ],
    "whereupon": [
      {
        "document": 142,
        "excerpt": "d properties. - Attempt to take control of its bearer, whereupon the bearer makes a Charisma saving throw (DC 12 plus the item's Charisma modifier). On a failed save, th"
      },
      {
        "document": 1556,
        "excerpt": "move the stopper and issue one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out"
      },
      {
        "document": 1605,
        "excerpt": "horseshoes to the hoof of a horse or similar creature, whereupon the horseshoe affixes itself to the hoof. Removing a horseshoe also takes a Magic action. While all fou"
      },
      {
        "document": 1606,
        "excerpt": "horseshoes to the hoof of a horse or similar creature, whereupon the horseshoe affixes itself to the hoof. Removing a horseshoe also takes a Magic action. While all fou"
      },
      {
        "document": 1644,
        "excerpt": "table Hole and place it on or against a solid surface, whereupon the Portable Hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole e"
      },
      {
        "document": 1693,
        "excerpt": ", you can plant the haft end of the rod in the ground, whereupon the rod's head sheds Bright Light in a 60-foot radius and Dim Light for an additional 60 feet. While in"
      },
      {
        "document": 1756,
        "excerpt": "e Well of Many Worlds and place it on a solid surface, whereupon it forms a two-way, 6-foot-diameter, circular portal to another world or plane of existence. Each time t"
      }
    ],
    "wherever": [
      {
        "document": 1344,
        "excerpt": "nd that you can see within range. Glowing runes appear wherever the Cylinder intersects with the floor or other surface. Choose one or more of the following types of c"
      }
    ],
    "whether": [
      {
        "document": 10,
        "excerpt": "oints, you must make a Death Saving Throw to determine whether you creep closer to death or hang on to life. Unlike other saving throws, this one isn't tied to an abil"
      },
      {
        "document": 16,
        "excerpt": "porary Hit Points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if a spell grants you 12 Temporary Hit P"
      },
      {
        "document": 23,
        "excerpt": "An attack roll determines whether an attack hits a target. An attack roll hits if the roll equals or exceeds the target's Armor Class. Att"
      },
      {
        "document": 26,
        "excerpt": "ery game session (each time you sit down to play D&D), whether the adventurers are talking to a noble, exploring a ruin, or fighting a dragon. In certain situations -"
      },
      {
        "document": 36,
        "excerpt": "en a skill is relevant. The GM has the ultimate say on whether a skill is relevant in a situation. If a creature is proficient in a skill, the creature applies its Pr"
      },
      {
        "document": 42,
        "excerpt": "iled elsewhere in the rules, the Game Master tells you whether that action is possible and what kind of D20 Test you need to make, if any."
      },
      {
        "document": 47,
        "excerpt": "during social interactions. As you roleplay, consider whether you prefer an active approach or a descriptive approach. The GM uses an NPC's personality and your char"
      },
      {
        "document": 56,
        "excerpt": "Adventurers and monsters often hide, whether to spy on one another, sneak past a guardian, or set an ambush. The Game Master decides when circumstanc"
      },
      {
        "document": 64,
        "excerpt": "s should establish a marching order while they travel, whether indoors or outdoors. A marching order makes it easier to determine which characters are affected by trap"
      },
      {
        "document": 74,
        "excerpt": "tance up to your Speed and take one action. You decide whether to move first or take your action first. The main actions you can take are listed in “Actions” earlier"
      },
      {
        "document": 75,
        "excerpt": "To determine the range on a grid between two things - whether creatures or objects - count squares from a square adjacent to one of them and stop counting in the spac"
      },
      {
        "document": 84,
        "excerpt": "us Actions, and Reactions also let you make an attack. Whether you strike with a Melee weapon, fire a Ranged weapon,"
      },
      {
        "document": 85,
        "excerpt": "t see, you have Disadvantage on the roll. This is true whether you're guessing the target's location or targeting a creature you can hear but not see. If the target is"
      },
      {
        "document": 92,
        "excerpt": "ame Master determines target numbers and tells players whether their rolls are successful. The target number for an ability check or a saving throw is called a Difficu"
      },
      {
        "document": 105,
        "excerpt": "l. A spell tells you which dice to roll for damage and whether to add any modifiers. Unless a rule says otherwise, you don't add your ability modifier to a fixed damag"
      },
      {
        "document": 115,
        "excerpt": "sidered magical for the purpose of any rule that cares whether a weapon is magical or not."
      },
      {
        "document": 117,
        "excerpt": "arves. Unusual Anatomy. Use your discretion to decide whether a creature can wear an item not made for its anatomy. A ring placed on a tentacle might work, but a yuan"
      },
      {
        "document": 127,
        "excerpt": "A magic item's description specifies whether it bears a curse. Most methods of identifying items, including the Identify spell, fail to reveal such a"
      },
      {
        "document": 133,
        "excerpt": "terials needed to make a magic item. The GM determines whether appropriate raw materials are available. In a city, there is a 75 percent chance that the materials are"
      },
      {
        "document": 142,
        "excerpt": ", it repeats the save, ending the effect on a success. Whether or not the attempt to control its bearer succeeds, the item can't use this power again until the next da"
      },
      {
        "document": 160,
        "excerpt": "uipment is recoverable after the creature is slain and whether any of that equipment is still usable. Beware of giving a monster combat-oriented magic items, since th"
      },
      {
        "document": 170,
        "excerpt": "The entry for a monster's attack identifies whether the attack is a melee or a ranged attack and then provides the attack roll's bonus, its reach or range,"
      },
      {
        "document": 173,
        "excerpt": "ack might deal 4 (1d4 + 2) damage on a hit. You decide whether to use the number or the die expression in parentheses; don't use both."
      },
      {
        "document": 175,
        "excerpt": "e hag. Spell Components. The Spellcasting trait notes whether the monster's spellcasting ignores the need for certain spell components. If any spell components are re"
      },
      {
        "document": 183,
        "excerpt": "t, in particular, is an invitation for you to consider whether an individual leans toward one of the other alignments. \"Character Creation\" describes the nine alignme"
      },
      {
        "document": 236,
        "excerpt": "an whatever you use to track your character's details, whether it's a printed character sheet, a digital character sheet, or plain paper. Choose whichever style of she"
      },
      {
        "document": 240,
        "excerpt": "Passive Perception. Sometimes your GM will determine whether your character notices something without asking you to make a Wisdom (Perception) check; the GM uses you"
      },
      {
        "document": 253,
        "excerpt": "The GM decides whether your character starts with more than the standard equipment for a level 1 character, possibly even one o"
      },
      {
        "document": 283,
        "excerpt": "hen you choose your character's species, you determine whether your character is a human or a member of a fantastical species, such as dragonborn or gnome. The people"
      },
      {
        "document": 286,
        "excerpt": "es include such diversity of size that you can choose whether your character is Small or Medium."
      },
      {
        "document": 389,
        "excerpt": "ate Armor, which sells for 1,500 GP. The GM determines whether appropriate raw materials are available."
      },
      {
        "document": 437,
        "excerpt": "Ability: Wisdom Weight: - Utilize: Discern whether someone is cheating (DC 10), or win the game (DC 20) Variants: Dice (1 SP), dragonchess (1 GP), playing"
      },
      {
        "document": 485,
        "excerpt": "y Symbol as a Spellcasting Focus. The table indicates whether a Holy Symbol needs to be held, worn, or borne on fabric (such as a tab-ard or banner) or a Shield. Hol"
      },
      {
        "document": 495,
        "excerpt": "to cast the spell. Each spell's description indicates whether it requires Verbal (V), Somatic (S), or Material (M) components. If the spellcaster can't provide one or"
      },
      {
        "document": 497,
        "excerpt": "tures specify which spells you have access to, if any; whether you always have certain spells prepared; and whether you can change the list of spells you have prepared"
      },
      {
        "document": 502,
        "excerpt": "ected by the spell's magic. A spell's description says whether the spell targets creatures, objects, or something else. A Clear Path to the Target. To target somethin"
      },
      {
        "document": 504,
        "excerpt": "require the caster to make an attack roll to determine whether the spell hits a target. Here's how to calculate the attack modifier for your spells: Spell attack modi"
      },
      {
        "document": 527,
        "excerpt": "surroundings. The GM uses this score when determining whether a creature notices something without consciously making a Wisdom (Perception) check. A creature's Passi"
      },
      {
        "document": 554,
        "excerpt": "The entry for a monster's attack starts by identifying whether the attack is a melee or a ranged attack and then provides the attack roll's bonus, its reach or range,"
      },
      {
        "document": 580,
        "excerpt": "ach section's Hit Points separately. The GM determines whether destroying part of an object causes the whole thing to collapse. Object Hit Points Damage Types and Ob"
      },
      {
        "document": 604,
        "excerpt": "it affects all three of these rolls. The GM determines whether a D20 Test is warranted in a given circumstance. See also “Playing the Game” (“D20 Tests”)."
      },
      {
        "document": 637,
        "excerpt": "e the start of your next turn. The GM has final say on whether your assistance is possible. Assist an Attack Roll. You momentarily distract an enemy within 5 feet of"
      },
      {
        "document": 640,
        "excerpt": "e of sight; if you can see a creature, you can discern whether it can see you. On a successful check, you have the Invisible condition while hidden. Make note of your"
      },
      {
        "document": 651,
        "excerpt": "ate, amuse, or gently persuade? The GM then determines whether the monster feels willing, unwilling, or hesitant due to your interaction; this determination establishe"
      },
      {
        "document": 667,
        "excerpt": "Some monsters are associated with curses, whether as part of their origins or due to their ability to spread curses - werewolves being a prime example. Y"
      },
      {
        "document": 965,
        "excerpt": "'s limbs rather than your own. In addition, you choose whether your equipment falls in your space, merges into your new form, or is worn by it. Worn equipment function"
      },
      {
        "document": 974,
        "excerpt": "devastating blows, withstand peril, and garner glory. Whether in athletic contests or bloody battle, Champions strive for the crown of the victor."
      },
      {
        "document": 980,
        "excerpt": "e a creature is marked by your Hunter's Mark, you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know"
      },
      {
        "document": 989,
        "excerpt": "se the spell's ignite-extinguish effect, you determine whether the device ignites or extinguishes fire; the device doesn't do both. You can have three such devices in"
      },
      {
        "document": 1152,
        "excerpt": "reatures that won't set off the alarm. You also choose whether the alarm is audible or mental: Audible Alarm. The alarm produces the sound of a handbell for 10 second"
      },
      {
        "document": 1161,
        "excerpt": "oney) Duration: 10 days As you cast the spell, choose whether it creates antipathy or sympathy, and target one creature or object that is Huge or smaller. Then specif"
      },
      {
        "document": 1194,
        "excerpt": "asting and finishes growing after 120 days; you choose whether the finished clone is the same age as the creature or younger. The clone remains inert and endures indef"
      },
      {
        "document": 1212,
        "excerpt": "mediately after the trigger occurs for the first time, whether or not you want it to, and then Contingency ends. The contingent spell takes effect only on you, even i"
      },
      {
        "document": 1229,
        "excerpt": ", or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where. The spell is blocked by 1 foot of stone, dirt, or w"
      },
      {
        "document": 1266,
        "excerpt": "or carrying. If you cast this spell again, you decide whether you summon the steed that disappeared or a different one. Using a Higher-Level Spell Slot. Use the spel"
      },
      {
        "document": 1293,
        "excerpt": "you inscribe the glyph, you set its trigger and choose whether it's an explosive rune or a spell glyph, as explained below. Set the Trigger. You decide what triggers"
      },
      {
        "document": 1322,
        "excerpt": "object, you learn its properties and how to use them, whether it requires Attunement, and how many charges it has, if any. You learn whether any ongoing spells are af"
      },
      {
        "document": 1379,
        "excerpt": "ality into plants. The casting time you use determines whether the spell has the Overgrowth or the Enrichment effect below. Overgrowth. Choose a point within range. A"
      },
      {
        "document": 1420,
        "excerpt": "you retain it too. Upon shape-shifting, you determine whether your equipment drops to the ground or changes in size and shape to fit the new form while you're in it."
      },
      {
        "document": 1453,
        "excerpt": "argets can communicate telepathically through the bond whether or not they share a language. The communication is possible over any distance, though it can't extend to"
      },
      {
        "document": 1454,
        "excerpt": "you. Your familiarity with the destination determines whether you arrive there successfully. The GM rolls 1d100 and consults the Teleportation Outcome table and the e"
      },
      {
        "document": 1466,
        "excerpt": "'s normal damage type (your choice). Cantrip Upgrade. Whether you deal Radiant damage or the weapon's normal damage type, the attack deals extra Radiant damage when y"
      },
      {
        "document": 1484,
        "excerpt": "be made with Advantage or Disadvantage, and you choose whether to use the reroll or the original roll. Reshape Reality. You may wish for something not included in any"
      },
      {
        "document": 1486,
        "excerpt": "t speak a deliberate lie while in the radius. You know whether a creature succeeds or fails on this save. An affected creature is aware of the spell and can avoid ans"
      },
      {
        "document": 1596,
        "excerpt": "a spell slot of the spell's level. Then, to determine whether you cast the spell, make an Intelligence (Arcana) check (DC 10 plus the spell's level). On a successful"
      },
      {
        "document": 1673,
        "excerpt": "llows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate"
      },
      {
        "document": 1709,
        "excerpt": "ity check using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell's level. On a failed check, the spell disappears fro"
      }
    ],
    "which": [
      {
        "document": 2,
        "excerpt": "s are called for in different situations, depending on which ability is most relevant. See the Ability Check Examples table for examples of each check's use. Abilit"
      },
      {
        "document": 5,
        "excerpt": "condition. It then starts a Short Rest, at the end of which that condition ends on it. The condition ends early if the creature regains any Hit Points or if someone"
      },
      {
        "document": 11,
        "excerpt": "tion to try to stabilize a creature with 0 Hit Points, which requires a successful DC 10 Wisdom (Medicine) check. A Stable creature doesn't make Death Saving Throws"
      },
      {
        "document": 12,
        "excerpt": "spells and other effects confer Temporary Hit Points, which are a buffer against losing actual Hit Points, as explained below."
      },
      {
        "document": 24,
        "excerpt": "The Attack Roll Abilities table shows which ability modifier to use for different types of attack rolls. Attack Roll Abilities Some features let y"
      },
      {
        "document": 26,
        "excerpt": "ing the results often leads to another decision point, which brings the game back to step 1. This pattern holds during every game session (each time you sit down to"
      },
      {
        "document": 27,
        "excerpt": "s that give different ways to calculate AC must choose which one to use; only one base calculation can be in effect for a creature."
      },
      {
        "document": 33,
        "excerpt": "n reroll or replace only one die, not both. You choose which one. For example, if you have Heroic Inspiration (see the sidebar below) and roll a 3 and an 18 on an a"
      },
      {
        "document": 34,
        "excerpt": "he multiverse. All creatures have a Proficiency Bonus, which reflects the impact that training has on the creature's capabilities. A character's Proficiency Bonus in"
      },
      {
        "document": 36,
        "excerpt": "Most ability checks involve using a skill, which represents a category of things creatures try to do with an ability check. The descriptions of the actio"
      },
      {
        "document": 38,
        "excerpt": "The skills are shown on the Skills table, which notes example uses for each skill proficiency as well as the ability check the skill most often applies"
      },
      {
        "document": 42,
        "excerpt": "ction. The Action table lists the game's main actions, which are defined in more detail in “Rules Glossary.” Actions Player characters and monsters can also do thi"
      },
      {
        "document": 44,
        "excerpt": "only one Bonus Action on your turn, so you must choose which Bonus Action to use if you have more than one available. You choose when to take a Bonus Action during"
      },
      {
        "document": 45,
        "excerpt": "tion is an instant response to a trigger of some kind, which can occur on your turn or on someone else's. The Opportunity Attack, described later in \"Playing the Gam"
      },
      {
        "document": 46,
        "excerpt": "In those situations, it's time for social interaction, which takes many forms. For example, you might try to convince a burglar to confess to wrongdoing or try to fl"
      },
      {
        "document": 58,
        "excerpt": "le, chair, or stone. It isn't a building or a vehicle, which are composed of many objects."
      },
      {
        "document": 64,
        "excerpt": "utdoors. A marching order makes it easier to determine which characters are affected by traps, which ones can spot hidden enemies, and which ones are the closest to"
      },
      {
        "document": 67,
        "excerpt": "e group can move twice that distance for 1 hour, after which the mounts need a Short or Long Rest before they can move at that increased pace again (see “Equipment”"
      },
      {
        "document": 73,
        "excerpt": "rom highest to lowest Initiative. This is the order in which they act during each round. The Initiative order remains the same from round to round. Ties. If a tie o"
      },
      {
        "document": 76,
        "excerpt": "Combat ends when one side or the other is defeated, which can mean the creatures are killed or knocked out or have surrendered or fled. Combat can also end when b"
      },
      {
        "document": 82,
        "excerpt": "A creature belongs to a size category, which determines the width of the square space the creature occupies on a map, as shown on the Creature Size a"
      },
      {
        "document": 86,
        "excerpt": "Cover table, there are three degrees of cover, each of which gives a different benefit to a target. A target can benefit from cover only when an attack or other eff"
      },
      {
        "document": 92,
        "excerpt": "ifier. “Playing the Game” and “Rules Glossary” explain which ability modifiers to use for various D20 Tests. - Your Proficiency Bonus If Relevant. Each creature has"
      },
      {
        "document": 102,
        "excerpt": "Points can be any number from that maximum down to 0, which is the lowest Hit Points can go. Whenever you take damage, subtract it from your Hit Points. Hit Point"
      },
      {
        "document": 105,
        "excerpt": "he attack roll - to the damage roll. A spell tells you which dice to roll for damage and whether to add any modifiers. Unless a rule says otherwise, you don't add yo"
      },
      {
        "document": 118,
        "excerpt": "Every magic item has a rarity, which provides a rough measure of an item's power relative to other magic items. The rarities are shown in the"
      },
      {
        "document": 119,
        "excerpt": "mple, +1 Armor (Plate Armor) has a value of 5,500 GP, which is the sum of a Rare magic item's value (4,000 GP) and the cost of Plate Armor (1,500 GP). Magic Item R"
      },
      {
        "document": 123,
        "excerpt": "s more than one spellcasting ability, the user chooses which one to use with the item. If the user doesn't have a spellcasting ability, their spellcasting ability m"
      },
      {
        "document": 131,
        "excerpt": "The Magic Item Tools table lists which tool is required to make a magic item of each category. You must use the required tool to make an item a"
      },
      {
        "document": 156,
        "excerpt": "attack, have it use Multiattack on any of its turns in which it's not using one of its more powerful abilities. Bonus Actions, Reactions, Legendary Actions. If the"
      },
      {
        "document": 163,
        "excerpt": "n understand a language but can't communicate with it, which is noted in its entry. \"None\" indicates that a creature doesn't comprehend any language."
      },
      {
        "document": 171,
        "excerpt": "ired and then provides the save's DC, a description of which creatures make the save, and an explanation of what happens on a failed or successful save. “Half damag"
      },
      {
        "document": 175,
        "excerpt": "ty spell, but the spell has a “self only” restriction, which means the spell affects only the hag. Spell Components. The Spellcasting trait notes whether the monste"
      },
      {
        "document": 179,
        "excerpt": "ted by X–Y), the monster regains the use of that part, which also recharges when the monster finishes a Short or Long Rest. For example, \"Recharge 5–6\" in an action"
      },
      {
        "document": 181,
        "excerpt": "type. The game includes the following creature types, which have no rules of their own: Aberrations are utterly alien beings, such as aboleths and cloakers. Beast"
      },
      {
        "document": 240,
        "excerpt": "modifier for saving throws they're not proficient in, which is just the relevant ability modifier. Skills. For skills you have proficiency in, add your Proficiency"
      },
      {
        "document": 241,
        "excerpt": "rting weapons. The attack roll bonus for a weapon with which you have proficiency is one of the following unless a weapon's property says otherwise: Melee attack bo"
      },
      {
        "document": 252,
        "excerpt": "hese bonus feats, but a player can choose any feat for which their level 20 character qualifies. in the “Level Advancement” section. You begin with the minimum amou"
      },
      {
        "document": 259,
        "excerpt": "you have the Proficiency Bonus of a level 5 character, which is +3."
      },
      {
        "document": 263,
        "excerpt": "Similarly, the Warlock's Thirsting Blade invocation, which grants you the Extra Attack feature with your pact weapon, doesn't give you additional attacks if you al"
      },
      {
        "document": 266,
        "excerpt": "ss (your choice) 48 A glass orb filled with water, in which swims a clockwork goldfish 49 A silver spoon with an M engraved on the handle 50 A whistle made from g"
      },
      {
        "document": 267,
        "excerpt": "ng manners and etiquette 77 A sheet of parchment upon which is drawn a mechanical contraption 78 An ornate scabbard that fits no blade you have found 79 An invita"
      },
      {
        "document": 271,
        "excerpt": "oosing, the Ability Scores and Backgrounds table shows which backgrounds benefit which ability scores. Look for your class's primary ability there. Ability Scores a"
      },
      {
        "document": 285,
        "excerpt": "er's species determines the character's creature type, which is described in “Rules Glossary.” Every species in “Character Origins” is Humanoid; playable non-Humanoi"
      },
      {
        "document": 302,
        "excerpt": "he description of a feat contains the following parts, which are presented after the feat's name. Category. A feat is a member of a category, which is noted in the"
      },
      {
        "document": 308,
        "excerpt": "As a Utilize action, you can set a Hunting Trap, which is a sawtooth steel ring that snaps shut when a creature steps on a pressure plate in the center. The t"
      },
      {
        "document": 309,
        "excerpt": "Ink comes in a 1-ounce bottle, which provides enough ink to write about 500 pages."
      },
      {
        "document": 383,
        "excerpt": "Each weapon has a mastery property, which is usable only by a character who has a feature, such as Weapon Mastery, that unlocks the property for t"
      },
      {
        "document": 387,
        "excerpt": "item, you need tools, raw materials, and time, each of which is detailed below. If you meet the requirements, you make the item, and you can use it or sell it at its"
      },
      {
        "document": 388,
        "excerpt": "The “Tools” section of “Equipment” lists which tools are required to make certain items. The GM assigns required tools for items not listed there. You"
      },
      {
        "document": 389,
        "excerpt": "you need 750 GP of raw materials to make Plate Armor, which sells for 1,500 GP. The GM determines whether appropriate raw materials are available."
      },
      {
        "document": 390,
        "excerpt": "or example, you need 5 days to make a Heavy Crossbow, which sells for 50 GP. If an item requires multiple days, the days needn't be consecutive. Characters can co"
      },
      {
        "document": 398,
        "excerpt": "and how much they're worth relative to the Gold Piece, which is the game's main coin. For example, 100 Copper Pieces are worth 1 Gold Piece. A coin weighs about a t"
      },
      {
        "document": 409,
        "excerpt": "section. Mastery. Each weapon has a mastery property, which is defined in the “Mastery Properties” section. To use that property, you must have a feature that lets"
      },
      {
        "document": 412,
        "excerpt": "Variants. This entry appears if the tool has variants, which are listed. Each requires a separate proficiency."
      },
      {
        "document": 430,
        "excerpt": "lb. Utilize: Assemble a Tiny item composed of scrap, which falls apart in 1 minute (DC 20) Craft: Musket, Pistol, Bell, Bullseye Lantern, Flask, Hooded Lantern, H"
      },
      {
        "document": 490,
        "excerpt": "minute or more. A spell's Casting Time entry specifies which of those is required."
      },
      {
        "document": 494,
        "excerpt": "t can originate, and the spell's description specifies which part of the effect is limited by the range. A range usually takes one of the following forms: Distance"
      },
      {
        "document": 497,
        "excerpt": "ic item, such as a Spell Scroll. Your features specify which spells you have access to, if any; whether you always have certain spells prepared; and whether you can"
      },
      {
        "document": 501,
        "excerpt": "ry. Those details present exactly what the spell does, which ignores mundane physical laws; any outcomes beyond those effects are under the GM's purview. Whatever th"
      },
      {
        "document": 502,
        "excerpt": "Thunder-wave, cover an area called an area of effect, which is defined in “Rules Glossary.” The area determines what the spell targets. The description of a spell s"
      },
      {
        "document": 510,
        "excerpt": "The following sections explain each of those entries, which follow a spell's name."
      },
      {
        "document": 512,
        "excerpt": "Every spell has a level from 0 to 9, which is indicated in a spell's description. A spell's level is an indicator of how powerful it is. Cantrips -"
      },
      {
        "document": 526,
        "excerpt": "her features specify that they have an area of effect, which typically has one of six shapes. These shapes are defined elsewhere in this glossary: Cone Cylinder L"
      },
      {
        "document": 534,
        "excerpt": "rule gives you another base AC calculation, you choose which calculation to use; you can't use more than one. See also \"Attack Roll.\""
      },
      {
        "document": 535,
        "excerpt": "you act. To do so, you take this action on your turn, which lets you act by taking a Reaction before the start of your next turn. First, you decide what perceivabl"
      },
      {
        "document": 537,
        "excerpt": "cast than normal. It also doesn't expend a spell slot, which means the ritual version of a spell can't be cast at a higher level. See also \"Spells.\""
      },
      {
        "document": 541,
        "excerpt": "omething that isn't obvious. The Search table suggests which skills are applicable when you take this action, depending on what you're trying to detect. Search"
      },
      {
        "document": 543,
        "excerpt": "A Short Rest is a 1-hour period of downtime, during which a creature does nothing more strenuous than reading, talking, eating, or standing watch. To start a Shor"
      },
      {
        "document": 545,
        "excerpt": "- player or GM - whose turn it is decides the order in which those things happen. For example, if two effects occur at the start of a player character's turn, the pl"
      },
      {
        "document": 548,
        "excerpt": "A creature has a Speed, which is the distance in feet the creature can cover when it moves on its turn. See also “Climbing,” “Crawling"
      },
      {
        "document": 554,
        "excerpt": "the monster's Armor Class, Initiative, and Hit Points, which are detailed in \"Playing the Game.\" In parentheses after the Hit Points, the monster's Hit Point Dice ar"
      },
      {
        "document": 556,
        "excerpt": "ation about it. The Areas of Knowledge table suggests which skills are applicable to various areas of knowledge. Areas of Knowledge"
      },
      {
        "document": 558,
        "excerpt": "es by the start of combat, that creature is surprised, which causes it to have Disadvantage on its Initiative roll. See also “Playing the Game” (“Combat”)."
      },
      {
        "document": 568,
        "excerpt": "ed on a Strength or Dexterity saving throw (it chooses which), or it has the Grappled condition. The DC for the saving throw and any escape attempts equals 8 plus yo"
      },
      {
        "document": 585,
        "excerpt": "A cantrip is a level 0 spell, which is cast without a spell slot. See also “Spells.”"
      },
      {
        "document": 595,
        "excerpt": "t behind it. There are three degrees of cover, each of which provides a different benefit to a target: Half Cover (+2 bonus to AC and Dexterity saving throws), Three"
      },
      {
        "document": 601,
        "excerpt": "be. The effect that creates a Cube specifies its size, which is the length of each side. A Cube's point of origin isn't included in the area of effect unless its cr"
      },
      {
        "document": 607,
        "excerpt": "fect equal to or greater than its damage threshold, in which case it takes that entire instance of damage. Any damage that fails to meet or exceed the damage thresho"
      },
      {
        "document": 609,
        "excerpt": "titution, Intelligence, Wisdom, and Charisma - each of which has a corresponding modifier. Add the modifier when you make a D20 Test with the corresponding ability o"
      },
      {
        "document": 612,
        "excerpt": "ad of your Speed when you take this action. You choose which speed to use each time you take it. See also “Speed.”"
      },
      {
        "document": 619,
        "excerpt": "On your turn, you can take one action. Choose which action to take from those below or from the special actions provided by your features. See also “Playing"
      },
      {
        "document": 626,
        "excerpt": "te adventures, characters earn Experience Points (XP), which are awarded by the Game Master. When a character's XP total crosses certain thresholds, the character's"
      },
      {
        "document": 627,
        "excerpt": "you make an ability check with a skill proficiency in which you have Expertise, your Proficiency Bonus is doubled for that check unless the bonus is doubled by anot"
      },
      {
        "document": 640,
        "excerpt": "ndition while hidden. Make note of your check's total, which is the DC for a creature to find you with a Wisdom (Perception) check. You stop being hidden immediatel"
      },
      {
        "document": 646,
        "excerpt": "ons. Such an effect defines what the illusion does and which senses or mental faculties it deceives. If an illusion manifests in space, the illusion is insubstantia"
      },
      {
        "document": 651,
        "excerpt": "it is hesitant to do, you must make an ability check, which is affected by the monster's attitude: Indifferent, Friendly, or Hostile, each of which is defined in th"
      },
      {
        "document": 654,
        "excerpt": "someone uses an action to administer first aid to it, which requires a successful DC 10 Wisdom (Medicine) check."
      },
      {
        "document": 675,
        "excerpt": "ons and elixirs are sometimes tainted by Cackle Fever, which affects Humanoids only (gnomes are strangely immune). A creature suffers the following effects 1d4 days"
      },
      {
        "document": 676,
        "excerpt": "ns and alchemical waste can give rise to Sewer Plague, which incubates in sewers and refuse heaps and is sometimes transmitted by creatures that dwell in such areas,"
      },
      {
        "document": 677,
        "excerpt": "can use it to create one dose of nonmagical ointment, which takes 1 hour. When applied to the eyes of a creature suffering from Sight Rot, the ointment suppresses t"
      },
      {
        "document": 695,
        "excerpt": "citated condition. The effort takes 1d6 minutes, after which the character makes a DC 20 Intelligence (Nature) check using a Poisoner's Kit. On a successful check, t"
      },
      {
        "document": 712,
        "excerpt": "adventure can lead players to become overly cautious, which slows down the game. The best traps are fleeting distractions that skilled characters can overcome in a"
      },
      {
        "document": 717,
        "excerpt": "for higher levels by increasing the weight of the Net, which increases the save DC and the DC of the Strength (Athletics) check as follows: DC 12 at levels 5–10, DC"
      },
      {
        "document": 718,
        "excerpt": "a character can use a sharp tool to deface the glyph, which disarms the trap. As a Search action, a creature can examine the section of floor that forms the pressu"
      },
      {
        "document": 723,
        "excerpt": "a trapdoor, causing the creature to fall into the pit, which has sharpened wooden or metal spikes at the bottom. The lid remains open thereafter. A creature that fa"
      },
      {
        "document": 753,
        "excerpt": "ur languages and obeys your commands for 1 hour, after which it returns to the bottle, and a new stopper contains it. The stopper can’t be removed for 24 hours. The"
      },
      {
        "document": 756,
        "excerpt": "4–5, Uncommon; on a 6, Rare. The GM chooses the item, which disappears after 1 hour if it’s not consumed or destroyed before then."
      },
      {
        "document": 772,
        "excerpt": "ls or the tool required to make the nonmagical item on which the magic item is based"
      },
      {
        "document": 783,
        "excerpt": "origin. The butterflies remain for 10 minutes, during which time the area of effect is Heavily Obscured."
      },
      {
        "document": 793,
        "excerpt": "A fruit tree grows. It has 1d10 + 20 fruit, 1d8 of which act as randomly determined potions. The tree vanishes after 1 hour. Picked fruit remains, retaining any"
      },
      {
        "document": 820,
        "excerpt": "A bag containing forty-seven teeth, one of which is rotten"
      },
      {
        "document": 962,
        "excerpt": "feat (see \"Feats\") or another feat of your choice for which you qualify. You gain this feature again at Barbarian levels 8, 12, and 16."
      },
      {
        "document": 963,
        "excerpt": "iration is represented by your Bardic Inspiration die, which is a d6. Using Bardic Inspiration. As a Bonus Action, you can inspire another creature within 60 feet o"
      },
      {
        "document": 964,
        "excerpt": "ow details how you use those rules with Cleric spells, which appear on the Cleric spell list later in the class’s description. Cantrips. You know three cantrips of"
      },
      {
        "document": 965,
        "excerpt": "ow details how you use those rules with Druid spells, which appear on the Druid spell list later in the class's description. Cantrips. You know two cantrips of you"
      },
      {
        "document": 966,
        "excerpt": "feat (see \"Feats\") or another feat of your choice for which you qualify. You gain this feature again at Fighter levels 6, 8, 12, 14, and 16."
      },
      {
        "document": 967,
        "excerpt": "styles that use your Unarmed Strike and Monk weapons, which are the following: - Simple Melee weapons - Martial Melee weapons that have the Light property You gai"
      },
      {
        "document": 968,
        "excerpt": "n level. As a Bonus Action, you can touch a creature (which could be yourself) and draw power from the pool of healing to restore a number of Hit Points to that cre"
      },
      {
        "document": 969,
        "excerpt": "ow details how you use those rules with Ranger spells, which appear in the Ranger spell list later in the class’s description. Spell Slots. The Ranger Features tabl"
      },
      {
        "document": 970,
        "excerpt": "w Thieves' Cant and one other language of your choice, which you choose from the language tables in \"Character Creation.\""
      },
      {
        "document": 971,
        "excerpt": "details how you use those rules with Sorcerer spells, which appear in the Sorcerer spell list later in the class’s description. Cantrips. You know four Sorcerer ca"
      },
      {
        "document": 972,
        "excerpt": "n replace one of your invocations with another one for which you qualify. You can't replace an invocation if it's a prerequisite for another invocation that you hav"
      },
      {
        "document": 973,
        "excerpt": "ow details how you use those rules with Wizard spells, which appear in the Wizard spell list later in the class’s description. Cantrips. You know three Wizard cantr"
      },
      {
        "document": 976,
        "excerpt": "). A spell you choose must be a cantrip or a spell for which you have spell slots, as shown in the Bard Features table. You always have the chosen spells prepared,"
      },
      {
        "document": 978,
        "excerpt": "e two Wizard spells from the Evocation school, each of which must be no higher than level 2, and add them to your spellbook for free. In addition, whenever you gain"
      },
      {
        "document": 979,
        "excerpt": "luding you - and your path is defined by the extent to which you strive against those aims."
      },
      {
        "document": 981,
        "excerpt": "Choose Bloodied creatures within 30 feet of yourself (which can include you), and divide those Hit Points among them. This feature can restore a creature to no more"
      },
      {
        "document": 985,
        "excerpt": "Focus Points to start these imperceptible vibrations, which last for a number of days equal to your Monk level. The vibrations are harmless unless you take an actio"
      },
      {
        "document": 988,
        "excerpt": "u spend those hours in a trancelike meditation, during which you retain consciousness."
      },
      {
        "document": 1153,
        "excerpt": "ing options. Its effects last for the duration, during which you can take a Magic action to replace the option you chose with a different one. Aquatic Adaptation. Y"
      },
      {
        "document": 1156,
        "excerpt": "Points equal to the Hit Points of the first form into which it shape-shifts. These Temporary Hit Points vanish if any remain when the spell ends. The transformation"
      },
      {
        "document": 1157,
        "excerpt": "The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours,"
      },
      {
        "document": 1161,
        "excerpt": "gainst this effect is immune to it for 1 minute, after which it can be affected again."
      },
      {
        "document": 1162,
        "excerpt": "You mentally receive visual information from the eye, which can see in every direction. It also has Darkvision with a range of 30 feet. As a Bonus Action, you can"
      },
      {
        "document": 1164,
        "excerpt": "V, S, M (gold dust worth 25+ GP, which the spell consumes)"
      },
      {
        "document": 1167,
        "excerpt": "rth 1,000+ GP and one silver bar worth 100+ GP, all of which the spell consumes)"
      },
      {
        "document": 1170,
        "excerpt": "V, S, M (an agate worth 1,000+ GP, which the spell consumes)"
      },
      {
        "document": 1176,
        "excerpt": ": Concentration, up to 1 minute You touch a creature, which must succeed on a Wisdom saving throw or become cursed for the duration. Until the curse ends, the targe"
      },
      {
        "document": 1182,
        "excerpt": "Ethereal Plane, you can perceive the plane you left, which is cast in shades of gray, but you can't see anything there more than 60 feet away. You can affect and b"
      },
      {
        "document": 1187,
        "excerpt": "as many as three other targets of your choice, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted"
      },
      {
        "document": 1194,
        "excerpt": "V, S, M (a diamond worth 1,000+ GP, which the spell consumes, and a sealable vessel worth 2,000+ GP that is large enough to hold the creature bein"
      },
      {
        "document": 1198,
        "excerpt": "prevalent kind of plant, mineral, or Beast (you choose which to learn) - Locations of bodies of water For example, you could determine the location of a powerful mo"
      },
      {
        "document": 1200,
        "excerpt": "that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn't decode symbo"
      },
      {
        "document": 1205,
        "excerpt": "0 minutes You conjure a spirit from the Upper Planes, which manifests as a pillar of light in a 10-foot-radius, 40-foot-high Cylinder centered on a point within ran"
      },
      {
        "document": 1206,
        "excerpt": "upied space within range. Choose the spirit's element, which determines its damage type: air (Lightning), earth (Thunder), fire (Fire), or water (Cold). The spirit l"
      },
      {
        "document": 1213,
        "excerpt": "V, S, M (ruby dust worth 50+ GP, which the spell consumes)"
      },
      {
        "document": 1214,
        "excerpt": "u cause a whirlpool to form in the center of the area, which must be at least 50 feet square and 25 feet deep. The whirlpool lasts until you choose a different effec"
      },
      {
        "document": 1215,
        "excerpt": "the spell, you change the current weather conditions, which are determined by the GM. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes"
      },
      {
        "document": 1216,
        "excerpt": "Reaction, which you take when you see a creature within 60 feet of yourself casting a spell with Verbal, Somatic, or Mat"
      },
      {
        "document": 1219,
        "excerpt": "The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours,"
      },
      {
        "document": 1238,
        "excerpt": "V, S, M (incense worth 25+ GP, which the spell consumes)"
      },
      {
        "document": 1240,
        "excerpt": "Bonus Action, which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike"
      },
      {
        "document": 1246,
        "excerpt": "ce (and the spell) or wait for the target to sleep, at which point the messenger enters its dreams. You can make the messenger terrifying to the target. If you do s"
      },
      {
        "document": 1248,
        "excerpt": "turn you cast it. You choose the fissures' locations, which can't be under structures. Each fissure is 1d10 × 10 feet deep and 10 feet wide, and it extends from one"
      },
      {
        "document": 1253,
        "excerpt": "Bonus Action, which you take immediately after hitting a creature with a weapon"
      },
      {
        "document": 1256,
        "excerpt": "ts an extra foot. You can perceive the plane you left, which looks gray, and you can't see anything there more than 60 feet away. While on the Ethereal Plane, you c"
      },
      {
        "document": 1264,
        "excerpt": "Reaction, which you take when you or a creature you can see within 60 feet of you falls"
      },
      {
        "document": 1265,
        "excerpt": "V, S, M (burning incense worth 10+ GP, which the spell consumes)"
      },
      {
        "document": 1266,
        "excerpt": "the steed's creature type - Celestial, Fey, or Fiend - which determines certain traits in the stat block. Combat. The steed is an ally to you and your allies. In co"
      },
      {
        "document": 1267,
        "excerpt": "face a choice of paths along the way there, you know which path is the most direct."
      },
      {
        "document": 1272,
        "excerpt": "area of the storm consists of up to ten 10-foot Cubes, which you arrange as you like. Each Cube must be contiguous with at least one other Cube. Each creature in the"
      },
      {
        "document": 1282,
        "excerpt": "V, S, M (ruby dust worth 1,500+ GP, which the spell consumes)"
      },
      {
        "document": 1287,
        "excerpt": "plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal"
      },
      {
        "document": 1289,
        "excerpt": "V, S, M (2 Copper Pieces, which the spell consumes)"
      },
      {
        "document": 1293,
        "excerpt": "V, S, M (powdered diamond worth 200+ GP, which the spell consumes)"
      },
      {
        "document": 1297,
        "excerpt": "V, S, M (diamond dust worth 100+ GP, which the spell consumes)"
      },
      {
        "document": 1302,
        "excerpt": "n on your later turns, you can change the direction in which the Line blasts from you."
      },
      {
        "document": 1303,
        "excerpt": "V, S, M (incense worth 1,000+ GP, which the spell consumes)"
      },
      {
        "document": 1310,
        "excerpt": "Reaction, which you take in response to taking damage from a creature that you can see within 60 feet of yourself"
      },
      {
        "document": 1311,
        "excerpt": "V, S, M (a gem-encrusted bowl worth 1,000+ GP, which the spell consumes)"
      },
      {
        "document": 1322,
        "excerpt": "ead touch a creature throughout the casting, you learn which ongoing spells, if any, are currently affecting it."
      },
      {
        "document": 1323,
        "excerpt": "S, M (ink worth 10+ GP, which the spell consumes)"
      },
      {
        "document": 1330,
        "excerpt": "ances comically until the end of its next turn, during which it must spend all its movement to dance in place. On a failed save, the target has the Charmed conditio"
      },
      {
        "document": 1332,
        "excerpt": "Lock, that spell is suppressed for 10 minutes, during which time the target can be opened and closed. When you cast the spell, a loud knock, audible up to 300 feet"
      },
      {
        "document": 1333,
        "excerpt": "V, S, M (incense worth 250+ GP, which the spell consumes, and four ivory strips worth 50+ GP each)"
      },
      {
        "document": 1335,
        "excerpt": "or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in eithe"
      },
      {
        "document": 1344,
        "excerpt": "V, S, M (salt and powdered silver worth 100+ GP, which the spell consumes)"
      },
      {
        "document": 1347,
        "excerpt": "V, S, M (jade dust worth 10+ GP, which the spell consumes)"
      },
      {
        "document": 1356,
        "excerpt": "t of movement to leave the stone where you entered it, which ends the spell. You otherwise can't move. Minor physical damage to the stone doesn't harm you, but its"
      },
      {
        "document": 1364,
        "excerpt": "actions, shifting position so it's impossible to track which image is real. Each time a creature hits you with an attack roll during the spell's duration, roll a d6"
      },
      {
        "document": 1370,
        "excerpt": "V, S, M (a pinch of diamond dust worth 25+ GP, which the spell consumes)"
      },
      {
        "document": 1372,
        "excerpt": "ected to an unoccupied space nearest to the surface on which you cast the spell."
      },
      {
        "document": 1376,
        "excerpt": "adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature's ethos, the payment might be halved or eve"
      },
      {
        "document": 1377,
        "excerpt": "V, S, M (a jewel worth 1,000+ GP, which the spell consumes)"
      },
      {
        "document": 1387,
        "excerpt": "y saving throw. For each target, roll 1d8 to determine which color ray affects it, consulting the Prismatic Rays table. Prismatic Rays | 1d8 | Ray"
      },
      {
        "document": 1388,
        "excerpt": "as described in the Prismatic Layers table. The wall, which has AC 10, can be destroyed one layer at a time, in order from red to violet, by means specific to each"
      },
      {
        "document": 1391,
        "excerpt": "t disappears and remains dormant for 10 minutes, after which the illusion can be activated again. The trigger can be as general or as detailed as you like, though i"
      },
      {
        "document": 1394,
        "excerpt": "V, S, M (a flask of Holy Water worth 25+ GP, which the spell consumes)"
      },
      {
        "document": 1397,
        "excerpt": "V, S, M (a diamond worth 500+ GP, which the spell consumes)"
      },
      {
        "document": 1402,
        "excerpt": "V, S, M (rare oils worth 1,000+ GP, which the spell consumes)"
      },
      {
        "document": 1406,
        "excerpt": "V, S, M (a diamond worth 1,000+ GP, which the spell consumes)"
      },
      {
        "document": 1408,
        "excerpt": "V, S, M (a diamond worth 300+ GP, which the spell consumes)"
      },
      {
        "document": 1409,
        "excerpt": "ends. That space can be reached by climbing the rope, which can be pulled into or dropped out of it. The space can hold up to eight Medium or smaller creatures. At"
      },
      {
        "document": 1413,
        "excerpt": "stence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you know the target and the sort of physical connection y"
      },
      {
        "document": 1414,
        "excerpt": "Bonus Action, which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike"
      },
      {
        "document": 1419,
        "excerpt": "V, S, M (gem dust worth 5,000+ GP, which the spell consumes)"
      },
      {
        "document": 1420,
        "excerpt": "Points equal to the Hit Points of the first form into which you shape-shift. These Temporary Hit Points vanish if any remain when the spell ends. Your game statist"
      },
      {
        "document": 1423,
        "excerpt": "Reaction, which you take when you are hit by an attack roll or targeted by the Magic Missile spell"
      },
      {
        "document": 1425,
        "excerpt": "Bonus Action, which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike"
      },
      {
        "document": 1429,
        "excerpt": "V, S, M (powdered ruby worth 1,500+ GP, which the spell consumes)"
      },
      {
        "document": 1430,
        "excerpt": "pacitated condition until the end of its next turn, at which point it must repeat the save. If the target fails the second save, the target has the Unconscious condi"
      },
      {
        "document": 1445,
        "excerpt": "V, S, M (diamond dust worth 100+ GP, which the spell consumes)"
      },
      {
        "document": 1451,
        "excerpt": "V, S, M (powdered diamond worth 1,000+ GP, which the spell consumes)"
      },
      {
        "document": 1454,
        "excerpt": "ally” is a place you have seen more than once but with which you aren’t very familiar. - “Viewed once or described” is a place you have seen once, possibly using mag"
      },
      {
        "document": 1455,
        "excerpt": "V, M (rare inks worth 50+ GP, which the spell consumes)"
      },
      {
        "document": 1458,
        "excerpt": "eatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal. This spell ends if one of the actions you use during this perio"
      },
      {
        "document": 1464,
        "excerpt": "V, S, M (diamonds worth 25,000+ GP, which the spell consumes)"
      },
      {
        "document": 1465,
        "excerpt": "V, S, M (mushroom powder worth 25+ GP, which the spell consumes)"
      },
      {
        "document": 1466,
        "excerpt": "S, M (a weapon with which you have proficiency and that is worth I+ CP)"
      },
      {
        "document": 1473,
        "excerpt": "creature is pushed to one side of the wall (you choose which side). Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled"
      },
      {
        "document": 1474,
        "excerpt": "creature is pushed to one side of the wall (you choose which side) and makes a Dexterity saving throw, taking 10d6 Cold damage on a failed save or half as much damag"
      },
      {
        "document": 1475,
        "excerpt": "creature is pushed to one side of the wall (you choose which side). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface"
      },
      {
        "document": 1477,
        "excerpt": "V, S, M (a pair of platinum rings worth 50+ GP each, which you and the target must wear for the duration)"
      },
      {
        "document": 1482,
        "excerpt": "g to its normal form. Reverting takes 1 minute, during which the target has the Stunned condition. Until the spell ends, the target can revert to cloud form, which a"
      },
      {
        "document": 1484,
        "excerpt": "g. You replace one of your feats with another feat for which you are eligible. You lose all the benefits of the old feat and gain the benefits of the new one. You ca"
      },
      {
        "document": 1486,
        "excerpt": "ware of the spell and can avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive yet must be truthful. ---"
      },
      {
        "document": 1504,
        "excerpt": "ition is meant to slay creatures of a particular type, which the GM chooses or determines randomly by rolling on the table below. If a creature of that type takes da"
      },
      {
        "document": 1508,
        "excerpt": "until you die or have the Incapacitated condition, at which point the Shield falls to the ground or into your hand if you have one free."
      },
      {
        "document": 1509,
        "excerpt": "el weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the catch unlocks a h"
      },
      {
        "document": 1513,
        "excerpt": "damage types associated with the armor (not the one to which it grants Resistance)."
      },
      {
        "document": 1516,
        "excerpt": "estroyed. Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it a"
      },
      {
        "document": 1534,
        "excerpt": "d take a Magic action to make it hover beneath you, at which time it can be ridden in the air. It has a Fly Speed of 50 feet. It can carry up to 400 pounds, but its"
      },
      {
        "document": 1535,
        "excerpt": "is candle's magic is activated when the candle is lit, which requires a Magic action. After burning for 4 hours, the candle is destroyed. You can snuff it out early"
      },
      {
        "document": 1539,
        "excerpt": "d is replaced by the clear, ringing tone of the chime, which is audible out to 300 feet. The chime can be used 10 times. After the tenth time, it cracks and becomes"
      },
      {
        "document": 1553,
        "excerpt": "e each keyed to a different plane of existence, one of which is the Material Plane. The other sides are linked to planes determined by the GM. The cube has 3 charge"
      },
      {
        "document": 1565,
        "excerpt": "a 15-foot Cube of water into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet's weight is negligible. A creature can tak"
      },
      {
        "document": 1574,
        "excerpt": "ck rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion, a magical arrow made of golden energ"
      },
      {
        "document": 1593,
        "excerpt": "a Belt of Giant Strength or Gauntlets of Ogre Power to which you are also attuned, you gain the following benefits: Giants' Bane. When you roll a 20 on the d20 for"
      },
      {
        "document": 1594,
        "excerpt": "pack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 200 pounds of material, not exceeding a vol"
      },
      {
        "document": 1603,
        "excerpt": "m, Rare You can take a Magic action to blow the horn, which emits a thunderous blast in a 30-foot Cone that is audible out to 600 feet. Each creature in the Cone ma"
      },
      {
        "document": 1607,
        "excerpt": "nd. You can take a Utilize action to press the button, which causes the rod to become magically fixed in place. Until you or another creature takes a Utilize action"
      },
      {
        "document": 1608,
        "excerpt": "and word causes the tower to revert to statuette form, which works only if the tower is empty. Each creature in the area where the tower appears is pushed to an unoc"
      },
      {
        "document": 1611,
        "excerpt": "those commands even if it doesn't know the language in which the commands are given. If you issue no commands or give the creature a command that is likely to result"
      },
      {
        "document": 1623,
        "excerpt": "gardless of the number of elements you create), during which time you must remain in the Cube, and requires Concentration. If your Concentration is broken or you lea"
      },
      {
        "document": 1627,
        "excerpt": ", you can choose not to adjust your ability scores, in which case this card has no effect. Comet. The next time you enter combat against one or more Hostile creatur"
      },
      {
        "document": 1634,
        "excerpt": "e are affected. Applying the oil takes 1 minute, after which the oil magically seeps into whatever it coats, turning the coated weapon into a +3 Weapon or the coated"
      },
      {
        "document": 1667,
        "excerpt": "ifficult Terrain without disturbing the matter through which you pass. If you end your turn in solid earth or rock, you are shunted out to the nearest unoccupied spa"
      },
      {
        "document": 1676,
        "excerpt": "his ring. The gemstone in the ring indicates the type, which the GM chooses or determines randomly by rolling on the following table."
      },
      {
        "document": 1691,
        "excerpt": "and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself"
      },
      {
        "document": 1694,
        "excerpt": "ferent button or until you push the same button again, which causes the rod to revert to its normal form: Button 1. A fiery blade sprouts from the end opposite the"
      },
      {
        "document": 1706,
        "excerpt": "effect on creatures and objects inside the Emanation, which lasts as long as you maintain Concentration, up to 1 minute. Nothing can pass into or out of the Emanati"
      },
      {
        "document": 1726,
        "excerpt": "o attack rolls and damage rolls made with this weapon, which deals Radiant damage instead of Slashing damage. When you hit an Undead with it, that target takes an ex"
      },
      {
        "document": 1753,
        "excerpt": "multiple possible subjects, the GM determines randomly which among them are affected. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If"
      },
      {
        "document": 1763,
        "excerpt": "pacitated condition until the end of its next turn, at which point it repeats the save. Second Failure: The target has the Unconscious condition for 10 minutes. This"
      },
      {
        "document": 1766,
        "excerpt": "emiplane until the start of the dragon's next turn, at which point it reappears in an unoccupied space of the dragon's choice within 120 feet of the dragon. Failure"
      },
      {
        "document": 1775,
        "excerpt": "pacitated condition until the end of its next turn, at which point it repeats the save. Second Failure: The target has the Unconscious condition for 10 minutes. This"
      },
      {
        "document": 1778,
        "excerpt": "emiplane until the start of the dragon's next turn, at which point it reappears in an unoccupied space of the dragon's choice within 120 feet of the dragon. Failure"
      },
      {
        "document": 1806,
        "excerpt": "ed at a time). Failure: The behir swallows the target, which is no longer Grappled. While swallowed, a creature has the Blinded and Restrained conditions, has Total"
      },
      {
        "document": 1816,
        "excerpt": "pacitated condition until the end of its next turn, at which point it repeats the save. Second Failure: The target has the Unconscious condition for 1 minute. This e"
      },
      {
        "document": 1825,
        "excerpt": "d condition until the end of the devil's next turn, at which point the chain disappears. If the target is Large or smaller, the devil moves the target up to 30 feet"
      },
      {
        "document": 1840,
        "excerpt": "ad Advantage on the attack roll, it covers the target, which has the Blinded condition and is suffocating while the darkmantle is attached in this way. While attach"
      },
      {
        "document": 1864,
        "excerpt": "ses being berserk until the start of its next turn, at which point it resumes rolling for the Berserk trait again if it is still Bloodied. Immutable Form. The golem"
      },
      {
        "document": 1922,
        "excerpt": "amage. Luring Song. The harpy sings a magical melody, which lasts until the harpy's Concentration ends on it. Wisdom Saving Throw: DC 11, each Humanoid and Giant in"
      },
      {
        "document": 1931,
        "excerpt": "le Poisoned, the target has the Unconscious condition, which ends early if the target takes any damage."
      },
      {
        "document": 1946,
        "excerpt": "t turn or regurgitate all swallowed creatures, each of which falls in a space within 10 feet of the kraken with the Prone condition. If the kraken dies, any swallowe"
      },
      {
        "document": 1993,
        "excerpt": "isoned, the target also has the Unconscious condition, which ends early if the target takes damage or a creature within 5 feet of it takes an action to wake it."
      },
      {
        "document": 1995,
        "excerpt": "t turn or regurgitate all swallowed creatures, each of which falls in a space within 5 feet of the worm and has the Prone condition. If the worm dies, any swallowed"
      },
      {
        "document": 2002,
        "excerpt": "t turn or regurgitate all swallowed creatures, each of which falls in a space within 5 feet of the remorhaz and has the Prone condition. If the remorhaz dies, any sw"
      },
      {
        "document": 2044,
        "excerpt": "t turn or regurgitate all swallowed creatures, each of which falls in a space within 10 feet of the tarrasque and has the Prone condition. If the tarrasque dies, any"
      },
      {
        "document": 2056,
        "excerpt": "willing recipient of the vampire's Bite, the damage of which doesn't end the spell. When the spell ends, the target is unaware it was Charmed by the vampire. Shape-"
      },
      {
        "document": 2074,
        "excerpt": "on until the wisp's Concentration ends on this effect, which ends early immediately after the wisp makes an attack roll or uses Consume Life."
      },
      {
        "document": 2083,
        "excerpt": "pacitated condition until the end of its next turn, at which point it repeats the save. Second Failure: The target has the Unconscious condition for 1 minute. This e"
      }
    ],
    "whichever": [
      {
        "document": 26,
        "excerpt": "play are social interaction, exploration, and combat. Whichever one you're experiencing, the game unfolds according to this basic pattern: 1: The Game Master Describes"
      },
      {
        "document": 77,
        "excerpt": "m it until it is used up or until you are done moving, whichever comes first. A character's Speed is determined during character creation. A monster's Speed is noted in"
      },
      {
        "document": 236,
        "excerpt": "eet, a digital character sheet, or plain paper. Choose whichever style of sheet works for you, and then embark on creating a character!"
      },
      {
        "document": 327,
        "excerpt": "ins potency for 1 minute or until its damage is dealt, whichever comes first."
      },
      {
        "document": 592,
        "excerpt": "he DC equals 10 or half the damage taken (round down), whichever number is higher, up to a maximum DC of 30. Incapacitated or Dead. Your Concentration ends if you have"
      },
      {
        "document": 651,
        "excerpt": "lt DC equal to 15 or the monster's Intelligence score, whichever is higher. On a successful check, the monster does as urged. On a failed check, you must wait 24 hours ("
      },
      {
        "document": 989,
        "excerpt": "atural abilities. Choose one of the following options; whichever one you choose, Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast w"
      },
      {
        "document": 1222,
        "excerpt": "nto one glowing Medium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius. As a Bonus Action, you can move the li"
      }
    ],
    "while": [
      {
        "document": 10,
        "excerpt": "Point. Damage at 0 Hit Points. If you take any damage while you have 0 Hit Points, you suffer a Death Saving Throw failure. If the damage is from a Critical Hit, yo"
      },
      {
        "document": 26,
        "excerpt": "t things: one adventurer might search a treasure chest while a second examines a mysterious symbol engraved on a wall and a third keeps watch for monsters. Outside c"
      },
      {
        "document": 29,
        "excerpt": "cts the positive circumstances surrounding a d20 roll, while Disadvantage reflects negative circumstances. You usually acquire Advantage or Disadvantage through the"
      },
      {
        "document": 34,
        "excerpt": "at various things. Some are skilled with many weapons, while others can use only a few. Some are better at understanding people's motives, and others are better at u"
      },
      {
        "document": 64,
        "excerpt": "The adventurers should establish a marching order while they travel, whether indoors or outdoors. A marching order makes it easier to determine which characters"
      },
      {
        "document": 67,
        "excerpt": "While traveling outside combat, a group can move at a Fast, Normal, or Slow pace, as shown on the Travel Pace"
      },
      {
        "document": 73,
        "excerpt": "iative roll. For example, if an ambusher starts combat while hidden from a foe who is unaware that combat is starting, that foe is surprised. Initiative Order. A co"
      },
      {
        "document": 97,
        "excerpt": "an effect is about to move your mount against its will while you're on it, you must succeed on a DC 10 Dexterity saving throw or fall off, landing with the Prone con"
      },
      {
        "document": 122,
        "excerpt": "d. A Potion of Healing must be swallowed, for example, while the writing vanishes from a scroll when it is read. Once used, a consumable item loses its magic."
      },
      {
        "document": 142,
        "excerpt": ", the bearer has the Charmed condition for 1d12 hours. While Charmed in this way, the bearer must try to follow the item's commands. If the bearer takes damage, it r"
      },
      {
        "document": 144,
        "excerpt": "p. Mixing Potions. A character might drink one potion while still under the effects of another or pour several potions into a single container. The strange ingredie"
      },
      {
        "document": 165,
        "excerpt": "Challenge Rating is defined in “Rules Glossary,” while guidance on using CR to plan potential combat encounters is in “Gameplay Toolbox.”"
      },
      {
        "document": 171,
        "excerpt": "uch damage (round down) as targets that fail the save, while also ignoring all other parts of the effect."
      },
      {
        "document": 232,
        "excerpt": "layers like to increase their class's primary ability, while others prefer to increase a low score."
      },
      {
        "document": 237,
        "excerpt": ", loyalty, or order. An aristocrat exploiting citizens while scheming for power is probably Lawful Evil. Neutral Evil (NE). Neutral Evil is the alignment of those w"
      },
      {
        "document": 242,
        "excerpt": "While going on adventures, your character gains experience, represented by Experience Points (XP). A character"
      },
      {
        "document": 283,
        "excerpt": "origin to a single world, plane of existence, or god, while other species first appeared in multiple realms at once. Whatever a species' genesis, its members have s"
      },
      {
        "document": 319,
        "excerpt": "succeed on a DC 13 Dexterity (Sleight of Hand) check. While bound, a creature has Disadvantage on attack rolls, and the creature is Restrained if the Manacles are a"
      },
      {
        "document": 364,
        "excerpt": "Repairs to a damaged ship can be made while the vessel is berthed. Repairing 1 Hit Point of damage requires 1 day and costs 20 GP for materials and"
      },
      {
        "document": 378,
        "excerpt": "indistinguishable from their nonmagical counterparts, while others are conspicuously magical. Handling a magic item is enough to give you a sense that it is extrao"
      },
      {
        "document": 380,
        "excerpt": "es you to spend a Short Rest focused on only that item while being in physical contact with it (this can't be the same Short Rest used to learn the item's properties"
      },
      {
        "document": 455,
        "excerpt": "A Bedroll sleeps one Small or Medium creature. While in a Bedroll, you automatically succeed on saving throws against extreme cold (see “Gameplay Toolbox”)."
      },
      {
        "document": 457,
        "excerpt": "While wrapped in a blanket, you have Advantage on saving throws against extreme cold (see “Gameplay Toolbox”)."
      },
      {
        "document": 474,
        "excerpt": "While wearing a Costume, you have Advantage on any ability check you make to impersonate the person or type of"
      },
      {
        "document": 493,
        "excerpt": "al - require more time to cast: minutes or even hours. While you cast a spell with a casting time of 1 minute or more, you must take the Magic action on each of your"
      },
      {
        "document": 500,
        "excerpt": "te,” meaning the spell ends after 1 minute has passed. While a time-span spell that you cast is ongoing, you can dismiss it (no action required) if you don’t have th"
      },
      {
        "document": 505,
        "excerpt": "The effects of different spells add together while their durations overlap. In contrast, the effects of the same spell cast multiple times don't combine. I"
      },
      {
        "document": 511,
        "excerpt": "training with any armor you are wearing to cast spells while wearing it. You are otherwise too hampered by the armor for spellcasting."
      },
      {
        "document": 518,
        "excerpt": "n of that casting, and you must maintain Concentration while you do so. If your Concentration is broken, the spell fails, but you don't expend a spell slot. See also"
      },
      {
        "document": 559,
        "excerpt": "While you're swimming, each foot of movement costs 1 extra foot (2 extra feet in Difficult Terrain). You ignor"
      },
      {
        "document": 570,
        "excerpt": "You normally interact with an object while doing something else, such as when you draw a sword as part of the Attack action. When an object require"
      },
      {
        "document": 578,
        "excerpt": "A creature is Bloodied while it has half its Hit Points or fewer remaining."
      },
      {
        "document": 586,
        "excerpt": "shows the maximum weight you can drag, lift, or push. While dragging, lifting, or pushing weight in excess of the maximum weight you can carry, your Speed can be no"
      },
      {
        "document": 587,
        "excerpt": "t Encounters\") provides guidance to the GM on using CR while planning potential combat encounters. See also \"Stat Block.\""
      },
      {
        "document": 590,
        "excerpt": "While you're climbing, each foot of movement costs 1 extra foot (2 extra feet in Difficult Terrain). You ignor"
      },
      {
        "document": 596,
        "excerpt": "While you're crawling, each foot of movement costs 1 extra foot (2 extra feet in Difficult Terrain). See also"
      },
      {
        "document": 630,
        "excerpt": "A variety of effects allow a creature to fly. While flying, you fall if you have the Incapacitated or Prone condition or your Fly Speed is reduced to 0. You"
      },
      {
        "document": 631,
        "excerpt": "A Fly Speed can be used to travel through the air. While you have a Fly Speed, you can stay aloft until you land, fall, or die. See also “Flying” and “Speed.”"
      },
      {
        "document": 636,
        "excerpt": "You have the Blinded condition while trying to see something in a Heavily Obscured space. See also “Blinded,” “Darkness,” and “Playing the Ga"
      },
      {
        "document": 640,
        "excerpt": "you must succeed on a DC 15 Dexterity (Stealth) check while you're Heavily Obscured or behind Three-Quarters Cover or Total Cover, and you must be out of any enemy'"
      },
      {
        "document": 645,
        "excerpt": "and other effects grant the ability to hover. Hovering while flying prevents you from falling in certain circumstances. See also \"Flying.\""
      },
      {
        "document": 666,
        "excerpt": "se that lasts for 1 minute equates to a level 3 spell, while one that lasts until dispelled equates to a level 9 spell."
      },
      {
        "document": 675,
        "excerpt": "tagion ends on the creature. Uncontrollable Laughter. While the creature has the Exhaustion condition, the creature makes a DC 13 Constitution saving throw each tim"
      },
      {
        "document": 676,
        "excerpt": "gue. The creature gains 1 Exhaustion level. Weakness. While the creature has any Exhaustion levels, it regains only half the normal number of Hit Points from spendi"
      },
      {
        "document": 699,
        "excerpt": "minute. The creature also has the Paralyzed condition while Poisoned in this way. The creature repeats the save at the end of each of its turns, ending the effect o"
      },
      {
        "document": 700,
        "excerpt": "hours. The creature also has the Unconscious condition while Poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to"
      },
      {
        "document": 701,
        "excerpt": "or 1 hour. The creature also has the Blinded condition while Poisoned in this way."
      },
      {
        "document": 704,
        "excerpt": "hours. The creature also has the Unconscious condition while Poisoned in this way. It wakes up if it takes damage."
      },
      {
        "document": 705,
        "excerpt": "e damage the poison deals can't be healed by any means while the creature remains Poisoned. After seven successful saves against the poison, the creature is no longe"
      },
      {
        "document": 708,
        "excerpt": "more, the creature also has the Unconscious condition while Poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to"
      },
      {
        "document": 709,
        "excerpt": "ondition for 4d6 hours. The creature's Speed is halved while the creature is Poisoned in this way."
      },
      {
        "document": 722,
        "excerpt": "time on a turn or a creature enters the stone's space while the stone is rolling, that creature must succeed on a DC 15 Dexterity saving throw or take 55 (10d10) Bl"
      },
      {
        "document": 738,
        "excerpt": "t pace in Arctic terrain. † Characters' rate of travel while waterborne depends on the vehicle carrying them; see “Vehicles.” Intelligence or Wisdom. One or both ab"
      },
      {
        "document": 783,
        "excerpt": "the Restrained condition and begins to turn to stone. While Restrained in this way, the creature repeats the save at the end of its next turn. On a successful save,"
      },
      {
        "document": 962,
        "excerpt": "regain all expended uses when you finish a Long Rest. While active, your Rage follows the rules below. Damage Resistance. You have Resistance to Bludgeoning, Pierc"
      },
      {
        "document": 965,
        "excerpt": "You know Druidic, the secret language of Druids. While learning this ancient tongue, you also unlocked the magic of communicating with animals; you always have"
      },
      {
        "document": 967,
        "excerpt": "ve the Light property You gain the following benefits while you are unarmed or wielding only Monk weapons and you aren't wearing armor or wielding a Shield. Bonus"
      },
      {
        "document": 968,
        "excerpt": "anation that originates from you. The aura is inactive while you have the Incapacitated condition. You and your allies in the aura gain a bonus to saving throws equ"
      },
      {
        "document": 969,
        "excerpt": "Your Speed increases by 10 feet while you aren't wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed."
      },
      {
        "document": 971,
        "excerpt": "ou take the Bonus Action to activate it. In addition, while your Innate Sorcery feature is active, you can use up to two of your Metamagic options on each spell you"
      },
      {
        "document": 972,
        "excerpt": "connection ends if you don't maintain it in this way. While perceiving through the other creature's senses, you benefit from any special senses possessed by that cr"
      },
      {
        "document": 973,
        "excerpt": "While studying magic, you also specialized in another field of study. Choose one of the following skills in wh"
      },
      {
        "document": 975,
        "excerpt": "condition or die. You and your allies have Half Cover while in that area, and your allies gain the current Resistance of your Nature's Ward while there. As a Bonus"
      },
      {
        "document": 977,
        "excerpt": "Parts of you are also covered by dragon-like scales. While you aren't wearing armor, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers."
      },
      {
        "document": 978,
        "excerpt": "s from afar. Others use their power to protect others, while some seek their own gain."
      },
      {
        "document": 980,
        "excerpt": "reveal certain strengths and weaknesses of your prey. While a creature is marked by your Hunter's Mark, you know whether that creature has any Immunities, Resistanc"
      },
      {
        "document": 982,
        "excerpt": "and your allies have Immunity to the Charmed condition while in your Aura of Protection. If a Charmed ally enters the aura, that condition has no effect on that ally"
      },
      {
        "document": 983,
        "excerpt": "If you use Reckless Attack while your Rage is active, you deal extra damage to the first target you hit on your turn with a Strength-base"
      },
      {
        "document": 1007,
        "excerpt": "choice by 1, to a maximum of 30. Merge with Shadows. While within Dim Light or Darkness, you can give yourself the Invisible condition as a Bonus Action. The condi"
      },
      {
        "document": 1009,
        "excerpt": "ing Style Feat (Prerequisite: Fighting Style Feature) While you're wearing Light, Medium, or Heavy armor, you gain a +1 bonus to Armor Class."
      },
      {
        "document": 1156,
        "excerpt": "w form, and the target can't use any of that equipment while in that form. The target gains a number of Temporary Hit Points equal to the Hit Points of the first fo"
      },
      {
        "document": 1160,
        "excerpt": "or use planar travel there. Portals close temporarily while in the aura. Ongoing spells, except those cast by an Artifact or a deity, are suppressed in the area. W"
      },
      {
        "document": 1163,
        "excerpt": "dition, with an escape DC equal to your spell save DC. While the hand grapples the target, you can take a Bonus Action to cause the hand to crush it, dealing Bludgeo"
      },
      {
        "document": 1169,
        "excerpt": "ates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Resistance to Necrotic damage, and your Hit Point maximums can't b"
      },
      {
        "document": 1172,
        "excerpt": "transported to a harmless demiplane for the duration. While there, the target has the Incapacitated condition. When the spell ends, the target reappears in the spac"
      },
      {
        "document": 1182,
        "excerpt": "pell ends instantly if you are already on that plane). While on the Ethereal Plane, you can perceive the plane you left, which is cast in shades of gray, but you ca"
      },
      {
        "document": 1194,
        "excerpt": "nger. The clone remains inert and endures indefinitely while its vessel remains undisturbed. If the original creature dies after the clone finishes forming, the cre"
      },
      {
        "document": 1204,
        "excerpt": "r birds. You have Advantage on Strength saving throws while you're within 5 feet of the pack, and when you move on your turn, you can also move the pack up to 30 fe"
      },
      {
        "document": 1211,
        "excerpt": "ion. Also, choose one ability when you cast the spell. While Poisoned, the target has Disadvantage on saving throws made with the chosen ability. The target must re"
      },
      {
        "document": 1214,
        "excerpt": "wave, the wave repeats on the start of your next turn while the flood effect lasts. Part Water. You part water in the area and create a trench. The trench extends"
      },
      {
        "document": 1242,
        "excerpt": "s. You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands"
      },
      {
        "document": 1243,
        "excerpt": "s. You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands"
      },
      {
        "document": 1244,
        "excerpt": "s. You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands"
      },
      {
        "document": 1246,
        "excerpt": "uch enters a trance state to act as a dream messenger. While in the trance, the messenger is Incapacitated and has a Speed of 0. If the target is asleep, the messen"
      },
      {
        "document": 1253,
        "excerpt": "ful save, the vines shrivel away, and the spell ends. While Restrained, the target takes 1d6 Piercing damage at the start of each of its turns. The target or a crea"
      },
      {
        "document": 1256,
        "excerpt": "you can't see anything there more than 60 feet away. While on the Ethereal Plane, you can affect and be affected only by creatures, objects, and effects on that pl"
      },
      {
        "document": 1265,
        "excerpt": "u, but it obeys your commands. Telepathic Connection. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as a"
      },
      {
        "document": 1266,
        "excerpt": "itiative count, and it functions as a controlled mount while you ride it (as defined in the rules on mounted combat). If you have the Incapacitated condition, the st"
      },
      {
        "document": 1278,
        "excerpt": "on the disk falls to the ground. The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that i"
      },
      {
        "document": 1286,
        "excerpt": "f it takes a Magic action to end the spell on itself. While in this form, the target's only method of movement is a Fly Speed of 10 feet, and it can hover. The targ"
      },
      {
        "document": 1288,
        "excerpt": "tically succeeds if it can't understand your command. While Charmed, the creature takes 5d10 Psychic damage if it acts in a manner directly counter to your command."
      },
      {
        "document": 1299,
        "excerpt": "ese strands regrow in 10 minutes if they are destroyed while Guards and Wards lasts. Other Spell Effect. Place one of the following magical effects within the warde"
      },
      {
        "document": 1303,
        "excerpt": "atures isn't possessed, Charmed, or Frightened by them while in the area. Extra Effect. You bind an extra effect to the area from the list below: Courage. Creature"
      },
      {
        "document": 1317,
        "excerpt": "the duration, you emit an aura in a 30-foot Emanation. While in the aura, creatures of your choice have Advantage on all saving throws, and other creatures have Disa"
      },
      {
        "document": 1319,
        "excerpt": "throw or have the Charmed condition for the duration. While Charmed, the creature has the Incapacitated condition and a Speed of 0. The spell ends for an affected"
      },
      {
        "document": 1324,
        "excerpt": "24 hours. On a failed save, the target is imprisoned. While imprisoned, the target doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can"
      },
      {
        "document": 1330,
        "excerpt": "the target has the Charmed condition for the duration. While Charmed, the target dances comically, must use all its movement to dance in place, and has Disadvantage"
      },
      {
        "document": 1345,
        "excerpt": "container you used for the spell's Material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container's s"
      },
      {
        "document": 1349,
        "excerpt": "(no action required) if you are within 30 feet of it. While closed, the door is imperceptible. Beyond the door is a magnificent foyer with numerous chambers beyond"
      },
      {
        "document": 1356,
        "excerpt": "visible or otherwise detectable by nonmagical senses. While merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make"
      },
      {
        "document": 1361,
        "excerpt": "w the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can't beco"
      },
      {
        "document": 1363,
        "excerpt": "however, all other elements of the illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact with the il"
      },
      {
        "document": 1367,
        "excerpt": "the target has the Charmed condition for the duration. While Charmed in this way, the target also has the Incapacitated condition and is unaware of its surroundings,"
      },
      {
        "document": 1371,
        "excerpt": "ncealing aura in a 30-foot Emanation for the duration. While in the aura, you and each creature you choose have a +10 bonus to Dexterity (Stealth) checks and leave n"
      },
      {
        "document": 1373,
        "excerpt": "that the phantasm is an illusion, and the spell ends. While affected by the spell, the target treats the phantasm as if it were real and rationalizes any illogical"
      },
      {
        "document": 1376,
        "excerpt": "e donation of gold or magic items to an allied temple, while a Fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their servi"
      },
      {
        "document": 1377,
        "excerpt": "inverted version of the Magic Circle spell to trap it while this spell is cast.) At the completion of the casting, the target must succeed on a Charisma saving thro"
      },
      {
        "document": 1390,
        "excerpt": "pears in your hand and remains there for the duration. While there, the flame emits no heat and ignites nothing, and it sheds Bright Light in a 20-foot radius and Di"
      },
      {
        "document": 1415,
        "excerpt": "t of nonliving material (3 feet by 2 feet by 2 feet). While the chest remains on the Ethereal Plane, you can take a Magic action and touch the replica to recall the"
      },
      {
        "document": 1420,
        "excerpt": "round or changes in size and shape to fit the new form while you're in it."
      },
      {
        "document": 1427,
        "excerpt": "nder damage, and creatures have the Deafened condition while entirely inside it. Casting a spell that includes a Verbal component is impossible there."
      },
      {
        "document": 1438,
        "excerpt": "down, and across vertical surfaces and along ceilings, while leaving its hands free. The target also gains a Climb Speed equal to its Speed. Using a Higher-Level Sp"
      },
      {
        "document": 1443,
        "excerpt": "Poisoned condition until the end of the current turn. While Poisoned in this way, the creature can't take an action or a Bonus Action."
      },
      {
        "document": 1451,
        "excerpt": "g throw or have the Frightened condition for 1 minute. While Frightened, the target must move at least 30 feet away from the glyph on each of its turns, if able. Pa"
      },
      {
        "document": 1458,
        "excerpt": "yone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal. This spell ends i"
      },
      {
        "document": 1477,
        "excerpt": "ction between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has Resistance"
      },
      {
        "document": 1480,
        "excerpt": "exterity saving throw or have the Restrained condition while in the webs or until it breaks free. A creature Restrained by the webs can take an action to make a Str"
      },
      {
        "document": 1482,
        "excerpt": "s forms for the duration, appearing as wisps of cloud. While in this cloud form, a target has a Fly Speed of 300 feet and can hover; it has Immunity to the Prone con"
      },
      {
        "document": 1486,
        "excerpt": "a failed save, a creature can't speak a deliberate lie while in the radius. You know whether a creature succeeds or fails on this save. An affected creature is awar"
      },
      {
        "document": 1487,
        "excerpt": "While you have the Blinded condition, you experience the following effects. Can't See. You can't see and auto"
      },
      {
        "document": 1488,
        "excerpt": "While you have the Charmed condition, you experience the following effects. Can't Harm the Charmer. You can't"
      },
      {
        "document": 1489,
        "excerpt": "While you have the Deafened condition, you experience the following effect. Can't Hear. You can't hear and au"
      },
      {
        "document": 1490,
        "excerpt": "While you have the Exhaustion condition, you experience the following effects. Exhaustion Levels. This condit"
      },
      {
        "document": 1491,
        "excerpt": "While you have the Frightened condition, you experience the following effects. Ability Checks and Attacks Aff"
      },
      {
        "document": 1492,
        "excerpt": "While you have the Grappled condition, you experience the following effects. Speed 0. Your Speed is 0 and can"
      },
      {
        "document": 1493,
        "excerpt": "While you have the Incapacitated condition, you experience the following effects. Inactive. You can't take an"
      },
      {
        "document": 1494,
        "excerpt": "While you have the Invisible condition, you experience the following effects. Surprise. If you're Invisible w"
      },
      {
        "document": 1495,
        "excerpt": "While you have the Paralyzed condition, you experience the following effects. Incapacitated. You have the Inc"
      },
      {
        "document": 1496,
        "excerpt": "While you have the Petrified condition, you experience the following effects. Turned to Inanimate Substance."
      },
      {
        "document": 1497,
        "excerpt": "While you have the Poisoned condition, you experience the following effect. Ability Checks and Attacks Affect"
      },
      {
        "document": 1498,
        "excerpt": "While you have the Prone condition, you experience the following effects. Restricted Movement. Your only move"
      },
      {
        "document": 1499,
        "excerpt": "While you have the Restrained condition, you experience the following effects. Speed 0. Your Speed is 0 and c"
      },
      {
        "document": 1500,
        "excerpt": "While you have the Stunned condition, you experience the following effects. Incapacitated. You have the Incap"
      },
      {
        "document": 1501,
        "excerpt": "While you have the Unconscious condition, you experience the following effects. Inert. You have the Incapacit"
      },
      {
        "document": 1502,
        "excerpt": "damantine, one of the hardest substances in existence. While you're wearing it, any Critical Hit against you becomes a normal hit."
      },
      {
        "document": 1505,
        "excerpt": "m, Rare (Requires Attunement) Your Constitution is 19 while you wear this amulet. It has no effect on you if your Constitution is 19 or higher without it."
      },
      {
        "document": 1506,
        "excerpt": "Wondrous Item, Uncommon (Requires Attunement) While wearing this amulet, you can't be targeted by Divination spells or perceived through magical scrying sen"
      },
      {
        "document": 1507,
        "excerpt": "Wondrous Item, Very Rare (Requires Attunement) While wearing this amulet, you can take a Magic action to name a location that you are familiar with on anothe"
      },
      {
        "document": 1508,
        "excerpt": "Armor (Shield), Very Rare (Requires Attunement) While holding this Shield, you can take a Bonus Action to cause it to animate. The Shield leaps into the air a"
      },
      {
        "document": 1509,
        "excerpt": "e used as a vehicle, the apparatus requires one pilot. While the apparatus's hatch is closed, the compartment is airtight and watertight. The compartment holds enoug"
      },
      {
        "document": 1510,
        "excerpt": "2), or Legendary (+3) You have a bonus to Armor Class while wearing this armor. The bonus is determined by its rarity."
      },
      {
        "document": 1511,
        "excerpt": "sistance to Bludgeoning, Piercing, and Slashing damage while you wear this armor. Metal Shell. You can take a Magic action to give yourself Immunity to Bludgeoning,"
      },
      {
        "document": 1512,
        "excerpt": "Attunement) You have Resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly by rolling on the following table"
      },
      {
        "document": 1513,
        "excerpt": "Light, Medium, or Heavy), Rare (Requires Attunement) While wearing this armor, you have Resistance to one of the following damage types: Bludgeoning, Piercing, or"
      },
      {
        "document": 1514,
        "excerpt": "a +2 bonus to Armor Class against ranged attack rolls while you wield this Shield. This bonus is in addition to the Shield's normal bonus to AC. Whenever an attack"
      },
      {
        "document": 1521,
        "excerpt": "Wondrous Item, Rare (Requires Attunement) While wearing this belt, you gain the following benefits: Dwarvish. You know Dwarvish. Friend of Dwarvenkind"
      },
      {
        "document": 1522,
        "excerpt": "Wondrous Item, Rarity Varies (Requires Attunement) While wearing this belt, your Strength changes to a score granted by the belt. The type of giant determines th"
      },
      {
        "document": 1523,
        "excerpt": "damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your Hit Point maximum increases by 1 for each level you have attained."
      },
      {
        "document": 1524,
        "excerpt": "Wondrous Item, Uncommon While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You als"
      },
      {
        "document": 1525,
        "excerpt": "Wondrous Item, Rare (Requires Attunement) While you wear these boots, you can cast Levitate on yourself."
      },
      {
        "document": 1526,
        "excerpt": "Wondrous Item, Rare (Requires Attunement) While you wear these boots, you can take a Bonus Action to click the boots' heels together. If you do, the boo"
      },
      {
        "document": 1527,
        "excerpt": "Wondrous Item, Uncommon (Requires Attunement) While you wear these boots, your Speed becomes 30 feet unless your Speed is higher, and your Speed isn't reduc"
      },
      {
        "document": 1528,
        "excerpt": "ttunement) These furred boots are snug and feel warm. While wearing them, you gain the following benefits. Cold Resistance. You have Resistance to Cold damage and"
      },
      {
        "document": 1529,
        "excerpt": "Wondrous Item, Rare While this bowl is filled with water and you are within 5 feet of it, you can take a Magic action to summon a"
      },
      {
        "document": 1530,
        "excerpt": "Wondrous Item, Uncommon (Requires Attunement) While wearing these bracers, you have proficiency with the Longbow and Shortbow, and you gain a +2 bonus to da"
      },
      {
        "document": 1531,
        "excerpt": "Wondrous Item, Rare (Requires Attunement) While wearing these bracers, you gain a +2 bonus to Armor Class if you are wearing no armor and using no Shiel"
      },
      {
        "document": 1532,
        "excerpt": "Wondrous Item, Rare While you are within 5 feet of this brazier, you can take a Magic action to summon a Fire Elemental. The eleme"
      },
      {
        "document": 1533,
        "excerpt": "Wondrous Item, Uncommon (Requires Attunement) While wearing this brooch, you have Resistance to Force damage, and you have Immunity to damage from the Magic"
      },
      {
        "document": 1534,
        "excerpt": "ry up to 400 pounds, but its Fly Speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land or when you're no longer riding it. As"
      },
      {
        "document": 1535,
        "excerpt": "d in increments of 1 minute from its total burn time. While lit, the candle sheds Dim Light in a 30-foot radius. While you are within that light, you have Advantage"
      },
      {
        "document": 1536,
        "excerpt": "ous Item, Rare This cape smells faintly of brimstone. While wearing it, you can use it to cast Dimension Door as a Magic action. This property can't be used again u"
      },
      {
        "document": 1538,
        "excerpt": "Wondrous Item, Rare While gently swinging this censer, you can take a Magic action to summon an Air Elemental. The elemental appea"
      },
      {
        "document": 1540,
        "excerpt": "Wondrous Item, Uncommon While wearing this circlet, you can cast Scorching Ray with it (+5 to hit). The circlet can't cast this spell"
      },
      {
        "document": 1541,
        "excerpt": "of black silk interwoven with faint, silvery threads. While wearing it, you gain the following benefits. Poison Resistance. You have Resistance to Poison damage."
      },
      {
        "document": 1542,
        "excerpt": "Wondrous Item, Rare (Requires Attunement) While you wear this cloak, it magically projects an illusion that makes you appear to be standing in a place n"
      },
      {
        "document": 1543,
        "excerpt": "Wondrous Item, Uncommon (Requires Attunement) While you wear this cloak, Wisdom (Perception) checks made to perceive you have Disadvantage, and you have Adv"
      },
      {
        "document": 1544,
        "excerpt": "harges and regains 1d3 expended charges daily at dawn. While wearing the cloak, you can take a Magic action to pull its hood over your head and expend 1 charge to g"
      },
      {
        "document": 1545,
        "excerpt": "You gain a +1 bonus to Armor Class and saving throws while you wear this cloak."
      },
      {
        "document": 1546,
        "excerpt": "Wondrous Item, Rare (Requires Attunement) While wearing this cloak, you have Advantage on Dexterity (Stealth) checks. In an area of Dim Light or Darknes"
      },
      {
        "document": 1547,
        "excerpt": "Wondrous Item, Uncommon (Requires Attunement) While wearing this cloak, you can breathe underwater, and you have a Swim Speed of 60 feet."
      },
      {
        "document": 1548,
        "excerpt": "Wondrous Item, Legendary (Requires Attunement) While touching this crystal orb, you can cast Scrying (save DC 17) with it. In addition, you can cast Detect T"
      },
      {
        "document": 1549,
        "excerpt": "Wondrous Item, Legendary (Requires Attunement) While touching this crystal orb, you can cast Scrying (save DC 17) with it. In addition, you can communicate t"
      },
      {
        "document": 1550,
        "excerpt": "Wondrous Item, Legendary (Requires Attunement) While touching this crystal orb, you can cast Scrying (save DC 17) with it. In addition, you have Truesight wi"
      },
      {
        "document": 1551,
        "excerpt": "Wondrous Item, Very Rare (Requires Attunement) While touching this crystal orb, you can cast Scrying (save DC 17) with it."
      },
      {
        "document": 1555,
        "excerpt": "roll and adds your ability modifier to damage rolls. While the weapon hovers, you can take a Bonus Action to cause it to fly up to 30 feet to another spot within 3"
      },
      {
        "document": 1557,
        "excerpt": "l creature of its kind, except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can take a Magic action to move it"
      },
      {
        "document": 1559,
        "excerpt": "t, Medium, or Heavy), Very Rare (Requires Attunement) While wearing this armor, you gain a +1 bonus to Armor Class, and you know Abyssal. In addition, the armor's c"
      },
      {
        "document": 1561,
        "excerpt": "out 20 inches in diameter, and mist swirls inside it. While attuned to an orb, you can take a Magic action to peer into the orb's depths. You must then make a DC 15"
      },
      {
        "document": 1562,
        "excerpt": ". In either case, Dragon Scale Mail is highly valued. While wearing this armor, you gain a +1 bonus to Armor Class, you have Advantage on saving throws against the"
      },
      {
        "document": 1567,
        "excerpt": "Armor (Half Plate Armor or Plate Armor), Very Rare While wearing this armor, you gain a +2 bonus to Armor Class. In addition, if an effect moves you against your"
      },
      {
        "document": 1569,
        "excerpt": "al space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to 60 Arrows, Bolts, or similar"
      },
      {
        "document": 1573,
        "excerpt": "Chain Shirt), Rare You gain a +1 bonus to Armor Class while you wear this armor. You are considered trained with this armor even if you lack training with Medium or"
      },
      {
        "document": 1576,
        "excerpt": "crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 or more charges to cast Charm Person (save DC 13). For 1 charge, you cast"
      },
      {
        "document": 1577,
        "excerpt": "tem, Uncommon These crystal lenses fit over the eyes. While wearing them, your vision improves significantly out to a range of 1 foot, granting you Darkvision withi"
      },
      {
        "document": 1578,
        "excerpt": "tem, Uncommon These crystal lenses fit over the eyes. While wearing them, you have Advantage on Wisdom (Perception) checks that rely on sight. In conditions of clea"
      },
      {
        "document": 1579,
        "excerpt": "ys your simple commands and can carry up to 500 pounds while flying at its maximum speed (16 miles per hour for a maximum of 144 miles per day, with a 1-hour rest fo"
      },
      {
        "document": 1580,
        "excerpt": "rm drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, it"
      },
      {
        "document": 1581,
        "excerpt": "Weapon (Any Melee Weapon), Rare (Requires Attunement) While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf"
      },
      {
        "document": 1583,
        "excerpt": "he target takes an extra 1d6 Cold damage. In addition, while you hold the weapon, you have Resistance to Fire damage. In freezing temperatures, the weapon sheds Bri"
      },
      {
        "document": 1584,
        "excerpt": "m, Uncommon (Requires Attunement) Your Strength is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them."
      },
      {
        "document": 1585,
        "excerpt": "Wondrous Item, Uncommon This prism has 50 charges. While you are holding it, you can take a Magic action and use one of three command words to cause one of the f"
      },
      {
        "document": 1588,
        "excerpt": "Armor (Studded Leather Armor), Rare While wearing this armor, you gain a +1 bonus to Armor Class. You can also take a Bonus Action to cause the ar"
      },
      {
        "document": 1589,
        "excerpt": "by an attack roll made with a Ranged or Thrown weapon while wearing these gloves, you can take a Reaction to reduce the damage by 1d10 plus your Dexterity modifier"
      },
      {
        "document": 1590,
        "excerpt": "Wondrous Item, Uncommon (Requires Attunement) While wearing these gloves, you have a Climb Speed and a Swim Speed equal to your Speed, and you gain a +5 bon"
      },
      {
        "document": 1591,
        "excerpt": "ondrous Item, Uncommon These gloves are imperceptible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks."
      },
      {
        "document": 1592,
        "excerpt": "Wondrous Item, Uncommon While wearing these dark lenses, you have Darkvision out to 60 feet. If you already have Darkvision, wearing t"
      },
      {
        "document": 1593,
        "excerpt": "1d4 + 1 expended charges daily at dawn. Giant's Bane. While you are attuned to the weapon and wearing either a Belt of Giant Strength or Gauntlets of Ogre Power to"
      },
      {
        "document": 1595,
        "excerpt": "Wondrous Item, Uncommon (Requires Attunement) While wearing this hat, you can cast the Disguise Self spell. The spell ends if the hat is removed."
      },
      {
        "document": 1596,
        "excerpt": "hat has the following properties. Spellcasting Focus. While holding the hat, you can use it as a Spellcasting Focus for your Wizard spells. Any spell you cast using"
      },
      {
        "document": 1597,
        "excerpt": "ncommon (Requires Attunement) Your Intelligence is 19 while you wear this headband. It has no effect on you if your Intelligence is 19 or higher without it."
      },
      {
        "document": 1598,
        "excerpt": "helm loses its magic. You gain the following benefits while wearing the helm. Diamond Light. As long as it has at least one diamond, the helm emits a 30-foot Emana"
      },
      {
        "document": 1599,
        "excerpt": "Wondrous Item, Uncommon While wearing this helm, you can cast Comprehend Languages from it."
      },
      {
        "document": 1600,
        "excerpt": "Wondrous Item, Uncommon (Requires Attunement) While wearing this helm, you have telepathy with a range of 30 feet, and you can cast Detect Thoughts or Sugge"
      },
      {
        "document": 1601,
        "excerpt": ", Rare (Requires Attunement) This helm has 3 charges. While wearing it, you can expend 1 charge to cast Teleport from it. The helm regains 1d3 expended charges dail"
      },
      {
        "document": 1602,
        "excerpt": "it, that creature takes an extra 2d10 Radiant damage. While you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Fr"
      },
      {
        "document": 1605,
        "excerpt": "hoof. Removing a horseshoe also takes a Magic action. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move"
      },
      {
        "document": 1606,
        "excerpt": "hoof. Removing a horseshoe also takes a Magic action. While all four horseshoes are attached to the same creature, its Speed is increased by 30 feet."
      },
      {
        "document": 1609,
        "excerpt": "a distance of 1d3 feet, conferring its benefit to you while doing so. You can have up to three Ioun Stones orbiting your head at the same time. Each Ioun Stone orb"
      },
      {
        "document": 1611,
        "excerpt": "Wondrous Item, Legendary While holding this brass-stoppered iron flask, you can take a Magic action to target a creature that you can s"
      },
      {
        "document": 1613,
        "excerpt": "Wondrous Item, Uncommon While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding Bright Light in a 30-foot radius a"
      },
      {
        "document": 1614,
        "excerpt": "ck rolls and damage rolls made with this magic weapon. While the weapon is on your person, you also gain a +1 bonus to saving throws. Luck. If the weapon is on your"
      },
      {
        "document": 1615,
        "excerpt": "ned condition until the end of your next turn. Light. While you hold this weapon, it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet."
      },
      {
        "document": 1617,
        "excerpt": "harges and regains 1d3 expended charges daily at dawn. While holding the weapon, you can take a Magic action and expend 1 charge to release a wave of terror from it."
      },
      {
        "document": 1618,
        "excerpt": "t) You have Advantage on saving throws against spells while you wear this cloak."
      },
      {
        "document": 1624,
        "excerpt": "on (Requires Attunement) The medallion has 5 charges. While wearing it, you can expend 1 charge to cast Detect Thoughts (save DC 13) from it. The medallion regains"
      },
      {
        "document": 1625,
        "excerpt": "n you that sees its reflection in the activated mirror while within 30 feet of the mirror must succeed on a DC 15 Charisma saving throw or be trapped, along with any"
      },
      {
        "document": 1627,
        "excerpt": "age curses you. You take a -2 penalty to saving throws while cursed in this way. Only a god or the magic of the Fates card can end this curse. Fates. Reality's fabr"
      },
      {
        "document": 1628,
        "excerpt": "Wondrous Item, Uncommon (Requires Attunement) While wearing this necklace, you can breathe normally in any environment, and you have Advantage on saving thr"
      },
      {
        "document": 1632,
        "excerpt": "your sworn enemy takes an extra 3d6 Piercing damage. While your sworn enemy lives, you have Disadvantage on attack rolls with all other weapons."
      },
      {
        "document": 1636,
        "excerpt": "Item, Uncommon (Requires Attunement by a Spellcaster) While this pearl is on your person, you can take a Magic action to regain one expended spell slot of level 3 o"
      },
      {
        "document": 1637,
        "excerpt": "Wondrous Item, Uncommon (Requires Attunement) While wearing this pendant, you can take a Magic action to regain 2d4 + 2 Hit Points. Once used, this property"
      },
      {
        "document": 1638,
        "excerpt": "te silver chain has a brilliant-cut black gem pendant. While you wear it, you have Immunity to the Poisoned condition and Poison damage."
      },
      {
        "document": 1639,
        "excerpt": "Wondrous Item, Uncommon (Requires Attunement) While wearing this pendant, you gain the following benefits. Life Preservation. Whenever you make a Death Sav"
      },
      {
        "document": 1642,
        "excerpt": "Wondrous Item, Uncommon (Requires Attunement) While these pipes are on your person, ordinary rats and giant rats are Indifferent toward you and won't attack"
      },
      {
        "document": 1643,
        "excerpt": "rmor or Plate Armor), Legendary (Requires Attunement) While you're wearing this armor, you can take a Magic action and use a command word to gain the effect of the"
      },
      {
        "document": 1664,
        "excerpt": "k rolls and damage rolls made with this magic weapon. While holding this weapon, you can cause it to emit green Dim Light out to 10 feet, either as a Bonus Action o"
      },
      {
        "document": 1665,
        "excerpt": "es, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can expend 1 charge to cast one of the following spells (save DC 13) from it: - A"
      },
      {
        "document": 1666,
        "excerpt": "Ring, Legendary (Requires Attunement) While wearing this ring, you can take a Magic action to summon a particular Djinni from the Elemental Plane of"
      },
      {
        "document": 1667,
        "excerpt": "and has the following two properties: Elemental Bane. While wearing the ring, you have Advantage on attack rolls against Elementals and they have Disadvantage on at"
      },
      {
        "document": 1668,
        "excerpt": "daily at dawn. When you fail a Dexterity saving throw while wearing the ring, you can take a Reaction to expend 1 charge to succeed on that save instead."
      },
      {
        "document": 1669,
        "excerpt": "Ring, Rare (Requires Attunement) When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling."
      },
      {
        "document": 1670,
        "excerpt": "Ring, Rare (Requires Attunement) While you wear this ring, Difficult Terrain doesn't cost you extra movement. In addition, magic can neither re"
      },
      {
        "document": 1671,
        "excerpt": "Ring, Legendary (Requires Attunement) While wearing this ring, you can take a Magic action to give yourself the Invisible condition. You remain Invi"
      },
      {
        "document": 1672,
        "excerpt": "Ring, Uncommon (Requires Attunement) While wearing this ring, you can cast Jump from it, but can target only yourself when you do so."
      },
      {
        "document": 1673,
        "excerpt": "Ring, Uncommon (Requires Attunement) While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine"
      },
      {
        "document": 1674,
        "excerpt": "You gain a +1 bonus to Armor Class and saving throws while wearing this ring."
      },
      {
        "document": 1675,
        "excerpt": "Ring, Very Rare (Requires Attunement) While wearing this ring, you regain 1d6 Hit Points every 10 minutes if you have at least 1 Hit Point. If you l"
      },
      {
        "document": 1676,
        "excerpt": "Ring, Rare You have Resistance to one damage type while wearing this ring. The gemstone in the ring indicates the type, which the GM chooses or determines rando"
      },
      {
        "document": 1678,
        "excerpt": "to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, sp"
      },
      {
        "document": 1679,
        "excerpt": "Ring, Legendary (Requires Attunement) While wearing this ring, you have Advantage on saving throws against spells. If you succeed on the save for a"
      },
      {
        "document": 1680,
        "excerpt": "Ring, Uncommon You have a Swim Speed of 40 feet while wearing this ring."
      },
      {
        "document": 1681,
        "excerpt": "Ring, Very Rare (Requires Attunement) While wearing this ring, you can cast Telekinesis from it."
      },
      {
        "document": 1682,
        "excerpt": "harges and regains 1d3 expended charges daily at dawn. While wearing the ring, you can take a Magic action to expend 1 to 3 charges to make a ranged spell attack aga"
      },
      {
        "document": 1683,
        "excerpt": "Ring, Legendary While wearing this ring, you can expend 1 of its 3 charges to cast Wish from it. The ring becomes non-magical"
      },
      {
        "document": 1684,
        "excerpt": "ncommon (Requires Attunement) If you take Cold damage while wearing this ring, the ring reduces the damage you take by 2d8. In addition, while wearing this ring, y"
      },
      {
        "document": 1685,
        "excerpt": "Ring, Uncommon While wearing this ring, you cast Water Walk from it, targeting only yourself."
      },
      {
        "document": 1686,
        "excerpt": "Ring, Rare (Requires Attunement) While wearing this ring, you can take a Magic action to gain X-ray vision with a range of 30 feet for 1 minute"
      },
      {
        "document": 1687,
        "excerpt": "tunement) This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits: All-Around Vision. The robe gives you Advantage on"
      },
      {
        "document": 1688,
        "excerpt": "es, and it regains 1d3 expended charges daily at dawn. While you wear it, you can take a Magic action and expend 1 charge to cause the garment to display a shifting"
      },
      {
        "document": 1689,
        "excerpt": "or silver stars. You gain a +1 bonus to saving throws while you wear it. Six stars, located on the robe's upper-front portion, are particularly large. While wearin"
      },
      {
        "document": 1690,
        "excerpt": "cloth and adorned with runes. You gain these benefits while wearing the robe. Armor. If you aren't wearing armor, your base Armor Class is 15 plus your Dexterity m"
      },
      {
        "document": 1691,
        "excerpt": "loth patches of various shapes and colors covering it. While wearing the robe, you can take a Magic action to detach one of the patches, causing it to become the obj"
      },
      {
        "document": 1692,
        "excerpt": "Rod, Very Rare (Requires Attunement) While holding this rod, you can take a Reaction to absorb a spell that is targeting only you and doesn't creat"
      },
      {
        "document": 1693,
        "excerpt": "t) This rod has the following properties. Alertness. While holding the rod, you have Advantage on Wisdom (Perception) checks and on Initiative rolls. Spells. Whil"
      },
      {
        "document": 1694,
        "excerpt": "rty can't be used again until the next dawn. Terrify. While holding the rod, you can take a Magic action to force each creature you can see within 30 feet of yourse"
      },
      {
        "document": 1695,
        "excerpt": "egendary (Requires Attunement) The rod has 5 charges. While you hold it, you can cast one of the following spells from it: Heal (expends 1 charge) or Resurrection ("
      },
      {
        "document": 1696,
        "excerpt": "aving throw or have the Charmed condition for 8 hours. While Charmed in this way, the creature regards you as its trusted leader. If harmed by you or your allies or"
      },
      {
        "document": 1697,
        "excerpt": "Rod, Very Rare While holding this rod, you can take a Magic action to activate it. The rod then instantly transports you and"
      },
      {
        "document": 1698,
        "excerpt": "is 60-foot length of rope can hold up to 3,000 pounds. While holding one end of the rope, you can take a Magic action to command the other end of the rope to animate"
      },
      {
        "document": 1699,
        "excerpt": "Wondrous Item, Rare This rope is 30 feet long. While holding one end of the rope, you can take a Magic action to command the other end to dart forward and en"
      },
      {
        "document": 1700,
        "excerpt": "This beetle-shaped medallion provides three benefits while it is on your person. Defense. You gain a +1 bonus to Armor Class. Preservation. The scarab has 12 cha"
      },
      {
        "document": 1702,
        "excerpt": "o match the other so the pairing is easily recognized. While you touch one stone, you can cast Sending from it. The target is the bearer of the other stone. If no cr"
      },
      {
        "document": 1703,
        "excerpt": "Armor (Shield), Uncommon While holding this Shield, you have Advantage on Initiative rolls and Wisdom (Perception) checks. The Shield i"
      },
      {
        "document": 1704,
        "excerpt": "(Shield), Uncommon (+1), Rare (+2), or Very Rare (+3) While holding this Shield, you have a bonus to Armor Class determined by the Shield's rarity, in addition to t"
      },
      {
        "document": 1705,
        "excerpt": "Armor (Shield), Rare (Requires Attunement) While holding this Shield, you have Resistance to damage from attacks made with Ranged weapons. Curse. This S"
      },
      {
        "document": 1706,
        "excerpt": "Armor (Shield), Very Rare (Requires Attunement) While holding this Shield, you have a +2 bonus to Armor Class. This bonus is in addition to the Shield's norma"
      },
      {
        "document": 1707,
        "excerpt": "Wondrous Item, Uncommon (Requires Attunement) While you wear these light shoes, you can move up, down, and across vertical surfaces and along ceilings, whil"
      },
      {
        "document": 1710,
        "excerpt": "Armor (Shield), Very Rare (Requires Attunement) While holding this Shield, you have Advantage on saving throws against spells and other magical effects, and s"
      },
      {
        "document": 1711,
        "excerpt": "e sphere moves 10 feet toward you in a straight line. While in control of the sphere, you can take a Bonus Action to cause it to move in one direction of your choic"
      },
      {
        "document": 1712,
        "excerpt": "cerer, Warlock, or Wizard) This staff has 10 charges. While holding the staff, you can use any of its properties: Cast Spell. You can expend 1 of the staff's charg"
      },
      {
        "document": 1713,
        "excerpt": "arlock, or Wizard) You have Resistance to Fire damage while you hold this staff. Spells. The staff has 10 charges. While holding the staff, you can cast one of the"
      },
      {
        "document": 1714,
        "excerpt": "arlock, or Wizard) You have Resistance to Cold damage while you hold this staff. Spells. The staff has 10 charges. While holding the staff, you can cast one of the"
      },
      {
        "document": 1715,
        "excerpt": "a Bard, Cleric, or Druid) This staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spellcastin"
      },
      {
        "document": 1716,
        "excerpt": "2 bonus to attack rolls and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. Spells. While ho"
      },
      {
        "document": 1718,
        "excerpt": "or Wizard) This staff has 10 charges. Insect Cloud. While holding the staff, you can take a Magic action and expend 1 charge to cause a swarm of harmless flying i"
      },
      {
        "document": 1719,
        "excerpt": "2 bonus to attack rolls and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls. Spell Absorption. While holding the staff, you"
      },
      {
        "document": 1721,
        "excerpt": "2 bonus to attack rolls and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls. Spells. While holding the staff, you can cast on"
      },
      {
        "document": 1724,
        "excerpt": "Wondrous Item, Rare While touching this 5-pound stone to the ground, you can take a Magic action to summon an Earth Elemental. The"
      },
      {
        "document": 1725,
        "excerpt": "Wondrous Item, Uncommon (Requires Attunement) While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws."
      },
      {
        "document": 1726,
        "excerpt": "s item appears to be a sword hilt. Blade of Radiance. While grasping the hilt, you can take a Bonus Action to cause a blade of pure radiance to spring into existenc"
      },
      {
        "document": 1730,
        "excerpt": "Holy Symbol. You gain a +2 bonus to spell attack rolls while you wear or hold it. Pure Rebuke. The talisman has 7 charges. While wearing or holding the talisman, yo"
      },
      {
        "document": 1731,
        "excerpt": "Wondrous Item, Legendary (Requires Attunement) While holding or wearing this talisman, you have Advantage on any Intelligence (Arcana) check you make to cont"
      },
      {
        "document": 1732,
        "excerpt": "Holy Symbol. You gain a +2 bonus to spell attack rolls while you wear or hold it. Ultimate End. The talisman has 6 charges. While wearing or holding the talisman, y"
      },
      {
        "document": 1733,
        "excerpt": "Weapon (Greatclub), Very Rare (Requires Attunement) While you are attuned to this magic weapon, your Strength is 20 unless your Strength is already equal to or gr"
      },
      {
        "document": 1737,
        "excerpt": "es, and it regains 1d3 expended charges daily at dawn. While you carry it, you can expend 1 charge to cast Dominate Beast (save DC 15) from it on a Beast that has a"
      },
      {
        "document": 1741,
        "excerpt": "equires Attunement) This wand has 7 charges. Spells. While holding the wand, you can cast one of the spells (save DC 17) on the following table from it. The table"
      },
      {
        "document": 1742,
        "excerpt": ", Rare (Requires Attunement) This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge. For 1 minute, you know the direction of the"
      },
      {
        "document": 1743,
        "excerpt": "equires Attunement) This wand has 7 charges. Spells. While holding the wand, you can cast one of the spells (save DC 15) on the following table from it. The table"
      },
      {
        "document": 1744,
        "excerpt": "Attunement by a Spellcaster) This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Fireball (save DC 15) from it. For 1 charge, y"
      },
      {
        "document": 1745,
        "excerpt": "Attunement by a Spellcaster) This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Lightning Bolt (save DC 15) from it. For 1 cha"
      },
      {
        "document": 1746,
        "excerpt": "Wand, Uncommon This wand has 3 charges. While holding it, you can expend 1 charge to cast Detect Magic from it. The wand regains 1d3 expended charges"
      },
      {
        "document": 1747,
        "excerpt": "Wand, Uncommon This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Magic Missile from it. For 1 charge, you cast"
      },
      {
        "document": 1748,
        "excerpt": "Attunement by a Spellcaster) This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge to cause a thin blue ray to streak from the t"
      },
      {
        "document": 1749,
        "excerpt": "Attunement by a Spellcaster) This wand has 7 charges. While holding it, you can expend 1 charge to cast Polymorph (save DC 15) from it. Regaining Charges. The wand"
      },
      {
        "document": 1750,
        "excerpt": "harges and regains 1d3 expended charges daily at dawn. While holding it, you can take a Magic action to expend 1 charge, and if a secret door or trap is within 60 fe"
      },
      {
        "document": 1751,
        "excerpt": "Very Rare (+3) (Requires Attunement by a Spellcaster) While holding this wand, you gain a bonus to spell attack rolls determined by the wand's rarity. In addition,"
      },
      {
        "document": 1752,
        "excerpt": "Attunement by a Spellcaster) This wand has 7 charges. While holding it, you can expend 1 charge to cast Web (save DC 13) from it. Regaining Charges. The wand regai"
      },
      {
        "document": 1753,
        "excerpt": ", Rare (Requires Attunement) This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge while choosing a point within 120 feet of you"
      },
      {
        "document": 1757,
        "excerpt": "Wondrous Item, Uncommon While holding this fan, you can cast Gust of Wind (save DC 13) from it. Each subsequent time the fan is used b"
      },
      {
        "document": 1758,
        "excerpt": "charges and regain 1d4 expended charges daily at dawn. While wearing the boots, you can take a Magic action to expend 1 charge, gaining a Fly Speed of 30 feet for 1"
      },
      {
        "document": 1759,
        "excerpt": "Wondrous Item, Rare (Requires Attunement) While wearing this cloak, you can take a Magic action to turn the cloak into a pair of wings on your back. The"
      },
      {
        "document": 1760,
        "excerpt": "throw, it can choose to succeed instead. Mucus Cloud. While underwater, the aboleth is surrounded by mucus. Constitution Saving Throw: DC 14, each creature in a 5-f"
      },
      {
        "document": 1785,
        "excerpt": "rns. The rug can smother only one creature at a time. While grappling the target, the rug can't take this action, the rug halves the damage it takes (round down), a"
      },
      {
        "document": 1800,
        "excerpt": "rry. Trigger: The bandit is hit by a melee attack roll while holding a weapon. Response: The bandit adds 2 to its AC against that attack, possibly causing it to miss"
      },
      {
        "document": 1805,
        "excerpt": "DC 12. Failure: The target receives an infernal wound. While wounded, the target loses 5 (1d10) Hit Points at the start of each of its turns. The wound closes after"
      },
      {
        "document": 1806,
        "excerpt": "ehir swallows the target, which is no longer Grappled. While swallowed, a creature has the Blinded and Restrained conditions, has Total Cover against attacks and oth"
      },
      {
        "document": 1807,
        "excerpt": "Bloodied Frenzy. While Bloodied, the berserker has Advantage on attack rolls and saving throws."
      },
      {
        "document": 1810,
        "excerpt": "Split. Trigger: While the pudding is Large or Medium and has 10+ Hit Points, it becomes Bloodied or is subjected to Lightning"
      },
      {
        "document": 1814,
        "excerpt": "Bloodied Fury. While Bloodied, the boar has Advantage on attack rolls."
      },
      {
        "document": 1815,
        "excerpt": "ed condition until the start of the devil's next turn. While Poisoned, the target can't regain Hit Points."
      },
      {
        "document": 1827,
        "excerpt": "a success. After 1 minute, it succeeds automatically. While Poisoned, the target has the Paralyzed condition."
      },
      {
        "document": 1828,
        "excerpt": ". On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and"
      },
      {
        "document": 1829,
        "excerpt": "Light Sensitivity. While in Bright Light, the cloaker has Disadvantage on attack rolls."
      },
      {
        "document": 1837,
        "excerpt": "reature, it has the Grappled condition (escape DC 12). While Grappled, the target has the Restrained condition."
      },
      {
        "document": 1840,
        "excerpt": "et, which has the Blinded condition and is suffocating while the darkmantle is attached in this way. While attached to a target, the darkmantle can attack only the"
      },
      {
        "document": 1841,
        "excerpt": "First Failure: The target has the Poisoned condition. While Poisoned, the target's Hit Point maximum doesn't return to normal when finishing a Long Rest, and it rep"
      },
      {
        "document": 1845,
        "excerpt": "once per turn, and the djinni is unaffected). Failure: While in the whirlwind, the target has the Restrained condition and moves with the whirlwind. At the start of"
      },
      {
        "document": 1849,
        "excerpt": "the Poisoned condition until the end of its next turn. While Poisoned, the creature can take either an action or a Bonus Action on its turn, not both, and it can't t"
      },
      {
        "document": 1850,
        "excerpt": "eding to make an ability check. Sunlight Sensitivity. While in sunlight, the drider has Disadvantage on ability checks and attack rolls. Web Walker. The drider ign"
      },
      {
        "document": 1855,
        "excerpt": "n burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through. Siege Monster. The elemental dea"
      },
      {
        "document": 1859,
        "excerpt": "al effects. Magic Rope. The erinyes has a magic rope. While bearing it, the erinyes can use the Entangling Rope action. The rope has AC 20, HP 90, and Immunity to P"
      },
      {
        "document": 1864,
        "excerpt": ". On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and"
      },
      {
        "document": 1871,
        "excerpt": "ng ability. The ghost is visible on the Material Plane while on the Border Ethereal and vice versa, but it can't affect or be affected by anything on the other plane"
      },
      {
        "document": 1876,
        "excerpt": "ied Fury. The boar has Advantage on melee attack rolls while it is Bloodied."
      },
      {
        "document": 1880,
        "excerpt": "reature, it has the Grappled condition (escape DC 15). While Grappled, the target has the Restrained condition and can't be targeted by the crocodile's Tail. Tail."
      },
      {
        "document": 1884,
        "excerpt": "e horns return when the goat reverts to figurine form. While you ride the goat, any Hostile creature that starts its turn within a 30-foot Emanation originating fro"
      },
      {
        "document": 1885,
        "excerpt": "og swallows a Small or smaller target it is grappling. While swallowed, the target isn't Grappled but has the Blinded and Restrained conditions, and it has Total Cov"
      },
      {
        "document": 1889,
        "excerpt": "led condition (escape DC 13) from all eight tentacles. While Grappled, the target has the Restrained condition."
      },
      {
        "document": 1893,
        "excerpt": "Bubble Dash. While underwater, the seahorse moves up to half its Swim Speed without provoking Opportunity Attacks."
      },
      {
        "document": 1896,
        "excerpt": "d swallows a Medium or smaller target it is grappling. While swallowed, the target isn't Grappled but has the Blinded and Restrained conditions, and it has Total Cov"
      },
      {
        "document": 1902,
        "excerpt": "Terrain. Gibbering. The mouther babbles incoherently while it doesn't have the Incapacitated condition. Wisdom Saving Throw: DC 10, any creature that starts its tu"
      },
      {
        "document": 1904,
        "excerpt": ". Trigger: The gladiator is hit by a melee attack roll while holding a weapon. Response: The gladiator adds 3 to its AC against that attack, possibly causing it to m"
      },
      {
        "document": 1914,
        "excerpt": "ious. The hag can breathe air and water. Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Ma"
      },
      {
        "document": 1922,
        "excerpt": "and repeats the save at the end of each of its turns. While Charmed, the target has the Incapacitated condition and ignores the Luring Song of other harpies. If the"
      },
      {
        "document": 1929,
        "excerpt": "Aura of Authority. While in a 10-foot Emanation originating from the hobgoblin, the hobgoblin and its allies have Advantage on at"
      },
      {
        "document": 1931,
        "excerpt": "Telepathic Bond. While the homunculus is on the same plane of existence as its master, the two of them can communicate telepath"
      },
      {
        "document": 1932,
        "excerpt": "get receives an infernal wound if it doesn't have one. While wounded, the target loses 10 (3d6) Hit Points at the start of each of its turns. The wound closes after"
      },
      {
        "document": 1944,
        "excerpt": "rry. Trigger: The knight is hit by a melee attack roll while holding a weapon. Response: The knight adds 2 to its AC against that attack, possibly causing it to miss"
      },
      {
        "document": 1945,
        "excerpt": "ve the Incapacitated condition. Sunlight Sensitivity. While in sunlight, the kobold has Disadvantage on ability checks and attack rolls."
      },
      {
        "document": 1946,
        "excerpt": "ure in a 15-foot Emanation originating from the kraken while it is underwater. Failure: The target has the Blinded and Poisoned conditions until the end of the krake"
      },
      {
        "document": 1954,
        "excerpt": "magmin sets itself ablaze or extinguishes its flames. While ablaze, the magmin sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet."
      },
      {
        "document": 1957,
        "excerpt": "y. Trigger: The marilith is hit by a melee attack roll while holding a weapon. Response: The marilith adds 5 to its AC against that attack, possibly causing it to mi"
      },
      {
        "document": 1962,
        "excerpt": "imic shape-shifts to resemble a Medium or Small object while retaining its game statistics, or it returns to its true blob form. Any equipment it is wearing or carry"
      },
      {
        "document": 1966,
        "excerpt": "tic damage. If the target is a creature, it is cursed. While cursed, the target can't regain Hit Points, it gains no benefit from finishing a Long Rest, and its Hit"
      },
      {
        "document": 1967,
        "excerpt": "tic damage. If the target is a creature, it is cursed. While cursed, the target can't regain Hit Points, its Hit Point maximum doesn't return to normal when finishin"
      },
      {
        "document": 1969,
        "excerpt": "Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Ma"
      },
      {
        "document": 1970,
        "excerpt": "ghtmare can grant Resistance to Fire damage to a rider while it is on the nightmare. Illumination. The nightmare sheds Bright Light in a 10-foot radius and Dim Ligh"
      },
      {
        "document": 1971,
        "excerpt": "arry. Trigger: The noble is hit by a melee attack roll while holding a weapon. Response: The noble adds 2 to its AC against that attack, possibly causing it to miss."
      },
      {
        "document": 1972,
        "excerpt": "Split. Trigger: While the jelly is Large or Medium and has 10+ Hit Points, it becomes Bloodied or is subjected to Lightning or"
      },
      {
        "document": 1973,
        "excerpt": "A creature ends its turn within 5 feet of the octopus while underwater. Response: The octopus releases ink that fills a 5-foot Cube centered on itself, and the octo"
      },
      {
        "document": 1982,
        "excerpt": "ht. The spider can see 60 feet into the Ethereal Plane while on the Material Plane and vice versa. Spider Climb. The spider can climb difficult surfaces, including"
      },
      {
        "document": 1984,
        "excerpt": "ste. Trigger: The pirate is hit by a melee attack roll while holding a weapon. Response: The pirate adds 3 to its AC against that attack, possibly causing it to miss"
      },
      {
        "document": 1986,
        "excerpt": "The pit fiend emanates an aura in a 20-foot Emanation while it doesn't have the Incapacitated condition. Wisdom Saving Throw: DC 21, any enemy that starts its turn"
      },
      {
        "document": 1993,
        "excerpt": "e Poisoned condition for 1 hour. Failure by 5 or More: While Poisoned, the target also has the Unconscious condition, which ends early if the target takes damage or"
      },
      {
        "document": 1997,
        "excerpt": "tic damage. If the target is a creature, it is cursed. While cursed, the target gains no benefit from finishing a Short or Long Rest. Baleful Command (Recharge 5–6)"
      },
      {
        "document": 2014,
        "excerpt": "ious. The hag can breathe air and water. Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Ma"
      },
      {
        "document": 2015,
        "excerpt": "Bubble Dash. While underwater, the seahorse moves up to its Swim Speed without provoking Opportunity Attacks."
      },
      {
        "document": 2016,
        "excerpt": "expending extra movement to do so. Sunlight Weakness. While in sunlight, the shadow has Disadvantage on D20 Tests."
      },
      {
        "document": 2018,
        "excerpt": "Bound. The guardian is magically bound to an amulet. While the guardian and its amulet are on the same plane of existence, the amulet's wearer can telepathically c"
      },
      {
        "document": 2023,
        "excerpt": "ends its turn inside an object. Sunlight Sensitivity. While in sunlight, the specter has Disadvantage on ability checks and attack rolls."
      },
      {
        "document": 2024,
        "excerpt": "20 feet. Failure: The target gains 1 Exhaustion level. While the target has any Exhaustion levels, it appears 3d10 years older. Failure or Success: The sphinx can't"
      },
      {
        "document": 2025,
        "excerpt": "20 feet. Failure: The target gains 1 Exhaustion level. While the target has any Exhaustion levels, it appears 3d10 years older. Failure or Success: The sphinx can't"
      },
      {
        "document": 2032,
        "excerpt": "iercing damage, and the stirge attaches to the target. While attached, the stirge can't make Proboscis attacks, and the target takes 5 (2d4) Necrotic damage at the s"
      },
      {
        "document": 2042,
        "excerpt": "ed condition until the start of the swarm's next turn. While Deafened, the target also has Disadvantage on ability checks and attack rolls."
      },
      {
        "document": 2052,
        "excerpt": "reature, it has the Grappled condition (escape DC 17). While Grappled, the target has the Restrained condition and can't be targeted by the tyrannosaurus's Tail. Ta"
      },
      {
        "document": 2054,
        "excerpt": "Vampiric Connection. While the familiar and its vampire master are on the same plane of existence, the vampire can communicate with"
      },
      {
        "document": 2055,
        "excerpt": "als Piercing damage is driven into the vampire's heart while the vampire has the Incapacitated condition. Sunlight. The vampire takes 20 Radiant damage if it starts"
      },
      {
        "document": 2056,
        "excerpt": "uired). If it can't use Shape-Shift, it is destroyed. While it has 0 Hit Points in mist form, it can't return to its vampire form, and it must reach its resting pla"
      },
      {
        "document": 2059,
        "excerpt": "f its turns, ending the effect on itself on a success. While Poisoned, the target takes 5 (1d10) Poison damage at the start of each of its turns. Emptying a flask of"
      },
      {
        "document": 2064,
        "excerpt": "ry. Trigger: The warrior is hit by a melee attack roll while holding a weapon. Response: The warrior adds 2 to its AC against that attack, possibly causing it to mis"
      },
      {
        "document": 2073,
        "excerpt": "Sunlight Sensitivity. While in sunlight, the wight has Disadvantage on ability checks and attack rolls."
      },
      {
        "document": 2078,
        "excerpt": "ends its turn inside an object. Sunlight Sensitivity. While in sunlight, the wraith has Disadvantage on ability checks and attack rolls."
      },
      {
        "document": 2080,
        "excerpt": "n burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn't disturb the material it moves through. Treasure Sense. The xorn can pinpoint"
      }
    ],
    "whims": [
      {
        "document": 237,
        "excerpt": "c Neutral (CN). Chaotic Neutral creatures follow their whims, valuing their personal freedom above all else. A scoundrel who wanders the land living by their wits is"
      }
    ],
    "whip": [
      {
        "document": 425,
        "excerpt": "Add a design to a leather item (DC 10) Craft: Sling, Whip, Hide Armor, Leather Armor, Studded Leather Armor, Backpack, Crossbow Bolt Case, Map or Scroll Case, Par"
      },
      {
        "document": 429,
        "excerpt": "elee weapon (except Club, Greatclub, Quarterstaff, and Whip), Medium armor (except Hide), Heavy armor, Ball Bearings, Bucket, Caltrops, Chain, Crowbar, Firearm Bull"
      },
      {
        "document": 755,
        "excerpt": "Whip"
      },
      {
        "document": 928,
        "excerpt": "Whip"
      },
      {
        "document": 1148,
        "excerpt": "Whip"
      },
      {
        "document": 1579,
        "excerpt": "s branches at the top spread out in a 20-foot radius. Whip (Rare). You can take a Magic action to throw the token to a point within 10 feet of yourself. The token"
      },
      {
        "document": 1799,
        "excerpt": "Multiattack. The balor makes one Flame Whip attack and one Lightning Blade attack. Flame Whip. Melee Attack Roll: +14, reach 30 ft. Hit: 18 (3d6 +"
      }
    ],
    "whirling": [
      {
        "document": 1178,
        "excerpt": "Concentration, up to 10 minutes You create a wall of whirling blades made of magical energy. The wall appears within range and lasts for the duration. You make a stra"
      }
    ],
    "whirlpool": [
      {
        "document": 1214,
        "excerpt": "ntil the spell ends or you choose a different effect. Whirlpool. You cause a whirlpool to form in the center of the area, which must be at least 50 feet square and 25 f"
      }
    ],
    "whirlwind": [
      {
        "document": 1771,
        "excerpt": "l: +8, reach 10 ft. Hit: 14 (2d8 + 5) Thunder damage. Whirlwind (Recharge 4–6). Strength Saving Throw: DC 13, one Medium or smaller creature in the elemental's space. F"
      },
      {
        "document": 1845,
        "excerpt": "smaller creature, it has the Prone condition. Create Whirlwind. The djinni conjures a whirlwind at a point it can see within 120 feet. The whirlwind fills a 20-foot-ra"
      },
      {
        "document": 1966,
        "excerpt": "Whirlwind of Sand. Trigger: The mummy is hit by an attack roll. Response: The mummy adds 2 to its AC against the a"
      }
    ],
    "whisper": [
      {
        "document": 640,
        "excerpt": "f the following occurs: you make a sound louder than a whisper, an enemy finds you, you make an attack roll, or you cast a spell with a Verbal component."
      },
      {
        "document": 975,
        "excerpt": "t within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle's wisest members preside as the chief priests of their communities"
      },
      {
        "document": 1358,
        "excerpt": "1 round You point toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you c"
      },
      {
        "document": 1362,
        "excerpt": "nd. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other"
      },
      {
        "document": 1999,
        "excerpt": "raven can mimic simple sounds it has heard, such as a whisper or chitter. A hearer can discern the sounds are imitations with a successful DC 10 Wisdom (Insight) chec"
      }
    ],
    "whispering": [
      {
        "document": 1247,
        "excerpt": "nge: 30 feet Components: V, S Duration: Instantaneous Whispering to the spirits of nature, you create one of the following effects within range. Weather Sensor. You cre"
      }
    ],
    "whispers": [
      {
        "document": 899,
        "excerpt": "Dissonant Whispers"
      },
      {
        "document": 963,
        "excerpt": "Bard spell list. Charm Person, Color Spray, Dissonant Whispers, and Healing Word are recommended. The number of spells on your list increases as you gain Bard levels,"
      },
      {
        "document": 972,
        "excerpt": "u can cast Arcane Eye without expending a spell slot. Whispers of the Grave Prerequisite: Level 7+ Warlock You can cast Speak with Dead without expending a spell slo"
      },
      {
        "document": 1237,
        "excerpt": "Dissonant Whispers"
      },
      {
        "document": 1456,
        "excerpt": "as a rumble of thunder, the cry of a raven, or ominous whispers. Tremors. You cause harmless tremors in the ground for 1 minute."
      },
      {
        "document": 1632,
        "excerpt": "es Attunement) When you nock an arrow on this bow, it whispers in Elvish, “Swift defeat to my enemies.” When you use this weapon to make a ranged attack, you can utter"
      }
    ],
    "whistle": [
      {
        "document": 266,
        "excerpt": "A silver spoon with an M engraved on the handle 50 A whistle made from gold-colored wood 51 A dead scarab beetle the size of your hand 52 Two toy soldiers, one mis"
      },
      {
        "document": 343,
        "excerpt": "Signal Whistle (5 CP)"
      },
      {
        "document": 430,
        "excerpt": ", Hunting Trap, Lock, Manacles, Mirror, Shovel, Signal Whistle, Tinderbox"
      },
      {
        "document": 930,
        "excerpt": "Signal Whistle"
      },
      {
        "document": 1130,
        "excerpt": "Signal Whistle"
      },
      {
        "document": 1261,
        "excerpt": "V, S, M (a silver whistle)"
      }
    ],
    "white": [
      {
        "document": 212,
        "excerpt": "White Dragons"
      },
      {
        "document": 266,
        "excerpt": "35 A white, sequined glove sized for a human 36 A vest with one hundred tiny pockets 37 A weightless stone 38 A"
      },
      {
        "document": 803,
        "excerpt": "White"
      },
      {
        "document": 986,
        "excerpt": "ng | Silver | Cold | | Copper | Acid | White | Cold |"
      },
      {
        "document": 1151,
        "excerpt": "V, S, M (a strip of white cloth)"
      },
      {
        "document": 1263,
        "excerpt": "V, S, M (a white feather)"
      },
      {
        "document": 1399,
        "excerpt": "s: V, S Duration: Instantaneous A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, i"
      },
      {
        "document": 1609,
        "excerpt": "gain 15 Hit Points at the end of each hour this pearly white spindle orbits your head if you have at least 1 Hit Point. Reserve (Rare). This vibrant purple prism st"
      },
      {
        "document": 1649,
        "excerpt": "quid floats at the top of its container and has cloudy white impurities drifting in it."
      },
      {
        "document": 1689,
        "excerpt": "This black or dark-blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it. Six stars, located on the robe"
      },
      {
        "document": 1708,
        "excerpt": "Wondrous Item, Legendary This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flas"
      },
      {
        "document": 1770,
        "excerpt": "Adult White Dragon"
      },
      {
        "document": 1782,
        "excerpt": "Ancient White Dragon"
      },
      {
        "document": 2072,
        "excerpt": "White Dragon Wyrmling"
      },
      {
        "document": 2090,
        "excerpt": "Young White Dragon"
      }
    ],
    "who": [
      {
        "document": 30,
        "excerpt": "t, you can give it to a player character in your group who lacks it. Gaining Heroic Inspiration. Your GM can give you Heroic Inspiration for a variety of reasons."
      },
      {
        "document": 46,
        "excerpt": "e Master assumes the roles of any nonplayer characters who are participating. An NPC's attitude toward your character is Friendly, Indifferent, or Hostile, as def"
      },
      {
        "document": 49,
        "excerpt": "ick a guard into letting them into a castle, the Rogue who is proficient in Deception should lead the discussion."
      },
      {
        "document": 73,
        "excerpt": ", if an ambusher starts combat while hidden from a foe who is unaware that combat is starting, that foe is surprised. Initiative Order. A combatant's check total"
      },
      {
        "document": 89,
        "excerpt": "ntage on the roll if you are within 5 feet of an enemy who can see you and doesn't have the Incapacitated condition (see “Rules Glossary”)."
      },
      {
        "document": 117,
        "excerpt": "articular armorer might make items usable only by folk who are sized and shaped like dwarves. Unusual Anatomy. Use your discretion to decide whether a creature ca"
      },
      {
        "document": 134,
        "excerpt": "t magic items and their activated properties. A bearer who maintains a good relationship with the item can access those properties. If the relationship is strained"
      },
      {
        "document": 227,
        "excerpt": "swers to the following questions as your character: - Who raised you? - Who was your dearest childhood friend? - Did you grow up with a pet? - Have you fallen in"
      },
      {
        "document": 235,
        "excerpt": "to do the right thing as expected by society. Someone who fights injustice and protects the innocent without hesitation is probably Lawful Good. Neutral Good (NG"
      },
      {
        "document": 237,
        "excerpt": "ing their personal freedom above all else. A scoundrel who wanders the land living by their wits is probably Chaotic Neutral. Lawful Evil (LE). Lawful Evil creatu"
      },
      {
        "document": 242,
        "excerpt": "ce, represented by Experience Points (XP). A character who reaches a specified Experience Point total advances in capability. This advancement is called gaining a"
      },
      {
        "document": 247,
        "excerpt": "ter spend the years leading up to a life of adventure? Who are the character's ancestors? You can also choose your character's languages. 3: Determine Ability Scor"
      },
      {
        "document": 252,
        "excerpt": "reach level 20 to provide greater power to characters who have no more levels to gain. With this approach, each character gains one feat of their choice for every"
      },
      {
        "document": 255,
        "excerpt": "ass and your current classes. For example, a Barbarian who decides to multiclass into the Druid class must have Strength and Wisdom scores of 13 or higher, since"
      },
      {
        "document": 376,
        "excerpt": "Most settlements contain individuals who are willing to cast spells in exchange for payment. If a spell has expensive components, add the cost of"
      },
      {
        "document": 383,
        "excerpt": "mastery property, which is usable only by a character who has a feature, such as Weapon Mastery, that unlocks the property for the character. The properties are d"
      },
      {
        "document": 388,
        "excerpt": "ke an item and have proficiency with that tool. Anyone who helps you must also have proficiency with it."
      },
      {
        "document": 391,
        "excerpt": "A character who has proficiency with the Herbalism Kit can create a Potion of Healing. Doing so requires using that kit"
      },
      {
        "document": 496,
        "excerpt": "sets the threads of magic in motion. Thus, a creature who is gagged or in an area of magical silence can't cast a spell with a Verbal component."
      },
      {
        "document": 613,
        "excerpt": "ify spell. When such a spell is cast, the spirit knows who is casting it and can refuse. The spirit of a dead creature has left the body and departed for the Outer"
      },
      {
        "document": 637,
        "excerpt": "e one of your skill or tool proficiencies and one ally who is near enough for you to assist verbally or physically when they make an ability check. That ally has"
      },
      {
        "document": 639,
        "excerpt": "it, it's lost unless you give it to a player character who lacks it."
      },
      {
        "document": 671,
        "excerpt": "Some locations are so suffused with evil that anyone who lingers there is burdened with a curse. Demonic Possession is one example of an environmental curse. De"
      },
      {
        "document": 677,
        "excerpt": "tion spell ends the contagion immediately. A character who is proficient with an Herbalism Kit can use it to create one dose of nonmagical ointment, which takes 1"
      },
      {
        "document": 725,
        "excerpt": "each locations or defensive positions force characters who normally attack at range to move around. Mixed Monster Groups. When different types of monsters work to"
      },
      {
        "document": 963,
        "excerpt": "an inspire another creature within 60 feet of yourself who can see or hear you. That creature gains one of your Bardic Inspiration dice. A creature can have only o"
      },
      {
        "document": 965,
        "excerpt": "n use Druidic to leave hidden messages. You and others who know Druidic automatically spot such a message. Others spot the message's presence with a successful DC"
      },
      {
        "document": 968,
        "excerpt": "ometimes a Paladin transgresses their oath. A Paladin who has broken a vow typically seeks absolution, spending an all-night vigil as a sign of penitence or under"
      },
      {
        "document": 975,
        "excerpt": "ld The Circle of the Land comprises mystics and sages who safeguard ancient knowledge and rites. These Druids meet within sacred circles of trees or standing ston"
      },
      {
        "document": 981,
        "excerpt": "that helps sustain all life in the multiverse. Clerics who tap into this domain are masters of healing, using that life force to cure many hurts. Existence itself"
      },
      {
        "document": 982,
        "excerpt": "old the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of persona"
      },
      {
        "document": 983,
        "excerpt": "Channel Rage into Violent Fury Barbarians who walk the Path of the Berserker direct their Rage primarily toward violence. Their path is one of untramm"
      },
      {
        "document": 1155,
        "excerpt": "ou specify a location you have visited and a recipient who matches a general description, such as “a person dressed in the uniform of the town guard” or “a red-hai"
      },
      {
        "document": 1167,
        "excerpt": "ction to dismiss it. When the spell ends for a target who isn't dead, the target reappears in its body and exits the state of suspended animation."
      },
      {
        "document": 1234,
        "excerpt": "your outfit, objects pass through the hat, and anyone who touches it would feel nothing. To discern that you are disguised, a creature must take the Study action"
      },
      {
        "document": 1293,
        "excerpt": "creatures that don't trigger the glyph, such as those who say a certain password. Explosive Rune. When triggered, the glyph erupts with magical energy in a 20-fo"
      },
      {
        "document": 1319,
        "excerpt": "s for a moment and vanishes. Each creature in the area who can see the pattern must succeed on a Wisdom saving throw or have the Charmed condition for the duration"
      },
      {
        "document": 1328,
        "excerpt": "e sapphire doesn't transport it, but instead you learn who that creature is and where that creature is currently located."
      },
      {
        "document": 1342,
        "excerpt": "ather) Duration: 8 hours You touch a willing creature who isn't wearing armor. Until the spell ends, the target's base AC becomes 13 plus its Dexterity modifier."
      },
      {
        "document": 1349,
        "excerpt": "A staff of 100 near-transparent servants attends all who enter. You determine the appearance of these servants and their attire. They are invulnerable and obey y"
      },
      {
        "document": 1378,
        "excerpt": ": Instantaneous You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target desti"
      },
      {
        "document": 1385,
        "excerpt": "on: Instantaneous Up to five creatures of your choice who remain within range for the spell's entire casting gain the benefits of a Short Rest and also regain 2d8"
      },
      {
        "document": 1391,
        "excerpt": "an illusion of yourself to appear and warn off others who attempt to open a trapped door. Physical interaction with the image reveals it to be illusory, since th"
      },
      {
        "document": 1411,
        "excerpt": "ature within range. Until the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving thro"
      },
      {
        "document": 1418,
        "excerpt": "you have met or a creature described to you by someone who has met it. The target hears the message in its mind, recognizes you as the sender if it knows you, and"
      },
      {
        "document": 1451,
        "excerpt": "creatures that don't trigger the glyph, such as those who say a certain password. Once triggered, the glyph glows, filling a 60-foot-radius Sphere with Dim Light"
      },
      {
        "document": 1627,
        "excerpt": "the weapon. Knight. You gain the service of a Knight, who magically appears in an unoccupied space you choose within 30 feet of yourself. The knight has the same"
      },
      {
        "document": 1632,
        "excerpt": "sign the following command words: “Swift death to you who have wronged me.” The target of your attack becomes your sworn enemy until it dies or until dawn 7 days"
      },
      {
        "document": 1755,
        "excerpt": "its. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sle"
      },
      {
        "document": 1845,
        "excerpt": "nni can cast it only on behalf of a non-genie creature who communicates a wish in a way the djinni can understand. If the djinni casts the spell for the creature,"
      },
      {
        "document": 1856,
        "excerpt": "eti can cast it only on behalf of a non-genie creature who communicates a wish in a way the efreeti can understand. If the efreeti casts the spell for the creature"
      },
      {
        "document": 2018,
        "excerpt": "as at least 1 Hit Point. Spell Storing. A spellcaster who wears the guardian's amulet can cause the guardian to store one spell of level 4 or lower. To do so, the"
      }
    ],
    "who's": [
      {
        "document": 43,
        "excerpt": "traps and use the Help action to aid another character who's trying to open a stuck door (with the Utilize action)."
      },
      {
        "document": 237,
        "excerpt": "unaligned. doing what seems best at the time. Someone who's bored by moral debate is probably Neutral. Chaotic Neutral (CN). Chaotic Neutral creatures follow their"
      }
    ],
    "whole": [
      {
        "document": 248,
        "excerpt": "e attacks. These adventurers often confront threats to whole regions."
      },
      {
        "document": 580,
        "excerpt": "rmines whether destroying part of an object causes the whole thing to collapse. Object Hit Points Damage Types and Objects. Objects have Immunity to Poison and Psy"
      },
      {
        "document": 752,
        "excerpt": "An object that covers the whole target"
      },
      {
        "document": 1484,
        "excerpt": "ish is granted and its effects have consequences for a whole community, region, or world, you are likely to attract powerful foes. If your wish would affect a god, t"
      },
      {
        "document": 1629,
        "excerpt": "save DC 15). You can hurl multiple beads, or even the whole necklace, at one time. When you do so, increase the damage of the Fireball by 1d6 for each bead after th"
      },
      {
        "document": 1675,
        "excerpt": "fter 1d6 + 1 days if you have at least 1 Hit Point the whole time."
      },
      {
        "document": 2050,
        "excerpt": "oll Spawn. The limb uncannily has the same senses as a whole troll. If the limb isn't destroyed within 24 hours, roll 1d12. On a 12, the limb turns into a Troll. Oth"
      }
    ],
    "wholeness": [
      {
        "document": 985,
        "excerpt": "Wholeness of Body"
      }
    ],
    "wholly": [
      {
        "document": 1516,
        "excerpt": "aced inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens"
      },
      {
        "document": 1711,
        "excerpt": "athed. Anything else that touches the sphere but isn't wholly engulfed and obliterated by it takes 8d10 Force damage. Controlling the Sphere. A Sphere of Annihilatio"
      }
    ],
    "whom": [
      {
        "document": 227,
        "excerpt": "up with a pet? - Have you fallen in love? If so, with whom? - Did you join an organization, such as a guild or religion? If so, are you still a member of it? - Wha"
      }
    ],
    "whose": [
      {
        "document": 133,
        "excerpt": "alved for a consumable item other than a Spell Scroll, whose crafting time and cost are given in “Equipment.”"
      },
      {
        "document": 264,
        "excerpt": "to cast spells of an appropriate level from any class whose Spellcasting feature you have. This table might give you spell slots of a higher level than the spells"
      },
      {
        "document": 545,
        "excerpt": "a turn, the person at the game table - player or GM - whose turn it is decides the order in which those things happen. For example, if two effects occur at the star"
      },
      {
        "document": 727,
        "excerpt": "ow-difficulty challenge for a party of four characters whose level equals the monster's Challenge Rating. Moderate Difficulty. Absent healing and other resources, a"
      },
      {
        "document": 736,
        "excerpt": "If your combat encounter includes a creature whose CR is higher than the party's level, be aware that such a creature might deal enough damage with a singl"
      },
      {
        "document": 737,
        "excerpt": "not adding that monster to an encounter for characters whose level is lower than the monster's Challenge Rating. ---"
      },
      {
        "document": 820,
        "excerpt": "A blank book whose pages refuse to hold ink, chalk, graphite, or any other marking"
      },
      {
        "document": 966,
        "excerpt": "When you attack with a weapon whose mastery property you can use, you can replace that property with the Push, Sap, or Slow property for tha"
      },
      {
        "document": 972,
        "excerpt": "sma modifier (minimum of one name). When any creature whose name is on the page is reduced to 0 Hit Points but not killed outright, the creature magically drops to"
      },
      {
        "document": 1328,
        "excerpt": "n the casting and an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an Invisible mark on that object and invisibly ins"
      },
      {
        "document": 1454,
        "excerpt": "rmanent circle” means a permanent teleportation circle whose sigil sequence you know. - “Linked object” means you possess an object taken from the desired destinatio"
      },
      {
        "document": 1455,
        "excerpt": "ion to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens wit"
      },
      {
        "document": 1467,
        "excerpt": "m you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 Bludgeoning dam"
      },
      {
        "document": 1711,
        "excerpt": "r Intelligence modifier (minimum 5 feet). Any creature whose space the sphere enters must succeed on a DC 19 Dexterity saving throw or be touched by it, taking 8d10"
      },
      {
        "document": 1824,
        "excerpt": "e spaces of Medium or smaller creatures. Each creature whose space the centaur enters is targeted once by the following effect. Strength Saving Throw: DC 14. Failure"
      },
      {
        "document": 1869,
        "excerpt": "e trait). Dexterity Saving Throw: DC 12, each creature whose space the cube enters for the first time during this move. Failure: 10 (3d6) Acid damage, and the target"
      }
    ],
    "why": [
      {
        "document": 670,
        "excerpt": "tion. A creature affected by such a curse should know why they're being punished and be able to learn how to end their curse, likely by symbolically righting the"
      },
      {
        "document": 787,
        "excerpt": "er. The item seeks its creator and wants to understand why it was created."
      }
    ],
    "wide": [
      {
        "document": 286,
        "excerpt": "character's size. Individuals within a species cover a wide range of heights, and some species include such diversity of size that you can choose whether your char"
      },
      {
        "document": 594,
        "excerpt": "om the point of origin. For example, a Cone is 15 feet wide at a point along its length that is 15 feet from the point of origin. The effect that creates a Cone spe"
      },
      {
        "document": 783,
        "excerpt": "from the wand’s tip in a Line 30 feet long and 5 feet wide toward the chosen point of origin. Each gem deals 1 Bludgeoning damage, and the total damage of the gems"
      },
      {
        "document": 986,
        "excerpt": "either a 15-foot Cone or a 30-foot Line that is 5 feet wide (choose the shape each time). Each creature in that area must make a Dexterity saving throw (DC 8 plus y"
      },
      {
        "document": 1214,
        "excerpt": "rent effect or the spell ends. The whirlpool is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature in the water and within 25 fe"
      },
      {
        "document": 1248,
        "excerpt": "tures. Each fissure is 1d10 × 10 feet deep and 10 feet wide, and it extends from one edge of the spell's area to another edge. A creature in the same space as a fis"
      },
      {
        "document": 1276,
        "excerpt": "p to 5 feet tall and jump it across pits up to 10 feet wide. Flammable objects that aren't being worn or carried start burning if touched by the sphere, and it shed"
      },
      {
        "document": 1302,
        "excerpt": "minute A Line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a"
      },
      {
        "document": 1304,
        "excerpt": "ice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed. The"
      },
      {
        "document": 1337,
        "excerpt": "A stroke of lightning forming a 100-foot-long, 5-foot-wide Line blasts out from you in a direction you choose. Each creature in the Line makes a Dexterity saving t"
      },
      {
        "document": 1349,
        "excerpt": "or leads to an extradimensional dwelling and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensio"
      },
      {
        "document": 1363,
        "excerpt": "ice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Similarly, you can alter the appearance of structures or add them where none are prese"
      },
      {
        "document": 1372,
        "excerpt": "ion. You choose the opening's dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it. When"
      },
      {
        "document": 1449,
        "excerpt": "tion, up to 1 minute You launch a sunbeam in a 5-foot-wide, 60-foot-long Line. Each creature in the Line makes a Constitution saving throw. On a failed save, a cre"
      },
      {
        "document": 1556,
        "excerpt": "er that gushes forth in a Line 30 feet long and 1 foot wide. If you're holding the decanter, you can aim the geyser in one direction (no action required). One creat"
      },
      {
        "document": 1579,
        "excerpt": "ter. The token disappears, and a 50-foot-long, 20-foot-wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of"
      },
      {
        "document": 1582,
        "excerpt": "as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item als"
      },
      {
        "document": 1612,
        "excerpt": "pon into a bolt of lightning. This bolt forms a 5-foot-wide Line between you and the target. The target and each other creature in the Line (excluding you) makes a"
      },
      {
        "document": 1625,
        "excerpt": "ondrous Item, Very Rare When this 4-foot-tall, 2-foot-wide mirror is viewed indirectly, its surface shows faint images of creatures. The mirror weighs 50 pounds, a"
      },
      {
        "document": 1691,
        "excerpt": "of 100 GP 09–15 Silver coffer (1 foot long, 6 inches wide and deep) worth 500 GP 16–22 Iron door (up to 10 feet wide and 10 feet high, barred on one side of your"
      },
      {
        "document": 1722,
        "excerpt": "to leap from the staff's tip in a Line that is 5 feet wide and 120 feet long. Each creature in that Line makes a DC 17 Dexterity saving throw, taking 9d6 Lightning"
      },
      {
        "document": 1733,
        "excerpt": "en. In addition, you can cause a 30-foot-deep, 10-foot-wide fissure to open up on the ground anywhere in the area. Any creature on a spot where the fissure opens mu"
      },
      {
        "document": 1761,
        "excerpt": "Throw: DC 18, each creature in a 60-foot-long, 5-foot-wide Line. Failure: 54 (12d8) Acid damage. Success: Half damage. Spellcasting. The dragon casts one of the f"
      },
      {
        "document": 1762,
        "excerpt": "Throw: DC 19, each creature in a 90-foot-long, 5-foot-wide Line. Failure: 60 (11d10) Lightning damage. Success: Half damage. Spellcasting. The dragon casts one of"
      },
      {
        "document": 1763,
        "excerpt": "Throw: DC 18, each creature in a 60-foot-long, 5-foot-wide Line. Failure: 45 (10d8) Fire damage. Success: Half damage. Sleep Breath. Constitution Saving Throw: DC"
      },
      {
        "document": 1764,
        "excerpt": "Throw: DC 19, each creature in a 90-foot-long, 5-foot-wide Line. Failure: 55 (10d10) Lightning damage. Success: Half damage. Repulsion Breath. Strength Saving Thr"
      },
      {
        "document": 1765,
        "excerpt": "Throw: DC 18, each creature in an 60-foot-long, 5-foot-wide Line. Failure: 54 (12d8) Acid damage. Success: Half damage. Slowing Breath. Constitution Saving Throw:"
      },
      {
        "document": 1769,
        "excerpt": "Throw: DC 19, each creature in a 60-foot-long, 10-foot-wide Line. Failure: 14 (4d6) Cold damage, and the target is pushed up to 30 feet straight away from the drago"
      },
      {
        "document": 1773,
        "excerpt": "Throw: DC 22, each creature in a 90-foot-long, 10-foot-wide Line. Failure: 67 (15d8) Acid damage. Success: Half damage. Spellcasting. The dragon casts one of the f"
      },
      {
        "document": 1774,
        "excerpt": "hrow: DC 23, each creature in a 120-foot-long, 10-foot-wide Line. Failure: 88 (16d10) Lightning damage. Success: Half damage. Spellcasting. The dragon casts one of"
      },
      {
        "document": 1775,
        "excerpt": "Throw: DC 21, each creature in a 90-foot-long, 5-foot-wide Line. Failure: 58 (13d8) Fire damage. Success: Half damage. Sleep Breath. Constitution Saving Throw: DC"
      },
      {
        "document": 1776,
        "excerpt": "hrow: DC 23, each creature in a 120-foot-long, 10-foot-wide Line. Failure: 82 (15d10) Lightning damage. Success: Half damage. Repulsion Breath. Strength Saving Thr"
      },
      {
        "document": 1777,
        "excerpt": "hrow: DC 22, each creature in an 90-foot-long, 10-foot-wide Line. Failure: 63 (14d8) Acid damage. Success: Half damage. Slowing Breath. Constitution Saving Throw:"
      },
      {
        "document": 1781,
        "excerpt": "Throw: DC 23, each creature in a 60-foot-long, 10-foot-wide Line. Failure: 14 (4d6) Cold damage, and the target is pushed up to 30 feet straight away from the drago"
      },
      {
        "document": 1786,
        "excerpt": "Throw: DC 12, each creature in a 30-foot-long, 5-foot-wide Line. Failure: 14 (4d6) Acid damage. Success: Half damage."
      },
      {
        "document": 1806,
        "excerpt": "Throw: DC 16, each creature in a 90-foot-long, 5-foot-wide Line. Failure: 66 (12d10) Lightning damage. Success: Half damage."
      },
      {
        "document": 1809,
        "excerpt": "Throw: DC 11, each creature in a 15-foot-long, 5-foot-wide Line. Failure: 22 (5d8) Acid damage. Success: Half damage."
      },
      {
        "document": 1813,
        "excerpt": "Throw: DC 12, each creature in a 30-foot-long, 5-foot-wide Line. Failure: 21 (6d6) Lightning damage. Success: Half damage."
      },
      {
        "document": 1816,
        "excerpt": "Throw: DC 11, each creature in a 20-foot-long, 5-foot-wide Line. Failure: 14 (4d6) Fire damage. Success: Half damage. Sleep Breath. Constitution Saving Throw: DC"
      },
      {
        "document": 1817,
        "excerpt": "Throw: DC 12, each creature in a 40-foot-long, 5-foot-wide Line. Failure: 16 (3d10) Lightning damage. Success: Half damage. Repulsion Breath. Strength Saving Thro"
      },
      {
        "document": 1834,
        "excerpt": "Throw: DC 11, each creature in a 20-foot-long, 5-foot-wide Line. Failure: 18 (4d8) Acid damage. Success: Half damage. Slowing Breath. Constitution Saving Throw: D"
      },
      {
        "document": 2081,
        "excerpt": "Throw: DC 14, each creature in a 30-foot-long, 5-foot-wide Line. Failure: 49 (14d6) Acid damage. Success: Half damage."
      },
      {
        "document": 2082,
        "excerpt": "Throw: DC 16, each creature in a 60-foot-long, 5-foot-wide Line. Failure: 55 (10d10) Lightning damage. Success: Half damage."
      },
      {
        "document": 2083,
        "excerpt": "Throw: DC 14, each creature in a 40-foot-long, 5-foot-wide Line. Failure: 38 (11d6) Fire damage. Success: Half damage. Sleep Breath. Constitution Saving Throw: DC"
      },
      {
        "document": 2084,
        "excerpt": "Throw: DC 15, each creature in a 60-foot-long, 5-foot-wide Line. Failure: 49 (9d10) Lightning damage. Success: Half damage. Repulsion Breath. Strength Saving Thro"
      },
      {
        "document": 2085,
        "excerpt": "Throw: DC 14, each creature in a 40-foot-long, 5-foot-wide Line. Failure: 40 (9d8) Acid damage. Success: Half damage. Slowing Breath. Constitution Saving Throw: D"
      }
    ],
    "widely": [
      {
        "document": 148,
        "excerpt": "Items in the Staff category vary widely in appearance: some are of nearly equal diameter throughout and smooth, others are gnarled and twisted,"
      },
      {
        "document": 228,
        "excerpt": "prominent species in the setting and have since spread widely. Standard Languages The Rare Languages table lists languages that are either secret or derived from ot"
      },
      {
        "document": 1333,
        "excerpt": "g revelations, or even secret lore that has never been widely known. The more information you already know about the thing, the more precise and detailed the informat"
      }
    ],
    "widespread": [
      {
        "document": 228,
        "excerpt": "The Standard Languages table lists languages that are widespread in the setting. Every player character knows Common. The other standard languages originated with the fi"
      }
    ],
    "width": [
      {
        "document": 82,
        "excerpt": "ature belongs to a size category, which determines the width of the square space the creature occupies on a map, as shown on the Creature Size and Space table. That"
      },
      {
        "document": 594,
        "excerpt": "of origin in a direction its creator chooses. A Cone's width at any point along its length is equal to that point's distance from the point of origin. For example, a"
      },
      {
        "document": 656,
        "excerpt": "ath along its length and covers an area defined by its width. The effect that creates a Line specifies its length and width. A Line's point of origin isn't included"
      }
    ],
    "wield": [
      {
        "document": 41,
        "excerpt": "egories of equipment proficiency: Weapons. Anyone can wield a weapon, but proficiency makes you better at wielding it. If you have proficiency with a weapon, you ad"
      },
      {
        "document": 394,
        "excerpt": "pons” in “Rules Glossary.” Also see those rules if you wield a weapon in an unusual way, such as using a Ranged weapon to make a melee attack."
      },
      {
        "document": 411,
        "excerpt": "creature can wear only one suit of armor at a time and wield only one Shield at a time. Armor"
      },
      {
        "document": 431,
        "excerpt": "Anyone can wield a weapon, but you must have proficiency with it to add your Proficiency Bonus to an attack roll you make"
      },
      {
        "document": 965,
        "excerpt": "ish a Long Rest. Longevity. The primal magic that you wield causes you to age more slowly. For every ten years that pass, your body ages only one year."
      },
      {
        "document": 1514,
        "excerpt": "s to Armor Class against ranged attack rolls while you wield this Shield. This bonus is in addition to the Shield's normal bonus to AC. Whenever an attacker makes a"
      }
    ],
    "wielded": [
      {
        "document": 648,
        "excerpt": "An improvised weapon is an object wielded as a makeshift weapon, such as broken glass, a table leg, or a frying pan. A Simple or Martial weapon al"
      },
      {
        "document": 1716,
        "excerpt": "lock, or Wizard) This staff has 20 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While hold"
      },
      {
        "document": 1717,
        "excerpt": "ff, Very Rare (Requires Attunement) This staff can be wielded as a magic Quarterstaff that grants a +3 bonus to attack rolls and damage rolls made with it. The staff"
      },
      {
        "document": 1719,
        "excerpt": "lock, or Wizard) This staff has 50 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While you"
      },
      {
        "document": 1721,
        "excerpt": "ement by a Druid) This staff has 6 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While hold"
      },
      {
        "document": 1722,
        "excerpt": "ff, Very Rare (Requires Attunement) This staff can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. It also ha"
      },
      {
        "document": 1723,
        "excerpt": "1d3 expended charges daily at dawn. The staff can be wielded as a magic Quarterstaff. On a hit, it deals damage as a normal Quarterstaff, and you can expend 1 charge"
      },
      {
        "document": 1997,
        "excerpt": "Piercing damage from weapons wielded by creatures under the effect of a Bless spell"
      }
    ],
    "wielder": [
      {
        "document": 134,
        "excerpt": "e it. A sentient item might be a cherished ally to its wielder or a continual thorn in the side. Most sentient items are weapons, but other kinds of items can manifes"
      },
      {
        "document": 141,
        "excerpt": "ting from this course might cause conflict between the wielder and the item (see “Conflict” below). You can pick a special purpose or roll on the Sentient Item's Speci"
      }
    ],
    "wielder's": [
      {
        "document": 141,
        "excerpt": ", perhaps to the exclusion of all else. As long as the wielder's use of the item aligns with that special purpose, the item remains cooperative. Deviating from this cour"
      }
    ],
    "wielding": [
      {
        "document": 41,
        "excerpt": "an wield a weapon, but proficiency makes you better at wielding it. If you have proficiency with a weapon, you add your Proficiency Bonus to attack rolls you make with"
      },
      {
        "document": 384,
        "excerpt": "Wearing and Wielding Items"
      },
      {
        "document": 785,
        "excerpt": "es by transmitting emotion to the creature carrying or wielding it."
      },
      {
        "document": 967,
        "excerpt": "u gain the following benefits while you are unarmed or wielding only Monk weapons and you aren't wearing armor or wielding a Shield. Bonus Unarmed Strike. You can make"
      },
      {
        "document": 1508,
        "excerpt": "and hovers in your space to protect you as if you were wielding it, leaving your hands free. The Shield remains animate for 1 minute, until you take a Bonus Action to e"
      }
    ],
    "wields": [
      {
        "document": 785,
        "excerpt": "icate telepathically with any creature that carries or wields it."
      }
    ],
    "wight": [
      {
        "document": 729,
        "excerpt": "ch) and 9 Stirges (25 XP each), for 1,125 XP total - 1 Wight (700 XP), 1 Warhorse Skeleton (100 XP), and 6 Skeletons (50 XP each), for 1,100 XP total Example 3. A h"
      },
      {
        "document": 2073,
        "excerpt": "Wight"
      }
    ],
    "wight's": [
      {
        "document": 2073,
        "excerpt": "this attack rises 24 hours later as a Zombie under the wight's control, unless the Humanoid is restored to life or its body is destroyed. The wight can have no more th"
      }
    ],
    "wights": [
      {
        "document": 1219,
        "excerpt": "or reassert control over five Ghouls or two Ghasts or Wights. If you use a level 9 spell slot, you can animate or reassert control over six Ghouls, three Ghasts or W"
      }
    ],
    "wild": [
      {
        "document": 542,
        "excerpt": "If an effect, such as Wild Shape or the Polymorph spell, lets you shape-shift, its description specifies what happens to you. Unles"
      },
      {
        "document": 672,
        "excerpt": "Alchemists, potion brewers, and areas of wild magic are credited with creating the first magical contagions. An outbreak of such a contagion can form"
      },
      {
        "document": 824,
        "excerpt": "Wild Shape"
      },
      {
        "document": 965,
        "excerpt": "Wild Shape"
      },
      {
        "document": 975,
        "excerpt": "As a Magic action, you can expend a use of your Wild Shape and choose a point within 60 feet of yourself. Vitality-giving flowers and life-draining thorns ap"
      }
    ],
    "wilderness": [
      {
        "document": 354,
        "excerpt": "A mount can help you move more quickly through the wilderness, but its primary purpose is to carry gear that would otherwise slow you down. The Mounts and Other Anima"
      }
    ],
    "wildly": [
      {
        "document": 1302,
        "excerpt": "protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a Bonus Action on your later turns, you can change t"
      }
    ],
    "wilds": [
      {
        "document": 980,
        "excerpt": "ure and People from Destruction You stalk prey in the wilds and elsewhere, using your abilities as a Hunter to protect nature and people everywhere from forces that"
      }
    ],
    "will": [
      {
        "document": 47,
        "excerpt": "a noble's allies, your efforts to convince or deceive will likely fail."
      },
      {
        "document": 49,
        "excerpt": "g an NPC's response to you. In such situations, the GM will typically ask you to take the Influence action. Pay attention to your skill proficiencies when thinking"
      },
      {
        "document": 97,
        "excerpt": "If an effect is about to move your mount against its will while you're on it, you must succeed on a DC 10 Dexterity saving throw or fall off, landing with the Pro"
      },
      {
        "document": 102,
        "excerpt": "Hit Points represent durability and the will to live. Creatures with more Hit Points are more difficult to kill. Your Hit Point maximum is the number"
      },
      {
        "document": 240,
        "excerpt": "ility modifier. Passive Perception. Sometimes your GM will determine whether your character notices something without asking you to make a Wisdom (Perception) chec"
      },
      {
        "document": 535,
        "excerpt": "turn. First, you decide what perceivable circumstance will trigger your Reaction. Then, you choose the action you will take in response to that trigger, or you cho"
      },
      {
        "document": 727,
        "excerpt": "one or more characters. To survive it, the characters will need smart tactics, quick thinking, and maybe even a little luck."
      },
      {
        "document": 967,
        "excerpt": "Through sheer force of will, you can remove one of the following conditions from yourself at the end of each of your turns: Charmed,"
      },
      {
        "document": 973,
        "excerpt": "mastery over certain spells that you can cast them at will. Choose a level 1 and a level 2 spell in your spellbook that have a casting time of an action. You alway"
      },
      {
        "document": 1157,
        "excerpt": "mand to each one). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a cha"
      },
      {
        "document": 1168,
        "excerpt": "Omens table. Omens | Omen | For Results That Will Be ... | | :----------- | :--------------------------- | | Weal | Good |"
      },
      {
        "document": 1219,
        "excerpt": "command to them). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a par"
      },
      {
        "document": 1247,
        "excerpt": "harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a"
      },
      {
        "document": 1324,
        "excerpt": "Spell. When you cast the spell, specify a trigger that will end it. The trigger can be as simple or as elaborate as you choose, but the GM must agree that it has a"
      },
      {
        "document": 1347,
        "excerpt": "s 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message. When that trigger occurs, a magical mouth appears on the obj"
      },
      {
        "document": 1452,
        "excerpt": "later turns before the spell ends, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can a"
      },
      {
        "document": 1561,
        "excerpt": "tunement to it, and the orb casts Suggestion on you at will (save DC 18), urging you to work toward the evil ends it desires. The dragon essence within the orb migh"
      },
      {
        "document": 1567,
        "excerpt": "lass. In addition, if an effect moves you against your will along the ground, you can take a Reaction to reduce the distance you are moved by up to 10 feet."
      },
      {
        "document": 1664,
        "excerpt": "-foot pole, or reverting it a Quarterstaff; the weapon will elongate only as far as the surrounding space allows. In certain forms, the weapon has the following ad"
      },
      {
        "document": 1761,
        "excerpt": "(spell save DC 17, +9 to hit with spell attacks): At Will: Acid Arrow (level 3 version), Detect Magic, Fear 1/Day Each: Speak with Dead, Vitriolic Sphere"
      },
      {
        "document": 1762,
        "excerpt": "ma as the spellcasting ability (spell save DC 18): At Will: Detect Magic, Invisibility, Mage Hand, Shatter 1/Day Each: Scrying, Sending"
      },
      {
        "document": 1763,
        "excerpt": "ma as the spellcasting ability (spell save DC 16): At Will: Detect Magic, Minor Illusion, Scorching Ray, Shapechange (Beast or Humanoid form only, no Temporary Hit"
      },
      {
        "document": 1764,
        "excerpt": "(spell save DC 17, +10 to hit with spell attacks): At Will: Detect Magic, Guiding Bolt (level 2 version), Shapechange (Beast or Humanoid form only, no Temporary Hi"
      },
      {
        "document": 1765,
        "excerpt": "ma as the spellcasting ability (spell save DC 17): At Will: Detect Magic, Mind Spike (level 4 version), Minor Illusion, Shapechange (Beast or Humanoid form only, n"
      },
      {
        "document": 1766,
        "excerpt": "(spell save DC 21, +13 to hit with spell attacks): At Will: Detect Magic, Guiding Bolt (level 2 version), Shapechange (Beast or Humanoid form only, no Temporary Hi"
      },
      {
        "document": 1767,
        "excerpt": "ma as the spellcasting ability (spell save DC 17): At Will: Detect Magic, Mind Spike (level 3 version) 1/Day: Geas"
      },
      {
        "document": 1768,
        "excerpt": "(spell save DC 20, +12 to hit with spell attacks): At Will: Command (level 2 version), Detect Magic, Scorching Ray 1/Day: Fireball"
      },
      {
        "document": 1769,
        "excerpt": "(spell save DC 19, +11 to hit with spell attacks): At Will: Detect Magic, Hold Monster, Ice Knife, Shapechange (Beast or Humanoid form only, no Temporary Hit Point"
      },
      {
        "document": 1773,
        "excerpt": "(spell save DC 21, +13 to hit with spell attacks): At Will: Acid Arrow (level 4 version), Detect Magic, Fear 1/Day Each: Create Undead, Speak with Dead, Vitriolic"
      },
      {
        "document": 1774,
        "excerpt": "ma as the spellcasting ability (spell save DC 22): At Will: Detect Magic, Invisibility, Mage Hand, Shatter (level 3 version) 1/Day Each: Scrying, Sending"
      },
      {
        "document": 1775,
        "excerpt": "ma as the spellcasting ability (spell save DC 20): At Will: Detect Magic, Minor Illusion, Scorching Ray (level 3 version), Shapechange (Beast or Humanoid form only"
      },
      {
        "document": 1776,
        "excerpt": "(spell save DC 22, +14 to hit with spell attacks): At Will: Detect Magic, Guiding Bolt (level 2 version), Shapechange (Beast or Humanoid form only, no Temporary Hi"
      },
      {
        "document": 1777,
        "excerpt": "ma as the spellcasting ability (spell save DC 21): At Will: Detect Magic, Mind Spike (level 5 version), Minor Illusion, Shapechange (Beast or Humanoid form only, n"
      },
      {
        "document": 1778,
        "excerpt": "(spell save DC 24, +16 to hit with spell attacks): At Will: Detect Magic, Guiding Bolt (level 4 version), Shapechange (Beast or Humanoid form only, no Temporary Hi"
      },
      {
        "document": 1779,
        "excerpt": "ma as the spellcasting ability (spell save DC 21): At Will: Detect Magic, Mind Spike (level 5 version) 1/Day Each: Geas, Modify Memory"
      },
      {
        "document": 1780,
        "excerpt": "(spell save DC 23, +15 to hit with spell attacks): At Will: Command (level 2 version), Detect Magic, Scorching Ray (level 3 version) 1/Day Each: Fireball (level 6"
      },
      {
        "document": 1781,
        "excerpt": "(spell save DC 23, +15 to hit with spell attacks): At Will: Detect Magic, Hold Monster, Ice Knife (level 2 version), Shapechange (Beast or Humanoid form only, no T"
      },
      {
        "document": 1790,
        "excerpt": "ce as the spellcasting ability (spell save DC 17): At Will: Detect Magic, Detect Thoughts, Disguise Self, Invisibility, Light, Mage Armor (included in AC), Mage Ha"
      },
      {
        "document": 1830,
        "excerpt": "ma as the spellcasting ability (spell save DC 15): At Will: Detect Magic, Fog Cloud, Light 1/Day Each: Control Weather, Gaseous Form, Telekinesis"
      },
      {
        "document": 1835,
        "excerpt": "om as the spellcasting ability (spell save DC 15): At Will: Detect Evil and Good, Detect Magic, Detect Thoughts, Shapechange (Beast or Humanoid form only, no Tempo"
      },
      {
        "document": 1838,
        "excerpt": "(spell save DC 12, +4 to hit with spell attacks): At Will: Light, Thaumaturgy 2/Day: Command 1/Day: Hold Person"
      },
      {
        "document": 1843,
        "excerpt": "ma as the spellcasting ability (spell save DC 17): At Will: Detect Evil and Good, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the"
      },
      {
        "document": 1845,
        "excerpt": "ma as the spellcasting ability (spell save DC 17): At Will: Detect Evil and Good, Detect Magic 2/Day Each: Create Food and Water (can create wine instead of water"
      },
      {
        "document": 1851,
        "excerpt": "om as the spellcasting ability (spell save DC 13): At Will: Druidcraft, Speak with Animals 2/Day Each: Entangle, Thunderwave 1/Day Each: Animal Messenger, Long-s"
      },
      {
        "document": 1852,
        "excerpt": "ma as the spellcasting ability (spell save DC 14): At Will: Animal Friendship, Charm Monster (lasts 24 hours; ends early if the dryad casts the spell again), Druid"
      },
      {
        "document": 1856,
        "excerpt": "ma as the spellcasting ability (spell save DC 16): At Will: Detect Magic, Elementalism 1/Day Each: Gaseous Form, Invisibility, Major Image, Plane Shift, Tongues,"
      },
      {
        "document": 1890,
        "excerpt": "ents and using Wisdom as the spellcasting ability: At Will: Detect Evil and Good, Detect Magic 1/Day: Clairvoyance"
      },
      {
        "document": 1903,
        "excerpt": "ce as the spellcasting ability (spell save DC 16): At Will: Darkness, Detect Magic, Dispel Magic 1/Day Each: Confusion, Fly, Power Word Stun"
      },
      {
        "document": 1914,
        "excerpt": "(spell save DC 12, +4 to hit with spell attacks): At Will: Dancing Lights, Disguise Self (24-hour duration), Invisibility (self only, and the hag leaves no tracks"
      },
      {
        "document": 1920,
        "excerpt": "om as the spellcasting ability (spell save DC 16): At Will: Thaumaturgy 1/Day Each: Clairvoyance, Cure Wounds (level 6 version), Flame Strike (level 6 version), G"
      },
      {
        "document": 1939,
        "excerpt": "ma as the spellcasting ability (spell save DC 15): At Will: Disguise Self, Etherealness 1/Day Each: Dream, Hypnotic Pattern"
      },
      {
        "document": 1947,
        "excerpt": "ma as the spellcasting ability (spell save DC 13): At Will: Disguise Self (can appear as a Large or Medium biped), Minor Illusion 1/Day Each: Geas, Major Image, S"
      },
      {
        "document": 1949,
        "excerpt": "ce as the spellcasting ability (spell save DC 20): At Will: Detect Magic, Detect Thoughts, Dispel Magic, Fireball (level 5 version), Invisibility, Lightning Bolt ("
      },
      {
        "document": 1952,
        "excerpt": "ce as the spellcasting ability (spell save DC 14): At Will: Detect Magic, Light, Mage Armor (included in AC), Mage Hand, Prestidigitation 2/Day Each: Fireball (le"
      },
      {
        "document": 1966,
        "excerpt": "(spell save DC 17, +9 to hit with spell attacks): At Will: Dispel Magic, Thaumaturgy 1/Day Each: Animate Dead, Harm, Insect Plague (level 7 version)"
      },
      {
        "document": 1969,
        "excerpt": "ce as the spellcasting ability (spell save DC 14): At Will: Detect Magic, Etherealness, Magic Missile (level 4 version) 2/Day Each: Phantasmal Killer, Plane Shift"
      },
      {
        "document": 1987,
        "excerpt": "arisma as spellcasting ability (spell save DC 20): At Will: Detect Evil and Good 1/Day Each: Commune, Control Weather, Dispel Evil and Good, Raise Dead"
      },
      {
        "document": 1991,
        "excerpt": "spells, using Wisdom as the spellcasting ability: At Will: Light, Thaumaturgy"
      },
      {
        "document": 1992,
        "excerpt": "om as the spellcasting ability (spell save DC 13): At Will: Light, Thaumaturgy 1/Day: Spirit Guardians"
      },
      {
        "document": 1997,
        "excerpt": "ma as the spellcasting ability (spell save DC 18): At Will: Detect Magic, Detect Thoughts, Disguise Self, Mage Hand, Minor Illusion 1/Day Each: Fly, Invisibility,"
      },
      {
        "document": 2022,
        "excerpt": "ma as the spellcasting ability (spell save DC 25): At Will: Detect Evil and Good 1/Day Each: Commune, Control Weather, Dispel Evil and Good, Resurrection"
      },
      {
        "document": 2024,
        "excerpt": "ce as the spellcasting ability (spell save DC 16): At Will: Detect Magic, Identify, Mage Hand, Minor Illusion, Prestidigitation 1/Day Each: Dispel Magic, Legend L"
      },
      {
        "document": 2025,
        "excerpt": "om as the spellcasting ability (spell save DC 20): At Will: Detect Evil and Good, Thaumaturgy 1/Day Each: Detect Magic, Dispel Magic, Greater Restoration, Heroes'"
      },
      {
        "document": 2028,
        "excerpt": "ce as the spellcasting ability (spell save DC 14): At Will: Detect Magic, Mage Hand, Minor Illusion, Water Breathing 2/Day Each: Detect Thoughts, Dimension Door,"
      },
      {
        "document": 2035,
        "excerpt": "om as the spellcasting ability (spell save DC 18): At Will: Detect Magic, Light 1/Day: Control Weather"
      },
      {
        "document": 2053,
        "excerpt": "ma as the spellcasting ability (spell save DC 14): At Will: Detect Evil and Good, Druidcraft 1/Day Each: Calm Emotions, Dispel Evil and Good, Entangle, Pass witho"
      },
      {
        "document": 2074,
        "excerpt": "Will-o'-Wisp"
      }
    ],
    "willing": [
      {
        "document": 94,
        "excerpt": "A willing creature that is at least one size larger than a rider and that has an appropriate anatomy can serve as"
      },
      {
        "document": 376,
        "excerpt": "Most settlements contain individuals who are willing to cast spells in exchange for payment. If a spell has expensive components, add the cost of those compo"
      },
      {
        "document": 651,
        "excerpt": "uade? The GM then determines whether the monster feels willing, unwilling, or hesitant due to your interaction; this determination establishes whether an ability check"
      },
      {
        "document": 967,
        "excerpt": "Focus Point to use Step of the Wind, you can choose a willing creature within 5 feet of yourself that is Large or smaller. You move the creature with you until the en"
      },
      {
        "document": 972,
        "excerpt": "evel 5+ Warlock You can use a Bonus Action to touch a willing creature and perceive through its senses until the end of your next turn. As long as the creature is on"
      },
      {
        "document": 1000,
        "excerpt": "ou can swap your Initiative with the Initiative of one willing ally in the same combat. You can't make this swap if you or the ally has the Incapacitated condition."
      },
      {
        "document": 1156,
        "excerpt": "ponents: V, S Duration: 24 hours Choose any number of willing creatures that you can see within range. Each target shape-shifts into a Large or smaller Beast of your"
      },
      {
        "document": 1166,
        "excerpt": "on: 24 hours With a touch, you place an illusion on a willing creature or an object that isn't being worn or carried. A creature gains the Mask effect below, and an o"
      },
      {
        "document": 1167,
        "excerpt": "nsumes) Duration: Until dispelled You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell ends instantly if you"
      },
      {
        "document": 1173,
        "excerpt": "S, M (a handful of bark) Duration: 1 hour You touch a willing creature. Until the spell ends, the target's skin assumes a bark-like appearance, and the target has an"
      },
      {
        "document": 1194,
        "excerpt": "'s soul transfers to the clone if the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and"
      },
      {
        "document": 1224,
        "excerpt": "a dried carrot) Duration: 8 hours For the duration, a willing creature you touch has Darkvision with a range of 150 feet."
      },
      {
        "document": 1233,
        "excerpt": "west at a 45-degree angle.” You can also teleport one willing creature. The creature must be within 5 feet of you when you teleport, and it teleports to a space withi"
      },
      {
        "document": 1245,
        "excerpt": "Duration: Concentration, up to 1 minute You touch one willing creature, and choose Acid, Cold, Fire, Lightning, or Poison. Until the spell ends, the target can take a"
      },
      {
        "document": 1246,
        "excerpt": "ture you know on the same plane of existence. You or a willing creature you touch enters a trance state to act as a dream messenger. While in the trance, the messenger"
      },
      {
        "document": 1256,
        "excerpt": "a Higher-Level Spell Slot. You can target up to three willing creatures (including yourself) for each spell slot level above 7. The creatures must be within 10 feet o"
      },
      {
        "document": 1279,
        "excerpt": "Duration: Concentration, up to 10 minutes You touch a willing creature. For the duration, the target gains a Fly Speed of 60 feet and can hover. When the spell ends,"
      },
      {
        "document": 1283,
        "excerpt": "(a hummingbird feather) Duration: 8 hours You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target has"
      },
      {
        "document": 1284,
        "excerpt": ", S, M (a leather strap) Duration: 1 hour You touch a willing creature. For the duration, the target's movement is unaffected by Difficult Terrain, and spells and oth"
      },
      {
        "document": 1286,
        "excerpt": "bit of gauze) Duration: Concentration, up to 1 hour A willing creature you touch shape-shifts, along with everything it's wearing and carrying, into a misty cloud for"
      },
      {
        "document": 1300,
        "excerpt": "S Duration: Concentration, up to 1 minute You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the"
      },
      {
        "document": 1306,
        "excerpt": "oot) Duration: Concentration, up to 1 minute Choose a willing creature that you can see within range. Until the spell ends, the target's Speed is doubled, it gains a"
      },
      {
        "document": 1312,
        "excerpt": "nents: V, S Duration: Concentration, up to 1 minute A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to the Frightene"
      },
      {
        "document": 1331,
        "excerpt": "rasshopper's hind leg) Duration: 1 minute You touch a willing creature. Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spendi"
      },
      {
        "document": 1342,
        "excerpt": "piece of cured leather) Duration: 8 hours You touch a willing creature who isn't wearing armor. Until the spell ends, the target's base AC becomes 13 plus its Dexteri"
      },
      {
        "document": 1360,
        "excerpt": "ts: V, S Duration: 24 hours Until the spell ends, one willing creature you touch has Immunity to Psychic damage and the Charmed condition. The target is also unaffect"
      },
      {
        "document": 1370,
        "excerpt": "you touch from Divination spells. The target can be a willing creature, or it can be a place or an object no larger than 10 feet in any dimension. The target can't be"
      },
      {
        "document": 1378,
        "excerpt": "xistence) Duration: Instantaneous You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify"
      },
      {
        "document": 1393,
        "excerpt": "on: Concentration, up to 1 hour For the duration, the willing creature you touch has Resistance to one damage type of your choice: Acid, Cold, Fire, Lightning, or Thu"
      },
      {
        "document": 1394,
        "excerpt": "centration up to 10 minutes Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fie"
      },
      {
        "document": 1405,
        "excerpt": "S Duration: Concentration, up to 1 minute You touch a willing creature and choose a damage type: Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison,"
      },
      {
        "document": 1419,
        "excerpt": "With a touch, you magically sequester an object or a willing creature. For the duration, the target has the Invisible condition and can't be targeted by Divination s"
      },
      {
        "document": 1438,
        "excerpt": "Concentration, up to 1 hour Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and along ceilings,"
      },
      {
        "document": 1445,
        "excerpt": "Concentration, up to 1 hour Until the spell ends, one willing creature you touch has Resistance to Bludgeoning, Piercing, and Slashing damage."
      },
      {
        "document": 1453,
        "excerpt": "1 hour You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the durat"
      },
      {
        "document": 1454,
        "excerpt": "s This spell instantly transports you and up to eight willing creatures that you can see within range, or a single object that you can see within range, to a destinat"
      },
      {
        "document": 1465,
        "excerpt": "pell consumes) Duration: 1 hour For the duration, the willing creature you touch has Truesight with a range of 120 feet."
      },
      {
        "document": 1477,
        "excerpt": ") Duration: 1 hour You touch another creature that is willing and create a mystic connection between you and the target until the spell ends. While the target is with"
      },
      {
        "document": 1478,
        "excerpt": "reed) Duration: 24 hours This spell grants up to ten willing creatures of your choice within range the ability to breathe underwater until the spell ends. Affected c"
      },
      {
        "document": 1479,
        "excerpt": "n lava can still take damage from the heat). Up to ten willing creatures of your choice within range gain this ability for the duration. An affected target must take"
      },
      {
        "document": 1482,
        "excerpt": ", S, M (a candle) Duration: 8 hours You and up to ten willing creatures of your choice within range assume gaseous forms for the duration, appearing as wisps of cloud"
      },
      {
        "document": 1485,
        "excerpt": "ponents: V Duration: Instantaneous You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any crea"
      },
      {
        "document": 1574,
        "excerpt": "within 60 feet of yourself. The target can be either a willing Medium or smaller creature or an object that isn't being worn or carried, provided the object is small e"
      },
      {
        "document": 1697,
        "excerpt": "rod then instantly transports you and up to 199 other willing creatures you can see to a demiplane. You choose the form the demiplane takes. It could be a tranquil g"
      },
      {
        "document": 1799,
        "excerpt": "Teleport. The balor teleports itself or a willing demon within 10 feet of itself up to 60 feet to an unoccupied space the balor can see."
      },
      {
        "document": 1970,
        "excerpt": "amage. Ethereal Stride. The nightmare and up to three willing creatures within 5 feet of it teleport to the Ethereal Plane from the Material Plane or vice versa."
      },
      {
        "document": 2055,
        "excerpt": "aving Throw: DC 14, one creature within 5 feet that is willing or that has the Grappled, Incapacitated, or Restrained condition. Failure: 5 (1d4 + 3) Piercing damage p"
      },
      {
        "document": 2056,
        "excerpt": "aving Throw: DC 17, one creature within 5 feet that is willing or that has the Grappled, Incapacitated, or Restrained condition. Failure: 6 (1d4 + 4) Piercing damage p"
      }
    ],
    "willingly": [
      {
        "document": 83,
        "excerpt": "unless that creature is Tiny or your ally. You can't willingly end a move in a space occupied by another creature. If you somehow end a turn in a space with another cr"
      },
      {
        "document": 1161,
        "excerpt": "ure is within 5 feet of the target, the creature can't willingly move away. If the target damages the Charmed creature, that creature can make a Wisdom saving throw to"
      },
      {
        "document": 1303,
        "excerpt": "Fiend, or Undead. Creatures of the chosen types can't willingly enter the area, and any creature that is possessed by or that has the Charmed or Frightened condition fr"
      },
      {
        "document": 1344,
        "excerpt": "osen type in the following ways: - The creature can't willingly enter the Cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel"
      },
      {
        "document": 1491,
        "excerpt": "ar is within line of sight. Can't Approach. You can't willingly move closer to the source of fear."
      }
    ],
    "win": [
      {
        "document": 437,
        "excerpt": "ilize: Discern whether someone is cheating (DC 10), or win the game (DC 20) Variants: Dice (1 SP), dragonchess (1 GP), playing cards (5 SP), three-dragon ante (1"
      }
    ],
    "wind": [
      {
        "document": 359,
        "excerpt": "A ship sailing against a strong wind moves at half speed. In a dead calm (no wind), waterborne ships can't move under sail and must be rowed."
      },
      {
        "document": 646,
        "excerpt": "usion of a creature casts shadows and reflections, and wind appears to affect the illusory creature. Similarly, an audible illusion echoes in an echoey space."
      },
      {
        "document": 686,
        "excerpt": "Strong Wind"
      },
      {
        "document": 713,
        "excerpt": "gh Speed for an extended time, as with a spell such as Wind Walk or a magic item such as a Carpet of Flying, translate the party's Speed into travel rates using the"
      },
      {
        "document": 756,
        "excerpt": "on a 3, Faerie Fire; on a 4, Fireball; on a 5, Gust of Wind; on a 6, Invisibility (cast on yourself); on a 7, Lightning Bolt; on an 8, Phantasmal Force; on a 9, Pol"
      },
      {
        "document": 762,
        "excerpt": "Bead of Wind Walking"
      },
      {
        "document": 767,
        "excerpt": "ghtning (3 charges), Feather Fall (0 charges), Gust of Wind (2 charges), Wind Wall (1 charge)"
      },
      {
        "document": 783,
        "excerpt": "You cast Gust of Wind. The Line created by the spell extends from you to the chosen point of origin."
      },
      {
        "document": 831,
        "excerpt": "Gust of Wind"
      },
      {
        "document": 832,
        "excerpt": "Wind Wall"
      },
      {
        "document": 835,
        "excerpt": "Wind Walk"
      },
      {
        "document": 839,
        "excerpt": "Second Wind"
      },
      {
        "document": 851,
        "excerpt": "Gust of Wind"
      },
      {
        "document": 852,
        "excerpt": "Wind Wall"
      },
      {
        "document": 862,
        "excerpt": "Gust of Wind"
      },
      {
        "document": 887,
        "excerpt": "Gust of Wind"
      },
      {
        "document": 966,
        "excerpt": "Second Wind"
      },
      {
        "document": 967,
        "excerpt": "res: Flurry of Blows, Patient Defense, and Step of the Wind, each of which is detailed below. When you expend a Focus Point, it is unavailable until you finish a S"
      },
      {
        "document": 985,
        "excerpt": "When you take a Bonus Action other than Step of the Wind, you can also use Step of the Wind immediately after that Bonus Action."
      },
      {
        "document": 1195,
        "excerpt": "range. The fog lasts for the duration or until strong wind (such as the one created by Gust of Wind) disperses it, ending the spell. Its area is Heavily Obscured."
      },
      {
        "document": 1215,
        "excerpt": "the GM. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the c"
      },
      {
        "document": 1280,
        "excerpt": "Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it. Using a Higher-Level Spell Slot. The fog's radius i"
      },
      {
        "document": 1299,
        "excerpt": "s if dispersed while Guards and Wards lasts) - Gust of Wind in one corridor or room (the wind blows continuously while the spell lasts) - Suggestion in one 5-foot s"
      },
      {
        "document": 1302,
        "excerpt": "Gust of Wind"
      },
      {
        "document": 1325,
        "excerpt": "Obscured. It lasts for the duration or until a strong wind (like that created by Gust of Wind) disperses it. When the cloud appears, each creature in it makes a D"
      },
      {
        "document": 1386,
        "excerpt": "sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. Fire Play. You instantaneously light or snuff out a candle, a tor"
      },
      {
        "document": 1388,
        "excerpt": "ass through this layer, which is destroyed by a strong wind (such as the one created by Gust of Wind)."
      },
      {
        "document": 1443,
        "excerpt": "lingers in the air for the duration or until a strong wind (such as the one created by Gust of Wind) disperses it. Each creature that starts its turn in the Spher"
      },
      {
        "document": 1446,
        "excerpt": "attacks with weapons are impossible there, and strong wind blows through the area."
      },
      {
        "document": 1454,
        "excerpt": "mage, and the GM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time). Similar Area. You and your group (or the tar"
      },
      {
        "document": 1482,
        "excerpt": "Wind Walk"
      },
      {
        "document": 1483,
        "excerpt": "Wind Wall"
      },
      {
        "document": 1575,
        "excerpt": "in place until it disperses after 10 minutes. A strong wind (such as that created by the Gust of Wind spell) disperses the cloud after 1 minute."
      },
      {
        "document": 1579,
        "excerpt": "n takes its place. The fan floats and creates a strong wind. This wind can fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can"
      },
      {
        "document": 1718,
        "excerpt": "avily Obscured for creatures other than you. A strong wind (like that created by Gust of Wind) disperses the swarm and ends the effect. Spells. While holding the"
      },
      {
        "document": 1757,
        "excerpt": "Wind Fan"
      },
      {
        "document": 1845,
        "excerpt": "and Water (can create wine instead of water), Tongues, Wind Walk 1/Day Each: Creation, Gaseous Form, Invisibility, Major Image, Plane Shift"
      },
      {
        "document": 1940,
        "excerpt": "Multiattack. The stalker makes three Wind Swipe attacks. It can replace one attack with a use of Vortex. Wind Swipe. Melee Attack Roll: +7, reach"
      }
    ],
    "window": [
      {
        "document": 58,
        "excerpt": "rules, an object is a discrete, inanimate item like a window, door, sword, book, table, chair, or stone. It isn't a building or a vehicle, which are composed of many"
      },
      {
        "document": 791,
        "excerpt": "Forward window shutter opens."
      },
      {
        "document": 1152,
        "excerpt": "You set an alarm against intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot Cube. Until the spell ends, an alarm alerts y"
      },
      {
        "document": 1164,
        "excerpt": "s) Duration: Until dispelled You touch a closed door, window, gate, container, or hatch and magically lock it for the duration. This lock can't be unlocked by any no"
      },
      {
        "document": 1456,
        "excerpt": "le Hand. You instantaneously cause an unlocked door or window to fly open or slam shut. Phantom Sound. You create an instantaneous sound that originates from a point"
      },
      {
        "document": 1691,
        "excerpt": "3 (your choice) 1d100 Patch 84–90 2 Mastiffs 91–96 Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach 97–00 Po"
      }
    ],
    "wine": [
      {
        "document": 267,
        "excerpt": "ds 92 An ornate brooch of dwarven design 93 An empty wine bottle bearing a pretty label that says, \"The Wizard of Wines Winery, Red Dragon Crush, 331422-W\" 94 A"
      },
      {
        "document": 793,
        "excerpt": "upts and spouts water, beer, mayonnaise, tea, vinegar, wine, or oil (GM’s choice) 30 feet into the air for 1d4 minutes."
      },
      {
        "document": 923,
        "excerpt": "Wine (bottle)"
      },
      {
        "document": 1349,
        "excerpt": "ean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can't leave the dwelling. When the spell ends, any creatures or objects left i"
      },
      {
        "document": 1845,
        "excerpt": "t Magic 2/Day Each: Create Food and Water (can create wine instead of water), Tongues, Wind Walk 1/Day Each: Creation, Gaseous Form, Invisibility, Major Image, Pl"
      }
    ],
    "winery": [
      {
        "document": 267,
        "excerpt": "bearing a pretty label that says, \"The Wizard of Wines Winery, Red Dragon Crush, 331422-W\" 94 A mosaic tile with a multicolored, glazed surface 95 A petrified mouse"
      }
    ],
    "wines": [
      {
        "document": 267,
        "excerpt": "ottle bearing a pretty label that says, \"The Wizard of Wines Winery, Red Dragon Crush, 331422-W\" 94 A mosaic tile with a multicolored, glazed surface 95 A petrifie"
      }
    ],
    "wineskin": [
      {
        "document": 1357,
        "excerpt": "two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace o"
      }
    ],
    "winged": [
      {
        "document": 1758,
        "excerpt": "Winged Boots"
      }
    ],
    "wings": [
      {
        "document": 977,
        "excerpt": "Dragon Wings"
      },
      {
        "document": 982,
        "excerpt": "gels as their ideals and incorporate images of angelic wings into their helmets or coats of arms. These paladins share the following tenets: - Let your word be you"
      },
      {
        "document": 986,
        "excerpt": "mporary flight. As a Bonus Action, you sprout spectral wings on your back that last for 10 minutes or until you retract the wings (no action required) or have the In"
      },
      {
        "document": 1759,
        "excerpt": "Wings of Flying"
      }
    ],
    "winning": [
      {
        "document": 787,
        "excerpt": "eeks renown as the greatest magic item in the world by winning fame or notoriety for its user."
      }
    ],
    "wins": [
      {
        "document": 37,
        "excerpt": "n exception and a general rule disagree, the exception wins. For example, if a feature says you can make melee attacks using your Charisma, you can do so, even thou"
      }
    ],
    "winter": [
      {
        "document": 1528,
        "excerpt": "ahrenheit or lower without any additional protection. Winter Strider. You ignore Difficult Terrain created by ice or snow."
      },
      {
        "document": 2075,
        "excerpt": "Winter Wolf"
      }
    ],
    "winterlands": [
      {
        "document": 1528,
        "excerpt": "Boots of the Winterlands"
      }
    ],
    "wire": [
      {
        "document": 714,
        "excerpt": "include stepping on a pressure plate, crossing a trip wire, turning a doorknob, or using the wrong key in a lock. Duration. Some traps have durations expressed in"
      },
      {
        "document": 716,
        "excerpt": "Trap (Levels 1–4) Trigger: A creature crosses a trip wire Duration: Instantaneous This trap uses a trip wire to collapse an unstable section of ceiling. The tri"
      },
      {
        "document": 717,
        "excerpt": "Trap (Levels 1–4) Trigger: A creature crosses a trip wire Duration: Instantaneous A falling net trap uses a trip wire to release a weighted, 10-foot-square Net"
      },
      {
        "document": 1152,
        "excerpt": "V, S, M (a bell and silver wire)"
      },
      {
        "document": 1358,
        "excerpt": "S, M (a copper wire)"
      },
      {
        "document": 1418,
        "excerpt": "V, S, M (a copper wire)"
      }
    ],
    "wis": [
      {
        "document": 811,
        "excerpt": "Wis."
      },
      {
        "document": 942,
        "excerpt": "Wis."
      },
      {
        "document": 1158,
        "excerpt": "ge), 40 (Huge) Speed 30 ft. | STR | DEX | CON | INT | WIS | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 14 (+2) | 11 (+0) | 13 (+1) | 1 (-5) | 3 (-4"
      },
      {
        "document": 1266,
        "excerpt": ". (requires level 4+ spell) | STR | DEX | CON | INT | WIS | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 18 (+4) | 12 (+1) | 14 (+2) | 6 (-2) | 12 (+"
      },
      {
        "document": 1290,
        "excerpt": "ft., Fly 40 ft. (Wasp only) | STR | DEX | CON | INT | WIS | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 17 (+3) | 13 (+1) | 15 (+2) | 4 (-3) | 14 (+"
      },
      {
        "document": 1448,
        "excerpt": "t., Fly 60 ft., Swim 30 ft. | STR | DEX | CON | INT | WIS | CHA | | :---: | :---: | :---: | :---: | :---: | :---: | | 19 (+4) | 14 (+2) | 17 (+3) | 10 (+0) | 14 ("
      }
    ],
    "wisdom": [
      {
        "document": 5,
        "excerpt": "administer first aid to it, making a successful DC 10 Wisdom (Medicine) check. When you receive healing, add the restored Hit Points to your current Hit Points. You"
      },
      {
        "document": 11,
        "excerpt": "e with 0 Hit Points, which requires a successful DC 10 Wisdom (Medicine) check. A Stable creature doesn't make Death Saving Throws even though it has 0 Hit Points, b"
      },
      {
        "document": 20,
        "excerpt": "ity modifiers they use: a Constitution saving throw, a Wisdom saving throw, and so on. Different saving throws are used to resist different kinds of effects, as shown"
      },
      {
        "document": 40,
        "excerpt": "use a particular ability. For example, proficiency in Wisdom saves lets you add your Proficiency Bonus to your Wisdom saves. Some monsters also have saving throw pro"
      },
      {
        "document": 53,
        "excerpt": "hy fog, or moderate foliage - you have Disadvantage on Wisdom (Perception) checks that rely on sight. A Heavily Obscured area - such as an area with Darkness, heavy"
      },
      {
        "document": 61,
        "excerpt": "et door or a trap, the GM typically asks you to make a Wisdom (Perception) check, provided you describe the character searching in the hidden object's vicinity. On a"
      },
      {
        "document": 67,
        "excerpt": "ng at a Fast pace imposes Disadvantage on a traveler's Wisdom (Perception or Survival) and Dexterity (Stealth) checks. Normal. Traveling at a Normal pace imposes Dis"
      },
      {
        "document": 137,
        "excerpt": "A sentient magic item has Intelligence, Wisdom, and Charisma scores. Choose the item's abilities, or determine them randomly as follows: roll 4d6 for e"
      },
      {
        "document": 154,
        "excerpt": "is very perceptive and stealthy might have bonuses to Wisdom (Perception) and Dexterity (Stealth) checks. A skill bonus is the sum of a monster's relevant ability mo"
      },
      {
        "document": 231,
        "excerpt": "em to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma, keeping in mind your class's primary ability. Fill in the ability modifiers as well. If"
      },
      {
        "document": 240,
        "excerpt": "aracter notices something without asking you to make a Wisdom (Perception) check; the GM uses your Passive Perception instead. Passive Perception is a score that refl"
      },
      {
        "document": 241,
        "excerpt": "Passive Perception = 10 + Wisdom (Perception) check modifier"
      },
      {
        "document": 255,
        "excerpt": "multiclass into the Druid class must have Strength and Wisdom scores of 13 or higher, since Strength is the primary ability for Barbarians and Wisdom is the primary"
      },
      {
        "document": 320,
        "excerpt": "If you consult an accurate Map, you gain a +5 bonus to Wisdom (Survival) checks you make to find your way in the place represented on it."
      },
      {
        "document": 419,
        "excerpt": "Ability: Wisdom Weight: 6 lb. Utilize: Draft a map of a small area (DC 15) Craft: Map"
      },
      {
        "document": 422,
        "excerpt": "Ability: Wisdom Weight: 8 lb. Utilize: Improve food's flavor (DC 10), or detect spoiled or poisoned food (DC 15) Craft"
      },
      {
        "document": 427,
        "excerpt": "Ability: Wisdom Weight: 5 lb. Utilize: Paint a recognizable image of something you've seen (DC 10) Craft: Druidic Focu"
      },
      {
        "document": 437,
        "excerpt": "Ability: Wisdom Weight: - Utilize: Discern whether someone is cheating (DC 10), or win the game (DC 20) Variants: Dic"
      },
      {
        "document": 440,
        "excerpt": "Ability: Wisdom Weight: 2 lb. Utilize: Plot a course (DC 10), or determine position by stargazing (DC 15)"
      },
      {
        "document": 484,
        "excerpt": "eature that has 0 Hit Points without needing to make a Wisdom (Medicine) check."
      },
      {
        "document": 527,
        "excerpt": "reature notices something without consciously making a Wisdom (Perception) check. A creature's Passive Perception equals 10 plus the creature's Wisdom (Perception) c"
      },
      {
        "document": 541,
        "excerpt": "When you take the Search action, you make a Wisdom check to discern something that isn't obvious. The Search table suggests which skills are applicable whe"
      },
      {
        "document": 609,
        "excerpt": "res - Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma - each of which has a corresponding modifier. Add the modifier when you make a D20 Test wi"
      },
      {
        "document": 640,
        "excerpt": "tal, which is the DC for a creature to find you with a Wisdom (Perception) check. You stop being hidden immediately after any of the following occurs: you make a sou"
      },
      {
        "document": 654,
        "excerpt": "ter first aid to it, which requires a successful DC 10 Wisdom (Medicine) check."
      },
      {
        "document": 655,
        "excerpt": "You have Disadvantage on Wisdom (Perception) checks to see something in a Lightly Obscured space. See also “Dim Light” and “Playing the"
      },
      {
        "document": 683,
        "excerpt": "ed, and creatures in the area have Disadvantage on all Wisdom (Perception) checks. Heavy rain also extinguishes open flames."
      },
      {
        "document": 686,
        "excerpt": "rt can create a sandstorm that imposes Disadvantage on Wisdom (Perception) checks."
      },
      {
        "document": 689,
        "excerpt": "the baseline effect. Fear effects typically require a Wisdom saving throw, with a save DC based on how terrifying the situation is. The Sample Fear DCs table provide"
      },
      {
        "document": 690,
        "excerpt": "ental stress can usually be resisted with a successful Wisdom save, but sometimes an Intelligence or Charisma save is more appropriate. On a successful save, a charac"
      },
      {
        "document": 716,
        "excerpt": "creature can examine the trapped area and make a DC 11 Wisdom (Perception) check, detecting the trip wire and the unstable section of ceiling on a successful check. O"
      },
      {
        "document": 717,
        "excerpt": "creature can examine the trapped area and make a DC 11 Wisdom (Perception) check, detecting the trip wire and the suspended Net on a successful check. Once detected,"
      },
      {
        "document": 718,
        "excerpt": "n 5 feet of the statue can examine it and make a DC 10 Wisdom (Perception) check, detecting a tiny glyph on the statue on a successful check. Once the glyph is found,"
      },
      {
        "document": 720,
        "excerpt": "ion, a creature can examine the walls and make a DC 15 Wisdom (Perception) check, detecting the holes on a successful check. Plugging all the holes with wax, cloth, o"
      },
      {
        "document": 721,
        "excerpt": "creature can examine the trapped lock and make a DC 15 Wisdom (Perception) check, detecting the needle on a successful check. Once the trap is detected, a character c"
      },
      {
        "document": 738,
        "excerpt": "ehicle carrying them; see “Vehicles.” Intelligence or Wisdom. One or both abilities are ideal for a background that focuses on cerebral or spiritual matters. Charis"
      },
      {
        "document": 739,
        "excerpt": "Wisdom"
      },
      {
        "document": 741,
        "excerpt": "Wisdom"
      },
      {
        "document": 744,
        "excerpt": "Wisdom"
      },
      {
        "document": 745,
        "excerpt": "eception, Intimidation, Performance, or Persuasion) or Wisdom (Animal Handling) check to alter a creature’s attitude."
      },
      {
        "document": 746,
        "excerpt": "Wisdom"
      },
      {
        "document": 818,
        "excerpt": "Wisdom"
      },
      {
        "document": 821,
        "excerpt": "Wisdom"
      },
      {
        "document": 942,
        "excerpt": "Wisdom"
      },
      {
        "document": 952,
        "excerpt": "Wisdom (Animal Handling)"
      },
      {
        "document": 964,
        "excerpt": "Wisdom"
      },
      {
        "document": 965,
        "excerpt": "Wisdom"
      },
      {
        "document": 967,
        "excerpt": "Dexterity and Wisdom"
      },
      {
        "document": 968,
        "excerpt": "Wisdom and Charisma"
      },
      {
        "document": 969,
        "excerpt": "Dexterity and Wisdom"
      },
      {
        "document": 970,
        "excerpt": "tionally difficult to control. You gain proficiency in Wisdom and Charisma saving throws."
      },
      {
        "document": 972,
        "excerpt": "Wisdom and Charisma"
      },
      {
        "document": 973,
        "excerpt": "Intelligence and Wisdom"
      },
      {
        "document": 983,
        "excerpt": "n a 30-foot Emanation originating from you must make a Wisdom saving throw (DC 8 plus your Strength modifier and Proficiency Bonus). On a failed save, a creature has"
      },
      {
        "document": 985,
        "excerpt": "ber of Hit Points equal to the number rolled plus your Wisdom modifier (minimum of 1 Hit Point regained). You can use this feature a number of times equal to your Wi"
      },
      {
        "document": 988,
        "excerpt": "| Longstrider | Pass without Trace | Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability wh"
      },
      {
        "document": 989,
        "excerpt": "You have Advantage on Intelligence, Wisdom, and Charisma saving throws."
      },
      {
        "document": 994,
        "excerpt": "lots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability wh"
      },
      {
        "document": 995,
        "excerpt": "Intelligence, Wisdom, Charisma"
      },
      {
        "document": 997,
        "excerpt": "Constitution, Intelligence, Wisdom"
      },
      {
        "document": 1006,
        "excerpt": ". Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 30. Free Casting. Whenever you cast a spell with a level 1–4 s"
      },
      {
        "document": 1012,
        "excerpt": "the Cleric, Druid, or Wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this feat's spells (choose when you select this feat). Le"
      },
      {
        "document": 1154,
        "excerpt": "you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. If you or one of your allies deals damage"
      },
      {
        "document": 1156,
        "excerpt": "; alignment; ability to communicate; and Intelligence, Wisdom, and Charisma scores. The target's actions are limited by the Beast form's anatomy, and it can't cast sp"
      },
      {
        "document": 1161,
        "excerpt": "ns, or vampires. A creature of the chosen kind makes a Wisdom saving throw when it comes within 120 feet of the target. Your choice of antipathy or sympathy determine"
      },
      {
        "document": 1174,
        "excerpt": "range. For the duration, each target has Advantage on Wisdom saving throws and Death Saving Throws and regains the maximum number of Hit Points possible from any hea"
      },
      {
        "document": 1176,
        "excerpt": "minute You touch a creature, which must succeed on a Wisdom saving throw or become cursed for the duration. Until the curse ends, the target suffers one of the foll"
      },
      {
        "document": 1188,
        "excerpt": "1 hour One creature you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the tar"
      },
      {
        "document": 1189,
        "excerpt": "1 hour One Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the tar"
      },
      {
        "document": 1197,
        "excerpt": "you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options: Approach. T"
      },
      {
        "document": 1201,
        "excerpt": "choice that you can see within range must succeed on a Wisdom saving throw or have the Charmed condition until the spell ends. For the duration, you can take a Bonus"
      },
      {
        "document": 1203,
        "excerpt": "d on a point you choose within range must succeed on a Wisdom saving throw, or that target can't take Bonus Actions or Reactions and must roll 1d10 at the start of ea"
      },
      {
        "document": 1209,
        "excerpt": "its turn there, you can force that creature to make a Wisdom saving throw. The creature takes 5d8 Force damage on a failed save or half as much damage on a successfu"
      },
      {
        "document": 1232,
        "excerpt": "target's mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms l"
      },
      {
        "document": 1237,
        "excerpt": "rs a discordant melody in its mind. The target makes a Wisdom saving throw. On a failed save, it takes 3d6 Psychic damage and must immediately use its Reaction, if av"
      },
      {
        "document": 1242,
        "excerpt": "One Beast you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you"
      },
      {
        "document": 1243,
        "excerpt": "ne creature you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you"
      },
      {
        "document": 1244,
        "excerpt": "ne Humanoid you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you"
      },
      {
        "document": 1246,
        "excerpt": "of no more than ten words, and then the target makes a Wisdom saving throw. On a failed save, the target gains no benefit from its rest, and it takes 3d6 Psychic dama"
      },
      {
        "document": 1251,
        "excerpt": "creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has Advantage on ability checks using the chosen ability. Us"
      },
      {
        "document": 1255,
        "excerpt": "of your choice that you can see within range to make a Wisdom saving throw. Any creature you or your companions are fighting automatically succeeds on this save. On a"
      },
      {
        "document": 1258,
        "excerpt": "thin 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of"
      },
      {
        "document": 1263,
        "excerpt": "ute Each creature in a 30-foot Cone must succeed on a Wisdom saving throw or drop whatever it is holding and have the Frightened condition for the duration. A Frigh"
      },
      {
        "document": 1266,
        "excerpt": "Fell Glare (Fiend Only; Recharges after a Long Rest). Wisdom Saving Throw: DC equals your spell save DC, one creature within 60 feet the steed can see. Failure: The"
      },
      {
        "document": 1288,
        "excerpt": "f activity as you decide. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target automatically succeeds if it can"
      },
      {
        "document": 1293,
        "excerpt": "lyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice. When you inscribe the glyph, you set its trigg"
      },
      {
        "document": 1314,
        "excerpt": "e of your choice that you can see within range makes a Wisdom saving throw. On a failed save, it has the Prone and Incapacitated conditions for the duration. During t"
      },
      {
        "document": 1315,
        "excerpt": "you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the targ"
      },
      {
        "document": 1316,
        "excerpt": "you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the targ"
      },
      {
        "document": 1318,
        "excerpt": "it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check you make to find it. If the target drops to 0 Hit Points before this spe"
      },
      {
        "document": 1319,
        "excerpt": "in the area who can see the pattern must succeed on a Wisdom saving throw or have the Charmed condition for the duration. While Charmed, the creature has the Incapac"
      },
      {
        "document": 1324,
        "excerpt": "that you can see within range. The target must make a Wisdom saving throw. On a successful save, the target is unaffected, and it is immune to this spell for the ne"
      },
      {
        "document": 1330,
        "excerpt": "One creature that you can see within range must make a Wisdom saving throw. On a successful save, the target dances comically until the end of its next turn, during w"
      },
      {
        "document": 1354,
        "excerpt": "ance! Stop in an hour.” Each target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to t"
      },
      {
        "document": 1356,
        "excerpt": "e stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with Disadvantage. You remain aware of t"
      },
      {
        "document": 1361,
        "excerpt": "creature you can see within range. The target makes a Wisdom saving throw, taking 3d8 Psychic damage on a failed save or half as much damage on a successful one. On"
      },
      {
        "document": 1367,
        "excerpt": "es. One creature that you can see within range makes a Wisdom saving throw. If you are fighting the creature, it has Advantage on the save. On a failed save, the targ"
      },
      {
        "document": 1374,
        "excerpt": "ars, visible only to that creature. The target makes a Wisdom saving throw. On a failed save, the target takes 4d10 Psychic damage and has Disadvantage on ability che"
      },
      {
        "document": 1381,
        "excerpt": "ithin range into a Beast. The target must succeed on a Wisdom saving throw or shape-shift into a Beast form for the duration. That form can be any Beast you choose th"
      },
      {
        "document": 1387,
        "excerpt": "Save: The target has the Blinded condition and makes a Wisdom saving throw at the start of your next turn. On a successful save, the condition ends. On a failed save,"
      },
      {
        "document": 1388,
        "excerpt": "Save: The target has the Blinded condition and makes a Wisdom saving throw at the start of your next turn. On a successful save, the condition ends. On a failed save,"
      },
      {
        "document": 1411,
        "excerpt": "h an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a new target or lose the attack or spell. This spell doesn't protect the w"
      },
      {
        "document": 1413,
        "excerpt": "the same plane of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you know the target and the sort of p"
      },
      {
        "document": 1420,
        "excerpt": "r creature type; alignment; personality; Intelligence, Wisdom, and Charisma scores; Hit Points; Hit Point Dice; proficiencies; and ability to communicate. If you have"
      },
      {
        "document": 1430,
        "excerpt": "ere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn, at which point it must"
      },
      {
        "document": 1432,
        "excerpt": "-foot Cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration. An affected target's Speed is halved, it ta"
      },
      {
        "document": 1439,
        "excerpt": "ell is cast must take a Search action and succeed on a Wisdom (Perception or Survival) check against your spell save DC to recognize the terrain as hazardous before e"
      },
      {
        "document": 1440,
        "excerpt": "ation or ends its turn there, the creature must make a Wisdom saving throw. On a failed save, the creature takes 3d8 Radiant damage (if you are good or neutral) or 3d"
      },
      {
        "document": 1447,
        "excerpt": "ully, and don’t return.” The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to t"
      },
      {
        "document": 1451,
        "excerpt": "lyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice. When you inscribe the glyph, you set its trigg"
      },
      {
        "document": 1463,
        "excerpt": "sts until dispelled. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn't affected by this spell. Creature into Creature. If you turn"
      },
      {
        "document": 1470,
        "excerpt": "see or hear within range. The target must succeed on a Wisdom saving throw or take 1d6 Psychic damage and have Disadvantage on the next attack roll it makes before th"
      },
      {
        "document": 1481,
        "excerpt": "radius Sphere centered on a point within range makes a Wisdom saving throw. On a failed save, a target takes 10d10 Psychic damage and has the Frightened condition for"
      },
      {
        "document": 1523,
        "excerpt": "pon is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. This berserk state ends when you start your turn and there are no creatures"
      },
      {
        "document": 1543,
        "excerpt": "mmon (Requires Attunement) While you wear this cloak, Wisdom (Perception) checks made to perceive you have Disadvantage, and you have Advantage on Dexterity (Stealth"
      },
      {
        "document": 1546,
        "excerpt": "Bat. While in that form, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn."
      },
      {
        "document": 1578,
        "excerpt": "er the eyes. While wearing them, you have Advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of e"
      },
      {
        "document": 1609,
        "excerpt": "your head, you have Advantage on Initiative rolls and Wisdom (Perception) checks. Fortitude (Very Rare). Your Constitution increases by 2, to a maximum of 20, while"
      },
      {
        "document": 1611,
        "excerpt": "the one you're on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. If the target has been trapped by the flask before, it has Adva"
      },
      {
        "document": 1615,
        "excerpt": "r after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature has the Frightened condition until the"
      },
      {
        "document": 1617,
        "excerpt": "r choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute. While Frightened in this way, a creature mu"
      },
      {
        "document": 1627,
        "excerpt": "imes. Puzzle. Permanently reduce your Intelligence or Wisdom by 1d4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared draws. Rogu"
      },
      {
        "document": 1641,
        "excerpt": "r choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute. A creature that fails the save repeats it a"
      },
      {
        "document": 1642,
        "excerpt": "ile you are playing the pipes, the swarm makes a DC 15 Wisdom saving throw. On a successful save, the swarm behaves as it normally would and can't be swayed by the pi"
      },
      {
        "document": 1667,
        "excerpt": "ithin 60 feet of yourself. The Elemental makes a DC 18 Wisdom saving throw. On a failed save, the Elemental has the Charmed condition until the start your next turn,"
      },
      {
        "document": 1687,
        "excerpt": "s: All-Around Vision. The robe gives you Advantage on Wisdom (Perception) checks that rely on sight. Special Senses. You have Darkvision and Truesight, both with a"
      },
      {
        "document": 1688,
        "excerpt": "the robe's power is activated must succeed on a DC 15 Wisdom saving throw or have the Stunned condition until the effect ends."
      },
      {
        "document": 1693,
        "excerpt": "lertness. While holding the rod, you have Advantage on Wisdom (Perception) checks and on Initiative rolls. Spells. While holding the rod, you can cast the following"
      },
      {
        "document": 1694,
        "excerpt": "you can see within 30 feet of yourself to make a DC 17 Wisdom saving throw. On a failed save, a target has the Frightened condition for 1 minute. A Frightened target"
      },
      {
        "document": 1696,
        "excerpt": "feet of yourself. Each target must succeed on a DC 15 Wisdom saving throw or have the Charmed condition for 8 hours. While Charmed in this way, the creature regards"
      },
      {
        "document": 1703,
        "excerpt": "his Shield, you have Advantage on Initiative rolls and Wisdom (Perception) checks. The Shield is emblazoned with a symbol of an eye."
      },
      {
        "document": 1736,
        "excerpt": "he book's contents and practicing its guidelines, your Wisdom increases by 2, to a maximum of 30. The manual then loses its magic, but regains it in a century."
      },
      {
        "document": 1760,
        "excerpt": "o 0 Hit Points by this action. Dominate Mind (2/Day). Wisdom Saving Throw: DC 16, one creature the aboleth can see within 30 feet. Failure: The target has the Charme"
      },
      {
        "document": 1805,
        "excerpt": "to stanch the wound, doing so by succeeding on a DC 12 Wisdom (Medicine) check."
      },
      {
        "document": 1825,
        "excerpt": "30 feet of the devil and can see the devil. Response - Wisdom Saving Throw: DC 15, the triggering creature. Failure: The target has the Frightened condition until the"
      },
      {
        "document": 1829,
        "excerpt": "Moan. Wisdom Saving Throw: DC 13, each creature in a 60-foot Emanation originating from the cloaker. Failure: The tar"
      },
      {
        "document": 1835,
        "excerpt": "lowing spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 15): At Will: Detect Evil and Good, Detect Magic, Detect Tho"
      },
      {
        "document": 1838,
        "excerpt": ". The cultist casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 12, +4 to hit with spell attacks): At Will: Light, Thaumatur"
      },
      {
        "document": 1846,
        "excerpt": "y (spell save DC 12). Unsettling Visage (Recharge 6). Wisdom Saving Throw: DC 12, each creature in a 15-foot Emanation originating from the doppelganger that can see"
      },
      {
        "document": 1850,
        "excerpt": "re, or Web, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 14)."
      },
      {
        "document": 1851,
        "excerpt": "ng. The druid casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13): At Will: Druidcraft, Speak with Animals 2/Day Each: En"
      },
      {
        "document": 1869,
        "excerpt": "is in plain sight, a creature must succeed on a DC 15 Wisdom (Perception) check to notice the cube if the creature hasn't witnessed the cube move or otherwise act."
      },
      {
        "document": 1871,
        "excerpt": "cted by anything on the other plane. Horrific Visage. Wisdom Saving Throw: DC 13, each creature in a 60-foot Cone that can see the ghost and isn't an Undead. Failure"
      },
      {
        "document": 1884,
        "excerpt": "tion originating from the goat must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute, until you are no longer riding the goat, or"
      },
      {
        "document": 1890,
        "excerpt": "lowing spells, requiring no spell components and using Wisdom as the spellcasting ability: At Will: Detect Evil and Good, Detect Magic 1/Day: Clairvoyance"
      },
      {
        "document": 1902,
        "excerpt": "tly while it doesn't have the Incapacitated condition. Wisdom Saving Throw: DC 10, any creature that starts its turn within 20 feet of the mouther while it is babblin"
      },
      {
        "document": 1914,
        "excerpt": "tell they are imitations only with a successful DC 14 Wisdom (Insight) check."
      },
      {
        "document": 1920,
        "excerpt": "requiring no Somatic or Material components and using Wisdom as the spellcasting ability (spell save DC 16): At Will: Thaumaturgy 1/Day Each: Clairvoyance, Cure Wo"
      },
      {
        "document": 1922,
        "excerpt": "hich lasts until the harpy's Concentration ends on it. Wisdom Saving Throw: DC 11, each Humanoid and Giant in a 300-foot Emanation originating from the harpy when the"
      },
      {
        "document": 1932,
        "excerpt": "to stanch the wound, doing so by succeeding on a DC 17 Wisdom (Medicine) check."
      },
      {
        "document": 1939,
        "excerpt": "Nightmare (Recharge 6). Wisdom Saving Throw: DC 15, one creature the incubus can see within 60 feet. Failure: If the target has 20 Hit"
      },
      {
        "document": 1947,
        "excerpt": "damage plus 7 (2d6) Psychic damage. Corrupting Touch. Wisdom Saving Throw: DC 13, one creature the lamia can see within 5 feet. Failure: 13 (3d8) Psychic damage, and"
      },
      {
        "document": 1950,
        "excerpt": ", reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage. Roar. Wisdom Saving Throw: DC 11, one creature within 15 feet. Failure: The target has the Frightened condition until"
      },
      {
        "document": 1966,
        "excerpt": "t. Hit: 25 (6d6 + 4) Necrotic damage. Dreadful Glare. Wisdom Saving Throw: DC 17, one creature the mummy can see within 60 feet. Failure: 25 (6d6 + 4) Psychic damage"
      },
      {
        "document": 1967,
        "excerpt": "duced to 0 Hit Points by this attack. Dreadful Glare. Wisdom Saving Throw: DC 11, one creature the mummy can see within 60 feet. Failure: The target has the Frighten"
      },
      {
        "document": 1968,
        "excerpt": "Horror Nimbus (Recharge 5–6). Wisdom Saving Throw: DC 15, each creature in a 15-foot Emanation originating from the nalfeshnee. Failure: 28 ("
      },
      {
        "document": 1984,
        "excerpt": "Captain's Charm. Wisdom Saving Throw: DC 14, one creature the pirate can see within 30 feet. Failure: The target has the Charmed"
      },
      {
        "document": 1985,
        "excerpt": "it: 5 (1d4 + 3) Piercing damage. Enthralling Panache. Wisdom Saving Throw: DC 12, one creature the pirate can see within 30 feet. Failure: The target has the Charmed"
      },
      {
        "document": 1986,
        "excerpt": "ion while it doesn't have the Incapacitated condition. Wisdom Saving Throw: DC 21, any enemy that starts its turn in the aura. Failure: The target has the Frightened"
      },
      {
        "document": 1991,
        "excerpt": "g. The priest casts one of the following spells, using Wisdom as the spellcasting ability: At Will: Light, Thaumaturgy"
      },
      {
        "document": 1992,
        "excerpt": "g. The priest casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13): At Will: Light, Thaumaturgy 1/Day: Spirit Guardians"
      },
      {
        "document": 1996,
        "excerpt": "Charisma as the spellcasting ability. Scare (1/Day). Wisdom Saving Throw: DC 10, one creature within 20 feet. Failure: The target has the Frightened condition. At t"
      },
      {
        "document": 1997,
        "excerpt": "a Short or Long Rest. Baleful Command (Recharge 5–6). Wisdom Saving Throw: DC 18, each enemy in a 30-foot Emanation originating from the rakshasa. Failure: 28 (8d6)"
      },
      {
        "document": 1999,
        "excerpt": "cern the sounds are imitations with a successful DC 10 Wisdom (Insight) check."
      },
      {
        "document": 2011,
        "excerpt": "get up to 10 feet straight away from itself. Mockery. Wisdom Saving Throw: DC 12, one creature the satyr can see within 90 feet. Failure: 5 (1d6 + 2) Psychic damage."
      },
      {
        "document": 2014,
        "excerpt": "this trait to cast that spell again. Vile Appearance. Wisdom Saving Throw: DC 11, any Beast or Humanoid that starts its turn within 30 feet of the hag and can see th"
      },
      {
        "document": 2024,
        "excerpt": "emotely or detect its thoughts without its permission. Wisdom (Insight) checks made to ascertain its intentions or sincerity are made with Disadvantage. Legendary Re"
      },
      {
        "document": 2025,
        "excerpt": "emotely or detect its thoughts without its permission. Wisdom (Insight) checks made to ascertain its intentions or sincerity are made with Disadvantage. Legendary Re"
      },
      {
        "document": 2035,
        "excerpt": "ing spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 18): At Will: Detect Magic, Light 1/Day: Control Weather"
      },
      {
        "document": 2042,
        "excerpt": "age if the swarm is Bloodied. Cacophony (Recharge 6). Wisdom Saving Throw: DC 10, one creature in the swarm's space. Failure: The target has the Deafened condition u"
      }
    ],
    "wisest": [
      {
        "document": 975,
        "excerpt": "nes to whisper primal secrets in Druidic. The circle's wisest members preside as the chief priests of their communities."
      }
    ],
    "wish": [
      {
        "document": 240,
        "excerpt": "ed with that skill, and note the total. You might also wish to note the modifier for skills you're not proficient in, which is just the relevant ability modifier."
      },
      {
        "document": 753,
        "excerpt": "The efreeti understands your languages and can cast Wish once for you. It disappears when it grants the wish or after 1 hour, and the bottle loses its magic."
      },
      {
        "document": 869,
        "excerpt": "Wish"
      },
      {
        "document": 895,
        "excerpt": "Wish"
      },
      {
        "document": 964,
        "excerpt": "u use your Divine Intervention feature, you can choose Wish when you select a spell. If you do so, you can't use Divine Intervention again until you finish 2d4 Long"
      },
      {
        "document": 1175,
        "excerpt": "can also be ended by the Greater Restoration, Heal, or Wish spell. On a successful save, the target takes half as much damage only."
      },
      {
        "document": 1235,
        "excerpt": "target can be revived only by a True Resurrection or a Wish spell. This spell automatically disintegrates a Large or smaller nonmagical object or a creation of mag"
      },
      {
        "document": 1241,
        "excerpt": "the current plane for 24 hours by any means short of a Wish spell. Divine Word Effects | Hit Points | Effect"
      },
      {
        "document": 1288,
        "excerpt": "e spell ends. A Remove Curse, Greater Restoration, or Wish spell ends this spell. Using a Higher-Level Spell Slot. If you use a level 7 or 8 spell slot, the durat"
      },
      {
        "document": 1360,
        "excerpt": "magically detect its location, and no spell - not even Wish - can gather information about the target, observe it remotely, or control its mind."
      },
      {
        "document": 1484,
        "excerpt": "Wish"
      },
      {
        "document": 1608,
        "excerpt": "tuette form doesn't repair damage to the tower. Only a Wish spell can repair the tower (this use of the spell counts as replicating a spell of level 8 or lower). Ea"
      },
      {
        "document": 1614,
        "excerpt": "his property can't be used again until the next dawn. Wish. The weapon has 1d3 charges. While holding it, you can expend 1 charge and cast Wish from it. Once used,"
      },
      {
        "document": 1627,
        "excerpt": "e. You can't be located by any Divination magic, but a Wish spell can reveal the location of your prison. You draw no more cards. Euryale. The card's medusa-like v"
      },
      {
        "document": 1683,
        "excerpt": "g this ring, you can expend 1 of its 3 charges to cast Wish from it. The ring becomes non-magical when you use the last charge."
      },
      {
        "document": 1708,
        "excerpt": "of Universal Solvent or Oil of Etherealness, or with a Wish spell."
      },
      {
        "document": 1845,
        "excerpt": "hes. The djinni has a 30 percent chance of knowing the Wish spell. If the djinni knows it, the djinni can cast it only on behalf of a non-genie creature who communi"
      },
      {
        "document": 1856,
        "excerpt": "es. The efreeti has a 30 percent chance of knowing the Wish spell. If the efreeti knows it, the efreeti can cast it only on behalf of a non-genie creature who commu"
      },
      {
        "document": 1884,
        "excerpt": ". While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can't be used again until 7 days have passed,"
      },
      {
        "document": 2028,
        "excerpt": "ife in 1d6 days and regains all its Hit Points. Only a Wish spell can prevent this trait from functioning."
      }
    ],
    "wishes": [
      {
        "document": 1683,
        "excerpt": "Ring of Three Wishes"
      },
      {
        "document": 1845,
        "excerpt": "ving throws against spells and other magical effects. Wishes. The djinni has a 30 percent chance of knowing the Wish spell. If the djinni knows it, the djinni can ca"
      },
      {
        "document": 1856,
        "excerpt": "ving throws against spells and other magical effects. Wishes. The efreeti has a 30 percent chance of knowing the Wish spell. If the efreeti knows it, the efreeti can"
      }
    ],
    "wishing": [
      {
        "document": 1484,
        "excerpt": "e as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer ali"
      }
    ],
    "wisp": [
      {
        "document": 829,
        "excerpt": "Starry Wisp"
      },
      {
        "document": 897,
        "excerpt": "Starry Wisp"
      },
      {
        "document": 969,
        "excerpt": "ction for a list of Druid spells). Guidance and Starry Wisp are recommended. The chosen cantrips count as Ranger spells for you, and Wisdom is your spellcasting abi"
      },
      {
        "document": 1442,
        "excerpt": "Starry Wisp"
      },
      {
        "document": 1463,
        "excerpt": "S, M (a drop of mercury, a dollop of gum arabic, and a wisp of smoke)"
      },
      {
        "document": 1851,
        "excerpt": "e druid makes two attacks, using Vine Staff or Verdant Wisp in any combination. Vine Staff. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Bludgeoning damage"
      },
      {
        "document": 2074,
        "excerpt": "Will-o'-Wisp"
      }
    ],
    "wisp's": [
      {
        "document": 2074,
        "excerpt": "p and its light have the Invisible condition until the wisp's Concentration ends on this effect, which ends early immediately after the wisp makes an attack roll or u"
      }
    ],
    "wisps": [
      {
        "document": 1220,
        "excerpt": "ts: V, S, M (a paintbrush) Duration: Special You pull wisps of shadow material from the Shadowfell to create an object within range. It is either an object of veget"
      },
      {
        "document": 1482,
        "excerpt": "ge assume gaseous forms for the duration, appearing as wisps of cloud. While in this cloud form, a target has a Fly Speed of 300 feet and can hover; it has Immunity"
      }
    ],
    "wispy": [
      {
        "document": 1271,
        "excerpt": "bit of phosphorus or a firefly) Duration: 10 minutes Wispy flames wreathe your body for the duration, shedding Bright Light in a 10-foot radius and Dim Light for a"
      }
    ],
    "wit": [
      {
        "document": 976,
        "excerpt": "You learn to use your wit to supernaturally distract, confuse, and otherwise sap the confidence and competence of others. When a c"
      }
    ],
    "witch": [
      {
        "document": 972,
        "excerpt": "cast Speak with Dead without expending a spell slot. Witch Sight Prerequisite: Level 15+ Warlock You have Truesight with a range of 30 feet."
      }
    ],
    "withdraw": [
      {
        "document": 970,
        "excerpt": "a Dexterity saving throw or have the Prone condition. Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity"
      }
    ],
    "withering": [
      {
        "document": 1723,
        "excerpt": "Staff of Withering"
      },
      {
        "document": 1859,
        "excerpt": "Multiattack. The erinyes makes three Withering Sword attacks and can use Entangling Rope. Withering Sword. Melee Attack Roll: +8, reach 5 ft. Hit: 13"
      },
      {
        "document": 1871,
        "excerpt": "Multiattack. The ghost makes two Withering Touch attacks. Withering Touch. Melee Attack Roll: +5, reach 5 ft. Hit: 19 (3d10 + 3) Necrotic damage."
      }
    ],
    "withers": [
      {
        "document": 1180,
        "excerpt": "as a tree or shrub. It doesn't make a save; it simply withers and dies. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above"
      },
      {
        "document": 2050,
        "excerpt": "a 12, the limb turns into a Troll. Otherwise, the limb withers away."
      }
    ],
    "within": [
      {
        "document": 54,
        "excerpt": "es, lanterns, fires, and other sources of illumination within a specific radius. Dim Light. Dim Light, also called shadows, creates a Lightly Obscured area. An area"
      },
      {
        "document": 85,
        "excerpt": "ollowing structure: 1: Choose a Target. Pick a target within your attack's range: a creature, an object, or a location. 2: Determine Modifiers. The GM determines whe"
      },
      {
        "document": 88,
        "excerpt": "You can make ranged attacks only against targets within a specified range. If a ranged attack, such as one made with a spell, has a single range, you can't atta"
      },
      {
        "document": 89,
        "excerpt": "er means, you have Disadvantage on the roll if you are within 5 feet of an enemy who can see you and doesn't have the Incapacitated condition (see “Rules Glossary”)."
      },
      {
        "document": 90,
        "excerpt": "A melee attack allows you to attack a target within your reach. A melee attack typically uses a hand-held weapon or an Unarmed Strike. Many monsters make me"
      },
      {
        "document": 91,
        "excerpt": "reature has a 5-foot reach and can thus attack targets within 5 feet when making a melee attack. Certain creatures have melee attacks with a reach greater than 5 feet"
      },
      {
        "document": 95,
        "excerpt": "During your move, you can mount a creature that is within 5 feet of you or dismount. Doing so costs an amount of movement equal to half your Speed (round down). F"
      },
      {
        "document": 97,
        "excerpt": "ondition (see “Rules Glossary”) in an unoccupied space within 5 feet of the mount. While mounted, you must make the same save if you're knocked Prone or the mount is"
      },
      {
        "document": 99,
        "excerpt": "and the attack roll has Disadvantage against a target within normal range."
      },
      {
        "document": 113,
        "excerpt": "all damage and Vulnerability to Fire damage, and it's within a magical aura that reduces all damage by 5. If it takes 28 Fire damage, the damage is first reduced by"
      },
      {
        "document": 164,
        "excerpt": "creature to communicate mentally with another creature within a specified range. See “Rules Glossary” for more information."
      },
      {
        "document": 179,
        "excerpt": "each of the monster's turns, roll 1d6. If the roll is within the number range given in the notation (represented by X–Y), the monster regains the use of that part, w"
      },
      {
        "document": 235,
        "excerpt": ". Neutral Good creatures do the best they can, working within rules but not feeling bound by them. A kindly person who helps others according to their needs is probab"
      },
      {
        "document": 237,
        "excerpt": "Lawful Evil creatures methodically take what they want within the limits of a code of tradition, loyalty, or order. An aristocrat exploiting citizens while scheming f"
      },
      {
        "document": 286,
        "excerpt": "s species determines the character's size. Individuals within a species cover a wide range of heights, and some species include such diversity of size that you can c"
      },
      {
        "document": 307,
        "excerpt": "a flask of Holy Water. Target one creature you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modif"
      },
      {
        "document": 308,
        "excerpt": "(Athletics) check, freeing itself or another creature within its reach on a success. Each failed check deals 1 Piercing damage to the trapped creature."
      },
      {
        "document": 319,
        "excerpt": "Manacles to bind an unwilling Small or Medium creature within 5 feet of yourself that has the Grappled, Incapacitated, or Restrained condition if you succeed on a DC"
      },
      {
        "document": 322,
        "excerpt": "cks with throwing a Net. Target a creature you can see within 15 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modif"
      },
      {
        "document": 323,
        "excerpt": "h throwing an Oil flask. Target one creature or object within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modif"
      },
      {
        "document": 326,
        "excerpt": "sion) checks made to influence an Indifferent Humanoid within 5 feet of yourself."
      },
      {
        "document": 331,
        "excerpt": "you can drink it or administer it to another creature within 5 feet of yourself. The creature that drinks the magical red fluid in this vial regains 2d4 + 2 Hit Poin"
      },
      {
        "document": 332,
        "excerpt": "A Pouch holds up to 6 pounds within one-fifth of a cubic foot."
      },
      {
        "document": 340,
        "excerpt": "A Sack holds up to 30 pounds within 1 cubic foot."
      },
      {
        "document": 397,
        "excerpt": "attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's dam"
      },
      {
        "document": 409,
        "excerpt": "e or Ranged. A Melee weapon is used to attack a target within 5 feet, whereas a Ranged weapon is used to attack at a greater distance. Damage. The table lists the am"
      },
      {
        "document": 445,
        "excerpt": "ial of Acid. Target one creature or object you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modif"
      },
      {
        "document": 446,
        "excerpt": "mist's Fire. Target one creature or object you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modif"
      },
      {
        "document": 450,
        "excerpt": "A Backpack holds up to 30 pounds within 1 cubic foot. It can also serve as a saddlebag."
      },
      {
        "document": 451,
        "excerpt": "uch. They spread to cover a level, 10-foot-square area within 10 feet of yourself. A creature that enters this area for the first time on a turn must succeed on a DC"
      },
      {
        "document": 454,
        "excerpt": "A Basket holds up to 40 pounds within 2 cubic feet."
      },
      {
        "document": 463,
        "excerpt": "Caltrops from their bag to cover a 5-foot-square area within 5 feet of yourself. A creature that enters this area for the first time on a turn must succeed on a DC 1"
      },
      {
        "document": 468,
        "excerpt": "ion, you can wrap a Chain around an unwilling creature within 5 feet of yourself that has the Grappled, Incapacitated, or Restrained condition if you succeed on a DC"
      },
      {
        "document": 483,
        "excerpt": "Grappling Hook at a railing, a ledge, or another catch within 50 feet of yourself, and the hook catches on if you succeed on a DC 13 Dexterity (Acrobatics) check. If"
      },
      {
        "document": 494,
        "excerpt": "defined by the spell, that the spellcaster must touch within their reach. Self. The spell is cast on the spellcaster or emanates from them, as specified in the spel"
      },
      {
        "document": 562,
        "excerpt": "creature to communicate mentally with another creature within a specified range. Unless a rule states otherwise, the contacted creature doesn't need to share a langua"
      },
      {
        "document": 566,
        "excerpt": "pinpoint the location of creatures and moving objects within a specific range, provided that the creature with Tremorsense and anything it is detecting are both in c"
      },
      {
        "document": 567,
        "excerpt": "If you have Truesight, your vision is enhanced within a specified range. Within that range, your vision pierces through the following: Darkness. You can see"
      },
      {
        "document": 568,
        "excerpt": "using your body to damage, grapple, or shove a target within 5 feet of you. Whenever you use your Unarmed Strike, choose one of the following options for its effect"
      },
      {
        "document": 576,
        "excerpt": "If you have Blindsight, you can see within a specific range without relying on physical sight. Within that range, you can see anything that isn't b"
      },
      {
        "document": 611,
        "excerpt": "If you have Darkvision, you can see in Dim Light within a specified range as if it were Bright Light and in Darkness within that range as if it were Dim Light."
      },
      {
        "document": 637,
        "excerpt": "sist an Attack Roll. You momentarily distract an enemy within 5 feet of you, giving Advantage to the next attack roll by one of your allies against that enemy. This b"
      },
      {
        "document": 675,
        "excerpt": "Any Humanoid (other than a gnome) that starts its turn within a 10-foot Emanation originating from a creature infected with Cackle Fever must succeed on a DC 10 Const"
      },
      {
        "document": 683,
        "excerpt": "Everything within an area of heavy rain or heavy snowfall is Lightly Obscured, and creatures in the area have Disadvantage"
      },
      {
        "document": 717,
        "excerpt": "(Athletics) check, freeing itself or another creature within its reach from the Net on a successful check. Detect and Disarm. As a Search action, a creature can exa"
      },
      {
        "document": 718,
        "excerpt": "agic around the statue. As a Search action, a creature within 5 feet of the statue can examine it and make a DC 10 Wisdom (Perception) check, detecting a tiny glyph o"
      },
      {
        "document": 756,
        "excerpt": "A harmless swarm of butterflies fills a 10-foot Cube within 30 feet of yourself. The swarm disperses after 1 minute."
      },
      {
        "document": 783,
        "excerpt": "al Plane. The object must be neither worn nor carried, within 120 feet of the chosen point of origin, and no larger than 10 feet in any dimension. If there are no suc"
      },
      {
        "document": 963,
        "excerpt": "n. As a Bonus Action, you can inspire another creature within 60 feet of yourself who can see or hear you. That creature gains one of your Bardic Inspiration dice. A"
      },
      {
        "document": 964,
        "excerpt": "point your Holy Symbol at another creature you can see within 30 feet of yourself and focus divine energy at it. Roll 1d8 and add your Wisdom modifier. You either res"
      },
      {
        "document": 965,
        "excerpt": "The vitality of nature constantly blooms within you, granting you the following benefits. Evergreen Wild Shape. Whenever you roll Initiative and have n"
      },
      {
        "document": 967,
        "excerpt": "ng allow you to harness a well of extraordinary energy within yourself. This energy is represented by Focus Points. Your Monk level determines the number of points yo"
      },
      {
        "document": 968,
        "excerpt": "ma modifier (minimum of one creature) that you can see within 60 feet of yourself. Each target must succeed on a Wisdom saving throw or have the Frightened condition"
      },
      {
        "document": 970,
        "excerpt": "e on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn't have the Incapacitated condition, and you don't have Disadvantage"
      },
      {
        "document": 971,
        "excerpt": "You can tap into the wellspring of magic within yourself. This wellspring is represented by Sorcery Points, which allow you to create a variety of magic"
      },
      {
        "document": 972,
        "excerpt": "Dim Light and Darkness - both magical and nonmagical - within 120 feet of yourself. Devouring Blade Prerequisite: Level 12+ Warlock, Thirsting Blade Invocation The"
      },
      {
        "document": 975,
        "excerpt": "feguard ancient knowledge and rites. These Druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle's wisest mem"
      },
      {
        "document": 976,
        "excerpt": "competence of others. When a creature that you can see within 60 feet of yourself makes a damage roll or succeeds on an ability check or attack roll, you can take a R"
      },
      {
        "document": 978,
        "excerpt": "You can create pockets of relative safety within the effects of your evocations. When you cast an Evocation spell that affects other creatures that you c"
      },
      {
        "document": 979,
        "excerpt": "lso gain this benefit if someone else reduces an enemy within 10 feet of you to 0 Hit Points."
      },
      {
        "document": 980,
        "excerpt": "h the same weapon against a different creature that is within 5 feet of the original target, that is within the weapon's range, and that you haven't attacked this tur"
      },
      {
        "document": 981,
        "excerpt": "ive times your Cleric level. Choose Bloodied creatures within 30 feet of yourself (which can include you), and divide those Hit Points among them. This feature can re"
      },
      {
        "document": 983,
        "excerpt": "When you take damage from a creature that is within 5 feet of you, you can take a Reaction to make one melee attack against that creature, using a weapon or"
      },
      {
        "document": 989,
        "excerpt": "vate it with a touch. If the chosen effect has options within it, you choose one of those options for the device when you create it. For example, if you choose the sp"
      },
      {
        "document": 990,
        "excerpt": "er (Storm Giant). When you take damage from a creature within 60 feet of you, you can take a Reaction to deal 1d8 Thunder damage to that creature."
      },
      {
        "document": 1004,
        "excerpt": "mum of 30. Improve Fate. When you or another creature within 60 feet of you succeeds on or fails a D20 Test, you can roll 2d4 and apply the total rolled as a bonus"
      },
      {
        "document": 1007,
        "excerpt": "e by 1, to a maximum of 30. Merge with Shadows. While within Dim Light or Darkness, you can give yourself the Invisible condition as a Bonus Action. The condition en"
      },
      {
        "document": 1149,
        "excerpt": "eous A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target"
      },
      {
        "document": 1150,
        "excerpt": "Instantaneous You create an acidic bubble at a point within range, where it explodes in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexte"
      },
      {
        "document": 1151,
        "excerpt": "cloth) Duration: 8 hours Choose up to three creatures within range. Each target's Hit Point maximum and current Hit Points increase by 5 for the duration. Using a H"
      },
      {
        "document": 1152,
        "excerpt": "against intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot Cube. Until the spell ends, an alarm alerts you whenever a creat"
      },
      {
        "document": 1154,
        "excerpt": "d) Duration: 24 hours Target a Beast that you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration."
      },
      {
        "document": 1155,
        "excerpt": "24 hours A Tiny Beast of your choice that you can see within range must succeed on a Charisma saving throw, or it attempts to deliver a message for you (if the targe"
      },
      {
        "document": 1156,
        "excerpt": "hoose any number of willing creatures that you can see within range. Each target shape-shifts into a Large or smaller Beast of your choice that has a Challenge Rating"
      },
      {
        "document": 1157,
        "excerpt": "ile of bones or a corpse of a Medium or Small Humanoid within range. The target becomes an Undead creature: a Skeleton if you chose bones or a Zombie if you chose a c"
      },
      {
        "document": 1158,
        "excerpt": "at your command. Choose a number of nonmagical objects within range that aren't being worn or carried, aren't fixed to a surface, and aren't Gargantuan. The maximum n"
      },
      {
        "document": 1161,
        "excerpt": "chosen kind makes a Wisdom saving throw when it comes within 120 feet of the target. Your choice of antipathy or sympathy determines what happens to a creature when"
      },
      {
        "document": 1162,
        "excerpt": "p to 1 hour You create an Invisible, invulnerable eye within range that hovers for the duration. You mentally receive visual information from the eye, which can see"
      },
      {
        "document": 1163,
        "excerpt": "magical energy in an unoccupied space that you can see within range. The hand lasts for the duration, and it moves at your command, mimicking the movements of your ow"
      },
      {
        "document": 1164,
        "excerpt": "he lock. You can also set a password that, when spoken within 5 feet of the object, unlocks it for 1 minute."
      },
      {
        "document": 1165,
        "excerpt": "p to 1 minute You create a spectral sword that hovers within range. It lasts for the duration. When the sword appears, you make a melee spell attack against a targe"
      },
      {
        "document": 1167,
        "excerpt": "Until dispelled You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell ends instantly if you are already on t"
      },
      {
        "document": 1168,
        "excerpt": "he results of a course of action that you plan to take within the next 30 minutes. The GM chooses the omen from the Omens table. Omens | Omen | For Results"
      },
      {
        "document": 1170,
        "excerpt": "s You spend the casting time tracing magical pathways within a precious gemstone, and then touch the target. The target must be either a Beast or Plant creature with"
      },
      {
        "document": 1171,
        "excerpt": "Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack rol"
      },
      {
        "document": 1172,
        "excerpt": "tration, up to 1 minute One creature that you can see within range must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration"
      },
      {
        "document": 1174,
        "excerpt": "ration, up to 1 minute Choose any number of creatures within range. For the duration, each target has Advantage on Wisdom saving throws and Death Saving Throws and r"
      },
      {
        "document": 1175,
        "excerpt": "ous You blast the mind of a creature that you can see within range. The target makes an Intelligence saving throw. On a failed save, the target takes 10d12 Psychic"
      },
      {
        "document": 1177,
        "excerpt": "acles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in that area into Difficult Terrain. Each crea"
      },
      {
        "document": 1178,
        "excerpt": "irling blades made of magical energy. The wall appears within range and lasts for the duration. You make a straight wall up to 100 feet long, 20 feet high, and 5 feet"
      },
      {
        "document": 1179,
        "excerpt": "ation, up to 1 minute You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1"
      },
      {
        "document": 1180,
        "excerpt": "S Duration: Instantaneous A creature that you can see within range makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much dam"
      },
      {
        "document": 1181,
        "excerpt": "s: V Duration: 1 minute One creature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your cho"
      },
      {
        "document": 1182,
        "excerpt": "to an unoccupied space of your choice that you can see within 10 feet of the space you left. If no unoccupied space is available within that range, you appear in the"
      },
      {
        "document": 1185,
        "excerpt": "on, up to 10 minutes A storm cloud appears at a point within range that you can see above yourself. It takes the shape of a Cylinder that is 10 feet tall with a 60-f"
      },
      {
        "document": 1186,
        "excerpt": "a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for"
      },
      {
        "document": 1187,
        "excerpt": "ou launch a lightning bolt toward a target you can see within range. Three bolts then leap from that target to as many as three other targets of your choice, each of"
      },
      {
        "document": 1188,
        "excerpt": "nents: V, S Duration: 1 hour One creature you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a"
      },
      {
        "document": 1189,
        "excerpt": "nents: V, S Duration: 1 hour One Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a"
      },
      {
        "document": 1190,
        "excerpt": "the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can't regain Hit Points until the end of"
      },
      {
        "document": 1191,
        "excerpt": ": Instantaneous You hurl an orb of energy at a target within range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder for the type of orb you create, and then m"
      },
      {
        "document": 1192,
        "excerpt": "out in a 60-foot-radius Sphere from a point you choose within range. Each creature in that area makes a Constitution saving throw, taking 8d8 Necrotic damage on a fai"
      },
      {
        "document": 1193,
        "excerpt": "tion, up to 10 minutes You create an Invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location"
      },
      {
        "document": 1195,
        "excerpt": "-radius Sphere of yellow-green fog centered on a point within range. The fog lasts for the duration or until strong wind (such as the one created by Gust of Wind) dis"
      },
      {
        "document": 1197,
        "excerpt": "You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose t"
      },
      {
        "document": 1198,
        "excerpt": "he outdoors, the spell gives you knowledge of the area within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The"
      },
      {
        "document": 1201,
        "excerpt": "minute Each creature of your choice that you can see within range must succeed on a Wisdom saving throw or have the Charmed condition until the spell ends. For the"
      },
      {
        "document": 1203,
        "excerpt": "a 10-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw, or that target can't take Bonus Actions or Reactions and mu"
      },
      {
        "document": 1204,
        "excerpt": "intangible animals in an unoccupied space you can see within range. The pack lasts for the duration, and you choose the spirits' animal form, such as wolves, serpent"
      },
      {
        "document": 1205,
        "excerpt": "foot-radius, 40-foot-high Cylinder centered on a point within range. For each creature you can see in the Cylinder, choose which of these lights shines on it: Healin"
      },
      {
        "document": 1206,
        "excerpt": "e Elemental Planes that appears in an unoccupied space within range. Choose the spirit's element, which determines its damage type: air (Lightning), earth (Thunder),"
      },
      {
        "document": 1207,
        "excerpt": "it from the Feywild in an unoccupied space you can see within range. The spirit lasts for the duration, and it looks like a Fey creature of your choice. When the spir"
      },
      {
        "document": 1214,
        "excerpt": "e top, and 25 feet tall. Any creature in the water and within 25 feet of the whirlpool is pulled 10 feet toward it. When a creature enters the whirlpool for the first"
      },
      {
        "document": 1215,
        "excerpt": "ration, up to 8 hours You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go in"
      },
      {
        "document": 1216,
        "excerpt": "Reaction, which you take when you see a creature within 60 feet of yourself casting a spell with Verbal, Somatic, or Material components"
      },
      {
        "document": 1217,
        "excerpt": "gallons of fresh water on the ground or in containers within range - both useful in fending off the hazards of malnutrition and dehydration. The food is bland but no"
      },
      {
        "document": 1218,
        "excerpt": "eate Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extin"
      },
      {
        "document": 1219,
        "excerpt": "hoose up to three corpses of Medium or Small Humanoids within range. Each one becomes a Ghoul under your control (see “Monsters” for its stat block). As a Bonus Acti"
      },
      {
        "document": 1220,
        "excerpt": "hadow material from the Shadowfell to create an object within range. It is either an object of vegetable matter (soft goods, rope, wood, and the like) or mineral matt"
      },
      {
        "document": 1222,
        "excerpt": "p to 1 minute You create up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternative"
      },
      {
        "document": 1223,
        "excerpt": "or the duration, magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere. Darkvision can't see through it, and nonmagical light can't ill"
      },
      {
        "document": 1225,
        "excerpt": "hour For the duration, sunlight spreads from a point within range and fills a 60-foot-radius Sphere. The sunlight's area is Bright Light and sheds Dim Light for an"
      },
      {
        "document": 1227,
        "excerpt": "ght flashes from you, then condenses at a chosen point within range as a glowing bead for the duration. When the spell ends, the bead explodes, and each creature in a"
      },
      {
        "document": 1228,
        "excerpt": "y Medium door on a flat solid surface that you can see within range. This door can be opened and closed, and it leads to a demiplane that is an empty room 30 feet in"
      },
      {
        "document": 1229,
        "excerpt": "berration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where. The spe"
      },
      {
        "document": 1230,
        "excerpt": "he duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around"
      },
      {
        "document": 1231,
        "excerpt": "isonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case. The spell is bl"
      },
      {
        "document": 1232,
        "excerpt": "s. Sense Thoughts. You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the t"
      },
      {
        "document": 1233,
        "excerpt": "V Duration: Instantaneous You teleport to a location within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or"
      },
      {
        "document": 1235,
        "excerpt": "aneous You launch a green ray at a target you can see within range. The target can be a creature, a non-magical object, or a creation of magical force, such as the w"
      },
      {
        "document": 1236,
        "excerpt": "As a Magic action, you target one creature you can see within 5 feet of you that has one of the creature types above. The target must succeed on a Charisma saving thr"
      },
      {
        "document": 1237,
        "excerpt": "ntaneous One creature of your choice that you can see within range hears a discordant melody in its mind. The target makes a Wisdom saving throw. On a failed save, i"
      },
      {
        "document": 1238,
        "excerpt": "ion about a specific goal, event, or activity to occur within 7 days. The GM offers a truthful reply, which might be a short phrase or cryptic rhyme. The spell doesn'"
      },
      {
        "document": 1242,
        "excerpt": ": Concentration, up to 1 minute One Beast you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target h"
      },
      {
        "document": 1243,
        "excerpt": "Concentration, up to 1 hour One creature you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target h"
      },
      {
        "document": 1244,
        "excerpt": "oncentration, up to 1 minute One Humanoid you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target h"
      },
      {
        "document": 1247,
        "excerpt": "its of nature, you create one of the following effects within range. Weather Sensor. You create a Tiny, harmless sensory effect that predicts what the weather will b"
      },
      {
        "document": 1248,
        "excerpt": "minute Choose a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered"
      },
      {
        "document": 1250,
        "excerpt": "er the elements, creating one of the following effects within range. Beckon Air. You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and clo"
      },
      {
        "document": 1252,
        "excerpt": "nlarges or reduces a creature or an object you can see within range (see the chosen effect below). A targeted object must be neither worn nor carried. If the target"
      },
      {
        "document": 1253,
        "excerpt": "e start of each of its turns. The target or a creature within reach of it can take an action to make a Strength (Athletics) check against your spell save DC. On a suc"
      },
      {
        "document": 1254,
        "excerpt": "ping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the area into Difficult Terrain. They disappear"
      },
      {
        "document": 1255,
        "excerpt": "rds, causing creatures of your choice that you can see within range to make a Wisdom saving throw. Any creature you or your companions are fighting automatically succ"
      },
      {
        "document": 1256,
        "excerpt": "r each spell slot level above 7. The creatures must be within 10 feet of you when you cast the spell."
      },
      {
        "document": 1258,
        "excerpt": "eyes become an inky void. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the follo"
      },
      {
        "document": 1259,
        "excerpt": "m flax or wool. Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot Cube or eight connected 5"
      },
      {
        "document": 1260,
        "excerpt": "ncentration, up to 1 minute Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outl"
      },
      {
        "document": 1261,
        "excerpt": "antom watchdog in an unoccupied space that you can see within range. The hound remains for the duration or until the two of you are more than 300 feet apart from each"
      },
      {
        "document": 1264,
        "excerpt": "ion, which you take when you or a creature you can see within 60 feet of you falls"
      },
      {
        "document": 1265,
        "excerpt": "hallenge Rating of 0. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form (see “Monsters”), though it is a Celestial, Fe"
      },
      {
        "document": 1266,
        "excerpt": "as a loyal steed in an unoccupied space of your choice within range. This creature uses the Otherworldly Steed stat block. If you already have a steed from this spell"
      },
      {
        "document": 1268,
        "excerpt": "ents: V, S Duration: Instantaneous You sense any trap within range that is within line of sight. A trap, for the purpose of this spell, includes any object or mechan"
      },
      {
        "document": 1269,
        "excerpt": "unleash negative energy toward a creature you can see within range. The target makes a Constitution saving throw, taking 7d8 + 30 Necrotic damage on a failed save or"
      },
      {
        "document": 1270,
        "excerpt": "us You hurl a mote of fire at a creature or an object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire damage. A fla"
      },
      {
        "document": 1271,
        "excerpt": "ance to Fire damage. In addition, whenever a creature within 5 feet of you hits you with a melee attack roll, the shield erupts with flame. The attacker takes 2d8 Fi"
      },
      {
        "document": 1272,
        "excerpt": "V, S Duration: Instantaneous A storm of fire appears within range. The area of the storm consists of up to ten 10-foot Cubes, which you arrange as you like. Each Cu"
      },
      {
        "document": 1273,
        "excerpt": "A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere"
      },
      {
        "document": 1275,
        "excerpt": "foot-radius, 40-foot-high Cylinder centered on a point within range makes a Dexterity saving throw, taking 5d6 Fire damage and 5d6 Radiant damage on a failed save or"
      },
      {
        "document": 1276,
        "excerpt": "er sphere of fire in an unoccupied space on the ground within range. It lasts for the duration. Any creature that ends its turn within 5 feet of the sphere makes a De"
      },
      {
        "document": 1277,
        "excerpt": "ute You attempt to turn one creature that you can see within range into stone. The target makes a Constitution saving throw. On a failed save, it has the Restrained"
      },
      {
        "document": 1278,
        "excerpt": "in an unoccupied space of your choice that you can see within range. The disk remains for the duration and can hold up to 500 pounds. If more weight is placed on it,"
      },
      {
        "document": 1280,
        "excerpt": "ate a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one cre"
      },
      {
        "document": 1282,
        "excerpt": "force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose. A prison in the shape of a cage can be u"
      },
      {
        "document": 1285,
        "excerpt": "rigid globe streaks from you to a point of your choice within range, where it explodes in a 60-foot-radius Sphere. Each creature in that area makes a Constitution sav"
      },
      {
        "document": 1287,
        "excerpt": "njure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which y"
      },
      {
        "document": 1288,
        "excerpt": "u give a verbal command to a creature that you can see within range, ordering it to carry out some service or refrain from an action or a course of activity as you de"
      },
      {
        "document": 1290,
        "excerpt": "pell). It manifests in an unoccupied space you can see within range and uses the Giant Insect stat block. The form you choose determines certain details in its stat b"
      },
      {
        "document": 1292,
        "excerpt": "er cast from outside the barrier can't affect anything within it. Such a spell can target creatures and objects within the barrier, but the spell has no effect on the"
      },
      {
        "document": 1293,
        "excerpt": "n a surface (such as a table or a section of floor) or within an object that can be closed (such as a book or chest) to conceal the glyph. The glyph can cover an area"
      },
      {
        "document": 1295,
        "excerpt": "ers the ground in a 10-foot square centered on a point within range and turns it into Difficult Terrain for the duration. When the grease appears, each creature stan"
      },
      {
        "document": 1298,
        "excerpt": "r the duration in an unoccupied space that you can see within range. The guardian occupies that space and is invulnerable, and it appears in a form appropriate for yo"
      },
      {
        "document": 1299,
        "excerpt": "ou can also specify a password that, when spoken aloud within 5 feet of the warded area, makes the speaker immune to its effects. The spell creates the effects below"
      },
      {
        "document": 1301,
        "excerpt": "n: 1 round You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the ne"
      },
      {
        "document": 1303,
        "excerpt": "while in the area. Silence. No sound can emanate from within the area, and no sound can reach into it. Tongues. Creatures of any types you choose can communicate wi"
      },
      {
        "document": 1304,
        "excerpt": "oad. Manufactured structures, equipment, and creatures within the area aren't changed. The tactile characteristics of the terrain are unchanged, so creatures enterin"
      },
      {
        "document": 1305,
        "excerpt": "You unleash virulent magic on a creature you can see within range. The target makes a Constitution saving throw. On a failed save, it takes 14d6 Necrotic damage, a"
      },
      {
        "document": 1306,
        "excerpt": "o 1 minute Choose a willing creature that you can see within range. Until the spell ends, the target's Speed is doubled, it gains a +2 bonus to Armor Class, it has A"
      },
      {
        "document": 1307,
        "excerpt": "ion: Instantaneous Choose a creature that you can see within range. Positive energy washes through the target, restoring 70 Hit Points. This spell also ends the Blin"
      },
      {
        "document": 1308,
        "excerpt": "tantaneous A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier. Using a Higher-Level Spe"
      },
      {
        "document": 1309,
        "excerpt": "suit of Heavy or Medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8"
      },
      {
        "document": 1310,
        "excerpt": "onse to taking damage from a creature that you can see within 60 feet of yourself"
      },
      {
        "document": 1313,
        "excerpt": "hour You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 Necrotic damage to the target whenever you hit it wit"
      },
      {
        "document": 1314,
        "excerpt": "1 minute One creature of your choice that you can see within range makes a Wisdom saving throw. On a failed save, it has the Prone and Incapacitated conditions for t"
      },
      {
        "document": 1315,
        "excerpt": "on, up to 1 minute Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration"
      },
      {
        "document": 1316,
        "excerpt": "on, up to 1 minute Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration"
      },
      {
        "document": 1318,
        "excerpt": "to 1 hour You magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever yo"
      },
      {
        "document": 1319,
        "excerpt": "create a twisting pattern of colors in a 30-foot Cube within range. The pattern appears for a moment and vanishes. Each creature in the area who can see the pattern"
      },
      {
        "document": 1320,
        "excerpt": "You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Piercing damage. H"
      },
      {
        "document": 1321,
        "excerpt": "foot-radius, 40-foot-high Cylinder centered on a point within range. Each creature in the Cylinder makes a Dexterity saving throw. A creature takes 2d10 Bludgeoning d"
      },
      {
        "document": 1324,
        "excerpt": "magical restraint to hold a creature that you can see within range. The target must make a Wisdom saving throw. On a successful save, the target is unaffected, and i"
      },
      {
        "document": 1325,
        "excerpt": "moke fills a 20-foot-radius Sphere centered on a point within range. The cloud's area is Heavily Obscured. It lasts for the duration or until a strong wind (like that"
      },
      {
        "document": 1327,
        "excerpt": "a 20-foot-radius Sphere centered on a point you choose within range. The Sphere remains for the duration, and its area is Lightly Obscured and Difficult Terrain. Whe"
      },
      {
        "document": 1330,
        "excerpt": "tration, up to 1 minute One creature that you can see within range must make a Wisdom saving throw. On a successful save, the target dances comically until the end o"
      },
      {
        "document": 1332,
        "excerpt": "tion: Instantaneous Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that co"
      },
      {
        "document": 1335,
        "excerpt": "eature or loose object of your choice that you can see within range rises vertically up to 20 feet and remains suspended there for the duration. The spell can levita"
      },
      {
        "document": 1338,
        "excerpt": "distance to the closest creature or plant of that kind within 5 miles, if any are present."
      },
      {
        "document": 1339,
        "excerpt": "rection to the creature's location if that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement. The spell can loc"
      },
      {
        "document": 1340,
        "excerpt": "e direction to the object's location if that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement. The spell can lo"
      },
      {
        "document": 1343,
        "excerpt": "spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you"
      },
      {
        "document": 1344,
        "excerpt": "rgy centered on a point on the ground that you can see within range. Glowing runes appear wherever the Cylinder intersects with the floor or other surface. Choose on"
      },
      {
        "document": 1345,
        "excerpt": "anoid's body. You can attempt to possess any Humanoid within 100 feet of you that you can see (creatures warded by a Protection from Evil and Good or Magic Circle sp"
      },
      {
        "document": 1346,
        "excerpt": "art strikes a creature of your choice that you can see within range. A dart deals 1d4 + 1 Force damage to its target. The darts all strike simultaneously, and you can"
      },
      {
        "document": 1347,
        "excerpt": "umes) Duration: Until dispelled You implant a message within an object in range - a message that is uttered when a trigger condition is met. Choose an object that yo"
      },
      {
        "document": 1349,
        "excerpt": "u can open or close it (no action required) if you are within 30 feet of it. While closed, the door is imperceptible. Beyond the door is a magnificent foyer with num"
      },
      {
        "document": 1350,
        "excerpt": "oot Cube. The image appears at a spot that you can see within range and lasts for the duration. It seems real, including sounds, smells, and temperature appropriate t"
      },
      {
        "document": 1351,
        "excerpt": "of healing energy washes out from a point you can see within range. Choose up to six creatures in a 30-foot-radius Sphere centered on that point. Each target regains"
      },
      {
        "document": 1352,
        "excerpt": "choose among any number of creatures that you can see within range. Creatures healed by this spell also have the Blinded, Deafened, and Poisoned conditions removed f"
      },
      {
        "document": 1353,
        "excerpt": "s Up to six creatures of your choice that you can see within range regain Hit Points equal to 2d4 plus your spellcasting ability modifier. Using a Higher-Level Spel"
      },
      {
        "document": 1354,
        "excerpt": "an 25 words - to twelve or fewer creatures you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything th"
      },
      {
        "document": 1355,
        "excerpt": "to 10 minutes You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the m"
      },
      {
        "document": 1356,
        "excerpt": "nge in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 Force damage to you. The stone's complete destruction (or transmutation int"
      },
      {
        "document": 1358,
        "excerpt": "r wire) Duration: 1 round You point toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisp"
      },
      {
        "document": 1359,
        "excerpt": "met to the ground at four different points you can see within range. Each creature in a 40-foot-radius Sphere centered on each of those points makes a Dexterity savin"
      },
      {
        "document": 1361,
        "excerpt": "ionic energy into the mind of one creature you can see within range. The target makes a Wisdom saving throw, taking 3d8 Psychic damage on a failed save or half as muc"
      },
      {
        "document": 1362,
        "excerpt": "1 minute You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends"
      },
      {
        "document": 1367,
        "excerpt": "her creature's memories. One creature that you can see within range makes a Wisdom saving throw. If you are fighting the creature, it has Advantage on the save. On a"
      },
      {
        "document": 1368,
        "excerpt": "foot-radius, 40-foot-high Cylinder centered on a point within range. Until the spell ends, Dim Light fills the Cylinder, and you can take a Magic action on later turn"
      },
      {
        "document": 1369,
        "excerpt": "se an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You ca"
      },
      {
        "document": 1372,
        "excerpt": ", or stone surface (such as a wall, ceiling, or floor) within range and lasts for the duration. You choose the opening's dimensions: up to 5 feet wide, 8 feet tall, a"
      },
      {
        "document": 1373,
        "excerpt": "raft an illusion in the mind of a creature you can see within range. The target makes an Intelligence saving throw. On a failed save, you create a phantasmal object,"
      },
      {
        "document": 1374,
        "excerpt": "You tap into the nightmares of a creature you can see within range and create an illusion of its deepest fears, visible only to that creature. The target makes a Wis"
      },
      {
        "document": 1375,
        "excerpt": "rs on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, and it is equipped with a saddle, bit, and bridle. Any of t"
      },
      {
        "document": 1376,
        "excerpt": "you, making the creature appear in an unoccupied space within range. If you know a specific creature's name, you can speak that name when you cast this spell to reque"
      },
      {
        "document": 1377,
        "excerpt": "Fey, or a Fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of"
      },
      {
        "document": 1379,
        "excerpt": "e Enrichment effect below. Overgrowth. Choose a point within range. All normal plants in a 100-foot-radius Sphere centered on that point become thick and overgrown."
      },
      {
        "document": 1380,
        "excerpt": "ion: Instantaneous You spray toxic mist at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 Poison damage. Ca"
      },
      {
        "document": 1381,
        "excerpt": "You attempt to transform a creature that you can see within range into a Beast. The target must succeed on a Wisdom saving throw or shape-shift into a Beast form fo"
      },
      {
        "document": 1382,
        "excerpt": "of healing energy washes over one creature you can see within range. The target regains all its Hit Points. If the creature has the Charmed, Frightened, Paralyzed, Po"
      },
      {
        "document": 1383,
        "excerpt": "on: Instantaneous You compel one creature you can see within range to die. If the target has 100 Hit Points or fewer, it dies. Otherwise, it takes 12d12 Psychic dama"
      },
      {
        "document": 1384,
        "excerpt": "us You overwhelm the mind of one creature you can see within range. If the target has 150 Hit Points or fewer, it has the Stunned condition. Otherwise, its Speed is"
      },
      {
        "document": 1385,
        "excerpt": "aneous Up to five creatures of your choice who remain within range for the spell's entire casting gain the benefits of a Short Rest and also regain 2d8 Hit Points. A"
      },
      {
        "document": 1386,
        "excerpt": "S Duration: Up to 1 hour You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up"
      },
      {
        "document": 1388,
        "excerpt": ", 30 feet high, and 1 inch thick - centered on a point within range. Alternatively, you shape the wall into a globe up to 30 feet in diameter centered on a point with"
      },
      {
        "document": 1389,
        "excerpt": "in sheet of lead) Duration: 24 hours You make an area within range magically secure. The area is a Cube that can be as small as 5 feet to as large as 100 feet on ea"
      },
      {
        "document": 1390,
        "excerpt": "a Magic action to hurl fire at a creature or an object within 60 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 Fire damage. Cantrip Upgrade"
      },
      {
        "document": 1391,
        "excerpt": "n object, a creature, or some other visible phenomenon within range that activates when a specific trigger occurs. The illusion is imperceptible until then. It must b"
      },
      {
        "document": 1392,
        "excerpt": "for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like"
      },
      {
        "document": 1396,
        "excerpt": "nd drink in a 5-foot-radius Sphere centered on a point within range."
      },
      {
        "document": 1398,
        "excerpt": "of enervating energy shoots from you toward a creature within range. The target must make a Constitution saving throw. On a successful save, the target has Disadvanta"
      },
      {
        "document": 1399,
        "excerpt": "gid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 Cold damage, and its Speed"
      },
      {
        "document": 1400,
        "excerpt": "Instantaneous You shoot a greenish ray at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 Poison damage and h"
      },
      {
        "document": 1404,
        "excerpt": "sphere encloses a Large or smaller creature or object within range. An unwilling creature must succeed on a Dexterity saving throw or be enclosed for the duration."
      },
      {
        "document": 1407,
        "excerpt": "oot-radius, 100-foot high Cylinder centered on a point within range. All creatures and objects in that area that aren't anchored to the ground fall upward and reach t"
      },
      {
        "document": 1408,
        "excerpt": "ion: Instantaneous You touch a creature that has died within the last minute. That creature revives with 1 Hit Point. This spell can't revive a creature that has die"
      },
      {
        "document": 1410,
        "excerpt": "-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 Radiant damage. The target gains"
      },
      {
        "document": 1411,
        "excerpt": "from a mirror) Duration: 1 minute You ward a creature within range. Until the spell ends, any creature who targets the warded creature with an attack roll or a damag"
      },
      {
        "document": 1412,
        "excerpt": "hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage"
      },
      {
        "document": 1413,
        "excerpt": "ave, the spell creates an Invisible, intangible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves wi"
      },
      {
        "document": 1415,
        "excerpt": "chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by taking a Magic action to touch the c"
      },
      {
        "document": 1417,
        "excerpt": "rance to each creature of your choice that you can see within range. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by thi"
      },
      {
        "document": 1419,
        "excerpt": "e anything you choose, but it must occur or be visible within 1 mile of the target. Examples include “after 1,000 years” or “when the tarrasque awakens.” This spell a"
      },
      {
        "document": 1421,
        "excerpt": "neous A loud noise erupts from a point of your choice within range. Each creature in a 10-foot-radius Sphere centered there makes a Constitution saving throw, taking"
      },
      {
        "document": 1422,
        "excerpt": "A shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration."
      },
      {
        "document": 1427,
        "excerpt": "10 minutes For the duration, no sound can be created within or pass through a 20-foot-radius Sphere centered on a point you choose within range. Any creature or obj"
      },
      {
        "document": 1428,
        "excerpt": "arger than a 15-foot Cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or o"
      },
      {
        "document": 1429,
        "excerpt": "u create a simulacrum of one Beast or Humanoid that is within 10 feet of you for the entire casting of the spell. You finish the casting by touching both the creature"
      },
      {
        "document": 1430,
        "excerpt": "r choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its nex"
      },
      {
        "document": 1431,
        "excerpt": "20-foot-radius Cylinder centered on a point you choose within range. The area is Heavily Obscured, and exposed flames in the area are doused. Ground in the Cylinder"
      },
      {
        "document": 1432,
        "excerpt": "d up to six creatures of your choice in a 40-foot Cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration."
      },
      {
        "document": 1433,
        "excerpt": "s You cast sorcerous energy at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 damage of a type yo"
      },
      {
        "document": 1434,
        "excerpt": "nents: V, S Duration: Instantaneous Choose a creature within range that has 0 Hit Points and isn't dead. The creature becomes Stable. Cantrip Upgrade. The range dou"
      },
      {
        "document": 1435,
        "excerpt": "ions and monsters, including whatever it has perceived within the past day."
      },
      {
        "document": 1436,
        "excerpt": "grant the semblance of life to a corpse of your choice within range, allowing it to answer questions you pose. The corpse must have a mouth, and this spell fails if t"
      },
      {
        "document": 1437,
        "excerpt": "u can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances. Y"
      },
      {
        "document": 1439,
        "excerpt": "ground in a 20-foot-radius Sphere centered on a point within range sprouts hard spikes and thorns. The area becomes Difficult Terrain for the duration. When a creatu"
      },
      {
        "document": 1441,
        "excerpt": "r choice and lasts for the duration. The force appears within range in a space of your choice, and you can immediately make one melee spell attack against one creatur"
      },
      {
        "document": 1442,
        "excerpt": "You launch a mote of light at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Radiant damage, and"
      },
      {
        "document": 1443,
        "excerpt": "s Sphere of yellow, nauseating gas centered on a point within range. The cloud is Heavily Obscured. The cloud lingers in the air for the duration or until a strong wi"
      },
      {
        "document": 1446,
        "excerpt": "torm cloud forms for the duration, centered on a point within range and spreading to a radius of 300 feet. Each creature under the cloud when it appears must succeed"
      },
      {
        "document": 1447,
        "excerpt": "in no more than 25 words - to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything th"
      },
      {
        "document": 1448,
        "excerpt": ". It manifests in an unoccupied space that you can see within range and uses the Draconic Spirit stat block. The creature disappears when it drops to 0 Hit Points or"
      },
      {
        "document": 1450,
        "excerpt": "a 60-foot-radius Sphere centered on a point you choose within range. Each creature in the Sphere makes a Constitution saving throw. On a failed save, a creature takes"
      },
      {
        "document": 1451,
        "excerpt": "r on a surface (such as a section of floor or wall) or within an object that can be closed (such as a book or chest). The glyph can cover an area no larger than 10 fe"
      },
      {
        "document": 1452,
        "excerpt": "t your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round or choose"
      },
      {
        "document": 1453,
        "excerpt": "ink among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures that can't commun"
      },
      {
        "document": 1454,
        "excerpt": "you and up to eight willing creatures that you can see within range, or a single object that you can see within range, to a destination you select. If you target an o"
      },
      {
        "document": 1455,
        "excerpt": "e plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the porta"
      },
      {
        "document": 1456,
        "excerpt": "Duration: Up to 1 minute You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can"
      },
      {
        "document": 1457,
        "excerpt": "nly. In addition, unsecured objects that are entirely within the Cube are pushed 10 feet away from you, and a thunderous boom is audible within 300 feet. Using a Hi"
      },
      {
        "document": 1459,
        "excerpt": "late all creatures in its area. Creatures and objects within the Emanation when you cast the spell can move through it freely. All other creatures and objects are ba"
      },
      {
        "document": 1461,
        "excerpt": "magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched"
      },
      {
        "document": 1462,
        "excerpt": "from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement t"
      },
      {
        "document": 1463,
        "excerpt": "ose one creature or nonmagical object that you can see within range. The creature shape-shifts into a different creature or a nonmagical object, or the object shape-s"
      },
      {
        "document": 1464,
        "excerpt": "reature then appears in an unoccupied space you choose within 10 feet of you."
      },
      {
        "document": 1467,
        "excerpt": "of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for t"
      },
      {
        "document": 1468,
        "excerpt": "gs into existence in an unoccupied space on the ground within range. It has AC 10, 1 Hit Point, and a Strength of 2, and it can't attack. If it drops to 0 Hit Points,"
      },
      {
        "document": 1469,
        "excerpt": "ounds. Make a melee spell attack against one creature within reach. On a hit, the target takes 3d6 Necrotic damage, and you regain Hit Points equal to half the amoun"
      },
      {
        "document": 1470,
        "excerpt": "ubtle enchantments at one creature you can see or hear within range. The target must succeed on a Wisdom saving throw or take 1d6 Psychic damage and have Disadvantage"
      },
      {
        "document": 1471,
        "excerpt": "bile) Duration: Instantaneous You point at a location within range, and a glowing, 1-foot-diameter ball of acid streaks there and explodes in a 20-foot-radius Sphere"
      },
      {
        "document": 1472,
        "excerpt": "1 minute You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to"
      },
      {
        "document": 1473,
        "excerpt": "of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angl"
      },
      {
        "document": 1474,
        "excerpt": "0 minutes You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can s"
      },
      {
        "document": 1475,
        "excerpt": "lid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be c"
      },
      {
        "document": 1476,
        "excerpt": "h bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10"
      },
      {
        "document": 1477,
        "excerpt": "d the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has Resistance to all damage. Also,"
      },
      {
        "document": 1478,
        "excerpt": "pell grants up to ten willing creatures of your choice within range the ability to breathe underwater until the spell ends. Affected creatures also retain their norma"
      },
      {
        "document": 1479,
        "excerpt": "the heat). Up to ten willing creatures of your choice within range gain this ability for the duration. An affected target must take a Bonus Action to pass from the"
      },
      {
        "document": 1480,
        "excerpt": "hour You conjure a mass of sticky webbing at a point within range. The webs fill a 20-foot Cube there for the duration. The webs are Difficult Terrain, and the area"
      },
      {
        "document": 1481,
        "excerpt": "choice in a 30-foot-radius Sphere centered on a point within range makes a Wisdom saving throw. On a failed save, a target takes 10d10 Psychic damage and has the Fri"
      },
      {
        "document": 1482,
        "excerpt": "rs You and up to ten willing creatures of your choice within range assume gaseous forms for the duration, appearing as wisps of cloud. While in this cloud form, a ta"
      },
      {
        "document": 1483,
        "excerpt": "trong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall"
      },
      {
        "document": 1484,
        "excerpt": "recent event by forcing a reroll of any die roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For ex"
      },
      {
        "document": 1485,
        "excerpt": "n: Instantaneous You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that telepo"
      },
      {
        "document": 1486,
        "excerpt": "ception in a 15-foot-radius Sphere centered on a point within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or sta"
      },
      {
        "document": 1491,
        "excerpt": "ty checks and attack rolls while the source of fear is within line of sight. Can't Approach. You can't willingly move closer to the source of fear."
      },
      {
        "document": 1495,
        "excerpt": "oll that hits you is a Critical Hit if the attacker is within 5 feet of you."
      },
      {
        "document": 1498,
        "excerpt": "tack roll against you has Advantage if the attacker is within 5 feet of you. Otherwise, that attack roll has Disadvantage."
      },
      {
        "document": 1501,
        "excerpt": "oll that hits you is a Critical Hit if the attacker is within 5 feet of you. Unaware. You're unaware of your surroundings."
      },
      {
        "document": 1507,
        "excerpt": "t. On a failed check, you and each creature and object within 15 feet of you travel to a random destination determined by rolling 1d100 and consulting the following t"
      },
      {
        "document": 1514,
        "excerpt": "n attacker makes a ranged attack roll against a target within 5 feet of you, you can take a Reaction to become the target of the attack instead."
      },
      {
        "document": 1516,
        "excerpt": "erced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane."
      },
      {
        "document": 1517,
        "excerpt": "the one item was placed inside the other. Any creature within a 10-foot-radius Sphere centered on the gate is sucked through it to a random location on the Astral Pla"
      },
      {
        "document": 1519,
        "excerpt": "e. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save or are partially within the"
      },
      {
        "document": 1523,
        "excerpt": "you are unwilling to part with the weapon, keeping it within reach at all times. You also have Disadvantage on attack rolls with weapons other than this one. Whenev"
      },
      {
        "document": 1529,
        "excerpt": "Rare While this bowl is filled with water and you are within 5 feet of it, you can take a Magic action to summon a Water Elemental. The elemental appears in an unocc"
      },
      {
        "document": 1532,
        "excerpt": "Wondrous Item, Rare While you are within 5 feet of this brazier, you can take a Magic action to summon a Fire Elemental. The elemental appears in"
      },
      {
        "document": 1534,
        "excerpt": "ou can send the broom to travel alone to a destination within 1 mile of you if you name the location and are familiar with it. The broom comes back to you when you ta"
      },
      {
        "document": 1535,
        "excerpt": "dle sheds Dim Light in a 30-foot radius. While you are within that light, you have Advantage on D20 Tests. In addition, a Cleric or Druid in the light can cast level"
      },
      {
        "document": 1537,
        "excerpt": "word. It moves according to your directions if you are within 30 feet of it. Four sizes of Carpet of Flying exist. The GM chooses the size of a given carpet or deter"
      },
      {
        "document": 1548,
        "excerpt": "Thoughts (save DC 17) targeting creatures you can see within 30 feet of the spell's sensor. You don't need to concentrate on this Detect Thoughts spell to maintain i"
      },
      {
        "document": 1549,
        "excerpt": "communicate telepathically with creatures you can see within 30 feet of the spell's sensor. You can also cast Suggestion (save DC 17) through the sensor on one of th"
      },
      {
        "document": 1555,
        "excerpt": "up to 30 feet, and attacks one creature of your choice within 5 feet of itself. The weapon uses your attack roll and adds your ability modifier to damage rolls. Whil"
      },
      {
        "document": 1557,
        "excerpt": "m from the deck and throw it to the ground at a point within 30 feet of yourself. An illusion of a creature, determined by rolling on the Deck of Illusions table, fo"
      },
      {
        "document": 1561,
        "excerpt": "rk toward the evil ends it desires. The dragon essence within the orb might want many things: the annihilation of a particular society or organization, freedom from t"
      },
      {
        "document": 1562,
        "excerpt": "scern the distance and direction to the closest dragon within 30 miles of yourself that is of the same type as the armor. This action can't be used again until the ne"
      },
      {
        "document": 1564,
        "excerpt": "he dust into the air, you and each creature and object within a 10-foot Emanation originating from you have the Invisible condition for 2d4 minutes. The duration is t"
      },
      {
        "document": 1565,
        "excerpt": ", you can sprinkle a pinch of the dust on an Elemental within 5 feet of yourself that is composed mostly of water (such as a Water Elemental). Such a creature expose"
      },
      {
        "document": 1570,
        "excerpt": "ss fire, and an Efreeti appears in an unoccupied space within 30 feet of you. The first time the bottle is opened, the GM rolls on the following table to determine w"
      },
      {
        "document": 1574,
        "excerpt": "energy arrow from this weapon at a target you can see within 60 feet of yourself. The target can be either a willing Medium or smaller creature or an object that isn"
      },
      {
        "document": 1575,
        "excerpt": "0-foot Emanation originating from the bottle. The area within the smoke is Heavily Obscured. Each minute the bottle remains open, the size of the Emanation increases"
      },
      {
        "document": 1577,
        "excerpt": "ntly out to a range of 1 foot, granting you Darkvision within that range and Advantage on Intelligence (Investigation) checks made to examine something within that ra"
      },
      {
        "document": 1579,
        "excerpt": "can take a Magic action to throw the token to a point within 10 feet of yourself. The token disappears, and a floating whip takes its place. You can then take a Bonu"
      },
      {
        "document": 1580,
        "excerpt": "action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine's description belo"
      },
      {
        "document": 1583,
        "excerpt": "this weapon, you can extinguish all nonmagical flames within 30 feet of yourself. Once used, this property can't be used again for 1 hour."
      },
      {
        "document": 1585,
        "excerpt": "a brilliant beam of light at one creature you can see within 60 feet of yourself. The creature must succeed on a DC 15 Constitution saving throw or have the Blinded"
      },
      {
        "document": 1593,
        "excerpt": "audible out to 300 feet. The target and every creature within 30 feet of it other than you must succeed on a DC 17 Constitution saving throw or have the Stunned condi"
      },
      {
        "document": 1594,
        "excerpt": "the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total Cover is sucked through it and deposited in a random location o"
      },
      {
        "document": 1598,
        "excerpt": "emits a 30-foot Emanation. When at least one Undead is within that area, the Emanation is filled with Dim Light. Any Undead that starts its turn in that area takes 1d"
      },
      {
        "document": 1604,
        "excerpt": "s from the plane of Ysgard appear in unoccupied spaces within 60 feet of you. Each spirit uses the Berserker stat block and returns to Ysgard after 1 hour or when it"
      },
      {
        "document": 1610,
        "excerpt": "w the sphere at a Huge or smaller creature you can see within 60 feet of yourself. As the sphere moves through the air, it opens into a tangle of metal bands. Make a"
      },
      {
        "document": 1611,
        "excerpt": "e a Magic action to target a creature that you can see within 60 feet of yourself. If the flask is empty and the target is native to a plane of existence other than t"
      },
      {
        "document": 1617,
        "excerpt": "a wave of terror from it. Each creature of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute"
      },
      {
        "document": 1623,
        "excerpt": "creates a real pit, the entire depth of which must lie within the 20-foot Cube. No object created by a pot of pigment can have a value greater than 25 GP, and the to"
      },
      {
        "document": 1625,
        "excerpt": "he mirror is hanging on a vertical surface and you are within 5 feet of it, you can take a Magic action and use a command word to activate it. It remains activated un"
      },
      {
        "document": 1627,
        "excerpt": "ho magically appears in an unoccupied space you choose within 30 feet of yourself. The knight has the same alignment as you and serves you loyally until death, believ"
      },
      {
        "document": 1640,
        "excerpt": "Potion, Uncommon The next time you see a creature within 10 minutes after drinking this philter, you are charmed by that creature and have the Charmed condition"
      },
      {
        "document": 1641,
        "excerpt": "eerie, spellbinding tune. Each creature of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute"
      },
      {
        "document": 1642,
        "excerpt": "m of Rats with each expended charge if enough rats are within half a mile of you to be called in this fashion (as determined by the GM). If there aren't enough rats t"
      },
      {
        "document": 1644,
        "excerpt": "radimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane of existence, so it can't be used to create open passages. Any crea"
      },
      {
        "document": 1666,
        "excerpt": ". The djinni appears in an unoccupied space you choose within 120 feet of yourself. It remains as long as you maintain Concentration, to a maximum of 1 hour, or until"
      },
      {
        "document": 1667,
        "excerpt": "e a Magic action to try to compel an Elemental you see within 60 feet of yourself. The Elemental makes a DC 18 Wisdom saving throw. On a failed save, the Elemental ha"
      },
      {
        "document": 1677,
        "excerpt": "Each sphere appears in an unoccupied space you can see within 120 feet of yourself. The spheres last as long as you maintain Concentration, up to 1 minute. Each sphe"
      },
      {
        "document": 1682,
        "excerpt": "a ranged spell attack against one creature you can see within 60 feet of yourself. The ring produces a spectral ram's head and makes its attack roll with a +7 bonus."
      },
      {
        "document": 1686,
        "excerpt": "a range of 30 feet for 1 minute. To you, solid objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetra"
      },
      {
        "document": 1687,
        "excerpt": "Light spell cast on the robe or a Daylight spell cast within 5 feet of the robe gives you the Blinded condition for 1 minute. At the end of each of your turns, you m"
      },
      {
        "document": 1691,
        "excerpt": "it (a 10-foot Cube), which you can place on the ground within 10 feet of yourself 60–68 4 Potions of Healing 69–75 Rowboat (12 feet long) 76–83 Spell Scroll contai"
      },
      {
        "document": 1694,
        "excerpt": "u specify the length), though the rod's buttons remain within your reach. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the"
      },
      {
        "document": 1696,
        "excerpt": "nce from each creature of your choice that you can see within 120 feet of yourself. Each target must succeed on a DC 15 Wisdom saving throw or have the Charmed condit"
      },
      {
        "document": 1699,
        "excerpt": "to dart forward and entangle one creature you can see within 20 feet of yourself. The target must succeed on a DC 15 Dexterity saving throw or have the Restrained co"
      },
      {
        "document": 1705,
        "excerpt": "ever an attack with a Ranged weapon targets a creature within 10 feet of you, the curse causes you to become the target instead."
      },
      {
        "document": 1706,
        "excerpt": "of the attack rolls using the Shield against a target within 5 feet of yourself. Apply your Proficiency Bonus and Strength modifier to the attack roll. On a hit, the"
      },
      {
        "document": 1711,
        "excerpt": "ationary until someone takes control of it. If you are within 60 feet of a sphere, you can take a Magic action to make a DC 25 Intelligence (Arcana) check. On a succe"
      },
      {
        "document": 1720,
        "excerpt": "row this staff so that it lands in an unoccupied space within 10 feet of you, causing the staff to become a Giant Constrictor Snake in that space. The snake is under"
      },
      {
        "document": 1722,
        "excerpt": "a thunderclap audible out to 600 feet. Every creature within a 60-foot Emanation originating from you makes a DC 17 Constitution saving throw. On a failed save, a cr"
      },
      {
        "document": 1724,
        "excerpt": "he elemental appears in an unoccupied space you choose within 30 feet of yourself, obeys your commands, and takes its turn immediately after you on your Initiative co"
      },
      {
        "document": 1730,
        "excerpt": "arge and target one creature you can see on the ground within 120 feet of yourself. A flaming fissure opens under the target, and the target makes a DC 20 Dexterity s"
      },
      {
        "document": 1732,
        "excerpt": "arge and target one creature you can see on the ground within 120 feet of yourself. A flaming fissure opens under the target, and the target makes a DC 20 Dexterity s"
      },
      {
        "document": 1738,
        "excerpt": "or more ounces of solvent from the tube onto a surface within reach. Each ounce instantly dissolves up to 1 square foot of adhesive it touches, including Sovereign Gl"
      },
      {
        "document": 1742,
        "excerpt": "w the direction of the nearest creature Hostile to you within 60 feet, but not its distance from you. The wand can sense the presence of Hostile creatures that are In"
      },
      {
        "document": 1748,
        "excerpt": "y to streak from the tip toward a creature you can see within 60 feet of yourself. The target must succeed on a DC 15 Constitution saving throw or have the Paralyzed"
      },
      {
        "document": 1750,
        "excerpt": "on to expend 1 charge, and if a secret door or trap is within 60 feet of you, the wand pulses and points at the one nearest to you."
      },
      {
        "document": 1753,
        "excerpt": "Magic action to expend 1 charge while choosing a point within 120 feet of yourself. That location becomes the point of origin of a spell or other magical effect deter"
      },
      {
        "document": 1755,
        "excerpt": "ommon (Requires Attunement) As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits."
      },
      {
        "document": 1756,
        "excerpt": "ere it leads. The portal remains open until a creature within 5 feet of it takes a Magic action to close it by taking hold of the edges of the cloth and folding it up"
      },
      {
        "document": 1760,
        "excerpt": "mories. Intelligence Saving Throw: DC 16, one creature within 30 feet that is Charmed or Grappled by the aboleth. Failure: 10 (3d6) Psychic damage. Success: Half dam"
      },
      {
        "document": 1761,
        "excerpt": "y Saving Throw: DC 17, one creature the dragon can see within 120 feet. Failure: 22 (4d10) Poison damage, and the target has Disadvantage on saving throws to maintain"
      },
      {
        "document": 1763,
        "excerpt": "t ends for the target if it takes damage or a creature within 5 feet of it takes an action to wake it. Spellcasting. The dragon casts one of the following spells, re"
      },
      {
        "document": 1764,
        "excerpt": "t-radius Sphere centered on a point the dragon can see within 90 feet. Failure: 10 (3d6) Thunder damage, and the target has the Deafened condition until the end of i"
      },
      {
        "document": 1765,
        "excerpt": "a Saving Throw: DC 17, one creature the dragon can see within 90 feet. Failure: 24 (7d6) Psychic damage. Until the end of its next turn, the target rolls 1d6 whenever"
      },
      {
        "document": 1766,
        "excerpt": "a Saving Throw: DC 21, one creature the dragon can see within 120 feet. Failure: 10 (3d6) Force damage, and the target has the Incapacitated condition and is transpor"
      },
      {
        "document": 1767,
        "excerpt": "t-radius Sphere centered on a point the dragon can see within 90 feet. Failure: 7 (2d6) Poison damage, and the target takes a -2 penalty to AC until the end of its ne"
      },
      {
        "document": 1770,
        "excerpt": "t-radius Sphere centered on a point the dragon can see within 120 feet. Failure: 7 (2d6) Cold damage, and the target's Speed is 0 until the end of the target's next t"
      },
      {
        "document": 1773,
        "excerpt": "y Saving Throw: DC 21, one creature the dragon can see within 120 feet. Failure: 33 (6d10) Poison damage, and the target has Disadvantage on saving throws to maintain"
      },
      {
        "document": 1775,
        "excerpt": "t ends for the target if it takes damage or a creature within 5 feet of it takes an action to wake it. Spellcasting. The dragon casts one of the following spells, re"
      },
      {
        "document": 1776,
        "excerpt": "t-radius Sphere centered on a point the dragon can see within 120 feet. Failure: 13 (3d8) Thunder damage, and the target has the Deafened condition until the end of i"
      },
      {
        "document": 1777,
        "excerpt": "a Saving Throw: DC 21, one creature the dragon can see within 120 feet. Failure: 31 (9d6) Psychic damage. Until the end of its next turn, the target rolls 1d8 wheneve"
      },
      {
        "document": 1778,
        "excerpt": "a Saving Throw: DC 24, one creature the dragon can see within 120 feet. Failure: 24 (7d6) Force damage, and the target has the Incapacitated condition and is transpor"
      },
      {
        "document": 1779,
        "excerpt": "t-radius Sphere centered on a point the dragon can see within 90 feet. Failure: 17 (5d6) Poison damage, and the target takes a -2 penalty to AC until the end of its n"
      },
      {
        "document": 1782,
        "excerpt": "t-radius Sphere centered on a point the dragon can see within 120 feet. Failure: 14 (4d6) Cold damage, and the target's Speed is 0 until the end of the target's next"
      },
      {
        "document": 1797,
        "excerpt": "t a creature if at least one of the baboon's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 1799,
        "excerpt": "eleport. The balor teleports itself or a willing demon within 10 feet of itself up to 60 feet to an unoccupied space the balor can see."
      },
      {
        "document": 1805,
        "excerpt": "oints to the target, or after the target or a creature within 5 feet of it takes an action to stanch the wound, doing so by succeeding on a DC 12 Wisdom (Medicine) ch"
      },
      {
        "document": 1806,
        "excerpt": "DC 18, one Large or smaller creature the behir can see within 5 feet. Failure: 28 (5d8 + 6) Bludgeoning damage. The target has the Grappled condition (escape DC 16),"
      },
      {
        "document": 1812,
        "excerpt": "nst a creature if at least one of the hawk's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 1816,
        "excerpt": "t ends for the target if it takes damage or a creature within 5 feet of it takes an action to wake it."
      },
      {
        "document": 1819,
        "excerpt": "13, one Medium or smaller creature the bugbear can see within 10 feet. Failure: The target has the Grappled condition (escape DC 13)."
      },
      {
        "document": 1821,
        "excerpt": "e bulette spends 5 feet of movement to jump to a space within 15 feet that contains one or more Large or smaller creatures. Dexterity Saving Throw: DC 15, each creatu"
      },
      {
        "document": 1825,
        "excerpt": "ty Saving Throw: DC 15, one creature the devil can see within 60 feet. Failure: 9 (2d4 + 4) Fire damage, and the target has the Restrained condition until the end of"
      },
      {
        "document": 1827,
        "excerpt": "he air and water. Sense Magic. The chuul senses magic within 120 feet of itself. This trait otherwise works like the Detect Magic spell but isn't itself magical."
      },
      {
        "document": 1829,
        "excerpt": "spending 5 feet of movement. The target or a creature within 5 feet of it can take an action to try to detach the cloaker, doing so by succeeding on a DC 14 Strength"
      },
      {
        "document": 1833,
        "excerpt": "C 12, one Medium or smaller creature the snake can see within 5 feet. Failure: 7 (3d4) Bludgeoning damage, and the target has the Grappled condition (escape DC 12)."
      },
      {
        "document": 1835,
        "excerpt": "15, one Medium or smaller creature the couatl can see within 5 feet. Failure: 8 (1d6 + 5) Bludgeoning damage. The target has the Grappled condition (escape DC 13), a"
      },
      {
        "document": 1844,
        "excerpt": "nst a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 1845,
        "excerpt": "The djinni conjures a whirlwind at a point it can see within 120 feet. The whirlwind fills a 20-foot-radius, 60-foot-high Cylinder centered on that point. The whirlw"
      },
      {
        "document": 1852,
        "excerpt": "Tree Stride. If within 5 feet of a Large or bigger tree, the dryad teleports to an unoccupied space within 5 feet of a second L"
      },
      {
        "document": 1857,
        "excerpt": "Trample. Dexterity Saving Throw: DC 16, one creature within 5 feet that has the Prone condition. Failure: 17 (2d10 + 6) Bludgeoning damage. Success: Half damage."
      },
      {
        "document": 1859,
        "excerpt": "Saving Throw: DC 16, one creature the erinyes can see within 120 feet. Failure: 14 (4d6) Force damage, and the target has the Restrained condition until the rope is"
      },
      {
        "document": 1860,
        "excerpt": "12, one Large or smaller creature the ettercap can see within 30 feet. Failure: The target has the Restrained condition until the web is destroyed (AC 10; HP 5; Vulne"
      },
      {
        "document": 1864,
        "excerpt": "or it is no longer Bloodied. The golem's creator, if within 60 feet of the berserk golem, can try to calm it by taking an action to make a DC 15 Charisma (Persuasio"
      },
      {
        "document": 1869,
        "excerpt": "res inside itself at a time. As an action, a creature within 5 feet of the cube can pull a creature or an object out of the cube by succeeding on a DC 12 Strength (A"
      },
      {
        "document": 1871,
        "excerpt": "ma Saving Throw: DC 13, one Humanoid the ghost can see within 5 feet. Failure: The target is possessed by the ghost; the ghost disappears, and the target has the Inca"
      },
      {
        "document": 1873,
        "excerpt": "arge 6). The ape hurls a boulder at a point it can see within 90 feet. Dexterity Saving Throw: DC 17, each creature in a 5-foot-radius Sphere centered on that point."
      },
      {
        "document": 1878,
        "excerpt": "DC 14, one Large or smaller creature the snake can see within 10 feet. Failure: 13 (2d8 + 4) Bludgeoning damage, and the target has the Grappled condition (escape DC"
      },
      {
        "document": 1884,
        "excerpt": "de the goat, any Hostile creature that starts its turn within a 30-foot Emanation originating from the goat must succeed on a DC 15 Wisdom saving throw or have the F"
      },
      {
        "document": 1891,
        "excerpt": "inst a creature if at least one of the rat's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 1895,
        "excerpt": "y Saving Throw: DC 13, one creature the spider can see within 60 feet. Failure: The target has the Restrained condition until the web is destroyed (AC 10; HP 5; Vulne"
      },
      {
        "document": 1898,
        "excerpt": "a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 1902,
        "excerpt": "Saving Throw: DC 10, any creature that starts its turn within 20 feet of the mouther while it is babbling. Failure: The target rolls 1d8 to determine what it does du"
      },
      {
        "document": 1904,
        "excerpt": "hield Bash. Strength Saving Throw: DC 15, one creature within 5 feet that the gladiator can see. Failure: 9 (2d4 + 4) Bludgeoning damage. If the target is a Medium or"
      },
      {
        "document": 1907,
        "excerpt": "t. Response: The goblin chooses a Small or Medium ally within 5 feet of itself. The goblin and that ally swap places, and the ally becomes the target of the attack in"
      },
      {
        "document": 1911,
        "excerpt": "Trample. Dexterity Saving Throw: DC 16, one creature within 5 feet that has the Prone condition. Failure: 16 (2d10 + 5) Bludgeoning damage. Success: Half damage."
      },
      {
        "document": 1914,
        "excerpt": "The hag can breathe air and water. Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material"
      },
      {
        "document": 1920,
        "excerpt": "ion Saving Throw: DC 16, one creature the naga can see within 60 feet. Failure: 31 (7d8) Poison damage, and the target has the Blinded condition until the start of th"
      },
      {
        "document": 1922,
        "excerpt": "ward the harpy by the most direct route, trying to get within 5 feet of the harpy. It doesn't avoid Opportunity Attacks; however, before moving into damaging terrain"
      },
      {
        "document": 1924,
        "excerpt": "st a creature if at least one of the hound's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 1930,
        "excerpt": "creature if at least one of the hobgoblin's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 1932,
        "excerpt": "ty Saving Throw: DC 17, one creature the devil can see within 10 feet. Failure: 10 (1d8 + 6) Necrotic damage, and the target receives an infernal wound if it doesn't"
      },
      {
        "document": 1935,
        "excerpt": "st a creature if at least one of the hyena's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 1939,
        "excerpt": "Saving Throw: DC 15, one creature the incubus can see within 60 feet. Failure: If the target has 20 Hit Points or fewer, it has the Unconscious condition for 1 hour,"
      },
      {
        "document": 1945,
        "excerpt": "t a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition. Sunlight Sensitivity. Whi"
      },
      {
        "document": 1946,
        "excerpt": "smaller creature Grappled by it to a space it can see within 60 feet of itself that isn't in the air. Dexterity Saving Throw: DC 25, the creature thrown and each cre"
      },
      {
        "document": 1947,
        "excerpt": "om Saving Throw: DC 13, one creature the lamia can see within 5 feet. Failure: 13 (3d8) Psychic damage, and the target is cursed for 1 hour. Until the curse ends, the"
      },
      {
        "document": 1949,
        "excerpt": "it Points. The new body appears in an unoccupied space within the lich's lair."
      },
      {
        "document": 1950,
        "excerpt": "nst a creature if at least one of the lion's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition. Running Leap. With a 10-f"
      },
      {
        "document": 1955,
        "excerpt": "Trample. Dexterity Saving Throw: DC 18, one creature within 5 feet that has the Prone condition. Failure: 29 (4d10 + 7) Bludgeoning damage. Success: Half damage."
      },
      {
        "document": 1957,
        "excerpt": "7, one Medium or smaller creature the marilith can see within 5 feet. Failure: 15 (2d10 + 4) Bludgeoning damage. The target has the Grappled condition (escape DC 14),"
      },
      {
        "document": 1966,
        "excerpt": "it Points. The new body appears in an unoccupied space within the mummy's lair. The heart is a Tiny object that has AC 17, HP 10, and Immunity to all damage except Fi"
      },
      {
        "document": 1967,
        "excerpt": "om Saving Throw: DC 11, one creature the mummy can see within 60 feet. Failure: The target has the Frightened condition until the end of the mummy's next turn. Succes"
      },
      {
        "document": 1968,
        "excerpt": "Another creature the nalfeshnee can see ends its move within 120 feet of the nalfeshnee. Response: The nalfeshnee uses Teleport, but its destination space must be wi"
      },
      {
        "document": 1969,
        "excerpt": "Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material"
      },
      {
        "document": 1970,
        "excerpt": "tride. The nightmare and up to three willing creatures within 5 feet of it teleport to the Ethereal Plane from the Material Plane or vice versa."
      },
      {
        "document": 1973,
        "excerpt": "Ink Cloud (1/Day). Trigger: A creature ends its turn within 5 feet of the octopus while underwater. Response: The octopus releases ink that fills a 5-foot Cube cent"
      },
      {
        "document": 1984,
        "excerpt": "m Saving Throw: DC 14, one creature the pirate can see within 30 feet. Failure: The target has the Charmed condition until the start of the pirate's next turn."
      },
      {
        "document": 1985,
        "excerpt": "m Saving Throw: DC 12, one creature the pirate can see within 30 feet. Failure: The target has the Charmed condition until the start of the pirate's next turn."
      },
      {
        "document": 1987,
        "excerpt": "radius Sphere centered on a point the planetar can see within 120 feet. Failure: 24 (7d6) Radiant damage. Success: Half damage. Spellcasting. The planetar casts one"
      },
      {
        "document": 1993,
        "excerpt": "ng Throw: DC 12, one creature the pseudodragon can see within 5 feet. Failure: 5 (2d4) Poison damage, and the target has the Poisoned condition for 1 hour. Failure by"
      },
      {
        "document": 1995,
        "excerpt": "ll swallowed creatures, each of which falls in a space within 5 feet of the worm and has the Prone condition. If the worm dies, any swallowed creature no longer has t"
      },
      {
        "document": 1996,
        "excerpt": "care (1/Day). Wisdom Saving Throw: DC 10, one creature within 20 feet. Failure: The target has the Frightened condition. At the end of each of its turns, the target r"
      },
      {
        "document": 2001,
        "excerpt": "st a creature if at least one of the shark's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition. Water Breathing. The shar"
      },
      {
        "document": 2002,
        "excerpt": "ll swallowed creatures, each of which falls in a space within 5 feet of the remorhaz and has the Prone condition. If the remorhaz dies, any swallowed creature no long"
      },
      {
        "document": 2007,
        "excerpt": "ust monster can pinpoint the location of ferrous metal within 30 feet of itself."
      },
      {
        "document": 2009,
        "excerpt": "k Telepathy. The sahuagin can magically control sharks within 120 feet of itself, using a special telepathy."
      },
      {
        "document": 2010,
        "excerpt": ", one Large or smaller creature the salamander can see within 10 feet. Failure: 11 (2d6 + 4) Bludgeoning damage plus 7 (2d6) Fire damage. The target has the Grappled"
      },
      {
        "document": 2011,
        "excerpt": "om Saving Throw: DC 12, one creature the satyr can see within 90 feet. Failure: 5 (1d6 + 2) Psychic damage."
      },
      {
        "document": 2014,
        "excerpt": "The hag can breathe air and water. Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material"
      },
      {
        "document": 2017,
        "excerpt": "th Saving Throw: DC 15, one Medium or smaller creature within 5 feet. Failure: The target is pulled into the shambling mound's space and has the Grappled condition (e"
      },
      {
        "document": 2018,
        "excerpt": "stance and direction to the amulet. If the guardian is within 60 feet of the amulet's wearer, half of any damage the wearer takes (round up) is transferred to the gua"
      },
      {
        "document": 2019,
        "excerpt": "Trigger: A creature or a source of Bright Light moves within 30 feet of the shrieker. Response: The shrieker emits a shriek audible within 300 feet of itself for 1 m"
      },
      {
        "document": 2022,
        "excerpt": "sword magically returns to the solar's hand or hovers within 5 feet of the solar immediately after a ranged attack. Slaying Bow. Dexterity Saving Throw: DC 21, one"
      },
      {
        "document": 2024,
        "excerpt": "n Saving Throw: DC 16, one creature the sphinx can see within 120 feet. Failure: The target gains 1 Exhaustion level. While the target has any Exhaustion levels, it a"
      },
      {
        "document": 2025,
        "excerpt": "n Saving Throw: DC 16, one creature the sphinx can see within 120 feet. Failure: The target gains 1 Exhaustion level. While the target has any Exhaustion levels, it a"
      },
      {
        "document": 2026,
        "excerpt": "nuity (2/Day). Trigger: The sphinx or another creature within 30 feet makes an ability check or a saving throw. Response: The sphinx adds 2 to the roll."
      },
      {
        "document": 2029,
        "excerpt": "eart Sight. Charisma Saving Throw: DC 10, one creature within 5 feet the sprite can see (Celestials, Fiends, and Undead automatically fail the save). Failure: The spr"
      },
      {
        "document": 2032,
        "excerpt": "nding 5 feet of its movement. The target or a creature within 5 feet of it can detach the stirge as an action."
      },
      {
        "document": 2033,
        "excerpt": "ty Saving Throw: DC 17, one creature the giant can see within 60 feet. Failure: 11 (1d10 + 6) Force damage."
      },
      {
        "document": 2035,
        "excerpt": "gh Cylinder originating from a point the giant can see within 500 feet. Failure: 55 (10d10) Lightning damage. Success: Half damage. Spellcasting. The giant casts one"
      },
      {
        "document": 2036,
        "excerpt": "ing Throw: DC 15, one creature Charmed by the succubus within 5 feet. Failure: 13 (3d8) Psychic damage. Success: Half damage. Failure or Success: The target's Hit Poi"
      },
      {
        "document": 2044,
        "excerpt": "ll swallowed creatures, each of which falls in a space within 10 feet of the tarrasque and has the Prone condition. If the tarrasque dies, any swallowed creature no l"
      },
      {
        "document": 2046,
        "excerpt": "st a creature if at least one of the tough's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 2047,
        "excerpt": "st a creature if at least one of the tough's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 2048,
        "excerpt": "e treant magically animates up to two trees it can see within 60 feet of itself. Each tree uses the Treant stat block, except it has Intelligence and Charisma scores"
      },
      {
        "document": 2050,
        "excerpt": "e senses as a whole troll. If the limb isn't destroyed within 24 hours, roll 1d12. On a 12, the limb turns into a Troll. Otherwise, the limb withers away."
      },
      {
        "document": 2053,
        "excerpt": "The unicorn targets itself or one creature it can see within 60 feet of itself. The target gains 10 (3d6) Temporary Hit Points, and its AC increases by 2 until the e"
      },
      {
        "document": 2055,
        "excerpt": "Bite. Constitution Saving Throw: DC 14, one creature within 5 feet that is willing or that has the Grappled, Incapacitated, or Restrained condition. Failure: 5 (1d4"
      },
      {
        "document": 2056,
        "excerpt": "its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it returns to its vampire form and has the Paralyzed"
      },
      {
        "document": 2060,
        "excerpt": "a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 2063,
        "excerpt": "a creature if at least one of the warrior's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 2065,
        "excerpt": "eatures at a time with Whelm. As an action, a creature within 5 feet of the elemental can pull a creature out of it by succeeding on a DC 14 Strength (Athletics) chec"
      },
      {
        "document": 2071,
        "excerpt": "a creature if at least one of the werewolf's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 2073,
        "excerpt": "Drain. Constitution Saving Throw: DC 13, one creature within 5 feet. Failure: 6 (1d8 + 2) Necrotic damage, and the target's Hit Point maximum decreases by an amount"
      },
      {
        "document": 2074,
        "excerpt": "ing Throw: DC 10, one living creature the wisp can see within 5 feet that has 0 Hit Points. Failure: The target dies, and the wisp regains 10 (3d6) Hit Points. Vanis"
      },
      {
        "document": 2075,
        "excerpt": "nst a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 2076,
        "excerpt": "nst a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 2078,
        "excerpt": "Create Specter. The wraith targets a Humanoid corpse within 10 feet of itself that has been dead for no longer than 1 minute. The target's spirit rises as a Specter"
      },
      {
        "document": 2080,
        "excerpt": "an pinpoint the location of precious metals and stones within 60 feet of itself."
      },
      {
        "document": 2083,
        "excerpt": "t ends for the target if it takes damage or a creature within 5 feet of it takes an action to wake it."
      }
    ],
    "without": [
      {
        "document": 19,
        "excerpt": "to resist the effect, you can choose to fail the save without rolling."
      },
      {
        "document": 36,
        "excerpt": "ficiency Bonus to ability checks involving that skill. Without proficiency in a skill, a creature can still make ability checks involving Skills that skill but doesn"
      },
      {
        "document": 62,
        "excerpt": "You can usually carry your gear and treasure without worrying about the weight of those objects. If you try to haul an unusually heavy object or a massive nu"
      },
      {
        "document": 66,
        "excerpt": "d take hours or days. The GM can summarize this travel without calculating exact distances or travel times, or the GM might have you use the travel pace rules below."
      },
      {
        "document": 80,
        "excerpt": "ve yourself the Prone condition (see “Rules Glossary”) without using an action or any of your Speed, but you can’t do so if your Speed is 0."
      },
      {
        "document": 93,
        "excerpt": "rtunity Attack when you Teleport or when you are moved without using your movement, action, Bonus Action, or Reaction. For example, you don't provoke an Opportunity At"
      },
      {
        "document": 235,
        "excerpt": "Someone who fights injustice and protects the innocent without hesitation is probably Lawful Good. Neutral Good (NG). Neutral Good creatures do the best they can, wor"
      },
      {
        "document": 240,
        "excerpt": "ill determine whether your character notices something without asking you to make a Wisdom (Perception) check; the GM uses your Passive Perception instead. Passive Per"
      },
      {
        "document": 241,
        "excerpt": "for Initiative on your character sheet. Armor Class. Without armor or a shield, your base Armor Class is 10 plus your Dexterity modifier. If your starting equipment"
      },
      {
        "document": 266,
        "excerpt": "ank insignia from a lost legionnaire 43 A silver bell without a clapper 44 A mechanical canary inside a lamp 45 A miniature chest carved to look like it has numerou"
      },
      {
        "document": 302,
        "excerpt": "scription unless a feature allows you to take the feat without the prerequisite. If a prerequisite includes a class, you must have at least 1 level in that class to ta"
      },
      {
        "document": 316,
        "excerpt": "A Lock comes with a key. Without the key, a creature can use Thieves' Tools to pick this Lock with a successful DC 15 Dexterity (Sleight"
      },
      {
        "document": 319,
        "excerpt": "as an action. Each set of Manacles comes with a key. Without the key, a creature can use Thieves' Tools to pick the Manacles' lock with a successful DC 15 Dexterity"
      },
      {
        "document": 344,
        "excerpt": "l and cast the spell using its normal casting time and without providing any Material components. If the spell requires a saving throw or an attack roll, the spell sa"
      },
      {
        "document": 379,
        "excerpt": "ore the creature can use an item's magical properties. Without becoming attuned to an item that requires Attunement, you gain only its nonmagical benefits unless its d"
      },
      {
        "document": 470,
        "excerpt": "point, and you can't move more than 25 feet from there without undoing the anchor as a Bonus Action."
      },
      {
        "document": 484,
        "excerpt": "tabilize an Unconscious creature that has 0 Hit Points without needing to make a Wisdom (Medicine) check."
      },
      {
        "document": 514,
        "excerpt": "Casting without Slots"
      },
      {
        "document": 520,
        "excerpt": "an additional level at the end of each subsequent day without food. Exhaustion caused by malnutrition can't be removed until the creature eats the full amount of foo"
      },
      {
        "document": 527,
        "excerpt": "when determining whether a creature notices something without consciously making a Wisdom (Perception) check. A creature's Passive Perception equals 10 plus the crea"
      },
      {
        "document": 535,
        "excerpt": "If your Concentration is broken, the spell dissipates without taking effect."
      },
      {
        "document": 540,
        "excerpt": "ires you to do so, but you can decide to fail the save without rolling. The result of a save is detailed in the effect that allowed it. If a target is forced to make a"
      },
      {
        "document": 544,
        "excerpt": "training allows you to use armor of a certain category without the following drawbacks. If you wear Light, Medium, or Heavy armor and lack training with it, you have D"
      },
      {
        "document": 560,
        "excerpt": "A Swim Speed can be used to swim without expending the extra movement normally associated with swimming. See also “Swimming” and “Speed.”"
      },
      {
        "document": 562,
        "excerpt": "ontacts a different creature within range. A creature without telepathy can receive telepathic messages but can't initiate a telepathic conversation. Once a telepathi"
      },
      {
        "document": 563,
        "excerpt": "eport, you disappear and reappear elsewhere instantly, without moving through the intervening space. This transportation doesn't expend movement unless a rule tells yo"
      },
      {
        "document": 576,
        "excerpt": "u have Blindsight, you can see within a specific range without relying on physical sight. Within that range, you can see anything that isn't behind Total Cover even if"
      },
      {
        "document": 580,
        "excerpt": "ity scores unless a rule assigns scores to the object. Without ability scores, an object can't make ability checks, and it fails all saving throws."
      },
      {
        "document": 585,
        "excerpt": "A cantrip is a level 0 spell, which is cast without a spell slot. See also “Spells.”"
      },
      {
        "document": 591,
        "excerpt": "used in place of Speed to traverse a vertical surface without expending the extra movement normally associated with climbing. See also “Climbing” and “Speed.”"
      },
      {
        "document": 681,
        "excerpt": "or higher, a creature exposed to the extreme heat and without access to drinkable water must succeed on a Constitution saving throw at the end of each hour or gain 1"
      },
      {
        "document": 729,
        "excerpt": "t to spend. Spend as much of your XP budget as you can without going over. It's OK if you have a few unspent XP left over. Examples are given below: Example 1. A low-"
      },
      {
        "document": 779,
        "excerpt": "Pass without Trace"
      },
      {
        "document": 831,
        "excerpt": "Pass without Trace"
      },
      {
        "document": 851,
        "excerpt": "Pass without Trace"
      },
      {
        "document": 962,
        "excerpt": "move up to half your Speed straight toward the target without provoking Opportunity Attacks. Hamstring Blow. The target's Speed is reduced by 15 feet until the start"
      },
      {
        "document": 964,
        "excerpt": "cast. As part of the same action, you cast that spell without expending a spell slot or needing Material components. You can't use this feature again until you finish"
      },
      {
        "document": 965,
        "excerpt": "telligence (Investigation) check but can't decipher it without magic."
      },
      {
        "document": 966,
        "excerpt": "ith a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks."
      },
      {
        "document": 967,
        "excerpt": "long vertical surfaces and across liquids on your turn without falling during the movement."
      },
      {
        "document": 968,
        "excerpt": "ine Smite spell prepared. In addition, you can cast it without expending a spell slot, but you must finish a Long Rest before you can cast it in this way again."
      },
      {
        "document": 969,
        "excerpt": "he Hunter's Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest. T"
      },
      {
        "document": 970,
        "excerpt": "ately after the attack, you move up to half your Speed without provoking Opportunity Attacks."
      },
      {
        "document": 971,
        "excerpt": "you can use one Metamagic option on each of your turns without spending Sorcery Points on it."
      },
      {
        "document": 972,
        "excerpt": "ll prepared. With this feature, you can cast the spell without expending a spell slot to contact your patron, and you automatically succeed on the spell's saving throw"
      },
      {
        "document": 973,
        "excerpt": "prepared, and you can cast them at their lowest level without expending a spell slot. To cast either spell at a higher level, you must expend a spell slot. Whenever"
      },
      {
        "document": 974,
        "excerpt": "ore a Critical Hit, you can move up to half your Speed without provoking Opportunity Attacks."
      },
      {
        "document": 975,
        "excerpt": "that you have prepared from your Circle Spells feature without expending a spell slot, and you must finish a Long Rest before you do so again. In addition, when you f"
      },
      {
        "document": 977,
        "excerpt": "You can cast Summon Dragon without a Material component. You can also cast it once without a spell slot, and you regain the ability to cast"
      },
      {
        "document": 984,
        "excerpt": "harges, roll 1d6. On a roll of 6, you use the property without expending the charges. Scrolls. You can use any Spell Scroll, using Intelligence as your spellcasting a"
      },
      {
        "document": 988,
        "excerpt": "always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can als"
      },
      {
        "document": 989,
        "excerpt": "the Speak with Animals spell prepared. You can cast it without a spell slot a number of times equal to your Proficiency Bonus, and you regain all expended uses when yo"
      },
      {
        "document": 994,
        "excerpt": "always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can als"
      },
      {
        "document": 1012,
        "excerpt": "always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can als"
      },
      {
        "document": 1226,
        "excerpt": "is subjected to an effect that would kill it instantly without dealing damage, that effect is negated against the target, and the spell ends."
      },
      {
        "document": 1261,
        "excerpt": "a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly."
      },
      {
        "document": 1285,
        "excerpt": "casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn't already shattered, it explodes. Using a Higher-Level"
      },
      {
        "document": 1290,
        "excerpt": "an climb difficult surfaces, including along ceilings, without needing to make an ability check. Actions Multiattack. The insect makes a number of attacks equal to h"
      },
      {
        "document": 1293,
        "excerpt": "st this spell, the glyph is broken, and the spell ends without being triggered. The glyph is nearly imperceptible and requires a successful Wisdom (Perception) check"
      },
      {
        "document": 1350,
        "excerpt": "her-Level Spell Slot. The spell lasts until dispelled, without requiring Concentration, if cast with a level 4+ spell slot."
      },
      {
        "document": 1371,
        "excerpt": "Pass without Trace"
      },
      {
        "document": 1388,
        "excerpt": "space occupied by a creature, the spell ends instantly without effect. The wall sheds Bright Light within 100 feet and Dim Light for an additional 100 feet. You and c"
      },
      {
        "document": 1404,
        "excerpt": "A Disintegrate spell targeting the globe destroys it without harming anything inside."
      },
      {
        "document": 1407,
        "excerpt": "affected creature or object reaches the Cylinder's top without striking anything, it hovers there for the duration. When the spell ends, affected objects and creatures"
      },
      {
        "document": 1451,
        "excerpt": "st this spell, the glyph is broken, and the spell ends without being triggered. The glyph is nearly imperceptible and requires a successful Wisdom (Perception) check"
      },
      {
        "document": 1485,
        "excerpt": "red your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect. You must designate a location, such as a temple,"
      },
      {
        "document": 1505,
        "excerpt": "no effect on you if your Constitution is 19 or higher without it."
      },
      {
        "document": 1522,
        "excerpt": "below). The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score."
      },
      {
        "document": 1528,
        "excerpt": "tolerate temperatures of 0 degrees Fahrenheit or lower without any additional protection. Winter Strider. You ignore Difficult Terrain created by ice or snow."
      },
      {
        "document": 1535,
        "excerpt": "n the light can cast level 1 spells they have prepared without expending spell slots. Alternatively, when you light the candle for the first time, you can cast Gate w"
      },
      {
        "document": 1584,
        "excerpt": "have no effect on you if your Strength is 19 or higher without them."
      },
      {
        "document": 1597,
        "excerpt": "no effect on you if your Intelligence is 19 or higher without it."
      },
      {
        "document": 1604,
        "excerpt": "rolling on the following table. If you blow the horn without meeting its requirement, the summoned spirits attack you. If you meet the requirement, they are Friendly"
      },
      {
        "document": 1605,
        "excerpt": "tion, the creature can travel for up to 12 hours a day without gaining Exhaustion levels from extended travel."
      },
      {
        "document": 1609,
        "excerpt": "the stone can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While this ston"
      },
      {
        "document": 1621,
        "excerpt": "m, you must spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the spe"
      },
      {
        "document": 1660,
        "excerpt": "e Haste spell for 1 minute (no Concentration required) without suffering the wave of lethargy that typically occurs when the effect ends. This potion's yellow fluid i"
      },
      {
        "document": 1667,
        "excerpt": "earth or rock as if those areas were Difficult Terrain without disturbing the matter through which you pass. If you end your turn in solid earth or rock, you are shunt"
      },
      {
        "document": 1678,
        "excerpt": "f the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing t"
      },
      {
        "document": 1709,
        "excerpt": "spell list, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll re"
      },
      {
        "document": 1740,
        "excerpt": "reature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it has Immunity to Slashing damage, if it doesn't"
      },
      {
        "document": 1770,
        "excerpt": "alk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn't cost i"
      },
      {
        "document": 1771,
        "excerpt": "there. It can move through a space as narrow as 1 inch without expending extra movement to do so."
      },
      {
        "document": 1782,
        "excerpt": "alk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn't cost i"
      },
      {
        "document": 1810,
        "excerpt": "e pudding can move through a space as narrow as 1 inch without expending extra movement to do so. Corrosive Form. A creature that hits the pudding with a melee attack"
      },
      {
        "document": 1824,
        "excerpt": "arge (Recharge 5–6). The centaur moves up to its Speed without provoking Opportunity Attacks and can move through the spaces of Medium or smaller creatures. Each creat"
      },
      {
        "document": 1850,
        "excerpt": "an climb difficult surfaces, including along ceilings, without needing to make an ability check. Sunlight Sensitivity. While in sunlight, the drider has Disadvantage"
      },
      {
        "document": 1852,
        "excerpt": "e spell again), Druidcraft 1/Day Each: Entangle, Pass without Trace"
      },
      {
        "document": 1860,
        "excerpt": "an climb difficult surfaces, including along ceilings, without needing to make an ability check. Web Walker. The ettercap ignores movement restrictions caused by webs"
      },
      {
        "document": 1862,
        "excerpt": "elemental can move through a space as narrow as 1 inch without expending extra movement to do so, and it can enter a creature's space and stop there. The first time it"
      },
      {
        "document": 1866,
        "excerpt": "p to 10 feet and its High Jump is up to 5 feet with or without a running start."
      },
      {
        "document": 1869,
        "excerpt": ") Acid damage. Engulf. The cube moves up to its Speed without provoking Opportunity Attacks. The cube can move through the spaces of Large or smaller creatures if it"
      },
      {
        "document": 1885,
        "excerpt": "to 20 feet and its High Jump is up to 10 feet with or without a running start."
      },
      {
        "document": 1888,
        "excerpt": "an climb difficult surfaces, including along ceilings, without needing to make an ability check."
      },
      {
        "document": 1893,
        "excerpt": "derwater, the seahorse moves up to half its Swim Speed without provoking Opportunity Attacks."
      },
      {
        "document": 1895,
        "excerpt": "an climb difficult surfaces, including along ceilings, without needing to make an ability check. Web Walker. The spider ignores movement restrictions caused by webs,"
      },
      {
        "document": 1896,
        "excerpt": "to 20 feet and its High Jump is up to 10 feet with or without a running start."
      },
      {
        "document": 1901,
        "excerpt": "an climb difficult surfaces, including along ceilings, without needing to make an ability check."
      },
      {
        "document": 1912,
        "excerpt": "The ooze can move through a space as narrow as 1 inch without expending extra movement to do so. Corrosive Form. Nonmagical ammunition is destroyed immediately after"
      },
      {
        "document": 1940,
        "excerpt": "there. It can move through a space as narrow as 1 inch without expending extra movement to do so. Invisibility. The stalker has the Invisible condition."
      },
      {
        "document": 1951,
        "excerpt": "an climb difficult surfaces, including along ceilings, without needing to make an ability check."
      },
      {
        "document": 1972,
        "excerpt": "The jelly can move through a space as narrow as 1 inch without expending extra movement to do so. Spider Climb. The jelly can climb difficult surfaces, including alon"
      },
      {
        "document": 1973,
        "excerpt": "e octopus can move through a space as narrow as 1 inch without expending extra movement to do so. Water Breathing. The octopus can breathe only underwater."
      },
      {
        "document": 1982,
        "excerpt": "an climb difficult surfaces, including along ceilings, without needing to make an ability check. Web Walker. The spider ignores movement restrictions caused by webs,"
      },
      {
        "document": 1997,
        "excerpt": "and the attack rolls of spells automatically miss it. Without the rakshasa's permission, no spell can observe the rakshasa remotely or detect its thoughts, creature t"
      },
      {
        "document": 2005,
        "excerpt": "ature Grappled, the roc flies up to half its Fly Speed without provoking Opportunity Attacks and drops that creature."
      },
      {
        "document": 2006,
        "excerpt": "an climb difficult surfaces, including along ceilings, without needing to make an ability check."
      },
      {
        "document": 2015,
        "excerpt": "le underwater, the seahorse moves up to its Swim Speed without provoking Opportunity Attacks."
      },
      {
        "document": 2016,
        "excerpt": "he shadow can move through a space as narrow as 1 inch without expending extra movement to do so. Sunlight Weakness. While in sunlight, the shadow has Disadvantage on"
      },
      {
        "document": 2024,
        "excerpt": "can observe the sphinx remotely or detect its thoughts without its permission. Wisdom (Insight) checks made to ascertain its intentions or sincerity are made with Disa"
      },
      {
        "document": 2025,
        "excerpt": "can observe the sphinx remotely or detect its thoughts without its permission. Wisdom (Insight) checks made to ascertain its intentions or sincerity are made with Disa"
      },
      {
        "document": 2027,
        "excerpt": "an climb difficult surfaces, including along ceilings, without needing to make an ability check. Web Walker. The spider ignores movement restrictions caused by webs,"
      },
      {
        "document": 2039,
        "excerpt": "an climb difficult surfaces, including along ceilings, without needing to make an ability check. Swarm. The swarm can occupy another creature's space and vice versa,"
      },
      {
        "document": 2053,
        "excerpt": "h: Calm Emotions, Dispel Evil and Good, Entangle, Pass without Trace, Word of Recall"
      },
      {
        "document": 2055,
        "excerpt": "an climb difficult surfaces, including along ceilings, without needing to make an ability check. Vampire Weakness. The vampire has these weaknesses: Forbiddance. The"
      },
      {
        "document": 2056,
        "excerpt": "an climb difficult surfaces, including along ceilings, without needing to make an ability check. Vampire Weakness. The vampire has these weaknesses: Forbiddance. The"
      },
      {
        "document": 2065,
        "excerpt": "there. It can move through a space as narrow as 1 inch without expending extra movement to do so."
      },
      {
        "document": 2070,
        "excerpt": "Hybrid Form Only). The weretiger moves up to its Speed without provoking Opportunity Attacks. At the end of this movement, the weretiger can take the Hide action. Sha"
      },
      {
        "document": 2072,
        "excerpt": "alk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn't cost i"
      },
      {
        "document": 2090,
        "excerpt": "alk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn't cost i"
      }
    ],
    "withstand": [
      {
        "document": 974,
        "excerpt": "ng with physical excellence to deal devastating blows, withstand peril, and garner glory. Whether in athletic contests or bloody battle, Champions strive for the crown o"
      }
    ],
    "witnessed": [
      {
        "document": 1869,
        "excerpt": "ption) check to notice the cube if the creature hasn't witnessed the cube move or otherwise act."
      }
    ],
    "witnesses": [
      {
        "document": 1186,
        "excerpt": ". This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature's attitude returns to normal."
      }
    ],
    "wits": [
      {
        "document": 237,
        "excerpt": "else. A scoundrel who wanders the land living by their wits is probably Chaotic Neutral. Lawful Evil (LE). Lawful Evil creatures methodically take what they want w"
      }
    ],
    "wizard": [
      {
        "document": 108,
        "excerpt": "e damage once for all the targets. For example, when a wizard casts Fireball, the spell's damage is rolled once for all creatures caught in the blast."
      },
      {
        "document": 264,
        "excerpt": "your levels in the Bard, Cleric, Druid, Sorcerer, and Wizard classes - Half your levels (round up) in the Paladin and Ranger classes Then look up this total level i"
      },
      {
        "document": 267,
        "excerpt": "pty wine bottle bearing a pretty label that says, \"The Wizard of Wines Winery, Red Dragon Crush, 331422-W\" 94 A mosaic tile with a multicolored, glazed surface 95 A"
      },
      {
        "document": 279,
        "excerpt": "Wizard Spell List"
      },
      {
        "document": 449,
        "excerpt": "arved to channel arcane magic. A Sorcerer, Warlock, or Wizard can use such an item as a Spellcasting Focus. Arcane Focuses"
      },
      {
        "document": 487,
        "excerpt": "the higher level for that casting. For instance, if a Wizard casts Magic Missile using a level 2 slot, that Magic Missile is level 2. Effectively, the spell expands"
      },
      {
        "document": 513,
        "excerpt": "slots of certain spell levels. For example, a level 3 Wizard has four level 1 spell slots and two level 2 slots. When you cast a spell, you expend a slot of that sp"
      },
      {
        "document": 718,
        "excerpt": "e statue can look like anything, such as a dragon or a wizard. Each creature in the Cone must succeed on a DC 15 Dexterity saving throw, taking 11 (2d10) Fire damage"
      },
      {
        "document": 736,
        "excerpt": "acters. For example, an Ogre (CR 2) can kill a level 1 Wizard with a single blow."
      },
      {
        "document": 811,
        "excerpt": "Wizard"
      },
      {
        "document": 813,
        "excerpt": "Sorcerer or Wizard"
      },
      {
        "document": 815,
        "excerpt": "Sorcerer or Wizard"
      },
      {
        "document": 817,
        "excerpt": "Wizard"
      },
      {
        "document": 883,
        "excerpt": "Wizard Features"
      },
      {
        "document": 884,
        "excerpt": "Cantrips (Level 0 Wizard Spells)"
      },
      {
        "document": 885,
        "excerpt": "Cantrips (Level 0 Wizard Spells)"
      },
      {
        "document": 886,
        "excerpt": "Level 1 Wizard Spells"
      },
      {
        "document": 887,
        "excerpt": "Level 2 Wizard Spells"
      },
      {
        "document": 888,
        "excerpt": "Level 3 Wizard Spells"
      },
      {
        "document": 889,
        "excerpt": "Level 3 Wizard Spells"
      },
      {
        "document": 890,
        "excerpt": "Level 4 Wizard Spells"
      },
      {
        "document": 891,
        "excerpt": "Level 5 Wizard Spells"
      },
      {
        "document": 892,
        "excerpt": "Level 6 Wizard Spells"
      },
      {
        "document": 893,
        "excerpt": "Level 7 Wizard Spells"
      },
      {
        "document": 894,
        "excerpt": "Level 8 Wizard Spells"
      },
      {
        "document": 895,
        "excerpt": "Level 9 Wizard Spells"
      },
      {
        "document": 937,
        "excerpt": "Wizard"
      },
      {
        "document": 963,
        "excerpt": "new prepared spells from the Bard, Cleric, Druid, and Wizard spell lists, and the chosen spells count as Bard spells for you (see a class's section for its spell lis"
      },
      {
        "document": 973,
        "excerpt": "Wizard"
      },
      {
        "document": 976,
        "excerpt": "oice. These spells can come from the Cleric, Druid, or Wizard spell list or any combination thereof (see a class's section for its spell list). A spell you choose mus"
      },
      {
        "document": 978,
        "excerpt": "Wizard"
      },
      {
        "document": 988,
        "excerpt": "replace that cantrip with a different cantrip from the Wizard spell list. | Detect Magic | Misty Step | | Wood Elf | Your Speed increases to 35 feet. You also"
      },
      {
        "document": 997,
        "excerpt": "Magic Initiate (Wizard) (see “Feats”)"
      },
      {
        "document": 1012,
        "excerpt": "two cantrips of your choice from the Cleric, Druid, or Wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this feat's spells (choos"
      },
      {
        "document": 1149,
        "excerpt": "Wizard"
      },
      {
        "document": 1150,
        "excerpt": "Wizard"
      },
      {
        "document": 1152,
        "excerpt": "Wizard"
      },
      {
        "document": 1153,
        "excerpt": "Wizard"
      },
      {
        "document": 1157,
        "excerpt": "Wizard"
      },
      {
        "document": 1158,
        "excerpt": "Wizard"
      },
      {
        "document": 1160,
        "excerpt": "Wizard"
      },
      {
        "document": 1161,
        "excerpt": "Wizard"
      },
      {
        "document": 1162,
        "excerpt": "Wizard"
      },
      {
        "document": 1163,
        "excerpt": "Wizard"
      },
      {
        "document": 1164,
        "excerpt": "Wizard"
      },
      {
        "document": 1165,
        "excerpt": "Wizard"
      },
      {
        "document": 1166,
        "excerpt": "Wizard"
      },
      {
        "document": 1167,
        "excerpt": "Wizard"
      },
      {
        "document": 1168,
        "excerpt": "Wizard"
      },
      {
        "document": 1172,
        "excerpt": "Wizard"
      },
      {
        "document": 1175,
        "excerpt": "Wizard"
      },
      {
        "document": 1176,
        "excerpt": "Wizard"
      },
      {
        "document": 1177,
        "excerpt": "Wizard"
      },
      {
        "document": 1180,
        "excerpt": "Wizard"
      },
      {
        "document": 1181,
        "excerpt": "Wizard"
      },
      {
        "document": 1182,
        "excerpt": "Wizard"
      },
      {
        "document": 1183,
        "excerpt": "Wizard"
      },
      {
        "document": 1184,
        "excerpt": "Wizard"
      },
      {
        "document": 1187,
        "excerpt": "Wizard"
      },
      {
        "document": 1188,
        "excerpt": "Wizard"
      },
      {
        "document": 1189,
        "excerpt": "Wizard"
      },
      {
        "document": 1190,
        "excerpt": "Wizard"
      },
      {
        "document": 1191,
        "excerpt": "Wizard"
      },
      {
        "document": 1192,
        "excerpt": "Wizard"
      },
      {
        "document": 1193,
        "excerpt": "Wizard"
      },
      {
        "document": 1194,
        "excerpt": "Wizard"
      },
      {
        "document": 1195,
        "excerpt": "Wizard"
      },
      {
        "document": 1196,
        "excerpt": "Wizard"
      },
      {
        "document": 1200,
        "excerpt": "Wizard"
      },
      {
        "document": 1202,
        "excerpt": "Wizard"
      },
      {
        "document": 1203,
        "excerpt": "Wizard"
      },
      {
        "document": 1206,
        "excerpt": "Wizard"
      },
      {
        "document": 1208,
        "excerpt": "Wizard"
      },
      {
        "document": 1210,
        "excerpt": "Wizard"
      },
      {
        "document": 1212,
        "excerpt": "Wizard"
      },
      {
        "document": 1213,
        "excerpt": "Wizard"
      },
      {
        "document": 1214,
        "excerpt": "Wizard"
      },
      {
        "document": 1215,
        "excerpt": "Wizard"
      },
      {
        "document": 1216,
        "excerpt": "Wizard"
      },
      {
        "document": 1219,
        "excerpt": "Wizard"
      },
      {
        "document": 1220,
        "excerpt": "Wizard"
      },
      {
        "document": 1222,
        "excerpt": "Wizard"
      },
      {
        "document": 1223,
        "excerpt": "Wizard"
      },
      {
        "document": 1224,
        "excerpt": "Wizard"
      },
      {
        "document": 1227,
        "excerpt": "Wizard"
      },
      {
        "document": 1228,
        "excerpt": "Wizard"
      },
      {
        "document": 1230,
        "excerpt": "Wizard"
      },
      {
        "document": 1232,
        "excerpt": "Wizard"
      },
      {
        "document": 1233,
        "excerpt": "Wizard"
      },
      {
        "document": 1234,
        "excerpt": "Wizard"
      },
      {
        "document": 1235,
        "excerpt": "Wizard"
      },
      {
        "document": 1236,
        "excerpt": "d, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard) Casting Time: Action Range: 120 feet Components: V, S Duration: Instantaneous Choose one creature, ob"
      },
      {
        "document": 1238,
        "excerpt": "Wizard"
      },
      {
        "document": 1243,
        "excerpt": "Wizard"
      },
      {
        "document": 1244,
        "excerpt": "Wizard"
      },
      {
        "document": 1245,
        "excerpt": "Wizard"
      },
      {
        "document": 1246,
        "excerpt": "Wizard"
      },
      {
        "document": 1250,
        "excerpt": "Wizard"
      },
      {
        "document": 1251,
        "excerpt": "Wizard"
      },
      {
        "document": 1252,
        "excerpt": "Wizard"
      },
      {
        "document": 1256,
        "excerpt": "Wizard"
      },
      {
        "document": 1257,
        "excerpt": "Wizard"
      },
      {
        "document": 1258,
        "excerpt": "Wizard"
      },
      {
        "document": 1259,
        "excerpt": "Wizard"
      },
      {
        "document": 1261,
        "excerpt": "Wizard"
      },
      {
        "document": 1262,
        "excerpt": "Wizard"
      },
      {
        "document": 1263,
        "excerpt": "Wizard"
      },
      {
        "document": 1264,
        "excerpt": "Wizard"
      },
      {
        "document": 1265,
        "excerpt": "Wizard"
      },
      {
        "document": 1269,
        "excerpt": "Wizard"
      },
      {
        "document": 1270,
        "excerpt": "Wizard"
      },
      {
        "document": 1271,
        "excerpt": "Wizard"
      },
      {
        "document": 1273,
        "excerpt": "Wizard"
      },
      {
        "document": 1276,
        "excerpt": "Wizard"
      },
      {
        "document": 1277,
        "excerpt": "Wizard"
      },
      {
        "document": 1278,
        "excerpt": "Wizard"
      },
      {
        "document": 1279,
        "excerpt": "Wizard"
      },
      {
        "document": 1280,
        "excerpt": "Wizard"
      },
      {
        "document": 1282,
        "excerpt": "Wizard"
      },
      {
        "document": 1283,
        "excerpt": "Wizard"
      },
      {
        "document": 1285,
        "excerpt": "Wizard"
      },
      {
        "document": 1286,
        "excerpt": "Wizard"
      },
      {
        "document": 1287,
        "excerpt": "Wizard"
      },
      {
        "document": 1288,
        "excerpt": "Wizard"
      },
      {
        "document": 1289,
        "excerpt": "Wizard"
      },
      {
        "document": 1292,
        "excerpt": "Wizard"
      },
      {
        "document": 1293,
        "excerpt": "Wizard"
      },
      {
        "document": 1295,
        "excerpt": "Wizard"
      },
      {
        "document": 1296,
        "excerpt": "Wizard"
      },
      {
        "document": 1299,
        "excerpt": "Wizard"
      },
      {
        "document": 1302,
        "excerpt": "Wizard"
      },
      {
        "document": 1304,
        "excerpt": "Wizard"
      },
      {
        "document": 1306,
        "excerpt": "Wizard"
      },
      {
        "document": 1314,
        "excerpt": "Wizard"
      },
      {
        "document": 1315,
        "excerpt": "Wizard"
      },
      {
        "document": 1316,
        "excerpt": "Wizard"
      },
      {
        "document": 1319,
        "excerpt": "Wizard"
      },
      {
        "document": 1320,
        "excerpt": "Wizard"
      },
      {
        "document": 1321,
        "excerpt": "Wizard"
      },
      {
        "document": 1322,
        "excerpt": "Wizard"
      },
      {
        "document": 1323,
        "excerpt": "Wizard"
      },
      {
        "document": 1324,
        "excerpt": "Wizard"
      },
      {
        "document": 1325,
        "excerpt": "Wizard"
      },
      {
        "document": 1328,
        "excerpt": "Wizard"
      },
      {
        "document": 1329,
        "excerpt": "Wizard"
      },
      {
        "document": 1330,
        "excerpt": "Wizard"
      },
      {
        "document": 1331,
        "excerpt": "Wizard"
      },
      {
        "document": 1332,
        "excerpt": "Wizard"
      },
      {
        "document": 1333,
        "excerpt": "Wizard"
      },
      {
        "document": 1335,
        "excerpt": "Wizard"
      },
      {
        "document": 1336,
        "excerpt": "Wizard"
      },
      {
        "document": 1337,
        "excerpt": "Wizard"
      },
      {
        "document": 1339,
        "excerpt": "Wizard"
      },
      {
        "document": 1340,
        "excerpt": "Wizard"
      },
      {
        "document": 1341,
        "excerpt": "Wizard"
      },
      {
        "document": 1342,
        "excerpt": "Wizard"
      },
      {
        "document": 1343,
        "excerpt": "Wizard"
      },
      {
        "document": 1344,
        "excerpt": "Wizard"
      },
      {
        "document": 1345,
        "excerpt": "Wizard"
      },
      {
        "document": 1346,
        "excerpt": "Wizard"
      },
      {
        "document": 1347,
        "excerpt": "Wizard"
      },
      {
        "document": 1348,
        "excerpt": "Wizard"
      },
      {
        "document": 1349,
        "excerpt": "Wizard"
      },
      {
        "document": 1350,
        "excerpt": "Wizard"
      },
      {
        "document": 1354,
        "excerpt": "Wizard"
      },
      {
        "document": 1355,
        "excerpt": "Wizard"
      },
      {
        "document": 1357,
        "excerpt": "Wizard"
      },
      {
        "document": 1358,
        "excerpt": "Wizard"
      },
      {
        "document": 1359,
        "excerpt": "Wizard"
      },
      {
        "document": 1360,
        "excerpt": "Wizard"
      },
      {
        "document": 1361,
        "excerpt": "Wizard"
      },
      {
        "document": 1362,
        "excerpt": "Wizard"
      },
      {
        "document": 1363,
        "excerpt": "Wizard"
      },
      {
        "document": 1364,
        "excerpt": "Wizard"
      },
      {
        "document": 1365,
        "excerpt": "Wizard"
      },
      {
        "document": 1366,
        "excerpt": "Wizard"
      },
      {
        "document": 1367,
        "excerpt": "Wizard"
      },
      {
        "document": 1369,
        "excerpt": "Wizard"
      },
      {
        "document": 1370,
        "excerpt": "Wizard"
      },
      {
        "document": 1372,
        "excerpt": "Wizard"
      },
      {
        "document": 1373,
        "excerpt": "Wizard"
      },
      {
        "document": 1374,
        "excerpt": "Wizard"
      },
      {
        "document": 1375,
        "excerpt": "Wizard"
      },
      {
        "document": 1377,
        "excerpt": "Wizard"
      },
      {
        "document": 1378,
        "excerpt": "Wizard"
      },
      {
        "document": 1380,
        "excerpt": "Wizard"
      },
      {
        "document": 1381,
        "excerpt": "Wizard"
      },
      {
        "document": 1383,
        "excerpt": "Wizard"
      },
      {
        "document": 1384,
        "excerpt": "Wizard"
      },
      {
        "document": 1386,
        "excerpt": "Wizard"
      },
      {
        "document": 1387,
        "excerpt": "Wizard"
      },
      {
        "document": 1388,
        "excerpt": "Wizard"
      },
      {
        "document": 1389,
        "excerpt": "Wizard"
      },
      {
        "document": 1391,
        "excerpt": "Wizard"
      },
      {
        "document": 1392,
        "excerpt": "Wizard"
      },
      {
        "document": 1393,
        "excerpt": "Wizard"
      },
      {
        "document": 1394,
        "excerpt": "Wizard"
      },
      {
        "document": 1398,
        "excerpt": "Wizard"
      },
      {
        "document": 1399,
        "excerpt": "Wizard"
      },
      {
        "document": 1400,
        "excerpt": "Wizard"
      },
      {
        "document": 1403,
        "excerpt": "Wizard"
      },
      {
        "document": 1404,
        "excerpt": "Wizard"
      },
      {
        "document": 1407,
        "excerpt": "Wizard"
      },
      {
        "document": 1409,
        "excerpt": "Wizard"
      },
      {
        "document": 1412,
        "excerpt": "Wizard"
      },
      {
        "document": 1413,
        "excerpt": "Wizard"
      },
      {
        "document": 1415,
        "excerpt": "Wizard"
      },
      {
        "document": 1416,
        "excerpt": "Wizard"
      },
      {
        "document": 1417,
        "excerpt": "Wizard"
      },
      {
        "document": 1418,
        "excerpt": "Wizard"
      },
      {
        "document": 1419,
        "excerpt": "Wizard"
      },
      {
        "document": 1420,
        "excerpt": "Wizard"
      },
      {
        "document": 1421,
        "excerpt": "Wizard"
      },
      {
        "document": 1423,
        "excerpt": "Wizard"
      },
      {
        "document": 1426,
        "excerpt": "Wizard"
      },
      {
        "document": 1428,
        "excerpt": "Wizard"
      },
      {
        "document": 1429,
        "excerpt": "Wizard"
      },
      {
        "document": 1430,
        "excerpt": "Wizard"
      },
      {
        "document": 1431,
        "excerpt": "Wizard"
      },
      {
        "document": 1432,
        "excerpt": "Wizard"
      },
      {
        "document": 1436,
        "excerpt": "Wizard"
      },
      {
        "document": 1438,
        "excerpt": "Wizard"
      },
      {
        "document": 1443,
        "excerpt": "Wizard"
      },
      {
        "document": 1444,
        "excerpt": "Wizard"
      },
      {
        "document": 1445,
        "excerpt": "Wizard"
      },
      {
        "document": 1447,
        "excerpt": "Wizard"
      },
      {
        "document": 1448,
        "excerpt": "Wizard"
      },
      {
        "document": 1449,
        "excerpt": "Wizard"
      },
      {
        "document": 1450,
        "excerpt": "Wizard"
      },
      {
        "document": 1451,
        "excerpt": "Wizard"
      },
      {
        "document": 1452,
        "excerpt": "Wizard"
      },
      {
        "document": 1453,
        "excerpt": "Wizard"
      },
      {
        "document": 1454,
        "excerpt": "Wizard"
      },
      {
        "document": 1455,
        "excerpt": "Wizard"
      },
      {
        "document": 1457,
        "excerpt": "Wizard"
      },
      {
        "document": 1458,
        "excerpt": "Wizard"
      },
      {
        "document": 1459,
        "excerpt": "Wizard"
      },
      {
        "document": 1460,
        "excerpt": "Wizard"
      },
      {
        "document": 1463,
        "excerpt": "Wizard"
      },
      {
        "document": 1465,
        "excerpt": "Wizard"
      },
      {
        "document": 1466,
        "excerpt": "Wizard"
      },
      {
        "document": 1468,
        "excerpt": "Wizard"
      },
      {
        "document": 1469,
        "excerpt": "Wizard"
      },
      {
        "document": 1471,
        "excerpt": "Wizard"
      },
      {
        "document": 1472,
        "excerpt": "Wizard"
      },
      {
        "document": 1473,
        "excerpt": "Wizard"
      },
      {
        "document": 1474,
        "excerpt": "Wizard"
      },
      {
        "document": 1475,
        "excerpt": "Wizard"
      },
      {
        "document": 1478,
        "excerpt": "Wizard"
      },
      {
        "document": 1480,
        "excerpt": "Wizard"
      },
      {
        "document": 1481,
        "excerpt": "Wizard"
      },
      {
        "document": 1484,
        "excerpt": "Wizard"
      },
      {
        "document": 1596,
        "excerpt": "Requires Attunement by a Wizard"
      },
      {
        "document": 1690,
        "excerpt": "Requires Attunement by a Sorcerer, Warlock, or Wizard"
      },
      {
        "document": 1709,
        "excerpt": "following table. Copying a Scroll into a Spellbook. A Wizard spell on a Spell Scroll can be copied into a spellbook. When a spell is copied in this way, the copier m"
      },
      {
        "document": 1712,
        "excerpt": "nement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard"
      },
      {
        "document": 1713,
        "excerpt": "Requires Attunement by a Druid, Sorcerer, Warlock, or Wizard"
      },
      {
        "document": 1714,
        "excerpt": "Requires Attunement by a Druid, Sorcerer, Warlock, or Wizard"
      },
      {
        "document": 1716,
        "excerpt": "Requires Attunement by a Sorcerer, Warlock, or Wizard"
      },
      {
        "document": 1718,
        "excerpt": "nement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard"
      },
      {
        "document": 1719,
        "excerpt": "Requires Attunement by a Sorcerer, Warlock, or Wizard"
      },
      {
        "document": 1790,
        "excerpt": "Medium or Small Humanoid (Wizard), Neutral"
      },
      {
        "document": 1949,
        "excerpt": "Medium Undead (Wizard), Neutral Evil"
      },
      {
        "document": 1952,
        "excerpt": "Medium or Small Humanoid (Wizard), Neutral"
      }
    ],
    "wizard's": [
      {
        "document": 973,
        "excerpt": "the traits in the Core Wizard Traits table. - Gain the Wizard's level 1 features, which are listed in the Wizard Features table. As a Multiclass Character - Gain the"
      }
    ],
    "wizardly": [
      {
        "document": 973,
        "excerpt": "column of the Wizard Features table. Spellbook. Your wizardly apprenticeship culminated in the creation of a unique book: your spellbook. It is a Tiny object that wei"
      }
    ],
    "wizards": [
      {
        "document": 0,
        "excerpt": "Wizards of the Coast LLC"
      },
      {
        "document": 40,
        "excerpt": "ss's training in evading or resisting certain threats. Wizards, for example, are proficient in Intelligence and Wisdom saves; they train to resist mental assault."
      },
      {
        "document": 973,
        "excerpt": "you to find new spells to do so. For this reason, many wizards keep a backup spellbook. of your career, you gain each of your subclass's features that are of your Wiz"
      }
    ],
    "woe": [
      {
        "document": 1168,
        "excerpt": "-- | | Weal | Good | | Woe | Bad | | Weal and woe | Good and bad | | Indifference"
      }
    ],
    "wolf": [
      {
        "document": 794,
        "excerpt": "Dire Wolf"
      },
      {
        "document": 965,
        "excerpt": "tat block options). The Rat, Riding Horse, Spider, and Wolf are recommended. Whenever you finish a Long Rest, you can replace one of your known forms with another e"
      },
      {
        "document": 1266,
        "excerpt": "nimal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, choose the steed's creature type - Celestial, Fey, or Fiend - w"
      },
      {
        "document": 1844,
        "excerpt": "Dire Wolf"
      },
      {
        "document": 1901,
        "excerpt": "Giant Wolf Spider"
      },
      {
        "document": 2071,
        "excerpt": "30 ft., 40 ft. (wolf form only)"
      },
      {
        "document": 2075,
        "excerpt": "Winter Wolf"
      },
      {
        "document": 2076,
        "excerpt": "Wolf"
      }
    ],
    "wolf's": [
      {
        "document": 1844,
        "excerpt": "attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 2075,
        "excerpt": "attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      },
      {
        "document": 2076,
        "excerpt": "attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition."
      }
    ],
    "wolves": [
      {
        "document": 181,
        "excerpt": "ts are non-Humanoid natural creatures, like horses and wolves, as well as most giant animals. Celestials are magical creatures, such as angels and pegasi, with ties"
      },
      {
        "document": 1204,
        "excerpt": "tion, and you choose the spirits' animal form, such as wolves, serpents, or birds. You have Advantage on Strength saving throws while you're within 5 feet of the pac"
      }
    ],
    "won't": [
      {
        "document": 61,
        "excerpt": "here near a hidden object, a Wisdom (Perception) check won't reveal the object, no matter the check's total."
      },
      {
        "document": 1152,
        "excerpt": "n you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is audible or mental: Audible Alarm. The alarm pro"
      },
      {
        "document": 1642,
        "excerpt": "ary rats and giant rats are Indifferent toward you and won't attack you unless you threaten or harm them. The pipes have 3 charges and regain 1d3 expended charges d"
      }
    ],
    "wonder": [
      {
        "document": 783,
        "excerpt": "Wand of Wonder Effects"
      },
      {
        "document": 972,
        "excerpt": "forms: Imp, Pseudodragon, Quasit, Skeleton, Sphinx of Wonder, Sprite, or Venomous Snake (see “Monsters” for the familiar’s stat block). Additionally, when you take"
      },
      {
        "document": 1456,
        "excerpt": "ents: V Duration: Up to 1 minute You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, y"
      },
      {
        "document": 1753,
        "excerpt": "Wand of Wonder"
      },
      {
        "document": 2026,
        "excerpt": "Sphinx of Wonder"
      }
    ],
    "wondrous": [
      {
        "document": 114,
        "excerpt": "wise, or they complement their owner's capabilities in wondrous ways."
      },
      {
        "document": 116,
        "excerpt": "Wondrous Items"
      },
      {
        "document": 119,
        "excerpt": "in cities, and rarer magic items might be sold only in wondrous locations, such as a city on another plane of existence. If you allow characters to buy and sell magic i"
      },
      {
        "document": 766,
        "excerpt": "Wondrous Items"
      },
      {
        "document": 772,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1505,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1506,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1507,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1509,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1515,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1516,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1517,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1518,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1519,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1520,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1521,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1522,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1524,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1525,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1526,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1527,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1528,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1529,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1530,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1531,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1532,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1533,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1534,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1535,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1536,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1537,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1538,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1539,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1540,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1541,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1542,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1543,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1544,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1545,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1546,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1547,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1548,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1549,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1550,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1551,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1552,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1553,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1556,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1557,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1560,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1561,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1564,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1565,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1566,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1569,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1570,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1571,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1575,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1576,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1577,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1578,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1579,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1580,
        "excerpt": "Figurine of Wondrous Power"
      },
      {
        "document": 1582,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1584,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1585,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1586,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1589,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1590,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1591,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1592,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1594,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1595,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1596,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1597,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1598,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1599,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1600,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1601,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1603,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1604,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1605,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1606,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1608,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1609,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1610,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1611,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1613,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1618,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1619,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1620,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1621,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1622,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1623,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1624,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1625,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1627,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1628,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1629,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1630,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1636,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1637,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1638,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1639,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1641,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1642,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1644,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1687,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1688,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1689,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1690,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1691,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1698,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1699,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1700,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1702,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1707,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1708,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1711,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1724,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1725,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1730,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1731,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1732,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1734,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1735,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1736,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1738,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1756,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1757,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1758,
        "excerpt": "Wondrous Item"
      },
      {
        "document": 1759,
        "excerpt": "Wondrous Item"
      }
    ],
    "wood": [
      {
        "document": 146,
        "excerpt": "n the Rod category is a scepter usually made of metal, wood, or bone. A typical rod weighs 2 to 5 pounds. Unless its description notes otherwise, a rod can be used"
      },
      {
        "document": 147,
        "excerpt": "kept safe in a tube of ivory, jade, leather, metal, or wood. The most prevalent scroll is the Spell Scroll, a spell stored in written form. Using a Scroll. Scrolls"
      },
      {
        "document": 148,
        "excerpt": "ooth, others are gnarled and twisted, some are made of wood, and others are composed of polished metal or crystal. A staff weighs between 2 and 7 pounds and serves"
      },
      {
        "document": 149,
        "excerpt": "ly 12 to 15 inches long and crafted of metal, bone, or wood. It is tipped with metal, crystal, stone, or some other material. Unless its description notes otherwis"
      },
      {
        "document": 266,
        "excerpt": "ved on the handle 50 A whistle made from gold-colored wood 51 A dead scarab beetle the size of your hand 52 Two toy soldiers, one missing a head 53 A small box"
      },
      {
        "document": 345,
        "excerpt": "object, such as a Light Hammer, to hammer a spike into wood, earth, or a similar material. You can do so to jam a door shut or to then tie a Rope or Chain to the Sp"
      },
      {
        "document": 433,
        "excerpt": "Dexterity Weight: 5 lb. Utilize: Carve a pattern in wood (DC 10) Craft: Club, Greatclub, Quarterstaff, Ranged weapons (except Pistol, Musket, and Sling), Arcane"
      },
      {
        "document": 943,
        "excerpt": "Wood"
      },
      {
        "document": 988,
        "excerpt": "rd spell list. | Detect Magic | Misty Step | | Wood Elf | Your Speed increases to 35 feet. You also know the Druidcraft cantrip."
      },
      {
        "document": 1220,
        "excerpt": "ither an object of vegetable matter (soft goods, rope, wood, and the like) or mineral matter (stone, crystal, metal, and the like). The object must be no larger tha"
      },
      {
        "document": 1228,
        "excerpt": "at is an empty room 30 feet in each dimension, made of wood or stone (your choice). When the spell ends, the door vanishes, and any objects inside the demiplane re"
      },
      {
        "document": 1229,
        "excerpt": "re. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead."
      },
      {
        "document": 1230,
        "excerpt": "ic. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead."
      },
      {
        "document": 1231,
        "excerpt": "se. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead."
      },
      {
        "document": 1232,
        "excerpt": "nt. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead. Read Thoughts. Target one creature you can see within 30 fee"
      },
      {
        "document": 1358,
        "excerpt": "e barrier. Magical silence; 1 foot of stone, metal, or wood; or a thin sheet of lead blocks the spell."
      },
      {
        "document": 1468,
        "excerpt": "V, S, M (a bit of string and of wood)"
      },
      {
        "document": 1686,
        "excerpt": "t of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances or a thin sheet of lead block the vision. Whenever you use the ring again b"
      },
      {
        "document": 1810,
        "excerpt": "nute, the pudding can eat through 2 feet of nonmagical wood or metal. Spider Climb. The pudding can climb difficult surfaces, including along ceilings, without nee"
      },
      {
        "document": 1912,
        "excerpt": "ooze can eat through 2-inch-thick, nonmagical metal or wood in 1 round."
      }
    ],
    "woodcarver": [
      {
        "document": 772,
        "excerpt": "Woodcarver’s Tools"
      }
    ],
    "woodcarver's": [
      {
        "document": 433,
        "excerpt": "Woodcarver's Tools (1 GP)"
      }
    ],
    "wooden": [
      {
        "document": 147,
        "excerpt": "is a roll of paper or parchment, sometimes attached to wooden rods and typically kept safe in a tube of ivory, jade, leather, metal, or wood. The most prevalent scrol"
      },
      {
        "document": 267,
        "excerpt": "g lard with a label that reads, \"Griffon Grease\" 99 A wooden box with a ceramic bottom that holds a living worm with a head on each end of its body 00 A metal urn c"
      },
      {
        "document": 723,
        "excerpt": "the creature to fall into the pit, which has sharpened wooden or metal spikes at the bottom. The lid remains open thereafter. A creature that falls into the pit land"
      },
      {
        "document": 820,
        "excerpt": "A wooden statuette of a smug halfling"
      },
      {
        "document": 934,
        "excerpt": "Wooden staff (also a Quarterstaff)"
      },
      {
        "document": 1259,
        "excerpt": "of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, or clothes from flax or wool. Choose raw mat"
      },
      {
        "document": 1372,
        "excerpt": "ur A passage appears at a point that you can see on a wooden, plaster, or stone surface (such as a wall, ceiling, or floor) within range and lasts for the duration."
      },
      {
        "document": 1534,
        "excerpt": "Wondrous Item, Uncommon (Requires Attunement) This wooden broom functions like a mundane broom until you stand astride it and take a Magic action to make it hover"
      },
      {
        "document": 1582,
        "excerpt": "Wondrous Item, Rare This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It ca"
      },
      {
        "document": 1623,
        "excerpt": "Wondrous Item, Very Rare This fine wooden box contains 1d4 pots of pigment and a brush (weighing 1 pound in total). Using the brush and expending"
      },
      {
        "document": 1691,
        "excerpt": "hinging itself 23–30 10 gems worth 100 GP each 31–44 Wooden ladder (24 feet long) 45–51 Riding Horse with a Riding Saddle 52–59 Open pit (a 10-foot Cube), which y"
      }
    ],
    "woodland": [
      {
        "document": 833,
        "excerpt": "Conjure Woodland Beings"
      },
      {
        "document": 853,
        "excerpt": "Conjure Woodland Beings"
      },
      {
        "document": 1209,
        "excerpt": "Conjure Woodland Beings"
      }
    ],
    "woodlands": [
      {
        "document": 779,
        "excerpt": "Staff of the Woodlands Table 1"
      },
      {
        "document": 1721,
        "excerpt": "Staff of the Woodlands"
      }
    ],
    "wool": [
      {
        "document": 1259,
        "excerpt": ", a rope from a patch of hemp, or clothes from flax or wool. Choose raw materials that you can see within range. You can fabricate a Large or smaller object (conta"
      }
    ],
    "word": [
      {
        "document": 121,
        "excerpt": "Command Word"
      },
      {
        "document": 378,
        "excerpt": "gic item carries a clue to its properties. The command word to activate a ring might be etched inside the band, or a feathered design might hint that it's a Ring of"
      },
      {
        "document": 830,
        "excerpt": "Healing Word"
      },
      {
        "document": 868,
        "excerpt": "Power Word Stun"
      },
      {
        "document": 869,
        "excerpt": "Power Word Kill"
      },
      {
        "document": 881,
        "excerpt": "Power Word Stun"
      },
      {
        "document": 882,
        "excerpt": "Power Word Kill"
      },
      {
        "document": 894,
        "excerpt": "Power Word Stun"
      },
      {
        "document": 895,
        "excerpt": "Power Word Kill"
      },
      {
        "document": 899,
        "excerpt": "Healing Word"
      },
      {
        "document": 901,
        "excerpt": "Mass Healing Word"
      },
      {
        "document": 906,
        "excerpt": "Power Word Stun"
      },
      {
        "document": 907,
        "excerpt": "Power Word Heal"
      },
      {
        "document": 909,
        "excerpt": "Mass Healing Word, Revivify"
      },
      {
        "document": 911,
        "excerpt": "Healing Word"
      },
      {
        "document": 913,
        "excerpt": "Mass Healing Word"
      },
      {
        "document": 916,
        "excerpt": "Word of Recall"
      },
      {
        "document": 917,
        "excerpt": "Divine Word"
      },
      {
        "document": 919,
        "excerpt": "Power Word Heal"
      },
      {
        "document": 963,
        "excerpt": "m Person, Color Spray, Dissonant Whispers, and Healing Word are recommended. The number of spells on your list increases as you gain Bard levels, as shown in the P"
      },
      {
        "document": 982,
        "excerpt": "These paladins share the following tenets: - Let your word be your promise. - Protect the weak and never fear to act. - Let your honorable deeds be an example."
      },
      {
        "document": 1197,
        "excerpt": "Components: V Duration: Instantaneous You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or foll"
      },
      {
        "document": 1199,
        "excerpt": "es beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the GM might offer a short phrase as an"
      },
      {
        "document": 1210,
        "excerpt": "the spell ends. The GM answers each question with one word, such as “yes,” “no,” “maybe,” “never,” “ir-relevant,” or “unclear” (if the entity doesn’t know the answ"
      },
      {
        "document": 1241,
        "excerpt": "Divine Word"
      },
      {
        "document": 1250,
        "excerpt": "urfaces in a 5-foot-square area, or you cause a single word to appear in your handwriting in a patch of dirt or sand. Beckon Fire. You create a thin cloud of harml"
      },
      {
        "document": 1308,
        "excerpt": "Healing Word"
      },
      {
        "document": 1353,
        "excerpt": "Mass Healing Word"
      },
      {
        "document": 1382,
        "excerpt": "Power Word Heal"
      },
      {
        "document": 1383,
        "excerpt": "Power Word Kill"
      },
      {
        "document": 1384,
        "excerpt": "Power Word Stun"
      },
      {
        "document": 1485,
        "excerpt": "Word of Recall"
      },
      {
        "document": 1534,
        "excerpt": "to you when you take a Magic action and use a command word if the broom is still within 1 mile of you."
      },
      {
        "document": 1537,
        "excerpt": "y taking a Magic action and using the carpet's command word. It moves according to your directions if you are within 30 feet of it. Four sizes of Carpet of Flying"
      },
      {
        "document": 1581,
        "excerpt": "weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-"
      },
      {
        "document": 1582,
        "excerpt": ", each requiring a Magic action to use: First Command Word. The box unfolds into a Rowboat. Second Command Word. The box unfolds into a Keelboat. Third Command W"
      },
      {
        "document": 1585,
        "excerpt": "to cause one of the following effects: First Command Word. The gem sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. This effect doe"
      },
      {
        "document": 1608,
        "excerpt": "damantine statuette on the ground and, using a command word, cause it to grow rapidly into a square adamantine tower. Repeating the command word causes the tower to"
      },
      {
        "document": 1625,
        "excerpt": "t of it, you can take a Magic action and use a command word to activate it. It remains activated until you take a Magic action and repeat the command word to deacti"
      },
      {
        "document": 1643,
        "excerpt": "s armor, you can take a Magic action and use a command word to gain the effect of the Etherealness spell. The spell ends immediately if you remove the armor or take"
      },
      {
        "document": 1778,
        "excerpt": "he spell) 1/Day Each: Flame Strike (level 6 version), Word of Recall, Zone of Truth Weakening Breath. Strength Saving Throw: DC 24, each creature that isn't curre"
      },
      {
        "document": 1903,
        "excerpt": "Magic, Dispel Magic 1/Day Each: Confusion, Fly, Power Word Stun"
      },
      {
        "document": 1949,
        "excerpt": "t 1/Day Each: Chain Lightning, Finger of Death, Power Word Kill, Scrying"
      },
      {
        "document": 1991,
        "excerpt": "Divine Aid (1/Day). The priest casts Bless, Healing Word, or Sanctuary, using the same spellcasting ability as Spellcasting."
      },
      {
        "document": 1992,
        "excerpt": "(3/Day). The priest casts Bless, Dispel Magic, Healing Word, or Lesser Restoration, using the same spellcasting ability as Spellcasting."
      },
      {
        "document": 2013,
        "excerpt": "Multiattack. The scout makes two attacks, using Short-word and Longbow in any combination. Shortsword. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercin"
      },
      {
        "document": 2053,
        "excerpt": "s, Dispel Evil and Good, Entangle, Pass without Trace, Word of Recall"
      }
    ],
    "worded": [
      {
        "document": 1484,
        "excerpt": "uffer an unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period whe"
      }
    ],
    "words": [
      {
        "document": 121,
        "excerpt": "e spoken or signed for an item to work. Spoken command words must be audible and fail to work in areas where all sound is suppressed, as in the area of the Silence s"
      },
      {
        "document": 122,
        "excerpt": "Some items are consumed - used up, in other words - when they are activated. A Potion of Healing must be swallowed, for example, while the writing vanishe"
      },
      {
        "document": 147,
        "excerpt": "has been invoked, the scroll can't be used again. Its words fade, or it crumbles into dust. Any creature that can understand a written language can read a scroll a"
      },
      {
        "document": 324,
        "excerpt": "One sheet of Paper can hold about 250 handwritten words."
      },
      {
        "document": 325,
        "excerpt": "One sheet of Parchment can hold about 250 handwritten words."
      },
      {
        "document": 344,
        "excerpt": "Spell Scroll (Level 1) is a magic item that bears the words of a cantrip or level 1 spell, respectively, determined by the scroll's creator. If the spell is on your"
      },
      {
        "document": 436,
        "excerpt": ": Dexterity Weight: 5 lb. Utilize: Mimic 10 or fewer words of someone else's handwriting (DC 15), or duplicate a wax seal (DC 20)"
      },
      {
        "document": 496,
        "excerpt": "A Verbal component is the chanting of esoteric words that sound like nonsense to the uninitiated. The words must be uttered in a normal speaking voice. The w"
      },
      {
        "document": 896,
        "excerpt": "Words of Creation"
      },
      {
        "document": 963,
        "excerpt": "You can supernaturally inspire others through words, music, or dance. This inspiration is represented by your Bardic Inspiration die, which is a d6. Using"
      },
      {
        "document": 976,
        "excerpt": "Cutting Words"
      },
      {
        "document": 1155,
        "excerpt": ".” You also communicate a message of up to twenty-five words. The Beast travels for the duration toward the specified location, covering about 25 miles per 24 hours"
      },
      {
        "document": 1200,
        "excerpt": "see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn't decode symbols or secr"
      },
      {
        "document": 1246,
        "excerpt": "he messenger can deliver a message of no more than ten words, and then the target makes a Wisdom saving throw. On a failed save, the target gains no benefit from its"
      },
      {
        "document": 1255,
        "excerpt": "ion, up to 1 minute You weave a distracting string of words, causing creatures of your choice that you can see within range to make a Wisdom saving throw. Any creat"
      },
      {
        "document": 1347,
        "excerpt": "her creature. Then speak the message, which must be 25 words or fewer, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance tha"
      },
      {
        "document": 1354,
        "excerpt": "st a course of activity - described in no more than 25 words - to twelve or fewer creatures you can see within range that can hear and understand you. The suggestion"
      },
      {
        "document": 1418,
        "excerpt": "uration: Instantaneous You send a short message of 25 words or fewer to a creature you have met or a creature described to you by someone who has met it. The target"
      },
      {
        "document": 1447,
        "excerpt": "st a course of activity - described in no more than 25 words - to one creature you can see within range that can hear and understand you. The suggestion must sound a"
      },
      {
        "document": 1556,
        "excerpt": "n to remove the stopper and issue one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops"
      },
      {
        "document": 1582,
        "excerpt": "o store items inside. This item also has three command words, each requiring a Magic action to use: First Command Word. The box unfolds into a Rowboat. Second Comm"
      },
      {
        "document": 1585,
        "excerpt": "u can take a Magic action and use one of three command words to cause one of the following effects: First Command Word. The gem sheds Bright Light in a 30-foot radi"
      },
      {
        "document": 1619,
        "excerpt": "This book contains health and nutrition tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's conte"
      },
      {
        "document": 1620,
        "excerpt": "y Rare This book describes fitness exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's conte"
      },
      {
        "document": 1622,
        "excerpt": "k contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's conte"
      },
      {
        "document": 1632,
        "excerpt": "ed attack, you can utter or sign the following command words: “Swift death to you who have wronged me.” The target of your attack becomes your sworn enemy until it d"
      },
      {
        "document": 1709,
        "excerpt": "Scroll, Rarity Varies A Spell Scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your spell list, you can read the sc"
      },
      {
        "document": 1734,
        "excerpt": "This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's conte"
      },
      {
        "document": 1735,
        "excerpt": "uidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's conte"
      },
      {
        "document": 1736,
        "excerpt": "book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's conte"
      }
    ],
    "worg": [
      {
        "document": 2077,
        "excerpt": "Worg"
      }
    ],
    "worg's": [
      {
        "document": 2077,
        "excerpt": "k roll made against the target before the start of the worg's next turn has Advantage."
      }
    ],
    "work": [
      {
        "document": 0,
        "excerpt": "This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, av"
      },
      {
        "document": 117,
        "excerpt": "ade for its anatomy. A ring placed on a tentacle might work, but a yuan-ti with a snakelike tail instead of legs can't wear magic boots. Paired Items. You can allo"
      },
      {
        "document": 121,
        "excerpt": "rt phrase that must be spoken or signed for an item to work. Spoken command words must be audible and fail to work in areas where all sound is suppressed, as in the"
      },
      {
        "document": 133,
        "excerpt": "shown in the Magic Item Crafting Time and Cost table. Work per Day. For each day of crafting, you must work for 8 hours. If an item requires multiple days, those d"
      },
      {
        "document": 375,
        "excerpt": "gs require more pay. Untrained hirelings are hired for work that requires no particular proficiencies; they include laborers and porters. Hirelings"
      },
      {
        "document": 391,
        "excerpt": "P of raw material over the course of 1 day (8 hours of work)."
      },
      {
        "document": 393,
        "excerpt": "oll Costs table. For each day of inscription, you must work for 8 hours. If a scroll requires multiple days, those days needn't be consecutive."
      },
      {
        "document": 674,
        "excerpt": "The following examples show how magical contagions can work. Feel free to alter the saving throw DCs, effects, and other characteristics of these contagions to suit"
      },
      {
        "document": 725,
        "excerpt": "Mixed Monster Groups. When different types of monsters work together, they can combine their abilities - just like characters with different classes and origins. A"
      },
      {
        "document": 789,
        "excerpt": "Both potions work, but with their numerical effects and durations halved. If a potion has no numerical effect and no durat"
      },
      {
        "document": 984,
        "excerpt": "Second-Story Work"
      },
      {
        "document": 1160,
        "excerpt": "ing inside it. Magical properties of magic items don't work inside the aura or on anything inside it. Areas of effect created by spells or other magic can't extend"
      },
      {
        "document": 1287,
        "excerpt": "ific creature (a pseudonym, title, or nickname doesn't work). If that creature is on a plane other than the one you are on, the portal opens next to the named creat"
      },
      {
        "document": 1561,
        "excerpt": "Suggestion on you at will (save DC 18), urging you to work toward the evil ends it desires. The dragon essence within the orb might want many things: the annihilat"
      },
      {
        "document": 1623,
        "excerpt": "ncentration is broken or you leave the Cube before the work is done, all the painted elements vanish, and the pot of pigment is wasted. When the work is done, all"
      },
      {
        "document": 1627,
        "excerpt": "eving the two of you have been drawn together by fate. Work with your GM to create a name and backstory for this NPC. The GM can use a different stat block to repre"
      },
      {
        "document": 1757,
        "excerpt": "20 percent chance of not working; if the fan fails to work, it tears into useless, nonmagical tatters."
      }
    ],
    "worked": [
      {
        "document": 987,
        "excerpt": "e to use this Tremorsense. The stone can be natural or worked. You can use this Bonus Action a number of times equal to your Proficiency Bonus, and you regain all ex"
      }
    ],
    "working": [
      {
        "document": 133,
        "excerpt": "e needed to create an item by the number of characters working on it. Normally, only one other character can assist you, but the GM might allow more assistants. Raw M"
      },
      {
        "document": 235,
        "excerpt": "ood (NG). Neutral Good creatures do the best they can, working within rules but not feeling bound by them. A kindly person who helps others according to their needs is"
      },
      {
        "document": 342,
        "excerpt": "Working for 1 hour, you can use a Shovel to dig a hole that is 5 feet on each side in soil or similar material."
      },
      {
        "document": 390,
        "excerpt": "To determine how many days (working 8 hours a day) it takes to make an item, divide its purchase cost in GP by 10 (round a fraction up to a"
      },
      {
        "document": 1259,
        "excerpt": "es) given a sufficient quantity of material. If you're working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Me"
      },
      {
        "document": 1621,
        "excerpt": "e a golem, you must spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay"
      },
      {
        "document": 1757,
        "excerpt": "ext dawn, it has a cumulative 20 percent chance of not working; if the fan fails to work, it tears into useless, nonmagical tatters."
      }
    ],
    "works": [
      {
        "document": 236,
        "excerpt": "sheet, or plain paper. Choose whichever style of sheet works for you, and then embark on creating a character!"
      },
      {
        "document": 396,
        "excerpt": "scribed spell is a cantrip, the version on the scroll works as if the caster were your level. Spell Scroll Costs ---"
      },
      {
        "document": 580,
        "excerpt": "ive against an object. For example, Bludgeoning damage works well for smashing things but not for cutting. Paper or cloth objects might have Vulnerability to Fire da"
      },
      {
        "document": 625,
        "excerpt": "our enemy if it fights against you in combat, actively works to harm you, or is designated as your enemy by the rules or GM."
      },
      {
        "document": 744,
        "excerpt": "obscure information in books, or deduce how something works."
      },
      {
        "document": 789,
        "excerpt": "Only one potion works, but its effects are permanent. Choose the simplest effect to make permanent or the one that seems the m"
      },
      {
        "document": 1266,
        "excerpt": "nses Passive Perception 11 Languages Telepathy 1 mile (works only with you) CR None (XP 0; PB equals your Proficiency Bonus) Traits Life Bond. When you regain Hit"
      },
      {
        "document": 1608,
        "excerpt": "rd causes the tower to revert to statuette form, which works only if the tower is empty. Each creature in the area where the tower appears is pushed to an unoccupied"
      },
      {
        "document": 1827,
        "excerpt": "magic within 120 feet of itself. This trait otherwise works like the Detect Magic spell but isn't itself magical."
      },
      {
        "document": 1849,
        "excerpt": "Abyssal; telepathy 60 ft. (works only with creatures that understand Abyssal)"
      }
    ],
    "world": [
      {
        "document": 71,
        "excerpt": "turns. A round represents about 6 seconds in the game world. During a round, each participant in a battle takes a turn. The order of turns is determined at the begi"
      },
      {
        "document": 126,
        "excerpt": "or some other specified time. If such an item is on a world or plane of existence where the specified event doesn't occur, the GM determines when the item recharges"
      },
      {
        "document": 183,
        "excerpt": ", inspired by its traditional role in the game or real-world folklore. Change a monster's alignment to suit your storytelling needs. The Neutral alignment, in partic"
      },
      {
        "document": 249,
        "excerpt": "features, becoming heroic archetypes. The fate of the world or even the order of the multiverse might hang in the balance during their adventures."
      },
      {
        "document": 283,
        "excerpt": "orms. Some species can trace their origin to a single world, plane of existence, or god, while other species first appeared in multiple realms at once. Whatever a s"
      },
      {
        "document": 365,
        "excerpt": "yle expenses summarize the cost of living in a fantasy world. They cover lodging, food, equipment maintenance, and other necessities. At the start of each week or m"
      },
      {
        "document": 577,
        "excerpt": "ften talk about something happening to you in the game world. That \"you\" refers to the creature or object that the rule applies to in a particular moment of play. Fo"
      },
      {
        "document": 735,
        "excerpt": "particular theme of your campaign or elements of your world. You can also create a background to help a player craft the story they have in mind for their character"
      },
      {
        "document": 787,
        "excerpt": "he item seeks renown as the greatest magic item in the world by winning fame or notoriety for its user."
      },
      {
        "document": 975,
        "excerpt": "Celebrate Connection to the Natural World The Circle of the Land comprises mystics and sages who safeguard ancient knowledge and rites. These Dru"
      },
      {
        "document": 981,
        "excerpt": "Soothe the Hurts of the World The Life Domain focuses on the positive energy that helps sustain all life in the multiverse. Clerics w"
      },
      {
        "document": 982,
        "excerpt": "and some - for better or worse - hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods'"
      },
      {
        "document": 1484,
        "excerpt": "ts have consequences for a whole community, region, or world, you are likely to attract powerful foes. If your wish would affect a god, the god's divine servants mig"
      },
      {
        "document": 1561,
        "excerpt": "tion, freedom from the orb, to spread suffering in the world, to advance the worship of Tiamat, or something else the GM decides. Spells. The orb has 7 charges and"
      },
      {
        "document": 1627,
        "excerpt": "in rightful ownership of a small keep somewhere in the world. However, the keep is currently home to one or more monsters, which must be cleared out before you can c"
      },
      {
        "document": 1756,
        "excerpt": "a two-way, 6-foot-diameter, circular portal to another world or plane of existence. Each time the item opens a portal, the GM decides where it leads. The portal rema"
      },
      {
        "document": 2044,
        "excerpt": "half its Speed, and it makes one Claw or Tail attack. World-Shaking Movement. The tarrasque moves up to its Speed. At the end of this movement, the tarrasque create"
      }
    ],
    "worlds": [
      {
        "document": 228,
        "excerpt": "er planes of existence and thus less widespread in the worlds of the Material Plane. Some features let a character learn a rare language. Rare Languages *Primordial"
      },
      {
        "document": 283,
        "excerpt": "me. The peoples of the multiverse hail from different worlds and include many kinds of sapient life forms. A player character's species is the set of game traits tha"
      },
      {
        "document": 1609,
        "excerpt": "Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun Stones exist, each type a distinct combination of shape and color. When you take a"
      },
      {
        "document": 1756,
        "excerpt": "Well of Many Worlds"
      }
    ],
    "worm": [
      {
        "document": 267,
        "excerpt": "A wooden box with a ceramic bottom that holds a living worm with a head on each end of its body 00 A metal urn containing the ashes of a hero ---"
      },
      {
        "document": 706,
        "excerpt": "Purple Worm Poison (2,000 GP)"
      },
      {
        "document": 1995,
        "excerpt": "Purple Worm"
      }
    ],
    "worm's": [
      {
        "document": 1995,
        "excerpt": "takes 17 (5d6) Acid damage at the start of each of the worm's turns. If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must su"
      }
    ],
    "worn": [
      {
        "document": 117,
        "excerpt": "r Specific Creatures. Magic items that are meant to be worn tend to magically adjust themselves to the wearer. However, you can decide that a magic item doesn't adj"
      },
      {
        "document": 136,
        "excerpt": "armor’s description notes otherwise, the armor must be worn for its magic to function. Some suits of magic armor specify the type of armor they are, such as Chain"
      },
      {
        "document": 142,
        "excerpt": ". Keep Me Close. The item insists on being carried or worn at all times. If its bearer refuses to comply with the item's demands, the item can do any of the follo"
      },
      {
        "document": 145,
        "excerpt": "agic to function, an item in the Ring category must be worn on a finger or a similar digit unless its description notes otherwise."
      },
      {
        "document": 384,
        "excerpt": "mean wearing or wielding it. A magic item meant to be worn must be donned in the intended fashion: boots go on feet, gloves on hands, hats and helmets on a head, a"
      },
      {
        "document": 386,
        "excerpt": "part their benefits only if both items of the pair are worn. For example, a character wearing a Boot of Striding and Springing on one foot and a Boot of Elvenkind o"
      },
      {
        "document": 485,
        "excerpt": "able indicates whether a Holy Symbol needs to be held, worn, or borne on fabric (such as a tab-ard or banner) or a Shield. Holy Symbols"
      },
      {
        "document": 783,
        "excerpt": "rs into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the chosen point of origin, and no larger than 10 feet in any dimension."
      },
      {
        "document": 935,
        "excerpt": "Amulet (worn or held)"
      },
      {
        "document": 965,
        "excerpt": "falls in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it's practical for the new form to"
      },
      {
        "document": 1158,
        "excerpt": "r of nonmagical objects within range that aren't being worn or carried, aren't fixed to a surface, and aren't Gargantuan. The maximum number of objects is equal to"
      },
      {
        "document": 1166,
        "excerpt": "on on a willing creature or an object that isn't being worn or carried. A creature gains the Mask effect below, and an object gains the False Aura effect below. The"
      },
      {
        "document": 1184,
        "excerpt": "one. Flammable objects in the Cone that aren't being worn or carried start burning. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell s"
      },
      {
        "document": 1223,
        "excerpt": "vely, you cast the spell on an object that isn't being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object. Covering that"
      },
      {
        "document": 1225,
        "excerpt": "vely, you cast the spell on an object that isn't being worn or carried, causing the sunlight to fill a 60-foot Emanation originating from that object. Covering tha"
      },
      {
        "document": 1227,
        "excerpt": ", flammable objects in the explosion that aren't being worn or carried start burning. Using a Higher-Level Spell Slot. The base damage increases by 1d6 for each sp"
      },
      {
        "document": 1252,
        "excerpt": "hosen effect below). A targeted object must be neither worn nor carried. If the target is an unwilling creature, it can make a Constitution saving throw. On a succe"
      },
      {
        "document": 1270,
        "excerpt": "ect hit by this spell starts burning if it isn't being worn or carried. Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), an"
      },
      {
        "document": 1272,
        "excerpt": "one. Flammable objects in the area that aren't being worn or carried start burning."
      },
      {
        "document": 1273,
        "excerpt": "one. Flammable objects in the area that aren't being worn or carried start burning. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell s"
      },
      {
        "document": 1276,
        "excerpt": "p to 10 feet wide. Flammable objects that aren't being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and Dim"
      },
      {
        "document": 1336,
        "excerpt": "You touch one Large or smaller object that isn't being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and"
      },
      {
        "document": 1347,
        "excerpt": "Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or fewer, though it can b"
      },
      {
        "document": 1359,
        "excerpt": "ected only once. A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area, and the object starts burning if it's flam"
      },
      {
        "document": 1421,
        "excerpt": "age on the save. A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area. Using a Higher-Level Spell Slot. The dama"
      },
      {
        "document": 1452,
        "excerpt": "ve a Huge or smaller object. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction within the spell's range. If the o"
      },
      {
        "document": 1458,
        "excerpt": ", affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000"
      },
      {
        "document": 1463,
        "excerpt": "ape-shifts into a creature (the object must be neither worn nor carried). The transformation lasts for the duration or until the target dies or is destroyed, but if"
      },
      {
        "document": 1556,
        "excerpt": "you can target one object in the Line that isn't being worn or carried and that weighs no more than 200 pounds. The object is knocked over by the geyser."
      },
      {
        "document": 1574,
        "excerpt": "dium or smaller creature or an object that isn't being worn or carried, provided the object is small enough to fit inside a 5-foot Cube. The arrow teleports the tar"
      },
      {
        "document": 1591,
        "excerpt": "s Item, Uncommon These gloves are imperceptible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks."
      },
      {
        "document": 1603,
        "excerpt": "Glass or crystal objects in the Cone that aren't being worn or carried take 10d8 Thunder damage. Each use of the horn's magic has a 20 percent chance of causing th"
      },
      {
        "document": 1608,
        "excerpt": "xt to the tower. Objects in the area that aren't being worn or carried are also pushed clear of the tower. The tower is 20 feet on a side and 30 feet high, with ar"
      },
      {
        "document": 1626,
        "excerpt": "t, flexible metal. Armor made of this substance can be worn under normal clothes. If the armor normally imposes Disadvantage on Dexterity (Stealth) checks or has a"
      },
      {
        "document": 1682,
        "excerpt": "ou can see within 60 feet of yourself that isn't being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend."
      },
      {
        "document": 1733,
        "excerpt": "d8 Thunder damage to objects it hits that aren't being worn or carried. The weapon has the following additional properties. Clap of Thunder. As a Magic action, yo"
      },
      {
        "document": 1802,
        "excerpt": ". If the target is a flammable object that isn't being worn or carried, it starts burning."
      },
      {
        "document": 1810,
        "excerpt": "10 ft. Hit: 17 (4d6 + 3) Acid damage. Nonmagical armor worn by the target takes a -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its"
      },
      {
        "document": 1912,
        "excerpt": "5 ft. Hit: 10 (2d8 + 1) Acid damage. Nonmagical armor worn by the target takes a -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its"
      },
      {
        "document": 1932,
        "excerpt": ". If the target is a flammable object that isn't being worn or carried, it starts burning. Infernal Tail. Dexterity Saving Throw: DC 17, one creature the devil can"
      },
      {
        "document": 1954,
        "excerpt": "t is a creature or a flammable object that isn't being worn or carried, it starts burning."
      },
      {
        "document": 2007,
        "excerpt": "gets one nonmagical metal object - armor or a weapon - worn or carried by a creature within 5 feet of itself. Dexterity Saving Throw: DC 11, the creature with the o"
      },
      {
        "document": 2044,
        "excerpt": "DC 27, each creature and each object that isn't being worn or carried in a 150-foot Cone. Failure: 78 (12d12) Thunder damage, and the target has the Deafened and F"
      }
    ],
    "worry": [
      {
        "document": 1232,
        "excerpt": "and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing"
      }
    ],
    "worrying": [
      {
        "document": 62,
        "excerpt": "You can usually carry your gear and treasure without worrying about the weight of those objects. If you try to haul an unusually heavy object or a massive number of l"
      }
    ],
    "worse": [
      {
        "document": 982,
        "excerpt": "highest standards of conduct, and some - for better or worse - hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law"
      }
    ],
    "worsens": [
      {
        "document": 676,
        "excerpt": ", the creature gains 1 Exhaustion level as its fatigue worsens. On a successful save, the creature's Exhaustion level decreases by 1. If the creature's Exhaustion leve"
      }
    ],
    "worship": [
      {
        "document": 1561,
        "excerpt": "orb, to spread suffering in the world, to advance the worship of Tiamat, or something else the GM decides. Spells. The orb has 7 charges and regains 1d4 + 3 expended"
      }
    ],
    "worst": [
      {
        "document": 953,
        "excerpt": "creates an illusory manifestation of that character’s worst fears, visible only to that character."
      }
    ],
    "worth": [
      {
        "document": 166,
        "excerpt": "The number of Experience Points (XP) a monster is worth is based on its CR, as detailed in the Experience Points by Challenge Rating table. XP is awarded for de"
      },
      {
        "document": 389,
        "excerpt": "To make an item, you need raw materials worth half its purchase cost (round down). For example, you need 750 GP of raw materials to make Plate Armor,"
      },
      {
        "document": 398,
        "excerpt": "come in different denominations based on the relative worth of their material. The Coin Values table lists coins and how much they're worth relative to the Gold Pie"
      },
      {
        "document": 662,
        "excerpt": "Assemble a package of equipment worth 50 GP (including unspent gold). Don't include Martial weapons or armor, as characters get them from thei"
      },
      {
        "document": 733,
        "excerpt": "atures that have a CR of 0, particularly ones that are worth 0 XP, should be used sparingly. If you want to include many CR 0 critters in an encounter, use swarms in"
      },
      {
        "document": 756,
        "excerpt": "d to one end; on a 3, a bag of Caltrops; on a 4, a gem worth 50 GP."
      },
      {
        "document": 783,
        "excerpt": "nt of origin. Instead, a stream of 1d4 × 10 gems, each worth 1 GP, shoots from the wand’s tip in a Line 30 feet long and 5 feet wide toward the chosen point of origi"
      },
      {
        "document": 973,
        "excerpt": "re a level 4 Wizard, you can recover up to two levels' worth of spell slots, regaining either one level 2 spell slot or two level 1 spell slots. Once you use this f"
      },
      {
        "document": 975,
        "excerpt": "e a level 6 Druid, you can recover up to three levels' worth of spell slots. You can recover a level 3 spell slot, a level 2 and a level 1 spell slot, or three level"
      },
      {
        "document": 1164,
        "excerpt": "V, S, M (gold dust worth 25+ GP, which the spell consumes)"
      },
      {
        "document": 1165,
        "excerpt": "V, S, M (a miniature sword worth 250+ GP)"
      },
      {
        "document": 1167,
        "excerpt": "V, S, M (for each of the spell's targets, one jacinth worth 1,000+ GP and one silver bar worth 100+ GP, all of which the spell consumes)"
      },
      {
        "document": 1168,
        "excerpt": "arked sticks, bones, cards, or other divinatory tokens worth 25+ GP)"
      },
      {
        "document": 1170,
        "excerpt": "V, S, M (an agate worth 1,000+ GP, which the spell consumes)"
      },
      {
        "document": 1179,
        "excerpt": "V, S, M (a Holy Symbol worth 5+ GP)"
      },
      {
        "document": 1191,
        "excerpt": "V, S, M (a diamond worth 50+ GP)"
      },
      {
        "document": 1192,
        "excerpt": "V, S, M (the powder of a crushed black pearl worth 500+ GP)"
      },
      {
        "document": 1193,
        "excerpt": "V, S, M (a focus worth 100+ GP, either a jeweled horn for hearing or a glass eye for seeing)"
      },
      {
        "document": 1194,
        "excerpt": "V, S, M (a diamond worth 1,000+ GP, which the spell consumes, and a sealable vessel worth 2,000+ GP that is large enough to hold"
      },
      {
        "document": 1212,
        "excerpt": "V, S, M (a gem-encrusted statuette of yourself worth 1,500+ GP)"
      },
      {
        "document": 1213,
        "excerpt": "V, S, M (ruby dust worth 50+ GP, which the spell consumes)"
      },
      {
        "document": 1238,
        "excerpt": "V, S, M (incense worth 25+ GP, which the spell consumes)"
      },
      {
        "document": 1265,
        "excerpt": "V, S, M (burning incense worth 10+ GP, which the spell consumes)"
      },
      {
        "document": 1267,
        "excerpt": "(a set of divination tools - such as cards or runes - worth 100+ GP)"
      },
      {
        "document": 1281,
        "excerpt": "V, S, M (ruby dust worth 1,000+ GP)"
      },
      {
        "document": 1282,
        "excerpt": "V, S, M (ruby dust worth 1,500+ GP, which the spell consumes)"
      },
      {
        "document": 1287,
        "excerpt": "V, S, M (a diamond worth 5,000+ GP)"
      },
      {
        "document": 1293,
        "excerpt": "V, S, M (powdered diamond worth 200+ GP, which the spell consumes)"
      },
      {
        "document": 1297,
        "excerpt": "V, S, M (diamond dust worth 100+ GP, which the spell consumes)"
      },
      {
        "document": 1299,
        "excerpt": "V, S, M (a silver rod worth 10+ GP)"
      },
      {
        "document": 1303,
        "excerpt": "V, S, M (incense worth 1,000+ GP, which the spell consumes)"
      },
      {
        "document": 1311,
        "excerpt": "V, S, M (a gem-encrusted bowl worth 1,000+ GP, which the spell consumes)"
      },
      {
        "document": 1317,
        "excerpt": "V, S, M (a reliquary worth 1,000+ GP)"
      },
      {
        "document": 1322,
        "excerpt": "V, S, M (a pearl worth 100+ GP)"
      },
      {
        "document": 1323,
        "excerpt": "S, M (ink worth 10+ GP, which the spell consumes)"
      },
      {
        "document": 1324,
        "excerpt": "V, S, M (a statuette of the target worth 5,000+ GP)"
      },
      {
        "document": 1328,
        "excerpt": "V, S, M (a sapphire worth 1,000+ GP)"
      },
      {
        "document": 1333,
        "excerpt": "V, S, M (incense worth 250+ GP, which the spell consumes, and four ivory strips worth 50+ GP each)"
      },
      {
        "document": 1344,
        "excerpt": "V, S, M (salt and powdered silver worth 100+ GP, which the spell consumes)"
      },
      {
        "document": 1345,
        "excerpt": "V, S, M (a gem, crystal, or reliquary worth 500+ GP)"
      },
      {
        "document": 1347,
        "excerpt": "V, S, M (jade dust worth 10+ GP, which the spell consumes)"
      },
      {
        "document": 1349,
        "excerpt": "V, S, M (a miniature door worth 15+ GP)"
      },
      {
        "document": 1370,
        "excerpt": "V, S, M (a pinch of diamond dust worth 25+ GP, which the spell consumes)"
      },
      {
        "document": 1376,
        "excerpt": "ask that can be measured in minutes requires a payment worth 100 GP per minute. A task measured in hours requires 1,000 GP per hour. And a task measured in days (up"
      },
      {
        "document": 1377,
        "excerpt": "V, S, M (a jewel worth 1,000+ GP, which the spell consumes)"
      },
      {
        "document": 1378,
        "excerpt": "V, S, M (a forked, metal rod worth 250+ GP and attuned to a plane of existence)"
      },
      {
        "document": 1386,
        "excerpt": "turn. A trinket can deal no damage and has no monetary worth."
      },
      {
        "document": 1391,
        "excerpt": "V, S, M (jade dust worth 25+ GP)"
      },
      {
        "document": 1392,
        "excerpt": "V, S, M (a statuette of yourself worth 5+ GP)"
      },
      {
        "document": 1394,
        "excerpt": "V, S, M (a flask of Holy Water worth 25+ GP, which the spell consumes)"
      },
      {
        "document": 1397,
        "excerpt": "V, S, M (a diamond worth 500+ GP, which the spell consumes)"
      },
      {
        "document": 1402,
        "excerpt": "V, S, M (rare oils worth 1,000+ GP, which the spell consumes)"
      },
      {
        "document": 1406,
        "excerpt": "V, S, M (a diamond worth 1,000+ GP, which the spell consumes)"
      },
      {
        "document": 1408,
        "excerpt": "V, S, M (a diamond worth 300+ GP, which the spell consumes)"
      },
      {
        "document": 1413,
        "excerpt": "V, S, M (a focus worth 1,000+ GP, such as a crystal ball, mirror, or water-filled font)"
      },
      {
        "document": 1415,
        "excerpt": "t by 2 feet by 2 feet, constructed from rare materials worth 5,000+ GP, and a Tiny replica of the chest made from the same materials worth 50+ GP)"
      },
      {
        "document": 1419,
        "excerpt": "V, S, M (gem dust worth 5,000+ GP, which the spell consumes)"
      },
      {
        "document": 1420,
        "excerpt": "V, S, M (a jade circlet worth 1,500+ GP)"
      },
      {
        "document": 1429,
        "excerpt": "V, S, M (powdered ruby worth 1,500+ GP, which the spell consumes)"
      },
      {
        "document": 1445,
        "excerpt": "V, S, M (diamond dust worth 100+ GP, which the spell consumes)"
      },
      {
        "document": 1448,
        "excerpt": "M (an object with the image of a dragon engraved on it worth 500+ GP)"
      },
      {
        "document": 1451,
        "excerpt": "V, S, M (powdered diamond worth 1,000+ GP, which the spell consumes)"
      },
      {
        "document": 1455,
        "excerpt": "V, M (rare inks worth 50+ GP, which the spell consumes)"
      },
      {
        "document": 1464,
        "excerpt": "V, S, M (diamonds worth 25,000+ GP, which the spell consumes)"
      },
      {
        "document": 1465,
        "excerpt": "V, S, M (mushroom powder worth 25+ GP, which the spell consumes)"
      },
      {
        "document": 1466,
        "excerpt": "(a weapon with which you have proficiency and that is worth I+ CP)"
      },
      {
        "document": 1477,
        "excerpt": "V, S, M (a pair of platinum rings worth 50+ GP each, which you and the target must wear for the duration)"
      },
      {
        "document": 1585,
        "excerpt": "arges are expended, the gem becomes a nonmagical jewel worth 50 GP."
      },
      {
        "document": 1627,
        "excerpt": "ur declared draws. Gem. Twenty-five pieces of jewelry worth 2,000 GP each or fifty gems worth 1,000 GP each appear at your feet. Jester. You have Advantage on D20"
      },
      {
        "document": 1678,
        "excerpt": "ed wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the GM. Any crea"
      },
      {
        "document": 1691,
        "excerpt": "15 Silver coffer (1 foot long, 6 inches wide and deep) worth 500 GP 16–22 Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which"
      }
    ],
    "worthless": [
      {
        "document": 1623,
        "excerpt": "eveals they're made from paste, cookies, or some other worthless material. If you paint a form of energy such as fire or lightning, the energy dissipates as soon as you"
      }
    ],
    "would": [
      {
        "document": 5,
        "excerpt": "When you would reduce a creature to 0 Hit Points with a melee attack, you can instead reduce the creature to 1 Hit Poin"
      },
      {
        "document": 46,
        "excerpt": "meet many different people and face some monsters that would rather talk than fight. In those situations, it's time for social interaction, which takes many forms. F"
      },
      {
        "document": 109,
        "excerpt": "ow. The halved damage is equal to half the damage that would be dealt on a failed save."
      },
      {
        "document": 135,
        "excerpt": "magic item, you create the item's persona much as you would create an NPC, with these exceptions."
      },
      {
        "document": 354,
        "excerpt": "derness, but its primary purpose is to carry gear that would otherwise slow you down. The Mounts and Other Animals table shows each animal's carrying capacity. See “"
      },
      {
        "document": 378,
        "excerpt": "you then dive into a river to see what happens. The GM would then say you swim unexpectedly well."
      },
      {
        "document": 654,
        "excerpt": "When you would reduce a creature to 0 Hit Points with a melee attack, you can instead reduce the creature to 1 Hit Poin"
      },
      {
        "document": 673,
        "excerpt": "s 3 days recuperating - engaging in no activities that would interrupt a Long Rest - the creature makes a DC 15 Constitution saving throw at the end of the recuperat"
      },
      {
        "document": 756,
        "excerpt": "ature isn’t under your control and acts as it normally would, and it disappears after 1 hour or when it drops to 0 Hit Points. Roll 1d4 to determine the creature: on"
      },
      {
        "document": 783,
        "excerpt": "creature isn’t under your control, acts as it normally would, and disappears after 1 hour or when it drops to 0 Hit Points. Roll 1d4 to determine which creature appe"
      },
      {
        "document": 820,
        "excerpt": "lebone dice, each with a skull symbol on the side that would normally show six pips"
      },
      {
        "document": 971,
        "excerpt": "throw against the spell, and it takes no damage if it would normally take half damage on a successful save. Distant Spell Cost: 1 Sorcery Point When you cast a s"
      },
      {
        "document": 978,
        "excerpt": "ows against the spell, and they take no damage if they would normally take half damage on a successful save."
      },
      {
        "document": 980,
        "excerpt": "protect nature and people everywhere from forces that would destroy them."
      },
      {
        "document": 981,
        "excerpt": "When you would normally roll one or more dice to restore Hit Points to a creature with a spell or Channel Divinity, don"
      },
      {
        "document": 1210,
        "excerpt": "know the answer to the question). If a one-word answer would be misleading, the GM might instead offer a short phrase as an answer. On a failed save, you take 6d6 P"
      },
      {
        "document": 1211,
        "excerpt": "Whenever the Poisoned target receives an effect that would end the Poisoned condition, the target must succeed on a Constitution saving throw, or the Poisoned cond"
      },
      {
        "document": 1226,
        "excerpt": "re of protection from death. The first time the target would drop to 0 Hit Points before the spell ends, the target instead drops to 1 Hit Point, and the spell ends."
      },
      {
        "document": 1233,
        "excerpt": "estination space. If you, the other creature, or both would arrive in a space occupied by a creature or completely filled by one or more objects, you and any creatu"
      },
      {
        "document": 1234,
        "excerpt": "bjects pass through the hat, and anyone who touches it would feel nothing. To discern that you are disguised, a creature must take the Study action to inspect your"
      },
      {
        "document": 1268,
        "excerpt": "eated to cause damage or other danger. Thus, the spell would sense the Alarm or Glyph of Warding spell or a mechanical pit trap, but it wouldn't reveal a natural wea"
      },
      {
        "document": 1288,
        "excerpt": "ssue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. A Remove Curse, Greater R"
      },
      {
        "document": 1291,
        "excerpt": "a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful."
      },
      {
        "document": 1349,
        "excerpt": "perform, but they can't attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fir"
      },
      {
        "document": 1354,
        "excerpt": "on must sound achievable and not involve anything that would obviously deal damage to any of the targets or their allies. For example, you could say, “Walk to the vi"
      },
      {
        "document": 1360,
        "excerpt": "dition. The target is also unaffected by anything that would sense its emotions or alignment, read its thoughts, or magically detect its location, and no spell - not"
      },
      {
        "document": 1369,
        "excerpt": "date the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse. Similarly, this spell doesn't directly affect plant growt"
      },
      {
        "document": 1407,
        "excerpt": "ard fall, creatures and objects strike it just as they would during a downward fall. If an affected creature or object reaches the Cylinder's top without striking an"
      },
      {
        "document": 1447,
        "excerpt": "on must sound achievable and not involve anything that would obviously deal damage to the target or its allies. For example, you could say, “Fetch the key to the cul"
      },
      {
        "document": 1468,
        "excerpt": "nd. If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends."
      },
      {
        "document": 1475,
        "excerpt": "ide of the wall (you choose which side). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a"
      },
      {
        "document": 1484,
        "excerpt": "you are likely to attract powerful foes. If your wish would affect a god, the god's divine servants might instantly intervene to prevent it or to encourage you to c"
      },
      {
        "document": 1486,
        "excerpt": "he spell and can avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive yet must be truthful. ---"
      },
      {
        "document": 1580,
        "excerpt": "e's description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the"
      },
      {
        "document": 1642,
        "excerpt": "On a successful save, the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. On a failed save, the swarm is swayed by"
      }
    ],
    "wouldn't": [
      {
        "document": 51,
        "excerpt": "-of-the-way places with a Ladder, perceive things they wouldn't otherwise notice with a Torch or another light source, bypass locked doors and containers with Thieves'"
      },
      {
        "document": 1268,
        "excerpt": "lyph of Warding spell or a mechanical pit trap, but it wouldn't reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. This spell reveals t"
      }
    ],
    "wound": [
      {
        "document": 693,
        "excerpt": "t. The poison remains potent until delivered through a wound or washed off. A creature that takes Piercing or Slashing damage from an object coated with the poison i"
      },
      {
        "document": 1639,
        "excerpt": "Periapt of Wound Closure"
      },
      {
        "document": 1805,
        "excerpt": "get is a creature and doesn't already have an infernal wound, it is subjected to the following effect. Constitution Saving Throw: DC 12. Failure: The target receives"
      },
      {
        "document": 1932,
        "excerpt": ") Necrotic damage, and the target receives an infernal wound if it doesn't have one. While wounded, the target loses 10 (3d6) Hit Points at the start of each of its"
      }
    ],
    "wounded": [
      {
        "document": 27,
        "excerpt": "or Class represents how well the creature avoids being wounded in combat. The AC of a character is determined at character creation (see “Character Creation”), whereas"
      },
      {
        "document": 676,
        "excerpt": "eas, including otyu-ghs and rats. Any Humanoid that is wounded by a creature that carries the contagion or that comes into contact with contaminated filth or offal mus"
      },
      {
        "document": 1805,
        "excerpt": "Failure: The target receives an infernal wound. While wounded, the target loses 5 (1d10) Hit Points at the start of each of its turns. The wound closes after 1 minute"
      },
      {
        "document": 1932,
        "excerpt": "ceives an infernal wound if it doesn't have one. While wounded, the target loses 10 (3d6) Hit Points at the start of each of its turns. The wound closes after 1 minute"
      }
    ],
    "wounding": [
      {
        "document": 1729,
        "excerpt": "Sword of Wounding"
      }
    ],
    "wounds": [
      {
        "document": 4,
        "excerpt": "Hit Points can be restored by magic, such as the Cure Wounds spell or a Potion of Healing, or by a Short or Long Rest (see “Rules Glossary”)."
      },
      {
        "document": 487,
        "excerpt": "put into. Some spells, such as Magic Missile and Cure Wounds, have more powerful effects when cast at a higher level, as detailed in a spell's description."
      },
      {
        "document": 762,
        "excerpt": "Cure Wounds (level 2 version)"
      },
      {
        "document": 775,
        "excerpt": "Cure Wounds"
      },
      {
        "document": 802,
        "excerpt": "Cure Wounds (level 9 version)"
      },
      {
        "document": 830,
        "excerpt": "Cure Wounds"
      },
      {
        "document": 834,
        "excerpt": "Mass Cure Wounds"
      },
      {
        "document": 843,
        "excerpt": "Cure Wounds"
      },
      {
        "document": 850,
        "excerpt": "Cure Wounds"
      },
      {
        "document": 899,
        "excerpt": "Cure Wounds"
      },
      {
        "document": 903,
        "excerpt": "Mass Cure Wounds"
      },
      {
        "document": 909,
        "excerpt": "Aid, Bless, Cure Wounds, Lesser Restoration"
      },
      {
        "document": 911,
        "excerpt": "Cure Wounds"
      },
      {
        "document": 915,
        "excerpt": "Mass Cure Wounds"
      },
      {
        "document": 962,
        "excerpt": "Your Rage can keep you fighting despite grievous wounds. If you drop to 0 Hit Points while your Rage is active and don't die outright, you can make a DC 10 Cons"
      },
      {
        "document": 964,
        "excerpt": "level 1 spells from the Cleric spell list. Bless, Cure Wounds, Guiding Bolt, and Shield of Faith are recommended. The number of spells on your list increases as you"
      },
      {
        "document": 965,
        "excerpt": "lls from the Druid spell list. Animal Friendship, Cure Wounds, Faerie Fire, and Thunderwave are recommended. The number of spells on your list increases as you gain"
      },
      {
        "document": 968,
        "excerpt": "Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you finish a Long Rest. With that pool, you can"
      },
      {
        "document": 969,
        "excerpt": "ture. To start, choose two level 1 Ranger spells. Cure Wounds and Ensnaring Strike are recommended. The number of spells on your list increases as you gain Ranger le"
      },
      {
        "document": 1221,
        "excerpt": "Cure Wounds"
      },
      {
        "document": 1326,
        "excerpt": "Inflict Wounds"
      },
      {
        "document": 1351,
        "excerpt": "Mass Cure Wounds"
      },
      {
        "document": 1397,
        "excerpt": "re at the time of death. This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for"
      },
      {
        "document": 1406,
        "excerpt": "ure at the time of death. This spell closes all mortal wounds and restores any missing body parts. Coming back from the dead is an ordeal. The target takes a -4 pena"
      },
      {
        "document": 1464,
        "excerpt": "evived with all its Hit Points. This spell closes all wounds, neutralizes any poison, cures all magical contagions, and lifts any curses affecting the creature when"
      },
      {
        "document": 1469,
        "excerpt": "ed hand can siphon life force from others to heal your wounds. Make a melee spell attack against one creature within reach. On a hit, the target takes 3d6 Necrotic d"
      },
      {
        "document": 1843,
        "excerpt": "Divine Aid (2/Day). The deva casts Cure Wounds, Lesser Restoration, or Remove Curse, using the same spellcasting ability as Spellcasting."
      },
      {
        "document": 1920,
        "excerpt": "At Will: Thaumaturgy 1/Day Each: Clairvoyance, Cure Wounds (level 6 version), Flame Strike (level 6 version), Geas, True Seeing"
      },
      {
        "document": 1987,
        "excerpt": "Divine Aid (2/Day). The planetar casts Cure Wounds, Invisibility, Lesser Restoration, or Remove Curse, using the same spellcasting ability as Spellcasting."
      },
      {
        "document": 2022,
        "excerpt": "Divine Aid (3/Day). The solar casts Cure Wounds (level 2 version), Lesser Restoration, or Remove Curse, using the same spellcasting ability as Spellcast"
      },
      {
        "document": 2053,
        "excerpt": "touches another creature with its horn and casts Cure Wounds or Lesser Restoration on that creature, using the same spellcasting ability as Spellcasting."
      }
    ],
    "wraith": [
      {
        "document": 2078,
        "excerpt": "Wraith"
      }
    ],
    "wraith's": [
      {
        "document": 2078,
        "excerpt": "the nearest unoccupied space. The specter is under the wraith's control. The wraith can have no more than seven specters under its control at a time."
      }
    ],
    "wrap": [
      {
        "document": 468,
        "excerpt": "As a Utilize action, you can wrap a Chain around an unwilling creature within 5 feet of yourself that has the Grappled, Incapacitated, or"
      }
    ],
    "wrapped": [
      {
        "document": 457,
        "excerpt": "While wrapped in a blanket, you have Advantage on saving throws against extreme cold (see “Gameplay Toolbox”)."
      }
    ],
    "wreathe": [
      {
        "document": 1271,
        "excerpt": "horus or a firefly) Duration: 10 minutes Wispy flames wreathe your body for the duration, shedding Bright Light in a 10-foot radius and Dim Light for an additional 10"
      }
    ],
    "wreathed": [
      {
        "document": 1469,
        "excerpt": "oncentration, up to 1 minute The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against one creat"
      }
    ],
    "wrestler": [
      {
        "document": 1010,
        "excerpt": "attack rolls against a creature Grappled by you. Fast Wrestler. You don't have to spend extra movement to move a creature Grappled by you if the creature is your size"
      }
    ],
    "wretched": [
      {
        "document": 365,
        "excerpt": "eek or month (GM's choice), choose a lifestyle below - Wretched, Squalid, Poor, Modest, Comfortable, Wealthy, or Aristocratic - and pay the price to sustain that lifest"
      },
      {
        "document": 366,
        "excerpt": "Wretched (Free)"
      }
    ],
    "write": [
      {
        "document": 64,
        "excerpt": "outside combat and record the order any way you like: write it down, for example, or arrange miniatures to show it."
      },
      {
        "document": 226,
        "excerpt": "uman, Orc, and Tiefling. Once you’ve chosen a species, write it on your character sheet. Then record your species’ traits. Your character's size and Speed are deter"
      },
      {
        "document": 228,
        "excerpt": "ans your character can communicate in it, read it, and write it. Your class and other features might also give you languages. The Standard Languages table lists lan"
      },
      {
        "document": 233,
        "excerpt": "odifiers using the Ability Scores and Modifiers table. Write the modifier next to each of your scores. Ability Scores and Modifiers"
      },
      {
        "document": 239,
        "excerpt": "Look at your class's feature table in \"Classes,\" and write down the level 1 features. The class features are detailed there too. Some class features offer choices"
      },
      {
        "document": 241,
        "excerpt": "ur character's Hit Point Dice (or Hit Dice for short); write this on your character sheet. At level 1, your character has 1 Hit Die. You can spend Hit Dice during a"
      },
      {
        "document": 258,
        "excerpt": "Choose a class, and write it on your character sheet. The Class Overview table summarizes the classes. See “Classes” for the class"
      },
      {
        "document": 268,
        "excerpt": "Write Your Level"
      },
      {
        "document": 271,
        "excerpt": "Choose your character's background, and write it on your character sheet. You can choose any of the backgrounds detailed in \"Character Origins,\" and y"
      },
      {
        "document": 272,
        "excerpt": "is described in “Equipment,” but for now you can just write it all down and look up the specifics in “Equipment” later. Note any coins you have left after purchasin"
      },
      {
        "document": 309,
        "excerpt": "omes in a 1-ounce bottle, which provides enough ink to write about 500 pages."
      },
      {
        "document": 310,
        "excerpt": "Using Ink, an Ink Pen is used to write or draw."
      },
      {
        "document": 417,
        "excerpt": "Ability: Dexterity Weight: 5 lb. Utilize: Write text with impressive flourishes that guard against forgery (DC 15) Craft: Ink, Spell Scroll"
      },
      {
        "document": 972,
        "excerpt": "With your permission, a creature can take an action to write its name on that page, which can contain a number of names equal to your Charisma modifier (minimum of o"
      },
      {
        "document": 1323,
        "excerpt": "+ GP, which the spell consumes) Duration: 10 days You write on parchment, paper, or another suitable material and imbue it with an illusion that lasts for the durat"
      }
    ],
    "writing": [
      {
        "document": 75,
        "excerpt": "ates into 6 squares. If you use a grid often, consider writing your Speed in squares on your character sheet. Entering a Square. To enter a square, you must have enou"
      },
      {
        "document": 122,
        "excerpt": "n of Healing must be swallowed, for example, while the writing vanishes from a scroll when it is read. Once used, a consumable item loses its magic."
      },
      {
        "document": 1323,
        "excerpt": "y creatures you designate when you cast the spell, the writing appears normal, seems to be written in your hand, and conveys whatever meaning you intended when you wro"
      }
    ],
    "written": [
      {
        "document": 147,
        "excerpt": "revalent scroll is the Spell Scroll, a spell stored in written form. Using a Scroll. Scrolls are consumable items. Unleashing the magic in a scroll requires the user"
      },
      {
        "document": 266,
        "excerpt": "led with pink dust 71 A fragment of a beautiful song, written as musical notes on two pieces of parchment 72 A silver teardrop earring containing a real teardrop"
      },
      {
        "document": 820,
        "excerpt": "A diary written in a language you don’t know"
      },
      {
        "document": 1200,
        "excerpt": "e that you hear or see signed. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes abo"
      },
      {
        "document": 1323,
        "excerpt": "ast the spell, the writing appears normal, seems to be written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writ"
      },
      {
        "document": 1709,
        "excerpt": "ies A Spell Scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell wit"
      }
    ],
    "wrong": [
      {
        "document": 670,
        "excerpt": "o end their curse, likely by symbolically righting the wrong they committed. How a spell like Remove Curse affects a curse that's part of your adventure is up to you"
      },
      {
        "document": 714,
        "excerpt": "crossing a trip wire, turning a doorknob, or using the wrong key in a lock. Duration. Some traps have durations expressed in rounds, minutes, or hours. Others speci"
      },
      {
        "document": 1484,
        "excerpt": "e wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might be achieved only in part, or you might suffer"
      }
    ],
    "wrongdoing": [
      {
        "document": 46,
        "excerpt": "ple, you might try to convince a burglar to confess to wrongdoing or try to flatter a guard. The Game Master assumes the roles of any nonplayer characters who are partici"
      }
    ],
    "wronged": [
      {
        "document": 1632,
        "excerpt": "following command words: “Swift death to you who have wronged me.” The target of your attack becomes your sworn enemy until it dies or until dawn 7 days later. You ca"
      }
    ],
    "wrote": [
      {
        "document": 1323,
        "excerpt": "nd, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that"
      }
    ],
    "wrought": [
      {
        "document": 1234,
        "excerpt": "the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to"
      },
      {
        "document": 1417,
        "excerpt": "to you. The spell lasts for the duration. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to"
      }
    ],
    "www": [
      {
        "document": 0,
        "excerpt": ".1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International Li"
      }
    ],
    "wyrmling": [
      {
        "document": 1809,
        "excerpt": "Black Dragon Wyrmling"
      },
      {
        "document": 1813,
        "excerpt": "Blue Dragon Wyrmling"
      },
      {
        "document": 1816,
        "excerpt": "Brass Dragon Wyrmling"
      },
      {
        "document": 1817,
        "excerpt": "Bronze Dragon Wyrmling"
      },
      {
        "document": 1834,
        "excerpt": "Copper Dragon Wyrmling"
      },
      {
        "document": 1910,
        "excerpt": "Gold Dragon Wyrmling"
      },
      {
        "document": 1913,
        "excerpt": "Green Dragon Wyrmling"
      },
      {
        "document": 2000,
        "excerpt": "Red Dragon Wyrmling"
      },
      {
        "document": 2020,
        "excerpt": "Silver Dragon Wyrmling"
      },
      {
        "document": 2072,
        "excerpt": "White Dragon Wyrmling"
      }
    ],
    "wyvern": [
      {
        "document": 711,
        "excerpt": "Wyvern Poison (1,200 GP)"
      },
      {
        "document": 801,
        "excerpt": "Wyvern"
      },
      {
        "document": 2079,
        "excerpt": "Wyvern"
      }
    ],
    "wyvern's": [
      {
        "document": 2079,
        "excerpt": "rget has the Poisoned condition until the start of the wyvern's next turn."
      }
    ],
    "wyverns": [
      {
        "document": 181,
        "excerpt": "caly beings of ancient origin, such as red dragons and wyverns. Elementals are beings from the Elemental Planes, such as efreet and water elementals. Fey are creatur"
      }
    ],
    "xorn": [
      {
        "document": 2080,
        "excerpt": "Xorn"
      }
    ],
    "year": [
      {
        "document": 675,
        "excerpt": "n it, and the creature is immune to Cackle Fever for 1 year. Spreading the Contagion. Any Humanoid (other than a gnome) that starts its turn within a 10-foot Emana"
      },
      {
        "document": 965,
        "excerpt": "For every ten years that pass, your body ages only one year."
      },
      {
        "document": 1379,
        "excerpt": "ested. They can benefit from only one Plant Growth per year."
      },
      {
        "document": 1627,
        "excerpt": "ombat, you have Advantage on Death Saving Throws for 1 year. If someone else reduces your chosen foe to 0 Hit Points or you don't choose a foe, this card has no eff"
      }
    ],
    "years": [
      {
        "document": 247,
        "excerpt": "ackground and species. How did the character spend the years leading up to a life of adventure? Who are the character's ancestors? You can also choose your character"
      },
      {
        "document": 283,
        "excerpt": "t cultures. Members of most species live for about 80 years, with exceptions noted in the text about the species in “Character Origins.” Regardless of life span, me"
      },
      {
        "document": 965,
        "excerpt": "you wield causes you to age more slowly. For every ten years that pass, your body ages only one year."
      },
      {
        "document": 1419,
        "excerpt": "in 1 mile of the target. Examples include “after 1,000 years” or “when the tarrasque awakens.” This spell also ends if the target takes any damage."
      },
      {
        "document": 1464,
        "excerpt": "h a creature that has been dead for no longer than 200 years and that died for any reason except old age. The creature is revived with all its Hit Points. This spel"
      },
      {
        "document": 1656,
        "excerpt": "k this potion, your physical age is reduced by 1d6 + 6 years, to a minimum of 13 years. Each time you subsequently drink a Potion of Longevity, there is 10 percent c"
      },
      {
        "document": 2024,
        "excerpt": "e it can see, and it makes one Claw attack. Weight of Years. Constitution Saving Throw: DC 16, one creature the sphinx can see within 120 feet. Failure: The target"
      },
      {
        "document": 2025,
        "excerpt": "e it can see, and it makes one Claw attack. Weight of Years. Constitution Saving Throw: DC 16, one creature the sphinx can see within 120 feet. Failure: The target"
      }
    ],
    "yellow": [
      {
        "document": 754,
        "excerpt": "Yellow diamond"
      },
      {
        "document": 1195,
        "excerpt": "p to 10 minutes You create a 20-foot-radius Sphere of yellow-green fog centered on a point within range. The fog lasts for the duration or until strong wind (such as"
      },
      {
        "document": 1227,
        "excerpt": "ur) Duration: Concentration, up to 1 minute A beam of yellow light flashes from you, then condenses at a chosen point within range as a glowing bead for the duration"
      },
      {
        "document": 1387,
        "excerpt": ". Successful Save: Half as much damage. | | 3 | Yellow. Failed Save: 12d6 Lightning damage. Successful Save: Half as much damage. | | 4 | Green. Failed Save:"
      },
      {
        "document": 1388,
        "excerpt": "| | 3 | Yellow. Failed Save: 12d6 Lightning damage. Successful Save: Half as much damage. Additional Effects: The layer"
      },
      {
        "document": 1443,
        "excerpt": "up to 1 minute You create a 20-foot-radius Sphere of yellow, nauseating gas centered on a point within range. The cloud is Heavily Obscured. The cloud lingers in th"
      },
      {
        "document": 1660,
        "excerpt": "typically occurs when the effect ends. This potion's yellow fluid is streaked with black and swirls on its own."
      }
    ],
    "yellowish": [
      {
        "document": 1646,
        "excerpt": "entration required). An eyeball bobs in this potion's yellowish liquid but vanishes when the potion is opened."
      }
    ],
    "yes": [
      {
        "document": 823,
        "excerpt": "Yes"
      },
      {
        "document": 1199,
        "excerpt": "nd ask up to three questions that can be answered with yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question"
      },
      {
        "document": 1210,
        "excerpt": ". The GM answers each question with one word, such as “yes,” “no,” “maybe,” “never,” “ir-relevant,” or “unclear” (if the entity doesn’t know the answer to the ques"
      }
    ],
    "yet": [
      {
        "document": 175,
        "excerpt": "tes. If a spell has a casting time of 1 minute or more yet is listed in a spellcasting action, the monster doesn't cast the spell in just one action unless the act"
      },
      {
        "document": 646,
        "excerpt": "n space, the illusion is insubstantial and weightless, yet it seems to be affected by the environment as if the illusion were real unless the effect that created i"
      },
      {
        "document": 953,
        "excerpt": "When the characters open a sarcophagus, a harmless yet terrifying apparition appears."
      },
      {
        "document": 1486,
        "excerpt": "lly respond with a lie. Such a creature can be evasive yet must be truthful. ---"
      }
    ],
    "yew": [
      {
        "document": 934,
        "excerpt": "Yew wand"
      },
      {
        "document": 1231,
        "excerpt": "V, S, M (a yew leaf)"
      }
    ],
    "yield": [
      {
        "document": 1379,
        "excerpt": "within range become enriched for 365 days. The plants yield twice the normal amount of food when harvested. They can benefit from only one Plant Growth per year."
      }
    ],
    "you'll": [
      {
        "document": 236,
        "excerpt": "You'll record the main details of your character on a character sheet. Throughout this chapter, we use the term"
      }
    ],
    "you're": [
      {
        "document": 10,
        "excerpt": "aving throws, this one isn't tied to an ability score. You're in the hands of fate now. Three Successes/Failures. Roll 1d20. If the roll is 10 or higher, you succeed"
      },
      {
        "document": 26,
        "excerpt": "al interaction, exploration, and combat. Whichever one you're experiencing, the game unfolds according to this basic pattern: 1: The Game Master Describes a Scene. T"
      },
      {
        "document": 35,
        "excerpt": "r Persuasion) check, you add your Proficiency Bonus if you're proficient in either skill, but you don't add it twice if you're proficient in both skills. Occasionall"
      },
      {
        "document": 43,
        "excerpt": "uage, but you can't do both at the same time. And when you're exploring a dungeon, you can't simultaneously use the Search action to look for traps and use the Help a"
      },
      {
        "document": 77,
        "excerpt": "ent, or they can constitute your entire move. However you're moving with your Speed, you deduct the distance of each part of your move from it until it is used up or"
      },
      {
        "document": 85,
        "excerpt": "ou have Disadvantage on the roll. This is true whether you're guessing the target's location or targeting a creature you can hear but not see. If the target isn't in"
      },
      {
        "document": 97,
        "excerpt": "ect is about to move your mount against its will while you're on it, you must succeed on a DC 10 Dexterity saving throw or fall off, landing with the Prone condition"
      },
      {
        "document": 102,
        "excerpt": "it Points. If you have half your Hit Points or fewer, you're Bloodied, which has no game effect on its own but which might trigger other game effects."
      },
      {
        "document": 231,
        "excerpt": "ry ability. Fill in the ability modifiers as well. If you're using the Standard Array option, consult the Standard Array by Class table for suggestions on where to a"
      },
      {
        "document": 240,
        "excerpt": "l. You might also wish to note the modifier for skills you're not proficient in, which is just the relevant ability modifier. Passive Perception. Sometimes your GM w"
      },
      {
        "document": 261,
        "excerpt": "that level. A few features have additional rules when you're multiclassing. Check the information about multiclassing included in each of your classes' descriptions."
      },
      {
        "document": 271,
        "excerpt": "when you determine your character's ability scores. If you're having trouble choosing, the Ability Scores and Backgrounds table shows which backgrounds benefit which"
      },
      {
        "document": 302,
        "excerpt": "a member of a category, which is noted in the feat. If you're instructed to choose a feat from a specific category, such as the Origin category, that category must ap"
      },
      {
        "document": 366,
        "excerpt": "You survive via chance and charity. You're often exposed to natural dangers as a result of sleeping outside."
      },
      {
        "document": 371,
        "excerpt": "You're accustomed to the finer things in life and might have servants."
      },
      {
        "document": 380,
        "excerpt": "ttempt fails. Otherwise, at the end of the Short Rest, you're attuned to the magic item and can access its full magical capabilities."
      },
      {
        "document": 541,
        "excerpt": "pplicable when you take this action, depending on what you're trying to detect. Search"
      },
      {
        "document": 559,
        "excerpt": "While you're swimming, each foot of movement costs 1 extra foot (2 extra feet in Difficult Terrain). You ignore this"
      },
      {
        "document": 563,
        "excerpt": "rtunity Attacks. When you teleport, all the equipment you're wearing and carrying teleports with you. If you're touching another creature when you teleport, that cre"
      },
      {
        "document": 577,
        "excerpt": "y contains definitions of current rules terms only. If you're looking for a term from an earlier version of the fifth edition rules, consult the index. Abbreviations"
      },
      {
        "document": 590,
        "excerpt": "While you're climbing, each foot of movement costs 1 extra foot (2 extra feet in Difficult Terrain). You ignore this"
      },
      {
        "document": 596,
        "excerpt": "While you're crawling, each foot of movement costs 1 extra foot (2 extra feet in Difficult Terrain). See also \"Speed."
      },
      {
        "document": 640,
        "excerpt": "ust succeed on a DC 15 Dexterity (Stealth) check while you're Heavily Obscured or behind Three-Quarters Cover or Total Cover, and you must be out of any enemy's line"
      },
      {
        "document": 651,
        "excerpt": "ge a monster to do something. Describe or roleplay how you're communicating with the monster. Are you trying to deceive, intimidate, amuse, or gently persuade? The GM"
      },
      {
        "document": 963,
        "excerpt": "level for which you have spell slots. For example, if you're a level 3 Bard, your list of prepared spells can include six spells of levels 1 and 2 in any combinatio"
      },
      {
        "document": 964,
        "excerpt": "level for which you have spell slots. For example, if you're a level 3 Cleric, your list of prepared spells can include six spells of levels 1 and 2 in any combinati"
      },
      {
        "document": 965,
        "excerpt": "level for which you have spell slots. For example, if you're a level 3 Druid, your list of prepared spells can include six spells of levels 1 and 2 in any combinatio"
      },
      {
        "document": 967,
        "excerpt": "When you're subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you in"
      },
      {
        "document": 968,
        "excerpt": "level for which you have spell slots. For example, if you're a level 5 Paladin, your list of prepared spells can include six Paladin spells of level 1 or 2 in any co"
      },
      {
        "document": 969,
        "excerpt": "level for which you have spell slots. For example, if you're a level 5 Ranger, your list of prepared spells can include six Ranger spells of level 1 or 2 in any comb"
      },
      {
        "document": 970,
        "excerpt": "n nimbly dodge out of the way of certain dangers. When you're subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you in"
      },
      {
        "document": 971,
        "excerpt": "level for which you have spell slots. For example, if you're a level 3 Sorcerer, your list of prepared spells can include six Sorcerer spells of level 1 or 2 in any"
      },
      {
        "document": 972,
        "excerpt": "en you finish a Short or Long Rest. For example, when you're a level 5 Warlock, you have two level 3 spell slots. To cast the level 1 spell Charm Person, you must sp"
      },
      {
        "document": 973,
        "excerpt": "level for which you have spell slots. For example, if you're a level 3 Wizard, your list of prepared spells can include six spells of levels 1 and 2 in any combinati"
      },
      {
        "document": 975,
        "excerpt": "up), and none of them can be level 6+. For example, if you're a level 6 Druid, you can recover up to three levels' worth of spell slots. You can recover a level 3 spe"
      },
      {
        "document": 983,
        "excerpt": "nd Frightened conditions while your Rage is active. If you're Charmed or Frightened when you enter your Rage, the condition ends on you."
      },
      {
        "document": 990,
        "excerpt": "you can change your size to Large as a Bonus Action if you're in a big enough space. This transformation lasts for 10 minutes or until you end it (no action required)"
      },
      {
        "document": 1009,
        "excerpt": "yle Feat (Prerequisite: Fighting Style Feature) While you're wearing Light, Medium, or Heavy armor, you gain a +1 bonus to Armor Class."
      },
      {
        "document": 1152,
        "excerpt": "in 1 mile of the warded area. This ping awakens you if you're asleep."
      },
      {
        "document": 1153,
        "excerpt": "ifferent size, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. For the duration, you can take a"
      },
      {
        "document": 1185,
        "excerpt": "gain, targeting the same point or a different one. If you're outdoors in a storm when you cast this spell, the spell gives you control over that storm instead of cre"
      },
      {
        "document": 1204,
        "excerpt": "s. You have Advantage on Strength saving throws while you're within 5 feet of the pack, and when you move on your turn, you can also move the pack up to 30 feet to a"
      },
      {
        "document": 1259,
        "excerpt": "oot Cubes) given a sufficient quantity of material. If you're working with metal, stone, or another mineral substance, however, the fabricated object can be no larger"
      },
      {
        "document": 1266,
        "excerpt": "ll, the steed regains the same number of Hit Points if you're within 5 feet of it. Actions Otherworldly Slam. Melee Attack Roll: Bonus equals your spell attack modi"
      },
      {
        "document": 1345,
        "excerpt": "eature's soul to its body. If the host body dies while you're in it, the creature dies, and you make a Charisma saving throw against your own spellcasting DC. On a su"
      },
      {
        "document": 1420,
        "excerpt": "or changes in size and shape to fit the new form while you're in it."
      },
      {
        "document": 1462,
        "excerpt": "r pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of m"
      },
      {
        "document": 1493,
        "excerpt": "s broken. Speechless. You can't speak. Surprised. If you're Incapacitated when you roll Initiative, you have Disadvantage on the roll."
      },
      {
        "document": 1494,
        "excerpt": "n, you experience the following effects. Surprise. If you're Invisible when you roll Initiative, you have Advantage on the roll. Concealed. You aren't affected by a"
      },
      {
        "document": 1501,
        "excerpt": "apacitated and Prone conditions, and you drop whatever you're holding. When this condition ends, you remain Prone. Speed 0. Your Speed is 0 and can't increase. Atta"
      },
      {
        "document": 1502,
        "excerpt": "ine, one of the hardest substances in existence. While you're wearing it, any Critical Hit against you becomes a normal hit."
      },
      {
        "document": 1523,
        "excerpt": "and take the Attack action, targeting the creature. If you're unable to get close enough to the creature to attack it with the weapon, your turn ends after you've use"
      },
      {
        "document": 1534,
        "excerpt": "pounds. The broom stops hovering when you land or when you're no longer riding it. As a Magic action, you can send the broom to travel alone to a destination within"
      },
      {
        "document": 1556,
        "excerpt": "ushes forth in a Line 30 feet long and 1 foot wide. If you're holding the decanter, you can aim the geyser in one direction (no action required). One creature of your"
      },
      {
        "document": 1589,
        "excerpt": "Wondrous Item, Uncommon (Requires Attunement) If you're hit by an attack roll made with a Ranged or Thrown weapon while wearing these gloves, you can take a Rea"
      },
      {
        "document": 1611,
        "excerpt": "t is native to a plane of existence other than the one you're on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. If the target has"
      },
      {
        "document": 1627,
        "excerpt": "animation in an extradi-dimensional sphere. Everything you're wearing and carrying disappears with you except for Artifacts, which stay behind in the space you occupi"
      },
      {
        "document": 1643,
        "excerpt": "r Plate Armor), Legendary (Requires Attunement) While you're wearing this armor, you can take a Magic action and use a command word to gain the effect of the Etherea"
      },
      {
        "document": 1649,
        "excerpt": "Speed equal to your Speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This"
      },
      {
        "document": 1699,
        "excerpt": "ck, the target is no longer Restrained by the rope. If you're still holding onto the rope when a target escapes from it, you can take a Reaction to command the rope t"
      }
    ],
    "you've": [
      {
        "document": 231,
        "excerpt": "Once you've generated six scores, assign them to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charis"
      },
      {
        "document": 241,
        "excerpt": "er sheet also includes space to note how many Hit Dice you've spent. Initiative. Write your Dexterity modifier in the space for Initiative on your character sheet."
      },
      {
        "document": 247,
        "excerpt": "s moral compass. 5: Fill in Details. Using the choices you've made, fill in the remaining details on your character sheet."
      },
      {
        "document": 427,
        "excerpt": "lb. Utilize: Paint a recognizable image of something you've seen (DC 10) Craft: Druidic Focus, Holy Symbol"
      },
      {
        "document": 963,
        "excerpt": "You've learned secrets from various magical traditions. Whenever you reach a Bard level (including this level)"
      },
      {
        "document": 965,
        "excerpt": "your Concentration or otherwise interfere with a spell you've already cast. Objects. Your ability to handle objects is determined by the form's limbs rather than you"
      },
      {
        "document": 970,
        "excerpt": "You've developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of t"
      },
      {
        "document": 971,
        "excerpt": "se the new rolls. You can use Empowered Spell even if you've already used a different Metamagic option during the casting of the spell. Extended Spell Cost: 1 Sorc"
      },
      {
        "document": 984,
        "excerpt": "You've trained to get into especially hard-to-reach places, granting you these benefits. Climber. You gain a C"
      },
      {
        "document": 1013,
        "excerpt": "Origin Feat You've trained to deal particularly damaging strikes. Once per turn when you hit a target with a weapon, you ca"
      },
      {
        "document": 1157,
        "excerpt": "for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the crea"
      },
      {
        "document": 1219,
        "excerpt": "for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the crea"
      },
      {
        "document": 1523,
        "excerpt": "ure to attack it with the weapon, your turn ends after you've used up all your available movement. If the creature dies or can no longer be seen or heard by you, the"
      },
      {
        "document": 1526,
        "excerpt": "k your heels together again, you end the effect. When you've used the boots' property for a total of 10 minutes, the magic ceases to function for you until you finis"
      }
    ],
    "young": [
      {
        "document": 2081,
        "excerpt": "Young Black Dragon"
      },
      {
        "document": 2082,
        "excerpt": "Young Blue Dragon"
      },
      {
        "document": 2083,
        "excerpt": "Young Brass Dragon"
      },
      {
        "document": 2084,
        "excerpt": "Young Bronze Dragon"
      },
      {
        "document": 2085,
        "excerpt": "Young Copper Dragon"
      },
      {
        "document": 2086,
        "excerpt": "Young Gold Dragon"
      },
      {
        "document": 2087,
        "excerpt": "Young Green Dragon"
      },
      {
        "document": 2088,
        "excerpt": "Young Red Dragon"
      },
      {
        "document": 2089,
        "excerpt": "Young Silver Dragon"
      },
      {
        "document": 2090,
        "excerpt": "Young White Dragon"
      }
    ],
    "younger": [
      {
        "document": 1194,
        "excerpt": "the finished clone is the same age as the creature or younger. The clone remains inert and endures indefinitely while its vessel remains undisturbed. If the original"
      }
    ],
    "yours": [
      {
        "document": 96,
        "excerpt": "The Initiative of a controlled mount changes to match yours when you mount it. It moves on your turn as you direct it, and it has only three action options during t"
      },
      {
        "document": 264,
        "excerpt": "ss when you cast the spell. Cantrips. If a cantrip of yours increases in power at higher levels, the increase is based on your total character level, not your level"
      },
      {
        "document": 965,
        "excerpt": "hrow modifier in the Beast's stat block is higher than yours, use the one in the stat block. No Spellcasting. You can't cast spells, but shape-shifting doesn't brea"
      },
      {
        "document": 1158,
        "excerpt": "Initiative count and takes its turn immediately after yours. Until the spell ends, you can take a Bonus Action to mentally command any creature you made with this"
      },
      {
        "document": 1266,
        "excerpt": "condition, the steed takes its turn immediately after yours and acts independently, focusing on protecting you. Disappearance of the Steed. The steed disappears if"
      },
      {
        "document": 1290,
        "excerpt": "tiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge a"
      },
      {
        "document": 1448,
        "excerpt": "tiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge a"
      },
      {
        "document": 1463,
        "excerpt": "llies. In combat, it takes its turns immediately after yours, and it obeys your commands. If the spell lasts more than an hour, you no longer control the creature."
      },
      {
        "document": 1627,
        "excerpt": "hen it drops to 0 Hit Points or you die. If an ally of yours deals damage to the avatar, that ally summons another Avatar of Death. The new avatar appears in an unoc"
      },
      {
        "document": 1720,
        "excerpt": "ur Initiative count, taking its turn immediately after yours. On your turn, you can mentally command the snake (no action required) if it is within 60 feet of you a"
      }
    ],
    "yourself": [
      {
        "document": 80,
        "excerpt": "On your turn, you can give yourself the Prone condition (see “Rules Glossary”) without using an action or any of your Speed, but you can’t d"
      },
      {
        "document": 93,
        "excerpt": "guard. If you move heedlessly past your foes, you put yourself in danger by provoking an Opportunity Attack. Avoiding Opportunity Attacks. You can avoid provoking an"
      },
      {
        "document": 307,
        "excerpt": "ter. Target one creature you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency"
      },
      {
        "document": 319,
        "excerpt": "an unwilling Small or Medium creature within 5 feet of yourself that has the Grappled, Incapacitated, or Restrained condition if you succeed on a DC 13 Dexterity (Slei"
      },
      {
        "document": 322,
        "excerpt": "a Net. Target a creature you can see within 15 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency"
      },
      {
        "document": 323,
        "excerpt": "flask. Target one creature or object within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency"
      },
      {
        "document": 326,
        "excerpt": "n a 4-ounce vial. For 1 hour after applying Perfume to yourself, you have Advantage on Charisma (Persuasion) checks made to influence an Indifferent Humanoid within 5 f"
      },
      {
        "document": 329,
        "excerpt": "gh or Long Jump, you can use the Pole to vault, giving yourself Advantage on the check."
      },
      {
        "document": 331,
        "excerpt": "or administer it to another creature within 5 feet of yourself. The creature that drinks the magical red fluid in this vial regains 2d4 + 2 Hit Points."
      },
      {
        "document": 369,
        "excerpt": "You support yourself at an average level."
      },
      {
        "document": 401,
        "excerpt": "can push the creature up to 10 feet straight away from yourself if it is Large or smaller."
      },
      {
        "document": 445,
        "excerpt": "t one creature or object you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency"
      },
      {
        "document": 446,
        "excerpt": "t one creature or object you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency"
      },
      {
        "document": 451,
        "excerpt": "o cover a level, 10-foot-square area within 10 feet of yourself. A creature that enters this area for the first time on a turn must succeed on a DC 10 Dexterity saving"
      },
      {
        "document": 463,
        "excerpt": "eir bag to cover a 5-foot-square area within 5 feet of yourself. A creature that enters this area for the first time on a turn must succeed on a DC 15 Dexterity saving"
      },
      {
        "document": 468,
        "excerpt": "a Chain around an unwilling creature within 5 feet of yourself that has the Grappled, Incapacitated, or Restrained condition if you succeed on a DC 13 Strength (Athlet"
      },
      {
        "document": 470,
        "excerpt": "tilize action, you can use the Climber's Kit to anchor yourself; when you do, you can't fall more than 25 feet from the anchor point, and you can't move more than 25 fe"
      },
      {
        "document": 483,
        "excerpt": "a railing, a ledge, or another catch within 50 feet of yourself, and the hook catches on if you succeed on a DC 13 Dexterity (Acrobatics) check. If you tied a Rope to t"
      },
      {
        "document": 502,
        "excerpt": "h to it, so it can't be behind Total Cover. Targeting Yourself. If a spell targets a creature of your choice, you can choose yourself unless the creature must be Hosti"
      },
      {
        "document": 582,
        "excerpt": "of its turns. As an action, you can extinguish fire on yourself by giving yourself the Prone condition and rolling on the ground. The fire also goes out if it is doused"
      },
      {
        "document": 640,
        "excerpt": "With the Hide action, you try to hide yourself. To do so, you must succeed on a DC 15 Dexterity (Stealth) check while you're Heavily Obscured or behind"
      },
      {
        "document": 641,
        "excerpt": "ment. You can extend your arms half your height above yourself during the jump. Thus, you can reach a distance equal to the height of the jump plus 1 1/2 times your he"
      },
      {
        "document": 745,
        "excerpt": "For the rest of the turn, give yourself extra movement equal to your Speed."
      },
      {
        "document": 756,
        "excerpt": "l; on a 5, Gust of Wind; on a 6, Invisibility (cast on yourself); on a 7, Lightning Bolt; on an 8, Phantasmal Force; on a 9, Polymorph; on a 10, Stinking Cloud."
      },
      {
        "document": 783,
        "excerpt": "stead, you shrink as if you had cast Enlarge/Reduce on yourself and remain in that state for 1 minute."
      },
      {
        "document": 962,
        "excerpt": "You can imbue yourself with a primal power called Rage, a force that grants you extraordinary might and resilience. You can ent"
      },
      {
        "document": 963,
        "excerpt": "on, you can inspire another creature within 60 feet of yourself who can see or hear you. That creature gains one of your Bardic Inspiration dice. A creature can have on"
      },
      {
        "document": 964,
        "excerpt": "You have dedicated yourself to one of the following sacred roles of your choice. Protector. Trained for battle, you gain proficienc"
      },
      {
        "document": 965,
        "excerpt": "You have dedicated yourself to one of the following sacred roles of your choice. Magician. You know one extra cantrip from the Drui"
      },
      {
        "document": 966,
        "excerpt": "You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Mag"
      },
      {
        "document": 967,
        "excerpt": "w you to harness a well of extraordinary energy within yourself. This energy is represented by Focus Points. Your Monk level determines the number of points you have, a"
      },
      {
        "document": 968,
        "excerpt": "Bonus Action, you can touch a creature (which could be yourself) and draw power from the pool of healing to restore a number of Hit Points to that creature, up to the m"
      },
      {
        "document": 969,
        "excerpt": "Temporary Hit Points. As a Magic action, you can give yourself a number of Temporary Hit Points equal to 1d8 plus your Wisdom modifier (minimum of 1). You can use this"
      },
      {
        "document": 970,
        "excerpt": "As a Bonus Action, you give yourself Advantage on your next attack roll on the current turn. You can use this feature only if you haven't mov"
      },
      {
        "document": 971,
        "excerpt": "You can tap into the wellspring of magic within yourself. This wellspring is represented by Sorcery Points, which allow you to create a variety of magical effect"
      },
      {
        "document": 972,
        "excerpt": "cantrip. Armor of Shadows You can cast Mage Armor on yourself without expending a spell slot. Ascendant Step Prerequisite: Level 5+ Warlock You can cast Levitate o"
      },
      {
        "document": 974,
        "excerpt": "drives you toward victory. During combat, you can give yourself Heroic Inspiration whenever you start your turn without it."
      },
      {
        "document": 975,
        "excerpt": "f your Wild Shape and choose a point within 60 feet of yourself. Vitality-giving flowers and life-draining thorns appear for a moment in a 10-foot-radius Sphere centere"
      },
      {
        "document": 976,
        "excerpt": "rs. When a creature that you can see within 60 feet of yourself makes a damage roll or succeeds on an ability check or attack roll, you can take a Reaction to expend on"
      },
      {
        "document": 980,
        "excerpt": "When you take damage, you can take a Reaction to give yourself Resistance to that damage and any other damage of the same type until the end of the current turn."
      },
      {
        "document": 981,
        "excerpt": "ric level. Choose Bloodied creatures within 30 feet of yourself (which can include you), and divide those Hit Points among them. This feature can restore a creature to"
      },
      {
        "document": 985,
        "excerpt": "You gain the ability to heal yourself. As a Bonus Action, you can roll your Martial Arts die. You regain a number of Hit Points equal to the n"
      },
      {
        "document": 986,
        "excerpt": "racter level 5, you can channel draconic magic to give yourself temporary flight. As a Bonus Action, you sprout spectral wings on your back that last for 10 minutes or"
      },
      {
        "document": 1007,
        "excerpt": "dows. While within Dim Light or Darkness, you can give yourself the Invisible condition as a Bonus Action. The condition ends on you immediately after you take an actio"
      },
      {
        "document": 1153,
        "excerpt": "and other distinguishing characteristics. You can make yourself appear as a member of another species, though none of your statistics change. You can't appear as a crea"
      },
      {
        "document": 1185,
        "excerpt": "appears at a point within range that you can see above yourself. It takes the shape of a Cylinder that is 10 feet tall with a 60-foot radius. When you cast the spell,"
      },
      {
        "document": 1212,
        "excerpt": "V, S, M (a gem-encrusted statuette of yourself worth 1,500+ GP)"
      },
      {
        "document": 1216,
        "excerpt": "ich you take when you see a creature within 60 feet of yourself casting a spell with Verbal, Somatic, or Material components"
      },
      {
        "document": 1229,
        "excerpt": "al, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where. The spell is blocked by 1 f"
      },
      {
        "document": 1230,
        "excerpt": "ense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creatur"
      },
      {
        "document": 1231,
        "excerpt": "s creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case. The spell is blocked by 1 foot of s"
      },
      {
        "document": 1232,
        "excerpt": ". You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you kno"
      },
      {
        "document": 1234,
        "excerpt": "ange: Self Components: V, S Duration: 1 hour You make yourself - including your clothing, armor, weapons, and other belongings on your person - look different until th"
      },
      {
        "document": 1256,
        "excerpt": "ou can target up to three willing creatures (including yourself) for each spell slot level above 7. The creatures must be within 10 feet of you when you cast the spell."
      },
      {
        "document": 1310,
        "excerpt": "age from a creature that you can see within 60 feet of yourself"
      },
      {
        "document": 1356,
        "excerpt": "rface large enough to fully contain your body, merging yourself and your equipment with the stone for the duration. You must touch the stone to do so. Nothing of your p"
      },
      {
        "document": 1364,
        "excerpt": "V, S Duration: 1 minute Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shiftin"
      },
      {
        "document": 1391,
        "excerpt": "the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door. Physical interaction with the image r"
      },
      {
        "document": 1392,
        "excerpt": "V, S, M (a statuette of yourself worth 5+ GP)"
      },
      {
        "document": 1458,
        "excerpt": "us You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use act"
      },
      {
        "document": 1484,
        "excerpt": "you can see on the ground. Instant Health. You allow yourself and up to twenty creatures that you can see to regain all Hit Points, and you end all effects on them li"
      },
      {
        "document": 1498,
        "excerpt": "ovement equal to half your Speed (round down) to right yourself and thereby end the condition. If your Speed is 0, you can't right yourself. Attacks Affected. You have"
      },
      {
        "document": 1511,
        "excerpt": "mor. Metal Shell. You can take a Magic action to give yourself Immunity to Bludgeoning, Piercing, and Slashing damage for 10 minutes or until you are no longer wearing"
      },
      {
        "document": 1525,
        "excerpt": "While you wear these boots, you can cast Levitate on yourself."
      },
      {
        "document": 1544,
        "excerpt": "l its hood over your head and expend 1 charge to give yourself the Invisible condition for 1 hour. The effect ends early if you pull the hood down (no action required)"
      },
      {
        "document": 1546,
        "excerpt": "ea of Dim Light or Darkness, you can cast Polymorph on yourself, shape-shifting into a Bat. While in that form, you retain your Intelligence, Wisdom, and Charisma score"
      },
      {
        "document": 1557,
        "excerpt": "d throw it to the ground at a point within 30 feet of yourself. An illusion of a creature, determined by rolling on the Deck of Illusions table, forms over the thrown"
      },
      {
        "document": 1562,
        "excerpt": "and direction to the closest dragon within 30 miles of yourself that is of the same type as the armor. This action can't be used again until the next dawn."
      },
      {
        "document": 1565,
        "excerpt": "e a pinch of the dust on an Elemental within 5 feet of yourself that is composed mostly of water (such as a Water Elemental). Such a creature exposed to a pinch of the"
      },
      {
        "document": 1566,
        "excerpt": "e action, you can throw the dust into the air, forcing yourself and every creature in a 30-foot Emanation originating from you to make a DC 15 Constitution saving throw"
      },
      {
        "document": 1574,
        "excerpt": "this weapon at a target you can see within 60 feet of yourself. The target can be either a willing Medium or smaller creature or an object that isn't being worn or car"
      },
      {
        "document": 1579,
        "excerpt": "action to throw the token to a point within 10 feet of yourself. The token disappears, and a floating whip takes its place. You can then take a Bonus Action to make a m"
      },
      {
        "document": 1580,
        "excerpt": "he figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine's description below. If the space wher"
      },
      {
        "document": 1583,
        "excerpt": "can extinguish all nonmagical flames within 30 feet of yourself. Once used, this property can't be used again for 1 hour."
      },
      {
        "document": 1585,
        "excerpt": "of light at one creature you can see within 60 feet of yourself. The creature must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minu"
      },
      {
        "document": 1610,
        "excerpt": "Huge or smaller creature you can see within 60 feet of yourself. As the sphere moves through the air, it opens into a tangle of metal bands. Make a ranged attack roll"
      },
      {
        "document": 1611,
        "excerpt": "o target a creature that you can see within 60 feet of yourself. If the flask is empty and the target is native to a plane of existence other than the one you're on, th"
      },
      {
        "document": 1627,
        "excerpt": "rs in an unoccupied space you choose within 30 feet of yourself. The knight has the same alignment as you and serves you loyally until death, believing the two of you h"
      },
      {
        "document": 1666,
        "excerpt": "s in an unoccupied space you choose within 120 feet of yourself. It remains as long as you maintain Concentration, to a maximum of 1 hour, or until it drops to 0 Hit Po"
      },
      {
        "document": 1667,
        "excerpt": "o try to compel an Elemental you see within 60 feet of yourself. The Elemental makes a DC 18 Wisdom saving throw. On a failed save, the Elemental has the Charmed condit"
      },
      {
        "document": 1671,
        "excerpt": "wearing this ring, you can take a Magic action to give yourself the Invisible condition. You remain Invisible until the ring is removed or until you take a Bonus Action"
      },
      {
        "document": 1672,
        "excerpt": "s ring, you can cast Jump from it, but can target only yourself when you do so."
      },
      {
        "document": 1677,
        "excerpt": "in an unoccupied space you can see within 120 feet of yourself. The spheres last as long as you maintain Concentration, up to 1 minute. Each sphere sheds Dim Light in"
      },
      {
        "document": 1682,
        "excerpt": "ack against one creature you can see within 60 feet of yourself. The ring produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each c"
      },
      {
        "document": 1685,
        "excerpt": "this ring, you cast Water Walk from it, targeting only yourself."
      },
      {
        "document": 1687,
        "excerpt": "Light or DC 15 for Daylight), ending the condition on yourself on a success."
      },
      {
        "document": 1691,
        "excerpt": "), which you can place on the ground within 10 feet of yourself 60–68 4 Potions of Healing 69–75 Rowboat (12 feet long) 76–83 Spell Scroll containing one spell of le"
      },
      {
        "document": 1694,
        "excerpt": "n to force each creature you can see within 30 feet of yourself to make a DC 17 Wisdom saving throw. On a failed save, a target has the Frightened condition for 1 minut"
      },
      {
        "document": 1696,
        "excerpt": "ure of your choice that you can see within 120 feet of yourself. Each target must succeed on a DC 15 Wisdom saving throw or have the Charmed condition for 8 hours. Whil"
      },
      {
        "document": 1699,
        "excerpt": "nd entangle one creature you can see within 20 feet of yourself. The target must succeed on a DC 15 Dexterity saving throw or have the Restrained condition. You can rel"
      },
      {
        "document": 1706,
        "excerpt": "lls using the Shield against a target within 5 feet of yourself. Apply your Proficiency Bonus and Strength modifier to the attack roll. On a hit, the Shield deals Force"
      },
      {
        "document": 1724,
        "excerpt": "rs in an unoccupied space you choose within 30 feet of yourself, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental d"
      },
      {
        "document": 1730,
        "excerpt": "creature you can see on the ground within 120 feet of yourself. A flaming fissure opens under the target, and the target makes a DC 20 Dexterity saving throw. If the t"
      },
      {
        "document": 1732,
        "excerpt": "creature you can see on the ground within 120 feet of yourself. A flaming fissure opens under the target, and the target makes a DC 20 Dexterity saving throw. If the t"
      },
      {
        "document": 1748,
        "excerpt": "he tip toward a creature you can see within 60 feet of yourself. The target must succeed on a DC 15 Constitution saving throw or have the Paralyzed condition for 1 minu"
      },
      {
        "document": 1753,
        "excerpt": "end 1 charge while choosing a point within 120 feet of yourself. That location becomes the point of origin of a spell or other magical effect determined by rolling on t"
      }
    ],
    "ysgard": [
      {
        "document": 790,
        "excerpt": "um; on a 6, Mechanus; on a 7, Mount Celestia; on an 8, Ysgard"
      },
      {
        "document": 798,
        "excerpt": "Ysgard"
      },
      {
        "document": 1604,
        "excerpt": "s horn. In response, warrior spirits from the plane of Ysgard appear in unoccupied spaces within 60 feet of you. Each spirit uses the Berserker stat block and returns"
      }
    ],
    "yuan": [
      {
        "document": 117,
        "excerpt": "anatomy. A ring placed on a tentacle might work, but a yuan-ti with a snakelike tail instead of legs can't wear magic boots. Paired Items. You can allow exceptions"
      }
    ],
    "zephyr": [
      {
        "document": 1605,
        "excerpt": "Horseshoes of a Zephyr"
      }
    ],
    "zero": [
      {
        "document": 10,
        "excerpt": "ollect three of a kind. The number of both is reset to zero when you regain any Hit Points or become Stable. Rolling a 1 or 20. When you roll a 1 on the d20 for a"
      }
    ],
    "ziggurat": [
      {
        "document": 1460,
        "excerpt": "V, M (a miniature ziggurat)"
      }
    ],
    "zombie": [
      {
        "document": 535,
        "excerpt": "pdoor, I'll pull the lever that opens it,\" and \"If the zombie steps next to me, I move away.\" When the trigger occurs, you can either take your Reaction right after"
      },
      {
        "document": 1157,
        "excerpt": "an Undead creature: a Skeleton if you chose bones or a Zombie if you chose a corpse (see “Monsters” for the stat blocks). On each of your turns, you can take a Bonus"
      },
      {
        "document": 1269,
        "excerpt": "y this spell rises at the start of your next turn as a Zombie (see “Monsters”) that follows your verbal orders."
      },
      {
        "document": 1974,
        "excerpt": "Ogre Zombie"
      },
      {
        "document": 2073,
        "excerpt": "umanoid slain by this attack rises 24 hours later as a Zombie under the wight's control, unless the Humanoid is restored to life or its body is destroyed. The wight c"
      },
      {
        "document": 2091,
        "excerpt": "Zombie"
      }
    ],
    "zombies": [
      {
        "document": 181,
        "excerpt": "and the reanimated dead, such as ghosts, vampires, and zombies."
      },
      {
        "document": 213,
        "excerpt": "Zombies"
      },
      {
        "document": 2073,
        "excerpt": "y is destroyed. The wight can have no more than twelve zombies under its control at a time."
      }
    ],
    "zone": [
      {
        "document": 841,
        "excerpt": "Aid, Zone of Truth"
      },
      {
        "document": 844,
        "excerpt": "Zone of Truth"
      },
      {
        "document": 900,
        "excerpt": "Zone of Truth"
      },
      {
        "document": 912,
        "excerpt": "Zone of Truth"
      },
      {
        "document": 1486,
        "excerpt": "Zone of Truth"
      },
      {
        "document": 1766,
        "excerpt": "ired to maintain the spell) 1/Day Each: Flame Strike, Zone of Truth Weakening Breath. Strength Saving Throw: DC 21, each creature that isn't currently affected by"
      },
      {
        "document": 1769,
        "excerpt": "n the spell) 1/Day Each: Ice Storm (level 5 version), Zone of Truth"
      },
      {
        "document": 1778,
        "excerpt": "Each: Flame Strike (level 6 version), Word of Recall, Zone of Truth Weakening Breath. Strength Saving Throw: DC 24, each creature that isn't currently affected by"
      },
      {
        "document": 1781,
        "excerpt": "ontrol Weather, Ice Storm (level 7 version), Teleport, Zone of Truth"
      },
      {
        "document": 2025,
        "excerpt": "gic, Dispel Magic, Greater Restoration, Heroes' Feast, Zone of Truth"
      }
    ]
  }
}
